@babylonjs/lite 0.2.0 → 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-Bvh5TymE.js → _mat4-storage-f64-CjDoht2w.js} +3 -2
- package/_mat4-storage-f64-CjDoht2w.js.map +1 -0
- package/{alpha-test-fragment-BCChpzaV.js → alpha-test-fragment-B7DjSnF7.js} +2 -2
- package/{alpha-test-fragment-BCChpzaV.js.map → alpha-test-fragment-B7DjSnF7.js.map} +1 -1
- package/assets/splat-sort-worker-DT3eybMZ.js.map +1 -0
- package/{background-dds-skybox-ZjrSIxrT.js → background-dds-skybox-BEX309u3.js} +13 -13
- package/background-dds-skybox-BEX309u3.js.map +1 -0
- package/{background-ground-B2Mie-MI.js → background-ground-BU0HOcM4.js} +19 -19
- package/background-ground-BU0HOcM4.js.map +1 -0
- package/{background-hdr-skybox-DDRJYuT2.js → background-hdr-skybox--RRRic_K.js} +10 -10
- package/background-hdr-skybox--RRRic_K.js.map +1 -0
- package/{background-solid-skybox-fjXlnWaD.js → background-solid-skybox-BrH2fXSu.js} +11 -12
- package/background-solid-skybox-BrH2fXSu.js.map +1 -0
- package/{billboard-renderable-DKmlOgbM.js → billboard-renderable-BHWryAeC.js} +46 -10
- package/billboard-renderable-BHWryAeC.js.map +1 -0
- package/{clamp-block-CxRBPlUq.js → clamp-block-DqbwnQGW.js} +2 -2
- package/{clamp-block-CxRBPlUq.js.map → clamp-block-DqbwnQGW.js.map} +1 -1
- package/{clearcoat-fragment-KbZAa0TA.js → clearcoat-fragment-D6FSCie1.js} +2 -2
- package/{clearcoat-fragment-KbZAa0TA.js.map → clearcoat-fragment-D6FSCie1.js.map} +1 -1
- package/{create-skeleton-BBI5urcj.js → create-skeleton-D_uplboC.js} +9 -9
- package/create-skeleton-D_uplboC.js.map +1 -0
- package/{cubemap-skybox-material-DvW81drX.js → cubemap-skybox-material-DQcMMdf-.js} +6 -7
- package/cubemap-skybox-material-DQcMMdf-.js.map +1 -0
- package/{curve-block-Dh_xdUj-.js → curve-block-21rT0JjG.js} +2 -2
- package/{curve-block-Dh_xdUj-.js.map → curve-block-21rT0JjG.js.map} +1 -1
- package/{emissive-fragment-DD8cvHyx.js → emissive-fragment-C5FtBs3y.js} +3 -3
- package/emissive-fragment-C5FtBs3y.js.map +1 -0
- package/{esm-shadow-view-DYAc62Kl.js → esm-shadow-view-Cl3rPGof.js} +2 -2
- package/{esm-shadow-view-DYAc62Kl.js.map → esm-shadow-view-Cl3rPGof.js.map} +1 -1
- package/{esm-shadow-view-DHVS9r7H.js → esm-shadow-view-Gtd1LWRP.js} +2 -2
- package/{esm-shadow-view-DHVS9r7H.js.map → esm-shadow-view-Gtd1LWRP.js.map} +1 -1
- package/{esm-shadow-view-15S4JK6p.js → esm-shadow-view-c5YV4Eg9.js} +2 -2
- package/{esm-shadow-view-15S4JK6p.js.map → esm-shadow-view-c5YV4Eg9.js.map} +1 -1
- package/{gaussian-splatting-pipeline-sh-BvkUhA9V.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-KnPzeOIY.js → gltf-animation-K_zZxj_d.js} +6 -6
- package/gltf-animation-K_zZxj_d.js.map +1 -0
- package/{gltf-ext-basisu-kmth3UWX.js → gltf-ext-basisu-CDbPclzZ.js} +48 -16
- package/gltf-ext-basisu-CDbPclzZ.js.map +1 -0
- package/{gltf-ext-node-visibility-BjRRd6si.js → gltf-ext-node-visibility-DXCJEYr6.js} +2 -2
- package/{gltf-ext-node-visibility-BjRRd6si.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-MHmR-YyM.js → gltf-ext-uv-transform-DgYazJBs.js} +2 -2
- package/{gltf-ext-uv-transform-MHmR-YyM.js.map → gltf-ext-uv-transform-DgYazJBs.js.map} +1 -1
- package/{gltf-feature-animation-pointer-rFqLfbO_.js → gltf-feature-animation-pointer-D1RJRFBw.js} +9 -9
- package/gltf-feature-animation-pointer-D1RJRFBw.js.map +1 -0
- package/{gltf-feature-animations-DikONdzi.js → gltf-feature-animations-Cmc1uoIu.js} +2 -2
- package/{gltf-feature-animations-DikONdzi.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-Cj1XjmM6.js → gltf-feature-gpu-instancing-n87SO6Vh.js} +4 -4
- package/gltf-feature-gpu-instancing-n87SO6Vh.js.map +1 -0
- package/{gltf-feature-lights-punctual-C-0SlGmD.js → gltf-feature-lights-punctual-Ckm3ciL8.js} +5 -5
- package/{gltf-feature-lights-punctual-C-0SlGmD.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-BAcY14XU.js → gltf-feature-morph-Cjtu7hYa.js} +4 -4
- package/gltf-feature-morph-Cjtu7hYa.js.map +1 -0
- package/{gltf-feature-registry-97sY_x5O.js → gltf-feature-registry-C63Hjp9w.js} +15 -15
- package/{gltf-feature-registry-97sY_x5O.js.map → gltf-feature-registry-C63Hjp9w.js.map} +1 -1
- package/{gltf-feature-skeleton-lVjkDfIU.js → gltf-feature-skeleton-DKbOGidp.js} +3 -3
- package/{gltf-feature-skeleton-lVjkDfIU.js.map → gltf-feature-skeleton-DKbOGidp.js.map} +1 -1
- package/{gltf-feature-variants-BphF4JmV.js → gltf-feature-variants-Cmzu0O0e.js} +2 -2
- package/{gltf-feature-variants-BphF4JmV.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-C9eBqH_F.js → gltf-interleave-gHf9_t0i.js} +14 -14
- package/gltf-interleave-gHf9_t0i.js.map +1 -0
- package/{gltf-pbr-builder-ext-DPC0zg_u.js → gltf-pbr-builder-ext-edNcjwPf.js} +5 -5
- package/gltf-pbr-builder-ext-edNcjwPf.js.map +1 -0
- package/{gltf-variants-CnBEZr0o.js → gltf-variants-CPxNdtP4.js} +4 -4
- package/{gltf-variants-CnBEZr0o.js.map → gltf-variants-CPxNdtP4.js.map} +1 -1
- package/{gs-picking-pipeline-Bx8LTav6.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 +2007 -105
- package/index.js +446 -322
- package/{input-block-Coi_aZwl.js → input-block-DqEedWF2.js} +2 -2
- package/{input-block-Coi_aZwl.js.map → input-block-DqEedWF2.js.map} +1 -1
- package/{iridescence-fragment-DwZcCTdD.js → iridescence-fragment-BHU59-gQ.js} +2 -2
- package/{iridescence-fragment-DwZcCTdD.js.map → iridescence-fragment-BHU59-gQ.js.map} +1 -1
- package/{light-block-Np_h5gPI.js → light-block-Bv37V8vl.js} +2 -2
- package/{light-block-Np_h5gPI.js.map → light-block-Bv37V8vl.js.map} +1 -1
- package/{loop-block-BFkLFYGm.js → loop-block-qTg8vb99.js} +2 -2
- package/{loop-block-BFkLFYGm.js.map → loop-block-qTg8vb99.js.map} +1 -1
- package/{morph-fragment-DqH-w61u.js → morph-fragment-BRCUr2wQ.js} +2 -2
- package/{morph-fragment-DqH-w61u.js.map → morph-fragment-BRCUr2wQ.js.map} +1 -1
- package/{multilight-wgsl-B9Mf9d-q.js → multilight-wgsl-DMeppAdZ.js} +2 -2
- package/{multilight-wgsl-B9Mf9d-q.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-Ch7ApZHF.js → node-registry-extra-compat-dWrv7gpS.js} +2 -2
- package/{node-registry-extra-compat-Ch7ApZHF.js.map → node-registry-extra-compat-dWrv7gpS.js.map} +1 -1
- package/{node-registry-extra-math-6ezzTkPj.js → node-registry-extra-math-Bn854sX9.js} +2 -2
- package/{node-registry-extra-math-6ezzTkPj.js.map → node-registry-extra-math-Bn854sX9.js.map} +1 -1
- package/{node-renderable-CS0CmsSp.js → node-renderable-B5G8WcdH.js} +15 -13
- package/node-renderable-B5G8WcdH.js.map +1 -0
- package/{node-shadow-CpnrdvtJ.js → node-shadow-CVIUlNf0.js} +7 -7
- package/node-shadow-CVIUlNf0.js.map +1 -0
- package/{normal-map-fragment-DradEMl-.js → normal-map-fragment-CQSxhjCy.js} +2 -2
- package/{normal-map-fragment-DradEMl-.js.map → normal-map-fragment-CQSxhjCy.js.map} +1 -1
- package/package.json +3 -10
- package/{parse-camera-CgV4bWc0.js → parse-camera-pBRT_6i5.js} +2 -2
- package/{parse-camera-CgV4bWc0.js.map → parse-camera-pBRT_6i5.js.map} +1 -1
- package/pbr-geometry-view-NiZY_juX.js +491 -0
- package/pbr-geometry-view-NiZY_juX.js.map +1 -0
- package/{pbr-metallic-roughness-block-BFwZj2Nw.js → pbr-metallic-roughness-block-JBSi-tQN.js} +2 -2
- package/{pbr-metallic-roughness-block-BFwZj2Nw.js.map → pbr-metallic-roughness-block-JBSi-tQN.js.map} +1 -1
- package/{pbr-metallic-roughness-block-full-5t0HT3xl.js → pbr-metallic-roughness-block-full-Ta9lR2cz.js} +2 -2
- package/{pbr-metallic-roughness-block-full-5t0HT3xl.js.map → pbr-metallic-roughness-block-full-Ta9lR2cz.js.map} +1 -1
- package/{pbr-mr-helper-core-R5tOZ8Ap.js → pbr-mr-helper-core-BVWNR08D.js} +2 -2
- package/{pbr-mr-helper-core-R5tOZ8Ap.js.map → pbr-mr-helper-core-BVWNR08D.js.map} +1 -1
- package/{pbr-refraction-Dd11HnaI.js → pbr-refraction-C9FvFmAp.js} +2 -2
- package/{pbr-refraction-Dd11HnaI.js.map → pbr-refraction-C9FvFmAp.js.map} +1 -1
- package/{pbr-renderable-BHAdF5Vw.js → pbr-renderable-DzUF2QIk.js} +60 -42
- package/pbr-renderable-DzUF2QIk.js.map +1 -0
- package/{pbr-shadow-fragment-BxUrFJYZ.js → pbr-shadow-fragment-CnqnbGYS.js} +2 -2
- package/{pbr-shadow-fragment-BxUrFJYZ.js.map → pbr-shadow-fragment-CnqnbGYS.js.map} +1 -1
- package/{pbr-tracking-D6i3yPb7.js → pbr-tracking-3tU1kqea.js} +2 -2
- package/{pbr-tracking-D6i3yPb7.js.map → pbr-tracking-3tU1kqea.js.map} +1 -1
- package/{pbr-transmission-ext-Dll8EYwE.js → pbr-transmission-ext-BcLjRxfB.js} +2 -2
- package/{pbr-transmission-ext-Dll8EYwE.js.map → pbr-transmission-ext-BcLjRxfB.js.map} +1 -1
- 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-ejMJ4O1o.js → reflectance-fragment-Dbpgw3Jt.js} +2 -2
- package/{reflectance-fragment-ejMJ4O1o.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-BAJpbMog.js → shader-composer-BUD_pSX4.js} +3 -54
- package/shader-composer-BUD_pSX4.js.map +1 -0
- package/{shader-renderable-BMf_vvO0.js → shader-renderable-D7-RyVxa.js} +25 -19
- package/shader-renderable-D7-RyVxa.js.map +1 -0
- package/{shader-thin-instance-5_WUfi3m.js → shader-thin-instance-DuBotxDO.js} +4 -4
- package/shader-thin-instance-DuBotxDO.js.map +1 -0
- package/{sheen-fragment-CS6z29Fs.js → sheen-fragment-1MkEMcbc.js} +2 -2
- package/{sheen-fragment-CS6z29Fs.js.map → sheen-fragment-1MkEMcbc.js.map} +1 -1
- package/{singlelight-directional-wgsl-4MIgZMeC.js → singlelight-directional-wgsl-BsV8G456.js} +2 -2
- package/{singlelight-directional-wgsl-4MIgZMeC.js.map → singlelight-directional-wgsl-BsV8G456.js.map} +1 -1
- package/{singlelight-hemispheric-wgsl-CK-GUYWe.js → singlelight-hemispheric-wgsl-Bo0jKlW5.js} +2 -2
- package/{singlelight-hemispheric-wgsl-CK-GUYWe.js.map → singlelight-hemispheric-wgsl-Bo0jKlW5.js.map} +1 -1
- package/{singlelight-point-wgsl-CYtzqCbP.js → singlelight-point-wgsl-DV39UP5Y.js} +2 -2
- package/{singlelight-point-wgsl-CYtzqCbP.js.map → singlelight-point-wgsl-DV39UP5Y.js.map} +1 -1
- package/{singlelight-spot-wgsl-DVbaVufF.js → singlelight-spot-wgsl-yg3od6vL.js} +2 -2
- package/{singlelight-spot-wgsl-DVbaVufF.js.map → singlelight-spot-wgsl-yg3od6vL.js.map} +1 -1
- package/{skeleton-fragment-BOVmc8YS.js → skeleton-fragment-DdxYG6kv.js} +2 -2
- package/{skeleton-fragment-BOVmc8YS.js.map → skeleton-fragment-DdxYG6kv.js.map} +1 -1
- package/{skybox-renderable-DDcCPSly.js → skybox-renderable-CJD4XmX5.js} +7 -8
- 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-D1bhoF0K.js → standard-pipeline-XTbHL7MY.js} +11 -202
- 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-C6WNm8dQ.js → std-ambient-fragment-Bjx3VFrr.js} +2 -2
- package/{std-ambient-fragment-C6WNm8dQ.js.map → std-ambient-fragment-Bjx3VFrr.js.map} +1 -1
- package/{std-cube-reflection-fragment-Bqutpy2q.js → std-cube-reflection-fragment-y9WWdXUt.js} +2 -2
- package/{std-cube-reflection-fragment-Bqutpy2q.js.map → std-cube-reflection-fragment-y9WWdXUt.js.map} +1 -1
- package/{std-emissive-fragment-B-A83rqX.js → std-emissive-fragment-C8Lnmojh.js} +2 -2
- package/{std-emissive-fragment-B-A83rqX.js.map → std-emissive-fragment-C8Lnmojh.js.map} +1 -1
- package/{std-lightmap-fragment-Df7KJezh.js → std-lightmap-fragment-DFxGcoA5.js} +2 -2
- package/{std-lightmap-fragment-Df7KJezh.js.map → std-lightmap-fragment-DFxGcoA5.js.map} +1 -1
- package/{std-opacity-fragment-D9et2jip.js → std-opacity-fragment-EXzFWiSp.js} +2 -2
- package/{std-opacity-fragment-D9et2jip.js.map → std-opacity-fragment-EXzFWiSp.js.map} +1 -1
- package/{std-reflection-fragment-DBJeT-yg.js → std-reflection-fragment-BoJORqpG.js} +2 -2
- package/{std-reflection-fragment-DBJeT-yg.js.map → std-reflection-fragment-BoJORqpG.js.map} +1 -1
- package/{std-shadow-fragment-C6fD8rW-.js → std-shadow-fragment-Bq-Wc8UJ.js} +2 -2
- package/{std-shadow-fragment-C6fD8rW-.js.map → std-shadow-fragment-Bq-Wc8UJ.js.map} +1 -1
- package/{std-specular-fragment-C2ZOss-t.js → std-specular-fragment-CM5R5j2g.js} +2 -2
- package/{std-specular-fragment-C2ZOss-t.js.map → std-specular-fragment-CM5R5j2g.js.map} +1 -1
- package/{std-tracking-C4L4nQGc.js → std-tracking-Cif_wXeT.js} +2 -2
- package/{std-tracking-C4L4nQGc.js.map → std-tracking-Cif_wXeT.js.map} +1 -1
- package/{subsurface-fragment-C1H4ytqK.js → subsurface-fragment-BEaAXYXz.js} +2 -2
- package/{subsurface-fragment-C1H4ytqK.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-CCxrPNO6.js → thin-instance-cull-binding-DWKUt5ZN.js} +12 -12
- package/thin-instance-cull-binding-DWKUt5ZN.js.map +1 -0
- package/{thin-instance-gpu-E8DBd8XL.js → thin-instance-gpu-BDdRcNAh.js} +15 -7
- package/thin-instance-gpu-BDdRcNAh.js.map +1 -0
- package/{tracking-primitives-w4BVV9p9.js → tracking-primitives-CglRNTlX.js} +2 -2
- package/{tracking-primitives-w4BVV9p9.js.map → tracking-primitives-CglRNTlX.js.map} +1 -1
- package/{unlit-fragment-DU9_mhzZ.js → unlit-fragment-kxfZWlnp.js} +2 -2
- package/{unlit-fragment-DU9_mhzZ.js.map → unlit-fragment-kxfZWlnp.js.map} +1 -1
- package/_mat4-storage-f64-Bvh5TymE.js.map +0 -1
- package/assets/splat-sort-worker-Crg3CaCc.js.map +0 -1
- package/background-dds-skybox-ZjrSIxrT.js.map +0 -1
- package/background-ground-B2Mie-MI.js.map +0 -1
- package/background-hdr-skybox-DDRJYuT2.js.map +0 -1
- package/background-solid-skybox-fjXlnWaD.js.map +0 -1
- package/billboard-renderable-DKmlOgbM.js.map +0 -1
- package/create-skeleton-BBI5urcj.js.map +0 -1
- package/cubemap-skybox-material-DvW81drX.js.map +0 -1
- package/emissive-fragment-DD8cvHyx.js.map +0 -1
- package/gaussian-splatting-pipeline-sh-BvkUhA9V.js.map +0 -1
- package/gltf-animation-KnPzeOIY.js.map +0 -1
- package/gltf-ext-basisu-kmth3UWX.js.map +0 -1
- package/gltf-ext-quantization-CpZyLDIz.js.map +0 -1
- package/gltf-feature-animation-pointer-rFqLfbO_.js.map +0 -1
- package/gltf-feature-draco-yGSMGTE3.js.map +0 -1
- package/gltf-feature-gpu-instancing-Cj1XjmM6.js.map +0 -1
- package/gltf-feature-meshopt-Des96YFI.js.map +0 -1
- package/gltf-feature-morph-BAcY14XU.js.map +0 -1
- package/gltf-glb-parser-D6UZWFuC.js.map +0 -1
- package/gltf-interleave-C9eBqH_F.js.map +0 -1
- package/gltf-pbr-builder-ext-DPC0zg_u.js.map +0 -1
- package/gs-picking-pipeline-Bx8LTav6.js.map +0 -1
- package/index-B7Qhw0xL.js +0 -21232
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{"version":3,"file":"pbr-renderable-BHAdF5Vw.js","sources":["../src/material/pbr/pbr-pipeline.ts","../src/material/pbr/pbr-template.ts","../src/material/pbr/pbr-compose.ts","../src/material/pbr/pbr-renderable.ts"],"sourcesContent":["/** Dynamic PBR pipeline builder — creates and caches GPU render pipelines\n * based on per-mesh PBR feature flags + ComposedShader from the fragment system.\n *\n * Two-tier cache:\n * - Shader bindings (BGLs + composed shader + per-sig pipeline cache) keyed by\n * `(features, features2)`. Sig-independent.\n * - Pipelines live inside each `_PbrShaderBindings`, keyed by `targetSignatureKey(sig)`.\n */\n\nimport type { PbrMaterialProps } from \"./pbr-material.js\";\nimport type { EnvironmentTextures } from \"../../loader-env/load-env.js\";\nimport type { ComposedShader } from \"../../shader/fragment-types.js\";\nimport type { EngineContext } from \"../../engine/engine.js\";\nimport type { RenderTargetSignature } from \"../../engine/render-target.js\";\nimport type { Texture2D } from \"../../texture/texture-2d.js\";\nimport type { _PbrBindCtx, PbrExt } from \"./pbr-flags.js\";\nimport { _getPbrExtsSorted, PBR2_ESM_SHADOW_OUTPUT, PBR2_NO_COLOR_OUTPUT, PBR2_HAS_UV2 } from \"./pbr-flags.js\";\nimport { PBR_HAS_NORMAL_MAP, PBR_HAS_EMISSIVE, PBR_HAS_SPEC_GLOSS, PBR_HAS_DOUBLE_SIDED, PBR_HAS_ALPHA_BLEND } from \"./pbr-flags.js\";\nimport { MSH_HAS_TANGENTS, MSH_HAS_UV2 } from \"../mesh-features.js\";\nimport { REVERSE_DEPTH_COMPARE, targetSignatureKey } from \"../../engine/render-target.js\";\nimport { getSceneBindGroupLayout } from \"../../render/scene-helpers.js\";\n\n// ─── Shader Bindings (sig-independent) ──────────────────────────────\n\ninterface _PbrShaderBindings {\n _features: number;\n _features2: number;\n _meshFeatures: number;\n _meshBGL: GPUBindGroupLayout;\n _shadowBGL: GPUBindGroupLayout | null;\n _composed: ComposedShader;\n /** Per-sig pipeline cache. Key = `targetSignatureKey(sig)`. */\n _pipelines: Map<string, GPURenderPipeline>;\n}\n\n// ─── Caches ─────────────────────────────────────────────────────────\n\nconst _bindingsCache = new Map<string, _PbrShaderBindings>();\nlet _cachedDevice: GPUDevice | null = null;\n\nfunction ensureDevice(engine: EngineContext): void {\n if (_cachedDevice !