@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 +1,7 @@
1
+ /**
2
+ * `common` chunk (PRD-01 §8.2) — math constants + `AuraFrame` block declaration.
3
+ * The block GLSL is generated by `uniformBlockGlsl` from the frozen
4
+ * `AURA_FRAME_BLOCK` field list so the layout can never drift from the packer.
5
+ */
6
+ export declare const COMMON_CHUNK_GLSL: string;
7
+ //# sourceMappingURL=common.glsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"common.glsl.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/program/chunks/common.glsl.ts"],"names":[],"mappings":"AAAA;;;;GAIG;AAKH,eAAO,MAAM,iBAAiB,QAgB7B,CAAC"}
@@ -0,0 +1,25 @@
1
+ /**
2
+ * `common` chunk (PRD-01 §8.2) — math constants + `AuraFrame` block declaration.
3
+ * The block GLSL is generated by `uniformBlockGlsl` from the frozen
4
+ * `AURA_FRAME_BLOCK` field list so the layout can never drift from the packer.
5
+ */
6
+ import { AURA_FRAME_BLOCK } from "../../contracts/frameUniforms.js";
7
+ import { uniformBlockGlsl } from "../../resources/UniformBlock.js";
8
+ export const COMMON_CHUNK_GLSL = /* glsl */ `
9
+ #define PI 3.141592653589793
10
+ #define RECIPROCAL_PI 0.3183098861837907
11
+ #define EPSILON 1e-6
12
+ float pow2(float x) { return x * x; }
13
+ // r185 common.glsl.js helpers registered chunks rely on (lane 04 Q-01-5:
14
+ // pow2(vec3), pow3/pow4, max3/max4; the C-03 lobes require these via brdf).
15
+ vec3 pow2(vec3 x) { return x * x; }
16
+ float pow3(float x) { return x * x * x; }
17
+ float pow4(float x) { float x2 = x * x; return x2 * x2; }
18
+ float max3(vec3 v) { return max(max(v.x, v.y), v.z); }
19
+ float max4(vec4 v) { return max(max(v.x, v.y), max(v.z, v.w)); }
20
+ vec3 BRDF_Lambert(vec3 diffuseColor) { return RECIPROCAL_PI * diffuseColor; }
21
+ float saturate(float x) { return clamp(x, 0.0, 1.0); }
22
+ vec3 saturate(vec3 v) { return clamp(v, vec3(0.0), vec3(1.0)); }
23
+ ${uniformBlockGlsl("AuraFrame", AURA_FRAME_BLOCK)}
24
+ `;
25
+ //# sourceMappingURL=common.glsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"common.glsl.js","sourceRoot":"","sources":["../../../../../../packages/rendering/src/program/chunks/common.glsl.ts"],"names":[],"mappings":"AAAA;;;;GAIG;AAEH,OAAO,EAAE,gBAAgB,EAAE,MAAM,+BAA+B,CAAC;AACjE,OAAO,EAAE,gBAAgB,EAAE,MAAM,8BAA8B,CAAC;AAEhE,MAAM,CAAC,MAAM,iBAAiB,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;EAe1C,gBAAgB,CAAC,WAAW,EAAE,gBAAgB,CAAC;CAChD,CAAC"}
@@ -0,0 +1,9 @@
1
+ /**
2
+ * `depth` chunk (PRD-01 §8.7) — depth/distance pass fragment bodies.
3
+ * `pass:"depth"` writes hardware depth (alpha-masked when ALPHA_MASK);
4
+ * `pass:"distance"` (three's distanceRGBA convention) writes the radial
5
+ * distance from `u_distanceLight`, packed for RGBA8 shadow storage.
6
+ */
7
+ export declare const DEPTH_CHUNK_GLSL = "\n#if defined(USE_BASE_COLOR_MAP) && defined(ALPHA_MASK)\nuniform sampler2D u_baseColorMap; // u_alphaCutoff comes from the alpha chunk\n#endif\n";
8
+ export declare const DISTANCE_CHUNK_PARS_GLSL = "\nuniform vec4 u_distanceLight; // xyz light position, w far\nfloat a3dPackDistance(float dist, float far) {\n return clamp(dist / max(far, 0.0001), 0.0, 1.0);\n}\n";
9
+ //# sourceMappingURL=depth.glsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"depth.glsl.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/program/chunks/depth.glsl.ts"],"names":[],"mappings":"AAAA;;;;;GAKG;AAEH,eAAO,MAAM,gBAAgB,uJAI5B,CAAC;AAEF,eAAO,MAAM,wBAAwB,4KAKpC,CAAC"}
@@ -0,0 +1,18 @@
1
+ /**
2
+ * `depth` chunk (PRD-01 §8.7) — depth/distance pass fragment bodies.
3
+ * `pass:"depth"` writes hardware depth (alpha-masked when ALPHA_MASK);
4
+ * `pass:"distance"` (three's distanceRGBA convention) writes the radial
5
+ * distance from `u_distanceLight`, packed for RGBA8 shadow storage.
6
+ */
7
+ export const DEPTH_CHUNK_GLSL = /* glsl */ `
8
+ #if defined(USE_BASE_COLOR_MAP) && defined(ALPHA_MASK)
9
+ uniform sampler2D u_baseColorMap; // u_alphaCutoff comes from the alpha chunk
10
+ #endif
11
+ `;
12
+ export const DISTANCE_CHUNK_PARS_GLSL = /* glsl */ `
13
+ uniform vec4 u_distanceLight; // xyz light position, w far
14
+ float a3dPackDistance(float dist, float far) {
15
+ return clamp(dist / max(far, 0.0001), 0.0, 1.0);
16
+ }
17
+ `;
18
+ //# sourceMappingURL=depth.glsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"depth.glsl.js","sourceRoot":"","sources":["../../../../../../packages/rendering/src/program/chunks/depth.glsl.ts"],"names":[],"mappings":"AAAA;;;;;GAKG;AAEH,MAAM,CAAC,MAAM,gBAAgB,GAAG,UAAU,CAAC;;;;CAI1C,CAAC;AAEF,MAAM,CAAC,MAAM,wBAAwB,GAAG,UAAU,CAAC;;;;;CAKlD,CAAC"}
@@ -0,0 +1,9 @@
1
+ /**
2
+ * PRD 11 Phase 6 groundwork — WGSL twin of `a3d_prd11_draw_id`
3
+ * (`batching/shaders/drawId.glsl.ts`). Same six-texel draw-data layout as
4
+ * `DrawDataTexture`; WGSL has no `gl_DrawID` builtin, so the twin models the
5
+ * uniform-loop path (`a3dDrawId.u_drawId`) — the multi-draw selection under
6
+ * WebGPU is a Phase-6+ device decision (indirect draws), not a chunk detail.
