@driftengine/core 4.8.5 → 4.8.7
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.json +4392 -4250
- package/README.md +1 -1
- package/dist/index.d.ts +12 -4
- package/dist/index.js +12 -2
- package/dist/render/ambientHarmonics.d.ts +46 -0
- package/dist/render/ambientHarmonics.js +80 -0
- package/dist/render/anisotropicLobe.d.ts +10 -0
- package/dist/render/anisotropicLobe.js +19 -0
- package/dist/render/areaLights.d.ts +54 -0
- package/dist/render/areaLights.js +55 -0
- package/dist/render/backend/api.d.ts +43 -2
- package/dist/render/backend/webgl2/instanced.d.ts +2 -0
- package/dist/render/backend/webgl2/instanced.js +11 -2
- package/dist/render/backend/webgl2/renderer.d.ts +120 -11
- package/dist/render/backend/webgl2/renderer.js +356 -53
- package/dist/render/backend/webgl2/sceneCaptureTarget.d.ts +29 -0
- package/dist/render/backend/webgl2/sceneCaptureTarget.js +96 -0
- package/dist/render/backend/webgl2/skinScatter.d.ts +14 -0
- package/dist/render/backend/webgl2/skinScatter.js +88 -26
- package/dist/render/backend/webgpu/buffers.js +2 -1
- package/dist/render/backend/webgpu/clusterBinner.js +3 -2
- package/dist/render/backend/webgpu/flatPass.d.ts +7 -5
- package/dist/render/backend/webgpu/flatPass.js +15 -13
- package/dist/render/backend/webgpu/particlePass.d.ts +37 -4
- package/dist/render/backend/webgpu/particlePass.js +81 -12
- package/dist/render/backend/webgpu/postPass.d.ts +6 -1
- package/dist/render/backend/webgpu/postPass.js +7 -2
- package/dist/render/backend/webgpu/renderer.d.ts +93 -8
- package/dist/render/backend/webgpu/renderer.js +483 -93
- package/dist/render/backend/webgpu/sceneCaptureTarget.d.ts +24 -0
- package/dist/render/backend/webgpu/sceneCaptureTarget.js +59 -0
- package/dist/render/backend/webgpu/shaders/clusterBin.wgsl.d.ts +1 -1
- package/dist/render/backend/webgpu/shaders/clusterBin.wgsl.js +41 -1
- package/dist/render/backend/webgpu/skinPaletteRing.d.ts +40 -28
- package/dist/render/backend/webgpu/skinPaletteRing.js +69 -32
- package/dist/render/backend/webgpu/skinScatterPass.d.ts +10 -2
- package/dist/render/backend/webgpu/skinScatterPass.js +59 -9
- package/dist/render/backend/webgpu/surfaceTexturePass.d.ts +5 -1
- package/dist/render/backend/webgpu/surfaceTexturePass.js +45 -5
- package/dist/render/backend/webgpu/waterPass.d.ts +1 -1
- package/dist/render/bloomChain.d.ts +44 -0
- package/dist/render/bloomChain.js +28 -0
- package/dist/render/bloomPass.d.ts +3 -1
- package/dist/render/bloomPass.js +16 -2
- package/dist/render/clusteredLights.d.ts +78 -6
- package/dist/render/clusteredLights.js +214 -13
- package/dist/render/driftLight/bake.d.ts +2 -0
- package/dist/render/driftLight/bake.js +1 -1
- package/dist/render/driftLight/falloff.d.ts +4 -2
- package/dist/render/driftLight/falloff.js +8 -2
- package/dist/render/fixtureAtlas.js +1 -1
- package/dist/render/gi/bounceLights.d.ts +3 -2
- package/dist/render/gi/bounceLights.js +8 -3
- package/dist/render/instanceCull.js +12 -0
- package/dist/render/instances.d.ts +47 -11
- package/dist/render/instances.js +24 -9
- package/dist/render/lightBudget.d.ts +38 -2
- package/dist/render/lightBudget.js +48 -5
- package/dist/render/lightmap.d.ts +116 -0
- package/dist/render/lightmap.js +140 -0
- package/dist/render/mesh.js +2 -1
- package/dist/render/particleBatch.d.ts +59 -3
- package/dist/render/particleBatch.js +53 -2
- package/dist/render/particleMaterial.d.ts +6 -1
- package/dist/render/particleMaterial.js +10 -2
- package/dist/render/particlePool.d.ts +32 -0
- package/dist/render/particlePool.js +9 -0
- package/dist/render/particleSort.d.ts +34 -0
- package/dist/render/particleSort.js +96 -0
- package/dist/render/pointLightSelection.d.ts +13 -0
- package/dist/render/pointLightSelection.js +3 -1
- package/dist/render/renderQuality.d.ts +8 -7
- package/dist/render/rendererHarness.js +3 -0
- package/dist/render/rgb9e5.d.ts +22 -0
- package/dist/render/rgb9e5.js +47 -0
- package/dist/render/sceneCapture.d.ts +29 -0
- package/dist/render/sceneCapture.js +36 -0
- package/dist/render/sceneTarget.d.ts +5 -0
- package/dist/render/sceneTarget.js +8 -1
- package/dist/render/screenSpaceReflection.d.ts +27 -1
- package/dist/render/screenSpaceReflection.js +9 -0
- package/dist/render/shaders/bloom.d.ts +8 -4
- package/dist/render/shaders/bloom.js +20 -3
- package/dist/render/shaders/bolt.d.ts +1 -1
- package/dist/render/shaders/bolt.js +7 -1
- package/dist/render/shaders/depth.js +11 -0
- package/dist/render/shaders/flat/anisotropic.d.ts +1 -1
- package/dist/render/shaders/flat/anisotropic.js +37 -3
- package/dist/render/shaders/flat/areaLight.d.ts +10 -0
- package/dist/render/shaders/flat/areaLight.js +142 -0
- package/dist/render/shaders/flat/glassTint.d.ts +3 -2
- package/dist/render/shaders/flat/glassTint.js +3 -1
- package/dist/render/shaders/flat/index.d.ts +5 -0
- package/dist/render/shaders/flat/index.js +46 -6
- package/dist/render/shaders/flat/lobes.d.ts +6 -0
- package/dist/render/shaders/flat/lobes.js +49 -43
- package/dist/render/shaders/flat/main.d.ts +1 -1
- package/dist/render/shaders/flat/main.js +158 -121
- package/dist/render/shaders/flat/models.d.ts +21 -6
- package/dist/render/shaders/flat/models.js +161 -17
- package/dist/render/shaders/flat/normalMap.d.ts +10 -0
- package/dist/render/shaders/flat/normalMap.js +25 -0
- package/dist/render/shaders/flat/preamble.js +84 -40
- package/dist/render/shaders/flat/skin.js +6 -5
- package/dist/render/shaders/generated/bloom.wgsl.d.ts +13 -3
- package/dist/render/shaders/generated/bloom.wgsl.js +13 -3
- package/dist/render/shaders/generated/bolt.wgsl.d.ts +1 -1
- package/dist/render/shaders/generated/bolt.wgsl.js +1 -1
- package/dist/render/shaders/generated/depth.wgsl.d.ts +4 -4
- package/dist/render/shaders/generated/depth.wgsl.js +4 -4
- package/dist/render/shaders/generated/flat.wgsl.d.ts +1647 -2044
- package/dist/render/shaders/generated/flat.wgsl.js +1685 -2082
- package/dist/render/shaders/generated/particle.wgsl.d.ts +115 -1
- package/dist/render/shaders/generated/particle.wgsl.js +115 -1
- package/dist/render/shaders/generated/skinBlur.wgsl.d.ts +12 -2
- package/dist/render/shaders/generated/skinBlur.wgsl.js +12 -2
- package/dist/render/shaders/generated/ssrTrace.wgsl.d.ts +11 -6
- package/dist/render/shaders/generated/ssrTrace.wgsl.js +11 -6
- package/dist/render/shaders/generated/water.wgsl.d.ts +23 -16
- package/dist/render/shaders/generated/water.wgsl.js +23 -16
- package/dist/render/shaders/gi/probeBake.wgsl.js +9 -5
- package/dist/render/shaders/particle.d.ts +17 -1
- package/dist/render/shaders/particle.js +133 -1
