@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 +1,70 @@
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
+ const HEADER = `#version 300 es
16
+ precision highp float;
17
+ `;
18
+ export const GODRAYS_GLSL = /* glsl */ `${HEADER}
19
+ uniform sampler2D u_hdr; // half-res HDR input
20
+ uniform highp sampler2D u_depthHalf; // half-res linear depth (.r)
21
+ uniform float u_far;
22
+ uniform vec2 u_lightUv; // projected light position, uv space
23
+ uniform float u_lightClipW; // clip-space w of the projected light
24
+ uniform vec3 u_color; // light shaft tint
25
+ uniform float u_intensity;
26
+ uniform float u_decay;
27
+ uniform float u_weight;
28
+ uniform float u_diskOuter; // r1: disk feather outer radius (uv)
29
+ uniform float u_diskInner; // r0: disk core radius (uv)
30
+ out vec4 o_color;
31
+
32
+ #ifndef AURA_GODRAY_SAMPLES
33
+ #define AURA_GODRAY_SAMPLES 32
34
+ #endif
35
+
36
+ void main() {
37
+ vec2 uv = gl_FragCoord.xy / vec2(textureSize(u_hdr, 0));
38
+ vec2 dir = u_lightUv - uv;
39
+ float dist = length(dir);
40
+ vec2 stepUv = dist > 0.0 ? dir / float(AURA_GODRAY_SAMPLES) : vec2(0.0);
41
+
42
+ // Off-screen / behind-camera fade: step(0, w) zeroes lights behind the eye,
43
+ // the linear ramp fades across 25% uv past the frame edge.
44
+ 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)
45
+ * step(0.0, u_lightClipW);
46
+
47
+ float marchWeight = u_weight;
48
+ vec3 accum = vec3(0.0);
49
+ vec2 sampleUv = uv;
50
+ for (int i = 0; i < AURA_GODRAY_SAMPLES; ++i) {
51
+ sampleUv += stepUv;
52
+ vec4 hdr = textureLod(u_hdr, sampleUv, 0.0);
53
+ float linZ = textureLod(u_depthHalf, sampleUv, 0.0).r;
54
+ bool sky = linZ >= u_far * 0.999;
55
+ float luma = dot(hdr.rgb, vec3(0.2126, 0.7152, 0.0722));
56
+ // Emitters: sky pixels (the "gap" through occluders) or HDR highlights.
57
+ vec3 src = (sky || luma > 4.0) ? hdr.rgb : vec3(0.0);
58
+ // The sun disk emits only where the sky is unoccluded. #1185 multiplied
59
+ // the whole source by the disk mask: with a dim sky that leaves nothing
60
+ // to emit, and the S4-isolated A/B measured S4 on == S4 off (GPU run
61
+ // 38163537496). The original additive disk emitted through occluders.
62
+ if (sky) src += vec3(smoothstep(u_diskOuter, u_diskInner, length(sampleUv - u_lightUv)));
63
+ accum += marchWeight * src;
64
+ marchWeight *= u_decay;
65
+ }
66
+
67
+ o_color = vec4(accum * u_color * u_intensity * offScreen, 1.0);
68
+ }
69
+ `;
70
+ //# sourceMappingURL=godrays.glsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"godrays.glsl.js","sourceRoot":"","sources":["../../../../../../packages/rendering/src/post/shaders/godrays.glsl.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;GAaG;AAEH,MAAM,MAAM,GAAG;;CAEd,CAAC;AAEF,MAAM,CAAC,MAAM,YAAY,GAAG,UAAU,CAAC,GAAG,MAAM;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAmD/C,CAAC"}
@@ -0,0 +1,8 @@
1
+ /**
2
+ * PRD-03 §8.5 Phase 7 — S4 god rays WGSL twin (half-res RGBA16F radial
3
+ * light-shaft march). Same occlusion/march/off-screen-fade math as the
4
+ * GLSL twin; the GL twin's `#define AURA_GODRAY_SAMPLES` becomes the
5
+ * pipeline-overridable `override AURA_GODRAY_SAMPLES` (default 32).
6
+ */
7
+ export declare const GODRAYS_WGSL = "// AURA_GODRAY_SAMPLES \u2014 pipeline-overridable tier constant (default 32).\noverride AURA_GODRAY_SAMPLES: i32 = 32;\n\nstruct GodraysParams {\n far: f32,\n light_uv: vec2<f32>,\n light_clip_w: f32,\n color: vec3<f32>,\n intensity: f32,\n decay: f32,\n weight: f32,\n disk_outer: f32, // r1: disk feather outer radius (uv)\n disk_inner: f32, // r0: disk core radius (uv)\n};\n\n@group(0) @binding(0) var<uniform> u_params: GodraysParams;\n@group(0) @binding(1) var u_hdr_tex: texture_2d<f32>; // half-res HDR input\n@group(0) @binding(2) var u_hdr_smp: sampler;\n@group(0) @binding(3) var u_depth_half_tex: texture_2d<f32>; // half-res linear depth (.r)\n@group(0) @binding(4) var u_depth_half_smp: sampler;\n\n@fragment\nfn fs_godrays(@builtin(position) frag_coord: vec4<f32>) -> @location(0) vec4<f32> {\n let uv = frag_coord.xy / vec2<f32>(textureDimensions(u_hdr_tex));\n let dir = u_params.light_uv - uv;\n let dist = length(dir);\n let step_uv = select(vec2<f32>(0.0), dir / f32(AURA_GODRAY_SAMPLES), dist > 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 let off_screen = clamp(1.0 - (max(abs(u_params.light_uv.x - 0.5), abs(u_params.light_uv.y - 0.5)) - 0.5) * 4.0, 0.0, 1.0)\n * step(0.0, u_params.light_clip_w);\n\n var march_weight = u_params.weight;\n var accum = vec3<f32>(0.0);\n var sample_uv = uv;\n for (var i = 0; i < AURA_GODRAY_SAMPLES; i = i + 1) {\n sample_uv = sample_uv + step_uv;\n let hdr = textureSampleLevel(u_hdr_tex, u_hdr_smp, sample_uv, 0.0);\n let lin_z = textureSampleLevel(u_depth_half_tex, u_depth_half_smp, sample_uv, 0.0).r;\n let sky = lin_z >= u_params.far * 0.999;\n let luma = dot(hdr.rgb, vec3<f32>(0.2126, 0.7152, 0.0722));\n // Emitters: sky pixels (the \"gap\" through occluders) or HDR highlights.\n var src = select(vec3<f32>(0.0), hdr.rgb, sky || luma > 4.0);\n // The sun disk emits only where the sky is unoccluded.\n if (sky) { src = src + vec3<f32>(smoothstep(u_params.disk_outer, u_params.disk_inner, length(sample_uv - u_params.light_uv))); }\n accum = accum + march_weight * src;\n march_weight = march_weight * u_params.decay;\n }\n\n return vec4<f32>(accum * u_params.color * u_params.intensity * off_screen, 1.0);\n}\n";
8
+ //# sourceMappingURL=godrays.wgsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"godrays.wgsl.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/post/shaders/godrays.wgsl.ts"],"names":[],"mappings":"AAAA;;;;;GAKG;AAEH,eAAO,MAAM,YAAY,i0EAoDxB,CAAC"}
@@ -0,0 +1,60 @@
1
+ /**
2
+ * PRD-03 §8.5 Phase 7 — S4 god rays WGSL twin (half-res RGBA16F radial
3
+ * light-shaft march). Same occlusion/march/off-screen-fade math as the
4
+ * GLSL twin; the GL twin's `#define AURA_GODRAY_SAMPLES` becomes the
5
+ * pipeline-overridable `override AURA_GODRAY_SAMPLES` (default 32).
6
+ */
7
+ export const GODRAYS_WGSL = /* wgsl */ `// AURA_GODRAY_SAMPLES — pipeline-overridable tier constant (default 32).
