@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.
- package/_mat4-storage-f64-CjDoht2w.js +11 -0
- package/_mat4-storage-f64-CjDoht2w.js.map +1 -0
- package/{alpha-test-fragment-CUiHCw7W.js → alpha-test-fragment-B7DjSnF7.js} +2 -2
- package/{alpha-test-fragment-CUiHCw7W.js.map → alpha-test-fragment-B7DjSnF7.js.map} +1 -1
- package/assets/splat-sort-worker-DT3eybMZ.js.map +1 -0
- package/{background-dds-skybox-yHTqabU3.js → background-dds-skybox-BEX309u3.js} +14 -14
- package/background-dds-skybox-BEX309u3.js.map +1 -0
- package/{background-ground-DIw6D3qf.js → background-ground-BU0HOcM4.js} +20 -20
- package/background-ground-BU0HOcM4.js.map +1 -0
- package/{background-hdr-skybox-c4uuTmkP.js → background-hdr-skybox--RRRic_K.js} +10 -10
- package/background-hdr-skybox--RRRic_K.js.map +1 -0
- package/{background-solid-skybox-DPGBpPbm.js → background-solid-skybox-BrH2fXSu.js} +12 -13
- package/background-solid-skybox-BrH2fXSu.js.map +1 -0
- package/{billboard-renderable-D8mlVGCd.js → billboard-renderable-BHWryAeC.js} +46 -10
- package/billboard-renderable-BHWryAeC.js.map +1 -0
- package/{clamp-block-BdII67hT.js → clamp-block-DqbwnQGW.js} +2 -2
- package/{clamp-block-BdII67hT.js.map → clamp-block-DqbwnQGW.js.map} +1 -1
- package/{clearcoat-fragment-LCiG98Rf.js → clearcoat-fragment-D6FSCie1.js} +2 -2
- package/{clearcoat-fragment-LCiG98Rf.js.map → clearcoat-fragment-D6FSCie1.js.map} +1 -1
- package/{create-skeleton-C9JdIJnb.js → create-skeleton-D_uplboC.js} +9 -9
- package/create-skeleton-D_uplboC.js.map +1 -0
- package/{cubemap-skybox-material-DvXMVc4k.js → cubemap-skybox-material-DQcMMdf-.js} +6 -7
- package/cubemap-skybox-material-DQcMMdf-.js.map +1 -0
- package/{curve-block-BlJpXVYv.js → curve-block-21rT0JjG.js} +2 -2
- package/{curve-block-BlJpXVYv.js.map → curve-block-21rT0JjG.js.map} +1 -1
- package/{emissive-fragment-BnNvbBCw.js → emissive-fragment-C5FtBs3y.js} +3 -3
- package/emissive-fragment-C5FtBs3y.js.map +1 -0
- package/{esm-shadow-view-DN9HIaM4.js → esm-shadow-view-Cl3rPGof.js} +2 -2
- package/{esm-shadow-view-DN9HIaM4.js.map → esm-shadow-view-Cl3rPGof.js.map} +1 -1
- package/{esm-shadow-view-Dk9NFtLq.js → esm-shadow-view-Gtd1LWRP.js} +2 -2
- package/{esm-shadow-view-Dk9NFtLq.js.map → esm-shadow-view-Gtd1LWRP.js.map} +1 -1
- package/{esm-shadow-view-DGKdF1NI.js → esm-shadow-view-c5YV4Eg9.js} +2 -2
- package/{esm-shadow-view-DGKdF1NI.js.map → esm-shadow-view-c5YV4Eg9.js.map} +1 -1
- package/{gaussian-splatting-pipeline-sh-DgJl7l56.js → gaussian-splatting-pipeline-sh-7J31V23x.js} +19 -19
- package/gaussian-splatting-pipeline-sh-7J31V23x.js.map +1 -0
- package/geometry-texture-output-dXk4E9uu.js +41 -0
- package/geometry-texture-output-dXk4E9uu.js.map +1 -0
- package/geometry-view-BsFJpBJa.js +404 -0
- package/geometry-view-BsFJpBJa.js.map +1 -0
- package/{gltf-animation-D7uyTyO3.js → gltf-animation-K_zZxj_d.js} +7 -7
- package/gltf-animation-K_zZxj_d.js.map +1 -0
- package/gltf-color-normalize-Qxl-9C48.js +29 -0
- package/gltf-color-normalize-Qxl-9C48.js.map +1 -0
- package/{gltf-ext-basisu-CPg5kPrx.js → gltf-ext-basisu-CDbPclzZ.js} +53 -18
- package/gltf-ext-basisu-CDbPclzZ.js.map +1 -0
- package/{gltf-ext-node-visibility-MafA9ot2.js → gltf-ext-node-visibility-DXCJEYr6.js} +2 -2
- package/{gltf-ext-node-visibility-MafA9ot2.js.map → gltf-ext-node-visibility-DXCJEYr6.js.map} +1 -1
- package/{gltf-ext-quantization-CpZyLDIz.js → gltf-ext-quantization-CvHI_0Vg.js} +4 -3
- package/gltf-ext-quantization-CvHI_0Vg.js.map +1 -0
- package/{gltf-ext-uv-transform-CE_-T1Tr.js → gltf-ext-uv-transform-DgYazJBs.js} +2 -2
- package/{gltf-ext-uv-transform-CE_-T1Tr.js.map → gltf-ext-uv-transform-DgYazJBs.js.map} +1 -1
- package/{gltf-feature-animation-pointer-BjpwOOqo.js → gltf-feature-animation-pointer-D1RJRFBw.js} +9 -9
- package/gltf-feature-animation-pointer-D1RJRFBw.js.map +1 -0
- package/{gltf-feature-animations-CCizegp8.js → gltf-feature-animations-Cmc1uoIu.js} +2 -2
- package/{gltf-feature-animations-CCizegp8.js.map → gltf-feature-animations-Cmc1uoIu.js.map} +1 -1
- package/{gltf-feature-draco-yGSMGTE3.js → gltf-feature-draco-CKKzT5E3.js} +6 -5
- package/gltf-feature-draco-CKKzT5E3.js.map +1 -0
- package/{gltf-feature-gpu-instancing-2e_CFQnl.js → gltf-feature-gpu-instancing-n87SO6Vh.js} +7 -6
- package/gltf-feature-gpu-instancing-n87SO6Vh.js.map +1 -0
- package/{gltf-feature-lights-punctual-DDDg4j0U.js → gltf-feature-lights-punctual-Ckm3ciL8.js} +5 -5
- package/{gltf-feature-lights-punctual-DDDg4j0U.js.map → gltf-feature-lights-punctual-Ckm3ciL8.js.map} +1 -1
- package/{gltf-feature-meshopt-Des96YFI.js → gltf-feature-meshopt-DLC4SF1E.js} +7 -6
- package/gltf-feature-meshopt-DLC4SF1E.js.map +1 -0
- package/{gltf-feature-morph-CKCw6tkX.js → gltf-feature-morph-Cjtu7hYa.js} +4 -4
- package/gltf-feature-morph-Cjtu7hYa.js.map +1 -0
- package/gltf-feature-registry-C63Hjp9w.js +59 -0
- package/gltf-feature-registry-C63Hjp9w.js.map +1 -0
- package/{gltf-feature-skeleton-D8hWLqi2.js → gltf-feature-skeleton-DKbOGidp.js} +3 -3
- package/{gltf-feature-skeleton-D8hWLqi2.js.map → gltf-feature-skeleton-DKbOGidp.js.map} +1 -1
- package/{gltf-feature-variants-Ds6v9byg.js → gltf-feature-variants-Cmzu0O0e.js} +2 -2
- package/{gltf-feature-variants-Ds6v9byg.js.map → gltf-feature-variants-Cmzu0O0e.js.map} +1 -1
- package/{gltf-glb-parser-D6UZWFuC.js → gltf-glb-parser-Cj5MHS-v.js} +5 -4
- package/gltf-glb-parser-Cj5MHS-v.js.map +1 -0
- package/{gltf-interleave-DGnUlz28.js → gltf-interleave-gHf9_t0i.js} +14 -14
- package/gltf-interleave-gHf9_t0i.js.map +1 -0
- package/gltf-normals-b2h74380.js +37 -0
- package/gltf-normals-b2h74380.js.map +1 -0
- package/{gltf-pbr-builder-ext-BFOxOCnQ.js → gltf-pbr-builder-ext-edNcjwPf.js} +5 -5
- package/gltf-pbr-builder-ext-edNcjwPf.js.map +1 -0
- package/{gltf-variants-DFbr8EES.js → gltf-variants-CPxNdtP4.js} +4 -4
- package/{gltf-variants-DFbr8EES.js.map → gltf-variants-CPxNdtP4.js.map} +1 -1
- package/{gs-picking-pipeline-DzfMASL9.js → gs-picking-pipeline-DYaW_Lg3.js} +14 -14
- package/gs-picking-pipeline-DYaW_Lg3.js.map +1 -0
- package/havok-floating-origin-Dr-18Nds.js +198 -0
- package/havok-floating-origin-Dr-18Nds.js.map +1 -0
- package/index-CLElg2Bo.js +39209 -0
- package/index-CLElg2Bo.js.map +1 -0
- package/index-CYZDclhF.js +918 -0
- package/index-CYZDclhF.js.map +1 -0
- package/index-SMJ67XwT.js +3330 -0
- package/index-SMJ67XwT.js.map +1 -0
- package/index.d.ts +2508 -119
- package/index.js +444 -302
- package/{input-block-DgAJBzN_.js → input-block-DqEedWF2.js} +2 -2
- package/{input-block-DgAJBzN_.js.map → input-block-DqEedWF2.js.map} +1 -1
- package/{iridescence-fragment-Gymp7or5.js → iridescence-fragment-BHU59-gQ.js} +2 -2
- package/{iridescence-fragment-Gymp7or5.js.map → iridescence-fragment-BHU59-gQ.js.map} +1 -1
- package/{light-block-B11ew7FA.js → light-block-Bv37V8vl.js} +2 -2
- package/{light-block-B11ew7FA.js.map → light-block-Bv37V8vl.js.map} +1 -1
- package/{loop-block-Bb23EOMb.js → loop-block-qTg8vb99.js} +2 -2
- package/{loop-block-Bb23EOMb.js.map → loop-block-qTg8vb99.js.map} +1 -1
- package/{morph-fragment-DOVo70gP.js → morph-fragment-BRCUr2wQ.js} +2 -2
- package/{morph-fragment-DOVo70gP.js.map → morph-fragment-BRCUr2wQ.js.map} +1 -1
- package/{multilight-wgsl-BGyiIOp3.js → multilight-wgsl-DMeppAdZ.js} +4 -4
- package/{multilight-wgsl-BGyiIOp3.js.map → multilight-wgsl-DMeppAdZ.js.map} +1 -1
- package/{node-env-BPZXZzBf.js → node-env-Bc559GmY.js} +6 -5
- package/node-env-Bc559GmY.js.map +1 -0
- package/node-geometry-view-COmWsRXK.js +291 -0
- package/node-geometry-view-COmWsRXK.js.map +1 -0
- package/{node-registry-extra-compat-Dhrw8fDQ.js → node-registry-extra-compat-dWrv7gpS.js} +2 -2
- package/{node-registry-extra-compat-Dhrw8fDQ.js.map → node-registry-extra-compat-dWrv7gpS.js.map} +1 -1
- package/{node-registry-extra-math-CsAHvIZo.js → node-registry-extra-math-Bn854sX9.js} +2 -2
- package/{node-registry-extra-math-CsAHvIZo.js.map → node-registry-extra-math-Bn854sX9.js.map} +1 -1
- package/{node-renderable-DlLIdBmd.js → node-renderable-B5G8WcdH.js} +41 -22
- package/node-renderable-B5G8WcdH.js.map +1 -0
- package/{node-shadow-DKrcqmNg.js → node-shadow-CVIUlNf0.js} +7 -7
- package/node-shadow-CVIUlNf0.js.map +1 -0
- package/{normal-map-fragment-DpsIXrJf.js → normal-map-fragment-CQSxhjCy.js} +3 -3
- package/{normal-map-fragment-DpsIXrJf.js.map → normal-map-fragment-CQSxhjCy.js.map} +1 -1
- package/pack-mat4-with-offset-BqB8Jqo7.js +37 -0
- package/pack-mat4-with-offset-BqB8Jqo7.js.map +1 -0
- package/package.json +3 -10
- package/{parse-camera-DM3oJJeT.js → parse-camera-pBRT_6i5.js} +2 -2
- package/{parse-camera-DM3oJJeT.js.map → parse-camera-pBRT_6i5.js.map} +1 -1
- package/pbr-fog-wgsl-BqdCid6r.js +8 -0
- package/pbr-fog-wgsl-BqdCid6r.js.map +1 -0
- package/pbr-geometry-view-NiZY_juX.js +491 -0
- package/pbr-geometry-view-NiZY_juX.js.map +1 -0
- package/{pbr-metallic-roughness-block-h_KAOZrW.js → pbr-metallic-roughness-block-JBSi-tQN.js} +2 -2
- package/{pbr-metallic-roughness-block-h_KAOZrW.js.map → pbr-metallic-roughness-block-JBSi-tQN.js.map} +1 -1
- package/{pbr-metallic-roughness-block-full-6vMm1Jk6.js → pbr-metallic-roughness-block-full-Ta9lR2cz.js} +2 -2
- package/{pbr-metallic-roughness-block-full-6vMm1Jk6.js.map → pbr-metallic-roughness-block-full-Ta9lR2cz.js.map} +1 -1
- package/{pbr-mr-helper-core-CIwm-T1G.js → pbr-mr-helper-core-BVWNR08D.js} +2 -2
- package/{pbr-mr-helper-core-CIwm-T1G.js.map → pbr-mr-helper-core-BVWNR08D.js.map} +1 -1
- package/{pbr-refraction-DGmMSa2v.js → pbr-refraction-C9FvFmAp.js} +2 -2
- package/{pbr-refraction-DGmMSa2v.js.map → pbr-refraction-C9FvFmAp.js.map} +1 -1
- package/{pbr-renderable-BJxUtPBb.js → pbr-renderable-DzUF2QIk.js} +118 -58
- package/pbr-renderable-DzUF2QIk.js.map +1 -0
- package/{pbr-shadow-fragment-LO9SlbJj.js → pbr-shadow-fragment-CnqnbGYS.js} +6 -1
- package/pbr-shadow-fragment-CnqnbGYS.js.map +1 -0
- package/{pbr-template-ext-8q7BcTDf.js → pbr-template-ext-CGgB2n2y.js} +3 -2
- package/{pbr-template-ext-8q7BcTDf.js.map → pbr-template-ext-CGgB2n2y.js.map} +1 -1
- package/{pbr-tracking-B3alzn91.js → pbr-tracking-3tU1kqea.js} +2 -2
- package/{pbr-tracking-B3alzn91.js.map → pbr-tracking-3tU1kqea.js.map} +1 -1
- package/pbr-transmission-ext-BcLjRxfB.js +190 -0
- package/pbr-transmission-ext-BcLjRxfB.js.map +1 -0
- package/recast-navigation.wasm-DG_0AFuk.js +8706 -0
- package/recast-navigation.wasm-DG_0AFuk.js.map +1 -0
- package/recast-navigation.wasm-compat-C-Bf2ylB.js +8692 -0
- package/recast-navigation.wasm-compat-C-Bf2ylB.js.map +1 -0
- package/{reflectance-fragment-BCrgPmrt.js → reflectance-fragment-Dbpgw3Jt.js} +2 -2
- package/{reflectance-fragment-BCrgPmrt.js.map → reflectance-fragment-Dbpgw3Jt.js.map} +1 -1
- package/{rgbd-decode-DCvzUYeI.js → rgbd-decode-DoyUquy3.js} +7 -6
- package/rgbd-decode-DoyUquy3.js.map +1 -0
- package/{scene-material-swap-C2ykv55W.js → scene-material-swap-nNUH4nGn.js} +11 -4
- package/scene-material-swap-nNUH4nGn.js.map +1 -0
- package/screenshot-readback-D0Sj9qq3.js +92 -0
- package/screenshot-readback-D0Sj9qq3.js.map +1 -0
- package/{mesh-features-BLENkYVt.js → shader-composer-BUD_pSX4.js} +7 -55
- package/shader-composer-BUD_pSX4.js.map +1 -0
- package/{shader-renderable-D-6796KR.js → shader-renderable-D7-RyVxa.js} +62 -27
- package/shader-renderable-D7-RyVxa.js.map +1 -0
- package/shader-thin-instance-DuBotxDO.js +150 -0
- package/shader-thin-instance-DuBotxDO.js.map +1 -0
- package/shadow-fragment-core-DHN2G6FI.js.map +1 -1
- package/{sheen-fragment-Dze2f7XJ.js → sheen-fragment-1MkEMcbc.js} +2 -2
- package/{sheen-fragment-Dze2f7XJ.js.map → sheen-fragment-1MkEMcbc.js.map} +1 -1
- package/{singlelight-directional-wgsl-CmUDZxwz.js → singlelight-directional-wgsl-BsV8G456.js} +2 -2
- package/{singlelight-directional-wgsl-CmUDZxwz.js.map → singlelight-directional-wgsl-BsV8G456.js.map} +1 -1
- package/{singlelight-hemispheric-wgsl-t-83IP_s.js → singlelight-hemispheric-wgsl-Bo0jKlW5.js} +2 -2
- package/{singlelight-hemispheric-wgsl-t-83IP_s.js.map → singlelight-hemispheric-wgsl-Bo0jKlW5.js.map} +1 -1
- package/{singlelight-point-wgsl-CLzULIYV.js → singlelight-point-wgsl-DV39UP5Y.js} +2 -2
- package/{singlelight-point-wgsl-CLzULIYV.js.map → singlelight-point-wgsl-DV39UP5Y.js.map} +1 -1
- package/{singlelight-spot-wgsl-DEEUrfVM.js → singlelight-spot-wgsl-yg3od6vL.js} +2 -2
- package/{singlelight-spot-wgsl-DEEUrfVM.js.map → singlelight-spot-wgsl-yg3od6vL.js.map} +1 -1
- package/{skeleton-fragment-B_XlFbtx.js → skeleton-fragment-DdxYG6kv.js} +2 -2
- package/{skeleton-fragment-B_XlFbtx.js.map → skeleton-fragment-DdxYG6kv.js.map} +1 -1
- package/{skybox-renderable-DDwzu-PT.js → skybox-renderable-CJD4XmX5.js} +8 -9
- package/skybox-renderable-CJD4XmX5.js.map +1 -0
- package/{splat-ply-compressed-BahdBG1r.js → splat-ply-compressed-DHjyiVmI.js} +9 -8
- package/splat-ply-compressed-DHjyiVmI.js.map +1 -0
- package/{standard-renderable-GjxL9xSf.js → standard-pipeline-XTbHL7MY.js} +12 -257
- package/standard-pipeline-XTbHL7MY.js.map +1 -0
- package/standard-renderable-CREWLNHI.js +191 -0
- package/standard-renderable-CREWLNHI.js.map +1 -0
- package/{std-ambient-fragment-BoUsD06w.js → std-ambient-fragment-Bjx3VFrr.js} +2 -2
- package/{std-ambient-fragment-BoUsD06w.js.map → std-ambient-fragment-Bjx3VFrr.js.map} +1 -1