== engine._device) {\n _bindingsCache.clear();\n _cachedDevice = engine._device;\n }\n}\n\n/** Clear the pipeline cache. Must be called when a GPU device is destroyed. */\nexport function clearPbrPipelineCache(): void {\n _bindingsCache.clear();\n _cachedDevice = null;\n}\n\n/** Get-or-build the sig-independent PBR shader bindings. Used at renderable build time\n * so per-mesh bind groups can be created BEFORE any sig is known. */\nexport function getOrCreatePbrBindings(\n engine: EngineContext,\n features: number,\n features2: number,\n meshFeatures: number,\n sceneFeatures: number,\n composed: ComposedShader,\n shaderKey = \"\"\n): _PbrShaderBindings {\n ensureDevice(engine);\n const key = `${features}:${features2}:${meshFeatures}:${sceneFeatures}:${shaderKey}`;\n const cached = _bindingsCache.get(key);\n if (cached) {\n return cached;\n }\n\n const device = engine._device;\n const meshBGL = device.createBindGroupLayout(composed._meshBGLDescriptor);\n let shadowBGL: GPUBindGroupLayout | null = null;\n if (composed._shadowBGLDescriptor) {\n shadowBGL = device.createBindGroupLayout(composed._shadowBGLDescriptor);\n }\n const bindings: _PbrShaderBindings = {\n _features: features,\n _features2: features2,\n _meshFeatures: meshFeatures,\n _meshBGL: meshBGL,\n _shadowBGL: shadowBGL,\n _composed: composed,\n _pipelines: new Map(),\n };\n _bindingsCache.set(key, bindings);\n return bindings;\n}\n\n/** Get-or-build the sig-specific pipeline on top of a PBR shader bindings. Called at bind() time. */\nexport function getOrCreatePbrPipeline(engine: EngineContext, sig: RenderTargetSignature, bindings: _PbrShaderBindings): GPURenderPipeline {\n ensureDevice(engine);\n const key = targetSignatureKey(sig);\n const cached = bindings._pipelines.get(key);\n if (cached) {\n return cached;\n }\n\n const device = engine._device;\n const { _features: features, _features2: features2, _composed: composed } = bindings;\n const esmShadowOutput = (features2 & PBR2_ESM_SHADOW_OUTPUT) !== 0;\n const hasAlpha = !esmShadowOutput && (features & PBR_HAS_ALPHA_BLEND) !== 0;\n const hasDoubleSided = (features & PBR_HAS_DOUBLE_SIDED) !== 0;\n\n const sceneBGL = getSceneBindGroupLayout(engine);\n const bgls: GPUBindGroupLayout[] = bindings._shadowBGL ? [sceneBGL, bindings._meshBGL, bindings._shadowBGL] : [sceneBGL, bindings._meshBGL];\n\n const vertModule = device.createShaderModule({ code: composed._vertexWGSL });\n const noColorOutput = (features2 & PBR2_NO_COLOR_OUTPUT) !== 0;\n const fragModule = !sig._colorFormat && !noColorOutput ? null : device.createShaderModule({ code: composed._fragmentWGSL });\n\n const fragTarget: GPUColorTargetState | null = noColorOutput ? null : { format: sig._colorFormat!, writeMask: GPUColorWrite.ALL };\n if (hasAlpha && fragTarget) {\n fragTarget.blend = {\n color: { srcFactor: \"src-alpha\", dstFactor: \"one-minus-src-alpha\", operation: \"add\" },\n alpha: { srcFactor: \"one\", dstFactor: \"one\", operation: \"add\" },\n };\n }\n\n const pipeline = device.createRenderPipeline({\n layout: device.createPipelineLayout({ bindGroupLayouts: bgls }),\n vertex: { module: vertModule, entryPoint: \"main\", buffers: composed._vertexBufferLayouts },\n ...(fragModule ? { fragment: { module: fragModule, entryPoint: \"main\", targets: fragTarget ? [fragTarget] : [] } } : {}),\n ...(sig._depthStencilFormat\n ? {\n depthStencil: {\n format: sig._depthStencilFormat,\n depthCompare: sig._depthCompare ?? REVERSE_DEPTH_COMPARE,\n depthWriteEnabled: noColorOutput || esmShadowOutput || !hasAlpha,\n },\n }\n : {}),\n multisample: { count: sig._sampleCount },\n primitive: { topology: \"triangle-list\", cullMode: hasDoubleSided ? (\"none\" as GPUCullMode) : \"back\", frontFace: sig._flipY ? \"cw\" : \"ccw\" },\n });\n bindings._pipelines.set(key, pipeline);\n return pipeline;\n}\n\n// ─── Per-Mesh Bind Group ────────────────────────────────────────────\n\nexport function createPbrMeshBindGroup(\n engine: EngineContext,\n bindings: _PbrShaderBindings,\n composed: ComposedShader,\n meshUBO: GPUBuffer,\n materialUBO: GPUBuffer,\n material: PbrMaterialProps,\n env: EnvironmentTextures | null,\n meshCtx: { skeleton?: { boneTexture: GPUTexture } | null; morphTargets?: { texture: GPUTexture; weightsBuffer?: GPUBuffer } | null } | null,\n refractionTexture?: Texture2D | null\n): GPUBindGroup {\n const device = engine._device;\n const features = bindings._features;\n const features2 = bindings._features2;\n const meshFeatures = bindings._meshFeatures;\n const hasNormal = (features & PBR_HAS_NORMAL_MAP) !== 0 && (meshFeatures & MSH_HAS_TANGENTS) !== 0;\n const hasCotangentNormal = (features & PBR_HAS_NORMAL_MAP) !== 0 && (meshFeatures & MSH_HAS_TANGENTS) === 0;\n const hasAnyNormal = hasNormal || hasCotangentNormal;\n const hasEmissive = (features & PBR_HAS_EMISSIVE) !== 0;\n const hasSpecGloss = (features & PBR_HAS_SPEC_GLOSS) !== 0;\n const esmShadowOutput = (features2 & PBR2_ESM_SHADOW_OUTPUT) !== 0;\n\n const entries: GPUBindGroupEntry[] = [];\n let b = 0;\n const addTex = (t: { view: GPUTextureView; sampler: GPUSampler }) => {\n entries.push({ binding: b++, resource: t.view });\n entries.push({ binding: b++, resource: t.sampler });\n };\n\n const ctx: _PbrBindCtx = {\n _engine: engine,\n _features: features,\n _features2: features2,\n _meshFeatures: meshFeatures,\n _material: material,\n _mesh: meshCtx ?? undefined,\n _env: env,\n _refractionTexture: refractionTexture,\n };\n\n const sortedExts = _getPbrExtsSorted();\n\n const fragIds = composed._fragmentKey ? composed._fragmentKey.split(\"|\").filter((s) => s.length > 0) : [];\n\n entries.push({ binding: b++, resource: { buffer: meshUBO } });\n entries.push({ binding: b++, resource: { buffer: materialUBO } });\n for (const ext of sortedExts) {\n if (ext.phase === \"vertex\" && ext.bind) {\n b = ext.bind(ctx, entries, b);\n }\n }\n addTex(material.baseColorTexture!);\n if (hasAnyNormal) {\n addTex(material.normalTexture!);\n }\n addTex(material.ormTexture!);\n if ((features2 & PBR2_HAS_UV2) !== 0 && (meshFeatures & MSH_HAS_UV2) !== 0 && material.occlusionTexture) {\n addTex(material.occlusionTexture);\n }\n if (hasEmissive) {\n addTex(material.emissiveTexture!);\n }\n if (hasSpecGloss) {\n addTex(material.specGlossTexture!);\n }\n if (esmShadowOutput) {\n entries.push({\n binding: b++,\n resource: { buffer: (material as PbrMaterialProps & { readonly _esmShadowParamsUBO: GPUBuffer })._esmShadowParamsUBO },\n });\n }\n const seenExts: PbrExt[] = [];\n for (const fid of fragIds) {\n const ext = sortedExts.find((e) => e.id === fid || fid.startsWith(e.id + \"-\"));\n if (!ext || ext.phase === \"vertex\" || !ext.bind || seenExts.includes(ext)) {\n continue;\n }\n seenExts.push(ext);\n b = ext.bind(ctx, entries, b);\n }\n\n return device.createBindGroup({ layout: bindings._meshBGL, entries });\n}\n","/**\n * PBR Base Template\n *\n * Provides the base PBR shader structure with slot markers where\n * fragments inject their code. This is the PBR equivalent of\n * what composePbrVertex/composePbrFragment produce today.\n *\n * The template is parameterized by light type and feature flags\n * because these fundamentally change the shader structure.\n */\n\nimport type { ShaderTemplate, UboField, VertexAttribute, Varying, BindingDecl } from \"../../shader/fragment-types.js\";\nimport type { PbrTemplateExt } from \"./pbr-template-ext.js\";\nimport type { MeshVbLayout } from \"../../mesh/mesh.js\";\nimport { appendMeshLightUboFields, meshLightIndexWGSL } from \"../../render/lights-ubo.js\";\n\nconst STAGE_FRAGMENT = 0x2;\n\n// ── BRDF functions (always present in PBR) ──────────────────────\n\nconst BRDF_FUNCTIONS = `\nconst PI:f32=3.14159265358979323846;\nfn distributionGGX(NdotH:f32,alphaG:f32)->f32{\nlet a2=alphaG*alphaG;\nlet d=NdotH*NdotH*(a2-1.0)+1.0;\nreturn a2/(PI*d*d);\n}\nfn geometrySmithGGX(NdotL:f32,NdotV:f32,alphaG:f32)->f32{\nlet a2=alphaG*alphaG;\nlet gl=NdotL*sqrt(NdotV*(NdotV-a2*NdotV)+a2);\nlet gv=NdotV*sqrt(NdotL*(NdotL-a2*NdotL)+a2);\nreturn 0.5/(gl+gv);\n}\nfn fresnelSchlick(cosTheta:f32,F0:vec3<f32>,F90:vec3<f32>)->vec3<f32>{\nlet t=1.0-cosTheta;\nlet t2=t*t;\nreturn F0+(F90-F0)*(t2*t2*t);\n}\n`;\n\nexport interface PbrTemplateConfig {\n /** When true, generates a non-looping single-light direct block + lights UBO binding. */\n /** @internal */\n readonly _hasSingleLight?: boolean;\n /** When true, generates a multi-light loop + lights UBO binding.\n * Used for multiple lights or shadow receivers. */\n /** @internal */\n readonly _hasMultiLight?: boolean;\n /** Pre-built WGSL for the single-light UBO structs. */\n /** @internal */\n readonly _singleLightWGSL?: string;\n /** Pre-built WGSL for the single-light direct lighting block. */\n /** @internal */\n readonly _singleLightBlock?: string;\n /** Pre-built WGSL for multi-light (structs + computePbrLight). Passed from\n * dynamically imported fragments/multilight-wgsl.ts to keep it out of non-shadow bundles. */\n /** @internal */\n readonly _multiLightWGSL?: string;\n /** Pre-built WGSL for the multi-light direct lighting loop body. */\n /** @internal */\n readonly _multiLightLoop?: string;\n /** Normal map mode (default: \"none\") */\n /** @internal */\n readonly _normalMode?: \"tangent\" | \"cotangent\" | \"none\";\n /** Has emissive texture */\n /** @internal */\n readonly _hasEmissiveTexture?: boolean;\n /** Has specular-glossiness workflow */\n /** @internal */\n readonly _hasSpecGloss?: boolean;\n /** Has double-sided rendering */\n /** @internal */\n readonly _hasDoubleSided?: boolean;\n /** Has tonemap */\n /** @internal */\n readonly _hasTonemap?: boolean;\n /** Scene has fog (scene.fog != null). `calcFogFactor` helper WGSL, supplied by the dynamic\n * pbr-fog-wgsl import only for fog scenes; \"\" otherwise (zero bytes for non-fog scenes). */\n /** @internal */\n readonly _fogHelper?: string;\n /** Fog blend WGSL, emitted just before the tonemap block; \"\" for non-fog scenes. */\n /** @internal */\n readonly _fogBlock?: string;\n /** ACES WGSL: tonemap helper functions (dynamically imported). Empty string = standard exponential tonemap. */\n /** @internal */\n readonly _acesHelpers?: string;\n /** ACES WGSL: tonemap call block replacing the default exponential one. */\n /** @internal */\n readonly _acesTonemapCall?: string;\n /** Has alpha blending */\n /** @internal */\n readonly _hasAlphaBlend?: boolean;\n /** Has specular AA */\n /** @internal */\n readonly _hasSpecularAA?: boolean;\n /** Has gamma albedo (sRGB base color decode) */\n /** @internal */\n readonly _hasGammaAlbedo?: boolean;\n /** Has a non-default base-color factor multiplied over the base-color texture. */\n /** @internal */\n readonly _hasBaseColorFactor?: boolean;\n /** Has morph targets (changes position/normal variable names in vertex shader) */\n /** @internal */\n readonly _hasMorph?: boolean;\n /** Has occlusion in ORM texture (simple path, no reflectance ext) */\n /** @internal */\n readonly _hasOcclusion?: boolean;\n /** Has emissive color UBO field (fragment handles emissive computation) */\n /** @internal */\n readonly _hasEmissiveColor?: boolean;\n /** When true, the reflectance fragment handles F0 + occlusion computation */\n /** @internal */\n readonly _hasReflectanceExt?: boolean;\n /** When true, include IBL SH coefficients in scene UBO */\n /** @internal */\n readonly _hasIbl?: boolean;\n /** Has anisotropy layer */\n /** @internal */\n readonly _hasAnisotropy?: boolean;\n /** Anisotropy WGSL: BRDF helper functions (dynamically imported). */\n /** @internal */\n readonly _anisoBrdfFunctions?: string;\n /** Anisotropy WGSL: T/B computation block (dynamically imported). */\n /** @internal */\n readonly _anisoTBBlock?: string;\n /** Optional extension config for advanced features (UV transforms, UV2, vertex colors).\n * When undefined, base template defaults to master-like behavior (no feature strings). */\n /** @internal */\n readonly _ext?: PbrTemplateExt;\n /** Generate a fragment stage that runs discard/alpha-test logic and writes no color. */\n /** @internal */\n readonly _noColorOutput?: boolean;\n /** Generate a fragment stage that runs discard/alpha-test logic and writes ESM shadow color. */\n /** @internal */\n readonly _esmShadowOutput?: boolean;\n /** ESM shadow depth output code. Supplied by the ESM material view so normal PBR bundles don't retain it. */\n /** @internal */\n readonly _esmShadowDepthCode?: string;\n /** @internal Per-attribute vertex-buffer interleave layout. Undefined (or per-attribute\n * undefined) → canonical tight strides (12/12/16/8). Only set for meshes\n * sourcing attributes from a strided bufferView. */\n readonly _vbStrides?: MeshVbLayout;\n}\n\n/**\n * Create a PBR ShaderTemplate from the given configuration.\n * The template contains slot markers that the composer fills with fragment code.\n */\nexport function createPbrTemplate(config: PbrTemplateConfig): ShaderTemplate {\n const {\n _hasSingleLight = false,\n _hasMultiLight = false,\n _singleLightWGSL = \"\",\n _singleLightBlock = \"\",\n _multiLightWGSL = \"\",\n _multiLightLoop = \"\",\n _normalMode = \"none\",\n _hasEmissiveTexture = false,\n _hasSpecGloss = false,\n _hasDoubleSided = false,\n _hasTonemap = false,\n _fogHelper = \"\",\n _fogBlock = \"\",\n _acesHelpers = \"\",\n _acesTonemapCall = \"\",\n _hasAlphaBlend = false,\n _hasSpecularAA = false,\n _hasGammaAlbedo = false,\n _hasBaseColorFactor = false,\n _hasMorph = false,\n _hasOcclusion = false,\n _hasEmissiveColor = false,\n _hasReflectanceExt = false,\n _hasIbl = false,\n _hasAnisotropy = false,\n _anisoBrdfFunctions = \"\",\n _anisoTBBlock = \"\",\n _ext,\n _noColorOutput = false,\n _esmShadowOutput = false,\n _esmShadowDepthCode = \"\",\n _vbStrides,\n } = config;\n const hasNormal = _normalMode === \"tangent\";\n const hasCotangentNormal = _normalMode === \"cotangent\";\n const hasAnyNormal = hasNormal || hasCotangentNormal;\n\n // ── Base vertex attributes ──────────────────────────────────\n // arrayStride defaults to the canonical tight element size; interleaved meshes\n // override it (e.g. 24 for POSITION+NORMAL sharing one stride-24 bufferView).\n const _baseVertexAttributes: VertexAttribute[] = [\n { _name: \"position\", _type: \"vec3<f32>\", _gpuFormat: \"float32x3\", _arrayStride: _vbStrides?._p?._stride ?? 12 },\n { _name: \"normal\", _type: \"vec3<f32>\", _gpuFormat: \"float32x3\", _arrayStride: _vbStrides?._n?._stride ?? 12 },\n ];\n if (hasNormal) {\n _baseVertexAttributes.push({ _name: \"tangent\", _type: \"vec4<f32>\", _gpuFormat: \"float32x4\", _arrayStride: _vbStrides?._t?._stride ?? 16 });\n }\n _baseVertexAttributes.push({ _name: \"uv\", _type: \"vec2<f32>\", _gpuFormat: \"float32x2\", _arrayStride: _vbStrides?._u?._stride ?? 8 });\n if (_ext) {\n _baseVertexAttributes.push(..._ext.extraVertexAttributes);\n }\n\n // ── Base varyings ───────────────────────────────────────────\n const _baseVaryings: Varying[] = [\n { _name: \"worldPos\", _type: \"vec3<f32>\" },\n { _name: \"worldNormal\", _type: \"vec3<f32>\" },\n ];\n if (hasNormal) {\n _baseVaryings.push({ _name: \"worldTangent\", _type: \"vec3<f32>\" }, { _name: \"worldBitangent\", _type: \"vec3<f32>\" });\n }\n _baseVaryings.push({ _name: \"uv\", _type: \"vec2<f32>\" });\n if (_ext) {\n _baseVaryings.push(..._ext.extraVaryings);\n }\n\n // ── Base mesh UBO fields (world matrix + affected light indices — UV transforms are\n // per-texture now, emitted on the material UBO when hasUvTransform). ─\n const _baseMeshUboFields: UboField[] = [{ _name: \"world\", _type: \"mat4x4<f32>\" }];\n appendMeshLightUboFields(_baseMeshUboFields);\n\n // ── Base material UBO fields ────────────────────────────────────\n const _baseMaterialUboFields: UboField[] = [\n { _name: \"environmentIntensity\", _type: \"f32\" },\n { _name: \"directIntensity\", _type: \"f32\" },\n { _name: \"reflectance\", _type: \"f32\" },\n { _name: \"materialAlpha\", _type: \"f32\" },\n ...(_hasBaseColorFactor ? [{ _name: \"baseColorFactor\", _type: \"vec4<f32>\" as const }] : []),\n // glTF metallicFactor / roughnessFactor (default 1.0) — applied over MR texture channels.\n { _name: \"metallicFactor\", _type: \"f32\" },\n { _name: \"roughnessFactor\", _type: \"f32\" },\n { _name: \"normalScale\", _type: \"f32\" },\n { _name: \"lightFalloffMode\", _type: \"f32\" },\n // Anisotropy UBO field stays on the base template because anisotropy is\n // template-only (no ShaderFragment) — the anisotropyExt just writes its\n // slice through the unified ext.writeUbo hook.\n ...(_hasAnisotropy ? [{ _name: \"anisotropyParams\", _type: \"vec4<f32>\" as const }] : []),\n // ── Extension fields (per-texture UV transforms, etc.) ─\n ...(_ext ? _ext.extraMaterialUboFields : []),\n ];\n\n // ── Helper: texture + sampler binding pair ────────────────────\n const tex2d = (name: string, sampler: string): BindingDecl[] => [\n { _name: name, _type: { _kind: \"texture\", _textureType: \"texture_2d<f32>\" }, _visibility: STAGE_FRAGMENT },\n { _name: sampler, _type: { _kind: \"sampler\", _samplerType: \"sampler\" }, _visibility: STAGE_FRAGMENT },\n ];\n\n // ── Base bindings (always-present textures) ─────────────────\n const _baseBindings: BindingDecl[] = tex2d(\"baseColorTexture\", \"baseColorSampler\");\n if (hasAnyNormal) {\n _baseBindings.push(...tex2d(\"normalTexture\", \"normalSampler_\"));\n }\n _baseBindings.push(...tex2d(\"ormTexture\", \"ormSampler\"));\n if (_ext) {\n _baseBindings.push(..._ext.extraBindings);\n }\n if (_hasEmissiveTexture) {\n _baseBindings.push(...tex2d(\"emissiveTexture\", \"emissiveSampler\"));\n }\n if (_hasSpecGloss) {\n _baseBindings.push(...tex2d(\"specGlossTexture\", \"specGlossSampler\"));\n }\n if (_esmShadowOutput) {\n _baseBindings.push({ _name: \"shadowParams\", _type: { _kind: \"uniform-buffer\" }, _visibility: STAGE_FRAGMENT });\n }\n // ── Vertex template ─────────────────────────────────────────\n // When morph targets are active, the morph fragment's VR\n // defines morphedPos/morphedNorm. The base template uses those instead\n // of the raw vertex attributes.