@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
  218. package/assets/splat-sort-worker-Crg3CaCc.js.map +0 -1
  219. package/background-dds-skybox-yHTqabU3.js.map +0 -1
  220. package/background-ground-DIw6D3qf.js.map +0 -1
  221. package/background-hdr-skybox-c4uuTmkP.js.map +0 -1
  222. package/background-solid-skybox-DPGBpPbm.js.map +0 -1
  223. package/billboard-renderable-D8mlVGCd.js.map +0 -1
  224. package/create-skeleton-C9JdIJnb.js.map +0 -1
  225. package/cubemap-skybox-material-DvXMVc4k.js.map +0 -1
  226. package/emissive-fragment-BnNvbBCw.js.map +0 -1
  227. package/gaussian-splatting-pipeline-sh-DgJl7l56.js.map +0 -1
  228. package/gltf-animation-D7uyTyO3.js.map +0 -1
  229. package/gltf-ext-basisu-CPg5kPrx.js.map +0 -1
  230. package/gltf-ext-quantization-CpZyLDIz.js.map +0 -1
  231. package/gltf-feature-animation-pointer-BjpwOOqo.js.map +0 -1
  232. package/gltf-feature-draco-yGSMGTE3.js.map +0 -1
  233. package/gltf-feature-gpu-instancing-2e_CFQnl.js.map +0 -1
  234. package/gltf-feature-meshopt-Des96YFI.js.map +0 -1
  235. package/gltf-feature-morph-CKCw6tkX.js.map +0 -1
  236. package/gltf-glb-parser-D6UZWFuC.js.map +0 -1
  237. package/gltf-interleave-DGnUlz28.js.map +0 -1
  238. package/gltf-pbr-builder-ext-BFOxOCnQ.js.map +0 -1
  239. package/gs-picking-pipeline-DzfMASL9.js.map +0 -1
  240. package/index-C8HOR2sB.js +0 -19222
  241. package/index-C8HOR2sB.js.map +0 -1
  242. package/mesh-features-BLENkYVt.js.map +0 -1
  243. package/node-env-BPZXZzBf.js.map +0 -1
  244. package/node-registry-DwgC4yth.js +0 -190
  245. package/node-registry-DwgC4yth.js.map +0 -1
  246. package/node-renderable-DlLIdBmd.js.map +0 -1
  247. package/node-shadow-DKrcqmNg.js.map +0 -1
  248. package/pbr-renderable-BJxUtPBb.js.map +0 -1
  249. package/pbr-shadow-fragment-LO9SlbJj.js.map +0 -1
  250. package/pbr-transmission-ext-BxW4CEGu.js +0 -581
  251. package/pbr-transmission-ext-BxW4CEGu.js.map +0 -1
  252. package/rgbd-decode-DCvzUYeI.js.map +0 -1
  253. package/scene-material-swap-C2ykv55W.js.map +0 -1
  254. package/shader-renderable-D-6796KR.js.map +0 -1
  255. package/skybox-renderable-DDwzu-PT.js.map +0 -1
  256. package/splat-ply-compressed-BahdBG1r.js.map +0 -1
  257. package/standard-renderable-GjxL9xSf.js.map +0 -1
  258. package/std-shadow-fragment-FNQfrJuC.js +0 -8
  259. package/std-shadow-fragment-FNQfrJuC.js.map +0 -1
  260. package/swapchain-overlay-DcCSFDp7.js +0 -35
  261. package/swapchain-overlay-DcCSFDp7.js.map +0 -1
  262. package/thin-instance-gpu-C9Gv_Z1w.js.map +0 -1
@@ -1,5 +1,5 @@
1
- import { a_ as _isShaderSystemUniform, aV as computeUboLayout, D as targetSignatureKey, F as getSceneBindGroupLayout, aW as SCENE_UBO_WGSL, _ as createEmptyUniformBuffer, aU as acquireTexture, a$ as getEffectiveAspectRatio, K as getViewMatrix, L as getProjectionMatrix, b0 as getViewProjectionMatrix, l as mat4MultiplyInto, b1 as releaseTexture } from "./index-C8HOR2sB.js";
2
- const SHADER_STAGE_ALL = GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT;
1
+ import { x as targetSignatureKey, z as getSceneBindGroupLayout, bO as _isShaderSystemUniform, o as computeUboLayout, q as SCENE_UBO_WGSL, S as SS, _ as createEmptyUniformBuffer, a as F32, ax as acquireTexture, ay as releaseTexture, e as U8, bP as getEffectiveAspectRatio, I as getViewMatrix, J as getProjectionMatrix, bN as getViewProjectionMatrix, bd as mat4MultiplyInto, U as U32, bQ as I32, B as BU } from "./index-CLElg2Bo.js";
2
+ const SHADER_STAGE_ALL = SS.VERTEX | SS.FRAGMENT;
3
3
  function getOrCreateShaderPipelineBindings(engine, material) {
4
4
  const state = material;
5
5
  if (state._shaderBindings && state._shaderDevice === engine._device) {
@@ -28,14 +28,14 @@ function getOrCreateShaderPipelineBindings(engine, material) {
28
28
  state._shaderCustomVersion = -1;
29
29
  return bindings;
30
30
  }
31
- function getOrCreateShaderPipeline(engine, sig, material, bindings) {
32
- const key = targetSignatureKey(sig);
31
+ function getOrCreateShaderPipeline(engine, sig, material, bindings, variantKey = "", vertexBuffers = bindings.vertexBuffers, instanceAttrs = "") {
32
+ const key = `${targetSignatureKey(sig)}${variantKey}`;
33
33
  const cached = bindings.pipelines.get(key);
34
34
  if (cached) {
35
35
  return cached;
36
36
  }
37
37
  const device = engine._device;
38
- const prelude = buildShaderPrelude(material, bindings.systemSpec, bindings.customSpec);
38
+ const prelude = buildShaderPrelude(material, bindings.systemSpec, bindings.customSpec, instanceAttrs);
39
39
  const vertModule = device.createShaderModule({ label: `${material.name ?? "shader"}-vertex`, code: `${prelude}
40
40
  ${material.vertexSource}` });
41
41
  const fragModule = sig._colorFormat ? device.createShaderModule({ label: `${material.name ?? "shader"}-fragment`, code: `${prelude}
@@ -55,17 +55,23 @@ ${material.fragmentSource}` }) : null;
55
55
  const pipeline = device.createRenderPipeline({
56
56
  label: `${material.name ?? "shader"}-pipeline`,
57
57
  layout: device.createPipelineLayout({ bindGroupLayouts: [getSceneBindGroupLayout(engine), bindings.group1BGL] }),
58
- vertex: { module: vertModule, entryPoint: "mainVertex", buffers: bindings.vertexBuffers },
58
+ vertex: { module: vertModule, entryPoint: "mainVertex", buffers: vertexBuffers },
59
59
  ...fragModule && colorTarget ? { fragment: { module: fragModule, entryPoint: "mainFragment", targets: [colorTarget] } } : {},
60
60
  ...sig._depthStencilFormat ? {
61
61
  depthStencil: {
62
62
  format: sig._depthStencilFormat,
63
- depthCompare: material.depthCompare,
64
- depthWriteEnabled: material.needAlphaBlending ? false : material.depthWrite
63
+ // The target's declared depth convention wins over the material default: a depth-only
64
+ // caster authored for the forward-Z shadow map ("less-equal") must still depth-test
65
+ // correctly when drawn into a reverse-Z camera depth prepass that declares
66
+ // "greater-equal" — otherwise every fragment fails against the 0-cleared buffer.
67
+ depthCompare: sig._depthCompare ?? material.depthCompare,
68
+ depthWriteEnabled: material.needAlphaBlending ? false : material.depthWrite,
69
+ ...material.depthBias ? { depthBias: material.depthBias } : {},
70
+ ...material.depthBiasSlopeScale ? { depthBiasSlopeScale: material.depthBiasSlopeScale } : {}
65
71
  }
66
72
  } : {},
67
73
  multisample: { count: sig._sampleCount },
68
- primitive: { topology: "triangle-list", cullMode: material.backFaceCulling ? "back" : "none", frontFace: sig._flipY ? "cw" : "ccw" }
74
+ primitive: { topology: "triangle-list", cullMode: material.backFaceCulling ? "back" : "none", frontFace: "ccw" }
69
75
  });
70
76
  bindings.pipelines.set(key, pipeline);
71
77
  return pipeline;
@@ -80,19 +86,20 @@ function buildBindGroupLayoutEntries(samplers, hasCustomUbo) {
80
86
  entries.push({ binding: nextBinding++, visibility: SHADER_STAGE_ALL, buffer: { type: "uniform" } });
81
87
  }
82
88
  for (const sampler of samplers) {
83
- const sampleType = sampler.sampleType ?? "float";
89
+ const isArray = sampler.viewDimension === "2d-array";
90
+ const sampleType = sampler.comparison === true ? "depth" : sampler.sampleType ?? "float";
84
91
  entries.push({
85
92
  binding: nextBinding++,
86
93
  visibility: SHADER_STAGE_ALL,
87
94
  texture: {
88
95
  sampleType,
89
- viewDimension: "2d"
96
+ viewDimension: isArray ? "2d-array" : "2d"
90
97
  }
91
98
  });
92
99
  entries.push({
93
100
  binding: nextBinding++,
94
101
  visibility: SHADER_STAGE_ALL,
95
- sampler: { type: sampleType === "float" ? "filtering" : "non-filtering" }
102
+ sampler: { type: sampler.comparison === true ? "comparison" : sampleType === "float" ? "filtering" : "non-filtering" }
96
103
  });
97
104
  }
98
105
  return entries;
@@ -110,7 +117,7 @@ function attributeLayout(name, shaderLocation) {
110
117
  return { arrayStride: 16, attributes: [{ shaderLocation, offset: 0, format: "float32x4" }] };
111
118
  }
112
119
  }
113
- function buildShaderPrelude(material, systemSpec, customSpec) {
120
+ function buildShaderPrelude(material, systemSpec, customSpec, instanceAttrs = "") {
114
121
  let wgsl = `${SCENE_UBO_WGSL}
115
122
  struct ShaderSystemUniforms {
116
123
  ${systemSpec._structBody}
@@ -126,9 +133,12 @@ ${customSpec._structBody}
126
133
  }
127
134
  let nextBinding = customSpec ? 2 : 1;
128
135
  for (const sampler of material.samplerDecls) {
129
- const texType = sampler.sampleType === "depth" ? "texture_depth_2d" : "texture_2d<f32>";
136
+ const isArray = sampler.viewDimension === "2d-array";
137
+ const isDepth = sampler.comparison === true || sampler.sampleType === "depth";
138
+ const texType = isDepth ? isArray ? "texture_depth_2d_array" : "texture_depth_2d" : isArray ? "texture_2d_array<f32>" : "texture_2d<f32>";
139
+ const samplerType = sampler.comparison === true ? "sampler_comparison" : "sampler";
130
140
  wgsl += `@group(1) @binding(${nextBinding++}) var ${sampler.name}: ${texType};
131
