@driftengine/core 4.3.0 → 4.4.0
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 +261 -0
- package/README.md +1 -1
- package/dist/cinematic/cameraPath.d.ts +53 -0
- package/dist/cinematic/cameraPath.js +118 -0
- package/dist/environment/daylight.d.ts +77 -0
- package/dist/environment/daylight.js +77 -0
- package/dist/geometry/meshConcat.d.ts +9 -0
- package/dist/geometry/meshConcat.js +101 -0
- package/dist/index.d.ts +12 -2
- package/dist/index.js +14 -1
- package/dist/render/backend/createRenderer.d.ts +13 -1
- package/dist/render/backend/createRenderer.js +6 -5
- package/dist/render/backend/webgl2/renderer.d.ts +147 -1
- package/dist/render/backend/webgl2/renderer.js +402 -23
- package/dist/render/backend/webgpu/buffers.js +46 -8
- package/dist/render/backend/webgpu/depthPass.d.ts +81 -3
- package/dist/render/backend/webgpu/depthPass.js +75 -14
- package/dist/render/backend/webgpu/exposurePass.d.ts +39 -0
- package/dist/render/backend/webgpu/exposurePass.js +190 -0
- package/dist/render/backend/webgpu/fieldCompose.d.ts +11 -0
- package/dist/render/backend/webgpu/fieldCompose.js +13 -0
- package/dist/render/backend/webgpu/flatPass.d.ts +3 -1
- package/dist/render/backend/webgpu/flatPass.js +12 -5
- package/dist/render/backend/webgpu/particlePass.d.ts +8 -0
- package/dist/render/backend/webgpu/particlePass.js +1 -0
- package/dist/render/backend/webgpu/postPass.d.ts +12 -2
- package/dist/render/backend/webgpu/probeBake.d.ts +59 -3
- package/dist/render/backend/webgpu/probeBake.js +97 -7
- package/dist/render/backend/webgpu/probeTargets.d.ts +65 -0
- package/dist/render/backend/webgpu/probeTargets.js +180 -0
- package/dist/render/backend/webgpu/renderer.d.ts +174 -11
- package/dist/render/backend/webgpu/renderer.js +675 -249
- package/dist/render/backend/webgpu/scatterPass.js +7 -7
- package/dist/render/backend/webgpu/shaders/clusterBin.wgsl.d.ts +1 -1
- package/dist/render/backend/webgpu/skinPaletteRing.d.ts +4 -0
- package/dist/render/backend/webgpu/skinPaletteRing.js +9 -0
- package/dist/render/backend/webgpu/skyPass.js +5 -1
- package/dist/render/backend/webgpu/uniformRing.d.ts +31 -1
- package/dist/render/backend/webgpu/uniformRing.js +53 -3
- package/dist/render/bloomChain.d.ts +6 -0
- package/dist/render/bloomChain.js +8 -0
- package/dist/render/clusteredLights.d.ts +19 -11
- package/dist/render/clusteredLights.js +96 -45
- package/dist/render/cutoutCaster.d.ts +23 -0
- package/dist/render/cutoutCaster.js +20 -0
- package/dist/render/driftLight/bake.d.ts +34 -0
- package/dist/render/driftLight/bake.js +95 -0
- package/dist/render/driftLight/falloff.d.ts +16 -0
- package/dist/render/driftLight/falloff.js +23 -0
- package/dist/render/driftLight/layout.d.ts +59 -0
- package/dist/render/driftLight/layout.js +138 -0
- package/dist/render/driftLight/lightField.d.ts +108 -0
- package/dist/render/driftLight/lightField.js +179 -0
- package/dist/render/driftLight/uniforms.d.ts +28 -0
- package/dist/render/driftLight/uniforms.js +41 -0
- package/dist/render/driftLight/visibility.d.ts +18 -0
- package/dist/render/driftLight/visibility.js +47 -0
- package/dist/render/emptyTexture.d.ts +6 -0
- package/dist/render/emptyTexture.js +19 -0
- package/dist/render/exposurePass.d.ts +48 -0
- package/dist/render/exposurePass.js +172 -0
- package/dist/render/flameLight.d.ts +71 -0
- package/dist/render/flameLight.js +63 -0
- package/dist/render/gi/bounceLights.d.ts +34 -0
- package/dist/render/gi/bounceLights.js +66 -0
- package/dist/render/gi/fieldReach.d.ts +12 -0
- package/dist/render/gi/fieldReach.js +62 -0
- package/dist/render/gi/globalField.d.ts +8 -0
- package/dist/render/gi/globalField.js +31 -0
- package/dist/render/gi/probeTrace.d.ts +3 -1
- package/dist/render/gi/probeTrace.js +3 -1
- package/dist/render/gpuCapability.js +19 -4
- package/dist/render/lightBudget.d.ts +11 -0
- package/dist/render/lightBudget.js +11 -0
- package/dist/render/pointLightSelection.d.ts +16 -0
- package/dist/render/pointLightSelection.js +178 -83
- package/dist/render/probeGrid.d.ts +11 -1
- package/dist/render/probeGrid.js +5 -2
- package/dist/render/probeSweeps.d.ts +45 -0
- package/dist/render/probeSweeps.js +77 -0
- package/dist/render/reflectionProbe.d.ts +43 -1
- package/dist/render/reflectionProbe.js +17 -3
- package/dist/render/renderQuality.d.ts +3 -1
- package/dist/render/rendererHarness.d.ts +9 -0
- package/dist/render/rendererHarness.js +18 -3
- package/dist/render/sceneTarget.d.ts +20 -0
- package/dist/render/sceneTarget.js +62 -1
- package/dist/render/shaders/agx.d.ts +31 -0
- package/dist/render/shaders/agx.js +81 -0
- package/dist/render/shaders/ambientOcclusion.d.ts +24 -5
- package/dist/render/shaders/ambientOcclusion.js +120 -63
