@babylonjs/lite 0.1.1 → 0.2.0
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.
- package/_mat4-storage-f64-Bvh5TymE.js +10 -0
- package/_mat4-storage-f64-Bvh5TymE.js.map +1 -0
- package/{alpha-test-fragment-CUiHCw7W.js → alpha-test-fragment-BCChpzaV.js} +2 -2
- package/{alpha-test-fragment-CUiHCw7W.js.map → alpha-test-fragment-BCChpzaV.js.map} +1 -1
- package/{background-dds-skybox-yHTqabU3.js → background-dds-skybox-ZjrSIxrT.js} +4 -4
- package/background-dds-skybox-ZjrSIxrT.js.map +1 -0
- package/{background-ground-DIw6D3qf.js → background-ground-B2Mie-MI.js} +3 -3
- package/background-ground-B2Mie-MI.js.map +1 -0
- package/{background-hdr-skybox-c4uuTmkP.js → background-hdr-skybox-DDRJYuT2.js} +3 -3
- package/background-hdr-skybox-DDRJYuT2.js.map +1 -0
- package/{background-solid-skybox-DPGBpPbm.js → background-solid-skybox-fjXlnWaD.js} +3 -3
- package/{background-solid-skybox-DPGBpPbm.js.map → background-solid-skybox-fjXlnWaD.js.map} +1 -1
- package/{billboard-renderable-D8mlVGCd.js → billboard-renderable-DKmlOgbM.js} +2 -2
- package/{billboard-renderable-D8mlVGCd.js.map → billboard-renderable-DKmlOgbM.js.map} +1 -1
- package/{clamp-block-BdII67hT.js → clamp-block-CxRBPlUq.js} +2 -2
- package/{clamp-block-BdII67hT.js.map → clamp-block-CxRBPlUq.js.map} +1 -1
- package/{clearcoat-fragment-LCiG98Rf.js → clearcoat-fragment-KbZAa0TA.js} +2 -2
- package/{clearcoat-fragment-LCiG98Rf.js.map → clearcoat-fragment-KbZAa0TA.js.map} +1 -1
- package/{create-skeleton-C9JdIJnb.js → create-skeleton-BBI5urcj.js} +2 -2
- package/{create-skeleton-C9JdIJnb.js.map → create-skeleton-BBI5urcj.js.map} +1 -1
- package/{cubemap-skybox-material-DvXMVc4k.js → cubemap-skybox-material-DvW81drX.js} +2 -2
- package/{cubemap-skybox-material-DvXMVc4k.js.map → cubemap-skybox-material-DvW81drX.js.map} +1 -1
- package/{curve-block-BlJpXVYv.js → curve-block-Dh_xdUj-.js} +2 -2
- package/{curve-block-BlJpXVYv.js.map → curve-block-Dh_xdUj-.js.map} +1 -1
- package/{emissive-fragment-BnNvbBCw.js → emissive-fragment-DD8cvHyx.js} +2 -2
- package/{emissive-fragment-BnNvbBCw.js.map → emissive-fragment-DD8cvHyx.js.map} +1 -1
- package/{esm-shadow-view-DGKdF1NI.js → esm-shadow-view-15S4JK6p.js} +2 -2
- package/{esm-shadow-view-DGKdF1NI.js.map → esm-shadow-view-15S4JK6p.js.map} +1 -1
- package/{esm-shadow-view-Dk9NFtLq.js → esm-shadow-view-DHVS9r7H.js} +2 -2
- package/{esm-shadow-view-Dk9NFtLq.js.map → esm-shadow-view-DHVS9r7H.js.map} +1 -1
- package/{esm-shadow-view-DN9HIaM4.js → esm-shadow-view-DYAc62Kl.js} +2 -2
- package/{esm-shadow-view-DN9HIaM4.js.map → esm-shadow-view-DYAc62Kl.js.map} +1 -1
- package/{gaussian-splatting-pipeline-sh-DgJl7l56.js → gaussian-splatting-pipeline-sh-BvkUhA9V.js} +2 -2
- package/{gaussian-splatting-pipeline-sh-DgJl7l56.js.map → gaussian-splatting-pipeline-sh-BvkUhA9V.js.map} +1 -1
- package/{gltf-animation-D7uyTyO3.js → gltf-animation-KnPzeOIY.js} +3 -3
- package/{gltf-animation-D7uyTyO3.js.map → gltf-animation-KnPzeOIY.js.map} +1 -1
- package/gltf-color-normalize-Qxl-9C48.js +29 -0
- package/gltf-color-normalize-Qxl-9C48.js.map +1 -0
- package/{gltf-ext-basisu-CPg5kPrx.js → gltf-ext-basisu-kmth3UWX.js} +7 -4
- package/gltf-ext-basisu-kmth3UWX.js.map +1 -0
- package/{gltf-ext-node-visibility-MafA9ot2.js → gltf-ext-node-visibility-BjRRd6si.js} +2 -2
- package/{gltf-ext-node-visibility-MafA9ot2.js.map → gltf-ext-node-visibility-BjRRd6si.js.map} +1 -1
- package/{gltf-ext-uv-transform-CE_-T1Tr.js → gltf-ext-uv-transform-MHmR-YyM.js} +2 -2
- package/{gltf-ext-uv-transform-CE_-T1Tr.js.map → gltf-ext-uv-transform-MHmR-YyM.js.map} +1 -1
- package/{gltf-feature-animation-pointer-BjpwOOqo.js → gltf-feature-animation-pointer-rFqLfbO_.js} +3 -3
- package/{gltf-feature-animation-pointer-BjpwOOqo.js.map → gltf-feature-animation-pointer-rFqLfbO_.js.map} +1 -1
- package/{gltf-feature-animations-CCizegp8.js → gltf-feature-animations-DikONdzi.js} +2 -2
- package/{gltf-feature-animations-CCizegp8.js.map → gltf-feature-animations-DikONdzi.js.map} +1 -1
- package/{gltf-feature-gpu-instancing-2e_CFQnl.js → gltf-feature-gpu-instancing-Cj1XjmM6.js} +5 -4
- package/gltf-feature-gpu-instancing-Cj1XjmM6.js.map +1 -0
- package/{gltf-feature-lights-punctual-DDDg4j0U.js → gltf-feature-lights-punctual-C-0SlGmD.js} +5 -5
- package/{gltf-feature-lights-punctual-DDDg4j0U.js.map → gltf-feature-lights-punctual-C-0SlGmD.js.map} +1 -1
- package/{gltf-feature-morph-CKCw6tkX.js → gltf-feature-morph-BAcY14XU.js} +3 -3
- package/{gltf-feature-morph-CKCw6tkX.js.map → gltf-feature-morph-BAcY14XU.js.map} +1 -1
- package/gltf-feature-registry-97sY_x5O.js +59 -0
- package/gltf-feature-registry-97sY_x5O.js.map +1 -0
- package/{gltf-feature-skeleton-D8hWLqi2.js → gltf-feature-skeleton-lVjkDfIU.js} +3 -3
- package/{gltf-feature-skeleton-D8hWLqi2.js.map → gltf-feature-skeleton-lVjkDfIU.js.map} +1 -1
- package/{gltf-feature-variants-Ds6v9byg.js → gltf-feature-variants-BphF4JmV.js} +2 -2
- package/{gltf-feature-variants-Ds6v9byg.js.map → gltf-feature-variants-BphF4JmV.js.map} +1 -1
- package/{gltf-interleave-DGnUlz28.js → gltf-interleave-C9eBqH_F.js} +2 -2
- package/{gltf-interleave-DGnUlz28.js.map → gltf-interleave-C9eBqH_F.js.map} +1 -1
- package/gltf-normals-b2h74380.js +37 -0
- package/gltf-normals-b2h74380.js.map +1 -0
- package/{gltf-pbr-builder-ext-BFOxOCnQ.js → gltf-pbr-builder-ext-DPC0zg_u.js} +2 -2
- package/{gltf-pbr-builder-ext-BFOxOCnQ.js.map → gltf-pbr-builder-ext-DPC0zg_u.js.map} +1 -1
- package/{gltf-variants-DFbr8EES.js → gltf-variants-CnBEZr0o.js} +4 -4
- package/{gltf-variants-DFbr8EES.js.map → gltf-variants-CnBEZr0o.js.map} +1 -1
- package/{gs-picking-pipeline-DzfMASL9.js → gs-picking-pipeline-Bx8LTav6.js} +2 -2
- package/{gs-picking-pipeline-DzfMASL9.js.map → gs-picking-pipeline-Bx8LTav6.js.map} +1 -1
- package/{index-C8HOR2sB.js → index-B7Qhw0xL.js} +3047 -1037
- package/index-B7Qhw0xL.js.map +1 -0
- package/index.d.ts +504 -17
- package/index.js +322 -304
- package/{input-block-DgAJBzN_.js → input-block-Coi_aZwl.js} +2 -2
- package/{input-block-DgAJBzN_.js.map → input-block-Coi_aZwl.js.map} +1 -1
- package/{iridescence-fragment-Gymp7or5.js → iridescence-fragment-DwZcCTdD.js} +2 -2
- package/{iridescence-fragment-Gymp7or5.js.map → iridescence-fragment-DwZcCTdD.js.map} +1 -1
- package/{light-block-B11ew7FA.js → light-block-Np_h5gPI.js} +2 -2
- package/{light-block-B11ew7FA.js.map → light-block-Np_h5gPI.js.map} +1 -1
- package/{loop-block-Bb23EOMb.js → loop-block-BFkLFYGm.js} +2 -2
- package/{loop-block-Bb23EOMb.js.map → loop-block-BFkLFYGm.js.map} +1 -1
- package/{mesh-features-BLENkYVt.js → mesh-features-BAJpbMog.js} +6 -3
- package/mesh-features-BAJpbMog.js.map +1 -0
- package/{morph-fragment-DOVo70gP.js → morph-fragment-DqH-w61u.js} +2 -2
- package/{morph-fragment-DOVo70gP.js.map → morph-fragment-DqH-w61u.js.map} +1 -1
- package/{multilight-wgsl-BGyiIOp3.js → multilight-wgsl-B9Mf9d-q.js} +4 -4
- package/{multilight-wgsl-BGyiIOp3.js.map → multilight-wgsl-B9Mf9d-q.js.map} +1 -1
- package/no-color-view-DsyLSL-W.js +8 -0
- package/no-color-view-DsyLSL-W.js.map +1 -0
- package/{node-registry-DwgC4yth.js → node-registry-Bd-AlrgC.js} +8 -8
- package/{node-registry-DwgC4yth.js.map → node-registry-Bd-AlrgC.js.map} +1 -1
- package/{node-registry-extra-compat-Dhrw8fDQ.js → node-registry-extra-compat-Ch7ApZHF.js} +2 -2
- package/{node-registry-extra-compat-Dhrw8fDQ.js.map → node-registry-extra-compat-Ch7ApZHF.js.map} +1 -1
- package/{node-registry-extra-math-CsAHvIZo.js → node-registry-extra-math-6ezzTkPj.js} +2 -2
- package/{node-registry-extra-math-CsAHvIZo.js.map → node-registry-extra-math-6ezzTkPj.js.map} +1 -1
- package/{node-renderable-DlLIdBmd.js → node-renderable-CS0CmsSp.js} +28 -11
- package/node-renderable-CS0CmsSp.js.map +1 -0
- package/{node-shadow-DKrcqmNg.js → node-shadow-CpnrdvtJ.js} +2 -2
- package/{node-shadow-DKrcqmNg.js.map → node-shadow-CpnrdvtJ.js.map} +1 -1
- package/{normal-map-fragment-DpsIXrJf.js → normal-map-fragment-DradEMl-.js} +3 -3
- package/{normal-map-fragment-DpsIXrJf.js.map → normal-map-fragment-DradEMl-.js.map} +1 -1
- package/pack-mat4-with-offset-BqB8Jqo7.js +37 -0
- package/pack-mat4-with-offset-BqB8Jqo7.js.map +1 -0
- package/package.json +3 -3
- package/{parse-camera-DM3oJJeT.js → parse-camera-CgV4bWc0.js} +2 -2
- package/{parse-camera-DM3oJJeT.js.map → parse-camera-CgV4bWc0.js.map} +1 -1
- package/pbr-fog-wgsl-BqdCid6r.js +8 -0
- package/pbr-fog-wgsl-BqdCid6r.js.map +1 -0
- package/{pbr-metallic-roughness-block-h_KAOZrW.js → pbr-metallic-roughness-block-BFwZj2Nw.js} +2 -2
- package/{pbr-metallic-roughness-block-h_KAOZrW.js.map → pbr-metallic-roughness-block-BFwZj2Nw.js.map} +1 -1
- package/{pbr-metallic-roughness-block-full-6vMm1Jk6.js → pbr-metallic-roughness-block-full-5t0HT3xl.js} +2 -2
- package/{pbr-metallic-roughness-block-full-6vMm1Jk6.js.map → pbr-metallic-roughness-block-full-5t0HT3xl.js.map} +1 -1
- package/{pbr-mr-helper-core-CIwm-T1G.js → pbr-mr-helper-core-R5tOZ8Ap.js} +2 -2
- package/{pbr-mr-helper-core-CIwm-T1G.js.map → pbr-mr-helper-core-R5tOZ8Ap.js.map} +1 -1
- package/{pbr-refraction-DGmMSa2v.js → pbr-refraction-Dd11HnaI.js} +2 -2
- package/{pbr-refraction-DGmMSa2v.js.map → pbr-refraction-Dd11HnaI.js.map} +1 -1
- package/{pbr-renderable-BJxUtPBb.js → pbr-renderable-BHAdF5Vw.js} +80 -38
- package/pbr-renderable-BHAdF5Vw.js.map +1 -0
- package/{pbr-shadow-fragment-LO9SlbJj.js → pbr-shadow-fragment-BxUrFJYZ.js} +6 -1
- package/pbr-shadow-fragment-BxUrFJYZ.js.map +1 -0
- package/{pbr-template-ext-8q7BcTDf.js → pbr-template-ext-CGgB2n2y.js} +3 -2