- package/{std-cube-reflection-fragment-ulqc3bsP.js → std-cube-reflection-fragment-y9WWdXUt.js} +2 -2
- package/{std-cube-reflection-fragment-ulqc3bsP.js.map → std-cube-reflection-fragment-y9WWdXUt.js.map} +1 -1
- package/{std-emissive-fragment-DNGj1HdQ.js → std-emissive-fragment-C8Lnmojh.js} +2 -2
- package/{std-emissive-fragment-DNGj1HdQ.js.map → std-emissive-fragment-C8Lnmojh.js.map} +1 -1
- package/{std-lightmap-fragment-Bqj89aIe.js → std-lightmap-fragment-DFxGcoA5.js} +2 -2
- package/{std-lightmap-fragment-Bqj89aIe.js.map → std-lightmap-fragment-DFxGcoA5.js.map} +1 -1
- package/{std-opacity-fragment-KuPh5N2Z.js → std-opacity-fragment-EXzFWiSp.js} +2 -2
- package/{std-opacity-fragment-KuPh5N2Z.js.map → std-opacity-fragment-EXzFWiSp.js.map} +1 -1
- package/{std-reflection-fragment-BA5Ghn_M.js → std-reflection-fragment-BoJORqpG.js} +2 -2
- package/{std-reflection-fragment-BA5Ghn_M.js.map → std-reflection-fragment-BoJORqpG.js.map} +1 -1
- package/std-shadow-fragment-Bq-Wc8UJ.js +13 -0
- package/std-shadow-fragment-Bq-Wc8UJ.js.map +1 -0
- package/{std-specular-fragment-CE-6scqd.js → std-specular-fragment-CM5R5j2g.js} +2 -2
- package/{std-specular-fragment-CE-6scqd.js.map → std-specular-fragment-CM5R5j2g.js.map} +1 -1
- package/{std-tracking-CNKZ-hJN.js → std-tracking-Cif_wXeT.js} +2 -2
- package/{std-tracking-CNKZ-hJN.js.map → std-tracking-Cif_wXeT.js.map} +1 -1
- package/{subsurface-fragment-liM3y2-P.js → subsurface-fragment-BEaAXYXz.js} +2 -2
- package/{subsurface-fragment-liM3y2-P.js.map → subsurface-fragment-BEaAXYXz.js.map} +1 -1
- package/swapchain-overlay-UCLilhbq.js +37 -0
- package/swapchain-overlay-UCLilhbq.js.map +1 -0
- package/thin-instance-cull-binding-DWKUt5ZN.js +310 -0
- package/thin-instance-cull-binding-DWKUt5ZN.js.map +1 -0
- package/{thin-instance-gpu-C9Gv_Z1w.js → thin-instance-gpu-BDdRcNAh.js} +30 -5
- package/thin-instance-gpu-BDdRcNAh.js.map +1 -0
- package/{tracking-primitives-wgdBY85t.js → tracking-primitives-CglRNTlX.js} +2 -2
- package/{tracking-primitives-wgdBY85t.js.map → tracking-primitives-CglRNTlX.js.map} +1 -1
- package/{unlit-fragment-BIlhJpz6.js → unlit-fragment-kxfZWlnp.js} +2 -2
- package/{unlit-fragment-BIlhJpz6.js.map → unlit-fragment-kxfZWlnp.js.map} +1 -1
- package/{wgsl-helpers-DyzNzCeE.js → wgsl-helpers-D8sl1VVA.js} +4 -4
- package/{wgsl-helpers-DyzNzCeE.js.map → wgsl-helpers-D8sl1VVA.js.map} +1 -1
- package/assets/splat-sort-worker-Crg3CaCc.js.map +0 -1
- package/background-dds-skybox-yHTqabU3.js.map +0 -1
- package/background-ground-DIw6D3qf.js.map +0 -1
- package/background-hdr-skybox-c4uuTmkP.js.map +0 -1
- package/background-solid-skybox-DPGBpPbm.js.map +0 -1
- package/billboard-renderable-D8mlVGCd.js.map +0 -1
- package/create-skeleton-C9JdIJnb.js.map +0 -1
- package/cubemap-skybox-material-DvXMVc4k.js.map +0 -1
- package/emissive-fragment-BnNvbBCw.js.map +0 -1
- package/gaussian-splatting-pipeline-sh-DgJl7l56.js.map +0 -1
- package/gltf-animation-D7uyTyO3.js.map +0 -1
- package/gltf-ext-basisu-CPg5kPrx.js.map +0 -1
- package/gltf-ext-quantization-CpZyLDIz.js.map +0 -1
- package/gltf-feature-animation-pointer-BjpwOOqo.js.map +0 -1
- package/gltf-feature-draco-yGSMGTE3.js.map +0 -1
- package/gltf-feature-gpu-instancing-2e_CFQnl.js.map +0 -1
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{"version":3,"file":"background-ground-DIw6D3qf.js","sources":["../shaders/background.vertex.wgsl?raw","../shaders/background.ground.fragment.wgsl?raw","../src/material/pbr/background-ground.ts"],"sourcesContent":["export default \"// Background Ground Vertex Shader\\n// Matches BJS shd_15: DIFFUSE, OPACITYFRESNEL, PREMULTIPLYALPHA (no REFLECTION)\\n\\nstruct MeshUniforms {\\n world: mat4x4<f32>,\\n};\\n\\n@group(1) @binding(0) var<uniform> mesh: MeshUniforms;\\n\\nstruct VertexInput {\\n @location(0) position: vec3<f32>,\\n @location(1) normal: vec3<f32>,\\n @location(2) uv: vec2<f32>,\\n};\\n\\nstruct VertexOutput {\\n @builtin(position) clipPos: vec4<f32>,\\n @location(0) vPositionW: vec3<f32>,\\n @location(1) vNormalW: vec3<f32>,\\n @location(2) vUV: vec2<f32>,\\n};\\n\\n@vertex\\nfn main(input: VertexInput) -> VertexOutput {\\n var output: VertexOutput;\\n let finalWorld = mesh.world;\\n let worldPos4 = finalWorld * vec4<f32>(input.position, 1.0);\\n output.vPositionW = worldPos4.xyz;\\n output.clipPos = scene.viewProjection * worldPos4;\\n let normalWorld = mat3x3<f32>(finalWorld[0].xyz, finalWorld[1].xyz, finalWorld[2].xyz);\\n output.vNormalW = normalize(normalWorld * input.normal);\\n output.vUV = input.uv;\\n return output;\\n}\\n\"","export default \"// Background Ground Fragment Shader\\n// Matches BJS shd_16: DIFFUSE, OPACITYFRESNEL, PREMULTIPLYALPHA (no REFLECTION)\\n// Verified via Spector.GPU capture of BJS scene 1\\n\\nstruct MeshUniforms {\\n world: mat4x4<f32>,\\n primaryColor: vec3<f32>,\\n alpha: f32,\\n backgroundCenter: vec3<f32>,\\n _pad: f32,\\n};\\n@group(1) @binding(0) var<uniform> mesh: MeshUniforms;\\n\\n@group(1) @binding(1) var groundTexture: texture_2d<f32>;\\n@group(1) @binding(2) var groundSampler: sampler;\\n\\nstruct FragmentInput {\\n @location(0) vPositionW: vec3<f32>,\\n @location(1) vNormalW: vec3<f32>,\\n @location(2) vUV: vec2<f32>,\\n};\\n\\n@fragment\\nfn main(input: FragmentInput) -> @location(0) vec4<f32> {\\n let normalW = normalize(input.vNormalW);\\n\\n // Sample diffuse texture (BJS backgroundGround.png: white RGB, radial alpha gradient)\\n let diffuseMap = textureSample(groundTexture, groundSampler, input.vUV);\\n\\n // BJS: reflectionColor = vec4(1) (no REFLECTION define)\\n let diffuseColor = diffuseMap.rgb;\\n let colorBase = max(diffuseColor, vec3<f32>(0.0));\\n let mainColor = mesh.primaryColor;\\n let finalColor = colorBase * mainColor;\\n\\n // Alpha starts from material alpha, multiplied by texture alpha\\n var finalAlpha = mesh.alpha * diffuseMap.a;\\n\\n // OPACITYFRESNEL — BJS shd_16 lines 367-370\\n let viewAngleToFloor = dot(normalW, normalize(scene.vEyePosition.xyz - mesh.backgroundCenter));\\n const startAngle: f32 = 0.1;\\n let fadeFactor = clamp(viewAngleToFloor / startAngle, 0.0, 1.0);\\n finalAlpha *= fadeFactor * fadeFactor;\\n\\n // Image processing (preserves alpha)\\n var color = vec4<f32>(finalColor, finalAlpha);\\n if (scene.vImageInfos.w >= 0.0) {\\n color = applyImageProcessing(color);\\n }\\n\\n // PREMULTIPLYALPHA — BJS shd_16 line 373\\n color = vec4<f32>(color.rgb * color.a, color.a);\\n\\n // Dithering\\n color = vec4<f32>(color.rgb + vec3<f32>(dither(input.vPositionW.xy, 0.5)), color.a);\\n color = max(color, vec4<f32>(0.0));\\n\\n return color;\\n}\\n\"","/** Ground plane renderable — lazy-loaded only when a scene includes a ground.\n * Contains the ground material, mesh buffers, texture loading, and UBO creation.\n * Tree-shaken away from scenes that use `skipGround: true`. */\n\nimport type { Mat4 } from \"../../math/types.js\";\nimport type { EngineContext } from \"../../engine/engine.js\";\nimport type { Renderable } from \"../../render/renderable.js\";\nimport type { RenderTargetSignature } from \"../../engine/render-target.js\";\nimport { getBilinearSampler } from \"../../resource/samplers.js\";\nimport { createUniformBuffer } from \"../../resource/gpu-buffers.js\";\nimport { getSceneBindGroupLayout } from \"../../render/scene-helpers.js\";\nimport { targetSignatureKey } from \"../../engine/render-target.js\";\nimport groundVertSrc from \"../../../shaders/background.vertex.wgsl?raw\";\nimport groundFragSrc from \"../../../shaders/background.ground.fragment.wgsl?raw\";\nimport { createMappedBuffer } from \"../../resource/gpu-buffers.js\";\nimport { SCENE_UBO_WGSL } from \"../../shader/scene-uniforms.js\";\nimport { WGSL_DITHER, WGSL_NO_DITHER } from \"../../shader/wgsl-helpers.js\";\n\n// ── Ground-frag-only WGSL helpers (kept here so scenes that don't load the ground\n// don't pay for the image-processing helper in the shared wgsl-helpers chunk). ──\n\n/** Image processing: exposure → Reinhard tonemap → gamma → contrast. */\nconst WGSL_IMAGE_PROCESSING = `\nfn applyImageProcessing(result: vec4<f32>) -> vec4<f32> {\nvar rgb = result.rgb;\nrgb *= scene.vImageInfos.x;\nconst tonemappingCalibration: f32 = 1.590579;\nrgb = 1.0 - exp2(-tonemappingCalibration * rgb);\nrgb = pow(rgb, vec3<f32>(1.0 / 2.2));\nrgb = clamp(rgb, vec3<f32>(0.0), vec3<f32>(1.0));\nlet highContrast = rgb * rgb * (3.0 - 2.0 * rgb);\nif (scene.vImageInfos.y < 1.0) {\nrgb = mix(vec3<f32>(0.5), rgb, scene.vImageInfos.y);\n} else {\nrgb = mix(rgb, highContrast, scene.vImageInfos.y - 1.0);\n}\nrgb = max(rgb, vec3<f32>(0.0));\nreturn vec4<f32>(rgb, result.a);\n}\n`;\n\nconst BG_MESH_UNIFORM_SIZE = 96; // mat4x4 + primaryColor vec3 + alpha + backgroundCenter vec3 + pad\n\n/** Build the ground renderable for a PBR environment scene. */\nexport async function buildGroundRenderable(\n engine: EngineContext,\n groundSize: number,\n rootPosition: [number, number, number],\n primaryColor: [number, number, number],\n groundTextureUrl?: string,\n groundImagePromise?: Promise<ImageBitmap>,\n enableNoise = true\n): Promise<Renderable> {\n const fragCode = SCENE_UBO_WGSL + WGSL_IMAGE_PROCESSING + (enableNoise ? WGSL_DITHER : WGSL_NO_DITHER) + groundFragSrc;\n const gndMat = createGroundMaterial(enableNoise, fragCode);\n\n // Ground world: rotated 90° X (XY→XZ), translated to rootPosition\n // Column-major for WGSL: ground quad in XY plane, normal +Z → world +Y\n // Offset Y by -0.01 to prevent z-fighting with scene floor geometry.\n const eps = 2.220446049250313e-16;\n const groundWorld = new Float32Array(16) as Mat4;\n groundWorld[0] = 1;\n groundWorld[5] = eps;\n groundWorld[6] = -1;\n groundWorld[9] = 1;\n groundWorld[10] = eps;\n groundWorld[12] = rootPosition[0];\n groundWorld[13] = rootPosition[1];\n groundWorld[14] = rootPosition[2];\n groundWorld[15] = 1;\n\n const gndBufs = createGroundBuffers(engine, groundSize);\n const gndUBO = createBgMeshUBO(engine, groundWorld, primaryColor);\n\n const groundTex = await loadGroundTexture(engine, groundTextureUrl, groundImagePromise);\n const groundTexView = groundTex.createView();\n const groundSamp = getBilinearSampler(engine);\n const gndBG = gndMat.createBindGroup(engine, gndUBO, groundTexView, groundSamp);\n\n const r: Renderable = {\n order: 200, // ground renders last (transparent)\n isTransparent: true,\n bind(eng, sig) {\n return {\n renderable: r,\n pipeline: gndMat.getPipeline(eng as EngineContext, sig),\n draw(pass) {\n pass.setBindGroup(1, gndBG);\n pass.setVertexBuffer(0, gndBufs.posBuffer);\n pass.setVertexBuffer(1, gndBufs.normBuffer);\n pass.setVertexBuffer(2, gndBufs.uvBuffer);\n pass.setIndexBuffer(gndBufs.idxBuffer, \"uint16\");\n pass.drawIndexed(gndBufs.idxCount);\n return 1;\n },\n };\n },\n };\n return r;\n}\n\n// ─── Ground Material ────────────────────────────────────────────────────────\n\ninterface GroundMaterial {\n getPipeline(engine: EngineContext, sig: RenderTargetSignature): GPURenderPipeline;\n createBindGroup(engine: EngineContext, meshUBO: GPUBuffer, groundTextureView: GPUTextureView, groundSampler: GPUSampler): GPUBindGroup;\n}\n\n/** Module-global pipeline cache — keyed by noise mode + full target signature (color/depth/samples/flipY).\n * All ground renderables share this cache. */\nconst _gndPipelines = new Map<string, GPURenderPipeline>();\nlet _gndLayout: GPUBindGroupLayout | null = null;\nlet _gndCachedDevice: GPUDevice | null = null;\n\nfunction createGroundMaterial(enableNoise: boolean, fragCode: string): GroundMaterial {\n function getLayout(engine: EngineContext): GPUBindGroupLayout {\n const device = engine._device;\n if (_gndLayout && _gndCachedDevice === device) {\n return _gndLayout;\n }\n _gndLayout = device.createBindGroupLayout({\n label: \"ground-material\",\n entries: [\n { binding: 0, visibility: GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT, buffer: { type: \"uniform\" } },\n { binding: 1, visibility: GPUShaderStage.FRAGMENT, texture: { sampleType: \"float\", viewDimension: \"2d\" } },\n { binding: 2, visibility: GPUShaderStage.FRAGMENT, sampler: { type: \"filtering\" } },\n ],\n });\n _gndCachedDevice = device;\n return _gndLayout;\n }\n\n return {\n getPipeline(engine, sig) {\n const device = engine._device;\n if (_gndCachedDevice !