@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 +1,39 @@
1
+ // PRD-07 P4-T4 — C-02 chunks: "a3d_prd07_fog" and "a3d_prd07_wetness".
2
+ // Registered now so programs can `requires` them; the fog uniforms land with
3
+ // P4-T5's FOG_PROGRAM_DEFINES material hook-up.
4
+ import { registerShaderChunk } from "../contracts/program.js";
5
+ export const FOG_CHUNK_NAME = "a3d_prd07_fog";
6
+ export const WETNESS_CHUNK_NAME = "a3d_prd07_wetness";
7
+ /** #880 / T0-05 call chunks (statements only) for the C-02 body hooks. */
8
+ export const FOG_APPLY_CHUNK_NAME = "a3d_prd07_fog_apply";
9
+ export const WETNESS_APPLY_CHUNK_NAME = "a3d_prd07_wetness_apply";
10
+ import { PRD07_FOG_APPLY_CHUNK_GLSL, PRD07_FOG_CHUNK_GLSL } from "./shaders/fog.glsl.js";
11
+ import { PRD07_WETNESS_APPLY_CHUNK_GLSL, PRD07_WETNESS_CHUNK_GLSL } from "./shaders/wetness.glsl.js";
12
+ // §8.4 uniform-block chunk (u_fogA/u_fogB/u_fogColor/u_fogAbsorption/u_fogMode/
13
+ // u_fogNear/u_fogFar/u_fogVolumes + env uniforms u_cameraPosition/u_sunDirection/
14
+ // u_sunColor). Packed by HeightFog.packV2; modes 0-6 incl. legacy-parity 6.
15
+ const FOG_GLSL = PRD07_FOG_CHUNK_GLSL;
16
+ // §6.8 wetness chunk (u_wetness/u_puddleThreshold/u_rainRipples/u_snowCover +
17
+ // u_puddleNoise). Real §6.8 formulas live in shaders/wetness.glsl.ts.
18
+ const WETNESS_GLSL = PRD07_WETNESS_CHUNK_GLSL;
19
+ /** Idempotent chunk registration (P1-T1). */
20
+ export function registerPrd07Chunks() {
21
+ const chunks = [
22
+ { name: FOG_CHUNK_NAME, owner: "prd07", stage: "fragment", glsl: FOG_GLSL },
23
+ { name: WETNESS_CHUNK_NAME, owner: "prd07", stage: "fragment", glsl: WETNESS_GLSL },
24
+ // Pars/call split (#880): the declaration chunks above go to
25
+ // `fragment:pars`; these run inside main() and require them.
26
+ { name: FOG_APPLY_CHUNK_NAME, owner: "prd07", stage: "fragment", glsl: PRD07_FOG_APPLY_CHUNK_GLSL, requires: [FOG_CHUNK_NAME] },
27
+ { name: WETNESS_APPLY_CHUNK_NAME, owner: "prd07", stage: "fragment", glsl: PRD07_WETNESS_APPLY_CHUNK_GLSL, requires: [WETNESS_CHUNK_NAME] }
28
+ ];
29
+ for (const chunk of chunks) {
30
+ try {
31
+ registerShaderChunk(chunk);
32
+ }
33
+ catch (error) {
34
+ if (!(error instanceof Error && error.message.startsWith("SHADER_CHUNK_DUPLICATE")))
35
+ throw error;
36
+ }
37
+ }
38
+ }
39
+ //# sourceMappingURL=fogChunks.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"fogChunks.js","sourceRoot":"","sources":["../../../../../packages/rendering/src/atmosphere/fogChunks.ts"],"names":[],"mappings":"AAAA,uEAAuE;AACvE,6EAA6E;AAC7E,gDAAgD;AAEhD,OAAO,EAAE,mBAAmB,EAAE,MAAM,sBAAsB,CAAC;AAE3D,MAAM,CAAC,MAAM,cAAc,GAAG,eAAwB,CAAC;AACvD,MAAM,CAAC,MAAM,kBAAkB,GAAG,mBAA4B,CAAC;AAC/D,0EAA0E;AAC1E,MAAM,CAAC,MAAM,oBAAoB,GAAG,qBAA8B,CAAC;AACnE,MAAM,CAAC,MAAM,wBAAwB,GAAG,yBAAkC,CAAC;AAE3E,OAAO,EAAE,0BAA0B,EAAE,oBAAoB,EAAE,MAAM,oBAAoB,CAAC;AACtF,OAAO,EAAE,8BAA8B,EAAE,wBAAwB,EAAE,MAAM,wBAAwB,CAAC;AAElG,gFAAgF;AAChF,kFAAkF;AAClF,4EAA4E;AAC5E,MAAM,QAAQ,GAAG,oBAAoB,CAAC;AAEtC,8EAA8E;AAC9E,sEAAsE;AACtE,MAAM,YAAY,GAAG,wBAAwB,CAAC;AAE9C,6CAA6C;AAC7C,MAAM,UAAU,mBAAmB;IACjC,MAAM,MAAM,GAAG;QACb,EAAE,IAAI,EAAE,cAAc,EAAE,KAAK,EAAE,OAAgB,EAAE,KAAK,EAAE,UAAmB,EAAE,IAAI,EAAE,QAAQ,EAAE;QAC7F,EAAE,IAAI,EAAE,kBAAkB,EAAE,KAAK,EAAE,OAAgB,EAAE,KAAK,EAAE,UAAmB,EAAE,IAAI,EAAE,YAAY,EAAE;QACrG,6DAA6D;QAC7D,6DAA6D;QAC7D,EAAE,IAAI,EAAE,oBAAoB,EAAE,KAAK,EAAE,OAAgB,EAAE,KAAK,EAAE,UAAmB,EAAE,IAAI,EAAE,0BAA0B,EAAE,QAAQ,EAAE,CAAC,cAAc,CAAC,EAAE;QACjJ,EAAE,IAAI,EAAE,wBAAwB,EAAE,KAAK,EAAE,OAAgB,EAAE,KAAK,EAAE,UAAmB,EAAE,IAAI,EAAE,8BAA8B,EAAE,QAAQ,EAAE,CAAC,kBAAkB,CAAC,EAAE;KAC9J,CAAC;IACF,KAAK,MAAM,KAAK,IAAI,MAAM,EAAE,CAAC;QAC3B,IAAI,CAAC;YACH,mBAAmB,CAAC,KAAK,CAAC,CAAC;QAC7B,CAAC;QAAC,OAAO,KAAK,EAAE,CAAC;YACf,IAAI,CAAC,CAAC,KAAK,YAAY,KAAK,IAAI,KAAK,CAAC,OAAO,CAAC,UAAU,CAAC,wBAAwB,CAAC,CAAC;gBAAE,MAAM,KAAK,CAAC;QACnG,CAAC;IACH,CAAC;AACH,CAAC"}
@@ -0,0 +1,20 @@
1
+ import type { UniformValue } from "../RenderDevice.js";
2
+ import type { PackedFogUniforms, Vec3 } from "./HeightFog.js";
3
+ import { type Prd07FogVolume } from "./FogVolumes.js";
4
+ export interface Prd07ForwardFogState {
5
+ readonly uniforms: PackedFogUniforms;
6
+ readonly volumes: readonly Prd07FogVolume[];
7
+ readonly sunDirection: Vec3;
8
+ readonly sunColor: Vec3;
9
+ readonly cameraPosition: Vec3;
10
+ }
11
+ /** Called by the prd07.fog contributor each frame; `null` = no live fog node (IC-0: mode 0). */
12
+ export declare function setPrd07ForwardFog(state: Prd07ForwardFogState | null): void;
13
+ export declare function prd07ForwardFog(): Prd07ForwardFogState | null;
14
+ /**
15
+ * `prd07.fog` ShaderFeature.bindUniforms body. Always writes `u_fogMode` so a
16
+ * program that selected the feature never reads a stale mode from a previous
17
+ * draw's uniform packet; the remaining slots are written only while fog is live.