\n const posVar = _hasMorph ? \"morphedPos\" : \"position\";\n const normVar = _hasMorph ? \"morphedNorm\" : \"normal\";\n\n // The vertex template uses morphedPos/morphedNorm when morph fragment is present,\n // falling back to position/normal. The morph fragment's VR defines these vars.\n const tangentBlock = hasNormal\n ? `let N_local=normalize(${normVar});\nlet T_local=normalize(tangent.xyz);\nlet B_local=cross(N_local,T_local)*tangent.w;\nout.worldTangent=(finalWorld*vec4<f32>(T_local,0.0)).xyz;\nout.worldBitangent=(finalWorld*vec4<f32>(B_local,0.0)).xyz;`\n : \"\";\n\n const _vertexTemplate = `/*SU*/\n/*MU*/\n@group(1) @binding(0) var<uniform> mesh: MeshUniforms;\n/*VH*/\n/*VD*/\n/*VO*/\n@vertex fn main(\n/*VP*/\n) -> VertexOutput {\nvar out: VertexOutput;\n/*VR*/\nvar finalWorld = mesh.world;\n/*VW*/\nlet worldPos4 = finalWorld * vec4<f32>(${posVar}, 1.0);\nout.worldPos = worldPos4.xyz;\nout.clipPos = scene.viewProjection * worldPos4;\nout.worldNormal = (finalWorld * vec4<f32>(normalize(${normVar}), 0.0)).xyz;\n${tangentBlock}\nout.uv = uv;\n ${_ext ? _ext.vertexBodyExtra : \"\"}/*VB*/\nreturn out;\n}`;\n\n // ── Fragment template ────────────────────────────────────────\n\n // Normal handling block\n const normalUV = _ext?.uvForNormal ?? \"input.uv\";\n const normalScaleMod = _ext?.normalScaleMod ?? \"\";\n const normalRef = _ext?.normalScaleMod ? \"scaledNormal\" : \"normalMapRaw\";\n const normalRefCt = _ext?.normalScaleMod ? \"scaledNormalCT\" : \"normalMapSample\";\n let normalBlock: string;\n if (hasNormal) {\n normalBlock = `let normalMapRaw=textureSample(normalTexture,normalSampler_,${normalUV}).rgb*2.0-1.0;\n${normalScaleMod}let normalMapNorm=normalize(${normalRef});\nlet N_geom=normalize(input.worldNormal);\nlet TBN=mat3x3<f32>(input.worldTangent,input.worldBitangent,input.worldNormal);\nvar N=normalize(TBN*normalMapNorm);`;\n } else if (hasCotangentNormal) {\n normalBlock = `let normalMapSample=textureSample(normalTexture,normalSampler_,${normalUV}).rgb*2.0-1.0;\n${normalScaleMod.replace(/normalMapRaw/g, \"normalMapSample\").replace(/scaledNormal/g, \"scaledNormalCT\")}let N_geom=normalize(input.worldNormal);\nlet dp1=dpdx(input.worldPos);\nlet dp2=dpdy(input.worldPos);\nlet duv1=dpdx(${normalUV});\nlet duv2=dpdy(${normalUV});\nlet dp2perp=cross(dp2,N_geom);\nlet dp1perp=cross(N_geom,dp1);\nlet tangent_ct=dp2perp*duv1.x+dp1perp*duv2.x;\nlet bitangent_ct=-(dp2perp*duv1.y+dp1perp*duv2.y);\nlet det=max(dot(tangent_ct,tangent_ct),dot(bitangent_ct,bitangent_ct));\nlet invmax=select(inverseSqrt(det),0.0,det==0.0);\nlet cotangentFrame=mat3x3<f32>(tangent_ct*invmax,bitangent_ct*invmax,N_geom);\nvar N=normalize(cotangentFrame*normalize(${normalRefCt}));`;\n } else {\n normalBlock = `let N_geom=normalize(input.worldNormal);\nvar N=N_geom;`;\n }\n\n // Anisotropy: tangent/bitangent frame (passed in from dynamic import, empty if not used)\n const anisotropyTBBlock = _hasAnisotropy ? _anisoTBBlock : \"\";\n\n // Base color decoding\n const vertexColorMod = _ext?.baseColorMod ?? \"\";\n const baseColorFactorRgb = _hasBaseColorFactor ? \"*material.baseColorFactor.rgb\" : \"\";\n const baseColorFactorAlpha = _hasBaseColorFactor ? \"*material.baseColorFactor.a\" : \"\";\n const baseColorDecode = _hasGammaAlbedo\n ? `var baseColor=pow(baseColorSample.rgb,vec3<f32>(2.2))${baseColorFactorRgb};\nvar alpha=baseColorSample.a${baseColorFactorAlpha};${vertexColorMod}`\n : `var baseColor=baseColorSample.rgb${baseColorFactorRgb};\nvar alpha=baseColorSample.a${baseColorFactorAlpha};${vertexColorMod}`;\n\n // Roughness / metallic\n const specGlossUV = _ext?.uvForSpecGloss ?? \"input.uv\";\n const roughnessMetallic = _hasSpecGloss\n ? `let specGloss=textureSample(specGlossTexture,specGlossSampler,${specGlossUV});\nlet roughness=clamp(1.0-specGloss.a,0.0,1.0);\nlet metallic=0.0;`\n : `let roughness=clamp(orm.g*material.roughnessFactor,0.0,1.0);\nlet metallic=orm.b*material.metallicFactor;`;\n\n // Emissive default (overridden by emissive-color fragment's AT slot)\n const emissiveUV = _ext?.uvForEmissive ?? \"input.uv\";\n const emissiveDefault = _hasEmissiveColor\n ? ``\n : _hasEmissiveTexture\n ? `let emissive=textureSample(emissiveTexture,emissiveSampler,${emissiveUV}).rgb;`\n : `let emissive=vec3<f32>(0.0);`;\n\n // Occlusion default (overridden by reflectance fragment's AT slot or ext occlusion override)\n const occlusionDefault = _hasReflectanceExt ? `` : _ext?.occlusionOverride ? _ext.occlusionOverride : _hasOcclusion ? `let occlusion=orm.r;` : `let occlusion=1.0;`;\n // F0 computation (overridden by reflectance fragment's MF slot)\n const f0Default = _hasReflectanceExt\n ? ``\n : _hasSpecGloss\n ? `var colorF0=specGloss.rgb;\nlet colorF90=vec3<f32>(1.0);\nlet maxSpecular=max(colorF0.r,max(colorF0.g,colorF0.b));\nlet surfaceAlbedo=baseColor*(1.0-maxSpecular);`\n : `let dielectricF0=material.reflectance;\nvar colorF0=mix(vec3<f32>(dielectricF0),baseColor,metallic);\nlet colorF90=vec3<f32>(1.0);\nlet surfaceAlbedo=baseColor*(1.0-dielectricF0)*(1.0-metallic);`;\n\n // Specular AA + geometric-curvature roughness factors (BJS getAARoughnessFactors).\n // AA_factor_x is the direct-light roughness floor (matches BJS `computeSheenLighting`\n // which clamps info.roughness upward). AA_factor_y is the IBL/alphaG additive bump.\n // Emitted unconditionally as var so sheen/other fragments can reference them\n // without needing a define; zero on the no-curvature path makes them a no-op.\n const specularAABlock =\n _hasSpecularAA || hasAnyNormal\n ? `var AA_factor_x=0.0;\nvar AA_factor_y=0.0;\n{let nDfdx_AA=dpdx(N);\nlet nDfdy_AA=dpdy(N);\nlet slopeSquare_AA=max(dot(nDfdx_AA,nDfdx_AA),dot(nDfdy_AA,nDfdy_AA));\nAA_factor_x=pow(saturate(slopeSquare_AA),0.333);\nAA_factor_y=sqrt(slopeSquare_AA)*0.75;\nalphaG+=AA_factor_y;}`\n : `var AA_factor_x=0.0;\nvar AA_factor_y=0.0;`;\n\n // Direct lighting block — use the compact non-looping shader for one non-shadow light,\n // and the generic multi-light loop for multiple lights or shadow receivers.\n const directLightBlock: string = _hasMultiLight\n ? _multiLightLoop\n : _hasSingleLight\n ? _singleLightBlock\n : `var directDiffuse=vec3<f32>(0.0);\nvar directSpecular=vec3<f32>(0.0);\n/*BL*/`;\n\n // Tonemap: BJS TONEMAPPING_STANDARD (exponential) by default; caller-supplied\n // ACES WGSL (from pbr-aces-wgsl.ts) is used when provided.\n const useAces = _hasTonemap && _acesTonemapCall !== \"\";\n const acesBlock = useAces ? _acesHelpers : \"\";\n const tonemapBlock = _hasTonemap\n ? useAces\n ? _acesTonemapCall\n : `color*=scene.vImageInfos.x;\ncolor=1.0-exp2(-1.590579*color);`\n : `color*=scene.vImageInfos.x;`;\n\n // Fog (opt-in via scene.fog). The fog WGSL — `_fogHelper` (calcFogFactor) and `_fogBlock`\n // (the blend, emitted just before the tonemap block) — is supplied by pbr-renderable, which\n // dynamically imports pbr-fog-wgsl.ts only when scene.fog is set. Both are \"\" for non-fog\n // scenes, so those bundles carry zero fog bytes (see pbr-fog-wgsl.ts for the parity details).\n const fogHelper = _fogHelper;\n const fogBlock = _fogBlock;\n\n // Alpha output\n const alphaBlock = _noColorOutput\n ? \"\"\n : _hasAlphaBlend\n ? `var finalAlpha=alpha*material.materialAlpha;\nvar luminanceOverAlpha=0.0;\n/*BA*/\nluminanceOverAlpha+=dot(${_hasIbl ? `finalSpecularScaled` : `directSpecular`},vec3<f32>(0.2126,0.7152,0.0722));\nfinalAlpha=saturate(finalAlpha+luminanceOverAlpha*luminanceOverAlpha);\nreturn vec4<f32>(color,finalAlpha);`\n : `return vec4<f32>(color,alpha*material.materialAlpha);`;\n\n const doubleSidedEntry = _hasDoubleSided\n ? `@fragment fn main(input: FragmentInput, @builtin(front_facing) frontFacing: bool)${_noColorOutput ? \"\" : \" -> @location(0) vec4<f32>\"} {`\n : `@fragment fn main(input: FragmentInput)${_noColorOutput ? \"\" : \" -> @location(0) vec4<f32>\"} {`;\n const doubleSidedFlip = _hasDoubleSided ? `if (!frontFacing) { N = -N; }` : \"\";\n\n const lightDecls = _hasMultiLight ? _multiLightWGSL : _hasSingleLight ? _singleLightWGSL : \"\";\n const lightBindingDecl = _hasSingleLight || _hasMultiLight ? `@group(0) @binding(1) var<uniform> lights: lightsUniforms;` : \"\";\n const meshLightIndexHelper = _hasSingleLight || _hasMultiLight ? meshLightIndexWGSL(\"mesh\") : \"\";\n\n const anisoBrdfBlock = _hasAnisotropy ? _anisoBrdfFunctions : \"\";\n\n const fragmentHelpers = _ext?.fragmentHelpers ?? \"\";\n const fragmentPrelude = _ext?.fragmentPrelude ?? \"\";\n const baseColorUV = _ext?.uvForBaseColor ?? \"input.uv\";\n const ormUV = _ext?.uvForOrm ?? \"input.uv\";\n\n const _fragmentTemplate = `/*SU*/\n${_esmShadowOutput ? \"struct shadowParamsUniforms { biasAndScale: vec4<f32>, depthValues: vec4<f32>, }\" : \"\"}\n/*MU*/\n@group(1) @binding(0) var<uniform> mesh: MeshUniforms;\n/*HF*/\n/*FB*/\n/*FI*/\n${BRDF_FUNCTIONS}\n${acesBlock}\n${fogHelper}\n${anisoBrdfBlock}\n${lightDecls}\n${lightBindingDecl}\n${meshLightIndexHelper}\n${fragmentHelpers}\n${doubleSidedEntry}\n${fragmentPrelude}/*SV*/\nlet baseColorSample=textureSample(baseColorTexture,baseColorSampler,${baseColorUV});\n${baseColorDecode}\nlet orm=textureSample(ormTexture,ormSampler,${ormUV}).rgb;\n${occlusionDefault}\n${roughnessMetallic}\n${emissiveDefault}\n/*AT*/\n${_noColorOutput ? \"return;\" : _esmShadowOutput ? _esmShadowDepthCode : \"\"}\n${normalBlock}\n${doubleSidedFlip}\n${anisotropyTBBlock}\n/*AC*/\nlet V=normalize(scene.vEyePosition.xyz-input.worldPos);\nlet NdotVUnclamped=dot(N,V);\nlet NdotV=abs(NdotVUnclamped)+0.0000001;\n${f0Default}\n/*MF*/\nvar alphaG=roughness*roughness+0.0005;\n${specularAABlock}\n${directLightBlock}\nvar color=directDiffuse+directSpecular+emissive;\n/*AI*/\n/*NI*/\n${fogBlock}\n${tonemapBlock}\ncolor=pow(color,vec3<f32>(1.0/2.2));\ncolor=clamp(color,vec3<f32>(0.0),vec3<f32>(1.0));\nlet highContrast=color*color*(3.0-2.0*color);\nif(scene.vImageInfos.y<1.0){color=mix(vec3<f32>(0.5),color,scene.vImageInfos.y);}\nelse{color=mix(color,highContrast,scene.vImageInfos.y-1.0);}\ncolor=max(color,vec3<f32>(0.0));\n/*BC*/\n${alphaBlock}\n}`;\n\n return {\n _vertexTemplate,\n _fragmentTemplate,\n _baseMeshUboFields,\n _baseMaterialUboFields,\n _baseVertexAttributes,\n _baseVaryings,\n _baseBindings,\n };\n}\n","/** PBR shader composer factory — extracts the per-feature-set shader composition\n * from pbr-renderable.ts. All dynamic dependencies (ACES, anisotropy, shadow,\n * multi-light, template-ext, thin-instance) are passed in via a deps object,\n * already resolved by the caller. Nothing is snapshotted at module load. */\n\nimport type { ShaderFragment, ComposedShader } from \"../../shader/fragment-types.js\";\nimport type { PbrShadowLightSlot } from \"./fragments/pbr-shadow-fragment.js\";\nimport { composeShader } from \"../../shader/shader-composer.js\";\nimport { createPbrTemplate } from \"./pbr-template.js\";\nimport type { MeshVbLayout } from \"../../mesh/mesh.js\";\nimport {\n PBR_HAS_NORMAL_MAP,\n PBR_HAS_ALPHA_BLEND,\n PBR2_HAS_UV_TRANSFORM,\n PBR2_HAS_REFLECTANCE_FACTORS,\n PBR2_HAS_UV2,\n PBR2_HAS_BASE_COLOR_FACTOR,\n PBR_HAS_METALLIC_REFLECTANCE_MAP,\n PBR_HAS_REFLECTANCE_MAP,\n PBR_HAS_SPECULAR_AA,\n PBR_HAS_EMISSIVE_COLOR,\n PBR_HAS_GAMMA_ALBEDO,\n PBR_HAS_ANISOTROPY,\n PBR_HAS_DOUBLE_SIDED,\n PBR_HAS_EMISSIVE,\n PBR_HAS_ENV,\n PBR_HAS_TONEMAP,\n PBR_HAS_FOG,\n PBR_HAS_SPEC_GLOSS,\n PBR_HAS_OCCLUSION,\n PBR_HAS_SKYBOX,\n PBR2_ESM_SHADOW_OUTPUT,\n PBR2_NO_COLOR_OUTPUT,\n} from \"./pbr-flag-bits.js\";\nimport { _getPbrExts, type _PbrFragCtx } from \"./pbr-flags.js\";\nimport {\n MSH_HAS_TANGENTS,\n MSH_HAS_MORPH_TARGETS,\n MSH_RECEIVE_SHADOWS,\n MSH_HAS_THIN_INSTANCES,\n MSH_HAS_INSTANCE_COLOR,\n MSH_HAS_VERTEX_COLOR,\n MSH_HAS_UV2,\n} from \"../mesh-features.js\";\n\ninterface PbrComposerDeps {\n readonly _singleLightWGSL: string;\n readonly _getSingleLightBlock: ((type: string) => string) | null;\n readonly _multiLightWGSL: string;\n readonly _multiLightLoop: string;\n readonly _acesHelpers: string;\n readonly _acesTonemapCall: string;\n /** Fog WGSL (calcFogFactor helper + blend block), dynamically loaded by pbr-renderable only\n * when scene.fog is set; \"\" otherwise so non-fog scenes bundle zero fog bytes. */\n readonly _fogHelper: string;\n readonly _fogBlock: string;\n readonly _createPbrTemplateExt: typeof import(\"./pbr-template-ext.js\").createPbrTemplateExt | null;\n readonly _anisoExt: typeof import(\"./fragments/anisotropy-fragment.js\") | null;\n readonly _iblSkyboxCalc: string;\n readonly _createPbrShadowFragment: ((slots: PbrShadowLightSlot[]) => ShaderFragment) | null;\n readonly _shadowLights: readonly { readonly lightIndex: number; readonly shadowType: import(\"./fragments/pbr-shadow-fragment.js\").PbrShadowLightSlot[\"shadowType\"] }[];\n readonly _createThinInstanceFragment: ((hasColor: boolean) => ShaderFragment) | null;\n}\n\nexport type PbrLightMode = 0 | 1 | 2;\ntype PbrComposeFn = (\n _features: number,\n _features2?: number,\n _meshFeatures?: number,\n _sceneFeatures?: number,\n _lightMode?: PbrLightMode,\n _singleLightType?: string,\n _esmShadowDepthCode?: string,\n _vbStrides?: MeshVbLayout,\n _vbKey?: string\n) => ComposedShader;\n\n/** Create a memoized shader composer for a given scene's resolved PBR deps. */\nexport function createPbrComposer(deps: PbrComposerDeps): PbrComposeFn {\n const cache = new Map<string, ComposedShader>();\n const {\n _singleLightWGSL,\n _getSingleLightBlock,\n _multiLightWGSL,\n _multiLightLoop,\n _acesHelpers,\n _acesTonemapCall,\n _fogHelper,\n _fogBlock,\n _createPbrTemplateExt,\n _anisoExt,\n _iblSkyboxCalc,\n _createPbrShadowFragment,\n _shadowLights,\n _createThinInstanceFragment,\n } = deps;\n\n return function composePbr(\n features: number,\n features2: number = 0,\n meshFeatures = 0,\n sceneFeatures = 0,\n lightMode: PbrLightMode = 0,\n singleLightType = \"\",\n _esmShadowDepthCode = \"\",\n vbStrides?: MeshVbLayout,\n vbKey = \"\"\n ): ComposedShader {\n const ckey = `${features}:${features2}:${meshFeatures}:${sceneFeatures}:${lightMode}:${singleLightType}${vbKey}`;\n const cached = cache.get(ckey);\n if (cached) {\n return cached;\n }\n\n const has = (bit: number) => (features & bit) !== 0;\n const hasMesh = (bit: number) => (meshFeatures & bit) !== 0;\n const hasScene = (bit: number) => (sceneFeatures & bit) !== 0;\n const hasNormal = has(PBR_HAS_NORMAL_MAP) && hasMesh(MSH_HAS_TANGENTS);\n const hasCotangent = has(PBR_HAS_NORMAL_MAP) && !hasMesh(MSH_HAS_TANGENTS);\n const _hasAnyNormal = hasNormal || hasCotangent;\n const _hasReflectanceExt = has(PBR_HAS_METALLIC_REFLECTANCE_MAP | PBR_HAS_REFLECTANCE_MAP) || (features2 & PBR2_HAS_REFLECTANCE_FACTORS) !== 0;\n const _hasIbl = hasScene(PBR_HAS_ENV);\n const _hasMorph = hasMesh(MSH_HAS_MORPH_TARGETS);\n const hasShadow = hasMesh(MSH_RECEIVE_SHADOWS);\n const _hasAnisotropy = has(PBR_HAS_ANISOTROPY);\n const _hasEmissiveColor = has(PBR_HAS_EMISSIVE_COLOR);\n const _hasEmissiveTexture = has(PBR_HAS_EMISSIVE);\n const hasTI = hasMesh(MSH_HAS_THIN_INSTANCES);\n\n const _hasUvTransform = (features2 & PBR2_HAS_UV_TRANSFORM) !== 0;\n const _hasVertexColor = hasMesh(MSH_HAS_VERTEX_COLOR);\n const _hasUv2 = (features2 & PBR2_HAS_UV2) !== 0 && hasMesh(MSH_HAS_UV2);\n const needsExt = _hasUvTransform || _hasVertexColor || _hasUv2;\n const _hasSpecularAA = has(PBR_HAS_SPECULAR_AA);\n const _ext =\n needsExt && _createPbrTemplateExt\n ? _createPbrTemplateExt({\n _hasUvTransform,\n _hasVertexColor,\n _hasUv2,\n _hasOcclusionUv2: _hasUv2,\n _hasAnyNormal,\n _hasEmissiveTexture,\n _hasSpecGloss: has(PBR_HAS_SPEC_GLOSS),\n })\n : undefined;\n\n const template = createPbrTemplate({\n _hasSingleLight: lightMode === 1,\n _hasMultiLight: lightMode === 2,\n _singleLightWGSL,\n _singleLightBlock: lightMode === 1 && _getSingleLightBlock ? _getSingleLightBlock(singleLightType) : \"\",\n _multiLightWGSL,\n _multiLightLoop,\n _normalMode: hasNormal ? \"tangent\" : hasCotangent ? \"cotangent\" : \"none\",\n _hasEmissiveTexture,\n _hasSpecGloss: has(PBR_HAS_SPEC_GLOSS),\n _hasDoubleSided: has(PBR_HAS_DOUBLE_SIDED),\n _hasTonemap: hasScene(PBR_HAS_TONEMAP),\n _fogHelper: hasScene(PBR_HAS_FOG) ? _fogHelper : \"\",\n _fogBlock: hasScene(PBR_HAS_FOG) ? _fogBlock : \"\",\n _acesHelpers: _acesHelpers,\n _acesTonemapCall: _acesTonemapCall,\n _hasAlphaBlend: has(PBR_HAS_ALPHA_BLEND),\n _hasSpecularAA,\n _hasGammaAlbedo: has(PBR_HAS_GAMMA_ALBEDO),\n _hasBaseColorFactor: (features2 & PBR2_HAS_BASE_COLOR_FACTOR) !== 0,\n _hasMorph,\n _hasOcclusion: has(PBR_HAS_OCCLUSION) && !_hasReflectanceExt,\n _hasEmissiveColor,\n _hasReflectanceExt,\n _hasIbl,\n _hasAnisotropy,\n _anisoBrdfFunctions: _hasAnisotropy && _anisoExt ? _anisoExt.ANISO_BRDF_FUNCTIONS : \"\",\n _anisoTBBlock: _hasAnisotropy && _anisoExt ? _anisoExt.makeAnisotropyTBBlock(hasNormal) : \"\",\n _ext,\n _noColorOutput: (features2 & PBR2_NO_COLOR_OUTPUT) !== 0,\n _esmShadowOutput: (features2 & PBR2_ESM_SHADOW_OUTPUT) !== 0,\n _esmShadowDepthCode,\n _vbStrides: vbStrides,\n });\n\n const frags: ShaderFragment[] = [];\n const fragCtx: _PbrFragCtx = {\n _features: features,\n _features2: features2,\n _meshFeatures: meshFeatures,\n _hasIbl: _hasIbl,\n _hasAnyNormal,\n _hasSpecularAA,\n _anisoBentNormalCode: _hasAnisotropy && _anisoExt ? _anisoExt.ANISO_BENT_NORMAL : \"\",\n _iblSkyboxCalc: has(PBR_HAS_SKYBOX) ? _iblSkyboxCalc : \"\",\n };\n // Registration order defines iteration order; callers register in composer-matching order.