@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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1
+ /**
2
+ * PRD-10 T3.3 §8.2 — the `A3DWind` UBO host side (C-26), the 64² RG8 gust
3
+ * noise texture, and the C-02 `prd10.wind` feature registrations that splice
4
+ * `a3d_prd10_wind` into `vertex:deform` for scatter/foliage draws and into the
5
+ * depth variant (so shadows bend with the surface).
6
+ *
7
+ * The gust texture is generated procedurally here (deterministic value noise,
8
+ * RG8). The PRD names `engine/assets/world/noise/` — that asset directory is
9
+ * not yet admitted, so a generated twin keeps the contract honest; when the
10
+ * asset lands it can replace `gustNoiseData` without touching the pack layout.
11
+ */
12
+ import { Texture } from "../../Texture.js";
13
+ /** Structural twin of the frozen C-26 `AuraWindSpec` (engine contract). */
14
+ export interface WindFieldSpec {
15
+ readonly direction: readonly [number, number, number];
16
+ readonly strength: number;
17
+ readonly gust: number;
18
+ readonly gustFrequency: number;
19
+ readonly turbulence: number;
20
+ }
21
+ export declare const WIND_GUST_SIZE = 64;
22
+ /** Deterministic 64² RG8 gust field — value noise, 3 octaves, repeatable. */
23
+ export declare function gustNoiseData(size?: number): Uint8Array;
24
+ /**
25
+ * Pack the frozen C-26 `AuraWindSpec` into the A3DWind UBO layout
26
+ * (std140: two vec4s): [dir.x, dir.z, strength, time] + [gust, 1/gustScale,
27
+ * -, -]. `gustFrequency` in the spec is already 1/scale.
28
+ */
29
+ export declare function packWindUbo(spec: WindFieldSpec, timeSeconds: number): Float32Array;
30
+ export interface WindFieldBinding {
31
+ readonly ubo: Float32Array;
32
+ readonly gustTexture: Texture;
33
+ readonly dispose: () => void;
34
+ }
35
+ /** Create the gust texture (rgba8: R=gust, G=flutter); UBO packed per frame. */
36
+ export declare function createWindField(spec: WindFieldSpec): WindFieldBinding;
37
+ /** Refresh the UBO floats for a new frame time. */
38
+ export declare function updateWindField(field: WindFieldBinding, spec: WindFieldSpec, timeSeconds: number): Float32Array;
39
+ /** Publish the frame's wind for generated-path draws (C-26 spec, seconds, asset height in metres). */
40
+ export declare function setPrd10WindState(spec: WindFieldSpec | null, timeSeconds: number, assetHeight?: number): void;
41
+ export declare function registerPrd10WindFeatures(): () => void;
42
+ //# sourceMappingURL=WindField.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"WindField.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/world/vegetation/WindField.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;GAUG;AACH,OAAO,EAAE,OAAO,EAAE,MAAM,kBAAkB,CAAC;AAM3C,2EAA2E;AAC3E,MAAM,WAAW,aAAa;IAC5B,QAAQ,CAAC,SAAS,EAAE,SAAS,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IACtD,QAAQ,CAAC,QAAQ,EAAE,MAAM,CAAC;IAC1B,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC;IACtB,QAAQ,CAAC,aAAa,EAAE,MAAM,CAAC;IAC/B,QAAQ,CAAC,UAAU,EAAE,MAAM,CAAC;CAC7B;AAED,eAAO,MAAM,cAAc,KAAK,CAAC;AAEjC,6EAA6E;AAC7E,wBAAgB,aAAa,CAAC,IAAI,SAAiB,GAAG,UAAU,CAoC/D;AAED;;;;GAIG;AACH,wBAAgB,WAAW,CAAC,IAAI,EAAE,aAAa,EAAE,WAAW,EAAE,MAAM,GAAG,YAAY,CAKlF;AAED,MAAM,WAAW,gBAAgB;IAC/B,QAAQ,CAAC,GAAG,EAAE,YAAY,CAAC;IAC3B,QAAQ,CAAC,WAAW,EAAE,OAAO,CAAC;IAC9B,QAAQ,CAAC,OAAO,EAAE,MAAM,IAAI,CAAC;CAC9B;AAED,gFAAgF;AAChF,wBAAgB,eAAe,CAAC,IAAI,EAAE,aAAa,GAAG,gBAAgB,CA0BrE;AAED,mDAAmD;AACnD,wBAAgB,eAAe,CAAC,KAAK,EAAE,gBAAgB,EAAE,IAAI,EAAE,aAAa,EAAE,WAAW,EAAE,MAAM,GAAG,YAAY,CAI/G;AAeD,sGAAsG;AACtG,wBAAgB,iBAAiB,CAAC,IAAI,EAAE,aAAa,GAAG,IAAI,EAAE,WAAW,EAAE,MAAM,EAAE,WAAW,SAAI,GAAG,IAAI,CAGxG;AAWD,wBAAgB,yBAAyB,IAAI,MAAM,IAAI,CA0BtD"}
@@ -0,0 +1,154 @@
1
+ /**
2
+ * PRD-10 T3.3 §8.2 — the `A3DWind` UBO host side (C-26), the 64² RG8 gust
3
+ * noise texture, and the C-02 `prd10.wind` feature registrations that splice
4
+ * `a3d_prd10_wind` into `vertex:deform` for scatter/foliage draws and into the
5
+ * depth variant (so shadows bend with the surface).
