@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 +1,53 @@
1
+ // PRD-07 §8.8 / I3 — scene lighting for the merged decal pass. Decals must
2
+ // shade like the surface they sit on (promote run 38196483050: a fixed
3
+ // half-Lambert sun + 0.14 SH ambient + unweighted GGX lit a #0a0a0c scorch mark
4
+ // brighter than the asphalt under it). Reads the same light list the forward
5
+ // pass shades with (`source.collectedLights`) and the
6
+ // ambient `environmentLighting` colour × intensity.
7
+ /** Mirrors DECAL_MAX_LIGHTS in DecalPass.ts (kept local: no runtime import cycle). */
8
+ const DECAL_MAX_LIGHTS = 5;
9
+ function unit(v) {
10
+ const l = Math.hypot(v[0] ?? 0, v[1] ?? 0, v[2] ?? 0);
11
+ return l > 0 ? [(v[0] ?? 0) / l, (v[1] ?? 0) / l, (v[2] ?? 0) / l] : null;
12
+ }
13
+ function luminance(c) {
14
+ return 0.2126 * (c[0] ?? 0) + 0.7152 * (c[1] ?? 0) + 0.0722 * (c[2] ?? 0);
15
+ }
16
+ /** Collected lights → decal lights (directional + point/spot as point), brightest first. */
17
+ export function decalLightsFrom(collected) {
18
+ const out = [];
19
+ for (const light of collected) {
20
+ if (light.source?.visible === false || !(light.intensity > 0))
21
+ continue;
22
+ const radiance = [light.color[0] * light.intensity, light.color[1] * light.intensity, light.color[2] * light.intensity];
23
+ if (light.kind === "directional") {
24
+ // CollectedLight.direction is the travel direction; the BRDF wants L.
25
+ const toward = unit([-light.direction[0], -light.direction[1], -light.direction[2]]);
26
+ if (toward)
27
+ out.push({ light: { kind: "directional", vector: toward, radiance }, weight: luminance(radiance) * 4 });
28
+ }
29
+ else if (light.kind === "point" || light.kind === "spot") {
30
+ out.push({
31
+ light: { kind: "point", vector: [light.position[0], light.position[1], light.position[2]], radiance, range: Number.isFinite(light.range) ? light.range : 0 },
32
+ weight: luminance(radiance)
33
+ });
34
+ }
35
+ }
36
+ out.sort((a, b) => b.weight - a.weight);
37
+ return out.slice(0, DECAL_MAX_LIGHTS).map((entry) => entry.light);
38
+ }
39
+ /** Per-frame decal lighting from the render source; null when nothing is published. */
40
+ export function resolveDecalLighting(ctx) {
41
+ const source = ctx.source;
42
+ // The compiled light list the forward pass shades with; without one the
43
+ // pass falls back to its default rig.
44
+ const collected = source.collectedLights ?? null;
45
+ const env = source.environmentLighting;
46
+ const ambient = env
47
+ ? [env.color[0] * env.intensity, env.color[1] * env.intensity, env.color[2] * env.intensity]
48
+ : [0, 0, 0];
49
+ if (collected === null && !env)
50
+ return null;
51
+ return { lights: collected ? decalLightsFrom(collected) : [], ambient };
52
+ }
53
+ //# sourceMappingURL=decalLighting.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"decalLighting.js","sourceRoot":"","sources":["../../../../../packages/rendering/src/vfx/decalLighting.ts"],"names":[],"mappings":"AAAA,2EAA2E;AAC3E,uEAAuE;AACvE,gFAAgF;AAChF,6EAA6E;AAC7E,sDAAsD;AACtD,oDAAoD;AAUpD,sFAAsF;AACtF,MAAM,gBAAgB,GAAG,CAAC,CAAC;AAE3B,SAAS,IAAI,CAAC,CAAoB;IAChC,MAAM,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC;IACtD,OAAO,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,GAAG,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,GAAG,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC;AAC5E,CAAC;AAED,SAAS,SAAS,CAAC,CAAoB;IACrC,OAAO,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,GAAG,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,GAAG,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC;AAC5E,CAAC;AAED,4FAA4F;AAC5F,MAAM,UAAU,eAAe,CAAC,SAAmC;IACjE,MAAM,GAAG,GAA4C,EAAE,CAAC;IACxD,KAAK,MAAM,KAAK,IAAI,SAAS,EAAE,CAAC;QAC9B,IAAI,KAAK,CAAC,MAAM,EAAE,OAAO,KAAK,KAAK,IAAI,CAAC,CAAC,KAAK,CAAC,SAAS,GAAG,CAAC,CAAC;YAAE,SAAS;QACxE,MAAM,QAAQ,GAA6B,CAAC,KAAK,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,KAAK,CAAC,SAAS,EAAE,KAAK,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,KAAK,CAAC,SAAS,EAAE,KAAK,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,KAAK,CAAC,SAAS,CAAC,CAAC;QAClJ,IAAI,KAAK,CAAC,IAAI,KAAK,aAAa,EAAE,CAAC;YACjC,sEAAsE;YACtE,MAAM,MAAM,GAAG,IAAI,CAAC,CAAC,CAAC,KAAK,CAAC,SAAS,CAAC,CAAC,CAAC,EAAE,CAAC,KAAK,CAAC,SAAS,CAAC,CAAC,CAAC,EAAE,CAAC,KAAK,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;YACrF,IAAI,MAAM;gBAAE,GAAG,CAAC,IAAI,CAAC,EAAE,KAAK,EAAE,EAAE,IAAI,EAAE,aAAa,EAAE,MAAM,EAAE,MAAM,EAAE,QAAQ,EAAE,EAAE,MAAM,EAAE,SAAS,CAAC,QAAQ,CAAC,GAAG,CAAC,EAAE,CAAC,CAAC;QACtH,CAAC;aAAM,IAAI,KAAK,CAAC,IAAI,KAAK,OAAO,IAAI,KAAK,CAAC,IAAI,KAAK,MAAM,EAAE,CAAC;YAC3D,GAAG,CAAC,IAAI,CAAC;gBACP,KAAK,EAAE,EAAE,IAAI,EAAE,OAAO,EAAE,MAAM,EAAE,CAAC,KAAK,CAAC,QAAQ,CAAC,CAAC,CAAC,EAAE,KAAK,CAAC,QAAQ,CAAC,CAAC,CAAC,EAAE,KAAK,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,EAAE,QAAQ,