@driftengine/core 4.5.0 → 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.
Files changed (207) hide show
  1. package/CHANGELOG.json +51 -0
  2. package/README.md +1 -1
  3. package/dist/geometry/boxCsg.d.ts +28 -0
  4. package/dist/geometry/boxCsg.js +139 -0
  5. package/dist/geometry/csg.d.ts +36 -0
  6. package/dist/geometry/csg.js +329 -0
  7. package/dist/geometry/meshBuilder.js +13 -0
  8. package/dist/geometry/meshConcat.js +1 -0
  9. package/dist/geometry/pixelFont.js +2 -0
  10. package/dist/geometry/solid.d.ts +61 -0
  11. package/dist/geometry/solid.js +152 -0
  12. package/dist/geometry/solidFlat.d.ts +35 -0
  13. package/dist/geometry/solidFlat.js +428 -0
  14. package/dist/geometry/solidHarness.d.ts +19 -0
  15. package/dist/geometry/solidHarness.js +66 -0
  16. package/dist/geometry/solidNormals.d.ts +17 -0
  17. package/dist/geometry/solidNormals.js +86 -0
  18. package/dist/geometry/solidRound.d.ts +41 -0
  19. package/dist/geometry/solidRound.js +323 -0
  20. package/dist/geometry/solidWriter.d.ts +16 -0
  21. package/dist/geometry/solidWriter.js +42 -0
  22. package/dist/index.d.ts +23 -2
  23. package/dist/index.js +13 -1
  24. package/dist/render/backend/api.d.ts +17 -3
  25. package/dist/render/backend/drawFog.d.ts +26 -0
  26. package/dist/render/backend/drawFog.js +30 -0
  27. package/dist/render/backend/materialChanges.d.ts +2 -1
  28. package/dist/render/backend/materialChanges.js +6 -1
  29. package/dist/render/backend/webgl2/instanced.d.ts +24 -5
  30. package/dist/render/backend/webgl2/instanced.js +72 -15
  31. package/dist/render/backend/webgl2/renderer.d.ts +122 -8
  32. package/dist/render/backend/webgl2/renderer.js +238 -121
  33. package/dist/render/backend/webgpu/buffers.d.ts +10 -0
  34. package/dist/render/backend/webgpu/buffers.js +34 -3
  35. package/dist/render/backend/webgpu/depthPass.js +5 -1
  36. package/dist/render/backend/webgpu/drawCommand.d.ts +5 -0
  37. package/dist/render/backend/webgpu/drawCommand.js +1 -0
  38. package/dist/render/backend/webgpu/flatPass.d.ts +4 -1
  39. package/dist/render/backend/webgpu/flatPass.js +38 -9
  40. package/dist/render/backend/webgpu/glassTintPass.js +2 -1
  41. package/dist/render/backend/webgpu/instanceCullPass.d.ts +34 -0
  42. package/dist/render/backend/webgpu/instanceCullPass.js +144 -0
  43. package/dist/render/backend/webgpu/instanced.d.ts +11 -1
  44. package/dist/render/backend/webgpu/instanced.js +21 -3
  45. package/dist/render/backend/webgpu/latePass.d.ts +6 -2
  46. package/dist/render/backend/webgpu/latePass.js +11 -4
  47. package/dist/render/backend/webgpu/postPass.d.ts +1 -1
  48. package/dist/render/backend/webgpu/renderer.d.ts +100 -10
  49. package/dist/render/backend/webgpu/renderer.js +462 -201
  50. package/dist/render/backend/webgpu/sdfTextPass.js +6 -1
  51. package/dist/render/backend/webgpu/shaders/instanceCull.wgsl.d.ts +18 -0
  52. package/dist/render/backend/webgpu/shaders/instanceCull.wgsl.js +59 -0
  53. package/dist/render/backend/webgpu/surfaceTexturePass.d.ts +17 -3
  54. package/dist/render/backend/webgpu/surfaceTexturePass.js +77 -38
  55. package/dist/render/driftLight/bake.d.ts +7 -0
  56. package/dist/render/driftLight/bake.js +61 -56
  57. package/dist/render/driftLight/denseField.d.ts +46 -0
  58. package/dist/render/driftLight/denseField.js +109 -0
  59. package/dist/render/driftLight/lightField.d.ts +10 -5
  60. package/dist/render/driftLight/lightField.js +25 -19
  61. package/dist/render/driftLight/presence.d.ts +50 -0
  62. package/dist/render/driftLight/presence.js +43 -0
  63. package/dist/render/driftLight/uniforms.d.ts +3 -3
  64. package/dist/render/driftLight/uniforms.js +5 -6
  65. package/dist/render/driftLight/worldLightField.d.ts +41 -0
  66. package/dist/render/driftLight/worldLightField.js +66 -0
  67. package/dist/render/fixtureAtlas.d.ts +20 -0
  68. package/dist/render/fixtureAtlas.js +49 -0
  69. package/dist/render/instanceCull.d.ts +63 -0
  70. package/dist/render/instanceCull.js +160 -0
  71. package/dist/render/instances.d.ts +15 -0
  72. package/dist/render/lightBudget.d.ts +22 -33
  73. package/dist/render/lightBudget.js +24 -35
  74. package/dist/render/lightGrid.d.ts +42 -0
  75. package/dist/render/lightGrid.js +87 -0
  76. package/dist/render/mesh.d.ts +18 -24
  77. package/dist/render/mesh.js +51 -68
  78. package/dist/render/occlusion.d.ts +10 -0
  79. package/dist/render/occlusion.js +36 -7
  80. package/dist/render/pointLightSelection.d.ts +7 -0
  81. package/dist/render/pointLightSelection.js +29 -4
  82. package/dist/render/rainField.d.ts +13 -0
  83. package/dist/render/rainField.js +27 -5
  84. package/dist/render/recon/lateDepth.d.ts +11 -0
  85. package/dist/render/recon/lateDepth.js +70 -0
  86. package/dist/render/recon/resolve.d.ts +34 -4
  87. package/dist/render/recon/resolve.js +161 -20
  88. package/dist/render/rendererHarness.js +4 -0
  89. package/dist/render/sceneTarget.d.ts +2 -0
  90. package/dist/render/sceneTarget.js +2 -0
  91. package/dist/render/shaders/depth.js +12 -9
  92. package/dist/render/shaders/flat/driftLight.d.ts +1 -1
  93. package/dist/render/shaders/flat/driftLight.js +32 -7
  94. package/dist/render/shaders/flat/index.js +5 -3
  95. package/dist/render/shaders/flat/main.d.ts +1 -1
  96. package/dist/render/shaders/flat/main.js +75 -23
  97. package/dist/render/shaders/flat/preamble.js +75 -20
  98. package/dist/render/shaders/flat/surfaceEffects.d.ts +29 -0
  99. package/dist/render/shaders/flat/surfaceEffects.js +152 -0
  100. package/dist/render/shaders/generated/depth.wgsl.d.ts +8 -8
  101. package/dist/render/shaders/generated/depth.wgsl.js +8 -8
  102. package/dist/render/shaders/generated/flat.wgsl.d.ts +1320 -1320
  103. package/dist/render/shaders/generated/flat.wgsl.js +1359 -1345
  104. package/dist/render/shaders/generated/lightVolume.wgsl.js +18 -4
  105. package/dist/render/shaders/generated/rush.wgsl.d.ts +21 -16
  106. package/dist/render/shaders/generated/rush.wgsl.js +21 -16
  107. package/dist/render/shaders/generated/sdfText.wgsl.d.ts +2 -2
  108. package/dist/render/shaders/generated/sdfText.wgsl.js +2 -2
  109. package/dist/render/shaders/generated/text.wgsl.d.ts +1 -1
  110. package/dist/render/shaders/generated/text.wgsl.js +1 -1
