@babylonjs/lite 0.1.1 → 1.0.0

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.
Files changed (262) hide show
  1. package/_mat4-storage-f64-CjDoht2w.js +11 -0
  2. package/_mat4-storage-f64-CjDoht2w.js.map +1 -0
  3. package/{alpha-test-fragment-CUiHCw7W.js → alpha-test-fragment-B7DjSnF7.js} +2 -2
  4. package/{alpha-test-fragment-CUiHCw7W.js.map → alpha-test-fragment-B7DjSnF7.js.map} +1 -1
  5. package/assets/splat-sort-worker-DT3eybMZ.js.map +1 -0
  6. package/{background-dds-skybox-yHTqabU3.js → background-dds-skybox-BEX309u3.js} +14 -14
  7. package/background-dds-skybox-BEX309u3.js.map +1 -0
  8. package/{background-ground-DIw6D3qf.js → background-ground-BU0HOcM4.js} +20 -20
  9. package/background-ground-BU0HOcM4.js.map +1 -0
  10. package/{background-hdr-skybox-c4uuTmkP.js → background-hdr-skybox--RRRic_K.js} +10 -10
  11. package/background-hdr-skybox--RRRic_K.js.map +1 -0
  12. package/{background-solid-skybox-DPGBpPbm.js → background-solid-skybox-BrH2fXSu.js} +12 -13
  13. package/background-solid-skybox-BrH2fXSu.js.map +1 -0
  14. package/{billboard-renderable-D8mlVGCd.js → billboard-renderable-BHWryAeC.js} +46 -10
  15. package/billboard-renderable-BHWryAeC.js.map +1 -0
  16. package/{clamp-block-BdII67hT.js → clamp-block-DqbwnQGW.js} +2 -2
  17. package/{clamp-block-BdII67hT.js.map → clamp-block-DqbwnQGW.js.map} +1 -1
  18. package/{clearcoat-fragment-LCiG98Rf.js → clearcoat-fragment-D6FSCie1.js} +2 -2
  19. package/{clearcoat-fragment-LCiG98Rf.js.map → clearcoat-fragment-D6FSCie1.js.map} +1 -1
  20. package/{create-skeleton-C9JdIJnb.js → create-skeleton-D_uplboC.js} +9 -9
  21. package/create-skeleton-D_uplboC.js.map +1 -0
  22. package/{cubemap-skybox-material-DvXMVc4k.js → cubemap-skybox-material-DQcMMdf-.js} +6 -7
  23. package/cubemap-skybox-material-DQcMMdf-.js.map +1 -0
  24. package/{curve-block-BlJpXVYv.js → curve-block-21rT0JjG.js} +2 -2
  25. package/{curve-block-BlJpXVYv.js.map → curve-block-21rT0JjG.js.map} +1 -1
  26. package/{emissive-fragment-BnNvbBCw.js → emissive-fragment-C5FtBs3y.js} +3 -3
  27. package/emissive-fragment-C5FtBs3y.js.map +1 -0
  28. package/{esm-shadow-view-DN9HIaM4.js → esm-shadow-view-Cl3rPGof.js} +2 -2
  29. package/{esm-shadow-view-DN9HIaM4.js.map → esm-shadow-view-Cl3rPGof.js.map} +1 -1
  30. package/{esm-shadow-view-Dk9NFtLq.js → esm-shadow-view-Gtd1LWRP.js} +2 -2
  31. package/{esm-shadow-view-Dk9NFtLq.js.map → esm-shadow-view-Gtd1LWRP.js.map} +1 -1
  32. package/{esm-shadow-view-DGKdF1NI.js → esm-shadow-view-c5YV4Eg9.js} +2 -2
  33. package/{esm-shadow-view-DGKdF1NI.js.map → esm-shadow-view-c5YV4Eg9.js.map} +1 -1
  34. package/{gaussian-splatting-pipeline-sh-DgJl7l56.js → gaussian-splatting-pipeline-sh-7J31V23x.js} +19 -19
  35. package/gaussian-splatting-pipeline-sh-7J31V23x.js.map +1 -0
  36. package/geometry-texture-output-dXk4E9uu.js +41 -0
  37. package/geometry-texture-output-dXk4E9uu.js.map +1 -0
  38. package/geometry-view-BsFJpBJa.js +404 -0
  39. package/geometry-view-BsFJpBJa.js.map +1 -0
  40. package/{gltf-animation-D7uyTyO3.js → gltf-animation-K_zZxj_d.js} +7 -7
  41. package/gltf-animation-K_zZxj_d.js.map +1 -0
  42. package/gltf-color-normalize-Qxl-9C48.js +29 -0
  43. package/gltf-color-normalize-Qxl-9C48.js.map +1 -0
  44. package/{gltf-ext-basisu-CPg5kPrx.js → gltf-ext-basisu-CDbPclzZ.js} +53 -18
  45. package/gltf-ext-basisu-CDbPclzZ.js.map +1 -0
  46. package/{gltf-ext-node-visibility-MafA9ot2.js → gltf-ext-node-visibility-DXCJEYr6.js} +2 -2
  47. package/{gltf-ext-node-visibility-MafA9ot2.js.map → gltf-ext-node-visibility-DXCJEYr6.js.map} +1 -1
  48. package/{gltf-ext-quantization-CpZyLDIz.js → gltf-ext-quantization-CvHI_0Vg.js} +4 -3
  49. package/gltf-ext-quantization-CvHI_0Vg.js.map +1 -0
  50. package/{gltf-ext-uv-transform-CE_-T1Tr.js → gltf-ext-uv-transform-DgYazJBs.js} +2 -2
  51. package/{gltf-ext-uv-transform-CE_-T1Tr.js.map → gltf-ext-uv-transform-DgYazJBs.js.map} +1 -1
  52. package/{gltf-feature-animation-pointer-BjpwOOqo.js → gltf-feature-animation-pointer-D1RJRFBw.js} +9 -9
  53. package/gltf-feature-animation-pointer-D1RJRFBw.js.map +1 -0
  54. package/{gltf-feature-animations-CCizegp8.js → gltf-feature-animations-Cmc1uoIu.js} +2 -2
  55. package/{gltf-feature-animations-CCizegp8.js.map → gltf-feature-animations-Cmc1uoIu.js.map} +1 -1
  56. package/{gltf-feature-draco-yGSMGTE3.js → gltf-feature-draco-CKKzT5E3.js} +6 -5
  57. package/gltf-feature-draco-CKKzT5E3.js.map +1 -0
  58. package/{gltf-feature-gpu-instancing-2e_CFQnl.js → gltf-feature-gpu-instancing-n87SO6Vh.js} +7 -6
  59. package/gltf-feature-gpu-instancing-n87SO6Vh.js.map +1 -0
  60. package/{gltf-feature-lights-punctual-DDDg4j0U.js → gltf-feature-lights-punctual-Ckm3ciL8.js} +5 -5
  61. package/{gltf-feature-lights-punctual-DDDg4j0U.js.map → gltf-feature-lights-punctual-Ckm3ciL8.js.map} +1 -1
  62. package/{gltf-feature-meshopt-Des96YFI.js → gltf-feature-meshopt-DLC4SF1E.js} +7 -6
  63. package/gltf-feature-meshopt-DLC4SF1E.js.map +1 -0
  64. package/{gltf-feature-morph-CKCw6tkX.js → gltf-feature-morph-Cjtu7hYa.js} +4 -4
  65. package/gltf-feature-morph-Cjtu7hYa.js.map +1 -0
  66. package/gltf-feature-registry-C63Hjp9w.js +59 -0
  67. package/gltf-feature-registry-C63Hjp9w.js.map +1 -0
  68. package/{gltf-feature-skeleton-D8hWLqi2.js → gltf-feature-skeleton-DKbOGidp.js} +3 -3
  69. package/{gltf-feature-skeleton-D8hWLqi2.js.map → gltf-feature-skeleton-DKbOGidp.js.map} +1 -1
  70. package/{gltf-feature-variants-Ds6v9byg.js → gltf-feature-variants-Cmzu0O0e.js} +2 -2
  71. package/{gltf-feature-variants-Ds6v9byg.js.map → gltf-feature-variants-Cmzu0O0e.js.map} +1 -1
  72. package/{gltf-glb-parser-D6UZWFuC.js → gltf-glb-parser-Cj5MHS-v.js} +5 -4
  73. package/gltf-glb-parser-Cj5MHS-v.js.map +1 -0
  74. package/{gltf-interleave-DGnUlz28.js → gltf-interleave-gHf9_t0i.js} +14 -14
  75. package/gltf-interleave-gHf9_t0i.js.map +1 -0
  76. package/gltf-normals-b2h74380.js +37 -0
  77. package/gltf-normals-b2h74380.js.map +1 -0
  78. package/{gltf-pbr-builder-ext-BFOxOCnQ.js → gltf-pbr-builder-ext-edNcjwPf.js} +5 -5
  79. package/gltf-pbr-builder-ext-edNcjwPf.js.map +1 -0
  80. package/{gltf-variants-DFbr8EES.js → gltf-variants-CPxNdtP4.js} +4 -4
  81. package/{gltf-variants-DFbr8EES.js.map → gltf-variants-CPxNdtP4.js.map} +1 -1
  82. package/{gs-picking-pipeline-DzfMASL9.js → gs-picking-pipeline-DYaW_Lg3.js} +14 -14
  83. package/gs-picking-pipeline-DYaW_Lg3.js.map +1 -0
  84. package/havok-floating-origin-Dr-18Nds.js +198 -0
  85. package/havok-floating-origin-Dr-18Nds.js.map +1 -0
  86. package/index-CLElg2Bo.js +39209 -0
  87. package/index-CLElg2Bo.js.map +1 -0
  88. package/index-CYZDclhF.js +918 -0
  89. package/index-CYZDclhF.js.map +1 -0
  90. package/index-SMJ67XwT.js +3330 -0
  91. package/index-SMJ67XwT.js.map +1 -0
  92. package/index.d.ts +2508 -119
  93. package/index.js +444 -302
  94. package/{input-block-DgAJBzN_.js → input-block-DqEedWF2.js} +2 -2
  95. package/{input-block-DgAJBzN_.js.map → input-block-DqEedWF2.js.map} +1 -1
  96. package/{iridescence-fragment-Gymp7or5.js → iridescence-fragment-BHU59-gQ.js} +2 -2
  97. package/{iridescence-fragment-Gymp7or5.js.map → iridescence-fragment-BHU59-gQ.js.map} +1 -1
  98. package/{light-block-B11ew7FA.js → light-block-Bv37V8vl.js} +2 -2
  99. package/{light-block-B11ew7FA.js.map → light-block-Bv37V8vl.js.map} +1 -1
  100. package/{loop-block-Bb23EOMb.js → loop-block-qTg8vb99.js} +2 -2
  101. package/{loop-block-Bb23EOMb.js.map → loop-block-qTg8vb99.js.map} +1 -1
  102. package/{morph-fragment-DOVo70gP.js → morph-fragment-BRCUr2wQ.js} +2 -2
  103. package/{morph-fragment-DOVo70gP.js.map → morph-fragment-BRCUr2wQ.js.map} +1 -1
  104. package/{multilight-wgsl-BGyiIOp3.js → multilight-wgsl-DMeppAdZ.js} +4 -4
  105. package/{multilight-wgsl-BGyiIOp3.js.map → multilight-wgsl-DMeppAdZ.js.map} +1 -1
  106. package/{node-env-BPZXZzBf.js → node-env-Bc559GmY.js} +6 -5
  107. package/node-env-Bc559GmY.js.map +1 -0
  108. package/node-geometry-view-COmWsRXK.js +291 -0