EAAE,KAAK,EAAE,MAAM,CAAC,QAAQ,CAAC,KAAK,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,EAAE;gBAC5J,MAAM,EAAE,SAAS,CAAC,QAAQ,CAAC;aAC5B,CAAC,CAAC;QACL,CAAC;IACH,CAAC;IACD,GAAG,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,MAAM,GAAG,CAAC,CAAC,MAAM,CAAC,CAAC;IACxC,OAAO,GAAG,CAAC,KAAK,CAAC,CAAC,EAAE,gBAAgB,CAAC,CAAC,GAAG,CAAC,CAAC,KAAK,EAAE,EAAE,CAAC,KAAK,CAAC,KAAK,CAAC,CAAC;AACpE,CAAC;AAED,uFAAuF;AACvF,MAAM,UAAU,oBAAoB,CAAC,GAA4B;IAC/D,MAAM,MAAM,GAAG,GAAG,CAAC,MAAsB,CAAC;IAC1C,wEAAwE;IACxE,sCAAsC;IACtC,MAAM,SAAS,GAAG,MAAM,CAAC,eAAe,IAAI,IAAI,CAAC;IACjD,MAAM,GAAG,GAAG,MAAM,CAAC,mBAAmB,CAAC;IACvC,MAAM,OAAO,GAA6B,GAAG;QAC3C,CAAC,CAAC,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC,SAAS,EAAE,GAAG,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC,SAAS,EAAE,GAAG,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC,SAAS,CAAC;QAC5F,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;IACd,IAAI,SAAS,KAAK,IAAI,IAAI,CAAC,GAAG;QAAE,OAAO,IAAI,CAAC;IAC5C,OAAO,EAAE,MAAM,EAAE,SAAS,CAAC,CAAC,CAAC,eAAe,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC,EAAE,EAAE,OAAO,EAAE,CAAC;AAC1E,CAAC"}
@@ -0,0 +1,3 @@
1
+ import { Sampler } from "../Sampler.js";
2
+ export declare const PRD07_DEPTH_SAMPLER: Sampler;
3
+ //# sourceMappingURL=depthSampler.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"depthSampler.d.ts","sourceRoot":"","sources":["../../../../../packages/rendering/src/vfx/depthSampler.ts"],"names":[],"mappings":"AAQA,OAAO,EAAE,OAAO,EAAE,MAAM,YAAY,CAAC;AAErC,eAAO,MAAM,mBAAmB,SAAoH,CAAC"}
@@ -0,0 +1,10 @@
1
+ // PRD-07 — sampler for every lane-07 read of the scene depth texture
2
+ // (soft particles/ribbons/beams, low-res composite, volumetric apply).
3
+ // A depth texture with compare mode NONE is incomplete under LINEAR filtering
4
+ // (GLES 3.0 §3.8.13) and samples 0 on WebGL2, so the default TextureBinding
5
+ // sampler made sceneZ = near everywhere: the soft-depth fade went to zero and
6
+ // particles drew 0 pixels under A3D_QR_CORE (frame identical to -vfx).
7
+ // Same filter/address as lane 01's DEPTH_TEXTURE_SAMPLER (SceneDepthCopyPass).
8
+ import { Sampler } from "../Sampler.js";
9
+ export const PRD07_DEPTH_SAMPLER = new Sampler({ minFilter: "nearest", magFilter: "nearest", addressU: "clamp-to-edge", addressV: "clamp-to-edge" });
10
+ //# sourceMappingURL=depthSampler.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"depthSampler.js","sourceRoot":"","sources":["../../../../../packages/rendering/src/vfx/depthSampler.ts"],"names":[],"mappings":"AAAA,qEAAqE;AACrE,uEAAuE;AACvE,8EAA8E;AAC9E,4EAA4E;AAC5E,8EAA8E;AAC9E,uEAAuE;AACvE,+EAA+E;AAE/E,OAAO,EAAE,OAAO,EAAE,MAAM,YAAY,CAAC;AAErC,MAAM,CAAC,MAAM,mBAAmB,GAAG,IAAI,OAAO,CAAC,EAAE,SAAS,EAAE,SAAS,EAAE,SAAS,EAAE,SAAS,EAAE,QAAQ,EAAE,eAAe,EAAE,QAAQ,EAAE,eAAe,EAAE,CAAC,CAAC"}
@@ -0,0 +1,12 @@
1
+ import type { ShaderFeatureSelectInput } from "../contracts/program.js";
2
+ /** "prd07.fog" — height fog model on analytic tiers, volumetric otherwise. */
3
+ export declare function prd07FogSelect(input: Pick<ShaderFeatureSelectInput, "flags" | "tier">): "height" | "volumetric" | undefined;
4
+ /** "prd07.wetness" — only while a wetness driver is live (§6.8; IC-0: no
5
+ * chunk injected into a dry scene), and only for lit forward draws: the
6
+ * `fragment:material` call chunk edits `PhysicalMaterial material`, which
7
+ * unlit / depth / shadow programs do not have (wetness landmine, #880). */
8
+ export declare function prd07WetnessSelect(input?: Pick<ShaderFeatureSelectInput, "item" | "pass">): true | undefined;
9
+ /** Evaluate every lane-07 feature bit for one item. Sparse — only active
10
+ * features appear; merge over `f.features` without overwriting set bits. */
11
+ export declare function prd07FeatureBits(input: ShaderFeatureSelectInput): Record<string, string | number | boolean>;
12
+ //# sourceMappingURL=prd07FeaturePars.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"prd07FeaturePars.d.ts","sourceRoot":"","sources":["../../../../../packages/rendering/src/vfx/prd07FeaturePars.ts"],"names":[],"mappings":"AAiBA,OAAO,KAAK,EAAE,wBAAwB,EAAE,MAAM,sBAAsB,CAAC;AAGrE,8EAA8E;AAC9E,wBAAgB,cAAc,CAAC,KAAK,EAAE,IAAI,CAAC,wBAAwB,EAAE,OAAO,GAAG,MAAM,CAAC,GAAG,QAAQ,GAAG,YAAY,GAAG,SAAS,CAG3H;AAMD;;;4EAG4E;AAC5E,wBAAgB,kBAAkB,CAAC,KAAK,CAAC,EAAE,IAAI,CAAC,wBAAwB,EAAE,MAAM,GAAG,MAAM,CAAC,GAAG,IAAI,GAAG,SAAS,CAO5G;AAED;6EAC6E;AAC7E,wBAAgB,gBAAgB,CAAC,KAAK,EAAE,wBAAwB,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,GAAG,MAAM,GAAG,OAAO,CAAC,CAO3G"}
@@ -0,0 +1,54 @@
1
+ // PRD-07 P4/P5 — lane-07 *pars* library for the T0-05(b) per-item
2
+ // ShaderFeature.select evaluation. The registered features in lanes/prd07.ts
3
+ // delegate here so a program-acquire path (ProgramGenerator per-item
4
+ // evaluation, or MaterialFeatures bit population) resolves identical values.
