@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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+ /**
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+ * PRD-03 §6.5 — the FXAA finalize shader.
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+ *
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+ * `FXAA_185_FRAGMENT_GLSL` is a verbatim port of three r185
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+ * `node_modules/three/examples/jsm/shaders/FXAAShader.js` (MIT; Jasper Flick's
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+ * Catlike Coding FXAA, GLSL port by Dave Hoskins — NOT the NVIDIA FXAA 3.11
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+ * Quality preset 12). It is *not* a fragment inside the present uber-shader:
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+ * the old `u_hasFxaa` path re-ran `finalColorAt` (the whole tone/grade stack)
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+ * for every tap, which produced the blur-AA complaint. This program samples a
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+ * completed LDR image instead.
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+ *
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+ * Uniforms: `u_source` (the RGBA8 intermediate), `u_texelSize` (1/source dims,
13
+ * the FXAA tap step), `u_outputTexel` (1/output dims — the base uv, so the
14
+ * present-stage stretch stays intact). `triangularDither` runs on the last
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+ * write to the 8-bit output (PRD-03 S12).
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+ */
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+ /**
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+ * The FXAA function set, shared by the standalone Phase-1 program and the v2
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+ * fused finalize. `AURA_LUMA_ALPHA` selects the luminance source: `0`
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+ * recomputes luma per tap from `.rgb` (legacy LDR path, where alpha is
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+ * coverage), `1` reads the luma the S10b display-grade writes into `.a`
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+ * (§8.12, so v2 FXAA never re-evaluates the grade).
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+ */
24
+ export declare const FXAA_185_FNS_GLSL = "#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";
25
+ export declare const FXAA_185_FRAGMENT_GLSL = "#version 300 es\nprecision highp float;\n#define AURA_LUMA_ALPHA 0\nuniform sampler2D u_source;\nuniform vec2 u_texelSize;\nuniform vec2 u_outputTexel;\nout vec4 outColor;\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\nvoid main() {\n vec2 uv = gl_FragCoord.xy * u_outputTexel;\n vec4 color = ApplyFXAA( u_source, u_texelSize, uv );\n // S12: the triangular-PDF dither belongs to the last write to the 8-bit\n // output \u2014 on the legacy present this program IS the last write; on the v2\n // unfused tail S12-finalize follows, so it compiles with AURA_FXAA_NO_DITHER.\n outColor = vec4(color.rgb\n#if !defined(AURA_FXAA_NO_DITHER)\n + triangularDither(gl_FragCoord.xy, 0.0)\n#endif\n , color.a);\n}\n";
26
+ //# sourceMappingURL=fxaa.glsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"fxaa.glsl.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/post/shaders/fxaa.glsl.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;GAeG;AAIH;;;;;;GAMG;AACH,eAAO,MAAM,iBAAiB,szLAmM7B,CAAC;AAEF,eAAO,MAAM,sBAAsB,opOAwBlC,CAAC"}
@@ -0,0 +1,246 @@
1
+ /**
2
+ * PRD-03 §6.5 — the FXAA finalize shader.
3
+ *
4
+ * `FXAA_185_FRAGMENT_GLSL` is a verbatim port of three r185
5
+ * `node_modules/three/examples/jsm/shaders/FXAAShader.js` (MIT; Jasper Flick's
6
+ * Catlike Coding FXAA, GLSL port by Dave Hoskins — NOT the NVIDIA FXAA 3.11
7
+ * Quality preset 12). It is *not* a fragment inside the present uber-shader:
8
+ * the old `u_hasFxaa` path re-ran `finalColorAt` (the whole tone/grade stack)
9
+ * for every tap, which produced the blur-AA complaint. This program samples a
10
+ * completed LDR image instead.
11
+ *
12
+ * Uniforms: `u_source` (the RGBA8 intermediate), `u_texelSize` (1/source dims,
13
+ * the FXAA tap step), `u_outputTexel` (1/output dims — the base uv, so the
14
+ * present-stage stretch stays intact). `triangularDither` runs on the last
15
+ * write to the 8-bit output (PRD-03 S12).
16
+ */
17
+ import { POST_COMMON_GLSL } from "./common.glsl.js";
18
+ /**
19
+ * The FXAA function set, shared by the standalone Phase-1 program and the v2
20
+ * fused finalize. `AURA_LUMA_ALPHA` selects the luminance source: `0`
21
+ * recomputes luma per tap from `.rgb` (legacy LDR path, where alpha is
22
+ * coverage), `1` reads the luma the S10b display-grade writes into `.a`
23
+ * (§8.12, so v2 FXAA never re-evaluates the grade).