- package/{pbr-template-ext-8q7BcTDf.js.map → pbr-template-ext-CGgB2n2y.js.map} +1 -1
- package/{pbr-tracking-B3alzn91.js → pbr-tracking-D6i3yPb7.js} +2 -2
- package/{pbr-tracking-B3alzn91.js.map → pbr-tracking-D6i3yPb7.js.map} +1 -1
- package/pbr-transmission-ext-Dll8EYwE.js +190 -0
- package/pbr-transmission-ext-Dll8EYwE.js.map +1 -0
- package/{reflectance-fragment-BCrgPmrt.js → reflectance-fragment-ejMJ4O1o.js} +2 -2
- package/{reflectance-fragment-BCrgPmrt.js.map → reflectance-fragment-ejMJ4O1o.js.map} +1 -1
- package/{shader-renderable-D-6796KR.js → shader-renderable-BMf_vvO0.js} +41 -12
- package/shader-renderable-BMf_vvO0.js.map +1 -0
- package/shader-thin-instance-5_WUfi3m.js +150 -0
- package/shader-thin-instance-5_WUfi3m.js.map +1 -0
- package/shadow-fragment-core-DHN2G6FI.js.map +1 -1
- package/{sheen-fragment-Dze2f7XJ.js → sheen-fragment-CS6z29Fs.js} +2 -2
- package/{sheen-fragment-Dze2f7XJ.js.map → sheen-fragment-CS6z29Fs.js.map} +1 -1
- package/{singlelight-directional-wgsl-CmUDZxwz.js → singlelight-directional-wgsl-4MIgZMeC.js} +2 -2
- package/{singlelight-directional-wgsl-CmUDZxwz.js.map → singlelight-directional-wgsl-4MIgZMeC.js.map} +1 -1
- package/{singlelight-hemispheric-wgsl-t-83IP_s.js → singlelight-hemispheric-wgsl-CK-GUYWe.js} +2 -2
- package/{singlelight-hemispheric-wgsl-t-83IP_s.js.map → singlelight-hemispheric-wgsl-CK-GUYWe.js.map} +1 -1
- package/{singlelight-point-wgsl-CLzULIYV.js → singlelight-point-wgsl-CYtzqCbP.js} +2 -2
- package/{singlelight-point-wgsl-CLzULIYV.js.map → singlelight-point-wgsl-CYtzqCbP.js.map} +1 -1
- package/{singlelight-spot-wgsl-DEEUrfVM.js → singlelight-spot-wgsl-DVbaVufF.js} +2 -2
- package/{singlelight-spot-wgsl-DEEUrfVM.js.map → singlelight-spot-wgsl-DVbaVufF.js.map} +1 -1
- package/{skeleton-fragment-B_XlFbtx.js → skeleton-fragment-BOVmc8YS.js} +2 -2
- package/{skeleton-fragment-B_XlFbtx.js.map → skeleton-fragment-BOVmc8YS.js.map} +1 -1
- package/{skybox-renderable-DDwzu-PT.js → skybox-renderable-DDcCPSly.js} +3 -3
- package/{skybox-renderable-DDwzu-PT.js.map → skybox-renderable-DDcCPSly.js.map} +1 -1
- package/{standard-renderable-GjxL9xSf.js → standard-renderable-D1bhoF0K.js} +27 -81
- package/standard-renderable-D1bhoF0K.js.map +1 -0
- package/{std-ambient-fragment-BoUsD06w.js → std-ambient-fragment-C6WNm8dQ.js} +2 -2
- package/{std-ambient-fragment-BoUsD06w.js.map → std-ambient-fragment-C6WNm8dQ.js.map} +1 -1
- package/{std-cube-reflection-fragment-ulqc3bsP.js → std-cube-reflection-fragment-Bqutpy2q.js} +2 -2
- package/{std-cube-reflection-fragment-ulqc3bsP.js.map → std-cube-reflection-fragment-Bqutpy2q.js.map} +1 -1
- package/{std-emissive-fragment-DNGj1HdQ.js → std-emissive-fragment-B-A83rqX.js} +2 -2
- package/{std-emissive-fragment-DNGj1HdQ.js.map → std-emissive-fragment-B-A83rqX.js.map} +1 -1
- package/{std-lightmap-fragment-Bqj89aIe.js → std-lightmap-fragment-Df7KJezh.js} +2 -2
- package/{std-lightmap-fragment-Bqj89aIe.js.map → std-lightmap-fragment-Df7KJezh.js.map} +1 -1
- package/{std-opacity-fragment-KuPh5N2Z.js → std-opacity-fragment-D9et2jip.js} +2 -2
- package/{std-opacity-fragment-KuPh5N2Z.js.map → std-opacity-fragment-D9et2jip.js.map} +1 -1
- package/{std-reflection-fragment-BA5Ghn_M.js → std-reflection-fragment-DBJeT-yg.js} +2 -2
- package/{std-reflection-fragment-BA5Ghn_M.js.map → std-reflection-fragment-DBJeT-yg.js.map} +1 -1
- package/std-shadow-fragment-C6fD8rW-.js +13 -0
- package/std-shadow-fragment-C6fD8rW-.js.map +1 -0
- package/{std-specular-fragment-CE-6scqd.js → std-specular-fragment-C2ZOss-t.js} +2 -2
- package/{std-specular-fragment-CE-6scqd.js.map → std-specular-fragment-C2ZOss-t.js.map} +1 -1
- package/{std-tracking-CNKZ-hJN.js → std-tracking-C4L4nQGc.js} +2 -2
- package/{std-tracking-CNKZ-hJN.js.map → std-tracking-C4L4nQGc.js.map} +1 -1
- package/{subsurface-fragment-liM3y2-P.js → subsurface-fragment-C1H4ytqK.js} +2 -2
- package/{subsurface-fragment-liM3y2-P.js.map → subsurface-fragment-C1H4ytqK.js.map} +1 -1
- package/thin-instance-cull-binding-CCxrPNO6.js +310 -0
- package/thin-instance-cull-binding-CCxrPNO6.js.map +1 -0
- package/{thin-instance-gpu-C9Gv_Z1w.js → thin-instance-gpu-E8DBd8XL.js} +20 -3
- package/thin-instance-gpu-E8DBd8XL.js.map +1 -0
- package/{tracking-primitives-wgdBY85t.js → tracking-primitives-w4BVV9p9.js} +2 -2
- package/{tracking-primitives-wgdBY85t.js.map → tracking-primitives-w4BVV9p9.js.map} +1 -1
- package/{unlit-fragment-BIlhJpz6.js → unlit-fragment-DU9_mhzZ.js} +2 -2
- package/{unlit-fragment-BIlhJpz6.js.map → unlit-fragment-DU9_mhzZ.js.map} +1 -1
- package/{wgsl-helpers-DyzNzCeE.js → wgsl-helpers-D8sl1VVA.js} +4 -4
- package/{wgsl-helpers-DyzNzCeE.js.map → wgsl-helpers-D8sl1VVA.js.map} +1 -1
- package/background-dds-skybox-yHTqabU3.js.map +0 -1
- package/background-ground-DIw6D3qf.js.map +0 -1
- package/background-hdr-skybox-c4uuTmkP.js.map +0 -1
- package/gltf-ext-basisu-CPg5kPrx.js.map +0 -1
- package/gltf-feature-gpu-instancing-2e_CFQnl.js.map +0 -1
- package/index-C8HOR2sB.js.map +0 -1
- package/mesh-features-BLENkYVt.js.map +0 -1
- package/node-renderable-DlLIdBmd.js.map +0 -1
- package/pbr-renderable-BJxUtPBb.js.map +0 -1
- package/pbr-shadow-fragment-LO9SlbJj.js.map +0 -1
- package/pbr-transmission-ext-BxW4CEGu.js +0 -581
- package/pbr-transmission-ext-BxW4CEGu.js.map +0 -1
- package/shader-renderable-D-6796KR.js.map +0 -1
- package/standard-renderable-GjxL9xSf.js.map +0 -1
- package/std-shadow-fragment-FNQfrJuC.js +0 -8
- package/std-shadow-fragment-FNQfrJuC.js.map +0 -1
- package/thin-instance-gpu-C9Gv_Z1w.js.map +0 -1
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{"version":3,"file":"mesh-features-BLENkYVt.js","sources":["../src/shader/shader-composer.ts","../src/material/mesh-features.ts"],"sourcesContent":["/**\n * Shader Composer — assembles ShaderFragment[] + ShaderTemplate into\n * final WGSL source + GPU layout descriptors. Pure function, no global state.\n * All shader text comes from template + fragment modules.\n */\nimport type { BindingDecl, ComposedShader, FragmentSlot, ShaderFragment, ShaderTemplate, VertexAttribute, VertexSlot, Varying } from \"./fragment-types.js\";\nimport { computeUboLayout } from \"./ubo-layout.js\";\nimport { SCENE_UBO_WGSL } from \"./scene-uniforms.js\";\n\nconst STAGE_VERTEX = 0x1;\nconst STAGE_FRAGMENT = 0x2;\n\nfunction topoSort(fragments: readonly ShaderFragment[]): ShaderFragment[] {\n const byId = new Map<string, ShaderFragment>();\n for (const f of fragments) {\n if (byId.has(f._id)) {\n throw Error();\n }\n byId.set(f._id, f);\n }\n const inDeg = new Map<string, number>();\n const deps = new Map<string, string[]>();\n for (const f of fragments) {\n if (!inDeg.has(f._id)) {\n inDeg.set(f._id, 0);\n }\n for (const d of f._dependencies ?? []) {\n if (!byId.has(d)) {\n throw Error();\n }\n inDeg.set(f._id, (inDeg.get(f._id) ?? 0) + 1);\n let arr = deps.get(d);\n if (!arr) {\n arr = [];\n deps.set(d, arr);\n }\n arr.push(f._id);\n }\n }\n const q: string[] = [];\n for (const [id, d] of inDeg) {\n if (d === 0) {\n q.push(id);\n }\n }\n q.sort();\n const out: ShaderFragment[] = [];\n let qi = 0;\n while (qi < q.length) {\n const id = q[qi++]!;\n out.push(byId.get(id)!);\n for (const d of deps.get(id) ?? 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{"version":3,"file":"node-renderable-DlLIdBmd.js","sources":["../src/material/node/node-renderable.ts"],"sourcesContent":["/** Node Material — MeshGroupBuilder + Renderable implementation.\n *\n * Parallel to `standard-renderable.ts`. Each NodeMaterial owns one compile\n * result (pipeline + BGLs); this builder creates per-mesh GPU resources\n * (mesh UBO, node UBO, bind groups) and returns a Renderable\n * that emits draws in the main pass.\n */\n\nimport type { EngineContext } from \"../../engine/engine.js\";\nimport type { SceneContext } from \"../../scene/scene.js\";\nimport type { Mesh } from \"../../mesh/mesh.js\";\nimport type { MeshGPU } from \"../../mesh/mesh.js\";\nimport type { MeshGroupBuildResult, Renderable } from \"../../render/renderable.js\";\nimport type { Material } from \"../material.js\";\nimport type { NodeMaterial } from \"./node-material.js\";\nimport { writeNodeUBO } from \"./node-material.js\";\nimport { compileNodePipeline } from \"./node-pipeline.js\";\nimport { NODE_ESM_SHADOW_OUTPUT, NODE_NO_COLOR_OUTPUT } from \"./node-flags.js\";\nimport { writeMeshLightSelection } from \"../../render/lights-ubo.js\";\nimport { MAX_LIGHTS } from \"../../light/types.js\";\n\n// Per-engine cached no-op morph target: a 1×1 rgba32float texture + a UBO with\n// count=0 + sensible texWidth/rowsPerBand. 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{"version":3,"file":"pbr-renderable-BJxUtPBb.js","sources":["../src/material/pbr/pbr-pipeline.ts","../src/material/pbr/pbr-template.ts","../src/material/pbr/pbr-compose.ts","../src/material/pbr/pbr-renderable.ts"],"sourcesContent":["/** Dynamic PBR pipeline builder — creates and caches GPU render pipelines\n * based on per-mesh PBR feature flags + ComposedShader from the fragment system.\n *\n * Two-tier cache:\n * - Shader bindings (BGLs + composed shader + per-sig pipeline cache) keyed by\n * `(features, features2)`. 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Called at bind() time. */\nexport function getOrCreatePbrPipeline(engine: EngineContext, sig: RenderTargetSignature, bindings: _PbrShaderBindings): GPURenderPipeline {\n ensureDevice(engine);\n const key = targetSignatureKey(sig);\n const cached = bindings._pipelines.get(key);\n if (cached) {\n return cached;\n }\n\n const device = engine._device;\n const { _features: features, _features2: features2, _composed: composed } = bindings;\n const esmShadowOutput = (features2 & PBR2_ESM_SHADOW_OUTPUT) !