@driftengine/core 4.8.4 → 4.8.6

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Files changed (138) hide show
  1. package/CHANGELOG.json +4332 -4250
  2. package/dist/build/shaderComments.js +0 -0
  3. package/dist/index.d.ts +10 -2
  4. package/dist/index.js +11 -1
  5. package/dist/render/ambientHarmonics.d.ts +46 -0
  6. package/dist/render/ambientHarmonics.js +80 -0
  7. package/dist/render/areaLights.d.ts +19 -0
  8. package/dist/render/areaLights.js +20 -0
  9. package/dist/render/backend/api.d.ts +13 -2
  10. package/dist/render/backend/webgl2/instanced.d.ts +2 -0
  11. package/dist/render/backend/webgl2/instanced.js +11 -2
  12. package/dist/render/backend/webgl2/renderer.d.ts +74 -1
  13. package/dist/render/backend/webgl2/renderer.js +229 -37
  14. package/dist/render/backend/webgl2/skinScatter.d.ts +14 -0
  15. package/dist/render/backend/webgl2/skinScatter.js +88 -26
  16. package/dist/render/backend/webgpu/buffers.js +2 -1
  17. package/dist/render/backend/webgpu/clusterBinner.js +3 -2
  18. package/dist/render/backend/webgpu/flatPass.d.ts +7 -5
  19. package/dist/render/backend/webgpu/flatPass.js +15 -13
  20. package/dist/render/backend/webgpu/particlePass.d.ts +37 -4
  21. package/dist/render/backend/webgpu/particlePass.js +80 -12
  22. package/dist/render/backend/webgpu/postPass.d.ts +6 -1
  23. package/dist/render/backend/webgpu/postPass.js +7 -2
  24. package/dist/render/backend/webgpu/renderer.d.ts +58 -7
  25. package/dist/render/backend/webgpu/renderer.js +329 -78
  26. package/dist/render/backend/webgpu/shaders/clusterBin.wgsl.d.ts +1 -1
  27. package/dist/render/backend/webgpu/shaders/clusterBin.wgsl.js +41 -1
  28. package/dist/render/backend/webgpu/skinPaletteRing.d.ts +40 -28
  29. package/dist/render/backend/webgpu/skinPaletteRing.js +69 -32
  30. package/dist/render/backend/webgpu/skinScatterPass.d.ts +10 -2
  31. package/dist/render/backend/webgpu/skinScatterPass.js +59 -9
  32. package/dist/render/backend/webgpu/surfaceTexturePass.d.ts +2 -1
  33. package/dist/render/backend/webgpu/surfaceTexturePass.js +18 -4
  34. package/dist/render/bloomChain.d.ts +44 -0
  35. package/dist/render/bloomChain.js +28 -0
  36. package/dist/render/bloomPass.d.ts +3 -1
  37. package/dist/render/bloomPass.js +16 -2
  38. package/dist/render/clusteredLights.d.ts +55 -1
  39. package/dist/render/clusteredLights.js +182 -8
  40. package/dist/render/fixtureAtlas.js +1 -1
  41. package/dist/render/instanceCull.js +7 -0
  42. package/dist/render/instances.d.ts +32 -10
  43. package/dist/render/instances.js +17 -8
  44. package/dist/render/lightBudget.d.ts +26 -1
  45. package/dist/render/lightBudget.js +26 -3
  46. package/dist/render/lightmap.d.ts +102 -0
  47. package/dist/render/lightmap.js +118 -0
  48. package/dist/render/mesh.js +2 -1
  49. package/dist/render/particleBatch.d.ts +59 -3
  50. package/dist/render/particleBatch.js +53 -2
  51. package/dist/render/particleMaterial.d.ts +6 -1
  52. package/dist/render/particleMaterial.js +10 -2
  53. package/dist/render/particlePool.d.ts +11 -0
  54. package/dist/render/particlePool.js +2 -0
  55. package/dist/render/particleSort.d.ts +34 -0
  56. package/dist/render/particleSort.js +96 -0
  57. package/dist/render/sceneTarget.d.ts +5 -0
  58. package/dist/render/sceneTarget.js +8 -1
  59. package/dist/render/shaders/bloom.d.ts +8 -4
  60. package/dist/render/shaders/bloom.js +20 -3
  61. package/dist/render/shaders/flat/areaLight.d.ts +10 -0
  62. package/dist/render/shaders/flat/areaLight.js +96 -0
  63. package/dist/render/shaders/flat/index.js +30 -4
  64. package/dist/render/shaders/flat/main.d.ts +1 -1
  65. package/dist/render/shaders/flat/main.js +107 -105
  66. package/dist/render/shaders/flat/models.d.ts +16 -4
  67. package/dist/render/shaders/flat/models.js +64 -4
  68. package/dist/render/shaders/flat/normalMap.d.ts +10 -0
  69. package/dist/render/shaders/flat/normalMap.js +25 -0
  70. package/dist/render/shaders/flat/preamble.js +74 -37
  71. package/dist/render/shaders/flat/skin.js +6 -5
  72. package/dist/render/shaders/generated/bloom.wgsl.d.ts +13 -3
  73. package/dist/render/shaders/generated/bloom.wgsl.js +13 -3
  74. package/dist/render/shaders/generated/flat.wgsl.d.ts +1631 -2044
  75. package/dist/render/shaders/generated/flat.wgsl.js +1669 -2082
  76. package/dist/render/shaders/generated/particle.wgsl.d.ts +115 -1
  77. package/dist/render/shaders/generated/particle.wgsl.js +115 -1
  78. package/dist/render/shaders/generated/skinBlur.wgsl.d.ts +12 -2
  79. package/dist/render/shaders/generated/skinBlur.wgsl.js +12 -2
  80. package/dist/render/shaders/particle.d.ts +17 -1
  81. package/dist/render/shaders/particle.js +133 -1
  82. package/dist/render/shaders/skinBlur.js +25 -3
  83. package/dist/render/skinBlur.d.ts +8 -5
  84. package/dist/render/skinBlur.js +8 -5
  85. package/dist/render/surfaceModel.d.ts +21 -1
  86. package/dist/render/surfaceModel.js +22 -0
  87. package/dist/render/surfaceTexture.d.ts +14 -1
