@hology/webgpu-renderer 0.1.15 → 0.1.17
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/index.d.ts +7 -0
- package/dist/index.js +1 -1
- package/package.json +1 -1
package/dist/index.js
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var e=class{layout;pipeline;constructor(e,t){this.layout=e.createBindGroupLayout({label:t.label?`${t.label}-layout`:void 0,entries:t.bindGroupLayoutEntries});const r=e.createPipelineLayout({label:t.label?`${t.label}-pipeline-layout`:void 0,bindGroupLayouts:[this.layout]});this.pipeline=e.createComputePipeline({label:t.label,layout:r,compute:{module:e.createShaderModule({label:t.label?`${t.label}-module`:void 0,code:t.code}),entryPoint:t.entryPoint??"main"}})}createBindGroup(e,t,r){return e.createBindGroup({label:r,layout:this.layout,entries:t})}};import{Color as t,DirectionalLight as r,Matrix4 as i,Object3D as n,PointLight as a,Scene as s,SpotLight as o,Vector3 as l}from"three";var c=class extends n{constructor(e){super(),this.volume=e}volume;isFogVolumeObject=!0},u={low:{froxelPixelSize:16,depthSlices:32,integrationSubsteps:1,shadowFilterTaps:1,temporalJitter:!0,temporal:{historyWeight:.88,depthRejection:.055,neighborhoodClamp:!0},blur:{scale:.25,radius:2,depthSigma:.06,spatialSigma:1.5,depthAwareUpsample:!1}},medium:{froxelPixelSize:12,depthSlices:40,integrationSubsteps:1,shadowFilterTaps:1,temporalJitter:!0,temporal:{historyWeight:.92,depthRejection:.045,neighborhoodClamp:!0},blur:{scale:.375,radius:2,depthSigma:.055,spatialSigma:1.75,depthAwareUpsample:!0}},high:{froxelPixelSize:8,depthSlices:64,integrationSubsteps:1,shadowFilterTaps:1,temporalJitter:!0,temporal:{historyWeight:.94,depthRejection:.04,neighborhoodClamp:!0},blur:{scale:.5,radius:3,depthSigma:.05,spatialSigma:2,depthAwareUpsample:!0}}},d=20,h=16,p=(new i).set(1,0,0,0,0,1,0,0,0,0,.5,.5,0,0,0,1),f=new l,m=new l,g=new l,v={label:"VolumetricFogFroxelPass"};function x(e,t,r,i,n,a){e[t]=r,e[t+1]=i,e[t+2]=n,e[t+3]=a}var w=class{constructor(e=new s,t={}){this.scene=e,this.options=b(t),this.integratedVolume=`${this.options.targetPrefix}Integrated`,this.columnDepthBounds=`${this.options.targetPrefix}DepthBounds`,this.scatteringHistoryA=`${this.options.targetPrefix}ScatteringHistoryA`,this.scatteringHistoryB=`${this.options.targetPrefix}ScatteringHistoryB`,this.activeHistoryRead=this.scatteringHistoryB,this.activeHistoryWrite=this.scatteringHistoryA,this.volumeData=new Float32Array(this.options.maxVolumes*d);const r=this.options.maxDirectionalLights+this.options.maxPointLights+this.options.maxSpotLights;this.lightData=new Float32Array(r*h),this.selectedPointIndices=new Int32Array(this.options.maxPointLights),this.selectedPointScores=new Float32Array(this.options.maxPointLights),this.selectedSpotIndices=new Int32Array(this.options.maxSpotLights),this.selectedSpotScores=new Float32Array(this.options.maxSpotLights)}scene;integratedVolume;columnDepthBounds;scatteringHistoryA;scatteringHistoryB;options;resources=new WeakMap;uniformStorage=new ArrayBuffer(256);uniforms=new Float32Array(this.uniformStorage);uniformIntegers=new Uint32Array(this.uniformStorage);volumeData;lightData;selectedPointIndices;selectedPointScores;selectedSpotIndices;selectedSpotScores;collectedVolumes=[];collectedDirectionals=[];collectedPoints=[];collectedSpots=[];volumeCount=0;directionalCount=0;pointCount=0;spotCount=0;collectionCamera=null;collectVolumeObject=e=>{const t=e;t.isFogVolumeObject&&t.volume&&!this.collectedVolumes.includes(t.volume)&&this.collectedVolumes.push(t.volume)};collectLightObject=e=>{const t=this.collectionCamera;e instanceof r&&e.layers.test(t.layers)&&!this.collectedDirectionals.includes(e)?this.collectedDirectionals.push(e):e instanceof a&&e.layers.test(t.layers)?this.collectedPoints.push(e):e instanceof o&&e.layers.test(t.layers)&&this.collectedSpots.push(e)};executeFroxelPass=e=>{this.executeFroxels(e)};projectionInverse=new i;viewProjectionInverse=new i;previousTemporalViewProjection=new i;previousFroxelViewProjection=new i;previousFroxelCameraPosition=new l;previousFroxelNear=.1;previousFroxelFar=1;previousFroxelWidth=0;previousFroxelHeight=0;froxelHistoryValid=!1;froxelHistoryWriteIndex=0;activeHistoryRead;activeHistoryWrite;explicitVolumes=[];volumeObjects;extractedLights;cascadeDirectionalLights=[];compositePass=null;blurPassCache=new Map;temporalPassCache=new Map;temporalWriteIndex=0;temporalHistoryValid=!1;activeLastFrame=!1;frameIndex=0;setScene(e){this.scene=e}get enabled(){return this.options.enabled}setOptions(e){const t=b({...this.options,...e,ambientColor:e.ambientColor??this.options.ambientColor,blur:void 0===e.blur?this.options.blur:e.blur,temporal:void 0===e.temporal?this.options.temporal:e.temporal,targetPrefix:this.options.targetPrefix,maxVolumes:this.options.maxVolumes,maxDirectionalLights:this.options.maxDirectionalLights,maxPointLights:this.options.maxPointLights,maxSpotLights:this.options.maxSpotLights});Object.assign(this.options,t),this.compositePass=null,this.blurPassCache.clear(),this.temporalPassCache.clear(),this.reset()}applyPreset(e){this.setOptions(u[e])}reset(){this.frameIndex=0,this.temporalWriteIndex=0,this.temporalHistoryValid=!1,this.froxelHistoryValid=!1,this.froxelHistoryWriteIndex=0,this.previousFroxelWidth=0,this.previousFroxelHeight=0,this.activeLastFrame=!1,this.previousTemporalViewProjection.identity()}setCascadedDirectionalLights(e){this.cascadeDirectionalLights=e}addPasses(e,t){if(this.explicitVolumes=t.volumes??[],this.volumeObjects=t.volumeObjects,this.extractedLights=t.lights,!this.options.enabled||0===this.explicitVolumes.length&&0===this.volumeObjects?.length)return this.activeLastFrame&&this.reset(),t.sceneColor;this.activeLastFrame=!0,e.createTextureTarget(this.integratedVolume,{dimension:"3d",depthOrArrayLayers:this.options.depthSlices,scale:1/this.options.froxelPixelSize,format:"rgba16float",usage:GPUTextureUsage.TEXTURE_BINDING|GPUTextureUsage.STORAGE_BINDING}),e.createTextureTarget(this.columnDepthBounds,{scale:1/this.options.froxelPixelSize,format:"rg32float",usage:GPUTextureUsage.TEXTURE_BINDING|GPUTextureUsage.STORAGE_BINDING});for(const t of[this.scatteringHistoryA,this.scatteringHistoryB])e.createTextureTarget(t,{dimension:"3d",depthOrArrayLayers:this.options.depthSlices,scale:1/this.options.froxelPixelSize,format:"rgba16float",usage:GPUTextureUsage.TEXTURE_BINDING|GPUTextureUsage.STORAGE_BINDING});this.activeHistoryRead=0===this.froxelHistoryWriteIndex?this.scatteringHistoryB:this.scatteringHistoryA,this.activeHistoryWrite=0===this.froxelHistoryWriteIndex?this.scatteringHistoryA:this.scatteringHistoryB,e.addPass({name:"VolumetricFogFroxelPass",inputs:{sceneDepth:t.depth,scatteringHistory:this.activeHistoryRead},outputs:[this.integratedVolume,this.columnDepthBounds,this.activeHistoryWrite],execute:this.executeFroxelPass}),this.froxelHistoryWriteIndex=1-this.froxelHistoryWriteIndex;const r=e.createColorTarget(`${this.options.targetPrefix}Composite`,{format:"rgba16float"});return!1!==this.options.blur?this.addBlurredComposite(e,t,r):(this.compositePass&&this.compositePass.matches(t.sceneColor,t.depth,r)||(this.compositePass=new y(t.sceneColor,t.depth,this.integratedVolume,this.columnDepthBounds,r,this.options.maxDistance,this.options.fogDitherStrength)),this.compositePass.setFrameIndex(this.frameIndex),e.addFullscreenPass(this.compositePass),r)}addBlurredComposite(e,t,r){const i=this.options.blur;if(!1===i)return r;const n=e.createColorTarget(`${this.options.targetPrefix}Resolved`,{format:"rgba16float",scale:i.scale}),a=e.createColorTarget(`${this.options.targetPrefix}BlurTemporary`,{format:"rgba16float",scale:i.scale}),s=e.createColorTarget(`${this.options.targetPrefix}Blurred`,{format:"rgba16float",scale:i.scale}),o=`resolve:${t.depth}:${n}`;let l=this.blurPassCache.get(o);l||(l=new S(t.depth,this.integratedVolume,this.columnDepthBounds,n,this.options.maxDistance,this.options.fogDitherStrength),this.blurPassCache.set(o,l)),l.setFrameIndex(this.frameIndex),e.addFullscreenPass(l);const c=n;for(const[r,n,o]of[[c,a,[1,0]],[a,s,[0,1]]]){const a=`blur:${r}:${n}:${o[0]}:${i.radius}:${i.depthSigma}:${i.spatialSigma}`;let s=this.blurPassCache.get(a);s||(s=new P(r,t.depth,n,o,i),this.blurPassCache.set(a,s)),e.addFullscreenPass(s)}const u=`blurComposite:${t.sceneColor}:${t.depth}:${s}:${r}:${i.depthAwareUpsample}`;let d=this.blurPassCache.get(u);return d||(d=new M(t.sceneColor,t.depth,s,this.integratedVolume,this.columnDepthBounds,r,i.depthAwareUpsample),this.blurPassCache.set(u,d)),e.addFullscreenPass(d),r}addTemporalPass(e,t,r,i){const n=this.options.temporal;if(!1===n)return r;const a=e.createColorTarget(`${this.options.targetPrefix}TemporalA`,{format:"rgba16float",scale:i}),s=e.createColorTarget(`${this.options.targetPrefix}TemporalB`,{format:"rgba16float",scale:i}),o=e.createColorTarget(`${this.options.targetPrefix}TemporalDepthA`,{format:"r16float",scale:i}),l=e.createColorTarget(`${this.options.targetPrefix}TemporalDepthB`,{format:"r16float",scale:i}),c=0===this.temporalWriteIndex?s:a,u=0===this.temporalWriteIndex?a:s,d=0===this.temporalWriteIndex?l:o,h=0===this.temporalWriteIndex?o:l,p=[r,t.depth,t.velocity??"camera",c,d,u,h].join(":");let f=this.temporalPassCache.get(p);return f||(f=new C(r,t.depth,t.velocity,c,d,u,h,n,this),this.temporalPassCache.set(p,f)),e.addFullscreenPass(f),this.temporalWriteIndex=1-this.temporalWriteIndex,u}consumeTemporalHistoryValid(){const e=this.temporalHistoryValid;return this.temporalHistoryValid=!0,e}updateTemporalUniforms(e,t,r,i,n){t.copy(p).multiply(n.camera.projectionMatrix).multiply(n.camera.matrixWorldInverse),r.copy(t).invert();const a=this.consumeTemporalHistoryValid();e.set(r.elements,0),e.set((a?this.previousTemporalViewProjection:t).elements,16),x(e,32,i.historyWeight,i.depthRejection,i.neighborhoodClamp?1:0,a?1:0),this.previousTemporalViewProjection.copy(t)}dispose(){this.compositePass=null,this.blurPassCache.clear(),this.temporalPassCache.clear()}executeFroxels(e){const t=this.getResources(e.device);this.collectSceneData(e.camera);const r=Math.max(.01,e.camera.near),i=Math.min(e.camera.far,this.options.maxDistance);e.camera.getWorldPosition(m);let n=r+.01;for(let e=0;e<this.volumeCount;e++){const t=e*d,r=this.volumeData[t]-m.x,i=this.volumeData[t+1]-m.y,a=this.volumeData[t+2]-m.z;n=Math.max(n,Math.sqrt(r*r+i*i+a*a)+this.volumeData[t+3])}const a=Math.max(r+.01,Math.min(i,n));let s=a;for(let e=0;e<this.volumeCount;e++)s=Math.min(s,Math.max(this.volumeData[e*d+10],r));s=Math.min(s,a);const o=Math.max(1,Math.floor(e.width/this.options.froxelPixelSize)),l=Math.max(1,Math.floor(e.height/this.options.froxelPixelSize));o===this.previousFroxelWidth&&l===this.previousFroxelHeight||(this.froxelHistoryValid=!1),this.projectionInverse.copy(p).multiply(e.camera.projectionMatrix).multiply(e.camera.matrixWorldInverse),this.viewProjectionInverse.copy(this.projectionInverse).invert(),this.uniforms.set(this.viewProjectionInverse.elements,0),this.uniforms[16]=e.camera.position.x,this.uniforms[17]=e.camera.position.y,this.uniforms[18]=e.camera.position.z,this.uniforms[19]=r,x(this.uniforms,20,o,l,this.options.depthSlices,a),this.uniformIntegers[24]=this.volumeCount,this.uniformIntegers[25]=this.directionalCount,this.uniformIntegers[26]=this.pointCount,this.uniformIntegers[27]=this.spotCount,x(this.uniforms,28,this.options.ambientColor.r,this.options.ambientColor.g,this.options.ambientColor.b,this.options.temporalJitter?this.frameIndex++%1024+1:0),e.camera.getWorldDirection(m),x(this.uniforms,32,m.x,m.y,m.z,Math.max(e.camera.far-r,1e-4)),x(this.uniforms,36,this.options.scatteringIntensity,this.options.spatialJitter?1:0,0,0),this.uniforms.set((this.froxelHistoryValid?this.previousFroxelViewProjection:this.projectionInverse).elements,40),x(this.uniforms,56,this.previousFroxelCameraPosition.x,this.previousFroxelCameraPosition.y,this.previousFroxelCameraPosition.z,this.froxelHistoryValid&&!1!==this.options.temporal?1:0),x(this.uniforms,60,this.previousFroxelNear,this.previousFroxelFar,!1===this.options.temporal?0:this.options.temporal.historyWeight,0),e.device.queue.writeBuffer(t.uniformBuffer,0,this.uniforms),this.volumeCount>0&&e.device.queue.writeBuffer(t.volumeBuffer,0,this.volumeData.buffer,this.volumeData.byteOffset,this.volumeCount*d*4);const c=this.directionalCount+this.pointCount+this.spotCount;c>0&&e.device.queue.writeBuffer(t.lightBuffer,0,this.lightData.buffer,this.lightData.byteOffset,c*h*4);const u=e.getSceneLightingResources(),f=e.getTextureView(this.integratedVolume),g=e.getTextureView(this.columnDepthBounds),w=e.getTextureView(this.activeHistoryRead),b=e.getTextureView(this.activeHistoryWrite),y=e.depthView,S=t.bindGroupResources;t.bindGroup&&S&&S.integratedVolumeView===f&&S.historyReadView===w&&S.historyWriteView===b&&S.lightBuffer===u.lightBuffer&&S.comparisonSampler===e.comparisonSampler&&S.directionalShadowView===u.directionalShadowView&&S.pointShadowView===u.pointShadowView&&S.spotShadowView===u.spotShadowView&&S.spotLightMapView===u.spotLightMapView&&S.depthView===y&&S.columnDepthBoundsView===g||(t.bindGroup=e.device.createBindGroup({label:"volumetric-fog-bind-group",layout:t.layout,entries:[{binding:0,resource:{buffer:t.uniformBuffer}},{binding:1,resource:{buffer:t.volumeBuffer}},{binding:2,resource:{buffer:t.lightBuffer}},{binding:3,resource:f},{binding:4,resource:{buffer:u.lightBuffer}},{binding:5,resource:e.comparisonSampler},{binding:6,resource:u.directionalShadowView},{binding:7,resource:u.pointShadowView},{binding:8,resource:u.spotShadowView},{binding:9,resource:y},{binding:10,resource:g},{binding:11,resource:e.linearClampSampler},{binding:12,resource:w},{binding:13,resource:b},{binding:14,resource:u.spotLightMapView}]}),t.bindGroupResources={integratedVolumeView:f,historyReadView:w,historyWriteView:b,lightBuffer:u.lightBuffer,comparisonSampler:e.comparisonSampler,directionalShadowView:u.directionalShadowView,pointShadowView:u.pointShadowView,spotShadowView:u.spotShadowView,spotLightMapView:u.spotLightMapView,depthView:y,columnDepthBoundsView:g});const C=e.encoder.beginComputePass(v);C.setPipeline(t.pipeline),C.setBindGroup(0,t.bindGroup),C.dispatchWorkgroups(Math.ceil(o/8),Math.ceil(l/8)),C.end(),this.previousFroxelViewProjection.copy(this.projectionInverse),this.previousFroxelCameraPosition.set(this.uniforms[16],this.uniforms[17],this.uniforms[18]),this.previousFroxelNear=s,this.previousFroxelFar=a,this.previousFroxelWidth=o,this.previousFroxelHeight=l,this.froxelHistoryValid=!0}collectSceneData(e){const t=this.collectedVolumes,r=this.collectedDirectionals,i=this.collectedPoints,n=this.collectedSpots;t.length=0,r.length=0,i.length=0,n.length=0;for(const e of this.explicitVolumes)t.push(e);for(const t of this.cascadeDirectionalLights)t.visible&&t.layers.test(e.layers)&&!r.includes(t)&&r.push(t);if(void 0===this.volumeObjects)this.scene.traverseVisible(this.collectVolumeObject);else for(const e of this.volumeObjects)this.collectVolumeObject(e);void 0===this.extractedLights&&(this.collectionCamera=e,this.scene.traverseVisible(this.collectLightObject),this.collectionCamera=null);const a=Math.min(t.length,this.options.maxVolumes);this.volumeData.fill(0,0,a*d);for(let e=0;e<a;e++)this.writeVolume(e,t[e]);const s=Math.min(this.extractedLights?.directionals.length??r.length,this.options.maxDirectionalLights),o=this.extractedLights?.points,l=this.extractedLights?.spots,c=this.selectClosestLights(o??i,e,this.selectedPointIndices,this.selectedPointScores),u=this.selectClosestLights(l??n,e,this.selectedSpotIndices,this.selectedSpotScores);this.lightData.fill(0,0,(s+c+u)*h);let p=0;for(let e=0;e<s;e++){const t=this.extractedLights?.directionals[e];t?this.writeExtractedDirectional(p++,t):this.writeDirectional(p++,r[e])}for(let e=0;e<c;e++){const t=this.selectedPointIndices[e];o?this.writeExtractedPoint(p++,o[t],t):this.writePoint(p++,i[t])}for(let e=0;e<u;e++){const t=this.selectedSpotIndices[e];l?this.writeExtractedSpot(p++,l[t],t):this.writeSpot(p++,n[t])}this.volumeCount=a,this.directionalCount=s,this.pointCount=c,this.spotCount=u}selectClosestLights(e,t,r,i){const a=r.length;if(0===a)return 0;t.getWorldPosition(m);let s=0;for(let t=0;t<e.length;t+=1){const o=e[t],l=Number(o instanceof n?o.userData?.volumetricIntensity??0:o.volumetricIntensity);if(!Number.isFinite(l)||l<=0)continue;const c=o instanceof n?o.getWorldPosition(f):o.position,u=m.distanceToSquared(c);if(s===a&&u>=i[a-1])continue;let d=Math.min(s,a-1);for(;d>0&&u<i[d-1];)d<a&&(i[d]=i[d-1],r[d]=r[d-1]),d-=1;i[d]=u,r[d]=t,s<a&&(s+=1)}return s}writeVolume(e,t){const r=e*d;t.object.getWorldPosition(f),t.object.getWorldScale(g),x(this.volumeData,r,f.x,f.y,f.z,5*Math.max(g.x,g.y,g.z)),x(this.volumeData,r+4,t.albedo.r,t.albedo.g,t.albedo.b,Math.max(0,t.baseDensity)),x(this.volumeData,r+8,t.heightFalloff,t.heightOffset,t.startDistance??3,-Math.max(-.99,Math.min(.99,t.scatteringDistribution))),x(this.volumeData,r+12,t.emissive.r,t.emissive.g,t.emissive.b,t.ambientIntensity??1),this.volumeData[r+16]="lightShaft"===t.scatteringMode?1:0}writeDirectional(e,t){const r=e*h;t.getWorldPosition(f),t.target.getWorldPosition(m),m.sub(f).normalize(),x(this.lightData,r,m.x,m.y,m.z,0);const i=t.intensity*(t.userData?.volumetricIntensity??1);x(this.lightData,r+4,t.color.r*i,t.color.g*i,t.color.b*i,0)}writeExtractedDirectional(e,t){const r=e*h;x(this.lightData,r,t.direction.x,t.direction.y,t.direction.z,0);const i=t.intensity*t.volumetricIntensity;x(this.lightData,r+4,t.color.x*i,t.color.y*i,t.color.z*i,0)}writePoint(e,t,r=e){const i=e*h;t.getWorldPosition(f),x(this.lightData,i,f.x,f.y,f.z,Math.max(.001,t.distance||this.options.maxDistance));const n=t.intensity*(t.userData?.volumetricIntensity??1);x(this.lightData,i+4,t.color.r*n,t.color.g*n,t.color.b*n,Math.max(0,t.decay)),this.lightData[i+13]=r}writeExtractedPoint(e,t,r){const i=e*h;x(this.lightData,i,t.position.x,t.position.y,t.position.z,Math.max(.001,t.range||this.options.maxDistance));const n=t.intensity*t.volumetricIntensity;x(this.lightData,i+4,t.color.x*n,t.color.y*n,t.color.z*n,Math.max(0,t.decay)),this.lightData[i+13]=r,this.lightData[i+14]=1}writeSpot(e,t,r=e){const i=e*h;t.getWorldPosition(f),t.target.getWorldPosition(m),m.sub(f).normalize(),x(this.lightData,i,f.x,f.y,f.z,Math.max(.001,t.distance||this.options.maxDistance));const n=t.intensity*(t.userData?.volumetricIntensity??1);x(this.lightData,i+4,t.color.r*n,t.color.g*n,t.color.b*n,Math.max(0,t.decay)),x(this.lightData,i+8,m.x,m.y,m.z,Math.cos(t.angle)),this.lightData[i+12]=Math.cos(t.angle*(1-t.penumbra)),this.lightData[i+13]=r}writeExtractedSpot(e,t,r){const i=e*h;x(this.lightData,i,t.position.x,t.position.y,t.position.z,Math.max(.001,t.range||this.options.maxDistance));const n=t.intensity*t.volumetricIntensity;x(this.lightData,i+4,t.color.x*n,t.color.y*n,t.color.z*n,Math.max(0,t.decay)),x(this.lightData,i+8,t.direction.x,t.direction.y,t.direction.z,Math.cos(t.angle)),this.lightData[i+12]=Math.cos(t.angle*(1-t.penumbra)),this.lightData[i+13]=r,this.lightData[i+14]=1}getResources(e){let t=this.resources.get(e);t||(t=new Map,this.resources.set(e,t));const r=[this.options.shadowFilterTaps,this.options.integrationSubsteps,this.options.maxVolumes,this.options.maxDirectionalLights,this.options.maxPointLights,this.options.maxSpotLights].join(":"),i=t.get(r);if(i)return i;const n=e.createBuffer({size:256,usage:GPUBufferUsage.UNIFORM|GPUBufferUsage.COPY_DST}),a=e.createBuffer({size:this.volumeData.byteLength,usage:GPUBufferUsage.STORAGE|GPUBufferUsage.COPY_DST}),s=e.createBuffer({size:this.lightData.byteLength,usage:GPUBufferUsage.STORAGE|GPUBufferUsage.COPY_DST}),o=e.createBindGroupLayout({entries:[{binding:0,visibility:GPUShaderStage.COMPUTE,buffer:{type:"uniform"}},{binding:1,visibility:GPUShaderStage.COMPUTE,buffer:{type:"read-only-storage"}},{binding:2,visibility:GPUShaderStage.COMPUTE,buffer:{type:"read-only-storage"}},{binding:3,visibility:GPUShaderStage.COMPUTE,storageTexture:{access:"write-only",format:"rgba16float",viewDimension:"3d"}},{binding:4,visibility:GPUShaderStage.COMPUTE,buffer:{type:"uniform"}},{binding:5,visibility:GPUShaderStage.COMPUTE,sampler:{type:"comparison"}},{binding:6,visibility:GPUShaderStage.COMPUTE,texture:{sampleType:"depth",viewDimension:"2d-array"}},{binding:7,visibility:GPUShaderStage.COMPUTE,texture:{sampleType:"float",viewDimension:"2d-array"}},{binding:8,visibility:GPUShaderStage.COMPUTE,texture:{sampleType:"depth",viewDimension:"2d-array"}},{binding:9,visibility:GPUShaderStage.COMPUTE,texture:{sampleType:"depth",viewDimension:"2d"}},{binding:10,visibility:GPUShaderStage.COMPUTE,storageTexture:{access:"write-only",format:"rg32float",viewDimension:"2d"}},{binding:11,visibility:GPUShaderStage.COMPUTE,sampler:{type:"filtering"}},{binding:12,visibility:GPUShaderStage.COMPUTE,texture:{sampleType:"float",viewDimension:"3d"}},{binding:13,visibility:GPUShaderStage.COMPUTE,storageTexture:{access:"write-only",format:"rgba16float",viewDimension:"3d"}},{binding:14,visibility:GPUShaderStage.COMPUTE,texture:{sampleType:"float",viewDimension:"2d"}}]}),l=e.createShaderModule({label:"volumetric-fog-compute",code:T.replace("__SHADOW_TAPS__",String(this.options.shadowFilterTaps)).replace("__INTEGRATION_SUBSTEPS__",String(this.options.integrationSubsteps))}),c={uniformBuffer:n,volumeBuffer:a,lightBuffer:s,layout:o,pipeline:e.createComputePipeline({layout:e.createPipelineLayout({bindGroupLayouts:[o]}),compute:{module:l,entryPoint:"main"}})};return t.set(r,c),c}};function b(e){return{enabled:e.enabled??!0,froxelPixelSize:Math.max(2,Math.floor(e.froxelPixelSize??8)),depthSlices:Math.max(8,Math.floor(e.depthSlices??64)),integrationSubsteps:e.integrationSubsteps??1,maxDistance:Math.max(1,e.maxDistance??256),targetPrefix:e.targetPrefix??"volumetricFog",maxVolumes:Math.max(1,Math.floor(e.maxVolumes??32)),maxDirectionalLights:Math.min(4,Math.max(1,Math.floor(e.maxDirectionalLights??4))),maxPointLights:Math.min(4,Math.max(0,Math.floor(e.maxPointLights??4))),maxSpotLights:Math.min(4,Math.max(0,Math.floor(e.maxSpotLights??4))),ambientColor:e.ambientColor?.clone()??new t(.03,.035,.045),shadowFilterTaps:e.shadowFilterTaps??1,temporalJitter:e.temporalJitter??!0,temporal:!1!==e.temporal&&{historyWeight:Math.min(.98,Math.max(0,e.temporal?.historyWeight??.92)),depthRejection:Math.max(1e-4,e.temporal?.depthRejection??.04),neighborhoodClamp:e.temporal?.neighborhoodClamp??!0},spatialJitter:e.spatialJitter??!0,fogDitherStrength:Math.max(0,e.fogDitherStrength??.75),scatteringIntensity:Math.max(0,e.scatteringIntensity??1),blur:!1!==e.blur&&{scale:Math.max(.125,Math.min(1,e.blur?.scale??.5)),radius:Math.max(1,Math.min(12,Math.floor(e.blur?.radius??3))),depthSigma:Math.max(1e-4,e.blur?.depthSigma??.05),spatialSigma:Math.max(.1,e.blur?.spatialSigma??2),depthAwareUpsample:e.blur?.depthAwareUpsample??!0}}}var y=class{constructor(e,t,r,i,n,a,s){this.maxDistance=a,this.ditherStrength=s,this.inputs={sceneColor:e,sceneDepth:t,fogVolume:r,fogBounds:i},this.outputs=n}maxDistance;ditherStrength;name="VolumetricFogCompositePass";sampler="linear";uniformBufferSize=80;inputs;inputDimensions={fogVolume:"3d"};outputs;fragmentShader=I;data=new Float32Array(20);inverseProjection=new i;frameIndex=0;setFrameIndex(e){this.frameIndex=e}matches(e,t,r){return this.inputs.sceneColor===e&&this.inputs.sceneDepth===t&&this.outputs===r}updateUniforms=e=>(this.inverseProjection.copy(p).multiply(e.camera.projectionMatrix).invert(),this.data.set(this.inverseProjection.elements,0),x(this.data,16,Math.max(.01,e.camera.near),Math.min(e.camera.far,this.maxDistance),this.frameIndex>0?this.frameIndex%1024:-1,this.ditherStrength),this.data)},S=class{constructor(e,t,r,i,n,a){this.maxDistance=n,this.ditherStrength=a,this.inputs={sceneDepth:e,fogVolume:t,fogBounds:r},this.outputs=i}maxDistance;ditherStrength;name="VolumetricFogResolvePass";sampler="linear";uniformBufferSize=80;inputDimensions={fogVolume:"3d"};inputs;outputs;fragmentShader=R;data=new Float32Array(20);inverseProjection=new i;frameIndex=0;setFrameIndex(e){this.frameIndex=e}updateUniforms=e=>(this.inverseProjection.copy(p).multiply(e.camera.projectionMatrix).invert(),this.data.set(this.inverseProjection.elements,0),x(this.data,16,Math.max(.01,e.camera.near),Math.min(e.camera.far,this.maxDistance),this.frameIndex>0?this.frameIndex%1024:-1,this.ditherStrength),this.data)},C=class{constructor(e,t,r,i,n,a,s,o,l){var c;this.temporal=o,this.state=l,this.inputs=null==r?{currentFog:e,sceneDepth:t,historyFog:i,historyDepth:n}:{currentFog:e,sceneDepth:t,historyFog:i,historyDepth:n,velocity:r},this.outputs=[a,s],this.fragmentShader=`\nstruct FogTemporalOutput{\n @location(0) fog:vec4<f32>,\n @location(1) depth:vec4<f32>,\n};\nfn currentViewProjectionInverse()->mat4x4<f32>{\n return mat4x4<f32>(fullscreenUniforms[0],fullscreenUniforms[1],fullscreenUniforms[2],fullscreenUniforms[3]);\n}\nfn previousViewProjection()->mat4x4<f32>{\n return mat4x4<f32>(fullscreenUniforms[4],fullscreenUniforms[5],fullscreenUniforms[6],fullscreenUniforms[7]);\n}\nfn loadCurrentFog(pixel:vec2<i32>,size:vec2<i32>)->vec4<f32>{\n return textureLoad(currentFogTexture,clamp(pixel,vec2<i32>(0),size-vec2<i32>(1)),0);\n}\nfn loadHistoryFog(pixel:vec2<i32>,size:vec2<i32>)->vec4<f32>{\n return textureLoad(historyFogTexture,clamp(pixel,vec2<i32>(0),size-vec2<i32>(1)),0);\n}\nfn sampleHistoryBilinear(uv:vec2<f32>)->vec4<f32>{\n let size=vec2<i32>(textureDimensions(historyFogTexture));\n let position=uv*vec2<f32>(size)-0.5;\n let base=vec2<i32>(floor(position));\n let f=fract(position);\n let a=mix(loadHistoryFog(base,size),loadHistoryFog(base+vec2<i32>(1,0),size),f.x);\n let b=mix(loadHistoryFog(base+vec2<i32>(0,1),size),loadHistoryFog(base+vec2<i32>(1,1),size),f.x);\n return mix(a,b,f.y);\n}\nfn loadSceneDepth(uv:vec2<f32>)->f32{\n let size=vec2<i32>(textureDimensions(sceneDepthTexture));\n let pixel=clamp(vec2<i32>(uv*vec2<f32>(size)),vec2<i32>(0),size-vec2<i32>(1));\n return textureLoad(sceneDepthTexture,pixel,0);\n}\nfn loadHistoryDepth(uv:vec2<f32>)->f32{\n let size=vec2<i32>(textureDimensions(historyDepthTexture));\n let pixel=clamp(vec2<i32>(uv*vec2<f32>(size)),vec2<i32>(0),size-vec2<i32>(1));\n return textureLoad(historyDepthTexture,pixel,0).r;\n}\n${(c=null!=r)?"\nfn loadVelocity(uv:vec2<f32>)->vec2<f32>{\n let size=vec2<i32>(textureDimensions(velocityTexture));\n let pixel=clamp(vec2<i32>(uv*vec2<f32>(size)),vec2<i32>(0),size-vec2<i32>(1));\n return textureLoad(velocityTexture,pixel,0).xy;\n}\n":""}\n@fragment fn fsMain(input:FullscreenVertexOutput)->FogTemporalOutput{\n let size=vec2<i32>(textureDimensions(currentFogTexture));\n let pixel=clamp(vec2<i32>(input.position.xy),vec2<i32>(0),size-vec2<i32>(1));\n let uv=(vec2<f32>(pixel)+0.5)/vec2<f32>(size);\n let current=textureLoad(currentFogTexture,pixel,0);\n var neighborhoodMin=current;\n var neighborhoodMax=current;\n for(var y=-1;y<=1;y+=1){\n for(var x=-1;x<=1;x+=1){\n let value=loadCurrentFog(pixel+vec2<i32>(x,y),size);\n neighborhoodMin=min(neighborhoodMin,value);\n neighborhoodMax=max(neighborhoodMax,value);\n }\n }\n let rawDepth=loadSceneDepth(uv);\n let clip=vec4<f32>(uv.x*2.0-1.0,1.0-uv.y*2.0,rawDepth,1.0);\n let worldH=currentViewProjectionInverse()*clip;\n let world=worldH/worldH.w;\n let previousClip=previousViewProjection()*world;\n let previousNdc=previousClip.xy/previousClip.w;\n let cameraHistoryUv=vec2<f32>(previousNdc.x*0.5+0.5,0.5-previousNdc.y*0.5);\n${c?"\n let velocity=loadVelocity(uv);\n let finiteVelocity=all(velocity==velocity)&&all(abs(velocity)<vec2<f32>(2.0));\n let hasUsefulVelocity=finiteVelocity&&dot(velocity,velocity)>1e-12;\n let historyUv=select(cameraHistoryUv,uv-velocity,hasUsefulVelocity);\n":"\n let historyUv=cameraHistoryUv;\n"}\n let validUv=all(historyUv>=vec2<f32>(0.0))&&all(historyUv<=vec2<f32>(1.0));\n let historyValid=fullscreenUniforms[8].w>0.5&&validUv;\n let history=sampleHistoryBilinear(clamp(historyUv,vec2<f32>(0.0),vec2<f32>(1.0)));\n let previousDistance=loadHistoryDepth(clamp(historyUv,vec2<f32>(0.0),vec2<f32>(1.0)));\n let currentDistance=length(world.xyz-fullscreenUniforms[9].xyz);\n let relativeDepthDelta=abs(log(max(previousDistance,0.001)/max(currentDistance,0.001)));\n let rejection=max(fullscreenUniforms[8].y,0.0001);\n let depthWeight=exp(-relativeDepthDelta*relativeDepthDelta/(rejection*rejection));\n let clampedHistory=select(history,clamp(history,neighborhoodMin,neighborhoodMax),fullscreenUniforms[8].z>0.5);\n let historyWeight=select(0.0,fullscreenUniforms[8].x*depthWeight,historyValid);\n var output:FogTemporalOutput;\n output.fog=mix(current,clampedHistory,clamp(historyWeight,0.0,0.98));\n output.depth=vec4<f32>(min(currentDistance,65504.0),0.0,0.0,1.0);\n return output;\n}`}temporal;state;name="VolumetricFogTemporalPass";sampler="nearest";uniformBufferSize=160;inputs;outputs;fragmentShader;uniforms=new Float32Array(this.uniformBufferSize/4);currentViewProjection=new i;currentViewProjectionInverse=new i;updateUniforms=e=>(this.state.updateTemporalUniforms(this.uniforms,this.currentViewProjection,this.currentViewProjectionInverse,this.temporal,e),x(this.uniforms,36,e.camera.position.x,e.camera.position.y,e.camera.position.z,e.camera.far),this.uniforms)},P=class{name;sampler="linear";uniformBufferSize=80;inputs;outputs;fragmentShader;data=new Float32Array(20);inverseProjection=new i;constructor(e,t,r,i,n){this.name=i[0]?"VolumetricFogBlurHorizontalPass":"VolumetricFogBlurVerticalPass",this.inputs={fogInput:e,sceneDepth:t},this.outputs=r,this.data.set([i[0],i[1],n.depthSigma,n.spatialSigma],16),this.fragmentShader=`\nconst BLUR_RADIUS:i32=${n.radius};\nfn inverseProjection() -> mat4x4<f32> { return mat4x4<f32>(fullscreenUniforms[0],fullscreenUniforms[1],fullscreenUniforms[2],fullscreenUniforms[3]); }\nfn viewDistance(uv:vec2<f32>)->f32 { let size=vec2<i32>(textureDimensions(sceneDepthTexture));let pixel=clamp(vec2<i32>(uv*vec2<f32>(size)),vec2<i32>(0),size-vec2<i32>(1));let depth=textureLoad(sceneDepthTexture,pixel,0);let clip=vec4<f32>(uv.x*2.0-1.0,1.0-uv.y*2.0,depth,1.0);let view=inverseProjection()*clip;return length(view.xyz/view.w); }\n@fragment fn fsMain(input:FullscreenVertexOutput)->@location(0) vec4<f32>{\n let size=vec2<f32>(textureDimensions(fogInputTexture));let texel=1.0/size;let direction=fullscreenUniforms[4].xy;let depthSigma=fullscreenUniforms[4].z;let spatialSigma=fullscreenUniforms[4].w;\n let centerDepth=viewDistance(input.uv);var sum=vec4<f32>(0.0);var weightSum=0.0;\n for(var i=-BLUR_RADIUS;i<=BLUR_RADIUS;i+=1){let uv=clamp(input.uv+direction*f32(i)*texel,vec2<f32>(0.0),vec2<f32>(1.0));let sampleDepth=viewDistance(uv);let fi=f32(i);let spatial=exp(-0.5*fi*fi/(spatialSigma*spatialSigma));let delta=log(max(sampleDepth,0.0001)/max(centerDepth,0.0001));let depthWeight=exp(-0.5*delta*delta/(depthSigma*depthSigma));let weight=spatial*depthWeight;sum+=textureSampleLevel(fogInputTexture,fullscreenSampler,uv,0.0)*weight;weightSum+=weight;}\n return sum/max(weightSum,0.0001);\n}`}updateUniforms=e=>(this.inverseProjection.copy(p).multiply(e.camera.projectionMatrix).invert(),this.data.set(this.inverseProjection.elements,0),this.data)},M=class{name="VolumetricFogBlurCompositePass";sampler="linear";uniformBufferSize=64;inputs;inputDimensions={};outputs;fragmentShader;data=new Float32Array(16);inverseProjection=new i;constructor(e,t,r,i,n,a,s){this.inputs=s?{sceneColor:e,sceneDepth:t,fogInput:r}:{sceneColor:e,fogInput:r},this.outputs=a,this.fragmentShader=s?V:G}updateUniforms=e=>(this.inverseProjection.copy(p).multiply(e.camera.projectionMatrix).invert(),this.data.set(this.inverseProjection.elements),this.data)},B="\nfn rendererSampleIntegratedFogRaw(uv: vec2<f32>, normalizedDepth: f32) -> vec4<f32> {\n let sliceCount = f32(textureDimensions(volumetricFogTexture).z);\n let slicePosition = clamp(normalizedDepth, 0.0, 1.0) * sliceCount;\n let textureZ = clamp((slicePosition - 0.5) / sliceCount, 0.0, 1.0);\n let integrated = textureSampleLevel(volumetricFogTexture, volumetricFogSampler, vec3<f32>(uv, textureZ), 0.0);\n // The volume stores slice endpoints but has no texel for the near-plane\n // identity value. Reconstruct that missing endpoint for the first slice.\n return mix(vec4<f32>(0.0, 0.0, 0.0, 1.0), integrated, min(slicePosition, 1.0));\n}\nfn rendererSampleIntegratedFog(uv: vec2<f32>, normalizedDepth: f32) -> vec4<f32> {\n return rendererSampleIntegratedFogRaw(uv, normalizedDepth);\n}\nfn rendererApplyVolumetricFog(color: vec4<f32>, worldPosition: vec3<f32>) -> vec4<f32> {\n let clip = rendererCamera.viewProj * vec4<f32>(worldPosition, 1.0);\n let uv = clip.xy / clip.w * vec2<f32>(0.5, -0.5) + vec2<f32>(0.5);\n let distance = length(worldPosition - rendererCamera.cameraPosition.xyz);\n let bounds = textureSampleLevel(volumetricFogBoundsTexture, volumetricFogBoundsSampler, uv, 0.0).rg;\n let z = clamp(log(max(distance, bounds.x) / bounds.x) / max(log(bounds.y / bounds.x), 0.0001), 0.0, 1.0);\n let fog = rendererSampleIntegratedFog(uv, z);\n return vec4<f32>(fog.rgb + color.rgb * fog.a, color.a);\n}";function D(e,t="volumetricFogIntegrated",r=(t.endsWith("Integrated")?`${t.slice(0,-10)}DepthBounds`:"volumetricFogDepthBounds")){return e.graphTextures.volumetricFog={resource:t,dimension:"3d",sampleType:"float",sampler:"filtering",requiresLatePass:!0},e.graphTextures.volumetricFogBounds={resource:r,dimension:"2d",sampleType:"float",sampler:"filtering",requiresLatePass:!0},e.needsUpdate=!0,e}var T="\nstruct FogUniforms { inverseViewProjection: mat4x4<f32>, cameraNear: vec4<f32>, dimensionsFar: vec4<f32>, counts: vec4<u32>, ambient: vec4<f32>, cameraForwardDepthRange: vec4<f32>, scattering: vec4<f32>, previousViewProjection: mat4x4<f32>, historyCameraValid: vec4<f32>, historyNearFarWeight: vec4<f32> };\nstruct FogVolume { centerRadius: vec4<f32>, albedoDensity: vec4<f32>, heightStartPhase: vec4<f32>, emissiveAmbient: vec4<f32>, mode: vec4<f32> };\nstruct FogLight { positionRange: vec4<f32>, colorDecay: vec4<f32>, directionCone: vec4<f32>, penumbra: vec4<f32> };\nstruct RendererLightUniforms {\n ambientColor: vec4<f32>, lightCounts: vec4<f32>,\n directionalDirections: array<vec4<f32>,4>, directionalColorIntensities: array<vec4<f32>,4>,\n directionalShadowParams: array<vec4<f32>,4>, directionalShadowParams2: array<vec4<f32>,4>, directionalShadowMatrices: array<mat4x4<f32>,4>,\n pointPositionRanges: array<vec4<f32>,64>, pointColorIntensities: array<vec4<f32>,64>, pointParams: array<vec4<f32>,64>, pointShadowParams: array<vec4<f32>,64>, pointShadowParams2: array<vec4<f32>,64>,\n spotPositionRanges: array<vec4<f32>,64>, spotDirectionCones: array<vec4<f32>,64>, spotColorIntensities: array<vec4<f32>,64>,\n spotShadowParams: array<vec4<f32>,64>, spotShadowParams2: array<vec4<f32>,64>, spotParams: array<vec4<f32>,64>, spotShadowMatrices: array<mat4x4<f32>,64>,\n csmCascadeRanges: array<vec4<f32>,4>, hemisphereSkyColorIntensity: vec4<f32>, hemisphereGroundColorIntensity: vec4<f32>, hemisphereDirection: vec4<f32>\n};\n@group(0) @binding(0) var<uniform> uniforms: FogUniforms;\n@group(0) @binding(1) var<storage, read> volumes: array<FogVolume>;\n@group(0) @binding(2) var<storage, read> lights: array<FogLight>;\n@group(0) @binding(3) var outputFog: texture_storage_3d<rgba16float, write>;\n@group(0) @binding(4) var<uniform> rendererLights: RendererLightUniforms;\n@group(0) @binding(5) var shadowSampler: sampler_comparison;\n@group(0) @binding(6) var directionalShadows: texture_depth_2d_array;\n@group(0) @binding(7) var pointShadows: texture_2d_array<f32>;\n@group(0) @binding(8) var spotShadows: texture_depth_2d_array;\n@group(0) @binding(9) var sceneDepth: texture_depth_2d;\n@group(0) @binding(10) var outputDepthBounds: texture_storage_2d<rg32float, write>;\n@group(0) @binding(11) var historySampler: sampler;\n@group(0) @binding(12) var scatteringHistory: texture_3d<f32>;\n@group(0) @binding(13) var outputScatteringHistory: texture_storage_3d<rgba16float, write>;\n@group(0) @binding(14) var spotLightMapAtlas: texture_2d<f32>;\nconst PI = 3.14159265359;\nconst SHADOW_TAPS = __SHADOW_TAPS__;\nconst INTEGRATION_SUBSTEPS = __INTEGRATION_SUBSTEPS__;\nfn phaseHG(cosTheta: f32, g: f32) -> f32 { let gg = g*g; return (1.0-gg)/(4.0*PI*pow(max(0.001,1.0+gg-2.0*g*cosTheta),1.5)); }\nfn attenuation(distance: f32, range: f32, decay: f32) -> f32 { let window = max(0.0, 1.0-pow(distance/range,4.0)); return window*window / max(1.0, pow(distance, decay)); }\nfn spotConeAttenuation(angleCos: f32, coneCos: f32, penumbraCos: f32) -> f32 {\n // Three.js spotlights default to a zero-width penumbra. smoothstep() is\n // undefined when both edges are equal, so use a hard cutoff in that case.