== 0;\n const hasAlpha = !esmShadowOutput && (features & PBR_HAS_ALPHA_BLEND) !== 0;\n const hasDoubleSided = (features & PBR_HAS_DOUBLE_SIDED) !== 0;\n\n const sceneBGL = getSceneBindGroupLayout(engine);\n const bgls: GPUBindGroupLayout[] = bindings._shadowBGL ? [sceneBGL, bindings._meshBGL, bindings._shadowBGL] : [sceneBGL, bindings._meshBGL];\n\n const vertModule = device.createShaderModule({ code: composed._vertexWGSL });\n const noColorOutput = (features2 & PBR2_NO_COLOR_OUTPUT) !== 0;\n const fragModule = !sig._colorFormat && !noColorOutput ? null : device.createShaderModule({ code: composed._fragmentWGSL });\n\n const fragTarget: GPUColorTargetState | null = noColorOutput ? null : { format: sig._colorFormat!, writeMask: GPUColorWrite.ALL };\n if (hasAlpha && fragTarget) {\n fragTarget.blend = {\n color: { srcFactor: \"src-alpha\", dstFactor: \"one-minus-src-alpha\", operation: \"add\" },\n alpha: { srcFactor: \"one\", dstFactor: \"one\", operation: \"add\" },\n };\n }\n\n const pipeline = device.createRenderPipeline({\n layout: device.createPipelineLayout({ bindGroupLayouts: bgls }),\n vertex: { module: vertModule, entryPoint: \"main\", buffers: composed._vertexBufferLayouts },\n ...(fragModule ? { fragment: { module: fragModule, entryPoint: \"main\", targets: fragTarget ? [fragTarget] : [] } } : {}),\n ...(sig._depthStencilFormat\n ? {\n depthStencil: {\n format: sig._depthStencilFormat,\n depthCompare: sig._depthCompare ?? REVERSE_DEPTH_COMPARE,\n depthWriteEnabled: noColorOutput || esmShadowOutput || !hasAlpha,\n },\n }\n : {}),\n multisample: { count: sig._sampleCount },\n primitive: { topology: \"triangle-list\", cullMode: hasDoubleSided ? (\"none\" as GPUCullMode) : \"back\", frontFace: sig._flipY ? \"cw\" : \"ccw\" },\n });\n bindings._pipelines.set(key, pipeline);\n return pipeline;\n}\n\n// ─── Per-Mesh Bind Group ────────────────────────────────────────────\n\nexport function createPbrMeshBindGroup(\n engine: EngineContext,\n bindings: _PbrShaderBindings,\n composed: ComposedShader,\n meshUBO: GPUBuffer,\n materialUBO: GPUBuffer,\n material: PbrMaterialProps,\n env: EnvironmentTextures | null,\n meshCtx: { skeleton?: { boneTexture: GPUTexture } | null; morphTargets?: { texture: GPUTexture; weightsBuffer?: GPUBuffer } | null } | null,\n refractionTexture?: Texture2D | null\n): GPUBindGroup {\n const device = engine._device;\n const features = bindings._features;\n const features2 = bindings._features2;\n const meshFeatures = bindings._meshFeatures;\n const hasNormal = (features & PBR_HAS_NORMAL_MAP) !== 0 && (meshFeatures & MSH_HAS_TANGENTS) !== 0;\n const hasCotangentNormal = (features & PBR_HAS_NORMAL_MAP) !== 0 && (meshFeatures & MSH_HAS_TANGENTS) === 0;\n const hasAnyNormal = hasNormal || hasCotangentNormal;\n const hasEmissive = (features & PBR_HAS_EMISSIVE) !== 0;\n const hasSpecGloss = (features & PBR_HAS_SPEC_GLOSS) !== 0;\n const esmShadowOutput = (features2 & PBR2_ESM_SHADOW_OUTPUT) !== 0;\n\n const entries: GPUBindGroupEntry[] = [];\n let b = 0;\n const addTex = (t: { view: GPUTextureView; sampler: GPUSampler }) => {\n entries.push({ binding: b++, resource: t.view });\n entries.push({ binding: b++, resource: t.sampler });\n };\n\n const ctx: _PbrBindCtx = {\n _engine: engine,\n _features: features,\n _features2: features2,\n _meshFeatures: meshFeatures,\n _material: material,\n _mesh: meshCtx ?? undefined,\n _env: env,\n _refractionTexture: refractionTexture,\n };\n\n const sortedExts = _getPbrExtsSorted();\n\n const fragIds = composed._fragmentKey ? composed._fragmentKey.split(\"|\").filter((s) => s.length > 0) : [];\n\n entries.push({ binding: b++, resource: { buffer: meshUBO } });\n entries.push({ binding: b++, resource: { buffer: materialUBO } });\n for (const ext of sortedExts) {\n if (ext.phase === \"vertex\" && ext.bind) {\n b = ext.bind(ctx, entries, b);\n }\n }\n addTex(material.baseColorTexture!);\n if (hasAnyNormal) {\n addTex(material.normalTexture!);\n }\n addTex(material.ormTexture!);\n if ((features2 & PBR2_HAS_UV2) !== 0 && (meshFeatures & MSH_HAS_UV2) !== 0 && material.occlusionTexture) {\n addTex(material.occlusionTexture);\n }\n if (hasEmissive) {\n addTex(material.emissiveTexture!);\n }\n if (hasSpecGloss) {\n addTex(material.specGlossTexture!);\n }\n if (esmShadowOutput) {\n entries.push({\n binding: b++,\n resource: { buffer: (material as PbrMaterialProps & { readonly _esmShadowParamsUBO: GPUBuffer })._esmShadowParamsUBO },\n });\n }\n const seenExts: PbrExt[] = [];\n for (const fid of fragIds) {\n const ext = sortedExts.find((e) => e.id === fid || fid.startsWith(e.id + \"-\"));\n if (!ext || ext.phase === \"vertex\" || !ext.bind || seenExts.includes(ext)) {\n continue;\n }\n seenExts.push(ext);\n b = ext.bind(ctx, entries, b);\n }\n\n return device.createBindGroup({ layout: bindings._meshBGL, entries });\n}\n","/**\n * PBR Base Template\n *\n * Provides the base PBR shader structure with slot markers where\n * fragments inject their code. This is the PBR equivalent of\n * what composePbrVertex/composePbrFragment produce today.\n *\n * The template is parameterized by light type and feature flags\n * because these fundamentally change the shader structure.\n */\n\nimport type { ShaderTemplate, UboField, VertexAttribute, Varying, BindingDecl } from \"../../shader/fragment-types.js\";\nimport type { PbrTemplateExt } from \"./pbr-template-ext.js\";\nimport type { MeshVbLayout } from \"../../mesh/mesh.js\";\nimport { appendMeshLightUboFields, meshLightIndexWGSL } from \"../../render/lights-ubo.js\";\n\nconst STAGE_FRAGMENT = 0x2;\n\n// ── BRDF functions (always present in PBR) ──────────────────────\n\nconst BRDF_FUNCTIONS = `\nconst PI:f32=3.14159265358979323846;\nfn distributionGGX(NdotH:f32,alphaG:f32)->f32{\nlet a2=alphaG*alphaG;\nlet d=NdotH*NdotH*(a2-1.0)+1.0;\nreturn a2/(PI*d*d);\n}\nfn geometrySmithGGX(NdotL:f32,NdotV:f32,alphaG:f32)->f32{\nlet a2=alphaG*alphaG;\nlet gl=NdotL*sqrt(NdotV*(NdotV-a2*NdotV)+a2);\nlet gv=NdotV*sqrt(NdotL*(NdotL-a2*NdotL)+a2);\nreturn 0.5/(gl+gv);\n}\nfn fresnelSchlick(cosTheta:f32,F0:vec3<f32>,F90:vec3<f32>)->vec3<f32>{\nlet t=1.0-cosTheta;\nlet t2=t*t;\nreturn F0+(F90-F0)*(t2*t2*t);\n}\n`;\n\nexport interface PbrTemplateConfig {\n /** When true, generates a non-looping single-light direct block + lights UBO binding. */\n /** @internal */\n readonly _hasSingleLight?: boolean;\n /** When true, generates a multi-light loop + lights UBO binding.\n * Used for multiple lights or shadow receivers. */\n /** @internal */\n readonly _hasMultiLight?: boolean;\n /** Pre-built WGSL for the single-light UBO structs. */\n /** @internal */\n readonly _singleLightWGSL?: string;\n /** Pre-built WGSL for the single-light direct lighting block. */\n /** @internal */\n readonly _singleLightBlock?: string;\n /** Pre-built WGSL for multi-light (structs + computePbrLight). Passed from\n * dynamically imported fragments/multilight-wgsl.ts to keep it out of non-shadow bundles. */\n /** @internal */\n readonly _multiLightWGSL?: string;\n /** Pre-built WGSL for the multi-light direct lighting loop body. */\n /** @internal */\n readonly _multiLightLoop?: string;\n /** Normal map mode (default: \"none\") */\n /** @internal */\n readonly _normalMode?: \"tangent\" | \"cotangent\" | \"none\";\n /** Has emissive texture */\n /** @internal */\n readonly _hasEmissiveTexture?: boolean;\n /** Has specular-glossiness workflow */\n /** @internal */\n readonly _hasSpecGloss?: boolean;\n /** Has double-sided rendering */\n /** @internal */\n readonly _hasDoubleSided?: boolean;\n /** Has tonemap */\n /** @internal */\n readonly _hasTonemap?: boolean;\n /** ACES WGSL: tonemap helper functions (dynamically imported). Empty string = standard exponential tonemap. */\n /** @internal */\n readonly _acesHelpers?: string;\n /** ACES WGSL: tonemap call block replacing the default exponential one. */\n /** @internal */\n readonly _acesTonemapCall?: string;\n /** Has alpha blending */\n /** @internal */\n readonly _hasAlphaBlend?: boolean;\n /** Has specular AA */\n /** @internal */\n readonly _hasSpecularAA?: boolean;\n /** Has gamma albedo (sRGB base color decode) */\n /** @internal */\n readonly _hasGammaAlbedo?: boolean;\n /** Has a non-default base-color factor multiplied over the base-color texture. */\n /** @internal */\n readonly _hasBaseColorFactor?: boolean;\n /** Has morph targets (changes position/normal variable names in vertex shader) */\n /** @internal */\n readonly _hasMorph?: boolean;\n /** Has occlusion in ORM texture (simple path, no reflectance ext) */\n /** @internal */\n readonly _hasOcclusion?: boolean;\n /** Has emissive color UBO field (fragment handles emissive computation) */\n /** @internal */\n readonly _hasEmissiveColor?: boolean;\n /** When true, the reflectance fragment handles F0 + occlusion computation */\n /** @internal */\n readonly _hasReflectanceExt?: boolean;\n /** When true, include IBL SH coefficients in scene UBO */\n /** @internal */\n readonly _hasIbl?: boolean;\n /** Has anisotropy layer */\n /** @internal */\n readonly _hasAnisotropy?: boolean;\n /** Anisotropy WGSL: BRDF helper functions (dynamically imported). */\n /** @internal */\n readonly _anisoBrdfFunctions?: string;\n /** Anisotropy WGSL: T/B computation block (dynamically imported). */\n /** @internal */\n readonly _anisoTBBlock?: string;\n /** Optional extension config for advanced features (UV transforms, UV2, vertex colors).