@aura3d/rendering 4.0.8 → 4.1.0

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Files changed (53) hide show
  1. package/dist/ForwardPass.d.ts.map +1 -1
  2. package/dist/ForwardPass.js +11 -1
  3. package/dist/ForwardPass.js.map +1 -1
  4. package/dist/ShaderLibrary.js +5 -5
  5. package/dist/ShaderLibraryCore.js +1 -1
  6. package/dist/WebGPUDevice.js +1 -1
  7. package/dist/index.d.ts +1 -0
  8. package/dist/index.d.ts.map +1 -1
  9. package/dist/index.js +1 -0
  10. package/dist/index.js.map +1 -1
  11. package/dist/output/ToneMappingOperators.glsl.d.ts +1 -1
  12. package/dist/output/ToneMappingOperators.glsl.d.ts.map +1 -1
  13. package/dist/output/ToneMappingOperators.glsl.js +2 -0
  14. package/dist/output/ToneMappingOperators.glsl.js.map +1 -1
  15. package/dist/program/chunks/shadow_forward.glsl.d.ts +2 -2
  16. package/dist/program/chunks/shadow_forward.glsl.d.ts.map +1 -1
  17. package/dist/program/chunks/shadow_forward.glsl.js +1 -1
  18. package/dist/shaders/chunks/author/colorspace.glsl.d.ts +8 -0
  19. package/dist/shaders/chunks/author/colorspace.glsl.d.ts.map +1 -0
  20. package/dist/shaders/chunks/author/colorspace.glsl.js +20 -0
  21. package/dist/shaders/chunks/author/colorspace.glsl.js.map +1 -0
  22. package/dist/shaders/chunks/author/fog.glsl.d.ts +3 -0
  23. package/dist/shaders/chunks/author/fog.glsl.d.ts.map +1 -0
  24. package/dist/shaders/chunks/author/fog.glsl.js +18 -0
  25. package/dist/shaders/chunks/author/fog.glsl.js.map +1 -0
  26. package/dist/shaders/chunks/author/index.d.ts +16 -0
  27. package/dist/shaders/chunks/author/index.d.ts.map +1 -0
  28. package/dist/shaders/chunks/author/index.js +77 -0
  29. package/dist/shaders/chunks/author/index.js.map +1 -0
  30. package/dist/shaders/chunks/author/math.glsl.d.ts +3 -0
  31. package/dist/shaders/chunks/author/math.glsl.d.ts.map +1 -0
  32. package/dist/shaders/chunks/author/math.glsl.js +43 -0
  33. package/dist/shaders/chunks/author/math.glsl.js.map +1 -0
  34. package/dist/shaders/chunks/author/noise.glsl.d.ts +3 -0
  35. package/dist/shaders/chunks/author/noise.glsl.d.ts.map +1 -0
  36. package/dist/shaders/chunks/author/noise.glsl.js +94 -0
  37. package/dist/shaders/chunks/author/noise.glsl.js.map +1 -0
  38. package/dist/shaders/chunks/author/sky.glsl.d.ts +3 -0
  39. package/dist/shaders/chunks/author/sky.glsl.d.ts.map +1 -0
  40. package/dist/shaders/chunks/author/sky.glsl.js +28 -0
  41. package/dist/shaders/chunks/author/sky.glsl.js.map +1 -0
  42. package/dist/shaders/chunks/author/toon.glsl.d.ts +3 -0
  43. package/dist/shaders/chunks/author/toon.glsl.d.ts.map +1 -0
  44. package/dist/shaders/chunks/author/toon.glsl.js +21 -0
