@downdraft/engine 0.1.1 → 0.2.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1034) hide show
  1. package/app/README.md +11 -0
  2. package/app/src/renderer/bootstrap.ts +295 -19
  3. package/app/src/renderer/feature-log.ts +1 -1
  4. package/app/src/renderer/game-module.ts +60 -12
  5. package/app/src/renderer/hooks.ts +9 -1
  6. package/app/src/renderer/hot-reload.ts +9 -9
  7. package/app/src/renderer/mcp-harness.ts +2 -2
  8. package/app/src/renderer/standard-automation-tools.ts +104 -3
  9. package/app/src/shared/feature-log.ts +2 -1
  10. package/app/src/shared/mcp-discovery.ts +8 -3
  11. package/app/src/shared/mcp-proxy.ts +2 -2
  12. package/asset-bake/README.md +22 -0
  13. package/core/README.md +25 -0
  14. package/core/src/animation/skeleton-animator.ts +23 -5
  15. package/core/src/assets/manager.ts +4 -4
  16. package/core/src/ecs/events.ts +1 -1
  17. package/core/src/ecs/schedule.ts +1 -1
  18. package/core/src/ecs/world.ts +1 -1
  19. package/core/src/index.ts +3 -4
  20. package/core/src/input/local-player-manager.ts +2 -2
  21. package/core/src/library/host.ts +27 -13
  22. package/core/src/library/library.ts +13 -5
  23. package/core/src/module/cross-thread.ts +6 -0
  24. package/core/src/module/diagnostics.ts +10 -6
  25. package/core/src/module/host.ts +65 -18
  26. package/core/src/module/index.ts +1 -0
  27. package/core/src/module/module.ts +11 -5
  28. package/core/src/module/renderer-module.ts +15 -0
  29. package/core/src/physics/safety.ts +1 -1
  30. package/core/src/platform/bun-preload.ts +7 -2
  31. package/core/src/platform/glob-polyfill.ts +17 -8
  32. package/core/src/platform/pkg-root.ts +27 -0
  33. package/core/src/platform/runtime.ts +29 -0
  34. package/core/src/plugin/discovery.ts +1 -1
  35. package/core/src/plugin/extension-loaders.ts +6 -4
  36. package/core/src/plugin/host.ts +13 -13
  37. package/core/src/plugin/loader-asset.ts +5 -5
  38. package/core/src/plugin/loader-quickjs.ts +1 -1
  39. package/core/src/plugin/loader-wasm.ts +3 -3
  40. package/core/src/plugin/loader-worker.ts +1 -1
  41. package/core/src/plugin/manifest.ts +8 -3
  42. package/core/src/plugin/workshop.ts +3 -3
  43. package/core/src/profiling/index.ts +1 -1
  44. package/core/src/profiling/profiling-sab.ts +19 -0
  45. package/core/src/profiling/warnings.ts +1 -1
  46. package/core/src/profiling/worker-prelude.ts +1 -1
  47. package/core/src/render/bindless/frame-bindings.ts +1 -1
  48. package/core/src/render/bindless/material-manager.ts +2 -2
  49. package/core/src/render/bindless/texture-registry.ts +2 -2
  50. package/core/src/render/device.ts +5 -5
  51. package/core/src/render/frame-graph.ts +2 -2
  52. package/core/src/render/game-renderer.ts +42 -18
  53. package/core/src/render/hot-reload.ts +3 -3
  54. package/core/src/render/renderer-module-host.ts +32 -12
  55. package/core/src/render/shader-validator.ts +7 -7
  56. package/core/src/render/surface.ts +1 -1
  57. package/core/src/sab/errors.ts +1 -1
  58. package/core/src/sab/sab-polyfill.ts +1 -1
  59. package/core/src/save/migration-registry.ts +4 -4
  60. package/core/src/save/schema.ts +1 -1
  61. package/core/src/scene/prefab.ts +1 -1
  62. package/core/src/scene/scene-manager.ts +2 -2
  63. package/core/src/scene/scene.ts +4 -4
  64. package/core/src/scene/streaming.ts +2 -2
  65. package/core/src/scripting/hot-reload.ts +2 -2
  66. package/core/src/sim/hot-reload-pipeline.ts +30 -6
  67. package/core/src/sim/sim-state-helper.ts +1 -1
