@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 +1,150 @@
1
+ import { VertexBuffer } from "../../VertexBuffer.js";
2
+ import { VertexFormat } from "../../VertexFormat.js";
3
+ import { TextureBinding } from "../../TextureBinding.js";
4
+ import { Sampler } from "../../Sampler.js";
5
+ import { FRAME_RESOURCES } from "../../contracts/frameGraph.js";
6
+ export const SCENE_COPY_COLOR_KEY = "prd10.scene.color.copy";
7
+ export const SCENE_COPY_DEPTH_KEY = "prd10.scene.depth.copy";
8
+ const COPY_FORMAT = new VertexFormat([{ semantic: "position", components: 2, offset: 0, shaderName: "a_pos" }]);
9
+ const COPY_SAMPLER = new Sampler({ minFilter: "nearest", magFilter: "nearest", addressU: "clamp-to-edge", addressV: "clamp-to-edge" });
10
+ const COPY_VERT = /* glsl */ `#version 300 es
11
+ in vec2 a_pos;
12
+ out vec2 v_uv;
13
+ void main() {
14
+ v_uv = a_pos * 0.5 + 0.5;
15
+ gl_Position = vec4(a_pos, 0.0, 1.0);
16
+ }
17
+ `;
18
+ const COPY_COLOR_FRAG = /* glsl */ `#version 300 es
19
+ precision highp float;
20
+ // prd10.sceneCopy — RenderDevice shader marker.
21
+ in vec2 v_uv;
22
+ uniform sampler2D u_src;
23
+ out vec4 o_color;
24
+ void main() { o_color = texture(u_src, v_uv); }
25
+ `;
26
+ const COPY_DEPTH_FRAG = /* glsl */ `#version 300 es
27
+ precision highp float;
28
+ // prd10.sceneCopy — RenderDevice shader marker.
29
+ in vec2 v_uv;
30
+ uniform highp sampler2D u_src;
31
+ uniform vec2 u_depthUnpack; // near, far — packed to RGBA8 for storage
32
+ out vec4 o_color;
33
+ void main() {
34
+ float z = texture(u_src, v_uv).r;
35
+ float lin = (2.0 * u_depthUnpack.x * u_depthUnpack.y) / max(u_depthUnpack.y + u_depthUnpack.x - (z * 2.0 - 1.0) * (u_depthUnpack.y - u_depthUnpack.x), 1e-6);
36
+ float n = clamp(lin / u_depthUnpack.y, 0.0, 1.0);
37
+ // pack linear depth into RGBA8 (16.16 fixed-ish: R=high byte, G=low byte)
38
+ float hi = floor(n * 255.0);
39
+ o_color = vec4(hi / 255.0, fract(n * 255.0), 0.0, 1.0);
40
+ }
41
+ `;
42
+ const states = new WeakMap();
43
+ function stateFor(device) {
44
+ let s = states.get(device);
45
+ if (!s) {
46
+ s = { programColor: null, programDepth: null, vb: null, colorTarget: null, depthTarget: null };
47
+ states.set(device, s);
48
+ }
49
+ return s;
50
+ }
51
+ /** Resolve the scene copies the water pass should bind this frame. */
52
+ export function sceneCopyTextures(ctx) {
53
+ const sharedColor = ctx.blackboard.get(FRAME_RESOURCES.sceneColorCopy);
54
+ const sharedDepth = ctx.blackboard.get(FRAME_RESOURCES.sceneDepthCopy);
55
+ if (sharedColor && sharedDepth)
56
+ return { color: sharedColor, depth: sharedDepth, shared: true };
57
+ return {
58
+ color: ctx.blackboard.get(SCENE_COPY_COLOR_KEY) ?? null,
59
+ depth: ctx.blackboard.get(SCENE_COPY_DEPTH_KEY) ?? null,
60
+ shared: false
61
+ };
62
+ }
63
+ /**
64
+ * The `after-opaque` pass. Reads the live scene color/depth when the device
65
+ * exposes them (`ctx.sceneDepth.texture`, blackboard `aura.scene.color`),
66
+ * draws the fullscreen copies, and publishes them under `prd10.scene.*`.
67
+ */
68
+ export function sceneCopyFallbackPass(ctx) {
69
+ return {
70
+ name: "prd10.sceneCopy",
71
+ // No declared reads: nothing in the frame graph writes
72
+ // `aura.scene.depth` (and `aura.scene.color` is written by the final
73
+ // transparent pass), so declaring them made `compilePlan` throw "reads
74
+ // aura.scene.depth, but no pass writes it" on every refracting-water
75
+ // frame and killed the frame loop. Emitted in `after-opaque`, the pass
76
+ // orders by insertion after ForwardPass and samples the live depth via
77
+ // `ctx.sceneDepth` / the blackboard colour.
78
+ reads: [],
79
+ writes: [SCENE_COPY_COLOR_KEY, SCENE_COPY_DEPTH_KEY],
80
+ execute(rp) {
81
+ const device = rp.device;
82
+ // Another contributor's shared copies win — nothing to do.
