@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.
- package/LICENSE +202 -0
- package/NOTICE +9 -0
- package/README.md +9 -0
- package/dist/behavior/behaviorTree.d.ts +140 -0
- package/dist/behavior/behaviorTree.js +289 -0
- package/dist/build/shaderComments.d.ts +64 -0
- package/dist/build/shaderComments.js +0 -0
- package/dist/cinematic/player.d.ts +80 -0
- package/dist/cinematic/player.js +184 -0
- package/dist/cinematic/script.d.ts +63 -0
- package/dist/cinematic/script.js +141 -0
- package/dist/core/bootGate.d.ts +37 -0
- package/dist/core/bootGate.js +47 -0
- package/dist/core/loadTracker.d.ts +78 -0
- package/dist/core/loadTracker.js +106 -0
- package/dist/core/loop.d.ts +118 -0
- package/dist/core/loop.js +84 -0
- package/dist/core/messageQueue.d.ts +61 -0
- package/dist/core/messageQueue.js +104 -0
- package/dist/core/onceSet.d.ts +27 -0
- package/dist/core/onceSet.js +62 -0
- package/dist/core/preferences.d.ts +47 -0
- package/dist/core/preferences.js +140 -0
- package/dist/core/remoteSave.d.ts +154 -0
- package/dist/core/remoteSave.js +249 -0
- package/dist/core/rng.d.ts +64 -0
- package/dist/core/rng.js +72 -0
- package/dist/core/stepBudget.d.ts +91 -0
- package/dist/core/stepBudget.js +105 -0
- package/dist/core/storage.d.ts +52 -0
- package/dist/core/storage.js +85 -0
- package/dist/core/tickTrace.d.ts +72 -0
- package/dist/core/tickTrace.js +102 -0
- package/dist/core/timeCurve.d.ts +83 -0
- package/dist/core/timeCurve.js +107 -0
- package/dist/core/withDefaults.d.ts +21 -0
- package/dist/core/withDefaults.js +29 -0
- package/dist/dev/contactProbe.d.ts +41 -0
- package/dist/dev/contactProbe.js +58 -0
- package/dist/dev/fpsMeter.d.ts +45 -0
- package/dist/dev/fpsMeter.js +86 -0
- package/dist/environment/celestialClock.d.ts +141 -0
- package/dist/environment/celestialClock.js +262 -0
- package/dist/geometry/decal.d.ts +61 -0
- package/dist/geometry/decal.js +178 -0
- package/dist/geometry/filmPatch.d.ts +35 -0
- package/dist/geometry/filmPatch.js +112 -0
- package/dist/geometry/growable.d.ts +70 -0
- package/dist/geometry/growable.js +167 -0
- package/dist/geometry/lightVolume.d.ts +76 -0
- package/dist/geometry/lightVolume.js +65 -0
- package/dist/geometry/meshBuilder.d.ts +426 -0
- package/dist/geometry/meshBuilder.js +1184 -0
- package/dist/geometry/pixelFont.d.ts +59 -0
- package/dist/geometry/pixelFont.js +179 -0
- package/dist/geometry/ribbon.d.ts +101 -0
- package/dist/geometry/ribbon.js +546 -0
- package/dist/geometry/shellFill.d.ts +101 -0
- package/dist/geometry/shellFill.js +203 -0
- package/dist/geometry/spline.d.ts +162 -0
- package/dist/geometry/spline.js +527 -0
- package/dist/geometry/tangents.d.ts +30 -0
- package/dist/geometry/tangents.js +142 -0
- package/dist/geometry/textMesh.d.ts +51 -0
- package/dist/geometry/textMesh.js +57 -0
- package/dist/geometry/treeBuilder.d.ts +37 -0
- package/dist/geometry/treeBuilder.js +56 -0
- package/dist/host/display.d.ts +135 -0
- package/dist/host/display.js +114 -0
- package/dist/host/files.d.ts +25 -0
- package/dist/host/files.js +44 -0
- package/dist/host/lifecycle.d.ts +45 -0
- package/dist/host/lifecycle.js +28 -0
- package/dist/host/platformServices.d.ts +23 -0
- package/dist/host/platformServices.js +1 -0
- package/dist/host/screen.d.ts +49 -0
- package/dist/host/screen.js +90 -0
- package/dist/index.d.ts +289 -0
- package/dist/index.js +320 -0
- package/dist/input/actionMap.d.ts +181 -0
- package/dist/input/actionMap.js +314 -0
- package/dist/input/activeDevice.d.ts +55 -0
- package/dist/input/activeDevice.js +83 -0
- package/dist/input/gamepadIdentity.d.ts +43 -0
- package/dist/input/gamepadIdentity.js +108 -0
- package/dist/input/gamepadMapping.d.ts +56 -0
- package/dist/input/gamepadMapping.js +91 -0
- package/dist/input/input.d.ts +281 -0
- package/dist/input/input.js +703 -0
- package/dist/input/inputHarness.d.ts +42 -0
- package/dist/input/inputHarness.js +193 -0
- package/dist/input/rightGesture.d.ts +57 -0
- package/dist/input/rightGesture.js +49 -0
- package/dist/input/rumble.d.ts +71 -0
- package/dist/input/rumble.js +119 -0
- package/dist/input/touchControls.d.ts +138 -0
- package/dist/input/touchControls.js +352 -0
- package/dist/input/typingTarget.d.ts +6 -0
- package/dist/input/typingTarget.js +27 -0
- package/dist/math/bounds.d.ts +61 -0
- package/dist/math/bounds.js +121 -0
- package/dist/math/color.d.ts +8 -0
- package/dist/math/color.js +35 -0
- package/dist/math/exact.d.ts +66 -0
- package/dist/math/exact.js +262 -0
- package/dist/math/frustum.d.ts +44 -0
- package/dist/math/frustum.js +90 -0
- package/dist/math/intersect.d.ts +76 -0
- package/dist/math/intersect.js +185 -0
- package/dist/math/scalar.d.ts +51 -0
- package/dist/math/scalar.js +99 -0
- package/dist/math/spring.d.ts +59 -0
- package/dist/math/spring.js +88 -0
- package/dist/nav/navGraph.d.ts +71 -0
- package/dist/nav/navGraph.js +111 -0
- package/dist/nav/navPath.d.ts +93 -0
- package/dist/nav/navPath.js +162 -0
- package/dist/nav/navSearch.d.ts +74 -0
- package/dist/nav/navSearch.js +198 -0
- package/dist/physics/boxSurface.d.ts +48 -0
- package/dist/physics/boxSurface.js +73 -0
- package/dist/physics/colliderSurface.d.ts +46 -0
- package/dist/physics/colliderSurface.js +146 -0
- package/dist/physics/compositeSurface.d.ts +33 -0
- package/dist/physics/compositeSurface.js +108 -0
- package/dist/physics/heightSurface.d.ts +103 -0
- package/dist/physics/heightSurface.js +153 -0
- package/dist/physics/ribbonSurface.d.ts +239 -0
- package/dist/physics/ribbonSurface.js +522 -0
- package/dist/render/ambientOcclusionPass.d.ts +53 -0
- package/dist/render/ambientOcclusionPass.js +179 -0
- package/dist/render/areaLights.d.ts +116 -0
- package/dist/render/areaLights.js +91 -0
- package/dist/render/areaShadowSet.d.ts +184 -0
