@driftengine/core 4.8.6 → 4.9.0

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Files changed (253) hide show
  1. package/CHANGELOG.json +132 -0
  2. package/README.md +1 -1
  3. package/dist/index.d.ts +7 -2
  4. package/dist/index.js +8 -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/atmosphere.d.ts +13 -0
  10. package/dist/render/atmosphere.js +9 -1
  11. package/dist/render/backend/api.d.ts +41 -3
  12. package/dist/render/backend/createRenderer.d.ts +6 -0
  13. package/dist/render/backend/createRenderer.js +4 -1
  14. package/dist/render/backend/webgl2/renderer.d.ts +140 -16
  15. package/dist/render/backend/webgl2/renderer.js +436 -44
  16. package/dist/render/backend/webgl2/sceneCaptureTarget.d.ts +29 -0
  17. package/dist/render/backend/webgl2/sceneCaptureTarget.js +96 -0
  18. package/dist/render/backend/webgpu/device.d.ts +7 -1
  19. package/dist/render/backend/webgpu/device.js +31 -3
  20. package/dist/render/backend/webgpu/flatPass.d.ts +16 -1
  21. package/dist/render/backend/webgpu/flatPass.js +58 -26
  22. package/dist/render/backend/webgpu/particlePass.js +2 -1
  23. package/dist/render/backend/webgpu/postPass.d.ts +51 -9
  24. package/dist/render/backend/webgpu/postPass.js +16 -2
  25. package/dist/render/backend/webgpu/reflectionSurfacePass.d.ts +30 -0
  26. package/dist/render/backend/webgpu/reflectionSurfacePass.js +100 -0
  27. package/dist/render/backend/webgpu/renderer.d.ts +166 -3
  28. package/dist/render/backend/webgpu/renderer.js +738 -83
  29. package/dist/render/backend/webgpu/sceneCaptureTarget.d.ts +24 -0
  30. package/dist/render/backend/webgpu/sceneCaptureTarget.js +59 -0
  31. package/dist/render/backend/webgpu/shaders/clusterBin.wgsl.d.ts +1 -1
  32. package/dist/render/backend/webgpu/surfaceTexturePass.d.ts +4 -1
  33. package/dist/render/backend/webgpu/surfaceTexturePass.js +34 -8
  34. package/dist/render/backend/webgpu/waterPass.d.ts +1 -1
  35. package/dist/render/clusteredLights.d.ts +23 -5
  36. package/dist/render/clusteredLights.js +35 -8
  37. package/dist/render/displayRange.d.ts +31 -0
  38. package/dist/render/displayRange.js +47 -0
  39. package/dist/render/driftLight/bake.d.ts +2 -0
  40. package/dist/render/driftLight/bake.js +1 -1
  41. package/dist/render/driftLight/falloff.d.ts +4 -2
  42. package/dist/render/driftLight/falloff.js +8 -2
  43. package/dist/render/filmicCurve.d.ts +74 -0
  44. package/dist/render/filmicCurve.js +203 -0
  45. package/dist/render/fog.d.ts +4 -1
  46. package/dist/render/fog.js +12 -2
  47. package/dist/render/frame/resources.d.ts +2 -2
  48. package/dist/render/frame/resources.js +6 -0
  49. package/dist/render/frameReflections.d.ts +40 -0
  50. package/dist/render/frameReflections.js +48 -0
  51. package/dist/render/gi/bounceLights.d.ts +3 -2
  52. package/dist/render/gi/bounceLights.js +8 -3
  53. package/dist/render/instanceCull.js +5 -0
  54. package/dist/render/instances.d.ts +19 -5
  55. package/dist/render/instances.js +9 -3
  56. package/dist/render/lightBudget.d.ts +12 -1
  57. package/dist/render/lightBudget.js +23 -3
  58. package/dist/render/lightmap.d.ts +23 -9
  59. package/dist/render/lightmap.js +40 -18
  60. package/dist/render/particlePool.d.ts +21 -0
  61. package/dist/render/particlePool.js +7 -0
  62. package/dist/render/pass.d.ts +49 -0
  63. package/dist/render/pointLightSelection.d.ts +13 -0
  64. package/dist/render/pointLightSelection.js +3 -1
  65. package/dist/render/reflectionSurfaceTargets.d.ts +28 -0
  66. package/dist/render/reflectionSurfaceTargets.js +99 -0
  67. package/dist/render/renderQuality.d.ts +47 -15
  68. package/dist/render/renderQuality.js +4 -0
  69. package/dist/render/rendererHarness.js +3 -0
  70. package/dist/render/rgb9e5.d.ts +22 -0
  71. package/dist/render/rgb9e5.js +47 -0
  72. package/dist/render/sceneCapture.d.ts +29 -0
  73. package/dist/render/sceneCapture.js +36 -0
  74. package/dist/render/sceneTarget.d.ts +5 -0
  75. package/dist/render/sceneTarget.js +24 -1
  76. package/dist/render/screenSpaceReflection.d.ts +32 -1
  77. package/dist/render/screenSpaceReflection.js +14 -0
  78. package/dist/render/shaders/arcane.d.ts +1 -1
  79. package/dist/render/shaders/bolt.d.ts +1 -1
  80. package/dist/render/shaders/bolt.js +7 -1
  81. package/dist/render/shaders/caustics.d.ts +1 -1
  82. package/dist/render/shaders/depth.js +11 -0
  83. package/dist/render/shaders/film.d.ts +1 -1
  84. package/dist/render/shaders/filmLook.js +2 -1
  85. package/dist/render/shaders/fire.d.ts +1 -1
  86. package/dist/render/shaders/flat/anisotropic.d.ts +1 -1
  87. package/dist/render/shaders/flat/anisotropic.js +37 -3
  88. package/dist/render/shaders/flat/areaLight.d.ts +1 -1
  89. package/dist/render/shaders/flat/areaLight.js +46 -0
  90. package/dist/render/shaders/flat/glassTint.d.ts +3 -2
  91. package/dist/render/shaders/flat/glassTint.js +5 -1
  92. package/dist/render/shaders/flat/index.d.ts +15 -0
  93. package/dist/render/shaders/flat/index.js +22 -2
  94. package/dist/render/shaders/flat/lobes.d.ts +6 -0
  95. package/dist/render/shaders/flat/lobes.js +49 -43
  96. package/dist/render/shaders/flat/main.d.ts +1 -1
  97. package/dist/render/shaders/flat/main.js +85 -22
  98. package/dist/render/shaders/flat/models.d.ts +5 -2
  99. package/dist/render/shaders/flat/models.js +100 -16
  100. package/dist/render/shaders/flat/overlay.d.ts +16 -0
  101. package/dist/render/shaders/flat/overlay.js +117 -0
  102. package/dist/render/shaders/flat/pointShadow.js +1 -1
  103. package/dist/render/shaders/flat/preamble.js +10 -3