  68. package/core/src/sim/transient-state-registry.ts +1 -1
  69. package/core/src/sim/worker-loop.ts +2 -2
  70. package/core/src/telemetry/gpu-profiler.ts +3 -3
  71. package/core/src/util/index.ts +1 -1
  72. package/core/src/util/logger.ts +38 -7
  73. package/core/src/version.ts +13 -0
  74. package/core/src/worker/base-worker-host.ts +87 -25
  75. package/core/src/worker/buffer-sync.ts +1 -1
  76. package/core/src/worker/crash-recovery.ts +2 -2
  77. package/core/src/worker/instrumented-worker-host.ts +3 -3
  78. package/core/src/worker/rpc.ts +62 -11
  79. package/core/src/worker/sim-worker-base.ts +4 -9
  80. package/core/src/worker/task-pool.ts +2 -2
  81. package/dist/.dd-manifest.json +4119 -0
  82. package/dist/app/src/index.js +9 -0
  83. package/dist/app/src/renderer/bootstrap.js +446 -0
  84. package/dist/app/src/renderer/downdraft-base.css +93 -0
  85. package/dist/app/src/renderer/feature-log.js +180 -0
  86. package/dist/app/src/renderer/game-module.js +562 -0
  87. package/dist/app/src/renderer/hooks.js +82 -0
  88. package/dist/app/src/renderer/hot-reload.js +158 -0
  89. package/dist/app/src/renderer/import-cache.js +77 -0
  90. package/dist/app/src/renderer/index.js +149 -0
  91. package/dist/app/src/renderer/mcp-harness.js +112 -0
  92. package/dist/app/src/renderer/save-store-factory.js +180 -0
  93. package/dist/app/src/renderer/sim-bridge.js +138 -0
  94. package/dist/app/src/renderer/standard-automation-tools.js +720 -0
  95. package/dist/app/src/shared/feature-log.js +54 -0
  96. package/dist/app/src/shared/gpu-info.js +74 -0
  97. package/dist/app/src/shared/import-cache-store.js +123 -0
  98. package/dist/app/src/shared/index.js +4 -0
  99. package/dist/app/src/shared/mcp-discovery.js +55 -0
  100. package/dist/app/src/shared/mcp-proxy.js +71 -0
  101. package/dist/app/src/shared/types.js +13 -0
  102. package/dist/asset-bake/src/bake-audio.js +103 -0
  103. package/dist/asset-bake/src/bake-gltf.js +141 -0
  104. package/dist/asset-bake/src/bake.js +63 -0
  105. package/dist/asset-bake/src/cache.js +147 -0
  106. package/dist/asset-bake/src/config.js +93 -0
  107. package/dist/asset-bake/src/index.js +25 -0
  108. package/dist/core/src/animation/animation-event.js +24 -0
  109. package/dist/core/src/animation/bone-mask.js +103 -0
  110. package/dist/core/src/animation/clip.js +210 -0
  111. package/dist/core/src/animation/index.js +13 -0
  112. package/dist/core/src/animation/mixamo.js +78 -0
  113. package/dist/core/src/animation/morph-target.js +37 -0
  114. package/dist/core/src/animation/player.js +621 -0
  115. package/dist/core/src/animation/retarget.js +101 -0
  116. package/dist/core/src/animation/skeleton-animator.js +1361 -0
  117. package/dist/core/src/animation/skeleton.js +166 -0
  118. package/dist/core/src/animation/state-machine.js +252 -0
  119. package/dist/core/src/assets/blob-store.js +14 -0
  120. package/dist/core/src/assets/cache.js +168 -0
  121. package/dist/core/src/assets/cubemap-converter.js +129 -0
  122. package/dist/core/src/assets/environment-manager.js +84 -0
  123. package/dist/core/src/assets/import-cache.js +36 -0
  124. package/dist/core/src/assets/import-settings.js +34 -0
  125. package/dist/core/src/assets/importer.js +78 -0
  126. package/dist/core/src/assets/index.js +29 -0
  127. package/dist/core/src/assets/irradiance-generator.js +179 -0
  128. package/dist/core/src/assets/loader-audio.js +70 -0
  129. package/dist/core/src/assets/loader-cubemap.js +141 -0
  130. package/dist/core/src/assets/loader-dds.js +185 -0