- package/dist/render/areaShadowSet.js +277 -0
- package/dist/render/atmosphere.d.ts +94 -0
- package/dist/render/atmosphere.js +91 -0
- package/dist/render/backend/api.d.ts +496 -0
- package/dist/render/backend/api.js +1 -0
- package/dist/render/backend/budget.d.ts +82 -0
- package/dist/render/backend/budget.js +99 -0
- package/dist/render/backend/createRenderer.d.ts +135 -0
- package/dist/render/backend/createRenderer.js +201 -0
- package/dist/render/backend/deadline.d.ts +24 -0
- package/dist/render/backend/deadline.js +38 -0
- package/dist/render/backend/probe.d.ts +30 -0
- package/dist/render/backend/probe.js +129 -0
- package/dist/render/backend/select.d.ts +70 -0
- package/dist/render/backend/select.js +249 -0
- package/dist/render/backend/timer.d.ts +50 -0
- package/dist/render/backend/timer.js +1 -0
- package/dist/render/backend/webgl2/instanced.d.ts +21 -0
- package/dist/render/backend/webgl2/instanced.js +42 -0
- package/dist/render/backend/webgl2/morphTexture.d.ts +21 -0
- package/dist/render/backend/webgl2/morphTexture.js +55 -0
- package/dist/render/backend/webgl2/renderer.d.ts +3027 -0
- package/dist/render/backend/webgl2/renderer.js +6041 -0
- package/dist/render/backend/webgl2/skinPaletteTexture.d.ts +32 -0
- package/dist/render/backend/webgl2/skinPaletteTexture.js +68 -0
- package/dist/render/backend/webgpu/boltPass.d.ts +42 -0
- package/dist/render/backend/webgpu/boltPass.js +160 -0
- package/dist/render/backend/webgpu/buffers.d.ts +159 -0
- package/dist/render/backend/webgpu/buffers.js +402 -0
- package/dist/render/backend/webgpu/causticsPass.d.ts +36 -0
- package/dist/render/backend/webgpu/causticsPass.js +138 -0
- package/dist/render/backend/webgpu/clusterBinner.d.ts +51 -0
- package/dist/render/backend/webgpu/clusterBinner.js +206 -0
- package/dist/render/backend/webgpu/depthPass.d.ts +114 -0
- package/dist/render/backend/webgpu/depthPass.js +228 -0
- package/dist/render/backend/webgpu/device.d.ts +52 -0
- package/dist/render/backend/webgpu/device.js +121 -0
- package/dist/render/backend/webgpu/drawCommand.d.ts +43 -0
- package/dist/render/backend/webgpu/drawCommand.js +54 -0
- package/dist/render/backend/webgpu/environmentTexels.d.ts +28 -0
- package/dist/render/backend/webgpu/environmentTexels.js +79 -0
- package/dist/render/backend/webgpu/filmPass.d.ts +29 -0
- package/dist/render/backend/webgpu/filmPass.js +97 -0
- package/dist/render/backend/webgpu/flatPass.d.ts +213 -0
- package/dist/render/backend/webgpu/flatPass.js +482 -0
- package/dist/render/backend/webgpu/flockPass.d.ts +34 -0
- package/dist/render/backend/webgpu/flockPass.js +129 -0
- package/dist/render/backend/webgpu/gpuTimestamps.d.ts +94 -0
- package/dist/render/backend/webgpu/gpuTimestamps.js +213 -0
- package/dist/render/backend/webgpu/insetPass.d.ts +19 -0
- package/dist/render/backend/webgpu/insetPass.js +108 -0
- package/dist/render/backend/webgpu/instanced.d.ts +27 -0
- package/dist/render/backend/webgpu/instanced.js +49 -0
- package/dist/render/backend/webgpu/lightVolumePass.d.ts +75 -0
- package/dist/render/backend/webgpu/lightVolumePass.js +154 -0
- package/dist/render/backend/webgpu/linePass.d.ts +90 -0
- package/dist/render/backend/webgpu/linePass.js +220 -0
- package/dist/render/backend/webgpu/morphTexture.d.ts +18 -0
- package/dist/render/backend/webgpu/morphTexture.js +51 -0
- package/dist/render/backend/webgpu/panelPass.d.ts +37 -0
- package/dist/render/backend/webgpu/panelPass.js +114 -0
- package/dist/render/backend/webgpu/particlePass.d.ts +89 -0
- package/dist/render/backend/webgpu/particlePass.js +280 -0
- package/dist/render/backend/webgpu/pipelineCache.d.ts +93 -0
- package/dist/render/backend/webgpu/pipelineCache.js +140 -0
- package/dist/render/backend/webgpu/plumePass.d.ts +69 -0
- package/dist/render/backend/webgpu/plumePass.js +213 -0
- package/dist/render/backend/webgpu/pointShadowPass.d.ts +88 -0
- package/dist/render/backend/webgpu/pointShadowPass.js +280 -0
- package/dist/render/backend/webgpu/postPass.d.ts +342 -0
- package/dist/render/backend/webgpu/postPass.js +366 -0
- package/dist/render/backend/webgpu/probePass.d.ts +108 -0
- package/dist/render/backend/webgpu/probePass.js +188 -0
- package/dist/render/backend/webgpu/reflectionPass.d.ts +29 -0
- package/dist/render/backend/webgpu/reflectionPass.js +87 -0
- package/dist/render/backend/webgpu/renderer.d.ts +3082 -0
- package/dist/render/backend/webgpu/renderer.js +10911 -0
- package/dist/render/backend/webgpu/scatterPass.d.ts +95 -0
- package/dist/render/backend/webgpu/scatterPass.js +266 -0
- package/dist/render/backend/webgpu/sdfTextPass.d.ts +86 -0
- package/dist/render/backend/webgpu/sdfTextPass.js +190 -0
- package/dist/render/backend/webgpu/shaderModules.d.ts +9 -0
- package/dist/render/backend/webgpu/shaderModules.js +45 -0
- package/dist/render/backend/webgpu/shaders/clusterBin.wgsl.d.ts +23 -0
- package/dist/render/backend/webgpu/shaders/clusterBin.wgsl.js +208 -0
- package/dist/render/backend/webgpu/skinPaletteRing.d.ts +67 -0
- package/dist/render/backend/webgpu/skinPaletteRing.js +97 -0
- package/dist/render/backend/webgpu/skinPaletteTexture.d.ts +17 -0
- package/dist/render/backend/webgpu/skinPaletteTexture.js +68 -0
- package/dist/render/backend/webgpu/skyPass.d.ts +102 -0
- package/dist/render/backend/webgpu/skyPass.js +70 -0
- package/dist/render/backend/webgpu/surfaceTexturePass.d.ts +41 -0
- package/dist/render/backend/webgpu/surfaceTexturePass.js +228 -0
- package/dist/render/backend/webgpu/textPass.d.ts +73 -0
- package/dist/render/backend/webgpu/textPass.js +190 -0
- package/dist/render/backend/webgpu/uniformRing.d.ts +133 -0
- package/dist/render/backend/webgpu/uniformRing.js +208 -0
- package/dist/render/backend/webgpu/waterPass.d.ts +73 -0
