@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 +1,115 @@
1
+ /**
2
+ * PRD-03 §8.9 — S8 auto-exposure (GPU only, zero readbacks).
3
+ *
4
+ * Chain: `EXPOSURE_LUMA_LOG_GLSL` writes `log2(max(luma, 1e-5))` into a
5
+ * quarter-res R16F surface (landed as rgba32f in the transitional pool —
6
+ * ≥ spec precision, .r channel) with a centre-weighted or average metering
7
+ * mask; `EXPOSURE_REDUCE_GLSL` box-averages 2× per draw until 1×1;
8
+ * `EXPOSURE_ADAPT_GLSL` integrates toward the target EV in a 1×1 ping-pong:
9
+ *
10
+ * ev = mix(evPrev, clamp(-avgLog2 + log2(0.18) + comp, minEv, maxEv),
11
+ * 1 - exp(-dt * speed))
12
+ *
13
+ * with `speed` = speedUp when brightening, speedDown when darkening.
14
+ * `EXPOSURE_MUL_GLSL` then multiplies the HDR frame by `exp2(ev)` — the
15
+ * S10-composite `autoExp` factor applied as its own linear-HDR draw on the
16
+ * transitional chain, so the fused OUT still receives its §6.4 exposure.
17
+ */
18
+ /** S8 pass 1: log2 luma at 1/4 res; `AURA_EXPOSURE_CENTER_WEIGHTED` masks. */
19
+ export const EXPOSURE_LUMA_LOG_GLSL = /* glsl */ `#version 300 es
20
+ precision highp float;
21
+ uniform sampler2D u_hdr;
22
+ uniform vec2 u_texelSize; // 1 / HDR size
23
+ uniform int u_centerWeighted; // 1 = centre-weighted metering, 0 = average
24
+ in vec2 v_uv;
25
+ out vec4 outColor;
26
+
27
+ void main() {
28
+ // One output texel covers a 4×4 block of source texels; average the block.
29
+ vec4 acc = vec4(0.0);
30
+ for (int y = 0; y < 4; y++) {
31
+ for (int x = 0; x < 4; x++) {
32
+ vec2 uv = v_uv + (vec2(float(x), float(y)) - 1.5) * u_texelSize;
33
+ acc.rgb += texture(u_hdr, uv).rgb;
34
+ acc.a += 1.0;
35
+ }
36
+ }
37
+ vec3 c = acc.rgb / max(acc.a, 1.0);
38
+ float luma = max(dot(c, vec3(0.2126, 0.7152, 0.0722)), 1e-5);
39
+ // Centre-weighted: w = 1 - (d^2), clamped — an 18% gray card reads weight 1
40
+ // at frame centre and falls to 0 at the corners.
41
+ vec2 centered = v_uv - 0.5;
42
+ float w = u_centerWeighted == 1 ? max(0.0, 1.0 - dot(centered, centered) * 4.0) : 1.0;
43
+ outColor = vec4(log2(luma) * w, w, 0.0, 1.0);
44
+ }
45
+ `;
46
+ /** S8 reduce: 4-tap box average of the previous mip (weighted sum in .rg). */
47
+ export const EXPOSURE_REDUCE_GLSL = /* glsl */ `#version 300 es
48
+ precision highp float;
49
+ uniform sampler2D u_source;
50
+ uniform vec2 u_texelSize; // 1 / source size
51
+ in vec2 v_uv;
52
+ out vec4 outColor;
53
+
54
+ void main() {
55
+ vec4 sum = texture(u_source, v_uv + vec2(-0.5, -0.5) * u_texelSize)
56
+ + texture(u_source, v_uv + vec2( 0.5, -0.5) * u_texelSize)
57
+ + texture(u_source, v_uv + vec2(-0.5, 0.5) * u_texelSize)
58
+ + texture(u_source, v_uv + vec2( 0.5, 0.5) * u_texelSize);
59
+ outColor = sum * 0.25;
60
+ }
61
+ `;
62
+ /**
63
+ * S8 adapt: 1×1 ping-pong. `u_prev` is last frame's EV texel; `u_avg` is the
64
+ * reduced texel (r = Σ log2 luma · w, g = Σ w). `u_hasPrev` boots the first
65
+ * frame straight to target (no transient from an arbitrary 0 start).
66
+ */
67
+ export const EXPOSURE_ADAPT_GLSL = /* glsl */ `#version 300 es
68
+ precision highp float;
69
+ uniform sampler2D u_prev;
70
+ uniform sampler2D u_avg;
71
+ uniform float u_dt;
72
+ uniform float u_speedUp;
73
+ uniform float u_speedDown;
74
+ uniform float u_minEv;
75
+ uniform float u_maxEv;
76
+ uniform float u_compensationEv;
77
+ uniform int u_hasPrev;
78
+ out vec4 outColor;
79
+
80
+ void main() {
81
+ vec4 avg = texelFetch(u_avg, ivec2(0), 0);
82
+ float avgLog2 = avg.r / max(avg.g, 1e-4); // Σ(l·w)/Σw — weighted mean
83
+ float target = clamp(-avgLog2 + log2(0.18) + u_compensationEv, u_minEv, u_maxEv);
84
+ float prev = texelFetch(u_prev, ivec2(0), 0).r;
85
+ float speed = target > prev ? u_speedUp : u_speedDown;
86
+ float ev = u_hasPrev == 1 ? mix(prev, target, 1.0 - exp(-u_dt * speed)) : target;
87
+ outColor = vec4(ev, 0.0, 0.0, 1.0);
88
+ }
89
+ `;
90
+ /** S8 apply: `outColor = hdr * exp2(ev)` — the composite's autoExp factor. */
91
+ export const EXPOSURE_MUL_GLSL = /* glsl */ `#version 300 es
92
+ precision highp float;
93
+ uniform sampler2D u_hdr;
94
+ uniform sampler2D u_ev;
95
+ in vec2 v_uv;
96
+ out vec4 outColor;
97
+
98
+ void main() {
99
+ float ev = texelFetch(u_ev, ivec2(0), 0).r;
100
+ vec4 c = texture(u_hdr, v_uv);
101
+ outColor = vec4(c.rgb * exp2(ev), c.a);
102
+ }
103
+ `;
104
+ /**
105
+ * JS mirror of the adapt step — the unit test proves the shader's `mix`
106
+ * formula and speed selection byte-for-byte against this reference.
107
+ */
108
+ export function adaptEv(prev, avgLog2, options) {
109
+ const target = Math.min(Math.max(-avgLog2 + Math.log2(0.18) + options.compensationEv, options.minEv), options.maxEv);
110
+ if (!options.hasPrev)
111
+ return target;
112
+ const speed = target > prev ? options.speedUp : options.speedDown;
113
+ return prev + (target - prev) * (1 - Math.exp(-options.dt * speed));
114
+ }
115
+ //# sourceMappingURL=exposure.glsl.js.map
@@ -0,0 +1 @@
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@@ -0,0 +1,16 @@
1
+ /**
2
+ * PRD-03 §8.9 Phase 7 — S8 auto-exposure WGSL twins (GPU only, zero
3
+ * readbacks). Same chain as the GLSL twins: quarter-res log2-luma
4
+ * (centre-weighted or average mask) → box-reduce to 1×1 → EV ping-pong
5
+ * adapt (`has_prev` boots to target; speed = speedUp when brightening,
6
+ * speedDown when darkening) → `hdr * exp2(ev)`.