\n for (const regExt of _getPbrExts().values()) {\n if (regExt.frag) {\n const fr = regExt.frag(fragCtx);\n if (fr) {\n frags.push(fr);\n }\n }\n }\n if (hasShadow && _createPbrShadowFragment) {\n const slots = _shadowLights.map((sl) => ({ lightIndex: sl.lightIndex, shadowType: sl.shadowType }));\n frags.push(_createPbrShadowFragment(slots));\n }\n if (hasTI && _createThinInstanceFragment) {\n frags.push(_createThinInstanceFragment(hasMesh(MSH_HAS_INSTANCE_COLOR)));\n }\n\n const composed = composeShader(template, frags);\n cache.set(ckey, composed);\n return composed;\n };\n}\n","/** PBR mesh renderable — builds Renderables from glTF PBR meshes + environment.\n *\n * `buildPbrRenderables` does shared per-scene setup (extension/fragment imports,\n * shader composer, scene bind group, multi-light UBO), then delegates per-mesh\n * work to `buildSinglePbrRenderable`. Both initial build and material-swap\n * rebuilds go through the same single-mesh function. */\n\nimport type { EngineContext } from \"../../engine/engine.js\";\nimport type { SceneContext } from \"../../scene/scene.js\";\nimport type { Mesh } from \"../../mesh/mesh.js\";\nimport type { PbrMaterialProps } from \"./pbr-material.js\";\nimport { collectPbrBoundTextures } from \"./pbr-material.js\";\nimport type { EnvironmentTextures } from \"../../loader-env/load-env.js\";\n\nimport type { Renderable, MeshGroupBuildResult } from \"../../render/renderable.js\";\nimport type { ShaderFragment } from \"../../shader/fragment-types.js\";\nimport { acquireTexture, releaseTexture, clearSamplerCache } from \"../../resource/gpu-pool.js\";\nimport { createUniformBuffer } from \"../../resource/gpu-buffers.js\";\nimport { getOrCreatePbrBindings, getOrCreatePbrPipeline, createPbrMeshBindGroup, clearPbrPipelineCache } from \"./pbr-pipeline.js\";\nimport {\n _registerPbrExt,\n _getPbrExts,\n PBR_HAS_NORMAL_MAP,\n PBR_HAS_ALPHA_BLEND,\n PBR2_NO_COLOR_OUTPUT,\n PBR2_HAS_REFRACTION,\n PBR2_HAS_UV2,\n PBR_HAS_ENV,\n PBR_HAS_TONEMAP,\n PBR_HAS_FOG,\n PBR2_ESM_SHADOW_OUTPUT,\n} from \"./pbr-flags.js\";\nimport type { PbrExt } from \"./pbr-flags.js\";\nimport { createPbrComposer } from \"./pbr-compose.js\";\nimport { _computePbrMaterialFeatures } from \"./pbr-material.js\";\nimport type { ShadowGenerator } from \"../../shadow/shadow-generator.js\";\nimport type { ThinInstanceData } from \"../../mesh/thin-instance.js\";\nimport type { PbrShadowLightSlot } from \"./fragments/pbr-shadow-fragment.js\";\nimport { writeMeshLightSelection } from \"../../render/lights-ubo.js\";\nimport type { PbrLightMode } from \"./pbr-compose.js\";\nimport type { Material, MaterialRenderFeatures } from \"../material.js\";\nimport { _computeMeshFeatures, MSH_HAS_INSTANCE_COLOR, MSH_HAS_THIN_INSTANCES, MSH_HAS_UV2, MSH_HAS_VERTEX_COLOR } from \"../mesh-features.js\";\nimport { packMat4IntoF32 } from \"../../math/pack-mat4-into-f32.js\";\n\ntype SingleLightType = \"hemispheric\" | \"directional\" | \"spot\" | \"point\";\ninterface SingleLightWgslModule {\n SINGLE_LIGHT_STRUCTS: string;\n getSingleLightBlock(): string;\n}\n\n/** Build PBR Renderable(s) + a SceneUniformUpdater from PBR meshes. */\nexport async function buildPbrRenderables(scene: SceneContext, meshes: Mesh[], envTextures: EnvironmentTextures | undefined): Promise<MeshGroupBuildResult> {\n const engine = scene.engine;\n const device = engine._device;\n // Per-size scratch buffers for material UBO re-writes (zero allocation per frame).\n const materialScratch = new Map<number, Float32Array>();\n const hasEnv = !!envTextures;\n const shadowLights: { lightIndex: number; shadowType: \"esm\" | \"pcf\" | \"csm\"; gen: ShadowGenerator }[] = [];\n for (let i = 0; i < scene.lights.length; i++) {\n const sg = scene.lights[i]!.shadowGenerator;\n if (sg) {\n shadowLights.push({ lightIndex: i, shadowType: sg._shadowType, gen: sg });\n }\n }\n const hasSomeShadows = shadowLights.length > 0;\n let hasAnyAffectedLight = false;\n let needsSingleLightPath = false;\n let needsMultiLightPath = false;\n const singleLightTypes: SingleLightType[] = [];\n for (const mesh of meshes) {\n const lr = writeMeshLightSelection(mesh, scene.lights);\n const affectedCount = lr > 0 ? 1 : -lr;\n hasAnyAffectedLight ||= affectedCount > 0;\n if (affectedCount === 1 && !(mesh.receiveShadows && hasSomeShadows)) {\n needsSingleLightPath = true;\n const type = getPackedSingleLightType(scene.lights, lr - 1);\n if (!singleLightTypes.includes(type)) {\n singleLightTypes.push(type);\n }\n } else if (affectedCount > 0) {\n needsMultiLightPath = true;\n }\n }\n\n // ── Single O(N) scan over meshes for all scene-wide feature flags ──\n // Flags are plain locals (not an object return) so terser can mangle their names.\n // Replaces ~11 sequential meshes.some() loops (was O(11N)).\n let hasSkybox = false;\n let hasMetallicReflectance = false;\n let hasClearcoat = false;\n let hasSheen = false;\n let hasIridescence = false;\n let hasAnyAnisotropy = false;\n let hasAnySubsurface = false;\n let hasAlphaTest = false;\n let hasTransmissionRefraction = false;\n let needsEmissiveColor = false;\n let hasSomeSkeletons = false;\n let hasSomeMorphs = false;\n let hasSomeThinInstances = false;\n let hasCullingTI = false;\n let hasAnyUnlit = false;\n let hasAnyUvTransform = false;\n let hasAnyUv2 = false;\n let hasAnyVertexColor = false;\n for (let i = 0; i < meshes.length; i++) {\n const m = meshes[i]!;\n const mat = m.material as PbrMaterialProps & { _hasReflExt?: boolean; _hasUvTx?: boolean };\n const refractionIntensity = mat.subsurface?.refraction?.intensity ?? 0;\n hasSkybox ||= !!mat.skyboxMode;\n hasMetallicReflectance ||= !!(mat.metallicReflectanceTexture || mat.reflectanceTexture || mat._hasReflExt);\n hasClearcoat ||= !!mat.clearCoat?.isEnabled;\n hasSheen ||= !!mat.sheen?.isEnabled;\n hasIridescence ||= !!mat.iridescence?.isEnabled;\n hasAnyAnisotropy ||= !!mat.anisotropy?.isEnabled;\n hasAnySubsurface ||= !!mat.subsurface?.translucency;\n hasAlphaTest ||= mat.alphaCutOff! > 0;\n hasTransmissionRefraction ||= refractionIntensity > 0 && !!mat.transmissive;\n needsEmissiveColor ||= !!mat.emissiveColor;\n hasSomeSkeletons ||= !!m.skeleton;\n hasSomeMorphs ||= !!m.morphTargets;\n hasSomeThinInstances ||= !!m.thinInstances;\n hasCullingTI ||= !!m.thinInstances?._gpuCullingEnabled;\n hasAnyUnlit ||= !!mat.unlit;\n hasAnyUvTransform ||= !!mat._hasUvTx;\n // UV2 only counts when occlusion samples texcoord 1.\n hasAnyUv2 ||= !!m._gpu.uv2Buffer && mat.occlusionTexCoord === 1;\n hasAnyVertexColor ||= !!m._gpu.colorBuffer;\n }\n\n // ── Dynamically import fragment creators based on scene capabilities ──\n\n // IBL fragment.\n let _iblSkyboxCalc = \"\";\n if (hasEnv) {\n const mod = await import(\"./fragments/ibl-fragment.js\");\n _registerPbrExt(mod.pbrExt);\n if (hasSkybox) {\n // Skybox-mode WGSL is only loaded when at least one mesh in the scene needs it.\n const sky = await import(\"./fragments/ibl-skybox-wgsl.js\");\n _iblSkyboxCalc = sky.IBL_SKYBOX_CALCULATION;\n }\n }\n\n // Light/shadow helpers stay dynamic so single-light and non-shadow bundles stay lean.\n let _createPbrShadowFragment: ((slots: PbrShadowLightSlot[]) => ShaderFragment) | null = null;\n let _singleLightWGSL = \"\";\n let _getSingleLightBlock: ((type: string) => string) | null = null;\n const singleLightBlocks: Partial<Record<SingleLightType, () => string>> = {};\n let _multiLightWGSL = \"\";\n let _multiLightLoop = \"\";\n if (needsSingleLightPath) {\n for (const type of singleLightTypes) {\n const single = await importSingleLightWgsl(type);\n _singleLightWGSL = single.SINGLE_LIGHT_STRUCTS;\n singleLightBlocks[type] = single.getSingleLightBlock;\n }\n _getSingleLightBlock = (type) => singleLightBlocks[toSingleLightType(type)]?.() ?? \"\";\n }\n if (needsMultiLightPath) {\n const wgslMod = await import(\"./fragments/multilight-wgsl.js\");\n _multiLightWGSL = wgslMod.MULTI_LIGHT_STRUCTS() + wgslMod.COMPUTE_PBR_LIGHT;\n _multiLightLoop = wgslMod.getMultiLightLoop();\n }\n if (hasAnyAffectedLight && hasSomeShadows) {\n const shadowMod = await import(\"./fragments/pbr-shadow-fragment.js\");\n _createPbrShadowFragment = shadowMod.createPbrShadowFragment;\n }\n\n // ── Per-mesh fragment creators (imported if any mesh needs them) ──\n // Each optional PBR fragment module exports a uniform `pbrExt`, so registration\n // collapses to a single data-driven loop over [flag, loader] pairs. The `import()`\n // specifiers stay literal (required for Vite code-splitting) and the shared\n // `_registerPbrExt((await load()).pbrExt)` glue is emitted once instead of per\n // feature, keeping this management layer small as features are added.\n // Registration order is the iteration order consumed by `_getPbrExts().values()`\n // on the hot paths (composePbr, writeMaterialData, collectPbrBoundTextures).\n type PbrExtLoad = () => Promise<{ pbrExt: PbrExt }>;\n const _drainPbrExts = async (loaders: Array<readonly [boolean, PbrExtLoad]>) => {\n for (const [flag, load] of loaders) {\n if (flag) {\n _registerPbrExt((await load()).pbrExt);\n }\n }\n };\n\n await _drainPbrExts([\n [hasAlphaTest, () => import(\"./fragments/alpha-test-fragment.js\")],\n [hasMetallicReflectance, () => import(\"./fragments/reflectance-fragment.js\")],\n [hasClearcoat, () => import(\"./fragments/clearcoat-fragment.js\")],\n [hasSheen, () => import(\"./fragments/sheen-fragment.js\")],\n [hasIridescence, () => import(\"./fragments/iridescence-fragment.js\")],\n [hasAnySubsurface, () => import(\"./fragments/subsurface-fragment.js\")],\n ]);\n if (hasTransmissionRefraction) {\n const mod = await import(\"./pbr-refraction.js\");\n await mod.registerPbrRefraction(scene as SceneContext, engine, _registerPbrExt);\n }\n await _drainPbrExts([\n [needsEmissiveColor, () => import(\"./fragments/emissive-fragment.js\")],\n [hasAnyUnlit, () => import(\"./fragments/unlit-fragment.js\")],\n [hasSomeSkeletons, () => import(\"./fragments/skeleton-fragment.js\")],\n [hasSomeMorphs, () => import(\"./fragments/morph-fragment.js\")],\n [hasAnyUvTransform, () => import(\"./fragments/uv-transform-fragment.js\")],\n ]);\n\n // Anisotropy needs its module reference retained (for ANISO_BRDF_FUNCTIONS /\n // makeAnisotropyTBBlock / ANISO_DIRECT_DG / ANISO_BENT_NORMAL strings consumed\n // by the template below), so it keeps the full module binding.\n let _anisoExt: typeof import(\"./fragments/anisotropy-fragment.js\") | null = null;\n if (hasAnyAnisotropy) {\n _anisoExt = await import(\"./fragments/anisotropy-fragment.js\");\n _registerPbrExt(_anisoExt.pbrExt);\n }\n\n // Lazy-load pbr-template-ext when any advanced features are present.\n // Scene1 has none of these, so it won't pay the ~1.5KB cost.\n let _createPbrTemplateExt: typeof import(\"./pbr-template-ext.js\").createPbrTemplateExt | null = null;\n if (hasAnyUvTransform || hasAnyVertexColor || hasAnyUv2) {\n const extMod = await import(\"./pbr-template-ext.js\");\n _createPbrTemplateExt = extMod.createPbrTemplateExt;\n }\n\n let _createThinInstanceFragment: ((hasColor: boolean) => ShaderFragment) | null = null;\n let _syncThinInstanceBuffers:\n | ((\n engine: EngineContext,\n ti: ThinInstanceData,\n pass: GPURenderPassEncoder | GPURenderBundleEncoder,\n slot: number,\n hasColor: boolean,\n drawBuffers?: import(\"../../mesh/thin-instance-gpu.js\").ThinInstanceDrawBuffers | null\n ) => number)\n | null = null;\n let _cull: typeof import(\"../../mesh/thin-instance-cull-binding.js\") | undefined;\n // Per-frame thin-instance matrix/color UPLOAD (no pass — just writeBuffer of the dirty range).\n // The bundle-recorded draw only re-binds the buffer; animated instances (e.g. wind-swayed flora)\n // mutate their matrices every frame, but the cached opaque bundle is NOT re-recorded each frame,\n // so the draw-time sync never runs on a steady frame. We therefore upload dirty thin-instance data\n // from the per-frame update() below (which always runs). It is version-gated, so static instances\n // cost nothing, and it never recreates the buffer for a same-capacity update — keeping the cached\n // bundle's setVertexBuffer reference valid.\n let _syncThinInstanceGpuData: ((engine: EngineContext, ti: ThinInstanceData, hasColor: boolean) => void) | null = null;\n if (hasSomeThinInstances) {\n const mod = await import(\"../../shader/fragments/thin-instance-fragment.js\");\n _createThinInstanceFragment = mod.createThinInstanceFragment;\n const gpuMod = await import(\"../../mesh/thin-instance-gpu.js\");\n _syncThinInstanceBuffers = gpuMod.syncThinInstanceBuffers;\n if (hasCullingTI) {\n _cull = await import(\"../../mesh/thin-instance-cull-binding.js\");\n }\n _syncThinInstanceGpuData = gpuMod.syncThinInstanceGpuData;\n }\n\n // ACES tonemap WGSL is dynamically imported only when requested (keeps standard-tonemap bundles lean).\n // Must be loaded before the composer is created so deps are fully resolved.\n let _acesHelpers = \"\";\n let _acesTonemapCall = \"\";\n const hasTonemap = scene.imageProcessing.toneMappingEnabled;\n if (hasTonemap && scene.imageProcessing.toneMappingType === \"aces\") {\n const acesMod = await import(\"./pbr-aces-wgsl.js\");\n _acesHelpers = acesMod.ACES_HELPERS_WGSL;\n _acesTonemapCall = acesMod.ACES_TONEMAP_CALL_WGSL;\n }\n\n // Fog WGSL is dynamically imported only when the scene has fog, so non-fog PBR scenes\n // bundle zero fog bytes (a static import would defeat tree-shaking — see pbr-fog-wgsl.ts).\n let _fogHelper = \"\";\n let _fogBlock = \"\";\n if (scene.fog) {\n const fogMod = await import(\"./pbr-fog-wgsl.js\");\n _fogHelper = fogMod.PBR_FOG_HELPER;\n _fogBlock = fogMod.PBR_FOG_BLOCK;\n }\n\n const composePbr = createPbrComposer({\n _singleLightWGSL,\n _getSingleLightBlock,\n _multiLightWGSL,\n _multiLightLoop,\n _acesHelpers,\n _acesTonemapCall,\n _fogHelper,\n _fogBlock,\n _createPbrTemplateExt,\n _anisoExt,\n _iblSkyboxCalc,\n _createPbrShadowFragment,\n _shadowLights: shadowLights,\n _createThinInstanceFragment,\n });\n\n const sceneFeatures = (hasEnv ? PBR_HAS_ENV : 0) | (hasTonemap ? PBR_HAS_TONEMAP : 0) | (scene.fog ? PBR_HAS_FOG : 0);\n // Shadow bind group cache — within one scene build, all receiving meshes share the\n // same shadowLights array, so a BG keyed by shadowBGL alone is correct.\n const shadowBGCache = new Map<GPUBindGroupLayout, GPUBindGroup>();\n const syncThinInstanceBuffers = _syncThinInstanceBuffers;\n const syncThinInstanceGpuData = _syncThinInstanceGpuData;\n\n // Closure used both for the initial per-mesh build below AND for later\n // material-swap / per-pass-override rebuilds (set on pbrGroupBuilder._rebuildSingle).\n // Captures the per-scene context — no separate WeakMap needed.\n const rebuildSingle = (s: SceneContext, mesh: Mesh, materialOverride?: Material): Renderable => {\n const materialInput = (materialOverride ?? mesh.material) as PbrMaterialProps;\n const mat = materialInput;\n const renderFeatures = (mat._renderFeatures ??= _computePbrMaterialFeatures(mat)) as MaterialRenderFeatures;\n const isOverride = materialOverride != null;\n const mi = mesh;\n\n const lr = writeMeshLightSelection(mesh, s.lights);\n const lightCount = lr > 0 ? 1 : -lr;\n const features = renderFeatures.features;\n const features2 = renderFeatures.features2 ?? 0;\n const shadowOutput = (features2 & (PBR2_NO_COLOR_OUTPUT | PBR2_ESM_SHADOW_OUTPUT)) !== 0;\n const receiveShadows = !shadowOutput && mesh.receiveShadows && hasSomeShadows;\n const lightMode: PbrLightMode = lightCount === 0 ? 0 : lightCount === 1 && !receiveShadows ? 1 : 2;\n const singleLightType = lightMode === 1 ? getPackedSingleLightType(s.lights, lr - 1) : \"\";\n const meshFeatures = _computeMeshFeatures(mesh, receiveShadows);\n const esmShadowDepthCode = (features2 & PBR2_ESM_SHADOW_OUTPUT) !== 0 ? (mat as PbrMaterialProps & { readonly _esmShadowDepthCode: string })._esmShadowDepthCode : \"\";\n\n // Genuine GPU interleaving. Tight meshes have `_vbLayout` undefined → vbKey \"\"\n // → composed shader, bindings, and pipeline cache keys are byte-identical to\n // today. Interleaved meshes carry a precomputed vbKey from the loader module.\n const vbLayout = mi._gpu._vbLayout;\n const vbKey = mi._gpu._vbKey ?? \"\";\n\n const composed = composePbr(features, features2, meshFeatures, sceneFeatures, lightMode, singleLightType, esmShadowDepthCode, vbLayout, vbKey);\n const bindings = getOrCreatePbrBindings(engine, features, features2, meshFeatures, sceneFeatures, composed, `${lightMode}:${singleLightType}${vbKey}`);\n\n // Mesh UBO (world matrix at offset 0; spec.totalBytes covers any extra fields).\n const meshUboData = new Float32Array(composed._meshUboSpec._totalBytes / 4);\n const _packMeshWorld = engine._makePackMeshWorld?.(s as SceneContext) ?? packMat4IntoF32;\n _packMeshWorld(meshUboData, mesh.worldMatrix, 0, 0);\n writeMeshLightSelection(mesh, s.lights, meshUboData);\n const meshUBO = createUniformBuffer(engine, meshUboData);\n\n // Material UBO.