@driftengine/core 4.8.6 → 4.8.7

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Files changed (139) hide show
  1. package/CHANGELOG.json +71 -0
  2. package/README.md +1 -1
  3. package/dist/index.d.ts +2 -2
  4. package/dist/index.js +1 -1
  5. package/dist/render/anisotropicLobe.d.ts +10 -0
  6. package/dist/render/anisotropicLobe.js +19 -0
  7. package/dist/render/areaLights.d.ts +35 -0
  8. package/dist/render/areaLights.js +35 -0
  9. package/dist/render/backend/api.d.ts +33 -3
  10. package/dist/render/backend/webgl2/renderer.d.ts +50 -14
  11. package/dist/render/backend/webgl2/renderer.js +141 -30
  12. package/dist/render/backend/webgl2/sceneCaptureTarget.d.ts +29 -0
  13. package/dist/render/backend/webgl2/sceneCaptureTarget.js +96 -0
  14. package/dist/render/backend/webgpu/particlePass.js +2 -1
  15. package/dist/render/backend/webgpu/renderer.d.ts +35 -1
  16. package/dist/render/backend/webgpu/renderer.js +155 -16
  17. package/dist/render/backend/webgpu/sceneCaptureTarget.d.ts +24 -0
  18. package/dist/render/backend/webgpu/sceneCaptureTarget.js +59 -0
  19. package/dist/render/backend/webgpu/shaders/clusterBin.wgsl.d.ts +1 -1
  20. package/dist/render/backend/webgpu/surfaceTexturePass.d.ts +4 -1
  21. package/dist/render/backend/webgpu/surfaceTexturePass.js +34 -8
  22. package/dist/render/backend/webgpu/waterPass.d.ts +1 -1
  23. package/dist/render/clusteredLights.d.ts +23 -5
  24. package/dist/render/clusteredLights.js +35 -8
  25. package/dist/render/driftLight/bake.d.ts +2 -0
  26. package/dist/render/driftLight/bake.js +1 -1
  27. package/dist/render/driftLight/falloff.d.ts +4 -2
  28. package/dist/render/driftLight/falloff.js +8 -2
  29. package/dist/render/gi/bounceLights.d.ts +3 -2
  30. package/dist/render/gi/bounceLights.js +8 -3
  31. package/dist/render/instanceCull.js +5 -0
  32. package/dist/render/instances.d.ts +19 -5
  33. package/dist/render/instances.js +9 -3
  34. package/dist/render/lightBudget.d.ts +12 -1
  35. package/dist/render/lightBudget.js +23 -3
  36. package/dist/render/lightmap.d.ts +23 -9
  37. package/dist/render/lightmap.js +40 -18
  38. package/dist/render/particlePool.d.ts +21 -0
  39. package/dist/render/particlePool.js +7 -0
  40. package/dist/render/pointLightSelection.d.ts +13 -0
  41. package/dist/render/pointLightSelection.js +3 -1
  42. package/dist/render/renderQuality.d.ts +8 -7
  43. package/dist/render/rendererHarness.js +3 -0
  44. package/dist/render/rgb9e5.d.ts +22 -0
  45. package/dist/render/rgb9e5.js +47 -0
  46. package/dist/render/sceneCapture.d.ts +29 -0
  47. package/dist/render/sceneCapture.js +36 -0
  48. package/dist/render/screenSpaceReflection.d.ts +27 -1
  49. package/dist/render/screenSpaceReflection.js +9 -0
  50. package/dist/render/shaders/bolt.d.ts +1 -1
  51. package/dist/render/shaders/bolt.js +7 -1
  52. package/dist/render/shaders/depth.js +11 -0
  53. package/dist/render/shaders/flat/anisotropic.d.ts +1 -1
  54. package/dist/render/shaders/flat/anisotropic.js +37 -3
  55. package/dist/render/shaders/flat/areaLight.d.ts +1 -1
  56. package/dist/render/shaders/flat/areaLight.js +46 -0
  57. package/dist/render/shaders/flat/glassTint.d.ts +3 -2
  58. package/dist/render/shaders/flat/glassTint.js +3 -1
  59. package/dist/render/shaders/flat/index.d.ts +5 -0
  60. package/dist/render/shaders/flat/index.js +16 -2
  61. package/dist/render/shaders/flat/lobes.d.ts +6 -0
  62. package/dist/render/shaders/flat/lobes.js +49 -43
  63. package/dist/render/shaders/flat/main.d.ts +1 -1
  64. package/dist/render/shaders/flat/main.js +57 -22
  65. package/dist/render/shaders/flat/models.d.ts +5 -2
  66. package/dist/render/shaders/flat/models.js +100 -16
  67. package/dist/render/shaders/flat/preamble.js +10 -3
  68. package/dist/render/shaders/generated/bolt.wgsl.d.ts +1 -1
  69. package/dist/render/shaders/generated/bolt.wgsl.js +1 -1
  70. package/dist/render/shaders/generated/depth.wgsl.d.ts +4 -4
  71. package/dist/render/shaders/generated/depth.wgsl.js +4 -4
  72. package/dist/render/shaders/generated/flat.wgsl.d.ts +16 -0
  73. package/dist/render/shaders/generated/flat.wgsl.js +54 -38
  74. package/dist/render/shaders/generated/ssrTrace.wgsl.d.ts +11 -6
  75. package/dist/render/shaders/generated/ssrTrace.wgsl.js +11 -6
  76. package/dist/render/shaders/generated/water.wgsl.d.ts +23 -16
  77. package/dist/render/shaders/generated/water.wgsl.js +23 -16
  78. package/dist/render/shaders/gi/probeBake.wgsl.js +9 -5
  79. package/dist/render/shaders/recon/motion.wgsl.d.ts +1 -1
  80. package/dist/render/shaders/recon/motion.wgsl.js +13 -2
  81. package/dist/render/shaders/ssrTrace.js +20 -1
  82. package/dist/render/shaders/water.d.ts +1 -1
  83. package/dist/render/shaders/water.js +12 -3
  84. package/dist/render/skinScatter.d.ts +3 -1
  85. package/dist/render/skinScatter.js +3 -1
  86. package/dist/render/ssrPass.js +1 -0
  87. package/dist/render/surfaceModel.d.ts +29 -8
  88. package/dist/render/surfaceModel.js +33 -9
  89. package/dist/render/surfaceTexture.d.ts +25 -1
  90. package/dist/render/surfaceTexture.js +27 -5
  91. package/package.json +6 -6
  92. package/src/index.ts +6 -2
  93. package/src/render/anisotropicLobe.ts +29 -0
  94. package/src/render/areaLights.ts +58 -0
  95. package/src/render/backend/api.ts +49 -2
  96. package/src/render/backend/webgl2/renderer.ts +192 -38
  97. package/src/render/backend/webgl2/sceneCaptureTarget.ts +130 -0
  98. package/src/render/backend/webgpu/particlePass.ts +2 -1
  99. package/src/render/backend/webgpu/renderer.ts +194 -19
  100. package/src/render/backend/webgpu/sceneCaptureTarget.ts +63 -0
  101. package/src/render/backend/webgpu/surfaceTexturePass.ts +44 -14
  102. package/src/render/clusteredLights.ts +41 -8
  103. package/src/render/driftLight/bake.ts +3 -1
  104. package/src/render/driftLight/falloff.ts +13 -2
  105. package/src/render/gi/bounceLights.ts +12 -3
  106. package/src/render/instanceCull.ts +4 -0
  107. package/src/render/instances.ts +26 -6
  108. package/src/render/lightBudget.ts +40 -2
  109. package/src/render/lightmap.ts +64 -23
  110. package/src/render/particlePool.ts +23 -0
  111. package/src/render/pointLightSelection.ts +20 -1
  112. package/src/render/renderQuality.ts +8 -7
  113. package/src/render/rendererHarness.ts +3 -0
  114. package/src/render/rgb9e5.ts +52 -0
  115. package/src/render/sceneCapture.ts +56 -0
  116. package/src/render/screenSpaceReflection.ts +33 -1
  117. package/src/render/shaders/bolt.ts +7 -1
  118. package/src/render/shaders/depth.ts +11 -0
  119. package/src/render/shaders/flat/anisotropic.ts +37 -3
  120. package/src/render/shaders/flat/areaLight.ts +46 -0
  121. package/src/render/shaders/flat/glassTint.ts +9 -2
  122. package/src/render/shaders/flat/index.ts +21 -2
  123. package/src/render/shaders/flat/lobes.ts +50 -43
  124. package/src/render/shaders/flat/main.ts +57 -22
  125. package/src/render/shaders/flat/models.ts +100 -16
  126. package/src/render/shaders/flat/preamble.ts +10 -3
  127. package/src/render/shaders/generated/bolt.wgsl.ts +1 -1
  128. package/src/render/shaders/generated/depth.wgsl.ts +4 -4
  129. package/src/render/shaders/generated/flat.wgsl.ts +54 -38
  130. package/src/render/shaders/generated/ssrTrace.wgsl.ts +11 -6
  131. package/src/render/shaders/generated/water.wgsl.ts +23 -16
  132. package/src/render/shaders/gi/probeBake.wgsl.ts +9 -5
  133. package/src/render/shaders/recon/motion.wgsl.ts +13 -2
  134. package/src/render/shaders/ssrTrace.ts +20 -1
  135. package/src/render/shaders/water.ts +12 -3
  136. package/src/render/skinScatter.ts +3 -1
  137. package/src/render/ssrPass.ts +1 -0
  138. package/src/render/surfaceModel.ts +47 -10
  139. package/src/render/surfaceTexture.ts +69 -9
@@ -5,7 +5,7 @@
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  * the next generation, and `npm run wgsl:check` fails the build when this is stale.