  45. package/dist/shaders/chunks/author/toon.glsl.js.map +1 -0
  46. package/dist/shaders/chunks/author/triplanar.glsl.d.ts +3 -0
  47. package/dist/shaders/chunks/author/triplanar.glsl.d.ts.map +1 -0
  48. package/dist/shaders/chunks/author/triplanar.glsl.js +14 -0
  49. package/dist/shaders/chunks/author/triplanar.glsl.js.map +1 -0
  50. package/dist/webgl2/LegacyPost.d.ts.map +1 -1
  51. package/dist/webgl2/LegacyPost.js +3 -2
  52. package/dist/webgl2/LegacyPost.js.map +1 -1
  53. package/package.json +3 -3
@@ -0,0 +1,3 @@
1
+ /** `#include <a3d_noise>`: sin-free hashes, value/simplex noise, fbm and ridged noise (2D and 3D). */
2
+ export declare const A3D_NOISE_GLSL = "\nfloat a3dHash11(float p) {\n p = fract(p * 0.1031);\n p *= p + 33.33;\n p *= p + p;\n return fract(p);\n}\nfloat a3dHash21(vec2 p) {\n vec3 p3 = fract(vec3(p.xyx) * 0.1031);\n p3 += dot(p3, p3.yzx + 33.33);\n return fract((p3.x + p3.y) * p3.z);\n}\nvec2 a3dHash22(vec2 p) {\n vec3 p3 = fract(vec3(p.xyx) * vec3(0.1031, 0.1030, 0.0973));\n p3 += dot(p3, p3.yzx + 33.33);\n return fract((p3.xx + p3.yz) * p3.zy);\n}\nfloat a3dHash31(vec3 p3) {\n p3 = fract(p3 * 0.1031);\n p3 += dot(p3, p3.zyx + 31.32);\n return fract((p3.x + p3.y) * p3.z);\n}\nvec3 a3dHash33(vec3 p3) {\n p3 = fract(p3 * vec3(0.1031, 0.1030, 0.0973));\n p3 += dot(p3, p3.yxz + 33.33);\n return fract((p3.xxy + p3.yxx) * p3.zyx);\n}\nfloat a3dValueNoise(vec2 p) {\n vec2 i = floor(p), f = fract(p);\n vec2 u = f * f * (3.0 - 2.0 * f);\n return mix(mix(a3dHash21(i), a3dHash21(i + vec2(1.0, 0.0)), u.x),\n mix(a3dHash21(i + vec2(0.0, 1.0)), a3dHash21(i + vec2(1.0, 1.0)), u.x), u.y);\n}\nfloat a3dValueNoise(vec3 p) {\n vec3 i = floor(p), f = fract(p);\n vec3 u = f * f * (3.0 - 2.0 * f);\n float n000 = a3dHash31(i), n100 = a3dHash31(i + vec3(1.0, 0.0, 0.0));\n float n010 = a3dHash31(i + vec3(0.0, 1.0, 0.0)), n110 = a3dHash31(i + vec3(1.0, 1.0, 0.0));\n float n001 = a3dHash31(i + vec3(0.0, 0.0, 1.0)), n101 = a3dHash31(i + vec3(1.0, 0.0, 1.0));\n float n011 = a3dHash31(i + vec3(0.0, 1.0, 1.0)), n111 = a3dHash31(i + vec3(1.0, 1.0, 1.0));\n return mix(mix(mix(n000, n100, u.x), mix(n010, n110, u.x), u.y),\n mix(mix(n001, n101, u.x), mix(n011, n111, u.x), u.y), u.z);\n}\nfloat a3dSimplex2(vec2 p) {\n const float F2 = 0.3660254038;\n const float G2 = 0.2113248654;\n vec2 s = floor(p + (p.x + p.y) * F2);\n vec2 x0 = p - s + (s.x + s.y) * G2;\n vec2 o = x0.x > x0.y ? vec2(1.0, 0.0) : vec2(0.0, 1.0);\n vec2 x1 = x0 - o + G2;\n vec2 x2 = x0 - 1.0 + 2.0 * G2;\n vec3 t = max(0.5 - vec3(dot(x0, x0), dot(x1, x1), dot(x2, x2)), 0.0);\n vec3 t2 = t * t;\n vec3 t4 = t2 * t2;\n vec2 g0 = a3dHash22(s) * 