@downdraft/engine 0.0.0 → 0.1.1

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 (908) hide show
  1. package/README.md +33 -0
  2. package/app/src/index.ts +10 -0
  3. package/app/src/renderer/bootstrap.ts +271 -0
  4. package/app/src/renderer/downdraft-base.css +93 -0
  5. package/app/src/renderer/feature-log.ts +200 -0
  6. package/app/src/renderer/game-module.ts +923 -0
  7. package/app/src/renderer/hooks.ts +88 -0
  8. package/app/src/renderer/hot-reload.ts +178 -0
  9. package/app/src/renderer/import-cache.ts +88 -0
  10. package/app/src/renderer/index.ts +206 -0
  11. package/app/src/renderer/mcp-harness.ts +144 -0
  12. package/app/src/renderer/save-store-factory.ts +239 -0
  13. package/app/src/renderer/sim-bridge.ts +183 -0
  14. package/app/src/renderer/standard-automation-tools.ts +771 -0
  15. package/app/src/shared/feature-log.ts +71 -0
  16. package/app/src/shared/gpu-info.ts +82 -0
  17. package/app/src/shared/import-cache-store.ts +142 -0
  18. package/app/src/shared/index.ts +6 -0
  19. package/app/src/shared/mcp-discovery.ts +47 -0
  20. package/app/src/shared/mcp-proxy.ts +82 -0
  21. package/app/src/shared/types.ts +324 -0
  22. package/asset-bake/src/bake-audio.ts +119 -0
  23. package/asset-bake/src/bake-gltf.ts +172 -0
  24. package/asset-bake/src/bake.ts +78 -0
  25. package/asset-bake/src/cache.ts +188 -0
  26. package/asset-bake/src/config.ts +186 -0
  27. package/asset-bake/src/index.ts +36 -0
  28. package/core/src/animation/animation-event.ts +41 -0
  29. package/core/src/animation/bone-mask.ts +122 -0
  30. package/core/src/animation/clip.ts +252 -0
  31. package/core/src/animation/index.ts +22 -0
  32. package/core/src/animation/mixamo.ts +113 -0
  33. package/core/src/animation/morph-target.ts +69 -0
  34. package/core/src/animation/player.ts +697 -0
  35. package/core/src/animation/retarget.ts +158 -0
  36. package/core/src/animation/skeleton-animator.ts +1399 -0
  37. package/core/src/animation/skeleton.ts +214 -0
  38. package/core/src/animation/state-machine.ts +280 -0
  39. package/core/src/assets/blob-store.ts +66 -0
  40. package/core/src/assets/cache.ts +186 -0
  41. package/core/src/assets/cubemap-converter.ts +155 -0
  42. package/core/src/assets/environment-manager.ts +121 -0
  43. package/core/src/assets/import-cache.ts +65 -0
  44. package/core/src/assets/import-settings.ts +72 -0
  45. package/core/src/assets/importer.ts +108 -0
  46. package/core/src/assets/index.ts +74 -0
  47. package/core/src/assets/irradiance-generator.ts +198 -0
  48. package/core/src/assets/loader-audio.ts +86 -0
  49. package/core/src/assets/loader-cubemap.ts +211 -0
  50. package/core/src/assets/loader-dds.ts +236 -0
  51. package/core/src/assets/loader-hdr.ts +474 -0
  52. package/core/src/assets/loader-mesh.ts +143 -0
  53. package/core/src/assets/loader-shader.ts +73 -0
  54. package/core/src/assets/loader-texture.ts +349 -0
  55. package/core/src/assets/lod.ts +198 -0
  56. package/core/src/assets/manager.ts +480 -0
  57. package/core/src/assets/manifest.ts +81 -0
  58. package/core/src/assets/material-bridge.ts +186 -0
  59. package/core/src/assets/model-importer.ts +72 -0
  60. package/core/src/assets/model-normalizer.ts +248 -0
  61. package/core/src/assets/model-to-gpu.ts +70 -0
  62. package/core/src/assets/model-to-mesh.ts +237 -0
  63. package/core/src/assets/prefilter-generator.ts +250 -0
  64. package/core/src/audio/engine.ts +177 -0
  65. package/core/src/audio/interface.ts +130 -0
  66. package/core/src/audio/listener.ts +32 -0
  67. package/core/src/audio/mixer.ts +141 -0
  68. package/core/src/audio/registry.ts +52 -0
  69. package/core/src/audio/sab.ts +87 -0
  70. package/core/src/audio/source.ts +89 -0
  71. package/core/src/change-detection/atomics.ts +1 -0
  72. package/core/src/change-detection/tracker.ts +47 -0
  73. package/core/src/debug-draw/lines.ts +64 -0
  74. package/core/src/debug-draw/points.ts +17 -0
  75. package/core/src/debug-draw/queue.ts +124 -0
  76. package/core/src/debug-draw/text.ts +25 -0
  77. package/core/src/ecs/archetype.ts +323 -0
  78. package/core/src/ecs/component.ts +188 -0
  79. package/core/src/ecs/entity.ts +25 -0
  80. package/core/src/ecs/events.ts +93 -0
  81. package/core/src/ecs/hierarchy.ts +124 -0
  82. package/core/src/ecs/hmr-swap-registry.ts +22 -0
  83. package/core/src/ecs/index.ts +25 -0
  84. package/core/src/ecs/query.ts +141 -0
  85. package/core/src/ecs/resource.ts +8 -0
  86. package/core/src/ecs/schedule.ts +181 -0
  87. package/core/src/ecs/system-params.ts +99 -0
  88. package/core/src/ecs/system.ts +42 -0
  89. package/core/src/ecs/world.ts +348 -0
  90. package/core/src/index.ts +352 -0
  91. package/core/src/input/context.ts +73 -0
  92. package/core/src/input/dom-handler.ts +380 -0
  93. package/core/src/input/local-player-manager.ts +218 -0
  94. package/core/src/input/mapping.ts +40 -0
  95. package/core/src/input/multi-sab-bridge.ts +276 -0
  96. package/core/src/input/multi-state.ts +54 -0
  97. package/core/src/input/sab-bridge.ts +71 -0
  98. package/core/src/input/state.ts +132 -0
  99. package/core/src/input/ui-router.ts +87 -0
  100. package/core/src/library/host.ts +317 -0
  101. package/core/src/library/index.ts +16 -0
  102. package/core/src/library/library.ts +292 -0
  103. package/core/src/material/compiler.ts +80 -0
  104. package/core/src/material/graph-bridge.ts +172 -0
  105. package/core/src/material/index.ts +9 -0
  106. package/core/src/material/library.ts +442 -0
  107. package/core/src/material/material.ts +156 -0
  108. package/core/src/material/variants.ts +61 -0
  109. package/core/src/math/mat4.ts +202 -0
  110. package/core/src/math/perlin-noise-2d.ts +77 -0
  111. package/core/src/math/perlin-noise-3d.ts +110 -0
  112. package/core/src/math/quat.ts +33 -0
  113. package/core/src/math/rng.ts +29 -0
  114. package/core/src/math/trig.ts +47 -0
  115. package/core/src/math/value-noise.ts +67 -0
  116. package/core/src/mesh/builder.ts +177 -0
  117. package/core/src/mesh/csg.ts +312 -0
  118. package/core/src/mesh/greased-line.ts +145 -0
  119. package/core/src/mesh/mesh.ts +17 -0
  120. package/core/src/mesh/parametric.ts +501 -0
  121. package/core/src/mesh/skinning.ts +67 -0
  122. package/core/src/mesh/vertex-layout.ts +91 -0
  123. package/core/src/module/cross-thread.ts +163 -0
  124. package/core/src/module/diagnostics.ts +123 -0
  125. package/core/src/module/host.ts +451 -0
  126. package/core/src/module/index.ts +22 -0
  127. package/core/src/module/module.ts +109 -0
  128. package/core/src/module/registry.ts +94 -0
  129. package/core/src/module/renderer-module.ts +247 -0
  130. package/core/src/module/ts-loader.ts +26 -0
  131. package/core/src/particles/compute-pass.ts +378 -0
  132. package/core/src/particles/emitter.ts +156 -0
  133. package/core/src/particles/index.ts +11 -0
  134. package/core/src/particles/particle-data.ts +47 -0
  135. package/core/src/particles/render-pass.ts +365 -0
  136. package/core/src/particles/simulator.ts +264 -0
  137. package/core/src/particles/system.ts +193 -0
  138. package/core/src/physics/body.ts +59 -0
  139. package/core/src/physics/ccd-heuristic.ts +55 -0
  140. package/core/src/physics/character.ts +282 -0
  141. package/core/src/physics/collider.ts +55 -0
  142. package/core/src/physics/collision-system.ts +91 -0
  143. package/core/src/physics/events.ts +133 -0
  144. package/core/src/physics/index.ts +34 -0
  145. package/core/src/physics/interface.ts +473 -0
  146. package/core/src/physics/interpolation-buffer.ts +192 -0
  147. package/core/src/physics/lifecycle.ts +87 -0
  148. package/core/src/physics/load-shedder.ts +164 -0
  149. package/core/src/physics/physics-accumulator.ts +101 -0
