@driftengine/core 4.11.0 → 4.12.0
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/CHANGELOG.json +72 -0
- package/README.md +1 -1
- package/dist/index.d.ts +4 -2
- package/dist/index.js +1 -1
- package/dist/render/ambientOcclusionPass.d.ts +3 -2
- package/dist/render/ambientOcclusionPass.js +4 -2
- package/dist/render/backend/api.d.ts +21 -1
- package/dist/render/backend/webgl2/renderer.d.ts +61 -5
- package/dist/render/backend/webgl2/renderer.js +153 -21
- package/dist/render/backend/webgpu/renderer.d.ts +54 -1
- package/dist/render/backend/webgpu/renderer.js +246 -89
- package/dist/render/instances.d.ts +13 -1
- package/dist/render/instances.js +10 -0
- package/dist/render/occlusionFade.d.ts +21 -0
- package/dist/render/occlusionFade.js +27 -0
- package/dist/render/sceneTarget.d.ts +2 -0
- package/dist/render/sceneTarget.js +1 -1
- package/dist/render/shaders/ambientOcclusion.js +12 -1
- package/dist/render/shaders/flat/areaLight.d.ts +1 -1
- package/dist/render/shaders/flat/areaLight.js +1 -1
- package/dist/render/shaders/flat/glassTint.d.ts +1 -1
- package/dist/render/shaders/flat/glassTint.js +1 -0
- package/dist/render/shaders/flat/index.d.ts +5 -0
- package/dist/render/shaders/flat/index.js +10 -3
- package/dist/render/shaders/flat/layerLooks.d.ts +16 -0
- package/dist/render/shaders/flat/layerLooks.js +116 -0
- package/dist/render/shaders/flat/layered.d.ts +19 -9
- package/dist/render/shaders/flat/layered.js +169 -37
- package/dist/render/shaders/flat/main.d.ts +1 -1
- package/dist/render/shaders/flat/main.js +17 -5
- package/dist/render/shaders/flat/models.js +1 -1
- package/dist/render/shaders/flat/normalMap.d.ts +1 -1
- package/dist/render/shaders/flat/normalMap.js +11 -2
- package/dist/render/shaders/flat/preamble.js +6 -0
- package/dist/render/shaders/generated/ambientOcclusion.wgsl.d.ts +6 -1
- package/dist/render/shaders/generated/ambientOcclusion.wgsl.js +6 -1
- package/dist/render/shaders/generated/flat.wgsl.d.ts +176 -48
- package/dist/render/shaders/generated/flat.wgsl.js +215 -87
- package/dist/render/surfaceLayerLooks.d.ts +80 -0
- package/dist/render/surfaceLayerLooks.js +83 -0
- package/dist/render/surfaceLayers.d.ts +128 -19
- package/dist/render/surfaceLayers.js +73 -13
- package/dist/render/surfaceTexture.d.ts +13 -4
- package/dist/render/transmission.d.ts +21 -0
- package/dist/render/transmission.js +21 -0
- package/dist/ui/splash.d.ts +42 -2
- package/dist/ui/splash.js +78 -13
- package/package.json +6 -6
- package/scripts/browser.d.mts +5 -0
- package/scripts/browser.mjs +68 -14
- package/scripts/look.d.mts +81 -0
- package/scripts/look.mjs +380 -0
- package/src/index.ts +4 -0
- package/src/render/ambientOcclusionPass.ts +4 -1
- package/src/render/backend/api.ts +31 -0
- package/src/render/backend/webgl2/renderer.ts +170 -22
- package/src/render/backend/webgpu/renderer.ts +379 -139
- package/src/render/instances.ts +18 -1
- package/src/render/occlusionFade.ts +29 -0
- package/src/render/sceneTarget.ts +3 -0
- package/src/render/shaders/ambientOcclusion.ts +12 -1
- package/src/render/shaders/flat/areaLight.ts +1 -1
- package/src/render/shaders/flat/glassTint.ts +3 -1
- package/src/render/shaders/flat/index.ts +15 -3
- package/src/render/shaders/flat/layerLooks.ts +116 -0
- package/src/render/shaders/flat/layered.ts +170 -37
- package/src/render/shaders/flat/main.ts +17 -5
- package/src/render/shaders/flat/models.ts +1 -1
- package/src/render/shaders/flat/normalMap.ts +11 -2
- package/src/render/shaders/flat/preamble.ts +6 -0
- package/src/render/shaders/generated/ambientOcclusion.wgsl.ts +6 -1
- package/src/render/shaders/generated/flat.wgsl.ts +215 -87
- package/src/render/surfaceLayerLooks.ts +155 -0
- package/src/render/surfaceLayers.ts +187 -23
- package/src/render/surfaceTexture.ts +13 -4
- package/src/render/transmission.ts +27 -0
- package/src/ui/splash.ts +83 -14
|
@@ -221,7 +221,7 @@ void modelSurface(vec3 n, vec3 albedo, float roughness, float metal, vec3 at) {
|
|
|
221
221
|
if (MODEL_SKIN) {
|
|
222
222
|
if (SKIN_DIFFUSE) mAlbedo = vec3(1.0);
|
|
223
223
|
}
|
|
224
|
-
mSpecColor = mix(vec3(
|
|
224
|
+
mSpecColor = mix(vec3(surfaceSpecular), albedo, metal);
|
|
225
225
|
mRoughness = roughness;
|
|
226
226
|
mMetal = metal;
|
|
227
227
|
mMap = vec4(0.5, 0.5, 1.0, 1.0);
|
|
@@ -15,9 +15,18 @@ export const NORMAL_MAP_GLSL = /* glsl */ `
|
|
|
15
15
|
vec3 normalMapped(vec3 n, vec3 at, vec2 frameAt, int hasTangents) {
|
|
16
16
|
/* On three planes where the material projects them so: worldUv.ts. */
|
|
17
17
|
if (WORLD_UVS && triplanar()) return triplanarNormal(n, at.z);
|
|
18
|
-
/*
|
|
18
|
+
/*
|
|
19
|
+
* A layered material's texels, blended by its mask before the frame turns them, around a normal
|
|
20
|
+
* read at the mesh's own coordinates and tangents where the material lays one under them, which is
|
|
21
|
+
* the surface's large shape the layers' detail rides on: layered.ts.