\n * When undefined, base template defaults to master-like behavior (no feature strings). */\n /** @internal */\n readonly _ext?: PbrTemplateExt;\n /** Generate a fragment stage that runs discard/alpha-test logic and writes no color. */\n /** @internal */\n readonly _noColorOutput?: boolean;\n /** Generate a fragment stage that runs discard/alpha-test logic and writes ESM shadow color. */\n /** @internal */\n readonly _esmShadowOutput?: boolean;\n /** ESM shadow depth output code. Supplied by the ESM material view so normal PBR bundles don't retain it. */\n /** @internal */\n readonly _esmShadowDepthCode?: string;\n /** @internal Per-attribute vertex-buffer interleave layout. Undefined (or per-attribute\n * undefined) → canonical tight strides (12/12/16/8). Only set for meshes\n * sourcing attributes from a strided bufferView. */\n readonly _vbStrides?: MeshVbLayout;\n}\n\n/**\n * Create a PBR ShaderTemplate from the given configuration.\n * The template contains slot markers that the composer fills with fragment code.\n */\nexport function createPbrTemplate(config: PbrTemplateConfig): ShaderTemplate {\n const {\n _hasSingleLight = false,\n _hasMultiLight = false,\n _singleLightWGSL = \"\",\n _singleLightBlock = \"\",\n _multiLightWGSL = \"\",\n _multiLightLoop = \"\",\n _normalMode = \"none\",\n _hasEmissiveTexture = false,\n _hasSpecGloss = false,\n _hasDoubleSided = false,\n _hasTonemap = false,\n _acesHelpers = \"\",\n _acesTonemapCall = \"\",\n _hasAlphaBlend = false,\n _hasSpecularAA = false,\n _hasGammaAlbedo = false,\n _hasBaseColorFactor = false,\n _hasMorph = false,\n _hasOcclusion = false,\n _hasEmissiveColor = false,\n _hasReflectanceExt = false,\n _hasIbl = false,\n _hasAnisotropy = false,\n _anisoBrdfFunctions = \"\",\n _anisoTBBlock = \"\",\n _ext,\n _noColorOutput = false,\n _esmShadowOutput = false,\n _esmShadowDepthCode = \"\",\n _vbStrides,\n } = config;\n const hasNormal = _normalMode === \"tangent\";\n const hasCotangentNormal = _normalMode === \"cotangent\";\n const hasAnyNormal = hasNormal || hasCotangentNormal;\n\n // ── Base vertex attributes ──────────────────────────────────\n // arrayStride defaults to the canonical tight element size; interleaved meshes\n // override it (e.g. 24 for POSITION+NORMAL sharing one stride-24 bufferView).\n const _baseVertexAttributes: VertexAttribute[] = [\n { _name: \"position\", _type: \"vec3<f32>\", _gpuFormat: \"float32x3\", _arrayStride: _vbStrides?._p?._stride ?? 12 },\n { _name: \"normal\", _type: \"vec3<f32>\", _gpuFormat: \"float32x3\", _arrayStride: _vbStrides?._n?._stride ?? 12 },\n ];\n if (hasNormal) {\n _baseVertexAttributes.push({ _name: \"tangent\", _type: \"vec4<f32>\", _gpuFormat: \"float32x4\", _arrayStride: _vbStrides?._t?._stride ?? 16 });\n }\n _baseVertexAttributes.push({ _name: \"uv\", _type: \"vec2<f32>\", _gpuFormat: \"float32x2\", _arrayStride: _vbStrides?._u?._stride ?? 8 });\n if (_ext) {\n _baseVertexAttributes.push(..._ext.extraVertexAttributes);\n }\n\n // ── Base varyings ───────────────────────────────────────────\n const _baseVaryings: Varying[] = [\n { _name: \"worldPos\", _type: \"vec3<f32>\" },\n { _name: \"worldNormal\", _type: \"vec3<f32>\" },\n ];\n if (hasNormal) {\n _baseVaryings.push({ _name: \"worldTangent\", _type: \"vec3<f32>\" }, { _name: \"worldBitangent\", _type: \"vec3<f32>\" });\n }\n _baseVaryings.push({ _name: \"uv\", _type: \"vec2<f32>\" });\n if (_ext) {\n _baseVaryings.push(..._ext.extraVaryings);\n }\n\n // ── Base mesh UBO fields (world matrix + affected light indices — UV transforms are\n // per-texture now, emitted on the material UBO when hasUvTransform). ─\n const _baseMeshUboFields: UboField[] = [{ _name: \"world\", _type: \"mat4x4<f32>\" }];\n appendMeshLightUboFields(_baseMeshUboFields);\n\n // ── Base material UBO fields ────────────────────────────────────\n const _baseMaterialUboFields: UboField[] = [\n { _name: \"environmentIntensity\", _type: \"f32\" },\n { _name: \"directIntensity\", _type: \"f32\" },\n { _name: \"reflectance\", _type: \"f32\" },\n { _name: \"materialAlpha\", _type: \"f32\" },\n ...(_hasBaseColorFactor ? [{ _name: \"baseColorFactor\", _type: \"vec4<f32>\" as const }] : []),\n // glTF metallicFactor / roughnessFactor (default 1.0) — applied over MR texture channels.\n { _name: \"metallicFactor\", _type: \"f32\" },\n { _name: \"roughnessFactor\", _type: \"f32\" },\n { _name: \"normalScale\", _type: \"f32\" },\n { _name: \"lightFalloffMode\", _type: \"f32\" },\n // Anisotropy UBO field stays on the base template because anisotropy is\n // template-only (no ShaderFragment) — the anisotropyExt just writes its\n // slice through the unified ext.writeUbo hook.\n ...(_hasAnisotropy ? [{ _name: \"anisotropyParams\", _type: \"vec4<f32>\" as const }] : []),\n // ── Extension fields (per-texture UV transforms, etc.) ─\n ...(_ext ? _ext.extraMaterialUboFields : []),\n ];\n\n // ── Helper: texture + sampler binding pair ────────────────────\n const tex2d = (name: string, sampler: string): BindingDecl[] => [\n { _name: name, _type: { _kind: \"texture\", _textureType: \"texture_2d<f32>\" }, _visibility: STAGE_FRAGMENT },\n { _name: sampler, _type: { _kind: \"sampler\", _samplerType: \"sampler\" }, _visibility: STAGE_FRAGMENT },\n ];\n\n // ── Base bindings (always-present textures) ─────────────────\n const _baseBindings: BindingDecl[] = tex2d(\"baseColorTexture\", \"baseColorSampler\");\n if (hasAnyNormal) {\n _baseBindings.push(...tex2d(\"normalTexture\", \"normalSampler_\"));\n }\n _baseBindings.push(...tex2d(\"ormTexture\", \"ormSampler\"));\n if (_ext) {\n _baseBindings.push(..._ext.extraBindings);\n }\n if (_hasEmissiveTexture) {\n _baseBindings.push(...tex2d(\"emissiveTexture\", \"emissiveSampler\"));\n }\n if (_hasSpecGloss) {\n _baseBindings.push(...tex2d(\"specGlossTexture\", \"specGlossSampler\"));\n }\n if (_esmShadowOutput) {\n _baseBindings.push({ _name: \"shadowParams\", _type: { _kind: \"uniform-buffer\" }, _visibility: STAGE_FRAGMENT });\n }\n // ── Vertex template ─────────────────────────────────────────\n // When morph targets are active, the morph fragment's VR\n // defines morphedPos/morphedNorm. The base template uses those instead\n // of the raw vertex attributes.\n const posVar = _hasMorph ? \"morphedPos\" : \"position\";\n const normVar = _hasMorph ? \"morphedNorm\" : \"normal\";\n\n // The vertex template uses morphedPos/morphedNorm when morph fragment is present,\n // falling back to position/normal. The morph fragment's VR defines these vars.\n const tangentBlock = hasNormal\n ? `let N_local=normalize(${normVar});\nlet T_local=normalize(tangent.xyz);\nlet B_local=cross(N_local,T_local)*tangent.w;\nout.worldTangent=(finalWorld*vec4<f32>(T_local,0.0)).xyz;\nout.worldBitangent=(finalWorld*vec4<f32>(B_local,0.0)).xyz;`\n : \"\";\n\n const _vertexTemplate = `/*SU*/\n/*MU*/\n@group(1) @binding(0) var<uniform> mesh: MeshUniforms;\n/*VH*/\n/*VD*/\n/*VO*/\n@vertex fn main(\n/*VP*/\n) -> VertexOutput {\nvar out: VertexOutput;\n/*VR*/\nvar finalWorld = mesh.world;\n/*VW*/\nlet worldPos4 = finalWorld * vec4<f32>(${posVar}, 1.0);\nout.worldPos = worldPos4.xyz;\nout.clipPos = scene.viewProjection * worldPos4;\nout.worldNormal = (finalWorld * vec4<f32>(normalize(${normVar}), 0.0)).xyz;\n${tangentBlock}\nout.uv = uv;\n ${_ext ? _ext.vertexBodyExtra : \"\"}/*VB*/\nreturn out;\n}`;\n\n // ── Fragment template ────────────────────────────────────────\n\n // Normal handling block\n const normalUV = _ext?.uvForNormal ?? \"input.uv\";\n const normalScaleMod = _ext?.normalScaleMod ?? \"\";\n const normalRef = _ext?.normalScaleMod ? \"scaledNormal\" : \"normalMapRaw\";\n const normalRefCt = _ext?.normalScaleMod ? \"scaledNormalCT\" : \"normalMapSample\";\n let normalBlock: string;\n if (hasNormal) {\n normalBlock = `let normalMapRaw=textureSample(normalTexture,normalSampler_,${normalUV}).rgb*2.0-1.0;\n${normalScaleMod}let normalMapNorm=normalize(${normalRef});\nlet N_geom=normalize(input.worldNormal);\nlet TBN=mat3x3<f32>(input.worldTangent,input.worldBitangent,input.worldNormal);\nvar N=normalize(TBN*normalMapNorm);`;\n } else if (hasCotangentNormal) {\n normalBlock = `let normalMapSample=textureSample(normalTexture,normalSampler_,${normalUV}).rgb*2.0-1.0;\n${normalScaleMod.replace(/normalMapRaw/g, \"normalMapSample\").replace(/scaledNormal/g, \"scaledNormalCT\")}let N_geom=normalize(input.worldNormal);\nlet dp1=dpdx(input.worldPos);\nlet dp2=dpdy(input.worldPos);\nlet duv1=dpdx(${normalUV});\nlet duv2=dpdy(${normalUV});\nlet dp2perp=cross(dp2,N_geom);\nlet dp1perp=cross(N_geom,dp1);\nlet tangent_ct=dp2perp*duv1.x+dp1perp*duv2.x;\nlet bitangent_ct=-(dp2perp*duv1.y+dp1perp*duv2.y);\nlet det=max(dot(tangent_ct,tangent_ct),dot(bitangent_ct,bitangent_ct));\nlet invmax=select(inverseSqrt(det),0.0,det==0.0);\nlet cotangentFrame=mat3x3<f32>(tangent_ct*invmax,bitangent_ct*invmax,N_geom);\nvar N=normalize(cotangentFrame*normalize(${normalRefCt}));`;\n } else {\n normalBlock = `let N_geom=normalize(input.worldNormal);\nvar N=N_geom;`;\n }\n\n // Anisotropy: tangent/bitangent frame (passed in from dynamic import, empty if not used)\n const anisotropyTBBlock = _hasAnisotropy ? _anisoTBBlock : \"\";\n\n // Base color decoding\n const vertexColorMod = _ext?.baseColorMod ?? \"\";\n const baseColorFactorRgb = _hasBaseColorFactor ? \"*material.baseColorFactor.rgb\" : \"\";\n const baseColorFactorAlpha = _hasBaseColorFactor ? \"*material.baseColorFactor.a\" : \"\";\n const baseColorDecode = _hasGammaAlbedo\n ? `var baseColor=pow(baseColorSample.rgb,vec3<f32>(2.2))${baseColorFactorRgb};\nvar