  111. package/dist/render/shaders/gi/driftLight.wgsl.d.ts +1 -1
  112. package/dist/render/shaders/gi/driftLight.wgsl.js +27 -4
  113. package/dist/render/shaders/recon/lateDepth.wgsl.js +38 -13
  114. package/dist/render/shaders/recon/resolve.wgsl.d.ts +8 -7
  115. package/dist/render/shaders/recon/resolve.wgsl.js +161 -27
  116. package/dist/render/shaders/rush.js +11 -1
  117. package/dist/render/shaders/sdfText.d.ts +1 -1
  118. package/dist/render/shaders/sdfText.js +3 -2
  119. package/dist/render/shaders/text.d.ts +1 -1
  120. package/dist/render/shaders/text.js +18 -9
  121. package/dist/render/surfaceEffects.d.ts +83 -0
  122. package/dist/render/surfaceEffects.js +75 -0
  123. package/dist/render/surfaceScene.d.ts +8 -0
  124. package/dist/render/surfaceScene.js +8 -0
  125. package/dist/render/surfaceTexture.d.ts +18 -2
  126. package/dist/render/surfaceTexture.js +68 -15
  127. package/dist/render/temporalAa.d.ts +25 -6
  128. package/dist/render/temporalAa.js +45 -15
  129. package/dist/render/textureSource.d.ts +30 -0
  130. package/dist/render/textureSource.js +53 -0
  131. package/dist/render/vertexDefaults.js +2 -0
  132. package/dist/world/hlod.d.ts +104 -0
  133. package/dist/world/hlod.js +214 -0
  134. package/package.json +6 -6
  135. package/src/geometry/boxCsg.ts +186 -0
  136. package/src/geometry/csg.ts +384 -0
  137. package/src/geometry/meshBuilder.ts +15 -0
  138. package/src/geometry/meshConcat.ts +1 -0
  139. package/src/geometry/pixelFont.ts +2 -0
  140. package/src/geometry/solid.ts +189 -0
  141. package/src/geometry/solidFlat.ts +522 -0
  142. package/src/geometry/solidHarness.ts +83 -0
  143. package/src/geometry/solidNormals.ts +103 -0
  144. package/src/geometry/solidRound.ts +443 -0
  145. package/src/geometry/solidWriter.ts +58 -0
  146. package/src/index.ts +51 -1
  147. package/src/render/backend/api.ts +21 -2
  148. package/src/render/backend/drawFog.ts +31 -0
  149. package/src/render/backend/materialChanges.ts +9 -2
  150. package/src/render/backend/webgl2/instanced.ts +80 -14
  151. package/src/render/backend/webgl2/renderer.ts +300 -143
  152. package/src/render/backend/webgpu/buffers.ts +42 -3
  153. package/src/render/backend/webgpu/depthPass.ts +5 -1
  154. package/src/render/backend/webgpu/drawCommand.ts +6 -0
  155. package/src/render/backend/webgpu/flatPass.ts +41 -11
  156. package/src/render/backend/webgpu/glassTintPass.ts +2 -1
  157. package/src/render/backend/webgpu/instanceCullPass.ts +165 -0
  158. package/src/render/backend/webgpu/instanced.ts +21 -3
  159. package/src/render/backend/webgpu/latePass.ts +12 -3
  160. package/src/render/backend/webgpu/renderer.ts +540 -226
  161. package/src/render/backend/webgpu/sdfTextPass.ts +6 -1
  162. package/src/render/backend/webgpu/shaders/instanceCull.wgsl.ts +61 -0
  163. package/src/render/backend/webgpu/surfaceTexturePass.ts +90 -50
  164. package/src/render/driftLight/bake.ts +85 -62
  165. package/src/render/driftLight/denseField.ts +149 -0
  166. package/src/render/driftLight/lightField.ts +33 -18
  167. package/src/render/driftLight/presence.ts +69 -0
  168. package/src/render/driftLight/uniforms.ts +8 -9
  169. package/src/render/driftLight/worldLightField.ts +83 -0
  170. package/src/render/fixtureAtlas.ts +63 -0
  171. package/src/render/instanceCull.ts +205 -0
  172. package/src/render/instances.ts +16 -0
  173. package/src/render/lightBudget.ts +25 -36
  174. package/src/render/lightGrid.ts +130 -0
  175. package/src/render/mesh.ts +59 -72
  176. package/src/render/occlusion.ts +51 -7
  177. package/src/render/pointLightSelection.ts +72 -4
  178. package/src/render/rainField.ts +39 -5
  179. package/src/render/recon/lateDepth.ts +83 -0
  180. package/src/render/recon/resolve.ts +206 -20
  181. package/src/render/rendererHarness.ts +4 -0
  182. package/src/render/sceneTarget.ts +4 -0
  183. package/src/render/shaders/depth.ts +12 -9
  184. package/src/render/shaders/flat/driftLight.ts +32 -7
  185. package/src/render/shaders/flat/index.ts +5 -3
  186. package/src/render/shaders/flat/main.ts +75 -23
  187. package/src/render/shaders/flat/preamble.ts +75 -20
  188. package/src/render/shaders/flat/surfaceEffects.ts +152 -0
  189. package/src/render/shaders/generated/depth.wgsl.ts +8 -8
  190. package/src/render/shaders/generated/flat.wgsl.ts +1361 -1345
  191. package/src/render/shaders/generated/lightVolume.wgsl.ts +20 -4
  192. package/src/render/shaders/generated/rush.wgsl.ts +21 -16
  193. package/src/render/shaders/generated/sdfText.wgsl.ts +2 -2
  194. package/src/render/shaders/generated/text.wgsl.ts +1 -1
  195. package/src/render/shaders/gi/driftLight.wgsl.ts +27 -4
  196. package/src/render/shaders/recon/lateDepth.wgsl.ts +38 -13
  197. package/src/render/shaders/recon/resolve.wgsl.ts +161 -27
  198. package/src/render/shaders/rush.ts +11 -1
  199. package/src/render/shaders/sdfText.ts +3 -2
  200. package/src/render/shaders/text.ts +18 -9
  201. package/src/render/surfaceEffects.ts +132 -0
  202. package/src/render/surfaceScene.ts +16 -0
  203. package/src/render/surfaceTexture.ts +110 -19
  204. package/src/render/temporalAa.ts +78 -14
  205. package/src/render/textureSource.ts +72 -0
  206. package/src/render/vertexDefaults.ts +2 -0
  207. package/src/world/hlod.ts +290 -0
@@ -1,6 +1,23 @@
1
1
  /** The fragment entry point, which assembles everything above into a colour. */
2
2
  export const MAIN_GLSL = `void main() {
3
- if (uClipEnabled != 0 && dot(vec4(vWorldPos, 1.0), uClipPlane) < 0.0) discard;
3
+ /*
4
+ * Where every material map is read: the texture coordinate, and the layer of the array the face
5
+ * wears, rounded here so an interpolated 2.9999 lands on layer 3 however the generated WGSL
6
+ * turns a float into an array index. A plain texture is an array of one, so layer 0.
7
+ */
8
+ vec3 surfaceAt = vec3(vUv.xy, floor(vUv.z + 0.5));
9
+ if (dot(vec4(vWorldPos, 1.0), uClipPlane) < 0.0) discard;
10
+ /*
11
+ * The layer's surface effects, zeros where the albedo array carries no table — see
12
+ * surfaceEffects.ts. Scroll and flipbook move surfaceAt before any map reads it, so every map of
13
+ * the material moves together. The gradients are taken here, outside every branch, for the room
14
+ * a window samples through textureGrad further down.
