@driftengine/core 4.12.0 → 4.13.0

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Files changed (207) hide show
  1. package/CHANGELOG.json +66 -0
  2. package/README.md +18 -9
  3. package/dist/geometry/meshBuilder.d.ts +10 -0
  4. package/dist/geometry/meshBuilder.js +11 -2
  5. package/dist/index.d.ts +3 -2
  6. package/dist/index.js +3 -2
  7. package/dist/math/color.d.ts +25 -0
  8. package/dist/math/color.js +37 -0
  9. package/dist/render/backend/webgl2/renderer.d.ts +17 -4
  10. package/dist/render/backend/webgl2/renderer.js +82 -47
  11. package/dist/render/backend/webgl2/skinScatter.d.ts +3 -1
  12. package/dist/render/backend/webgl2/skinScatter.js +5 -1
  13. package/dist/render/backend/webgpu/boltPass.d.ts +1 -1
  14. package/dist/render/backend/webgpu/causticsPass.d.ts +1 -1
  15. package/dist/render/backend/webgpu/filmPass.d.ts +1 -1
  16. package/dist/render/backend/webgpu/flockPass.d.ts +1 -1
  17. package/dist/render/backend/webgpu/giFieldPass.d.ts +3 -1
  18. package/dist/render/backend/webgpu/gpuDrivenPass.d.ts +10 -1
  19. package/dist/render/backend/webgpu/gpuDrivenPass.js +28 -11
  20. package/dist/render/backend/webgpu/panelPass.d.ts +1 -1
  21. package/dist/render/backend/webgpu/postPass.d.ts +2 -2
  22. package/dist/render/backend/webgpu/renderer.d.ts +19 -8
  23. package/dist/render/backend/webgpu/renderer.js +94 -38
  24. package/dist/render/backend/webgpu/scatterPass.d.ts +1 -1
  25. package/dist/render/backend/webgpu/skinScatterPass.d.ts +5 -1
  26. package/dist/render/backend/webgpu/skinScatterPass.js +9 -3
  27. package/dist/render/backend/webgpu/skyPass.d.ts +11 -1
  28. package/dist/render/backend/webgpu/waterPass.d.ts +1 -1
  29. package/dist/render/backend/webgpu/windStreakPass.d.ts +1 -1
  30. package/dist/render/causticsRenderer.d.ts +3 -1
  31. package/dist/render/causticsRenderer.js +5 -1
  32. package/dist/render/decalPass.d.ts +3 -1
  33. package/dist/render/decalPass.js +4 -1
  34. package/dist/render/flockRenderer.d.ts +1 -1
  35. package/dist/render/flockRenderer.js +4 -1
  36. package/dist/render/globalMediumPass.d.ts +3 -1
  37. package/dist/render/globalMediumPass.js +5 -1
  38. package/dist/render/gradeColor.d.ts +21 -0
  39. package/dist/render/gradeColor.js +64 -0
  40. package/dist/render/lightMatrix.d.ts +13 -0
  41. package/dist/render/lightMatrix.js +17 -0
  42. package/dist/render/passGrade.d.ts +13 -0
  43. package/dist/render/passGrade.js +47 -0
  44. package/dist/render/plumeRenderer.d.ts +1 -1
  45. package/dist/render/plumeRenderer.js +4 -1
  46. package/dist/render/renderQuality.d.ts +57 -18
  47. package/dist/render/renderQuality.js +3 -3
  48. package/dist/render/sceneTarget.d.ts +2 -0
  49. package/dist/render/sceneTarget.js +1 -0
  50. package/dist/render/sdfTextRenderer.d.ts +1 -1
  51. package/dist/render/sdfTextRenderer.js +1 -1
  52. package/dist/render/shaders/arcane.d.ts +1 -1
  53. package/dist/render/shaders/arcane.js +5 -1
  54. package/dist/render/shaders/bolt.d.ts +1 -1
  55. package/dist/render/shaders/bolt.js +4 -1
  56. package/dist/render/shaders/caustics.d.ts +1 -1
  57. package/dist/render/shaders/caustics.js +4 -1
  58. package/dist/render/shaders/decalProject.js +12 -2
  59. package/dist/render/shaders/film.d.ts +1 -1
  60. package/dist/render/shaders/film.js +22 -9
  61. package/dist/render/shaders/fire.d.ts +1 -1
  62. package/dist/render/shaders/fire.js +4 -1
  63. package/dist/render/shaders/flat/layerLooks.js +11 -19
  64. package/dist/render/shaders/flat/layered.js +33 -18
  65. package/dist/render/shaders/flock.d.ts +1 -1
  66. package/dist/render/shaders/flock.js +4 -1
  67. package/dist/render/shaders/generated/arcane.wgsl.d.ts +11 -1
  68. package/dist/render/shaders/generated/arcane.wgsl.js +11 -1
  69. package/dist/render/shaders/generated/bolt.wgsl.d.ts +12 -2
  70. package/dist/render/shaders/generated/bolt.wgsl.js +12 -2
  71. package/dist/render/shaders/generated/caustics.wgsl.d.ts +12 -2
  72. package/dist/render/shaders/generated/caustics.wgsl.js +12 -2
  73. package/dist/render/shaders/generated/decalProject.wgsl.d.ts +6 -1
