@certe/atmos-renderer 0.1.0

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Files changed (204) hide show
  1. package/LICENCE +674 -0
  2. package/README.md +166 -0
  3. package/dist/bloom-pass.d.ts +29 -0
  4. package/dist/bloom-pass.d.ts.map +1 -0
  5. package/dist/bloom-pass.js +173 -0
  6. package/dist/bloom-pass.js.map +1 -0
  7. package/dist/bloom-shader.d.ts +9 -0
  8. package/dist/bloom-shader.d.ts.map +1 -0
  9. package/dist/bloom-shader.js +69 -0
  10. package/dist/bloom-shader.js.map +1 -0
  11. package/dist/bounds.d.ts +10 -0
  12. package/dist/bounds.d.ts.map +1 -0
  13. package/dist/bounds.js +37 -0
  14. package/dist/bounds.js.map +1 -0
  15. package/dist/camera.d.ts +31 -0
  16. package/dist/camera.d.ts.map +1 -0
  17. package/dist/camera.js +53 -0
  18. package/dist/camera.js.map +1 -0
  19. package/dist/depth-prepass.d.ts +24 -0
  20. package/dist/depth-prepass.d.ts.map +1 -0
  21. package/dist/depth-prepass.js +107 -0
  22. package/dist/depth-prepass.js.map +1 -0
  23. package/dist/directional-light.d.ts +23 -0
  24. package/dist/directional-light.d.ts.map +1 -0
  25. package/dist/directional-light.js +36 -0
  26. package/dist/directional-light.js.map +1 -0
  27. package/dist/frustum.d.ts +15 -0
  28. package/dist/frustum.d.ts.map +1 -0
  29. package/dist/frustum.js +51 -0
  30. package/dist/frustum.js.map +1 -0
  31. package/dist/fullscreen-quad.d.ts +8 -0
  32. package/dist/fullscreen-quad.d.ts.map +1 -0
  33. package/dist/fullscreen-quad.js +30 -0
  34. package/dist/fullscreen-quad.js.map +1 -0
  35. package/dist/geometry.d.ts +28 -0
  36. package/dist/geometry.d.ts.map +1 -0
  37. package/dist/geometry.js +245 -0
  38. package/dist/geometry.js.map +1 -0
  39. package/dist/grid-renderer.d.ts +10 -0
  40. package/dist/grid-renderer.d.ts.map +1 -0
  41. package/dist/grid-renderer.js +77 -0
  42. package/dist/grid-renderer.js.map +1 -0
  43. package/dist/grid-shader.d.ts +3 -0
  44. package/dist/grid-shader.d.ts.map +1 -0
  45. package/dist/grid-shader.js +89 -0
  46. package/dist/grid-shader.js.map +1 -0
  47. package/dist/index.d.ts +64 -0
  48. package/dist/index.d.ts.map +1 -0
  49. package/dist/index.js +45 -0
  50. package/dist/index.js.map +1 -0
  51. package/dist/light.d.ts +59 -0
  52. package/dist/light.d.ts.map +1 -0
  53. package/dist/light.js +184 -0
  54. package/dist/light.js.map +1 -0
  55. package/dist/material-asset.d.ts +19 -0
  56. package/dist/material-asset.d.ts.map +1 -0
  57. package/dist/material-asset.js +30 -0
  58. package/dist/material-asset.js.map +1 -0
  59. package/dist/material.d.ts +50 -0
  60. package/dist/material.d.ts.map +1 -0
  61. package/dist/material.js +48 -0
  62. package/dist/material.js.map +1 -0
  63. package/dist/mesh-renderer.d.ts +43 -0
  64. package/dist/mesh-renderer.d.ts.map +1 -0
  65. package/dist/mesh-renderer.js +162 -0
  66. package/dist/mesh-renderer.js.map +1 -0
  67. package/dist/mesh.d.ts +16 -0
  68. package/dist/mesh.d.ts.map +1 -0
  69. package/dist/mesh.js +33 -0
  70. package/dist/mesh.js.map +1 -0
  71. package/dist/mipmap-generator.d.ts +7 -0
  72. package/dist/mipmap-generator.d.ts.map +1 -0
  73. package/dist/mipmap-generator.js +96 -0
  74. package/dist/mipmap-generator.js.map +1 -0
  75. package/dist/pbr-wgsl.d.ts +12 -0
  76. package/dist/pbr-wgsl.d.ts.map +1 -0
  77. package/dist/pbr-wgsl.js +159 -0
  78. package/dist/pbr-wgsl.js.map +1 -0
  79. package/dist/pipeline.d.ts +13 -0
  80. package/dist/pipeline.d.ts.map +1 -0
  81. package/dist/pipeline.js +77 -0
  82. package/dist/pipeline.js.map +1 -0
  83. package/dist/point-light.d.ts +16 -0
  84. package/dist/point-light.d.ts.map +1 -0
  85. package/dist/point-light.js +22 -0
  86. package/dist/point-light.js.map +1 -0
  87. package/dist/point-shadow-pass.d.ts +24 -0
  88. package/dist/point-shadow-pass.d.ts.map +1 -0
  89. package/dist/point-shadow-pass.js +192 -0
  90. package/dist/point-shadow-pass.js.map +1 -0
  91. package/dist/point-shadow-shader.d.ts +12 -0
  92. package/dist/point-shadow-shader.d.ts.map +1 -0
  93. package/dist/point-shadow-shader.js +52 -0
  94. package/dist/point-shadow-shader.js.map +1 -0
  95. package/dist/register-builtins.d.ts +2 -0
  96. package/dist/register-builtins.d.ts.map +1 -0
  97. package/dist/register-builtins.js +98 -0
  98. package/dist/register-builtins.js.map +1 -0
  99. package/dist/render-system.d.ts +99 -0
  100. package/dist/render-system.d.ts.map +1 -0
  101. package/dist/render-system.js +476 -0
  102. package/dist/render-system.js.map +1 -0
  103. package/dist/scene-depth.d.ts +36 -0
  104. package/dist/scene-depth.d.ts.map +1 -0
  105. package/dist/scene-depth.js +183 -0
  106. package/dist/scene-depth.js.map +1 -0
  107. package/dist/shader.d.ts +3 -0
  108. package/dist/shader.d.ts.map +1 -0