7
+ */
8
+ /** S8 pass 1: log2 luma at 1/4 res; `center_weighted` masks. */
9
+ export declare const EXPOSURE_LUMA_LOG_WGSL = "struct ExposureLumaParams {\n texel_size: vec2<f32>, // 1 / HDR size\n center_weighted: i32, // 1 = centre-weighted metering, 0 = average\n _pad: f32,\n};\n\n@group(0) @binding(0) var<uniform> u_params: ExposureLumaParams;\n@group(0) @binding(1) var u_hdr_tex: texture_2d<f32>;\n@group(0) @binding(2) var u_hdr_smp: sampler;\n\n@fragment\nfn fs_exposure_luma_log(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {\n // One output texel covers a 4\u00D74 block of source texels; average the block.\n var acc = vec4<f32>(0.0);\n for (var y = 0; y < 4; y = y + 1) {\n for (var x = 0; x < 4; x = x + 1) {\n let tap_uv = uv + (vec2<f32>(f32(x), f32(y)) - vec2<f32>(1.5)) * u_params.texel_size;\n acc = vec4<f32>(acc.rgb + textureSampleLevel(u_hdr_tex, u_hdr_smp, tap_uv, 0.0).rgb, acc.a + 1.0);\n }\n }\n let c = acc.rgb / max(acc.a, 1.0);\n let luma = max(dot(c, vec3<f32>(0.2126, 0.7152, 0.0722)), 1e-5);\n // Centre-weighted: w = 1 - (d\u00B2), clamped \u2014 an 18% gray card reads weight 1\n // at frame centre and falls to 0 at the corners.\n let centered = uv - vec2<f32>(0.5);\n let w = select(1.0, max(0.0, 1.0 - dot(centered, centered) * 4.0), u_params.center_weighted == 1);\n return vec4<f32>(log2(luma) * w, w, 0.0, 1.0);\n}\n";
10
+ /** S8 reduce: 4-tap box average of the previous mip (weighted sum in .rg). */
11
+ export declare const EXPOSURE_REDUCE_WGSL = "struct ExposureReduceParams {\n texel_size: vec2<f32>, // 1 / source size\n _pad0: vec2<f32>,\n};\n\n@group(0) @binding(0) var<uniform> u_params: ExposureReduceParams;\n@group(0) @binding(1) var u_source_tex: texture_2d<f32>;\n@group(0) @binding(2) var u_source_smp: sampler;\n\n@fragment\nfn fs_exposure_reduce(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {\n let sum = textureSampleLevel(u_source_tex, u_source_smp, uv + vec2<f32>(-0.5, -0.5) * u_params.texel_size, 0.0)\n + textureSampleLevel(u_source_tex, u_source_smp, uv + vec2<f32>(0.5, -0.5) * u_params.texel_size, 0.0)\n + textureSampleLevel(u_source_tex, u_source_smp, uv + vec2<f32>(-0.5, 0.5) * u_params.texel_size, 0.0)\n + textureSampleLevel(u_source_tex, u_source_smp, uv + vec2<f32>(0.5, 0.5) * u_params.texel_size, 0.0);\n return sum * 0.25;\n}\n";
12
+ /** S8 adapt: 1×1 ping-pong; `has_prev == 1` integrates, else boots to target. */
13
+ export declare const EXPOSURE_ADAPT_WGSL = "struct ExposureAdaptParams {\n dt: f32,\n speed_up: f32,\n speed_down: f32,\n min_ev: f32,\n max_ev: f32,\n compensation_ev: f32,\n has_prev: i32,\n _pad: f32,\n};\n\n@group(0) @binding(0) var<uniform> u_params: ExposureAdaptParams;\n@group(0) @binding(1) var u_prev_tex: texture_2d<f32>;\n@group(0) @binding(2) var u_avg_tex: texture_2d<f32>;\n\n@fragment\nfn fs_exposure_adapt(@builtin(position) frag_coord: vec4<f32>) -> @location(0) vec4<f32> {\n let avg = textureLoad(u_avg_tex, vec2<i32>(0), 0);\n let avg_log2 = avg.r / max(avg.g, 1e-4); // \u03A3(l\u00B7w)/\u03A3w \u2014 weighted mean\n // WGSL-reserved keyword: the GLSL twin's \"target\" is \"target_ev\" here.\n let target_ev = clamp(-avg_log2 + log2(0.18) + u_params.compensation_ev, u_params.min_ev, u_params.max_ev);\n let prev = textureLoad(u_prev_tex, vec2<i32>(0), 0).r;\n let speed = select(u_params.speed_down, u_params.speed_up, target_ev > prev);\n let ev = select(target_ev, mix(prev, target_ev, 1.0 - exp(-u_params.dt * speed)), u_params.has_prev == 1);\n return vec4<f32>(ev, 0.0, 0.0, 1.0);\n}\n";
14
+ /** S8 apply: `out = hdr * exp2(ev)` — the composite's autoExp factor. */
15
+ export declare const EXPOSURE_MUL_WGSL = "@group(0) @binding(1) var u_hdr_tex: texture_2d<f32>;\n@group(0) @binding(2) var u_hdr_smp: sampler;\n@group(0) @binding(3) var u_ev_tex: texture_2d<f32>;\n\n@fragment\nfn fs_exposure_mul(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {\n let ev = textureLoad(u_ev_tex, vec2<i32>(0), 0).r;\n let c = textureSampleLevel(u_hdr_tex, u_hdr_smp, uv, 0.0);\n return vec4<f32>(c.rgb * exp2(ev), c.a);\n}\n";
16
+ //# sourceMappingURL=exposure.wgsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"exposure.wgsl.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/post/shaders/exposure.wgsl.ts"],"names":[],"mappings":"AAAA;;;;;;GAMG;AAEH,gEAAgE;AAChE,eAAO,MAAM,sBAAsB,+vCA4BlC,CAAC;AAEF,8EAA8E;AAC9E,eAAO,MAAM,oBAAoB,00BAiBhC,CAAC;AAEF,iFAAiF;AACjF,eAAO,MAAM,mBAAmB,skCA0B/B,CAAC;AAEF,yEAAyE;AACzE,eAAO,MAAM,iBAAiB,6ZAU7B,CAAC"}
@@ -0,0 +1,97 @@
1
+ /**
2
+ * PRD-03 §8.9 Phase 7 — S8 auto-exposure WGSL twins (GPU only, zero
3
+ * readbacks). Same chain as the GLSL twins: quarter-res log2-luma
4
+ * (centre-weighted or average mask) → box-reduce to 1×1 → EV ping-pong
5
+ * adapt (`has_prev` boots to target; speed = speedUp when brightening,
6
+ * speedDown when darkening) → `hdr * exp2(ev)`.
7
+ */
8
+ /** S8 pass 1: log2 luma at 1/4 res; `center_weighted` masks. */
9
+ export const EXPOSURE_LUMA_LOG_WGSL = /* wgsl */ `struct ExposureLumaParams {
10
+ texel_size: vec2<f32>, // 1 / HDR size
11
+ center_weighted: i32, // 1 = centre-weighted metering, 0 = average
12
+ _pad: f32,
13
+ };
14
+
15
+ @group(0) @binding(0) var<uniform> u_params: ExposureLumaParams;
16
+ @group(0) @binding(1) var u_hdr_tex: texture_2d<f32>;
17
+ @group(0) @binding(2) var u_hdr_smp: sampler;
18
+
19
+ @fragment
20
+ fn fs_exposure_luma_log(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
21
+ // One output texel covers a 4×4 block of source texels; average the block.
22
+ var acc = vec4<f32>(0.0);
23
+ for (var y = 0; y < 4; y = y + 1) {
24
+ for (var x = 0; x < 4; x = x + 1) {
25
+ let tap_uv = uv + (vec2<f32>(f32(x), f32(y)) - vec2<f32>(1.5)) * u_params.texel_size;
26
+ acc = vec4<f32>(acc.rgb + textureSampleLevel(u_hdr_tex, u_hdr_smp, tap_uv, 0.0).rgb, acc.a + 1.0);
27
+ }
28
+ }
29
+ let c = acc.rgb / max(acc.a, 1.0);
30
+ let luma = max(dot(c, vec3<f32>(0.2126, 0.7152, 0.0722)), 1e-5);
31
+ // Centre-weighted: w = 1 - (d²), clamped — an 18% gray card reads weight 1
32
+ // at frame centre and falls to 0 at the corners.
33
+ let centered = uv - vec2<f32>(0.5);
34
+ let w = select(1.0, max(0.0, 1.0 - dot(centered, centered) * 4.0), u_params.center_weighted == 1);
35
+ return vec4<f32>(log2(luma) * w, w, 0.0, 1.0);
36
+ }
37
+ `;
38
+ /** S8 reduce: 4-tap box average of the previous mip (weighted sum in .rg). */
39
+ export const EXPOSURE_REDUCE_WGSL = /* wgsl */ `struct ExposureReduceParams {
40
+ texel_size: vec2<f32>, // 1 / source size
41
+ _pad0: vec2<f32>,
42
+ };
43
+
44
+ @group(0) @binding(0) var<uniform> u_params: ExposureReduceParams;
45
+ @group(0) @binding(1) var u_source_tex: texture_2d<f32>;
46
+ @group(0) @binding(2) var u_source_smp: sampler;
47
+
48
+ @fragment
49
+ fn fs_exposure_reduce(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
50
+ let sum = textureSampleLevel(u_source_tex, u_source_smp, uv + vec2<f32>(-0.5, -0.5) * u_params.texel_size, 0.0)
51
+ + textureSampleLevel(u_source_tex, u_source_smp, uv + vec2<f32>(0.5, -0.5) * u_params.texel_size, 0.0)
52
+ + textureSampleLevel(u_source_tex, u_source_smp, uv + vec2<f32>(-0.5, 0.5) * u_params.texel_size, 0.0)
53
+ + textureSampleLevel(u_source_tex, u_source_smp, uv + vec2<f32>(0.5, 0.5) * u_params.texel_size, 0.0);
54
+ return sum * 0.25;
55
+ }
56
+ `;
57
+ /** S8 adapt: 1×1 ping-pong; `has_prev == 1` integrates, else boots to target. */
58
+ export const EXPOSURE_ADAPT_WGSL = /* wgsl */ `struct ExposureAdaptParams {
59
+ dt: f32,
60
+ speed_up: f32,
61
+ speed_down: f32,
62
+ min_ev: f32,
63
+ max_ev: f32,
64
+ compensation_ev: f32,
65
+ has_prev: i32,
66
+ _pad: f32,
67
+ };
68
+
69
+ @group(0) @binding(0) var<uniform> u_params: ExposureAdaptParams;
70
+ @group(0) @binding(1) var u_prev_tex: texture_2d<f32>;
71
+ @group(0) @binding(2) var u_avg_tex: texture_2d<f32>;
72
+
73
+ @fragment
74
+ fn fs_exposure_adapt(@builtin(position) frag_coord: vec4<f32>) -> @location(0) vec4<f32> {
75
+ let avg = textureLoad(u_avg_tex, vec2<i32>(0), 0);
76
+ let avg_log2 = avg.r / max(avg.g, 1e-4); // Σ(l·w)/Σw — weighted mean
77
+ // WGSL-reserved keyword: the GLSL twin's "target" is "target_ev" here.