  150. package/core/src/physics/physics-system.ts +240 -0
  151. package/core/src/physics/ragdoll-presets.ts +272 -0
  152. package/core/src/physics/ragdoll-system.ts +220 -0
  153. package/core/src/physics/ragdoll.ts +182 -0
  154. package/core/src/physics/raycast.ts +143 -0
  155. package/core/src/physics/realm-manager.ts +499 -0
  156. package/core/src/physics/realm-worker-pool.ts +191 -0
  157. package/core/src/physics/realm-worker.ts +102 -0
  158. package/core/src/physics/realm.ts +189 -0
  159. package/core/src/physics/registry.ts +52 -0
  160. package/core/src/physics/safety.ts +247 -0
  161. package/core/src/physics/snapshot-manager.ts +141 -0
  162. package/core/src/physics/worker-protocol.ts +30 -0
  163. package/core/src/platform/bun-preload.ts +169 -0
  164. package/core/src/platform/css-stub.ts +4 -0
  165. package/core/src/platform/glob-polyfill.ts +124 -0
  166. package/core/src/platform/hidpi.ts +57 -0
  167. package/core/src/platform/render-surface.ts +77 -0
  168. package/core/src/platform/rpc.ts +98 -0
  169. package/core/src/platform/runtime.ts +132 -0
  170. package/core/src/plugin/context.ts +364 -0
  171. package/core/src/plugin/diagnostics.ts +61 -0
  172. package/core/src/plugin/discovery.ts +186 -0
  173. package/core/src/plugin/extension-loaders.ts +172 -0
  174. package/core/src/plugin/host.ts +659 -0
  175. package/core/src/plugin/index.ts +106 -0
  176. package/core/src/plugin/loader-asset.ts +124 -0
  177. package/core/src/plugin/loader-quickjs.ts +84 -0
  178. package/core/src/plugin/loader-wasm.ts +411 -0
  179. package/core/src/plugin/loader-worker.ts +261 -0
  180. package/core/src/plugin/manifest.ts +653 -0
  181. package/core/src/plugin/material-registry.ts +65 -0
  182. package/core/src/plugin/mcp-tools.ts +165 -0
  183. package/core/src/plugin/permissions.ts +175 -0
  184. package/core/src/plugin/quickjs-bridge.ts +294 -0
  185. package/core/src/plugin/registry.ts +107 -0
  186. package/core/src/plugin/sandbox-shim.ts +86 -0
  187. package/core/src/plugin/sandbox-worker.ts +215 -0
  188. package/core/src/plugin/wasm-abi.ts +152 -0
  189. package/core/src/plugin/wasm-worker.ts +229 -0
  190. package/core/src/plugin/workshop.ts +169 -0
  191. package/core/src/profiling/event-loop.ts +180 -0
  192. package/core/src/profiling/index.ts +69 -0
  193. package/core/src/profiling/iops/idb-patch.ts +242 -0
  194. package/core/src/profiling/iops/opfs-patch.ts +276 -0
  195. package/core/src/profiling/profiling-sab.ts +839 -0
  196. package/core/src/profiling/task-latency.ts +134 -0
  197. package/core/src/profiling/thread-metrics.ts +126 -0
  198. package/core/src/profiling/trace-event-writer.ts +205 -0
  199. package/core/src/profiling/warnings.ts +423 -0
  200. package/core/src/profiling/worker-prelude.ts +376 -0
  201. package/core/src/render/bind-group.ts +38 -0
  202. package/core/src/render/bindless/bindless-struct.ts +42 -0
  203. package/core/src/render/bindless/bindless.wgsl.ts +167 -0
  204. package/core/src/render/bindless/frame-bindings.ts +176 -0
  205. package/core/src/render/bindless/index.ts +10 -0
  206. package/core/src/render/bindless/material-manager.ts +257 -0
  207. package/core/src/render/bindless/texture-registry.ts +609 -0
  208. package/core/src/render/buffer.ts +82 -0
  209. package/core/src/render/camera-2d.ts +217 -0
  210. package/core/src/render/camera-controller.ts +440 -0
  211. package/core/src/render/camera.ts +409 -0
  212. package/core/src/render/canvas-resize-watcher.ts +46 -0
  213. package/core/src/render/compute-kernel.ts +172 -0
  214. package/core/src/render/constants.ts +2 -0
  215. package/core/src/render/device.ts +111 -0
  216. package/core/src/render/frame-graph.ts +768 -0
  217. package/core/src/render/frustum.ts +185 -0
  218. package/core/src/render/fullscreen-vs.ts +25 -0
  219. package/core/src/render/g-buffer.ts +186 -0
  220. package/core/src/render/game-renderer.ts +1452 -0
  221. package/core/src/render/gpu-driven/cull-pass.ts +394 -0
  222. package/core/src/render/gpu-driven/hzb.ts +215 -0
  223. package/core/src/render/gpu-driven/index.ts +7 -0
  224. package/core/src/render/gpu-driven/indirect-draw-pass.ts +324 -0
  225. package/core/src/render/gpu-driven/instance-buffer.ts +178 -0
  226. package/core/src/render/gpu-driven/mesh-table.ts +175 -0
  227. package/core/src/render/gpu-driven/passes/hzb-build-pass.ts +47 -0
  228. package/core/src/render/gpu-utils.ts +96 -0
  229. package/core/src/render/hdr.ts +88 -0
  230. package/core/src/render/hot-reload.ts +295 -0
  231. package/core/src/render/ibl-bind-group.ts +266 -0
  232. package/core/src/render/ibl.ts +180 -0
  233. package/core/src/render/index.ts +163 -0
  234. package/core/src/render/input-manager.ts +259 -0
  235. package/core/src/render/lighting/area-light.ts +196 -0
  236. package/core/src/render/lighting/cluster-grid.ts +288 -0
  237. package/core/src/render/lighting/cluster-types.ts +193 -0
  238. package/core/src/render/lighting/ies-parser.ts +162 -0
  239. package/core/src/render/lighting.ts +454 -0
  240. package/core/src/render/material-types/depth.wgsl +44 -0
  241. package/core/src/render/material-types/line.wgsl +50 -0
  242. package/core/src/render/material-types/matcap.wgsl +51 -0
  243. package/core/src/render/material-types/normal.wgsl +41 -0
  244. package/core/src/render/material-types/physical.wgsl +152 -0
  245. package/core/src/render/material-types/sprite.wgsl +46 -0
  246. package/core/src/render/material-types/sss.wgsl +79 -0
  247. package/core/src/render/material-types/toon.wgsl +79 -0
  248. package/core/src/render/passes/README.md +121 -0
  249. package/core/src/render/passes/atmosphere.ts +152 -0
  250. package/core/src/render/passes/cluster-lighting-pass.ts +476 -0
  251. package/core/src/render/passes/csm.ts +408 -0
  252. package/core/src/render/passes/cubemap-capture.ts +114 -0
  253. package/core/src/render/passes/debug-viz.ts +278 -0
  254. package/core/src/render/passes/debug.ts +538 -0
  255. package/core/src/render/passes/decal-mesh.ts +111 -0
  256. package/core/src/render/passes/decal-pass.ts +377 -0
  257. package/core/src/render/passes/deferred-lighting.ts +434 -0
  258. package/core/src/render/passes/depth-prepass.ts +163 -0
  259. package/core/src/render/passes/dome-360.ts +83 -0
  260. package/core/src/render/passes/fluid-render.ts +137 -0
  261. package/core/src/render/passes/gi-types.ts +118 -0
  262. package/core/src/render/passes/graph-compute.ts +300 -0
  263. package/core/src/render/passes/greased-line-pass.ts +232 -0
  264. package/core/src/render/passes/morph-target.ts +40 -0
  265. package/core/src/render/passes/opaque.ts +1028 -0
  266. package/core/src/render/passes/point-light-shadow.ts +266 -0
  267. package/core/src/render/passes/procedural-texture.ts +185 -0
  268. package/core/src/render/passes/reflection-probe.ts +140 -0
  269. package/core/src/render/passes/rsm-pass.ts +248 -0
  270. package/core/src/render/passes/sdf-text.ts +155 -0
  271. package/core/src/render/passes/shadow-map.ts +163 -0
  272. package/core/src/render/passes/shadow.ts +220 -0
  273. package/core/src/render/passes/skinning-vs.ts +121 -0
  274. package/core/src/render/passes/skinning.ts +326 -0
  275. package/core/src/render/passes/sky-dome.ts +404 -0
  276. package/core/src/render/passes/skybox.ts +162 -0
  277. package/core/src/render/passes/spot-light-shadow.ts +273 -0
  278. package/core/src/render/passes/terrain.ts +326 -0
  279. package/core/src/render/passes/transparent.ts +353 -0
  280. package/core/src/render/passes/underwater-fog.ts +185 -0
  281. package/core/src/render/passes/video-texture.ts +79 -0
  282. package/core/src/render/passes/volumetric-pass.ts +312 -0
