@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
@@ -23,7 +23,9 @@ import { PickableSet } from '../../pickable.js';
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  import { GpuTimestamps } from './gpuTimestamps.js';
24
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  import { isWeakGpuFamily } from '../../gpuCapability.js';
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  import { resolveAtmosphere } from '../../atmosphere.js';
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- import { BLOOM_FILTER_RADIUS_UV, BLOOM_LEVELS, bloomLevelSizes, bloomThresholdOf, bloomProfileWarning, } from '../../bloomChain.js';
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+ import { AMBIENT_SH_FLOATS, packAmbientSH } from '../../ambientHarmonics.js';
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+ import { lightmapTexels, warnRegionsWithoutPage, warnUnpagedLightmap, withLightmapUvs, } from '../../lightmap.js';
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+ import { BLOOM_FILTER_RADIUS_UV, BLOOM_LEVELS, bloomLevelSizes, bloomThresholdOf, bloomProfileWarning, defaultBloomResponse, resolveBloomResponse, } from '../../bloomChain.js';
27
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  import { createResolvedWater, resolveWater, waterAppearance, } from '../../waterDraw.js';
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  import { createResolvedLightVolume, DEPTH_01_TO_CLIP_Y_DOWN, resolveLightVolume, volumeMediumGain, } from '../../lightVolumeDraw.js';
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  import { WIND_STREAK_DEFAULTS, createResolvedWindStreaks, resolveWindStreaks, } from '../../windStreakDraw.js';
@@ -65,7 +67,7 @@ import { ExposurePass } from './exposurePass.js';
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  import { AO_STORE } from '../../shaders/ambientOcclusion.js';
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  import { clampAutoExposure } from '../../shaders/exposure.js';
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  import { clampLocalExposure } from '../../shaders/localExposure.js';
68
- import { createDepthResolveLayout, createPostStageLayout, depthResolvePipeline, postPipeline, postPipelineTargets, sceneColorFormat, AO_BLUR_FIELDS, AO_BLUR_FRAG_WGSL, AO_BLUR_SIZE, AO_BLUR_TEXTURES, AO_BLUR_UNIFORMS, AO_FRAG_FIELDS, AO_FRAG_SIZE, AO_FRAG_WGSL, AO_TEXTURES, AO_UNIFORMS, ADDITIVE_BLEND, BLOOM_DOWNSAMPLE_FIELDS, BLOOM_DOWNSAMPLE_FRAG_WGSL, BLOOM_PREFILTER_FIELDS, BLOOM_PREFILTER_FRAG_WGSL, BLOOM_STAGE_SIZE, BLOOM_TEXTURES, BLOOM_UNIFORMS, BLOOM_UPSAMPLE_FIELDS, BLOOM_UPSAMPLE_FRAG_WGSL, RESOLVED_DEPTH_FORMAT, RUSH_FRAG_FIELDS, RUSH_FRAG_SIZE, RUSH_FRAG_WGSL, RUSH_TEXTURES, RUSH_UNIFORMS, TAA_FRAG_FIELDS, TAA_FRAG_SIZE, TAA_TEXTURES, TAA_UNIFORMS, TEMPORAL_RESOLVE_FRAG_WGSL, MEDIUM_FRAG_FIELDS, MEDIUM_FRAG_SIZE, MEDIUM_FRAG_WGSL, MEDIUM_TEXTURES, MEDIUM_TRANSMIT_BLEND, MEDIUM_UNIFORMS, MEDIUM_UPSAMPLE_FIELDS, MEDIUM_UPSAMPLE_FRAG_WGSL, MEDIUM_UPSAMPLE_SIZE, MEDIUM_UPSAMPLE_TEXTURES, MEDIUM_UPSAMPLE_UNIFORMS, OIT_COMPOSITE_BLEND, OIT_RESOLVE_FRAG_WGSL, OIT_TEXTURES, DECAL_FRAG_FIELDS, DECAL_FRAG_SIZE, DECAL_MULTIPLY_BLEND, DECAL_PROJECT_FRAG_WGSL, DECAL_TEXTURES, DECAL_UNIFORMS, PREMULTIPLIED_OVER_BLEND, REFLECTION_OVER_BLEND, SSR_FRAG_FIELDS, SSR_FRAG_SIZE, SSR_RESOLVE_FRAG_WGSL, SSR_RESOLVE_TEXTURES, SSR_TEXTURES, SSR_TRACE_FRAG_WGSL, SSR_UNIFORMS, createOitResolveLayout, createSsrResolveLayout, } from './postPass.js';
70
+ import { createDepthResolveLayout, createPostStageLayout, depthResolvePipeline, postPipeline, postPipelineTargets, sceneColorFormat, AO_BLUR_FIELDS, AO_BLUR_FRAG_WGSL, AO_BLUR_SIZE, AO_BLUR_TEXTURES, AO_BLUR_UNIFORMS, AO_FRAG_FIELDS, AO_FRAG_SIZE, AO_FRAG_WGSL, AO_TEXTURES, AO_UNIFORMS, BLOOM_DOWNSAMPLE_FIELDS, BLOOM_DOWNSAMPLE_FRAG_WGSL, BLOOM_PREFILTER_FIELDS, BLOOM_PREFILTER_FRAG_WGSL, BLOOM_STAGE_SIZE, BLOOM_TEXTURES, BLOOM_UNIFORMS, BLOOM_UPSAMPLE_FIELDS, TINTED_ADD_BLEND, BLOOM_UPSAMPLE_FRAG_WGSL, RESOLVED_DEPTH_FORMAT, RUSH_FRAG_FIELDS, RUSH_FRAG_SIZE, RUSH_FRAG_WGSL, RUSH_TEXTURES, RUSH_UNIFORMS, TAA_FRAG_FIELDS, TAA_FRAG_SIZE, TAA_TEXTURES, TAA_UNIFORMS, TEMPORAL_RESOLVE_FRAG_WGSL, MEDIUM_FRAG_FIELDS, MEDIUM_FRAG_SIZE, MEDIUM_FRAG_WGSL, MEDIUM_TEXTURES, MEDIUM_TRANSMIT_BLEND, MEDIUM_UNIFORMS, MEDIUM_UPSAMPLE_FIELDS, MEDIUM_UPSAMPLE_FRAG_WGSL, MEDIUM_UPSAMPLE_SIZE, MEDIUM_UPSAMPLE_TEXTURES, MEDIUM_UPSAMPLE_UNIFORMS, OIT_COMPOSITE_BLEND, OIT_RESOLVE_FRAG_WGSL, OIT_TEXTURES, DECAL_FRAG_FIELDS, DECAL_FRAG_SIZE, DECAL_MULTIPLY_BLEND, DECAL_PROJECT_FRAG_WGSL, DECAL_TEXTURES, DECAL_UNIFORMS, PREMULTIPLIED_OVER_BLEND, REFLECTION_OVER_BLEND, SSR_FRAG_FIELDS, SSR_FRAG_SIZE, SSR_RESOLVE_FRAG_WGSL, SSR_RESOLVE_TEXTURES, SSR_TEXTURES, SSR_TRACE_FRAG_WGSL, SSR_UNIFORMS, createOitResolveLayout, createSsrResolveLayout, } from './postPass.js';
69
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  import { GRADE_PLACEHOLDER_SIZE, identityGradeLut, validateGradeLut, } from '../../colourGrade.js';
70
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  import { FILM_LOOK_WITHOUT_COMPOSITE, clampGrain, clampVignette, grainSeed, } from '../../shaders/filmLook.js';
71
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  import { createProbeMipBindGroupLayout, createProbePrefilterBindGroupLayout, PREFILTER_UNIFORM_OFFSETS, probeLevels, probeMipPipeline, probePrefilterPipeline, PROBE_FACES, PROBE_FACE_BASIS, PROBE_FAR_M, PROBE_FOV_DEG, PROBE_MIP_UNIFORM_SIZE, PROBE_NEAR_M, } from './probePass.js';
@@ -75,6 +77,7 @@ import { seaStateForWind } from '../../seaState.js';
75
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  import { causticsPipeline, createCausticsBindGroup, createCausticsBindGroupLayout, createGpuCaustics, CAUSTICS_FRAG_FIELDS, CAUSTICS_FRAG_SIZE, CAUSTICS_VERT_FIELDS, CAUSTICS_VERT_SIZE, } from './causticsPass.js';
76
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  import { createInsetBindGroup, createInsetBindGroupLayout, insetPipeline, INSET_UNIFORM_SIZE, } from './insetPass.js';
77
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  import { buildPlumeGeometry } from '../../plumeGeometry.js';
80
+ import { facingCode } from '../../particleBatch.js';
78
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  import { PARTICLE_INDICES } from '../../shaders/particle.js';
79
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  import { createScatterDeform, resolveScatterDeform, } from '../../scatterDeform.js';
80
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  import { resolvePointLights } from '../../lightBudget.js';