- @group(1) @binding(${nextBinding++}) var ${sampler.name}Sampler: sampler;
141
+ @group(1) @binding(${nextBinding++}) var ${sampler.name}Sampler: ${samplerType};
132
142
  `;
133
143
  }
134
144
  for (const define of material.defines) {
@@ -142,6 +152,7 @@ ${customSpec._structBody}
142
152
  wgsl += `@location(${i}) ${attr}: ${attributeWgslType(attr)},
143
153
  `;
144
154
  }
155
+ wgsl += instanceAttrs;
145
156
  wgsl += `};
146
157
  `;
147
158
  return wgsl;
@@ -187,11 +198,33 @@ function buildShaderMaterialRenderables(scene, meshes) {
187
198
  }
188
199
  return { renderables, rebuildSingle };
189
200
  }
201
+ async function buildShaderGroup(scene, meshes) {
202
+ if (!meshes.some((m) => !!m.thinInstances)) {
203
+ return buildShaderMaterialRenderables(scene, meshes);
204
+ }
205
+ const mod = await import("./shader-thin-instance-DuBotxDO.js");
206
+ const cull = meshes.some((m) => {
207
+ var _a;
208
+ return !!((_a = m.thinInstances) == null ? void 0 : _a._gpuCullingEnabled);
209
+ }) ? await import("./thin-instance-cull-binding-DWKUt5ZN.js") : void 0;
210
+ return mod.buildShaderRenderablesWithInstancing(
211
+ scene,
212
+ meshes,
213
+ buildShaderMaterialRenderables,
214
+ createPacket,
215
+ updatePacket,
216
+ updateCustomUbo,
217
+ getAttrBuffer,
218
+ getOrCreateShaderPipeline,
219
+ getOrCreateShaderPipelineBindings,
220
+ cull
221
+ );
222
+ }
190
223
  function buildSingleShaderRenderable(scene, mesh, material, isOverride) {
191
224
  return buildMaterialRenderables(scene, material, [mesh], isOverride)[0];
192
225
  }
193
226
  function buildMaterialRenderables(scene, material, meshes, isOverride = false) {
194
- const engine = scene.engine;
227
+ const engine = scene.surface.engine;
195
228
  const bindings = getOrCreateShaderPipelineBindings(engine, material);
196
229
  ensureCustomUbo(engine, material, bindings.customSpec);
197
230
  const packets = meshes.map((mesh) => createPacket(scene, material, bindings.systemSpec, mesh));
@@ -202,9 +235,9 @@ function buildMaterialRenderables(scene, material, meshes, isOverride = false) {
202
235
  return [createOpaqueRenderable(scene, material, packets, isOverride)];
203
236
  }
204
237
  function createPacket(scene, material, systemSpec, mesh) {
205
- const engine = scene.engine;
238
+ const engine = scene.surface.engine;
206
239
  const systemUBO = createEmptyUniformBuffer(engine, systemSpec._totalBytes, "shader-system-ubo");
207
- const systemData = new Float32Array(systemSpec._totalBytes / 4);
240
+ const systemData = new F32(systemSpec._totalBytes / 4);
208
241
  writeSystemUniforms(systemData, systemSpec, material, mesh, scene.camera, engine.canvas.width || 1, engine.canvas.height || 1);
209
242
  engine._device.queue.writeBuffer(systemUBO, 0, systemData);
210
243
  const packet = {
@@ -228,7 +261,7 @@ function createOpaqueRenderable(scene, material, packets, isOverride) {
228
261
  }
229
262
  }
230
263
  const update = (context) => {
231
- updateCustomUbo(scene.engine, material);
264
+ updateCustomUbo(scene.surface.engine, material);
232
265
  for (const packet of packets) {
233
266
  if (packet._disposed) {
234
267
  continue;
@@ -274,7 +307,7 @@ function createTransparentRenderable(scene, material, packet, isOverride) {
274
307
  if (!isOverride && packet.mesh.material !== material) {
275
308
  return;
276
309
  }
277
- updateCustomUbo(scene.engine, material);
310
+ updateCustomUbo(scene.surface.engine, material);
278
311
  updatePacket(scene, material, packet, context);
279
312
  const m = packet.mesh.worldMatrix;
280
313
  sortCenter[0] = m[12];
@@ -294,6 +327,7 @@ function createTransparentRenderable(scene, material, packet, isOverride) {
294
327
  const r = {
295
328
  order: packet.mesh.renderOrder ?? 200,
296
329
  isTransparent: true,
330
+ _transmissive: material.transmissive,
297
331
  mesh: packet.mesh,
298
332
  _worldCenter: sortCenter,
299
333
  bind(eng, sig) {
@@ -304,7 +338,7 @@ function createTransparentRenderable(scene, material, packet, isOverride) {
304
338
  return r;
305
339
  }
306
340
  function updatePacket(scene, material, packet, context) {
307
- const engine = scene.engine;
341
+ const engine = scene.surface.engine;
308
342
  const state = material;
309
343
  writeSystemUniforms(packet.systemData, state._shaderBindings.systemSpec, material, packet.mesh, context._camera ?? scene.camera, context.targetWidth, context.targetHeight);
310
344
  engine._device.queue.writeBuffer(packet.systemUBO, 0, packet.systemData);
@@ -354,7 +388,7 @@ function updateCustomUbo(engine, material) {
354
388
  if (!customSpec || !customUbo || !customData || state._shaderCustomVersion === material._uniformVersion) {
355
389
  return;
356
390
  }
357
- const bytes = new Uint8Array(customData);
391
+ const bytes = new U8(customData);
358
392
  bytes.fill(0);
359
393
  for (const [name, slot] of material._uniformValues) {
360
394
  if (_isShaderSystemUniform(name)) {
@@ -370,14 +404,14 @@ function updateCustomUbo(engine, material) {
370
404
  }
371
405
  function writeTypedValue(data, offset, type, value) {
372
406
  if (type === "u32") {
373
- new Uint32Array(data, offset, 1)[0] = value[0];
407
+ new U32(data, offset, 1)[0] = value[0];
374
408
  return;
375
409
  }
376
410
  if (type === "i32") {
377
- new Int32Array(data, offset, 1)[0] = value[0];
411
+ new I32(data, offset, 1)[0] = value[0];
378
412
  return;
379
413
  }
380
- new Float32Array(data, offset, value.length).set(value);
414
+ new F32(data, offset, value.length).set(value);
381
415
  }
382
416
  function createShaderBindGroup(engine, material, systemUBO) {
383
417
  const bindings = getOrCreateShaderPipelineBindings(engine, material);
@@ -505,7 +539,7 @@ function getZeroAttrBuffer(engine, gpu, name) {
505
539
  }
506
540
  const vertexCount = gpu.positionBuffer.size / 12;
507
541
  const stride = name === "uv" || name === "uv2" ? 8 : name === "normal" ? 12 : 16;
508
- const buffer = engine._device.createBuffer({ label: `shader-zero-${name}`, size: vertexCount * stride, usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST });
542
+ const buffer = engine._device.createBuffer({ label: `shader-zero-${name}`, size: vertexCount * stride, usage: BU.VERTEX | BU.COPY_DST });
509
543
  cache.set(name, buffer);
510
544
  return buffer;
511
545
  }
@@ -526,6 +560,7 @@ function getAttrBuffer(engine, gpu, name) {
526
560
  }
527
561
  }
528
562
  export {
563
+ buildShaderGroup,
529
564
  buildShaderMaterialRenderables
530
565
  };
531
- //# sourceMappingURL=shader-renderable-D-6796KR.js.map
566
+ //# sourceMappingURL=shader-renderable-D7-RyVxa.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader-renderable-D7-RyVxa.js","sources":["../src/material/shader/shader-pipeline.ts","../src/material/shader/shader-renderable.ts"],"sourcesContent":["import { SS } from \"../../engine/gpu-flags.js\";\nimport type { EngineContext } from \"../../engine/engine.js\";\nimport type { RenderTargetSignature } from \"../../engine/render-target.js\";\nimport { targetSignatureKey } from \"../../engine/render-target.js\";\nimport { getSceneBindGroupLayout } from \"../../render/scene-helpers.js\";\nimport { SCENE_UBO_WGSL } from \"../../shader/scene-uniforms.js\";\nimport { computeUboLayout } from \"../../shader/ubo-layout.js\";\nimport type { UboField, UboSpec } from \"../../shader/fragment-types.js\";\nimport type { ShaderAttributeName, ShaderMaterial, ShaderSamplerDecl, ShaderUniformDecl } from \"./shader-material.js\";\nimport { _isShaderSystemUniform } from \"./shader-material.js\";\n\nexport interface ShaderPipelineBindings {\n readonly group1BGL: GPUBindGroupLayout;\n readonly systemSpec: UboSpec;\n readonly customSpec: UboSpec | null;\n readonly vertexBuffers: readonly GPUVertexBufferLayout[];\n readonly pipelines: Map<string, GPURenderPipeline>;\n}\n\ninterface ShaderMaterialPipelineState extends ShaderMaterial {\n _shaderDevice?: GPUDevice;\n _shaderBindings?: ShaderPipelineBindings;\n _shaderCustomUbo?: GPUBuffer | null;\n _shaderCustomSpec?: UboSpec | null;\n _shaderCustomData?: ArrayBuffer | null;\n _shaderCustomVersion?: number;\n}\n\nconst SHADER_STAGE_ALL = SS.VERTEX | SS.FRAGMENT;\n\nexport function getOrCreateShaderPipelineBindings(engine: EngineContext, material: ShaderMaterial): ShaderPipelineBindings {\n const state = material as ShaderMaterialPipelineState;\n if (state._shaderBindings && state._shaderDevice === engine._device) {\n return state._shaderBindings;\n }\n\n state._shaderDevice = engine._device;\n const systemFields = material.uniformDecls.filter((u) => _isShaderSystemUniform(u.name)).map(toUboField);\n const customFields = material.uniformDecls.filter((u) => !_isShaderSystemUniform(u.name)).map(toUboField);\n const systemSpec = computeUboLayout(systemFields.length > 0 ? systemFields : [{ _name: \"_pad\", _type: \"vec4<f32>\" }]);\n const customSpec = customFields.length > 0 ? computeUboLayout(customFields) : null;\n const group1BGL = engine._device.createBindGroupLayout({\n label: \"shader-material-group1\",\n entries: buildBindGroupLayoutEntries(material.samplerDecls, customSpec !