7
+ */
8
+ export declare const PRD11_DRAWID_WGSL = "\nstruct A3dPrd11DrawIdUniform {\n u_drawId: i32,\n};\n@group(3) @binding(0) var<uniform> a3dDrawId: A3dPrd11DrawIdUniform;\n@group(3) @binding(1) var u_a3dDrawData: texture_2d<f32>;\n\nfn a3dDrawTexel(draw: i32, row: i32) -> vec4<f32> {\n return textureLoad(u_a3dDrawData, vec2<i32>(draw * 6 + row, 0), 0);\n}\nfn a3dDrawModelMatrix(draw: i32) -> mat4x4<f32> {\n return mat4x4<f32>(a3dDrawTexel(draw, 0), a3dDrawTexel(draw, 1), a3dDrawTexel(draw, 2), a3dDrawTexel(draw, 3));\n}\nfn a3dDrawBaseColor(draw: i32) -> vec4<f32> {\n return a3dDrawTexel(draw, 4);\n}\nfn a3dDrawMeta(draw: i32) -> vec4<f32> {\n return a3dDrawTexel(draw, 5);\n}\n";
9
+ //# sourceMappingURL=drawId.wgsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"drawId.wgsl.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/program/chunks/drawId.wgsl.ts"],"names":[],"mappings":"AAAA;;;;;;GAMG;AAIH,eAAO,MAAM,iBAAiB,yoBAmB7B,CAAC"}
@@ -0,0 +1,29 @@
1
+ /**
2
+ * PRD 11 Phase 6 groundwork — WGSL twin of `a3d_prd11_draw_id`
3
+ * (`batching/shaders/drawId.glsl.ts`). Same six-texel draw-data layout as
4
+ * `DrawDataTexture`; WGSL has no `gl_DrawID` builtin, so the twin models the
5
+ * uniform-loop path (`a3dDrawId.u_drawId`) — the multi-draw selection under
6
+ * WebGPU is a Phase-6+ device decision (indirect draws), not a chunk detail.
7
+ */
8
+ import { DRAW_DATA_TEXELS_PER_DRAW } from "../../batching/DrawDataTexture.js";
9
+ export const PRD11_DRAWID_WGSL = /* wgsl */ `
10
+ struct A3dPrd11DrawIdUniform {
11
+ u_drawId: i32,
12
+ };
13
+ @group(3) @binding(0) var<uniform> a3dDrawId: A3dPrd11DrawIdUniform;
14
+ @group(3) @binding(1) var u_a3dDrawData: texture_2d<f32>;
15
+
16
+ fn a3dDrawTexel(draw: i32, row: i32) -> vec4<f32> {
17
+ return textureLoad(u_a3dDrawData, vec2<i32>(draw * ${DRAW_DATA_TEXELS_PER_DRAW} + row, 0), 0);
18
+ }
19
+ fn a3dDrawModelMatrix(draw: i32) -> mat4x4<f32> {
20
+ return mat4x4<f32>(a3dDrawTexel(draw, 0), a3dDrawTexel(draw, 1), a3dDrawTexel(draw, 2), a3dDrawTexel(draw, 3));
21
+ }
22
+ fn a3dDrawBaseColor(draw: i32) -> vec4<f32> {
23
+ return a3dDrawTexel(draw, 4);
24
+ }
25
+ fn a3dDrawMeta(draw: i32) -> vec4<f32> {
26
+ return a3dDrawTexel(draw, 5);
27
+ }
28
+ `;
29
+ //# sourceMappingURL=drawId.wgsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"drawId.wgsl.js","sourceRoot":"","sources":["../../../../../../packages/rendering/src/program/chunks/drawId.wgsl.ts"],"names":[],"mappings":"AAAA;;;;;;GAMG;AAEH,OAAO,EAAE,yBAAyB,EAAE,MAAM,gCAAgC,CAAC;AAE3E,MAAM,CAAC,MAAM,iBAAiB,GAAG,UAAU,CAAC;;;;;;;;uDAQW,yBAAyB;;;;;;;;;;;CAW/E,CAAC"}
@@ -0,0 +1,8 @@
1
+ /**
2
+ * `fog_default` chunk — default `fragment:fog` body helpers.
3
+ * Legacy linear/exp2 fog plus a simple height falloff; the `"volumetric"`
4
+ * variant and wetness are lane 07's C-21 hook — the default emits the linear
5
+ * form under FOG_LINEAR and exp2 under FOG_EXP2 (height falls back to exp2).
6
+ */
7
+ export declare const FOG_DEFAULT_CHUNK_GLSL = "\n#if defined(FOG_LINEAR) || defined(FOG_EXP2) || defined(FOG_HEIGHT)\nuniform vec3 u_fogColor;\nuniform vec2 u_fogRange; // near, far\nuniform float u_fogDensity;\nuniform float u_fogHeightFalloff;\nfloat a3dFogFactor(float depth, float height) {\n#ifdef FOG_LINEAR\n return clamp((depth - u_fogRange.x) / max(u_fogRange.y - u_fogRange.x, 0.0001), 0.0, 1.0);\n#else\n float density = u_fogDensity;\n#ifdef FOG_HEIGHT\n density *= exp(-max(height, 0.0) * u_fogHeightFalloff);\n#endif\n float d = density * depth;\n return clamp(1.0 - exp(-d * d), 0.0, 1.0);\n#endif\n}\nvec3 a3dApplyFog(vec3 color, float depth, float height) {\n float f = a3dFogFactor(depth, height);\n return mix(color, u_fogColor, f);\n}\n#endif\n";
8
+ //# sourceMappingURL=fog_default.glsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"fog_default.glsl.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/program/chunks/fog_default.glsl.ts"],"names":[],"mappings":"AAAA;;;;;GAKG;AAEH,eAAO,MAAM,sBAAsB,4tBAuBlC,CAAC"}
@@ -0,0 +1,31 @@
1
+ /**
2
+ * `fog_default` chunk — default `fragment:fog` body helpers.
3
+ * Legacy linear/exp2 fog plus a simple height falloff; the `"volumetric"`
4
+ * variant and wetness are lane 07's C-21 hook — the default emits the linear
5
+ * form under FOG_LINEAR and exp2 under FOG_EXP2 (height falls back to exp2).