@@ -96,7 +99,8 @@ import { SKY_FIELDS, SKY_UNIFORM_SIZE, createSkyBindGroup, createSkyBindGroupLay
96
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  import { SCATTER_DEPTH_FIELDS, SCATTER_DEPTH_SIZE, SCATTER_FRAG_FIELDS, SCATTER_FRAG_SIZE, SCATTER_VERT_FIELDS, SCATTER_VERT_SIZE, createGpuScatter, createScatterBindGroup, createScatterBindGroupLayout, createScatterDepthBindGroup, createScatterDepthBindGroupLayout, scatterDepthPipeline, scatterPipeline, } from './scatterPass.js';
97
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  import { WATER_FRAG_FIELDS, WATER_FRAG_SIZE, WATER_VERT_FIELDS, WATER_VERT_SIZE, createGpuWater, createWaterBindGroup, createWaterBindGroupLayout, waterPipeline, } from './waterPass.js';
98
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  import { PLUME_FRAG_FIELDS, PLUME_FRAG_SIZE, PLUME_VERT_FIELDS, PLUME_VERT_SIZE, createGpuPlumes, createPlumeBindGroup, createPlumeBindGroupLayout, plumePipeline, } from './plumePass.js';
99
- import { PARTICLE_VERT_FIELDS, createGpuParticles, createParticleBindGroupLayout, packInstances, particleFragBindings, particlePipeline, } from './particlePass.js';
102
+ import { PARTICLE_INSTANCE_FLOATS, PARTICLE_VERT_FIELDS, createGpuParticles, createParticleBindGroupLayout, createSpriteBindGroup, packInstances, particleFragBindings, particlePipeline, } from './particlePass.js';
103
+ import { sortBackToFront } from '../../particleSort.js';
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  import { WIND_STREAK_FRAG_FIELDS, WIND_STREAK_FRAG_SIZE, WIND_STREAK_VERT_FIELDS, WIND_STREAK_VERT_SIZE, createGpuWindStreaks, createWindStreakBindGroup, createWindStreakBindGroupLayout, windStreakPipeline, } from './windStreakPass.js';
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  import { FLOCK_FRAG_FIELDS, FLOCK_FRAG_SIZE, FLOCK_VERT_FIELDS, FLOCK_VERT_SIZE, createFlockBindGroup, createFlockBindGroupLayout, createGpuFlock, flockPipeline, } from './flockPass.js';
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  import { BOLT_FRAG_FIELDS, BOLT_FRAG_SIZE, BOLT_VERT_FIELDS, BOLT_VERT_SIZE, boltPipeline, createBoltBindGroup, createBoltBindGroupLayout, createGpuBolts, } from './boltPass.js';
@@ -127,6 +131,8 @@ import { fitProbeGrid } from '../../gi/probeGridFit.js';
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  const INDIRECT_PROBE_SPACING = 2;
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  /** What the trace is given when a frame never said what was lighting it. */
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  const NO_SUN = [0, 0, 0];
134
+ /** The halves of a skin draw the spread keeps, in the order they are drawn. See `keepSkinDiffuse`. */
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+ const SKIN_KEPT_HALVES = ['diffuse', 'albedo'];
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  import { CLIP_Y_FLIP, MAX_REFLECTIVE_SURFACES, REFLECTION_EDGE_FADE, ReflectionQueue, } from '../../screenSpaceReflection.js';
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  import { decalScissor } from '../../decalProjector.js';
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  import { createCommandPool, resetPool, takeCommand } from './drawCommand.js';
@@ -138,7 +144,7 @@ import { OcclusionBuffer } from '../../occlusion.js';
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  import { boundsVisible } from '../../visibility.js';
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  import { createPassRegistry, drainRegistry, passAt, registerIn, unregisterIn } from '../../pass.js';
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  import { ClusterBinner } from './clusterBinner.js';
141
- import { clusteredMode, createClusterLightSet, fillClusterLightSet, } from '../../clusteredLights.js';
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+ import { clusteredMode, createClusterLightSet, clusteredLightTotal, fillClusterLightSet, lightChannelsOf, } from '../../clusteredLights.js';
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  import { computeAt, createComputeRegistry, } from '../../compute.js';
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  import { GpuInstancedBatch } from './instanced.js';
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  import { cutoutOf } from '../../cutoutCaster.js';
@@ -688,11 +694,16 @@ const DECAL_SLOT = DYNAMIC_UNIFORM_ALIGNMENT;
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  */
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  const SSR_SLOT = Math.ceil(SSR_FRAG_SIZE / DYNAMIC_UNIFORM_ALIGNMENT) * DYNAMIC_UNIFORM_ALIGNMENT;
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  const BLOOM_SLOT = DYNAMIC_UNIFORM_ALIGNMENT;
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- const BLOOM_SLOTS = BLOOM_LEVELS + 1;
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+ const BLOOM_SLOTS = BLOOM_LEVELS + 2;
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  /** One slot per blur axis, aligned like every other dynamic-offset block here. */
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  const AO_BLUR_SLOT = DYNAMIC_UNIFORM_ALIGNMENT;
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- /** The last slot, holding the tent radius every upsample draw binds. */
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+ /**
701
+ * The tent radius every upsample draw binds, with white as the level it reads is multiplied by;
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+ * and the same for the first draw up, which multiplies the deepest level by that level's tint.
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+ * Every other level's tint is the blend constant of the draw adding onto it. See `BloomResponse`.
704
+ */
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  const BLOOM_UPSAMPLE_SLOT = BLOOM_LEVELS;
706
+ const BLOOM_UPSAMPLE_DEEPEST_SLOT = BLOOM_LEVELS + 1;
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  /** The tint a draw gets when it asks for none, matching the WebGL2 path's reset-to-white. */
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  const WHITE = new Float32Array([1, 1, 1]);
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  /** A dust field standing still, for a light volume that asked for dust and not for wind. */
@@ -849,7 +860,7 @@ export class WebGPURenderer {
849
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  * Held rather than passed, like every other per-draw state here: `setSkinPalette` chooses and
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  * the following draws use it, which is the shape `setMaterial` already has.