6
+ *
7
+ * The gust texture is generated procedurally here (deterministic value noise,
8
+ * RG8). The PRD names `engine/assets/world/noise/` — that asset directory is
9
+ * not yet admitted, so a generated twin keeps the contract honest; when the
10
+ * asset lands it can replace `gustNoiseData` without touching the pack layout.
11
+ */
12
+ import { Texture } from "../../Texture.js";
13
+ import { Sampler } from "../../Sampler.js";
14
+ import { TextureBinding } from "../../TextureBinding.js";
15
+ import { registerShaderFeature } from "../../contracts/program.js";
16
+ import { registerDepthVariantFeature } from "../../contracts/shadows.js";
17
+ export const WIND_GUST_SIZE = 64;
18
+ /** Deterministic 64² RG8 gust field — value noise, 3 octaves, repeatable. */
19
+ export function gustNoiseData(size = WIND_GUST_SIZE) {
20
+ const hash = (x, y) => {
21
+ let h = (Math.imul(x | 0, 374761393) + Math.imul(y | 0, 668265263)) | 0;
22
+ h = Math.imul(h ^ (h >>> 13), 1274126177);
23
+ h ^= h >>> 16;
24
+ return (h >>> 0) / 4294967295;
25
+ };
26
+ const smooth = (t) => t * t * (3 - 2 * t);
27
+ const noise = (x, y) => {
28
+ const ix = Math.floor(x);
29
+ const iy = Math.floor(y);
30
+ const fx = smooth(x - ix);
31
+ const fy = smooth(y - iy);
32
+ const a = hash(ix & (size - 1), iy & (size - 1));
33
+ const b = hash((ix + 1) & (size - 1), iy & (size - 1));
34
+ const c = hash(ix & (size - 1), (iy + 1) & (size - 1));
35
+ const d = hash((ix + 1) & (size - 1), (iy + 1) & (size - 1));
36
+ return a + (b - a) * fx + (c + (d - c) * fx - a - (b - a) * fx) * fy;
37
+ };
38
+ const out = new Uint8Array(size * size * 2);
39
+ for (let y = 0; y < size; y += 1) {
40
+ for (let x = 0; x < size; x += 1) {
41
+ let n = 0;
42
+ let amp = 0.55;
43
+ let freq = 4;
44
+ for (let o = 0; o < 3; o += 1) {
45
+ n += amp * noise((x / size) * freq, (y / size) * freq);
46
+ amp *= 0.5;
47
+ freq *= 2;
48
+ }
49
+ const i = (y * size + x) * 2;
50
+ out[i] = Math.round(Math.min(1, Math.max(0, n)) * 255); // R: gust
51
+ out[i + 1] = Math.round(Math.min(1, Math.max(0, noise(x / size * 16 + 7.3, y / size * 16 + 2.1))) * 255); // G: fine flutter
52
+ }
53
+ }
54
+ return out;
55
+ }
56
+ /**
57
+ * Pack the frozen C-26 `AuraWindSpec` into the A3DWind UBO layout
58
+ * (std140: two vec4s): [dir.x, dir.z, strength, time] + [gust, 1/gustScale,
59
+ * -, -]. `gustFrequency` in the spec is already 1/scale.