  109. package/node-geometry-view-COmWsRXK.js.map +1 -0
  110. package/{node-registry-extra-compat-Dhrw8fDQ.js → node-registry-extra-compat-dWrv7gpS.js} +2 -2
  111. package/{node-registry-extra-compat-Dhrw8fDQ.js.map → node-registry-extra-compat-dWrv7gpS.js.map} +1 -1
  112. package/{node-registry-extra-math-CsAHvIZo.js → node-registry-extra-math-Bn854sX9.js} +2 -2
  113. package/{node-registry-extra-math-CsAHvIZo.js.map → node-registry-extra-math-Bn854sX9.js.map} +1 -1
  114. package/{node-renderable-DlLIdBmd.js → node-renderable-B5G8WcdH.js} +41 -22
  115. package/node-renderable-B5G8WcdH.js.map +1 -0
  116. package/{node-shadow-DKrcqmNg.js → node-shadow-CVIUlNf0.js} +7 -7
  117. package/node-shadow-CVIUlNf0.js.map +1 -0
  118. package/{normal-map-fragment-DpsIXrJf.js → normal-map-fragment-CQSxhjCy.js} +3 -3
  119. package/{normal-map-fragment-DpsIXrJf.js.map → normal-map-fragment-CQSxhjCy.js.map} +1 -1
  120. package/pack-mat4-with-offset-BqB8Jqo7.js +37 -0
  121. package/pack-mat4-with-offset-BqB8Jqo7.js.map +1 -0
  122. package/package.json +3 -10
  123. package/{parse-camera-DM3oJJeT.js → parse-camera-pBRT_6i5.js} +2 -2
  124. package/{parse-camera-DM3oJJeT.js.map → parse-camera-pBRT_6i5.js.map} +1 -1
  125. package/pbr-fog-wgsl-BqdCid6r.js +8 -0
  126. package/pbr-fog-wgsl-BqdCid6r.js.map +1 -0
  127. package/pbr-geometry-view-NiZY_juX.js +491 -0
  128. package/pbr-geometry-view-NiZY_juX.js.map +1 -0
  129. package/{pbr-metallic-roughness-block-h_KAOZrW.js → pbr-metallic-roughness-block-JBSi-tQN.js} +2 -2
  130. package/{pbr-metallic-roughness-block-h_KAOZrW.js.map → pbr-metallic-roughness-block-JBSi-tQN.js.map} +1 -1
  131. package/{pbr-metallic-roughness-block-full-6vMm1Jk6.js → pbr-metallic-roughness-block-full-Ta9lR2cz.js} +2 -2
  132. package/{pbr-metallic-roughness-block-full-6vMm1Jk6.js.map → pbr-metallic-roughness-block-full-Ta9lR2cz.js.map} +1 -1
  133. package/{pbr-mr-helper-core-CIwm-T1G.js → pbr-mr-helper-core-BVWNR08D.js} +2 -2
  134. package/{pbr-mr-helper-core-CIwm-T1G.js.map → pbr-mr-helper-core-BVWNR08D.js.map} +1 -1
  135. package/{pbr-refraction-DGmMSa2v.js → pbr-refraction-C9FvFmAp.js} +2 -2
  136. package/{pbr-refraction-DGmMSa2v.js.map → pbr-refraction-C9FvFmAp.js.map} +1 -1
  137. package/{pbr-renderable-BJxUtPBb.js → pbr-renderable-DzUF2QIk.js} +118 -58
  138. package/pbr-renderable-DzUF2QIk.js.map +1 -0
  139. package/{pbr-shadow-fragment-LO9SlbJj.js → pbr-shadow-fragment-CnqnbGYS.js} +6 -1
  140. package/pbr-shadow-fragment-CnqnbGYS.js.map +1 -0
  141. package/{pbr-template-ext-8q7BcTDf.js → pbr-template-ext-CGgB2n2y.js} +3 -2
  142. package/{pbr-template-ext-8q7BcTDf.js.map → pbr-template-ext-CGgB2n2y.js.map} +1 -1
  143. package/{pbr-tracking-B3alzn91.js → pbr-tracking-3tU1kqea.js} +2 -2
  144. package/{pbr-tracking-B3alzn91.js.map → pbr-tracking-3tU1kqea.js.map} +1 -1
  145. package/pbr-transmission-ext-BcLjRxfB.js +190 -0
  146. package/pbr-transmission-ext-BcLjRxfB.js.map +1 -0
  147. package/recast-navigation.wasm-DG_0AFuk.js +8706 -0
  148. package/recast-navigation.wasm-DG_0AFuk.js.map +1 -0
  149. package/recast-navigation.wasm-compat-C-Bf2ylB.js +8692 -0
  150. package/recast-navigation.wasm-compat-C-Bf2ylB.js.map +1 -0
  151. package/{reflectance-fragment-BCrgPmrt.js → reflectance-fragment-Dbpgw3Jt.js} +2 -2
  152. package/{reflectance-fragment-BCrgPmrt.js.map → reflectance-fragment-Dbpgw3Jt.js.map} +1 -1
  153. package/{rgbd-decode-DCvzUYeI.js → rgbd-decode-DoyUquy3.js} +7 -6
  154. package/rgbd-decode-DoyUquy3.js.map +1 -0
  155. package/{scene-material-swap-C2ykv55W.js → scene-material-swap-nNUH4nGn.js} +11 -4
  156. package/scene-material-swap-nNUH4nGn.js.map +1 -0
  157. package/screenshot-readback-D0Sj9qq3.js +92 -0
  158. package/screenshot-readback-D0Sj9qq3.js.map +1 -0
  159. package/{mesh-features-BLENkYVt.js → shader-composer-BUD_pSX4.js} +7 -55
  160. package/shader-composer-BUD_pSX4.js.map +1 -0
  161. package/{shader-renderable-D-6796KR.js → shader-renderable-D7-RyVxa.js} +62 -27
  162. package/shader-renderable-D7-RyVxa.js.map +1 -0
  163. package/shader-thin-instance-DuBotxDO.js +150 -0
  164. package/shader-thin-instance-DuBotxDO.js.map +1 -0
  165. package/shadow-fragment-core-DHN2G6FI.js.map +1 -1
  166. package/{sheen-fragment-Dze2f7XJ.js → sheen-fragment-1MkEMcbc.js} +2 -2
  167. package/{sheen-fragment-Dze2f7XJ.js.map → sheen-fragment-1MkEMcbc.js.map} +1 -1
  168. package/{singlelight-directional-wgsl-CmUDZxwz.js → singlelight-directional-wgsl-BsV8G456.js} +2 -2
  169. package/{singlelight-directional-wgsl-CmUDZxwz.js.map → singlelight-directional-wgsl-BsV8G456.js.map} +1 -1
  170. package/{singlelight-hemispheric-wgsl-t-83IP_s.js → singlelight-hemispheric-wgsl-Bo0jKlW5.js} +2 -2
  171. package/{singlelight-hemispheric-wgsl-t-83IP_s.js.map → singlelight-hemispheric-wgsl-Bo0jKlW5.js.map} +1 -1
  172. package/{singlelight-point-wgsl-CLzULIYV.js → singlelight-point-wgsl-DV39UP5Y.js} +2 -2
  173. package/{singlelight-point-wgsl-CLzULIYV.js.map → singlelight-point-wgsl-DV39UP5Y.js.map} +1 -1
  174. package/{singlelight-spot-wgsl-DEEUrfVM.js → singlelight-spot-wgsl-yg3od6vL.js} +2 -2
  175. package/{singlelight-spot-wgsl-DEEUrfVM.js.map → singlelight-spot-wgsl-yg3od6vL.js.map} +1 -1
  176. package/{skeleton-fragment-B_XlFbtx.js → skeleton-fragment-DdxYG6kv.js} +2 -2
  177. package/{skeleton-fragment-B_XlFbtx.js.map → skeleton-fragment-DdxYG6kv.js.map} +1 -1
  178. package/{skybox-renderable-DDwzu-PT.js → skybox-renderable-CJD4XmX5.js} +8 -9
  179. package/skybox-renderable-CJD4XmX5.js.map +1 -0
  180. package/{splat-ply-compressed-BahdBG1r.js → splat-ply-compressed-DHjyiVmI.js} +9 -8
  181. package/splat-ply-compressed-DHjyiVmI.js.map +1 -0
  182. package/{standard-renderable-GjxL9xSf.js → standard-pipeline-XTbHL7MY.js} +12 -257
  183. package/standard-pipeline-XTbHL7MY.js.map +1 -0
  184. package/standard-renderable-CREWLNHI.js +191 -0
  185. package/standard-renderable-CREWLNHI.js.map +1 -0
  186. package/{std-ambient-fragment-BoUsD06w.js → std-ambient-fragment-Bjx3VFrr.js} +2 -2
  187. package/{std-ambient-fragment-BoUsD06w.js.map → std-ambient-fragment-Bjx3VFrr.js.map} +1 -1
  188. package/{std-cube-reflection-fragment-ulqc3bsP.js → std-cube-reflection-fragment-y9WWdXUt.js} +2 -2
  189. package/{std-cube-reflection-fragment-ulqc3bsP.js.map → std-cube-reflection-fragment-y9WWdXUt.js.map} +1 -1
  190. package/{std-emissive-fragment-DNGj1HdQ.js → std-emissive-fragment-C8Lnmojh.js} +2 -2
  191. package/{std-emissive-fragment-DNGj1HdQ.js.map → std-emissive-fragment-C8Lnmojh.js.map} +1 -1
  192. package/{std-lightmap-fragment-Bqj89aIe.js → std-lightmap-fragment-DFxGcoA5.js} +2 -2
  193. package/{std-lightmap-fragment-Bqj89aIe.js.map → std-lightmap-fragment-DFxGcoA5.js.map} +1 -1
  194. package/{std-opacity-fragment-KuPh5N2Z.js → std-opacity-fragment-EXzFWiSp.js} +2 -2
  195. package/{std-opacity-fragment-KuPh5N2Z.js.map → std-opacity-fragment-EXzFWiSp.js.map} +1 -1
  196. package/{std-reflection-fragment-BA5Ghn_M.js → std-reflection-fragment-BoJORqpG.js} +2 -2
  197. package/{std-reflection-fragment-BA5Ghn_M.js.map → std-reflection-fragment-BoJORqpG.js.map} +1 -1
  198. package/std-shadow-fragment-Bq-Wc8UJ.js +13 -0
  199. package/std-shadow-fragment-Bq-Wc8UJ.js.map +1 -0
  200. package/{std-specular-fragment-CE-6scqd.js → std-specular-fragment-CM5R5j2g.js} +2 -2
  201. package/{std-specular-fragment-CE-6scqd.js.map → std-specular-fragment-CM5R5j2g.js.map} +1 -1
  202. package/{std-tracking-CNKZ-hJN.js → std-tracking-Cif_wXeT.js} +2 -2
  203. package/{std-tracking-CNKZ-hJN.js.map → std-tracking-Cif_wXeT.js.map} +1 -1
  204. package/{subsurface-fragment-liM3y2-P.js → subsurface-fragment-BEaAXYXz.js} +2 -2
  205. package/{subsurface-fragment-liM3y2-P.js.map → subsurface-fragment-BEaAXYXz.js.map} +1 -1
  206. package/swapchain-overlay-UCLilhbq.js +37 -0
  207. package/swapchain-overlay-UCLilhbq.js.map +1 -0
  208. package/thin-instance-cull-binding-DWKUt5ZN.js +310 -0
  209. package/thin-instance-cull-binding-DWKUt5ZN.js.map +1 -0