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  */
852
- skinPalettes = new SkinPaletteRing();
863
+ skinPalettes;
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  skinnedBindGroupLayout;
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  morphedBindGroupLayout;
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  bothBindGroupLayout;
@@ -1279,6 +1290,17 @@ export class WebGPURenderer {
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  /** Whether this frame has spread its skin: once, at its first blended draw or before its end. */
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  skinScattered = false;
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  skinInverseProjection = mat4.create();
1293
+ /** Scratch for a sprite's depth conversion, so a particle draw allocates nothing. */
1294
+ spriteInverseProjection = mat4.create();
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+ /** Said once: a sprite asked for a soft edge where no depth copy could be had. */
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+ warnedSpriteDepth = false;
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+ /** Said once: more rectangles than the fixed arm shades, and no froxel table for the rest. */
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+ warnedAreaOverflow = false;
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+ /** What a sprite's depth binding holds where no copy was taken. See `spriteDepthStandIn`. */
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+ spriteDepthEmpty = null;
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+ /** The samplers every sprite batch binds: its image filtered, the depth copy texel for texel. */
1302
+ spriteLinearSampler = null;
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+ spriteNearestSampler = null;
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  sceneColorView = null;
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  /** The multisampled twin, when the profile asks for samples. Resolved into `sceneColor`. */
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  sceneColorMsaa = null;
@@ -2198,6 +2220,13 @@ export class WebGPURenderer {
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  createSurfaceTextureArray(sources, options = {}) {
2199
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  return new GpuSurfaceTexture(this.surface.device, this.pipelines, sources, options, this.compressedFormats);
2200
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  }
2223
+ /** A baked lightmap page, as a `lightmapModel` material's `modelMap`. See `RendererApi`. */
2224
+ createLightmap(page) {
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+ return new GpuSurfaceTexture(this.surface.device, this.pipelines, lightmapTexels(page), {
2226
+ wrap: 'clamp',
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+ mipmap: false,
2228
+ });
2229
+ }
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  /**
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  * GPU textures an `updateSurfaceTexture` replaced, destroyed when the next frame begins.
2203
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  *
@@ -2427,6 +2456,7 @@ export class WebGPURenderer {
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  this.materialModel = material?.model ?? null;
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2457
  /* What the blur spreads this skin by: the last material to name a profile says. */
2429
2458
  const model = material?.model;
2459
+ warnUnpagedLightmap(model, modelMap);
2430
2460
  if (model?.kind === 'skin' && this.skinScatter !== null) {
2431
2461
  this.skinScatter.setProfile(model.profile, model.scatterColor[0] * model.radius, model.scatterColor[1] * model.radius, model.scatterColor[2] * model.radius);
2432
2462
  }
@@ -2444,6 +2474,8 @@ export class WebGPURenderer {
2444
2474
  f[cut] = cutoff;
2445
2475
  f[cut + 1] = CUTOUT_RESOLVE_CODE[this.cutoutResolveStaged];
2446
2476
  f[cut + 2] = this.cutoutFrame;
2477
+ /* The material's lighting channels, which the lamps' are compared with. See `uCutout`. */
2478
+ f[cut + 3] = lightChannelsOf(material?.lightChannels);
2447
2479
  i[flags + 3] = material?.doubleSided === true ? 1 : 0;
2448
2480
  /* 0 is no map, and gates the whole block in the shader. See `uNormalStrength`. */
2449
2481
  f[this.materialField('uNormalStrength')] =
@@ -2583,16 +2615,26 @@ export class WebGPURenderer {
2583
2615
  console.warn('WebGPU: setEnvironmentAmbient no longer does anything. A baked probe now lights a ' +
2584
2616
  'surface through projected irradiance, and there is nothing left to tune.');
2585
2617
  }
2618
+ /**
2619
+ * The ambient the following draws take, nine spherical-harmonic coefficients or null for the
2620
+ * frame's. See `Renderer.setAmbientSH`: material state, so the next draw takes a slot of its own.
2621
+ */
2622
+ setAmbientSH(coefficients) {
2623
+ if (this.surface.lost)
2624
+ return;
2625
+ packAmbientSH(coefficients, this.ambientSH);
2626
+ this.material((f) => f.set(this.ambientSH, this.materialField('uAmbientSH')));
2627
+ }
2586
2628
  /** How reflective the surfaces drawn next are. Clamped, as `renderer.ts` clamps it. */
2587
2629
  setSurfaceReflectivity(amount) {
2588
2630
  this.material((f) => {
2589
- f[this.materialField('uReflectivity')] = Math.min(1, Math.max(0, amount));
2631
+ f[this.materialField('uEnvironmentDials') + 1] = Math.min(1, Math.max(0, amount));
2590
2632
  });
2591
2633
  }
2592
2634
  /** How bright the environment the surfaces drawn next reflect is. See `renderer.ts`. */
2593
2635
  setEnvironmentGain(gain) {
2594
2636
  this.material((f) => {
2595
- f[this.materialField('uEnvironmentGain')] = Math.max(0, gain);
2637
+ f[this.materialField('uEnvironmentDials') + 2] = Math.max(0, gain);
2596
2638
  });
2597
2639
  }
2598
2640
  setSurfaceGrain(amount) {
@@ -2629,7 +2671,7 @@ export class WebGPURenderer {
2629
2671
  setSurfaceRelief(amount, cyclesPerMetre = 60) {
2630
2672
  this.material((f) => {
2631
2673
  f[this.materialField('uRelief')] = Math.min(1, Math.max(0, amount));
2632
- f[this.materialField('uReliefCycles')] = Math.max(0.01, cyclesPerMetre);
2674
+ f[this.materialField('uRelief') + 1] = Math.max(0.01, cyclesPerMetre);
2633
2675
  });
2634
2676
  }
2635
2677
  /**
@@ -2647,7 +2689,7 @@ export class WebGPURenderer {
2647
2689
  /** Scale the emissive of the following draws. See `Renderer.setEmissiveGain` for why. */
2648
2690
  setEmissiveGain(gain) {
2649
2691
  this.material((f) => {
2650
- f[this.materialField('uEmissiveGain')] = gain;
2692
+ f[this.materialField('uEmission')] = gain;
2651
2693
  });
2652
2694
  }
2653
2695