60
+ */
61
+ export function packWindUbo(spec, timeSeconds) {
62
+ return Float32Array.from([
63
+ spec.direction[0], spec.direction[2], spec.strength, timeSeconds,
64
+ spec.gust, spec.gustFrequency, 0, 0
65
+ ]);
66
+ }
67
+ /** Create the gust texture (rgba8: R=gust, G=flutter); UBO packed per frame. */
68
+ export function createWindField(spec) {
69
+ const data = gustNoiseData();
70
+ const rgba = new Uint8Array(WIND_GUST_SIZE * WIND_GUST_SIZE * 4);
71
+ for (let i = 0; i < WIND_GUST_SIZE * WIND_GUST_SIZE; i += 1) {
72
+ rgba[i * 4] = data[i * 2];
73
+ rgba[i * 4 + 1] = data[i * 2 + 1];
74
+ rgba[i * 4 + 3] = 255;
75
+ }
76
+ const texture = new Texture({
77
+ width: WIND_GUST_SIZE,
78
+ height: WIND_GUST_SIZE,
79
+ format: "rgba8",
80
+ colorSpace: "linear",
81
+ label: "prd10-wind-gust",
82
+ data: rgba
83
+ });
84
+ let disposed = false;
85
+ return {
86
+ ubo: packWindUbo(spec, 0),
87
+ gustTexture: texture,
88
+ dispose() {
89
+ if (disposed)
90
+ return;
91
+ disposed = true;
92
+ texture.dispose();
93
+ }
94
+ };
95
+ }
96
+ /** Refresh the UBO floats for a new frame time. */
97
+ export function updateWindField(field, spec, timeSeconds) {
98
+ const packed = packWindUbo(spec, timeSeconds);
99
+ field.ubo.set(packed);
100
+ return field.ubo;
101
+ }
102
+ /**
103
+ * T3.3 registration — `prd10.wind` splices `a3d_prd10_wind` at `vertex:deform`
104
+ * for world draws flagged `wind:true` and in the depth/distance variants so
105
+ * the C-11 shadow pass bends identically.
106
+ */
107
+ /**
108
+ * #1143 — generated-path wind state. `prd10.wind` binds these per draw as
109
+ * plain uniforms (`a3d_prd10_wind_deform`). Zero strength until the world
110
+ * runtime publishes a spec, so an unset wind leaves geometry in place.
111
+ */
112
+ const windState = { ubo: new Float32Array(8), assetHeight: 1 };
113
+ let gustBinding;
114
+ /** Publish the frame's wind for generated-path draws (C-26 spec, seconds, asset height in metres). */
115
+ export function setPrd10WindState(spec, timeSeconds, assetHeight = 1) {
116
+ windState.ubo.set(spec ? packWindUbo(spec, timeSeconds) : new Float32Array(8));
117
+ windState.assetHeight = assetHeight;
118
+ }
119
+ function windGustBinding() {
120
+ if (!gustBinding) {
121
+ const field = createWindField({ direction: [1, 0, 0], strength: 0, gust: 0, gustFrequency: 0, turbulence: 0 });
122
+ const sampler = new Sampler({ minFilter: "linear", magFilter: "linear", addressU: "repeat", addressV: "repeat" });
123
+ gustBinding = new TextureBinding({ name: "u_windNoise", texture: field.gustTexture, sampler });
124
+ }
125
+ return gustBinding;
126
+ }
127
+ export function registerPrd10WindFeatures() {
128
+ const feature = {
129
+ id: "prd10.wind",
130
+ owner: "prd10",
131
+ flag: "A3D_QR_WORLD",
132
+ // Path G contract: the lane labels wind-enabled draws "prd10.wind:<id>"
133
+ // (RenderItem has no feature map today; the label prefix is the signal).
134
+ select: (input) => (input.item.label?.startsWith("prd10.wind:") ? 1 : undefined),
135
+ defines: (v) => (v ? { A3D_PRD10_WIND: 1 } : {}),
136
+ // #1143: the generated-path chunk (plain uniforms + C-18 `a3dDeform`);
137
+ // `a3d_prd10_wind` (A3DWind UBO) stays the Path S chunk.
138
+ chunks: ["a3d_prd10_wind_deform"],
139
+ hooks: ["vertex:deform"],
140
+ bindUniforms: (_value, _item, set) => {
141
+ set("u_windDirStrength", windState.ubo.subarray(0, 4));
142
+ set("u_windGust", windState.ubo.subarray(4, 8));
143
+ set("u_windAssetHeight", windState.assetHeight);
144
+ set("u_windNoise", windGustBinding());
145
+ }
146
+ };
147
+ const unregShader = registerShaderFeature(feature);
148
+ const unregDepth = registerDepthVariantFeature({ ...feature, passes: ["depth", "distance"] });
149
+ return () => {
150
+ unregShader();
151
+ unregDepth();
152
+ };
153
+ }
154
+ //# sourceMappingURL=WindField.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,8 @@
1
+ /**
2
+ * `a3d_prd10_foliage` — PRD-10 §8.3 foliage fragment chunk: alpha cutoff /
3
+ * A2C-sharpened alpha, two-sided normals, sun translucency, per-instance
4
+ * colour variation and screen-door crossfade.
