@driftengine/core 4.4.2 → 4.6.0
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 +97 -0
- package/README.md +1 -1
- package/dist/geometry/boxCsg.d.ts +28 -0
- package/dist/geometry/boxCsg.js +139 -0
- package/dist/geometry/csg.d.ts +36 -0
- package/dist/geometry/csg.js +329 -0
- package/dist/geometry/meshBuilder.js +13 -0
- package/dist/geometry/meshConcat.js +1 -0
- package/dist/geometry/pixelFont.js +2 -0
- package/dist/geometry/solid.d.ts +61 -0
- package/dist/geometry/solid.js +152 -0
- package/dist/geometry/solidFlat.d.ts +35 -0
- package/dist/geometry/solidFlat.js +428 -0
- package/dist/geometry/solidHarness.d.ts +19 -0
- package/dist/geometry/solidHarness.js +66 -0
- package/dist/geometry/solidNormals.d.ts +17 -0
- package/dist/geometry/solidNormals.js +86 -0
- package/dist/geometry/solidRound.d.ts +41 -0
- package/dist/geometry/solidRound.js +323 -0
- package/dist/geometry/solidWriter.d.ts +16 -0
- package/dist/geometry/solidWriter.js +42 -0
- package/dist/index.d.ts +28 -3
- package/dist/index.js +20 -1
- package/dist/render/backend/api.d.ts +34 -14
- package/dist/render/backend/drawFog.d.ts +26 -0
- package/dist/render/backend/drawFog.js +30 -0
- package/dist/render/backend/materialChanges.d.ts +2 -1
- package/dist/render/backend/materialChanges.js +6 -1
- package/dist/render/backend/webgl2/glassTintPrograms.d.ts +13 -0
- package/dist/render/backend/webgl2/glassTintPrograms.js +38 -0
- package/dist/render/backend/webgl2/instanced.d.ts +24 -5
- package/dist/render/backend/webgl2/instanced.js +72 -15
- package/dist/render/backend/webgl2/renderer.d.ts +201 -16
- package/dist/render/backend/webgl2/renderer.js +596 -224
- package/dist/render/backend/webgpu/buffers.d.ts +29 -1
- package/dist/render/backend/webgpu/buffers.js +61 -4
- package/dist/render/backend/webgpu/depthPass.d.ts +1 -1
- package/dist/render/backend/webgpu/depthPass.js +7 -2
- package/dist/render/backend/webgpu/drawCommand.d.ts +5 -0
- package/dist/render/backend/webgpu/drawCommand.js +1 -0
- package/dist/render/backend/webgpu/flatPass.d.ts +6 -1
- package/dist/render/backend/webgpu/flatPass.js +57 -9
- package/dist/render/backend/webgpu/glassTintPass.d.ts +28 -0
- package/dist/render/backend/webgpu/glassTintPass.js +206 -0
- package/dist/render/backend/webgpu/gpuDrivenPass.d.ts +60 -1
- package/dist/render/backend/webgpu/gpuDrivenPass.js +305 -5
- package/dist/render/backend/webgpu/instanceCullPass.d.ts +34 -0
- package/dist/render/backend/webgpu/instanceCullPass.js +144 -0
- package/dist/render/backend/webgpu/instanced.d.ts +23 -2
- package/dist/render/backend/webgpu/instanced.js +41 -4
- package/dist/render/backend/webgpu/latePass.d.ts +30 -0
- package/dist/render/backend/webgpu/latePass.js +140 -0
- package/dist/render/backend/webgpu/lightVolumePass.js +5 -1
- package/dist/render/backend/webgpu/motionPass.d.ts +95 -0
- package/dist/render/backend/webgpu/motionPass.js +491 -0
- package/dist/render/backend/webgpu/pipelineCache.d.ts +10 -1
- package/dist/render/backend/webgpu/pipelineCache.js +11 -1
- package/dist/render/backend/webgpu/pointGlassTintPass.d.ts +32 -0
- package/dist/render/backend/webgpu/pointGlassTintPass.js +193 -0
- package/dist/render/backend/webgpu/pointShadowPass.d.ts +35 -6
- package/dist/render/backend/webgpu/pointShadowPass.js +105 -20
- package/dist/render/backend/webgpu/postPass.d.ts +3 -13
- package/dist/render/backend/webgpu/renderer.d.ts +271 -64
- package/dist/render/backend/webgpu/renderer.js +1395 -580
- package/dist/render/backend/webgpu/scatterPass.js +2 -1
- package/dist/render/backend/webgpu/sdfTextPass.js +6 -1
- package/dist/render/backend/webgpu/shaders/instanceCull.wgsl.d.ts +18 -0
- package/dist/render/backend/webgpu/shaders/instanceCull.wgsl.js +59 -0
- package/dist/render/backend/webgpu/skinPaletteRing.d.ts +4 -0
- package/dist/render/backend/webgpu/skinPaletteRing.js +4 -0
- package/dist/render/backend/webgpu/snapshotMips.d.ts +29 -0
- package/dist/render/backend/webgpu/snapshotMips.js +52 -0
- package/dist/render/backend/webgpu/surfaceTexturePass.d.ts +22 -3
- package/dist/render/backend/webgpu/surfaceTexturePass.js +78 -39
- package/dist/render/driftLight/bake.d.ts +7 -0
- package/dist/render/driftLight/bake.js +61 -56
- package/dist/render/driftLight/denseField.d.ts +46 -0
- package/dist/render/driftLight/denseField.js +109 -0
- package/dist/render/driftLight/lightField.d.ts +10 -5
- package/dist/render/driftLight/lightField.js +25 -19
- package/dist/render/driftLight/presence.d.ts +50 -0
- package/dist/render/driftLight/presence.js +43 -0
- package/dist/render/driftLight/uniforms.d.ts +3 -3
- package/dist/render/driftLight/uniforms.js +5 -6
- package/dist/render/driftLight/worldLightField.d.ts +41 -0