- package/dist/render/shaders/recon/motion.wgsl.d.ts +1 -1
- package/dist/render/shaders/recon/motion.wgsl.js +13 -2
- package/dist/render/shaders/skinBlur.js +25 -3
- package/dist/render/shaders/ssrTrace.js +20 -1
- package/dist/render/shaders/water.d.ts +1 -1
- package/dist/render/shaders/water.js +12 -3
- package/dist/render/skinBlur.d.ts +8 -5
- package/dist/render/skinBlur.js +8 -5
- package/dist/render/skinScatter.d.ts +3 -1
- package/dist/render/skinScatter.js +3 -1
- package/dist/render/ssrPass.js +1 -0
- package/dist/render/surfaceModel.d.ts +49 -8
- package/dist/render/surfaceModel.js +54 -8
- package/dist/render/surfaceTexture.d.ts +38 -1
- package/dist/render/surfaceTexture.js +37 -2
- package/package.json +6 -6
- package/src/index.ts +26 -3
- package/src/render/ambientHarmonics.ts +92 -0
- package/src/render/anisotropicLobe.ts +29 -0
- package/src/render/areaLights.ts +97 -0
- package/src/render/backend/api.ts +61 -1
- package/src/render/backend/webgl2/instanced.ts +12 -2
- package/src/render/backend/webgl2/renderer.ts +470 -59
- package/src/render/backend/webgl2/sceneCaptureTarget.ts +130 -0
- package/src/render/backend/webgl2/skinScatter.ts +120 -43
- package/src/render/backend/webgpu/buffers.ts +2 -1
- package/src/render/backend/webgpu/clusterBinner.ts +3 -1
- package/src/render/backend/webgpu/flatPass.ts +18 -13
- package/src/render/backend/webgpu/particlePass.ts +119 -12
- package/src/render/backend/webgpu/postPass.ts +7 -2
- package/src/render/backend/webgpu/renderer.ts +589 -113
- package/src/render/backend/webgpu/sceneCaptureTarget.ts +63 -0
- package/src/render/backend/webgpu/shaders/clusterBin.wgsl.ts +41 -1
- package/src/render/backend/webgpu/skinPaletteRing.ts +65 -33
- package/src/render/backend/webgpu/skinScatterPass.ts +59 -9
- package/src/render/backend/webgpu/surfaceTexturePass.ts +57 -6
- package/src/render/bloomChain.ts +69 -0
- package/src/render/bloomPass.ts +26 -2
- package/src/render/clusteredLights.ts +259 -12
- package/src/render/driftLight/bake.ts +3 -1
- package/src/render/driftLight/falloff.ts +13 -2
- package/src/render/fixtureAtlas.ts +1 -1
- package/src/render/gi/bounceLights.ts +12 -3
- package/src/render/instanceCull.ts +9 -0
- package/src/render/instances.ts +61 -12
- package/src/render/lightBudget.ts +88 -4
- package/src/render/lightmap.ts +243 -0
- package/src/render/mesh.ts +2 -1
- package/src/render/particleBatch.ts +95 -4
- package/src/render/particleMaterial.ts +11 -1
- package/src/render/particlePool.ts +36 -0
- package/src/render/particleSort.ts +133 -0
- package/src/render/pointLightSelection.ts +20 -1
- package/src/render/renderQuality.ts +8 -7
- package/src/render/rendererHarness.ts +3 -0
- package/src/render/rgb9e5.ts +52 -0
- package/src/render/sceneCapture.ts +56 -0
- package/src/render/sceneTarget.ts +18 -1
- package/src/render/screenSpaceReflection.ts +33 -1
- package/src/render/shaders/bloom.ts +20 -3
- package/src/render/shaders/bolt.ts +7 -1
- package/src/render/shaders/depth.ts +11 -0
- package/src/render/shaders/flat/anisotropic.ts +37 -3
- package/src/render/shaders/flat/areaLight.ts +142 -0
- package/src/render/shaders/flat/glassTint.ts +9 -2
- package/src/render/shaders/flat/index.ts +51 -6
- package/src/render/shaders/flat/lobes.ts +50 -43
- package/src/render/shaders/flat/main.ts +158 -121
- package/src/render/shaders/flat/models.ts +170 -21
- package/src/render/shaders/flat/normalMap.ts +25 -0
- package/src/render/shaders/flat/preamble.ts +84 -40
- package/src/render/shaders/flat/skin.ts +6 -5
- package/src/render/shaders/generated/bloom.wgsl.ts +13 -3
- package/src/render/shaders/generated/bolt.wgsl.ts +1 -1
- package/src/render/shaders/generated/depth.wgsl.ts +4 -4
- package/src/render/shaders/generated/flat.wgsl.ts +1685 -2082
- package/src/render/shaders/generated/particle.wgsl.ts +116 -1
- package/src/render/shaders/generated/skinBlur.wgsl.ts +12 -2
- package/src/render/shaders/generated/ssrTrace.wgsl.ts +11 -6
- package/src/render/shaders/generated/water.wgsl.ts +23 -16
- package/src/render/shaders/gi/probeBake.wgsl.ts +9 -5
- package/src/render/shaders/particle.ts +134 -1
- package/src/render/shaders/recon/motion.wgsl.ts +13 -2
- package/src/render/shaders/skinBlur.ts +25 -3
- package/src/render/shaders/ssrTrace.ts +20 -1
- package/src/render/shaders/water.ts +12 -3
- package/src/render/skinBlur.ts +8 -5
- package/src/render/skinScatter.ts +3 -1
- package/src/render/ssrPass.ts +1 -0
- package/src/render/surfaceModel.ts +82 -10
- package/src/render/surfaceTexture.ts +101 -3
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@@ -148,6 +148,12 @@ export const MAIN_GLSL = `void main() {
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float glassTransmission = uSeeThrough.z;
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float glassFrost = uSeeThrough.w;
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/*
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* The normal a refracting draw bends by: the shading normal, a normal map's tilt and every relief
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* in it, as the lit block leaves it before turning a back face — the geometric normal where
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* nothing tilts it, which is what refraction bent by before 4.8.6. See the refraction below.
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*/
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vec3 shadingNormal = normalize(vNormal);
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if (uLightingEnabled != 0) {
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vec3 n = normalize(vNormal);
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/*
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@@ -181,20 +187,7 @@ export const MAIN_GLSL = `void main() {
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* right: a mipped colour image, sampled under uniform control flow, exactly as uAlbedo is
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* below. The rule is about non-uniform branches, and this branch is on a uniform.
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*/
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if (uNormalStrength > 0.0)
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vec3 mapped = texture(uNormalMap, surfaceAt).xyz * 2.0 - 1.0;
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/*
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* z rebuilt where none is stored. A tangent-space normal points out of its surface, so a
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* stored z at or below zero is never a real one: it is a two-channel map, BC5, whose blue a