  109. package/dist/shader.js +144 -0
  110. package/dist/shader.js.map +1 -0
  111. package/dist/shadow-fragment-wgsl.d.ts +13 -0
  112. package/dist/shadow-fragment-wgsl.d.ts.map +1 -0
  113. package/dist/shadow-fragment-wgsl.js +205 -0
  114. package/dist/shadow-fragment-wgsl.js.map +1 -0
  115. package/dist/shadow-manager.d.ts +46 -0
  116. package/dist/shadow-manager.d.ts.map +1 -0
  117. package/dist/shadow-manager.js +259 -0
  118. package/dist/shadow-manager.js.map +1 -0
  119. package/dist/shadow-pass.d.ts +31 -0
  120. package/dist/shadow-pass.d.ts.map +1 -0
  121. package/dist/shadow-pass.js +135 -0
  122. package/dist/shadow-pass.js.map +1 -0
  123. package/dist/shadow-shader.d.ts +10 -0
  124. package/dist/shadow-shader.d.ts.map +1 -0
  125. package/dist/shadow-shader.js +24 -0
  126. package/dist/shadow-shader.js.map +1 -0
  127. package/dist/shadow-uniforms.d.ts +38 -0
  128. package/dist/shadow-uniforms.d.ts.map +1 -0
  129. package/dist/shadow-uniforms.js +97 -0
  130. package/dist/shadow-uniforms.js.map +1 -0
  131. package/dist/skinned-geometry.d.ts +14 -0
  132. package/dist/skinned-geometry.d.ts.map +1 -0
  133. package/dist/skinned-geometry.js +23 -0
  134. package/dist/skinned-geometry.js.map +1 -0
  135. package/dist/skinned-mesh-renderer.d.ts +54 -0
  136. package/dist/skinned-mesh-renderer.d.ts.map +1 -0
  137. package/dist/skinned-mesh-renderer.js +177 -0
  138. package/dist/skinned-mesh-renderer.js.map +1 -0
  139. package/dist/skinned-pipeline.d.ts +16 -0
  140. package/dist/skinned-pipeline.d.ts.map +1 -0
  141. package/dist/skinned-pipeline.js +112 -0
  142. package/dist/skinned-pipeline.js.map +1 -0
  143. package/dist/skinned-shader.d.ts +7 -0
  144. package/dist/skinned-shader.d.ts.map +1 -0
  145. package/dist/skinned-shader.js +52 -0
  146. package/dist/skinned-shader.js.map +1 -0
  147. package/dist/skinned-shadow-shader.d.ts +6 -0
  148. package/dist/skinned-shadow-shader.d.ts.map +1 -0
  149. package/dist/skinned-shadow-shader.js +31 -0
  150. package/dist/skinned-shadow-shader.js.map +1 -0
  151. package/dist/spot-light.d.ts +24 -0
  152. package/dist/spot-light.d.ts.map +1 -0
  153. package/dist/spot-light.js +41 -0
  154. package/dist/spot-light.js.map +1 -0
  155. package/dist/spot-shadow-pass.d.ts +36 -0
  156. package/dist/spot-shadow-pass.d.ts.map +1 -0
  157. package/dist/spot-shadow-pass.js +144 -0
  158. package/dist/spot-shadow-pass.js.map +1 -0
  159. package/dist/ssao-pass.d.ts +37 -0
  160. package/dist/ssao-pass.d.ts.map +1 -0
  161. package/dist/ssao-pass.js +208 -0
  162. package/dist/ssao-pass.js.map +1 -0
  163. package/dist/ssao-shader.d.ts +9 -0
  164. package/dist/ssao-shader.d.ts.map +1 -0
  165. package/dist/ssao-shader.js +120 -0
  166. package/dist/ssao-shader.js.map +1 -0
  167. package/dist/terrain-mesh-renderer.d.ts +39 -0
  168. package/dist/terrain-mesh-renderer.d.ts.map +1 -0
  169. package/dist/terrain-mesh-renderer.js +131 -0
  170. package/dist/terrain-mesh-renderer.js.map +1 -0
  171. package/dist/terrain-pipeline.d.ts +17 -0
  172. package/dist/terrain-pipeline.d.ts.map +1 -0
  173. package/dist/terrain-pipeline.js +70 -0
  174. package/dist/terrain-pipeline.js.map +1 -0
  175. package/dist/terrain-shader.d.ts +10 -0
  176. package/dist/terrain-shader.d.ts.map +1 -0
  177. package/dist/terrain-shader.js +154 -0
  178. package/dist/terrain-shader.js.map +1 -0
  179. package/dist/texture.d.ts +20 -0
  180. package/dist/texture.d.ts.map +1 -0
  181. package/dist/texture.js +87 -0
  182. package/dist/texture.js.map +1 -0
  183. package/dist/tonemap-pass.d.ts +22 -0
  184. package/dist/tonemap-pass.d.ts.map +1 -0
  185. package/dist/tonemap-pass.js +125 -0
  186. package/dist/tonemap-pass.js.map +1 -0
  187. package/dist/unlit-pipeline.d.ts +12 -0
  188. package/dist/unlit-pipeline.d.ts.map +1 -0
  189. package/dist/unlit-pipeline.js +59 -0
  190. package/dist/unlit-pipeline.js.map +1 -0
  191. package/dist/unlit-shader.d.ts +3 -0
  192. package/dist/unlit-shader.d.ts.map +1 -0
  193. package/dist/unlit-shader.js +33 -0
  194. package/dist/unlit-shader.js.map +1 -0
  195. package/dist/webgpu-device.d.ts +13 -0
  196. package/dist/webgpu-device.d.ts.map +1 -0
  197. package/dist/webgpu-device.js +70 -0
  198. package/dist/webgpu-device.js.map +1 -0
  199. package/dist/wireframe-pipeline.d.ts +7 -0
  200. package/dist/wireframe-pipeline.d.ts.map +1 -0
  201. package/dist/wireframe-pipeline.js +72 -0
  202. package/dist/wireframe-pipeline.js.map +1 -0
  203. package/package.json +28 -0
  204. package/src/index.ts +87 -0
@@ -0,0 +1,259 @@
1
+ /**
2
+ * ShadowManager — owns all shadow pass state and orchestrates multi-shadow
3
+ * rendering for up to 2 dir, 2 point, and 4 spot shadow casters.