83
+ if (ctx.blackboard.get(FRAME_RESOURCES.sceneColorCopy) && ctx.blackboard.get(FRAME_RESOURCES.sceneDepthCopy))
84
+ return;
85
+ const depthSrc = ctx.sceneDepth.available ? ctx.sceneDepth.texture : null;
86
+ const colorSrc = ctx.blackboard.get(FRAME_RESOURCES.sceneColor) ?? null;
87
+ if (!depthSrc && !colorSrc)
88
+ return; // nothing to copy — water takes the Low path
89
+ const s = stateFor(device);
90
+ const w = rp.width | 0;
91
+ const h = rp.height | 0;
92
+ if (w <= 0 || h <= 0)
93
+ return;
94
+ s.programColor ??= device.createShaderProgram({
95
+ label: "prd10.sceneCopy.color", marker: "prd10.sceneCopy", vertex: COPY_VERT, fragment: COPY_COLOR_FRAG
96
+ });
97
+ s.programDepth ??= device.createShaderProgram({
98
+ label: "prd10.sceneCopy.depth", marker: "prd10.sceneCopy", vertex: COPY_VERT, fragment: COPY_DEPTH_FRAG
99
+ });
100
+ if (!s.vb) {
101
+ const tri = new VertexBuffer(COPY_FORMAT, 3);
102
+ tri.setAttribute(0, "position", [-1, -1]);
103
+ tri.setAttribute(1, "position", [3, -1]);
104
+ tri.setAttribute(2, "position", [-1, 3]);
105
+ s.vb = device.createBuffer("vertex", tri.byteLength, new Uint8Array(tri.data));
106
+ }
107
+ const rtOk = (t) => t && t.width === w && t.height === h;
108
+ if (!rtOk(s.colorTarget)) {
109
+ s.colorTarget?.dispose();
110
+ s.colorTarget = device.createRenderTarget({ width: w, height: h, label: SCENE_COPY_COLOR_KEY, format: "rgba8", depth: false });
111
+ }
112
+ if (!rtOk(s.depthTarget)) {
113
+ s.depthTarget?.dispose();
114
+ s.depthTarget = device.createRenderTarget({ width: w, height: h, label: SCENE_COPY_DEPTH_KEY, format: "rgba8", depth: false });
115
+ }
116
+ if (colorSrc && s.colorTarget) {
117
+ device.setRenderTarget(s.colorTarget);
118
+ device.draw({
119
+ label: "prd10.sceneCopy.color",
120
+ topology: "triangles",
121
+ vertexBuffer: s.vb,
122
+ vertexFormat: COPY_FORMAT,
123
+ vertexCount: 3,
124
+ shader: s.programColor,
125
+ uniforms: new Map([["u_src", new TextureBinding({ name: "u_src", texture: colorSrc, sampler: COPY_SAMPLER })]])
126
+ });
127
+ device.setRenderTarget(null);
128
+ ctx.blackboard.set(SCENE_COPY_COLOR_KEY, s.colorTarget.colorTexture);
129
+ }
130
+ if (depthSrc && s.depthTarget) {
131
+ device.setRenderTarget(s.depthTarget);
132
+ device.draw({
133
+ label: "prd10.sceneCopy.depth",
134
+ topology: "triangles",
135
+ vertexBuffer: s.vb,
136
+ vertexFormat: COPY_FORMAT,
137
+ vertexCount: 3,
138
+ shader: s.programDepth,
139
+ uniforms: new Map([
140
+ ["u_src", new TextureBinding({ name: "u_src", texture: depthSrc, sampler: COPY_SAMPLER })],
141
+ ["u_depthUnpack", new Float32Array([ctx.sceneDepth.linearize.near, ctx.sceneDepth.linearize.far])]
142
+ ])
143
+ });
144
+ device.setRenderTarget(null);
145
+ ctx.blackboard.set(SCENE_COPY_DEPTH_KEY, s.depthTarget.colorTexture);
146
+ }
147
+ }
148
+ };
149
+ }
150
+ //# sourceMappingURL=SceneCopyFallback.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,25 @@
1
+ import { a3d_prd10_caustics } from "./shaders/caustics.js";
2
+ import { Texture } from "../../Texture.js";
3
+ /** True when `point` sits under the water surface at `timeSeconds`. */
4
+ export declare function isUnderwaterPoint(point: readonly [number, number, number], heightAt: (x: number, z: number, t: number) => number, timeSeconds: number): boolean;
5
+ export declare const UNDERWATER_KEY = "prd10.water.underwater";
6
+ export declare const UNDERWATER_DISTORTION_GLSL = "\nuniform vec2 u_distortion; // amplitude in UV units (~0.004)\nvec2 a3dUnderwaterWave(vec2 uv, float t) {\n vec2 o1 = vec2(sin(uv.y * 41.0 + t * 1.7), cos(uv.x * 37.0 - t * 1.3));\n vec2 o2 = vec2(sin((uv.x + uv.y) * 73.0 - t * 2.3), cos((uv.x - uv.y) * 67.0 + t * 1.9));\n return (o1 + 0.5 * o2) / 1.5;\n}\nvec4 a3dUnderwaterDistort(vec2 uv) {\n vec2 duv = uv + a3dUnderwaterWave(uv, u_time) * u_distortion;\n return texture(u_color, clamp(duv, vec2(0.0), vec2(1.0)));\n}\nvoid main() {\n outColor = a3dUnderwaterDistort(v_uv);\n}\n";
7
+ export declare const UNDERWATER_DISTORTION_WGSL = "\n@group(0) @binding(0) var u_color : texture_2d<f32>;\n@group(0) @binding(1) var u_samp : sampler;\nstruct A3dUnderwater { time : f32, pad : f32, distortion : vec2f };\n@group(0) @binding(2) var<uniform> u : A3dUnderwater;\nfn a3dUnderwaterWave(uv : vec2f, t : f32) -> vec2f {\n let o1 = vec2f(sin(uv.y * 41.0 + t * 1.7), cos(uv.x * 37.0 - t * 1.3));\n let o2 = vec2f(sin((uv.x + uv.y) * 73.0 - t * 2.3), cos((uv.x - uv.y) * 67.0 + t * 1.9));\n return (o1 + 0.5 * o2) / 1.5;\n}\nfn a3dUnderwaterDistort(uv : vec2f) -> vec4f {\n let duv = uv + a3dUnderwaterWave(uv, u.time) * u.distortion;\n return textureSampleLevel(u_color, u_samp, clamp(duv, vec2f(0.0), vec2f(1.0)), 0.0);\n}\n";
8
+ /**
9
+ * #1143 — generated-path caustics state, bound per draw by `prd10.caustics`.
10
+ * Strength 0 (boost 1.0) and a 1×1 black atlas until the water runtime
11
+ * publishes its atlas, so the sampler is always bound to a 2D texture.
12
+ */
13
+ export interface Prd10CausticsState {
14
+ readonly atlas?: Texture | null;
15
+ readonly scale?: number;
16
+ readonly strength?: number;
17
+ readonly waterHeight?: number;
18
+ /** Direction toward the sun (normalized in-shader). */
19
+ readonly sunDirection?: readonly [number, number, number];
20
+ }
21
+ export declare function setPrd10CausticsState(state: Prd10CausticsState): void;
22
+ /** Register `prd10.caustics` + `prd10.underwaterDistortion`; returns unregister. */
23
+ export declare function registerPrd10UnderwaterFeatures(): () => void;
24
+ export { a3d_prd10_caustics };
25
+ //# sourceMappingURL=UnderwaterState.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"UnderwaterState.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/world/water/UnderwaterState.ts"],"names":[],"mappings":"AAgBA,OAAO,EAAE,kBAAkB,EAAE,MAAM,uBAAuB,CAAC;AAC3D,OAAO,EAAE,OAAO,EAAE,MAAM,kBAAkB,CAAC;AAI3C,uEAAuE;AACvE,wBAAgB,iBAAiB,CAC/B,KAAK,EAAE,SAAS,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,EACxC,QAAQ,EAAE,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,KAAK,MAAM,EACrD,WAAW,EAAE,MAAM,GAClB,OAAO,CAET;AAeD,eAAO,MAAM,cAAc,2BAA2B,CAAC;AAEvD,eAAO,MAAM,0BAA0B,qiBActC,CAAC;AAEF,eAAO,MAAM,0BAA0B,mrBActC,CAAC;AAEF;;;;GAIG;AACH,MAAM,WAAW,kBAAkB;IACjC,QAAQ,CAAC,KAAK,CAAC,EAAE,OAAO,GAAG,IAAI,CAAC;IAChC,QAAQ,CAAC,KAAK,CAAC,EAAE,MAAM,CAAC;IACxB,QAAQ,CAAC,QAAQ,CAAC,EAAE,MAAM,CAAC;IAC3B,QAAQ,CAAC,WAAW,CAAC,EAAE,MAAM,CAAC;IAC9B,uDAAuD;IACvD,QAAQ,CAAC,YAAY,CAAC,EAAE,SAAS,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;CAC3D;AAYD,wBAAgB,qBAAqB,CAAC,KAAK,EAAE,kBAAkB,GAAG,IAAI,CAQrE;AASD,oFAAoF;AACpF,wBAAgB,+BAA+B,IAAI,MAAM,IAAI,CAsC5D;AAED,OAAO,EAAE,kBAAkB,EAAE,CAAC"}
@@ -0,0 +1,134 @@
1
+ /**
2
+ * PRD-10 §8.7 / T4.5 — underwater state + caustics wiring.