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* device samples as zero and which arrives here as -1. Every map baked from BC5 to PNG before
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* 4.8.4 carried the same zero. A select rather than a flag: no uniform to bind, no material
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* that has to say what format it holds, and continuous at the boundary, since a unit texel
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* lying flat has its z near zero either way. A texel with z above zero is left as it was.
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*/
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mapped.z = mapped.z > 0.0 ? mapped.z : sqrt(max(0.0, 1.0 - dot(mapped.xy, mapped.xy)));
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mat3 tbn = tangentFrame(n, vWorldPos, vUv.xy, vTangent, vHasTangents);
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n = normalize(mix(n, normalize(tbn * mapped), uNormalStrength));
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}
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if (uNormalStrength > 0.0) n = normalMapped(n, surfaceAt);
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/*
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* Microscopic relief: the surface's own texture, as a turn of the normal rather than a change
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* widening driven by fwidth was measured making that artefact three times worse, because that
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* derivative spikes at every hard crease. See docs/IMPROVEMENTS.md.
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*/
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/* Never below zero: a lightmapped mesh's coordinates ride this lane below it. See lightmap.ts. */
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float reliefAmount = uRelief.x * max(vRelief, 0.0);
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/* Grown with the relief, before anything reads it. See the comment above: a normal that
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wanders cannot hold a highlight narrower than the wander. */
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/*
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* variance is still roughness — a road that faded to smooth at distance would go glossy
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* instead of noisy, which is a worse artefact wearing better clothes.
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*/
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vec3 reliefPixel = fwidth(vWorldPos) *
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vec3 reliefPixel = fwidth(vWorldPos) * uRelief.y;
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float reliefFootprint = max(max(reliefPixel.x, reliefPixel.y), reliefPixel.z);
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float reliefResolved = reliefAmount * (1.0 - smoothstep(0.5, 1.5, reliefFootprint));
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if (reliefResolved > 0.0) {
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vec3 at = vWorldPos *
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vec3 at = vWorldPos * uRelief.y;
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/* One cell of the noise, which is one bump: the gradient over any smaller step is the
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interpolant's own slope rather than the shape's. */
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float here = grain(at);
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* Turning only the interpolated normal would leave a normal map's tilt pointing the wrong way
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* across the fold of every curtain.
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*/
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shadingNormal = n;
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if (backFace) n = -n;
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/*
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* A model's surface, gathered once, on a branch on the switches alone (models.ts) — and whether
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bool modelledBehind = modelSeesBehind();
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if (modelled) modelSurface(n, albedo, surfaceRoughness, metal, surfaceAt);
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/*
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* Skin's colour half leaves here, with the colour its spread light is multiplied by, and a whole
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* alpha a multisampled edge resolves to its coverage. A branch on the switches alone, so uniform.
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*/
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if (modelAlbedoAlone()) {
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outColor = vec4(albedo, 1.0);
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return;
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}
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/*
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* One dot product, used twice: ndl is the lit side and its negative is the night side below.
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irradiance = mix(irradiance, ambient, probeGridOutside(surfaceN, vWorldPos));
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ambient = mix(ambient, irradiance, uProbeGridAmbient * uEnvironmentEnabled);
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#endif
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/* A draw's own ambient, where one is set, in place of the frame's: \`setAmbientSH\`. */
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/*
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*
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lit = albedo * (ambient + sunColor * direct * (1.0 - metal));
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}
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/* A baked page's light, beside the sky's and the sun's: nothing but where a material has one. */
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lit += modelBaked(n, albedo, metal);
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/*
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* A sun highlight, for the few surfaces that ask for one.