18
+ */
19
+ export declare function bindPrd07FogUniforms(set: (name: string, value: UniformValue) => void): void;
20
+ //# sourceMappingURL=fogUniformStore.d.ts.map
@@ -0,0 +1 @@
1
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@@ -0,0 +1,45 @@
1
+ // PRD-07 P4-T4 / #187 / #82 — forward-geometry binding for the C-21 fog chunk.
2
+ //
3
+ // The `prd07.fog` ShaderFeature splices `a3d_prd07_fog` into C-02 generated
4
+ // forward programs (pars at fragment:pars, call at fragment:fog — #880), but a
5
+ // per-draw `bindUniforms` sees no frame blackboard. The prd07.fog contributor
6
+ // therefore publishes the frame's packed §8.4 uniforms here during collect, and
7
+ // the feature's `bindUniforms` reads them per draw (same module-store pattern
8
+ // as wetness). Without this binding every u_fog* uniform stays 0 → mode 0 →
9
+ // forward geometry is never fogged, so `setFog({ mode: "absorption" })` only
10
+ // reached the sky and decals. With it, mode 5 (Beer-Lambert per-channel
11
+ // T = exp(-σ·d)) shades forward geometry on the real C-02 path.
12
+ import { packFogVolumes } from "./FogVolumes.js";
13
+ let forwardFog = null;
14
+ /** Called by the prd07.fog contributor each frame; `null` = no live fog node (IC-0: mode 0). */
15
+ export function setPrd07ForwardFog(state) {
16
+ forwardFog = state;
17
+ }
18
+ export function prd07ForwardFog() {
19
+ return forwardFog;
20
+ }
21
+ /**
22
+ * `prd07.fog` ShaderFeature.bindUniforms body. Always writes `u_fogMode` so a
23
+ * program that selected the feature never reads a stale mode from a previous
24
+ * draw's uniform packet; the remaining slots are written only while fog is live.
25
+ */
26
+ export function bindPrd07FogUniforms(set) {
27
+ const state = forwardFog;
28
+ if (!state) {
29
+ set("u_fogMode", 0);
30
+ return;
31
+ }
32
+ const f = state.uniforms;
33
+ set("u_fogA", [...f.fogA]);
34
+ set("u_fogB", [...f.fogB]);
35
+ set("u_fogColor", [...f.fogColor]);
36
+ set("u_fogAbsorption", [...f.fogAbsorption]);
37
+ set("u_fogMode", f.fogMode);
38
+ set("u_fogNear", f.fogNear);
39
+ set("u_fogFar", f.fogFar);
40
+ set("u_fogVolumes", packFogVolumes(state.volumes));
41
+ set("u_cameraPosition", [...state.cameraPosition]);
42
+ set("u_sunDirection", [...state.sunDirection]);
43
+ set("u_sunColor", [...state.sunColor]);
44
+ }
45
+ //# sourceMappingURL=fogUniformStore.js.map
@@ -0,0 +1 @@
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@@ -0,0 +1,10 @@
1
+ export declare const PRD07_FOG_CHUNK_GLSL = "\n#ifndef A3D_PRD07_FOG_CHUNK\n#define A3D_PRD07_FOG_CHUNK\n#ifndef A3D_MAX_FOG_VOLUMES\n#define A3D_MAX_FOG_VOLUMES 8\n#endif\nuniform vec4 u_fogA; // \u03C3_d, \u03C3_h, b, h0 \u2014 mode 6: density, heightFalloff, heightReference, legacyMode\nuniform vec4 u_fogB; // start, maxOpacity, sunInscatter, anisotropy g \u2014 mode 6: near, far, maxOpacity, 0\n// #880: the C-02 generator's fog_default chunk already declares u_fogColor\n// (same meaning) under FOG_LINEAR / FOG_EXP2 / FOG_HEIGHT and is emitted\n// before feature declarations, so share it instead of redeclaring.\n#if !defined(FOG_LINEAR) && !defined(FOG_EXP2) && !defined(FOG_HEIGHT)\nuniform vec3 u_fogColor;\n#endif\nuniform vec3 u_fogAbsorption; uniform float u_fogMode; // 0 off,1 height,2 exp,3 exp2,4 linear,5 absorption,6 legacy-parity\nuniform float u_fogNear; uniform float u_fogFar; // linear (mode 4) + legacy-parity distances\nuniform vec4 u_fogVolumes[2 * A3D_MAX_FOG_VOLUMES]; // centre.xyz+shape, halfSize.xyz+density\n#ifndef A3D_PRD07_FOG_ENV_UNIFORMS\n#define A3D_PRD07_FOG_ENV_UNIFORMS\nuniform vec3 u_cameraPosition;\nuniform vec3 u_sunDirection;\nuniform vec3 u_sunColor;\n#endif\n\nfloat a3dHeightFogTau(vec3 c, vec3 v, float d) {\n float dd = max(d - u_fogB.x, 0.0);\n float tau = u_fogA.x * dd;\n float k = u_fogA.z * v.y * dd;\n float line = abs(k) < 1e-4 ? 1.0 : (1.0 - exp(-k)) / k;\n tau += u_fogA.y * exp(-u_fogA.z * (c.y - u_fogA.w)) * dd * line;\n return tau;\n}\n\nfloat a3dFogVolumesTau(vec3 c, vec3 v, float d) {\n float tau = 0.0;\n for (int i = 0; i < A3D_MAX_FOG_VOLUMES; i++) {\n vec4 a = u_fogVolumes[i * 2];\n vec4 b = u_fogVolumes[i * 2 + 1];\n if (b.w <= 0.0) continue;\n vec3 lo = a.xyz - b.xyz;\n vec3 hi = a.xyz + b.xyz;\n float t0 = 0.0;\n float t1 = d;\n bool hit = true;\n for (int axis = 0; axis < 3; axis++) {\n float o = c[axis] - a.xyz[axis];\n float dv = v[axis];\n float half_ = b.xyz[axis];\n if (abs(dv) < 1e-9) {\n if (abs(o) > half_) { hit = false; }\n continue;\n }\n float ta = (-half_ - o) / dv;\n float tb = (half_ - o) / dv;\n t0 = max(t0, min(ta, tb));\n t1 = min(t1, max(ta, tb));\n }\n if (a.w > 0.5) {\n // ellipsoid \u2192 unit-sphere quadratic\n vec3 os = (c - a.xyz) / max(b.xyz, vec3(1e-9));\n vec3 vs = v / max(b.xyz, vec3(1e-9));\n float qa = dot(vs, vs);\n if (qa < 1e-12) { hit = false; }\n float qb = dot(os, vs);\n float qc = dot(os, os) - 1.0;\n float qd = qb * qb - qa * qc;\n if (qd < 0.0 || !hit) { hit = false; }\n else {\n float qr = sqrt(qd);\n t0 = max((-qb - qr) / qa, 0.0);\n t1 = min((-qb + qr) / qa, d);\n }\n } else {\n t0 = max(t0, 0.0);\n t1 = min(t1, d);\n }\n if (hit && t1 > t0) tau += (t1 - t0) * b.w;\n }\n return tau;\n}\n\nfloat a3dLegacyFogFactor(vec3 worldPosition) {\n // u_fogMode == 6.0 \u2014 verbatim a3dEnvironmentFogFactor over the aliased slots.