3
+ *
4
+ * `isUnderwater` asks whether a world-space point sits below a water body's
5
+ * Gerstner surface at time t — evaluated by the caller's `heightAt` (the
6
+ * `AuraWaterHandle`, same formula as the vertex shader). The frame pass uses
7
+ * it to flip the fog request to C-21 absorption and to enable the
8
+ * `prd10.underwaterDistortion` post pass.
9
+ *
10
+ * `registerPrd10Caustics()` lands the `a3d_prd10_caustics` chunk as the C-02
11
+ * ShaderFeature `prd10.caustics` (hooks `fragment:pars` + `fragment:indirect`, define
12
+ * `A3D_PRD10_CAUSTICS`) so Path G materials pick up the direct-sun boost
13
+ * automatically; Path S programs link the chunk explicitly.
14
+ */
15
+ import { registerShaderFeature } from "../../contracts/program.js";
16
+ import { registerPostPass } from "../../contracts/post.js";
17
+ import { a3d_prd10_caustics } from "./shaders/caustics.js";
18
+ import { Texture } from "../../Texture.js";
19
+ import { Sampler } from "../../Sampler.js";
20
+ import { TextureBinding } from "../../TextureBinding.js";
21
+ /** True when `point` sits under the water surface at `timeSeconds`. */
22
+ export function isUnderwaterPoint(point, heightAt, timeSeconds) {
23
+ return point[1] < heightAt(point[0], point[2], timeSeconds);
24
+ }
25
+ // -------------------------------------------------------------------------
26
+ // `prd10.underwaterDistortion` — C-13 post pass in `linear-hdr`, 2-tap UV
27
+ // offset (§8.7). Enabled only while the camera is submerged (the frame
28
+ // contributor flips the blackboard key).
29
+ //
30
+ // The fragment follows the §6.12 custom-pass contract
31
+ // (`customPassFragmentSource`): the engine prelude already declares
32
+ // `u_color`, `u_depthLinear`, `u_velocity`, `u_texelSize`, `u_time`, `v_uv`
33
+ // and `outColor`, so the pass declares only `u_distortion` and a `main()`.
34
+ // The first body redeclared `u_time`, sampled an unbound `u_scene` and had no
35
+ // `main()` — it could never compile once enabled. C-13 binds no extra
36
+ // textures, so the two taps use an analytic wave field instead of the water
37
+ // detail-normal atlas (§8.7 deviation, recorded in evidence/prd-10/phase-4.md).
38
+ export const UNDERWATER_KEY = "prd10.water.underwater";
39
+ export const UNDERWATER_DISTORTION_GLSL = /* glsl */ `
40
+ uniform vec2 u_distortion; // amplitude in UV units (~0.004)
41
+ vec2 a3dUnderwaterWave(vec2 uv, float t) {
42
+ vec2 o1 = vec2(sin(uv.y * 41.0 + t * 1.7), cos(uv.x * 37.0 - t * 1.3));
43
+ vec2 o2 = vec2(sin((uv.x + uv.y) * 73.0 - t * 2.3), cos((uv.x - uv.y) * 67.0 + t * 1.9));
44
+ return (o1 + 0.5 * o2) / 1.5;
45
+ }
46
+ vec4 a3dUnderwaterDistort(vec2 uv) {
47
+ vec2 duv = uv + a3dUnderwaterWave(uv, u_time) * u_distortion;
48
+ return texture(u_color, clamp(duv, vec2(0.0), vec2(1.0)));
49
+ }
50
+ void main() {
51
+ outColor = a3dUnderwaterDistort(v_uv);
52
+ }
53
+ `;
54
+ export const UNDERWATER_DISTORTION_WGSL = /* wgsl */ `
55
+ @group(0) @binding(0) var u_color : texture_2d<f32>;
56
+ @group(0) @binding(1) var u_samp : sampler;
57
+ struct A3dUnderwater { time : f32, pad : f32, distortion : vec2f };
58
+ @group(0) @binding(2) var<uniform> u : A3dUnderwater;
59
+ fn a3dUnderwaterWave(uv : vec2f, t : f32) -> vec2f {
60
+ let o1 = vec2f(sin(uv.y * 41.0 + t * 1.7), cos(uv.x * 37.0 - t * 1.3));
61
+ let o2 = vec2f(sin((uv.x + uv.y) * 73.0 - t * 2.3), cos((uv.x - uv.y) * 67.0 + t * 1.9));
62
+ return (o1 + 0.5 * o2) / 1.5;
63
+ }
64
+ fn a3dUnderwaterDistort(uv : vec2f) -> vec4f {
65
+ let duv = uv + a3dUnderwaterWave(uv, u.time) * u.distortion;
66
+ return textureSampleLevel(u_color, u_samp, clamp(duv, vec2f(0.0), vec2f(1.0)), 0.0);
67
+ }
68
+ `;
69
+ const REPEAT = new Sampler({ minFilter: "linear", magFilter: "linear", addressU: "repeat", addressV: "repeat" });
70
+ let fallbackAtlas;
71
+ let causticsState = {
72
+ scale: 2,
73
+ strength: 0,
74
+ waterHeight: 0,
75
+ sunDirection: [0.42, 0.9, 0.18],
76
+ atlasBinding: undefined
77
+ };
78
+ export function setPrd10CausticsState(state) {
79
+ causticsState = {
80
+ scale: state.scale ?? causticsState.scale,
81
+ strength: state.strength ?? causticsState.strength,
82
+ waterHeight: state.waterHeight ?? causticsState.waterHeight,
83
+ sunDirection: state.sunDirection ?? causticsState.sunDirection,
84
+ atlasBinding: state.atlas ? new TextureBinding({ name: "u_causticAtlas", texture: state.atlas, sampler: REPEAT }) : state.atlas === null ? undefined : causticsState.atlasBinding
85
+ };
86
+ }
87
+ function causticAtlasBinding() {
88
+ if (causticsState.atlasBinding)
89
+ return causticsState.atlasBinding;
90
+ fallbackAtlas ??= new Texture({ width: 1, height: 1, format: "rgba8", colorSpace: "linear", label: "prd10-caustics-fallback", data: new Uint8Array([0, 0, 0, 255]) });
91
+ causticsState.atlasBinding = new TextureBinding({ name: "u_causticAtlas", texture: fallbackAtlas, sampler: REPEAT });
92
+ return causticsState.atlasBinding;
93
+ }
94
+ /** Register `prd10.caustics` + `prd10.underwaterDistortion`; returns unregister. */
95
+ export function registerPrd10UnderwaterFeatures() {
96
+ const unCaustics = registerShaderFeature({
97
+ id: "prd10.caustics",
98
+ owner: "prd10",
99
+ flag: "A3D_QR_WORLD",
100
+ select: (input) => input.item.label?.startsWith("prd10.caustics:") ? 1 : undefined,
101
+ defines: (v) => (v ? { A3D_PRD10_CAUSTICS: 1 } : {}),
102
+ // #1143 (C-02 pars/call split): declarations at fragment:pars, the boost
103
+ // call appended at fragment:indirect so the default light loop still runs
104
+ // (a fragment:lights claim would replace it). `a3d_prd10_caustics` stays
105
+ // the Path S chunk.