\n const materialSpec = composed._materialUboSpec!;\n const matInitData = new Float32Array(materialSpec._totalBytes / 4);\n writeMaterialData(matInitData, mat, materialSpec);\n const materialUBO = createUniformBuffer(engine, matInitData);\n\n const needsTaskRefraction = !!mat.transmissive && (features2 & PBR2_HAS_REFRACTION) !== 0;\n const materialBindGroupStatic = needsTaskRefraction ? null : createPbrMeshBindGroup(engine, bindings, composed, meshUBO, materialUBO, mat, envTextures ?? null, mesh);\n\n // Shadow bind group (group 2) — shared across receiving meshes via shadowBGCache.\n let shadowBindGroup: GPUBindGroup | null = null;\n const meshShadowLights = receiveShadows ? shadowLights : [];\n if (meshShadowLights.length > 0 && bindings._shadowBGL) {\n let cached = shadowBGCache.get(bindings._shadowBGL);\n if (!cached) {\n const entries: GPUBindGroupEntry[] = [];\n let b = 0;\n for (const sl of meshShadowLights) {\n const sg = sl.gen;\n entries.push({ binding: b++, resource: sg._depthTexture.createView() });\n entries.push({ binding: b++, resource: sg._depthSampler });\n entries.push({ binding: b++, resource: { buffer: sg._shadowUBO } });\n }\n cached = device.createBindGroup({ layout: bindings._shadowBGL, entries });\n shadowBGCache.set(bindings._shadowBGL, cached);\n }\n shadowBindGroup = cached;\n }\n\n const boundTextures = collectPbrBoundTextures(mat);\n for (const t of boundTextures) {\n acquireTexture(t);\n }\n s._meshDisposables.set(mesh, [\n () => {\n meshUBO.destroy();\n materialUBO.destroy();\n },\n () => {\n for (const t of boundTextures) {\n releaseTexture(t);\n }\n },\n ]);\n\n const isTransparent = (features2 & (PBR2_NO_COLOR_OUTPUT | PBR2_ESM_SHADOW_OUTPUT)) === 0 && (features & PBR_HAS_ALPHA_BLEND) !== 0;\n const order = mesh.renderOrder ?? (isTransparent || needsTaskRefraction ? 150 : 100);\n\n const hasNormalMap = (features & PBR_HAS_NORMAL_MAP) !== 0;\n const hasUV2 = (features2 & PBR2_HAS_UV2) !== 0 && (meshFeatures & MSH_HAS_UV2) !== 0;\n const hasVertexColor = (meshFeatures & MSH_HAS_VERTEX_COLOR) !== 0;\n const hasTI = (meshFeatures & MSH_HAS_THIN_INSTANCES) !== 0;\n const hasTIColor = (meshFeatures & MSH_HAS_INSTANCE_COLOR) !== 0;\n\n let _lastWorldVersion = mesh.worldMatrixVersion;\n let _lastLightsCount = s.lights.length;\n const sortCenter = isTransparent || needsTaskRefraction ? ([mesh.worldMatrix[12]!, mesh.worldMatrix[13]!, mesh.worldMatrix[14]!] as [number, number, number]) : null;\n const _baseUpdate = (): void => {\n const worldVersion = mesh.worldMatrixVersion;\n if (worldVersion !== _lastWorldVersion || s.lights.length !== _lastLightsCount) {\n if (sortCenter) {\n sortCenter[0] = mesh.worldMatrix[12]!;\n sortCenter[1] = mesh.worldMatrix[13]!;\n sortCenter[2] = mesh.worldMatrix[14]!;\n }\n _packMeshWorld(meshUboData, mesh.worldMatrix, 0, 0);\n writeMeshLightSelection(mesh, s.lights, meshUboData);\n device.queue.writeBuffer(meshUBO, 0, meshUboData as Float32Array<ArrayBuffer>);\n _lastWorldVersion = worldVersion;\n _lastLightsCount = s.lights.length;\n }\n const uboVersion = mat._uboVersion;\n if (uboVersion !== _lastUboVersion) {\n _lastUboVersion = uboVersion;\n let data = materialScratch.get(materialSpec._totalBytes);\n if (!data) {\n data = new Float32Array(materialSpec._totalBytes / 4);\n materialScratch.set(materialSpec._totalBytes, data);\n } else {\n data.fill(0);\n }\n writeMaterialData(data, mat, materialSpec);\n device.queue.writeBuffer(materialUBO, 0, data.buffer, 0, data.byteLength);\n }\n // Upload any dirty thin-instance matrices/colors every frame (version-gated; see the\n // _syncThinInstanceGpuData declaration above). This is what makes per-frame animated\n // instance transforms (wind sway) actually reach the GPU despite the cached draw bundle.\n if (hasTI && syncThinInstanceGpuData) {\n const ti = mesh.thinInstances;\n if (ti) {\n syncThinInstanceGpuData(engine, ti, hasTIColor);\n }\n }\n };\n // FO-version wrapper applied only when the engine has floating-origin\n // on (see standard-renderable for the rationale).\n const _invalidate = (): void => {\n _lastWorldVersion = -1;\n };\n const update = engine._wrapRenderableForFO?.(_baseUpdate, s as SceneContext, _invalidate) ?? _baseUpdate;\n\n const drawWith = (\n pass: GPURenderPassEncoder | GPURenderBundleEncoder,\n materialBindGroup: GPUBindGroup,\n cullBinding?: import(\"../../mesh/thin-instance-cull-binding.js\").TiCullBinding\n ): number => {\n if (!isOverride && mesh.material !== materialInput) {\n return 0;\n }\n const gpu = mi._gpu;\n pass.setBindGroup(1, materialBindGroup);\n if (shadowBindGroup) {\n pass.setBindGroup(2, shadowBindGroup);\n }\n let slot = 0;\n const vb = gpu._vbLayout;\n pass.setVertexBuffer(slot++, gpu.positionBuffer, vb?._p?._offset);\n pass.setVertexBuffer(slot++, gpu.normalBuffer, vb?._n?._offset);\n if (hasNormalMap && gpu.tangentBuffer) {\n pass.setVertexBuffer(slot++, gpu.tangentBuffer, vb?._t?._offset);\n }\n pass.setVertexBuffer(slot++, gpu.uvBuffer, vb?._u?._offset);\n if (hasUV2 && gpu.uv2Buffer) {\n pass.setVertexBuffer(slot++, gpu.uv2Buffer, vb?._u2?._offset);\n }\n if (hasVertexColor && gpu.colorBuffer) {\n pass.setVertexBuffer(slot++, gpu.colorBuffer, vb?._c?._offset);\n }\n if (mesh.skeleton) {\n pass.setVertexBuffer(slot++, mesh.skeleton.jointsBuffer);\n pass.setVertexBuffer(slot++, mesh.skeleton.weightsBuffer);\n if (mesh.skeleton.joints1Buffer && mesh.skeleton.weights1Buffer) {\n pass.setVertexBuffer(slot++, mesh.skeleton.joints1Buffer);\n pass.setVertexBuffer(slot++, mesh.skeleton.weights1Buffer);\n }\n }\n\n const ti = hasTI ? mesh.thinInstances : null;\n if (ti && syncThinInstanceBuffers) {\n slot = syncThinInstanceBuffers(engine, ti, pass, slot, hasTIColor, cullBinding?.cullDrawBufs);\n }\n\n pass.setIndexBuffer(gpu.indexBuffer, gpu.indexFormat);\n if (cullBinding) {\n cullBinding.draw(pass, gpu.indexCount, ti!.count);\n } else if (ti && ti.count > 0) {\n pass.drawIndexed(gpu.indexCount, ti.count);\n } else {\n pass.drawIndexed(gpu.indexCount);\n }\n return 1;\n };\n\n const r: Renderable = {\n order,\n isTransparent,\n _transmissive: needsTaskRefraction,\n mesh,\n bind(eng, sig) {\n const pipeline = getOrCreatePbrPipeline(eng as EngineContext, sig, bindings);\n const materialBindGroup = needsTaskRefraction\n ? createPbrMeshBindGroup(engine, bindings, composed, meshUBO, materialUBO, mat, envTextures ?? null, mesh, sig._transmissionTexture)\n : materialBindGroupStatic!;\n // Opaque-only GPU culling (opt-in): tryBind returns a per-binding lifecycle or undefined.\n const cb = _cull?.tryBind(r, s, mesh, engine, hasTIColor, isTransparent || needsTaskRefraction, update);\n return {\n renderable: r,\n pipeline,\n update: cb ? cb.update : update,\n draw: (pass) => drawWith(pass, materialBindGroup, cb),\n };\n },\n };\n if (sortCenter) {\n r._worldCenter = sortCenter;\n }\n let _lastUboVersion = mat._uboVersion;\n return r;\n };\n\n const renderables = meshes.map((m) => rebuildSingle(scene, m));\n\n scene._disposables.push(\n () => clearPbrPipelineCache(),\n () => clearSamplerCache(engine)\n );\n\n return { renderables, rebuildSingle };\n}\n\nfunction toSingleLightType(type: string): SingleLightType {\n return type === \"hemispheric\" || type === \"directional\" || type === \"spot\" ? type : \"point\";\n}\n\nfunction getPackedSingleLightType(lights: SceneContext[\"lights\"], packedIndex: number): SingleLightType {\n let packed = 0;\n for (const light of lights) {\n if (!light._writeLightUbo) {\n continue;\n }\n if (packed === packedIndex) {\n return toSingleLightType(light.lightType);\n }\n packed++;\n }\n return 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{"version":3,"file":"rgbd-decode-DCvzUYeI.js","sources":["../src/loader-env/rgbd-decode.ts"],"sourcesContent":["/** RGBD decoder — decodes Babylon BRDF PNG and .env cubemap faces into rgba16float. */\n\nimport type { EngineContext } from \"../engine/engine.js\";\n\nconst WGSL = `override f:bool=false;@group(0)@binding(0)var t:texture_2d<f32>;@group(0)@binding(1)var o:texture_storage_2d<rgba16float,write>;@compute @workgroup_size(8,8)fn main(@builtin(global_invocation_id)g:vec3u){let d=textureDimensions(t);if(any(g.xy>=d)){return;}let c=textureLoad(t,vec2u(g.x,select(g.y,d.y-1u-g.y,f)),0);textureStore(o,g.xy,vec4f(pow(c.rgb,vec3f(2.2))/max(c.a,1.0/255.0),1));}`;\n\nlet _device: GPUDevice | null = null;\nlet _module: GPUShaderModule | null = null;\nlet _noFlip: GPUComputePipeline | null = null;\nlet _flip: GPUComputePipeline | null = null;\n\nfunction getPipeline(device: GPUDevice, flipY: boolean): GPUComputePipeline {\n if (device !== _device) {\n _device = device;\n _module = device.createShaderModule({ code: WGSL });\n _noFlip = null;\n _flip = null;\n }\n const slot = flipY ? _flip : _noFlip;\n if (slot) {\n return slot;\n }\n const p = device.createComputePipeline({\n layout: \"auto\",\n compute: { module: _module!, entryPoint: \"main\", constants: { f: flipY ? 1 : 0 } },\n });\n if (flipY) {\n _flip = p;\n } else {\n _noFlip = p;\n }\n return p;\n}\n\nfunction makeBindGroup(device: GPUDevice, pipeline: GPUComputePipeline, inView: GPUTextureView, outView: GPUTextureView): GPUBindGroup {\n return device.createBindGroup({\n layout: pipeline.getBindGroupLayout(0),\n entries: [\n { binding: 0, resource: inView },\n { binding: 1, resource: outView },\n ],\n });\n}\n\nfunction encodeDispatch(encoder: GPUCommandEncoder, pipeline: GPUComputePipeline, bg: GPUBindGroup, w: number, h: number): void {\n const pass = encoder.beginComputePass();\n pass.setPipeline(pipeline);\n pass.setBindGroup(0, bg);\n pass.dispatchWorkgroups(Math.ceil(w / 8), Math.ceil(h / 8));\n pass.end();\n}\n\n/** Decode a single RGBD PNG (e.g. BRDF LUT) `->` rgba16float 2D texture. 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{"version":3,"file":"scene-material-swap-C2ykv55W.js","sources":["../src/scene/scene-material-swap.ts"],"sourcesContent":["import type { SceneContext } from \"./scene-core.js\";\nimport type { Mesh } from \"../mesh/mesh.js\";\n\n/** @internal Drain _materialSwapQueue: dispose old resources and rebuild renderables. */\nexport function processMaterialSwaps(scene: SceneContext): void {\n const q = scene._materialSwapQueue;\n for (const mesh of q) {\n (mesh as Mesh)._materialDirty = false;\n const old = scene._meshDisposables.get(mesh);\n if (old) {\n for (const fn of old) {\n fn();\n }\n scene._meshDisposables.delete(mesh);\n }\n\n const mat = mesh.material;\n const builder = mat?._buildGroup;\n if (!builder) {\n continue;\n }\n const rebuild = builder._rebuildSingle;\n if (!rebuild) {\n continue;\n }\n const renderable = rebuild(scene, mesh);\n // Insert by `order` so the renderable list stays sorted (frame-graph\n // tasks bucket opaque/direct/transparent at bind time).\n let i = scene._renderables.length;\n while (i > 0 && scene._renderables[i - 1]!.order > renderable.order) {\n i--;\n }\n scene._renderables.splice(i, 0, renderable);\n }\n q.length = 0;\n scene._renderableVersion++;\n}\n"],"names":[],"mappings":"AAIO,SAAS,qBAAqB,OAA2B;AAC5D,QAAM,IAAI,MAAM;AAChB,aAAW,QAAQ,GAAG;AACjB,SAAc,iBAAiB;AAChC,UAAM,MAAM,MAAM,iBAAiB,IAAI,IAAI;AAC3C,QAAI,KAAK;AACL,iBAAW,MAAM,KAAK;AAClB,WAAA;AAAA,MACJ;AACA,YAAM,iBAAiB,OAAO,IAAI;AAAA,IACtC;AAEA,UAAM,MAAM,KAAK;AACjB,UAAM,UAAU,2BAAK;AACrB,QAAI,CAAC,SAAS;AACV;AAAA,IACJ;AACA,UAAM,UAAU,QAAQ;AACxB,QAAI,CAAC,SAAS;AACV;AAAA,IACJ;AACA,UAAM,aAAa,QAAQ,OAAO,IAAI;AAGtC,QAAI,IAAI,MAAM,aAAa;AAC3B,WAAO,IAAI,KAAK,MAAM,aAAa,IAAI,CAAC,EAAG,QAAQ,WAAW,OAAO;AACjE;AAAA,IACJ;AACA,UAAM,aAAa,OAAO,GAAG,GAAG,UAAU;AAAA,EAC9C;AACA,IAAE,SAAS;AACX,QAAM;AACV;"}
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{"version":3,"file":"shader-renderable-BMf_vvO0.js","sources":["../src/material/shader/shader-pipeline.ts","../src/material/shader/shader-renderable.ts"],"sourcesContent":["import type { EngineContext } from \"../../engine/engine.js\";\nimport type { RenderTargetSignature } from \"../../engine/render-target.js\";\nimport { targetSignatureKey } from \"../../engine/render-target.js\";\nimport { getSceneBindGroupLayout } from \"../../render/scene-helpers.js\";\nimport { SCENE_UBO_WGSL } from \"../../shader/scene-uniforms.js\";\nimport { computeUboLayout } from \"../../shader/ubo-layout.js\";\nimport type { UboField, UboSpec } from \"../../shader/fragment-types.js\";\nimport type { ShaderAttributeName, ShaderMaterial, ShaderSamplerDecl, ShaderUniformDecl } from \"./shader-material.js\";\nimport { _isShaderSystemUniform } from \"./shader-material.js\";\n\nexport interface ShaderPipelineBindings {\n readonly group1BGL: GPUBindGroupLayout;\n readonly systemSpec: UboSpec;\n readonly customSpec: UboSpec | null;\n readonly vertexBuffers: readonly GPUVertexBufferLayout[];\n readonly pipelines: Map<string, GPURenderPipeline>;\n}\n\ninterface ShaderMaterialPipelineState extends ShaderMaterial {\n _shaderDevice?: GPUDevice;\n _shaderBindings?: ShaderPipelineBindings;\n _shaderCustomUbo?: GPUBuffer | null;\n _shaderCustomSpec?: UboSpec | null;\n _shaderCustomData?: ArrayBuffer | null;\n _shaderCustomVersion?: number;\n}\n\nconst SHADER_STAGE_ALL = GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT;\n\nexport function getOrCreateShaderPipelineBindings(engine: EngineContext, material: ShaderMaterial): ShaderPipelineBindings {\n const state = material as ShaderMaterialPipelineState;\n if (state._shaderBindings && state._shaderDevice === engine._device) {\n return state._shaderBindings;\n }\n\n state._shaderDevice = engine._device;\n const systemFields = material.uniformDecls.filter((u) => _isShaderSystemUniform(u.name)).map(toUboField);\n const customFields = material.uniformDecls.filter((u) => !_isShaderSystemUniform(u.name)).map(toUboField);\n const systemSpec = computeUboLayout(systemFields.length > 0 ? systemFields : [{ _name: \"_pad\", _type: \"vec4<f32>\" }]);\n const customSpec = customFields.length > 0 ? computeUboLayout(customFields) : null;\n const group1BGL = engine._device.createBindGroupLayout({\n label: \"shader-material-group1\",\n entries: buildBindGroupLayoutEntries(material.samplerDecls, customSpec !== null),\n });\n const bindings: ShaderPipelineBindings = {\n group1BGL,\n systemSpec,\n customSpec,\n vertexBuffers: material.attributes.map(attributeLayout),\n pipelines: new Map(),\n };\n state._shaderBindings = bindings;\n state._shaderCustomSpec = customSpec;\n state._shaderCustomUbo = null;\n state._shaderCustomData = null;\n state._shaderCustomVersion = -1;\n return bindings;\n}\n\nexport function getOrCreateShaderPipeline(\n engine: EngineContext,\n sig: RenderTargetSignature,\n material: ShaderMaterial,\n bindings: ShaderPipelineBindings,\n variantKey = \"\",\n vertexBuffers: readonly GPUVertexBufferLayout[] = bindings.vertexBuffers,\n instanceAttrs = \"\"\n): GPURenderPipeline {\n // `variantKey`, `vertexBuffers` and `instanceAttrs` default to the\n // non-instanced pipeline — byte-for-byte identical behaviour to before\n // instancing existed. The dynamically-imported thin-instance module is the\n // only caller that passes non-default values, so no instancing logic runs\n // for non-instanced scenes.\n const key = `${targetSignatureKey(sig)}${variantKey}`;\n const cached = bindings.pipelines.get(key);\n if (cached) {\n return cached;\n }\n const device = engine._device;\n const prelude = buildShaderPrelude(material, bindings.systemSpec, bindings.customSpec, instanceAttrs);\n const vertModule = device.createShaderModule({ label: `${material.name ?? \"shader\"}-vertex`, code: `${prelude}\\n${material.vertexSource}` });\n const fragModule = sig._colorFormat ? device.createShaderModule({ label: `${material.name ?? \"shader\"}-fragment`, code: `${prelude}\\n${material.fragmentSource}` }) : null;\n const colorTarget: GPUColorTargetState | null = sig._colorFormat\n ? {\n format: sig._colorFormat,\n ...(material.needAlphaBlending\n ? {\n blend:\n material.blendMode === \"additive\"\n ? ({\n color: { srcFactor: \"src-alpha\", dstFactor: \"one\", operation: \"add\" },\n alpha: { srcFactor: \"one\", dstFactor: \"one\", operation: \"add\" },\n } satisfies GPUBlendState)\n : ({\n color: { srcFactor: \"src-alpha\", dstFactor: \"one-minus-src-alpha\", operation: \"add\" },\n alpha: { srcFactor: \"one\", dstFactor: \"one-minus-src-alpha\", operation: \"add\" },\n } satisfies GPUBlendState),\n }\n : {}),\n }\n : null;\n\n const pipeline = device.createRenderPipeline({\n label: `${material.name ?? \"shader\"}-pipeline`,\n layout: device.createPipelineLayout({ bindGroupLayouts: [getSceneBindGroupLayout(engine), bindings.group1BGL] }),\n vertex: { module: vertModule, entryPoint: \"mainVertex\", buffers: vertexBuffers as GPUVertexBufferLayout[] },\n ...(fragModule && colorTarget ? { fragment: { module: fragModule, entryPoint: \"mainFragment\", targets: [colorTarget] } } : {}),\n ...