- package/dist/render/driftLight/worldLightField.js +66 -0
- package/dist/render/fixtureAtlas.d.ts +20 -0
- package/dist/render/fixtureAtlas.js +49 -0
- package/dist/render/glass.d.ts +45 -0
- package/dist/render/glass.js +39 -0
- package/dist/render/glassCasters.d.ts +40 -0
- package/dist/render/glassCasters.js +84 -0
- package/dist/render/glassShadow.d.ts +78 -0
- package/dist/render/glassShadow.js +125 -0
- package/dist/render/globalMediumPass.d.ts +2 -3
- package/dist/render/globalMediumPass.js +2 -8
- package/dist/render/gpudriven/lit.d.ts +12 -0
- package/dist/render/gpudriven/lit.js +23 -0
- package/dist/render/gpudriven/materialTable.d.ts +15 -5
- package/dist/render/gpudriven/materialTable.js +26 -6
- package/dist/render/gpudriven/pipeline.d.ts +1 -1
- package/dist/render/gpudriven/pipeline.js +4 -3
- package/dist/render/gpudriven/sunGlass.d.ts +35 -0
- package/dist/render/gpudriven/sunGlass.js +89 -0
- package/dist/render/instanceCull.d.ts +63 -0
- package/dist/render/instanceCull.js +160 -0
- package/dist/render/instances.d.ts +15 -0
- package/dist/render/lightBudget.d.ts +36 -35
- package/dist/render/lightBudget.js +38 -37
- package/dist/render/lightGrid.d.ts +42 -0
- package/dist/render/lightGrid.js +87 -0
- package/dist/render/mesh.d.ts +18 -24
- package/dist/render/mesh.js +51 -68
- package/dist/render/occlusion.d.ts +10 -0
- package/dist/render/occlusion.js +36 -7
- package/dist/render/pointGlassTint.d.ts +59 -0
- package/dist/render/pointGlassTint.js +198 -0
- package/dist/render/pointLightSelection.d.ts +7 -0
- package/dist/render/pointLightSelection.js +29 -4
- package/dist/render/pointShadowArray.d.ts +56 -3
- package/dist/render/pointShadowArray.js +127 -16
- package/dist/render/pointShadowMap.d.ts +23 -1
- package/dist/render/pointShadowMap.js +27 -1
- package/dist/render/rainField.d.ts +13 -0
- package/dist/render/rainField.js +27 -5
- package/dist/render/recon/changeFrames.d.ts +15 -0
- package/dist/render/recon/changeFrames.js +21 -0
- package/dist/render/recon/lateDepth.d.ts +11 -0
- package/dist/render/recon/lateDepth.js +70 -0
- package/dist/render/recon/lateRouting.d.ts +14 -0
- package/dist/render/recon/lateRouting.js +18 -0
- package/dist/render/recon/mover.d.ts +57 -0
- package/dist/render/recon/mover.js +86 -0
- package/dist/render/recon/resolve.d.ts +34 -4
- package/dist/render/recon/resolve.js +161 -20
- package/dist/render/renderQuality.d.ts +35 -0
- package/dist/render/renderQuality.js +7 -0
- package/dist/render/rendererHarness.js +16 -0
- package/dist/render/sceneTarget.d.ts +9 -1
- package/dist/render/sceneTarget.js +60 -12
- package/dist/render/shaders/depth.d.ts +16 -1
- package/dist/render/shaders/depth.js +94 -15
- package/dist/render/shaders/flat/directionalShadow.js +91 -6
- package/dist/render/shaders/flat/driftLight.d.ts +1 -1
- package/dist/render/shaders/flat/driftLight.js +32 -7
- package/dist/render/shaders/flat/glassTint.d.ts +6 -0
- package/dist/render/shaders/flat/glassTint.js +25 -0
- package/dist/render/shaders/flat/index.d.ts +13 -0
- package/dist/render/shaders/flat/index.js +9 -3
- package/dist/render/shaders/flat/lampGlass.d.ts +1 -0
- package/dist/render/shaders/flat/lampGlass.js +183 -0
- package/dist/render/shaders/flat/main.d.ts +1 -1
- package/dist/render/shaders/flat/main.js +190 -38
- package/dist/render/shaders/flat/pointShadow.d.ts +1 -1
- package/dist/render/shaders/flat/pointShadow.js +2 -0
- package/dist/render/shaders/flat/preamble.js +96 -26
- package/dist/render/shaders/flat/surfaceEffects.d.ts +29 -0
- package/dist/render/shaders/flat/surfaceEffects.js +152 -0
- package/dist/render/shaders/generated/depth.wgsl.d.ts +230 -7
- package/dist/render/shaders/generated/depth.wgsl.js +230 -7
- package/dist/render/shaders/generated/flat.wgsl.d.ts +1644 -1596
- package/dist/render/shaders/generated/flat.wgsl.js +1683 -1621
- package/dist/render/shaders/generated/globalMedium.wgsl.d.ts +3 -13
- package/dist/render/shaders/generated/globalMedium.wgsl.js +3 -13
- package/dist/render/shaders/generated/lightVolume.wgsl.d.ts +3 -13
- package/dist/render/shaders/generated/lightVolume.wgsl.js +21 -17
- package/dist/render/shaders/generated/octahedralResolve.wgsl.d.ts +29 -0
- package/dist/render/shaders/generated/octahedralResolve.wgsl.js +29 -0
- package/dist/render/shaders/generated/rush.wgsl.d.ts +21 -16
- package/dist/render/shaders/generated/rush.wgsl.js +21 -16
- package/dist/render/shaders/generated/sdfText.wgsl.d.ts +2 -2
- package/dist/render/shaders/generated/sdfText.wgsl.js +2 -2
- package/dist/render/shaders/generated/text.wgsl.d.ts +1 -1
- package/dist/render/shaders/generated/text.wgsl.js +1 -1
- package/dist/render/shaders/gi/driftLight.wgsl.d.ts +1 -1