alpha=baseColorSample.a${baseColorFactorAlpha};${vertexColorMod}`\n : `var baseColor=baseColorSample.rgb${baseColorFactorRgb};\nvar alpha=baseColorSample.a${baseColorFactorAlpha};${vertexColorMod}`;\n\n // Roughness / metallic\n const specGlossUV = _ext?.uvForSpecGloss ?? \"input.uv\";\n const roughnessMetallic = _hasSpecGloss\n ? `let specGloss=textureSample(specGlossTexture,specGlossSampler,${specGlossUV});\nlet roughness=clamp(1.0-specGloss.a,0.0,1.0);\nlet metallic=0.0;`\n : `let roughness=clamp(orm.g*material.roughnessFactor,0.0,1.0);\nlet metallic=orm.b*material.metallicFactor;`;\n\n // Emissive default (overridden by emissive-color fragment's AT slot)\n const emissiveUV = _ext?.uvForEmissive ?? \"input.uv\";\n const emissiveDefault = _hasEmissiveColor\n ? ``\n : _hasEmissiveTexture\n ? `let emissive=textureSample(emissiveTexture,emissiveSampler,${emissiveUV}).rgb;`\n : `let emissive=vec3<f32>(0.0);`;\n\n // Occlusion default (overridden by reflectance fragment's AT slot or ext occlusion override)\n const occlusionDefault = _hasReflectanceExt ? `` : _ext?.occlusionOverride ? _ext.occlusionOverride : _hasOcclusion ? `let occlusion=orm.r;` : `let occlusion=1.0;`;\n // F0 computation (overridden by reflectance fragment's MF slot)\n const f0Default = _hasReflectanceExt\n ? ``\n : _hasSpecGloss\n ? `var colorF0=specGloss.rgb;\nlet colorF90=vec3<f32>(1.0);\nlet maxSpecular=max(colorF0.r,max(colorF0.g,colorF0.b));\nlet surfaceAlbedo=baseColor*(1.0-maxSpecular);`\n : `let dielectricF0=material.reflectance;\nvar colorF0=mix(vec3<f32>(dielectricF0),baseColor,metallic);\nlet colorF90=vec3<f32>(1.0);\nlet surfaceAlbedo=baseColor*(1.0-dielectricF0)*(1.0-metallic);`;\n\n // Specular AA + geometric-curvature roughness factors (BJS getAARoughnessFactors).\n // AA_factor_x is the direct-light roughness floor (matches BJS `computeSheenLighting`\n // which clamps info.roughness upward). AA_factor_y is the IBL/alphaG additive bump.\n // Emitted unconditionally as var so sheen/other fragments can reference them\n // without needing a define; zero on the no-curvature path makes them a no-op.\n const specularAABlock =\n _hasSpecularAA || hasAnyNormal\n ? `var AA_factor_x=0.0;\nvar AA_factor_y=0.0;\n{let nDfdx_AA=dpdx(N);\nlet nDfdy_AA=dpdy(N);\nlet slopeSquare_AA=max(dot(nDfdx_AA,nDfdx_AA),dot(nDfdy_AA,nDfdy_AA));\nAA_factor_x=pow(saturate(slopeSquare_AA),0.333);\nAA_factor_y=sqrt(slopeSquare_AA)*0.75;\nalphaG+=AA_factor_y;}`\n : `var AA_factor_x=0.0;\nvar AA_factor_y=0.0;`;\n\n // Direct lighting block — use the compact non-looping shader for one non-shadow light,\n // and the generic multi-light loop for multiple lights or shadow receivers.\n const directLightBlock: string = _hasMultiLight\n ? _multiLightLoop\n : _hasSingleLight\n ? _singleLightBlock\n : `var directDiffuse=vec3<f32>(0.0);\nvar directSpecular=vec3<f32>(0.0);\n/*BL*/`;\n\n // Tonemap: BJS TONEMAPPING_STANDARD (exponential) by default; caller-supplied\n // ACES WGSL (from pbr-aces-wgsl.ts) is used when provided.\n const useAces = _hasTonemap && _acesTonemapCall !== \"\";\n const acesBlock = useAces ? _acesHelpers : \"\";\n const tonemapBlock = _hasTonemap\n ? useAces\n ? _acesTonemapCall\n : `color*=scene.vImageInfos.x;\ncolor=1.0-exp2(-1.590579*color);`\n : `color*=scene.vImageInfos.x;`;\n\n // Alpha output\n const alphaBlock = _noColorOutput\n ? \"\"\n : _hasAlphaBlend\n ? `var finalAlpha=alpha*material.materialAlpha;\nvar luminanceOverAlpha=0.0;\n/*BA*/\nluminanceOverAlpha+=dot(${_hasIbl ? \"finalSpecularScaled\" : \"directSpecular\"},vec3<f32>(0.2126,0.7152,0.0722));\nfinalAlpha=saturate(finalAlpha+luminanceOverAlpha*luminanceOverAlpha);\nreturn vec4<f32>(color,finalAlpha);`\n : `return vec4<f32>(color,alpha*material.materialAlpha);`;\n\n const doubleSidedEntry = _hasDoubleSided\n ? `@fragment fn main(input: FragmentInput, @builtin(front_facing) frontFacing: bool)${_noColorOutput ? \"\" : \" -> @location(0) vec4<f32>\"} {`\n : `@fragment fn main(input: FragmentInput)${_noColorOutput ? \"\" : \" -> @location(0) vec4<f32>\"} {`;\n const doubleSidedFlip = _hasDoubleSided ? `if (!frontFacing) { N = -N; }` : \"\";\n\n const lightDecls = _hasMultiLight ? _multiLightWGSL : _hasSingleLight ? _singleLightWGSL : \"\";\n const lightBindingDecl = _hasSingleLight || _hasMultiLight ? `@group(0) @binding(1) var<uniform> lights: lightsUniforms;` : \"\";\n const meshLightIndexHelper = _hasSingleLight || _hasMultiLight ? meshLightIndexWGSL(\"mesh\") : \"\";\n\n const anisoBrdfBlock = _hasAnisotropy ? _anisoBrdfFunctions : \"\";\n\n const fragmentHelpers = _ext?.fragmentHelpers ?? \"\";\n const fragmentPrelude = _ext?.fragmentPrelude ?? \"\";\n const baseColorUV = _ext?.uvForBaseColor ?? \"input.uv\";\n const ormUV = _ext?.uvForOrm ?? \"input.uv\";\n\n const _fragmentTemplate = `/*SU*/\n${_esmShadowOutput ? \"struct shadowParamsUniforms { biasAndScale: vec4<f32>, depthValues: vec4<f32>, }\" : \"\"}\n/*MU*/\n@group(1) @binding(0) var<uniform> mesh: MeshUniforms;\n/*HF*/\n/*FB*/\n/*FI*/\n${BRDF_FUNCTIONS}\n${acesBlock}\n${anisoBrdfBlock}\n${lightDecls}\n${lightBindingDecl}\n${meshLightIndexHelper}\n${fragmentHelpers}\n${doubleSidedEntry}\n${fragmentPrelude}/*SV*/\nlet baseColorSample=textureSample(baseColorTexture,baseColorSampler,${baseColorUV});\n${baseColorDecode}\nlet orm=textureSample(ormTexture,ormSampler,${ormUV}).rgb;\n${occlusionDefault}\n${roughnessMetallic}\n${emissiveDefault}\n/*AT*/\n${_noColorOutput ? \"return;\" : _esmShadowOutput ? _esmShadowDepthCode : \"\"}\n${normalBlock}\n${doubleSidedFlip}\n${anisotropyTBBlock}\n/*AC*/\nlet V=normalize(scene.vEyePosition.xyz-input.worldPos);\nlet NdotVUnclamped=dot(N,V);\nlet NdotV=abs(NdotVUnclamped)+0.0000001;\n${f0Default}\n/*MF*/\nvar alphaG=roughness*roughness+0.0005;\n${specularAABlock}\n${directLightBlock}\nvar color=directDiffuse+directSpecular+emissive;\n/*AI*/\n/*NI*/\n${tonemapBlock}\ncolor=pow(color,vec3<f32>(1.0/2.2));\ncolor=clamp(color,vec3<f32>(0.0),vec3<f32>(1.0));\nlet highContrast=color*color*(3.0-2.0*color);\nif(scene.vImageInfos.y<1.0){color=mix(vec3<f32>(0.5),color,scene.vImageInfos.y);}\nelse{color=mix(color,highContrast,scene.vImageInfos.y-1.0);}\ncolor=max(color,vec3<f32>(0.0));\n/*BC*/\n${alphaBlock}\n}`;\n\n return {\n _vertexTemplate,\n _fragmentTemplate,\n _baseMeshUboFields,\n _baseMaterialUboFields,\n _baseVertexAttributes,\n _baseVaryings,\n _baseBindings,\n };\n}\n","/** PBR shader composer factory — extracts the per-feature-set shader composition\n * from pbr-renderable.ts. All dynamic dependencies (ACES, anisotropy, shadow,\n * multi-light, template-ext, thin-instance) are passed in via a deps object,\n * already resolved by the caller. Nothing is snapshotted at module load. */\n\nimport type { ShaderFragment, ComposedShader } from \"../../shader/fragment-types.js\";\nimport type { PbrShadowLightSlot } from \"./fragments/pbr-shadow-fragment.js\";\nimport { composeShader } from \"../../shader/shader-composer.js\";\nimport { createPbrTemplate } from \"./pbr-template.js\";\nimport type { MeshVbLayout } from \"../../mesh/mesh.js\";\nimport {\n PBR_HAS_NORMAL_MAP,\n PBR_HAS_ALPHA_BLEND,\n PBR2_HAS_UV_TRANSFORM,\n PBR2_HAS_REFLECTANCE_FACTORS,\n PBR2_HAS_UV2,\n PBR2_HAS_BASE_COLOR_FACTOR,\n PBR_HAS_METALLIC_REFLECTANCE_MAP,\n PBR_HAS_REFLECTANCE_MAP,\n PBR_HAS_SPECULAR_AA,\n PBR_HAS_EMISSIVE_COLOR,\n PBR_HAS_GAMMA_ALBEDO,\n PBR_HAS_ANISOTROPY,\n PBR_HAS_DOUBLE_SIDED,\n PBR_HAS_EMISSIVE,\n PBR_HAS_ENV,\n PBR_HAS_TONEMAP,\n PBR_HAS_SPEC_GLOSS,\n PBR_HAS_OCCLUSION,\n PBR_HAS_SKYBOX,\n PBR2_ESM_SHADOW_OUTPUT,\n PBR2_NO_COLOR_OUTPUT,\n} from \"./pbr-flag-bits.js\";\nimport { _getPbrExts, type _PbrFragCtx } from \"./pbr-flags.js\";\nimport {\n MSH_HAS_TANGENTS,\n MSH_HAS_MORPH_TARGETS,\n MSH_RECEIVE_SHADOWS,\n MSH_HAS_THIN_INSTANCES,\n MSH_HAS_INSTANCE_COLOR,\n MSH_HAS_VERTEX_COLOR,\n MSH_HAS_UV2,\n} from \"../mesh-features.js\";\n\ninterface PbrComposerDeps {\n readonly _singleLightWGSL: string;\n readonly _getSingleLightBlock: ((type: string) => string) | null;\n readonly _multiLightWGSL: string;\n readonly _multiLightLoop: string;\n readonly _acesHelpers: string;\n readonly _acesTonemapCall: string;\n readonly _createPbrTemplateExt: typeof import(\"./pbr-template-ext.js\").createPbrTemplateExt | null;\n readonly _anisoExt: typeof import(\"./fragments/anisotropy-fragment.js\") | null;\n readonly _iblSkyboxCalc: string;\n readonly _createPbrShadowFragment: ((slots: PbrShadowLightSlot[]) => ShaderFragment) | null;\n readonly _shadowLights: readonly { readonly lightIndex: number; readonly shadowType: import(\"./fragments/pbr-shadow-fragment.js\").PbrShadowLightSlot[\"shadowType\"] }[];\n readonly _createThinInstanceFragment: ((hasColor: boolean) => ShaderFragment) | null;\n}\n\nexport type PbrLightMode = 0 | 1 | 2;\ntype PbrComposeFn = (\n _features: number,\n _features2?: number,\n _meshFeatures?: number,\n _sceneFeatures?: number,\n _lightMode?: PbrLightMode,\n _singleLightType?: string,\n _esmShadowDepthCode?: string,\n _vbStrides?: MeshVbLayout,\n _vbKey?: string\n) => ComposedShader;\n\n/** Create a memoized shader composer for a given scene's resolved PBR deps. */\nexport function createPbrComposer(deps: PbrComposerDeps): PbrComposeFn {\n const cache = new Map<string, ComposedShader>();\n const {\n _singleLightWGSL,\n _getSingleLightBlock,\n _multiLightWGSL,\n _multiLightLoop,\n _acesHelpers,\n _acesTonemapCall,\n _createPbrTemplateExt,\n _anisoExt,\n _iblSkyboxCalc,\n _createPbrShadowFragment,\n _shadowLights,\n _createThinInstanceFragment,\n } = deps;\n\n return function composePbr(\n features: number,\n features2: number = 0,\n meshFeatures = 0,\n sceneFeatures = 0,\n lightMode: PbrLightMode = 0,\n singleLightType = \"\",\n _esmShadowDepthCode = \"\",\n vbStrides?: MeshVbLayout,\n vbKey = \"\"\n ): ComposedShader {\n const ckey = `${features}:${features2}:${meshFeatures}:${sceneFeatures}:${lightMode}:${singleLightType}${vbKey}`;\n const cached = cache.get(ckey);\n if (cached) {\n return cached;\n }\n\n const has = (bit: number) => (features & bit) !