8
+ override AURA_GODRAY_SAMPLES: i32 = 32;
9
+
10
+ struct GodraysParams {
11
+ far: f32,
12
+ light_uv: vec2<f32>,
13
+ light_clip_w: f32,
14
+ color: vec3<f32>,
15
+ intensity: f32,
16
+ decay: f32,
17
+ weight: f32,
18
+ disk_outer: f32, // r1: disk feather outer radius (uv)
19
+ disk_inner: f32, // r0: disk core radius (uv)
20
+ };
21
+
22
+ @group(0) @binding(0) var<uniform> u_params: GodraysParams;
23
+ @group(0) @binding(1) var u_hdr_tex: texture_2d<f32>; // half-res HDR input
24
+ @group(0) @binding(2) var u_hdr_smp: sampler;
25
+ @group(0) @binding(3) var u_depth_half_tex: texture_2d<f32>; // half-res linear depth (.r)
26
+ @group(0) @binding(4) var u_depth_half_smp: sampler;
27
+
28
+ @fragment
29
+ fn fs_godrays(@builtin(position) frag_coord: vec4<f32>) -> @location(0) vec4<f32> {
30
+ let uv = frag_coord.xy / vec2<f32>(textureDimensions(u_hdr_tex));
31
+ let dir = u_params.light_uv - uv;
32
+ let dist = length(dir);
33
+ let step_uv = select(vec2<f32>(0.0), dir / f32(AURA_GODRAY_SAMPLES), dist > 0.0);
34
+
35
+ // Off-screen / behind-camera fade: step(0, w) zeroes lights behind the eye,
36
+ // the linear ramp fades across 25% uv past the frame edge.
37
+ let off_screen = clamp(1.0 - (max(abs(u_params.light_uv.x - 0.5), abs(u_params.light_uv.y - 0.5)) - 0.5) * 4.0, 0.0, 1.0)
38
+ * step(0.0, u_params.light_clip_w);
39
+
40
+ var march_weight = u_params.weight;
41
+ var accum = vec3<f32>(0.0);
42
+ var sample_uv = uv;
43
+ for (var i = 0; i < AURA_GODRAY_SAMPLES; i = i + 1) {
44
+ sample_uv = sample_uv + step_uv;
45
+ let hdr = textureSampleLevel(u_hdr_tex, u_hdr_smp, sample_uv, 0.0);
46
+ let lin_z = textureSampleLevel(u_depth_half_tex, u_depth_half_smp, sample_uv, 0.0).r;
47
+ let sky = lin_z >= u_params.far * 0.999;
48
+ let luma = dot(hdr.rgb, vec3<f32>(0.2126, 0.7152, 0.0722));
49
+ // Emitters: sky pixels (the "gap" through occluders) or HDR highlights.
50
+ var src = select(vec3<f32>(0.0), hdr.rgb, sky || luma > 4.0);
51
+ // The sun disk emits only where the sky is unoccluded.
52
+ if (sky) { src = src + vec3<f32>(smoothstep(u_params.disk_outer, u_params.disk_inner, length(sample_uv - u_params.light_uv))); }
53
+ accum = accum + march_weight * src;
54
+ march_weight = march_weight * u_params.decay;
55
+ }
56
+
57
+ return vec4<f32>(accum * u_params.color * u_params.intensity * off_screen, 1.0);
58
+ }
59
+ `;
60
+ //# sourceMappingURL=godrays.wgsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"godrays.wgsl.js","sourceRoot":"","sources":["../../../../../../packages/rendering/src/post/shaders/godrays.wgsl.ts"],"names":[],"mappings":"AAAA;;;;;GAKG;AAEH,MAAM,CAAC,MAAM,YAAY,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAoDtC,CAAC"}
@@ -0,0 +1,29 @@
1
+ /**
2
+ * PRD-03 §8.4 / §6.3 — S2 GTAO for the v2 post chain (WebGL2, half-res R8).
3
+ *
4
+ * AO kernel ported from three r185 `examples/jsm/shaders/GTAOShader.js`
5
+ * (MIT): per-slice tangent-frame construction, horizon cosine search and the
6
+ * `nx·nxb + ny·nyb` cosine-weighted arc integral are verbatim. The differences
7
+ * the PRD pins:
8
+ * - slice directions `AURA_GTAO_DIRECTIONS` ∈ {2, 4} and horizon samples
9
+ * `AURA_GTAO_STEPS` ∈ {4, 6} are compile-time tier constants (C-27);
10
+ * - slice rotation comes from a 4×4 interleaved-gradient noise plus the
11
+ * TAA frame index (`u_frameIndex`), not a noise texture;
12
+ * - the march is screen-space: `radiusPx = radius · projScale / viewZ`
13
+ * clamped to 4..96 px, `steps` taps along each direction, sampling the
14
+ * S1 half-res (min) linear depth;
15
+ * - distance falloff `saturate((radius − d) / (falloff · radius))`
16
+ * attenuates the horizon cosine;
17
+ * - normals are reconstructed from linear depth with the 5-tap
18
+ * smallest-discontinuity method (Turánszki) — r185
19
+ * `computeNormalFromDepth` verbatim; no normal MRT.
20
+ *
21
+ * Output: R8 visibility (1 = unoccluded). Sky / far plane writes 1.
22
+ *
23
+ * Uniforms: `u_linearDepthHalf` (S1 RG32F half-res, `.r` = min),
24
+ * `u_projMatrix` (view→clip), `u_invProjMatrix` (clip→view), `u_near`,
25
+ * `u_far`, `u_radius` (metres), `u_intensity`, `u_falloff`,
26
+ * `u_distanceExponent`, `u_thickness`, `u_frameIndex`.
27
+ */
28
+ export declare const GTAO_GLSL = "#version 300 es\nprecision highp float;\n\nuniform highp sampler2D u_linearDepthHalf; // S1 RG32F, .r = min viewZ\nuniform mat4 u_projMatrix;\nuniform mat4 u_invProjMatrix;\nuniform float u_near;\nuniform float u_far;\nuniform bool u_ortho;\nuniform float u_radius;\nuniform float u_intensity;\nuniform float u_falloff;\nuniform float u_distanceExponent;\nuniform float u_thickness;\nuniform int u_frameIndex;\nout vec4 o_color;\n\n#ifndef AURA_GTAO_DIRECTIONS\n#define AURA_GTAO_DIRECTIONS 4\n#endif\n#ifndef AURA_GTAO_STEPS\n#define AURA_GTAO_STEPS 4\n#endif\n\nconst float PI = 3.141592653589793;\nconst float GOLDEN_ANGLE = 2.39996322972865332;\n\n// 4\u00D74 interleaved-gradient noise (same generator as IGN, tiled).\nfloat ign4(vec2 fragCoord) {\n vec2 p = mod(fragCoord, 4.0);\n return fract(52.9829189 * fract(dot(p, vec2(0.06711056, 0.00583715))));\n}\n\nfloat fetchViewZ(ivec2 p) {\n return texelFetch(u_linearDepthHalf, clamp(p, ivec2(0), textureSize(u_linearDepthHalf, 0) - 1), 0).r;\n}\n\nvec3 getViewPosition(vec2 uv, float viewZ) {\n // viewZ is optical-axis depth, positive in front of the camera.\n if (u_ortho) {\n // Orthographic: rays are parallel, so x/y do not scale with depth.\n // Unproject the pixel at any depth and set z directly. (The perspective\n // ray-scale below turned every floor pixel's position into a point on a\n // ray through the origin, so flat floors read as occluded: open floor\n // 34% darker on GPU run 38141069039.)\n vec4 view = u_invProjMatrix * vec4(uv * 2.0 - 1.0, 0.0, 1.0);\n return vec3(view.xy / view.w, -viewZ);\n }\n // Perspective: shoot the ndc.xy ray to the far plane, normalize to unit\n // view-depth, scale by viewZ.\n vec4 view = u_invProjMatrix * vec4(uv * 2.0 - 1.0, 1.0, 1.0);\n vec3 ray = view.xyz / view.w;\n return ray * (viewZ / -ray.z);\n}\n\n// 5-tap smallest-discontinuity normal (three r185 computeNormalFromDepth,\n// operating on linear viewZ directly).