\n float distanceToCamera = length(u_cameraPosition - worldPosition);\n float factor = 0.0;\n float legacyMode = u_fogA.w;\n if (legacyMode < 1.5) {\n factor = (distanceToCamera - u_fogB.x) / max(u_fogB.y - u_fogB.x, 0.000001);\n } else if (legacyMode < 2.5) {\n factor = 1.0 - exp(-max(u_fogA.x, 0.0) * distanceToCamera);\n } else {\n float scaledDensity = max(u_fogA.x, 0.0) * distanceToCamera;\n factor = 1.0 - exp(-(scaledDensity * scaledDensity));\n }\n float heightMultiplier = u_fogA.y > 0.0\n ? exp(-max(0.0, worldPosition.y - u_fogA.z) * u_fogA.y)\n : 1.0;\n return clamp(factor * heightMultiplier, 0.0, 1.0) * clamp(u_fogB.z, 0.0, 1.0);\n}\n\nfloat a3dFogAmount(vec3 worldPos) {\n if (u_fogMode == 6.0) return a3dLegacyFogFactor(worldPos);\n vec3 r = worldPos - u_cameraPosition; float d = length(r); vec3 v = r / max(d, 1e-5);\n float tau = (u_fogMode == 1.0) ? a3dHeightFogTau(u_cameraPosition, v, d)\n : (u_fogMode == 2.0) ? u_fogA.x * d\n : (u_fogMode == 3.0) ? (u_fogA.x * d) * (u_fogA.x * d) : 0.0;\n tau += a3dFogVolumesTau(u_cameraPosition, v, d);\n float f = (u_fogMode == 4.0) ? clamp((d - u_fogNear) / (u_fogFar - u_fogNear), 0.0, 1.0) : 1.0 - exp(-tau);\n return min(f, u_fogB.y);\n}\n\nvec3 a3dFogInscatter(vec3 v) {\n float g = u_fogB.w; float mu = dot(v, u_sunDirection);\n float hg = (1.0 - g * g) / (12.5663706 * pow(1.0 + g * g - 2.0 * g * mu, 1.5));\n return u_fogColor + u_sunColor * hg * u_fogB.z;\n}\n\nvec3 a3dApplyFog(vec3 color, vec3 worldPos) { // stable entry point (PRD 10)\n if (u_fogMode == 0.0) return color;\n vec3 r = worldPos - u_cameraPosition; vec3 v = normalize(r);\n if (u_fogMode == 5.0) { vec3 T = exp(-u_fogAbsorption * length(r)); return color * T + u_fogColor * (1.0 - T); }\n#if defined(FOG_VOLUMETRIC)\n // Consumer contract: a FOG_VOLUMETRIC program defines a3dSampleFroxel()\n // before this chunk. Forward programs never set FOG_VOLUMETRIC; the froxel\n // volume is composited there by VolumetricFogPass apply (\u00A78.7).\n vec4 s = a3dSampleFroxel(worldPos); // rgb inscatter, a transmittance\n color = color * s.a + s.rgb; // near part from the volume\n#endif\n float f = a3dFogAmount(worldPos);\n // Mode 6 (legacy parity): the legacy formula has no sun inscatter \u2014 u_fogB.z\n // is maxOpacity, NOT sunInscatter. Blend to the plain fog colour.\n vec3 fogged = (u_fogMode == 6.0) ? u_fogColor : a3dFogInscatter(v);\n return mix(color, fogged, f);\n}\n#endif // A3D_PRD07_FOG_CHUNK\n";
2
+ export declare const PRD07_FOG_SHADER_MARKER = "a3d_prd07_fog_v2";
3
+ /**
4
+ * #880 / T0-05 — `fragment:fog` call chunk (statements only, inside `main()`).
5
+ * The declarations above are the pars chunk at `fragment:pars`; this replaces
6
+ * the generator's default fog body (`a3dColor`, `v_worldPosition` are the
7
+ * C-02 forward fragment's names).
8
+ */
9
+ export declare const PRD07_FOG_APPLY_CHUNK_GLSL = "\n#ifdef A3D_FOG\n a3dColor = a3dApplyFog(a3dColor, v_worldPosition);\n#endif\n";
10
+ //# sourceMappingURL=fog.glsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"fog.glsl.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/atmosphere/shaders/fog.glsl.ts"],"names":[],"mappings":"AAaA,eAAO,MAAM,oBAAoB,+hLAuIhC,CAAC;AAEF,eAAO,MAAM,uBAAuB,qBAAqB,CAAC;AAE1D;;;;;GAKG;AACH,eAAO,MAAM,0BAA0B,qFAItC,CAAC"}
@@ -0,0 +1,161 @@
1
+ // PRD-07 P4-T2 — `a3d_prd07_fog` chunk source (§8.4, C-21 FOG_CHUNK).
2
+ // Uniform-block variant: PRD 07 programs include this chunk and bind the
3
+ // u_fog* uniforms packed by HeightFog.packV2 (rendering side, CPU mirror in
4
+ // HeightFog.ts). Modes: 0 off, 1 height, 2 exp, 3 exp2, 4 linear,
5
+ // 5 absorption, 6 legacy-parity.
6
+ //
7
+ // Mode-6 slot aliasing (parity rule, §6.6): while forward geometry is on the
8
+ // legacy path this chunk evaluates a3dEnvironmentFogFactor verbatim, reading
9
+ // the packLegacy layout written into the same uniforms:
10
+ // u_fogA = (legacyDensity, heightFalloff, heightReference, legacyMode)
11
+ // u_fogB = (near, far, maxOpacity, 0)
12
+ // so sky/VFX/geometry never seam.