  88. package/dist/render/surfaceTexture.js +15 -2
  89. package/package.json +6 -6
  90. package/src/build/shaderComments.ts +0 -0
  91. package/src/index.ts +20 -1
  92. package/src/render/ambientHarmonics.ts +92 -0
  93. package/src/render/areaLights.ts +39 -0
  94. package/src/render/backend/api.ts +14 -1
  95. package/src/render/backend/webgl2/instanced.ts +12 -2
  96. package/src/render/backend/webgl2/renderer.ts +292 -35
  97. package/src/render/backend/webgl2/skinScatter.ts +120 -43
  98. package/src/render/backend/webgpu/buffers.ts +2 -1
  99. package/src/render/backend/webgpu/clusterBinner.ts +3 -1
  100. package/src/render/backend/webgpu/flatPass.ts +18 -13
  101. package/src/render/backend/webgpu/particlePass.ts +118 -12
  102. package/src/render/backend/webgpu/postPass.ts +7 -2
  103. package/src/render/backend/webgpu/renderer.ts +396 -95
  104. package/src/render/backend/webgpu/shaders/clusterBin.wgsl.ts +41 -1
  105. package/src/render/backend/webgpu/skinPaletteRing.ts +65 -33
  106. package/src/render/backend/webgpu/skinScatterPass.ts +59 -9
  107. package/src/render/backend/webgpu/surfaceTexturePass.ts +26 -5
  108. package/src/render/bloomChain.ts +69 -0
  109. package/src/render/bloomPass.ts +26 -2
  110. package/src/render/clusteredLights.ts +221 -7
  111. package/src/render/fixtureAtlas.ts +1 -1
  112. package/src/render/instanceCull.ts +5 -0
  113. package/src/render/instances.ts +40 -11
  114. package/src/render/lightBudget.ts +48 -2
  115. package/src/render/lightmap.ts +202 -0
  116. package/src/render/mesh.ts +2 -1
  117. package/src/render/particleBatch.ts +95 -4
  118. package/src/render/particleMaterial.ts +11 -1
  119. package/src/render/particlePool.ts +13 -0
  120. package/src/render/particleSort.ts +133 -0
  121. package/src/render/sceneTarget.ts +18 -1
  122. package/src/render/shaders/bloom.ts +20 -3
  123. package/src/render/shaders/flat/areaLight.ts +96 -0
  124. package/src/render/shaders/flat/index.ts +30 -4
  125. package/src/render/shaders/flat/main.ts +107 -105
  126. package/src/render/shaders/flat/models.ts +73 -8
  127. package/src/render/shaders/flat/normalMap.ts +25 -0
  128. package/src/render/shaders/flat/preamble.ts +74 -37
  129. package/src/render/shaders/flat/skin.ts +6 -5
  130. package/src/render/shaders/generated/bloom.wgsl.ts +13 -3
  131. package/src/render/shaders/generated/flat.wgsl.ts +1669 -2082
  132. package/src/render/shaders/generated/particle.wgsl.ts +116 -1
  133. package/src/render/shaders/generated/skinBlur.wgsl.ts +12 -2
  134. package/src/render/shaders/particle.ts +134 -1
  135. package/src/render/shaders/skinBlur.ts +25 -3
  136. package/src/render/skinBlur.ts +8 -5
  137. package/src/render/surfaceModel.ts +36 -1
  138. package/src/render/surfaceTexture.ts +41 -3
@@ -0,0 +1,96 @@
1
+ /**
2
+ * One rectangle's light on a fragment: its form factor, and what it adds once its occlusion is
3
+ * known. **The one statement of it**, called by the fixed loop over the first `maxAreaLights`
4
+ * rectangles and by the froxel table's for the rest, so the two arms shade a rectangle with one
5
+ * body rather than two transcriptions of it — the zero-pixel gate between them means something
6
+ * only if that is so.
7
+ *
8
+ * Depth zero and after the models, whose `modelLight` it calls; see `flatFrag`.
9
+ */
10
+ export const AREA_LIGHT_GLSL = /* glsl */ `
11
+ /**
12
+ * The rectangle's signed form factor at this fragment: its corners **wound so a surface on the
13
+ * emitting side sees them counter-clockwise**, which is what makes it positive there. The natural
14
+ * order — minus, plus, plus, minus — winds the other way, and every one-sided light then clamped to
15
+ * zero and the frame was black. The sign is the sidedness: a one-sided rectangle takes the positive
16
+ * part and a two-sided one the magnitude.
17
+ */
18
+ float areaSignedForm(vec3 n, vec3 centre, vec3 right, vec3 up, vec2 halfSize) {
19
+ vec3 c0 = centre - right * halfSize.x + up * halfSize.y;
20
+ vec3 c1 = centre + right * halfSize.x + up * halfSize.y;
21
+ vec3 c2 = centre + right * halfSize.x - up * halfSize.y;
22
+ vec3 c3 = centre - right * halfSize.x - up * halfSize.y;
23
+ return quadFormFactor(n, vWorldPos, c0, c1, c2, c3);
24
+ }
25
+
26
+ /**
27
+ * What one rectangle of colour \`color\` and form factor \`form\` adds to the lamps' two sums, open
28
+ * and shadowed by \`occl\` and \`glass\`.
29
+ *
30
+ * **A model answers a rectangle as it answers a lamp at its centre**, carried at the rectangle's
31
+ * own energy: the diffuse by the exact form factor over the centre's cosine, the specular by the
32
+ * form factor. An approximation, stated: a model's lobe is not integrated over the rectangle as the
33
+ * standard lobe is, so a glossy model under a large softbox shows a lobe from its centre rather than
34
+ * its shape.
35
+ *
36
+ * **The standard lobe is integrated over the rectangle**, rather than sampled at one point on it.