78
+ let target_ev = clamp(-avg_log2 + log2(0.18) + u_params.compensation_ev, u_params.min_ev, u_params.max_ev);
79
+ let prev = textureLoad(u_prev_tex, vec2<i32>(0), 0).r;
80
+ let speed = select(u_params.speed_down, u_params.speed_up, target_ev > prev);
81
+ let ev = select(target_ev, mix(prev, target_ev, 1.0 - exp(-u_params.dt * speed)), u_params.has_prev == 1);
82
+ return vec4<f32>(ev, 0.0, 0.0, 1.0);
83
+ }
84
+ `;
85
+ /** S8 apply: `out = hdr * exp2(ev)` — the composite's autoExp factor. */
86
+ export const EXPOSURE_MUL_WGSL = /* wgsl */ `@group(0) @binding(1) var u_hdr_tex: texture_2d<f32>;
87
+ @group(0) @binding(2) var u_hdr_smp: sampler;
88
+ @group(0) @binding(3) var u_ev_tex: texture_2d<f32>;
89
+
90
+ @fragment
91
+ fn fs_exposure_mul(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
92
+ let ev = textureLoad(u_ev_tex, vec2<i32>(0), 0).r;
93
+ let c = textureSampleLevel(u_hdr_tex, u_hdr_smp, uv, 0.0);
94
+ return vec4<f32>(c.rgb * exp2(ev), c.a);
95
+ }
96
+ `;
97
+ //# sourceMappingURL=exposure.wgsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"exposure.wgsl.js","sourceRoot":"","sources":["../../../../../../packages/rendering/src/post/shaders/exposure.wgsl.ts"],"names":[],"mappings":"AAAA;;;;;;GAMG;AAEH,gEAAgE;AAChE,MAAM,CAAC,MAAM,sBAAsB,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA4BhD,CAAC;AAEF,8EAA8E;AAC9E,MAAM,CAAC,MAAM,oBAAoB,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;CAiB9C,CAAC;AAEF,iFAAiF;AACjF,MAAM,CAAC,MAAM,mBAAmB,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;CA0B7C,CAAC;AAEF,yEAAyE;AACzE,MAAM,CAAC,MAAM,iBAAiB,GAAG,UAAU,CAAC;;;;;;;;;;CAU3C,CAAC"}
@@ -0,0 +1,17 @@
1
+ /**
2
+ * PRD-03 §6.1 S12 / §8.15 — the finalize pass.
3
+ *
4
+ * Writes the default framebuffer: film grain (display space, luma-gated by
5
+ * `luminanceResponse`), then FSR1 RCAS sharpening when TAA sharpness > 0 or
6
+ * renderScale < 1 (limit 0.25), then the triangular-PDF dither — the last
7
+ * write to the 8-bit output.
8
+ *
9
+ * `FINALIZE_FXAA_FUSED_GLSL` is the §6.1 fuse: when post-AA is FXAA, S10b
10
+ * (display LUT + vignette), S11 (r185 FXAA) and S12 collapse into one draw.
11
+ * The fused program reads luma from `.a` (S10b writes `luma(disp)` there) so
12
+ * the FXAA taps never re-run the grade — the fix for today's per-tap
13
+ * `finalColorAt` re-evaluation (`WebGL2Device.ts:3611-3631`).
14
+ */
15
+ export declare const FINALIZE_GLSL = "#version 300 es\nprecision highp float;\nuniform sampler2D u_source;\nuniform vec2 u_texelSize;\nuniform float u_frame;\nuniform float u_grainIntensity;\nuniform float u_grainSize;\nuniform float u_grainLuminanceResponse;\nuniform float u_rcasSharpness; // 0 disables; FSR1 limit 0.25\nin vec2 v_uv;\nout vec4 outColor;\n\n\nfloat linearizeDepth(float d, float n, float f, bool ortho) {\n float z = d * 2.0 - 1.0;\n return ortho ? mix(n, f, d) : (2.0 * n * f) / (f + n - z * (f - n));\n}\n\nuvec2 pcg2d(uvec2 v) {\n v = v * 1664525u + 1013904223u;\n v.x += v.y * 1664525u;\n v.y += v.x * 1664525u;\n v ^= v >> 16u;\n v.x += v.y * 1664525u;\n v.y += v.x * 1664525u;\n v ^= v >> 16u;\n return v;\n}\n\n// Triangular-PDF dither: (rand0 + rand1 - 1) / 255 \u2192 \u00B11 LSB of 8-bit output.\nfloat triangularDither(vec2 fragCoord, float frame) {\n uvec2 seed = uvec2(fragCoord) + uvec2(uint(frame) * 747796405u);\n vec2 rand = vec2(pcg2d(seed)) / 4294967296.0;\n return (rand.x + rand.y - 1.0) / 255.0;\n}\n\n\nfloat luma709(vec3 c) { return dot(c, vec3(0.2126, 0.7152, 0.0722)); }\n\nvec3 rcas(sampler2D tex, vec2 uv, vec2 texel, float sharpness) {\n // FSR1 RCAS: single-pass adaptive sharpen over the 4-ring neighbourhood.\n vec3 e = texture(tex, uv).rgb;\n vec3 cross = (\n texture(tex, uv + vec2(0.0, -texel.y)).rgb +\n texture(tex, uv + vec2(0.0, texel.y)).rgb +\n texture(tex, uv + vec2(-texel.x, 0.0)).rgb +\n texture(tex, uv + vec2(texel.x, 0.0)).rgb\n ) * 0.25;\n float sharp = min(sharpness, 0.25);\n return clamp(e + (e - cross) * sharp, 0.0, 1.0);\n}\n\nfloat filmGrain(vec2 fragCoord, float frame, float intensity, float size, float luminanceResponse, float lumaValue) {\n uvec2 seed = uvec2(fragCoord * size) + uvec2(uint(frame) * 747796405u);\n vec2 rnd = vec2(pcg2d(seed)) / 4294967296.0;\n return (rnd.x - 0.5) * intensity * mix(1.0, 1.0 - lumaValue, luminanceResponse);\n}\n\n\nvoid main() {\n vec3 disp = u_rcasSharpness > 0.0\n ? rcas(u_source, v_uv, u_texelSize, u_rcasSharpness)\n : texture(u_source, v_uv).rgb;\n disp += filmGrain(gl_FragCoord.xy, u_frame, u_grainIntensity, u_grainSize, u_grainLuminanceResponse, luma709(disp));\n disp += triangularDither(gl_FragCoord.xy, u_frame);\n outColor = vec4(clamp(disp, 0.0, 1.0), 1.0);\n}\n";
16
+ export declare const FINALIZE_FXAA_FUSED_GLSL = "#version 300 es\nprecision highp float;\n// GLSL ES 3.00 has no default precision for sampler3D (CI: \"'sampler3D' : No precision specified\").\nprecision highp sampler3D;\n#define AURA_LUMA_ALPHA 1\nuniform sampler2D u_source;\nuniform sampler3D u_lut3d;\nuniform int u_hasLut;\nuniform vec2 u_texelSize;\nuniform vec2 u_outputTexel;\nuniform float u_frame;\nuniform float u_grainIntensity;\nuniform float u_grainSize;\nuniform float u_grainLuminanceResponse;\nuniform float u_vignetteIntensity;\nuniform float u_vignetteSmoothness;\nuniform float u_vignetteRoundness;\nuniform vec3 u_vignetteColor;\nuniform vec2 u_resolution;\nin vec2 v_uv;\nout vec4 outColor;\n\n// S10b inline: the FXAA taps sample the display-graded source \u2014 each tap is\n// one LUT fetch + vignette, not a re-run of the analytic grade. Forward\n// declaration so the AURA_FXAA_SAMPLE hook (inside FXAA_185_FNS_GLSL) resolves.\nvec4 sampleGraded(sampler2D tex, vec2 uv);\n#define AURA_FXAA_SAMPLE(tex, uvSample) sampleGraded(tex, uvSample)\n\n#define EDGE_STEP_COUNT 6\n#define EDGE_GUESS 8.0\n#define EDGE_STEPS 1.0, 1.5, 2.0, 2.0, 2.0, 4.0\nconst float edgeSteps[EDGE_STEP_COUNT] = float[EDGE_STEP_COUNT]( EDGE_STEPS );\n\nfloat _ContrastThreshold = 0.0312;\nfloat _RelativeThreshold = 0.063;\nfloat _SubpixelBlending = 1.0;\n\n#ifndef AURA_FXAA_SAMPLE\n#define AURA_FXAA_SAMPLE(tex, uv) texture(tex, uv)\n#endif\n\nvec4 Sample( sampler2D tex2D, vec2 uv ) {\n return AURA_FXAA_SAMPLE( tex2D, uv );\n}\n\nfloat SampleLuminance( sampler2D tex2D, vec2 uv ) {\n#if AURA_LUMA_ALPHA\n return AURA_FXAA_SAMPLE( tex2D, uv ).a;\n#else\n return dot( Sample( tex2D, uv ).rgb, vec3( 0.3, 0.59, 0.11 ) );\n#endif\n}\n\nfloat SampleLuminance( sampler2D tex2D, vec2 texSize, vec2 uv, float uOffset, float vOffset ) {\n uv += texSize * vec2(uOffset, vOffset);\n return SampleLuminance(tex2D, uv);\n}\n\nstruct LuminanceData {\n float m, n, e, s, w;\n float ne, nw, se, sw;\n float highest, lowest, contrast;\n};\n\nLuminanceData SampleLuminanceNeighborhood( sampler2D tex2D, vec2 texSize, vec2 uv ) {\n LuminanceData l;\n l.m = SampleLuminance( tex2D, uv );\n l.n = SampleLuminance( tex2D, texSize, uv, 0.0, 1.0 );\n l.e = SampleLuminance( tex2D, texSize, uv, 1.0, 0.0 );\n l.s = SampleLuminance( tex2D, texSize, uv, 0.0, -1.0 );\n l.w = SampleLuminance( tex2D, texSize, uv, -1.0, 0.0 );\n\n l.ne = SampleLuminance( tex2D, texSize, uv, 1.0, 1.0 );\n l.nw = SampleLuminance( tex2D, texSize, uv, -1.0, 1.0 );\n l.se = SampleLuminance( tex2D, texSize, uv, 1.0, -1.0 );\n l.sw = SampleLuminance( tex2D, texSize, uv, -1.0, -1.0 );\n\n l.highest = max( max( max( max( l.n, l.e ), l.s ), l.w ), l.m );\n l.lowest = min( min( min( min( l.n, l.e ), l.s ), l.w ), l.m );\n l.contrast = l.highest - l.lowest;\n return l;\n}\n\nbool ShouldSkipPixel( LuminanceData l ) {\n float threshold = max( _ContrastThreshold, _RelativeThreshold * l.highest );\n return l.contrast < threshold;\n}\n\nfloat DeterminePixelBlendFactor( LuminanceData l ) {\n float f = 2.0 * ( l.n + l.e + l.s + l.w );\n f += l.ne + l.nw + l.se + l.sw;\n f *= 1.0 / 12.0;\n f = abs( f - l.m );\n f = clamp( f / l.contrast, 0.0, 1.0 );\n\n float blendFactor = smoothstep( 0.0, 1.0, f );\n return blendFactor * blendFactor * _SubpixelBlending;\n}\n\nstruct EdgeData {\n bool isHorizontal;\n float pixelStep;\n float oppositeLuminance, gradient;\n};\n\nEdgeData DetermineEdge( vec2 texSize, LuminanceData l ) {\n EdgeData e;\n float horizontal =\n abs( l.n + l.s - 2.0 * l.m ) * 2.0 +\n abs( l.ne + l.se - 2.0 * l.e ) +\n abs( l.nw + l.sw - 2.0 * l.w );\n float vertical =\n abs( l.e + l.w - 2.0 * l.m ) * 2.0 +\n abs( l.ne + l.nw - 2.0 * l.n ) +\n abs( l.se + l.sw - 2.0 * l.s );\n e.isHorizontal = horizontal >= vertical;\n\n float pLuminance = e.isHorizontal ? l.n : l.e;\n float nLuminance = e.isHorizontal ? l.s : l.w;\n float pGradient = abs( pLuminance - l.m );\n float nGradient = abs( nLuminance - l.m );\n\n e.pixelStep = e.isHorizontal ? texSize.y : texSize.x;\n\n if (pGradient < nGradient) {\n e.pixelStep = -e.pixelStep;\n e.oppositeLuminance = nLuminance;\n e.gradient = nGradient;\n } else {\n e.oppositeLuminance = pLuminance;\n e.gradient = pGradient;\n }\n\n return e;\n}\n\nfloat DetermineEdgeBlendFactor( sampler2D tex2D, vec2 texSize, LuminanceData l, EdgeData e, vec2 uv ) {\n vec2 uvEdge = uv;\n vec2 edgeStep;\n if (e.isHorizontal) {\n uvEdge.y += e.pixelStep * 0.5;\n edgeStep = vec2( texSize.x, 0.0 );\n } else {\n uvEdge.x += e.pixelStep * 0.5;\n edgeStep = vec2( 0.0, texSize.y );\n }\n\n float edgeLuminance = ( l.m + e.oppositeLuminance ) * 0.5;\n float gradientThreshold = e.gradient * 0.25;\n\n vec2 puv = uvEdge + edgeStep * edgeSteps[0];\n float pLuminanceDelta = SampleLuminance( tex2D, puv ) - edgeLuminance;\n bool pAtEnd = abs( pLuminanceDelta ) >= gradientThreshold;\n\n for ( int i = 1; i < EDGE_STEP_COUNT && !pAtEnd; i++ ) {\n puv += edgeStep * edgeSteps[i];\n pLuminanceDelta = SampleLuminance( tex2D, puv ) - edgeLuminance;\n pAtEnd = abs( pLuminanceDelta ) >= gradientThreshold;\n }\n\n if ( !pAtEnd ) {\n puv += edgeStep * EDGE_GUESS;\n }\n\n vec2 nuv = uvEdge - edgeStep * edgeSteps[0];\n float nLuminanceDelta = SampleLuminance( tex2D, nuv ) - edgeLuminance;\n bool nAtEnd = abs( nLuminanceDelta ) >= gradientThreshold;\n\n for ( int i = 1; i < EDGE_STEP_COUNT && !nAtEnd; i++ ) {\n nuv -= edgeStep * edgeSteps[i];\n nLuminanceDelta = SampleLuminance( tex2D, nuv ) - edgeLuminance;\n nAtEnd = abs( nLuminanceDelta ) >= gradientThreshold;\n }\n\n if ( !nAtEnd ) {\n nuv -= edgeStep * EDGE_GUESS;\n }\n\n float pDistance, nDistance;\n if ( e.isHorizontal ) {\n pDistance = puv.x - uv.x;\n nDistance = uv.x - nuv.x;\n } else {\n pDistance = puv.y - uv.y;\n nDistance = uv.y - nuv.y;\n }\n\n float shortestDistance;\n bool deltaSign;\n if ( pDistance <= nDistance ) {\n shortestDistance = pDistance;\n deltaSign = pLuminanceDelta >= 0.0;\n } else {\n shortestDistance = nDistance;\n deltaSign = nLuminanceDelta >= 0.0;\n }\n\n if ( deltaSign == ( l.m - edgeLuminance >= 0.0 ) ) {\n return 0.0;\n }\n\n return 0.5 - shortestDistance / ( pDistance + nDistance );\n}\n\nvec4 ApplyFXAA( sampler2D tex2D, vec2 texSize, vec2 uv ) {\n LuminanceData luminance = SampleLuminanceNeighborhood( tex2D, texSize, uv );\n if ( ShouldSkipPixel( luminance ) ) {\n return Sample( tex2D, uv );\n }\n\n float pixelBlend = DeterminePixelBlendFactor( luminance );\n EdgeData edge = DetermineEdge( texSize, luminance );\n float edgeBlend = DetermineEdgeBlendFactor( tex2D, texSize, luminance, edge, uv );\n float finalBlend = max( pixelBlend, edgeBlend );\n\n if (edge.isHorizontal) {\n uv.y += edge.pixelStep * finalBlend;\n } else {\n uv.x += edge.pixelStep * finalBlend;\n }\n\n return Sample( tex2D, uv );\n}\n\n\n\nfloat linearizeDepth(float d, float n, float f, bool ortho) {\n float z = d * 2.0 - 1.0;\n return ortho ? mix(n, f, d) : (2.0 * n * f) / (f + n - z * (f - n));\n}\n\nuvec2 pcg2d(uvec2 v) {\n v = v * 1664525u + 1013904223u;\n v.x += v.y * 1664525u;\n v.y += v.x * 1664525u;\n v ^= v >> 16u;\n v.x += v.y * 1664525u;\n v.y += v.x * 1664525u;\n v ^= v >> 16u;\n return v;\n}\n\n// Triangular-PDF dither: (rand0 + rand1 - 1) / 255 \u2192 \u00B11 LSB of 8-bit output.\nfloat triangularDither(vec2 fragCoord, float frame) {\n uvec2 seed = uvec2(fragCoord) + uvec2(uint(frame) * 747796405u);\n vec2 rand = vec2(pcg2d(seed)) / 4294967296.0;\n return (rand.x + rand.y - 1.0) / 255.0;\n}\n\n\nfloat luma709(vec3 c) { return dot(c, vec3(0.2126, 0.7152, 0.0722)); }\n\nvec3 rcas(sampler2D tex, vec2 uv, vec2 texel, float sharpness) {\n // FSR1 RCAS: single-pass adaptive sharpen over the 4-ring neighbourhood.\n vec3 e = texture(tex, uv).rgb;\n vec3 cross = (\n texture(tex, uv + vec2(0.0, -texel.y)).rgb +\n texture(tex, uv + vec2(0.0, texel.y)).rgb +\n texture(tex, uv + vec2(-texel.x, 0.0)).rgb +\n texture(tex, uv + vec2(texel.x, 0.0)).rgb\n ) * 0.25;\n float sharp = min(sharpness, 0.25);\n return clamp(e + (e - cross) * sharp, 0.0, 1.0);\n}\n\nfloat filmGrain(vec2 fragCoord, float frame, float intensity, float size, float luminanceResponse, float lumaValue) {\n uvec2 seed = uvec2(fragCoord * size) + uvec2(uint(frame) * 747796405u);\n vec2 rnd = vec2(pcg2d(seed)) / 4294967296.0;\n return (rnd.x - 0.5) * intensity * mix(1.0, 1.0 - lumaValue, luminanceResponse);\n}\n\n\nvec4 sampleGraded(sampler2D tex, vec2 uv) {\n vec4 c = texture(tex, uv);\n vec3 disp = c.rgb;\n if (u_hasLut != 0) {\n disp = texture(u_lut3d, clamp(disp, 0.0, 1.0)).rgb;\n }\n if (u_vignetteIntensity > 0.0) {\n vec2 p = (uv - 0.5) * 2.0;\n p.x *= (u_resolution.x / u_resolution.y) * u_vignetteRoundness;\n float len = length(p) * u_vignetteIntensity;\n disp *= mix(vec3(1.0), u_vignetteColor, pow(clamp(len, 0.0, 1.0), u_vignetteSmoothness));\n }\n return vec4(disp, luma709(disp));\n}\n\nvoid main() {\n vec2 uv = gl_FragCoord.xy * u_outputTexel;\n vec4 color = ApplyFXAA(u_source, u_texelSize, uv);\n vec3 disp = color.rgb;\n disp += filmGrain(gl_FragCoord.xy, u_frame, u_grainIntensity, u_grainSize, u_grainLuminanceResponse, luma709(disp));\n disp += triangularDither(gl_FragCoord.xy, u_frame);\n outColor = vec4(clamp(disp, 0.0, 1.0), 1.0);\n}\n";
17
+ //# sourceMappingURL=finalize.glsl.d.ts.map
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+ {"version":3,"file":"finalize.glsl.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/post/shaders/finalize.glsl.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;GAaG;AA4BH,eAAO,MAAM,aAAa,owEAuBzB,CAAC;AAEF,eAAO,MAAM,wBAAwB,2uSAwDpC,CAAC"}
@@ -0,0 +1,120 @@
1
+ /**
2
+ * PRD-03 §6.1 S12 / §8.15 — the finalize pass.