13
+ export const PRD07_FOG_CHUNK_GLSL = `
14
+ #ifndef A3D_PRD07_FOG_CHUNK
15
+ #define A3D_PRD07_FOG_CHUNK
16
+ #ifndef A3D_MAX_FOG_VOLUMES
17
+ #define A3D_MAX_FOG_VOLUMES 8
18
+ #endif
19
+ uniform vec4 u_fogA; // σ_d, σ_h, b, h0 — mode 6: density, heightFalloff, heightReference, legacyMode
20
+ uniform vec4 u_fogB; // start, maxOpacity, sunInscatter, anisotropy g — mode 6: near, far, maxOpacity, 0
21
+ // #880: the C-02 generator's fog_default chunk already declares u_fogColor
22
+ // (same meaning) under FOG_LINEAR / FOG_EXP2 / FOG_HEIGHT and is emitted
23
+ // before feature declarations, so share it instead of redeclaring.
24
+ #if !defined(FOG_LINEAR) && !defined(FOG_EXP2) && !defined(FOG_HEIGHT)
25
+ uniform vec3 u_fogColor;
26
+ #endif
27
+ uniform vec3 u_fogAbsorption; uniform float u_fogMode; // 0 off,1 height,2 exp,3 exp2,4 linear,5 absorption,6 legacy-parity
28
+ uniform float u_fogNear; uniform float u_fogFar; // linear (mode 4) + legacy-parity distances
29
+ uniform vec4 u_fogVolumes[2 * A3D_MAX_FOG_VOLUMES]; // centre.xyz+shape, halfSize.xyz+density
30
+ #ifndef A3D_PRD07_FOG_ENV_UNIFORMS
31
+ #define A3D_PRD07_FOG_ENV_UNIFORMS
32
+ uniform vec3 u_cameraPosition;
33
+ uniform vec3 u_sunDirection;
34
+ uniform vec3 u_sunColor;
35
+ #endif
36
+
37
+ float a3dHeightFogTau(vec3 c, vec3 v, float d) {
38
+ float dd = max(d - u_fogB.x, 0.0);
39
+ float tau = u_fogA.x * dd;
40
+ float k = u_fogA.z * v.y * dd;
41
+ float line = abs(k) < 1e-4 ? 1.0 : (1.0 - exp(-k)) / k;
42
+ tau += u_fogA.y * exp(-u_fogA.z * (c.y - u_fogA.w)) * dd * line;
43
+ return tau;
44
+ }
45
+
46
+ float a3dFogVolumesTau(vec3 c, vec3 v, float d) {
47
+ float tau = 0.0;
48
+ for (int i = 0; i < A3D_MAX_FOG_VOLUMES; i++) {
49
+ vec4 a = u_fogVolumes[i * 2];
50
+ vec4 b = u_fogVolumes[i * 2 + 1];
51
+ if (b.w <= 0.0) continue;
52
+ vec3 lo = a.xyz - b.xyz;
53
+ vec3 hi = a.xyz + b.xyz;
54
+ float t0 = 0.0;
55
+ float t1 = d;
56
+ bool hit = true;
57
+ for (int axis = 0; axis < 3; axis++) {
58
+ float o = c[axis] - a.xyz[axis];
59
+ float dv = v[axis];
60
+ float half_ = b.xyz[axis];
61
+ if (abs(dv) < 1e-9) {
62
+ if (abs(o) > half_) { hit = false; }
63
+ continue;
64
+ }
65
+ float ta = (-half_ - o) / dv;
66
+ float tb = (half_ - o) / dv;
67
+ t0 = max(t0, min(ta, tb));
68
+ t1 = min(t1, max(ta, tb));
69
+ }
70
+ if (a.w > 0.5) {
71
+ // ellipsoid → unit-sphere quadratic
72
+ vec3 os = (c - a.xyz) / max(b.xyz, vec3(1e-9));
73
+ vec3 vs = v / max(b.xyz, vec3(1e-9));
74
+ float qa = dot(vs, vs);
75
+ if (qa < 1e-12) { hit = false; }
76
+ float qb = dot(os, vs);
77
+ float qc = dot(os, os) - 1.0;
78
+ float qd = qb * qb - qa * qc;
79
+ if (qd < 0.0 || !hit) { hit = false; }
80
+ else {
81
+ float qr = sqrt(qd);
82
+ t0 = max((-qb - qr) / qa, 0.0);
83
+ t1 = min((-qb + qr) / qa, d);
84
+ }
85
+ } else {
86
+ t0 = max(t0, 0.0);
87
+ t1 = min(t1, d);
88
+ }
89
+ if (hit && t1 > t0) tau += (t1 - t0) * b.w;
90
+ }
91
+ return tau;
92
+ }
93
+
94
+ float a3dLegacyFogFactor(vec3 worldPosition) {
95
+ // u_fogMode == 6.0 — verbatim a3dEnvironmentFogFactor over the aliased slots.
96
+ float distanceToCamera = length(u_cameraPosition - worldPosition);
97
+ float factor = 0.0;
98
+ float legacyMode = u_fogA.w;
99
+ if (legacyMode < 1.5) {
100
+ factor = (distanceToCamera - u_fogB.x) / max(u_fogB.y - u_fogB.x, 0.000001);
101
+ } else if (legacyMode < 2.5) {
102
+ factor = 1.0 - exp(-max(u_fogA.x, 0.0) * distanceToCamera);
103
+ } else {
104
+ float scaledDensity = max(u_fogA.x, 0.0) * distanceToCamera;
105
+ factor = 1.0 - exp(-(scaledDensity * scaledDensity));
106
+ }
107
+ float heightMultiplier = u_fogA.y > 0.0
108
+ ? exp(-max(0.0, worldPosition.y - u_fogA.z) * u_fogA.y)
109
+ : 1.0;
110
+ return clamp(factor * heightMultiplier, 0.0, 1.0) * clamp(u_fogB.z, 0.0, 1.0);
111
+ }
112
+
113
+ float a3dFogAmount(vec3 worldPos) {
114
+ if (u_fogMode == 6.0) return a3dLegacyFogFactor(worldPos);
115
+ vec3 r = worldPos - u_cameraPosition; float d = length(r); vec3 v = r / max(d, 1e-5);
116
+ float tau = (u_fogMode == 1.0) ? a3dHeightFogTau(u_cameraPosition, v, d)
117
+ : (u_fogMode == 2.0) ? u_fogA.x * d
118
+ : (u_fogMode == 3.0) ? (u_fogA.x * d) * (u_fogA.x * d) : 0.0;
119
+ tau += a3dFogVolumesTau(u_cameraPosition, v, d);
120
+ float f = (u_fogMode == 4.0) ? clamp((d - u_fogNear) / (u_fogFar - u_fogNear), 0.0, 1.0) : 1.0 - exp(-tau);
121
+ return min(f, u_fogB.y);
122
+ }
123
+
124
+ vec3 a3dFogInscatter(vec3 v) {
125
+ float g = u_fogB.w; float mu = dot(v, u_sunDirection);
126
+ float hg = (1.0 - g * g) / (12.5663706 * pow(1.0 + g * g - 2.0 * g * mu, 1.5));
127
+ return u_fogColor + u_sunColor * hg * u_fogB.z;
128
+ }
129
+
130
+ vec3 a3dApplyFog(vec3 color, vec3 worldPos) { // stable entry point (PRD 10)
131
+ if (u_fogMode == 0.0) return color;
132
+ vec3 r = worldPos - u_cameraPosition; vec3 v = normalize(r);
133
+ if (u_fogMode == 5.0) { vec3 T = exp(-u_fogAbsorption * length(r)); return color * T + u_fogColor * (1.0 - T); }
134
+ #if defined(FOG_VOLUMETRIC)
135
+ // Consumer contract: a FOG_VOLUMETRIC program defines a3dSampleFroxel()
136
+ // before this chunk. Forward programs never set FOG_VOLUMETRIC; the froxel
137
+ // volume is composited there by VolumetricFogPass apply (§8.7).
