@driftengine/core 3.61.0

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 (955) hide show
  1. package/LICENSE +202 -0
  2. package/NOTICE +9 -0
  3. package/README.md +9 -0
  4. package/dist/behavior/behaviorTree.d.ts +140 -0
  5. package/dist/behavior/behaviorTree.js +289 -0
  6. package/dist/build/shaderComments.d.ts +64 -0
  7. package/dist/build/shaderComments.js +0 -0
  8. package/dist/cinematic/player.d.ts +80 -0
  9. package/dist/cinematic/player.js +184 -0
  10. package/dist/cinematic/script.d.ts +63 -0
  11. package/dist/cinematic/script.js +141 -0
  12. package/dist/core/bootGate.d.ts +37 -0
  13. package/dist/core/bootGate.js +47 -0
  14. package/dist/core/loadTracker.d.ts +78 -0
  15. package/dist/core/loadTracker.js +106 -0
  16. package/dist/core/loop.d.ts +118 -0
  17. package/dist/core/loop.js +84 -0
  18. package/dist/core/messageQueue.d.ts +61 -0
  19. package/dist/core/messageQueue.js +104 -0
  20. package/dist/core/onceSet.d.ts +27 -0
  21. package/dist/core/onceSet.js +62 -0
  22. package/dist/core/preferences.d.ts +47 -0
  23. package/dist/core/preferences.js +140 -0
  24. package/dist/core/remoteSave.d.ts +154 -0
  25. package/dist/core/remoteSave.js +249 -0
  26. package/dist/core/rng.d.ts +64 -0
  27. package/dist/core/rng.js +72 -0
  28. package/dist/core/stepBudget.d.ts +91 -0
  29. package/dist/core/stepBudget.js +105 -0
  30. package/dist/core/storage.d.ts +52 -0
  31. package/dist/core/storage.js +85 -0
  32. package/dist/core/tickTrace.d.ts +72 -0
  33. package/dist/core/tickTrace.js +102 -0
  34. package/dist/core/timeCurve.d.ts +83 -0
  35. package/dist/core/timeCurve.js +107 -0
  36. package/dist/core/withDefaults.d.ts +21 -0
  37. package/dist/core/withDefaults.js +29 -0
  38. package/dist/dev/contactProbe.d.ts +41 -0
  39. package/dist/dev/contactProbe.js +58 -0
  40. package/dist/dev/fpsMeter.d.ts +45 -0
  41. package/dist/dev/fpsMeter.js +86 -0
  42. package/dist/environment/celestialClock.d.ts +141 -0
  43. package/dist/environment/celestialClock.js +262 -0
  44. package/dist/geometry/decal.d.ts +61 -0
  45. package/dist/geometry/decal.js +178 -0
  46. package/dist/geometry/filmPatch.d.ts +35 -0
  47. package/dist/geometry/filmPatch.js +112 -0
  48. package/dist/geometry/growable.d.ts +70 -0
  49. package/dist/geometry/growable.js +167 -0
  50. package/dist/geometry/lightVolume.d.ts +76 -0
  51. package/dist/geometry/lightVolume.js +65 -0
  52. package/dist/geometry/meshBuilder.d.ts +426 -0
  53. package/dist/geometry/meshBuilder.js +1184 -0
  54. package/dist/geometry/pixelFont.d.ts +59 -0
  55. package/dist/geometry/pixelFont.js +179 -0
  56. package/dist/geometry/ribbon.d.ts +101 -0
  57. package/dist/geometry/ribbon.js +546 -0
  58. package/dist/geometry/shellFill.d.ts +101 -0
  59. package/dist/geometry/shellFill.js +203 -0
  60. package/dist/geometry/spline.d.ts +162 -0
  61. package/dist/geometry/spline.js +527 -0
  62. package/dist/geometry/tangents.d.ts +30 -0
  63. package/dist/geometry/tangents.js +142 -0
  64. package/dist/geometry/textMesh.d.ts +51 -0
  65. package/dist/geometry/textMesh.js +57 -0
  66. package/dist/geometry/treeBuilder.d.ts +37 -0
  67. package/dist/geometry/treeBuilder.js +56 -0
  68. package/dist/host/display.d.ts +135 -0
  69. package/dist/host/display.js +114 -0
  70. package/dist/host/files.d.ts +25 -0
  71. package/dist/host/files.js +44 -0
  72. package/dist/host/lifecycle.d.ts +45 -0
  73. package/dist/host/lifecycle.js +28 -0
  74. package/dist/host/platformServices.d.ts +23 -0
  75. package/dist/host/platformServices.js +1 -0
  76. package/dist/host/screen.d.ts +49 -0
  77. package/dist/host/screen.js +90 -0
  78. package/dist/index.d.ts +289 -0
  79. package/dist/index.js +320 -0
  80. package/dist/input/actionMap.d.ts +181 -0
  81. package/dist/input/actionMap.js +314 -0
  82. package/dist/input/activeDevice.d.ts +55 -0
  83. package/dist/input/activeDevice.js +83 -0
  84. package/dist/input/gamepadIdentity.d.ts +43 -0
  85. package/dist/input/gamepadIdentity.js +108 -0
  86. package/dist/input/gamepadMapping.d.ts +56 -0
  87. package/dist/input/gamepadMapping.js +91 -0
  88. package/dist/input/input.d.ts +281 -0
  89. package/dist/input/input.js +703 -0
  90. package/dist/input/inputHarness.d.ts +42 -0
  91. package/dist/input/inputHarness.js +193 -0
  92. package/dist/input/rightGesture.d.ts +57 -0
  93. package/dist/input/rightGesture.js +49 -0
  94. package/dist/input/rumble.d.ts +71 -0
  95. package/dist/input/rumble.js +119 -0
  96. package/dist/input/touchControls.d.ts +138 -0
  97. package/dist/input/touchControls.js +352 -0
  98. package/dist/input/typingTarget.d.ts +6 -0
  99. package/dist/input/typingTarget.js +27 -0
  100. package/dist/math/bounds.d.ts +61 -0
  101. package/dist/math/bounds.js +121 -0
  102. package/dist/math/color.d.ts +8 -0
  103. package/dist/math/color.js +35 -0
  104. package/dist/math/exact.d.ts +66 -0
  105. package/dist/math/exact.js +262 -0
  106. package/dist/math/frustum.d.ts +44 -0
  107. package/dist/math/frustum.js +90 -0
  108. package/dist/math/intersect.d.ts +76 -0
  109. package/dist/math/intersect.js +185 -0
  110. package/dist/math/scalar.d.ts +51 -0
  111. package/dist/math/scalar.js +99 -0
  112. package/dist/math/spring.d.ts +59 -0
  113. package/dist/math/spring.js +88 -0
  114. package/dist/nav/navGraph.d.ts +71 -0
  115. package/dist/nav/navGraph.js +111 -0
  116. package/dist/nav/navPath.d.ts +93 -0
  117. package/dist/nav/navPath.js +162 -0
  118. package/dist/nav/navSearch.d.ts +74 -0
  119. package/dist/nav/navSearch.js +198 -0
  120. package/dist/physics/boxSurface.d.ts +48 -0
  121. package/dist/physics/boxSurface.js +73 -0
  122. package/dist/physics/colliderSurface.d.ts +46 -0
  123. package/dist/physics/colliderSurface.js +146 -0
  124. package/dist/physics/compositeSurface.d.ts +33 -0
  125. package/dist/physics/compositeSurface.js +108 -0
  126. package/dist/physics/heightSurface.d.ts +103 -0
  127. package/dist/physics/heightSurface.js +153 -0
  128. package/dist/physics/ribbonSurface.d.ts +239 -0
  129. package/dist/physics/ribbonSurface.js +522 -0
  130. package/dist/render/ambientOcclusionPass.d.ts +53 -0
  131. package/dist/render/ambientOcclusionPass.js +179 -0
  132. package/dist/render/areaLights.d.ts +116 -0
  133. package/dist/render/areaLights.js +91 -0
  134. package/dist/render/areaShadowSet.d.ts +184 -0
  135. package/dist/render/areaShadowSet.js +277 -0
  136. package/dist/render/atmosphere.d.ts +94 -0
  137. package/dist/render/atmosphere.js +91 -0
  138. package/dist/render/backend/api.d.ts +496 -0
  139. package/dist/render/backend/api.js +1 -0
  140. package/dist/render/backend/budget.d.ts +82 -0
  141. package/dist/render/backend/budget.js +99 -0
  142. package/dist/render/backend/createRenderer.d.ts +135 -0
  143. package/dist/render/backend/createRenderer.js +201 -0
  144. package/dist/render/backend/deadline.d.ts +24 -0
  145. package/dist/render/backend/deadline.js +38 -0
  146. package/dist/render/backend/probe.d.ts +30 -0