- package/dist/render/backend/webgpu/waterPass.js +160 -0
- package/dist/render/backend/webgpu/windStreakPass.d.ts +46 -0
- package/dist/render/backend/webgpu/windStreakPass.js +153 -0
- package/dist/render/billboard.d.ts +27 -0
- package/dist/render/billboard.js +79 -0
- package/dist/render/bloomChain.d.ts +66 -0
- package/dist/render/bloomChain.js +83 -0
- package/dist/render/bloomPass.d.ts +54 -0
- package/dist/render/bloomPass.js +219 -0
- package/dist/render/boltBatch.d.ts +39 -0
- package/dist/render/boltBatch.js +121 -0
- package/dist/render/boltPool.d.ts +135 -0
- package/dist/render/boltPool.js +259 -0
- package/dist/render/boom.d.ts +46 -0
- package/dist/render/boom.js +81 -0
- package/dist/render/camera.d.ts +119 -0
- package/dist/render/camera.js +304 -0
- package/dist/render/causticsRenderer.d.ts +63 -0
- package/dist/render/causticsRenderer.js +119 -0
- package/dist/render/cinematicCamera.d.ts +102 -0
- package/dist/render/cinematicCamera.js +227 -0
- package/dist/render/clusteredLights.d.ts +260 -0
- package/dist/render/clusteredLights.js +479 -0
- package/dist/render/colourGrade.d.ts +62 -0
- package/dist/render/colourGrade.js +91 -0
- package/dist/render/compute.d.ts +74 -0
- package/dist/render/compute.js +8 -0
- package/dist/render/contextLoss.d.ts +32 -0
- package/dist/render/contextLoss.js +46 -0
- package/dist/render/debugLines.d.ts +75 -0
- package/dist/render/debugLines.js +281 -0
- package/dist/render/decalPass.d.ts +34 -0
- package/dist/render/decalPass.js +103 -0
- package/dist/render/decalProjector.d.ts +140 -0
- package/dist/render/decalProjector.js +282 -0
- package/dist/render/decalQueue.d.ts +53 -0
- package/dist/render/decalQueue.js +87 -0
- package/dist/render/depthConvention.d.ts +314 -0
- package/dist/render/depthConvention.js +346 -0
- package/dist/render/drawingBuffer.d.ts +52 -0
- package/dist/render/drawingBuffer.js +67 -0
- package/dist/render/emptyTexture.d.ts +60 -0
- package/dist/render/emptyTexture.js +103 -0
- package/dist/render/envProbeArray.d.ts +85 -0
- package/dist/render/envProbeArray.js +164 -0
- package/dist/render/equirectToCube.d.ts +54 -0
- package/dist/render/equirectToCube.js +123 -0
- package/dist/render/flockGeometry.d.ts +23 -0
- package/dist/render/flockGeometry.js +43 -0
- package/dist/render/flockRenderer.d.ts +37 -0
- package/dist/render/flockRenderer.js +70 -0
- package/dist/render/frame/arena.d.ts +32 -0
- package/dist/render/frame/arena.js +65 -0
- package/dist/render/frame/index.d.ts +18 -0
- package/dist/render/frame/index.js +4 -0
- package/dist/render/frame/replay.d.ts +34 -0
- package/dist/render/frame/replay.js +48 -0
- package/dist/render/frame/resources.d.ts +25 -0
- package/dist/render/frame/resources.js +55 -0
- package/dist/render/frame/schedule.d.ts +37 -0
- package/dist/render/frame/schedule.js +61 -0
- package/dist/render/frameView.d.ts +19 -0
- package/dist/render/frameView.js +1 -0
- package/dist/render/gizmo.d.ts +236 -0
- package/dist/render/gizmo.js +727 -0
- package/dist/render/globalMedium.d.ts +124 -0
- package/dist/render/globalMedium.js +100 -0
- package/dist/render/globalMediumPass.d.ts +101 -0
- package/dist/render/globalMediumPass.js +250 -0
- package/dist/render/gpuCapability.d.ts +111 -0
- package/dist/render/gpuCapability.js +194 -0
- package/dist/render/gpuTimer.d.ts +87 -0
- package/dist/render/gpuTimer.js +145 -0
- package/dist/render/halfFloat.d.ts +4 -0
- package/dist/render/halfFloat.js +38 -0
- package/dist/render/handleRegistry.d.ts +54 -0
- package/dist/render/handleRegistry.js +84 -0
- package/dist/render/iesProfile.d.ts +64 -0
- package/dist/render/iesProfile.js +179 -0
- package/dist/render/imageTexels.d.ts +50 -0
- package/dist/render/imageTexels.js +91 -0
- package/dist/render/instancedMesh.d.ts +48 -0
- package/dist/render/instancedMesh.js +127 -0
- package/dist/render/instances.d.ts +69 -0
- package/dist/render/instances.js +52 -0
- package/dist/render/lightBudget.d.ts +397 -0
- package/dist/render/lightBudget.js +524 -0
- package/dist/render/lightMatrix.d.ts +3 -0
- package/dist/render/lightMatrix.js +45 -0
- package/dist/render/lightVolumeDraw.d.ts +132 -0
- package/dist/render/lightVolumeDraw.js +181 -0
- package/dist/render/lineBatch.d.ts +60 -0
- package/dist/render/lineBatch.js +160 -0
- package/dist/render/linePoints.d.ts +33 -0
- package/dist/render/linePoints.js +46 -0
- package/dist/render/livePointShadowSet.d.ts +72 -0
- package/dist/render/livePointShadowSet.js +258 -0
- package/dist/render/lod.d.ts +35 -0
- package/dist/render/lod.js +65 -0
- package/dist/render/mesh.d.ts +177 -0
- package/dist/render/mesh.js +466 -0
- package/dist/render/occlusion.d.ts +81 -0
- package/dist/render/occlusion.js +378 -0
- package/dist/render/oitPass.d.ts +67 -0
- package/dist/render/oitPass.js +213 -0
- package/dist/render/orderIndependent.d.ts +92 -0
- package/dist/render/orderIndependent.js +108 -0
- package/dist/render/particleBatch.d.ts +140 -0
- package/dist/render/particleBatch.js +186 -0
- package/dist/render/particleMaterial.d.ts +54 -0
- package/dist/render/particleMaterial.js +42 -0
- package/dist/render/particlePool.d.ts +124 -0
- package/dist/render/particlePool.js +182 -0
- package/dist/render/pass.d.ts +195 -0
- package/dist/render/pass.js +9 -0
- package/dist/render/passTarget.d.ts +86 -0
- package/dist/render/passTarget.js +121 -0
- package/dist/render/pickable.d.ts +31 -0
- package/dist/render/pickable.js +172 -0
- package/dist/render/planarReflection.d.ts +59 -0
- package/dist/render/planarReflection.js +194 -0
- package/dist/render/planarReflectionDraw.d.ts +31 -0
- package/dist/render/planarReflectionDraw.js +65 -0
- package/dist/render/plumeGeometry.d.ts +25 -0
- package/dist/render/plumeGeometry.js +61 -0
- package/dist/render/plumeMaterial.d.ts +31 -0