- package/dist/render/shaders/gi/driftLight.wgsl.js +27 -4
- package/dist/render/shaders/globalMedium.js +6 -6
- package/dist/render/shaders/gpudriven/blendRaster.wgsl.d.ts +7 -0
- package/dist/render/shaders/gpudriven/blendRaster.wgsl.js +86 -1
- package/dist/render/shaders/gpudriven/cull.wgsl.d.ts +1 -1
- package/dist/render/shaders/gpudriven/cull.wgsl.js +11 -2
- package/dist/render/shaders/gpudriven/materialTable.wgsl.d.ts +1 -1
- package/dist/render/shaders/gpudriven/materialTable.wgsl.js +3 -1
- package/dist/render/shaders/gpudriven/shade.wgsl.js +50 -1
- package/dist/render/shaders/gpudriven/sunGlass.wgsl.d.ts +9 -0
- package/dist/render/shaders/gpudriven/sunGlass.wgsl.js +133 -0
- package/dist/render/shaders/lightVolume.js +6 -6
- package/dist/render/shaders/octahedralResolve.d.ts +8 -0
- package/dist/render/shaders/octahedralResolve.js +48 -17
- package/dist/render/shaders/recon/lateDepth.wgsl.d.ts +1 -0
- package/dist/render/shaders/recon/lateDepth.wgsl.js +69 -0
- package/dist/render/shaders/recon/motion.wgsl.d.ts +1 -1
- package/dist/render/shaders/recon/motion.wgsl.js +84 -0
- package/dist/render/shaders/recon/resolve.wgsl.d.ts +8 -7
- package/dist/render/shaders/recon/resolve.wgsl.js +161 -27
- package/dist/render/shaders/rush.js +11 -1
- package/dist/render/shaders/sdfText.d.ts +1 -1
- package/dist/render/shaders/sdfText.js +3 -2
- package/dist/render/shaders/text.d.ts +1 -1
- package/dist/render/shaders/text.js +18 -9
- package/dist/render/shadowCasters.d.ts +20 -1
- package/dist/render/shadowCasters.js +15 -1
- package/dist/render/shadowMap.d.ts +54 -5
- package/dist/render/shadowMap.js +190 -36
- package/dist/render/sunGlassTint.d.ts +25 -0
- package/dist/render/sunGlassTint.js +79 -0
- package/dist/render/surfaceEffects.d.ts +83 -0
- package/dist/render/surfaceEffects.js +75 -0
- package/dist/render/surfaceScene.d.ts +8 -0
- package/dist/render/surfaceScene.js +8 -0
- package/dist/render/surfaceTexture.d.ts +18 -2
- package/dist/render/surfaceTexture.js +68 -15
- package/dist/render/temporalAa.d.ts +25 -6
- package/dist/render/temporalAa.js +45 -15
- package/dist/render/textureSource.d.ts +30 -0
- package/dist/render/textureSource.js +53 -0
- package/dist/render/translucentQueue.d.ts +6 -0
- package/dist/render/translucentQueue.js +15 -1
- package/dist/render/vertexDefaults.js +2 -0
- package/dist/world/hlod.d.ts +104 -0
- package/dist/world/hlod.js +214 -0
- package/package.json +6 -6
- package/src/geometry/boxCsg.ts +186 -0
- package/src/geometry/csg.ts +384 -0
- package/src/geometry/meshBuilder.ts +15 -0
- package/src/geometry/meshConcat.ts +1 -0
- package/src/geometry/pixelFont.ts +2 -0
- package/src/geometry/solid.ts +189 -0
- package/src/geometry/solidFlat.ts +522 -0
- package/src/geometry/solidHarness.ts +83 -0
- package/src/geometry/solidNormals.ts +103 -0
- package/src/geometry/solidRound.ts +443 -0
- package/src/geometry/solidWriter.ts +58 -0
- package/src/index.ts +61 -1
- package/src/render/backend/api.ts +36 -11
- package/src/render/backend/drawFog.ts +31 -0
- package/src/render/backend/materialChanges.ts +9 -2
- package/src/render/backend/webgl2/glassTintPrograms.ts +58 -0
- package/src/render/backend/webgl2/instanced.ts +80 -14
- package/src/render/backend/webgl2/renderer.ts +700 -250
- package/src/render/backend/webgpu/buffers.ts +92 -5
- package/src/render/backend/webgpu/depthPass.ts +7 -2
- package/src/render/backend/webgpu/drawCommand.ts +6 -0
- package/src/render/backend/webgpu/flatPass.ts +62 -11
- package/src/render/backend/webgpu/glassTintPass.ts +245 -0
- package/src/render/backend/webgpu/gpuDrivenPass.ts +349 -5
- package/src/render/backend/webgpu/instanceCullPass.ts +165 -0
- package/src/render/backend/webgpu/instanced.ts +42 -4
- package/src/render/backend/webgpu/latePass.ts +161 -0
- package/src/render/backend/webgpu/lightVolumePass.ts +5 -1
- package/src/render/backend/webgpu/motionPass.ts +535 -0
- package/src/render/backend/webgpu/pipelineCache.ts +12 -1
- package/src/render/backend/webgpu/pointGlassTintPass.ts +233 -0
- package/src/render/backend/webgpu/pointShadowPass.ts +158 -26
- package/src/render/backend/webgpu/renderer.ts +1671 -670
- package/src/render/backend/webgpu/scatterPass.ts +2 -1
- package/src/render/backend/webgpu/sdfTextPass.ts +6 -1
- package/src/render/backend/webgpu/shaders/instanceCull.wgsl.ts +61 -0
- package/src/render/backend/webgpu/skinPaletteRing.ts +4 -0
- package/src/render/backend/webgpu/snapshotMips.ts +80 -0
- package/src/render/backend/webgpu/surfaceTexturePass.ts +91 -51
- package/src/render/driftLight/bake.ts +85 -62
- package/src/render/driftLight/denseField.ts +149 -0
- package/src/render/driftLight/lightField.ts +33 -18