138
+ vec4 s = a3dSampleFroxel(worldPos); // rgb inscatter, a transmittance
139
+ color = color * s.a + s.rgb; // near part from the volume
140
+ #endif
141
+ float f = a3dFogAmount(worldPos);
142
+ // Mode 6 (legacy parity): the legacy formula has no sun inscatter — u_fogB.z
143
+ // is maxOpacity, NOT sunInscatter. Blend to the plain fog colour.
144
+ vec3 fogged = (u_fogMode == 6.0) ? u_fogColor : a3dFogInscatter(v);
145
+ return mix(color, fogged, f);
146
+ }
147
+ #endif // A3D_PRD07_FOG_CHUNK
148
+ `;
149
+ export const PRD07_FOG_SHADER_MARKER = "a3d_prd07_fog_v2";
150
+ /**
151
+ * #880 / T0-05 — `fragment:fog` call chunk (statements only, inside `main()`).
152
+ * The declarations above are the pars chunk at `fragment:pars`; this replaces
153
+ * the generator's default fog body (`a3dColor`, `v_worldPosition` are the
154
+ * C-02 forward fragment's names).
155
+ */
156
+ export const PRD07_FOG_APPLY_CHUNK_GLSL = `
157
+ #ifdef A3D_FOG
158
+ a3dColor = a3dApplyFog(a3dColor, v_worldPosition);
159
+ #endif
160
+ `;
161
+ //# sourceMappingURL=fog.glsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"fog.glsl.js","sourceRoot":"","sources":["../../../../../../packages/rendering/src/atmosphere/shaders/fog.glsl.ts"],"names":[],"mappings":"AAAA,sEAAsE;AACtE,yEAAyE;AACzE,4EAA4E;AAC5E,kEAAkE;AAClE,iCAAiC;AACjC,EAAE;AACF,6EAA6E;AAC7E,6EAA6E;AAC7E,wDAAwD;AACxD,yEAAyE;AACzE,wCAAwC;AACxC,kCAAkC;AAElC,MAAM,CAAC,MAAM,oBAAoB,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAuInC,CAAC;AAEF,MAAM,CAAC,MAAM,uBAAuB,GAAG,kBAAkB,CAAC;AAE1D;;;;;GAKG;AACH,MAAM,CAAC,MAAM,0BAA0B,GAAG;;;;CAIzC,CAAC"}
@@ -0,0 +1,3 @@
1
+ export declare function volumetricApplyVertexSource(): string;
2
+ export declare function volumetricApplyFragmentSource(): string;
3
+ //# sourceMappingURL=volumetric-apply.glsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"volumetric-apply.glsl.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/atmosphere/shaders/volumetric-apply.glsl.ts"],"names":[],"mappings":"AA0DA,wBAAgB,2BAA2B,IAAI,MAAM,CAEpD;AAED,wBAAgB,6BAA6B,IAAI,MAAM,CAEtD"}
@@ -0,0 +1,61 @@
1
+ // PRD-07 P5-T6 — §8.7 froxel apply: fullscreen premultiplied-alpha-over blend
2
+ // (src.rgb = S, src.a = 1−T → dst = S + dst·T, equal to color·T + S).
3
+ // Slice lookup: k = log(viewZ/n)/log(f/n)·N with a 2-tile lerp (§6.7).
4
+ // GLSL ES 3.00.
5
+ import { PRD07_VOLUMETRIC_MARKER } from "./volumetric-inject.glsl.js";
6
+ const VERT = `
7
+ // ${PRD07_VOLUMETRIC_MARKER} apply vertex
8
+ in vec2 a_pos;
9
+ out vec2 v_uv;
10
+ void main() {
11
+ v_uv = a_pos * 0.5 + 0.5;
12
+ gl_Position = vec4(a_pos, 0.0, 1.0);
13
+ }
14
+ `;
15
+ const FRAG = `
16
+ // ${PRD07_VOLUMETRIC_MARKER} apply fragment
17
+ precision highp float;
18
+ uniform sampler2D u_integrateAtlas; // (S_acc, T_acc) per tile
19
+ uniform highp sampler2D u_sceneDepth;
20
+ uniform vec4 u_depthLinearize; // near, far, orthographic, unused
21
+ uniform vec2 u_atlasSize;
22
+ uniform vec2 u_tileSize;
23
+ uniform float u_tilesX;
24
+ uniform float u_near;
25
+ uniform float u_far;
26
+ uniform float u_slices;
27
+ in vec2 v_uv;
28
+ layout(location=0) out vec4 o_apply;
29
+
30
+ float a3dSceneViewZ(float depth) {
31
+ if (u_depthLinearize.z > 0.5) return mix(u_depthLinearize.x, u_depthLinearize.y, depth);
32
+ return u_depthLinearize.x * u_depthLinearize.y /
33
+ max(u_depthLinearize.y - depth * (u_depthLinearize.y - u_depthLinearize.x), 1e-4);
34
+ }
35
+
36
+ vec4 a3dSampleSlice(int k, vec2 uv) {
37
+ if (k < 0 || k >= int(u_slices)) return vec4(0.0, 0.0, 0.0, 1.0);
38
+ vec2 tile = vec2(float(k % int(u_tilesX)), float(k / int(u_tilesX)));
39
+ return texture(u_integrateAtlas, (tile * u_tileSize + uv * u_tileSize) / u_atlasSize);
40
+ }
41
+
42
+ void main() {
43
+ float depth = texelFetch(u_sceneDepth, ivec2(gl_FragCoord.xy), 0).r;
44
+ float viewZ = a3dSceneViewZ(depth);
45
+ float fslice = clamp(log(viewZ / u_near) / log(u_far / u_near) * u_slices - 0.5, 0.0, u_slices - 1.0);
46
+ int k0 = int(floor(fslice));
47
+ int k1 = min(k0 + 1, int(u_slices) - 1);
48
+ vec2 uv = v_uv; // tile-local uv equals screen uv (view-aligned grid)
49
+ vec4 s0 = a3dSampleSlice(k0, uv);