5
+ */
6
+ import type { ShaderChunk } from "../../../contracts/program.js";
7
+ export declare const a3d_prd10_foliage: ShaderChunk;
8
+ //# sourceMappingURL=foliage.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"foliage.d.ts","sourceRoot":"","sources":["../../../../../../../packages/rendering/src/world/vegetation/shaders/foliage.ts"],"names":[],"mappings":"AAAA;;;;GAIG;AACH,OAAO,KAAK,EAAE,WAAW,EAAE,MAAM,+BAA+B,CAAC;AAoGjE,eAAO,MAAM,iBAAiB,EAAE,WAM/B,CAAC"}
@@ -0,0 +1,104 @@
1
+ const glsl = /* glsl */ `
2
+ uniform sampler2D u_baseColor;
3
+ uniform float u_alphaCutoff; // default 0.5
4
+ uniform float u_alphaToCoverage; // C-15 alphaToCoverage active (MSAA on); float: no int upload (#491)
5
+
6
+ // Alpha handling: A2C path sharpens for multisample resolve; otherwise a hard
7
+ // alpha test (Path S, where the C-15 stub ignores alphaToCoverage).
8
+ float a3dFoliageAlpha(vec2 uv) {
9
+ float alpha = texture(u_baseColor, uv).a;
10
+ if (u_alphaToCoverage < 0.5) {
11
+ if (alpha < u_alphaCutoff) discard;
12
+ return 1.0;
13
+ }
14
+ return clamp((alpha - u_alphaCutoff) / max(fwidth(alpha), 1e-4) + 0.5, 0.0, 1.0);
15
+ }
16
+
17
+ // Two-sided: flip the back-face normal.
18
+ vec3 a3dFoliageNormal(vec3 n) {
19
+ return gl_FrontFacing ? n : -n;
20
+ }
21
+
22
+ // Sun-only translucency term added inside the shared direct-light loop:
23
+ // translucencyColor * albedo * pow(saturate(dot(V, -L)), 4) * thickness * shadow * sunColor.
24
+ vec3 a3dFoliageTranslucency(vec3 albedo, vec3 translucencyColor, float thickness, vec3 V, vec3 L, vec3 sunColor, float shadow) {
25
+ float t = pow(clamp(dot(V, -L), 0.0, 1.0), 4.0);
26
+ return translucencyColor * albedo * t * thickness * shadow * sunColor;
27
+ }
28
+
29
+ // Per-instance colour variation: albedo *= 1 + (variation - 0.5) * (0.08, 0.12, 0.04).
30
+ vec3 a3dInstanceVariation(vec3 albedo, float variation) {
31
+ return albedo * (1.0 + (variation - 0.5) * vec3(0.08, 0.12, 0.04));
32
+ }
33
+
34
+ // 4x4 Bayer matrix for the screen-door LOD1<->impostor crossfade.
35
+ float a3dBayer4x4(vec2 fragCoord) {
36
+ ivec2 p = ivec2(fragCoord) & 3;
37
+ const mat4 b = mat4(
38
+ 0.0, 8.0, 2.0, 10.0,
39
+ 12.0, 4.0, 14.0, 6.0,
40
+ 3.0, 11.0, 1.0, 9.0,
41
+ 15.0, 7.0, 13.0, 5.0
42
+ );
43
+ return (b[p.x][p.y] + 0.5) / 16.0;
44
+ }
45
+
46
+ // Dithered crossfade: discard when the Bayer threshold exceeds the per-instance
47
+ // fade (written per band in the vertex stage from distance).