  147. package/dist/render/backend/probe.js +129 -0
  148. package/dist/render/backend/select.d.ts +70 -0
  149. package/dist/render/backend/select.js +249 -0
  150. package/dist/render/backend/timer.d.ts +50 -0
  151. package/dist/render/backend/timer.js +1 -0
  152. package/dist/render/backend/webgl2/instanced.d.ts +21 -0
  153. package/dist/render/backend/webgl2/instanced.js +42 -0
  154. package/dist/render/backend/webgl2/morphTexture.d.ts +21 -0
  155. package/dist/render/backend/webgl2/morphTexture.js +55 -0
  156. package/dist/render/backend/webgl2/renderer.d.ts +3027 -0
  157. package/dist/render/backend/webgl2/renderer.js +6041 -0
  158. package/dist/render/backend/webgl2/skinPaletteTexture.d.ts +32 -0
  159. package/dist/render/backend/webgl2/skinPaletteTexture.js +68 -0
  160. package/dist/render/backend/webgpu/boltPass.d.ts +42 -0
  161. package/dist/render/backend/webgpu/boltPass.js +160 -0
  162. package/dist/render/backend/webgpu/buffers.d.ts +159 -0
  163. package/dist/render/backend/webgpu/buffers.js +402 -0
  164. package/dist/render/backend/webgpu/causticsPass.d.ts +36 -0
  165. package/dist/render/backend/webgpu/causticsPass.js +138 -0
  166. package/dist/render/backend/webgpu/clusterBinner.d.ts +51 -0
  167. package/dist/render/backend/webgpu/clusterBinner.js +206 -0
  168. package/dist/render/backend/webgpu/depthPass.d.ts +114 -0
  169. package/dist/render/backend/webgpu/depthPass.js +228 -0
  170. package/dist/render/backend/webgpu/device.d.ts +52 -0
  171. package/dist/render/backend/webgpu/device.js +121 -0
  172. package/dist/render/backend/webgpu/drawCommand.d.ts +43 -0
  173. package/dist/render/backend/webgpu/drawCommand.js +54 -0
  174. package/dist/render/backend/webgpu/environmentTexels.d.ts +28 -0
  175. package/dist/render/backend/webgpu/environmentTexels.js +79 -0
  176. package/dist/render/backend/webgpu/filmPass.d.ts +29 -0
  177. package/dist/render/backend/webgpu/filmPass.js +97 -0
  178. package/dist/render/backend/webgpu/flatPass.d.ts +213 -0
  179. package/dist/render/backend/webgpu/flatPass.js +482 -0
  180. package/dist/render/backend/webgpu/flockPass.d.ts +34 -0
  181. package/dist/render/backend/webgpu/flockPass.js +129 -0
  182. package/dist/render/backend/webgpu/gpuTimestamps.d.ts +94 -0
  183. package/dist/render/backend/webgpu/gpuTimestamps.js +213 -0
  184. package/dist/render/backend/webgpu/insetPass.d.ts +19 -0
  185. package/dist/render/backend/webgpu/insetPass.js +108 -0
  186. package/dist/render/backend/webgpu/instanced.d.ts +27 -0
  187. package/dist/render/backend/webgpu/instanced.js +49 -0
  188. package/dist/render/backend/webgpu/lightVolumePass.d.ts +75 -0
  189. package/dist/render/backend/webgpu/lightVolumePass.js +154 -0
  190. package/dist/render/backend/webgpu/linePass.d.ts +90 -0
  191. package/dist/render/backend/webgpu/linePass.js +220 -0
  192. package/dist/render/backend/webgpu/morphTexture.d.ts +18 -0
  193. package/dist/render/backend/webgpu/morphTexture.js +51 -0
  194. package/dist/render/backend/webgpu/panelPass.d.ts +37 -0
  195. package/dist/render/backend/webgpu/panelPass.js +114 -0
  196. package/dist/render/backend/webgpu/particlePass.d.ts +89 -0
  197. package/dist/render/backend/webgpu/particlePass.js +280 -0
  198. package/dist/render/backend/webgpu/pipelineCache.d.ts +93 -0
  199. package/dist/render/backend/webgpu/pipelineCache.js +140 -0
  200. package/dist/render/backend/webgpu/plumePass.d.ts +69 -0
  201. package/dist/render/backend/webgpu/plumePass.js +213 -0
  202. package/dist/render/backend/webgpu/pointShadowPass.d.ts +88 -0
  203. package/dist/render/backend/webgpu/pointShadowPass.js +280 -0
  204. package/dist/render/backend/webgpu/postPass.d.ts +342 -0
  205. package/dist/render/backend/webgpu/postPass.js +366 -0
  206. package/dist/render/backend/webgpu/probePass.d.ts +108 -0
  207. package/dist/render/backend/webgpu/probePass.js +188 -0
  208. package/dist/render/backend/webgpu/reflectionPass.d.ts +29 -0
  209. package/dist/render/backend/webgpu/reflectionPass.js +87 -0
  210. package/dist/render/backend/webgpu/renderer.d.ts +3082 -0
  211. package/dist/render/backend/webgpu/renderer.js +10911 -0
  212. package/dist/render/backend/webgpu/scatterPass.d.ts +95 -0
  213. package/dist/render/backend/webgpu/scatterPass.js +266 -0
  214. package/dist/render/backend/webgpu/sdfTextPass.d.ts +86 -0
  215. package/dist/render/backend/webgpu/sdfTextPass.js +190 -0
  216. package/dist/render/backend/webgpu/shaderModules.d.ts +9 -0
  217. package/dist/render/backend/webgpu/shaderModules.js +45 -0
  218. package/dist/render/backend/webgpu/shaders/clusterBin.wgsl.d.ts +23 -0
  219. package/dist/render/backend/webgpu/shaders/clusterBin.wgsl.js +208 -0
  220. package/dist/render/backend/webgpu/skinPaletteRing.d.ts +67 -0
  221. package/dist/render/backend/webgpu/skinPaletteRing.js +97 -0
  222. package/dist/render/backend/webgpu/skinPaletteTexture.d.ts +17 -0
  223. package/dist/render/backend/webgpu/skinPaletteTexture.js +68 -0
  224. package/dist/render/backend/webgpu/skyPass.d.ts +102 -0
  225. package/dist/render/backend/webgpu/skyPass.js +70 -0
  226. package/dist/render/backend/webgpu/surfaceTexturePass.d.ts +41 -0
  227. package/dist/render/backend/webgpu/surfaceTexturePass.js +228 -0
  228. package/dist/render/backend/webgpu/textPass.d.ts +73 -0
  229. package/dist/render/backend/webgpu/textPass.js +190 -0
  230. package/dist/render/backend/webgpu/uniformRing.d.ts +133 -0
  231. package/dist/render/backend/webgpu/uniformRing.js +208 -0
  232. package/dist/render/backend/webgpu/waterPass.d.ts +73 -0
  233. package/dist/render/backend/webgpu/waterPass.js +160 -0
  234. package/dist/render/backend/webgpu/windStreakPass.d.ts +46 -0
  235. package/dist/render/backend/webgpu/windStreakPass.js +153 -0
  236. package/dist/render/billboard.d.ts +27 -0
  237. package/dist/render/billboard.js +79 -0
  238. package/dist/render/bloomChain.d.ts +66 -0
  239. package/dist/render/bloomChain.js +83 -0
  240. package/dist/render/bloomPass.d.ts +54 -0
  241. package/dist/render/bloomPass.js +219 -0
  242. package/dist/render/boltBatch.d.ts +39 -0
  243. package/dist/render/boltBatch.js +121 -0
  244. package/dist/render/boltPool.d.ts +135 -0
  245. package/dist/render/boltPool.js +259 -0
  246. package/dist/render/boom.d.ts +46 -0
  247. package/dist/render/boom.js +81 -0
  248. package/dist/render/camera.d.ts +119 -0
  249. package/dist/render/camera.js +304 -0
  250. package/dist/render/causticsRenderer.d.ts +63 -0
  251. package/dist/render/causticsRenderer.js +119 -0
  252. package/dist/render/cinematicCamera.d.ts +102 -0
  253. package/dist/render/cinematicCamera.js +227 -0
  254. package/dist/render/clusteredLights.d.ts +260 -0
  255. package/dist/render/clusteredLights.js +479 -0
  256. package/dist/render/colourGrade.d.ts +62 -0
  257. package/dist/render/colourGrade.js +91 -0
  258. package/dist/render/compute.d.ts +74 -0
  259. package/dist/render/compute.js +8 -0