3
+ *
4
+ * Writes the default framebuffer: film grain (display space, luma-gated by
5
+ * `luminanceResponse`), then FSR1 RCAS sharpening when TAA sharpness > 0 or
6
+ * renderScale < 1 (limit 0.25), then the triangular-PDF dither — the last
7
+ * write to the 8-bit output.
8
+ *
9
+ * `FINALIZE_FXAA_FUSED_GLSL` is the §6.1 fuse: when post-AA is FXAA, S10b
10
+ * (display LUT + vignette), S11 (r185 FXAA) and S12 collapse into one draw.
11
+ * The fused program reads luma from `.a` (S10b writes `luma(disp)` there) so
12
+ * the FXAA taps never re-run the grade — the fix for today's per-tap
13
+ * `finalColorAt` re-evaluation (`WebGL2Device.ts:3611-3631`).
14
+ */
15
+ import { POST_COMMON_GLSL } from "./common.glsl.js";
16
+ import { FXAA_185_FNS_GLSL } from "./fxaa.glsl.js";
17
+ const FINALIZE_FNS_GLSL = /* glsl */ `
18
+ float luma709(vec3 c) { return dot(c, vec3(0.2126, 0.7152, 0.0722)); }
19
+
20
+ vec3 rcas(sampler2D tex, vec2 uv, vec2 texel, float sharpness) {
21
+ // FSR1 RCAS: single-pass adaptive sharpen over the 4-ring neighbourhood.
22
+ vec3 e = texture(tex, uv).rgb;
23
+ vec3 cross = (
24
+ texture(tex, uv + vec2(0.0, -texel.y)).rgb +
25
+ texture(tex, uv + vec2(0.0, texel.y)).rgb +
26
+ texture(tex, uv + vec2(-texel.x, 0.0)).rgb +
27
+ texture(tex, uv + vec2(texel.x, 0.0)).rgb
28
+ ) * 0.25;
29
+ float sharp = min(sharpness, 0.25);
30
+ return clamp(e + (e - cross) * sharp, 0.0, 1.0);
31
+ }
32
+
33
+ float filmGrain(vec2 fragCoord, float frame, float intensity, float size, float luminanceResponse, float lumaValue) {
34
+ uvec2 seed = uvec2(fragCoord * size) + uvec2(uint(frame) * 747796405u);
35
+ vec2 rnd = vec2(pcg2d(seed)) / 4294967296.0;
36
+ return (rnd.x - 0.5) * intensity * mix(1.0, 1.0 - lumaValue, luminanceResponse);
37
+ }
38
+ `;
39
+ export const FINALIZE_GLSL = /* glsl */ `#version 300 es
40
+ precision highp float;
41
+ uniform sampler2D u_source;
42
+ uniform vec2 u_texelSize;
43
+ uniform float u_frame;
44
+ uniform float u_grainIntensity;
45
+ uniform float u_grainSize;
46
+ uniform float u_grainLuminanceResponse;
47
+ uniform float u_rcasSharpness; // 0 disables; FSR1 limit 0.25
48
+ in vec2 v_uv;
49
+ out vec4 outColor;
50
+
51
+ ${POST_COMMON_GLSL}
52
+ ${FINALIZE_FNS_GLSL}
53
+
54
+ void main() {
55
+ vec3 disp = u_rcasSharpness > 0.0
56
+ ? rcas(u_source, v_uv, u_texelSize, u_rcasSharpness)
57
+ : texture(u_source, v_uv).rgb;
58
+ disp += filmGrain(gl_FragCoord.xy, u_frame, u_grainIntensity, u_grainSize, u_grainLuminanceResponse, luma709(disp));
59
+ disp += triangularDither(gl_FragCoord.xy, u_frame);
60
+ outColor = vec4(clamp(disp, 0.0, 1.0), 1.0);
61
+ }
62
+ `;
63
+ export const FINALIZE_FXAA_FUSED_GLSL = /* glsl */ `#version 300 es
64
+ precision highp float;
65
+ // GLSL ES 3.00 has no default precision for sampler3D (CI: "'sampler3D' : No precision specified").
66
+ precision highp sampler3D;
67
+ #define AURA_LUMA_ALPHA 1
68
+ uniform sampler2D u_source;
69
+ uniform sampler3D u_lut3d;
70
+ uniform int u_hasLut;
71
+ uniform vec2 u_texelSize;
72
+ uniform vec2 u_outputTexel;
73
+ uniform float u_frame;
74
+ uniform float u_grainIntensity;
75
+ uniform float u_grainSize;
76
+ uniform float u_grainLuminanceResponse;
77
+ uniform float u_vignetteIntensity;
78
+ uniform float u_vignetteSmoothness;
79
+ uniform float u_vignetteRoundness;
80
+ uniform vec3 u_vignetteColor;
81
+ uniform vec2 u_resolution;
82
+ in vec2 v_uv;
83
+ out vec4 outColor;
84
+
85
+ // S10b inline: the FXAA taps sample the display-graded source — each tap is
86
+ // one LUT fetch + vignette, not a re-run of the analytic grade. Forward
87
+ // declaration so the AURA_FXAA_SAMPLE hook (inside FXAA_185_FNS_GLSL) resolves.
88
+ vec4 sampleGraded(sampler2D tex, vec2 uv);
89
+ #define AURA_FXAA_SAMPLE(tex, uvSample) sampleGraded(tex, uvSample)
90
+
91
+ ${FXAA_185_FNS_GLSL}
92
+
93
+ ${POST_COMMON_GLSL}
94
+ ${FINALIZE_FNS_GLSL}
95
+
96
+ vec4 sampleGraded(sampler2D tex, vec2 uv) {
97
+ vec4 c = texture(tex, uv);
98
+ vec3 disp = c.rgb;
99
+ if (u_hasLut != 0) {
100
+ disp = texture(u_lut3d, clamp(disp, 0.0, 1.0)).rgb;
101
+ }
102
+ if (u_vignetteIntensity > 0.0) {
103
+ vec2 p = (uv - 0.5) * 2.0;
104
+ p.x *= (u_resolution.x / u_resolution.y) * u_vignetteRoundness;
105
+ float len = length(p) * u_vignetteIntensity;
106
+ disp *= mix(vec3(1.0), u_vignetteColor, pow(clamp(len, 0.0, 1.0), u_vignetteSmoothness));
107
+ }
108
+ return vec4(disp, luma709(disp));
109
+ }
110
+
111
+ void main() {
112
+ vec2 uv = gl_FragCoord.xy * u_outputTexel;
113
+ vec4 color = ApplyFXAA(u_source, u_texelSize, uv);
114
+ vec3 disp = color.rgb;
115
+ disp += filmGrain(gl_FragCoord.xy, u_frame, u_grainIntensity, u_grainSize, u_grainLuminanceResponse, luma709(disp));
116
+ disp += triangularDither(gl_FragCoord.xy, u_frame);
117
+ outColor = vec4(clamp(disp, 0.0, 1.0), 1.0);
118
+ }
119
+ `;
120
+ //# sourceMappingURL=finalize.glsl.js.map
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+ {"version":3,"file":"finalize.glsl.js","sourceRoot":"","sources":["../../../../../../packages/rendering/src/post/shaders/finalize.glsl.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;GAaG;AAEH,OAAO,EAAE,gBAAgB,EAAE,MAAM,kBAAkB,CAAC;AACpD,OAAO,EAAE,iBAAiB,EAAE,MAAM,gBAAgB,CAAC;AAEnD,MAAM,iBAAiB,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;CAqBpC,CAAC;AAEF,MAAM,CAAC,MAAM,aAAa,GAAG,UAAU,CAAC;;;;;;;;;;;;EAYtC,gBAAgB;EAChB,iBAAiB;;;;;;;;;;CAUlB,CAAC;AAEF,MAAM,CAAC,MAAM,wBAAwB,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA4BjD,iBAAiB;;EAEjB,gBAAgB;EAChB,iBAAiB;;;;;;;;;;;;;;;;;;;;;;;;;CAyBlB,CAAC"}
@@ -0,0 +1,13 @@
1
+ /**
2
+ * PRD-03 §6.1 S12 / §8.15 Phase 7 — finalize WGSL twins.
3
+ *
4
+ * `FINALIZE_WGSL`: film grain (luma-gated), FSR1 RCAS sharpen (limit 0.25),
5
+ * triangular-PDF dither — the last write to the 8-bit output.
6
+ * `FINALIZE_FXAA_FUSED_WGSL`: the §6.1 fuse — S10b (LUT + vignette) + S11
7
+ * r185 FXAA + S12 in one draw; the FXAA taps sample the display-graded
8
+ * source through the consumer-side `fxaa_sample` hook with
9
+ * `FXAA_LUMA_ALPHA = 1` (luma rides in `.a`, never re-runs the grade).