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  */
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- export const SSR_TRACE_FRAG_WGSL = "struct Uniforms {\n uSsrDepthToWorld: mat4x4<f32>,\n uSsrViewProj: mat4x4<f32>,\n uWorldToSurface: mat4x4<f32>,\n uSsrEye: vec3<f32>,\n uSsrAxis: vec3<f32>,\n uSsrTint: vec3<f32>,\n uSsrStrength: f32,\n uSsrFacingCos: f32,\n uSsrReach: f32,\n uSsrThickness: f32,\n uSsrSteps: f32,\n uSsrEdgeFade: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(32) \nvar uSsrDepth_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uSsrDepth_s: sampler;\nvar<private> vUv_1: vec2<f32>;\n@group(0) @binding(34) \nvar uSsrScene_t: texture_2d<f32>;\n@group(0) @binding(35) \nvar uSsrScene_s: sampler;\nvar<private> fragColor: vec4<f32>;\n\nfn worldAt_u0028_vf2_u003b_f1_u003b(uv: ptr<function, vec2<f32>>, stored: ptr<function, f32>) -> vec3<f32> {\n var world: vec4<f32>;\n\n let _e40 = unnamed.uSsrDepthToWorld;\n let _e41 = (*uv);\n let _e44 = ((_e41 * 2f) - vec2(1f));\n let _e45 = (*stored);\n world = (_e40 * vec4<f32>(_e44.x, _e44.y, _e45, 1f));\n let _e50 = world;\n let _e53 = world[3u];\n return (_e50.xyz / vec3(_e53));\n}\n\nfn sceneDistanceAt_u0028_vf2_u003b(uv_1: ptr<function, vec2<f32>>) -> f32 {\n var stored_1: f32;\n var param: vec2<f32>;\n var param_1: f32;\n\n let _e40 = (*uv_1);\n let _e41 = textureSampleLevel(uSsrDepth_t, uSsrDepth_s, _e40, 0f);\n stored_1 = _e41.x;\n let _e43 = stored_1;\n if (_e43 <= 0f) {\n return 1000000000f;\n }\n let _e45 = (*uv_1);\n param = _e45;\n let _e46 = stored_1;\n param_1 = _e46;\n let _e47 = worldAt_u0028_vf2_u003b_f1_u003b((&param), (&param_1));\n let _e49 = unnamed.uSsrEye;\n return length((_e47 - _e49));\n}\n\nfn projectPoint_u0028_vf3_u003b_vf2_u003b(point: ptr<function, vec3<f32>>, uv_2: ptr<function, vec2<f32>>) -> bool {\n var clip: vec4<f32>;\n var phi_130_: bool;\n var phi_137_: bool;\n var phi_143_: bool;\n\n let _e40 = unnamed.uSsrViewProj;\n let _e41 = (*point);\n clip = (_e40 * vec4<f32>(_e41.x, _e41.y, _e41.z, 1f));\n let _e48 = clip[3u];\n if (_e48 <= 0f) {\n return false;\n }\n let _e50 = clip;\n let _e53 = clip[3u];\n (*uv_2) = (((_e50.xy / vec2(_e53)) * 0.5f) + vec2(0.5f));\n let _e60 = (*uv_2)[0u];\n let _e61 = (_e60 >= 0f);\n phi_130_ = _e61;\n if _e61 {\n let _e63 = (*uv_2)[0u];\n phi_130_ = (_e63 <= 1f);\n }\n let _e66 = phi_130_;\n phi_137_ = _e66;\n if _e66 {\n let _e68 = (*uv_2)[1u];\n phi_137_ = (_e68 >= 0f);\n }\n let _e71 = phi_137_;\n phi_143_ = _e71;\n if _e71 {\n let _e73 = (*uv_2)[1u];\n phi_143_ = (_e73 <= 1f);\n }\n let _e76 = phi_143_;\n return _e76;\n}\n\nfn main_1() {\n var stored_2: f32;\n var point_1: vec3<f32>;\n var param_2: vec2<f32>;\n var param_3: f32;\n var plane: vec3<f32>;\n var span: f32;\n var normal: vec3<f32>;\n var local: vec3<f32>;\n var toEye: vec3<f32>;\n var box: vec3<f32>;\n var inside: vec3<f32>;\n var mask: f32;\n var facing: f32;\n var found: vec3<f32>;\n var weight: f32;\n var view: vec3<f32>;\n var ray: vec3<f32>;\n var steps: f32;\n var behind: f32;\n var previous: f32;\n var hitUv: vec2<f32>;\n var hitDistance: f32;\n var found_hit: bool;\n var i: i32;\n var at: f32;\n var t: f32;\n var sample_point: vec3<f32>;\n var uv_3: vec2<f32>;\n var param_4: vec3<f32>;\n var param_5: vec2<f32>;\n var scene: f32;\n var param_6: vec2<f32>;\n var gap: f32;\n var near: f32;\n var far: f32;\n var refinedUv: vec2<f32>;\n var refinedGap: f32;\n var refine: i32;\n var mid: f32;\n var midPoint: vec3<f32>;\n var midUv: vec2<f32>;\n var param_7: vec3<f32>;\n var param_8: vec2<f32>;\n var midScene: f32;\n var param_9: vec2<f32>;\n var midGap: f32;\n var edge: f32;\n var away: f32;\n var reach: f32;\n\n let _e85 = vUv_1;\n let _e86 = textureSampleLevel(uSsrDepth_t, uSsrDepth_s, _e85, 0f);\n stored_2 = _e86.x;\n let _e88 = vUv_1;\n param_2 = _e88;\n let _e89 = stored_2;\n param_3 = _e89;\n let _e90 = worldAt_u0028_vf2_u003b_f1_u003b((&param_2), (&param_3));\n point_1 = _e90;\n let _e91 = point_1;\n let _e92 = dpdx(_e91);\n let _e93 = point_1;\n let _e94 = dpdy(_e93);\n plane = cross(_e92, _e94);\n let _e96 = plane;\n span = length(_e96);\n let _e98 = span;\n if (_e98 > 0f) {\n let _e100 = plane;\n let _e101 = span;\n local = (_e100 / vec3(_e101));\n } else {\n let _e105 = unnamed.uSsrAxis;\n local = -(_e105);\n }\n let _e107 = local;\n normal = _e107;\n let _e109 = unnamed.uSsrEye;\n let _e110 = point_1;\n toEye = (_e109 - _e110);\n let _e112 = toEye;\n let _e113 = normal;\n let _e116 = normal;\n normal = (_e116 * sign(dot(_e112, _e113)));\n let _e119 = unnamed.uWorldToSurface;\n let _e120 = point_1;\n box = (_e119 * vec4<f32>(_e120.x, _e120.y, _e120.z, 1f)).xyz;\n let _e127 = box;\n inside = step(abs(_e127), vec3<f32>(1f, 1f, 1f));\n let _e131 = inside[0u];\n let _e133 = inside[1u];\n let _e136 = inside[2u];\n mask = ((_e131 * _e133) * _e136);\n let _e138 = normal;\n let _e140 = unnamed.uSsrAxis;\n facing = dot(_e138, -(_e140));\n let _e144 = unnamed.uSsrFacingCos;\n let _e146 = unnamed.uSsrFacingCos;\n let _e149 = facing;\n let _e151 = mask;\n mask = (_e151 * smoothstep(_e144, min(1f, (_e146 + 0.25f)), _e149));\n let _e153 = stored_2;\n let _e156 = mask;\n mask = (_e156 * select(1f, 0f, (_e153 <= 0f)));\n let _e159 = unnamed.uSsrStrength;\n let _e160 = mask;\n mask = (_e160 * _e159);\n found = vec3<f32>(0f, 0f, 0f);\n weight = 0f;\n let _e162 = mask;\n if (_e162 > 0f) {\n let _e164 = point_1;\n let _e166 = unnamed.uSsrEye;\n view = normalize((_e164 - _e166));\n let _e169 = view;\n let _e170 = normal;\n ray = reflect(_e169, _e170);\n let _e173 = unnamed.uSsrSteps;\n steps = max(1f, _e173);\n behind = 0f;\n previous = 0f;\n hitUv = vec2<f32>(0f, 0f);\n hitDistance = 0f;\n found_hit = false;\n i = 1i;\n loop {\n let _e175 = i;\n if (_e175 <= 32i) {\n let _e177 = i;\n let _e179 = steps;\n if (f32(_e177) > _e179) {\n break;\n }\n let _e181 = i;\n let _e183 = steps;\n at = (f32(_e181) / _e183);\n let _e186 = unnamed.uSsrReach;\n let _e187 = at;\n let _e189 = at;\n t = ((_e186 * _e187) * _e189);\n let _e191 = point_1;\n let _e192 = ray;\n let _e193 = t;\n sample_point = (_e191 + (_e192 * _e193));\n let _e196 = sample_point;\n param_4 = _e196;\n let _e197 = projectPoint_u0028_vf3_u003b_vf2_u003b((&param_4), (&param_5));\n let _e198 = param_5;\n uv_3 = _e198;\n if !(_e197) {\n break;\n }\n let _e200 = uv_3;\n param_6 = _e200;\n let _e201 = sceneDistanceAt_u0028_vf2_u003b((&param_6));\n scene = _e201;\n let _e202 = sample_point;\n let _e204 = unnamed.uSsrEye;\n let _e207 = scene;\n gap = (length((_e202 - _e204)) - _e207);\n let _e209 = behind;\n let _e211 = gap;\n if ((_e209 < 0f) && (_e211 >= 0f)) {\n let _e214 = previous;\n near = _e214;\n let _e215 = t;\n far = _e215;\n let _e216 = uv_3;\n refinedUv = _e216;\n let _e217 = gap;\n refinedGap = _e217;\n refine = 0i;\n loop {\n let _e218 = refine;\n if (_e218 < 6i) {\n let _e220 = near;\n let _e221 = far;\n mid = ((_e220 + _e221) * 0.5f);\n let _e224 = point_1;\n let _e225 = ray;\n let _e226 = mid;\n midPoint = (_e224 + (_e225 * _e226));\n let _e229 = midPoint;\n param_7 = _e229;\n let _e230 = projectPoint_u0028_vf3_u003b_vf2_u003b((&param_7), (&param_8));\n let _e231 = param_8;\n midUv = _e231;\n if !(_e230) {\n break;\n }\n let _e233 = midUv;\n param_9 = _e233;\n let _e234 = sceneDistanceAt_u0028_vf2_u003b((&param_9));\n midScene = _e234;\n let _e235 = midPoint;\n let _e237 = unnamed.uSsrEye;\n let _e240 = midScene;\n midGap = (length((_e235 - _e237)) - _e240);\n let _e242 = midGap;\n if (_e242 >= 0f) {\n let _e244 = mid;\n far = _e244;\n let _e245 = midUv;\n refinedUv = _e245;\n let _e246 = midGap;\n refinedGap = _e246;\n } else {\n let _e247 = mid;\n near = _e247;\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e248 = refine;\n refine = (_e248 + 1i);\n }\n }\n let _e250 = refinedGap;\n let _e252 = unnamed.uSsrThickness;\n if (_e250 <= _e252) {\n found_hit = true;\n let _e254 = refinedUv;\n hitUv = _e254;\n let _e255 = far;\n hitDistance = _e255;\n }\n break;\n }\n let _e256 = gap;\n behind = _e256;\n let _e257 = t;\n previous = _e257;\n continue;\n } else {\n break;\n }\n continuing {\n let _e258 = i;\n i = (_e258 + 1i);\n }\n }\n let _e260 = found_hit;\n if _e260 {\n let _e262 = hitUv[0u];\n let _e264 = hitUv[0u];\n let _e268 = hitUv[1u];\n let _e270 = hitUv[1u];\n let _e275 = unnamed.uSsrEdgeFade;\n edge = clamp((min(min(_e262, (1f - _e264)), min(_e268, (1f - _e270))) / max(_e275, 0.0001f)), 0f, 1f);\n let _e279 = ray;\n let _e281 = view;\n away = clamp(((dot(normalize(_e279), _e281) + 1f) * 0.5f), 0f, 1f);\n let _e286 = hitDistance;\n let _e288 = unnamed.uSsrReach;\n reach = (1f - clamp((_e286 / max(_e288, 0.0001f)), 0f, 1f));\n let _e293 = mask;\n let _e294 = edge;\n let _e296 = away;\n let _e298 = reach;\n weight = (((_e293 * _e294) * _e296) * _e298);\n let _e300 = hitUv;\n let _e301 = textureSampleLevel(uSsrScene_t, uSsrScene_s, _e300, 0f);\n let _e304 = unnamed.uSsrTint;\n found = (_e301.xyz * _e304);\n }\n }\n let _e306 = found;\n let _e307 = weight;\n let _e308 = (_e306 * _e307);\n let _e309 = weight;\n fragColor = vec4<f32>(_e308.x, _e308.y, _e308.z, _e309);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n main_1();\n let _e3 = fragColor;\n return _e3;\n}\n";
8