== device) {\n _gndPipelines.clear();\n _gndLayout = null;\n _gndCachedDevice = device;\n }\n const key = `${+enableNoise}|${targetSignatureKey(sig)}`;\n const cached = _gndPipelines.get(key);\n if (cached) {\n return cached;\n }\n const vertModule = device.createShaderModule({ code: SCENE_UBO_WGSL + groundVertSrc, label: \"ground-vert\" });\n const fragModule = device.createShaderModule({ code: fragCode, label: \"ground-frag\" });\n\n // Matches BJS rp_8: premultiplied alpha blend, depthWrite=false\n const pipeline = device.createRenderPipeline({\n label: \"ground-pipeline\",\n layout: device.createPipelineLayout({ bindGroupLayouts: [getSceneBindGroupLayout(engine), getLayout(engine)] }),\n vertex: {\n module: vertModule,\n entryPoint: \"main\",\n buffers: [\n { arrayStride: 12, attributes: [{ shaderLocation: 0, offset: 0, format: \"float32x3\" as GPUVertexFormat }] },\n { arrayStride: 12, attributes: [{ shaderLocation: 1, offset: 0, format: \"float32x3\" as GPUVertexFormat }] },\n { arrayStride: 8, attributes: [{ shaderLocation: 2, offset: 0, format: \"float32x2\" as GPUVertexFormat }] },\n ],\n },\n fragment: {\n module: fragModule,\n entryPoint: \"main\",\n targets: [\n {\n format: sig._colorFormat!,\n blend: {\n color: { srcFactor: \"one\", dstFactor: \"one-minus-src-alpha\", operation: \"add\" },\n alpha: { srcFactor: \"one\", dstFactor: \"one-minus-src-alpha\", operation: \"add\" },\n },\n },\n ],\n },\n depthStencil: {\n format: sig._depthStencilFormat ?? \"depth24plus-stencil8\",\n depthCompare: sig._depthCompare ?? \"greater-equal\",\n depthWriteEnabled: false,\n },\n multisample: { count: sig._sampleCount },\n primitive: { topology: \"triangle-list\", cullMode: \"back\", frontFace: sig._flipY ? \"cw\" : \"ccw\" },\n });\n _gndPipelines.set(key, pipeline);\n return pipeline;\n },\n\n createBindGroup(engine, meshUBO, groundTextureView, groundSampler) {\n const device = engine._device;\n return device.createBindGroup({\n layout: getLayout(engine),\n entries: [\n { binding: 0, resource: { buffer: meshUBO } },\n { binding: 1, resource: groundTextureView },\n { binding: 2, resource: groundSampler },\n ],\n });\n },\n };\n}\n\n// ─── Ground Mesh Data ───────────────────────────────────────────────────────\n\n/** Ground quad (4 verts, 6 indices — matches BJS CreatePlane with BACKSIDE).\n * XY plane, normals +Z (become +Y after world rotation). */\nfunction createGroundBuffers(\n engine: EngineContext,\n groundSize: number\n): {\n posBuffer: GPUBuffer;\n normBuffer: GPUBuffer;\n uvBuffer: GPUBuffer;\n idxBuffer: GPUBuffer;\n idxCount: number;\n} {\n const h = groundSize / 2;\n // prettier-ignore\n const positions = new Float32Array([\n -h, -h, 0,\n h, -h, 0,\n h, h, 0,\n -h, h, 0,\n ]);\n // prettier-ignore\n const normals = new Float32Array([\n 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1,\n ]);\n // prettier-ignore\n const uvs = new Float32Array([\n 0, 0, 1, 0, 1, 1, 0, 1,\n ]);\n // BACKSIDE winding\n // prettier-ignore\n const indices = new Uint16Array([0, 2, 1, 0, 3, 2]);\n\n return {\n posBuffer: createMappedBuffer(engine, positions, GPUBufferUsage.VERTEX),\n normBuffer: createMappedBuffer(engine, normals, GPUBufferUsage.VERTEX),\n uvBuffer: createMappedBuffer(engine, uvs, GPUBufferUsage.VERTEX),\n idxBuffer: createMappedBuffer(engine, indices, GPUBufferUsage.INDEX),\n idxCount: 6,\n };\n}\n\n// ─── Ground UBO ─────────────────────────────────────────────────────────────\n\nfunction createBgMeshUBO(engine: EngineContext, world: Mat4, primaryColor: [number, number, number]): GPUBuffer {\n const data = new Float32Array(BG_MESH_UNIFORM_SIZE / 4);\n data.set(world, 0); // offset 0: world mat4x4\n data[16] = primaryColor[0]; // offset 64: primaryColor.r\n data[17] = primaryColor[1]; // offset 68: primaryColor.g\n data[18] = primaryColor[2]; // offset 72: primaryColor.b\n data[19] = 0.9; // offset 76: alpha (BJS default groundOpacity)\n data[20] = 0;\n data[21] = 0;\n data[22] = 0; // offset 80: backgroundCenter\n return createUniformBuffer(engine, data);\n}\n\n// ─── Ground Texture ─────────────────────────────────────────────────────────\n\n/** Load a ground diffuse texture from URL and upload to GPU.\n * Falls back to a 1×1 white pixel if no URL provided. */\nasync function loadGroundTexture(engine: EngineContext, url?: string, preloadedImage?: Promise<ImageBitmap>): Promise<GPUTexture> {\n const device = engine._device;\n if (!url) {\n const tex = device.createTexture({\n size: [1, 1],\n format: \"rgba8unorm\",\n usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST,\n });\n device.queue.writeTexture({ texture: tex }, new Uint8Array([255, 255, 255, 255]), { bytesPerRow: 4 }, [1, 1]);\n return tex;\n }\n // Use pre-fetched image if available (started early in loadEnvironment)\n const bmp = preloadedImage\n ? await preloadedImage\n : await fetch(url)\n .then((r) => r.blob())\n .then((b) => createImageBitmap(b, { premultiplyAlpha: \"none\" }));\n const tex = device.createTexture({\n size: [bmp.width, bmp.height],\n format: \"rgba8unorm\",\n usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST | GPUTextureUsage.RENDER_ATTACHMENT,\n });\n device.queue.copyExternalImageToTexture({ source: bmp }, { texture: tex }, [bmp.width, bmp.height]);\n bmp.close();\n return 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{"version":3,"file":"background-hdr-skybox-c4uuTmkP.js","sources":["../shaders/skybox-hdr.fragment.wgsl?raw","../src/material/pbr/background-hdr-skybox.ts"],"sourcesContent":["export default \"// HDR Skybox Fragment Shader — samples HDR environment cubemap with image processing.\\n// Used when scene has an HDR environment rendered as the background.\\n// Matches BJS BackgroundMaterial: cubemap at LOD 0 + exposure + gamma + contrast.\\n\\nstruct MeshUniforms {\\n world: mat4x4<f32>,\\n primaryColor: vec3<f32>,\\n _pad: f32,\\n skyOutputColor: vec3<f32>,\\n _pad2: f32,\\n exposureLinear: f32,\\n contrast: f32,\\n _pad3: f32,\\n _pad4: f32,\\n};\\n\\n@group(1) @binding(0) var<uniform> mesh: MeshUniforms;\\n@group(1) @binding(1) var envCubemap: texture_cube<f32>;\\n@group(1) @binding(2) var envSampler: sampler;\\n\\nstruct FragmentInput {\\n @location(0) positionUVW: vec3<f32>,\\n @location(1) positionW: vec3<f32>,\\n};\\n\\n@fragment\\nfn main(input: FragmentInput) -> @location(0) vec4<f32> {\\n let dir = normalize(input.positionUVW);\\n var color = textureSampleLevel(envCubemap, envSampler, dir, 0.0).rgb;\\n\\n // Image processing: exposure → gamma → contrast (matches BJS applyImageProcessing)\\n color *= mesh.exposureLinear;\\n color = pow(color, vec3<f32>(1.0 / 2.2));\\n color = clamp(color, vec3<f32>(0.0), vec3<f32>(1.0));\\n\\n let highContrast = color * color * (3.0 - 2.0 * color);\\n if (mesh.contrast < 1.0) { color = mix(vec3<f32>(0.5), color, mesh.contrast); 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{"version":3,"file":"background-solid-skybox-DPGBpPbm.js","sources":["../shaders/skybox.fragment.wgsl?raw","../src/material/pbr/background-solid-skybox.ts"],"sourcesContent":["export default \"// Skybox Fragment Shader — matches Babylon BackgroundMaterial\\n// BJS loads a separate CDN skybox texture (backgroundSkybox.dds) that produces\\n// exactly scene.clearColor when rendered through the BackgroundMaterial pipeline.\\n// We replicate this by outputting the pre-computed clearColor directly from a UBO.\\n\\nstruct MeshUniforms {\\n world: mat4x4<f32>,\\n primaryColor: vec3<f32>,\\n _pad: f32,\\n // Pre-computed sRGB output color for the sky background (= scene.clearColor).\\n skyOutputColor: vec3<f32>,\\n _pad2: f32,\\n};\\n@group(1) @binding(0) var<uniform> mesh: MeshUniforms;\\n\\nstruct FragmentInput {\\n @location(0) positionUVW: vec3<f32>,\\n @location(1) positionW: vec3<f32>,\\n};\\n\\n@fragment\\nfn main(input: FragmentInput) -> @location(0) vec4<f32> {\\n var result = vec4<f32>(mesh.skyOutputColor, 1.0);\\n\\n // Dithering (enableNoise=true, variance=0.5)\\n result = vec4<f32>(result.rgb + vec3<f32>(dither(input.positionW.xy, 0.5)), result.a);\\n result = max(result, vec4<f32>(0.0));\\n\\n return result;\\n}\\n\"","/** Solid-color skybox renderable — the clear-color background used by PBR\n * environment scenes when no HDR/DDS skybox is provided.\n *\n * Dynamically imported from `background-renderable.ts` so scenes that pass\n * `skipSkybox: true` (or use a dyn-imported HDR/DDS skybox instead) don't\n * pay for the shader module or cube geometry. */\n\nimport type { SceneContext } from \"../../scene/scene.js\";\nimport type { EngineContext } from \"../../engine/engine.js\";\nimport type { EnvironmentTextures } from \"../../loader-env/load-env.js\";\nimport type { Mat4 } from \"../../math/types.js\";\nimport type { Renderable } from \"../../render/renderable.js\";\nimport type { RenderTargetSignature } from \"../../engine/render-target.js\";\n\nimport skyboxVertSrc from \"../../../shaders/skybox.vertex.wgsl?raw\";\nimport skyboxFragSrc from \"../../../shaders/skybox.fragment.wgsl?raw\";\nimport { createDefaultPipelineDescriptor, getSceneBindGroupLayout } from \"../../render/scene-helpers.js\";\nimport { targetSignatureKey } from \"../../engine/render-target.js\";\nimport { WGSL_DITHER } from \"../../shader/wgsl-helpers.js\";\nimport { SCENE_UBO_WGSL } from \"../../shader/scene-uniforms.js\";\nimport { createMappedBuffer, createUniformBuffer } from \"../../resource/gpu-buffers.js\";\nimport { createSingleUniformBGL } from \"../../shader/bgl-helpers.js\";\n\nconst SKY_MESH_UNIFORM_SIZE = 96; // mat4x4 + primaryColor vec3 + pad + skyOutputColor vec3 + pad\n\nfunction createSkyboxBuffers(engine: EngineContext, S: number): { posBuffer: GPUBuffer; idxBuffer: GPUBuffer; idxCount: number } {\n // prettier-ignore\n const positions = new Float32Array([\n S,-S, S, -S,-S, S, -S, S, S, S, S, S,\n S, S,-S, -S, S,-S, -S,-S,-S, S,-S,-S,\n S, S,-S, S,-S,-S, S,-S, S, S, S, S,\n -S, S, S, -S,-S, S, -S,-S,-S, -S, S,-S,\n -S, S, S, -S, S,-S, S, S,-S, S, S, S,\n S,-S, S, S,-S,-S, -S,-S,-S, -S,-S, S,\n ]);\n // prettier-ignore\n const indices = new Uint16Array([\n 2, 1, 0, 3, 2, 0, 6, 5, 4, 7, 6, 4,\n 10, 9, 8, 11,10, 8, 14,13,12, 15,14,12,\n 18,17,16, 19,18,16, 22,21,20, 23,22,20,\n ]);\n return {\n posBuffer: createMappedBuffer(engine, positions, GPUBufferUsage.VERTEX),\n idxBuffer: createMappedBuffer(engine, indices, GPUBufferUsage.INDEX),\n idxCount: 36,\n };\n}\n\nfunction buildSkyboxWorldMatrix(rootPosition: [number, number, number]): Mat4 {\n const world = new Float32Array(16) as Mat4;\n world[0] = 1;\n world[5] = 1;\n world[10] = 1;\n world[15] = 1;\n world[12] = rootPosition[0];\n world[13] = rootPosition[1];\n world[14] = rootPosition[2];\n return world;\n}\n\ninterface SkyboxMaterial {\n getPipeline(engine: EngineContext, sig: RenderTargetSignature): GPURenderPipeline;\n createBindGroup(engine: EngineContext, meshUBO: GPUBuffer, env: EnvironmentTextures): GPUBindGroup;\n}\n\nconst SKYBOX_POS_BUFFER: GPUVertexBufferLayout[] = [{ arrayStride: 12, attributes: [{ shaderLocation: 0, offset: 0, format: \"float32x3\" as GPUVertexFormat }] }];\n\n/** Module-global pipeline cache shared by all solid-skybox renderables. */\nconst _skyPipelines = new Map<string, GPURenderPipeline>();\nlet _skyLayout: GPUBindGroupLayout | null = null;\nlet _skyCachedDevice: GPUDevice | null = null;\n\nfunction createSkyboxMaterial(): SkyboxMaterial {\n function getLayout(engine: EngineContext): GPUBindGroupLayout {\n const device = engine._device;\n if (_skyLayout && _skyCachedDevice === device) {\n return _skyLayout;\n }\n _skyLayout = createSingleUniformBGL(engine, \"skybox-material\", GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT);\n return _skyLayout;\n }\n\n return {\n getPipeline(_engine, sig) {\n const device = _engine._device;\n if (_skyCachedDevice !== device) {\n _skyPipelines.clear();\n _skyLayout = null;\n _skyCachedDevice = device;\n }\n const key = targetSignatureKey(sig);\n const cached = _skyPipelines.get(key);\n if (cached) {\n return cached;\n }\n const _vertModule = device.createShaderModule({ code: SCENE_UBO_WGSL + skyboxVertSrc, label: \"skybox-vert\" });\n const _fragModule = device.createShaderModule({ code: WGSL_DITHER + skyboxFragSrc, label: \"skybox-frag\" });\n\n const pipeline = device.createRenderPipeline(\n createDefaultPipelineDescriptor({\n _label: \"skybox-pipeline\",\n _engine,\n _bgls: [getSceneBindGroupLayout(_engine), getLayout(_engine)],\n _vertModule,\n _fragModule,\n _vertexBuffers: SKYBOX_POS_BUFFER,\n _format: sig._colorFormat!,\n _depthStencilFormat: sig._depthStencilFormat,\n _depthCompare: sig._depthCompare,\n _msaaSamples: sig._sampleCount,\n _depthWriteEnabled: false,\n _flipY: sig._flipY,\n })\n );\n _skyPipelines.set(key, pipeline);\n return pipeline;\n },\n\n createBindGroup(engine, meshUBO, _env) {\n const device = engine._device;\n return device.createBindGroup({\n layout: getLayout(engine),\n entries: [{ binding: 0, resource: { buffer: meshUBO } }],\n });\n },\n };\n}\n\nexport function buildSolidSkyboxRenderable(\n scene: SceneContext,\n envTextures: EnvironmentTextures,\n skyHalfSize: number,\n rootPosition: [number, number, number],\n primaryColor: [number, number, number]\n): Renderable {\n const engine = scene.engine;\n const skyboxWorld = buildSkyboxWorldMatrix(rootPosition);\n const cc = scene.clearColor;\n const skyBufs = createSkyboxBuffers(engine, skyHalfSize);\n\n const skyMat = createSkyboxMaterial();\n const skyOutputColor: [number, number, number] = [cc.r, cc.g, cc.b];\n const skyUBO = createSkyMeshUBO(engine, skyboxWorld, primaryColor, skyOutputColor);\n const skyBG = skyMat.createBindGroup(engine, skyUBO, envTextures);\n\n const r: Renderable = {\n order: 0, // skybox renders first (behind everything)\n isTransparent: false,\n bind(eng, sig) {\n return {\n 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{"version":3,"file":"billboard-renderable-D8mlVGCd.js","sources":["../src/sprite/billboard-renderable.ts"],"sourcesContent":["import type { EngineContext } from \"../engine/engine.js\";\nimport type { RenderTargetSignature } from \"../engine/render-target.js\";\nimport type { DrawBinding, DrawUpdateContext, Renderable } from \"../render/renderable.js\";\nimport type { Camera } from \"../camera/camera.js\";\nimport { getViewMatrix } from \"../camera/camera.js\";\nimport { getSceneBindGroupLayout } from \"../render/scene-helpers.js\";\nimport { createEmptyUniformBuffer, createMappedBuffer } from \"../resource/gpu-buffers.js\";\nimport type { SpriteLayerFx } from \"./custom-shader-core.js\";\nimport { _getBillboardFxHook } from \"./sprite-fx-hook.js\";\nimport type { BillboardSpriteSystem } from \"./billboard-sprite.js\";\nimport {\n BILLBOARD_INDEX_DATA,\n BILLBOARD_SYSTEM_UBO_BYTES,\n buildBillboardSystemUbo,\n createBillboardInstanceBuffer,\n createBillboardInstanceSortScratch,\n createBillboardPipelineCache,\n createBillboardSystemBindGroup,\n ensureBillboardInstanceBuffer,\n getOrCreateBillboardPipeline,\n resetBillboardPipelineCache,\n uploadBillboardInstances,\n uploadSortedBillboardInstances,\n writeBillboardSystemUboIfDirty,\n} from \"./billboard-pipeline.js\";\nimport type { BillboardInstanceSortScratch, BillboardPipelineCache } from \"./billboard-pipeline.js\";\n\nlet _sharedPipelineCache: BillboardPipelineCache | null = null;\nlet _sharedPipelineCacheRefs = 0;\n\nfunction acquireSharedPipelineCache(): BillboardPipelineCache {\n _sharedPipelineCache ??