10
+ */
11
+ export declare const FINALIZE_WGSL = "struct FinalizeParams {\n texel_size: vec2<f32>,\n frame: f32,\n grain_intensity: f32,\n grain_size: f32,\n grain_luminance_response: f32,\n rcas_sharpness: f32, // 0 disables; FSR1 limit 0.25\n _pad: vec3<f32>,\n};\n\n@group(0) @binding(0) var<uniform> u_params: FinalizeParams;\n@group(0) @binding(1) var u_source_tex: texture_2d<f32>;\n@group(0) @binding(2) var u_source_smp: sampler;\n\n\nfn linearize_depth(d: f32, n: f32, f: f32, ortho: bool) -> f32 {\n let z = d * 2.0 - 1.0;\n return select((2.0 * n * f) / (f + n - z * (f - n)), mix(n, f, d), ortho);\n}\n\nfn pcg2d(v_in: vec2<u32>) -> vec2<u32> {\n var v = v_in * vec2<u32>(1664525u) + vec2<u32>(1013904223u);\n v.x = v.x + v.y * 1664525u;\n v.y = v.y + v.x * 1664525u;\n v = v ^ (v >> vec2<u32>(16u));\n v.x = v.x + v.y * 1664525u;\n v.y = v.y + v.x * 1664525u;\n v = v ^ (v >> vec2<u32>(16u));\n return v;\n}\n\n// Triangular-PDF dither: (rand0 + rand1 - 1) / 255 \u2192 \u00B11 LSB of 8-bit output.\nfn triangular_dither(frag_coord: vec2<f32>, frame: f32) -> f32 {\n let seed = vec2<u32>(frag_coord) + vec2<u32>(u32(frame) * 747796405u);\n let rand = vec2<f32>(pcg2d(seed)) / 4294967296.0;\n return (rand.x + rand.y - 1.0) / 255.0;\n}\n\n\nfn luma709(c: vec3<f32>) -> f32 { return dot(c, vec3<f32>(0.2126, 0.7152, 0.0722)); }\n\nfn rcas(tex: texture_2d<f32>, smp: sampler, uv: vec2<f32>, texel: vec2<f32>, sharpness: f32) -> vec3<f32> {\n // FSR1 RCAS: single-pass adaptive sharpen over the 4-ring neighbourhood.\n let e = textureSampleLevel(tex, smp, uv, 0.0).rgb;\n let cross = (\n textureSampleLevel(tex, smp, uv + vec2<f32>(0.0, -texel.y), 0.0).rgb +\n textureSampleLevel(tex, smp, uv + vec2<f32>(0.0, texel.y), 0.0).rgb +\n textureSampleLevel(tex, smp, uv + vec2<f32>(-texel.x, 0.0), 0.0).rgb +\n textureSampleLevel(tex, smp, uv + vec2<f32>(texel.x, 0.0), 0.0).rgb\n ) * 0.25;\n let sharp = min(sharpness, 0.25);\n return clamp(e + (e - cross) * sharp, vec3<f32>(0.0), vec3<f32>(1.0));\n}\n\nfn film_grain(frag_coord: vec2<f32>, frame: f32, intensity: f32, size: f32, luminance_response: f32, luma_value: f32) -> f32 {\n let seed = vec2<u32>(frag_coord * size) + vec2<u32>(u32(frame) * 747796405u);\n let rnd = vec2<f32>(pcg2d(seed)) / 4294967296.0;\n return (rnd.x - 0.5) * intensity * mix(1.0, 1.0 - luma_value, luminance_response);\n}\n\n\n@fragment\nfn fs_finalize(@location(0) uv: vec2<f32>, @builtin(position) frag_coord: vec4<f32>) -> @location(0) vec4<f32> {\n var disp = select(textureSampleLevel(u_source_tex, u_source_smp, uv, 0.0).rgb,\n rcas(u_source_tex, u_source_smp, uv, u_params.texel_size, u_params.rcas_sharpness),\n u_params.rcas_sharpness > 0.0);\n disp = disp + vec3<f32>(film_grain(frag_coord.xy, u_params.frame, u_params.grain_intensity,\n u_params.grain_size, u_params.grain_luminance_response, luma709(disp)));\n disp = disp + vec3<f32>(triangular_dither(frag_coord.xy, u_params.frame));\n return vec4<f32>(clamp(disp, vec3<f32>(0.0), vec3<f32>(1.0)), 1.0);\n}\n";
12
+ export declare const FINALIZE_FXAA_FUSED_WGSL = "// FXAA_LUMA_ALPHA = 1: the FXAA taps read luma from the alpha channel\n// (the S10b grade writes luma(disp) there) \u2014 the fix for the legacy per-tap\n// finalColorAt re-evaluation (WebGL2Device.ts:3611-3631).\noverride FXAA_LUMA_ALPHA: i32 = 1;\n\nstruct FinalizeFusedParams {\n texel_size: vec2<f32>,\n output_texel: vec2<f32>,\n has_lut: i32,\n frame: f32,\n grain_intensity: f32,\n grain_size: f32,\n grain_luminance_response: f32,\n vignette_intensity: f32,\n vignette_smoothness: f32,\n vignette_roundness: f32,\n vignette_color: vec3<f32>,\n _pad0: f32,\n resolution: vec2<f32>,\n _pad1: vec2<f32>,\n};\n\n@group(0) @binding(0) var<uniform> u_params: FinalizeFusedParams;\n@group(0) @binding(1) var u_source_tex: texture_2d<f32>;\n@group(0) @binding(2) var u_source_smp: sampler;\n@group(0) @binding(3) var u_lut3d_tex: texture_3d<f32>;\n@group(0) @binding(4) var u_lut3d_smp: sampler;\n\n\nfn linearize_depth(d: f32, n: f32, f: f32, ortho: bool) -> f32 {\n let z = d * 2.0 - 1.0;\n return select((2.0 * n * f) / (f + n - z * (f - n)), mix(n, f, d), ortho);\n}\n\nfn pcg2d(v_in: vec2<u32>) -> vec2<u32> {\n var v = v_in * vec2<u32>(1664525u) + vec2<u32>(1013904223u);\n v.x = v.x + v.y * 1664525u;\n v.y = v.y + v.x * 1664525u;\n v = v ^ (v >> vec2<u32>(16u));\n v.x = v.x + v.y * 1664525u;\n v.y = v.y + v.x * 1664525u;\n v = v ^ (v >> vec2<u32>(16u));\n return v;\n}\n\n// Triangular-PDF dither: (rand0 + rand1 - 1) / 255 \u2192 \u00B11 LSB of 8-bit output.\nfn triangular_dither(frag_coord: vec2<f32>, frame: f32) -> f32 {\n let seed = vec2<u32>(frag_coord) + vec2<u32>(u32(frame) * 747796405u);\n let rand = vec2<f32>(pcg2d(seed)) / 4294967296.0;\n return (rand.x + rand.y - 1.0) / 255.0;\n}\n\n\nfn luma709(c: vec3<f32>) -> f32 { return dot(c, vec3<f32>(0.2126, 0.7152, 0.0722)); }\n\nfn rcas(tex: texture_2d<f32>, smp: sampler, uv: vec2<f32>, texel: vec2<f32>, sharpness: f32) -> vec3<f32> {\n // FSR1 RCAS: single-pass adaptive sharpen over the 4-ring neighbourhood.\n let e = textureSampleLevel(tex, smp, uv, 0.0).rgb;\n let cross = (\n textureSampleLevel(tex, smp, uv + vec2<f32>(0.0, -texel.y), 0.0).rgb +\n textureSampleLevel(tex, smp, uv + vec2<f32>(0.0, texel.y), 0.0).rgb +\n textureSampleLevel(tex, smp, uv + vec2<f32>(-texel.x, 0.0), 0.0).rgb +\n textureSampleLevel(tex, smp, uv + vec2<f32>(texel.x, 0.0), 0.0).rgb\n ) * 0.25;\n let sharp = min(sharpness, 0.25);\n return clamp(e + (e - cross) * sharp, vec3<f32>(0.0), vec3<f32>(1.0));\n}\n\nfn film_grain(frag_coord: vec2<f32>, frame: f32, intensity: f32, size: f32, luminance_response: f32, luma_value: f32) -> f32 {\n let seed = vec2<u32>(frag_coord * size) + vec2<u32>(u32(frame) * 747796405u);\n let rnd = vec2<f32>(pcg2d(seed)) / 4294967296.0;\n return (rnd.x - 0.5) * intensity * mix(1.0, 1.0 - luma_value, luminance_response);\n}\n\nconst EDGE_STEP_COUNT: i32 = 6;\nconst EDGE_GUESS: f32 = 8.0;\nconst EDGE_STEPS = array<f32, 6>(1.0, 1.5, 2.0, 2.0, 2.0, 4.0);\n\nconst CONTRAST_THRESHOLD: f32 = 0.0312;\nconst RELATIVE_THRESHOLD: f32 = 0.063;\nconst SUBPIXEL_BLENDING: f32 = 1.0;\n\nfn fxaa_sample_color(tex: texture_2d<f32>, smp: sampler, uv: vec2<f32>) -> vec4<f32> {\n return fxaa_sample(tex, smp, uv);\n}\n\nfn fxaa_sample_luminance(tex: texture_2d<f32>, smp: sampler, uv: vec2<f32>) -> f32 {\n if (FXAA_LUMA_ALPHA == 1) {\n return fxaa_sample(tex, smp, uv).a;\n }\n return dot(fxaa_sample_color(tex, smp, uv).rgb, vec3<f32>(0.3, 0.59, 0.11));\n}\n\nfn fxaa_sample_luminance_offset(tex: texture_2d<f32>, smp: sampler, tex_size: vec2<f32>, uv: vec2<f32>, u_offset: f32, v_offset: f32) -> f32 {\n return fxaa_sample_luminance(tex, smp, uv + tex_size * vec2<f32>(u_offset, v_offset));\n}\n\nstruct LuminanceData {\n m: f32,\n n: f32,\n e: f32,\n s: f32,\n w: f32,\n ne: f32,\n nw: f32,\n se: f32,\n sw: f32,\n highest: f32,\n lowest: f32,\n contrast: f32,\n};\n\nfn sample_luminance_neighborhood(tex: texture_2d<f32>, smp: sampler, tex_size: vec2<f32>, uv: vec2<f32>) -> LuminanceData {\n var l: LuminanceData;\n l.m = fxaa_sample_luminance(tex, smp, uv);\n l.n = fxaa_sample_luminance_offset(tex, smp, tex_size, uv, 0.0, 1.0);\n l.e = fxaa_sample_luminance_offset(tex, smp, tex_size, uv, 1.0, 0.0);\n l.s = fxaa_sample_luminance_offset(tex, smp, tex_size, uv, 0.0, -1.0);\n l.w = fxaa_sample_luminance_offset(tex, smp, tex_size, uv, -1.0, 0.0);\n\n l.ne = fxaa_sample_luminance_offset(tex, smp, tex_size, uv, 1.0, 1.0);\n l.nw = fxaa_sample_luminance_offset(tex, smp, tex_size, uv, -1.0, 1.0);\n l.se = fxaa_sample_luminance_offset(tex, smp, tex_size, uv, 1.0, -1.0);\n l.sw = fxaa_sample_luminance_offset(tex, smp, tex_size, uv, -1.0, -1.0);\n\n l.highest = max(max(max(max(l.n, l.e), l.s), l.w), l.m);\n l.lowest = min(min(min(min(l.n, l.e), l.s), l.w), l.m);\n l.contrast = l.highest - l.lowest;\n return l;\n}\n\nfn should_skip_pixel(l: LuminanceData) -> bool {\n let threshold = max(CONTRAST_THRESHOLD, RELATIVE_THRESHOLD * l.highest);\n return l.contrast < threshold;\n}\n\nfn determine_pixel_blend_factor(l: LuminanceData) -> f32 {\n var f = 2.0 * (l.n + l.e + l.s + l.w);\n f = f + l.ne + l.nw + l.se + l.sw;\n f = f * (1.0 / 12.0);\n f = abs(f - l.m);\n f = clamp(f / l.contrast, 0.0, 1.0);\n\n let blend_factor = smoothstep(0.0, 1.0, f);\n return blend_factor * blend_factor * SUBPIXEL_BLENDING;\n}\n\nstruct EdgeData {\n is_horizontal: bool,\n pixel_step: f32,\n opposite_luminance: f32,\n gradient: f32,\n};\n\nfn determine_edge(tex_size: vec2<f32>, l: LuminanceData) -> EdgeData {\n var e: EdgeData;\n let horizontal =\n abs(l.n + l.s - 2.0 * l.m) * 2.0 +\n abs(l.ne + l.se - 2.0 * l.e) +\n abs(l.nw + l.sw - 2.0 * l.w);\n let vertical =\n abs(l.e + l.w - 2.0 * l.m) * 2.0 +\n abs(l.ne + l.nw - 2.0 * l.n) +\n abs(l.se + l.sw - 2.0 * l.s);\n e.is_horizontal = horizontal >= vertical;\n\n let p_luminance = select(l.e, l.n, e.is_horizontal);\n let n_luminance = select(l.w, l.s, e.is_horizontal);\n let p_gradient = abs(p_luminance - l.m);\n let n_gradient = abs(n_luminance - l.m);\n\n e.pixel_step = select(tex_size.x, tex_size.y, e.is_horizontal);\n\n if (p_gradient < n_gradient) {\n e.pixel_step = -e.pixel_step;\n e.opposite_luminance = n_luminance;\n e.gradient = n_gradient;\n } else {\n e.opposite_luminance = p_luminance;\n e.gradient = p_gradient;\n }\n\n return e;\n}\n\nfn determine_edge_blend_factor(tex: texture_2d<f32>, smp: sampler, tex_size: vec2<f32>, l: LuminanceData, e: EdgeData, uv: vec2<f32>) -> f32 {\n var uv_edge = uv;\n var edge_step: vec2<f32>;\n if (e.is_horizontal) {\n uv_edge.y = uv_edge.y + e.pixel_step * 0.5;\n edge_step = vec2<f32>(tex_size.x, 0.0);\n } else {\n uv_edge.x = uv_edge.x + e.pixel_step * 0.5;\n edge_step = vec2<f32>(0.0, tex_size.y);\n }\n\n let edge_luminance = (l.m + e.opposite_luminance) * 0.5;\n let gradient_threshold = e.gradient * 0.25;\n\n var puv = uv_edge + edge_step * EDGE_STEPS[0];\n var p_luminance_delta = fxaa_sample_luminance(tex, smp, puv) - edge_luminance;\n var p_at_end = abs(p_luminance_delta) >= gradient_threshold;\n\n for (var i = 1; i < EDGE_STEP_COUNT && !p_at_end; i = i + 1) {\n puv = puv + edge_step * EDGE_STEPS[i];\n p_luminance_delta = fxaa_sample_luminance(tex, smp, puv) - edge_luminance;\n p_at_end = abs(p_luminance_delta) >= gradient_threshold;\n }\n\n if (!p_at_end) {\n puv = puv + edge_step * EDGE_GUESS;\n }\n\n var nuv = uv_edge - edge_step * EDGE_STEPS[0];\n var n_luminance_delta = fxaa_sample_luminance(tex, smp, nuv) - edge_luminance;\n var n_at_end = abs(n_luminance_delta) >= gradient_threshold;\n\n for (var i = 1; i < EDGE_STEP_COUNT && !n_at_end; i = i + 1) {\n nuv = nuv - edge_step * EDGE_STEPS[i];\n n_luminance_delta = fxaa_sample_luminance(tex, smp, nuv) - edge_luminance;\n n_at_end = abs(n_luminance_delta) >= gradient_threshold;\n }\n\n if (!n_at_end) {\n nuv = nuv - edge_step * EDGE_GUESS;\n }\n\n var p_distance: f32;\n var n_distance: f32;\n if (e.is_horizontal) {\n p_distance = puv.x - uv.x;\n n_distance = uv.x - nuv.x;\n } else {\n p_distance = puv.y - uv.y;\n n_distance = uv.y - nuv.y;\n }\n\n var shortest_distance: f32;\n var delta_sign: bool;\n if (p_distance <= n_distance) {\n shortest_distance = p_distance;\n delta_sign = p_luminance_delta >= 0.0;\n } else {\n shortest_distance = n_distance;\n delta_sign = n_luminance_delta >= 0.0;\n }\n\n if (delta_sign == (l.m - edge_luminance >= 0.0)) {\n return 0.0;\n }\n\n return 0.5 - shortest_distance / (p_distance + n_distance);\n}\n\nfn apply_fxaa(tex: texture_2d<f32>, smp: sampler, tex_size: vec2<f32>, uv_in: vec2<f32>) -> vec4<f32> {\n let luminance = sample_luminance_neighborhood(tex, smp, tex_size, uv_in);\n if (should_skip_pixel(luminance)) {\n return fxaa_sample_color(tex, smp, uv_in);\n }\n\n let pixel_blend = determine_pixel_blend_factor(luminance);\n let edge = determine_edge(tex_size, luminance);\n let edge_blend = determine_edge_blend_factor(tex, smp, tex_size, luminance, edge, uv_in);\n let final_blend = max(pixel_blend, edge_blend);\n\n var uv = uv_in;\n if (edge.is_horizontal) {\n uv.y = uv.y + edge.pixel_step * final_blend;\n } else {\n uv.x = uv.x + edge.pixel_step * final_blend;\n }\n\n return fxaa_sample_color(tex, smp, uv);\n}\n\n\n// S10b inline: the FXAA taps sample the display-graded source \u2014 each tap is\n// one LUT fetch + vignette, not a re-run of the analytic grade. This is the\n// consumer-side fxaa_sample hook the shared FXAA set resolves against.\nfn fxaa_sample(tex: texture_2d<f32>, smp: sampler, uv: vec2<f32>) -> vec4<f32> {\n let c = textureSampleLevel(tex, smp, uv, 0.0);\n var disp = c.rgb;\n if (u_params.has_lut != 0) {\n disp = textureSampleLevel(u_lut3d_tex, u_lut3d_smp, clamp(disp, vec3<f32>(0.0), vec3<f32>(1.0)), 0.0).rgb;\n }\n if (u_params.vignette_intensity > 0.0) {\n var p = (uv - vec2<f32>(0.5)) * 2.0;\n p.x = p.x * (u_params.resolution.x / u_params.resolution.y) * u_params.vignette_roundness;\n let len = length(p) * u_params.vignette_intensity;\n disp = disp * mix(vec3<f32>(1.0), u_params.vignette_color, pow(clamp(len, 0.0, 1.0), u_params.vignette_smoothness));\n }\n return vec4<f32>(disp, luma709(disp));\n}\n\n@fragment\nfn fs_finalize_fxaa_fused(@builtin(position) frag_coord: vec4<f32>) -> @location(0) vec4<f32> {\n let uv = frag_coord.xy * u_params.output_texel;\n let color = apply_fxaa(u_source_tex, u_source_smp, u_params.texel_size, uv);\n var disp = color.rgb;\n disp = disp + vec3<f32>(film_grain(frag_coord.xy, u_params.frame, u_params.grain_intensity,\n u_params.grain_size, u_params.grain_luminance_response, luma709(disp)));\n disp = disp + vec3<f32>(triangular_dither(frag_coord.xy, u_params.frame));\n return vec4<f32>(clamp(disp, vec3<f32>(0.0), vec3<f32>(1.0)), 1.0);\n}\n";
13
+ //# sourceMappingURL=finalize.wgsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"finalize.wgsl.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/post/shaders/finalize.wgsl.ts"],"names":[],"mappings":"AAAA;;;;;;;;;GASG;AA4BH,eAAO,MAAM,aAAa,2+FA2BzB,CAAC;AAEF,eAAO,MAAM,wBAAwB,8rVA4DpC,CAAC"}
@@ -0,0 +1,124 @@
1
+ /**
2
+ * PRD-03 §6.1 S12 / §8.15 Phase 7 — finalize WGSL twins.