15
+ */
16
+ fxLoad(int(surfaceAt.z));
17
+ surfaceAt = fxAnimate(surfaceAt);
18
+ vec2 fxDx = dFdx(surfaceAt.xy);
19
+ vec2 fxDy = dFdy(surfaceAt.xy);
20
+ if (uWriteMode.y != 0.0 && !ditherKeeps(uWriteMode.y)) discard;
4
21
 
5
22
  /*
6
23
  * Surface colour and its coverage, resolved before anything else — including before it is
@@ -34,13 +51,13 @@ export const MAIN_GLSL = `void main() {
34
51
  */
35
52
  float coverage = 1.0;
36
53
  if (uAlbedoEnabled != 0) {
37
- vec4 texel = texture(uAlbedo, vUv);
54
+ vec4 texel = texture(uAlbedo, surfaceAt);
38
55
  // Discarded before anything else is computed: a thrown-away fragment should not pay
39
56
  // for the lighting it will never contribute to. The test credits alpha for the mip level
40
57
  // it samples, so a needle averaged thin down the chain is not lost; see cutoutCoverage.ts.
41
58
  // Behind a branch on a uniform, so a material with no cutoff pays nothing for it.
42
59
  if (uAlbedoCutout > 0.0) {
43
- float tested = cutoutAlpha(texel.a, vUv * vec2(textureSize(uAlbedo, 0)));
60
+ float tested = cutoutAlpha(texel.a, vUv.xy * vec2(textureSize(uAlbedo, 0).xy));
44
61
  if (tested < uAlbedoCutout) discard;
45
62
  }
46
63
  albedo *= texel.rgb;
@@ -69,7 +86,7 @@ export const MAIN_GLSL = `void main() {
69
86
  float ormRoughness = vRoughness;
70
87
  float metal = 0.0;
71
88
  if (uOrmEnabled != 0) {
72
- vec3 t = texture(uOrmMap, vUv).rgb;
89
+ vec3 t = texture(uOrmMap, surfaceAt).rgb;
73
90
  ormOcclusion = mix(1.0, t.r, uOrmScale.r);
74
91
  ormRoughness = clamp(t.g * uOrmScale.g, 0.0, 1.0);
75
92
  metal = clamp(t.b * uOrmScale.b, 0.0, 1.0);
@@ -81,6 +98,22 @@ export const MAIN_GLSL = `void main() {
81
98
  * \`uLightingEnabled\` at 0 keeps to the end, and the value every lit draw starts from before
82
99
  * the branch below builds a shaded result on top of it.
83
100
  */
101
+ /*
102
+ * Wear, rain and windows, on the colour and roughness everything below shades. Each is exactly
103
+ * nothing where its numbers are zero, which is every surface of a scene that names no effect.
104
+ */
105
+ fxNormal = normalize(vNormal);
106
+ fxDistance = distance(vWorldPos, uCameraPos);
107
+ vec4 weathered = fxWeather(vWorldPos, albedo, ormRoughness);
108
+ albedo = weathered.rgb;
109
+ ormRoughness = weathered.w;
110
+ vec3 windowGlow = vec3(0.0);
111
+ if (fx0.x > 0.0) {
112
+ vec4 window = fxWindows(surfaceAt, fxDx, fxDy, coverage);
113
+ albedo = mix(albedo, fxRoom * 0.35, window.w);
114
+ windowGlow = window.rgb;
115
+ }
116
+
84
117
  vec3 lit = albedo;
85
118
  /* The light arriving at a glass pane from behind it, gathered in each light loop below and added
86
119
  over the see-through at the end. Stays zero for anything that is not glass. See glass.ts. */
@@ -122,8 +155,8 @@ export const MAIN_GLSL = `void main() {
122
155
  * below. The rule is about non-uniform branches, and this branch is on a uniform.
123
156
  */
124
157
  if (uNormalStrength > 0.0) {
125
- vec3 mapped = texture(uNormalMap, vUv).xyz * 2.0 - 1.0;
126
- mat3 tbn = tangentFrame(n, vWorldPos, vUv, vTangent, vHasTangents);
158
+ vec3 mapped = texture(uNormalMap, surfaceAt).xyz * 2.0 - 1.0;
159
+ mat3 tbn = tangentFrame(n, vWorldPos, vUv.xy, vTangent, vHasTangents);
127
160
  n = normalize(mix(n, normalize(tbn * mapped), uNormalStrength));
128
161
  }
129
162
 
@@ -243,14 +276,14 @@ export const MAIN_GLSL = `void main() {
243
276
  * antisymmetric, the cancellation holds, and it is the more accurate estimate besides: a
244
277
  * forward difference reports the slope half a step away from the point it is used at.
245
278
  */
246
- vec2 duvdx = dFdx(vUv);
247
- vec2 duvdy = dFdy(vUv);
279
+ vec2 duvdx = dFdx(vUv.xy);
280
+ vec2 duvdy = dFdy(vUv.xy);
248
281
  /* Half, because a centred difference spans two steps and three.js's number means one. */
249
282
  float reliefPerStep = uTextureRelief * 0.5;
250
- float dHdx = (surfaceHeight(texture(uAlbedo, vUv + duvdx).rgb)
251
- - surfaceHeight(texture(uAlbedo, vUv - duvdx).rgb)) * reliefPerStep;
252
- float dHdy = (surfaceHeight(texture(uAlbedo, vUv + duvdy).rgb)
253
- - surfaceHeight(texture(uAlbedo, vUv - duvdy).rgb)) * reliefPerStep;
283
+ float dHdx = (surfaceHeight(texture(uAlbedo, vec3(vUv.xy + duvdx, surfaceAt.z)).rgb)
284
+ - surfaceHeight(texture(uAlbedo, vec3(vUv.xy - duvdx, surfaceAt.z)).rgb)) * reliefPerStep;
285
+ float dHdy = (surfaceHeight(texture(uAlbedo, vec3(vUv.xy + duvdy, surfaceAt.z)).rgb)
286
+ - surfaceHeight(texture(uAlbedo, vec3(vUv.xy - duvdy, surfaceAt.z)).rgb)) * reliefPerStep;
254
287
 
255
288
  vec3 dpdx = dFdx(vWorldPos);
256
289
  vec3 dpdy = dFdy(vWorldPos);
@@ -907,6 +940,9 @@ export const MAIN_GLSL = `void main() {
907
940
  * CLUSTER_TEXELS;
908
941
  int clusterLights = uClustered == 1 ? int(clusterTexel(clusterBaseTexel).x) : 0;
909
942
 
943
+ /* The fixture atlas's size, asked once: its cookie band and its profile rows are found from it. */
944
+ vec2 fixtureSize = vec2(textureSize(uFixtureAtlas, 0));
945
+
910
946
  // Point lights. Inverse-square-ish falloff clipped to a finite radius, so a
911
947
  // light can be culled without a visible seam.