  /* -- Overlays ------------------------------------------------------------------------ */
@@ -3220,7 +3262,19 @@ export class WebGPURenderer {
3220
3262
  */
3221
3263
  createParticles(capacity, options) {
3222
3264
  const layout = this.particleLayoutFor(options.material);
3223
- return createGpuParticles(this.surface.device, capacity, options.material, options.blend, options.stretchSec ?? 0, options.facing ?? 'camera', options.erosion ?? 0, options.coreGain ?? 1, options.fog ?? false, layout.layout, layout.fields, layout.fragSize);
3265
+ const texture = (options.texture ?? null);
3266
+ if (options.material === 'sprite' && texture === null) {
3267
+ throw new Error("createParticles: a 'sprite' draws an image, and was given no `texture`");
3268
+ }
3269
+ return createGpuParticles(this.surface.device, capacity, options.material, options.blend, options.stretchSec ?? 0, options.facing ?? 'camera', options.erosion ?? 0, options.coreGain ?? 1, options.fog ?? false, layout.layout, layout.fields, layout.fragSize, {
3270
+ texture: texture?.view ?? null,
3271
+ cells: options.cells ?? [1, 1],
3272
+ blendCells: options.blendCells === true,
3273
+ softDepth: Math.max(0, options.softDepth ?? 0),
3274
+ cameraFade: Math.max(0, options.cameraFade ?? 0),
3275
+ cameraOffset: options.cameraOffset ?? 0,
3276
+ sort: options.sort === true,
3277
+ });
3224
3278
  }
3225
3279
  disposeParticles(batch) {
3226
3280
  batch.dispose();
@@ -3260,18 +3314,21 @@ export class WebGPURenderer {
3260
3314
  return;
3261
3315
  }
3262
3316
  batch.drawnInEncoder = this.encoderEpoch;
3263
- const live = packInstances(batch, data);
3317
+ /* Farthest first where the batch asked; see `particleSort.ts`. */
3318
+ const drawn = batch.order === null ? data : sortBackToFront(data, camera.position, batch.order);
3319
+ const live = packInstances(batch, drawn);
3264
3320
  if (live === 0)
3265
3321
  return;
3266
3322
  const device = this.surface.device;
3267
- device.queue.writeBuffer(batch.instances, 0, batch.staging, 0, live * 14);
3323
+ device.queue.writeBuffer(batch.instances, 0, batch.staging, 0, live * PARTICLE_INSTANCE_FLOATS);
3268
3324
  const v = batch.vertFloats;
3269
3325
  const atV = (name) => (PARTICLE_VERT_FIELDS[name]?.offset ?? -4) / 4;
3270
3326
  mat4.multiply(this.correctedViewProj, CLIP_CORRECTION, camera.viewProjection);
3271
3327
  v.set(this.correctedViewProj, atV('uViewProj'));
3272
3328
  v.set(camera.position, atV('uCameraPos'));
3273
3329
  v[atV('uStretchSec')] = batch.stretchSec;
3274
- v[atV('uCameraFacing')] = batch.facing === 'camera' ? 1 : 0;
3330
+ v[atV('uCameraFacing')] = facingCode(batch.facing);
3331
+ v[atV('uCameraOffset')] = batch.cameraOffset;
3275
3332
  const f = batch.fragFloats;
3276
3333
  const i = batch.fragInts;
3277
3334
  const fields = batch.fields;
@@ -3322,14 +3379,18 @@ export class WebGPURenderer {
3322
3379
  `uCameraPos` rather than guarded like the material-specific fields above. */
3323
3380
  i[atF('uOutputTransform')] = this.gradeCode();
3324
3381
  f[atF('uOutputExposure')] = this.gradeExposure();
3382
+ const spriteGroup = batch.material === 'sprite' ? this.spriteFades(batch, camera, f) : null;
3325
3383
  device.queue.writeBuffer(batch.vertUniforms, 0, batch.vertStaging);
3326
3384
  device.queue.writeBuffer(batch.fragUniforms, 0, batch.fragStaging);
3385
+ const group = spriteGroup ?? batch.bindGroup;
3386
+ if (group === null)
3387
+ return;
3327
3388
  const layout = this.particleLayoutFor(batch.material).layout;
3328
3389
  const particlePipe = particlePipeline(this.blendedPipelines(), device, layout, batch.material, batch.blend);
3329
3390
  const particleCommand = this.recordBlended(0);
3330
3391
  if (particleCommand !== null) {
3331
3392
  particleCommand.pipeline = particlePipe;
3332
- particleCommand.bindGroup = batch.bindGroup;
3393
+ particleCommand.bindGroup = group;
3333
3394
  particleCommand.vertexBuffers[0] = batch.corners;
3334
3395
  particleCommand.vertexBuffers[1] = batch.instances;
3335
3396
  particleCommand.vertexCount = 2;
@@ -3343,13 +3404,97 @@ export class WebGPURenderer {
3343
3404
  if (pass === null)
3344
3405
  return;
3345
3406
  pass.setPipeline(particlePipe);
3346
- pass.setBindGroup(0, batch.bindGroup);
3407
+ pass.setBindGroup(0, group);
3347
3408
  pass.setVertexBuffer(0, batch.corners);
3348
3409
  pass.setVertexBuffer(1, batch.instances);
3349
3410
  pass.setIndexBuffer(batch.indexBuffer, 'uint32');
3350
3411
  pass.drawIndexed(PARTICLE_INDICES, live);
3351
3412
  }
3352
3413
  }
3414
+ /**
3415
+ * A sprite's flipbook and fades into its fragment block `f`, and the bind group holding the
3416
+ * frame's depth copy its soft edge reads — built again only when that copy is replaced.
3417
+ *
3418
+ * **The copy is the volume's**: `takeVolumeDepth` ends the frame's pass, resolves the opaque
3419
+ * depth and reopens, once a frame whoever asks. Only in the frame's own picture: in a mirror or
3420
+ * a probe's face it would be another view's depth, and the edge stays hard there, as on WebGL2.
3421
+ * Without a composite there is no copy, and the renderer says so once.
3422
+ */
3423
+ spriteFades(batch, camera, f) {
3424
+ const fields = batch.fields;
3425
+ const atF = (name) => (fields[name]?.offset ?? -4) / 4;
3426
+ let depth = null;
3427
+ if (batch.softDepth > 0 && !this.reflectionPassActive && !this.probePassActive) {
3428
+ if (this.openPass() !== null && this.takeVolumeDepth())
3429
+ depth = this.resolvedDepthView;
3430
+ if (depth === null && !this.warnedSpriteDepth) {
3431
+ this.warnedSpriteDepth = true;
3432
+ console.warn("WebGPU: a 'sprite' asked for a soft edge, which reads a copy of the frame's depth, and " +
3433
+ 'this profile keeps none — screenEffects is off. The edge is hard.');
3434
+ }
3435
+ }
3436
+ f[atF('uCells')] = batch.cells[0];
3437
+ f[atF('uCells') + 1] = batch.cells[1];
3438
+ f[atF('uCells') + 2] = batch.blendCells ? 1 : 0;
3439
+ f[atF('uFade')] = batch.softDepth;
3440
+ f[atF('uFade') + 1] = batch.cameraFade;
3441
+ f[atF('uFade') + 2] = depth === null ? 0 : 1;
3442
+ mat4.invert(this.spriteInverseProjection, camera.projection);
3443
+ const inverse = this.spriteInverseProjection;
3444
+ f[atF('uDepthToViewZ')] = inverse[10] ?? 0;
3445
+ f[atF('uDepthToViewZ') + 1] = inverse[14] ?? 0;
3446
+ f[atF('uDepthToViewZ') + 2] = inverse[11] ?? 0;
3447
+ f[atF('uDepthToViewZ') + 3] = inverse[15] ?? 1;
3448
+ /*
3449
+ * The pixels a fragment's own coordinate counts in: the output's where blended draws land
3450
+ * after reconstruction, the scene's otherwise. The copy is sampled by the fraction, so its own
3451
+ * size does not matter. Read off the canvas rather than `sceneSize`, which builds an object.