|
|
22
|
+
*/
|
|
19
23
|
if (LAYERED && layered()) {
|
|
20
|
-
|
|
24
|
+
vec3 under = n;
|
|
25
|
+
if (layeredMeshNormal()) {
|
|
26
|
+
mat3 meshFrame = tangentFrame(n, vWorldPos, vUv.xy, vTangent, vHasTangents);
|
|
27
|
+
under = normalize(meshFrame * layeredMeshTexel());
|
|
28
|
+
}
|
|
29
|
+
mat3 layeredFrame = tangentFrame(under, vWorldPos, frameAt, vTangent, hasTangents);
|
|
21
30
|
return normalize(mix(n, normalize(layeredFrame * layeredTexel()), uNormalStrength));
|
|
22
31
|
}
|
|
23
32
|
vec3 mapped = texture(uNormalMap, at).xyz * 2.0 - 1.0;
|
|
@@ -52,6 +52,12 @@ in vec3 vColor;
|
|
|
52
52
|
in vec3 vWorldPos;
|
|
53
53
|
in float vEmissive;
|
|
54
54
|
in float vSpecular;
|
|
55
|
+
/*
|
|
56
|
+
* The specular this fragment shades with: its vertices' own, or a layered material's layers'
|
|
57
|
+
* blend of theirs, set once at the top of main. Every read of the specular reads this rather than
|
|
58
|
+
* the varying, so a layer's specular reaches the highlight, the reflection and the area lights alike.
|
|
59
|
+
*/
|
|
60
|
+
float surfaceSpecular;
|
|
55
61
|
in vec4 vLightPos;
|
|
56
62
|
in vec3 vUv;
|
|
57
63
|
in vec3 vEmissiveColor;
|
|
@@ -7,7 +7,7 @@
|
|
|
7
7
|
|
|
8
8
|
export const AO_BLUR_FRAG_WGSL = "struct Uniforms {\n uStep: vec2<f32>,\n uDepthToViewZ: vec4<f32>,\n uAoScale: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(34) \nvar uDepth_t: texture_2d<f32>;\n@group(0) @binding(35) \nvar uDepth_s: sampler;\nvar<private> vUv_1: vec2<f32>;\n@group(0) @binding(32) \nvar uAo_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uAo_s: sampler;\nvar<private> fragColor: f32;\n\nfn viewZ_u0028_f1_u003b(depth: ptr<function, f32>) -> f32 {\n var ndc: f32;\n\n let _e22 = (*depth);\n ndc = (1f - (_e22 * 2f));\n let _e27 = unnamed.uDepthToViewZ[0u];\n let _e28 = ndc;\n let _e32 = unnamed.uDepthToViewZ[1u];\n let _e36 = unnamed.uDepthToViewZ[2u];\n let _e37 = ndc;\n let _e41 = unnamed.uDepthToViewZ[3u];\n return (((_e27 * _e28) + _e32) / ((_e36 * _e37) + _e41));\n}\n\nfn main_1() {\n var depth_1: f32;\n var own: f32;\n var centre: f32;\n var param: f32;\n var inverse: f32;\n var stepAfter: f32;\n var param_1: f32;\n var stepBefore: f32;\n var param_2: f32;\n var slope: f32;\n var sum: f32;\n var weight: f32;\n var i: i32;\n var uv: vec2<f32>;\n var z: f32;\n var param_3: f32;\n var w: f32;\n var blurred: f32;\n var local: f32;\n\n let _e39 = vUv_1;\n let _e40 = textureSampleLevel(uDepth_t, uDepth_s, _e39, 0f);\n depth_1 = _e40.x;\n let _e42 = vUv_1;\n let _e43 = textureSampleLevel(uAo_t, uAo_s, _e42, 0f);\n own = _e43.x;\n let _e45 = depth_1;\n if (_e45 <= 0f) {\n let _e47 = own;\n let _e49 = unnamed.uAoScale;\n fragColor = min((_e47 * _e49), 1f);\n return;\n }\n let _e52 = depth_1;\n param = _e52;\n let _e53 = viewZ_u0028_f1_u003b((¶m));\n centre = _e53;\n let _e54 = centre;\n inverse = (1f / _e54);\n let _e56 = vUv_1;\n let _e58 = unnamed.uStep;\n let _e60 = textureSampleLevel(uDepth_t, uDepth_s, (_e56 + _e58), 0f);\n param_1 = _e60.x;\n let _e62 = viewZ_u0028_f1_u003b((¶m_1));\n let _e64 = inverse;\n stepAfter = ((1f / _e62) - _e64);\n let _e66 = inverse;\n let _e67 = vUv_1;\n let _e69 = unnamed.uStep;\n let _e71 = textureSampleLevel(uDepth_t, uDepth_s, (_e67 - _e69), 0f);\n param_2 = _e71.x;\n let _e73 = viewZ_u0028_f1_u003b((¶m_2));\n stepBefore = (_e66 - (1f / _e73));\n let _e76 = stepAfter;\n let _e78 = stepBefore;\n let _e81 = stepAfter;\n let _e82 = stepBefore;\n slope = select(_e82, _e81, (abs(_e76) < abs(_e78)));\n sum = 0f;\n weight = 0f;\n i = -3i;\n loop {\n let _e84 = i;\n if (_e84 <= 4i) {\n let _e86 = vUv_1;\n let _e88 = unnamed.uStep;\n let _e89 = i;\n uv = (_e86 + (_e88 * f32(_e89)));\n let _e93 = uv;\n let _e94 = textureSampleLevel(uDepth_t, uDepth_s, _e93, 0f);\n param_3 = _e94.x;\n let _e96 = viewZ_u0028_f1_u003b((¶m_3));\n z = _e96;\n let _e97 = z;\n let _e98 = inverse;\n let _e99 = slope;\n let _e100 = i;\n w = max(0f, (1f - (abs(((_e97 * (_e98 + (_e99 * f32(_e100)))) - 1f)) / 0.02f)));\n let _e110 = uv;\n let _e111 = textureSampleLevel(uAo_t, uAo_s, _e110, 0f);\n let _e113 = w;\n let _e115 = sum;\n sum = (_e115 + (_e111.x * _e113));\n let _e117 = w;\n let _e118 = weight;\n weight = (_e118 + _e117);\n continue;\n } else {\n break;\n }\n continuing {\n let _e120 = i;\n i = (_e120 + 1i);\n }\n }\n let _e122 = weight;\n if (_e122 > 0f) {\n let _e124 = sum;\n let _e125 = weight;\n local = (_e124 / _e125);\n } else {\n let _e127 = own;\n local = _e127;\n }\n let _e128 = local;\n blurred = _e128;\n let _e129 = blurred;\n let _e131 = unnamed.uAoScale;\n fragColor = min((_e129 * _e131), 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>) -> @location(0) f32 {\n vUv_1 = vUv;\n main_1();\n let _e3 = fragColor;\n return _e3;\n}\n";
|
|
9
9
|
|
|
10
|
-
export const AO_FRAG_WGSL = "struct Uniforms {\n uProjScale: vec2<f32>,\n uInvProjection: mat4x4<f32>,\n uRadius: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vUv_1: vec2<f32>;\n@group(0) @binding(32) \nvar uDepth_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uDepth_s: sampler;\nvar<private> fragColor: f32;\nvar<private> gl_FragCoord_1: vec4<f32>;\n\nfn gtaoArc_u0028_f1_u003b_f1_u003b_f1_u003b(h0_: ptr<function, f32>, h1_: ptr<function, f32>, normal: ptr<function, f32>) -> f32 {\n var c: f32;\n var s2_: f32;\n\n let _e40 = (*normal);\n c = cos(_e40);\n let _e42 = (*normal);\n s2_ = (2f * sin(_e42));\n let _e45 = (*h0_);\n let _e47 = (*normal);\n let _e51 = c;\n let _e53 = (*h0_);\n let _e54 = s2_;\n let _e58 = (*h1_);\n let _e60 = (*normal);\n let _e64 = c;\n let _e66 = (*h1_);\n let _e67 = s2_;\n return ((0.25f * ((-(cos(((2f * _e45) - _e47))) + _e51) + (_e53 * _e54))) + (0.25f * ((-(cos(((2f * _e58) - _e60))) + _e64) + (_e66 * _e67))));\n}\n\nfn viewPosition_u0028_vf2_u003b_f1_u003b(uv: ptr<function, vec2<f32>>, depth: ptr<function, f32>) -> vec3<f32> {\n var clip: vec4<f32>;\n var view: vec4<f32>;\n\n let _e39 = (*uv);\n let _e42 = ((_e39 * 2f) - vec2(1f));\n let _e43 = (*depth);\n clip = vec4<f32>(_e42.x, _e42.y, (1f - (_e43 * 2f)), 1f);\n let _e50 = unnamed.uInvProjection;\n let _e51 = clip;\n view = (_e50 * _e51);\n let _e53 = view;\n let _e56 = view[3u];\n return (_e53.xyz / vec3(_e56));\n}\n\nfn main_1() {\n var stepX: vec2<f32>;\n var stepY: vec2<f32>;\n var depth_1: f32;\n var p: vec3<f32>;\n var param: vec2<f32>;\n var param_1: f32;\n var dpdx_: vec3<f32>;\n var dpdy_: vec3<f32>;\n var right: vec3<f32>;\n var param_2: vec2<f32>;\n var param_3: f32;\n var left: vec3<f32>;\n var param_4: vec2<f32>;\n var param_5: f32;\n var down: vec3<f32>;\n var param_6: vec2<f32>;\n var param_7: f32;\n var up: vec3<f32>;\n var param_8: vec2<f32>;\n var param_9: f32;\n var here: f32;\n var edgeFloor: f32;\n var rightGap: f32;\n var leftGap: f32;\n var downGap: f32;\n var upGap: f32;\n var n: vec3<f32>;\n var toEye: vec3<f32>;\n var reach: vec2<f32>;\n var tile: f32;\n var turn: f32;\n var stagger: f32;\n var pixel: vec2<f32>;\n var visible: f32;\n var slice: i32;\n var angle: f32;\n var screen: vec2<f32>;\n var along: vec3<f32>;\n var param_10: vec2<f32>;\n var param_11: f32;\n var across: vec3<f32>;\n var axis: vec3<f32>;\n var projected: vec3<f32>;\n var projectedLength: f32;\n var normalAngle: f32;\n var horizon0_: f32;\n var horizon1_: f32;\n var k: i32;\n var t: f32;\n var stride: vec2<f32>;\n var side: i32;\n var uv_1: vec2<f32>;\n var local: vec2<f32>;\n var sampled: f32;\n var v: vec3<f32>;\n var param_12: vec2<f32>;\n var param_13: f32;\n var distance2_: f32;\n var cosine: f32;\n var fade: f32;\n var local_1: f32;\n var local_2: f32;\n var h0_1: f32;\n var h1_1: f32;\n var param_14: f32;\n var param_15: f32;\n var param_16: f32;\n\n let _e102 = vUv_1;\n let _e103 = dpdx(_e102);\n stepX = _e103;\n let _e104 = vUv_1;\n let _e105 = dpdy(_e104);\n stepY = _e105;\n let _e106 = vUv_1;\n let _e107 = textureSampleLevel(uDepth_t, uDepth_s, _e106, 0f);\n depth_1 = _e107.x;\n let _e109 = vUv_1;\n param = _e109;\n let _e110 = depth_1;\n param_1 = _e110;\n let _e111 = viewPosition_u0028_vf2_u003b_f1_u003b((¶m), (¶m_1));\n p = _e111;\n let _e112 = p;\n let _e113 = dpdx(_e112);\n dpdx_ = _e113;\n let _e114 = p;\n let _e115 = dpdy(_e114);\n dpdy_ = _e115;\n let _e116 = depth_1;\n if (_e116 <= 0f) {\n fragColor = 1f;\n return;\n }\n let _e118 = vUv_1;\n let _e119 = stepX;\n let _e121 = vUv_1;\n let _e122 = stepX;\n let _e124 = textureSampleLevel(uDepth_t, uDepth_s, (_e121 + _e122), 0f);\n param_2 = (_e118 + _e119);\n param_3 = _e124.x;\n let _e126 = viewPosition_u0028_vf2_u003b_f1_u003b((¶m_2), (¶m_3));\n right = _e126;\n let _e127 = vUv_1;\n let _e128 = stepX;\n let _e130 = vUv_1;\n let _e131 = stepX;\n let _e133 = textureSampleLevel(uDepth_t, uDepth_s, (_e130 - _e131), 0f);\n param_4 = (_e127 - _e128);\n param_5 = _e133.x;\n let _e135 = viewPosition_u0028_vf2_u003b_f1_u003b((¶m_4), (¶m_5));\n left = _e135;\n let _e136 = vUv_1;\n let _e137 = stepY;\n let _e139 = vUv_1;\n let _e140 = stepY;\n let _e142 = textureSampleLevel(uDepth_t, uDepth_s, (_e139 + _e140), 0f);\n param_6 = (_e136 + _e137);\n param_7 = _e142.x;\n let _e144 = viewPosition_u0028_vf2_u003b_f1_u003b((¶m_6), (¶m_7));\n down = _e144;\n let _e145 = vUv_1;\n let _e146 = stepY;\n let _e148 = vUv_1;\n let _e149 = stepY;\n let _e151 = textureSampleLevel(uDepth_t, uDepth_s, (_e148 - _e149), 0f);\n param_8 = (_e145 - _e146);\n param_9 = _e151.x;\n let _e153 = viewPosition_u0028_vf2_u003b_f1_u003b((¶m_8), (¶m_9));\n up = _e153;\n let _e155 = p[2u];\n here = -(_e155);\n let _e157 = here;\n edgeFloor = (0.05f * _e157);\n let _e160 = right[2u];\n let _e162 = here;\n rightGap = abs((-(_e160) - _e162));\n let _e166 = left[2u];\n let _e168 = here;\n leftGap = abs((-(_e166) - _e168));\n let _e172 = down[2u];\n let _e174 = here;\n downGap = abs((-(_e172) - _e174));\n let _e178 = up[2u];\n let _e180 = here;\n upGap = abs((-(_e178) - _e180));\n let _e183 = rightGap;\n let _e184 = leftGap;\n let _e186 = edgeFloor;\n if (_e183 > ((_e184 * 8f) + _e186)) {\n let _e189 = p;\n let _e190 = left;\n dpdx_ = (_e189 - _e190);\n } else {\n let _e192 = leftGap;\n let _e193 = rightGap;\n let _e195 = edgeFloor;\n if (_e192 > ((_e193 * 8f) + _e195)) {\n let _e198 = right;\n let _e199 = p;\n dpdx_ = (_e198 - _e199);\n }\n }\n let _e201 = downGap;\n let _e202 = upGap;\n let _e204 = edgeFloor;\n if (_e201 > ((_e202 * 8f) + _e204)) {\n let _e207 = p;\n let _e208 = up;\n dpdy_ = (_e207 - _e208);\n } else {\n let _e210 = upGap;\n let _e211 = downGap;\n let _e213 = edgeFloor;\n if (_e210 > ((_e211 * 8f) + _e213)) {\n let _e216 = down;\n let _e217 = p;\n dpdy_ = (_e216 - _e217);\n }\n }\n let _e219 = dpdx_;\n let _e220 = dpdy_;\n n = normalize(cross(_e219, _e220));\n let _e223 = n;\n let _e224 = p;\n if (dot(_e223, _e224) > 0f) {\n let _e227 = n;\n n = -(_e227);\n }\n let _e229 = p;\n toEye = normalize(-(_e229));\n let _e233 = unnamed.uRadius;\n let _e235 = unnamed.uProjScale;\n let _e239 = p[2u];\n reach = min((((_e235 * _e233) * 0.5f) / vec2(max(-(_e239), 0.001f))), vec2<f32>(0.06f, 0.06f));\n let _e246 = gl_FragCoord_1[0u];\n let _e252 = gl_FragCoord_1[1u];\n tile = ((_e246 - (floor((_e246 / 4f)) * 4f)) + (4f * (_e252 - (floor((_e252 / 4f)) * 4f))));\n let _e259 = tile;\n turn = (_e259 * 0.098174766f);\n let _e261 = tile;\n stagger = fract((_e261 * 0.618034f));\n let _e264 = stepX;\n let _e266 = stepY;\n pixel = vec2<f32>(length(_e264), length(_e266));\n visible = 0f;\n slice = 0i;\n loop {\n let _e269 = slice;\n if (_e269 < 2i) {\n let _e271 = turn;\n let _e272 = slice;\n angle = (_e271 + (f32(_e272) * 1.5707964f));\n let _e276 = angle;\n let _e279 = pixel[0u];\n let _e282 = pixel[1u];\n let _e284 = angle;\n screen = vec2<f32>(((cos(_e276) * _e279) / _e282), sin(_e284));\n let _e287 = vUv_1;\n let _e288 = screen;\n param_10 = (_e287 + (_e288 * 0.001f));\n let _e291 = depth_1;\n param_11 = _e291;\n let _e292 = viewPosition_u0028_vf2_u003b_f1_u003b((¶m_10), (¶m_11));\n let _e293 = p;\n along = normalize((_e292 - _e293));\n let _e296 = along;\n let _e297 = toEye;\n let _e298 = along;\n let _e299 = toEye;\n across = normalize((_e296 - (_e297 * dot(_e298, _e299))));\n let _e304 = across;\n let _e305 = toEye;\n axis = cross(_e304, _e305);\n let _e307 = n;\n let _e308 = axis;\n let _e309 = n;\n let _e310 = axis;\n projected = (_e307 - (_e308 * dot(_e309, _e310)));\n let _e314 = projected;\n projectedLength = length(_e314);\n let _e316 = projectedLength;\n if (_e316 < 0.0001f) {\n continue;\n }\n let _e318 = projected;\n let _e319 = across;\n let _e321 = projected;\n let _e322 = toEye;\n normalAngle = atan2(dot(_e318, _e319), dot(_e321, _e322));\n horizon0_ = -1f;\n horizon1_ = -1f;\n k = 0i;\n loop {\n let _e325 = k;\n if (_e325 < 6i) {\n let _e327 = k;\n let _e329 = stagger;\n t = ((f32(_e327) + _e329) / 6f);\n let _e332 = screen;\n let _e334 = reach[1u];\n let _e336 = t;\n let _e337 = t;\n stride = ((_e332 * _e334) * ((_e336 * _e337) + 0.013888889f));\n side = 0i;\n loop {\n let _e341 = side;\n if (_e341 < 2i) {\n let _e343 = side;\n if (_e343 == 0i) {\n let _e345 = vUv_1;\n let _e346 = stride;\n local = (_e345 - _e346);\n } else {\n let _e348 = vUv_1;\n let _e349 = stride;\n local = (_e348 + _e349);\n }\n let _e351 = local;\n uv_1 = _e351;\n let _e352 = uv_1;\n let _e353 = textureSampleLevel(uDepth_t, uDepth_s, _e352, 0f);\n sampled = _e353.x;\n let _e355 = sampled;\n if (_e355 <= 0f) {\n continue;\n }\n let _e357 = uv_1;\n param_12 = _e357;\n let _e358 = sampled;\n param_13 = _e358;\n let _e359 = viewPosition_u0028_vf2_u003b_f1_u003b((¶m_12), (¶m_13));\n let _e360 = p;\n v = (_e359 - _e360);\n let _e362 = v;\n let _e363 = v;\n distance2_ = dot(_e362, _e363);\n let _e365 = distance2_;\n if (_e365 < 0.00000001f) {\n continue;\n }\n let _e367 = v;\n let _e368 = toEye;\n let _e370 = distance2_;\n cosine = (dot(_e367, _e368) * inverseSqrt(_e370));\n let _e373 = distance2_;\n let _e375 = unnamed.uRadius;\n let _e377 = unnamed.uRadius;\n fade = clamp((1f - (_e373 / (_e375 * _e377))), 0f, 1f);\n let _e382 = cosine;\n let _e383 = fade;\n cosine = mix(-1f, _e382, _e383);\n let _e385 = side;\n if (_e385 == 0i) {\n let _e387 = cosine;\n let _e388 = horizon0_;\n if (_e387 > _e388) {\n let _e390 = cosine;\n local_1 = _e390;\n } else {\n let _e391 = horizon0_;\n let _e392 = cosine;\n local_1 = mix(_e391, _e392, 0.2f);\n }\n let _e394 = local_1;\n horizon0_ = _e394;\n } else {\n let _e395 = cosine;\n let _e396 = horizon1_;\n if (_e395 > _e396) {\n let _e398 = cosine;\n local_2 = _e398;\n } else {\n let _e399 = horizon1_;\n let _e400 = cosine;\n local_2 = mix(_e399, _e400, 0.2f);\n }\n let _e402 = local_2;\n horizon1_ = _e402;\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e403 = side;\n side = (_e403 + 1i);\n }\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e405 = k;\n k = (_e405 + 1i);\n }\n }\n let _e407 = horizon0_;\n let _e411 = normalAngle;\n h0_1 = max(-(acos(clamp(_e407, -1f, 1f))), (_e411 - 1.5707963f));\n let _e414 = horizon1_;\n let _e417 = normalAngle;\n h1_1 = min(acos(clamp(_e414, -1f, 1f)), (_e417 + 1.5707963f));\n let _e420 = projectedLength;\n let _e421 = h0_1;\n param_14 = _e421;\n let _e422 = h1_1;\n param_15 = _e422;\n let _e423 = normalAngle;\n param_16 = _e423;\n let _e424 = gtaoArc_u0028_f1_u003b_f1_u003b_f1_u003b((¶m_14), (¶m_15), (¶m_16));\n let _e426 = visible;\n visible = (_e426 + (_e420 * _e424));\n continue;\n } else {\n break;\n }\n continuing {\n let _e428 = slice;\n slice = (_e428 + 1i);\n }\n }\n let _e430 = visible;\n fragColor = clamp(((_e430 / 2f) * 0.5f), 0f, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>, @builtin(position) gl_FragCoord: vec4<f32>) -> @location(0) f32 {\n vUv_1 = vUv;\n gl_FragCoord_1 = gl_FragCoord;\n main_1();\n let _e5 = fragColor;\n return _e5;\n}\n";
|
|
10
|
+