  131. package/dist/core/src/assets/loader-hdr.js +430 -0
  132. package/dist/core/src/assets/loader-mesh.js +47 -0
  133. package/dist/core/src/assets/loader-shader.js +61 -0
  134. package/dist/core/src/assets/loader-texture.js +264 -0
  135. package/dist/core/src/assets/lod.js +150 -0
  136. package/dist/core/src/assets/manager.js +401 -0
  137. package/dist/core/src/assets/manifest.js +57 -0
  138. package/dist/core/src/assets/material-bridge.js +160 -0
  139. package/dist/core/src/assets/model-importer.js +32 -0
  140. package/dist/core/src/assets/model-normalizer.js +213 -0
  141. package/dist/core/src/assets/model-to-gpu.js +44 -0
  142. package/dist/core/src/assets/model-to-mesh.js +171 -0
  143. package/dist/core/src/assets/prefilter-generator.js +220 -0
  144. package/dist/core/src/audio/engine.js +153 -0
  145. package/dist/core/src/audio/interface.js +8 -0
  146. package/dist/core/src/audio/listener.js +19 -0
  147. package/dist/core/src/audio/mixer.js +124 -0
  148. package/dist/core/src/audio/registry.js +43 -0
  149. package/dist/core/src/audio/sab.js +74 -0
  150. package/dist/core/src/audio/source.js +60 -0
  151. package/dist/core/src/change-detection/atomics.js +1 -0
  152. package/dist/core/src/change-detection/tracker.js +26 -0
  153. package/dist/core/src/debug-draw/lines.js +27 -0
  154. package/dist/core/src/debug-draw/points.js +9 -0
  155. package/dist/core/src/debug-draw/queue.js +77 -0
  156. package/dist/core/src/debug-draw/text.js +12 -0
  157. package/dist/core/src/ecs/archetype.js +271 -0
  158. package/dist/core/src/ecs/component.js +109 -0
  159. package/dist/core/src/ecs/entity.js +11 -0
  160. package/dist/core/src/ecs/events.js +73 -0
  161. package/dist/core/src/ecs/hierarchy.js +104 -0
  162. package/dist/core/src/ecs/hmr-swap-registry.js +15 -0
  163. package/dist/core/src/ecs/index.js +14 -0
  164. package/dist/core/src/ecs/query.js +110 -0
  165. package/dist/core/src/ecs/resource.js +3 -0
  166. package/dist/core/src/ecs/schedule.js +157 -0
  167. package/dist/core/src/ecs/system-params.js +45 -0
  168. package/dist/core/src/ecs/system.js +18 -0
  169. package/dist/core/src/ecs/world.js +292 -0
  170. package/dist/core/src/index.js +191 -0
  171. package/dist/core/src/input/context.js +69 -0
  172. package/dist/core/src/input/dom-handler.js +288 -0
  173. package/dist/core/src/input/local-player-manager.js +145 -0
  174. package/dist/core/src/input/mapping.js +36 -0
  175. package/dist/core/src/input/multi-sab-bridge.js +224 -0
  176. package/dist/core/src/input/multi-state.js +48 -0
  177. package/dist/core/src/input/sab-bridge.js +66 -0
  178. package/dist/core/src/input/state.js +108 -0
  179. package/dist/core/src/input/ui-router.js +76 -0
  180. package/dist/core/src/library/host.js +291 -0
  181. package/dist/core/src/library/index.js +1 -0
  182. package/dist/core/src/library/library.js +20 -0
  183. package/dist/core/src/material/compiler.js +73 -0
  184. package/dist/core/src/material/graph-bridge.js +119 -0
  185. package/dist/core/src/material/index.js +6 -0
  186. package/dist/core/src/material/library.js +414 -0
  187. package/dist/core/src/material/material.js +120 -0
  188. package/dist/core/src/material/variants.js +37 -0
  189. package/dist/core/src/math/mat4.js +198 -0
  190. package/dist/core/src/math/perlin-noise-2d.js +66 -0
  191. package/dist/core/src/math/perlin-noise-3d.js +76 -0
  192. package/dist/core/src/math/quat.js +29 -0
  193. package/dist/core/src/math/rng.js +25 -0