2.0 - 1.0;\n vec2 g1 = a3dHash22(s + o) * 2.0 - 1.0;\n vec2 g2 = a3dHash22(s + 1.0) * 2.0 - 1.0;\n vec3 v = vec3(dot(g0, x0), dot(g1, x1), dot(g2, x2));\n return clamp(70.0 * dot(t4, v), -1.0, 1.0);\n}\nfloat a3dFbm(vec2 p, int octaves) {\n float a = 0.5, s = 0.0;\n for (int i = 0; i < 8; i++) {\n if (i >= octaves) break;\n s += a * a3dValueNoise(p);\n p = p * 2.03 + 17.1;\n a *= 0.5;\n }\n return s;\n}\nfloat a3dFbm(vec3 p, int octaves) {\n float a = 0.5, s = 0.0;\n for (int i = 0; i < 8; i++) {\n if (i >= octaves) break;\n s += a * a3dValueNoise(p);\n p = p * 2.03 + 17.1;\n a *= 0.5;\n }\n return s;\n}\nfloat a3dRidged(vec2 p, int octaves) {\n float a = 0.5, s = 0.0;\n for (int i = 0; i < 8; i++) {\n if (i >= octaves) break;\n float n = 1.0 - abs(a3dValueNoise(p) * 2.0 - 1.0);\n s += a * n * n;\n p = p * 2.03 + 17.1;\n a *= 0.5;\n }\n return s;\n}\n";
3
+ //# sourceMappingURL=noise.glsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"noise.glsl.d.ts","sourceRoot":"","sources":["../../../../../../../packages/rendering/src/shaders/chunks/author/noise.glsl.ts"],"names":[],"mappings":"AAAA,sGAAsG;AACtG,eAAO,MAAM,cAAc,04FA2F1B,CAAC"}
@@ -0,0 +1,94 @@
1
+ /** `#include <a3d_noise>`: sin-free hashes, value/simplex noise, fbm and ridged noise (2D and 3D). */
2
+ export const A3D_NOISE_GLSL = /* glsl */ `
3
+ float a3dHash11(float p) {
4
+ p = fract(p * 0.1031);
5
+ p *= p + 33.33;
6
+ p *= p + p;
7
+ return fract(p);
8
+ }
9
+ float a3dHash21(vec2 p) {
10
+ vec3 p3 = fract(vec3(p.xyx) * 0.1031);
11
+ p3 += dot(p3, p3.yzx + 33.33);
12
+ return fract((p3.x + p3.y) * p3.z);
13
+ }
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+ vec2 a3dHash22(vec2 p) {
15
+ vec3 p3 = fract(vec3(p.xyx) * vec3(0.1031, 0.1030, 0.0973));
16
+ p3 += dot(p3, p3.yzx + 33.33);
17
+ return fract((p3.xx + p3.yz) * p3.zy);
18
+ }
19
+ float a3dHash31(vec3 p3) {
20
+ p3 = fract(p3 * 0.1031);
21
+ p3 += dot(p3, p3.zyx + 31.32);
22
+ return fract((p3.x + p3.y) * p3.z);
23
+ }
24
+ vec3 a3dHash33(vec3 p3) {
25
+ p3 = fract(p3 * vec3(0.1031, 0.1030, 0.0973));
26
+ p3 += dot(p3, p3.yxz + 33.33);
27
+ return fract((p3.xxy + p3.yxx) * p3.zyx);
28
+ }
29
+ float a3dValueNoise(vec2 p) {
30
+ vec2 i = floor(p), f = fract(p);
31
+ vec2 u = f * f * (3.0 - 2.0 * f);
32
+ return mix(mix(a3dHash21(i), a3dHash21(i + vec2(1.0, 0.0)), u.x),
33
+ mix(a3dHash21(i + vec2(0.0, 1.0)), a3dHash21(i + vec2(1.0, 1.0)), u.x), u.y);
34
+ }
35
+ float a3dValueNoise(vec3 p) {
36
+ vec3 i = floor(p), f = fract(p);
37
+ vec3 u = f * f * (3.0 - 2.0 * f);
38
+ float n000 = a3dHash31(i), n100 = a3dHash31(i + vec3(1.0, 0.0, 0.0));
39