export const AO_FRAG_WGSL = "struct Uniforms {\n uProjScale: vec2<f32>,\n uInvProjection: mat4x4<f32>,\n uRadius: f32,\n uFade: vec2<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vUv_1: vec2<f32>;\n@group(0) @binding(32) \nvar uDepth_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uDepth_s: sampler;\nvar<private> fragColor: f32;\nvar<private> gl_FragCoord_1: vec4<f32>;\n\nfn gtaoArc_u0028_f1_u003b_f1_u003b_f1_u003b(h0_: ptr<function, f32>, h1_: ptr<function, f32>, normal: ptr<function, f32>) -> f32 {\n var c: f32;\n var s2_: f32;\n\n let _e41 = (*normal);\n c = cos(_e41);\n let _e43 = (*normal);\n s2_ = (2f * sin(_e43));\n let _e46 = (*h0_);\n let _e48 = (*normal);\n let _e52 = c;\n let _e54 = (*h0_);\n let _e55 = s2_;\n let _e59 = (*h1_);\n let _e61 = (*normal);\n let _e65 = c;\n let _e67 = (*h1_);\n let _e68 = s2_;\n return ((0.25f * ((-(cos(((2f * _e46) - _e48))) + _e52) + (_e54 * _e55))) + (0.25f * ((-(cos(((2f * _e59) - _e61))) + _e65) + (_e67 * _e68))));\n}\n\nfn viewPosition_u0028_vf2_u003b_f1_u003b(uv: ptr<function, vec2<f32>>, depth: ptr<function, f32>) -> vec3<f32> {\n var clip: vec4<f32>;\n var view: vec4<f32>;\n\n let _e40 = (*uv);\n let _e43 = ((_e40 * 2f) - vec2(1f));\n let _e44 = (*depth);\n clip = vec4<f32>(_e43.x, _e43.y, (1f - (_e44 * 2f)), 1f);\n let _e51 = unnamed.uInvProjection;\n let _e52 = clip;\n view = (_e51 * _e52);\n let _e54 = view;\n let _e57 = view[3u];\n return (_e54.xyz / vec3(_e57));\n}\n\nfn main_1() {\n var stepX: vec2<f32>;\n var stepY: vec2<f32>;\n var depth_1: f32;\n var p: vec3<f32>;\n var param: vec2<f32>;\n var param_1: f32;\n var dpdx_: vec3<f32>;\n var dpdy_: vec3<f32>;\n var faded: f32;\n var local: f32;\n var right: vec3<f32>;\n var param_2: vec2<f32>;\n var param_3: f32;\n var left: vec3<f32>;\n var param_4: vec2<f32>;\n var param_5: f32;\n var down: vec3<f32>;\n var param_6: vec2<f32>;\n var param_7: f32;\n var up: vec3<f32>;\n var param_8: vec2<f32>;\n var param_9: f32;\n var here: f32;\n var edgeFloor: f32;\n var rightGap: f32;\n var leftGap: f32;\n var downGap: f32;\n var upGap: f32;\n var n: vec3<f32>;\n var toEye: vec3<f32>;\n var reach: vec2<f32>;\n var tile: f32;\n var turn: f32;\n var stagger: f32;\n var pixel: vec2<f32>;\n var visible: f32;\n var slice: i32;\n var angle: f32;\n var screen: vec2<f32>;\n var along: vec3<f32>;\n var param_10: vec2<f32>;\n var param_11: f32;\n var across: vec3<f32>;\n var axis: vec3<f32>;\n var projected: vec3<f32>;\n var projectedLength: f32;\n var normalAngle: f32;\n var horizon0_: f32;\n var horizon1_: f32;\n var k: i32;\n var t: f32;\n var stride: vec2<f32>;\n var side: i32;\n var uv_1: vec2<f32>;\n var local_1: vec2<f32>;\n var sampled: f32;\n var v: vec3<f32>;\n var param_12: vec2<f32>;\n var param_13: f32;\n var distance2_: f32;\n var cosine: f32;\n var fade: f32;\n var local_2: f32;\n var local_3: f32;\n var h0_1: f32;\n var h1_1: f32;\n var param_14: f32;\n var param_15: f32;\n var param_16: f32;\n\n let _e105 = vUv_1;\n let _e106 = dpdx(_e105);\n stepX = _e106;\n let _e107 = vUv_1;\n let _e108 = dpdy(_e107);\n stepY = _e108;\n let _e109 = vUv_1;\n let _e110 = textureSampleLevel(uDepth_t, uDepth_s, _e109, 0f);\n depth_1 = _e110.x;\n let _e112 = vUv_1;\n param = _e112;\n let _e113 = depth_1;\n param_1 = _e113;\n let _e114 = viewPosition_u0028_vf2_u003b_f1_u003b((¶m), (¶m_1));\n p = _e114;\n let _e115 = p;\n let _e116 = dpdx(_e115);\n dpdx_ = _e116;\n let _e117 = p;\n let _e118 = dpdy(_e117);\n dpdy_ = _e118;\n let _e119 = depth_1;\n if (_e119 <= 0f) {\n fragColor = 1f;\n return;\n }\n let _e123 = unnamed.uFade[0u];\n if (_e123 < 0f) {\n local = 0f;\n } else {\n let _e125 = p;\n let _e129 = unnamed.uFade[0u];\n let _e133 = unnamed.uFade[1u];\n local = clamp(((length(_e125) - _e129) / max(_e133, 0.0001f)), 0f, 1f);\n }\n let _e137 = local;\n faded = _e137;\n let _e138 = faded;\n if (_e138 >= 1f) {\n fragColor = 0.5f;\n return;\n }\n let _e140 = vUv_1;\n let _e141 = stepX;\n let _e143 = vUv_1;\n let _e144 = stepX;\n let _e146 = textureSampleLevel(uDepth_t, uDepth_s, (_e143 + _e144), 0f);\n param_2 = (_e140 + _e141);\n param_3 = _e146.x;\n let _e148 = viewPosition_u0028_vf2_u003b_f1_u003b((¶m_2), (¶m_3));\n right = _e148;\n let _e149 = vUv_1;\n let _e150 = stepX;\n let _e152 = vUv_1;\n let _e153 = stepX;\n let _e155 = textureSampleLevel(uDepth_t, uDepth_s, (_e152 - _e153), 0f);\n param_4 = (_e149 - _e150);\n param_5 = _e155.x;\n let _e157 = viewPosition_u0028_vf2_u003b_f1_u003b((¶m_4), (¶m_5));\n left = _e157;\n let _e158 = vUv_1;\n let _e159 = stepY;\n let _e161 = vUv_1;\n let _e162 = stepY;\n let _e164 = textureSampleLevel(uDepth_t, uDepth_s, (_e161 + _e162), 0f);\n param_6 = (_e158 + _e159);\n param_7 = _e164.x;\n let _e166 = viewPosition_u0028_vf2_u003b_f1_u003b((¶m_6), (¶m_7));\n down = _e166;\n let _e167 = vUv_1;\n let _e168 = stepY;\n let _e170 = vUv_1;\n let _e171 = stepY;\n let _e173 = textureSampleLevel(uDepth_t, uDepth_s, (_e170 - _e171), 0f);\n param_8 = (_e167 - _e168);\n param_9 = _e173.x;\n let _e175 = viewPosition_u0028_vf2_u003b_f1_u003b((¶m_8), (¶m_9));\n up = _e175;\n let _e177 = p[2u];\n here = -(_e177);\n let _e179 = here;\n edgeFloor = (0.05f * _e179);\n let _e182 = right[2u];\n let _e184 = here;\n rightGap = abs((-(_e182) - _e184));\n let _e188 = left[2u];\n let _e190 = here;\n leftGap = abs((-(_e188) - _e190));\n let _e194 = down[2u];\n let _e196 = here;\n downGap = abs((-(_e194) - _e196));\n let _e200 = up[2u];\n let _e202 = here;\n upGap = abs((-(_e200) - _e202));\n let _e205 = rightGap;\n let _e206 = leftGap;\n let _e208 = edgeFloor;\n if (_e205 > ((_e206 * 8f) + _e208)) {\n let _e211 = p;\n let _e212 = left;\n dpdx_ = (_e211 - _e212);\n } else {\n let _e214 = leftGap;\n let _e215 = rightGap;\n let _e217 = edgeFloor;\n if (_e214 > ((_e215 * 8f) + _e217)) {\n let _e220 = right;\n let _e221 = p;\n dpdx_ = (_e220 - _e221);\n }\n }\n let _e223 = downGap;\n let _e224 = upGap;\n let _e226 = edgeFloor;\n if (_e223 > ((_e224 * 8f) + _e226)) {\n let _e229 = p;\n let _e230 = up;\n dpdy_ = (_e229 - _e230);\n } else {\n let _e232 = upGap;\n let _e233 = downGap;\n let _e235 = edgeFloor;\n if (_e232 > ((_e233 * 8f) + _e235)) {\n let _e238 = down;\n let _e239 = p;\n dpdy_ = (_e238 - _e239);\n }\n }\n let _e241 = dpdx_;\n let _e242 = dpdy_;\n n = normalize(cross(_e241, _e242));\n let _e245 = n;\n let _e246 = p;\n if (dot(_e245, _e246) > 0f) {\n let _e249 = n;\n n = -(_e249);\n }\n let _e251 = p;\n toEye = normalize(-(_e251));\n let _e255 = unnamed.uRadius;\n let _e257 = unnamed.uProjScale;\n let _e261 = p[2u];\n reach = min((((_e257 * _e255) * 0.5f) / vec2(max(-(_e261), 0.001f))), vec2<f32>(0.06f, 0.06f));\n let _e268 = gl_FragCoord_1[0u];\n let _e274 = gl_FragCoord_1[1u];\n tile = ((_e268 - (floor((_e268 / 4f)) * 4f)) + (4f * (_e274 - (floor((_e274 / 4f)) * 4f))));\n let _e281 = tile;\n turn = (_e281 * 0.098174766f);\n let _e283 = tile;\n stagger = fract((_e283 * 0.618034f));\n let _e286 = stepX;\n let _e288 = stepY;\n pixel = vec2<f32>(length(_e286), length(_e288));\n visible = 0f;\n slice = 0i;\n loop {\n let _e291 = slice;\n if (_e291 < 2i) {\n let _e293 = turn;\n let _e294 = slice;\n angle = (_e293 + (f32(_e294) * 1.5707964f));\n let _e298 = angle;\n let _e301 = pixel[0u];\n let _e304 = pixel[1u];\n let _e306 = angle;\n screen = vec2<f32>(((cos(_e298) * _e301) / _e304), sin(_e306));\n let _e309 = vUv_1;\n let _e310 = screen;\n param_10 = (_e309 + (_e310 * 0.001f));\n let _e313 = depth_1;\n param_11 = _e313;\n let _e314 = viewPosition_u0028_vf2_u003b_f1_u003b((¶m_10), (¶m_11));\n let _e315 = p;\n along = normalize((_e314 - _e315));\n let _e318 = along;\n let _e319 = toEye;\n let _e320 = along;\n let _e321 = toEye;\n across = normalize((_e318 - (_e319 * dot(_e320, _e321))));\n let _e326 = across;\n let _e327 = toEye;\n axis = cross(_e326, _e327);\n let _e329 = n;\n let _e330 = axis;\n let _e331 = n;\n let _e332 = axis;\n