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* specularLobe's header argues for at length.
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*/
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float sunVoH = max(dot(normalize(uCameraPos - vWorldPos), halfway), 0.0);
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vec3 sunSpec = highlightTint(specColor, sunVoH, metal);
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/*
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* otherwise erase this.**
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* Zero for the whole world that carries no specular attribute and no metalness, exactly as
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* before: \`sunSpec\` is \`vec3(vSpecular)\` at metal 0 and \`vSpecular\` defaults to 0.
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*/
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/* GGX's own where the surface asks (\`physicalSpecular\`): the sun is a point, so nothing widens it. */
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float sunNdh = max(dot(n, halfway), 0.0);
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float sunLobe = physicalSpecular()
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+
? physicalLobe(sunNdh, ndl, dot(n, normalize(uCameraPos - vWorldPos)), surfaceRoughness, 0.0, 1.0)
|
|
569
|
+
: specularLobe(sunNdh, surfaceRoughness);
|
|
570
|
+
vec3 sunHighlight = sunColor * sunLobe * sunSpec * sunShade * sunFacing;
|
|
560
571
|
if (modelled) sunHighlight = sunModelSpecular;
|
|
561
572
|
/*
|
|
562
573
|
* The dielectric's share goes in here, where it has always gone, so the environment blend
|
|
@@ -640,7 +651,7 @@ export const MAIN_GLSL = `void main() {
|
|
|
640
651
|
*/
|
|
641
652
|
/* A model reflects its environment whatever the pass asked of the standard model: see
|
|
642
653
|
modelReflectance. On the switches alone, so the derivatives below stay in uniform flow. */
|
|
643
|
-
if (
|
|
654
|
+
if (uEnvironmentDials.y > 0.0 || uMaterialFlags.y != 0 || modelled) {
|
|
644
655
|
vec3 toEye = normalize(uCameraPos - vWorldPos);
|
|
645
656
|
vec3 mirrored = reflect(-toEye, modelled ? modelReflectNormal(n) : n);
|
|
646
657
|
vec3 environment = mix(uAmbientGround, uAmbient, mirrored.y * 0.5 + 0.5);
|
|
@@ -741,7 +752,7 @@ export const MAIN_GLSL = `void main() {
|
|
|
741
752
|
float footprintRough = 0.5 * sqrt(min(swingRad, 1.0));
|
|
742
753
|
float lobeRough = min(1.0, sqrt(surfaceRoughness * surfaceRoughness + footprintRough * footprintRough));
|
|
743
754
|
float envLod = clamp(
|
|
744
|
-
mix(boxLod, lobeRough * uEnvironmentMaxLod,
|
|
755
|
+
mix(boxLod, lobeRough * uEnvironmentMaxLod, uEnvironmentDials.x),
|
|
745
756
|
0.0,
|
|
746
757
|
uEnvironmentMaxLod
|
|
747
758
|
);
|
|
@@ -777,7 +788,7 @@ export const MAIN_GLSL = `void main() {
|
|
|
777
788
|
* \`mix(1, gain, 0)\` is exactly 1, so a dielectric is arithmetically untouched however the
|
|
778
789
|
* caller sets this.
|
|
779
790
|
*/
|
|
780
|
-
environment *= mix(1.0,
|
|
791
|
+
environment *= mix(1.0, uEnvironmentDials.z, metal);
|
|
781
792
|
float facing = 1.0 - max(dot(n, toEye), 0.0);
|
|
782
793
|
/*
|
|
783
794
|
* **A metal's Fresnel base is close to its albedo, not a dielectric's four percent.** Schlick
|
|
@@ -811,7 +822,7 @@ export const MAIN_GLSL = `void main() {
|
|
|
811
822
|
* which is what the old \`max(uReflectivity, metal) * (1 - r)\` came to, and both renderers
|
|
812
823
|
* clamp that uniform non-negative on upload.
|
|
813
824
|
*/
|
|
814
|
-
float reflectAmount = max(
|
|
825
|
+
float reflectAmount = max(uEnvironmentDials.y * (1.0 - surfaceRoughness), metal);
|
|
815
826
|
/*
|
|
816
827
|
* **With a prefiltered environment, how much a surface returns is an integral rather than a
|
|
817
828
|
* curve somebody chose**, and this is where the comment above said the thinning should go
|
|
@@ -881,7 +892,7 @@ export const MAIN_GLSL = `void main() {
|
|
|
881
892
|
*/
|
|
882
893
|
#if ENVIRONMENT_PROBE
|
|
883
894
|
vec2 dfg = envBrdfApprox(ndv, surfaceRoughness);
|
|
884
|
-
float integrated = clamp(envSpecularEnergy(f0, dfg) * max(
|
|
895
|
+
float integrated = clamp(envSpecularEnergy(f0, dfg) * max(uEnvironmentDials.y, metal), 0.0, 1.0);
|
|
885
896
|
/*
|
|
886
897
|
* **The split sum only where a prefiltered chain is what is being sampled.** It is the
|
|
887
898
|
* correct share of a *prefiltered* environment; over a box chain it asserts an integral that
|
|
@@ -893,7 +904,7 @@ export const MAIN_GLSL = `void main() {
|
|
|
893
904
|
float weight = mix(
|
|
894
905
|
clamp(fresnel * reflectAmount, 0.0, 1.0),
|
|
895
906
|
integrated,
|
|
896
|
-
uEnvironmentEnabled *
|
|
907
|
+
uEnvironmentEnabled * uEnvironmentDials.x
|
|
897
908
|
);
|
|
898
909
|
#else
|
|
899
910
|
float weight = clamp(fresnel * reflectAmount, 0.0, 1.0);
|
|
@@ -1030,8 +1041,8 @@ export const MAIN_GLSL = `void main() {
|
|
|
1030
1041
|
bool fixtureProfiles = false;
|
|
1031
1042
|
bool fixtureShapes = false;
|
|
1032
1043
|
if (LIGHT_FIXTURES) {
|
|
1033
|
-
fixtureProfiles =
|
|
1034
|
-
fixtureShapes =
|
|
1044
|
+
fixtureProfiles = uFixtureShape.x > 1.0;
|
|
1045
|
+
fixtureShapes = uFixtureShape.y > 1.0 || uFixtureShape.z > 0.0;
|
|
1035
1046
|
}
|
|
1036
1047
|
|
|
1037
1048
|
// Point lights. Inverse-square-ish falloff clipped to a finite radius, so a
|
|
@@ -1058,6 +1069,19 @@ export const MAIN_GLSL = `void main() {
|
|
|
1058
1069
|
float iesProfile;
|
|
1059
1070
|
vec3 iesAxis;
|
|
1060
1071
|
float cookie;
|
|
1072
|
+
/* The light's lighting channels, a mask: 1 unless it names others. See \`uLightIesAxis\`. */
|
|
1073
|
+
float lightChannels = 1.0;
|
|
1074
|
+
/* The light's own falloff exponent, or 0 for the frame's falloff. See \`uLightCone\`. */
|
|
1075
|
+
float lightExponent = 0.0;
|
|
1076
|
+
/* A clustered rectangle's barn doors: their cosine and length, none at 0. See \`areaBarnDoors\`. */
|
|
1077
|
+
vec2 areaDoors = vec2(0.0);
|
|
1078
|
+
/*
|
|
1079
|
+
* **A rectangle in the froxel table** — one past the fixed arm's \`maxAreaLights\` — which
|
|
1080
|
+
* its record says with a negative radius, its reach negated. Its fields come out of the
|
|
1081
|
+
* fixture texels: sidedness, the right axis, the half extents and the up axis.
