@babylonjs/lite 1.1.0 → 1.3.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (210) hide show
  1. package/{_mat4-storage-f64-WeexU-hd.js → _mat4-storage-f64-BqqOLkos.js} +2 -2
  2. package/{_mat4-storage-f64-WeexU-hd.js.map → _mat4-storage-f64-BqqOLkos.js.map} +1 -1
  3. package/{alpha-test-fragment-x2mnjLgC.js → alpha-test-fragment-D8oeUpvv.js} +2 -2
  4. package/{alpha-test-fragment-x2mnjLgC.js.map → alpha-test-fragment-D8oeUpvv.js.map} +1 -1
  5. package/{background-dds-skybox-BpcDr-9c.js → background-dds-skybox-Cv92mmdC.js} +3 -4
  6. package/{background-dds-skybox-BpcDr-9c.js.map → background-dds-skybox-Cv92mmdC.js.map} +1 -1
  7. package/{background-ground-Bm6gjWqx.js → background-ground-ClcWiDuF.js} +2 -3
  8. package/{background-ground-Bm6gjWqx.js.map → background-ground-ClcWiDuF.js.map} +1 -1
  9. package/{background-hdr-skybox-CSFo8RX6.js → background-hdr-skybox-MfAwLhVx.js} +3 -3
  10. package/{background-hdr-skybox-CSFo8RX6.js.map → background-hdr-skybox-MfAwLhVx.js.map} +1 -1
  11. package/{background-solid-skybox-DOOBeDIz.js → background-solid-skybox-CkmGuOn5.js} +2 -3
  12. package/{background-solid-skybox-DOOBeDIz.js.map → background-solid-skybox-CkmGuOn5.js.map} +1 -1
  13. package/{billboard-renderable-IJfCpeDS.js → billboard-renderable-CmIfD7IP.js} +2 -2
  14. package/{billboard-renderable-IJfCpeDS.js.map → billboard-renderable-CmIfD7IP.js.map} +1 -1
  15. package/{clamp-block-BD_t8I89.js → clamp-block-Bupvx5sX.js} +2 -2
  16. package/{clamp-block-BD_t8I89.js.map → clamp-block-Bupvx5sX.js.map} +1 -1
  17. package/{clearcoat-fragment-Dj7vGX2u.js → clearcoat-fragment-wfkXOHHZ.js} +2 -2
  18. package/{clearcoat-fragment-Dj7vGX2u.js.map → clearcoat-fragment-wfkXOHHZ.js.map} +1 -1
  19. package/{create-skeleton-s0hjrC3A.js → create-skeleton-41NqPV9u.js} +2 -2
  20. package/{create-skeleton-s0hjrC3A.js.map → create-skeleton-41NqPV9u.js.map} +1 -1
  21. package/{cubemap-skybox-material-8lzbgi7K.js → cubemap-skybox-material-BWGdKMLi.js} +2 -2
  22. package/{cubemap-skybox-material-8lzbgi7K.js.map → cubemap-skybox-material-BWGdKMLi.js.map} +1 -1
  23. package/{curve-block-Ditr4R7V.js → curve-block-CeLMJE2N.js} +2 -2
  24. package/{curve-block-Ditr4R7V.js.map → curve-block-CeLMJE2N.js.map} +1 -1
  25. package/{emissive-fragment-BOAezkfk.js → emissive-fragment-CDJhX8ad.js} +2 -2
  26. package/{emissive-fragment-BOAezkfk.js.map → emissive-fragment-CDJhX8ad.js.map} +1 -1
  27. package/{esm-shadow-view-JCPaOOi7.js → esm-shadow-view-CcX1jdrL.js} +2 -2
  28. package/{esm-shadow-view-JCPaOOi7.js.map → esm-shadow-view-CcX1jdrL.js.map} +1 -1
  29. package/{esm-shadow-view-DRpyRAfa.js → esm-shadow-view-Cf2PwVNs.js} +2 -2
  30. package/{esm-shadow-view-DRpyRAfa.js.map → esm-shadow-view-Cf2PwVNs.js.map} +1 -1
  31. package/{esm-shadow-view-DmIORQGZ.js → esm-shadow-view-KyVyZnKZ.js} +2 -2
  32. package/{esm-shadow-view-DmIORQGZ.js.map → esm-shadow-view-KyVyZnKZ.js.map} +1 -1
  33. package/{gaussian-splatting-pipeline-sh-B30Mu56i.js → gaussian-splatting-pipeline-sh-lM48JDca.js} +2 -2
  34. package/{gaussian-splatting-pipeline-sh-B30Mu56i.js.map → gaussian-splatting-pipeline-sh-lM48JDca.js.map} +1 -1
  35. package/{geometry-texture-output-DURiaJ_n.js → geometry-texture-output-DSeH_3G_.js} +2 -2
  36. package/{geometry-texture-output-DURiaJ_n.js.map → geometry-texture-output-DSeH_3G_.js.map} +1 -1
  37. package/{geometry-view-DRrscyWU.js → geometry-view-L27hzPQF.js} +3 -4
  38. package/{geometry-view-DRrscyWU.js.map → geometry-view-L27hzPQF.js.map} +1 -1
  39. package/{gltf-animation-BjnXkop6.js → gltf-animation-Db8PwXmY.js} +6 -5
  40. package/gltf-animation-Db8PwXmY.js.map +1 -0
  41. package/{gltf-ext-basisu-DtzVV1Xx.js → gltf-ext-basisu-BARpgeiU.js} +2 -2
  42. package/{gltf-ext-basisu-DtzVV1Xx.js.map → gltf-ext-basisu-BARpgeiU.js.map} +1 -1
  43. package/{gltf-ext-node-visibility-BhX0DmiP.js → gltf-ext-node-visibility-Cv7HyWR_.js} +2 -2
  44. package/{gltf-ext-node-visibility-BhX0DmiP.js.map → gltf-ext-node-visibility-Cv7HyWR_.js.map} +1 -1
  45. package/{gltf-ext-quantization-DaymajCR.js → gltf-ext-quantization-DIYKR7_3.js} +2 -2
  46. package/{gltf-ext-quantization-DaymajCR.js.map → gltf-ext-quantization-DIYKR7_3.js.map} +1 -1
  47. package/{gltf-ext-uv-transform-DFmNJ8kA.js → gltf-ext-uv-transform-qU-LScDy.js} +2 -2
  48. package/{gltf-ext-uv-transform-DFmNJ8kA.js.map → gltf-ext-uv-transform-qU-LScDy.js.map} +1 -1
  49. package/gltf-feature-animation-pointer-nDf6dGpL.js +161 -0
  50. package/gltf-feature-animation-pointer-nDf6dGpL.js.map +1 -0
  51. package/{gltf-feature-animations-v0S_yb4T.js → gltf-feature-animations-Dr9AsgIN.js} +3 -3
  52. package/{gltf-feature-animations-v0S_yb4T.js.map → gltf-feature-animations-Dr9AsgIN.js.map} +1 -1
  53. package/gltf-feature-draco-CRgxNaK1.js +33 -0
  54. package/gltf-feature-draco-CRgxNaK1.js.map +1 -0
  55. package/{gltf-feature-gpu-instancing-BoeSm6Tn.js → gltf-feature-gpu-instancing-QfJNFW1R.js} +2 -2
  56. package/{gltf-feature-gpu-instancing-BoeSm6Tn.js.map → gltf-feature-gpu-instancing-QfJNFW1R.js.map} +1 -1
  57. package/{gltf-feature-lights-punctual-BCTwgyi_.js → gltf-feature-lights-punctual-B3xbCshn.js} +5 -5
  58. package/{gltf-feature-lights-punctual-BCTwgyi_.js.map → gltf-feature-lights-punctual-B3xbCshn.js.map} +1 -1
  59. package/{gltf-feature-meshopt-DItMkOMt.js → gltf-feature-meshopt-DBvtC2n2.js} +2 -34
  60. package/gltf-feature-meshopt-DBvtC2n2.js.map +1 -0
  61. package/{gltf-feature-morph-Cv0mEYIq.js → gltf-feature-morph-DE63vfIE.js} +3 -3
  62. package/{gltf-feature-morph-Cv0mEYIq.js.map → gltf-feature-morph-DE63vfIE.js.map} +1 -1
  63. package/{gltf-feature-registry-wNbt6UC-.js → gltf-feature-registry-DfOiNmhR.js} +15 -15
  64. package/{gltf-feature-registry-wNbt6UC-.js.map → gltf-feature-registry-DfOiNmhR.js.map} +1 -1
  65. package/{gltf-feature-skeleton-Deh2UBAn.js → gltf-feature-skeleton-IHj-DuKx.js} +12 -3
  66. package/gltf-feature-skeleton-IHj-DuKx.js.map +1 -0
  67. package/{gltf-feature-variants-DGSdFNJq.js → gltf-feature-variants-C-eyBru5.js} +2 -2
  68. package/{gltf-feature-variants-DGSdFNJq.js.map → gltf-feature-variants-C-eyBru5.js.map} +1 -1
  69. package/{gltf-glb-parser-DSQWsT4r.js → gltf-glb-parser-DXMAJA8e.js} +2 -2
  70. package/{gltf-glb-parser-DSQWsT4r.js.map → gltf-glb-parser-DXMAJA8e.js.map} +1 -1
  71. package/{gltf-interleave-OBqmlu-h.js → gltf-interleave-BdKrRH3j.js} +4 -4
  72. package/gltf-interleave-BdKrRH3j.js.map +1 -0
  73. package/{gltf-pbr-builder-ext-3imk8Tev.js → gltf-pbr-builder-ext-DJ8Jm7jo.js} +2 -2
  74. package/{gltf-pbr-builder-ext-3imk8Tev.js.map → gltf-pbr-builder-ext-DJ8Jm7jo.js.map} +1 -1
  75. package/{gltf-variants-Dyr54wwg.js → gltf-variants-C0HetOre.js} +4 -4
  76. package/{gltf-variants-Dyr54wwg.js.map → gltf-variants-C0HetOre.js.map} +1 -1
  77. package/{gpu-task-timer-DVBNZfq5.js → gpu-task-timer-C-3sLTxO.js} +2 -2
  78. package/{gpu-task-timer-DVBNZfq5.js.map → gpu-task-timer-C-3sLTxO.js.map} +1 -1
  79. package/{gs-picking-pipeline-CERN-Trj.js → gs-picking-pipeline-DlogO8fI.js} +2 -2
  80. package/{gs-picking-pipeline-CERN-Trj.js.map → gs-picking-pipeline-DlogO8fI.js.map} +1 -1
  81. package/{havok-floating-origin-VVdJRUYc.js → havok-floating-origin-CQ7yE-XD.js} +2 -2
  82. package/{havok-floating-origin-VVdJRUYc.js.map → havok-floating-origin-CQ7yE-XD.js.map} +1 -1
  83. package/{index-BgY3QEzL.js → index-C2sM8ERH.js} +2697 -932
  84. package/index-C2sM8ERH.js.map +1 -0
  85. package/index.d.ts +443 -12
  86. package/index.js +525 -507
  87. package/{input-block-DjdlndCL.js → input-block-DfFVJB-8.js} +2 -2
  88. package/{input-block-DjdlndCL.js.map → input-block-DfFVJB-8.js.map} +1 -1
  89. package/{iridescence-fragment-kfsCs8lN.js → iridescence-fragment-CQwzyZ3W.js} +2 -2
  90. package/{iridescence-fragment-kfsCs8lN.js.map → iridescence-fragment-CQwzyZ3W.js.map} +1 -1
  91. package/{light-block-qjCrz3de.js → light-block-othUHIHC.js} +2 -2
  92. package/{light-block-qjCrz3de.js.map → light-block-othUHIHC.js.map} +1 -1
  93. package/{loop-block-C8vkQ2bz.js → loop-block-DgHyTx97.js} +2 -2
  94. package/{loop-block-C8vkQ2bz.js.map → loop-block-DgHyTx97.js.map} +1 -1
  95. package/{morph-fragment-NpZYyIIU.js → morph-fragment-D_rgysrc.js} +2 -2
  96. package/{morph-fragment-NpZYyIIU.js.map → morph-fragment-D_rgysrc.js.map} +1 -1
  97. package/{multilight-wgsl-I5SncF0q.js → multilight-wgsl-DRmyM3cC.js} +2 -2
  98. package/{multilight-wgsl-I5SncF0q.js.map → multilight-wgsl-DRmyM3cC.js.map} +1 -1
  99. package/{node-env-D7Aee08u.js → node-env-B-Ca2DL0.js} +2 -2
  100. package/{node-env-D7Aee08u.js.map → node-env-B-Ca2DL0.js.map} +1 -1