\nvec3 computeNormalFromDepth(ivec2 p, vec2 texel) {\n vec2 size = vec2(textureSize(u_linearDepthHalf, 0));\n float c0 = fetchViewZ(p);\n float l2 = fetchViewZ(p - ivec2(2, 0));\n float l1 = fetchViewZ(p - ivec2(1, 0));\n float r1 = fetchViewZ(p + ivec2(1, 0));\n float r2 = fetchViewZ(p + ivec2(2, 0));\n float b2 = fetchViewZ(p - ivec2(0, 2));\n float b1 = fetchViewZ(p - ivec2(0, 1));\n float t1 = fetchViewZ(p + ivec2(0, 1));\n float t2 = fetchViewZ(p + ivec2(0, 2));\n float dl = abs((2.0 * l1 - l2) - c0);\n float dr = abs((2.0 * r1 - r2) - c0);\n float db = abs((2.0 * b1 - b2) - c0);\n float dt = abs((2.0 * t1 - t2) - c0);\n vec2 uv = vec2(p) * texel;\n vec3 ce = getViewPosition(uv, c0);\n vec3 dpdx = (dl < dr) ? ce - getViewPosition(uv - vec2(texel.x, 0.0), l1)\n : -ce + getViewPosition(uv + vec2(texel.x, 0.0), r1);\n vec3 dpdy = (db < dt) ? ce - getViewPosition(uv - vec2(0.0, texel.y), b1)\n : -ce + getViewPosition(uv + vec2(0.0, texel.y), t1);\n return normalize(cross(dpdx, dpdy));\n}\n\nvoid main() {\n ivec2 p = ivec2(gl_FragCoord.xy);\n vec2 size = vec2(textureSize(u_linearDepthHalf, 0));\n vec2 texel = 1.0 / size;\n float viewZ = fetchViewZ(p);\n if (viewZ >= u_far * 0.999) { o_color = vec4(1.0); return; }\n\n vec2 uv = gl_FragCoord.xy * texel;\n vec3 viewPos = getViewPosition(uv, viewZ);\n vec3 viewNormal = computeNormalFromDepth(p, texel);\n // #1185's orthographic +Z view direction made GTAO a no-op (contact\n // darkening 0, GPU run 38151583035); reverted until the slice math is\n // proven for orthographic cameras.\n vec3 viewDir = normalize(-viewPos);\n\n // radius metres \u2192 pixels at this depth, clamped to the march budget.\n float projScale = u_projMatrix[1][1] * size.y * 0.5;\n // Orthographic projection has no 1/z: P[1][1] maps view units to ndc directly.\n float radiusPx = clamp(u_radius * projScale / (u_ortho ? 1.0 : viewZ), 4.0, 96.0);\n\n float jitter = ign4(gl_FragCoord.xy) + float(u_frameIndex) * GOLDEN_ANGLE;\n float ao = 0.0;\n const int DIRECTIONS = AURA_GTAO_DIRECTIONS;\n const int STEPS = AURA_GTAO_STEPS;\n\n for (int i = 0; i < DIRECTIONS; ++i) {\n float angle = (float(i) + jitter) / float(DIRECTIONS) * PI;\n vec2 dir = vec2(cos(angle), sin(angle));\n\n // Per-slice tangent frame (r185): screen-space dir \u2192 view-space slice,\n // unprojecting the 2D direction by the projection focal scales.\n vec3 sliceDirView = normalize(vec3(dir.x / u_projMatrix[0][0],\n dir.y / u_projMatrix[1][1], 0.0));\n vec3 sliceBitangent = normalize(cross(sliceDirView, viewDir));\n vec3 sliceTangent = cross(sliceBitangent, viewDir);\n vec3 normalInSlice = normalize(viewNormal - sliceBitangent * dot(viewNormal, sliceBitangent));\n vec3 tangentToNormalInSlice = cross(normalInSlice, sliceBitangent);\n vec2 cosHorizons = vec2(dot(viewDir, tangentToNormalInSlice),\n dot(viewDir, -tangentToNormalInSlice));\n\n for (int j = 0; j < STEPS; ++j) {\n float t = pow(float(j + 1) / float(STEPS), u_distanceExponent);\n vec2 sampleOffset = dir * radiusPx * t * texel;\n\n vec2 sampleUvPos = uv + sampleOffset;\n float sampleZ = textureLod(u_linearDepthHalf, sampleUvPos, 0.0).r;\n vec3 viewDelta = getViewPosition(sampleUvPos, sampleZ) - viewPos;\n float d = length(viewDelta);\n if (d < u_radius && abs(viewDelta.z) < u_thickness) {\n float sampleCosHorizon = dot(viewDir, normalize(viewDelta));\n cosHorizons.x = max(cosHorizons.x,\n sampleCosHorizon * clamp((u_radius - d) / (u_falloff * u_radius), 0.0, 1.0));\n }\n\n vec2 sampleUvNeg = uv - sampleOffset;\n float sampleZ2 = textureLod(u_linearDepthHalf, sampleUvNeg, 0.0).r;\n vec3 viewDelta2 = getViewPosition(sampleUvNeg, sampleZ2) - viewPos;\n float d2 = length(viewDelta2);\n if (d2 < u_radius && abs(viewDelta2.z) < u_thickness) {\n float sampleCosHorizon2 = dot(viewDir, normalize(viewDelta2));\n cosHorizons.y = max(cosHorizons.y,\n sampleCosHorizon2 * clamp((u_radius - d2) / (u_falloff * u_radius), 0.0, 1.0));\n }\n }\n\n vec2 sinHorizons = sqrt(1.0 - cosHorizons * cosHorizons);\n float nx = dot(normalInSlice, sliceTangent);\n float ny = dot(normalInSlice, viewDir);\n float nxb = 0.5 * (acos(cosHorizons.y) - acos(cosHorizons.x)\n + sinHorizons.x * cosHorizons.x - sinHorizons.y * cosHorizons.y);\n float nyb = 0.5 * (2.0 - cosHorizons.x * cosHorizons.x - cosHorizons.y * cosHorizons.y);\n ao += nx * nxb + ny * nyb;\n }\n\n ao = clamp(ao / float(DIRECTIONS), 0.0, 1.0);\n // visibility \u2192 occlusion strength (u_intensity 1 = full AO).\n ao = mix(1.0, ao, clamp(u_intensity, 0.0, 1.0));\n o_color = vec4(ao, 0.0, 0.0, 1.0);\n}\n";
29
+ //# sourceMappingURL=gtao.glsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"gtao.glsl.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/post/shaders/gtao.glsl.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;GA0BG;AAMH,eAAO,MAAM,SAAS,mtNA8JrB,CAAC"}
@@ -0,0 +1,190 @@
1
+ /**
2
+ * PRD-03 §8.4 / §6.3 — S2 GTAO for the v2 post chain (WebGL2, half-res R8).
3
+ *
4
+ * AO kernel ported from three r185 `examples/jsm/shaders/GTAOShader.js`
5
+ * (MIT): per-slice tangent-frame construction, horizon cosine search and the
6
+ * `nx·nxb + ny·nyb` cosine-weighted arc integral are verbatim. The differences
7
+ * the PRD pins:
8
+ * - slice directions `AURA_GTAO_DIRECTIONS` ∈ {2, 4} and horizon samples
9
+ * `AURA_GTAO_STEPS` ∈ {4, 6} are compile-time tier constants (C-27);
10
+ * - slice rotation comes from a 4×4 interleaved-gradient noise plus the
11
+ * TAA frame index (`u_frameIndex`), not a noise texture;
12
+ * - the march is screen-space: `radiusPx = radius · projScale / viewZ`
13
+ * clamped to 4..96 px, `steps` taps along each direction, sampling the
14
+ * S1 half-res (min) linear depth;
15
+ * - distance falloff `saturate((radius − d) / (falloff · radius))`
16
+ * attenuates the horizon cosine;
17
+ * - normals are reconstructed from linear depth with the 5-tap
18
+ * smallest-discontinuity method (Turánszki) — r185
19
+ * `computeNormalFromDepth` verbatim; no normal MRT.