37
+ * What stood here once handed the closest point on the rectangle to \`sphereLobe\` and scaled it by
38
+ * \`form\`, the *diffuse* form factor. Measured against a brute-force integral by
39
+ * \`scripts/areaSpecular.mjs\`, that lost the reflection rather than blurring it: on polished metal
40
+ * facing a softbox it returned 0.000233 where the integral is 0.9207, and head-on on a rough surface
41
+ * it was 3.7 times too bright. Worst 287% either way; this is 40.1% where the light is what the
42
+ * surface reflects and 79.0% for one overhead. \`quadCoverage\` says what fraction of the specular
43
+ * lobe the rectangle covers and the environment BRDF says how much the surface returns, the split
44
+ * the probe path uses. **\`dfg.x + dfg.y\` and not \`envSpecularEnergy\`**, deliberately: the
45
+ * compensation returns the multiply-scattered share, and every direct lobe in this shader is
46
+ * single-scattering, so adding it here returns energy the light never had. Measured at 211%
47
+ * against 40.1%.
48
+ */
49
+ void areaLightAdd(
50
+ vec3 centre,
51
+ vec3 right,
52
+ vec3 up,
53
+ vec2 halfSize,
54
+ vec3 color,
55
+ float form,
56
+ float occl,
57
+ vec3 glass,
58
+ vec3 n,
59
+ vec3 albedo,
60
+ float metal,
61
+ vec3 specColor,
62
+ float roughness,
63
+ bool modelled,
64
+ inout vec3 lampOpen,
65
+ inout vec3 lampShadowed
66
+ ) {
67
+ if (modelled) {
68
+ vec3 areaL = normalize(centre - vWorldPos);
69
+ modelLight(areaL, 0.0, 0.0);
70
+ vec3 areaModel = (mDiffuse * (form / max(dot(n, areaL), 1e-3)) + mSpecular * form) * color;
71
+ lampOpen += areaModel;
72
+ lampShadowed += areaModel * occl * glass;
73
+ return;
74
+ }
75
+ /* Held back with the point lamps', and shadowed by the same term it always was. */
76
+ vec3 areaDiffuse = albedo * color * form * (1.0 - metal);
77
+ lampOpen += areaDiffuse;
78
+ lampShadowed += areaDiffuse * occl * glass;
79
+
80
+ if (vSpecular > 0.0 || metal > 0.0) {
81
+ vec3 c0 = centre - right * halfSize.x + up * halfSize.y;
82
+ vec3 c1 = centre + right * halfSize.x + up * halfSize.y;
83
+ vec3 c2 = centre + right * halfSize.x - up * halfSize.y;
84
+ vec3 c3 = centre - right * halfSize.x - up * halfSize.y;
85
+ vec3 toEyeArea = normalize(uCameraPos - vWorldPos);
86
+ float coverage = quadCoverage(n, vWorldPos, toEyeArea, roughness, c0, c1, c2, c3);
87
+ if (coverage > 0.0) {
88
+ vec2 areaDfg = envBrdfApprox(max(dot(n, toEyeArea), 0.0), roughness);
89
+ vec3 areaSpec = specColor * areaDfg.x + vec3(areaDfg.y);
90
+ vec3 areaHighlight = areaSpec * color * coverage;
91
+ lampOpen += areaHighlight;
92
+ lampShadowed += areaHighlight * occl * glass;
93
+ }
94
+ }
95
+ }
96
+ `;
@@ -15,6 +15,8 @@ import { SKINNING_GLSL } from '../skinning.ts';
15
15
  import { SURFACE_GLSL } from './surface.ts';
16
16
  import { MAIN_GLSL } from './main.ts';
17
17
  import { MODELS_GLSL } from './models.ts';
18
+ import { AREA_LIGHT_GLSL } from './areaLight.ts';
19
+ import { NORMAL_MAP_GLSL } from './normalMap.ts';
18
20
  import { DRIFT_LIGHT_GLSL } from './driftLight.ts';
19
21
  import { SURFACE_EFFECTS_GLSL } from './surfaceEffects.ts';
20
22
  import { CHANNEL_ATTRIBUTE, CHANNEL_BEND } from '../vertexChannel.ts';
@@ -107,7 +109,17 @@ layout(location = 11) in vec4 aInstanceModel0;
107
109
  layout(location = 12) in vec4 aInstanceModel1;
108
110
  layout(location = 13) in vec4 aInstanceModel2;
109
111
  layout(location = 14) in vec4 aInstanceModel3;
110
- layout(location = 15) in vec3 aInstanceTint;
112
+ /**
113
+ * The instance's tint, and its opacity in w: \`MeshInstances.alphas\`, 1 where none was given — or,
114
+ * in a lightmapped batch's pipeline, its region of the page (\`MeshInstances.lightmapRegions\`).
115
+ */
116
+ layout(location = 15) in vec4 aInstanceTint;
117
+ /*
118
+ * On in the pipeline a lightmapped material draws an instanced batch with, where the lane above is
119
+ * a region and not a tint: the second coordinates leave scaled and offset by it, under a tint and an
120
+ * opacity of one. See lightmap.ts.
121
+ */
122
+ const bool LIGHTMAP_REGIONS = false; // wgsl:override
111
123
  #else
112
124
  uniform mat4 uModel;
113
125
  /**
@@ -233,7 +245,8 @@ void main() {
233
245
  #endif
234
246
  #if INSTANCED
235
247
  mat4 model = mat4(aInstanceModel0, aInstanceModel1, aInstanceModel2, aInstanceModel3);
236
- vec3 tint = aInstanceTint;
248
+ vec3 tint = aInstanceTint.rgb;
249
+ if (LIGHTMAP_REGIONS) tint = vec3(1.0);
237
250
  #else
238
251
  mat4 model = uModel;
239
252
  vec3 tint = uTint;
@@ -287,10 +300,19 @@ void main() {
287
300
  vRelief = aRelief;
288
301
  vTangent = vec4(worldTangent, aTangent.w);
289
302
  #if INSTANCED
290
- /* No channel on this path; the neutral values are what every mesh read before it existed. */
303
+ /*
304
+ * No channel on this path; the neutral values are what every mesh read before it existed — but
305
+ * for the opacity, which an instance carries of its own, 1 where none was given.