3
+ *
4
+ * `FINALIZE_WGSL`: film grain (luma-gated), FSR1 RCAS sharpen (limit 0.25),
5
+ * triangular-PDF dither — the last write to the 8-bit output.
6
+ * `FINALIZE_FXAA_FUSED_WGSL`: the §6.1 fuse — S10b (LUT + vignette) + S11
7
+ * r185 FXAA + S12 in one draw; the FXAA taps sample the display-graded
8
+ * source through the consumer-side `fxaa_sample` hook with
9
+ * `FXAA_LUMA_ALPHA = 1` (luma rides in `.a`, never re-runs the grade).
10
+ */
11
+ import { FXAA_185_FNS_WGSL } from "./fxaa.wgsl.js";
12
+ import { POST_COMMON_WGSL } from "./common.wgsl.js";
13
+ const FINALIZE_FNS_WGSL = /* wgsl */ `
14
+ fn luma709(c: vec3<f32>) -> f32 { return dot(c, vec3<f32>(0.2126, 0.7152, 0.0722)); }
15
+
16
+ fn rcas(tex: texture_2d<f32>, smp: sampler, uv: vec2<f32>, texel: vec2<f32>, sharpness: f32) -> vec3<f32> {
17
+ // FSR1 RCAS: single-pass adaptive sharpen over the 4-ring neighbourhood.
18
+ let e = textureSampleLevel(tex, smp, uv, 0.0).rgb;
19
+ let cross = (
20
+ textureSampleLevel(tex, smp, uv + vec2<f32>(0.0, -texel.y), 0.0).rgb +
21
+ textureSampleLevel(tex, smp, uv + vec2<f32>(0.0, texel.y), 0.0).rgb +
22
+ textureSampleLevel(tex, smp, uv + vec2<f32>(-texel.x, 0.0), 0.0).rgb +
23
+ textureSampleLevel(tex, smp, uv + vec2<f32>(texel.x, 0.0), 0.0).rgb
24
+ ) * 0.25;
25
+ let sharp = min(sharpness, 0.25);
26
+ return clamp(e + (e - cross) * sharp, vec3<f32>(0.0), vec3<f32>(1.0));
27
+ }
28
+
29
+ fn film_grain(frag_coord: vec2<f32>, frame: f32, intensity: f32, size: f32, luminance_response: f32, luma_value: f32) -> f32 {
30
+ let seed = vec2<u32>(frag_coord * size) + vec2<u32>(u32(frame) * 747796405u);
31
+ let rnd = vec2<f32>(pcg2d(seed)) / 4294967296.0;
32
+ return (rnd.x - 0.5) * intensity * mix(1.0, 1.0 - luma_value, luminance_response);
33
+ }
34
+ `;
35
+ export const FINALIZE_WGSL = /* wgsl */ `struct FinalizeParams {
36
+ texel_size: vec2<f32>,
37
+ frame: f32,
38
+ grain_intensity: f32,
39
+ grain_size: f32,
40
+ grain_luminance_response: f32,
41
+ rcas_sharpness: f32, // 0 disables; FSR1 limit 0.25
42
+ _pad: vec3<f32>,
43
+ };
44
+
45
+ @group(0) @binding(0) var<uniform> u_params: FinalizeParams;
46
+ @group(0) @binding(1) var u_source_tex: texture_2d<f32>;
47
+ @group(0) @binding(2) var u_source_smp: sampler;
48
+
49
+ ${POST_COMMON_WGSL}
50
+ ${FINALIZE_FNS_WGSL}
51
+
52
+ @fragment
53
+ fn fs_finalize(@location(0) uv: vec2<f32>, @builtin(position) frag_coord: vec4<f32>) -> @location(0) vec4<f32> {
54
+ var disp = select(textureSampleLevel(u_source_tex, u_source_smp, uv, 0.0).rgb,
55
+ rcas(u_source_tex, u_source_smp, uv, u_params.texel_size, u_params.rcas_sharpness),
56
+ u_params.rcas_sharpness > 0.0);
57
+ disp = disp + vec3<f32>(film_grain(frag_coord.xy, u_params.frame, u_params.grain_intensity,
58
+ u_params.grain_size, u_params.grain_luminance_response, luma709(disp)));
59
+ disp = disp + vec3<f32>(triangular_dither(frag_coord.xy, u_params.frame));
60
+ return vec4<f32>(clamp(disp, vec3<f32>(0.0), vec3<f32>(1.0)), 1.0);
61
+ }
62
+ `;
63
+ export const FINALIZE_FXAA_FUSED_WGSL = /* wgsl */ `// FXAA_LUMA_ALPHA = 1: the FXAA taps read luma from the alpha channel
64
+ // (the S10b grade writes luma(disp) there) — the fix for the legacy per-tap
65
+ // finalColorAt re-evaluation (WebGL2Device.ts:3611-3631).
66
+ override FXAA_LUMA_ALPHA: i32 = 1;
67
+
68
+ struct FinalizeFusedParams {
69
+ texel_size: vec2<f32>,
70
+ output_texel: vec2<f32>,
71
+ has_lut: i32,
72
+ frame: f32,
73
+ grain_intensity: f32,
74
+ grain_size: f32,
75
+ grain_luminance_response: f32,
76
+ vignette_intensity: f32,
77
+ vignette_smoothness: f32,
78
+ vignette_roundness: f32,
79
+ vignette_color: vec3<f32>,
80
+ _pad0: f32,
81
+ resolution: vec2<f32>,
82
+ _pad1: vec2<f32>,
83
+ };
84
+
85
+ @group(0) @binding(0) var<uniform> u_params: FinalizeFusedParams;
86
+ @group(0) @binding(1) var u_source_tex: texture_2d<f32>;
87
+ @group(0) @binding(2) var u_source_smp: sampler;
88
+ @group(0) @binding(3) var u_lut3d_tex: texture_3d<f32>;
89
+ @group(0) @binding(4) var u_lut3d_smp: sampler;
90
+
91
+ ${POST_COMMON_WGSL}
92
+ ${FINALIZE_FNS_WGSL}
93
+ ${FXAA_185_FNS_WGSL}
94
+
95
+ // S10b inline: the FXAA taps sample the display-graded source — each tap is
96
+ // one LUT fetch + vignette, not a re-run of the analytic grade. This is the
97
+ // consumer-side fxaa_sample hook the shared FXAA set resolves against.
98
+ fn fxaa_sample(tex: texture_2d<f32>, smp: sampler, uv: vec2<f32>) -> vec4<f32> {
99
+ let c = textureSampleLevel(tex, smp, uv, 0.0);
100
+ var disp = c.rgb;
101
+ if (u_params.has_lut != 0) {
102
+ disp = textureSampleLevel(u_lut3d_tex, u_lut3d_smp, clamp(disp, vec3<f32>(0.0), vec3<f32>(1.0)), 0.0).rgb;
103
+ }
104
+ if (u_params.vignette_intensity > 0.0) {
105
+ var p = (uv - vec2<f32>(0.5)) * 2.0;
106
+ p.x = p.x * (u_params.resolution.x / u_params.resolution.y) * u_params.vignette_roundness;
107
+ let len = length(p) * u_params.vignette_intensity;
108
+ disp = disp * mix(vec3<f32>(1.0), u_params.vignette_color, pow(clamp(len, 0.0, 1.0), u_params.vignette_smoothness));
109
+ }
110
+ return vec4<f32>(disp, luma709(disp));
111
+ }
112
+
113
+ @fragment
114
+ fn fs_finalize_fxaa_fused(@builtin(position) frag_coord: vec4<f32>) -> @location(0) vec4<f32> {
115
+ let uv = frag_coord.xy * u_params.output_texel;
116
+ let color = apply_fxaa(u_source_tex, u_source_smp, u_params.texel_size, uv);
117
+ var disp = color.rgb;
118
+ disp = disp + vec3<f32>(film_grain(frag_coord.xy, u_params.frame, u_params.grain_intensity,
119
+ u_params.grain_size, u_params.grain_luminance_response, luma709(disp)));
120
+ disp = disp + vec3<f32>(triangular_dither(frag_coord.xy, u_params.frame));
121
+ return vec4<f32>(clamp(disp, vec3<f32>(0.0), vec3<f32>(1.0)), 1.0);
122
+ }
123
+ `;
124
+ //# sourceMappingURL=finalize.wgsl.js.map
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