24
+ */
25
+ export const FXAA_185_FNS_GLSL = /* glsl */ `#define EDGE_STEP_COUNT 6
26
+ #define EDGE_GUESS 8.0
27
+ #define EDGE_STEPS 1.0, 1.5, 2.0, 2.0, 2.0, 4.0
28
+ const float edgeSteps[EDGE_STEP_COUNT] = float[EDGE_STEP_COUNT]( EDGE_STEPS );
29
+
30
+ float _ContrastThreshold = 0.0312;
31
+ float _RelativeThreshold = 0.063;
32
+ float _SubpixelBlending = 1.0;
33
+
34
+ #ifndef AURA_FXAA_SAMPLE
35
+ #define AURA_FXAA_SAMPLE(tex, uv) texture(tex, uv)
36
+ #endif
37
+
38
+ vec4 Sample( sampler2D tex2D, vec2 uv ) {
39
+ return AURA_FXAA_SAMPLE( tex2D, uv );
40
+ }
41
+
42
+ float SampleLuminance( sampler2D tex2D, vec2 uv ) {
43
+ #if AURA_LUMA_ALPHA
44
+ return AURA_FXAA_SAMPLE( tex2D, uv ).a;
45
+ #else
46
+ return dot( Sample( tex2D, uv ).rgb, vec3( 0.3, 0.59, 0.11 ) );
47
+ #endif
48
+ }
49
+
50
+ float SampleLuminance( sampler2D tex2D, vec2 texSize, vec2 uv, float uOffset, float vOffset ) {
51
+ uv += texSize * vec2(uOffset, vOffset);
52
+ return SampleLuminance(tex2D, uv);
53
+ }
54
+
55
+ struct LuminanceData {
56
+ float m, n, e, s, w;
57
+ float ne, nw, se, sw;
58
+ float highest, lowest, contrast;
59
+ };
60
+
61
+ LuminanceData SampleLuminanceNeighborhood( sampler2D tex2D, vec2 texSize, vec2 uv ) {
62
+ LuminanceData l;
63
+ l.m = SampleLuminance( tex2D, uv );
64
+ l.n = SampleLuminance( tex2D, texSize, uv, 0.0, 1.0 );
65
+ l.e = SampleLuminance( tex2D, texSize, uv, 1.0, 0.0 );
66
+ l.s = SampleLuminance( tex2D, texSize, uv, 0.0, -1.0 );
67
+ l.w = SampleLuminance( tex2D, texSize, uv, -1.0, 0.0 );
68
+
69
+ l.ne = SampleLuminance( tex2D, texSize, uv, 1.0, 1.0 );
70
+ l.nw = SampleLuminance( tex2D, texSize, uv, -1.0, 1.0 );
71
+ l.se = SampleLuminance( tex2D, texSize, uv, 1.0, -1.0 );
72
+ l.sw = SampleLuminance( tex2D, texSize, uv, -1.0, -1.0 );
73
+
74
+ l.highest = max( max( max( max( l.n, l.e ), l.s ), l.w ), l.m );
75
+ l.lowest = min( min( min( min( l.n, l.e ), l.s ), l.w ), l.m );
76
+ l.contrast = l.highest - l.lowest;
77
+ return l;
78
+ }
79
+
80
+ bool ShouldSkipPixel( LuminanceData l ) {
81
+ float threshold = max( _ContrastThreshold, _RelativeThreshold * l.highest );
82
+ return l.contrast < threshold;
83
+ }
84
+
85
+ float DeterminePixelBlendFactor( LuminanceData l ) {
86
+ float f = 2.0 * ( l.n + l.e + l.s + l.w );
87
+ f += l.ne + l.nw + l.se + l.sw;
88
+ f *= 1.0 / 12.0;
89
+ f = abs( f - l.m );
90
+ f = clamp( f / l.contrast, 0.0, 1.0 );
91
+
92
+ float blendFactor = smoothstep( 0.0, 1.0, f );
93
+ return blendFactor * blendFactor * _SubpixelBlending;
94
+ }
95
+
96
+ struct EdgeData {
97
+ bool isHorizontal;
98
+ float pixelStep;
99
+ float oppositeLuminance, gradient;
100
+ };
101
+
102
+ EdgeData DetermineEdge( vec2 texSize, LuminanceData l ) {
103
+ EdgeData e;
104
+ float horizontal =
105
+ abs( l.n + l.s - 2.0 * l.m ) * 2.0 +
106
+ abs( l.ne + l.se - 2.0 * l.e ) +
107
+ abs( l.nw + l.sw - 2.0 * l.w );
108
+ float vertical =
109
+ abs( l.e + l.w - 2.0 * l.m ) * 2.0 +
110
+ abs( l.ne + l.nw - 2.0 * l.n ) +
111
+ abs( l.se + l.sw - 2.0 * l.s );
112
+ e.isHorizontal = horizontal >= vertical;
113
+
114
+ float pLuminance = e.isHorizontal ? l.n : l.e;
115
+ float nLuminance = e.isHorizontal ? l.s : l.w;
116
+ float pGradient = abs( pLuminance - l.m );
117
+ float nGradient = abs( nLuminance - l.m );
118
+
119
+ e.pixelStep = e.isHorizontal ? texSize.y : texSize.x;
120
+
121
+ if (pGradient < nGradient) {
122
+ e.pixelStep = -e.pixelStep;
123
+ e.oppositeLuminance = nLuminance;
124
+ e.gradient = nGradient;
125
+ } else {
126
+ e.oppositeLuminance = pLuminance;
127
+ e.gradient = pGradient;
128
+ }
129
+
130
+ return e;