3452
+ */
3453
+ const { canvas } = this.surface;
3454
+ const ratio = this.drawsLate() || !this.reconstructionWanted ? 1 : this.quality.reconstruction;
3455
+ /* `reconRenderSize`'s own rounding — up, from the floored output — without its object. */
3456
+ const width = Math.max(1, Math.floor(canvas.width));
3457
+ const height = Math.max(1, Math.floor(canvas.height));
3458
+ f[atF('uViewport')] = ratio > 1 ? Math.max(1, Math.ceil(width / ratio)) : width;
3459
+ f[atF('uViewport') + 1] = ratio > 1 ? Math.max(1, Math.ceil(height / ratio)) : height;
3460
+ /* Something single-sampled and unfilterable stands in where there is no copy to read. */
3461
+ const bound = depth ?? this.spriteDepthStandIn();
3462
+ if (batch.spriteGroup === null || batch.spriteGroupDepth !== bound) {
3463
+ batch.spriteGroup = createSpriteBindGroup(this.surface.device, this.particleLayoutFor('sprite').layout, batch, this.particleLayoutFor('sprite').fragSize, bound, this.spriteSampler(true), this.spriteSampler(false));
3464
+ batch.spriteGroupDepth = bound;
3465
+ }
3466
+ return batch.spriteGroup;
3467
+ }
3468
+ /** A sprite's image sampler, repeating nothing and filtered, or its depth's, nearest. */
3469
+ spriteSampler(linear) {
3470
+ const device = this.surface.device;
3471
+ if (linear) {
3472
+ this.spriteLinearSampler ??= device.createSampler({
3473
+ label: 'particle.sprite',
3474
+ magFilter: 'linear',
3475
+ minFilter: 'linear',
3476
+ mipmapFilter: 'linear',
3477
+ addressModeU: 'clamp-to-edge',
3478
+ addressModeV: 'clamp-to-edge',
3479
+ });
3480
+ return this.spriteLinearSampler;
3481
+ }
3482
+ this.spriteNearestSampler ??= device.createSampler({ label: 'particle.depth' });
3483
+ return this.spriteNearestSampler;
3484
+ }
3485
+ /** A one-texel `r32float` for a sprite's depth binding where no copy was taken. */
3486
+ spriteDepthStandIn() {
3487
+ if (this.spriteDepthEmpty === null) {
3488
+ const texture = this.surface.device.createTexture({
3489
+ label: 'particle.depthStandIn',
3490
+ size: [1, 1],
3491
+ format: 'r32float',
3492
+ usage: 0x04 | 0x02,
3493
+ });
3494
+ this.spriteDepthEmpty = texture.createView();
3495
+ }
3496
+ return this.spriteDepthEmpty;
3497
+ }
3353
3498
  /**
3354
3499
  * The bind group layout for one particle material, built on first use.
3355
3500
  *
@@ -3367,7 +3512,7 @@ export class WebGPURenderer {
3367
3512
  const device = this.surface.device;
3368
3513
  const frag = particleFragBindings(material);
3369
3514
  const built = {
3370
- layout: createParticleBindGroupLayout(device, frag.size),
3515
+ layout: createParticleBindGroupLayout(device, frag.size, material === 'sprite'),
3371
3516
  fields: frag.fields,
3372
3517
  fragSize: frag.size,
3373
3518
  };
@@ -4363,6 +4508,7 @@ export class WebGPURenderer {
4363
4508
  iesAxes: new Float32Array(0),
4364
4509
  cookies: new Float32Array(0),
4365
4510
  heldSourceRadii: new Float32Array(MAX_POINT_LIGHTS),
4511
+ axesAndChannels: new Float32Array(MAX_POINT_LIGHTS * 4),
4366
4512
  heldWeights: new Float32Array(MAX_POINT_LIGHTS),
4367
4513
  };
4368
4514
  /** Refilled per frame rather than allocated; see `resolveAtmosphere`. */
@@ -5034,6 +5180,8 @@ export class WebGPURenderer {
5034
5180
  this.materialBudget.limit(quality.materialChangesPerFrame);
5035
5181
  this.drawBudget.limit(quality.drawsPerFrame);
5036
5182
  this.shadowDrawBudget.limit(quality.drawsPerFrame);
5183
+ /* A palette per draw at most, which is the most a frame can bind. See `SkinPaletteRing`. */
5184
+ this.skinPalettes = new SkinPaletteRing(quality.drawsPerFrame);
5037
5185
  this.maxDrawingBufferPixels = quality.maxDrawingBufferPixels;
5038
5186
  this.exposure = quality.outputExposure;
5039
5187
  this.flushSchedule =
@@ -6324,7 +6472,9 @@ export class WebGPURenderer {
6324
6472
  keyed.key = fullKey;
6325
6473
  return keyed;
6326
6474
  }
6327
- createMesh(data, options = {}) {
6475
+ createMesh(given, options = {}) {
6476
+ /* The streams it is drawn with, before anything records which it has. See `withLightmapUvs`. */
6477
+ const data = withLightmapUvs(given);
6328
6478
  const fullKey = this.warmFlatPipelines(data, options.dynamic === true);
6329
6479
  return this.keyed(createGpuMesh(this.surface.device, data, options.dynamic === true), fullKey);
6330
6480
  }
@@ -6337,7 +6487,8 @@ export class WebGPURenderer {
6337
6487
  * straddle one, and going on writing to a dead device would raise validation errors a consumer
6338
6488
  * can do nothing about. Done with `complete` still false is the signal that it was abandoned.
6339
6489
  */
6340
- createMeshIncremental(data, options = {}) {
6490
+ createMeshIncremental(given, options = {}) {
6491
+ const data = withLightmapUvs(given);
6341
6492
  const fullKey = this.warmFlatPipelines(data, options.dynamic === true);
6342
6493
  const { mesh, upload } = createGpuMeshIncremental(this.surface.device, data, options.dynamic === true);
6343
6494
  const surface = this.surface;
@@ -6398,6 +6549,15 @@ export class WebGPURenderer {
6398
6549
  bindMeshPass(camera, env) {
6399
6550
  if (this.surface.lost)
6400
6551
  return;
6552
+ /* Rectangles past the fixed arm's are the froxel table's, and without it nobody shades them. */
6553
+ if (!this.warnedAreaOverflow &&
6554
+ !this.quality.clusteredLights &&
6555
+ (env.areaLights?.count ?? 0) > this.shadedAreaLights) {
6556
+ this.warnedAreaOverflow = true;
6557
+ console.warn(`WebGPU: ${env.areaLights?.count ?? 0} rectangular lights and ${this.shadedAreaLights} ` +
6558
+ 'shaded without clusteredLights: the rest are not drawn. Turn clusteredLights on, and the ' +
6559
+ 'froxel table shades every one past the fixed ones, unshadowed.');
6560
+ }
6401
6561
  /* Corrected once a frame, not once a draw: every draw copies the same matrix. */
6402
6562
  mat4.multiply(this.correctedViewProj, CLIP_CORRECTION, camera.viewProjection);
6403
6563
  /*
@@ -6561,16 +6721,18 @@ export class WebGPURenderer {
6561
6721
  * switched grain off. That is the same failure the missing properties had — silence that
6562
6722
  * reads as a setting rather than as an omission.
6563
6723
  *
6564
- * `uReliefCycles` is 60 because `renderer.ts` says 60. Nothing in either file explains the
6724
+ * `uRelief.y` is 60 because `renderer.ts` says 60. Nothing in either file explains the
6565
6725
  * number, so this is a copy and is marked as one; the two must move together.
