@driftengine/core 4.8.7 → 4.9.0

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Files changed (163) hide show
  1. package/CHANGELOG.json +61 -0
  2. package/README.md +1 -1
  3. package/dist/index.d.ts +5 -0
  4. package/dist/index.js +7 -0
  5. package/dist/render/atmosphere.d.ts +13 -0
  6. package/dist/render/atmosphere.js +9 -1
  7. package/dist/render/backend/api.d.ts +9 -1
  8. package/dist/render/backend/createRenderer.d.ts +6 -0
  9. package/dist/render/backend/createRenderer.js +4 -1
  10. package/dist/render/backend/webgl2/renderer.d.ts +90 -2
  11. package/dist/render/backend/webgl2/renderer.js +297 -16
  12. package/dist/render/backend/webgpu/device.d.ts +7 -1
  13. package/dist/render/backend/webgpu/device.js +31 -3
  14. package/dist/render/backend/webgpu/flatPass.d.ts +16 -1
  15. package/dist/render/backend/webgpu/flatPass.js +58 -26
  16. package/dist/render/backend/webgpu/postPass.d.ts +51 -9
  17. package/dist/render/backend/webgpu/postPass.js +16 -2
  18. package/dist/render/backend/webgpu/reflectionSurfacePass.d.ts +30 -0
  19. package/dist/render/backend/webgpu/reflectionSurfacePass.js +100 -0
  20. package/dist/render/backend/webgpu/renderer.d.ts +131 -2
  21. package/dist/render/backend/webgpu/renderer.js +586 -70
  22. package/dist/render/displayRange.d.ts +31 -0
  23. package/dist/render/displayRange.js +47 -0
  24. package/dist/render/filmicCurve.d.ts +74 -0
  25. package/dist/render/filmicCurve.js +203 -0
  26. package/dist/render/fog.d.ts +4 -1
  27. package/dist/render/fog.js +12 -2
  28. package/dist/render/frame/resources.d.ts +2 -2
  29. package/dist/render/frame/resources.js +6 -0
  30. package/dist/render/frameReflections.d.ts +40 -0
  31. package/dist/render/frameReflections.js +48 -0
  32. package/dist/render/pass.d.ts +49 -0
  33. package/dist/render/reflectionSurfaceTargets.d.ts +28 -0
  34. package/dist/render/reflectionSurfaceTargets.js +99 -0
  35. package/dist/render/renderQuality.d.ts +39 -8
  36. package/dist/render/renderQuality.js +4 -0
  37. package/dist/render/sceneTarget.d.ts +5 -0
  38. package/dist/render/sceneTarget.js +24 -1
  39. package/dist/render/screenSpaceReflection.d.ts +5 -0
  40. package/dist/render/screenSpaceReflection.js +5 -0
  41. package/dist/render/shaders/arcane.d.ts +1 -1
  42. package/dist/render/shaders/bolt.d.ts +1 -1
  43. package/dist/render/shaders/caustics.d.ts +1 -1
  44. package/dist/render/shaders/film.d.ts +1 -1
  45. package/dist/render/shaders/filmLook.js +2 -1
  46. package/dist/render/shaders/fire.d.ts +1 -1
  47. package/dist/render/shaders/flat/glassTint.d.ts +1 -1
  48. package/dist/render/shaders/flat/glassTint.js +2 -0
  49. package/dist/render/shaders/flat/index.d.ts +10 -0
  50. package/dist/render/shaders/flat/index.js +6 -0
  51. package/dist/render/shaders/flat/main.d.ts +1 -1
  52. package/dist/render/shaders/flat/main.js +28 -0
  53. package/dist/render/shaders/flat/overlay.d.ts +16 -0
  54. package/dist/render/shaders/flat/overlay.js +117 -0
  55. package/dist/render/shaders/flat/pointShadow.js +1 -1
  56. package/dist/render/shaders/flat/reflectionSurface.d.ts +21 -0
  57. package/dist/render/shaders/flat/reflectionSurface.js +61 -0
  58. package/dist/render/shaders/fog.d.ts +1 -1
  59. package/dist/render/shaders/fog.js +9 -2
  60. package/dist/render/shaders/fringe.d.ts +29 -0
  61. package/dist/render/shaders/fringe.js +55 -0
  62. package/dist/render/shaders/generated/arcane.wgsl.d.ts +1 -1
  63. package/dist/render/shaders/generated/arcane.wgsl.js +1 -1
  64. package/dist/render/shaders/generated/bolt.wgsl.d.ts +1 -1
  65. package/dist/render/shaders/generated/bolt.wgsl.js +1 -1
  66. package/dist/render/shaders/generated/caustics.wgsl.d.ts +1 -1
  67. package/dist/render/shaders/generated/caustics.wgsl.js +1 -1
  68. package/dist/render/shaders/generated/film.wgsl.d.ts +1 -1
  69. package/dist/render/shaders/generated/film.wgsl.js +1 -1
  70. package/dist/render/shaders/generated/fire.wgsl.d.ts +1 -1
  71. package/dist/render/shaders/generated/fire.wgsl.js +1 -1
  72. package/dist/render/shaders/generated/flat.wgsl.d.ts +176 -16
  73. package/dist/render/shaders/generated/flat.wgsl.js +214 -54
  74. package/dist/render/shaders/generated/line.wgsl.d.ts +1 -1
  75. package/dist/render/shaders/generated/line.wgsl.js +1 -1
  76. package/dist/render/shaders/generated/particle.wgsl.d.ts +4 -4
  77. package/dist/render/shaders/generated/particle.wgsl.js +4 -4
  78. package/dist/render/shaders/generated/rush.wgsl.d.ts +56 -26
  79. package/dist/render/shaders/generated/rush.wgsl.js +56 -26
  80. package/dist/render/shaders/generated/scatter.wgsl.d.ts +1 -1
  81. package/dist/render/shaders/generated/scatter.wgsl.js +1 -1
  82. package/dist/render/shaders/generated/smoke.wgsl.d.ts +1 -1
  83. package/dist/render/shaders/generated/smoke.wgsl.js +1 -1
  84. package/dist/render/shaders/generated/ssrResolve.wgsl.d.ts +29 -0
  85. package/dist/render/shaders/generated/ssrResolve.wgsl.js +29 -0
  86. package/dist/render/shaders/generated/ssrTrace.wgsl.d.ts +22 -2
  87. package/dist/render/shaders/generated/ssrTrace.wgsl.js +22 -2
  88. package/dist/render/shaders/generated/water.wgsl.d.ts +1 -1
  89. package/dist/render/shaders/generated/water.wgsl.js +1 -1
  90. package/dist/render/shaders/gpudriven/fog.wgsl.d.ts +2 -2
  91. package/dist/render/shaders/gpudriven/fog.wgsl.js +11 -3
  92. package/dist/render/shaders/line.d.ts +1 -1
  93. package/dist/render/shaders/particle.d.ts +3 -3
  94. package/dist/render/shaders/rush.js +54 -11
  95. package/dist/render/shaders/scatter.d.ts +1 -1
  96. package/dist/render/shaders/smoke.d.ts +1 -1
  97. package/dist/render/shaders/ssrResolve.d.ts +17 -0
  98. package/dist/render/shaders/ssrResolve.js +51 -0
  99. package/dist/render/shaders/ssrTrace.js +26 -0
  100. package/dist/render/shaders/water.d.ts +1 -1
  101. package/dist/render/ssrPass.d.ts +16 -0
  102. package/dist/render/ssrPass.js +106 -1
  103. package/dist/render/surfaceOverlay.d.ts +132 -0
  104. package/dist/render/surfaceOverlay.js +85 -0
  105. package/dist/render/surfaceTexture.d.ts +19 -0
  106. package/dist/render/surfaceTexture.js +69 -0
  107. package/dist/render/temporalAa.d.ts +14 -0
  108. package/dist/render/temporalAa.js +20 -0
  109. package/dist/render/vertexDefaults.d.ts +17 -0
  110. package/dist/render/vertexDefaults.js +24 -0
  111. package/package.json +6 -6
  112. package/src/index.ts +16 -0
  113. package/src/render/atmosphere.ts +22 -1
  114. package/src/render/backend/api.ts +9 -0
  115. package/src/render/backend/createRenderer.ts +18 -1
  116. package/src/render/backend/webgl2/renderer.ts +357 -13
  117. package/src/render/backend/webgpu/device.ts +42 -3
  118. package/src/render/backend/webgpu/flatPass.ts +63 -26
  119. package/src/render/backend/webgpu/postPass.ts +18 -0
  120. package/src/render/backend/webgpu/reflectionSurfacePass.ts +114 -0
  121. package/src/render/backend/webgpu/renderer.ts +735 -83
  122. package/src/render/displayRange.ts +61 -0
  123. package/src/render/filmicCurve.ts +229 -0
  124. package/src/render/fog.ts +19 -3
  125. package/src/render/frame/resources.ts +6 -0
  126. package/src/render/frameReflections.ts +72 -0
  127. package/src/render/pass.ts +53 -1
  128. package/src/render/reflectionSurfaceTargets.ts +105 -0
  129. package/src/render/renderQuality.ts +44 -8
  130. package/src/render/sceneTarget.ts +30 -2
  131. package/src/render/screenSpaceReflection.ts +5 -0
  132. package/src/render/shaders/filmLook.ts +2 -1
  133. package/src/render/shaders/flat/glassTint.ts +5 -1
  134. package/src/render/shaders/flat/index.ts +16 -0
  135. package/src/render/shaders/flat/main.ts +28 -0
  136. package/src/render/shaders/flat/overlay.ts +117 -0
  137. package/src/render/shaders/flat/pointShadow.ts +1 -1
  138. package/src/render/shaders/flat/reflectionSurface.ts +61 -0
  139. package/src/render/shaders/fog.ts +9 -2
  140. package/src/render/shaders/fringe.ts +59 -0
  141. package/src/render/shaders/generated/arcane.wgsl.ts +1 -1
  142. package/src/render/shaders/generated/bolt.wgsl.ts +1 -1
  143. package/src/render/shaders/generated/caustics.wgsl.ts +1 -1
  144. package/src/render/shaders/generated/film.wgsl.ts +1 -1
  145. package/src/render/shaders/generated/fire.wgsl.ts +1 -1
  146. package/src/render/shaders/generated/flat.wgsl.ts +214 -54
  147. package/src/render/shaders/generated/line.wgsl.ts +1 -1
  148. package/src/render/shaders/generated/particle.wgsl.ts +4 -4
  149. package/src/render/shaders/generated/rush.wgsl.ts +56 -26
  150. package/src/render/shaders/generated/scatter.wgsl.ts +1 -1
  151. package/src/render/shaders/generated/smoke.wgsl.ts +1 -1
  152. package/src/render/shaders/generated/ssrResolve.wgsl.ts +30 -0
  153. package/src/render/shaders/generated/ssrTrace.wgsl.ts +22 -2
  154. package/src/render/shaders/generated/water.wgsl.ts +1 -1
  155. package/src/render/shaders/gpudriven/fog.wgsl.ts +11 -3
  156. package/src/render/shaders/rush.ts +54 -11
  157. package/src/render/shaders/ssrResolve.ts +52 -0
  158. package/src/render/shaders/ssrTrace.ts +26 -0
  159. package/src/render/ssrPass.ts +138 -1
  160. package/src/render/surfaceOverlay.ts +195 -0
  161. package/src/render/surfaceTexture.ts +67 -0
  162. package/src/render/temporalAa.ts +20 -0
  163. package/src/render/vertexDefaults.ts +28 -0
@@ -0,0 +1,99 @@
1
+ /**
2
+ * The frame's materials' reflection maps on WebGL2: two half-float textures on the scene's own
3
+ * framebuffer, beside its colour, written by the opaque lit draws as they are drawn. What the two
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+ * hold is `shaders/flat/reflectionSurface.ts`'s to say; this is where they live on this backend.
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+ *
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+ * **Written in the frame's own pass, where WebGPU replays the draws in a second one.** A WebGL2
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+ * program writing an output its framebuffer has no buffer enabled for loses that output and nothing
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+ * else, so the maps are enabled around an opaque lit draw (`on`, `off`) and stay disabled for every
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+ * other: the sky, glass, text and particles write no material, and a draw into a mirror, a probe or
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+ * a capture is into another framebuffer, whose draw buffers this never touches.
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+ *
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+ * **Detached once the trace has read them** (`detach`), because the resolve then draws into the
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+ * scene's framebuffer while sampling both, and a texture sampled while attached to the framebuffer
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+ * being drawn is a feedback loop whether or not its buffer is enabled. `begin` attaches them again.
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+ */
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+ const ZERO = new Float32Array(4);
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+ export class ReflectionSurfaceTargets {
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+ gl;
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+ probe = null;
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+ tint = null;
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+ width = 0;
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+ height = 0;
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+ all;
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+ colourAlone;
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+ constructor(gl) {
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+ this.gl = gl;
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+ this.all = [gl.COLOR_ATTACHMENT0, gl.COLOR_ATTACHMENT1, gl.COLOR_ATTACHMENT2];
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+ this.colourAlone = [gl.COLOR_ATTACHMENT0];
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+ }
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+ /** The environment as the frame shows it, and the roughness in alpha. */
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+ get probeTexture() {
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+ return this.probe;
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+ }
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+ /** What a found reflection is multiplied by. */
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+ get tintTexture() {
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+ return this.tint;
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+ }
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+ /**
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+ * At the frame's start, with the scene's framebuffer bound: both at its size, attached, cleared to
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+ * nothing reflected, and left disabled.
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+ */
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+ begin(width, height) {
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+ const { gl } = this;
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+ if (this.probe === null || this.width !== width || this.height !== height) {
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+ this.release();
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+ this.probe = this.make(width, height);
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+ this.tint = this.make(width, height);
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+ this.width = width;
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+ this.height = height;
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+ }
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+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT1, gl.TEXTURE_2D, this.probe, 0);
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+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT2, gl.TEXTURE_2D, this.tint, 0);
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+ gl.drawBuffers(this.all);
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+ gl.clearBufferfv(gl.COLOR, 1, ZERO);
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+ gl.clearBufferfv(gl.COLOR, 2, ZERO);
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+ gl.drawBuffers(this.colourAlone);
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+ }
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+ /** Around an opaque lit draw into the frame: its two extra outputs land. */
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+ on() {
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+ this.gl.drawBuffers(this.all);
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+ }
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+ /** And after it: only the colour does. */
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+ off() {
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+ this.gl.drawBuffers(this.colourAlone);
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+ }
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+ /** With the scene's framebuffer bound, after the trace has read them: see the header. */
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+ detach() {
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+ const { gl } = this;
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+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT1, gl.TEXTURE_2D, null, 0);
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+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT2, gl.TEXTURE_2D, null, 0);
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+ }
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+ dispose() {
73
+ this.release();
74
+ }
75
+ make(width, height) {
76
+ const { gl } = this;
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+ const texture = gl.createTexture();
78
+ if (texture === null)
79
+ throw new Error('ReflectionSurfaceTargets: createTexture failed');
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+ /* Unit 0, chosen rather than inherited, for the reason `SsrPass` gives. */
81
+ gl.activeTexture(gl.TEXTURE0);
82
+ gl.bindTexture(gl.TEXTURE_2D, texture);
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+ gl.texStorage2D(gl.TEXTURE_2D, 1, gl.RGBA16F, width, height);
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+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
86
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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+ gl.bindTexture(gl.TEXTURE_2D, null);
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+ return texture;
90
+ }
91
+ release() {
92
+ if (this.probe !== null)
93
+ this.gl.deleteTexture(this.probe);
94
+ if (this.tint !== null)
95
+ this.gl.deleteTexture(this.tint);
96
+ this.probe = null;
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+ this.tint = null;
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+ }
99
+ }
@@ -1,4 +1,5 @@
1
1
  /** Construction-time GPU quality controls shared by every renderer resource. */
2
+ import type { FrameReflections } from './frameReflections.ts';
2
3
  /**
3
4
  * What happens to a shaded colour on its way to the framebuffer.
4
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  *
@@ -20,8 +21,14 @@
20
21
  * red where `srgb` clips each channel and turns its core pink and wide. It is the curve a ported
21
22
  * game's own resolve applied — for a port that has to match one — and it has none of ACES's toe or
22
23
  * desaturation. See `HIGHLIGHT_SHOULDER_GLSL` for the arithmetic.
24
+ *
25
+ * `filmic` is a film curve shaped by five numbers — a slope, a toe, a shoulder and how far black
26
+ * and white clip — that holds a mid grey of 0.18 at 0.18 where `aces` gives about 0.11, so a look
27
+ * graded against such a curve is matched by its numbers (`setFilmicCurve`) rather than by a lookup
28
+ * table. Applied by the composite alone, so it needs `screenEffects` and `hdrScene`; without them
29
+ * every pass grades with `aces` and the renderer says so once. See `filmicCurve.ts`.
