@driftengine/core 4.4.2 → 4.5.0

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Files changed (193) hide show
  1. package/CHANGELOG.json +46 -0
  2. package/README.md +1 -1
  3. package/dist/index.d.ts +5 -1
  4. package/dist/index.js +7 -0
  5. package/dist/render/backend/api.d.ts +17 -11
  6. package/dist/render/backend/webgl2/glassTintPrograms.d.ts +13 -0
  7. package/dist/render/backend/webgl2/glassTintPrograms.js +38 -0
  8. package/dist/render/backend/webgl2/renderer.d.ts +79 -8
  9. package/dist/render/backend/webgl2/renderer.js +360 -105
  10. package/dist/render/backend/webgpu/buffers.d.ts +19 -1
  11. package/dist/render/backend/webgpu/buffers.js +27 -1
  12. package/dist/render/backend/webgpu/depthPass.d.ts +1 -1
  13. package/dist/render/backend/webgpu/depthPass.js +2 -1
  14. package/dist/render/backend/webgpu/flatPass.d.ts +2 -0
  15. package/dist/render/backend/webgpu/flatPass.js +20 -1
  16. package/dist/render/backend/webgpu/glassTintPass.d.ts +28 -0
  17. package/dist/render/backend/webgpu/glassTintPass.js +205 -0
  18. package/dist/render/backend/webgpu/gpuDrivenPass.d.ts +60 -1
  19. package/dist/render/backend/webgpu/gpuDrivenPass.js +305 -5
  20. package/dist/render/backend/webgpu/instanced.d.ts +12 -1
  21. package/dist/render/backend/webgpu/instanced.js +20 -1
  22. package/dist/render/backend/webgpu/latePass.d.ts +26 -0
  23. package/dist/render/backend/webgpu/latePass.js +133 -0
  24. package/dist/render/backend/webgpu/lightVolumePass.js +5 -1
  25. package/dist/render/backend/webgpu/motionPass.d.ts +95 -0
  26. package/dist/render/backend/webgpu/motionPass.js +491 -0
  27. package/dist/render/backend/webgpu/pipelineCache.d.ts +10 -1
  28. package/dist/render/backend/webgpu/pipelineCache.js +11 -1
  29. package/dist/render/backend/webgpu/pointGlassTintPass.d.ts +32 -0
  30. package/dist/render/backend/webgpu/pointGlassTintPass.js +193 -0
  31. package/dist/render/backend/webgpu/pointShadowPass.d.ts +35 -6
  32. package/dist/render/backend/webgpu/pointShadowPass.js +105 -20
  33. package/dist/render/backend/webgpu/postPass.d.ts +2 -12
  34. package/dist/render/backend/webgpu/renderer.d.ts +171 -54
  35. package/dist/render/backend/webgpu/renderer.js +944 -390
  36. package/dist/render/backend/webgpu/scatterPass.js +2 -1
  37. package/dist/render/backend/webgpu/skinPaletteRing.d.ts +4 -0
  38. package/dist/render/backend/webgpu/skinPaletteRing.js +4 -0
  39. package/dist/render/backend/webgpu/snapshotMips.d.ts +29 -0
  40. package/dist/render/backend/webgpu/snapshotMips.js +52 -0
  41. package/dist/render/backend/webgpu/surfaceTexturePass.d.ts +5 -0
  42. package/dist/render/backend/webgpu/surfaceTexturePass.js +1 -1
  43. package/dist/render/glass.d.ts +45 -0
  44. package/dist/render/glass.js +39 -0
  45. package/dist/render/glassCasters.d.ts +40 -0
  46. package/dist/render/glassCasters.js +84 -0
  47. package/dist/render/glassShadow.d.ts +78 -0
  48. package/dist/render/glassShadow.js +125 -0
  49. package/dist/render/globalMediumPass.d.ts +2 -3
  50. package/dist/render/globalMediumPass.js +2 -8
  51. package/dist/render/gpudriven/lit.d.ts +12 -0
  52. package/dist/render/gpudriven/lit.js +23 -0
  53. package/dist/render/gpudriven/materialTable.d.ts +15 -5
  54. package/dist/render/gpudriven/materialTable.js +26 -6
  55. package/dist/render/gpudriven/pipeline.d.ts +1 -1
  56. package/dist/render/gpudriven/pipeline.js +4 -3
  57. package/dist/render/gpudriven/sunGlass.d.ts +35 -0
  58. package/dist/render/gpudriven/sunGlass.js +89 -0
  59. package/dist/render/lightBudget.d.ts +17 -5
  60. package/dist/render/lightBudget.js +17 -5
  61. package/dist/render/pointGlassTint.d.ts +59 -0
  62. package/dist/render/pointGlassTint.js +198 -0
  63. package/dist/render/pointShadowArray.d.ts +56 -3
  64. package/dist/render/pointShadowArray.js +127 -16
  65. package/dist/render/pointShadowMap.d.ts +23 -1
  66. package/dist/render/pointShadowMap.js +27 -1
  67. package/dist/render/recon/changeFrames.d.ts +15 -0
  68. package/dist/render/recon/changeFrames.js +21 -0
  69. package/dist/render/recon/lateRouting.d.ts +14 -0
  70. package/dist/render/recon/lateRouting.js +18 -0
  71. package/dist/render/recon/mover.d.ts +57 -0
  72. package/dist/render/recon/mover.js +86 -0
  73. package/dist/render/renderQuality.d.ts +35 -0
  74. package/dist/render/renderQuality.js +7 -0
  75. package/dist/render/rendererHarness.js +12 -0
  76. package/dist/render/sceneTarget.d.ts +7 -1
  77. package/dist/render/sceneTarget.js +58 -12
  78. package/dist/render/shaders/depth.d.ts +16 -1
  79. package/dist/render/shaders/depth.js +85 -9
  80. package/dist/render/shaders/flat/directionalShadow.js +91 -6
  81. package/dist/render/shaders/flat/glassTint.d.ts +6 -0
  82. package/dist/render/shaders/flat/glassTint.js +25 -0
  83. package/dist/render/shaders/flat/index.d.ts +13 -0
  84. package/dist/render/shaders/flat/index.js +4 -0
  85. package/dist/render/shaders/flat/lampGlass.d.ts +1 -0
  86. package/dist/render/shaders/flat/lampGlass.js +183 -0
  87. package/dist/render/shaders/flat/main.d.ts +1 -1
  88. package/dist/render/shaders/flat/main.js +115 -15
  89. package/dist/render/shaders/flat/pointShadow.d.ts +1 -1
  90. package/dist/render/shaders/flat/pointShadow.js +2 -0
  91. package/dist/render/shaders/flat/preamble.js +21 -6
  92. package/dist/render/shaders/generated/depth.wgsl.d.ts +227 -4
  93. package/dist/render/shaders/generated/depth.wgsl.js +227 -4
  94. package/dist/render/shaders/generated/flat.wgsl.d.ts +360 -312
  95. package/dist/render/shaders/generated/flat.wgsl.js +376 -328
  96. package/dist/render/shaders/generated/globalMedium.wgsl.d.ts +3 -13
  97. package/dist/render/shaders/generated/globalMedium.wgsl.js +3 -13
  98. package/dist/render/shaders/generated/lightVolume.wgsl.d.ts +3 -13
  99. package/dist/render/shaders/generated/lightVolume.wgsl.js +4 -14
  100. package/dist/render/shaders/generated/octahedralResolve.wgsl.d.ts +29 -0