- package/dist/render/shaders/cutoutCoverage.d.ts +31 -0
- package/dist/render/shaders/cutoutCoverage.js +40 -0
- package/dist/render/shaders/depth.d.ts +25 -0
- package/dist/render/shaders/depth.js +69 -3
- package/dist/render/shaders/exposure.d.ts +52 -0
- package/dist/render/shaders/exposure.js +124 -0
- package/dist/render/shaders/filmLook.d.ts +47 -0
- package/dist/render/shaders/filmLook.js +98 -0
- package/dist/render/shaders/flat/directionalShadow.js +35 -4
- package/dist/render/shaders/flat/driftLight.d.ts +29 -0
- package/dist/render/shaders/flat/driftLight.js +75 -0
- package/dist/render/shaders/flat/index.js +5 -0
- package/dist/render/shaders/flat/lobes.js +13 -0
- package/dist/render/shaders/flat/main.d.ts +1 -1
- package/dist/render/shaders/flat/main.js +68 -9
- package/dist/render/shaders/flat/preamble.js +23 -5
- package/dist/render/shaders/flat/probeGrid.js +46 -3
- package/dist/render/shaders/generated/ambientOcclusion.wgsl.d.ts +1 -1
- package/dist/render/shaders/generated/ambientOcclusion.wgsl.js +1 -1
- package/dist/render/shaders/generated/depth.wgsl.d.ts +100 -0
- package/dist/render/shaders/generated/depth.wgsl.js +100 -0
- package/dist/render/shaders/generated/exposure.wgsl.d.ts +42 -0
- package/dist/render/shaders/generated/exposure.wgsl.js +48 -0
- package/dist/render/shaders/generated/flat.wgsl.d.ts +1800 -1344
- package/dist/render/shaders/generated/flat.wgsl.js +1816 -1360
- package/dist/render/shaders/generated/localExposure.wgsl.d.ts +18 -0
- package/dist/render/shaders/generated/localExposure.wgsl.js +24 -0
- package/dist/render/shaders/generated/rush.wgsl.d.ts +40 -10
- package/dist/render/shaders/generated/rush.wgsl.js +40 -10
- package/dist/render/shaders/generated/temporalResolve.wgsl.d.ts +1 -1
- package/dist/render/shaders/generated/temporalResolve.wgsl.js +1 -1
- package/dist/render/shaders/gi/driftLight.wgsl.d.ts +16 -0
- package/dist/render/shaders/gi/driftLight.wgsl.js +49 -0
- package/dist/render/shaders/gi/probeBake.wgsl.d.ts +29 -4
- package/dist/render/shaders/gi/probeBake.wgsl.js +190 -20
- package/dist/render/shaders/globalMedium.js +4 -0
- package/dist/render/shaders/localExposure.d.ts +35 -0
- package/dist/render/shaders/localExposure.js +138 -0
- package/dist/render/shaders/prefilter.d.ts +1 -1
- package/dist/render/shaders/prefilter.js +6 -0
- package/dist/render/shaders/rush.js +33 -5
- package/dist/render/shaders/tangentFrame.d.ts +1 -1
- package/dist/render/shaders/tangentFrame.js +15 -3
- package/dist/render/shaders/temporalResolve.js +39 -1
- package/dist/render/shadowCasters.d.ts +5 -3
- package/dist/render/shadowMap.js +13 -0
- package/dist/render/surfaceTexture.d.ts +5 -0
- package/package.json +6 -6
- package/scripts/gpuCompute.mjs +24 -3
- package/scripts/png.mjs +23 -12
- package/src/cinematic/cameraPath.ts +178 -0
- package/src/environment/daylight.ts +152 -0
- package/src/geometry/meshConcat.ts +100 -0
- package/src/index.ts +32 -0
- package/src/render/backend/createRenderer.ts +22 -6
- package/src/render/backend/webgl2/renderer.ts +439 -20
- package/src/render/backend/webgpu/buffers.ts +51 -8
- package/src/render/backend/webgpu/depthPass.ts +78 -10
- package/src/render/backend/webgpu/exposurePass.ts +234 -0
- package/src/render/backend/webgpu/fieldCompose.ts +15 -0
- package/src/render/backend/webgpu/flatPass.ts +10 -2
- package/src/render/backend/webgpu/particlePass.ts +9 -0
- package/src/render/backend/webgpu/probeBake.ts +143 -9
- package/src/render/backend/webgpu/probeTargets.ts +211 -0
- package/src/render/backend/webgpu/renderer.ts +801 -270
- package/src/render/backend/webgpu/scatterPass.ts +7 -7
- package/src/render/backend/webgpu/skinPaletteRing.ts +10 -0
- package/src/render/backend/webgpu/skyPass.ts +5 -1
- package/src/render/backend/webgpu/uniformRing.ts +49 -3
- package/src/render/bloomChain.ts +9 -0
- package/src/render/clusteredLights.ts +108 -63
- package/src/render/cutoutCaster.ts +44 -0
- package/src/render/driftLight/bake.ts +125 -0
- package/src/render/driftLight/falloff.ts +26 -0
- package/src/render/driftLight/layout.ts +177 -0
- package/src/render/driftLight/lightField.ts +227 -0
- package/src/render/driftLight/uniforms.ts +61 -0
- package/src/render/driftLight/visibility.ts +58 -0
- package/src/render/emptyTexture.ts +41 -0
- package/src/render/exposurePass.ts +186 -0
- package/src/render/flameLight.ts +135 -0
- package/src/render/gi/bounceLights.ts +68 -0
- package/src/render/gi/fieldReach.ts +74 -0
- package/src/render/gi/globalField.ts +39 -0
- package/src/render/gi/probeTrace.ts +3 -1
- package/src/render/gpuCapability.ts +18 -5
- package/src/render/lightBudget.ts +12 -0