(sig._depthStencilFormat\n ? {\n depthStencil: {\n format: sig._depthStencilFormat,\n depthCompare: material.depthCompare,\n depthWriteEnabled: material.needAlphaBlending ? false : material.depthWrite,\n },\n }\n : {}),\n multisample: { count: sig._sampleCount },\n primitive: { topology: \"triangle-list\", cullMode: material.backFaceCulling ? \"back\" : \"none\", frontFace: sig._flipY ? \"cw\" : \"ccw\" },\n });\n bindings.pipelines.set(key, pipeline);\n return pipeline;\n}\n\nfunction toUboField(decl: ShaderUniformDecl): UboField {\n return { _name: decl.name, _type: decl.type };\n}\n\nfunction buildBindGroupLayoutEntries(samplers: readonly ShaderSamplerDecl[], hasCustomUbo: boolean): GPUBindGroupLayoutEntry[] {\n const entries: GPUBindGroupLayoutEntry[] = [{ binding: 0, visibility: SHADER_STAGE_ALL, buffer: { type: \"uniform\" } }];\n let nextBinding = 1;\n if (hasCustomUbo) {\n entries.push({ binding: nextBinding++, visibility: SHADER_STAGE_ALL, buffer: { type: \"uniform\" } });\n }\n for (const sampler of samplers) {\n const isArray = sampler.viewDimension === \"2d-array\";\n const sampleType = sampler.comparison === true ? \"depth\" : (sampler.sampleType ?? \"float\");\n entries.push({\n binding: nextBinding++,\n visibility: SHADER_STAGE_ALL,\n texture: {\n sampleType,\n viewDimension: isArray ? \"2d-array\" : \"2d\",\n },\n });\n entries.push({\n binding: nextBinding++,\n visibility: SHADER_STAGE_ALL,\n sampler: { type: sampler.comparison === true ? \"comparison\" : sampleType === \"float\" ? \"filtering\" : \"non-filtering\" },\n });\n }\n return entries;\n}\n\nfunction attributeLayout(name: ShaderAttributeName, shaderLocation: number): GPUVertexBufferLayout {\n switch (name) {\n case \"position\":\n case \"normal\":\n return { arrayStride: 12, attributes: [{ shaderLocation, offset: 0, format: \"float32x3\" }] };\n case \"uv\":\n case \"uv2\":\n return { arrayStride: 8, attributes: [{ shaderLocation, offset: 0, format: \"float32x2\" }] };\n case \"tangent\":\n case \"color\":\n return { arrayStride: 16, attributes: [{ shaderLocation, offset: 0, format: \"float32x4\" }] };\n }\n}\n\nfunction buildShaderPrelude(material: ShaderMaterial, systemSpec: UboSpec, customSpec: UboSpec | null, instanceAttrs = \"\"): string {\n let wgsl = `${SCENE_UBO_WGSL}\nstruct ShaderSystemUniforms {\n${systemSpec._structBody}\n}\n@group(1) @binding(0) var<uniform> shaderSystem: ShaderSystemUniforms;\n`;\n if (customSpec) {\n wgsl += `struct ShaderUniforms {\n${customSpec._structBody}\n}\n@group(1) @binding(1) var<uniform> shaderUniforms: ShaderUniforms;\n`;\n }\n let nextBinding = customSpec ? 2 : 1;\n for (const sampler of material.samplerDecls) {\n const isArray = sampler.viewDimension === \"2d-array\";\n const isDepth = sampler.comparison === true || sampler.sampleType === \"depth\";\n const texType = isDepth ? (isArray ? \"texture_depth_2d_array\" : \"texture_depth_2d\") : isArray ? \"texture_2d_array<f32>\" : \"texture_2d<f32>\";\n const samplerType = sampler.comparison === true ? \"sampler_comparison\" : \"sampler\";\n wgsl += `@group(1) @binding(${nextBinding++}) var ${sampler.name}: ${texType};\n@group(1) @binding(${nextBinding++}) var ${sampler.name}Sampler: ${samplerType};\n`;\n }\n for (const define of material.defines) {\n wgsl += `const ${define.name}: ${typeof define.value === \"boolean\" ? \"bool\" : \"f32\"} = ${formatDefineValue(define.value)};\n`;\n }\n wgsl += `struct VertexInput {\n`;\n for (let i = 0; i < material.attributes.length; i++) {\n const attr = material.attributes[i]!;\n wgsl += `@location(${i}) ${attr}: ${attributeWgslType(attr)},\n`;\n }\n wgsl += instanceAttrs;\n wgsl += `};\n`;\n return wgsl;\n}\n\nfunction formatDefineValue(value: boolean | number): string {\n if (typeof value === \"boolean\") {\n return value ? \"true\" : \"false\";\n }\n if (Number.isInteger(value)) {\n return `${value}.0`;\n }\n return String(value);\n}\n\nfunction attributeWgslType(name: ShaderAttributeName): string {\n switch (name) {\n case \"position\":\n case \"normal\":\n return \"vec3<f32>\";\n case \"uv\":\n case \"uv2\":\n return \"vec2<f32>\";\n case \"tangent\":\n case \"color\":\n return \"vec4<f32>\";\n }\n}\n","import type { EngineContext } from \"../../engine/engine.js\";\nimport type { SceneContext } from \"../../scene/scene.js\";\nimport type { Mesh, MeshGPU } from \"../../mesh/mesh.js\";\nimport type { MeshGroupBuildResult, Renderable, DrawUpdateContext } from \"../../render/renderable.js\";\nimport type { Material } from \"../material.js\";\nimport type { Texture2D } from \"../../texture/texture-2d.js\";\nimport { createEmptyUniformBuffer } from \"../../resource/gpu-buffers.js\";\nimport { acquireTexture, releaseTexture } from \"../../resource/gpu-pool.js\";\nimport { getEffectiveAspectRatio, getProjectionMatrix, getViewMatrix, getViewProjectionMatrix } from \"../../camera/camera.js\";\nimport type { Camera } from \"../../camera/camera.js\";\nimport { mat4MultiplyInto } from \"../../math/mat4-multiply-into.js\";\nimport type { UboSpec } from \"../../shader/fragment-types.js\";\nimport type { ShaderAttributeName, ShaderMaterial, ShaderUniformType } from \"./shader-material.js\";\nimport type { ShaderPipelineBindings } from \"./shader-pipeline.js\";\nimport { _isShaderSystemUniform } from \"./shader-material.js\";\nimport { getOrCreateShaderPipeline, getOrCreateShaderPipelineBindings } from \"./shader-pipeline.js\";\n\n/** @internal Exported as a type only (zero runtime bytes) for the dynamically-imported\n * thin-instance builder. */\nexport interface ShaderPacket {\n readonly mesh: Mesh;\n readonly systemUBO: GPUBuffer;\n readonly systemData: Float32Array;\n /** @internal */\n _bindGroup: GPUBindGroup;\n /** @internal */\n _lastResourceVersion: number;\n /** @internal */\n _boundTextures: Texture2D[];\n /** @internal Set when the owning mesh is removed and this packet's GPU resources are\n * destroyed. A combined (multi-mesh) renderable keeps every packet in its\n * closure, so update()/draw() must skip disposed packets to avoid writing to\n * or submitting an already-destroyed systemUBO / vertex buffer. */\n _disposed?: boolean;\n /** @internal Back-reference to the combined renderable's packet array, so disposal can\n * splice this packet out and stop retaining/iterating dead chunk state every\n * frame (set only for merged opaque renderables). */\n _owner?: ShaderPacket[];\n}\n\ninterface ShaderMaterialRenderState extends ShaderMaterial {\n _shaderBindings?: ShaderPipelineBindings;\n _shaderCustomUbo?: GPUBuffer | null;\n _shaderCustomSpec?: UboSpec | null;\n _shaderCustomData?: ArrayBuffer | null;\n _shaderCustomVersion?: number;\n}\n\n/** @internal */\nexport type ShaderRenderPass = GPURenderPassEncoder | GPURenderBundleEncoder;\n\nexport function buildShaderMaterialRenderables(scene: SceneContext, meshes: Mesh[]): MeshGroupBuildResult {\n const renderables: Renderable[] = [];\n\n const rebuildSingle = (s: SceneContext, mesh: Mesh, materialOverride?: Material): Renderable =>\n buildSingleShaderRenderable(s, mesh, (materialOverride ?? mesh.material) as ShaderMaterial, materialOverride != null);\n\n const byMaterial = new Map<ShaderMaterial, Mesh[]>();\n for (const mesh of meshes) {\n const material = mesh.material as ShaderMaterial;\n let list = byMaterial.get(material);\n if (!list) {\n list = [];\n byMaterial.set(material, list);\n }\n list.push(mesh);\n }\n\n for (const [material, matMeshes] of byMaterial) {\n const built = buildMaterialRenderables(scene, material, matMeshes);\n renderables.push(...built);\n }\n\n return { renderables, rebuildSingle };\n}\n\n/** Async group entry point. Non-instanced ShaderMaterial scenes (the common case)\n * take the synchronous fast path and pull in zero instancing code. When at least\n * one mesh uses thin instances, the instancing module is dynamically imported and\n * the renderable helpers it needs are handed to it as positional arguments — NOT\n * module exports — so those helpers keep their mangled names in this chunk (an\n * export would de-mangle them, growing every ShaderMaterial scene's bundle). */\nexport async function buildShaderGroup(scene: SceneContext, meshes: Mesh[]): Promise<MeshGroupBuildResult> {\n if (!meshes.some((m) => !!m.thinInstances)) {\n return buildShaderMaterialRenderables(scene, meshes);\n }\n const mod = await import(\"./shader-thin-instance.js\");\n const cull = meshes.some((m) => !!m.thinInstances?._gpuCullingEnabled) ? await import(\"../../mesh/thin-instance-cull-binding.js\") : undefined;\n return mod.buildShaderRenderablesWithInstancing(\n scene,\n meshes,\n buildShaderMaterialRenderables,\n createPacket,\n updatePacket,\n updateCustomUbo,\n getAttrBuffer,\n getOrCreateShaderPipeline,\n getOrCreateShaderPipelineBindings,\n cull\n );\n}\n\nfunction buildSingleShaderRenderable(scene: SceneContext, mesh: Mesh, material: ShaderMaterial, isOverride: boolean): Renderable {\n return buildMaterialRenderables(scene, material, [mesh], isOverride)[0]!;\n}\n\nfunction buildMaterialRenderables(scene: SceneContext, material: ShaderMaterial, meshes: readonly Mesh[], isOverride = false): Renderable[] {\n const engine = scene.engine;\n const bindings = getOrCreateShaderPipelineBindings(engine, material);\n ensureCustomUbo(engine, material, bindings.customSpec);\n const packets = meshes.map((mesh) => createPacket(scene, material, bindings.systemSpec, mesh));\n const isTransparent = material.needAlphaBlending;\n if (isTransparent) {\n return packets.map((packet) => createTransparentRenderable(scene, material, packet, isOverride));\n }\n return [createOpaqueRenderable(scene, material, packets, isOverride)];\n}\n\nfunction createPacket(scene: SceneContext, material: ShaderMaterial, systemSpec: UboSpec, mesh: Mesh): ShaderPacket {\n const engine = scene.engine;\n const systemUBO = createEmptyUniformBuffer(engine, systemSpec._totalBytes, \"shader-system-ubo\");\n const systemData = new Float32Array(systemSpec._totalBytes / 4);\n writeSystemUniforms(systemData, systemSpec, material, mesh, scene.camera, engine.canvas.width || 1, engine.canvas.height || 1);\n engine._device.queue.writeBuffer(systemUBO, 0, systemData);\n const packet: ShaderPacket = {\n mesh,\n systemUBO,\n systemData,\n _bindGroup: createShaderBindGroup(engine, material, systemUBO),\n _lastResourceVersion: material._resourceVersion,\n _boundTextures: collectShaderTextures(material),\n };\n for (const tex of packet._boundTextures) {\n acquireTexture(tex);\n }\n registerMeshTextureDisposer(scene, mesh, packet);\n return packet;\n}\n\nfunction createOpaqueRenderable(scene: SceneContext, material: ShaderMaterial, packets: readonly ShaderPacket[], isOverride: boolean): Renderable {\n // Only merged renderables (>1 mesh) can outlive an individual packet's mesh,\n // so give those packets a back-reference enabling disposal-time compaction.\n if (packets.length > 1) {\n for (const packet of packets) {\n packet._owner = packets as ShaderPacket[];\n }\n }\n const update = (context: DrawUpdateContext): void => {\n updateCustomUbo(scene.engine, material);\n for (const packet of packets) {\n if (packet._disposed) {\n continue;\n }\n if (!isOverride && packet.mesh.material !== material) {\n continue;\n }\n updatePacket(scene, material, packet, context);\n }\n };\n const draw = (pass: ShaderRenderPass, engine: EngineContext): number => {\n let draws = 0;\n for (const packet of packets) {\n if (packet._disposed) {\n continue;\n }\n if (!isOverride && packet.mesh.material !== material) {\n continue;\n }\n drawPacket(pass, engine, material, packet);\n draws++;\n }\n return draws;\n };\n const r: Renderable = {\n order: packets.length === 1 ? (packets[0]!.mesh.renderOrder ?? 100) : Math.min(...packets.map((p) => p.mesh.renderOrder ?? 100)),\n isTransparent: false,\n mesh: packets.length === 1 ? packets[0]!.mesh : undefined,\n bind(eng, sig) {\n const bindings = getOrCreateShaderPipelineBindings(eng, material);\n return { renderable: r, pipeline: getOrCreateShaderPipeline(eng, sig, material, bindings), update, draw: (pass) => draw(pass, eng) };\n },\n };\n return r;\n}\n\nfunction createTransparentRenderable(scene: SceneContext, material: ShaderMaterial, packet: ShaderPacket, isOverride: boolean): Renderable {\n const wm = packet.mesh.worldMatrix as unknown as ArrayLike<number>;\n const sortCenter: [number, number, number] = [wm[12]!, wm[13]!, wm[14]!];\n const update = (context: DrawUpdateContext): void => {\n if (packet._disposed) {\n return;\n }\n if (!isOverride && packet.mesh.material !== material) {\n return;\n }\n updateCustomUbo(scene.engine, material);\n updatePacket(scene, material, packet, context);\n const m = packet.mesh.worldMatrix as unknown as ArrayLike<number>;\n sortCenter[0] = m[12]!;\n sortCenter[1] = m[13]!;\n sortCenter[2] = m[14]!;\n };\n const draw = (pass: ShaderRenderPass, engine: EngineContext): number => {\n if (packet._disposed) {\n return 0;\n }\n if (!isOverride && packet.mesh.material !== material) {\n return 0;\n }\n drawPacket(pass, engine, material, packet);\n return 1;\n };\n const r: Renderable = {\n order: packet.mesh.renderOrder ?? 200,\n isTransparent: true,\n _transmissive: material.transmissive,\n mesh: packet.mesh,\n _worldCenter: sortCenter,\n bind(eng, sig) {\n const bindings = getOrCreateShaderPipelineBindings(eng, material);\n return { renderable: r, pipeline: getOrCreateShaderPipeline(eng, sig, material, bindings), update, draw: (pass) => draw(pass, eng) };\n },\n };\n return r;\n}\n\nfunction updatePacket(scene: SceneContext, material: ShaderMaterial, packet: ShaderPacket, context: DrawUpdateContext): void {\n const engine = scene.engine;\n const state = material as ShaderMaterialRenderState;\n writeSystemUniforms(packet.systemData, state._shaderBindings!.systemSpec, material, packet.mesh, context._camera ?? scene.camera, context.targetWidth, context.targetHeight);\n engine._device.queue.writeBuffer(packet.systemUBO, 0, packet.systemData as Float32Array<ArrayBuffer>);\n if (packet._lastResourceVersion !== material._resourceVersion) {\n for (const tex of packet._boundTextures) {\n releaseTexture(tex);\n }\n packet._bindGroup = createShaderBindGroup(engine, material, packet.systemUBO);\n packet._boundTextures = collectShaderTextures(material);\n for (const tex of packet._boundTextures) {\n acquireTexture(tex);\n }\n packet._lastResourceVersion = material._resourceVersion;\n }\n}\n\nfunction drawPacket(pass: ShaderRenderPass, engine: EngineContext, material: ShaderMaterial, packet: ShaderPacket): void {\n const gpu = packet.mesh._gpu;\n for (let i = 0; i < material.attributes.length; i++) {\n pass.setVertexBuffer(i, getAttrBuffer(engine, gpu, material.attributes[i]!));\n }\n pass.setIndexBuffer(gpu.indexBuffer, gpu.indexFormat);\n pass.setBindGroup(1, packet._bindGroup);\n pass.drawIndexed(gpu.indexCount);\n}\n\nfunction ensureCustomUbo(engine: EngineContext, material: ShaderMaterial, customSpec: UboSpec | null): void {\n const state = material as ShaderMaterialRenderState;\n if (!customSpec) {\n state._shaderCustomUbo = null;\n state._shaderCustomData = null;\n state._shaderCustomVersion = material._uniformVersion;\n return;\n }\n if (state._shaderCustomUbo && state._shaderCustomData) {\n updateCustomUbo(engine, material);\n return;\n }\n state._shaderCustomUbo = createEmptyUniformBuffer(engine, customSpec._totalBytes, \"shader-custom-ubo\");\n state._shaderCustomData = new ArrayBuffer(customSpec._totalBytes);\n state._shaderCustomVersion = -1;\n updateCustomUbo(engine, material);\n}\n\nfunction updateCustomUbo(engine: EngineContext, material: ShaderMaterial): void {\n const state = material as ShaderMaterialRenderState;\n const customSpec = state._shaderCustomSpec;\n const customUbo = state._shaderCustomUbo;\n const customData = state._shaderCustomData;\n if (!customSpec || !customUbo || !customData || state._shaderCustomVersion === material._uniformVersion) {\n return;\n }\n const bytes = new Uint8Array(customData);\n bytes.fill(0);\n for (const [name, slot] of material._uniformValues) {\n if (_isShaderSystemUniform(name)) {\n continue;\n }\n const offset = customSpec._offsets.get(name);\n if (offset !== undefined) {\n writeTypedValue(customData, offset, slot.decl.type, slot.value);\n }\n }\n engine._device.queue.writeBuffer(customUbo, 0, bytes);\n state._shaderCustomVersion = material._uniformVersion;\n}\n\nfunction writeTypedValue(data: ArrayBuffer, offset: number, type: ShaderUniformType, value: Float32Array): void {\n if (type === \"u32\") {\n new Uint32Array(data, offset, 1)[0] = value[0]!;\n return;\n }\n if (type === \"i32\") {\n new Int32Array(data, offset, 1)[0] = value[0]!;\n return;\n }\n new Float32Array(data, offset, value.length).set(value);\n}\n\nfunction createShaderBindGroup(engine: EngineContext, material: ShaderMaterial, systemUBO: GPUBuffer): GPUBindGroup {\n const bindings = getOrCreateShaderPipelineBindings(engine, material);\n const entries: GPUBindGroupEntry[] = [{ binding: 0, resource: { buffer: systemUBO } }];\n let nextBinding = 1;\n if (bindings.customSpec) {\n ensureCustomUbo(engine, material, bindings.customSpec);\n entries.push({ binding: nextBinding++, resource: { buffer: (material as ShaderMaterialRenderState)._shaderCustomUbo! } });\n }\n for (const sampler of material.samplerDecls) {\n const slot = material._textureSlots.get(sampler.name);\n const tex = slot?.current;\n if (!tex) {\n throw new Error(`ShaderMaterial: sampler \"${sampler.name}\" has no Texture2D. Call setShaderTexture() before rendering.