@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 +1,760 @@
1
+ /**
2
+ * `program/ProgramGenerator.ts` (PRD-01 §6.4, §8.1, §8.5, §8.7) — C-02 real impl.
3
+ *
4
+ * Assembles GLSL ES 3.00 vertex+fragment sources from a normalized
5
+ * `ProgramFeatures` record:
6
+ * `#version 300 es`, precision, `#define` block, lane-01 chunks
7
+ * (common/colorspace/brdf/normal/instancing/alpha/lights_legacy/
8
+ * indirect_default/fog_default/depth) with registered C-02 chunks spliced
9
+ * at the hook points in `(feature.order, feature.id)` order.
10
+ *
11
+ * Splice convention (pars/call split, T0-05): a ShaderFeature's `chunks[i]`
12
+ * lands at `hooks[min(i, hooks.length - 1)]`.
13
+ * - Declaration hooks (`vertex:pars`, `vertex:deform`, `fragment:pars`) emit
14
+ * the chunk at global scope before `main`.
15
+ * - Body hooks emit the chunk (a *call* chunk: statements only) inside
16
+ * `main`; its `requires` closure is emitted at global scope.
17
+ * - `requires` are resolved requires-first (depth-first post-order), each
18
+ * chunk at most once per stage. `brdf`/`common` name the built-in lane-01
19
+ * chunks. A missing or cyclic `requires` throws (`SHADER_CHUNK_MISSING` /
20
+ * `SHADER_CHUNK_CYCLE`), which the cache reports as C-36
21
+ * `program-compile-failed`. Missing chunks are never skipped silently.
22
+ * - `fragment:indirect` contributions are appended after the default
23
+ * indirect body (ambient + env); every other body hook that a feature
24
+ * claims replaces that hook's default. One exception (E3 stage-2b):
25
+ * under A3D_QR_COMPILER ∧ A3D_QR_LIGHTING the `prd02.ibl` contribution
26
+ * REPLACES the default indirect body instead of appending to it.
27
+ * The `vertex:deform` call is canonical: the generator emits
28
+ * `a3dDeform(pos, nrm, tan)` when a registered feature claims the hook and
29
+ * the C-18 passthrough otherwise (CONTRACTS §8.5).
30
+ *
31
+ * C-03 lobes (lit forward programs): `chunks.pars` is emitted at global scope,
32
+ * `chunks.fragment` is a call chunk at `fragment:material` (after
33
+ * `PhysicalMaterial material` exists), and `chunks.ibl` is a call chunk
34
+ * appended to `fragment:indirect`. A record's extension matches a lobe by
35
+ * `lobe.id` or `lobe.glTFExtension`. Each active lobe defines
36
+ * `A3D_LOBE_<ID>` (plus `A3D_LOBE_<ID>_<BIT>` for truthy bits) so chunk
37
+ * guards follow the record.
38
+ *
39
+ * Unknown extensions (`features.extensions` with no matching C-03 lobe in
40
+ * `materialLobes`) record `extension-lobe-pending` (`ownerPrd: 4`) into
41
+ * `programDegradationLog` and through the optional sink.
42
+ */
43
+ import { shaderChunk, shaderFeaturesFor, installProgramGenerator } from "../contracts/program.js";
44
+ import { materialLobes } from "../contracts/materialLobes.js";
45
+ import { COMMON_CHUNK_GLSL } from "./chunks/common.glsl.js";
46
+ import { BRDF_CHUNK_GLSL } from "./chunks/brdf.glsl.js";
47
+ import { NORMAL_CHUNK_GLSL } from "./chunks/normal.glsl.js";
48
+ import { INSTANCING_VERTEX_PARS_GLSL, INSTANCING_VERTEX_BODY_GLSL } from "./chunks/instancing.glsl.js";
49
+ import { ALPHA_CHUNK_GLSL } from "./chunks/alpha.glsl.js";
50
+ import { LIGHTS_LEGACY_CHUNK_GLSL } from "./chunks/lights_legacy.glsl.js";
51
+ import { SHADOW_FORWARD_CHUNK_GLSL } from "./chunks/shadow_forward.glsl.js";
52
+ import { INDIRECT_DEFAULT_CHUNK_GLSL } from "./chunks/indirect_default.glsl.js";
53
+ import { FOG_DEFAULT_CHUNK_GLSL } from "./chunks/fog_default.glsl.js";
54
+ import { DEPTH_CHUNK_GLSL, DISTANCE_CHUNK_PARS_GLSL } from "./chunks/depth.glsl.js";
55
+ import { normalizeProgramFeatures, totalLightCount, MAP_DEFINES } from "./ProgramFeatures.js";
56
+ import { programKey } from "./ProgramKey.js";
57
+ import { PRD02_IBL_FEATURE } from "../contracts/environment.js";
58
+ export const GENERATED_PROGRAM_MARKER = "a3d-generated-program";
59
+ /** Process-local log of generator-recorded degradations (drained by diagnostics/tests). */
60
+ export const programDegradationLog = [];
61
+ /** Lane-11 WGSL emitter hook: registered via `registerProgramWgslEmitter`. */
62
+ let wgslEmitter;
63
+ export function registerProgramWgslEmitter(emitter) {
64
+ wgslEmitter = emitter;
65
+ }
66
+ /**
67
+ * E3 conjunction (stages 1/2a/2b): `A3D_QR_COMPILER` ∧ `A3D_QR_LIGHTING`.
68
+ * The generator is the last enforcement point for the stage-2b indirect-body
69
+ * replacement — a `prd02.ibl` bit in a record must never splice (or replace)
70
+ * anything conjunction-off, however the record was built.