- package/src/render/pointLightSelection.ts +191 -79
- package/src/render/probeGrid.ts +13 -2
- package/src/render/probeSweeps.ts +80 -0
- package/src/render/reflectionProbe.ts +54 -2
- package/src/render/renderQuality.ts +3 -1
- package/src/render/rendererHarness.ts +25 -3
- package/src/render/sceneTarget.ts +75 -1
- package/src/render/shaders/ambientOcclusion.ts +125 -63
- package/src/render/shaders/cutoutCoverage.ts +43 -0
- package/src/render/shaders/depth.ts +80 -3
- package/src/render/shaders/exposure.ts +128 -0
- package/src/render/shaders/filmLook.ts +111 -0
- package/src/render/shaders/flat/directionalShadow.ts +35 -4
- package/src/render/shaders/flat/driftLight.ts +75 -0
- package/src/render/shaders/flat/index.ts +5 -0
- package/src/render/shaders/flat/lobes.ts +13 -0
- package/src/render/shaders/flat/main.ts +68 -9
- package/src/render/shaders/flat/preamble.ts +23 -5
- package/src/render/shaders/flat/probeGrid.ts +46 -3
- package/src/render/shaders/generated/ambientOcclusion.wgsl.ts +1 -1
- package/src/render/shaders/generated/depth.wgsl.ts +103 -0
- package/src/render/shaders/generated/exposure.wgsl.ts +51 -0
- package/src/render/shaders/generated/flat.wgsl.ts +1816 -1360
- package/src/render/shaders/generated/localExposure.wgsl.ts +26 -0
- package/src/render/shaders/generated/rush.wgsl.ts +40 -10
- package/src/render/shaders/generated/temporalResolve.wgsl.ts +1 -1
- package/src/render/shaders/gi/driftLight.wgsl.ts +49 -0
- package/src/render/shaders/gi/probeBake.wgsl.ts +191 -20
- package/src/render/shaders/globalMedium.ts +4 -0
- package/src/render/shaders/localExposure.ts +154 -0
- package/src/render/shaders/prefilter.ts +6 -0
- package/src/render/shaders/rush.ts +33 -5
- package/src/render/shaders/tangentFrame.ts +15 -3
- package/src/render/shaders/temporalResolve.ts +39 -1
- package/src/render/shadowCasters.ts +5 -3
- package/src/render/shadowMap.ts +14 -0
- package/src/render/surfaceTexture.ts +5 -0
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import { glSceneDepthFormat } from './depthConvention.ts';
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import { clampGrain, clampVignette, grainSeed } from './shaders/filmLook.ts';
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import { AmbientOcclusionPass } from './ambientOcclusionPass.ts';
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import { ExposurePass } from './exposurePass.ts';
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import { clampAutoExposure } from './shaders/exposure.ts';
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import { clampLocalExposure } from './shaders/localExposure.ts';
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import { BloomPass } from './bloomPass.ts';
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import {
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type ColourGradeLut,
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private gradeSource: ColourGradeLut | null = null;
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private gradeSize = GRADE_PLACEHOLDER_SIZE;
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private gradeStrength = 0;
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/** The lens and the print, held like the grade. See `filmLook.ts`. */
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private vignette = 0;
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private grain = 0;
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private grainSeed = 0;
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/** Eye adaptation: how far, and this frame's time step. See `Renderer.setAutoExposure`. */
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private autoExposure = 0;
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setColourGrade(lut: ColourGradeLut | null, strength: number): void {
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if (lut === null || lut === this.gradeSource) return;
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/* No unit and no texture: a flat colour, not a sample. Uploaded unconditionally — two
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mix it does not need. */
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gl.uniform3fv(this.uniforms['uVeilColor'] ?? null, veilColor);
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gl.uniform1f(this.uniforms['uVignette'] ?? null, this.vignette);
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* own framebuffers on the next frame, and that is how this was found: 120 pixels of a frame
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* that should have been identical, and a warning per draw explaining why.