  74. package/dist/render/shaders/generated/decalProject.wgsl.js +6 -1
  75. package/dist/render/shaders/generated/film.wgsl.d.ts +12 -2
  76. package/dist/render/shaders/generated/film.wgsl.js +12 -2
  77. package/dist/render/shaders/generated/fire.wgsl.d.ts +11 -1
  78. package/dist/render/shaders/generated/fire.wgsl.js +11 -1
  79. package/dist/render/shaders/generated/flat.wgsl.js +23 -23
  80. package/dist/render/shaders/generated/flock.wgsl.d.ts +12 -2
  81. package/dist/render/shaders/generated/flock.wgsl.js +12 -2
  82. package/dist/render/shaders/generated/globalMedium.wgsl.d.ts +12 -2
  83. package/dist/render/shaders/generated/globalMedium.wgsl.js +12 -2
  84. package/dist/render/shaders/generated/lightVolume.wgsl.d.ts +36 -16
  85. package/dist/render/shaders/generated/lightVolume.wgsl.js +39 -19
  86. package/dist/render/shaders/generated/panel.wgsl.d.ts +12 -2
  87. package/dist/render/shaders/generated/panel.wgsl.js +12 -2
  88. package/dist/render/shaders/generated/rush.wgsl.d.ts +31 -26
  89. package/dist/render/shaders/generated/rush.wgsl.js +31 -26
  90. package/dist/render/shaders/generated/scatter.wgsl.d.ts +12 -2
  91. package/dist/render/shaders/generated/scatter.wgsl.js +12 -2
  92. package/dist/render/shaders/generated/skinBlur.wgsl.d.ts +11 -1
  93. package/dist/render/shaders/generated/skinBlur.wgsl.js +11 -1
  94. package/dist/render/shaders/generated/sky.wgsl.d.ts +12 -2
  95. package/dist/render/shaders/generated/sky.wgsl.js +12 -2
  96. package/dist/render/shaders/generated/smoke.wgsl.d.ts +11 -1
  97. package/dist/render/shaders/generated/smoke.wgsl.js +11 -1
  98. package/dist/render/shaders/generated/text.wgsl.d.ts +11 -1
  99. package/dist/render/shaders/generated/text.wgsl.js +11 -1
  100. package/dist/render/shaders/generated/water.wgsl.d.ts +12 -2
  101. package/dist/render/shaders/generated/water.wgsl.js +12 -2
  102. package/dist/render/shaders/generated/windStreaks.wgsl.d.ts +12 -2
  103. package/dist/render/shaders/generated/windStreaks.wgsl.js +12 -2
  104. package/dist/render/shaders/globalMedium.js +14 -1
  105. package/dist/render/shaders/gpudriven/present.wgsl.d.ts +15 -6
  106. package/dist/render/shaders/gpudriven/present.wgsl.js +71 -8
  107. package/dist/render/shaders/lightVolume.js +4 -1
  108. package/dist/render/shaders/line.d.ts +1 -1
  109. package/dist/render/shaders/outputTransform.d.ts +8 -2
  110. package/dist/render/shaders/outputTransform.js +18 -11
  111. package/dist/render/shaders/panel.d.ts +1 -1
  112. package/dist/render/shaders/panel.js +5 -1
  113. package/dist/render/shaders/particle.d.ts +3 -3
  114. package/dist/render/shaders/rush.js +8 -0
  115. package/dist/render/shaders/scatter.d.ts +1 -1
  116. package/dist/render/shaders/scatter.js +4 -1
  117. package/dist/render/shaders/sdfText.d.ts +1 -1
  118. package/dist/render/shaders/skinBlur.js +5 -1
  119. package/dist/render/shaders/sky.d.ts +1 -1
  120. package/dist/render/shaders/sky.js +5 -1
  121. package/dist/render/shaders/smoke.d.ts +1 -1
  122. package/dist/render/shaders/smoke.js +4 -1
  123. package/dist/render/shaders/text.d.ts +1 -1
  124. package/dist/render/shaders/text.js +4 -1
  125. package/dist/render/shaders/water.d.ts +1 -1
  126. package/dist/render/shaders/water.js +12 -2
  127. package/dist/render/shaders/windStreaks.d.ts +1 -1
  128. package/dist/render/shaders/windStreaks.js +4 -1
  129. package/dist/render/surfaceLayerLooks.d.ts +16 -4
  130. package/dist/render/surfaceLayerLooks.js +33 -14
  131. package/dist/render/surfaceLayers.d.ts +2 -2
  132. package/dist/render/textRenderer.d.ts +3 -1
  133. package/dist/render/textRenderer.js +7 -1
  134. package/dist/render/vertexDefaults.d.ts +1 -1
  135. package/dist/render/vertexDefaults.js +1 -1
  136. package/dist/render/waterRenderer.d.ts +1 -1
  137. package/dist/render/waterRenderer.js +4 -1
  138. package/dist/render/windStreakRenderer.d.ts +3 -1
  139. package/dist/render/windStreakRenderer.js +5 -1
  140. package/package.json +6 -6
  141. package/src/geometry/meshBuilder.ts +21 -2
  142. package/src/index.ts +11 -2