  260. package/dist/render/contextLoss.d.ts +32 -0
  261. package/dist/render/contextLoss.js +46 -0
  262. package/dist/render/debugLines.d.ts +75 -0
  263. package/dist/render/debugLines.js +281 -0
  264. package/dist/render/decalPass.d.ts +34 -0
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  266. package/dist/render/decalProjector.d.ts +140 -0
  267. package/dist/render/decalProjector.js +282 -0
  268. package/dist/render/decalQueue.d.ts +53 -0
  269. package/dist/render/decalQueue.js +87 -0
  270. package/dist/render/depthConvention.d.ts +314 -0
  271. package/dist/render/depthConvention.js +346 -0
  272. package/dist/render/drawingBuffer.d.ts +52 -0
  273. package/dist/render/drawingBuffer.js +67 -0
  274. package/dist/render/emptyTexture.d.ts +60 -0
  275. package/dist/render/emptyTexture.js +103 -0
  276. package/dist/render/envProbeArray.d.ts +85 -0
  277. package/dist/render/envProbeArray.js +164 -0
  278. package/dist/render/equirectToCube.d.ts +54 -0
  279. package/dist/render/equirectToCube.js +123 -0
  280. package/dist/render/flockGeometry.d.ts +23 -0
  281. package/dist/render/flockGeometry.js +43 -0
  282. package/dist/render/flockRenderer.d.ts +37 -0
  283. package/dist/render/flockRenderer.js +70 -0
  284. package/dist/render/frame/arena.d.ts +32 -0
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  286. package/dist/render/frame/index.d.ts +18 -0
  287. package/dist/render/frame/index.js +4 -0
  288. package/dist/render/frame/replay.d.ts +34 -0
  289. package/dist/render/frame/replay.js +48 -0
  290. package/dist/render/frame/resources.d.ts +25 -0
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  292. package/dist/render/frame/schedule.d.ts +37 -0
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  294. package/dist/render/frameView.d.ts +19 -0
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  296. package/dist/render/gizmo.d.ts +236 -0
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  298. package/dist/render/globalMedium.d.ts +124 -0
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  300. package/dist/render/globalMediumPass.d.ts +101 -0
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  302. package/dist/render/gpuCapability.d.ts +111 -0
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  304. package/dist/render/gpuTimer.d.ts +87 -0
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  306. package/dist/render/halfFloat.d.ts +4 -0
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  310. package/dist/render/iesProfile.d.ts +64 -0
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  314. package/dist/render/instancedMesh.d.ts +48 -0
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  316. package/dist/render/instances.d.ts +69 -0
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  318. package/dist/render/lightBudget.d.ts +397 -0
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  320. package/dist/render/lightMatrix.d.ts +3 -0
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  322. package/dist/render/lightVolumeDraw.d.ts +132 -0
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  330. package/dist/render/lod.d.ts +35 -0
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  332. package/dist/render/mesh.d.ts +177 -0
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  334. package/dist/render/occlusion.d.ts +81 -0
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  336. package/dist/render/oitPass.d.ts +67 -0
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  338. package/dist/render/orderIndependent.d.ts +92 -0
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  340. package/dist/render/particleBatch.d.ts +140 -0
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  342. package/dist/render/particleMaterial.d.ts +54 -0
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  344. package/dist/render/particlePool.d.ts +124 -0
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  346. package/dist/render/pass.d.ts +195 -0
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  348. package/dist/render/passTarget.d.ts +86 -0
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  350. package/dist/render/pickable.d.ts +31 -0
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  352. package/dist/render/planarReflection.d.ts +59 -0
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  356. package/dist/render/plumeGeometry.d.ts +25 -0
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  358. package/dist/render/plumeMaterial.d.ts +31 -0
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  364. package/dist/render/pointShadowArray.d.ts +95 -0
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  366. package/dist/render/pointShadowBudget.d.ts +118 -0
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  372. package/dist/render/pointShadowSystem.d.ts +195 -0
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1
+ export declare const POINTSHADOW_GLSL = "float pointShadow(\n highp sampler2DArray maps,\n float layer,\n vec3 toFrag,\n float far,\n float near,\n float sourceRadius\n) {\n /*\n * The receiver's own distance, and it is the *radius* now rather than a cube face's local Z.\n *\n * That difference removes two things. Every tap of an angular disk shares this one number,\n * where a cube needed each tap's own face-local Z recomputed \u2014 offsets changed it, and\n * comparing them all against the centre ray drew repeated wedges on large receivers. And the\n * stored value converts with a multiply instead of the perspective divide, which used to\n * magnify whatever error the sample arrived with, worst near the far plane.\n */\n float dist = length(toFrag);\n\n /*\n * A receiver nearer than the near plane is not shadowed at all.\n *\n * The near plane already says \"nothing this close to the source is rendered into the\n * map\", and a caller raises it so a fixture does not shadow its own housing. That was\n * only ever applied to *casters*, so a surface inside the same distance still went\n * through the comparison \u2014 against a map that, by the caller's own instruction, holds\n * nothing about anything near it.\n *\n * Reported on a ceiling with recessed strip lights hung a hand's width below it: shadows\n * that \"go on and off\" as the camera moves. The seams that made it unmissable are gone;\n * the gate stays, because comparing against a map that holds nothing is still wrong.\n *\n * The gate is the caller's own number rather than a new constant. A consumer that wants\n * the surface right beside its lamp to take a shadow can lower it, which is the same\n * knob and the same meaning it has always had for the other side of the transaction.\n */\n if (dist <= near) return 1.0;\n\n // Modest depth bias only. The heavy lifting is done by offsetting the\n // sample position along the surface normal before this is called \u2014 see the\n // call site \u2014 which is the cure for grazing receivers that depth bias alone\n // cannot fix without peter-panning.\n float bias = 0.04 + dist * 0.015;\n\n /*\n * Penumbra from the emitter's actual size.