50
+ vec4 s1 = a3dSampleSlice(k1, uv);
51
+ vec4 s = mix(s0, s1, fslice - float(k0)); // rgb = S, a = T
52
+ o_apply = vec4(s.rgb, 1.0 - s.a); // premultiplied-over encode
53
+ }
54
+ `;
55
+ export function volumetricApplyVertexSource() {
56
+ return `#version 300 es\n${VERT}`;
57
+ }
58
+ export function volumetricApplyFragmentSource() {
59
+ return `#version 300 es\n${FRAG}`;
60
+ }
61
+ //# sourceMappingURL=volumetric-apply.glsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"volumetric-apply.glsl.js","sourceRoot":"","sources":["../../../../../../packages/rendering/src/atmosphere/shaders/volumetric-apply.glsl.ts"],"names":[],"mappings":"AAAA,8EAA8E;AAC9E,sEAAsE;AACtE,uEAAuE;AACvE,gBAAgB;AAEhB,OAAO,EAAE,uBAAuB,EAAE,MAAM,0BAA0B,CAAC;AAEnE,MAAM,IAAI,GAAG;KACR,uBAAuB;;;;;;;CAO3B,CAAC;AAEF,MAAM,IAAI,GAAG;KACR,uBAAuB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAsC3B,CAAC;AAEF,MAAM,UAAU,2BAA2B;IACzC,OAAO,oBAAoB,IAAI,EAAE,CAAC;AACpC,CAAC;AAED,MAAM,UAAU,6BAA6B;IAC3C,OAAO,oBAAoB,IAAI,EAAE,CAAC;AACpC,CAAC"}
@@ -0,0 +1,4 @@
1
+ export declare const PRD07_VOLUMETRIC_MARKER = "a3d_prd07_volumetric";
2
+ export declare function volumetricInjectVertexSource(): string;
3
+ export declare function volumetricInjectFragmentSource(): string;
4
+ //# sourceMappingURL=volumetric-inject.glsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"volumetric-inject.glsl.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/atmosphere/shaders/volumetric-inject.glsl.ts"],"names":[],"mappings":"AAKA,eAAO,MAAM,uBAAuB,yBAAyB,CAAC;AAyH9D,wBAAgB,4BAA4B,IAAI,MAAM,CAErD;AAED,wBAAgB,8BAA8B,IAAI,MAAM,CAEvD"}
@@ -0,0 +1,129 @@
1
+ // PRD-07 P5-T6 — §8.7 froxel inject (per-slice draw into a 2D tiled atlas).
2
+ // Each draw is scissored to one tile; the fragment reconstructs the froxel
3
+ // world position from the view ray and slice depth, then writes (L, σ).
4
+ // GLSL ES 3.00.
5
+ export const PRD07_VOLUMETRIC_MARKER = "a3d_prd07_volumetric";
6
+ const VERT = `
7
+ // ${PRD07_VOLUMETRIC_MARKER} inject vertex
8
+ in vec2 a_pos;
9
+ out vec2 v_ndc;
10
+ void main() {
11
+ v_ndc = a_pos;
12
+ gl_Position = vec4(a_pos, 0.0, 1.0);
13
+ }
14
+ `;
15
+ const FRAG = `
16
+ // ${PRD07_VOLUMETRIC_MARKER} inject fragment
17
+ precision highp float;
18
+ uniform sampler2D u_noiseTex; // unused placeholder channel (real 3D noise below)
19
+ uniform vec2 u_tileSize; // tile pixel dims
20
+ uniform vec2 u_projTan; // tanHalfFovX, tanHalfFovY
21
+ uniform mat4 u_invView; // camera world matrix (rotation+translation)
22
+ uniform vec3 u_cameraPosition;
23
+ uniform float u_near; // slice near (0.5)
24
+ uniform float u_far; // volumetricFar (64 / 96)
25
+ uniform float u_slice;
26
+ uniform float u_slices;
27
+ uniform float u_jitter; // Ultra temporal jitter in [0,1)
28
+ uniform vec4 u_fogDensity; // σ_d, σ_h, b, h0 — height fog coefficients
29
+ uniform vec4 u_fogVolumes[16]; // centre.xyz+shape, halfSize.xyz+density (≤8)
30
+ uniform float u_noiseScale;
31
+ uniform float u_noiseSpeed;
32
+ uniform float u_noiseStrength;
33
+ uniform float u_time;
34
+ uniform vec3 u_sunDirection;
35
+ uniform vec3 u_sunColor;
36
+ uniform float u_anisotropy; // HG g
37
+ uniform vec3 u_ambientColor;
38
+ uniform vec4 u_localLights[8]; // ≤4 lights: pos.xyz+intensity, color.rgb packed in second vec4
39
+ in vec2 v_ndc;
40
+ layout(location=0) out vec4 o_inject;
41
+
42
+ // --- density terms -------------------------------------------------------
43
+ float a3dInjectHeightDensity(vec3 p) {
44
+ return u_fogDensity.y * exp(-u_fogDensity.z * (p.y - u_fogDensity.w)) + u_fogDensity.x;
45
+ }
46
+
47
+ float a3dInjectVolumeDensity(vec3 p) {
48
+ float d = 0.0;
49
+ for (int i = 0; i < 8; i++) {
50
+ vec4 a = u_fogVolumes[i * 2];
51
+ vec4 b = u_fogVolumes[i * 2 + 1];
52
+ if (b.w <= 0.0) continue;
53
+ vec3 q = (p - a.xyz) / max(b.xyz, vec3(1e-9));
54
+ float inside = a.w > 0.5
55
+ ? (1.0 - smoothstep(0.85, 1.0, dot(q, q)))
56
+ : (1.0 - smoothstep(0.85, 1.0, max(max(abs(q.x), abs(q.y)), abs(q.z))));
57
+ d += inside * b.w;
58
+ }
59
+ return d;
60
+ }
61
+
62
+ // 3D value noise — same hash family as the GPU-sim chunk (deterministic).