= createBillboardPipelineCache();\n _sharedPipelineCacheRefs++;\n return _sharedPipelineCache;\n}\n\nfunction releaseSharedPipelineCache(): void {\n if (_sharedPipelineCacheRefs === 0) {\n return;\n }\n _sharedPipelineCacheRefs--;\n if (_sharedPipelineCacheRefs === 0 && _sharedPipelineCache) {\n resetBillboardPipelineCache(_sharedPipelineCache);\n _sharedPipelineCache = null;\n }\n}\n\ninterface BillboardRenderableInternal extends Renderable {\n _engine: EngineContext;\n _system: BillboardSpriteSystem;\n _indexBuffer: GPUBuffer;\n _uniformBuffer: GPUBuffer;\n _instanceBuffer: GPUBuffer;\n _instanceBufferCapacity: number;\n _instanceSortScratch: BillboardInstanceSortScratch;\n _pipelineCache: BillboardPipelineCache;\n _bindGroups: Map<GPURenderPipeline, GPUBindGroup>;\n _uploadedVersion: number;\n _uploadedCamera: Camera | null;\n _uploadedCameraViewVersion: number;\n _uploadedSorted: boolean;\n _centerVersion: number;\n _drawableCount: number;\n _uboUploaded: boolean;\n _lastUbo: Float32Array;\n _scratchUbo: Float32Array;\n _fx: SpriteLayerFx | null;\n _disposed: boolean;\n}\n\nexport function buildBillboardRenderable(engine: EngineContext, system: BillboardSpriteSystem): { renderable: Renderable; dispose: () => void } {\n const indexBuffer = createMappedBuffer(engine, BILLBOARD_INDEX_DATA, GPUBufferUsage.INDEX);\n const uniformBuffer = createEmptyUniformBuffer(engine, BILLBOARD_SYSTEM_UBO_BYTES, `${system._orientation}-billboard-system-ubo`);\n const instanceBuffer = createBillboardInstanceBuffer(engine._device, system, `${system._orientation}-billboard-instances`);\n const fx = _getBillboardFxHook()?.createLayerFx(engine, `${system._orientation}-billboard-fx-ubo`, system) ?? null;\n const isTransparent = system._depthMode === \"transparent\";\n const renderable: BillboardRenderableInternal = {\n order: system.order,\n isTransparent,\n _direct: !isTransparent,\n _engine: engine,\n _system: system,\n _indexBuffer: indexBuffer,\n _uniformBuffer: uniformBuffer,\n _instanceBuffer: instanceBuffer,\n _instanceBufferCapacity: system._capacity,\n _instanceSortScratch: createBillboardInstanceSortScratch(),\n _pipelineCache: acquireSharedPipelineCache(),\n _bindGroups: new Map(),\n _uploadedVersion: -1,\n _uploadedCamera: null,\n _uploadedCameraViewVersion: -1,\n _uploadedSorted: false,\n _centerVersion: -1,\n _drawableCount: 0,\n _uboUploaded: false,\n _lastUbo: new Float32Array(BILLBOARD_SYSTEM_UBO_BYTES / 4),\n _scratchUbo: new Float32Array(BILLBOARD_SYSTEM_UBO_BYTES / 4),\n _fx: fx,\n _disposed: false,\n _worldCenter: [0, 0, 0],\n bind(engine, target) {\n return bindSystem(renderable, engine, target);\n },\n };\n refreshBillboardWorldCenter(renderable);\n return {\n renderable,\n dispose() {\n disposeRenderable(renderable);\n },\n };\n}\n\nfunction bindSystem(renderable: BillboardRenderableInternal, engine: EngineContext, target: RenderTargetSignature): DrawBinding {\n if (!target._depthStencilFormat) {\n throw new Error(\"BillboardSpriteSystem requires a depth-stencil render target.\");\n }\n const sampleCount = target._sampleCount === 1 ? 1 : 4;\n const pipeline = getOrCreateBillboardPipeline(\n engine,\n renderable._pipelineCache,\n target._colorFormat!,\n sampleCount,\n renderable._system,\n target._depthStencilFormat,\n getSceneBindGroupLayout(engine)\n );\n let bindGroup = renderable._bindGroups.get(pipeline);\n if (!bindGroup) {\n bindGroup = createBillboardSystemBindGroup(engine, pipeline, renderable._system, renderable._uniformBuffer, renderable._fx);\n renderable._bindGroups.set(pipeline, bindGroup);\n }\n return {\n renderable,\n pipeline,\n update(context) {\n uploadSystem(renderable, context);\n },\n draw(pass) {\n return drawSystem(renderable, bindGroup, pass);\n },\n };\n}\n\nfunction uploadSystem(renderable: BillboardRenderableInternal, context: DrawUpdateContext): void {\n if (renderable._disposed) {\n return;\n }\n refreshBillboardWorldCenter(renderable);\n if (!renderable._system.visible || renderable._system.count === 0) {\n if (renderable._system.count === 0) {\n renderable._system._dirtyMin = 0;\n renderable._system._dirtyMax = 0;\n renderable._uploadedVersion = renderable._system._version;\n renderable._uploadedSorted = false;\n }\n return;\n }\n // Match the pure-2D `SpriteRenderer` path: advance `fx.time` (and write the FX UBO) only for\n // visible, non-empty systems so time semantics stay consistent and we avoid wasted `writeBuffer` traffic.\n if (renderable._fx) {\n _getBillboardFxHook()!.updateFx(renderable._fx, renderable._system, renderable._engine._currentDelta);\n }\n const grown = ensureBillboardInstanceBuffer(\n renderable._engine._device,\n renderable._system,\n renderable._instanceBuffer,\n renderable._instanceBufferCapacity,\n `${renderable._system._orientation}-billboard-instances`\n );\n if (grown.reallocated) {\n renderable._instanceBuffer = grown.buffer;\n renderable._instanceBufferCapacity = grown.capacity;\n renderable._uploadedVersion = -1;\n renderable._uploadedCamera = null;\n renderable._uploadedCameraViewVersion = -1;\n renderable._uploadedSorted = false;\n }\n const camera = context._camera;\n if (renderable._system._depthMode === \"transparent\" && camera) {\n const cameraViewMatrix = getViewMatrix(camera);\n if (\n !renderable._uploadedSorted ||\n renderable._uploadedVersion !== renderable._system._version ||\n 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{"version":3,"file":"create-skeleton-C9JdIJnb.js","sources":["../src/skeleton/create-skeleton.ts"],"sourcesContent":["/** Skeleton GPU resource factory.\n *\n * Dynamically imported by load-gltf.ts when a mesh has skeletal data.\n * Scenes without skeletons never import this module.\n * Skinning WGSL is now provided by the skeleton ShaderFragment\n * (shader/fragments/skeleton-fragment.ts) and composed at pipeline\n * creation time — no global registration needed. */\n\nimport type { EngineContext } from \"../engine/engine.js\";\nimport type { SkeletonData } from \"../animation/types.js\";\nimport { createMappedBuffer } from \"../resource/gpu-buffers.js\";\n\n/** Create skeleton GPU data from parsed glTF skin.\n * @param engine - Engine context (provides GPUDevice)\n * @param joints - Joint indices (4 per vertex, u8 or u16)\n * @param weights - Blend weights (4 per vertex, f32)\n * @param boneCount - Number of bones (joints) in the skeleton\n * @param boneData - Initial bone matrices (Float32Array, 16 floats per bone)\n * @param joints1 - Extra joint indices for 8-bone skinning (JOINTS_1)\n * @param weights1 - Extra blend weights for 8-bone skinning (WEIGHTS_1)\n */\nexport function createSkeleton(\n engine: EngineContext,\n joints: Uint16Array | Uint8Array,\n weights: Float32Array,\n boneCount: number,\n boneData: Float32Array,\n joints1?: Uint16Array | Uint8Array | null,\n weights1?: Float32Array | null\n): SkeletonData {\n const device = engine._device;\n // Bone texture: rgba32float, 4 texels per bone (one mat4 column each)\n const texWidth = boneCount * 4;\n const boneTexture = device.createTexture({\n size: [texWidth, 1],\n format: \"rgba32float\",\n usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST,\n });\n device.queue.writeTexture({ texture: boneTexture }, boneData.buffer, { bytesPerRow: texWidth * 16 }, { width: texWidth, height: 1 });\n\n // Expand joints to Uint32Array — pipeline reads uint32x4 vertex format\n const joints32 = new Uint32Array(joints.length);\n for (let i = 0; i < joints.length; i++) {\n joints32[i] = joints[i]!;\n }\n\n const jointsBuffer = createMappedBuffer(engine, joints32, GPUBufferUsage.VERTEX);\n const weightsBuffer = createMappedBuffer(engine, weights, GPUBufferUsage.VERTEX);\n\n let joints1Buffer: GPUBuffer | null = null;\n let weights1Buffer: GPUBuffer | null = null;\n if (joints1 && weights1) {\n const joints132 = new Uint32Array(joints1.length);\n for (let i = 0; i < joints1.length; i++) {\n joints132[i] = joints1[i]!;\n }\n joints1Buffer = createMappedBuffer(engine, joints132, GPUBufferUsage.VERTEX);\n weights1Buffer = createMappedBuffer(engine, weights1, GPUBufferUsage.VERTEX);\n }\n\n return {\n boneTexture,\n boneCount,\n jointsBuffer,\n weightsBuffer,\n joints,\n weights,\n boneMatrices: boneData,\n joints1Buffer,\n weights1Buffer,\n joints1: joints1 ?? null,\n weights1: weights1 ?? null,\n };\n}\n"],"names":[],"mappings":";AAqBO,SAAS,eACZ,QACA,QACA,SACA,WACA,UACA,SACA,UACY;AACZ,QAAM,SAAS,OAAO;AAEtB,QAAM,WAAW,YAAY;AAC7B,QAAM,cAAc,OAAO,cAAc;AAAA,IACrC,MAAM,CAAC,UAAU,CAAC;AAAA,IAClB,QAAQ;AAAA,IACR,OAAO,gBAAgB,kBAAkB,gBAAgB;AAAA,EAAA,CAC5D;AACD,SAAO,MAAM,aAAa,EAAE,SAAS,YAAA,GAAe,SAAS,QAAQ,EAAE,aAAa,WAAW,MAAM,EAAE,OAAO,UAAU,QAAQ,GAAG;AAGnI,QAAM,WAAW,IAAI,YAAY,OAAO,MAAM;AAC9C,WAAS,IAAI,GAAG,IAAI,OAAO,QAAQ,KAAK;AACpC,aAAS,CAAC,IAAI,OAAO,CAAC;AAAA,EAC1B;AAEA,QAAM,eAAe,mBAAmB,QAAQ,UAAU,eAAe,MAAM;AAC/E,QAAM,gBAAgB,mBAAmB,QAAQ,SAAS,eAAe,MAAM;AAE/E,MAAI,gBAAkC;AACtC,MAAI,iBAAmC;AACvC,MAAI,WAAW,UAAU;AACrB,UAAM,YAAY,IAAI,YAAY,QAAQ,MAAM;AAChD,aAAS,IAAI,GAAG,IAAI,QAAQ,QAAQ,KAAK;AACrC,gBAAU,CAAC,IAAI,QAAQ,CAAC;AAAA,IAC5B;AACA,oBAAgB,mBAAmB,QAAQ,WAAW,eAAe,MAAM;AAC3E,qBAAiB,mBAAmB,QAAQ,UAAU,eAAe,MAAM;AAAA,EAC/E;AAEA,SAAO;AAAA,IACH;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA,cAAc;AAAA,IACd;AAAA,IACA;AAAA,IACA,SAAS,WAAW;AAAA,IACpB,UAAU,YAAY;AAAA,EAAA;AAE9B;"}
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{"version":3,"file":"cubemap-skybox-material-DvXMVc4k.js","sources":["../src/material/pbr/cubemap-skybox-material.ts"],"sourcesContent":["/** Shared cubemap skybox material factory — used by DDS and HDR skyboxes.\n * BGL: binding 0 = uniform buffer, binding 1 = cube texture, binding 2 = sampler. */\n\nimport type { EngineContext } from \"../../engine/engine.js\";\nimport type { RenderTargetSignature } from \"../../engine/render-target.js\";\nimport { createDefaultPipelineDescriptor, getSceneBindGroupLayout } from \"../../render/scene-helpers.js\";\nimport { targetSignatureKey } from \"../../engine/render-target.js\";\n\nconst SKYBOX_POS_BUFFER: GPUVertexBufferLayout[] = [{ arrayStride: 12, attributes: [{ shaderLocation: 0, offset: 0, format: \"float32x3\" as GPUVertexFormat }] }];\n\nexport interface CubemapSkyboxMaterial {\n getPipeline(engine: EngineContext, sig: RenderTargetSignature): GPURenderPipeline;\n createBindGroup(engine: EngineContext, meshUBO: GPUBuffer, cubeView: 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{"version":3,"file":"emissive-fragment-BnNvbBCw.js","sources":["../src/material/pbr/fragments/emissive-fragment.ts"],"sourcesContent":["/**\n * Emissive Color Fragment\n *\n * Adds an emissiveColor vec3 uniform to MeshUniforms and uses it\n * in the fragment shader's emissive computation.\n *\n * Zero bytes in bundles for scenes that don't use emissive color.\n */\n\nimport type { ShaderFragment } from \"../../../shader/fragment-types.js\";\nimport type { PbrMaterialProps } from \"../pbr-material.js\";\nimport type { PbrExt } from \"../pbr-flags.js\";\nimport { PBR_HAS_EMISSIVE_COLOR, PBR_HAS_EMISSIVE } from \"../pbr-flag-bits.js\";\n\n/**\n * Create an emissive-color fragment.\n * @param hasEmissiveTexture - Whether the material also has an emissive texture.\n */\nexport function createEmissiveColorFragment(hasEmissiveTexture: boolean): ShaderFragment {\n return {\n _id: \"emissive-color\",\n\n _uboFields: [\n { _name: \"emissiveColor\", _type: \"vec3<f32>\" },\n { _name: \"_emissiveColorPad\", _type: \"f32\" },\n ],\n\n _fragmentSlots: {\n AT: hasEmissiveTexture\n ? `let emissive = material.emissiveColor * textureSample(emissiveTexture, emissiveSampler, input.uv).rgb;`\n : `let emissive = material.emissiveColor;`,\n },\n };\n}\n\n/** Write the emissive-color material-UBO slice. */\nexport function writeEmissiveUBO(data: Float32Array, material: PbrMaterialProps, offsets: ReadonlyMap<string, number>): void {\n if (!material.emissiveColor || !offsets.has(\"emissiveColor\")) {\n return;\n }\n const off = offsets.get(\"emissiveColor\")! / 4;\n data[off] = material.emissiveColor[0]!;\n data[off + 1] = material.emissiveColor[1]!;\n data[off + 2] = material.emissiveColor[2]!;\n}\n\nexport const pbrExt: PbrExt = {\n id: \"emissive-color\",\n phase: \"fragment\",\n frag(ctx) {\n if (!(ctx._features & PBR_HAS_EMISSIVE_COLOR)) {\n return null;\n }\n return createEmissiveColorFragment((ctx._features & PBR_HAS_EMISSIVE) !== 0);\n },\n writeUbo: writeEmissiveUBO as PbrExt[\"writeUbo\"],\n};\n"],"names":[],"mappings":";AAkBO,SAAS,4BAA4B,oBAA6C;AACrF,SAAO;AAAA,IACH,KAAK;AAAA,IAEL,YAAY;AAAA,MACR,EAAE,OAAO,iBAAiB,OAAO,YAAA;AAAA,MACjC,EAAE,OAAO,qBAAqB,OAAO,MAAA;AAAA,IAAM;AAAA,IAG/C,gBAAgB;AAAA,MACZ,IAAI,qBACE,2GACA;AAAA,IAAA;AAAA,EACV;AAER;AAGO,SAAS,iBAAiB,MAAoB,UAA4B,SAA4C;AACzH,MAAI,CAAC,SAAS,iBAAiB,CAAC,QAAQ,IAAI,eAAe,GAAG;AAC1D;AAAA,EACJ;AACA,QAAM,MAAM,QAAQ,IAAI,eAAe,IAAK;AAC5C,OAAK,GAAG,IAAI,SAAS,cAAc,CAAC;AACpC,OAAK,MAAM,CAAC,IAAI,SAAS,cAAc,CAAC;AACxC,OAAK,MAAM,CAAC,IAAI,SAAS,cAAc,CAAC;AAC5C;AAEO,MAAM,SAAiB;AAAA,EAC1B,IAAI;AAAA,EACJ,OAAO;AAAA,EACP,KAAK,KAAK;AACN,QAAI,EAAE,IAAI,YAAY,yBAAyB;AAC3C,aAAO;AAAA,IACX;AACA,WAAO,6BAA6B,IAAI,YAAY,sBAAsB,CAAC;AAAA,EAC/E;AAAA,EACA,UAAU;AACd;"}