- package/dist/render/plumeMaterial.js +64 -0
- package/dist/render/plumeRenderer.d.ts +96 -0
- package/dist/render/plumeRenderer.js +185 -0
- package/dist/render/pointLightSelection.d.ts +175 -0
- package/dist/render/pointLightSelection.js +301 -0
- package/dist/render/pointShadowArray.d.ts +95 -0
- package/dist/render/pointShadowArray.js +219 -0
- package/dist/render/pointShadowBudget.d.ts +118 -0
- package/dist/render/pointShadowBudget.js +221 -0
- package/dist/render/pointShadowImage.d.ts +265 -0
- package/dist/render/pointShadowImage.js +339 -0
- package/dist/render/pointShadowMap.d.ts +93 -0
- package/dist/render/pointShadowMap.js +167 -0
- package/dist/render/pointShadowSystem.d.ts +195 -0
- package/dist/render/pointShadowSystem.js +336 -0
- package/dist/render/prefilterEnvMap.d.ts +124 -0
- package/dist/render/prefilterEnvMap.js +146 -0
- package/dist/render/prefilterPass.d.ts +44 -0
- package/dist/render/prefilterPass.js +98 -0
- package/dist/render/probeGrid.d.ts +122 -0
- package/dist/render/probeGrid.js +174 -0
- package/dist/render/rainField.d.ts +99 -0
- package/dist/render/rainField.js +168 -0
- package/dist/render/reflectionProbe.d.ts +188 -0
- package/dist/render/reflectionProbe.js +437 -0
- package/dist/render/renderQuality.d.ts +699 -0
- package/dist/render/renderQuality.js +293 -0
- package/dist/render/rendererHarness.d.ts +39 -0
- package/dist/render/rendererHarness.js +185 -0
- package/dist/render/resolutionGovernor.d.ts +107 -0
- package/dist/render/resolutionGovernor.js +144 -0
- package/dist/render/scatterDeform.d.ts +17 -0
- package/dist/render/scatterDeform.js +46 -0
- package/dist/render/sceneTarget.d.ts +288 -0
- package/dist/render/sceneTarget.js +856 -0
- package/dist/render/screenSpaceReflection.d.ts +233 -0
- package/dist/render/screenSpaceReflection.js +415 -0
- package/dist/render/sdfFont.d.ts +77 -0
- package/dist/render/sdfFont.js +86 -0
- package/dist/render/sdfTextLayout.d.ts +46 -0
- package/dist/render/sdfTextLayout.js +145 -0
- package/dist/render/sdfTextRenderer.d.ts +75 -0
- package/dist/render/sdfTextRenderer.js +194 -0
- package/dist/render/seaState.d.ts +25 -0
- package/dist/render/seaState.js +34 -0
- package/dist/render/segmentQuads.d.ts +29 -0
- package/dist/render/segmentQuads.js +75 -0
- package/dist/render/shader.d.ts +5 -0
- package/dist/render/shader.js +172 -0
- package/dist/render/shaders/ambientOcclusion.d.ts +45 -0
- package/dist/render/shaders/ambientOcclusion.js +352 -0
- package/dist/render/shaders/arcane.d.ts +19 -0
- package/dist/render/shaders/arcane.js +102 -0
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- package/src/render/passTarget.ts +225 -0
- package/src/render/pickable.ts +222 -0
- package/src/render/planarReflection.ts +233 -0
- package/src/render/planarReflectionDraw.ts +87 -0
- package/src/render/plumeGeometry.ts +75 -0
- package/src/render/plumeMaterial.ts +99 -0
- package/src/render/plumeRenderer.ts +272 -0
- package/src/render/pointLightSelection.ts +447 -0
- package/src/render/pointShadowArray.ts +276 -0
- package/src/render/pointShadowBudget.ts +305 -0
- package/src/render/pointShadowImage.ts +470 -0
- package/src/render/pointShadowMap.ts +228 -0
- package/src/render/pointShadowSystem.ts +408 -0
- package/src/render/prefilterEnvMap.ts +162 -0
- package/src/render/prefilterPass.ts +115 -0
- package/src/render/probeGrid.ts +248 -0
- package/src/render/rainField.ts +240 -0
- package/src/render/reflectionProbe.ts +530 -0
- package/src/render/renderQuality.ts +1054 -0
- package/src/render/rendererHarness.ts +214 -0
- package/src/render/resolutionGovernor.ts +189 -0
- package/src/render/scatterDeform.ts +72 -0
- package/src/render/sceneTarget.ts +1032 -0
- package/src/render/screenSpaceReflection.ts +524 -0
- package/src/render/sdfFont.ts +157 -0
- package/src/render/sdfTextLayout.ts +206 -0
- package/src/render/sdfTextRenderer.ts +233 -0
- package/src/render/seaState.ts +55 -0
- package/src/render/segmentQuads.ts +92 -0
- package/src/render/shader.ts +190 -0
- package/src/render/shaders/ambientOcclusion.ts +354 -0
- package/src/render/shaders/arcane.ts +103 -0
- package/src/render/shaders/bloom.ts +232 -0
- package/src/render/shaders/bolt.ts +164 -0
- package/src/render/shaders/caustics.ts +169 -0
- package/src/render/shaders/conditionals.ts +58 -0
- package/src/render/shaders/decalProject.ts +127 -0
- package/src/render/shaders/depth.ts +131 -0
- package/src/render/shaders/depthOfField.ts +141 -0
- package/src/render/shaders/film.ts +285 -0
- package/src/render/shaders/fire.ts +180 -0
- package/src/render/shaders/flat/directionalShadow.ts +196 -0
- package/src/render/shaders/flat/index.ts +502 -0
- package/src/render/shaders/flat/lobes.ts +399 -0
- package/src/render/shaders/flat/main.ts +1631 -0
- package/src/render/shaders/flat/pointShadow.ts +323 -0
- package/src/render/shaders/flat/preamble.ts +875 -0
- package/src/render/shaders/flat/probeGrid.ts +152 -0
- package/src/render/shaders/flat/surface.ts +41 -0
- package/src/render/shaders/flock.ts +103 -0
- package/src/render/shaders/fog.ts +99 -0
- package/src/render/shaders/fullscreen.ts +28 -0
- package/src/render/shaders/generated/ambientOcclusion.wgsl.ts +74 -0
- package/src/render/shaders/generated/arcane.wgsl.ts +98 -0
- package/src/render/shaders/generated/bloom.wgsl.ts +79 -0
- package/src/render/shaders/generated/bolt.wgsl.ts +127 -0
- package/src/render/shaders/generated/caustics.wgsl.ts +127 -0
- package/src/render/shaders/generated/decalProject.wgsl.ts +69 -0
- package/src/render/shaders/generated/depth.wgsl.ts +142 -0
- package/src/render/shaders/generated/film.wgsl.ts +143 -0
- package/src/render/shaders/generated/fire.wgsl.ts +137 -0
- package/src/render/shaders/generated/flat.wgsl.ts +9195 -0