  101. package/{node-geometry-view-DfKXWNfV.js → node-geometry-view-BJDB-lrf.js} +3 -3
  102. package/{node-geometry-view-DfKXWNfV.js.map → node-geometry-view-BJDB-lrf.js.map} +1 -1
  103. package/{node-registry-extra-compat-CDLeBR1P.js → node-registry-extra-compat-SwS962Ax.js} +2 -2
  104. package/{node-registry-extra-compat-CDLeBR1P.js.map → node-registry-extra-compat-SwS962Ax.js.map} +1 -1
  105. package/{node-registry-extra-math-BA8_l4lB.js → node-registry-extra-math-Bsj4UAE5.js} +2 -2
  106. package/{node-registry-extra-math-BA8_l4lB.js.map → node-registry-extra-math-Bsj4UAE5.js.map} +1 -1
  107. package/{node-renderable-EwLLnaL1.js → node-renderable-BOIc3hM1.js} +2 -2
  108. package/{node-renderable-EwLLnaL1.js.map → node-renderable-BOIc3hM1.js.map} +1 -1
  109. package/{node-shadow-CeTmT6g4.js → node-shadow-DE--Q2V1.js} +2 -2
  110. package/{node-shadow-CeTmT6g4.js.map → node-shadow-DE--Q2V1.js.map} +1 -1
  111. package/{normal-map-fragment-BHImLyM-.js → normal-map-fragment-Cjm-v9uq.js} +2 -3
  112. package/{normal-map-fragment-BHImLyM-.js.map → normal-map-fragment-Cjm-v9uq.js.map} +1 -1
  113. package/package.json +3 -3
  114. package/{parse-camera-5IGdctAS.js → parse-camera-uQ8oKgeH.js} +2 -2
  115. package/{parse-camera-5IGdctAS.js.map → parse-camera-uQ8oKgeH.js.map} +1 -1
  116. package/{pbr-fog-wgsl-BqdCid6r.js → pbr-fog-wgsl-B5LrMToX.js} +2 -2
  117. package/{pbr-fog-wgsl-BqdCid6r.js.map → pbr-fog-wgsl-B5LrMToX.js.map} +1 -1
  118. package/{pbr-geometry-view-Dthf9Aut.js → pbr-geometry-view-BI52zgUI.js} +9 -11
  119. package/pbr-geometry-view-BI52zgUI.js.map +1 -0
  120. package/{pbr-metallic-roughness-block-g7wjzwN_.js → pbr-metallic-roughness-block-C7s1jL4q.js} +2 -2
  121. package/{pbr-metallic-roughness-block-g7wjzwN_.js.map → pbr-metallic-roughness-block-C7s1jL4q.js.map} +1 -1
  122. package/{pbr-metallic-roughness-block-full-DD6zI_Lx.js → pbr-metallic-roughness-block-full-BuhhVBFO.js} +2 -2
  123. package/{pbr-metallic-roughness-block-full-DD6zI_Lx.js.map → pbr-metallic-roughness-block-full-BuhhVBFO.js.map} +1 -1
  124. package/{pbr-mr-helper-core-CWROQ7OA.js → pbr-mr-helper-core-XeyKg-g6.js} +2 -2
  125. package/{pbr-mr-helper-core-CWROQ7OA.js.map → pbr-mr-helper-core-XeyKg-g6.js.map} +1 -1
  126. package/{pbr-refraction-Dxsm_gii.js → pbr-refraction-Bxz4GDeh.js} +2 -2
  127. package/{pbr-refraction-Dxsm_gii.js.map → pbr-refraction-Bxz4GDeh.js.map} +1 -1
  128. package/{pbr-renderable-CuKWalEM.js → pbr-renderable-B0elfRlX.js} +41 -189
  129. package/pbr-renderable-B0elfRlX.js.map +1 -0
  130. package/{pbr-shadow-fragment-waeIBQUq.js → pbr-shadow-fragment-QHbgqVlc.js} +2 -2
  131. package/{pbr-shadow-fragment-waeIBQUq.js.map → pbr-shadow-fragment-QHbgqVlc.js.map} +1 -1
  132. package/{pbr-tracking-CdeqbBrh.js → pbr-tracking-BWWSjls_.js} +2 -2
  133. package/{pbr-tracking-CdeqbBrh.js.map → pbr-tracking-BWWSjls_.js.map} +1 -1
  134. package/{pbr-transmission-ext-BNiXngZc.js → pbr-transmission-ext-DiEBLim-.js} +2 -2
  135. package/{pbr-transmission-ext-BNiXngZc.js.map → pbr-transmission-ext-DiEBLim-.js.map} +1 -1
  136. package/{reflectance-fragment-BQFZ_pgy.js → reflectance-fragment-wBk8UtBP.js} +2 -2
  137. package/{reflectance-fragment-BQFZ_pgy.js.map → reflectance-fragment-wBk8UtBP.js.map} +1 -1
  138. package/{rgbd-decode-duTlXMWd.js → rgbd-decode-CAQ7XSwl.js} +2 -2
  139. package/{rgbd-decode-duTlXMWd.js.map → rgbd-decode-CAQ7XSwl.js.map} +1 -1
  140. package/{screenshot-readback-DnxR4rhp.js → screenshot-readback-NxsFpnE4.js} +2 -2
  141. package/{screenshot-readback-DnxR4rhp.js.map → screenshot-readback-NxsFpnE4.js.map} +1 -1
  142. package/{shader-renderable-DVMVD6zP.js → shader-renderable-CUlJSove.js} +4 -196
  143. package/shader-renderable-CUlJSove.js.map +1 -0
  144. package/{shader-thin-instance-CsDo3ULk.js → shader-thin-instance-BjIbuYdv.js} +2 -2
  145. package/{shader-thin-instance-CsDo3ULk.js.map → shader-thin-instance-BjIbuYdv.js.map} +1 -1
  146. package/{sheen-fragment-B_Jd7wrr.js → sheen-fragment-ef8myYaq.js} +2 -2
  147. package/{sheen-fragment-B_Jd7wrr.js.map → sheen-fragment-ef8myYaq.js.map} +1 -1
  148. package/{singlelight-directional-wgsl-Bw84txva.js → singlelight-directional-wgsl-BvFBA1MO.js} +2 -2
  149. package/{singlelight-directional-wgsl-Bw84txva.js.map → singlelight-directional-wgsl-BvFBA1MO.js.map} +1 -1
  150. package/{singlelight-hemispheric-wgsl-DjxhgI8r.js → singlelight-hemispheric-wgsl-BEsGCqSN.js} +2 -2
  151. package/{singlelight-hemispheric-wgsl-DjxhgI8r.js.map → singlelight-hemispheric-wgsl-BEsGCqSN.js.map} +1 -1
  152. package/{singlelight-point-wgsl-iA1aRkXA.js → singlelight-point-wgsl-CvMr18Zf.js} +2 -2
  153. package/{singlelight-point-wgsl-iA1aRkXA.js.map → singlelight-point-wgsl-CvMr18Zf.js.map} +1 -1
  154. package/{singlelight-spot-wgsl-MDdTdstF.js → singlelight-spot-wgsl-jYIr13wU.js} +2 -2
  155. package/{singlelight-spot-wgsl-MDdTdstF.js.map → singlelight-spot-wgsl-jYIr13wU.js.map} +1 -1
  156. package/{skeleton-fragment-COdHWFcK.js → skeleton-fragment-B9M_ddNC.js} +2 -2
  157. package/{skeleton-fragment-COdHWFcK.js.map → skeleton-fragment-B9M_ddNC.js.map} +1 -1
  158. package/{skybox-renderable-DJYkfw32.js → skybox-renderable-lbMC32aI.js} +2 -3
  159. package/{skybox-renderable-DJYkfw32.js.map → skybox-renderable-lbMC32aI.js.map} +1 -1
  160. package/{splat-ply-compressed-SxMlsKNK.js → splat-ply-compressed-B_w2N_V7.js} +2 -2
  161. package/{splat-ply-compressed-SxMlsKNK.js.map → splat-ply-compressed-B_w2N_V7.js.map} +1 -1
  162. package/{standard-renderable-BAc-i-ig.js → standard-renderable-AYZ-Pdcm.js} +3 -4
  163. package/standard-renderable-AYZ-Pdcm.js.map +1 -0
  164. package/{std-ambient-fragment-P8dHZ4An.js → std-ambient-fragment-BXl-88sn.js} +2 -2
  165. package/{std-ambient-fragment-P8dHZ4An.js.map → std-ambient-fragment-BXl-88sn.js.map} +1 -1
  166. package/{std-cube-reflection-fragment-CF03MuQt.js → std-cube-reflection-fragment-Dn34WuMa.js} +2 -2
  167. package/{std-cube-reflection-fragment-CF03MuQt.js.map → std-cube-reflection-fragment-Dn34WuMa.js.map} +1 -1
  168. package/{std-emissive-fragment-P8yJGclx.js → std-emissive-fragment-CK7TwRAt.js} +2 -2
  169. package/{std-emissive-fragment-P8yJGclx.js.map → std-emissive-fragment-CK7TwRAt.js.map} +1 -1
  170. package/{std-lightmap-fragment-CymEG79z.js → std-lightmap-fragment-BSeS8K-4.js} +2 -2
  171. package/{std-lightmap-fragment-CymEG79z.js.map → std-lightmap-fragment-BSeS8K-4.js.map} +1 -1
  172. package/{std-opacity-fragment-DLa1zV06.js → std-opacity-fragment-DnLaWH9w.js} +2 -2
  173. package/{std-opacity-fragment-DLa1zV06.js.map → std-opacity-fragment-DnLaWH9w.js.map} +1 -1
  174. package/{std-reflection-fragment-BLySsYos.js → std-reflection-fragment-BToYPemd.js} +2 -2
  175. package/{std-reflection-fragment-BLySsYos.js.map → std-reflection-fragment-BToYPemd.js.map} +1 -1
  176. package/{std-shadow-fragment-C_q27Mdi.js → std-shadow-fragment-9b0rFY7F.js} +2 -2
  177. package/{std-shadow-fragment-C_q27Mdi.js.map → std-shadow-fragment-9b0rFY7F.js.map} +1 -1
  178. package/{std-specular-fragment-CaBXyAWY.js → std-specular-fragment-OBO-zxGh.js} +2 -2
  179. package/{std-specular-fragment-CaBXyAWY.js.map → std-specular-fragment-OBO-zxGh.js.map} +1 -1
  180. package/{std-tracking-Bw61Dv98.js → std-tracking-4SHTntWt.js} +2 -2
  181. package/{std-tracking-Bw61Dv98.js.map → std-tracking-4SHTntWt.js.map} +1 -1
  182. package/{subsurface-fragment-BNQoG9gr.js → subsurface-fragment-D7QRWN_d.js} +2 -2
  183. package/{subsurface-fragment-BNQoG9gr.js.map → subsurface-fragment-D7QRWN_d.js.map} +1 -1
  184. package/{thin-instance-cull-binding-BNC5JiGw.js → thin-instance-cull-binding-D-p2Yxfg.js} +3 -3
  185. package/{thin-instance-cull-binding-BNC5JiGw.js.map → thin-instance-cull-binding-D-p2Yxfg.js.map} +1 -1
  186. package/{thin-instance-gpu-C1DGstap.js → thin-instance-gpu-QETC_NyQ.js} +2 -2
  187. package/{thin-instance-gpu-C1DGstap.js.map → thin-instance-gpu-QETC_NyQ.js.map} +1 -1
  188. package/{tracking-primitives-CMBWLxGr.js → tracking-primitives-CqIIi7Ej.js} +2 -2
  189. package/{tracking-primitives-CMBWLxGr.js.map → tracking-primitives-CqIIi7Ej.js.map} +1 -1
  190. package/{unlit-fragment-BsHrS9XX.js → unlit-fragment-DPWDQLxo.js} +2 -2
  191. package/{unlit-fragment-BsHrS9XX.js.map → unlit-fragment-DPWDQLxo.js.map} +1 -1
  192. package/gltf-animation-BjnXkop6.js.map +0 -1
  193. package/gltf-feature-animation-pointer-C40tqOhL.js +0 -88
  194. package/gltf-feature-animation-pointer-C40tqOhL.js.map +0 -1
  195. package/gltf-feature-draco-CljWrsna.js +0 -125
  196. package/gltf-feature-draco-CljWrsna.js.map +0 -1