6566
6726
  */
6567
6727
  f[at('uGrain')] = 1;
6568
- f[at('uReflectivity')] = 0;
6728
+ f[at('uEnvironmentDials') + 1] = 0;
6569
6729
  /* No weighting and no dither until a pass or a crossfade asks. See `setDitherFade`. */
6570
6730
  f[at('uWriteMode')] = 0;
6571
6731
  f[at('uWriteMode') + 1] = 0;
6572
6732
  /* 1, not 0: a multiplier's identity is one. See `setEnvironmentGain`. */
6573
- f[at('uEnvironmentGain')] = 1;
6733
+ f[at('uEnvironmentDials') + 2] = 1;
6734
+ /* The frame's own ambient until a draw asks for its own. See `setAmbientSH`. */
6735
+ f.fill(0, at('uAmbientSH'), at('uAmbientSH') + AMBIENT_SH_FLOATS);
6574
6736
  /*
6575
6737
  * **Only where the variant declares it.** The irradiance block lives inside the probe's own
6576
6738
  * `#if`, because it exists to be filled from a cube only that permutation has, so `at` throws
@@ -6624,7 +6786,7 @@ export class WebGPURenderer {
6624
6786
  f[base + 2] = sets[2] ?? 0;
6625
6787
  }
6626
6788
  /* Which chain is bound, because the level and the weight both depend on it. */
6627
- f[at('uEnvironmentPrefiltered')] = this.quality.environmentPrefilter ? 1 : 0;
6789
+ f[at('uEnvironmentDials')] = this.quality.environmentPrefilter ? 1 : 0;
6628
6790
  }
6629
6791
  /* DriftLight, or zeros that switch it off: see `driftLight/uniforms.ts`. */
6630
6792
  this.uploadLightField();
@@ -6650,10 +6812,10 @@ export class WebGPURenderer {
6650
6812
  f[emissiveScale + 1] = 1;
6651
6813
  f[emissiveScale + 2] = 1;
6652
6814
  f[at('uRelief')] = 0;
6653
- f[at('uReliefCycles')] = 60;
6815
+ f[at('uRelief') + 1] = 60;
6654
6816
  f[at('uTextureRelief')] = 0;
6655
- f[at('uEmissiveGain')] = env.emissiveGain;
6656
- f[at('uNightFactor')] = env.nightFactor;
6817
+ f[at('uEmission')] = env.emissiveGain;
6818
+ f[at('uEmission') + 1] = env.nightFactor;
6657
6819
  /*
6658
6820
  * **Only where the variant declares it**, because `at` throws on a name the permutation does
6659
6821
  * not hold and this term is compiled in by `nightEmissive` alone.
@@ -6671,7 +6833,8 @@ export class WebGPURenderer {
6671
6833
  f[at('uNightEmissive')] = env.nightEmissive ?? 0;
6672
6834
  f.set(env.highlightMin, at('uHighlightMin'));
6673
6835
  f.set(env.highlightMax, at('uHighlightMax'));
6674
- f[at('uHighlightGain')] = env.highlightGain;
6836
+ /* The gain in the far corner's w. See `uHighlightMax`. */
6837
+ f[at('uHighlightMax') + 3] = env.highlightGain;
6675
6838
  /*
6676
6839
  * No grading here. `renderer.ts` grades in this pass only when there is no composite to do
6677
6840
  * it in; this backend has no composite yet, and adding one is its own row. Exposure is 1
@@ -6767,11 +6930,13 @@ export class WebGPURenderer {
6767
6930
  scatterInto(f, this.fragment.fields['uLightDir'], lights.directions, 3);
6768
6931
  scatterInto(f, this.fragment.fields['uLightCone'], lights.coneCos, 2);
6769
6932
  scatterInto(f, this.fragment.fields['uLightIesProfile'], lights.iesProfiles, 1);
6770
- scatterInto(f, this.fragment.fields['uLightIesAxis'], lights.iesAxes, 3);
6933
+ /* The azimuth and, in w, the light's channels. See `axesAndChannels`. */
6934
+ scatterInto(f, this.fragment.fields['uLightIesAxis'], lights.axesAndChannels, 4);
6771
6935
  scatterInto(f, this.fragment.fields['uLightCookie'], lights.cookies, 1);
6772
- f[at('uIesAtlasRows')] = this.iesRows;
6773
- f[at('uIesPlaneCount')] = this.iesPlanes;
6774
- f[at('uCookieTiles')] = this.cookieTiles;
6936
+ /* The fixture atlas's shape, three numbers in one row: profile rows, planes, cookie tiles. */
6937
+ f[at('uFixtureShape')] = this.iesRows;
6938
+ f[at('uFixtureShape') + 1] = this.iesPlanes;
6939
+ f[at('uFixtureShape') + 2] = this.cookieTiles;
6775
6940
  /*
6776
6941
  * The rectangular emitters. Bound on both backends in the same change, per the 2026-08-13
6777
6942
  * rule's fourth clause — and the count is what makes the whole thing free to a scene with
@@ -6916,8 +7081,20 @@ export class WebGPURenderer {
6916
7081
  * same terms here, which is why a pass cannot inherit a material from the one before it.
6917
7082
  */
6918
7083
  this.materials.dirty();
6919
- /* A pass starts with no material, exactly as `renderer.ts` resets these terms. */
7084
+ /*
7085
+ * A pass starts with no material, exactly as `renderer.ts` resets these terms — **every map,
7086
+ * not the albedo alone**. `setMaterial` skips the lookup when the maps it is given are the ones
7087
+ * held, so a pass that kept the last pass's normal, ORM, emissive and model maps here while
7088
+ * binding the blank group made the next `setMaterial` naming those same maps a no-op: the draw
7089
+ * kept the blank group and read the stand-ins while its flags said the maps were bound. A scene
7090
+ * whose first material in a pass was the last of the pass before — any scene of one material —
7091
+ * lost its maps from the second frame on, on this backend alone. Until 4.8.6.
7092
+ */
6920
7093
  this.albedo = null;
7094
+ this.normalMap = null;
7095
+ this.ormMap = null;
7096
+ this.emissiveMap = null;
7097
+ this.modelMap = null;
6921
7098
  this.bindGroup = this.blankAlbedoBindGroup;
6922
7099
  this.uvScale[0] = 1;
6923
7100
  this.uvScale[1] = 1;
@@ -7548,6 +7725,7 @@ export class WebGPURenderer {
7548
7725
  submitInstanced(batch, data, opacity, blend, options) {
7549
7726
  if (!this.canDraw() || this.viewProj === null)
7550
7727
  return;
7728
+ warnRegionsWithoutPage(this.materialModel, data.lightmapRegions);
7551
7729
  const mesh = batch.mesh;
7552
7730
  /* Nor a batch of a mesh with nothing in it: see `GpuMesh.indexCount`. */
7553
7731
  if (!mesh.complete || mesh.indexCount === 0)
@@ -10362,9 +10540,9 @@ export class WebGPURenderer {
10362
10540
  *
10363
10541
  * `load` rather than `clear` wherever there is a blend, and that is the other half of what
10364
10542
  * makes the sum of the octaves a sum: a cleared attachment discards the level the downsample
10365
- * wrote and adds the octave to nothing. See `ADDITIVE_BLEND`.
10543
+ * wrote and adds the octave to nothing. See `TINTED_ADD_BLEND`.