- package/src/render/driftLight/presence.ts +69 -0
- package/src/render/driftLight/uniforms.ts +8 -9
- package/src/render/driftLight/worldLightField.ts +83 -0
- package/src/render/fixtureAtlas.ts +63 -0
- package/src/render/glass.ts +74 -0
- package/src/render/glassCasters.ts +164 -0
- package/src/render/glassShadow.ts +153 -0
- package/src/render/globalMediumPass.ts +4 -11
- package/src/render/gpudriven/lit.ts +31 -0
- package/src/render/gpudriven/materialTable.ts +28 -6
- package/src/render/gpudriven/pipeline.ts +4 -3
- package/src/render/gpudriven/sunGlass.ts +117 -0
- package/src/render/instanceCull.ts +205 -0
- package/src/render/instances.ts +16 -0
- package/src/render/lightBudget.ts +41 -38
- package/src/render/lightGrid.ts +130 -0
- package/src/render/mesh.ts +59 -72
- package/src/render/occlusion.ts +51 -7
- package/src/render/pointGlassTint.ts +250 -0
- package/src/render/pointLightSelection.ts +72 -4
- package/src/render/pointShadowArray.ts +188 -22
- package/src/render/pointShadowMap.ts +41 -0
- package/src/render/rainField.ts +39 -5
- package/src/render/recon/changeFrames.ts +24 -0
- package/src/render/recon/lateDepth.ts +83 -0
- package/src/render/recon/lateRouting.ts +29 -0
- package/src/render/recon/mover.ts +118 -0
- package/src/render/recon/resolve.ts +206 -20
- package/src/render/renderQuality.ts +47 -0
- package/src/render/rendererHarness.ts +16 -0
- package/src/render/sceneTarget.ts +62 -11
- package/src/render/shaders/depth.ts +118 -15
- package/src/render/shaders/flat/directionalShadow.ts +97 -6
- package/src/render/shaders/flat/driftLight.ts +32 -7
- package/src/render/shaders/flat/glassTint.ts +25 -0
- package/src/render/shaders/flat/index.ts +22 -3
- package/src/render/shaders/flat/lampGlass.ts +185 -0
- package/src/render/shaders/flat/main.ts +190 -38
- package/src/render/shaders/flat/pointShadow.ts +2 -0
- package/src/render/shaders/flat/preamble.ts +96 -26
- package/src/render/shaders/flat/surfaceEffects.ts +152 -0
- package/src/render/shaders/generated/depth.wgsl.ts +237 -7
- package/src/render/shaders/generated/flat.wgsl.ts +1685 -1621
- package/src/render/shaders/generated/globalMedium.wgsl.ts +3 -13
- package/src/render/shaders/generated/lightVolume.wgsl.ts +23 -17
- package/src/render/shaders/generated/octahedralResolve.wgsl.ts +30 -0
- package/src/render/shaders/generated/rush.wgsl.ts +21 -16
- package/src/render/shaders/generated/sdfText.wgsl.ts +2 -2
- package/src/render/shaders/generated/text.wgsl.ts +1 -1
- package/src/render/shaders/gi/driftLight.wgsl.ts +27 -4
- package/src/render/shaders/globalMedium.ts +6 -6
- package/src/render/shaders/gpudriven/blendRaster.wgsl.ts +88 -1
- package/src/render/shaders/gpudriven/cull.wgsl.ts +11 -2
- package/src/render/shaders/gpudriven/materialTable.wgsl.ts +3 -1
- package/src/render/shaders/gpudriven/shade.wgsl.ts +50 -1
- package/src/render/shaders/gpudriven/sunGlass.wgsl.ts +139 -0
- package/src/render/shaders/lightVolume.ts +6 -6
- package/src/render/shaders/octahedralResolve.ts +50 -17
- package/src/render/shaders/recon/lateDepth.wgsl.ts +72 -0
- package/src/render/shaders/recon/motion.wgsl.ts +84 -0
- package/src/render/shaders/recon/resolve.wgsl.ts +161 -27
- package/src/render/shaders/rush.ts +11 -1
- package/src/render/shaders/sdfText.ts +3 -2
- package/src/render/shaders/text.ts +18 -9
- package/src/render/shadowCasters.ts +28 -1
- package/src/render/shadowMap.ts +231 -37
- package/src/render/sunGlassTint.ts +86 -0
- package/src/render/surfaceEffects.ts +132 -0
- package/src/render/surfaceScene.ts +16 -0
- package/src/render/surfaceTexture.ts +110 -19
- package/src/render/temporalAa.ts +78 -14
- package/src/render/textureSource.ts +72 -0
- package/src/render/translucentQueue.ts +20 -1
- package/src/render/vertexDefaults.ts +2 -0
- package/src/world/hlod.ts +290 -0
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import { resolveConditionals } from './conditionals.ts';
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import { SUN_STATIC_LAYER } from '../shadowMap.ts';
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import { CUTOUT_COVERAGE_GLSL } from './cutoutCoverage.ts';
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import { SKINNING_GLSL } from './skinning.ts';
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import { CHANNEL_ATTRIBUTE, CHANNEL_BEND } from './vertexChannel.ts';
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* uniforms declared after every other, so no field of the plain variant moves and a binder written
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* against it stays right for this one; and two outputs after vLightPosition, which keeps location 0.