\n *\n * A shadow's softness is not a constant: it is set by how large the source is\n * and how far the caster stands from the surface it falls on. Find the\n * occluder with a centre tap, then widen the filter by\n * sourceRadius * (receiver - occluder) / occluder \u2014 the real geometry of a\n * penumbra. A bulb stays crisp; a flame goes soft with distance, which is\n * what makes a fire read as a fire rather than a large lamp.\n *\n * textureLod(..., 0.0), not the implicit-derivative texture() call this replaced.\n * pointShadowArray.ts allocates the array with texStorage3D at one storage level,\n * NEAREST both filters \u2014 there is no mip to select, so the two calls fetch the\n * identical texel. Not a quality trade; the output is bit-for-bit the same.\n *\n * It matters because implicit derivatives are only well-defined under *uniform*\n * control flow, and this sits inside the light loop below. See AGENTS.md, 2026-08-07.\n */\n float centreStored = textureLod(maps, vec3(octEncode(toFrag), layer), 0.0).r;\n float occluderDistance = centreStored >= 0.9999 ? dist : centreStored * far;\n float spread = max(dist - occluderDistance, 0.0) / max(occluderDistance, 0.05);\n /*\n * Softness comes from *fading the shadow*, not from widening the filter.\n *\n * Four attempts went into widening it, and the fourth is what identified why\n * none of them worked. The decisive observation was that the light pool looked\n * right until a column entered it. With no occluder the penumbra estimate is zero,\n * the filter stays at its floor, and the light pool is clean. The instant a\n * column is found the filter widens \u2014 and a wide angular filter on a *cube*\n * map is what crossed face seams. The artefact was never the columns' shadows;\n * it was the search for their penumbra.\n *\n * The map has no seams now, so the cap could open. It has not, in this change:\n * the storage moved and nothing else did, and the widening is a picture decision\n * taken against a tree that already renders correctly.\n */\n float radius = clamp(sourceRadius * spread, 0.01, MAX_FILTER_RADIUS) + 0.012;\n\n /*\n * How much of a shadow survives, as well as how soft it is.\n *\n * This is the half that was missing, and it is why widening the filter never\n * fixed anything. A penumbra does not merely blur with distance from its\n * caster \u2014 it *takes over*. Far enough from the occluder, relative to how big\n * the source is, every point on the receiver can see part of the flame and\n * there is no umbra left at all: the shadow is gone, not blurry.\n *\n * Without it, two columns lit by a brazier threw full-strength edges fifteen\n * metres across the terrace, and the gap between them read as a spotlight cone\n * with straight sides rather than as a fire. Three attempts in, the note that\n * unlocked it was that the pool should still fade naturally at its rim \u2014 a\n * description of the falloff, not of the blur.\n */\n float penumbra = clamp(sourceRadius * spread * PENUMBRA_FADE, 0.0, 1.0);\n float strength = 1.0 - penumbra * penumbra;\n\n /*\n * Taps are placed on a disk *perpendicular to the light ray*, rotated per\n * fragment.\n *\n * Offsetting the ray by fixed 3D vectors was the earlier approach and it has\n * two faults that only show on a wide filter. The offsets are not\n * perpendicular to the ray, so part of each one moves the sample along its own\n * depth instead of across the shadow; and twelve *fixed* taps at a large\n * radius align, so the penumbra breaks into hard straight bands following the\n * tap pattern \u2014 reported, on a brazier behind a rank of columns, as strange\n * straight lines across the light pool.\n *\n * A per-fragment rotation turns that banding into a fine dither, which the eye\n * reads as smooth \u2014 the standard cure, and it costs one hash.\n *\n * **Unchanged by the move to an octahedral map, and that is the point.** The offsets are\n * angular perturbations of a direction, so every tap is still a direction and octEncode is\n * defined on all of them. Nothing offsets in UV, so the map's border needs no wrap\n * arithmetic and a tap that would have crossed a cube join lands on the adjacent texel.\n */\n vec3 fwd = normalize(toFrag);\n vec3 up = abs(fwd.y) < 0.9 ? vec3(0.0, 1.0, 0.0) : vec3(1.0, 0.0, 0.0);\n vec3 tu = normalize(cross(up, fwd));\n vec3 tv = cross(fwd, tu);\n // Interleaved gradient noise: cheap, and stable enough per pixel that the\n // dither does not crawl while the camera moves.\n float angle = fract(52.9829189 * fract(dot(gl_FragCoord.xy, vec2(0.06711056, 0.00583715))))\n * 6.28318530718;\n float ca = cos(angle);\n float sa = sin(angle);\n\n float lit = 0.0;\n for (int i = 0; i < 12; i++) {\n if (i >= uShadowFilterTaps) break;\n vec2 disk = PCF_OFFSETS[i].xy;\n vec2 turned = vec2(disk.x * ca - disk.y * sa, disk.x * sa + disk.y * ca);\n // Perpendicular to the ray, and *not* scaled by its length: the offsets are\n // an angular perturbation of a direction, which is what the encoding takes.\n vec3 sampleDir = toFrag + (tu * turned.x + tv * turned.y) * radius;\n float stored = textureLod(maps, vec3(octEncode(sampleDir), layer), 0.0).r;\n if (stored >= 0.9999) {\n // Beyond the far plane nothing was rendered: treat as lit.\n lit += 1.0;\n continue;\n }\n float storedDistance = stored * far;\n if (dist - bias > storedDistance) {\n // A point shadow cannot outlive the finite light that casts it, so its\n // occlusion fades smoothly before the light's far plane.\n lit += 1.0 - shadowReach(max(dist - storedDistance, 0.0), far);\n } else {\n lit += 1.0;\n }\n }\n float shaded = lit / float(max(uShadowFilterTaps, 1));\n // Fade the whole shadow toward lit as the penumbra swallows it.\n return mix(1.0, shaded, strength);\n}\n\n/**\n * The same filter for a source that has a *shape* rather than a radius.\n *\n * **One map from the rectangle's centre, and the rectangle's own extent as the filter's shape.**\n * That is the whole difference from `pointShadow` above, and it is what makes the result read as\n * one wide emitter rather than as a lamp: a bulb's penumbra is round, so a row of nine of them\n * gives nine round shadows that pile up darker where they overlap, and a strip's penumbra is a\n * strip \u2014 soft along the cable, tight across it, one shadow with one soft edge.\n *\n * **The taps land on the emitter's silhouette as this fragment sees it**, which is the part a\n * scalar radius cannot express. The rectangle's two axes are projected onto the plane across the\n * light ray and each keeps its own width, so the sample pattern is an ellipse rather than a disk,\n * and a rectangle seen edge-on along one axis has no penumbra in that direction \u2014 which is correct\n * and is what a strip light actually does. Four dot products and two square roots more than the\n * round filter.\n *\n * **The fade is driven by the *narrower* projected half extent, and the reason is a strip.