  101. package/dist/render/shaders/generated/octahedralResolve.wgsl.js +29 -0
  102. package/dist/render/shaders/globalMedium.js +6 -6
  103. package/dist/render/shaders/gpudriven/blendRaster.wgsl.d.ts +7 -0
  104. package/dist/render/shaders/gpudriven/blendRaster.wgsl.js +86 -1
  105. package/dist/render/shaders/gpudriven/cull.wgsl.d.ts +1 -1
  106. package/dist/render/shaders/gpudriven/cull.wgsl.js +11 -2
  107. package/dist/render/shaders/gpudriven/materialTable.wgsl.d.ts +1 -1
  108. package/dist/render/shaders/gpudriven/materialTable.wgsl.js +3 -1
  109. package/dist/render/shaders/gpudriven/shade.wgsl.js +50 -1
  110. package/dist/render/shaders/gpudriven/sunGlass.wgsl.d.ts +9 -0
  111. package/dist/render/shaders/gpudriven/sunGlass.wgsl.js +133 -0
  112. package/dist/render/shaders/lightVolume.js +6 -6
  113. package/dist/render/shaders/octahedralResolve.d.ts +8 -0
  114. package/dist/render/shaders/octahedralResolve.js +48 -17
  115. package/dist/render/shaders/recon/lateDepth.wgsl.d.ts +1 -0
  116. package/dist/render/shaders/recon/lateDepth.wgsl.js +44 -0
  117. package/dist/render/shaders/recon/motion.wgsl.d.ts +1 -1
  118. package/dist/render/shaders/recon/motion.wgsl.js +84 -0
  119. package/dist/render/shadowCasters.d.ts +20 -1
  120. package/dist/render/shadowCasters.js +15 -1
  121. package/dist/render/shadowMap.d.ts +54 -5
  122. package/dist/render/shadowMap.js +190 -36
  123. package/dist/render/sunGlassTint.d.ts +25 -0
  124. package/dist/render/sunGlassTint.js +79 -0
  125. package/dist/render/translucentQueue.d.ts +6 -0
  126. package/dist/render/translucentQueue.js +15 -1
  127. package/package.json +6 -6
  128. package/src/index.ts +10 -0
  129. package/src/render/backend/api.ts +15 -9
  130. package/src/render/backend/webgl2/glassTintPrograms.ts +58 -0
  131. package/src/render/backend/webgl2/renderer.ts +401 -108
  132. package/src/render/backend/webgpu/buffers.ts +50 -2
  133. package/src/render/backend/webgpu/depthPass.ts +2 -1
  134. package/src/render/backend/webgpu/flatPass.ts +22 -1
  135. package/src/render/backend/webgpu/glassTintPass.ts +244 -0
  136. package/src/render/backend/webgpu/gpuDrivenPass.ts +349 -5
  137. package/src/render/backend/webgpu/instanced.ts +21 -1
  138. package/src/render/backend/webgpu/latePass.ts +152 -0
  139. package/src/render/backend/webgpu/lightVolumePass.ts +5 -1
  140. package/src/render/backend/webgpu/motionPass.ts +535 -0
  141. package/src/render/backend/webgpu/pipelineCache.ts +12 -1
  142. package/src/render/backend/webgpu/pointGlassTintPass.ts +233 -0
  143. package/src/render/backend/webgpu/pointShadowPass.ts +158 -26
  144. package/src/render/backend/webgpu/renderer.ts +1108 -421
  145. package/src/render/backend/webgpu/scatterPass.ts +2 -1
  146. package/src/render/backend/webgpu/skinPaletteRing.ts +4 -0
  147. package/src/render/backend/webgpu/snapshotMips.ts +80 -0
  148. package/src/render/backend/webgpu/surfaceTexturePass.ts +1 -1
  149. package/src/render/glass.ts +74 -0
  150. package/src/render/glassCasters.ts +164 -0
  151. package/src/render/glassShadow.ts +153 -0
  152. package/src/render/globalMediumPass.ts +4 -11
  153. package/src/render/gpudriven/lit.ts +31 -0
  154. package/src/render/gpudriven/materialTable.ts +28 -6
  155. package/src/render/gpudriven/pipeline.ts +4 -3
  156. package/src/render/gpudriven/sunGlass.ts +117 -0
  157. package/src/render/lightBudget.ts +19 -5
  158. package/src/render/pointGlassTint.ts +250 -0
  159. package/src/render/pointShadowArray.ts +188 -22
  160. package/src/render/pointShadowMap.ts +41 -0
  161. package/src/render/recon/changeFrames.ts +24 -0
  162. package/src/render/recon/lateRouting.ts +29 -0
  163. package/src/render/recon/mover.ts +118 -0
  164. package/src/render/renderQuality.ts +47 -0
  165. package/src/render/rendererHarness.ts +12 -0
  166. package/src/render/sceneTarget.ts +58 -11
  167. package/src/render/shaders/depth.ts +109 -9
  168. package/src/render/shaders/flat/directionalShadow.ts +97 -6
  169. package/src/render/shaders/flat/glassTint.ts +25 -0
  170. package/src/render/shaders/flat/index.ts +17 -0
  171. package/src/render/shaders/flat/lampGlass.ts +185 -0
  172. package/src/render/shaders/flat/main.ts +115 -15
  173. package/src/render/shaders/flat/pointShadow.ts +2 -0
  174. package/src/render/shaders/flat/preamble.ts +21 -6
  175. package/src/render/shaders/generated/depth.wgsl.ts +234 -4
  176. package/src/render/shaders/generated/flat.wgsl.ts +376 -328
  177. package/src/render/shaders/generated/globalMedium.wgsl.ts +3 -13
  178. package/src/render/shaders/generated/lightVolume.wgsl.ts +4 -14
  179. package/src/render/shaders/generated/octahedralResolve.wgsl.ts +30 -0
  180. package/src/render/shaders/globalMedium.ts +6 -6
  181. package/src/render/shaders/gpudriven/blendRaster.wgsl.ts +88 -1
  182. package/src/render/shaders/gpudriven/cull.wgsl.ts +11 -2
  183. package/src/render/shaders/gpudriven/materialTable.wgsl.ts +3 -1
  184. package/src/render/shaders/gpudriven/shade.wgsl.ts +50 -1
  185. package/src/render/shaders/gpudriven/sunGlass.wgsl.ts +139 -0
  186. package/src/render/shaders/lightVolume.ts +6 -6
  187. package/src/render/shaders/octahedralResolve.ts +50 -17
  188. package/src/render/shaders/recon/lateDepth.wgsl.ts +47 -0
  189. package/src/render/shaders/recon/motion.wgsl.ts +84 -0
  190. package/src/render/shadowCasters.ts +28 -1
  191. package/src/render/shadowMap.ts +231 -37
  192. package/src/render/sunGlassTint.ts +86 -0
  193. package/src/render/translucentQueue.ts +20 -1
@@ -1,5 +1,13 @@
1
1
  /** Filtering the directional cascade, with receiver-plane depth gradient compensation. */
2
2
  import { DIRECTIONAL_SHADOW_FADE_START, MAX_SHADOW_FILTER_TAPS } from '../../renderQuality.ts';
3
+ import {
4
+ SUN_DYNAMIC_LAYER,
5
+ SUN_GLASS_MOVING_LAYER,
6
+ SUN_GLASS_STATIC_LAYER,
7
+ SUN_PEELED_LAYER,
8
+ SUN_STATIC_LAYER,
9
+ } from '../../shadowMap.ts';
10
+ import { FROST_RADIUS_CAP, FROST_SPREAD } from '../../glassShadow.ts';
3
11
 