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*/
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layout(location = 5) in
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layout(location = 5) in vec3 aUv;
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uniform vec2 uUvScale;
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uniform float uAlphaCutout;
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#endif
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out vec4 vLightPosition;
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#if CUTOUT
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-
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/* The texture coordinate and, in z, the texture-array layer the face wears. */
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out vec3 vUv;
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flat out float vAlphaCutout;
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#endif
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#if GLASS
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/* Where on the pane this is, for the tint's own normal and its angle to the light. Last, so the
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outputs before it keep the locations the plain variants give them. */
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out vec3 vGlassWorld;
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#endif
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void main() {
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#if SKINNED
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@@ -97,23 +104,26 @@ void main() {
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vLightPosition = uLightViewProj * vec4(bent, world.w);
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gl_Position = vLightPosition;
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#if CUTOUT
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vUv = aUv * uUvScale;
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+
vUv = vec3(aUv.xy * uUvScale, aUv.z);
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vAlphaCutout = uAlphaCutout;
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#endif
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#if GLASS
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vGlassWorld = bent;
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#endif
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}
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`;
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/** The rigid variant: the world, a prop, a mesh with no rig behind it. */
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export const DEPTH_VERT = resolveConditionals(
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DEPTH_VERT_SOURCE,
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{ SKINNED: false, INSTANCED: false, CUTOUT: false },
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{ SKINNED: false, INSTANCED: false, CUTOUT: false, GLASS: false },
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'depth',
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);
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/** The skinned variant, which reads a joint palette and moves the vertex by it. */
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export const DEPTH_SKINNED_VERT = resolveConditionals(
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DEPTH_VERT_SOURCE,
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{ SKINNED: true, INSTANCED: false, CUTOUT: false },
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{ SKINNED: true, INSTANCED: false, CUTOUT: false, GLASS: false },
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'depth-skinned',
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);
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*/
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export const DEPTH_INSTANCED_VERT = resolveConditionals(
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DEPTH_VERT_SOURCE,
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{ SKINNED: false, INSTANCED: true, CUTOUT: false },
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{ SKINNED: false, INSTANCED: true, CUTOUT: false, GLASS: false },
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'depth-instanced',
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);
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@@ -143,13 +153,13 @@ export const DEPTH_INSTANCED_VERT = resolveConditionals(
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*/
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export const DEPTH_CUTOUT_VERT = resolveConditionals(
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DEPTH_VERT_SOURCE,
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{ SKINNED: false, INSTANCED: false, CUTOUT: true },
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{ SKINNED: false, INSTANCED: false, CUTOUT: true, GLASS: false },
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'depth-cutout',
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);
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export const DEPTH_INSTANCED_CUTOUT_VERT = resolveConditionals(
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DEPTH_VERT_SOURCE,
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{ SKINNED: false, INSTANCED: true, CUTOUT: true },
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{ SKINNED: false, INSTANCED: true, CUTOUT: true, GLASS: false },
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'depth-instanced-cutout',
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);
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precision highp float;
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in vec4 vLightPosition;
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uniform highp
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uniform highp sampler2DArray uPreviousShadowMap;
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uniform int uPeelShadowLayer;
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void main() {
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if (uPeelShadowLayer != 0) {
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vec3 p = vLightPosition.xyz / vLightPosition.w;
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vec2 uv = p.xy * 0.5 + 0.5;
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float previousDepth = texture(uPreviousShadowMap, uv).r;
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+
float previousDepth = texture(uPreviousShadowMap, vec3(uv, ${SUN_STATIC_LAYER}.0)).r;
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// Discard the already-recorded surface and everything in front of it. The
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// ordinary depth test then stores the next independently fading occluder.
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if (gl_FragCoord.z <= previousDepth + 0.00001) discard;
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@@ -187,22 +197,115 @@ void main() {
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export const DEPTH_CUTOUT_FRAG = `#version 300 es
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precision highp float;
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in vec4 vLightPosition;
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-
in
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+
in vec3 vUv;
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flat in float vAlphaCutout;
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-
uniform highp
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+
uniform highp sampler2DArray uPreviousShadowMap;
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uniform int uPeelShadowLayer;
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-
uniform highp
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+
uniform highp sampler2DArray uCutoutMap;
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${CUTOUT_COVERAGE_GLSL}
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void main() {
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/* Credited for its mip level as the surface's own test is, so a leaf casts the shape it draws. */
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-
|
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+
vec3 at = vec3(vUv.xy, floor(vUv.z + 0.5));
|
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+
float alpha = cutoutAlpha(texture(uCutoutMap, at).a, vUv.xy * vec2(textureSize(uCutoutMap, 0).xy));
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if (uPeelShadowLayer != 0) {
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vec3 p = vLightPosition.xyz / vLightPosition.w;
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vec2 uv = p.xy * 0.5 + 0.5;
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-
float previousDepth = textureLod(uPreviousShadowMap, uv, 0.0).r;
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214
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+
float previousDepth = textureLod(uPreviousShadowMap, vec3(uv, ${SUN_STATIC_LAYER}.0), 0.0).r;
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204
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|
if (gl_FragCoord.z <= previousDepth + 0.00001) discard;
|
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|
}
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if (alpha < vAlphaCutout) discard;
|
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207
218
|
}
|
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|
`;
|
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|
+
|
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|
+
/**
|
|
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|
+
* The glass tint's vertex stages: every way a caster is drawn, with the world position handed on.
|
|
223
|
+
*
|
|
224
|
+
* **The same five as the depth pass, and for the same reason**: a pane must cast its colour from
|
|
225
|
+
* exactly where it casts its depth, deformed and placed the same way, or the coloured patch parts
|
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226
|
+
* from the pane's own shadow edge. The only addition is `vGlassWorld`.
|
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227
|
+
*/
|
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|
+
export const GLASS_TINT_VERT = resolveConditionals(
|
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|
+
DEPTH_VERT_SOURCE,
|
|
230
|
+
{ SKINNED: false, INSTANCED: false, CUTOUT: false, GLASS: true },
|
|
231
|
+
'glass-tint',
|
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232
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+
);
|
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233
|
+
export const GLASS_TINT_SKINNED_VERT = resolveConditionals(
|
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234
|
+
DEPTH_VERT_SOURCE,
|
|
235
|
+
{ SKINNED: true, INSTANCED: false, CUTOUT: false, GLASS: true },
|
|
236
|
+
'glass-tint-skinned',
|
|
237
|
+
);
|
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238
|
+
export const GLASS_TINT_INSTANCED_VERT = resolveConditionals(
|
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239
|
+
DEPTH_VERT_SOURCE,
|
|
240
|
+
{ SKINNED: false, INSTANCED: true, CUTOUT: false, GLASS: true },
|
|
241
|
+
'glass-tint-instanced',
|
|
242
|
+
);
|
|
243
|
+
export const GLASS_TINT_CUTOUT_VERT = resolveConditionals(
|
|
244
|
+
DEPTH_VERT_SOURCE,
|
|
245
|
+
{ SKINNED: false, INSTANCED: false, CUTOUT: true, GLASS: true },
|
|
246
|
+
'glass-tint-cutout',
|
|
247
|
+
);
|
|
248
|
+
export const GLASS_TINT_INSTANCED_CUTOUT_VERT = resolveConditionals(
|
|
249
|
+
DEPTH_VERT_SOURCE,
|
|
250
|
+
{ SKINNED: false, INSTANCED: true, CUTOUT: true, GLASS: true },
|
|
251
|
+
'glass-tint-instanced-cutout',
|
|
252
|
+
);
|
|
253
|
+
|
|
254
|
+
/**
|
|
255
|
+
* What a pane lets through: its transmission and colour, less what it reflects toward the light,
|
|
256
|
+
* and how clear it is — `glassShadow.ts`'s `paneTexel`, stated for the device. Drawn with a
|
|
257
|
+
* multiplying blend and no depth test, so every pane on a ray contributes whatever order they
|
|
258
|
+
* come in.