306
+ */
291
307
  vSkyDirect = 1.0;
292
- vAlpha = 1.0;
308
+ vAlpha = aInstanceTint.w;
293
309
  vThickness = 1.0;
310
+ if (LIGHTMAP_REGIONS) {
311
+ /* Out of the lane's \`-1 - uv\`, through the region, and back into it. See lightmap.ts. */
312
+ vGrain = -1.0 - ((-1.0 - aGrain) * aInstanceTint.x + aInstanceTint.z);
313
+ vRelief = -1.0 - ((-1.0 - aRelief) * aInstanceTint.y + aInstanceTint.w);
314
+ vAlpha = 1.0;
315
+ }
294
316
  #else
295
317
  vSkyDirect = aChannel.y;
296
318
  vAlpha = aChannel.z;
@@ -563,6 +585,8 @@ export function flatFrag(options: FlatShaderOptions): string {
563
585
  * and `main` is unconditional by construction.
564
586
  */
565
587
  TANGENT_FRAME_GLSL,
588
+ /* After the frame it calls, unconditional for the same reason. See normalMap.ts. */
589
+ NORMAL_MAP_GLSL,
566
590
  /* Unconditional for the same reason, and called only where a cutoff was asked for. */
567
591
  CUTOUT_COVERAGE_GLSL,
568
592
  CUTOUT_DITHER_GLSL,
@@ -570,6 +594,8 @@ export function flatFrag(options: FlatShaderOptions): string {
570
594
  SURFACE_EFFECTS_GLSL,
571
595
  /* Depth zero and after the tangent frame and the lobes it calls; see models.ts. */
572
596
  MODELS_GLSL,
597
+ /* After the models, whose answer to a rectangle it asks for. See areaLight.ts. */
598
+ AREA_LIGHT_GLSL,
573
599
  MAIN_GLSL,
574
600
  ].join('\n'),
575
601
  {
@@ -148,6 +148,12 @@ export const MAIN_GLSL = `void main() {
148
148
  float glassTransmission = uSeeThrough.z;
149
149
  float glassFrost = uSeeThrough.w;
150
150
 
151
+ /*
152
+ * The normal a refracting draw bends by: the shading normal, a normal map's tilt and every relief
153
+ * in it, as the lit block leaves it before turning a back face — the geometric normal where
154
+ * nothing tilts it, which is what refraction bent by before 4.8.6. See the refraction below.
155
+ */
156
+ vec3 shadingNormal = normalize(vNormal);
151
157
  if (uLightingEnabled != 0) {
152
158
  vec3 n = normalize(vNormal);
153
159
  /*
@@ -181,20 +187,7 @@ export const MAIN_GLSL = `void main() {
181
187
  * right: a mipped colour image, sampled under uniform control flow, exactly as uAlbedo is
182
188
  * below. The rule is about non-uniform branches, and this branch is on a uniform.
183
189
  */
184
- if (uNormalStrength > 0.0) {
185
- vec3 mapped = texture(uNormalMap, surfaceAt).xyz * 2.0 - 1.0;
186
- /*
187
- * z rebuilt where none is stored. A tangent-space normal points out of its surface, so a
188
- * stored z at or below zero is never a real one: it is a two-channel map, BC5, whose blue a
189
- * device samples as zero and which arrives here as -1. Every map baked from BC5 to PNG before
190
- * 4.8.4 carried the same zero. A select rather than a flag: no uniform to bind, no material
191
- * that has to say what format it holds, and continuous at the boundary, since a unit texel
192
- * lying flat has its z near zero either way. A texel with z above zero is left as it was.
193
- */
194
- mapped.z = mapped.z > 0.0 ? mapped.z : sqrt(max(0.0, 1.0 - dot(mapped.xy, mapped.xy)));
195
- mat3 tbn = tangentFrame(n, vWorldPos, vUv.xy, vTangent, vHasTangents);
196
- n = normalize(mix(n, normalize(tbn * mapped), uNormalStrength));
197
- }
190
+ if (uNormalStrength > 0.0) n = normalMapped(n, surfaceAt);
198
191
 
199
192
  /*
200
193
  * Microscopic relief: the surface's own texture, as a turn of the normal rather than a change
@@ -218,7 +211,8 @@ export const MAIN_GLSL = `void main() {
218
211
  * widening driven by fwidth was measured making that artefact three times worse, because that
219
212
  * derivative spikes at every hard crease. See docs/IMPROVEMENTS.md.
220
213
  */
221
- float reliefAmount = uRelief * vRelief;
214
+ /* Never below zero: a lightmapped mesh's coordinates ride this lane below it. See lightmap.ts. */
215
+ float reliefAmount = uRelief.x * max(vRelief, 0.0);
222
216
  /* Grown with the relief, before anything reads it. See the comment above: a normal that
223
217
  wanders cannot hold a highlight narrower than the wander. */
224
218
  /*
@@ -259,11 +253,11 @@ export const MAIN_GLSL = `void main() {
259
253
  * variance is still roughness — a road that faded to smooth at distance would go glossy
260
254
  * instead of noisy, which is a worse artefact wearing better clothes.
261
255
  */
262
- vec3 reliefPixel = fwidth(vWorldPos) * uReliefCycles;
256
+ vec3 reliefPixel = fwidth(vWorldPos) * uRelief.y;
263
257
  float reliefFootprint = max(max(reliefPixel.x, reliefPixel.y), reliefPixel.z);
264
258
  float reliefResolved = reliefAmount * (1.0 - smoothstep(0.5, 1.5, reliefFootprint));
265
259
  if (reliefResolved > 0.0) {
266
- vec3 at = vWorldPos * uReliefCycles;
260
+ vec3 at = vWorldPos * uRelief.y;
267
261
  /* One cell of the noise, which is one bump: the gradient over any smaller step is the
268
262
  interpolant's own slope rather than the shape's. */
269
263
  float here = grain(at);
@@ -360,6 +354,7 @@ export const MAIN_GLSL = `void main() {
360
354
  * Turning only the interpolated normal would leave a normal map's tilt pointing the wrong way
361
355
  * across the fold of every curtain.