  283. package/core/src/render/passes/volumetric-types.ts +171 -0
  284. package/core/src/render/passes/water.ts +753 -0
  285. package/core/src/render/pbr.ts +296 -0
  286. package/core/src/render/pipeline.ts +52 -0
  287. package/core/src/render/render-pass.ts +30 -0
  288. package/core/src/render/renderer-input-bus.ts +220 -0
  289. package/core/src/render/renderer-module-host.ts +623 -0
  290. package/core/src/render/resource-tracker.ts +67 -0
  291. package/core/src/render/sab-canvas-overlay.ts +122 -0
  292. package/core/src/render/shader-validator.ts +200 -0
  293. package/core/src/render/shaders/debug/debug-line.wgsl +27 -0
  294. package/core/src/render/shaders/debug/debug-point.wgsl +30 -0
  295. package/core/src/render/shaders/debug/debug-text.wgsl +42 -0
  296. package/core/src/render/shaders/debug-viz/aabb.wgsl +20 -0
  297. package/core/src/render/shaders/debug-viz/depth.wgsl +29 -0
  298. package/core/src/render/shaders/debug-viz/lod.wgsl +38 -0
  299. package/core/src/render/shaders/debug-viz/normals.wgsl +30 -0
  300. package/core/src/render/shaders/debug-viz/overdraw.wgsl +21 -0
  301. package/core/src/render/shaders/debug-viz/tangents.wgsl +29 -0
  302. package/core/src/render/shaders/debug-viz/wireframe.wgsl +33 -0
  303. package/core/src/render/shaders/shadow-chunks.ts +135 -0
  304. package/core/src/render/skybox.ts +146 -0
  305. package/core/src/render/splitscreen.ts +85 -0
  306. package/core/src/render/surface.ts +78 -0
  307. package/core/src/render/tonemap.ts +180 -0
  308. package/core/src/render/tracked-render-pass.ts +158 -0
  309. package/core/src/render/viewport.ts +109 -0
  310. package/core/src/render/wgsl-hmr.ts +70 -0
  311. package/core/src/sab/core-input-channel.ts +23 -0
  312. package/core/src/sab/define.ts +239 -0
  313. package/core/src/sab/errors.ts +76 -0
  314. package/core/src/sab/game-input.ts +343 -0
  315. package/core/src/sab/gamepad-devices.ts +259 -0
  316. package/core/src/sab/grid-buffer.ts +117 -0
  317. package/core/src/sab/input.ts +55 -0
  318. package/core/src/sab/layout.ts +219 -0
  319. package/core/src/sab/multi-input-channel.ts +50 -0
  320. package/core/src/sab/record-buffer.ts +155 -0
  321. package/core/src/sab/sab-polyfill.ts +56 -0
  322. package/core/src/sab/sim-channel.ts +453 -0
  323. package/core/src/sab/slot-buffer.ts +190 -0
  324. package/core/src/sab/types.ts +158 -0
  325. package/core/src/safety/bounds.ts +76 -0
  326. package/core/src/safety/json.ts +80 -0
  327. package/core/src/safety/path.ts +167 -0
  328. package/core/src/save/binary-format.ts +117 -0
  329. package/core/src/save/game-save-system.ts +161 -0
  330. package/core/src/save/grid-save-system.ts +158 -0
  331. package/core/src/save/migrate.ts +44 -0
  332. package/core/src/save/migration-registry.ts +94 -0
  333. package/core/src/save/persist-types.ts +208 -0
  334. package/core/src/save/schema.ts +46 -0
  335. package/core/src/save/serializer.ts +180 -0
  336. package/core/src/scene/builder.ts +65 -0
  337. package/core/src/scene/camera.ts +142 -0
  338. package/core/src/scene/checkpoint.ts +109 -0
  339. package/core/src/scene/game-loop.ts +198 -0
  340. package/core/src/scene/index.ts +24 -0
  341. package/core/src/scene/layer.ts +6 -0
  342. package/core/src/scene/prefab.ts +145 -0
  343. package/core/src/scene/scene-manager.ts +157 -0
  344. package/core/src/scene/scene.ts +192 -0
  345. package/core/src/scene/sky.ts +256 -0
  346. package/core/src/scene/spatial-grid.ts +176 -0
  347. package/core/src/scene/streaming.ts +304 -0
  348. package/core/src/scene/vegetation.ts +163 -0
  349. package/core/src/scene/world.ts +89 -0
  350. package/core/src/scripting/binding.ts +129 -0
  351. package/core/src/scripting/hot-reload.ts +144 -0
  352. package/core/src/scripting/script.ts +99 -0
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  669. package/libraries/postfx/src/shaders/post-process/glow-blur.wgsl +33 -0
  670. package/libraries/postfx/src/shaders/post-process/glow-composite.wgsl +25 -0
  671. package/libraries/postfx/src/shaders/post-process/grain.wgsl +37 -0
  672. package/libraries/postfx/src/shaders/post-process/halftone.wgsl +80 -0
  673. package/libraries/postfx/src/shaders/post-process/highlight-blur.wgsl +33 -0
  674. package/libraries/postfx/src/shaders/post-process/highlight-composite.wgsl +32 -0
  675. package/libraries/postfx/src/shaders/post-process/lens-distortion.wgsl +43 -0
  676. package/libraries/postfx/src/shaders/post-process/lens-flare.wgsl +68 -0
  677. package/libraries/postfx/src/shaders/post-process/lut.wgsl +30 -0
  678. package/libraries/postfx/src/shaders/post-process/motion-blur.wgsl +55 -0
  679. package/libraries/postfx/src/shaders/post-process/occluder-chunk.wgsl +28 -0
  680. package/libraries/postfx/src/shaders/post-process/outline.wgsl +51 -0
  681. package/libraries/postfx/src/shaders/post-process/pixelation.wgsl +47 -0
  682. package/libraries/postfx/src/shaders/post-process/sharpen.wgsl +32 -0
  683. package/libraries/postfx/src/shaders/post-process/sobel.wgsl +26 -0
  684. package/libraries/postfx/src/shaders/post-process/split-tone.wgsl +36 -0
  685. package/libraries/postfx/src/shaders/post-process/ssao-blur.wgsl +38 -0
  686. package/libraries/postfx/src/shaders/post-process/ssao-composite.wgsl +25 -0
  687. package/libraries/postfx/src/shaders/post-process/ssao.wgsl +147 -0
  688. package/libraries/postfx/src/shaders/post-process/ssr.wgsl +155 -0
  689. package/libraries/postfx/src/shaders/post-process/taa.wgsl +98 -0
  690. package/libraries/postfx/src/shaders/post-process/tonemap.wgsl +40 -0
  691. package/libraries/postfx/src/shaders/post-process/watercolor.wgsl +82 -0
  692. package/libraries/postfx/src/shaders/post-process/white-balance.wgsl +41 -0
  693. package/libraries/recast/README.md +21 -0
  694. package/libraries/recast/src/backend.ts +150 -0
  695. package/libraries/recast/src/crowd-system.ts +352 -0
  696. package/libraries/recast/src/index.ts +12 -0
  697. package/libraries/recast/src/library.ts +91 -0
  698. package/libraries/recast/src/types.ts +86 -0
  699. package/libraries/sand/README.md +25 -0
  700. package/libraries/sand/src/cell.ts +43 -0
  701. package/libraries/sand/src/fields.ts +29 -0
  702. package/libraries/sand/src/fluid-grid.ts +261 -0
  703. package/libraries/sand/src/grid-dims.ts +74 -0
  704. package/libraries/sand/src/grid-sim-buffer.ts +271 -0
  705. package/libraries/sand/src/index.ts +81 -0
  706. package/libraries/sand/src/library.ts +92 -0
  707. package/libraries/sand/src/materials.ts +492 -0
  708. package/libraries/sand/src/palette.ts +93 -0
  709. package/libraries/sand/src/particles.ts +185 -0
  710. package/libraries/sand/src/render/sand-grid-pass.ts +430 -0
  711. package/libraries/sand/src/rng.ts +51 -0
  712. package/libraries/sand/src/rules/builtin-rules.ts +132 -0
  713. package/libraries/sand/src/rules/rule-compiler.ts +162 -0
  714. package/libraries/sand/src/rules/rule-engine.ts +231 -0
  715. package/libraries/sand/src/rules/rule-types.ts +87 -0
  716. package/libraries/sand/src/sand-step-pool.ts +484 -0
  717. package/libraries/sand/src/sand-step-worker.ts +97 -0
  718. package/libraries/sand/src/sand-world.ts +3227 -0
  719. package/libraries/stickman/README.md +25 -0
  720. package/libraries/stickman/src/index.ts +25 -0
  721. package/libraries/stickman/src/library.ts +61 -0
  722. package/libraries/stickman/src/proportions.ts +45 -0
  723. package/libraries/stickman/src/shader.ts +117 -0
  724. package/libraries/stickman/src/skeleton.ts +197 -0
  725. package/libraries/stickman/src/stickman-pass.ts +255 -0
  726. package/libraries/stickman/src/thick-line.ts +123 -0