4
+ */
5
+ import { Mat4 } from '@certe/atmos-math';
6
+ import { DirectionalShadowPassPair } from './shadow-pass.js';
7
+ import { PointShadowPass } from './point-shadow-pass.js';
8
+ import { SpotShadowPass } from './spot-shadow-pass.js';
9
+ import { SHADOW_UNIFORM_SIZE, MAX_DIR_SHADOW_SLOTS, MAX_POINT_SHADOW_SLOTS, MAX_SPOT_SHADOW_SLOTS, SHADOW_SLOT_NONE, createDummyShadowResources, } from './shadow-uniforms.js';
10
+ const _posScratch = new Float32Array(3);
11
+ const _spotDirScratch = new Float32Array(3);
12
+ const _pointCandidates = [];
13
+ const _spotCandidates = [];
14
+ const _dirCandidates = [];
15
+ export class ShadowManager {
16
+ _device;
17
+ _objectBGL;
18
+ _shadowBGL;
19
+ _dirPairs = [null, null];
20
+ _pointPasses = [null, null];
21
+ _spotPasses = [null, null, null, null];
22
+ _uniformBuffer = null;
23
+ _uniformData = new ArrayBuffer(SHADOW_UNIFORM_SIZE);
24
+ _bindGroup = null;
25
+ _dummy = null;
26
+ _dirty = true;
27
+ _dirSlotLights = [null, null];
28
+ _pointSlotLights = [null, null];
29
+ _spotSlotLights = [null, null, null, null];
30
+ _dirVP0 = Array.from({ length: MAX_DIR_SHADOW_SLOTS }, () => Mat4.create());
31
+ _dirVP1 = Array.from({ length: MAX_DIR_SHADOW_SLOTS }, () => Mat4.create());
32
+ constructor(device, objectBGL, shadowBGL) {
33
+ this._device = device;
34
+ this._objectBGL = objectBGL;
35
+ this._shadowBGL = shadowBGL;
36
+ }
37
+ update(encoder, scene, cameraEye, sceneLights, extraDraw, computeCascadeVP) {
38
+ if (!this._dummy)
39
+ this._dummy = createDummyShadowResources(this._device, this._shadowBGL);
40
+ const dirSlots = this._selectDirLights(sceneLights);
41
+ const pointSlots = this._selectClosest(sceneLights.pointComponents, sceneLights.pointCount, cameraEye, MAX_POINT_SHADOW_SLOTS, _pointCandidates);
42
+ const spotSlots = this._selectClosest(sceneLights.spotComponents, sceneLights.spotCount, cameraEye, MAX_SPOT_SHADOW_SLOTS, _spotCandidates);
43
+ this._syncDirPasses(dirSlots);
44
+ this._syncPointPasses(pointSlots);
45
+ this._syncSpotPasses(spotSlots);
46
+ this._executeDirPasses(encoder, scene, dirSlots, cameraEye, extraDraw, computeCascadeVP);
47
+ this._executePointPasses(encoder, scene, pointSlots, extraDraw);
48
+ this._executeSpotPasses(encoder, scene, spotSlots, extraDraw);
49
+ this._writeUniforms(dirSlots, pointSlots, spotSlots, sceneLights);
50
+ if (this._dirty) {
51
+ this._buildBindGroup();
52
+ this._dirty = false;
53
+ }
54
+ return { bindGroup: this._bindGroup };
55
+ }
56
+ /** Select up to MAX_DIR_SHADOW_SLOTS dir lights by highest intensity. */
57
+ _selectDirLights(sceneLights) {
58
+ _dirCandidates.length = 0;
59
+ for (let i = 0; i < sceneLights.dirCount; i++) {
60
+ const dl = sceneLights.dirComponents[i];
61
+ if (dl.castShadows)
62
+ _dirCandidates.push({ light: dl, intensity: dl.intensity });
63
+ }
64
+ _dirCandidates.sort((a, b) => b.intensity - a.intensity);
65
+ const result = new Array(MAX_DIR_SHADOW_SLOTS).fill(null);
66
+ for (let s = 0; s < MAX_DIR_SHADOW_SLOTS && s < _dirCandidates.length; s++) {
67
+ result[s] = _dirCandidates[s].light;
68
+ }
69
+ return result;
70
+ }
71
+ _selectClosest(components, count, cameraEye, maxSlots, buf) {
72
+ buf.length = 0;
73
+ const cx = cameraEye[0], cy = cameraEye[1], cz = cameraEye[2];
74
+ for (let i = 0; i < count; i++) {
75
+ const c = components[i];
76
+ if (!c.castShadows)
77
+ continue;
78
+ c.getWorldPosition(_posScratch);
79
+ const dx = _posScratch[0] - cx, dy = _posScratch[1] - cy, dz = _posScratch[2] - cz;
80
+ buf.push({ light: c, dist2: dx * dx + dy * dy + dz * dz });
81
+ }
82
+ buf.sort((a, b) => a.dist2 - b.dist2);
83
+ const result = new Array(maxSlots).fill(null);
84
+ for (let s = 0; s < maxSlots && s < buf.length; s++)
85
+ result[s] = buf[s].light;
86
+ return result;
87
+ }
88
+ /* ── pass lifecycle ───────────────────────────────────────────── */
89
+ _syncSlot(i, want, passes, slotLights, create) {
90
+ if (want && !passes[i]) {
91
+ passes[i] = create();
92
+ this._dirty = true;
93
+ }
94
+ else if (!want && passes[i]) {
95
+ passes[i].destroy();
96
+ passes[i] = null;
97
+ this._dirty = true;
98
+ }
99
+ if (slotLights[i] !== want) {
100
+ slotLights[i] = want;
101
+ this._dirty = true;
102
+ }
103
+ }
104
+ _syncDirPasses(slots) {
105
+ for (let i = 0; i < MAX_DIR_SHADOW_SLOTS; i++)
106
+ this._syncSlot(i, slots[i], this._dirPairs, this._dirSlotLights, () => new DirectionalShadowPassPair(this._device, this._objectBGL, slots[i].shadowResolution));
107
+ }
108
+ _syncPointPasses(slots) {