20
+ *
21
+ * Output: R8 visibility (1 = unoccluded). Sky / far plane writes 1.
22
+ *
23
+ * Uniforms: `u_linearDepthHalf` (S1 RG32F half-res, `.r` = min),
24
+ * `u_projMatrix` (view→clip), `u_invProjMatrix` (clip→view), `u_near`,
25
+ * `u_far`, `u_radius` (metres), `u_intensity`, `u_falloff`,
26
+ * `u_distanceExponent`, `u_thickness`, `u_frameIndex`.
27
+ */
28
+ const HEADER = `#version 300 es
29
+ precision highp float;
30
+ `;
31
+ export const GTAO_GLSL = /* glsl */ `${HEADER}
32
+ uniform highp sampler2D u_linearDepthHalf; // S1 RG32F, .r = min viewZ
33
+ uniform mat4 u_projMatrix;
34
+ uniform mat4 u_invProjMatrix;
35
+ uniform float u_near;
36
+ uniform float u_far;
37
+ uniform bool u_ortho;
38
+ uniform float u_radius;
39
+ uniform float u_intensity;
40
+ uniform float u_falloff;
41
+ uniform float u_distanceExponent;
42
+ uniform float u_thickness;
43
+ uniform int u_frameIndex;
44
+ out vec4 o_color;
45
+
46
+ #ifndef AURA_GTAO_DIRECTIONS
47
+ #define AURA_GTAO_DIRECTIONS 4
48
+ #endif
49
+ #ifndef AURA_GTAO_STEPS
50
+ #define AURA_GTAO_STEPS 4
51
+ #endif
52
+
53
+ const float PI = 3.141592653589793;
54
+ const float GOLDEN_ANGLE = 2.39996322972865332;
55
+
56
+ // 4×4 interleaved-gradient noise (same generator as IGN, tiled).
57
+ float ign4(vec2 fragCoord) {
58
+ vec2 p = mod(fragCoord, 4.0);
59
+ return fract(52.9829189 * fract(dot(p, vec2(0.06711056, 0.00583715))));
60
+ }
61
+
62
+ float fetchViewZ(ivec2 p) {
63
+ return texelFetch(u_linearDepthHalf, clamp(p, ivec2(0), textureSize(u_linearDepthHalf, 0) - 1), 0).r;
64
+ }
65
+
66
+ vec3 getViewPosition(vec2 uv, float viewZ) {
67
+ // viewZ is optical-axis depth, positive in front of the camera.
68
+ if (u_ortho) {
69
+ // Orthographic: rays are parallel, so x/y do not scale with depth.
70
+ // Unproject the pixel at any depth and set z directly. (The perspective
71
+ // ray-scale below turned every floor pixel's position into a point on a
72
+ // ray through the origin, so flat floors read as occluded: open floor
73
+ // 34% darker on GPU run 38141069039.)
74
+ vec4 view = u_invProjMatrix * vec4(uv * 2.0 - 1.0, 0.0, 1.0);
75
+ return vec3(view.xy / view.w, -viewZ);
76
+ }
77
+ // Perspective: shoot the ndc.xy ray to the far plane, normalize to unit
78
+ // view-depth, scale by viewZ.
79
+ vec4 view = u_invProjMatrix * vec4(uv * 2.0 - 1.0, 1.0, 1.0);
80
+ vec3 ray = view.xyz / view.w;
81
+ return ray * (viewZ / -ray.z);
82
+ }
83
+
84
+ // 5-tap smallest-discontinuity normal (three r185 computeNormalFromDepth,
85
+ // operating on linear viewZ directly).
86
+ vec3 computeNormalFromDepth(ivec2 p, vec2 texel) {
87
+ vec2 size = vec2(textureSize(u_linearDepthHalf, 0));
88
+ float c0 = fetchViewZ(p);
89
+ float l2 = fetchViewZ(p - ivec2(2, 0));
90
+ float l1 = fetchViewZ(p - ivec2(1, 0));
91
+ float r1 = fetchViewZ(p + ivec2(1, 0));
92
+ float r2 = fetchViewZ(p + ivec2(2, 0));
93
+ float b2 = fetchViewZ(p - ivec2(0, 2));
94
+ float b1 = fetchViewZ(p - ivec2(0, 1));
95
+ float t1 = fetchViewZ(p + ivec2(0, 1));
96
+ float t2 = fetchViewZ(p + ivec2(0, 2));
97
+ float dl = abs((2.0 * l1 - l2) - c0);
98
+ float dr = abs((2.0 * r1 - r2) - c0);
99
+ float db = abs((2.0 * b1 - b2) - c0);
100
+ float dt = abs((2.0 * t1 - t2) - c0);
101
+ vec2 uv = vec2(p) * texel;
102
+ vec3 ce = getViewPosition(uv, c0);
103
+ vec3 dpdx = (dl < dr) ? ce - getViewPosition(uv - vec2(texel.x, 0.0), l1)
104
+ : -ce + getViewPosition(uv + vec2(texel.x, 0.0), r1);
105
+ vec3 dpdy = (db < dt) ? ce - getViewPosition(uv - vec2(0.0, texel.y), b1)
106
+ : -ce + getViewPosition(uv + vec2(0.0, texel.y), t1);
107
+ return normalize(cross(dpdx, dpdy));
108
+ }
109
+
110
+ void main() {
111
+ ivec2 p = ivec2(gl_FragCoord.xy);
112
+ vec2 size = vec2(textureSize(u_linearDepthHalf, 0));
113
+ vec2 texel = 1.0 / size;
114
+ float viewZ = fetchViewZ(p);
115
+ if (viewZ >= u_far * 0.999) { o_color = vec4(1.0); return; }
116
+
117
+ vec2 uv = gl_FragCoord.xy * texel;
118
+ vec3 viewPos = getViewPosition(uv, viewZ);
119
+ vec3 viewNormal = computeNormalFromDepth(p, texel);
120
+ // #1185's orthographic +Z view direction made GTAO a no-op (contact
121
+ // darkening 0, GPU run 38151583035); reverted until the slice math is
122
+ // proven for orthographic cameras.
123
+ vec3 viewDir = normalize(-viewPos);
124
+
125
+ // radius metres → pixels at this depth, clamped to the march budget.
126
+ float projScale = u_projMatrix[1][1] * size.y * 0.5;
127
+ // Orthographic projection has no 1/z: P[1][1] maps view units to ndc directly.
128
+ float radiusPx = clamp(u_radius * projScale / (u_ortho ? 1.0 : viewZ), 4.0, 96.0);
129
+
130
+ float jitter = ign4(gl_FragCoord.xy) + float(u_frameIndex) * GOLDEN_ANGLE;
131
+ float ao = 0.0;
132
+ const int DIRECTIONS = AURA_GTAO_DIRECTIONS;
133
+ const int STEPS = AURA_GTAO_STEPS;
134
+
135
+ for (int i = 0; i < DIRECTIONS; ++i) {
136
+ float angle = (float(i) + jitter) / float(DIRECTIONS) * PI;
137
+ vec2 dir = vec2(cos(angle), sin(angle));
138
+
139
+ // Per-slice tangent frame (r185): screen-space dir → view-space slice,
140
+ // unprojecting the 2D direction by the projection focal scales.