  210. package/{thin-instance-gpu-C9Gv_Z1w.js → thin-instance-gpu-BDdRcNAh.js} +30 -5
  211. package/thin-instance-gpu-BDdRcNAh.js.map +1 -0
  212. package/{tracking-primitives-wgdBY85t.js → tracking-primitives-CglRNTlX.js} +2 -2
  213. package/{tracking-primitives-wgdBY85t.js.map → tracking-primitives-CglRNTlX.js.map} +1 -1
  214. package/{unlit-fragment-BIlhJpz6.js → unlit-fragment-kxfZWlnp.js} +2 -2
  215. package/{unlit-fragment-BIlhJpz6.js.map → unlit-fragment-kxfZWlnp.js.map} +1 -1
  216. package/{wgsl-helpers-DyzNzCeE.js → wgsl-helpers-D8sl1VVA.js} +4 -4
  217. package/{wgsl-helpers-DyzNzCeE.js.map → wgsl-helpers-D8sl1VVA.js.map} +1 -1
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+ {"version":3,"file":"pbr-renderable-DzUF2QIk.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)`. Sig-independent.\n * - Pipelines live inside each `_PbrShaderBindings`, keyed by `targetSignatureKey(sig)`.\n */\n\nimport { CW } from \"../../engine/gpu-flags.js\";\nimport type { PbrMaterialProps } from \"./pbr-material.js\";\nimport type { EnvironmentTextures } from \"../../loader-env/load-env.js\";\nimport type { ComposedShader } from \"../../shader/fragment-types.js\";\nimport type { EngineContext } from \"../../engine/engine.js\";\nimport type { RenderTargetSignature } from \"../../engine/render-target.js\";\nimport type { Texture2D } from \"../../texture/texture-2d.js\";\nimport type { _PbrBindCtx, PbrExt } from \"./pbr-flags.js\";\nimport { _getPbrExtsSorted, PBR2_ESM_SHADOW_OUTPUT, PBR2_NO_COLOR_OUTPUT, PBR2_HAS_UV2 } from \"./pbr-flags.js\";\nimport { PBR_HAS_NORMAL_MAP, PBR_HAS_EMISSIVE, PBR_HAS_SPEC_GLOSS, PBR_HAS_DOUBLE_SIDED, PBR_HAS_ALPHA_BLEND } from \"./pbr-flags.js\";\nimport { MSH_HAS_TANGENTS, MSH_HAS_UV2 } from \"../mesh-features.js\";\nimport { REVERSE_DEPTH_COMPARE, targetSignatureKey } from \"../../engine/render-target.js\";\nimport { getSceneBindGroupLayout } from \"../../render/scene-helpers.js\";\n\n// ─── Shader Bindings (sig-independent) ──────────────────────────────\n\ninterface _PbrShaderBindings {\n _features: number;\n _features2: number;\n _meshFeatures: number;\n _meshBGL: GPUBindGroupLayout;\n _shadowBGL: GPUBindGroupLayout | null;\n _composed: ComposedShader;\n /** Per-sig pipeline cache. Key = `targetSignatureKey(sig)`. */\n _pipelines: Map<string, GPURenderPipeline>;\n}\n\n// ─── Caches ─────────────────────────────────────────────────────────\n\nconst _bindingsCache = new Map<string, _PbrShaderBindings>();\nlet _cachedDevice: GPUDevice | null = null;\n\nfunction ensureDevice(engine: EngineContext): void {\n if (_cachedDevice !== engine._device) {\n _bindingsCache.clear();\n _cachedDevice = engine._device;\n }\n}\n\n/** Clear the pipeline cache. Must be called when a GPU device is destroyed. */\nexport function clearPbrPipelineCache(): void {\n _bindingsCache.clear();\n _cachedDevice = null;\n}\n\n/** Get-or-build the sig-independent PBR shader bindings. Used at renderable build time\n * so per-mesh bind groups can be created BEFORE any sig is known. */\nexport function getOrCreatePbrBindings(\n engine: EngineContext,\n features: number,\n features2: number,\n meshFeatures: number,\n sceneFeatures: number,\n composed: ComposedShader,\n shaderKey = \"\"\n): _PbrShaderBindings {\n ensureDevice(engine);\n const key = `${features}:${features2}:${meshFeatures}:${sceneFeatures}:${shaderKey}`;\n const cached = _bindingsCache.get(key);\n if (cached) {\n return cached;\n }\n\n const device = engine._device;\n const meshBGL = device.createBindGroupLayout(composed._meshBGLDescriptor);\n let shadowBGL: GPUBindGroupLayout | null = null;\n if (composed._shadowBGLDescriptor) {\n shadowBGL = device.createBindGroupLayout(composed._shadowBGLDescriptor);\n }\n const bindings: _PbrShaderBindings = {\n _features: features,\n _features2: features2,\n _meshFeatures: meshFeatures,\n _meshBGL: meshBGL,\n _shadowBGL: shadowBGL,\n _composed: composed,\n _pipelines: new Map(),\n };\n _bindingsCache.set(key, bindings);\n return bindings;\n}\n\n/** Get-or-build the sig-specific pipeline on top of a PBR shader bindings. 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: CW.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: \"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 /** Scene has fog (scene.fog != null). `calcFogFactor` helper WGSL, supplied by the dynamic\n * pbr-fog-wgsl import only for fog scenes; \"\" otherwise (zero bytes for non-fog scenes). */\n /** @internal */\n readonly _fogHelper?: string;\n /** Fog blend WGSL, emitted just before the tonemap block; \"\" for non-fog scenes. */\n /** @internal */\n readonly _fogBlock?: string;\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 _fogHelper = \"\",\n _fogBlock = \"\",\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 // Material-view / pass variants can skip extension slots while still compiling the colour path.\n const emissiveUV = _ext?.uvForEmissive ?? \"input.uv\";\n const emissiveDefault = _hasEmissiveColor || !_hasEmissiveTexture ? `var emissive:vec3f;` : `let emissive=textureSample(emissiveTexture,emissiveSampler,${emissiveUV}).rgb;`;\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 // Fog (opt-in via scene.fog). The fog WGSL — `_fogHelper` (calcFogFactor) and `_fogBlock`\n // (the blend, emitted just before the tonemap block) — is supplied by pbr-renderable, which\n // dynamically imports pbr-fog-wgsl.ts only when scene.fog is set. Both are \"\" for non-fog\n // scenes, so those bundles carry zero fog bytes (see pbr-fog-wgsl.ts for the parity details).\n const fogHelper = _fogHelper;\n const fogBlock = _fogBlock;\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${acesBlock}\n${fogHelper}\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${emissiveDefault}\n/*AT*/\n${\n // When the fragment terminates early (no color output, or ESM shadow\n // depth output), emit only the terminating return. Appending the\n // color-path body after the return would make it unreachable and\n // trigger a \"code is unreachable\" shader compilation warning.\n _noColorOutput\n ? \"return;\"\n : _esmShadowOutput\n ? _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${fogBlock}\n${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\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_FOG,\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 /** Fog WGSL (calcFogFactor helper + blend block), dynamically loaded by pbr-renderable only\n * when scene.fog is set; \"\" otherwise so non-fog scenes bundle zero fog bytes. */\n readonly _fogHelper: string;\n readonly _fogBlock: 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 _fogHelper,\n _fogBlock,\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 _fogHelper: hasScene(PBR_HAS_FOG) ? _fogHelper : \"\",\n _fogBlock: hasScene(PBR_HAS_FOG) ? _fogBlock : \"\",\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 { F32 } from \"../../engine/typed-arrays.js\";\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 PBR_HAS_FOG,\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\";\nimport { packMat4IntoF32 } from \"../../math/pack-mat4-into-f32.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.surface.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\" | \"csm\"; 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 hasCullingTI = 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 hasCullingTI ||= !!m.thinInstances?._gpuCullingEnabled;\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 | ((\n engine: EngineContext,\n ti: ThinInstanceData,\n pass: GPURenderPassEncoder | GPURenderBundleEncoder,\n slot: number,\n hasColor: boolean,\n drawBuffers?: import(\"../../mesh/thin-instance-gpu.js\").ThinInstanceDrawBuffers | null\n ) => number)\n | null = null;\n let _cull: typeof import(\"../../mesh/thin-instance-cull-binding.js\") | undefined;\n // Per-frame thin-instance matrix/color UPLOAD (no pass — just writeBuffer of the dirty range).