4
12
  export const DIRECTIONALSHADOW_GLSL = `vec2 receiverPlaneDepthGradient(vec3 p) {
5
13
  vec3 dx = dFdx(p);
@@ -127,10 +135,10 @@ float shadowFactor(float directionalNdl) {
127
135
  */
128
136
  float coarseCompare = p.z - 1.0 / uShadowDepthSpan;
129
137
  float coarse =
130
- directionalVisibility(p.z, coarseCompare, textureLod(uStaticShadowMap, p.xy, 0.0).r) *
131
- directionalVisibility(p.z, coarseCompare, textureLod(uDynamicShadowMap, p.xy, 0.0).r);
138
+ directionalVisibility(p.z, coarseCompare, textureLod(uSunShadows, vec3(p.xy, ${SUN_STATIC_LAYER}.0), 0.0).r) *
139
+ directionalVisibility(p.z, coarseCompare, textureLod(uSunShadows, vec3(p.xy, ${SUN_DYNAMIC_LAYER}.0), 0.0).r);
132
140
  if (uPeeledShadowEnabled != 0) {
133
- coarse *= directionalVisibility(p.z, coarseCompare, textureLod(uPeeledShadowMap, p.xy, 0.0).r);
141
+ coarse *= directionalVisibility(p.z, coarseCompare, textureLod(uSunShadows, vec3(p.xy, ${SUN_PEELED_LAYER}.0), 0.0).r);
134
142
  }
135
143
  float strength = uShadowStrength * edgeFade * lowElevationFade;
136
144
  if (receiverFade <= 0.0) return mix(1.0, coarse, strength);
@@ -191,11 +199,11 @@ float shadowFactor(float directionalNdl) {
191
199
  * \`shadowMap.ts\` allocates these with one storage level and \`NEAREST\` filtering, so
192
200
  * there is no mip to select and level zero is the only thing \`texture\` could have read.
193
201
  */
194
- float staticDepth = textureLod(uStaticShadowMap, sampleUv, 0.0).r;
195
- float dynamicDepth = textureLod(uDynamicShadowMap, sampleUv, 0.0).r;
202
+ float staticDepth = textureLod(uSunShadows, vec3(sampleUv, ${SUN_STATIC_LAYER}.0), 0.0).r;
203
+ float dynamicDepth = textureLod(uSunShadows, vec3(sampleUv, ${SUN_DYNAMIC_LAYER}.0), 0.0).r;
196
204
  staticLit += directionalVisibility(tapReceiverDepth, compare, staticDepth);
197
205
  if (uPeeledShadowEnabled != 0) {
198
- float peeledDepth = textureLod(uPeeledShadowMap, sampleUv, 0.0).r;
206
+ float peeledDepth = textureLod(uSunShadows, vec3(sampleUv, ${SUN_PEELED_LAYER}.0), 0.0).r;
199
207
  peeledLit += directionalVisibility(tapReceiverDepth, compare, peeledDepth);
200
208
  } else {
201
209
  peeledLit += 1.0;
@@ -215,6 +223,89 @@ float shadowFactor(float directionalNdl) {
215
223
 
216
224
  return mix(1.0, mix(coarse, lit, receiverFade), strength);
217
225
  }
226
+
227
+ /*
228
+ * One of the sun's two glass layers at receiver p: how milky the nearest pane is and how far behind
229
+ * it this receiver stands, the spread that follows (glassShadow.ts's frostRadius, capped), and the
230
+ * tint's level for that spread. Then glassShadow.ts's spreadTint: the outline from taps at the base
231
+ * radius — where the clear pane's patch ends — and the colour from the spread taps, each read coarse,
232
+ * unmixed from the ground around it and weighed by the pane's share of it, so a frosted patch mixes
233
+ * its panes' colours and keeps the light the clear one lets through. What it gives up is a pane lying
234
+ * behind the receiver lending it colour within the spread, which only a receiver between two panes
235
+ * meets. One function for both layers, because two copies were most of the lit shaders' growth.
236
+ */
237
+ vec3 sunGlassLayer(vec3 p, float paneLayer, float tintLayer, float bias, float texel, float uvPerMetre) {
238
+ float tintSize = float(textureSize(uSunGlassTints, 0).x);
239
+ float clarity = textureLod(uSunGlassTints, vec3(p.xy, tintLayer), 0.0).a;
240
+ float behind =
241
+ max(p.z - textureLod(uSunShadows, vec3(p.xy, paneLayer), 0.0).r, 0.0) * uShadowDepthSpan;
242
+ float radius = clamp(
243
+ (1.0 - clarity) * ${FROST_SPREAD.toFixed(6)} * behind * uvPerMetre,
244
+ texel,
245
+ texel * ${FROST_RADIUS_CAP.toFixed(1)}
246
+ );
247
+ float lod = log2(max(radius * tintSize, 1.0));
248
+ float cover = 0.0;
249
+ vec3 colour = vec3(0.0);
250
+ float found = 0.0;
251
+ for (int i = 0; i < ${MAX_SHADOW_FILTER_TAPS}; i++) {
252
+ if (i >= uShadowFilterTaps) break;
253
+ vec2 offset = DIRECTIONAL_PCF_OFFSETS[i];
254
+ vec2 edgeUv = p.xy + offset * texel;
255
+ cover += p.z > textureLod(uSunShadows, vec3(edgeUv, paneLayer), 0.0).r + bias ? 1.0 : 0.0;
256
+ /* The spread taps weigh by the pane's unmixed share rather than a depth test: continuous, so a
257
+ colour crossing between two panes blends rather than stepping through sixteen bands. */
258
+ vec4 pane = glassUnmix(textureLod(uSunGlassTints, vec3(p.xy + offset * radius, tintLayer), lod), clarity);
259
+ colour += pane.rgb * pane.a;
260
+ found += pane.a;
261
+ }
262
+ float taps = float(max(uShadowFilterTaps, 1));
263
+ return mix(vec3(1.0), found > 0.0 ? colour / found : vec3(1.0), cover / taps);
264
+ }
265
+
266
+ /*
267
+ * What the sun's light keeps of itself through glass at this receiver: glassShadow.ts's tap rule
268
+ * and frost spread, over shadowFactor's own taps. A tap counts a pane only when the receiver is
269
+ * farther from the sun than that pane (the glass depth layers), so a surface on the sun's side of a
270
+ * pane, and the pane itself, keep the sun's own colour; the taps average with equal weight, so the
271
+ * spread moves light rather than losing it. Frost widens the taps by how far behind the nearest pane
272
+ * the receiver is, capped, with the tap count unchanged. What it gives up is spread past the edge of
273
+ * an opaque frame's shadow, which this lookup never sees. Faded with the opaque shadow's own fades.
274
+ */
275
+ vec3 sunGlassLookup(float directionalNdl) {
276
+ vec3 p = vLightPos.xyz / vLightPos.w;
277
+ p = p * 0.5 + 0.5;
278
+ /* Map units per metre along the receiver, from derivatives taken first in uniform control flow,
279
+ so a frost spread stated in metres lands the same whatever size of light matrix a consumer built. */
280
+ float uvPerMetre = length(dFdx(p.xy)) / max(length(dFdx(vWorldPos)), 1e-6);
281
+ if (uShadowStrength <= 0.0 || textureSize(uSunGlassTints, 0).x <= 1) return vec3(1.0);
282
+ if (directionalNdl <= 0.0) return vec3(1.0);
283
+ if (p.z > 1.0 || p.x < 0.0 || p.x > 1.0 || p.y < 0.0 || p.y > 1.0) return vec3(1.0);
284
+ vec2 fromCentre = abs(p.xy - 0.5) * 2.0;
285
+ float edgeFade = 1.0 - smoothstep(0.72, 0.98, max(fromCentre.x, fromCentre.y));
286
+ edgeFade *= 1.0 - smoothstep(0.90, 1.0, p.z);
287
+ float shadowSlope = length(uDirectionalDir.xz) / max(uDirectionalDir.y, 0.001);
288
+ float lowElevationFade = 1.0 - smoothstep(
289
+ uShadowMaxSlope * ${DIRECTIONAL_SHADOW_FADE_START.toFixed(2)},
290
+ uShadowMaxSlope,
291
+ shadowSlope
292
+ );
293
+ float strength = uShadowStrength * edgeFade * lowElevationFade;
294
+ if (strength <= 0.0) return vec3(1.0);
295
+
296
+ float bias = 0.14 / uShadowDepthSpan;
297
+ float texel = 1.35 / uShadowMapSize;
298
+ vec3 staticTint = sunGlassLayer(p, ${SUN_GLASS_STATIC_LAYER}.0, 0.0, bias, texel, uvPerMetre);
299
+ vec3 movingTint = sunGlassLayer(p, ${SUN_GLASS_MOVING_LAYER}.0, 1.0, bias, texel, uvPerMetre);
300
+ return mix(vec3(1.0), staticTint * movingTint, strength);
301
+ }
302
+
303
+ /* The way in, asking first whether this build reads glass at all (GLASS_SHADOWS). A constant, so
304
+ the lookup's derivatives are still taken in uniform control flow. */
305
+ vec3 sunGlassTint(float directionalNdl) {
306
+ if (GLASS_SHADOWS) return sunGlassLookup(directionalNdl);
307
+ return vec3(1.0);
308
+ }
218
309
  #endif
219
310
 