912
948
  for (int slot = 0; slot < LIGHT_LOOP_MAX; slot++) {
@@ -1201,7 +1237,9 @@ export const MAIN_GLSL = `void main() {
1201
1237
  vec3 iesRay = -toLight / max(dist, 1e-4);
1202
1238
  /* The angle from the fixture's axis, as a fraction of the 0-to-180 arc every row spans. */
1203
1239
  float iesAngle = acos(clamp(dot(iesRay, lightDir), -1.0, 1.0));
1204
- float iesU = iesAngle / PI_IES;
1240
+ /* Clamped to the row's first and last texel centres, which is what the edge clamp of a
1241
+ texture exactly one row wide gave; the atlas can be wider now, with cookies beside it. */
1242
+ float iesU = clamp(iesAngle / PI_IES * IES_WIDTH, 0.5, IES_WIDTH - 0.5) / fixtureSize.x;
1205
1243
  /*
1206
1244
  * **The azimuth about the fixture's own axis**, behind a branch on a uniform so a scene whose
1207
1245
  * profiles are all axially symmetric pays none of this arithmetic. A \`uniform float\` is
@@ -1255,13 +1293,14 @@ export const MAIN_GLSL = `void main() {
1255
1293
  */
1256
1294
  float cookieTile = max(cookie, 0.0);
1257
1295
  vec2 cookieAt = vec2(
1258
- (cookieTile + clamp(cookieUv.x, COOKIE_INSET, 1.0 - COOKIE_INSET)) / uCookieTiles,
1259
- clamp(cookieUv.y, COOKIE_INSET, 1.0 - COOKIE_INSET));
1296
+ (cookieTile + clamp(cookieUv.x, COOKIE_INSET, 1.0 - COOKIE_INSET)) * COOKIE_SPAN
1297
+ / fixtureSize.x,
1298
+ clamp(cookieUv.y, COOKIE_INSET, 1.0 - COOKIE_INSET) * COOKIE_SPAN / fixtureSize.y);
1260
1299
  /* Unconditional and \`textureLod\`, and selected with a \`mix\` afterwards: the light
1261
1300
  loop is not provably uniform control flow — the clustered arm reads its index from a
1262
1301
  texture — so a branch on the *light's* cookie index around a sample is what the
1263
1302
  2026-08-07 rule forbids. */
1264
- vec3 cookieSample = textureLod(uCookieAtlas, cookieAt, 0.0).rgb;
1303
+ vec3 cookieSample = textureLod(uFixtureAtlas, cookieAt, 0.0).rgb;
1265
1304
  cookieTint = mix(vec3(1.0), cookieSample, step(0.0, cookie));
1266
1305
  }
1267
1306
  }
@@ -1276,10 +1315,12 @@ export const MAIN_GLSL = `void main() {
1276
1315
  * bytes on \`core-only\`** across the sixteen fragment permutations.
1277
1316
  */
1278
1317
  float iesBase = iesRow * (uIesPlaneCount + 1.0);
1318
+ /* The profiles are the atlas's bottom rows, below any cookies. */
1319
+ float iesTop = fixtureSize.y - uIesAtlasRows;
1279
1320
  float iesV = uIesAtlasRows <= 1.0
1280
- ? 0.5
1281
- : (iesBase + iesTurns * uIesPlaneCount + 0.5) / uIesAtlasRows;
1282
- float iesGain = textureLod(uIesAtlas, vec2(iesU, iesV), 0.0).r;
1321
+ ? (iesTop + 0.5) / fixtureSize.y
1322
+ : (iesTop + iesBase + iesTurns * uIesPlaneCount + 0.5) / fixtureSize.y;
1323
+ float iesGain = textureLod(uFixtureAtlas, vec2(iesU, iesV), 0.0).r;
1283
1324
  float photometric = mix(1.0, iesGain, step(0.0, iesProfile));
1284
1325
 
1285
1326
  float shape = (uLightFalloff == 1 ? falloff : falloff * falloff) * coneFalloff * photometric;
@@ -1696,10 +1737,14 @@ export const MAIN_GLSL = `void main() {
1696
1737
  */
1697
1738
  vec3 emissiveMapped = vec3(1.0);
1698
1739
  if (uEmissiveMapEnabled != 0) {
1699
- emissiveMapped = texture(uEmissiveMap, vUv).rgb * uEmissiveScale;
1740
+ emissiveMapped = texture(uEmissiveMap, surfaceAt).rgb * uEmissiveScale;
1700
1741
  }
1742
+ /* Pulse, flicker and fade from the layer's effects; exactly 1 where it names none. */
1743
+ float fxGlow = fx4.z + fx5.x + fx5.w > 0.0 ? fxEmission(surfaceAt.z) : 1.0;
1701
1744
  lit += emissiveTint * emissiveMapped * uEmissiveGain * vEmissive * uNightFactor
1702
- * mix(1.0, min(lightShade, sunShade), EMISSIVE_SHADOW_SHARE);
1745
+ * mix(1.0, min(lightShade, sunShade), EMISSIVE_SHADOW_SHARE) * fxGlow;
1746
+ /* And a lit window's glow, which the scene's lit share already times: not gated on night. */
1747
+ lit += windowGlow * uEmissiveGain;
1703
1748
 
1704
1749
  #if NIGHT_EMISSIVE
1705
1750
  /*
@@ -1773,7 +1818,14 @@ export const MAIN_GLSL = `void main() {
1773
1818
  fog = mediumFog(distance(vWorldPos, uCameraPos), vWorldPos.y);
1774
1819
  }
1775
1820
 
1776
- vec3 shaded = applyOutputTransform(mix(lit, mediumColor(), fog));
1821
+ /*
1822
+ * A surface recedes into the medium; light added to the frame fades in it (\`uFogEnabled\` at 2,
1823
+ * \`drawFog.ts\`). What is behind an additive draw is already fogged, so mixing the draw toward
1824
+ * the medium's colour and adding it puts the haze into the frame twice — a glow by day drew as
1825
+ * a grey shape of itself, greyer the thicker the air.
1826
+ */
1827
+ vec3 shaded = applyOutputTransform(
1828
+ uFogEnabled == 2 ? lit * (1.0 - fog) : mix(lit, mediumColor(), fog));
1777
1829
 
1778
1830
  /*
1779
1831
  * **Refraction: the scene behind this surface, bent and absorbed.**
@@ -1870,7 +1922,7 @@ export const MAIN_GLSL = `void main() {
1870
1922
  * up holding the weighted sum of colour and the weighted sum of alpha. The revealage pass draws
1871
1923
  * the same geometry with this at 0, where the branch below is not taken at all.
1872
1924
  */
1873
- if (uOitWeighted != 0.0) {
1925
+ if (uWriteMode.x != 0.0) {
1874
1926
  float z = distance(vWorldPos, uCameraPos) / 200.0;
1875
1927
  float falloff = 0.03 / (1e-5 + z * z * z * z);
1876
1928
  float w = alpha * clamp(falloff, 1e-2, 3e3);
@@ -1,5 +1,6 @@
1
1
  /** Version, inputs, uniforms and the defines the rest of the fragment shader is written against. */
2
2
  import { COOKIE_TILE } from '../../lightBudget.js';
3
+ import { IES_ATLAS_WIDTH } from '../../iesProfile.js';
3
4
  import { CLUSTER_TEXELS, CLUSTER_X, CLUSTER_Y, CLUSTER_Z, LIGHT_REGION_TEXELS, LIGHT_TEXELS, MAX_LIGHTS_PER_CLUSTER, TABLE_WIDTH, } from '../../clusteredLights.js';
4
5
  /**
5
6
  * How much roughness a relieved or normal-mapped surface gains per unit of relief.
@@ -39,7 +40,7 @@ in vec3 vWorldPos;
39
40
  in float vEmissive;
40
41
  in float vSpecular;
41
42
  in vec4 vLightPos;
42
- in vec2 vUv;
43
+ in vec3 vUv;
43
44
  in vec3 vEmissiveColor;
44
45
  in float vRoughness;
45
46
  /*
@@ -124,7 +125,7 @@ flat in int vHasTangents;
124
125
  * biome recolours a whole world without a second texture, and a mesh whose texture is
125
126
  * white shades identically to one with no texture at all.
126
127
  */
127
- uniform sampler2D uAlbedo;
128
+ uniform mediump sampler2DArray uAlbedo;
128
129
  /** 0 leaves every textured path unevaluated, for the majority of geometry with no image. */
129
130
  uniform int uAlbedoEnabled;
130
131
  /**
@@ -140,6 +141,12 @@ uniform int uAlbedoEnabled;
140
141
  * else changes.
141
142
  */
142
143
  uniform float uAlbedoCutout;
144
+ /**
145
+ * The albedo array's per-layer effects table: six texels a layer, read with \`texelFetch\` at the
146
+ * layer a vertex carries. A 1×1 stand-in where the array has none, which the size test below reads
147
+ * as no effects at all. See \`surfaceEffects.ts\` for the layout.