\n let width = penumbraCos - coneCos;\n if (width <= 0.000001) { return select(0.0, 1.0, angleCos >= coneCos); }\n return smoothstep(coneCos, penumbraCos, angleCos);\n}\nfn hash12(p:vec2<f32>)->f32 { let p3=fract(vec3<f32>(p.xyx)*0.1031); let q=p3+dot(p3,p3.yzx+33.33); return fract((q.x+q.y)*q.z); }\nfn halton(index:u32,base:u32)->f32{var i=index;var fraction=1.0;var result=0.0;loop{if(i==0u){break;}fraction/=f32(base);result+=fraction*f32(i%base);i/=base;}return result;}\nfn rotatedOffset(tap:i32, angle:f32)->vec2<f32> {\n let disk=array<vec2<f32>,4>(vec2<f32>(-0.326,-0.406),vec2<f32>(-0.840,0.074),vec2<f32>(-0.696,0.457),vec2<f32>(0.203,0.621));\n let v=disk[tap]; let c=cos(angle); let s=sin(angle); return vec2<f32>(c*v.x-s*v.y,s*v.x+c*v.y);\n}\nfn projectedShadow(matrix: mat4x4<f32>, p: vec3<f32>, layer: i32, bias: f32, intensity: f32, textureKind: u32) -> f32 {\n let clip=matrix*vec4<f32>(p,1.0); if (clip.w<=0.0) { return 1.0; } let ndc=clip.xyz/clip.w;\n if (ndc.x < -1.0 || ndc.x > 1.0 || ndc.y < -1.0 || ndc.y > 1.0 || ndc.z < 0.0 || ndc.z > 1.0) { return 1.0; }\n let uv=ndc.xy*vec2<f32>(0.5,-0.5)+vec2<f32>(0.5); var visibility=0.0;\n // Avoid a world-space random pattern swimming through the camera-relative grid.\n let angle=select(0.0,hash12(p.xz+vec2<f32>(uniforms.ambient.w, f32(layer)))*6.2831853,uniforms.ambient.w>0.0);\n if (textureKind==0u) {\n let dims=vec2<f32>(textureDimensions(directionalShadows)); let radius=max(rendererLights.directionalShadowParams2[u32(layer)].x,0.0);let offset=radius/dims;let depth=ndc.z+bias;\n // Match the surface-lighting path: a weighted hardware-PCF center and\n // four cardinal taps. The former sparse rotated disk made partially\n // shadowed froxels jump between a few discrete visibility values.\n let center=textureSampleCompareLevel(directionalShadows,shadowSampler,uv,layer,depth);\n if(SHADOW_TAPS==1){\n visibility=center;\n }else{\n let left=textureSampleCompareLevel(directionalShadows,shadowSampler,clamp(uv-vec2<f32>(offset.x,0.0),vec2<f32>(0.0),vec2<f32>(1.0)),layer,depth);\n let right=textureSampleCompareLevel(directionalShadows,shadowSampler,clamp(uv+vec2<f32>(offset.x,0.0),vec2<f32>(0.0),vec2<f32>(1.0)),layer,depth);\n let up=textureSampleCompareLevel(directionalShadows,shadowSampler,clamp(uv-vec2<f32>(0.0,offset.y),vec2<f32>(0.0),vec2<f32>(1.0)),layer,depth);\n let down=textureSampleCompareLevel(directionalShadows,shadowSampler,clamp(uv+vec2<f32>(0.0,offset.y),vec2<f32>(0.0),vec2<f32>(1.0)),layer,depth);\n visibility=(center*4.0+left+right+up+down)*0.5;\n }\n } else {\n let dims=vec2<f32>(textureDimensions(spotShadows)); let radius=max(rendererLights.spotShadowParams2[u32(layer)].x,1.0);\n for(var tap=0;tap<SHADOW_TAPS;tap+=1){let suv=clamp(uv+rotatedOffset(tap,angle)*radius/dims,vec2<f32>(0.0),vec2<f32>(1.0));let pixel=vec2<i32>(clamp(suv*dims,vec2<f32>(0.0),dims-1.0));visibility+=select(0.0,1.0,ndc.z-bias<=textureLoad(spotShadows,pixel,layer,0));}\n }\n visibility/=f32(SHADOW_TAPS);\n return mix(1.0,visibility,intensity);\n}\nfn pointShadowUvLayer(direction: vec3<f32>, index: u32) -> vec3<f32> {\n let a=abs(direction); var face=0u; var uv=vec2<f32>(0.0);\n if (a.x>=a.y && a.x>=a.z) { if(direction.x>=0.0){face=0u;uv=vec2<f32>(-direction.z,-direction.y)/a.x;}else{face=1u;uv=vec2<f32>(direction.z,-direction.y)/a.x;} }\n else if(a.y>=a.x && a.y>=a.z){if(direction.y>=0.0){face=2u;uv=vec2<f32>(direction.x,direction.z)/a.y;}else{face=3u;uv=vec2<f32>(direction.x,-direction.z)/a.y;}}\n else{if(direction.z>=0.0){face=4u;uv=vec2<f32>(direction.x,-direction.y)/a.z;}else{face=5u;uv=vec2<f32>(-direction.x,-direction.y)/a.z;}}\n return vec3<f32>(uv*0.5+0.5,f32(index*6u+face));\n}\nfn directionalVisibility(index:u32,p:vec3<f32>)->f32 { let sp=rendererLights.directionalShadowParams[index]; if(sp.y<0.5){return 1.0;} return projectedShadow(rendererLights.directionalShadowMatrices[index],p,i32(index),sp.x,rendererLights.directionalShadowParams2[index].y,0u); }\nfn pointVisibility(index:u32,p:vec3<f32>)->f32 { let sp=rendererLights.pointShadowParams[index]; if(sp.y<0.5){return 1.0;} let delta=p-rendererLights.pointPositionRanges[index].xyz; let range=rendererLights.pointPositionRanges[index].w; let uv=pointShadowUvLayer(delta,index); let dims=vec2<f32>(textureDimensions(pointShadows)); let angle=select(0.0,hash12(p.xy+vec2<f32>(uniforms.ambient.w,f32(index)))*6.2831853,uniforms.ambient.w>0.0); var visible=0.0; for(var tap=0;tap<SHADOW_TAPS;tap+=1){let suv=clamp(uv.xy+rotatedOffset(tap,angle)/dims,vec2<f32>(0.0),vec2<f32>(1.0));let pixel=vec2<i32>(clamp(suv*dims,vec2<f32>(0.0),dims-1.0));let stored=textureLoad(pointShadows,pixel,i32(round(uv.z)),0).r;visible+=select(0.0,1.0,length(delta)/max(range,0.0001)-sp.x<=stored);} visible/=f32(SHADOW_TAPS); return mix(1.0,visible,rendererLights.pointShadowParams2[index].y); }\nfn spotVisibility(index:u32,p:vec3<f32>)->f32 { let sp=rendererLights.spotShadowParams[index]; if(sp.y<0.5){return 1.0;} return projectedShadow(rendererLights.spotShadowMatrices[index],p,i32(index),sp.x,rendererLights.spotShadowParams2[index].y,1u); }\nfn fogPointVisibility(light:FogLight,p:vec3<f32>)->f32 { if(light.penumbra.z<0.5){return 1.0;} return pointVisibility(u32(round(light.penumbra.y)),p); }\nfn fogSpotVisibility(light:FogLight,p:vec3<f32>)->f32 { if(light.penumbra.z<0.5){return 1.0;} return spotVisibility(u32(round(light.penumbra.y)),p); }\nfn fogSpotMap(light:FogLight,p:vec3<f32>)->vec3<f32> { let index=u32(round(light.penumbra.y)); if(rendererLights.spotParams[index].w<0.5){return vec3<f32>(1.0);} let clip=rendererLights.spotShadowMatrices[index]*vec4<f32>(p,1.0); if(clip.w<=0.0){return vec3<f32>(1.0);} let ndc=clip.xyz/clip.w; if(any(ndc<vec3<f32>(-1.0,-1.0,0.0))||any(ndc>vec3<f32>(1.0))){return vec3<f32>(1.0);} let uv=ndc.xy*vec2<f32>(0.5,-0.5)+vec2<f32>(0.5);let cell=vec2<f32>(f32(index%8u),f32(index/8u));let cellUv=clamp(uv,vec2<f32>(0.0),vec2<f32>(1.0))*(255.0/256.0)+vec2<f32>(0.5/256.0);return textureSampleLevel(spotLightMapAtlas,historySampler,(cell+cellUv)/8.0,0.0).rgb; }\nfn sceneDistanceAt(pixel:vec2<u32>)->f32{\n let size=textureDimensions(sceneDepth);let clamped=min(pixel,size-vec2<u32>(1u));let depth=textureLoad(sceneDepth,vec2<i32>(clamped),0);\n let uv=(vec2<f32>(clamped)+vec2<f32>(0.5))/vec2<f32>(size);let world4=uniforms.inverseViewProjection*vec4<f32>(uv.x*2.0-1.0,1.0-uv.y*2.0,depth,1.0);\n return length(world4.xyz/world4.w-uniforms.cameraNear.xyz);\n}\n@compute @workgroup_size(8,8,1)\nfn main(@builtin(global_invocation_id) id: vec3<u32>) {\n let dims = vec3<u32>(uniforms.dimensionsFar.xyz); if (id.x >= dims.x || id.y >= dims.y) { return; }\n // Keep the froxel lattice fixed. Moving the complete XY grid with a Halton\n // offset makes high-contrast shaft boundaries alternate between adjacent\n // froxels, which reads as the entire shadow edge blinking. We still use a\n // temporal Z offset to integrate within-slice variation over time without\n // moving the grid or the shadow-classification position sideways.\n let frameIndex=u32(max(uniforms.ambient.w,1.0));\n let temporal=vec2<f32>(0.5);\n let rayJitter=select(hash12(vec2<f32>(id.xy)+vec2<f32>(17.17,43.43)),halton(frameIndex,5u),uniforms.ambient.w>0.0);\n let uv = (vec2<f32>(id.xy)+temporal)/vec2<f32>(dims.xy);\n let farPoint4 = uniforms.inverseViewProjection * vec4<f32>(uv.x*2.0-1.0, 1.0-uv.y*2.0, 1.0, 1.0);\n let camera = uniforms.cameraNear.xyz; let ray = normalize(farPoint4.xyz/farPoint4.w-camera);\n let centerUv=(vec2<f32>(id.xy)+vec2<f32>(0.5))/vec2<f32>(dims.xy);\n let centerFarPoint4=uniforms.inverseViewProjection*vec4<f32>(centerUv.x*2.0-1.0,1.0-centerUv.y*2.0,1.0,1.0);\n let centerRay=normalize(centerFarPoint4.xyz/centerFarPoint4.w-camera);\n let nearPlane = uniforms.cameraNear.w; let farPlane = uniforms.dimensionsFar.w;\n var columnNear=farPlane;\n for(var volumeIndex=0u;volumeIndex<uniforms.counts.x;volumeIndex+=1u){columnNear=min(columnNear,max(volumes[volumeIndex].heightStartPhase.z,nearPlane));}\n columnNear=min(columnNear,farPlane);let columnFar=max(farPlane,columnNear+0.001);textureStore(outputDepthBounds,vec2<i32>(id.xy),vec4<f32>(columnNear,columnFar,0.0,0.0));\n let sliceRatio=pow(columnFar/columnNear,1.0/f32(dims.z));\n var transmittance = 1.0; var scattering = vec3<f32>(0.0); var previousDistance = columnNear; var sliceEnd=columnNear;\n for (var z=0u; z<dims.z; z+=1u) {\n // Every column uses the same logarithmic Z coordinate, so XY filtering\n // blends cumulative fog evaluated at the same physical distance.\n sliceEnd*=sliceRatio; let stepSize = sliceEnd-previousDistance;\n var localScattering=vec3<f32>(0.0);var localExtinction=0.0;\n if(stepSize>0.0){\n // Resizing recreates the 3D history. Use a few stratified samples only on\n // that first frame so the raw one-sample slice pattern is never exposed.\n let integrationSubsteps=max(INTEGRATION_SUBSTEPS,select(4u,INTEGRATION_SUBSTEPS,uniforms.historyCameraValid.w>0.5));\n let substepSize=stepSize/f32(integrationSubsteps);\n for(var substep=0u;substep<integrationSubsteps;substep+=1u){\n let sampleOffset=select(0.5,fract(rayJitter+f32(substep)/f32(integrationSubsteps)),uniforms.scattering.y>0.5);\n let sampleDistance=previousDistance+(f32(substep)+sampleOffset)*substepSize;\n let p = camera + ray*sampleDistance; var sigma = 0.0; var source = vec3<f32>(0.0);\n // Follow the temporally stratified Z sample so history integrates shadow\n // transitions within a slice. XY remains fixed, preventing the complete\n // edge from oscillating sideways between neighboring froxels.\n let shadowP=p;\n let csmCount=u32(round(rendererLights.lightCounts.w));let viewDepth=max(dot(shadowP-camera,uniforms.cameraForwardDepthRange.xyz),0.0);let normalizedViewDepth=viewDepth/uniforms.cameraForwardDepthRange.w;\n var filteredDirectionalVisibility=array<f32,4>(1.0,1.0,1.0,1.0);\n for(var d=0u;d<uniforms.counts.y;d+=1u){var cascadeWeight=1.0;if(d<csmCount){let range=rendererLights.csmCascadeRanges[d].xy;let isLast=d+1u==csmCount;cascadeWeight=select(0.0,1.0,normalizedViewDepth>=range.x&&(normalizedViewDepth<range.y||isLast));}filteredDirectionalVisibility[d]=directionalVisibility(d,shadowP)*cascadeWeight;}\n for (var v=0u; v<uniforms.counts.x; v+=1u) { let volume=volumes[v]; let localDistance=distance(p,volume.centerRadius.xyz);\n if (localDistance < volume.centerRadius.w && sampleDistance >= volume.heightStartPhase.z) {\n var density=volume.albedoDensity.w*exp(-volume.heightStartPhase.x*(p.y-volume.heightStartPhase.y)); density*=1.0-smoothstep(volume.centerRadius.w*0.8,volume.centerRadius.w,localDistance);\n let rendererAmbient=rendererLights.ambientColor.rgb*rendererLights.ambientColor.w;\n let hemisphereAmbient=(rendererLights.hemisphereSkyColorIntensity.rgb*rendererLights.hemisphereSkyColorIntensity.w+rendererLights.hemisphereGroundColorIntensity.rgb*rendererLights.hemisphereGroundColorIntensity.w)*0.5;\n let sceneAmbient=rendererAmbient+hemisphereAmbient;\n let ambient=select(uniforms.ambient.rgb,sceneAmbient,dot(sceneAmbient,sceneAmbient)>0.000001);\n var lighting=ambient*volume.emissiveAmbient.w+volume.emissiveAmbient.rgb; var direct=vec3<f32>(0.0); var shaftVisibility=0.0; var li=0u;\n for (var d=0u; d<uniforms.counts.y; d+=1u) {\n let l=lights[li]; li+=1u;\n shaftVisibility=max(shaftVisibility,filteredDirectionalVisibility[d]);\n direct += l.colorDecay.rgb*phaseHG(dot(ray,l.positionRange.xyz),volume.heightStartPhase.w)*filteredDirectionalVisibility[d];\n }\n for (var q=0u; q<uniforms.counts.z; q+=1u) { let l=lights[li]; li+=1u; let delta=l.positionRange.xyz-p; let dist=length(delta); direct += l.colorDecay.rgb*attenuation(dist,l.positionRange.w,l.colorDecay.w)*phaseHG(dot(ray,normalize(delta)),volume.heightStartPhase.w)*fogPointVisibility(l,p); }\n for (var s=0u; s<uniforms.counts.w; s+=1u) { let l=lights[li]; li+=1u; let delta=l.positionRange.xyz-p; let dist=length(delta); let cd=dot(normalize(-delta),l.directionCone.xyz); let cone=spotConeAttenuation(cd,l.directionCone.w,l.penumbra.x); direct += l.colorDecay.rgb*fogSpotMap(l,p)*attenuation(dist,l.positionRange.w,l.colorDecay.w)*cone*phaseHG(dot(ray,normalize(delta)),volume.heightStartPhase.w)*fogSpotVisibility(l,p); }\n direct*=uniforms.scattering.x;\n if (volume.mode.x < 0.5) { lighting += direct; } else { lighting = direct; }\n // Preserve fractional filtered visibility at shaft boundaries. A hard\n // threshold produces a temporally moving saw-tooth edge as jittered\n // froxels alternate between lit and shadowed. Direct lighting already\n // contains this visibility, while extinction must be scaled explicitly.\n if (volume.mode.x < 0.5) {\n sigma += density; source += lighting*volume.albedoDensity.rgb*density;\n } else {\n let visibleDensity=density*clamp(shaftVisibility,0.0,1.0);\n sigma += visibleDensity; source += lighting*volume.albedoDensity.rgb*density;\n }\n }\n }\n localScattering+=source/f32(integrationSubsteps);localExtinction+=sigma/f32(integrationSubsteps);\n }\n let historyPosition=camera+ray*(previousDistance+0.5*stepSize);\n let previousClip=uniforms.previousViewProjection*vec4<f32>(historyPosition,1.0);\n let previousUv=previousClip.xy/previousClip.w*vec2<f32>(0.5,-0.5)+vec2<f32>(0.5);\n let previousDistanceToCamera=length(historyPosition-uniforms.historyCameraValid.xyz);\n let previousNear=uniforms.historyNearFarWeight.x;let previousFar=uniforms.historyNearFarWeight.y;\n let previousZ=log(max(previousDistanceToCamera,previousNear)/previousNear)/max(log(previousFar/previousNear),0.0001);\n let validHistory=uniforms.historyCameraValid.w>0.5&&previousClip.w>0.0&&all(previousUv>=vec2<f32>(0.0))&&all(previousUv<=vec2<f32>(1.0))&&previousZ>=0.0&&previousZ<=1.0;\n if(validHistory){let history=textureSampleLevel(scatteringHistory,historySampler,vec3<f32>(previousUv,previousZ),0.0);let weight=uniforms.historyNearFarWeight.z;localScattering=mix(localScattering,history.rgb,weight);localExtinction=mix(localExtinction,history.a,weight);}\n }\n textureStore(outputScatteringHistory,vec3<i32>(i32(id.x),i32(id.y),i32(z)),vec4<f32>(localScattering,localExtinction));\n if(localExtinction>0.000001){let extinction=exp(-localExtinction*stepSize);scattering+=transmittance*localScattering*((1.0-extinction)/localExtinction);transmittance*=extinction;}\n textureStore(outputFog, vec3<i32>(i32(id.x),i32(id.y),i32(z)), vec4<f32>(scattering,transmittance)); previousDistance=sliceEnd;\n }\n}",I="\nfn inverseProjection() -> mat4x4<f32> { return mat4x4<f32>(fullscreenUniforms[0],fullscreenUniforms[1],fullscreenUniforms[2],fullscreenUniforms[3]); }\nfn fogDither(pixel:vec2<f32>,frame:f32)->f32 { let p3=fract(vec3<f32>(pixel.xyx+frame*vec3<f32>(0.754877,0.569841,0.438289))*0.1031); let q=p3+dot(p3,p3.yzx+33.33); return fract((q.x+q.y)*q.z)-0.5; }\nfn sampleIntegratedFogRaw(uv:vec2<f32>,normalizedDepth:f32)->vec4<f32>{\n let slices=f32(textureDimensions(fogVolumeTexture).z);let slicePosition=clamp(normalizedDepth,0.0,1.0)*slices;\n let textureZ=clamp((slicePosition-0.5)/slices,0.0,1.0);let integrated=textureSampleLevel(fogVolumeTexture,fullscreenSampler,vec3<f32>(uv,textureZ),0.0);\n return mix(vec4<f32>(0.0,0.0,0.0,1.0),integrated,min(slicePosition,1.0));\n}\nfn sampleIntegratedFog(uv:vec2<f32>,normalizedDepth:f32)->vec4<f32>{return sampleIntegratedFogRaw(uv,normalizedDepth);}\n@fragment fn fsMain(input: FullscreenVertexOutput) -> @location(0) vec4<f32> {\n let pixel=vec2<i32>(input.position.xy); let color=textureLoad(sceneColorTexture,pixel,0); let depth=textureLoad(sceneDepthTexture,pixel,0);\n let clip=vec4<f32>(input.uv.x*2.0-1.0,1.0-input.uv.y*2.0,depth,1.0); let view=inverseProjection()*clip; let distance=length(view.xyz/view.w);\n let bounds=textureSampleLevel(fogBoundsTexture,fullscreenSampler,input.uv,0.0).rg;let z=clamp(log(max(distance,bounds.x)/bounds.x)/max(log(bounds.y/bounds.x),0.0001),0.0,1.0);\n let frame=fullscreenUniforms[4].z; let ditherStrength=fullscreenUniforms[4].w;\n let noise=fogDither(input.position.xy,max(frame,0.0));\n let fog=sampleIntegratedFog(input.uv,z);\n let fogAmount=clamp(1.0-fog.a,0.0,1.0); let dither=vec3<f32>(noise*(ditherStrength/255.0)*fogAmount);\n return vec4<f32>(max(vec3<f32>(0.0),fog.rgb+color.rgb*fog.a+dither),color.a);\n}",R="\nfn inverseProjection() -> mat4x4<f32> { return mat4x4<f32>(fullscreenUniforms[0],fullscreenUniforms[1],fullscreenUniforms[2],fullscreenUniforms[3]); }\nfn fogDither(pixel:vec2<f32>,frame:f32)->f32 { let p3=fract(vec3<f32>(pixel.xyx+frame*vec3<f32>(0.754877,0.569841,0.438289))*0.1031); let q=p3+dot(p3,p3.yzx+33.33); return fract((q.x+q.y)*q.z)-0.5; }\nfn sampleIntegratedFogRaw(uv:vec2<f32>,normalizedDepth:f32)->vec4<f32>{\n let slices=f32(textureDimensions(fogVolumeTexture).z);let slicePosition=clamp(normalizedDepth,0.0,1.0)*slices;\n let textureZ=clamp((slicePosition-0.5)/slices,0.0,1.0);let integrated=textureSampleLevel(fogVolumeTexture,fullscreenSampler,vec3<f32>(uv,textureZ),0.0);\n return mix(vec4<f32>(0.0,0.0,0.0,1.0),integrated,min(slicePosition,1.0));\n}\nfn sampleIntegratedFog(uv:vec2<f32>,normalizedDepth:f32)->vec4<f32>{return sampleIntegratedFogRaw(uv,normalizedDepth);}\n@fragment fn fsMain(input: FullscreenVertexOutput) -> @location(0) vec4<f32> {\n let depthSize=vec2<i32>(textureDimensions(sceneDepthTexture)); let depthPixel=clamp(vec2<i32>(input.uv*vec2<f32>(depthSize)),vec2<i32>(0),depthSize-vec2<i32>(1));\n let depth=textureLoad(sceneDepthTexture,depthPixel,0); let clip=vec4<f32>(input.uv.x*2.0-1.0,1.0-input.uv.y*2.0,depth,1.0);\n let view=inverseProjection()*clip; let distance=length(view.xyz/view.w); let nearPlane=fullscreenUniforms[4].x; let farPlane=fullscreenUniforms[4].y;\n let bounds=textureSampleLevel(fogBoundsTexture,fullscreenSampler,input.uv,0.0).rg;let z=clamp(log(max(distance,bounds.x)/bounds.x)/max(log(bounds.y/bounds.x),0.0001),0.0,1.0);var fog=sampleIntegratedFog(input.uv,z);let frame=fullscreenUniforms[4].z; let noise=fogDither(input.position.xy,max(frame,0.0));\n fog=vec4<f32>(max(vec3<f32>(0.0),fog.rgb+vec3<f32>(noise*(fullscreenUniforms[4].w/255.0)*clamp(1.0-fog.a,0.0,1.0))),fog.a); return fog;\n}";var V="\nfn loadDepth(uv:vec2<f32>)->f32{let size=vec2<i32>(textureDimensions(sceneDepthTexture));let pixel=clamp(vec2<i32>(uv*vec2<f32>(size)),vec2<i32>(0),size-vec2<i32>(1));return textureLoad(sceneDepthTexture,pixel,0);}\n@fragment fn fsMain(input:FullscreenVertexOutput)->@location(0) vec4<f32>{\n let color=textureLoad(sceneColorTexture,vec2<i32>(input.position.xy),0);let fogSize=vec2<f32>(textureDimensions(fogInputTexture));let texel=1.0/fogSize;let grid=input.uv*fogSize-0.5;let base=(floor(grid)+0.5)*texel;\n let candidates=array<vec2<f32>,4>(base,base+vec2<f32>(texel.x,0.0),base+vec2<f32>(0.0,texel.y),base+texel);let centerDepth=loadDepth(input.uv);var bestUv=clamp(candidates[0],vec2<f32>(0.0),vec2<f32>(1.0));var bestDifference=abs(centerDepth-loadDepth(bestUv));var maxDifference=bestDifference;\n for(var i=1;i<4;i+=1){let uv=clamp(candidates[i],vec2<f32>(0.0),vec2<f32>(1.0));let difference=abs(centerDepth-loadDepth(uv));maxDifference=max(maxDifference,difference);if(difference<bestDifference){bestDifference=difference;bestUv=uv;}}\n let sampleUv=select(input.uv,bestUv,maxDifference>0.001);let fog=textureSampleLevel(fogInputTexture,fullscreenSampler,sampleUv,0.0);return vec4<f32>(fog.rgb+color.rgb*fog.a,color.a);\n}",G="\n@fragment fn fsMain(input:FullscreenVertexOutput)->@location(0) vec4<f32>{\n let color=textureLoad(sceneColorTexture,vec2<i32>(input.position.xy),0);\n let fog=textureSampleLevel(fogInputTexture,fullscreenSampler,input.uv,0.0);\n return vec4<f32>(fog.rgb+color.rgb*fog.a,color.a);\n}";import{ByteType as L,DepthFormat as z,DepthStencilFormat as U,FloatType as A,HalfFloatType as F,IntType as E,RED_GREEN_RGTC2_Format as k,RED_RGTC1_Format as O,RGBA_ASTC_10x10_Format as j,RGBA_ASTC_10x5_Format as $,RGBA_ASTC_10x6_Format as W,RGBA_ASTC_10x8_Format as N,RGBA_ASTC_12x10_Format as _,RGBA_ASTC_12x12_Format as H,RGBA_ASTC_4x4_Format as q,RGBA_ASTC_5x4_Format as K,RGBA_ASTC_5x5_Format as Z,RGBA_ASTC_6x5_Format as Y,RGBA_ASTC_6x6_Format as X,RGBA_ASTC_8x5_Format as J,RGBA_ASTC_8x6_Format as Q,RGBA_ASTC_8x8_Format as ee,RGBA_BPTC_Format as te,RGBA_ETC2_EAC_Format as re,RGBA_S3TC_DXT1_Format as ie,RGBA_S3TC_DXT3_Format as ne,RGBA_S3TC_DXT5_Format as ae,RGBAFormat as se,RGBAIntegerFormat as oe,RGFormat as le,RGIntegerFormat as ce,RGB_ETC1_Format as ue,RGB_ETC2_Format as de,RGB_S3TC_DXT1_Format as he,RGBFormat as pe,RedFormat as fe,RedIntegerFormat as me,ShortType as ge,SIGNED_RED_GREEN_RGTC2_Format as ve,SIGNED_RED_RGTC1_Format as xe,SRGBColorSpace as we,UnsignedByteType as be,UnsignedInt248Type as ye,UnsignedInt5999Type as Se,UnsignedIntType as Ce,UnsignedShortType as Pe}from"three";function Me(e,t){const r=Re(e),i=function(e,t){const r=e.format,i=e.type,n=e.colorSpace===we;let a=null;if(Ve(e))switch(r){case he:case ie:a=n?"bc1-rgba-unorm-srgb":"bc1-rgba-unorm";break;case ne:a=n?"bc2-rgba-unorm-srgb":"bc2-rgba-unorm";break;case ae:a=n?"bc3-rgba-unorm-srgb":"bc3-rgba-unorm";break;case O:a="bc4-r-unorm";break;case xe:a="bc4-r-snorm";break;case k:a="bc5-rg-unorm";break;case ve:a="bc5-rg-snorm";break;case te:a=n?"bc7-rgba-unorm-srgb":"bc7-rgba-unorm";break;case de:case ue:a=n?"etc2-rgb8unorm-srgb":"etc2-rgb8unorm";break;case re:a=n?"etc2-rgba8unorm-srgb":"etc2-rgba8unorm";break;case q:a=n?"astc-4x4-unorm-srgb":"astc-4x4-unorm";break;case K:a=n?"astc-5x4-unorm-srgb":"astc-5x4-unorm";break;case Z:a=n?"astc-5x5-unorm-srgb":"astc-5x5-unorm";break;case Y:a=n?"astc-6x5-unorm-srgb":"astc-6x5-unorm";break;case X:a=n?"astc-6x6-unorm-srgb":"astc-6x6-unorm";break;case J:a=n?"astc-8x5-unorm-srgb":"astc-8x5-unorm";break;case Q:a=n?"astc-8x6-unorm-srgb":"astc-8x6-unorm";break;case ee:a=n?"astc-8x8-unorm-srgb":"astc-8x8-unorm";break;case $:a=n?"astc-10x5-unorm-srgb":"astc-10x5-unorm";break;case W:a=n?"astc-10x6-unorm-srgb":"astc-10x6-unorm";break;case N:a=n?"astc-10x8-unorm-srgb":"astc-10x8-unorm";break;case j:a=n?"astc-10x10-unorm-srgb":"astc-10x10-unorm";break;case _:a=n?"astc-12x10-unorm-srgb":"astc-12x10-unorm";break;case H:a=n?"astc-12x12-unorm-srgb":"astc-12x12-unorm";break;case se:a=n?"rgba8unorm-srgb":"rgba8unorm"}else switch(r){case se:switch(i){case L:a="rgba8snorm";break;case ge:a="rgba16sint";break;case Pe:a="rgba16uint";break;case Ce:a="rgba32uint";break;case E:a="rgba32sint";break;case be:a=n?"rgba8unorm-srgb":"rgba8unorm";break;case F:a="rgba16float";break;case A:a="rgba32float"}break;case pe:switch(i){case Se:a="rgb9e5ufloat";break;case 35899:a="rg11b10ufloat"}break;case fe:switch(i){case L:a="r8snorm";break;case ge:a="r16sint";break;case Pe:a="r16uint";break;case Ce:a="r32uint";break;case E:a="r32sint";break;case be:a="r8unorm";break;case F:a="r16float";break;case A:a="r32float"}break;case le:switch(i){case L:a="rg8snorm";break;case ge:a="rg16sint";break;case Pe:a="rg16uint";break;case Ce:a="rg32uint";break;case E:a="rg32sint";break;case be:a="rg8unorm";break;case F:a="rg16float";break;case A:a="rg32float"}break;case z:switch(i){case Pe:a="depth16unorm";break;case Ce:a="depth24plus";break;case A:a="depth32float"}break;case U:switch(i){case ye:a="depth24plus-stencil8";break;case A:Ge("depth32float-stencil8",t,e,"DepthTexture with DepthStencilFormat + FloatType"),a="depth32float-stencil8"}break;case me:switch(i){case E:a="r32sint";break;case Ce:a="r32uint"}break;case ce:switch(i){case E:a="rg32sint";break;case Ce:a="rg32uint"}break;case oe:switch(i){case E:a="rgba32sint";break;case Ce:a="rgba32uint"}}if(!a)throw new Error(`Texture format "${r}" with type "${i}" from "${e.constructor.name}" is not supported by this renderer yet.`);const s=function(e){if(e.startsWith("bc"))return"texture-compression-bc";if(e.startsWith("etc2")||e.startsWith("eac"))return"texture-compression-etc2";if(e.startsWith("astc"))return"texture-compression-astc";return null}(a);s&&Ge(s,t,e,`Texture format "${a}"`);return a}(e,t),n=function(e){const t=Ie(e);if("cube"===t)return"cube";if("2d-array"===t)return"2d-array";if("3d"===t)return"3d";return"2d"}(e),a=function(e){return"3d"===Ie(e)?"3d":"2d"}(e),s=function(e,t,r){if(!0===e.isDepthTexture)return"depth";if(t.endsWith("uint"))return"uint";if(t.endsWith("sint"))return"sint";if(!0===e.isDataTexture||!0===e.isDataArrayTexture||!0===e.isData3DTexture){if(e.type===E)return"sint";if(e.type===Ce)return"uint";if(e.type===A&&!Le(r,"float32-filterable")&&("r32float"===t||"rg32float"===t||"rgba32float"===t))return"unfilterable-float"}return"float"}(e,i,t),o=function(e,t){const r=e.compareFunction;if("depth"===t&&null!=r)return"comparison";if("float"===t)return"filtering";return"non-filtering"}(e,s),l=function(e){if(!0===e.isCompressedCubeTexture){const t=e.image;return Math.max(1,t?.[0]?.mipmaps?.length??1)}const t=e.mipmaps;return Math.max(1,t?.length??1)}(e);return{format:i,textureDimension:a,viewDimension:n,sampleType:s,samplerBindingType:o,wgslTextureType:Te(n,s),wgslSamplerType:"comparison"===o?"sampler_comparison":"sampler",width:r.width,height:r.height,depthOrArrayLayers:r.depthOrArrayLayers,mipLevelCount:l,compressed:Ve(e)}}function Be(e,t){const r=Me(e,t);return[r.format,r.textureDimension,r.viewDimension,r.sampleType,r.samplerBindingType,r.width,r.height,r.depthOrArrayLayers,r.mipLevelCount].join(":")}function De(e){const t=Re(e),r=e.compareFunction;return[Ie(e),e.format,e.type,e.colorSpace,r??"none",t.depthOrArrayLayers].join(":")}function Te(e,t){if("depth"===t)switch(e){case"2d-array":return"texture_depth_2d_array";case"cube":return"texture_depth_cube";default:return"texture_depth_2d"}const r="uint"===t?"u32":"sint"===t?"i32":"f32";switch(e){case"2d-array":return`texture_2d_array<${r}>`;case"cube":return`texture_cube<${r}>`;case"3d":return`texture_3d<${r}>`;default:return`texture_2d<${r}>`}}function Ie(e){return!0===e.isCubeTexture?"cube":!0===e.isArrayTexture||!0===e.isDataArrayTexture||!0===e.isCompressedArrayTexture?"2d-array":!0===e.is3DTexture||!0===e.isData3DTexture?"3d":"2d"}function Re(e){if(!0===e.isCubeTexture){const t=e.image,r=t?.[0],i=r?.image??r;return{width:i?.width??1,height:i?.height??1,depthOrArrayLayers:6}}const t=e.image;return{width:t?.width??1,height:t?.height??1,depthOrArrayLayers:t?.depth??1}}function Ve(e){return!0===e.isCompressedTexture||!0===e.isCompressedArrayTexture}function Ge(e,t,r,i){if(!Le(t,e))throw new Error(`${i} for "${r.name||r.uuid}" requires the WebGPU feature "${e}", which is not enabled on this device.`)}function Le(e,t){return!!e&&(e instanceof Set?e.has(t):"features"in e?e.features.has(t):e.has(t))}import{Color as ze,Matrix3 as Ue,Matrix4 as Ae,Vector2 as Fe,Vector3 as Ee,Vector4 as ke}from"three";var Oe=new ArrayBuffer(8),je=new Float64Array(Oe),$e=new Uint32Array(Oe),We={f32:{alignment:4,size:4},i32:{alignment:4,size:4},u32:{alignment:4,size:4},"vec2<f32>":{alignment:8,size:8},"vec3<f32>":{alignment:16,size:12},"vec4<f32>":{alignment:16,size:16},"mat3x3<f32>":{alignment:16,size:48},"mat4x4<f32>":{alignment:16,size:64}};function Ne(e,t){return Math.ceil(e/t)*t}function _e(e,t){return"number"==typeof e||"boolean"==typeof e?[Number(e)]:Array.isArray(e)?Array.from(e.slice(0,t)):e instanceof ze?t>=4?[e.r,e.g,e.b,1]:[e.r,e.g,e.b]:e instanceof Fe?[e.x,e.y]:e instanceof Ee?[e.x,e.y,e.z]:e instanceof ke?[e.x,e.y,e.z,e.w]:e instanceof Ue||e instanceof Ae?Array.from(e.elements):[]}function He(e,t,r,i){const n="boolean"==typeof i?i?1:0:Number(i);"i32"!==r?"u32"!==r?e.setFloat32(t,n,!0):e.setUint32(t,n,!0):e.setInt32(t,n,!0)}function qe(e,t,r,i){const n=_e(r,i);for(let r=0;r<i;r+=1)e[t+r]=n[r]??0}function Ke(e,t,r){const i=r instanceof Ue?r.elements:Array.isArray(r)?Array.from(r):_e(r,9);for(let r=0;r<3;r+=1){const n=3*r,a=t+4*r;e[a+0]=i[n+0]??0,e[a+1]=i[n+1]??0,e[a+2]=i[n+2]??0,e[a+3]=0}}function Ze(e){let t=0;const r=[];for(const[i,n]of Object.entries(e)){const e=We[n.type];t=Ne(t,e.alignment),r.push({name:i,offset:t,type:n.type}),t+=e.size}return{byteLength:Ne(t,16),entries:r}}function Ye(e,t){const r=new ArrayBuffer(t.byteLength),i=new DataView(r),n=new Float32Array(r);for(const r of t.entries){const t=e[r.name],a=r.offset/4;switch(r.type){case"f32":case"i32":case"u32":He(i,r.offset,r.type,t.value);break;case"vec2<f32>":qe(n,a,t.value,2);break;case"vec3<f32>":qe(n,a,t.value,3);break;case"vec4<f32>":qe(n,a,t.value,4);break;case"mat3x3<f32>":Ke(n,a,t.value);break;case"mat4x4<f32>":if(t.value instanceof Ae)n.set(t.value.elements,a);else{const e=_e(t.value,16);n.set(e,a)}}}return r}function Xe(e,t){let r=Math.imul(e^t,16777619);return r^=r>>>13,r>>>0}function Je(e,t){return je[0]=t,e=Xe(e,$e[0]??0),e=Xe(e,$e[1]??0)}function Qe(e,t,r){const i=_e(t,r);e=Xe(e,i.length);for(let t=0;t<i.length;t+=1)e=Je(e,i[t]??0);return e}var et="\nstruct FullscreenVertexOutput {\n @builtin(position) position: vec4<f32>,\n @location(0) uv: vec2<f32>,\n};\n\n@vertex\nfn vsMain(@builtin(vertex_index) vertexIndex: u32) -> FullscreenVertexOutput {\n var output: FullscreenVertexOutput;\n let position = array<vec2<f32>, 3>(\n vec2(-1.0, -3.0),\n vec2(-1.0, 1.0),\n vec2(3.0, 1.0),\n );\n let clip = position[vertexIndex];\n output.position = vec4(clip, 0.0, 1.0);\n output.uv = clip * vec2(0.5, -0.5) + vec2(0.5, 0.5);\n return output;\n}\n";function tt(){return{children:new WeakMap}}function rt(e,t,r){let i=e;for(const e of t){let t=i.children.get(e);t||(t=tt(),i.children.set(e,t)),i=t}return i.bindGroup??=r(),i.bindGroup}var it=new WeakMap,nt=new WeakMap;function at(e){return e?"string"==typeof e?[e]:Array.from(e):[]}function st(e){return e.replace(/[^A-Za-z0-9_]/g,"_")}var ot=class{constructor(e){this.context=e}context;sceneColor="sceneColor";mainDepth="mainDepth";postProcessColor="postProcessColor";createColorTarget(e,t={}){return this.context.defineColorTarget(e,t),e}createTextureTarget(e,t={}){return this.context.defineTextureTarget(e,t),e}addStandardScenePasses(e=this.sceneColor){this.context.addDirectionalShadowPass(),this.context.addPointShadowPass(),this.context.addSpotShadowPass(),this.context.addDepthPrepass(),this.context.addHiZPasses(),this.context.addVisibilityPass(),this.context.addOpaquePass(e),this.context.addHiZHistoryPass("OpaquePass"),this.context.addSceneTextureCopyPass(e),this.context.addLatePass(e)}addDirectionalShadowPass(){this.context.addDirectionalShadowPass()}addPointShadowPass(){this.context.addPointShadowPass()}addSpotShadowPass(){this.context.addSpotShadowPass()}addDepthPrepass(){this.context.addDepthPrepass()}addHiZPasses(){this.context.addHiZPasses()}addVisibilityPass(){this.context.addVisibilityPass()}addForwardPass(e=this.sceneColor){this.context.addForwardPass(e)}addOpaquePass(e=this.sceneColor){this.context.addOpaquePass(e)}addSceneTextureCopyPass(e=this.sceneColor,t){this.context.addSceneTextureCopyPass(e,t)}addLatePass(e=this.sceneColor){this.context.addLatePass(e)}addHiZHistoryPass(e="ForwardPass"){this.context.addHiZHistoryPass(e)}addMaterialPass(e={}){const t={name:e.name,outputs:e.outputs??this.sceneColor,drawStage:e.drawStage,loadColor:e.loadColor,clearColor:e.clearColor,loadDepth:e.loadDepth,objectFilter:e.objectFilter,overrideMaterial:e.overrideMaterial};this.context.addMaterialPass(t)}addPass(e){const t=e.inputs?Object.values(e.inputs):void 0,r=at(e.outputs),i={name:e.name,reads:t,writes:r.length>0?r:void 0,dependsOn:e.dependsOn,execute:e.execute};this.context.addCustomPass(i)}addFullscreenPass(e){const t=at(e.outputs),r=Object.entries(e.inputs),i=Object.entries(e.textures??{});for(const[t]of i)if(t in e.inputs)throw new Error(`Fullscreen pass "${e.name}" cannot use "${t}" as both an input and an external texture.`);const n=r.map(([,e])=>e===this.mainDepth?"depth":"color");this.addPass({name:e.name,inputs:e.inputs,outputs:t,execute:a=>{const s=t.map(e=>a.getColorFormat(e)),o=i.map(([,e])=>Me(e,a.device)),l=i.map(([,e])=>Be(e,a.device)).join("|"),c=r.map(([t])=>e.inputDimensions?.[t]??"2d"),u=`${s.join("|")}:${n.map((e,t)=>`${e}-${c[t]}`).join("|")}:${l}:${e.uniformBufferSize??0}`,d=function(e,t){let r=it.get(e);r||(r=new WeakMap,it.set(e,r));let i=r.get(t);return i||(i=new Map,r.set(t,i)),i}(e,a.device);let h=d.get(u);if(!h){const t=[et,"@group(0) @binding(0) var fullscreenSampler: sampler;",r.map(([e],t)=>`@group(0) @binding(${t+1}) var ${e}Texture: ${"depth"===n[t]?"texture_depth_2d":"3d"===c[t]?"texture_3d<f32>":"texture_2d<f32>"};`).join("\n"),i.map(([e],t)=>{const i=r.length+1+2*t,n=o[t];return`@group(0) @binding(${i}) var ${e}Sampler: ${n.wgslSamplerType};\n@group(0) @binding(${i+1}) var ${e}Texture: ${n.wgslTextureType};`}).join("\n"),e.uniformBufferSize?`@group(0) @binding(${r.length+1+2*i.length}) var<uniform> fullscreenUniforms: array<vec4<f32>, ${Math.max(1,Math.ceil(e.uniformBufferSize/16))}>;`:"",e.fragmentShader].filter(Boolean).join("\n\n"),l=a.device.createBindGroupLayout({label:`${e.name}-layout`,entries:[{binding:0,visibility:GPUShaderStage.FRAGMENT,sampler:{type:"nearest"===e.sampler?"non-filtering":"filtering"}},...r.map((e,t)=>({binding:t+1,visibility:GPUShaderStage.FRAGMENT,texture:{sampleType:"depth"===n[t]?"depth":"float",viewDimension:"3d"===c[t]?"3d":"2d"}})),...o.flatMap((e,t)=>{const i=r.length+1+2*t;return[{binding:i,visibility:GPUShaderStage.FRAGMENT,sampler:{type:e.samplerBindingType}},{binding:i+1,visibility:GPUShaderStage.FRAGMENT,texture:{sampleType:e.sampleType,viewDimension:e.viewDimension}}]}),...e.uniformBufferSize?