== null),\n });\n const bindings: ShaderPipelineBindings = {\n group1BGL,\n systemSpec,\n customSpec,\n vertexBuffers: material.attributes.map(attributeLayout),\n pipelines: new Map(),\n };\n state._shaderBindings = bindings;\n state._shaderCustomSpec = customSpec;\n state._shaderCustomUbo = null;\n state._shaderCustomData = null;\n state._shaderCustomVersion = -1;\n return bindings;\n}\n\nexport function getOrCreateShaderPipeline(\n engine: EngineContext,\n sig: RenderTargetSignature,\n material: ShaderMaterial,\n bindings: ShaderPipelineBindings,\n variantKey = \"\",\n vertexBuffers: readonly GPUVertexBufferLayout[] = bindings.vertexBuffers,\n instanceAttrs = \"\"\n): GPURenderPipeline {\n // `variantKey`, `vertexBuffers` and `instanceAttrs` default to the\n // non-instanced pipeline — byte-for-byte identical behaviour to before\n // instancing existed. The dynamically-imported thin-instance module is the\n // only caller that passes non-default values, so no instancing logic runs\n // for non-instanced scenes.\n const key = `${targetSignatureKey(sig)}${variantKey}`;\n const cached = bindings.pipelines.get(key);\n if (cached) {\n return cached;\n }\n const device = engine._device;\n const prelude = buildShaderPrelude(material, bindings.systemSpec, bindings.customSpec, instanceAttrs);\n const vertModule = device.createShaderModule({ label: `${material.name ?? \"shader\"}-vertex`, code: `${prelude}\\n${material.vertexSource}` });\n const fragModule = sig._colorFormat ? device.createShaderModule({ label: `${material.name ?? \"shader\"}-fragment`, code: `${prelude}\\n${material.fragmentSource}` }) : null;\n const colorTarget: GPUColorTargetState | null = sig._colorFormat\n ? {\n format: sig._colorFormat,\n ...(material.needAlphaBlending\n ? {\n blend:\n material.blendMode === \"additive\"\n ? ({\n color: { srcFactor: \"src-alpha\", dstFactor: \"one\", operation: \"add\" },\n alpha: { srcFactor: \"one\", dstFactor: \"one\", operation: \"add\" },\n } satisfies GPUBlendState)\n : ({\n color: { srcFactor: \"src-alpha\", dstFactor: \"one-minus-src-alpha\", operation: \"add\" },\n alpha: { srcFactor: \"one\", dstFactor: \"one-minus-src-alpha\", operation: \"add\" },\n } satisfies GPUBlendState),\n }\n : {}),\n }\n : null;\n\n const pipeline = device.createRenderPipeline({\n label: `${material.name ?? \"shader\"}-pipeline`,\n layout: device.createPipelineLayout({ bindGroupLayouts: [getSceneBindGroupLayout(engine), bindings.group1BGL] }),\n vertex: { module: vertModule, entryPoint: \"mainVertex\", buffers: vertexBuffers as GPUVertexBufferLayout[] },\n ...(fragModule && colorTarget ? { fragment: { module: fragModule, entryPoint: \"mainFragment\", targets: [colorTarget] } } : {}),\n ...(sig._depthStencilFormat\n ? {\n depthStencil: {\n format: sig._depthStencilFormat,\n // The target's declared depth convention wins over the material default: a depth-only\n // caster authored for the forward-Z shadow map (\"less-equal\") must still depth-test\n // correctly when drawn into a reverse-Z camera depth prepass that declares\n // \"greater-equal\" — otherwise every fragment fails against the 0-cleared buffer.\n depthCompare: sig._depthCompare ?? material.depthCompare,\n depthWriteEnabled: material.needAlphaBlending ? false : material.depthWrite,\n ...(material.depthBias ? { depthBias: material.depthBias } : {}),\n ...(material.depthBiasSlopeScale ? { depthBiasSlopeScale: material.depthBiasSlopeScale } : {}),\n },\n }\n : {}),\n multisample: { count: sig._sampleCount },\n primitive: { topology: \"triangle-list\", cullMode: material.backFaceCulling ? \"back\" : \"none\", frontFace: \"ccw\" },\n });\n bindings.pipelines.set(key, pipeline);\n return pipeline;\n}\n\nfunction toUboField(decl: ShaderUniformDecl): UboField {\n return { _name: decl.name, _type: decl.type };\n}\n\nfunction buildBindGroupLayoutEntries(samplers: readonly ShaderSamplerDecl[], hasCustomUbo: boolean): GPUBindGroupLayoutEntry[] {\n const entries: GPUBindGroupLayoutEntry[] = [{ binding: 0, visibility: SHADER_STAGE_ALL, buffer: { type: \"uniform\" } }];\n let nextBinding = 1;\n if (hasCustomUbo) {\n entries.push({ binding: nextBinding++, visibility: SHADER_STAGE_ALL, buffer: { type: \"uniform\" } });\n }\n for (const sampler of samplers) {\n const isArray = sampler.viewDimension === \"2d-array\";\n const sampleType = sampler.comparison === true ? \"depth\" : (sampler.sampleType ?? \"float\");\n entries.push({\n binding: nextBinding++,\n visibility: SHADER_STAGE_ALL,\n texture: {\n sampleType,\n viewDimension: isArray ? \"2d-array\" : \"2d\",\n },\n });\n entries.push({\n binding: nextBinding++,\n visibility: SHADER_STAGE_ALL,\n sampler: { type: sampler.comparison === true ? \"comparison\" : sampleType === \"float\" ? \"filtering\" : \"non-filtering\" },\n });\n }\n return entries;\n}\n\nfunction attributeLayout(name: ShaderAttributeName, shaderLocation: number): GPUVertexBufferLayout {\n switch (name) {\n case \"position\":\n case \"normal\":\n return { arrayStride: 12, attributes: [{ shaderLocation, offset: 0, format: \"float32x3\" }] };\n case \"uv\":\n case \"uv2\":\n return { arrayStride: 8, attributes: [{ shaderLocation, offset: 0, format: \"float32x2\" }] };\n case \"tangent\":\n case \"color\":\n return { arrayStride: 16, attributes: [{ shaderLocation, offset: 0, format: \"float32x4\" }] };\n }\n}\n\nfunction buildShaderPrelude(material: ShaderMaterial, systemSpec: UboSpec, customSpec: UboSpec | null, instanceAttrs = \"\"): string {\n let wgsl = `${SCENE_UBO_WGSL}\nstruct ShaderSystemUniforms {\n${systemSpec._structBody}\n}\n@group(1) @binding(0) var<uniform> shaderSystem: ShaderSystemUniforms;\n`;\n if (customSpec) {\n wgsl += `struct ShaderUniforms {\n${customSpec._structBody}\n}\n@group(1) @binding(1) var<uniform> shaderUniforms: ShaderUniforms;\n`;\n }\n let nextBinding = customSpec ? 2 : 1;\n for (const sampler of material.samplerDecls) {\n const isArray = sampler.viewDimension === \"2d-array\";\n const isDepth = sampler.comparison === true || sampler.sampleType === \"depth\";\n const texType = isDepth ? (isArray ? \"texture_depth_2d_array\" : \"texture_depth_2d\") : isArray ? \"texture_2d_array<f32>\" : \"texture_2d<f32>\";\n const samplerType = sampler.comparison === true ? \"sampler_comparison\" : \"sampler\";\n wgsl += `@group(1) @binding(${nextBinding++}) var ${sampler.name}: ${texType};\n@group(1) @binding(${nextBinding++}) var ${sampler.name}Sampler: ${samplerType};\n`;\n }\n for (const define of material.defines) {\n wgsl += `const ${define.name}: ${typeof define.value === \"boolean\" ? \"bool\" : \"f32\"} = ${formatDefineValue(define.value)};\n`;\n }\n wgsl += `struct VertexInput {\n`;\n for (let i = 0; i < material.attributes.length; i++) {\n const attr = material.attributes[i]!;\n wgsl += `@location(${i}) ${attr}: ${attributeWgslType(attr)},\n`;\n }\n wgsl += instanceAttrs;\n wgsl += `};\n`;\n return wgsl;\n}\n\nfunction formatDefineValue(value: boolean | number): string {\n if (typeof value === \"boolean\") {\n return value ? \"true\" : \"false\";\n }\n if (Number.isInteger(value)) {\n return `${value}.0`;\n }\n return String(value);\n}\n\nfunction attributeWgslType(name: ShaderAttributeName): string {\n switch (name) {\n case \"position\":\n case \"normal\":\n return \"vec3<f32>\";\n case \"uv\":\n case \"uv2\":\n return \"vec2<f32>\";\n case \"tangent\":\n case \"color\":\n return \"vec4<f32>\";\n }\n}\n","import { F32, U32, I32, U8 } from \"../../engine/typed-arrays.js\";\nimport { BU } from \"../../engine/gpu-flags.js\";\nimport type { EngineContext } from \"../../engine/engine.js\";\nimport type { SceneContext } from \"../../scene/scene.js\";\nimport type { Mesh, MeshGPU } from \"../../mesh/mesh.js\";\nimport type { MeshGroupBuildResult, Renderable, DrawUpdateContext } from \"../../render/renderable.js\";\nimport type { Material } from \"../material.js\";\nimport type { Texture2D } from \"../../texture/texture-2d.js\";\nimport { createEmptyUniformBuffer } from \"../../resource/gpu-buffers.js\";\nimport { acquireTexture, releaseTexture } from \"../../resource/gpu-pool.js\";\nimport { getEffectiveAspectRatio, getProjectionMatrix, getViewMatrix, getViewProjectionMatrix } from \"../../camera/camera.js\";\nimport type { Camera } from \"../../camera/camera.js\";\nimport { mat4MultiplyInto } from \"../../math/mat4-multiply-into.js\";\nimport type { UboSpec } from \"../../shader/fragment-types.js\";\nimport type { ShaderAttributeName, ShaderMaterial, ShaderUniformType } from \"./shader-material.js\";\nimport type { ShaderPipelineBindings } from \"./shader-pipeline.js\";\nimport { _isShaderSystemUniform } from \"./shader-material.js\";\nimport { getOrCreateShaderPipeline, getOrCreateShaderPipelineBindings } from \"./shader-pipeline.js\";\n\n/** @internal Exported as a type only (zero runtime bytes) for the dynamically-imported\n * thin-instance builder. */\nexport interface ShaderPacket {\n readonly mesh: Mesh;\n