`);\n }\n entries.push({ binding: nextBinding++, resource: tex.view }, { binding: nextBinding++, resource: tex.sampler });\n }\n return engine._device.createBindGroup({ label: \"shader-material-bg\", layout: bindings.group1BGL, entries });\n}\n\nfunction collectShaderTextures(material: ShaderMaterial): Texture2D[] {\n const textures: Texture2D[] = [];\n for (const slot of material._textureSlots.values()) {\n if (slot.current) {\n textures.push(slot.current);\n }\n }\n return textures;\n}\n\nfunction registerMeshTextureDisposer(scene: SceneContext, mesh: Mesh, packet: ShaderPacket): void {\n const list = scene._meshDisposables.get(mesh) ?? [];\n list.push(() => {\n packet._disposed = true;\n if (packet._owner) {\n const oi = packet._owner.indexOf(packet);\n if (oi >= 0) {\n packet._owner.splice(oi, 1);\n }\n packet._owner = undefined;\n }\n packet.systemUBO.destroy();\n for (const tex of packet._boundTextures) {\n releaseTexture(tex);\n }\n packet._boundTextures = [];\n });\n scene._meshDisposables.set(mesh, list);\n}\n\nfunction writeSystemUniforms(data: Float32Array, spec: UboSpec, material: ShaderMaterial, mesh: Mesh, camera: Camera | null, targetWidth: number, targetHeight: number): void {\n data.fill(0);\n const world = mesh.worldMatrix as unknown as Float32Array;\n const aspect = camera ? getEffectiveAspectRatio(camera, targetWidth, targetHeight) : 1;\n const view = camera ? (getViewMatrix(camera) as unknown as Float32Array) : null;\n const projection = camera ? (getProjectionMatrix(camera, aspect) as unknown as Float32Array) : null;\n const viewProjection = camera ? (getViewProjectionMatrix(camera, aspect) as unknown as Float32Array) : null;\n for (const uniform of material.uniformDecls) {\n if (!_isShaderSystemUniform(uniform.name)) {\n continue;\n }\n const offset = spec._offsets.get(uniform.name);\n if (offset === undefined) {\n continue;\n }\n const f = offset / 4;\n switch (uniform.name) {\n case \"world\":\n data.set(world, f);\n break;\n case \"view\":\n if (view) {\n data.set(view, f);\n }\n break;\n case \"projection\":\n if (projection) {\n data.set(projection, f);\n }\n break;\n case \"viewProjection\":\n if (viewProjection) {\n data.set(viewProjection, f);\n }\n break;\n case \"worldView\":\n if (view) {\n mat4MultiplyInto(data, f, view, 0, world, 0);\n }\n break;\n case \"worldViewProjection\":\n if (viewProjection) {\n mat4MultiplyInto(data, f, viewProjection, 0, world, 0);\n }\n break;\n case \"cameraPosition\":\n if (camera) {\n const wm = camera.worldMatrix as unknown as ArrayLike<number>;\n data[f] = wm[12]!;\n data[f + 1] = wm[13]!;\n data[f + 2] = wm[14]!;\n }\n break;\n case \"screenSize\":\n data[f] = targetWidth;\n data[f + 1] = targetHeight;\n break;\n case \"alphaCutoff\":\n data[f] = material._uniformValues.get(\"alphaCutoff\")?.value[0] ?? 0.4;\n break;\n }\n }\n}\n\nlet zeroAttrCache: WeakMap<object, Map<string, GPUBuffer>> | null = null;\n\nfunction getZeroAttrBuffer(engine: EngineContext, gpu: MeshGPU, name: string): GPUBuffer {\n if (!zeroAttrCache) {\n zeroAttrCache = new WeakMap();\n }\n let cache = zeroAttrCache.get(gpu as unknown as object);\n if (!cache) {\n cache = new Map();\n zeroAttrCache.set(gpu as unknown as object, cache);\n }\n const existing = cache.get(name);\n if (existing) {\n return existing;\n }\n const vertexCount = gpu.positionBuffer.size / 12;\n const stride = name === \"uv\" || name === \"uv2\" ? 8 : name === \"normal\" ? 12 : 16;\n const buffer = engine._device.createBuffer({ label: `shader-zero-${name}`, size: vertexCount * stride, usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST });\n cache.set(name, buffer);\n return buffer;\n}\n\nfunction getAttrBuffer(engine: EngineContext, gpu: MeshGPU, name: ShaderAttributeName): GPUBuffer {\n switch (name) {\n case \"position\":\n return gpu.positionBuffer;\n case \"normal\":\n return gpu.normalBuffer ?? getZeroAttrBuffer(engine, gpu, \"normal\");\n case \"uv\":\n return gpu.uvBuffer ?? getZeroAttrBuffer(engine, gpu, \"uv\");\n case \"uv2\":\n return gpu.uv2Buffer ?? getZeroAttrBuffer(engine, gpu, \"uv2\");\n case \"tangent\":\n return gpu.tangentBuffer ?? getZeroAttrBuffer(engine, gpu, \"tangent\");\n case \"color\":\n return gpu.colorBuffer ?? getZeroAttrBuffer(engine, gpu, \"color\");\n 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{"version":3,"file":"shader-thin-instance-5_WUfi3m.js","sources":["../src/material/shader/shader-thin-instance.ts"],"sourcesContent":["/** ShaderMaterial thin-instance support — dynamically imported ONLY when a\n * ShaderMaterial scene actually uses thin instances, so non-instanced scenes pull\n * in zero extra bytes and the shared `shader-renderable.ts` / `shader-pipeline.ts`\n * chunks stay identical to their non-instanced form.\n *\n * The renderable helpers this module needs (packet create/update, attribute\n * buffers, pipeline builders, the plain-mesh builder) are passed in as positional\n * arguments by `buildShaderGroup`, NOT imported. Importing them would force the\n * shared chunk to export them, which de-mangles their names and grows every\n * ShaderMaterial scene's bundle. As parameters they keep their mangled identity in\n * the shared chunk and are only named here, in this culling/instancing-only chunk.\n *\n * The instance buffer layout MUST match the buffers produced by\n * `thin-instance-gpu.ts` (matrix buffer arrayStride 64, 4x float32x4 at offsets\n * 0/16/32/48; color buffer arrayStride 16, float32x4 at offset 0). */\n\nimport type { EngineContext } from \"../../engine/engine.js\";\nimport type { SceneContext } from \"../../scene/scene.js\";\nimport type { Material } from \"../material.js\";\nimport type { Mesh, MeshGPU } from \"../../mesh/mesh.js\";\nimport type { RenderTargetSignature } from \"../../engine/render-target.js\";\nimport type { UboSpec } from \"../../shader/fragment-types.js\";\nimport type { DrawUpdateContext, MeshGroupBuildResult, Renderable } from \"../../render/renderable.js\";\nimport type { ShaderAttributeName, ShaderMaterial } from \"./shader-material.js\";\nimport type { ShaderPipelineBindings } from \"./shader-pipeline.js\";\nimport type { ShaderPacket, ShaderRenderPass } from \"./shader-renderable.js\";\nimport { syncThinInstanceBuffers } from \"../../mesh/thin-instance-gpu.js\";\n\ntype CullModule = typeof import(\"../../mesh/thin-instance-cull-binding.js\");\n\n/** The shader-renderable helpers handed in positionally by `buildShaderGroup`. */\ninterface ShaderHelpers {\n buildPlain: (scene: SceneContext, meshes: Mesh[]) => MeshGroupBuildResult;\n createPacket: (scene: SceneContext, material: ShaderMaterial, systemSpec: UboSpec, mesh: Mesh) => ShaderPacket;\n updatePacket: (scene: SceneContext, material: ShaderMaterial, packet: ShaderPacket, context: DrawUpdateContext) => void;\n updateCustomUbo: (engine: EngineContext, material: ShaderMaterial) => void;\n getAttrBuffer: (engine: EngineContext, gpu: MeshGPU, name: ShaderAttributeName) => GPUBuffer;\n getOrCreateShaderPipeline: (\n engine: EngineContext,\n sig: RenderTargetSignature,\n material: ShaderMaterial,\n bindings: ShaderPipelineBindings,\n variantKey?: string,\n vertexBuffers?: readonly GPUVertexBufferLayout[],\n instanceAttrs?: string\n ) => GPURenderPipeline;\n getOrCreateShaderPipelineBindings: (engine: EngineContext, material: ShaderMaterial) => ShaderPipelineBindings;\n}\n\n/** Instance vertex buffer layouts. `baseLocation` is the first free shader\n * location after the material's own attributes. */\nfunction instanceVertexLayouts(baseLocation: number, hasColor: boolean): GPUVertexBufferLayout[] {\n const layouts: GPUVertexBufferLayout[] = [\n {\n arrayStride: 64,\n stepMode: \"instance\",\n attributes: [\n { shaderLocation: baseLocation, offset: 0, format: \"float32x4\" },\n { shaderLocation: baseLocation + 1, offset: 16, format: \"float32x4\" },\n { shaderLocation: baseLocation + 2, offset: 32, format: \"float32x4\" },\n { shaderLocation: baseLocation + 3, offset: 48, format: \"float32x4\" },\n ],\n },\n ];\n if (hasColor) {\n layouts.push({\n arrayStride: 16,\n stepMode: \"instance\",\n attributes: [{ shaderLocation: baseLocation + 4, offset: 0, format: \"float32x4\" }],\n });\n }\n return layouts;\n}\n\n/** WGSL lines appended inside `VertexInput` for instanced variants. */\nfunction instancePreludeAttributes(baseLocation: number, hasColor: boolean): string {\n let wgsl = `@location(${baseLocation}) world0: vec4<f32>,\n@location(${baseLocation + 1}) world1: vec4<f32>,\n@location(${baseLocation + 2}) world2: vec4<f32>,\n@location(${baseLocation + 3}) world3: vec4<f32>,\n`;\n if (hasColor) {\n wgsl += `@location(${baseLocation + 4}) instanceColor: vec4<f32>,\n`;\n }\n return wgsl;\n}\n\n/** Build ONE thin-instance renderable for a ShaderMaterial mesh (opaque or\n * transparent). Marked `_direct` so instance buffers are re-bound fresh each\n * frame; this also prepares the renderable for opaque-only GPU culling. */\nfunction createShaderInstancedRenderable(\n scene: SceneContext,\n material: ShaderMaterial,\n packet: ShaderPacket,\n isOverride: boolean,\n h: ShaderHelpers,\n cull?: CullModule\n): Renderable {\n const isTransparent = material.needAlphaBlending;\n const mesh = packet.mesh;\n const ti = mesh.thinInstances!;\n const hasColor = !!ti.colors;\n const baseLocation = material.attributes.length;\n const instanceLayouts = instanceVertexLayouts(baseLocation, hasColor);\n const instanceAttrs = instancePreludeAttributes(baseLocation, hasColor);\n const variantKey = `|ti1c${hasColor ? 1 : 0}`;\n const wm = mesh.worldMatrix as unknown as ArrayLike<number>;\n const sortCenter: [number, number, number] = [wm[12]!, wm[13]!, wm[14]!];\n const update = (context: DrawUpdateContext): void => {\n if (packet._disposed) {\n return;\n }\n if (!isOverride && mesh.material !== material) {\n return;\n }\n h.updateCustomUbo(scene.engine, material);\n h.updatePacket(scene, material, packet, context);\n if (isTransparent) {\n const m = mesh.worldMatrix as unknown as ArrayLike<number>;\n sortCenter[0] = m[12]!;\n sortCenter[1] = m[13]!;\n sortCenter[2] = m[14]!;\n }\n };\n const draw = (pass: ShaderRenderPass, engine: EngineContext, cullBinding?: import(\"../../mesh/thin-instance-cull-binding.js\").TiCullBinding): number => {\n if (packet._disposed) {\n return 0;\n }\n if (!isOverride && mesh.material !== material) {\n return 0;\n }\n if (ti.count <= 0) {\n return 0;\n }\n const gpu = mesh._gpu;\n let slot = 0;\n for (let i = 0; i < material.attributes.length; i++) {\n pass.setVertexBuffer(slot++, h.getAttrBuffer(engine, gpu, material.attributes[i]!));\n }\n slot = syncThinInstanceBuffers(engine, ti, pass, slot, hasColor, cullBinding?.cullDrawBufs);\n pass.setIndexBuffer(gpu.indexBuffer, gpu.indexFormat);\n pass.setBindGroup(1, packet._bindGroup);\n if (cullBinding) {\n cullBinding.draw(pass, gpu.indexCount, ti.count);\n } else {\n pass.drawIndexed(gpu.indexCount, ti.count);\n }\n return 1;\n };\n const r: Renderable = {\n order: mesh.renderOrder ?? (isTransparent ? 200 : 100),\n isTransparent,\n mesh,\n _worldCenter: sortCenter,\n bind(eng, sig) {\n const bindings = h.getOrCreateShaderPipelineBindings(eng, material);\n const vertexBuffers = [...bindings.vertexBuffers, ...instanceLayouts];\n const pipeline = h.getOrCreateShaderPipeline(eng, sig, material, bindings, variantKey, vertexBuffers, instanceAttrs);\n const cb = cull?.tryBind(r, scene, mesh, eng, hasColor, isTransparent, update);\n return {\n renderable: r,\n pipeline,\n update: cb ? cb.update : update,\n draw: (pass) => draw(pass, eng, cb),\n };\n },\n };\n (r as { _direct?: boolean })._direct = true;\n return r;\n}\n\n/** Build one instanced renderable for `mesh` (used by the combined `rebuildSingle`). */\nfunction buildInstancedSingle(scene: SceneContext, mesh: Mesh, material: ShaderMaterial, isOverride: boolean, h: ShaderHelpers, cull?: CullModule): Renderable {\n const bindings = h.getOrCreateShaderPipelineBindings(scene.engine, material);\n const packet = h.createPacket(scene, material, bindings.systemSpec, mesh);\n return createShaderInstancedRenderable(scene, material, packet, isOverride, h, cull);\n}\n\n/** Group entry point used whenever a ShaderMaterial scene has at least one\n * thin-instanced mesh. Plain meshes flow through the passed-in `buildPlain`\n * (`buildShaderMaterialRenderables`); instanced meshes get a dedicated renderable. */\nexport function buildShaderRenderablesWithInstancing(\n scene: SceneContext,\n meshes: Mesh[],\n buildPlain: ShaderHelpers[\"buildPlain\"],\n createPacket: ShaderHelpers[\"createPacket\"],\n updatePacket: ShaderHelpers[\"updatePacket\"],\n updateCustomUbo: ShaderHelpers[\"updateCustomUbo\"],\n getAttrBuffer: ShaderHelpers[\"getAttrBuffer\"],\n getOrCreateShaderPipeline: ShaderHelpers[\"getOrCreateShaderPipeline\"],\n getOrCreateShaderPipelineBindings: ShaderHelpers[\"getOrCreateShaderPipelineBindings\"],\n cull?: CullModule\n): MeshGroupBuildResult {\n const h: ShaderHelpers = { buildPlain, createPacket, updatePacket, updateCustomUbo, getAttrBuffer, getOrCreateShaderPipeline, getOrCreateShaderPipelineBindings };\n const instanced: Mesh[] = [];\n const plain: Mesh[] = [];\n for (const mesh of meshes) {\n if (mesh.thinInstances) {\n instanced.push(mesh);\n } else {\n plain.push(mesh);\n }\n }\n\n const renderables: Renderable[] = [];\n let plainRebuild: MeshGroupBuildResult[\"rebuildSingle\"] | undefined;\n if (plain.length > 0) {\n const plainResult = buildPlain(scene, plain);\n renderables.push(...plainResult.renderables);\n plainRebuild = plainResult.rebuildSingle;\n }\n for (const mesh of instanced) {\n renderables.push(buildInstancedSingle(scene, mesh, mesh.material as ShaderMaterial, false, h, cull));\n }\n\n const rebuildSingle = (s: SceneContext, mesh: Mesh, materialOverride?: Material): Renderable => {\n const material = (materialOverride ?? 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{"version":3,"file":"skybox-renderable-DDcCPSly.js","sources":["../shaders/skybox-cubemap.vertex.wgsl?raw","../shaders/skybox-cubemap.fragment.wgsl?raw","../src/material/standard/skybox-cubemap.ts","../src/loader-skybox/skybox-renderable.ts"],"sourcesContent":["export default \"// Skybox CubeMap Vertex Shader\\n// Passes object-space position (for cube texture lookup) and world-space position.\\n\\nstruct MeshUniforms {\\n world: mat4x4<f32>,\\n};\\n@group(1) @binding(0) var<uniform> mesh: MeshUniforms;\\n\\nstruct VertexOutput {\\n @builtin(position) clipPos: vec4<f32>,\\n @location(0) vPositionW: vec3<f32>,\\n @location(1) vPositionLocal: vec3<f32>,\\n @location(2) vFogDistance: vec3<f32>,\\n};\\n\\n@vertex\\nfn main(\\n @location(0) position: vec3<f32>,\\n @location(1) normal: vec3<f32>,\\n) -> VertexOutput {\\n var out: VertexOutput;\\n let worldPos = mesh.world * vec4<f32>(position, 1.0);\\n out.vPositionW = worldPos.xyz;\\n out.vPositionLocal = position;\\n out.clipPos = scene.viewProjection * worldPos;\\n out.vFogDistance = (scene.view * worldPos).xyz;\\n return out;\\n}\\n\"","export default \"// Skybox CubeMap Fragment Shader\\n// Samples cube texture using object-space position as lookup direction.\\n// Matches Babylon StandardMaterial with REFLECTION + REFLECTIONMAP_SKYBOX.\\n\\n@group(1) @binding(1) var cubeTexture: texture_cube<f32>;\\n@group(1) @binding(2) var cubeSampler: sampler;\\n\\nstruct FragmentInput {\\n @location(0) vPositionW: vec3<f32>,\\n @location(1) vPositionLocal: vec3<f32>,\\n @location(2) vFogDistance: vec3<f32>,\\n};\\n\\n@fragment\\nfn main(input: FragmentInput) -> @location(0) vec4<f32> {\\n // SKYBOX_MODE: use object-space position as cube lookup direction\\n let lookupDir = normalize(input.vPositionLocal);\\n var color = textureSample(cubeTexture, cubeSampler, lookupDir);\\n\\n // Apply fog\\n if (scene.vFogInfos.x > 0.0) {\\n let fog = calcFogFactor(input.vFogDistance);\\n color = vec4<f32>(mix(scene.vFogColor.rgb, color.rgb, fog), color.a);\\n }\\n\\n return color;\\n}\\n\"","/**\n * Skybox CubeMap Material — renders a cube map on the inside of a box.\n * Material owns shaders (pillar 4c). Self-contained pipeline and bind groups.\n *\n * Used for StandardMaterial + CubeTexture(SKYBOX_MODE) in Babylon.\n * Renders backfaces (no culling → sees inside of box).\n */\n\nimport type { EngineContext } from \"../../engine/engine.js\";\nimport type { RenderTargetSignature } from \"../../engine/render-target.js\";\nimport skyVertSrc from \"../../../shaders/skybox-cubemap.vertex.wgsl?raw\";\nimport skyFragSrc from \"../../../shaders/skybox-cubemap.fragment.wgsl?raw\";\nimport { getSceneBindGroupLayout, createDefaultPipelineDescriptor } from \"../../render/scene-helpers.js\";\nimport { WGSL_FOG } from \"../../shader/wgsl-helpers.js\";\nimport { SCENE_UBO_WGSL } from \"../../shader/scene-uniforms.js\";\nimport { createUniformBuffer } from \"../../resource/gpu-buffers.js\";\nimport { targetSignatureKey } from \"../../engine/render-target.js\";\n\nexport interface SkyboxCubeMapGPU {\n /** Sig-keyed pipeline lookup (called from `bind()` once the target sig is known). */\n getPipeline(engine: EngineContext, sig: RenderTargetSignature): GPURenderPipeline;\n meshBindGroup: GPUBindGroup;\n meshUBO: GPUBuffer;\n meshBindGroupLayout: GPUBindGroupLayout;\n /** Pre-compiled shader modules — sig-independent. */\n vertModule: GPUShaderModule;\n fragModule: GPUShaderModule;\n /** Per-sig pipeline cache, owned by this skybox instance. */\n pipelines: Map<string, GPURenderPipeline>;\n}\n\n/**\n * Build the per-skybox GPU resources (mesh BGL + bind group + UBO + shader modules\n * + pipeline cache). The pipeline is created lazily by `getPipeline(engine, sig)`\n * once the target sig is known. The scene bind group is supplied per-pass by the\n * active RenderTask.