106
+ chunks: ["a3d_prd10_caustics_pars", "a3d_prd10_caustics_apply"],
107
+ hooks: ["fragment:pars", "fragment:indirect"],
108
+ bindUniforms: (_value, _item, set) => {
109
+ set("u_causticAtlas", causticAtlasBinding());
110
+ set("u_causticScale", causticsState.scale);
111
+ set("u_causticStrength", causticsState.strength);
112
+ set("u_waterHeight", causticsState.waterHeight);
113
+ set("u_causticSunDir", new Float32Array(causticsState.sunDirection));
114
+ }
115
+ });
116
+ const unDistortion = registerPostPass({
117
+ id: "prd10.underwaterDistortion",
118
+ owner: "prd10",
119
+ flag: "A3D_QR_WORLD",
120
+ insertAt: "after-depth",
121
+ space: "linear-hdr",
122
+ inputs: ["color"],
123
+ fragment: { glsl: UNDERWATER_DISTORTION_GLSL, wgsl: UNDERWATER_DISTORTION_WGSL },
124
+ enabled: (frame) => frame.blackboard.get(UNDERWATER_KEY) === true,
125
+ uniforms: () => ({ u_distortion: [0.004, 0.004] }),
126
+ gpuOnly: true
127
+ });
128
+ return () => {
129
+ unCaustics();
130
+ unDistortion();
131
+ };
132
+ }
133
+ export { a3d_prd10_caustics };
134
+ //# sourceMappingURL=UnderwaterState.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"UnderwaterState.js","sourceRoot":"","sources":["../../../../../../packages/rendering/src/world/water/UnderwaterState.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;GAaG;AACH,OAAO,EAAE,qBAAqB,EAAiC,MAAM,4BAA4B,CAAC;AAClG,OAAO,EAAE,gBAAgB,EAAE,MAAM,yBAAyB,CAAC;AAC3D,OAAO,EAAE,kBAAkB,EAAE,MAAM,uBAAuB,CAAC;AAC3D,OAAO,EAAE,OAAO,EAAE,MAAM,kBAAkB,CAAC;AAC3C,OAAO,EAAE,OAAO,EAAE,MAAM,kBAAkB,CAAC;AAC3C,OAAO,EAAE,cAAc,EAAE,MAAM,yBAAyB,CAAC;AAEzD,uEAAuE;AACvE,MAAM,UAAU,iBAAiB,CAC/B,KAAwC,EACxC,QAAqD,EACrD,WAAmB;IAEnB,OAAO,KAAK,CAAC,CAAC,CAAC,GAAG,QAAQ,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,EAAE,WAAW,CAAC,CAAC;AAC9D,CAAC;AAED,4EAA4E;AAC5E,0EAA0E;AAC1E,uEAAuE;AACvE,yCAAyC;AACzC,EAAE;AACF,sDAAsD;AACtD,oEAAoE;AACpE,4EAA4E;AAC5E,2EAA2E;AAC3E,8EAA8E;AAC9E,sEAAsE;AACtE,4EAA4E;AAC5E,gFAAgF;AAChF,MAAM,CAAC,MAAM,cAAc,GAAG,wBAAwB,CAAC;AAEvD,MAAM,CAAC,MAAM,0BAA0B,GAAG,UAAU,CAAC;;;;;;;;;;;;;;CAcpD,CAAC;AAEF,MAAM,CAAC,MAAM,0BAA0B,GAAG,UAAU,CAAC;;;;;;;;;;;;;;CAcpD,CAAC;AAgBF,MAAM,MAAM,GAAG,IAAI,OAAO,CAAC,EAAE,SAAS,EAAE,QAAQ,EAAE,SAAS,EAAE,QAAQ,EAAE,QAAQ,EAAE,QAAQ,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC,CAAC;AACjH,IAAI,aAAkC,CAAC;AACvC,IAAI,aAAa,GAA+F;IAC9G,KAAK,EAAE,CAAC;IACR,QAAQ,EAAE,CAAC;IACX,WAAW,EAAE,CAAC;IACd,YAAY,EAAE,CAAC,IAAI,EAAE,GAAG,EAAE,IAAI,CAAC;IAC/B,YAAY,EAAE,SAAS;CACxB,CAAC;AAEF,MAAM,UAAU,qBAAqB,CAAC,KAAyB;IAC7D,aAAa,GAAG;QACd,KAAK,EAAE,KAAK,CAAC,KAAK,IAAI,aAAa,CAAC,KAAK;QACzC,QAAQ,EAAE,KAAK,CAAC,QAAQ,IAAI,aAAa,CAAC,QAAQ;QAClD,WAAW,EAAE,KAAK,CAAC,WAAW,IAAI,aAAa,CAAC,WAAW;QAC3D,YAAY,EAAE,KAAK,CAAC,YAAY,IAAI,aAAa,CAAC,YAAY;QAC9D,YAAY,EAAE,KAAK,CAAC,KAAK,CAAC,CAAC,CAAC,IAAI,cAAc,CAAC,EAAE,IAAI,EAAE,gBAAgB,EAAE,OAAO,EAAE,KAAK,CAAC,KAAK,EAAE,OAAO,EAAE,MAAM,EAAE,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC,KAAK,KAAK,IAAI,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC,CAAC,aAAa,CAAC,YAAY;KAClL,CAAC;AACJ,CAAC;AAED,SAAS,mBAAmB;IAC1B,IAAI,aAAa,CAAC,YAAY;QAAE,OAAO,aAAa,CAAC,YAAY,CAAC;IAClE,aAAa,KAAK,IAAI,OAAO,CAAC,EAAE,KAAK,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,OAAO,EAAE,UAAU,EAAE,QAAQ,EAAE,KAAK,EAAE,yBAAyB,EAAE,IAAI,EAAE,IAAI,UAAU,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,EAAE,CAAC,CAAC;IACtK,aAAa,CAAC,YAAY,GAAG,IAAI,cAAc,CAAC,EAAE,IAAI,EAAE,gBAAgB,EAAE,OAAO,EAAE,aAAa,EAAE,OAAO,EAAE,MAAM,EAAE,CAAC,CAAC;IACrH,OAAO,aAAa,CAAC,YAAY,CAAC;AACpC,CAAC;AAED,oFAAoF;AACpF,MAAM,UAAU,+BAA+B;IAC7C,MAAM,UAAU,GAAG,qBAAqB,CAAC;QACvC,EAAE,EAAE,gBAAgB;QACpB,KAAK,EAAE,OAAO;QACd,IAAI,EAAE,cAAc;QACpB,MAAM,EAAE,CAAC,KAA+B,EAAE,EAAE,CAC1C,KAAK,CAAC,IAAI,CAAC,KAAK,EAAE,UAAU,CAAC,iBAAiB,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,SAAS;QACjE,OAAO,EAAE,CAAC,CAAC,EAAoD,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,kBAAkB,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;QACtG,yEAAyE;QACzE,0EAA0E;QAC1E,yEAAyE;QACzE,oBAAoB;QACpB,MAAM,EAAE,CAAC,yBAAyB,EAAE,0BAA0B,CAAC;QAC/D,KAAK,EAAE,CAAC,eAAe,EAAE,mBAAmB,CAAC;QAC7C,YAAY,EAAE,CAAC,MAAM,EAAE,KAAK,EAAE,GAAG,EAAE,EAAE;YACnC,GAAG,CAAC,gBAAgB,EAAE,mBAAmB,EAAE,CAAC,CAAC;YAC7C,GAAG,CAAC,gBAAgB,EAAE,aAAa,CAAC,KAAK,CAAC,CAAC;YAC3C,GAAG,CAAC,mBAAmB,EAAE,aAAa,CAAC,QAAQ,CAAC,CAAC;YACjD,GAAG,CAAC,eAAe,EAAE,aAAa,CAAC,WAAW,CAAC,CAAC;YAChD,GAAG,CAAC,iBAAiB,EAAE,IAAI,YAAY,CAAC,aAAa,CAAC,YAAY,CAAC,CAAC,CAAC;QACvE,CAAC;KACF,CAAC,CAAC;IACH,MAAM,YAAY,GAAG,gBAAgB,CAAC;QACpC,EAAE,EAAE,4BAA4B;QAChC,KAAK,EAAE,OAAO;QACd,IAAI,EAAE,cAAc;QACpB,QAAQ,EAAE,aAAa;QACvB,KAAK,EAAE,YAAY;QACnB,MAAM,EAAE,CAAC,OAAO,CAAC;QACjB,QAAQ,EAAE,EAAE,IAAI,EAAE,0BAA0B,EAAE,IAAI,EAAE,0BAA0B,EAAE;QAChF,OAAO,EAAE,CAAC,KAAK,EAAE,EAAE,CAAC,KAAK,CAAC,UAAU,CAAC,GAAG,CAAC,cAAc,CAAC,KAAK,IAAI;QACjE,QAAQ,EAAE,GAAG,EAAE,CAAC,CAAC,EAAE,YAAY,EAAE,CAAC,KAAK,EAAE,KAAK,CAAC,EAAE,CAAC;QAClD,OAAO,EAAE,IAAI;KACd,CAAC,CAAC;IACH,OAAO,GAAG,EAAE;QACV,UAAU,EAAE,CAAC;QACb,YAAY,EAAE,CAAC;IACjB,CAAC,CAAC;AACJ,CAAC;AAED,OAAO,EAAE,kBAAkB,EAAE,CAAC"}
@@ -0,0 +1,23 @@
1
+ /**
2
+ * PRD-10 §8.6 / T4.2 — `WaterMaterial`: the standalone water surface program.
3
+ * Composes the `a3d_prd10_gerstner` vertex chunk (wave displacement +
4
+ * `v_crest`), the `a3d_prd10_water` fragment chunk (UDN normals, Fresnel,
5
+ * depth refraction, Beer-Lambert, foam) and `a3d_prd10_world_light_fallback`
6
+ * (env specular / sun GGX / shadow stub / linear fog) into `ShaderSources`
7
+ * that `WaterRuntime` draws in the `transparent` phase.
8
+ *
9
+ * `A3D_PRD10_WATER_HAS_SCENE` selects the refraction path: 0 = Low (deep/
10
+ * shallow mix from the `a_shore` vertex attribute, no scene copy — §8.6 Low),
11
+ * 1 = scene color + depth copies (foreground-reject refraction + shore foam).
12
+ * `A3D_PRD10_WATER_PLANAR` binds the planar reflection texture when a
13
+ * `ReflectionViewPass` captured one this frame.
14
+ */
15
+ import type { ShaderSources } from "../../RenderDevice.js";
16
+ /** Full §8.6 program. `hasScene`/`planar` bake the feature defines. */
17
+ export declare function waterShaderSources(options: {
18
+ readonly hasScene: boolean;
19
+ readonly planar: boolean;
20
+ }): ShaderSources;
21
+ /** Underwater back-face program (§8.7) — drawn when the camera is submerged. */
22
+ export declare function underwaterShaderSources(): ShaderSources;
23
+ //# sourceMappingURL=WaterMaterial.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"WaterMaterial.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/world/water/WaterMaterial.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;GAaG;AACH,OAAO,KAAK,EAAE,aAAa,EAAE,MAAM,uBAAuB,CAAC;AA2E3D,uEAAuE;AACvE,wBAAgB,kBAAkB,CAAC,OAAO,EAAE;IAAE,QAAQ,CAAC,QAAQ,EAAE,OAAO,CAAC;IAAC,QAAQ,CAAC,MAAM,EAAE,OAAO,CAAA;CAAE,GAAG,aAAa,CASnH;AAwCD,gFAAgF;AAChF,wBAAgB,uBAAuB,IAAI,aAAa,CAOvD"}
@@ -0,0 +1,129 @@
1
+ import { a3d_prd10_gerstner } from "./shaders/gerstner.js";
2
+ import { a3d_prd10_water } from "./shaders/water.js";
3
+ import { a3d_prd10_world_light_fallback } from "../shared/shaders/worldLightFallback.js";
4
+ const WATER_VERT_GLSL = /* glsl */ `#version 300 es
5
+ precision highp float;
6
+ // prd10.water — marker for the RenderDevice shader contract.