10366
10544
  */
10367
- const stage = (label, key, fragment, target, source, slot, blend) => {
10545
+ const stage = (label, key, fragment, target, source, slot, blend, constant) => {
10368
10546
  const group = this.bloomGroups[source];
10369
10547
  if (group === undefined)
10370
10548
  return;
@@ -10382,6 +10560,8 @@ export class WebGPURenderer {
10382
10560
  });
10383
10561
  pass.setPipeline(postPipeline(this.pipelines, this.surface.device, this.bloomLayout, key, fragment, format, blend));
10384
10562
  pass.setBindGroup(0, group, [slot * BLOOM_SLOT]);
10563
+ if (constant !== undefined)
10564
+ pass.setBlendConstant(constant);
10385
10565
  pass.draw(3);
10386
10566
  pass.end();
10387
10567
  };
@@ -10395,13 +10575,22 @@ export class WebGPURenderer {
10395
10575
  break;
10396
10576
  stage('post.bloomDown', 'post.bloomDownsample', BLOOM_DOWNSAMPLE_FRAG_WGSL, target, index, index);
10397
10577
  }
10398
- /* And back up. Every draw reads the same tent radius, so they share one slot rather than
10399
- holding five copies of one constant. */
10578
+ /*
10579
+ * And back up. Every draw reads the same tent radius, so they share one slot rather than
10580
+ * holding five copies of one constant — but for the first, which multiplies the deepest level
10581
+ * by its tint. Each level being added onto takes its own tint from the blend constant.
10582
+ */
10583
+ const response = this.bloomResponse;
10400
10584
  for (let index = levels.length - 1; index > 0; index--) {
10401
10585
  const target = levels[index - 1];
10402
- if (target === undefined)
10586
+ const constant = this.bloomConstants[index - 1];
10587
+ if (target === undefined || constant === undefined)
10403
10588
  break;
10404
- stage('post.bloomUp', 'post.bloomUpsample', BLOOM_UPSAMPLE_FRAG_WGSL, target, index + 1, BLOOM_UPSAMPLE_SLOT, ADDITIVE_BLEND);
10589
+ const into = 1 + (index - 1) * 3;
10590
+ constant[0] = response[into] ?? 1;
10591
+ constant[1] = response[into + 1] ?? 1;
10592
+ constant[2] = response[into + 2] ?? 1;
10593
+ stage('post.bloomUp', 'post.bloomUpsample', BLOOM_UPSAMPLE_FRAG_WGSL, target, index + 1, index === levels.length - 1 ? BLOOM_UPSAMPLE_DEEPEST_SLOT : BLOOM_UPSAMPLE_SLOT, TINTED_ADD_BLEND, constant);
10405
10594
  }
10406
10595
  }
10407
10596
  /**
@@ -10553,9 +10742,10 @@ export class WebGPURenderer {
10553
10742
  this.oitMode === 'none');
10554
10743
  }
10555
10744
  /**
10556
- * A skin draw's diffuse half, kept for the spread: the frame's draw again, with the same slots,
10557
- * buffers and bind group, through the pipeline that writes the diffuse alone into the blur's
10558
- * target and tests for the depth its frame half wrote.
10745
+ * A skin draw's diffuse and colour halves, kept for the spread: the frame's draw again, twice,
10746
+ * with the same slots, buffers and bind group, through the pipelines that write the diffuse's
10747
+ * light alone and its colour alone into the blur's targets and test for the depth its frame half
10748
+ * wrote.
10559
10749
  */
10560
10750
  keepSkinDiffuse(mesh, frameKey, base, skinned, morphed, deltas, layer, eight, clothed, slot, material) {
10561
10751
  const skin = this.skinScatter;
@@ -10563,24 +10753,28 @@ export class WebGPURenderer {
10563
10753
  const present = this.meshPresent.get(base);
10564
10754
  if (skin === null || pipelines === null || present === undefined)
10565
10755
  return;
10566
- const key = `${frameKey}|sd`;
10567
- const pipeline = pipelines.peek(key) ??
10568
- flatPipeline(pipelines, this.surface.device, this.flatLayoutFor(skinned, morphed), this.variant, key, present, false, skinned, morphed, true, layer, false, 'none', this.materialDoubleSided, false, eight, clothed, 'skin', 'diffuse');
10569
- const command = skin.take();
10570
- command.pipeline = pipeline;
10571
- command.bindGroup = this.flatBindGroupFor(skinned, morphed, deltas);
10572
- command.offsetA = slot;
10573
- command.offsetB = material;
10574
- command.offsetCount = 2;
10575
- for (let index = 0; index < mesh.vertexBuffers.length; index++) {
10576
- command.vertexBuffers[index] = mesh.vertexBuffers[index];
10577
- }
10578
- command.vertexCount = mesh.vertexBuffers.length;
10579
- command.indexBuffer = mesh.indexBuffer;
10580
- command.indexed = true;
10581
- command.count = mesh.indexCount;
10582
- command.instances = 1;
10583
- command.indirect = null;
10756
+ const bindGroup = this.flatBindGroupFor(skinned, morphed, deltas);
10757
+ /* The light alone, which the blur spreads, then the colour alone, which it is multiplied by. */
10758
+ for (const half of SKIN_KEPT_HALVES) {
10759
+ const key = `${frameKey}|${half === 'diffuse' ? 'sd' : 'sa'}`;
10760
+ const pipeline = pipelines.peek(key) ??
10761
+ flatPipeline(pipelines, this.surface.device, this.flatLayoutFor(skinned, morphed), this.variant, key, present, false, skinned, morphed, true, layer, false, 'none', this.materialDoubleSided, false, eight, clothed, 'skin', half);
10762
+ const command = half === 'diffuse' ? skin.take() : skin.takeAlbedo();
10763
+ command.pipeline = pipeline;
10764
+ command.bindGroup = bindGroup;
10765
+ command.offsetA = slot;
10766
+ command.offsetB = material;
10767
+ command.offsetCount = 2;
10768
+ for (let index = 0; index < mesh.vertexBuffers.length; index++) {
10769
+ command.vertexBuffers[index] = mesh.vertexBuffers[index];
10770
+ }
10771
+ command.vertexCount = mesh.vertexBuffers.length;
10772
+ command.indexBuffer = mesh.indexBuffer;
10773
+ command.indexed = true;
10774
+ command.count = mesh.indexCount;
10775
+ command.instances = 1;
10776
+ command.indirect = null;
10777
+ }
10584
10778
  }
10585
10779
  /**
10586
10780
  * Spread the frame's skin and add it back: once, at the first blended draw or before the frame's
@@ -11963,10 +12157,11 @@ export class WebGPURenderer {
11963
12157
  f[frustumAt + 2] = tanHalfFovY;
11964
12158
  f[frustumAt + 3] = aspect;
11965
12159
  f.set(camera.view, at('uView'));
11966
- const set = fillClusterLightSet(env, this.clusterLights);
12160
+ /* The rectangles past the fixed arm's go into the table. See `ClusterLightSet.areas`. */
12161
+ const set = fillClusterLightSet(env, this.clusterLights, this.shadedAreaLights);
11967
12162
  /* A slot is read only under `POINT_SHADOWS`; see `lightHasFixture`. */
11968
12163
  const shadowSlots = this.quality.pointShadows ? MAX_POINT_LIGHTS : 0;
11969
- i[at('uClustered')] = clusteredMode(set, set.count, shadowSlots);
12164
+ i[at('uClustered')] = clusteredMode(set, clusteredLightTotal(set), shadowSlots);
11970
12165
  binner.setFrame({
11971
12166
  lights: set,