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{"version":3,"file":"gaussian-splatting-pipeline-sh-DgJl7l56.js","sources":["../src/mesh/GaussianSplatting/gaussian-splatting-pipeline-sh.ts"],"sourcesContent":["/** Gaussian-Splatting SH render pipeline + Renderable.\n *\n * Variant of `gaussian-splatting-pipeline.ts` that adds view-dependent SH\n * shading. Loaded *only* by `loadSplat` (and the SOG / SPZ loaders) via a\n * dynamic `import(...)` when the parsed splat asset includes SH coefficients\n * (`mesh.shDegree > 0`), so plain `.ply` / `.splat` scenes (e.g. scene 120)\n * never pull this module's WGSL or runtime cost into their bundle.\n *\n * WGSL source is generated per-shDegree by `buildShShaderSource`: SH textures,\n * byte-to-vec3 unpacking, and the polynomial evaluation in\n * `computeColorFromSHDegree` all expand to the right size — mirrors the\n * `#if SH_DEGREE > N` blocks in BJS `gaussianSplatting.fx`. Pipeline cache is\n * keyed by `(targetSignatureKey, shDegree)`.\n *\n * The UBO grows by 16 bytes vs the base pipeline to carry `eyePosition`\n * (world-space camera position; see `computeSH(dir)` below).\n *\n * ── Why the Y-flip on the SH direction? ─────────────────────────────────\n * BJS sets `mesh.scaling.y *= -1` to fix coordinate-system handedness; Lite\n * pre-flips Y in `splat-data.ts` at parse time so the runtime mesh transform\n * is identity. World-space splat positions agree across both engines, but\n * the BJS world rotation absorbs an extra `diag(1,-1,1)` factor — i.e.\n * worldRot_bjs = worldRot_user · diag(1,-1,1)\n * which means\n * inverse(worldRot_bjs) · v = diag(1,-1,1) · inverse(worldRot_user) · v\n * so Lite reproduces the BJS SH direction by computing\n * `inverseMat3(worldRot) · (worldPos − eye)` and then negating `.y`. */\n\nimport type { EngineContext } from \"../../engine/engine.js\";\nimport type { SceneContext } from \"../../scene/scene-core.js\";\nimport type { Renderable, DrawBinding } from \"../../render/renderable.js\";\nimport type { RenderTargetSignature } from \"../../engine/render-target.js\";\nimport { targetSignatureKey } from \"../../engine/render-target.js\";\nimport { getViewMatrix, getProjectionMatrix, getCameraPosition } from \"../../camera/camera.js\";\nimport { getSceneBindGroupLayout } from \"../../render/scene-helpers.js\";\nimport { getRenderTargetSize } from \"../../engine/engine.js\";\nimport { disposeGaussianSplattingMesh, type GaussianSplattingMesh, type GsShaderFragment } from \"./gaussian-splatting-mesh.js\";\nimport { applyGsFragments } from \"./gaussian-splatting-pipeline.js\";\n\ninterface PipelineEntry {\n pipeline: GPURenderPipeline;\n meshBindGroupLayout: GPUBindGroupLayout;\n shTextureCount: number;\n}\n\n// shDegree → number of rgba32uint SH textures: 1→1, 2→2, 3→3, 4→5.\nconst SH_TEXTURE_COUNT = [0, 1, 2, 3, 5];\n\nlet _cache: { device: GPUDevice; modules: Map<string, GPUShaderModule>; entries: Map<string, PipelineEntry> } | null = null;\n\n/** Build the WGSL source for a given SH degree (1..4). Mirrors the BJS\n * preprocessor-driven shader structure: declares only the SH textures used\n * by the degree, emits exactly the byte-stream unpacking for that degree,\n * and inlines only the SH polynomial terms up to that degree. */\nfunction buildShShaderSource(shDegree: number): string {\n const shVectorCount = (shDegree + 1) * (shDegree + 1) - 1;\n const shCoefficientCount = shVectorCount * 3;\n const textureCount = Math.ceil(shCoefficientCount / 16);\n\n // ── SH texture bindings (6, 7, …) ───────────────────────────────\n let textureBindings = \"\";\n for (let i = 0; i < textureCount; i++) {\n textureBindings += `@group(1) @binding(${6 + i}) var shTexture${i}: texture_2d<u32>;\\n`;\n }\n\n // ── textureLoad calls inside readSplat ──────────────────────────\n let textureLoads = \"\";\n for (let i = 0; i < textureCount; i++) {\n textureLoads += ` let sh${i}_u32 = textureLoad(shTexture${i}, splatUVi32, 0);\\n`;\n }\n\n // ── Unpack the byte stream into sh[1..shVectorCount] vec3 values.\n //\n // Each rgba32uint texel carries 16 bytes (4 u32s × 4 bytes). The bytes\n // are stored in BJS-coefficient order: byte j of splat i is the j-th\n // component of the [R0,G0,B0, R1,G1,B1, …, R(N-1),G(N-1),B(N-1)] sequence.\n // sh[k+1] (k = 0..shVectorCount-1) reads bytes [3k, 3k+1, 3k+2]. `decompose`\n // returns `(byte * 2/255) - 1`, matching BJS exactly.\n let shUnpack = ` var sh: array<vec3<f32>, ${shVectorCount + 1}>;\\n sh[0] = vec3<f32>(0.0);\\n`;\n const byteRef = (j: number): string => {\n // texture index, u32 index within texel (0..3), byte index within u32 (0..3 == x/y/z/w).\n const tex = (j / 16) | 0;\n const u32Idx = ((j % 16) / 4) | 0;\n const byteIdx = j % 4;\n const u32Field = [\"x\", \"y\", \"z\", \"w\"][u32Idx]!;\n const byteField = [\"x\", \"y\", \"z\", \"w\"][byteIdx]!;\n return `decompose(sh${tex}_u32.${u32Field}).${byteField}`;\n };\n for (let k = 0; k < shVectorCount; k++) {\n const j = k * 3;\n shUnpack += ` sh[${k + 1}] = vec3<f32>(${byteRef(j)}, ${byteRef(j + 1)}, ${byteRef(j + 2)});\\n`;\n }\n\n // ── Polynomial evaluation, conditional on shDegree ──────────────\n let shPoly = \" result = sh[0];\\n\";\n if (shDegree >= 1) {\n shPoly += ` result += -SH_C1 * y * sh[1] + SH_C1 * z * sh[2] - SH_C1 * x * sh[3];\\n`;\n }\n if (shDegree >= 2) {\n shPoly += ` result +=\\n SH_C2[0] * xy * sh[4] +\\n SH_C2[1] * yz * sh[5] +\\n SH_C2[2] * (2.0 * zz - xx - yy) * sh[6] +\\n SH_C2[3] * xz * sh[7] +\\n SH_C2[4] * (xx - yy) * sh[8];\\n`;\n }\n if (shDegree >= 3) {\n shPoly += ` result +=\\n SH_C3[0] * y * (3.0 * xx - yy) * sh[9] +\\n SH_C3[1] * xy * z * sh[10] +\\n SH_C3[2] * y * (4.0 * zz - xx - yy) * sh[11] +\\n SH_C3[3] * z * (2.0 * zz - 3.0 * xx - 3.0 * yy) * sh[12] +\\n SH_C3[4] * x * (4.0 * zz - xx - yy) * sh[13] +\\n SH_C3[5] * z * (xx - yy) * sh[14] +\\n SH_C3[6] * x * (xx - 3.0 * yy) * sh[15];\\n`;\n }\n if (shDegree >= 4) {\n shPoly += ` result +=\\n SH_C4[0] * x * y * (xx - yy) * sh[16] +\\n SH_C4[1] * y * z * (3.0 * xx - yy) * sh[17] +\\n SH_C4[2] * x * y * (7.0 * zz - 1.0) * sh[18] +\\n SH_C4[3] * y * z * (7.0 * zz - 3.0) * sh[19] +\\n SH_C4[4] * (zz * (35.0 * zz - 30.0) + 3.0) * sh[20] +\\n SH_C4[5] * x * z * (7.0 * zz - 3.0) * sh[21] +\\n SH_C4[6] * (xx - yy) * (7.0 * zz - 1.0) * sh[22] +\\n SH_C4[7] * x * z * (xx - 3.0 * yy) * sh[23] +\\n SH_C4[8] * (xx * (xx - 3.0 * yy) - yy * (3.0 * xx - yy)) * sh[24];\\n`;\n }\n\n // SH_C2..SH_C4 constants — only declare what's referenced (silences\n // WGSL \"unused array\" warnings on lower degrees).\n let constantsBlock = `const SH_C1: f32 = 0.48860251;\\n`;\n if (shDegree >= 2) {\n constantsBlock += `const SH_C2: array<f32, 5> = array<f32, 5>(1.092548430, -1.09254843, 0.315391565, -1.09254843, 0.546274215);\\n`;\n }\n if (shDegree >= 3) {\n constantsBlock += `const SH_C3: array<f32, 7> = array<f32, 7>(-0.59004358, 2.890611442, -0.45704579, 0.373176332, -0.45704579, 1.445305721, -0.59004358);\\n`;\n }\n if (shDegree >= 4) {\n constantsBlock += `const SH_C4: array<f32, 9> = array<f32, 9>(2.5033429418, -1.7701307698, 0.9461746958, -0.6690465436, 0.1057855469, -0.6690465436, 0.4730873479, -1.7701307698, 0.6258357354);\\n`;\n }\n\n return `// Gaussian Splatting — vertex + fragment WGSL (SH degree ${shDegree}).\n// Generated by buildShShaderSource. Mirrors BJS gaussianSplatting.vertex.fx +\n// gaussianSplatting.fx (SH_DEGREE = ${shDegree}, no compound parts).\nstruct U {\n world: mat4x4<f32>,\n view: mat4x4<f32>,\n projection: mat4x4<f32>,\n viewport: vec2<f32>,\n focal: vec2<f32>,\n dataSize: vec2<f32>,\n alpha: f32,\n _pad0: f32,\n eyePosition: vec3<f32>,\n _pad1: f32,\n};\n@group(1) @binding(0) var<uniform> u: U;\n@group(1) @binding(1) var samp: sampler;\n@group(1) @binding(2) var centersTex: texture_2d<f32>;\n@group(1) @binding(3) var covATex: texture_2d<f32>;\n@group(1) @binding(4) var covBTex: texture_2d<f32>;\n@group(1) @binding(5) var colorsTex: texture_2d<f32>;\n${textureBindings}\n\nstruct VOut {\n @builtin(position) pos: vec4<f32>,\n @location(0) vColor: vec4<f32>,\n @location(1) vPos: vec2<f32>,\n};\n\n${constantsBlock}\n\nfn dataUv(idx: f32) -> vec2<f32> {\n let y = floor(idx / u.dataSize.x);\n let x = idx - y * u.dataSize.x;\n return vec2<f32>((x + 0.5) / u.dataSize.x, (y + 0.5) / u.dataSize.y);\n}\n\nfn dataUvI(idx: f32) -> vec2<i32> {\n let y = floor(idx / u.dataSize.x);\n let x = idx - y * u.dataSize.x;\n return vec2<i32>(i32(x), i32(y));\n}\n\n// Unpack a u32 of 4 packed bytes into (b0 b1 b2 b3) * 2/255 - 1.\nfn decompose(value: u32) -> vec4<f32> {\n let v = vec4<f32>(\n f32((value >> 0u) & 255u),\n f32((value >> 8u) & 255u),\n f32((value >> 16u) & 255u),\n f32((value >> 24u) & 255u));\n return v * vec4<f32>(2.0 / 255.0) - vec4<f32>(1.0);\n}\n\nfn inverseMat3(m: mat3x3<f32>) -> mat3x3<f32> {\n let a00 = m[0][0]; let a01 = m[0][1]; let a02 = m[0][2];\n let a10 = m[1][0]; let a11 = m[1][1]; let a12 = m[1][2];\n let a20 = m[2][0]; let a21 = m[2][1]; let a22 = m[2][2];\n let b01 = a22 * a11 - a12 * a21;\n let b11 = -a22 * a10 + a12 * a20;\n let b21 = a21 * a10 - a11 * a20;\n let det = a00 * b01 + a01 * b11 + a02 * b21;\n return mat3x3<f32>(\n vec3<f32>(b01 / det, (-a22 * a01 + a02 * a21) / det, (a12 * a01 - a02 * a11) / det),\n vec3<f32>(b11 / det, (a22 * a00 - a02 * a20) / det, (-a12 * a00 + a02 * a10) / det),\n vec3<f32>(b21 / det, (-a21 * a00 + a01 * a20) / det, (a11 * a00 - a01 * a10) / det));\n}\n\nfn computeSH(dir: vec3<f32>, splatUVi32: vec2<i32>) -> vec3<f32> {\n${textureLoads}${shUnpack} let x = dir.x;\n let y = dir.y;\n let z = dir.z;\n let xx = x * x; let yy = y * y; let zz = z * z;\n let xy = x * y; let yz = y * z; let xz = x * z;\n var result: vec3<f32>;\n${shPoly} return result;\n}\n\n@vertex\nfn vs(@location(0) corner: vec2<f32>, @location(1) splatIndex: f32) -> VOut {\n var out: VOut;\n let uv = dataUv(splatIndex);\n let splatUVi32 = dataUvI(splatIndex);\n let center = textureSampleLevel(centersTex, samp, uv, 0.0).xyz;\n let color = textureSampleLevel(colorsTex, samp, uv, 0.0);\n let covA = textureSampleLevel(covATex, samp, uv, 0.0).xyz;\n let covB = textureSampleLevel(covBTex, samp, uv, 0.0).xyz;\n\n let worldPos = u.world * vec4<f32>(center, 1.0);\n let modelView = u.view * u.world;\n let camspace = u.view * worldPos;\n let pos2d = u.projection * camspace;\n\n let bounds = 1.2 * pos2d.w;\n if (pos2d.z < 0.0\n || pos2d.x < -bounds || pos2d.x > bounds\n || pos2d.y < -bounds || pos2d.y > bounds) {\n out.pos = vec4<f32>(0.0, 0.0, 2.0, 1.0);\n out.vColor = vec4<f32>(0.0);\n out.vPos = vec2<f32>(0.0);\n return out;\n }\n\n // ── View-dependent SH evaluation ───────────────────────────────────\n let worldRot = mat3x3<f32>(u.world[0].xyz, u.world[1].xyz, u.world[2].xyz);\n let normWorldRot = inverseMat3(worldRot);\n var dir = normalize(normWorldRot * (worldPos.xyz - u.eyePosition));\n // Lite-side Y-flip: compensates for our data-path Y pre-flip vs BJS's\n // mesh.scaling.y *= -1 (see file header for derivation).\n dir.y = -dir.y;\n let shColor = computeSH(dir, splatUVi32);\n\n let Vrk = mat3x3<f32>(\n vec3<f32>(covA.x, covA.y, covA.z),\n vec3<f32>(covA.y, covB.x, covB.y),\n vec3<f32>(covA.z, covB.y, covB.z));\n\n let invZ = 1.0 / camspace.z;\n let invZ2 = invZ * invZ;\n let J = mat3x3<f32>(\n vec3<f32>(u.focal.x * invZ, 0.0, -u.focal.x * camspace.x * invZ2),\n vec3<f32>(0.0, u.focal.y * invZ, -u.focal.y * camspace.y * invZ2),\n vec3<f32>(0.0, 0.0, 0.0));\n\n let mv3 = mat3x3<f32>(modelView[0].xyz, modelView[1].xyz, modelView[2].xyz);\n let T = transpose(mv3) * J;\n var cov2d = transpose(T) * Vrk * T;\n\n let kernelSize: f32 = 0.3;\n cov2d[0][0] += kernelSize;\n cov2d[1][1] += kernelSize;\n\n let mid = (cov2d[0][0] + cov2d[1][1]) * 0.5;\n let dxy = (cov2d[0][0] - cov2d[1][1]) * 0.5;\n let radius = length(vec2<f32>(dxy, cov2d[0][1]));\n let epsilon: f32 = 0.0001;\n let lambda1 = mid + radius + epsilon;\n let lambda2 = mid - radius + epsilon;\n if (lambda2 < 0.0) {\n out.pos = vec4<f32>(0.0, 0.0, 2.0, 1.0);\n out.vColor = vec4<f32>(0.0);\n out.vPos = vec2<f32>(0.0);\n return out;\n }\n\n let diag = normalize(vec2<f32>(cov2d[0][1], lambda1 - cov2d[0][0]));\n let majorAxis = min(sqrt(2.0 * lambda1), 1024.0) * diag;\n let minorAxis = min(sqrt(2.0 * lambda2), 1024.0) * vec2<f32>(diag.y, -diag.x);\n\n let vCenter = pos2d.xy;\n out.pos = vec4<f32>(\n vCenter + (corner.x * majorAxis + corner.y * minorAxis) * pos2d.w / u.viewport,\n pos2d.z, pos2d.w);\n out.vColor = vec4<f32>(color.rgb + shColor, color.a * u.alpha);\n out.vPos = corner;\n return out;\n}\n\n/*GS_FRAGMENT_DEFINITIONS*/\n@fragment\nfn fs(in: VOut) -> @location(0) vec4<f32> {\n /*GS_FRAGMENT_MAIN_BEGIN*/\n let A = -dot(in.vPos, in.vPos);\n if (A < -4.0) { discard; }\n let B = exp(A) * in.vColor.a;\n var finalColor = vec4<f32>(in.vColor.rgb, B);\n /*GS_FRAGMENT_BEFORE_FRAGCOLOR*/\n /*GS_FRAGMENT_MAIN_END*/\n return finalColor;\n}\n`;\n}\n\nfunction getOrCreateShPipeline(engine: EngineContext, sig: RenderTargetSignature, shDegree: number, fragments?: readonly GsShaderFragment[]): PipelineEntry {\n const device = engine._device;\n if (!