220
311
  /**
@@ -0,0 +1,25 @@
1
+ /**
2
+ * What the lit stage shares between every glass tint it reads: whether it reads any, and
3
+ * `glassShadow.ts`'s `unmixTint`, stated once for the sun's lookup and the lamps'. At depth zero,
4
+ * outside every conditional, so each lookup can call it whichever shadows a permutation compiles.
5
+ */
6
+ export function glassTintGlsl(glassShadows: boolean): string {
7
+ return /* glsl */ `
8
+ /*
9
+ * Whether this build reads glass at all, which every way into the lookups asks first — and as a
10
+ * branch's own condition, never negated: see \`overridableConstants\` in scripts/wgsl/transform.mjs.
11
+ */
12
+ const bool GLASS_SHADOWS = ${glassShadows ? 'true' : 'false'}; // wgsl:override
13
+ /*
14
+ * A coarse level of a glass tint with the open ground's white taken back out, by how milky the pane
15
+ * at the centre is: rgb the pane's colour, a its share of the texel (glassShadow.ts's unmixTint).
16
+ * A clear centre is never read coarse, so it is returned as it stands.
17
+ */
18
+ vec4 glassUnmix(vec4 mip, float centreClarity) {
19
+ if (centreClarity >= 1.0) return vec4(mip.rgb, 1.0);
20
+ float share = clamp((1.0 - mip.a) / (1.0 - centreClarity), 0.0, 1.0);
21
+ if (share <= 0.0) return vec4(1.0, 1.0, 1.0, 0.0);
22
+ return vec4(clamp((mip.rgb - vec3(1.0 - share)) / share, 0.0, 1.0), share);
23
+ }
24
+ `;
25
+ }
@@ -7,6 +7,7 @@ import { preambleGlsl } from './preamble.ts';
7
7
  import { LOBES_GLSL } from './lobes.ts';
8
8
  import { POINTSHADOW_GLSL } from './pointShadow.ts';
9
9
  import { DIRECTIONALSHADOW_GLSL } from './directionalShadow.ts';
10
+ import { glassTintGlsl } from './glassTint.ts';
10
11
  import { MORPH_GLSL } from '../morph.ts';
11
12
  import { SKINNING_GLSL } from '../skinning.ts';
12
13
  import { SURFACE_GLSL } from './surface.ts';
@@ -364,6 +365,19 @@ export interface FlatShaderOptions {
364
365
  * for its instructions not to be there.
365
366
  */
366
367
  readonly nightEmissive: boolean;
368
+ /**
369
+ * Whether this build reads glass in its shadows at all: `glassShadows` other than `'off'`. True
370
+ * when absent, which is what the generated WGSL is built with.
371
+ *
372
+ * **Not a permutation axis, and the payload is why.** Every lit permutation carries the glass
373
+ * lookups, and a second copy of each without them would be most of the generated file again. So
374
+ * it is one switch, `GLASS_SHADOWS`, that every way into the lookups branches on first: written
375
+ * into this source for WebGL2, and a pipeline-overridable constant on the generated WGSL, which
376
+ * the device compiles away as it would under `#if`. That matters because the lookups returning
377
+ * at their first line still cost the lit pass its registers — 0.42 ms at 720p on WebGL2 on the
378
+ * courtyard at night, measured, and nothing once compiled out.
379
+ */
380
+ readonly glassShadows?: boolean;
367
381
  /**
368
382
  * How many point lights this build declares room for. `MAX_POINT_LIGHTS` when absent.
369
383
  *
@@ -466,6 +480,9 @@ export function flatFrag(options: FlatShaderOptions): string {
466
480
  * is at depth zero, and it is still declared before `pointShadow` uses it.
467
481
  */
468
482
  OCTAHEDRAL_GLSL,
483
+ /* Depth zero as well: both glass lookups, sun and lamps, call it, and every permutation
484
+ declares its switch, which the pipelines set whether the permutation reads it or not. */
485
+ glassTintGlsl(options.glassShadows ?? true),
469
486
  LOBES_GLSL,
470
487
  POINTSHADOW_GLSL,
471
488
  DIRECTIONALSHADOW_GLSL,
@@ -0,0 +1,185 @@
1
+ /**
2
+ * What a lamp's light keeps through glass at this receiver: `glassShadow.ts`'s rules over the point
3
+ * filter's own taps, for a round lamp and for a rectangle.
4
+ *
5
+ * **The sun's lookup, in the lamp's geometry** (`directionalShadow.ts`'s `sunGlassLookup`). The
6
+ * outline comes from depth-tested taps on the opaque filter's own disk — a tap counts a pane only
7
+ * where the receiver is farther from the lamp than that pane, by the opaque bias, and fades with
8
+ * the opaque shadow's own reach and penumbra — and the colour from spread taps, read coarse,
9
+ * unmixed from what lies around the pane and weighed by its share, so a frosted patch mixes its
10
+ * panes and keeps the light a clear one passes.
11
+ *
12
+ * **Where a lamp differs is the frost.** Light scattered at a pane spreads in a cone behind it, so
13
+ * at a receiver `behind` metres past the pane the colour comes from pane points within
14
+ * `(1 − clarity) × tan 30° × behind` of the ray. Seen from the lamp that is an angle over the pane's
15
+ * distance, and in the filter's units — offsets added to the ray at the receiver's distance — it is
16
+ * that spread times `dist / pane`. Capped at `FROST_RADIUS_CAP` base radii, the tap count unchanged.
17
+ *
18
+ * **What it costs** is one coarse tint fetch per shadowed lamp on a receiver with no glass near its
19
+ * filter — the tint is white there, and the lookup stops — and two tap loops where there is. **What
20
+ * it gives up** is what the sun's gives up, plus the octahedral map's fold: a coarse level averages
21
+ * across the map's outer edges, so a wide frost spread lying across one borrows a little colour from
22
+ * the other side of the sphere.
23
+ */
24
+ import { FROST_RADIUS_CAP, FROST_SPREAD } from '../../glassShadow.ts';
25
+ import { MAX_SHADOW_FILTER_TAPS } from '../../renderQuality.ts';
26
+
27
+ /** Octahedral texels per radian at edge 1: the sphere's 4π over `edge²` texels, as a side. */
28
+ const TEXELS_PER_RADIAN = 1 / Math.sqrt(4 * Math.PI);
29
+
30
+ export const LAMP_GLASS_GLSL = `
31
+ /*
32
+ * Whether any glass lies within \`radius\` of this ray: the tint is exactly white wherever no pane
33
+ * was drawn, and any pane passes at most 0.96 of itself, so one coarse fetch answers for the disk.
34
+ */
35
+ bool lampGlassNear(float tintLayer, vec3 toFrag, float dist, float radius) {
36
+ float texels = radius / dist * float(textureSize(uPointGlassTints, 0).x) * ${TEXELS_PER_RADIAN.toFixed(6)};
37
+ vec4 around = textureLod(uPointGlassTints, vec3(octEncode(toFrag), tintLayer), log2(max(texels, 1.0)) + 1.0);
38
+ return min(min(around.r, around.g), min(around.b, around.a)) < 0.998;
39
+ }
40
+
41
+ /*
42
+ * The spread half: the colour of the glass the frost disk finds, read at \`lod\`, unmixed from what
43
+ * lies around it and weighed by its share (glassShadow.ts's spreadTint). Clear when it finds none.
44
+ */
45
+ vec3 lampGlassColour(
46
+ float tintLayer,
47
+ vec3 toFrag,
48
+ vec3 tu,
49
+ vec3 tv,
50
+ float offset,
51
+ float lod,
52
+ float clarity,