** A\n * penumbra does not only blur a shadow, it takes over: past the point where every part of the\n * receiver can see part of the emitter there is no umbra left. Driven by the wider extent, a\n * three-metre cable would delete its own shadow at a metre of caster clearance \u2014 but across the\n * cable the source is nearly a line, so an umbra band survives there and only the length is\n * smeared. `min` keeps that band; `max` would erase it.\n *\n * **What it costs** is a second copy of the tap loop, about 30 lines, compiled into the eight\n * permutations that carry point shadows. Folding the two into one loop was the alternative and was\n * not taken: the shared form has to multiply the disk offset by a width before scaling the axis\n * rather than after, which is a different rounding order on every tap of the *point* path \u2014 so the\n * saving is paid for by perturbing eight scenes that currently gate at zero pixels, in a change\n * about area lights. `docs/IMPROVEMENTS.md` carries the row.\n *\n * **What would make it wrong** is a rectangle much wider than its distance to the caster, where\n * different points on the emitter genuinely see different silhouettes and no single map from the\n * centre stands in for all of them \u2014 a ceiling-wide panel a hand's width above a table. The honest\n * answer there is several maps across the emitter, which is several bakes.\n */\nfloat areaShadow(\n highp sampler2DArray maps,\n float layer,\n vec3 toFrag,\n float far,\n float near,\n vec3 right,\n vec3 up,\n vec2 halfSize\n) {\n float dist = length(toFrag);\n /* The near plane says nothing this close to the emitter was rendered; see `pointShadow`. */\n if (dist <= near) return 1.0;\n\n float bias = 0.04 + dist * 0.015;\n\n /*\n * The blocker search, one tap along the centre ray, exactly as the round filter does it. Similar\n * triangles turn the two distances into how much wider than the emitter the penumbra is.\n *\n * `textureLod(..., 0.0)` rather than `texture()`: the array carries one storage level and\n * NEAREST both filters, so the two fetch the identical texel \u2014 and this sits inside the area\n * light loop, which is not provably uniform control flow. See AGENTS.md, 2026-08-07.\n */\n float centreStored = textureLod(maps, vec3(octEncode(toFrag), layer), 0.0).r;\n float occluderDistance = centreStored >= 0.9999 ? dist : centreStored * far;\n float spread = max(dist - occluderDistance, 0.0) / max(occluderDistance, 0.05);\n\n vec3 fwd = toFrag / dist;\n /*\n * Each axis with its along-the-ray component removed: the rectangle's outline flattened onto the\n * plane the taps move in. The lengths that come back are the foreshortening \u2014 1 for a rectangle\n * seen face-on, 0 for one seen exactly edge-on along that axis \u2014 so the two widths below carry\n * both the emitter's size and how much of it this fragment can see.\n */\n vec3 acrossX = right - fwd * dot(right, fwd);\n vec3 acrossY = up - fwd * dot(up, fwd);\n float seenX = length(acrossX);\n float seenY = length(acrossY);\n /*\n * A collapsed axis offsets nothing rather than offsetting along an arbitrary direction. Both\n * cannot collapse at once: `right` and `up` are perpendicular, so a ray parallel to one of\n * them is perpendicular to the other.\n */\n vec3 alongX = seenX > 1e-5 ? acrossX / seenX : vec3(0.0);\n vec3 alongY = seenY > 1e-5 ? acrossY / seenY : vec3(0.0);\n\n float halfX = halfSize.x * seenX;\n float halfY = halfSize.y * seenY;\n /* The same ceiling and the same floor the round filter uses, per axis. See MAX_FILTER_RADIUS. */\n float widthX = min(halfX * spread, MAX_FILTER_RADIUS) + 0.012;\n float widthY = min(halfY * spread, MAX_FILTER_RADIUS) + 0.012;\n\n /* The narrower half extent, for the reason in the header: it is what keeps a strip's umbra. */\n float penumbra = clamp(min(halfX, halfY) * spread * PENUMBRA_FADE, 0.0, 1.0);\n float strength = 1.0 - penumbra * penumbra;\n\n /*\n * Rotated per fragment inside the unit disk *before* the ellipse maps it, so the dither that\n * breaks up twelve aligned taps survives the anisotropy. Interleaved gradient noise, one hash;\n * without it a wide filter bands along the tap pattern \u2014 reported on a brazier behind a rank of\n * columns as straight lines across the light pool.\n */\n float angle = fract(52.9829189 * fract(dot(gl_FragCoord.xy, vec2(0.06711056, 0.00583715))))\n * 6.28318530718;\n float ca = cos(angle);\n float sa = sin(angle);\n\n float lit = 0.0;\n for (int i = 0; i < 12; i++) {\n if (i >= uShadowFilterTaps) break;\n vec2 disk = PCF_OFFSETS[i].xy;\n vec2 turned = vec2(disk.x * ca - disk.y * sa, disk.x * sa + disk.y * ca);\n vec3 sampleDir = toFrag + alongX * (turned.x * widthX) + alongY * (turned.y * widthY);\n float stored = textureLod(maps, vec3(octEncode(sampleDir), layer), 0.0).r;\n if (stored >= 0.9999) {\n /* Beyond the far plane nothing was rendered: treat as lit. */\n lit += 1.0;\n continue;\n }\n float storedDistance = stored * far;\n if (dist - bias > storedDistance) {\n /* An area light's occlusion cannot outlive the map that carries it either. */\n lit += 1.0 - shadowReach(max(dist - storedDistance, 0.0), far);\n } else {\n lit += 1.0;\n }\n }\n float shaded = lit / float(max(uShadowFilterTaps, 1));\n return mix(1.0, shaded, strength);\n}\n#endif\n\nout vec4 outColor;\n\n\n/** 0 none, 1 sRGB, 2 ACES then sRGB. See renderQuality.ts. */\nuniform int uOutputTransform;\n/** Scales the scene into the tone curve. 1 is the reference grade. See renderQuality.ts. */\nuniform float uOutputExposure;\n\n/*\n * ACES: the reference fit, not the cheap one.\n *\n * This was Narkowicz's single rational function, on the argument that the difference from\n * the reference curve is invisible next to the gain. That argument holds for a look and\n * fails for a *match*, which is what this option is for \u2014 aces exists so a world ported\n * from three.js reads the same, and three.js applies the full fit: into AP1 through\n * ACESInputMat, the RRT and ODT together, then back out through ACESOutputMat.\n *\n * The two curves are not a shade apart. Narkowicz is markedly brighter through the\n * midtones, which is exactly where an interior scene lives, and it is a large part of a\n * measured ~1.7x that survived correcting the colour space and the missing Lambert pi.\n * An approximation of a standard is the wrong thing to hold when the standard is the\n * specification.\n */\nvec3 rrtAndOdtFit(vec3 v) {\n vec3 a = v * (v + 0.0245786) - 0.000090537;\n vec3 b = v * (0.983729 * v + 0.4329510) + 0.238081;\n return a / b;\n}\n\nvec3 acesFilmic(vec3 x) {\n /*\n * Exposure first, because a tone curve is only defined relative to one.\n *\n * The reference RRT and ODT are graded for a dark cinema. Every renderer that ships ACES\n * scales its input to suit whatever it is actually shown on, and the factor each one\n * picks is a *look*, not a standard - so this engine takes no position and reads it from\n * the caller. Neutral by default, which is the reference grade unmodified. three.js's own\n * pick is 1 / 0.6, for a consumer matching one.