  143. package/src/math/color.ts +39 -0
  144. package/src/render/backend/webgl2/renderer.ts +134 -44
  145. package/src/render/backend/webgl2/skinScatter.ts +5 -0
  146. package/src/render/backend/webgpu/giFieldPass.ts +3 -1
  147. package/src/render/backend/webgpu/gpuDrivenPass.ts +29 -13
  148. package/src/render/backend/webgpu/renderer.ts +104 -37
  149. package/src/render/backend/webgpu/skinScatterPass.ts +17 -1
  150. package/src/render/causticsRenderer.ts +5 -0
  151. package/src/render/decalPass.ts +3 -0
  152. package/src/render/flockRenderer.ts +5 -0
  153. package/src/render/globalMediumPass.ts +10 -1
  154. package/src/render/gradeColor.ts +90 -0
  155. package/src/render/lightMatrix.ts +32 -0
  156. package/src/render/passGrade.ts +58 -0
  157. package/src/render/plumeRenderer.ts +5 -0
  158. package/src/render/renderQuality.ts +60 -21
  159. package/src/render/sceneTarget.ts +3 -0
  160. package/src/render/sdfTextRenderer.ts +1 -1
  161. package/src/render/shaders/arcane.ts +5 -1
  162. package/src/render/shaders/bolt.ts +4 -1
  163. package/src/render/shaders/caustics.ts +4 -1
  164. package/src/render/shaders/decalProject.ts +12 -2
  165. package/src/render/shaders/film.ts +22 -9
  166. package/src/render/shaders/fire.ts +4 -1
  167. package/src/render/shaders/flat/layerLooks.ts +11 -19
  168. package/src/render/shaders/flat/layered.ts +33 -18
  169. package/src/render/shaders/flock.ts +4 -1
  170. package/src/render/shaders/generated/arcane.wgsl.ts +11 -1
  171. package/src/render/shaders/generated/bolt.wgsl.ts +12 -2
  172. package/src/render/shaders/generated/caustics.wgsl.ts +12 -2
  173. package/src/render/shaders/generated/decalProject.wgsl.ts +6 -1
  174. package/src/render/shaders/generated/film.wgsl.ts +12 -2
  175. package/src/render/shaders/generated/fire.wgsl.ts +11 -1
  176. package/src/render/shaders/generated/flat.wgsl.ts +23 -23
  177. package/src/render/shaders/generated/flock.wgsl.ts +12 -2
  178. package/src/render/shaders/generated/globalMedium.wgsl.ts +12 -2
  179. package/src/render/shaders/generated/lightVolume.wgsl.ts +39 -19
  180. package/src/render/shaders/generated/panel.wgsl.ts +12 -2
  181. package/src/render/shaders/generated/rush.wgsl.ts +31 -26
  182. package/src/render/shaders/generated/scatter.wgsl.ts +12 -2
  183. package/src/render/shaders/generated/skinBlur.wgsl.ts +11 -1
  184. package/src/render/shaders/generated/sky.wgsl.ts +12 -2
  185. package/src/render/shaders/generated/smoke.wgsl.ts +11 -1
  186. package/src/render/shaders/generated/text.wgsl.ts +11 -1
  187. package/src/render/shaders/generated/water.wgsl.ts +12 -2
  188. package/src/render/shaders/generated/windStreaks.wgsl.ts +12 -2
  189. package/src/render/shaders/globalMedium.ts +14 -1
  190. package/src/render/shaders/gpudriven/present.wgsl.ts +72 -8
  191. package/src/render/shaders/lightVolume.ts +4 -1
  192. package/src/render/shaders/outputTransform.ts +19 -11
  193. package/src/render/shaders/panel.ts +5 -1
  194. package/src/render/shaders/rush.ts +8 -0
  195. package/src/render/shaders/scatter.ts +4 -1
  196. package/src/render/shaders/skinBlur.ts +5 -1
  197. package/src/render/shaders/sky.ts +5 -1
  198. package/src/render/shaders/smoke.ts +4 -1
  199. package/src/render/shaders/text.ts +4 -1
  200. package/src/render/shaders/water.ts +12 -2
  201. package/src/render/shaders/windStreaks.ts +4 -1
  202. package/src/render/surfaceLayerLooks.ts +49 -18
  203. package/src/render/surfaceLayers.ts +2 -2
  204. package/src/render/textRenderer.ts +6 -0
  205. package/src/render/vertexDefaults.ts +1 -1
  206. package/src/render/waterRenderer.ts +5 -0
  207. package/src/render/windStreakRenderer.ts +5 -0
@@ -1,4 +1,5 @@
1
1
  import { glslFarDepth } from '../depthConvention.ts';
2
+ import { OUTPUT_TRANSFORM_GLSL } from './outputTransform.ts';
2
3
  /**
3
4
  * Procedural gradient sky drawn as a single attribute-less fullscreen triangle.
4
5
  * Ray direction is reconstructed per-fragment from the inverse view-projection,
@@ -77,6 +78,7 @@ uniform vec3 uUnderwaterColor;
77
78
  uniform float uUnderwaterFactor;
78
79
 