5
+ //
6
+ // Call snippet for the prd01 T0-05 consumer (see qr issue #490):
7
+ //
8
+ // import { prd07FeatureBits } from ".../vfx/prd07FeaturePars";
9
+ // // inside contributingFeatures(f, flags, input) — per RenderItem:
10
+ // for (const [id, value] of Object.entries(prd07FeatureBits(input))) {
11
+ // if (f.features[id] === undefined) out.push({ feature: byId(id), value });
12
+ // }
13
+ //
14
+ // or, populating bits at MaterialFeatures build time when ctx.item is known:
15
+ //
16
+ // Object.assign(features, prd07FeatureBits({ item, pass: f.pass, tier, flags }));
17
+ import { prd07WetnessState } from "../atmosphere/shaders/wetness.glsl.js";
18
+ /** "prd07.fog" — height fog model on analytic tiers, volumetric otherwise. */
19
+ export function prd07FogSelect(input) {
20
+ if (!input.flags.on("A3D_QR_VFX_FOG"))
21
+ return undefined;
22
+ return input.tier.volumetricFog === "analytic" ? "height" : "volumetric";
23
+ }
24
+ /** Lit shader keys — mirrors the C-02 `lighting: "lit"` rule in
25
+ * `program/MaterialFeatures.ts` (`/pbr|skinned-lit/i`, lane 01). */
26
+ const LIT_SHADER_KEY = /pbr|skinned-lit/i;
27
+ /** "prd07.wetness" — only while a wetness driver is live (§6.8; IC-0: no
28
+ * chunk injected into a dry scene), and only for lit forward draws: the
29
+ * `fragment:material` call chunk edits `PhysicalMaterial material`, which
30
+ * unlit / depth / shadow programs do not have (wetness landmine, #880). */
31
+ export function prd07WetnessSelect(input) {
32
+ const w = prd07WetnessState();
33
+ if (!(w.wetness > 0 || w.rainRipples > 0 || w.snowCover > 0))
34
+ return undefined;
35
+ if (input === undefined)
36
+ return true;
37
+ if (input.pass !== "forward")
38
+ return undefined;
39
+ const shaderKey = input.item.material?.shaderKey ?? "";
40
+ return LIT_SHADER_KEY.test(shaderKey) ? true : undefined;
41
+ }
42
+ /** Evaluate every lane-07 feature bit for one item. Sparse — only active
43
+ * features appear; merge over `f.features` without overwriting set bits. */
44
+ export function prd07FeatureBits(input) {
45
+ const out = {};
46
+ const fog = prd07FogSelect(input);
47
+ if (fog !== undefined)
48
+ out["prd07.fog"] = fog;
49
+ const wet = prd07WetnessSelect(input);
50
+ if (wet !== undefined)
51
+ out["prd07.wetness"] = wet;
52
+ return out;
53
+ }
54
+ //# sourceMappingURL=prd07FeaturePars.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"prd07FeaturePars.js","sourceRoot":"","sources":["../../../../../packages/rendering/src/vfx/prd07FeaturePars.ts"],"names":[],"mappings":"AAAA,kEAAkE;AAClE,6EAA6E;AAC7E,qEAAqE;AACrE,6EAA6E;AAC7E,EAAE;AACF,iEAAiE;AACjE,EAAE;AACF,iEAAiE;AACjE,sEAAsE;AACtE,yEAAyE;AACzE,gFAAgF;AAChF,MAAM;AACN,EAAE;AACF,6EAA6E;AAC7E,EAAE;AACF,oFAAoF;AAGpF,OAAO,EAAE,iBAAiB,EAAE,MAAM,oCAAoC,CAAC;AAEvE,8EAA8E;AAC9E,MAAM,UAAU,cAAc,CAAC,KAAuD;IACpF,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC,EAAE,CAAC,gBAAgB,CAAC;QAAE,OAAO,SAAS,CAAC;IACxD,OAAO,KAAK,CAAC,IAAI,CAAC,aAAa,KAAK,UAAU,CAAC,CAAC,CAAC,QAAQ,CAAC,CAAC,CAAC,YAAY,CAAC;AAC3E,CAAC;AAED;qEACqE;AACrE,MAAM,cAAc,GAAG,kBAAkB,CAAC;AAE1C;;;4EAG4E;AAC5E,MAAM,UAAU,kBAAkB,CAAC,KAAuD;IACxF,MAAM,CAAC,GAAG,iBAAiB,EAAE,CAAC;IAC9B,IAAI,CAAC,CAAC,CAAC,CAAC,OAAO,GAAG,CAAC,IAAI,CAAC,CAAC,WAAW,GAAG,CAAC,IAAI,CAAC,CAAC,SAAS,GAAG,CAAC,CAAC;QAAE,OAAO,SAAS,CAAC;IAC/E,IAAI,KAAK,KAAK,SAAS;QAAE,OAAO,IAAI,CAAC;IACrC,IAAI,KAAK,CAAC,IAAI,KAAK,SAAS;QAAE,OAAO,SAAS,CAAC;IAC/C,MAAM,SAAS,GAAI,KAAK,CAAC,IAAI,CAAC,QAAwD,EAAE,SAAS,IAAI,EAAE,CAAC;IACxG,OAAO,cAAc,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,SAAS,CAAC;AAC3D,CAAC;AAED;6EAC6E;AAC7E,MAAM,UAAU,gBAAgB,CAAC,KAA+B;IAC9D,MAAM,GAAG,GAA8C,EAAE,CAAC;IAC1D,MAAM,GAAG,GAAG,cAAc,CAAC,KAAK,CAAC,CAAC;IAClC,IAAI,GAAG,KAAK,SAAS;QAAE,GAAG,CAAC,WAAW,CAAC,GAAG,GAAG,CAAC;IAC9C,MAAM,GAAG,GAAG,kBAAkB,CAAC,KAAK,CAAC,CAAC;IACtC,IAAI,GAAG,KAAK,SAAS;QAAE,GAAG,CAAC,eAAe,CAAC,GAAG,GAAG,CAAC;IAClD,OAAO,GAAG,CAAC;AACb,CAAC"}
@@ -0,0 +1,11 @@
1
+ export declare const BEAM_SHADER_MARKER = "prd07-beam-v1";
2
+ export declare function beamVertexSource(): string;
3
+ export declare function beamFragmentSource(defines: {
4
+ readonly softParticles?: boolean;
5
+ readonly aurora?: boolean;
6
+ }): string;
7
+ export declare function beamProgramKey(defines: {
8
+ readonly softParticles?: boolean;
9
+ readonly aurora?: boolean;
10
+ }): string;
11
+ //# sourceMappingURL=beam.glsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"beam.glsl.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/vfx/shaders/beam.glsl.ts"],"names":[],"mappings":"AAMA,eAAO,MAAM,kBAAkB,kBAAkB,CAAC;AAElD,wBAAgB,gBAAgB,IAAI,MAAM,CA6BzC;AAED,wBAAgB,kBAAkB,CAAC,OAAO,EAAE;IAAE,QAAQ,CAAC,aAAa,CAAC,EAAE,OAAO,CAAC;IAAC,QAAQ,CAAC,MAAM,CAAC,EAAE,OAAO,CAAA;CAAE,GAAG,MAAM,CAgDnH;AAED,wBAAgB,cAAc,CAAC,OAAO,EAAE;IAAE,QAAQ,CAAC,aAAa,CAAC,EAAE,OAAO,CAAC;IAAC,QAAQ,CAAC,MAAM,CAAC,EAAE,OAAO,CAAA;CAAE,GAAG,MAAM,CAE/G"}
@@ -0,0 +1,89 @@
1
+ // PRD-07 P2-T9 — beam/cone/aurora shaders (§6.2.10). Same vertex layout as
2
+ // ribbon.glsl (pos3 normal3 uv2 color4): the CPU pass bakes taper + falloff
3
+ // into per-vertex color/alpha; the fragment adds soft-depth fade, the output
4
+ // encode, and — for the aurora curtain — the scrolling shimmer bands
5
+ // (PRD 14 §8.2: curtain fold + shimmer are fragment-time effects).