  727. package/libraries/surface-nets/README.md +25 -0
  728. package/libraries/surface-nets/src/chunked-field.ts +14 -0
  729. package/libraries/surface-nets/src/deformation.ts +45 -0
  730. package/libraries/surface-nets/src/index.ts +36 -0
  731. package/libraries/surface-nets/src/library.ts +59 -0
  732. package/libraries/surface-nets/src/lod.ts +7 -0
  733. package/libraries/surface-nets/src/sab.ts +4 -0
  734. package/libraries/surface-nets/src/streaming-config.ts +5 -0
  735. package/libraries/surface-nets/src/streaming-manager.ts +15 -0
  736. package/libraries/surface-nets/src/surface-nets.ts +334 -0
  737. package/libraries/surface-nets/src/types.ts +23 -0
  738. package/libraries/water/README.md +25 -0
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  740. package/libraries/water/src/index.ts +43 -0
  741. package/libraries/water/src/library.ts +85 -0
  742. package/libraries/water/src/shore-damping.ts +93 -0
  743. package/libraries/water/src/water-buffer.ts +89 -0
  744. package/libraries/water/src/water-chunks.ts +13 -0
  745. package/libraries/water/src/water-physics.ts +376 -0
  746. package/libraries/water/src/water-renderer.ts +809 -0
  747. package/libraries/water/src/water-sab.ts +161 -0
  748. package/libraries/water/src/wave-sources.ts +84 -0
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  750. package/libraries/weather/src/index.ts +9 -0
  751. package/libraries/weather/src/library.ts +72 -0
  752. package/libraries/weather/src/types.ts +64 -0
  753. package/libraries/weather/src/weather-blend.ts +112 -0
  754. package/libraries/weather/src/weather-system.ts +271 -0
  755. package/libraries/weatherfx/README.md +24 -0
  756. package/libraries/weatherfx/src/cloud-provider.ts +31 -0
  757. package/libraries/weatherfx/src/cloud-system.ts +372 -0
  758. package/libraries/weatherfx/src/index.ts +9 -0
  759. package/libraries/weatherfx/src/library.ts +58 -0
  760. package/libraries/weatherfx/src/particle-system.ts +434 -0
  761. package/libraries/weatherfx/src/shaders/cloud.wgsl +111 -0
  762. package/libraries/weatherfx/src/shaders/particle-compute.wgsl +187 -0
  763. package/libraries/weatherfx/src/shaders/particle-render.wgsl +95 -0
  764. package/lint-plugin.mjs +41 -0
  765. package/mcp/src/client.ts +703 -0
  766. package/mcp/src/engine-context.ts +186 -0
  767. package/mcp/src/http-transport.ts +471 -0
  768. package/mcp/src/index.ts +13 -0
  769. package/mcp/src/prompts/add-entity.ts +42 -0
  770. package/mcp/src/prompts/create-scene.ts +44 -0
  771. package/mcp/src/prompts/debug-frame.ts +39 -0
  772. package/mcp/src/prompts/index.ts +12 -0
  773. package/mcp/src/resources/asset-list.ts +32 -0
  774. package/mcp/src/resources/checkpoint-list.ts +33 -0
  775. package/mcp/src/resources/entity-state.ts +55 -0
  776. package/mcp/src/resources/gpu-info.ts +103 -0
  777. package/mcp/src/resources/index.ts +57 -0
  778. package/mcp/src/resources/performance.ts +37 -0
  779. package/mcp/src/resources/scene-tree.ts +43 -0
  780. package/mcp/src/server.ts +375 -0
  781. package/mcp/src/tools/animation.ts +118 -0
  782. package/mcp/src/tools/asset.ts +161 -0
  783. package/mcp/src/tools/audio.ts +96 -0
  784. package/mcp/src/tools/build.ts +143 -0
  785. package/mcp/src/tools/camera.ts +167 -0
  786. package/mcp/src/tools/checkpoint.ts +100 -0
  787. package/mcp/src/tools/component.ts +199 -0
  788. package/mcp/src/tools/debug.ts +300 -0
  789. package/mcp/src/tools/entity.ts +361 -0
  790. package/mcp/src/tools/inspect.ts +210 -0
  791. package/mcp/src/tools/lighting.ts +263 -0
  792. package/mcp/src/tools/material.ts +243 -0
  793. package/mcp/src/tools/mesh.ts +239 -0
  794. package/mcp/src/tools/physics.ts +266 -0
  795. package/mcp/src/tools/scene.ts +153 -0
  796. package/mcp/src/tools/script.ts +122 -0
  797. package/mcp/src/types.ts +92 -0
  798. package/mcp/src/undo-redo.ts +77 -0
  799. package/modules/camera-controls/README.md +20 -0
  800. package/modules/camera-controls/src/index.ts +161 -0
  801. package/modules/controller-ui/src/index.ts +164 -0
  802. package/modules/devtools/README.md +25 -0
  803. package/modules/devtools/src/api.ts +461 -0
  804. package/modules/devtools/src/asset-utils.ts +105 -0
  805. package/modules/devtools/src/bind-debug-store.ts +48 -0
  806. package/modules/devtools/src/data-bridge.ts +286 -0
  807. package/modules/devtools/src/debug-overlay.ts +238 -0
  808. package/modules/devtools/src/debug-raycast.ts +328 -0
  809. package/modules/devtools/src/debug-store.ts +92 -0
  810. package/modules/devtools/src/debug-view-descriptors.ts +59 -0
  811. package/modules/devtools/src/doctor-panel.ts +182 -0
  812. package/modules/devtools/src/gizmo-module.ts +136 -0
  813. package/modules/devtools/src/graph-model.ts +509 -0
  814. package/modules/devtools/src/grid-renderer.ts +157 -0
  815. package/modules/devtools/src/height-ruler-renderer.ts +216 -0
  816. package/modules/devtools/src/index.ts +81 -0
  817. package/modules/devtools/src/init.ts +261 -0
  818. package/modules/devtools/src/label-overlay.ts +154 -0
  819. package/modules/devtools/src/material-stats-panel.ts +188 -0
  820. package/modules/devtools/src/profiling-bridge.ts +377 -0
  821. package/modules/devtools/src/profiling-hooks.ts +98 -0
  822. package/modules/devtools/src/renderer-adapter.ts +76 -0
  823. package/modules/devtools/src/scene-inspector.ts +637 -0
  824. package/modules/devtools/src/scene-store.ts +320 -0
  825. package/modules/devtools/src/scene-sync.ts +116 -0
  826. package/modules/devtools/src/shaders/transform-gizmo.wgsl +38 -0
  827. package/modules/devtools/src/sim-stats-panel.ts +272 -0
  828. package/modules/devtools/src/sim-stats-provider.ts +105 -0
  829. package/modules/devtools/src/skeleton-renderer.ts +351 -0
  830. package/modules/devtools/src/transform-gizmo.ts +928 -0
  831. package/modules/devtools/src/types.ts +290 -0
  832. package/modules/devtools/src/worker-expose.ts +67 -0
  833. package/modules/devtools/src/worker-sync.ts +137 -0
  834. package/modules/editor/src/commands/component.ts +156 -0
  835. package/modules/editor/src/commands/entity.ts +287 -0
  836. package/modules/editor/src/commands/hierarchy.ts +83 -0
  837. package/modules/editor/src/commands/index.ts +61 -0
  838. package/modules/editor/src/commands/prefab.ts +163 -0
  839. package/modules/editor/src/commands/registry.ts +331 -0
  840. package/modules/editor/src/commands/scene-io.ts +211 -0
  841. package/modules/editor/src/commands/selection.ts +73 -0
  842. package/modules/editor/src/commands/transform.ts +91 -0
  843. package/modules/editor/src/ddscene.ts +267 -0
  844. package/modules/editor/src/document.ts +123 -0
  845. package/modules/editor/src/editor-context.ts +172 -0
  846. package/modules/editor/src/index.ts +41 -0
  847. package/modules/editor/src/mcp.ts +103 -0
  848. package/modules/editor/src/module.ts +148 -0
  849. package/modules/editor/src/selection.ts +70 -0
  850. package/modules/editor/src/shell.ts +456 -0
  851. package/modules/editor/src/viewport.ts +199 -0
  852. package/modules/html-ui/src/composite.ts +135 -0
  853. package/modules/html-ui/src/create-html-ui.ts +188 -0
  854. package/modules/html-ui/src/doc-backend.ts +343 -0
  855. package/modules/html-ui/src/host.ts +646 -0
  856. package/modules/html-ui/src/index.ts +13 -0
  857. package/modules/html-ui/src/jsx-dev-runtime.ts +12 -0
  858. package/modules/html-ui/src/jsx-runtime.ts +126 -0
  859. package/modules/html-ui/src/protocol.ts +88 -0
  860. package/modules/html-ui/src/ui-worker.ts +16 -0
  861. package/modules/mcp/README.md +18 -0
  862. package/modules/mcp/src/index.ts +27 -0
  863. package/modules/movement-2d/README.md +19 -0
  864. package/modules/movement-2d/src/grid-character.ts +455 -0