6
+ */
7
+ export const FOG_DEFAULT_CHUNK_GLSL = /* glsl */ `
8
+ #if defined(FOG_LINEAR) || defined(FOG_EXP2) || defined(FOG_HEIGHT)
9
+ uniform vec3 u_fogColor;
10
+ uniform vec2 u_fogRange; // near, far
11
+ uniform float u_fogDensity;
12
+ uniform float u_fogHeightFalloff;
13
+ float a3dFogFactor(float depth, float height) {
14
+ #ifdef FOG_LINEAR
15
+ return clamp((depth - u_fogRange.x) / max(u_fogRange.y - u_fogRange.x, 0.0001), 0.0, 1.0);
16
+ #else
17
+ float density = u_fogDensity;
18
+ #ifdef FOG_HEIGHT
19
+ density *= exp(-max(height, 0.0) * u_fogHeightFalloff);
20
+ #endif
21
+ float d = density * depth;
22
+ return clamp(1.0 - exp(-d * d), 0.0, 1.0);
23
+ #endif
24
+ }
25
+ vec3 a3dApplyFog(vec3 color, float depth, float height) {
26
+ float f = a3dFogFactor(depth, height);
27
+ return mix(color, u_fogColor, f);
28
+ }
29
+ #endif
30
+ `;
31
+ //# sourceMappingURL=fog_default.glsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"fog_default.glsl.js","sourceRoot":"","sources":["../../../../../../packages/rendering/src/program/chunks/fog_default.glsl.ts"],"names":[],"mappings":"AAAA;;;;;GAKG;AAEH,MAAM,CAAC,MAAM,sBAAsB,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;CAuBhD,CAAC"}
@@ -0,0 +1,29 @@
1
+ /**
2
+ * `indirect_default` chunk — default `fragment:indirect` body helpers.
3
+ *
4
+ * Ambient irradiance is `u_environmentColor * u_environmentIntensity` applied
5
+ * as `irradiance · BRDF_Lambert(diffuseColor)` — the PRD-01 §6.6 1/π ambient
6
+ * (no hemisphere factor). One environment sampler is declared by feature:
7
+ * - `ENVMAP_TYPE_EQUIRECT`: the renderer's 2D `environmentMapTexture`
8
+ * (`u_environmentMap`);
9
+ * - `ENVMAP_TYPE_CUBE_UV` (`environment: "pmrem-cube"`): the renderer's
10
+ * prefiltered `environmentCubeMapTexture` (`u_environmentCubeMap`). This is
11
+ * the lane-01 default for cube/PMREM environments; lane 02's C-09 probe
12
+ * chunk (`a3d_prd02_lighting_ibl`, SH irradiance) can replace it through
13
+ * a `fragment:indirect` contribution.
14
+ * Both define `A3D_ENV_SAMPLE` and provide `a3dSampleEnvironment(dir, lod)`,
15
+ * which the default indirect body and the C-03 lobe IBL calls use.
16
+ *
17
+ * Both match the flag-off sampling of the same textures (ForwardPass binds
18
+ * them in `applyGeneratedEnvironmentMapUniforms`, #1140):
19
+ * - equirect: v = 0 at +Y, plus `u_environmentMapRotation` turns on u;
20
+ * - cube: Y-axis rotation by `u_environmentMapRotation` turns;
21
+ * - decode: `u_environmentMapEncoding` 0 srgb (hardware-decoded at upload),
22
+ * 1 rgbe, 2 linear.
23
+ * `lod` is on a normalized 0..8 roughness scale (`roughness * 8.0`, the same
24
+ * scale the lane-04 lobe calls use); it is remapped onto the bound texture's
25
+ * real mip range (`u_environmentMapMaxLod`). Diffuse irradiance samples the
26
+ * roughest mip, as the flag-off path does.
27
+ */
28
+ export declare const INDIRECT_DEFAULT_CHUNK_GLSL = "\nuniform vec3 u_environmentColor;\nuniform float u_environmentIntensity;\n#ifdef A3D_ENV_SAMPLE\nuniform float u_environmentMapIntensity;\nuniform float u_environmentMapRotation;\nuniform float u_environmentMapMaxLod;\nuniform float u_environmentMapEncoding;\nvec3 a3dDecodeEnvironment(vec4 texel) {\n if (u_environmentMapEncoding > 0.5 && u_environmentMapEncoding < 1.5) {\n float exponent = texel.a * 255.0;\n float scale = exponent <= 0.0 ? 0.0 : exp2(exponent - 128.0) * (255.0 / 256.0);\n return max(texel.rgb * scale, vec3(0.0));\n }\n return max(texel.rgb, vec3(0.0));\n}\nfloat a3dEnvironmentMip(float lod) {\n return clamp(lod, 0.0, 8.0) * (u_environmentMapMaxLod / 8.0);\n}\n#endif\n#if defined(ENVMAP_TYPE_CUBE_UV)\nuniform samplerCube u_environmentCubeMap;\nvec3 a3dEnvironmentCubeDirection(vec3 direction) {\n float angle = u_environmentMapRotation * 2.0 * PI;\n float c = cos(angle);\n float s = sin(angle);\n vec3 d = normalize(direction);\n return normalize(vec3(c * d.x - s * d.z, d.y, s * d.x + c * d.z));\n}\nvec3 a3dSampleEnvironment(vec3 direction, float lod) {\n return a3dDecodeEnvironment(textureLod(u_environmentCubeMap, a3dEnvironmentCubeDirection(direction), a3dEnvironmentMip(lod))) * u_environmentMapIntensity;\n}\n#elif defined(ENVMAP_TYPE_EQUIRECT)\nuniform sampler2D u_environmentMap;\nvec2 a3dEquirectUv(vec3 direction) {\n vec3 d = normalize(direction);\n float u = atan(d.z, d.x) / (2.0 * PI) + 0.5 + u_environmentMapRotation;\n float v = acos(clamp(d.y, -1.0, 1.0)) / PI;\n return vec2(fract(u), clamp(v, 0.0, 1.0));\n}\nvec3 a3dSampleEnvironment(vec3 direction, float lod) {\n return a3dDecodeEnvironment(textureLod(u_environmentMap, a3dEquirectUv(direction), a3dEnvironmentMip(lod))) * u_environmentMapIntensity;\n}\n#endif\n\n// Ambient-only path (\u00A76.6): irradiance \u00B7 BRDF_Lambert(diffuseColor) \u2014 the 1/pi ambient.\nvec3 a3dAmbientDiffuse(vec3 diffuseContribution) {\n vec3 irradiance = u_environmentColor * u_environmentIntensity;\n return irradiance * BRDF_Lambert(diffuseContribution);\n}\n\n#ifdef LIGHT_HEMISPHERE\n// Procedural sky/horizon/ground environment (EnvironmentLightingOptions.proceduralMap),\n// the flag-off shader's analytic IBL. Without it, generated programs dropped the\n// whole term: scenes lit by a scene-category / parity-preset procedural map lost\n// their fill (shadowed and back-facing surfaces went black). Same blends as the\n// frozen library; distinct uniform names so the sampled map's\n// u_environmentMapIntensity stays independent.