  197. package/gltf-feature-meshopt-DItMkOMt.js.map +0 -1
  198. package/gltf-feature-skeleton-Deh2UBAn.js.map +0 -1
  199. package/gltf-interleave-OBqmlu-h.js.map +0 -1
  200. package/index-BgY3QEzL.js.map +0 -1
  201. package/pbr-geometry-view-Dthf9Aut.js.map +0 -1
  202. package/pbr-renderable-CuKWalEM.js.map +0 -1
  203. package/shader-composer-CBy2i8nU.js +0 -293
  204. package/shader-composer-CBy2i8nU.js.map +0 -1
  205. package/shader-renderable-DVMVD6zP.js.map +0 -1
  206. package/standard-pipeline-DXFOUqU_.js +0 -391
  207. package/standard-pipeline-DXFOUqU_.js.map +0 -1
  208. package/standard-renderable-BAc-i-ig.js.map +0 -1
  209. package/wgsl-helpers-D8sl1VVA.js +0 -48
  210. package/wgsl-helpers-D8sl1VVA.js.map +0 -1
@@ -1,391 +0,0 @@
1
- import { bH as appendMeshLightUboFields, M as MAX_LIGHTS, bI as meshLightIndexWGSL, bJ as clearSceneBGLCache, a as F32, ay as createUniformBuffer, bK as _getStdExtsSorted, bL as _standardFeatureKey, aH as MSH_RECEIVE_SHADOWS, bM as HAS_DIFFUSE_TEXTURE, aD as NEEDS_UV, Q as ESM_SHADOW_OUTPUT, y as targetSignatureKey, A as getSceneBindGroupLayout, bN as REVERSE_DEPTH_COMPARE, bO as DOUBLE_SIDED, aC as NO_COLOR_OUTPUT, ap as HAS_OPACITY_TEXTURE, R as MATERIAL_ALPHA_BLEND, bP as DISABLE_LIGHTING, bQ as DIFFUSE_USES_UV2, aF as NEEDS_UV2 } from "./index-BgY3QEzL.js";
2
- import { a as WGSL_FOG } from "./wgsl-helpers-D8sl1VVA.js";
3
- import { c as composeShader } from "./shader-composer-CBy2i8nU.js";
4
- const STAGE_VERTEX = 1;
5
- const STAGE_FRAGMENT = 2;
6
- const LIGHTING_FN = `
7
- fn computeLighting(viewDir: vec3<f32>, N: vec3<f32>, L: LightEntry, g: f32, P: vec3<f32>) -> array<vec3<f32>, 2> {
8
- var lv: vec3<f32>;
9
- var a: f32 = 1.0;
10
- let t = u32(L.vLightData.w);
11
- if (t == 3u) {
12
- let nl = 0.5 + 0.5 * dot(N, normalize(L.vLightData.xyz));
13
- let diff = mix(L.vLightDirection.xyz, L.vLightDiffuse.rgb, nl);
14
- let h = normalize(viewDir + normalize(L.vLightData.xyz));
15
- var s = pow(max(0.0, dot(N, h)), max(1.0, g));
16
- return array<vec3<f32>, 2>(diff, s * L.vLightSpecular.rgb);
17
- }
18
- if (t == 1u) {
19
- lv = normalize(-L.vLightData.xyz);
20
- } else {
21
- let d = L.vLightData.xyz - P;
22
- a = max(0.0, 1.0 - length(d) / L.vLightDiffuse.a);
23
- lv = normalize(d);
24
- if (t == 2u) {
25
- let c = max(0.0, dot(L.vLightDirection.xyz, -lv));
26
- if (c >= L.vLightDirection.w) { a *= max(0.0, pow(c, L.vLightSpecular.a)); } else { a = 0.0; }
27
- }
28
- }
29
- let nl = max(0.0, dot(N, lv));
30
- let diff = nl * L.vLightDiffuse.rgb * a;
31
- let h = normalize(viewDir + lv);
32
- var s = max(0.0, dot(N, h));
33
- s = pow(s, max(1.0, g));
34
- return array<vec3<f32>, 2>(diff, s * L.vLightSpecular.rgb * a);
35
- }
36
- `;
37
- function createStandardTemplate(config, esmShadowDepthCode = "") {
38
- const { _diffuse, _needsUV, _needsUV2, _diffuseUsesUV2, _disableLighting, _noColorOutput, _esmShadowOutput } = config;
39
- const _baseVertexAttributes = [
40
- { _name: "position", _type: "vec3<f32>", _gpuFormat: "float32x3", _arrayStride: 12 },
41
- { _name: "normal", _type: "vec3<f32>", _gpuFormat: "float32x3", _arrayStride: 12 }
42
- ];
43
- if (_needsUV) {
44
- _baseVertexAttributes.push({ _name: "uv", _type: "vec2<f32>", _gpuFormat: "float32x2", _arrayStride: 8 });
45
- }
46
- if (_needsUV2) {
47
- _baseVertexAttributes.push({ _name: "uv2", _type: "vec2<f32>", _gpuFormat: "float32x2", _arrayStride: 8 });
48
- }
49
- const _baseVaryings = [
50
- { _name: "vp", _type: "vec3<f32>" },
51
- { _name: "vn", _type: "vec3<f32>" },
52
- { _name: "vf", _type: "vec3<f32>" }
53
- ];
54
- if (_needsUV) {
55
- _baseVaryings.push({ _name: "vu", _type: "vec2<f32>" });
56
- }
57
- if (_needsUV2) {
58
- _baseVaryings.push({ _name: "vv", _type: "vec2<f32>" });
59
- }
60
- const _baseMeshUboFields = [{ _name: "world", _type: "mat4x4<f32>" }];
61
- appendMeshLightUboFields(_baseMeshUboFields);
62
- const _baseBindings = [{ _name: "mat", _type: { _kind: "uniform-buffer" }, _visibility: STAGE_FRAGMENT }];
63
- if (_diffuse) {
64
- _baseBindings.push(
65
- { _name: "dT", _type: { _kind: "texture", _textureType: "texture_2d<f32>" }, _visibility: STAGE_FRAGMENT },
66
- { _name: "dS", _type: { _kind: "sampler", _samplerType: "sampler" }, _visibility: STAGE_FRAGMENT }
67
- );
68
- }
69
- if (_needsUV) {
70
- _baseBindings.push({ _name: "up", _type: { _kind: "uniform-buffer" }, _visibility: STAGE_VERTEX });
71
- }
72
- if (_esmShadowOutput) {
73
- _baseBindings.push({ _name: "shadowParams", _type: { _kind: "uniform-buffer" }, _visibility: STAGE_FRAGMENT });
74
- }
75
- const uvPassthrough = _needsUV ? `out.vu = uv * up.u.xy + up.u.zw;` : "";
76
- const uv2Passthrough = _needsUV2 ? `out.vv = uv2;` : "";
77
- const vertexUboStructs = _needsUV ? `struct upUniforms { u: vec4<f32>, }` : "";
78
- const _vertexTemplate = `/*SU*/
79
- /*MU*/
80
- @group(1) @binding(0) var<uniform> mesh: MeshUniforms;
81
- ${vertexUboStructs}
82
- /*VH*/
83
- /*VD*/
84
- /*VO*/
85
- @vertex fn main(
86
- /*VP*/
87
- ) -> VertexOutput {
88
- var out: VertexOutput;
89
- /*VR*/
90
- var finalWorld = mesh.world;
91
- /*VW*/
92
- let worldPos4 = finalWorld * vec4<f32>(position, 1.0);
93
- out.vp = worldPos4.xyz;
94
- let normalWorld = mat3x3<f32>(finalWorld[0].xyz, finalWorld[1].xyz, finalWorld[2].xyz);
95
- out.vn = normalize(normalWorld * normal);
96
- out.clipPos = scene.viewProjection * worldPos4;
97
- out.vf = (scene.view * worldPos4).xyz;
98
- ${uvPassthrough}
99
- ${uv2Passthrough}
100
- /*VB*/
101
- return out;
102
- }`;
103
- const lightsStructs = `
104
- struct LightEntry { vLightData: vec4<f32>, vLightDiffuse: vec4<f32>, vLightSpecular: vec4<f32>, vLightDirection: vec4<f32> };
105
- struct lightsUniforms { count: u32, _p0: u32, _p1: u32, _p2: u32, lights: array<LightEntry, ${MAX_LIGHTS}> };
106
- @group(0) @binding(1) var<uniform> lights: lightsUniforms;
107
- `;
108
- const materialStruct = `
109
- struct matUniforms {
110
- dc: vec4<f32>,
111
- sc: vec4<f32>,
112
- ec: vec3<f32>,
113
- bs: f32,
114
- ac: vec3<f32>,
115
- tl: f32,
116
- ambTexLvl: f32,
117
- lmLvl: f32,
118
- opLvl: f32,
119
- aCut: f32,
120
- rLvl: f32,
121
- rCm: f32,
122
- _0: f32,
123
- _1: f32,
124
- };
125
- `;
126
- const helpers = _disableLighting ? WGSL_FOG : WGSL_FOG + LIGHTING_FN;
127
- const doubleSidedEntry = `@fragment fn main(input: FragmentInput)${_noColorOutput ? "" : " -> @location(0) vec4<f32>"} {`;
128
- const viewDirCode = !_disableLighting ? `let viewDirectionW = normalize(scene.vEyePosition.xyz - input.vp);` : "";
129
- const normalCode = _disableLighting ? "" : `var normalW = normalize(input.vn);`;
130
- const opacityCode = `var alpha = mat.dc.a;`;
131
- const baseColorCode = _diffuse ? `let _ds = textureSample(dT, dS, ${_diffuseUsesUV2 ? "input.vv" : "input.vu"});
132
- if (_ds.a < mat.aCut) { discard; }
133
- var baseColor = _ds.rgb * mat.tl;` : `var baseColor = vec3<f32>(1.0, 1.0, 1.0);`;
134
- const diffuseColorCode = `let diffuseColor = mat.dc.rgb;`;
135
- const emissiveCode = `var emissiveContrib = mat.ec;`;
136
- const specularColorCode = !_disableLighting ? `var specularColor = mat.sc.rgb;` : "";
137
- let lightingBlock;
138
- if (!_disableLighting) {
139
- lightingBlock = `var glossiness = mat.sc.a;
140
- var diffuseBase = vec3<f32>(0.0);
141
- var specularBase = vec3<f32>(0.0);
142
- var shadowFactors = array<f32, ${MAX_LIGHTS}>(${new Array(MAX_LIGHTS).fill("1.0").join(", ")});
143
- var baseAmbientColor = vec3<f32>(1.0, 1.0, 1.0);
144
- var reflectionColor = vec3<f32>(0.0);
145
- let lc = min(mesh.lc, ${MAX_LIGHTS}u);
146
- /*AD*/
147
- for (var li = 0u; li < lc; li++) {
148
- let lightIndex = mli(li);
149
- let r = computeLighting(viewDirectionW, normalW, lights.lights[lightIndex], glossiness, input.vp);
150
- let sf = shadowFactors[lightIndex];
151
- diffuseBase += r[0] * sf;
152
- specularBase += r[1] * sf;
153
- }
154
- let finalDiffuse = clamp(diffuseBase * diffuseColor + emissiveContrib + mat.ac, vec3<f32>(0.0), vec3<f32>(1.0)) * baseColor;
155
- let finalSpecular = specularBase * specularColor;
156
- var color = vec4<f32>(finalDiffuse * baseAmbientColor + finalSpecular + reflectionColor, alpha);`;
157
- } else {
158
- lightingBlock = `var color = vec4<f32>(clamp(emissiveContrib * diffuseColor, vec3<f32>(0.0), vec3<f32>(1.0)) * baseColor, alpha);`;
159
- }
160
- const _fragmentTemplate = `/*SU*/
161
- ${lightsStructs}
162
- ${materialStruct}
163
- ${_esmShadowOutput ? "struct shadowParamsUniforms { biasAndScale: vec4<f32>, depthValues: vec4<f32>, }" : ""}
164
- /*MU*/
165
- @group(1) @binding(0) var<uniform> mesh: MeshUniforms;
166