  104. package/dist/render/shaders/flat/reflectionSurface.d.ts +21 -0
  105. package/dist/render/shaders/flat/reflectionSurface.js +61 -0
  106. package/dist/render/shaders/fog.d.ts +1 -1
  107. package/dist/render/shaders/fog.js +9 -2
  108. package/dist/render/shaders/fringe.d.ts +29 -0
  109. package/dist/render/shaders/fringe.js +55 -0
  110. package/dist/render/shaders/generated/arcane.wgsl.d.ts +1 -1
  111. package/dist/render/shaders/generated/arcane.wgsl.js +1 -1
  112. package/dist/render/shaders/generated/bolt.wgsl.d.ts +1 -1
  113. package/dist/render/shaders/generated/bolt.wgsl.js +1 -1
  114. package/dist/render/shaders/generated/caustics.wgsl.d.ts +1 -1
  115. package/dist/render/shaders/generated/caustics.wgsl.js +1 -1
  116. package/dist/render/shaders/generated/depth.wgsl.d.ts +4 -4
  117. package/dist/render/shaders/generated/depth.wgsl.js +4 -4
  118. package/dist/render/shaders/generated/film.wgsl.d.ts +1 -1
  119. package/dist/render/shaders/generated/film.wgsl.js +1 -1
  120. package/dist/render/shaders/generated/fire.wgsl.d.ts +1 -1
  121. package/dist/render/shaders/generated/fire.wgsl.js +1 -1
  122. package/dist/render/shaders/generated/flat.wgsl.d.ts +192 -16
  123. package/dist/render/shaders/generated/flat.wgsl.js +230 -54
  124. package/dist/render/shaders/generated/line.wgsl.d.ts +1 -1
  125. package/dist/render/shaders/generated/line.wgsl.js +1 -1
  126. package/dist/render/shaders/generated/particle.wgsl.d.ts +4 -4
  127. package/dist/render/shaders/generated/particle.wgsl.js +4 -4
  128. package/dist/render/shaders/generated/rush.wgsl.d.ts +56 -26
  129. package/dist/render/shaders/generated/rush.wgsl.js +56 -26
  130. package/dist/render/shaders/generated/scatter.wgsl.d.ts +1 -1
  131. package/dist/render/shaders/generated/scatter.wgsl.js +1 -1
  132. package/dist/render/shaders/generated/smoke.wgsl.d.ts +1 -1
  133. package/dist/render/shaders/generated/smoke.wgsl.js +1 -1
  134. package/dist/render/shaders/generated/ssrResolve.wgsl.d.ts +29 -0
  135. package/dist/render/shaders/generated/ssrResolve.wgsl.js +29 -0
  136. package/dist/render/shaders/generated/ssrTrace.wgsl.d.ts +32 -7
  137. package/dist/render/shaders/generated/ssrTrace.wgsl.js +32 -7
  138. package/dist/render/shaders/generated/water.wgsl.d.ts +23 -16
  139. package/dist/render/shaders/generated/water.wgsl.js +23 -16
  140. package/dist/render/shaders/gi/probeBake.wgsl.js +9 -5
  141. package/dist/render/shaders/gpudriven/fog.wgsl.d.ts +2 -2
  142. package/dist/render/shaders/gpudriven/fog.wgsl.js +11 -3
  143. package/dist/render/shaders/line.d.ts +1 -1
  144. package/dist/render/shaders/particle.d.ts +3 -3
  145. package/dist/render/shaders/recon/motion.wgsl.d.ts +1 -1
  146. package/dist/render/shaders/recon/motion.wgsl.js +13 -2
  147. package/dist/render/shaders/rush.js +54 -11
  148. package/dist/render/shaders/scatter.d.ts +1 -1
  149. package/dist/render/shaders/smoke.d.ts +1 -1
  150. package/dist/render/shaders/ssrResolve.d.ts +17 -0
  151. package/dist/render/shaders/ssrResolve.js +51 -0
  152. package/dist/render/shaders/ssrTrace.js +46 -1
  153. package/dist/render/shaders/water.d.ts +1 -1
  154. package/dist/render/shaders/water.js +12 -3
  155. package/dist/render/skinScatter.d.ts +3 -1
  156. package/dist/render/skinScatter.js +3 -1
  157. package/dist/render/ssrPass.d.ts +16 -0
  158. package/dist/render/ssrPass.js +107 -1
  159. package/dist/render/surfaceModel.d.ts +29 -8
  160. package/dist/render/surfaceModel.js +33 -9
  161. package/dist/render/surfaceOverlay.d.ts +132 -0
  162. package/dist/render/surfaceOverlay.js +85 -0
  163. package/dist/render/surfaceTexture.d.ts +44 -1
  164. package/dist/render/surfaceTexture.js +96 -5
  165. package/dist/render/temporalAa.d.ts +14 -0
  166. package/dist/render/temporalAa.js +20 -0
  167. package/dist/render/vertexDefaults.d.ts +17 -0
  168. package/dist/render/vertexDefaults.js +24 -0
  169. package/package.json +6 -6
  170. package/src/index.ts +22 -2
  171. package/src/render/anisotropicLobe.ts +29 -0
  172. package/src/render/areaLights.ts +58 -0
  173. package/src/render/atmosphere.ts +22 -1
  174. package/src/render/backend/api.ts +58 -2
  175. package/src/render/backend/createRenderer.ts +18 -1
  176. package/src/render/backend/webgl2/renderer.ts +548 -50
  177. package/src/render/backend/webgl2/sceneCaptureTarget.ts +130 -0
  178. package/src/render/backend/webgpu/device.ts +42 -3
  179. package/src/render/backend/webgpu/flatPass.ts +63 -26
  180. package/src/render/backend/webgpu/particlePass.ts +2 -1
  181. package/src/render/backend/webgpu/postPass.ts +18 -0
  182. package/src/render/backend/webgpu/reflectionSurfacePass.ts +114 -0
  183. package/src/render/backend/webgpu/renderer.ts +927 -100
  184. package/src/render/backend/webgpu/sceneCaptureTarget.ts +63 -0
  185. package/src/render/backend/webgpu/surfaceTexturePass.ts +44 -14
  186. package/src/render/clusteredLights.ts +41 -8
  187. package/src/render/displayRange.ts +61 -0
  188. package/src/render/driftLight/bake.ts +3 -1
  189. package/src/render/driftLight/falloff.ts +13 -2
  190. package/src/render/filmicCurve.ts +229 -0
  191. package/src/render/fog.ts +19 -3
  192. package/src/render/frame/resources.ts +6 -0
  193. package/src/render/frameReflections.ts +72 -0
  194. package/src/render/gi/bounceLights.ts +12 -3
  195. package/src/render/instanceCull.ts +4 -0
  196. package/src/render/instances.ts +26 -6
  197. package/src/render/lightBudget.ts +40 -2
  198. package/src/render/lightmap.ts +64 -23
  199. package/src/render/particlePool.ts +23 -0
  200. package/src/render/pass.ts +53 -1