\n */\n x *= uOutputExposure;\n // Columns, as GLSL reads them: sRGB -> XYZ -> D65_2_D60 -> AP1 -> RRT_SAT.\n const mat3 ACES_INPUT = mat3(\n 0.59719, 0.07600, 0.02840,\n 0.35458, 0.90834, 0.13383,\n 0.04823, 0.01566, 0.83777\n );\n // ODT_SAT -> XYZ -> D60_2_D65 -> sRGB.\n const mat3 ACES_OUTPUT = mat3(\n 1.60475, -0.10208, -0.00327,\n -0.53108, 1.10813, -0.07276,\n -0.07367, -0.00605, 1.07602\n );\n return clamp(ACES_OUTPUT * rrtAndOdtFit(ACES_INPUT * x), 0.0, 1.0);\n}\n\n/*\n * Linear to sRGB. The piecewise form rather than a plain pow: the linear toe near black\n * is where banding lives in an 8-bit buffer, and the cheap approximation puts it in the\n * wrong place.\n */\nvec3 linearToSrgb(vec3 c) {\n vec3 low = c * 12.92;\n vec3 high = 1.055 * pow(max(c, vec3(0.0)), vec3(1.0 / 2.4)) - 0.055;\n return mix(high, low, step(c, vec3(0.0031308)));\n}\n\nvec3 applyOutputTransform(vec3 c) {\n if (uOutputTransform == 0) return c;\n if (uOutputTransform == 2) c = acesFilmic(c);\n return linearToSrgb(c);\n}\n\n\n/**\n * A fixed Poisson disk avoids the grid-shaped edge left by square 3x3 PCF.\n * Directional and point shadows consume the same maximum filter-tap budget;\n * their texture sizes differ because one is a 2D projection of a frustum and one\n * is an octahedral projection of the whole sphere, not because one is a lower\n * quality tier.\n */\n#if DIRECTIONAL_SHADOWS\nconst vec2 DIRECTIONAL_PCF_OFFSETS[12] = vec2[12](\n vec2(-0.326, -0.406), vec2( 0.519, 0.767), vec2( 0.962, -0.195), vec2(-0.696, 0.457),\n vec2(-0.840, -0.074), vec2( 0.185, -0.893), vec2( 0.896, 0.412), vec2(-0.203, 0.621),\n vec2( 0.473, -0.480), vec2( 0.507, 0.064), vec2(-0.322, -0.933), vec2(-0.792, -0.598)\n);\n\n/** Anything outside the light frustum or beyond its far plane counts as lit. */";
@@ -0,0 +1,322 @@
1
+ /**
2
+ * Filtering an omnidirectional shadow.
3
+ *
4
+ * **This file used to be mostly seam defences and is not any more.** A cube map stores six
5
+ * images under six 90 degree projections, and a filter tap that crossed a shared edge read the
6
+ * other projection's answer — drawn as straight lines radiating from beneath the light, in seven
7
+ * separate reports. Four things existed to fight that: a direction clamp, a flat tolerance, a
8
+ * bias that grew toward a boundary, and a filter that narrowed near one. All four are gone,
9
+ * because an octahedral map is one projection over the whole sphere and there is no join to
10
+ * cross. See `shaders/octahedral.ts`.
11
+ *
12
+ * `MAX_FILTER_RADIUS` is still at the floor those defences forced it to. Widening it changes the
13
+ * picture and is its own change.
14
+ */
15
+ import { MAX_SHADOW_FILTER_TAPS } from '../../renderQuality.js';
16
+ import { OUTPUT_TRANSFORM_GLSL } from '../outputTransform.js';
17
+ export const POINTSHADOW_GLSL = `float pointShadow(
18
+ highp sampler2DArray maps,
19
+ float layer,
20
+ vec3 toFrag,
21
+ float far,
22
+ float near,
23
+ float sourceRadius
24
+ ) {
25
+ /*
26
+ * The receiver's own distance, and it is the *radius* now rather than a cube face's local Z.
27
+ *
28
+ * That difference removes two things. Every tap of an angular disk shares this one number,
29
+ * where a cube needed each tap's own face-local Z recomputed — offsets changed it, and
30
+ * comparing them all against the centre ray drew repeated wedges on large receivers. And the
31
+ * stored value converts with a multiply instead of the perspective divide, which used to
32
+ * magnify whatever error the sample arrived with, worst near the far plane.
33
+ */
34
+ float dist = length(toFrag);
35
+
36
+ /*
37
+ * A receiver nearer than the near plane is not shadowed at all.
38
+ *
39
+ * The near plane already says "nothing this close to the source is rendered into the
40
+ * map", and a caller raises it so a fixture does not shadow its own housing. That was
41
+ * only ever applied to *casters*, so a surface inside the same distance still went
42
+ * through the comparison — against a map that, by the caller's own instruction, holds
43
+ * nothing about anything near it.
44
+ *
45
+ * Reported on a ceiling with recessed strip lights hung a hand's width below it: shadows
46
+ * that "go on and off" as the camera moves. The seams that made it unmissable are gone;
47
+ * the gate stays, because comparing against a map that holds nothing is still wrong.
48
+ *
49
+ * The gate is the caller's own number rather than a new constant. A consumer that wants
50
+ * the surface right beside its lamp to take a shadow can lower it, which is the same
51
+ * knob and the same meaning it has always had for the other side of the transaction.
52
+ */
53
+ if (dist <= near) return 1.0;
54
+
55
+ // Modest depth bias only. The heavy lifting is done by offsetting the
56
+ // sample position along the surface normal before this is called — see the
57
+ // call site — which is the cure for grazing receivers that depth bias alone
58
+ // cannot fix without peter-panning.
59
+ float bias = 0.04 + dist * 0.015;
60
+
61
+ /*
62
+ * Penumbra from the emitter's actual size.
63
+ *
64
+ * A shadow's softness is not a constant: it is set by how large the source is
65
+ * and how far the caster stands from the surface it falls on. Find the
66
+ * occluder with a centre tap, then widen the filter by
67
+ * sourceRadius * (receiver - occluder) / occluder — the real geometry of a
68
+ * penumbra. A bulb stays crisp; a flame goes soft with distance, which is
69
+ * what makes a fire read as a fire rather than a large lamp.
70
+ *
71
+ * textureLod(..., 0.0), not the implicit-derivative texture() call this replaced.
72
+ * pointShadowArray.ts allocates the array with texStorage3D at one storage level,
73
+ * NEAREST both filters — there is no mip to select, so the two calls fetch the
74
+ * identical texel. Not a quality trade; the output is bit-for-bit the same.
75
+ *
76
+ * It matters because implicit derivatives are only well-defined under *uniform*
77
+ * control flow, and this sits inside the light loop below. See AGENTS.md, 2026-08-07.
78
+ */
79
+ float centreStored = textureLod(maps, vec3(octEncode(toFrag), layer), 0.0).r;
80
+ float occluderDistance = centreStored >= 0.9999 ? dist : centreStored * far;
81
+ float spread = max(dist - occluderDistance, 0.0) / max(occluderDistance, 0.05);
82
+ /*
83
+ * Softness comes from *fading the shadow*, not from widening the filter.
84
+ *
85
+ * Four attempts went into widening it, and the fourth is what identified why
86
+ * none of them worked. The decisive observation was that the light pool looked
87
+ * right until a column entered it. With no occluder the penumbra estimate is zero,
88
+ * the filter stays at its floor, and the light pool is clean. The instant a
89
+ * column is found the filter widens — and a wide angular filter on a *cube*
90
+ * map is what crossed face seams. The artefact was never the columns' shadows;
91
+ * it was the search for their penumbra.