- ${!_disableLighting ? meshLightIndexWGSL("mesh") : ""}
167
- ${helpers}
168
- /*HF*/
169
- /*FB*/
170
- /*FI*/
171
- ${doubleSidedEntry}
172
- /*SV*/
173
- ${viewDirCode}
174
- ${normalCode}
175
- /*AC*/
176
- ${opacityCode}
177
- ${baseColorCode}
178
- ${diffuseColorCode}
179
- ${emissiveCode}
180
- ${specularColorCode}
181
- /*AT*/
182
- ${_noColorOutput ? "return;" : _esmShadowOutput ? esmShadowDepthCode : ""}
183
- ${lightingBlock}
184
- /*BC*/
185
- color = vec4<f32>(max(color.rgb, vec3<f32>(0.0)), color.a);
186
- if (scene.vFogInfos.x > 0.0) {
187
- let fog = calcFogFactor(input.vf);
188
- color = vec4<f32>(mix(scene.vFogColor.rgb, color.rgb, fog), color.a);
189
- }
190
- /*BA*/
191
- ${_noColorOutput ? "" : "return color;"}
192
- }`;
193
- return {
194
- _vertexTemplate,
195
- _fragmentTemplate,
196
- _baseMeshUboFields,
197
- _baseVertexAttributes,
198
- _baseVaryings,
199
- _baseBindings
200
- };
201
- }
202
- function composeStandardShader(features, _meshFeatures = 0, fragments = [], esmShadowDepthCode = "") {
203
- const has = (bit) => (features & bit) !== 0;
204
- const template = createStandardTemplate(
205
- {
206
- _diffuse: has(HAS_DIFFUSE_TEXTURE),
207
- _needsUV: has(NEEDS_UV),
208
- _needsUV2: has(NEEDS_UV2),
209
- _diffuseUsesUV2: has(DIFFUSE_USES_UV2),
210
- _disableLighting: has(DISABLE_LIGHTING),
211
- _noColorOutput: has(NO_COLOR_OUTPUT),
212
- _esmShadowOutput: has(ESM_SHADOW_OUTPUT)
213
- },
214
- esmShadowDepthCode
215
- );
216
- return composeShader(template, fragments);
217
- }
218
- const _bindingsCache = /* @__PURE__ */ new Map();
219
- let _composedCache = null;
220
- let _cachedDevice = null;
221
- function getComposedCache() {
222
- if (!_composedCache) {
223
- _composedCache = /* @__PURE__ */ new Map();
224
- }
225
- return _composedCache;
226
- }
227
- function ensureDevice(engine) {
228
- if (_cachedDevice !== engine._device) {
229
- _bindingsCache.clear();
230
- _composedCache == null ? void 0 : _composedCache.clear();
231
- clearSceneBGLCache();
232
- _cachedDevice = engine._device;
233
- }
234
- }
235
- function clearStandardPipelineCache() {
236
- _bindingsCache.clear();
237
- _composedCache == null ? void 0 : _composedCache.clear();
238
- clearSceneBGLCache();
239
- _cachedDevice = null;
240
- }
241
- function getOrCreateStandardBindings(engine, features, meshFeatures, fragments = [], shaderKey = "", esmShadowDepthCode = "") {
242
- ensureDevice(engine);
243
- const key = _standardFeatureKey(features, meshFeatures, shaderKey);
244
- const cached = _bindingsCache.get(key);
245
- if (cached) {
246
- return cached;
247
- }
248
- const cc = getComposedCache();
249
- let composed = cc.get(key);
250
- if (!composed) {
251
- composed = composeStandardShader(features, meshFeatures, fragments, esmShadowDepthCode);
252
- cc.set(key, composed);
253
- }
254
- const device = engine._device;
255
- const meshBGL = device.createBindGroupLayout(composed._meshBGLDescriptor);
256
- let shadowBGL = null;
257
- const hasShadow = (meshFeatures & MSH_RECEIVE_SHADOWS) !== 0;
258
- if (hasShadow && composed._shadowBGLDescriptor) {
259
- shadowBGL = device.createBindGroupLayout(composed._shadowBGLDescriptor);
260
- }
261
- const bindings = {
262
- _features: features,
263
- _meshFeatures: meshFeatures,
264
- _meshBGL: meshBGL,
265
- _shadowBGL: shadowBGL,
266
- _composed: composed,
267
- _pipelines: /* @__PURE__ */ new Map()
268
- };
269
- _bindingsCache.set(key, bindings);
270
- return bindings;
271
- }
272
- function getOrCreateStandardPipeline(engine, sig, bindings) {
273
- ensureDevice(engine);
274
- const key = targetSignatureKey(sig);
275
- const cached = bindings._pipelines.get(key);
276
- if (cached) {
277
- return cached;
278
- }
279
- const device = engine._device;
280
- const composed = bindings._composed;
281
- const features = bindings._features;
282
- const sceneBGL = getSceneBindGroupLayout(engine);
283
- const bgls = bindings._shadowBGL ? [sceneBGL, bindings._meshBGL, bindings._shadowBGL] : [sceneBGL, bindings._meshBGL];
284
- const vertModule = device.createShaderModule({ code: composed._vertexWGSL });
285
- const noColorOutput = (features & NO_COLOR_OUTPUT) !== 0;
286
- const esmShadowOutput = (features & ESM_SHADOW_OUTPUT) !== 0;
287
- const fragModule = !sig._colorFormat && !noColorOutput ? null : device.createShaderModule({ code: composed._fragmentWGSL });
288
- const needsBlend = !esmShadowOutput && ((features & HAS_OPACITY_TEXTURE) !== 0 || (features & MATERIAL_ALPHA_BLEND) !== 0);
289
- const colorTarget = noColorOutput ? null : needsBlend ? {
290
- format: sig._colorFormat,
291
- blend: {
292
- color: { srcFactor: "src-alpha", dstFactor: "one-minus-src-alpha" },
293
- alpha: { srcFactor: "one", dstFactor: "one-minus-src-alpha" }
294
- }
295
- } : { format: sig._colorFormat };
296
- const pipeline = device.createRenderPipeline({
297
- layout: device.createPipelineLayout({ bindGroupLayouts: bgls }),
298
- vertex: { module: vertModule, entryPoint: "main", buffers: composed._vertexBufferLayouts },
299
- ...fragModule ? { fragment: { module: fragModule, entryPoint: "main", targets: colorTarget ? [colorTarget] : [] } } : {},
300
- ...sig._depthStencilFormat ? {
301
- depthStencil: {
302
- format: sig._depthStencilFormat,
303
- depthCompare: sig._depthCompare ?? REVERSE_DEPTH_COMPARE,
304
- depthWriteEnabled: noColorOutput || esmShadowOutput || !needsBlend
305
- }
306
- } : {},
307
- multisample: { count: sig._sampleCount },
308
- primitive: { topology: "triangle-list", cullMode: features & DOUBLE_SIDED ? "none" : "back", frontFace: "ccw" }
309
- });
310
- bindings._pipelines.set(key, pipeline);
311
- return pipeline;
312
- }
313
- function createStandardMeshBindGroup(engine, bindings, meshUBO, materialUBO, material) {
314
- var _a;
315
- const device = engine._device;
316
- const features = bindings._features;
317
- const needsUV = (features & NEEDS_UV) !== 0;
318
- const hasDiffuseTex = (features & HAS_DIFFUSE_TEXTURE) !== 0;
319
- const esmShadowOutput = (features & ESM_SHADOW_OUTPUT) !== 0;
320
- let nextBinding = 0;
321
- const entries = [
322
- { binding: nextBinding++, resource: { buffer: meshUBO } },
323
- { binding: nextBinding++, resource: { buffer: materialUBO } }
324
- ];
325
- if (hasDiffuseTex) {
326
- const tex = material.diffuseTexture;
327
- entries.push({ binding: nextBinding++, resource: tex.texture.createView() }, { binding: nextBinding++, resource: tex.sampler });
328
- }
329
- if (needsUV) {
330
- const uvData = new F32(4);
331
- const scaleX = material.uvScale[0];
332
- let scaleY = material.uvScale[1];
333
- let offsetY = 0;
334
- if ((_a = material.diffuseTexture) == null ? void 0 : _a.invertY) {
335
- offsetY = scaleY;
336
- scaleY = -scaleY;
337
- }
338
- uvData[0] = scaleX;
339
- uvData[1] = scaleY;
340
- uvData[2] = 0;
341
- uvData[3] = offsetY;
342
- entries.push({ binding: nextBinding++, resource: { buffer: createUniformBuffer(engine, uvData) } });
343
- }
344
- if (esmShadowOutput) {
345
- entries.push({
346
- binding: nextBinding++,
347
- resource: { buffer: material._esmShadowParamsUBO }
348
- });
349
- }
350
- const sortedExts = _getStdExtsSorted();
351
- for (const ext of sortedExts) {
352
- if (features & ext._feature && ext._bind) {
353
- nextBinding = ext._bind(material, entries, nextBinding);
354
- }
355
- }
356
- return device.createBindGroup({ layout: bindings._meshBGL, entries });
357
- }
358
- function writeStdMaterialData(data, mat, textureLevel) {
359
- const { diffuseColor: dc, specularColor: sc, emissiveColor: ec, ambientColor: ac } = mat;
360
- data[0] = dc[0];
361
- data[1] = dc[1];
362
- data[2] = dc[2];
363
- data[3] = mat.alpha;
364
- data[4] = sc[0];
365
- data[5] = sc[1];
366
- data[6] = sc[2];
367
- data[7] = mat.specularPower;
368
- data[8] = ec[0];
369
- data[9] = ec[1];
370
- data[10] = ec[2];
371
- data[11] = 1 / mat.bumpLevel;
372
- data[12] = ac[0];
373
- data[13] = ac[1];
374
- data[14] = ac[2];
375
- data[15] = textureLevel;
376
- data[16] = mat.ambientTexLevel;
377
- data[17] = mat.lightmapLevel;
378
- data[18] = mat.opacityLevel;
379
- data[19] = mat.alphaCutOff;
380
- data[20] = mat.reflectionLevel;
381
- data[21] = mat.reflectionCoordMode;
382
- }
383
- export {
384
- createStandardMeshBindGroup as a,
385
- getOrCreateStandardPipeline as b,
386
- clearStandardPipelineCache as c,
387
- composeStandardShader as d,
388
- getOrCreateStandardBindings as g,
389
- writeStdMaterialData as w
390
- };
391