readonly systemUBO: GPUBuffer;\n readonly systemData: Float32Array;\n /** @internal */\n _bindGroup: GPUBindGroup;\n /** @internal */\n _lastResourceVersion: number;\n /** @internal */\n _boundTextures: Texture2D[];\n /** @internal Set when the owning mesh is removed and this packet's GPU resources are\n * destroyed. A combined (multi-mesh) renderable keeps every packet in its\n * closure, so update()/draw() must skip disposed packets to avoid writing to\n * or submitting an already-destroyed systemUBO / vertex buffer. */\n _disposed?: boolean;\n /** @internal Back-reference to the combined renderable's packet array, so disposal can\n * splice this packet out and stop retaining/iterating dead chunk state every\n * frame (set only for merged opaque renderables). */\n _owner?: ShaderPacket[];\n}\n\ninterface ShaderMaterialRenderState extends ShaderMaterial {\n _shaderBindings?: ShaderPipelineBindings;\n _shaderCustomUbo?: GPUBuffer | null;\n _shaderCustomSpec?: UboSpec | null;\n _shaderCustomData?: ArrayBuffer | null;\n _shaderCustomVersion?: number;\n}\n\n/** @internal */\nexport type ShaderRenderPass = GPURenderPassEncoder | GPURenderBundleEncoder;\n\nexport function buildShaderMaterialRenderables(scene: SceneContext, meshes: Mesh[]): MeshGroupBuildResult {\n const renderables: Renderable[] = [];\n\n const rebuildSingle = (s: SceneContext, mesh: Mesh, materialOverride?: Material): Renderable =>\n buildSingleShaderRenderable(s, mesh, (materialOverride ?? mesh.material) as ShaderMaterial, materialOverride != null);\n\n const byMaterial = new Map<ShaderMaterial, Mesh[]>();\n for (const mesh of meshes) {\n const material = mesh.material as ShaderMaterial;\n let list = byMaterial.get(material);\n if (!list) {\n list = [];\n byMaterial.set(material, list);\n }\n list.push(mesh);\n }\n\n for (const [material, matMeshes] of byMaterial) {\n const built = buildMaterialRenderables(scene, material, matMeshes);\n renderables.push(...built);\n }\n\n return { renderables, rebuildSingle };\n}\n\n/** Async group entry point. Non-instanced ShaderMaterial scenes (the common case)\n * take the synchronous fast path and pull in zero instancing code. When at least\n * one mesh uses thin instances, the instancing module is dynamically imported and\n * the renderable helpers it needs are handed to it as positional arguments — NOT\n * module exports — so those helpers keep their mangled names in this chunk (an\n * export would de-mangle them, growing every ShaderMaterial scene's bundle). */\nexport async function buildShaderGroup(scene: SceneContext, meshes: Mesh[]): Promise<MeshGroupBuildResult> {\n if (!meshes.some((m) => !!m.thinInstances)) {\n return buildShaderMaterialRenderables(scene, meshes);\n }\n const mod = await import(\"./shader-thin-instance.js\");\n const cull = meshes.some((m) => !!m.thinInstances?._gpuCullingEnabled) ? await import(\"../../mesh/thin-instance-cull-binding.js\") : undefined;\n return mod.buildShaderRenderablesWithInstancing(\n scene,\n meshes,\n buildShaderMaterialRenderables,\n createPacket,\n updatePacket,\n updateCustomUbo,\n getAttrBuffer,\n getOrCreateShaderPipeline,\n getOrCreateShaderPipelineBindings,\n cull\n );\n}\n\nfunction buildSingleShaderRenderable(scene: SceneContext, mesh: Mesh, material: ShaderMaterial, isOverride: boolean): Renderable {\n return buildMaterialRenderables(scene, material, [mesh], isOverride)[0]!;\n}\n\nfunction buildMaterialRenderables(scene: SceneContext, material: ShaderMaterial, meshes: readonly Mesh[], isOverride = false): Renderable[] {\n const engine = scene.surface.engine;\n const bindings = getOrCreateShaderPipelineBindings(engine, material);\n ensureCustomUbo(engine, material, bindings.customSpec);\n const packets = meshes.map((mesh) => createPacket(scene, material, bindings.systemSpec, mesh));\n const isTransparent = material.needAlphaBlending;\n if (isTransparent) {\n return packets.map((packet) => createTransparentRenderable(scene, material, packet, isOverride));\n }\n return [createOpaqueRenderable(scene, material, packets, isOverride)];\n}\n\nfunction createPacket(scene: SceneContext, material: ShaderMaterial, systemSpec: UboSpec, mesh: Mesh): ShaderPacket {\n const engine = scene.surface.engine;\n const systemUBO = createEmptyUniformBuffer(engine, systemSpec._totalBytes, \"shader-system-ubo\");\n const systemData = new F32(systemSpec._totalBytes / 4);\n writeSystemUniforms(systemData, systemSpec, material, mesh, scene.camera, engine.canvas.width || 1, engine.canvas.height || 1);\n engine._device.queue.writeBuffer(systemUBO, 0, systemData);\n const packet: ShaderPacket = {\n mesh,\n systemUBO,\n systemData,\n _bindGroup: createShaderBindGroup(engine, material, systemUBO),\n _lastResourceVersion: material._resourceVersion,\n _boundTextures: collectShaderTextures(material),\n };\n for (const tex of packet._boundTextures) {\n acquireTexture(tex);\n }\n registerMeshTextureDisposer(scene, mesh, packet);\n return packet;\n}\n\nfunction createOpaqueRenderable(scene: SceneContext, material: ShaderMaterial, packets: readonly ShaderPacket[], isOverride: boolean): Renderable {\n // Only merged renderables (>1 mesh) can outlive an individual packet's mesh,\n // so give those packets a back-reference enabling disposal-time compaction.\n if (packets.length > 1) {\n for (const packet of packets) {\n packet._owner = packets as ShaderPacket[];\n }\n }\n const update = (context: DrawUpdateContext): void => {\n updateCustomUbo(scene.surface.engine, material);\n for (const packet of packets) {\n if (packet._disposed) {\n continue;\n }\n if (!isOverride && packet.mesh.material !== material) {\n continue;\n }\n updatePacket(scene, material, packet, context);\n }\n };\n const draw = (pass: ShaderRenderPass, engine: EngineContext): number => {\n let draws = 0;\n for (const packet of packets) {\n if (packet._disposed) {\n continue;\n }\n if (!isOverride && packet.mesh.material !== material) {\n continue;\n }\n drawPacket(pass, engine, material, packet);\n draws++;\n }\n return draws;\n };\n const r: Renderable = {\n order: packets.length === 1 ? (packets[0]!.mesh.renderOrder ?? 100) : Math.min(...packets.map((p) => p.mesh.renderOrder ?? 100)),\n isTransparent: false,\n mesh: packets.length === 1 ? packets[0]!.mesh : undefined,\n bind(eng, sig) {\n const bindings = getOrCreateShaderPipelineBindings(eng, material);\n return { renderable: r, pipeline: getOrCreateShaderPipeline(eng, sig, material, bindings), update, draw: (pass) => draw(pass, eng) };\n },\n };\n return r;\n}\n\nfunction createTransparentRenderable(scene: SceneContext, material: ShaderMaterial, packet: ShaderPacket, isOverride: boolean): Renderable {\n const wm = packet.mesh.worldMatrix as unknown as ArrayLike<number>;\n const sortCenter: [number, number, number] = [wm[12]!, wm[13]!, wm[14]!];\n const update = (context: DrawUpdateContext): void => {\n if (packet._disposed) {\n return;\n }\n if (!isOverride && packet.mesh.material !== material) {\n return;\n }\n updateCustomUbo(scene.surface.engine, material);\n updatePacket(scene, material, packet, context);\n const m = packet.mesh.worldMatrix as unknown as ArrayLike<number>;\n sortCenter[0] = m[12]!;\n sortCenter[1] = m[13]!;\n sortCenter[2] = m[14]!;\n };\n const draw = (pass: ShaderRenderPass, engine: EngineContext): number => {\n if (packet._disposed) {\n return 0;\n }\n if (!isOverride && packet.mesh.material !== material) {\n return 0;\n }\n drawPacket(pass, engine, material, packet);\n return 1;\n };\n const r: Renderable = {\n order: packet.mesh.renderOrder ?? 200,\n isTransparent: true,\n _transmissive: material.transmissive,\n mesh: packet.mesh,\n _worldCenter: sortCenter,\n bind(eng, sig) {\n const bindings = getOrCreateShaderPipelineBindings(eng, material);\n return { renderable: r, pipeline: getOrCreateShaderPipeline(eng, sig, material, bindings), update, draw: (pass) => draw(pass, eng) };\n },\n };\n return r;\n}\n\nfunction updatePacket(scene: SceneContext, material: ShaderMaterial, packet: ShaderPacket, context: DrawUpdateContext): void {\n const engine = scene.surface.engine;\n const state = material as ShaderMaterialRenderState;\n writeSystemUniforms(packet.systemData, state._shaderBindings!.systemSpec, material, packet.mesh, context._camera ?? scene.camera, context.targetWidth, context.targetHeight);\n engine._device.queue.writeBuffer(packet.systemUBO, 0, packet.systemData as Float32Array<ArrayBuffer>);\n if (packet._lastResourceVersion !