  194. package/dist/core/src/math/trig.js +42 -0
  195. package/dist/core/src/math/value-noise.js +49 -0
  196. package/dist/core/src/mesh/builder.js +137 -0
  197. package/dist/core/src/mesh/csg.js +250 -0
  198. package/dist/core/src/mesh/greased-line.js +102 -0
  199. package/dist/core/src/mesh/mesh.js +6 -0
  200. package/dist/core/src/mesh/parametric.js +392 -0
  201. package/dist/core/src/mesh/skinning.js +30 -0
  202. package/dist/core/src/mesh/vertex-layout.js +65 -0
  203. package/dist/core/src/module/cross-thread.js +126 -0
  204. package/dist/core/src/module/diagnostics.js +99 -0
  205. package/dist/core/src/module/host.js +449 -0
  206. package/dist/core/src/module/index.js +6 -0
  207. package/dist/core/src/module/module.js +1 -0
  208. package/dist/core/src/module/registry.js +83 -0
  209. package/dist/core/src/module/renderer-module.js +13 -0
  210. package/dist/core/src/module/ts-loader.js +20 -0
  211. package/dist/core/src/particles/compute-pass.js +329 -0
  212. package/dist/core/src/particles/emitter.js +113 -0
  213. package/dist/core/src/particles/index.js +7 -0
  214. package/dist/core/src/particles/particle-data.js +33 -0
  215. package/dist/core/src/particles/render-pass.js +338 -0
  216. package/dist/core/src/particles/simulator.js +224 -0
  217. package/dist/core/src/particles/system.js +157 -0
  218. package/dist/core/src/physics/body.js +25 -0
  219. package/dist/core/src/physics/ccd-heuristic.js +46 -0
  220. package/dist/core/src/physics/character.js +184 -0
  221. package/dist/core/src/physics/collider.js +36 -0
  222. package/dist/core/src/physics/collision-system.js +62 -0
  223. package/dist/core/src/physics/events.js +74 -0
  224. package/dist/core/src/physics/index.js +24 -0
  225. package/dist/core/src/physics/interface.js +14 -0
  226. package/dist/core/src/physics/interpolation-buffer.js +182 -0
  227. package/dist/core/src/physics/lifecycle.js +66 -0
  228. package/dist/core/src/physics/load-shedder.js +155 -0
  229. package/dist/core/src/physics/physics-accumulator.js +94 -0
  230. package/dist/core/src/physics/physics-system.js +142 -0
  231. package/dist/core/src/physics/ragdoll-presets.js +248 -0
  232. package/dist/core/src/physics/ragdoll-system.js +193 -0
  233. package/dist/core/src/physics/ragdoll.js +117 -0
  234. package/dist/core/src/physics/raycast.js +97 -0
  235. package/dist/core/src/physics/realm-manager.js +431 -0
  236. package/dist/core/src/physics/realm-worker-pool.js +181 -0
  237. package/dist/core/src/physics/realm-worker.js +91 -0
  238. package/dist/core/src/physics/realm.js +137 -0
  239. package/dist/core/src/physics/registry.js +43 -0
  240. package/dist/core/src/physics/safety.js +211 -0
  241. package/dist/core/src/physics/snapshot-manager.js +118 -0
  242. package/dist/core/src/physics/worker-protocol.js +1 -0
  243. package/dist/core/src/platform/bun-preload.js +175 -0
  244. package/dist/core/src/platform/css-stub.js +4 -0
  245. package/dist/core/src/platform/glob-polyfill.js +137 -0
  246. package/dist/core/src/platform/hidpi.js +52 -0
  247. package/dist/core/src/platform/pkg-root.js +27 -0
  248. package/dist/core/src/platform/render-surface.js +15 -0
  249. package/dist/core/src/platform/rpc.js +82 -0
  250. package/dist/core/src/platform/runtime.js +93 -0
  251. package/dist/core/src/plugin/context.js +144 -0
  252. package/dist/core/src/plugin/diagnostics.js +20 -0
  253. package/dist/core/src/plugin/discovery.js +124 -0
  254. package/dist/core/src/plugin/extension-loaders.js +111 -0