6
+ export const BEAM_SHADER_MARKER = "prd07-beam-v1";
7
+ export function beamVertexSource() {
8
+ return `#version 300 es
9
+ // ${BEAM_SHADER_MARKER} vertex
10
+ precision highp float;
11
+ in vec3 a_position;
12
+ in vec3 a_normal;
13
+ in vec2 a_uv;
14
+ in vec4 a_color;
15
+ uniform mat4 u_viewProjection;
16
+ uniform float u_time;
17
+ uniform float u_sway;
18
+ uniform float u_aurora;
19
+ out vec2 v_uv;
20
+ out vec4 v_color;
21
+ out vec3 v_world;
22
+ void main() {
23
+ v_uv = a_uv;
24
+ v_color = a_color;
25
+ vec3 p = a_position;
26
+ if (u_aurora > 0.5) {
27
+ // curtain sway: lateral offset grows with uv.y (height), slow phase scroll
28
+ float sway = sin(u_time * 0.4 + a_uv.x * 6.28318 * 2.0) * u_sway * a_uv.y;
29
+ p.x += sway;
30
+ p.z += sway * 0.35;
31
+ }
32
+ v_world = p;
33
+ gl_Position = u_viewProjection * vec4(p, 1.0);
34
+ }
35
+ `;
36
+ }
37
+ export function beamFragmentSource(defines) {
38
+ const aurora = defines.aurora ? "#define AURORA" : "";
39
+ const soft = defines.softParticles ? "#define SOFT_PARTICLES" : "";
40
+ return `#version 300 es
41
+ // ${BEAM_SHADER_MARKER} fragment
42
+ precision highp float;
43
+ ${aurora}
44
+ ${soft}
45
+ in vec2 v_uv;
46
+ in vec4 v_color;
47
+ in vec3 v_world;
48
+ uniform sampler2D u_sceneDepth;
49
+ uniform vec4 u_depthLinearize;
50
+ uniform float u_outputColorSpace;
51
+ uniform float u_time;
52
+ uniform float u_shimmer;
53
+ layout(location = 0) out vec4 o_color;
54
+ void main() {
55
+ float alpha = v_color.a;
56
+ vec3 rgb = v_color.rgb;
57
+ #ifdef AURORA
58
+ // curtain folds: uv.x bands drifting with time, brightness clipped soft
59
+ float band = sin(v_uv.x * 18.0 + u_time * 1.7) * 0.5 + 0.5;
60
+ float fold = mix(0.55, 1.0, band * band);
61
+ rgb *= fold * (1.0 + u_shimmer * 0.5);
62
+ alpha *= fold;
63
+ #endif
64
+ #ifdef SOFT_PARTICLES
65
+ vec2 ndc = gl_FragCoord.xy / vec2(textureSize(u_sceneDepth, 0));
66
+ float d = texture(u_sceneDepth, ndc).r;
67
+ float sceneZ = u_depthLinearize.z > 0.5
68
+ ? mix(u_depthLinearize.x, u_depthLinearize.y, d)
69
+ : (u_depthLinearize.x * u_depthLinearize.y) / max(u_depthLinearize.y - d * (u_depthLinearize.y - u_depthLinearize.x), 1e-4);
70
+ float fragZ = gl_FragCoord.z / gl_FragCoord.w;
71
+ alpha *= clamp((sceneZ - fragZ) / 0.5, 0.0, 1.0);
72
+ #endif
73
+ rgb *= alpha;
74
+ // GLSL pow(x, y) is undefined for x < 0: the interpolated cone-base alpha
75
+ // (0 at the rim) dips to -ε on NVIDIA and the encode returned NaN, which
76
+ // failed the HDR tone-map finite check (prd07-volumetric-shafts, run 38196483050).