  865. package/modules/movement-2d/src/index.ts +45 -0
  866. package/modules/movement-3d/README.md +21 -0
  867. package/modules/movement-3d/src/character-motor.ts +230 -0
  868. package/modules/movement-3d/src/index.ts +46 -0
  869. package/modules/native-osr/src/index.ts +22 -0
  870. package/modules/native-osr/src/input-router.ts +401 -0
  871. package/modules/native-osr/src/native-osr-manager.ts +247 -0
  872. package/modules/native-osr/src/native-texture-source.ts +86 -0
  873. package/modules/native-osr/src/types.ts +112 -0
  874. package/modules/native-osr/src/world-space-ui-pass.ts +351 -0
  875. package/modules/sailing/README.md +18 -0
  876. package/modules/sailing/src/index.ts +51 -0
  877. package/modules/terrain/README.md +18 -0
  878. package/modules/terrain/src/index.ts +78 -0
  879. package/modules/vitals/README.md +17 -0
  880. package/modules/vitals/src/index.ts +43 -0
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  882. package/modules/xr/README.md +25 -0
  883. package/modules/xr/src/camera-rig.ts +146 -0
  884. package/modules/xr/src/debug.ts +59 -0
  885. package/modules/xr/src/frame-loop.ts +197 -0
  886. package/modules/xr/src/index.ts +16 -0
  887. package/modules/xr/src/input.ts +208 -0
  888. package/modules/xr/src/layer.ts +140 -0
  889. package/modules/xr/src/session.ts +156 -0
  890. package/modules/xr/src/sim-module.ts +23 -0
  891. package/modules/xr/src/types.ts +32 -0
  892. package/modules/xr/src/webxr.d.ts +182 -0
  893. package/modules/xr/src/xr-module.ts +179 -0
  894. package/package.json +232 -3
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  896. package/shader-graph/src/compiler.ts +732 -0
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  899. package/shader-graph/src/compute-profiles.ts +54 -0
  900. package/shader-graph/src/graph.ts +52 -0
  901. package/shader-graph/src/index.ts +53 -0
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  906. package/shader-graph/src/wgsl-struct.ts +397 -0
  907. package/test/src/index.ts +7 -0
  908. package/test/src/vision-test.ts +369 -0
@@ -0,0 +1,102 @@
1
+ // wgsl-validate: prelude ./fullscreen-vs.wgsl
2
+ // wgsl-validate: prelude ./occluder-chunk.wgsl
3
+ struct U { texelSize: vec2<f32>, _p0: f32, _p1: f32, _p2: f32, _p3: f32, _p4: f32, _p5: f32, _p6: f32, };
4
+ @group(0) @binding(0) var colorTex: texture_2d<f32>;
5
+ @group(0) @binding(1) var dummyTex: texture_2d<f32>;
6
+ @group(0) @binding(2) var samp: sampler;
7
+ @group(0) @binding(3) var<uniform> u: U;
8
+
9
+ fn FxaaContrast(a: vec4<f32>, b: vec4<f32>) -> f32 {
10
+ let d = abs(a - b);
11
+ return max(max(max(d.r, d.g), d.b), d.a);
12
+ }
13
+
14
+ @fragment
15
+ fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
16
+ if (isOccluded(input.uv)) { discard; }
17
+ let posM = input.uv;
18
+ let rcpFrame = u.texelSize;
19
+
20
+ let rgbaM = textureSample(colorTex, samp, posM);
21
+ let rgbaS = textureSample(colorTex, samp, posM + vec2(0.0, rcpFrame.y));
22
+ let rgbaE = textureSample(colorTex, samp, posM + vec2(rcpFrame.x, 0.0));
23
+ let rgbaN = textureSample(colorTex, samp, posM + vec2(0.0, -rcpFrame.y));
24
+ let rgbaW = textureSample(colorTex, samp, posM + vec2(-rcpFrame.x, 0.0));
25
+
26
+ let earlyExit = max(max(max(
27
+ FxaaContrast(rgbaM, rgbaN),
28
+ FxaaContrast(rgbaM, rgbaS)),
29
+ FxaaContrast(rgbaM, rgbaE)),
30
+ FxaaContrast(rgbaM, rgbaW)) < 0.06;
31
+ if (earlyExit) { return rgbaM; }
32
+
33
+ let contrastN = FxaaContrast(rgbaM, rgbaN);
34
+ let contrastS = FxaaContrast(rgbaM, rgbaS);
35
+ let contrastE = FxaaContrast(rgbaM, rgbaE);
36
+ let contrastW = FxaaContrast(rgbaM, rgbaW);
37
+
38
+ var relativeVContrast = (contrastN + contrastS) - (contrastE + contrastW);
39
+ relativeVContrast = relativeVContrast * 5.0;
40
+
41
+ var horzSpan = relativeVContrast > 0.0;
42
+
43
+ if (abs(relativeVContrast) < 0.1) {
44
+ let dirToEdgeX = select(-1.0, 1.0, contrastE > contrastW);
45
+ let dirToEdgeY = select(-1.0, 1.0, contrastS > contrastN);
46
+
47
+ let rgbaAlongH = textureSampleLevel(colorTex, samp, posM + vec2(dirToEdgeX, -dirToEdgeY) * rcpFrame, 0.0);
48
+ let matchAlongH = FxaaContrast(rgbaM, rgbaAlongH);
49
+
50
+ let rgbaAlongV = textureSampleLevel(colorTex, samp, posM + vec2(-dirToEdgeX, dirToEdgeY) * rcpFrame, 0.0);
51
+ let matchAlongV = FxaaContrast(rgbaM, rgbaAlongV);
52
+
53
+ relativeVContrast = (matchAlongV - matchAlongH) * 5.0;
54
+ if (abs(relativeVContrast) < 0.1) {
55
+ return mix(rgbaM, (rgbaN + rgbaS + rgbaE + rgbaW) * 0.25, 0.4);
56
+ }
57
+ horzSpan = relativeVContrast > 0.0;
58
+ }
59
+
60
+ var rgbaN2 = select(rgbaN, rgbaW, horzSpan);
61
+ var rgbaS2 = select(rgbaS, rgbaE, horzSpan);
62
+
63
+ let pairN = FxaaContrast(rgbaM, rgbaN2) > FxaaContrast(rgbaM, rgbaS2);
64
+ if (!pairN) { rgbaN2 = rgbaS2; }
65
+
66
+ let offNPX = select(0.0, rcpFrame.x, horzSpan);
67
+ let offNPY = select(rcpFrame.y, 0.0, horzSpan);
68
+
69
+ var doneN = false;
70
+ var doneP = false;
71
+ var nDist = 0.0;
72
+ var pDist = 0.0;
73
+ var posN = posM;
74
+ var posP = posM;
75
+
76
+ for (var i = 0u; i < 5u; i++) {
77
+ let inc = f32(i + 1u);
78
+ if (!doneN) {
79
+ nDist = nDist + inc;
80
+ posN = posM + vec2(offNPX, offNPY) * nDist;
81
+ let rgbaEndN = textureSampleLevel(colorTex, samp, posN, 0.0);
82
+ doneN = FxaaContrast(rgbaEndN, rgbaM) > FxaaContrast(rgbaEndN, rgbaN2);
83
+ }
84
+ if (!doneP) {
85
+ pDist = pDist + inc;
86
+ posP = posM - vec2(offNPX, offNPY) * pDist;
87
+ let rgbaEndP = textureSampleLevel(colorTex, samp, posP, 0.0);
88
+ doneP = FxaaContrast(rgbaEndP, rgbaM) > FxaaContrast(rgbaEndP, rgbaN2);
89
+ }
90
+ if (doneN || doneP) { break; }
91
+ }
92
+
93
+ if (!doneN && !doneP) { return rgbaM; }
94
+
95
+ let span = nDist + pDist;
96
+ var dist = min(nDist, pDist) / max(span, 0.001);
97
+ dist = 1.0 - dist;
98
+ dist = sqrt(dist);
99
+
100
+ let result = mix(rgbaM, rgbaN2, dist * 0.5);
101
+ return result;
102
+ }
@@ -0,0 +1,37 @@
1
+ // wgsl-validate: prelude ./fullscreen-vs.wgsl
2
+ // wgsl-validate: prelude ./occluder-chunk.wgsl
3
+ // Gaussian blur — two-pass separable convolution.
4
+ // 9-tap kernel with normalized weights (sum = 1.0) — fixes B1.
5
+ struct U {
6
+ texelSize: vec2<f32>,
7
+ dirX: f32,
8
+ dirY: f32,
9
+ radius: f32,
10
+ _p0: f32,
11
+ _p1: f32,
12
+ _p2: f32,
13
+ };
14
+ @group(0) @binding(0) var colorTex: texture_2d<f32>;
15
+ @group(0) @binding(1) var dummyTex: texture_2d<f32>;
16
+ @group(0) @binding(2) var samp: sampler;
17
+ @group(0) @binding(3) var<uniform> u: U;
18
+
19
+ @fragment
20
+ fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
21
+ if (isOccluded(input.uv)) { discard; }
22
+ let uv = input.uv;
23
+ let dir = vec2(u.dirX, u.dirY) * u.texelSize * u.radius;
24
+
25
+ // Normalized 9-tap Gaussian: center 0.227027 + 2*(0.1945946+0.1216216+0.054054+0.016216) = 1.0
26
+ var color = textureSample(colorTex, samp, uv) * 0.227027;
27
+ color += textureSample(colorTex, samp, uv + dir * 1.0) * 0.1945946;
28
+ color += textureSample(colorTex, samp, uv - dir * 1.0) * 0.1945946;
29
+ color += textureSample(colorTex, samp, uv + dir * 2.0) * 0.1216216;
30
+ color += textureSample(colorTex, samp, uv - dir * 2.0) * 0.1216216;
31
+ color += textureSample(colorTex, samp, uv + dir * 3.0) * 0.054054;
32
+ color += textureSample(colorTex, samp, uv - dir * 3.0) * 0.054054;
33
+ color += textureSample(colorTex, samp, uv + dir * 4.0) * 0.016216;
34
+ color += textureSample(colorTex, samp, uv - dir * 4.0) * 0.016216;
35
+
36
+ return color;
37
+ }
@@ -0,0 +1,33 @@
1
+ // wgsl-validate: prelude ./fullscreen-vs.wgsl
2
+ // wgsl-validate: prelude ./occluder-chunk.wgsl
3
+ // Glow blur — separable Gaussian blur of the emissive mask.