53
+ float ca,
54
+ float sa
55
+ ) {
56
+ vec3 colour = vec3(0.0);
57
+ float found = 0.0;
58
+ for (int i = 0; i < ${MAX_SHADOW_FILTER_TAPS}; i++) {
59
+ if (i >= uShadowFilterTaps) break;
60
+ vec2 disk = PCF_OFFSETS[i];
61
+ vec2 turned = vec2(disk.x * ca - disk.y * sa, disk.x * sa + disk.y * ca);
62
+ vec3 spreadDir = toFrag + (tu * turned.x + tv * turned.y) * offset;
63
+ vec4 pane = glassUnmix(textureLod(uPointGlassTints, vec3(octEncode(spreadDir), tintLayer), lod), clarity);
64
+ colour += pane.rgb * pane.a;
65
+ found += pane.a;
66
+ }
67
+ return found > 0.0 ? colour / found : vec3(1.0);
68
+ }
69
+
70
+ /* One outline tap: how much of the pane on this ray lies between the lamp and the receiver. */
71
+ float lampGlassTap(vec3 sampleDir, float glassLayer, float dist, float bias, float far, float size) {
72
+ float stored = textureLod(uPointShadows, vec3(octEncode(sampleDir), glassLayer), 0.0).r;
73
+ if (stored >= 0.9999) return 0.0;
74
+ float storedDistance = stored * far;
75
+ if (dist - bias <= storedDistance) return 0.0;
76
+ return shadowReach(max(dist - storedDistance, 0.0), far) * tapStrength(dist, storedDistance, size);
77
+ }
78
+
79
+ /*
80
+ * The frost's offset in the filter's units, the tint level that reads it as an average, and the
81
+ * pane's clarity: the cone behind the nearest pane on the ray, as the lamp sees it, capped at
82
+ * \`base\` radii.
83
+ */
84
+ vec3 lampGlassFrost(float tintLayer, vec2 centreUv, float dist, float paneDistance, float base) {
85
+ float clarity = textureLod(uPointGlassTints, vec3(centreUv, tintLayer), 0.0).a;
86
+ float behind = max(dist - paneDistance, 0.0);
87
+ float frost = (1.0 - clarity) * ${FROST_SPREAD.toFixed(6)} * behind * dist / max(paneDistance, 0.05);
88
+ float offset = clamp(frost, base, base * ${FROST_RADIUS_CAP.toFixed(1)});
89
+ float texels = offset / dist * float(textureSize(uPointGlassTints, 0).x) * ${TEXELS_PER_RADIAN.toFixed(6)};
90
+ return vec3(offset, log2(max(texels, 1.0)), clarity);
91
+ }
92
+
93
+ /*
94
+ * **One lookup for both kinds of lamp**, a rectangle's being the round one with its outline taps on
95
+ * areaShadow's ellipse: a zero \`halfSize\` is a round lamp of \`sourceRadius\`. One function rather
96
+ * than two because every lit permutation carries it, and two copies of the same eighty lines were
97
+ * thirty-five kilobytes of the generated shaders.
98
+ */
99
+ vec3 lampGlassTint(
100
+ float layer,
101
+ vec3 toFrag,
102
+ float far,
103
+ float near,
104
+ vec3 right,
105
+ vec3 up,
106
+ vec2 halfSize,
107
+ float sourceRadius
108
+ ) {
109
+ if (textureSize(uPointGlassTints, 0).x <= 1) return vec3(1.0);
110
+ float dist = length(toFrag);
111
+ if (dist <= near) return vec3(1.0);
112
+ float glassLayer = layer + 1.0;
113
+ float tintLayer = layer * 0.5;
114
+ /* The opaque filter's own widest disk, so the check covers every tap it could take. */
115
+ if (!lampGlassNear(tintLayer, toFrag, dist, MAX_FILTER_RADIUS + 0.012)) return vec3(1.0);
116
+
117
+ float bias = 0.04 + dist * 0.015;
118
+ vec2 centreUv = octEncode(toFrag);
119
+ float paneStored = textureLod(uPointShadows, vec3(centreUv, glassLayer), 0.0).r;
120
+ float paneDistance = paneStored >= 0.9999 ? dist : paneStored * far;
121
+ float spread = max(dist - paneDistance, 0.0) / max(paneDistance, 0.05);
122
+
123
+ vec3 fwd = toFrag / dist;
124
+ vec3 lift = abs(fwd.y) < 0.9 ? vec3(0.0, 1.0, 0.0) : vec3(1.0, 0.0, 0.0);
125
+ vec3 tu = normalize(cross(lift, fwd));
126
+ vec3 tv = cross(fwd, tu);
127
+ /* A round lamp: the opaque filter's radius, from the pane as its occluder, so a large lamp's
128
+ tint is soft too. A rectangle: its two axes across the ray, each with its own width. */
129
+ vec3 alongX = tu;
130
+ vec3 alongY = tv;
131
+ float radius = clamp(sourceRadius * spread, 0.01, MAX_FILTER_RADIUS) + 0.012;
132
+ float widthX = radius;
133
+ float widthY = radius;
134
+ float penumbra = sourceRadius;
135
+ if (halfSize.x > 0.0) {
136
+ vec3 acrossX = right - fwd * dot(right, fwd);
137
+ vec3 acrossY = up - fwd * dot(up, fwd);
138
+ float seenX = length(acrossX);
139
+ float seenY = length(acrossY);
140
+ alongX = seenX > 1e-5 ? acrossX / seenX : vec3(0.0);
141
+ alongY = seenY > 1e-5 ? acrossY / seenY : vec3(0.0);
142
+ float halfX = halfSize.x * seenX;
143
+ float halfY = halfSize.y * seenY;
144
+ widthX = min(halfX * spread, MAX_FILTER_RADIUS) + 0.012;
145
+ widthY = min(halfY * spread, MAX_FILTER_RADIUS) + 0.012;
146
+ penumbra = min(halfX, halfY);
147
+ }
148
+ /* pointShadow's column-pair turn, so main's pair resolve averages these taps as it does those. */
149
+ float angle = float(int(gl_FragCoord.x) & 1) * PCF_PAIR_TURN;
150
+ float ca = cos(angle);
151
+ float sa = sin(angle);
152
+
153
+ float cover = 0.0;
154
+ for (int i = 0; i < ${MAX_SHADOW_FILTER_TAPS}; i++) {
155
+ if (i >= uShadowFilterTaps) break;
156
+ vec2 disk = PCF_OFFSETS[i];
157
+ vec2 turned = vec2(disk.x * ca - disk.y * sa, disk.x * sa + disk.y * ca);
158
+ vec3 sampleDir = toFrag + alongX * (turned.x * widthX) + alongY * (turned.y * widthY);
159
+ cover += lampGlassTap(sampleDir, glassLayer, dist, bias, far, penumbra);
160
+ }
161
+ if (cover <= 0.0) return vec3(1.0);
162
+ vec3 frost = lampGlassFrost(tintLayer, centreUv, dist, paneDistance, max(widthX, widthY));
163
+ vec3 colour = lampGlassColour(tintLayer, toFrag, tu, tv, frost.x, frost.y, frost.z, ca, sa);
164
+ return mix(vec3(1.0), colour, cover / float(max(uShadowFilterTaps, 1)));
165
+ }
166
+
167
+ /* The two ways in, each asking first whether this build reads glass at all (GLASS_SHADOWS). */
168
+ vec3 pointGlassTint(float layer, vec3 toFrag, float far, float near, float sourceRadius) {
169
+ if (GLASS_SHADOWS) return lampGlassTint(layer, toFrag, far, near, vec3(0.0), vec3(0.0), vec2(0.0), sourceRadius);
170
+ return vec3(1.0);
171
+ }
172
+
173
+ vec3 areaGlassTint(
174
+ float layer,
175
+ vec3 toFrag,
176
+ float far,
177
+ float near,
178
+ vec3 right,
179
+ vec3 up,
180
+ vec2 halfSize
181
+ ) {
182
+ if (GLASS_SHADOWS) return lampGlassTint(layer, toFrag, far, near, right, up, halfSize, 0.0);
183
+ return vec3(1.0);
184
+ }
185
+ `;
@@ -83,6 +83,11 @@ export const MAIN_GLSL = `void main() {
83
83
  * the branch below builds a shaded result on top of it.
84
84
  */
85
85
  vec3 lit = albedo;
86
+ /* The light arriving at a glass pane from behind it, gathered in each light loop below and added
87
+ over the see-through at the end. Stays zero for anything that is not glass. See glass.ts. */
88
+ vec3 glassGlow = vec3(0.0);
89
+ float glassTransmission = uSeeThrough.z;
90
+ float glassFrost = uSeeThrough.w;
86
91
 