7
+ in vec3 a_position; // unit quad grid, xz = metres, y = 0
8
+ in float a_shore; // baked shore distance (metres) — Low path only
9
+ uniform mat4 u_viewProjection;
10
+ uniform vec3 u_worldOffset; // grid origin in world space
11
+ uniform float u_waterHeight; // rest surface Y
12
+ ${a3d_prd10_gerstner.glsl}
13
+ out vec3 v_worldPosition;
14
+ out vec2 v_xz;
15
+ out vec3 v_waveNormal;
16
+ out float v_crest;
17
+ out float v_shore;
18
+ void main() {
19
+ vec3 waveN;
20
+ vec3 p = a3dGerstner(a_position.xz + u_worldOffset.xz, waveN);
21
+ v_worldPosition = vec3(p.x, p.y + u_waterHeight, p.z);
22
+ v_xz = a_position.xz + u_worldOffset.xz;
23
+ v_waveNormal = waveN;
24
+ v_crest = a3dGerstnerCrest(v_xz);
25
+ v_shore = a_shore;
26
+ gl_Position = u_viewProjection * vec4(v_worldPosition, 1.0);
27
+ }
28
+ `;
29
+ const WATER_FRAG_GLSL = /* glsl */ `#version 300 es
30
+ precision highp float;
31
+ precision highp int;
32
+ // prd10.water — marker for the RenderDevice shader contract.
33
+ in vec3 v_worldPosition;
34
+ in vec2 v_xz;
35
+ in vec3 v_waveNormal;
36
+ in float v_crest;
37
+ in float v_shore;
38
+ out vec4 o_color;
39
+ #ifndef A3D_PRD10_WATER_HAS_SCENE
40
+ #define A3D_PRD10_WATER_HAS_SCENE 0
41
+ #endif
42
+ ${a3d_prd10_world_light_fallback.glsl}
43
+ ${a3d_prd10_water.glsl}
44
+ void main() {
45
+ vec3 n = a3dWaterNormal(v_waveNormal, v_xz, u_time);
46
+ vec3 V = normalize(u_cameraPosition - v_worldPosition);
47
+ float F = a3dWaterFresnel(n, V);
48
+ vec2 suv = gl_FragCoord.xy / u_viewport;
49
+ float waterZ = a3dWaterLinearDepth(gl_FragCoord.z);
50
+ float thickness;
51
+ vec3 transmitted;
52
+ #if A3D_PRD10_WATER_HAS_SCENE
53
+ transmitted = a3dWaterRefracted(suv, waterZ, n, thickness)
54
+ + u_scatterColor * (1.0 - exp(-u_absorption * thickness)) * a3dSunIrradiance();
55
+ #else
56
+ // Low path (§8.6): baked shore distance stands in for scene-depth thickness.
57
+ thickness = max(v_shore, 0.0);
58
+ vec3 T = exp(-u_absorption * thickness);
59
+ transmitted = mix(u_shallowColor, u_deepColor, clamp(1.0 - T.g, 0.0, 1.0)) * a3dSkyIrradiance();
60
+ #endif
61
+ vec3 R = reflect(-V, n);
62
+ vec3 reflected = u_reflectionMode > 1.5
63
+ ? a3dWaterPlanarReflection(suv, n)
64
+ : a3dWorldEnvSpecular(R, 0.03); // mode 0 env; mode 1 SSR arrives via C-13 (stub = env)
65
+ vec3 sunSpec = a3dDirectSpecularGGX(n, V, u_sunDirection, 0.06) * u_sunColor * a3dSunShadowAt(v_worldPosition);
66
+ vec3 color = mix(transmitted, reflected, F) + sunSpec;
67
+ color = mix(color, vec3(0.9) * a3dSunIrradiance() + a3dSkyIrradiance(), a3dWaterFoam(v_xz, thickness, v_crest));
68
+ color = a3dApplyFog(color, v_worldPosition);
69
+ o_color = vec4(color, 1.0);
70
+ }
71
+ `;
72
+ /** Full §8.6 program. `hasScene`/`planar` bake the feature defines. */
73
+ export function waterShaderSources(options) {
74
+ const defines = `#define A3D_PRD10_WATER_HAS_SCENE ${options.hasScene ? 1 : 0}\n`;
75
+ return {
76
+ label: "prd10-water",
77
+ marker: "prd10.water",
78
+ vertex: WATER_VERT_GLSL,
79
+ fragment: defines + WATER_FRAG_GLSL,
80
+ webgpu: undefined // WGSL twin ships with the Path G variant (chunk-level wgsl exists on a3d_prd10_water)
81
+ };
82
+ }
83
+ /**
84
+ * The §8.6 underwater shell program: the surface re-drawn back-face with a
85
+ * Snell's window (total internal reflection outside the 48.6° cone) and the
86
+ * depth-graded underwater gradient as background tint.
87
+ */
88
+ const UNDERWATER_FRAG_GLSL = /* glsl */ `#version 300 es
89
+ precision highp float;
90
+ precision highp int;
91
+ // prd10.water — marker for the RenderDevice shader contract.
92
+ in vec3 v_worldPosition;
93
+ in vec2 v_xz;
94
+ in vec3 v_waveNormal;
95
+ in float v_crest;
96
+ in float v_shore;
97
+ out vec4 o_color;
98
+ ${a3d_prd10_world_light_fallback.glsl}
99
+ ${a3d_prd10_water.glsl}
100
+ uniform vec3 u_surfaceColor; // gradient top (#2a8fb0)
101
+ uniform vec3 u_deepGradient; // gradient bottom (#021018)
102
+ void main() {
103
+ vec3 n = a3dWaterNormal(v_waveNormal, v_xz, u_time);
104
+ vec3 V = normalize(v_worldPosition - u_cameraPosition); // view ray upward
105
+ float cosI = clamp(dot(-V, -n), 0.0, 1.0);
106
+ // Snell's window: total internal reflection beyond the 48.6° critical cone
107
+ // (sin²θc = 1/1.33²). Below it the surface refracts the sky gradient.