  201. package/src/render/pointLightSelection.ts +20 -1
  202. package/src/render/reflectionSurfaceTargets.ts +105 -0
  203. package/src/render/renderQuality.ts +52 -15
  204. package/src/render/rendererHarness.ts +3 -0
  205. package/src/render/rgb9e5.ts +52 -0
  206. package/src/render/sceneCapture.ts +56 -0
  207. package/src/render/sceneTarget.ts +30 -2
  208. package/src/render/screenSpaceReflection.ts +38 -1
  209. package/src/render/shaders/bolt.ts +7 -1
  210. package/src/render/shaders/depth.ts +11 -0
  211. package/src/render/shaders/filmLook.ts +2 -1
  212. package/src/render/shaders/flat/anisotropic.ts +37 -3
  213. package/src/render/shaders/flat/areaLight.ts +46 -0
  214. package/src/render/shaders/flat/glassTint.ts +13 -2
  215. package/src/render/shaders/flat/index.ts +37 -2
  216. package/src/render/shaders/flat/lobes.ts +50 -43
  217. package/src/render/shaders/flat/main.ts +85 -22
  218. package/src/render/shaders/flat/models.ts +100 -16
  219. package/src/render/shaders/flat/overlay.ts +117 -0
  220. package/src/render/shaders/flat/pointShadow.ts +1 -1
  221. package/src/render/shaders/flat/preamble.ts +10 -3
  222. package/src/render/shaders/flat/reflectionSurface.ts +61 -0
  223. package/src/render/shaders/fog.ts +9 -2
  224. package/src/render/shaders/fringe.ts +59 -0
  225. package/src/render/shaders/generated/arcane.wgsl.ts +1 -1
  226. package/src/render/shaders/generated/bolt.wgsl.ts +1 -1
  227. package/src/render/shaders/generated/caustics.wgsl.ts +1 -1
  228. package/src/render/shaders/generated/depth.wgsl.ts +4 -4
  229. package/src/render/shaders/generated/film.wgsl.ts +1 -1
  230. package/src/render/shaders/generated/fire.wgsl.ts +1 -1
  231. package/src/render/shaders/generated/flat.wgsl.ts +230 -54
  232. package/src/render/shaders/generated/line.wgsl.ts +1 -1
  233. package/src/render/shaders/generated/particle.wgsl.ts +4 -4
  234. package/src/render/shaders/generated/rush.wgsl.ts +56 -26
  235. package/src/render/shaders/generated/scatter.wgsl.ts +1 -1
  236. package/src/render/shaders/generated/smoke.wgsl.ts +1 -1
  237. package/src/render/shaders/generated/ssrResolve.wgsl.ts +30 -0
  238. package/src/render/shaders/generated/ssrTrace.wgsl.ts +32 -7
  239. package/src/render/shaders/generated/water.wgsl.ts +23 -16
  240. package/src/render/shaders/gi/probeBake.wgsl.ts +9 -5
  241. package/src/render/shaders/gpudriven/fog.wgsl.ts +11 -3
  242. package/src/render/shaders/recon/motion.wgsl.ts +13 -2
  243. package/src/render/shaders/rush.ts +54 -11
  244. package/src/render/shaders/ssrResolve.ts +52 -0
  245. package/src/render/shaders/ssrTrace.ts +46 -1
  246. package/src/render/shaders/water.ts +12 -3
  247. package/src/render/skinScatter.ts +3 -1
  248. package/src/render/ssrPass.ts +139 -1
  249. package/src/render/surfaceModel.ts +47 -10
  250. package/src/render/surfaceOverlay.ts +195 -0
  251. package/src/render/surfaceTexture.ts +136 -9
  252. package/src/render/temporalAa.ts +20 -0
  253. package/src/render/vertexDefaults.ts +28 -0
@@ -25,6 +25,10 @@ export const MAIN_GLSL = `void main() {
25
25
  vec2 fxDx = dFdx(surfaceAt.xy);
26
26
  vec2 fxDy = dFdy(surfaceAt.xy);
27
27
  if (uWriteMode.y != 0.0 && !ditherKeeps(uWriteMode.y)) discard;
28
+ /* A draw's dissolve cuts the surface away before anything is shaded: overlay.ts. */
29
+ if (SURFACE_OVERLAY) {
30
+ if (overlayCuts(surfaceAt.xy)) discard;
31
+ }
28
32
 
29
33
  /*
30
34
  * Surface colour and its coverage, resolved before anything else — including before it is
@@ -139,6 +143,11 @@ export const MAIN_GLSL = `void main() {
139
143
  }
140
144
 
141
145
  vec3 lit = albedo;
146
+ /* How much of the environment the frame shows here, and how a found reflection would land:
147
+ reflectionSurface.ts. None where nothing is reflected. */
148
+ vec3 reflectedProbe = vec3(0.0);
149
+ vec3 reflectedTint = vec3(0.0);
150
+ float reflectedRoughness = 1.0;
142
151
  /* Skin's diffuse, held before emission for the screen-space blur's own pass: models.ts. */
143
152
  vec3 diffuseAlone = vec3(0.0);
144
153
  /* The light arriving at a glass pane from behind it, gathered in each light loop below and added
@@ -186,7 +195,10 @@ export const MAIN_GLSL = `void main() {
186
195
  * right: a mipped colour image, sampled under uniform control flow, exactly as uAlbedo is
187
196
  * below. The rule is about non-uniform branches, and this branch is on a uniform.
188
197
  */
198
+ vec3 unmapped = n;
189
199
  if (uNormalStrength > 0.0) n = normalMapped(n, surfaceAt);
200
+ /* A draw's wrinkles, by region, over whatever the map made: overlay.ts. */
201
+ if (SURFACE_OVERLAY) n = overlayWrinkle(n, unmapped, surfaceAt.xy);
190
202
 
191
203
  /*
192
204
  * Microscopic relief: the surface's own texture, as a turn of the normal rather than a change
@@ -542,7 +554,7 @@ export const MAIN_GLSL = `void main() {
542
554
  * specularLobe's header argues for at length.
543
555
  */
544
556
  float sunVoH = max(dot(normalize(uCameraPos - vWorldPos), halfway), 0.0);
545
- vec3 sunSpec = mix(specColor, vec3(1.0), pow(1.0 - sunVoH, 5.0) * metal);
557
+ vec3 sunSpec = highlightTint(specColor, sunVoH, metal);
546
558
  /*
547
559
  * **Held back until after the environment blend, because that blend is a mix and would
548
560
  * otherwise erase this.**
@@ -561,8 +573,12 @@ export const MAIN_GLSL = `void main() {
561
573
  * Zero for the whole world that carries no specular attribute and no metalness, exactly as
562
574
  * before: \`sunSpec\` is \`vec3(vSpecular)\` at metal 0 and \`vSpecular\` defaults to 0.