71
+ */
72
+ function e3CompilerLightingOn(flags) {
73
+ return flags !== undefined && flags.on("A3D_QR_COMPILER") && flags.on("A3D_QR_LIGHTING");
74
+ }
75
+ /** Resolve contributing features from the record's `features` bits, in (order, id) order. */
76
+ function contributingFeatures(f, flags) {
77
+ const out = [];
78
+ if (!flags)
79
+ return out;
80
+ for (const feature of shaderFeaturesFor(flags)) {
81
+ if (feature.id === PRD02_IBL_FEATURE && !e3CompilerLightingOn(flags))
82
+ continue;
83
+ const value = f.features[feature.id];
84
+ if (value !== undefined)
85
+ out.push({ feature, value });
86
+ }
87
+ return out;
88
+ }
89
+ function definesFor(f, contributions) {
90
+ const d = {};
91
+ // Chunk-guard vocabulary for registered chunks (T0-05): generated program,
92
+ // lit forward shading, and the bucketed direct-light count a lobe call chunk
93
+ // may loop over with `a3dLegacyLightRadiance` (0 on the clustered path).
94
+ d.A3D_GENERATED_PROGRAM = true;
95
+ if (f.pass === "forward" && f.lighting === "lit")
96
+ d.A3D_LIT = true;
97
+ d.A3D_NUM_DIRECT_LIGHTS = directLightLoopBound(f);
98
+ if (f.instancing) {
99
+ d.USE_INSTANCING = true;
100
+ if (f.instancing.color)
101
+ d.USE_INSTANCING_COLOR = true;
102
+ if (f.instancing.emissive)
103
+ d.USE_INSTANCING_EMISSIVE = true;
104
+ }
105
+ if (f.vertexColors)
106
+ d.VERTEX_COLORS = true;
107
+ for (const [slot, define] of MAP_DEFINES) {
108
+ const map = f.maps[slot];
109
+ if (!map)
110
+ continue;
111
+ d[define] = true;
112
+ if (map.uvSet === 1)
113
+ d[`${define}_UV1`] = true;
114
+ if (map.transform)
115
+ d[`${define}_TRANSFORM`] = true;
116
+ }
117
+ if (f.maps.normal)
118
+ d.USE_NORMAL_MAP = true;
119
+ if (f.alphaMode === "mask")
120
+ d.ALPHA_MASK = true;
121
+ if (f.alphaMode === "blend")
122
+ d.ALPHA_BLEND = true;
123
+ if (f.doubleSided)
124
+ d.DOUBLE_SIDED = true;
125
+ if (f.flatShading)
126
+ d.FLAT_SHADING = true;
127
+ if (f.diffuseModel === "burley")
128
+ d.DIFFUSE_BURLEY = true;
129
+ if (f.specularAntialiasing)
130
+ d.SPECULAR_AA = true;
131
+ if (f.backgroundCoverage)
132
+ d.BACKGROUND_COVERAGE = true;
133
+ if (f.environment === "equirect")
134
+ d.ENVMAP_TYPE_EQUIRECT = true;
135
+ if (f.environment === "pmrem-cube")
136
+ d.ENVMAP_TYPE_CUBE_UV = true;
137
+ // Either sampler provides a3dSampleEnvironment (indirect_default); the
138
+ // default indirect body and C-03 lobe IBL calls guard on this.
139
+ if (f.environment !== "none")
140
+ d.A3D_ENV_SAMPLE = true;
141
+ if (f.fog === "linear")
142
+ d.FOG_LINEAR = true;
143
+ if (f.fog === "exp2" || f.fog === "height")
144
+ d.FOG_EXP2 = true;
145
+ if (f.fog === "height")
146
+ d.FOG_HEIGHT = true;
147
+ if (f.skinning)
148
+ d.USE_SKINNING = true;
149
+ if (f.morph)
150
+ d.USE_MORPH = true;
151
+ if (f.drawId)
152
+ d.USE_DRAW_ID = true;
153
+ // #1140: clustering follows the pass's resolved cluster resources only
154
+ // (ForwardPass: more than FORWARD_DIRECT_LIGHT_CAPACITY lights). Up to 16
155
+ // lights live in u_lightData; a bucket sum above 8 is not "clustered".
156
+ if (f.lights.clustered) {
157
+ d.LIGHTS_CLUSTERED = true;
158
+ }
159
+ else {
160
+ d.NUM_DIR_LIGHTS = f.lights.dir;
161
+ d.NUM_POINT_LIGHTS = f.lights.point;
162
+ d.NUM_SPOT_LIGHTS = f.lights.spot;
163
+ d.NUM_RECT_LIGHTS = f.lights.rect;
164
+ }
165
+ if (f.lights.hemisphere)
166
+ d.LIGHT_HEMISPHERE = true;
167
+ if (f.shadows.cascades > 0)
168
+ d.NUM_SHADOW_CASCADES = f.shadows.cascades;
169
+ if (f.shadows.pcfTaps > 1)
170
+ d.SHADOW_PCF_TAPS = f.shadows.pcfTaps;
171
+ if (f.shadows.localShadows > 0)
172
+ d.NUM_LOCAL_SHADOWS = f.shadows.localShadows;
173
+ if (f.shadows.contact)
174
+ d.SHADOW_CONTACT = true;
175
+ for (const { feature, value } of contributions) {
176
+ Object.assign(d, feature.defines(value));
177
+ }
178
+ return d;
179
+ }
180
+ /** Lane-01 chunks emitted at fixed slots; registered chunks may `require` them by name. */
181
+ const BUILTIN_CHUNKS = new Set(["brdf", "common"]);
182
+ /** Hooks whose chunks are global-scope declarations (everything else is a body hook inside `main`). */
183
+ const DECLARATION_HOOKS = new Set(["vertex:pars", "vertex:deform", "fragment:pars"]);
184
+ function newSpliceState() {
185
+ return { seen: new Set(), decls: [], builtins: new Set() };
186
+ }
187
+ function requireChunk(name, requiredBy) {
188
+ const chunk = shaderChunk(name);
189
+ if (!chunk)
190
+ throw new Error(`SHADER_CHUNK_MISSING:${name}${requiredBy ? ` (required by ${requiredBy})` : ""}`);
191
+ return chunk;
192
+ }
193
+ /** Emit `name` and its `requires` closure at global scope, requires first (depth-first post-order). */
194
+ function emitDeclaration(state, name, path = []) {
195
+ if (BUILTIN_CHUNKS.has(name)) {
196
+ state.builtins.add(name);
197
+ return;
198
+ }
199
+ if (state.seen.has(name))
200
+ return;
201
+ if (path.includes(name))
202
+ throw new Error(`SHADER_CHUNK_CYCLE:${[...path, name].join(" > ")}`);
203
+ const chunk = requireChunk(name, path[path.length - 1]);
204
+ for (const req of chunk.requires ?? [])
205
+ emitDeclaration(state, req, [...path, name]);
206
+ state.seen.add(name);
207
+ state.decls.push(chunk.glsl);
208
+ }
209
+ /** A call chunk: its `requires` go to global scope; its own GLSL is returned for `main`. */
210
+ function emitCall(state, name) {
211
+ const chunk = requireChunk(name, undefined);
212
+ for (const req of chunk.requires ?? [])
213
+ emitDeclaration(state, req, [name]);
214
+ return chunk.glsl;
215
+ }
216
+ /**
217
+ * Splice one hook in (feature.order, feature.id) order. Declaration hooks
218
+ * append to `state.decls` and return []; body hooks return the call chunks
219
+ * for `main` (each at most once per hook). A chunk the same feature also maps
220
+ * to a declaration hook is a declaration chunk: at a body hook it is declared
221
+ * for this stage instead of being spliced into `main` (e.g. a `stage:"both"`
222
+ * chunk listed at `vertex:pars` + `fragment:material`).