63
+ uint a3dVolHash(uint x) {
64
+ x += 0x6d2b79f5u;
65
+ uint t = (x ^ (x >> 15u)) * (1u | x);
66
+ t = (t + ((t ^ (t >> 7u)) * (61u | t))) ^ t;
67
+ return (t ^ (t >> 14u));
68
+ }
69
+ float a3dVolRand01(uint h) { return float(h) * (1.0 / 4294967296.0); }
70
+ float a3dVolLattice(ivec3 c) { return a3dVolRand01(a3dVolHash(uint(c.x * 3 ^ c.y * 7 ^ c.z * 13))); }
71
+ float a3dVolNoise(vec3 p) {
72
+ ivec3 ip = ivec3(floor(p));
73
+ vec3 fp = fract(p);
74
+ vec3 u = fp * fp * (3.0 - 2.0 * fp);
75
+ float n000 = a3dVolLattice(ip);
76
+ float n100 = a3dVolLattice(ip + ivec3(1, 0, 0));
77
+ float n010 = a3dVolLattice(ip + ivec3(0, 1, 0));
78
+ float n110 = a3dVolLattice(ip + ivec3(1, 1, 0));
79
+ float n001 = a3dVolLattice(ip + ivec3(0, 0, 1));
80
+ float n101 = a3dVolLattice(ip + ivec3(1, 0, 1));
81
+ float n011 = a3dVolLattice(ip + ivec3(0, 1, 1));
82
+ float n111 = a3dVolLattice(ip + ivec3(1, 1, 1));
83
+ float nx00 = mix(n000, n100, u.x);
84
+ float nx10 = mix(n010, n110, u.x);
85
+ float nx01 = mix(n001, n101, u.x);
86
+ float nx11 = mix(n011, n111, u.x);
87
+ return mix(mix(nx00, nx10, u.y), mix(nx01, nx11, u.y), u.z); // [0,1]
88
+ }
89
+
90
+ // Henyey-Greenstein phase.
91
+ float a3dHG(float mu, float g) {
92
+ float g2 = g * g;
93
+ return (1.0 - g2) / (12.5663706 * pow(1.0 + g2 - 2.0 * g * mu, 1.5));
94
+ }
95
+
96
+ void main() {
97
+ // Tile-local uv → view ray at slice depth z_k (exponential distribution).
98
+ vec2 uv = gl_FragCoord.xy / u_tileSize - floor(gl_FragCoord.xy / u_tileSize);
99
+ vec2 ndc = uv * 2.0 - 1.0;
100
+ float zk = u_near * pow(u_far / u_near, (u_slice + u_jitter) / u_slices);
101
+ vec3 viewDir = vec3(ndc * u_projTan, -1.0);
102
+ vec3 p = u_cameraPosition + (u_invView * vec4(viewDir * zk, 0.0)).xyz;
103
+
104
+ float sigma = a3dInjectHeightDensity(p) + a3dInjectVolumeDensity(p);
105
+ sigma += (a3dVolNoise(p * u_noiseScale + vec3(0.0, 0.0, -u_time * u_noiseSpeed)) * 2.0 - 1.0) * u_noiseStrength;
106
+ sigma = max(sigma, 0.0);
107
+
108
+ // Lighting: sun × visibility(stub 1.0) × HG + ambient SH stub + ≤4 locals.
109
+ vec3 v = normalize(p - u_cameraPosition);
110
+ float mu = dot(v, u_sunDirection);
111
+ vec3 L = u_sunColor * a3dHG(mu, u_anisotropy) + u_ambientColor;
112
+ for (int i = 0; i < 4; i++) {
113
+ vec4 la = u_localLights[i * 2];
114
+ vec4 lb = u_localLights[i * 2 + 1];
115
+ if (la.w <= 0.0) continue;
116
+ vec3 toLight = la.xyz - p;
117
+ float d = max(length(toLight), 1e-4);
118
+ L += lb.rgb * (la.w / (d * d)) * a3dHG(dot(v, toLight / d), u_anisotropy);
119
+ }
120
+ o_inject = vec4(L * sigma, sigma);
121
+ }
122
+ `;
123
+ export function volumetricInjectVertexSource() {
124
+ return `#version 300 es\n${VERT}`;
125
+ }
126
+ export function volumetricInjectFragmentSource() {
127
+ return `#version 300 es\n${FRAG}`;
128
+ }
129
+ //# sourceMappingURL=volumetric-inject.glsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"volumetric-inject.glsl.js","sourceRoot":"","sources":["../../../../../../packages/rendering/src/atmosphere/shaders/volumetric-inject.glsl.ts"],"names":[],"mappings":"AAAA,4EAA4E;AAC5E,2EAA2E;AAC3E,wEAAwE;AACxE,gBAAgB;AAEhB,MAAM,CAAC,MAAM,uBAAuB,GAAG,sBAAsB,CAAC;AAE9D,MAAM,IAAI,GAAG;KACR,uBAAuB;;;;;;;CAO3B,CAAC;AAEF,MAAM,IAAI,GAAG;KACR,uBAAuB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA0G3B,CAAC;AAEF,MAAM,UAAU,4BAA4B;IAC1C,OAAO,oBAAoB,IAAI,EAAE,CAAC;AACpC,CAAC;AAED,MAAM,UAAU,8BAA8B;IAC5C,OAAO,oBAAoB,IAAI,EAAE,CAAC;AACpC,CAAC"}
@@ -0,0 +1,3 @@
1
+ export declare function volumetricIntegrateVertexSource(): string;
2
+ export declare function volumetricIntegrateFragmentSource(): string;
3
+ //# sourceMappingURL=volumetric-integrate.glsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"volumetric-integrate.glsl.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/atmosphere/shaders/volumetric-integrate.glsl.ts"],"names":[],"mappings":"AAoDA,wBAAgB,+BAA+B,IAAI,MAAM,CAExD;AAED,wBAAgB,iCAAiC,IAAI,MAAM,CAE1D"}
@@ -0,0 +1,55 @@
1
+ // PRD-07 P5-T6 — §8.7 froxel integrate: one draw covering the whole atlas;
2
+ // each fragment computes the front-to-back prefix sum for ITS tile's slice k
3
+ // (O(N²) texel reads total — spec-faithful "one pass that loops the slices").
4
+ // Writes (S_acc, T_acc) per slice; apply reads it with a 2-tile lerp.
5
+ // GLSL ES 3.00.