[{binding:r.length+1+2*i.length,visibility:GPUShaderStage.FRAGMENT,buffer:{type:"uniform"}}]:[]]}),p=a.device.createPipelineLayout({label:`${e.name}-pipeline-layout`,bindGroupLayouts:[l]});h={bindGroupLayout:l,pipeline:a.device.createRenderPipeline({label:`${e.name}-pipeline`,layout:p,vertex:{module:a.device.createShaderModule({label:`${e.name}-vertex-module`,code:t}),entryPoint:"vsMain"},fragment:{module:a.device.createShaderModule({label:`${e.name}-fragment-module`,code:t}),entryPoint:"fsMain",targets:s.map(e=>({format:e}))},primitive:{topology:"triangle-list"}}),uniformBuffer:e.uniformBufferSize?a.device.createBuffer({label:`${e.name}-uniform-buffer`,size:16*Math.ceil(Math.max(16,e.uniformBufferSize)/16),usage:GPUBufferUsage.UNIFORM|GPUBufferUsage.COPY_DST}):null,bindGroupCache:tt()},d.set(u,h)}const{bindGroupLayout:p,pipeline:f,uniformBuffer:m}=h,g=e.updateUniforms?.(a)??null;m&&g&&a.device.queue.writeBuffer(m,0,g.buffer,g.byteOffset,g.byteLength);const v=[{binding:0,resource:"nearest"===e.sampler||"linear"!==e.sampler&&n.includes("depth")?a.nearestClampSampler:a.linearClampSampler},...r.map(([,e],t)=>({binding:t+1,resource:"depth"===n[t]?a.depthView:a.getColorView(e)}))];for(let e=0;e<i.length;e+=1){const t=a.getExternalTexture(i[e][1]),n=r.length+1+2*e;v.push({binding:n,resource:t.sampler},{binding:n+1,resource:t.view})}m&&v.push({binding:r.length+1+2*i.length,resource:{buffer:m}});const x=v.map(e=>"buffer"in e.resource?e.resource.buffer:e.resource),w=rt(h.bindGroupCache,x,()=>a.device.createBindGroup({label:`${e.name}-bind-group`,layout:p,entries:v})),b=a.encoder.beginRenderPass({label:e.name,colorAttachments:t.map(e=>({view:a.getColorView(e),clearValue:{r:0,g:0,b:0,a:1},loadOp:"clear",storeOp:"store"}))});b.setPipeline(f),b.setBindGroup(0,w),b.draw(3),b.end()}})}addNodeFullscreenPass(e){const t=at(e.outputs),r=Object.entries(function(e){const t={};for(const[r,i]of Object.entries(e.sceneTextures??{}))t[r]="sceneDepth"===i?{resource:"mainDepth",dimension:"depth-2d",sampleType:"depth",sampler:"non-filtering"}:{resource:"sceneColor",dimension:"2d",sampleType:"float",sampler:"filtering"};return{...t,...e.graphTextures}}(e.shader)).map(([t,r])=>[t,null!=e.inputOverrides?.[t]?{...r,resource:e.inputOverrides[t]}:r]),i=Object.entries(e.shader.textures??{}),n=Object.fromEntries(r.map(([e,t])=>[e,t.resource])),a=Ze(e.shader.uniforms);this.addPass({name:e.name,inputs:n,outputs:t,execute:n=>{const s=t.map(e=>n.getColorFormat(e)),o=r.map(([e,t])=>`${e}:${t.dimension}:${t.sampleType}:${t.sampler??"filtering"}`).join("|"),l=i.map(([,e])=>Me(e,n.device)),c=i.map(([,e])=>Be(e,n.device)).join("|"),u=a.entries.map(e=>`${e.name}:${e.type}:${e.offset}`).join("|"),d=`${s.join("|")}:${o}:${c}:${u}`,h=function(e,t){let r=nt.get(e);r||(r=new WeakMap,nt.set(e,r));let i=r.get(t);return i||(i=new Map,r.set(t,i)),i}(e.shader,n.device);let p=h.get(d);if(!p){const t=[];for(const[,e]of r){const r=t.length;t.push({binding:r,visibility:GPUShaderStage.FRAGMENT,sampler:{type:e.sampler??("depth-2d"===e.dimension?"non-filtering":"filtering")}},{binding:r+1,visibility:GPUShaderStage.FRAGMENT,texture:{sampleType:e.sampleType??("depth-2d"===e.dimension?"depth":"float"),viewDimension:"3d"===e.dimension?"3d":"2d"}})}for(const[e,r]of l.entries()){const e=t.length;t.push({binding:e,visibility:GPUShaderStage.FRAGMENT,sampler:{type:r.samplerBindingType}},{binding:e+1,visibility:GPUShaderStage.FRAGMENT,texture:{sampleType:r.sampleType,viewDimension:r.viewDimension}})}const o=2*(r.length+i.length);a.byteLength>0&&t.push({binding:o,visibility:GPUShaderStage.FRAGMENT,buffer:{type:"uniform"}});const c=n.device.createBindGroupLayout({label:`${e.name}-node-layout`,entries:t}),u=n.device.createPipelineLayout({label:`${e.name}-node-pipeline-layout`,bindGroupLayouts:[c]}),f=r.map(([e,t],r)=>{const i=st(e);return`@group(0) @binding(${2*r}) var ${i}Sampler: ${"comparison"===t.sampler?"sampler_comparison":"sampler"};\n@group(0) @binding(${2*r+1}) var ${i}Texture: ${"depth-2d"===t.dimension?"texture_depth_2d":"3d"===t.dimension?"texture_3d<f32>":"texture_2d<f32>"};`}).join("\n"),m=i.map(([e],t)=>{const i=2*(r.length+t),n=l[t],a=st(e);return`@group(0) @binding(${i}) var ${a}Sampler: ${n.wgslSamplerType};\n@group(0) @binding(${i+1}) var ${a}Texture: ${n.wgslTextureType};`}).join("\n"),g=a.entries.map(e=>` ${st(e.name)}: ${e.type},`).join("\n"),v=a.byteLength>0?`struct MaterialUniforms {\n${g}\n};\n@group(0) @binding(${o}) var<uniform> materialUniforms: MaterialUniforms;`:"",x=[et,f,m,v,e.shader.fragmentShader].filter(Boolean).join("\n\n");p={bindGroupLayout:c,pipeline:n.device.createRenderPipeline({label:`${e.name}-node-pipeline`,layout:u,vertex:{module:n.device.createShaderModule({label:`${e.name}-node-vertex-module`,code:x}),entryPoint:"vsMain"},fragment:{module:n.device.createShaderModule({label:`${e.name}-node-fragment-module`,code:x}),entryPoint:"fsMain",targets:s.map(e=>({format:e}))},primitive:{topology:"triangle-list"}}),uniformBuffer:a.byteLength>0?n.device.createBuffer({label:`${e.name}-node-uniforms`,size:a.byteLength,usage:GPUBufferUsage.UNIFORM|GPUBufferUsage.COPY_DST}):null,bindGroupCache:tt()},h.set(d,p)}const{pipeline:f,bindGroupLayout:m,uniformBuffer:g}=p;e.shader.syncLiveUniforms(e.shader.uniforms),g&&n.device.queue.writeBuffer(g,0,Ye(e.shader.uniforms,a));const v=[];for(const[,e]of r){const t=v.length,r="comparison"===e.sampler?n.comparisonSampler:"non-filtering"===e.sampler||"depth-2d"===e.dimension?n.nearestClampSampler:n.linearClampSampler;v.push({binding:t,resource:r},{binding:t+1,resource:n.getTextureView(e.resource)})}for(const[,e]of i){const t=v.length,r=n.getExternalTexture(e);v.push({binding:t,resource:r.sampler},{binding:t+1,resource:r.view})}g&&v.push({binding:2*(r.length+i.length),resource:{buffer:g}});const x=v.map(e=>"buffer"in e.resource?e.resource.buffer:e.resource),w=rt(p.bindGroupCache,x,()=>n.device.createBindGroup({label:`${e.name}-node-bind-group`,layout:m,entries:v})),b=n.encoder.beginRenderPass({label:e.name,colorAttachments:t.map(e=>({view:n.getColorView(e),clearValue:{r:0,g:0,b:0,a:1},loadOp:"clear",storeOp:"store"}))});b.setPipeline(f),b.setBindGroup(0,w),b.draw(3),b.end()}})}present(e=this.sceneColor){this.context.addPresentPass(e)}};import{AdditiveBlending as lt,BackSide as ct,BufferAttribute as ut,BufferGeometry as dt,Color as ht,DoubleSide as pt,FrontSide as ft,InstancedBufferAttribute as mt,MultiplyBlending as gt,Matrix4 as vt,Mesh as xt,OrthographicCamera as wt,PerspectiveCamera as bt,Sphere as yt,SubtractiveBlending as St,Vector2 as Ct,Vector3 as Pt,Vector4 as Mt,ShaderMaterial as Bt}from"three";var Dt=/^[A-Za-z_][A-Za-z0-9_]*$/;function Tt(e,t={},r={}){const i=function(e){const t=new Map;for(const[r,i]of Object.entries(e))Dt.test(r)&&!1!==i&&null!=i&&t.set(r,{name:r,parameters:null,body:It(i)});return t}(t),n=[],a=[],s=e.split(/\r?\n/),o=r.sourceName??"shader";for(let e=0;e<s.length;e+=1){const t=s[e],r=Rt(t),l=Gt(n);if(!r){a.push(l?zt(t,i):"");continue}const{name:c,rest:u}=r;switch(c){case"define":l&&Vt(u,i,o,e+1),a.push("");break;case"undef":l&&i.delete(u.trim()),a.push("");break;case"ifdef":{const e=l,t=e&&i.has(u.trim());n.push({parentActive:e,active:t,branchTaken:t,elseSeen:!1}),a.push("");break}case"ifndef":{const e=l,t=e&&!i.has(u.trim());n.push({parentActive:e,active:t,branchTaken:t,elseSeen:!1}),a.push("");break}case"if":{const e=l,t=e&&$t(u,i);n.push({parentActive:e,active:t,branchTaken:t,elseSeen:!1}),a.push("");break}case"elif":{const t=Lt(n,o,e+1,c);if(t.elseSeen)throw new Error(`${o}:${e+1}: #elif after #else`);const r=t.parentActive&&!t.branchTaken&&$t(u,i);t.active=r,t.branchTaken=t.branchTaken||r,a.push("");break}case"else":{const t=Lt(n,o,e+1,c);if(t.elseSeen)throw new Error(`${o}:${e+1}: duplicate #else`);t.active=t.parentActive&&!t.branchTaken,t.branchTaken=!0,t.elseSeen=!0,a.push("");break}case"endif":Lt(n,o,e+1,c),n.pop(),a.push("");break;case"error":if(l)throw new Error(`${o}:${e+1}: ${u.trim()||"#error"}`);a.push("");break;case"warning":case"line":case"version":case"pragma":a.push("");break;default:if(l)throw new Error(`${o}:${e+1}: unsupported preprocessor directive #${c}`);a.push("")}}if(n.length>0)throw new Error(`${o}: unterminated preprocessor conditional`);return a.join("\n")}function It(e){return"boolean"==typeof e?e?"1":"0":String(e)}function Rt(e){const t=/^\s*#\s*([A-Za-z_][A-Za-z0-9_]*)(.*)$/.exec(e);return t?{name:t[1],rest:t[2]??""}:null}function Vt(e,t,r,i){const n=/^\s*([A-Za-z_][A-Za-z0-9_]*)(.*)$/.exec(e);if(!n)throw new Error(`${r}:${i}: invalid #define`);const a=n[1],s=n[2]??"";if(s.startsWith("(")){const e=jt(s,0);if(e<0)throw new Error(`${r}:${i}: invalid function-like #define ${a}`);const n=s.slice(1,e).trim(),o=0===n.length?[]:n.split(",").map(e=>e.trim());for(const e of o)if(!Dt.test(e))throw new Error(`${r}:${i}: invalid macro parameter "${e}"`);return void t.set(a,{name:a,parameters:o,body:Nt(s.slice(e+1)).trim()||"1"})}t.set(a,{name:a,parameters:null,body:Nt(s).trim()||"1"})}function Gt(e){for(const t of e)if(!t.active)return!1;return!0}function Lt(e,t,r,i){const n=e[e.length-1];if(!n)throw new Error(`${t}:${r}: #${i} without matching #if`);return n}function zt(e,t){let r=e;for(let e=0;e<8;e+=1){const e=r;if(r=At(r,t),r=Ut(r,t),r===e)return r}return r}function Ut(e,t){return e.replace(/\b[A-Za-z_][A-Za-z0-9_]*\b/g,e=>{const r=t.get(e);return r&&null===r.parameters?r.body:e})}function At(e,t){let r=e;for(const e of t.values())null!==e.parameters&&(r=Ft(r,e));return r}function Ft(e,t){let r="",i=0;for(;i<e.length;){const n=Et(e,t.name,i);if(n<0){r+=e.slice(i);break}let a=n+t.name.length;for(;/\s/.test(e[a]??"");)a+=1;if("("!==e[a]){r+=e.slice(i,n+t.name.length),i=n+t.name.length;continue}const s=jt(e,a);if(s<0){r+=e.slice(i);break}const o=Ot(e.slice(a+1,s));r+=e.slice(i,n),r+=kt(t,o),i=s+1}return r}function Et(e,t,r){let i=e.indexOf(t,r);for(;i>=0;){const r=i>0?e[i-1]:"",n=e[i+t.length]??"";if(!/[A-Za-z0-9_]/.test(r)&&!/[A-Za-z0-9_]/.test(n))return i;i=e.indexOf(t,i+t.length)}return-1}function kt(e,t){let r=e.body;const i=e.parameters??[];for(let e=0;e<i.length;e+=1){const n=i[e],a=t[e]?.trim()??"";r=r.replace(new RegExp(`\\b${_t(n)}\\b`,"g"),a)}return r}function Ot(e){const t=[];let r=0,i=0;for(let n=0;n<e.length;n+=1){const a=e[n];"("===a?r+=1:")"===a?r-=1:","===a&&0===r&&(t.push(e.slice(i,n)),i=n+1)}return(e.length>0||i>0)&&t.push(e.slice(i)),t}function jt(e,t){let r=0;for(let i=t;i<e.length;i+=1){const t=e[i];if("("===t)r+=1;else if(")"===t&&(r-=1,0===r))return i}return-1}function $t(e,t){const r=function(e){const t=[];let r=0;for(;r<e.length;){const i=e[r];if(/\s/.test(i)){r+=1;continue}const n=e.slice(r,r+2);if(["&&","||","==","!=","<=",">="].includes(n)){t.push({type:"operator",value:n}),r+=2;continue}if("!<>+-*/%".includes(i)){t.push({type:"operator",value:i}),r+=1;continue}if("("===i||")"===i){t.push({type:"paren",value:i}),r+=1;continue}const a=/^(?:0x[0-9A-Fa-f]+|\d+(?:\.\d+)?(?:[eE][+-]?\d+)?)/.exec(e.slice(r));if(a){t.push({type:"number",value:a[0]}),r+=a[0].length;continue}const s=/^[A-Za-z_][A-Za-z0-9_]*/.exec(e.slice(r));s?(t.push({type:"identifier",value:s[0]}),r+=s[0].length):r+=1}return t}(Nt(e));return 0!==new Wt(r,t).parseExpression()}var Wt=class{constructor(e,t){this.tokens=e,this.macros=t}tokens;macros;cursor=0;parseExpression(){return this.parseLogicalOr()}parseLogicalOr(){let e=this.parseLogicalAnd();for(;this.consumeOperator("||");){const t=this.parseLogicalAnd();e=0!==e||0!==t?1:0}return e}parseLogicalAnd(){let e=this.parseEquality();for(;this.consumeOperator("&&");){const t=this.parseEquality();e=0!==e&&0!==t?1:0}return e}parseEquality(){let e=this.parseComparison();for(;;)if(this.consumeOperator("=="))e=e===this.parseComparison()?1:0;else{if(!this.consumeOperator("!="))return e;e=e!==this.parseComparison()?1:0}}parseComparison(){let e=this.parseAdditive();for(;;)if(this.consumeOperator("<"))e=e<this.parseAdditive()?1:0;else if(this.consumeOperator(">"))e=e>this.parseAdditive()?1:0;else if(this.consumeOperator("<="))e=e<=this.parseAdditive()?1:0;else{if(!this.consumeOperator(">="))return e;e=e>=this.parseAdditive()?1:0}}parseAdditive(){let e=this.parseMultiplicative();for(;;)if(this.consumeOperator("+"))e+=this.parseMultiplicative();else{if(!this.consumeOperator("-"))return e;e-=this.parseMultiplicative()}}parseMultiplicative(){let e=this.parseUnary();for(;;)if(this.consumeOperator("*"))e*=this.parseUnary();else if(this.consumeOperator("/"))e/=this.parseUnary();else{if(!this.consumeOperator("%"))return e;e%=this.parseUnary()}}parseUnary(){return this.consumeOperator("!")?0===this.parseUnary()?1:0:this.consumeOperator("-")?-this.parseUnary():this.consumeOperator("+")?this.parseUnary():this.parsePrimary()}parsePrimary(){const e=this.peek();if(!e)return 0;if("number"===e.type)return this.cursor+=1,e.value.startsWith("0x")?Number.parseInt(e.value,16):Number.parseFloat(e.value);if("identifier"===e.type&&"defined"===e.value){if(this.cursor+=1,this.consumeParen("(")){const e=this.consumeIdentifier();return this.consumeParen(")"),e&&this.macros.has(e)?1:0}const e=this.consumeIdentifier();return e&&this.macros.has(e)?1:0}if("identifier"===e.type)return this.cursor+=1,function(e){if(!e)return 0;const t=e.body.trim();if("true"===t)return 1;if("false"===t)return 0;const r=t.startsWith("0x")?Number.parseInt(t,16):Number.parseFloat(t);return Number.isFinite(r)?r:1}(this.macros.get(e.value));if(this.consumeParen("(")){const e=this.parseExpression();return this.consumeParen(")"),e}return this.cursor+=1,0}consumeIdentifier(){const e=this.peek();return"identifier"!==e?.type?null:(this.cursor+=1,e.value)}consumeOperator(e){const t=this.peek();return"operator"===t?.type&&t.value===e&&(this.cursor+=1,!0)}consumeParen(e){const t=this.peek();return"paren"===t?.type&&t.value===e&&(this.cursor+=1,!0)}peek(){return this.tokens[this.cursor]}};function Nt(e){const t=e.indexOf("//");return t>=0?e.slice(0,t):e}function _t(e){return e.replace(/[.*+?^${}()|[\]\\]/g,"\\$&")}import{Material as Ht}from"three";var qt=[{name:"position",shaderLocation:0,format:"float32x3"},{name:"normal",shaderLocation:1,format:"float32x3",defaultValue:[0,0,1]},{name:"uv",shaderLocation:2,format:"float32x2",defaultValue:[0,0]},{name:"color",shaderLocation:3,format:"float32x4",defaultValue:[1,1,1,1]}],Kt=class e extends Ht{isWGSLShaderMaterial=!0;vertexShader;fragmentShader;depthVertexShader;depthFragmentShader;pointShadowVertexShader;pointShadowFragmentShader;defines;uniforms;textures;sceneTextures;graphTextures;storageBuffers;vertexAttributes;primitiveTopology;wireframe;uniformLayoutCache=null;programCacheKeyCache=null;textureListCache=null;textureVersionsCache=[];textureVersionHashCache=0;storageBufferBindingListCache=null;storageBufferListCache=null;textureLayoutKeyDeviceCache=null;textureLayoutKeyCache=null;uniformValuesAutoUpdate=!0;uniformValuesAutoVersion=0;set uniformValuesNeedsUpdate(e){e&&this.uniformValuesAutoVersion++}constructor(e){super();const{vertexShader:t,fragmentShader:r,depthVertexShader:i,depthFragmentShader:n,pointShadowVertexShader:a,pointShadowFragmentShader:s,defines:o,uniforms:l,textures:c,sceneTextures:u,graphTextures:d,storageBuffers:h,vertexAttributes:p,primitiveTopology:f,uniformValuesAutoUpdate:m,wireframe:g,...v}=e,x=function(e,t){const r={},i={...t};for(const[t,n]of Object.entries(e)){const e=Jt(t,n);"texture"!==e.kind?r[t]=e.uniform:i[t]=e.texture}return{uniforms:r,textures:i}}(l??{},c??{});this.type="WGSLShaderMaterial",this.vertexShader=t,this.fragmentShader=r,this.depthVertexShader=i??null,this.depthFragmentShader=n??null,this.pointShadowVertexShader=a??null,this.pointShadowFragmentShader=s??null,this.defines={...o??{}},this.uniforms=x.uniforms,this.textures=x.textures,this.sceneTextures={...u??{}},this.graphTextures={...d??{}},this.storageBuffers={...h??{}},this.vertexAttributes=Yt(p??qt),this.primitiveTopology=f??"triangle-list",this.uniformValuesAutoUpdate=m??!0,this.wireframe=g??!1,this.transparent=v.transparent??!1,this.depthTest=v.depthTest??!0,this.depthWrite=v.depthWrite??!0,this.setValues(v)}getUniformLayout(){return null===this.uniformLayoutCache&&(this.uniformLayoutCache=Ze(this.uniforms)),this.uniformLayoutCache}setUniform(e,t){const r=Jt(e,t);return"texture"===r.kind?(delete this.uniforms[e],this.textures[e]=r.texture,this.uniformLayoutCache=null,this.invalidateBindingCache(),this.invalidateProgramStructureCache(),this.needsUpdate=!0,this):(delete this.textures[e],this.uniforms[e]=r.uniform,this.uniformLayoutCache=null,this.invalidateBindingCache(),this.invalidateProgramStructureCache(),this.needsUpdate=!0,this)}setDefine(e,t=!0){return this.defines[e]=t,this.invalidateProgramStructureCache(),this.needsUpdate=!0,this}deleteDefine(e){return delete this.defines[e],this.invalidateProgramStructureCache(),this.needsUpdate=!0,this}setTexture(e,t){return delete this.uniforms[e],this.textures[e]=t,this.uniformLayoutCache=null,this.invalidateBindingCache(),this.invalidateProgramStructureCache(),this.needsUpdate=!0,this}setStorageBuffer(e,t){return this.storageBuffers[e]=t,this.invalidateBindingCache(),this.invalidateProgramStructureCache(),this.needsUpdate=!0,this}setVertexAttributes(e){return this.vertexAttributes=Yt(e),this.invalidateProgramStructureCache(),this.needsUpdate=!0,this}copy(e){return super.copy(e),this.vertexShader=e.vertexShader,this.fragmentShader=e.fragmentShader,this.depthVertexShader=e.depthVertexShader,this.depthFragmentShader=e.depthFragmentShader,this.pointShadowVertexShader=e.pointShadowVertexShader,this.pointShadowFragmentShader=e.pointShadowFragmentShader,this.defines={...e.defines},this.uniforms=Object.fromEntries(Object.entries(e.uniforms).map(([e,t])=>[e,{type:t.type,value:Xt(t.value)}])),this.textures={...e.textures},this.sceneTextures={...e.sceneTextures},this.graphTextures={...e.graphTextures},this.storageBuffers={...e.storageBuffers},this.vertexAttributes=Yt(e.vertexAttributes),this.primitiveTopology=e.primitiveTopology,this.wireframe=e.wireframe,this.uniformValuesAutoUpdate=e.uniformValuesAutoUpdate,this.uniformValuesAutoVersion=e.uniformValuesAutoVersion,this.uniformLayoutCache=null,this.invalidateBindingCache(),this.invalidateProgramStructureCache(),this}clone(){return new e({vertexShader:this.vertexShader,fragmentShader:this.fragmentShader}).copy(this)}customProgramCacheKey(){if(null!==this.programCacheKeyCache)return this.programCacheKeyCache;const e=Object.keys(this.defines).sort((e,t)=>e.localeCompare(t));let t=`vertex:${this.vertexShader};fragment:${this.fragmentShader};depthVertex:${this.depthVertexShader??""};depthFragment:${this.depthFragmentShader??""};pointShadowVertex:${this.pointShadowVertexShader??""};pointShadowFragment:${this.pointShadowFragmentShader??""};`;for(const r of e)t+=`${r}:${String(this.defines[r])};`;for(const e in this.uniforms)t+=`uniform:${e}:${this.uniforms[e].type};`;for(const[e,r]of Object.entries(this.textures))t+=`texture:${e}:${De(r)};`;for(const[e,r]of Object.entries(this.sceneTextures))t+=`sceneTexture:${e}:${r};`;for(const[e,r]of Object.entries(this.getGraphTextureInputs()))t+=`graphTexture:${e}:${r.resource}:${r.dimension}:${r.sampleType??"float"}:${r.sampler??"filtering"}:${Number(r.requiresLatePass??!1)};`;for(const[e,r]of Object.entries(this.storageBuffers))t+=`storage:${e}:${r.type}:${r.visibility??"fragment"};`;for(const e of this.vertexAttributes){const r=e.defaultValue?e.defaultValue.join(","):"";t+=`attribute:${e.name}:${e.shaderLocation}:${e.format}:${e.stepMode??"vertex"}:${r};`}return t+=`topology:${this.primitiveTopology};wireframe:${Number(this.wireframe)};transparent:${Number(this.transparent)};blending:${this.blending};premultipliedAlpha:${Number(this.premultipliedAlpha)};blendSrc:${this.blendSrc};blendDst:${this.blendDst};blendEquation:${this.blendEquation};blendSrcAlpha:${this.blendSrcAlpha};blendDstAlpha:${this.blendDstAlpha};blendEquationAlpha:${this.blendEquationAlpha};depthWrite:${Number(this.depthWrite)};depthTest:${Number(this.depthTest)};side:${String(this.side)};shadowSide:${String(this.shadowSide)};`,this.programCacheKeyCache=t,this.programCacheKeyCache}getTexturesList(){return null===this.textureListCache&&(this.textureListCache=Object.values(this.textures)),this.textureListCache}usesSceneTextures(){return this.usesSceneColor()||this.usesSceneDepth()}usesSceneColor(){return Object.values(this.sceneTextures).includes("sceneColor")||Object.values(this.graphTextures).some(e=>"sceneColorSnapshot"===e.resource)}usesSceneDepth(){return Object.values(this.sceneTextures).includes("sceneDepth")||Object.values(this.graphTextures).some(e=>"sceneDepthSnapshot"===e.resource)}getGraphTextureInputs(){const e={...this.graphTextures};for(const[t,r]of Object.entries(this.sceneTextures))e[t]="sceneDepth"===r?{resource:"sceneDepthSnapshot",dimension:"2d",sampleType:"unfilterable-float",sampler:"non-filtering",requiresLatePass:!0}:{resource:"sceneColorSnapshot",dimension:"2d",sampleType:"float",sampler:"filtering",requiresLatePass:!0};return e}requiresLatePass(){return Object.values(this.getGraphTextureInputs()).some(e=>!0===e.requiresLatePass)}getUniformValueHash(){return function(e,t){let r=2166136261;for(let i=0;i<t.entries.length;i+=1){const n=t.entries[i],a=e[n.name];if(a)switch(r=Xe(r,n.offset),n.type){case"f32":case"i32":case"u32":r=Je(r,"boolean"==typeof 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e=this.getStorageBufferBindingList();this.storageBufferListCache=e.map(e=>e.buffer)}return this.storageBufferListCache}getTextureLayoutKey(e){return null!==this.textureLayoutKeyCache&&this.textureLayoutKeyDeviceCache===e||(this.textureLayoutKeyDeviceCache=e,this.textureLayoutKeyCache=this.getTexturesList().map(t=>Be(t,e)).join("|")),this.textureLayoutKeyCache}invalidateProgramStructureCache(){this.programCacheKeyCache=null}invalidateBindingCache(){this.textureListCache=null,this.textureVersionsCache.length=0,this.textureVersionHashCache=0,this.storageBufferBindingListCache=null,this.storageBufferListCache=null,this.textureLayoutKeyDeviceCache=null,this.textureLayoutKeyCache=null}};function Zt(e){return!0===e.isWGSLShaderMaterial}function Yt(e){return e.map(e=>({name:e.name,shaderLocation:e.shaderLocation,format:e.format,stepMode:e.stepMode,defaultValue:e.defaultValue?Array.from(e.defaultValue):void 0}))}function Xt(e){return Array.isArray(e)?Array.from(e):"number"==typeof e||"boolean"==typeof e?e:e.clone()}function Jt(e,t){const r=er(t)?t:null,i=null!==r&&"value"in r?r.value:t;if(function(e){return Qt(e,"isTexture")}(i))return{kind:"texture",texture:i};if(!function(e){return"number"==typeof e||"boolean"==typeof e||Array.isArray(e)||Qt(e,"isColor")||Qt(e,"isVector2")||Qt(e,"isVector3")||Qt(e,"isVector4")||Qt(e,"isMatrix3")||Qt(e,"isMatrix4")}(i))throw new Error(`Unsupported WGSLShaderMaterial uniform "${e}". Use a number, boolean, vector, color, matrix, numeric array, or Texture.`);const n=r?.type,a=function(e){return"f32"===e||"i32"===e||"u32"===e||"vec2<f32>"===e||"vec3<f32>"===e||"vec4<f32>"===e||"mat3x3<f32>"===e||"mat4x4<f32>"===e}(n)?n:function(e,t){if("number"==typeof t)return"f32";if("boolean"==typeof t)return"u32";if(Array.isArray(t)){if(t.length<=1)return"f32";if(2===t.length)return"vec2<f32>";if(3===t.length)return"vec3<f32>";if(4===t.length)return"vec4<f32>";if(9===t.length)return"mat3x3<f32>";if(16===t.length)return"mat4x4<f32>";throw new Error(`Cannot infer WGSL type for uniform "${e}" from an array of length ${t.length}. Provide an explicit type.`)}if(Qt(t,"isColor"))return"vec3<f32>";if(Qt(t,"isVector2"))return"vec2<f32>";if(Qt(t,"isVector3"))return"vec3<f32>";if(Qt(t,"isVector4"))return"vec4<f32>";if(Qt(t,"isMatrix3"))return"mat3x3<f32>";if(Qt(t,"isMatrix4"))return"mat4x4<f32>";throw new Error(`Cannot infer WGSL type for uniform "${e}". Provide an explicit type.`)}(e,i);return{kind:"uniform",uniform:{type:a,value:i}}}function Qt(e,t){return er(e)&&!0===e[t]}function er(e){return"object"==typeof e&&null!==e}var tr=class{passes=[];addPass(e){this.passes.push(e)}async executeAsync(e,t){const r=this.resolveExecutionOrder(),i=performance.now();t?.begin?.(r,e);for(let i=0;i<r.length;i+=1){const n=r[i];t?.beforePass?.(n,i,e);const a=performance.now();await(n.prepare?.(e)),n.execute(e),t?.afterPass?.(n,i,performance.now()-a,e)}t?.end?.(r,performance.now()-i,e)}execute(e,t){const r=this.resolveExecutionOrder(),i=performance.now();t?.begin?.(r,e);for(let i=0;i<r.length;i+=1){const n=r[i];t?.beforePass?.(n,i,e);const a=performance.now();n.execute(e),t?.afterPass?.(n,i,performance.now()-a,e)}t?.end?.(r,performance.now()-i,e)}reset(){this.passes.length=0}resolveExecutionOrder(){const e=new Map,t=new Map,r=new Map,i=new Map;for(const i of this.passes)e.set(i.name,i),t.set(i.name,new Set(i.dependsOn??[])),r.set(i.name,new Set);for(const e of this.passes){const r=t.get(e.name);for(const t of e.reads??[]){const n=i.get(t);n&&n!==e.name&&r.add(n)}for(const t of e.writes??[]){const n=i.get(t);n&&n!==e.name&&r.add(n),i.set(t,e.name)}}for(const[e,i]of t)for(const t of i){const i=r.get(t);if(!i)throw new Error(`RenderGraph dependency "${t}" for pass "${e}" is missing.`);i.add(e)}const n=Array.from(t.entries()).filter(([,e])=>0===e.size).map(([e])=>e),a=[];for(;n.length>0;){const i=n.shift();a.push(e.get(i));for(const e of r.get(i)??[]){const r=t.get(e);r.delete(i),0===r.size&&n.push(e)}}if(a.length!==this.passes.length)throw new Error("RenderGraph contains a dependency cycle.");return a}};import{CubeUVReflectionMapping as rr,HalfFloatType as ir,LinearFilter as nr,LinearSRGBColorSpace as ar,RGBAFormat as sr,Texture as or}from"three";var lr=[.125,.215,.35,.446,.526,.582],cr=20,ur=function(){const e=(1+Math.sqrt(5))/2,t=1/e;return[[-e,t,0],[e,t,0],[-t,0,e],[t,0,e],[0,e,-t],[0,e,t],[-1,1,-1],[1,1,-1],[-1,1,1],[1,1,1]]}(),dr=class{constructor(e,t=20){this.context=e;const{device:r}=e,i=Math.max(1,Math.min(20,Math.floor(t)));this.maxBlurSamples=i,this.equirectBindGroupLayout=r.createBindGroupLayout({entries:[{binding:0,visibility:GPUShaderStage.FRAGMENT,buffer:{type:"uniform"}},{binding:1,visibility:GPUShaderStage.FRAGMENT,texture:{sampleType:"unfilterable-float",viewDimension:"2d"}}]}),this.blurBindGroupLayout=r.createBindGroupLayout({entries:[{binding:0,visibility:GPUShaderStage.FRAGMENT,buffer:{type:"uniform"}},{binding:1,visibility:GPUShaderStage.FRAGMENT,texture:{sampleType:"float",viewDimension:"2d"}},{binding:2,visibility:GPUShaderStage.FRAGMENT,sampler:{type:"filtering"}}]}),this.equirectPipeline=hr(r,this.equirectBindGroupLayout,mr,"pmrem-equirectangular"),this.blurPipeline=hr(r,this.blurBindGroupLayout,gr.replaceAll("PMREM_MAX_SAMPLES",String(i)),"pmrem-blur")}context;equirectPipeline;blurPipeline;equirectBindGroupLayout;blurBindGroupLayout;maxBlurSamples;fromEquirectangular(e){const t=this.context.getTextureResource(e);if("2d"!==t.viewDimension)throw new Error("WebGpuPMREMGenerator.fromEquirectangular() requires a 2D equirectangular texture.");const r=2**Math.floor(Math.log2(Math.max(16,Math.floor(t.width/4)))),i=Math.floor(Math.log2(r)),n=function(e){const t=[];for(let r=e;r>=4;r-=1){const i=2**r;t.push({mip:r,size:i,sigma:r===e?0:1/i})}for(let e=0;e<lr.length;e+=1)t.push({mip:4-e-1,size:16,sigma:lr[e]});return t}(i),a=3*Math.max(r,112),s=4*r,{device:o}=this.context,l=GPUTextureUsage.RENDER_ATTACHMENT|GPUTextureUsage.TEXTURE_BINDING,c=o.createTexture({label:"pmrem-cubeuv",size:{width:a,height:s},format:"rgba16float",usage:l}),u=o.createTexture({label:"pmrem-cubeuv-ping",size:{width:a,height:s},format:"rgba16float",usage:l}),d=o.createSampler({magFilter:"linear",minFilter:"linear"}),h=o.createCommandEncoder({label:"pmrem-generation"}),p=[],f=pr(o,new Float32Array([t.width,t.height,r,0]));p.push(f);const m=o.createBindGroup({layout:this.equirectBindGroupLayout,entries:[{binding:0,resource:{buffer:f}},{binding:1,resource:t.view}]}),g=h.beginRenderPass({colorAttachments:[{view:c.createView(),loadOp:"clear",storeOp:"store",clearValue:[0,0,0,1]}]});g.setViewport(0,0,3*r,2*r,0,1),g.setScissorRect(0,0,3*r,2*r),g.setPipeline(this.equirectPipeline),g.setBindGroup(0,m),g.draw(36),g.end();for(let e=1;e<n.length;e+=1){const t=n[e-1],r=n[e],o=Math.sqrt(r.sigma*r.sigma-t.sigma*t.sigma),l=ur[(n.length-e-1)%ur.length];this.encodeBlurPass({encoder:h,source:c,target:u,sampler:d,atlasWidth:a,atlasHeight:s,maxMip:i,inputLevel:t,outputLevel:r,sigma:o,poleAxis:l,latitudinal:!0,clear:!0,transientBuffers:p}),this.encodeBlurPass({encoder:h,source:u,target:c,sampler:d,atlasWidth:a,atlasHeight:s,maxMip:i,inputLevel:r,outputLevel:r,sigma:o,poleAxis:l,latitudinal:!1,clear:!1,transientBuffers:p})}o.queue.submit([h.finish()]),o.queue.onSubmittedWorkDone().then(()=>{for(const e of p)e.destroy();u.destroy()});const v=new or;return v.image={width:a,height:s},v.name="PMREM.cubeUv",v.mapping=rr,v.format=sr,v.type=ir,v.colorSpace=ar,v.minFilter=nr,v.magFilter=nr,v.generateMipmaps=!1,v.needsUpdate=!0,this.context.registerTextureResource(v,{version:v.version,width:a,height:s,depthOrArrayLayers:1,format:"rgba16float",textureDimension:"2d",viewDimension:"2d",sampleType:"float",samplerBindingType:"filtering",mipLevelCount:1,texture:c,view:c.createView(),sampler:d}),{texture:v,dispose:()=>{c.destroy(),v.dispose()}}}encodeBlurPass(e){const{encoder:t,source:r,target:i,sampler:n,atlasWidth:a,atlasHeight:s,maxMip:o,inputLevel:l,outputLevel:c,sigma:u,poleAxis:d,latitudinal:h,clear:p,transientBuffers:f}=e,m=l.size-1,g=Math.PI/(2*m),v=u/g,x=Math.min(this.maxBlurSamples,1+Math.floor(3*v)),w=function(e,t){const r=new Float32Array(cr);let i=0;for(let n=0;n<cr;n+=1){const a=n/e,s=Math.exp(-a*a/2);r[n]=s,0===n?i+=s:n<t&&(i+=2*s)}for(let e=0;e<r.length;e+=1)r[e]/=i;return r}(v,x),b=pr(this.context.device,function(e){const t=new ArrayBuffer(144),r=new DataView(t);return r.setFloat32(0,e.atlasWidth,!0),r.setFloat32(4,e.atlasHeight,!0),r.setFloat32(8,e.outputFaceSize,!0),r.setFloat32(12,e.inputMip,!0),r.setFloat32(16,e.dTheta,!0),r.setUint32(20,e.sampleCount,!0),r.setUint32(24,e.latitudinal?1:0,!0),r.setFloat32(28,e.maxMip,!0),r.setFloat32(32,e.poleAxis[0],!0),r.setFloat32(36,e.poleAxis[1],!0),r.setFloat32(40,e.poleAxis[2],!0),new Float32Array(t,48,cr).set(e.weights),new Float32Array(t)}({atlasWidth:a,atlasHeight:s,outputFaceSize:c.size,inputMip:l.mip,dTheta:g,sampleCount:x,latitudinal:h,poleAxis:d,weights:w,maxMip:o}));f.push(b);const y=this.context.device.createBindGroup({layout:this.blurBindGroupLayout,entries:[{binding:0,resource:{buffer:b}},{binding:1,resource:r.createView()},{binding:2,resource:n}]}),S=3*c.size*Math.max(0,4-c.mip),C=4*(2**o-c.size),P=t.beginRenderPass({colorAttachments:[{view:i.createView(),loadOp:p?"clear":"load",storeOp:"store",clearValue:[0,0,0,1]}]});P.setViewport(S,C,3*c.size,2*c.size,0,1),P.setScissorRect(S,C,3*c.size,2*c.size),P.setPipeline(this.blurPipeline),P.setBindGroup(0,y),P.draw(36),P.end()}};function hr(e,t,r,i){const n=e.createShaderModule({code:r,label:`${i}-shader`});return"function"==typeof n.getCompilationInfo&&n.getCompilationInfo().then(e=>{const t=e.messages.filter(e=>"error"===e.type);t.length>0&&console.error(`[WebGpuPMREMGenerator] ${i} WGSL compilation failed.`,t)}),e.createRenderPipeline({label:i,layout:e.createPipelineLayout({bindGroupLayouts:[t]}),vertex:{module:n,entryPoint:"vs"},fragment:{module:n,entryPoint:"fs",targets:[{format:"rgba16float"}]},primitive:{topology:"triangle-list"}})}function pr(e,t){const r=e.createBuffer({size:t.byteLength,usage:GPUBufferUsage.UNIFORM|GPUBufferUsage.COPY_DST});return e.queue.writeBuffer(r,0,t.buffer,t.byteOffset,t.byteLength),r}var fr="\nstruct VertexOutput {\n @builtin(position) position: vec4f,\n @location(0) uv: vec2f,\n @location(1) @interpolate(flat) face: u32,\n};\n\nconst corners = array<vec2f, 6>(\n vec2f(0, 0), vec2f(1, 0), vec2f(1, 1),\n vec2f(0, 0), vec2f(1, 1), vec2f(0, 1),\n);\n\n@vertex\nfn vs(@builtin(vertex_index) index: u32) -> VertexOutput {\n let face = index / 6u;\n let corner = corners[index % 6u];\n var output: VertexOutput;\n output.position = vec4f(\n (corner.x + f32(face % 3u)) / 3.0 * 2.0 - 1.0,\n 1.0 - (corner.y + f32(face / 3u)),\n 0.0,\n 1.0,\n );\n output.uv = corner;\n output.face = face;\n return output;\n}\n\nfn cubeDirection(inputUv: vec2f, face: u32, faceSize: f32) -> vec3f {\n let gutter = 1.0 / (faceSize - 2.0);\n let uv = (inputUv * (1.0 + 2.0 * gutter) - vec2f(gutter)) * 2.0 - 1.0;\n if (face == 0u) { return normalize(vec3f(1.0, uv.y, uv.x)); }\n if (face == 1u) { return normalize(vec3f(-uv.x, 1.0, -uv.y)); }\n if (face == 2u) { return normalize(vec3f(-uv.x, uv.y, 1.0)); }\n if (face == 3u) { return normalize(vec3f(-1.0, uv.y, -uv.x)); }\n if (face == 4u) { return normalize(vec3f(-uv.x, -1.0, uv.y)); }\n return normalize(vec3f(uv.x, uv.y, -1.0));\n}\n",mr=`${fr}\nstruct EquirectParams {\n sourceSize: vec2f,\n faceSize: f32,\n _padding: f32,\n};\n\n@group(0) @binding(0) var<uniform> params: EquirectParams;\n@group(0) @binding(1) var environmentMap: texture_2d<f32>;\n\nfn sampleEquirectangular(direction: vec3f) -> vec3f {\n let uv = vec2f(\n atan2(direction.z, direction.x) / (2.0 * 3.141592653589793) + 0.5,\n asin(clamp(direction.y, -1.0, 1.0)) / 3.141592653589793 + 0.5,\n );\n let pixel = uv * params.sourceSize - vec2f(0.5);\n let base = vec2i(floor(pixel));\n let fraction = fract(pixel);\n let width = i32(params.sourceSize.x);\n let height = i32(params.sourceSize.y);\n let x0 = (base.x % width + width) % width;\n let x1 = (x0 + 1) % width;\n let y0 = clamp(base.y, 0, height - 1);\n let y1 = min(y0 + 1, height - 1);\n let top = mix(\n textureLoad(environmentMap, vec2i(x0, y0), 0).rgb,\n textureLoad(environmentMap, vec2i(x1, y0), 0).rgb,\n fraction.x,\n );\n let bottom = mix(\n textureLoad(environmentMap, vec2i(x0, y1), 0).rgb,\n textureLoad(environmentMap, vec2i(x1, y1), 0).rgb,\n fraction.x,\n );\n return mix(top, bottom, fraction.y);\n}\n\n@fragment\nfn fs(input: VertexOutput) -> @location(0) vec4f {\n let direction = cubeDirection(input.uv, input.face, params.faceSize);\n return vec4f(sampleEquirectangular(direction), 1.0);\n}\n`,gr=`${fr}\nstruct BlurParams {\n atlasSize: vec2f,\n outputFaceSize: f32,\n inputMip: f32,\n dTheta: f32,\n samples: u32,\n latitudinal: u32,\n maxMip: f32,\n poleAxis: vec3f,\n _padding: f32,\n weights: array<vec4f, 5>,\n};\n\n@group(0) @binding(0) var<uniform> params: BlurParams;\n@group(0) @binding(1) var environmentMap: texture_2d<f32>;\n@group(0) @binding(2) var environmentSampler: sampler;\n\nfn cubeFace(direction: vec3f) -> f32 {\n let absolute = abs(direction);\n if (absolute.x > absolute.z) {\n if (absolute.x > absolute.y) { return select(3.0, 0.0, direction.x > 0.0); }\n return select(4.0, 1.0, direction.y > 0.0);\n }\n if (absolute.z > absolute.y) { return select(5.0, 2.0, direction.z > 0.0); }\n return select(4.0, 1.0, direction.y > 0.0);\n}\n\nfn cubeUv(direction: vec3f, face: f32) -> vec2f {\n if (face == 0.0) { return 0.5 * (vec2f(direction.z, direction.y) / abs(direction.x) + 1.0); }\n if (face == 1.0) { return 0.5 * (vec2f(-direction.x, -direction.z) / abs(direction.y) + 1.0); }\n if (face == 2.0) { return 0.5 * (vec2f(-direction.x, direction.y) / abs(direction.z) + 1.0); }\n if (face == 3.0) { return 0.5 * (vec2f(-direction.z, direction.y) / abs(direction.x) + 1.0); }\n if (face == 4.0) { return 0.5 * (vec2f(-direction.x, direction.z) / abs(direction.y) + 1.0); }\n return 0.5 * (vec2f(direction.x, direction.y) / abs(direction.z) + 1.0);\n}\n\nfn sampleCubeUv(direction: vec3f) -> vec3f {\n var face = cubeFace(direction);\n let filterOffset = max(4.0 - params.inputMip, 0.0);\n let mip = max(params.inputMip, 4.0);\n let faceSize = exp2(mip);\n var uv = cubeUv(direction, face) * (faceSize - 2.0) + 1.0;\n if (face > 2.0) {\n uv.y += faceSize;\n face -= 3.0;\n }\n uv.x += face * faceSize + filterOffset * 3.0 * 16.0;\n uv.y += 4.0 * (exp2(params.maxMip) - faceSize);\n return textureSampleLevel(environmentMap, environmentSampler, uv / params.atlasSize, 0.0).rgb;\n}\n\nfn weight(index: u32) -> f32 {\n return params.weights[index / 4u][index % 4u];\n}\n\nfn rotatedSample(direction: vec3f, theta: f32, axis: vec3f) -> vec3f {\n let cosine = cos(theta);\n let sampleDirection = direction * cosine\n + cross(axis, direction) * sin(theta)\n + axis * dot(axis, direction) * (1.0 - cosine);\n return sampleCubeUv(sampleDirection);\n}\n\n@fragment\nfn fs(input: VertexOutput) -> @location(0) vec4f {\n let direction = cubeDirection(input.uv, input.face, params.outputFaceSize);\n var axis = select(cross(params.poleAxis, direction), params.poleAxis, params.latitudinal != 0u);\n if (dot(axis, axis) < 0.000001) { axis = vec3f(direction.z, 0.0, -direction.x); }\n axis = normalize(axis);\n var color = weight(0u) * rotatedSample(direction, 0.0, axis);\n for (var index = 1u; index < PMREM_MAX_SAMPLES; index += 1u) {\n if (index >= params.samples) { break; }\n let theta = params.dTheta * f32(index);\n color += weight(index) * rotatedSample(direction, -theta, axis);\n color += weight(index) * rotatedSample(direction, theta, axis);\n }\n return vec4f(color, 1.0);\n}\n`;function vr(e){return e.replace(/[^A-Za-z0-9_]/g,"_")}function xr(e,t){const r=Object.entries(e.uniforms).map(([e,t])=>` ${vr(e)}: ${t.type},`).join("\n"),i=r?