\nuniform vec3 u_a3dProceduralSkyColor;\nuniform vec3 u_a3dProceduralHorizonColor;\nuniform vec3 u_a3dProceduralGroundColor;\nuniform vec3 u_a3dProceduralSpecularColor;\nuniform float u_a3dProceduralIntensity;\nuniform float u_a3dProceduralSpecularIntensity;\nvec3 a3dProceduralDiffuseRadiance(vec3 n) {\n float skyBlend = clamp(n.y * 0.5 + 0.5, 0.0, 1.0);\n vec3 c = mix(u_a3dProceduralGroundColor, u_a3dProceduralSkyColor, skyBlend);\n c = mix(c, u_a3dProceduralHorizonColor, clamp(1.0 - abs(n.y), 0.0, 1.0) * 0.55);\n return c * u_a3dProceduralIntensity;\n}\nvec3 a3dProceduralSpecularRadiance(vec3 r, float roughness) {\n float rough = clamp(roughness, 0.0, 1.0);\n float band = pow(clamp(r.y * 0.5 + 0.5, 0.0, 1.0), mix(18.0, 2.0, rough));\n float response = max(band, mix(0.04, 0.38, rough));\n float horizonStripe = pow(clamp(1.0 - abs(r.y), 0.0, 1.0), mix(14.0, 3.0, rough));\n float sideStripe = pow(clamp(abs(r.x), 0.0, 1.0), mix(10.0, 3.0, rough)) * smoothstep(0.0, 0.72, 1.0 - abs(r.y));\n float overheadStripe = pow(clamp(r.y * 0.5 + 0.5, 0.0, 1.0), mix(22.0, 4.0, rough));\n vec3 c = u_a3dProceduralSpecularColor * response\n + u_a3dProceduralHorizonColor * horizonStripe * 0.42\n + u_a3dProceduralSkyColor * overheadStripe * 0.28\n + u_a3dProceduralGroundColor * sideStripe * 0.22;\n return c * u_a3dProceduralSpecularIntensity;\n}\n#endif\n";
29
+ //# sourceMappingURL=indirect_default.glsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"indirect_default.glsl.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/program/chunks/indirect_default.glsl.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;GA0BG;AAEH,eAAO,MAAM,2BAA2B,41HAoFvC,CAAC"}
@@ -0,0 +1,113 @@
1
+ /**
2
+ * `indirect_default` chunk — default `fragment:indirect` body helpers.
3
+ *
4
+ * Ambient irradiance is `u_environmentColor * u_environmentIntensity` applied
5
+ * as `irradiance · BRDF_Lambert(diffuseColor)` — the PRD-01 §6.6 1/π ambient
6
+ * (no hemisphere factor). One environment sampler is declared by feature:
7
+ * - `ENVMAP_TYPE_EQUIRECT`: the renderer's 2D `environmentMapTexture`
8
+ * (`u_environmentMap`);
9
+ * - `ENVMAP_TYPE_CUBE_UV` (`environment: "pmrem-cube"`): the renderer's
10
+ * prefiltered `environmentCubeMapTexture` (`u_environmentCubeMap`). This is
11
+ * the lane-01 default for cube/PMREM environments; lane 02's C-09 probe
12
+ * chunk (`a3d_prd02_lighting_ibl`, SH irradiance) can replace it through
13
+ * a `fragment:indirect` contribution.
14
+ * Both define `A3D_ENV_SAMPLE` and provide `a3dSampleEnvironment(dir, lod)`,
15
+ * which the default indirect body and the C-03 lobe IBL calls use.
16
+ *
17
+ * Both match the flag-off sampling of the same textures (ForwardPass binds
18
+ * them in `applyGeneratedEnvironmentMapUniforms`, #1140):
19
+ * - equirect: v = 0 at +Y, plus `u_environmentMapRotation` turns on u;
20
+ * - cube: Y-axis rotation by `u_environmentMapRotation` turns;
21
+ * - decode: `u_environmentMapEncoding` 0 srgb (hardware-decoded at upload),
22
+ * 1 rgbe, 2 linear.
23
+ * `lod` is on a normalized 0..8 roughness scale (`roughness * 8.0`, the same
24
+ * scale the lane-04 lobe calls use); it is remapped onto the bound texture's
25
+ * real mip range (`u_environmentMapMaxLod`). Diffuse irradiance samples the
26
+ * roughest mip, as the flag-off path does.
27
+ */
28
+ export const INDIRECT_DEFAULT_CHUNK_GLSL = /* glsl */ `
29
+ uniform vec3 u_environmentColor;
30
+ uniform float u_environmentIntensity;
31
+ #ifdef A3D_ENV_SAMPLE
32
+ uniform float u_environmentMapIntensity;
33
+ uniform float u_environmentMapRotation;
34
+ uniform float u_environmentMapMaxLod;
35
+ uniform float u_environmentMapEncoding;
36
+ vec3 a3dDecodeEnvironment(vec4 texel) {
37
+ if (u_environmentMapEncoding > 0.5 && u_environmentMapEncoding < 1.5) {
38
+ float exponent = texel.a * 255.0;
39
+ float scale = exponent <= 0.0 ? 0.0 : exp2(exponent - 128.0) * (255.0 / 256.0);
40
+ return max(texel.rgb * scale, vec3(0.0));
41
+ }
42
+ return max(texel.rgb, vec3(0.0));
43
+ }
44
+ float a3dEnvironmentMip(float lod) {
45
+ return clamp(lod, 0.0, 8.0) * (u_environmentMapMaxLod / 8.0);
46
+ }
47
+ #endif
48
+ #if defined(ENVMAP_TYPE_CUBE_UV)
49
+ uniform samplerCube u_environmentCubeMap;
50
+ vec3 a3dEnvironmentCubeDirection(vec3 direction) {
51
+ float angle = u_environmentMapRotation * 2.0 * PI;
52
+ float c = cos(angle);
53
+ float s = sin(angle);
54
+ vec3 d = normalize(direction);
55
+ return normalize(vec3(c * d.x - s * d.z, d.y, s * d.x + c * d.z));
56
+ }
57
+ vec3 a3dSampleEnvironment(vec3 direction, float lod) {
58
+ return a3dDecodeEnvironment(textureLod(u_environmentCubeMap, a3dEnvironmentCubeDirection(direction), a3dEnvironmentMip(lod))) * u_environmentMapIntensity;
59
+ }
60
+ #elif defined(ENVMAP_TYPE_EQUIRECT)
61
+ uniform sampler2D u_environmentMap;
62
+ vec2 a3dEquirectUv(vec3 direction) {
63
+ vec3 d = normalize(direction);
64
+ float u = atan(d.z, d.x) / (2.0 * PI) + 0.5 + u_environmentMapRotation;
65
+ float v = acos(clamp(d.y, -1.0, 1.0)) / PI;
66
+ return vec2(fract(u), clamp(v, 0.0, 1.0));
67
+ }
68
+ vec3 a3dSampleEnvironment(vec3 direction, float lod) {
69
+ return a3dDecodeEnvironment(textureLod(u_environmentMap, a3dEquirectUv(direction), a3dEnvironmentMip(lod))) * u_environmentMapIntensity;
70
+ }
71
+ #endif
72
+
73
+ // Ambient-only path (§6.6): irradiance · BRDF_Lambert(diffuseColor) — the 1/pi ambient.