148
+ */
149
+ uniform mediump sampler2D uSurfaceEffects;
143
150
 
144
151
  /**
145
152
  * 1 for a surface seen from both faces: glTF's doubleSided, a curtain or a leaf card. Its draw culls
@@ -157,7 +164,7 @@ uniform int uDoubleSided;
157
164
  * display values bends every normal toward the surface and reads as a green tint over everything.
158
165
  * SurfaceTextureOptions.colorSpace already defaults to linear and says why.
159
166
  */
160
- uniform highp sampler2D uNormalMap;
167
+ uniform highp sampler2DArray uNormalMap;
161
168
  /**
162
169
  * How hard the map turns the shading normal. 0 is no map at all, and gates the whole block.
163
170
  *
@@ -179,7 +186,7 @@ uniform float uNormalStrength;
179
186
  * Sampled linear and never sRGB. These three numbers *are* the data, not a picture of it, and
180
187
  * decoding them as display values would bend every one of them toward its floor.
181
188
  */
182
- uniform highp sampler2D uOrmMap;
189
+ uniform highp sampler2DArray uOrmMap;
183
190
  /**
184
191
  * 1 when a map is bound. Gates the whole block, following uAlbedoEnabled.
185
192
  *
@@ -225,7 +232,7 @@ uniform float uEnvironmentPrefiltered;
225
232
  * above, and now with a number behind them: a fifth flag was built and measured at 49% of the
226
233
  * bundle. See \`ARCHITECTURE.md\` §1.
227
234
  */
228
- uniform highp sampler2D uEmissiveMap;
235
+ uniform highp sampler2DArray uEmissiveMap;
229
236
  /** 1 when a map is bound. Gates the sample, following uOrmEnabled. */
230
237
  uniform int uEmissiveMapEnabled;
231
238
  /**
@@ -301,9 +308,21 @@ uniform vec3 uAmbient;
301
308
  uniform vec3 uAmbientGround;
302
309
  ${FOG_GLSL}
303
310
  uniform vec3 uCameraPos;
304
- /** Optional world plane; reflection passes retain only the viewer's side. */
311
+ /**
312
+ * Optional world plane; reflection passes retain only the viewer's side.
313
+ *
314
+ * **Zero is off, and there is no flag beside it.** A zero plane gives \`dot(p, 0) = 0\`, which is
315
+ * never below zero, so it discards nothing — the \`uClipEnabled\` int that stood here said nothing
316
+ * the plane could not, and a scalar is a whole uniform row on WebGL2. Its row paid for
317
+ * \`uSurfaceScene\`. Other programs keep their own flags; this is the lit stage's alone.
318
+ */
305
319
  uniform vec4 uClipPlane;
306
- uniform int uClipEnabled;
320
+ /**
321
+ * The scene's surface clock and weather, from the environment: x seconds on the caller's clock, y
322
+ * how wet the world is, z the share of facade windows lit, w the share that stays lit however late.
323
+ * One row for all four, paid for by the flag the clip plane no longer needs.
324
+ */
325
+ uniform vec4 uSurfaceScene;
307
326
  uniform float uEmissiveGain;
308
327
  uniform float uNightFactor;
309
328
  #if NIGHT_EMISSIVE
@@ -333,22 +352,47 @@ uniform float uNightEmissive;
333
352
  uniform float uOpacity;
334
353
 
335
354
  /**
336
- * Whether this draw is accumulating into the order-independent transparency buffers, and
337
- * therefore weights its own output. 0 is every draw that is not, which is every draw on every
355
+ * Two per-draw switches on how a fragment is *written* rather than what colour it is, sharing one
356
+ * row: on WebGL2 every scalar uniform takes a row of its own, and the eight-light rung stands at 255
357
+ * of the 256 an Adreno 740 offers (\`uniformVectorBudget.test.ts\`), so a second scalar would have
358
+ * spent the last row and the next uniform anybody added would drop that part to four lights.
359
+ *
360
+ * **\`.x\` — whether this draw is accumulating into the order-independent transparency buffers**,
361
+ * and therefore weights its own output. 0 is every draw that is not, which is every draw on every
338
362
  * published scene.
339
363
  *
340
- * **A uniform rather than a permutation, and the cost is why.** Writing the accumulation and the
364
+ * A uniform rather than a permutation, and the cost is why. Writing the accumulation and the
341
365
  * revealage from one pass needs a second fragment output, which is another \`flatFrag\` axis —
342
366
  * measured in \`scripts/wgsl.ts\` at about 247 KB gzipped, doubling the sixteen fragment variants,
343
367
  * and paid by every consumer whether or not they ever switch this on. A branch on a uniform costs
344
368
  * a compare, and the geometry is submitted twice instead. See \`orderIndependent.ts\`.
345
369
  *
346
- * **The revealage pass does not read this.** It draws with this at 0 and a blend of
370
+ * The revealage pass does not read it. It draws with it at 0 and a blend of
347
371
  * \`(ZERO, ONE_MINUS_SRC_ALPHA)\`, so the colour it computes is multiplied away and only its alpha
348
372
  * reaches the target — which is exactly the point: both passes run the same code to decide what
349
373
  * alpha this fragment has, so they cannot disagree about it.
374
+ *
375
+ * **\`.y\` — how much of this draw survives a screen-door dither**, for a crossfade between two
376
+ * levels of detail of one thing. 0 is off, and every draw that never asked for it. Positive keeps
377
+ * that share of an 8×8 Bayer pattern's cells; negative keeps the complement — the cells a draw at
378
+ * the positive amount leaves out — so two draws at \`t\` and \`-t\` cover every pixel exactly once,
379
+ * whatever \`t\` is. Keyed on the framebuffer's own pixel, whose y runs the other way on WebGPU, so
380
+ * the grain is mirrored between backends and nothing else about it differs. What it gives up: a
381
+ * crossfade reads as grain for as long as it lasts, which is why it should be short; and a blended
382
+ * draw that asks for it is dithered too, since the test is a discard.
350
383
  */
351
- uniform float uOitWeighted;
384
+ uniform vec2 uWriteMode;
385
+
386
+ /** Whether this fragment is one \`uWriteMode.y\` keeps. Integer arithmetic, per the device rule. */
387
+ bool ditherKeeps(float amount) {
388
+ uvec2 p = uvec2(gl_FragCoord.xy) & 7u;
389
+ uint a = p.x ^ p.y;
390
+ uint b = p.y;
391
+ uint cell = ((a & 1u) << 5) | ((b & 1u) << 4) | ((a & 2u) << 2) | ((b & 2u) << 1) |
392
+ ((a & 4u) >> 1) | ((b & 4u) >> 2);
393
+ float threshold = (float(cell) + 0.5) / 64.0;
394
+ return amount > 0.0 ? threshold < amount : threshold >= -amount;
395
+ }
352
396
 
353
397
  /**
354
398
  * Whether the fragment stage runs any lighting: ambient, the sun, point lights, specular,
@@ -372,10 +416,11 @@ uniform float uOitWeighted;
372
416
  */
373
417
  uniform int uLightingEnabled;
374
418
  /**
375
- * Whether this draw recedes into the medium: the atmospheric haze and the underwater tint
376
- * both, folded together because both are the *camera's* medium rather than a property of the
377
- * surface — see \`mediumFog\`/\`mediumColor\` in \`fog.ts\`. 1 keeps both, matching every draw
378
- * before this existed.
419
+ * How this draw meets the medium: the atmospheric haze and the underwater tint both, folded
420
+ * together because both are the *camera's* medium rather than a property of the surface — see
421
+ * \`mediumFog\`/\`mediumColor\` in \`fog.ts\`. 1 recedes into it, matching every draw before this
422
+ * existed; 2 fades in it without taking its colour, which is what an additive draw is given; 0
423
+ * keeps out of it. The rule is \`fogModeOf\` in \`backend/drawFog.ts\`.