23
30
  */
24
- export type OutputTransform = 'none' | 'srgb' | 'aces' | 'shoulder';
31
+ export type OutputTransform = 'none' | 'srgb' | 'aces' | 'shoulder' | 'filmic';
25
32
  /**
26
33
  * The three settings whose accepted values are a closed set, written as one.
27
34
  *
@@ -345,6 +352,18 @@ export interface RenderQuality {
345
352
  * eight-bit and this buys only the consistent grading.
346
353
  */
347
354
  readonly hdrScene: boolean;
355
+ /**
356
+ * Ask for a high dynamic range display: a canvas whose highlights run past paper white to as
357
+ * far as the display allows, where it reports one. Off by default.
358
+ *
359
+ * **Asked for, not assumed.** It needs WebGPU, a display reporting a high dynamic range, and a
360
+ * composite that holds the light to give it (`screenEffects` and `hdrScene`); where any of those
361
+ * is missing the frame goes out as it always did and the renderer says which in
362
+ * `displayRangeReason`. `displayRange` is the answer a game reads to choose a look graded for the
363
+ * output it got. `setDisplayLuminance` sets how far above paper white the highlights may reach.
364
+ * WebGL2 has no extended-range canvas to draw into, so there it is always the standard range.
365
+ */
366
+ readonly highDynamicRange: boolean;
348
367
  /** Camera-depth water tint and scattering across every visible pass. */
349
368
  readonly underwaterAtmosphere: boolean;
350
369
  /** Procedural noise octaves evaluated by plume shaders. */
@@ -512,14 +531,14 @@ export interface RenderQuality {
512
531
  */
513
532
  readonly sceneSamples: number;
514
533
  /**
515
- * Camera motion blur, 0 to 1. Off by default.
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+ * Motion blur, 0 to 1. Off by default.
516
535
  *
517
- * Camera rather than per-object, and that is a decision rather than a stage. Per-object
518
- * blur needs a velocity buffer: every mesh writing its own screen-space motion into a
519
- * second render target, so a second set of matrices per draw and a wider G-buffer, which
520
- * is a structural change to a forward renderer that writes one colour target. Camera blur
521
- * needs only the previous view-projection, which is one matrix, and it covers the case
522
- * that actually matters — a camera whipping round a turntable or through a world.
536
+ * By the camera's motion everywhere, and **by each drawn object's own motion where a
537
+ * reconstruction draws one** (DriftTR, WebGPU): a mover's pixels smear along its path while a
538
+ * still stage stays sharp. Elsewhere a velocity buffer would be every mesh writing its motion into
539
+ * a second target — a structural change to a forward renderer — so those frames blur by the
540
+ * camera alone, which needs only the previous view-projection, and say so once when a draw names
541
+ * where it was. `setCameraMotionBlur` is the per-frame dial and the longest smear.
523
542
  *
524
543
  * Runs inside the composite pass, so it costs a depth sample and eight taps on the pixels
525
544
  * that are moving and nothing on a still frame. Needs `screenEffects`, since without the
@@ -570,6 +589,18 @@ export interface RenderQuality {
570
589
  * Needs `screenEffects`, since the resolve composites over the finished scene.
571
590
  */
572
591
  readonly orderIndependent: boolean;
592
+ /**
593
+ * Every opaque lit surface reflects the frame by its own material: a ray marched against the
594
+ * frame's depth swaps the probes' share of each pixel for what it finds, at the pixel's own
595
+ * roughness and reflectance, and a surface past `maxRoughness` keeps the probes alone. Off by
596
+ * default; `true` for the defaults, or the numbers. See `frameReflections.ts`.
597
+ *
598
+ * Needs `screenEffects` and `hdrScene`, since the swap is made in scene light, and a frame of one
599
+ * sample; it says once where it cannot be drawn. What it costs on WebGPU is every opaque lit draw
600
+ * a second time without its lamps, into two half-float targets, and a march per reflective pixel;
601
+ * on WebGL2 the same two targets, written beside the colour by the opaque lit draws themselves.
602
+ */
603
+ readonly screenSpaceReflections: boolean | FrameReflections;
573
604
  /**
574
605
  * Depth of field: how wide the blur may reach, as a fraction of the frame's height. Off by
575
606
  * default.
@@ -85,9 +85,11 @@ export const DEFAULT_RENDER_QUALITY = Object.freeze({
85
85
  sceneSamples: 1,
86
86
  planarReflections: false,
87
87
  hdrScene: false,
88
+ highDynamicRange: false,
88
89
  cameraMotionBlur: 0,
89
90
  temporalAa: false,
90
91
  orderIndependent: false,
92
+ screenSpaceReflections: false,
91
93
  depthOfField: 0,
92
94
  reconstruction: 0,
93
95
  indirectLight: false,
@@ -227,9 +229,11 @@ export function resolveRenderQuality(options = {}) {
227
229
  sceneSamples: Math.max(1, Math.round(options.sceneSamples ?? DEFAULT_RENDER_QUALITY.sceneSamples)),
228
230
  planarReflections: options.planarReflections ?? DEFAULT_RENDER_QUALITY.planarReflections,
229
231
  hdrScene: options.hdrScene ?? DEFAULT_RENDER_QUALITY.hdrScene,
232
+ highDynamicRange: options.highDynamicRange ?? DEFAULT_RENDER_QUALITY.highDynamicRange,
230
233
  cameraMotionBlur: Math.min(1, Math.max(0, options.cameraMotionBlur ?? DEFAULT_RENDER_QUALITY.cameraMotionBlur)),
231
234
  temporalAa: options.temporalAa ?? DEFAULT_RENDER_QUALITY.temporalAa,
232
235
  orderIndependent: options.orderIndependent ?? DEFAULT_RENDER_QUALITY.orderIndependent,
236
+ screenSpaceReflections: options.screenSpaceReflections ?? DEFAULT_RENDER_QUALITY.screenSpaceReflections,
233
237
  /* Off, or a ratio at least 1.3 and at most 2 — never a number between zero and the range. */
234
238
  reconstruction: resolveReconstruction(options.reconstruction),
235
239
  indirectLight: options.indirectLight ?? DEFAULT_RENDER_QUALITY.indirectLight,
@@ -89,6 +89,8 @@ export declare class SceneTarget {
89
89
  private gradeStrength;
90
90
  /** The lens and the print, held like the grade. See `filmLook.ts`. */
91
91
  private vignette;
92
+ /** The lens's colour fringe: red's and green's pull and where it begins. See `fringe.ts`. */
93
+ private readonly fringe;
92
94
  private grain;
93
95
  private grainSeed;
94
96
  /** Eye adaptation: how far, and this frame's time step. See `Renderer.setAutoExposure`. */
@@ -277,6 +279,8 @@ export declare class SceneTarget {
277
279
  */
278
280
  /** The lens's corner falloff, held until changed. See `Renderer.setVignette`. */
279
281
  setVignette(strength: number): void;
282
+ /** The lens's colour fringe, held until changed. See `Renderer.setChromaticAberration`. */
283
+ setChromaticAberration(intensity: number, start: number): void;
280
284
  /** The print's grain and this frame's seed, held until changed. See `Renderer.setFilmGrain`. */
281
285
  setFilmGrain(strength: number, seed: number): void;
282
286
  /** How far the eye adapts, and the time since the last frame. See `Renderer.setAutoExposure`. */
@@ -298,6 +302,7 @@ export declare class SceneTarget {
298
302
  resolve(strength: number, reachUv: number, grade?: {
299
303
  readonly transform: number;
300
304
  readonly exposure: number;
305
+ readonly film?: Float32Array;
301
306
  }, motion?: {
302
307
  readonly reprojection: Float32Array;
303
308
  readonly strength: number;
@@ -1,5 +1,6 @@
1
1
  import { glSceneDepthFormat } from './depthConvention.js';
2
2
  import { clampGrain, clampVignette, grainSeed } from './shaders/filmLook.js';
3
+ import { FRINGE_FLOATS, resolveFringe } from './shaders/fringe.js';
3
4
  import { AmbientOcclusionPass } from './ambientOcclusionPass.js';
4
5
  import { ExposurePass } from './exposurePass.js';
5
6
  import { clampAutoExposure } from './shaders/exposure.js';
@@ -93,6 +94,8 @@ export class SceneTarget {
93
94
  gradeStrength = 0;
94
95
  /** The lens and the print, held like the grade. See `filmLook.ts`. */
95
96
  vignette = 0;
97
+ /** The lens's colour fringe: red's and green's pull and where it begins. See `fringe.ts`. */
98
+ fringe = new Float32Array(FRINGE_FLOATS);
96
99
  grain = 0;
97
100
  grainSeed = 0;
98
101
  /** Eye adaptation: how far, and this frame's time step. See `Renderer.setAutoExposure`. */
@@ -605,6 +608,10 @@ export class SceneTarget {
605
608
  setVignette(strength) {
606
609
  this.vignette = clampVignette(strength);
607
610
  }
611
+ /** The lens's colour fringe, held until changed. See `Renderer.setChromaticAberration`. */
612
+ setChromaticAberration(intensity, start) {
613
+ resolveFringe(intensity, start, this.fringe);
614
+ }
608
615
  /** The print's grain and this frame's seed, held until changed. See `Renderer.setFilmGrain`. */
609
616
  setFilmGrain(strength, seed) {
610
617
  this.grain = clampGrain(strength);
@@ -654,7 +661,10 @@ export class SceneTarget {
654
661
  this.gradeSize = lut.size;
655
662
  }
656
663
  resolve(strength, reachUv,
657
- /* The grade, applied here because this is the last pass. See RUSH_FRAG's own note. */
664
+ /*
665
+ * The grade, applied here because this is the last pass. See RUSH_FRAG's own note. `film` is
666
+ * the `filmic` curve's eight constants (`resolveFilmicCurve`), read only under transform 4.
667
+ */
658
668
  grade = {
659
669
  transform: 0,
660
670
  exposure: 1,
@@ -809,6 +819,12 @@ export class SceneTarget {
809
819
  gl.uniform1f(this.uniforms['uReach'] ?? null, reachUv);
810
820
  gl.uniform1i(this.uniforms['uOutputTransform'] ?? null, grade.transform);
811
821
  gl.uniform1f(this.uniforms['uOutputExposure'] ?? null, grade.exposure);
822
+ if (grade.film !== undefined) {
823
+ gl.uniform4fv(this.uniforms['uFilmA'] ?? null, grade.film, 0, 4);
824
+ gl.uniform4fv(this.uniforms['uFilmB'] ?? null, grade.film, 4, 4);
825
+ }
826
+ /* A standard range always here: see `Renderer.displayRange`. */
827
+ gl.uniform1f(this.uniforms['uDisplayHeadroom'] ?? null, 1);
812
828
  /*
813
829
  * Depth on its own unit, and the reprojection with it. Bound every frame rather than
814
830
  * once, because a texture unit is context state and any pass between two frames is free
@@ -894,6 +910,12 @@ export class SceneTarget {
894
910
  gl.bindTexture(gl.TEXTURE_2D, localGrid ?? scene);
895
911
  gl.uniform1i(this.uniforms['uExposureLocal'] ?? null, 6);
896
912
  gl.uniform1f(this.uniforms['uLocalExposure'] ?? null, localGrid === null ? 0 : this.localExposure);
913
+ /* Each object's own motion is WebGPU's under a reconstruction; here the scene stands in on
914
+ unit 7 and the flag says not to read it, so the camera's motion alone blurs. */
915
+ gl.activeTexture(gl.TEXTURE7);
916
+ gl.bindTexture(gl.TEXTURE_2D, scene);
917
+ gl.uniform1i(this.uniforms['uMotion'] ?? null, 7);
918
+ gl.uniform1f(this.uniforms['uObjectMotion'] ?? null, 0);
897
919
  gl.activeTexture(gl.TEXTURE0);
898
920
  /* No unit and no texture: a flat colour, not a sample. Uploaded unconditionally — two
899
921
  floats and a triplet cost nothing next to the triangle this pass already draws — and it
@@ -902,6 +924,7 @@ export class SceneTarget {
902
924
  gl.uniform3fv(this.uniforms['uVeilColor'] ?? null, veilColor);
903
925
  gl.uniform1f(this.uniforms['uVeilAlpha'] ?? null, veilAlpha);
904
926
  gl.uniform1f(this.uniforms['uVignette'] ?? null, this.vignette);
927
+ gl.uniform3fv(this.uniforms['uFringe'] ?? null, this.fringe);
905
928
  gl.uniform2f(this.uniforms['uGrain'] ?? null, this.grain, this.grainSeed);
906
929
  gl.bindVertexArray(this.vao);
907
930
  gl.drawArrays(gl.TRIANGLES, 0, 3);
@@ -24,6 +24,11 @@ import type { DecalBox } from './decalProjector.ts';
24
24
  * which is the same price the temporal row declined for a velocity buffer. A caller declares a
25
25
  * `ReflectiveSurface` instead: a box, and a facing rule for which surfaces inside it reflect. It is
26
26
  * the shape `DecalProjector` already has, for the same reason.
27
+ *
28
+ * **Or every surface by its own material**, where the renderer was built with
29
+ * `screenSpaceReflections`: the lit stage leaves two maps of what it reflected — not a G-buffer, the
30
+ * environment's share and its tint, which is all a swap needs — and the same trace runs in a
31
+ * material mode over every pixel. See `frameReflections.ts`.
27
32
  */
28
33
  /**
29
34
  * Clip Y negated, for a backend whose framebuffer rows run downward.
@@ -23,6 +23,11 @@ import { decalToWorldMatrix, worldToDecalMatrix } from './decalProjector.js';
23
23
  * which is the same price the temporal row declined for a velocity buffer. A caller declares a
24
24
  * `ReflectiveSurface` instead: a box, and a facing rule for which surfaces inside it reflect. It is
25
25
  * the shape `DecalProjector` already has, for the same reason.
26
+ *
27
+ * **Or every surface by its own material**, where the renderer was built with
28
+ * `screenSpaceReflections`: the lit stage leaves two maps of what it reflected — not a G-buffer, the
29
+ * environment's share and its tint, which is all a swap needs — and the same trace runs in a
30
+ * material mode over every pixel. See `frameReflections.ts`.
26
31
  */
27
32
  /**
28
33
  * Clip Y negated, for a backend whose framebuffer rows run downward.
@@ -16,4 +16,4 @@
16
16
  * gets motion without direction. That is what separates a spell from a lamp on a
17
17
  * dimmer.