+ export const SSR_TRACE_FRAG_WGSL = "struct Uniforms {\n uSsrDepthToWorld: mat4x4<f32>,\n uSsrViewProj: mat4x4<f32>,\n uWorldToSurface: mat4x4<f32>,\n uSsrEye: vec3<f32>,\n uSsrAxis: vec3<f32>,\n uSsrTint: vec3<f32>,\n uSsrStrength: f32,\n uSsrFresnel: vec2<f32>,\n uSsrFacingCos: f32,\n uSsrReach: f32,\n uSsrThickness: f32,\n uSsrSteps: f32,\n uSsrEdgeFade: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(32) \nvar uSsrDepth_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uSsrDepth_s: sampler;\nvar<private> vUv_1: vec2<f32>;\n@group(0) @binding(34) \nvar uSsrScene_t: texture_2d<f32>;\n@group(0) @binding(35) \nvar uSsrScene_s: sampler;\nvar<private> fragColor: vec4<f32>;\n\nfn worldAt_u0028_vf2_u003b_f1_u003b(uv: ptr<function, vec2<f32>>, stored: ptr<function, f32>) -> vec3<f32> {\n var world: vec4<f32>;\n\n let _e53 = unnamed.uSsrDepthToWorld;\n let _e54 = (*uv);\n let _e57 = ((_e54 * 2f) - vec2(1f));\n let _e58 = (*stored);\n world = (_e53 * vec4<f32>(_e57.x, _e57.y, _e58, 1f));\n let _e63 = world;\n let _e66 = world[3u];\n return (_e63.xyz / vec3(_e66));\n}\n\nfn sceneDistanceAt_u0028_vf2_u003b(uv_1: ptr<function, vec2<f32>>) -> f32 {\n var stored_1: f32;\n var param: vec2<f32>;\n var param_1: f32;\n\n let _e53 = (*uv_1);\n let _e54 = textureSampleLevel(uSsrDepth_t, uSsrDepth_s, _e53, 0f);\n stored_1 = _e54.x;\n let _e56 = stored_1;\n if (_e56 <= 0f) {\n return 1000000000f;\n }\n let _e58 = (*uv_1);\n param = _e58;\n let _e59 = stored_1;\n param_1 = _e59;\n let _e60 = worldAt_u0028_vf2_u003b_f1_u003b((&param), (&param_1));\n let _e62 = unnamed.uSsrEye;\n return length((_e60 - _e62));\n}\n\nfn projectPoint_u0028_vf3_u003b_vf2_u003b(point: ptr<function, vec3<f32>>, uv_2: ptr<function, vec2<f32>>) -> bool {\n var clip: vec4<f32>;\n var phi_175_: bool;\n var phi_181_: bool;\n var phi_187_: bool;\n\n let _e53 = unnamed.uSsrViewProj;\n let _e54 = (*point);\n clip = (_e53 * vec4<f32>(_e54.x, _e54.y, _e54.z, 1f));\n let _e61 = clip[3u];\n if (_e61 <= 0f) {\n return false;\n }\n let _e63 = clip;\n let _e66 = clip[3u];\n (*uv_2) = (((_e63.xy / vec2(_e66)) * 0.5f) + vec2(0.5f));\n let _e73 = (*uv_2)[0u];\n let _e74 = (_e73 >= 0f);\n phi_175_ = _e74;\n if _e74 {\n let _e76 = (*uv_2)[0u];\n phi_175_ = (_e76 <= 1f);\n }\n let _e79 = phi_175_;\n phi_181_ = _e79;\n if _e79 {\n let _e81 = (*uv_2)[1u];\n phi_181_ = (_e81 >= 0f);\n }\n let _e84 = phi_181_;\n phi_187_ = _e84;\n if _e84 {\n let _e86 = (*uv_2)[1u];\n phi_187_ = (_e86 <= 1f);\n }\n let _e89 = phi_187_;\n return _e89;\n}\n\nfn envBrdfApprox_u0028_f1_u003b_f1_u003b(ndv: ptr<function, f32>, roughness: ptr<function, f32>) -> vec2<f32> {\n var r: vec4<f32>;\n var a004_: f32;\n\n let _e53 = (*roughness);\n r = ((vec4<f32>(-1f, -0.0275f, -0.572f, 0.022f) * _e53) + vec4<f32>(1f, 0.0425f, 1.04f, -0.04f));\n let _e57 = r[0u];\n let _e59 = r[0u];\n let _e61 = (*ndv);\n let _e66 = r[0u];\n let _e69 = r[1u];\n a004_ = ((min((_e57 * _e59), exp2((-9.28f * _e61))) * _e66) + _e69);\n let _e71 = a004_;\n let _e73 = r;\n return ((vec2<f32>(-1.04f, 1.04f) * _e71) + _e73.zw);\n}\n\nfn main_1() {\n var stored_2: f32;\n var point_1: vec3<f32>;\n var param_2: vec2<f32>;\n var param_3: f32;\n var plane: vec3<f32>;\n var span: f32;\n var normal: vec3<f32>;\n var local: vec3<f32>;\n var toEye: vec3<f32>;\n var box: vec3<f32>;\n var inside: vec3<f32>;\n var mask: f32;\n var facing: f32;\n var returned: f32;\n var dfg: vec2<f32>;\n var param_4: f32;\n var param_5: f32;\n var found: vec3<f32>;\n var weight: f32;\n var view: vec3<f32>;\n var ray: vec3<f32>;\n var steps: f32;\n var behind: f32;\n var previous: f32;\n var hitUv: vec2<f32>;\n var hitDistance: f32;\n var found_hit: bool;\n var i: i32;\n var at: f32;\n var t: f32;\n var sample_point: vec3<f32>;\n var uv_3: vec2<f32>;\n var param_6: vec3<f32>;\n var param_7: vec2<f32>;\n var scene: f32;\n var param_8: vec2<f32>;\n var gap: f32;\n var near: f32;\n var far: f32;\n var refinedUv: vec2<f32>;\n var refinedGap: f32;\n var refine: i32;\n var mid: f32;\n var midPoint: vec3<f32>;\n var midUv: vec2<f32>;\n var param_9: vec3<f32>;\n var param_10: vec2<f32>;\n var midScene: f32;\n var param_11: vec2<f32>;\n var midGap: f32;\n var edge: f32;\n var away: f32;\n var reach: f32;\n\n let _e102 = vUv_1;\n let _e103 = textureSampleLevel(uSsrDepth_t, uSsrDepth_s, _e102, 0f);\n stored_2 = _e103.x;\n let _e105 = vUv_1;\n param_2 = _e105;\n let _e106 = stored_2;\n param_3 = _e106;\n let _e107 = worldAt_u0028_vf2_u003b_f1_u003b((&param_2), (&param_3));\n point_1 = _e107;\n let _e108 = point_1;\n let _e109 = dpdx(_e108);\n let _e110 = point_1;\n let _e111 = dpdy(_e110);\n plane = cross(_e109, _e111);\n let _e113 = plane;\n span = length(_e113);\n let _e115 = span;\n if (_e115 > 0f) {\n let _e117 = plane;\n let _e118 = span;\n local = (_e117 / vec3(_e118));\n } else {\n let _e122 = unnamed.uSsrAxis;\n local = -(_e122);\n }\n let _e124 = local;\n normal = _e124;\n let _e126 = unnamed.uSsrEye;\n let _e127 = point_1;\n toEye = (_e126 - _e127);\n let _e129 = toEye;\n let _e130 = normal;\n let _e133 = normal;\n normal = (_e133 * sign(dot(_e129, _e130)));\n let _e136 = unnamed.uWorldToSurface;\n let _e137 = point_1;\n box = (_e136 * vec4<f32>(_e137.x, _e137.y, _e137.z, 1f)).xyz;\n let _e144 = box;\n inside = step(abs(_e144), vec3<f32>(1f, 1f, 1f));\n let _e148 = inside[0u];\n let _e150 = inside[1u];\n let _e153 = inside[2u];\n mask = ((_e148 * _e150) * _e153);\n let _e155 = normal;\n let _e157 = unnamed.uSsrAxis;\n facing = dot(_e155, -(_e157));\n let _e161 = unnamed.uSsrFacingCos;\n let _e163 = unnamed.uSsrFacingCos;\n let _e166 = facing;\n let _e168 = mask;\n mask = (_e168 * smoothstep(_e161, min(1f, (_e163 + 0.25f)), _e166));\n let _e170 = stored_2;\n let _e173 = mask;\n mask = (_e173 * select(1f, 0f, (_e170 <= 0f)));\n let _e176 = unnamed.uSsrStrength;\n returned = _e176;\n let _e179 = unnamed.uSsrFresnel[0u];\n if (_e179 > 0.5f) {\n let _e181 = normal;\n let _e182 = toEye;\n param_4 = clamp(dot(_e181, normalize(_e182)), 0f, 1f);\n let _e188 = unnamed.uSsrFresnel[1u];\n param_5 = _e188;\n let _e189 = envBrdfApprox_u0028_f1_u003b_f1_u003b((&param_4), (&param_5));\n dfg = _e189;\n let _e191 = unnamed.uSsrStrength;\n let _e193 = dfg[0u];\n let _e196 = dfg[1u];\n returned = clamp(((_e191 * _e193) + _e196), 0f, 1f);\n }\n let _e199 = returned;\n let _e200 = mask;\n mask = (_e200 * _e199);\n found = vec3<f32>(0f, 0f, 0f);\n weight = 0f;\n let _e202 = mask;\n if (_e202 > 0f) {\n let _e204 = point_1;\n let _e206 = unnamed.uSsrEye;\n view = normalize((_e204 - _e206));\n let _e209 = view;\n let _e210 = normal;\n ray = reflect(_e209, _e210);\n let _e213 = unnamed.uSsrSteps;\n steps = max(1f, _e213);\n behind = 0f;\n previous = 0f;\n hitUv = vec2<f32>(0f, 0f);\n hitDistance = 0f;\n found_hit = false;\n i = 1i;\n loop {\n let _e215 = i;\n if (_e215 <= 32i) {\n let _e217 = i;\n let _e219 = steps;\n if (f32(_e217) > _e219) {\n break;\n }\n let _e221 = i;\n let _e223 = steps;\n at = (f32(_e221) / _e223);\n let _e226 = unnamed.uSsrReach;\n let _e227 = at;\n let _e229 = at;\n t = ((_e226 * _e227) * _e229);\n let _e231 = point_1;\n let _e232 = ray;\n let _e233 = t;\n sample_point = (_e231 + (_e232 * _e233));\n let _e236 = sample_point;\n param_6 = _e236;\n let _e237 = projectPoint_u0028_vf3_u003b_vf2_u003b((&param_6), (&param_7));\n let _e238 = param_7;\n uv_3 = _e238;\n if !(_e237) {\n break;\n }\n let _e240 = uv_3;\n param_8 = _e240;\n let _e241 = sceneDistanceAt_u0028_vf2_u003b((&param_8));\n scene = _e241;\n let _e242 = sample_point;\n let _e244 = unnamed.uSsrEye;\n let _e247 = scene;\n gap = (length((_e242 - _e244)) - _e247);\n let _e249 = behind;\n let _e251 = gap;\n if ((_e249 < 0f) && (_e251 >= 0f)) {\n let _e254 = previous;\n near = _e254;\n let _e255 = t;\n far = _e255;\n let _e256 = uv_3;\n refinedUv = _e256;\n let _e257 = gap;\n refinedGap = _e257;\n refine = 0i;\n loop {\n let _e258 = refine;\n if (_e258 < 6i) {\n let _e260 = near;\n let _e261 = far;\n mid = ((_e260 + _e261) * 0.5f);\n let _e264 = point_1;\n let _e265 = ray;\n let _e266 = mid;\n midPoint = (_e264 + (_e265 * _e266));\n let _e269 = midPoint;\n param_9 = _e269;\n let _e270 = projectPoint_u0028_vf3_u003b_vf2_u003b((&param_9), (&param_10));\n let _e271 = param_10;\n midUv = _e271;\n if !(_e270) {\n break;\n }\n let _e273 = midUv;\n param_11 = _e273;\n let _e274 = sceneDistanceAt_u0028_vf2_u003b((&param_11));\n midScene = _e274;\n let _e275 = midPoint;\n let _e277 = unnamed.uSsrEye;\n let _e280 = midScene;\n midGap = (length((_e275 - _e277)) - _e280);\n let _e282 = midGap;\n if (_e282 >= 0f) {\n let _e284 = mid;\n far = _e284;\n let _e285 = midUv;\n refinedUv = _e285;\n let _e286 = midGap;\n refinedGap = _e286;\n } else {\n let _e287 = mid;\n near = _e287;\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e288 = refine;\n refine = (_e288 + 1i);\n }\n }\n let _e290 = refinedGap;\n let _e292 = unnamed.uSsrThickness;\n if (_e290 <= _e292) {\n found_hit = true;\n let _e294 = refinedUv;\n hitUv = _e294;\n let _e295 = far;\n hitDistance = _e295;\n }\n break;\n }\n let _e296 = gap;\n behind = _e296;\n let _e297 = t;\n previous = _e297;\n continue;\n } else {\n break;\n }\n continuing {\n let _e298 = i;\n i = (_e298 + 1i);\n }\n }\n let _e300 = found_hit;\n if _e300 {\n let _e302 = hitUv[0u];\n let _e304 = hitUv[0u];\n let _e308 = hitUv[1u];\n let _e310 = hitUv[1u];\n let _e315 = unnamed.uSsrEdgeFade;\n edge = clamp((min(min(_e302, (1f - _e304)), min(_e308, (1f - _e310))) / max(_e315, 0.0001f)), 0f, 1f);\n let _e319 = ray;\n let _e321 = view;\n away = clamp(((dot(normalize(_e319), _e321) + 1f) * 0.5f), 0f, 1f);\n let _e326 = hitDistance;\n let _e328 = unnamed.uSsrReach;\n reach = (1f - clamp((_e326 / max(_e328, 0.0001f)), 0f, 1f));\n let _e333 = mask;\n let _e334 = edge;\n let _e336 = away;\n let _e338 = reach;\n weight = (((_e333 * _e334) * _e336) * _e338);\n let _e340 = hitUv;\n let _e341 = textureSampleLevel(uSsrScene_t, uSsrScene_s, _e340, 0f);\n let _e344 = unnamed.uSsrTint;\n found = (_e341.xyz * _e344);\n }\n }\n let _e346 = found;\n let _e347 = weight;\n let _e348 = (_e346 * _e347);\n let _e349 = weight;\n fragColor = vec4<f32>(_e348.x, _e348.y, _e348.z, _e349);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n main_1();\n let _e3 = fragColor;\n return _e3;\n}\n";
9
9
 
10
10
  /**
11
11
  * What the transform assigned, so the renderer binds the same numbers.
@@ -52,28 +52,33 @@ export const SSRTRACE_BINDINGS = {
52
52
  "size": 4,
53
53
  "type": "float"
54
54
  },
55
- "uSsrFacingCos": {
55
+ "uSsrFresnel": {
56
56
  "offset": 240,
57
+ "size": 8,
58
+ "type": "vec2"
59
+ },
60
+ "uSsrFacingCos": {
61
+ "offset": 248,
57
62
  "size": 4,
58
63
  "type": "float"
59
64
  },
60
65
  "uSsrReach": {
61
- "offset": 244,
66
+ "offset": 252,
62
67
  "size": 4,
63
68
  "type": "float"
64
69
  },
65
70
  "uSsrThickness": {
66
- "offset": 248,
71
+ "offset": 256,
67
72
  "size": 4,
68
73
  "type": "float"
69
74
  },
70
75
  "uSsrSteps": {
71
- "offset": 252,
76
+ "offset": 260,
72
77
  "size": 4,
73
78
  "type": "float"
74
79
  },
75
80
  "uSsrEdgeFade": {
76
- "offset": 256,
81
+ "offset": 264,
77
82
  "size": 4,
78
83
  "type": "float"
79
84
  }
@@ -5,7 +5,7 @@
5
5
  * the next generation, and `npm run wgsl:check` fails the build when this is stale.