563
575
  */
564
- vec3 sunHighlight =
565
- sunColor * specularLobe(max(dot(n, halfway), 0.0), surfaceRoughness) * sunSpec * sunShade * sunFacing;
576
+ /* GGX's own where the surface asks (\`physicalSpecular\`): the sun is a point, so nothing widens it. */
577
+ float sunNdh = max(dot(n, halfway), 0.0);
578
+ float sunLobe = physicalSpecular()
579
+ ? physicalLobe(sunNdh, ndl, dot(n, normalize(uCameraPos - vWorldPos)), surfaceRoughness, 0.0, 1.0)
580
+ : specularLobe(sunNdh, surfaceRoughness);
581
+ vec3 sunHighlight = sunColor * sunLobe * sunSpec * sunShade * sunFacing;
566
582
  if (modelled) sunHighlight = sunModelSpecular;
567
583
  /*
568
584
  * The dielectric's share goes in here, where it has always gone, so the environment blend
@@ -911,6 +927,15 @@ export const MAIN_GLSL = `void main() {
911
927
  environment * mix(vec3(1.0), albedo, metal),
912
928
  weight
913
929
  );
930
+ reflectedTint = mix(vec3(1.0), albedo, metal) * weight;
931
+ reflectedProbe = environment * reflectedTint;
932
+ reflectedRoughness = surfaceRoughness;
933
+ }
934
+ /* The reflection pass's surface half leaves here, before the lamps: reflectionSurface.ts. */
935
+ if (REFLECTION_SURFACE) {
936
+ reflectionSurfaceOut(reflectedProbe, reflectedTint, reflectedRoughness, ormOcclusion,
937
+ reflectionAir());
938
+ return;
914
939
  }
915
940
  /*
916
941
  * The sun's highlight, on top of whatever the surface reflects rather than underneath it —
@@ -1066,6 +1091,10 @@ export const MAIN_GLSL = `void main() {
1066
1091
  float cookie;
1067
1092
  /* The light's lighting channels, a mask: 1 unless it names others. See \`uLightIesAxis\`. */
1068
1093
  float lightChannels = 1.0;
1094
+ /* The light's own falloff exponent, or 0 for the frame's falloff. See \`uLightCone\`. */
1095
+ float lightExponent = 0.0;
1096
+ /* A clustered rectangle's barn doors: their cosine and length, none at 0. See \`areaBarnDoors\`. */
1097
+ vec2 areaDoors = vec2(0.0);
1069
1098
  /*
1070
1099
  * **A rectangle in the froxel table** — one past the fixed arm's \`maxAreaLights\` — which
1071
1100
  * its record says with a negative radius, its reach negated. Its fields come out of the
@@ -1116,8 +1145,8 @@ export const MAIN_GLSL = `void main() {
1116
1145
  lightWeight = sizeAndWeight.y;
1117
1146
  /*
1118
1147
  * **The fixture, read only for a light that has one.** What a plain light's record holds in
1119
- * the last three texels is exactly these values, so a light carrying no shadow slot, cone,
1120
- * profile or cookie shades the same whether they are read or assumed, and at heavy overlap
1148
+ * the last four texels is exactly these values, so a light carrying no shadow slot, cone,
1149
+ * profile, cookie, channels or falloff of its own shades the same whether they are read or assumed, and at heavy overlap
1121
1150
  * reading them was a third of the pass. A branch on a value from a texture around
1122
1151
  * \`texelFetch\` is not the 2026-08-07 case: an integer fetch takes no derivative.
1123
1152
  *
@@ -1137,6 +1166,7 @@ export const MAIN_GLSL = `void main() {
1137
1166
  uvec4 rec2 = clusterTexel(record + 2);
1138
1167
  uvec4 rec3 = clusterTexel(record + 3);
1139
1168
  uvec4 rec4 = clusterTexel(record + 4);
1169
+ uvec4 rec5 = clusterTexel(record + 5);
1140
1170
  shadowSlot = clusteredArea ? -1 : int(uintBitsToFloat(rec2.x));
1141
1171
  areaTwoSided = uintBitsToFloat(rec2.x);
1142
1172
  lightDir = vec3(
@@ -1149,6 +1179,8 @@ export const MAIN_GLSL = `void main() {
1149
1179
  iesAxis = vec3(
1150
1180
  uintBitsToFloat(rec4.x), uintBitsToFloat(rec4.y), uintBitsToFloat(rec4.z));
1151
1181
  lightChannels = uintBitsToFloat(rec4.w);
1182
+ lightExponent = uintBitsToFloat(rec5.x);
1183
+ areaDoors = vec2(uintBitsToFloat(rec5.y), uintBitsToFloat(rec5.z));
1152
1184
  }
1153
1185
  }
1154
1186
  } else {
@@ -1161,7 +1193,8 @@ export const MAIN_GLSL = `void main() {
1161
1193
  lightWeight = uLightWeight[i];
1162
1194
  shadowSlot = i;
1163
1195
  lightDir = uLightDir[i];
1164
- lightCone = uLightCone[i];
1196
+ lightCone = uLightCone[i].xy;
1197
+ lightExponent = uLightCone[i].z;
1165
1198
  iesProfile = uLightIesProfile[i];
1166
1199
  iesAxis = uLightIesAxis[i].xyz;
1167
1200
  lightChannels = uLightIesAxis[i].w;
@@ -1187,12 +1220,15 @@ export const MAIN_GLSL = `void main() {
1187
1220
  * froxel it is binned into has no edge in the picture.
1188
1221
  */
1189
1222
  if (clusteredArea) {
1190
- float areaForm = areaSignedForm(n, lightPos, lightDir, iesAxis, lightCone);
1223
+ vec3 seenCentre = lightPos;
1224
+ vec2 seenHalf = lightCone;
1225
+ if (!areaBarnDoors(seenCentre, lightDir, iesAxis, seenHalf, areaDoors)) continue;
1226
+ float areaForm = areaSignedForm(n, seenCentre, lightDir, iesAxis, seenHalf);
1191
1227
  float areaWindow = clamp(1.0 - pow(length(lightPos - vWorldPos) / max(lightRadius, 1e-4), 4.0), 0.0, 1.0);
1192
1228
  areaForm = mix(max(0.0, areaForm), abs(areaForm), areaTwoSided);
1193
1229
  if (areaForm > 0.0) {
1194
1230
  areaLightAdd(
1195
- lightPos, lightDir, iesAxis, lightCone, lightColor * (areaWindow * areaWindow), areaForm,
1231
+ seenCentre, lightDir, iesAxis, seenHalf, lightColor * (areaWindow * areaWindow), areaForm,
1196
1232
  1.0, vec3(1.0), n, albedo, metal, specColor, surfaceRoughness, modelled,
1197
1233
  lampOpen, lampShadowed
1198
1234
  );
@@ -1243,7 +1279,16 @@ export const MAIN_GLSL = `void main() {
1243
1279
  * same way three.js windows its own, so the light still ends where it says it does.
1244
1280
  */
1245
1281
  float falloff;
1246
- if (uLightFalloff == 1) {
1282
+ /*
1283
+ * **A light may name its own falloff, and then it is Unreal's for a light without
1284
+ * inverse-square falloff**: \`(1 - (d/R)^2)^n\` with no distance term, so a fill authored to
1285
+ * light a whole hall across a hundred metres does, where the inverse square would have it
1286
+ * gone a few metres out. Zero is the frame's own rule below, which every light was before.