\n // The bundle-recorded draw only re-binds the buffer; animated instances (e.g. wind-swayed flora)\n // mutate their matrices every frame, but the cached opaque bundle is NOT re-recorded each frame,\n // so the draw-time sync never runs on a steady frame. We therefore upload dirty thin-instance data\n // from the per-frame update() below (which always runs). It is version-gated, so static instances\n // cost nothing, and it never recreates the buffer for a same-capacity update — keeping the cached\n // bundle's setVertexBuffer reference valid.\n let _syncThinInstanceGpuData: ((engine: EngineContext, ti: ThinInstanceData, hasColor: boolean) => void) | 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 if (hasCullingTI) {\n _cull = await import(\"../../mesh/thin-instance-cull-binding.js\");\n }\n _syncThinInstanceGpuData = gpuMod.syncThinInstanceGpuData;\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 // Fog WGSL is dynamically imported only when the scene has fog, so non-fog PBR scenes\n // bundle zero fog bytes (a static import would defeat tree-shaking — see pbr-fog-wgsl.ts).\n let _fogHelper = \"\";\n let _fogBlock = \"\";\n if (scene.fog) {\n const fogMod = await import(\"./pbr-fog-wgsl.js\");\n _fogHelper = fogMod.PBR_FOG_HELPER;\n _fogBlock = fogMod.PBR_FOG_BLOCK;\n }\n\n const composePbr = createPbrComposer({\n _singleLightWGSL,\n _getSingleLightBlock,\n _multiLightWGSL,\n _multiLightLoop,\n _acesHelpers,\n _acesTonemapCall,\n _fogHelper,\n _fogBlock,\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) | (scene.fog ? PBR_HAS_FOG : 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 const syncThinInstanceGpuData = _syncThinInstanceGpuData;\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 F32(composed._meshUboSpec._totalBytes / 4);\n const _packMeshWorld = engine._makePackMeshWorld?.(s as SceneContext) ?? packMat4IntoF32;\n _packMeshWorld(meshUboData, mesh.worldMatrix, 0, 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 F32(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 = mesh.worldMatrixVersion;\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 _baseUpdate = (): 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 _packMeshWorld(meshUboData, mesh.worldMatrix, 0, 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 F32(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 // Upload any dirty thin-instance matrices/colors every frame (version-gated; see the\n // _syncThinInstanceGpuData declaration above). 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Overwritten on each scene build, matching\n * the same pattern used for `_rebuildSingle`. */\nexport interface _PbrGeometryContext {\n /** @internal */\n readonly _composePbr: ReturnType<typeof createPbrComposer>;\n /** @internal */\n readonly _sceneFeatures: number;\n /** @internal */\n readonly _envTextures: EnvironmentTextures | null;\n /** @internal */\n readonly _shadowLights: readonly { readonly lightIndex: number; readonly shadowType: \"esm\" | \"pcf\" | \"csm\"; readonly gen: ShadowGenerator }[];\n /** @internal */\n readonly _syncThinInstanceBuffers:\n | ((engine: EngineContext, ti: ThinInstanceData, pass: GPURenderPassEncoder | GPURenderBundleEncoder, slot: number, hasColor: boolean) => number)\n | null;\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/** @internal Write material properties into a pre-allocated Float32Array.\n * Core fields only; per-extension slices are contributed by registered\n * writers. 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@@ -1,6 +1,11 @@
1
1
  import { c as createShadowFragment } from "./shadow-fragment-core-DHN2G6FI.js";
2
+ import { aH as getCsmPbrReceiverFactory } from "./index-CLElg2Bo.js";
2
3
  function createPbrShadowFragment(shadowLights = [{ lightIndex: 0, shadowType: "esm" }]) {
3
4
  var _a;
5
+ const csmSlots = shadowLights.filter((sl) => sl.shadowType === "csm");
6
+ if (csmSlots.length > 0) {
7
+ return getCsmPbrReceiverFactory()(csmSlots.map((s) => ({ lightIndex: s.lightIndex })));
8
+ }
4
9
  const fragment = createShadowFragment("pbr-shadow", shadowLights);
5
10
  const shadowCode = (_a = fragment._fragmentSlots) == null ? void 0 : _a.AD;
6
11
  return {
@@ -11,4 +16,4 @@ function createPbrShadowFragment(shadowLights = [{ lightIndex: 0, shadowType: "e
11
16
  export {
12
17
  createPbrShadowFragment
13
18
  };
14
- //# sourceMappingURL=pbr-shadow-fragment-LO9SlbJj.js.map
19
+ //# sourceMappingURL=pbr-shadow-fragment-CnqnbGYS.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"pbr-shadow-fragment-CnqnbGYS.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\";\nimport { getCsmPbrReceiverFactory } from \"../../../shadow/csm-receiver-registry.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 *\n * If any slot is a cascaded-shadow (`\"csm\"`) light, the cascaded receiver factory\n * registered by the CSM generator is used (it already emits into slot `AS`).\n * Otherwise the plain ESM/PCF core is used and its `AD` slot is remapped to `AS`.\n */\nexport function createPbrShadowFragment(shadowLights: PbrShadowLightSlot[] = [{ lightIndex: 0, shadowType: \"esm\" }]): ShaderFragment {\n const csmSlots = shadowLights.filter((sl) => sl.shadowType === \"csm\");\n if (csmSlots.length > 0) {\n return getCsmPbrReceiverFactory()!(csmSlots.map((s) => ({ lightIndex: s.lightIndex })));\n }\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":";;AAwBO,SAAS,wBAAwB,eAAqC,CAAC,EAAE,YAAY,GAAG,YAAY,MAAA,CAAO,GAAmB;;AACjI,QAAM,WAAW,aAAa,OAAO,CAAC,OAAO,GAAG,eAAe,KAAK;AACpE,MAAI,SAAS,SAAS,GAAG;AACrB,WAAO,yBAAA,EAA4B,SAAS,IAAI,CAAC,OAAO,EAAE,YAAY,EAAE,WAAA,EAAa,CAAC;AAAA,EAC1F;AACA,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;"}
@@ -61,7 +61,8 @@ return vec2<f32>(dot(m.xy, uv), dot(m.zw, uv)) + t;
61
61
  const uvForOrm = uvVarName("orm");
62
62
  const uvForEmissive = uvVarName("emissive");
63
63
  const uvForSpecGloss = uvVarName("specGloss");
64
- const baseColorMod = _hasVertexColor ? "\nbaseColor *= input.vColor;" : "";
64
+ const baseColorMod = _hasVertexColor ? `
65
+ baseColor *= input.vColor;` : "";
65
66
  const normalScaleMod = "let scaledNormal = vec3<f32>(normalMapRaw.xy * material.normalScale, normalMapRaw.z);\n";
66
67
  const occlusionOverride = _hasOcclusionUv2 ? "let occlusion = textureSample(occlusionTexture, occlusionSampler_, input.uv2).r;" : null;
67
68
  return {
@@ -85,4 +86,4 @@ return vec2<f32>(dot(m.xy, uv), dot(m.zw, uv)) + t;
85
86
  export {
86
87
  createPbrTemplateExt
87
88
  };
88
- //# sourceMappingURL=pbr-template-ext-8q7BcTDf.js.map
89
+ //# sourceMappingURL=pbr-template-ext-CGgB2n2y.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"pbr-template-ext-8q7BcTDf.js","sources":["../src/material/pbr/pbr-template-ext.ts"],"sourcesContent":["/**\n * PBR Template Extensions\n *\n * Feature-specific strings for UV transforms, UV2, vertex colors, etc.\n * Lazy-loaded only when these features are detected. 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uvTransformDecl(\"baseColor\") +\n (_hasAnyNormal ? uvTransformDecl(\"normal\") : \"\") +\n uvTransformDecl(\"orm\") +\n (_hasEmissiveTexture ? uvTransformDecl(\"emissive\") : \"\") +\n (_hasSpecGloss ? uvTransformDecl(\"specGloss\") : \"\")\n : \"\";\n\n // ── UV expressions ──────────────────────────────────────────\n const uvForBaseColor = uvVarName(\"baseColor\");\n const uvForNormal = uvVarName(\"normal\");\n const uvForOrm = uvVarName(\"orm\");\n const uvForEmissive = uvVarName(\"emissive\");\n const uvForSpecGloss = uvVarName(\"specGloss\");\n\n // ── Base color modifier ─────────────────────────────────────\n const baseColorMod = _hasVertexColor ? \"\\nbaseColor *= input.vColor;\" : \"\";\n\n // ── Normal scale modifier ───────────────────────────────────\n // When ext is active, emit the scaledNormal line (replaces default normalMapRaw).\n // Scenes without ext get the master-style direct normalize(normalMapRaw).\n const normalScaleMod = \"let scaledNormal = vec3<f32>(normalMapRaw.xy * material.normalScale, normalMapRaw.z);\\n\";\n\n // ── Occlusion override ──────────────────────────────────────\n // When hasReflectanceExt=false AND _hasOcclusionUv2=true, override occlusion sampling.