87
92
  if (uLightingEnabled != 0) {
88
93
  vec3 n = normalize(vNormal);
@@ -94,7 +99,13 @@ export const MAIN_GLSL = `void main() {
94
99
  * back of the sheet; what that gives up is a sliver at a curved silhouette, where a front face's
95
100
  * interpolated normal already leans away and is lit as the back.
96
101
  */
97
- bool backFace = uDoubleSided != 0 && dot(n, uCameraPos - vWorldPos) < 0.0;
102
+ /*
103
+ * **Glass is two-sided whatever its material says**: a pane is symmetric, so from behind the
104
+ * side the eye sees is the one lit, and the light on its far side is what glows through it.
105
+ * Taken from the stored normal alone, a pane seen from behind glowed with the light on the
106
+ * eye's side and not with the sun shining through it.
107
+ */
108
+ bool backFace = (uDoubleSided != 0 || glassTransmission > 0.0) && dot(n, uCameraPos - vWorldPos) < 0.0;
98
109
  /*
99
110
  * The authored normal, before either relief perturbs it.
100
111
  *
@@ -313,9 +324,13 @@ export const MAIN_GLSL = `void main() {
313
324
  float surfaceNdl = dot(surfaceN, uDirectionalDir);
314
325
  #if DIRECTIONAL_SHADOWS
315
326
  float sunShade = shadowFactor(max(surfaceNdl, 0.0));
327
+ /* What the sun keeps through any glass on its way here: see sunGlassLookup. */
328
+ vec3 sunGlass = sunGlassTint(max(surfaceNdl, 0.0));
316
329
  #else
317
330
  float sunShade = 1.0;
331
+ vec3 sunGlass = vec3(1.0);
318
332
  #endif
333
+ vec3 sunColor = uDirectionalColor * sunGlass;
319
334
  /*
320
335
  * **How much sky this vertex can see, applied to the sun and to nothing else.**
321
336
  *
@@ -343,6 +358,8 @@ export const MAIN_GLSL = `void main() {
343
358
  */
344
359
  float sunFacing = smoothstep(0.0, 0.02, surfaceNdl);
345
360
  float direct = ndl * sunShade * sunFacing;
361
+ /* Glass: the sun on the far side of a pane lights it through the glass. See glassGlow. */
362
+ if (glassTransmission > 0.0) glassGlow += sunColor * max(-surfaceNdl, 0.0) * sunShade;
346
363
 