362
356
  */
357
+ shadingNormal = n;
363
358
  if (backFace) n = -n;
364
359
  /*
365
360
  * A model's surface, gathered once, on a branch on the switches alone (models.ts) — and whether
@@ -369,6 +364,14 @@ export const MAIN_GLSL = `void main() {
369
364
  bool modelled = modelOn();
370
365
  bool modelledBehind = modelSeesBehind();
371
366
  if (modelled) modelSurface(n, albedo, surfaceRoughness, metal, surfaceAt);
367
+ /*
368
+ * Skin's colour half leaves here, with the colour its spread light is multiplied by, and a whole
369
+ * alpha a multisampled edge resolves to its coverage. A branch on the switches alone, so uniform.
370
+ */
371
+ if (modelAlbedoAlone()) {
372
+ outColor = vec4(albedo, 1.0);
373
+ return;
374
+ }
372
375
 
373
376
  /*
374
377
  * One dot product, used twice: ndl is the lit side and its negative is the night side below.
@@ -468,6 +471,8 @@ export const MAIN_GLSL = `void main() {
468
471
  irradiance = mix(irradiance, ambient, probeGridOutside(surfaceN, vWorldPos));
469
472
  ambient = mix(ambient, irradiance, uProbeGridAmbient * uEnvironmentEnabled);
470
473
  #endif
474
+ /* A draw's own ambient, where one is set, in place of the frame's: \`setAmbientSH\`. */
475
+ if (uAmbientSH[6].w > 0.5) ambient = ambientHarmonics(n);
471
476
  /*
472
477
  * A metal keeps its ambient and loses its direct diffuse.
473
478
  *
@@ -495,6 +500,8 @@ export const MAIN_GLSL = `void main() {
495
500
  } else {
496
501
  lit = albedo * (ambient + sunColor * direct * (1.0 - metal));
497
502
  }
503
+ /* A baked page's light, beside the sky's and the sun's: nothing but where a material has one. */
504
+ lit += modelBaked(n, albedo, metal);
498
505
 
499
506
  /*
500
507
  * A sun highlight, for the few surfaces that ask for one.
@@ -640,7 +647,7 @@ export const MAIN_GLSL = `void main() {
640
647
  */
641
648
  /* A model reflects its environment whatever the pass asked of the standard model: see
642
649
  modelReflectance. On the switches alone, so the derivatives below stay in uniform flow. */
643
- if (uReflectivity > 0.0 || uMaterialFlags.y != 0 || modelled) {
650
+ if (uEnvironmentDials.y > 0.0 || uMaterialFlags.y != 0 || modelled) {
644
651
  vec3 toEye = normalize(uCameraPos - vWorldPos);
645
652
  vec3 mirrored = reflect(-toEye, modelled ? modelReflectNormal(n) : n);
646
653
  vec3 environment = mix(uAmbientGround, uAmbient, mirrored.y * 0.5 + 0.5);
@@ -741,7 +748,7 @@ export const MAIN_GLSL = `void main() {
741
748
  float footprintRough = 0.5 * sqrt(min(swingRad, 1.0));
742
749
  float lobeRough = min(1.0, sqrt(surfaceRoughness * surfaceRoughness + footprintRough * footprintRough));
743
750
  float envLod = clamp(
744
- mix(boxLod, lobeRough * uEnvironmentMaxLod, uEnvironmentPrefiltered),
751
+ mix(boxLod, lobeRough * uEnvironmentMaxLod, uEnvironmentDials.x),
745
752
  0.0,
746
753
  uEnvironmentMaxLod
747
754
  );
@@ -777,7 +784,7 @@ export const MAIN_GLSL = `void main() {
777
784
  * \`mix(1, gain, 0)\` is exactly 1, so a dielectric is arithmetically untouched however the
778
785
  * caller sets this.
779
786
  */
780
- environment *= mix(1.0, uEnvironmentGain, metal);
787
+ environment *= mix(1.0, uEnvironmentDials.z, metal);
781
788
  float facing = 1.0 - max(dot(n, toEye), 0.0);
782
789
  /*
783
790
  * **A metal's Fresnel base is close to its albedo, not a dielectric's four percent.** Schlick
@@ -811,7 +818,7 @@ export const MAIN_GLSL = `void main() {
811
818
  * which is what the old \`max(uReflectivity, metal) * (1 - r)\` came to, and both renderers
812
819
  * clamp that uniform non-negative on upload.
813
820
  */
814
- float reflectAmount = max(uReflectivity * (1.0 - surfaceRoughness), metal);
821
+ float reflectAmount = max(uEnvironmentDials.y * (1.0 - surfaceRoughness), metal);
815
822
  /*
816
823
  * **With a prefiltered environment, how much a surface returns is an integral rather than a
817
824
  * curve somebody chose**, and this is where the comment above said the thinning should go
@@ -881,7 +888,7 @@ export const MAIN_GLSL = `void main() {
881
888
  */
882
889
  #if ENVIRONMENT_PROBE
883
890
  vec2 dfg = envBrdfApprox(ndv, surfaceRoughness);
884
- float integrated = clamp(envSpecularEnergy(f0, dfg) * max(uReflectivity, metal), 0.0, 1.0);
891
+ float integrated = clamp(envSpecularEnergy(f0, dfg) * max(uEnvironmentDials.y, metal), 0.0, 1.0);
885
892
  /*
886
893
  * **The split sum only where a prefiltered chain is what is being sampled.** It is the
887
894
  * correct share of a *prefiltered* environment; over a box chain it asserts an integral that
@@ -893,7 +900,7 @@ export const MAIN_GLSL = `void main() {
893
900
  float weight = mix(
894
901
  clamp(fresnel * reflectAmount, 0.0, 1.0),
895
902
  integrated,
896
- uEnvironmentEnabled * uEnvironmentPrefiltered
903
+ uEnvironmentEnabled * uEnvironmentDials.x
897
904
  );
898
905
  #else
899
906
  float weight = clamp(fresnel * reflectAmount, 0.0, 1.0);
@@ -1030,8 +1037,8 @@ export const MAIN_GLSL = `void main() {
1030
1037
  bool fixtureProfiles = false;
1031
1038
  bool fixtureShapes = false;
1032
1039
  if (LIGHT_FIXTURES) {
1033
- fixtureProfiles = uIesAtlasRows > 1.0;
1034
- fixtureShapes = uIesPlaneCount > 1.0 || uCookieTiles > 0.0;
1040
+ fixtureProfiles = uFixtureShape.x > 1.0;
1041
+ fixtureShapes = uFixtureShape.y > 1.0 || uFixtureShape.z > 0.0;
1035
1042
  }
1036
1043
 
1037
1044
  // Point lights. Inverse-square-ish falloff clipped to a finite radius, so a
@@ -1058,6 +1065,15 @@ export const MAIN_GLSL = `void main() {
1058
1065
  float iesProfile;
1059
1066
  vec3 iesAxis;
1060
1067
  float cookie;
1068
+ /* The light's lighting channels, a mask: 1 unless it names others. See \`uLightIesAxis\`. */
1069
+ float lightChannels = 1.0;
1070
+ /*
1071
+ * **A rectangle in the froxel table** — one past the fixed arm's \`maxAreaLights\` — which
1072
+ * its record says with a negative radius, its reach negated. Its fields come out of the
1073
+ * fixture texels: sidedness, the right axis, the half extents and the up axis.