131
+ }
132
+
133
+ float DetermineEdgeBlendFactor( sampler2D tex2D, vec2 texSize, LuminanceData l, EdgeData e, vec2 uv ) {
134
+ vec2 uvEdge = uv;
135
+ vec2 edgeStep;
136
+ if (e.isHorizontal) {
137
+ uvEdge.y += e.pixelStep * 0.5;
138
+ edgeStep = vec2( texSize.x, 0.0 );
139
+ } else {
140
+ uvEdge.x += e.pixelStep * 0.5;
141
+ edgeStep = vec2( 0.0, texSize.y );
142
+ }
143
+
144
+ float edgeLuminance = ( l.m + e.oppositeLuminance ) * 0.5;
145
+ float gradientThreshold = e.gradient * 0.25;
146
+
147
+ vec2 puv = uvEdge + edgeStep * edgeSteps[0];
148
+ float pLuminanceDelta = SampleLuminance( tex2D, puv ) - edgeLuminance;
149
+ bool pAtEnd = abs( pLuminanceDelta ) >= gradientThreshold;
150
+
151
+ for ( int i = 1; i < EDGE_STEP_COUNT && !pAtEnd; i++ ) {
152
+ puv += edgeStep * edgeSteps[i];
153
+ pLuminanceDelta = SampleLuminance( tex2D, puv ) - edgeLuminance;
154
+ pAtEnd = abs( pLuminanceDelta ) >= gradientThreshold;
155
+ }
156
+
157
+ if ( !pAtEnd ) {
158
+ puv += edgeStep * EDGE_GUESS;
159
+ }
160
+
161
+ vec2 nuv = uvEdge - edgeStep * edgeSteps[0];
162
+ float nLuminanceDelta = SampleLuminance( tex2D, nuv ) - edgeLuminance;
163
+ bool nAtEnd = abs( nLuminanceDelta ) >= gradientThreshold;
164
+
165
+ for ( int i = 1; i < EDGE_STEP_COUNT && !nAtEnd; i++ ) {
166
+ nuv -= edgeStep * edgeSteps[i];
167
+ nLuminanceDelta = SampleLuminance( tex2D, nuv ) - edgeLuminance;
168
+ nAtEnd = abs( nLuminanceDelta ) >= gradientThreshold;
169
+ }
170
+
171
+ if ( !nAtEnd ) {
172
+ nuv -= edgeStep * EDGE_GUESS;
173
+ }
174
+
175
+ float pDistance, nDistance;
176
+ if ( e.isHorizontal ) {
177
+ pDistance = puv.x - uv.x;
178
+ nDistance = uv.x - nuv.x;
179
+ } else {
180
+ pDistance = puv.y - uv.y;
181
+ nDistance = uv.y - nuv.y;
182
+ }
183
+
184
+ float shortestDistance;
185
+ bool deltaSign;
186
+ if ( pDistance <= nDistance ) {
187
+ shortestDistance = pDistance;
188
+ deltaSign = pLuminanceDelta >= 0.0;
189
+ } else {
190
+ shortestDistance = nDistance;
191
+ deltaSign = nLuminanceDelta >= 0.0;
192
+ }
193
+
194
+ if ( deltaSign == ( l.m - edgeLuminance >= 0.0 ) ) {
195
+ return 0.0;
196
+ }
197
+
198
+ return 0.5 - shortestDistance / ( pDistance + nDistance );
199
+ }
200
+
201
+ vec4 ApplyFXAA( sampler2D tex2D, vec2 texSize, vec2 uv ) {
202
+ LuminanceData luminance = SampleLuminanceNeighborhood( tex2D, texSize, uv );
203
+ if ( ShouldSkipPixel( luminance ) ) {
204
+ return Sample( tex2D, uv );
205
+ }
206
+
207
+ float pixelBlend = DeterminePixelBlendFactor( luminance );
208
+ EdgeData edge = DetermineEdge( texSize, luminance );
209
+ float edgeBlend = DetermineEdgeBlendFactor( tex2D, texSize, luminance, edge, uv );
210
+ float finalBlend = max( pixelBlend, edgeBlend );
211
+
212
+ if (edge.isHorizontal) {
213
+ uv.y += edge.pixelStep * finalBlend;
214
+ } else {
215
+ uv.x += edge.pixelStep * finalBlend;
216
+ }
217
+
218
+ return Sample( tex2D, uv );
219
+ }
220
+ `;
221
+ export const FXAA_185_FRAGMENT_GLSL = /* glsl */ `#version 300 es
222
+ precision highp float;
223
+ #define AURA_LUMA_ALPHA 0
224
+ uniform sampler2D u_source;
225
+ uniform vec2 u_texelSize;
226
+ uniform vec2 u_outputTexel;
227
+ out vec4 outColor;
228
+
229
+ ${FXAA_185_FNS_GLSL}
230
+
231
+ ${POST_COMMON_GLSL}
232
+
233
+ void main() {
234
+ vec2 uv = gl_FragCoord.xy * u_outputTexel;
235
+ vec4 color = ApplyFXAA( u_source, u_texelSize, uv );
236
+ // S12: the triangular-PDF dither belongs to the last write to the 8-bit
237
+ // output — on the legacy present this program IS the last write; on the v2
238
+ // unfused tail S12-finalize follows, so it compiles with AURA_FXAA_NO_DITHER.