== material._resourceVersion) {\n for (const tex of packet._boundTextures) {\n releaseTexture(tex);\n }\n packet._bindGroup = createShaderBindGroup(engine, material, packet.systemUBO);\n packet._boundTextures = collectShaderTextures(material);\n for (const tex of packet._boundTextures) {\n acquireTexture(tex);\n }\n packet._lastResourceVersion = material._resourceVersion;\n }\n}\n\nfunction drawPacket(pass: ShaderRenderPass, engine: EngineContext, material: ShaderMaterial, packet: ShaderPacket): void {\n const gpu = packet.mesh._gpu;\n for (let i = 0; i < material.attributes.length; i++) {\n pass.setVertexBuffer(i, getAttrBuffer(engine, gpu, material.attributes[i]!));\n }\n pass.setIndexBuffer(gpu.indexBuffer, gpu.indexFormat);\n pass.setBindGroup(1, packet._bindGroup);\n pass.drawIndexed(gpu.indexCount);\n}\n\nfunction ensureCustomUbo(engine: EngineContext, material: ShaderMaterial, customSpec: UboSpec | null): void {\n const state = material as ShaderMaterialRenderState;\n if (!customSpec) {\n state._shaderCustomUbo = null;\n state._shaderCustomData = null;\n state._shaderCustomVersion = material._uniformVersion;\n return;\n }\n if (state._shaderCustomUbo && state._shaderCustomData) {\n updateCustomUbo(engine, material);\n return;\n }\n state._shaderCustomUbo = createEmptyUniformBuffer(engine, customSpec._totalBytes, \"shader-custom-ubo\");\n state._shaderCustomData = new ArrayBuffer(customSpec._totalBytes);\n state._shaderCustomVersion = -1;\n updateCustomUbo(engine, material);\n}\n\nfunction updateCustomUbo(engine: EngineContext, material: ShaderMaterial): void {\n const state = material as ShaderMaterialRenderState;\n const customSpec = state._shaderCustomSpec;\n const customUbo = state._shaderCustomUbo;\n const customData = state._shaderCustomData;\n if (!customSpec || !customUbo || !customData || state._shaderCustomVersion === material._uniformVersion) {\n return;\n }\n const bytes = new U8(customData);\n bytes.fill(0);\n for (const [name, slot] of material._uniformValues) {\n if (_isShaderSystemUniform(name)) {\n continue;\n }\n const offset = customSpec._offsets.get(name);\n if (offset !== undefined) {\n writeTypedValue(customData, offset, slot.decl.type, slot.value);\n }\n }\n engine._device.queue.writeBuffer(customUbo, 0, bytes);\n state._shaderCustomVersion = material._uniformVersion;\n}\n\nfunction writeTypedValue(data: ArrayBuffer, offset: number, type: ShaderUniformType, value: Float32Array): void {\n if (type === \"u32\") {\n new U32(data, offset, 1)[0] = value[0]!;\n return;\n }\n if (type === \"i32\") {\n new I32(data, offset, 1)[0] = value[0]!;\n return;\n }\n new F32(data, offset, value.length).set(value);\n}\n\nfunction createShaderBindGroup(engine: EngineContext, material: ShaderMaterial, systemUBO: GPUBuffer): GPUBindGroup {\n const bindings = getOrCreateShaderPipelineBindings(engine, material);\n const entries: GPUBindGroupEntry[] = [{ binding: 0, resource: { buffer: systemUBO } }];\n let nextBinding = 1;\n if (bindings.customSpec) {\n ensureCustomUbo(engine, material, bindings.customSpec);\n entries.push({ binding: nextBinding++, resource: { buffer: (material as ShaderMaterialRenderState)._shaderCustomUbo! } });\n }\n for (const sampler of material.samplerDecls) {\n const slot = material._textureSlots.get(sampler.name);\n const tex = slot?.current;\n if (!tex) {\n throw new Error(`ShaderMaterial: sampler \"${sampler.name}\" has no Texture2D. Call setShaderTexture() before rendering.`);\n }\n entries.push({ binding: nextBinding++, resource: tex.view }, { binding: nextBinding++, resource: tex.sampler });\n }\n return engine._device.createBindGroup({ label: \"shader-material-bg\", layout: bindings.group1BGL, entries });\n}\n\nfunction collectShaderTextures(material: ShaderMaterial): Texture2D[] {\n const textures: Texture2D[] = [];\n for (const slot of material._textureSlots.values()) {\n if (slot.current) {\n textures.push(slot.current);\n }\n }\n return textures;\n}\n\nfunction registerMeshTextureDisposer(scene: SceneContext, mesh: Mesh, packet: ShaderPacket): void {\n const list = scene._meshDisposables.get(mesh) ?? [];\n list.push(() => {\n packet._disposed = true;\n if (packet._owner) {\n const oi = packet._owner.indexOf(packet);\n if (oi >= 0) {\n packet._owner.splice(oi, 1);\n }\n packet._owner = undefined;\n }\n packet.systemUBO.destroy();\n for (const tex of packet._boundTextures) {\n releaseTexture(tex);\n }\n packet._boundTextures = [];\n });\n scene._meshDisposables.set(mesh, list);\n}\n\nfunction writeSystemUniforms(data: Float32Array, spec: UboSpec, material: ShaderMaterial, mesh: Mesh, camera: Camera | null, targetWidth: number, targetHeight: number): void {\n data.fill(0);\n const world = mesh.worldMatrix as unknown as Float32Array;\n const aspect = camera ? getEffectiveAspectRatio(camera, targetWidth, targetHeight) : 1;\n const view = camera ? (getViewMatrix(camera) as unknown as Float32Array) : null;\n const projection = camera ? (getProjectionMatrix(camera, aspect) as unknown as Float32Array) : null;\n const viewProjection = camera ? (getViewProjectionMatrix(camera, aspect) as unknown as Float32Array) : null;\n for (const uniform of material.uniformDecls) {\n if (!_isShaderSystemUniform(uniform.name)) {\n continue;\n }\n const offset = spec._offsets.get(uniform.name);\n if (offset === undefined) {\n continue;\n }\n const f = offset / 4;\n switch (uniform.name) {\n case \"world\":\n data.set(world, f);\n break;\n case \"view\":\n if (view) {\n data.set(view, f);\n }\n break;\n case \"projection\":\n if (projection) {\n data.set(projection, f);\n }\n break;\n case \"viewProjection\":\n if (viewProjection) {\n data.set(viewProjection, f);\n }\n break;\n case \"worldView\":\n if (view) {\n mat4MultiplyInto(data, f, view, 0, world, 0);\n }\n break;\n case \"worldViewProjection\":\n if (viewProjection) {\n mat4MultiplyInto(data, f, viewProjection, 0, world, 0);\n }\n break;\n case \"cameraPosition\":\n if (camera) {\n const wm = camera.worldMatrix as unknown as ArrayLike<number>;\n data[f] = wm[12]!;\n data[f + 1] = wm[13]!;\n data[f + 2] = wm[14]!;\n }\n break;\n case \"screenSize\":\n data[f] = targetWidth;\n data[f + 1] = targetHeight;\n break;\n case \"alphaCutoff\":\n data[f] = material._uniformValues.get(\"alphaCutoff\")?.value[0] ?? 0.4;\n break;\n }\n }\n}\n\nlet zeroAttrCache: WeakMap<object, Map<string, GPUBuffer>> | null = null;\n\nfunction getZeroAttrBuffer(engine: EngineContext, gpu: MeshGPU, name: string): GPUBuffer {\n if (!zeroAttrCache) {\n zeroAttrCache = new WeakMap();\n }\n let cache = zeroAttrCache.get(gpu as unknown as object);\n if (!cache) {\n cache = new Map();\n zeroAttrCache.set(gpu as unknown as object, cache);\n }\n const existing = cache.get(name);\n if (existing) {\n return existing;\n }\n const vertexCount = gpu.positionBuffer.size / 12;\n const stride = name === \"uv\" || name === \"uv2\" ? 8 : name === \"normal\" ? 12 : 16;\n const buffer = engine._device.createBuffer({ label: `shader-zero-${name}`, size: vertexCount * stride, usage: BU.VERTEX | BU.COPY_DST });\n 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@@ -0,0 +1,150 @@
1
+ import { syncThinInstanceBuffers } from "./thin-instance-gpu-BDdRcNAh.js";
2
+ function instanceVertexLayouts(baseLocation, hasColor) {
3
+ const layouts = [
4
+ {
5
+ arrayStride: 64,
6
+ stepMode: "instance",
7
+ attributes: [
8
+ { shaderLocation: baseLocation, offset: 0, format: "float32x4" },
9
+ { shaderLocation: baseLocation + 1, offset: 16, format: "float32x4" },
10
+ { shaderLocation: baseLocation + 2, offset: 32, format: "float32x4" },
11
+ { shaderLocation: baseLocation + 3, offset: 48, format: "float32x4" }
12
+ ]
13
+ }
14
+ ];
15
+ if (hasColor) {
16
+ layouts.push({
17
+ arrayStride: 16,
18
+ stepMode: "instance",
19
+ attributes: [{ shaderLocation: baseLocation + 4, offset: 0, format: "float32x4" }]
20
+ });
21
+ }
22
+ return layouts;
23
+ }
24
+ function instancePreludeAttributes(baseLocation, hasColor) {
25
+ let wgsl = `@location(${baseLocation}) world0: vec4<f32>,
26
+ @location(${baseLocation + 1}) world1: vec4<f32>,
27
+ @location(${baseLocation + 2}) world2: vec4<f32>,
28
+ @location(${baseLocation + 3}) world3: vec4<f32>,
29
+ `;
30
+ if (hasColor) {
31
+ wgsl += `@location(${baseLocation + 4}) instanceColor: vec4<f32>,
32
+ `;
33
+ }
34
+ return wgsl;
35
+ }
36
+ function createShaderInstancedRenderable(scene, material, packet, isOverride, h, cull) {
37
+ const isTransparent = material.needAlphaBlending;
38
+ const mesh = packet.mesh;
39
+ const ti = mesh.thinInstances;
40
+ const hasColor = !!ti.colors;
41
+ const baseLocation = material.attributes.length;
42
+ const instanceLayouts = instanceVertexLayouts(baseLocation, hasColor);
43
+ const instanceAttrs = instancePreludeAttributes(baseLocation, hasColor);
44
+ const variantKey = `|ti1c${hasColor ? 1 : 0}`;
45
+ const wm = mesh.worldMatrix;
46
+ const sortCenter = [wm[12], wm[13], wm[14]];
47
+ const update = (context) => {
48
+ if (packet._disposed) {
49
+ return;
50
+ }
51
+ if (!isOverride && mesh.material !== material) {
52
+ return;
53
+ }
54
+ h.updateCustomUbo(scene.surface.engine, material);
55
+ h.updatePacket(scene, material, packet, context);
56
+ if (isTransparent) {
57
+ const m = mesh.worldMatrix;
58
+ sortCenter[0] = m[12];
59
+ sortCenter[1] = m[13];
60
+ sortCenter[2] = m[14];
61
+ }
62
+ };
63
+ const draw = (pass, engine, cullBinding) => {
64
+ if (packet._disposed) {
65
+ return 0;
66
+ }
67
+ if (!isOverride && mesh.material !== material) {
68
+ return 0;
69
+ }
70