_cache || _cache.device !== device) {\n _cache = { device, modules: new Map(), entries: new Map() };\n }\n const fragKey = fragments && fragments.length > 0 ? \"|\" + fragments.map((f) => f.id).join(\",\") : \"\";\n let module = _cache.modules.get(shDegree + fragKey);\n if (!module) {\n module = device.createShaderModule({\n code: fragments && fragments.length > 0 ? applyGsFragments(buildShShaderSource(shDegree), fragments) : buildShShaderSource(shDegree),\n });\n _cache.modules.set(shDegree + fragKey, module);\n }\n const key = `${targetSignatureKey(sig)}|sh${shDegree}${fragKey}`;\n let entry = _cache.entries.get(key);\n if (entry) {\n return entry;\n }\n const shTextureCount = SH_TEXTURE_COUNT[shDegree]!;\n const layoutEntries: GPUBindGroupLayoutEntry[] = [\n { binding: 0, visibility: GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT, buffer: { type: \"uniform\" } },\n { binding: 1, visibility: GPUShaderStage.VERTEX, sampler: { type: \"non-filtering\" } },\n { binding: 2, visibility: GPUShaderStage.VERTEX, texture: { sampleType: \"unfilterable-float\" } },\n { binding: 3, visibility: GPUShaderStage.VERTEX, texture: { sampleType: \"unfilterable-float\" } },\n { binding: 4, visibility: GPUShaderStage.VERTEX, texture: { sampleType: \"unfilterable-float\" } },\n { binding: 5, visibility: GPUShaderStage.VERTEX, texture: { sampleType: \"unfilterable-float\" } },\n ];\n for (let i = 0; i < shTextureCount; i++) {\n layoutEntries.push({ binding: 6 + i, visibility: GPUShaderStage.VERTEX, texture: { sampleType: \"uint\" } });\n }\n const meshBindGroupLayout = device.createBindGroupLayout({ entries: layoutEntries });\n const pipeline = device.createRenderPipeline({\n layout: device.createPipelineLayout({ bindGroupLayouts: [getSceneBindGroupLayout(engine), meshBindGroupLayout] }),\n vertex: {\n module,\n entryPoint: \"vs\",\n buffers: [\n { arrayStride: 8, stepMode: \"vertex\", attributes: [{ shaderLocation: 0, offset: 0, format: \"float32x2\" }] },\n { arrayStride: 4, stepMode: \"instance\", attributes: [{ shaderLocation: 1, offset: 0, format: \"float32\" }] },\n ],\n },\n fragment: {\n module,\n entryPoint: \"fs\",\n targets: [\n {\n format: sig._colorFormat!,\n blend: {\n color: { srcFactor: \"src-alpha\", dstFactor: \"one-minus-src-alpha\", operation: \"add\" },\n alpha: { srcFactor: \"one\", dstFactor: \"one-minus-src-alpha\", operation: \"add\" },\n },\n writeMask: GPUColorWrite.ALL,\n },\n ],\n },\n primitive: { topology: \"triangle-list\", cullMode: \"none\" },\n depthStencil: {\n format: sig._depthStencilFormat ?? \"depth24plus-stencil8\",\n depthCompare: sig._depthCompare ?? \"greater-equal\",\n depthWriteEnabled: false,\n },\n multisample: { count: sig._sampleCount },\n });\n entry = { pipeline, meshBindGroupLayout, shTextureCount };\n _cache.entries.set(key, entry);\n return entry;\n}\n\n/** Build the Renderable for a GaussianSplattingMesh with SH coefficients.\n * Mirrors `buildGaussianSplattingRenderable` but adds eyePosition to the UBO\n * and binds the SH textures. */\nexport function buildGaussianSplattingRenderableSH(scene: SceneContext, mesh: GaussianSplattingMesh, fragments?: readonly GsShaderFragment[]): Renderable {\n const engine = scene.engine;\n const device = engine._device;\n\n // 3 mat4 + 8 floats (viewport,focal,dataSize,alpha,pad) + 4 floats (eyePosition + pad) = 240 bytes.\n const UBO_BYTES = 16 * 4 * 3 + 8 * 4 + 4 * 4;\n const ubo = device.createBuffer({\n size: UBO_BYTES,\n usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,\n });\n const cpu = new Float32Array(UBO_BYTES / 4);\n\n cpu[48 + 4] = mesh.textureWidth;\n cpu[48 + 5] = mesh.textureHeight;\n cpu[48 + 6] = 1; // alpha\n cpu[48 + 7] = 0; // pad\n\n const bindGroups = new Map<GPURenderPipeline, GPUBindGroup>();\n\n const getBindGroup = (entry: PipelineEntry): GPUBindGroup => {\n let bg = bindGroups.get(entry.pipeline);\n if (bg) {\n return bg;\n }\n const shViews = mesh._gs._shViews ?? [];\n const entries: GPUBindGroupEntry[] = [\n { binding: 0, resource: { buffer: ubo } },\n { binding: 1, resource: mesh._gs._sampler },\n { binding: 2, resource: mesh._gs._centersView },\n { binding: 3, resource: mesh._gs._covAView },\n { binding: 4, resource: mesh._gs._covBView },\n { binding: 5, resource: mesh._gs._colorsView },\n ];\n for (let i = 0; i < entry.shTextureCount; i++) {\n entries.push({ binding: 6 + i, resource: shViews[i]! });\n }\n bg = device.createBindGroup({ layout: entry.meshBindGroupLayout, entries });\n bindGroups.set(entry.pipeline, bg);\n return bg;\n };\n\n const SORT_EPS = 1e-4;\n\n const update = (): void => {\n const cam = scene.camera;\n if (!cam) {\n return;\n }\n const size = getRenderTargetSize(engine);\n const aspect = size.width / size.height;\n const view = getViewMatrix(cam) as unknown as Float32Array;\n const proj = getProjectionMatrix(cam, aspect) as unknown as Float32Array;\n const world = mesh.worldMatrix as unknown as Float32Array;\n const camPos = getCameraPosition(cam);\n\n cpu.set(world, 0);\n cpu.set(view, 16);\n cpu.set(proj, 32);\n cpu[48] = size.width;\n cpu[48 + 1] = size.height;\n cpu[48 + 2] = size.width * 0.5 * proj[0]!;\n cpu[48 + 3] = size.height * 0.5 * proj[5]!;\n cpu[56] = camPos.x;\n cpu[57] = camPos.y;\n cpu[58] = camPos.z;\n cpu[59] = 0;\n device.queue.writeBuffer(ubo, 0, cpu.buffer, 0, UBO_BYTES);\n\n if (!mesh._canPostToWorker) {\n return;\n }\n\n const cf0 = view[2]!,\n cf1 = view[6]!,\n cf2 = view[10]!;\n\n let dirty = false;\n const lastW = mesh._sortWorldMatrix;\n for (let i = 0; i < 16; i++) {\n if (Math.abs(lastW[i]! - world[i]!) > SORT_EPS) {\n dirty = true;\n break;\n }\n }\n if (!dirty) {\n const lastCf = mesh._sortCameraForward;\n if (Math.abs(lastCf[0]! - cf0) > SORT_EPS || Math.abs(lastCf[1]! - cf1) > SORT_EPS || Math.abs(lastCf[2]! - cf2) > SORT_EPS) {\n dirty = true;\n }\n }\n if (!dirty) {\n const lastCp = mesh._sortCameraPosition;\n if (Math.abs(lastCp[0]! - camPos.x) > SORT_EPS || Math.abs(lastCp[1]! - camPos.y) > SORT_EPS || Math.abs(lastCp[2]! - camPos.z) > SORT_EPS) {\n dirty = true;\n }\n }\n if (!dirty) {\n return;\n }\n\n mesh._sortWorldMatrix.set(world);\n mesh._sortCameraForward[0] = cf0;\n mesh._sortCameraForward[1] = cf1;\n mesh._sortCameraForward[2] = cf2;\n mesh._sortCameraPosition[0] = camPos.x;\n mesh._sortCameraPosition[1] = camPos.y;\n mesh._sortCameraPosition[2] = camPos.z;\n mesh._canPostToWorker = false;\n mesh._worker.postMessage(\n {\n m: new Float32Array(world),\n f: new Float32Array([cf0, cf1, cf2]),\n c: new Float32Array([camPos.x, camPos.y, camPos.z]),\n d: mesh._depthMix,\n },\n [mesh._depthMix.buffer]\n );\n };\n\n const r: Renderable = {\n order: 200,\n isTransparent: true,\n bind(eng: EngineContext, sig: RenderTargetSignature): DrawBinding {\n const entry = getOrCreateShPipeline(eng as EngineContext, sig, mesh.shDegree, fragments);\n const bindGroup = getBindGroup(entry);\n return {\n renderable: r,\n pipeline: entry.pipeline,\n update,\n draw(pass) {\n pass.setBindGroup(1, bindGroup);\n pass.setVertexBuffer(0, mesh._gs._quadBuffer);\n pass.setVertexBuffer(1, mesh._gs._splatIndexBuffer);\n pass.setIndexBuffer(mesh._gs._indexBuffer, \"uint16\");\n pass.drawIndexed(6, mesh.vertexCount);\n return 1;\n },\n };\n },\n };\n return r;\n}\n\n/** SH-aware variant of `attachGaussianSplattingMesh`. Dynamic-imported by\n * `attachParsedSplat` (in `load-splat.ts`) when the parsed asset carries SH\n * coefficients. Reads `mesh.shDegree` (set at mesh construction), creates\n * the `rgba32uint` SH textures (1..5 depending on degree), patches\n * `mesh._gs` in place, and installs the SH renderable. */\nexport function attachGaussianSplattingMeshSH(scene: SceneContext, mesh: GaussianSplattingMesh, shFlat: Uint8Array, fragments?: readonly GsShaderFragment[]): void {\n const engine = scene.engine;\n const device = engine._device;\n const shDegree = mesh.shDegree;\n const shVectorCount = (shDegree + 1) * (shDegree + 1) - 1;\n const shCoefficientCount = shVectorCount * 3;\n const textureCount = Math.ceil(shCoefficientCount / 16);\n const width = mesh.textureWidth;\n const height = mesh.textureHeight;\n\n // Pack the flat SH byte stream into N textures of 16 bytes per splat each.\n // splat i's bytes [i*shCC .. i*shCC + shCC] are split across textures\n // [t=0..textureCount-1], each carrying up to 16 bytes at offset i*16.\n const textures: GPUTexture[] = [];\n const views: GPUTextureView[] = [];\n const vertexCount = mesh.vertexCount;\n for (let t = 0; t < textureCount; t++) {\n const dst = new Uint8Array(width * height * 16);\n const tBase = t * 16;\n const bytesThisTex = Math.min(16, shCoefficientCount - tBase);\n for (let i = 0; i < vertexCount; i++) {\n const srcOff = i * shCoefficientCount + tBase;\n const dstOff = i * 16;\n for (let b = 0; b < bytesThisTex; b++) {\n dst[dstOff + b] = shFlat[srcOff + b]!;\n }\n }\n const tex = device.createTexture({\n size: [width, height],\n format: \"rgba32uint\",\n usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST,\n });\n device.queue.writeTexture({ texture: tex }, dst.buffer, { bytesPerRow: width * 16 }, { width, height });\n textures.push(tex);\n views.push(tex.createView());\n }\n mesh._gs._shTextures = textures;\n mesh._gs._shViews = views;\n\n const ctx = scene as unknown as { _renderables: Renderable[]; _disposables: (() => void)[]; _gsMeshes: GaussianSplattingMesh[] };\n ctx._renderables.push(buildGaussianSplattingRenderableSH(scene, mesh, fragments));\n ctx._gsMeshes.push(mesh);\n ctx._disposables.push(() => {\n const i = ctx._gsMeshes.indexOf(mesh);\n if (i >= 0) {\n ctx._gsMeshes.splice(i, 1);\n }\n disposeGaussianSplattingMesh(mesh);\n 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{"version":3,"file":"gltf-animation-D7uyTyO3.js","sources":["../src/loader-gltf/gltf-animation.ts"],"sourcesContent":["/**\n * Lazy-loaded animation/skin parsing for glTF.\n * Dynamically imported by load-gltf.ts only when a glTF contains animations or skins.\n *\n * This module is pointer-feature agnostic: KHR_animation_pointer (and the\n * non-Float32 sampler conversion that CubeVisibility-style assets need) are\n * installed via the registration seam below, so scenes that don't declare\n * the extension pay zero bytes for it.\n */\nimport type { Mat4 } from \"../math/types.js\";\nimport type { Mesh } from \"../mesh/mesh.js\";\nimport type { GltfAnimationData, AnimationClip, AnimationSampler, AnimationChannel, NodeRest, SkeletonBinding, MorphBinding, AnimatedNodeTarget } from \"../animation/types.js\";\nimport { INTERP_LINEAR, INTERP_STEP, INTERP_CUBICSPLINE, PATH_TRANSLATION, PATH_ROTATION, PATH_SCALE, PATH_WEIGHTS } from \"../animation/types.js\";\nimport { mat4Identity } from \"../math/mat4-identity.js\";\nimport { mat4Invert } from \"../math/mat4-invert.js\";\nimport { mat4MultiplyInto } from \"../math/mat4-multiply-into.js\";\nimport { resolveAccessor, computeNodeWorldMatrix, findParent } from \"./gltf-parser.js\";\nimport type { SceneNode } from \"../scene/scene-node.js\";\n\n/** Registration seam for KHR_animation_pointer. 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{"version":3,"file":"gltf-ext-basisu-CPg5kPrx.js","sources":["../src/texture/ktx2-loader.ts","../src/loader-gltf/gltf-ext-basisu.ts"],"sourcesContent":["/** KTX2/Basis Universal decoder for glTF KHR_texture_basisu.\n *\n * Kept separate from `basis-loader.ts` so existing `.basis` texture scenes do\n * not pay for KTX2 decoder glue. The CDN decoder is still fetched lazily only\n * after an asset declares KHR_texture_basisu.