- //# sourceMappingURL=standard-pipeline-DXFOUqU_.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"standard-pipeline-DXFOUqU_.js","sources":["../src/material/standard/standard-template.ts","../src/material/standard/standard-pipeline.ts"],"sourcesContent":["/**\n * Standard Base Template\n *\n * Provides the base Standard (Blinn-Phong) shader structure with slot markers.\n * Parameterized by feature configuration (textures, UV, shadow, reflection, fog).\n *\n * The Standard material uses 3 separate UBOs in group 1:\n * binding 0: mesh UBO (world matrix)\n * binding 1: material UBO (colors, levels)\n * Plus optional texture/sampler bindings at fixed slots.\n */\n\nimport type { ShaderTemplate, UboField, VertexAttribute, Varying, BindingDecl } from \"../../shader/fragment-types.js\";\nimport { WGSL_FOG } from \"../../shader/wgsl-helpers.js\";\nimport { MAX_LIGHTS } from \"../../light/types.js\";\nimport { appendMeshLightUboFields, meshLightIndexWGSL } from \"../../render/lights-ubo.js\";\n\nconst STAGE_VERTEX = 0x1;\nconst STAGE_FRAGMENT = 0x2;\n\n// ── Lighting function (always present unless disableLighting) ───\n\nconst LIGHTING_FN = `\nfn computeLighting(viewDir: vec3<f32>, N: vec3<f32>, L: LightEntry, g: f32, P: vec3<f32>) -> array<vec3<f32>, 2> {\nvar lv: vec3<f32>;\nvar a: f32 = 1.0;\nlet t = u32(L.vLightData.w);\nif (t == 3u) {\nlet nl = 0.5 + 0.5 * dot(N, normalize(L.vLightData.xyz));\nlet diff = mix(L.vLightDirection.xyz, L.vLightDiffuse.rgb, nl);\nlet h = normalize(viewDir + normalize(L.vLightData.xyz));\nvar s = pow(max(0.0, dot(N, h)), max(1.0, g));\nreturn array<vec3<f32>, 2>(diff, s * L.vLightSpecular.rgb);\n}\nif (t == 1u) {\nlv = normalize(-L.vLightData.xyz);\n} else {\nlet d = L.vLightData.xyz - P;\na = max(0.0, 1.0 - length(d) / L.vLightDiffuse.a);\nlv = normalize(d);\nif (t == 2u) {\nlet c = max(0.0, dot(L.vLightDirection.xyz, -lv));\nif (c >= L.vLightDirection.w) { a *= max(0.0, pow(c, L.vLightSpecular.a)); } else { a = 0.0; }\n}\n}\nlet nl = max(0.0, dot(N, lv));\nlet diff = nl * L.vLightDiffuse.rgb * a;\nlet h = normalize(viewDir + lv);\nvar s = max(0.0, dot(N, h));\ns = pow(s, max(1.0, g));\nreturn array<vec3<f32>, 2>(diff, s * L.vLightSpecular.rgb * a);\n}\n`;\n\nexport interface StandardTemplateConfig {\n /** @internal */\n readonly _diffuse?: boolean;\n /** @internal UV coordinate channels used */\n readonly _needsUV: boolean;\n /** @internal */\n readonly _needsUV2: boolean;\n /** @internal */\n readonly _diffuseUsesUV2?: boolean;\n /** @internal Disable lighting (unlit material) */\n readonly _disableLighting?: boolean;\n /** @internal Generate a fragment stage that runs discard/alpha-test logic and writes no color. */\n readonly _noColorOutput?: boolean;\n /** @internal Generate a fragment stage that runs discard/alpha-test logic and writes ESM shadow color. */\n readonly _esmShadowOutput?: boolean;\n}\n\n/**\n * Create a Standard material ShaderTemplate from configuration.\n * The template contains slot markers that the composer fills.\n */\nexport function createStandardTemplate(config: StandardTemplateConfig, esmShadowDepthCode = \"\"): ShaderTemplate {\n const { _diffuse, _needsUV, _needsUV2, _diffuseUsesUV2, _disableLighting, _noColorOutput, _esmShadowOutput } = config;\n\n // ── Base vertex attributes ──────────────────────────────────\n const _baseVertexAttributes: VertexAttribute[] = [\n { _name: \"position\", _type: \"vec3<f32>\", _gpuFormat: \"float32x3\", _arrayStride: 12 },\n { _name: \"normal\", _type: \"vec3<f32>\", _gpuFormat: \"float32x3\", _arrayStride: 12 },\n ];\n if (_needsUV) {\n _baseVertexAttributes.push({ _name: \"uv\", _type: \"vec2<f32>\", _gpuFormat: \"float32x2\", _arrayStride: 8 });\n }\n if (_needsUV2) {\n _baseVertexAttributes.push({ _name: \"uv2\", _type: \"vec2<f32>\", _gpuFormat: \"float32x2\", _arrayStride: 8 });\n }\n\n // ── Base varyings ───────────────────────────────────────────\n const _baseVaryings: Varying[] = [\n { _name: \"vp\", _type: \"vec3<f32>\" },\n { _name: \"vn\", _type: \"vec3<f32>\" },\n { _name: \"vf\", _type: \"vec3<f32>\" },\n ];\n if (_needsUV) {\n _baseVaryings.push({ _name: \"vu\", _type: \"vec2<f32>\" });\n }\n if (_needsUV2) {\n _baseVaryings.push({ _name: \"vv\", _type: \"vec2<f32>\" });\n }\n // shadow varyings (vPositionFromLight, vDepthMetric) are provided by std-shadow-fragment\n\n // ── Base UBO fields (mesh = world matrix + affected light indices) ──────────────\n const _baseMeshUboFields: UboField[] = [{ _name: \"world\", _type: \"mat4x4<f32>\" }];\n appendMeshLightUboFields(_baseMeshUboFields);\n\n // ── Base bindings (group 1, starting after mesh UBO at 0) ───\n // Order: material, diffuse*, shadow/UV*, emissive*, bump*, specular*, ambient*, lightmap*, opacity*, reflection*\n // The shadow/UV UBO is placed AFTER diffuse so its auto-assigned binding index\n // matches the conventional slot 5 when diffuse is present (bindings 3,4).\n const _baseBindings: BindingDecl[] = [{ _name: \"mat\", _type: { _kind: \"uniform-buffer\" }, _visibility: STAGE_FRAGMENT }];\n\n if (_diffuse) {\n _baseBindings.push(\n { _name: \"dT\", _type: { _kind: \"texture\", _textureType: \"texture_2d<f32>\" }, _visibility: STAGE_FRAGMENT },\n { _name: \"dS\", _type: { _kind: \"sampler\", _samplerType: \"sampler\" }, _visibility: STAGE_FRAGMENT }\n );\n }\n // UV params UBO — only when UVs are actually emitted.\n if (_needsUV) {\n _baseBindings.push({ _name: \"up\", _type: { _kind: \"uniform-buffer\" }, _visibility: STAGE_VERTEX });\n }\n if (_esmShadowOutput) {\n _baseBindings.push({ _name: \"shadowParams\", _type: { _kind: \"uniform-buffer\" }, _visibility: STAGE_FRAGMENT });\n }\n // bump bindings are provided by the normal-map fragment (not baseBindings)\n // emissive, specular, ambient, lightmap, opacity, reflection bindings\n // are provided by their respective fragments (not baseBindings)\n\n // Shadow map bindings (group 2) are provided by std-shadow-fragment\n\n // ── Vertex template ─────────────────────────────────────────\n\n const uvPassthrough = _needsUV ? `out.vu = uv * up.u.xy + up.u.zw;` : \"\";\n\n const uv2Passthrough = _needsUV2 ? `out.vv = uv2;` : \"\";\n\n // Vertex UBO struct definitions (must be before binding declarations)\n const vertexUboStructs = _needsUV ? `struct upUniforms { u: vec4<f32>, }` : \"\";\n\n const _vertexTemplate = `/*SU*/\n/*MU*/\n@group(1) @binding(0) var<uniform> mesh: MeshUniforms;\n${vertexUboStructs}\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>(position, 1.0);\nout.vp = worldPos4.xyz;\nlet normalWorld = mat3x3<f32>(finalWorld[0].xyz, finalWorld[1].xyz, finalWorld[2].xyz);\nout.vn = normalize(normalWorld * normal);\nout.clipPos = scene.viewProjection * worldPos4;\nout.vf = (scene.view * worldPos4).xyz;\n${uvPassthrough}\n${uv2Passthrough}\n/*VB*/\nreturn out;\n}`;\n\n // ── Fragment template ────────────────────────────────────────\n\n const lightsStructs = `\nstruct LightEntry { vLightData: vec4<f32>, vLightDiffuse: vec4<f32>, vLightSpecular: vec4<f32>, vLightDirection: vec4<f32> };\nstruct lightsUniforms { count: u32, _p0: u32, _p1: u32, _p2: u32, lights: array<LightEntry, ${MAX_LIGHTS}> };\n@group(0) @binding(1) var<uniform> lights: lightsUniforms;\n`;\n\n const materialStruct = `\nstruct matUniforms {\ndc: vec4<f32>,\nsc: vec4<f32>,\nec: vec3<f32>,\nbs: f32,\nac: vec3<f32>,\ntl: f32,\nambTexLvl: f32,\nlmLvl: f32,\nopLvl: f32,\naCut: f32,\nrLvl: f32,\nrCm: f32,\n_0: f32,\n_1: f32,\n};\n`;\n\n const helpers = _disableLighting ? WGSL_FOG : WGSL_FOG + LIGHTING_FN;\n // reflection, shadow, bump helpers are provided by their respective fragments\n\n // Main fragment body — mirrors old composeFragmentShader exactly\n const doubleSidedEntry = `@fragment fn main(input: FragmentInput)${_noColorOutput ? \"\" : \" -> @location(0) vec4<f32>\"} {`;\n\n // View direction\n const viewDirCode = !_disableLighting ? `let viewDirectionW = normalize(scene.vEyePosition.xyz - input.vp);` : \"\";\n\n // Normal computation — fragment can override via AC slot\n const normalCode = _disableLighting ? \"\" : `var normalW = normalize(input.vn);`;\n\n // Opacity — default from material alpha, fragment can modify via AT\n const opacityCode = `var alpha = mat.dc.a;`;\n\n // Base color + alpha test. Texture alpha used for discard only (not blended into output alpha),\n // matching BJS ALPHATEST without ALPHAFROMDIFFUSE.\n const baseColorCode = _diffuse\n ? `let _ds = textureSample(dT, dS, ${_diffuseUsesUV2 ? \"input.vv\" : \"input.vu\"});\nif (_ds.a < mat.aCut) { discard; }\nvar baseColor = _ds.rgb * mat.tl;`\n : `var baseColor = vec3<f32>(1.0, 1.0, 1.0);`;\n\n // Diffuse color + emissive + specular — defaults, fragments can override via AT\n const diffuseColorCode = `let diffuseColor = mat.dc.rgb;`;\n const emissiveCode = `var emissiveContrib = mat.ec;`;\n const specularColorCode = !