|
|
1082
|
+
*/
|
|
1083
|
+
bool clusteredArea = false;
|
|
1084
|
+
float areaTwoSided = 0.0;
|
|
1061
1085
|
if (clusteredArm) {
|
|
1062
1086
|
if (slot >= clusterLights) break;
|
|
1063
1087
|
/*
|
|
@@ -1076,6 +1100,8 @@ export const MAIN_GLSL = `void main() {
|
|
|
1076
1100
|
lightPos = vec3(
|
|
1077
1101
|
uintBitsToFloat(rec0.x), uintBitsToFloat(rec0.y), uintBitsToFloat(rec0.z));
|
|
1078
1102
|
lightRadius = uintBitsToFloat(rec0.w);
|
|
1103
|
+
clusteredArea = lightRadius < 0.0;
|
|
1104
|
+
lightRadius = abs(lightRadius);
|
|
1079
1105
|
/*
|
|
1080
1106
|
* **Out of reach is decided on the first texel, before the rest of the record is read.**
|
|
1081
1107
|
* A froxel holds every light whose sphere touches its box, so most of the lights a fragment
|
|
@@ -1099,8 +1125,8 @@ export const MAIN_GLSL = `void main() {
|
|
|
1099
1125
|
lightWeight = sizeAndWeight.y;
|
|
1100
1126
|
/*
|
|
1101
1127
|
* **The fixture, read only for a light that has one.** What a plain light's record holds in
|
|
1102
|
-
* the last
|
|
1103
|
-
* profile or
|
|
1128
|
+
* the last four texels is exactly these values, so a light carrying no shadow slot, cone,
|
|
1129
|
+
* profile, cookie, channels or falloff of its own shades the same whether they are read or assumed, and at heavy overlap
|
|
1104
1130
|
* reading them was a third of the pass. A branch on a value from a texture around
|
|
1105
1131
|
* \`texelFetch\` is not the 2026-08-07 case: an integer fetch takes no derivative.
|
|
1106
1132
|
*
|
|
@@ -1120,7 +1146,9 @@ export const MAIN_GLSL = `void main() {
|
|
|
1120
1146
|
uvec4 rec2 = clusterTexel(record + 2);
|
|
1121
1147
|
uvec4 rec3 = clusterTexel(record + 3);
|
|
1122
1148
|
uvec4 rec4 = clusterTexel(record + 4);
|
|
1123
|
-
|
|
1149
|
+
uvec4 rec5 = clusterTexel(record + 5);
|
|
1150
|
+
shadowSlot = clusteredArea ? -1 : int(uintBitsToFloat(rec2.x));
|
|
1151
|
+
areaTwoSided = uintBitsToFloat(rec2.x);
|
|
1124
1152
|
lightDir = vec3(
|
|
1125
1153
|
uintBitsToFloat(rec2.y), uintBitsToFloat(rec2.z), uintBitsToFloat(rec2.w));
|
|
1126
1154
|
lightCone = vec2(uintBitsToFloat(rec3.x), uintBitsToFloat(rec3.y));
|
|
@@ -1130,6 +1158,9 @@ export const MAIN_GLSL = `void main() {
|
|
|
1130
1158
|
texel rather than being derived from the direction. */
|
|
1131
1159
|
iesAxis = vec3(
|
|
1132
1160
|
uintBitsToFloat(rec4.x), uintBitsToFloat(rec4.y), uintBitsToFloat(rec4.z));
|
|
1161
|
+
lightChannels = uintBitsToFloat(rec4.w);
|
|
1162
|
+
lightExponent = uintBitsToFloat(rec5.x);
|
|
1163
|
+
areaDoors = vec2(uintBitsToFloat(rec5.y), uintBitsToFloat(rec5.z));
|
|
1133
1164
|
}
|
|
1134
1165
|
}
|
|
1135
1166
|
} else {
|
|
@@ -1142,11 +1173,48 @@ export const MAIN_GLSL = `void main() {
|
|
|
1142
1173
|
lightWeight = uLightWeight[i];
|
|
1143
1174
|
shadowSlot = i;
|
|
1144
1175
|
lightDir = uLightDir[i];
|
|
1145
|
-
lightCone = uLightCone[i];
|
|
1176
|
+
lightCone = uLightCone[i].xy;
|
|
1177
|
+
lightExponent = uLightCone[i].z;
|
|
1146
1178
|
iesProfile = uLightIesProfile[i];
|
|
1147
|
-
iesAxis = uLightIesAxis[i];
|
|
1179
|
+
iesAxis = uLightIesAxis[i].xyz;
|
|
1180
|
+
lightChannels = uLightIesAxis[i].w;
|
|
1148
1181
|
cookie = uLightCookie[i];
|
|
1149
1182
|
}
|
|
1183
|
+
/*
|
|
1184
|
+
* **A light shades a surface only where their channels meet**: the light's mask against the
|
|
1185
|
+
* material's. Both default to channel 1, so a scene naming none takes every light as before
|
|
1186
|
+
* — and **zero reads as that default on both sides**, so a pass that never writes the lane
|
|
1187
|
+
* loses no light: an unwritten uniform is zero, and zero here would be every lamp switched
|
|
1188
|
+
* off. A branch on a value read from a texture in the clustered arm, as the reach test above
|
|
1189
|
+
* is, and it skips only what the light would add; no derivative is taken past it.