+ float n010 = a3dHash31(i + vec3(0.0, 1.0, 0.0)), n110 = a3dHash31(i + vec3(1.0, 1.0, 0.0));
40
+ float n001 = a3dHash31(i + vec3(0.0, 0.0, 1.0)), n101 = a3dHash31(i + vec3(1.0, 0.0, 1.0));
41
+ float n011 = a3dHash31(i + vec3(0.0, 1.0, 1.0)), n111 = a3dHash31(i + vec3(1.0, 1.0, 1.0));
42
+ return mix(mix(mix(n000, n100, u.x), mix(n010, n110, u.x), u.y),
43
+ mix(mix(n001, n101, u.x), mix(n011, n111, u.x), u.y), u.z);
44
+ }
45
+ float a3dSimplex2(vec2 p) {
46
+ const float F2 = 0.3660254038;
47
+ const float G2 = 0.2113248654;
48
+ vec2 s = floor(p + (p.x + p.y) * F2);
49
+ vec2 x0 = p - s + (s.x + s.y) * G2;
50
+ vec2 o = x0.x > x0.y ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
51
+ vec2 x1 = x0 - o + G2;
52
+ vec2 x2 = x0 - 1.0 + 2.0 * G2;
53
+ vec3 t = max(0.5 - vec3(dot(x0, x0), dot(x1, x1), dot(x2, x2)), 0.0);
54
+ vec3 t2 = t * t;
55
+ vec3 t4 = t2 * t2;
56
+ vec2 g0 = a3dHash22(s) * 2.0 - 1.0;
57
+ vec2 g1 = a3dHash22(s + o) * 2.0 - 1.0;
58
+ vec2 g2 = a3dHash22(s + 1.0) * 2.0 - 1.0;
59
+ vec3 v = vec3(dot(g0, x0), dot(g1, x1), dot(g2, x2));
60
+ return clamp(70.0 * dot(t4, v), -1.0, 1.0);
61
+ }
62
+ float a3dFbm(vec2 p, int octaves) {
63
+ float a = 0.5, s = 0.0;
64
+ for (int i = 0; i < 8; i++) {
65
+ if (i >= octaves) break;
66
+ s += a * a3dValueNoise(p);
67
+ p = p * 2.03 + 17.1;
68
+ a *= 0.5;
69
+ }
70
+ return s;
71
+ }
72
+ float a3dFbm(vec3 p, int octaves) {
73
+ float a = 0.5, s = 0.0;
74
+ for (int i = 0; i < 8; i++) {
75
+ if (i >= octaves) break;
76
+ s += a * a3dValueNoise(p);
77
+ p = p * 2.03 + 17.1;
78
+ a *= 0.5;
79
+ }
80
+ return s;
81
+ }
82
+ float a3dRidged(vec2 p, int octaves) {
83
+ float a = 0.5, s = 0.0;
84
+ for (int i = 0; i < 8; i++) {
85
+ if (i >= octaves) break;
86
+ float n = 1.0 - abs(a3dValueNoise(p) * 2.0 - 1.0);
87
+ s += a * n * n;
88
+ p = p * 2.03 + 17.1;
89
+ a *= 0.5;
90
+ }
91
+ return s;
92
+ }
93
+ `;
94
+ //# sourceMappingURL=noise.glsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"noise.glsl.js","sourceRoot":"","sources":["../../../../../../../packages/rendering/src/shaders/chunks/author/noise.glsl.ts"],"names":[],"mappings":"AAAA,sGAAsG;AACtG,MAAM,CAAC,MAAM,cAAc,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2FxC,CAAC"}
@@ -0,0 +1,3 @@
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+ /** `#include <a3d_sky>`: cheap procedural sky pieces. `dir` and `sunDir` are normalised world directions. */
2