== 0;\n const hasMesh = (bit: number) => (meshFeatures & bit) !== 0;\n const hasScene = (bit: number) => (sceneFeatures & bit) !== 0;\n const hasNormal = has(PBR_HAS_NORMAL_MAP) && hasMesh(MSH_HAS_TANGENTS);\n const hasCotangent = has(PBR_HAS_NORMAL_MAP) && !hasMesh(MSH_HAS_TANGENTS);\n const _hasAnyNormal = hasNormal || hasCotangent;\n const _hasReflectanceExt = has(PBR_HAS_METALLIC_REFLECTANCE_MAP | PBR_HAS_REFLECTANCE_MAP) || (features2 & PBR2_HAS_REFLECTANCE_FACTORS) !== 0;\n const _hasIbl = hasScene(PBR_HAS_ENV);\n const _hasMorph = hasMesh(MSH_HAS_MORPH_TARGETS);\n const hasShadow = hasMesh(MSH_RECEIVE_SHADOWS);\n const _hasAnisotropy = has(PBR_HAS_ANISOTROPY);\n const _hasEmissiveColor = has(PBR_HAS_EMISSIVE_COLOR);\n const _hasEmissiveTexture = has(PBR_HAS_EMISSIVE);\n const hasTI = hasMesh(MSH_HAS_THIN_INSTANCES);\n\n const _hasUvTransform = (features2 & PBR2_HAS_UV_TRANSFORM) !== 0;\n const _hasVertexColor = hasMesh(MSH_HAS_VERTEX_COLOR);\n const _hasUv2 = (features2 & PBR2_HAS_UV2) !== 0 && hasMesh(MSH_HAS_UV2);\n const needsExt = _hasUvTransform || _hasVertexColor || _hasUv2;\n const _hasSpecularAA = has(PBR_HAS_SPECULAR_AA);\n const _ext =\n needsExt && _createPbrTemplateExt\n ? _createPbrTemplateExt({\n _hasUvTransform,\n _hasVertexColor,\n _hasUv2,\n _hasOcclusionUv2: _hasUv2,\n _hasAnyNormal,\n _hasEmissiveTexture,\n _hasSpecGloss: has(PBR_HAS_SPEC_GLOSS),\n })\n : undefined;\n\n const template = createPbrTemplate({\n _hasSingleLight: lightMode === 1,\n _hasMultiLight: lightMode === 2,\n _singleLightWGSL,\n _singleLightBlock: lightMode === 1 && _getSingleLightBlock ? _getSingleLightBlock(singleLightType) : \"\",\n _multiLightWGSL,\n _multiLightLoop,\n _normalMode: hasNormal ? \"tangent\" : hasCotangent ? \"cotangent\" : \"none\",\n _hasEmissiveTexture,\n _hasSpecGloss: has(PBR_HAS_SPEC_GLOSS),\n _hasDoubleSided: has(PBR_HAS_DOUBLE_SIDED),\n _hasTonemap: hasScene(PBR_HAS_TONEMAP),\n _acesHelpers: _acesHelpers,\n _acesTonemapCall: _acesTonemapCall,\n _hasAlphaBlend: has(PBR_HAS_ALPHA_BLEND),\n _hasSpecularAA,\n _hasGammaAlbedo: has(PBR_HAS_GAMMA_ALBEDO),\n _hasBaseColorFactor: (features2 & PBR2_HAS_BASE_COLOR_FACTOR) !== 0,\n _hasMorph,\n _hasOcclusion: has(PBR_HAS_OCCLUSION) && !_hasReflectanceExt,\n _hasEmissiveColor,\n _hasReflectanceExt,\n _hasIbl,\n _hasAnisotropy,\n _anisoBrdfFunctions: _hasAnisotropy && _anisoExt ? _anisoExt.ANISO_BRDF_FUNCTIONS : \"\",\n _anisoTBBlock: _hasAnisotropy && _anisoExt ? _anisoExt.makeAnisotropyTBBlock(hasNormal) : \"\",\n _ext,\n _noColorOutput: (features2 & PBR2_NO_COLOR_OUTPUT) !== 0,\n _esmShadowOutput: (features2 & PBR2_ESM_SHADOW_OUTPUT) !== 0,\n _esmShadowDepthCode,\n _vbStrides: vbStrides,\n });\n\n const frags: ShaderFragment[] = [];\n const fragCtx: _PbrFragCtx = {\n _features: features,\n _features2: features2,\n _meshFeatures: meshFeatures,\n _hasIbl: _hasIbl,\n _hasAnyNormal,\n _hasSpecularAA,\n _anisoBentNormalCode: _hasAnisotropy && _anisoExt ? _anisoExt.ANISO_BENT_NORMAL : \"\",\n _iblSkyboxCalc: has(PBR_HAS_SKYBOX) ? _iblSkyboxCalc : \"\",\n };\n // Registration order defines iteration order; callers register in composer-matching order.\n for (const regExt of _getPbrExts().values()) {\n if (regExt.frag) {\n const fr = regExt.frag(fragCtx);\n if (fr) {\n frags.push(fr);\n }\n }\n }\n if (hasShadow && _createPbrShadowFragment) {\n const slots = _shadowLights.map((sl) => ({ lightIndex: sl.lightIndex, shadowType: sl.shadowType }));\n frags.push(_createPbrShadowFragment(slots));\n }\n if (hasTI && _createThinInstanceFragment) {\n frags.push(_createThinInstanceFragment(hasMesh(MSH_HAS_INSTANCE_COLOR)));\n }\n\n const composed = composeShader(template, frags);\n cache.set(ckey, composed);\n return composed;\n };\n}\n","/** PBR mesh renderable — builds Renderables from glTF PBR meshes + environment.\n *\n * `buildPbrRenderables` does shared per-scene setup (extension/fragment imports,\n * shader composer, scene bind group, multi-light UBO), then delegates per-mesh\n * work to `buildSinglePbrRenderable`. Both initial build and material-swap\n * rebuilds go through the same single-mesh function. */\n\nimport type { EngineContext } from \"../../engine/engine.js\";\nimport type { SceneContext } from \"../../scene/scene.js\";\nimport type { Mesh } from \"../../mesh/mesh.js\";\nimport type { PbrMaterialProps } from \"./pbr-material.js\";\nimport { collectPbrBoundTextures } from \"./pbr-material.js\";\nimport type { EnvironmentTextures } from \"../../loader-env/load-env.js\";\n\nimport type { Renderable, MeshGroupBuildResult } from \"../../render/renderable.js\";\nimport type { ShaderFragment } from \"../../shader/fragment-types.js\";\nimport { acquireTexture, releaseTexture, clearSamplerCache } from \"../../resource/gpu-pool.js\";\nimport { createUniformBuffer } from \"../../resource/gpu-buffers.js\";\nimport { getOrCreatePbrBindings, getOrCreatePbrPipeline, createPbrMeshBindGroup, clearPbrPipelineCache } from \"./pbr-pipeline.js\";\nimport {\n _registerPbrExt,\n _getPbrExts,\n PBR_HAS_NORMAL_MAP,\n PBR_HAS_ALPHA_BLEND,\n PBR2_NO_COLOR_OUTPUT,\n PBR2_HAS_REFRACTION,\n PBR2_HAS_UV2,\n PBR_HAS_ENV,\n PBR_HAS_TONEMAP,\n PBR2_ESM_SHADOW_OUTPUT,\n} from \"./pbr-flags.js\";\nimport type { PbrExt } from \"./pbr-flags.js\";\nimport { createPbrComposer } from \"./pbr-compose.js\";\nimport { _computePbrMaterialFeatures } from \"./pbr-material.js\";\nimport type { ShadowGenerator } from \"../../shadow/shadow-generator.js\";\nimport type { ThinInstanceData } from \"../../mesh/thin-instance.js\";\nimport type { PbrShadowLightSlot } from \"./fragments/pbr-shadow-fragment.js\";\nimport { writeMeshLightSelection } from \"../../render/lights-ubo.js\";\nimport type { PbrLightMode } from \"./pbr-compose.js\";\nimport type { Material, MaterialRenderFeatures } from \"../material.js\";\nimport { _computeMeshFeatures, MSH_HAS_INSTANCE_COLOR, MSH_HAS_THIN_INSTANCES, MSH_HAS_UV2, MSH_HAS_VERTEX_COLOR } from \"../mesh-features.js\";\n\ntype SingleLightType = \"hemispheric\" | \"directional\" | \"spot\" | \"point\";\ninterface SingleLightWgslModule {\n SINGLE_LIGHT_STRUCTS: string;\n getSingleLightBlock(): string;\n}\n\n/** Build PBR Renderable(s) + a SceneUniformUpdater from PBR meshes. */\nexport async function buildPbrRenderables(scene: SceneContext, meshes: Mesh[], envTextures: EnvironmentTextures | undefined): Promise<MeshGroupBuildResult> {\n const engine = scene.engine;\n const device = engine._device;\n // Per-size scratch buffers for material UBO re-writes (zero allocation per frame).\n const materialScratch = new Map<number, Float32Array>();\n const hasEnv = !!envTextures;\n const shadowLights: { lightIndex: number; shadowType: \"esm\" | \"pcf\"; gen: ShadowGenerator }[] = [];\n for (let i = 0; i < scene.lights.length; i++) {\n const sg = scene.lights[i]!.shadowGenerator;\n if (sg) {\n shadowLights.push({ lightIndex: i, shadowType: sg._shadowType, gen: sg });\n }\n }\n const hasSomeShadows = shadowLights.length > 0;\n let hasAnyAffectedLight = false;\n let needsSingleLightPath = false;\n let needsMultiLightPath = false;\n const singleLightTypes: SingleLightType[] = [];\n for (const mesh of meshes) {\n const lr = writeMeshLightSelection(mesh, scene.lights);\n const affectedCount = lr > 0 ? 1 : -lr;\n hasAnyAffectedLight ||= affectedCount > 0;\n if (affectedCount === 1 && !(mesh.receiveShadows && hasSomeShadows)) {\n needsSingleLightPath = true;\n const type = getPackedSingleLightType(scene.lights, lr - 1);\n if (!singleLightTypes.includes(type)) {\n singleLightTypes.push(type);\n }\n } else if (affectedCount > 0) {\n needsMultiLightPath = true;\n }\n }\n\n // ── Single O(N) scan over meshes for all scene-wide feature flags ──\n // Flags are plain locals (not an object return) so terser can mangle their names.\n // Replaces ~11 sequential meshes.some() loops (was O(11N)).\n let hasSkybox = false;\n let hasMetallicReflectance = false;\n let hasClearcoat = false;\n let hasSheen = false;\n let hasIridescence = false;\n let hasAnyAnisotropy = false;\n let hasAnySubsurface = false;\n let hasAlphaTest = false;\n let hasTransmissionRefraction = false;\n let needsEmissiveColor = false;\n let hasSomeSkeletons = false;\n let hasSomeMorphs = false;\n let hasSomeThinInstances = false;\n let hasAnyUnlit = false;\n let hasAnyUvTransform = false;\n let hasAnyUv2 = false;\n let hasAnyVertexColor = false;\n for (let i = 0; i < meshes.length; i++) {\n const m = meshes[i]!;\n const mat = m.material as PbrMaterialProps & { _hasReflExt?: boolean; _hasUvTx?: boolean };\n const refractionIntensity = mat.subsurface?.refraction?.intensity ?? 0;\n hasSkybox ||= !!mat.skyboxMode;\n hasMetallicReflectance ||= !!