141
+ vec3 sliceDirView = normalize(vec3(dir.x / u_projMatrix[0][0],
142
+ dir.y / u_projMatrix[1][1], 0.0));
143
+ vec3 sliceBitangent = normalize(cross(sliceDirView, viewDir));
144
+ vec3 sliceTangent = cross(sliceBitangent, viewDir);
145
+ vec3 normalInSlice = normalize(viewNormal - sliceBitangent * dot(viewNormal, sliceBitangent));
146
+ vec3 tangentToNormalInSlice = cross(normalInSlice, sliceBitangent);
147
+ vec2 cosHorizons = vec2(dot(viewDir, tangentToNormalInSlice),
148
+ dot(viewDir, -tangentToNormalInSlice));
149
+
150
+ for (int j = 0; j < STEPS; ++j) {
151
+ float t = pow(float(j + 1) / float(STEPS), u_distanceExponent);
152
+ vec2 sampleOffset = dir * radiusPx * t * texel;
153
+
154
+ vec2 sampleUvPos = uv + sampleOffset;
155
+ float sampleZ = textureLod(u_linearDepthHalf, sampleUvPos, 0.0).r;
156
+ vec3 viewDelta = getViewPosition(sampleUvPos, sampleZ) - viewPos;
157
+ float d = length(viewDelta);
158
+ if (d < u_radius && abs(viewDelta.z) < u_thickness) {
159
+ float sampleCosHorizon = dot(viewDir, normalize(viewDelta));
160
+ cosHorizons.x = max(cosHorizons.x,
161
+ sampleCosHorizon * clamp((u_radius - d) / (u_falloff * u_radius), 0.0, 1.0));
162
+ }
163
+
164
+ vec2 sampleUvNeg = uv - sampleOffset;
165
+ float sampleZ2 = textureLod(u_linearDepthHalf, sampleUvNeg, 0.0).r;
166
+ vec3 viewDelta2 = getViewPosition(sampleUvNeg, sampleZ2) - viewPos;
167
+ float d2 = length(viewDelta2);
168
+ if (d2 < u_radius && abs(viewDelta2.z) < u_thickness) {
169
+ float sampleCosHorizon2 = dot(viewDir, normalize(viewDelta2));
170
+ cosHorizons.y = max(cosHorizons.y,
171
+ sampleCosHorizon2 * clamp((u_radius - d2) / (u_falloff * u_radius), 0.0, 1.0));
172
+ }
173
+ }
174
+
175
+ vec2 sinHorizons = sqrt(1.0 - cosHorizons * cosHorizons);
176
+ float nx = dot(normalInSlice, sliceTangent);
177
+ float ny = dot(normalInSlice, viewDir);
178
+ float nxb = 0.5 * (acos(cosHorizons.y) - acos(cosHorizons.x)
179
+ + sinHorizons.x * cosHorizons.x - sinHorizons.y * cosHorizons.y);
180
+ float nyb = 0.5 * (2.0 - cosHorizons.x * cosHorizons.x - cosHorizons.y * cosHorizons.y);
181
+ ao += nx * nxb + ny * nyb;
182
+ }
183
+
184
+ ao = clamp(ao / float(DIRECTIONS), 0.0, 1.0);
185
+ // visibility → occlusion strength (u_intensity 1 = full AO).
186
+ ao = mix(1.0, ao, clamp(u_intensity, 0.0, 1.0));
187
+ o_color = vec4(ao, 0.0, 0.0, 1.0);
188
+ }
189
+ `;
190
+ //# sourceMappingURL=gtao.glsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"gtao.glsl.js","sourceRoot":"","sources":["../../../../../../packages/rendering/src/post/shaders/gtao.glsl.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;GA0BG;AAEH,MAAM,MAAM,GAAG;;CAEd,CAAC;AAEF,MAAM,CAAC,MAAM,SAAS,GAAG,UAAU,CAAC,GAAG,MAAM;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8J5C,CAAC"}
@@ -0,0 +1,13 @@
1
+ /**
2
+ * PRD-03 §8.4 / §6.3 Phase 7 — S2 GTAO WGSL twin (half-res R8).
3
+ *
4
+ * Verbatim math of the GLSL twin (three r185 GTAOShader port): per-slice
5
+ * tangent frame, horizon cosine search, cosine-weighted arc integral,
6
+ * 4×4 IGN slice rotation + frame index, screen-space march
7
+ * `radiusPx = radius · projScale / viewZ` clamped 4..96, distance falloff,
8
+ * 5-tap smallest-discontinuity normal. The `#define`d tier constants become
9
+ * pipeline-overridable `override`s (defaults: DIRECTIONS 4, STEPS 4).
10
+ * Output: R8 visibility (1 = unoccluded).
11
+ */
12
+ export declare const GTAO_WGSL = "// AURA_GTAO_DIRECTIONS \u2208 {2, 4} / AURA_GTAO_STEPS \u2208 {4, 6} \u2014 pipeline-overridable.\noverride AURA_GTAO_DIRECTIONS: i32 = 4;\noverride AURA_GTAO_STEPS: i32 = 4;\n\nstruct GtaoParams {\n proj_matrix: mat4x4<f32>,\n inv_proj_matrix: mat4x4<f32>,\n near: f32,\n far: f32,\n radius: f32,\n intensity: f32,\n falloff: f32,\n distance_exponent: f32,\n thickness: f32,\n frame_index: i32,\n // 1 = orthographic (parallel rays, no 1/z screen scale); was padding.\n ortho: i32,\n _pad: vec2<f32>,\n};\n\n@group(0) @binding(0) var<uniform> u_params: GtaoParams;\n@group(0) @binding(1) var u_linear_depth_half_tex: texture_2d<f32>; // S1 RG32F, .r = min viewZ\n@group(0) @binding(2) var u_linear_depth_half_smp: sampler;\n\nconst PI: f32 = 3.141592653589793;\nconst GOLDEN_ANGLE: f32 = 2.39996322972865332;\n\n// 4\u00D74 interleaved-gradient noise (same generator as IGN, tiled).\nfn ign4(frag_coord: vec2<f32>) -> f32 {\n let p = frag_coord - 4.0 * floor(frag_coord / 4.0);\n return fract(52.9829189 * fract(dot(p, vec2<f32>(0.06711056, 0.00583715))));\n}\n\nfn fetch_view_z(p: vec2<i32>) -> f32 {\n return textureLoad(u_linear_depth_half_tex,\n clamp(p, vec2<i32>(0), vec2<i32>(textureDimensions(u_linear_depth_half_tex)) - vec2<i32>(1)), 0).r;\n}\n\nfn get_view_position(uv: vec2<f32>, view_z: f32) -> vec3<f32> {\n if (u_params.ortho != 0) {\n // Orthographic: parallel rays; unproject at any depth, set z directly.\n let o = u_params.inv_proj_matrix * vec4<f32>(uv * 2.0 - vec2<f32>(1.0), 0.0, 1.0);\n return vec3<f32>(o.xy / o.w, -view_z);\n }\n // Perspective: shoot the ndc.xy ray to the far plane, normalize to unit\n // view-depth, scale by viewZ.\n let view = u_params.inv_proj_matrix * vec4<f32>(uv * 2.0 - vec2<f32>(1.0), 1.0, 1.0);\n let ray = view.xyz / view.w;\n return ray * (view_z / -ray.z);\n}\n\n// 5-tap smallest-discontinuity normal (three r185 computeNormalFromDepth,\n// operating on linear viewZ directly).