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*/
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for (let unit = 0; unit <=
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for (let unit = 0; unit <= 5; unit++) {
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const { gl } = this;
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@@ -28,11 +28,20 @@ import { glslIsFarDepth, glslSceneDepthToNdc } from '../depthConvention.ts';
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/**
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* The estimate. Writes one channel: 1 is open sky, 0 is fully enclosed.
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* **Horizons, not neighbours: ground-truth ambient occlusion (Jimenez et al. 2016).** Each pixel
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* walks two lines across the screen, both ways, and keeps the highest thing it can see along each
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* half: the horizon. The sky left between the two horizons of a line, weighted by the cosine to the
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* surface's own normal, is that line's visibility in closed form, and two lines a pixel with the
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* counted anything within the radius as a blocker, however thin: cloth hanging a hand in front of a
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* column darkened the column behind it, which read as a halo round every curtain in a courtyard.
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*
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* **What stops the halo is two rules about the horizon**, both the paper's. A sample fades out of
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* the horizon as it approaches the radius, so a far wall does not shade a floor; and once the walk
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* has passed the highest sample, the horizon sinks back toward what it sees next, so a thin thing
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* in front raises it only while the walk is behind that thing. What that gives up is the shade under
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* a thick object seen edge on, which reads as a thin one; the thickness is a constant because depth
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* alone cannot say how deep anything is.
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out float fragColor;
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const int
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/** Lines across the screen a pixel walks, each both ways. Fixed, so the cost is fixed. */
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/** Depth samples each way along a line: two lines, two ways, six steps is 24 a pixel. */
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const int AO_STEPS = 6;
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* How far the horizon sinks back toward each later sample once the walk has passed the highest one.
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*
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* The paper's thickness heuristic. At zero anything within the radius shades for good, which is the
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* halo; at one a horizon lasts one sample and a real corner loses its shade. A fifth keeps a corner,
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* whose samples keep rising, and lets a curtain's shade drop within the few samples past its edge.
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const float
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const float AO_THIN = 0.2;
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@@ -87,25 +98,6 @@ const float AO_GOLDEN_ANGLE = 2.39996323;
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* being contact shading and becomes an expensive wide darkening. 6% of the frame.
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* Self-occlusion guard, as a fraction of the pixel's own view depth.
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*
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* Depth is quantised, so a flat surface samples itself very slightly in front of itself and
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* every flat surface in the world comes back faintly dirty. The error grows with distance,
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* which is why the guard is proportional to depth rather than a constant.
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*/
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const float AO_BIAS = 0.004;
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/**
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* The floor under the 1 / (v·v) weighting, in square metres.
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*
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* Not a guard against dividing by zero, which is what a value near the float epsilon would
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* be. The nearest taps land about a centimetre away, where v·v is 1e-4 and the weight is ten
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* thousand — so a depth quantised to a millimetre yields several units of occlusion out of
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* nothing at all. Measured that way first, with 1e-4 here: a flat floor came back as static.
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* A hundredth of a square metre is a tenth of a metre of separation, which is the scale
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* below which two samples are the same surface rather than one occluding the other.
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*/
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const float AO_EPSILON = 0.01;
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/**
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* How many times further one neighbour may be than the other before the pair straddles an edge.
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*
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return view.xyz / view.w;
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}
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/**
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* The cosine-weighted sky between two horizon angles h0 < 0 < h1, measured from the eye, for a
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* normal at the angle given in the same plane: the paper's closed form. 1 for an open plane facing
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* the eye.
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*/
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float gtaoArc(float h0, float h1, float normal) {
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float c = cos(normal);
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float s2 = 2.0 * sin(normal);
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return 0.25 * (-cos(2.0 * h0 - normal) + c + h0 * s2) + 0.25 * (-cos(2.0 * h1 - normal) + c + h1 * s2);
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}
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void main() {
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/*
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* One output pixel, in UV, along each axis.
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@@ -215,15 +218,16 @@ void main() {
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vec3 n = normalize(cross(dpdx, dpdy));
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/*
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* Turned to face the eye. Which sign the cross product comes out with is a fact about the
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* screen-space winding and the handedness of the projection, and a normal pointing away
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*
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*
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* screen-space winding and the handedness of the projection, and a normal pointing away from the
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* camera puts every horizon behind the surface. In view space the eye is the origin, so a normal
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* facing it satisfies n·p < 0.
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*/
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vec3 toEye = normalize(-p);
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/*
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* The radius as a fraction of the frame. A metre subtends less of the screen the further
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*
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* The radius as a fraction of the frame. A metre subtends less of the screen the further away it
|
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* is, which is the entire reason this is computed per pixel rather than handed in.