77
+ rgb = max(rgb, vec3(0.0));
78
+ alpha = clamp(alpha, 0.0, 1.0);
79
+ if (u_outputColorSpace > 0.5) {
80
+ rgb = pow(rgb, vec3(1.0 / 2.2));
81
+ }
82
+ o_color = vec4(rgb, alpha);
83
+ }
84
+ `;
85
+ }
86
+ export function beamProgramKey(defines) {
87
+ return `beam.${defines.softParticles ? "S" : "x"}${defines.aurora ? "A" : "x"}`;
88
+ }
89
+ //# sourceMappingURL=beam.glsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"beam.glsl.js","sourceRoot":"","sources":["../../../../../../packages/rendering/src/vfx/shaders/beam.glsl.ts"],"names":[],"mappings":"AAAA,2EAA2E;AAC3E,4EAA4E;AAC5E,6EAA6E;AAC7E,qEAAqE;AACrE,mEAAmE;AAEnE,MAAM,CAAC,MAAM,kBAAkB,GAAG,eAAe,CAAC;AAElD,MAAM,UAAU,gBAAgB;IAC9B,OAAO;KACJ,kBAAkB;;;;;;;;;;;;;;;;;;;;;;;;;;CA0BtB,CAAC;AACF,CAAC;AAED,MAAM,UAAU,kBAAkB,CAAC,OAAwE;IACzG,MAAM,MAAM,GAAG,OAAO,CAAC,MAAM,CAAC,CAAC,CAAC,gBAAgB,CAAC,CAAC,CAAC,EAAE,CAAC;IACtD,MAAM,IAAI,GAAG,OAAO,CAAC,aAAa,CAAC,CAAC,CAAC,wBAAwB,CAAC,CAAC,CAAC,EAAE,CAAC;IACnE,OAAO;KACJ,kBAAkB;;EAErB,MAAM;EACN,IAAI;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAwCL,CAAC;AACF,CAAC;AAED,MAAM,UAAU,cAAc,CAAC,OAAwE;IACrG,OAAO,QAAQ,OAAO,CAAC,aAAa,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,GAAG,OAAO,CAAC,MAAM,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,EAAE,CAAC;AAClF,CAAC"}
@@ -0,0 +1,14 @@
1
+ export declare const DECAL_SHADER_MARKER = "prd07-decal-v1";
2
+ export interface DecalProgramDefines {
3
+ /** Page albedo texture (decal atlas page or flat texture). */
4
+ readonly albedoTexture: boolean;
5
+ /** Page normal map — perturbs the projected mesh normal. */
6
+ readonly normalTexture: boolean;
7
+ /** Multiply grime blend → C-04-stub alpha-over emulation. */
8
+ readonly multiply: boolean;
9
+ readonly fog: boolean;
10
+ }
11
+ export declare function decalVertexSource(): string;
12
+ export declare function decalFragmentSource(defines: DecalProgramDefines): string;
13
+ export declare function decalProgramKey(defines: DecalProgramDefines): string;
14
+ //# sourceMappingURL=decal.glsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"decal.glsl.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/vfx/shaders/decal.glsl.ts"],"names":[],"mappings":"AAeA,eAAO,MAAM,mBAAmB,mBAAmB,CAAC;AAEpD,MAAM,WAAW,mBAAmB;IAClC,8DAA8D;IAC9D,QAAQ,CAAC,aAAa,EAAE,OAAO,CAAC;IAChC,4DAA4D;IAC5D,QAAQ,CAAC,aAAa,EAAE,OAAO,CAAC;IAChC,6DAA6D;IAC7D,QAAQ,CAAC,QAAQ,EAAE,OAAO,CAAC;IAC3B,QAAQ,CAAC,GAAG,EAAE,OAAO,CAAC;CACvB;AAyID,wBAAgB,iBAAiB,IAAI,MAAM,CAE1C;AAED,wBAAgB,mBAAmB,CAAC,OAAO,EAAE,mBAAmB,GAAG,MAAM,CAExE;AAED,wBAAgB,eAAe,CAAC,OAAO,EAAE,mBAAmB,GAAG,MAAM,CAEpE"}
@@ -0,0 +1,157 @@
1
+ // PRD-07 P6-T1 — decal program (§8.8): lit projected marks. Albedo from the
2
+ // atlas page (or flat colour), tangent-space normal perturb (optional page
3
+ // normal map), page roughness; scene lights through the r185 standard BRDF +
4
+ // ambient irradiance + a3dApplyFog (§8.4 chunk,
5
+ // embedded — PRD 07 programs include it directly while the C-02 generator is
6
+ // a stub). Angle fade + distance fade are folded into alpha per §6.9.
7
+ // Blend is `alpha` for marks; `multiply` grime is emulated under the C-04
8
+ // stub as alpha-over with black at 1 − luminance (VFX_BLEND_FALLBACK).
9
+ //
10
+ // Uniform-int latent bug (C-28): scalar uniforms bind via gl.uniform1f —
11
+ // declare `float`, never `int`, on WebGL2.
12
+ // GLSL ES 3.00.
13
+ import { PRD07_FOG_CHUNK_GLSL } from "../../atmosphere/shaders/fog.glsl.js";
14
+ export const DECAL_SHADER_MARKER = "prd07-decal-v1";
15
+ const VERT = `
16
+ // ${DECAL_SHADER_MARKER} vertex
17
+ in vec3 a_position; // world-space (projected / offset by the CPU merge)
18
+ in vec3 a_normal;
19
+ in vec2 a_uv;
20
+ in vec4 a_color; // albedo.rgb × alpha (life curve applied on CPU)
21
+ in vec4 a_fade; // angleStartDeg, angleEndDeg, nearFade, farFade
22
+ uniform mat4 u_viewProjection;
23
+ out vec3 v_world;
24
+ out vec3 v_normal;
25
+ out vec2 v_uv;
26
+ out vec4 v_color;
27
+ out vec4 v_fade;
28
+ void main() {
29
+ v_world = a_position;
30
+ v_normal = a_normal;
31
+ v_uv = a_uv;
32
+ v_color = a_color;
33
+ v_fade = a_fade;
34
+ gl_Position = u_viewProjection * vec4(a_position, 1.0);
35
+ }
36
+ `;
37
+ const FRAG = (d) => `
38
+ // ${DECAL_SHADER_MARKER} fragment
39
+ precision highp float;
40
+ in vec3 v_world;
41
+ in vec3 v_normal;
42
+ in vec2 v_uv;
43
+ in vec4 v_color;
44
+ in vec4 v_fade;
45
+ uniform mat4 u_viewProjection;
46
+ ${d.albedoTexture ? "uniform sampler2D u_albedo;" : ""}
47
+ ${d.normalTexture ? "uniform sampler2D u_normalMap;" : ""}
48
+ // Same guard as the embedded fog chunk, so fogged variants don't redeclare.
49
+ #ifndef A3D_PRD07_FOG_ENV_UNIFORMS
50
+ #define A3D_PRD07_FOG_ENV_UNIFORMS
51
+ uniform vec3 u_cameraPosition;
52
+ uniform vec3 u_sunDirection;
53
+ uniform vec3 u_sunColor;
54
+ #endif
55
+ uniform float u_roughness;
56
+ // Scene lights (three.js MeshStandardMaterial parity, PRD-07 I3 "decal BRDF
57
+ // matches surroundings"): ≤4 punctual lights, xyz = direction TOWARD the
58
+ // light (w 0) or world position (w 1); rgb = colour × intensity, w = range.
59
+ uniform vec4 u_lightVector[5]; // 5 × vec4 = 20 floats (a 16-float array binds as mat4)
60
+ uniform vec4 u_lightRadiance[5];
61
+ uniform float u_lightCount;
62
+ uniform vec3 u_ambientIrradiance; // ambient colour × intensity (× BRDF_Lambert below)
63
+ ${d.fog ? PRD07_FOG_CHUNK_GLSL : ""}
64
+ layout(location = 0) out vec4 o_color;
65
+
66
+ // r185 BRDF_GGX pieces: GGX D, height-correlated Smith V, Schlick F (F0 0.04).