239
+ outColor = vec4(color.rgb
240
+ #if !defined(AURA_FXAA_NO_DITHER)
241
+ + triangularDither(gl_FragCoord.xy, 0.0)
242
+ #endif
243
+ , color.a);
244
+ }
245
+ `;
246
+ //# sourceMappingURL=fxaa.glsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"fxaa.glsl.js","sourceRoot":"","sources":["../../../../../../packages/rendering/src/post/shaders/fxaa.glsl.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;GAeG;AAEH,OAAO,EAAE,gBAAgB,EAAE,MAAM,kBAAkB,CAAC;AAEpD;;;;;;GAMG;AACH,MAAM,CAAC,MAAM,iBAAiB,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAmM3C,CAAC;AAEF,MAAM,CAAC,MAAM,sBAAsB,GAAG,UAAU,CAAC;;;;;;;;EAQ/C,iBAAiB;;EAEjB,gBAAgB;;;;;;;;;;;;;;CAcjB,CAAC"}
@@ -0,0 +1,17 @@
1
+ /**
2
+ * PRD-03 §6.5 Phase 7 — FXAA WGSL twins (three r185 FXAAShader, Catlike
3
+ * Coding / Dave Hoskins port — NOT the NVIDIA FXAA 3.11 preset).
4
+ *
5
+ * `FXAA_185_FNS_WGSL` is the shared function set. GLSL's two macro hooks map
6
+ * to consumer-provided WGSL items (each including module must define them):
7
+ * - `AURA_FXAA_SAMPLE(tex, uv)` → the consumer defines
8
+ * `fn fxaa_sample(tex: texture_2d<f32>, smp: sampler, uv: vec2<f32>) -> vec4<f32>`
9
+ * - `AURA_LUMA_ALPHA` → the consumer declares
10
+ * `override FXAA_LUMA_ALPHA: i32 = 0 | 1`
11
+ * Standalone (`FXAA_185_FRAGMENT_WGSL`) uses `textureSampleLevel` and
12
+ * `FXAA_LUMA_ALPHA = 0`; the §6.1 fused finalize declares 1 (luma rides in
13
+ * `.a`, written by S10b) and injects the display-grade sample.
14
+ */
15
+ export declare const FXAA_185_FNS_WGSL = "const 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";
16
+ export declare const FXAA_185_FRAGMENT_WGSL = "// FXAA_NO_DITHER \u2014 pipeline-overridable: the v2 unfused tail compiles with\n// true so S12 finalize's single triangular dither isn't doubled.\noverride FXAA_NO_DITHER: bool = false;\noverride FXAA_LUMA_ALPHA: i32 = 0;\n\nstruct FxaaParams {\n texel_size: vec2<f32>, // 1 / source dims (the FXAA tap step)\n output_texel: vec2<f32>, // 1 / output dims (base uv)\n};\n\n@group(0) @binding(0) var<uniform> u_params: FxaaParams;\n@group(0) @binding(1) var u_source_tex: texture_2d<f32>;\n@group(0) @binding(2) var u_source_smp: sampler;\n\n// AURA_FXAA_SAMPLE for the standalone pass: a plain LOD-0 filtered fetch.\nfn fxaa_sample(tex: texture_2d<f32>, smp: sampler, uv: vec2<f32>) -> vec4<f32> {\n return textureSampleLevel(tex, smp, uv, 0.0);\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\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\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@fragment\nfn fs_fxaa(@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 // S12: the triangular-PDF dither belongs to the last write to the 8-bit\n // output \u2014 on the legacy present this program IS the last write; on the v2\n // unfused tail S12-finalize follows, so it compiles with FXAA_NO_DITHER.\n var rgb = color.rgb;\n if (!FXAA_NO_DITHER) {\n rgb = rgb + vec3<f32>(triangular_dither(frag_coord.xy, 0.0));\n }\n return vec4<f32>(rgb, color.a);\n}\n";
17
+ //# sourceMappingURL=fxaa.wgsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"fxaa.wgsl.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/post/shaders/fxaa.wgsl.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;GAaG;AAEH,eAAO,MAAM,iBAAiB,u4MAwM7B,CAAC;AAEF,eAAO,MAAM,sBAAsB,2xQAmDlC,CAAC"}
@@ -0,0 +1,268 @@
1
+ /**
2
+ * PRD-03 §6.5 Phase 7 — FXAA WGSL twins (three r185 FXAAShader, Catlike
3
+ * Coding / Dave Hoskins port — NOT the NVIDIA FXAA 3.11 preset).