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*/
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vec2 reach = min(
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uRadius * uProjScale * 0.5 / max(-p.z, 1e-3),
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@@ -231,41 +235,77 @@ void main() {
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);
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/*
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* A rotation that repeats every four pixels: sixteen
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*
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*
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*
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* the noise rather than complete the kernel.
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* A rotation that repeats every four pixels: sixteen turns laid out over a 4x4 tile, spanning the
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* quarter turn between one line and the next, so the eight-wide blur that follows averages every
|
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* turn of both lines. The first step's distance is staggered by the same tile, so neighbouring
|
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* pixels do not all sample the same rings either.
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*/
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|
float tile = mod(gl_FragCoord.x, 4.0) + 4.0 * mod(gl_FragCoord.y, 4.0);
|
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float turn = tile * (
|
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-
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float t = (float(i) + 0.5) / float(AO_TAPS);
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float angle = turn + float(i) * AO_GOLDEN_ANGLE;
|
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/* The square root spreads the taps evenly over the disk; without it they crowd the
|
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centre, where they are measuring the pixel's own depth. */
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vec2 uv = vUv + vec2(cos(angle), sin(angle)) * sqrt(t) * reach;
|
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|
+
float turn = tile * (1.5707963 / 16.0);
|
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+
float stagger = fract(tile * 0.618034);
|
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|
+
/* One output pixel along each axis, in UV. */
|
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+
vec2 pixel = vec2(length(stepX), length(stepY));
|
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248
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+
float visible = 0.0;
|
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+
for (int slice = 0; slice < AO_SLICES; slice++) {
|
|
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+
float angle = turn + float(slice) * (3.1415927 / float(AO_SLICES));
|
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+
/*
|
|
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+
* **Even in pixels, not in UV.** A UV step across a wide frame is longer than one down it, so
|
|
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|
+
* turns spread evenly in UV crowd toward the horizontal once they reach the screen, and on a
|
|
255
|
+
* floor the horizontal lines are the ones that see least of its normal: every flat floor and
|
|
256
|
+
* ceiling came back at 0.82 open, measured, where the construction gives 0.97. A pixel is as
|
|
257
|
+
* wide as it is tall in view space, so a direction even in pixels is even in the world. It is
|
|
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|
+
* scaled here into UV, and the reach is taken down the frame, whose UV is the same pixels.
|
|
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|
+
*/
|
|
260
|
+
vec2 screen = vec2(cos(angle) * pixel.x / pixel.y, sin(angle));
|
|
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261
|
/*
|
|
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|
-
*
|
|
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|
-
*
|
|
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|
-
*
|
|
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|
-
* identical — the depth texture has one storage level and NEAREST filters, so there is no
|
|
256
|
-
* mip for a derivative to select. See AGENTS.md, 2026-08-07.
|
|
262
|
+
* The line in view space, taken through the same reconstruction the samples use: a step along
|
|
263
|
+
* the screen at this pixel's own depth, so the samples lie in the plane the arc is measured in
|
|
264
|
+
* whatever the frame's aspect and whichever way a backend's clip space counts up.
|
|
257
265
|
*/
|
|
258
|
-
|
|
259
|
-
|
|
266
|
+
vec3 along = normalize(viewPosition(vUv + screen * 1e-3, depth) - p);
|
|
267
|
+
vec3 across = normalize(along - toEye * dot(along, toEye));
|
|
268
|
+
vec3 axis = cross(across, toEye);
|
|
269
|
+
/* The normal projected into the line's plane, and its angle from the eye toward +across. */
|
|
270
|
+
vec3 projected = n - axis * dot(n, axis);
|
|
271
|
+
float projectedLength = length(projected);
|
|
272
|
+
if (projectedLength < 1e-4) continue;
|
|
273
|
+
float normalAngle = atan(dot(projected, across), dot(projected, toEye));
|
|
260
274
|
|
|
261
|
-
|
|
262
|
-
float
|
|
263
|
-
|
|
264
|
-
|
|
265
|
-
|
|
275
|
+
/* The highest cosine seen each way. */
|
|
276
|
+
float horizon0 = -1.0;
|
|
277
|
+
float horizon1 = -1.0;
|
|
278
|
+
for (int k = 0; k < AO_STEPS; k++) {
|
|
279
|
+
float t = (float(k) + stagger) / float(AO_STEPS);
|
|
280
|
+
/* Squared, so the steps crowd the pixel, where contact shade lives. */
|
|
281
|
+
vec2 stride = screen * reach.y * (t * t + 0.5 / float(AO_STEPS * AO_STEPS));
|
|
282
|
+
for (int side = 0; side < 2; side++) {
|
|
283
|
+
vec2 uv = side == 0 ? vUv - stride : vUv + stride;
|
|
284
|
+
/*
|
|
285
|
+
* textureLod, not texture, and it is the rule rather than a preference: this sits inside a
|
|
286
|
+
* loop whose iterations a compiler cannot prove uniform. The depth texture has one level and
|
|
287
|
+
* NEAREST filters, so the fetch is identical. See AGENTS.md, 2026-08-07.