\n // When hasReflectanceExt=true, the reflectance fragment handles occlusion.\n const occlusionOverride = _hasOcclusionUv2 ? 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+ {"version":3,"file":"pbr-template-ext-CGgB2n2y.js","sources":["../src/material/pbr/pbr-template-ext.ts"],"sourcesContent":["/**\n * PBR Template Extensions\n *\n * Feature-specific strings for UV transforms, UV2, vertex colors, etc.\n * Lazy-loaded only when these features are detected. This keeps the base\n * pbr-template.ts clean for simple scenes like scene1.\n */\n\nimport type { UboField, VertexAttribute, Varying, BindingDecl } from \"../../shader/fragment-types.js\";\n\nconst STAGE_FRAGMENT = 0x2;\n\n/**\n * Optional extensions config for PbrTemplateConfig.\n * Each field provides WGSL strings and UBO/attribute/varying lists\n * that are only needed for advanced features.\n */\nexport interface PbrTemplateExt {\n /** Extra vertex attributes (e.g., uv2, color). */\n readonly extraVertexAttributes: readonly VertexAttribute[];\n /** Extra varyings (e.g., uv2, vColor). */\n readonly extraVaryings: readonly Varying[];\n /** Extra material UBO fields (e.g., per-texture UV transforms). */\n readonly extraMaterialUboFields: readonly UboField[];\n /** Extra bindings (e.g., occlusion texture on UV2). */\n readonly extraBindings: readonly BindingDecl[];\n /** Vertex body extra code (e.g., `out.uv2 = uv2;`). */\n readonly vertexBodyExtra: string;\n /** Fragment helper functions (e.g., txfUV). */\n readonly fragmentHelpers: string;\n /** Fragment prelude (per-texture UV local vars). */\n readonly fragmentPrelude: string;\n /** UV expression for baseColorTexture (e.g., \"baseColorUV\"). */\n readonly uvForBaseColor: string;\n /** UV expression for normalTexture (e.g., \"normalUV\"). */\n readonly uvForNormal: string;\n /** UV expression for ormTexture (e.g., \"ormUV\"). */\n readonly uvForOrm: string;\n /** UV expression for emissiveTexture (e.g., \"emissiveUV\"). */\n readonly uvForEmissive: string;\n /** UV expression for specGlossTexture (e.g., \"specGlossUV\"). */\n readonly uvForSpecGloss: string;\n /** Base color modifier WGSL (e.g., vertex color multiply). */\n readonly baseColorMod: string;\n /** Normal scale modifier WGSL (empty or inline scaling). */\n readonly normalScaleMod: string;\n /** Occlusion sampling override (null = use default). */\n readonly occlusionOverride: string | null;\n}\n\n/**\n * Create a PbrTemplateExt from the given feature flags.\n * Each flag corresponds to a detected feature in the scene.\n */\nexport function createPbrTemplateExt(flags: {\n /** @internal */\n _hasUvTransform: boolean;\n /** @internal */\n _hasVertexColor: boolean;\n /** @internal */\n _hasUv2: boolean;\n /** @internal */\n _hasOcclusionUv2: boolean;\n /** @internal */\n _hasAnyNormal: boolean;\n /** @internal */\n _hasEmissiveTexture: boolean;\n /** @internal */\n _hasSpecGloss: boolean;\n}): PbrTemplateExt {\n const { _hasUvTransform, _hasVertexColor, _hasUv2, _hasOcclusionUv2, _hasAnyNormal, _hasEmissiveTexture, _hasSpecGloss } = flags;\n\n // ── UV transform helpers ────────────────────────────────────\n const uvTransformUboFields = (name: string): UboField[] => [\n { _name: `${name}UVm`, _type: \"vec4<f32>\" },\n { _name: `${name}UVt`, _type: \"vec4<f32>\" },\n ];\n const uvVarName = (name: string) => (_hasUvTransform ? `${name}UV` : \"input.uv\");\n const uvTransformDecl = (name: string) => (_hasUvTransform ? `let ${name}UV = txfUV(input.uv, material.${name}UVm, material.${name}UVt.xy);\\n` : \"\");\n const UV_TRANSFORM_HELPER_WGSL = _hasUvTransform\n ? `fn txfUV(uv: vec2<f32>, m: vec4<f32>, t: vec2<f32>) -> vec2<f32> {\nreturn vec2<f32>(dot(m.xy, uv), dot(m.zw, uv)) + t;\n}\n`\n : \"\";\n\n // ── Extra vertex attributes ────────────────────────────────\n const extraVertexAttributes: VertexAttribute[] = [];\n if (_hasUv2) {\n extraVertexAttributes.push({ _name: \"uv2\", _type: \"vec2<f32>\", _gpuFormat: \"float32x2\", _arrayStride: 8 });\n }\n if (_hasVertexColor) {\n extraVertexAttributes.push({ _name: \"color\", _type: \"vec3<f32>\", _gpuFormat: \"float32x3\", _arrayStride: 12 });\n }\n\n // ── Extra varyings ──────────────────────────────────────────\n const extraVaryings: Varying[] = [];\n if (_hasUv2) {\n extraVaryings.push({ _name: \"uv2\", _type: \"vec2<f32>\" });\n }\n if (_hasVertexColor) {\n extraVaryings.push({ _name: \"vColor\", _type: \"vec3<f32>\" });\n }\n\n // ── Extra material UBO fields ────────────────────────────────\n const extraMaterialUboFields: UboField[] = [];\n if (_hasUvTransform) {\n extraMaterialUboFields.push(...uvTransformUboFields(\"baseColor\"));\n if (_hasAnyNormal) {\n extraMaterialUboFields.push(...uvTransformUboFields(\"normal\"));\n }\n extraMaterialUboFields.push(...uvTransformUboFields(\"orm\"));\n if (_hasEmissiveTexture) {\n extraMaterialUboFields.push(...uvTransformUboFields(\"emissive\"));\n }\n if (_hasSpecGloss) {\n extraMaterialUboFields.push(...uvTransformUboFields(\"specGloss\"));\n }\n }\n\n // ── Extra bindings ──────────────────────────────────────────\n const extraBindings: BindingDecl[] = [];\n if (_hasOcclusionUv2) {\n extraBindings.push(\n { _name: \"occlusionTexture\", _type: { _kind: \"texture\", _textureType: \"texture_2d<f32>\" }, _visibility: STAGE_FRAGMENT },\n { _name: \"occlusionSampler_\", _type: { _kind: \"sampler\", _samplerType: \"sampler\" }, _visibility: STAGE_FRAGMENT }\n );\n }\n\n // ── Vertex body extra ───────────────────────────────────────\n let vertexBodyExtra = \"\";\n if (_hasUv2) {\n vertexBodyExtra += \"out.uv2 = uv2;\\n\";\n }\n if (_hasVertexColor) {\n vertexBodyExtra += \"out.vColor = color;\\n\";\n }\n\n // ── Fragment helpers ────────────────────────────────────────\n const fragmentHelpers = UV_TRANSFORM_HELPER_WGSL;\n\n // ── Fragment prelude ────────────────────────────────────────\n const fragmentPrelude = _hasUvTransform\n ? uvTransformDecl(\"baseColor\") +\n (_hasAnyNormal ? uvTransformDecl(\"normal\") : \"\") +\n uvTransformDecl(\"orm\") +\n (_hasEmissiveTexture ? uvTransformDecl(\"emissive\") : \"\") +\n (_hasSpecGloss ? uvTransformDecl(\"specGloss\") : \"\")\n : \"\";\n\n // ── UV expressions ──────────────────────────────────────────\n const uvForBaseColor = uvVarName(\"baseColor\");\n const uvForNormal = uvVarName(\"normal\");\n const uvForOrm = uvVarName(\"orm\");\n const uvForEmissive = uvVarName(\"emissive\");\n const uvForSpecGloss = uvVarName(\"specGloss\");\n\n // ── Base color modifier ─────────────────────────────────────\n // NOTE: backtick (not double-quote) so the bundle's WGSL identifier mangler\n // rewrites `baseColor` here to match the mangled `var bc=` declaration in\n // pbr-template.ts. 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@@ -1,4 +1,4 @@
1
- import { t as trackScalar, o as observableColor3, b as trackSubProps } from "./tracking-primitives-wgdBY85t.js";
1
+ import { t as trackScalar, o as observableColor3, b as trackSubProps } from "./tracking-primitives-CglRNTlX.js";
2
2
  function installPbrTracking(mat) {
3
3
  for (const key of ["alpha", "environmentIntensity", "directIntensity", "reflectance", "occlusionStrength", "metallicF0Factor"]) {
4
4
  if (mat[key] !== void 0) {
@@ -28,4 +28,4 @@ function installPbrTracking(mat) {
28
28
  export {
29
29
  installPbrTracking
30
30
  };
31
- //# sourceMappingURL=pbr-tracking-B3alzn91.js.map
31