+ export declare const A3D_SKY_GLSL = "\nvec3 a3dSkyGradient(vec3 dir, vec3 horizon, vec3 zenith, vec3 ground) {\n float h = clamp(dir.y, -1.0, 1.0);\n float up = smoothstep(0.0, 0.65, h);\n float down = smoothstep(0.0, 0.35, -h);\n return mix(mix(horizon, zenith, up), ground, down);\n}\nfloat a3dSunDisc(vec3 dir, vec3 sunDir, float angularRadius) {\n float ang = acos(clamp(dot(dir, sunDir), -1.0, 1.0));\n float r = max(angularRadius, 1e-4);\n return 1.0 - smoothstep(r * 0.9, r * 1.05, ang);\n}\nfloat a3dSunGlow(vec3 dir, vec3 sunDir, float falloff) {\n float c = clamp(dot(dir, sunDir), -1.0, 1.0);\n return exp((c - 1.0) * max(falloff, 1e-3));\n}\nvec3 a3dHorizonHaze(vec3 dir, vec3 color, float thickness) {\n float t = max(thickness, 1e-3);\n return color * (1.0 - smoothstep(0.0, t, abs(dir.y)));\n}\nfloat a3dStars(vec3 dir, float density) {\n vec3 cell = floor(dir * 180.0);\n float h = fract(sin(dot(cell, vec3(12.9898, 78.233, 37.719))) * 43758.5453);\n return step(1.0 - clamp(density, 0.0, 1.0), h) * smoothstep(0.0, 0.3, dir.y);\n}\n";
3
+ //# sourceMappingURL=sky.glsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"sky.glsl.d.ts","sourceRoot":"","sources":["../../../../../../../packages/rendering/src/shaders/chunks/author/sky.glsl.ts"],"names":[],"mappings":"AAAA,6GAA6G;AAC7G,eAAO,MAAM,YAAY,ugCAyBxB,CAAC"}
@@ -0,0 +1,28 @@
1
+ /** `#include <a3d_sky>`: cheap procedural sky pieces. `dir` and `sunDir` are normalised world directions. */
2
+ export const A3D_SKY_GLSL = /* glsl */ `
3
+ vec3 a3dSkyGradient(vec3 dir, vec3 horizon, vec3 zenith, vec3 ground) {
4
+ float h = clamp(dir.y, -1.0, 1.0);
5
+ float up = smoothstep(0.0, 0.65, h);
6
+ float down = smoothstep(0.0, 0.35, -h);
7
+ return mix(mix(horizon, zenith, up), ground, down);
8
+ }
9
+ float a3dSunDisc(vec3 dir, vec3 sunDir, float angularRadius) {
10
+ float ang = acos(clamp(dot(dir, sunDir), -1.0, 1.0));
11
+ float r = max(angularRadius, 1e-4);
12
+ return 1.0 - smoothstep(r * 0.9, r * 1.05, ang);
13
+ }
14
+ float a3dSunGlow(vec3 dir, vec3 sunDir, float falloff) {
15
+ float c = clamp(dot(dir, sunDir), -1.0, 1.0);
16
+ return exp((c - 1.0) * max(falloff, 1e-3));
17
+ }
18
+ vec3 a3dHorizonHaze(vec3 dir, vec3 color, float thickness) {
19
+ float t = max(thickness, 1e-3);
20
+ return color * (1.0 - smoothstep(0.0, t, abs(dir.y)));
21
+ }
22
+ float a3dStars(vec3 dir, float density) {
23
+ vec3 cell = floor(dir * 180.0);
24
+ float h = fract(sin(dot(cell, vec3(12.9898, 78.233, 37.719))) * 43758.5453);
25
+ return step(1.0 - clamp(density, 0.0, 1.0), h) * smoothstep(0.0, 0.3, dir.y);
26
+ }
27
+ `;
28
+ //# sourceMappingURL=sky.glsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"sky.glsl.js","sourceRoot":"","sources":["../../../../../../../packages/rendering/src/shaders/chunks/author/sky.glsl.ts"],"names":[],"mappings":"AAAA,6GAA6G;AAC7G,MAAM,CAAC,MAAM,YAAY,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;CAyBtC,CAAC"}