347
364
  /*
348
365
  * Hemispheric: sky above, ground below, mixed by which way the surface looks. An
@@ -389,7 +406,7 @@ export const MAIN_GLSL = `void main() {
389
406
  * smallest change available in a shader with a documented history of shared subexpressions
390
407
  * rounding differently when their neighbours move. See the night-emissive term.
391
408
  */
392
- lit = albedo * (ambient + uDirectionalColor * direct * (1.0 - metal));
409
+ lit = albedo * (ambient + sunColor * direct * (1.0 - metal));
393
410
 
394
411
  /*
395
412
  * A sun highlight, for the few surfaces that ask for one.
@@ -451,7 +468,7 @@ export const MAIN_GLSL = `void main() {
451
468
  * before: \`sunSpec\` is \`vec3(vSpecular)\` at metal 0 and \`vSpecular\` defaults to 0.
452
469
  */
453
470
  vec3 sunHighlight =
454
- uDirectionalColor * specularLobe(max(dot(n, halfway), 0.0), surfaceRoughness) * sunSpec * sunShade * sunFacing;
471
+ sunColor * specularLobe(max(dot(n, halfway), 0.0), surfaceRoughness) * sunSpec * sunShade * sunFacing;
455
472
  /*
456
473
  * The dielectric's share goes in here, where it has always gone, so the environment blend
457
474
  * below dims it by exactly the reflectance it always dimmed it by. The metal's share is added
@@ -1023,7 +1040,14 @@ export const MAIN_GLSL = `void main() {
1023
1040
  }
1024
1041
  if (falloff <= 0.0) continue;
1025
1042
  float ndl = max(dot(n, toLight / max(dist, 1e-4)), 0.0);
1026
- if (ndl <= 0.0) continue;
1043
+ /*
1044
+ * **A lamp behind a pane is not skipped when the surface is glass**: it lights the pane through
1045
+ * the glass, shaped and shadowed like any lamp, and is added to glassGlow once its shape is
1046
+ * known below. For everything else a lamp behind the surface is skipped here, as always.
1047
+ */
1048
+ float backNdl =
1049
+ glassTransmission > 0.0 ? max(-dot(n, toLight / max(dist, 1e-4)), 0.0) : 0.0;
1050
+ if (ndl <= 0.0 && backNdl <= 0.0) continue;
1027
1051
 
1028
1052
  /*
1029
1053
  * Normal-offset bias.
@@ -1076,7 +1100,17 @@ export const MAIN_GLSL = `void main() {
1076
1100
  */
1077
1101
  int shadowRead = clamp(shadowSlot, 0, MAX_LIGHTS - 1);
1078
1102
  int layer = shadowSlot >= 0 && shadowSlot < MAX_LIGHTS ? uPointShadowLayer[shadowRead] : -1;
1103
+ /* What the panes between this receiver and the lamp let through, per map: lampGlass.ts. */
1104
+ vec3 staticGlass = vec3(1.0);
1105
+ vec3 liveGlass = vec3(1.0);
1079
1106
  if (layer >= 0 && shadowWeight > POINT_SHADOW_MIN_WEIGHT) {
1107
+ staticGlass = pointGlassTint(
1108
+ float(layer),
1109
+ receiverPoint - uPointShadowProjection[shadowRead].xyz,
1110
+ uPointShadowProjection[shadowRead].w,
1111
+ uPointShadowNear[shadowRead],
1112
+ uPointShadowSize[shadowRead]
1113
+ );
1080
1114
  occl = mix(
1081
1115
  1.0,
1082
1116
  pointShadow(
@@ -1116,10 +1150,20 @@ export const MAIN_GLSL = `void main() {
1116
1150
  uLivePointShadowSize[shadowRead]
1117
1151
  );
1118
1152
  liveWeight = uLivePointShadowWeight[shadowRead];
1153
+ liveGlass = pointGlassTint(
1154
+ float(liveLayer),
1155
+ receiverPoint - uLivePointShadowProjection[shadowRead].xyz,
1156
+ uLivePointShadowProjection[shadowRead].w,
1157
+ uLivePointShadowNear[shadowRead],
1158
+ uLivePointShadowSize[shadowRead]
1159
+ );
1119
1160
  }
1120
1161
  occl *= mix(1.0, liveOccl, liveWeight);
1162
+ /* Each map's glass faded in by that map's presence, as its occlusion is. */
1163
+ vec3 lampGlass = mix(vec3(1.0), staticGlass, uPointShadowWeight[shadowRead]) * mix(vec3(1.0), liveGlass, liveWeight);
1121
1164
  #else
1122
1165
  float occl = 1.0;
1166
+ vec3 lampGlass = vec3(1.0);
1123
1167
  #endif
1124
1168
 
1125
1169
  // Blend occlusion out as the light fades, so a shadow can never be more
@@ -1240,6 +1284,8 @@ export const MAIN_GLSL = `void main() {
1240
1284
  float photometric = mix(1.0, iesGain, step(0.0, iesProfile));
1241
1285
 
1242
1286
  float shape = (uLightFalloff == 1 ? falloff : falloff * falloff) * coneFalloff * photometric;
1287
+ glassGlow += lightColor * backNdl * shape * lightWeight * shaded * lampGlass;
1288
+ if (ndl <= 0.0) continue;
1243
1289
  /*
1244
1290
  * The cookie tints rather than scales, because a mask may be coloured — a stained window is
1245
1291
  * the case that makes the difference — and a greyscale one is exactly a scale. Applied to
@@ -1278,7 +1324,7 @@ export const MAIN_GLSL = `void main() {
1278
1324
  */
1279
1325
  vec3 lampDiffuse = albedo * lightColor * ndl * shape * lightWeight * (1.0 - metal);
1280
1326
  lampOpen += lampDiffuse;
1281
- lampShadowed += lampDiffuse * shaded;
1327
+ lampShadowed += lampDiffuse * shaded * lampGlass;
1282
1328
 
1283
1329
  /*
1284
1330
  * A lamp reflected in a polished surface, which point lights could not do at all.
@@ -1313,7 +1359,7 @@ export const MAIN_GLSL = `void main() {
1313
1359
  lightColor * sphereLobe(max(dot(n, lampHalfway), 0.0), surfaceRoughness, lightSourceRadius, dist)
1314
1360
  * lampSpec * shape * lightWeight;
1315
1361
  lampOpen += lampHighlight;
1316
- lampShadowed += lampHighlight * shaded;
1362
+ lampShadowed += lampHighlight * shaded * lampGlass;
1317
1363
  }
1318
1364
  /*
1319
1365
  * The most any light in range shadows this point, for the emissive term below —
@@ -1374,7 +1420,11 @@ export const MAIN_GLSL = `void main() {
1374
1420
  */
1375
1421
  float signedForm = quadFormFactor(n, vWorldPos, c0, c1, c2, c3);
1376
1422
  float form = mix(max(0.0, signedForm), abs(signedForm), uAreaLightTwoSided[a]);
1377
- if (form <= 0.0) continue;
1423
+ /* The form factor is linear in the normal, so the one seen from behind is its negation. */
1424
+ float backForm = glassTransmission > 0.0
1425
+ ? mix(max(0.0, -signedForm), abs(signedForm), uAreaLightTwoSided[a])
1426
+ : 0.0;
1427
+ if (form <= 0.0 && backForm <= 0.0) continue;
1378
1428
 