(mat.metallicReflectanceTexture || mat.reflectanceTexture || mat._hasReflExt);\n hasClearcoat ||= !!mat.clearCoat?.isEnabled;\n hasSheen ||= !!mat.sheen?.isEnabled;\n hasIridescence ||= !!mat.iridescence?.isEnabled;\n hasAnyAnisotropy ||= !!mat.anisotropy?.isEnabled;\n hasAnySubsurface ||= !!mat.subsurface?.translucency;\n hasAlphaTest ||= mat.alphaCutOff! > 0;\n hasTransmissionRefraction ||= refractionIntensity > 0 && !!mat.transmissive;\n needsEmissiveColor ||= !!mat.emissiveColor;\n hasSomeSkeletons ||= !!m.skeleton;\n hasSomeMorphs ||= !!m.morphTargets;\n hasSomeThinInstances ||= !!m.thinInstances;\n hasAnyUnlit ||= !!mat.unlit;\n hasAnyUvTransform ||= !!mat._hasUvTx;\n // UV2 only counts when occlusion samples texcoord 1.\n hasAnyUv2 ||= !!m._gpu.uv2Buffer && mat.occlusionTexCoord === 1;\n hasAnyVertexColor ||= !!m._gpu.colorBuffer;\n }\n\n // ── Dynamically import fragment creators based on scene capabilities ──\n\n // IBL fragment.\n let _iblSkyboxCalc = \"\";\n if (hasEnv) {\n const mod = await import(\"./fragments/ibl-fragment.js\");\n _registerPbrExt(mod.pbrExt);\n if (hasSkybox) {\n // Skybox-mode WGSL is only loaded when at least one mesh in the scene needs it.\n const sky = await import(\"./fragments/ibl-skybox-wgsl.js\");\n _iblSkyboxCalc = sky.IBL_SKYBOX_CALCULATION;\n }\n }\n\n // Light/shadow helpers stay dynamic so single-light and non-shadow bundles stay lean.\n let _createPbrShadowFragment: ((slots: PbrShadowLightSlot[]) => ShaderFragment) | null = null;\n let _singleLightWGSL = \"\";\n let _getSingleLightBlock: ((type: string) => string) | null = null;\n const singleLightBlocks: Partial<Record<SingleLightType, () => string>> = {};\n let _multiLightWGSL = \"\";\n let _multiLightLoop = \"\";\n if (needsSingleLightPath) {\n for (const type of singleLightTypes) {\n const single = await importSingleLightWgsl(type);\n _singleLightWGSL = single.SINGLE_LIGHT_STRUCTS;\n singleLightBlocks[type] = single.getSingleLightBlock;\n }\n _getSingleLightBlock = (type) => singleLightBlocks[toSingleLightType(type)]?.() ?? \"\";\n }\n if (needsMultiLightPath) {\n const wgslMod = await import(\"./fragments/multilight-wgsl.js\");\n _multiLightWGSL = wgslMod.MULTI_LIGHT_STRUCTS() + wgslMod.COMPUTE_PBR_LIGHT;\n _multiLightLoop = wgslMod.getMultiLightLoop();\n }\n if (hasAnyAffectedLight && hasSomeShadows) {\n const shadowMod = await import(\"./fragments/pbr-shadow-fragment.js\");\n _createPbrShadowFragment = shadowMod.createPbrShadowFragment;\n }\n\n // ── Per-mesh fragment creators (imported if any mesh needs them) ──\n // Each optional PBR fragment module exports a uniform `pbrExt`, so registration\n // collapses to a single data-driven loop over [flag, loader] pairs. The `import()`\n // specifiers stay literal (required for Vite code-splitting) and the shared\n // `_registerPbrExt((await load()).pbrExt)` glue is emitted once instead of per\n // feature, keeping this management layer small as features are added.\n // Registration order is the iteration order consumed by `_getPbrExts().values()`\n // on the hot paths (composePbr, writeMaterialData, collectPbrBoundTextures).\n type PbrExtLoad = () => Promise<{ pbrExt: PbrExt }>;\n const _drainPbrExts = async (loaders: Array<readonly [boolean, PbrExtLoad]>) => {\n for (const [flag, load] of loaders) {\n if (flag) {\n _registerPbrExt((await load()).pbrExt);\n }\n }\n };\n\n await _drainPbrExts([\n [hasAlphaTest, () => import(\"./fragments/alpha-test-fragment.js\")],\n [hasMetallicReflectance, () => import(\"./fragments/reflectance-fragment.js\")],\n [hasClearcoat, () => import(\"./fragments/clearcoat-fragment.js\")],\n [hasSheen, () => import(\"./fragments/sheen-fragment.js\")],\n [hasIridescence, () => import(\"./fragments/iridescence-fragment.js\")],\n [hasAnySubsurface, () => import(\"./fragments/subsurface-fragment.js\")],\n ]);\n if (hasTransmissionRefraction) {\n const mod = await import(\"./pbr-refraction.js\");\n await mod.registerPbrRefraction(scene as SceneContext, engine, _registerPbrExt);\n }\n await _drainPbrExts([\n [needsEmissiveColor, () => import(\"./fragments/emissive-fragment.js\")],\n [hasAnyUnlit, () => import(\"./fragments/unlit-fragment.js\")],\n [hasSomeSkeletons, () => import(\"./fragments/skeleton-fragment.js\")],\n [hasSomeMorphs, () => import(\"./fragments/morph-fragment.js\")],\n [hasAnyUvTransform, () => import(\"./fragments/uv-transform-fragment.js\")],\n ]);\n\n // Anisotropy needs its module reference retained (for ANISO_BRDF_FUNCTIONS /\n // makeAnisotropyTBBlock / ANISO_DIRECT_DG / ANISO_BENT_NORMAL strings consumed\n // by the template below), so it keeps the full module binding.\n let _anisoExt: typeof import(\"./fragments/anisotropy-fragment.js\") | null = null;\n if (hasAnyAnisotropy) {\n _anisoExt = await import(\"./fragments/anisotropy-fragment.js\");\n _registerPbrExt(_anisoExt.pbrExt);\n }\n\n // Lazy-load pbr-template-ext when any advanced features are present.\n // Scene1 has none of these, so it won't pay the ~1.5KB cost.\n let _createPbrTemplateExt: typeof import(\"./pbr-template-ext.js\").createPbrTemplateExt | null = null;\n if (hasAnyUvTransform || hasAnyVertexColor || hasAnyUv2) {\n const extMod = await import(\"./pbr-template-ext.js\");\n _createPbrTemplateExt = extMod.createPbrTemplateExt;\n }\n\n let _createThinInstanceFragment: ((hasColor: boolean) => ShaderFragment) | null = null;\n let _syncThinInstanceBuffers:\n | ((engine: EngineContext, ti: ThinInstanceData, pass: GPURenderPassEncoder | GPURenderBundleEncoder, slot: number, hasColor: boolean) => number)\n | null = null;\n if (hasSomeThinInstances) {\n const mod = await import(\"../../shader/fragments/thin-instance-fragment.js\");\n _createThinInstanceFragment = mod.createThinInstanceFragment;\n const gpuMod = await import(\"../../mesh/thin-instance-gpu.js\");\n _syncThinInstanceBuffers = gpuMod.syncThinInstanceBuffers;\n }\n\n // ACES tonemap WGSL is dynamically imported only when requested (keeps standard-tonemap bundles lean).\n // Must be loaded before the composer is created so deps are fully resolved.\n let _acesHelpers = \"\";\n let _acesTonemapCall = \"\";\n const hasTonemap = scene.imageProcessing.toneMappingEnabled;\n if (hasTonemap && scene.imageProcessing.toneMappingType === \"aces\") {\n const acesMod = await import(\"./pbr-aces-wgsl.js\");\n _acesHelpers = acesMod.ACES_HELPERS_WGSL;\n _acesTonemapCall = acesMod.ACES_TONEMAP_CALL_WGSL;\n }\n\n const composePbr = createPbrComposer({\n _singleLightWGSL,\n _getSingleLightBlock,\n _multiLightWGSL,\n _multiLightLoop,\n _acesHelpers,\n _acesTonemapCall,\n _createPbrTemplateExt,\n _anisoExt,\n _iblSkyboxCalc,\n _createPbrShadowFragment,\n _shadowLights: shadowLights,\n _createThinInstanceFragment,\n });\n\n const sceneFeatures = (hasEnv ? PBR_HAS_ENV : 0) | (hasTonemap ? PBR_HAS_TONEMAP : 0);\n // Shadow bind group cache — within one scene build, all receiving meshes share the\n // same shadowLights array, so a BG keyed by shadowBGL alone is correct.\n const shadowBGCache = new Map<GPUBindGroupLayout, GPUBindGroup>();\n const syncThinInstanceBuffers = _syncThinInstanceBuffers;\n\n // Closure used both for the initial per-mesh build below AND for later\n // material-swap / per-pass-override rebuilds (set on pbrGroupBuilder._rebuildSingle).\n // Captures the per-scene context — no separate WeakMap needed.\n const rebuildSingle = (s: SceneContext, mesh: Mesh, materialOverride?: Material): Renderable => {\n const materialInput = (materialOverride ?? mesh.material) as PbrMaterialProps;\n const mat = materialInput;\n const renderFeatures = (mat._renderFeatures ??= _computePbrMaterialFeatures(mat)) as MaterialRenderFeatures;\n const isOverride = materialOverride != null;\n const mi = mesh;\n\n const lr = writeMeshLightSelection(mesh, s.lights);\n const lightCount = lr > 0 ? 1 : -lr;\n const features = renderFeatures.features;\n const features2 = renderFeatures.features2 ?? 0;\n const shadowOutput = (features2 & (PBR2_NO_COLOR_OUTPUT | PBR2_ESM_SHADOW_OUTPUT)) !== 0;\n const receiveShadows = !shadowOutput && mesh.receiveShadows && hasSomeShadows;\n const lightMode: PbrLightMode = lightCount === 0 ? 0 : lightCount === 1 && !receiveShadows ? 1 : 2;\n const singleLightType = lightMode === 1 ? getPackedSingleLightType(s.lights, lr - 1) : \"\";\n const meshFeatures = _computeMeshFeatures(mesh, receiveShadows);\n const esmShadowDepthCode = (features2 & PBR2_ESM_SHADOW_OUTPUT) !== 0 ? (mat as PbrMaterialProps & { readonly _esmShadowDepthCode: string })._esmShadowDepthCode : \"\";\n\n // Genuine GPU interleaving. Tight meshes have `_vbLayout` undefined → vbKey \"\"\n // → composed shader, bindings, and pipeline cache keys are byte-identical to\n // today. Interleaved meshes carry a precomputed vbKey from the loader module.\n const vbLayout = mi._gpu._vbLayout;\n const vbKey = mi._gpu._vbKey ?? \"\";\n\n const composed = composePbr(features, features2, meshFeatures, sceneFeatures, lightMode, singleLightType, esmShadowDepthCode, vbLayout, vbKey);\n const bindings = getOrCreatePbrBindings(engine, features, features2, meshFeatures, sceneFeatures, composed, `${lightMode}:${singleLightType}${vbKey}`);\n\n // Mesh UBO (world matrix at offset 0; spec.totalBytes covers any extra fields).\n const meshUboData = new Float32Array(composed._meshUboSpec._totalBytes / 4);\n meshUboData.set(mesh.worldMatrix, 0);\n writeMeshLightSelection(mesh, s.lights, meshUboData);\n const meshUBO = createUniformBuffer(engine, meshUboData);\n\n // Material UBO.\n const materialSpec = composed._materialUboSpec!;\n const matInitData = new Float32Array(materialSpec._totalBytes / 4);\n writeMaterialData(matInitData, mat, materialSpec);\n const materialUBO = createUniformBuffer(engine, matInitData);\n\n const needsTaskRefraction = !!mat.transmissive && (features2 & PBR2_HAS_REFRACTION) !