@@ -0,0 +1,3 @@
1
+ /** `#include <a3d_toon>`: banded (cel) lighting helpers. */
2
+ export declare const A3D_TOON_GLSL = "\nfloat a3dToonRamp(float x, float steps, float soft) {\n float s = max(steps, 1.0);\n float t = clamp(x, 0.0, 1.0) * s;\n float f = floor(t);\n return (f + smoothstep(1.0 - clamp(soft, 1e-3, 1.0), 1.0, t - f)) / s;\n}\nfloat a3dToonLight(vec3 n, vec3 lightDir, float steps) {\n return a3dToonRamp(max(dot(n, lightDir), 0.0), steps, 0.15);\n}\nfloat a3dToonRim(vec3 n, vec3 viewDir, float width) {\n float f = 1.0 - clamp(dot(n, viewDir), 0.0, 1.0);\n return smoothstep(1.0 - clamp(width, 1e-3, 1.0), 1.0, f);\n}\nfloat a3dToonStep(float x, float edge, float soft) {\n float s = max(soft, 1e-4);\n return smoothstep(edge - s, edge + s, x);\n}\n";
3
+ //# sourceMappingURL=toon.glsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"toon.glsl.d.ts","sourceRoot":"","sources":["../../../../../../../packages/rendering/src/shaders/chunks/author/toon.glsl.ts"],"names":[],"mappings":"AAAA,4DAA4D;AAC5D,eAAO,MAAM,aAAa,kpBAkBzB,CAAC"}
@@ -0,0 +1,21 @@
1
+ /** `#include <a3d_toon>`: banded (cel) lighting helpers. */
2
+ export const A3D_TOON_GLSL = /* glsl */ `
3
+ float a3dToonRamp(float x, float steps, float soft) {
4
+ float s = max(steps, 1.0);
5
+ float t = clamp(x, 0.0, 1.0) * s;
6
+ float f = floor(t);
7
+ return (f + smoothstep(1.0 - clamp(soft, 1e-3, 1.0), 1.0, t - f)) / s;
8
+ }
9
+ float a3dToonLight(vec3 n, vec3 lightDir, float steps) {
10
+ return a3dToonRamp(max(dot(n, lightDir), 0.0), steps, 0.15);
11
+ }
12
+ float a3dToonRim(vec3 n, vec3 viewDir, float width) {
13
+ float f = 1.0 - clamp(dot(n, viewDir), 0.0, 1.0);
14
+ return smoothstep(1.0 - clamp(width, 1e-3, 1.0), 1.0, f);
15
+ }
16
+ float a3dToonStep(float x, float edge, float soft) {
17
+ float s = max(soft, 1e-4);
18
+ return smoothstep(edge - s, edge + s, x);
19
+ }
20
+ `;
21
+ //# sourceMappingURL=toon.glsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"toon.glsl.js","sourceRoot":"","sources":["../../../../../../../packages/rendering/src/shaders/chunks/author/toon.glsl.ts"],"names":[],"mappings":"AAAA,4DAA4D;AAC5D,MAAM,CAAC,MAAM,aAAa,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;CAkBvC,CAAC"}
@@ -0,0 +1,3 @@
1
+ /** `#include <a3d_triplanar>` (fragment stage only): triplanar texture projection. */
2
+ export declare const A3D_TRIPLANAR_GLSL = "\nvec3 a3dTriplanarWeights(vec3 n, float blendBias) {\n vec3 w = max(abs(n) - vec3(clamp(blendBias, 0.0, 0.95)), vec3(0.0));\n float sum = w.x + w.y + w.z;\n return sum > 1e-5 ? w / sum : vec3(0.0, 1.0, 0.0);\n}\nvec4 a3dTriplanar(sampler2D tex, vec3 p, vec3 n, float scale, float blendBias) {\n vec3 w = a3dTriplanarWeights(n, blendBias);\n vec3 q = p * scale;\n return texture(tex, q.zy) * w.x + texture(tex, q.xz) * w.y + texture(tex, q.xy) * w.z;\n}\n";