`\nstruct MaterialUniforms {\n${r}\n};\n\n@group(1) @binding(0) var<uniform> materialUniforms: MaterialUniforms;\n`:"",n=Object.entries(e.textures).map(([e,r],i)=>{const n=1+2*i,a=vr(e),s=Me(r,t);return[`@group(1) @binding(${n}) var ${a}Sampler: ${s.wgslSamplerType};`,`@group(1) @binding(${n+1}) var ${a}Texture: ${s.wgslTextureType};`].join("\n")}).join("\n"),a=1+2*Object.keys(e.textures).length;return`${i}\n${n}\n${Object.entries(e.storageBuffers).map(([e,t],r)=>{const i=vr(e);return`@group(1) @binding(${a+r}) var<storage, read> ${i}: ${t.type};`}).join("\n")}`}function wr(e){return`\nfn rendererModelMatrix(instanceIndex: u32) -> mat4x4<f32> {\n return rendererInstanceModelMatrix(instanceIndex);\n}\n\nfn rendererNormalMatrix(instanceIndex: u32) -> mat3x3<f32> {\n ${e?"let view = rendererViewMatrix();\n let viewRotation = mat3x3<f32>(view[0].xyz, view[1].xyz, view[2].xyz);\n return viewRotation * rendererInstanceNormalMatrix(instanceIndex);":"return rendererInstanceNormalMatrix(instanceIndex);"}\n}\n\nfn modelMatrix(instanceIndex: u32) -> mat4x4<f32> {\n return rendererModelMatrix(instanceIndex);\n}\n\nfn normalMatrix(instanceIndex: u32) -> mat3x3<f32> {\n return rendererNormalMatrix(instanceIndex);\n}\n${e?`\nfn rendererViewMatrix() -> mat4x4<f32> {\n return ${e}.view;\n}\n\nfn rendererProjectionMatrix() -> mat4x4<f32> {\n return ${e}.projection;\n}\n\nfn rendererModelViewMatrix(instanceIndex: u32) -> mat4x4<f32> {\n return rendererViewMatrix() * rendererModelMatrix(instanceIndex);\n}\n\nfn rendererModelViewProjectionMatrix(instanceIndex: u32) -> mat4x4<f32> {\n return rendererProjectionMatrix() * rendererModelViewMatrix(instanceIndex);\n}\n\nfn rendererCameraPosition() -> vec3<f32> {\n return ${e}.cameraPosition.xyz;\n}\n\nfn rendererCameraNear() -> f32 {\n return ${e}.nearFar.x;\n}\n\nfn rendererCameraFar() -> f32 {\n return ${e}.nearFar.y;\n}\n\n${"rendererCamera"===e?`\nfn rendererFogColor() -> vec3<f32> {\n return ${e}.fogColor.rgb;\n}\n\nfn rendererFogNear() -> f32 {\n return ${e}.fogParams.x;\n}\n\nfn rendererFogFar() -> f32 {\n return ${e}.fogParams.y;\n}\n\nfn rendererFogDensity() -> f32 {\n return ${e}.fogParams.z;\n}\n\nfn rendererFogMode() -> f32 {\n return ${e}.fogParams.w;\n}\n`:""}\n\nfn rendererElapsedTime() -> f32 {\n return ${"rendererCamera"===e?"rendererCamera.viewportAndTime.w":"shadowCamera"===e?"shadowCamera.timeAndPadding.x":null};\n}\n\nfn rendererViewportSize() -> vec2<f32> {\n return ${"rendererCamera"===e?"rendererCamera.viewportAndTime.xy":"shadowCamera"===e?"shadowCamera.timeAndPadding.yz":null};\n}\n\nfn viewMatrix() -> mat4x4<f32> {\n return rendererViewMatrix();\n}\n\nfn projectionMatrix() -> mat4x4<f32> {\n return rendererProjectionMatrix();\n}\n\nfn modelViewMatrix(instanceIndex: u32) -> mat4x4<f32> {\n return rendererModelViewMatrix(instanceIndex);\n}\n\nfn modelViewProjectionMatrix(instanceIndex: u32) -> mat4x4<f32> {\n return rendererModelViewProjectionMatrix(instanceIndex);\n}\n\nfn cameraPosition() -> vec3<f32> {\n return rendererCameraPosition();\n}\n`:""}`}function br(e){return e?"\nstruct RendererSkinningUniforms {\n bindMatrix: mat4x4<f32>,\n bindMatrixInverse: mat4x4<f32>,\n};\n\n@group(2) @binding(0) var<storage, read> rendererBoneMatrixColumns: array<vec4<f32>>;\n@group(2) @binding(1) var<uniform> rendererSkinning: RendererSkinningUniforms;\n@group(2) @binding(2) var<storage, read> rendererPreviousBoneMatrixColumns: array<vec4<f32>>;\n\nfn rendererBoneMatrix(index: u32) -> mat4x4<f32> {\n let base = index * 4u;\n return mat4x4<f32>(\n rendererBoneMatrixColumns[base + 0u],\n rendererBoneMatrixColumns[base + 1u],\n rendererBoneMatrixColumns[base + 2u],\n rendererBoneMatrixColumns[base + 3u],\n );\n}\n\nfn rendererPreviousBoneMatrix(index: u32) -> mat4x4<f32> {\n let base = index * 4u;\n return mat4x4<f32>(\n rendererPreviousBoneMatrixColumns[base + 0u],\n rendererPreviousBoneMatrixColumns[base + 1u],\n rendererPreviousBoneMatrixColumns[base + 2u],\n rendererPreviousBoneMatrixColumns[base + 3u],\n );\n}\n\nfn rendererSkinPosition(position: vec3<f32>, skinIndex: vec4<u32>, skinWeight: vec4<f32>) -> vec3<f32> {\n let boundPosition = rendererSkinning.bindMatrix * vec4(position, 1.0);\n let weightSum = skinWeight.x + skinWeight.y + skinWeight.z + skinWeight.w;\n if (weightSum <= 0.0) {\n return position;\n }\n let skinnedPosition =\n (rendererBoneMatrix(skinIndex.x) * boundPosition) * skinWeight.x +\n (rendererBoneMatrix(skinIndex.y) * boundPosition) * skinWeight.y +\n (rendererBoneMatrix(skinIndex.z) * boundPosition) * skinWeight.z +\n (rendererBoneMatrix(skinIndex.w) * boundPosition) * skinWeight.w;\n let fallbackWeight = max(0.0, 1.0 - weightSum);\n return (rendererSkinning.bindMatrixInverse * (skinnedPosition + boundPosition * fallbackWeight)).xyz;\n}\n\nfn rendererPreviousSkinPosition(position: vec3<f32>, skinIndex: vec4<u32>, skinWeight: vec4<f32>) -> vec3<f32> {\n let boundPosition = rendererSkinning.bindMatrix * vec4(position, 1.0);\n let weightSum = skinWeight.x + skinWeight.y + skinWeight.z + skinWeight.w;\n if (weightSum <= 0.0) {\n return position;\n }\n let skinnedPosition =\n (rendererPreviousBoneMatrix(skinIndex.x) * boundPosition) * skinWeight.x +\n (rendererPreviousBoneMatrix(skinIndex.y) * boundPosition) * skinWeight.y +\n (rendererPreviousBoneMatrix(skinIndex.z) * boundPosition) * skinWeight.z +\n (rendererPreviousBoneMatrix(skinIndex.w) * boundPosition) * skinWeight.w;\n let fallbackWeight = max(0.0, 1.0 - weightSum);\n return (rendererSkinning.bindMatrixInverse * (skinnedPosition + boundPosition * fallbackWeight)).xyz;\n}\n\nfn rendererSkinNormal(normal: vec3<f32>, skinIndex: vec4<u32>, skinWeight: vec4<f32>) -> vec3<f32> {\n let boundNormal = rendererSkinning.bindMatrix * vec4(normal, 0.0);\n let weightSum = skinWeight.x + skinWeight.y + skinWeight.z + skinWeight.w;\n if (weightSum <= 0.0) {\n return normalize(normal);\n }\n let skinnedNormal =\n (rendererBoneMatrix(skinIndex.x) * boundNormal) * skinWeight.x +\n (rendererBoneMatrix(skinIndex.y) * boundNormal) * skinWeight.y +\n (rendererBoneMatrix(skinIndex.z) * boundNormal) * skinWeight.z +\n (rendererBoneMatrix(skinIndex.w) * boundNormal) * skinWeight.w;\n let fallbackWeight = max(0.0, 1.0 - weightSum);\n return normalize((rendererSkinning.bindMatrixInverse * (skinnedNormal + boundNormal * fallbackWeight)).xyz);\n}\n":""}function yr(e,t,r="packed",i=!0,n=!1,a){const s=xr(e,t),o=function(e){return Object.entries(e.getGraphTextureInputs()).map(([e,t],r)=>{const i=vr(e);return`@group(3) @binding(${2*r}) var ${i}Sampler: ${"comparison"===t.sampler?"sampler_comparison":"sampler"};\n@group(3) @binding(${2*r+1}) var ${i}Texture: ${"depth-2d"===t.dimension?"texture_depth_2d":"3d"===t.dimension?"texture_3d<f32>":"texture_2d<f32>"};`}).join("\n")}(e),l="packed-visible"===r,c=i?"\nfn rendererSampleDirectionalShadowForLight(lightIndex: u32, worldPosition: vec3<f32>) -> f32 {\n if (lightIndex >= rendererDirectionalLightCount() || !rendererDirectionalShadowEnabledForLight(lightIndex)) {\n return 1.0;\n }\n\n let matrix = rendererDirectionalShadowMatrixForLight(lightIndex);\n let shadowClip = matrix * vec4(worldPosition, 1.0);\n if (shadowClip.w <= 0.0) {\n return 1.0;\n }\n\n let ndc = shadowClip.xyz / shadowClip.w;\n if (ndc.x < -1.0 || ndc.x > 1.0 || ndc.y < -1.0 || ndc.y > 1.0 || ndc.z < 0.0 || ndc.z > 1.0) {\n return 1.0;\n }\n\n let uv = ndc.xy * vec2(0.5, -0.5) + vec2(0.5, 0.5);\n let dims = vec2<f32>(textureDimensions(rendererDirectionalShadowTexture));\n let texel = 1.0 / max(dims, vec2(1.0, 1.0));\n let radius = max(rendererLights.directionalShadowParams2[lightIndex].x, 0.0);\n // Match Three.js/three-shader-graph semantics: negative bias moves the\n // receiver toward the light and therefore reduces self-shadowing.\n let depth = ndc.z + rendererDirectionalShadowBiasForLight(lightIndex);\n let filterOffset = texel * radius;\n\n // Each comparison-level sample is already a hardware-filtered 2x2 PCF\n // lookup. A weighted center plus four cardinal taps gives a compact tent\n // filter (five lookups rather than nine manual depth loads) and is legal in\n // non-uniform control flow because the explicit level computes no derivatives.\n let center = textureSampleCompareLevel(\n rendererDirectionalShadowTexture,\n rendererShadowSampler,\n uv,\n i32(lightIndex),\n depth\n );\n let left = textureSampleCompareLevel(\n rendererDirectionalShadowTexture,\n rendererShadowSampler,\n clamp(uv - vec2(filterOffset.x, 0.0), vec2(0.0), vec2(1.0)),\n i32(lightIndex),\n depth\n );\n let right = textureSampleCompareLevel(\n rendererDirectionalShadowTexture,\n rendererShadowSampler,\n clamp(uv + vec2(filterOffset.x, 0.0), vec2(0.0), vec2(1.0)),\n i32(lightIndex),\n depth\n );\n let up = textureSampleCompareLevel(\n rendererDirectionalShadowTexture,\n rendererShadowSampler,\n clamp(uv - vec2(0.0, filterOffset.y), vec2(0.0), vec2(1.0)),\n i32(lightIndex),\n depth\n );\n let down = textureSampleCompareLevel(\n rendererDirectionalShadowTexture,\n rendererShadowSampler,\n clamp(uv + vec2(0.0, filterOffset.y), vec2(0.0), vec2(1.0)),\n i32(lightIndex),\n depth\n );\n let shadow = (center * 4.0 + left + right + up + down) * 0.125;\n return mix(1.0, shadow, rendererDirectionalShadowIntensityForLight(lightIndex));\n}\n\nfn rendererSampleDirectionalShadowForLightWithNormal(lightIndex: u32, worldPosition: vec3<f32>, worldNormal: vec3<f32>) -> f32 {\n let params = rendererLights.directionalShadowParams[lightIndex];\n return rendererSampleDirectionalShadowForLight(lightIndex, worldPosition + normalize(worldNormal) * params.w);\n}\n\nfn rendererPointShadowUvLayer(direction: vec3<f32>, pointIndex: u32) -> vec3<f32> {\n let absDir = abs(direction);\n var face = 0u;\n var uv = vec2<f32>(0.0, 0.0);\n if (absDir.x >= absDir.y && absDir.x >= absDir.z) {\n if (direction.x >= 0.0) {\n face = 0u;\n uv = vec2<f32>(-direction.z, -direction.y) / absDir.x;\n } else {\n face = 1u;\n uv = vec2<f32>(direction.z, -direction.y) / absDir.x;\n }\n } else if (absDir.y >= absDir.x && absDir.y >= absDir.z) {\n if (direction.y >= 0.0) {\n face = 2u;\n uv = vec2<f32>(direction.x, direction.z) / absDir.y;\n } else {\n face = 3u;\n uv = vec2<f32>(direction.x, -direction.z) / absDir.y;\n }\n } else {\n if (direction.z >= 0.0) {\n face = 4u;\n uv = vec2<f32>(direction.x, -direction.y) / absDir.z;\n } else {\n face = 5u;\n uv = vec2<f32>(-direction.x, -direction.y) / absDir.z;\n }\n }\n // WebGPU's framebuffer/texture Y axis points down. The face-local value\n // above is NDC (Y up), so mirror Y just like the projected directional and\n // spot shadow paths do before sampling their render targets.\n let textureUv = uv * vec2(0.5, -0.5) + vec2(0.5, 0.5);\n return vec3<f32>(textureUv, f32(pointIndex * 6u + face));\n}\n\nfn rendererSamplePointShadowForLight(lightIndex: u32, worldPosition: vec3<f32>) -> f32 {\n if (lightIndex >= rendererPointLightCount() || !rendererPointShadowEnabledForLight(lightIndex)) {\n return 1.0;\n }\n let lightPosition = rendererPointLightPositionForLight(lightIndex);\n let range = rendererPointLightShadowRangeForLight(lightIndex);\n let toFragment = worldPosition - lightPosition;\n let distanceToLight = length(toFragment);\n if (distanceToLight >= range) {\n return 1.0;\n }\n let uvLayer = rendererPointShadowUvLayer(toFragment, lightIndex);\n let dims = vec2<f32>(textureDimensions(rendererPointShadowTexture));\n let sampleUv = clamp(uvLayer.xy, vec2(0.0, 0.0), vec2(1.0, 1.0));\n let pixel = vec2<i32>(clamp(sampleUv * dims, vec2(0.0, 0.0), dims - vec2(1.0, 1.0)));\n let closestDepth = textureLoad(rendererPointShadowTexture, pixel, i32(round(uvLayer.z)), 0).r;\n let currentDepth = clamp(distanceToLight / max(range, 0.0001), 0.0, 1.0) - rendererPointShadowBiasForLight(lightIndex);\n let shadow = select(0.0, 1.0, currentDepth <= closestDepth);\n return mix(1.0, shadow, rendererPointShadowIntensityForLight(lightIndex));\n}\n\nfn rendererSamplePointShadowForLightWithNormal(lightIndex: u32, worldPosition: vec3<f32>, worldNormal: vec3<f32>) -> f32 {\n let params = rendererLights.pointShadowParams[lightIndex];\n let lightDirection = normalize(worldPosition - rendererPointLightPositionForLight(lightIndex));\n return rendererSamplePointShadowForLight(lightIndex, worldPosition + normalize(worldNormal + lightDirection) * params.w);\n}\n\nfn rendererSampleSpotShadowForLight(lightIndex: u32, worldPosition: vec3<f32>) -> f32 {\n if (lightIndex >= rendererSpotLightCount() || !rendererSpotShadowEnabledForLight(lightIndex)) {\n return 1.0;\n }\n let matrix = rendererSpotShadowMatrixForLight(lightIndex);\n let shadowClip = matrix * vec4(worldPosition, 1.0);\n if (shadowClip.w <= 0.0) {\n return 1.0;\n }\n let ndc = shadowClip.xyz / shadowClip.w;\n if (ndc.x < -1.0 || ndc.x > 1.0 || ndc.y < -1.0 || ndc.y > 1.0 || ndc.z < 0.0 || ndc.z > 1.0) {\n return 1.0;\n }\n let uv = ndc.xy * vec2(0.5, -0.5) + vec2(0.5, 0.5);\n let dims = vec2<f32>(textureDimensions(rendererSpotShadowTexture));\n let texel = 1.0 / max(dims, vec2(1.0, 1.0));\n let radius = max(rendererLights.spotShadowParams2[lightIndex].x, 1.0);\n let depth = ndc.z - rendererSpotShadowBiasForLight(lightIndex);\n var sum = 0.0;\n for (var y: i32 = -1; y <= 1; y = y + 1) {\n for (var x: i32 = -1; x <= 1; x = x + 1) {\n let offset = vec2<f32>(f32(x), f32(y)) * texel * radius;\n let sampleUv = clamp(uv + offset, vec2(0.0, 0.0), vec2(1.0, 1.0));\n let pixel = vec2<i32>(clamp(sampleUv * dims, vec2(0.0, 0.0), dims - vec2(1.0, 1.0)));\n let shadowDepth = textureLoad(rendererSpotShadowTexture, pixel, i32(lightIndex), 0);\n sum += select(0.0, 1.0, depth <= shadowDepth);\n }\n }\n return mix(1.0, sum / 9.0, rendererSpotShadowIntensityForLight(lightIndex));\n}\n\nfn rendererSampleSpotShadowForLightWithNormal(lightIndex: u32, worldPosition: vec3<f32>, worldNormal: vec3<f32>) -> f32 {\n let params = rendererLights.spotShadowParams[lightIndex];\n return rendererSampleSpotShadowForLight(lightIndex, worldPosition + normalize(worldNormal) * params.w);\n}\n\nfn rendererSampleDirectionalShadow(worldPosition: vec3<f32>) -> f32 {\n return rendererSampleDirectionalShadowForLight(0u, worldPosition);\n}\n\nfn rendererSampleDirectionalShadowWithNormal(worldPosition: vec3<f32>, worldNormal: vec3<f32>) -> f32 {\n return rendererSampleDirectionalShadowForLightWithNormal(0u, worldPosition, worldNormal);\n}\n\nfn rendererSamplePointShadow(worldPosition: vec3<f32>) -> f32 {\n return rendererSamplePointShadowForLight(0u, worldPosition);\n}\n\nfn rendererSamplePointShadowWithNormal(worldPosition: vec3<f32>, worldNormal: vec3<f32>) -> f32 {\n return rendererSamplePointShadowForLightWithNormal(0u, worldPosition, worldNormal);\n}\n\nfn rendererSampleSpotShadow(worldPosition: vec3<f32>) -> f32 {\n return rendererSampleSpotShadowForLight(0u, worldPosition);\n}\n\nfn rendererSampleSpotShadowWithNormal(worldPosition: vec3<f32>, worldNormal: vec3<f32>) -> f32 {\n return rendererSampleSpotShadowForLightWithNormal(0u, worldPosition, worldNormal);\n}\n":"\nfn rendererSampleDirectionalShadowForLight(lightIndex: u32, worldPosition: vec3<f32>) -> f32 {\n _ = lightIndex;\n _ = worldPosition;\n return 1.0;\n}\n\nfn rendererSampleDirectionalShadowForLightWithNormal(lightIndex: u32, worldPosition: vec3<f32>, worldNormal: vec3<f32>) -> f32 {\n _ = worldNormal;\n return rendererSampleDirectionalShadowForLight(lightIndex, worldPosition);\n}\n\nfn rendererSamplePointShadowForLight(lightIndex: u32, worldPosition: vec3<f32>) -> f32 {\n _ = lightIndex;\n _ = worldPosition;\n return 1.0;\n}\n\nfn rendererSamplePointShadowForLightWithNormal(lightIndex: u32, worldPosition: vec3<f32>, worldNormal: vec3<f32>) -> f32 {\n _ = worldNormal;\n return rendererSamplePointShadowForLight(lightIndex, worldPosition);\n}\n\nfn rendererSampleSpotShadowForLight(lightIndex: u32, worldPosition: vec3<f32>) -> f32 {\n _ = lightIndex;\n _ = worldPosition;\n return 1.0;\n}\n\nfn rendererSampleSpotShadowForLightWithNormal(lightIndex: u32, worldPosition: vec3<f32>, worldNormal: vec3<f32>) -> f32 {\n _ = worldNormal;\n return rendererSampleSpotShadowForLight(lightIndex, worldPosition);\n}\n\nfn rendererSampleDirectionalShadow(worldPosition: vec3<f32>) -> f32 {\n _ = worldPosition;\n return 1.0;\n}\n\nfn rendererSampleDirectionalShadowWithNormal(worldPosition: vec3<f32>, worldNormal: vec3<f32>) -> f32 {\n _ = worldPosition;\n _ = worldNormal;\n return 1.0;\n}\n\nfn rendererSamplePointShadow(worldPosition: vec3<f32>) -> f32 {\n _ = worldPosition;\n return 1.0;\n}\n\nfn rendererSamplePointShadowWithNormal(worldPosition: vec3<f32>, worldNormal: vec3<f32>) -> f32 {\n _ = worldPosition;\n _ = worldNormal;\n return 1.0;\n}\n\nfn rendererSampleSpotShadow(worldPosition: vec3<f32>) -> f32 {\n _ = worldPosition;\n return 1.0;\n}\n\nfn rendererSampleSpotShadowWithNormal(worldPosition: vec3<f32>, worldNormal: vec3<f32>) -> f32 {\n _ = worldPosition;\n _ = worldNormal;\n return 1.0;\n}\n";return`\nstruct RendererCameraUniforms {\n viewProj: mat4x4<f32>,\n cameraPosition: vec4<f32>,\n viewportAndTime: vec4<f32>,\n view: mat4x4<f32>,\n projection: mat4x4<f32>,\n nearFar: vec4<f32>,\n fogColor: vec4<f32>,\n fogParams: vec4<f32>,\n motionCurrentViewProj: mat4x4<f32>,\n motionPreviousViewProj: mat4x4<f32>,\n motionParams: vec4<f32>,\n};\n\nstruct RendererLightUniforms {\n ambientColor: vec4<f32>,\n lightCounts: vec4<f32>,\n directionalDirections: array<vec4<f32>, 4>,\n directionalColorIntensities: array<vec4<f32>, 4>,\n directionalShadowParams: array<vec4<f32>, 4>,\n directionalShadowParams2: array<vec4<f32>, 4>,\n directionalShadowMatrices: array<mat4x4<f32>, 4>,\n pointPositionRanges: array<vec4<f32>, 64>,\n pointColorIntensities: array<vec4<f32>, 64>,\n pointParams: array<vec4<f32>, 64>,\n pointShadowParams: array<vec4<f32>, 64>,\n pointShadowParams2: array<vec4<f32>, 64>,\n spotPositionRanges: array<vec4<f32>, 64>,\n spotDirectionCones: array<vec4<f32>, 64>,\n spotColorIntensities: array<vec4<f32>, 64>,\n spotShadowParams: array<vec4<f32>, 64>,\n spotShadowParams2: array<vec4<f32>, 64>,\n spotParams: array<vec4<f32>, 64>,\n spotShadowMatrices: array<mat4x4<f32>, 64>,\n csmCascadeRanges: array<vec4<f32>, 4>,\n hemisphereSkyColorIntensity: vec4<f32>,\n hemisphereGroundColorIntensity: vec4<f32>,\n hemisphereDirection: vec4<f32>,\n};\n\n${"particle"===r?`\n@group(1) @binding(0) var<uniform> rendererCamera: RendererCameraUniforms;\n@group(1) @binding(1) var<uniform> rendererLights: RendererLightUniforms;\n@group(1) @binding(2) var rendererShadowSampler: sampler_comparison;\n@group(1) @binding(3) var rendererDirectionalShadowTexture: texture_depth_2d_array;\n@group(1) @binding(4) var rendererLinearClampSampler: sampler;\n@group(1) @binding(5) var rendererPointShadowTexture: texture_2d_array<f32>;\n@group(1) @binding(6) var rendererSpotShadowTexture: texture_depth_2d_array;\n@group(1) @binding(7) var rendererSpotLightMapAtlas: texture_2d<f32>;\n\nfn rendererBatchingId(instanceIndex: u32) -> u32 { return instanceIndex; }\nfn rendererInstanceModelMatrix(instanceIndex: u32) -> mat4x4<f32> {\n ${a??"_ = instanceIndex;\n return mat4x4<f32>(vec4(1.0, 0.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));"}\n}\nfn rendererPreviousInstanceModelMatrix(instanceIndex: u32) -> mat4x4<f32> { return rendererInstanceModelMatrix(instanceIndex); }\nfn rendererMotionBlurParams(instanceIndex: u32) -> vec4<f32> { _ = instanceIndex; return vec4<f32>(1.0, 1.0, 0.0, 0.0); }\nfn rendererObjectColor(instanceIndex: u32) -> vec4<f32> { _ = instanceIndex; return vec4<f32>(1.0); }\n`:"instanced-direct"===r?"\n@group(0) @binding(0) var<uniform> rendererCamera: RendererCameraUniforms;\n@group(0) @binding(1) var<uniform> rendererLights: RendererLightUniforms;\n@group(0) @binding(2) var<storage, read> rendererInstanceMatrices: array<vec4<f32>>;\n@group(0) @binding(3) var<storage, read> rendererInstanceColors: array<vec4<f32>>;\n@group(0) @binding(4) var rendererShadowSampler: sampler_comparison;\n@group(0) @binding(5) var rendererDirectionalShadowTexture: texture_depth_2d_array;\n@group(0) @binding(6) var rendererLinearClampSampler: sampler;\n@group(0) @binding(7) var rendererPointShadowTexture: texture_2d_array<f32>;\n@group(0) @binding(8) var rendererSpotShadowTexture: texture_depth_2d_array;\n@group(0) @binding(10) var rendererSpotLightMapAtlas: texture_2d<f32>;\n\nfn rendererBatchingId(instanceIndex: u32) -> u32 {\n return instanceIndex;\n}\n\nfn rendererInstanceModelMatrix(instanceIndex: u32) -> mat4x4<f32> {\n let base = instanceIndex * 4u;\n return mat4x4<f32>(\n rendererInstanceMatrices[base + 0u],\n rendererInstanceMatrices[base + 1u],\n rendererInstanceMatrices[base + 2u],\n rendererInstanceMatrices[base + 3u]\n );\n}\n\nfn rendererPreviousInstanceModelMatrix(instanceIndex: u32) -> mat4x4<f32> {\n return rendererInstanceModelMatrix(instanceIndex);\n}\n\nfn rendererMotionBlurParams(instanceIndex: u32) -> vec4<f32> {\n _ = instanceIndex;\n return vec4<f32>(1.0, 1.0, 0.0, 0.0);\n}\n\nfn rendererObjectColor(instanceIndex: u32) -> vec4<f32> {\n return rendererInstanceColors[instanceIndex];\n}\n":`\nstruct RendererInstanceData {\n model0: vec4<f32>,\n model1: vec4<f32>,\n model2: vec4<f32>,\n model3: vec4<f32>,\n color: vec4<f32>,\n batching: vec4<f32>,\n previousModel0: vec4<f32>,\n previousModel1: vec4<f32>,\n previousModel2: vec4<f32>,\n previousModel3: vec4<f32>,\n};\n\n@group(0) @binding(0) var<uniform> rendererCamera: RendererCameraUniforms;\n@group(0) @binding(1) var<uniform> rendererLights: RendererLightUniforms;\n@group(0) @binding(2) var<storage, read> rendererInstances: array<RendererInstanceData>;\n@group(0) @binding(3) var rendererShadowSampler: sampler_comparison;\n@group(0) @binding(4) var rendererDirectionalShadowTexture: texture_depth_2d_array;\n@group(0) @binding(5) var rendererLinearClampSampler: sampler;\n@group(0) @binding(6) var rendererPointShadowTexture: texture_2d_array<f32>;\n@group(0) @binding(7) var rendererSpotShadowTexture: texture_depth_2d_array;\n@group(0) @binding(9) var rendererSpotLightMapAtlas: texture_2d<f32>;\n${l?"@group(0) @binding(8) var<storage, read> rendererVisibleInstanceIndices: array<u32>;":""}\n\nfn rendererResolveInstanceIndex(instanceIndex: u32) -> u32 {\n ${l?"return rendererVisibleInstanceIndices[instanceIndex];":"return instanceIndex;"}\n}\n\nfn rendererInstanceModelMatrix(instanceIndex: u32) -> mat4x4<f32> {\n let instance = rendererInstances[rendererResolveInstanceIndex(instanceIndex)];\n return mat4x4<f32>(instance.model0, instance.model1, instance.model2, instance.model3);\n}\n\nfn rendererPreviousInstanceModelMatrix(instanceIndex: u32) -> mat4x4<f32> {\n let instance = rendererInstances[rendererResolveInstanceIndex(instanceIndex)];\n return mat4x4<f32>(instance.previousModel0, instance.previousModel1, instance.previousModel2, instance.previousModel3);\n}\n\nfn rendererMotionBlurParams(instanceIndex: u32) -> vec4<f32> {\n return vec4<f32>(rendererInstances[rendererResolveInstanceIndex(instanceIndex)].batching.yzw, 0.0);\n}\n\nfn rendererObjectColor(instanceIndex: u32) -> vec4<f32> {\n return rendererInstances[rendererResolveInstanceIndex(instanceIndex)].color;\n}\n\nfn rendererBatchingId(instanceIndex: u32) -> u32 {\n return u32(round(rendererInstances[rendererResolveInstanceIndex(instanceIndex)].batching.x));\n}\n`}\n\nfn rendererInverseMat3(m: mat3x3<f32>) -> mat3x3<f32> {\n let a = m[0];\n let b = m[1];\n let c = m[2];\n let r0 = cross(b, c);\n let r1 = cross(c, a);\n let r2 = cross(a, b);\n let det = dot(r2, c);\n let safeDet = select(det, select(-1e-8, 1e-8, det >= 0.0), abs(det) < 1e-8);\n let invDet = 1.0 / safeDet;\n return transpose(mat3x3<f32>(r0 * invDet, r1 * invDet, r2 * invDet));\n}\n\nfn rendererInstanceNormalMatrix(instanceIndex: u32) -> mat3x3<f32> {\n let model = rendererInstanceModelMatrix(instanceIndex);\n let model3x3 = mat3x3<f32>(model[0].xyz, model[1].xyz, model[2].xyz);\n return transpose(rendererInverseMat3(model3x3));\n}\n\nfn rendererWorldPosition(localPosition: vec3<f32>, instanceIndex: u32) -> vec4<f32> {\n return rendererInstanceModelMatrix(instanceIndex) * vec4(localPosition, 1.0);\n}\n\nfn rendererClipPosition(localPosition: vec3<f32>, instanceIndex: u32) -> vec4<f32> {\n return rendererCamera.viewProj * rendererWorldPosition(localPosition, instanceIndex);\n}\n\nfn rendererMotionCurrentClip(localPosition: vec3<f32>, instanceIndex: u32) -> vec4<f32> {\n let world = rendererInstanceModelMatrix(instanceIndex) * vec4(localPosition, 1.0);\n return rendererCamera.motionCurrentViewProj * world;\n}\n\nfn rendererMotionPreviousClip(\n currentLocalPosition: vec3<f32>,\n previousLocalPosition: vec3<f32>,\n instanceIndex: u32\n) -> vec4<f32> {\n let params = rendererMotionBlurParams(instanceIndex);\n let useObjectHistory = params.x >= 1.5 && params.z >= 0.5;\n var previousModel = rendererInstanceModelMatrix(instanceIndex);\n var previousLocal = currentLocalPosition;\n if (useObjectHistory) {\n previousModel = rendererPreviousInstanceModelMatrix(instanceIndex);\n previousLocal = previousLocalPosition;\n }\n return rendererCamera.motionPreviousViewProj * previousModel * vec4(previousLocal, 1.0);\n}\n\nfn rendererWorldNormal(localNormal: vec3<f32>, instanceIndex: u32) -> vec3<f32> {\n return normalize(rendererInstanceNormalMatrix(instanceIndex) * localNormal);\n}\n\n${wr("rendererCamera")}\n\nfn rendererDirectionalLightDirection() -> vec3<f32> {\n return rendererDirectionalLightDirectionForLight(0u);\n}\n\nfn rendererDirectionalLightColor() -> vec3<f32> {\n return rendererDirectionalLightColorForLight(0u);\n}\n\nfn rendererPointLightPosition() -> vec3<f32> {\n return rendererPointLightPositionForLight(0u);\n}\n\nfn rendererPointLightRange() -> f32 {\n return rendererPointLightRangeForLight(0u);\n}\n\nfn rendererPointLightColor() -> vec3<f32> {\n return rendererPointLightColorForLight(0u);\n}\n\nfn rendererAmbientLight() -> vec3<f32> {\n return rendererLights.ambientColor.xyz * rendererLights.ambientColor.w;\n}\n\nfn rendererHemisphereLight(worldNormal: vec3<f32>) -> vec3<f32> {\n let directionLength = length(rendererLights.hemisphereDirection.xyz);\n if (directionLength <= 0.0) {\n return vec3<f32>(0.0);\n }\n let sky = rendererLights.hemisphereSkyColorIntensity;\n let ground = rendererLights.hemisphereGroundColorIntensity;\n let weight = dot(normalize(worldNormal), rendererLights.hemisphereDirection.xyz / directionLength) * 0.5 + 0.5;\n return mix(ground.xyz * ground.w, sky.xyz * sky.w, weight);\n}\n\nfn rendererIndirectDiffuse(worldNormal: vec3<f32>) -> vec3<f32> {\n return rendererAmbientLight() + rendererHemisphereLight(worldNormal);\n}\n\nfn rendererDirectionalLightCount() -> u32 {\n return u32(round(rendererLights.lightCounts.x));\n}\n\nfn rendererPointLightCount() -> u32 {\n return u32(round(rendererLights.lightCounts.y));\n}\n\nfn rendererSpotLightCount() -> u32 {\n return u32(round(rendererLights.lightCounts.z));\n}\n\nfn rendererCsmCascadeCount() -> u32 {\n return u32(round(rendererLights.lightCounts.w));\n}\n\nfn rendererCsmCascadeRangeForLight(lightIndex: u32) -> vec2<f32> {\n return rendererLights.csmCascadeRanges[lightIndex].xy;\n}\n\nfn rendererDirectionalLightDirectionForLight(lightIndex: u32) -> vec3<f32> {\n return normalize(-rendererLights.directionalDirections[lightIndex].xyz);\n}\n\nfn rendererDirectionalLightColorForLight(lightIndex: u32) -> vec3<f32> {\n let value = rendererLights.directionalColorIntensities[lightIndex];\n return value.xyz * value.w;\n}\n\nfn rendererPointLightPositionForLight(lightIndex: u32) -> vec3<f32> {\n return rendererLights.pointPositionRanges[lightIndex].xyz;\n}\n\nfn rendererPointLightRangeForLight(lightIndex: u32) -> f32 {\n return rendererLights.pointParams[lightIndex].x;\n}\n\nfn rendererPointLightShadowRangeForLight(lightIndex: u32) -> f32 {\n return rendererLights.pointPositionRanges[lightIndex].w;\n}\n\nfn rendererPointLightDecayForLight(lightIndex: u32) -> f32 {\n return rendererLights.pointParams[lightIndex].y;\n}\n\nfn rendererPointLightColorForLight(lightIndex: u32) -> vec3<f32> {\n let value = rendererLights.pointColorIntensities[lightIndex];\n return value.xyz * value.w;\n}\n\nfn rendererSpotLightPositionForLight(lightIndex: u32) -> vec3<f32> {\n return rendererLights.spotPositionRanges[lightIndex].xyz;\n}\n\nfn rendererSpotLightRangeForLight(lightIndex: u32) -> f32 {\n return rendererLights.spotPositionRanges[lightIndex].w;\n}\n\nfn rendererSpotLightDirectionForLight(lightIndex: u32) -> vec3<f32> {\n // The packed value points from the light towards its target. Material\n // lighting evaluates the incident direction from the fragment back to the\n // light, matching rendererDirectionalLightDirectionForLight().\n return normalize(-rendererLights.spotDirectionCones[lightIndex].xyz);\n}\n\nfn rendererSpotLightConeCosForLight(lightIndex: u32) -> f32 {\n return rendererLights.spotDirectionCones[lightIndex].w;\n}\n\nfn rendererSpotLightPenumbraCosForLight(lightIndex: u32) -> f32 {\n return rendererLights.spotParams[lightIndex].y;\n}\n\nfn rendererSpotLightDecayForLight(lightIndex: u32) -> f32 {\n return rendererLights.spotParams[lightIndex].z;\n}\n\nfn rendererSpotLightColorForLight(lightIndex: u32) -> vec3<f32> {\n let value = rendererLights.spotColorIntensities[lightIndex];\n return value.xyz * value.w;\n}\n\n// These structs make the renderer's packed light buffer available to generic\n// graph nodes. The graph only depends on the semantic fields; this header can\n// later source them from Forward+ storage buffers without changing materials.\nstruct RendererDirectionalLight {\n direction: vec3<f32>,\n color: vec3<f32>,\n};\n\nfn rendererDirectionalLightForLight(lightIndex: u32) -> RendererDirectionalLight {\n return RendererDirectionalLight(\n rendererDirectionalLightDirectionForLight(lightIndex),\n rendererDirectionalLightColorForLight(lightIndex)\n );\n}\n\n// These records match three-shader-graph's established shadow structs. They\n// intentionally expose metadata only; sampling stays behind the renderer's\n// semantic shadow functions so graph code never depends on the atlas layout.\nstruct RendererDirectionalLightShadow {\n shadowBias: f32,\n shadowNormalBias: f32,\n shadowRadius: f32,\n shadowMapSize: vec2<f32>,\n};\n\nfn rendererDirectionalLightShadowForLight(lightIndex: u32) -> RendererDirectionalLightShadow {\n let params = rendererLights.directionalShadowParams[lightIndex];\n let params2 = rendererLights.directionalShadowParams2[lightIndex];\n return RendererDirectionalLightShadow(\n params.x,\n params.w,\n params2.x,\n vec2<f32>(params.z)\n );\n}\n\nstruct RendererPointLight {\n position: vec3<f32>,\n color: vec3<f32>,\n distance: f32,\n decay: f32,\n};\n\nfn rendererPointLightForLight(lightIndex: u32) -> RendererPointLight {\n return RendererPointLight(\n rendererPointLightPositionForLight(lightIndex),\n rendererPointLightColorForLight(lightIndex),\n rendererPointLightRangeForLight(lightIndex),\n rendererPointLightDecayForLight(lightIndex)\n );\n}\n\nstruct RendererPointLightShadow {\n shadowBias: f32,\n shadowNormalBias: f32,\n shadowRadius: f32,\n shadowMapSize: vec2<f32>,\n shadowCameraNear: f32,\n shadowCameraFar: f32,\n};\n\nfn rendererPointLightShadowForLight(lightIndex: u32) -> RendererPointLightShadow {\n let params = rendererLights.pointShadowParams[lightIndex];\n let params2 = rendererLights.pointShadowParams2[lightIndex];\n return RendererPointLightShadow(\n params.x,\n params.w,\n params2.x,\n vec2<f32>(params.z),\n params2.z,\n params2.w\n );\n}\n\nstruct RendererSpotLight {\n position: vec3<f32>,\n direction: vec3<f32>,\n color: vec3<f32>,\n distance: f32,\n decay: f32,\n coneCos: f32,\n penumbraCos: f32,\n};\n\nfn rendererSpotLightForLight(lightIndex: u32) -> RendererSpotLight {\n return RendererSpotLight(\n rendererSpotLightPositionForLight(lightIndex),\n rendererSpotLightDirectionForLight(lightIndex),\n rendererSpotLightColorForLight(lightIndex),\n rendererSpotLightRangeForLight(lightIndex),\n rendererSpotLightDecayForLight(lightIndex),\n rendererSpotLightConeCosForLight(lightIndex),\n rendererSpotLightPenumbraCosForLight(lightIndex)\n );\n}\n\nstruct RendererSpotLightShadow {\n shadowBias: f32,\n shadowNormalBias: f32,\n shadowRadius: f32,\n shadowMapSize: vec2<f32>,\n};\n\nfn rendererSpotLightShadowForLight(lightIndex: u32) -> RendererSpotLightShadow {\n let params = rendererLights.spotShadowParams[lightIndex];\n let params2 = rendererLights.spotShadowParams2[lightIndex];\n return RendererSpotLightShadow(\n params.x,\n params.w,\n params2.x,\n vec2<f32>(params.z)\n );\n}\n\nfn rendererDirectionalShadowMatrixForLight(lightIndex: u32) -> mat4x4<f32> {\n return rendererLights.directionalShadowMatrices[lightIndex];\n}\n\nfn rendererDirectionalShadowMatrix() -> mat4x4<f32> {\n return rendererDirectionalShadowMatrixForLight(0u);\n}\n\nfn rendererDirectionalShadowBias() -> f32 {\n return rendererDirectionalShadowBiasForLight(0u);\n}\n\nfn rendererDirectionalShadowBiasForLight(lightIndex: u32) -> f32 {\n return rendererLights.directionalShadowParams[lightIndex].x;\n}\n\nfn rendererDirectionalShadowEnabled() -> bool {\n return rendererDirectionalShadowEnabledForLight(0u);\n}\n\nfn rendererDirectionalShadowEnabledForLight(lightIndex: u32) -> bool {\n return rendererLights.directionalShadowParams[lightIndex].y >= 0.5;\n}\n\nfn rendererDirectionalShadowIntensityForLight(lightIndex: u32) -> f32 {\n return rendererLights.directionalShadowParams2[lightIndex].y;\n}\n\nfn rendererDirectionalShadowMapSize() -> f32 {\n return rendererLights.directionalShadowParams[0].z;\n}\n\nfn rendererPointShadowBias() -> f32 {\n return rendererPointShadowBiasForLight(0u);\n}\n\nfn rendererPointShadowBiasForLight(lightIndex: u32) -> f32 {\n return rendererLights.pointShadowParams[lightIndex].x;\n}\n\nfn rendererPointShadowEnabled() -> bool {\n return rendererPointShadowEnabledForLight(0u);\n}\n\nfn rendererPointShadowEnabledForLight(lightIndex: u32) -> bool {\n return rendererLights.pointShadowParams[lightIndex].y >= 0.5;\n}\n\nfn rendererPointShadowIntensityForLight(lightIndex: u32) -> f32 {\n return rendererLights.pointShadowParams2[lightIndex].y;\n}\n\nfn rendererSpotShadowMatrixForLight(lightIndex: u32) -> mat4x4<f32> {\n return rendererLights.spotShadowMatrices[lightIndex];\n}\n\nfn rendererSpotShadowBiasForLight(lightIndex: u32) -> f32 {\n return rendererLights.spotShadowParams[lightIndex].x;\n}\n\nfn rendererSpotShadowEnabledForLight(lightIndex: u32) -> bool {\n return rendererLights.spotShadowParams[lightIndex].y >= 0.5;\n}\n\nfn rendererSpotShadowIntensityForLight(lightIndex: u32) -> f32 {\n return rendererLights.spotShadowParams2[lightIndex].y;\n}\n\nfn rendererSampleSpotLightMapForLight(lightIndex: u32, worldPosition: vec3<f32>) -> vec3<f32> {\n if (lightIndex >= rendererSpotLightCount() || rendererLights.spotParams[lightIndex].w < 0.5) {\n return vec3<f32>(1.0);\n }\n let clip = rendererSpotShadowMatrixForLight(lightIndex) * vec4<f32>(worldPosition, 1.0);\n if (clip.w <= 0.0) { return vec3<f32>(1.0); }\n let ndc = clip.xyz / clip.w;\n if (any(ndc < vec3<f32>(-1.0, -1.0, 0.0)) || any(ndc > vec3<f32>(1.0))) {\n return vec3<f32>(1.0);\n }\n let projectedUv = ndc.xy * vec2<f32>(0.5, -0.5) + vec2<f32>(0.5);\n let cell = vec2<f32>(f32(lightIndex % 8u), f32(lightIndex / 8u));\n let cellUv = clamp(projectedUv, vec2<f32>(0.0), vec2<f32>(1.0)) * (255.0 / 256.0) + vec2<f32>(0.5 / 256.0);\n let atlasUv = (cell + cellUv) / 8.0;\n return textureSampleLevel(rendererSpotLightMapAtlas, rendererLinearClampSampler, atlasUv, 0.0).rgb;\n}\n\n${c}\n${br(n)}\n${s}\n${o}\n`}function Sr(e=!0,t){return yr({uniforms:{},textures:{},storageBuffers:{},getGraphTextureInputs:()=>({})},void 0,"particle",e,!1,t)}function Cr(e,t,r,i="packed",n=!1){const a="camera"===t?