48
+ void a3dFoliageCrossfade(vec2 fragCoord, float fade) {
49
+ if (a3dBayer4x4(fragCoord) > fade) discard;
50
+ }
51
+ `;
52
+ const wgsl = /* wgsl */ `
53
+ @group(0) @binding(0) var u_baseColor : texture_2d<f32>;
54
+ @group(0) @binding(1) var u_samp : sampler;
55
+ struct A3dFoliageUniforms {
56
+ alphaCutoff : f32,
57
+ alphaToCoverage : i32,
58
+ pad0 : f32,
59
+ pad1 : f32,
60
+ };
61
+ @group(0) @binding(2) var<uniform> u_foliage : A3dFoliageUniforms;
62
+
63
+ fn a3dFoliageAlpha(uv : vec2f) -> f32 {
64
+ let alpha = textureSample(u_baseColor, u_samp, uv).a;
65
+ if (u_foliage.alphaToCoverage == 0) {
66
+ if (alpha < u_foliage.alphaCutoff) { discard; }
67
+ return 1.0;
68
+ }
69
+ return clamp((alpha - u_foliage.alphaCutoff) / max(fwidth(alpha), 1e-4) + 0.5, 0.0, 1.0);
70
+ }
71
+
72
+ fn a3dFoliageNormal(n : vec3f, frontFacing : bool) -> vec3f {
73
+ return select(-n, n, frontFacing);
74
+ }
75
+
76
+ fn a3dFoliageTranslucency(albedo : vec3f, translucencyColor : vec3f, thickness : f32, V : vec3f, L : vec3f, sunColor : vec3f, shadow : f32) -> vec3f {
77
+ let t = pow(clamp(dot(V, -L), 0.0, 1.0), 4.0);
78
+ return translucencyColor * albedo * t * thickness * shadow * sunColor;
79
+ }
80
+
81
+ fn a3dInstanceVariation(albedo : vec3f, variation : f32) -> vec3f {
82
+ return albedo * (1.0 + (variation - 0.5) * vec3f(0.08, 0.12, 0.04));
83
+ }
84
+
85
+ fn a3dBayer4x4(fragCoord : vec2f) -> f32 {
86
+ let x = i32(fragCoord.x) & 3;
87
+ let y = i32(fragCoord.y) & 3;
88
+ let b = array<array<f32, 4>, 4>(
89
+ array<f32, 4>(0.0, 8.0, 2.0, 10.0),
90
+ array<f32, 4>(12.0, 4.0, 14.0, 6.0),
91
+ array<f32, 4>(3.0, 11.0, 1.0, 9.0),
92
+ array<f32, 4>(15.0, 7.0, 13.0, 5.0)
93
+ );
94
+ return (b[y][x] + 0.5) / 16.0;
95
+ }
96
+ `;
97
+ export const a3d_prd10_foliage = {
98
+ name: "a3d_prd10_foliage",
99
+ owner: "prd10",
100
+ stage: "fragment",
101
+ glsl,
102
+ wgsl
103
+ };
104
+ //# sourceMappingURL=foliage.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"foliage.js","sourceRoot":"","sources":["../../../../../../../packages/rendering/src/world/vegetation/shaders/foliage.ts"],"names":[],"mappings":"AAOA,MAAM,IAAI,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAkDvB,CAAC;AAEF,MAAM,IAAI,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA4CvB,CAAC;AAEF,MAAM,CAAC,MAAM,iBAAiB,GAAgB;IAC5C,IAAI,EAAE,mBAAmB;IACzB,KAAK,EAAE,OAAO;IACd,KAAK,EAAE,UAAU;IACjB,IAAI;IACJ,IAAI;CACL,CAAC"}
@@ -0,0 +1,10 @@
1
+ /**
2
+ * `a3d_prd10_grass` — PRD-10 §8.5 grass chunk (vertex stage).
3
+ * Per-chunk uniform placement with a stratified-jitter hash per
4
+ * `gl_InstanceID`, quadratic-Bézier blade shape and density falloff.
5
+ * The fragment side (two-sided translucency + root->tip AO) lands with the
6
+ * `prd10.grass` feature wiring; Low tier draws alpha-tested cards instead.
7
+ */
8
+ import type { ShaderChunk } from "../../../contracts/program.js";
9
+ export declare const a3d_prd10_grass: ShaderChunk;
10
+ //# sourceMappingURL=grass.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"grass.d.ts","sourceRoot":"","sources":["../../../../../../../packages/rendering/src/world/vegetation/shaders/grass.ts"],"names":[],"mappings":"AAAA;;;;;;GAMG;AACH,OAAO,KAAK,EAAE,WAAW,EAAE,MAAM,+BAA+B,CAAC;AA2EjE,eAAO,MAAM,eAAe,EAAE,WAM7B,CAAC"}
@@ -0,0 +1,79 @@
1
+ const glsl = /* glsl */ `
2
+ uniform vec4 u_grassChunk; // chunkOriginXZ, chunkSize, seed
3
+ uniform float u_grassBladeCount; // float: no int uniform upload (#491)
4
+ uniform float u_grassRadius; // density falloff radius from the camera
5
+ uniform float u_grassBladeHeight;
6
+ uniform float u_grassBladeWidth;
7
+
8
+ // Stratified jitter hash per (seed, instance): position, yaw, height, bend.