379
424
  *
380
425
  * **Independent of \`uLightingEnabled\`, and that is the point of it being a second uniform
381
426
  * rather than the same one.** "Unlit but still fading into the haze" is a real thing to
@@ -725,15 +770,15 @@ uniform vec3 uLightIesAxis[MAX_LIGHTS];
725
770
  */
726
771
  uniform float uLightCookie[MAX_LIGHTS];
727
772
  /**
728
- * Photometric profiles: one row per fixture, a fixture's intensity by vertical angle across it.
773
+ * Photometric profiles: one row per fixture, a fixture's intensity by vertical angle across it, in
774
+ * the bottom band of the fixture atlas below.
729
775
  *
730
776
  * **Every row spans the same 0 to 180 degree arc**, whatever the file measured, which is what lets
731
777
  * a light carry only a row index — see \`iesProfile.ts\`. With no profile loaded this holds a
732
778
  * single row of ones, the multiplicative identity, because a declared sampler needs a complete
733
779
  * texture whether or not the branch reads it and a row of zeros would switch off every light.
734
780
  */
735
- uniform sampler2D uIesAtlas;
736
- /** Rows in the atlas, so a row index becomes a coordinate. At least 1. */
781
+ /** Rows of profile in the fixture atlas, below its cookies. At least 1. */
737
782
  uniform float uIesAtlasRows;
738
783
  /**
739
784
  * Horizontal planes each profile occupies, so a row is \`profile * planes + plane\`.
@@ -753,8 +798,14 @@ uniform float uIesPlaneCount;
753
798
  * identity, because a declared sampler needs a complete texture whether or not the branch reads it
754
799
  * and a black stand-in would switch off every light that reached it.
755
800
  */
756
- uniform sampler2D uCookieAtlas;
757
801
  uniform float uCookieTiles;
802
+ /**
803
+ * Both tables in one texture: the cookies' row of tiles in the top band, the profiles' rows below.
804
+ * One sampler for the two since 2026-09-30, because the lit stage bound fifteen of the sixteen
805
+ * WebGL2 guarantees; see \`fixtureAtlas.ts\`. The bands are found from \`textureSize\` and
806
+ * \`uIesAtlasRows\`, so the fold cost no uniform.
807
+ */
808
+ uniform sampler2D uFixtureAtlas;
758
809
  /**
759
810
  * Half a texel of a tile, so a cookie's edge cannot reach its neighbour in the atlas.
760
811
  *
@@ -763,6 +814,10 @@ uniform float uCookieTiles;
763
814
  * cookie. Derived from \`COOKIE_TILE\` rather than written twice.
764
815
  */
765
816
  #define COOKIE_INSET (0.5 / ${COOKIE_TILE}.0)
817
+ /** Texels across a profile's row, where a vertical angle of 0 to 180 degrees is laid. */
818
+ #define IES_WIDTH ${IES_ATLAS_WIDTH}.0
819
+ /** Texels a cookie's tile spans, on both axes. */
820
+ #define COOKIE_SPAN ${COOKIE_TILE}.0
766
821
  /**
767
822
  * Rectangular area lights, and how many of them are live.
768
823
  *
@@ -0,0 +1,29 @@
1
+ /**
2
+ * Surface effects in the lit shader: what a layer does beyond its picture, read from the albedo
3
+ * array's effects table at the layer a vertex carries (`surfaceEffects.ts` has the layout).
4
+ *
5
+ * **Nothing here changes a surface that asks for nothing.** With no table the fetch never runs and
6
+ * every value is zero; each effect is then `mix(x, y, 0)` or a multiply by exactly 1, so a scene
7
+ * that never names an effect draws bit for bit what it drew before. Rain is the one effect that
8
+ * needs no table — it is the scene's (`Environment.wetness`) — and at zero it is the same no-op.
9
+ *
10
+ * **Windows and rooms.** A layer's windows are a grid of cells over one repeat. Each window lights
11
+ * by a hash of its cell against the scene's lit share, quantised to tenths, so a rising share lights
12
+ * more windows rather than brightening the lit ones; a share of them stays lit in the small hours.
13
+ * A room behind a window is **interior mapping from one image**: a one-point perspective picture of
14
+ * a room, back wall in its centre half, is sampled where the view ray meets the room's box. A point
15
+ * on any wall at depth s maps into that picture at `0.5 + (xy - 0.5) / (1 + s)` — the back wall at
16
+ * s = 1 lands in the centre square, and a side wall runs from the picture's edge in to it — so one
17
+ * formula serves every wall and the picture carries its own shading.
18
+ *
19
+ * **Wear** is procedural: dust settling on what faces up, grime rising from the ground and in
20
+ * blotches, streaks running down walls, all fading out with distance where a table says to.
21
+ *
22
+ * Every sample inside these branches is `textureGrad` with gradients taken outside them, or
23
+ * `texelFetch` (the 2026-08-07 rule). Hashes are integer arithmetic (the 2026-09-20 rule).
24
+ *
25
+ * What it gives up: the room picture is one per layer, so every room of a facade is the same room
26
+ * lit or dark; and a room's box assumes a window as wide as it is tall, so a very tall cell
27
+ * stretches its room.
28
+ */
29
+ export declare const SURFACE_EFFECTS_GLSL = "\n/*\n * The layer's six rows, and what every effect reads beside them, filled once at the top of main.\n * Globals rather than arguments, because naga passes every argument through a pointer and a copy,\n * and in sixteen permutations that traffic was most of what the effects cost in bytes.\n */\nvec4 fx0;\nvec4 fx1;\nvec4 fx2;\nvec4 fx3;\nvec4 fx4;\nvec4 fx5;\nvec3 fxNormal;\nfloat fxDistance;\n\n/** Fill the rows for this layer, or leave them zero where the array carries no table. */\nvoid fxLoad(int layer) {\n fx0 = vec4(0.0);\n fx1 = vec4(0.0);\n fx2 = vec4(0.0);\n fx3 = vec4(0.0);\n fx4 = vec4(0.0);\n fx5 = vec4(0.0);\n ivec2 size = textureSize(uSurfaceEffects, 0);\n if (size.x < 6 || layer < 0 || layer >= size.y) return;\n fx0 = texelFetch(uSurfaceEffects, ivec2(0, layer), 0);\n fx1 = texelFetch(uSurfaceEffects, ivec2(1, layer), 0);\n fx2 = texelFetch(uSurfaceEffects, ivec2(2, layer), 0);\n fx3 = texelFetch(uSurfaceEffects, ivec2(3, layer), 0);\n fx4 = texelFetch(uSurfaceEffects, ivec2(4, layer), 0);\n fx5 = texelFetch(uSurfaceEffects, ivec2(5, layer), 0);\n}\n\n/** A cell and a seed to 0..1, the same on every device. */\nfloat fxHash(vec2 cell, float seed) {\n uvec2 q = uvec2(ivec2(cell)) + uvec2(uint(seed) * 7919u, uint(seed) * 104729u);\n uint h = (q.x * 1597334677u) ^ (q.y * 3812015801u);\n h = (h ^ (h >> 16)) * 2246822519u;\n h ^= h >> 13;\n return float(h & 16777215u) / 16777216.0;\n}\n\nfloat fxNoise(vec2 p) {\n vec2 i = floor(p);\n vec2 u = smoothstep(0.0, 1.0, fract(p));\n return mix(\n mix(fxHash(i, 0.0), fxHash(i + vec2(1.0, 0.0), 0.0), u.x),\n mix(fxHash(i + vec2(0.0, 1.0), 0.0), fxHash(i + vec2(1.0, 1.0), 0.0), u.x),\n u.y);\n}\n\n/** Scroll and flipbook, on the caller's clock. `fract` keeps a long clock from eating precision. */\nvec3 fxAnimate(vec3 at) {\n float time = uSurfaceScene.x;\n at.xy += fract(fx4.xy * time);\n if (fx5.y > 0.0) at.z += mod(floor(time * fx5.z), fx5.y);\n return at;\n}\n\n/** Pulse, flicker and fade with distance, as a factor on the emission. */\nfloat fxEmission(float layer) {\n float time = uSurfaceScene.x;\n float e = 1.0 - fx4.w * (0.5 + 0.5 * sin(6.2831853 * fract(fx4.z * time)));\n e *= 1.0 - fx5.x * step(0.7, fxHash(vec2(floor(time * 14.0), layer), 3.0));\n if (fx5.w > 0.0) e *= 1.0 - smoothstep(fx5.w * 0.7, fx5.w, fxDistance);\n return e;\n}\n\n/** Dust, grime and streaks, then the scene's rain: the colour in xyz, the roughness in w. */\nvec4 fxWeather(vec3 world, vec3 albedo, float roughness) {\n float fade = fx3.w > 0.0 ? 