\n */\n\nimport type { EngineContext } from \"../engine/engine.js\";\nimport { acquireTexture, getOrCreateSampler } from \"../resource/gpu-pool.js\";\nimport type { Texture2D } from \"./texture-2d.js\";\nimport { getCompressedFormat } from \"./compressed-formats.js\";\nimport type { CompressedFormatInfo } from \"./compressed-formats.js\";\n\ninterface Ktx2DecoderCaps {\n astc: boolean;\n bptc: boolean;\n s3tc: boolean;\n pvrtc: boolean;\n etc2: boolean;\n etc1: boolean;\n}\n\ninterface Ktx2DecodedMip {\n width: number;\n height: number;\n data: Uint8Array;\n}\n\ninterface Ktx2DecodedData {\n width: number;\n height: number;\n transcodedFormat: number;\n isInGammaSpace: boolean;\n hasAlpha: boolean;\n transcoderName: string;\n errors?: string;\n mipmaps: Ktx2DecodedMip[];\n}\n\ninterface Ktx2Decoder {\n decode(data: Uint8Array, caps: Ktx2DecoderCaps, options?: { forceRGBA?: boolean }): Promise<Ktx2DecodedData>;\n}\n\ninterface Ktx2DecoderModule {\n KTX2Decoder: new () => Ktx2Decoder;\n MSCTranscoder: { UseFromWorkerThread: boolean };\n WASMMemoryManager: { LoadBinariesFromCurrentThread: boolean };\n}\n\nconst KTX2_DECODER_URL = \"https://cdn.babylonjs.com/babylon.ktx2Decoder.js\";\nlet _ktx2DecoderPromise: Promise<Ktx2Decoder> | null = null;\n\nconst GL_RGBA8 = 0x8058;\nconst GL_R8 = 0x8229;\nconst GL_RG8 = 0x822b;\nconst RGBA_CAPS: Ktx2DecoderCaps = { astc: false, bptc: false, s3tc: false, pvrtc: false, etc2: false, etc1: false };\n\nfunction loadKtx2Decoder(): Promise<Ktx2Decoder> {\n if (_ktx2DecoderPromise) {\n return _ktx2DecoderPromise;\n }\n _ktx2DecoderPromise = new Promise<Ktx2Decoder>((resolve, reject) => {\n const w = globalThis as unknown as { KTX2DECODER?: Ktx2DecoderModule };\n const init = (): void => {\n const mod = w.KTX2DECODER;\n if (!mod) {\n reject(new Error(\"KTX2: decoder global KTX2DECODER not found after script load\"));\n return;\n }\n mod.MSCTranscoder.UseFromWorkerThread = false;\n mod.WASMMemoryManager.LoadBinariesFromCurrentThread = true;\n resolve(new mod.KTX2Decoder());\n };\n if (w.KTX2DECODER) {\n init();\n return;\n }\n const script = document.createElement(\"script\");\n script.src = KTX2_DECODER_URL;\n script.async = true;\n script.onload = init;\n script.onerror = (): void => reject(new Error(`KTX2: failed to load ${script.src}`));\n document.head.appendChild(script);\n });\n _ktx2DecoderPromise.catch(() => {\n _ktx2DecoderPromise = null;\n });\n return _ktx2DecoderPromise;\n}\n\nfunction srgbFormat(format: GPUTextureFormat): GPUTextureFormat {\n switch (format) {\n case \"rgba8unorm\":\n return \"rgba8unorm-srgb\";\n case \"bc1-rgba-unorm\":\n return \"bc1-rgba-unorm-srgb\";\n case \"bc2-rgba-unorm\":\n return \"bc2-rgba-unorm-srgb\";\n case \"bc3-rgba-unorm\":\n return \"bc3-rgba-unorm-srgb\";\n case \"bc7-rgba-unorm\":\n return \"bc7-rgba-unorm-srgb\";\n case \"etc2-rgb8unorm\":\n return \"etc2-rgb8unorm-srgb\";\n case \"etc2-rgb8a1unorm\":\n return \"etc2-rgb8a1unorm-srgb\";\n case \"etc2-rgba8unorm\":\n return \"etc2-rgba8unorm-srgb\";\n case \"astc-4x4-unorm\":\n return \"astc-4x4-unorm-srgb\";\n case \"astc-5x4-unorm\":\n return \"astc-5x4-unorm-srgb\";\n case \"astc-5x5-unorm\":\n return \"astc-5x5-unorm-srgb\";\n case \"astc-6x5-unorm\":\n return \"astc-6x5-unorm-srgb\";\n case \"astc-6x6-unorm\":\n return \"astc-6x6-unorm-srgb\";\n case \"astc-8x5-unorm\":\n return \"astc-8x5-unorm-srgb\";\n case \"astc-8x6-unorm\":\n return \"astc-8x6-unorm-srgb\";\n case \"astc-8x8-unorm\":\n return \"astc-8x8-unorm-srgb\";\n case \"astc-10x5-unorm\":\n return \"astc-10x5-unorm-srgb\";\n case \"astc-10x6-unorm\":\n return \"astc-10x6-unorm-srgb\";\n case \"astc-10x8-unorm\":\n return \"astc-10x8-unorm-srgb\";\n case \"astc-10x10-unorm\":\n return \"astc-10x10-unorm-srgb\";\n case \"astc-12x10-unorm\":\n return \"astc-12x10-unorm-srgb\";\n case \"astc-12x12-unorm\":\n return \"astc-12x12-unorm-srgb\";\n default:\n return format;\n }\n}\n\nfunction uncompressedInfo(glFormat: number): { format: GPUTextureFormat; bytesPerPixel: number } | null {\n switch (glFormat) {\n case GL_RGBA8:\n return { format: \"rgba8unorm\", bytesPerPixel: 4 };\n case GL_R8:\n return { format: \"r8unorm\", bytesPerPixel: 1 };\n case GL_RG8:\n return { format: \"rg8unorm\", bytesPerPixel: 2 };\n default:\n return null;\n }\n}\n\nfunction validateDecoded(decoded: Ktx2DecodedData): Ktx2DecodedMip[] {\n if (decoded.errors) {\n throw new Error(`KTX2: ${decoded.errors}`);\n }\n if (!decoded.mipmaps.length) {\n throw new Error(\"KTX2: decoder produced no mipmaps\");\n }\n for (let i = 0; i < decoded.mipmaps.length; i++) {\n if (!decoded.mipmaps[i]?.data) {\n throw new Error(`KTX2: decoder produced an empty mip ${i}`);\n }\n }\n return decoded.mipmaps;\n}\n\nfunction makeSampler(engine: EngineContext, mipCount: number): GPUSampler {\n return getOrCreateSampler(engine, {\n addressModeU: \"repeat\",\n addressModeV: \"repeat\",\n minFilter: \"linear\",\n magFilter: \"linear\",\n mipmapFilter: mipCount > 1 ? \"linear\" : \"nearest\",\n maxAnisotropy: mipCount > 1 ? 4 : 1,\n });\n}\n\nfunction uploadCompressed(engine: EngineContext, mips: Ktx2DecodedMip[], format: CompressedFormatInfo, sRGB: boolean): Texture2D {\n if (!engine._device.features.has(format.feature as GPUFeatureName)) {\n throw new Error(`KTX2: device does not support ${format.feature}`);\n }\n const width = mips[0]!.width;\n const height = mips[0]!.height;\n const texture = engine._device.createTexture({\n size: { width, height },\n format: sRGB ? srgbFormat(format.gpuFormat) : format.gpuFormat,\n mipLevelCount: mips.length,\n usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST,\n });\n for (let level = 0; level < mips.length; level++) {\n const mip = mips[level]!;\n const rowBytes = Math.ceil(mip.width / format.blockW) * format.blockBytes;\n engine._device.queue.writeTexture({ texture, mipLevel: level }, mip.data as Uint8Array<ArrayBuffer>, { bytesPerRow: rowBytes }, { width: mip.width, height: mip.height });\n }\n const tex2d: Texture2D = { texture, view: texture.createView(), sampler: makeSampler(engine, mips.length), width, height, invertY: true };\n acquireTexture(tex2d);\n return tex2d;\n}\n\nfunction uploadUncompressed(engine: EngineContext, mips: Ktx2DecodedMip[], info: { format: GPUTextureFormat; bytesPerPixel: number }, sRGB: boolean): Texture2D {\n const width = mips[0]!.width;\n const height = mips[0]!.height;\n const texture = engine._device.createTexture({\n size: { width, height },\n format: sRGB ? srgbFormat(info.format) : info.format,\n mipLevelCount: mips.length,\n usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST,\n });\n for (let level = 0; level < mips.length; level++) {\n const mip = mips[level]!;\n const expected = mip.width * mip.height * info.bytesPerPixel;\n if (mip.data.length !== expected) {\n throw new Error(`KTX2: uncompressed mip ${level} has ${mip.data.length} bytes, expected ${expected}`);\n }\n engine._device.queue.writeTexture(\n { texture, mipLevel: level },\n mip.data as Uint8Array<ArrayBuffer>,\n { bytesPerRow: mip.width * info.bytesPerPixel },\n { width: mip.width, height: mip.height }\n );\n }\n const tex2d: Texture2D = { texture, view: texture.createView(), sampler: makeSampler(engine, mips.length), width, height, invertY: true };\n acquireTexture(tex2d);\n return tex2d;\n}\n\n/** Decode a KTX2 texture with the current WebGPU compression caps and upload the\n * decoder-provided full mip chain directly to a Texture2D. */\nexport async function uploadKtx2Texture2D(engine: EngineContext, buffer: ArrayBuffer, sRGB: boolean): Promise<Texture2D> {\n const decoder = await loadKtx2Decoder();\n const decoded = await decoder.decode(new Uint8Array(buffer), RGBA_CAPS, { forceRGBA: true });\n const mips = validateDecoded(decoded);\n\n const compressed = getCompressedFormat(decoded.transcodedFormat);\n if (compressed) {\n return uploadCompressed(engine, mips, compressed, sRGB);\n }\n\n const uncompressed = uncompressedInfo(decoded.transcodedFormat);\n if (uncompressed) {\n return uploadUncompressed(engine, mips, uncompressed, sRGB);\n }\n\n throw new Error(`KTX2: unsupported transcoded format 0x${decoded.transcodedFormat.toString(16)}`);\n}\n\n/** Decode the first mip level of a KTX2 texture into an ImageBitmap so glTF\n * material extensions can reuse the core image upload path. */\nexport async function decodeKtx2ImageBitmapFromBuffer(buffer: ArrayBuffer): Promise<ImageBitmap> {\n const decoder = await loadKtx2Decoder();\n const decoded = await decoder.decode(new Uint8Array(buffer), RGBA_CAPS, { forceRGBA: true });\n const mip0 = validateDecoded(decoded)[0]!;\n if (mip0.data.length !== mip0.width * mip0.height * 4) {\n throw new Error(\"KTX2: RGBA decode size does not match image dimensions\");\n }\n const pixels = new Uint8ClampedArray(mip0.data.length);\n pixels.set(mip0.data);\n return createImageBitmap(new ImageData(pixels, mip0.width, mip0.height));\n}\n","/** KHR_texture_basisu glTF texture-source extension.\n *\n * The extension redirects textureInfos whose glTF texture declares\n * `extensions.KHR_texture_basisu.source` to the referenced KTX2 image and\n * uploads it through the lazily fetched KTX2 decoder. Core glTF\n * material parsing remains extension-agnostic: this module only loads when the\n * asset lists KHR_texture_basisu in `extensionsUsed`.\n */\n\nimport type { GltfMatExtCtx } from \"./gltf-material.js\";\nimport type { GltfFeature } from \"./gltf-feature.js\";\nimport type { DecodedPrimitive } from \"./gltf-feature.js\";\nimport type { PbrMaterialProps } from \"../material/pbr/pbr-material.js\";\nimport type { Texture2D } from \"../texture/texture-2d.js\";\nimport { resolveAccessor } from \"./gltf-parser.js\";\nimport { decodeKtx2ImageBitmapFromBuffer, uploadKtx2Texture2D } from \"../texture/ktx2-loader.js\";\n\nconst NAME = \"KHR_texture_basisu\";\nconst FLOAT = 5126;\nconst TYPE_SIZES: Record<string, number> = {\n SCALAR: 1,\n VEC2: 2,\n VEC3: 3,\n VEC4: 4,\n MAT2: 4,\n MAT3: 9,\n MAT4: 16,\n};\nconst BASISU_MATERIAL_DATA = \"__basisuMaterialData\";\n\ninterface BasisuMaterialData {\n json: any;\n binChunk: DataView;\n baseUrl: string;\n baseColorTexture?: any;\n metallicRoughnessTexture?: any;\n normalTexture?: any;\n occlusionTexture?: any;\n emissiveTexture?: any;\n specularTexture?: any;\n specularColorTexture?: any;\n bitmaps?: Map<number, Promise<ImageBitmap>>;\n textures?: Map<string, Texture2D>;\n}\n\nfunction basisSourceIndex(tex: unknown): number | null {\n const source = (tex as { extensions?: { KHR_texture_basisu?: { source?: unknown } } } | undefined)?.extensions?.KHR_texture_basisu?.source;\n return typeof source === \"number\" ? source : null;\n}\n\nfunction textureIndex(texInfo: unknown): number | null {\n const index = (texInfo as { index?: unknown } | undefined)?.index;\n return typeof index === \"number\" ? index : null;\n}\n\nfunction textureUsesBasisu(json: any, texInfo: unknown): boolean {\n const index = textureIndex(texInfo);\n return index !== null && basisSourceIndex(json.textures?.[index]) !== null;\n}\n\nfunction stripBasisuTexture(json: any, owner: any, slot: keyof BasisuMaterialData, data: BasisuMaterialData): boolean {\n if (!textureUsesBasisu(json, owner?.[slot])) {\n return false;\n }\n data[slot] = owner[slot];\n delete owner[slot];\n return true;\n}\n\nfunction prepareBasisuMaterials(json: any, binChunk: DataView, baseUrl: string): void {\n for (const mat of json.materials ?? []) {\n const data: BasisuMaterialData = { json, binChunk, baseUrl };\n const pbr = mat.pbrMetallicRoughness ?? {};\n let hasBasisu = stripBasisuTexture(json, pbr, \"baseColorTexture\", data);\n hasBasisu = stripBasisuTexture(json, pbr, \"metallicRoughnessTexture\", data) || hasBasisu;\n hasBasisu = stripBasisuTexture(json, mat, \"normalTexture\", data) || hasBasisu;\n hasBasisu = stripBasisuTexture(json, mat, \"occlusionTexture\", data) || hasBasisu;\n hasBasisu = stripBasisuTexture(json, mat, \"emissiveTexture\", data) || hasBasisu;\n const spec = mat.extensions?.KHR_materials_specular;\n if (spec) {\n hasBasisu = stripBasisuTexture(json, spec, \"specularTexture\", data) || hasBasisu;\n hasBasisu = stripBasisuTexture(json, spec, \"specularColorTexture\", data) || hasBasisu;\n }\n if (hasBasisu) {\n Object.defineProperty(mat, BASISU_MATERIAL_DATA, { value: data });\n }\n }\n}\n\nasync function resolveImageBuffer(ctx: BasisuMaterialData, imageIdx: number): Promise<ArrayBuffer> {\n const image = ctx.json.images?.[imageIdx];\n if (!image) {\n throw new Error(`${NAME}: image ${imageIdx} not found`);\n }\n if (image.bufferView !== undefined) {\n const bv = ctx.json.bufferViews?.[image.bufferView];\n if (!bv) {\n throw new Error(`${NAME}: bufferView ${image.bufferView} not found`);\n }\n const offset = ctx.binChunk.byteOffset + (bv.byteOffset ?? 0);\n const copy = new Uint8Array(bv.byteLength);\n copy.set(new Uint8Array(ctx.binChunk.buffer, offset, bv.byteLength));\n return copy.buffer;\n }\n if (image.uri) {\n const url = new URL(image.uri, ctx.baseUrl + \"x\").href;\n const response = await fetch(url);\n if (!response.ok) {\n throw new Error(`${NAME}: failed to load image ${response.status} ${response.statusText}`);\n }\n return response.arrayBuffer();\n }\n throw new Error(`${NAME}: image has neither bufferView nor uri`);\n}\n\nasync function loadBasisuBitmap(data: BasisuMaterialData, texInfo: unknown): Promise<ImageBitmap | null> {\n const index = textureIndex(texInfo);\n if (index === null) {\n return null;\n }\n const source = basisSourceIndex(data.json.textures?.[index]);\n if (source === null) {\n return null;\n }\n data.bitmaps ??= new Map();\n let bitmap = data.bitmaps.get(index);\n if (!bitmap) {\n bitmap = resolveImageBuffer(data, source).then(decodeKtx2ImageBitmapFromBuffer);\n data.bitmaps.set(index, bitmap);\n }\n return bitmap;\n}\n\nasync function uploadBasisuTexture(data: BasisuMaterialData, ctx: GltfMatExtCtx, texInfo: unknown, sRGB: boolean): Promise<Texture2D | undefined> {\n const index = textureIndex(texInfo);\n if (index === null) {\n return undefined;\n }\n data.textures ??= new Map();\n const key = `${index}:${sRGB ? 1 : 0}`;\n let tex = data.textures.get(key);\n if (!tex) {\n const source = basisSourceIndex(data.json.textures?.