6
6
  */
7
7
 
8
- export const WATER_FRAG_WGSL = "struct Uniforms {\n uGridHalf: vec2<f32>,\n uFoamGain: f32,\n uNadirOpacity: f32,\n uVisibility: f32,\n uMirror: f32,\n uDeepColor: vec3<f32>,\n uShallowColor: vec3<f32>,\n uDirectionalDir: vec3<f32>,\n uDirectionalColor: vec3<f32>,\n uAmbient: vec3<f32>,\n uLightCount: i32,\n uLightPos: array<vec3<f32>, 16>,\n uLightColor: array<vec3<f32>, 16>,\n uLightRadius: array<vec4<f32>, 16>,\n uLightWeight: array<vec4<f32>, 16>,\n uLightFalloff: i32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uCameraPos: vec3<f32>,\n uReflectionEnabled: i32,\n uReflectionTexelSize: vec2<f32>,\n uReflectionFilterTaps: i32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vNormal_1: vec3<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vCrest_1: f32;\nvar<private> vReflectionClip_1: vec4<f32>;\n@group(0) @binding(32) \nvar uReflectionMap_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uReflectionMap_s: sampler;\nvar<private> vGrid_1: vec2<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var t: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e116 = unnamed.uFogMode;\n if (_e116 == 1i) {\n let _e119 = unnamed.uFogFar;\n let _e121 = unnamed.uFogNear;\n span = max((_e119 - _e121), 0.0001f);\n let _e124 = (*dist);\n let _e126 = unnamed.uFogNear;\n let _e128 = span;\n ramp = clamp(((_e124 - _e126) / _e128), 0f, 1f);\n let _e132 = unnamed.uUnderwaterFactor;\n if (_e132 <= 0f) {\n let _e134 = ramp;\n return _e134;\n }\n let _e136 = unnamed.uUnderwaterFogDensity;\n let _e137 = (*dist);\n wetLinear = (_e136 * _e137);\n let _e139 = ramp;\n let _e140 = wetLinear;\n let _e142 = wetLinear;\n let _e148 = unnamed.uUnderwaterFactor;\n return mix(_e139, (1f - exp2(((-(_e140) * _e142) * 1.442695f))), _e148);\n }\n let _e150 = (*pointY);\n let _e152 = unnamed.uFogEyeY;\n let _e155 = unnamed.uFogHeightFalloff;\n t = ((_e150 - _e152) * _e155);\n let _e157 = t;\n let _e160 = t;\n denom = select(_e160, 0.0001f, (abs(_e157) < 0.0001f));\n let _e163 = unnamed.uFogDensity;\n let _e165 = (*dist);\n let _e167 = denom;\n let _e172 = denom;\n air = (1f - exp((((-(_e163) * _e165) * (1f - exp(-(_e167)))) / _e172)));\n let _e177 = unnamed.uUnderwaterFactor;\n if (_e177 <= 0f) {\n let _e179 = air;\n return _e179;\n }\n let _e181 = unnamed.uUnderwaterFogDensity;\n let _e182 = (*dist);\n wet = (_e181 * _e182);\n let _e184 = air;\n let _e185 = wet;\n let _e187 = wet;\n let _e193 = unnamed.uUnderwaterFactor;\n return mix(_e184, (1f - exp2(((-(_e185) * _e187) * 1.442695f))), _e193);\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e107 = unnamed.uFogColor;\n let _e109 = unnamed.uUnderwaterColor;\n let _e111 = unnamed.uUnderwaterFactor;\n return mix(_e107, _e109, vec3(_e111));\n}\n\nfn main_1() {\n var n: vec3<f32>;\n var view: vec3<f32>;\n var facing: f32;\n var fresnel: f32;\n var atmosphereColor: vec3<f32>;\n var col: vec3<f32>;\n var incident: vec3<f32>;\n var halfVec: vec3<f32>;\n var spec: f32;\n var highlight: vec3<f32>;\n var i: i32;\n var toLight: vec3<f32>;\n var lightDist: f32;\n var window: f32;\n var falloff: f32;\n var lightDir: vec3<f32>;\n var shaped: f32;\n var lampHalf: vec3<f32>;\n var foam: f32;\n var dist_1: f32;\n var fog: f32;\n var param: f32;\n var param_1: f32;\n var airOpacity: f32;\n var underwaterOpacity: f32;\n var opacity: f32;\n var reflected: vec3<f32>;\n var reflectionValid: f32;\n var reflectionUv: vec2<f32>;\n var border: vec2<f32>;\n var blurPixels: f32;\n var sceneReflection: vec3<f32>;\n var filterWeight: f32;\n var i_1: i32;\n var sampleUv: vec2<f32>;\n var indexable: array<vec2<f32>, 9>;\n var weight: f32;\n var indexable_1: array<f32, 9>;\n var sceneWeight: f32;\n var reflectionGain: f32;\n var reflectivity: f32;\n var reflectedRadiance: f32;\n var reflectionWeight: f32;\n var rimFraction: vec2<f32>;\n var rimT: f32;\n var rim: f32;\n var edge: f32;\n var phi_440_: bool;\n\n let _e153 = vNormal_1;\n n = normalize(_e153);\n let _e156 = unnamed.uCameraPos;\n let _e157 = vWorldPos_1;\n view = normalize((_e156 - _e157));\n let _e160 = n;\n let _e161 = view;\n facing = clamp(abs(dot(_e160, _e161)), 0f, 1f);\n let _e165 = facing;\n fresnel = (0.02f + (0.98f * pow((1f - _e165), 5f)));\n let _e170 = mediumColor_u0028_();\n atmosphereColor = _e170;\n let _e172 = unnamed.uDeepColor;\n let _e174 = unnamed.uShallowColor;\n let _e175 = vCrest_1;\n col = mix(_e172, _e174, vec3(clamp(((_e175 * 1.4f) + 0.4f), 0f, 1f)));\n let _e182 = unnamed.uAmbient;\n let _e184 = unnamed.uDirectionalColor;\n let _e185 = n;\n let _e187 = unnamed.uDirectionalDir;\n incident = (_e182 + ((_e184 * max(dot(_e185, _e187), 0f)) * 0.6f));\n let _e194 = unnamed.uDirectionalDir;\n let _e195 = view;\n halfVec = normalize((_e194 + _e195));\n let _e198 = n;\n let _e199 = halfVec;\n spec = pow(max(dot(_e198, _e199), 0f), 220f);\n let _e204 = unnamed.uDirectionalColor;\n let _e205 = spec;\n highlight = ((_e204 * _e205) * 1.6f);\n i = 0i;\n loop {\n let _e208 = i;\n if (_e208 < 16i) {\n let _e210 = i;\n let _e212 = unnamed.uLightCount;\n if (_e210 >= _e212) {\n break;\n }\n let _e214 = i;\n let _e217 = unnamed.uLightPos[_e214];\n let _e218 = vWorldPos_1;\n toLight = (_e217 - _e218);\n let _e220 = toLight;\n lightDist = length(_e220);\n let _e223 = unnamed.uLightFalloff;\n if (_e223 == 1i) {\n let _e225 = lightDist;\n let _e226 = i;\n let _e230 = unnamed.uLightRadius[_e226][0u];\n window = clamp((1f - pow((_e225 / max(_e230, 0.0001f)), 4f)), 0f, 1f);\n let _e236 = window;\n let _e237 = window;\n let _e239 = lightDist;\n let _e240 = lightDist;\n falloff = ((_e236 * _e237) / max((_e239 * _e240), 0.01f));\n } else {\n let _e244 = lightDist;\n let _e245 = i;\n let _e249 = unnamed.uLightRadius[_e245][0u];\n falloff = clamp((1f - (_e244 / max(_e249, 0.0001f))), 0f, 1f);\n }\n let _e254 = falloff;\n if (_e254 <= 0f) {\n continue;\n }\n let _e256 = toLight;\n let _e257 = lightDist;\n lightDir = (_e256 / vec3(max(_e257, 0.0001f)));\n let _e261 = falloff;\n let _e262 = i;\n let _e266 = unnamed.uLightWeight[_e262][0u];\n shaped = (_e261 * _e266);\n let _e268 = i;\n let _e271 = unnamed.uLightColor[_e268];\n let _e272 = n;\n let _e273 = lightDir;\n let _e277 = shaped;\n let _e280 = incident;\n incident = (_e280 + (((_e271 * max(dot(_e272, _e273), 0f)) * _e277) * 0.6f));\n let _e282 = lightDir;\n let _e283 = view;\n lampHalf = normalize((_e282 + _e283));\n let _e286 = i;\n let _e289 = unnamed.uLightColor[_e286];\n let _e290 = n;\n let _e291 = lampHalf;\n let _e296 = shaped;\n let _e299 = highlight;\n highlight = (_e299 + (((_e289 * pow(max(dot(_e290, _e291), 0f), 220f)) * _e296) * 1.6f));\n continue;\n } else {\n break;\n }\n continuing {\n let _e301 = i;\n i = (_e301 + 1i);\n }\n }\n let _e303 = incident;\n let _e304 = col;\n col = (_e304 * _e303);\n let _e306 = highlight;\n let _e307 = col;\n col = (_e307 + _e306);\n let _e309 = vCrest_1;\n let _e312 = unnamed.uFoamGain;\n foam = (smoothstep(0.55f, 0.85f, _e309) * _e312);\n let _e314 = col;\n let _e315 = foam;\n col = mix(_e314, vec3<f32>(0.92f, 0.96f, 1f), vec3((_e315 * 0.5f)));\n let _e319 = vWorldPos_1;\n let _e321 = unnamed.uCameraPos;\n dist_1 = distance(_e319, _e321);\n let _e323 = dist_1;\n param = _e323;\n let _e325 = vWorldPos_1[1u];\n param_1 = _e325;\n let _e326 = mediumFog_u0028_f1_u003b_f1_u003b((&param), (&param_1));\n fog = _e326;\n let _e327 = col;\n let _e328 = atmosphereColor;\n let _e329 = fog;\n col = mix(_e327, _e328, vec3(_e329));\n let _e333 = unnamed.uNadirOpacity;\n let _e334 = fresnel;\n airOpacity = mix(_e333, 0.96f, _e334);\n let _e337 = unnamed.uNadirOpacity;\n let _e339 = fresnel;\n underwaterOpacity = mix((_e337 * 0.55f), 0.88f, _e339);\n let _e341 = airOpacity;\n let _e342 = underwaterOpacity;\n let _e344 = unnamed.uUnderwaterFactor;\n opacity = mix(_e341, _e342, _e344);\n let _e346 = opacity;\n let _e347 = foam;\n opacity = mix(_e346, 0.96f, (_e347 * 0.7f));\n let _e350 = atmosphereColor;\n reflected = _e350;\n reflectionValid = 0f;\n let _e352 = unnamed.uReflectionEnabled;\n let _e353 = (_e352 != 0i);\n phi_440_ = _e353;\n if _e353 {\n let _e355 = vReflectionClip_1[3u];\n phi_440_ = (_e355 > 0f);\n }\n let _e358 = phi_440_;\n if _e358 {\n let _e359 = vReflectionClip_1;\n let _e362 = vReflectionClip_1[3u];\n reflectionUv = (((_e359.xy / vec2(_e362)) * 0.5f) + vec2(0.5f));\n let _e368 = n;\n let _e370 = fresnel;\n let _e373 = reflectionUv;\n reflectionUv = (_e373 + (_e368.xz * mix(0.008f, 0.022f, _e370)));\n let _e375 = reflectionUv;\n let _e376 = reflectionUv;\n border = min(_e375, (vec2(1f) - _e376));\n let _e381 = border[0u];\n let _e383 = border[1u];\n reflectionValid = smoothstep(0f, 0.025f, min(_e381, _e383));\n let _e386 = dist_1;\n blurPixels = (1.35f + min((_e386 * 0.022f), 3.5f));\n sceneReflection = vec3<f32>(0f, 0f, 0f);\n filterWeight = 0f;\n i_1 = 0i;\n loop {\n let _e390 = i_1;\n if (_e390 < 9i) {\n let _e392 = i_1;\n let _e394 = unnamed.uReflectionFilterTaps;\n if (_e392 >= _e394) {\n break;\n }\n let _e396 = reflectionUv;\n let _e397 = i_1;\n indexable = array<vec2<f32>, 9>(vec2<f32>(0f, 0f), vec2<f32>(-0.62f, -0.31f), vec2<f32>(0.54f, 0.43f), vec2<f32>(-0.34f, 0.76f), vec2<f32>(0.78f, -0.57f), vec2<f32>(-0.88f, 0.28f), vec2<f32>(0.22f, -0.91f), vec2<f32>(0.91f, 0.08f), vec2<f32>(-0.18f, 0.94f));\n let _e399 = indexable[_e397];\n let _e401 = unnamed.uReflectionTexelSize;\n