_disableLighting ? `var specularColor = mat.sc.rgb;` : \"\";\n // Lighting block (only when lighting enabled)\n let lightingBlock: string;\n if (!_disableLighting) {\n // Shadow — default to 1.0, fragment overrides via AD slot\n // shadowFactors array is populated by std-shadow-fragment (one per light index)\n lightingBlock = `var glossiness = mat.sc.a;\nvar diffuseBase = vec3<f32>(0.0);\nvar specularBase = vec3<f32>(0.0);\nvar shadowFactors = array<f32, ${MAX_LIGHTS}>(${new Array(MAX_LIGHTS).fill(\"1.0\").join(\", \")});\nvar baseAmbientColor = vec3<f32>(1.0, 1.0, 1.0);\nvar reflectionColor = vec3<f32>(0.0);\nlet lc = min(mesh.lc, ${MAX_LIGHTS}u);\n/*AD*/\nfor (var li = 0u; li < lc; li++) {\nlet lightIndex = mli(li);\nlet r = computeLighting(viewDirectionW, normalW, lights.lights[lightIndex], glossiness, input.vp);\nlet sf = shadowFactors[lightIndex];\ndiffuseBase += r[0] * sf;\nspecularBase += r[1] * sf;\n}\nlet finalDiffuse = clamp(diffuseBase * diffuseColor + emissiveContrib + mat.ac, vec3<f32>(0.0), vec3<f32>(1.0)) * baseColor;\nlet finalSpecular = specularBase * specularColor;\nvar color = vec4<f32>(finalDiffuse * baseAmbientColor + finalSpecular + reflectionColor, alpha);`;\n } else {\n lightingBlock = `var color = vec4<f32>(clamp(emissiveContrib * diffuseColor, vec3<f32>(0.0), vec3<f32>(1.0)) * baseColor, alpha);`;\n }\n\n const _fragmentTemplate = `/*SU*/\n${lightsStructs}\n${materialStruct}\n${_esmShadowOutput ? \"struct shadowParamsUniforms { biasAndScale: vec4<f32>, depthValues: vec4<f32>, }\" : \"\"}\n/*MU*/\n@group(1) @binding(0) var<uniform> mesh: MeshUniforms;\n${!_disableLighting ? meshLightIndexWGSL(\"mesh\") : \"\"}\n${helpers}\n/*HF*/\n/*FB*/\n/*FI*/\n${doubleSidedEntry}\n/*SV*/\n${viewDirCode}\n${normalCode}\n/*AC*/\n${opacityCode}\n${baseColorCode}\n${diffuseColorCode}\n${emissiveCode}\n${specularColorCode}\n/*AT*/\n${_noColorOutput ? \"return;\" : _esmShadowOutput ? esmShadowDepthCode : \"\"}\n${lightingBlock}\n/*BC*/\ncolor = vec4<f32>(max(color.rgb, vec3<f32>(0.0)), color.a);\nif (scene.vFogInfos.x > 0.0) {\nlet fog = calcFogFactor(input.vf);\ncolor = vec4<f32>(mix(scene.vFogColor.rgb, color.rgb, fog), color.a);\n}\n/*BA*/\n${_noColorOutput ? \"\" : \"return color;\"}\n}`;\n\n return {\n _vertexTemplate,\n _fragmentTemplate,\n _baseMeshUboFields,\n _baseVertexAttributes,\n _baseVaryings,\n _baseBindings,\n };\n}\n","/** Dynamic StandardMaterial pipeline builder — creates and caches GPU render\n * pipelines based on per-material feature flags.\n *\n * Feature flags (bitmask):\n * HAS_DIFFUSE_TEXTURE — diffuse texture sampling + UV attribute\n * HAS_EMISSIVE_TEXTURE — emissive texture sampling + UV attribute\n * Derived flag (computed automatically):\n * NEEDS_UV = HAS_DIFFUSE_TEXTURE | HAS_EMISSIVE_TEXTURE\n *\n * Pipelines are cached per (features, format, msaaSamples) tuple.\n * Shared scene UBO layout is identical across all variants (176 bytes). */\n\nimport { F32 } from \"../../engine/typed-arrays.js\";\nimport type { EngineContext } from \"../../engine/engine.js\";\nimport type { RenderTargetSignature } from \"../../engine/render-target.js\";\nimport type { StandardMaterialProps } from \"./standard-material.js\";\nimport { _standardFeatureKey } from \"./standard-material.js\";\nimport { getSceneBindGroupLayout, clearSceneBGLCache } from \"../../render/scene-helpers.js\";\nimport { createStandardTemplate } from \"./standard-template.js\";\nimport { composeShader } from \"../../shader/shader-composer.js\";\nimport type { ComposedShader, ShaderFragment } from \"../../shader/fragment-types.js\";\nimport { createUniformBuffer } from \"../../resource/gpu-buffers.js\";\nimport { REVERSE_DEPTH_COMPARE, targetSignatureKey } from \"../../engine/render-target.js\";\nimport {\n DIFFUSE_USES_UV2,\n DISABLE_LIGHTING,\n DOUBLE_SIDED,\n HAS_DIFFUSE_TEXTURE,\n HAS_OPACITY_TEXTURE,\n MATERIAL_ALPHA_BLEND,\n NEEDS_UV,\n NEEDS_UV2,\n NO_COLOR_OUTPUT,\n ESM_SHADOW_OUTPUT,\n _getStdExtsSorted,\n} from \"./standard-flags.js\";\nimport { MSH_RECEIVE_SHADOWS } from \"../mesh-features.js\";\n\n// ─── Composer Path (Phase 1) ────────────────────────────────────────\n// Converts feature bitmask → StandardTemplateConfig → ComposedShader.\n// This produces identical WGSL to the old string-builder path but via\n// the generic composer, enabling fragment-based extensions in Phase 2.\n\n/** Compose Standard shader via the generic ShaderComposer.\n * @param fragments - Optional extra fragments (e.g. thin-instance). */\nexport function composeStandardShader(features: number, _meshFeatures = 0, fragments: ShaderFragment[] = [], esmShadowDepthCode = \"\"): ComposedShader {\n const has = (bit: number) => (features & bit) !== 0;\n const template = createStandardTemplate(\n {\n _diffuse: has(HAS_DIFFUSE_TEXTURE),\n _needsUV: has(NEEDS_UV),\n _needsUV2: has(NEEDS_UV2),\n _diffuseUsesUV2: has(DIFFUSE_USES_UV2),\n _disableLighting: has(DISABLE_LIGHTING),\n _noColorOutput: has(NO_COLOR_OUTPUT),\n _esmShadowOutput: has(ESM_SHADOW_OUTPUT),\n },\n esmShadowDepthCode\n );\n return composeShader(template, fragments);\n}\n\n// ─── Shader Bindings (sig-independent) ──────────────────────────────\n\n/** Cached per-(features, fragments) shader bindings: BGLs + composed shader +\n * per-sig pipeline cache. Created once at renderable build time, shared across\n * all sig-specific pipelines. */\nexport interface StandardShaderBindings {\n /** @internal */\n _features: number;\n /** @internal */\n _meshFeatures: number;\n /** @internal */\n _meshBGL: GPUBindGroupLayout;\n /** @internal */\n _shadowBGL: GPUBindGroupLayout | null;\n /** @internal */\n _composed: ComposedShader;\n /** @internal Per-sig pipeline cache. Key = `targetSignatureKey(sig)`. */\n _pipelines: Map<string, GPURenderPipeline>;\n}\n\n// ─── Caches ─────────────────────────────────────────────────────────\n\n/** Per-(features:fk) shader bindings cache (sig-independent). */\nconst _bindingsCache = new Map<string, StandardShaderBindings>();\nlet _composedCache: Map<string, ComposedShader> | null = null;\nlet _cachedDevice: GPUDevice | null = null;\n\nfunction getComposedCache(): Map<string, ComposedShader> {\n if (!_composedCache) {\n _composedCache = new Map();\n }\n return _composedCache;\n}\n\nfunction ensureDevice(engine: EngineContext): void {\n if (_cachedDevice !== engine._device) {\n _bindingsCache.clear();\n _composedCache?.clear();\n clearSceneBGLCache();\n _cachedDevice = engine._device;\n }\n}\n\n/** Clear the pipeline cache. Must be called when a GPU device is destroyed. */\nexport function clearStandardPipelineCache(): void {\n _bindingsCache.clear();\n _composedCache?.clear();\n clearSceneBGLCache();\n _cachedDevice = null;\n}\n\n/** Get-or-build the sig-independent shader bindings for a given feature/fragment set.\n * Used at renderable build time so per-mesh bind groups can be created BEFORE the\n * first bind() call (when sig is known). */\nexport function getOrCreateStandardBindings(\n engine: EngineContext,\n features: number,\n meshFeatures: number,\n fragments: ShaderFragment[] = [],\n shaderKey = \"\",\n esmShadowDepthCode = \"\"\n): StandardShaderBindings {\n ensureDevice(engine);\n const key = _standardFeatureKey(features, meshFeatures, shaderKey);\n const cached = _bindingsCache.get(key);\n if (cached) {\n return cached;\n }\n\n const cc = getComposedCache();\n let composed = cc.get(key);\n if (!composed) {\n composed = composeStandardShader(features, meshFeatures, fragments, esmShadowDepthCode);\n cc.set(key, composed);\n }\n\n const device = engine._device;\n const meshBGL = device.createBindGroupLayout(composed._meshBGLDescriptor);\n let shadowBGL: GPUBindGroupLayout | null = null;\n const hasShadow = (meshFeatures & MSH_RECEIVE_SHADOWS) !== 0;\n if (hasShadow && composed._shadowBGLDescriptor) {\n shadowBGL = device.createBindGroupLayout(composed._shadowBGLDescriptor);\n }\n\n const bindings: StandardShaderBindings = {\n _features: features,\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 a sig-specific pipeline on top of a shader bindings. Called at bind() time. */\nexport function getOrCreateStandardPipeline(engine: EngineContext, sig: RenderTargetSignature, bindings: StandardShaderBindings): 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 composed = bindings._composed;\n const features = bindings._features;\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 = (features & NO_COLOR_OUTPUT) !== 0;\n const esmShadowOutput = (features & ESM_SHADOW_OUTPUT) !