1287
+ */
1288
+ if (lightExponent > 0.0) {
1289
+ float reach = dist / max(lightRadius, 1e-4);
1290
+ falloff = pow(clamp(1.0 - reach * reach, 0.0, 1.0), lightExponent);
1291
+ } else if (uLightFalloff == 1) {
1247
1292
  float window = clamp(1.0 - pow(dist / max(lightRadius, 1e-4), 4.0), 0.0, 1.0);
1248
1293
  falloff = window * window / max(dist * dist, 0.01);
1249
1294
  } else {
@@ -1506,7 +1551,11 @@ export const MAIN_GLSL = `void main() {
1506
1551
  photometric = mix(1.0, iesGain, step(0.0, iesProfile));
1507
1552
  }
1508
1553
 
1509
- float shape = (uLightFalloff == 1 ? falloff : falloff * falloff) * coneFalloff * photometric;
1554
+ /* A light's own exponent already is its whole curve; the frame's smooth rule squares its own. */
1555
+ float shape =
1556
+ (lightExponent > 0.0 || uLightFalloff == 1 ? falloff : falloff * falloff) *
1557
+ coneFalloff *
1558
+ photometric;
1510
1559
  glassGlow += lightColor * backNdl * shape * lightWeight * shaded * lampGlass;
1511
1560
  if (ndl <= 0.0 && !modelledBehind) continue;
1512
1561
  /*
@@ -1583,16 +1632,15 @@ export const MAIN_GLSL = `void main() {
1583
1632
  if (vSpecular > 0.0 || metal > 0.0) {
1584
1633
  vec3 toEyeLamp = normalize(uCameraPos - vWorldPos);
1585
1634
  vec3 lampHalfway = normalize(toLight / max(dist, 1e-4) + toEyeLamp);
1586
- /* The same grazing whitening the sun's highlight takes, and zero at metal 0. */
1587
- vec3 lampSpec = mix(
1588
- specColor,
1589
- vec3(1.0),
1590
- pow(1.0 - max(dot(toEyeLamp, lampHalfway), 0.0), 5.0) * metal
1591
- );
1635
+ /* The same grazing whitening the sun's highlight takes, and zero at metal 0 for the look. */
1636
+ vec3 lampSpec = highlightTint(specColor, max(dot(toEyeLamp, lampHalfway), 0.0), metal);
1637
+ /* The look's lobe, or GGX's own where the surface asks for it: see \`physicalLobe\`. */
1638
+ float lampNdh = max(dot(n, lampHalfway), 0.0);
1639
+ float lampLobe = physicalSpecular()
1640
+ ? physicalLobe(lampNdh, ndl, dot(n, toEyeLamp), surfaceRoughness, lightSourceRadius, dist)
1641
+ : sphereLobe(lampNdh, surfaceRoughness, lightSourceRadius, dist);
1592
1642
  /* Held back with the diffuse half, and shadowed by the same term it always was. */
1593
- vec3 lampHighlight =
1594
- lightColor * sphereLobe(max(dot(n, lampHalfway), 0.0), surfaceRoughness, lightSourceRadius, dist)
1595
- * lampSpec * shape * lightWeight;
1643
+ vec3 lampHighlight = lightColor * lampLobe * lampSpec * shape * lightWeight;
1596
1644
  lampOpen += lampHighlight;
1597
1645
  lampShadowed += lampHighlight * shaded * lampGlass;
1598
1646
  }
@@ -1636,10 +1684,18 @@ export const MAIN_GLSL = `void main() {
1636
1684
  vec3 centre = uAreaLightPos[a];
1637
1685
  vec3 right = uAreaLightRight[a];
1638
1686
  vec3 up = uAreaLightUp[a];
1639
- vec2 halfSize = uAreaLightSize[a];
1687
+ vec2 halfSize = uAreaLightSize[a].xy;
1688
+ /*
1689
+ * **The part of the rectangle this fragment sees past its barn doors** (\`areaBarnDoors\`),
1690
+ * which its light and highlight come from. Its shadow keeps the whole rectangle's centre and
1691
+ * size below, because that is what its map was baked from.
1692
+ */
1693
+ vec3 seenCentre = centre;
1694
+ vec2 seenHalf = halfSize;
1695
+ if (!areaBarnDoors(seenCentre, right, up, seenHalf, uAreaLightSize[a].zw)) continue;
1640
1696
 
1641
1697
  /* The form factor and its sign, which is the sidedness: see \`areaSignedForm\`. */
1642
- float signedForm = areaSignedForm(n, centre, right, up, halfSize);
1698
+ float signedForm = areaSignedForm(n, seenCentre, right, up, seenHalf);
1643
1699
  float form = mix(max(0.0, signedForm), abs(signedForm), uAreaLightTwoSided[a]);
1644
1700
  /* The form factor is linear in the normal, so the one seen from behind is its negation. */
1645
1701
  float backForm = glassTransmission > 0.0
@@ -1756,7 +1812,7 @@ export const MAIN_GLSL = `void main() {
1756
1812
  if (form <= 0.0) continue;
1757
1813
  /* The diffuse, the model's answer or the lobe integrated over the rectangle: see areaLight.ts. */
1758
1814
  areaLightAdd(
1759
- centre, right, up, halfSize, uAreaLightColor[a], form, areaOccl, areaGlass,
1815
+ seenCentre, right, up, seenHalf, uAreaLightColor[a], form, areaOccl, areaGlass,
1760
1816
  n, albedo, metal, specColor, surfaceRoughness, modelled, lampOpen, lampShadowed
1761
1817
  );
1762
1818
  }
@@ -1904,6 +1960,9 @@ export const MAIN_GLSL = `void main() {
1904
1960
  * mix(1.0, min(lightShade, sunShade), EMISSIVE_SHADOW_SHARE) * fxGlow;
1905
1961
  /* And a lit window's glow, which the scene's lit share already times: not gated on night. */
1906
1962
  lit += windowGlow * uEmission.x;
1963
+ /* And a draw's overlay: its rim, its dissolve's band and the colour laid over. Not gated on the
1964
+ night, as emission is: a glow the surface wears rather than light it gives off. overlay.ts. */
1965
+ if (SURFACE_OVERLAY) lit += overlayGlow(surfaceAt.xy, n);
1907
1966
 
1908
1967
  #if NIGHT_EMISSIVE
1909
1968
  /*
@@ -2102,6 +2161,10 @@ export const MAIN_GLSL = `void main() {
2102
2161
  return;
2103
2162
  }
2104
2163
 
2164
+ /* WebGL2's frame writes the reflection maps itself, with the fog already reckoned above. */
2165
+ if (REFLECTION_MAPS) {
2166
+ reflectionSurfaceOut(reflectedProbe, reflectedTint, reflectedRoughness, ormOcclusion, fog);
2167
+ }
2105
2168
  outColor = vec4(shaded, alpha);
2106
2169
  }
2107
2170
  `;
@@ -1,6 +1,9 @@
1
1
  import type { SurfaceModelKind } from '../../surfaceModel.ts';
2
- /** The models' whole chunk, at depth zero before `main`: see `flatFrag`. */
3
- export declare const MODELS_GLSL: string;
2
+ /**
3
+ * The models' whole chunk, at depth zero before `main`: see `flatFrag`. `physicalSpecular` is the
4
+ * \`PHYSICAL_SPECULAR\` lit switch's value, written in as \`litSwitchesGlsl\` writes the others.
5
+ */
6
+ export declare function modelsGlsl(physicalSpecular: boolean): string;
4
7
  /**
5
8
  * Which half of a skin a lit pipeline draws under `skinScattering: 'screen-space'`: the whole
6
9
  * surface (every other pipeline), the frame's half without its diffuse, the diffuse's light alone
@@ -46,6 +46,12 @@ const bool SKIN_ALBEDO = false; // wgsl:override
46
46
  * Declared after skin's halves so that every switch before it keeps the id it shipped with.
47
47
  */
48
48
  const bool MODEL_LIGHTMAP = false; // wgsl:override
49
+ /*
50
+ * Not a model either: whether this program carries GGX's own highlight for a material that asks
51
+ * (\`SurfaceMaterial.physicalSpecular\`). A lit switch, off until a material first asks and then
52
+ * on for good, as \`litSwitchesGlsl\`'s are; declared last so every switch before it keeps its id.
53
+ */
54
+ const bool PHYSICAL_SPECULAR = PHYSICAL_SPECULAR_ON; // wgsl:override
49
55
 
50
56
  /*
51
57
  * A model's numbers, two vectors a material — the lit stage's uniform budget has no more room
@@ -124,15 +130,57 @@ float smithMasking(float ndl, float ndv, float alpha) {
124
130
  );
125
131
  }
126
132
 
133
+ /*
134
+ * Whether this surface's highlights are GGX's own (\`SurfaceMaterial.physicalSpecular\`), from the
135
+ * lane the standard, lightmap and anisotropic models leave free (\`packModel\`). Skin, hair and the
136
+ * eye shade their own highlights, and the eye's axis holds that lane, so they are never asked. The
137
+ * lit switch first, so a program built before any material asked carries none of it.