3
+ //# sourceMappingURL=triplanar.glsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"triplanar.glsl.d.ts","sourceRoot":"","sources":["../../../../../../../packages/rendering/src/shaders/chunks/author/triplanar.glsl.ts"],"names":[],"mappings":"AAAA,sFAAsF;AACtF,eAAO,MAAM,kBAAkB,kdAW9B,CAAC"}
@@ -0,0 +1,14 @@
1
+ /** `#include <a3d_triplanar>` (fragment stage only): triplanar texture projection. */
2
+ export const A3D_TRIPLANAR_GLSL = /* glsl */ `
3
+ vec3 a3dTriplanarWeights(vec3 n, float blendBias) {
4
+ vec3 w = max(abs(n) - vec3(clamp(blendBias, 0.0, 0.95)), vec3(0.0));
5
+ float sum = w.x + w.y + w.z;
6
+ return sum > 1e-5 ? w / sum : vec3(0.0, 1.0, 0.0);
7
+ }
8
+ vec4 a3dTriplanar(sampler2D tex, vec3 p, vec3 n, float scale, float blendBias) {
9
+ vec3 w = a3dTriplanarWeights(n, blendBias);
10
+ vec3 q = p * scale;
11
+ return texture(tex, q.zy) * w.x + texture(tex, q.xz) * w.y + texture(tex, q.xy) * w.z;
12
+ }
13
+ `;
14
+ //# sourceMappingURL=triplanar.glsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"triplanar.glsl.js","sourceRoot":"","sources":["../../../../../../../packages/rendering/src/shaders/chunks/author/triplanar.glsl.ts"],"names":[],"mappings":"AAAA,sFAAsF;AACtF,MAAM,CAAC,MAAM,kBAAkB,GAAG,UAAU,CAAC;;;;;;;;;;;CAW5C,CAAC"}
@@ -1 +1 @@
1
- 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+ 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@@ -1313,6 +1313,7 @@ uniform sampler2D u_source;
1313
1313
  uniform vec2 u_texelSize;
1314
1314
  uniform vec2 u_targetSize;
1315
1315
  out vec4 outColor;
1316
+ vec4 a3dFinite(vec4 c) { return (any(isnan(c)) || any(isinf(c))) ? vec4(0.0) : c; }
1316
1317
  void main() {
1317
1318
  // gl_FragCoord is expressed in destination pixels. Normalize by the
1318
1319
  // destination size so every downsample covers the complete source image;
@@ -1320,8 +1321,8 @@ void main() {
1320
1321
  // lower-left quarter of the preceding level.
1321
1322
  vec2 uv = gl_FragCoord.xy / u_targetSize;
1322
1323
  vec2 e = u_texelSize * 0.5;
1323
- vec4 sum = texture(u_source, uv - e) + texture(u_source, uv + vec2(e.x, -e.y))
1324
- + texture(u_source, uv + vec2(-e.x, e.y)) + texture(u_source, uv + e);
1324
+ vec4 sum = a3dFinite(texture(u_source, uv - e)) + a3dFinite(texture(u_source, uv + vec2(e.x, -e.y)))
1325
+ + a3dFinite(texture(u_source, uv + vec2(-e.x, e.y))) + a3dFinite(texture(u_source, uv + e));
1325
1326
  outColor = sum * 0.25;
1326
1327
  }
1327
1328
  `, "webgl2-bloom-downsample");