18
18
  */
19
- export declare const ARCANE_FRAG = "#version 300 es\nprecision highp float;\n\nin vec2 vUv;\nin float vSeed;\nin float vDistance;\nin vec3 vWorldPos;\n\nuniform float uTime;\n\nuniform vec3 uFogColor;\n/** Extinction per metre **at the camera's own height**, not at the base. */\nuniform float uFogDensity;\n/** Reciprocal scale height of the haze, per metre. 0 is a uniform medium. */\nuniform float uFogHeightFalloff;\n/** The camera's height, so a fragment's own height is one subtraction away. */\nuniform float uFogEyeY;\nuniform vec3 uUnderwaterColor;\nuniform float uUnderwaterFogDensity;\nuniform float uUnderwaterFactor;\n/** 0 integrates a medium (Beer-Lambert); 1 ramps linearly between near and far. */\nuniform int uFogMode;\n/** Linear mode only: where haze begins, and where it is total. */\nuniform float uFogNear;\nuniform float uFogFar;\n\n/** What distance converges toward: the day's haze, or the water column. */\nvec3 mediumColor() {\n return mix(uFogColor, uUnderwaterColor, uUnderwaterFactor);\n}\n\n/**\n * How much of a surface standing at height pointY, dist metres away, is lost to\n * the medium in between. 0 is perfectly clear, 1 is the medium's own colour.\n */\nfloat mediumFog(float dist, float pointY) {\n /*\n * A depth ramp rather than a medium, for worlds authored against one.\n *\n * Beer-Lambert is the honest model and stays the default: it integrates something\n * physically there, so extinction begins at the eye and never stops. A linear near/far\n * fog is not that \u2014 it is a *look*, with a hard start distance before which the air is\n * perfectly clear, and it is what the fixed-function pipeline offered and what several\n * renderers still expose. Approximating one with the other is not a matter of tuning:\n * matched at half occlusion, the exponential curve still lays haze over everything\n * inside near, where the ramp lays none, and near-field colour desaturates toward the\n * fog colour with nothing to show for it.\n *\n * Height falloff has no meaning here and is ignored: a ramp is defined on distance\n * alone.\n */\n if (uFogMode == 1) {\n float span = max(uFogFar - uFogNear, 1e-4);\n float ramp = clamp((dist - uFogNear) / span, 0.0, 1.0);\n if (uUnderwaterFactor <= 0.0) return ramp;\n float wetLinear = uUnderwaterFogDensity * dist;\n return mix(ramp, 1.0 - exp2(-wetLinear * wetLinear * 1.442695), uUnderwaterFactor);\n }\n\n float t = (pointY - uFogEyeY) * uFogHeightFalloff;\n // (1 - e^-t)/t, which tends to 1 as the ray levels out. Guarded rather than\n // branched: at t = 0 the quotient is 0/0, and 1e-4 of a scale height is 8 mm.\n float denom = abs(t) < 1e-4 ? 1e-4 : t;\n float air = 1.0 - exp(-uFogDensity * dist * (1.0 - exp(-denom)) / denom);\n if (uUnderwaterFactor <= 0.0) return air;\n // Water is its own medium and keeps its own curve, so crossing the surface\n // changes nothing about how the water column reads.\n float wet = uUnderwaterFogDensity * dist;\n return mix(air, 1.0 - exp2(-wet * wet * 1.442695), uUnderwaterFactor);\n}\n\nuniform int uNoiseOctaves;\nuniform vec4 uClipPlane;\nuniform int uClipEnabled;\n/** The caller's colour, so an aura shifts with the world's own palette. */\nuniform vec3 uTint;\n\nout vec4 outColor;\n\nfloat hash21(vec2 p) {\n return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453123);\n}\n\nfloat valueNoise(vec2 p) {\n vec2 i = floor(p);\n vec2 f = fract(p);\n vec2 u = f * f * (3.0 - 2.0 * f);\n return mix(\n mix(hash21(i), hash21(i + vec2(1.0, 0.0)), u.x),\n mix(hash21(i + vec2(0.0, 1.0)), hash21(i + vec2(1.0, 1.0)), u.x),\n u.y\n );\n}\n\nvoid main() {\n if (uClipEnabled != 0 && dot(vec4(vWorldPos, 1.0), uClipPlane) < 0.0) discard;\n\n // Polar about the quad centre. This is the line that makes it an orb rather\n // than a column; everything downstream reads radius and angle, never height.\n float radius = length(vUv - 0.5) * 2.0;\n if (radius >= 1.0) discard;\n\n vec2 d = vUv - 0.5;\n float angle = atan(d.y, d.x);\n float t = uTime + vSeed * 37.0;\n\n /*\n * Two bands, turning opposite ways at different rates. Sampled in (angle, radius)\n * space so the noise wraps around the disc instead of sliding across it \u2014 noise in\n * UV space would drift off one edge and read as a texture being scrolled.\n */\n float inner = valueNoise(vec2(angle * 1.9 + t * 0.55, radius * 4.2));\n float outer = valueNoise(vec2(angle * 3.1 - t * 0.34, radius * 2.6));\n float swirl = inner * 0.62 + outer * 0.38;\n if (uNoiseOctaves > 1) {\n swirl = mix(swirl, swirl * valueNoise(vec2(angle * 6.3 + t * 0.9, radius * 8.0)) * 2.0, 0.35);\n }\n\n /*\n * Core and corona as two separate falloffs rather than one curve. A single falloff\n * gives a blob; what makes this read as *contained energy* is a small bright centre\n * with a much wider, much fainter halo, so the object inside stays legible.\n */\n float core = 1.0 - smoothstep(0.0, 0.28, radius);\n float corona = (1.0 - smoothstep(0.18, 1.0, radius)) * (0.35 + swirl * 0.65);\n float body = core * 0.9 + corona;\n if (body <= 0.02) discard;\n\n // Hot centre through the tint to a dark rim, so the core reads as white-hot\n // energy and the edge as the colour it is made of.\n vec3 col = mix(uTint * 0.35, uTint, smoothstep(0.0, 0.55, body));\n col = mix(col, vec3(1.0), smoothstep(0.82, 1.4, body));\n col *= uTint;\n\n float alpha = clamp(body * 1.6, 0.0, 1.0);\n // Additive light must lose alpha as it scatters, or mixing its colour alone\n // still makes a distant aura glow through fog and through water.\n float fog = mediumFog(vDistance, vWorldPos.y);\n col = mix(col, mediumColor(), fog);\n alpha *= 1.0 - fog;\n\n outColor = vec4(col, alpha);\n}\n";
19
+ export declare const ARCANE_FRAG = "#version 300 es\nprecision highp float;\n\nin vec2 vUv;\nin float vSeed;\nin float vDistance;\nin vec3 vWorldPos;\n\nuniform float uTime;\n\nuniform vec3 uFogColor;\n/** Extinction per metre **at the camera's own height**, not at the base. */\nuniform float uFogDensity;\n/** Reciprocal scale height of the haze, per metre. 0 is a uniform medium. */\nuniform float uFogHeightFalloff;\n/** The camera's height, so a fragment's own height is one subtraction away. */\nuniform float uFogEyeY;\nuniform vec3 uUnderwaterColor;\nuniform float uUnderwaterFogDensity;\nuniform float uUnderwaterFactor;\n/** 0 integrates a medium (Beer-Lambert); 1 ramps linearly between near and far. */\nuniform int uFogMode;\n/** Linear mode only: where haze begins, and where it is total. */\nuniform float uFogNear;\nuniform float uFogFar;\n\n/** What distance converges toward: the day's haze, or the water column. */\nvec3 mediumColor() {\n return mix(uFogColor, uUnderwaterColor, uUnderwaterFactor);\n}\n\n/**\n * How much of a surface standing at height pointY, dist metres away, is lost to\n * the medium in between. 0 is perfectly clear, 1 is the medium's own colour.\n */\nfloat mediumFog(float dist, float pointY) {\n /*\n * A depth ramp rather than a medium, for worlds authored against one.\n *\n * Beer-Lambert is the honest model and stays the default: it integrates something\n * physically there, so extinction begins at the eye and never stops. A linear near/far\n * fog is not that \u2014 it is a *look*, with a hard start distance before which the air is\n * perfectly clear, and it is what the fixed-function pipeline offered and what several\n * renderers still expose. Approximating one with the other is not a matter of tuning:\n * matched at half occlusion, the exponential curve still lays haze over everything\n * inside near, where the ramp lays none, and near-field colour desaturates toward the\n * fog colour with nothing to show for it.\n *\n * Height falloff has no meaning here and is ignored: a ramp is defined on distance\n * alone.\n */\n if (uFogMode == 1) {\n float span = max(uFogFar - uFogNear, 1e-4);\n float ramp = clamp((dist - uFogNear) / span, 0.0, 1.0);\n if (uUnderwaterFactor <= 0.0) return ramp;\n float wetLinear = uUnderwaterFogDensity * dist;\n return mix(ramp, 1.0 - exp2(-wetLinear * wetLinear * 1.442695), uUnderwaterFactor);\n }\n\n // Where the medium begins along the ray: uFogNear, the linear mode's slot, which this mode\n // never read before Atmosphere.fogStart. The ray is integrated from there on, at the density\n // of that point; at a start of 0 every term is the one it always was. See render/fog.ts.\n float start = min(uFogNear, dist);\n float before = dist > 0.0 ? start / dist : 0.0;\n float t = (pointY - uFogEyeY) * uFogHeightFalloff;\n float rest = t * (1.0 - before);\n // (1 - e^-t)/t, which tends to 1 as the ray levels out. Guarded rather than\n // branched: at t = 0 the quotient is 0/0, and 1e-4 of a scale height is 8 mm.\n float denom = abs(rest) < 1e-4 ? 1e-4 : rest;\n float air =\n 1.0 - exp(-uFogDensity * exp(-t * before) * (dist - start) * (1.0 - exp(-denom)) / denom);\n if (uUnderwaterFactor <= 0.0) return air;\n // Water is its own medium and keeps its own curve, so crossing the surface\n // changes nothing about how the water column reads.\n float wet = uUnderwaterFogDensity * dist;\n return mix(air, 1.0 - exp2(-wet * wet * 1.442695), uUnderwaterFactor);\n}\n\nuniform int uNoiseOctaves;\nuniform vec4 uClipPlane;\nuniform int uClipEnabled;\n/** The caller's colour, so an aura shifts with the world's own palette. */\nuniform vec3 uTint;\n\nout vec4 outColor;\n\nfloat hash21(vec2 p) {\n return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453123);\n}\n\nfloat valueNoise(vec2 p) {\n vec2 i = floor(p);\n vec2 f = fract(p);\n vec2 u = f * f * (3.0 - 2.0 * f);\n return mix(\n mix(hash21(i), hash21(i + vec2(1.0, 0.0)), u.x),\n mix(hash21(i + vec2(0.0, 1.0)), hash21(i + vec2(1.0, 1.0)), u.x),\n u.y\n );\n}\n\nvoid main() {\n if (uClipEnabled != 0 && dot(vec4(vWorldPos, 1.0), uClipPlane) < 0.0) discard;\n\n // Polar about the quad centre. This is the line that makes it an orb rather\n // than a column; everything downstream reads radius and angle, never height.\n float radius = length(vUv - 0.5) * 2.0;\n if (radius >= 1.0) discard;\n\n vec2 d = vUv - 0.5;\n float angle = atan(d.y, d.x);\n float t = uTime + vSeed * 37.0;\n\n /*\n * Two bands, turning opposite ways at different rates. Sampled in (angle, radius)\n * space so the noise wraps around the disc instead of sliding across it \u2014 noise in\n * UV space would drift off one edge and read as a texture being scrolled.\n */\n float inner = valueNoise(vec2(angle * 1.9 + t * 0.55, radius * 4.2));\n float outer = valueNoise(vec2(angle * 3.1 - t * 0.34, radius * 2.6));\n float swirl = inner * 0.62 + outer * 0.38;\n if (uNoiseOctaves > 1) {\n swirl = mix(swirl, swirl * valueNoise(vec2(angle * 6.3 + t * 0.9, radius * 8.0)) * 2.0, 0.35);\n }\n\n /*\n * Core and corona as two separate falloffs rather than one curve. A single falloff\n * gives a blob; what makes this read as *contained energy* is a small bright centre\n * with a much wider, much fainter halo, so the object inside stays legible.\n */\n float core = 1.0 - smoothstep(0.0, 0.28, radius);\n float corona = (1.0 - smoothstep(0.18, 1.0, radius)) * (0.35 + swirl * 0.65);\n float body = core * 0.9 + corona;\n if (body <= 0.02) discard;\n\n // Hot centre through the tint to a dark rim, so the core reads as white-hot\n // energy and the edge as the colour it is made of.\n vec3 col = mix(uTint * 0.35, uTint, smoothstep(0.0, 0.55, body));\n col = mix(col, vec3(1.0), smoothstep(0.82, 1.4, body));\n col *= uTint;\n\n float alpha = clamp(body * 1.6, 0.0, 1.0);\n // Additive light must lose alpha as it scatters, or mixing its colour alone\n // still makes a distant aura glow through fog and through water.\n float fog = mediumFog(vDistance, vWorldPos.y);\n col = mix(col, mediumColor(), fog);\n alpha *= 1.0 - fog;\n\n outColor = vec4(col, alpha);\n}\n";
@@ -14,4 +14,4 @@
14
14
  * gives an arc its three-dimensionality is the path, and the path is world-space.
15
15
  */
16
16
  export declare const BOLT_VERT = "#version 300 es\nlayout(location = 0) in vec3 aFrom;\nlayout(location = 1) in vec3 aTo;\n/** Along the segment (0 or 1), and which side of it (-1 or +1). */\nlayout(location = 2) in vec2 aCorner;\n/** Where this segment sits along its arc, the arc's envelope, its seed, its gain. */\nlayout(location = 3) in vec4 aArc;\n\nuniform mat4 uViewProj;\nuniform vec3 uCameraPos;\n/** Core half-width in metres, and how much of a pixel a far arc must still cover. */\nuniform float uWidth;\nuniform float uMinWidthPerMetre;\n\nout float vSide;\nout float vAlong;\nout float vFade;\nout float vSeed;\nout float vGain;\nout vec3 vWorldPos;\n\nvoid main() {\n vec3 mid = mix(aFrom, aTo, aCorner.x);\n vec3 dir = aTo - aFrom;\n float len = length(dir);\n dir = len > 1e-6 ? dir / len : vec3(0.0, 1.0, 0.0);\n\n vec3 view = mid - uCameraPos;\n float dist = length(view);\n view = dist > 1e-6 ? view / dist : vec3(0.0, 0.0, 1.0);\n\n /*\n * Across the segment and across the line of sight. Degenerate exactly when the\n * segment points at the viewer, where any perpendicular is as good as another \u2014\n * and where the segment covers almost no screen anyway.\n */\n vec3 across = cross(dir, view);\n float span = length(across);\n across = span > 1e-4 ? across / span : normalize(cross(dir, vec3(0.0, 1.0, 0.0)) + vec3(1e-3));\n\n /*\n * A floor on the world-space width that grows with distance, so a filament\n * never thins below a pixel. Under a pixel a bright thin line does not get\n * fainter, it *flickers* \u2014 the rasteriser catches it on some frames and not\n * others \u2014 and a strobing artefact reads as a bug, not as lightning.\n */\n float halfWidth = max(uWidth, dist * uMinWidthPerMetre);\n vec3 world = mid + across * aCorner.y * halfWidth;\n\n vSide = aCorner.y;\n vAlong = aArc.x;\n vFade = aArc.y;\n vSeed = aArc.z;\n vGain = aArc.w;\n vWorldPos = world;\n gl_Position = uViewProj * vec4(world, 1.0);\n}\n";
17
- export declare const BOLT_FRAG = "#version 300 es\nprecision highp float;\n\nin float vSide;\nin float vAlong;\nin float vFade;\nin float vSeed;\nin float vGain;\nin vec3 vWorldPos;\n\nuniform float uTime;\n/** The saturating centre, and the glow it sits inside. */\nuniform vec3 uCoreColor;\nuniform vec3 uEdgeColor;\n/** How far past white the core is allowed to go. */\nuniform float uCoreGain;\n\nuniform vec3 uFogColor;\n/** Extinction per metre **at the camera's own height**, not at the base. */\nuniform float uFogDensity;\n/** Reciprocal scale height of the haze, per metre. 0 is a uniform medium. */\nuniform float uFogHeightFalloff;\n/** The camera's height, so a fragment's own height is one subtraction away. */\nuniform float uFogEyeY;\nuniform vec3 uUnderwaterColor;\nuniform float uUnderwaterFogDensity;\nuniform float uUnderwaterFactor;\n/** 0 integrates a medium (Beer-Lambert); 1 ramps linearly between near and far. */\nuniform int uFogMode;\n/** Linear mode only: where haze begins, and where it is total. */\nuniform float uFogNear;\nuniform float uFogFar;\n\n/** What distance converges toward: the day's haze, or the water column. */\nvec3 mediumColor() {\n return mix(uFogColor, uUnderwaterColor, uUnderwaterFactor);\n}\n\n/**\n * How much of a surface standing at height pointY, dist metres away, is lost to\n * the medium in between. 0 is perfectly clear, 1 is the medium's own colour.\n */\nfloat mediumFog(float dist, float pointY) {\n /*\n * A depth ramp rather than a medium, for worlds authored against one.\n *\n * Beer-Lambert is the honest model and stays the default: it integrates something\n * physically there, so extinction begins at the eye and never stops. A linear near/far\n * fog is not that \u2014 it is a *look*, with a hard start distance before which the air is\n * perfectly clear, and it is what the fixed-function pipeline offered and what several\n * renderers still expose. Approximating one with the other is not a matter of tuning:\n * matched at half occlusion, the exponential curve still lays haze over everything\n * inside near, where the ramp lays none, and near-field colour desaturates toward the\n * fog colour with nothing to show for it.\n *\n * Height falloff has no meaning here and is ignored: a ramp is defined on distance\n * alone.\n */\n if (uFogMode == 1) {\n float span = max(uFogFar - uFogNear, 1e-4);\n float ramp = clamp((dist - uFogNear) / span, 0.0, 1.0);\n if (uUnderwaterFactor <= 0.0) return ramp;\n float wetLinear = uUnderwaterFogDensity * dist;\n return mix(ramp, 1.0 - exp2(-wetLinear * wetLinear * 1.442695), uUnderwaterFactor);\n }\n\n float t = (pointY - uFogEyeY) * uFogHeightFalloff;\n // (1 - e^-t)/t, which tends to 1 as the ray levels out. Guarded rather than\n // branched: at t = 0 the quotient is 0/0, and 1e-4 of a scale height is 8 mm.