|
|
288
|
+
*/
|
|
289
|
+
float sampled = textureLod(uDepth, uv, 0.0).r;
|
|
290
|
+
if (${glslIsFarDepth('sampled')}) continue;
|
|
291
|
+
vec3 v = viewPosition(uv, sampled) - p;
|
|
292
|
+
float distance2 = dot(v, v);
|
|
293
|
+
if (distance2 < 1e-8) continue;
|
|
294
|
+
float cosine = dot(v, toEye) * inversesqrt(distance2);
|
|
295
|
+
/* Faded to nothing at the radius: a far wall is not an occluder of this surface. */
|
|
296
|
+
float fade = clamp(1.0 - distance2 / (uRadius * uRadius), 0.0, 1.0);
|
|
297
|
+
cosine = mix(-1.0, cosine, fade);
|
|
298
|
+
if (side == 0) horizon0 = cosine > horizon0 ? cosine : mix(horizon0, cosine, AO_THIN);
|
|
299
|
+
else horizon1 = cosine > horizon1 ? cosine : mix(horizon1, cosine, AO_THIN);
|
|
300
|
+
}
|
|
301
|
+
}
|
|
302
|
+
/* Angles from the eye, negative toward -across, and never below the surface's own tangent. */
|
|
303
|
+
float h0 = max(-acos(clamp(horizon0, -1.0, 1.0)), normalAngle - 1.5707963);
|
|
304
|
+
float h1 = min(acos(clamp(horizon1, -1.0, 1.0)), normalAngle + 1.5707963);
|
|
305
|
+
visible += projectedLength * gtaoArc(h0, h1, normalAngle);
|
|
266
306
|
}
|
|
267
307
|
|
|
268
|
-
fragColor = clamp(
|
|
308
|
+
fragColor = clamp(visible / float(AO_SLICES), 0.0, 1.0);
|
|
269
309
|
}
|
|
270
310
|
`;
|
|
271
311
|
|
|
@@ -352,3 +392,25 @@ void main() {
|
|
|
352
392
|
fragColor = weight > 0.0 ? sum / weight : textureLod(uAo, vUv, 0.0).r;
|
|
353
393
|
}
|
|
354
394
|
`;
|
|
395
|
+
|
|
396
|
+
/**
|
|
397
|
+
* The estimate's closed form, written out once more so a test can pin it to hand-derived values:
|
|
398
|
+
* the cosine-weighted sky between horizon angles `h0 < 0 < h1` for a normal at `normal`, all in
|
|
399
|
+
* radians from the eye within one line's plane.
|
|
400
|
+
*/
|
|
401
|
+
export function gtaoArc(h0: number, h1: number, normal: number): number {
|
|
402
|
+
const c = Math.cos(normal);
|
|
403
|
+
const s2 = 2 * Math.sin(normal);
|
|
404
|
+
return (
|
|
405
|
+
0.25 * (-Math.cos(2 * h0 - normal) + c + h0 * s2) +
|
|
406
|
+
0.25 * (-Math.cos(2 * h1 - normal) + c + h1 * s2)
|
|
407
|
+
);
|
|
408
|
+
}
|
|
409
|
+
|
|
410
|
+
/** One step of a horizon: up to a higher sample, or a fifth of the way down toward a lower one. */
|
|
411
|
+
export function nextHorizon(horizon: number, cosine: number): number {
|
|
412
|
+
return cosine > horizon ? cosine : horizon + (cosine - horizon) * AO_THIN;
|
|
413
|
+
}
|
|
414
|
+
|
|
415
|
+
/** The shader's thickness heuristic. See `AO_THIN` inside `AO_FRAG`. */
|
|
416
|
+
export const AO_THIN = 0.2;
|
|
@@ -0,0 +1,43 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* A cutout that keeps its coverage down the mip chain.
|
|
3
|
+
*
|
|
4
|
+
* **Averaging alpha thins everything that is thinner than a texel.** Each level of a mip chain is
|
|
5
|
+
* the mean of four texels of the one above, so a needle one texel wide on a clear background is 0.5
|
|
6
|
+
* at the next level, 0.25 at the one after, and gone against a cutoff of 0.5 two levels down. A
|
|
7
|
+
* tree that is dense up close then stands bare a few metres off, which on a bought courtyard was a
|
|
8
|
+
* cypress drawn as bare branches at 1280 pixels across and in full leaf at 2000.
|
|
9
|
+
*
|
|
10
|
+
* **So the test scales alpha up by the level it is sampling**: a quarter more per level, the figure
|
|
11
|
+
* Ben Golus measured on foliage in "Anti-aliased Alpha Test" (2017). Only the test sees the scaled
|
|
12
|
+
* value; what a translucent draw blends with is the texture's own alpha, and a material with no
|
|
13
|
+
* cutoff is untouched. What it gives up is exactness: coverage is held roughly rather than measured
|
|
14
|
+
* per image, which Ignacio Castaño's method would do at upload from a readback this engine does not
|
|
15
|
+
* make. What would make it wrong is an image whose mips were built to keep coverage already, which
|
|
16
|
+
* this would then thicken.