\nfn compute_normal_from_depth(p: vec2<i32>, texel: vec2<f32>) -> vec3<f32> {\n let c0 = fetch_view_z(p);\n let l2 = fetch_view_z(p - vec2<i32>(2, 0));\n let l1 = fetch_view_z(p - vec2<i32>(1, 0));\n let r1 = fetch_view_z(p + vec2<i32>(1, 0));\n let r2 = fetch_view_z(p + vec2<i32>(2, 0));\n let b2 = fetch_view_z(p - vec2<i32>(0, 2));\n let b1 = fetch_view_z(p - vec2<i32>(0, 1));\n let t1 = fetch_view_z(p + vec2<i32>(0, 1));\n let t2 = fetch_view_z(p + vec2<i32>(0, 2));\n let dl = abs((2.0 * l1 - l2) - c0);\n let dr = abs((2.0 * r1 - r2) - c0);\n let db = abs((2.0 * b1 - b2) - c0);\n let dt = abs((2.0 * t1 - t2) - c0);\n let uv = vec2<f32>(p) * texel;\n let ce = get_view_position(uv, c0);\n let dpdx = select(-ce + get_view_position(uv + vec2<f32>(texel.x, 0.0), r1),\n ce - get_view_position(uv - vec2<f32>(texel.x, 0.0), l1), dl < dr);\n let dpdy = select(-ce + get_view_position(uv + vec2<f32>(0.0, texel.y), t1),\n ce - get_view_position(uv - vec2<f32>(0.0, texel.y), b1), db < dt);\n return normalize(cross(dpdx, dpdy));\n}\n\n@fragment\nfn fs_gtao(@builtin(position) frag_coord: vec4<f32>) -> @location(0) vec4<f32> {\n let p = vec2<i32>(frag_coord.xy);\n let size = vec2<f32>(textureDimensions(u_linear_depth_half_tex));\n let texel = vec2<f32>(1.0) / size;\n let view_z = fetch_view_z(p);\n if (view_z >= u_params.far * 0.999) { return vec4<f32>(1.0); }\n\n let uv = frag_coord.xy * texel;\n let view_pos = get_view_position(uv, view_z);\n let view_normal = compute_normal_from_depth(p, texel);\n let view_dir = normalize(-view_pos);\n\n // radius metres \u2192 pixels at this depth, clamped to the march budget.\n let proj_scale = u_params.proj_matrix[1][1] * size.y * 0.5;\n let radius_px = clamp(u_params.radius * proj_scale / select(view_z, 1.0, u_params.ortho != 0), 4.0, 96.0);\n\n let jitter = ign4(frag_coord.xy) + f32(u_params.frame_index) * GOLDEN_ANGLE;\n var ao = 0.0;\n\n for (var i = 0; i < AURA_GTAO_DIRECTIONS; i = i + 1) {\n let angle = (f32(i) + jitter) / f32(AURA_GTAO_DIRECTIONS) * PI;\n let dir = vec2<f32>(cos(angle), sin(angle));\n\n // Per-slice tangent frame (r185): screen-space dir \u2192 view-space slice,\n // unprojecting the 2D direction by the projection focal scales.\n let slice_dir_view = normalize(vec3<f32>(dir.x / u_params.proj_matrix[0][0],\n dir.y / u_params.proj_matrix[1][1], 0.0));\n let slice_bitangent = normalize(cross(slice_dir_view, view_dir));\n let slice_tangent = cross(slice_bitangent, view_dir);\n let normal_in_slice = normalize(view_normal - slice_bitangent * dot(view_normal, slice_bitangent));\n let tangent_to_normal_in_slice = cross(normal_in_slice, slice_bitangent);\n var cos_horizons = vec2<f32>(dot(view_dir, tangent_to_normal_in_slice),\n dot(view_dir, -tangent_to_normal_in_slice));\n\n for (var j = 0; j < AURA_GTAO_STEPS; j = j + 1) {\n let t = pow(f32(j + 1) / f32(AURA_GTAO_STEPS), u_params.distance_exponent);\n let sample_offset = dir * radius_px * t * texel;\n\n let sample_uv_pos = uv + sample_offset;\n let sample_z = textureSampleLevel(u_linear_depth_half_tex, u_linear_depth_half_smp, sample_uv_pos, 0.0).r;\n let view_delta = get_view_position(sample_uv_pos, sample_z) - view_pos;\n let d = length(view_delta);\n if (d < u_params.radius && abs(view_delta.z) < u_params.thickness) {\n let sample_cos_horizon = dot(view_dir, normalize(view_delta));\n cos_horizons.x = max(cos_horizons.x,\n sample_cos_horizon * clamp((u_params.radius - d) / (u_params.falloff * u_params.radius), 0.0, 1.0));\n }\n\n let sample_uv_neg = uv - sample_offset;\n let sample_z2 = textureSampleLevel(u_linear_depth_half_tex, u_linear_depth_half_smp, sample_uv_neg, 0.0).r;\n let view_delta2 = get_view_position(sample_uv_neg, sample_z2) - view_pos;\n let d2 = length(view_delta2);\n if (d2 < u_params.radius && abs(view_delta2.z) < u_params.thickness) {\n let sample_cos_horizon2 = dot(view_dir, normalize(view_delta2));\n cos_horizons.y = max(cos_horizons.y,\n sample_cos_horizon2 * clamp((u_params.radius - d2) / (u_params.falloff * u_params.radius), 0.0, 1.0));\n }\n }\n\n let sin_horizons = sqrt(vec2<f32>(1.0) - cos_horizons * cos_horizons);\n let nx = dot(normal_in_slice, slice_tangent);\n let ny = dot(normal_in_slice, view_dir);\n let nxb = 0.5 * (acos(cos_horizons.y) - acos(cos_horizons.x)\n + sin_horizons.x * cos_horizons.x - sin_horizons.y * cos_horizons.y);\n let nyb = 0.5 * (2.0 - cos_horizons.x * cos_horizons.x - cos_horizons.y * cos_horizons.y);\n ao = ao + nx * nxb + ny * nyb;\n }\n\n ao = clamp(ao / f32(AURA_GTAO_DIRECTIONS), 0.0, 1.0);\n // visibility \u2192 occlusion strength (u_intensity 1 = full AO).\n ao = mix(1.0, ao, clamp(u_params.intensity, 0.0, 1.0));\n return vec4<f32>(ao, 0.0, 0.0, 1.0);\n}\n";
13
+ //# sourceMappingURL=gtao.wgsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"gtao.wgsl.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/post/shaders/gtao.wgsl.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;GAUG;AAEH,eAAO,MAAM,SAAS,02NAsJrB,CAAC"}
@@ -0,0 +1,163 @@
1
+ /**
2
+ * PRD-03 §8.4 / §6.3 Phase 7 — S2 GTAO WGSL twin (half-res R8).
3
+ *
4
+ * Verbatim math of the GLSL twin (three r185 GTAOShader port): per-slice
5
+ * tangent frame, horizon cosine search, cosine-weighted arc integral,
6
+ * 4×4 IGN slice rotation + frame index, screen-space march
7
+ * `radiusPx = radius · projScale / viewZ` clamped 4..96, distance falloff,
8
+ * 5-tap smallest-discontinuity normal. The `#define`d tier constants become
9
+ * pipeline-overridable `override`s (defaults: DIRECTIONS 4, STEPS 4).
10
+ * Output: R8 visibility (1 = unoccluded).
11
+ */
12
+ export const GTAO_WGSL = /* wgsl */ `// AURA_GTAO_DIRECTIONS ∈ {2, 4} / AURA_GTAO_STEPS ∈ {4, 6} — pipeline-overridable.
13
+ override AURA_GTAO_DIRECTIONS: i32 = 4;
14
+ override AURA_GTAO_STEPS: i32 = 4;
15
+
16
+ struct GtaoParams {
17
+ proj_matrix: mat4x4<f32>,
18
+ inv_proj_matrix: mat4x4<f32>,
19
+ near: f32,
20
+ far: f32,
21
+ radius: f32,
22
+ intensity: f32,
23
+ falloff: f32,
24
+ distance_exponent: f32,
25
+ thickness: f32,
26
+ frame_index: i32,
27
+ // 1 = orthographic (parallel rays, no 1/z screen scale); was padding.
28
+ ortho: i32,
29
+ _pad: vec2<f32>,
30
+ };
31
+
32
+ @group(0) @binding(0) var<uniform> u_params: GtaoParams;
33
+ @group(0) @binding(1) var u_linear_depth_half_tex: texture_2d<f32>; // S1 RG32F, .r = min viewZ
34
+ @group(0) @binding(2) var u_linear_depth_half_smp: sampler;
35
+
36
+ const PI: f32 = 3.141592653589793;
37
+ const GOLDEN_ANGLE: f32 = 2.39996322972865332;
38
+
39
+ // 4×4 interleaved-gradient noise (same generator as IGN, tiled).