109
+ for (let i = 0; i < MAX_POINT_SHADOW_SLOTS; i++)
110
+ this._syncSlot(i, slots[i], this._pointPasses, this._pointSlotLights, () => new PointShadowPass(this._device, this._objectBGL, slots[i].shadowResolution));
111
+ }
112
+ _syncSpotPasses(slots) {
113
+ for (let i = 0; i < MAX_SPOT_SHADOW_SLOTS; i++)
114
+ this._syncSlot(i, slots[i], this._spotPasses, this._spotSlotLights, () => new SpotShadowPass(this._device, this._objectBGL, slots[i].shadowResolution));
115
+ }
116
+ /* ── pass execution ───────────────────────────────────────────── */
117
+ _executeDirPasses(enc, scene, slots, eye, extra, cascadeVP) {
118
+ for (let i = 0; i < MAX_DIR_SHADOW_SLOTS; i++) {
119
+ const dl = slots[i];
120
+ const pair = this._dirPairs[i];
121
+ if (!dl || !pair)
122
+ continue;
123
+ cascadeVP(this._dirVP0[i], dl, eye, dl.shadowSize, dl.shadowDistance);
124
+ cascadeVP(this._dirVP1[i], dl, eye, dl.shadowFarSize, dl.shadowFarDistance);
125
+ pair.execute(enc, scene, this._dirVP0[i], this._dirVP1[i], extra);
126
+ }
127
+ }
128
+ _executePointPasses(enc, scene, slots, extra) {
129
+ for (let i = 0; i < MAX_POINT_SHADOW_SLOTS; i++) {
130
+ const pl = slots[i];
131
+ const pass = this._pointPasses[i];
132
+ if (!pl || !pass)
133
+ continue;
134
+ pl.getWorldPosition(_posScratch);
135
+ pass.execute(enc, scene, _posScratch, pl.range, extra);
136
+ }
137
+ }
138
+ _executeSpotPasses(enc, scene, slots, extra) {
139
+ for (let i = 0; i < MAX_SPOT_SHADOW_SLOTS; i++) {
140
+ const sl = slots[i];
141
+ const pass = this._spotPasses[i];
142
+ if (!sl || !pass)
143
+ continue;
144
+ sl.getWorldPosition(_posScratch);
145
+ sl.getWorldDirection(_spotDirScratch);
146
+ pass.execute(enc, scene, _posScratch, _spotDirScratch, sl.outerAngle, sl.range, extra);
147
+ }
148
+ }
149
+ /* ── uniform buffer ───────────────────────────────────────────── */
150
+ _writeUniforms(dirSlots, pointSlots, spotSlots, sceneLights) {
151
+ const f32 = new Float32Array(this._uniformData);
152
+ const u32 = new Uint32Array(this._uniformData);
153
+ f32.fill(0);
154
+ // DirShadowSlot[2]: offset 0, 160B each = 40 floats each
155
+ for (let i = 0; i < MAX_DIR_SHADOW_SLOTS; i++) {
156
+ const dl = dirSlots[i];
157
+ if (!dl)
158
+ continue;
159
+ const b = i * 40;
160
+ f32.set(this._dirVP0[i], b);
161
+ f32.set(this._dirVP1[i], b + 16);
162
+ f32[b + 32] = 0.002;
163
+ u32[b + 33] = 1;
164
+ f32[b + 34] = dl.shadowIntensity;
165
+ f32[b + 35] = dl.shadowSize * 0.9;
166
+ f32[b + 36] = dl.shadowSize * 0.3;
167
+ }
168
+ // PointShadowSlot[2]: offset 320B = 80 floats, 32B each = 8 floats each
169
+ for (let i = 0; i < MAX_POINT_SHADOW_SLOTS; i++) {
170
+ const pl = pointSlots[i];
171
+ if (!pl)
172
+ continue;
173
+ const b = 80 + i * 8;
174
+ pl.getWorldPosition(_posScratch);
175
+ f32[b] = _posScratch[0];
176
+ f32[b + 1] = _posScratch[1];
177
+ f32[b + 2] = _posScratch[2];
178
+ f32[b + 3] = pl.range;
179
+ f32[b + 4] = 0.007;
180
+ u32[b + 5] = 1;
181
+ f32[b + 6] = pl.shadowIntensity;
182
+ }
183
+ // SpotShadowSlot[4]: offset 384B = 96 floats, 96B each = 24 floats each
184
+ for (let i = 0; i < MAX_SPOT_SHADOW_SLOTS; i++) {
185
+ const sl = spotSlots[i];
186
+ if (!sl)
187
+ continue;
188
+ const b = 96 + i * 24;
189
+ const pass = this._spotPasses[i];
190
+ if (pass)
191
+ f32.set(pass.getViewProjection(), b);
192
+ sl.getWorldPosition(_posScratch);
193
+ f32[b + 16] = _posScratch[0];
194
+ f32[b + 17] = _posScratch[1];
195
+ f32[b + 18] = _posScratch[2];
196
+ f32[b + 19] = sl.range;
197
+ f32[b + 20] = 0.002;
198
+ u32[b + 21] = 1;
199
+ f32[b + 22] = sl.shadowIntensity;
200
+ }
201
+ // Light-to-slot maps: offset 768B = float index 192
202
+ const m = 192;
203
+ for (let i = 0; i < 12; i++)
204
+ u32[m + i] = SHADOW_SLOT_NONE;
205
+ this._writeSlotMap(u32, m, dirSlots, sceneLights.dirComponents, sceneLights.dirCount, MAX_DIR_SHADOW_SLOTS);
206
+ this._writeSlotMap(u32, m + 4, pointSlots, sceneLights.pointComponents, sceneLights.pointCount, MAX_POINT_SHADOW_SLOTS);
207
+ this._writeSlotMap(u32, m + 8, spotSlots, sceneLights.spotComponents, sceneLights.spotCount, MAX_SPOT_SHADOW_SLOTS);
208
+ if (!this._uniformBuffer) {
209
+ this._uniformBuffer = this._device.createBuffer({
210
+ size: SHADOW_UNIFORM_SIZE, usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
211
+ });
212
+ this._dirty = true;
213
+ }
214
+ this._device.queue.writeBuffer(this._uniformBuffer, 0, this._uniformData);
215
+ }
216
+ _writeSlotMap(u32, base, slots, components, count, maxSlots) {