92
+ *
93
+ * The map has no seams now, so the cap could open. It has not, in this change:
94
+ * the storage moved and nothing else did, and the widening is a picture decision
95
+ * taken against a tree that already renders correctly.
96
+ */
97
+ float radius = clamp(sourceRadius * spread, 0.01, MAX_FILTER_RADIUS) + 0.012;
98
+
99
+ /*
100
+ * How much of a shadow survives, as well as how soft it is.
101
+ *
102
+ * This is the half that was missing, and it is why widening the filter never
103
+ * fixed anything. A penumbra does not merely blur with distance from its
104
+ * caster — it *takes over*. Far enough from the occluder, relative to how big
105
+ * the source is, every point on the receiver can see part of the flame and
106
+ * there is no umbra left at all: the shadow is gone, not blurry.
107
+ *
108
+ * Without it, two columns lit by a brazier threw full-strength edges fifteen
109
+ * metres across the terrace, and the gap between them read as a spotlight cone
110
+ * with straight sides rather than as a fire. Three attempts in, the note that
111
+ * unlocked it was that the pool should still fade naturally at its rim — a
112
+ * description of the falloff, not of the blur.
113
+ */
114
+ float penumbra = clamp(sourceRadius * spread * PENUMBRA_FADE, 0.0, 1.0);
115
+ float strength = 1.0 - penumbra * penumbra;
116
+
117
+ /*
118
+ * Taps are placed on a disk *perpendicular to the light ray*, rotated per
119
+ * fragment.
120
+ *
121
+ * Offsetting the ray by fixed 3D vectors was the earlier approach and it has
122
+ * two faults that only show on a wide filter. The offsets are not
123
+ * perpendicular to the ray, so part of each one moves the sample along its own
124
+ * depth instead of across the shadow; and twelve *fixed* taps at a large
125
+ * radius align, so the penumbra breaks into hard straight bands following the
126
+ * tap pattern — reported, on a brazier behind a rank of columns, as strange
127
+ * straight lines across the light pool.
128
+ *
129
+ * A per-fragment rotation turns that banding into a fine dither, which the eye
130
+ * reads as smooth — the standard cure, and it costs one hash.
131
+ *
132
+ * **Unchanged by the move to an octahedral map, and that is the point.** The offsets are
133
+ * angular perturbations of a direction, so every tap is still a direction and octEncode is
134
+ * defined on all of them. Nothing offsets in UV, so the map's border needs no wrap
135
+ * arithmetic and a tap that would have crossed a cube join lands on the adjacent texel.
136
+ */
137
+ vec3 fwd = normalize(toFrag);
138
+ vec3 up = abs(fwd.y) < 0.9 ? vec3(0.0, 1.0, 0.0) : vec3(1.0, 0.0, 0.0);
139
+ vec3 tu = normalize(cross(up, fwd));
140
+ vec3 tv = cross(fwd, tu);
141
+ // Interleaved gradient noise: cheap, and stable enough per pixel that the
142
+ // dither does not crawl while the camera moves.
143
+ float angle = fract(52.9829189 * fract(dot(gl_FragCoord.xy, vec2(0.06711056, 0.00583715))))
144
+ * 6.28318530718;
145
+ float ca = cos(angle);
146
+ float sa = sin(angle);
147
+
148
+ float lit = 0.0;
149
+ for (int i = 0; i < ${MAX_SHADOW_FILTER_TAPS}; i++) {
150
+ if (i >= uShadowFilterTaps) break;
151
+ vec2 disk = PCF_OFFSETS[i].xy;
152
+ vec2 turned = vec2(disk.x * ca - disk.y * sa, disk.x * sa + disk.y * ca);
153
+ // Perpendicular to the ray, and *not* scaled by its length: the offsets are
154
+ // an angular perturbation of a direction, which is what the encoding takes.
155
+ vec3 sampleDir = toFrag + (tu * turned.x + tv * turned.y) * radius;
156
+ float stored = textureLod(maps, vec3(octEncode(sampleDir), layer), 0.0).r;
157
+ if (stored >= 0.9999) {
158
+ // Beyond the far plane nothing was rendered: treat as lit.
159
+ lit += 1.0;
160
+ continue;
161
+ }
162
+ float storedDistance = stored * far;
163
+ if (dist - bias > storedDistance) {
164
+ // A point shadow cannot outlive the finite light that casts it, so its
165
+ // occlusion fades smoothly before the light's far plane.
166
+ lit += 1.0 - shadowReach(max(dist - storedDistance, 0.0), far);
167
+ } else {
168
+ lit += 1.0;
169
+ }
170
+ }
171
+ float shaded = lit / float(max(uShadowFilterTaps, 1));
172
+ // Fade the whole shadow toward lit as the penumbra swallows it.
173
+ return mix(1.0, shaded, strength);
174
+ }
175
+
176
+ /**
177
+ * The same filter for a source that has a *shape* rather than a radius.
178
+ *
179
+ * **One map from the rectangle's centre, and the rectangle's own extent as the filter's shape.**
180
+ * That is the whole difference from \`pointShadow\` above, and it is what makes the result read as
181
+ * one wide emitter rather than as a lamp: a bulb's penumbra is round, so a row of nine of them
182
+ * gives nine round shadows that pile up darker where they overlap, and a strip's penumbra is a
183
+ * strip — soft along the cable, tight across it, one shadow with one soft edge.
184
+ *
185
+ * **The taps land on the emitter's silhouette as this fragment sees it**, which is the part a
186
+ * scalar radius cannot express. The rectangle's two axes are projected onto the plane across the
187
+ * light ray and each keeps its own width, so the sample pattern is an ellipse rather than a disk,
188
+ * and a rectangle seen edge-on along one axis has no penumbra in that direction — which is correct
189
+ * and is what a strip light actually does. Four dot products and two square roots more than the
190
+ * round filter.
191
+ *
192
+ * **The fade is driven by the *narrower* projected half extent, and the reason is a strip.** A
193
+ * penumbra does not only blur a shadow, it takes over: past the point where every part of the
194
+ * receiver can see part of the emitter there is no umbra left. Driven by the wider extent, a
195
+ * three-metre cable would delete its own shadow at a metre of caster clearance — but across the
196
+ * cable the source is nearly a line, so an umbra band survives there and only the length is
197
+ * smeared. \`min\` keeps that band; \`max\` would erase it.
198
+ *
199
+ * **What it costs** is a second copy of the tap loop, about 30 lines, compiled into the eight
200
+ * permutations that carry point shadows. Folding the two into one loop was the alternative and was
201
+ * not taken: the shared form has to multiply the disk offset by a width before scaling the axis
202
+ * rather than after, which is a different rounding order on every tap of the *point* path — so the
203
+ * saving is paid for by perturbing eight scenes that currently gate at zero pixels, in a change
204
+ * about area lights. \`docs/IMPROVEMENTS.md\` carries the row.
205
+ *
206
+ * **What would make it wrong** is a rectangle much wider than its distance to the caster, where
207
+ * different points on the emitter genuinely see different silhouettes and no single map from the
208
+ * centre stands in for all of them — a ceiling-wide panel a hand's width above a table. The honest
209
+ * answer there is several maps across the emitter, which is several bakes.