\n float denom = abs(t) < 1e-4 ? 1e-4 : t;\n float air = 1.0 - exp(-uFogDensity * dist * (1.0 - exp(-denom)) / denom);\n if (uUnderwaterFactor <= 0.0) return air;\n // Water is its own medium and keeps its own curve, so crossing the surface\n // changes nothing about how the water column reads.\n float wet = uUnderwaterFogDensity * dist;\n return mix(air, 1.0 - exp2(-wet * wet * 1.442695), uUnderwaterFactor);\n}\n\nuniform vec3 uCameraPos;\n\nout vec4 outColor;\n\nfloat hash11(float p) {\n return fract(sin(p * 12.9898) * 43758.5453123);\n}\n\nvoid main() {\n /*\n * Across the filament: 1 at the centre line, 0 at the quad's edge. Two powers\n * of it are the entire look \u2014 a very tight one for the core and a loose one for\n * the glow. A single falloff gives either a hard line with no atmosphere or a\n * soft smudge with no filament.\n */\n /*\n * Clamped, because a multisampled target shades a pixel on the quad's edge at its centre, which\n * may lie outside the quad: there 'vSide' runs past one, 'across' goes negative, and 'pow' of a\n * negative number is NaN. One NaN pixel is a dark speck; bloom then spreads it into a white disc\n * the size of the blur. Found by a fight drawing short arcs at 4 samples.\n */\n float across = clamp(1.0 - abs(vSide), 0.0, 1.0);\n float core = pow(across, 10.0);\n /*\n * A *wide* halo, deliberately. This exponent is the single biggest control over\n * whether the effect reads as lightning or as a drawn line: a tight falloff gives a\n * crisp filament with nothing around it, which is a wire, while a broad one bleeds\n * light into the air the way an over-exposed discharge does on film. It is the\n * closest thing to bloom available without a second pass.\n */\n float glow = pow(across, 1.1);\n\n /*\n * Stutter. An arc is not a steady light: it is re-established many times a\n * second, and the eye reads a *constant* bright line as neon. Two frequencies\n * so the pattern does not read as a sine, and per-arc phase from the seed so\n * several arcs never blink together.\n */\n /*\n * Stutter, but shallow. An arc is re-established many times a second and a perfectly\n * steady bright line reads as neon \u2014 but too *much* flicker reads as a broken effect\n * rather than as a discharge, and at the brief lifetime these now have, deep flicker\n * mostly hides the bolt. The path itself is already being redrawn (see 'BoltPool'),\n * which carries most of the crackle; this only keeps the brightness alive.\n */\n float t = uTime * 47.0 + vSeed * 17.0;\n float stutter = 0.78 + 0.22 * (hash11(floor(t)) * 0.6 + hash11(floor(t * 2.37)) * 0.4);\n\n /*\n * The tip tapers. An arc that ends in a squared-off quad reads as a drawn\n * segment; thinning toward the far end is what makes it read as a discharge\n * dissipating into the air.\n */\n float taper = 1.0 - vAlong * 0.55;\n\n float energy = vFade * stutter * taper * vGain;\n vec3 lit = uEdgeColor * glow + uCoreColor * core * uCoreGain;\n\n /*\n * Distance dims it rather than tinting it toward the fog. A discharge emits;\n * mixing it into the medium's colour is what a *surface* does, and doing that\n * here turned a far bolt grey instead of faint.\n */\n float fog = mediumFog(distance(vWorldPos, uCameraPos), vWorldPos.y);\n /*\n * Alpha is 1, and the energy is already in the colour.\n *\n * The additive blend is 'SRC_ALPHA, ONE', so what reaches the framebuffer is\n * 'rgb * a'. Putting the energy in both \u2014 which the first version did \u2014 squares it,\n * and squaring a number below one is how an effect authored as blinding arrives as\n * faint: at a typical energy of 0.5 it delivered a quarter of what it asked for.\n * Every emissive material here has to pick one channel and mean it.\n */\n outColor = vec4(lit * energy * (1.0 - fog), 1.0);\n}\n";
17
+ export declare const BOLT_FRAG = "#version 300 es\nprecision highp float;\n\nin float vSide;\nin float vAlong;\nin float vFade;\nin float vSeed;\nin float vGain;\nin vec3 vWorldPos;\n\nuniform float uTime;\n/** The saturating centre, and the glow it sits inside. */\nuniform vec3 uCoreColor;\nuniform vec3 uEdgeColor;\n/** How far past white the core is allowed to go. */\nuniform float uCoreGain;\n\nuniform vec3 uFogColor;\n/** Extinction per metre **at the camera's own height**, not at the base. */\nuniform float uFogDensity;\n/** Reciprocal scale height of the haze, per metre. 0 is a uniform medium. */\nuniform float uFogHeightFalloff;\n/** The camera's height, so a fragment's own height is one subtraction away. */\nuniform float uFogEyeY;\nuniform vec3 uUnderwaterColor;\nuniform float uUnderwaterFogDensity;\nuniform float uUnderwaterFactor;\n/** 0 integrates a medium (Beer-Lambert); 1 ramps linearly between near and far. */\nuniform int uFogMode;\n/** Linear mode only: where haze begins, and where it is total. */\nuniform float uFogNear;\nuniform float uFogFar;\n\n/** What distance converges toward: the day's haze, or the water column. */\nvec3 mediumColor() {\n return mix(uFogColor, uUnderwaterColor, uUnderwaterFactor);\n}\n\n/**\n * How much of a surface standing at height pointY, dist metres away, is lost to\n * the medium in between. 0 is perfectly clear, 1 is the medium's own colour.\n */\nfloat mediumFog(float dist, float pointY) {\n /*\n * A depth ramp rather than a medium, for worlds authored against one.\n *\n * Beer-Lambert is the honest model and stays the default: it integrates something\n * physically there, so extinction begins at the eye and never stops. A linear near/far\n * fog is not that \u2014 it is a *look*, with a hard start distance before which the air is\n * perfectly clear, and it is what the fixed-function pipeline offered and what several\n * renderers still expose. Approximating one with the other is not a matter of tuning:\n * matched at half occlusion, the exponential curve still lays haze over everything\n * inside near, where the ramp lays none, and near-field colour desaturates toward the\n * fog colour with nothing to show for it.\n *\n * Height falloff has no meaning here and is ignored: a ramp is defined on distance\n * alone.\n */\n if (uFogMode == 1) {\n float span = max(uFogFar - uFogNear, 1e-4);\n float ramp = clamp((dist - uFogNear) / span, 0.0, 1.0);\n if (uUnderwaterFactor <= 0.0) return ramp;\n float wetLinear = uUnderwaterFogDensity * dist;\n return mix(ramp, 1.0 - exp2(-wetLinear * wetLinear * 1.442695), uUnderwaterFactor);\n }\n\n // Where the medium begins along the ray: uFogNear, the linear mode's slot, which this mode\n // never read before Atmosphere.fogStart. The ray is integrated from there on, at the density\n // of that point; at a start of 0 every term is the one it always was. See render/fog.ts.\n float start = min(uFogNear, dist);\n float before = dist > 0.0 ? start / dist : 0.0;\n float t = (pointY - uFogEyeY) * uFogHeightFalloff;\n float rest = t * (1.0 - before);\n // (1 - e^-t)/t, which tends to 1 as the ray levels out. Guarded rather than\n // branched: at t = 0 the quotient is 0/0, and 1e-4 of a scale height is 8 mm.\n float denom = abs(rest) < 1e-4 ? 1e-4 : rest;\n float air =\n 1.0 - exp(-uFogDensity * exp(-t * before) * (dist - start) * (1.0 - exp(-denom)) / denom);\n if (uUnderwaterFactor <= 0.0) return air;\n // Water is its own medium and keeps its own curve, so crossing the surface\n // changes nothing about how the water column reads.\n float wet = uUnderwaterFogDensity * dist;\n return mix(air, 1.0 - exp2(-wet * wet * 1.442695), uUnderwaterFactor);\n}\n\nuniform vec3 uCameraPos;\n\nout vec4 outColor;\n\nfloat hash11(float p) {\n return fract(sin(p * 12.9898) * 43758.5453123);\n}\n\nvoid main() {\n /*\n * Across the filament: 1 at the centre line, 0 at the quad's edge. Two powers\n * of it are the entire look \u2014 a very tight one for the core and a loose one for\n * the glow. A single falloff gives either a hard line with no atmosphere or a\n * soft smudge with no filament.\n */\n /*\n * Clamped, because a multisampled target shades a pixel on the quad's edge at its centre, which\n * may lie outside the quad: there 'vSide' runs past one, 'across' goes negative, and 'pow' of a\n * negative number is NaN. One NaN pixel is a dark speck; bloom then spreads it into a white disc\n * the size of the blur. Found by a fight drawing short arcs at 4 samples.\n */\n float across = clamp(1.0 - abs(vSide), 0.0, 1.0);\n float core = pow(across, 10.0);\n /*\n * A *wide* halo, deliberately. This exponent is the single biggest control over\n * whether the effect reads as lightning or as a drawn line: a tight falloff gives a\n * crisp filament with nothing around it, which is a wire, while a broad one bleeds\n * light into the air the way an over-exposed discharge does on film. It is the\n * closest thing to bloom available without a second pass.\n */\n float glow = pow(across, 1.1);\n\n /*\n * Stutter. An arc is not a steady light: it is re-established many times a\n * second, and the eye reads a *constant* bright line as neon. Two frequencies\n * so the pattern does not read as a sine, and per-arc phase from the seed so\n * several arcs never blink together.\n */\n /*\n * Stutter, but shallow. An arc is re-established many times a second and a perfectly\n * steady bright line reads as neon \u2014 but too *much* flicker reads as a broken effect\n * rather than as a discharge, and at the brief lifetime these now have, deep flicker\n * mostly hides the bolt. The path itself is already being redrawn (see 'BoltPool'),\n * which carries most of the crackle; this only keeps the brightness alive.\n */\n float t = uTime * 47.0 + vSeed * 17.0;\n float stutter = 0.78 + 0.22 * (hash11(floor(t)) * 0.6 + hash11(floor(t * 2.37)) * 0.4);\n\n /*\n * The tip tapers. An arc that ends in a squared-off quad reads as a drawn\n * segment; thinning toward the far end is what makes it read as a discharge\n * dissipating into the air.\n */\n float taper = 1.0 - vAlong * 0.55;\n\n float energy = vFade * stutter * taper * vGain;\n vec3 lit = uEdgeColor * glow + uCoreColor * core * uCoreGain;\n\n /*\n * Distance dims it rather than tinting it toward the fog. A discharge emits;\n * mixing it into the medium's colour is what a *surface* does, and doing that\n * here turned a far bolt grey instead of faint.\n */\n float fog = mediumFog(distance(vWorldPos, uCameraPos), vWorldPos.y);\n /*\n * Alpha is 1, and the energy is already in the colour.\n *\n * The additive blend is 'SRC_ALPHA, ONE', so what reaches the framebuffer is\n * 'rgb * a'. Putting the energy in both \u2014 which the first version did \u2014 squares it,\n * and squaring a number below one is how an effect authored as blinding arrives as\n * faint: at a typical energy of 0.5 it delivered a quarter of what it asked for.\n * Every emissive material here has to pick one channel and mean it.\n */\n outColor = vec4(lit * energy * (1.0 - fog), 1.0);\n}\n";
@@ -35,4 +35,4 @@
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  * ordinary one, and it wants the sheet laid just clear of the tiles.
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  */
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  export declare const CAUSTICS_VERT = "#version 300 es\nlayout(location = 0) in vec3 aRest;\nlayout(location = 1) in vec2 aLocal;\n/** x: resting height of the water below. y: spare. */\nlayout(location = 2) in vec2 aParams;\n\nuniform mat4 uViewProj;\n\nout vec3 vWorldPos;\nout vec2 vLocal;\nout vec2 vParams;\n\nvoid main() {\n vWorldPos = aRest;\n vLocal = aLocal;\n vParams = aParams;\n gl_Position = uViewProj * vec4(aRest, 1.0);\n}\n";
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- export declare const CAUSTICS_FRAG = "#version 300 es\nprecision highp float;\n\nin vec3 vWorldPos;\nin vec2 vLocal;\nin vec2 vParams;\n\nuniform vec3 uCameraPos;\nuniform vec2 uWindDir;\nuniform float uWaveGain;\nuniform float uTime;\n/** Toward the dominant source, as everywhere else in the engine. */\nuniform vec3 uLightDir;\n/** Colour of the light the water is reflecting. */\nuniform vec3 uTint;\nuniform float uStrength;\n/** How far from the water, on either side, the effect has died out entirely. */\nuniform float uMaxDrop;\n\nuniform vec3 uFogColor;\n/** Extinction per metre **at the camera's own height**, not at the base. */\nuniform float uFogDensity;\n/** Reciprocal scale height of the haze, per metre. 0 is a uniform medium. */\nuniform float uFogHeightFalloff;\n/** The camera's height, so a fragment's own height is one subtraction away. */\nuniform float uFogEyeY;\nuniform vec3 uUnderwaterColor;\nuniform float uUnderwaterFogDensity;\nuniform float uUnderwaterFactor;\n/** 0 integrates a medium (Beer-Lambert); 1 ramps linearly between near and far. */\nuniform int uFogMode;\n/** Linear mode only: where haze begins, and where it is total. */\nuniform float uFogNear;\nuniform float uFogFar;\n\n/** What distance converges toward: the day's haze, or the water column. */\nvec3 mediumColor() {\n return mix(uFogColor, uUnderwaterColor, uUnderwaterFactor);\n}\n\n/**\n * How much of a surface standing at height pointY, dist metres away, is lost to\n * the medium in between. 0 is perfectly clear, 1 is the medium's own colour.\n */\nfloat mediumFog(float dist, float pointY) {\n /*\n * A depth ramp rather than a medium, for worlds authored against one.\n *\n * Beer-Lambert is the honest model and stays the default: it integrates something\n * physically there, so extinction begins at the eye and never stops. A linear near/far\n * fog is not that \u2014 it is a *look*, with a hard start distance before which the air is\n * perfectly clear, and it is what the fixed-function pipeline offered and what several\n * renderers still expose. Approximating one with the other is not a matter of tuning:\n * matched at half occlusion, the exponential curve still lays haze over everything\n * inside near, where the ramp lays none, and near-field colour desaturates toward the\n * fog colour with nothing to show for it.\n *\n * Height falloff has no meaning here and is ignored: a ramp is defined on distance\n * alone.\n */\n if (uFogMode == 1) {\n float span = max(uFogFar - uFogNear, 1e-4);\n float ramp = clamp((dist - uFogNear) / span, 0.0, 1.0);\n if (uUnderwaterFactor <= 0.0) return ramp;\n float wetLinear = uUnderwaterFogDensity * dist;\n return mix(ramp, 1.0 - exp2(-wetLinear * wetLinear * 1.442695), uUnderwaterFactor);\n }\n\n float t = (pointY - uFogEyeY) * uFogHeightFalloff;\n // (1 - e^-t)/t, which tends to 1 as the ray levels out. Guarded rather than\n // branched: at t = 0 the quotient is 0/0, and 1e-4 of a scale height is 8 mm.\n float denom = abs(t) < 1e-4 ? 1e-4 : t;\n float air = 1.0 - exp(-uFogDensity * dist * (1.0 - exp(-denom)) / denom);\n if (uUnderwaterFactor <= 0.0) return air;\n // Water is its own medium and keeps its own curve, so crossing the surface\n // changes nothing about how the water column reads.\n float wet = uUnderwaterFogDensity * dist;\n return mix(air, 1.0 - exp2(-wet * wet * 1.442695), uUnderwaterFactor);\n}\n\n\nout vec4 outColor;\n\n\nconst int GERSTNER_COUNT = 4;\n/*\n * direction.xy, steepness, wavelength. Amplitude is steepness/k, so these sum to\n * roughly a 1m swell \u2014 enough to read as a living surface, low enough that crests\n * never wash over an island whose deck sits ~1.8m above sea level.\n */\nconst vec4 GERSTNER_WAVES[4] = vec4[4](\n vec4( 1.0, 0.0, 0.115, 34.0),\n vec4( 0.6, 0.8, 0.100, 18.0),\n vec4(-0.7, 0.7, 0.080, 9.0),\n vec4( 0.2, -0.98, 0.060, 5.0)\n);\n\n/*\n * Steer each wave toward the wind, but only partway. A real sea is a dominant\n * swell plus cross-chop; rotating all four onto one bearing gives corduroy,\n * which reads as a material rather than as water.\n */\nvec2 gerstnerDirection(int i, vec2 windDir) {\n return normalize(mix(normalize(GERSTNER_WAVES[i].xy), windDir, 0.62));\n}\n\nfloat gerstnerWavenumber(int i) {\n return 6.28318530718 / GERSTNER_WAVES[i].w;\n}\n\n/** Deep-water phase in radians at a point on the resting plane. */\nfloat gerstnerPhase(float k, vec2 dir, vec2 p, float time) {\n float c = sqrt(9.81 / k); // deep-water phase speed\n return k * (dot(dir, p) - c * time);\n}\n\nstruct GerstnerSurface {\n /** Displacement from the resting plane \u2014 horizontal as well as vertical. */\n vec3 offset;\n vec3 normal;\n /** Height in units of steepness; positive near a crest. */\n float crest;\n};\n\nGerstnerSurface gerstnerSurface(vec2 p, float time, vec2 windDir, float gain) {\n GerstnerSurface s;\n s.offset = vec3(0.0);\n s.normal = vec3(0.0, 1.0, 0.0);\n s.crest = 0.0;\n for (int i = 0; i < GERSTNER_COUNT; i++) {\n vec2 dir = gerstnerDirection(i, windDir);\n float steepness = GERSTNER_WAVES[i].z * gain;\n float k = gerstnerWavenumber(i);\n float f = gerstnerPhase(k, dir, p, time);\n float a = steepness / k; // amplitude from steepness\n\n s.offset.x += dir.x * a * cos(f);\n s.offset.y += a * sin(f);\n s.offset.z += dir.y * a * cos(f);\n\n // Analytic normal: the partial derivatives of the displacement above.