== 0;\n const fragModule = !sig._colorFormat && !noColorOutput ? null : device.createShaderModule({ code: composed._fragmentWGSL });\n\n const needsBlend = !esmShadowOutput && ((features & HAS_OPACITY_TEXTURE) !== 0 || (features & MATERIAL_ALPHA_BLEND) !== 0);\n const colorTarget: GPUColorTargetState | null = noColorOutput\n ? null\n : needsBlend\n ? {\n format: sig._colorFormat!,\n blend: {\n color: { srcFactor: \"src-alpha\", dstFactor: \"one-minus-src-alpha\" },\n alpha: { srcFactor: \"one\", dstFactor: \"one-minus-src-alpha\" },\n },\n }\n : { format: sig._colorFormat! };\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: colorTarget ? [colorTarget] : [] } } : {}),\n ...(sig._depthStencilFormat\n ? {\n depthStencil: {\n format: sig._depthStencilFormat,\n depthCompare: sig._depthCompare ?? REVERSE_DEPTH_COMPARE,\n depthWriteEnabled: noColorOutput || esmShadowOutput || !needsBlend,\n },\n }\n : {}),\n multisample: { count: sig._sampleCount },\n primitive: { topology: \"triangle-list\", cullMode: features & DOUBLE_SIDED ? \"none\" : \"back\", frontFace: \"ccw\" },\n });\n\n bindings._pipelines.set(key, pipeline);\n return pipeline;\n}\n\n// ─── Per-Mesh GPU Setup ─────────────────────────────────────────────\n\n/** Build the per-mesh material bind group (group 1). The mesh UBO\n * and material UBO are created/owned by the caller — this\n * function only assembles the bind group entries that match the composer's\n * binding layout.\n *\n * Mirrors `createPbrMeshBindGroup` in pbr-pipeline.ts. */\nexport function createStandardMeshBindGroup(\n engine: EngineContext,\n bindings: StandardShaderBindings,\n meshUBO: GPUBuffer,\n materialUBO: GPUBuffer,\n material: StandardMaterialProps\n): GPUBindGroup {\n const device = engine._device;\n const features = bindings._features;\n const needsUV = (features & NEEDS_UV) !== 0;\n const hasDiffuseTex = (features & HAS_DIFFUSE_TEXTURE) !== 0;\n const esmShadowOutput = (features & ESM_SHADOW_OUTPUT) !== 0;\n\n // Sequential numbering matches composer output.\n let nextBinding = 0;\n const entries: GPUBindGroupEntry[] = [\n { binding: nextBinding++, resource: { buffer: meshUBO } },\n { binding: nextBinding++, resource: { buffer: materialUBO } },\n ];\n\n if (hasDiffuseTex) {\n const tex = material.diffuseTexture!;\n entries.push({ binding: nextBinding++, resource: tex.texture.createView() }, { binding: nextBinding++, resource: tex.sampler });\n }\n\n // UV params UBO (only when UVs are actually emitted).\n if (needsUV) {\n const uvData = new F32(4);\n const scaleX = material.uvScale[0];\n let scaleY = material.uvScale[1];\n let offsetY = 0;\n // Flip V for y-down source data (e.g. basis/compressed textures).\n // uv * (sx, sy) + (ox, oy) with vFlip becomes uv.xy * (sx, -sy) + (ox, sy+oy).\n if (material.diffuseTexture?.invertY) {\n offsetY = scaleY;\n scaleY = -scaleY;\n }\n uvData[0] = scaleX;\n uvData[1] = scaleY;\n uvData[2] = 0;\n uvData[3] = offsetY;\n entries.push({ binding: nextBinding++, resource: { buffer: createUniformBuffer(engine, uvData) } });\n }\n\n if (esmShadowOutput) {\n entries.push({\n binding: nextBinding++,\n resource: { buffer: (material as StandardMaterialProps & { readonly _esmShadowParamsUBO: GPUBuffer })._esmShadowParamsUBO },\n });\n }\n\n // Fragment-contributed bindings — iterate ext registry in alphabetical id order\n // to match composer's fragment sort order.\n const sortedExts = _getStdExtsSorted();\n for (const ext of sortedExts) {\n if (features & ext._feature && ext._bind) {\n nextBinding = ext._bind(material, entries, nextBinding);\n }\n }\n\n return device.createBindGroup({ layout: bindings._meshBGL, entries });\n}\n\n// ─── Internal Helpers ───────────────────────────────────────────────\n\n/** Write standard material properties into a pre-allocated Float32Array (24 floats). */\nexport function writeStdMaterialData(data: Float32Array, mat: StandardMaterialProps, textureLevel: number): void {\n const { diffuseColor: dc, specularColor: sc, emissiveColor: ec, ambientColor: ac } = mat;\n data[0] = dc[0];\n data[1] = dc[1];\n data[2] = dc[2];\n data[3] = mat.alpha;\n data[4] = sc[0];\n data[5] = sc[1];\n data[6] = sc[2];\n data[7] = mat.specularPower;\n data[8] = ec[0];\n data[9] = ec[1];\n data[10] = ec[2];\n data[11] = 1.0 / mat.bumpLevel;\n data[12] = ac[0];\n data[13] = ac[1];\n data[14] = ac[2];\n data[15] = textureLevel;\n data[16] = mat.ambientTexLevel;\n data[17] = mat.lightmapLevel;\n data[18] = mat.opacityLevel;\n data[19] = mat.alphaCutOff;\n data[20] = mat.reflectionLevel;\n data[21] = 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The same single-mesh\n * function is reused by the material-swap path. */\n\nimport { F32 } from \"../../engine/typed-arrays.js\";\nimport type { EngineContext } from \"../../engine/engine.js\";\nimport type { SceneContext } from \"../../scene/scene.js\";\nimport type { Mesh } from \"../../mesh/mesh.js\";\nimport type { Renderable, MeshGroupBuildResult } from \"../../render/renderable.js\";\nimport { collectStdBoundTextures } from \"./collect-std-bound-textures.js\";\nimport type { StandardMaterialProps } from \"./standard-material.js\";\nimport { _computeStandardMaterialFeatures, _standardShaderVariantKey } from \"./standard-material.js\";\nimport { acquireTexture, releaseTexture, clearSamplerCache } from \"../../resource/gpu-pool.js\";\nimport { createUniformBuffer } from \"../../resource/gpu-buffers.js\";\nimport { getOrCreateStandardBindings, getOrCreateStandardPipeline, createStandardMeshBindGroup, clearStandardPipelineCache, writeStdMaterialData } from \"./standard-pipeline.js\";\nimport { ESM_SHADOW_OUTPUT, NO_COLOR_OUTPUT, NEEDS_UV, NEEDS_UV2, HAS_OPACITY_TEXTURE, _getStdExts } from \"./standard-flags.js\";\nimport type { ShaderFragment } from \"../../shader/fragment-types.js\";\nimport type { ShadowGenerator } from \"../../shadow/shadow-generator.js\";\nimport { writeMeshLightSelection } from \"../../render/lights-ubo.js\";\nimport type { Material, MaterialRenderFeatures } from \"../material.js\";\nimport { _computeMeshFeatures, MSH_HAS_INSTANCE_COLOR, MSH_HAS_THIN_INSTANCES, MSH_RECEIVE_SHADOWS } from \"../mesh-features.js\";\nimport { packMat4IntoF32 } from \"../../math/pack-mat4-into-f32.js\";\n\n/** Scratch buffer for material UBO writes (24 floats = 96 bytes). Reused across\n * every Standard renderable since binding updates are single-threaded per frame. */\nconst _stdMatScratch = new F32(24);\n\n/** Thin instance GPU sync callback type — loaded dynamically only when needed. */\ntype ThinInstanceSync = (\n engine: EngineContext,\n ti: any,\n pass: GPURenderPassEncoder | GPURenderBundleEncoder,\n slot: number,\n hasColor: boolean,\n drawBuffers?: import(\"../../mesh/thin-instance-gpu.js\").ThinInstanceDrawBuffers | null\n) => number;\n\n/** Fragment factories passed from the async group builder. */\nexport interface StdFragmentFactories {\n tiSync?: ThinInstanceSync;\n tiFragment?: (hasColor: boolean) => ShaderFragment;\n shadowFragment?: (shadowLights: import(\"./fragments/std-shadow-fragment.js\").ShadowLightSlot[]) => ShaderFragment;\n /** Present only when the scene has at least one culling-enabled thin-instance mesh. */\n cull?: typeof import(\"../../mesh/thin-instance-cull-binding.js\");\n}\n\n/** Build Renderable(s) + a SceneUniformUpdater for a set of standard meshes.\n * The `rebuildSingle` closure is reused later (via `_rebuildSingle` on the group\n * builder) for material swaps + per-pass material overrides. */\nexport function buildStandardMeshRenderables(scene: SceneContext, meshes: Mesh[], factories: StdFragmentFactories): MeshGroupBuildResult {\n const engine = scene.surface.engine;\n const device = engine._device;\n const { tiSync, tiFragment, shadowFragment, cull } = factories;\n\n // Collect per-light shadow info.\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\n // All receiving meshes in this build share the same shadow generators,\n // so keying the shadow BG by `bindings._shadowBGL` alone is correct.\n const shadowBGCache = new Map<GPUBindGroupLayout, GPUBindGroup>();\n // Closure used both for the initial per-mesh build below AND for later\n // material-swap / per-pass-override rebuilds (set on standardGroupBuilder._rebuildSingle).\n const rebuildSingle = (s: SceneContext, mesh: Mesh, materialOverride?: Material): Renderable => {\n const mat = (materialOverride ?? mesh.material) as StandardMaterialProps;\n const renderFeatures = (mat._renderFeatures ??= { features: _computeStandardMaterialFeatures(mat) }) as MaterialRenderFeatures;\n const isOverride = materialOverride != null;\n const features = renderFeatures.features;\n const shadowOutput = (features & (NO_COLOR_OUTPUT | ESM_SHADOW_OUTPUT)) !