11972
12167
  view: camera.view,
@@ -12281,6 +12476,16 @@ export class WebGPURenderer {
12281
12476
  * -----------------------------------------------------------------------------------------
12282
12477
  */
12283
12478
  bloomScale = 1;
12479
+ /** The draw's own ambient, as `packAmbientSH` writes it; zeros are the frame's. */
12480
+ ambientSH = new Float32Array(AMBIENT_SH_FLOATS);
12481
+ /** The ramp and each level's tint, as `resolveBloomResponse` writes them; the subtraction and white. */
12482
+ bloomResponse = defaultBloomResponse();
12483
+ /** The response before the last `setBloom`, to tell whether the blocks need writing again. */
12484
+ bloomResponseNext = defaultBloomResponse();
12485
+ /** Each level's tint as a blend constant, rewritten in place: `setBlendConstant` takes a colour. */
12486
+ bloomConstants = Array.from({ length: BLOOM_LEVELS }, () => [
12487
+ 1, 1, 1, 1,
12488
+ ]);
12284
12489
  /** In scene units, once `setBloom` has moved it; null reads the profile's. */
12285
12490
  bloomThresholdSet = null;
12286
12491
  rushStrength = 0;
@@ -12411,16 +12616,23 @@ export class WebGPURenderer {
12411
12616
  this.gradeView = this.gradeTexture.createView({ dimension: '3d' });
12412
12617
  this.gradeSize = lut.size;
12413
12618
  }
12414
- setBloom(scale, threshold) {
12619
+ setBloom(scale, threshold, response) {
12415
12620
  this.bloomScale = Math.min(Math.max(scale, 0), 1);
12416
- if (threshold === undefined)
12417
- return;
12418
- const next = bloomThresholdOf(threshold);
12419
- if (next === this.bloomThresholdSet)
12420
- return;
12421
- this.bloomThresholdSet = next;
12422
- /* The blocks are written once per size, so a moved threshold rewrites them now. */
12423
- if (this.bloomLevels.length > 0)
12621
+ let moved = false;
12622
+ if (threshold !== undefined) {
12623
+ const next = bloomThresholdOf(threshold);
12624
+ moved = next !== this.bloomThresholdSet;
12625
+ this.bloomThresholdSet = next;
12626
+ }
12627
+ if (response !== undefined) {
12628
+ this.bloomResponseNext.set(this.bloomResponse);
12629
+ resolveBloomResponse(response, this.bloomResponse);
12630
+ for (let i = 0; i < this.bloomResponse.length && !moved; i++) {
12631
+ moved = this.bloomResponse[i] !== this.bloomResponseNext[i];
12632
+ }
12633
+ }
12634
+ /* The blocks are written once per size, so a moved threshold or response rewrites them now. */
12635
+ if (moved && this.bloomLevels.length > 0)
12424
12636
  this.writeBloomBlocks();
12425
12637
  }
12426
12638
  /**
@@ -13152,6 +13364,43 @@ export class WebGPURenderer {
13152
13364
  if (!this.setProbeGrid({ origin: WORLD_ORIGIN, spacing: UNIT_STEP, counts: SINGLE_PROBE })) {
13153
13365
  return false;
13154
13366
  }
13367
+ this.uploadProbeFaces(probe, image);
13368
+ const encoder = device.createCommandEncoder({ label: 'probe.environmentImage' });
13369
+ this.buildProbeChain(encoder, probe, 0);
13370
+ device.queue.submit([encoder.finish()]);
13371
+ this.markProbeFilled(0);
13372
+ this.probeAmbient = options?.irradiance ?? true;
13373
+ this.rebuildFlatBindGroup();
13374
+ return true;
13375
+ }
13376
+ /** One layer of the declared grid from an image. See `Renderer.setProbeLayerImage`. */
13377
+ setProbeLayerImage(layer, image, options) {
13378
+ if (this.surface.lost)
13379
+ return false;
13380
+ const probe = this.probe;
13381
+ const grid = this.probes;
13382
+ if (probe === null || grid === null || this.probeArray === null) {
13383
+ console.warn('WebGpuRenderer: setProbeLayerImage needs a reflection probe (`reflectionProbeSize`) and ' +
13384
+ 'a grid declared with setProbeGrid; the image was ignored.');
13385
+ return false;
13386
+ }
13387
+ if (!Number.isInteger(layer) || layer < 0 || layer >= grid.layers) {
13388
+ console.warn(`WebGpuRenderer: setProbeLayerImage was given layer ${layer}, and the grid has ${grid.layers}.`);
13389
+ return false;
13390
+ }
13391
+ this.uploadProbeFaces(probe, image);
13392
+ const { device } = this.surface;
13393
+ const encoder = device.createCommandEncoder({ label: 'probe.layerImage' });
13394
+ this.buildProbeChain(encoder, probe, this.probeSweeps?.writeLayer(layer) ?? layer);
13395
+ device.queue.submit([encoder.finish()]);
13396
+ this.markProbeFilled(layer);
13397
+ this.probeAmbient = options?.irradiance ?? true;
13398
+ this.rebuildFlatBindGroup();
13399
+ return true;
13400
+ }
13401
+ /** An equirectangular image onto the capture cube's six faces, in the cube's own format. */
13402
+ uploadProbeFaces(probe, image) {
13403
+ const { device } = this.surface;
13155
13404
  const faces = equirectToCubeFaces(image, this.probeSize);
13156
13405
  const format = this.pipelines.format;
13157
13406
  for (let face = 0; face < faces.length; face++) {
@@ -13178,13 +13427,6 @@ export class WebGPURenderer {
13178
13427
  const converted = environmentTexels(pixels, format);
13179
13428
  device.queue.writeTexture({ texture: probe, mipLevel: 0, origin: { x: 0, y: 0, z: face } }, converted.data, { bytesPerRow: this.probeSize * converted.bytesPerTexel, rowsPerImage: this.probeSize }, { width: this.probeSize, height: this.probeSize, depthOrArrayLayers: 1 });
13180
13429
  }
13181
- const encoder = device.createCommandEncoder({ label: 'probe.environmentImage' });
13182
- this.buildProbeChain(encoder, probe, 0);
13183
- device.queue.submit([encoder.finish()]);
13184
- this.markProbeFilled(0);
13185
- this.probeAmbient = options?.irradiance ?? true;
13186
- this.rebuildFlatBindGroup();
13187
- return true;
13188
13430
  }
13189
13431
  /**
13190
13432
  * Upload the photometric profiles a consumer loaded, and rebuild the bind group that holds them.
@@ -14029,6 +14271,15 @@ export class WebGPURenderer {
14029
14271
  }
14030
14272
  const up = (name) => this.postField(BLOOM_UPSAMPLE_FIELDS, name);
14031
14273
  f[slot(BLOOM_UPSAMPLE_SLOT) + up('uRadius')] = BLOOM_FILTER_RADIUS_UV;
14274
+ f[slot(BLOOM_UPSAMPLE_DEEPEST_SLOT) + up('uRadius')] = BLOOM_FILTER_RADIUS_UV;
14275
+ /* White on every draw up but the first, which reads the deepest level and carries its tint. */
14276
+ const response = this.bloomResponse;
14277
+ const deepest = 1 + (levels.length - 1) * 3;
14278
+ for (let c = 0; c < 3; c++) {
14279
+ f[slot(BLOOM_UPSAMPLE_SLOT) + up('uScale') + c] = 1;
14280
+ f[slot(BLOOM_UPSAMPLE_DEEPEST_SLOT) + up('uScale') + c] = response[deepest + c] ?? 1;
14281
+ }
14282
+ f[slot(0) + prefilter('uRamp')] = response[0] ?? 0;
14032
14283
  this.surface.device.queue.writeBuffer(this.bloomUniforms, 0, this.bloomStaging);
14033
14284
  }
14034
14285
  ensureReflection(width, height) {