  255. package/dist/core/src/plugin/host.js +542 -0
  256. package/dist/core/src/plugin/index.js +19 -0
  257. package/dist/core/src/plugin/loader-asset.js +105 -0
  258. package/dist/core/src/plugin/loader-quickjs.js +67 -0
  259. package/dist/core/src/plugin/loader-wasm.js +385 -0
  260. package/dist/core/src/plugin/loader-worker.js +228 -0
  261. package/dist/core/src/plugin/manifest.js +424 -0
  262. package/dist/core/src/plugin/material-registry.js +44 -0
  263. package/dist/core/src/plugin/mcp-tools.js +147 -0
  264. package/dist/core/src/plugin/permissions.js +152 -0
  265. package/dist/core/src/plugin/quickjs-bridge.js +219 -0
  266. package/dist/core/src/plugin/registry.js +92 -0
  267. package/dist/core/src/plugin/sandbox-shim.js +79 -0
  268. package/dist/core/src/plugin/sandbox-worker.js +194 -0
  269. package/dist/core/src/plugin/wasm-abi.js +62 -0
  270. package/dist/core/src/plugin/wasm-worker.js +234 -0
  271. package/dist/core/src/plugin/workshop.js +131 -0
  272. package/dist/core/src/profiling/event-loop.js +164 -0
  273. package/dist/core/src/profiling/index.js +23 -0
  274. package/dist/core/src/profiling/iops/idb-patch.js +211 -0
  275. package/dist/core/src/profiling/iops/opfs-patch.js +206 -0
  276. package/dist/core/src/profiling/profiling-sab.js +632 -0
  277. package/dist/core/src/profiling/task-latency.js +118 -0
  278. package/dist/core/src/profiling/thread-metrics.js +103 -0
  279. package/dist/core/src/profiling/trace-event-writer.js +165 -0
  280. package/dist/core/src/profiling/warnings.js +304 -0
  281. package/dist/core/src/profiling/worker-prelude.js +281 -0
  282. package/dist/core/src/render/bind-group.js +33 -0
  283. package/dist/core/src/render/bindless/bindless-struct.js +39 -0
  284. package/dist/core/src/render/bindless/bindless.wgsl.js +163 -0
  285. package/dist/core/src/render/bindless/frame-bindings.js +142 -0
  286. package/dist/core/src/render/bindless/index.js +6 -0
  287. package/dist/core/src/render/bindless/material-manager.js +182 -0
  288. package/dist/core/src/render/bindless/texture-registry.js +498 -0
  289. package/dist/core/src/render/buffer.js +74 -0
  290. package/dist/core/src/render/camera-2d.js +151 -0
  291. package/dist/core/src/render/camera-controller.js +370 -0
  292. package/dist/core/src/render/camera.js +332 -0
  293. package/dist/core/src/render/canvas-resize-watcher.js +36 -0
  294. package/dist/core/src/render/compute-kernel.js +130 -0
  295. package/dist/core/src/render/constants.js +2 -0
  296. package/dist/core/src/render/device.js +91 -0
  297. package/dist/core/src/render/frame-graph.js +594 -0
  298. package/dist/core/src/render/frustum.js +152 -0
  299. package/dist/core/src/render/fullscreen-vs.js +24 -0
  300. package/dist/core/src/render/g-buffer.js +156 -0
  301. package/dist/core/src/render/game-renderer.js +1165 -0
  302. package/dist/core/src/render/gpu-driven/cull-pass.js +352 -0
  303. package/dist/core/src/render/gpu-driven/hzb.js +183 -0
  304. package/dist/core/src/render/gpu-driven/index.js +6 -0
  305. package/dist/core/src/render/gpu-driven/indirect-draw-pass.js +300 -0
  306. package/dist/core/src/render/gpu-driven/instance-buffer.js +150 -0
  307. package/dist/core/src/render/gpu-driven/mesh-table.js +130 -0
  308. package/dist/core/src/render/gpu-driven/passes/hzb-build-pass.js +39 -0
  309. package/dist/core/src/render/gpu-utils.js +72 -0
  310. package/dist/core/src/render/hdr.js +69 -0
  311. package/dist/core/src/render/hot-reload.js +236 -0