+ //# sourceMappingURL=pbr-tracking-3tU1kqea.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"pbr-tracking-B3alzn91.js","sources":["../src/material/tracking/pbr-tracking.ts"],"sourcesContent":["/** PBR material auto-dirty tracking. Dynamically imported by enableMaterialTracking(). */\n\nimport type { PbrMaterialProps, SheenProps } from \"../pbr/pbr-material.js\";\nimport { trackScalar, trackSubProps, observableColor3 } from \"./tracking-primitives.js\";\n\nexport function installPbrTracking(mat: PbrMaterialProps): void {\n for (const key of [\"alpha\", \"environmentIntensity\", \"directIntensity\", \"reflectance\", \"occlusionStrength\", \"metallicF0Factor\"]) {\n if ((mat as any)[key] !== undefined) {\n trackScalar(mat, key);\n }\n }\n if (mat.emissiveColor) {\n mat.emissiveColor = observableColor3(mat.emissiveColor[0], mat.emissiveColor[1], mat.emissiveColor[2], mat as any);\n }\n if (mat.metallicReflectanceColor) {\n mat.metallicReflectanceColor = observableColor3(mat.metallicReflectanceColor[0], mat.metallicReflectanceColor[1], mat.metallicReflectanceColor[2], mat as any);\n }\n if (mat.anisotropy) {\n trackSubProps(mat as any, mat.anisotropy, [\"intensity\"]);\n }\n if (mat.clearCoat) {\n trackSubProps(mat as any, mat.clearCoat, [\"intensity\", \"roughness\", \"indexOfRefraction\"]);\n }\n if (mat.sheen) {\n const sh = mat.sheen as SheenProps;\n trackSubProps(mat as any, sh, [\"intensity\", \"roughness\"]);\n if (sh.color) {\n sh.color = observableColor3(sh.color[0]!, sh.color[1]!, sh.color[2]!, mat as any);\n }\n }\n}\n"],"names":[],"mappings":";AAKO,SAAS,mBAAmB,KAA6B;AAC5D,aAAW,OAAO,CAAC,SAAS,wBAAwB,mBAAmB,eAAe,qBAAqB,kBAAkB,GAAG;AAC5H,QAAK,IAAY,GAAG,MAAM,QAAW;AACjC,kBAAY,KAAK,GAAG;AAAA,IACxB;AAAA,EACJ;AACA,MAAI,IAAI,eAAe;AACnB,QAAI,gBAAgB,iBAAiB,IAAI,cAAc,CAAC,GAAG,IAAI,cAAc,CAAC,GAAG,IAAI,cAAc,CAAC,GAAG,GAAU;AAAA,EACrH;AACA,MAAI,IAAI,0BAA0B;AAC9B,QAAI,2BAA2B,iBAAiB,IAAI,yBAAyB,CAAC,GAAG,IAAI,yBAAyB,CAAC,GAAG,IAAI,yBAAyB,CAAC,GAAG,GAAU;AAAA,EACjK;AACA,MAAI,IAAI,YAAY;AAChB,kBAAc,KAAY,IAAI,YAAY,CAAC,WAAW,CAAC;AAAA,EAC3D;AACA,MAAI,IAAI,WAAW;AACf,kBAAc,KAAY,IAAI,WAAW,CAAC,aAAa,aAAa,mBAAmB,CAAC;AAAA,EAC5F;AACA,MAAI,IAAI,OAAO;AACX,UAAM,KAAK,IAAI;AACf,kBAAc,KAAY,IAAI,CAAC,aAAa,WAAW,CAAC;AACxD,QAAI,GAAG,OAAO;AACV,SAAG,QAAQ,iBAAiB,GAAG,MAAM,CAAC,GAAI,GAAG,MAAM,CAAC,GAAI,GAAG,MAAM,CAAC,GAAI,GAAU;AAAA,IACpF;AAAA,EACJ;AACJ;"}
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+ {"version":3,"file":"pbr-tracking-3tU1kqea.js","sources":["../src/material/tracking/pbr-tracking.ts"],"sourcesContent":["/** PBR material auto-dirty tracking. Dynamically imported by enableMaterialTracking(). */\n\nimport type { PbrMaterialProps, SheenProps } from \"../pbr/pbr-material.js\";\nimport { trackScalar, trackSubProps, observableColor3 } from \"./tracking-primitives.js\";\n\nexport function installPbrTracking(mat: PbrMaterialProps): void {\n for (const key of [\"alpha\", \"environmentIntensity\", \"directIntensity\", \"reflectance\", \"occlusionStrength\", \"metallicF0Factor\"]) {\n if ((mat as any)[key] !== undefined) {\n trackScalar(mat, key);\n }\n }\n if (mat.emissiveColor) {\n mat.emissiveColor = observableColor3(mat.emissiveColor[0], mat.emissiveColor[1], mat.emissiveColor[2], mat as any);\n }\n if (mat.metallicReflectanceColor) {\n mat.metallicReflectanceColor = observableColor3(mat.metallicReflectanceColor[0], mat.metallicReflectanceColor[1], mat.metallicReflectanceColor[2], mat as any);\n }\n if (mat.anisotropy) {\n trackSubProps(mat as any, mat.anisotropy, [\"intensity\"]);\n }\n if (mat.clearCoat) {\n trackSubProps(mat as any, mat.clearCoat, [\"intensity\", \"roughness\", \"indexOfRefraction\"]);\n }\n if (mat.sheen) {\n const sh = mat.sheen as SheenProps;\n trackSubProps(mat as any, sh, [\"intensity\", \"roughness\"]);\n if (sh.color) {\n sh.color = observableColor3(sh.color[0]!, sh.color[1]!, sh.color[2]!, mat as any);\n }\n }\n}\n"],"names":[],"mappings":";AAKO,SAAS,mBAAmB,KAA6B;AAC5D,aAAW,OAAO,CAAC,SAAS,wBAAwB,mBAAmB,eAAe,qBAAqB,kBAAkB,GAAG;AAC5H,QAAK,IAAY,GAAG,MAAM,QAAW;AACjC,kBAAY,KAAK,GAAG;AAAA,IACxB;AAAA,EACJ;AACA,MAAI,IAAI,eAAe;AACnB,QAAI,gBAAgB,iBAAiB,IAAI,cAAc,CAAC,GAAG,IAAI,cAAc,CAAC,GAAG,IAAI,cAAc,CAAC,GAAG,GAAU;AAAA,EACrH;AACA,MAAI,IAAI,0BAA0B;AAC9B,QAAI,2BAA2B,iBAAiB,IAAI,yBAAyB,CAAC,GAAG,IAAI,yBAAyB,CAAC,GAAG,IAAI,yBAAyB,CAAC,GAAG,GAAU;AAAA,EACjK;AACA,MAAI,IAAI,YAAY;AAChB,kBAAc,KAAY,IAAI,YAAY,CAAC,WAAW,CAAC;AAAA,EAC3D;AACA,MAAI,IAAI,WAAW;AACf,kBAAc,KAAY,IAAI,WAAW,CAAC,aAAa,aAAa,mBAAmB,CAAC;AAAA,EAC5F;AACA,MAAI,IAAI,OAAO;AACX,UAAM,KAAK,IAAI;AACf,kBAAc,KAAY,IAAI,CAAC,aAAa,WAAW,CAAC;AACxD,QAAI,GAAG,OAAO;AACV,SAAG,QAAQ,iBAAiB,GAAG,MAAM,CAAC,GAAI,GAAG,MAAM,CAAC,GAAI,GAAG,MAAM,CAAC,GAAI,GAAU;AAAA,IACpF;AAAA,EACJ;AACJ;"}
@@ -0,0 +1,190 @@
1
+ import { bV as PBR2_HAS_REFRACTION, bW as PBR2_HAS_REFRACTION_MAP, bX as getTrilinearAnisotropicSampler, a_ as PBR_HAS_THICKNESS_MAP, bY as PBR2_LINEAR_IMAGE_PROCESSING, bZ as PBR2_HAS_DISPERSION, b0 as PBR2_HAS_THICKNESS_GLTF_CHANNEL, b_ as PBR2_HAS_VOLUME, b$ as enableSceneTransmission } from "./index-CLElg2Bo.js";
2
+ const LINEAR_IMAGE_PROCESSING_SLOTS = { NI: `if(scene.vImageInfos.w>=0.0){`, BC: `}` };
3
+ function makeRefractionMod(hasVolume, hasMap, hasThicknessMap, useGltfThicknessChannel, hasDispersion, dispersionSampleWgsl) {
4
+ const thicknessScaleLine = hasVolume || hasThicknessMap ? `let ts=max(length(mesh.world[0].xyz),max(length(mesh.world[1].xyz),length(mesh.world[2].xyz)));` : ``;
5
+ const thicknessLine = hasThicknessMap ? `let ths=textureSample(thicknessTexture_,thicknessSampler_,input.uv).${useGltfThicknessChannel ? "g" : "r"};
6
+ let th=(material.thicknessParams.x+ths*material.thicknessParams.y)*ts;` : hasVolume ? `let th=material.refractionParams.z*ts;` : `let th=material.refractionParams.z;`;
7
+ const textureLine = hasMap ? `let ri=material.refractionParams.x*textureSample(refractionMapTexture,refractionMapSampler,input.uv).r;` : `let ri=material.refractionParams.x;`;
8
+ const absorptionLine = hasVolume ? `let ab=exp(material.volumeParams.rgb*th);` : ``;
9
+ const refractionLine = hasVolume ? `let fr=er*surfaceAlbedo*(ri*ab)*(vec3<f32>(1.0)-colorSpecularEnvReflectance.rgb);` : `let fr=er*surfaceAlbedo*ri*(vec3<f32>(1.0)-colorSpecularEnvReflectance.rgb);`;
10
+ const sampleLines = hasDispersion && dispersionSampleWgsl ? dispersionSampleWgsl : `let rd=refract(-V,N,material.refractionParams.y);
11
+ let cp=scene.viewProjection*vec4<f32>(input.worldPos+rd*th,1.0);
12
+ let ruv=(cp.xy/cp.w)*vec2<f32>(0.5,-0.5)+vec2<f32>(0.5,0.5);
13
+ let er=textureSampleLevel(refractionTexture,refractionSampler_,ruv,lv).rgb*material.environmentIntensity;`;
14
+ return `{
15
+ ${thicknessScaleLine}
16
+ ${textureLine}
17
+ ${thicknessLine}
18
+ let ro=1.0-ri;
19
+ let ra=mix(alphaG,0.0,clamp(material.refractionParams.w*3.0-2.0,0.0,1.0));
20
+ let lv=clamp(log2(f32(textureDimensions(refractionTexture).x)*ra)-4.0,0.0,f32(textureNumLevels(refractionTexture)-1));
21
+ ${sampleLines}
22
+ ${absorptionLine}
23
+ ${refractionLine}
24
+ color=finalIrradiance*ro*ro+finalRadianceScaled+finalSpecularScaled+directDiffuse*ro*ro+fr+emissive;
25
+ }`;
26
+ }
27
+ function createRefractionRttFragment(hasVolume, hasMap, hasThicknessMap, useGltfThicknessChannel, linearImageProcessing, hasDispersion, dispersionSampleWgsl) {
28
+ const uboFields = [{ _name: "refractionParams", _type: "vec4<f32>" }];
29
+ if (hasVolume) {
30
+ uboFields.push({ _name: "volumeParams", _type: "vec4<f32>" });
31
+ }
32
+ if (hasThicknessMap) {
33
+ uboFields.push({ _name: "thicknessParams", _type: "vec4<f32>" });
34
+ }
35
+ const bindings = [
36
+ { _name: "refractionTexture", _type: { _kind: "texture", _textureType: "texture_2d<f32>" }, _visibility: 2 },
37
+ { _name: "refractionSampler_", _type: { _kind: "sampler", _samplerType: "sampler" }, _visibility: 2 }
38
+ ];
39
+ if (hasMap) {
40
+ bindings.push(
41
+ { _name: "refractionMapTexture", _type: { _kind: "texture", _textureType: "texture_2d<f32>" }, _visibility: 2 },
42
+ { _name: "refractionMapSampler", _type: { _kind: "sampler", _samplerType: "sampler" }, _visibility: 2 }
43
+ );
44
+ }
45
+ if (hasThicknessMap) {
46
+ bindings.push(
47
+ { _name: "thicknessTexture_", _type: { _kind: "texture", _textureType: "texture_2d<f32>" }, _visibility: 2 },
48
+ { _name: "thicknessSampler_", _type: { _kind: "sampler", _samplerType: "sampler" }, _visibility: 2 }
49
+ );
50
+ }
51
+ return {
52
+ _id: "refraction",
53
+ _dependencies: ["ibl"],
54
+ _uboFields: uboFields,
55
+ _bindings: bindings,
56