\n s.normal.x -= dir.x * steepness * cos(f);\n s.normal.z -= dir.y * steepness * cos(f);\n s.normal.y -= steepness * sin(f);\n\n s.crest += sin(f) * steepness;\n }\n return s;\n}\n\n/**\n * Second derivatives of the height field: (d2h/dx2, d2h/dz2, d2h/dxdz).\n *\n * How the surface *bends*, which is what decides where reflected light\n * converges. Analytic from the same sum, so it cannot disagree with the shape\n * the vertex stage displaced.\n */\nvec3 gerstnerCurvature(vec2 p, float time, vec2 windDir, float gain) {\n vec3 h = vec3(0.0);\n for (int i = 0; i < GERSTNER_COUNT; i++) {\n vec2 dir = gerstnerDirection(i, windDir);\n float steepness = GERSTNER_WAVES[i].z * gain;\n float k = gerstnerWavenumber(i);\n float f = gerstnerPhase(k, dir, p, time);\n // Second derivative of (steepness/k)*sin(f) along the wave's own bearing.\n float second = -steepness * k * sin(f);\n h.x += second * dir.x * dir.x;\n h.y += second * dir.y * dir.y;\n h.z += second * dir.x * dir.y;\n }\n return h;\n}\n\n\n/**\n * Shallowest the source may be and still be treated as a source.\n *\n * The slant path goes as 1/sin(elevation), so a light on the horizon would send\n * the sampled water position kilometres away and the pattern would smear into\n * noise. Clamping keeps a sunset dramatic instead of broken.\n */\nconst float MIN_ELEVATION = 0.16;\n\nvoid main() {\n float waterY = vParams.x;\n float drop = vWorldPos.y - waterY;\n\n /*\n * Everything is masked rather than branched on, and fwidth() below is why:\n * screen-space derivatives are undefined in non-uniform control flow, so a\n * discard above them would make the antialiasing of the caustic lines a\n * driver-dependent guess. Nothing is saved by branching either \u2014 a masked\n * fragment adds zero under additive blending.\n *\n * Either side of the surface is lit, and the distance from it is what matters\n * rather than the direction. This began as a soffit-only effect \u2014 light thrown\n * *up* onto the underside of a bridge \u2014 on the reasoning that below the water\n * there is nothing to light. That is only true when the water is a ceiling to\n * you. A pool floor, a flooded corridor, a tank with a lamp over it: the water\n * focuses light onto the bottom exactly as it does onto a soffit, and it is by\n * far the more common of the two.\n *\n * Only the surface's own thin band is excluded, where the sheet and the water\n * are coplanar and the pattern would be meaningless.\n *\n * Too far from it and the net has spread into nothing. And the sheet dissolves\n * at its own boundary, so a lit surface does not end in a lit rectangle.\n */\n float distanceFromWater = abs(drop);\n float clear = step(0.02, distanceFromWater);\n float height = 1.0 - smoothstep(uMaxDrop * 0.45, uMaxDrop, distanceFromWater);\n float rim = min(min(vLocal.x, 1.0 - vLocal.x), min(vLocal.y, 1.0 - vLocal.y));\n float edge = smoothstep(0.0, 0.12, rim);\n float reach = clear * height * edge;\n\n /*\n * Which water lights *this* point. For a flat surface the reflected ray leaves\n * along the mirrored light direction, so walking back from the ceiling gives\n * the water position and the path length in one step. This is why the net\n * slides along the ground as the sun moves rather than sitting under itself.\n */\n float elevation = max(uLightDir.y, MIN_ELEVATION);\n float slant = 1.0 / elevation;\n float d = drop * slant;\n vec2 water = vWorldPos.xz + uLightDir.xz * d;\n\n vec3 h = gerstnerCurvature(water, uTime, uWindDir, uWaveGain);\n float a = 1.0 - 2.0 * d * h.x;\n float b = 1.0 - 2.0 * d * h.y;\n float c = 2.0 * d * h.z;\n float det = a * b - c * c;\n\n /*\n * The bright net is where the determinant crosses zero, so its width is a\n * gradient question, not a constant. Widening the core by the screen-space\n * derivative antialiases it for free \u2014 without that, a line thinner than a\n * pixel strobes as the camera moves, which is the usual reason an effect like\n * this ends up looking like noise.\n */\n float soft = max(0.05, fwidth(det) * 1.6);\n float lines = soft / max(abs(det), soft);\n /*\n * Between the lines, the faint brightening of merely convergent water \u2014 and it has to\n * stay faint. At 0.45 it lit the *whole* sheet, and since the sheet hangs a few\n * centimetres under the soffit, the result read as a pale plate floating below the\n * bridge rather than as light on its underside \u2014 reported as being able to see through\n * the bridge ceiling, which looked glassy and transparent. The plate was the sheet.\n *\n * A tighter threshold and a fifth of the weight: the net is bright, everything between\n * it is almost nothing, and a soffit with no caustics on it is simply a soffit.\n */\n float sheen = clamp(1.0 / max(abs(det), 0.18) - 0.85, 0.0, 1.0);\n float caustic = clamp(lines * 0.9 + sheen * 0.09, 0.0, 1.6);\n\n float fog = mediumFog(distance(vWorldPos, uCameraPos), vWorldPos.y);\n\n // Additive: this is light arriving at a surface that is already shaded.\n outColor = vec4(uTint * (caustic * uStrength * reach * (1.0 - fog)), 1.0);\n}\n";
38
+ export declare const CAUSTICS_FRAG = "#version 300 es\nprecision highp float;\n\nin vec3 vWorldPos;\nin vec2 vLocal;\nin vec2 vParams;\n\nuniform vec3 uCameraPos;\nuniform vec2 uWindDir;\nuniform float uWaveGain;\nuniform float uTime;\n/** Toward the dominant source, as everywhere else in the engine. */\nuniform vec3 uLightDir;\n/** Colour of the light the water is reflecting. */\nuniform vec3 uTint;\nuniform float uStrength;\n/** How far from the water, on either side, the effect has died out entirely. */\nuniform float uMaxDrop;\n\nuniform vec3 uFogColor;\n/** Extinction per metre **at the camera's own height**, not at the base. */\nuniform float uFogDensity;\n/** Reciprocal scale height of the haze, per metre. 0 is a uniform medium. */\nuniform float uFogHeightFalloff;\n/** The camera's height, so a fragment's own height is one subtraction away. */\nuniform float uFogEyeY;\nuniform vec3 uUnderwaterColor;\nuniform float uUnderwaterFogDensity;\nuniform float uUnderwaterFactor;\n/** 0 integrates a medium (Beer-Lambert); 1 ramps linearly between near and far. */\nuniform int uFogMode;\n/** Linear mode only: where haze begins, and where it is total. */\nuniform float uFogNear;\nuniform float uFogFar;\n\n/** What distance converges toward: the day's haze, or the water column. */\nvec3 mediumColor() {\n return mix(uFogColor, uUnderwaterColor, uUnderwaterFactor);\n}\n\n/**\n * How much of a surface standing at height pointY, dist metres away, is lost to\n * the medium in between. 0 is perfectly clear, 1 is the medium's own colour.\n */\nfloat mediumFog(float dist, float pointY) {\n /*\n * A depth ramp rather than a medium, for worlds authored against one.\n *\n * Beer-Lambert is the honest model and stays the default: it integrates something\n * physically there, so extinction begins at the eye and never stops. A linear near/far\n * fog is not that \u2014 it is a *look*, with a hard start distance before which the air is\n * perfectly clear, and it is what the fixed-function pipeline offered and what several\n * renderers still expose. Approximating one with the other is not a matter of tuning:\n * matched at half occlusion, the exponential curve still lays haze over everything\n * inside near, where the ramp lays none, and near-field colour desaturates toward the\n * fog colour with nothing to show for it.\n *\n * Height falloff has no meaning here and is ignored: a ramp is defined on distance\n * alone.\n */\n if (uFogMode == 1) {\n float span = max(uFogFar - uFogNear, 1e-4);\n float ramp = clamp((dist - uFogNear) / span, 0.0, 1.0);\n if (uUnderwaterFactor <= 0.0) return ramp;\n float wetLinear = uUnderwaterFogDensity * dist;\n return mix(ramp, 1.0 - exp2(-wetLinear * wetLinear * 1.442695), uUnderwaterFactor);\n }\n\n // Where the medium begins along the ray: uFogNear, the linear mode's slot, which this mode\n // never read before Atmosphere.fogStart. The ray is integrated from there on, at the density\n // of that point; at a start of 0 every term is the one it always was. See render/fog.ts.\n float start = min(uFogNear, dist);\n float before = dist > 0.0 ? start / dist : 0.0;\n float t = (pointY - uFogEyeY) * uFogHeightFalloff;\n float rest = t * (1.0 - before);\n // (1 - e^-t)/t, which tends to 1 as the ray levels out. Guarded rather than\n // branched: at t = 0 the quotient is 0/0, and 1e-4 of a scale height is 8 mm.\n float denom = abs(rest) < 1e-4 ? 1e-4 : rest;\n float air =\n 1.0 - exp(-uFogDensity * exp(-t * before) * (dist - start) * (1.0 - exp(-denom)) / denom);\n if (uUnderwaterFactor <= 0.0) return air;\n // Water is its own medium and keeps its own curve, so crossing the surface\n // changes nothing about how the water column reads.\n float wet = uUnderwaterFogDensity * dist;\n return mix(air, 1.0 - exp2(-wet * wet * 1.442695), uUnderwaterFactor);\n}\n\n\nout vec4 outColor;\n\n\nconst int GERSTNER_COUNT = 4;\n/*\n * direction.xy, steepness, wavelength. Amplitude is steepness/k, so these sum to\n * roughly a 1m swell \u2014 enough to read as a living surface, low enough that crests\n * never wash over an island whose deck sits ~1.8m above sea level.\n */\nconst vec4 GERSTNER_WAVES[4] = vec4[4](\n vec4( 1.0, 0.0, 0.115, 34.0),\n vec4( 0.6, 0.8, 0.100, 18.0),\n vec4(-0.7, 0.7, 0.080, 9.0),\n vec4( 0.2, -0.98, 0.060, 5.0)\n);\n\n/*\n * Steer each wave toward the wind, but only partway. A real sea is a dominant\n * swell plus cross-chop; rotating all four onto one bearing gives corduroy,\n * which reads as a material rather than as water.\n */\nvec2 gerstnerDirection(int i, vec2 windDir) {\n return normalize(mix(normalize(GERSTNER_WAVES[i].xy), windDir, 0.62));\n}\n\nfloat gerstnerWavenumber(int i) {\n return 6.28318530718 / GERSTNER_WAVES[i].w;\n}\n\n/** Deep-water phase in radians at a point on the resting plane. */\nfloat gerstnerPhase(float k, vec2 dir, vec2 p, float time) {\n float c = sqrt(9.81 / k); // deep-water phase speed\n return k * (dot(dir, p) - c * time);\n}\n\nstruct GerstnerSurface {\n /** Displacement from the resting plane \u2014 horizontal as well as vertical. */\n vec3 offset;\n vec3 normal;\n /** Height in units of steepness; positive near a crest. */\n float crest;\n};\n\nGerstnerSurface gerstnerSurface(vec2 p, float time, vec2 windDir, float gain) {\n GerstnerSurface s;\n s.offset = vec3(0.0);\n s.normal = vec3(0.0, 1.0, 0.0);\n s.crest = 0.0;\n for (int i = 0; i < GERSTNER_COUNT; i++) {\n vec2 dir = gerstnerDirection(i, windDir);\n float steepness = GERSTNER_WAVES[i].z * gain;\n float k = gerstnerWavenumber(i);\n float f = gerstnerPhase(k, dir, p, time);\n float a = steepness / k; // amplitude from steepness\n\n s.offset.x += dir.x * a * cos(f);\n s.offset.y += a * sin(f);\n s.offset.z += dir.y * a * cos(f);\n\n // Analytic normal: the partial derivatives of the displacement above.\n s.normal.x -= dir.x * steepness * cos(f);\n s.normal.z -= dir.y * steepness * cos(f);\n s.normal.y -= steepness * sin(f);\n\n s.crest += sin(f) * steepness;\n }\n return s;\n}\n\n/**\n * Second derivatives of the height field: (d2h/dx2, d2h/dz2, d2h/dxdz).\n *\n * How the surface *bends*, which is what decides where reflected light\n * converges. Analytic from the same sum, so it cannot disagree with the shape\n * the vertex stage displaced.\n */\nvec3 gerstnerCurvature(vec2 p, float time, vec2 windDir, float gain) {\n vec3 h = vec3(0.0);\n for (int i = 0; i < GERSTNER_COUNT; i++) {\n vec2 dir = gerstnerDirection(i, windDir);\n float steepness = GERSTNER_WAVES[i].z * gain;\n float k = gerstnerWavenumber(i);\n float f = gerstnerPhase(k, dir, p, time);\n // Second derivative of (steepness/k)*sin(f) along the wave's own bearing.\n float second = -steepness * k * sin(f);\n h.x += second * dir.x * dir.x;\n h.y += second * dir.y * dir.y;\n h.z += second * dir.x * dir.y;\n }\n return h;\n}\n\n\n/**\n * Shallowest the source may be and still be treated as a source.\n *\n * The slant path goes as 1/sin(elevation), so a light on the horizon would send\n * the sampled water position kilometres away and the pattern would smear into\n * noise. Clamping keeps a sunset dramatic instead of broken.\n */\nconst float MIN_ELEVATION = 0.16;\n\nvoid main() {\n float waterY = vParams.x;\n float drop = vWorldPos.y - waterY;\n\n /*\n * Everything is masked rather than branched on, and fwidth() below is why:\n * screen-space derivatives are undefined in non-uniform control flow, so a\n * discard above them would make the antialiasing of the caustic lines a\n * driver-dependent guess. Nothing is saved by branching either \u2014 a masked\n * fragment adds zero under additive blending.\n *\n * Either side of the surface is lit, and the distance from it is what matters\n * rather than the direction. This began as a soffit-only effect \u2014 light thrown\n * *up* onto the underside of a bridge \u2014 on the reasoning that below the water\n * there is nothing to light. That is only true when the water is a ceiling to\n * you. A pool floor, a flooded corridor, a tank with a lamp over it: the water\n * focuses light onto the bottom exactly as it does onto a soffit, and it is by\n * far the more common of the two.\n *\n * Only the surface's own thin band is excluded, where the sheet and the water\n * are coplanar and the pattern would be meaningless.\n *\n * Too far from it and the net has spread into nothing. And the sheet dissolves\n * at its own boundary, so a lit surface does not end in a lit rectangle.\n */\n float distanceFromWater = abs(drop);\n float clear = step(0.02, distanceFromWater);\n float height = 1.0 - smoothstep(uMaxDrop * 0.45, uMaxDrop, distanceFromWater);\n float rim = min(min(vLocal.x, 1.0 - vLocal.x), min(vLocal.y, 1.0 - vLocal.y));\n float edge = smoothstep(0.0, 0.12, rim);\n float reach = clear * height * edge;\n\n /*\n * Which water lights *this* point. For a flat surface the reflected ray leaves\n * along the mirrored light direction, so walking back from the ceiling gives\n * the water position and the path length in one step. This is why the net\n * slides along the ground as the sun moves rather than sitting under itself.\n */\n float elevation = max(uLightDir.y, MIN_ELEVATION);\n float slant = 1.0 / elevation;\n float d = drop * slant;\n vec2 water = vWorldPos.xz + uLightDir.xz * d;\n\n vec3 h = gerstnerCurvature(water, uTime, uWindDir, uWaveGain);\n float a = 1.0 - 2.0 * d * h.x;\n float b = 1.0 - 2.0 * d * h.y;\n float c = 2.0 * d * h.z;\n float det = a * b - c * c;\n\n /*\n * The bright net is where the determinant crosses zero, so its width is a\n * gradient question, not a constant. Widening the core by the screen-space\n * derivative antialiases it for free \u2014 without that, a line thinner than a\n * pixel strobes as the camera moves, which is the usual reason an effect like\n * this ends up looking like noise.\n */\n float soft = max(0.05, fwidth(det) * 1.6);\n float lines = soft / max(abs(det), soft);\n /*\n * Between the lines, the faint brightening of merely convergent water \u2014 and it has to\n * stay faint. At 0.45 it lit the *whole* sheet, and since the sheet hangs a few\n * centimetres under the soffit, the result read as a pale plate floating below the\n * bridge rather than as light on its underside \u2014 reported as being able to see through\n * the bridge ceiling, which looked glassy and transparent. The plate was the sheet.\n *\n * A tighter threshold and a fifth of the weight: the net is bright, everything between\n * it is almost nothing, and a soffit with no caustics on it is simply a soffit.\n */\n float sheen = clamp(1.0 / max(abs(det), 0.18) - 0.85, 0.0, 1.0);\n float caustic = clamp(lines * 0.9 + sheen * 0.09, 0.0, 1.6);\n\n float fog = mediumFog(distance(vWorldPos, uCameraPos), vWorldPos.y);\n\n // Additive: this is light arriving at a surface that is already shaded.\n outColor = vec4(uTint * (caustic * uStrength * reach * (1.0 - fog)), 1.0);\n}\n";
@@ -12,4 +12,4 @@
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  * rainbow is generated rather than sampled.