9
+ vec4 a3dGrassHash(float seed, int instance) {
10
+ uint h = uint(seed * 1664525.0) ^ uint(instance * 1013904223.0) ^ uint(instance * 2654435761.0);
11
+ h ^= h >> 16u; h *= 2246822519u; h ^= h >> 13u;
12
+ uvec4 v = uvec4(h, h * 3266489917u + 1u, h ^ 668265263u, h * 374761393u);
13
+ return fract(vec4(v) * (1.0 / 4294967296.0));
14
+ }
15
+
16
+ // Quadratic Bézier blade vertex. t in [0,1] from root to tip; side in {-1,1}.
17
+ vec3 a3dGrassBladeVertex(vec3 root, float yaw, float height, float bend, float t, float side) {
18
+ vec2 facing = vec2(cos(yaw), sin(yaw));
19
+ vec2 rightV = vec2(-facing.y, facing.x);
20
+ float width = mix(1.0, 0.05, t * t); // taper to the tip
21
+ vec2 lean = facing * bend * t * t; // quadratic lean forward
22
+ vec3 p = vec3(root.x + lean.x * height, root.y + t * height, root.z + lean.y * height);
23
+ p.xz += rightV * (u_grassBladeWidth * width * side);
24
+ return p;
25
+ }
26
+
27
+ // Per-instance placement inside the chunk (returns zero-height for culled blades).
28
+ vec3 a3dGrassBladeRoot(int instance, out float yaw, out float height, out float bend, out float phase) {
29
+ vec4 h = a3dGrassHash(u_grassChunk.w, instance);
30
+ vec2 cell = vec2(instance % 32, instance / 32) / 32.0;
31
+ vec2 jitter = (h.xy * 0.9 + 0.05) / 32.0;
32
+ vec2 xz = u_grassChunk.xy + (cell + jitter) * u_grassChunk.z;
33
+ yaw = h.z * 6.2831853;
34
+ height = u_grassBladeHeight * (0.6 + 0.8 * h.w);
35
+ bend = 0.15 + 0.35 * h.y;
36
+ phase = h.x * 6.2831853;
37
+ // Density falloff: blades beyond radius*(0.5+0.5*h.w) collapse (zero height).
38
+ float d = distance(u_cameraPosition, vec3(xz.x, 0.0, xz.y));
39
+ float falloff = u_grassRadius * (0.5 + 0.5 * h.w);
40
+ if (d > falloff) height = 0.0;
41
+ return vec3(xz.x, 0.0, xz.y); // y filled by terrain heightBilinear at draw
42
+ }
43
+ `;
44
+ const wgsl = /* wgsl */ `
45
+ struct A3dGrassChunk {
46
+ chunk : vec4f, // chunkOriginXZ, chunkSize, seed
47
+ bladeCount : i32,
48
+ radius : f32,
49
+ bladeHeight : f32,
50
+ bladeWidth : f32,
51
+ };
52
+ @group(0) @binding(0) var<uniform> u_grass : A3dGrassChunk;
53
+ @group(0) @binding(1) var<uniform> u_camera : vec3f;
54
+
55
+ fn a3dGrassHash(seed : f32, instance : i32) -> vec4f {
56
+ var h = u32(seed * 1664525.0) ^ u32(f32(instance) * 1013904223.0) ^ u32(f32(instance) * 2654435761.0);
57
+ h = h ^ (h >> 16u); h = h * 2246822519u; h = h ^ (h >> 13u);
58
+ let v = vec4u(h, h * 3266489917u + 1u, h ^ 668265263u, h * 374761393u);
59
+ return fract(vec4f(v) * (1.0 / 4294967296.0));
60
+ }
61
+
62
+ fn a3dGrassBladeVertex(root : vec3f, yaw : f32, height : f32, bend : f32, t : f32, side : f32, bladeWidth : f32) -> vec3f {
63
+ let facing = vec2f(cos(yaw), sin(yaw));
64
+ let rightV = vec2f(-facing.y, facing.x);
65
+ let width = mix(1.0, 0.05, t * t);
66
+ let lean = facing * bend * t * t;
67
+ var p = vec3f(root.x + lean.x * height, root.y + t * height, root.z + lean.y * height);
68
+ p = vec3f(p.x + rightV.x * (bladeWidth * width * side), p.y, p.z + rightV.y * (bladeWidth * width * side));
69
+ return p;
70
+ }
71
+ `;
72
+ export const a3d_prd10_grass = {
73
+ name: "a3d_prd10_grass",
74
+ owner: "prd10",
75
+ stage: "vertex",
76
+ glsl,
77
+ wgsl
78
+ };
79
+ //# sourceMappingURL=grass.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"grass.js","sourceRoot":"","sources":["../../../../../../../packages/rendering/src/world/vegetation/shaders/grass.ts"],"names":[],"mappings":"AASA,MAAM,IAAI,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA0CvB,CAAC;AAEF,MAAM,IAAI,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2BvB,CAAC;AAEF,MAAM,CAAC,MAAM,eAAe,GAAgB;IAC1C,IAAI,EAAE,iBAAiB;IACvB,KAAK,EAAE,OAAO;IACd,KAAK,EAAE,QAAQ;IACf,IAAI;IACJ,IAAI;CACL,CAAC"}
@@ -0,0 +1,9 @@
1
+ /**
2
+ * `a3d_prd10_impostor` — PRD-10 §8.4 octahedral impostor fragment chunk.