1.0 - smoothstep(fx3.w * 0.5, fx3.w, fxDistance) : 1.0;\n if (fx3.x + fx3.y + fx3.z > 0.0) {\n float blotch = fxNoise(world.xz * 0.35 + world.y * 0.2);\n float dust = fx3.x * smoothstep(0.35, 0.9, fxNormal.y) * (0.5 + 0.5 * blotch) * fade;\n float grime = fx3.y * (0.55 - 0.55 * smoothstep(0.0, 2.5, world.y) + 0.45 * blotch) * fade;\n float streak = fx3.z * (1.0 - abs(fxNormal.y))\n * fxNoise(vec2((world.x + world.z) * 2.5, world.y * 0.15)) * fade;\n albedo = mix(albedo, vec3(0.56, 0.53, 0.48), dust * 0.6) * (1.0 - 0.5 * grime - 0.35 * streak);\n roughness = mix(roughness, 1.0, clamp(0.5 * (dust + grime), 0.0, 1.0));\n }\n float wet = uSurfaceScene.y * (1.0 - fx2.w) * mix(0.35, 1.0, smoothstep(0.2, 0.8, fxNormal.y));\n return vec4(albedo * (1.0 - 0.45 * wet), mix(roughness, 0.08, wet));\n}\n\n/**\n * Windows and the rooms behind them: the glow a lit window adds to the emission in xyz, and in w\n * how much of the surface is glass, which the caller mixes toward the room's dim colour. The room\n * itself is returned through `fxRoom`. `mask` is the albedo's alpha, and a window is a hole in the\n * wall's picture: glass where it is 0. The other way round would lose the wall's colour, which does\n * not survive an upload at alpha 0.\n *\n * **A building's own light, where its vertices name one.** The table is per layer, and every\n * facade of one style shares a layer, so a light that differs from building to building \u2014 its\n * colour and its strength \u2014 cannot live there. A window layer's vertex emissive is otherwise unused\n * (its windows glow here, not through the emissive term), so the vertex's emissive colour, strength\n * folded in, is that light: the window's colour where there is no room, a tint on the room where\n * there is. An absent colour reads negative and leaves both exactly as the table says.\n */\nvec3 fxRoom;\nvec4 fxWindows(vec3 at, vec2 dx, vec2 dy, float mask) {\n float glass = fx0.z > 0.0 ? 1.0 - mask : 1.0;\n vec2 g = at.xy * fx0.xy;\n vec2 local = fract(g);\n float share = floor(max(uSurfaceScene.z, uSurfaceScene.w) * 10.0 + 0.5) / 10.0;\n float lit = fxHash(floor(g), fx0.w) < share * (fx1.x > 0.0 ? fx1.z : 1.0) ? 1.0 : 0.0;\n fxRoom = fx2.rgb;\n bool own = vEmissiveColor.r >= 0.0;\n vec3 glow = own ? vEmissiveColor : fx2.rgb;\n float tangentLength = length(vTangent.xyz);\n if (fx1.x > 0.0 && tangentLength > 1e-4) {\n vec3 t = vTangent.xyz / tangentLength;\n vec3 v = normalize(vWorldPos - uCameraPos);\n vec3 d = vec3(dot(v, t), dot(v, cross(fxNormal, t)) * sign(vTangent.w + 0.5),\n min(dot(v, fxNormal), -1e-3) / max(fx1.y, 0.05));\n vec2 across = (step(0.0, d.xy) - local) / (sign(d.xy + 1e-9) * max(abs(d.xy), 1e-5));\n float travel = min(min(across.x, across.y), -1.0 / d.z);\n float depth = min(-d.z * travel, 1.0);\n vec2 picture = 0.5 + (local + d.xy * travel - 0.5) / (1.0 + depth);\n fxRoom = textureGrad(uAlbedo, vec3(picture, fx1.x - 1.0), dx * fx0.xy * 0.5, dy * fx0.xy * 0.5).rgb;\n glow = own ? fxRoom * vEmissiveColor : fxRoom;\n }\n return vec4(glow * (lit * fx1.w * glass), glass);\n}\n";
@@ -0,0 +1,152 @@
1
+ /**
2
+ * Surface effects in the lit shader: what a layer does beyond its picture, read from the albedo
3
+ * array's effects table at the layer a vertex carries (`surfaceEffects.ts` has the layout).
4
+ *
5
+ * **Nothing here changes a surface that asks for nothing.** With no table the fetch never runs and
6
+ * every value is zero; each effect is then `mix(x, y, 0)` or a multiply by exactly 1, so a scene
7
+ * that never names an effect draws bit for bit what it drew before. Rain is the one effect that
8
+ * needs no table — it is the scene's (`Environment.wetness`) — and at zero it is the same no-op.
9
+ *
10
+ * **Windows and rooms.** A layer's windows are a grid of cells over one repeat. Each window lights
11
+ * by a hash of its cell against the scene's lit share, quantised to tenths, so a rising share lights
12
+ * more windows rather than brightening the lit ones; a share of them stays lit in the small hours.
13
+ * A room behind a window is **interior mapping from one image**: a one-point perspective picture of
14
+ * a room, back wall in its centre half, is sampled where the view ray meets the room's box. A point
15
+ * on any wall at depth s maps into that picture at `0.5 + (xy - 0.5) / (1 + s)` — the back wall at
16
+ * s = 1 lands in the centre square, and a side wall runs from the picture's edge in to it — so one
17
+ * formula serves every wall and the picture carries its own shading.
18
+ *
19
+ * **Wear** is procedural: dust settling on what faces up, grime rising from the ground and in
20
+ * blotches, streaks running down walls, all fading out with distance where a table says to.
21
+ *
22
+ * Every sample inside these branches is `textureGrad` with gradients taken outside them, or
23
+ * `texelFetch` (the 2026-08-07 rule). Hashes are integer arithmetic (the 2026-09-20 rule).
24
+ *
25
+ * What it gives up: the room picture is one per layer, so every room of a facade is the same room
26
+ * lit or dark; and a room's box assumes a window as wide as it is tall, so a very tall cell
27
+ * stretches its room.
28
+ */
29
+ export const SURFACE_EFFECTS_GLSL = /* glsl */ `
30
+ /*
31
+ * The layer's six rows, and what every effect reads beside them, filled once at the top of main.
32
+ * Globals rather than arguments, because naga passes every argument through a pointer and a copy,
33
+ * and in sixteen permutations that traffic was most of what the effects cost in bytes.