let _e403 = blurPixels;\n sampleUv = (_e396 + ((_e399 * _e401) * _e403));\n let _e406 = i_1;\n indexable_1 = array<f32, 9>(0.28f, 0.09f, 0.09f, 0.09f, 0.09f, 0.09f, 0.09f, 0.09f, 0.09f);\n let _e408 = indexable_1[_e406];\n weight = _e408;\n let _e409 = sampleUv;\n let _e413 = textureSampleLevel(uReflectionMap_t, uReflectionMap_s, clamp(_e409, vec2(0f), vec2(1f)), 0f);\n let _e415 = weight;\n let _e417 = sceneReflection;\n sceneReflection = (_e417 + (_e413.xyz * _e415));\n let _e419 = weight;\n let _e420 = filterWeight;\n filterWeight = (_e420 + _e419);\n continue;\n } else {\n break;\n }\n continuing {\n let _e422 = i_1;\n i_1 = (_e422 + 1i);\n }\n }\n let _e424 = filterWeight;\n let _e426 = sceneReflection;\n sceneReflection = (_e426 / vec3(max(_e424, 0.001f)));\n let _e429 = atmosphereColor;\n let _e430 = sceneReflection;\n let _e431 = reflectionValid;\n reflected = mix(_e429, _e430, vec3(_e431));\n }\n let _e435 = unnamed.uReflectionEnabled;\n let _e437 = reflectionValid;\n sceneWeight = (f32(_e435) * _e437);\n let _e439 = sceneWeight;\n reflectionGain = mix(0.75f, 0.94f, _e439);\n let _e441 = fresnel;\n let _e443 = unnamed.uMirror;\n reflectivity = mix(_e441, 1f, _e443);\n let _e445 = reflectivity;\n let _e446 = reflectionGain;\n let _e448 = foam;\n let _e452 = opacity;\n reflectedRadiance = min(((_e445 * _e446) * (1f - (_e448 * 0.8f))), _e452);\n let _e454 = reflectedRadiance;\n let _e455 = opacity;\n reflectionWeight = (_e454 / max(_e455, 0.001f));\n let _e458 = col;\n let _e459 = reflected;\n let _e460 = reflectionWeight;\n col = mix(_e458, _e459, vec3(_e460));\n let _e463 = vGrid_1;\n let _e466 = unnamed.uGridHalf;\n rimFraction = (abs(_e463) / max(_e466, vec2<f32>(0.001f, 0.001f)));\n let _e470 = rimFraction[0u];\n let _e472 = rimFraction[1u];\n rimT = max(_e470, _e472);\n let _e474 = rimT;\n rim = (1f - smoothstep(0.9f, 1f, _e474));\n let _e477 = fog;\n edge = (1f - smoothstep(0.82f, 1f, _e477));\n let _e480 = col;\n let _e481 = opacity;\n let _e482 = edge;\n let _e484 = rim;\n let _e487 = unnamed.uVisibility;\n outColor = vec4<f32>(_e480.x, _e480.y, _e480.z, (((_e481 * _e482) * _e484) * _e487));\n return;\n}\n\n@fragment \nfn main(@location(1) vNormal: vec3<f32>, @location(0) vWorldPos: vec3<f32>, @location(2) vCrest: f32, @location(3) vReflectionClip: vec4<f32>, @location(4) vGrid: vec2<f32>) -> @location(0) vec4<f32> {\n vNormal_1 = vNormal;\n vWorldPos_1 = vWorldPos;\n vCrest_1 = vCrest;\n vReflectionClip_1 = vReflectionClip;\n vGrid_1 = vGrid;\n main_1();\n let _e11 = outColor;\n return _e11;\n}\n";
8
+ export const WATER_FRAG_WGSL = "struct Uniforms {\n uGridHalf: vec2<f32>,\n uFoamGain: f32,\n uNadirOpacity: f32,\n uVisibility: f32,\n uMirror: f32,\n uDeepColor: vec3<f32>,\n uShallowColor: vec3<f32>,\n uDirectionalDir: vec3<f32>,\n uDirectionalColor: vec3<f32>,\n uAmbient: vec3<f32>,\n uLightCount: i32,\n uLightPos: array<vec3<f32>, 16>,\n uLightColor: array<vec3<f32>, 16>,\n uLightRadius: array<vec4<f32>, 16>,\n uLightWeight: array<vec4<f32>, 16>,\n uLightFalloff: i32,\n uLightCone: array<vec4<f32>, 16>,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uCameraPos: vec3<f32>,\n uReflectionEnabled: i32,\n uReflectionTexelSize: vec2<f32>,\n uReflectionFilterTaps: i32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vNormal_1: vec3<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vCrest_1: f32;\nvar<private> vReflectionClip_1: vec4<f32>;\n@group(0) @binding(32) \nvar uReflectionMap_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uReflectionMap_s: sampler;\nvar<private> vGrid_1: vec2<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var t: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e118 = unnamed.uFogMode;\n if (_e118 == 1i) {\n let _e121 = unnamed.uFogFar;\n let _e123 = unnamed.uFogNear;\n span = max((_e121 - _e123), 0.0001f);\n let _e126 = (*dist);\n let _e128 = unnamed.uFogNear;\n let _e130 = span;\n ramp = clamp(((_e126 - _e128) / _e130), 0f, 1f);\n let _e134 = unnamed.uUnderwaterFactor;\n if (_e134 <= 0f) {\n let _e136 = ramp;\n return _e136;\n }\n let _e138 = unnamed.uUnderwaterFogDensity;\n let _e139 = (*dist);\n wetLinear = (_e138 * _e139);\n let _e141 = ramp;\n let _e142 = wetLinear;\n let _e144 = wetLinear;\n let _e150 = unnamed.uUnderwaterFactor;\n return mix(_e141, (1f - exp2(((-(_e142) * _e144) * 1.442695f))), _e150);\n }\n let _e152 = (*pointY);\n let _e154 = unnamed.uFogEyeY;\n let _e157 = unnamed.uFogHeightFalloff;\n t = ((_e152 - _e154) * _e157);\n let _e159 = t;\n let _e162 = t;\n denom = select(_e162, 0.0001f, (abs(_e159) < 0.0001f));\n let _e165 = unnamed.uFogDensity;\n let _e167 = (*dist);\n let _e169 = denom;\n let _e174 = denom;\n air = (1f - exp((((-(_e165) * _e167) * (1f - exp(-(_e169)))) / _e174)));\n let _e179 = unnamed.uUnderwaterFactor;\n if (_e179 <= 0f) {\n let _e181 = air;\n return _e181;\n }\n let _e183 = unnamed.uUnderwaterFogDensity;\n let _e184 = (*dist);\n wet = (_e183 * _e184);\n let _e186 = air;\n let _e187 = wet;\n let _e189 = wet;\n let _e195 = unnamed.uUnderwaterFactor;\n return mix(_e186, (1f - exp2(((-(_e187) * _e189) * 1.442695f))), _e195);\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e109 = unnamed.uFogColor;\n let _e111 = unnamed.uUnderwaterColor;\n let _e113 = unnamed.uUnderwaterFactor;\n return mix(_e109, _e111, vec3(_e113));\n}\n\nfn main_1() {\n var n: vec3<f32>;\n var view: vec3<f32>;\n var facing: f32;\n var fresnel: f32;\n var atmosphereColor: vec3<f32>;\n var col: vec3<f32>;\n var incident: vec3<f32>;\n var halfVec: vec3<f32>;\n var spec: f32;\n var highlight: vec3<f32>;\n var i: i32;\n var toLight: vec3<f32>;\n var lightDist: f32;\n var exponent: f32;\n var reach: f32;\n var falloff: f32;\n var window: f32;\n var lightDir: vec3<f32>;\n var shaped: f32;\n var lampHalf: vec3<f32>;\n var foam: f32;\n var dist_1: f32;\n var fog: f32;\n var param: f32;\n var param_1: f32;\n var airOpacity: f32;\n var underwaterOpacity: f32;\n var opacity: f32;\n var reflected: vec3<f32>;\n var reflectionValid: f32;\n var reflectionUv: vec2<f32>;\n var border: vec2<f32>;\n var blurPixels: f32;\n var sceneReflection: vec3<f32>;\n var filterWeight: f32;\n var i_1: i32;\n var sampleUv: vec2<f32>;\n var indexable: array<vec2<f32>, 9>;\n var weight: f32;\n var indexable_1: array<f32, 9>;\n var sceneWeight: f32;\n var reflectionGain: f32;\n var reflectivity: f32;\n var reflectedRadiance: f32;\n var reflectionWeight: f32;\n var rimFraction: vec2<f32>;\n var rimT: f32;\n var rim: f32;\n var edge: f32;\n var phi_466_: bool;\n\n let _e157 = vNormal_1;\n n = normalize(_e157);\n let _e160 = unnamed.uCameraPos;\n let _e161 = vWorldPos_1;\n view = normalize((_e160 - _e161));\n let _e164 = n;\n let _e165 = view;\n facing = clamp(abs(dot(_e164, _e165)), 0f, 1f);\n let _e169 = facing;\n fresnel = (0.02f + (0.98f * pow((1f - _e169), 5f)));\n let _e174 = mediumColor_u0028_();\n atmosphereColor = _e174;\n let _e176 = unnamed.uDeepColor;\n let _e178 = unnamed.uShallowColor;\n let _e179 = vCrest_1;\n col = mix(_e176, _e178, vec3(clamp(((_e179 * 1.4f) + 0.4f), 0f, 1f)));\n let _e186 = unnamed.uAmbient;\n let _e188 = unnamed.uDirectionalColor;\n let _e189 = n;\n let _e191 = unnamed.uDirectionalDir;\n incident = (_e186 + ((_e188 * max(dot(_e189, _e191), 0f)) * 0.6f));\n let _e198 = unnamed.uDirectionalDir;\n let _e199 = view;\n halfVec = normalize((_e198 + _e199));\n let _e202 = n;\n let _e203 = halfVec;\n spec = pow(max(dot(_e202, _e203), 0f), 220f);\n let _e208 = unnamed.uDirectionalColor;\n let _e209 = spec;\n highlight = ((_e208 * _e209) * 1.6f);\n i = 0i;\n loop {\n let _e212 = i;\n if (_e212 < 16i) {\n let _e214 = i;\n let _e216 = unnamed.uLightCount;\n if (_e214 >= _e216) {\n break;\n }\n let _e218 = i;\n let _e221 = unnamed.uLightPos[_e218];\n let _e222 = vWorldPos_1;\n toLight = (_e221 - _e222);\n let _e224 = toLight;\n lightDist = length(_e224);\n let _e226 = i;\n let _e230 = unnamed.uLightCone[_e226][2u];\n exponent = _e230;\n let _e231 = exponent;\n if (_e231 > 0f) {\n let _e233 = lightDist;\n let _e234 = i;\n let _e238 = unnamed.uLightRadius[_e234][0u];\n reach = (_e233 / max(_e238, 0.0001f));\n let _e241 = reach;\n let _e242 = reach;\n let _e246 = exponent;\n falloff = pow(clamp((1f - (_e241 * _e242)), 0f, 1f), _e246);\n } else {\n let _e249 = unnamed.uLightFalloff;\n if (_e249 == 1i) {\n let _e251 = lightDist;\n let _e252 = i;\n let _e256 = unnamed.uLightRadius[_e252][0u];\n window = clamp((1f - pow((_e251 / max(_e256, 0.0001f)), 4f)), 0f, 1f);\n let _e262 = window;\n let _e263 = window;\n let _e265 = lightDist;\n let _e266 = lightDist;\n falloff = ((_e262 * _e263) / max((_e265 * _e266), 0.01f));\n } else {\n let _e270 = lightDist;\n let _e271 = i;\n let _e275 = unnamed.uLightRadius[_e271][0u];\n falloff = clamp((1f - (_e270 / max(_e275, 0.0001f))), 0f, 1f);\n }\n }\n let _e280 = falloff;\n if (_e280 <= 0f) {\n continue;\n }\n let _e282 = toLight;\n let _e283 = lightDist;\n lightDir = (_e282 / vec3(max(_e283, 0.0001f)));\n let _e287 = falloff;\n let _e288 = i;\n let _e292 = unnamed.uLightWeight[_e288][0u];\n shaped = (_e287 * _e292);\n let _e294 = i;\n let _e297 = unnamed.uLightColor[_e294];\n let _e298 = n;\n let _e299 = lightDir;\n let _e303 = shaped;\n let _e306 = incident;\n incident = (_e306 + (((_e297 * max(dot(_e298, _e299), 0f)) * _e303) * 0.6f));\n let _e308 = lightDir;\n let _e309 = view;\n lampHalf = normalize((_e308 + _e309));\n let _e312 = i;\n let _e315 = unnamed.uLightColor[_e312];\n let _e316 = n;\n let _e317 = lampHalf;\n let _e322 = shaped;\n let _e325 = highlight;\n highlight = (_e325 + (((_e315 * pow(max(dot(_e316, _e317), 0f), 220f)) * _e322) * 1.6f));\n continue;\n } else {\n break;\n }\n continuing {\n let _e327 = i;\n i = (_e327 + 1i);\n }\n }\n let _e329 = incident;\n let _e330 = col;\n col = (_e330 * _e329);\n let _e332 = highlight;\n let _e333 = col;\n col = (_e333 + _e332);\n let _e335 = vCrest_1;\n let _e338 = unnamed.uFoamGain;\n foam = (smoothstep(0.55f, 0.85f, _e335) * _e338);\n let _e340 = col;\n let _e341 = foam;\n col = mix(_e340, vec3<f32>(0.92f, 0.96f, 1f), vec3((_e341 * 0.5f)));\n let _e345 = vWorldPos_1;\n let _e347 = unnamed.uCameraPos;\n dist_1 = distance(_e345, _e347);\n let _e349 = dist_1;\n param = _e349;\n let _e351 = vWorldPos_1[1u];\n param_1 = _e351;\n let _e352 = mediumFog_u0028_f1_u003b_f1_u003b((&param), (&param_1));\n fog = _e352;\n let _e353 = col;\n let _e354 = atmosphereColor;\n let _e355 = fog;\n col = mix(_e353, _e354, vec3(_e355));\n let _e359 = unnamed.uNadirOpacity;\n let _e360 = fresnel;\n airOpacity = mix(_e359, 0.96f, _e360);\n let _e363 = unnamed.uNadirOpacity;\n let _e365 = fresnel;\n underwaterOpacity = mix((_e363 * 0.55f), 0.88f, _e365);\n let _e367 = airOpacity;\n let _e368 = underwaterOpacity;\n let _e370 = unnamed.uUnderwaterFactor;\n opacity = mix(_e367, _e368, _e370);\n let _e372 = opacity;\n let _e373 = foam;\n opacity = mix(_e372, 0.96f, (_e373 * 0.7f));\n let _e376 = atmosphereColor;\n reflected = _e376;\n reflectionValid = 0f;\n let _e378 = unnamed.uReflectionEnabled;\n let _e379 = (_e378 != 0i);\n phi_466_ = _e379;\n if _e379 {\n let _e381 = vReflectionClip_1[3u];\n phi_466_ = (_e381 > 0f);\n }\n let _e384 = phi_466_;\n if _e384 {\n let _e385 = vReflectionClip_1;\n let _e388 = vReflectionClip_1[3u];\n reflectionUv = (((_e385.xy / vec2(_e388)) * 0.5f) + vec2(0.5f));\n let _e394 = n;\n let _e396 = fresnel;\n let _e399 = reflectionUv;\n reflectionUv = (_e399 + (_e394.xz * mix(0.008f, 0.022f, _e396)));\n let _e401 = reflectionUv;\n let _e402 = reflectionUv;\n border = min(_e401, (vec2(1f) - _e402));\n let _e407 = border[0u];\n let _e409 = border[1u];\n reflectionValid = smoothstep(0f, 0.025f, min(_e407, _e409));\n let _e412 = dist_1;\n blurPixels = (1.35f + min((_e412 * 0.022f), 3.5f));\n sceneReflection = vec3<f32>(0f, 0f, 0f);\n filterWeight = 0f;\n i_1 = 0i;\n loop {\n let _e416 = i_1;\n if (_e416 < 9i) {\n let _e418 = i_1;\n let _e420 = unnamed.uReflectionFilterTaps;\n if (_e418 >= _e420) {\n break;\n }\n let _e422 = reflectionUv;\n let _e423 = i_1;\n indexable = array<vec2<f32>, 9>(vec2<f32>(0f, 0f), vec2<f32>(-0.62f, -0.31f), vec2<f32>(0.54f, 0.43f), vec2<f32>(-0.34f, 0.76f), vec2<f32>(0.78f, -0.57f), vec2<f32>(-0.88f, 0.28f), vec2<f32>(0.22f, -0.91f), vec2<f32>(0.91f, 0.08f), vec2<f32>(-0.18f, 0.94f));\n let _e425 = indexable[_e423];\n let _e427 = unnamed.uReflectionTexelSize;\n let _e429 = blurPixels;\n sampleUv = (_e422 + ((_e425 * _e427) * _e429));\n let _e432 = i_1;\n indexable_1 = array<f32, 9>(0.28f, 0.09f, 0.09f, 0.09f, 0.09f, 0.09f, 0.09f, 0.09f, 0.09f);\n let _e434 = indexable_1[_e432];\n weight = _e434;\n let _e435 = sampleUv;\n let _e439 = textureSampleLevel(uReflectionMap_t, uReflectionMap_s, clamp(_e435, vec2(0f), vec2(1f)), 0f);\n let _e441 = weight;\n let _e443 = sceneReflection;\n sceneReflection = (_e443 + (_e439.xyz * _e441));\n let _e445 = weight;\n let _e446 = filterWeight;\n filterWeight = (_e446 + _e445);\n continue;\n } else {\n break;\n }\n continuing {\n let _e448 = i_1;\n i_1 = (_e448 + 1i);\n }\n }\n let _e450 = filterWeight;\n let _e452 = sceneReflection;\n sceneReflection = (_e452 / vec3(max(_e450, 0.001f)));\n let _e455 = atmosphereColor;\n let _e456 = sceneReflection;\n let _e457 = reflectionValid;\n reflected = mix(_e455, _e456, vec3(_e457));\n }\n let _e461 = unnamed.uReflectionEnabled;\n let _e463 = reflectionValid;\n sceneWeight = (f32(_e461) * _e463);\n let _e465 = sceneWeight;\n reflectionGain = mix(0.75f, 0.94f, _e465);\n let _e467 = fresnel;\n let _e469 = unnamed.uMirror;\n reflectivity = mix(_e467, 1f, _e469);\n let _e471 = reflectivity;\n let _e472 = reflectionGain;\n let _e474 = foam;\n let _e478 = opacity;\n reflectedRadiance = min(((_e471 * _e472) * (1f - (_e474 * 0.8f))), _e478);\n let _e480 = reflectedRadiance;\n let _e481 = opacity;\n reflectionWeight = (_e480 / max(_e481, 0.001f));\n let _e484 = col;\n let _e485 = reflected;\n let _e486 = reflectionWeight;\n col = mix(_e484, _e485, vec3(_e486));\n let _e489 = vGrid_1;\n let _e492 = unnamed.uGridHalf;\n rimFraction = (abs(_e489) / max(_e492, vec2<f32>(0.001f, 0.001f)));\n let _e496 = rimFraction[0u];\n let _e498 = rimFraction[1u];\n rimT = max(_e496, _e498);\n let _e500 = rimT;\n rim = (1f - smoothstep(0.9f, 1f, _e500));\n let _e503 = fog;\n edge = (1f - smoothstep(0.82f, 1f, _e503));\n let _e506 = col;\n let _e507 = opacity;\n let _e508 = edge;\n let _e510 = rim;\n let _e513 = unnamed.uVisibility;\n outColor = vec4<f32>(_e506.x, _e506.y, _e506.z, (((_e507 * _e508) * _e510) * _e513));\n return;\n}\n\n@fragment \nfn main(@location(1) vNormal: vec3<f32>, @location(0) vWorldPos: vec3<f32>, @location(2) vCrest: f32, @location(3) vReflectionClip: vec4<f32>, @location(4) vGrid: vec2<f32>) -> @location(0) vec4<f32> {\n vNormal_1 = vNormal;\n vWorldPos_1 = vWorldPos;\n vCrest_1 = vCrest;\n vReflectionClip_1 = vReflectionClip;\n vGrid_1 = vGrid;\n main_1();\n let _e11 = outColor;\n return _e11;\n}\n";
9
9
 
10
10
  export const WATER_VERT_WGSL = "struct GerstnerSurface {\n offset: vec3<f32>,\n normal: vec3<f32>,\n crest: f32,\n}\n\nstruct Uniforms {\n uViewProj: mat4x4<f32>,\n uReflectionViewProj: mat4x4<f32>,\n uCameraPos: vec3<f32>,\n uTime: f32,\n uGridOrigin: vec2<f32>,\n uGridSpan: vec2<f32>,\n uGridHalf: vec2<f32>,\n uNearHalf: vec2<f32>,\n uGridForward: vec2<f32>,\n uWindDir: vec2<f32>,\n uWaveGain: f32,\n uWaterLevel: f32,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(4) member: vec2<f32>,\n @location(0) member_1: vec3<f32>,\n @location(1) member_2: vec3<f32>,\n @location(2) member_3: f32,\n @location(3) member_4: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\nvar<private> aGrid_1: vec2<f32>;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> vGrid: vec2<f32>;\nvar<private> vWorldPos: vec3<f32>;\nvar<private> vNormal: vec3<f32>;\nvar<private> vCrest: f32;\nvar<private> vReflectionClip: vec4<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn gerstnerPhase_u0028_f1_u003b_vf2_u003b_vf2_u003b_f1_u003b(k: ptr<function, f32>, dir: ptr<function, vec2<f32>>, p: ptr<function, vec2<f32>>, time: ptr<function, f32>) -> f32 {\n var c: f32;\n\n let _e59 = (*k);\n c = sqrt((9.81f / _e59));\n let _e62 = (*k);\n let _e63 = (*dir);\n let _e64 = (*p);\n let _e66 = c;\n let _e67 = (*time);\n return (_e62 * (dot(_e63, _e64) - (_e66 * _e67)));\n}\n\nfn gerstnerWavenumber_u0028_i1_u003b(i: ptr<function, i32>) -> f32 {\n var indexable: array<vec4<f32>, 4>;\n\n let _e56 = (*i);\n indexable = array<vec4<f32>, 4>(vec4<f32>(1f, 0f, 0.115f, 34f), vec4<f32>(0.6f, 0.8f, 0.1f, 18f), vec4<f32>(-0.7f, 0.7f, 0.08f, 9f), vec4<f32>(0.2f, -0.98f, 0.06f, 5f));\n let _e59 = indexable[_e56][3u];\n return (6.2831855f / _e59);\n}\n\nfn gerstnerDirection_u0028_i1_u003b_vf2_u003b(i_1: ptr<function, i32>, windDir: ptr<function, vec2<f32>>) -> vec2<f32> {\n var indexable_1: array<vec4<f32>, 4>;\n\n let _e57 = (*i_1);\n indexable_1 = array<vec4<f32>, 4>(vec4<f32>(1f, 0f, 0.115f, 34f), vec4<f32>(0.6f, 0.8f, 0.1f, 18f), vec4<f32>(-0.7f, 0.7f, 0.08f, 9f), vec4<f32>(0.2f, -0.98f, 0.06f, 5f));\n let _e59 = indexable_1[_e57];\n let _e62 = (*windDir);\n return normalize(mix(normalize(_e59.xy), _e62, vec2(0.62f)));\n}\n\nfn gerstnerSurface_u0028_vf2_u003b_f1_u003b_vf2_u003b_f1_u003b(p_1: ptr<function, vec2<f32>>, time_1: ptr<function, f32>, windDir_1: ptr<function, vec2<f32>>, gain: ptr<function, f32>) -> GerstnerSurface {\n var s: GerstnerSurface;\n var i_2: i32;\n var dir_1: vec2<f32>;\n var param: i32;\n var param_1: vec2<f32>;\n var steepness: f32;\n var indexable_2: array<vec4<f32>, 4>;\n var k_1: f32;\n var param_2: i32;\n var f: f32;\n var param_3: f32;\n var param_4: vec2<f32>;\n var param_5: vec2<f32>;\n var param_6: f32;\n var a: f32;\n\n s.offset = vec3<f32>(0f, 0f, 0f);\n s.normal = vec3<f32>(0f, 1f, 0f);\n s.crest = 0f;\n i_2 = 0i;\n loop {\n let _e76 = i_2;\n if (_e76 < 4i) {\n let _e78 = i_2;\n param = _e78;\n let _e79 = (*windDir_1);\n param_1 = _e79;\n let _e80 = gerstnerDirection_u0028_i1_u003b_vf2_u003b((&param), (&param_1));\n dir_1 = _e80;\n let _e81 = i_2;\n indexable_2 = array<vec4<f32>, 4>(vec4<f32>(1f, 0f, 0.115f, 34f), vec4<f32>(0.6f, 0.8f, 0.1f, 18f), vec4<f32>(-0.7f, 0.7f, 0.08f, 9f), vec4<f32>(0.2f, -0.98f, 0.06f, 5f));\n let _e84 = indexable_2[_e81][2u];\n let _e85 = (*gain);\n steepness = (_e84 * _e85);\n let _e87 = i_2;\n param_2 = _e87;\n let _e88 = gerstnerWavenumber_u0028_i1_u003b((&param_2));\n k_1 = _e88;\n let _e89 = k_1;\n param_3 = _e89;\n let _e90 = dir_1;\n param_4 = _e90;\n let _e91 = (*p_1);\n param_5 = _e91;\n let _e92 = (*time_1);\n param_6 = _e92;\n let _e93 = gerstnerPhase_u0028_f1_u003b_vf2_u003b_vf2_u003b_f1_u003b((&param_3), (&param_4), (&param_5), (&param_6));\n