4
+ struct U {
5
+ texelSize: vec2<f32>,
6
+ dirX: f32,
7
+ dirY: f32,
8
+ blurRadius: f32,
9
+ _p0: f32,
10
+ _p1: f32,
11
+ _p2: f32,
12
+ };
13
+ @group(0) @binding(0) var glowTex: texture_2d<f32>;
14
+ @group(0) @binding(1) var dummyTex: texture_2d<f32>;
15
+ @group(0) @binding(2) var samp: sampler;
16
+ @group(0) @binding(3) var<uniform> u: U;
17
+
18
+ @fragment
19
+ fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
20
+ if (isOccluded(input.uv)) { discard; }
21
+ let uv = input.uv;
22
+ let weights = array<f32, 5>(0.227027, 0.1945946, 0.1216216, 0.054054, 0.016216);
23
+ let offsets = array<f32, 5>(0.0, 1.3846154, 3.2307692, 5.176923, 7.1076923);
24
+ let dir = vec2<f32>(u.dirX, u.dirY) * u.blurRadius * u.texelSize;
25
+
26
+ var color = textureSample(glowTex, samp, uv) * weights[0];
27
+ for (var i = 1u; i < 5u; i = i + 1u) {
28
+ let offset = dir * offsets[i];
29
+ color += textureSample(glowTex, samp, uv + offset) * weights[i];
30
+ color += textureSample(glowTex, samp, uv - offset) * weights[i];
31
+ }
32
+ return color;
33
+ }
@@ -0,0 +1,25 @@
1
+ // wgsl-validate: prelude ./fullscreen-vs.wgsl
2
+ // wgsl-validate: prelude ./occluder-chunk.wgsl
3
+ // Glow composite — add blurred glow to color.
4
+ struct U {
5
+ intensity: f32,
6
+ _p0: f32,
7
+ _p1: f32,
8
+ _p2: f32,
9
+ _p3: f32,
10
+ _p4: f32,
11
+ _p5: f32,
12
+ _p6: f32,
13
+ };
14
+ @group(0) @binding(0) var colorTex: texture_2d<f32>;
15
+ @group(0) @binding(1) var glowBlurTex: texture_2d<f32>;
16
+ @group(0) @binding(2) var samp: sampler;
17
+ @group(0) @binding(3) var<uniform> u: U;
18
+
19
+ @fragment
20
+ fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
21
+ if (isOccluded(input.uv)) { discard; }
22
+ let color = textureSample(colorTex, samp, input.uv).rgb;
23
+ let glow = textureSample(glowBlurTex, samp, input.uv).rgb;
24
+ return vec4<f32>(color + glow * u.intensity, 1.0);
25
+ }
@@ -0,0 +1,37 @@
1
+ // wgsl-validate: prelude ./fullscreen-vs.wgsl
2
+ // wgsl-validate: prelude ./occluder-chunk.wgsl
3
+ // Grain — film grain with optional luminance awareness.
4
+ struct U {
5
+ texelSize: vec2<f32>,
6
+ intensity: f32,
7
+ size: f32,
8
+ luminanceAware: f32,
9
+ time: f32,
10
+ _p0: f32,
11
+ _p1: f32,
12
+ _p2: f32,
13
+ };
14
+ @group(0) @binding(0) var colorTex: texture_2d<f32>;
15
+ @group(0) @binding(1) var dummyTex: texture_2d<f32>;
16
+ @group(0) @binding(2) var samp: sampler;
17
+ @group(0) @binding(3) var<uniform> u: U;
18
+
19
+ fn hash21(p: vec2<f32>) -> f32 {
20
+ let p2 = fract(p * vec2<f32>(443.897, 441.423));
21
+ let p3 = dot(p2, p2 + 19.19);
22
+ return fract(p3);
23
+ }
24
+
25
+ @fragment
26
+ fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
27
+ if (isOccluded(input.uv)) { discard; }
28
+ let color = textureSample(colorTex, samp, input.uv).rgb;
29
+ let grainUV = input.uv * u.size + u.time;
30
+ let grain = hash21(grainUV) - 0.5;
31
+ var amount = u.intensity;
32
+ if (u.luminanceAware > 0.5) {
33
+ let luma = dot(color, vec3<f32>(0.299, 0.587, 0.114));
34
+ amount *= 1.0 - luma * 0.5;
35
+ }
36
+ return vec4<f32>(color + grain * amount, 1.0);
37
+ }
@@ -0,0 +1,80 @@
1
+ // wgsl-validate: prelude ./fullscreen-vs.wgsl
2
+ // wgsl-validate: prelude ./occluder-chunk.wgsl
3
+ // Halftone — dot/hex cell pattern for stylized print look.
4
+ // Renders a halftone screen: cells of variable-size dots, with dot size
5
+ // proportional to luminance. Supports rotation and monochrome/color modes.
6
+ struct U {
7
+ texelSize: vec2<f32>,
8
+ cellSize: f32, // cell size in pixels (e.g. 8)
9
+ dotScale: f32, // dot size multiplier (0–2)
10
+ angle: f32, // screen rotation in radians
11
+ monochrome: f32, // 1.0 = grayscale dots, 0.0 = CMYK-style color dots
12
+ _p0: f32,
13
+ _p1: f32,
14
+ };
15
+ @group(0) @binding(0) var colorTex: texture_2d<f32>;
16
+ @group(0) @binding(1) var dummyTex: texture_2d<f32>;
17
+ @group(0) @binding(2) var samp: sampler;
18
+ @group(0) @binding(3) var<uniform> u: U;
19
+
20
+ // Rotated cell coordinate
21
+ fn cellCoord(uv: vec2<f32>, cellSize: f32, angle: f32) -> vec2<f32> {
22
+ let centered = uv - vec2<f32>(0.5);
23
+ let rot = mat2x2<f32>(cos(angle), -sin(angle), sin(angle), cos(angle));
24
+ let rotated = rot * centered + vec2<f32>(0.5);
25
+ return fract(rotated * vec2<f32>(1.0 / cellSize) * u.texelSize * 1000.0);
26
+ }
27
+
28
+ @fragment
29
+ fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
30
+ if (isOccluded(input.uv)) { discard; }
31
+ let uv = input.uv;
32
+ let color = textureSample(colorTex, samp, uv).rgb;
33
+ let dims = vec2<f32>(1.0 / u.texelSize.x, 1.0 / u.texelSize.y);
34
+ let pixelPos = uv * dims;
35
+
36
+ // Rotated grid coordinate
37
+ let cosA = cos(u.angle);
38
+ let sinA = sin(u.angle);
39
+ let rot = mat2x2<f32>(cosA, -sinA, sinA, cosA);
40
+ let centered = pixelPos - dims * 0.5;
41
+ let rotated = rot * centered + dims * 0.5;
42
+
43
+ let cell = floor(rotated / u.cellSize);
44
+ let cellCenter = (cell + vec2<f32>(0.5)) * u.cellSize;
45
+ let cellUV = (rotated - cell * u.cellSize) / u.cellSize;
46
+
47
+ // Sample color at cell center for stable dot color
48
+ let samplePos = (cellCenter / dims);
49
+ let cellColor = textureSample(colorTex, samp, clamp(samplePos, vec2<f32>(0.0), vec2<f32>(1.0))).rgb;
50
+
51
+ if (u.monochrome > 0.5) {
52
+ let luma = dot(cellColor, vec3<f32>(0.299, 0.587, 0.114));
53
+ let dotRadius = luma * u.dotScale * 0.5;
54
+ let distFromCenter = length(cellUV - 0.5);
55
+ let dot = 1.0 - smoothstep(dotRadius - 0.05, dotRadius + 0.05, distFromCenter);
56
+ return vec4<f32>(vec3<f32>(luma * dot), 1.0);
57
+ } else {
58
+ // CMYK-style: separate dot per channel with angle offset
59
+ var result = vec3<f32>(0.0);
60
+ let channelAngles = array<f32, 3>(0.0, 1.0471976, 2.0943951); // 0, 60, 120 deg
61
+ for (var i = 0u; i < 3u; i = i + 1u) {
62
+ let chAngle = u.angle + channelAngles[i];
63
+ let chCos = cos(chAngle);
64
+ let chSin = sin(chAngle);
65
+ let chRot = mat2x2<f32>(chCos, -chSin, chSin, chCos);
66
+ let chCentered = pixelPos - dims * 0.5;
67
+ let chRotated = chRot * chCentered + dims * 0.5;
68
+ let chCell = floor(chRotated / u.cellSize);
69
+ let chCellCenter = (chCell + vec2<f32>(0.5)) * u.cellSize;
70
+ let chCellUV = (chRotated - chCell * u.cellSize) / u.cellSize;
71
+ let chSamplePos = clamp(chCellCenter / dims, vec2<f32>(0.0), vec2<f32>(1.0));
72
+ let chColor = textureSample(colorTex, samp, chSamplePos)[i];
73
+ let dotRadius = chColor * u.dotScale * 0.5;
74
+ let distFromCenter = length(chCellUV - 0.5);
75
+ let dot = 1.0 - smoothstep(dotRadius - 0.05, dotRadius + 0.05, distFromCenter);
76
+ result[i] = chColor * dot;
77
+ }
78
+ return vec4<f32>(result, 1.0);
79
+ }
80
+ }
@@ -0,0 +1,33 @@
1
+ // wgsl-validate: prelude ./fullscreen-vs.wgsl
2
+ // wgsl-validate: prelude ./occluder-chunk.wgsl
3
+ // Highlight blur — separable Gaussian blur of the mask.