== 0;\n const receiveShadows = !shadowOutput && mesh.receiveShadows && hasSomeShadows;\n const meshFeatures = _computeMeshFeatures(mesh, receiveShadows);\n // Build per-feature fragment list (deduped via pipeline cache).\n const frags: ShaderFragment[] = [];\n for (const ext of _getStdExts().values()) {\n if (features & ext._feature) {\n const f = ext._frag(features);\n if (f) {\n frags.push(f);\n }\n }\n }\n let shaderKey = \"\";\n if (meshFeatures & MSH_RECEIVE_SHADOWS && shadowFragment) {\n const slots = shadowLights.map((sl) => ({ lightIndex: sl.lightIndex, shadowType: sl.shadowType }));\n shaderKey = _standardShaderVariantKey(slots);\n frags.push(shadowFragment(slots));\n }\n if (meshFeatures & MSH_HAS_THIN_INSTANCES && tiFragment) {\n const hasColor = !!(meshFeatures & MSH_HAS_INSTANCE_COLOR);\n const tiFrag = tiFragment(hasColor);\n if (hasColor) {\n // Standard applies instance color to final color (BC), not to baseColor (AT) like PBR.\n const { _fragmentSlots: _fragmentSlots, ...rest } = tiFrag;\n frags.push({\n ...rest,\n _fragmentSlots: {\n BC: `color = vec4<f32>(color.rgb * input.vInstanceColor.rgb, color.a * input.vInstanceColor.a);`,\n },\n });\n } else {\n frags.push(tiFrag);\n }\n }\n const esmShadowDepthCode = (features & ESM_SHADOW_OUTPUT) !== 0 ? (mat as StandardMaterialProps & { readonly _esmShadowDepthCode: string })._esmShadowDepthCode : \"\";\n const bindings = getOrCreateStandardBindings(engine, features, meshFeatures, frags, shaderKey, esmShadowDepthCode);\n\n const meshShadowGens = receiveShadows ? shadowLights.map((sl) => sl.gen) : [];\n\n const meshUboData = new F32(bindings._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 const textureLevel = (features & NEEDS_UV) !== 0 ? 1.0 : 0;\n const matData = new F32(24);\n writeStdMaterialData(matData, mat, textureLevel);\n const materialUBO = createUniformBuffer(engine, matData);\n const meshBindGroup = createStandardMeshBindGroup(engine, bindings, meshUBO, materialUBO, mat);\n\n // Shadow bind group (group 2) — shared across receiving meshes via shadowBGCache.\n let shadowBindGroup: GPUBindGroup | null = null;\n if (meshShadowGens.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 sg of meshShadowGens) {\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 needsUV = (features & NEEDS_UV) !== 0;\n const needsUV2 = (features & NEEDS_UV2) !== 0;\n const hasThinInstances = (meshFeatures & MSH_HAS_THIN_INSTANCES) !== 0;\n const hasInstanceColor = (meshFeatures & MSH_HAS_INSTANCE_COLOR) !== 0;\n const isTransparent = !shadowOutput && ((features & HAS_OPACITY_TEXTURE) !== 0 || mat.alpha < 1);\n\n const boundTextures = collectStdBoundTextures(mat);\n for (const t of boundTextures) {\n acquireTexture(t);\n }\n s._meshDisposables.set(mesh, [\n () => {\n for (const t of boundTextures) {\n releaseTexture(t);\n }\n },\n ]);\n\n let _lastWorldVersion = mesh.worldMatrixVersion;\n let _lastLightsCount = s.lights.length;\n const sortCenter = [mesh.worldMatrix[12]!, mesh.worldMatrix[13]!, mesh.worldMatrix[14]!] as [number, number, number];\n const _baseUpdate = (): void => {\n const worldVersion = mesh.worldMatrixVersion;\n if (worldVersion !== _lastWorldVersion || s.lights.length !== _lastLightsCount) {\n sortCenter[0] = mesh.worldMatrix[12]!;\n sortCenter[1] = mesh.worldMatrix[13]!;\n sortCenter[2] = mesh.worldMatrix[14]!;\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 _stdMatScratch.fill(0);\n writeStdMaterialData(_stdMatScratch, mat, textureLevel);\n device.queue.writeBuffer(materialUBO, 0, _stdMatScratch.buffer, 0, 96);\n }\n };\n // FO-version wrapper applied only when the engine has floating-origin\n // on. The wrapper lives in the dynamic-imported `floating-origin.ts`\n // module and is the sole owner of `_lastFoVersion` tracking. For\n // non-LWR engines `_wrapRenderableForFO` is undefined and `update`\n // is the bare closure — no FO bytes in the closure body.\n const _invalidate = (): void => {\n _lastWorldVersion = -1;\n };\n const update = engine._wrapRenderableForFO?.(_baseUpdate, s as SceneContext, _invalidate) ?? _baseUpdate;\n\n const draw = (pass: GPURenderPassEncoder | GPURenderBundleEncoder, cullBinding?: import(\"../../mesh/thin-instance-cull-binding.js\").TiCullBinding): number => {\n // For per-pass material overrides, skip the mesh.material === mat guard\n // because the override material is intentionally not the mesh's current one.\n if (!isOverride && mesh.material !== mat) {\n return 0;\n }\n const g = mesh._gpu;\n let slot = 0;\n const vb = g._vbLayout;\n pass.setVertexBuffer(slot++, g.positionBuffer, vb?._p?._offset);\n pass.setVertexBuffer(slot++, g.normalBuffer, vb?._n?._offset);\n if (needsUV) {\n pass.setVertexBuffer(slot++, g.uvBuffer, vb?._u?._offset);\n }\n if (needsUV2 && g.uv2Buffer) {\n pass.setVertexBuffer(slot++, g.uv2Buffer, vb?._u2?._offset);\n }\n\n const ti = hasThinInstances ? mesh.thinInstances : null;\n if (ti && tiSync) {\n slot = tiSync(engine, ti, pass, slot, hasInstanceColor, cullBinding?.cullDrawBufs);\n }\n\n pass.setIndexBuffer(g.indexBuffer, g.indexFormat);\n pass.setBindGroup(1, meshBindGroup);\n if (receiveShadows && shadowBindGroup) {\n pass.setBindGroup(2, shadowBindGroup);\n }\n if (cullBinding) {\n cullBinding.draw(pass, g.indexCount, ti!.count);\n } else if (ti && ti.count > 0) {\n pass.drawIndexed(g.indexCount, ti.count);\n } else {\n pass.drawIndexed(g.indexCount);\n }\n return 1;\n };\n\n const r: Renderable = {\n order: mesh.renderOrder ?? (isTransparent ? 200 : 100),\n isTransparent,\n mesh,\n bind(eng, sig) {\n const pipeline = getOrCreateStandardPipeline(eng as EngineContext, sig, bindings);\n // Opaque-only GPU culling (opt-in): tryBind gates on opt-in + transparency, returns the per-binding cull lifecycle.\n const cb = cull?.tryBind(r, s, mesh, engine, hasInstanceColor, isTransparent, update);\n return {\n renderable: r,\n pipeline,\n update: cb ? cb.update : update,\n draw: (pass) => draw(pass, cb),\n };\n },\n };\n r._worldCenter = sortCenter;\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 () => clearStandardPipelineCache(),\n () => clearSamplerCache(engine)\n );\n\n return { renderables, rebuildSingle 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@@ -1,48 +0,0 @@
1
- const WGSL_PERTURB_NORMAL = `
2
- fn perturbNormal(vNormalW: vec3<f32>, positionW: vec3<f32>, uv: vec2<f32>, bumpScale: f32) -> vec3<f32> {
3
- let normalSample = textureSample(bT, bS, uv).rgb * 2.0 - 1.0;
4
- let N = normalize(vNormalW) * bumpScale;
5
- let dp1 = dpdx(positionW);
6
- let dp2 = -dpdy(positionW);
7
- let duv1 = dpdx(uv);
8
- let duv2 = -dpdy(uv);
9
- let dp2perp = cross(dp2, N);
10
- let dp1perp = cross(N, dp1);
11
- var tangent = dp2perp * duv1.x + dp1perp * duv2.x;
12
- var bitangent = dp2perp * duv1.y + dp1perp * duv2.y;
13
- let det = max(dot(tangent, tangent), dot(bitangent, bitangent));
14
- let invmax = select(inverseSqrt(det), 0.0, det == 0.0);
15
- let cotangentFrame = mat3x3<f32>(tangent * invmax, bitangent * invmax, N);
16
- return normalize(cotangentFrame * normalSample);
17
- }
18
- `;
19
- const WGSL_FOG = `
20
- const E_FOG: f32 = 2.71828;
21
- fn calcFogFactor(fogDistance: vec3<f32>) -> f32 {
22
- var fogCoeff: f32 = 1.0;
23
- let fogMode = scene.vFogInfos.x;
24
- let fogStart = scene.vFogInfos.y;
25
- let fogEnd = scene.vFogInfos.z;
26
- let fogDensity = scene.vFogInfos.w;
27
- let dist = length(fogDistance);
28
- if (fogMode == 3.0) { fogCoeff = (fogEnd - dist) / (fogEnd - fogStart); }
29
- else if (fogMode == 1.0) { fogCoeff = 1.0 / pow(E_FOG, dist * fogDensity); }
30
- else if (fogMode == 2.0) { fogCoeff = 1.0 / pow(E_FOG, dist * dist * fogDensity * fogDensity); }
31
- return clamp(fogCoeff, 0.0, 1.0);
32
- }
33
- `;
34
- const WGSL_DITHER = `
35
- fn dither(seed: vec2<f32>, varianceAmount: f32) -> f32 {
36
- let rand = fract(sin(dot(seed, vec2<f32>(12.9898, 78.233))) * 43758.5453);
37
- let normVariance = varianceAmount / 255.0;
38
- return mix(-normVariance, normVariance, rand);
39
- }
40
- `;
41
- const WGSL_NO_DITHER = "fn dither(a:vec2<f32>,b:f32)->f32{return 0.0;}";
42
- export {
43
- WGSL_PERTURB_NORMAL as W,
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- WGSL_FOG as a,
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- WGSL_DITHER as b,
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- WGSL_NO_DITHER as c
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- };
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- //# sourceMappingURL=wgsl-helpers-D8sl1VVA.js.map
@@ -1 +0,0 @@
1
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