- package/src/render/shaders/generated/flock.wgsl.ts +82 -0
- package/src/render/shaders/generated/fullscreen.wgsl.ts +20 -0
- package/src/render/shaders/generated/globalMedium.wgsl.ts +139 -0
- package/src/render/shaders/generated/lightVolume.wgsl.ts +242 -0
- package/src/render/shaders/generated/line.wgsl.ts +137 -0
- package/src/render/shaders/generated/octahedralResolve.wgsl.ts +60 -0
- package/src/render/shaders/generated/oitResolve.wgsl.ts +31 -0
- package/src/render/shaders/generated/panel.wgsl.ts +57 -0
- package/src/render/shaders/generated/particle.wgsl.ts +343 -0
- package/src/render/shaders/generated/prefilter.wgsl.ts +69 -0
- package/src/render/shaders/generated/rush.wgsl.ts +139 -0
- package/src/render/shaders/generated/scatter.wgsl.ts +205 -0
- package/src/render/shaders/generated/sdfText.wgsl.ts +78 -0
- package/src/render/shaders/generated/sky.wgsl.ts +109 -0
- package/src/render/shaders/generated/smoke.wgsl.ts +93 -0
- package/src/render/shaders/generated/ssrResolve.wgsl.ts +26 -0
- package/src/render/shaders/generated/ssrTrace.wgsl.ts +94 -0
- package/src/render/shaders/generated/temporalResolve.wgsl.ts +54 -0
- package/src/render/shaders/generated/text.wgsl.ts +107 -0
- package/src/render/shaders/generated/water.wgsl.ts +256 -0
- package/src/render/shaders/generated/windStreaks.wgsl.ts +82 -0
- package/src/render/shaders/gerstner.ts +110 -0
- package/src/render/shaders/globalMedium.ts +396 -0
- package/src/render/shaders/lightVolume.ts +546 -0
- package/src/render/shaders/line.ts +125 -0
- package/src/render/shaders/morph.ts +62 -0
- package/src/render/shaders/octahedral.ts +170 -0
- package/src/render/shaders/octahedralResolve.ts +83 -0
- package/src/render/shaders/oitResolve.ts +42 -0
- package/src/render/shaders/outputTransform.ts +107 -0
- package/src/render/shaders/panel.ts +51 -0
- package/src/render/shaders/particle.ts +438 -0
- package/src/render/shaders/prefilter.ts +278 -0
- package/src/render/shaders/rush.ts +357 -0
- package/src/render/shaders/scatter.ts +211 -0
- package/src/render/shaders/sdfText.ts +68 -0
- package/src/render/shaders/skinning.ts +59 -0
- package/src/render/shaders/sky.ts +243 -0
- package/src/render/shaders/smoke.ts +89 -0
- package/src/render/shaders/ssrResolve.ts +28 -0
- package/src/render/shaders/ssrTrace.ts +233 -0
- package/src/render/shaders/tangentFrame.ts +70 -0
- package/src/render/shaders/temporalResolve.ts +151 -0
- package/src/render/shaders/text.ts +156 -0
- package/src/render/shaders/vertexChannel.ts +71 -0
- package/src/render/shaders/water.ts +356 -0
- package/src/render/shaders/windStreaks.ts +130 -0
- package/src/render/shadowCasters.ts +124 -0
- package/src/render/shadowMap.ts +89 -0
- package/src/render/shotPlacement.ts +266 -0
- package/src/render/skinPalette.ts +157 -0
- package/src/render/ssrPass.ts +241 -0
- package/src/render/surfaceSheet.ts +158 -0
- package/src/render/surfaceTexture.ts +310 -0
- package/src/render/temporalAa.ts +221 -0
- package/src/render/temporalPass.ts +153 -0
- package/src/render/textLayout.ts +239 -0
- package/src/render/textRenderer.ts +201 -0
- package/src/render/thirdPersonCamera.ts +578 -0
- package/src/render/trample.ts +140 -0
- package/src/render/translucentQueue.ts +161 -0
- package/src/render/uniformVectorBudget.ts +246 -0
- package/src/render/uploadStep.ts +14 -0
- package/src/render/vertexDefaults.ts +115 -0
- package/src/render/visibility.ts +56 -0
- package/src/render/waterDraw.ts +167 -0
- package/src/render/waterGrid.ts +180 -0
- package/src/render/waterRenderer.ts +352 -0
- package/src/render/wind.ts +79 -0
- package/src/render/windField.ts +50 -0
- package/src/render/windStreakDraw.ts +131 -0
- package/src/render/windStreakRenderer.ts +130 -0
- package/src/scene/node.ts +336 -0
- package/src/scene/visit.ts +82 -0
- package/src/ui/clipMime.ts +109 -0
- package/src/ui/exportTarget.ts +491 -0
- package/src/ui/frameOverlay.ts +159 -0
- package/src/ui/framePacer.ts +351 -0
- package/src/ui/frameRecorder.ts +333 -0
- package/src/ui/fullscreen.ts +113 -0
- package/src/ui/pixelCursor.ts +99 -0
- package/src/ui/splash.ts +347 -0
- package/src/ui/stillFrame.ts +44 -0
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/** Filtering the directional cascade, with receiver-plane depth gradient compensation. */
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import { DIRECTIONAL_SHADOW_FADE_START, MAX_SHADOW_FILTER_TAPS } from '../../renderQuality.js';
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export const DIRECTIONALSHADOW_GLSL = `vec2 receiverPlaneDepthGradient(vec3 p) {
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vec3 dx = dFdx(p);
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vec3 dy = dFdy(p);
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float determinant = dx.x * dy.y - dx.y * dy.x;
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/*
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* **A relative floor, because the absolute one it replaces could not fire.**
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*
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* This determinant is the area scaling of screen space into the light's UV, so its own
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* magnitude is a UV-per-pixel squared — on a 2048 map under an ordinary camera, around 1e-6.
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* A fixed 1e-8 guard is therefore one percent of the quantity it is guarding and only ever
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* catches an exactly singular quad; the ratio blows up long before it, and what comes back is
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* not a gradient but the amplified rounding error in two derivatives that nearly cancel.