  312. package/dist/core/src/render/ibl-bind-group.js +232 -0
  313. package/dist/core/src/render/ibl.js +148 -0
  314. package/dist/core/src/render/index.js +86 -0
  315. package/dist/core/src/render/input-manager.js +224 -0
  316. package/dist/core/src/render/lighting/area-light.js +142 -0
  317. package/dist/core/src/render/lighting/cluster-grid.js +255 -0
  318. package/dist/core/src/render/lighting/cluster-types.js +87 -0
  319. package/dist/core/src/render/lighting/ies-parser.js +111 -0
  320. package/dist/core/src/render/lighting.js +300 -0
  321. package/dist/core/src/render/material-types/depth.wgsl +44 -0
  322. package/dist/core/src/render/material-types/line.wgsl +50 -0
  323. package/dist/core/src/render/material-types/matcap.wgsl +51 -0
  324. package/dist/core/src/render/material-types/normal.wgsl +41 -0
  325. package/dist/core/src/render/material-types/physical.wgsl +152 -0
  326. package/dist/core/src/render/material-types/sprite.wgsl +46 -0
  327. package/dist/core/src/render/material-types/sss.wgsl +79 -0
  328. package/dist/core/src/render/material-types/toon.wgsl +79 -0
  329. package/dist/core/src/render/passes/README.md +121 -0
  330. package/dist/core/src/render/passes/atmosphere.js +107 -0
  331. package/dist/core/src/render/passes/cluster-lighting-pass.js +441 -0
  332. package/dist/core/src/render/passes/csm.js +338 -0
  333. package/dist/core/src/render/passes/cubemap-capture.js +93 -0
  334. package/dist/core/src/render/passes/debug-viz.js +248 -0
  335. package/dist/core/src/render/passes/debug.js +500 -0
  336. package/dist/core/src/render/passes/decal-mesh.js +86 -0
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  952. package/libraries/persistence/src/opfs-save-store.ts +7 -7
  953. package/libraries/persistence/src/save-worker.ts +13 -14
  954. package/libraries/physics-rapier/src/ffi-lib.ts +2 -1
  955. package/libraries/physics-rapier/src/realm-worker-script.ts +1 -1
  956. package/libraries/postfx/src/post-process-stack.ts +1 -1
  957. package/libraries/sand/src/sand-step-pool.ts +5 -0
  958. package/libraries/water/src/water-renderer.ts +1 -1
  959. package/libraries/weatherfx/src/cloud-system.ts +3 -3
  960. package/mcp/README.md +20 -0
  961. package/mcp/src/client.ts +75 -22
  962. package/mcp/src/undo-redo.ts +2 -2
  963. package/modules/controller-ui/src/index.ts +1 -1
  964. package/modules/devtools/src/blitz/host.ts +430 -0
  965. package/modules/devtools/src/blitz/module.ts +101 -0
  966. package/modules/devtools/src/blitz/panels/console.ts +223 -0
  967. package/modules/devtools/src/blitz/panels/elements.ts +92 -0
  968. package/modules/devtools/src/blitz/panels/gpu.ts +70 -0
  969. package/modules/devtools/src/blitz/panels/performance.ts +120 -0
  970. package/modules/devtools/src/blitz/panels/snapshot.ts +152 -0
  971. package/modules/devtools/src/blitz/panels/types.ts +120 -0
  972. package/modules/devtools/src/blitz/theme.ts +168 -0
  973. package/modules/devtools/src/data-bridge.ts +1 -1
  974. package/modules/devtools/src/index.ts +6 -0
  975. package/modules/devtools/src/profiling-bridge.ts +17 -13
  976. package/modules/devtools/src/profiling-hooks.ts +22 -13
  977. package/modules/devtools/src/scene-inspector.ts +1 -1
  978. package/modules/devtools/src/worker-sync.ts +9 -1
  979. package/modules/editor/src/commands/registry.ts +2 -2
  980. package/modules/editor/src/module.ts +1 -1
  981. package/modules/html-ui/src/composite.ts +1 -1
  982. package/modules/html-ui/src/create-html-ui.ts +21 -9