4
+ *
5
+ * `FXAA_185_FNS_WGSL` is the shared function set. GLSL's two macro hooks map
6
+ * to consumer-provided WGSL items (each including module must define them):
7
+ * - `AURA_FXAA_SAMPLE(tex, uv)` → the consumer defines
8
+ * `fn fxaa_sample(tex: texture_2d<f32>, smp: sampler, uv: vec2<f32>) -> vec4<f32>`
9
+ * - `AURA_LUMA_ALPHA` → the consumer declares
10
+ * `override FXAA_LUMA_ALPHA: i32 = 0 | 1`
11
+ * Standalone (`FXAA_185_FRAGMENT_WGSL`) uses `textureSampleLevel` and
12
+ * `FXAA_LUMA_ALPHA = 0`; the §6.1 fused finalize declares 1 (luma rides in
13
+ * `.a`, written by S10b) and injects the display-grade sample.
14
+ */
15
+ export const FXAA_185_FNS_WGSL = /* wgsl */ `const EDGE_STEP_COUNT: i32 = 6;
16
+ const EDGE_GUESS: f32 = 8.0;
17
+ const EDGE_STEPS = array<f32, 6>(1.0, 1.5, 2.0, 2.0, 2.0, 4.0);
18
+
19
+ const CONTRAST_THRESHOLD: f32 = 0.0312;
20
+ const RELATIVE_THRESHOLD: f32 = 0.063;
21
+ const SUBPIXEL_BLENDING: f32 = 1.0;
22
+
23
+ fn fxaa_sample_color(tex: texture_2d<f32>, smp: sampler, uv: vec2<f32>) -> vec4<f32> {
24
+ return fxaa_sample(tex, smp, uv);
25
+ }
26
+
27
+ fn fxaa_sample_luminance(tex: texture_2d<f32>, smp: sampler, uv: vec2<f32>) -> f32 {
28
+ if (FXAA_LUMA_ALPHA == 1) {
29
+ return fxaa_sample(tex, smp, uv).a;
30
+ }
31
+ return dot(fxaa_sample_color(tex, smp, uv).rgb, vec3<f32>(0.3, 0.59, 0.11));
32
+ }
33
+
34
+ fn fxaa_sample_luminance_offset(tex: texture_2d<f32>, smp: sampler, tex_size: vec2<f32>, uv: vec2<f32>, u_offset: f32, v_offset: f32) -> f32 {
35
+ return fxaa_sample_luminance(tex, smp, uv + tex_size * vec2<f32>(u_offset, v_offset));
36
+ }
37
+
38
+ struct LuminanceData {
39
+ m: f32,
40
+ n: f32,
41
+ e: f32,
42
+ s: f32,
43
+ w: f32,
44
+ ne: f32,
45
+ nw: f32,
46
+ se: f32,
47
+ sw: f32,
48
+ highest: f32,
49
+ lowest: f32,
50
+ contrast: f32,
51
+ };
52
+
53
+ fn sample_luminance_neighborhood(tex: texture_2d<f32>, smp: sampler, tex_size: vec2<f32>, uv: vec2<f32>) -> LuminanceData {
54
+ var l: LuminanceData;
55
+ l.m = fxaa_sample_luminance(tex, smp, uv);
56
+ l.n = fxaa_sample_luminance_offset(tex, smp, tex_size, uv, 0.0, 1.0);
57
+ l.e = fxaa_sample_luminance_offset(tex, smp, tex_size, uv, 1.0, 0.0);
58
+ l.s = fxaa_sample_luminance_offset(tex, smp, tex_size, uv, 0.0, -1.0);
59
+ l.w = fxaa_sample_luminance_offset(tex, smp, tex_size, uv, -1.0, 0.0);
60
+
61
+ l.ne = fxaa_sample_luminance_offset(tex, smp, tex_size, uv, 1.0, 1.0);
62
+ l.nw = fxaa_sample_luminance_offset(tex, smp, tex_size, uv, -1.0, 1.0);
63
+ l.se = fxaa_sample_luminance_offset(tex, smp, tex_size, uv, 1.0, -1.0);
64
+ l.sw = fxaa_sample_luminance_offset(tex, smp, tex_size, uv, -1.0, -1.0);
65
+
66
+ l.highest = max(max(max(max(l.n, l.e), l.s), l.w), l.m);
67
+ l.lowest = min(min(min(min(l.n, l.e), l.s), l.w), l.m);
68
+ l.contrast = l.highest - l.lowest;
69
+ return l;
70
+ }
71
+
72
+ fn should_skip_pixel(l: LuminanceData) -> bool {
73
+ let threshold = max(CONTRAST_THRESHOLD, RELATIVE_THRESHOLD * l.highest);
74
+ return l.contrast < threshold;
75
+ }
76
+
77
+ fn determine_pixel_blend_factor(l: LuminanceData) -> f32 {
78
+ var f = 2.0 * (l.n + l.e + l.s + l.w);
79
+ f = f + l.ne + l.nw + l.se + l.sw;
80
+ f = f * (1.0 / 12.0);
81
+ f = abs(f - l.m);
82