79
80
  out vec4 outColor;
81
+ ${OUTPUT_TRANSFORM_GLSL}
80
82
 
81
83
  float hash21(vec2 p) {
82
84
  return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453123);
@@ -273,6 +275,8 @@ void main() {
273
275
  float waterLight = mix(0.62, 1.08, clamp(dir.y * 0.5 + 0.5, 0.0, 1.0));
274
276
  col = mix(col, uUnderwaterColor * waterLight, uUnderwaterFactor);
275
277
 
276
- outColor = vec4(col, 1.0);
278
+ /* Graded where nothing after this will grade it, as every pass is: its colours are the same
279
+ light as the fog the world fades into. 0 in a probe's face, whose cube stores radiance. */
280
+ outColor = vec4(applyOutputTransform(col), 1.0);
277
281
  }
278
282
  `;
@@ -1,4 +1,5 @@
1
1
  import { FOG_GLSL } from './fog.ts';
2
+ import { OUTPUT_TRANSFORM_GLSL } from './outputTransform.ts';
2
3
 
3
4
  /**
4
5
  * Smoke: a column that rises, expands and dissipates. Shares the plume
@@ -22,6 +23,7 @@ uniform vec4 uClipPlane;
22
23
  uniform int uClipEnabled;
23
24
 
24
25
  out vec4 outColor;
26
+ ${OUTPUT_TRANSFORM_GLSL}
25
27
 
26
28
  float hash21(vec2 p) {
27
29
  return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453123);
@@ -84,6 +86,7 @@ void main() {
84
86
  float fog = mediumFog(vDistance, vWorldPos.y);
85
87
  col = mix(col, atmosphereColor, fog);
86
88
  float alpha = clamp(density * 0.95, 0.0, 1.0) * emerge * dissipate * 0.13;
87
- outColor = vec4(col, alpha * (1.0 - fog));
89
+ /* Graded where nothing after this will grade it, as every pass is. The alpha is coverage. */
90
+ outColor = vec4(applyOutputTransform(col), alpha * (1.0 - fog));
88
91
  }
89
92
  `;
@@ -1,3 +1,4 @@
1
+ import { OUTPUT_TRANSFORM_GLSL } from './outputTransform.ts';
1
2
  /**
2
3
  * Screen-space 3D text.
3
4
  *
@@ -147,6 +148,7 @@ uniform float uGlow;
147
148
  uniform float uAlpha;
148
149
 