223
+ */
224
+ function hookSplice(contributions, hook, state) {
225
+ const bodies = [];
226
+ const bodySeen = new Set();
227
+ const declaration = DECLARATION_HOOKS.has(hook);
228
+ for (const { feature } of contributions) {
229
+ const idx = feature.hooks.indexOf(hook);
230
+ if (idx === -1 || feature.chunks.length === 0)
231
+ continue;
232
+ const chunkAt = (i) => feature.chunks[Math.min(i, feature.chunks.length - 1)];
233
+ const chosen = chunkAt(idx);
234
+ if (chosen === undefined)
235
+ continue;
236
+ const declaredByFeature = feature.hooks.some((h, i) => DECLARATION_HOOKS.has(h) && chunkAt(i) === chosen);
237
+ if (declaration || declaredByFeature) {
238
+ emitDeclaration(state, chosen);
239
+ }
240
+ else if (!bodySeen.has(chosen)) {
241
+ bodySeen.add(chosen);
242
+ bodies.push(emitCall(state, chosen));
243
+ }
244
+ }
245
+ return bodies;
246
+ }
247
+ function hasHookContributor(contributions, hook) {
248
+ return contributions.some(({ feature }) => feature.hooks.includes(hook));
249
+ }
250
+ const VERTEX_ATTRIBUTES = `layout(location = 0) in vec3 a_position;
251
+ #ifdef A3D_NEED_NORMAL
252
+ layout(location = 1) in vec3 a_normal;
253
+ #endif
254
+ #ifdef A3D_NEED_UV0
255
+ layout(location = 2) in vec2 a_uv;
256
+ #endif
257
+ #ifdef A3D_NEED_UV1
258
+ layout(location = 7) in vec2 a_uv1;
259
+ #endif
260
+ #ifdef VERTEX_COLORS
261
+ layout(location = 4) in vec4 a_color;
262
+ #endif`;
263
+ function vertexSource(f, contributions, defines, marker) {
264
+ // Stage define: `both`-stage chunks branch on A3D_STAGE_VERTEX (C-02 §8.5).
265
+ const localDefines = { ...defines, A3D_STAGE_VERTEX: true };
266
+ const state = newSpliceState();
267
+ // vertex:pars + vertex:deform contributors declare at global scope (the
268
+ // deform chunk declares a3dDeform(); the call is canonical inside main(),
269
+ // C-18, CONTRACTS §8.5).
270
+ hookSplice(contributions, "vertex:pars", state);
271
+ hookSplice(contributions, "vertex:deform", state);
272
+ const worldHooks = hookSplice(contributions, "vertex:world", state);
273
+ const endHooks = hookSplice(contributions, "vertex:end", state);
274
+ if (state.builtins.has("brdf"))
275
+ throw new Error("SHADER_CHUNK_STAGE:brdf is fragment-only (required by a vertex hook chunk)");
276
+ const deformCall = hasHookContributor(contributions, "vertex:deform")
277
+ ? " a3dDeform(a3dDeformPos, objectNormal, objectTangent); // C-18"
278
+ : " // C-18 passthrough: no deform chunk registered";
279
+ const decls = [
280
+ "#version 300 es",
281
+ `// ${marker}`,
282
+ "precision highp float;",
283
+ emitDefines(localDefines),
284
+ COMMON_CHUNK_GLSL,
285
+ "uniform mat4 u_modelMatrix;",
286
+ "uniform mat4 u_geometryMatrix;",
287
+ "uniform mat4 u_normalMatrix;",
288
+ "uniform float u_pointSize;",
289
+ VERTEX_ATTRIBUTES,
290
+ INSTANCING_VERTEX_PARS_GLSL,
291
+ ...state.decls,
292
+ "out vec3 v_worldPosition;",
293
+ "#ifdef A3D_NEED_NORMAL\nout vec3 v_normal;\n#endif",
294
+ "#ifdef A3D_NEED_UV0\nout vec2 v_uv;\n#endif",
295
+ "#ifdef A3D_NEED_UV1\nout vec2 v_uv1;\n#endif",
296
+ "#ifdef VERTEX_COLORS\nout vec4 v_color;\n#endif",
297
+ // #1140: per-instance colour reaches the fragment (legacy instanced-pbr multiplies base rgba).