67
+ float a3dDecalD(float nDotH, float alpha) {
68
+ float a2 = alpha * alpha;
69
+ float dn = nDotH * nDotH * (a2 - 1.0) + 1.0;
70
+ return 0.31830989 * a2 / max(dn * dn, 1e-6);
71
+ }
72
+ float a3dDecalV(float nDotL, float nDotV, float alpha) {
73
+ float a2 = alpha * alpha;
74
+ float gv = nDotL * sqrt(a2 + (1.0 - a2) * nDotV * nDotV);
75
+ float gl = nDotV * sqrt(a2 + (1.0 - a2) * nDotL * nDotL);
76
+ return 0.5 / max(gv + gl, 1e-6);
77
+ }
78
+ vec3 a3dDecalDirect(vec3 albedo, vec3 N, vec3 V, vec3 L, vec3 radiance, float alpha) {
79
+ float nDotL = clamp(dot(N, L), 0.0, 1.0);
80
+ if (nDotL <= 0.0) return vec3(0.0);
81
+ vec3 H = normalize(L + V);
82
+ float nDotH = clamp(dot(N, H), 0.0, 1.0);
83
+ float nDotV = clamp(dot(N, V), 1e-3, 1.0);
84
+ float vDotH = clamp(dot(V, H), 0.0, 1.0);
85
+ float f = 0.04 + 0.96 * pow(1.0 - vDotH, 5.0);
86
+ float spec = f * a3dDecalV(nDotL, nDotV, alpha) * a3dDecalD(nDotH, alpha);
87
+ return radiance * nDotL * (albedo * 0.31830989 + vec3(spec));
88
+ }
89
+
90
+ void main() {
91
+ vec4 albedo = ${d.albedoTexture ? "texture(u_albedo, v_uv)" : "vec4(1.0)"} * v_color;
92
+
93
+ // §6.9 fades — angle (grazing) then distance, both smoothstep windows.
94
+ vec3 V = u_cameraPosition - v_world;
95
+ float dist = length(V);
96
+ V /= max(dist, 1e-4);
97
+ vec3 N = normalize(v_normal);
98
+ ${d.normalTexture ? `
99
+ // Tangent-space normal map from the page — the projected quad's TBN is the
100
+ // plane frame (u along the decal's local +X), cheap derivative TBN.
101
+ {
102
+ vec3 t = normalize(dFdx(v_world));
103
+ vec3 b = normalize(dFdy(v_world));
104
+ vec3 nTex = texture(u_normalMap, v_uv).xyz * 2.0 - 1.0;
105
+ N = normalize(mat3(t, b, N) * nTex);
106
+ }` : ""}
107
+ float facing = abs(dot(N, V));
108
+ float cosStart = cos(radians(v_fade.x));
109
+ float cosEnd = cos(radians(v_fade.y));
110
+ // facing=cos(incidence): 1 head-on → 0 grazing; fade runs start→end.
111
+ // angleEnd <= angleStart disables the angle fade (surface-pinned trails).
112
+ float angleFade = v_fade.y > v_fade.x ? smoothstep(cosEnd, cosStart, facing) : 1.0;
113
+ float distFade = 1.0 - smoothstep(v_fade.z, v_fade.w, dist);
114
+
115
+ // Lighting: the scene's lights through the r185 standard BRDF (Lambert/π +
116
+ // GGX, F0 0.04) plus ambient irradiance × BRDF_Lambert — the same response
117
+ // as the surface the decal sits on (+ §8.4 fog below).
118
+ if (dot(N, V) < 0.0) N = -N; // double-sided projected quads
119
+ float alphaR = max(u_roughness * u_roughness, 0.0025);
120
+ vec3 lit = albedo.rgb * 0.31830989 * u_ambientIrradiance;
121
+ for (int i = 0; i < 5; i++) {
122
+ if (float(i) >= u_lightCount) break;
123
+ vec4 lv = u_lightVector[i];
124
+ vec4 lr = u_lightRadiance[i];
125
+ vec3 L = lv.xyz;
126
+ vec3 radiance = lr.rgb;
127
+ if (lv.w > 0.5) {
128
+ vec3 toLight = lv.xyz - v_world;
129
+ float d = max(length(toLight), 1e-4);
130
+ L = toLight / d;
131
+ // r185 getDistanceAttenuation (decay 2): inverse square, range cutoff.
132
+ float att = 1.0 / max(d * d, 0.01);
133
+ if (lr.w > 0.0) { float x = clamp(1.0 - pow(d / lr.w, 4.0), 0.0, 1.0); att *= x * x; }
134
+ radiance *= att;
135
+ }
136
+ lit += a3dDecalDirect(albedo.rgb, N, V, normalize(L), radiance, alphaR);
137
+ }
138
+ ${d.fog ? "lit = a3dApplyFog(lit, v_world);" : ""}
139
+
140
+ float alpha = albedo.a * angleFade * distFade;
141
+ ${d.multiply
142
+ ? `// C-04 stub: multiply grime → alpha-over with black at 1−luminance.