|
|
259
|
+
*
|
|
260
|
+
* **The pane's normal is its triangle's**, from the derivatives of its world position, first and in
|
|
261
|
+
* uniform control flow: a pane is flat, a sign does not matter to a cosine taken absolutely, and it
|
|
262
|
+
* spares the five vertex stages a normal they would carry for this alone. What it gives up is a
|
|
263
|
+
* curved pane, whose Fresnel steps per triangle; what would change it is glass that is mostly bulbs.
|
|
264
|
+
*/
|
|
265
|
+
const GLASS_TINT_BODY = /* glsl */ `
|
|
266
|
+
vec3 n = normalize(cross(dFdx(vGlassWorld), dFdy(vGlassWorld)));
|
|
267
|
+
vec3 toLight = uGlassLight.w > 0.5 ? normalize(uGlassLight.xyz - vGlassWorld) : uGlassLight.xyz;
|
|
268
|
+
float cosLight = abs(dot(n, toLight));
|
|
269
|
+
float reflected = 0.04 + 0.96 * pow(1.0 - cosLight, 5.0);
|
|
270
|
+
outTint = vec4(uGlassPane.rgb * (1.0 - reflected), uGlassPane.a);
|
|
271
|
+
`;
|
|
272
|
+
|
|
273
|
+
export const GLASS_TINT_FRAG = `#version 300 es
|
|
274
|
+
precision highp float;
|
|
275
|
+
in vec4 vLightPosition;
|
|
276
|
+
in vec3 vGlassWorld;
|
|
277
|
+
|
|
278
|
+
/* rgb: transmission times tint; a: clarity, one less the frost. */
|
|
279
|
+
uniform vec4 uGlassPane;
|
|
280
|
+
/* xyz: the light's position (w 1) or the direction toward it (w 0). */
|
|
281
|
+
uniform vec4 uGlassLight;
|
|
282
|
+
|
|
283
|
+
out vec4 outTint;
|
|
284
|
+
|
|
285
|
+
void main() {
|
|
286
|
+
${GLASS_TINT_BODY}
|
|
287
|
+
}
|
|
288
|
+
`;
|
|
289
|
+
|
|
290
|
+
/** A cut-out pane: its colour lands only where its depth does, by the depth cutout's own test. */
|
|
291
|
+
export const GLASS_TINT_CUTOUT_FRAG = `#version 300 es
|
|
292
|
+
precision highp float;
|
|
293
|
+
in vec4 vLightPosition;
|
|
294
|
+
in vec3 vUv;
|
|
295
|
+
flat in float vAlphaCutout;
|
|
296
|
+
in vec3 vGlassWorld;
|
|
297
|
+
|
|
298
|
+
uniform vec4 uGlassPane;
|
|
299
|
+
uniform vec4 uGlassLight;
|
|
300
|
+
uniform highp sampler2DArray uCutoutMap;
|
|
301
|
+
${CUTOUT_COVERAGE_GLSL}
|
|
302
|
+
out vec4 outTint;
|
|
303
|
+
|
|
304
|
+
void main() {
|
|
305
|
+
/* First, in uniform control flow, as the depth cutout samples it. */
|
|
306
|
+
vec3 at = vec3(vUv.xy, floor(vUv.z + 0.5));
|
|
307
|
+
float alpha = cutoutAlpha(texture(uCutoutMap, at).a, vUv.xy * vec2(textureSize(uCutoutMap, 0).xy));
|
|
308
|
+
${GLASS_TINT_BODY}
|
|
309
|
+
if (alpha < vAlphaCutout) discard;
|
|
310
|
+
}
|
|
311
|
+
`;
|
|
@@ -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(
|
|
131
|
-
directionalVisibility(p.z, coarseCompare, textureLod(
|
|
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(
|
|
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(
|
|
195
|
-
float dynamicDepth = textureLod(
|
|
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(
|
|
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;
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}
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float taps = float(max(uShadowFilterTaps, 1));
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return mix(vec3(1.0), found > 0.0 ? colour / found : vec3(1.0), cover / taps);
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}
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+
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/*
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* What the sun's light keeps of itself through glass at this receiver: glassShadow.ts's tap rule
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* and frost spread, over shadowFactor's own taps. A tap counts a pane only when the receiver is
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* farther from the sun than that pane (the glass depth layers), so a surface on the sun's side of a
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* pane, and the pane itself, keep the sun's own colour; the taps average with equal weight, so the
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* spread moves light rather than losing it. Frost widens the taps by how far behind the nearest pane
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* the receiver is, capped, with the tap count unchanged. What it gives up is spread past the edge of
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* an opaque frame's shadow, which this lookup never sees. Faded with the opaque shadow's own fades.