108
+ float sinT2 = 1.33 * 1.33 * (1.0 - cosI * cosI);
109
+ vec3 color;
110
+ if (sinT2 > 1.0) {
111
+ // TIR: reflect the underwater background back down
112
+ color = mix(u_deepGradient, u_surfaceColor, clamp(v_worldPosition.y / u_waterHeight, 0.0, 1.0));
113
+ } else {
114
+ color = mix(u_deepGradient, u_surfaceColor, clamp(v_worldPosition.y / max(u_waterHeight, 0.01), 0.0, 1.0))
115
+ + a3dSunIrradiance() * 0.35 * a3dWaterFresnel(n, -V);
116
+ }
117
+ o_color = vec4(a3dApplyFog(color, v_worldPosition), 1.0);
118
+ }
119
+ `;
120
+ /** Underwater back-face program (§8.7) — drawn when the camera is submerged. */
121
+ export function underwaterShaderSources() {
122
+ return {
123
+ label: "prd10-water-underwater",
124
+ marker: "prd10.water",
125
+ vertex: WATER_VERT_GLSL,
126
+ fragment: UNDERWATER_FRAG_GLSL
127
+ };
128
+ }
129
+ //# sourceMappingURL=WaterMaterial.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"WaterMaterial.js","sourceRoot":"","sources":["../../../../../../packages/rendering/src/world/water/WaterMaterial.ts"],"names":[],"mappings":"AAeA,OAAO,EAAE,kBAAkB,EAAE,MAAM,uBAAuB,CAAC;AAC3D,OAAO,EAAE,eAAe,EAAE,MAAM,oBAAoB,CAAC;AACrD,OAAO,EAAE,8BAA8B,EAAE,MAAM,yCAAyC,CAAC;AAEzF,MAAM,eAAe,GAAG,UAAU,CAAC;;;;;;;;EAQjC,kBAAkB,CAAC,IAAI;;;;;;;;;;;;;;;;CAgBxB,CAAC;AAEF,MAAM,eAAe,GAAG,UAAU,CAAC;;;;;;;;;;;;;EAajC,8BAA8B,CAAC,IAAI;EACnC,eAAe,CAAC,IAAI;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA4BrB,CAAC;AAEF,uEAAuE;AACvE,MAAM,UAAU,kBAAkB,CAAC,OAAiE;IAClG,MAAM,OAAO,GAAG,qCAAqC,OAAO,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC;IAClF,OAAO;QACL,KAAK,EAAE,aAAa;QACpB,MAAM,EAAE,aAAa;QACrB,MAAM,EAAE,eAAe;QACvB,QAAQ,EAAE,OAAO,GAAG,eAAe;QACnC,MAAM,EAAE,SAAS,CAAC,uFAAuF;KAC1G,CAAC;AACJ,CAAC;AAED;;;;GAIG;AACH,MAAM,oBAAoB,GAAG,UAAU,CAAC;;;;;;;;;;EAUtC,8BAA8B,CAAC,IAAI;EACnC,eAAe,CAAC,IAAI;;;;;;;;;;;;;;;;;;;;CAoBrB,CAAC;AAEF,gFAAgF;AAChF,MAAM,UAAU,uBAAuB;IACrC,OAAO;QACL,KAAK,EAAE,wBAAwB;QAC/B,MAAM,EAAE,aAAa;QACrB,MAAM,EAAE,eAAe;QACvB,QAAQ,EAAE,oBAAoB;KAC/B,CAAC;AACJ,CAAC"}
@@ -0,0 +1,13 @@
1
+ /**
2
+ * `a3d_prd10_caustics` — PRD-10 §8.7 underwater caustics chunk.
3
+ * On Path G the C-02 `ShaderFeature` `prd10.caustics` uses the split
4
+ * `a3d_prd10_caustics_pars` / `_apply` chunks below (define
5
+ * `A3D_PRD10_CAUSTICS`, #1143); on Path S this chunk is linked into
6
+ * the lane's own terrain/kit programs. Multiplies the direct sun term by the
7
+ * 16-frame caustic atlas projected along the sun direction.
8
+ */
9
+ import type { ShaderChunk } from "../../../contracts/program.js";
10
+ export declare const a3d_prd10_caustics: ShaderChunk;
11
+ export declare const a3d_prd10_caustics_pars: ShaderChunk;
12
+ export declare const a3d_prd10_caustics_apply: ShaderChunk;
13
+ //# sourceMappingURL=caustics.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"caustics.d.ts","sourceRoot":"","sources":["../../../../../../../packages/rendering/src/world/water/shaders/caustics.ts"],"names":[],"mappings":"AAAA;;;;;;;GAOG;AACH,OAAO,KAAK,EAAE,WAAW,EAAE,MAAM,+BAA+B,CAAC;AAoEjE,eAAO,MAAM,kBAAkB,EAAE,WAMhC,CAAC;AAuBF,eAAO,MAAM,uBAAuB,EAAE,WAMrC,CAAC;AAEF,eAAO,MAAM,wBAAwB,EAAE,WAMtC,CAAC"}
@@ -0,0 +1,103 @@
1
+ const CAUSTICS_UNIFORMS_GLSL = /* glsl */ `
2
+ uniform sampler2D u_causticAtlas; // 4x4 grid of 16 frames
3
+ uniform float u_causticScale; // world metres per atlas tile
4
+ uniform float u_causticStrength;
5
+ uniform float u_waterHeight;
6
+ `;
7
+ /** Sampling + boost helpers, shared by the Path S chunk and the Path G pars chunk. */
8
+ const CAUSTICS_FUNCTIONS_GLSL = /* glsl */ `
9
+ // Sample the crossfaded caustic value at atlas-local uv in [0,1].
10
+ float a3dCausticSample(vec2 atlasUv, float t) {
11
+ float frame = mod(floor(t * 12.0), 16.0);
12
+ float next = mod(frame + 1.0, 16.0);
13
+ vec2 cell0 = vec2(mod(frame, 4.0), floor(frame / 4.0));
14
+ vec2 cell1 = vec2(mod(next, 4.0), floor(next / 4.0));
15
+ float c0 = texture(u_causticAtlas, (cell0 + atlasUv) / 4.0).r;
16
+ float c1 = texture(u_causticAtlas, (cell1 + atlasUv) / 4.0).r;
17
+ return mix(c0, c1, fract(t * 12.0));
18
+ }
19
+
20
+ // Direct-sun multiplier for a submerged fragment: project along the sun dir
21
+ // to the water plane, sample the atlas, attenuate by depth.