+ if (ti.count <= 0) {
71
+ return 0;
72
+ }
73
+ const gpu = mesh._gpu;
74
+ let slot = 0;
75
+ for (let i = 0; i < material.attributes.length; i++) {
76
+ pass.setVertexBuffer(slot++, h.getAttrBuffer(engine, gpu, material.attributes[i]));
77
+ }
78
+ slot = syncThinInstanceBuffers(engine, ti, pass, slot, hasColor, cullBinding == null ? void 0 : cullBinding.cullDrawBufs);
79
+ pass.setIndexBuffer(gpu.indexBuffer, gpu.indexFormat);
80
+ pass.setBindGroup(1, packet._bindGroup);
81
+ if (cullBinding) {
82
+ cullBinding.draw(pass, gpu.indexCount, ti.count);
83
+ } else {
84
+ pass.drawIndexed(gpu.indexCount, ti.count);
85
+ }
86
+ return 1;
87
+ };
88
+ const r = {
89
+ order: mesh.renderOrder ?? (isTransparent ? 200 : 100),
90
+ isTransparent,
91
+ mesh,
92
+ _worldCenter: sortCenter,
93
+ bind(eng, sig) {
94
+ const bindings = h.getOrCreateShaderPipelineBindings(eng, material);
95
+ const vertexBuffers = [...bindings.vertexBuffers, ...instanceLayouts];
96
+ const pipeline = h.getOrCreateShaderPipeline(eng, sig, material, bindings, variantKey, vertexBuffers, instanceAttrs);
97
+ const cb = cull == null ? void 0 : cull.tryBind(r, scene, mesh, eng, hasColor, isTransparent, update);
98
+ return {
99
+ renderable: r,
100
+ pipeline,
101
+ update: cb ? cb.update : update,
102
+ draw: (pass) => draw(pass, eng, cb)
103
+ };
104
+ }
105
+ };
106
+ r._direct = true;
107
+ return r;
108
+ }
109
+ function buildInstancedSingle(scene, mesh, material, isOverride, h, cull) {
110
+ const bindings = h.getOrCreateShaderPipelineBindings(scene.surface.engine, material);
111
+ const packet = h.createPacket(scene, material, bindings.systemSpec, mesh);
112
+ return createShaderInstancedRenderable(scene, material, packet, isOverride, h, cull);
113
+ }
114
+ function buildShaderRenderablesWithInstancing(scene, meshes, buildPlain, createPacket, updatePacket, updateCustomUbo, getAttrBuffer, getOrCreateShaderPipeline, getOrCreateShaderPipelineBindings, cull) {
115
+ const h = { buildPlain, createPacket, updatePacket, updateCustomUbo, getAttrBuffer, getOrCreateShaderPipeline, getOrCreateShaderPipelineBindings };
116
+ const instanced = [];
117
+ const plain = [];
118
+ for (const mesh of meshes) {
119
+ if (mesh.thinInstances) {
120
+ instanced.push(mesh);
121
+ } else {
122
+ plain.push(mesh);
123
+ }
124
+ }
125
+ const renderables = [];
126
+ let plainRebuild;
127
+ if (plain.length > 0) {
128
+ const plainResult = buildPlain(scene, plain);
129
+ renderables.push(...plainResult.renderables);
130
+ plainRebuild = plainResult.rebuildSingle;
131
+ }
132
+ for (const mesh of instanced) {
133
+ renderables.push(buildInstancedSingle(scene, mesh, mesh.material, false, h, cull));
134
+ }
135
+ const rebuildSingle = (s, mesh, materialOverride) => {
136
+ const material = materialOverride ?? mesh.material;
137
+ if (mesh.thinInstances) {
138
+ return buildInstancedSingle(s, mesh, material, materialOverride != null, h, cull);
139
+ }
140
+ if (plainRebuild) {
141
+ return plainRebuild(s, mesh, materialOverride);
142
+ }
143
+ return buildPlain(s, [mesh]).rebuildSingle(s, mesh, materialOverride);
144
+ };
145
+ return { renderables, rebuildSingle };
146
+ }
147
+ export {
148
+ buildShaderRenderablesWithInstancing
149
+ };
150
+ //# sourceMappingURL=shader-thin-instance-DuBotxDO.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader-thin-instance-DuBotxDO.js","sources":["../src/material/shader/shader-thin-instance.ts"],"sourcesContent":["/** ShaderMaterial thin-instance support — dynamically imported ONLY when a\n * ShaderMaterial scene actually uses thin instances, so non-instanced scenes pull\n * in zero extra bytes and the shared `shader-renderable.ts` / `shader-pipeline.ts`\n * chunks stay identical to their non-instanced form.\n *\n * The renderable helpers this module needs (packet create/update, attribute\n * buffers, pipeline builders, the plain-mesh builder) are passed in as positional\n * arguments by `buildShaderGroup`, NOT imported. Importing them would force the\n * shared chunk to export them, which de-mangles their names and grows every\n * ShaderMaterial scene's bundle. As parameters they keep their mangled identity in\n * the shared chunk and are only named here, in this culling/instancing-only chunk.\n *\n * The instance buffer layout MUST match the buffers produced by\n * `thin-instance-gpu.ts` (matrix buffer arrayStride 64, 4x float32x4 at offsets\n * 0/16/32/48; color buffer arrayStride 16, float32x4 at offset 0). */\n\nimport type { EngineContext } from \"../../engine/engine.js\";\nimport type { SceneContext } from \"../../scene/scene.js\";\nimport type { Material } from \"../material.js\";\nimport type { Mesh, MeshGPU } from \"../../mesh/mesh.js\";\nimport type { RenderTargetSignature } from \"../../engine/render-target.js\";\nimport type { UboSpec } from \"../../shader/fragment-types.js\";\nimport type { DrawUpdateContext, MeshGroupBuildResult, Renderable } from \"../../render/renderable.js\";\nimport type { ShaderAttributeName, ShaderMaterial } from \"./shader-material.js\";\nimport type { ShaderPipelineBindings } from \"./shader-pipeline.js\";\nimport type { ShaderPacket, ShaderRenderPass } from \"./shader-renderable.js\";\nimport { syncThinInstanceBuffers } from \"../../mesh/thin-instance-gpu.js\";\n\ntype CullModule = typeof import(\"../../mesh/thin-instance-cull-binding.js\");\n\n/** The shader-renderable helpers handed in positionally by `buildShaderGroup`. */\ninterface ShaderHelpers {\n buildPlain: (scene: SceneContext, meshes: Mesh[]) => MeshGroupBuildResult;\n createPacket: (scene: SceneContext, material: ShaderMaterial, systemSpec: UboSpec, mesh: Mesh) => ShaderPacket;\n updatePacket: (scene: SceneContext, material: ShaderMaterial, packet: ShaderPacket, context: DrawUpdateContext) => void;\n updateCustomUbo: (engine: EngineContext, material: ShaderMaterial) => void;\n getAttrBuffer: (engine: EngineContext, gpu: MeshGPU, name: ShaderAttributeName) => GPUBuffer;\n getOrCreateShaderPipeline: (\n engine: EngineContext,\n sig: RenderTargetSignature,\n material: ShaderMaterial,\n bindings: ShaderPipelineBindings,\n variantKey?: string,\n vertexBuffers?: readonly GPUVertexBufferLayout[],\n instanceAttrs?: string\n ) => GPURenderPipeline;\n getOrCreateShaderPipelineBindings: (engine: EngineContext, material: ShaderMaterial) => ShaderPipelineBindings;\n}\n\n/** Instance vertex buffer layouts. `baseLocation` is the first free shader\n * location after the material's own attributes. */\nfunction instanceVertexLayouts(baseLocation: number, hasColor: boolean): GPUVertexBufferLayout[] {\n const layouts: GPUVertexBufferLayout[] = [\n {\n arrayStride: 64,\n stepMode: \"instance\",\n attributes: [\n { shaderLocation: baseLocation, offset: 0, format: \"float32x4\" },\n { shaderLocation: baseLocation + 1, offset: 16, format: \"float32x4\" },\n { shaderLocation: baseLocation + 2, offset: 32, format: \"float32x4\" },\n { shaderLocation: baseLocation + 3, offset: 48, format: \"float32x4\" },\n ],\n },\n ];\n if (hasColor) {\n layouts.push({\n arrayStride: 16,\n stepMode: \"instance\",\n attributes: [{ shaderLocation: baseLocation + 4, offset: 0, format: \"float32x4\" }],\n });\n }\n return layouts;\n}\n\n/** WGSL lines appended inside `VertexInput` for instanced variants. */\nfunction instancePreludeAttributes(baseLocation: number, hasColor: boolean): string {\n let wgsl = `@location(${baseLocation}) world0: vec4<f32>,\n@location(${baseLocation + 1}) world1: vec4<f32>,\n@location(${baseLocation + 2}) world2: vec4<f32>,\n@location(${baseLocation + 3}) world3: vec4<f32>,\n`;\n if (hasColor) {\n wgsl += `@location(${baseLocation + 4}) instanceColor: vec4<f32>,\n`;\n }\n return wgsl;\n}\n\n/** Build ONE thin-instance renderable for a ShaderMaterial mesh (opaque or\n * transparent). Marked `_direct` so instance buffers are re-bound fresh each\n * frame; this also prepares the renderable for opaque-only GPU culling. */\nfunction createShaderInstancedRenderable(\n scene: SceneContext,\n material: ShaderMaterial,\n packet: ShaderPacket,\n isOverride: boolean,\n h: ShaderHelpers,\n cull?: CullModule\n): Renderable {\n const isTransparent = material.needAlphaBlending;\n const mesh = packet.mesh;\n const ti = mesh.thinInstances!;\n const hasColor = !!ti.colors;\n const baseLocation = material.attributes.length;\n const instanceLayouts = instanceVertexLayouts(baseLocation, hasColor);\n const instanceAttrs = instancePreludeAttributes(baseLocation, hasColor);\n const variantKey = `|ti1c${hasColor ? 1 : 0}`;\n const wm = mesh.worldMatrix as unknown as ArrayLike<number>;\n const sortCenter: [number, number, number] = [wm[12]!, wm[13]!, wm[14]!];\n const update = (context: DrawUpdateContext): void => {\n if (packet._disposed) {\n return;\n }\n if (!isOverride && mesh.material !