|
|
1190
|
+
*/
|
|
1191
|
+
int litChannels = int(lightChannels);
|
|
1192
|
+
int surfaceChannels = int(uCutout.w);
|
|
1193
|
+
if (((litChannels == 0 ? 1 : litChannels) & (surfaceChannels == 0 ? 1 : surfaceChannels)) == 0) {
|
|
1194
|
+
continue;
|
|
1195
|
+
}
|
|
1196
|
+
/*
|
|
1197
|
+
* **A clustered rectangle is shaded here and goes no further**: by the fixed loop's own body
|
|
1198
|
+
* (\`areaLight.ts\`), unshadowed — its occlusion is the fixed arm's, which is why the first
|
|
1199
|
+
* \`maxAreaLights\` stay there — and windowed to nothing at its reach, as a lamp is, so the
|
|
1200
|
+
* froxel it is binned into has no edge in the picture.
|
|
1201
|
+
*/
|
|
1202
|
+
if (clusteredArea) {
|
|
1203
|
+
vec3 seenCentre = lightPos;
|
|
1204
|
+
vec2 seenHalf = lightCone;
|
|
1205
|
+
if (!areaBarnDoors(seenCentre, lightDir, iesAxis, seenHalf, areaDoors)) continue;
|
|
1206
|
+
float areaForm = areaSignedForm(n, seenCentre, lightDir, iesAxis, seenHalf);
|
|
1207
|
+
float areaWindow = clamp(1.0 - pow(length(lightPos - vWorldPos) / max(lightRadius, 1e-4), 4.0), 0.0, 1.0);
|
|
1208
|
+
areaForm = mix(max(0.0, areaForm), abs(areaForm), areaTwoSided);
|
|
1209
|
+
if (areaForm > 0.0) {
|
|
1210
|
+
areaLightAdd(
|
|
1211
|
+
seenCentre, lightDir, iesAxis, seenHalf, lightColor * (areaWindow * areaWindow), areaForm,
|
|
1212
|
+
1.0, vec3(1.0), n, albedo, metal, specColor, surfaceRoughness, modelled,
|
|
1213
|
+
lampOpen, lampShadowed
|
|
1214
|
+
);
|
|
1215
|
+
}
|
|
1216
|
+
continue;
|
|
1217
|
+
}
|
|
1150
1218
|
/* A DriftLight field's own light carries a negative weight, and is shaded exactly only for the
|
|
1151
1219
|
share of this pixel the field does not stand in for. See \`driftLight.ts\`. */
|
|
1152
1220
|
if (lightWeight < 0.0) lightWeight = -lightWeight * (1.0 - driftShare);
|
|
@@ -1191,7 +1259,16 @@ export const MAIN_GLSL = `void main() {
|
|
|
1191
1259
|
* same way three.js windows its own, so the light still ends where it says it does.
|
|
1192
1260
|
*/
|
|
1193
1261
|
float falloff;
|
|
1194
|
-
|
|
1262
|
+
/*
|
|
1263
|
+
* **A light may name its own falloff, and then it is Unreal's for a light without
|
|
1264
|
+
* inverse-square falloff**: \`(1 - (d/R)^2)^n\` with no distance term, so a fill authored to
|
|
1265
|
+
* light a whole hall across a hundred metres does, where the inverse square would have it
|
|
1266
|
+
* gone a few metres out. Zero is the frame's own rule below, which every light was before.
|
|
1267
|
+
*/
|
|
1268
|
+
if (lightExponent > 0.0) {
|
|
1269
|
+
float reach = dist / max(lightRadius, 1e-4);
|
|
1270
|
+
falloff = pow(clamp(1.0 - reach * reach, 0.0, 1.0), lightExponent);
|
|
1271
|
+
} else if (uLightFalloff == 1) {
|
|
1195
1272
|
float window = clamp(1.0 - pow(dist / max(lightRadius, 1e-4), 4.0), 0.0, 1.0);
|
|
1196
1273
|
falloff = window * window / max(dist * dist, 0.01);
|
|
1197
1274
|
} else {
|
|
@@ -1351,7 +1428,7 @@ export const MAIN_GLSL = `void main() {
|
|
|
1351
1428
|
* and the result is selected afterwards with a \`mix\` on a compare — which is arithmetic
|
|
1352
1429
|
* rather than control flow.