22
+ float a3dCausticsBoost(vec3 worldPos, vec3 sunDir, float t) {
23
+ float h = u_waterHeight;
24
+ if (worldPos.y >= h) return 1.0;
25
+ vec2 cuv = (worldPos.xz - sunDir.xz * (h - worldPos.y) / max(sunDir.y, 0.05)) / u_causticScale;
26
+ float c = a3dCausticSample(fract(cuv), t);
27
+ float depth = h - worldPos.y;
28
+ return 1.0 + u_causticStrength * c * exp(-depth * 0.15);
29
+ }
30
+ `;
31
+ const glsl = /* glsl */ `${CAUSTICS_UNIFORMS_GLSL}uniform float u_time;
32
+ ${CAUSTICS_FUNCTIONS_GLSL}`;
33
+ const wgsl = /* wgsl */ `
34
+ @group(0) @binding(0) var u_causticAtlas : texture_2d<f32>;
35
+ @group(0) @binding(1) var u_samp : sampler;
36
+ struct A3dCaustics {
37
+ scale : f32,
38
+ strength : f32,
39
+ time : f32,
40
+ waterHeight : f32,
41
+ };
42
+ @group(0) @binding(2) var<uniform> u_caustics : A3dCaustics;
43
+
44
+ fn a3dCausticSample(atlasUv : vec2f, t : f32) -> f32 {
45
+ let frame = floor(t * 12.0) % 16.0;
46
+ let next = (frame + 1.0) % 16.0;
47
+ let cell0 = vec2f(frame % 4.0, floor(frame / 4.0));
48
+ let cell1 = vec2f(next % 4.0, floor(next / 4.0));
49
+ let c0 = textureSample(u_causticAtlas, u_samp, (cell0 + atlasUv) / 4.0).r;
50
+ let c1 = textureSample(u_causticAtlas, u_samp, (cell1 + atlasUv) / 4.0).r;
51
+ return mix(c0, c1, fract(t * 12.0));
52
+ }
53
+
54
+ fn a3dCausticsBoost(worldPos : vec3f, sunDir : vec3f, t : f32) -> f32 {
55
+ let h = u_caustics.waterHeight;
56
+ if (worldPos.y >= h) { return 1.0; }
57
+ let cuv = (worldPos.xz - sunDir.xz * (h - worldPos.y) / max(sunDir.y, 0.05)) / u_caustics.scale;
58
+ let c = a3dCausticSample(fract(cuv), t);
59
+ let depth = h - worldPos.y;
60
+ return 1.0 + u_caustics.strength * c * exp(-depth * 0.15);
61
+ }
62
+ `;
63
+ export const a3d_prd10_caustics = {
64
+ name: "a3d_prd10_caustics",
65
+ owner: "prd10",
66
+ stage: "fragment",
67
+ glsl,
68
+ wgsl
69
+ };
70
+ /**
71
+ * #1143 — generated-program (C-02, Path G) split of the caustics chunk.
72
+ * `a3d_prd10_caustics_pars` is the global-scope declaration chunk at
73
+ * `fragment:pars` (no `u_time`: the call reads frame time from the AuraFrame
74
+ * block, `u_resolutionFarTime.w`, so it cannot collide with another feature's
75
+ * `u_time`). `a3d_prd10_caustics_apply` is the statements-only call chunk at
76
+ * `fragment:indirect`, which the generator appends after the default indirect
77
+ * body, so the default light loop still runs and the boost scales its direct
78
+ * accumulators. `u_causticSunDir` points toward the sun.
79
+ */
80
+ const parsGlsl = /* glsl */ `${CAUSTICS_UNIFORMS_GLSL}uniform vec3 u_causticSunDir;
81
+ ${CAUSTICS_FUNCTIONS_GLSL}`;
82
+ const applyGlsl = /* glsl */ `
83
+ #ifdef A3D_PRD10_CAUSTICS
84
+ float a3dCausticBoost = a3dCausticsBoost(v_worldPosition, normalize(u_causticSunDir), u_resolutionFarTime.w);
85
+ directDiffuse *= a3dCausticBoost;
86
+ directSpecular *= a3dCausticBoost;
87
+ #endif
88
+ `;
89
+ export const a3d_prd10_caustics_pars = {
90
+ name: "a3d_prd10_caustics_pars",
91
+ owner: "prd10",
92
+ stage: "fragment",
93
+ glsl: parsGlsl,
94
+ wgsl
95
+ };
96
+ export const a3d_prd10_caustics_apply = {
97
+ name: "a3d_prd10_caustics_apply",
98
+ owner: "prd10",
99
+ stage: "fragment",
100
+ glsl: applyGlsl,
101
+ requires: ["a3d_prd10_caustics_pars"]
102
+ };
103
+ //# sourceMappingURL=caustics.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"caustics.js","sourceRoot":"","sources":["../../../../../../../packages/rendering/src/world/water/shaders/caustics.ts"],"names":[],"mappings":"AAUA,MAAM,sBAAsB,GAAG,UAAU,CAAC;;;;;CAKzC,CAAC;AAEF,sFAAsF;AACtF,MAAM,uBAAuB,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;CAsB1C,CAAC;AAEF,MAAM,IAAI,GAAG,UAAU,CAAC,GAAG,sBAAsB;EAC/C,uBAAuB,EAAE,CAAC;AAE5B,MAAM,IAAI,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6BvB,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;AAEF;;;;;;;;;GASG;AACH,MAAM,QAAQ,GAAG,UAAU,CAAC,GAAG,sBAAsB;EACnD,uBAAuB,EAAE,CAAC;AAE5B,MAAM,SAAS,GAAG,UAAU,CAAC;;;;;;CAM5B,CAAC;AAEF,MAAM,CAAC,MAAM,uBAAuB,GAAgB;IAClD,IAAI,EAAE,yBAAyB;IAC/B,KAAK,EAAE,OAAO;IACd,KAAK,EAAE,UAAU;IACjB,IAAI,EAAE,QAAQ;IACd,IAAI;CACL,CAAC;AAEF,MAAM,CAAC,MAAM,wBAAwB,GAAgB;IACnD,IAAI,EAAE,0BAA0B;IAChC,KAAK,EAAE,OAAO;IACd,KAAK,EAAE,UAAU;IACjB,IAAI,EAAE,SAAS;IACf,QAAQ,EAAE,CAAC,yBAAyB,CAAC;CACtC,CAAC"}
@@ -0,0 +1,9 @@
1
+ /**
2
+ * `a3d_prd10_gerstner` — PRD-10 §8.6 Gerstner wave vertex chunk.
3
+ * `GerstnerWaves.ts` holds the same constants and formula on the CPU (wave
4
+ * steepness sum clamped to <= 1 there to prevent loops). The Jacobian proxy
5
+ * `1 - Σ steepness·sin(f)` reaches the fragment as `v_crest` for crest foam.
6
+ */
7
+ import type { ShaderChunk } from "../../../contracts/program.js";
8
+ export declare const a3d_prd10_gerstner: ShaderChunk;
9
+ //# sourceMappingURL=gerstner.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"gerstner.d.ts","sourceRoot":"","sources":["../../../../../../../packages/rendering/src/world/water/shaders/gerstner.ts"],"names":[],"mappings":"AAAA;;;;;GAKG;AACH,OAAO,KAAK,EAAE,WAAW,EAAE,MAAM,+BAA+B,CAAC;AAgGjE,eAAO,MAAM,kBAAkB,EAAE,WAMhC,CAAC"}