|
|
17
|
+
*
|
|
18
|
+
* The level is estimated from the texture coordinate's screen derivatives, the isotropic formula;
|
|
19
|
+
* a sampler with anisotropic filtering reads a lower level at a grazing angle, so there a cutout
|
|
20
|
+
* comes out slightly fuller than its own mip would have made it.
|
|
21
|
+
*/
|
|
22
|
+
|
|
23
|
+
/** How much more alpha each mip level down is credited with in the test. */
|
|
24
|
+
export const CUTOUT_MIP_SCALE = 0.25;
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25
|
+
|
|
26
|
+
/**
|
|
27
|
+
* `cutoutAlpha(alpha, texels)`: the alpha the cutout test should see, for a sample at `texels`, the
|
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28
|
+
* texture coordinate times the texture's size. Called in uniform control flow, since it takes
|
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29
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+
* derivatives.
|
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30
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+
*/
|
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31
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+
export const CUTOUT_COVERAGE_GLSL = `
|
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32
|
+
float cutoutAlpha(float alpha, vec2 texels) {
|
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33
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+
vec2 dx = dFdx(texels);
|
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34
|
+
vec2 dy = dFdy(texels);
|
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35
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+
float level = max(0.0, 0.5 * log2(max(dot(dx, dx), dot(dy, dy))));
|
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36
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+
return alpha * (1.0 + level * ${CUTOUT_MIP_SCALE.toFixed(2)});
|
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37
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+
}
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38
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+
`;
|
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39
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+
|
|
40
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+
/** The same, given the level, for a test to pin: what the shader compares against the cutoff. */
|
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41
|
+
export function cutoutAlpha(alpha: number, level: number): number {
|
|
42
|
+
return alpha * (1 + Math.max(0, level) * CUTOUT_MIP_SCALE);
|
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43
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+
}
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|
@@ -1,4 +1,5 @@
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1
1
|
import { resolveConditionals } from './conditionals.ts';
|
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2
|
+
import { CUTOUT_COVERAGE_GLSL } from './cutoutCoverage.ts';
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|
2
3
|
import { SKINNING_GLSL } from './skinning.ts';
|
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3
4
|
import { CHANNEL_ATTRIBUTE, CHANNEL_BEND } from './vertexChannel.ts';
|
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4
5
|
|
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@@ -56,7 +57,22 @@ ${CHANNEL_ATTRIBUTE}
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|
|
56
57
|
${CHANNEL_BEND}
|
|
57
58
|
#endif
|
|
58
59
|
|
|
60
|
+
#if CUTOUT
|
|
61
|
+
/*
|
|
62
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+
* **What a cutout caster adds, and where.** The UV at location 5, where every mesh carries it; two
|
|
63
|
+
* uniforms declared after every other, so no field of the plain variant moves and a binder written
|
|
64
|
+
* against it stays right for this one; and two outputs after vLightPosition, which keeps location 0.
|
|
65
|
+
*/
|
|
66
|
+
layout(location = 5) in vec2 aUv;
|
|
67
|
+
uniform vec2 uUvScale;
|
|
68
|
+
uniform float uAlphaCutout;
|
|
69
|
+
#endif
|
|
70
|
+
|
|
59
71
|
out vec4 vLightPosition;
|
|
72
|
+
#if CUTOUT
|
|
73
|
+
out vec2 vUv;
|
|
74
|
+
flat out float vAlphaCutout;
|
|
75
|
+
#endif
|
|
60
76
|
|
|
61
77
|
void main() {
|
|
62
78
|
#if SKINNED
|
|
@@ -80,20 +96,24 @@ void main() {
|
|
|
80
96
|
#endif
|
|
81
97
|
vLightPosition = uLightViewProj * vec4(bent, world.w);
|
|
82
98
|
gl_Position = vLightPosition;
|
|
99
|
+
#if CUTOUT
|
|
100
|
+
vUv = aUv * uUvScale;
|
|
101
|
+
vAlphaCutout = uAlphaCutout;
|
|
102
|
+
#endif
|
|
83
103
|
}
|
|
84
104
|
`;
|
|
85
105
|
|
|
86
106
|
/** The rigid variant: the world, a prop, a mesh with no rig behind it. */
|
|
87
107
|
export const DEPTH_VERT = resolveConditionals(
|
|
88
108
|
DEPTH_VERT_SOURCE,
|
|
89
|
-
{ SKINNED: false, INSTANCED: false },
|
|
109
|
+
{ SKINNED: false, INSTANCED: false, CUTOUT: false },
|
|
90
110
|
'depth',
|
|
91
111
|
);
|
|
92
112
|
|
|
93
113
|
/** The skinned variant, which reads a joint palette and moves the vertex by it. */
|
|
94
114
|
export const DEPTH_SKINNED_VERT = resolveConditionals(
|
|
95
115
|
DEPTH_VERT_SOURCE,
|
|
96
|
-
{ SKINNED: true, INSTANCED: false },
|
|
116
|
+
{ SKINNED: true, INSTANCED: false, CUTOUT: false },
|
|
97
117
|
'depth-skinned',
|
|
98
118
|
);
|
|
99
119
|
|
|
@@ -107,10 +127,32 @@ export const DEPTH_SKINNED_VERT = resolveConditionals(
|
|
|
107
127
|
*/
|
|
108
128
|
export const DEPTH_INSTANCED_VERT = resolveConditionals(
|
|
109
129
|
DEPTH_VERT_SOURCE,
|
|
110
|
-
{ SKINNED: false, INSTANCED: true },
|
|
130
|
+
{ SKINNED: false, INSTANCED: true, CUTOUT: false },
|
|
111
131
|
'depth-instanced',
|
|
112
132
|
);
|
|
113
133
|
|
|
134
|
+
/**
|
|
135
|
+
* The variants a cutout caster casts through: a leaf card, a chain link, a fence, whose shape is in
|
|
136
|
+
* its texture's alpha rather than in its geometry.