`\nstruct RendererCameraUniforms {\n viewProj: mat4x4<f32>,\n cameraPosition: vec4<f32>,\n viewportAndTime: vec4<f32>,\n view: mat4x4<f32>,\n projection: mat4x4<f32>,\n nearFar: vec4<f32>,\n fogColor: vec4<f32>,\n fogParams: vec4<f32>,\n};\n\n@group(0) @binding(0) var<uniform> rendererCamera: RendererCameraUniforms;\n@group(0) @binding(1) var<uniform> rendererLights: array<vec4<f32>, 11>;\n${"instanced-direct"===i?"@group(0) @binding(2) var<storage, read> rendererInstanceMatrices: array<vec4<f32>>;\n@group(0) @binding(3) var<storage, read> rendererInstanceColors: array<vec4<f32>>;":"@group(0) @binding(2) var<storage, read> rendererInstances: array<RendererInstanceData>;"}\n\nfn rendererClipPosition(localPosition: vec3<f32>, instanceIndex: u32) -> vec4<f32> {\n return rendererCamera.viewProj * rendererWorldPosition(localPosition, instanceIndex);\n}\n`:`\nstruct ShadowCameraUniforms {\n viewProj: mat4x4<f32>,\n lightPositionRange: vec4<f32>,\n view: mat4x4<f32>,\n projection: mat4x4<f32>,\n cameraPosition: vec4<f32>,\n nearFar: vec4<f32>,\n timeAndPadding: vec4<f32>,\n};\n\n@group(0) @binding(0) var<uniform> shadowCamera: ShadowCameraUniforms;\n${"instanced-direct"===i?"@group(0) @binding(1) var<storage, read> rendererInstanceMatrices: array<vec4<f32>>;\n@group(0) @binding(2) var<storage, read> rendererInstanceColors: array<vec4<f32>>;":"@group(0) @binding(1) var<storage, read> rendererInstances: array<RendererInstanceData>;"}\n\nfn rendererClipPosition(localPosition: vec3<f32>, instanceIndex: u32) -> vec4<f32> {\n return shadowCamera.viewProj * rendererWorldPosition(localPosition, instanceIndex);\n}\n`,s=xr(e,r);return`\n${a}\n\n${"instanced-direct"===i?"\nfn rendererInstanceModelMatrix(instanceIndex: u32) -> mat4x4<f32> {\n let base = instanceIndex * 4u;\n return mat4x4<f32>(\n rendererInstanceMatrices[base + 0u],\n rendererInstanceMatrices[base + 1u],\n rendererInstanceMatrices[base + 2u],\n rendererInstanceMatrices[base + 3u]\n );\n}\n\nfn rendererObjectColor(instanceIndex: u32) -> vec4<f32> {\n return rendererInstanceColors[instanceIndex];\n}\n\nfn rendererBatchingId(instanceIndex: u32) -> u32 {\n return instanceIndex;\n}\n":"\nstruct RendererInstanceData {\n model0: vec4<f32>,\n model1: vec4<f32>,\n model2: vec4<f32>,\n model3: vec4<f32>,\n color: vec4<f32>,\n batching: vec4<f32>,\n previousModel0: vec4<f32>,\n previousModel1: vec4<f32>,\n previousModel2: vec4<f32>,\n previousModel3: vec4<f32>,\n};\n\nfn rendererInstanceModelMatrix(instanceIndex: u32) -> mat4x4<f32> {\n let instance = rendererInstances[instanceIndex];\n return mat4x4<f32>(instance.model0, instance.model1, instance.model2, instance.model3);\n}\n\nfn rendererObjectColor(instanceIndex: u32) -> vec4<f32> {\n return rendererInstances[instanceIndex].color;\n}\n\nfn rendererBatchingId(instanceIndex: u32) -> u32 {\n return u32(round(rendererInstances[instanceIndex].batching.x));\n}\n"}\n\nfn rendererInverseMat3(m: mat3x3<f32>) -> mat3x3<f32> {\n let a = m[0];\n let b = m[1];\n let c = m[2];\n let r0 = cross(b, c);\n let r1 = cross(c, a);\n let r2 = cross(a, b);\n let det = dot(r2, c);\n let safeDet = select(det, select(-1e-8, 1e-8, det >= 0.0), abs(det) < 1e-8);\n let invDet = 1.0 / safeDet;\n return transpose(mat3x3<f32>(r0 * invDet, r1 * invDet, r2 * invDet));\n}\n\nfn rendererInstanceNormalMatrix(instanceIndex: u32) -> mat3x3<f32> {\n let model = rendererInstanceModelMatrix(instanceIndex);\n let model3x3 = mat3x3<f32>(model[0].xyz, model[1].xyz, model[2].xyz);\n return transpose(rendererInverseMat3(model3x3));\n}\n\nfn rendererWorldPosition(localPosition: vec3<f32>, instanceIndex: u32) -> vec4<f32> {\n return rendererInstanceModelMatrix(instanceIndex) * vec4(localPosition, 1.0);\n}\n\nfn rendererWorldNormal(localNormal: vec3<f32>, instanceIndex: u32) -> vec3<f32> {\n return normalize(rendererInstanceNormalMatrix(instanceIndex) * localNormal);\n}\n\n${wr("camera"===t?"rendererCamera":"shadowCamera")}\n${br(n)}\n${s}\n`}var Pr=class{constructor(e,t,r={}){this.name=e,this.callback=t,this.reads=r.reads,this.writes=r.writes,this.dependsOn=r.dependsOn}name;callback;reads;writes;dependsOn;execute(e){this.callback(e)}};import{AlwaysCompare as Mr,BufferAttribute as Br,EqualCompare as Dr,GreaterCompare as Tr,GreaterEqualCompare as Ir,LessCompare as Rr,LessEqualCompare as Vr,MirroredRepeatWrapping as Gr,NearestFilter as Lr,NearestMipmapLinearFilter as zr,NearestMipmapNearestFilter as Ur,NeverCompare as Ar,NotEqualCompare as Fr,Object3D as Er,RepeatWrapping as kr,Vector3 as Or}from"three";import{Matrix4 as jr,Sphere as $r,Vector3 as Wr}from"three";var Nr=64,_r=64,Hr=40,qr=12,Kr=new Float32Array(Hr),Zr=new Float32Array([1,1,1,1]),Yr="rgba16float",Xr="rgba8unorm",Jr=(new jr).set(1,0,0,0,0,1,0,0,0,0,.5,.5,0,0,0,1),Qr=[new Wr(0,-1,0),new Wr(0,-1,0),new Wr(0,0,1),new Wr(0,0,-1),new Wr(0,-1,0),new Wr(0,-1,0)],ei=[new Wr(1,0,0),new Wr(-1,0,0),new Wr(0,1,0),new Wr(0,-1,0),new Wr(0,0,1),new 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gi(e,t){switch(t){case"uint32":return new Uint32Array(e);case"sint32":return new Int32Array(e);default:return new Float32Array(e)}}function vi(e,t,r,i){switch(r){case"uint32":e[t]=Math.max(0,Math.round(i));break;case"sint32":e[t]=Math.trunc(i);break;default:e[t]=i}}function xi(e,t){if(e.length!==t.length)return!1;for(let r=0;r<e.length;r+=1)if(e[r]!==t[r])return!1;return!0}function wi(e,t,r,i){const n=Math.max(4,t.byteLength),a=e.createBuffer({label:i,size:4*Math.ceil(n/4),usage:r,mappedAtCreation:!0});return new Uint8Array(a.getMappedRange()).set(new Uint8Array(t.buffer,t.byteOffset,t.byteLength)),a.unmap(),a}function bi(e){switch(e){case"vertex":return GPUShaderStage.VERTEX;case"vertex-fragment":return GPUShaderStage.VERTEX|GPUShaderStage.FRAGMENT;default:return GPUShaderStage.FRAGMENT}}function yi(e,t){if(e.length!==t.length)return!1;for(let r=0;r<e.length;r+=1)if(e[r]!==t[r])return!1;return!0}function Si(e,t){if(!e)return!1;if(e.length!==t.length)return!1;for(let r=0;r<e.length;r+=1)if(e[r]!==t[r])return!1;return!0}function Ci(e,t,r){try{return e.beginComputePass({timestampWrites:{querySet:t,...r}}).end(),!0}catch{return!1}}function Pi(e,t,r,i){const n=new Float32Array(t*r);if(!e){for(let e=0;e<t;e+=1)n.set(i,e*r);return n}for(let a=0;a<t;a+=1){for(let t=0;t<r;t+=1)t<e.itemSize?n[a*r+t]=e.getComponent(a,t):n[a*r+t]=i[t]??0;3===e.itemSize&&4===r&&(n[a*r+3]=i[3]??1)}return n}function Mi(e,t,r,i,n=0){const a=fi(r),s=(o=r).startsWith("uint32")?"uint32":o.startsWith("sint32")?"sint32":"float32";var o;if(!e)return function(e,t,r,i,n,a){const s=gi(r*i,a);for(let o=0;o<r;o+=1){const r=o*t,l=o*i;for(let o=0;o<i;o+=1)vi(s,l+o,a,e&&o<t?e[r+o]??n[o]??0:n[o]??0)}return s}(void 0,0,t,a,i,s);if(0===n&&e instanceof Br&&!e.normalized&&e.itemSize===a&&e.count===t){const t=e.array;if("float32"===s&&t instanceof Float32Array||"uint32"===s&&t instanceof Uint32Array||"sint32"===s&&t instanceof Int32Array)return t}const l=gi(t*a,s);for(let r=0;r<t;r+=1){const t=r*a,o=r-n,c=o>=0&&o<e.count;for(let r=0;r<a;r+=1){vi(l,t+r,s,c&&r<e.itemSize?e.getComponent(o,r):i[r]??0)}}return l}function Bi(e,t,r,i){return Number.isFinite(i)&&i>0?i:t?Math.max(0,(e.index?.count??0)-r):Math.max(0,e.getAttribute("position").count-r)}function Di(e,t){return{start:e.drawRange.start,count:Bi(e,t,e.drawRange.start,e.drawRange.count)}}function Ti(e){return e===kr?"repeat":e===Gr?"mirror-repeat":"clamp-to-edge"}function Ii(e){return e===Lr||e===Ur||e===zr?"nearest":"linear"}function Ri(e){return"undefined"!=typeof HTMLCanvasElement&&e instanceof HTMLCanvasElement||"undefined"!=typeof HTMLImageElement&&e instanceof HTMLImageElement||"undefined"!=typeof ImageBitmap&&e instanceof ImageBitmap||"undefined"!=typeof OffscreenCanvas&&e instanceof OffscreenCanvas||"undefined"!=typeof HTMLVideoElement&&e instanceof HTMLVideoElement?e:null}function Vi(e){return e}function Gi(e,t,r,i,n,a,s,o,l,c,u){return e.appendMatrixAndColorValues(t,r,i,n,a,s,o,l,c,u)}function Li(e,t,r,i,n,a,s,o,l,c,u){return e.appendMatrixAndColorValues(t.elements,r,i,n,a,s,o,l,c,u)}function zi(e,t,r){const i=e.elements;for(let e=0;e<16;e+=1)i[e]=t[r+e]??0;return e}function Ui(e){const t=ui.get(e);if(void 0!==t)return t;const r=di+=1;return ui.set(e,r),r}function Ai(e,t,r,i,n,a){return[Ui(e),Ui(t),r?1:0,i,n,a?Ui(a):0].join(":")}function Fi(e,t,r,i,n,a){let s=2166136261;return s=ji(s,e),s=ji(s,t),s=ji(s,r?1:0),s=ji(s,i),s=ji(s,n),s=ji(s,a),s}function Ei(e,t){return e.renderOrder!==t.renderOrder?e.renderOrder-t.renderOrder:(r=e.sortMaterialId,i=e.sortGeometryId,n=e.indexed,a=e.start,s=e.count,o=e.sortCustomDepthMaterialId,l=t.sortMaterialId,c=t.sortGeometryId,u=t.indexed,d=t.start,h=t.count,p=t.sortCustomDepthMaterialId,r!==l?r-l:i!==c?i-c:n!==u?n?-1:1:a!==d?a-d:s!==h?s-h:o-p);var r,i,n,a,s,o,l,c,u,d,h,p}function ki(e,t){return e.renderOrder!==t.renderOrder?e.renderOrder-t.renderOrder:0!==e.transparentSortGroup&&e.transparentSortGroup===t.transparentSortGroup&&e.transparentSortOrder!==t.transparentSortOrder?e.transparentSortOrder-t.transparentSortOrder:e.sortDepth!==t.sortDepth?t.sortDepth-e.sortDepth:Ei(e,t)}function Oi(e){for(let t=0;t<e.length;t+=1)if(e[t].hasRenderCallbacks)return!0;return!1}function ji(e,t){let r=Math.imul((e^t)>>>0,16777619);return r^=r>>>13,r>>>0}function $i(e,t){return e.renderOrder===t.renderOrder&&!e.hasRenderCallbacks&&!t.hasRenderCallbacks&&e.castShadow===t.castShadow&&e.receiveShadow===t.receiveShadow&&Ni(e)===Ni(t)&&e.usesBatching===t.usesBatching&&e.sortMaterialId===t.sortMaterialId&&e.sortGeometryId===t.sortGeometryId&&e.indexed===t.indexed&&e.start===t.start&&e.count===t.count&&e.sortCustomDepthMaterialId===t.sortCustomDepthMaterialId}function Wi(e,t){return e.renderOrder===t.renderOrder&&!e.hasRenderCallbacks&&!t.hasRenderCallbacks&&e.castShadow===t.castShadow&&e.receiveShadow===t.receiveShadow&&Ni(e)===Ni(t)&&e.usesBatching===t.usesBatching&&e.sortMaterialId===t.sortMaterialId&&e.sortGeometryId===t.sortGeometryId&&e.indexed===t.indexed&&e.start===t.start&&e.count===t.count&&e.sortCustomDepthMaterialId===t.sortCustomDepthMaterialId}function Ni(e){return e.frontFaceCW}function _i(e,t){for(let r=0;r<16;r+=1)t[r]=e[r]??0}function Hi(e,t){for(let r=0;r<16;r+=1)if((e[r]??0)!==(t[r]??0))return!1;return!0}function qi(e){return 1===(e[0]??0)&&0===(e[1]??0)&&0===(e[2]??0)&&0===(e[3]??0)&&0===(e[4]??0)&&1===(e[5]??0)&&0===(e[6]??0)&&0===(e[7]??0)&&0===(e[8]??0)&&0===(e[9]??0)&&1===(e[10]??0)&&0===(e[11]??0)&&0===(e[12]??0)&&0===(e[13]??0)&&0===(e[14]??0)&&1===(e[15]??0)}function Ki(e,t,r,i){r.x<e.x&&(e.x=r.x),r.y<e.y&&(e.y=r.y),r.z<e.z&&(e.z=r.z),i.x>t.x&&(t.x=i.x),i.y>t.y&&(t.y=i.y),i.z>t.z&&(t.z=i.z)}function Zi(e,t){return t.multiplyMatrices(ai.multiplyMatrices(Jr,e.projectionMatrix),e.matrixWorldInverse)}function Yi(e,t,r,i,n,a){const s=Math.hypot(r,i,n)||1;e[t+0]=r/s,e[t+1]=i/s,e[t+2]=n/s,e[t+3]=a/s}function Xi(e,t,r,i,n){const a=-n;for(let n=0;n<24;n+=4){if(e[n+0]*t+e[n+1]*r+e[n+2]*i+e[n+3]<a)return!1}return!0}function Ji(e){return null===e.boundingSphere&&e.computeBoundingSphere(),e.boundingSphere?{center:e.boundingSphere.center.clone(),radius:e.boundingSphere.radius}:{center:new Or,radius:1}}function Qi(e){const t=e.elements,r=Math.hypot(t[0],t[1],t[2]),i=Math.hypot(t[4],t[5],t[6]),n=Math.hypot(t[8],t[9],t[10]);return Math.max(r,i,n,1e-5)}function en(e,t,r,i,n,a,s){const o=r.elements,l=a.elements,c=e.x,u=e.y,d=e.z,h=o[0]*c+o[4]*u+o[8]*d+o[12],p=o[1]*c+o[5]*u+o[9]*d+o[13],f=o[2]*c+o[6]*u+o[10]*d+o[14],m=i[n]*h+i[n+4]*p+i[n+8]*f+i[n+12],g=i[n+1]*h+i[n+5]*p+i[n+9]*f+i[n+13],v=i[n+2]*h+i[n+6]*p+i[n+10]*f+i[n+14];s.set(l[0]*m+l[4]*g+l[8]*v+l[12],l[1]*m+l[5]*g+l[9]*v+l[13],l[2]*m+l[6]*g+l[10]*v+l[14]);const x=i[n],w=i[n+4],b=i[n+8],y=i[n+1],S=i[n+5],C=i[n+9],P=i[n+2],M=i[n+6],B=i[n+10],D=x*o[0]+w*o[1]+b*o[2],T=x*o[4]+w*o[5]+b*o[6],I=x*o[8]+w*o[9]+b*o[10],R=y*o[0]+S*o[1]+C*o[2],V=y*o[4]+S*o[5]+C*o[6],G=y*o[8]+S*o[9]+C*o[10],L=P*o[0]+M*o[1]+B*o[2],z=P*o[4]+M*o[5]+B*o[6],U=P*o[8]+M*o[9]+B*o[10],A=l[0]*D+l[4]*R+l[8]*L,F=l[0]*T+l[4]*V+l[8]*z,E=l[0]*I+l[4]*G+l[8]*U,k=l[1]*D+l[5]*R+l[9]*L,O=l[1]*T+l[5]*V+l[9]*z,j=l[1]*I+l[5]*G+l[9]*U,$=l[2]*D+l[6]*R+l[10]*L,W=l[2]*T+l[6]*V+l[10]*z,N=l[2]*I+l[6]*G+l[10]*U,_=Math.hypot(A,k,$),H=Math.hypot(F,O,W),q=Math.hypot(E,j,N);return t*Math.max(_,H,q,1e-5)}function tn(e){const t=e.bones,r=e.boneInverses,i=e.boneMatrices;for(let e=0;e<t.length;e+=1){const n=t[e],a=n?.matrixWorld.elements,s=r[e].elements,o=16*e;if(!a){i.set(s,o);continue}const l=a[0],c=a[4],u=a[8],d=a[12],h=a[1],p=a[5],f=a[9],m=a[13],g=a[2],v=a[6],x=a[10],w=a[14],b=a[3],y=a[7],S=a[11],C=a[15],P=s[0],M=s[4],B=s[8],D=s[12],T=s[1],I=s[5],R=s[9],V=s[13],G=s[2],L=s[6],z=s[10],U=s[14],A=s[3],F=s[7],E=s[11],k=s[15];i[o]=l*P+c*T+u*G+d*A,i[o+4]=l*M+c*I+u*L+d*F,i[o+8]=l*B+c*R+u*z+d*E,i[o+12]=l*D+c*V+u*U+d*k,i[o+1]=h*P+p*T+f*G+m*A,i[o+5]=h*M+p*I+f*L+m*F,i[o+9]=h*B+p*R+f*z+m*E,i[o+13]=h*D+p*V+f*U+m*k,i[o+2]=g*P+v*T+x*G+w*A,i[o+6]=g*M+v*I+x*L+w*F,i[o+10]=g*B+v*R+x*z+w*E,i[o+14]=g*D+v*V+x*U+w*k,i[o+3]=b*P+y*T+S*G+C*A,i[o+7]=b*M+y*I+S*L+C*F,i[o+11]=b*B+y*R+S*z+C*E,i[o+15]=b*D+y*V+S*U+C*k}null!==e.boneTexture&&(e.boneTexture.needsUpdate=!0)}function rn(e,t,r,i){const n=r.x-i,a=r.y-i,s=r.z-i,o=r.x+i,l=r.y+i,c=r.z+i;n<e.x&&(e.x=n),a<e.y&&(e.y=a),s<e.z&&(e.z=s),o>t.x&&(t.x=o),l>t.y&&(t.y=l),c>t.z&&(t.z=c)}function nn(e){return Math.floor(Math.max(0,e.count)/3)*Math.max(0,e.instanceCount)}function an(e){const t=e??1;if(!Number.isInteger(t)||t<1)throw new Error(`Renderer sampleCount must be a positive integer. Received: ${e}`);return t}function sn(e){const t=e.customDepthMaterial;return t&&Zt(t)?t:null}function on(e,t){e.latestFrameProfile=un(t.profile),(t.pendingGpuRead||t.pendingVisibilityRead)&&Promise.all([t.pendingGpuRead?ln(t.profile,t.pendingGpuRead):Promise.resolve(),t.pendingVisibilityRead?cn(t.profile,t.pendingVisibilityRead):Promise.resolve()]).then(()=>{const r=un(t.profile);e.latestFrameProfile=r,e.latestCompletedFrameProfile=r})}async function ln(e,t){try{await t.readBuffer.mapAsync(GPUMapMode.READ);const r=t.readBuffer.getMappedRange(),i=new BigUint64Array(r.slice(0));let n=0;const a=t.profile.passes.map((e,t)=>{const r=Number(i[2*t]??0n),a=Number(i[2*t+1]??0n),s=Math.max(0,a-r)/1e6;return n+=s,{...e,gpuTimeMs:s}});e.gpuTimeMs=n,e.gpuProfilingReason=null,e.passes=a}catch{e.timestampQueryActive=!1,e.gpuTimeMs=null,e.gpuProfilingReason="timestamp readback failed after submission",e.passes=e.passes.map(e=>({...e,gpuTimeMs:null}))}finally{"mapped"===t.readBuffer.mapState&&t.readBuffer.unmap(),t.querySet.destroy(),t.resolveBuffer.destroy(),t.readBuffer.destroy()}}async function cn(e,t){try{await t.readBuffer.mapAsync(GPUMapMode.READ);const r=new Uint32Array(t.readBuffer.getMappedRange());let i=0,n=0,a=0,s=0;for(const e of t.regions){let t=0;const o=e.byteOffset/Uint32Array.BYTES_PER_ELEMENT;for(let i=0;i<e.drawCount;i+=1)t+=r[o+5*i+1]??0;"dynamic"===e.kind?(i+=e.totalInstances,n+=t):(a+=e.totalInstances,s+=t)}const o=i+a,l=n+s;e.visibility={totalInstances:o,visibleInstances:l,culledInstances:Math.max(0,o-l),dynamicTotalInstances:i,dynamicVisibleInstances:n,staticTotalInstances:a,staticVisibleInstances:s}}catch{e.visibility=null}finally{"mapped"===t.readBuffer.mapState&&t.readBuffer.unmap(),t.readBuffer.destroy()}}function un(e){return{...e,cpuPhases:{...e.cpuPhases},passes:e.passes.map(e=>({...e})),visibility:e.visibility?{...e.visibility}:null}}function dn(e){return e.usesBatching}function hn(e){return!e.wireframe&&e.material.primitiveTopology.startsWith("triangle")}function pn(e,t){return"pointShadow"===t?null!==e.material.pointShadowVertexShader&&null!==e.material.pointShadowFragmentShader:null!==e.material.depthVertexShader}function fn(e,t){if(!this.state.visibilityKernel||!this.state.drawMetadataResource||0===this.state.drawMetadataResource.count)return;const r=e.beginComputePass({label:"renderer-visibility-pass"});r.setPipeline(this.state.visibilityKernel.pipeline),r.setBindGroup(0,t),r.dispatchWorkgroups(Math.ceil(this.state.drawMetadataResource.count/64)),r.end()}function mn(e,t){if(this.state.staticVisibilityClearKernel&&this.state.staticVisibilityCullKernel&&this.state.staticVisibilityIndirectBuildKernel&&this.getHiZOcclusionCullingActive())for(const r of this.staticDrawSets){if(!r.publicSet.enabled||0===r.drawMetadataResource.count)continue;if("postpass"===t&&r.lastPreVisibilityFrameToken!==this.staticFrameToken)continue;if(!this.state.device)continue;const i="prepass"===t?r.visibilityParamsUpload:r.postVisibilityParamsUpload,n="prepass"===t?r.visibilityParamsBuffer:r.postVisibilityParamsBuffer;i[1]=this.state.hizMipCount,i[3]="prepass"===t?this.state.temporalHiZHistoryValid?3:0:5,this.state.device.queue.writeBuffer(n,0,Vi(i),0,4);const a=this.getOrCreateStaticVisibilityBindGroup(r,t);if(!a)continue;if("prepass"!==t||r.visibilityClearBindGroup&&r.visibilityIndirectBuildBindGroup&&r.postVisibilityIndirectBuildBindGroup||(r.visibilityClearBindGroup=this.state.staticVisibilityClearKernel.createBindGroup(this.state.device,[{binding:0,resource:{buffer:r.visibilityParamsBuffer}},{binding:1,resource:{buffer:r.instanceVisibilityResource.visibleCountsBuffer}},{binding:2,resource:{buffer:r.instanceVisibilityResource.postVisibleCountsBuffer}},{binding:3,resource:{buffer:r.instanceVisibilityResource.visibleInstanceMaskBuffer}}],`${r.label}-visibility-clear-bind-group`),r.visibilityIndirectBuildBindGroup=this.state.staticVisibilityIndirectBuildKernel.createBindGroup(this.state.device,[{binding:0,resource:{buffer:r.visibilityParamsBuffer}},{binding:1,resource:{buffer:r.instanceVisibilityResource.visibleCountsBuffer}},{binding:2,resource:{buffer:r.instanceVisibilityResource.postVisibleCountsBuffer}},{binding:3,resource:{buffer:r.drawMetadataResource.indirectBuffer}},{binding:4,resource:{buffer:r.drawMetadataResource.postIndirectBuffer}}],`${r.label}-visibility-indirect-build-bind-group`),r.postVisibilityIndirectBuildBindGroup=this.state.staticVisibilityIndirectBuildKernel.createBindGroup(this.state.device,[{binding:0,resource:{buffer:r.postVisibilityParamsBuffer}},{binding:1,resource:{buffer:r.instanceVisibilityResource.visibleCountsBuffer}},{binding:2,resource:{buffer:r.instanceVisibilityResource.postVisibleCountsBuffer}},{binding:3,resource:{buffer:r.drawMetadataResource.indirectBuffer}},{binding:4,resource:{buffer:r.drawMetadataResource.postIndirectBuffer}}],`${r.label}-post-visibility-indirect-build-bind-group`)),"prepass"===t){const t=e.beginComputePass({label:`${r.label}-temporal-visibility-clear-pass`});t.setPipeline(this.state.staticVisibilityClearKernel.pipeline),t.setBindGroup(0,r.visibilityClearBindGroup),t.dispatchWorkgroups(Math.ceil(Math.max(r.drawMetadataResource.count,r.instanceVisibilityResource.instanceCount)/64)),t.end()}const s=e.beginComputePass({label:`${r.label}-temporal-visibility-${t}-cull-pass`});s.setPipeline(this.state.staticVisibilityCullKernel.pipeline),s.setBindGroup(0,a),s.dispatchWorkgroups(Math.ceil(r.instanceVisibilityResource.instanceCount/64)),s.end();const o=e.beginComputePass({label:`${r.label}-temporal-visibility-${t}-indirect-build-pass`});o.setPipeline(this.state.staticVisibilityIndirectBuildKernel.pipeline),o.setBindGroup(0,"prepass"===t?r.visibilityIndirectBuildBindGroup:r.postVisibilityIndirectBuildBindGroup),o.dispatchWorkgroups(Math.ceil(r.drawMetadataResource.count/64)),o.end(),"prepass"===t?r.lastPreVisibilityFrameToken=this.staticFrameToken:r.lastVisibilityFrameToken=this.staticFrameToken}}function gn(e,t){if(!(this.state.device&&this.state.staticVisibilityCullKernel&&this.state.hizTexture&&this.state.temporalVisibilityBuffer&&this.state.nearestClampSampler))return null;const r="prepass"===t?e.visibilityBindGroup:e.postVisibilityBindGroup;if(r&&e.visibilityBindGroupHizVersion===this.hizResourceVersion)return r;const i=this.state.staticVisibilityCullKernel.createBindGroup(this.state.device,[{binding:0,resource:{buffer:this.state.temporalVisibilityBuffer}},{binding:1,resource:{buffer:"prepass"===t?e.visibilityParamsBuffer:e.postVisibilityParamsBuffer}},{binding:2,resource:this.state.nearestClampSampler},{binding:3,resource:this.state.hizTexture.createView()},{binding:4,resource:{buffer:e.instanceVisibilityResource.instanceMetadataBuffer}},{binding:5,resource:{buffer:e.drawMetadataResource.metadataBuffer}},{binding:6,resource:{buffer:e.instanceVisibilityResource.visibleCountsBuffer}},{binding:7,resource:{buffer:e.instanceVisibilityResource.visibleInstanceIndicesBuffer}},{binding:8,resource:{buffer:e.instanceVisibilityResource.visibleInstanceMaskBuffer}},{binding:9,resource:{buffer:e.instanceVisibilityResource.postVisibleCountsBuffer}}],`${e.label}-temporal-visibility-${t}-bind-group`);return"prepass"===t?e.visibilityBindGroup=i:e.postVisibilityBindGroup=i,e.visibilityBindGroupHizVersion=this.hizResourceVersion,i}function vn(e,t,r,i){if(!this.state.shadowDepthPipeline||0===this.state.directionalShadowLayerViews.length)return void this.clearDirectionalShadow(e);let n=!1;for(let t=0;t<r.lights.directionals.length;t+=1){const a=r.lights.directionals[t],s=this.state.directionalShadowLayerViews[t];if(!a.castShadow||!s)continue;n=!0;const o=this.directionalShadowCameras[t];o.left=a.shadowCameraLeft,o.right=a.shadowCameraRight,o.top=a.shadowCameraTop,o.bottom=a.shadowCameraBottom,o.near=a.shadowCameraNear,o.far=a.shadowCameraFar,o.position.copy(a.position),o.lookAt(a.target),o.updateMatrixWorld(!0),o.updateProjectionMatrix();const l=this.getShadowCameraBuffer(t);this.writeShadowCameraBuffer(Zi(o,this.shadowViewProjScratch),0,0,0,1,l,o);const c=this.getSharedShadowBindGroupForCameraBuffer(l),u=e.beginRenderPass({label:`renderer-directional-shadow-pass-${t}`,colorAttachments:[],depthStencilAttachment:{view:s,depthClearValue:1,depthLoadOp:"clear",depthStoreOp:"store"}});u.setPipeline(this.state.shadowDepthPipeline),u.setBindGroup(0,c),this.drawDepthLike(u,r.gpuOpaqueDraws,i,{fallbackPipeline:this.state.shadowDepthPipeline,fallbackPipelineDirect:this.state.shadowDepthPipelineDirect,fallbackSkinnedPipeline:this.state.skinnedShadowDepthPipeline,fallbackBindGroup:c,shadowCameraBuffer:l,passKind:"directionalShadow",customDepthMode:"use"}),this.drawDepthLike(u,r.directOpaqueDraws,i,{fallbackPipeline:this.state.shadowDepthPipeline,fallbackPipelineDirect:this.state.shadowDepthPipelineDirect,fallbackSkinnedPipeline:this.state.skinnedShadowDepthPipeline,fallbackBindGroup:c,shadowCameraBuffer:l,passKind:"directionalShadow",customDepthMode:"use"});for(const e of this.staticDrawSets)e.publicSet.enabled&&0!==e.draws.length&&"late"!==e.drawStage&&(this.renderBundleScratch[0]=Dn.call(this,e,c,l,"directionalShadow",this.state.shadowDepthPipeline,this.state.shadowDepthPipelineDirect),u.executeBundles(this.renderBundleScratch),this.recordStaticDrawStats(e,i));u.end()}n||this.clearDirectionalShadow(e)}function xn(e,t,r,i){if(!r.lights.points.some(e=>e.castShadow))return;if(!this.state.pointShadowPipeline||!this.state.pointShadowFaceViews.length||!this.state.pointShadowDepthFaceViews.length)return void this.clearPointShadow(e);let n=!1;for(let t=0;t<r.lights.points.length;t+=1){const a=r.lights.points[t];if(a.castShadow){n=!0;for(let n=0;n<6;n+=1){const s=6*t+n,o=this.pointShadowCameras[t][n];o.near=a.shadowCameraNear,o.far=a.shadowCameraFar,o.position.copy(a.position),oi.copy(a.position).add(ei[n]),o.up.copy(Qr[n]),o.lookAt(oi),o.updateMatrixWorld(!0),o.updateProjectionMatrix();const l=this.getShadowCameraBuffer(4+s);this.writeShadowCameraBuffer(Zi(o,this.shadowViewProjScratch),a.position.x,a.position.y,a.position.z,a.range,l,o);const c=this.getSharedShadowBindGroupForCameraBuffer(l),u=e.beginRenderPass({label:`renderer-point-shadow-pass-${t}-${n}`,colorAttachments:[{view:this.state.pointShadowFaceViews[s],clearValue:{r:1,g:1,b:1,a:1},loadOp:"clear",storeOp:"store"}],depthStencilAttachment:{view:this.state.pointShadowDepthFaceViews[s],depthClearValue:1,depthLoadOp:"clear",depthStoreOp:"store"}});u.setPipeline(this.state.pointShadowPipeline),u.setBindGroup(0,c),this.drawDepthLike(u,r.gpuOpaqueDraws,i,{fallbackPipeline:this.state.pointShadowPipeline,fallbackPipelineDirect:this.state.pointShadowPipelineDirect,fallbackSkinnedPipeline:this.state.skinnedPointShadowPipeline,fallbackBindGroup:c,shadowCameraBuffer:l,passKind:"pointShadow",customDepthMode:"use"}),this.drawDepthLike(u,r.directOpaqueDraws,i,{fallbackPipeline:this.state.pointShadowPipeline,fallbackPipelineDirect:this.state.pointShadowPipelineDirect,fallbackSkinnedPipeline:this.state.skinnedPointShadowPipeline,fallbackBindGroup:c,shadowCameraBuffer:l,passKind:"pointShadow",customDepthMode:"use"});for(const e of this.staticDrawSets)e.publicSet.enabled&&0!==e.draws.length&&"late"!==e.drawStage&&(this.renderBundleScratch[0]=Dn.call(this,e,c,l,"pointShadow",this.state.pointShadowPipeline,this.state.pointShadowPipelineDirect),u.executeBundles(this.renderBundleScratch),this.recordStaticDrawStats(e,i));u.end()}}}n||this.clearPointShadow(e)}function wn(e,t,r,i){if(!r.lights.spots.some(e=>e.castShadow))return;if(!this.state.shadowDepthPipeline||0===this.state.spotShadowLayerViews.length)return void this.clearSpotShadow(e);let n=!1;for(let t=0;t<r.lights.spots.length;t+=1){const a=r.lights.spots[t],s=this.state.spotShadowLayerViews[t];if(!a.castShadow||!s)continue;n=!0;const o=this.spotShadowCameras[t];o.near=a.shadowCameraNear,o.far=a.shadowCameraFar,o.fov=a.shadowCameraFov,o.aspect=1,o.position.copy(a.position),oi.copy(a.position).add(a.direction),o.lookAt(oi),o.updateMatrixWorld(!0),o.updateProjectionMatrix();const l=this.getShadowCameraBuffer(28+t);this.writeShadowCameraBuffer(Zi(o,this.shadowViewProjScratch),0,0,0,1,l,o);const c=this.getSharedShadowBindGroupForCameraBuffer(l),u=e.beginRenderPass({label:`renderer-spot-shadow-pass-${t}`,colorAttachments:[],depthStencilAttachment:{view:s,depthClearValue:1,depthLoadOp:"clear",depthStoreOp:"store"}});u.setPipeline(this.state.shadowDepthPipeline),u.setBindGroup(0,c),this.drawDepthLike(u,r.gpuOpaqueDraws,i,{fallbackPipeline:this.state.shadowDepthPipeline,fallbackPipelineDirect:this.state.shadowDepthPipelineDirect,fallbackSkinnedPipeline:this.state.skinnedShadowDepthPipeline,fallbackBindGroup:c,shadowCameraBuffer:l,passKind:"directionalShadow",customDepthMode:"use"}),this.drawDepthLike(u,r.directOpaqueDraws,i,{fallbackPipeline:this.state.shadowDepthPipeline,fallbackPipelineDirect:this.state.shadowDepthPipelineDirect,fallbackSkinnedPipeline:this.state.skinnedShadowDepthPipeline,fallbackBindGroup:c,shadowCameraBuffer:l,passKind:"directionalShadow",customDepthMode:"use"});for(const e of this.staticDrawSets)e.publicSet.enabled&&0!==e.draws.length&&"late"!==e.drawStage&&(this.renderBundleScratch[0]=Dn.call(this,e,c,l,"directionalShadow",this.state.shadowDepthPipeline,this.state.shadowDepthPipelineDirect),u.executeBundles(this.renderBundleScratch),this.recordStaticDrawStats(e,i));u.end()}n||this.clearSpotShadow(e)}function bn(e,t,r,i){if(!this.state.depthPrepassPipeline||!this.state.mainDepthView)return;const n=e.beginRenderPass({label:"renderer-depth-prepass",colorAttachments:[],depthStencilAttachment:{view:this.state.mainDepthView,depthClearValue:1,depthLoadOp:"clear",depthStoreOp:"store"}});n.setPipeline(this.state.depthPrepassPipeline),n.setBindGroup(0,t),this.executeStaticDepthPrepass(n,t,i),this.drawDepthLike(n,r.gpuOpaqueDraws,i,{fallbackPipeline:this.state.depthPrepassPipeline,fallbackPipelineDirect:this.state.depthPrepassPipelineDirect,fallbackSkinnedPipeline:this.state.skinnedDepthPrepassPipeline,fallbackBindGroup:t,passKind:"prepass",customDepthMode:"skip"}),this.drawDepthLike(n,r.directOpaqueDraws,i,{fallbackPipeline:this.state.depthPrepassPipeline,fallbackPipelineDirect:this.state.depthPrepassPipelineDirect,fallbackSkinnedPipeline:this.state.skinnedDepthPrepassPipeline,fallbackBindGroup:t,passKind:"prepass",customDepthMode:"skip"}),n.end()}function yn(e,t,r){for(const i of this.staticDrawSets){if(!i.publicSet.enabled||0===i.draws.length||"late"===i.drawStage)continue;if(this.getHiZOcclusionCullingActive()&&i.lastPreVisibilityFrameToken===this.staticFrameToken&&Pn(i)){const e=this.getOrCreateStaticVisibleDepthSceneBindGroup(i);this.renderBundleScratch[0]=Sn.call(this,i,e)}else this.renderBundleScratch[0]=this.getOrCreateStaticDepthPrepassBundle(i,t);e.executeBundles(this.renderBundleScratch),this.recordStaticDrawStats(i,r)}}function Sn(e,t,r=e.drawMetadataResource.indirectBuffer,i="prepass"){if(!this.state.device||!this.state.depthPrepassPipelineVisible)throw new Error("Renderer visible depth prepass resources are not initialized.");const n=e.indirectDepthPrepassBundles[i];if(n?.sceneBindGroup===t&&n.indirectBuffer===r)return n.bundle;const a=`${e.label}-static-temporal-depth-${i}-bundle-${e.id}`,s=this.state.device.createRenderBundleEncoder({label:a,colorFormats:[],depthStencilFormat:"depth32float",sampleCount:1});s.setPipeline(this.state.depthPrepassPipelineVisible),s.setBindGroup(0,t);let o=null;for(let t=0;t<e.draws.length;t+=1){const i=e.draws[t];i.customDepthMaterial||pn(i,"prepass")||$n(i.material)||!hn(i)||(o!==i.geometryKey&&(o=i.geometryKey,this.bindGeometryVertexBuffers(s,i.geometry,i.geometryResource,ri,0,1,i.wireframe)),s.drawIndexedIndirect(r,5*t*Uint32Array.BYTES_PER_ELEMENT))}const l=s.finish({label:a});return e.indirectDepthPrepassBundles[i]={sceneBindGroup:t,indirectBuffer:r,bundle:l},l}function Cn(e){if(this.sampleCount<=1||!this.state.mainDepthView||!this.getHiZOcclusionCullingActive())return;let t=null;for(const r of this.staticDrawSets){if(!r.publicSet.enabled||0===r.draws.length||"late"===r.drawStage||r.lastVisibilityFrameToken!==this.staticFrameToken||!Pn(r))continue;t||(t=e.beginRenderPass({label:"renderer-static-temporal-depth-resolve",colorAttachments:[],depthStencilAttachment:{view:this.state.mainDepthView,depthLoadOp:"load",depthStoreOp:"store"}}));const i=this.getOrCreateStaticVisibleDepthSceneBindGroup(r);this.renderBundleScratch[0]=Sn.call(this,r,i,r.drawMetadataResource.postIndirectBuffer,"postpass"),t.executeBundles(this.renderBundleScratch)}t?.end()}function Pn(e){for(const t of e.draws)if(t.customDepthMaterial||pn(t,"prepass")||$n(t.material)||!hn(t))return!1;return!0}function Mn(e,t){if(!this.state.device||!this.state.depthPrepassPipeline)throw new Error("Renderer is not initialized.");const r=this.resolveSceneBindGroupForDraw(e.draws[0],t);if(e.depthPrepassBundle&&e.depthPrepassBundleSceneBindGroup===r)return e.depthPrepassBundle;const i=Bn.call(this,e,"prepass"),n=`${e.label}-static-depth-prepass-bundle-${e.id}`,a=this.state.device.createRenderBundleEncoder({label:n,colorFormats:[],depthStencilFormat:"depth32float",sampleCount:1});a.setBindGroup(0,r);let s=null,o=null,l=null;for(let t=0;t<e.draws.length;t+=1){const r=e.draws[t],n=i[t];if(r.customDepthMaterial||!n&&($n(r.material)||!hn(r)))continue;const c=n?.pipeline??this.state.depthPrepassPipeline;s!==c&&(s=c,o=null,l=null,a.setPipeline(c)),n&&o!==n.bindGroup&&(o=n.bindGroup,a.setBindGroup(1,o)),l!==r.geometryKey&&(l=r.geometryKey,this.bindGeometryVertexBuffers(a,r.geometry,r.geometryResource,n?.vertexAttributes??ri,r.instanceStart,r.instanceCount,r.wireframe)),a.drawIndexed(r.count,r.instanceCount,r.start,0,r.instanceStart)}const c=a.finish({label:n});return e.depthPrepassBundle=c,e.depthPrepassBundleSceneBindGroup=r,c}function Bn(e,t){const r=t,i=e.depthMaterialResources.get(r);if(i)return i;const n=e.draws.map(e=>{const r=pn(e,t);if(e.customDepthMaterial||!r)return null;return this.getDepthPassMaterialResourceForDraw(e.material,t,e)});return e.depthMaterialResources.set(r,n),n}function Dn(e,t,r,i,n,a){if(!this.state.device)throw new Error("Renderer is not initialized.");const s=this.resolveShadowBindGroupForDraw(e.draws[0],t,r),o=e.shadowBundles.get(s),l=o?.[i];if(l)return l;const c=Bn.call(this,e,i),u=`${e.label}-static-${i}-bundle-${e.id}`,d=this.state.device.createRenderBundleEncoder({label:u,colorFormats:"pointShadow"===i?["rgba16float"]:[],depthStencilFormat:"depth32float",sampleCount:1});d.setBindGroup(0,s);let h=null,p=null,f=null;for(let t=0;t<e.draws.length;t+=1){const r=e.draws[t];if(!r.castShadow)continue;const i=c[t],s=i?.pipeline??("instanced-direct"===this.getDrawInstanceAccessMode(r)&&a?a:n);h!==s&&(h=s,p=null,f=null,d.setPipeline(s)),i&&p!==i.bindGroup&&(p=i.bindGroup,d.setBindGroup(1,p)),f!==r.geometryKey&&(f=r.geometryKey,this.bindGeometryVertexBuffers(d,r.geometry,r.geometryResource,i?.vertexAttributes??ri,r.instanceStart,r.instanceCount,r.wireframe)),d.drawIndexed(r.count,r.instanceCount,r.start,0,r.instanceStart)}const m=d.finish({label:u});return e.shadowBundles.set(s,{...o,[i]:m}),m}function Tn(e,t=!1,r=!1){if(!