298
+ "#ifdef USE_INSTANCING_COLOR\nout vec4 v_instanceColor;\n#endif"
299
+ ];
300
+ const body = [
301
+ "void main() {",
302
+ " vec3 transformed = a_position;",
303
+ " vec3 objectNormal = vec3(0.0, 0.0, 1.0);",
304
+ "#ifdef A3D_NEED_NORMAL",
305
+ " objectNormal = a_normal;",
306
+ "#endif",
307
+ " vec4 objectTangent = vec4(0.0);",
308
+ " vec4 a3dDeformPos = vec4(transformed, 1.0);",
309
+ deformCall,
310
+ " transformed = a3dDeformPos.xyz;",
311
+ INSTANCING_VERTEX_BODY_GLSL,
312
+ ...worldHooks,
313
+ " v_worldPosition = a3dWorld.xyz;",
314
+ "#ifdef A3D_NEED_NORMAL",
315
+ " vec3 a3dWorldNormal = mat3(u_modelMatrix) * (mat3(instanceMatrix) * objectNormal);",
316
+ " v_normal = normalize(a3dWorldNormal);",
317
+ "#endif",
318
+ "#ifdef A3D_NEED_UV0\n v_uv = a_uv;\n#endif",
319
+ "#ifdef A3D_NEED_UV1\n v_uv1 = a_uv1;\n#endif",
320
+ "#ifdef VERTEX_COLORS\n v_color = a_color;\n#endif",
321
+ "#ifdef USE_INSTANCING_COLOR\n v_instanceColor = a_instanceColor;\n#endif",
322
+ " gl_Position = u_viewProjection * a3dWorld;",
323
+ " gl_PointSize = u_pointSize;",
324
+ ...endHooks,
325
+ "}"
326
+ ];
327
+ return [...decls, ...body].join("\n");
328
+ }
329
+ function emitDefines(defines) {
330
+ return Object.entries(defines)
331
+ .sort(([a], [b]) => (a < b ? -1 : a > b ? 1 : 0))
332
+ .map(([name, value]) => `#define ${name} ${value === true ? "1" : String(value)}`)
333
+ .join("\n");
334
+ }
335
+ const MATERIAL_UNIFORMS = `uniform vec4 u_baseColor;
336
+ uniform float u_metallic;
337
+ uniform float u_roughness;
338
+ uniform vec3 u_emissiveColor;
339
+ uniform float u_emissiveStrength;
340
+ uniform float u_ior;
341
+ uniform vec3 u_specularColorFactor;
342
+ uniform float u_specularIntensity;
343
+ #ifdef USE_BASE_COLOR_MAP
344
+ uniform sampler2D u_baseColorMap;
345
+ #endif
346
+ #ifdef USE_METALLIC_ROUGHNESS_MAP
347
+ uniform sampler2D u_metallicRoughnessMap;
348
+ #endif
349
+ #ifdef USE_OCCLUSION_MAP
350
+ uniform sampler2D u_occlusionMap;
351
+ #endif
352
+ #ifdef USE_EMISSIVE_MAP
353
+ uniform sampler2D u_emissiveMap;
354
+ #endif`;
355
+ const FRAGMENT_VARYINGS = `in vec3 v_worldPosition;
356
+ #ifdef A3D_NEED_NORMAL
357
+ in vec3 v_normal;
358
+ #endif
359
+ #ifdef A3D_NEED_UV0
360
+ in vec2 v_uv;
361
+ #endif
362
+ #ifdef A3D_NEED_UV1
363
+ in vec2 v_uv1;
364
+ #endif
365
+ #ifdef VERTEX_COLORS
366
+ in vec4 v_color;
367
+ #endif
368
+ #ifdef USE_INSTANCING_COLOR
369
+ in vec4 v_instanceColor;
370
+ #endif`;
371
+ /** u_lightData capacity (LightUniforms.pack MAX_DIRECT_LIGHTS, `u_lightData[96]` = 16 × 6 vec4). */
372
+ const MAX_PACKED_DIRECT_LIGHTS = 16;
373
+ /**
374
+ * Compile-time bound of the `u_lightData` loop (#1140). Buckets {0,1,2,4}
375
+ * are exact upper bounds; a per-kind bucket of 8 means "5 or more", so any
376
+ * total above 4 compiles the full packed capacity. The loop also breaks at
377
+ * the runtime `u_lightCount`, so unused slots are never shaded. Clustered
378
+ * programs read lights from the cluster textures only.
379
+ */
380
+ function directLightLoopBound(f) {
381
+ if (f.lights.clustered)
382
+ return 0;
383
+ const total = totalLightCount(f.lights);
384
+ return total <= 4 ? total : MAX_PACKED_DIRECT_LIGHTS;
385
+ }
386
+ /** #1225: the draw carries a forward shadow map (`ForwardPass` sets cascades > 0). */
387
+ function forwardShadowReceive(f) {
388
+ return f.lighting === "lit" && f.pass === "forward" && f.shadows.cascades > 0;
389
+ }
390
+ /** Default `fragment:lights` body: `u_lightData` kind-discriminated loop.
391
+ * `a3dLegacyLightRadiance` switches on directionKind.w, so packing order is
392
+ * irrelevant. Clustered (cluster resources bound), only the cluster path runs. */
393
+ function defaultLightsBody(f, lobeDirect = []) {
394
+ const lines = [" vec3 L;"];
395
+ // #1225: a draw with a bound forward shadow map (cascades > 0) scales the
396
+ // shadow-casting light by the legacy forward shadow factor.
397
+ const shadowed = forwardShadowReceive(f);
398
+ // C-03 per-light lobe hook (04-LOBES): each active lobe's `direct` call chunk
399
+ // runs inside every light iteration (bucketed AND clustered) with L, radiance,
400
+ // V, N, material and the direct accumulators in scope.