40
+ fn ign4(frag_coord: vec2<f32>) -> f32 {
41
+ let p = frag_coord - 4.0 * floor(frag_coord / 4.0);
42
+ return fract(52.9829189 * fract(dot(p, vec2<f32>(0.06711056, 0.00583715))));
43
+ }
44
+
45
+ fn fetch_view_z(p: vec2<i32>) -> f32 {
46
+ return textureLoad(u_linear_depth_half_tex,
47
+ clamp(p, vec2<i32>(0), vec2<i32>(textureDimensions(u_linear_depth_half_tex)) - vec2<i32>(1)), 0).r;
48
+ }
49
+
50
+ fn get_view_position(uv: vec2<f32>, view_z: f32) -> vec3<f32> {
51
+ if (u_params.ortho != 0) {
52
+ // Orthographic: parallel rays; unproject at any depth, set z directly.
53
+ let o = u_params.inv_proj_matrix * vec4<f32>(uv * 2.0 - vec2<f32>(1.0), 0.0, 1.0);
54
+ return vec3<f32>(o.xy / o.w, -view_z);
55
+ }
56
+ // Perspective: shoot the ndc.xy ray to the far plane, normalize to unit
57
+ // view-depth, scale by viewZ.
58
+ let view = u_params.inv_proj_matrix * vec4<f32>(uv * 2.0 - vec2<f32>(1.0), 1.0, 1.0);
59
+ let ray = view.xyz / view.w;
60
+ return ray * (view_z / -ray.z);
61
+ }
62
+
63
+ // 5-tap smallest-discontinuity normal (three r185 computeNormalFromDepth,
64
+ // operating on linear viewZ directly).
65
+ fn compute_normal_from_depth(p: vec2<i32>, texel: vec2<f32>) -> vec3<f32> {
66
+ let c0 = fetch_view_z(p);
67
+ let l2 = fetch_view_z(p - vec2<i32>(2, 0));
68
+ let l1 = fetch_view_z(p - vec2<i32>(1, 0));
69
+ let r1 = fetch_view_z(p + vec2<i32>(1, 0));
70
+ let r2 = fetch_view_z(p + vec2<i32>(2, 0));
71
+ let b2 = fetch_view_z(p - vec2<i32>(0, 2));
72
+ let b1 = fetch_view_z(p - vec2<i32>(0, 1));
73
+ let t1 = fetch_view_z(p + vec2<i32>(0, 1));
74
+ let t2 = fetch_view_z(p + vec2<i32>(0, 2));
75
+ let dl = abs((2.0 * l1 - l2) - c0);
76
+ let dr = abs((2.0 * r1 - r2) - c0);
77
+ let db = abs((2.0 * b1 - b2) - c0);
78
+ let dt = abs((2.0 * t1 - t2) - c0);
79
+ let uv = vec2<f32>(p) * texel;
80
+ let ce = get_view_position(uv, c0);
81
+ let dpdx = select(-ce + get_view_position(uv + vec2<f32>(texel.x, 0.0), r1),
82
+ ce - get_view_position(uv - vec2<f32>(texel.x, 0.0), l1), dl < dr);
83
+ let dpdy = select(-ce + get_view_position(uv + vec2<f32>(0.0, texel.y), t1),
84
+ ce - get_view_position(uv - vec2<f32>(0.0, texel.y), b1), db < dt);
85
+ return normalize(cross(dpdx, dpdy));
86
+ }
87
+
88
+ @fragment
89
+ fn fs_gtao(@builtin(position) frag_coord: vec4<f32>) -> @location(0) vec4<f32> {
90
+ let p = vec2<i32>(frag_coord.xy);
91
+ let size = vec2<f32>(textureDimensions(u_linear_depth_half_tex));
92
+ let texel = vec2<f32>(1.0) / size;
93
+ let view_z = fetch_view_z(p);
94
+ if (view_z >= u_params.far * 0.999) { return vec4<f32>(1.0); }
95
+
96
+ let uv = frag_coord.xy * texel;
97
+ let view_pos = get_view_position(uv, view_z);
98
+ let view_normal = compute_normal_from_depth(p, texel);
99
+ let view_dir = normalize(-view_pos);
100
+
101
+ // radius metres → pixels at this depth, clamped to the march budget.
102
+ let proj_scale = u_params.proj_matrix[1][1] * size.y * 0.5;
103
+ let radius_px = clamp(u_params.radius * proj_scale / select(view_z, 1.0, u_params.ortho != 0), 4.0, 96.0);
104
+
105
+ let jitter = ign4(frag_coord.xy) + f32(u_params.frame_index) * GOLDEN_ANGLE;
106
+ var ao = 0.0;
107
+
108
+ for (var i = 0; i < AURA_GTAO_DIRECTIONS; i = i + 1) {
109
+ let angle = (f32(i) + jitter) / f32(AURA_GTAO_DIRECTIONS) * PI;
110
+ let dir = vec2<f32>(cos(angle), sin(angle));
111
+
112
+ // Per-slice tangent frame (r185): screen-space dir → view-space slice,
113
+ // unprojecting the 2D direction by the projection focal scales.
114
+ let slice_dir_view = normalize(vec3<f32>(dir.x / u_params.proj_matrix[0][0],
115
+ dir.y / u_params.proj_matrix[1][1], 0.0));
116
+ let slice_bitangent = normalize(cross(slice_dir_view, view_dir));
117
+ let slice_tangent = cross(slice_bitangent, view_dir);
118
+ let normal_in_slice = normalize(view_normal - slice_bitangent * dot(view_normal, slice_bitangent));
119
+ let tangent_to_normal_in_slice = cross(normal_in_slice, slice_bitangent);
120
+ var cos_horizons = vec2<f32>(dot(view_dir, tangent_to_normal_in_slice),
121
+ dot(view_dir, -tangent_to_normal_in_slice));
122
+
123
+ for (var j = 0; j < AURA_GTAO_STEPS; j = j + 1) {
124
+ let t = pow(f32(j + 1) / f32(AURA_GTAO_STEPS), u_params.distance_exponent);
125
+ let sample_offset = dir * radius_px * t * texel;
126
+
127
+ let sample_uv_pos = uv + sample_offset;
128
+ let sample_z = textureSampleLevel(u_linear_depth_half_tex, u_linear_depth_half_smp, sample_uv_pos, 0.0).r;
129
+ let view_delta = get_view_position(sample_uv_pos, sample_z) - view_pos;
130
+ let d = length(view_delta);
131
+ if (d < u_params.radius && abs(view_delta.z) < u_params.thickness) {
132
+ let sample_cos_horizon = dot(view_dir, normalize(view_delta));
133
+ cos_horizons.x = max(cos_horizons.x,
134
+ sample_cos_horizon * clamp((u_params.radius - d) / (u_params.falloff * u_params.radius), 0.0, 1.0));
135
+ }
136
+
137
+ let sample_uv_neg = uv - sample_offset;
138
+ let sample_z2 = textureSampleLevel(u_linear_depth_half_tex, u_linear_depth_half_smp, sample_uv_neg, 0.0).r;
139
+ let view_delta2 = get_view_position(sample_uv_neg, sample_z2) - view_pos;
140
+ let d2 = length(view_delta2);
141
+ if (d2 < u_params.radius && abs(view_delta2.z) < u_params.thickness) {
142
+ let sample_cos_horizon2 = dot(view_dir, normalize(view_delta2));
143
+ cos_horizons.y = max(cos_horizons.y,
144
+ sample_cos_horizon2 * clamp((u_params.radius - d2) / (u_params.falloff * u_params.radius), 0.0, 1.0));
145
+ }
146
+ }
147
+
148
+ let sin_horizons = sqrt(vec2<f32>(1.0) - cos_horizons * cos_horizons);
149
+ let nx = dot(normal_in_slice, slice_tangent);
150
+ let ny = dot(normal_in_slice, view_dir);
151
+ let nxb = 0.5 * (acos(cos_horizons.y) - acos(cos_horizons.x)
152
+ + sin_horizons.x * cos_horizons.x - sin_horizons.y * cos_horizons.y);
153
+ let nyb = 0.5 * (2.0 - cos_horizons.x * cos_horizons.x - cos_horizons.y * cos_horizons.y);
154
+ ao = ao + nx * nxb + ny * nyb;
155
+ }
156
+
157
+ ao = clamp(ao / f32(AURA_GTAO_DIRECTIONS), 0.0, 1.0);
158
+ // visibility → occlusion strength (u_intensity 1 = full AO).