(this.state.device&&this.state.hizTexture&&this.state.mainDepthTexture&&this.state.mainDepthView&&this.state.hizCopyKernel&&this.state.hizReduceKernel))return;let i=this.state.hizCopyBindGroup;i||(i=this.state.hizCopyKernel.createBindGroup(this.state.device,[{binding:0,resource:this.state.mainDepthView},{binding:1,resource:this.state.hizMipViews[0]}],"renderer-hiz-copy-bind-group"),this.state.hizCopyBindGroup=i);const n=e.beginComputePass({label:"renderer-hiz-copy-pass"});if(n.setPipeline(this.state.hizCopyKernel.pipeline),n.setBindGroup(0,i),n.dispatchWorkgroups(Math.ceil(this.state.width/8),Math.ceil(this.state.height/8)),n.end(),!r){for(let t=1;t<this.state.hizMipCount;t+=1){const r=Math.max(1,this.state.width>>t),i=Math.max(1,this.state.height>>t);let n=this.state.hizReduceBindGroups[t];n||(n=this.state.hizReduceKernel.createBindGroup(this.state.device,[{binding:0,resource:this.state.hizMipViews[t-1]},{binding:1,resource:this.state.hizMipViews[t]}],`renderer-hiz-reduce-bind-group-${t}`),this.state.hizReduceBindGroups[t]=n);const a=e.beginComputePass({label:`renderer-hiz-reduce-pass-${t}`});a.setPipeline(this.state.hizReduceKernel.pipeline),a.setBindGroup(0,n),a.dispatchWorkgroups(Math.ceil(r/8),Math.ceil(i/8)),a.end()}t&&this.commitTemporalHiZHistory()}}function In(e,t,r,i,n,a,s=!1,o="all",l=!1,c=this.sampleCount){if(!this.state.mainDepthView)return;const u=c>1,d=u?this.ensureMsaaColorTarget(t):null,h=u?this.ensureMsaaDepthTarget(d.width,d.height):null,p=e.beginRenderPass({label:"renderer-forward-pass",colorAttachments:[{view:d?.view??r,resolveTarget:d?r:void 0,clearValue:{r:this.clearColor[0],g:this.clearColor[1],b:this.clearColor[2],a:this.clearColor[3]},loadOp:l?"load":"clear",storeOp:d?"discard":"store"}],depthStencilAttachment:{view:h?.view??this.state.mainDepthView,depthClearValue:1,depthLoadOp:h||s?"clear":"load",depthStoreOp:h?"discard":"store"}});let f=null,m=null,g=null,v=null,x=null;const w=e=>{e.sourceObject&&e.hasRenderCallbacks&&e.sourceObject.onBeforeRender(this,n.scene,n.camera,e.geometry,e.material,e.geometryGroup);const t=e.geometryResource,r=this.getMaterialResourceForDraw(e,[Yr],c),s=this.resolveSceneBindGroupForDraw(e,i);if(f!==r.pipeline&&(f=r.pipeline,g=null,x=null,p.setPipeline(f)),g!==e.geometryKey&&(g=e.geometryKey,this.bindGeometryVertexBuffers(p,e.geometry,t,r.vertexAttributes,e.instanceStart,e.instanceCount,e.wireframe)),v!==s&&(v=s,p.setBindGroup(0,s)),m!==e.material){if(m=e.material,p.setBindGroup(1,r.bindGroup),!r.graphTextureBindGroupLayout)throw new Error("Graph texture layout is missing.");p.setBindGroup(3,this.createGraphTextureBindGroup(e.material,r.graphTextureBindGroupLayout))}r.usesSkinning&&e.skinning&&x!==e.skinning.bindGroup&&(x=e.skinning.bindGroup,p.setBindGroup(2,x)),e.indexed&&(e.wireframe?t.wireframeIndex:t.index)?p.drawIndexed(e.count,e.instanceCount,e.start,0,e.instanceStart):p.draw(e.count,e.instanceCount,e.start,e.instanceStart),this.recordDraw(e,a),e.sourceObject&&e.hasRenderCallbacks&&e.sourceObject.onAfterRender(this,n.scene,n.camera,e.geometry,e.material,e.geometryGroup)};if(this.executeStaticForwardPass(p,i,a,o,c),f=null,m=null,g=null,v=null,x=null,"late"!==o&&this.getHiZOcclusionCullingActive()&&this.state.drawMetadataResource){const e=this.buildIndirectSubmissionStreams(n.gpuOpaqueDraws,i),t=this.renderBundleScratch;t.length=0;for(let r=0;r<e.length;r+=1){const i=e[r];t[0]=this.getOrCreateIndirectForwardBundle(i),p.executeBundles(t),a.drawCallCount+=i.drawCallCount,a.triangleCount+=i.triangleCount}f=null,m=null,g=null,v=null}else if("late"!==o){const e=Oi(n.gpuOpaqueDraws)||n.gpuOpaqueDraws.some(e=>null!==e.skinning)?null:this.getOrCreateDirectForwardBundle(n.gpuOpaqueDraws,i,a);if(e)this.renderBundleScratch[0]=e,p.executeBundles(this.renderBundleScratch);else for(const e of n.gpuOpaqueDraws)w(e)}const b="late"===o||Oi(n.directOpaqueDraws)||n.directOpaqueDraws.some(e=>null!==e.skinning)?null:this.getOrCreateDirectForwardBundle(n.directOpaqueDraws,i,a);if(b)this.renderBundleScratch[0]=b,p.executeBundles(this.renderBundleScratch);else if("late"!==o)for(const e of n.directOpaqueDraws)w(e);if("opaque"!==o)for(const e of n.transparentDraws)w(e);p.end()}function Rn(e,t,r,i="all",n=this.sampleCount){for(const a of this.staticDrawSets)if(a.publicSet.enabled&&0!==a.draws.length&&("all"===i||a.drawStage===i)){if("opaque"===a.drawStage&&this.getHiZOcclusionCullingActive()&&a.lastVisibilityFrameToken===this.staticFrameToken){const t=this.getOrCreateStaticVisibleSceneBindGroup(a),i=this.getOrCreateStaticIndirectSubmissionStreams(a,t);for(const t of i)if(this.getMultiDrawIndirectActive()){if(e.setPipeline(t.materialResource.pipeline),this.bindGeometryVertexBuffers(e,t.geometry,t.geometryResource,t.materialResource.vertexAttributes,0,1,t.material.wireframe),e.setBindGroup(0,t.sceneBindGroup),e.setBindGroup(1,t.materialResource.bindGroup),!t.materialResource.graphTextureBindGroupLayout)throw new Error("Graph texture layout is missing.");e.setBindGroup(3,this.createGraphTextureBindGroup(t.material,t.materialResource.graphTextureBindGroupLayout)),e.multiDrawIndexedIndirect(a.drawMetadataResource.indirectBuffer,5*t.indirectStartIndex*Uint32Array.BYTES_PER_ELEMENT,t.indirectCount),r.drawCallCount+=t.drawCallCount,r.triangleCount+=t.triangleCount}else this.renderBundleScratch[0]=this.getOrCreateIndirectForwardBundle(t,a.drawMetadataResource,a.indirectForwardBundleCache,`${a.label}-static-indirect-forward-bundle`),e.executeBundles(this.renderBundleScratch),r.drawCallCount+=t.drawCallCount,r.triangleCount+=t.triangleCount;continue}this.renderBundleScratch[0]=this.getOrCreateStaticDirectForwardBundle(a,t,n),e.executeBundles(this.renderBundleScratch),this.recordStaticDrawStats(a,r)}}function Vn(e,t,r=this.sampleCount){if(!this.state.device||!this.state.format)throw new Error("Renderer is not initialized.");const i=this.resolveSceneBindGroupForDraw(e.draws[0],t);if(e.directForwardBundle&&e.directForwardBundleSceneBindGroup===i&&e.directForwardBundleSampleCount===r)return e.directForwardBundle;null==e.draws[0]?.materialResource&&(this.refreshStaticDrawMaterialResources(e.draws),this.syncStaticVisibleMaterialBindingCaches(e));const n=`${e.label}-static-forward-direct-bundle-${e.id}`,a=this.state.device.createRenderBundleEncoder({label:n,colorFormats:[Yr],depthStencilFormat:"depth32float",sampleCount:r});let s=null,o=null,l=null;a.setBindGroup(0,i);for(const t of e.draws){const i=("opaque"===e.drawStage?t.materialResource:null)??this.getMaterialResource(t.material,this.getDrawInstanceAccessMode(t),t.receiveShadow,void 0,null!==t.skinning,dn(t),r);if(s!==i.pipeline&&(s=i.pipeline,l=null,a.setPipeline(s)),l!==t.geometryKey&&(l=t.geometryKey,this.bindGeometryVertexBuffers(a,t.geometry,t.geometryResource,i.vertexAttributes,t.instanceStart,t.instanceCount,t.wireframe)),o!==i.bindGroup){if(o=i.bindGroup,a.setBindGroup(1,o),!i.graphTextureBindGroupLayout)throw new Error("Graph texture layout is missing.");a.setBindGroup(3,this.createGraphTextureBindGroup(t.material,i.graphTextureBindGroupLayout))}a.drawIndexed(t.count,t.instanceCount,t.start,0,t.instanceStart)}const c=a.finish({label:n});return e.directForwardBundle=c,e.directForwardBundleSceneBindGroup=i,e.directForwardBundleSampleCount=r,c}function Gn(e){for(const t of e.visibleMaterialBindings){const r=t.drawIndices[0];t.resource=e.draws[r]?.materialResource??e.visibleDrawMaterialResources[r]??null}}function Ln(e){for(const t of e)t.materialResource=this.getMaterialResource(t.material,this.getDrawInstanceAccessMode(t),t.receiveShadow,void 0,null!==t.skinning,dn(t))}function zn(e,t){t.drawCallCount+=e.drawCallCount,t.triangleCount+=e.triangleCount}function Un(){return this.staticDrawSets.some(e=>e.publicSet.enabled&&e.draws.length>0)}function An(e,t,r){if(!(this.state.device&&this.state.presentPipeline&&this.state.fullscreenTextureBindGroupLayout&&this.state.linearClampSampler))return;let i=this.state.presentBindGroups.get(t);i||(i=this.state.device.createBindGroup({label:"renderer-present-bind-group",layout:this.state.fullscreenTextureBindGroupLayout,entries:[{binding:0,resource:this.state.linearClampSampler},{binding:1,resource:t}]}),this.state.presentBindGroups.set(t,i));const n=e.beginRenderPass({label:"renderer-present-pass",colorAttachments:[{view:r,clearValue:{r:this.clearColor[0],g:this.clearColor[1],b:this.clearColor[2],a:this.clearColor[3]},loadOp:"clear",storeOp:"store"}]});n.setPipeline(this.state.presentPipeline),n.setBindGroup(0,i),n.draw(3),n.end()}function Fn(e){for(let t=0;t<this.state.directionalShadowLayerViews.length;t+=1){e.beginRenderPass({label:`renderer-clear-directional-shadow-${t}`,colorAttachments:[],depthStencilAttachment:{view:this.state.directionalShadowLayerViews[t],depthClearValue:1,depthLoadOp:"clear",depthStoreOp:"store"}}).end()}}function En(e){for(let t=0;t<this.state.pointShadowFaceViews.length;t+=1){e.beginRenderPass({label:`renderer-clear-point-shadow-${t}`,colorAttachments:[{view:this.state.pointShadowFaceViews[t],clearValue:{r:1,g:1,b:1,a:1},loadOp:"clear",storeOp:"store"}],depthStencilAttachment:{view:this.state.pointShadowDepthFaceViews[t],depthClearValue:1,depthLoadOp:"clear",depthStoreOp:"store"}}).end()}}function kn(e){for(let t=0;t<this.state.spotShadowLayerViews.length;t+=1){e.beginRenderPass({label:`renderer-clear-spot-shadow-${t}`,colorAttachments:[],depthStencilAttachment:{view:this.state.spotShadowLayerViews[t],depthClearValue:1,depthLoadOp:"clear",depthStoreOp:"store"}}).end()}}function On(e,t,r,i){let n=null,a=null,s=null,o=null,l=null;for(const c of t){if("prepass"!==i.passKind&&!c.castShadow)continue;if("prepass"===i.passKind&&null===c.material.depthVertexShader&&$n(c.material))continue;if("skip"===i.customDepthMode&&c.customDepthMaterial)continue;const t=pn(c,i.passKind),u="use"===i.customDepthMode&&c.customDepthMaterial?c.customDepthMaterial:"ignore"!==i.customDepthMode&&t?c.material:null,d=u?this.getDepthPassMaterialResourceForDraw(u,i.passKind,c):null;if(!d&&!hn(c))continue;const h=null!==c.skinning,p=d?.pipeline??(h&&i.fallbackSkinnedPipeline?i.fallbackSkinnedPipeline:"instanced-direct"===this.getDrawInstanceAccessMode(c)&&i.fallbackPipelineDirect?i.fallbackPipelineDirect:i.fallbackPipeline);a!==p&&(a=p,s=null,o=null,l=null,n=null,e.setPipeline(p));const f="prepass"===i.passKind?this.resolveSceneBindGroupForDraw(c,i.fallbackBindGroup):this.resolveShadowBindGroupForDraw(c,i.fallbackBindGroup,i.shadowCameraBuffer);s!==f&&(s=f,e.setBindGroup(0,f)),d?o!==d.bindGroup&&(o=d.bindGroup,e.setBindGroup(1,d.bindGroup)):o=null,(d?.usesSkinning??h)&&c.skinning&&l!==c.skinning.bindGroup&&(l=c.skinning.bindGroup,e.setBindGroup(2,l));const m=c.geometryResource;n!==c.geometryKey&&(n=c.geometryKey,this.bindGeometryVertexBuffers(e,c.geometry,m,d?.vertexAttributes??(h?ii:ri),c.instanceStart,c.instanceCount,c.wireframe)),c.indexed&&(c.wireframe?m.wireframeIndex:m.index)?e.drawIndexed(c.count,c.instanceCount,c.start,0,c.instanceStart):e.draw(c.count,c.instanceCount,c.start,c.instanceStart),this.recordDraw(c,r)}}var jn=new WeakMap;function $n(e){if(e.transparent)return!0;let t=jn.get(e);return null==t&&(t=e.transparent||e.alphaTest>0||/\bdiscard\b/.test(e.fragmentShader),jn.set(e,t)),t}import{Vector3 as Wn}from"three";var Nn=class{data;lengthFloats=0;constructor(e=1024){this.data=new Float32Array(e)}get floatLength(){return this.lengthFloats}get rawData(){return this.data}get byteLength(){return this.lengthFloats*Float32Array.BYTES_PER_ELEMENT}get instanceCount(){return this.lengthFloats/Hr}reset(){this.lengthFloats=0}appendMatrixAndColor(e,t,r=e,i=2,n=1,a=0){return this.appendMatrixAndColorValues(e,t[0]??1,t[1]??1,t[2]??1,t[3]??1,void 0,r,i,n,a)}appendMatrixAndColorValues(e,t,r,i,n,a=this.instanceCount,s=e,o=2,l=1,c=0){const u=this.instanceCount;this.ensureCapacity(this.lengthFloats+Hr);const d=this.lengthFloats;for(let t=0;t<16;t+=1)this.data[d+t]=e[t]??0;this.data[d+16]=t,this.data[d+17]=r,this.data[d+18]=i,this.data[d+19]=n,this.data[d+20]=a,this.data[d+21]=o,this.data[d+22]=l,this.data[d+23]=c;for(let t=0;t<16;t+=1)this.data[d+24+t]=s[t]??e[t]??0;return this.lengthFloats+=Hr,u}appendRange(e,t,r){if(r<=0)return;const i=t*Hr,n=i+r*Hr;this.ensureCapacity(this.lengthFloats+(n-i)),this.data.set(e.data.subarray(i,n),this.lengthFloats),this.lengthFloats+=n-i}appendBuilder(e){this.appendRange(e,0,e.instanceCount)}beginWriteInstances(e){const t=e*Hr;return this.ensureCapacity(t),this.lengthFloats=t,this.data}toFloat32Array(){return this.data.slice(0,this.lengthFloats)}ensureCapacity(e){if(e<=this.data.length)return;let t=this.data.length;for(;t<e;)t*=2;const r=new Float32Array(t);r.set(this.data.subarray(0,this.lengthFloats),0),this.data=r}},_n=class{constructor(e,t,r,i,n){this.state=e,this.staticDrawSets=t,this.getGeometryResourceForGeometry=r,this.resolveMaterial=i,this.ensureWireframeIndex=n}state;staticDrawSets;getGeometryResourceForGeometry;resolveMaterial;ensureWireframeIndex;nextStaticDrawSetId=1;activeMaterialSnapshots=null;getGeometryResource(e){return this.getGeometryResourceForGeometry(e)}resolveStaticMaterial(e){const t=this.resolveMaterial(e);if(!t||!this.activeMaterialSnapshots)return t;let r=this.activeMaterialSnapshots.get(t);return r||(r=t.clone(),r.name=t.name?`${t.name} (static snapshot)`:"Static draw-set material snapshot",this.activeMaterialSnapshots.set(t,r)),r}createStaticDrawSet(e,t={}){if(!(this.state.initialized&&this.state.device&&this.state.staticVisibilityClearKernel&&this.state.staticVisibilityCullKernel&&this.state.staticVisibilityIndirectBuildKernel))throw new Error("WebGpuRenderer.initialize() must complete before creating a static draw set.");const r=t.label??`static-draw-set-${this.nextStaticDrawSetId}`,i=t.onUnsupported??"throw",n=t.allowUnsortedLateDraws??!1,a=[],s=new Nn(4096),o=(e,t)=>{if("skip"!==i)throw new Error(`StaticDrawSet "${r}" does not support ${e.type||"Object3D"} "${e.name||e.uuid}": ${t}.`)};e.updateMatrixWorld(!0);const l=new Map;this.activeMaterialSnapshots=l;try{e.traverseVisible(e=>{e.isSkinnedMesh?o(e,"skinned meshes are dynamic"):e.isBatchedMesh?this.collectStaticBatchedMesh(e,s,a,r,o,n):e.isInstancedMesh?this.collectStaticInstancedMesh(e,s,a,r,o,n):e.isMesh&&this.collectStaticMesh(e,s,a,r,o,n)})}catch(e){for(const e of l.values())e.dispose();throw e}finally{this.activeMaterialSnapshots=null}const{draws:c,instanceData:u}=this.mergeStaticDraws(a,s),d=c.some(e=>e.transparent),h=c.some(e=>!e.transparent);if(d&&h)throw new Error(`StaticDrawSet "${r}" cannot mix opaque and late materials; register them as separate sets.`);const p=this.createVisibleMaterialBindings(c),f=Math.max(4,u.byteLength),m=this.state.device.createBuffer({label:`${r}-static-instance-buffer`,size:256*Math.ceil(f/256),usage:GPUBufferUsage.STORAGE|GPUBufferUsage.COPY_DST});u.floatLength>0?this.state.device.queue.writeBuffer(m,0,u.rawData.buffer,0,u.byteLength):this.state.device.queue.writeBuffer(m,0,Kr,0,Hr);const g={mode:"packed",buffer:m,colorBuffer:null,sceneBindGroup:null,shadowBindGroup:null,shadowBindGroups:new Map,sceneBindGroupVersion:0,shadowBindGroupVersion:0};for(const e of c)e.residentInstanceBinding=g;const v=this.createStaticDrawMetadataResource(r,c),x=this.createStaticInstanceVisibilityResource(r,c,u),w=new Uint32Array([c.length,this.state.hizMipCount,u.instanceCount,0]),b=this.state.device.createBuffer({label:`${r}-visibility-params-buffer`,size:16,usage:GPUBufferUsage.UNIFORM|GPUBufferUsage.COPY_DST}),y=new Uint32Array([c.length,this.state.hizMipCount,u.instanceCount,0]),S=this.state.device.createBuffer({label:`${r}-post-visibility-params-buffer`,size:16,usage:GPUBufferUsage.UNIFORM|GPUBufferUsage.COPY_DST});this.state.device.queue.writeBuffer(b,0,w,0,4),this.state.device.queue.writeBuffer(S,0,y,0,4);const C={id:this.nextStaticDrawSetId++,label:r,publicSet:null,ownedMaterials:[...l.values()],draws:c,drawStage:d?"late":"opaque",drawCallCount:c.length,triangleCount:c.reduce((e,t)=>e+Math.floor(Math.max(0,t.count)/3)*Math.max(0,t.instanceCount),0),instanceCount:u.instanceCount,instanceBuffer:m,residentInstanceBinding:g,drawMetadataResource:v,instanceVisibilityResource:x,visibilityParamsBuffer:b,visibilityParamsUpload:w,postVisibilityParamsBuffer:S,postVisibilityParamsUpload:y,visibilityBindGroup:null,postVisibilityBindGroup:null,visibilityClearBindGroup:null,visibilityIndirectBuildBindGroup:null,postVisibilityIndirectBuildBindGroup:null,visibleSceneBindGroup:null,visibleSceneBindGroupVersion:0,visibleDepthSceneBindGroup:null,visibleDepthSceneBindGroupVersion:0,visibleMaterialBindings:p,visibleDrawMaterialResources:new Array(c.length),visibleIndirectSubmissionStreams:null,visibleIndirectStreamsSceneBindGroup:null,visibleIndirectStreamsSampleCount:-1,visibleIndirectStreamsColorFormatsKey:"",visibilityBindGroupHizVersion:0,lastPreVisibilityFrameToken:0,lastVisibilityFrameToken:0,indirectForwardBundleCache:new Map,directForwardBundle:null,directForwardBundleSampleCount:-1,directForwardBundleSceneBindGroup:null,depthPrepassBundle:null,depthPrepassBundleSceneBindGroup:null,indirectDepthPrepassBundles:{prepass:null,postpass:null},shadowBundles:new WeakMap,depthMaterialResources:new Map},P={label:r,enabled:!0,get drawCount(){return C.draws.length},get instanceCount(){return C.instanceCount},dispose:()=>{this.disposeStaticDrawSetResource(C)}};return C.publicSet=P,this.staticDrawSets.push(C),P}createVisibleMaterialBindings(e){const t=new Map;for(let r=0;r<e.length;r+=1){const i=e[r],n=`${Ui(i.material)}:${i.receiveShadow?1:0}:${i.usesBatching?1:0}`;let a=t.get(n);a||(a={material:i.material,receiveShadow:i.receiveShadow,usesBatching:i.usesBatching,drawIndices:[],resource:null},t.set(n,a)),a.drawIndices.push(r)}return[...t.values()]}mergeStaticDraws(e,t){e.sort(Ei);const r=[],i=new Nn(Math.max(1024,t.floatLength));for(let n=0;n<e.length;){const a=e[n],s=i.instanceCount;i.appendRange(t,a.instanceStart,a.instanceCount);let o=a.instanceCount,l=a.boundsCenter.x-a.boundsRadius,c=a.boundsCenter.y-a.boundsRadius,u=a.boundsCenter.z-a.boundsRadius,d=a.boundsCenter.x+a.boundsRadius,h=a.boundsCenter.y+a.boundsRadius,p=a.boundsCenter.z+a.boundsRadius,f=n+1;for(;f<e.length&&Wi(a,e[f]);){const r=e[f];i.appendRange(t,r.instanceStart,r.instanceCount),o+=r.instanceCount;const n=r.boundsCenter.x-r.boundsRadius,a=r.boundsCenter.y-r.boundsRadius,s=r.boundsCenter.z-r.boundsRadius,m=r.boundsCenter.x+r.boundsRadius,g=r.boundsCenter.y+r.boundsRadius,v=r.boundsCenter.z+r.boundsRadius;n<l&&(l=n),a<c&&(c=a),s<u&&(u=s),m>d&&(d=m),g>h&&(h=g),v>p&&(p=v),f+=1}const m=.5*(l+d),g=.5*(c+h),v=.5*(u+p),x=d-m,w=h-g,b=p-v;a.instanceStart=s,a.instanceCount=o,a.boundsCenter.set(m,g,v),a.boundsRadius=Math.sqrt(x*x+w*w+b*b),r.push(a),n=f}return{draws:r,instanceData:i}}collectStaticMesh(e,t,r,i,n,a){if(!(null!==e.geometry.index))return void n(e,"non-indexed geometry cannot use the v1 indirect static path");if(sn(e))return void n(e,"custom depth materials are not supported by StaticDrawSet v1");const s=this.getGeometryResource(e.geometry),o=Ji(e.geometry),l=oi.copy(o.center).applyMatrix4(e.matrixWorld),c=o.radius*Qi(e.matrixWorld),u=Li(t,e.matrixWorld,1,1,1,1),d=Array.isArray(e.material)?e.material:null,h=Array.isArray(e.material)?null:e.material;if(e.geometry.groups.length>0){for(const t of e.geometry.groups){const i=d?d[t.materialIndex??0]??d[0]:h,p=this.resolveStaticMaterial(i);if(!p){n(e,"all static mesh materials must be WGSLShaderMaterial");continue}if(p.transparent&&!a){n(e,"transparent materials are not supported by StaticDrawSet v1");continue}if(Object.keys(p.getGraphTextureInputs()).length>0&&!a){n(e,"scene-texture materials are not supported by StaticDrawSet v1");continue}const f=Bi(e.geometry,!0,t.start,t.count);f<=0||r.push(this.createStaticDrawRecord(e.geometry,e.geometry,s,p,!1,t.start,f,u,1,l.x,l.y,l.z,c,o.center,o.radius,e.matrixWorld.determinant()<0))}return}const p=h??d?.[0]??null,f=this.resolveStaticMaterial(p);if(!f)return void n(e,"all static mesh materials must be WGSLShaderMaterial");if(f.transparent&&!a)return void n(e,"transparent materials are not supported by StaticDrawSet v1");if(Object.keys(f.getGraphTextureInputs()).length>0&&!a)return void n(e,"scene-texture materials are not supported by StaticDrawSet v1");const m=Di(e.geometry,!0);m.count<=0||r.push(this.createStaticDrawRecord(e.geometry,e.geometry,s,f,!1,m.start,m.count,u,1,l.x,l.y,l.z,c,o.center,o.radius,e.matrixWorld.determinant()<0))}collectStaticInstancedMesh(e,t,r,i,n,a){const s=this.resolveStaticMaterial(e.material);if(!s)return void n(e,"static instanced meshes must use WGSLShaderMaterial");if(s.transparent&&!a)return void n(e,"transparent materials are not supported by StaticDrawSet v1");if(Object.keys(s.getGraphTextureInputs()).length>0&&!a)return void n(e,"scene-texture materials are not supported by StaticDrawSet v1");if(sn(e))return void n(e,"custom depth materials are not supported by StaticDrawSet v1");if(null===e.geometry.index)return void n(e,"non-indexed geometry cannot use the v1 indirect static path");const o=Di(e.geometry,!0);if(o.count<=0||e.count<=0)return;const l=Ji(e.geometry),c=oi.set(1/0,1/0,1/0),u=li.set(-1/0,-1/0,-1/0),d=this.getGeometryResource(e.geometry),h=t.instanceCount;for(let r=0;r<e.count;r+=1){e.getMatrixAt(r,ni),ai.multiplyMatrices(e.matrixWorld,ni);const i=e.instanceColor?e.instanceColor.getComponent(r,0):1,n=e.instanceColor&&e.instanceColor.itemSize>1?e.instanceColor.getComponent(r,1):1,a=e.instanceColor&&e.instanceColor.itemSize>2?e.instanceColor.getComponent(r,2):1,s=e.instanceColor&&e.instanceColor.itemSize>3?e.instanceColor.getComponent(r,3):1;Li(t,ai,i,n,a,s);rn(c,u,ci.copy(l.center).applyMatrix4(ai),l.radius*Qi(ai))}const p=.5*(c.x+u.x),f=.5*(c.y+u.y),m=.5*(c.z+u.z),g=u.x-p,v=u.y-f,x=u.z-m,w=Math.sqrt(g*g+v*v+x*x);r.push(this.createStaticDrawRecord(e.geometry,e.geometry,d,s,!1,o.start,o.count,h,e.count,p,f,m,w,l.center,l.radius))}collectStaticBatchedMesh(e,t,r,i,n,a){const s=this.resolveStaticMaterial(e.material);if(!s)return void n(e,"static batched meshes must use WGSLShaderMaterial");if(s.transparent&&!a)return void n(e,"transparent materials are not supported by StaticDrawSet v1");if(Object.keys(s.getGraphTextureInputs()).length>0&&!a)return void n(e,"scene-texture materials are not supported by StaticDrawSet v1");if(sn(e))return void n(e,"custom depth materials are not supported by StaticDrawSet v1");if(null===e.geometry.index)return void n(e,"non-indexed geometry cannot use the v1 indirect static path");const o=e,l=this.getGeometryResource(e.geometry),c=o._geometryCount??0,u=[],d=new Map;for(let t=0;t<c;t+=1){const r=e.getGeometryRangeAt(t);if(!r||r.count<=0)continue;const i=Bi(e.geometry,!0,r.start,r.count);if(i<=0)continue;const n=e.getBoundingSphereAt(t,si),a={geometryId:t,start:r.start,count:i,localBoundsCenter:n?n.center.clone():new Wn,localBoundsRadius:n?.radius??1,instances:[]};d.set(t,a),u.push(a)}const h=o._instanceInfo??o._drawInfo??[],p=o._matricesTexture?.image.data,f=o._colorsTexture?.image.data;for(let t=0;t<h.length;t+=1){const r=h[t];if(!r?.active||!r.visible)continue;const i=d.get(r.geometryIndex);if(!i)continue;p?zi(ni,p,16*t):e.getMatrixAt(t,ni),ai.multiplyMatrices(e.matrixWorld,ni);const n=4*t,a=f?f[n+0]??1:1,s=f?f[n+1]??1:1,o=f?f[n+2]??1:1,l=f?f[n+3]??1:1,c=ci.copy(i.localBoundsCenter).applyMatrix4(ai),u=i.localBoundsRadius*Qi(ai);i.instances.push({matrix:new Float32Array(ai.elements),color0:a,color1:s,color2:o,color3:l,batchingId:t,boundsCenter:c.clone(),boundsRadius:u})}for(const i of u){if(0===i.instances.length)continue;const n=oi.set(1/0,1/0,1/0),a=li.set(-1/0,-1/0,-1/0),o=t.instanceCount;for(const e of i.instances)t.appendMatrixAndColorValues(e.matrix,e.color0,e.color1,e.color2,e.color3,e.batchingId),rn(n,a,e.boundsCenter,e.boundsRadius);const c=.5*(n.x+a.x),u=.5*(n.y+a.y),d=.5*(n.z+a.z),h=a.x-c,p=a.y-u,f=a.z-d,m=Math.sqrt(h*h+p*p+f*f);r.push(this.createStaticDrawRecord(e.geometry,e.geometry,l,s,!0,i.start,i.count,o,i.instances.length,c,u,d,m,i.localBoundsCenter,i.localBoundsRadius))}}createStaticDrawRecord(e,t,r,i,n,a,s,o,l,c,u,d,h,p,f,m=!1){const g=Ui(i),v=i.wireframe&&"triangle-list"===i.primitiveTopology;v&&this.ensureWireframeIndex(e,r);const x=Ui(t);return{geometry:e,geometryKey:v?r.wireframeIndex:t,geometryResource:r,material:i,customDepthMaterial:null,residentInstanceBinding:null,sourceObject:null,frontFaceCW:m,usesBatching:n,geometryGroup:null,batchKey:Ai(i,t,!0,a,s,null),batchHash:Fi(g,x,!0,a,s,0),indexed:!0,wireframe:v,start:v?2*a:a,count:v?2*s:s,transparent:i.transparent||i.requiresLatePass(),renderOrder:0,hasRenderCallbacks:!1,castShadow:!0,receiveShadow:!0,sortMaterialId:g,sortGeometryId:x,sortCustomDepthMaterialId:0,skinning:null,materialResource:null,instanceStart:o,instanceCount:l,boundsCenter:new Wn(c,u,d),boundsRadius:h,sortDepth:0,transparentSortGroup:0,transparentSortOrder:0,staticLocalBoundsCenter:p.clone(),staticLocalBoundsRadius:f}}createStaticDrawMetadataResource(e,t){if(!this.state.device)throw new Error("Renderer is not initialized.");const r=Math.max(1,t.length),i=new Float32Array(r*qr),n=new Uint32Array(5*r),a=new Uint32Array(5*r);for(let e=0;e<t.length;e+=1){const r=t[e],s=e*qr;i[s+0]=r.boundsCenter.x,i[s+1]=r.boundsCenter.y,i[s+2]=r.boundsCenter.z,i[s+3]=r.boundsRadius,i[s+4]=r.count,i[s+5]=r.start,i[s+6]=r.instanceStart,i[s+7]=r.instanceCount,i[s+8]=1,i[s+9]=0,i[s+10]=0,i[s+11]=0;const o=5*e;n[o+0]=r.count,n[o+1]=r.instanceCount,n[o+2]=r.start,n[o+3]=0,n[o+4]=r.instanceStart,a[o+0]=r.count,a[o+1]=0,a[o+2]=r.start,a[o+3]=0,a[o+4]=r.instanceStart}const s=this.state.device.createBuffer({label:`${e}-static-draw-metadata-buffer`,size:r*qr*4,usage:GPUBufferUsage.STORAGE|GPUBufferUsage.COPY_DST}),o=this.state.device.createBuffer({label:`${e}-static-indirect-draw-buffer`,size:5*r*4,usage:GPUBufferUsage.STORAGE|GPUBufferUsage.INDIRECT|GPUBufferUsage.COPY_DST|GPUBufferUsage.COPY_SRC}),l=this.state.device.createBuffer({label:`${e}-static-post-indirect-draw-buffer`,size:5*r*4,usage:GPUBufferUsage.STORAGE|GPUBufferUsage.INDIRECT|GPUBufferUsage.COPY_DST});return this.state.device.queue.writeBuffer(s,0,i,0,i.length),this.state.device.queue.writeBuffer(o,0,n,0,n.length),this.state.device.queue.writeBuffer(l,0,a,0,a.length),{count:t.length,capacity:r,metadataBuffer:s,indirectBuffer:o,postIndirectBuffer:l}}createStaticInstanceVisibilityResource(e,t,r){if(!this.state.device)throw new Error("Renderer is not initialized.");const i=r.instanceCount,n=Math.max(32,32*i),a=new ArrayBuffer(n),s=new Float32Array(a),o=new Uint32Array(a);for(let e=0;e<t.length;e+=1){const i=t[e],n=i.staticLocalBoundsCenter??Ji(i.geometry).center,a=i.staticLocalBoundsRadius??Ji(i.geometry).radius;for(let t=0;t<i.instanceCount;t+=1){const l=i.instanceStart+t,c=l*Hr,u=8*l;ni.fromArray(r.rawData,c);const d=oi.copy(n).applyMatrix4(ni),h=a*Qi(ni);s[u+0]=d.x,s[u+1]=d.y,s[u+2]=d.z,s[u+3]=h,o[u+4]=e,o[u+5]=l,o[u+6]=0,o[u+7]=0}}const l=this.state.device.createBuffer({label:`${e}-static-instance-visibility-metadata`,size:256*Math.ceil(n/256),usage:GPUBufferUsage.STORAGE|GPUBufferUsage.COPY_DST}),c=this.state.device.createBuffer({label:`${e}-static-visible-instance-indices`,size:256*Math.ceil(Math.max(4,4*i)/256),usage:GPUBufferUsage.STORAGE}),u=this.state.device.createBuffer({label:`${e}-static-visible-instance-counts`,size:256*Math.ceil(Math.max(4,4*t.length)/256),usage:GPUBufferUsage.STORAGE}),d=this.state.device.createBuffer({label:`${e}-static-post-visible-instance-counts`,size:256*Math.ceil(Math.max(4,4*t.length)/256),usage:GPUBufferUsage.STORAGE}),h=this.state.device.createBuffer({label:`${e}-static-visible-instance-mask`,size:256*Math.ceil(Math.max(4,4*i)/256),usage:GPUBufferUsage.STORAGE});return i>0&&this.state.device.queue.writeBuffer(l,0,a),{instanceMetadataBuffer:l,visibleInstanceIndicesBuffer:c,visibleCountsBuffer:u,postVisibleCountsBuffer:d,visibleInstanceMaskBuffer:h,instanceCount:i}}disposeStaticDrawSetResource(e){const t=this.staticDrawSets.indexOf(e);if(t<0)return;this.staticDrawSets.splice(t,1);const r=new Set;for(const t of e.draws)t.materialResource&&r.add(t.materialResource);for(const t of e.visibleMaterialBindings)t.resource&&r.add(t.resource);for(const t of e.visibleDrawMaterialResources)t&&r.add(t);for(const t of e.depthMaterialResources.values())for(const e of t)e&&r.add(e);for(const e of r)e.uniformBuffer?.destroy();e.instanceBuffer.destroy(),e.drawMetadataResource.metadataBuffer.destroy(),e.drawMetadataResource.indirectBuffer.destroy(),e.drawMetadataResource.postIndirectBuffer.destroy(),e.instanceVisibilityResource.instanceMetadataBuffer.destroy(),e.instanceVisibilityResource.visibleInstanceIndicesBuffer.destroy(),e.instanceVisibilityResource.visibleCountsBuffer.destroy(),e.instanceVisibilityResource.postVisibleCountsBuffer.destroy(),e.instanceVisibilityResource.visibleInstanceMaskBuffer.destroy(),e.visibilityParamsBuffer.destroy(),e.postVisibilityParamsBuffer.destroy();for(const t of e.ownedMaterials)t.dispose();e.ownedMaterials.length=0,e.residentInstanceBinding.buffer=null,e.residentInstanceBinding.colorBuffer=null,e.residentInstanceBinding.sceneBindGroup=null,e.residentInstanceBinding.shadowBindGroup=null,e.residentInstanceBinding.shadowBindGroups.clear(),e.visibilityBindGroup=null,e.postVisibilityBindGroup=null,e.visibilityClearBindGroup=null,e.visibilityIndirectBuildBindGroup=null,e.postVisibilityIndirectBuildBindGroup=null,e.visibleSceneBindGroup=null,e.visibleDepthSceneBindGroup=null,e.visibleMaterialBindings.length=0,e.visibleDrawMaterialResources.length=0,e.visibleIndirectSubmissionStreams=null,e.visibleIndirectStreamsSceneBindGroup=null,e.visibleIndirectStreamsSampleCount=-1,e.visibleIndirectStreamsColorFormatsKey="",e.indirectForwardBundleCache.clear(),e.directForwardBundle=null,e.directForwardBundleSceneBindGroup=null,e.depthPrepassBundle=null,e.depthPrepassBundleSceneBindGroup=null,e.indirectDepthPrepassBundles.prepass=null,e.indirectDepthPrepassBundles.postpass=null,e.shadowBundles=new WeakMap,e.depthMaterialResources.clear()}},Hn=class{constructor(e,t){this.state=e,this.textureCache=t}state;textureCache;skippedExternalTextureWarnings=new WeakSet;destroyTextureResource(e){e?.texture.destroy()}createTextureSampler(e,t){if(!this.state.device)throw new Error("Renderer is not initialized.");const r="non-filtering"===t,i=r?"nearest":Ii(e.magFilter),n=r?"nearest":Ii(e.minFilter),a=r?"nearest":Ii(e.minFilter),s="comparison"===t?function(e){switch(e){case Ar:return"never";case Rr:return"less";case Dr:return"equal";case Vr:return"less-equal";case Tr:return"greater";case Fr:return"not-equal";case Ir:return"greater-equal";case Mr:return"always";default:return}}(e.compareFunction):void 0,o=r||"linear"!==i||"linear"!==n||"linear"!==a?1:Math.max(1,e.anisotropy);return this.state.device.createSampler({label:`${e.uuid}-sampler`,addressModeU:Ti(e.wrapS),addressModeV:Ti(e.wrapT),addressModeW:Ti(e.wrapR??e.wrapT),magFilter:i,minFilter:n,mipmapFilter:a,maxAnisotropy:o,compare:s})}uploadDataTextureResource(e,t,r){if(!this.state.device)throw new Error("Renderer is not initialized.");const i=function(e){switch(e){case"r8unorm":case"r8snorm":case"r8uint":case"r8sint":return 1;case"r16uint":case"r16sint":case"r16float":case"rg8unorm":case"rg8snorm":case"rg8uint":case"rg8sint":case"depth16unorm":return 2;case"r32uint":case"r32sint":case"r32float":case"rg16uint":case"rg16sint":case"rg16float":case"rgba8unorm":case"rgba8unorm-srgb":case"rgba8snorm":case"rgba8uint":case"rgba8sint":case"bgra8unorm":case"bgra8unorm-srgb":case"rgb9e5ufloat":case"rgb10a2unorm":case"rg11b10ufloat":case"depth32float":return 4;case"rg32uint":case"rg32sint":case"rg32float":case"rgba16uint":case"rgba16sint":case"rgba16float":return 8;case"rgba32uint":case"rgba32sint":case"rgba32float":return 16;default:return null}}(r.format);if(null===i)throw new Error(`Texture format "${r.format}" from "${e.constructor.name}" cannot be uploaded with queue.writeTexture.`);const n=e.mipmaps;if(n&&n.length>0){for(let e=0;e<n.length;e+=1){const a=n[e];if(!a?.data)continue;const s=a.width??Math.max(1,r.width>>e),o=a.height??Math.max(1,r.height>>e),l=a.depth??r.depthOrArrayLayers;this.state.device.queue.writeTexture({texture:t,mipLevel:e},Vi(a.data),{bytesPerRow:s*i,rowsPerImage:o},{width:s,height:o,depthOrArrayLayers:l})}return}const a=e.image;a?.data&&this.state.device.queue.writeTexture({texture:t},a.data,{bytesPerRow:r.width*i,rowsPerImage:r.height},{width:r.width,height:r.height,depthOrArrayLayers:r.depthOrArrayLayers})}uploadCompressedTextureResource(e,t,r){if(!this.state.device)throw new Error("Renderer is not initialized.");const i="bc1-rgba-unorm"===(n=r.format)||"bc1-rgba-unorm-srgb"===n?{byteLength:8,width:4,height:4}:"bc2-rgba-unorm"===n||"bc2-rgba-unorm-srgb"===n||"bc3-rgba-unorm"===n||"bc3-rgba-unorm-srgb"===n?{byteLength:16,width:4,height:4}:"bc4-r-unorm"===n||"bc4-r-snorm"===n?{byteLength:8,width:4,height:4}:"bc5-rg-unorm"===n||"bc5-rg-snorm"===n||"bc6h-rgb-ufloat"===n||"bc6h-rgb-float"===n||"bc7-rgba-unorm"===n||"bc7-rgba-unorm-srgb"===n?{byteLength:16,width:4,height:4}:"etc2-rgb8unorm"===n||"etc2-rgb8unorm-srgb"===n||"etc2-rgb8a1unorm"===n||"etc2-rgb8a1unorm-srgb"===n?{byteLength:8,width:4,height:4}:"etc2-rgba8unorm"===n||"etc2-rgba8unorm-srgb"===n?{byteLength:16,width:4,height:4}:"eac-r11unorm"===n||"eac-r11snorm"===n?{byteLength:8,width:4,height:4}:"eac-rg11unorm"===n||"eac-rg11snorm"===n||"astc-4x4-unorm"===n||"astc-4x4-unorm-srgb"===n?{byteLength:16,width:4,height:4}:"astc-5x4-unorm"===n||"astc-5x4-unorm-srgb"===n?{byteLength:16,width:5,height:4}:"astc-5x5-unorm"===n||"astc-5x5-unorm-srgb"===n?{byteLength:16,width:5,height:5}:"astc-6x5-unorm"===n||"astc-6x5-unorm-srgb"===n?{byteLength:16,width:6,height:5}:"astc-6x6-unorm"===n||"astc-6x6-unorm-srgb"===n?{byteLength:16,width:6,height:6}:"astc-8x5-unorm"===n||"astc-8x5-unorm-srgb"===n?{byteLength:16,width:8,height:5}:"astc-8x6-unorm"===n||"astc-8x6-unorm-srgb"===n?{byteLength:16,width:8,height:6}:"astc-8x8-unorm"===n||"astc-8x8-unorm-srgb"===n?{byteLength:16,width:8,height:8}:"astc-10x5-unorm"===n||"astc-10x5-unorm-srgb"===n?{byteLength:16,width:10,height:5}:"astc-10x6-unorm"===n||"astc-10x6-unorm-srgb"===n?{byteLength:16,width:10,height:6}:"astc-10x8-unorm"===n||"astc-10x8-unorm-srgb"===n?{byteLength:16,width:10,height:8}:"astc-10x10-unorm"===n||"astc-10x10-unorm-srgb"===n?{byteLength:16,width:10,height:10}:"astc-12x10-unorm"===n||"astc-12x10-unorm-srgb"===n?{byteLength:16,width:12,height:10}:"astc-12x12-unorm"===n||"astc-12x12-unorm-srgb"===n?{byteLength:16,width:12,height:12}:null;var n;if(!i)throw new Error(`Compressed texture format "${r.format}" is not supported for upload.`);if(!0===e.isCompressedCubeTexture){const n=e.image;for(let e=0;e<n.length;e+=1){const a=n[e]?.mipmaps??