+ f = clamp(f / l.contrast, 0.0, 1.0);
83
+
84
+ let blend_factor = smoothstep(0.0, 1.0, f);
85
+ return blend_factor * blend_factor * SUBPIXEL_BLENDING;
86
+ }
87
+
88
+ struct EdgeData {
89
+ is_horizontal: bool,
90
+ pixel_step: f32,
91
+ opposite_luminance: f32,
92
+ gradient: f32,
93
+ };
94
+
95
+ fn determine_edge(tex_size: vec2<f32>, l: LuminanceData) -> EdgeData {
96
+ var e: EdgeData;
97
+ let horizontal =
98
+ abs(l.n + l.s - 2.0 * l.m) * 2.0 +
99
+ abs(l.ne + l.se - 2.0 * l.e) +
100
+ abs(l.nw + l.sw - 2.0 * l.w);
101
+ let vertical =
102
+ abs(l.e + l.w - 2.0 * l.m) * 2.0 +
103
+ abs(l.ne + l.nw - 2.0 * l.n) +
104
+ abs(l.se + l.sw - 2.0 * l.s);
105
+ e.is_horizontal = horizontal >= vertical;
106
+
107
+ let p_luminance = select(l.e, l.n, e.is_horizontal);
108
+ let n_luminance = select(l.w, l.s, e.is_horizontal);
109
+ let p_gradient = abs(p_luminance - l.m);
110
+ let n_gradient = abs(n_luminance - l.m);
111
+
112
+ e.pixel_step = select(tex_size.x, tex_size.y, e.is_horizontal);
113
+
114
+ if (p_gradient < n_gradient) {
115
+ e.pixel_step = -e.pixel_step;
116
+ e.opposite_luminance = n_luminance;
117
+ e.gradient = n_gradient;
118
+ } else {
119
+ e.opposite_luminance = p_luminance;
120
+ e.gradient = p_gradient;
121
+ }
122
+
123
+ return e;
124
+ }
125
+
126
+ fn determine_edge_blend_factor(tex: texture_2d<f32>, smp: sampler, tex_size: vec2<f32>, l: LuminanceData, e: EdgeData, uv: vec2<f32>) -> f32 {
127
+ var uv_edge = uv;
128
+ var edge_step: vec2<f32>;
129
+ if (e.is_horizontal) {
130
+ uv_edge.y = uv_edge.y + e.pixel_step * 0.5;
131
+ edge_step = vec2<f32>(tex_size.x, 0.0);
132
+ } else {
133
+ uv_edge.x = uv_edge.x + e.pixel_step * 0.5;
134
+ edge_step = vec2<f32>(0.0, tex_size.y);
135
+ }
136
+
137
+ let edge_luminance = (l.m + e.opposite_luminance) * 0.5;
138
+ let gradient_threshold = e.gradient * 0.25;
139
+
140
+ var puv = uv_edge + edge_step * EDGE_STEPS[0];
141
+ var p_luminance_delta = fxaa_sample_luminance(tex, smp, puv) - edge_luminance;
142
+ var p_at_end = abs(p_luminance_delta) >= gradient_threshold;
143
+
144
+ for (var i = 1; i < EDGE_STEP_COUNT && !p_at_end; i = i + 1) {
145
+ puv = puv + edge_step * EDGE_STEPS[i];
146
+ p_luminance_delta = fxaa_sample_luminance(tex, smp, puv) - edge_luminance;
147
+ p_at_end = abs(p_luminance_delta) >= gradient_threshold;
148
+ }
149
+
150
+ if (!p_at_end) {
151
+ puv = puv + edge_step * EDGE_GUESS;
152
+ }
153
+
154
+ var nuv = uv_edge - edge_step * EDGE_STEPS[0];
155
+ var n_luminance_delta = fxaa_sample_luminance(tex, smp, nuv) - edge_luminance;
156
+ var n_at_end = abs(n_luminance_delta) >= gradient_threshold;
157
+
158
+ for (var i = 1; i < EDGE_STEP_COUNT && !n_at_end; i = i + 1) {
159
+ nuv = nuv - edge_step * EDGE_STEPS[i];
160
+ n_luminance_delta = fxaa_sample_luminance(tex, smp, nuv) - edge_luminance;
161
+ n_at_end = abs(n_luminance_delta) >= gradient_threshold;
162
+ }
163
+
164
+ if (!n_at_end) {
165
+ nuv = nuv - edge_step * EDGE_GUESS;
166
+ }
167
+
168
+ var p_distance: f32;
169
+ var n_distance: f32;
170
+ if (e.is_horizontal) {
171
+ p_distance = puv.x - uv.x;
172
+ n_distance = uv.x - nuv.x;
173
+ } else {
174
+ p_distance = puv.y - uv.y;
175
+ n_distance = uv.y - nuv.y;
176
+ }
177
+
178
+ var shortest_distance: f32;
179