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*
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* Compared against the product of the two derivative lengths instead, this is the sine of the
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* angle between them, which is dimensionless and means the same thing at any map size, any
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* resolution and any sun. The two go parallel where the receiving plane collapses toward a
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* line in light space — a surface edge-on to the sun, which is a large deck under a low one —
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* and that is the configuration the bands were reported in.
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*/
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float conditioning = length(dx.xy) * length(dy.xy);
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if (abs(determinant) < 1e-4 * conditioning) return vec2(0.0);
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return vec2(
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(dx.z * dy.y - dx.y * dy.z) / determinant,
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(dx.x * dy.z - dx.z * dy.x) / determinant
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);
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}
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float directionalVisibility(float receiverDepth, float compareDepth, float storedDepth) {
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if (compareDepth <= storedDepth) return 1.0;
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float rayDistance = max(receiverDepth - storedDepth, 0.0) * uShadowDepthSpan;
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float groundDistance = rayDistance * length(uDirectionalDir.xz);
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return 1.0 - shadowReach(groundDistance, uShadowMaxDistance);
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}
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float shadowFactor(float directionalNdl) {
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if (uShadowStrength <= 0.0) return 1.0;
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/*
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* The receiver's position and its plane gradient, computed **above every early return
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* that depends on a varying** — which is what makes the derivatives inside
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* \`receiverPlaneDepthGradient\` legal.
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*
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* \`dFdx\` is only defined under uniform control flow. GLSL leaves a derivative reached
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* through a varying-dependent branch undefined and compiles it anyway; **WGSL makes it an
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* error and refuses the whole module**:
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*
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* error: 'dpdx' must only be called from uniform control flow
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*
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* So this used to sit after four early returns, three of them varying-dependent, and the
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* shader could not be translated at all. It is the same requirement \`AGENTS.md\` records
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* on 2026-08-07 for \`texture()\` in a non-uniform branch, arriving from the other side:
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* there a compiler was free to flatten the branch and charge for every arm, here it simply
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* declines. Hoisting satisfies both.
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*
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* The \`uShadowStrength\` test above stays where it is because it reads a uniform, and a
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* branch on a uniform is uniform control flow.
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*
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* The cost is the gradient computed on fragments that then return early: two derivatives
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* and six multiplies, against a pass that was already sampling the map twelve times.
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*/
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vec3 p = vLightPos.xyz / vLightPos.w;
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p = p * 0.5 + 0.5;
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vec2 depthGradient = receiverPlaneDepthGradient(p);
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// Near a surface's own light terminator its direct-light term is already
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// approaching zero, while the orthographic projection of that surface
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// collapses toward a line. No finite contact-safe bias can represent that
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// slope reliably. Fade only the shadow modulation through this narrow band;
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// the Lambert term still supplies the physically dominant falloff.
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float receiverFade = smoothstep(0.08, 0.20, directionalNdl);
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if (receiverFade <= 0.0) return 1.0;
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// The receiver stays at its real position, computed above. A normal offset changes
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// direction at a hard mesh edge and tears one continuous shadow where it crosses from
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// a top onto a side. Receiver-plane compensation and the light-axis residual
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// below handle acne without moving adjacent faces apart.
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if (p.z > 1.0 || p.x < 0.0 || p.x > 1.0 || p.y < 0.0 || p.y > 1.0) return 1.0;
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// Fade toward lit near the frustum border instead of cutting at it. The map
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// only covers a radius around the viewer, and a hard edge makes distant
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// shadows blink out the moment geometry crosses it — which reads as flashing,
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// not as distance.
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vec2 fromCentre = abs(p.xy - 0.5) * 2.0;
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float edgeFade = 1.0 - smoothstep(0.72, 0.98, max(fromCentre.x, fromCentre.y));
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// The far plane needs the same treatment, or shadows vanish by depth instead.
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edgeFade *= 1.0 - smoothstep(0.90, 1.0, p.z);
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if (edgeFade <= 0.0) return 1.0;
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/*
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* Fade the directional shadow once, by source elevation.
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*
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* Source elevation is shared by the whole map, so low-angle stripes disappear
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* without creating a hard length cut. Per-caster distance fade is handled
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* independently below for static and moving geometry.
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*/
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float shadowSlope = length(uDirectionalDir.xz) / max(uDirectionalDir.y, 0.001);
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float lowElevationFade = 1.0 - smoothstep(
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uShadowMaxSlope * ${DIRECTIONAL_SHADOW_FADE_START.toFixed(2)},
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uShadowMaxSlope,
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shadowSlope
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);
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if (lowElevationFade <= 0.0) return 1.0;
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106
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float texel = 1.35 / uShadowMapSize;
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/*
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* How far the plane compensation below may carry a tap's depth, in the map's own units.
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*
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* **The compensation is a product of an unbounded gradient and a bounded offset, and only one
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* of the two was ever bounded.** A tap lands at most 1.85 texels from the receiver — the
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112
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* filter radius plus the texel-centre snap — so a gradient that has blown up turns a fraction
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113
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* of a texel into a depth swing of whole map units. The comparison then flips on alternate
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114
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* shadow texels, and what draws is a run of hard straight stripes lying along the map's texel
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115
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* grid: oblique on screen, because that grid is turned by the sun rather than by the camera,
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* and only where the map holds an occluder at all, because a tap that reads the far plane is
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* lit whatever depth it compares against. Reported exactly that way — bands near the shadows,
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* not everywhere, and only at some hours of the day.
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*
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120
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* Nine texels' worth of depth, which is not a taste. The receiver fade above already gives up
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* below a directional n·l of 0.20, a surface 78 degrees off the sun, whose plane climbs 4.9
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122
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* units of depth per unit across the map. Over the 1.85 texels a tap can reach that is 9.1, so
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123
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* this bound sits above every slope the shader still draws a shadow on and below the ones it
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124
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* cannot represent. Stated against uShadowMapSize rather than in metres so it tracks the texel
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* it is derived from: a 1024 map has texels twice as long and gets twice the allowance.
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126
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*/
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127
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float slopeLimit = 9.1 / uShadowMapSize;
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128
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// Each PCF tap lands at a different point on the receiving plane. Following
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129
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// that plane's depth removes the striped self-shadowing a single constant
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130
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// comparison creates on large grazing surfaces, without increasing the
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131
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// contact gap. The residual 14 cm tolerance is projection-size independent;
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132
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// unlike the old normalised bias, it cannot silently grow toward a metre.
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float staticLit = 0.0;
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float peeledLit = 0.0;
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135
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float dynamicLit = 0.0;
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136
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for (int i = 0; i < ${MAX_SHADOW_FILTER_TAPS}; i++) {
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137
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if (i >= uShadowFilterTaps) break;
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138
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vec2 offset = DIRECTIONAL_PCF_OFFSETS[i] * texel;
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139
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vec2 sampleUv = p.xy + offset;
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140
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// Depth textures use NEAREST filtering, so the fetched depth belongs to
|
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141
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// the centre of the containing texel, not to the continuous Poisson UV.
|
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142
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// Following the continuous UV leaves up to half a texel of uncompensated
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143
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// plane slope; on a grazing face that becomes the repeating light/dark
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144
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// ribs seen as the receiver crosses shadow texels.