[];for(let n=0;n<a.length;n+=1){const s=a[n];if(!s?.data)continue;const o=s.width??Math.max(1,r.width>>n),l=s.height??Math.max(1,r.height>>n),c=Math.max(1,Math.ceil(o/i.width)),u=Math.max(1,Math.ceil(l/i.height));this.state.device.queue.writeTexture({texture:t,mipLevel:n,origin:{x:0,y:0,z:e}},Vi(s.data),{bytesPerRow:c*i.byteLength,rowsPerImage:u},{width:c*i.width,height:u*i.height,depthOrArrayLayers:1})}}return}const a=e.mipmaps;for(let e=0;e<a.length;e+=1){const n=a[e];if(!n?.data)continue;const s=n.width??Math.max(1,r.width>>e),o=n.height??Math.max(1,r.height>>e),l=Math.max(1,Math.ceil(s/i.width)),c=Math.max(1,Math.ceil(o/i.height));this.state.device.queue.writeTexture({texture:t,mipLevel:e},Vi(n.data),{bytesPerRow:l*i.byteLength,rowsPerImage:c},{width:l*i.width,height:c*i.height,depthOrArrayLayers:r.depthOrArrayLayers})}}uploadExternalTextureResource(e,t,r){if(!this.state.device)throw new Error("Renderer is not initialized.");if(!0===e.isCubeTexture){const i=e.image;if(!Array.isArray(i)||6!==i.length)return void this.warnSkippedExternalTextureUpload(e,r,"CubeTexture must provide exactly six face images.");for(let n=0;n<i.length;n+=1){const a=Ri(i[n]);if(!a)return void this.warnSkippedExternalTextureUpload(e,r,`CubeTexture face ${n} is not a copyable image source.`);try{this.state.device.queue.copyExternalImageToTexture({source:a,flipY:e.flipY},{texture:t,origin:{x:0,y:0,z:n}},{width:r.width,height:r.height,depthOrArrayLayers:1})}catch(t){return void this.warnSkippedExternalTextureUpload(e,r,`CubeTexture face ${n} could not be copied: ${qn(t)}`)}}return}const i=function(e){return Ri(e.image)}(e);if(i)try{this.state.device.queue.copyExternalImageToTexture({source:i,flipY:e.flipY},{texture:t},{width:r.width,height:r.height,depthOrArrayLayers:1})}catch(t){this.warnSkippedExternalTextureUpload(e,r,`copyExternalImageToTexture failed: ${qn(t)}`)}else this.warnSkippedExternalTextureUpload(e,r,"Texture.image is not an HTML image, canvas, video, ImageBitmap, or OffscreenCanvas.")}warnSkippedExternalTextureUpload(e,t,r){if(this.skippedExternalTextureWarnings.has(e))return;this.skippedExternalTextureWarnings.add(e);const i=e.image;console.warn(`[WebGpuRenderer] Skipped upload for texture "${e.name||e.uuid}"; the WebGPU material remains active and samples a zero-cleared fallback texture. ${r}`,{texture:e,textureClass:e.constructor.name,textureName:e.name||void 0,textureUuid:e.uuid,textureFlags:{isRenderTargetTexture:!0===e.isRenderTargetTexture,isVideoTexture:!0===e.isVideoTexture,isCanvasTexture:!0===e.isCanvasTexture,isCubeTexture:!0===e.isCubeTexture},descriptor:t,image:{className:i?.constructor?.name??typeof i,width:i?.width,height:i?.height,depth:i?.depth,src:i?.currentSrc??i?.src,hasData:null!=i?.data,keys:null==i?[]:Object.keys(i).slice(0,16)},userData:e.userData})}uploadTextureResource(e,t,r){!function(e){return!0===e.isCompressedTexture||!0===e.isCompressedArrayTexture}(e)&&!0!==e.isCompressedCubeTexture?!0!==e.isDataTexture&&!0!==e.isDataArrayTexture&&!0!==e.isData3DTexture?this.uploadExternalTextureResource(e,t,r):this.uploadDataTextureResource(e,t,r):this.uploadCompressedTextureResource(e,t,r)}getTextureResource(e){if(!this.state.device)throw new Error("Renderer is not initialized.");const t=this.textureCache.get(e),r=Me(e,this.state.device);if(t&&t.version===e.version&&t.width===r.width&&t.height===r.height&&t.depthOrArrayLayers===r.depthOrArrayLayers&&t.format===r.format&&t.textureDimension===r.textureDimension&&t.viewDimension===r.viewDimension&&t.sampleType===r.sampleType&&t.samplerBindingType===r.samplerBindingType&&t.mipLevelCount===r.mipLevelCount)return t;this.destroyTextureResource(t);const i=this.state.device.createTexture({label:`${e.uuid}-texture`,size:{width:r.width,height:r.height,depthOrArrayLayers:r.depthOrArrayLayers},dimension:r.textureDimension,format:r.format,mipLevelCount:r.mipLevelCount,usage:GPUTextureUsage.TEXTURE_BINDING|GPUTextureUsage.COPY_DST|(r.compressed||"3d"===r.textureDimension?0:GPUTextureUsage.RENDER_ATTACHMENT)});this.uploadTextureResource(e,i,r);const n=this.createTextureSampler(e,r.samplerBindingType),a={version:e.version,width:r.width,height:r.height,depthOrArrayLayers:r.depthOrArrayLayers,format:r.format,textureDimension:r.textureDimension,viewDimension:r.viewDimension,sampleType:r.sampleType,samplerBindingType:r.samplerBindingType,mipLevelCount:r.mipLevelCount,texture:i,view:i.createView("2d"===r.viewDimension?void 0:"2d-array"===r.viewDimension?{dimension:"2d-array",arrayLayerCount:r.depthOrArrayLayers}:{dimension:r.viewDimension}),sampler:n};return this.textureCache.set(e,a),a}};function qn(e){return e instanceof Error?e.message:String(e)}var Kn="\nstruct ShadowCameraUniforms {\n viewProj: mat4x4<f32>,\n lightPositionRange: vec4<f32>,\n};\n\nstruct RendererInstanceData {\n model0: vec4<f32>,\n model1: vec4<f32>,\n model2: vec4<f32>,\n model3: vec4<f32>,\n color: vec4<f32>,\n batching: vec4<f32>,\n previousModel0: vec4<f32>,\n previousModel1: vec4<f32>,\n previousModel2: vec4<f32>,\n previousModel3: vec4<f32>,\n};\n\nstruct PointShadowVertexOutput {\n @builtin(position) position: vec4<f32>,\n @location(0) worldPosition: vec3<f32>,\n};\n\n@group(0) @binding(0) var<uniform> shadowCamera: ShadowCameraUniforms;\n@group(0) @binding(1) var<storage, read> rendererInstances: array<RendererInstanceData>;\n\nfn rendererInstanceModelMatrix(instanceIndex: u32) -> mat4x4<f32> {\n let instance = rendererInstances[instanceIndex];\n return mat4x4<f32>(instance.model0, instance.model1, instance.model2, instance.model3);\n}\n\n@vertex\nfn vsMain(\n @location(0) position: vec3<f32>,\n @builtin(instance_index) instanceIndex: u32\n) -> PointShadowVertexOutput {\n var output: PointShadowVertexOutput;\n let world = rendererInstanceModelMatrix(instanceIndex) * vec4(position, 1.0);\n output.position = shadowCamera.viewProj * world;\n output.worldPosition = world.xyz;\n return output;\n}\n\n@fragment\nfn fsMain(input: PointShadowVertexOutput) -> @location(0) vec4<f32> {\n let distanceToLight = length(input.worldPosition - shadowCamera.lightPositionRange.xyz);\n let normalizedDepth = clamp(distanceToLight / shadowCamera.lightPositionRange.w, 0.0, 1.0);\n return vec4(normalizedDepth, normalizedDepth, normalizedDepth, 1.0);\n}\n",Zn="\nstruct ShadowCameraUniforms {\n viewProj: mat4x4<f32>,\n lightPositionRange: vec4<f32>,\n};\n\nstruct PointShadowVertexOutput {\n @builtin(position) position: vec4<f32>,\n @location(0) worldPosition: vec3<f32>,\n};\n\n@group(0) @binding(0) var<uniform> shadowCamera: ShadowCameraUniforms;\n@group(0) @binding(1) var<storage, read> rendererInstanceMatrices: array<vec4<f32>>;\n\nfn rendererInstanceModelMatrix(instanceIndex: u32) -> mat4x4<f32> {\n let base = instanceIndex * 4u;\n return mat4x4<f32>(\n rendererInstanceMatrices[base + 0u],\n rendererInstanceMatrices[base + 1u],\n rendererInstanceMatrices[base + 2u],\n rendererInstanceMatrices[base + 3u]\n );\n}\n\n@vertex\nfn vsMain(\n @location(0) position: vec3<f32>,\n @builtin(instance_index) instanceIndex: u32\n) -> PointShadowVertexOutput {\n var output: PointShadowVertexOutput;\n let world = rendererInstanceModelMatrix(instanceIndex) * vec4(position, 1.0);\n output.position = shadowCamera.viewProj * world;\n output.worldPosition = world.xyz;\n return output;\n}\n\n@fragment\nfn fsMain(input: PointShadowVertexOutput) -> @location(0) vec4<f32> {\n let distanceToLight = length(input.worldPosition - shadowCamera.lightPositionRange.xyz);\n let normalizedDepth = clamp(distanceToLight / shadowCamera.lightPositionRange.w, 0.0, 1.0);\n return vec4(normalizedDepth, normalizedDepth, normalizedDepth, 1.0);\n}\n",Yn="\nstruct RendererSkinningUniforms {\n bindMatrix: mat4x4<f32>,\n bindMatrixInverse: mat4x4<f32>,\n};\n\n@group(2) @binding(0) var<storage, read> rendererBoneMatrixColumns: array<vec4<f32>>;\n@group(2) @binding(1) var<uniform> rendererSkinning: RendererSkinningUniforms;\n\nfn rendererBoneMatrix(index: u32) -> mat4x4<f32> {\n let base = index * 4u;\n return mat4x4<f32>(\n rendererBoneMatrixColumns[base + 0u],\n rendererBoneMatrixColumns[base + 1u],\n rendererBoneMatrixColumns[base + 2u],\n rendererBoneMatrixColumns[base + 3u],\n );\n}\n\nfn rendererSkinPosition(position: vec3<f32>, skinIndex: vec4<u32>, skinWeight: vec4<f32>) -> vec3<f32> {\n let boundPosition = rendererSkinning.bindMatrix * vec4(position, 1.0);\n let weightSum = skinWeight.x + skinWeight.y + skinWeight.z + skinWeight.w;\n if (weightSum <= 0.0) {\n return position;\n }\n let skinnedPosition =\n (rendererBoneMatrix(skinIndex.x) * boundPosition) * skinWeight.x +\n (rendererBoneMatrix(skinIndex.y) * boundPosition) * skinWeight.y +\n (rendererBoneMatrix(skinIndex.z) * boundPosition) * skinWeight.z +\n (rendererBoneMatrix(skinIndex.w) * boundPosition) * skinWeight.w;\n let fallbackWeight = max(0.0, 1.0 - weightSum);\n return (rendererSkinning.bindMatrixInverse * (skinnedPosition + boundPosition * fallbackWeight)).xyz;\n}\n",Xn=`\nstruct RendererCameraUniforms {\n viewProj: mat4x4<f32>,\n cameraPosition: vec4<f32>,\n viewportAndTime: vec4<f32>,\n view: mat4x4<f32>,\n projection: mat4x4<f32>,\n};\n\nstruct RendererInstanceData {\n model0: vec4<f32>,\n model1: vec4<f32>,\n model2: vec4<f32>,\n model3: vec4<f32>,\n color: vec4<f32>,\n batching: vec4<f32>,\n previousModel0: vec4<f32>,\n previousModel1: vec4<f32>,\n previousModel2: vec4<f32>,\n previousModel3: vec4<f32>,\n};\n\n@group(0) @binding(0) var<uniform> rendererCamera: RendererCameraUniforms;\n@group(0) @binding(1) var<uniform> rendererLights: array<vec4<f32>, 11>;\n@group(0) @binding(2) var<storage, read> rendererInstances: array<RendererInstanceData>;\n\n${Yn}\n\nfn rendererInstanceModelMatrix(instanceIndex: u32) -> mat4x4<f32> {\n let instance = rendererInstances[instanceIndex];\n return mat4x4<f32>(instance.model0, instance.model1, instance.model2, instance.model3);\n}\n\n@vertex\nfn vsMain(\n @location(0) position: vec3<f32>,\n @location(1) skinIndex: vec4<u32>,\n @location(2) skinWeight: vec4<f32>,\n @builtin(instance_index) instanceIndex: u32,\n) -> @builtin(position) @invariant vec4<f32> {\n let world = rendererInstanceModelMatrix(instanceIndex) * vec4(rendererSkinPosition(position, skinIndex, skinWeight), 1.0);\n return rendererCamera.viewProj * world;\n}\n`,Jn=`\nstruct ShadowCameraUniforms {\n viewProj: mat4x4<f32>,\n lightPositionRange: vec4<f32>,\n};\n\nstruct RendererInstanceData {\n model0: vec4<f32>,\n model1: vec4<f32>,\n model2: vec4<f32>,\n model3: vec4<f32>,\n color: vec4<f32>,\n batching: vec4<f32>,\n previousModel0: vec4<f32>,\n previousModel1: vec4<f32>,\n previousModel2: vec4<f32>,\n previousModel3: vec4<f32>,\n};\n\n@group(0) @binding(0) var<uniform> shadowCamera: ShadowCameraUniforms;\n@group(0) @binding(1) var<storage, read> rendererInstances: array<RendererInstanceData>;\n\n${Yn}\n\nfn rendererInstanceModelMatrix(instanceIndex: u32) -> mat4x4<f32> {\n let instance = rendererInstances[instanceIndex];\n return mat4x4<f32>(instance.model0, instance.model1, instance.model2, instance.model3);\n}\n\n@vertex\nfn vsMain(\n @location(0) position: vec3<f32>,\n @location(1) skinIndex: vec4<u32>,\n @location(2) skinWeight: vec4<f32>,\n @builtin(instance_index) instanceIndex: u32,\n) -> @builtin(position) vec4<f32> {\n let world = rendererInstanceModelMatrix(instanceIndex) * vec4(rendererSkinPosition(position, skinIndex, skinWeight), 1.0);\n return shadowCamera.viewProj * world;\n}\n`,Qn=`\nstruct ShadowCameraUniforms {\n viewProj: mat4x4<f32>,\n lightPositionRange: vec4<f32>,\n};\n\nstruct RendererInstanceData {\n model0: vec4<f32>,\n model1: vec4<f32>,\n model2: vec4<f32>,\n model3: vec4<f32>,\n color: vec4<f32>,\n batching: vec4<f32>,\n previousModel0: vec4<f32>,\n previousModel1: vec4<f32>,\n previousModel2: vec4<f32>,\n previousModel3: vec4<f32>,\n};\n\nstruct PointShadowVertexOutput {\n @builtin(position) position: vec4<f32>,\n @location(0) worldPosition: vec3<f32>,\n};\n\n@group(0) @binding(0) var<uniform> shadowCamera: ShadowCameraUniforms;\n@group(0) @binding(1) var<storage, read> rendererInstances: array<RendererInstanceData>;\n\n${Yn}\n\nfn rendererInstanceModelMatrix(instanceIndex: u32) -> mat4x4<f32> {\n let instance = rendererInstances[instanceIndex];\n return mat4x4<f32>(instance.model0, instance.model1, instance.model2, instance.model3);\n}\n\n@vertex\nfn vsMain(\n @location(0) position: vec3<f32>,\n @location(1) skinIndex: vec4<u32>,\n @location(2) skinWeight: vec4<f32>,\n @builtin(instance_index) instanceIndex: u32,\n) -> PointShadowVertexOutput {\n var output: PointShadowVertexOutput;\n let world = rendererInstanceModelMatrix(instanceIndex) * vec4(rendererSkinPosition(position, skinIndex, skinWeight), 1.0);\n output.position = shadowCamera.viewProj * world;\n output.worldPosition = world.xyz;\n return output;\n}\n\n@fragment\nfn fsMain(input: PointShadowVertexOutput) -> @location(0) vec4<f32> {\n let distanceToLight = length(input.worldPosition - shadowCamera.lightPositionRange.xyz);\n let normalizedDepth = clamp(distanceToLight / shadowCamera.lightPositionRange.w, 0.0, 1.0);\n return vec4(normalizedDepth, normalizedDepth, normalizedDepth, 1.0);\n}\n`,ea="\nstruct FullscreenVertexOutput {\n @builtin(position) position: vec4<f32>,\n @location(0) uv: vec2<f32>,\n};\n\n@group(0) @binding(0) var sourceSampler: sampler;\n@group(0) @binding(1) var sourceTexture: texture_2d<f32>;\n\n@vertex\nfn vsMain(@builtin(vertex_index) vertexIndex: u32) -> FullscreenVertexOutput {\n var output: FullscreenVertexOutput;\n let position = array<vec2<f32>, 3>(\n vec2(-1.0, -3.0),\n vec2(-1.0, 1.0),\n vec2(3.0, 1.0),\n );\n let clip = position[vertexIndex];\n output.position = vec4(clip, 0.0, 1.0);\n output.uv = clip * vec2(0.5, -0.5) + vec2(0.5, 0.5);\n return output;\n}\n\n@fragment\nfn fsMain(input: FullscreenVertexOutput) -> @location(0) vec4<f32> {\n let linearColor = textureSample(sourceTexture, sourceSampler, input.uv);\n let low = linearColor.rgb * 12.92;\n let high = 1.055 * pow(max(linearColor.rgb, vec3<f32>(0.0)), vec3<f32>(1.0 / 2.4)) - 0.055;\n let srgb = select(high, low, linearColor.rgb <= vec3<f32>(0.0031308));\n return vec4<f32>(srgb, linearColor.a);\n}\n";function ta(e){if(e.transparent)switch(e.blending){case lt:return{color:{srcFactor:"src-alpha",dstFactor:"one",operation:"add"},alpha:{srcFactor:"one",dstFactor:"one",operation:"add"}};case St:return{color:{srcFactor:"zero",dstFactor:"one-minus-src",operation:"subtract"},alpha:{srcFactor:"one",dstFactor:"one",operation:"subtract"}};case gt:return{color:{srcFactor:"zero",dstFactor:"src",operation:"add"},alpha:{srcFactor:"zero",dstFactor:"src-alpha",operation:"add"}};default:return{color:{srcFactor:"src-alpha",dstFactor:"one-minus-src-alpha",operation:"add"},alpha:{srcFactor:"one",dstFactor:"one-minus-src-alpha",operation:"add"}}}}function ra(e,t,r,i){if(t<0||e[t]!==r)return-1;let n=0;for(let a=t;a<e.length;a+=1)if(e[a]===r&&(n+=1),e[a]===i&&(n-=1,0===n))return a;return-1}function ia(e,t,r){const i=function(e,t="fsMain"){const r=e.replace(/\/\*[\s\S]*?\*\//g,"").replace(/\/\/.*$/gm,""),i=t.replace(/[.*+?^${}()|[\]\\]/g,"\\$&"),n=new RegExp(`@fragment\\s+fn\\s+${i}\\s*\\(`).exec(r);if(!n)return null;const a=r.indexOf("(",n.index),s=ra(r,a,"(",")");if(s<0)return null;const o=r.indexOf("{",s+1);if(o<0)return null;const l=r.slice(s+1,o),c=/->\s*@location\s*\(\s*(\d+)\s*\)/.exec(l);if(c)return new Set([Number(c[1])]);const u=/->\s*((?:@\w+(?:\s*\([^)]*\))?\s*)*)([A-Za-z_]\w*)/.exec(l);if(!u)return new Set;const d=u[2].replace(/[.*+?^${}()|[\]\\]/g,"\\$&"),h=new RegExp(`\\bstruct\\s+${d}\\s*\\{`).exec(r);if(!h)return null;const p=r.indexOf("{",h.index),f=ra(r,p,"{","}");if(f<0)return null;const m=new Set,g=/@location\s*\(\s*(\d+)\s*\)/g,v=r.slice(p+1,f);for(const e of v.matchAll(g))m.add(Number(e[1]));return m}(e);return t.map((e,t)=>null===i||i.has(t)?{format:e,blend:r}:{format:e,writeMask:0})}function na(e){const t=e.userData.motionBlurMode;if(null==t&&e.isSkinnedMesh)return 1;if("number"==typeof t&&Number.isFinite(t))return Math.max(0,Math.min(3,Math.round(t)));switch(t){case"disabled":case"Disabled":return 0;case"cameraOnly":case"CameraOnly":return 1;case"forceObjectBlur":case"ForceObjectBlur":return 3;default:return 2}}function aa(e){const t=Number(e.userData.motionBlurScale??1);return Number.isFinite(t)?Math.max(0,Math.min(t,8)):1}var sa="chromium-experimental-multi-draw-indirect";function oa(e,t){return Number(t.castShadow)-Number(e.castShadow)}var la=[Yr],ca=[{name:"position",shaderLocation:0,format:"float32x3"},{name:"normal",shaderLocation:1,format:"float32x3",defaultValue:[0,0,1]},{name:"uv",shaderLocation:2,format:"float32x2",defaultValue:[0,0]},{name:"color",shaderLocation:3,format:"float32x4",defaultValue:[1,1,1,1]},{name:"skinIndex",shaderLocation:4,format:"uint32x4"},{name:"skinWeight",shaderLocation:5,format:"float32x4"}];function ua(e){return e.wireframe&&"triangle-list"===e.primitiveTopology?"line-list":e.primitiveTopology}function da(e,t,r){if(!ua(e).startsWith("triangle"))return"none";if("directionalShadow"===t){if(r&&null===e.shadowSide)return"none";const t=e.shadowSide??(e.side===ct?ft:e.side===pt?pt:ct);return t===pt?"none":t===ct?"front":"back"}return e.side===pt?"none":e.side===ct?"front":"back"}function ha(e){if(void 0===e)return 1;if(!Number.isFinite(e)||e<=0||e>1)throw new RangeError("renderScale must be a finite number greater than 0 and at most 1.");return e}var pa=class{canvas;clearColor;powerPreference;shadowMapSize;directionalShadowsEnabled=!0;spotShadowMapSize;pointShadowMapSize;fallbackMaterial;materialResolver;toonOutlineMaterialCache=new WeakMap;fallbackSkinnedMaterial;invokeObjectRenderCallbacks;sampleCount;renderScale;hiZOcclusionCullingEnabled;multiDrawIndirectEnabled;dynamicBatchingEnabled;multiDrawIndirectSupported=!1;renderGraphProfilingEnabled;indirectFirstInstanceSupported=!1;timestampQuerySupported=!1;geometryCache=new WeakMap;skinnedGeometryCache=new Map;skinPaletteCache=new WeakMap;skinPaletteResources=new Set;meshExtractionCache=new WeakMap;resolvedMaterialFrameCache=new WeakMap;instancedMeshExtractionCache=new WeakMap;batchedMeshExtractionCache=new WeakMap;materialCache=new WeakMap;skinnedMaterialCache=new WeakMap;materialCacheVisible=new WeakMap;materialCacheDirect=new WeakMap;materialNoReceiveShadowCache=new WeakMap;skinnedMaterialNoReceiveShadowCache=new WeakMap;materialNoReceiveShadowCacheVisible=new WeakMap;materialNoReceiveShadowCacheDirect=new WeakMap;depthPrepassMaterialCache=new WeakMap;directionalShadowMaterialCache=new WeakMap;skinnedDirectionalShadowMaterialCache=new WeakMap;directionalShadowMaterialCacheDirect=new WeakMap;lineMaterialCache=new WeakMap;lineBasicMaterialCache=new WeakMap;lineProxyCache=new WeakMap;spriteProxyCache=new WeakMap;depthMaterialFrameCache=new WeakMap;forwardMaterialFastCache=new WeakMap;forwardMaterialTargetFastCache=new WeakMap;forwardMaterialFrameCache=new WeakMap;drawMaterialResourceFrameValidation=new WeakMap;depthMaterialFastCache=new WeakMap;sharedForwardPipelineCache=new Map;sharedForwardPipelinePromiseCache=new Map;sharedDepthPipelineCache=new Map;sharedDepthPipelinePromiseCache=new Map;state=function(){return{device:null,context:null,format:null,mainDepthTexture:null,mainDepthView:null,sceneColorTexture:null,sceneColorView:null,sceneColorSnapshotTexture:null,sceneColorSnapshotView:null,sceneDepthSnapshotTexture:null,sceneDepthSnapshotView:null,postProcessColorTexture:null,postProcessColorView:null,cameraBuffer:null,lightBuffer:null,shadowCameraBuffer:null,shadowCameraBufferPool:[],sharedShadowBindGroupByCameraBuffer:new Map,instanceBuffer:null,instanceBufferSize:0,drawMetadataResource:null,sharedSceneBindGroup:null,sharedShadowBindGroup:null,indirectForwardBundleCache:new Map,directForwardBundleCache:new Map,sceneBindGroupLayout:null,directSceneBindGroupLayout:null,visibleSceneBindGroupLayout:null,visibleDepthSceneBindGroupLayout:null,shadowBindGroupLayout:null,directShadowBindGroupLayout:null,emptyBindGroupLayout:null,skinningBindGroupLayout:null,sceneTextureBindGroupLayout:null,sceneTextureBindGroup:null,shadowComparisonSampler:null,linearClampSampler:null,nearestClampSampler:null,fullscreenTextureBindGroupLayout:null,directionalShadowTexture:null,directionalShadowView:null,directionalShadowLayerViews:[],pointShadowTexture:null,pointShadowArrayView:null,pointShadowFaceViews:[],pointShadowDepthTexture:null,pointShadowDepthFaceViews:[],spotShadowTexture:null,spotShadowView:null,spotShadowLayerViews:[],spotLightMapTexture:null,spotLightMapView:null,hizTexture:null,hizView:null,hizMipViews:[],hizCopyBindGroup:null,hizReduceBindGroups:[],visibilityBindGroup:null,visibilityBindGroupMetadataResource:null,presentBindGroups:new WeakMap,hizMipCount:1,temporalHiZHistoryValid:!1,temporalVisibilityBuffer:null,visibilityParamsBuffer:null,hizCopyKernel:null,hizReduceKernel:null,visibilityKernel:null,staticVisibilityClearKernel:null,staticVisibilityCullKernel:null,staticVisibilityIndirectBuildKernel:null,depthPrepassPipeline:null,depthPrepassPipelineVisible:null,depthPrepassPipelineDirect:null,skinnedDepthPrepassPipeline:null,shadowDepthPipeline:null,shadowDepthPipelineDirect:null,skinnedShadowDepthPipeline:null,pointShadowPipeline:null,pointShadowPipelineDirect:null,skinnedPointShadowPipeline:null,presentPipeline:null,sceneColorSnapshotPipeline:null,sceneColorSnapshotBindGroups:new WeakMap,pixelRatio:1,width:1,height:1,presentationWidth:1,presentationHeight:1,frameTimeSeconds:0,frameIndex:0,directionalShadowTextureSize:1,pointShadowTextureSize:1,spotShadowTextureSize:1,latestFrameProfile:null,latestCompletedFrameProfile:null,residentSceneBindGroupVersion:0,residentShadowBindGroupVersion:0,initialized:!1}}();textureCache=new WeakMap;graphTextureBindGroupCache=new WeakMap;materialGraphTextureReadCache=new WeakMap;defaultInstanceAttributeBuffers=new Map;textureManager=new Hn(this.state,this.textureCache);renderGraph=new tr;nativePostSubmit;presentationOverlay;presentationOverlayContext={device:null,encoder:null,targetView:null,targetFormat:"bgra8unorm",presentationWidth:1,presentationHeight:1};directionalShadowCameras=Array.from({length:4},()=>new wt(-10,10,10,-10,.1,80));pointShadowCameras=Array.from({length:4},()=>ei.map(()=>new bt(90,1,.1,25)));spotShadowCameras=Array.from({length:4},()=>new bt(60,1,.5,500));colorTargetCache=new Map;msaaColorTargetCache=new Map;msaaDepthTargetCache=new Map;sourceInstanceDataScratch=new Nn(4096);opaqueInstanceDataScratch=new Nn(4096);finalInstanceDataScratch=new Nn(4096);residentInstanceUploadsScratch=[];gpuOpaqueDrawsScratch=[];directOpaqueDrawsScratch=[];stagedOpaqueDrawsScratch=[];residentOpaqueDrawsScratch=[];retiredGeometryResources=[];retiredGeometryBuffers=[];vertexAttributeBufferKeyCache=new WeakMap;standardVertexAttributeCache=new WeakMap;geometryVertexBufferFastCache=new WeakMap;vertexAttributeGroupCache=new WeakMap;materialVertexAttributeCache=new WeakMap;vertexBufferBindingPlanCache=new WeakMap;vertexAttributeGroupBufferKeyCache=new WeakMap;compileDrawScratch=[];dynamicIndirectSubmissionCache=new WeakMap;indirectStreamKeyCache=new WeakMap;nextIndirectStreamKey=1;indirectBundleInvalidationVersion=0;colorFormatsIdentityCache=new WeakMap;colorFormatsValueCache=new Map([[Yr,1]]);nextColorFormatsId=2;renderBundleScratch=[];indirectMaterialResourcesScratch=[];directBundleDrawStatsScratch={drawCallCount:0,triangleCount:0};sortedOpaqueBatchesScratch=[];opaqueBatchPool=[];opaqueBatchPoolCount=0;drawCallPool=[];drawCallPoolCount=0;staticDrawSets=[];materialPassStaticBundleCache=new WeakMap;staticDrawSetManager=new _n(this.state,this.staticDrawSets,e=>this.getGeometryResource(e),e=>this.resolveMaterial(e),(e,t)=>this.ensureWireframeIndex(e,t));staticFrameToken=0;hizResourceVersion=0;graphTextureResourceVersion=0;visibilityParamsUpload=new Uint32Array(4);drawMetadataUpload=new Float32Array(0);indirectDrawUpload=new Uint32Array(0);extractedAmbientScratch=new Mt;extractedHemisphereScratch=this.createExtractedHemisphereLightScratch();extractedBoundsMinScratch=new Pt;extractedBoundsMaxScratch=new Pt;extractedDirectionalLightsScratch=Array.from({length:4},()=>this.createExtractedDirectionalLightScratch());extractedPointLightsScratch=Array.from({length:Nr},()=>this.createExtractedPointLightScratch());extractedSpotLightsScratch=Array.from({length:_r},()=>this.createExtractedSpotLightScratch());activeDirectionalLightsScratch=[];activePointLightsScratch=[];activeSpotLightsScratch=[];fogVolumeObjectsScratch=[];resolvedMeshMaterialsScratch=[];extractedLightsScratch={ambient:this.extractedAmbientScratch,hemisphere:null,directionals:this.activeDirectionalLightsScratch,points:this.activePointLightsScratch,spots:this.activeSpotLightsScratch,directional:null,point:null,spot:null};extractedFrameScratch={scene:null,camera:null,fogVolumeObjects:this.fogVolumeObjectsScratch,gpuOpaqueDraws:this.gpuOpaqueDrawsScratch,directOpaqueDraws:this.directOpaqueDrawsScratch,transparentDraws:[],instanceData:this.finalInstanceDataScratch,residentInstanceUploads:this.residentInstanceUploadsScratch,lights:this.extractedLightsScratch,boundsMin:this.extractedBoundsMinScratch,boundsMax:this.extractedBoundsMaxScratch};cameraUniformScratch=new Float32Array(104);temporalVisibilityUniformScratch=new Float32Array(44);lightUniformScratch=new Float32Array(ti);spotLightMapAtlasSignature="";spotLightMapAtlasSize=0;spotLightMapAtlasLayout=null;spotLightMapAtlasPipeline=null;csmCascadeRanges=Array.from({length:4},()=>new Ct);csmCascadeCount=0;csmCascadeLights=[];shadowCameraUniformScratch=new Float32Array(64);cameraViewProjScratch=new vt;cameraProjectionScratch=new vt;projectionJitterPixels=new Ct;temporalVisibilityCurrentViewProj=new vt;temporalVisibilityPreviousViewProj=new vt;motionVectorProjection=new vt;motionVectorCurrentViewProj=new vt;motionVectorPreviousViewProj=new vt;motionVectorProjectionPending=!1;motionVectorHistoryValid=!1;motionVectorHistoryGeneration=1;lastMotionVectorTimeSeconds=Number.NaN;objectMotionHistory=new WeakMap;cameraFrustumPlanesScratch=new Float32Array(24);objectTraversalStackScratch=[];isSphereVisibleScratch=(e,t,r,i,n)=>!n||Xi(this.cameraFrustumPlanesScratch,e,t,r,i);isSphereVisibleForCompilationScratch=()=>!0;updateExtractedBoundsFromMatrixScratch=e=>{const t=this.extractedBoundsMinScratch,r=this.extractedBoundsMaxScratch,i=e[12],n=e[13],a=e[14];i<t.x&&(t.x=i),n<t.y&&(t.y=n),a<t.z&&(t.z=a),i>r.x&&(r.x=i),n>r.y&&(r.y=n),a>r.z&&(r.z=a)};transparentSortCameraPositionScratch=new Pt;transparentSortCameraForwardScratch=new Pt;temporalVisibilityCurrentCameraPosition=new Pt;temporalVisibilityPreviousCameraPosition=new Pt;shadowViewProjScratch=new vt;extractionVersion=0;graphBuilder=(e,t)=>{t.addDirectionalShadowPass(),t.addPointShadowPass(),t.addSpotShadowPass(),t.addDepthPrepass(),t.addHiZPasses(),t.addVisibilityPass(),t.addForwardPass(),t.addPresentPass()};createExtractedDirectionalLightScratch(){return{sourceLight:null,position:new Pt,target:new Pt,direction:new Pt,color:new Pt,intensity:0,volumetricIntensity:1,castShadow:!1,shadowBias:0,shadowNormalBias:0,shadowRadius:1,shadowIntensity:1,shadowMapSize:this.shadowMapSize,shadowCameraLeft:-5,shadowCameraRight:5,shadowCameraTop:5,shadowCameraBottom:-5,shadowCameraNear:.5,shadowCameraFar:500}}createExtractedHemisphereLightScratch(){return{direction:new Pt(0,1,0),skyColor:new Pt,groundColor:new Pt,intensity:0}}createExtractedPointLightScratch(){return{sourceLight:null,position:new Pt,color:new Pt,intensity:0,volumetricIntensity:1,distance:0,range:25,decay:2,castShadow:!1,shadowBias:0,shadowNormalBias:0,shadowRadius:1,shadowIntensity:1,shadowMapSize:this.pointShadowMapSize,shadowCameraNear:.5,shadowCameraFar:500}}createExtractedSpotLightScratch(){return{sourceLight:null,position:new Pt,direction:new Pt(0,-1,0),color:new Pt,intensity:0,volumetricIntensity:1,range:500,angle:Math.PI/3,penumbra:0,decay:2,castShadow:!1,shadowBias:0,shadowNormalBias:0,shadowRadius:1,shadowIntensity:1,shadowMapSize:this.shadowMapSize,shadowCameraNear:.5,shadowCameraFar:500,shadowCameraFov:60,map:null}}constructor(e){this.canvas=e.canvas,this.nativePostSubmit=e.nativePostSubmit,this.presentationOverlay=e.presentationOverlay,this.clearColor=[...e.clearColor??[0,0,0,1]],this.powerPreference=e.powerPreference,this.shadowMapSize=e.shadowMapSize??2048,this.spotShadowMapSize=this.shadowMapSize,this.pointShadowMapSize=e.pointShadowMapSize??1024,this.fallbackMaterial=e.fallbackMaterial??null,this.materialResolver=e.materialResolver,this.fallbackSkinnedMaterial=e.fallbackSkinnedMaterial??new Kt({vertexShader:"\nstruct VertexInput {\n @location(0) position: vec3<f32>,\n @location(1) normal: vec3<f32>,\n @location(2) uv: vec2<f32>,\n @location(3) color: vec4<f32>,\n @location(4) skinIndex: vec4<u32>,\n @location(5) skinWeight: vec4<f32>,\n @builtin(instance_index) instanceIndex: u32,\n};\n\nstruct VertexOutput {\n @builtin(position) position: vec4<f32>,\n @location(0) worldNormal: vec3<f32>,\n};\n\n@vertex\nfn vsMain(input: VertexInput) -> VertexOutput {\n var output: VertexOutput;\n let skinnedPosition = rendererSkinPosition(input.position, input.skinIndex, input.skinWeight);\n let skinnedNormal = rendererSkinNormal(input.normal, input.skinIndex, input.skinWeight);\n output.position = rendererClipPosition(skinnedPosition, input.instanceIndex);\n output.worldNormal = rendererWorldNormal(skinnedNormal, input.instanceIndex);\n return output;\n}\n",fragmentShader:"\nstruct VertexOutput {\n @builtin(position) position: vec4<f32>,\n @location(0) worldNormal: vec3<f32>,\n};\n\n@fragment\nfn fsMain(input: VertexOutput) -> @location(0) vec4<f32> {\n let normal = normalize(input.worldNormal);\n let diffuse = max(dot(normal, normalize(rendererDirectionalLightDirection())), 0.0);\n let lighting = rendererIndirectDiffuse(normal) + rendererDirectionalLightColor() * diffuse;\n return vec4<f32>(vec3<f32>(0.72, 0.76, 0.82) * lighting, 1.0);\n}\n",vertexAttributes:ca}),this.invokeObjectRenderCallbacks=e.invokeObjectRenderCallbacks??!0,this.state.directionalShadowTextureSize=this.shadowMapSize,this.state.pointShadowTextureSize=this.pointShadowMapSize,this.state.spotShadowTextureSize=this.shadowMapSize,this.sampleCount=an(e.sampleCount),this.renderScale=ha(e.renderScale),this.hiZOcclusionCullingEnabled=e.hiZOcclusionCulling??!1,this.multiDrawIndirectEnabled=e.multiDrawIndirect??!0,this.dynamicBatchingEnabled=e.dynamicBatching??!0,this.renderGraphProfilingEnabled=e.renderGraphProfiling??!1}resolveMaterial(e){if(!1===e?.visible)return null;if(e&&Zt(e))return e;if(!e)return this.fallbackMaterial;if(!0===e.isLineMaterial)return this.resolveLineMaterial(e);const t=this.resolvedMaterialFrameCache.get(e);if(t?.extractionVersion===this.extractionVersion)return t.material;let r=e.transparent||function(e){if(e.transparent)return!0;if(e instanceof Bt)return null!=e.uniforms.hology_depth_map||null!=e.uniforms.hology_scene_map;if(e instanceof Kt)return e.requiresLatePass();return!1}(e)?"late":"opaque",i=this.materialResolver?.(e,r);"opaque"===r&&i?.requiresLatePass()&&(r="late",i=this.materialResolver?.(e,r));const n=void 0===i?this.fallbackMaterial:i;return this.resolvedMaterialFrameCache.set(e,{extractionVersion:this.extractionVersion,material:n}),void 0!==i?i:n}resolveLineMaterial(e){let t=this.lineMaterialCache.get(e);t||(t=new Kt({vertexShader:"\nstruct VertexInput {\n @location(0) position: vec3<f32>,\n @location(4) instanceStart: vec3<f32>,\n @location(5) instanceEnd: vec3<f32>,\n @builtin(instance_index) instanceIndex: u32,\n};\n\nstruct VertexOutput {\n @builtin(position) position: vec4<f32>,\n @location(0) color: vec4<f32>,\n};\n\n@vertex\nfn vsMain(input: VertexInput) -> VertexOutput {\n var output: VertexOutput;\n let start = rendererCamera.view * rendererWorldPosition(input.instanceStart, input.instanceIndex);\n let end = rendererCamera.view * rendererWorldPosition(input.instanceEnd, input.instanceIndex);\n let clipStart = rendererCamera.projection * start;\n let clipEnd = rendererCamera.projection * end;\n let ndcStart = clipStart.xy / clipStart.w;\n let ndcEnd = clipEnd.xy / clipEnd.w;\n let aspect = rendererCamera.viewportAndTime.x / max(rendererCamera.viewportAndTime.y, 1.0);\n var direction = ndcEnd - ndcStart;\n direction.x *= aspect;\n direction = normalize(select(vec2<f32>(1.0, 0.0), direction, length(direction) > 0.00001));\n var offset = vec2<f32>(direction.y, -direction.x);\n direction.x /= aspect;\n offset.x /= aspect;\n if (input.position.x < 0.0) { offset = -offset; }\n if (input.position.y < 0.0) {\n offset -= direction;\n } else if (input.position.y > 1.0) {\n offset += direction;\n }\n offset *= materialUniforms.linewidth / max(rendererCamera.viewportAndTime.y, 1.0);\n var clip = select(clipEnd, clipStart, input.position.y < 0.5);\n // clip.xy += offset * clip.w;\n let offsetW = offset * clip.w;\n clip = vec4<f32>(clip.x + offsetW.x, clip.y + offsetW.y, clip.z, clip.w);\n output.position = clip;\n output.color = vec4<f32>(materialUniforms.color, materialUniforms.opacity);\n return output;\n}\n",fragmentShader:"\nstruct FragmentInput {\n @builtin(position) position: vec4<f32>,\n @location(0) color: vec4<f32>,\n};\n\n@fragment\nfn fsMain(input: FragmentInput) -> @location(0) vec4<f32> {\n return input.color;\n}\n",uniforms:{color:new ht(1,1,1),opacity:1,linewidth:1},vertexAttributes:[{name:"position",shaderLocation:0,format:"float32x3"},{name:"instanceStart",shaderLocation:4,format:"float32x3",stepMode:"instance"},{name:"instanceEnd",shaderLocation:5,format:"float32x3",stepMode:"instance"}],transparent:!0,side:pt,depthTest:e.depthTest,depthWrite:e.depthWrite}),this.lineMaterialCache.set(e,t));const r=e,i=r.color;return i&&t.uniforms.color.value.copy(i),t.uniforms.opacity.value=r.opacity??1,t.uniforms.linewidth.value=r.linewidth??1,t.transparent=e.transparent||(r.opacity??1)<1,t.depthTest=e.depthTest,t.depthWrite=e.depthWrite,t}resolveLineBasicMaterial(e,t){let r=this.lineBasicMaterialCache.get(e);r||(r=new Map,this.lineBasicMaterialCache.set(e,r));let i=r.get(t);i||(i=new Kt({vertexShader:"\nstruct VertexInput {\n @location(0) position: vec3<f32>,\n @builtin(instance_index) instanceIndex: u32,\n};\nstruct VertexOutput {\n @builtin(position) position: vec4<f32>,\n};\n@vertex\nfn vsMain(input: VertexInput) -> VertexOutput {\n return VertexOutput(rendererClipPosition(input.position, input.instanceIndex));\n}\n",fragmentShader:"\n@fragment\nfn fsMain() -> @location(0) vec4<f32> {\n return vec4<f32>(materialUniforms.color, materialUniforms.opacity);\n}\n",uniforms:{color:new ht(1,1,1),opacity:1},primitiveTopology:t,depthTest:e.depthTest,depthWrite:e.depthWrite}),r.set(t,i));const n=e;return n.color&&i.uniforms.color.value.copy(n.color),i.uniforms.opacity.value=n.opacity??1,i.transparent=e.transparent||(n.opacity??1)<1,i.depthTest=e.depthTest,i.depthWrite=e.depthWrite,i}resolveSkinnedMaterial(e){const t=this.resolveMaterial(e);return null===t?null:function(e){const t=e.vertexAttributes.find(e=>"skinIndex"===e.name),r=e.vertexAttributes.find(e=>"skinWeight"===e.name);return e.vertexShader.includes("USE_SKINNING")||"uint32x4"===t?.format&&"float32x4"===r?.format&&e.vertexShader.includes("rendererSkinPosition(")}(t)?t:this.fallbackSkinnedMaterial}hasRenderCallbacks(e){return null!