projected = (_e329 - (_e330 * dot(_e331, _e332)));\n let _e336 = projected;\n projectedLength = length(_e336);\n let _e338 = projectedLength;\n if (_e338 < 0.0001f) {\n continue;\n }\n let _e340 = projected;\n let _e341 = across;\n let _e343 = projected;\n let _e344 = toEye;\n normalAngle = atan2(dot(_e340, _e341), dot(_e343, _e344));\n horizon0_ = -1f;\n horizon1_ = -1f;\n k = 0i;\n loop {\n let _e347 = k;\n if (_e347 < 6i) {\n let _e349 = k;\n let _e351 = stagger;\n t = ((f32(_e349) + _e351) / 6f);\n let _e354 = screen;\n let _e356 = reach[1u];\n let _e358 = t;\n let _e359 = t;\n stride = ((_e354 * _e356) * ((_e358 * _e359) + 0.013888889f));\n side = 0i;\n loop {\n let _e363 = side;\n if (_e363 < 2i) {\n let _e365 = side;\n if (_e365 == 0i) {\n let _e367 = vUv_1;\n let _e368 = stride;\n local_1 = (_e367 - _e368);\n } else {\n let _e370 = vUv_1;\n let _e371 = stride;\n local_1 = (_e370 + _e371);\n }\n let _e373 = local_1;\n uv_1 = _e373;\n let _e374 = uv_1;\n let _e375 = textureSampleLevel(uDepth_t, uDepth_s, _e374, 0f);\n sampled = _e375.x;\n let _e377 = sampled;\n if (_e377 <= 0f) {\n continue;\n }\n let _e379 = uv_1;\n param_12 = _e379;\n let _e380 = sampled;\n param_13 = _e380;\n let _e381 = viewPosition_u0028_vf2_u003b_f1_u003b((¶m_12), (¶m_13));\n let _e382 = p;\n v = (_e381 - _e382);\n let _e384 = v;\n let _e385 = v;\n distance2_ = dot(_e384, _e385);\n let _e387 = distance2_;\n if (_e387 < 0.00000001f) {\n continue;\n }\n let _e389 = v;\n let _e390 = toEye;\n let _e392 = distance2_;\n cosine = (dot(_e389, _e390) * inverseSqrt(_e392));\n let _e395 = distance2_;\n let _e397 = unnamed.uRadius;\n let _e399 = unnamed.uRadius;\n fade = clamp((1f - (_e395 / (_e397 * _e399))), 0f, 1f);\n let _e404 = cosine;\n let _e405 = fade;\n cosine = mix(-1f, _e404, _e405);\n let _e407 = side;\n if (_e407 == 0i) {\n let _e409 = cosine;\n let _e410 = horizon0_;\n if (_e409 > _e410) {\n let _e412 = cosine;\n local_2 = _e412;\n } else {\n let _e413 = horizon0_;\n let _e414 = cosine;\n local_2 = mix(_e413, _e414, 0.2f);\n }\n let _e416 = local_2;\n horizon0_ = _e416;\n } else {\n let _e417 = cosine;\n let _e418 = horizon1_;\n if (_e417 > _e418) {\n let _e420 = cosine;\n local_3 = _e420;\n } else {\n let _e421 = horizon1_;\n let _e422 = cosine;\n local_3 = mix(_e421, _e422, 0.2f);\n }\n let _e424 = local_3;\n horizon1_ = _e424;\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e425 = side;\n side = (_e425 + 1i);\n }\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e427 = k;\n k = (_e427 + 1i);\n }\n }\n let _e429 = horizon0_;\n let _e433 = normalAngle;\n h0_1 = max(-(acos(clamp(_e429, -1f, 1f))), (_e433 - 1.5707963f));\n let _e436 = horizon1_;\n let _e439 = normalAngle;\n h1_1 = min(acos(clamp(_e436, -1f, 1f)), (_e439 + 1.5707963f));\n let _e442 = projectedLength;\n let _e443 = h0_1;\n param_14 = _e443;\n let _e444 = h1_1;\n param_15 = _e444;\n let _e445 = normalAngle;\n param_16 = _e445;\n let _e446 = gtaoArc_u0028_f1_u003b_f1_u003b_f1_u003b((¶m_14), (¶m_15), (¶m_16));\n let _e448 = visible;\n visible = (_e448 + (_e442 * _e446));\n continue;\n } else {\n break;\n }\n continuing {\n let _e450 = slice;\n slice = (_e450 + 1i);\n }\n }\n let _e452 = visible;\n let _e454 = faded;\n fragColor = clamp((mix((_e452 / 2f), 1f, _e454) * 0.5f), 0f, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>, @builtin(position) gl_FragCoord: vec4<f32>) -> @location(0) f32 {\n vUv_1 = vUv;\n gl_FragCoord_1 = gl_FragCoord;\n main_1();\n let _e5 = fragColor;\n return _e5;\n}\n";
|
|
11
11
|
|
|
12
12
|
/**
|
|
13
13
|
* What the transform assigned, so the renderer binds the same numbers.
|
|
@@ -66,6 +66,11 @@ export const AMBIENTOCCLUSION_BINDINGS = {
|
|
|
66
66
|
"offset": 80,
|
|
67
67
|
"size": 4,
|
|
68
68
|
"type": "float"
|
|
69
|
+
},
|
|
70
|
+
"uFade": {
|
|
71
|
+
"offset": 88,
|
|
72
|
+
"size": 8,
|
|
73
|
+
"type": "vec2"
|
|
69
74
|
}
|
|
70
75
|
},
|
|
71
76
|
"textures": {
|