149
150
  out vec4 fragColor;
151
+ ${OUTPUT_TRANSFORM_GLSL}
150
152
 
151
153
  void main() {
152
154
  /*
@@ -161,5 +163,6 @@ void main() {
161
163
  vec3 lit = uColor * lambert;
162
164
  // The glow rides the arrival: brightest as a character lands, settling after.
163
165
  vec3 emissive = uColor * uGlow * (0.45 + 0.55 * vChar);
164
- fragColor = vec4(lit + emissive, uAlpha);
166
+ /* Graded where nothing after this will grade it, as every pass is. The alpha is coverage. */
167
+ fragColor = vec4(applyOutputTransform(lit + emissive), uAlpha);
165
168
  }`;
@@ -2,6 +2,7 @@ import { MAX_POINT_LIGHTS } from '../lightBudget.ts';
2
2
  import { MAX_WATER_REFLECTION_FILTER_TAPS } from '../renderQuality.ts';
3
3
  import { GERSTNER_GLSL } from './gerstner.ts';
4
4
  import { FOG_GLSL } from './fog.ts';
5
+ import { OUTPUT_TRANSFORM_GLSL } from './outputTransform.ts';
5
6
 
6
7
  /**
7
8
  * The sky-ocean, as an actual wave simulation rather than a tinted plane.
@@ -198,6 +199,7 @@ uniform sampler2D uReflectionMap;
198
199
  uniform int uReflectionEnabled;
199
200
  uniform vec2 uReflectionTexelSize;
200
201
  uniform int uReflectionFilterTaps;
202
+ ${OUTPUT_TRANSFORM_GLSL}
201
203
 
202
204
  const vec2 REFLECTION_FILTER[${MAX_WATER_REFLECTION_FILTER_TAPS}] = vec2[${MAX_WATER_REFLECTION_FILTER_TAPS}](
203
205
  vec2( 0.00, 0.00), vec2(-0.62, -0.31), vec2( 0.54, 0.43),
@@ -276,6 +278,14 @@ void main() {
276
278
  float dist = distance(vWorldPos, uCameraPos);
277
279
  float fog = mediumFog(dist, vWorldPos.y);
278
280
  col = mix(col, atmosphereColor, fog);
281
+ /*
282
+ * **Graded here, before the mirror is mixed in**, as every pass grades what it draws when
283
+ * nothing after it will: the mirror's own passes graded what it holds, so mixing first would put
284
+ * the curve on it twice. The air's colour, which stands in where the mirror shows nothing, is
285
+ * graded to meet it, as the sky behind it is.
286
+ */
287
+ col = applyOutputTransform(col);
288
+ vec3 gradedAir = applyOutputTransform(atmosphereColor);
279
289
 
280
290
  // Transparency is angle-dependent, like real water: looking down you see
281
291
  // straight through to the seabed, at grazing angles it turns reflective.
@@ -289,7 +299,7 @@ void main() {
289
299
  // Project the displaced surface into the mirrored camera. The Gerstner
290
300
  // displacement supplies broad distortion; the analytic normal adds the
291
301
  // smaller ripples that make reflected silhouettes move with each crest.
292
- vec3 reflected = atmosphereColor;
302
+ vec3 reflected = gradedAir;
293
303
  float reflectionValid = 0.0;
294
304
  if (uReflectionEnabled != 0 && vReflectionClip.w > 0.0) {
295
305
  vec2 reflectionUv = vReflectionClip.xy / vReflectionClip.w * 0.5 + 0.5;
@@ -324,7 +334,7 @@ void main() {
324
334
  filterWeight += weight;
325
335
  }
326
336
  sceneReflection /= max(filterWeight, 0.001);
327
- reflected = mix(atmosphereColor, sceneReflection, reflectionValid);
337
+ reflected = mix(gradedAir, sceneReflection, reflectionValid);
328
338
  }
329
339
  // The atmosphere-colour fallback preserves the old sky reflection when a
330
340
  // quality profile disables the extra scene pass. Foam scatters rather than
@@ -1,3 +1,4 @@
1
+ import { OUTPUT_TRANSFORM_GLSL } from './outputTransform.ts';
1
2
  /**
2
3
  * Visible wind: streaks of dust and debris carried past the camera.
3
4
  *
@@ -117,6 +118,7 @@ in float vFade;
117
118
  in float vAlong;
118
119
  uniform vec3 uTint;
119
120
  out vec4 outColor;
121
+ ${OUTPUT_TRANSFORM_GLSL}
120
122
 