74
+ vec3 a3dAmbientDiffuse(vec3 diffuseContribution) {
75
+ vec3 irradiance = u_environmentColor * u_environmentIntensity;
76
+ return irradiance * BRDF_Lambert(diffuseContribution);
77
+ }
78
+
79
+ #ifdef LIGHT_HEMISPHERE
80
+ // Procedural sky/horizon/ground environment (EnvironmentLightingOptions.proceduralMap),
81
+ // the flag-off shader's analytic IBL. Without it, generated programs dropped the
82
+ // whole term: scenes lit by a scene-category / parity-preset procedural map lost
83
+ // their fill (shadowed and back-facing surfaces went black). Same blends as the
84
+ // frozen library; distinct uniform names so the sampled map's
85
+ // u_environmentMapIntensity stays independent.
86
+ uniform vec3 u_a3dProceduralSkyColor;
87
+ uniform vec3 u_a3dProceduralHorizonColor;
88
+ uniform vec3 u_a3dProceduralGroundColor;
89
+ uniform vec3 u_a3dProceduralSpecularColor;
90
+ uniform float u_a3dProceduralIntensity;
91
+ uniform float u_a3dProceduralSpecularIntensity;
92
+ vec3 a3dProceduralDiffuseRadiance(vec3 n) {
93
+ float skyBlend = clamp(n.y * 0.5 + 0.5, 0.0, 1.0);
94
+ vec3 c = mix(u_a3dProceduralGroundColor, u_a3dProceduralSkyColor, skyBlend);
95
+ c = mix(c, u_a3dProceduralHorizonColor, clamp(1.0 - abs(n.y), 0.0, 1.0) * 0.55);
96
+ return c * u_a3dProceduralIntensity;
97
+ }
98
+ vec3 a3dProceduralSpecularRadiance(vec3 r, float roughness) {
99
+ float rough = clamp(roughness, 0.0, 1.0);
100
+ float band = pow(clamp(r.y * 0.5 + 0.5, 0.0, 1.0), mix(18.0, 2.0, rough));
101
+ float response = max(band, mix(0.04, 0.38, rough));
102
+ float horizonStripe = pow(clamp(1.0 - abs(r.y), 0.0, 1.0), mix(14.0, 3.0, rough));
103
+ float sideStripe = pow(clamp(abs(r.x), 0.0, 1.0), mix(10.0, 3.0, rough)) * smoothstep(0.0, 0.72, 1.0 - abs(r.y));
104
+ float overheadStripe = pow(clamp(r.y * 0.5 + 0.5, 0.0, 1.0), mix(22.0, 4.0, rough));
105
+ vec3 c = u_a3dProceduralSpecularColor * response
106
+ + u_a3dProceduralHorizonColor * horizonStripe * 0.42
107
+ + u_a3dProceduralSkyColor * overheadStripe * 0.28
108
+ + u_a3dProceduralGroundColor * sideStripe * 0.22;
109
+ return c * u_a3dProceduralSpecularIntensity;
110
+ }
111
+ #endif
112
+ `;
113
+ //# sourceMappingURL=indirect_default.glsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"indirect_default.glsl.js","sourceRoot":"","sources":["../../../../../../packages/rendering/src/program/chunks/indirect_default.glsl.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;GA0BG;AAEH,MAAM,CAAC,MAAM,2BAA2B,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAoFrD,CAAC"}
@@ -0,0 +1,10 @@
1
+ /**
2
+ * PRD 11 Phase 6 groundwork — WGSL twins of
3
+ * `a3d_prd11_instance_emissive_{vtx,frag}` (`batching/shaders/
4
+ * instanceEmissive.glsl.ts`). The instanced attribute arrives through the
5
+ * vertex buffer layout the Phase-6 device builds; these twins carry the
6
+ * varying declaration + helper both stages share.
7
+ */
8
+ export declare const PRD11_INSTANCE_EMISSIVE_VTX_WGSL = "\n// vertex stage \u2014 @location input arrives via the instance-rate vertex buffer\n// (location 14, reserved for a_instanceEmissive by the bind layout builder)\nfn a3dInstanceEmissiveIn(input: vec3<f32>) -> vec3<f32> {\n return input;\n}\n";
9
+ export declare const PRD11_INSTANCE_EMISSIVE_FRAG_WGSL = "\n// fragment stage \u2014 consumed through the interpolated varying\nstruct A3dPrd11InstanceEmissiveFrag {\n @location(14) v_a3dInstanceEmissive: vec3<f32>,\n};\n";
10
+ //# sourceMappingURL=instanceEmissive.wgsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"instanceEmissive.wgsl.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/program/chunks/instanceEmissive.wgsl.ts"],"names":[],"mappings":"AAAA;;;;;;GAMG;AAEH,eAAO,MAAM,gCAAgC,wPAM5C,CAAC;AAEF,eAAO,MAAM,iCAAiC,yKAK7C,CAAC"}
@@ -0,0 +1,21 @@
1
+ /**
2
+ * PRD 11 Phase 6 groundwork — WGSL twins of
3
+ * `a3d_prd11_instance_emissive_{vtx,frag}` (`batching/shaders/
4
+ * instanceEmissive.glsl.ts`). The instanced attribute arrives through the
5
+ * vertex buffer layout the Phase-6 device builds; these twins carry the
6
+ * varying declaration + helper both stages share.
7
+ */
8
+ export const PRD11_INSTANCE_EMISSIVE_VTX_WGSL = /* wgsl */ `
9
+ // vertex stage — @location input arrives via the instance-rate vertex buffer
10
+ // (location 14, reserved for a_instanceEmissive by the bind layout builder)
11
+ fn a3dInstanceEmissiveIn(input: vec3<f32>) -> vec3<f32> {
12
+ return input;
13
+ }
14
+ `;
15
+ export const PRD11_INSTANCE_EMISSIVE_FRAG_WGSL = /* wgsl */ `
16
+ // fragment stage — consumed through the interpolated varying
17
+ struct A3dPrd11InstanceEmissiveFrag {
18
+ @location(14) v_a3dInstanceEmissive: vec3<f32>,
19
+ };
20
+ `;
21
+ //# sourceMappingURL=instanceEmissive.wgsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"instanceEmissive.wgsl.js","sourceRoot":"","sources":["../../../../../../packages/rendering/src/program/chunks/instanceEmissive.wgsl.ts"],"names":[],"mappings":"AAAA;;;;;;GAMG;AAEH,MAAM,CAAC,MAAM,gCAAgC,GAAG,UAAU,CAAC;;;;;;CAM1D,CAAC;AAEF,MAAM,CAAC,MAAM,iCAAiC,GAAG,UAAU,CAAC;;;;;CAK3D,CAAC"}
@@ -0,0 +1,8 @@
1
+ /**
2
+ * `instancing` chunk (PRD-01 §8.5) — attribute-matrix instancing.