1074
+ */
1075
+ bool clusteredArea = false;
1076
+ float areaTwoSided = 0.0;
1061
1077
  if (clusteredArm) {
1062
1078
  if (slot >= clusterLights) break;
1063
1079
  /*
@@ -1076,6 +1092,8 @@ export const MAIN_GLSL = `void main() {
1076
1092
  lightPos = vec3(
1077
1093
  uintBitsToFloat(rec0.x), uintBitsToFloat(rec0.y), uintBitsToFloat(rec0.z));
1078
1094
  lightRadius = uintBitsToFloat(rec0.w);
1095
+ clusteredArea = lightRadius < 0.0;
1096
+ lightRadius = abs(lightRadius);
1079
1097
  /*
1080
1098
  * **Out of reach is decided on the first texel, before the rest of the record is read.**
1081
1099
  * A froxel holds every light whose sphere touches its box, so most of the lights a fragment
@@ -1120,7 +1138,8 @@ export const MAIN_GLSL = `void main() {
1120
1138
  uvec4 rec2 = clusterTexel(record + 2);
1121
1139
  uvec4 rec3 = clusterTexel(record + 3);
1122
1140
  uvec4 rec4 = clusterTexel(record + 4);
1123
- shadowSlot = int(uintBitsToFloat(rec2.x));
1141
+ shadowSlot = clusteredArea ? -1 : int(uintBitsToFloat(rec2.x));
1142
+ areaTwoSided = uintBitsToFloat(rec2.x);
1124
1143
  lightDir = vec3(
1125
1144
  uintBitsToFloat(rec2.y), uintBitsToFloat(rec2.z), uintBitsToFloat(rec2.w));
1126
1145
  lightCone = vec2(uintBitsToFloat(rec3.x), uintBitsToFloat(rec3.y));
@@ -1130,6 +1149,7 @@ export const MAIN_GLSL = `void main() {
1130
1149
  texel rather than being derived from the direction. */
1131
1150
  iesAxis = vec3(
1132
1151
  uintBitsToFloat(rec4.x), uintBitsToFloat(rec4.y), uintBitsToFloat(rec4.z));
1152
+ lightChannels = uintBitsToFloat(rec4.w);
1133
1153
  }
1134
1154
  }
1135
1155
  } else {
@@ -1144,9 +1164,42 @@ export const MAIN_GLSL = `void main() {
1144
1164
  lightDir = uLightDir[i];
1145
1165
  lightCone = uLightCone[i];
1146
1166
  iesProfile = uLightIesProfile[i];
1147
- iesAxis = uLightIesAxis[i];
1167
+ iesAxis = uLightIesAxis[i].xyz;
1168
+ lightChannels = uLightIesAxis[i].w;
1148
1169
  cookie = uLightCookie[i];
1149
1170
  }
1171
+ /*
1172
+ * **A light shades a surface only where their channels meet**: the light's mask against the
1173
+ * material's. Both default to channel 1, so a scene naming none takes every light as before
1174
+ * — and **zero reads as that default on both sides**, so a pass that never writes the lane
1175
+ * loses no light: an unwritten uniform is zero, and zero here would be every lamp switched
1176
+ * off. A branch on a value read from a texture in the clustered arm, as the reach test above
1177
+ * is, and it skips only what the light would add; no derivative is taken past it.
1178
+ */
1179
+ int litChannels = int(lightChannels);
1180
+ int surfaceChannels = int(uCutout.w);
1181
+ if (((litChannels == 0 ? 1 : litChannels) & (surfaceChannels == 0 ? 1 : surfaceChannels)) == 0) {
1182
+ continue;
1183
+ }
1184
+ /*
1185
+ * **A clustered rectangle is shaded here and goes no further**: by the fixed loop's own body
1186
+ * (\`areaLight.ts\`), unshadowed — its occlusion is the fixed arm's, which is why the first
1187
+ * \`maxAreaLights\` stay there — and windowed to nothing at its reach, as a lamp is, so the
1188
+ * froxel it is binned into has no edge in the picture.
1189
+ */
1190
+ if (clusteredArea) {
1191
+ float areaForm = areaSignedForm(n, lightPos, lightDir, iesAxis, lightCone);
1192
+ float areaWindow = clamp(1.0 - pow(length(lightPos - vWorldPos) / max(lightRadius, 1e-4), 4.0), 0.0, 1.0);
1193
+ areaForm = mix(max(0.0, areaForm), abs(areaForm), areaTwoSided);
1194
+ if (areaForm > 0.0) {
1195
+ areaLightAdd(
1196
+ lightPos, lightDir, iesAxis, lightCone, lightColor * (areaWindow * areaWindow), areaForm,
1197
+ 1.0, vec3(1.0), n, albedo, metal, specColor, surfaceRoughness, modelled,
1198
+ lampOpen, lampShadowed
1199
+ );
1200
+ }
1201
+ continue;
1202
+ }
1150
1203
  /* A DriftLight field's own light carries a negative weight, and is shaded exactly only for the
1151
1204
  share of this pixel the field does not stand in for. See \`driftLight.ts\`. */
1152
1205
  if (lightWeight < 0.0) lightWeight = -lightWeight * (1.0 - driftShare);
@@ -1351,7 +1404,7 @@ export const MAIN_GLSL = `void main() {
1351
1404
  * and the result is selected afterwards with a \`mix\` on a compare — which is arithmetic
1352
1405
  * rather than control flow.