1379
1429
  /*
1380
1430
  * **How much of the rectangle this fragment can actually see past whatever is in the way.**
@@ -1401,6 +1451,7 @@ export const MAIN_GLSL = `void main() {
1401
1451
  * is a constant nobody has measured. \`docs/IMPROVEMENTS.md\` carries the row.
1402
1452
  */
1403
1453
  float areaOccl = 1.0;
1454
+ vec3 areaGlass = vec3(1.0);
1404
1455
  #if POINT_SHADOWS
1405
1456
  /*
1406
1457
  * The sample position is pushed along the surface normal before the lookup, and it scales
@@ -1441,6 +1492,12 @@ export const MAIN_GLSL = `void main() {
1441
1492
  ),
1442
1493
  uAreaShadowWeight[a]
1443
1494
  );
1495
+ /* What the panes before the rectangle let through, faded in as its occlusion is. */
1496
+ areaGlass = mix(
1497
+ vec3(1.0),
1498
+ areaGlassTint(float(areaLayer), areaShadowFrom, uAreaShadowFar[a], uAreaShadowNear[a], right, up, halfSize),
1499
+ uAreaShadowWeight[a]
1500
+ );
1444
1501
  }
1445
1502
  int areaLiveLayer = uLiveAreaShadowLayer[a];
1446
1503
  if (areaLiveLayer >= 0) {
@@ -1458,13 +1515,28 @@ export const MAIN_GLSL = `void main() {
1458
1515
  ),
1459
1516
  uLiveAreaShadowWeight[a]
1460
1517
  );
1518
+ areaGlass *= mix(
1519
+ vec3(1.0),
1520
+ areaGlassTint(
1521
+ float(areaLiveLayer),
1522
+ areaShadowFrom,
1523
+ uLiveAreaShadowFar[a],
1524
+ uLiveAreaShadowNear[a],
1525
+ right,
1526
+ up,
1527
+ halfSize
1528
+ ),
1529
+ uLiveAreaShadowWeight[a]
1530
+ );
1461
1531
  }
1462
1532
  #endif
1463
1533
 
1534
+ glassGlow += uAreaLightColor[a] * backForm * areaOccl * areaGlass;
1535
+ if (form <= 0.0) continue;
1464
1536
  /* Held back with the point lamps', and shadowed by the same term it always was. */
1465
1537
  vec3 areaDiffuse = albedo * uAreaLightColor[a] * form * (1.0 - metal);
1466
1538
  lampOpen += areaDiffuse;
1467
- lampShadowed += areaDiffuse * areaOccl;
1539
+ lampShadowed += areaDiffuse * areaOccl * areaGlass;
1468
1540
 
1469
1541
  if (vSpecular > 0.0 || metal > 0.0) {
1470
1542
  /*
@@ -1491,7 +1563,7 @@ export const MAIN_GLSL = `void main() {
1491
1563
  vec3 areaSpec = specColor * areaDfg.x + vec3(areaDfg.y);
1492
1564
  vec3 areaHighlight = areaSpec * uAreaLightColor[a] * coverage;
1493
1565
  lampOpen += areaHighlight;
1494
- lampShadowed += areaHighlight * areaOccl;
1566
+ lampShadowed += areaHighlight * areaOccl * areaGlass;
1495
1567
  }
1496
1568
  }
1497
1569
  }
@@ -1551,6 +1623,9 @@ export const MAIN_GLSL = `void main() {
1551
1623
  * \`driftLight.ts\`.
1552
1624
  */
1553
1625
  if (driftShare > 0.0) {
1626
+ if (glassTransmission > 0.0) {
1627
+ glassGlow += driftLightIrradiance(vWorldPos, -n) * (driftShare * uDriftLight.w);
1628
+ }
1554
1629
  lit += albedo * driftLightIrradiance(vWorldPos, n) * (driftShare * uDriftLight.w) * (1.0 - metal);
1555
1630
  }
1556
1631
 
@@ -1738,14 +1813,39 @@ export const MAIN_GLSL = `void main() {
1738
1813
  * splitting the specular out before the fog, which is a larger change to the one shader every
1739
1814
  * draw uses.
1740
1815
  */
1741
- if (uRefractStrength > 0.0) {
1816
+ if (uSeeThrough.x > 0.0 || glassTransmission > 0.0) {
1742
1817
  vec3 refractN = normalize(vNormal);
1743
1818
  vec3 refractV = normalize(uCameraPos - vWorldPos);
1744
- vec2 screenUv = gl_FragCoord.xy / vec2(textureSize(uRefractScene, 0));
1745
- vec2 bent = clamp(screenUv + refractN.xy * uRefractStrength, vec2(0.0), vec2(1.0));
1746
- vec3 behind = texture(uRefractScene, bent).rgb;
1747
- float pathLength = uRefractThickness * vThickness / max(dot(refractN, refractV), 0.05);
1748
- shaded = behind * pow(uRefractTint, vec3(pathLength));
1819
+ ivec2 snapSize = textureSize(uRefractScene, 0);
1820
+ vec2 screenUv = gl_FragCoord.xy / vec2(snapSize);
1821
+ vec2 bent = clamp(screenUv + refractN.xy * uSeeThrough.x, vec2(0.0), vec2(1.0));
1822
+ /*
1823
+ * **An explicit level, and frost is what picks it** — the 2026-08-07 rule, and the reason a
1824
+ * frosted pane blurs rather than fades: the copy carries a mip chain on a frame that draws glass,
1825
+ * so a milkier pane reads a coarser level of it. Level 0 on a copy with one level is exactly what
1826
+ * \`texture()\` read here before, so plain refraction draws as it did.
1827
+ */
1828
+ /* Two short of the last level: a fully frosted pane still shows the large light and dark of what
1829
+ is behind it, where the chain's last level is one texel, the whole frame's average. */
1830
+ float levels = max(floor(log2(float(max(snapSize.x, snapSize.y)))) - 2.0, 0.0);
1831
+ vec3 behind = textureLod(uRefractScene, bent, glassFrost * levels).rgb;
1832
+ /* Unsigned: a pane passes the same light seen from either side, and so does its Fresnel. */
1833
+ float cosView = max(abs(dot(refractN, refractV)), 0.05);
1834
+ float pathLength = uSeeThrough.y * vThickness / cosView;
1835
+ vec3 seen = behind * pow(uRefractTint, vec3(pathLength));
1836
+ if (glassTransmission > 0.0) {
1837
+ /*
1838
+ * **Glass keeps its own surface and shows what is behind over it**, by how much it lets
1839
+ * through and how little it reflects at this angle — Schlick's Fresnel at 0.04, the arithmetic
1840
+ * \`glass.ts\` states. So a clear pane keeps its highlight, and a pane seen edge-on is a mirror.
1841
+ * The glow of the lights behind it is added last, by how frosted it is.
1842
+ */
1843
+ float fresnel = 0.04 + 0.96 * pow(1.0 - cosView, 5.0);
1844
+ shaded = mix(shaded, seen * uGlassTint, glassTransmission * (1.0 - fresnel)) +
1845
+ applyOutputTransform(glassGlow * uGlassTint * (glassFrost * glassTransmission) * (1.0 - fog));
1846
+ } else {
1847
+ shaded = seen;
1848
+ }
1749
1849
  }
1750
1850
  /*
1751
1851
  * The per-vertex alpha lane, folded in here rather than given an expression of its own so the
@@ -14,6 +14,7 @@
14
14
  */
15
15
  import { MAX_SHADOW_FILTER_TAPS } from '../../renderQuality.ts';
16
16
  import { OUTPUT_TRANSFORM_GLSL } from '../outputTransform.ts';
17
+ import { LAMP_GLASS_GLSL } from './lampGlass.ts';
17
18
 
18
19
  export const POINTSHADOW_GLSL = `/**
19
20
  * How much of one tap's occlusion survives its own penumbra.
@@ -338,6 +339,7 @@ float areaShadow(
338
339
  }
339
340
  return lit / float(max(uShadowFilterTaps, 1));
340
341
  }
342
+ ${LAMP_GLASS_GLSL}
341
343
  #endif
342
344
 
343
345
  out vec4 outColor;