217
+ for (let slot = 0; slot < maxSlots; slot++) {
218
+ if (!slots[slot])
219
+ continue;
220
+ for (let li = 0; li < count; li++) {
221
+ if (components[li] === slots[slot]) {
222
+ u32[base + li] = slot;
223
+ break;
224
+ }
225
+ }
226
+ }
227
+ }
228
+ /* ── bind group ───────────────────────────────────────────────── */
229
+ _buildBindGroup() {
230
+ const d = this._dummy;
231
+ const entries = [
232
+ { binding: 0, resource: { buffer: this._uniformBuffer } },
233
+ { binding: 1, resource: d.sampler },
234
+ ];
235
+ // 2–3: dir cascade 0
236
+ for (let i = 0; i < MAX_DIR_SHADOW_SLOTS; i++)
237
+ entries.push({ binding: 2 + i, resource: this._dirPairs[i]?.cascade0View ?? d.dummy2DView });
238
+ // 4–5: dir cascade 1
239
+ for (let i = 0; i < MAX_DIR_SHADOW_SLOTS; i++)
240
+ entries.push({ binding: 4 + i, resource: this._dirPairs[i]?.cascade1View ?? d.dummy2DView });
241
+ // 6–7: point cubemaps
242
+ for (let i = 0; i < MAX_POINT_SHADOW_SLOTS; i++)
243
+ entries.push({ binding: 6 + i, resource: this._pointPasses[i]?.cubeMapView ?? d.dummyCubeView });
244
+ // 8–11: spot depth maps
245
+ for (let i = 0; i < MAX_SPOT_SHADOW_SLOTS; i++)
246
+ entries.push({ binding: 8 + i, resource: this._spotPasses[i]?.shadowMapView ?? d.dummy2DView });
247
+ this._bindGroup = this._device.createBindGroup({ layout: this._shadowBGL, entries });
248
+ }
249
+ destroy() {
250
+ for (const p of this._dirPairs)
251
+ p?.destroy();
252
+ for (const p of this._pointPasses)
253
+ p?.destroy();
254
+ for (const p of this._spotPasses)
255
+ p?.destroy();
256
+ this._uniformBuffer?.destroy();
257
+ }
258
+ }
259
+ //# sourceMappingURL=shadow-manager.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,31 @@
1
+ import type { Scene } from '@certe/atmos-core';
2
+ import type { Mat4Type } from '@certe/atmos-math';
3
+ export declare class DirectionalShadowPass {
4
+ private readonly _device;
5
+ private readonly _pipeline;
6
+ private readonly _lightVPBuffer;
7
+ private readonly _lightVPBindGroup;
8
+ private readonly _depthTexture;
9
+ private readonly _sampler;
10
+ readonly shadowMapView: GPUTextureView;
11
+ readonly resolution: number;
12
+ get lightVPBuffer(): GPUBuffer;
13
+ get shadowSampler(): GPUSampler;
14
+ constructor(device: GPUDevice, objectBindGroupLayout: GPUBindGroupLayout, resolution?: number);
15
+ execute(encoder: GPUCommandEncoder, scene: Scene, lightVP: Mat4Type, extraDraw?: (pass: GPURenderPassEncoder) => void): void;
16
+ destroy(): void;
17
+ }
18
+ /**
19
+ * Wraps a pair of DirectionalShadowPass (cascade 0 near + cascade 1 far)
20
+ * for a single directional light shadow slot.
21
+ */
22
+ export declare class DirectionalShadowPassPair {
23
+ private readonly _cascade0;
24
+ private readonly _cascade1;
25
+ constructor(device: GPUDevice, objectBGL: GPUBindGroupLayout, resolution: number);
26
+ get cascade0View(): GPUTextureView;
27
+ get cascade1View(): GPUTextureView;
28
+ execute(encoder: GPUCommandEncoder, scene: Scene, vp0: Mat4Type, vp1: Mat4Type, extraDraw?: (pass: GPURenderPassEncoder) => void): void;
29
+ destroy(): void;
30
+ }
31
+ //# sourceMappingURL=shadow-pass.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shadow-pass.d.ts","sourceRoot":"","sources":["../src/shadow-pass.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,KAAK,EAAE,MAAM,mBAAmB,CAAC;AAC/C,OAAO,KAAK,EAAE,QAAQ,EAAE,MAAM,mBAAmB,CAAC;AAOlD,qBAAa,qBAAqB;IAChC,OAAO,CAAC,QAAQ,CAAC,OAAO,CAAY;IACpC,OAAO,CAAC,QAAQ,CAAC,SAAS,CAAoB;IAC9C,OAAO,CAAC,QAAQ,CAAC,cAAc,CAAY;IAC3C,OAAO,CAAC,QAAQ,CAAC,iBAAiB,CAAe;IACjD,OAAO,CAAC,QAAQ,CAAC,aAAa,CAAa;IAC3C,OAAO,CAAC,QAAQ,CAAC,QAAQ,CAAa;IACtC,QAAQ,CAAC,aAAa,EAAE,cAAc,CAAC;IACvC,QAAQ,CAAC,UAAU,EAAE,MAAM,CAAC;IAE5B,IAAI,aAAa,IAAI,SAAS,CAE7B;IAED,IAAI,aAAa,IAAI,UAAU,CAE9B;gBAGC,MAAM,EAAE,SAAS,EACjB,qBAAqB,EAAE,kBAAkB,EACzC,UAAU,SAAqB;IAwEjC,OAAO,CACL,OAAO,EAAE,iBAAiB,EAAE,KAAK,EAAE,KAAK,EAAE,OAAO,EAAE,QAAQ,EAC3D,SAAS,CAAC,EAAE,CAAC,IAAI,EAAE,oBAAoB,KAAK,IAAI,GAC/C,IAAI;IA+BP,OAAO,IAAI,IAAI;CAIhB;AAED;;;GAGG;AACH,qBAAa,yBAAyB;IACpC,OAAO,CAAC,QAAQ,CAAC,SAAS,CAAwB;IAClD,OAAO,CAAC,QAAQ,CAAC,SAAS,CAAwB;gBAEtC,MAAM,EAAE,SAAS,EAAE,SAAS,EAAE,kBAAkB,EAAE,UAAU,EAAE,MAAM;IAKhF,IAAI,YAAY,IAAI,cAAc,CAAyC;IAC3E,IAAI,YAAY,IAAI,cAAc,CAAyC;IAE3E,OAAO,CACL,OAAO,EAAE,iBAAiB,EAAE,KAAK,EAAE,KAAK,EACxC,GAAG,EAAE,QAAQ,EAAE,GAAG,EAAE,QAAQ,EAC5B,SAAS,CAAC,EAAE,CAAC,IAAI,EAAE,oBAAoB,KAAK,IAAI,GAC/C,IAAI;IAKP,OAAO,IAAI,IAAI;CAIhB"}
@@ -0,0 +1,135 @@
1
+ import { SHADOW_VERTEX_SHADER } from './shadow-shader.js';
2
+ import { VERTEX_STRIDE_BYTES } from './geometry.js';