401
+ const direct = lobeDirect.map((s) => indent(indent(s)));
402
+ const bound = directLightLoopBound(f);
403
+ if (bound > 0) {
404
+ lines.push(` for (int i = 0; i < ${bound}; ++i) { // bucketed light count (bound; breaks at u_lightCount)`);
405
+ lines.push(" if (i >= int(u_lightCount)) break;");
406
+ lines.push(" vec3 radiance = a3dLegacyLightRadiance(i * 6, v_worldPosition, L);");
407
+ if (shadowed)
408
+ lines.push(" radiance *= a3dForwardLightShadow(u_lightData[i * 6 + 2].w, u_lightData[i * 6 + 3].z, v_worldPosition, N, L);");
409
+ lines.push(" a3dDirectLight(L, radiance, V, N, material, directDiffuse, directSpecular);");
410
+ lines.push(...direct);
411
+ lines.push(" }");
412
+ }
413
+ // Cluster index texel layout (forward/Lighting.ts createClusteredForwardLighting,
414
+ // same as the flag-off shader): texel (0, cluster).g = light count; texel
415
+ // (i, cluster).r = i-th light index, i from 0.
416
+ lines.push("#ifdef LIGHTS_CLUSTERED");
417
+ lines.push(" int a3dCluster = a3dClusterIndex(gl_FragCoord.xy);");
418
+ lines.push(" int a3dClusterCount = min(int(texelFetch(u_clusterLightIndices, ivec2(0, a3dCluster), 0).g), 64);");
419
+ lines.push(" for (int j = 0; j < 64; ++j) {");
420
+ lines.push(" if (j >= a3dClusterCount) break;");
421
+ lines.push(" int lightIndex = int(texelFetch(u_clusterLightIndices, ivec2(j, a3dCluster), 0).r);");
422
+ lines.push(" vec3 radiance = a3dClusteredLightRadiance(lightIndex, v_worldPosition, L);");
423
+ if (shadowed)
424
+ lines.push(" radiance *= a3dForwardLightShadow(texelFetch(u_clusterLightData, ivec2(2, lightIndex), 0).w, texelFetch(u_clusterLightData, ivec2(3, lightIndex), 0).z, v_worldPosition, N, L);");
425
+ lines.push(" a3dDirectLight(L, radiance, V, N, material, directDiffuse, directSpecular);");
426
+ lines.push(...direct);
427
+ lines.push(" }");
428
+ lines.push("#endif");
429
+ return lines.join("\n");
430
+ }
431
+ /** UV varying for a map slot (`uvSet` 0 -> v_uv, 1 -> v_uv1). */
432
+ function uvExpr(f, slot) {
433
+ return f.maps[slot]?.uvSet === 1 ? "v_uv1" : "v_uv";
434
+ }
435
+ /** Default `fragment:indirect` body: ambient 1/pi + single env sample.
436
+ * Accumulators are declared by the caller so replacing hooks see them too.
437
+ * E3 step 4: under the conjunction the always-add procedural specular is
438
+ * guarded to the unsampled case (mirroring the procedural diffuse above it),
439
+ * so a bundle carrying both a sampled map and a procedural map no longer
440
+ * double-counts specular on conjunction draws that did not select
441
+ * `prd02.ibl` (on the PRD-02 path this body is not emitted at all, step 1).
442
+ * Conjunction-off the emitted lines are byte-identical. */
443
+ function defaultIndirectBody(f, e3Conjunction = false) {
444
+ const lines = [];
445
+ lines.push(" indirectDiffuse += a3dAmbientDiffuse(material.diffuseContribution);");
446
+ lines.push("#ifdef A3D_ENV_SAMPLE");
447
+ lines.push(" float a3dRoughLod = material.roughness * 8.0;");
448
+ lines.push(" vec3 a3dReflect = reflect(-V, N);");
449
+ // brdf's a3dIndirect* take π-scaled irradiance (three r185 getIBLIrradiance
450
+ // returns PI * envMapColor), not the raw radiance sample (#1140).
451
+ lines.push(" vec3 a3dEnvIrradiance = PI * a3dSampleEnvironment(N, 8.0);");
452
+ lines.push(" indirectSpecular += a3dIndirectSpecular(a3dSampleEnvironment(a3dReflect, a3dRoughLod), a3dEnvIrradiance, V, N, material);");
453
+ lines.push(" indirectDiffuse += a3dIndirectDiffuse(a3dEnvIrradiance, V, N, material);");
454
+ lines.push("#endif");
455
+ // Procedural environment (flag-off parity): its diffuse lights the surface
456
+ // only when no sampled map does (the frozen shader mixes them on the sampled
457
+ // weight); its specular stripes always add. Radiance → π-scaled irradiance.
458
+ lines.push("#ifdef LIGHT_HEMISPHERE");
459
+ lines.push(" vec3 a3dProcIrradiance = PI * a3dProceduralDiffuseRadiance(N);");
460
+ lines.push("#ifndef A3D_ENV_SAMPLE");
461
+ lines.push(" indirectDiffuse += a3dIndirectDiffuse(a3dProcIrradiance, V, N, material);");
462
+ lines.push("#else");
463
+ // The sampled map already supplied the multiscatter irradiance term.