1353
1406
  *
1354
- * **And skipped outright where nothing loaded a profile**, behind \`uIesAtlasRows\`, which is
1407
+ * **And skipped outright where nothing loaded a profile**, behind \`uFixtureShape.x\`, which is
1355
1408
  * one while the atlas holds only its row of ones. A uniform is provably uniform control
1356
1409
  * flow, so this branch is not the one the rule forbids. It was paid on every scene until a
1357
1410
  * 4K frame of 320 lamps and no shadows measured it at 0.7 ms of the main pass, rising to
@@ -1394,12 +1447,12 @@ export const MAIN_GLSL = `void main() {
1394
1447
  if (iesRefLen > 1e-5) {
1395
1448
  iesRef /= iesRefLen;
1396
1449
  vec3 iesBinormal = cross(lightDir, iesRef);
1397
- if (uIesPlaneCount > 1.0) {
1450
+ if (uFixtureShape.y > 1.0) {
1398
1451
  /* \`atan\` answers -PI..PI and \`fract\` of a negative wraps forward, so this is 0..1
1399
1452
  across the whole turn without a branch on the sign. */
1400
1453
  iesTurns = fract(atan(dot(iesRay, iesBinormal), dot(iesRay, iesRef)) / TAU_IES);
1401
1454
  }
1402
- if (uCookieTiles > 0.0) {
1455
+ if (uFixtureShape.z > 0.0) {
1403
1456
  /*
1404
1457
  * **A perspective projection onto the plane one unit down the aim**, which is what a
1405
1458
  * fixture actually throws: the mask grows with distance rather than being pasted on
@@ -1446,10 +1499,10 @@ export const MAIN_GLSL = `void main() {
1446
1499
  */
1447
1500
  float photometric = 1.0;
1448
1501
  if (fixtureProfiles) {
1449
- float iesBase = iesRow * (uIesPlaneCount + 1.0);
1502
+ float iesBase = iesRow * (uFixtureShape.y + 1.0);
1450
1503
  /* The profiles are the atlas's bottom rows, below any cookies. */
1451
- float iesTop = fixtureSize.y - uIesAtlasRows;
1452
- float iesV = (iesTop + iesBase + iesTurns * uIesPlaneCount + 0.5) / fixtureSize.y;
1504
+ float iesTop = fixtureSize.y - uFixtureShape.x;
1505
+ float iesV = (iesTop + iesBase + iesTurns * uFixtureShape.y + 0.5) / fixtureSize.y;
1453
1506
  float iesGain = textureLod(uFixtureAtlas, vec2(iesU, iesV), 0.0).r;
1454
1507
  photometric = mix(1.0, iesGain, step(0.0, iesProfile));
1455
1508
  }
@@ -1586,22 +1639,8 @@ export const MAIN_GLSL = `void main() {
1586
1639
  vec3 up = uAreaLightUp[a];
1587
1640
  vec2 halfSize = uAreaLightSize[a];
1588
1641
 
1589
- /*
1590
- * **Wound so a surface on the emitting side sees them counter-clockwise**, which is what
1591
- * makes the form factor positive there. The natural order — minus, plus, plus, minus — winds
1592
- * the other way, and every one-sided light then clamped to zero and the frame was black.
1593
- */
1594
- vec3 c0 = centre - right * halfSize.x + up * halfSize.y;
1595
- vec3 c1 = centre + right * halfSize.x + up * halfSize.y;
1596
- vec3 c2 = centre + right * halfSize.x - up * halfSize.y;
1597
- vec3 c3 = centre - right * halfSize.x - up * halfSize.y;
1598
-
1599
- /*
1600
- * **The sign is the sidedness.** A one-sided rectangle takes the positive part and a
1601
- * two-sided one the magnitude — no facing test, because the sign already answers it exactly
1602
- * per fragment rather than once for the rectangle's centre.
1603
- */
1604
- float signedForm = quadFormFactor(n, vWorldPos, c0, c1, c2, c3);
1642
+ /* The form factor and its sign, which is the sidedness: see \`areaSignedForm\`. */
1643
+ float signedForm = areaSignedForm(n, centre, right, up, halfSize);
1605
1644
  float form = mix(max(0.0, signedForm), abs(signedForm), uAreaLightTwoSided[a]);
1606
1645
  /* The form factor is linear in the normal, so the one seen from behind is its negation. */
1607
1646
  float backForm = glassTransmission > 0.0
@@ -1716,55 +1755,11 @@ export const MAIN_GLSL = `void main() {
1716
1755
 
1717
1756
  glassGlow += uAreaLightColor[a] * backForm * areaOccl * areaGlass;
1718
1757
  if (form <= 0.0) continue;
1719
- /*
1720
- * A model answers a rectangle as it answers a lamp at its centre, carried at the rectangle's
1721
- * own energy: the diffuse by the exact form factor over the centre's cosine, the specular by
1722
- * the form factor. **An approximation, stated**: a model's lobe is not integrated over the
1723
- * rectangle as the standard lobe is, so a glossy model under a large softbox shows a lobe
1724
- * from its centre rather than its shape.
1725
- */
1726
- if (modelled) {
1727
- vec3 areaL = normalize(centre - vWorldPos);
1728
- modelLight(areaL, 0.0, 0.0);
1729
- vec3 areaModel = (mDiffuse * (form / max(dot(n, areaL), 1e-3)) + mSpecular * form)
1730
- * uAreaLightColor[a];
1731
- lampOpen += areaModel;
1732
- lampShadowed += areaModel * areaOccl * areaGlass;
1733
- continue;
1734
- }
1735
- /* Held back with the point lamps', and shadowed by the same term it always was. */
1736
- vec3 areaDiffuse = albedo * uAreaLightColor[a] * form * (1.0 - metal);
1737
- lampOpen += areaDiffuse;
1738
- lampShadowed += areaDiffuse * areaOccl * areaGlass;
1739
-
1740
- if (vSpecular > 0.0 || metal > 0.0) {
1741
- /*
1742
- * **The lobe integrated over the rectangle, rather than sampled at one point on it.**
1743
- *
1744
- * What stood here handed the closest point on the rectangle to \`sphereLobe\` and scaled it
1745
- * by \`form\`, the *diffuse* form factor. Measured against a brute-force integral by
1746
- * \`scripts/areaSpecular.mjs\`, that lost the reflection rather than blurring it: on
1747
- * polished metal facing a softbox it returned 0.000233 where the integral is 0.9207, and
1748
- * head-on on a rough surface it was 3.7 times too bright. Worst 287% either way; this is
1749
- * 40.1% where the light is what the surface reflects and 79.0% for one overhead.