121
123
  void main() {
122
124
  // Tapered at both ends, so a streak reads as motion rather than as a stick.
@@ -125,6 +127,7 @@ void main() {
125
127
  float taper = sin(vAlong * 3.14159);
126
128
  float alpha = vFade * taper * taper * 0.13;
127
129
  if (alpha <= 0.002) discard;
128
- outColor = vec4(uTint, alpha);
130
+ /* Graded where nothing after this will grade it, as every pass is. The alpha is coverage. */
131
+ outColor = vec4(applyOutputTransform(uTint), alpha);
129
132
  }
130
133
  `;
@@ -43,7 +43,7 @@ export interface SurfaceLayerLook {
43
43
 
44
44
  /** What an occlusion read at the mesh's own coordinates darkens, and how far. */
45
45
  export interface SurfaceMeshOcclusion {
46
- /** 0 to 1: the surface times `mix(1, occlusion, strength)`. Absent: 1. */
46
+ /** 0 to 1: what `into` names times `mix(1, occlusion, strength)`. Absent: 1. */
47
47
  readonly strength?: number;
48
48
  /**
49
49
  * `'color'`, the default, darkens the blended colour, and so every light on it, the sun's too.
@@ -51,6 +51,18 @@ export interface SurfaceMeshOcclusion {
51
51
  * does, leaving the sun, the lamps and the reflections as they were.
52
52
  */
53
53
  readonly into?: 'color' | 'ambient';
54
+ /**
55
+ * The colour's own strength, from 0 up and past 1: the blended colour times
56
+ * `max(0, 1 − colorStrength × (1 − occlusion))`, which up to 1 is the `mix` above and past it
57
+ * darkens faster than the occlusion does. Absent: `strength` where `into` is the colour, and 0
58
+ * where it is the ambient light — so named beside `into: 'ambient'` it darkens both, each at its
59
+ * own strength, as a material taking its ambient occlusion and a darker colour from one map does.
60
+ *
61
+ * **What it gives up**: past 1 the colour is black wherever `1 − occlusion` reaches
62
+ * `1 / colorStrength`, and black under every light, the sun's too, which is what such a material
63
+ * asks for and what an ambient occlusion alone would never do.
64
+ */
65
+ readonly colorStrength?: number;
54
66
  /** The range the occlusion's red is spread over, from its 0 to its 1. Absent: `[0, 1]`. */
55
67
  readonly range?: readonly [number, number];
56
68
  }
@@ -75,7 +87,8 @@ export function asksLayerLooks<Texture>(
75
87
  layers.extrasAt !== undefined ||
76
88
  layers.looks !== undefined ||
77
89
  layers.repeats.some((repeat) => typeof repeat !== 'number') ||
78
- occlusionOf(layers.meshOcclusion).strength > 0
90
+ colorOcclusion(layers.meshOcclusion) > 0 ||
91
+ ambientOcclusion(layers.meshOcclusion) > 0
79
92
  );
80
93
  }
81
94
 