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  */
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  export declare const FILM_VERT = "#version 300 es\nprecision highp float;\n\nlayout(location = 0) in vec3 aPosition;\nlayout(location = 1) in vec3 aNormal;\nlayout(location = 2) in vec3 aColor;\n/*\n * Coverage, on the attribute the mesh format calls emissive.\n *\n * A film has no use for self-illumination, and it very much needs an edge that\n * dissolves: the first oil was flat squares, and a hard straight edge is what made\n * it read as a decal dropped on the world rather than a puddle lying in it. One\n * float per vertex, 1 in the middle of a slick and 0 at its rim.\n */\nlayout(location = 3) in float aCoverage;\n\nuniform mat4 uViewProj;\n/* The mirrored camera's projection, so a film can sample the planar target the way water does. */\nuniform mat4 uReflectionViewProj;\n\nout vec3 vWorld;\nout vec3 vNormal;\nout vec3 vTint;\nout vec4 vReflectionClip;\nout float vCoverage;\n\nvoid main() {\n vWorld = aPosition;\n vNormal = normalize(aNormal);\n vTint = aColor;\n vCoverage = aCoverage;\n vReflectionClip = uReflectionViewProj * vec4(aPosition, 1.0);\n gl_Position = uViewProj * vec4(aPosition, 1.0);\n}\n";
15
- export declare const FILM_FRAG = "#version 300 es\nprecision highp float;\n\nin vec3 vWorld;\nin vec3 vNormal;\nin vec3 vTint;\nin vec4 vReflectionClip;\n/*\n * The scene mirrored across the plane this film lies on, and how much of it to show.\n *\n * **Sheen is iridescence and this is the image**, which is the split a consumer asked for after\n * finding that raising sheen to make a road wetter only made it oilier. A wet street at night is\n * defined by everything above it appearing twice, and no amount of interference pattern is that.\n *\n * The projection is the water shader's, unchanged and deliberately so: reproducing it outside the\n * engine is the piece most likely to be subtly wrong and least likely to be noticed, since a\n * mirror off by a small skew looks like a wet road until somebody puts a straight line across it.\n */\nuniform sampler2D uReflectionMap;\nuniform int uReflectionEnabled;\nuniform float uReflectionStrength;\nin float vCoverage;\n\nuniform vec3 uCameraPos;\nuniform float uTime;\n/*\n * The mirrored pass clips at the water plane, and it does so **in the fragment\n * shader** rather than with gl_ClipDistance.\n *\n * That is not a style choice. Clip distances in WebGL2 need\n * EXT_clip_cull_distance both enabled on the context and declared with an\n * #extension line, and without the declaration the shader fails to *compile* \u2014\n * which, since programs are built when the renderer is constructed, takes the\n * whole boot with it and leaves a black screen. This shader had never been\n * compiled when it was written, so the mistake sat harmlessly in the file until\n * the day it was wired to something. Discarding is what flat.ts does, it needs\n * no extension, and a film is a thin translucent layer where the cost of a\n * discarded fragment is nothing.\n */\nuniform vec4 uClipPlane;\nuniform int uClipEnabled;\n\nuniform vec3 uFogColor;\n/** Extinction per metre **at the camera's own height**, not at the base. */\nuniform float uFogDensity;\n/** Reciprocal scale height of the haze, per metre. 0 is a uniform medium. */\nuniform float uFogHeightFalloff;\n/** The camera's height, so a fragment's own height is one subtraction away. */\nuniform float uFogEyeY;\nuniform vec3 uUnderwaterColor;\nuniform float uUnderwaterFogDensity;\nuniform float uUnderwaterFactor;\n/** 0 integrates a medium (Beer-Lambert); 1 ramps linearly between near and far. */\nuniform int uFogMode;\n/** Linear mode only: where haze begins, and where it is total. */\nuniform float uFogNear;\nuniform float uFogFar;\n\n/** What distance converges toward: the day's haze, or the water column. */\nvec3 mediumColor() {\n return mix(uFogColor, uUnderwaterColor, uUnderwaterFactor);\n}\n\n/**\n * How much of a surface standing at height pointY, dist metres away, is lost to\n * the medium in between. 0 is perfectly clear, 1 is the medium's own colour.\n */\nfloat mediumFog(float dist, float pointY) {\n /*\n * A depth ramp rather than a medium, for worlds authored against one.\n *\n * Beer-Lambert is the honest model and stays the default: it integrates something\n * physically there, so extinction begins at the eye and never stops. A linear near/far\n * fog is not that \u2014 it is a *look*, with a hard start distance before which the air is\n * perfectly clear, and it is what the fixed-function pipeline offered and what several\n * renderers still expose. Approximating one with the other is not a matter of tuning:\n * matched at half occlusion, the exponential curve still lays haze over everything\n * inside near, where the ramp lays none, and near-field colour desaturates toward the\n * fog colour with nothing to show for it.\n *\n * Height falloff has no meaning here and is ignored: a ramp is defined on distance\n * alone.\n */\n if (uFogMode == 1) {\n float span = max(uFogFar - uFogNear, 1e-4);\n float ramp = clamp((dist - uFogNear) / span, 0.0, 1.0);\n if (uUnderwaterFactor <= 0.0) return ramp;\n float wetLinear = uUnderwaterFogDensity * dist;\n return mix(ramp, 1.0 - exp2(-wetLinear * wetLinear * 1.442695), uUnderwaterFactor);\n }\n\n float t = (pointY - uFogEyeY) * uFogHeightFalloff;\n // (1 - e^-t)/t, which tends to 1 as the ray levels out. Guarded rather than\n // branched: at t = 0 the quotient is 0/0, and 1e-4 of a scale height is 8 mm.\n float denom = abs(t) < 1e-4 ? 1e-4 : t;\n float air = 1.0 - exp(-uFogDensity * dist * (1.0 - exp(-denom)) / denom);\n if (uUnderwaterFactor <= 0.0) return air;\n // Water is its own medium and keeps its own curve, so crossing the surface\n // changes nothing about how the water column reads.\n float wet = uUnderwaterFogDensity * dist;\n return mix(air, 1.0 - exp2(-wet * wet * 1.442695), uUnderwaterFactor);\n}\n\n/** How strong the sheen is. Zero leaves a plain dark film. */\nuniform float uSheen;\n\n/**\n * How rough the film's own surface is, 0 to 1, and how coarse that roughness is.\n *\n * **A film had exactly one finish before this: mirror.** That is right for standing water and\n * wrong for the thing this pass is most used for, because a wet road is not a mirror \u2014 it is\n * water lying *in* aggregate, and the stone underneath breaks the reflection into a smear. With\n * no way to say so, a patch of film over a textured road met it at a hard rim: mirror on one\n * side, stone on the other, with nothing able to cross it. Feathering the coverage cannot fix\n * that, and it was tried \u2014 the alpha was never what the eye was reading.\n *\n * So the reflection is displaced by a noise field rather than blurred. **Displaced, because a\n * blur is the wrong phenomenon**: a rough surface does not soften what it reflects, it scatters\n * it, and a lamp on wet tarmac smears into a streak rather than becoming a soft disc. It is also\n * what a blur cannot afford here \u2014 the mirror has no mip chain (see the `textureLod` note\n * below), so softening it honestly would cost several taps where this costs none.\n *\n * `uFilmRoughnessCycles` is bumps to the metre, and it is the same quantity\n * `Renderer.setSurfaceRelief` takes. **Matching it to the surface underneath is the point**:\n * given the same field at the same scale, the water is broken up by the aggregate that the dry\n * road beside it is showing, and the two stop being different materials.\n *\n * Zero is the mirror this pass has always been, exactly, so nothing that does not ask for\n * roughness renders differently.\n */\nuniform float uFilmRoughness;\nuniform float uFilmRoughnessCycles;\n\nout vec4 fragColor;\n\n/** A hue wheel, without a texture. Standard 6-segment ramp. */\nvec3 hue(float h) {\n h = fract(h) * 6.0;\n vec3 c = clamp(vec3(abs(h - 3.0) - 1.0, 2.0 - abs(h - 2.0), 2.0 - abs(h - 4.0)), 0.0, 1.0);\n return c;\n}\n\n/**\n * The same value noise `flat.ts` builds its relief from, and deliberately the same.\n *\n * Copied rather than shared because these two shaders have no common include beyond the fog, and\n * a film that used a *different* field would defeat the whole purpose of taking a cycle count:\n * the water would be broken up by one pattern and the road by another, which is two materials\n * again with extra steps.\n */\nfloat filmHash(vec3 p) {\n p = fract(p * 0.1031);\n p += dot(p, p.zyx + 31.32);\n return fract((p.x + p.y) * p.z);\n}\n\nfloat filmNoise(vec3 p) {\n vec3 i = floor(p);\n vec3 f = fract(p);\n vec3 u = f * f * (3.0 - 2.0 * f);\n return mix(\n mix(\n mix(filmHash(i + vec3(0.0, 0.0, 0.0)), filmHash(i + vec3(1.0, 0.0, 0.0)), u.x),\n mix(filmHash(i + vec3(0.0, 1.0, 0.0)), filmHash(i + vec3(1.0, 1.0, 0.0)), u.x),\n u.y\n ),\n mix(\n mix(filmHash(i + vec3(0.0, 0.0, 1.0)), filmHash(i + vec3(1.0, 0.0, 1.0)), u.x),\n mix(filmHash(i + vec3(0.0, 1.0, 1.0)), filmHash(i + vec3(1.0, 1.0, 1.0)), u.x),\n u.y\n ),\n u.z\n );\n}\n\nvoid main() {\n if (uClipEnabled != 0 && dot(vec4(vWorld, 1.0), uClipPlane) < 0.0) discard;\n\n vec3 view = normalize(uCameraPos - vWorld);\n float facing = max(dot(normalize(vNormal), view), 0.0);\n /*\n * Fresnel-ish: dark looking straight down at it, bright at a grazing angle.\n * This is the whole effect \u2014 it is what makes a wet patch look wet rather\n * than looking like a patch of dark paint.\n */\n float grazing = pow(1.0 - facing, 3.0);\n\n /*\n * A slow travelling interference, so the sheen crawls rather than sitting\n * still. Two frequencies that do not divide each other, or the pattern\n * repeats visibly across a long slick.\n */\n float ripple =\n sin(vWorld.x * 0.73 + vWorld.z * 0.41 + uTime * 0.55) *\n cos(vWorld.z * 0.91 - vWorld.x * 0.29 - uTime * 0.37);\n\n vec3 sheen = hue(grazing * 1.35 + ripple * 0.14 + 0.55);\n /*\n * Dark underneath, so the film always reads as *less* than the surface it lies on even where\n * the sheen is strongest \u2014 but not so dark that it disappears.\n *\n * A slick that has just launched somebody has to be findable afterwards. It was rounded,\n * feathered and iridescent \u2014 and at a fifth of an opaque tint on a pale deck at dusk,\n * invisible. A hazard you cannot find is not a hazard, it is a trap.\n *\n * So the base is darker and the sheen has a floor: even looking straight down, where the\n * Fresnel term is nearly nothing, a slick is a distinctly wet patch rather than a faint one.\n */\n vec3 base = vTint * 0.9;\n vec3 color = base + sheen * uSheen * (0.22 + grazing * 0.75);\n\n /*\n * The mirrored scene, under the sheen rather than instead of it.\n *\n * Screen-space from the mirrored clip position, exactly as the water pass does it, with the\n * same fade as the sample leaves the target: a reflection that stopped dead at the edge of its\n * own buffer would draw a line across the road where nothing is.\n *\n * Weighted by the grazing term as well as by strength, because that is what a reflection does:\n * a wet surface underfoot shows almost nothing and the same surface down the street shows the\n * whole scene. Added before the fog so the image recedes with everything else in the frame.\n */\n if (uReflectionEnabled != 0 && uReflectionStrength > 0.0 && vReflectionClip.w > 0.0) {\n vec2 reflectionUv = vReflectionClip.xy / vReflectionClip.w * 0.5 + 0.5;\n vec2 border = min(reflectionUv, 1.0 - reflectionUv);\n float valid = smoothstep(0.0, 0.025, min(border.x, border.y));\n /*\n * An explicit level, not an implicit one, and the branch above is the whole reason.\n *\n * An implicit derivative inside control flow that is not provably uniform is what lets a\n * compiler flatten the branch and pay for every arm \u2014 AGENTS.md, 2026-08-07 \u2014 and WGSL\n * does not merely warn: the module fails to compile with \"textureSample must only be\n * called from uniform control flow\", which invalidates the pipeline, which invalidates\n * the command buffer, and the frame still presents. The fifth time on this branch. The\n * mirror has no mip chain, so level 0 is the only level there is; the water shader\n * reaches the same conclusion for the same lookup.\n */\n /*\n * The aggregate under the water, as a displacement of what the water shows.\n *\n * The gradient of the same field the road's relief uses, taken across the surface and used\n * to push the lookup. **Stretched along the reflection rather than isotropic**, and that is\n * the half that makes it read as a road: a reflection on a rough horizontal surface smears\n * *towards the viewer*, because a bump tilts the ray in the plane it is already travelling\n * in. Displacing in a circle gives frosted glass instead, which is a different wet thing.\n *\n * Scaled by the grazing term for the same reason the mirror is: looking straight down at a\n * puddle the reflection is compressed into almost nothing and a displacement of it would be\n * enormous, so the scatter has to fall off exactly where the image does.\n */\n if (uFilmRoughness > 0.0) {\n vec3 at = vWorld * uFilmRoughnessCycles;\n float here = filmNoise(at);\n vec2 slope = vec2(\n filmNoise(at + vec3(0.5, 0.0, 0.0)) - here,\n filmNoise(at + vec3(0.0, 0.0, 0.5)) - here\n );\n /* Along the view, which on a horizontal film is where the image runs. */\n vec2 along = normalize(vec2(view.x, view.z) + vec2(1e-5, 0.0));\n vec2 smear = along * dot(slope, along) * 3.0 + slope * 0.35;\n reflectionUv += smear * uFilmRoughness * 0.016 * (0.2 + grazing * 0.8);\n /* Re-fade at the border: a displaced sample can leave the target the original did not. */\n vec2 movedBorder = min(reflectionUv, 1.0 - reflectionUv);\n valid = min(valid, smoothstep(0.0, 0.025, min(movedBorder.x, movedBorder.y)));\n }\n vec3 mirrored = textureLod(uReflectionMap, clamp(reflectionUv, 0.0, 1.0), 0.0).rgb;\n color = mix(color, mirrored, valid * uReflectionStrength * (0.25 + grazing * 0.75));\n }\n\n // The same fog every other pass applies \u2014 and now literally the same code, which\n // it was not: this ran its own curve while claiming otherwise, so a slick receded\n // at a different rate than the deck it was lying on.\n float fog = mediumFog(length(uCameraPos - vWorld), vWorld.y);\n color = mix(color, mediumColor(), fog);\n\n /*\n * Alpha from coverage, squared.\n *\n * Squared because a linear ramp across the rim still reads as a visible band \u2014\n * the eye finds the constant-gradient edge. Squaring pushes the falloff outward\n * so the slick has a soft shoulder and no perceptible boundary. The sheen fades\n * with it, which is right: the thinnest part of a film is the least iridescent.\n */\n /*\n * Alpha from coverage, and the rim is what is squared \u2014 not the whole patch.\n *\n * Squaring the coverage outright made the *middle* translucent too, which is most of why a\n * slick could not be found. The shoulder still needs to be soft, so the square is mixed in\n * near the edge only: solid through the body, dissolving at the rim.\n */\n float coverage = clamp(vCoverage, 0.0, 1.0);\n float alpha = mix(coverage * coverage, coverage, 0.65) * 0.92;\n fragColor = vec4(color, alpha);\n}\n";
15