+ _fragmentSlots: linearImageProcessing ? { AI: makeRefractionMod(hasVolume, hasMap, hasThicknessMap, useGltfThicknessChannel, hasDispersion, dispersionSampleWgsl), ...LINEAR_IMAGE_PROCESSING_SLOTS } : { AI: makeRefractionMod(hasVolume, hasMap, hasThicknessMap, useGltfThicknessChannel, hasDispersion, dispersionSampleWgsl) }
57
+ };
58
+ }
59
+ function writeRefractionUBO(data, mat, offsets) {
60
+ var _a, _b;
61
+ const ss = mat.subsurface;
62
+ const refr = ss == null ? void 0 : ss.refraction;
63
+ if (!refr) {
64
+ return;
65
+ }
66
+ const off = offsets.get("refractionParams");
67
+ if (off === void 0) {
68
+ return;
69
+ }
70
+ const o = off / 4;
71
+ data[o] = refr.intensity ?? 0;
72
+ const ior = refr.indexOfRefraction ?? 1.5;
73
+ const thick = ss.thickness;
74
+ data[o + 1] = 1 / (refr.useThicknessAsDepth && (thick == null ? void 0 : thick.max) ? ior : 1);
75
+ data[o + 2] = refr.useThicknessAsDepth ? (thick == null ? void 0 : thick.max) ?? 0 : 1;
76
+ data[o + 3] = 1 / ior;
77
+ const vOff = offsets.get("volumeParams");
78
+ if (vOff !== void 0) {
79
+ const vo = vOff / 4;
80
+ const tint = ((_a = ss.tint) == null ? void 0 : _a.color) ?? [1, 1, 1];
81
+ const dist = Math.max(((_b = ss.tint) == null ? void 0 : _b.atDistance) ?? 1, 1e-4);
82
+ data[vo] = Math.log(Math.max(tint[0], 1e-6)) / dist;
83
+ data[vo + 1] = Math.log(Math.max(tint[1], 1e-6)) / dist;
84
+ data[vo + 2] = Math.log(Math.max(tint[2], 1e-6)) / dist;
85
+ data[vo + 3] = refr.dispersion ?? 0;
86
+ }
87
+ const tOff = offsets.get("thicknessParams");
88
+ if (tOff !== void 0) {
89
+ const to = tOff / 4;
90
+ const min = (thick == null ? void 0 : thick.min) ?? 0;
91
+ const max = (thick == null ? void 0 : thick.max) ?? 1;
92
+ data[to] = min;
93
+ data[to + 1] = max - min;
94
+ }
95
+ }
96
+ function makeRefractionRttExt(dispersionSampleWgsl) {
97
+ return {
98
+ id: "refraction",
99
+ phase: "fragment",
100
+ detect(mat) {
101
+ var _a, _b, _c;
102
+ const m = mat;
103
+ const ss = m.subsurface;
104
+ const refr = ss == null ? void 0 : ss.refraction;
105
+ const linearImageProcessing = m._linearImageProcessing ? PBR2_LINEAR_IMAGE_PROCESSING : 0;
106
+ const intensity = m.transmissive ? (refr == null ? void 0 : refr.intensity) ?? 0 : 0;
107
+ if (intensity <= 0) {
108
+ return { f: 0, f2: linearImageProcessing };
109
+ }
110
+ let f = 0;
111
+ let f2 = linearImageProcessing | PBR2_HAS_REFRACTION;
112
+ if (refr == null ? void 0 : refr.texture) {
113
+ f2 |= PBR2_HAS_REFRACTION_MAP;
114
+ }
115
+ if ((_a = ss == null ? void 0 : ss.thickness) == null ? void 0 : _a.texture) {
116
+ f |= PBR_HAS_THICKNESS_MAP;
117
+ }
118
+ if ((_b = ss == null ? void 0 : ss.thickness) == null ? void 0 : _b.useGlTFChannel) {
119
+ f2 |= PBR2_HAS_THICKNESS_GLTF_CHANNEL;
120
+ }
121
+ if (((_c = ss == null ? void 0 : ss.tint) == null ? void 0 : _c.atDistance) !== void 0) {
122
+ f2 |= PBR2_HAS_VOLUME;
123
+ if (refr == null ? void 0 : refr.dispersion) {
124
+ f2 |= PBR2_HAS_DISPERSION;
125
+ }
126
+ }
127
+ return { f, f2 };
128
+ },
129
+ frag(ctx) {
130
+ const linearImageProcessing = (ctx._features2 & PBR2_LINEAR_IMAGE_PROCESSING) !== 0;
131
+ if (!(ctx._features2 & PBR2_HAS_REFRACTION)) {
132
+ return linearImageProcessing ? { _id: "linear", _fragmentSlots: LINEAR_IMAGE_PROCESSING_SLOTS } : null;
133
+ }
134
+ return createRefractionRttFragment(
135
+ (ctx._features2 & PBR2_HAS_VOLUME) !== 0,
136
+ (ctx._features2 & PBR2_HAS_REFRACTION_MAP) !== 0,
137
+ (ctx._features & PBR_HAS_THICKNESS_MAP) !== 0,
138
+ (ctx._features2 & PBR2_HAS_THICKNESS_GLTF_CHANNEL) !== 0,
139
+ linearImageProcessing,
140
+ (ctx._features2 & PBR2_HAS_DISPERSION) !== 0,
141
+ dispersionSampleWgsl
142
+ );
143
+ },
144
+ writeUbo(data, mat, offsets) {
145
+ writeRefractionUBO(data, mat, offsets);
146
+ },
147
+ bind(ctx, entries, b) {
148
+ var _a, _b, _c, _d;
149
+ if (!(ctx._features2 & PBR2_HAS_REFRACTION)) {
150
+ return b;
151
+ }
152
+ const texture = ctx._refractionTexture;
153
+ if (!texture) {
154
+ throw new Error("PBR transmission requires a frame-graph refraction texture.");
155
+ }
156
+ entries.push({ binding: b++, resource: texture.view });
157
+ entries.push({ binding: b++, resource: texture.sampler });
158
+ if ((ctx._features2 & PBR2_HAS_REFRACTION_MAP) !== 0) {
159
+ const map = (_b = (_a = ctx._material.subsurface) == null ? void 0 : _a.refraction) == null ? void 0 : _b.texture;
160
+ entries.push({ binding: b++, resource: map.view });
161
+ entries.push({ binding: b++, resource: getTrilinearAnisotropicSampler(ctx._engine) });
162
+ }
163
+ if ((ctx._features & PBR_HAS_THICKNESS_MAP) !== 0) {
164
+ const thickness = (_d = (_c = ctx._material.subsurface) == null ? void 0 : _c.thickness) == null ? void 0 : _d.texture;
165
+ entries.push({ binding: b++, resource: thickness.view });
166
+ entries.push({ binding: b++, resource: thickness.sampler });
167
+ }
168
+ return b;
169
+ },
170
+ textures(mat, out) {
171
+ var _a, _b, _c, _d;
172
+ const tex = (_b = (_a = mat.subsurface) == null ? void 0 : _a.refraction) == null ? void 0 : _b.texture;
173
+ if (tex) {
174
+ out.push(tex);
175
+ }
176
+ const thickness = (_d = (_c = mat.subsurface) == null ? void 0 : _c.thickness) == null ? void 0 : _d.texture;
177
+ if (thickness) {
178
+ out.push(thickness);
179
+ }
180
+ }
181
+ };
182
+ }
183
+ function registerPbrTransmission(scene, engine, register, dispersionSampleWgsl) {
184
+ enableSceneTransmission(scene, engine);
185
+ register(makeRefractionRttExt(dispersionSampleWgsl));
186
+ }
187
+ export {
188
+ registerPbrTransmission
189
+ };
190
+ //# sourceMappingURL=pbr-transmission-ext-BcLjRxfB.js.map
@@ -0,0 +1 @@
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+ {"version":3,"file":"pbr-transmission-ext-BcLjRxfB.js","sources":["../src/material/pbr/fragments/refraction-rtt-fragment.ts","../src/material/pbr/pbr-transmission-ext.ts"],"sourcesContent":["import type { ShaderFragment, UboField } from \"../../../shader/fragment-types.js\";\nimport type { PbrMaterialProps, SubSurfaceProps } from \"../pbr-material.js\";\nimport type { PbrExt } from \"../pbr-flags.js\";\nimport { getTrilinearAnisotropicSampler } from \"../../../resource/trilinear-anisotropic-sampler.js\";\nimport {\n PBR_HAS_THICKNESS_MAP,\n PBR2_HAS_DISPERSION,\n PBR2_HAS_REFRACTION,\n PBR2_HAS_REFRACTION_MAP,\n PBR2_HAS_THICKNESS_GLTF_CHANNEL,\n PBR2_HAS_VOLUME,\n PBR2_LINEAR_IMAGE_PROCESSING,\n} from \"../pbr-flag-bits.js\";\n\ntype TransmissionMat = PbrMaterialProps & { _linearImageProcessing?: boolean };\nconst LINEAR_IMAGE_PROCESSING_SLOTS = { NI: `if(scene.vImageInfos.w>=0.0){`, BC: `}` };\n\nfunction makeRefractionMod(\n hasVolume: boolean,\n hasMap: boolean,\n hasThicknessMap: boolean,\n useGltfThicknessChannel: boolean,\n hasDispersion: boolean,\n dispersionSampleWgsl: string | undefined\n): string {\n const thicknessScaleLine = hasVolume || hasThicknessMap ? `let ts=max(length(mesh.world[0].xyz),max(length(mesh.world[1].xyz),length(mesh.world[2].xyz)));` : ``;\n const thicknessLine = hasThicknessMap\n ? `let ths=textureSample(thicknessTexture_,thicknessSampler_,input.uv).${useGltfThicknessChannel ? \"g\" : \"r\"};\nlet th=(material.thicknessParams.x+ths*material.thicknessParams.y)*ts;`\n : hasVolume\n ? `let th=material.refractionParams.z*ts;`\n : `let th=material.refractionParams.z;`;\n const textureLine = hasMap ? `let ri=material.refractionParams.x*textureSample(refractionMapTexture,refractionMapSampler,input.uv).r;` : `let ri=material.refractionParams.x;`;\n const absorptionLine = hasVolume ? `let ab=exp(material.volumeParams.rgb*th);` : ``;\n const refractionLine = hasVolume\n ? `let fr=er*surfaceAlbedo*(ri*ab)*(vec3<f32>(1.0)-colorSpecularEnvReflectance.rgb);`\n : `let fr=er*surfaceAlbedo*ri*(vec3<f32>(1.0)-colorSpecularEnvReflectance.rgb);`;\n\n // Refracted environment sample. Dispersion splits the refracted ray into\n // per-RGB index-of-refraction offsets (chromatic aberration); that 3-ray WGSL\n // is injected from a dynamically-imported module (see refraction-dispersion-wgsl.ts)\n // so non-dispersion transmission scenes keep the lean single-ray path below.