3
+ import { MeshRenderer } from './mesh-renderer.js';
4
+ const DEFAULT_RESOLUTION = 2048;
5
+ export class DirectionalShadowPass {
6
+ _device;
7
+ _pipeline;
8
+ _lightVPBuffer;
9
+ _lightVPBindGroup;
10
+ _depthTexture;
11
+ _sampler;
12
+ shadowMapView;
13
+ resolution;
14
+ get lightVPBuffer() {
15
+ return this._lightVPBuffer;
16
+ }
17
+ get shadowSampler() {
18
+ return this._sampler;
19
+ }
20
+ constructor(device, objectBindGroupLayout, resolution = DEFAULT_RESOLUTION) {
21
+ this._device = device;
22
+ this.resolution = resolution;
23
+ // Light VP uniform buffer (64 bytes = mat4x4)
24
+ this._lightVPBuffer = device.createBuffer({
25
+ size: 64,
26
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
27
+ });
28
+ // Bind group layout for group 1 (lightVP only)
29
+ const lightVPBGL = device.createBindGroupLayout({
30
+ entries: [
31
+ { binding: 0, visibility: GPUShaderStage.VERTEX, buffer: { type: 'uniform' } },
32
+ ],
33
+ });
34
+ this._lightVPBindGroup = device.createBindGroup({
35
+ layout: lightVPBGL,
36
+ entries: [
37
+ { binding: 0, resource: { buffer: this._lightVPBuffer } },
38
+ ],
39
+ });
40
+ // Shadow depth texture
41
+ this._depthTexture = device.createTexture({
42
+ size: [resolution, resolution],
43
+ format: 'depth32float',
44
+ usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.TEXTURE_BINDING,
45
+ });
46
+ this.shadowMapView = this._depthTexture.createView();
47
+ // Comparison sampler (nearest: depth32float doesn't support linear without float32-filterable)
48
+ this._sampler = device.createSampler({
49
+ compare: 'less',
50
+ });
51
+ // Shadow render pipeline (depth-only, no fragment shader)
52
+ const shaderModule = device.createShaderModule({ code: SHADOW_VERTEX_SHADER });
53
+ const pipelineLayout = device.createPipelineLayout({
54
+ bindGroupLayouts: [objectBindGroupLayout, lightVPBGL],
55
+ });
56
+ this._pipeline = device.createRenderPipeline({
57
+ layout: pipelineLayout,
58
+ vertex: {
59
+ module: shaderModule,
60
+ entryPoint: 'main',
61
+ buffers: [
62
+ {
63
+ arrayStride: VERTEX_STRIDE_BYTES,
64
+ attributes: [
65
+ { shaderLocation: 0, offset: 0, format: 'float32x3' },
66
+ ],
67
+ },
68
+ ],
69
+ },
70
+ primitive: {
71
+ topology: 'triangle-list',
72
+ cullMode: 'back',
73
+ },
74
+ depthStencil: {
75
+ depthWriteEnabled: true,
76
+ depthCompare: 'less',
77
+ format: 'depth32float',
78
+ depthBias: 2,
79
+ depthBiasSlopeScale: 2.0,
80
+ },
81
+ });
82
+ }
83
+ execute(encoder, scene, lightVP, extraDraw) {
84
+ this._device.queue.writeBuffer(this._lightVPBuffer, 0, lightVP);
85
+ const pass = encoder.beginRenderPass({
86
+ colorAttachments: [],
87
+ depthStencilAttachment: {
88
+ view: this.shadowMapView,
89
+ depthClearValue: 1.0,
90
+ depthLoadOp: 'clear',
91
+ depthStoreOp: 'store',
92
+ },
93
+ });
94
+ pass.setPipeline(this._pipeline);
95
+ pass.setBindGroup(1, this._lightVPBindGroup);
96
+ for (const obj of scene.getAllObjects()) {
97
+ const mr = obj.getComponent(MeshRenderer);
98
+ if (mr && mr.enabled && mr.castShadow && mr.mesh && mr.bindGroup) {
99
+ pass.setBindGroup(0, mr.bindGroup);
100
+ pass.setVertexBuffer(0, mr.mesh.vertexBuffer);
101
+ pass.setIndexBuffer(mr.mesh.indexBuffer, mr.mesh.indexFormat);
102
+ pass.drawIndexed(mr.mesh.indexCount);
103
+ }
104
+ }
105
+ extraDraw?.(pass);
106
+ pass.end();
107
+ }
108
+ destroy() {
109
+ this._depthTexture.destroy();
110
+ this._lightVPBuffer.destroy();
111
+ }
112
+ }
113
+ /**
114
+ * Wraps a pair of DirectionalShadowPass (cascade 0 near + cascade 1 far)
115
+ * for a single directional light shadow slot.
116
+ */
117
+ export class DirectionalShadowPassPair {
118
+ _cascade0;
119
+ _cascade1;
120
+ constructor(device, objectBGL, resolution) {
121
+ this._cascade0 = new DirectionalShadowPass(device, objectBGL, resolution);
122
+ this._cascade1 = new DirectionalShadowPass(device, objectBGL, resolution);
123
+ }
124
+ get cascade0View() { return this._cascade0.shadowMapView; }
125
+ get cascade1View() { return this._cascade1.shadowMapView; }
126
+ execute(encoder, scene, vp0, vp1, extraDraw) {
127
+ this._cascade0.execute(encoder, scene, vp0, extraDraw);
128
+ this._cascade1.execute(encoder, scene, vp1, extraDraw);
129
+ }
130
+ destroy() {
131
+ this._cascade0.destroy();
132
+ this._cascade1.destroy();
133
+ }
134
+ }
135
+ //# sourceMappingURL=shadow-pass.js.map
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@@ -0,0 +1,10 @@
1
+ /**
2
+ * Depth-only vertex shader for shadow passes.