1750
- *
1751
- * \`quadCoverage\` says what fraction of the specular lobe the rectangle covers and the
1752
- * environment BRDF says how much the surface returns, which is the same split the probe
1753
- * path uses. **\`dfg.x + dfg.y\` and not \`envSpecularEnergy\`**, deliberately and against
1754
- * the obvious argument: the compensation returns the multiply-scattered share, and every
1755
- * direct lobe in this shader is single-scattering, so adding it here returns energy the
1756
- * light never had. Measured at 211% against 40.1%.
1757
- */
1758
- vec3 toEyeArea = normalize(uCameraPos - vWorldPos);
1759
- float coverage = quadCoverage(n, vWorldPos, toEyeArea, surfaceRoughness, c0, c1, c2, c3);
1760
- if (coverage > 0.0) {
1761
- vec2 areaDfg = envBrdfApprox(max(dot(n, toEyeArea), 0.0), surfaceRoughness);
1762
- vec3 areaSpec = specColor * areaDfg.x + vec3(areaDfg.y);
1763
- vec3 areaHighlight = areaSpec * uAreaLightColor[a] * coverage;
1764
- lampOpen += areaHighlight;
1765
- lampShadowed += areaHighlight * areaOccl * areaGlass;
1766
- }
1767
- }
1758
+ /* The diffuse, the model's answer or the lobe integrated over the rectangle: see areaLight.ts. */
1759
+ areaLightAdd(
1760
+ centre, right, up, halfSize, uAreaLightColor[a], form, areaOccl, areaGlass,
1761
+ n, albedo, metal, specColor, surfaceRoughness, modelled, lampOpen, lampShadowed
1762
+ );
1768
1763
  }
1769
1764
 
1770
1765
  /*
@@ -1906,10 +1901,10 @@ export const MAIN_GLSL = `void main() {
1906
1901
  }
1907
1902
  /* Pulse, flicker and fade from the layer's effects; exactly 1 where it names none. */
1908
1903
  float fxGlow = fx4.z + fx5.x + fx5.w > 0.0 ? fxEmission(surfaceAt.z) : 1.0;
1909
- lit += emissiveTint * emissiveMapped * uEmissiveGain * vEmissive * uNightFactor
1904
+ lit += emissiveTint * emissiveMapped * uEmission.x * vEmissive * uEmission.y
1910
1905
  * mix(1.0, min(lightShade, sunShade), EMISSIVE_SHADOW_SHARE) * fxGlow;
1911
1906
  /* And a lit window's glow, which the scene's lit share already times: not gated on night. */
1912
- lit += windowGlow * uEmissiveGain;
1907
+ lit += windowGlow * uEmission.x;
1913
1908
 
1914
1909
  #if NIGHT_EMISSIVE
1915
1910
  /*
@@ -1942,9 +1937,9 @@ export const MAIN_GLSL = `void main() {
1942
1937
  // Arrival glow: a world-space box lit independently of the clock, so
1943
1938
  // finishing a run reads the same at noon and at midnight. Costs one compare
1944
1939
  // per fragment and no extra draw call — the box is a uniform, not geometry.
1945
- if (uHighlightGain > 0.0) {
1946
- vec3 inside = step(uHighlightMin, vWorldPos) * step(vWorldPos, uHighlightMax);
1947
- lit += albedo * uHighlightGain * inside.x * inside.y * inside.z;
1940
+ if (uHighlightMax.w > 0.0) {
1941
+ vec3 inside = step(uHighlightMin, vWorldPos) * step(vWorldPos, uHighlightMax.xyz);
1942
+ lit += albedo * uHighlightMax.w * inside.x * inside.y * inside.z;
1948
1943
  }
1949
1944
  }
1950
1945
 
@@ -2001,7 +1996,7 @@ export const MAIN_GLSL = `void main() {
2001
1996
  /*
2002
1997
  * **Refraction: the scene behind this surface, bent and absorbed.**
2003
1998
  *
2004
- * The offset is along the surface normal in screen space, which is the cheap approximation every
1999
+ * The offset is along the shading normal in screen space, which is the cheap approximation every
2005
2000
  * real-time renderer ships rather than a ray traced through two interfaces of a solid. What it
2006
2001
  * cannot do is show anything the frame had not already drawn, so a pane at the edge of the frame
2007
2002
  * refracts what is beside it -- and the clamp below is what keeps that from being worse than
@@ -2036,7 +2031,14 @@ export const MAIN_GLSL = `void main() {
2036
2031
  * draw uses.
2037
2032
  */
2038
2033
  if (uSeeThrough.x > 0.0 || glassTransmission > 0.0) {
2039
- vec3 refractN = normalize(vNormal);
2034
+ /*
2035
+ * **Bent by the shading normal, so a normal map shimmers what is seen through it** — a heat
2036
+ * haze, a distortion sphere, a rippled pane. Until 4.8.6 this was the geometric normal and a
2037
+ * mapped surface refracted as a smooth lens. An unlit draw shaded no normal, so it reads the
2038
+ * map here, on a branch on uniforms alone, which keeps its derivatives legal.
2039
+ */
2040
+ vec3 refractN = shadingNormal;
2041
+ if (uLightingEnabled == 0 && uNormalStrength > 0.0) refractN = normalMapped(refractN, surfaceAt);
2040
2042
  vec3 refractV = normalize(uCameraPos - vWorldPos);
2041
2043
  ivec2 snapSize = textureSize(uRefractScene, 0);
2042
2044
  vec2 screenUv = gl_FragCoord.xy / vec2(snapSize);