+ export declare const FILM_FRAG = "#version 300 es\nprecision highp float;\n\nin vec3 vWorld;\nin vec3 vNormal;\nin vec3 vTint;\nin vec4 vReflectionClip;\n/*\n * The scene mirrored across the plane this film lies on, and how much of it to show.\n *\n * **Sheen is iridescence and this is the image**, which is the split a consumer asked for after\n * finding that raising sheen to make a road wetter only made it oilier. A wet street at night is\n * defined by everything above it appearing twice, and no amount of interference pattern is that.\n *\n * The projection is the water shader's, unchanged and deliberately so: reproducing it outside the\n * engine is the piece most likely to be subtly wrong and least likely to be noticed, since a\n * mirror off by a small skew looks like a wet road until somebody puts a straight line across it.\n */\nuniform sampler2D uReflectionMap;\nuniform int uReflectionEnabled;\nuniform float uReflectionStrength;\nin float vCoverage;\n\nuniform vec3 uCameraPos;\nuniform float uTime;\n/*\n * The mirrored pass clips at the water plane, and it does so **in the fragment\n * shader** rather than with gl_ClipDistance.\n *\n * That is not a style choice. Clip distances in WebGL2 need\n * EXT_clip_cull_distance both enabled on the context and declared with an\n * #extension line, and without the declaration the shader fails to *compile* \u2014\n * which, since programs are built when the renderer is constructed, takes the\n * whole boot with it and leaves a black screen. This shader had never been\n * compiled when it was written, so the mistake sat harmlessly in the file until\n * the day it was wired to something. Discarding is what flat.ts does, it needs\n * no extension, and a film is a thin translucent layer where the cost of a\n * discarded fragment is nothing.\n */\nuniform vec4 uClipPlane;\nuniform int uClipEnabled;\n\nuniform vec3 uFogColor;\n/** Extinction per metre **at the camera's own height**, not at the base. */\nuniform float uFogDensity;\n/** Reciprocal scale height of the haze, per metre. 0 is a uniform medium. */\nuniform float uFogHeightFalloff;\n/** The camera's height, so a fragment's own height is one subtraction away. */\nuniform float uFogEyeY;\nuniform vec3 uUnderwaterColor;\nuniform float uUnderwaterFogDensity;\nuniform float uUnderwaterFactor;\n/** 0 integrates a medium (Beer-Lambert); 1 ramps linearly between near and far. */\nuniform int uFogMode;\n/** Linear mode only: where haze begins, and where it is total. */\nuniform float uFogNear;\nuniform float uFogFar;\n\n/** What distance converges toward: the day's haze, or the water column. */\nvec3 mediumColor() {\n return mix(uFogColor, uUnderwaterColor, uUnderwaterFactor);\n}\n\n/**\n * How much of a surface standing at height pointY, dist metres away, is lost to\n * the medium in between. 0 is perfectly clear, 1 is the medium's own colour.\n */\nfloat mediumFog(float dist, float pointY) {\n /*\n * A depth ramp rather than a medium, for worlds authored against one.\n *\n * Beer-Lambert is the honest model and stays the default: it integrates something\n * physically there, so extinction begins at the eye and never stops. A linear near/far\n * fog is not that \u2014 it is a *look*, with a hard start distance before which the air is\n * perfectly clear, and it is what the fixed-function pipeline offered and what several\n * renderers still expose. Approximating one with the other is not a matter of tuning:\n * matched at half occlusion, the exponential curve still lays haze over everything\n * inside near, where the ramp lays none, and near-field colour desaturates toward the\n * fog colour with nothing to show for it.\n *\n * Height falloff has no meaning here and is ignored: a ramp is defined on distance\n * alone.\n */\n if (uFogMode == 1) {\n float span = max(uFogFar - uFogNear, 1e-4);\n float ramp = clamp((dist - uFogNear) / span, 0.0, 1.0);\n if (uUnderwaterFactor <= 0.0) return ramp;\n float wetLinear = uUnderwaterFogDensity * dist;\n return mix(ramp, 1.0 - exp2(-wetLinear * wetLinear * 1.442695), uUnderwaterFactor);\n }\n\n // Where the medium begins along the ray: uFogNear, the linear mode's slot, which this mode\n // never read before Atmosphere.fogStart. The ray is integrated from there on, at the density\n // of that point; at a start of 0 every term is the one it always was. See render/fog.ts.\n float start = min(uFogNear, dist);\n float before = dist > 0.0 ? start / dist : 0.0;\n float t = (pointY - uFogEyeY) * uFogHeightFalloff;\n float rest = t * (1.0 - before);\n // (1 - e^-t)/t, which tends to 1 as the ray levels out. Guarded rather than\n // branched: at t = 0 the quotient is 0/0, and 1e-4 of a scale height is 8 mm.\n float denom = abs(rest) < 1e-4 ? 1e-4 : rest;\n float air =\n 1.0 - exp(-uFogDensity * exp(-t * before) * (dist - start) * (1.0 - exp(-denom)) / denom);\n if (uUnderwaterFactor <= 0.0) return air;\n // Water is its own medium and keeps its own curve, so crossing the surface\n // changes nothing about how the water column reads.\n float wet = uUnderwaterFogDensity * dist;\n return mix(air, 1.0 - exp2(-wet * wet * 1.442695), uUnderwaterFactor);\n}\n\n/** How strong the sheen is. Zero leaves a plain dark film. */\nuniform float uSheen;\n\n/**\n * How rough the film's own surface is, 0 to 1, and how coarse that roughness is.\n *\n * **A film had exactly one finish before this: mirror.** That is right for standing water and\n * wrong for the thing this pass is most used for, because a wet road is not a mirror \u2014 it is\n * water lying *in* aggregate, and the stone underneath breaks the reflection into a smear. With\n * no way to say so, a patch of film over a textured road met it at a hard rim: mirror on one\n * side, stone on the other, with nothing able to cross it. Feathering the coverage cannot fix\n * that, and it was tried \u2014 the alpha was never what the eye was reading.\n *\n * So the reflection is displaced by a noise field rather than blurred. **Displaced, because a\n * blur is the wrong phenomenon**: a rough surface does not soften what it reflects, it scatters\n * it, and a lamp on wet tarmac smears into a streak rather than becoming a soft disc. It is also\n * what a blur cannot afford here \u2014 the mirror has no mip chain (see the `textureLod` note\n * below), so softening it honestly would cost several taps where this costs none.\n *\n * `uFilmRoughnessCycles` is bumps to the metre, and it is the same quantity\n * `Renderer.setSurfaceRelief` takes. **Matching it to the surface underneath is the point**:\n * given the same field at the same scale, the water is broken up by the aggregate that the dry\n * road beside it is showing, and the two stop being different materials.\n *\n * Zero is the mirror this pass has always been, exactly, so nothing that does not ask for\n * roughness renders differently.\n */\nuniform float uFilmRoughness;\nuniform float uFilmRoughnessCycles;\n\nout vec4 fragColor;\n\n/** A hue wheel, without a texture. Standard 6-segment ramp. */\nvec3 hue(float h) {\n h = fract(h) * 6.0;\n vec3 c = clamp(vec3(abs(h - 3.0) - 1.0, 2.0 - abs(h - 2.0), 2.0 - abs(h - 4.0)), 0.0, 1.0);\n return c;\n}\n\n/**\n * The same value noise `flat.ts` builds its relief from, and deliberately the same.\n *\n * Copied rather than shared because these two shaders have no common include beyond the fog, and\n * a film that used a *different* field would defeat the whole purpose of taking a cycle count:\n * the water would be broken up by one pattern and the road by another, which is two materials\n * again with extra steps.\n */\nfloat filmHash(vec3 p) {\n p = fract(p * 0.1031);\n p += dot(p, p.zyx + 31.32);\n return fract((p.x + p.y) * p.z);\n}\n\nfloat filmNoise(vec3 p) {\n vec3 i = floor(p);\n vec3 f = fract(p);\n vec3 u = f * f * (3.0 - 2.0 * f);\n return mix(\n mix(\n mix(filmHash(i + vec3(0.0, 0.0, 0.0)), filmHash(i + vec3(1.0, 0.0, 0.0)), u.x),\n mix(filmHash(i + vec3(0.0, 1.0, 0.0)), filmHash(i + vec3(1.0, 1.0, 0.0)), u.x),\n u.y\n ),\n mix(\n mix(filmHash(i + vec3(0.0, 0.0, 1.0)), filmHash(i + vec3(1.0, 0.0, 1.0)), u.x),\n mix(filmHash(i + vec3(0.0, 1.0, 1.0)), filmHash(i + vec3(1.0, 1.0, 1.0)), u.x),\n u.y\n ),\n u.z\n );\n}\n\nvoid main() {\n if (uClipEnabled != 0 && dot(vec4(vWorld, 1.0), uClipPlane) < 0.0) discard;\n\n vec3 view = normalize(uCameraPos - vWorld);\n float facing = max(dot(normalize(vNormal), view), 0.0);\n /*\n * Fresnel-ish: dark looking straight down at it, bright at a grazing angle.\n * This is the whole effect \u2014 it is what makes a wet patch look wet rather\n * than looking like a patch of dark paint.\n */\n float grazing = pow(1.0 - facing, 3.0);\n\n /*\n * A slow travelling interference, so the sheen crawls rather than sitting\n * still. Two frequencies that do not divide each other, or the pattern\n * repeats visibly across a long slick.\n */\n float ripple =\n sin(vWorld.x * 0.73 + vWorld.z * 0.41 + uTime * 0.55) *\n cos(vWorld.z * 0.91 - vWorld.x * 0.29 - uTime * 0.37);\n\n vec3 sheen = hue(grazing * 1.35 + ripple * 0.14 + 0.55);\n /*\n * Dark underneath, so the film always reads as *less* than the surface it lies on even where\n * the sheen is strongest \u2014 but not so dark that it disappears.\n *\n * A slick that has just launched somebody has to be findable afterwards. It was rounded,\n * feathered and iridescent \u2014 and at a fifth of an opaque tint on a pale deck at dusk,\n * invisible. A hazard you cannot find is not a hazard, it is a trap.\n *\n * So the base is darker and the sheen has a floor: even looking straight down, where the\n * Fresnel term is nearly nothing, a slick is a distinctly wet patch rather than a faint one.\n */\n vec3 base = vTint * 0.9;\n vec3 color = base + sheen * uSheen * (0.22 + grazing * 0.75);\n\n /*\n * The mirrored scene, under the sheen rather than instead of it.\n *\n * Screen-space from the mirrored clip position, exactly as the water pass does it, with the\n * same fade as the sample leaves the target: a reflection that stopped dead at the edge of its\n * own buffer would draw a line across the road where nothing is.\n *\n * Weighted by the grazing term as well as by strength, because that is what a reflection does:\n * a wet surface underfoot shows almost nothing and the same surface down the street shows the\n * whole scene. Added before the fog so the image recedes with everything else in the frame.\n */\n if (uReflectionEnabled != 0 && uReflectionStrength > 0.0 && vReflectionClip.w > 0.0) {\n vec2 reflectionUv = vReflectionClip.xy / vReflectionClip.w * 0.5 + 0.5;\n vec2 border = min(reflectionUv, 1.0 - reflectionUv);\n float valid = smoothstep(0.0, 0.025, min(border.x, border.y));\n /*\n * An explicit level, not an implicit one, and the branch above is the whole reason.\n *\n * An implicit derivative inside control flow that is not provably uniform is what lets a\n * compiler flatten the branch and pay for every arm \u2014 AGENTS.md, 2026-08-07 \u2014 and WGSL\n * does not merely warn: the module fails to compile with \"textureSample must only be\n * called from uniform control flow\", which invalidates the pipeline, which invalidates\n * the command buffer, and the frame still presents. The fifth time on this branch. The\n * mirror has no mip chain, so level 0 is the only level there is; the water shader\n * reaches the same conclusion for the same lookup.\n */\n /*\n * The aggregate under the water, as a displacement of what the water shows.\n *\n * The gradient of the same field the road's relief uses, taken across the surface and used\n * to push the lookup. **Stretched along the reflection rather than isotropic**, and that is\n * the half that makes it read as a road: a reflection on a rough horizontal surface smears\n * *towards the viewer*, because a bump tilts the ray in the plane it is already travelling\n * in. Displacing in a circle gives frosted glass instead, which is a different wet thing.\n *\n * Scaled by the grazing term for the same reason the mirror is: looking straight down at a\n * puddle the reflection is compressed into almost nothing and a displacement of it would be\n * enormous, so the scatter has to fall off exactly where the image does.\n */\n if (uFilmRoughness > 0.0) {\n vec3 at = vWorld * uFilmRoughnessCycles;\n float here = filmNoise(at);\n vec2 slope = vec2(\n filmNoise(at + vec3(0.5, 0.0, 0.0)) - here,\n filmNoise(at + vec3(0.0, 0.0, 0.5)) - here\n );\n /* Along the view, which on a horizontal film is where the image runs. */\n vec2 along = normalize(vec2(view.x, view.z) + vec2(1e-5, 0.0));\n vec2 smear = along * dot(slope, along) * 3.0 + slope * 0.35;\n reflectionUv += smear * uFilmRoughness * 0.016 * (0.2 + grazing * 0.8);\n /* Re-fade at the border: a displaced sample can leave the target the original did not. */\n vec2 movedBorder = min(reflectionUv, 1.0 - reflectionUv);\n valid = min(valid, smoothstep(0.0, 0.025, min(movedBorder.x, movedBorder.y)));\n }\n vec3 mirrored = textureLod(uReflectionMap, clamp(reflectionUv, 0.0, 1.0), 0.0).rgb;\n color = mix(color, mirrored, valid * uReflectionStrength * (0.25 + grazing * 0.75));\n }\n\n // The same fog every other pass applies \u2014 and now literally the same code, which\n // it was not: this ran its own curve while claiming otherwise, so a slick receded\n // at a different rate than the deck it was lying on.\n float fog = mediumFog(length(uCameraPos - vWorld), vWorld.y);\n color = mix(color, mediumColor(), fog);\n\n /*\n * Alpha from coverage, squared.\n *\n * Squared because a linear ramp across the rim still reads as a visible band \u2014\n * the eye finds the constant-gradient edge. Squaring pushes the falloff outward\n * so the slick has a soft shoulder and no perceptible boundary. The sheen fades\n * with it, which is right: the thinnest part of a film is the least iridescent.\n */\n /*\n * Alpha from coverage, and the rim is what is squared \u2014 not the whole patch.\n *\n * Squaring the coverage outright made the *middle* translucent too, which is most of why a\n * slick could not be found. The shoulder still needs to be soft, so the square is mixed in\n * near the edge only: solid through the body, dissolving at the rim.\n */\n float coverage = clamp(vCoverage, 0.0, 1.0);\n float alpha = mix(coverage * coverage, coverage, 0.65) * 0.92;\n fragColor = vec4(color, alpha);\n}\n";
@@ -78,7 +78,8 @@ export function grainWeight(luma) {
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  return 0.25 + 3 * l * (1 - l);
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  }
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  /** Both backends' words when there is no composite to apply the look in. */
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- export const FILM_LOOK_WITHOUT_COMPOSITE = '[driftengine] setVignette and setFilmGrain need `screenEffects`: without a composite every ' +
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+ export const FILM_LOOK_WITHOUT_COMPOSITE = '[driftengine] setVignette, setFilmGrain and setChromaticAberration need `screenEffects`: ' +
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+ 'without a composite every ' +
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  'pass is the last thing to touch the frame, so there is no one place to apply a lens or a ' +
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  'print. The look was not applied.';
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  /** A vignette strength as the shader takes it: 0 to 4, anything else off. */
@@ -9,4 +9,4 @@
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  */
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  /** Shared billboard vertex stage: used by fire, smoke and any future plume. */