3
+ *
4
+ * Reads object.model from group 0 (the per-object uniform buffer, offset 64)
5
+ * and multiplies by lightVP from group 1. No fragment shader — depth-only pipeline.
6
+ *
7
+ * Reusable: cube shadow passes can use this with 6 different lightVP matrices.
8
+ */
9
+ export declare const SHADOW_VERTEX_SHADER = "\nstruct ObjectUniforms {\n mvp: mat4x4<f32>,\n model: mat4x4<f32>,\n normalMatrix: mat4x4<f32>,\n};\n\n@group(0) @binding(0) var<uniform> object: ObjectUniforms;\n@group(1) @binding(0) var<uniform> lightVP: mat4x4<f32>;\n\n@vertex\nfn main(@location(0) position: vec3<f32>) -> @builtin(position) vec4<f32> {\n return lightVP * object.model * vec4<f32>(position, 1.0);\n}\n";
10
+ //# sourceMappingURL=shadow-shader.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shadow-shader.d.ts","sourceRoot":"","sources":["../src/shadow-shader.ts"],"names":[],"mappings":"AAAA;;;;;;;GAOG;AACH,eAAO,MAAM,oBAAoB,8XAchC,CAAC"}
@@ -0,0 +1,24 @@
1
+ /**
2
+ * Depth-only vertex shader for shadow passes.
3
+ *
4
+ * Reads object.model from group 0 (the per-object uniform buffer, offset 64)
5
+ * and multiplies by lightVP from group 1. No fragment shader — depth-only pipeline.
6
+ *
7
+ * Reusable: cube shadow passes can use this with 6 different lightVP matrices.
8
+ */
9
+ export const SHADOW_VERTEX_SHADER = /* wgsl */ `
10
+ struct ObjectUniforms {
11
+ mvp: mat4x4<f32>,
12
+ model: mat4x4<f32>,
13
+ normalMatrix: mat4x4<f32>,
14
+ };
15
+
16
+ @group(0) @binding(0) var<uniform> object: ObjectUniforms;
17
+ @group(1) @binding(0) var<uniform> lightVP: mat4x4<f32>;
18
+
19
+ @vertex
20
+ fn main(@location(0) position: vec3<f32>) -> @builtin(position) vec4<f32> {
21
+ return lightVP * object.model * vec4<f32>(position, 1.0);
22
+ }
23
+ `;
24
+ //# sourceMappingURL=shadow-shader.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shadow-shader.js","sourceRoot":"","sources":["../src/shadow-shader.ts"],"names":[],"mappings":"AAAA;;;;;;;GAOG;AACH,MAAM,CAAC,MAAM,oBAAoB,GAAG,UAAU,CAAA;;;;;;;;;;;;;;CAc7C,CAAC"}
@@ -0,0 +1,38 @@
1
+ /**
2
+ * Shadow mapping shared constants and bind group layout factories.
3
+ *
4
+ * Group 2 layout (main pass) — 12 bindings, 10 sampled textures:
5
+ * binding 0: uniform buffer (816 bytes)
6
+ * binding 1: comparison sampler
7
+ * binding 2–3: dir cascade 0 depth maps (slots 0–1)
8
+ * binding 4–5: dir cascade 1 depth maps (slots 0–1)
9
+ * binding 6–7: point cubemaps (slots 0–1)
10
+ * binding 8–11: spot depth maps (slots 0–3)
11
+ *
12
+ * Combined with group 1's 3 material textures = 13 per-stage sampled textures
13
+ * (WebGPU maxSampledTexturesPerShaderStage limit is 16).
14
+ *
15
+ * Uniform layout (816 bytes):
16
+ * 0–319 DirShadowSlot[2] (160B each)
17
+ * 320–383 PointShadowSlot[2] (32B each)
18
+ * 384–767 SpotShadowSlot[4] (96B each)
19
+ * 768–783 dirLightToSlot vec4<u32>
20
+ * 784–799 pointLightToSlot vec4<u32>
21
+ * 800–815 spotLightToSlot vec4<u32>
22
+ */
23
+ export declare const SHADOW_UNIFORM_SIZE = 816;
24
+ export declare const MAX_DIR_SHADOW_SLOTS = 2;
25
+ export declare const MAX_POINT_SHADOW_SLOTS = 2;
26
+ export declare const MAX_SPOT_SHADOW_SLOTS = 4;
27
+ /** Sentinel u32 value indicating no shadow slot for a light index. */
28
+ export declare const SHADOW_SLOT_NONE = 4294967295;
29
+ export declare function createShadowBindGroupLayout(device: GPUDevice): GPUBindGroupLayout;
30
+ export interface DummyShadowResources {
31
+ uniformBuffer: GPUBuffer;
32
+ dummy2DView: GPUTextureView;
33
+ dummyCubeView: GPUTextureView;
34
+ sampler: GPUSampler;
35
+ bindGroup: GPUBindGroup;
36
+ }
37
+ export declare function createDummyShadowResources(device: GPUDevice, layout: GPUBindGroupLayout): DummyShadowResources;
38
+ //# sourceMappingURL=shadow-uniforms.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shadow-uniforms.d.ts","sourceRoot":"","sources":["../src/shadow-uniforms.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;GAqBG;AAEH,eAAO,MAAM,mBAAmB,MAAM,CAAC;AAEvC,eAAO,MAAM,oBAAoB,IAAI,CAAC;AACtC,eAAO,MAAM,sBAAsB,IAAI,CAAC;AACxC,eAAO,MAAM,qBAAqB,IAAI,CAAC;AAEvC,sEAAsE;AACtE,eAAO,MAAM,gBAAgB,aAAa,CAAC;AAE3C,wBAAgB,2BAA2B,CAAC,MAAM,EAAE,SAAS,GAAG,kBAAkB,CAuBjF;AAED,MAAM,WAAW,oBAAoB;IACnC,aAAa,EAAE,SAAS,CAAC;IACzB,WAAW,EAAE,cAAc,CAAC;IAC5B,aAAa,EAAE,cAAc,CAAC;IAC9B,OAAO,EAAE,UAAU,CAAC;IACpB,SAAS,EAAE,YAAY,CAAC;CACzB;AAED,wBAAgB,0BAA0B,CACxC,MAAM,EAAE,SAAS,EACjB,MAAM,EAAE,kBAAkB,GACzB,oBAAoB,CAgDtB"}
@@ -0,0 +1,97 @@
1
+ /**
2
+ * Shadow mapping shared constants and bind group layout factories.