6
+ import { PRD07_VOLUMETRIC_MARKER } from "./volumetric-inject.glsl.js";
7
+ const VERT = `
8
+ // ${PRD07_VOLUMETRIC_MARKER} integrate vertex
9
+ in vec2 a_pos;
10
+ void main() {
11
+ gl_Position = vec4(a_pos, 0.0, 1.0);
12
+ }
13
+ `;
14
+ const FRAG = `
15
+ // ${PRD07_VOLUMETRIC_MARKER} integrate fragment
16
+ precision highp float;
17
+ uniform sampler2D u_injectAtlas; // (L, σ) per tile
18
+ uniform vec2 u_atlasSize; // atlas pixels (tilesX*tileW, tilesY*tileH)
19
+ uniform vec2 u_tileSize;
20
+ uniform float u_tilesX;
21
+ uniform float u_near;
22
+ uniform float u_far;
23
+ uniform float u_slices;
24
+ layout(location=0) out vec4 o_integrate;
25
+
26
+ float a3dSliceZ(float k) {
27
+ return u_near * pow(u_far / u_near, float(k) / u_slices);
28
+ }
29
+
30
+ void main() {
31
+ vec2 tileF = floor(gl_FragCoord.xy / u_tileSize);
32
+ int k = int(tileF.y) * int(u_tilesX) + int(tileF.x);
33
+ vec2 uv = fract(gl_FragCoord.xy / u_tileSize);
34
+
35
+ vec3 S = vec3(0.0);
36
+ float T = 1.0;
37
+ for (int j = 0; j <= k; j++) {
38
+ vec2 tile = vec2(float(j % int(u_tilesX)), float(j / int(u_tilesX)));
39
+ vec4 inj = texture(u_injectAtlas, (tile * u_tileSize + uv * u_tileSize) / u_atlasSize);
40
+ float sigma = inj.a;
41
+ float dz = a3dSliceZ(float(j) + 1.0) - a3dSliceZ(float(j));
42
+ // energy-conserving step (Hillaire 2015): S += L·(1-e^{-σΔz})/σ · T
43
+ S += inj.rgb * ((1.0 - exp(-sigma * dz)) / max(sigma, 1e-5)) * T;
44
+ T *= exp(-sigma * dz);
45
+ }
46
+ o_integrate = vec4(S, T);
47
+ }
48
+ `;
49
+ export function volumetricIntegrateVertexSource() {
50
+ return `#version 300 es\n${VERT}`;
51
+ }
52
+ export function volumetricIntegrateFragmentSource() {
53
+ return `#version 300 es\n${FRAG}`;
54
+ }
55
+ //# sourceMappingURL=volumetric-integrate.glsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"volumetric-integrate.glsl.js","sourceRoot":"","sources":["../../../../../../packages/rendering/src/atmosphere/shaders/volumetric-integrate.glsl.ts"],"names":[],"mappings":"AAAA,2EAA2E;AAC3E,6EAA6E;AAC7E,8EAA8E;AAC9E,sEAAsE;AACtE,gBAAgB;AAEhB,OAAO,EAAE,uBAAuB,EAAE,MAAM,0BAA0B,CAAC;AAEnE,MAAM,IAAI,GAAG;KACR,uBAAuB;;;;;CAK3B,CAAC;AAEF,MAAM,IAAI,GAAG;KACR,uBAAuB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAiC3B,CAAC;AAEF,MAAM,UAAU,+BAA+B;IAC7C,OAAO,oBAAoB,IAAI,EAAE,CAAC;AACpC,CAAC;AAED,MAAM,UAAU,iCAAiC;IAC/C,OAAO,oBAAoB,IAAI,EAAE,CAAC;AACpC,CAAC"}
@@ -0,0 +1,34 @@
1
+ import type { Texture } from "../../Texture.js";
2
+ export declare const PRD07_WETNESS_CHUNK_GLSL = "\n// a3d_prd07_wetness \u2014 \u00A76.8 wet-look material response.\n#ifdef A3D_WETNESS\n#ifndef A3D_PRD07_WETNESS_CHUNK\n#define A3D_PRD07_WETNESS_CHUNK\nuniform float u_wetness; // global wetness [0,1] (AtmosphereWetness)\nuniform float u_puddleThreshold; // noise threshold for puddles\nuniform float u_rainRipples; // ripple flipbook frame; 0 = off\nuniform float u_snowCover; // snow cover [0,1]\nuniform sampler2D u_puddleNoise; // world-space tiled noise (u puddleNoise)\n\n// World-space puddle mask: tiled noise at worldPos.xz / 6 thresholded by wet.\nfloat a3dWetnessPuddle(vec3 worldPos, float wet) {\n float n = texture(u_puddleNoise, worldPos.xz / 6.0).r;\n return smoothstep(u_puddleThreshold, 1.0, n) * wet;\n}\n\n// \u00A76.8: albedo *= mix(1, 0.55, wet\u00B7porosity); snow cover \u2192 snow white.\nvec3 a3dWetnessAlbedo(vec3 albedo, float porosity) {\n float wet = clamp(u_wetness, 0.0, 1.0);\n vec3 a = albedo * mix(1.0, 0.55, wet * clamp(porosity, 0.0, 1.0));\n return mix(a, vec3(0.95, 0.96, 1.0), clamp(u_snowCover, 0.0, 1.0));\n}\n\n// \u00A76.8: roughness = mix(roughness, 0.06, wet\u00B7puddle); snow cover \u2192 0.9.\nfloat a3dWetnessRoughness(float roughness, vec3 worldPos) {\n float wet = clamp(u_wetness, 0.0, 1.0);\n float puddle = a3dWetnessPuddle(worldPos, wet);\n float r = mix(roughness, 0.06, clamp(wet * puddle, 0.0, 1.0));\n return mix(r, 0.9, clamp(u_snowCover, 0.0, 1.0));\n}\n#endif // A3D_PRD07_WETNESS_CHUNK\n#endif // A3D_WETNESS\n";
3
+ export declare const PRD07_WETNESS_CHUNK_NAME = "a3d_prd07_wetness";
4
+ /**
5
+ * #880 / T0-05 — `fragment:material` call chunk (statements only). Appends to
6
+ * the generator's default material: it runs after `PhysicalMaterial material`
7
+ * is built and updates its fields in place (no replace). Lit forward items
8
+ * only — `prd07WetnessSelect` gates on that, since unlit programs have no
9
+ * `material`. Porosity 1 (fully porous) until a per-material input exists.
10
+ */
11
+ export declare const PRD07_WETNESS_APPLY_CHUNK_GLSL = "\n#ifdef A3D_WETNESS\n material.baseColor = a3dWetnessAlbedo(material.baseColor, 1.0);\n material.diffuseContribution = material.baseColor * (1.0 - material.metallic);\n material.specularColorBlended = mix(material.specularColor, material.baseColor, material.metallic);\n material.roughness = clamp(a3dWetnessRoughness(material.roughness, v_worldPosition), 0.0525, 1.0);\n#endif\n";
12
+ export interface WetnessUniformState {
13
+ readonly wetness: number;
14
+ readonly puddleThreshold: number;
15
+ readonly rainRipples: number;
16
+ readonly snowCover: number;
17
+ readonly puddleNoise: Texture | null;
18
+ }
19
+ /** Called when the wetness feature selected but couldn't splice (stub gen). */
20
+ export declare function noteWetnessPending(): string | null;
21
+ /** Test hook. */
22
+ export declare function resetWetnessPending(): void;
23
+ export declare function setPrd07WetnessState(state: Partial<WetnessUniformState>): void;
24
+ export declare function prd07WetnessState(): WetnessUniformState;
25
+ /**
26
+ * CPU mirror of the §6.8 response (noise-free: `puddle` supplied directly).
27
+ * albedo *= mix(1, 0.55, wet·porosity); roughness = mix(r, 0.06, wet·puddle);
28
+ * snow cover mixes albedo → snow white and roughness → 0.9.
29
+ */
30
+ export declare function applyWetnessMaterialCpu(albedo: readonly [number, number, number], roughness: number, wet: number, porosity: number, puddle: number, snowCover?: number): {
31
+ readonly albedo: readonly [number, number, number];
32
+ readonly roughness: number;
33
+ };
34
+ //# sourceMappingURL=wetness.glsl.d.ts.map
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