f = _e93;\n let _e94 = steepness;\n let _e95 = k_1;\n a = (_e94 / _e95);\n let _e98 = dir_1[0u];\n let _e99 = a;\n let _e101 = f;\n let _e106 = s.offset[0u];\n s.offset[0u] = (_e106 + ((_e98 * _e99) * cos(_e101)));\n let _e110 = a;\n let _e111 = f;\n let _e116 = s.offset[1u];\n s.offset[1u] = (_e116 + (_e110 * sin(_e111)));\n let _e121 = dir_1[1u];\n let _e122 = a;\n let _e124 = f;\n let _e129 = s.offset[2u];\n s.offset[2u] = (_e129 + ((_e121 * _e122) * cos(_e124)));\n let _e134 = dir_1[0u];\n let _e135 = steepness;\n let _e137 = f;\n let _e142 = s.normal[0u];\n s.normal[0u] = (_e142 - ((_e134 * _e135) * cos(_e137)));\n let _e147 = dir_1[1u];\n let _e148 = steepness;\n let _e150 = f;\n let _e155 = s.normal[2u];\n s.normal[2u] = (_e155 - ((_e147 * _e148) * cos(_e150)));\n let _e159 = steepness;\n let _e160 = f;\n let _e165 = s.normal[1u];\n s.normal[1u] = (_e165 - (_e159 * sin(_e160)));\n let _e169 = f;\n let _e171 = steepness;\n let _e174 = s.crest;\n s.crest = (_e174 + (sin(_e169) * _e171));\n continue;\n } else {\n break;\n }\n continuing {\n let _e177 = i_2;\n i_2 = (_e177 + 1i);\n }\n }\n let _e179 = s;\n return _e179;\n}\n\nfn main_1() {\n var grid: vec2<f32>;\n var rimFraction: vec2<f32>;\n var rimDistance: f32;\n var waveFade: f32;\n var laid: vec2<f32>;\n var base: vec3<f32>;\n var sea: GerstnerSurface;\n var param_7: vec2<f32>;\n var param_8: f32;\n var param_9: vec2<f32>;\n var param_10: f32;\n var pos: vec3<f32>;\n\n let _e66 = aGrid_1;\n let _e68 = unnamed.uGridSpan;\n grid = (_e66 * _e68);\n let _e70 = grid;\n vGrid = _e70;\n let _e71 = grid;\n let _e74 = unnamed.uNearHalf;\n rimFraction = (abs(_e71) / max(_e74, vec2<f32>(0.0001f, 0.0001f)));\n let _e78 = rimFraction[0u];\n let _e80 = rimFraction[1u];\n rimDistance = max(_e78, _e80);\n let _e82 = rimDistance;\n waveFade = (1f - smoothstep(0.35f, 0.97f, _e82));\n let _e87 = unnamed.uGridForward[1u];\n let _e90 = unnamed.uGridForward[0u];\n let _e94 = grid[0u];\n let _e97 = unnamed.uGridForward;\n let _e99 = grid[1u];\n laid = ((vec2<f32>(_e87, -(_e90)) * _e94) + (_e97 * _e99));\n let _e104 = unnamed.uGridOrigin[0u];\n let _e106 = laid[0u];\n let _e109 = unnamed.uWaterLevel;\n let _e112 = unnamed.uGridOrigin[1u];\n let _e114 = laid[1u];\n base = vec3<f32>((_e104 + _e106), _e109, (_e112 + _e114));\n let _e117 = waveFade;\n let _e119 = unnamed.uWaveGain;\n let _e121 = base;\n param_7 = _e121.xz;\n let _e124 = unnamed.uTime;\n param_8 = _e124;\n let _e126 = unnamed.uWindDir;\n param_9 = _e126;\n param_10 = (_e117 * _e119);\n let _e127 = gerstnerSurface_u0028_vf2_u003b_f1_u003b_vf2_u003b_f1_u003b((&param_7), (&param_8), (&param_9), (&param_10));\n sea = _e127;\n let _e128 = base;\n let _e130 = sea.offset;\n pos = (_e128 + _e130);\n let _e132 = pos;\n vWorldPos = _e132;\n let _e134 = sea.normal;\n vNormal = normalize(_e134);\n let _e137 = sea.crest;\n vCrest = _e137;\n let _e139 = unnamed.uReflectionViewProj;\n let _e140 = pos;\n vReflectionClip = (_e139 * vec4<f32>(_e140.x, _e140.y, _e140.z, 1f));\n let _e147 = unnamed.uViewProj;\n let _e148 = pos;\n unnamed_1.gl_Position = (_e147 * vec4<f32>(_e148.x, _e148.y, _e148.z, 1f));\n return;\n}\n\n@vertex \nfn main(@location(0) aGrid: vec2<f32>) -> VertexOutput {\n aGrid_1 = aGrid;\n main_1();\n let _e10 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e10);\n let _e12 = vGrid;\n let _e13 = vWorldPos;\n let _e14 = vNormal;\n let _e15 = vCrest;\n let _e16 = vReflectionClip;\n let _e17 = unnamed_1.gl_Position;\n return VertexOutput(_e12, _e13, _e14, _e15, _e16, _e17);\n}\n";
11
11
 
@@ -17,7 +17,7 @@ export const WATER_VERT_WGSL = "struct GerstnerSurface {\n offset: vec3<f32>,
17
17
  export const WATER_BINDINGS = {
18
18
  "WATER_FRAG": {
19
19
  "uniforms": 1,
20
- "uniformSize": 1248,
20
+ "uniformSize": 1504,
21
21
  "fields": {
22
22
  "uGridHalf": {
23
23
  "offset": 0,
@@ -107,73 +107,80 @@ export const WATER_BINDINGS = {
107
107
  "size": 4,
108
108
  "type": "int"
109
109
  },
110
- "uFogColor": {
110
+ "uLightCone": {
111
111
  "offset": 1152,
112
+ "size": 256,
113
+ "type": "vec4",
114
+ "length": 16,
115
+ "stride": 16
116
+ },
117
+ "uFogColor": {
118
+ "offset": 1408,
112
119
  "size": 12,
113
120
  "type": "vec3"
114
121
  },
115
122
  "uFogDensity": {
116
- "offset": 1164,
123
+ "offset": 1420,
117
124
  "size": 4,
118
125
  "type": "float"
119
126
  },
120
127
  "uFogHeightFalloff": {
121
- "offset": 1168,
128
+ "offset": 1424,
122
129
  "size": 4,
123
130
  "type": "float"
124
131
  },
125
132
  "uFogEyeY": {
126
- "offset": 1172,
133
+ "offset": 1428,
127
134
  "size": 4,
128
135
  "type": "float"
129
136
  },
130
137
  "uUnderwaterColor": {
131
- "offset": 1184,
138
+ "offset": 1440,
132
139
  "size": 12,
133
140
  "type": "vec3"
134
141
  },
135
142
  "uUnderwaterFogDensity": {
136
- "offset": 1196,
143
+ "offset": 1452,
137
144
  "size": 4,
138
145
  "type": "float"
139
146
  },
140
147
  "uUnderwaterFactor": {
141
- "offset": 1200,
148
+ "offset": 1456,
142
149
  "size": 4,
143
150
  "type": "float"
144
151
  },
145
152
  "uFogMode": {
146
- "offset": 1204,
153
+ "offset": 1460,
147
154
  "size": 4,
148
155
  "type": "int"
149
156
  },
150
157
  "uFogNear": {
151
- "offset": 1208,
158
+ "offset": 1464,
152
159
  "size": 4,
153
160
  "type": "float"
154
161
  },
155
162
  "uFogFar": {
156
- "offset": 1212,
163
+ "offset": 1468,
157
164
  "size": 4,
158
165
  "type": "float"
159
166
  },
160
167
  "uCameraPos": {
161
- "offset": 1216,
168
+ "offset": 1472,
162
169
  "size": 12,
163
170
  "type": "vec3"
164
171
  },
165
172
  "uReflectionEnabled": {
166
- "offset": 1228,
173
+ "offset": 1484,
167
174
  "size": 4,
168
175
  "type": "int"
169
176
  },
170
177
  "uReflectionTexelSize": {
171
- "offset": 1232,
178
+ "offset": 1488,
172
179
  "size": 8,
173
180
  "type": "vec2"
174
181
  },
175
182
  "uReflectionFilterTaps": {
176
- "offset": 1240,
183
+ "offset": 1496,
177
184
  "size": 4,
178
185
  "type": "int"
179
186
  }
@@ -684,15 +684,19 @@ fn probeLampsAt(p: vec3<f32>, n: vec3<f32>) -> vec3<f32> {
684
684
  var sum = vec3<f32>(0.0);
685
685
  let count = u32(bake.lightCount);
686
686
  for (var i = 0u; i < count; i = i + 1u) {
687
- let at = bounceLights[i * 3u];
688
- let colour = bounceLights[i * 3u + 1u];
689
- let aim = bounceLights[i * 3u + 2u];
687
+ let at = bounceLights[i * 4u];
688
+ let colour = bounceLights[i * 4u + 1u];
689
+ let aim = bounceLights[i * 4u + 2u];
690
+ let lightExponent = bounceLights[i * 4u + 3u].x;
690
691
  let lightRadius = at.w;
691
692
  let toLight = at.xyz - p;
692
693
  let dist = length(toLight);
693
694
  let coneFalloff = smoothstep(aim.w, colour.w, dot(-toLight / max(dist, 1e-4), aim.xyz));
694
695
  var falloff: f32;
695
- if (bake.falloff == 1.0) {
696
+ if (lightExponent > 0.0) {
697
+ let reach = dist / max(lightRadius, 1e-4);
698
+ falloff = pow(clamp(1.0 - reach * reach, 0.0, 1.0), lightExponent);
699
+ } else if (bake.falloff == 1.0) {
696
700
  let window = clamp(1.0 - pow(dist / max(lightRadius, 1e-4), 4.0), 0.0, 1.0);
697
701
  falloff = window * window / max(dist * dist, 0.01);
698
702
  } else {
@@ -701,7 +705,7 @@ fn probeLampsAt(p: vec3<f32>, n: vec3<f32>) -> vec3<f32> {
701
705
  if (falloff <= 0.0) { continue; }
702
706
  let ndl = max(dot(n, toLight / max(dist, 1e-4)), 0.0);
703
707
  if (ndl <= 0.0) { continue; }
704
- let shape = select(falloff * falloff, falloff, bake.falloff == 1.0) * coneFalloff;
708
+ let shape = select(falloff * falloff, falloff, lightExponent > 0.0 || bake.falloff == 1.0) * coneFalloff;
705
709
  if (shape <= 0.0) { continue; }
706
710
  let fixture = max(0.3, 2.0 * march.finestStep);
707
711
  let seen = probeLampVisible(p, n, toLight / max(dist, 1e-4), dist - fixture);
@@ -248,6 +248,17 @@ fn motionDynamicVert(
248
248
  return out;
249
249
  }
250
250
 
251
+ /* An instance's placement with its bottom row, which carries its texture cell, rebuilt as the
252
+ [0, 0, 0, 1] an affine placement has: \`MeshInstances.uvRegions\`. */
253
+ fn placementOf(c0: vec4<f32>, c1: vec4<f32>, c2: vec4<f32>, c3: vec4<f32>) -> mat4x4<f32> {
254
+ return mat4x4<f32>(
255
+ vec4<f32>(c0.xyz, 0.0),
256
+ vec4<f32>(c1.xyz, 0.0),
257
+ vec4<f32>(c2.xyz, 0.0),
258
+ vec4<f32>(c3.xyz, 1.0),
259
+ );
260
+ }
261
+
251
262
  /*
252
263
  * The instanced stage: each instance's matrix this frame and last frame, read from the batch's
253
264
  * placement and the copy of last frame's it kept. Slot for slot, so an instance is paired with
@@ -265,8 +276,8 @@ fn motionInstancedVert(
265
276
  @location(8) p2: vec4<f32>,
266
277
  @location(9) p3: vec4<f32>,
267
278
  ) -> Varyings {
268
- let world = mat4x4<f32>(m0, m1, m2, m3) * vec4<f32>(position, 1.0);
269
- let wasWorld = mat4x4<f32>(p0, p1, p2, p3) * vec4<f32>(position, 1.0);
279
+ let world = placementOf(m0, m1, m2, m3) * vec4<f32>(position, 1.0);
280
+ let wasWorld = placementOf(p0, p1, p2, p3) * vec4<f32>(position, 1.0);
270
281
  var out: Varyings;
271
282
  out.clip = frame.raster * world;
272
283
  out.now = frame.viewProj * world;
@@ -21,6 +21,7 @@
21
21
  */
22
22
 
23
23
  import { glslIsFarDepth } from '../depthConvention.ts';
24
+ import { ENV_BRDF_GLSL } from './flat/lobes.ts';
24
25
 
25
26
  /**
26
27
  * The most samples the march may take. `uSsrSteps` breaks out early.