3
+ * Hemi-octahedral 8x8 view mapping, 3-frame barycentric blend, per-frame
4
+ * parallax offset, alpha test and (High+) `gl_FragDepth` write. Vertex-side
5
+ * billboard math lands with the `prd10.impostor` feature wiring.
6
+ */
7
+ import type { ShaderChunk } from "../../../contracts/program.js";
8
+ export declare const a3d_prd10_impostor: ShaderChunk;
9
+ //# sourceMappingURL=impostor.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"impostor.d.ts","sourceRoot":"","sources":["../../../../../../../packages/rendering/src/world/vegetation/shaders/impostor.ts"],"names":[],"mappings":"AAAA;;;;;GAKG;AACH,OAAO,KAAK,EAAE,WAAW,EAAE,MAAM,+BAA+B,CAAC;AA6FjE,eAAO,MAAM,kBAAkB,EAAE,WAMhC,CAAC"}
@@ -0,0 +1,97 @@
1
+ const glsl = /* glsl */ `
2
+ uniform highp sampler2D u_impostorAlbedo; // 8x8 atlas: albedo RGB + alpha A
3
+ uniform highp sampler2D u_impostorNormalDepth; // 8x8 atlas: tile-space normal XY in RG, depth B, coverage A
4
+ uniform float u_impostorGridDim; // 8.0
5
+ uniform float u_impostorParallax; // parallax offset scale
6
+ uniform float u_impostorAlphaCutoff;
7
+ uniform float u_impostorWriteDepth; // High+ only; Low skips for early-Z
8
+
9
+ // World/view direction -> hemi-octahedral UV on the 8x8 grid.
10
+ vec2 a3dOctahedralUV(vec3 dir) {
11
+ vec2 uv = dir.xz / (abs(dir.x) + abs(dir.z) + abs(dir.y));
12
+ if (dir.y < 0.0) {
13
+ vec2 s = vec2(uv.x >= 0.0 ? 1.0 : -1.0, uv.y >= 0.0 ? 1.0 : -1.0);
14
+ uv = (1.0 - abs(uv.yx)) * s;
15
+ }
16
+ return uv * 0.5 + 0.5; // [0,1]
17
+ }
18
+
19
+ // 3 nearest frames in grid space + barycentric weights for one view dir.
20
+ // Frame (i, j) was baked from the direction at oct-UV ((i, j) + 0.5) / grid
21
+ // (tools/impostor-bake impostorViewGrid), so the continuous frame coordinate
22
+ // is octUv * grid - 0.5. The enclosing grid quad is split on its anti-diagonal
23
+ // and the view is blended barycentrically across that triangle's 3 frames.
24
+ void a3dImpostorFrames(vec2 octUv, out vec2 frameUV[3], out vec3 weights) {
25
+ float g = u_impostorGridDim;
26
+ vec2 grid = clamp(octUv * g - 0.5, vec2(0.0), vec2(g - 1.0));
27
+ vec2 cell = min(floor(grid), vec2(g - 2.0));
28
+ vec2 f = grid - cell;
29
+ if (f.x + f.y < 1.0) {
30
+ frameUV[0] = cell;
31
+ frameUV[1] = cell + vec2(1.0, 0.0);
32
+ frameUV[2] = cell + vec2(0.0, 1.0);
33
+ weights = vec3(1.0 - f.x - f.y, f.x, f.y);
34
+ } else {
35
+ frameUV[0] = cell + vec2(1.0, 1.0);
36
+ frameUV[1] = cell + vec2(0.0, 1.0);
37
+ frameUV[2] = cell + vec2(1.0, 0.0);
38
+ weights = vec3(f.x + f.y - 1.0, 1.0 - f.x, 1.0 - f.y);
39
+ }
40
+ }
41
+
42
+ // Atlas UV for frame f with local texel uv in [0,1].
43
+ vec2 a3dImpostorAtlasUV(vec2 frame, vec2 uv) {
44
+ return (frame + uv) / u_impostorGridDim;
45
+ }
46
+
47
+ // Sample + blend the three frames; parallax per frame via the depth channel.