|
|
1353
1430
|
*
|
|
1354
|
-
* **And skipped outright where nothing loaded a profile**, behind \`
|
|
1431
|
+
* **And skipped outright where nothing loaded a profile**, behind \`uFixtureShape.x\`, which is
|
|
1355
1432
|
* one while the atlas holds only its row of ones. A uniform is provably uniform control
|
|
1356
1433
|
* flow, so this branch is not the one the rule forbids. It was paid on every scene until a
|
|
1357
1434
|
* 4K frame of 320 lamps and no shadows measured it at 0.7 ms of the main pass, rising to
|
|
@@ -1394,12 +1471,12 @@ export const MAIN_GLSL = `void main() {
|
|
|
1394
1471
|
if (iesRefLen > 1e-5) {
|
|
1395
1472
|
iesRef /= iesRefLen;
|
|
1396
1473
|
vec3 iesBinormal = cross(lightDir, iesRef);
|
|
1397
|
-
if (
|
|
1474
|
+
if (uFixtureShape.y > 1.0) {
|
|
1398
1475
|
/* \`atan\` answers -PI..PI and \`fract\` of a negative wraps forward, so this is 0..1
|
|
1399
1476
|
across the whole turn without a branch on the sign. */
|
|
1400
1477
|
iesTurns = fract(atan(dot(iesRay, iesBinormal), dot(iesRay, iesRef)) / TAU_IES);
|
|
1401
1478
|
}
|
|
1402
|
-
if (
|
|
1479
|
+
if (uFixtureShape.z > 0.0) {
|
|
1403
1480
|
/*
|
|
1404
1481
|
* **A perspective projection onto the plane one unit down the aim**, which is what a
|
|
1405
1482
|
* fixture actually throws: the mask grows with distance rather than being pasted on
|
|
@@ -1446,15 +1523,19 @@ export const MAIN_GLSL = `void main() {
|
|
|
1446
1523
|
*/
|
|
1447
1524
|
float photometric = 1.0;
|
|
1448
1525
|
if (fixtureProfiles) {
|
|
1449
|
-
float iesBase = iesRow * (
|
|
1526
|
+
float iesBase = iesRow * (uFixtureShape.y + 1.0);
|
|
1450
1527
|
/* The profiles are the atlas's bottom rows, below any cookies. */
|
|
1451
|
-
float iesTop = fixtureSize.y -
|
|
1452
|
-
float iesV = (iesTop + iesBase + iesTurns *
|
|
1528
|
+
float iesTop = fixtureSize.y - uFixtureShape.x;
|
|
1529
|
+
float iesV = (iesTop + iesBase + iesTurns * uFixtureShape.y + 0.5) / fixtureSize.y;
|
|
1453
1530
|
float iesGain = textureLod(uFixtureAtlas, vec2(iesU, iesV), 0.0).r;
|
|
1454
1531
|
photometric = mix(1.0, iesGain, step(0.0, iesProfile));
|
|
1455
1532
|
}
|
|
1456
1533
|
|
|
1457
|
-
|
|
1534
|
+
/* A light's own exponent already is its whole curve; the frame's smooth rule squares its own. */
|
|
1535
|
+
float shape =
|
|
1536
|
+
(lightExponent > 0.0 || uLightFalloff == 1 ? falloff : falloff * falloff) *
|
|
1537
|
+
coneFalloff *
|
|
1538
|
+
photometric;
|
|
1458
1539
|
glassGlow += lightColor * backNdl * shape * lightWeight * shaded * lampGlass;
|
|
1459
1540
|
if (ndl <= 0.0 && !modelledBehind) continue;
|
|
1460
1541
|
/*
|
|
@@ -1531,16 +1612,15 @@ export const MAIN_GLSL = `void main() {
|
|
|
1531
1612
|
if (vSpecular > 0.0 || metal > 0.0) {
|
|
1532
1613
|
vec3 toEyeLamp = normalize(uCameraPos - vWorldPos);
|
|
1533
1614
|
vec3 lampHalfway = normalize(toLight / max(dist, 1e-4) + toEyeLamp);
|
|
1534
|
-
/* The same grazing whitening the sun's highlight takes, and zero at metal 0. */
|
|
1535
|
-
vec3 lampSpec =
|
|
1536
|
-
|
|
1537
|
-
|
|
1538
|
-
|
|
1539
|
-
|
|
1615
|
+
/* The same grazing whitening the sun's highlight takes, and zero at metal 0 for the look. */
|
|
1616
|
+
vec3 lampSpec = highlightTint(specColor, max(dot(toEyeLamp, lampHalfway), 0.0), metal);
|
|
1617
|
+
/* The look's lobe, or GGX's own where the surface asks for it: see \`physicalLobe\`. */
|
|
1618
|
+
float lampNdh = max(dot(n, lampHalfway), 0.0);
|
|
1619
|
+
float lampLobe = physicalSpecular()
|
|
1620
|
+
? physicalLobe(lampNdh, ndl, dot(n, toEyeLamp), surfaceRoughness, lightSourceRadius, dist)
|
|
1621
|
+
: sphereLobe(lampNdh, surfaceRoughness, lightSourceRadius, dist);
|
|
1540
1622
|
/* Held back with the diffuse half, and shadowed by the same term it always was. */
|
|
1541
|
-
vec3 lampHighlight =
|
|
1542
|
-
lightColor * sphereLobe(max(dot(n, lampHalfway), 0.0), surfaceRoughness, lightSourceRadius, dist)
|
|
1543
|
-
* lampSpec * shape * lightWeight;
|
|
1623
|
+
vec3 lampHighlight = lightColor * lampLobe * lampSpec * shape * lightWeight;
|
|
1544
1624
|
lampOpen += lampHighlight;
|
|
1545
1625
|
lampShadowed += lampHighlight * shaded * lampGlass;
|
|
1546
1626
|
}
|
|
@@ -1584,24 +1664,18 @@ export const MAIN_GLSL = `void main() {
|
|
|
1584
1664
|
vec3 centre = uAreaLightPos[a];
|
|
1585
1665
|
vec3 right = uAreaLightRight[a];
|
|
1586
1666
|
vec3 up = uAreaLightUp[a];
|
|
1587
|
-
vec2 halfSize = uAreaLightSize[a];
|
|
1588
|
-
|
|
1667
|
+
vec2 halfSize = uAreaLightSize[a].xy;
|
|
1589
1668
|
/*
|
|
1590
|
-
* **
|
|
1591
|
-
*
|
|
1592
|
-
*
|
|
1669
|
+
* **The part of the rectangle this fragment sees past its barn doors** (\`areaBarnDoors\`),
|
|
1670
|
+
* which its light and highlight come from. Its shadow keeps the whole rectangle's centre and
|
|
1671
|
+
* size below, because that is what its map was baked from.