4
+ struct U {
5
+ texelSize: vec2<f32>,
6
+ dirX: f32,
7
+ dirY: f32,
8
+ blurRadius: f32,
9
+ _p0: f32,
10
+ _p1: f32,
11
+ _p2: f32,
12
+ };
13
+ @group(0) @binding(0) var maskTex: texture_2d<f32>;
14
+ @group(0) @binding(1) var dummyTex: texture_2d<f32>;
15
+ @group(0) @binding(2) var samp: sampler;
16
+ @group(0) @binding(3) var<uniform> u: U;
17
+
18
+ @fragment
19
+ fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
20
+ if (isOccluded(input.uv)) { discard; }
21
+ let uv = input.uv;
22
+ let weights = array<f32, 5>(0.227027, 0.1945946, 0.1216216, 0.054054, 0.016216);
23
+ let offsets = array<f32, 5>(0.0, 1.3846154, 3.2307692, 5.176923, 7.1076923);
24
+ let dir = vec2<f32>(u.dirX, u.dirY) * u.blurRadius * u.texelSize;
25
+
26
+ var color = textureSample(maskTex, samp, uv) * weights[0];
27
+ for (var i = 1u; i < 5u; i = i + 1u) {
28
+ let offset = dir * offsets[i];
29
+ color += textureSample(maskTex, samp, uv + offset) * weights[i];
30
+ color += textureSample(maskTex, samp, uv - offset) * weights[i];
31
+ }
32
+ return color;
33
+ }
@@ -0,0 +1,32 @@
1
+ // wgsl-validate: prelude ./fullscreen-vs.wgsl
2
+ // wgsl-validate: prelude ./occluder-chunk.wgsl
3
+ // Highlight composite — add outer glow + inner fill to color.
4
+ struct U {
5
+ intensity: f32,
6
+ innerOpacity: f32,
7
+ _p0: f32,
8
+ _p1: f32,
9
+ _p2: f32,
10
+ _p3: f32,
11
+ _p4: f32,
12
+ _p5: f32,
13
+ };
14
+ @group(0) @binding(0) var colorTex: texture_2d<f32>;
15
+ @group(0) @binding(1) var blurTex: texture_2d<f32>;
16
+ @group(0) @binding(2) var maskTex: texture_2d<f32>;
17
+ @group(0) @binding(3) var samp: sampler;
18
+ @group(0) @binding(4) var<uniform> u: U;
19
+
20
+ @fragment
21
+ fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
22
+ if (isOccluded(input.uv)) { discard; }
23
+ let uv = input.uv;
24
+ let color = textureSample(colorTex, samp, uv).rgb;
25
+ let blurred = textureSample(blurTex, samp, uv).rgb;
26
+ let mask = textureSample(maskTex, samp, uv).rgb;
27
+
28
+ let outerGlow = blurred * u.intensity;
29
+ let inner = mask * u.innerOpacity;
30
+
31
+ return vec4<f32>(color + outerGlow + inner, 1.0);
32
+ }
@@ -0,0 +1,43 @@
1
+ // wgsl-validate: prelude ./fullscreen-vs.wgsl
2
+ // wgsl-validate: prelude ./occluder-chunk.wgsl
3
+ // Lens distortion — barrel/pincushion distortion with optional chromatic split.
4
+ // Applies radial distortion: positive = barrel (fisheye), negative = pincushion.
5
+ struct U {
6
+ texelSize: vec2<f32>,
7
+ intensity: f32, // -1.0 (pincushion) to 1.0 (barrel)
8
+ scale: f32, // zoom to compensate for distortion (1.0 = no zoom)
9
+ chromaSplit: f32, // chromatic aberration on distortion (0–1)
10
+ _p0: f32,
11
+ _p1: f32,
12
+ _p2: f32,
13
+ };
14
+ @group(0) @binding(0) var colorTex: texture_2d<f32>;
15
+ @group(0) @binding(1) var dummyTex: texture_2d<f32>;
16
+ @group(0) @binding(2) var samp: sampler;
17
+ @group(0) @binding(3) var<uniform> u: U;
18
+
19
+ @fragment
20
+ fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
21
+ if (isOccluded(input.uv)) { discard; }
22
+ let uv = input.uv;
23
+ let center = vec2<f32>(0.5, 0.5);
24
+ let dir = uv - center;
25
+ let r2 = dot(dir, dir);
26
+ // Barrel/pincushion: r' = r * (1 + k * r^2)
27
+ let distortion = 1.0 + u.intensity * r2;
28
+ var distortedUV = center + dir * distortion * u.scale;
29
+
30
+ // Clamp to valid range
31
+ distortedUV = clamp(distortedUV, vec2<f32>(0.0, 0.0), vec2<f32>(1.0, 1.0));
32
+
33
+ if (u.chromaSplit > 0.001) {
34
+ let splitDir = normalize(dir + vec2<f32>(0.0001, 0.0001)) * u.chromaSplit * 0.01;
35
+ let r = textureSample(colorTex, samp, distortedUV + splitDir).r;
36
+ let g = textureSample(colorTex, samp, distortedUV).g;
37
+ let b = textureSample(colorTex, samp, distortedUV - splitDir).b;
38
+ return vec4<f32>(r, g, b, 1.0);
39
+ }
40
+
41
+ let color = textureSample(colorTex, samp, distortedUV).rgb;
42
+ return vec4<f32>(color, 1.0);
43
+ }
@@ -0,0 +1,68 @@
1
+ // wgsl-validate: prelude ./fullscreen-vs.wgsl
2
+ // wgsl-validate: prelude ./occluder-chunk.wgsl
3
+ // Lens flare — ghost chain + halo + anamorphic streak + bright spot.
4
+ struct U {
5
+ lightScreenPos: vec2<f32>,
6
+ intensity: f32,
7
+ threshold: f32,
8
+ ghostCount: f32,
9
+ ghostSpacing: f32,
10
+ haloWidth: f32,
11
+ starSamples: f32,
12
+ _p0: f32,
13
+ tint: vec3<f32>,
14
+ _p1: f32,
15
+ };
16
+ @group(0) @binding(0) var colorTex: texture_2d<f32>;
17
+ @group(0) @binding(1) var depthTex: texture_depth_2d;
18
+ @group(0) @binding(2) var samp: sampler;
19
+ @group(0) @binding(3) var<uniform> u: U;
20
+
21
+ @fragment
22
+ fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
23
+ if (isOccluded(input.uv)) { discard; }
24
+ let uv = input.uv;
25
+ let center = vec2<f32>(0.5, 0.5);
26
+ let lightPos = u.lightScreenPos;
27
+ let dir = lightPos - center;
28
+ let dist = length(dir);
29
+ let ndir = dir / max(dist, 0.0001);
30
+
31
+ let color = textureSample(colorTex, samp, uv).rgb;
32
+ var flare = vec3<f32>(0.0);
33
+
34
+ let ghostCount = u32(u.ghostCount);
35
+ for (var i = 0u; i < 16u; i = i + 1u) {
36
+ if (i >= ghostCount) { break; }
37
+ let t = (f32(i) + 1.0) * u.ghostSpacing;
38
+ let ghostPos = lightPos - ndir * dist * t;
39
+ let ghostDist = length(uv - ghostPos);
40
+ let falloff = 1.0 / (1.0 + ghostDist * ghostDist * 200.0);
41
+ let scale = 1.0 - f32(i) / f32(ghostCount);
42
+ let ghostColor = textureSampleLevel(colorTex, samp, ghostPos, 0.0).rgb;
43
+ flare += ghostColor * falloff * scale * u.intensity * u.tint;
44
+ }
45
+
46
+ let haloAxis = lightPos - center;
47
+ let haloDist = length(uv - center - haloAxis * 0.5);
48
+ let haloRadius = length(haloAxis) * 0.5;
49
+ let haloRing = abs(haloDist - haloRadius);
50
+ let haloFalloff = 1.0 / (1.0 + haloRing * haloRing * 100.0 / u.haloWidth);
51
+ flare += u.tint * haloFalloff * u.intensity * 0.5;
52
+
53
+ let toLight = lightPos - uv;
54
+ let horizDist = abs(toLight.x);
55
+ let vertDist = abs(toLight.y);
56
+ let streakFalloff = 1.0 / (1.0 + horizDist * horizDist * 50.0) * (1.0 / (1.0 + vertDist * vertDist * 500.0));
57
+ flare += u.tint * streakFalloff * u.intensity * 0.3;
58
+
59
+ let lightDist = length(uv - lightPos);
60
+ let lightFalloff = 1.0 / (1.0 + lightDist * lightDist * 300.0);
61
+ let lightColor = textureSampleLevel(colorTex, samp, lightPos, 0.0).rgb;
62
+ let luma = dot(lightColor, vec3<f32>(0.299, 0.587, 0.114));
63
+ if (luma > u.threshold) {
64
+ flare += lightColor * lightFalloff * u.intensity;
65
+ }
66
+
67
+ return vec4<f32>(color + flare, 1.0);
68
+ }
@@ -0,0 +1,30 @@
1
+ // wgsl-validate: prelude ./fullscreen-vs.wgsl
2
+ // wgsl-validate: prelude ./occluder-chunk.wgsl
3
+ // LUT — 3D LUT color grading. Samples a 3D lookup table to apply color grading.