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145
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vec2 texelCentre = (floor(sampleUv * uShadowMapSize) + 0.5) / uShadowMapSize;
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146
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/* Clamped, not the raw product: see slopeLimit above. Compensation this large is already past
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147
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the slope the receiver fade draws anything on, so the clamp costs no picture. */
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148
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float slopeOffset = clamp(dot(depthGradient, texelCentre - p.xy), -slopeLimit, slopeLimit);
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149
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float tapReceiverDepth = p.z + slopeOffset;
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150
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float compare = tapReceiverDepth - 0.14 / uShadowDepthSpan;
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151
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/*
|
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152
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* \`textureLod\` rather than \`texture\`, by the rule \`AGENTS.md\` records on 2026-08-07:
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153
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* this loop is reached through a branch on \`vLightPos\`, which is not uniform, and an
|
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154
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* implicit derivative there is undefined. **WGSL does not merely leave it undefined, it
|
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155
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* refuses to compile the module**: *"'textureSample' must only be called from uniform
|
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156
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* control flow"*.
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157
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*
|
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158
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* Bit-for-bit identical on WebGL2 for the same reason the point-light samples were:
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159
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* \`shadowMap.ts\` allocates these with one storage level and \`NEAREST\` filtering, so
|
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160
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* there is no mip to select and level zero is the only thing \`texture\` could have read.
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161
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*/
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162
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float staticDepth = textureLod(uStaticShadowMap, sampleUv, 0.0).r;
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163
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float dynamicDepth = textureLod(uDynamicShadowMap, sampleUv, 0.0).r;
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164
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staticLit += directionalVisibility(tapReceiverDepth, compare, staticDepth);
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165
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if (uPeeledShadowEnabled != 0) {
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166
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float peeledDepth = textureLod(uPeeledShadowMap, sampleUv, 0.0).r;
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peeledLit += directionalVisibility(tapReceiverDepth, compare, peeledDepth);
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} else {
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peeledLit += 1.0;
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}
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dynamicLit += directionalVisibility(tapReceiverDepth, compare, dynamicDepth);
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}
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float tapCount = float(max(uShadowFilterTaps, 1));
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staticLit /= tapCount;
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peeledLit /= tapCount;
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dynamicLit /= tapCount;
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+
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// Independent layers preserve every recorded fact at an overlap: each
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// caster keeps its own distance fade, and their transmissions compose
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// monotonically. The peeled layer holds the second static occluder that a
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181
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// conventional one-depth map would discard; movers remain independent too.
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float lit = staticLit * peeledLit * dynamicLit;
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183
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+
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184
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return mix(1.0, lit, uShadowStrength * edgeFade * lowElevationFade * receiverFade);
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+
}
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#endif
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+
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188
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/**
|
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189
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+
* Value noise on a world position, for the grain term.
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190
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*
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191
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+
* Its own hash rather than the one the plume shaders use, because those work in 2D and
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192
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+
* grain on a solid has to be three-dimensional — a 2D pattern projected onto a turning
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193
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* object slides across its faces, which is precisely the "painted on" look this exists
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* to avoid.
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195
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*/`;
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@@ -0,0 +1,135 @@
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1
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+
/** What the flat *vertex* stage compiles, as opposed to what it decides per frame. */
|
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2
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+
export interface FlatVertexOptions {
|
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3
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+
/**
|
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4
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+
* Whether this variant reads morph deltas and adds them to the bind-pose position.
|
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5
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+
*
|
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6
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+
* The vertex stage's second axis, which takes it from two variants to four, for **1,674 gzipped
|
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7
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+
* bytes** against the 246,925 one more *fragment* flag costs. §3.2 of the plan asked for a
|
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8
|
+
* re-measurement before adding this on the assumption four diverging variants would dedupe far
|
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9
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+
* worse than two; they dedupe somewhat worse, which is a different answer from the one feared.
|
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10
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+
*/
|
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11
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+
readonly morphed: boolean;
|
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12
|
+
/**
|
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13
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+
* Whether this variant reads a joint palette and moves the vertex by it.
|
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14
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+
*
|
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15
|
+
* A permutation rather than a uniform gate, and the difference is measured rather than argued.
|
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16
|
+
* The vertex shader had no permutation axis at all until skinning, so a second variant costs
|
|
17
|
+
* **1,118 bytes gzipped**, measured on the regenerated file. The two strings are 4.4 KB and
|
|
18
|
+
* mostly alike, so deflate's 32 KB window dedupes most of it. One more *fragment* flag costs
|
|
19
|
+
* **246,925** by the same measurement, because a fragment permutation is larger than that
|
|
20
|
+
* window and sixteen copies cannot dedupe — so this is 0.45% of what the rule is written about.
|
|
21
|
+
*
|
|
22
|
+
* The estimate before it was built was 357, taken by duplicating the existing string with a
|
|
23
|
+
* hand-written skinning body spliced in. It was a floor and is recorded as one: naga's real
|
|
24
|
+
* output carries the palette binding, two more entry-point parameters and its own temporaries,
|
|
25
|
+
* which the hand-written delta did not model. Three times an estimate is worth knowing about;
|
|
26
|
+
* three orders of magnitude is what the decision turned on, and that did not move. So the 2^n rule `ARCHITECTURE.md` §1 states is a fact about the fragment
|
|
27
|
+
* corpus and not about permutation itself.
|
|
28
|
+
*
|
|
29
|
+
* What a uniform gate would have cost instead is a branch on every vertex of every static mesh
|
|
30
|
+
* in the engine, forever, for a feature most scenes never use. What would make the permutation
|
|
31
|
+
* wrong is a second vertex flag: four diverging variants dedupe less well than two, so
|
|
32
|
+
* re-measure before adding one.
|
|
33
|
+
*/
|
|
34
|
+
readonly skinned: boolean;
|
|
35
|
+
/**
|
|
36
|
+
* Whether placement and tint arrive once per instance instead of once per draw.
|
|
37
|
+
*
|
|
38
|
+
* Excludes `skinned`: the joint attributes and the instance matrix want the same locations.
|
|
39
|
+
*/
|
|
40
|
+
readonly instanced: boolean;
|
|
41
|
+
}
|
|
42
|
+
/**
|
|
43
|
+
* The flat vertex shader, built for one variant.
|
|
44
|
+
*
|
|
45
|
+
* `resolveConditionals` cuts the skinning prelude and both attribute declarations out entirely
|
|
46
|
+
* when `skinned` is false, so an unskinned pipeline declares locations 11 and 12 nowhere and a
|
|
47
|
+
* driver is never handed a palette sampler it cannot reach.