3
+ * Order is `world · instance · geometry` per C-07: `size ⊙ fit` folds into
4
+ * `u_geometryMatrix` and never scales instance translation.
5
+ */
6
+ export declare const INSTANCING_VERTEX_PARS_GLSL = "\n#ifdef USE_INSTANCING\nlayout(location = 8) in vec4 a_instanceMatrix0;\nlayout(location = 9) in vec4 a_instanceMatrix1;\nlayout(location = 10) in vec4 a_instanceMatrix2;\nlayout(location = 11) in vec4 a_instanceMatrix3;\n#ifdef USE_INSTANCING_COLOR\nlayout(location = 12) in vec4 a_instanceColor;\n#endif\n#endif\n";
7
+ export declare const INSTANCING_VERTEX_BODY_GLSL = "\n mat4 instanceMatrix = mat4(1.0);\n#ifdef USE_INSTANCING\n instanceMatrix = mat4(a_instanceMatrix0, a_instanceMatrix1, a_instanceMatrix2, a_instanceMatrix3);\n#endif\n vec4 a3dLocal = u_geometryMatrix * vec4(transformed, 1.0);\n vec4 a3dWorld = u_modelMatrix * instanceMatrix * a3dLocal;\n";
8
+ //# sourceMappingURL=instancing.glsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"instancing.glsl.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/program/chunks/instancing.glsl.ts"],"names":[],"mappings":"AAAA;;;;GAIG;AAEH,eAAO,MAAM,2BAA2B,iUAUvC,CAAC;AAEF,eAAO,MAAM,2BAA2B,4SAOvC,CAAC"}
@@ -0,0 +1,25 @@
1
+ /**
2
+ * `instancing` chunk (PRD-01 §8.5) — attribute-matrix instancing.
3
+ * Order is `world · instance · geometry` per C-07: `size ⊙ fit` folds into
4
+ * `u_geometryMatrix` and never scales instance translation.
5
+ */
6
+ export const INSTANCING_VERTEX_PARS_GLSL = /* glsl */ `
7
+ #ifdef USE_INSTANCING
8
+ layout(location = 8) in vec4 a_instanceMatrix0;
9
+ layout(location = 9) in vec4 a_instanceMatrix1;
10
+ layout(location = 10) in vec4 a_instanceMatrix2;
11
+ layout(location = 11) in vec4 a_instanceMatrix3;
12
+ #ifdef USE_INSTANCING_COLOR
13
+ layout(location = 12) in vec4 a_instanceColor;
14
+ #endif
15
+ #endif
16
+ `;
17
+ export const INSTANCING_VERTEX_BODY_GLSL = /* glsl */ `
18
+ mat4 instanceMatrix = mat4(1.0);
19
+ #ifdef USE_INSTANCING
20
+ instanceMatrix = mat4(a_instanceMatrix0, a_instanceMatrix1, a_instanceMatrix2, a_instanceMatrix3);
21
+ #endif
22
+ vec4 a3dLocal = u_geometryMatrix * vec4(transformed, 1.0);
23
+ vec4 a3dWorld = u_modelMatrix * instanceMatrix * a3dLocal;
24
+ `;
25
+ //# sourceMappingURL=instancing.glsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"instancing.glsl.js","sourceRoot":"","sources":["../../../../../../packages/rendering/src/program/chunks/instancing.glsl.ts"],"names":[],"mappings":"AAAA;;;;GAIG;AAEH,MAAM,CAAC,MAAM,2BAA2B,GAAG,UAAU,CAAC;;;;;;;;;;CAUrD,CAAC;AAEF,MAAM,CAAC,MAAM,2BAA2B,GAAG,UAAU,CAAC;;;;;;;CAOrD,CAAC"}
@@ -0,0 +1,15 @@
1
+ /**
2
+ * `lights_legacy` chunk (PRD-01 §8.4) — default `fragment:lights` body helpers.
3
+ *
4
+ * Reads today's packed `u_lightData[96]` (6 vec4s per light:
5
+ * colorIntensity, positionRange, directionKind, spotShadowLayer, areaRight,
6
+ * areaUp; kind = directionKind.w: 0 dir, 1 point, 2 spot, >2.5 rect) so the
7
+ * generator is complete with every other lane's stub. Attenuation is the
8
+ * three.js r155+ `getDistanceAttenuation(d, cutoff, decay = 2)` — the legacy
9
+ * `max(d², 1)` coupling is removed inside this chunk only.
10
+ * The clustered path keeps `u_clusterLightData`/`u_clusterLightIndices`
11
+ * under `#ifdef LIGHTS_CLUSTERED`. Shadow gates (`spotShadowLayer.z`) are
12
+ * lane 02's C-11 — the default body does not sample shadows.