138
+ */
139
+ bool physicalSpecular() {
140
+ if (PHYSICAL_SPECULAR) {
141
+ if (MODEL_HAIR) return false;
142
+ if (MODEL_SKIN) return false;
143
+ if (MODEL_EYE) return false;
144
+ return uModelParams[1].z > 0.5;
145
+ }
146
+ return false;
147
+ }
148
+
149
+ /**
150
+ * GGX as a BRDF in this engine's light units, \`π · D · Vis · N·L\` with Fresnel left to the caller:
151
+ * the term skin's and the eye's highlights are, for a surface that asks for it. Its peak is
152
+ * \`1 / (4 α²)\` of the light head-on, against the look's 1. A lamp's size widens α as \`sphereLobe\`
153
+ * widens it, and a normalised distribution keeps its energy as it widens.
154
+ */
155
+ float physicalLobe(float ndh, float ndl, float ndv, float roughness, float sourceRadius, float dist) {
156
+ float grow = sourceRadius / max(2.0 * dist, 1e-3);
157
+ float alpha = min(max(roughness * roughness, MIN_LOBE_ALPHA) + grow, 1.0);
158
+ return 3.14159265 * ggxLobe(ndh, alpha) * smithMasking(ndl, max(ndv, 1e-4), alpha) * ndl;
159
+ }
160
+
161
+ /**
162
+ * A highlight's colour: Schlick's Fresnel from the surface's reflectance toward white at a grazing
163
+ * \`voh\`. On a metal alone for the look, whose dielectric attribute is a strength rather than a
164
+ * reflectance; on every surface where the highlight is physical, whose attribute is its F0 — but
165
+ * one reflecting nothing head-on keeps nothing, as the lamps' gate on that attribute has it.
166
+ */
167
+ vec3 highlightTint(vec3 specColor, float voh, float metal) {
168
+ float edge = pow(1.0 - voh, 5.0);
169
+ bool reflects = max(max(specColor.r, specColor.g), specColor.b) > 0.0;
170
+ return mix(specColor, vec3(1.0), physicalSpecular() && reflects ? edge : edge * metal);
171
+ }
172
+
127
173
  /** The standard model's answer to one light, which a model falls back to for what it does not change. */
128
174
  void standardLight(vec3 l, float sourceRadius, float dist) {
129
175
  float ndl = max(dot(mNormal, l), 0.0);
130
176
  vec3 h = normalize(l + mToEye);
131
177
  float ndh = max(dot(mNormal, h), 0.0);
132
- float lobe = sourceRadius > 0.0
133
- ? sphereLobe(ndh, mRoughness, sourceRadius, dist)
134
- : specularLobe(ndh, mRoughness);
135
- vec3 tint = mix(mSpecColor, vec3(1.0), pow(1.0 - max(dot(mToEye, h), 0.0), 5.0) * mMetal);
178
+ float lobe = physicalSpecular()
179
+ ? physicalLobe(ndh, ndl, dot(mNormal, mToEye), mRoughness, sourceRadius, dist)
180
+ : sourceRadius > 0.0
181
+ ? sphereLobe(ndh, mRoughness, sourceRadius, dist)
182
+ : specularLobe(ndh, mRoughness);
183
+ vec3 tint = highlightTint(mSpecColor, max(dot(mToEye, h), 0.0), mMetal);
136
184
  mDiffuse = mAlbedo * ndl * (1.0 - mMetal);
137
185
  mSpecular = ndl > 0.0 ? tint * lobe : vec3(0.0);
138
186
  }
@@ -250,20 +298,51 @@ vec3 modelEnvironment(vec3 environment) {
250
298
  return environment;
251
299
  }
252
300
 
301
+ /**
302
+ * One texel of a page's irradiance layer: its four bytes put back into the rgb9e5 word they are,
303
+ * lowest first, and decoded — three 9-bit mantissas over the exponent in the top five bits.
304
+ */
305
+ vec3 bakedIrradianceAt(ivec3 texel) {
306
+ uvec4 bytes = uvec4(texelFetch(uModelMap, texel, 0) * 255.0 + 0.5);
307
+ uint word = bytes.x | (bytes.y << 8u) | (bytes.z << 16u) | (bytes.w << 24u);
308
+ float scale = exp2(float(word >> 27u) - 24.0);
309
+ return vec3(float(word & 511u), float((word >> 9u) & 511u), float((word >> 18u) & 511u)) * scale;
310
+ }
311
+
253
312
  /**
254
313
  * What a baked page adds to this surface's diffuse: nothing in any pipeline but a lightmapped one,
255
314
  * nor in one whose page is missing. The page's two layers at the surface's second coordinates, which
256
315
  * ride the grain and relief lanes as \`-1 - uv\` (lightmap.ts) and are placed by the material's
257
316
  * region: the irradiance, and the first-order harmonic its direction is, answered by the shading
258
317
  * normal.
259
- * **An explicit level**, because the page has one and nothing here needs a derivative.
318
+ *
319
+ * **Filtered here, because the page cannot be filtered as it is stored**: the irradiance is a
320
+ * shared-exponent word in four bytes, and a blend of two words is not the blend of their colours.
321
+ * So the four texels around the sample are fetched, decoded and blended, as a bilinear sampler
322
+ * clamped at the page's edge would. Fetches need no derivative, so the branch costs nothing there.
260
323
  */
261
324
  vec3 modelBaked(vec3 n, vec3 albedo, float metal) {
262
325
  if (MODEL_LIGHTMAP) {
263
326
  if (uModelParams[1].w <= 0.0) return vec3(0.0);
264
327
  vec2 at = (vec2(-1.0) - vec2(vGrain, vRelief)) * uModelParams[0].xy + uModelParams[0].zw;
265
- vec3 irradiance = textureLod(uModelMap, vec3(at, 0.0), 0.0).rgb;
266
- vec4 d = textureLod(uModelMap, vec3(at, 1.0), 0.0) * 2.0 - 1.0;
328
+ ivec2 size = textureSize(uModelMap, 0).xy;
329
+ vec2 texel = at * vec2(size) - 0.5;
330
+ vec2 corner = floor(texel);
331
+ vec2 f = texel - corner;
332
+ ivec2 last = size - 1;
333
+ ivec2 lo = clamp(ivec2(corner), ivec2(0), last);
334
+ ivec2 hi = clamp(ivec2(corner) + 1, ivec2(0), last);
335
+ vec3 irradiance = mix(
336
+ mix(bakedIrradianceAt(ivec3(lo.x, lo.y, 0)), bakedIrradianceAt(ivec3(hi.x, lo.y, 0)), f.x),
337
+ mix(bakedIrradianceAt(ivec3(lo.x, hi.y, 0)), bakedIrradianceAt(ivec3(hi.x, hi.y, 0)), f.x),
338
+ f.y
339
+ );
340
+ vec4 direction = mix(
341
+ mix(texelFetch(uModelMap, ivec3(lo.x, lo.y, 1), 0), texelFetch(uModelMap, ivec3(hi.x, lo.y, 1), 0), f.x),
342
+ mix(texelFetch(uModelMap, ivec3(lo.x, hi.y, 1), 0), texelFetch(uModelMap, ivec3(hi.x, hi.y, 1), 0), f.x),
343
+ f.y
344
+ );
345
+ vec4 d = direction * 2.0 - 1.0;
267
346
  return albedo * (1.0 - metal) * irradiance * max(dot(d.xyz, n) + d.w, 0.0);
268
347
  }
269
348
  return vec3(0.0);
@@ -285,15 +364,20 @@ float modelReflectance(float standard) {
285
364
  return standard;
286
365
  }
287
366
  `;
288
- /** The models' whole chunk, at depth zero before `main`: see `flatFrag`. */
289
- export const MODELS_GLSL = [
290
- MODELS_HEAD,
291
- ANISOTROPIC_GLSL,
292
- HAIR_GLSL,
293
- SKIN_GLSL,
294
- EYE_GLSL,
295
- MODELS_DISPATCH,
296
- ].join('\n');
367
+ /**
368
+ * The models' whole chunk, at depth zero before `main`: see `flatFrag`. `physicalSpecular` is the
369
+ * \`PHYSICAL_SPECULAR\` lit switch's value, written in as \`litSwitchesGlsl\` writes the others.