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+
*/
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+
vec3 sunGlassLookup(float directionalNdl) {
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vec3 p = vLightPos.xyz / vLightPos.w;
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p = p * 0.5 + 0.5;
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+
/* Map units per metre along the receiver, from derivatives taken first in uniform control flow,
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+
so a frost spread stated in metres lands the same whatever size of light matrix a consumer built. */
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+
float uvPerMetre = length(dFdx(p.xy)) / max(length(dFdx(vWorldPos)), 1e-6);
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if (uShadowStrength <= 0.0 || textureSize(uSunGlassTints, 0).x <= 1) return vec3(1.0);
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if (directionalNdl <= 0.0) return vec3(1.0);
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if (p.z > 1.0 || p.x < 0.0 || p.x > 1.0 || p.y < 0.0 || p.y > 1.0) return vec3(1.0);
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vec2 fromCentre = abs(p.xy - 0.5) * 2.0;
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+
float edgeFade = 1.0 - smoothstep(0.72, 0.98, max(fromCentre.x, fromCentre.y));
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edgeFade *= 1.0 - smoothstep(0.90, 1.0, p.z);
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+
float shadowSlope = length(uDirectionalDir.xz) / max(uDirectionalDir.y, 0.001);
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float lowElevationFade = 1.0 - smoothstep(
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uShadowMaxSlope * ${DIRECTIONAL_SHADOW_FADE_START.toFixed(2)},
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+
uShadowMaxSlope,
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+
shadowSlope
|
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+
);
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+
float strength = uShadowStrength * edgeFade * lowElevationFade;
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+
if (strength <= 0.0) return vec3(1.0);
|
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+
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+
float bias = 0.14 / uShadowDepthSpan;
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+
float texel = 1.35 / uShadowMapSize;
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+
vec3 staticTint = sunGlassLayer(p, ${SUN_GLASS_STATIC_LAYER}.0, 0.0, bias, texel, uvPerMetre);
|
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+
vec3 movingTint = sunGlassLayer(p, ${SUN_GLASS_MOVING_LAYER}.0, 1.0, bias, texel, uvPerMetre);
|
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+
return mix(vec3(1.0), staticTint * movingTint, strength);
|
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+
}
|
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+
|
|
303
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+
/* The way in, asking first whether this build reads glass at all (GLASS_SHADOWS). A constant, so
|
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304
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+
the lookup's derivatives are still taken in uniform control flow. */
|
|
305
|
+
vec3 sunGlassTint(float directionalNdl) {
|
|
306
|
+
if (GLASS_SHADOWS) return sunGlassLookup(directionalNdl);
|
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307
|
+
return vec3(1.0);
|
|
308
|
+
}
|
|
218
309
|
#endif
|
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310
|
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220
311
|
/**
|
|
@@ -29,7 +29,7 @@
|
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29
29
|
export const DRIFT_LIGHT_GLSL = /* glsl */ `
|
|
30
30
|
/** x how much of the summed light is in the frame (0 off), y the radius, z the band, w the scale. */
|
|
31
31
|
uniform vec4 uDriftLight;
|
|
32
|
-
/** xyz the first
|
|
32
|
+
/** xyz the first sample; w metres between samples — a third of a brick, or negated for a dense volume. */
|
|
33
33
|
uniform vec4 uDriftLightOrigin;
|
|
34
34
|
uniform highp usampler3D uDriftLightIndex; // wgsl:share shadow
|
|
35
35
|
uniform highp sampler3D uDriftLightAtlas;
|
|
@@ -41,9 +41,38 @@ float driftLightShare(vec3 world) {
|
|
|
41
41
|
return smoothstep(uDriftLight.y - uDriftLight.z, uDriftLight.y, away) * uDriftLight.x;
|
|
42
42
|
}
|
|
43
43
|
|
|
44
|
-
/**
|
|
44
|
+
/**
|
|
45
|
+
* A sample's light and direction turned into the light on a surface facing \`n\`: Lambert for a
|
|
46
|
+
* single light, a quarter for light arriving from everywhere (see \`bake.ts\`). One statement for
|
|
47
|
+
* both kinds of volume.
|
|
48
|
+
*/
|
|
49
|
+
vec3 driftLightFacing(vec4 light, vec4 toward, vec3 n) {
|
|
50
|
+
vec3 arriving = light.rgb / light.a;
|
|
51
|
+
vec3 from = toward.xyz / light.a;
|
|
52
|
+
float facing = max(dot(n, from), 0.0) + (1.0 - min(length(from), 1.0)) * 0.25;
|
|
53
|
+
return arriving * facing;
|
|
54
|
+
}
|
|
55
|
+
|
|
56
|
+
/**
|
|
57
|
+
* The same from a dense volume: one sample a texel, the light in the lower half of y and its
|
|
58
|
+
* direction in the upper. A lookup kept inside the samples never filters across the halves.
|
|
59
|
+
*/
|
|
60
|
+
vec3 driftLightDense(vec3 world, vec3 n, float spacing) {
|
|
61
|
+
ivec3 size = textureSize(uDriftLightAtlas, 0);
|
|
62
|
+
vec3 dims = vec3(float(size.x), float(size.y / 2), float(size.z));
|
|
63
|
+
vec3 at = (world + n * (0.5 * spacing) - uDriftLightOrigin.xyz) / spacing;