13
+ */
14
+ export declare const LIGHTS_LEGACY_CHUNK_GLSL = "\nuniform vec4 u_lightData[96];\nuniform float u_lightCount;\n#ifdef LIGHTS_CLUSTERED\nuniform sampler2D u_clusterLightData;\nuniform sampler2D u_clusterLightIndices;\nuniform vec2 u_clusterGridSize;\nuniform vec2 u_clusterViewportSize;\n#endif\n\n// three.js r155+ physically based falloff: (1 - (d/cutoff)^4)^2 / pow(d, decay).\nfloat a3dGetDistanceAttenuation(float distanceToLight, float cutoffDistance, float decayExponent) {\n float distanceFalloff = 1.0 / max(pow(distanceToLight, decayExponent), 0.01);\n if (cutoffDistance > 0.0) {\n float falloff = clamp(1.0 - pow(distanceToLight / cutoffDistance, 4.0), 0.0, 1.0);\n distanceFalloff *= falloff * falloff;\n }\n return distanceFalloff;\n}\n\n// Decode one packed light: returns radiance reaching worldPos, out L = direction to light.\nvec3 a3dLegacyLightRadiance(int baseIndex, vec3 worldPos, out vec3 L) {\n vec4 colorIntensity = u_lightData[baseIndex];\n vec4 positionRange = u_lightData[baseIndex + 1];\n vec4 directionKind = u_lightData[baseIndex + 2];\n vec4 spotShadowLayer = u_lightData[baseIndex + 3];\n float kind = directionKind.w;\n if (kind < 0.5) {\n // directional: directionKind.xyz = light->world direction\n L = -directionKind.xyz;\n return colorIntensity.rgb * colorIntensity.a;\n }\n vec3 toLight = positionRange.xyz - worldPos;\n float distanceToLight = max(length(toLight), 0.0001);\n L = toLight / distanceToLight;\n float attenuation = a3dGetDistanceAttenuation(distanceToLight, positionRange.w, 2.0);\n if (kind > 1.5) {\n // spot: cone from packed angles (x outer radians, y penumbra fraction)\n vec3 lightToFragment = normalize(worldPos - positionRange.xyz);\n float cone = dot(normalize(directionKind.xyz), lightToFragment);\n float outer = cos(spotShadowLayer.x);\n float inner = cos(spotShadowLayer.x * max(1.0 - spotShadowLayer.y, 0.001));\n attenuation *= smoothstep(outer, inner, cone);\n }\n return colorIntensity.rgb * colorIntensity.a * attenuation;\n}\n\n#ifdef LIGHTS_CLUSTERED\n// Clustered lookup for >8 lights: same packing from the cluster textures.\nint a3dClusterIndex(vec2 fragCoord) {\n ivec2 clusterTile = clamp(\n ivec2(floor(fragCoord / max(u_clusterViewportSize / u_clusterGridSize, vec2(1.0)))),\n ivec2(0), ivec2(u_clusterGridSize) - ivec2(1)\n );\n return clusterTile.y * int(u_clusterGridSize.x) + clusterTile.x;\n}\nvec3 a3dClusteredLightRadiance(int lightIndex, vec3 worldPos, out vec3 L) {\n vec4 colorIntensity = texelFetch(u_clusterLightData, ivec2(0, lightIndex), 0);\n vec4 positionRange = texelFetch(u_clusterLightData, ivec2(1, lightIndex), 0);\n vec4 directionKind = texelFetch(u_clusterLightData, ivec2(2, lightIndex), 0);\n vec4 spotShadowLayer = texelFetch(u_clusterLightData, ivec2(3, lightIndex), 0);\n float kind = directionKind.w;\n if (kind < 0.5) {\n L = -directionKind.xyz;\n return colorIntensity.rgb * colorIntensity.a;\n }\n vec3 toLight = positionRange.xyz - worldPos;\n float distanceToLight = max(length(toLight), 0.0001);\n L = toLight / distanceToLight;\n float attenuation = a3dGetDistanceAttenuation(distanceToLight, positionRange.w, 2.0);\n if (kind > 1.5) {\n vec3 lightToFragment = normalize(worldPos - positionRange.xyz);\n float cone = dot(normalize(directionKind.xyz), lightToFragment);\n float outer = cos(spotShadowLayer.x);\n float inner = cos(spotShadowLayer.x * max(1.0 - spotShadowLayer.y, 0.001));\n attenuation *= smoothstep(outer, inner, cone);\n }\n return colorIntensity.rgb * colorIntensity.a * attenuation;\n}\n#endif\n";
15
+ //# sourceMappingURL=lights_legacy.glsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"lights_legacy.glsl.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/program/chunks/lights_legacy.glsl.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;GAYG;AAEH,eAAO,MAAM,wBAAwB,6/GAgFpC,CAAC"}
@@ -0,0 +1,95 @@
1
+ /**
2
+ * `lights_legacy` chunk (PRD-01 §8.4) — default `fragment:lights` body helpers.
3
+ *
4
+ * Reads today's packed `u_lightData[96]` (6 vec4s per light:
5
+ * colorIntensity, positionRange, directionKind, spotShadowLayer, areaRight,
6
+ * areaUp; kind = directionKind.w: 0 dir, 1 point, 2 spot, >2.5 rect) so the
7
+ * generator is complete with every other lane's stub. Attenuation is the
8
+ * three.js r155+ `getDistanceAttenuation(d, cutoff, decay = 2)` — the legacy
9
+ * `max(d², 1)` coupling is removed inside this chunk only.
10
+ * The clustered path keeps `u_clusterLightData`/`u_clusterLightIndices`
11
+ * under `#ifdef LIGHTS_CLUSTERED`. Shadow gates (`spotShadowLayer.z`) are
12
+ * lane 02's C-11 — the default body does not sample shadows.
13
+ */
14
+ export const LIGHTS_LEGACY_CHUNK_GLSL = /* glsl */ `
15
+ uniform vec4 u_lightData[96];
16
+ uniform float u_lightCount;
17
+ #ifdef LIGHTS_CLUSTERED
18
+ uniform sampler2D u_clusterLightData;
19
+ uniform sampler2D u_clusterLightIndices;
20
+ uniform vec2 u_clusterGridSize;
21
+ uniform vec2 u_clusterViewportSize;
22
+ #endif
23
+
24
+ // three.js r155+ physically based falloff: (1 - (d/cutoff)^4)^2 / pow(d, decay).
25
+ float a3dGetDistanceAttenuation(float distanceToLight, float cutoffDistance, float decayExponent) {
26
+ float distanceFalloff = 1.0 / max(pow(distanceToLight, decayExponent), 0.01);
27
+ if (cutoffDistance > 0.0) {
28
+ float falloff = clamp(1.0 - pow(distanceToLight / cutoffDistance, 4.0), 0.0, 1.0);
29
+ distanceFalloff *= falloff * falloff;
30
+ }
31
+ return distanceFalloff;
32
+ }
33
+
34
+ // Decode one packed light: returns radiance reaching worldPos, out L = direction to light.
35
+ vec3 a3dLegacyLightRadiance(int baseIndex, vec3 worldPos, out vec3 L) {
36
+ vec4 colorIntensity = u_lightData[baseIndex];
37
+ vec4 positionRange = u_lightData[baseIndex + 1];
38
+ vec4 directionKind = u_lightData[baseIndex + 2];
39
+ vec4 spotShadowLayer = u_lightData[baseIndex + 3];
40
+ float kind = directionKind.w;
41
+ if (kind < 0.5) {
42
+ // directional: directionKind.xyz = light->world direction
43
+ L = -directionKind.xyz;
44
+ return colorIntensity.rgb * colorIntensity.a;
45
+ }
46
+ vec3 toLight = positionRange.xyz - worldPos;
47
+ float distanceToLight = max(length(toLight), 0.0001);
48
+ L = toLight / distanceToLight;
49
+ float attenuation = a3dGetDistanceAttenuation(distanceToLight, positionRange.w, 2.0);
50
+ if (kind > 1.5) {
51
+ // spot: cone from packed angles (x outer radians, y penumbra fraction)
52
+ vec3 lightToFragment = normalize(worldPos - positionRange.xyz);
53
+ float cone = dot(normalize(directionKind.xyz), lightToFragment);
54
+ float outer = cos(spotShadowLayer.x);
55
+ float inner = cos(spotShadowLayer.x * max(1.0 - spotShadowLayer.y, 0.001));
56
+ attenuation *= smoothstep(outer, inner, cone);
57
+ }
58
+ return colorIntensity.rgb * colorIntensity.a * attenuation;
59
+ }
60
+
61
+ #ifdef LIGHTS_CLUSTERED
62
+ // Clustered lookup for >8 lights: same packing from the cluster textures.