|
|
48
|
+
*/
|
|
49
|
+
export declare function flatVert(options: FlatVertexOptions): string;
|
|
50
|
+
/** What the flat pass *compiles*, as opposed to what it decides per frame. */
|
|
51
|
+
export interface FlatShaderOptions {
|
|
52
|
+
readonly pointShadows: boolean;
|
|
53
|
+
readonly directionalShadows: boolean;
|
|
54
|
+
/**
|
|
55
|
+
* Whether the mirror direction samples a baked cubemap of the scene.
|
|
56
|
+
*
|
|
57
|
+
* Cut out of the source rather than left in and multiplied by zero, and that is a
|
|
58
|
+
* correctness matter rather than a saving. The lit pass already binds sixteen texture
|
|
59
|
+
* units, which is exactly what WebGL2 guarantees, so a seventeenth sampler that is
|
|
60
|
+
* *declared* would default to unit 0 and share it with a `sampler2D` shadow map. Two
|
|
61
|
+
* sampler types on one unit is undefined at best and an INVALID_OPERATION at worst, for
|
|
62
|
+
* a fetch whose result was going to be discarded.
|
|
63
|
+
*/
|
|
64
|
+
readonly environmentProbe: boolean;
|
|
65
|
+
/**
|
|
66
|
+
* Whether the night-side emissive term is compiled in at all.
|
|
67
|
+
*
|
|
68
|
+
* **Cut out rather than multiplied by zero, and that is measured rather than tidiness.** The
|
|
69
|
+
* term names `emissiveTint` and `vEmissive`, which the ordinary emissive line above it also
|
|
70
|
+
* names, and giving those a second consumer lets the compiler re-plan the arithmetic they
|
|
71
|
+
* share. Held on the gilded chamber with the amount at 0, against the build before the term
|
|
72
|
+
* existed: **109 pixels of 750,080 moved**, mean delta 17, where a shadow tap sat exactly on
|
|
73
|
+
* its boundary and flipped sides on an emissive surface.
|
|
74
|
+
*
|
|
75
|
+
* Isolated by elimination rather than guessed. The uniform declared and never used moves 0
|
|
76
|
+
* pixels; the branch present with an empty body moves 1, which is that scene's own floor; a
|
|
77
|
+
* body naming nothing the emissive line names moves 0; the real expression moves 109. So the
|
|
78
|
+
* cost is the operands, and the only way to charge nothing for a feature nobody asked for is
|
|
79
|
+
* for its instructions not to be there.
|
|
80
|
+
*/
|
|
81
|
+
readonly nightEmissive: boolean;
|
|
82
|
+
/**
|
|
83
|
+
* How many point lights this build declares room for. `MAX_POINT_LIGHTS` when absent.
|
|
84
|
+
*
|
|
85
|
+
* **Not a permutation axis and not a picture setting: a way to fit the uniform grid.** Ten of
|
|
86
|
+
* this shader's uniform arrays are sized by it with point shadows off and twenty with them on,
|
|
87
|
+
* and GLSL ES gives an array one row of the grid per element whatever its base type — so
|
|
88
|
+
* `uniform float uLightRadius[16]` costs the same sixteen rows a `vec3` array of sixteen does.
|
|
89
|
+
* At the full budget the lit fragment stage declares **440** rows with point shadows and **248**
|
|
90
|
+
* without; an Adreno 740 offers **256** and WebGL2 guarantees only **224**. So a phone could not
|
|
91
|
+
* link this shader at all, and switching point shadows off — the only lever a consumer had — pays
|
|
92
|
+
* a whole feature and still does not reach a conforming device.
|
|
93
|
+
*
|
|
94
|
+
* Lowering it costs lights, which is a picture decision, and that is why it is stated rather
|
|
95
|
+
* than derived: 8 lights and 2 rectangles is 252 rows **with** point shadows compiled in.
|
|
96
|
+
*
|
|
97
|
+
* **WebGL2 only in effect.** The generated WGSL is built at the full budget and committed, and
|
|
98
|
+
* WebGPU has no per-stage uniform-vector ceiling to be short of — its whole block is about 7 KB
|
|
99
|
+
* against a 64 KB guaranteed binding size. A consumer that sets this and lands on WebGPU gets
|
|
100
|
+
* the full budget, which is the better picture and the one the device can afford.
|
|
101
|
+
*/
|
|
102
|
+
readonly maxLights?: number;
|
|
103
|
+
/** How many rectangular emitters this build declares room for. `MAX_AREA_LIGHTS` when absent. */
|
|
104
|
+
readonly maxAreaLights?: number;
|
|
105
|
+
}
|
|
106
|
+
/**
|
|
107
|
+
* The flat fragment shader, built for one quality profile.
|
|
108
|
+
*
|
|
109
|
+
* A permutation rather than a constant, because a profile with shadows off was still
|
|
110
|
+
* compiling every line of shadow code it could never reach: ten `samplerCube` uniforms, a
|
|
111
|
+
* ten-way branch chain over them, a 190-line cubemap filter and two PCF loops. GLSL has no
|
|
112
|
+
* way to prove at compile time that `uPointShadowIndex[k]` is always -1, so none of it is
|
|
113
|
+
* eliminated — it becomes register pressure and sampler state paid by every fragment of
|
|
114
|
+
* every frame, in a shader whose author had already switched the feature off.
|
|
115
|
+
*
|
|
116
|
+
* That is ordinary waste on most parts and not ordinary on all of them. On a Radeon RX
|
|
117
|
+
* 9070 XT (RDNA4, Mesa 25.2.8) a dense interior world drawn with the full shader faults the
|
|
118
|
+
* GPU within seconds — an `SQC (data)` page fault, then a `gfx_0.0.0` ring timeout and a
|
|
119
|
+
* driver reset that takes the WebGL context with it. The fault scales with fragment count:
|
|
120
|
+
* a quarter of the pixels bought four times the survival time, and the same scene under
|
|
121
|
+
* the renderer this replaced never faults at all. A driver should not fault whatever it is
|
|
122
|
+
* handed, so that half is a driver bug worth reporting — but a shader carrying five times
|
|
123
|
+
* the work it needs is ours, and this is the half we own.
|
|
124
|
+
*
|
|
125
|
+
* `#if` rather than stripping by hand, so the enabled path stays one readable shader and
|
|
126
|
+
* the disabled one is genuinely absent rather than merely unreachable.
|
|
127
|
+
*/
|
|
128
|
+
/**
|
|
129
|
+
* The fragment shader, assembled from its sections.
|
|
130
|
+
*
|
|
131
|
+
* The sections concatenate in exactly the order they occupied when this was one file, and
|
|
132
|
+
* `flatSource.test.ts` is what holds that: sixteen permutations pinned by hash and one in
|
|
133
|
+
* full. A reordering here changes the picture, and the snapshot is what says it has not.
|
|
134
|
+
*/
|
|
135
|
+
export declare function flatFrag(options: FlatShaderOptions): string;
|