+ var delta_sign: bool;
180
+ if (p_distance <= n_distance) {
181
+ shortest_distance = p_distance;
182
+ delta_sign = p_luminance_delta >= 0.0;
183
+ } else {
184
+ shortest_distance = n_distance;
185
+ delta_sign = n_luminance_delta >= 0.0;
186
+ }
187
+
188
+ if (delta_sign == (l.m - edge_luminance >= 0.0)) {
189
+ return 0.0;
190
+ }
191
+
192
+ return 0.5 - shortest_distance / (p_distance + n_distance);
193
+ }
194
+
195
+ fn apply_fxaa(tex: texture_2d<f32>, smp: sampler, tex_size: vec2<f32>, uv_in: vec2<f32>) -> vec4<f32> {
196
+ let luminance = sample_luminance_neighborhood(tex, smp, tex_size, uv_in);
197
+ if (should_skip_pixel(luminance)) {
198
+ return fxaa_sample_color(tex, smp, uv_in);
199
+ }
200
+
201
+ let pixel_blend = determine_pixel_blend_factor(luminance);
202
+ let edge = determine_edge(tex_size, luminance);
203
+ let edge_blend = determine_edge_blend_factor(tex, smp, tex_size, luminance, edge, uv_in);
204
+ let final_blend = max(pixel_blend, edge_blend);
205
+
206
+ var uv = uv_in;
207
+ if (edge.is_horizontal) {
208
+ uv.y = uv.y + edge.pixel_step * final_blend;
209
+ } else {
210
+ uv.x = uv.x + edge.pixel_step * final_blend;
211
+ }
212
+
213
+ return fxaa_sample_color(tex, smp, uv);
214
+ }
215
+ `;
216
+ export const FXAA_185_FRAGMENT_WGSL = /* wgsl */ `// FXAA_NO_DITHER — pipeline-overridable: the v2 unfused tail compiles with
217
+ // true so S12 finalize's single triangular dither isn't doubled.
218
+ override FXAA_NO_DITHER: bool = false;
219
+ override FXAA_LUMA_ALPHA: i32 = 0;
220
+
221
+ struct FxaaParams {
222
+ texel_size: vec2<f32>, // 1 / source dims (the FXAA tap step)
223
+ output_texel: vec2<f32>, // 1 / output dims (base uv)
224
+ };
225
+
226
+ @group(0) @binding(0) var<uniform> u_params: FxaaParams;
227
+ @group(0) @binding(1) var u_source_tex: texture_2d<f32>;
228
+ @group(0) @binding(2) var u_source_smp: sampler;
229
+
230
+ // AURA_FXAA_SAMPLE for the standalone pass: a plain LOD-0 filtered fetch.
231
+ fn fxaa_sample(tex: texture_2d<f32>, smp: sampler, uv: vec2<f32>) -> vec4<f32> {
232
+ return textureSampleLevel(tex, smp, uv, 0.0);
233
+ }
234
+
235
+ ${FXAA_185_FNS_WGSL}
236
+
237
+ fn pcg2d(v_in: vec2<u32>) -> vec2<u32> {
238
+ var v = v_in * vec2<u32>(1664525u) + vec2<u32>(1013904223u);
239
+ v.x = v.x + v.y * 1664525u;
240
+ v.y = v.y + v.x * 1664525u;
241
+ v = v ^ (v >> vec2<u32>(16u));
242
+ v.x = v.x + v.y * 1664525u;
243
+ v.y = v.y + v.x * 1664525u;
244
+ v = v ^ (v >> vec2<u32>(16u));
245
+ return v;
246
+ }
247
+
248
+ fn triangular_dither(frag_coord: vec2<f32>, frame: f32) -> f32 {
249
+ let seed = vec2<u32>(frag_coord) + vec2<u32>(u32(frame) * 747796405u);
250
+ let rand = vec2<f32>(pcg2d(seed)) / 4294967296.0;
251
+ return (rand.x + rand.y - 1.0) / 255.0;
252
+ }
253
+
254
+ @fragment
255
+ fn fs_fxaa(@builtin(position) frag_coord: vec4<f32>) -> @location(0) vec4<f32> {
256
+ let uv = frag_coord.xy * u_params.output_texel;
257
+ let color = apply_fxaa(u_source_tex, u_source_smp, u_params.texel_size, uv);
258
+ // S12: the triangular-PDF dither belongs to the last write to the 8-bit
259
+ // output — on the legacy present this program IS the last write; on the v2
260
+ // unfused tail S12-finalize follows, so it compiles with FXAA_NO_DITHER.