464
+ lines.push(" a3dProcIrradiance = vec3(0.0);");
465
+ lines.push("#endif");
466
+ if (e3Conjunction)
467
+ lines.push("#ifndef A3D_ENV_SAMPLE");
468
+ lines.push(" indirectSpecular += a3dIndirectSpecular(a3dProceduralSpecularRadiance(reflect(-V, N), material.roughness), a3dProcIrradiance, V, N, material);");
469
+ if (e3Conjunction)
470
+ lines.push("#endif");
471
+ lines.push("#endif");
472
+ lines.push(occlusionIndirectSnippet(f));
473
+ return lines.join("\n");
474
+ }
475
+ /** Occlusion-map scaling shared by the default body and its PRD-02 replacement. */
476
+ function occlusionIndirectSnippet(f) {
477
+ return [
478
+ "#ifdef USE_OCCLUSION_MAP",
479
+ ` float a3dAo = texture(u_occlusionMap, ${uvExpr(f, "occlusion")}).r;`,
480
+ " indirectDiffuse *= a3dAo;",
481
+ " indirectSpecular *= a3dAo;",
482
+ "#endif"
483
+ ].join("\n");
484
+ }
485
+ function forwardFragmentSource(f, contributions, defines, marker, state, lobeChunks, prd02IblReplacesIndirect, e3Conjunction = false) {
486
+ hookSplice(contributions, "fragment:pars", state);
487
+ const alphaHooks = hookSplice(contributions, "fragment:alpha", state);
488
+ const normalHooks = hookSplice(contributions, "fragment:normal", state);
489
+ const materialHooks = hookSplice(contributions, "fragment:material", state);
490
+ const lightsHooks = hookSplice(contributions, "fragment:lights", state);
491
+ const indirectHooks = hookSplice(contributions, "fragment:indirect", state);
492
+ const emissiveHooks = hookSplice(contributions, "fragment:emissive", state);
493
+ const fogHooks = hookSplice(contributions, "fragment:fog", state);
494
+ const endHooks = hookSplice(contributions, "fragment:end", state);
495
+ const lit = f.lighting === "lit";
496
+ const withBrdf = lit || state.builtins.has("brdf");
497
+ const body = [];
498
+ body.push("void main() {");
499
+ if (lit) {
500
+ body.push(" vec3 V = normalize(u_cameraPositionNear.xyz - v_worldPosition);");
501
+ if (f.flatShading) {
502
+ body.push(" vec3 geometryNormal = a3dFlatNormal(v_worldPosition);");
503
+ }
504
+ else {
505
+ body.push(" vec3 geometryNormal = normalize(v_normal);");
506
+ }
507
+ body.push("#ifdef DOUBLE_SIDED");
508
+ body.push(" geometryNormal *= gl_FrontFacing ? 1.0 : -1.0;");
509
+ body.push("#endif");
510
+ if (f.maps.normal) {
511
+ body.push(` vec3 N = a3dTangentNormal(v_worldPosition, geometryNormal, ${uvExpr(f, "normal")});`);
512
+ }
513
+ else {
514
+ body.push(" vec3 N = geometryNormal;");
515
+ }
516
+ if (normalHooks.length > 0)
517
+ body.push(...normalHooks.map((s) => indent(s)));
518
+ }
519
+ // fragment:material — default fills base/metal/rough + PhysicalMaterial.
520
+ body.push(" vec4 a3dBaseColor = u_baseColor;");
521
+ body.push("#ifdef VERTEX_COLORS\n a3dBaseColor *= v_color;\n#endif");
522
+ body.push("#ifdef USE_INSTANCING_COLOR\n a3dBaseColor *= v_instanceColor;\n#endif");
523
+ body.push(`#ifdef USE_BASE_COLOR_MAP\n a3dBaseColor *= texture(u_baseColorMap, ${uvExpr(f, "baseColor")});\n#endif`);
524
+ body.push(" float a3dMetallic = u_metallic;");
525
+ body.push(" float a3dRoughness = u_roughness;");
526
+ body.push("#ifdef USE_METALLIC_ROUGHNESS_MAP");
527
+ body.push(` vec2 a3dMr = texture(u_metallicRoughnessMap, ${uvExpr(f, "metallicRoughness")}).bg;`);
528
+ body.push(" a3dMetallic *= a3dMr.x;");
529
+ body.push(" a3dRoughness *= a3dMr.y;");
530
+ body.push("#endif");
531
+ if (lit) {
532
+ body.push(" PhysicalMaterial material = a3dMakeMaterial(a3dBaseColor.rgb, a3dMetallic, a3dRoughness, u_ior, u_specularIntensity, u_specularColorFactor, geometryNormal);");
533
+ }
534
+ if (materialHooks.length > 0)
535
+ body.push(...materialHooks.map((s) => indent(s)));
536
+ if (lit && lobeChunks.fragment.length > 0)
537
+ body.push(...lobeChunks.fragment.map((s) => indent(s)));
538
+ body.push(" vec3 directDiffuse = vec3(0.0);");
539
+ body.push(" vec3 directSpecular = vec3(0.0);");
540
+ body.push(" vec3 indirectDiffuse = vec3(0.0);");
541
+ body.push(" vec3 indirectSpecular = vec3(0.0);");
542
+ if (lit) {
543
+ body.push(lightsHooks.length > 0 ? lightsHooks.map((s) => indent(s)).join("\n") : defaultLightsBody(f, lobeChunks.direct));
544
+ if (prd02IblReplacesIndirect) {
545
+ // E3 stage-2b: the PRD-02 IBL call REPLACES the default indirect body
546
+ // (never appends to it), so its SH diffuse + probe-cube specular cannot
547
+ // stack on the default ambient + sampled + procedural terms. This
548
+ // branch is also the procedural-specular double-count fix: the
549
+ // default body's always-add procedural specular (LIGHT_HEMISPHERE
550
+ // block) is not emitted on the PRD-02 path at all. The occlusion
551
+ // snippet is generator-owned (uv-set aware) and shared with the
552
+ // default body. `indirect_default` declarations stay included above:
553
+ // C-03 lobe IBL calls still sample through `a3dSampleEnvironment`.
554
+ if (indirectHooks.length > 0)
555
+ body.push(...indirectHooks.map((s) => indent(s)));
556
+ body.push(occlusionIndirectSnippet(f));
557
+ }
558
+ else {
559
+ // fragment:indirect appends to the default ambient + env body (T0-05);
560
+ // lobe `ibl` calls run last, over the final direct + indirect accumulators.
561
+ body.push(defaultIndirectBody(f, e3Conjunction));
562
+ if (indirectHooks.length > 0)
563
+ body.push(...indirectHooks.map((s) => indent(s)));
564
+ }
565
+ if (lobeChunks.ibl.length > 0)
566
+ body.push(...lobeChunks.ibl.map((s) => indent(s)));
567
+ }
568
+ // fragment:emissive — emissive maps * color * strength.