|
|
137
|
+
*
|
|
138
|
+
* **Variants, not a uniform gate on the plain program**, for this file's own reason: a gate would
|
|
139
|
+
* need the UV, a varying and a bound texture on every opaque caster, and a branch on a varying is
|
|
140
|
+
* not provably uniform, which forbids the implicit derivative the sample below wants. A variant
|
|
141
|
+
* leaves every opaque caster byte for byte as it was. What it costs is one more program each, and
|
|
142
|
+
* a skinned cutout, which nothing has asked for, is not among them.
|
|
143
|
+
*/
|
|
144
|
+
export const DEPTH_CUTOUT_VERT = resolveConditionals(
|
|
145
|
+
DEPTH_VERT_SOURCE,
|
|
146
|
+
{ SKINNED: false, INSTANCED: false, CUTOUT: true },
|
|
147
|
+
'depth-cutout',
|
|
148
|
+
);
|
|
149
|
+
|
|
150
|
+
export const DEPTH_INSTANCED_CUTOUT_VERT = resolveConditionals(
|
|
151
|
+
DEPTH_VERT_SOURCE,
|
|
152
|
+
{ SKINNED: false, INSTANCED: true, CUTOUT: true },
|
|
153
|
+
'depth-instanced-cutout',
|
|
154
|
+
);
|
|
155
|
+
|
|
114
156
|
export const DEPTH_FRAG = `#version 300 es
|
|
115
157
|
precision highp float;
|
|
116
158
|
in vec4 vLightPosition;
|
|
@@ -129,3 +171,38 @@ void main() {
|
|
|
129
171
|
}
|
|
130
172
|
}
|
|
131
173
|
`;
|
|
174
|
+
|
|
175
|
+
/**
|
|
176
|
+
* The cutout caster's depth: the plain pass, and a texel of alpha under the cutoff writes nothing.
|
|
177
|
+
*
|
|
178
|
+
* **The sample is the first statement, in uniform control flow**, so its implicit derivative picks
|
|
179
|
+
* the mip the shadow map's texel footprint wants; inside a branch it would be undefined (AGENTS.md,
|
|
180
|
+
* 2026-08-07). The peel's own sample becomes an explicit-level fetch for the same reason, and is
|
|
181
|
+
* bit for bit what it was: that map has one level and a nearest sampler. The discard is last, so
|
|
182
|
+
* nothing samples after it.
|
|
183
|
+
*
|
|
184
|
+
* `uCutoutMap` is declared after `uPreviousShadowMap`, so the peel keeps its bindings and the cutout
|
|
185
|
+
* map takes the next.
|
|
186
|
+
*/
|
|
187
|
+
export const DEPTH_CUTOUT_FRAG = `#version 300 es
|
|
188
|
+
precision highp float;
|
|
189
|
+
in vec4 vLightPosition;
|
|
190
|
+
in vec2 vUv;
|
|
191
|
+
flat in float vAlphaCutout;
|
|
192
|
+
|
|
193
|
+
uniform highp sampler2D uPreviousShadowMap;
|
|
194
|
+
uniform int uPeelShadowLayer;
|
|
195
|
+
uniform highp sampler2D uCutoutMap;
|
|
196
|
+
${CUTOUT_COVERAGE_GLSL}
|
|
197
|
+
void main() {
|
|
198
|
+
/* Credited for its mip level as the surface's own test is, so a leaf casts the shape it draws. */
|
|
199
|
+
float alpha = cutoutAlpha(texture(uCutoutMap, vUv).a, vUv * vec2(textureSize(uCutoutMap, 0)));
|
|
200
|
+
if (uPeelShadowLayer != 0) {
|
|
201
|
+
vec3 p = vLightPosition.xyz / vLightPosition.w;
|
|
202
|
+
vec2 uv = p.xy * 0.5 + 0.5;
|
|
203
|
+
float previousDepth = textureLod(uPreviousShadowMap, uv, 0.0).r;
|
|
204
|
+
if (gl_FragCoord.z <= previousDepth + 0.00001) discard;
|
|
205
|
+
}
|
|
206
|
+
if (alpha < vAlphaCutout) discard;
|
|
207
|
+
}
|
|
208
|
+
`;
|