48
+ vec4 a3dImpostorShade(vec2 octUv, vec2 localUv, vec2 frameViewDirXY[3], out vec3 outNormal, out float outDepth) {
49
+ vec2 frames[3]; vec3 w;
50
+ a3dImpostorFrames(octUv, frames, w);
51
+ vec4 albedo = vec4(0.0);
52
+ vec4 nd = vec4(0.0);
53
+ for (int i = 0; i < 3; i++) {
54
+ vec4 ndi = texture(u_impostorNormalDepth, a3dImpostorAtlasUV(frames[i], localUv));
55
+ vec2 parallaxUv = localUv + (ndi.z - 0.5) * frameViewDirXY[i] * u_impostorParallax;
56
+ albedo += w[i] * texture(u_impostorAlbedo, a3dImpostorAtlasUV(frames[i], parallaxUv));
57
+ nd += w[i] * ndi;
58
+ }
59
+ if (albedo.a < u_impostorAlphaCutoff) discard;
60
+ outNormal = vec3(nd.xy * 2.0 - 1.0, 0.0); // XY in impostor (tile) space; the caller reconstructs Z
61
+ outDepth = nd.z;
62
+ return albedo;
63
+ }
64
+ `;
65
+ const wgsl = /* wgsl */ `
66
+ @group(0) @binding(0) var u_impostorAlbedo : texture_2d<f32>;
67
+ @group(0) @binding(1) var u_impostorNormalDepth : texture_2d<f32>;
68
+ @group(0) @binding(2) var u_samp : sampler;
69
+ struct A3dImpostorUniforms {
70
+ gridDim : f32,
71
+ parallax : f32,
72
+ alphaCutoff : f32,
73
+ writeDepth : i32,
74
+ };
75
+ @group(0) @binding(3) var<uniform> u_impostor : A3dImpostorUniforms;
76
+
77
+ fn a3dOctahedralUV(dir : vec3f) -> vec2f {
78
+ var uv = dir.xz / (abs(dir.x) + abs(dir.z) + abs(dir.y));
79
+ if (dir.y < 0.0) {
80
+ let s = vec2f(sign(uv.x), sign(uv.y));
81
+ uv = (vec2f(1.0) - abs(uv.yx)) * s;
82
+ }
83
+ return uv * 0.5 + vec2f(0.5);
84
+ }
85
+
86
+ fn a3dImpostorAtlasUV(frame : vec2f, uv : vec2f) -> vec2f {
87
+ return (frame + uv) / u_impostor.gridDim;
88
+ }
89
+ `;
90
+ export const a3d_prd10_impostor = {
91
+ name: "a3d_prd10_impostor",
92
+ owner: "prd10",
93
+ stage: "fragment",
94
+ glsl,
95
+ wgsl
96
+ };
97
+ //# sourceMappingURL=impostor.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"impostor.js","sourceRoot":"","sources":["../../../../../../../packages/rendering/src/world/vegetation/shaders/impostor.ts"],"names":[],"mappings":"AAQA,MAAM,IAAI,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA+DvB,CAAC;AAEF,MAAM,IAAI,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;CAwBvB,CAAC;AAEF,MAAM,CAAC,MAAM,kBAAkB,GAAgB;IAC7C,IAAI,EAAE,oBAAoB;IAC1B,KAAK,EAAE,OAAO;IACd,KAAK,EAAE,UAAU;IACjB,IAAI;IACJ,IAAI;CACL,CAAC"}
@@ -0,0 +1,9 @@
1
+ /**
2
+ * `a3d_prd10_wind` — PRD-10 §8.2 wind chunk (frozen C-26 `WIND_CHUNK`).
3
+ * Shared by foliage, grass and the depth pass (`prd10.wind` feature, hook
4
+ * `vertex:deform`). Length-preserving offset, quadratic-in-height bend.
5
+ */
6
+ import type { ShaderChunk } from "../../../contracts/program.js";
7
+ export declare const a3d_prd10_wind: ShaderChunk;
8
+ export declare const a3d_prd10_wind_deform: ShaderChunk;
9
+ //# sourceMappingURL=wind.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"wind.d.ts","sourceRoot":"","sources":["../../../../../../../packages/rendering/src/world/vegetation/shaders/wind.ts"],"names":[],"mappings":"AAAA;;;;GAIG;AACH,OAAO,KAAK,EAAE,WAAW,EAAE,MAAM,+BAA+B,CAAC;AAwDjE,eAAO,MAAM,cAAc,EAAE,WAM5B,CAAC;AAwCF,eAAO,MAAM,qBAAqB,EAAE,WAMnC,CAAC"}