261
+ var rgb = color.rgb;
262
+ if (!FXAA_NO_DITHER) {
263
+ rgb = rgb + vec3<f32>(triangular_dither(frag_coord.xy, 0.0));
264
+ }
265
+ return vec4<f32>(rgb, color.a);
266
+ }
267
+ `;
268
+ //# sourceMappingURL=fxaa.wgsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"fxaa.wgsl.js","sourceRoot":"","sources":["../../../../../../packages/rendering/src/post/shaders/fxaa.wgsl.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;GAaG;AAEH,MAAM,CAAC,MAAM,iBAAiB,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAwM3C,CAAC;AAEF,MAAM,CAAC,MAAM,sBAAsB,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;EAmB/C,iBAAiB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAgClB,CAAC"}
@@ -0,0 +1,16 @@
1
+ /**
2
+ * PRD-03 §8.5 — S4 god rays for the v2 post chain (WebGL2, half-res RGBA16F).
3
+ *
4
+ * Radial light-shaft march replacing the CPU `volumetricLightPixels` path
5
+ * (which cost ~0.5 fps in Deep Recovery):
6
+ * occlusion src = (linZ ≥ far·0.999 || luma(hdr) > 4.0) ? hdr.rgb : 0
7
+ * + (sky ? light-disk mask smoothstep(r1, r0, |uv − lightUv|) : 0)
8
+ * march = samples taps from uv toward lightUv, weight decay^i·weight
9
+ * output = accum · color · intensity · offScreenFade
10
+ * offScreenFade = saturate(1 − (max(|lightUv−0.5|) − 0.5)·4) · step(0, lightClip.w)
11
+ *
12
+ * The half-res output is added into HDR by the S10 composite. On the v2 path
13
+ * this supersedes `VolumetricFog.ts:105-144` (lane 07, deletion = Q-07-1).
14
+ */
15
+ export declare const GODRAYS_GLSL = "#version 300 es\nprecision highp float;\n\nuniform sampler2D u_hdr; // half-res HDR input\nuniform highp sampler2D u_depthHalf; // half-res linear depth (.r)\nuniform float u_far;\nuniform vec2 u_lightUv; // projected light position, uv space\nuniform float u_lightClipW; // clip-space w of the projected light\nuniform vec3 u_color; // light shaft tint\nuniform float u_intensity;\nuniform float u_decay;\nuniform float u_weight;\nuniform float u_diskOuter; // r1: disk feather outer radius (uv)\nuniform float u_diskInner; // r0: disk core radius (uv)\nout vec4 o_color;\n\n#ifndef AURA_GODRAY_SAMPLES\n#define AURA_GODRAY_SAMPLES 32\n#endif\n\nvoid main() {\n vec2 uv = gl_FragCoord.xy / vec2(textureSize(u_hdr, 0));\n vec2 dir = u_lightUv - uv;\n float dist = length(dir);\n vec2 stepUv = dist > 0.0 ? dir / float(AURA_GODRAY_SAMPLES) : vec2(0.0);\n\n // Off-screen / behind-camera fade: step(0, w) zeroes lights behind the eye,\n // the linear ramp fades across 25% uv past the frame edge.\n float offScreen = clamp(1.0 - (max(abs(u_lightUv.x - 0.5), abs(u_lightUv.y - 0.5)) - 0.5) * 4.0, 0.0, 1.0)\n * step(0.0, u_lightClipW);\n\n float marchWeight = u_weight;\n vec3 accum = vec3(0.0);\n vec2 sampleUv = uv;\n for (int i = 0; i < AURA_GODRAY_SAMPLES; ++i) {\n sampleUv += stepUv;\n vec4 hdr = textureLod(u_hdr, sampleUv, 0.0);\n float linZ = textureLod(u_depthHalf, sampleUv, 0.0).r;\n bool sky = linZ >= u_far * 0.999;\n float luma = dot(hdr.rgb, vec3(0.2126, 0.7152, 0.0722));\n // Emitters: sky pixels (the \"gap\" through occluders) or HDR highlights.\n vec3 src = (sky || luma > 4.0) ? hdr.rgb : vec3(0.0);\n // The sun disk emits only where the sky is unoccluded. #1185 multiplied\n // the whole source by the disk mask: with a dim sky that leaves nothing\n // to emit, and the S4-isolated A/B measured S4 on == S4 off (GPU run\n // 38163537496). The original additive disk emitted through occluders.\n if (sky) src += vec3(smoothstep(u_diskOuter, u_diskInner, length(sampleUv - u_lightUv)));\n accum += marchWeight * src;\n marchWeight *= u_decay;\n }\n\n o_color = vec4(accum * u_color * u_intensity * offScreen, 1.0);\n}\n";
16
+ //# sourceMappingURL=godrays.glsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"godrays.glsl.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/post/shaders/godrays.glsl.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;GAaG;AAMH,eAAO,MAAM,YAAY,4uEAmDxB,CAAC"}