== material) {\n return;\n }\n h.updateCustomUbo(scene.surface.engine, material);\n h.updatePacket(scene, material, packet, context);\n if (isTransparent) {\n const m = mesh.worldMatrix as unknown as ArrayLike<number>;\n sortCenter[0] = m[12]!;\n sortCenter[1] = m[13]!;\n sortCenter[2] = m[14]!;\n }\n };\n const draw = (pass: ShaderRenderPass, engine: EngineContext, cullBinding?: import(\"../../mesh/thin-instance-cull-binding.js\").TiCullBinding): number => {\n if (packet._disposed) {\n return 0;\n }\n if (!isOverride && mesh.material !== material) {\n return 0;\n }\n if (ti.count <= 0) {\n return 0;\n }\n const gpu = mesh._gpu;\n let slot = 0;\n for (let i = 0; i < material.attributes.length; i++) {\n pass.setVertexBuffer(slot++, h.getAttrBuffer(engine, gpu, material.attributes[i]!));\n }\n slot = syncThinInstanceBuffers(engine, ti, pass, slot, hasColor, cullBinding?.cullDrawBufs);\n pass.setIndexBuffer(gpu.indexBuffer, gpu.indexFormat);\n pass.setBindGroup(1, packet._bindGroup);\n if (cullBinding) {\n cullBinding.draw(pass, gpu.indexCount, ti.count);\n } else {\n pass.drawIndexed(gpu.indexCount, ti.count);\n }\n return 1;\n };\n const r: Renderable = {\n order: mesh.renderOrder ?? 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- {"version":3,"file":"shadow-fragment-core-DHN2G6FI.js","sources":["../src/shader/fragments/shadow-fragment-core.ts"],"sourcesContent":["/**\n * Shadow Fragment Core — Shared WGSL Generation for Shadows\n *\n * Contains the shadow sampling WGSL codegen shared by both Standard and PBR\n * materials. Each material wrapper calls `createShadowFragment` with its own\n * fragment ID (\"std-shadow\" / \"pbr-shadow\"), keeping the generated shader\n * code byte-for-byte identical.\n *\n * Zero module-level side effects — safe for tree-shaking.\n */\n\nimport type { ShaderFragment, BindingDecl, Varying } from \"../fragment-types.js\";\n\nconst STAGE_FRAGMENT = 0x2;\nconst STAGE_VERTEX = 0x1;\n\n/** Describes one shadow-casting light for the fragment generator. */\nexport interface ShadowLightSlot {\n /** Index of this light in the scene.lights array (0-based). */\n lightIndex: number;\n /** Shadow type for this light. */\n shadowType: \"esm\" | \"pcf\";\n}\n\n/**\n * Create a per-light shadow fragment.\n * Each shadow-casting light gets its own varying, bindings, and sampling code.\n * The shadow factor for each light is stored in shadowFactors[lightIndex].\n */\nexport function createShadowFragment(id: string, shadowLights: ShadowLightSlot[]): ShaderFragment {\n const varyings: Varying[] = [];\n const bindings: BindingDecl[] = [];\n const vertexLines: string[] = [];\n const fragmentLines: string[] = [];\n const helperParts: string[] = [];\n\n for (const slot of shadowLights) {\n const li = slot.lightIndex;\n const suffix = `_${li}`;\n\n varyings.push({ _name: `vPosFromLight${suffix}`, _type: \"vec4<f32>\" }, { _name: `vDepthMetric${suffix}`, _type: \"f32\" });\n\n if (slot.shadowType === \"pcf\") {\n bindings.push(\n { _name: `shadowTex${suffix}`, _type: { _kind: \"texture\", _textureType: \"texture_depth_2d\", _sampleType: \"depth\" }, _group: \"shadow\", _visibility: STAGE_FRAGMENT },\n { _name: `shadowComp${suffix}`, _type: { _kind: \"sampler\", _samplerType: \"sampler_comparison\" }, _group: \"shadow\", _visibility: STAGE_FRAGMENT }\n );\n } else {\n bindings.push(\n { _name: `shadowTex${suffix}`, _type: { _kind: \"texture\", _textureType: \"texture_2d<f32>\" }, _group: \"shadow\", _visibility: STAGE_FRAGMENT },\n { _name: `shadowSamp${suffix}`, _type: { _kind: \"sampler\", _samplerType: \"sampler\" }, _group: \"shadow\", _visibility: STAGE_FRAGMENT }\n );\n }\n bindings.push({ _name: `shadowInfo${suffix}`, _type: { _kind: \"uniform-buffer\" }, _group: \"shadow\", _visibility: STAGE_FRAGMENT | STAGE_VERTEX });\n\n vertexLines.push(\n `out.vPosFromLight${suffix} = shadowInfo${suffix}.lightMatrix * worldPos4;`,\n `out.vDepthMetric${suffix} = (out.vPosFromLight${suffix}.z + shadowInfo${suffix}.depthValues.x) / shadowInfo${suffix}.depthValues.y;`\n );\n\n if (slot.shadowType === \"pcf\") {\n fragmentLines.push(\n `shadowFactors[${li}] = computeShadowPCF${suffix}(input.vPosFromLight${suffix}, input.vDepthMetric${suffix}, shadowInfo${suffix}.shadowsInfo.x, shadowInfo${suffix}.shadowsInfo.y, shadowInfo${suffix}.shadowsInfo.z);`\n );\n } else {\n fragmentLines.push(\n `shadowFactors[${li}] = computeShadowESM${suffix}(input.vPosFromLight${suffix}, input.vDepthMetric${suffix}, shadowInfo${suffix}.shadowsInfo.x, shadowInfo${suffix}.shadowsInfo.z, shadowInfo${suffix}.shadowsInfo.w);`\n );\n }\n }\n\n // Helper structs + sampling functions\n for (const slot of shadowLights) {\n const li = slot.lightIndex;\n const suffix = `_${li}`;\n helperParts.push(`struct shadowInfo${suffix}Uniforms { lightMatrix: mat4x4<f32>, depthValues: vec4<f32>, shadowsInfo: vec4<f32> };`);\n\n if (slot.shadowType === \"pcf\") {\n helperParts.push(`\nfn computeShadowPCF${suffix}(posFromLight: vec4<f32>, depthMetric: f32, darkness: f32, mapSz: f32, invMapSz: f32) -> f32 {\nlet clipSpace = posFromLight.xyz / posFromLight.w;\nlet uv = vec2<f32>(0.5 * clipSpace.x + 0.5, 0.5 - 0.5 * clipSpace.y);\nif (depthMetric < 0.0 || depthMetric > 1.0 || uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0) { return 1.0; }\nlet depthRef = clamp(clipSpace.z, 0.0, 1.0);\nvar tc = uv * mapSz + 0.5;\nlet st = fract(tc);\nlet base = (floor(tc) - 0.5) * invMapSz;\nlet uvw0 = 4.0 - 3.0 * st;\nlet uvw1 = vec2<f32>(7.0);\nlet uvw2 = 1.0 + 3.0 * st;\nlet u = vec3<f32>((3.0 - 2.0 * st.x) / uvw0.x - 2.0, (3.0 + st.x) / uvw1.x, st.x / uvw2.x + 2.0) * invMapSz;\nlet v = vec3<f32>((3.0 - 2.0 * st.y) / uvw0.y - 2.0, (3.0 + st.y) / uvw1.y, st.y / uvw2.y + 2.0) * invMapSz;\nvar sh = 0.0;\nsh += uvw0.x * uvw0.y * textureSampleCompareLevel(shadowTex${suffix}, shadowComp${suffix}, base + vec2<f32>(u[0], v[0]), depthRef);\nsh += uvw1.x * uvw0.y * textureSampleCompareLevel(shadowTex${suffix}, shadowComp${suffix}, base + vec2<f32>(u[1], v[0]), depthRef);\nsh += uvw2.x * uvw0.y * textureSampleCompareLevel(shadowTex${suffix}, shadowComp${suffix}, base + vec2<f32>(u[2], v[0]), depthRef);\nsh += uvw0.x * uvw1.y * textureSampleCompareLevel(shadowTex${suffix}, shadowComp${suffix}, base + vec2<f32>(u[0], v[1]), depthRef);\nsh += uvw1.x * uvw1.y * textureSampleCompareLevel(shadowTex${suffix}, shadowComp${suffix}, base + vec2<f32>(u[1], v[1]), depthRef);\nsh += uvw2.x * uvw1.y * textureSampleCompareLevel(shadowTex${suffix}, shadowComp${suffix}, base + vec2<f32>(u[2], v[1]), depthRef);\nsh += uvw0.x * uvw2.y * textureSampleCompareLevel(shadowTex${suffix}, shadowComp${suffix}, base + vec2<f32>(u[0], v[2]), depthRef);\nsh += uvw1.x * uvw2.y * textureSampleCompareLevel(shadowTex${suffix}, shadowComp${suffix}, base + vec2<f32>(u[1], v[2]), depthRef);\nsh += uvw2.x * uvw2.y * textureSampleCompareLevel(shadowTex${suffix}, shadowComp${suffix}, base + vec2<f32>(u[2], v[2]), depthRef);\nsh /= 144.0;\nreturn mix(darkness, 1.0, sh);\n}`);\n } else {\n helperParts.push(`\nfn computeFallOff${suffix}(value: f32, clipSpace: vec2<f32>, frustumEdgeFalloff: f32) -> f32 {\nlet mask = smoothstep(1.0 - frustumEdgeFalloff, 1.00000012, clamp(dot(clipSpace, clipSpace), 0.0, 1.0));\nreturn mix(value, 1.0, mask);\n}\nfn computeShadowESM${suffix}(posFromLight: vec4<f32>, depthMetric: f32, darkness: f32, depthScale: f32, frustumEdgeFalloff: f32) -> f32 {\nlet clipSpace = posFromLight.xyz / posFromLight.w;\nlet uv = vec2<f32>(0.5 * clipSpace.x + 0.5, 0.5 - 0.5 * clipSpace.y);\nif (depthMetric < 0.0 || depthMetric > 1.0 || uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0) { return 1.0; }\nlet shadowPixelDepth = clamp(depthMetric, 0.0, 1.0);\nlet shadowMapSample = textureSampleLevel(shadowTex${suffix}, shadowSamp${suffix}, uv, 0.0).x;\nlet esm = 1.0 - clamp(exp(min(87.0, depthScale * shadowPixelDepth)) * shadowMapSample, 0.0, 1.0 - darkness);\nreturn computeFallOff${suffix}(esm, clipSpace.xy, frustumEdgeFalloff);\n}`);\n }\n }\n\n // Vertex helper: UBO struct declarations (needed for lightMatrix access in vertex shader)\n const vertexHelperParts: string[] = [];\n for (const slot of shadowLights) {\n const suffix = `_${slot.lightIndex}`;\n vertexHelperParts.push(`struct shadowInfo${suffix}Uniforms { lightMatrix: mat4x4<f32>, depthValues: vec4<f32>, shadowsInfo: vec4<f32> };`);\n }\n\n return {\n _id: id,\n _varyings: varyings,\n _bindings: bindings,\n _helperFunctions: helperParts.join(\"\\n\"),\n _vertexHelperFunctions: vertexHelperParts.join(\"\\n\"),\n _vertexSlots: {\n VB: vertexLines.join(\"\\n\"),\n },\n _fragmentSlots: {\n AD: fragmentLines.join(\"\\n\"),\n },\n };\n}\n"],"names":[],"mappings":"AAaA,MAAM,iBAAiB;AACvB,MAAM,eAAe;AAed,SAAS,qBAAqB,IAAY,cAAiD;AAC9F,QAAM,WAAsB,CAAA;AAC5B,QAAM,WAA0B,CAAA;AAChC,QAAM,cAAwB,CAAA;AAC9B,QAAM,gBAA0B,CAAA;AAChC,QAAM,cAAwB,CAAA;AAE9B,aAAW,QAAQ,cAAc;AAC7B,UAAM,KAAK,KAAK;AAChB,UAAM,SAAS,IAAI,EAAE;AAErB,aAAS,KAAK,EAAE,OAAO,gBAAgB,MAAM,IAAI,OAAO,YAAA,GAAe,EAAE,OAAO,eAAe,MAAM,IAAI,OAAO,OAAO;AAEvH,QAAI,KAAK,eAAe,OAAO;AAC3B,eAAS;AAAA,QACL,EAAE,OAAO,YAAY,MAAM,IAAI,OAAO,EAAE,OAAO,WAAW,cAAc,oBAAoB,aAAa,QAAA,GAAW,QAAQ,UAAU,aAAa,eAAA;AAAA,QACnJ,EAAE,OAAO,aAAa,MAAM,IAAI,OAAO,EAAE,OAAO,WAAW,cAAc,qBAAA,GAAwB,QAAQ,UAAU,aAAa,eAAA;AAAA,MAAe;AAAA,IAEvJ,OAAO;AACH,eAAS;AAAA,QACL,EAAE,OAAO,YAAY,MAAM,IAAI,OAAO,EAAE,OAAO,WAAW,cAAc,kBAAA,GAAqB,QAAQ,UAAU,aAAa,eAAA;AAAA,QAC5H,EAAE,OAAO,aAAa,MAAM,IAAI,OAAO,EAAE,OAAO,WAAW,cAAc,UAAA,GAAa,QAAQ,UAAU,aAAa,eAAA;AAAA,MAAe;AAAA,IAE5I;AACA,aAAS,KAAK,EAAE,OAAO,aAAa,MAAM,IAAI,OAAO,EAAE,OAAO,iBAAA,GAAoB,QAAQ,UAAU,aAAa,iBAAiB,cAAc;AAEhJ,gBAAY;AAAA,MACR,oBAAoB,MAAM,gBAAgB,MAAM;AAAA,MAChD,mBAAmB,MAAM,wBAAwB,MAAM,kBAAkB,MAAM,+BAA+B,MAAM;AAAA,IAAA;AAGxH,QAAI,KAAK,eAAe,OAAO;AAC3B,oBAAc;AAAA,QACV,iBAAiB,EAAE,uBAAuB,MAAM,uBAAuB,MAAM,uBAAuB,MAAM,eAAe,MAAM,6BAA6B,MAAM,6BAA6B,MAAM;AAAA,MAAA;AAAA,IAE7M,OAAO;AACH,oBAAc;AAAA,QACV,iBAAiB,EAAE,uBAAuB,MAAM,uBAAuB,MAAM,uBAAuB,MAAM,eAAe,MAAM,6BAA6B,MAAM,6BAA6B,MAAM;AAAA,MAAA;AAAA,IAE7M;AAAA,EACJ;AAGA,aAAW,QAAQ,cAAc;AAC7B,UAAM,KAAK,KAAK;AAChB,UAAM,SAAS,IAAI,EAAE;AACrB,gBAAY,KAAK,oBAAoB,MAAM,wFAAwF;AAEnI,QAAI,KAAK,eAAe,OAAO;AAC3B,kBAAY,KAAK;AAAA,qBACR,MAAM;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,6DAckC,MAAM,eAAe,MAAM;AAAA,6DAC3B,MAAM,eAAe,MAAM;AAAA,6DAC3B,MAAM,eAAe,MAAM;AAAA,6DAC3B,MAAM,eAAe,MAAM;AAAA,6DAC3B,MAAM,eAAe,MAAM;AAAA,6DAC3B,MAAM,eAAe,MAAM;AAAA,6DAC3B,MAAM,eAAe,MAAM;AAAA,6DAC3B,MAAM,eAAe,MAAM;AAAA,6DAC3B,MAAM,eAAe,MAAM;AAAA;AAAA;AAAA,EAGtF;AAAA,IACM,OAAO;AACH,kBAAY,KAAK;AAAA,mBACV,MAAM;AAAA;AAAA;AAAA;AAAA,qBAIJ,MAAM;AAAA;AAAA;AAAA;AAAA;AAAA,oDAKyB,MAAM,eAAe,MAAM;AAAA;AAAA,uBAExD,MAAM;AAAA,EAC3B;AAAA,IACM;AAAA,EACJ;AAGA,QAAM,oBAA8B,CAAA;AACpC,aAAW,QAAQ,cAAc;AAC7B,UAAM,SAAS,IAAI,KAAK,UAAU;AAClC,sBAAkB,KAAK,oBAAoB,MAAM,wFAAwF;AAAA,EAC7I;AAEA,SAAO;AAAA,IACH,KAAK;AAAA,IACL,WAAW;AAAA,IACX,WAAW;AAAA,IACX,kBAAkB,YAAY,KAAK,IAAI;AAAA,IACvC,wBAAwB,kBAAkB,KAAK,IAAI;AAAA,IACnD,cAAc;AAAA,MACV,IAAI,YAAY,KAAK,IAAI;AAAA,IAAA;AAAA,IAE7B,gBAAgB;AAAA,MACZ,IAAI,cAAc,KAAK,IAAI;AAAA,IAAA;AAAA,EAC/B;AAER;"}
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+ {"version":3,"file":"shadow-fragment-core-DHN2G6FI.js","sources":["../src/shader/fragments/shadow-fragment-core.ts"],"sourcesContent":["/**\n * Shadow Fragment Core — Shared WGSL Generation for Shadows\n *\n * Contains the shadow sampling WGSL codegen shared by both Standard and PBR\n * materials. Each material wrapper calls `createShadowFragment` with its own\n * fragment ID (\"std-shadow\" / \"pbr-shadow\"), keeping the generated shader\n * code byte-for-byte identical.\n *\n * Zero module-level side effects — safe for tree-shaking.\n */\n\nimport type { ShaderFragment, BindingDecl, Varying } from \"../fragment-types.js\";\n\nconst STAGE_FRAGMENT = 0x2;\nconst STAGE_VERTEX = 0x1;\n\n/** Describes one shadow-casting light for the fragment generator. */\nexport interface ShadowLightSlot {\n /** Index of this light in the scene.lights array (0-based). */\n lightIndex: number;\n /** Shadow type for this light. */\n shadowType: \"esm\" | \"pcf\" | \"csm\";\n}\n\n/**\n * Create a per-light shadow fragment.\n * Each shadow-casting light gets its own varying, bindings, and sampling code.\n * The shadow factor for each light is stored in shadowFactors[lightIndex].\n */\nexport function createShadowFragment(id: string, shadowLights: ShadowLightSlot[]): ShaderFragment {\n const varyings: Varying[] = [];\n const bindings: BindingDecl[] = [];\n const vertexLines: string[] = [];\n const fragmentLines: string[] = [];\n const helperParts: string[] = [];\n\n for (const slot of shadowLights) {\n const li = slot.lightIndex;\n const suffix = `_${li}`;\n\n varyings.push({ _name: `vPosFromLight${suffix}`, _type: \"vec4<f32>\" }, { _name: `vDepthMetric${suffix}`, _type: \"f32\" });\n\n if (slot.shadowType === \"pcf\") {\n bindings.push(\n { _name: `shadowTex${suffix}`, _type: { _kind: \"texture\", _textureType: \"texture_depth_2d\", _sampleType: \"depth\" }, _group: \"shadow\", _visibility: STAGE_FRAGMENT },\n { _name: `shadowComp${suffix}`, _type: { _kind: \"sampler\", _samplerType: \"sampler_comparison\" }, _group: \"shadow\", _visibility: STAGE_FRAGMENT }\n );\n } else {\n bindings.push(\n { _name: `shadowTex${suffix}`, _type: { _kind: \"texture\", _textureType: \"texture_2d<f32>\" }, _group: \"shadow\", _visibility: STAGE_FRAGMENT },\n { _name: `shadowSamp${suffix}`, _type: { _kind: \"sampler\", _samplerType: \"sampler\" }, _group: \"shadow\", _visibility: STAGE_FRAGMENT }\n );\n }\n bindings.push({ _name: `shadowInfo${suffix}`, _type: { _kind: \"uniform-buffer\" }, _group: \"shadow\", _visibility: STAGE_FRAGMENT | STAGE_VERTEX });\n\n vertexLines.push(\n `out.vPosFromLight${suffix} = shadowInfo${suffix}.lightMatrix * worldPos4;`,\n `out.vDepthMetric${suffix} = (out.vPosFromLight${suffix}.z + shadowInfo${suffix}.depthValues.x) / shadowInfo${suffix}.depthValues.y;`\n );\n\n if (slot.shadowType === \"pcf\") {\n fragmentLines.push(\n `shadowFactors[${li}] = computeShadowPCF${suffix}(input.vPosFromLight${suffix}, input.vDepthMetric${suffix}, shadowInfo${suffix}.shadowsInfo.x, shadowInfo${suffix}.shadowsInfo.y, shadowInfo${suffix}.shadowsInfo.z);`\n );\n } else {\n fragmentLines.push(\n `shadowFactors[${li}] = computeShadowESM${suffix}(input.vPosFromLight${suffix}, input.vDepthMetric${suffix}, shadowInfo${suffix}.shadowsInfo.x, shadowInfo${suffix}.shadowsInfo.z, shadowInfo${suffix}.shadowsInfo.w);`\n );\n }\n }\n\n // Helper structs + sampling functions\n for (const slot of shadowLights) {\n const li = slot.lightIndex;\n const suffix = `_${li}`;\n helperParts.push(`struct shadowInfo${suffix}Uniforms { lightMatrix: mat4x4<f32>, depthValues: vec4<f32>, shadowsInfo: vec4<f32> };`);\n\n if (slot.shadowType === \"pcf\") {\n helperParts.push(`\nfn computeShadowPCF${suffix}(posFromLight: vec4<f32>, depthMetric: f32, darkness: f32, mapSz: f32, invMapSz: f32) -> f32 {\nlet clipSpace = posFromLight.xyz / posFromLight.w;\nlet uv = vec2<f32>(0.5 * clipSpace.x + 0.5, 0.5 - 0.5 * clipSpace.y);\nif (depthMetric < 0.0 || depthMetric > 1.0 || uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0) { return 1.0; }\nlet depthRef = clamp(clipSpace.z, 0.0, 1.0);\nvar tc = uv * mapSz + 0.5;\nlet st = fract(tc);\nlet base = (floor(tc) - 0.5) * invMapSz;\nlet uvw0 = 4.0 - 3.0 * st;\nlet uvw1 = vec2<f32>(7.0);\nlet uvw2 = 1.0 + 3.0 * st;\nlet u = vec3<f32>((3.0 - 2.0 * st.x) / uvw0.x - 2.0, (3.0 + st.x) / uvw1.x, st.x / uvw2.x + 2.0) * invMapSz;\nlet v = vec3<f32>((3.0 - 2.0 * st.y) / uvw0.y - 2.0, (3.0 + st.y) / uvw1.y, st.y / uvw2.y + 2.0) * invMapSz;\nvar sh = 0.0;\nsh += uvw0.x * uvw0.y * textureSampleCompareLevel(shadowTex${suffix}, shadowComp${suffix}, base + vec2<f32>(u[0], v[0]), depthRef);\nsh += uvw1.x * uvw0.y * textureSampleCompareLevel(shadowTex${suffix}, shadowComp${suffix}, base + vec2<f32>(u[1], v[0]), depthRef);\nsh += uvw2.x * uvw0.y * textureSampleCompareLevel(shadowTex${suffix}, shadowComp${suffix}, base + vec2<f32>(u[2], v[0]), depthRef);\nsh += uvw0.x * uvw1.y * textureSampleCompareLevel(shadowTex${suffix}, shadowComp${suffix}, base + vec2<f32>(u[0], v[1]), depthRef);\nsh += uvw1.x * uvw1.y * textureSampleCompareLevel(shadowTex${suffix}, shadowComp${suffix}, base + vec2<f32>(u[1], v[1]), depthRef);\nsh += uvw2.x * uvw1.y * textureSampleCompareLevel(shadowTex${suffix}, shadowComp${suffix}, base + vec2<f32>(u[2], v[1]), depthRef);\nsh += uvw0.x * uvw2.y * textureSampleCompareLevel(shadowTex${suffix}, shadowComp${suffix}, base + vec2<f32>(u[0], v[2]), depthRef);\nsh += uvw1.x * uvw2.y * textureSampleCompareLevel(shadowTex${suffix}, shadowComp${suffix}, base + vec2<f32>(u[1], v[2]), depthRef);\nsh += uvw2.x * uvw2.y * textureSampleCompareLevel(shadowTex${suffix}, shadowComp${suffix}, base + vec2<f32>(u[2], v[2]), depthRef);\nsh /= 144.0;\nreturn mix(darkness, 1.0, sh);\n}`);\n } else {\n helperParts.push(`\nfn computeFallOff${suffix}(value: f32, clipSpace: vec2<f32>, frustumEdgeFalloff: f32) -> f32 {\nlet mask = smoothstep(1.0 - frustumEdgeFalloff, 1.00000012, clamp(dot(clipSpace, clipSpace), 0.0, 1.0));\nreturn mix(value, 1.0, mask);\n}\nfn computeShadowESM${suffix}(posFromLight: vec4<f32>, depthMetric: f32, darkness: f32, depthScale: f32, frustumEdgeFalloff: f32) -> f32 {\nlet clipSpace = posFromLight.xyz / posFromLight.w;\nlet uv = vec2<f32>(0.5 * clipSpace.x + 0.5, 0.5 - 0.5 * clipSpace.y);\nif (depthMetric < 0.0 || depthMetric > 1.0 || uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0) { return 1.0; 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@@ -1,4 +1,4 @@
1
- import { aA as PBR_HAS_SHEEN_TEXTURE, aB as PBR_HAS_SHEEN, aC as PBR2_HAS_SHEEN_UV_TX, aD as PBR_HAS_SHEEN_ALBEDO_SCALING } from "./index-C8HOR2sB.js";
1
+ import { aT as PBR_HAS_SHEEN_TEXTURE, aU as PBR_HAS_SHEEN, aV as PBR2_HAS_SHEEN_UV_TX, aW as PBR_HAS_SHEEN_ALBEDO_SCALING } from "./index-CLElg2Bo.js";
2
2
  const STAGE_FRAGMENT = 2;
3
3
  const SHEEN_HELPERS = `
4
4
  fn normalDistributionFunction_CharlieSheen(NdotH_sh: f32, alphaG_sh: f32) -> f32 {
@@ -212,4 +212,4 @@ export {
212
212
  pbrExt,
213
213
  writeSheenUBO
214
214
  };
215
- //# sourceMappingURL=sheen-fragment-Dze2f7XJ.js.map
215
+ //# sourceMappingURL=sheen-fragment-1MkEMcbc.js.map