370
+ */
371
+ export function modelsGlsl(physicalSpecular) {
372
+ return [
373
+ MODELS_HEAD.replace('PHYSICAL_SPECULAR_ON', physicalSpecular ? 'true' : 'false'),
374
+ ANISOTROPIC_GLSL,
375
+ HAIR_GLSL,
376
+ SKIN_GLSL,
377
+ EYE_GLSL,
378
+ MODELS_DISPATCH,
379
+ ].join('\n');
380
+ }
297
381
  /** The constant each half of a skin turns on. See `SkinHalf`. */
298
382
  export const SKIN_HALF_SWITCH = {
299
383
  scene: 'SKIN_SCREEN',
@@ -0,0 +1,16 @@
1
+ /**
2
+ * A draw's surface overlay in the lit stage: the rim, the dissolve and the wrinkles
3
+ * `surfaceOverlay.ts` packs into `uOverlay`. Called from `main` at three places — the dissolve's cut
4
+ * before anything is shaded, the wrinkles after the normal map, and the glow beside emission.
5
+ *
6
+ * **A lit switch, `SURFACE_OVERLAY`**, off until a draw first sets an overlay and then on for good,
7
+ * as `litSwitchesGlsl`'s are; declared after the models so every switch before it keeps its id.
8
+ * Compiled out, the three calls are stubs and the fifteen vectors are not declared at all, which is
9
+ * what lets WebGL2 build a lit program without them on a device that has no room.
10
+ *
11
+ * **Images come from the atlas bound where the frame's refraction copy goes**, which an opaque draw
12
+ * never reads; a draw that refracts or is glass reads that copy there, so its overlay reads no image
13
+ * (`overlayImagesBound`). Each image is read by `textureLod` at level 0: several are reached under a
14
+ * branch on a per-pixel value, and the atlas carries no chain anyway.
15
+ */
16
+ export declare function overlayGlsl(on: boolean): string;
@@ -0,0 +1,117 @@
1
+ /**
2
+ * A draw's surface overlay in the lit stage: the rim, the dissolve and the wrinkles
3
+ * `surfaceOverlay.ts` packs into `uOverlay`. Called from `main` at three places — the dissolve's cut
4
+ * before anything is shaded, the wrinkles after the normal map, and the glow beside emission.
5
+ *
6
+ * **A lit switch, `SURFACE_OVERLAY`**, off until a draw first sets an overlay and then on for good,
7
+ * as `litSwitchesGlsl`'s are; declared after the models so every switch before it keeps its id.
8
+ * Compiled out, the three calls are stubs and the fifteen vectors are not declared at all, which is
9
+ * what lets WebGL2 build a lit program without them on a device that has no room.
10
+ *
11
+ * **Images come from the atlas bound where the frame's refraction copy goes**, which an opaque draw
12
+ * never reads; a draw that refracts or is glass reads that copy there, so its overlay reads no image
13
+ * (`overlayImagesBound`). Each image is read by `textureLod` at level 0: several are reached under a
14
+ * branch on a per-pixel value, and the atlas carries no chain anyway.
15
+ */
16
+ export function overlayGlsl(on) {
17
+ if (!on) {
18
+ return /* glsl */ `
19
+ const bool SURFACE_OVERLAY = false; // wgsl:override
20
+ bool overlayCuts(vec2 uv) { return false; }
21
+ vec3 overlayWrinkle(vec3 mapped, vec3 unmapped, vec2 uv) { return mapped; }
22
+ vec3 overlayGlow(vec2 uv, vec3 n) { return vec3(0.0); }
23
+ `;
24
+ }
25
+ return /* glsl */ `
26
+ /* Whether this program carries a draw's overlay. Off but where one has been set: overlay.ts. */
27
+ const bool SURFACE_OVERLAY = true; // wgsl:override
28
+ /* The overlay's fifteen vectors; packSurfaceOverlay in surfaceOverlay.ts says what each holds. */
29
+ uniform vec4 uOverlay[15];
30
+
31
+ /* Whether the atlas is what the refraction slot holds: not where this draw refracts or is glass. */
32
+ bool overlayImagesBound() {
33
+ return uSeeThrough.x <= 0.0 && uSeeThrough.z <= 0.0;
34
+ }
35
+
36
+ /* One image of the atlas at uv, repeated within its region; zero where the region has no size. */
37
+ vec4 overlayImage(vec4 region, vec2 uv) {
38
+ if (region.x <= 0.0) return vec4(0.0);
39
+ return textureLod(uRefractScene, region.zw + fract(uv) * region.xy, 0.0);
40
+ }
41
+
42
+ /* The dissolve's noise at uv, and whether the draw dissolves at all: -1 where it does not. */
43
+ float overlayDissolveNoise(vec2 uv) {
44
+ if (uOverlay[6].x <= 0.0 || uOverlay[7].z <= 0.0) return -1.0;
45
+ if (!overlayImagesBound()) return -1.0;
46
+ return overlayImage(uOverlay[6], uv * uOverlay[7].xy).r;
47
+ }
48
+
49
+ /* Whether the dissolve cuts this fragment away: where its noise is under the threshold, or all of
50
+ it at a threshold of 1. */
51
+ bool overlayCuts(vec2 uv) {
52
+ float noise = overlayDissolveNoise(uv);
53
+ if (noise < 0.0) return false;
54
+ return noise < uOverlay[7].z || uOverlay[7].z >= 1.0;
55
+ }
56
+
57
+ /*
58
+ * The wrinkle normal blended into the mapped one by the two masks' channels times the six weights,
59
+ * in the frame the normal map is read in. **Under uniform control flow up to the frame**, which
60
+ * takes derivatives: every branch before it is on the overlay's numbers alone, and the weight a
61
+ * pixel takes is a mix rather than a branch.