143
+ float lum = dot(lit, vec3(0.2126, 0.7152, 0.0722));
144
+ o_color = vec4(lit * lum, alpha);`
145
+ : "o_color = vec4(lit, alpha);"}
146
+ }
147
+ `;
148
+ export function decalVertexSource() {
149
+ return `#version 300 es\n${VERT}`;
150
+ }
151
+ export function decalFragmentSource(defines) {
152
+ return `#version 300 es\n${FRAG(defines)}`;
153
+ }
154
+ export function decalProgramKey(defines) {
155
+ return `prd07.decal.${defines.albedoTexture ? 1 : 0}${defines.normalTexture ? 1 : 0}${defines.multiply ? 1 : 0}${defines.fog ? 1 : 0}`;
156
+ }
157
+ //# sourceMappingURL=decal.glsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"decal.glsl.js","sourceRoot":"","sources":["../../../../../../packages/rendering/src/vfx/shaders/decal.glsl.ts"],"names":[],"mappings":"AAAA,4EAA4E;AAC5E,2EAA2E;AAC3E,6EAA6E;AAC7E,gDAAgD;AAChD,6EAA6E;AAC7E,sEAAsE;AACtE,0EAA0E;AAC1E,uEAAuE;AACvE,EAAE;AACF,yEAAyE;AACzE,2CAA2C;AAC3C,gBAAgB;AAEhB,OAAO,EAAE,oBAAoB,EAAE,MAAM,mCAAmC,CAAC;AAEzE,MAAM,CAAC,MAAM,mBAAmB,GAAG,gBAAgB,CAAC;AAYpD,MAAM,IAAI,GAAG;KACR,mBAAmB;;;;;;;;;;;;;;;;;;;;CAoBvB,CAAC;AAEF,MAAM,IAAI,GAAG,CAAC,CAAsB,EAAU,EAAE,CAAC;KAC5C,mBAAmB;;;;;;;;EAQtB,CAAC,CAAC,aAAa,CAAC,CAAC,CAAC,6BAA6B,CAAC,CAAC,CAAC,EAAE;EACpD,CAAC,CAAC,aAAa,CAAC,CAAC,CAAC,gCAAgC,CAAC,CAAC,CAAC,EAAE;;;;;;;;;;;;;;;;EAgBvD,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,oBAAoB,CAAC,CAAC,CAAC,EAAE;;;;;;;;;;;;;;;;;;;;;;;;;;;;kBA4BjB,CAAC,CAAC,aAAa,CAAC,CAAC,CAAC,yBAAyB,CAAC,CAAC,CAAC,WAAW;;;;;;;IAOvE,CAAC,CAAC,aAAa,CAAC,CAAC,CAAC;;;;;;;;IAQlB,CAAC,CAAC,CAAC,EAAE;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;IAgCL,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,kCAAkC,CAAC,CAAC,CAAC,EAAE;;;IAG/C,CAAC,CAAC,QAAQ;IACV,CAAC,CAAC;;oCAE8B;IAChC,CAAC,CAAC,6BAA6B;;CAElC,CAAC;AAEF,MAAM,UAAU,iBAAiB;IAC/B,OAAO,oBAAoB,IAAI,EAAE,CAAC;AACpC,CAAC;AAED,MAAM,UAAU,mBAAmB,CAAC,OAA4B;IAC9D,OAAO,oBAAoB,IAAI,CAAC,OAAO,CAAC,EAAE,CAAC;AAC7C,CAAC;AAED,MAAM,UAAU,eAAe,CAAC,OAA4B;IAC1D,OAAO,eAAe,OAAO,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,OAAO,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,OAAO,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,OAAO,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC;AACzI,CAAC"}
@@ -0,0 +1,5 @@
1
+ export declare const PRD07_GPU_SIM_MARKER = "a3d_prd07_gpu_sim";
2
+ export declare function gpuSimVertexSource(): string;
3
+ export declare function gpuSimPositionFragmentSource(): string;
4
+ export declare function gpuSimVelocityFragmentSource(): string;
5
+ //# sourceMappingURL=gpu-sim.glsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"gpu-sim.glsl.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/vfx/shaders/gpu-sim.glsl.ts"],"names":[],"mappings":"AAMA,eAAO,MAAM,oBAAoB,sBAAsB,CAAC;AAuKxD,wBAAgB,kBAAkB,IAAI,MAAM,CAE3C;AAED,wBAAgB,4BAA4B,IAAI,MAAM,CAErD;AAED,wBAAgB,4BAA4B,IAAI,MAAM,CAErD"}
@@ -0,0 +1,177 @@
1
+ // PRD-07 P5-T1 — §8.3 GPU particle sim (WebGL2 ping-pong, GLSL ES 3.00).
2
+ // Two single-target rgba32f passes per step until C-01/RenderTarget MRT lands
3
+ // (§6.2.3): pass A writes the pos+age texture, pass B writes vel+seed. Both
4
+ // read u_prevPos/u_prevVel and run the identical integration so A and B stay
5
+ // in lockstep. One texel per particle; index = y * u_stateWidth + x.
6
+ export const PRD07_GPU_SIM_MARKER = "a3d_prd07_gpu_sim";
7
+ const VERT = `
8
+ // ${PRD07_GPU_SIM_MARKER} vertex
9
+ in vec2 a_pos;
10
+ void main() {
11
+ gl_Position = vec4(a_pos, 0.0, 1.0);
12
+ }
13
+ `;
14
+ const COMMON = `
15
+ // ${PRD07_GPU_SIM_MARKER} shared
16
+ precision highp float;
17
+ uniform sampler2D u_prevPos; // xyz = position, w = age
18
+ uniform sampler2D u_prevVel; // xyz = velocity, w = seed
19
+ uniform float u_stateWidth;
20
+ uniform float u_capacity;
21
+ uniform float u_emitHead; // ring head (texel index)
22
+ uniform float u_emitCount; // texels to (re)emit this step
23
+ uniform float u_frame;
24
+ uniform float u_seed;
25
+ uniform float u_dt;
26
+ uniform float u_time;
27
+ uniform vec3 u_gravity;
28
+ uniform vec3 u_wind;
29
+ uniform float u_drag;
30
+ uniform float u_noiseFreq;
31
+ uniform float u_noiseScroll;
32
+ uniform float u_noiseStrength;
33
+ uniform float u_groundPlane;
34
+ uniform float u_bounce;
35
+ uniform float u_lifeLoss;
36
+ uniform float u_useHeightfield;
37
+ uniform sampler2D u_heightfield;
38
+ uniform float u_heightUvScale;
39
+ uniform float u_heightMax;
40
+ uniform float u_lifetimeMax;
41
+ uniform vec3 u_emitOrigin;
42
+ uniform vec3 u_emitDirection;
43
+ uniform float u_emitSpread;
44
+ uniform vec2 u_emitSpeed;
45
+ uniform float u_emitDisc; // spawn-disc radius (matches CpuEmitter 0.05)
46
+
47
+ // uint hash → [0,1) — identical to the TS mirror (mulberry32-style round).
48
+ uint a3dHash(uint x) {
49
+ x += 0x6d2b79f5u;
50
+ uint t = (x ^ (x >> 15u)) * (1u | x);
51
+ t = (t + ((t ^ (t >> 7u)) * (61u | t))) ^ t;
52
+ return (t ^ (t >> 14u));
53
+ }
54
+ float a3dRand01(uint h) {
55
+ return float(h) * (1.0 / 4294967296.0);
56
+ }
57
+ vec3 a3dRand3(uint h) {
58
+ return vec3(
59
+ a3dRand01(a3dHash(h)),
60
+ a3dRand01(a3dHash(h ^ 0x9e3779b9u)),
61
+ a3dRand01(a3dHash(h ^ 0x85ebca6bu))
62
+ );
63
+ }
64
+
65
+ // true when index is inside the ring slice [head, head+count) mod capacity.
66
+ bool a3dInRing(int index, int head, int count, int capacity) {
67
+ int m = index - head;
68
+ if (m < 0) m += capacity;
69
+ return m >= 0 && m < count;
70
+ }
71
+
72
+ // 3D value noise (lattice hash + smoothstep trilinear). CPU mirror in
73
+ // ParticleGpuSim.ts (a3dValueNoise) — keep constants identical.
74
+ float a3dLattice(ivec3 c) {
75
+ // int lattice coords → uint hash (uint(float) of negatives is UB — keep int).