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  export declare const PLUME_VERT = "#version 300 es\nlayout(location = 0) in vec3 aCenter;\nlayout(location = 1) in vec2 aCorner;\nlayout(location = 2) in vec2 aSize;\nlayout(location = 3) in float aSeed;\nlayout(location = 4) in float aBlade;\n\nuniform mat4 uViewProj;\nuniform vec3 uCameraPos;\nuniform float uTime;\n/** Amplitude of the size pulse; 0 keeps the quad a fixed size. */\nuniform float uSizePulse;\n/**\n * Horizontal wind, m/s. Plumes lean with it, increasingly toward their top \u2014\n * the base is anchored to whatever is burning, the crown is free. Sharing one\n * wind with the rest of the world is the point: smoke drifting one way while\n * foliage leans another is the clearest tell that a scene is a pile of effects\n * rather than a place.\n */\nuniform vec2 uWind;\n/**\n * Whole-batch offset. Plume centres live in a static buffer because braziers\n * never move; a batch that *does* move \u2014 a tornado \u2014 shifts by a uniform rather\n * than rewriting geometry every frame.\n */\nuniform vec3 uOrigin;\n/** How strongly this plume type answers the wind; smoke far more than flame. */\nuniform float uWindResponse;\n\nout vec2 vUv;\nout float vSeed;\nout float vDistance;\nout vec3 vWorldPos;\n\n/**\n * Plumes are not a constant size: a fire flares and dies back, a smoke column\n * swells and thins. Two out-of-phase sines, offset per plume, so the whole\n * effect breathes rather than only its interior pattern animating.\n */\nfloat sizePulse(float seed) {\n return 1.0 + uSizePulse * (\n sin(uTime * 1.7 + seed * 9.1) * 0.62 +\n sin(uTime * 3.3 + seed * 4.7) * 0.38\n );\n}\n\nvoid main() {\n // Height swells more than width, the way a real flame stretches upward.\n vec3 anchor = aCenter + uOrigin;\n\n /*\n * No billboarding at all: the blade's heading is fixed in the world.\n *\n * Each plume is drawn as a CROSS of two blades 90 degrees apart (see BLADES in\n * plumeRenderer), and aSeed advances by the golden ratio per plume, so the crosses\n * themselves are scattered by the golden angle rather than aligned into a grid.\n *\n * Nothing here reads the camera, and that is the fix. Anything that does - a full\n * billboard, or merely leaning edge-on cards toward the viewer - rotates geometry\n * as the camera moves, which is exactly what reads as flat: orbiting a fire showed\n * the same silhouette from every angle. A cross cannot track the viewer, so turning\n * around a fire genuinely brings one blade broadside while the other goes edge-on.\n * That is the parallax a volume has, and it is also why no blade needs to be turned\n * to stay visible - its partner is square-on whenever it is not.\n *\n * World up stays the vertical axis: a flame that tilts with the camera reads as a\n * decal.\n */\n vec3 up = vec3(0.0, 1.0, 0.0);\n float yaw = aSeed * 6.28318530718 + aBlade * 1.57079632679;\n vec3 right = vec3(cos(yaw), 0.0, sin(yaw));\n float pulse = sizePulse(aSeed);\n vec2 size = vec2(aSize.x * mix(1.0, pulse, 0.55), aSize.y * pulse);\n\n float rise = aCorner.y * 0.5 + 0.5;\n vec3 world = anchor\n + right * (aCorner.x * size.x)\n + up * (rise * size.y);\n\n // Quadratic in height: a column bends away from its anchor rather than\n // shearing uniformly, which would slide its base off the fire.\n world.xz += uWind * (uWindResponse * rise * rise * size.y);\n\n vUv = vec2(aCorner.x * 0.5 + 0.5, aCorner.y * 0.5 + 0.5);\n vSeed = aSeed;\n vDistance = distance(world, uCameraPos);\n vWorldPos = world;\n gl_Position = uViewProj * vec4(world, 1.0);\n}\n";
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- export declare const FIRE_FRAG = "#version 300 es\nprecision highp float;\n\nin vec2 vUv;\nin float vSeed;\nin float vDistance;\nin vec3 vWorldPos;\n\nuniform float uTime;\n\nuniform vec3 uFogColor;\n/** Extinction per metre **at the camera's own height**, not at the base. */\nuniform float uFogDensity;\n/** Reciprocal scale height of the haze, per metre. 0 is a uniform medium. */\nuniform float uFogHeightFalloff;\n/** The camera's height, so a fragment's own height is one subtraction away. */\nuniform float uFogEyeY;\nuniform vec3 uUnderwaterColor;\nuniform float uUnderwaterFogDensity;\nuniform float uUnderwaterFactor;\n/** 0 integrates a medium (Beer-Lambert); 1 ramps linearly between near and far. */\nuniform int uFogMode;\n/** Linear mode only: where haze begins, and where it is total. */\nuniform float uFogNear;\nuniform float uFogFar;\n\n/** What distance converges toward: the day's haze, or the water column. */\nvec3 mediumColor() {\n return mix(uFogColor, uUnderwaterColor, uUnderwaterFactor);\n}\n\n/**\n * How much of a surface standing at height pointY, dist metres away, is lost to\n * the medium in between. 0 is perfectly clear, 1 is the medium's own colour.\n */\nfloat mediumFog(float dist, float pointY) {\n /*\n * A depth ramp rather than a medium, for worlds authored against one.\n *\n * Beer-Lambert is the honest model and stays the default: it integrates something\n * physically there, so extinction begins at the eye and never stops. A linear near/far\n * fog is not that \u2014 it is a *look*, with a hard start distance before which the air is\n * perfectly clear, and it is what the fixed-function pipeline offered and what several\n * renderers still expose. Approximating one with the other is not a matter of tuning:\n * matched at half occlusion, the exponential curve still lays haze over everything\n * inside near, where the ramp lays none, and near-field colour desaturates toward the\n * fog colour with nothing to show for it.\n *\n * Height falloff has no meaning here and is ignored: a ramp is defined on distance\n * alone.\n */\n if (uFogMode == 1) {\n float span = max(uFogFar - uFogNear, 1e-4);\n float ramp = clamp((dist - uFogNear) / span, 0.0, 1.0);\n if (uUnderwaterFactor <= 0.0) return ramp;\n float wetLinear = uUnderwaterFogDensity * dist;\n return mix(ramp, 1.0 - exp2(-wetLinear * wetLinear * 1.442695), uUnderwaterFactor);\n }\n\n float t = (pointY - uFogEyeY) * uFogHeightFalloff;\n // (1 - e^-t)/t, which tends to 1 as the ray levels out. Guarded rather than\n // branched: at t = 0 the quotient is 0/0, and 1e-4 of a scale height is 8 mm.\n float denom = abs(t) < 1e-4 ? 1e-4 : t;\n float air = 1.0 - exp(-uFogDensity * dist * (1.0 - exp(-denom)) / denom);\n if (uUnderwaterFactor <= 0.0) return air;\n // Water is its own medium and keeps its own curve, so crossing the surface\n // changes nothing about how the water column reads.\n float wet = uUnderwaterFogDensity * dist;\n return mix(air, 1.0 - exp2(-wet * wet * 1.442695), uUnderwaterFactor);\n}\n\nuniform int uNoiseOctaves;\nuniform vec4 uClipPlane;\nuniform int uClipEnabled;\n\nout vec4 outColor;\n\nfloat hash21(vec2 p) {\n return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453123);\n}\n\nfloat valueNoise(vec2 p) {\n vec2 i = floor(p);\n vec2 f = fract(p);\n vec2 u = f * f * (3.0 - 2.0 * f);\n return mix(\n mix(hash21(i), hash21(i + vec2(1.0, 0.0)), u.x),\n mix(hash21(i + vec2(0.0, 1.0)), hash21(i + vec2(1.0, 1.0)), u.x),\n u.y\n );\n}\n\n/** Rising turbulence: octaves scrolled upward at different rates. */\nfloat turbulence(vec2 p, float t) {\n float v = valueNoise(p * 3.0 + vec2(0.0, -t * 1.9)) * 0.55;\n if (uNoiseOctaves == 1) return v / 0.55;\n v += valueNoise(p * 6.5 + vec2(t * 0.3, -t * 3.1)) * 0.28;\n if (uNoiseOctaves == 2) return v / 0.83;\n return v + valueNoise(p * 13.0 + vec2(-t * 0.2, -t * 4.6)) * 0.17;\n}\n\nvoid main() {\n if (uClipEnabled != 0 && dot(vec4(vWorldPos, 1.0), uClipPlane) < 0.0) discard;\n\n vec2 uv = vUv;\n float t = uTime + vSeed * 37.0;\n\n // Taper toward the tip and pinch the sides, so the quad never shows.\n float sides = 1.0 - abs(uv.x - 0.5) * 2.0;\n float taper = sides * (1.0 - uv.y * 0.72);\n if (taper <= 0.0) discard;\n\n // Sway: the column leans and wanders instead of standing to attention.\n float sway = (valueNoise(vec2(t * 0.55, vSeed * 11.0)) - 0.5) * 0.34 * uv.y;\n vec2 p = vec2(uv.x + sway, uv.y);\n\n float n = turbulence(p, t);\n // Flame body: noise must beat a threshold that rises with height, which is\n // what makes the tip break into separate licks.\n float body = n * taper * 1.9 - uv.y * 0.55;\n if (body <= 0.02) discard;\n\n // Colour ramp: white-hot core through yellow and orange to a dark red edge.\n float heat = clamp(body * 1.5, 0.0, 1.0);\n vec3 col = mix(vec3(0.62, 0.06, 0.02), vec3(1.0, 0.45, 0.06), smoothstep(0.0, 0.45, heat));\n col = mix(col, vec3(1.0, 0.85, 0.35), smoothstep(0.45, 0.75, heat));\n col = mix(col, vec3(1.0, 0.98, 0.88), smoothstep(0.78, 1.0, heat));\n\n float alpha = clamp(body * 2.2, 0.0, 1.0) * (1.0 - smoothstep(0.72, 1.0, uv.y));\n // Additive light must lose alpha as it scatters, or mixing its colour alone\n // still makes a distant flame glow through fog and through water.\n float fog = mediumFog(vDistance, vWorldPos.y);\n col = mix(col, mediumColor(), fog);\n alpha *= 1.0 - fog;\n\n outColor = vec4(col, alpha);\n}\n";
12
+ export declare const FIRE_FRAG = "#version 300 es\nprecision highp float;\n\nin vec2 vUv;\nin float vSeed;\nin float vDistance;\nin vec3 vWorldPos;\n\nuniform float uTime;\n\nuniform vec3 uFogColor;\n/** Extinction per metre **at the camera's own height**, not at the base. */\nuniform float uFogDensity;\n/** Reciprocal scale height of the haze, per metre. 0 is a uniform medium. */\nuniform float uFogHeightFalloff;\n/** The camera's height, so a fragment's own height is one subtraction away. */\nuniform float uFogEyeY;\nuniform vec3 uUnderwaterColor;\nuniform float uUnderwaterFogDensity;\nuniform float uUnderwaterFactor;\n/** 0 integrates a medium (Beer-Lambert); 1 ramps linearly between near and far. */\nuniform int uFogMode;\n/** Linear mode only: where haze begins, and where it is total. */\nuniform float uFogNear;\nuniform float uFogFar;\n\n/** What distance converges toward: the day's haze, or the water column. */\nvec3 mediumColor() {\n return mix(uFogColor, uUnderwaterColor, uUnderwaterFactor);\n}\n\n/**\n * How much of a surface standing at height pointY, dist metres away, is lost to\n * the medium in between. 0 is perfectly clear, 1 is the medium's own colour.\n */\nfloat mediumFog(float dist, float pointY) {\n /*\n * A depth ramp rather than a medium, for worlds authored against one.\n *\n * Beer-Lambert is the honest model and stays the default: it integrates something\n * physically there, so extinction begins at the eye and never stops. A linear near/far\n * fog is not that \u2014 it is a *look*, with a hard start distance before which the air is\n * perfectly clear, and it is what the fixed-function pipeline offered and what several\n * renderers still expose. Approximating one with the other is not a matter of tuning:\n * matched at half occlusion, the exponential curve still lays haze over everything\n * inside near, where the ramp lays none, and near-field colour desaturates toward the\n * fog colour with nothing to show for it.\n *\n * Height falloff has no meaning here and is ignored: a ramp is defined on distance\n * alone.\n */\n if (uFogMode == 1) {\n float span = max(uFogFar - uFogNear, 1e-4);\n float ramp = clamp((dist - uFogNear) / span, 0.0, 1.0);\n if (uUnderwaterFactor <= 0.0) return ramp;\n float wetLinear = uUnderwaterFogDensity * dist;\n return mix(ramp, 1.0 - exp2(-wetLinear * wetLinear * 1.442695), uUnderwaterFactor);\n }\n\n // Where the medium begins along the ray: uFogNear, the linear mode's slot, which this mode\n // never read before Atmosphere.fogStart. The ray is integrated from there on, at the density\n // of that point; at a start of 0 every term is the one it always was. See render/fog.ts.\n float start = min(uFogNear, dist);\n float before = dist > 0.0 ? start / dist : 0.0;\n float t = (pointY - uFogEyeY) * uFogHeightFalloff;\n float rest = t * (1.0 - before);\n // (1 - e^-t)/t, which tends to 1 as the ray levels out. Guarded rather than\n // branched: at t = 0 the quotient is 0/0, and 1e-4 of a scale height is 8 mm.\n float denom = abs(rest) < 1e-4 ? 1e-4 : rest;\n float air =\n 1.0 - exp(-uFogDensity * exp(-t * before) * (dist - start) * (1.0 - exp(-denom)) / denom);\n if (uUnderwaterFactor <= 0.0) return air;\n // Water is its own medium and keeps its own curve, so crossing the surface\n // changes nothing about how the water column reads.\n float wet = uUnderwaterFogDensity * dist;\n return mix(air, 1.0 - exp2(-wet * wet * 1.442695), uUnderwaterFactor);\n}\n\nuniform int uNoiseOctaves;\nuniform vec4 uClipPlane;\nuniform int uClipEnabled;\n\nout vec4 outColor;\n\nfloat hash21(vec2 p) {\n return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453123);\n}\n\nfloat valueNoise(vec2 p) {\n vec2 i = floor(p);\n vec2 f = fract(p);\n vec2 u = f * f * (3.0 - 2.0 * f);\n return mix(\n mix(hash21(i), hash21(i + vec2(1.0, 0.0)), u.x),\n mix(hash21(i + vec2(0.0, 1.0)), hash21(i + vec2(1.0, 1.0)), u.x),\n u.y\n );\n}\n\n/** Rising turbulence: octaves scrolled upward at different rates. */\nfloat turbulence(vec2 p, float t) {\n float v = valueNoise(p * 3.0 + vec2(0.0, -t * 1.9)) * 0.55;\n if (uNoiseOctaves == 1) return v / 0.55;\n v += valueNoise(p * 6.5 + vec2(t * 0.3, -t * 3.1)) * 0.28;\n if (uNoiseOctaves == 2) return v / 0.83;\n return v + valueNoise(p * 13.0 + vec2(-t * 0.2, -t * 4.6)) * 0.17;\n}\n\nvoid main() {\n if (uClipEnabled != 0 && dot(vec4(vWorldPos, 1.0), uClipPlane) < 0.0) discard;\n\n vec2 uv = vUv;\n float t = uTime + vSeed * 37.0;\n\n // Taper toward the tip and pinch the sides, so the quad never shows.\n float sides = 1.0 - abs(uv.x - 0.5) * 2.0;\n float taper = sides * (1.0 - uv.y * 0.72);\n if (taper <= 0.0) discard;\n\n // Sway: the column leans and wanders instead of standing to attention.\n float sway = (valueNoise(vec2(t * 0.55, vSeed * 11.0)) - 0.5) * 0.34 * uv.y;\n vec2 p = vec2(uv.x + sway, uv.y);\n\n float n = turbulence(p, t);\n // Flame body: noise must beat a threshold that rises with height, which is\n // what makes the tip break into separate licks.\n float body = n * taper * 1.9 - uv.y * 0.55;\n if (body <= 0.02) discard;\n\n // Colour ramp: white-hot core through yellow and orange to a dark red edge.\n float heat = clamp(body * 1.5, 0.0, 1.0);\n vec3 col = mix(vec3(0.62, 0.06, 0.02), vec3(1.0, 0.45, 0.06), smoothstep(0.0, 0.45, heat));\n col = mix(col, vec3(1.0, 0.85, 0.35), smoothstep(0.45, 0.75, heat));\n col = mix(col, vec3(1.0, 0.98, 0.88), smoothstep(0.78, 1.0, heat));\n\n float alpha = clamp(body * 2.2, 0.0, 1.0) * (1.0 - smoothstep(0.72, 1.0, uv.y));\n // Additive light must lose alpha as it scatters, or mixing its colour alone\n // still makes a distant flame glow through fog and through water.\n float fog = mediumFog(vDistance, vWorldPos.y);\n col = mix(col, mediumColor(), fog);\n alpha *= 1.0 - fog;\n\n outColor = vec4(col, alpha);\n}\n";
@@ -8,7 +8,7 @@ export declare function glassTintGlsl(glassShadows: boolean): string;
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  * The lit stage's switches, by the name of the constant each is: the decision both backends make
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  * about which optional code a lit program carries. See `litSwitchesGlsl`.
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  */
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- export type LitSwitch = 'GLASS_SHADOWS' | 'CLUSTERED_LIGHTS' | 'LIGHT_FIXTURES' | 'SURFACE_EFFECTS' | 'DRIFT_LIGHT' | 'PHYSICAL_SPECULAR';
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+ export type LitSwitch = 'GLASS_SHADOWS' | 'CLUSTERED_LIGHTS' | 'LIGHT_FIXTURES' | 'SURFACE_EFFECTS' | 'DRIFT_LIGHT' | 'PHYSICAL_SPECULAR' | 'SURFACE_OVERLAY' | 'REFLECTION_MAPS';
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  /** Every switch off: what a renderer starts from before its profile and its content say otherwise. */
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  export declare function noLitSwitches(): Record<LitSwitch, boolean>;
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  /** Which of the lit stage's optional features a build reads. See `litSwitchesGlsl`. */
@@ -32,6 +32,8 @@ export function noLitSwitches() {
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  SURFACE_EFFECTS: false,
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  DRIFT_LIGHT: false,
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  PHYSICAL_SPECULAR: false,
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+ SURFACE_OVERLAY: false,
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+ REFLECTION_MAPS: false,
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  };
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  }
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  /**