34
+ */
35
+ vec4 fx0;
36
+ vec4 fx1;
37
+ vec4 fx2;
38
+ vec4 fx3;
39
+ vec4 fx4;
40
+ vec4 fx5;
41
+ vec3 fxNormal;
42
+ float fxDistance;
43
+
44
+ /** Fill the rows for this layer, or leave them zero where the array carries no table. */
45
+ void fxLoad(int layer) {
46
+ fx0 = vec4(0.0);
47
+ fx1 = vec4(0.0);
48
+ fx2 = vec4(0.0);
49
+ fx3 = vec4(0.0);
50
+ fx4 = vec4(0.0);
51
+ fx5 = vec4(0.0);
52
+ ivec2 size = textureSize(uSurfaceEffects, 0);
53
+ if (size.x < 6 || layer < 0 || layer >= size.y) return;
54
+ fx0 = texelFetch(uSurfaceEffects, ivec2(0, layer), 0);
55
+ fx1 = texelFetch(uSurfaceEffects, ivec2(1, layer), 0);
56
+ fx2 = texelFetch(uSurfaceEffects, ivec2(2, layer), 0);
57
+ fx3 = texelFetch(uSurfaceEffects, ivec2(3, layer), 0);
58
+ fx4 = texelFetch(uSurfaceEffects, ivec2(4, layer), 0);
59
+ fx5 = texelFetch(uSurfaceEffects, ivec2(5, layer), 0);
60
+ }
61
+
62
+ /** A cell and a seed to 0..1, the same on every device. */
63
+ float fxHash(vec2 cell, float seed) {
64
+ uvec2 q = uvec2(ivec2(cell)) + uvec2(uint(seed) * 7919u, uint(seed) * 104729u);
65
+ uint h = (q.x * 1597334677u) ^ (q.y * 3812015801u);
66
+ h = (h ^ (h >> 16)) * 2246822519u;
67
+ h ^= h >> 13;
68
+ return float(h & 16777215u) / 16777216.0;
69
+ }
70
+
71
+ float fxNoise(vec2 p) {
72
+ vec2 i = floor(p);
73
+ vec2 u = smoothstep(0.0, 1.0, fract(p));
74
+ return mix(
75
+ mix(fxHash(i, 0.0), fxHash(i + vec2(1.0, 0.0), 0.0), u.x),
76
+ mix(fxHash(i + vec2(0.0, 1.0), 0.0), fxHash(i + vec2(1.0, 1.0), 0.0), u.x),
77
+ u.y);
78
+ }
79
+
80
+ /** Scroll and flipbook, on the caller's clock. \`fract\` keeps a long clock from eating precision. */
81
+ vec3 fxAnimate(vec3 at) {
82
+ float time = uSurfaceScene.x;
83
+ at.xy += fract(fx4.xy * time);
84
+ if (fx5.y > 0.0) at.z += mod(floor(time * fx5.z), fx5.y);
85
+ return at;
86
+ }
87
+
88
+ /** Pulse, flicker and fade with distance, as a factor on the emission. */
89
+ float fxEmission(float layer) {
90
+ float time = uSurfaceScene.x;
91
+ float e = 1.0 - fx4.w * (0.5 + 0.5 * sin(6.2831853 * fract(fx4.z * time)));
92
+ e *= 1.0 - fx5.x * step(0.7, fxHash(vec2(floor(time * 14.0), layer), 3.0));
93
+ if (fx5.w > 0.0) e *= 1.0 - smoothstep(fx5.w * 0.7, fx5.w, fxDistance);
94
+ return e;
95
+ }
96
+
97
+ /** Dust, grime and streaks, then the scene's rain: the colour in xyz, the roughness in w. */
98
+ vec4 fxWeather(vec3 world, vec3 albedo, float roughness) {
99
+ float fade = fx3.w > 0.0 ? 1.0 - smoothstep(fx3.w * 0.5, fx3.w, fxDistance) : 1.0;
100
+ if (fx3.x + fx3.y + fx3.z > 0.0) {
101
+ float blotch = fxNoise(world.xz * 0.35 + world.y * 0.2);
102
+ float dust = fx3.x * smoothstep(0.35, 0.9, fxNormal.y) * (0.5 + 0.5 * blotch) * fade;
103
+ float grime = fx3.y * (0.55 - 0.55 * smoothstep(0.0, 2.5, world.y) + 0.45 * blotch) * fade;
104
+ float streak = fx3.z * (1.0 - abs(fxNormal.y))
105
+ * fxNoise(vec2((world.x + world.z) * 2.5, world.y * 0.15)) * fade;
106
+ albedo = mix(albedo, vec3(0.56, 0.53, 0.48), dust * 0.6) * (1.0 - 0.5 * grime - 0.35 * streak);
107
+ roughness = mix(roughness, 1.0, clamp(0.5 * (dust + grime), 0.0, 1.0));
108
+ }
109
+ float wet = uSurfaceScene.y * (1.0 - fx2.w) * mix(0.35, 1.0, smoothstep(0.2, 0.8, fxNormal.y));
110
+ return vec4(albedo * (1.0 - 0.45 * wet), mix(roughness, 0.08, wet));
111
+ }
112
+
113
+ /**
114
+ * Windows and the rooms behind them: the glow a lit window adds to the emission in xyz, and in w
115
+ * how much of the surface is glass, which the caller mixes toward the room's dim colour. The room
116
+ * itself is returned through \`fxRoom\`. \`mask\` is the albedo's alpha, and a window is a hole in the
117
+ * wall's picture: glass where it is 0. The other way round would lose the wall's colour, which does
118
+ * not survive an upload at alpha 0.
119
+ *
120
+ * **A building's own light, where its vertices name one.** The table is per layer, and every
121
+ * facade of one style shares a layer, so a light that differs from building to building — its
122
+ * colour and its strength — cannot live there. A window layer's vertex emissive is otherwise unused
123
+ * (its windows glow here, not through the emissive term), so the vertex's emissive colour, strength
124
+ * folded in, is that light: the window's colour where there is no room, a tint on the room where
125
+ * there is. An absent colour reads negative and leaves both exactly as the table says.
126
+ */
127
+ vec3 fxRoom;
128
+ vec4 fxWindows(vec3 at, vec2 dx, vec2 dy, float mask) {
129
+ float glass = fx0.z > 0.0 ? 1.0 - mask : 1.0;
130
+ vec2 g = at.xy * fx0.xy;
131
+ vec2 local = fract(g);
132
+ float share = floor(max(uSurfaceScene.z, uSurfaceScene.w) * 10.0 + 0.5) / 10.0;
133
+ float lit = fxHash(floor(g), fx0.w) < share * (fx1.x > 0.0 ? fx1.z : 1.0) ? 1.0 : 0.0;
134
+ fxRoom = fx2.rgb;
135
+ bool own = vEmissiveColor.r >= 0.0;
136
+ vec3 glow = own ? vEmissiveColor : fx2.rgb;
137
+ float tangentLength = length(vTangent.xyz);
138
+ if (fx1.x > 0.0 && tangentLength > 1e-4) {
139
+ vec3 t = vTangent.xyz / tangentLength;
140
+ vec3 v = normalize(vWorldPos - uCameraPos);
141
+ vec3 d = vec3(dot(v, t), dot(v, cross(fxNormal, t)) * sign(vTangent.w + 0.5),
142
+ min(dot(v, fxNormal), -1e-3) / max(fx1.y, 0.05));
143
+ vec2 across = (step(0.0, d.xy) - local) / (sign(d.xy + 1e-9) * max(abs(d.xy), 1e-5));
144
+ float travel = min(min(across.x, across.y), -1.0 / d.z);
145
+ float depth = min(-d.z * travel, 1.0);
146
+ vec2 picture = 0.5 + (local + d.xy * travel - 0.5) / (1.0 + depth);
147
+ fxRoom = textureGrad(uAlbedo, vec3(picture, fx1.x - 1.0), dx * fx0.xy * 0.5, dy * fx0.xy * 0.5).rgb;
148
+ glow = own ? fxRoom * vEmissiveColor : fxRoom;
149
+ }
150
+ return vec4(glow * (lit * fx1.w * glass), glass);
151
+ }
152
+ `;