\n */\nexport function buildSkyboxCubeMapGPU(engine: EngineContext, worldMatrix: Float32Array, cubeView: GPUTextureView, cubeSampler: GPUSampler): SkyboxCubeMapGPU {\n const device = engine._device;\n const meshBindGroupLayout = device.createBindGroupLayout({\n label: \"skybox-cm-mesh\",\n entries: [\n { binding: 0, visibility: GPUShaderStage.VERTEX, buffer: { type: \"uniform\" } },\n { binding: 1, visibility: GPUShaderStage.FRAGMENT, texture: { sampleType: \"float\", viewDimension: \"cube\" } },\n { binding: 2, visibility: GPUShaderStage.FRAGMENT, sampler: {} },\n ],\n });\n\n const meshUBO = createUniformBuffer(engine, worldMatrix);\n const meshBindGroup = device.createBindGroup({\n layout: meshBindGroupLayout,\n entries: [\n { binding: 0, resource: { buffer: meshUBO } },\n { binding: 1, resource: cubeView },\n { binding: 2, resource: cubeSampler },\n ],\n });\n\n const vertModule = device.createShaderModule({ code: SCENE_UBO_WGSL + skyVertSrc, label: \"skybox-cm-vert\" });\n const fragModule = device.createShaderModule({ code: SCENE_UBO_WGSL + WGSL_FOG + skyFragSrc, label: \"skybox-cm-frag\" });\n\n const gpu: SkyboxCubeMapGPU = {\n getPipeline(_engine, sig) {\n const key = targetSignatureKey(sig);\n const cached = gpu.pipelines.get(key);\n if (cached) {\n return cached;\n }\n const pipeline = _engine._device.createRenderPipeline(\n createDefaultPipelineDescriptor({\n _label: \"skybox-cubemap-pipeline\",\n _engine,\n _bgls: [getSceneBindGroupLayout(_engine), gpu.meshBindGroupLayout],\n _vertModule: gpu.vertModule,\n _fragModule: gpu.fragModule,\n _vertexBuffers: [\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 ],\n _format: sig._colorFormat!,\n _depthStencilFormat: sig._depthStencilFormat,\n _depthCompare: sig._depthCompare,\n _msaaSamples: sig._sampleCount,\n _cullMode: \"none\",\n _flipY: sig._flipY,\n })\n );\n gpu.pipelines.set(key, pipeline);\n return pipeline;\n },\n meshBindGroup,\n meshUBO,\n meshBindGroupLayout,\n vertModule,\n fragModule,\n pipelines: new Map(),\n };\n return gpu;\n}\n","/** Skybox renderable for cube-texture skyboxes (standard-material scenes).\n * Wraps the existing skybox-cubemap material into a Renderable. */\n\nimport type { SceneContext } from \"../scene/scene.js\";\nimport type { EngineContext } from \"../engine/engine.js\";\nimport type { SkyboxData } from \"./load-skybox.js\";\nimport type { Renderable } from \"../render/renderable.js\";\nimport { buildSkyboxCubeMapGPU } from \"../material/standard/skybox-cubemap.js\";\n\n/** Build a skybox Renderable from a SkyboxData (loaded via loadSkybox). */\nexport function buildSkyboxRenderable(scene: SceneContext, skybox: SkyboxData): Renderable {\n const engine = scene.engine;\n\n const gpu = buildSkyboxCubeMapGPU(engine, skybox.worldMatrix, skybox.cubeView, skybox.cubeSampler);\n\n const r: Renderable = {\n order: 0, // skybox behind everything\n isTransparent: false,\n bind(eng, sig) {\n const pipeline = gpu.getPipeline(eng as EngineContext, sig);\n return {\n renderable: r,\n pipeline,\n draw(pass) {\n pass.setBindGroup(1, gpu.meshBindGroup);\n pass.setVertexBuffer(0, skybox.posBuffer);\n pass.setVertexBuffer(1, skybox.normBuffer);\n pass.setIndexBuffer(skybox.idxBuffer, \"uint32\");\n pass.drawIndexed(skybox.idxCount);\n return 1;\n },\n };\n },\n };\n return 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{"version":3,"file":"splat-ply-compressed-BahdBG1r.js","sources":["../src/loader-splat/splat-ply-compressed.ts"],"sourcesContent":["/** Compressed-PLY + SH parser (separate from `splat-ply-parser.ts` so the\n * standard PLY path stays small enough to fit scene 120's bundle ceiling).\n *\n * Compressed PLY layout (BJS / PlayCanvas convention):\n * • `element chunk K` — K records of 12 floats:\n * min_x..z, max_x..z, min_scale_*, max_scale_*, min_r..b, max_r..b\n * • `element vertex N` — N rows of `packed_position`/`_rotation`/`_scale`/\n * `_color` (uint32 each); chunkIndex = `vertexIndex >> 8`.\n * • `element sh M` — properties define SH bytes laid out in a\n * *trailing* block (absolute offset `chunkBytes + vertexBytes`).\n *\n * Standard PLY with per-vertex `f_rest_*` properties also routes through\n * this parser so SH evaluation stays paired with the rest of the SH\n * pipeline.\n *\n * Returns the same `ParsedSplat` contract as `convertPlyToSplat` (flat SH\n * byte layout — see `splat-data.ts` for the exact convention). */\n\nimport type { ParsedSplat } from \"./splat-data.js\";\n\nconst SH_C0 = 0.28209479177387814;\nconst SQRT2 = Math.SQRT2;\nconst ROW_OUTPUT_LENGTH = 32;\n\nconst TYPE_SIZE: Record<string, number> = { double: 8, int: 4, uint: 4, float: 4, short: 2, ushort: 2, uchar: 1 };\n\nconst enum Section {\n Vertex = 0,\n Chunk = 1,\n SH = 2,\n Unused = 3,\n}\n\ninterface PlyProp {\n name: string;\n type: string;\n offset: number;\n}\n\ninterface PlyHeader {\n vertexCount: number;\n chunkCount: number;\n rowVertexLength: number;\n rowChunkLength: number;\n vertexProps: PlyProp[];\n chunkProps: PlyProp[];\n shProps: PlyProp[];\n shDegree: number;\n shCoefficientCount: number;\n dataStart: number;\n}\n\nfunction shDegreeForIndex(i: number): number {\n if (i >= 71) {\n return 4;\n }\n if (i >= 44) {\n return 3;\n }\n if (i >= 23) {\n return 2;\n }\n if (i >= 8) {\n return 1;\n }\n return 0;\n}\n\nfunction parseHeader(data: ArrayBuffer): PlyHeader | null {\n const headerText = new TextDecoder().decode(new Uint8Array(data, 0, Math.min(data.byteLength, 1024 * 10)));\n const headerEnd = \"end_header\\n\";\n const idx = headerText.indexOf(headerEnd);\n if (idx < 0) {\n return null;\n }\n const vmatch = /element vertex (\\d+)\\n/.exec(headerText);\n if (!vmatch) {\n return null;\n }\n const vertexCount = parseInt(vmatch[1]!, 10);\n const cmatch = /element chunk (\\d+)\\n/.exec(headerText);\n const chunkCount = cmatch ? parseInt(cmatch[1]!, 10) : 0;\n let section: Section = Section.Chunk;\n let rowVertex = 0;\n let rowChunk = 0;\n const vertexProps: PlyProp[] = [];\n const chunkProps: PlyProp[] = [];\n const shProps: PlyProp[] = [];\n let shDegree = 0;\n for (const line of headerText.slice(0, idx).split(\"\\n\")) {\n if (line.startsWith(\"element \")) {\n const [, kind] = line.split(\" \");\n section = kind === \"chunk\" ? Section.Chunk : kind === \"vertex\" ? Section.Vertex : kind === \"sh\" ? Section.SH : Section.Unused;\n continue;\n }\n if (!line.startsWith(\"property \")) {\n continue;\n }\n const [, type, name] = line.split(\" \");\n if (!type || !name || TYPE_SIZE[type] === undefined) {\n return null;\n }\n const sz = TYPE_SIZE[type]!;\n if (section === Section.Chunk) {\n chunkProps.push({ name, type, offset: rowChunk });\n rowChunk += sz;\n } else if (section === Section.Vertex) {\n vertexProps.push({ name, type, offset: rowVertex });\n rowVertex += sz;\n if (name.startsWith(\"f_rest_\")) {\n shDegree = Math.max(shDegree, shDegreeForIndex(parseInt(name.slice(7), 10)));\n }\n } else if (section === Section.SH) {\n shProps.push({ name, type, offset: 0 });\n if (name.startsWith(\"f_rest_\")) {\n shDegree = Math.max(shDegree, shDegreeForIndex(parseInt(name.slice(7), 10)));\n }\n }\n }\n const shCoefficientCount = shDegree ? ((shDegree + 1) * (shDegree + 1) - 1) * 3 : 0;\n return {\n vertexCount,\n chunkCount,\n rowVertexLength: rowVertex,\n rowChunkLength: rowChunk,\n vertexProps,\n chunkProps,\n shProps,\n shDegree,\n shCoefficientCount,\n dataStart: idx + headerEnd.length,\n };\n}\n\ninterface CompressedChunk {\n minX: number;\n minY: number;\n minZ: number;\n maxX: number;\n maxY: number;\n maxZ: number;\n minSX: number;\n minSY: number;\n minSZ: number;\n maxSX: number;\n maxSY: number;\n maxSZ: number;\n minR: number;\n minG: number;\n minB: number;\n maxR: number;\n maxG: number;\n maxB: number;\n}\n\nfunction readChunks(header: PlyHeader, dv: DataView, offsetRef: { value: number }): CompressedChunk[] {\n const out: CompressedChunk[] = [];\n for (let i = 0; i < header.chunkCount; i++) {\n const c: CompressedChunk = {\n minX: 0,\n minY: 0,\n minZ: 0,\n maxX: 0,\n maxY: 0,\n maxZ: 0,\n minSX: 0,\n minSY: 0,\n minSZ: 0,\n maxSX: 0,\n maxSY: 0,\n maxSZ: 0,\n minR: 0,\n minG: 0,\n minB: 0,\n maxR: 1,\n maxG: 1,\n maxB: 1,\n };\n for (const p of header.chunkProps) {\n if (p.type !== \"float\") {\n continue;\n }\n const v = dv.getFloat32(offsetRef.value + p.offset, true);\n switch (p.name) {\n case \"min_x\":\n c.minX = v;\n break;\n case \"min_y\":\n c.minY = v;\n break;\n case \"min_z\":\n c.minZ = v;\n break;\n case \"max_x\":\n c.maxX = v;\n break;\n case \"max_y\":\n c.maxY = v;\n break;\n case \"max_z\":\n c.maxZ = v;\n break;\n case \"min_scale_x\":\n c.minSX = v;\n break;\n case \"min_scale_y\":\n c.minSY = v;\n break;\n case \"min_scale_z\":\n c.minSZ = v;\n break;\n case \"max_scale_x\":\n c.maxSX = v;\n break;\n case \"max_scale_y\":\n c.maxSY = v;\n break;\n case \"max_scale_z\":\n c.maxSZ = v;\n break;\n case \"min_r\":\n c.minR = v;\n break;\n case \"min_g\":\n c.minG = v;\n break;\n case \"min_b\":\n c.minB = v;\n break;\n case \"max_r\":\n c.maxR = v;\n break;\n case \"max_g\":\n c.maxG = v;\n break;\n case \"max_b\":\n c.maxB = v;\n break;\n }\n }\n out.push(c);\n offsetRef.value += header.rowChunkLength;\n }\n return out;\n}\n\nconst lerp = (a: number, b: number, t: number): number => a + (b - a) * t;\nconst clamp255 = (v: number): number => (v < 0 ? 0 : v > 255 ? 255 : v);\n\n/** Unpack a uint32 as 11-10-11 bits → three normalized floats in [0,1]. */\nfunction unpack111011(value: number, out: [number, number, number]): void {\n out[0] = ((value >>> 21) & 0x7ff) / 0x7ff;\n out[1] = ((value >>> 11) & 0x3ff) / 0x3ff;\n out[2] = (value & 0x7ff) / 0x7ff;\n}\n\n/** Unpack a uint32 as 4 bytes (R,G,B,A normalized to [0,1]). */\nfunction unpack8888(value: number, out: [number, number, number, number]): void {\n out[0] = ((value >>> 24) & 0xff) / 0xff;\n out[1] = ((value >>> 16) & 0xff) / 0xff;\n out[2] = ((value >>> 8) & 0xff) / 0xff;\n out[3] = (value & 0xff) / 0xff;\n}\n\n/** Unpack a uint32 as (2-bit largest index, 3×10-bit components). Returns\n * quaternion as [x, y, z, w] matching BJS `Quaternion.set(x, y, z, w)`. */\nfunction unpackRot(value: number, out: [number, number, number, number]): void {\n const norm = 1.0 / (SQRT2 * 0.5);\n const a = (((value >>> 20) & 0x3ff) / 0x3ff - 0.5) * norm;\n const b = (((value >>> 10) & 0x3ff) / 0x3ff - 0.5) * norm;\n const c = ((value & 0x3ff) / 0x3ff - 0.5) * norm;\n const m = Math.sqrt(Math.max(0, 1.0 - (a * a + b * b + c * c)));\n switch (value >>> 30) {\n case 0:\n out[0] = a;\n out[1] = b;\n out[2] = c;\n out[3] = m;\n break;\n case 1:\n out[0] = m;\n out[1] = b;\n out[2] = c;\n out[3] = a;\n break;\n case 2:\n out[0] = b;\n out[1] = m;\n out[2] = c;\n out[3] = a;\n break;\n default:\n out[0] = b;\n out[1] = c;\n out[2] = m;\n out[3] = a;\n break;\n }\n}\n\n/** Decode a compressed PLY (or a standard PLY with `f_rest_*` SH properties)\n * into a `ParsedSplat`. Dynamic-imported from `load-splat.ts` when\n * `isPlyCompressedOrSH(data)` is true, so the standard-PLY path remains\n * bundle-lean. */\nexport function convertCompressedPlyToParsedSplat(data: ArrayBuffer): ParsedSplat {\n const header = parseHeader(data);\n if (!header) {\n return { data };\n }\n\n const isCompressed = header.chunkCount > 0;\n const dv = new DataView(data, header.dataStart);\n const out = new ArrayBuffer(ROW_OUTPUT_LENGTH * header.vertexCount);\n\n const tmpPos: [number, number, number] = [0, 0, 0];\n const tmpScl: [number, number, number] = [0, 0, 0];\n const tmpRgba: [number, number, number, number] = [0, 0, 0, 0];\n const tmpQuat: [number, number, number, number] = [0, 0, 0, 1];\n\n const offsetRef = { value: 0 };\n const chunks = isCompressed ? readChunks(header, dv, offsetRef) : null;\n\n const shFlat = header.shDegree && header.shCoefficientCount ? new Uint8Array(header.shCoefficientCount * header.vertexCount) : null;\n const shBlockBase = header.rowChunkLength * header.chunkCount + header.vertexCount * header.rowVertexLength;\n const shDim = header.shCoefficientCount / 3;\n\n for (let i = 0; i < header.vertexCount; i++) {\n const position = new Float32Array(out, i * ROW_OUTPUT_LENGTH, 3);\n const scale = new Float32Array(out, i * ROW_OUTPUT_LENGTH + 12, 3);\n const rgba = new Uint8ClampedArray(out, i * ROW_OUTPUT_LENGTH + 24, 4);\n const rot = new Uint8ClampedArray(out, i * ROW_OUTPUT_LENGTH + 28, 4);\n const chunk = chunks ? chunks[i >> 8] : null;\n\n let r0 = 255,\n r1 = 0,\n r2 = 0,\n r3 = 0;\n const plySH = shFlat ? new Array<number>(header.shCoefficientCount) : null;\n\n for (const prop of header.vertexProps) {\n let value: number;\n switch (prop.type) {\n case \"float\":\n value = dv.getFloat32(offsetRef.value + prop.offset, true);\n break;\n case \"int\":\n value = dv.getInt32(offsetRef.value + prop.offset, true);\n break;\n case \"uint\":\n value = dv.getUint32(offsetRef.value + prop.offset, true);\n break;\n case \"uchar\":\n value = dv.getUint8(offsetRef.value + prop.offset);\n break;\n case \"short\":\n value = dv.getInt16(offsetRef.value + prop.offset, true);\n break;\n case \"ushort\":\n value = dv.getUint16(offsetRef.value + prop.offset, true);\n break;\n case \"double\":\n value = dv.getFloat64(offsetRef.value + prop.offset, true);\n break;\n default:\n continue;\n }\n switch (prop.name) {\n case \"packed_position\":\n unpack111011(value, tmpPos);\n position[0] = lerp(chunk!.minX, chunk!.maxX, tmpPos[0]);\n position[1] = lerp(chunk!.minY, chunk!.maxY, tmpPos[1]);\n position[2] = lerp(chunk!.minZ, chunk!.maxZ, tmpPos[2]);\n break;\n case \"packed_rotation\":\n unpackRot(value, tmpQuat);\n r0 = tmpQuat[3];\n r1 = tmpQuat[0];\n r2 = tmpQuat[1];\n r3 = tmpQuat[2];\n break;\n case \"packed_scale\":\n unpack111011(value, tmpScl);\n scale[0] = Math.exp(lerp(chunk!.minSX, chunk!.maxSX, tmpScl[0]));\n scale[1] = Math.exp(lerp(chunk!.minSY, chunk!.maxSY, tmpScl[1]));\n scale[2] = Math.exp(lerp(chunk!.minSZ, chunk!.maxSZ, tmpScl[2]));\n break;\n case \"packed_color\":\n unpack8888(value, tmpRgba);\n rgba[0] = lerp(chunk!.minR, chunk!.maxR, tmpRgba[0]) * 255;\n rgba[1] = lerp(chunk!.minG, chunk!.maxG, tmpRgba[1]) * 255;\n rgba[2] = lerp(chunk!.minB, chunk!.maxB, tmpRgba[2]) * 255;\n rgba[3] = tmpRgba[3] * 255;\n break;\n case \"x\":\n position[0] = value;\n break;\n case \"y\":\n position[1] = value;\n break;\n case \"z\":\n position[2] = value;\n break;\n case \"scale_0\":\n scale[0] = Math.exp(value);\n break;\n case \"scale_1\":\n scale[1] = Math.exp(value);\n break;\n case \"scale_2\":\n scale[2] = Math.exp(value);\n break;\n case \"red\":\n case \"diffuse_red\":\n rgba[0] = value;\n break;\n case \"green\":\n case \"diffuse_green\":\n rgba[1] = value;\n break;\n case \"blue\":\n case \"diffuse_blue\":\n rgba[2] = value;\n break;\n case \"f_dc_0\":\n rgba[0] = (0.5 + SH_C0 * value) * 255;\n break;\n case \"f_dc_1\":\n rgba[1] = (0.5 + SH_C0 * value) * 255;\n break;\n case \"f_dc_2\":\n rgba[2] = (0.5 + SH_C0 * value) * 255;\n break;\n case \"f_dc_3\":\n rgba[3] = (0.5 + SH_C0 * value) * 255;\n break;\n case \"opacity\":\n rgba[3] = (1 / (1 + Math.exp(-value))) * 255;\n break;\n case \"rot_0\":\n r0 = value;\n break;\n case \"rot_1\":\n r1 = value;\n break;\n case \"rot_2\":\n r2 = value;\n break;\n case \"rot_3\":\n r3 = value;\n break;\n default:\n if (plySH && prop.name.startsWith(\"f_rest_\")) {\n const shIdx = parseInt(prop.name.slice(7), 10);\n plySH[shIdx] = clamp255(value * 127.5 + 127.5);\n }\n break;\n }\n }\n\n // Compressed PLY: SH bytes live in a trailing block keyed by splat\n // index. Uchar dequant uses BJS's `(v * 8/255 - 4) * 127.5 + 127.5`\n // (different from the standard f_rest float path).\n if (plySH && header.shProps.length > 0) {\n for (let k = 0; k < header.shCoefficientCount; k++) {\n const b = dv.getUint8(shBlockBase + i * header.shCoefficientCount + k);\n plySH[k] = clamp255((b * (8 / 255) - 4) * 127.5 + 127.5);\n }\n }\n\n // PLY stores SH as [R0..R(d-1), G0..G(d-1), B0..B(d-1)]; transpose to\n // the BJS-coefficient layout `[R0,G0,B0, R1,G1,B1, …]`.\n if (plySH && shFlat) {\n for (let j = 0; j < shDim; j++) {\n shFlat[i * header.shCoefficientCount + j * 3 + 0] = plySH[j]!;\n shFlat[i * header.shCoefficientCount + j * 3 + 1] = plySH[j + shDim]!;\n shFlat[i * header.shCoefficientCount + j * 3 + 2] = plySH[j + shDim * 2]!;\n }\n }\n\n const len = Math.hypot(r0, r1, r2, r3) || 1;\n const inv = 1 / len;\n rot[0] = r0 * inv * 127.5 + 127.5;\n rot[1] = r1 * inv * 127.5 + 127.5;\n rot[2] = r2 * inv * 127.5 + 127.5;\n rot[3] = r3 * inv * 127.5 + 127.5;\n\n offsetRef.value += header.rowVertexLength;\n }\n\n if (shFlat && header.shDegree) {\n return { data: out, sh: shFlat, shDegree: header.shDegree };\n }\n return { data: out 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