@@ -64,6 +65,11 @@ uniform vec3 uSsrEye;
64
65
  uniform vec3 uSsrAxis;
65
66
  uniform vec3 uSsrTint;
66
67
  uniform float uSsrStrength;
68
+ /**
69
+ * Whether \`uSsrStrength\` is the surface's reflectance head-on, carried per pixel through the
70
+ * split-sum BRDF (x, 1 or 0), and the roughness it is carried at (y). \`ReflectiveSurface.fresnel\`.
71
+ */
72
+ uniform vec2 uSsrFresnel;
67
73
  uniform float uSsrFacingCos;
68
74
  uniform float uSsrReach;
69
75
  uniform float uSsrThickness;
@@ -73,6 +79,8 @@ uniform float uSsrEdgeFade;
73
79
 
74
80
  out vec4 fragColor;
75
81
 
82
+ ${ENV_BRDF_GLSL}
83
+
76
84
  /** What the frame drew at a screen position, as a world point. */
77
85
  vec3 worldAt(vec2 uv, float stored) {
78
86
  vec4 world = uSsrDepthToWorld * vec4(uv * 2.0 - 1.0, stored, 1.0);
@@ -133,7 +141,18 @@ void main() {
133
141
  mask *= smoothstep(uSsrFacingCos, min(1.0, uSsrFacingCos + 0.25), facing);
134
142
  /* Nothing was drawn here, so there is no surface to reflect in. */
135
143
  mask *= ${glslIsFarDepth('stored')} ? 0.0 : 1.0;
136
- mask *= uSsrStrength;
144
+ /*
145
+ * **How much the surface returns**: one number over the box, or, where the caller asks, its
146
+ * reflectance head-on carried through the split-sum BRDF at this pixel's own view and the
147
+ * surface's roughness — the lit stage's fit, so the two agree on what a surface reflects. A floor
148
+ * then returns more toward the horizon than underfoot, and the share follows the camera.
149
+ */
150
+ float returned = uSsrStrength;
151
+ if (uSsrFresnel.x > 0.5) {
152
+ vec2 dfg = envBrdfApprox(clamp(dot(normal, normalize(toEye)), 0.0, 1.0), uSsrFresnel.y);
153
+ returned = clamp(uSsrStrength * dfg.x + dfg.y, 0.0, 1.0);
154
+ }
155
+ mask *= returned;
137
156
 
138
157
  vec3 found = vec3(0.0);
139
158
  float weight = 0.0;
@@ -177,8 +177,11 @@ uniform vec3 uAmbient;
177
177
  * is the single strongest cue that a surface *is* water switched off because no
178
178
  * directional source existed to make it. A lantern on a jetty threw nothing.
179
179
  *
180
- * Same slots, same weights and the same two falloff shapes as the surface shader, so a
181
- * lamp behaves the same way over water as it does over the ground beside it.
180
+ * Same slots, same weights and the surface shader's falloffs, a light's own exponent among
181
+ * them, so a lamp reaches as far over water as over the ground beside it. **What it gives up**:
182
+ * a spot's cone, which water does not read, so a spot lights the water around it as a lamp
183
+ * would; and the smooth falloff's square, which the surface applies and this has never, so under
184
+ * that falloff a lamp's pool on water is the wider of the two.
182
185
  */
183
186
  #define MAX_LIGHTS ${MAX_POINT_LIGHTS}
184
187
  uniform int uLightCount;
@@ -187,6 +190,8 @@ uniform vec3 uLightColor[MAX_LIGHTS];
187
190
  uniform float uLightRadius[MAX_LIGHTS];
188
191
  uniform float uLightWeight[MAX_LIGHTS];
189
192
  uniform int uLightFalloff;
193
+ /* The surface shader's cone record, of which water reads z alone: a light's own falloff exponent. */
194
+ uniform vec4 uLightCone[MAX_LIGHTS];
190
195
  ${FOG_GLSL}
191
196
  uniform vec3 uCameraPos;
192
197
  uniform sampler2D uReflectionMap;
@@ -243,7 +248,11 @@ void main() {
243
248
  vec3 toLight = uLightPos[i] - vWorldPos;
244
249
  float lightDist = length(toLight);
245
250
  float falloff;
246
- if (uLightFalloff == 1) {
251
+ float exponent = uLightCone[i].z;
252
+ if (exponent > 0.0) {
253
+ float reach = lightDist / max(uLightRadius[i], 1e-4);
254
+ falloff = pow(clamp(1.0 - reach * reach, 0.0, 1.0), exponent);
255
+ } else if (uLightFalloff == 1) {
247
256
  float window = clamp(1.0 - pow(lightDist / max(uLightRadius[i], 1e-4), 4.0), 0.0, 1.0);
248
257
  falloff = window * window / max(lightDist * lightDist, 0.01);
249
258
  } else {
@@ -7,7 +7,9 @@
7
7
  * neighbours' `N·L` as well as its own: the clamped cosine averaged around a ring of the surface's
8
8
  * curvature, weighted by the diffusion profile at each neighbour's distance. The profile is Burley's
9
9
  * normalised diffusion, one per channel, at a scatter distance `d` — the model's `radius` times its
10
- * scatter colour — projected onto the ring's plane, as a cylinder's cross-section sees it. The
10
+ * scatter colour, over `SKIN_MEAN_EXIT`, since `radius` is how far light travels and the profile
11
+ * carries it two and a half `d` — projected onto the ring's plane, as a cylinder's cross-section
12
+ * sees it. The
11
13
  * result depends on `N·L` and on one number per channel, `k = d × curvature`, and at `k = 0` it is
12
14
  * Lambert's.
13
15
  *
@@ -173,6 +173,7 @@ export class SsrPass {
173
173
  gl.uniform3fv(u['uSsrAxis'] ?? null, surface.axis);
174
174
  gl.uniform3fv(u['uSsrTint'] ?? null, surface.tint);
175
175
  gl.uniform1f(u['uSsrStrength'] ?? null, surface.strength);
176
+ gl.uniform2f(u['uSsrFresnel'] ?? null, surface.fresnel ? 1 : 0, surface.roughness);
176
177
  gl.uniform1f(u['uSsrFacingCos'] ?? null, surface.facingCos);
177
178
  gl.uniform1f(u['uSsrReach'] ?? null, surface.reachM);
178
179
  gl.uniform1f(u['uSsrThickness'] ?? null, surface.thicknessM);
@@ -54,7 +54,12 @@ export interface SkinModel {
54
54
  readonly kind: 'skin';
55
55
  /** The colour light keeps travelling beneath the surface — the mean free path, as a colour. */
56
56
  readonly scatterColor: Vec3;
57
- /** Metres: how far light travels beneath it before it leaves. */
57
+ /**
58
+ * Metres: how far light travels beneath it, on average, before it leaves — from where it entered
59
+ * to where it leaves, for a channel whose share of `scatterColor` is 1. Burley's profile, which
60
+ * the lit stage and the screen-space blur both scatter by, does that at a distance `d` two fifths
61
+ * of it, and carries a tail of light out to about three and a half times it.
62
+ */
58
63
  readonly radius: number;
59
64
  /** 0 to 1: how much a light behind a thin part shows through it. */
60
65
  readonly transmission: number;
@@ -159,7 +164,25 @@ export function hairModel(
159
164
  });
160
165
  }
161
166
 
162
- /** Skin. The defaults are a fair skin's: a red mean free path a little over a centimetre long. */
167
+ /**
168
+ * How far Burley's normalised diffusion carries light on average, in units of its own distance
169
+ * `d`: its radial density `(e^(−r/d) + e^(−r/3d)) / 4d` has the mean `(d² + 9d²) / 4d = 2.5 d`. So a
170
+ * skin whose light travels `radius` scatters by a profile at `d = radius / 2.5`.
171
+ *
172
+ * **Until 4.8.7 `radius` was `d` itself**, so light travelled two and a half times as far as the
173
+ * model said, and the screen-space blur — whose taps reach nine `d` — spread a face at arm's length
174
+ * over sixty pixels: a nose, lips and brows washed into one blur where a centimetre covers a few.
175
+ * The lit stage's pre-integrated fit, transmission and penumbra take the same `d`, so the two paths
176
+ * still agree with each other.
177
+ */
178
+ export const SKIN_MEAN_EXIT = 2.5;
179
+
180
+ /** Burley's distance `d` for one channel of a skin, in metres: see `SKIN_MEAN_EXIT`. */
181
+ export function skinProfileDistance(model: SkinModel, channel: 0 | 1 | 2): number {
182
+ return ((model.scatterColor[channel] as number) * model.radius) / SKIN_MEAN_EXIT;
183
+ }
184
+
185
+ /** Skin. The defaults are a fair skin's: red light leaving a little over a centimetre away. */
163
186
  export function skinModel(
164
187
  options: { scatterColor?: Vec3; radius?: number; transmission?: number; profile?: number } = {},
165
188
  ): SkinModel {
@@ -218,24 +241,36 @@ export function lightmapModel(options: { region?: LightmapRegion } = {}): Lightm
218
241
 
219
242
  /**
220
243
  * A model's numbers into `out` — eight floats, `uModelParams[0]` then `[1]` — and whether a model
221
- * map is bound into the last. Zeros for the standard model. An eye's axis goes in with the
222
- * descriptor's own until the draw turns it: see `eyeAxisInWorld`.
244
+ * map is bound into the last. An eye's axis goes in with the descriptor's own until the draw turns
245
+ * it: see `eyeAxisInWorld`. `physical` is `SurfaceMaterial.physicalSpecular`, in the lane the
246
+ * models that read it leave free; skin, hair and the eye shade their own highlights and never do.
223
247
  *
224
- * - anisotropic: strength, cos and sin of the rotation · −, −, −, map
248
+ * - standard (null): − · −, −, physical, −
249
+ * - anisotropic: strength, cos and sin of the rotation · −, −, physical, map
225
250
  * - hair: shift, scatter, backlit, − · −, −, −, map
226
- * - skin: the scatter colour, radius · transmission, profile, −, map
251
+ * - skin: the scatter colour, radius / `SKIN_MEAN_EXIT` · transmission, profile, −, map
227
252
  * - eye: iris radius, iris depth, ior, cornea roughness · the axis, map
228
- * - lightmap: the region's scale and bias · −, −, −, map
253
+ * - lightmap: the region's scale and bias · −, −, physical, map
229
254
  */
230
- export function packModel(model: SurfaceModel | null, mapped: boolean, out: Float32Array): void {
255
+ export function packModel(
256
+ model: SurfaceModel | null,
257
+ mapped: boolean,
258
+ out: Float32Array,
259
+ physical = false,
260
+ ): void {
231
261
  out.fill(0);
232
- if (model === null) return;
262
+ const highlight = physical ? 1 : 0;
263
+ if (model === null) {
264
+ out[6] = highlight;
265
+ return;
266
+ }
233
267
  out[7] = mapped ? 1 : 0;
234
268
  switch (model.kind) {
235
269
  case 'anisotropic':
236
270
  out[0] = model.strength;
237
271
  out[1] = Math.cos(model.rotation);
238
272
  out[2] = Math.sin(model.rotation);
273
+ out[6] = highlight;
239
274
  return;
240
275
  case 'hair':
241
276
  out[0] = model.shift;
@@ -246,7 +281,8 @@ export function packModel(model: SurfaceModel | null, mapped: boolean, out: Floa
246
281
  out[0] = model.scatterColor[0];
247
282
  out[1] = model.scatterColor[1];
248
283
  out[2] = model.scatterColor[2];
249
- out[3] = model.radius;
284
+ /* Burley's distance for a channel of share 1, which the shader scales by each share. */
285
+ out[3] = model.radius / SKIN_MEAN_EXIT;
250
286
  out[4] = model.transmission;
251
287
  out[5] = model.profile;
252
288
  return;
@@ -264,6 +300,7 @@ export function packModel(model: SurfaceModel | null, mapped: boolean, out: Floa
264
300
  out[1] = model.region[1];
265
301
  out[2] = model.region[2];
266
302
  out[3] = model.region[3];
303
+ out[6] = highlight;
267
304
  return;
268
305
  }
269
306
  }