3
+ *
4
+ * Group 2 layout (main pass) — 12 bindings, 10 sampled textures:
5
+ * binding 0: uniform buffer (816 bytes)
6
+ * binding 1: comparison sampler
7
+ * binding 2–3: dir cascade 0 depth maps (slots 0–1)
8
+ * binding 4–5: dir cascade 1 depth maps (slots 0–1)
9
+ * binding 6–7: point cubemaps (slots 0–1)
10
+ * binding 8–11: spot depth maps (slots 0–3)
11
+ *
12
+ * Combined with group 1's 3 material textures = 13 per-stage sampled textures
13
+ * (WebGPU maxSampledTexturesPerShaderStage limit is 16).
14
+ *
15
+ * Uniform layout (816 bytes):
16
+ * 0–319 DirShadowSlot[2] (160B each)
17
+ * 320–383 PointShadowSlot[2] (32B each)
18
+ * 384–767 SpotShadowSlot[4] (96B each)
19
+ * 768–783 dirLightToSlot vec4<u32>
20
+ * 784–799 pointLightToSlot vec4<u32>
21
+ * 800–815 spotLightToSlot vec4<u32>
22
+ */
23
+ export const SHADOW_UNIFORM_SIZE = 816;
24
+ export const MAX_DIR_SHADOW_SLOTS = 2;
25
+ export const MAX_POINT_SHADOW_SLOTS = 2;
26
+ export const MAX_SPOT_SHADOW_SLOTS = 4;
27
+ /** Sentinel u32 value indicating no shadow slot for a light index. */
28
+ export const SHADOW_SLOT_NONE = 0xFFFFFFFF;
29
+ export function createShadowBindGroupLayout(device) {
30
+ return device.createBindGroupLayout({
31
+ entries: [
32
+ // 0: uniform buffer
33
+ { binding: 0, visibility: GPUShaderStage.FRAGMENT, buffer: { type: 'uniform' } },
34
+ // 1: comparison sampler
35
+ { binding: 1, visibility: GPUShaderStage.FRAGMENT, sampler: { type: 'comparison' } },
36
+ // 2–3: dir cascade 0 (2 slots)
37
+ { binding: 2, visibility: GPUShaderStage.FRAGMENT, texture: { sampleType: 'depth' } },
38
+ { binding: 3, visibility: GPUShaderStage.FRAGMENT, texture: { sampleType: 'depth' } },
39
+ // 4–5: dir cascade 1 (2 slots)
40
+ { binding: 4, visibility: GPUShaderStage.FRAGMENT, texture: { sampleType: 'depth' } },
41
+ { binding: 5, visibility: GPUShaderStage.FRAGMENT, texture: { sampleType: 'depth' } },
42
+ // 6–7: point cubemaps (2 slots)
43
+ { binding: 6, visibility: GPUShaderStage.FRAGMENT, texture: { sampleType: 'depth', viewDimension: 'cube' } },
44
+ { binding: 7, visibility: GPUShaderStage.FRAGMENT, texture: { sampleType: 'depth', viewDimension: 'cube' } },
45
+ // 8–11: spot depth maps (4 slots)
46
+ { binding: 8, visibility: GPUShaderStage.FRAGMENT, texture: { sampleType: 'depth' } },
47
+ { binding: 9, visibility: GPUShaderStage.FRAGMENT, texture: { sampleType: 'depth' } },
48
+ { binding: 10, visibility: GPUShaderStage.FRAGMENT, texture: { sampleType: 'depth' } },
49
+ { binding: 11, visibility: GPUShaderStage.FRAGMENT, texture: { sampleType: 'depth' } },
50
+ ],
51
+ });
52
+ }
53
+ export function createDummyShadowResources(device, layout) {
54
+ const uniformBuffer = device.createBuffer({
55
+ size: SHADOW_UNIFORM_SIZE,
56
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
57
+ });
58
+ const data = new ArrayBuffer(SHADOW_UNIFORM_SIZE);
59
+ const u32 = new Uint32Array(data);
60
+ // Set slot maps to sentinel (no shadow)
61
+ const mapOffset32 = 768 / 4;
62
+ for (let i = 0; i < 12; i++)
63
+ u32[mapOffset32 + i] = SHADOW_SLOT_NONE;
64
+ device.queue.writeBuffer(uniformBuffer, 0, data);
65
+ const tex2D = device.createTexture({
66
+ size: [1, 1],
67
+ format: 'depth32float',
68
+ usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.RENDER_ATTACHMENT,
69
+ });
70
+ const dummy2DView = tex2D.createView();
71
+ const texCube = device.createTexture({
72
+ size: [1, 1, 6],
73
+ format: 'depth32float',
74
+ usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.RENDER_ATTACHMENT,
75
+ });
76
+ const dummyCubeView = texCube.createView({ dimension: 'cube' });
77
+ const sampler = device.createSampler({ compare: 'less' });
78
+ const bindGroup = device.createBindGroup({
79
+ layout,
80
+ entries: [
81
+ { binding: 0, resource: { buffer: uniformBuffer } },
82
+ { binding: 1, resource: sampler },
83
+ { binding: 2, resource: dummy2DView },
84
+ { binding: 3, resource: dummy2DView },
85
+ { binding: 4, resource: dummy2DView },
86
+ { binding: 5, resource: dummy2DView },
87
+ { binding: 6, resource: dummyCubeView },
88
+ { binding: 7, resource: dummyCubeView },
89
+ { binding: 8, resource: dummy2DView },
90
+ { binding: 9, resource: dummy2DView },
91
+ { binding: 10, resource: dummy2DView },
92
+ { binding: 11, resource: dummy2DView },
93
+ ],
94
+ });
95
+ return { uniformBuffer, dummy2DView, dummyCubeView, sampler, bindGroup };
96
+ }
97
+ //# sourceMappingURL=shadow-uniforms.js.map