159
+ ao = mix(1.0, ao, clamp(u_params.intensity, 0.0, 1.0));
160
+ return vec4<f32>(ao, 0.0, 0.0, 1.0);
161
+ }
162
+ `;
163
+ //# sourceMappingURL=gtao.wgsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"gtao.wgsl.js","sourceRoot":"","sources":["../../../../../../packages/rendering/src/post/shaders/gtao.wgsl.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;GAUG;AAEH,MAAM,CAAC,MAAM,SAAS,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAsJnC,CAAC"}
@@ -0,0 +1,22 @@
1
+ /**
2
+ * PRD-03 §8.4 — S2 GTAO denoise + joint-bilateral upsample/apply (WebGL2).
3
+ *
4
+ * `GTAO_DENOISE_GLSL` runs twice (H then V, `u_dir`): a 5-tap bilateral over
5
+ * the half-res R8 AO, `w_i = gauss_i · exp(−|Δz| / (0.05·z))` on the paired
6
+ * linear-depth texture.
7
+ *
8
+ * `GTAO_APPLY_GLSL` is the fused joint-bilateral upsample + apply: it reads
9
+ * the denoised half-res AO (2×2 taps depth-weighted against the full-res
10
+ * linear depth) and multiplies the full-res HDR per §6.3:
11
+ * `hdr.rgb *= mix(1.0, aoMB, w)`
12
+ * `aoMB = max(ao, ((ao·a + b)·ao + c)·ao)` Jimenez 2016 multi-bounce,
13
+ * a = 2.0404ρ−0.3324, b = −4.7951ρ+0.6417, c = 2.7552ρ+0.6903, ρ = 0.5
14
+ * `w = (1 − sky) · clamp(hdr.a − 2, 0, 1)` on pixels tagged by the
15
+ * `prd03.indirectFraction` forward feature (`hdr.a = 2 + f_ind`), else
16
+ * `w = (1 − sky) · u_aoFallbackStrength · step(luma(hdr), 4.0)`
17
+ * (legacy draws; conservative strength, see v2Stages),
18
+ * with `sky = linZ ≥ far·0.999`. Alpha is restored to `min(a, 1)`.
19
+ */
20
+ export declare const GTAO_DENOISE_GLSL = "#version 300 es\nprecision highp float;\n\nuniform sampler2D u_ao; // half-res R8\nuniform highp sampler2D u_depthHalf; // half-res linear depth (.r)\nuniform vec2 u_dir; // (texel.x, 0) then (0, texel.y)\nout vec4 o_color;\n\n\n// 5-tap gaussian (sigma 1.0) \u00D7 exponential depth term exp(-|dz|/(0.05*z)).\nfloat aoWeight(float dz, float z, float g) {\n return g * exp(-abs(dz) / max(0.05 * z, 1e-4));\n}\nconst float GAUSS_5[5] = float[5](0.06136, 0.24477, 0.38774, 0.24477, 0.06136);\n\n\nvoid main() {\n ivec2 p = ivec2(gl_FragCoord.xy);\n vec2 texel = vec2(textureSize(u_ao, 0));\n float centerAo = texelFetch(u_ao, p, 0).r;\n float centerZ = texelFetch(u_depthHalf, p, 0).r;\n float total = GAUSS_5[2];\n float sum = centerAo * GAUSS_5[2];\n for (int i = -2; i <= 2; ++i) {\n if (i == 0) continue;\n ivec2 s = p + ivec2(u_dir * texel * float(i));\n s = clamp(s, ivec2(0), ivec2(texel) - 1);\n float z = texelFetch(u_depthHalf, s, 0).r;\n float w = aoWeight(z - centerZ, centerZ, GAUSS_5[i + 2]);\n sum += texelFetch(u_ao, s, 0).r * w;\n total += w;\n }\n o_color = vec4(sum / total, 0.0, 0.0, 1.0);\n}\n";
21
+ export declare const GTAO_APPLY_GLSL = "#version 300 es\nprecision highp float;\n\nuniform sampler2D u_hdr; // full-res HDR (linear)\nuniform sampler2D u_ao; // denoised half-res R8\nuniform highp sampler2D u_depthFull; // full-res linear depth\nuniform highp sampler2D u_depthHalf;\nuniform float u_far;\nuniform float u_aoFallbackStrength;\nuniform bool u_aoMultiBounce;\nout vec4 o_color;\n\n// 5-tap gaussian (sigma 1.0) \u00D7 exponential depth term exp(-|dz|/(0.05*z)).\nfloat aoWeight(float dz, float z, float g) {\n return g * exp(-abs(dz) / max(0.05 * z, 1e-4));\n}\nconst float GAUSS_5[5] = float[5](0.06136, 0.24477, 0.38774, 0.24477, 0.06136);\n\n// Jimenez 2016 multi-bounce polynomial, albedoProxy \u03C1 = 0.5.\nfloat aoMultiBounce(float ao) {\n float a = 2.0404 * 0.5 - 0.3324;\n float b = -4.7951 * 0.5 + 0.6417;\n float c = 2.7552 * 0.5 + 0.6903;\n return max(ao, ((ao * a + b) * ao + c) * ao);\n}\n\n// Joint-bilateral upsample: the four half-res taps around the bilinear\n// coordinate, weighted by depth similarity to the full-res texel.\nfloat upsampleAo(vec2 uvHalf, float fullZ, vec2 halfSize) {\n vec2 p = uvHalf * halfSize - 0.5;\n ivec2 p0 = ivec2(floor(p));\n vec2 f = p - vec2(p0);\n float sum = 0.0;\n float total = 0.0;\n for (int y = 0; y < 2; ++y) {\n for (int x = 0; x < 2; ++x) {\n ivec2 s = clamp(p0 + ivec2(x, y), ivec2(0), ivec2(halfSize) - 1);\n float z = texelFetch(u_depthHalf, s, 0).r;\n float w = aoWeight(z - fullZ, fullZ,\n (x == 0 ? 1.0 - f.x : f.x) * (y == 0 ? 1.0 - f.y : f.y));\n sum += texelFetch(u_ao, s, 0).r * w;\n total += w;\n }\n }\n return total > 0.0 ? sum / total : 1.0;\n}\n\nvoid main() {\n ivec2 p = ivec2(gl_FragCoord.xy);\n vec4 hdr = texelFetch(u_hdr, p, 0);\n float fullZ = texelFetch(u_depthFull, p, 0).r;\n vec2 halfSize = vec2(textureSize(u_ao, 0));\n vec2 uvHalf = gl_FragCoord.xy / vec2(textureSize(u_hdr, 0));\n float ao = upsampleAo(uvHalf, fullZ, halfSize);\n float aoMB = u_aoMultiBounce ? aoMultiBounce(ao) : ao;\n\n float sky = step(u_far * 0.999, fullZ);\n float w;\n if (hdr.a >= 1.5) {\n // Tagged generated-program pixel: alpha = 2 + f_ind (prd03.indirectFraction).\n w = clamp(hdr.a - 2.0, 0.0, 1.0);\n } else {\n // Legacy / custom-shader pixel: no f_ind, conservative fallback.\n float luma = dot(hdr.rgb, vec3(0.2126, 0.7152, 0.0722));\n w = u_aoFallbackStrength * step(luma, 4.0);\n }\n w *= 1.0 - sky;\n hdr.rgb *= mix(1.0, aoMB, w);\n hdr.a = min(hdr.a, 1.0);\n o_color = hdr;\n}\n";
22
+ //# sourceMappingURL=gtaoDenoise.glsl.d.ts.map
@@ -0,0 +1 @@
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