569
+ body.push(" vec3 a3dEmissive = u_emissiveColor * u_emissiveStrength;");
570
+ body.push(`#ifdef USE_EMISSIVE_MAP\n a3dEmissive *= texture(u_emissiveMap, ${uvExpr(f, "emissive")}).rgb;\n#endif`);
571
+ if (emissiveHooks.length > 0)
572
+ body.push(...emissiveHooks.map((s) => indent(s)));
573
+ // fragment:alpha — ALPHA_MASK discard runs last so masks see final alpha.
574
+ body.push(" float a3dAlpha = a3dBaseColor.a;");
575
+ if (alphaHooks.length > 0)
576
+ body.push(...alphaHooks.map((s) => indent(s)));
577
+ body.push(" a3dAlpha = a3dApplyAlpha(a3dAlpha);");
578
+ // C-05 coverage: HDR alpha marks drawn pixels for OutputPass. Opaque and
579
+ // (non-A2C) masked surfaces are fully covering; A2C needs the real alpha.
580
+ if (f.alphaMode === "opaque")
581
+ body.push(" a3dAlpha = 1.0;");
582
+ else if (f.alphaMode === "mask")
583
+ body.push("#ifndef ALPHA_TO_COVERAGE\n a3dAlpha = 1.0;\n#endif");
584
+ if (lit) {
585
+ body.push(" vec3 a3dColor = directDiffuse + directSpecular + indirectDiffuse + indirectSpecular + a3dEmissive;");
586
+ }
587
+ else {
588
+ body.push(" vec3 a3dColor = a3dBaseColor.rgb + a3dEmissive;");
589
+ }
590
+ body.push(" a3dColor = max(a3dColor, vec3(0.0));");
591
+ body.push(" float a3dDepth = gl_FragCoord.z / gl_FragCoord.w;");
592
+ if (fogHooks.length > 0) {
593
+ body.push(...fogHooks.map((s) => indent(s)));
594
+ }
595
+ else if (f.fog !== "none") {
596
+ body.push(" a3dColor = a3dApplyFog(a3dColor, a3dDepth, v_worldPosition.y);");
597
+ }
598
+ if (endHooks.length > 0)
599
+ body.push(...endHooks.map((s) => indent(s)));
600
+ body.push(" outColor = vec4(a3dColor, a3dAlpha);");
601
+ body.push("#ifdef BACKGROUND_COVERAGE\n outCoverage = vec4(1.0, 1.0, 1.0, 1.0);\n#endif");
602
+ body.push("}");
603
+ return [
604
+ "#version 300 es",
605
+ `// ${marker}`,
606
+ "precision highp float;",
607
+ emitDefines({ ...defines, A3D_STAGE_FRAGMENT: true }),
608
+ COMMON_CHUNK_GLSL,
609
+ FRAGMENT_VARYINGS,
610
+ MATERIAL_UNIFORMS,
611
+ ...(withBrdf ? [BRDF_CHUNK_GLSL] : []),
612
+ ...(lit || f.maps.normal ? [NORMAL_CHUNK_GLSL] : []),
613
+ ALPHA_CHUNK_GLSL,
614
+ ...(lit ? [LIGHTS_LEGACY_CHUNK_GLSL, INDIRECT_DEFAULT_CHUNK_GLSL] : []),
615
+ ...(forwardShadowReceive(f) ? [SHADOW_FORWARD_CHUNK_GLSL] : []),
616
+ ...(f.fog !== "none" ? [FOG_DEFAULT_CHUNK_GLSL] : []),
617
+ // Lobe pars + feature declarations + every call chunk's requires, in
618
+ // requires-first order (T0-05).
619
+ ...state.decls,
620
+ "layout(location = 0) out vec4 outColor;",
621
+ "#ifdef BACKGROUND_COVERAGE\nlayout(location = 1) out vec4 outCoverage;\n#endif",
622
+ ...body
623
+ ].join("\n");
624
+ }
625
+ function depthFragmentSource(f, defines, marker) {
626
+ const body = ["void main() {"];
627
+ if (f.alphaMode === "mask") {
628
+ body.push("#ifdef USE_BASE_COLOR_MAP\n float a3dAlpha = texture(u_baseColorMap, v_uv).a * u_baseColor.a;\n#else\n float a3dAlpha = u_baseColor.a;\n#endif");
629
+ body.push(" a3dApplyAlpha(a3dAlpha);");
630
+ }
631
+ if (f.pass === "distance") {
632
+ body.push(" float a3dDist = a3dPackDistance(distance(v_worldPosition, u_distanceLight.xyz), u_distanceLight.w);");
633
+ body.push(" outColor = vec4(vec3(a3dDist), 1.0);");
634
+ }
635
+ else {
636
+ body.push(" outColor = vec4(vec3(gl_FragCoord.z), 1.0);");
637
+ }
638
+ body.push("}");
639
+ return [
640
+ "#version 300 es",
641
+ `// ${marker}`,
642
+ "precision highp float;",
643
+ emitDefines(defines),
644
+ "in vec3 v_worldPosition;",
645
+ "#if defined(ALPHA_MASK) && defined(USE_BASE_COLOR_MAP)\nin vec2 v_uv;\n#endif",
646
+ "uniform vec4 u_baseColor;",
647
+ ALPHA_CHUNK_GLSL,
648
+ DEPTH_CHUNK_GLSL,
649
+ ...(f.pass === "distance" ? [DISTANCE_CHUNK_PARS_GLSL] : []),
650
+ "layout(location = 0) out vec4 outColor;",
651
+ ...body
652
+ ].join("\n");
653
+ }
654
+ function indent(src) {
655
+ return src.split("\n").map((line) => (line.trim().length > 0 ? ` ${line}` : line)).join("\n");
656
+ }
657
+ /** `emissive-strength` → `EMISSIVE_STRENGTH`; `prd10.foliage` → `PRD10_FOLIAGE`; `filmIor` → `FILM_IOR`. */
658
+ function defineToken(id) {
659
+ return id.replace(/([a-z0-9])([A-Z])/g, "$1_$2").replace(/[^A-Za-z0-9]+/g, "_").toUpperCase();
660
+ }
661
+ /**
662
+ * Extension lobes registered through C-03 for this record. Lobe pars (and
663
+ * every call chunk's requires) go into `state`; the fragment/ibl call chunks
664
+ * are returned. Each active lobe adds `A3D_LOBE_<ID>` (+ truthy bits) to
665
+ * `defines`. Unmatched extensions report `extension-lobe-pending`.