== 0;\n const materialBindGroupStatic = needsTaskRefraction ? null : createPbrMeshBindGroup(engine, bindings, composed, meshUBO, materialUBO, mat, envTextures ?? null, mesh);\n\n // Shadow bind group (group 2) — shared across receiving meshes via shadowBGCache.\n let shadowBindGroup: GPUBindGroup | null = null;\n const meshShadowLights = receiveShadows ? shadowLights : [];\n if (meshShadowLights.length > 0 && bindings._shadowBGL) {\n let cached = shadowBGCache.get(bindings._shadowBGL);\n if (!cached) {\n const entries: GPUBindGroupEntry[] = [];\n let b = 0;\n for (const sl of meshShadowLights) {\n const sg = sl.gen;\n entries.push({ binding: b++, resource: sg._depthTexture.createView() });\n entries.push({ binding: b++, resource: sg._depthSampler });\n entries.push({ binding: b++, resource: { buffer: sg._shadowUBO } });\n }\n cached = device.createBindGroup({ layout: bindings._shadowBGL, entries });\n shadowBGCache.set(bindings._shadowBGL, cached);\n }\n shadowBindGroup = cached;\n }\n\n const boundTextures = collectPbrBoundTextures(mat);\n for (const t of boundTextures) {\n acquireTexture(t);\n }\n s._meshDisposables.set(mesh, [\n () => {\n meshUBO.destroy();\n materialUBO.destroy();\n },\n () => {\n for (const t of boundTextures) {\n releaseTexture(t);\n }\n },\n ]);\n\n const isTransparent = (features2 & (PBR2_NO_COLOR_OUTPUT | PBR2_ESM_SHADOW_OUTPUT)) === 0 && (features & PBR_HAS_ALPHA_BLEND) !== 0;\n const order = mesh.renderOrder ?? (isTransparent || needsTaskRefraction ? 150 : 100);\n\n const hasNormalMap = (features & PBR_HAS_NORMAL_MAP) !== 0;\n const hasUV2 = (features2 & PBR2_HAS_UV2) !== 0 && (meshFeatures & MSH_HAS_UV2) !== 0;\n const hasVertexColor = (meshFeatures & MSH_HAS_VERTEX_COLOR) !== 0;\n const hasTI = (meshFeatures & MSH_HAS_THIN_INSTANCES) !== 0;\n const hasTIColor = (meshFeatures & MSH_HAS_INSTANCE_COLOR) !== 0;\n\n let _lastWorldVersion = -1;\n let _lastLightsCount = s.lights.length;\n const sortCenter = isTransparent || needsTaskRefraction ? ([mesh.worldMatrix[12]!, mesh.worldMatrix[13]!, mesh.worldMatrix[14]!] as [number, number, number]) : null;\n const update = (): void => {\n const worldVersion = mesh.worldMatrixVersion;\n if (worldVersion !== _lastWorldVersion || s.lights.length !== _lastLightsCount) {\n if (sortCenter) {\n sortCenter[0] = mesh.worldMatrix[12]!;\n sortCenter[1] = mesh.worldMatrix[13]!;\n sortCenter[2] = mesh.worldMatrix[14]!;\n }\n meshUboData.set(mesh.worldMatrix, 0);\n writeMeshLightSelection(mesh, s.lights, meshUboData);\n device.queue.writeBuffer(meshUBO, 0, meshUboData as Float32Array<ArrayBuffer>);\n _lastWorldVersion = worldVersion;\n _lastLightsCount = s.lights.length;\n }\n const uboVersion = mat._uboVersion;\n if (uboVersion !== _lastUboVersion) {\n _lastUboVersion = uboVersion;\n let data = materialScratch.get(materialSpec._totalBytes);\n if (!data) {\n data = new Float32Array(materialSpec._totalBytes / 4);\n materialScratch.set(materialSpec._totalBytes, data);\n } else {\n data.fill(0);\n }\n writeMaterialData(data, mat, materialSpec);\n device.queue.writeBuffer(materialUBO, 0, data.buffer, 0, data.byteLength);\n }\n };\n\n const drawWith = (pass: GPURenderPassEncoder | GPURenderBundleEncoder, materialBindGroup: GPUBindGroup): number => {\n if (!isOverride && mesh.material !== materialInput) {\n return 0;\n }\n const gpu = mi._gpu;\n pass.setBindGroup(1, materialBindGroup);\n if (shadowBindGroup) {\n pass.setBindGroup(2, shadowBindGroup);\n }\n let slot = 0;\n const vb = gpu._vbLayout;\n pass.setVertexBuffer(slot++, gpu.positionBuffer, vb?._p?._offset);\n pass.setVertexBuffer(slot++, gpu.normalBuffer, vb?._n?._offset);\n if (hasNormalMap && gpu.tangentBuffer) {\n pass.setVertexBuffer(slot++, gpu.tangentBuffer, vb?._t?._offset);\n }\n pass.setVertexBuffer(slot++, gpu.uvBuffer, vb?._u?._offset);\n if (hasUV2 && gpu.uv2Buffer) {\n pass.setVertexBuffer(slot++, gpu.uv2Buffer, vb?._u2?._offset);\n }\n if (hasVertexColor && gpu.colorBuffer) {\n pass.setVertexBuffer(slot++, gpu.colorBuffer, vb?._c?._offset);\n }\n if (mesh.skeleton) {\n pass.setVertexBuffer(slot++, mesh.skeleton.jointsBuffer);\n pass.setVertexBuffer(slot++, mesh.skeleton.weightsBuffer);\n if (mesh.skeleton.joints1Buffer && mesh.skeleton.weights1Buffer) {\n pass.setVertexBuffer(slot++, mesh.skeleton.joints1Buffer);\n pass.setVertexBuffer(slot++, mesh.skeleton.weights1Buffer);\n }\n }\n\n const ti = hasTI ? mesh.thinInstances : null;\n if (ti && syncThinInstanceBuffers) {\n slot = syncThinInstanceBuffers(engine, ti, pass, slot, hasTIColor);\n }\n\n pass.setIndexBuffer(gpu.indexBuffer, gpu.indexFormat);\n if (ti && ti.count > 0) {\n pass.drawIndexed(gpu.indexCount, ti.count);\n } else {\n pass.drawIndexed(gpu.indexCount);\n }\n return 1;\n };\n const draw = (pass: GPURenderPassEncoder | GPURenderBundleEncoder): number => drawWith(pass, materialBindGroupStatic!);\n\n const r: Renderable = {\n order,\n isTransparent,\n _transmissive: needsTaskRefraction,\n mesh,\n bind(eng, sig) {\n const pipeline = getOrCreatePbrPipeline(eng as EngineContext, sig, bindings);\n const materialBindGroup = needsTaskRefraction\n ? createPbrMeshBindGroup(engine, bindings, composed, meshUBO, materialUBO, mat, envTextures ?? null, mesh, sig._transmissionTexture)\n : materialBindGroupStatic!;\n return {\n renderable: r,\n pipeline,\n update,\n draw: needsTaskRefraction ? (pass) => drawWith(pass, materialBindGroup) : draw,\n };\n },\n };\n if (sortCenter) {\n r._worldCenter = sortCenter;\n }\n let _lastUboVersion = mat._uboVersion;\n return r;\n };\n\n const renderables = meshes.map((m) => rebuildSingle(scene, m));\n\n scene._disposables.push(\n () => clearPbrPipelineCache(),\n () => clearSamplerCache(engine)\n );\n\n return { renderables, rebuildSingle };\n}\n\nfunction toSingleLightType(type: string): SingleLightType {\n return type === \"hemispheric\" || type === \"directional\" || type === \"spot\" ? type : \"point\";\n}\n\nfunction getPackedSingleLightType(lights: SceneContext[\"lights\"], packedIndex: number): SingleLightType {\n let packed = 0;\n for (const light of lights) {\n if (!light._writeLightUbo) {\n continue;\n }\n if (packed === packedIndex) {\n return toSingleLightType(light.lightType);\n }\n packed++;\n }\n return \"point\";\n}\n\nasync function importSingleLightWgsl(type: SingleLightType): Promise<SingleLightWgslModule> {\n if (type === \"hemispheric\") {\n return import(\"./fragments/singlelight-hemispheric-wgsl.js\");\n }\n if (type === \"directional\") {\n return import(\"./fragments/singlelight-directional-wgsl.js\");\n }\n if (type === \"spot\") {\n return import(\"./fragments/singlelight-spot-wgsl.js\");\n }\n return import(\"./fragments/singlelight-point-wgsl.js\");\n}\n\n/** Write material properties into a pre-allocated Float32Array.\n * Core fields only; per-extension slices are contributed by registered\n * writers. */\nfunction writeMaterialData(data: Float32Array, material: PbrMaterialProps, spec: import(\"../../shader/fragment-types.js\").UboSpec): void {\n data[0] = material.environmentIntensity ?? 1.0;\n data[1] = material.directIntensity ?? 1.0;\n data[2] = material.reflectance ?? 0.04;\n data[3] = material.alpha ?? 1.0;\n const baseColorFactorOffset = spec._offsets.get(\"baseColorFactor\");\n if (baseColorFactorOffset !== undefined) {\n const off = baseColorFactorOffset / 4;\n const factor = material.baseColorFactor;\n data[off] = factor ? factor[0]! : 1.0;\n data[off + 1] = factor ? factor[1]! : 1.0;\n data[off + 2] = factor ? factor[2]! : 1.0;\n data[off + 3] = factor ? factor[3]! : 1.0;\n }\n if (spec._offsets.has(\"metallicFactor\")) {\n const off = spec._offsets.get(\"metallicFactor\")! / 4;\n data[off] = material.metallicFactor ?? 1.0;\n data[off + 1] = material.roughnessFactor ?? 1.0;\n data[off + 2] = material.normalTextureScale ?? 1.0;\n data[off + 3] = material.usePhysicalLightFalloff === false ? 0 : 1;\n }\n for (const ext of _getPbrExts().values()) {\n if (ext.writeUbo) {\n ext.writeUbo(data, material, spec._offsets);\n }\n 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{"version":3,"file":"pbr-shadow-fragment-LO9SlbJj.js","sources":["../src/material/pbr/fragments/pbr-shadow-fragment.ts"],"sourcesContent":["/**\n * PBR Shadow Fragment — Per-Light Shadow Support\n *\n * Thin wrapper around the shared shadow-fragment-core for PBR materials.\n * Only bundled when a scene uses shadow-receiving PBR meshes.\n */\n\nimport type { ShaderFragment } from \"../../../shader/fragment-types.js\";\nimport { createShadowFragment } from \"../../../shader/fragments/shadow-fragment-core.js\";\nimport type { ShadowLightSlot } from \"../../../shader/fragments/shadow-fragment-core.js\";\n\n/** Type alias preserving the existing PBR-specific name. */\nexport type PbrShadowLightSlot = ShadowLightSlot;\n\n/**\n * Create a per-light PBR shadow fragment.\n * Each shadow-casting light gets its own varying, bindings, and sampling code.\n * The shadow factor for each light is stored in shadowFactors[lightIndex].\n */\nexport function createPbrShadowFragment(shadowLights: PbrShadowLightSlot[] = [{ lightIndex: 0, shadowType: \"esm\" }]): ShaderFragment {\n const fragment = createShadowFragment(\"pbr-shadow\", shadowLights);\n const shadowCode = fragment._fragmentSlots?.AD;\n return {\n ...fragment,\n _fragmentSlots: shadowCode ? { AS: shadowCode } : undefined,\n };\n}\n"],"names":[],"mappings":";AAmBO,SAAS,wBAAwB,eAAqC,CAAC,EAAE,YAAY,GAAG,YAAY,MAAA,CAAO,GAAmB;;AACjI,QAAM,WAAW,qBAAqB,cAAc,YAAY;AAChE,QAAM,cAAa,cAAS,mBAAT,mBAAyB;AAC5C,SAAO;AAAA,IACH,GAAG;AAAA,IACH,gBAAgB,aAAa,EAAE,IAAI,eAAe;AAAA,EAAA;AAE1D;"}
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