[index]);\n if (source === null) {\n return undefined;\n }\n tex = await uploadKtx2Texture2D(ctx._engine, await resolveImageBuffer(data, source), sRGB);\n data.textures.set(key, tex);\n }\n return tex;\n}\n\nasync function compositeOrm(mr: ImageBitmap, occ: ImageBitmap): Promise<ImageBitmap> {\n const w = mr.width;\n const h = mr.height;\n const c1 = new OffscreenCanvas(w, h);\n const x1 = c1.getContext(\"2d\")!;\n x1.drawImage(mr, 0, 0, w, h);\n const d1 = x1.getImageData(0, 0, w, h);\n const c2 = new OffscreenCanvas(w, h);\n const x2 = c2.getContext(\"2d\")!;\n x2.drawImage(occ, 0, 0, w, h);\n const d2 = x2.getImageData(0, 0, w, h);\n for (let j = 0; j < d1.data.length; j += 4) {\n d1.data[j] = d2.data[j]!;\n }\n x1.putImageData(d1, 0, 0);\n return createImageBitmap(c1);\n}\n\nasync function uploadOrmTexture(data: BasisuMaterialData, ctx: GltfMatExtCtx): Promise<Texture2D | undefined> {\n const mrInfo = data.metallicRoughnessTexture;\n const occInfo = data.occlusionTexture;\n const mrIndex = textureIndex(mrInfo);\n const occIndex = textureIndex(occInfo);\n if (mrIndex === null && occIndex === null) {\n return undefined;\n }\n if (mrIndex === null || occIndex === null || mrIndex === occIndex) {\n return uploadBasisuTexture(data, ctx, mrInfo ?? occInfo, false);\n }\n data.textures ??= new Map();\n const key = `orm:${mrIndex}:${occIndex}`;\n let tex = data.textures.get(key);\n if (!tex) {\n const [mr, occ] = await Promise.all([loadBasisuBitmap(data, mrInfo), loadBasisuBitmap(data, occInfo)]);\n if (!mr || !occ) {\n return undefined;\n }\n tex = ctx._uploadImage(await compositeOrm(mr, occ), false);\n data.textures.set(key, tex);\n }\n return tex;\n}\n\nfunction readStridedFloat(json: any, binChunk: DataView, accessorIdx: number): Float32Array {\n const accessor = json.accessors[accessorIdx];\n const bufferView = json.bufferViews[accessor.bufferView];\n if (accessor.componentType !== FLOAT) {\n throw new Error(`${NAME}: strided accessor ${accessorIdx} uses unsupported component type: ${accessor.componentType}`);\n }\n const componentCount = TYPE_SIZES[accessor.type] ?? 1;\n const elementBytes = componentCount * 4;\n const byteStride = bufferView.byteStride ?? elementBytes;\n if (byteStride < elementBytes) {\n throw new Error(`${NAME}: invalid accessor stride ${byteStride} for accessor ${accessorIdx}`);\n }\n const baseOffset = binChunk.byteOffset + (bufferView.byteOffset ?? 0) + (accessor.byteOffset ?? 0);\n const view = new DataView(binChunk.buffer);\n const out = new Float32Array(accessor.count * componentCount);\n for (let i = 0, o = 0; i < accessor.count; i++) {\n const src = baseOffset + i * byteStride;\n for (let c = 0; c < componentCount; c++, o++) {\n out[o] = view.getFloat32(src + c * 4, true);\n }\n }\n return out;\n}\n\nconst ext: GltfFeature = {\n id: NAME,\n async preMesh(json, binChunk, baseUrl) {\n const gltf = json as any;\n prepareBasisuMaterials(gltf, binChunk, baseUrl);\n const decoded = new Map<unknown, DecodedPrimitive>();\n for (const mesh of gltf.meshes ?? []) {\n for (const primitive of mesh.primitives ?? []) {\n const attrs = primitive.attributes ?? {};\n const strided = Object.keys(attrs).some((name) => gltf.bufferViews?.[gltf.accessors?.[attrs[name]]?.bufferView]?.byteStride !== undefined);\n if (!strided) {\n continue;\n }\n const attributes = new Map<string, Float32Array>();\n for (const name of Object.keys(attrs)) {\n const accessorIdx = attrs[name];\n const accessor = gltf.accessors[accessorIdx];\n if (gltf.bufferViews?.[accessor.bufferView]?.byteStride !== undefined) {\n attributes.set(name, readStridedFloat(gltf, binChunk, accessorIdx));\n }\n }\n const posAcc = gltf.accessors[attrs.POSITION];\n const idx =\n primitive.indices === undefined\n ? new Uint32Array(0)\n : new Uint32Array(resolveAccessor(gltf, binChunk, primitive.indices)._data as Uint16Array | Uint32Array | Uint8Array);\n decoded.set(primitive, {\n _attributes: attributes,\n _indices: idx,\n _vertexCount: posAcc.count,\n _indexCount: idx.length,\n });\n }\n }\n return decoded;\n },\n async applyMaterial(mat, ctx) {\n const data = mat._rawMatDef?.[BASISU_MATERIAL_DATA] as BasisuMaterialData | undefined;\n if (!data) {\n return null;\n }\n const [baseColorTexture, ormTexture, normalTexture, emissiveTexture, specularTexture, specularColorTexture] = await Promise.all([\n uploadBasisuTexture(data, ctx, data.baseColorTexture, true),\n uploadOrmTexture(data, ctx),\n uploadBasisuTexture(data, ctx, data.normalTexture, false),\n uploadBasisuTexture(data, ctx, data.emissiveTexture, true),\n uploadBasisuTexture(data, ctx, data.specularTexture, false),\n uploadBasisuTexture(data, ctx, data.specularColorTexture, true),\n ]);\n const out: Partial<PbrMaterialProps> = {\n ...(baseColorTexture ? { baseColorTexture } : undefined),\n ...(ormTexture\n ? {\n ormTexture,\n ...(data.metallicRoughnessTexture ? { metallicFactor: mat._metallicFactor, roughnessFactor: mat._roughnessFactor } : undefined),\n ...(data.occlusionTexture ? { occlusionStrength: 1.0, occlusionTexCoord: data.occlusionTexture.texCoord ?? 0 } : undefined),\n }\n : undefined),\n ...(normalTexture ? { normalTexture, normalTextureScale: data.normalTexture?.scale ?? 1 } : undefined),\n ...(emissiveTexture ? { emissiveTexture } : undefined),\n ...(specularTexture ? { metallicReflectanceTexture: specularTexture, useOnlyMetallicFromMetallicReflectanceTexture: true } : undefined),\n ...(specularColorTexture ? { reflectanceTexture: specularColorTexture } : undefined),\n };\n if (!out.baseColorTexture && !out.ormTexture && !out.normalTexture && !out.emissiveTexture && !out.metallicReflectanceTexture && !out.reflectanceTexture) {\n return null;\n }\n return out;\n },\n};\n\nexport default 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{"version":3,"file":"gltf-ext-quantization-CpZyLDIz.js","sources":["../src/loader-gltf/gltf-ext-quantization.ts"],"sourcesContent":["/**\n * KHR_mesh_quantization (+ post-meshopt) dequantization feature.\n *\n * Runs as a `preParse` hook, after EXT_meshopt_compression. The core accessor\n * reader (`resolveAccessor`) only understands tightly-packed FLOAT / UBYTE /\n * USHORT / UINT data and ignores `byteStride`; quantized assets store vertex\n * attributes (and meshopt-filtered animation outputs) as normalized or signed\n * integers, sometimes padded by a `byteStride`. This feature rewrites every such\n * accessor into a freshly-appended, tightly-packed FLOAT bufferView so the rest\n * of the loader stays completely unaware of quantization. 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{"version":3,"file":"gltf-feature-animation-pointer-BjpwOOqo.js","sources":["../src/loader-gltf/animation-pointer.ts","../src/loader-gltf/gltf-feature-animation-pointer.ts"],"sourcesContent":["/** KHR_animation_pointer — JSON-pointer resolver registry.\n * Handlers are registered incrementally (one per parity scene). 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{"version":3,"file":"gltf-feature-draco-yGSMGTE3.js","sources":["../src/loader-gltf/draco-decode.ts","../src/loader-gltf/gltf-feature-draco.ts"],"sourcesContent":["/**\n * Lazy KHR_draco_mesh_compression decoder.\n *\n * The Draco decoder (JS glue + WASM) is loaded from `/draco_decoder.js` and\n * `/draco_decoder.wasm` on first use via a `<script>` injection. This keeps\n * bundle size at zero bytes for scenes that do not load Draco-compressed\n * glTF assets — the entire module (including this file) is dynamically\n * imported from extractAllMeshes only when a primitive carries\n * `KHR_draco_mesh_compression`.\n *\n * The decoder output is always 32-bit: Float32 for FLOAT accessors,\n * Uint32Array for indices. Vertex attributes match glTF accessor types\n * (POSITION/NORMAL/TANGENT=VEC3, TEXCOORD_0=VEC2, ...).\n */\n\nimport type { DecodedPrimitive } from \"./gltf-feature.js\";\n\n// Public base URL where the decoder JS + WASM are hosted. 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{"version":3,"file":"gltf-feature-gpu-instancing-2e_CFQnl.js","sources":["../src/loader-gltf/gltf-feature-gpu-instancing.ts"],"sourcesContent":["/** glTF EXT_mesh_gpu_instancing extension.\n *\n * Attaches hardware-instanced thin instances to every mesh that belongs to a\n * node carrying `extensions.EXT_mesh_gpu_instancing`. The extension provides\n * per-instance TRANSLATION / ROTATION / SCALE accessors (all optional); each\n * instance matrix is composed as T·R·S in the node's local frame. 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{"version":3,"file":"gltf-feature-meshopt-Des96YFI.js","sources":["../src/loader-gltf/meshopt-decode.ts","../src/loader-gltf/gltf-feature-meshopt.ts"],"sourcesContent":["/**\n * Lazy EXT_meshopt_compression decoder.\n *\n * The meshoptimizer decoder (JS glue + embedded WASM) is loaded from\n * `/meshopt_decoder.js` on first use via a `<script>` injection — exactly like\n * the Draco decoder. This keeps bundle size at zero bytes for scenes that do\n * not load meshopt-compressed glTF assets: the entire module (including this\n * file) is dynamic-imported from the meshopt feature only when an asset's\n * `extensionsUsed` lists EXT_meshopt_compression.\n */\n\n// Public base URL where meshopt_decoder.js is hosted. 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{"version":3,"file":"gltf-feature-morph-CKCw6tkX.js","sources":["../src/loader-gltf/gltf-feature-morph.ts"],"sourcesContent":["/** Morph target feature. Extracts per-primitive morph targets lazily so the\n * core loader doesn't carry any morph-related code for non-morphed assets. */\n\nimport type { GltfFeature } from \"./gltf-feature.js\";\nimport { resolveAccessor } from \"./gltf-parser.js\";\n\nconst feature: GltfFeature = {\n id: \"_morph\",\n async applyMesh(meshData, mesh, ctx) {\n const primitive = meshData._primitive;\n const targets = primitive.targets;\n if (!targets || targets.length === 0) {\n return;\n }\n const { _json: json, _binChunk: binChunk } = ctx;\n const morphTargets: { positions: Float32Array; normals: Float32Array | null }[] = [];\n for (const target of targets) {\n const posAcc = target.POSITION !== undefined ? resolveAccessor(json, binChunk, target.POSITION) : null;\n const normAcc = target.NORMAL !== undefined ? resolveAccessor(json, binChunk, target.NORMAL) : null;\n morphTargets.push({\n positions: posAcc ? (posAcc._data as Float32Array) : new Float32Array(meshData._vertexCount * 3),\n normals: normAcc ? (normAcc._data as Float32Array) : null,\n });\n }\n const parentMesh = json.meshes[json.nodes[meshData._nodeIndex].mesh];\n const morphWeights = parentMesh.weights ?? new Array(targets.length).fill(0);\n const { createMorphTargets } = await import(\"../morph/create-morph-targets.js\");\n mesh.morphTargets = createMorphTargets(ctx._engine, morphTargets, meshData._vertexCount, morphWeights);\n },\n};\nexport default feature;\n"],"names":[],"mappings":";AAMA,MAAM,UAAuB;AAAA,EACzB,IAAI;AAAA,EACJ,MAAM,UAAU,UAAU,MAAM,KAAK;AACjC,UAAM,YAAY,SAAS;AAC3B,UAAM,UAAU,UAAU;AAC1B,QAAI,CAAC,WAAW,QAAQ,WAAW,GAAG;AAClC;AAAA,IACJ;AACA,UAAM,EAAE,OAAO,MAAM,WAAW,aAAa;AAC7C,UAAM,eAA4E,CAAA;AAClF,eAAW,UAAU,SAAS;AAC1B,YAAM,SAAS,OAAO,aAAa,SAAY,gBAAgB,MAAM,UAAU,OAAO,QAAQ,IAAI;AAClG,YAAM,UAAU,OAAO,WAAW,SAAY,gBAAgB,MAAM,UAAU,OAAO,MAAM,IAAI;AAC/F,mBAAa,KAAK;AAAA,QACd,WAAW,SAAU,OAAO,QAAyB,IAAI,aAAa,SAAS,eAAe,CAAC;AAAA,QAC/F,SAAS,UAAW,QAAQ,QAAyB;AAAA,MAAA,CACxD;AAAA,IACL;AACA,UAAM,aAAa,KAAK,OAAO,KAAK,MAAM,SAAS,UAAU,EAAE,IAAI;AACnE,UAAM,eAAe,WAAW,WAAW,IAAI,MAAM,QAAQ,MAAM,EAAE,KAAK,CAAC;AAC3E,UAAM,EAAE,mBAAA,IAAuB,MAAM,OAAO,qBAAkC,EAAA,KAAA,OAAA,EAAA,EAAA;AAC9E,SAAK,eAAe,mBAAmB,IAAI,SAAS,cAAc,SAAS,cAAc,YAAY;AAAA,EACzG;AACJ;"}
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{"version":3,"file":"gltf-glb-parser-D6UZWFuC.js","sources":["../src/loader-gltf/gltf-glb-parser.ts"],"sourcesContent":["/** GLB binary container parsing. Kept separate so .gltf-only scenes do not ship it. */\n\nexport function parseGlbContainer(buffer: ArrayBuffer): { json: any; binChunk: DataView } {\n const view = new DataView(buffer);\n\n // Header (12 bytes)\n const magic = view.getUint32(0, true);\n if (magic !== 0x46546c67) {\n throw new Error(\"Not a valid GLB file\");\n }\n // const version = view.getUint32(4, true);\n // const totalLength = view.getUint32(8, true);\n\n // JSON chunk\n let offset = 12;\n const jsonLength = view.getUint32(offset, true);\n const jsonType = view.getUint32(offset + 4, true);\n if (jsonType !== 0x4e4f534a) {\n throw new Error(\"First GLB chunk is not JSON\");\n }\n const jsonStr = new TextDecoder().decode(new Uint8Array(buffer, offset + 8, jsonLength));\n const json = JSON.parse(jsonStr);\n offset += 8 + jsonLength;\n\n // BIN chunk\n const binLength = view.getUint32(offset, true);\n const binType = view.getUint32(offset + 4, true);\n if (binType !== 0x004e4942) {\n throw new Error(\"Second GLB chunk is not BIN\");\n }\n const binChunk = new DataView(buffer, offset + 8, binLength);\n\n return { json, binChunk };\n}\n"],"names":[],"mappings":"AAEO,SAAS,kBAAkB,QAAwD;AACtF,QAAM,OAAO,IAAI,SAAS,MAAM;AAGhC,QAAM,QAAQ,KAAK,UAAU,GAAG,IAAI;AACpC,MAAI,UAAU,YAAY;AACtB,UAAM,IAAI,MAAM,sBAAsB;AAAA,EAC1C;AAKA,MAAI,SAAS;AACb,QAAM,aAAa,KAAK,UAAU,QAAQ,IAAI;AAC9C,QAAM,WAAW,KAAK,UAAU,SAAS,GAAG,IAAI;AAChD,MAAI,aAAa,YAAY;AACzB,UAAM,IAAI,MAAM,6BAA6B;AAAA,EACjD;AACA,QAAM,UAAU,IAAI,YAAA,EAAc,OAAO,IAAI,WAAW,QAAQ,SAAS,GAAG,UAAU,CAAC;AACvF,QAAM,OAAO,KAAK,MAAM,OAAO;AAC/B,YAAU,IAAI;AAGd,QAAM,YAAY,KAAK,UAAU,QAAQ,IAAI;AAC7C,QAAM,UAAU,KAAK,UAAU,SAAS,GAAG,IAAI;AAC/C,MAAI,YAAY,SAAY;AACxB,UAAM,IAAI,MAAM,6BAA6B;AAAA,EACjD;AACA,QAAM,WAAW,IAAI,SAAS,QAAQ,SAAS,GAAG,SAAS;AAE3D,SAAO,EAAE,MAAM,SAAA;AACnB;"}
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