|
|
64
|
+
if (any(lessThan(at, vec3(0.0))) || any(greaterThan(at, dims - 1.0))) return vec3(0.0);
|
|
65
|
+
vec3 uvw = (at + 0.5) / vec3(dims.x, dims.y * 2.0, dims.z);
|
|
66
|
+
vec4 light = textureLod(uDriftLightAtlas, uvw, 0.0);
|
|
67
|
+
if (light.a < 1e-3) return vec3(0.0);
|
|
68
|
+
vec4 toward = textureLod(uDriftLightAtlas, uvw + vec3(0.0, 0.5, 0.0), 0.0);
|
|
69
|
+
return driftLightFacing(light, toward, n);
|
|
70
|
+
}
|
|
71
|
+
|
|
72
|
+
/** The summed light arriving on a surface at \`world\` facing \`n\`. A negative spacing is dense. */
|
|
45
73
|
vec3 driftLightIrradiance(vec3 world, vec3 n) {
|
|
46
74
|
float spacing = uDriftLightOrigin.w;
|
|
75
|
+
if (spacing < 0.0) return driftLightDense(world, n, -spacing);
|
|
47
76
|
vec3 at = (world + n * (0.5 * spacing) - uDriftLightOrigin.xyz) / (3.0 * spacing);
|
|
48
77
|
ivec3 cell = ivec3(floor(at));
|
|
49
78
|
if (any(lessThan(cell, ivec3(0))) || any(greaterThanEqual(cell, textureSize(uDriftLightIndex, 0)))) {
|
|
@@ -66,10 +95,6 @@ vec3 driftLightIrradiance(vec3 world, vec3 n) {
|
|
|
66
95
|
vec4 light = textureLod(uDriftLightAtlas, (corner + inside) * texel, 0.0);
|
|
67
96
|
if (light.a < 1e-3) return vec3(0.0);
|
|
68
97
|
vec4 toward = textureLod(uDriftLightAtlas, (corner + vec3(4.0, 0.0, 0.0) + inside) * texel, 0.0);
|
|
69
|
-
|
|
70
|
-
vec3 from = toward.xyz / light.a;
|
|
71
|
-
/* Lambert for a single light, a quarter for light arriving from everywhere: see \`bake.ts\`. */
|
|
72
|
-
float facing = max(dot(n, from), 0.0) + (1.0 - min(length(from), 1.0)) * 0.25;
|
|
73
|
-
return arriving * facing;
|
|
98
|
+
return driftLightFacing(light, toward, n);
|
|
74
99
|
}
|
|
75
100
|
`;
|
|
@@ -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
|
+
}
|
|
@@ -7,11 +7,13 @@ 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';
|
|
13
14
|
import { MAIN_GLSL } from './main.ts';
|
|
14
15
|
import { DRIFT_LIGHT_GLSL } from './driftLight.ts';
|
|
16
|
+
import { SURFACE_EFFECTS_GLSL } from './surfaceEffects.ts';
|
|
15
17
|
import { CHANNEL_ATTRIBUTE, CHANNEL_BEND } from '../vertexChannel.ts';
|
|
16
18
|
import { FULL_LIGHT_BUDGET, type LightBudget } from '../../uniformVectorBudget.ts';
|
|
17
19
|
|
|
@@ -27,7 +29,7 @@ layout(location = 1) in vec3 aNormal;
|
|
|
27
29
|
layout(location = 2) in vec3 aColor;
|
|
28
30
|
layout(location = 3) in float aEmissive;
|
|
29
31
|
layout(location = 4) in float aSpecular;
|
|
30
|
-
layout(location = 5) in
|
|
32
|
+
layout(location = 5) in vec3 aUv;
|
|
31
33
|
layout(location = 6) in vec3 aEmissiveColor;
|
|
32
34
|
layout(location = 7) in float aRoughness;
|
|
33
35
|
layout(location = 8) in float aGrain;
|
|
@@ -145,7 +147,7 @@ out vec3 vWorldPos;
|
|
|
145
147
|
out float vEmissive;
|
|
146
148
|
out float vSpecular;
|
|
147
149
|
out vec4 vLightPos;
|
|
148
|
-
out
|
|
150
|
+
out vec3 vUv;
|
|
149
151
|
out vec3 vEmissiveColor;
|
|
150
152
|
out float vRoughness;
|
|
151
153
|
out float vGrain;
|
|
@@ -242,7 +244,7 @@ void main() {
|
|
|
242
244
|
vColor = aColor * tint;
|
|
243
245
|
vEmissive = aEmissive;
|
|
244
246
|
vSpecular = aSpecular;
|
|
245
|
-
vUv = aUv * uUvScale;
|
|
247
|
+
vUv = vec3(aUv.xy * uUvScale, aUv.z);
|
|
246
248
|
vEmissiveColor = aEmissiveColor;
|
|
247
249
|
vRoughness = aRoughness;
|
|
248
250
|
vGrain = aGrain;
|
|
@@ -364,6 +366,19 @@ export interface FlatShaderOptions {
|
|
|
364
366
|
* for its instructions not to be there.
|
|
365
367
|
*/
|
|
366
368
|
readonly nightEmissive: boolean;
|
|
369
|
+
/**
|
|
370
|
+
* Whether this build reads glass in its shadows at all: `glassShadows` other than `'off'`. True
|
|
371
|
+
* when absent, which is what the generated WGSL is built with.
|
|
372
|
+
*
|
|
373
|
+
* **Not a permutation axis, and the payload is why.** Every lit permutation carries the glass
|
|
374
|
+
* lookups, and a second copy of each without them would be most of the generated file again. So
|
|
375
|
+
* it is one switch, `GLASS_SHADOWS`, that every way into the lookups branches on first: written
|
|
376
|
+
* into this source for WebGL2, and a pipeline-overridable constant on the generated WGSL, which
|
|
377
|
+
* the device compiles away as it would under `#if`. That matters because the lookups returning
|
|
378
|
+
* at their first line still cost the lit pass its registers — 0.42 ms at 720p on WebGL2 on the
|
|
379
|
+
* courtyard at night, measured, and nothing once compiled out.
|
|
380
|
+
*/
|
|
381
|
+
readonly glassShadows?: boolean;
|
|
367
382
|
/**
|
|
368
383
|
* How many point lights this build declares room for. `MAX_POINT_LIGHTS` when absent.
|
|
369
384
|
*
|
|
@@ -466,6 +481,9 @@ export function flatFrag(options: FlatShaderOptions): string {
|
|
|
466
481
|
* is at depth zero, and it is still declared before `pointShadow` uses it.
|
|
467
482
|
*/
|
|
468
483
|
OCTAHEDRAL_GLSL,
|
|
484
|
+
/* Depth zero as well: both glass lookups, sun and lamps, call it, and every permutation
|
|
485
|
+
declares its switch, which the pipelines set whether the permutation reads it or not. */
|
|
486
|
+
glassTintGlsl(options.glassShadows ?? true),
|
|
469
487
|
LOBES_GLSL,
|
|
470
488
|
POINTSHADOW_GLSL,
|
|
471
489
|
DIRECTIONALSHADOW_GLSL,
|
|
@@ -494,6 +512,7 @@ export function flatFrag(options: FlatShaderOptions): string {
|
|
|
494
512
|
/* Unconditional for the same reason, and called only where a cutoff was asked for. */
|
|
495
513
|
CUTOUT_COVERAGE_GLSL,
|
|
496
514
|
DRIFT_LIGHT_GLSL,
|
|
515
|
+
SURFACE_EFFECTS_GLSL,
|
|
497
516
|
MAIN_GLSL,
|
|
498
517
|
].join('\n'),
|
|
499
518
|
{
|