  983. package/modules/html-ui/src/doc-backend.ts +189 -10
  984. package/modules/html-ui/src/host.ts +354 -40
  985. package/modules/html-ui/src/index.ts +1 -1
  986. package/modules/html-ui/src/jsx-runtime.ts +2 -2
  987. package/modules/html-ui/src/protocol.ts +53 -6
  988. package/modules/mcp/README.md +6 -0
  989. package/modules/mcp/src/index.ts +70 -3
  990. package/modules/movement-3d/src/character-motor.ts +83 -10
  991. package/package.json +838 -165
  992. package/shader-graph/README.md +25 -0
  993. package/test/README.md +16 -0
  994. package/libraries/blitz-ui/native-osr-spike.ts +0 -70
  995. package/libraries/devtools/native/Cargo.toml +0 -12
  996. package/libraries/devtools/native/src/lib.rs +0 -1646
  997. package/libraries/devtools/native/src/panels/console.rs +0 -338
  998. package/libraries/devtools/native/src/panels/dom_tree.rs +0 -47
  999. package/libraries/devtools/native/src/panels/generic.rs +0 -317
  1000. package/libraries/devtools/native/src/panels/gpu.rs +0 -107
  1001. package/libraries/devtools/native/src/panels/input.rs +0 -88
  1002. package/libraries/devtools/native/src/panels/mod.rs +0 -154
  1003. package/libraries/devtools/native/src/panels/perf_metrics.rs +0 -91
  1004. package/libraries/devtools/native/src/panels/perf_recorder.rs +0 -158
  1005. package/libraries/devtools/native/src/panels/scene.rs +0 -72
  1006. package/libraries/devtools/native/src/state.rs +0 -394
  1007. package/libraries/devtools/src/egui-ffi.ts +0 -804
  1008. package/libraries/devtools/src/egui-renderer.ts +0 -407
  1009. package/libraries/devtools/src/host.ts +0 -363
  1010. package/libraries/devtools/src/mirror.ts +0 -794
  1011. package/libraries/models/test-fixtures/fbx/LICENSE-notice.txt +0 -24
  1012. package/libraries/models/test-fixtures/fbx/README.md +0 -46
  1013. package/libraries/models/test-fixtures/fbx/m01_cube_phong.fbx +0 -0
  1014. package/libraries/models/test-fixtures/fbx/m02_geo_ngons.fbx +0 -0
  1015. package/libraries/models/test-fixtures/fbx/m03_normals.fbx +0 -0
  1016. package/libraries/models/test-fixtures/fbx/m04_material_properties.fbx +0 -0
  1017. package/libraries/models/test-fixtures/fbx/m05_external_diffuse.png +0 -0
  1018. package/libraries/models/test-fixtures/fbx/m05_textures.fbx +0 -0
  1019. package/libraries/models/test-fixtures/fbx/m06_uv_transform.fbx +0 -0
  1020. package/libraries/models/test-fixtures/fbx/m07_multimaterial.fbx +0 -0
  1021. package/libraries/models/test-fixtures/fbx/m08_transforms.fbx +0 -0
  1022. package/libraries/models/test-fixtures/fbx/m09_skinning.fbx +0 -0
  1023. package/libraries/models/test-fixtures/fbx/m10_morph.fbx +0 -0
  1024. package/libraries/models/test-fixtures/fbx/m11_node_anim.fbx +0 -0
  1025. package/libraries/models/test-fixtures/fbx/m12_skeletal_anim.fbx +0 -0
  1026. package/libraries/models/test-fixtures/fbx/m13_morph_anim.fbx +0 -0
  1027. package/libraries/models/test-fixtures/fbx/m14_multiclip.fbx +0 -0
  1028. package/libraries/models/test-fixtures/fbx/m15_camera_lights.fbx +0 -0
  1029. package/libraries/models/test-fixtures/fbx/m16_axis_yup.fbx +0 -0
  1030. package/libraries/models/test-fixtures/fbx/m16_axis_zup.fbx +0 -0
  1031. package/libraries/models/test-fixtures/fbx/m16_units_254.fbx +0 -0
  1032. package/libraries/physics-native/src/ffi-spike-worker.ts +0 -71
  1033. package/libraries/physics-rapier/bench/ffi-bench.ts +0 -79
  1034. package/libraries/physics-rapier/bench/wasm-baseline.ts +0 -90
@@ -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
+ }