\n const sampleLines =\n hasDispersion && dispersionSampleWgsl\n ? dispersionSampleWgsl\n : `let rd=refract(-V,N,material.refractionParams.y);\nlet cp=scene.viewProjection*vec4<f32>(input.worldPos+rd*th,1.0);\nlet ruv=(cp.xy/cp.w)*vec2<f32>(0.5,-0.5)+vec2<f32>(0.5,0.5);\nlet er=textureSampleLevel(refractionTexture,refractionSampler_,ruv,lv).rgb*material.environmentIntensity;`;\n\n return `{\n${thicknessScaleLine}\n${textureLine}\n${thicknessLine}\nlet ro=1.0-ri;\nlet ra=mix(alphaG,0.0,clamp(material.refractionParams.w*3.0-2.0,0.0,1.0));\nlet lv=clamp(log2(f32(textureDimensions(refractionTexture).x)*ra)-4.0,0.0,f32(textureNumLevels(refractionTexture)-1));\n${sampleLines}\n${absorptionLine}\n${refractionLine}\ncolor=finalIrradiance*ro*ro+finalRadianceScaled+finalSpecularScaled+directDiffuse*ro*ro+fr+emissive;\n}`;\n}\n\nfunction createRefractionRttFragment(\n hasVolume: boolean,\n hasMap: boolean,\n hasThicknessMap: boolean,\n useGltfThicknessChannel: boolean,\n linearImageProcessing: boolean,\n hasDispersion: boolean,\n dispersionSampleWgsl: string | undefined\n): ShaderFragment {\n const uboFields: UboField[] = [{ _name: \"refractionParams\", _type: \"vec4<f32>\" as const }];\n if (hasVolume) {\n uboFields.push({ _name: \"volumeParams\", _type: \"vec4<f32>\" as const });\n }\n if (hasThicknessMap) {\n uboFields.push({ _name: \"thicknessParams\", _type: \"vec4<f32>\" as const });\n }\n const bindings = [\n { _name: \"refractionTexture\", _type: { _kind: \"texture\", _textureType: \"texture_2d<f32>\" } as const, _visibility: 2 },\n { _name: \"refractionSampler_\", _type: { _kind: \"sampler\", _samplerType: \"sampler\" } as const, _visibility: 2 },\n ];\n if (hasMap) {\n bindings.push(\n { _name: \"refractionMapTexture\", _type: { _kind: \"texture\", _textureType: \"texture_2d<f32>\" } as const, _visibility: 2 },\n { _name: \"refractionMapSampler\", _type: { _kind: \"sampler\", _samplerType: \"sampler\" } as const, _visibility: 2 }\n );\n }\n if (hasThicknessMap) {\n bindings.push(\n { _name: \"thicknessTexture_\", _type: { _kind: \"texture\", _textureType: \"texture_2d<f32>\" } as const, _visibility: 2 },\n { _name: \"thicknessSampler_\", _type: { _kind: \"sampler\", _samplerType: \"sampler\" } as const, _visibility: 2 }\n );\n }\n return {\n _id: \"refraction\",\n _dependencies: [\"ibl\"],\n _uboFields: uboFields,\n _bindings: bindings,\n _fragmentSlots: linearImageProcessing\n ? { AI: makeRefractionMod(hasVolume, hasMap, hasThicknessMap, useGltfThicknessChannel, hasDispersion, dispersionSampleWgsl), ...LINEAR_IMAGE_PROCESSING_SLOTS }\n : { AI: makeRefractionMod(hasVolume, hasMap, hasThicknessMap, useGltfThicknessChannel, hasDispersion, dispersionSampleWgsl) },\n };\n}\n\nfunction writeRefractionUBO(data: Float32Array, mat: PbrMaterialProps, offsets: ReadonlyMap<string, number>): void {\n const ss = mat.subsurface as SubSurfaceProps | undefined;\n const refr = ss?.refraction;\n if (!refr) {\n return;\n }\n const off = offsets.get(\"refractionParams\");\n if (off === undefined) {\n return;\n }\n const o = off / 4;\n data[o] = refr.intensity ?? 0;\n const ior = refr.indexOfRefraction ?? 1.5;\n const thick = ss!.thickness;\n data[o + 1] = 1.0 / (refr.useThicknessAsDepth && thick?.max ? ior : 1.0);\n data[o + 2] = refr.useThicknessAsDepth ? (thick?.max ?? 0.0) : 1.0;\n data[o + 3] = 1.0 / ior;\n\n const vOff = offsets.get(\"volumeParams\");\n if (vOff !== undefined) {\n const vo = vOff / 4;\n const tint = ss!.tint?.color ?? [1, 1, 1];\n const dist = Math.max(ss!.tint?.atDistance ?? 1, 0.0001);\n data[vo] = Math.log(Math.max(tint[0]!, 1e-6)) / dist;\n data[vo + 1] = Math.log(Math.max(tint[1]!, 1e-6)) / dist;\n data[vo + 2] = Math.log(Math.max(tint[2]!, 1e-6)) / dist;\n // w carries the chromatic dispersion strength (0 when no KHR_materials_dispersion).\n data[vo + 3] = refr.dispersion ?? 0;\n }\n\n const tOff = offsets.get(\"thicknessParams\");\n if (tOff !== undefined) {\n const to = tOff / 4;\n const min = thick?.min ?? 0;\n const max = thick?.max ?? 1;\n data[to] = min;\n data[to + 1] = max - min;\n }\n}\n\n/** Build the PBR refraction/transmission extension. When the scene contains a\n * dispersive material, `dispersionSampleWgsl` carries the per-RGB 3-ray sample\n * WGSL (dynamically imported, scene-isolated); otherwise it is undefined and the\n * lean single-ray refraction path is emitted. */\nexport function makeRefractionRttExt(dispersionSampleWgsl?: string): PbrExt {\n return {\n id: \"refraction\",\n phase: \"fragment\",\n detect(mat) {\n const m = mat as TransmissionMat;\n const ss = m.subsurface as SubSurfaceProps | undefined;\n const refr = ss?.refraction;\n const linearImageProcessing = m._linearImageProcessing ? PBR2_LINEAR_IMAGE_PROCESSING : 0;\n const intensity = m.transmissive ? (refr?.intensity ?? 0) : 0;\n if (intensity <= 0) {\n return { f: 0, f2: linearImageProcessing };\n }\n let f = 0;\n let f2 = linearImageProcessing | PBR2_HAS_REFRACTION;\n if (refr?.texture) {\n f2 |= PBR2_HAS_REFRACTION_MAP;\n }\n if (ss?.thickness?.texture) {\n f |= PBR_HAS_THICKNESS_MAP;\n }\n if (ss?.thickness?.useGlTFChannel) {\n f2 |= PBR2_HAS_THICKNESS_GLTF_CHANNEL;\n }\n if (ss?.tint?.atDistance !== undefined) {\n f2 |= PBR2_HAS_VOLUME;\n // Dispersion requires the volume path (per-channel etas + volumeParams.w storage).\n if (refr?.dispersion) {\n f2 |= PBR2_HAS_DISPERSION;\n }\n }\n return { f, f2 };\n },\n frag(ctx) {\n const linearImageProcessing = (ctx._features2 & PBR2_LINEAR_IMAGE_PROCESSING) !== 0;\n if (!(ctx._features2 & PBR2_HAS_REFRACTION)) {\n return linearImageProcessing ? { _id: \"linear\", _fragmentSlots: LINEAR_IMAGE_PROCESSING_SLOTS } : null;\n }\n return createRefractionRttFragment(\n (ctx._features2 & PBR2_HAS_VOLUME) !== 0,\n (ctx._features2 & PBR2_HAS_REFRACTION_MAP) !== 0,\n (ctx._features & PBR_HAS_THICKNESS_MAP) !== 0,\n (ctx._features2 & PBR2_HAS_THICKNESS_GLTF_CHANNEL) !== 0,\n linearImageProcessing,\n (ctx._features2 & PBR2_HAS_DISPERSION) !== 0,\n dispersionSampleWgsl\n );\n },\n writeUbo(data, mat, offsets) {\n writeRefractionUBO(data, mat as PbrMaterialProps, offsets);\n },\n bind(ctx, entries, b) {\n if (!(ctx._features2 & PBR2_HAS_REFRACTION)) {\n return b;\n }\n const texture = ctx._refractionTexture;\n if (!texture) {\n throw new Error(\"PBR transmission requires a frame-graph refraction texture.\");\n }\n entries.push({ binding: b++, resource: texture.view });\n entries.push({ binding: b++, resource: texture.sampler });\n if ((ctx._features2 & PBR2_HAS_REFRACTION_MAP) !== 0) {\n const map = ((ctx._material as PbrMaterialProps).subsurface?.refraction as SubSurfaceProps[\"refraction\"] | undefined)?.texture!;\n entries.push({ binding: b++, resource: map.view });\n entries.push({ binding: b++, resource: getTrilinearAnisotropicSampler(ctx._engine) });\n }\n if ((ctx._features & PBR_HAS_THICKNESS_MAP) !== 0) {\n const thickness = (ctx._material as PbrMaterialProps).subsurface?.thickness?.texture!;\n entries.push({ binding: b++, resource: thickness.view });\n entries.push({ binding: b++, resource: thickness.sampler });\n }\n return b;\n },\n textures(mat, out) {\n const tex = (mat as PbrMaterialProps).subsurface?.refraction?.texture;\n if (tex) {\n out.push(tex);\n }\n const thickness = (mat as PbrMaterialProps).subsurface?.thickness?.texture;\n if (thickness) {\n out.push(thickness);\n }\n },\n };\n}\n","import type { SceneContext } from \"../../scene/scene.js\";\nimport type { EngineContext } from \"../../engine/engine.js\";\nimport type { PbrExt } from \"./pbr-flags.js\";\nimport { enableSceneTransmission } from \"../../frame-graph/transmission.js\";\nimport { makeRefractionRttExt } from \"./fragments/refraction-rtt-fragment.js\";\n\nexport function registerPbrTransmission(scene: SceneContext, engine: EngineContext, register: (ext: PbrExt) => void, dispersionSampleWgsl?: string): void {\n enableSceneTransmission(scene, engine);\n 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