@@ -85,15 +98,15 @@ export function asksLayerLooks<Texture>(
85
98
  * `LAYER_LOOKS` on, so it must draw exactly as it did before.
86
99
  *
87
100
  * - **0 to 7**: the array layer each layer reads, base first (layer `i` where not given); where the
88
- * maps beyond the layers start (the layer count where not given); the mesh occlusion's strength,
89
- * and what it darkens, 0 the colour and 1 the ambient light.
101
+ * maps beyond the layers start (the layer count where not given); the mesh occlusion's strength
102
+ * on the colour, from 0 up, and on the ambient light, 0 to 1.
90
103
  * - **8 to 47**: two vectors a layer, base first: its tint and its normal strength, then its
91
104
  * roughness range and its metalness range.
92
105
  * - **48 to 59**: each layer's specular (−1 for the surface's own), each layer's repeat down (its
93
106
  * repeat across where it gave one number), and the range the occlusion is spread over.
94
107
  *
95
108
  * An array layer that is not a whole number at or above 0 reads layer `i`; a start that is not one
96
- * is the count; a strength is held to 0..1; a tint channel, a normal strength or a specular that is
109
+ * is the count; a strength is held to 0..1, but for the colour's own, which is held at or above 0; a tint channel, a normal strength or a specular that is
97
110
  * not a number at or above 0 is the identity; a repeat down that is not a positive number is the
98
111
  * repeat across; a range end that is not a number is the identity's end.
99
112
  */
@@ -105,9 +118,9 @@ export function packLayerLooks<Texture>(
105
118
  const picks = layers?.arrayLayers;
106
119
  for (let i = 0; i < MAX_SURFACE_LAYERS; i++) out[i] = arrayLayer(picks?.[i], i);
107
120
  out[5] = arrayLayer(layers?.extrasAt, count);
108
- const occlusion = occlusionOf(layers?.meshOcclusion);
109
- out[6] = occlusion.strength;
110
- out[7] = occlusion.into === 'ambient' ? 1 : 0;
121
+ const occlusion = layers?.meshOcclusion;
122
+ out[6] = colorOcclusion(occlusion);
123
+ out[7] = ambientOcclusion(occlusion);
111
124
  for (let i = 0; i < MAX_SURFACE_LAYERS; i++) {
112
125
  const look = layers?.looks?.[i] ?? null;
113
126
  const at = 8 + i * 8;
@@ -124,18 +137,36 @@ export function packLayerLooks<Texture>(
124
137
  const acrossIt = positiveOr(across(repeat), 1);
125
138
  out[53 + i] = typeof repeat === 'object' ? positiveOr(repeat[1], acrossIt) : acrossIt;
126
139
  }
127
- out[58] = finiteOr(occlusion.range?.[0], 0);
128
- out[59] = finiteOr(occlusion.range?.[1], 1);
140
+ const range = typeof occlusion === 'object' ? occlusion.range : undefined;
141
+ out[58] = finiteOr(range?.[0], 0);
142
+ out[59] = finiteOr(range?.[1], 1);
143
+ }
144
+
145
+ /** The strength `meshOcclusion` names, held to 0..1: a number's own, an object's or 1, and 0 for none. */
146
+ function occlusionStrength(occlusion: number | SurfaceMeshOcclusion | undefined): number {
147
+ const strength =
148
+ typeof occlusion === 'number'
149
+ ? occlusion
150
+ : occlusion === undefined
151
+ ? 0
152
+ : (occlusion.strength ?? 1);
153
+ return Number.isFinite(strength) ? Math.min(Math.max(strength, 0), 1) : 0;
154
+ }
155
+
156
+ /** How hard the occlusion darkens the colour: its own strength where named, else `into`'s. */
157
+ function colorOcclusion(occlusion: number | SurfaceMeshOcclusion | undefined): number {
158
+ if (typeof occlusion === 'object' && occlusion.colorStrength !== undefined)
159
+ return atLeastZero(occlusion.colorStrength, 0);
160
+ return typeof occlusion === 'object' && occlusion.into === 'ambient'
161
+ ? 0
162
+ : occlusionStrength(occlusion);
129
163
  }
130
164
 
131
- /** The number form of `meshOcclusion` as the object form, the strength held to 0..1. */
132
- function occlusionOf(
133
- occlusion: number | SurfaceMeshOcclusion | undefined,
134
- ): SurfaceMeshOcclusion & { readonly strength: number } {
135
- const given =
136
- typeof occlusion === 'number' ? { strength: occlusion } : (occlusion ?? { strength: 0 });
137
- const strength = given.strength ?? 1;
138
- return { ...given, strength: Number.isFinite(strength) ? Math.min(Math.max(strength, 0), 1) : 0 };
165
+ /** How hard the occlusion darkens the ambient light: its strength where that is its target. */
166
+ function ambientOcclusion(occlusion: number | SurfaceMeshOcclusion | undefined): number {
167
+ return typeof occlusion === 'object' && occlusion.into === 'ambient'
168
+ ? occlusionStrength(occlusion)
169
+ : 0;
139
170
  }
140
171
 