666
+ */
667
+ function extensionLobeChunks(f, flags, state, defines, report) {
668
+ const out = { fragment: [], ibl: [], direct: [] };
669
+ if (f.extensions.length === 0)
670
+ return out;
671
+ const lobes = flags ? materialLobes(flags) : [];
672
+ const matches = (ext, lobe) => ext.lobe === lobe.id || (lobe.glTFExtension !== undefined && ext.lobe === lobe.glTFExtension);
673
+ const pending = f.extensions.filter((ext) => !lobes.some((l) => matches(ext, l)));
674
+ if (pending.length > 0) {
675
+ report({
676
+ code: "extension-lobe-pending",
677
+ message: `extension lobe(s) pending lane 04 registration: ${pending.map((ext) => ext.lobe).join(", ")}`,
678
+ ownerPrd: 4
679
+ });
680
+ }
681
+ // Lobes are physical-shading terms: unlit and depth-like programs take none.
682
+ if (f.pass !== "forward" || f.lighting !== "lit")
683
+ return out;
684
+ const fragmentSeen = new Set();
685
+ const iblSeen = new Set();
686
+ const directSeen = new Set();
687
+ for (const lobe of lobes) {
688
+ const ext = f.extensions.find((e) => matches(e, lobe));
689
+ if (!ext)
690
+ continue;
691
+ const token = `A3D_LOBE_${defineToken(lobe.id)}`;
692
+ defines[token] = true;
693
+ for (const [bit, value] of Object.entries(ext.bits)) {
694
+ if (!value)
695
+ continue; // `#ifdef` reads truthy bits only
696
+ defines[`${token}_${defineToken(bit)}`] = value === true ? true : value;
697
+ }
698
+ emitDeclaration(state, lobe.chunks.pars);
699
+ if (lobe.chunks.fragment && !fragmentSeen.has(lobe.chunks.fragment)) {
700
+ fragmentSeen.add(lobe.chunks.fragment);
701
+ out.fragment.push(emitCall(state, lobe.chunks.fragment));
702
+ }
703
+ if (lobe.chunks.ibl && !iblSeen.has(lobe.chunks.ibl)) {
704
+ iblSeen.add(lobe.chunks.ibl);
705
+ out.ibl.push(emitCall(state, lobe.chunks.ibl));
706
+ }
707
+ if (lobe.chunks.direct && !directSeen.has(lobe.chunks.direct)) {
708
+ directSeen.add(lobe.chunks.direct);
709
+ out.direct.push(emitCall(state, lobe.chunks.direct));
710
+ }
711
+ // Lobe textures (glTF texCoord 0) need the UV varying even when no core map does.
712
+ if (ext.maps.length > 0)
713
+ defines.A3D_NEED_UV0 = true;
714
+ }
715
+ return out;
716
+ }
717
+ /** Real C-02 program generation (PRD-01 §6.4). Flags may be omitted: feature bits then resolve no contributors. */
718
+ export function generateProgramImpl(features, options = {}) {
719
+ const f = normalizeProgramFeatures(features);
720
+ const key = programKey(f);
721
+ // FNV-1a of the canonical key: short, deterministic, comment-safe.
722
+ let h = 0x811c9dc5;
723
+ for (let i = 0; i < key.length; i++) {
724
+ h ^= key.charCodeAt(i);
725
+ h = Math.imul(h, 0x01000193);
726
+ }
727
+ const marker = `${GENERATED_PROGRAM_MARKER}:${(h >>> 0).toString(16)}`;
728
+ if (f.target === "wgsl") {
729
+ if (!wgslEmitter) {
730
+ throw new Error(`WGSL_PROGRAM_MISSING:${key}`);
731
+ }
732
+ return wgslEmitter(f);
733
+ }
734
+ const contributions = contributingFeatures(f, options.flags);
735
+ const defines = definesFor(f, contributions);
736
+ // Varying/attribute needs shared by both stages (drives A3D_NEED_* in each).
737
+ if (f.lighting === "lit" || (f.pass === "forward" && f.flatShading))
738
+ defines.A3D_NEED_NORMAL = true;
739
+ if (Object.values(f.maps).some((m) => m && (m.uvSet ?? 0) === 0))
740
+ defines.A3D_NEED_UV0 = true;
741
+ if (Object.values(f.maps).some((m) => m && m.uvSet === 1))
742
+ defines.A3D_NEED_UV1 = true;
743
+ const report = (d) => {
744
+ programDegradationLog.push(d);
745
+ options.onDegradation?.(d);
746
+ };
747
+ const fragmentState = newSpliceState();
748
+ const lobes = extensionLobeChunks(f, options.flags, fragmentState, defines, report);
749
+ const vertex = vertexSource(f, contributions, defines, marker);
750
+ const e3Conjunction = e3CompilerLightingOn(options.flags);
751
+ const prd02IblReplacesIndirect = e3Conjunction
752
+ && contributions.some(({ feature }) => feature.id === PRD02_IBL_FEATURE);
753
+ const fragment = f.pass === "forward"
754
+ ? forwardFragmentSource(f, contributions, defines, marker, fragmentState, lobes, prd02IblReplacesIndirect, e3Conjunction)
755
+ : depthFragmentSource(f, defines, marker);
756
+ return { key, vertex, fragment, defines };
757
+ }
758
+ // Lane 01 installs the real C-02 generator into the contract surface on import.
759
+ installProgramGenerator((features) => generateProgramImpl(features));
760
+ //# sourceMappingURL=ProgramGenerator.js.map