210
+ */
211
+ float areaShadow(
212
+ highp sampler2DArray maps,
213
+ float layer,
214
+ vec3 toFrag,
215
+ float far,
216
+ float near,
217
+ vec3 right,
218
+ vec3 up,
219
+ vec2 halfSize
220
+ ) {
221
+ float dist = length(toFrag);
222
+ /* The near plane says nothing this close to the emitter was rendered; see \`pointShadow\`. */
223
+ if (dist <= near) return 1.0;
224
+
225
+ float bias = 0.04 + dist * 0.015;
226
+
227
+ /*
228
+ * The blocker search, one tap along the centre ray, exactly as the round filter does it. Similar
229
+ * triangles turn the two distances into how much wider than the emitter the penumbra is.
230
+ *
231
+ * \`textureLod(..., 0.0)\` rather than \`texture()\`: the array carries one storage level and
232
+ * NEAREST both filters, so the two fetch the identical texel — and this sits inside the area
233
+ * light loop, which is not provably uniform control flow. See AGENTS.md, 2026-08-07.
234
+ */
235
+ float centreStored = textureLod(maps, vec3(octEncode(toFrag), layer), 0.0).r;
236
+ float occluderDistance = centreStored >= 0.9999 ? dist : centreStored * far;
237
+ float spread = max(dist - occluderDistance, 0.0) / max(occluderDistance, 0.05);
238
+
239
+ vec3 fwd = toFrag / dist;
240
+ /*
241
+ * Each axis with its along-the-ray component removed: the rectangle's outline flattened onto the
242
+ * plane the taps move in. The lengths that come back are the foreshortening — 1 for a rectangle
243
+ * seen face-on, 0 for one seen exactly edge-on along that axis — so the two widths below carry
244
+ * both the emitter's size and how much of it this fragment can see.
245
+ */
246
+ vec3 acrossX = right - fwd * dot(right, fwd);
247
+ vec3 acrossY = up - fwd * dot(up, fwd);
248
+ float seenX = length(acrossX);
249
+ float seenY = length(acrossY);
250
+ /*
251
+ * A collapsed axis offsets nothing rather than offsetting along an arbitrary direction. Both
252
+ * cannot collapse at once: \`right\` and \`up\` are perpendicular, so a ray parallel to one of
253
+ * them is perpendicular to the other.
254
+ */
255
+ vec3 alongX = seenX > 1e-5 ? acrossX / seenX : vec3(0.0);
256
+ vec3 alongY = seenY > 1e-5 ? acrossY / seenY : vec3(0.0);
257
+
258
+ float halfX = halfSize.x * seenX;
259
+ float halfY = halfSize.y * seenY;
260
+ /* The same ceiling and the same floor the round filter uses, per axis. See MAX_FILTER_RADIUS. */
261
+ float widthX = min(halfX * spread, MAX_FILTER_RADIUS) + 0.012;
262
+ float widthY = min(halfY * spread, MAX_FILTER_RADIUS) + 0.012;
263
+
264
+ /* The narrower half extent, for the reason in the header: it is what keeps a strip's umbra. */
265
+ float penumbra = clamp(min(halfX, halfY) * spread * PENUMBRA_FADE, 0.0, 1.0);
266
+ float strength = 1.0 - penumbra * penumbra;
267
+
268
+ /*
269
+ * Rotated per fragment inside the unit disk *before* the ellipse maps it, so the dither that
270
+ * breaks up twelve aligned taps survives the anisotropy. Interleaved gradient noise, one hash;
271
+ * without it a wide filter bands along the tap pattern — reported on a brazier behind a rank of
272
+ * columns as straight lines across the light pool.
273
+ */
274
+ float angle = fract(52.9829189 * fract(dot(gl_FragCoord.xy, vec2(0.06711056, 0.00583715))))
275
+ * 6.28318530718;
276
+ float ca = cos(angle);
277
+ float sa = sin(angle);
278
+
279
+ float lit = 0.0;
280
+ for (int i = 0; i < ${MAX_SHADOW_FILTER_TAPS}; i++) {
281
+ if (i >= uShadowFilterTaps) break;
282
+ vec2 disk = PCF_OFFSETS[i].xy;
283
+ vec2 turned = vec2(disk.x * ca - disk.y * sa, disk.x * sa + disk.y * ca);
284
+ vec3 sampleDir = toFrag + alongX * (turned.x * widthX) + alongY * (turned.y * widthY);
285
+ float stored = textureLod(maps, vec3(octEncode(sampleDir), layer), 0.0).r;
286
+ if (stored >= 0.9999) {
287
+ /* Beyond the far plane nothing was rendered: treat as lit. */
288
+ lit += 1.0;
289
+ continue;
290
+ }
291
+ float storedDistance = stored * far;
292
+ if (dist - bias > storedDistance) {
293
+ /* An area light's occlusion cannot outlive the map that carries it either. */
294
+ lit += 1.0 - shadowReach(max(dist - storedDistance, 0.0), far);
295
+ } else {
296
+ lit += 1.0;
297
+ }
298
+ }
299
+ float shaded = lit / float(max(uShadowFilterTaps, 1));
300
+ return mix(1.0, shaded, strength);
301
+ }
302
+ #endif
303
+
304
+ out vec4 outColor;
305
+
306
+ ${OUTPUT_TRANSFORM_GLSL}
307
+
308
+ /**
309
+ * A fixed Poisson disk avoids the grid-shaped edge left by square 3x3 PCF.
310
+ * Directional and point shadows consume the same maximum filter-tap budget;
311
+ * their texture sizes differ because one is a 2D projection of a frustum and one
312
+ * is an octahedral projection of the whole sphere, not because one is a lower
313
+ * quality tier.
314
+ */
315
+ #if DIRECTIONAL_SHADOWS
316
+ const vec2 DIRECTIONAL_PCF_OFFSETS[${MAX_SHADOW_FILTER_TAPS}] = vec2[${MAX_SHADOW_FILTER_TAPS}](
317
+ vec2(-0.326, -0.406), vec2( 0.519, 0.767), vec2( 0.962, -0.195), vec2(-0.696, 0.457),
318
+ vec2(-0.840, -0.074), vec2( 0.185, -0.893), vec2( 0.896, 0.412), vec2(-0.203, 0.621),
319
+ vec2( 0.473, -0.480), vec2( 0.507, 0.064), vec2(-0.322, -0.933), vec2(-0.792, -0.598)
320
+ );
321
+
322
+ /** Anything outside the light frustum or beyond its far plane counts as lit. */`;
@@ -0,0 +1,15 @@
1
+ import type { LightBudget } from '../../uniformVectorBudget.ts';
2
+ /**
3
+ * The preamble, built for one light budget.
4
+ *
5
+ * **A function rather than the constant it was, and the budget is why.** `MAX_LIGHTS` and
6
+ * `MAX_AREA_LIGHTS` size twenty and fourteen uniform arrays between them, and an array costs a
7
+ * whole row of the uniform grid per element whatever its base type — so these two numbers are
8
+ * most of what the lit shader spends against `MAX_FRAGMENT_UNIFORM_VECTORS`, and on a part that
9
+ * offers 256 of them they are the difference between a program that links and a black page. See
10
+ * `uniformVectorBudget.ts` for the counting and for the ladder the renderer walks.
11
+ *
12
+ * Rebuilt per call rather than memoised: it is 0.84 ms for the whole fragment source, measured,
13
+ * and a renderer builds it once at construction.
14
+ */
15
+ export declare function preambleGlsl({ maxLights, maxAreaLights }: LightBudget): string;