141
172
  function arrayLayer(value: number | undefined, otherwise: number): number {
@@ -112,8 +112,8 @@ export interface SurfaceLayers<Texture> {
112
112
  * layers and any mask or added mask the array carries — darkening the surface by a strength from 0
113
113
  * to 1: the large shading of a cliff that layers repeating across it cannot carry, as
114
114
  * `meshNormal` carries its shape. A number is that strength, darkening the blended colour; the
115
- * object form also chooses what it darkens and the range its red is spread over. Absent or 0:
116
- * none.
115
+ * object form also chooses what it darkens, the colour and the ambient light at strengths of their
116
+ * own, and the range its red is spread over. Absent or 0: none.
117
117
  */
118
118
  readonly meshOcclusion?: number | SurfaceMeshOcclusion;
119
119
  }
@@ -80,11 +80,17 @@ export class TextRenderer {
80
80
  originY: number,
81
81
  style: TextStyle,
82
82
  timeSec: number,
83
+ /** The renderer's `passGrade`: the frame's, but none in a probe's face or a capture. */
84
+ outputTransform = 0,
85
+ outputExposure = 1,
83
86
  ): boolean {
84
87
  if (this.layout.instanceCount === 0 || style.alpha <= 0) return false;
85
88
  const gl = this.gl;
86
89
 
87
90
  gl.useProgram(this.program);
91
+ const grade = this.uniforms['uOutputTransform'];
92
+ if (grade !== undefined) gl.uniform1i(grade, outputTransform);
93
+ setFloat(gl, this.uniforms['uOutputExposure'], outputExposure);
88
94
  gl.bindVertexArray(this.vao);
89
95
 
90
96
  /*
@@ -119,7 +119,7 @@ export const OUTPUT_TRANSFORM_CODE: Readonly<Record<string, number>> = {
119
119
  /**
120
120
  * The code a **forward** pass grades with: the transform's own, except `filmic`, which only the
121
121
  * composite carries the constants for, and which a pass grading itself therefore draws as `aces`.
122
- * Both backends' `gradeCode` read this, so neither can hand a forward stage a code it lacks.
122
+ * `passGrade.ts` reads this for both backends, so neither can hand a forward stage a code it lacks.
123
123
  */
124
124
  export function forwardTransformCode(transform: string): number {
125
125
  return transform === 'filmic' ? 2 : (OUTPUT_TRANSFORM_CODE[transform] ?? 0);
@@ -253,10 +253,15 @@ export class WaterRenderer {
253
253
  lightFalloff: 'smooth' | 'inverseSquare' = 'smooth',
254
254
  windX = 0,
255
255
  windZ = 0,
256
+ outputTransform = 0,
257
+ outputExposure = 1,
256
258
  ): void {
257
259
  const u = this.uniforms;
258
260
  const reflectionReady = reflection?.isReadyFor(settings.level) ?? false;
259
261
  gl.useProgram(this.program);
262
+ /* The renderer's `passGrade`: the frame's, but none in a probe's face or a capture. */
263
+ gl.uniform1i(u['uOutputTransform'] ?? null, outputTransform);
264
+ gl.uniform1f(u['uOutputExposure'] ?? null, outputExposure);
260
265
  gl.uniformMatrix4fv(u['uViewProj'] ?? null, false, camera.viewProjection);
261
266
  gl.uniformMatrix4fv(
262
267
  u['uReflectionViewProj'] ?? null,
@@ -86,6 +86,9 @@ export class WindStreakRenderer {
86
86
  tint: Vec3,
87
87
  /** True when the camera is below the waterline. */
88
88
  submerged = false,
89
+ /** The renderer's `passGrade`: the frame's, but none in a probe's face or a capture. */
90
+ outputTransform = 0,
91
+ outputExposure = 1,
89
92
  ): boolean {
90
93
  /* Chosen in `windStreakDraw.ts` so both backends show the same weather. */
91
94
  const settled = resolveWindStreaks(
@@ -111,6 +114,8 @@ export class WindStreakRenderer {
111
114
  gl.uniform1f(u['uCellSize'] ?? null, this.cellSize);
112
115
  gl.uniform1f(u['uTime'] ?? null, timeSeconds);
113
116
  gl.uniform3fv(u['uTint'] ?? null, tint);
117
+ gl.uniform1i(u['uOutputTransform'] ?? null, outputTransform);
118
+ gl.uniform1f(u['uOutputExposure'] ?? null, outputExposure);
114
119
 
115
120
  gl.enable(gl.BLEND);
116
121
  blendCovering(gl, gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);