4
+ // Replaces the standalone frame-graph LUT3DPass with an in-chain effect.
5
+ // Uses a dedicated bind group layout with texture_3d (not the shared ccLayout).
6
+ struct U {
7
+ enabled: f32,
8
+ lutSize: f32,
9
+ _p0: f32,
10
+ _p1: f32,
11
+ };
12
+ @group(0) @binding(0) var colorTex: texture_2d<f32>;
13
+ @group(0) @binding(1) var lutTex: texture_3d<f32>;
14
+ @group(0) @binding(2) var samp: sampler;
15
+ @group(0) @binding(3) var<uniform> u: U;
16
+
17
+ @fragment
18
+ fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
19
+ if (isOccluded(input.uv)) { discard; }
20
+ let uv = input.uv;
21
+ var color = textureSample(colorTex, samp, uv).rgb;
22
+
23
+ if (u.enabled > 0.5) {
24
+ let lutSize = u.lutSize;
25
+ // Map [0,1] color to LUT 3D coordinates with proper boundary handling
26
+ let lutCoord = color * ((lutSize - 1.0) / lutSize) + 0.5 / lutSize;
27
+ color = textureSample(lutTex, samp, lutCoord).rgb;
28
+ }
29
+ return vec4<f32>(color, 1.0);
30
+ }
@@ -0,0 +1,55 @@
1
+ // wgsl-validate: prelude ./fullscreen-vs.wgsl
2
+ // wgsl-validate: prelude ./occluder-chunk.wgsl
3
+ // Motion blur — velocity-based, with depth-aware weighting.
4
+ struct U {
5
+ texelSize: vec2<f32>,
6
+ intensity: f32,
7
+ maxSamples: f32,
8
+ _p0: f32,
9
+ _p1: f32,
10
+ _p2: f32,
11
+ _p3: f32,
12
+ _p4: f32,
13
+ };
14
+ @group(0) @binding(0) var colorTex: texture_2d<f32>;
15
+ @group(0) @binding(1) var velocityTex: texture_2d<f32>;
16
+ @group(0) @binding(2) var depthTex: texture_depth_2d;
17
+ @group(0) @binding(3) var samp: sampler;
18
+ @group(0) @binding(4) var<uniform> u: U;
19
+
20
+ @fragment
21
+ fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
22
+ if (isOccluded(input.uv)) { discard; }
23
+ let uv = input.uv;
24
+ // All textureSample calls must be in uniform control flow (before any branching).
25
+ let velocity = textureSample(velocityTex, samp, uv).xy;
26
+ let baseColor = textureSample(colorTex, samp, uv);
27
+ let depth = textureSample(depthTex, samp, uv);
28
+ let speed = length(velocity);
29
+
30
+ if (speed < 0.001) { return baseColor; }
31
+
32
+ let maxSamples = u32(u.maxSamples);
33
+ let maxSamplesF = u.maxSamples;
34
+ let clampedVelocity = velocity * u.intensity;
35
+ let dims = textureDimensions(depthTex);
36
+ let colorDims = textureDimensions(colorTex);
37
+
38
+ var color = vec3<f32>(0.0);
39
+ var totalWeight = 0.0;
40
+
41
+ for (var i = 0u; i < 32u; i = i + 1u) {
42
+ if (i >= maxSamples) { break; }
43
+ let t = (f32(i) + 0.5) / maxSamplesF - 0.5;
44
+ let sampleUV = uv + clampedVelocity * t;
45
+ // Use textureLoad (works in non-uniform control flow) instead of textureSample.
46
+ let dcoords = vec2<u32>(clamp(vec2<i32>(i32(sampleUV.x * f32(dims.x)), i32(sampleUV.y * f32(dims.y))), vec2<i32>(0, 0), vec2<i32>(i32(dims.x) - 1, i32(dims.y) - 1)));
47
+ let sampleDepth = textureLoad(depthTex, dcoords, 0);
48
+ let weight = select(0.1, 1.0, abs(sampleDepth - depth) < 0.1);
49
+ let ccoords = vec2<u32>(clamp(vec2<i32>(i32(sampleUV.x * f32(colorDims.x)), i32(sampleUV.y * f32(colorDims.y))), vec2<i32>(0, 0), vec2<i32>(i32(colorDims.x) - 1, i32(colorDims.y) - 1)));
50
+ color += textureLoad(colorTex, ccoords, 0).rgb * weight;
51
+ totalWeight += weight;
52
+ }
53
+
54
+ return vec4<f32>(color / max(totalWeight, 1.0), 1.0);
55
+ }
@@ -0,0 +1,28 @@
1
+ // Occluder chunk — prepended to all postfx fragment shaders by makePipeline().
2
+ // Provides the OccluderUniform struct, a group(1) binding, and an isOccluded()
3
+ // test. Each shader's fs_main calls `if (isOccluded(input.uv)) { discard; }`
4
+ // at the top to skip work under opaque UI panels (the pixi-ui overlay composites
5
+ // on top of the game canvas, so the game's output under an opaque panel is
6
+ // never seen by the user).
7
+ //
8
+ // Rects are in UV space (0-1, top-left origin matching fullscreen-vs.wgsl).
9
+ // Up to 8 rects supported; count=0 disables occlusion (isOccluded always false).
10
+ struct OccluderUniform {
11
+ count: f32,
12
+ _p0: f32,
13
+ _p1: f32,
14
+ _p2: f32,
15
+ rects: array<vec4<f32>, 8>, // x, y, w, h in UV space (0-1)
16
+ };
17
+ @group(1) @binding(0) var<uniform> occluders: OccluderUniform;
18
+
19
+ fn isOccluded(uv: vec2<f32>) -> bool {
20
+ for (var i = 0u; i < 8u; i = i + 1u) {
21
+ if (f32(i) >= occluders.count) { break; }
22
+ let r = occluders.rects[i];
23
+ if (uv.x >= r.x && uv.x <= r.x + r.z && uv.y >= r.y && uv.y <= r.y + r.w) {
24
+ return true;
25
+ }
26
+ }
27
+ return false;
28
+ }
@@ -0,0 +1,51 @@
1
+ // wgsl-validate: prelude ./fullscreen-vs.wgsl
2
+ // wgsl-validate: prelude ./occluder-chunk.wgsl
3
+ // Outline — detect mask boundary and draw edge ring outside the mask.
4
+ struct U {
5
+ texelSize: vec2<f32>,
6
+ outlineWidth: f32,
7
+ opacity: f32,
8
+ _p0: f32,
9
+ outlineColor: vec3<f32>,
10
+ _p1: f32,
11
+ _p2: f32,
12
+ };
13
+ @group(0) @binding(0) var colorTex: texture_2d<f32>;
14
+ @group(0) @binding(1) var maskTex: texture_2d<f32>;
15
+ @group(0) @binding(2) var samp: sampler;
16
+ @group(0) @binding(3) var<uniform> u: U;
17
+
18
+ @fragment
19
+ fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
20
+ if (isOccluded(input.uv)) { discard; }
21
+ let uv = input.uv;
22
+ let texel = u.texelSize;
23
+ let w = u.outlineWidth;
24
+ let color = textureSample(colorTex, samp, uv).rgb;
25
+
26
+ let center = textureSample(maskTex, samp, uv).r;
27
+
28
+ // DEBUG: visualize mask — red where selected, normal color where not
29
+ if (center > 0.5) {
30
+ return vec4<f32>(1.0, 0.0, 0.0, 1.0);
31
+ }
32
+
33
+ let offsets = array<vec2<f32>, 8>(
34
+ vec2<f32>(-1.0, -1.0), vec2<f32>( 1.0, -1.0),
35
+ vec2<f32>(-1.0, 1.0), vec2<f32>( 1.0, 1.0),
36
+ vec2<f32>(-1.0, 0.0), vec2<f32>( 1.0, 0.0),
37
+ vec2<f32>( 0.0, -1.0), vec2<f32>( 0.0, 1.0),
38
+ );
39
+
40
+ let dims = textureDimensions(maskTex);
41
+ var edge = 0.0;
42
+ for (var i = 0u; i < 8u; i = i + 1u) {
43
+ let sampleUV = uv + offsets[i] * texel * w;
44
+ let icoords = vec2<u32>(clamp(vec2<i32>(i32(sampleUV.x * f32(dims.x)), i32(sampleUV.y * f32(dims.y))), vec2<i32>(0, 0), vec2<i32>(i32(dims.x) - 1, i32(dims.y) - 1)));
45
+ let s = textureLoad(maskTex, icoords, 0).r;
46
+ edge = max(edge, abs(center - s));
47
+ }
48
+
49
+ let outline = clamp(edge * (1.0 - center) * u.opacity, 0.0, 1.0);
50
+ return vec4<f32>(mix(color, u.outlineColor, outline), 1.0);
51
+ }