|
|
1593
1672
|
*/
|
|
1594
|
-
vec3
|
|
1595
|
-
|
|
1596
|
-
|
|
1597
|
-
vec3 c3 = centre - right * halfSize.x - up * halfSize.y;
|
|
1673
|
+
vec3 seenCentre = centre;
|
|
1674
|
+
vec2 seenHalf = halfSize;
|
|
1675
|
+
if (!areaBarnDoors(seenCentre, right, up, seenHalf, uAreaLightSize[a].zw)) continue;
|
|
1598
1676
|
|
|
1599
|
-
/*
|
|
1600
|
-
|
|
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);
|
|
1677
|
+
/* The form factor and its sign, which is the sidedness: see \`areaSignedForm\`. */
|
|
1678
|
+
float signedForm = areaSignedForm(n, seenCentre, right, up, seenHalf);
|
|
1605
1679
|
float form = mix(max(0.0, signedForm), abs(signedForm), uAreaLightTwoSided[a]);
|
|
1606
1680
|
/* The form factor is linear in the normal, so the one seen from behind is its negation. */
|
|
1607
1681
|
float backForm = glassTransmission > 0.0
|
|
@@ -1716,55 +1790,11 @@ export const MAIN_GLSL = `void main() {
|
|
|
1716
1790
|
|
|
1717
1791
|
glassGlow += uAreaLightColor[a] * backForm * areaOccl * areaGlass;
|
|
1718
1792
|
if (form <= 0.0) continue;
|
|
1719
|
-
/*
|
|
1720
|
-
|
|
1721
|
-
|
|
1722
|
-
|
|
1723
|
-
|
|
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
|
-
}
|
|
1793
|
+
/* The diffuse, the model's answer or the lobe integrated over the rectangle: see areaLight.ts. */
|
|
1794
|
+
areaLightAdd(
|
|
1795
|
+
seenCentre, right, up, seenHalf, uAreaLightColor[a], form, areaOccl, areaGlass,
|
|
1796
|
+
n, albedo, metal, specColor, surfaceRoughness, modelled, lampOpen, lampShadowed
|
|
1797
|
+
);
|
|
1768
1798
|
}
|
|
1769
1799
|
|
|
1770
1800
|
/*
|
|
@@ -1906,10 +1936,10 @@ export const MAIN_GLSL = `void main() {
|
|
|
1906
1936
|
}
|
|
1907
1937
|
/* Pulse, flicker and fade from the layer's effects; exactly 1 where it names none. */
|
|
1908
1938
|
float fxGlow = fx4.z + fx5.x + fx5.w > 0.0 ? fxEmission(surfaceAt.z) : 1.0;
|
|
1909
|
-
lit += emissiveTint * emissiveMapped *
|
|
1939
|
+
lit += emissiveTint * emissiveMapped * uEmission.x * vEmissive * uEmission.y
|
|
1910
1940
|
* mix(1.0, min(lightShade, sunShade), EMISSIVE_SHADOW_SHARE) * fxGlow;
|
|
1911
1941
|
/* And a lit window's glow, which the scene's lit share already times: not gated on night. */
|
|
1912
|
-
lit += windowGlow *
|
|
1942
|
+
lit += windowGlow * uEmission.x;
|
|
1913
1943
|
|
|
1914
1944
|
#if NIGHT_EMISSIVE
|
|
1915
1945
|
/*
|
|
@@ -1942,9 +1972,9 @@ export const MAIN_GLSL = `void main() {
|
|
|
1942
1972
|
// Arrival glow: a world-space box lit independently of the clock, so
|
|
1943
1973
|
// finishing a run reads the same at noon and at midnight. Costs one compare
|
|
1944
1974
|
// per fragment and no extra draw call — the box is a uniform, not geometry.
|
|
1945
|
-
if (
|
|
1946
|
-
vec3 inside = step(uHighlightMin, vWorldPos) * step(vWorldPos, uHighlightMax);
|
|
1947
|
-
lit += albedo *
|
|
1975
|
+
if (uHighlightMax.w > 0.0) {
|
|
1976
|
+
vec3 inside = step(uHighlightMin, vWorldPos) * step(vWorldPos, uHighlightMax.xyz);
|
|
1977
|
+
lit += albedo * uHighlightMax.w * inside.x * inside.y * inside.z;
|
|
1948
1978
|
}
|
|
1949
1979
|
}
|
|
1950
1980
|
|
|
@@ -2001,7 +2031,7 @@ export const MAIN_GLSL = `void main() {
|
|
|
2001
2031
|
/*
|
|
2002
2032
|
* **Refraction: the scene behind this surface, bent and absorbed.**
|
|
2003
2033
|
*
|
|
2004
|
-
* The offset is along the
|
|
2034
|
+
* The offset is along the shading normal in screen space, which is the cheap approximation every
|
|
2005
2035
|
* real-time renderer ships rather than a ray traced through two interfaces of a solid. What it
|
|
2006
2036
|
* cannot do is show anything the frame had not already drawn, so a pane at the edge of the frame
|
|
2007
2037
|
* refracts what is beside it -- and the clamp below is what keeps that from being worse than
|
|
@@ -2036,7 +2066,14 @@ export const MAIN_GLSL = `void main() {
|
|
|
2036
2066
|
* draw uses.
|
|
2037
2067
|
*/
|
|
2038
2068
|
if (uSeeThrough.x > 0.0 || glassTransmission > 0.0) {
|
|
2039
|
-
|
|
2069
|
+
/*
|
|
2070
|
+
* **Bent by the shading normal, so a normal map shimmers what is seen through it** — a heat
|
|
2071
|
+
* haze, a distortion sphere, a rippled pane. Until 4.8.6 this was the geometric normal and a
|
|
2072
|
+
* mapped surface refracted as a smooth lens. An unlit draw shaded no normal, so it reads the
|
|
2073
|
+
* map here, on a branch on uniforms alone, which keeps its derivatives legal.
|
|
2074
|
+
*/
|
|
2075
|
+
vec3 refractN = shadingNormal;
|
|
2076
|
+
if (uLightingEnabled == 0 && uNormalStrength > 0.0) refractN = normalMapped(refractN, surfaceAt);
|
|
2040
2077
|
vec3 refractV = normalize(uCameraPos - vWorldPos);
|
|
2041
2078
|
ivec2 snapSize = textureSize(uRefractScene, 0);
|
|
2042
2079
|
vec2 screenUv = gl_FragCoord.xy / vec2(snapSize);
|