76
+ return a3dRand01(a3dHash(uint(c.x * 3 ^ c.y * 7 ^ c.z * 13)));
77
+ }
78
+ float a3dValueNoise(vec3 p) {
79
+ ivec3 ip = ivec3(floor(p));
80
+ vec3 fp = fract(p);
81
+ vec3 u = fp * fp * (3.0 - 2.0 * fp);
82
+ float n000 = a3dLattice(ip);
83
+ float n100 = a3dLattice(ip + ivec3(1, 0, 0));
84
+ float n010 = a3dLattice(ip + ivec3(0, 1, 0));
85
+ float n110 = a3dLattice(ip + ivec3(1, 1, 0));
86
+ float n001 = a3dLattice(ip + ivec3(0, 0, 1));
87
+ float n101 = a3dLattice(ip + ivec3(1, 0, 1));
88
+ float n011 = a3dLattice(ip + ivec3(0, 1, 1));
89
+ float n111 = a3dLattice(ip + ivec3(1, 1, 1));
90
+ float nx00 = mix(n000, n100, u.x);
91
+ float nx10 = mix(n010, n110, u.x);
92
+ float nx01 = mix(n001, n101, u.x);
93
+ float nx11 = mix(n011, n111, u.x);
94
+ return mix(mix(nx00, nx10, u.y), mix(nx01, nx11, u.y), u.z) * 2.0 - 1.0;
95
+ }
96
+
97
+ // Curl of the vector noise field F = (N(p), N(p+o1), N(p+o2)), ε = 0.1.
98
+ vec3 a3dCurlNoise(vec3 p) {
99
+ const float e = 0.1;
100
+ const vec3 o1 = vec3(31.416, -47.853, 12.793);
101
+ const vec3 o2 = vec3(-233.145, -11.719, 95.637);
102
+ float dFx_dz = (a3dValueNoise(p + vec3(0.0, 0.0, e)) - a3dValueNoise(p - vec3(0.0, 0.0, e))) / (2.0 * e);
103
+ float dFx_dy = (a3dValueNoise(p + vec3(0.0, e, 0.0)) - a3dValueNoise(p - vec3(0.0, e, 0.0))) / (2.0 * e);
104
+ float dFy_dx = (a3dValueNoise(p + o1 + vec3(e, 0.0, 0.0)) - a3dValueNoise(p + o1 - vec3(e, 0.0, 0.0))) / (2.0 * e);
105
+ float dFy_dz = (a3dValueNoise(p + o1 + vec3(0.0, 0.0, e)) - a3dValueNoise(p + o1 - vec3(0.0, 0.0, e))) / (2.0 * e);
106
+ float dFz_dx = (a3dValueNoise(p + o2 + vec3(e, 0.0, 0.0)) - a3dValueNoise(p + o2 - vec3(e, 0.0, 0.0))) / (2.0 * e);
107
+ float dFz_dy = (a3dValueNoise(p + o2 + vec3(0.0, e, 0.0)) - a3dValueNoise(p + o2 - vec3(0.0, e, 0.0))) / (2.0 * e);
108
+ return vec3(dFz_dy - dFy_dz, dFx_dz - dFz_dx, dFy_dx - dFx_dy);
109
+ }
110
+
111
+ float a3dSampleHeight(vec2 xz) {
112
+ return texture(u_heightfield, xz * u_heightUvScale).r * u_heightMax;
113
+ }
114
+
115
+ // Emit slot index (ring): origin disc + cone jitter + speed range.
116
+ void a3dEmit(int index, inout vec4 pa, inout vec4 va) {
117
+ uint h = a3dHash(uint(index) ^ uint(u_seed) ^ uint(u_frame) * 0x9e3779b9u);
118
+ float r = a3dRand01(h);
119
+ vec3 jitter = (a3dRand3(h ^ 0x51ed270bu) - 0.5) * 2.0 * u_emitSpread;
120
+ vec3 dir = normalize(u_emitDirection + jitter);
121
+ float theta = a3dRand01(h ^ 0x27d4eb2fu) * 6.283185307;
122
+ pa = vec4(u_emitOrigin + vec3(cos(theta), 0.0, sin(theta)) * u_emitDisc, 0.0);
123
+ va = vec4(dir * mix(u_emitSpeed.x, u_emitSpeed.y, r), a3dRand01(h ^ 0x165667b1u));
124
+ }
125
+
126
+ // §8.3 step — identical math in both passes so pos/vel stay consistent.
127
+ void a3dSimStep(ivec2 texel, inout vec4 pa, inout vec4 va) {
128
+ int index = int(float(texel.y) * u_stateWidth + float(texel.x));
129
+ if (a3dInRing(index, int(u_emitHead), int(u_emitCount), int(u_capacity))) {
130
+ a3dEmit(index, pa, va);
131
+ } else if (pa.w < u_lifetimeMax) {
132
+ vec3 acc = u_gravity + u_wind + a3dCurlNoise(pa.xyz * u_noiseFreq + u_time * u_noiseScroll) * u_noiseStrength;
133
+ va.xyz = (va.xyz + acc * u_dt) * exp(-u_drag * u_dt);
134
+ pa.xyz += va.xyz * u_dt;
135
+ pa.w += u_dt;
136
+ float ground = u_useHeightfield > 0.5 ? a3dSampleHeight(pa.xz) : u_groundPlane;
137
+ if (pa.y < ground) {
138
+ pa.y = ground;
139
+ va.y = -va.y * u_bounce;
140
+ va.xz *= 0.7;
141
+ pa.w += u_lifeLoss;
142
+ }
143
+ }
144
+ }
145
+ `;
146
+ const FRAG_POS = `
147
+ ${COMMON}
148
+ layout(location=0) out vec4 o_out;
149
+ void main() {
150
+ ivec2 texel = ivec2(gl_FragCoord.xy);
151
+ vec4 pa = texelFetch(u_prevPos, texel, 0);
152
+ vec4 va = texelFetch(u_prevVel, texel, 0);
153
+ a3dSimStep(texel, pa, va);
154
+ o_out = pa;
155
+ }
156
+ `;
157
+ const FRAG_VEL = `
158
+ ${COMMON}
159
+ layout(location=0) out vec4 o_out;
160
+ void main() {
161
+ ivec2 texel = ivec2(gl_FragCoord.xy);
162
+ vec4 pa = texelFetch(u_prevPos, texel, 0);
163
+ vec4 va = texelFetch(u_prevVel, texel, 0);
164
+ a3dSimStep(texel, pa, va);
165
+ o_out = va;
166
+ }
167
+ `;
168
+ export function gpuSimVertexSource() {
169
+ return `#version 300 es\n${VERT}`;
170
+ }
171
+ export function gpuSimPositionFragmentSource() {
172
+ return `#version 300 es\n${FRAG_POS}`;
173
+ }
174
+ export function gpuSimVelocityFragmentSource() {
175
+ return `#version 300 es\n${FRAG_VEL}`;
176
+ }
177
+ //# sourceMappingURL=gpu-sim.glsl.js.map
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