63
+ int a3dClusterIndex(vec2 fragCoord) {
64
+ ivec2 clusterTile = clamp(
65
+ ivec2(floor(fragCoord / max(u_clusterViewportSize / u_clusterGridSize, vec2(1.0)))),
66
+ ivec2(0), ivec2(u_clusterGridSize) - ivec2(1)
67
+ );
68
+ return clusterTile.y * int(u_clusterGridSize.x) + clusterTile.x;
69
+ }
70
+ vec3 a3dClusteredLightRadiance(int lightIndex, vec3 worldPos, out vec3 L) {
71
+ vec4 colorIntensity = texelFetch(u_clusterLightData, ivec2(0, lightIndex), 0);
72
+ vec4 positionRange = texelFetch(u_clusterLightData, ivec2(1, lightIndex), 0);
73
+ vec4 directionKind = texelFetch(u_clusterLightData, ivec2(2, lightIndex), 0);
74
+ vec4 spotShadowLayer = texelFetch(u_clusterLightData, ivec2(3, lightIndex), 0);
75
+ float kind = directionKind.w;
76
+ if (kind < 0.5) {
77
+ L = -directionKind.xyz;
78
+ return colorIntensity.rgb * colorIntensity.a;
79
+ }
80
+ vec3 toLight = positionRange.xyz - worldPos;
81
+ float distanceToLight = max(length(toLight), 0.0001);
82
+ L = toLight / distanceToLight;
83
+ float attenuation = a3dGetDistanceAttenuation(distanceToLight, positionRange.w, 2.0);
84
+ if (kind > 1.5) {
85
+ vec3 lightToFragment = normalize(worldPos - positionRange.xyz);
86
+ float cone = dot(normalize(directionKind.xyz), lightToFragment);
87
+ float outer = cos(spotShadowLayer.x);
88
+ float inner = cos(spotShadowLayer.x * max(1.0 - spotShadowLayer.y, 0.001));
89
+ attenuation *= smoothstep(outer, inner, cone);
90
+ }
91
+ return colorIntensity.rgb * colorIntensity.a * attenuation;
92
+ }
93
+ #endif
94
+ `;
95
+ //# sourceMappingURL=lights_legacy.glsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"lights_legacy.glsl.js","sourceRoot":"","sources":["../../../../../../packages/rendering/src/program/chunks/lights_legacy.glsl.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;GAYG;AAEH,MAAM,CAAC,MAAM,wBAAwB,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAgFlD,CAAC"}
@@ -0,0 +1,42 @@
1
+ /**
2
+ * PRD 11 Phase 6 groundwork (§7.3, ◦): WGSL twin manifest.
3
+ *
4
+ * C-02 `ShaderChunk.wgsl` is the twin field; chunks registered without it are
5
+ * reported — never fatal — until G-WGPU is a "go" (§6.2). Lane-11-owned
6
+ * chunks register their twins in `program/chunks/*.wgsl.ts` and pass them to
7
+ * `registerShaderChunk` directly; this manifest additionally records them so
8
+ * `manifestParity` can report coverage without a lane-01 enumeration API
9
+ * (requested via qr-request: `allShaderChunks()` on contracts/program.ts).
10
+ *
11
+ * `manifestParity(registered?)` takes an optional explicit list of
12
+ * `{name, owner}` descriptors — callers that do have chunk access (tests,
13
+ * the naga job) pass it; without it the manifest reports only the twins it
14
+ * knows about.
15
+ */
16
+ export interface WgslTwinEntry {
17
+ readonly chunkName: string;
18
+ readonly owner: string;
19
+ readonly wgsl: string;
20
+ }
21
+ /** Record a WGSL twin for a registered C-02 chunk. Idempotent per name. */
22
+ export declare function registerWgslTwin(entry: WgslTwinEntry): void;
23
+ export declare function wgslTwinFor(chunkName: string): string | undefined;
24
+ export declare function wgslTwins(): readonly WgslTwinEntry[];
25
+ export interface ManifestParity {
26
+ readonly withTwin: number;
27
+ readonly missing: readonly {
28
+ readonly name: string;
29
+ readonly owner: string;
30
+ }[];
31
+ }
32
+ /**
33
+ * Compare the known registered chunks against the twin table.
34
+ * `registered` is optional until C-02 exposes enumeration; when omitted the
35
+ * report covers the manifest's own twin table (missing = []).
36
+ */
37
+ export declare function manifestParity(registered?: readonly {
38
+ readonly name: string;
39
+ readonly owner?: string;
40
+ readonly wgsl?: string;
41
+ }[]): ManifestParity;
42
+ //# sourceMappingURL=manifest.d.ts.map
@@ -0,0 +1 @@
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+ {"version":3,"file":"manifest.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/program/chunks/manifest.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;GAcG;AAEH,MAAM,WAAW,aAAa;IAC5B,QAAQ,CAAC,SAAS,EAAE,MAAM,CAAC;IAC3B,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC;IACvB,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC;CACvB;AAID,2EAA2E;AAC3E,wBAAgB,gBAAgB,CAAC,KAAK,EAAE,aAAa,GAAG,IAAI,CAE3D;AAED,wBAAgB,WAAW,CAAC,SAAS,EAAE,MAAM,GAAG,MAAM,GAAG,SAAS,CAEjE;AAED,wBAAgB,SAAS,IAAI,SAAS,aAAa,EAAE,CAEpD;AAED,MAAM,WAAW,cAAc;IAC7B,QAAQ,CAAC,QAAQ,EAAE,MAAM,CAAC;IAC1B,QAAQ,CAAC,OAAO,EAAE,SAAS;QAAE,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC;QAAC,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAA;KAAE,EAAE,CAAC;CAChF;AAED;;;;GAIG;AACH,wBAAgB,cAAc,CAAC,UAAU,CAAC,EAAE,SAAS;IAAE,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC;IAAC,QAAQ,CAAC,KAAK,CAAC,EAAE,MAAM,CAAC;IAAC,QAAQ,CAAC,IAAI,CAAC,EAAE,MAAM,CAAA;CAAE,EAAE,GAAG,cAAc,CAcjJ"}