62
+ */
63
+ vec3 overlayWrinkle(vec3 mapped, vec3 unmapped, vec2 uv) {
64
+ if (uOverlay[10].x <= 0.0 || !overlayImagesBound()) return mapped;
65
+ mat3 tbn = tangentFrame(unmapped, vWorldPos, vUv.xy, vTangent, vHasTangents);
66
+ vec3 a = overlayImage(uOverlay[11], uv).rgb;
67
+ vec3 b = overlayImage(uOverlay[12], uv).rgb;
68
+ float weight = clamp(
69
+ dot(a, uOverlay[13].xyz) + dot(b, vec3(uOverlay[13].w, uOverlay[14].xy)), 0.0, 1.0);
70
+ vec3 wrinkle = overlayImage(uOverlay[10], uv).xyz * 2.0 - 1.0;
71
+ /* z rebuilt where none is stored, as normalMapped does: see normalMap.ts. */
72
+ wrinkle.z = wrinkle.z > 0.0 ? wrinkle.z : sqrt(max(0.0, 1.0 - dot(wrinkle.xy, wrinkle.xy)));
73
+ return normalize(mix(mapped, normalize(tbn * wrinkle), weight));
74
+ }
75
+
76
+ /*
77
+ * The rim's place on the screen, 0 to 1 up its height and its width in the same units: from view
78
+ * space and the projection's tangent, not from gl_FragCoord, whose y runs up on one backend and
79
+ * down on the other (the 2026-08-17 rule), and whose scale is a render target's, not the screen's.
80
+ */
81
+ vec2 overlayScreen() {
82
+ vec4 eye = uView * vec4(vWorldPos, 1.0);
83
+ float depth = max(-eye.z, 1e-4) * uClusterFrustum.z;
84
+ return vec2(eye.x / depth + uClusterFrustum.w, eye.y / depth + 1.0) * 0.5;
85
+ }
86
+
87
+ /* What the overlay adds to the light the surface gives off: the dissolve's band, the colour laid
88
+ over through its noise, and the rim. Zero where the draw sets none of them. */
89
+ vec3 overlayGlow(vec2 uv, vec3 n) {
90
+ vec3 glow = vec3(0.0);
91
+ float noise = overlayDissolveNoise(uv);
92
+ if (noise >= 0.0) {
93
+ float band = 1.0 - clamp((noise - uOverlay[7].z) / uOverlay[7].w, 0.0, 1.0);
94
+ glow += uOverlay[8].rgb * uOverlay[8].w * band + uOverlay[9].rgb * uOverlay[9].w * noise;
95
+ }
96
+ float strength = uOverlay[0].w;
97
+ if (strength > 0.0) {
98
+ vec3 toEye = normalize(uCameraPos - vWorldPos);
99
+ float edge = pow(1.0 - clamp(dot(n, toEye), 0.0, 1.0), max(uOverlay[1].x, 1e-4));
100
+ float up = pow(clamp(n.y * 0.5 + 0.5, 0.0, 1.0), max(uOverlay[1].y, 1e-4));
101
+ float rim = pow(edge * up, max(uOverlay[1].z, 1e-4));
102
+ float time = uSurfaceScene.x;
103
+ if (uOverlay[2].x > 0.0 && overlayImagesBound()) {
104
+ vec2 at = overlayScreen() * uOverlay[3].z + uOverlay[3].xy * time;
105
+ rim *= overlayImage(uOverlay[2], at).r;
106
+ }
107
+ rim = min(rim, 1.0);
108
+ rim *= mix(uOverlay[4].x, uOverlay[4].y, 0.5 + 0.5 * sin(uOverlay[3].w * time));
109
+ if (uOverlay[5].x > 0.0 && overlayImagesBound()) {
110
+ rim *= 1.0 - uOverlay[1].w * overlayImage(uOverlay[5], uv).r;
111
+ }
112
+ glow += uOverlay[0].rgb * strength * rim;
113
+ }
114
+ return glow;
115
+ }
116
+ `;
117
+ }
@@ -341,7 +341,7 @@ float areaShadow(
341
341
  ${LAMP_GLASS_GLSL}
342
342
  #endif
343
343
 
344
- out vec4 outColor;
344
+ layout(location = 0) out vec4 outColor;
345
345
 
346
346
  ${OUTPUT_TRANSFORM_GLSL}
347
347
 
@@ -771,13 +771,15 @@ uniform float uLightWeight[MAX_LIGHTS];
771
771
  */
772
772
  uniform vec3 uLightDir[MAX_LIGHTS];
773
773
  /**
774
- * The cosine of each light's inner cone angle, then of its outer.
774
+ * The cosine of each light's inner cone angle, then of its outer, and in z the light's own falloff
775
+ * exponent, 0 for the frame's falloff (\`PointLightSource.falloffExponent\`): a \`vec2\` array cost
776
+ * a whole row a light anyway, so the exponent spends no row of its own.
775
777
  *
776
778
  * A light with no cone carries -1 and -2, which makes \`smoothstep(outer, inner, dot)\` exactly 1
777
779
  * for every direction on the sphere. See \`POINT_LIGHT_COS_OUTER\`: the pair is chosen so a point
778
780
  * light collapses to the arithmetic it had rather than to something very close to it.
779
781
  */
780
- uniform vec2 uLightCone[MAX_LIGHTS];
782
+ uniform vec4 uLightCone[MAX_LIGHTS];
781
783
  /**
782
784
  * Which row of the photometric atlas each light uses, or a negative index for none.
783
785
  *
@@ -882,7 +884,12 @@ uniform vec3 uAreaLightColor[MAX_AREA_LIGHTS];
882
884
  /** The rectangle's in-plane axes, unit length, and its half extents along each. */
883
885
  uniform vec3 uAreaLightRight[MAX_AREA_LIGHTS];
884
886
  uniform vec3 uAreaLightUp[MAX_AREA_LIGHTS];
885
- uniform vec2 uAreaLightSize[MAX_AREA_LIGHTS];
887
+ /*
888
+ * Each rectangle's half extents, and in zw its barn doors: the cosine of their angle from its normal
889
+ * and their length, 0 for none (\`areaBarnDoors\`). A \`vec2\` array costs a whole row a rectangle
890
+ * anyway, so the doors spend no row of their own.
891
+ */
892
+ uniform vec4 uAreaLightSize[MAX_AREA_LIGHTS];
886
893
  /**
887
894
  * Whether the rectangle emits from both faces, 1 or 0.
888
895
  *
@@ -0,0 +1,21 @@
1
+ /**
2
+ * What the lit stage leaves for a reflection traced in the frame: how much of the environment each
3
+ * pixel shows, and how a reflection found in the frame would land there instead. Read by the
4
+ * reflection pass (`screenSpaceReflection.ts`), which swaps the one for the other where its ray
5
+ * finds something.
6
+ *
7
+ * **The swap is exact because the lit stage's own blend is a mix**: `lit = mix(lit, environment ·
8
+ * tint, weight)` leaves `environment · tint · weight` of the probe in the frame, and a reflection
9
+ * found in the frame belongs there with the same tint and the same weight. So the frame gains
10
+ * `(found · tint − environment · tint) · weight` and nothing else moves: the diffuse the blend
11
+ * already took its share from keeps it. Both are carried the rest of the way the shaded colour
12
+ * goes — the occlusion, the water and the medium in front of the surface — so the swap lands in the
13
+ * frame's own units.
14
+ *
15
+ * **Two outputs beside the colour, written by every lit draw and kept only where a target is
16
+ * bound.** WebGL2 binds them during opaque lit draws alone; WebGPU's frame pass binds none, and a
17
+ * second pass replays the frame's opaque draws into them with `REFLECTION_SURFACE` on, which leaves
18
+ * before the lamps (`main`). What it gives up is a vector of arithmetic on every lit pixel whether
19
+ * or not anything reads it.
20
+ */
21
+ export declare function reflectionSurfaceGlsl(maps: boolean): string;