==e&&this.invokeObjectRenderCallbacks&&function(e){return null!==e&&(e.onBeforeRender!==Er.prototype.onBeforeRender||e.onAfterRender!==Er.prototype.onAfterRender)}(e)}async initialize(e){if(!("gpu"in navigator))throw new Error("WebGPU is not available in this browser.");const t=e??await navigator.gpu.requestAdapter({powerPreference:this.powerPreference});if(!t)throw new Error("A WebGPU adapter could not be created.");const r=[];t.features.has("indirect-first-instance")&&r.push("indirect-first-instance"),t.features.has("timestamp-query")&&r.push("timestamp-query"),t.features.has("texture-compression-bc")&&r.push("texture-compression-bc"),t.features.has("texture-compression-etc2")&&r.push("texture-compression-etc2"),t.features.has("texture-compression-astc")&&r.push("texture-compression-astc"),t.features.has("float32-filterable")&&r.push("float32-filterable"),t.features.has(sa)&&r.push(sa);const i=t.limits;try{this.state.device=await t.requestDevice({requiredFeatures:r,requiredLimits:{maxTextureArrayLayers:i.maxTextureArrayLayers,maxBufferSize:i.maxBufferSize,maxStorageBufferBindingSize:i.maxStorageBufferBindingSize,maxStorageBuffersPerShaderStage:i.maxStorageBuffersPerShaderStage}})}catch(e){throw new Error("A WebGPU device could not be created.")}let n=!1;if("function"==typeof this.state.device.addEventListener&&this.state.device.addEventListener("uncapturederror",e=>{n||(console.error("Uncaptured WebGPU device error",e.error.message,e.error),n=!0)}),this.state.device.lost.then(e=>{"destroyed"!==e.reason&&console.error("WebGPU device lost",e.reason,e.message)}),this.indirectFirstInstanceSupported=r.includes("indirect-first-instance"),this.timestampQuerySupported=r.includes("timestamp-query"),this.multiDrawIndirectSupported=r.includes(sa),this.state.context=this.canvas.getContext("webgpu"),!this.state.context)throw new Error("The canvas does not provide a WebGPU context.");this.state.format=navigator.gpu.getPreferredCanvasFormat(),this.state.context.configure({device:this.state.device,format:this.state.format,alphaMode:"premultiplied"}),this.state.cameraBuffer=this.state.device.createBuffer({label:"renderer-camera-buffer",size:416,usage:GPUBufferUsage.UNIFORM|GPUBufferUsage.COPY_DST}),this.state.temporalVisibilityBuffer=this.state.device.createBuffer({label:"renderer-temporal-visibility-buffer",size:176,usage:GPUBufferUsage.UNIFORM|GPUBufferUsage.COPY_DST}),this.state.lightBuffer=this.state.device.createBuffer({label:"renderer-light-buffer",size:16016,usage:GPUBufferUsage.UNIFORM|GPUBufferUsage.COPY_DST}),this.state.shadowCameraBuffer=this.state.device.createBuffer({label:"renderer-shadow-camera-buffer",size:256,usage:GPUBufferUsage.UNIFORM|GPUBufferUsage.COPY_DST}),this.state.sceneBindGroupLayout=this.state.device.createBindGroupLayout({label:"renderer-scene-layout",entries:[{binding:0,visibility:GPUShaderStage.VERTEX|GPUShaderStage.FRAGMENT,buffer:{type:"uniform"}},{binding:1,visibility:GPUShaderStage.FRAGMENT,buffer:{type:"uniform"}},{binding:2,visibility:GPUShaderStage.VERTEX|GPUShaderStage.FRAGMENT,buffer:{type:"read-only-storage"}},{binding:3,visibility:GPUShaderStage.FRAGMENT,sampler:{type:"comparison"}},{binding:4,visibility:GPUShaderStage.FRAGMENT,texture:{sampleType:"depth",viewDimension:"2d-array"}},{binding:5,visibility:GPUShaderStage.FRAGMENT,sampler:{type:"filtering"}},{binding:6,visibility:GPUShaderStage.FRAGMENT,texture:{sampleType:"float",viewDimension:"2d-array"}},{binding:7,visibility:GPUShaderStage.FRAGMENT,texture:{sampleType:"depth",viewDimension:"2d-array"}},{binding:9,visibility:GPUShaderStage.FRAGMENT,texture:{sampleType:"float",viewDimension:"2d"}}]}),this.state.directSceneBindGroupLayout=this.state.device.createBindGroupLayout({label:"renderer-direct-scene-layout",entries:[{binding:0,visibility:GPUShaderStage.VERTEX|GPUShaderStage.FRAGMENT,buffer:{type:"uniform"}},{binding:1,visibility:GPUShaderStage.FRAGMENT,buffer:{type:"uniform"}},{binding:2,visibility:GPUShaderStage.VERTEX|GPUShaderStage.FRAGMENT,buffer:{type:"read-only-storage"}},{binding:3,visibility:GPUShaderStage.VERTEX|GPUShaderStage.FRAGMENT,buffer:{type:"read-only-storage"}},{binding:4,visibility:GPUShaderStage.FRAGMENT,sampler:{type:"comparison"}},{binding:5,visibility:GPUShaderStage.FRAGMENT,texture:{sampleType:"depth",viewDimension:"2d-array"}},{binding:6,visibility:GPUShaderStage.FRAGMENT,sampler:{type:"filtering"}},{binding:7,visibility:GPUShaderStage.FRAGMENT,texture:{sampleType:"float",viewDimension:"2d-array"}},{binding:8,visibility:GPUShaderStage.FRAGMENT,texture:{sampleType:"depth",viewDimension:"2d-array"}},{binding:10,visibility:GPUShaderStage.FRAGMENT,texture:{sampleType:"float",viewDimension:"2d"}}]}),this.state.visibleSceneBindGroupLayout=this.state.device.createBindGroupLayout({label:"renderer-visible-scene-layout",entries:[{binding:0,visibility:GPUShaderStage.VERTEX|GPUShaderStage.FRAGMENT,buffer:{type:"uniform"}},{binding:1,visibility:GPUShaderStage.FRAGMENT,buffer:{type:"uniform"}},{binding:2,visibility:GPUShaderStage.VERTEX|GPUShaderStage.FRAGMENT,buffer:{type:"read-only-storage"}},{binding:3,visibility:GPUShaderStage.FRAGMENT,sampler:{type:"comparison"}},{binding:4,visibility:GPUShaderStage.FRAGMENT,texture:{sampleType:"depth",viewDimension:"2d-array"}},{binding:5,visibility:GPUShaderStage.FRAGMENT,sampler:{type:"filtering"}},{binding:6,visibility:GPUShaderStage.FRAGMENT,texture:{sampleType:"float",viewDimension:"2d-array"}},{binding:7,visibility:GPUShaderStage.FRAGMENT,texture:{sampleType:"depth",viewDimension:"2d-array"}},{binding:8,visibility:GPUShaderStage.VERTEX|GPUShaderStage.FRAGMENT,buffer:{type:"read-only-storage"}},{binding:9,visibility:GPUShaderStage.FRAGMENT,texture:{sampleType:"float",viewDimension:"2d"}}]}),this.state.visibleDepthSceneBindGroupLayout=this.state.device.createBindGroupLayout({label:"renderer-visible-depth-scene-layout",entries:[{binding:0,visibility:GPUShaderStage.VERTEX,buffer:{type:"uniform"}},{binding:2,visibility:GPUShaderStage.VERTEX,buffer:{type:"read-only-storage"}},{binding:3,visibility:GPUShaderStage.VERTEX,buffer:{type:"read-only-storage"}}]}),this.state.shadowBindGroupLayout=this.state.device.createBindGroupLayout({label:"renderer-shadow-layout",entries:[{binding:0,visibility:GPUShaderStage.VERTEX|GPUShaderStage.FRAGMENT,buffer:{type:"uniform"}},{binding:1,visibility:GPUShaderStage.VERTEX|GPUShaderStage.FRAGMENT,buffer:{type:"read-only-storage"}}]}),this.state.directShadowBindGroupLayout=this.state.device.createBindGroupLayout({label:"renderer-direct-shadow-layout",entries:[{binding:0,visibility:GPUShaderStage.VERTEX|GPUShaderStage.FRAGMENT,buffer:{type:"uniform"}},{binding:1,visibility:GPUShaderStage.VERTEX|GPUShaderStage.FRAGMENT,buffer:{type:"read-only-storage"}},{binding:2,visibility:GPUShaderStage.VERTEX|GPUShaderStage.FRAGMENT,buffer:{type:"read-only-storage"}}]}),this.state.emptyBindGroupLayout=this.state.device.createBindGroupLayout({label:"renderer-empty-layout",entries:[]}),this.state.skinningBindGroupLayout=this.state.device.createBindGroupLayout({label:"renderer-skinning-layout",entries:[{binding:0,visibility:GPUShaderStage.VERTEX|GPUShaderStage.FRAGMENT,buffer:{type:"read-only-storage"}},{binding:1,visibility:GPUShaderStage.VERTEX|GPUShaderStage.FRAGMENT,buffer:{type:"uniform"}},{binding:2,visibility:GPUShaderStage.VERTEX|GPUShaderStage.FRAGMENT,buffer:{type:"read-only-storage"}}]}),this.state.sceneTextureBindGroupLayout=this.state.device.createBindGroupLayout({label:"renderer-scene-texture-layout",entries:[{binding:0,visibility:GPUShaderStage.FRAGMENT,sampler:{type:"filtering"}},{binding:1,visibility:GPUShaderStage.FRAGMENT,texture:{sampleType:"float"}},{binding:2,visibility:GPUShaderStage.FRAGMENT,sampler:{type:"non-filtering"}},{binding:3,visibility:GPUShaderStage.FRAGMENT,texture:{sampleType:"depth"}}]}),this.state.residentSceneBindGroupVersion+=1,this.state.residentShadowBindGroupVersion+=1,this.state.fullscreenTextureBindGroupLayout=this.state.device.createBindGroupLayout({label:"renderer-fullscreen-texture-layout",entries:[{binding:0,visibility:GPUShaderStage.FRAGMENT,sampler:{type:"filtering"}},{binding:1,visibility:GPUShaderStage.FRAGMENT,texture:{sampleType:"float"}}]}),this.state.shadowComparisonSampler=this.state.device.createSampler({label:"renderer-shadow-comparison-sampler",compare:"less-equal",magFilter:"linear",minFilter:"linear",addressModeU:"clamp-to-edge",addressModeV:"clamp-to-edge"}),this.state.linearClampSampler=this.state.device.createSampler({label:"renderer-linear-clamp-sampler",magFilter:"linear",minFilter:"linear",addressModeU:"clamp-to-edge",addressModeV:"clamp-to-edge",addressModeW:"clamp-to-edge"}),this.state.nearestClampSampler=this.state.device.createSampler({label:"renderer-nearest-clamp-sampler",magFilter:"nearest",minFilter:"nearest",mipmapFilter:"nearest",addressModeU:"clamp-to-edge",addressModeV:"clamp-to-edge",addressModeW:"clamp-to-edge"}),this.state.hizCopyKernel=this.createComputeKernel({label:"renderer-hiz-copy",code:"\n@group(0) @binding(0) var sourceDepth: texture_depth_2d;\n@group(0) @binding(1) var targetMip: texture_storage_2d<r32float, write>;\n\n@compute @workgroup_size(8, 8, 1)\nfn main(@builtin(global_invocation_id) globalId: vec3<u32>) {\n let dims = textureDimensions(targetMip);\n if (globalId.x >= dims.x || globalId.y >= dims.y) {\n return;\n }\n\n let depthValue = textureLoad(sourceDepth, vec2<i32>(globalId.xy), 0);\n textureStore(targetMip, vec2<i32>(globalId.xy), vec4(depthValue, 0.0, 0.0, 1.0));\n}\n",bindGroupLayoutEntries:[{binding:0,visibility:GPUShaderStage.COMPUTE,texture:{sampleType:"depth"}},{binding:1,visibility:GPUShaderStage.COMPUTE,storageTexture:{access:"write-only",format:"r32float"}}]}),this.state.hizReduceKernel=this.createComputeKernel({label:"renderer-hiz-reduce",code:"\n@group(0) @binding(0) var sourceMip: texture_2d<f32>;\n@group(0) @binding(1) var targetMip: texture_storage_2d<r32float, write>;\n\nfn readSource(coord: vec2<i32>, dims: vec2<i32>) -> f32 {\n let clamped = clamp(coord, vec2(0, 0), dims - vec2(1, 1));\n return textureLoad(sourceMip, clamped, 0).r;\n}\n\n@compute @workgroup_size(8, 8, 1)\nfn main(@builtin(global_invocation_id) globalId: vec3<u32>) {\n let outDims = textureDimensions(targetMip);\n if (globalId.x >= outDims.x || globalId.y >= outDims.y) {\n return;\n }\n\n let srcOrigin = vec2<i32>(globalId.xy * 2u);\n let srcDims = vec2<i32>(textureDimensions(sourceMip));\n // This renderer uses conventional depth (near = 0, far = 1). Keep the\n // farthest depth in each footprint so an object is rejected only when the\n // whole footprint is covered by closer geometry. A min reduction would let\n // a single nearby texel occlude an otherwise visible object.\n var reduced = max(\n max(readSource(srcOrigin, srcDims), readSource(srcOrigin + vec2(1, 0), srcDims)),\n max(readSource(srcOrigin + vec2(0, 1), srcDims), readSource(srcOrigin + vec2(1, 1), srcDims))\n );\n\n // WebGPU mip dimensions round down. When a source dimension is odd, fold\n // its otherwise-unrepresented final row/column into the last destination\n // texel so no depth coverage disappears from the hierarchy.\n let hasExtraColumn = (srcDims.x & 1) != 0 && globalId.x + 1u == outDims.x;\n let hasExtraRow = (srcDims.y & 1) != 0 && globalId.y + 1u == outDims.y;\n if (hasExtraColumn) {\n reduced = max(reduced, readSource(srcOrigin + vec2(2, 0), srcDims));\n reduced = max(reduced, readSource(srcOrigin + vec2(2, 1), srcDims));\n }\n if (hasExtraRow) {\n reduced = max(reduced, readSource(srcOrigin + vec2(0, 2), srcDims));\n reduced = max(reduced, readSource(srcOrigin + vec2(1, 2), srcDims));\n }\n if (hasExtraColumn && hasExtraRow) {\n reduced = max(reduced, readSource(srcOrigin + vec2(2, 2), srcDims));\n }\n\n textureStore(targetMip, vec2<i32>(globalId.xy), vec4(reduced, 0.0, 0.0, 1.0));\n}\n",bindGroupLayoutEntries:[{binding:0,visibility:GPUShaderStage.COMPUTE,texture:{sampleType:"unfilterable-float"}},{binding:1,visibility:GPUShaderStage.COMPUTE,storageTexture:{access:"write-only",format:"r32float"}}]}),this.state.visibilityKernel=this.createComputeKernel({label:"renderer-visibility-cull",code:"\nstruct RendererCameraUniforms {\n viewProj: mat4x4<f32>,\n cameraPosition: vec4<f32>,\n viewportAndTime: vec4<f32>,\n};\n\nstruct RendererVisibilityParams {\n drawCount: u32,\n hizMipCount: u32,\n reserved0: u32,\n reserved1: u32,\n};\n\nstruct DrawMetadata {\n centerRadius: vec4<f32>,\n args0: vec4<f32>,\n extra: vec4<f32>,\n};\n\nstruct IndirectIndexedArgs {\n indexCount: u32,\n instanceCount: u32,\n firstIndex: u32,\n baseVertex: i32,\n firstInstance: u32,\n};\n\n@group(0) @binding(0) var<uniform> rendererCamera: RendererCameraUniforms;\n@group(0) @binding(1) var<uniform> visibilityParams: RendererVisibilityParams;\n@group(0) @binding(2) var drawMetaTextureSampler: sampler;\n@group(0) @binding(3) var hizTexture: texture_2d<f32>;\n@group(0) @binding(4) var<storage, read> drawMetadata: array<DrawMetadata>;\n@group(0) @binding(5) var<storage, read_write> indirectArgs: array<IndirectIndexedArgs>;\n\nfn saturate(value: f32) -> f32 {\n return clamp(value, 0.0, 1.0);\n}\n\nfn projectedSphereRadius(\n viewProj: mat4x4<f32>,\n ndc: vec3<f32>,\n clipW: f32,\n radius: f32,\n) -> vec2<f32> {\n // Account for both numerator and perspective-denominator variation over the\n // sphere. Offsetting along world X/Y is not conservative once the camera is\n // rotated because those axes can also change clip W.\n let rowX = vec3(viewProj[0].x, viewProj[1].x, viewProj[2].x);\n let rowY = vec3(viewProj[0].y, viewProj[1].y, viewProj[2].y);\n let rowW = vec3(viewProj[0].w, viewProj[1].w, viewProj[2].w);\n let denominator = max(clipW - radius * length(rowW), 0.0001);\n return radius * vec2(\n length(rowX) + abs(ndc.x) * length(rowW),\n length(rowY) + abs(ndc.y) * length(rowW),\n ) / denominator;\n}\n\nfn spherePlaneRadius(viewProj: mat4x4<f32>, plane: vec4<f32>, radius: f32) -> f32 {\n let worldNormal = vec3(\n dot(viewProj[0], plane),\n dot(viewProj[1], plane),\n dot(viewProj[2], plane),\n );\n return radius * length(worldNormal);\n}\n\nfn isSphereInFrustum(viewProj: mat4x4<f32>, center: vec3<f32>, radius: f32) -> bool {\n let clip = viewProj * vec4(center, 1.0);\n return\n clip.w + clip.x >= -spherePlaneRadius(viewProj, vec4( 1.0, 0.0, 0.0, 1.0), radius) &&\n clip.w - clip.x >= -spherePlaneRadius(viewProj, vec4(-1.0, 0.0, 0.0, 1.0), radius) &&\n clip.w + clip.y >= -spherePlaneRadius(viewProj, vec4( 0.0, 1.0, 0.0, 1.0), radius) &&\n clip.w - clip.y >= -spherePlaneRadius(viewProj, vec4( 0.0, -1.0, 0.0, 1.0), radius) &&\n clip.z >= -spherePlaneRadius(viewProj, vec4(0.0, 0.0, 1.0, 0.0), radius) &&\n clip.w - clip.z >= -spherePlaneRadius(viewProj, vec4(0.0, 0.0, -1.0, 1.0), radius);\n}\n\nfn nearestSphereDepth(viewProj: mat4x4<f32>, clip: vec4<f32>, radius: f32) -> f32 {\n let rowZ = vec3(viewProj[0].z, viewProj[1].z, viewProj[2].z);\n let rowW = vec3(viewProj[0].w, viewProj[1].w, viewProj[2].w);\n let minClipZ = clip.z - radius * length(rowZ);\n let maxClipW = clip.w + radius * length(rowW);\n return max(0.0, minClipZ / max(maxClipW, 0.0001));\n}\n\n@compute @workgroup_size(64, 1, 1)\nfn main(@builtin(global_invocation_id) globalId: vec3<u32>) {\n let drawIndex = globalId.x;\n if (drawIndex >= visibilityParams.drawCount) {\n return;\n }\n\n let drawData = drawMetadata[drawIndex];\n let center = vec4(drawData.centerRadius.xyz, 1.0);\n let radius = drawData.centerRadius.w;\n var visible = isSphereInFrustum(\n rendererCamera.viewProj,\n drawData.centerRadius.xyz,\n radius,\n );\n\n let clip = rendererCamera.viewProj * center;\n let cameraDistance = distance(drawData.centerRadius.xyz, rendererCamera.cameraPosition.xyz);\n // A sphere that intersects the near plane, surrounds the camera, or has a\n // very large projected extent cannot be safely represented by its center.\n // Keep it rather than allowing a false negative to remove large terrain or\n // nearby geometry.\n let clipWRadius = radius * length(vec3(\n rendererCamera.viewProj[0].w,\n rendererCamera.viewProj[1].w,\n rendererCamera.viewProj[2].w,\n ));\n let needsConservativeVisibility =\n clip.w - clipWRadius <= 0.0001 || radius >= cameraDistance * 0.1;\n\n if (!needsConservativeVisibility) {\n let ndc = clip.xyz / clip.w;\n let projectedRadius = projectedSphereRadius(rendererCamera.viewProj, ndc, clip.w, radius);\n let clipRadiusX = projectedRadius.x;\n let clipRadiusY = projectedRadius.y;\n\n if (\n visible &&\n ndc.x - clipRadiusX >= -1.0 && ndc.x + clipRadiusX <= 1.0 &&\n ndc.y - clipRadiusY >= -1.0 && ndc.y + clipRadiusY <= 1.0\n ) {\n let uvCenter = ndc.xy * vec2(0.5, -0.5) + vec2(0.5, 0.5);\n let uvRadius = vec2(clipRadiusX, clipRadiusY) * 0.5;\n let viewport = rendererCamera.viewportAndTime.xy;\n let screenDiameter = max(\n max(clipRadiusX * viewport.x * 0.5, clipRadiusY * viewport.y * 0.5),\n 1.0,\n ) * 2.0;\n let maxMipLevel = max(f32(visibilityParams.hizMipCount) - 1.0, 0.0);\n // Round up from the full diameter. Using floor(log2(radius)) leaves\n // unsampled texels between the corner probes, especially for small\n // objects, and can turn partial coverage into a false occlusion.\n let mipLevel = clamp(ceil(log2(screenDiameter)), 0.0, maxMipLevel);\n // Cover the projected bounds rather than testing only their center. The\n // max-reduced pyramid makes background or a gap at any corner retain the\n // draw, avoiding false occlusion for partially covered objects.\n let hizDepth = max(\n max(\n textureSampleLevel(hizTexture, drawMetaTextureSampler, uvCenter + vec2(-uvRadius.x, -uvRadius.y), mipLevel).r,\n textureSampleLevel(hizTexture, drawMetaTextureSampler, uvCenter + vec2( uvRadius.x, -uvRadius.y), mipLevel).r,\n ),\n max(\n textureSampleLevel(hizTexture, drawMetaTextureSampler, uvCenter + vec2(-uvRadius.x, uvRadius.y), mipLevel).r,\n textureSampleLevel(hizTexture, drawMetaTextureSampler, uvCenter + vec2( uvRadius.x, uvRadius.y), mipLevel).r,\n ),\n );\n let conservativeDepth = nearestSphereDepth(rendererCamera.viewProj, clip, radius);\n visible = conservativeDepth <= hizDepth + 0.0005;\n }\n }\n\n let baseVertex = i32(round(drawData.extra.y));\n indirectArgs[drawIndex].indexCount = u32(round(drawData.args0.x));\n indirectArgs[drawIndex].instanceCount = select(0u, u32(round(drawData.args0.w)), visible);\n indirectArgs[drawIndex].firstIndex = u32(round(drawData.args0.y));\n indirectArgs[drawIndex].baseVertex = baseVertex;\n indirectArgs[drawIndex].firstInstance = u32(round(drawData.args0.z));\n}\n",bindGroupLayoutEntries:[{binding:0,visibility:GPUShaderStage.COMPUTE,buffer:{type:"uniform"}},{binding:1,visibility:GPUShaderStage.COMPUTE,buffer:{type:"uniform"}},{binding:2,visibility:GPUShaderStage.COMPUTE,sampler:{type:"non-filtering"}},{binding:3,visibility:GPUShaderStage.COMPUTE,texture:{sampleType:"unfilterable-float"}},{binding:4,visibility:GPUShaderStage.COMPUTE,buffer:{type:"read-only-storage"}},{binding:5,visibility:GPUShaderStage.COMPUTE,buffer:{type:"storage"}}]}),this.state.staticVisibilityClearKernel=this.createComputeKernel({label:"renderer-static-visibility-clear",code:"\nstruct RendererVisibilityParams {\n drawCount: u32,\n hizMipCount: u32,\n instanceCount: u32,\n flags: u32,\n};\n\n@group(0) @binding(0) var<uniform> visibilityParams: RendererVisibilityParams;\n@group(0) @binding(1) var<storage, read_write> visibleCounts: array<atomic<u32>>;\n@group(0) @binding(2) var<storage, read_write> postVisibleCounts: array<atomic<u32>>;\n@group(0) @binding(3) var<storage, read_write> visibleInstanceMask: array<atomic<u32>>;\n\n@compute @workgroup_size(64, 1, 1)\nfn main(@builtin(global_invocation_id) globalId: vec3<u32>) {\n let index = globalId.x;\n if (index < visibilityParams.drawCount) {\n atomicStore(&visibleCounts[index], 0u);\n atomicStore(&postVisibleCounts[index], 0u);\n }\n if (index < visibilityParams.instanceCount) {\n atomicStore(&visibleInstanceMask[index], 0u);\n }\n}\n",bindGroupLayoutEntries:[{binding:0,visibility:GPUShaderStage.COMPUTE,buffer:{type:"uniform"}},{binding:1,visibility:GPUShaderStage.COMPUTE,buffer:{type:"storage"}},{binding:2,visibility:GPUShaderStage.COMPUTE,buffer:{type:"storage"}},{binding:3,visibility:GPUShaderStage.COMPUTE,buffer:{type:"storage"}}]}),this.state.staticVisibilityCullKernel=this.createComputeKernel({label:"renderer-static-visibility-cull",code:"\nstruct RendererTemporalVisibilityUniforms {\n currentViewProj: mat4x4<f32>,\n previousViewProj: mat4x4<f32>,\n currentCameraPosition: vec4<f32>,\n previousCameraPosition: vec4<f32>,\n viewportAndTime: vec4<f32>,\n};\n\nstruct RendererVisibilityParams {\n drawCount: u32,\n hizMipCount: u32,\n instanceCount: u32,\n flags: u32,\n};\n\nstruct DrawMetadata {\n centerRadius: vec4<f32>,\n args0: vec4<f32>,\n extra: vec4<f32>,\n};\n\nstruct StaticInstanceMetadata {\n centerRadius: vec4<f32>,\n drawAndSourceIndex: vec4<u32>,\n};\n\n@group(0) @binding(0) var<uniform> temporalVisibility: RendererTemporalVisibilityUniforms;\n@group(0) @binding(1) var<uniform> visibilityParams: RendererVisibilityParams;\n@group(0) @binding(2) var hizSampler: sampler;\n@group(0) @binding(3) var hizTexture: texture_2d<f32>;\n@group(0) @binding(4) var<storage, read> instanceMetadata: array<StaticInstanceMetadata>;\n@group(0) @binding(5) var<storage, read> drawMetadata: array<DrawMetadata>;\n@group(0) @binding(6) var<storage, read_write> visibleCounts: array<atomic<u32>>;\n@group(0) @binding(7) var<storage, read_write> visibleInstanceIndices: array<u32>;\n@group(0) @binding(8) var<storage, read_write> visibleInstanceMask: array<atomic<u32>>;\n@group(0) @binding(9) var<storage, read_write> postVisibleCounts: array<atomic<u32>>;\n\nfn spherePlaneRadius(viewProj: mat4x4<f32>, plane: vec4<f32>, radius: f32) -> f32 {\n let worldNormal = vec3(\n dot(viewProj[0], plane),\n dot(viewProj[1], plane),\n dot(viewProj[2], plane),\n );\n return radius * length(worldNormal);\n}\n\nfn projectedSphereRadius(\n viewProj: mat4x4<f32>,\n ndc: vec3<f32>,\n clipW: f32,\n radius: f32,\n) -> vec2<f32> {\n let rowX = vec3(viewProj[0].x, viewProj[1].x, viewProj[2].x);\n let rowY = vec3(viewProj[0].y, viewProj[1].y, viewProj[2].y);\n let rowW = vec3(viewProj[0].w, viewProj[1].w, viewProj[2].w);\n let denominator = max(clipW - radius * length(rowW), 0.0001);\n return radius * vec2(\n length(rowX) + abs(ndc.x) * length(rowW),\n length(rowY) + abs(ndc.y) * length(rowW),\n ) / denominator;\n}\n\nfn nearestSphereDepth(viewProj: mat4x4<f32>, clip: vec4<f32>, radius: f32) -> f32 {\n let rowZ = vec3(viewProj[0].z, viewProj[1].z, viewProj[2].z);\n let rowW = vec3(viewProj[0].w, viewProj[1].w, viewProj[2].w);\n let minClipZ = clip.z - radius * length(rowZ);\n let maxClipW = clip.w + radius * length(rowW);\n return max(0.0, minClipZ / max(maxClipW, 0.0001));\n}\n\nfn isSphereInFrustum(\n viewProj: mat4x4<f32>,\n center: vec3<f32>,\n radius: f32,\n) -> bool {\n let clip = viewProj * vec4(center, 1.0);\n let left = clip.w + clip.x;\n let right = clip.w - clip.x;\n let bottom = clip.w + clip.y;\n let top = clip.w - clip.y;\n let near = clip.z;\n let far = clip.w - clip.z;\n\n return\n left >= -spherePlaneRadius(viewProj, vec4(1.0, 0.0, 0.0, 1.0), radius) &&\n right >= -spherePlaneRadius(viewProj, vec4(-1.0, 0.0, 0.0, 1.0), radius) &&\n bottom >= -spherePlaneRadius(viewProj, vec4(0.0, 1.0, 0.0, 1.0), radius) &&\n top >= -spherePlaneRadius(viewProj, vec4(0.0, -1.0, 0.0, 1.0), radius) &&\n near >= -spherePlaneRadius(viewProj, vec4(0.0, 0.0, 1.0, 0.0), radius) &&\n far >= -spherePlaneRadius(viewProj, vec4(0.0, 0.0, -1.0, 1.0), radius);\n}\n\nfn isSphereNearFrustumBoundary(\n viewProj: mat4x4<f32>,\n center: vec3<f32>,\n radius: f32,\n) -> bool {\n let clip = viewProj * vec4(center, 1.0);\n return\n clip.w + clip.x <= spherePlaneRadius(viewProj, vec4(1.0, 0.0, 0.0, 1.0), radius) ||\n clip.w - clip.x <= spherePlaneRadius(viewProj, vec4(-1.0, 0.0, 0.0, 1.0), radius) ||\n clip.w + clip.y <= spherePlaneRadius(viewProj, vec4(0.0, 1.0, 0.0, 1.0), radius) ||\n clip.w - clip.y <= spherePlaneRadius(viewProj, vec4(0.0, -1.0, 0.0, 1.0), radius) ||\n clip.z <= spherePlaneRadius(viewProj, vec4(0.0, 0.0, 1.0, 0.0), radius) ||\n clip.w - clip.z <= spherePlaneRadius(viewProj, vec4(0.0, 0.0, -1.0, 1.0), radius);\n}\n\nfn isSphereVisible(center: vec3<f32>, radius: f32) -> bool {\n let currentViewProj = temporalVisibility.currentViewProj;\n if (!isSphereInFrustum(currentViewProj, center, radius)) {\n return false;\n }\n\n let clip = currentViewProj * vec4(center, 1.0);\n // Near-plane intersections are deliberately kept. A false negative here would\n // incorrectly remove geometry surrounding the camera.\n if (clip.w <= 0.0001) {\n return true;\n }\n\n if ((visibilityParams.flags & 1u) == 0u) {\n return true;\n }\n\n let usesPreviousHiZ = (visibilityParams.flags & 2u) != 0u;\n var hizViewProj = temporalVisibility.currentViewProj;\n var hizCameraPosition = temporalVisibility.currentCameraPosition.xyz;\n if (usesPreviousHiZ) {\n hizViewProj = temporalVisibility.previousViewProj;\n hizCameraPosition = temporalVisibility.previousCameraPosition.xyz;\n }\n\n let hizClip = hizViewProj * vec4(center, 1.0);\n let hizClipWRadius = radius * length(vec3(\n hizViewProj[0].w,\n hizViewProj[1].w,\n hizViewProj[2].w,\n ));\n if (hizClip.w - hizClipWRadius <= 0.0001) {\n return true;\n }\n let hizNdc = hizClip.xyz / hizClip.w;\n let hizProjectedRadius = projectedSphereRadius(\n hizViewProj,\n hizNdc,\n hizClip.w,\n radius,\n );\n let hizClipRadiusX = hizProjectedRadius.x;\n let hizClipRadiusY = hizProjectedRadius.y;\n let hizClipRadiusZ = radius / max(distance(center, hizCameraPosition), 0.001);\n\n // Samples close to the viewport boundary cannot cover the whole projected\n // sphere. This also retains newly revealed regions during camera motion.\n if (\n isSphereNearFrustumBoundary(hizViewProj, center, radius) ||\n hizNdc.x - hizClipRadiusX < -1.0 || hizNdc.x + hizClipRadiusX > 1.0 ||\n hizNdc.y - hizClipRadiusY < -1.0 || hizNdc.y + hizClipRadiusY > 1.0 ||\n hizNdc.z < -hizClipRadiusZ || hizNdc.z > 1.0 + hizClipRadiusZ\n ) {\n return true;\n }\n\n let viewport = temporalVisibility.viewportAndTime.xy;\n let screenDiameter = max(\n max(hizClipRadiusX * viewport.x * 0.5, hizClipRadiusY * viewport.y * 0.5),\n 1.0,\n ) * 2.0;\n let maxMipLevel = max(f32(visibilityParams.hizMipCount) - 1.0, 0.0);\n let mipLevel = clamp(ceil(log2(screenDiameter)), 0.0, maxMipLevel);\n let uvCenter = hizNdc.xy * vec2(0.5, -0.5) + vec2(0.5, 0.5);\n let uvRadius = vec2(hizClipRadiusX, hizClipRadiusY) * 0.5;\n let hizDepth = max(\n max(\n textureSampleLevel(hizTexture, hizSampler, uvCenter + vec2(-uvRadius.x, -uvRadius.y), mipLevel).r,\n textureSampleLevel(hizTexture, hizSampler, uvCenter + vec2( uvRadius.x, -uvRadius.y), mipLevel).r,\n ),\n max(\n textureSampleLevel(hizTexture, hizSampler, uvCenter + vec2(-uvRadius.x, uvRadius.y), mipLevel).r,\n textureSampleLevel(hizTexture, hizSampler, uvCenter + vec2( uvRadius.x, uvRadius.y), mipLevel).r,\n ),\n );\n let conservativeNearestDepth = nearestSphereDepth(hizViewProj, hizClip, radius);\n return conservativeNearestDepth <= hizDepth + 0.001;\n}\n\n@compute @workgroup_size(64, 1, 1)\nfn main(@builtin(global_invocation_id) globalId: vec3<u32>) {\n let instanceIndex = globalId.x;\n if (instanceIndex >= visibilityParams.instanceCount) {\n return;\n }\n\n let instance = instanceMetadata[instanceIndex];\n if ((visibilityParams.flags & 4u) != 0u && atomicLoad(&visibleInstanceMask[instanceIndex]) != 0u) {\n return;\n }\n let drawIndex = instance.drawAndSourceIndex.x;\n if (drawIndex >= visibilityParams.drawCount || !isSphereVisible(instance.centerRadius.xyz, instance.centerRadius.w)) {\n return;\n }\n\n let isPostpass = (visibilityParams.flags & 4u) != 0u;\n if (!isPostpass) {\n atomicStore(&visibleInstanceMask[instanceIndex], 1u);\n }\n let firstInstance = u32(round(drawMetadata[drawIndex].args0.z));\n if (isPostpass) {\n let primaryVisibleCount = atomicLoad(&visibleCounts[drawIndex]);\n let postVisibleIndex = atomicAdd(&postVisibleCounts[drawIndex], 1u);\n visibleInstanceIndices[firstInstance + primaryVisibleCount + postVisibleIndex] = instance.drawAndSourceIndex.y;\n } else {\n let visibleIndex = atomicAdd(&visibleCounts[drawIndex], 1u);\n visibleInstanceIndices[firstInstance + visibleIndex] = instance.drawAndSourceIndex.y;\n }\n}\n",bindGroupLayoutEntries:[{binding:0,visibility:GPUShaderStage.COMPUTE,buffer:{type:"uniform"}},{binding:1,visibility:GPUShaderStage.COMPUTE,buffer:{type:"uniform"}},{binding:2,visibility:GPUShaderStage.COMPUTE,sampler:{type:"non-filtering"}},{binding:3,visibility:GPUShaderStage.COMPUTE,texture:{sampleType:"unfilterable-float"}},{binding:4,visibility:GPUShaderStage.COMPUTE,buffer:{type:"read-only-storage"}},{binding:5,visibility:GPUShaderStage.COMPUTE,buffer:{type:"read-only-storage"}},{binding:6,visibility:GPUShaderStage.COMPUTE,buffer:{type:"storage"}},{binding:7,visibility:GPUShaderStage.COMPUTE,buffer:{type:"storage"}},{binding:8,visibility:GPUShaderStage.COMPUTE,buffer:{type:"storage"}},{binding:9,visibility:GPUShaderStage.COMPUTE,buffer:{type:"storage"}}]}),this.state.staticVisibilityIndirectBuildKernel=this.createComputeKernel({label:"renderer-static-visibility-indirect-build",code:"\nstruct RendererVisibilityParams {\n drawCount: u32,\n hizMipCount: u32,\n instanceCount: u32,\n flags: u32,\n};\n\nstruct IndirectIndexedArgs {\n indexCount: u32,\n instanceCount: u32,\n firstIndex: u32,\n baseVertex: i32,\n firstInstance: u32,\n};\n\n@group(0) @binding(0) var<uniform> visibilityParams: RendererVisibilityParams;\n@group(0) @binding(1) var<storage, read_write> visibleCounts: array<atomic<u32>>;\n@group(0) @binding(2) var<storage, read_write> postVisibleCounts: array<atomic<u32>>;\n@group(0) @binding(3) var<storage, read_write> indirectArgs: array<IndirectIndexedArgs>;\n@group(0) @binding(4) var<storage, read_write> postIndirectArgs: array<IndirectIndexedArgs>;\n\n@compute @workgroup_size(64, 1, 1)\nfn main(@builtin(global_invocation_id) globalId: vec3<u32>) {\n let drawIndex = globalId.x;\n if (drawIndex >= visibilityParams.drawCount) {\n return;\n }\n\n let primaryVisibleCount = atomicLoad(&visibleCounts[drawIndex]);\n let postVisibleCount = atomicLoad(&postVisibleCounts[drawIndex]);\n indirectArgs[drawIndex].instanceCount = primaryVisibleCount + postVisibleCount;\n if ((visibilityParams.flags & 4u) != 0u) {\n postIndirectArgs[drawIndex].instanceCount = postVisibleCount;\n postIndirectArgs[drawIndex].firstInstance = indirectArgs[drawIndex].firstInstance + primaryVisibleCount;\n }\n}\n",bindGroupLayoutEntries:[{binding:0,visibility:GPUShaderStage.COMPUTE,buffer:{type:"uniform"}},{binding:1,visibility:GPUShaderStage.COMPUTE,buffer:{type:"storage"}},{binding:2,visibility:GPUShaderStage.COMPUTE,buffer:{type:"storage"}},{binding:3,visibility:GPUShaderStage.COMPUTE,buffer:{type:"storage"}},{binding:4,visibility:GPUShaderStage.COMPUTE,buffer:{type:"storage"}}]}),this.state.visibilityParamsBuffer=this.state.device.createBuffer({label:"renderer-visibility-params-buffer",size:16,usage:GPUBufferUsage.UNIFORM|GPUBufferUsage.COPY_DST}),this.createStaticPipelines(),this.setSize(this.canvas.clientWidth||this.canvas.width||1,this.canvas.clientHeight||this.canvas.height||1),this.state.initialized=!0}createComputeKernel(t){if(!this.state.device)throw new Error("WebGpuRenderer.initialize() must complete before creating compute kernels.");return new e(this.state.device,t)}getDevice(){return this.state.device??null}setRenderGraphBuilder(e){this.graphBuilder=e}setCascadedShadowRanges(e,t=[]){this.csmCascadeCount=Math.min(e.length,4),this.csmCascadeLights=t.slice(0,this.csmCascadeCount);for(let t=0;t<this.csmCascadeCount;t+=1)this.csmCascadeRanges[t].set(e[t].x,e[t].y);for(let e=this.csmCascadeCount;e<4;e+=1)this.csmCascadeRanges[e].set(0,0)}setDirectionalShadowMapSize(e){const t=Math.max(1,Math.floor(e));t!==this.shadowMapSize&&(this.shadowMapSize=t,t!==this.state.directionalShadowTextureSize&&(this.state.directionalShadowTextureSize=t,this.recreateDirectionalShadowResources()))}setDirectionalShadowsEnabled(e){this.directionalShadowsEnabled=e}setRenderGraphProfilingEnabled(e){this.renderGraphProfilingEnabled=e}getRenderGraphProfilingEnabled(){return this.renderGraphProfilingEnabled}getTimestampQuerySupported(){return this.timestampQuerySupported}getSampleCount(){return this.sampleCount}setSampleCount(e){const t=an(e);t!==this.sampleCount&&(this.sampleCount=t,this.destroyMsaaResources(),this.clearIndirectBundleCache(),this.clearStaticDrawSetBundleCaches())}setRenderScale(e){const t=ha(e);if(t===this.renderScale)return;this.renderScale=t;const r=this.state.pixelRatio;this.setSize(this.state.presentationWidth/r,this.state.presentationHeight/r,r)}getRenderScale(){return this.renderScale}setProjectionJitter(e,t){if(!Number.isFinite(e)||!Number.isFinite(t))throw new RangeError("Projection jitter must contain finite pixel offsets.");this.projectionJitterPixels.set(e,t)}clearProjectionJitter(){this.projectionJitterPixels.set(0,0)}setMotionVectorProjection(e){this.motionVectorProjection.copy(e),this.motionVectorProjectionPending=!0}invalidateObjectMotion(e){this.objectMotionHistory.delete(e)}getLastFrameProfile(){const e=this.state.latestFrameProfile?.timestampQueryActive&&null===this.state.latestFrameProfile.gpuTimeMs&&this.state.latestCompletedFrameProfile?this.state.latestCompletedFrameProfile:this.state.latestFrameProfile;return e?{...e,cpuPhases:{...e.cpuPhases},passes:e.passes.map(e=>({...e})),visibility:e.visibility?{...e.visibility}:null}:null}resetViewHistory(){this.state.temporalHiZHistoryValid=!1,this.motionVectorHistoryValid=!1,this.motionVectorHistoryGeneration+=1}setHiZOcclusionCullingEnabled(e){this.hiZOcclusionCullingEnabled!==e&&(this.state.temporalHiZHistoryValid=!1),this.hiZOcclusionCullingEnabled=e}getHiZOcclusionCullingEnabled(){return this.hiZOcclusionCullingEnabled}getHiZOcclusionCullingActive(){return this.hiZOcclusionCullingEnabled&&this.indirectFirstInstanceSupported}setMultiDrawIndirectEnabled(e){this.multiDrawIndirectEnabled=e}getMultiDrawIndirectEnabled(){return this.multiDrawIndirectEnabled}setDynamicBatchingEnabled(e){this.dynamicBatchingEnabled=e}getDynamicBatchingEnabled(){return this.dynamicBatchingEnabled}getMultiDrawIndirectSupported(){return this.multiDrawIndirectSupported}getMultiDrawIndirectActive(){return this.multiDrawIndirectEnabled&&this.multiDrawIndirectSupported&&this.getHiZOcclusionCullingActive()}setSize(e,t,r=window.devicePixelRatio||1){if(this.state.pixelRatio=r,this.state.presentationWidth=Math.max(1,Math.floor(e*r)),this.state.presentationHeight=Math.max(1,Math.floor(t*r)),this.state.width=Math.max(1,Math.floor(this.state.presentationWidth*this.renderScale)),this.state.height=Math.max(1,Math.floor(this.state.presentationHeight*this.renderScale)),this.canvas.width=this.state.presentationWidth,this.canvas.height=this.state.presentationHeight,this.canvas.style.width=`${Math.max(1,Math.floor(e))}px`,this.canvas.style.height=`${Math.max(1,Math.floor(t))}px`,this.state.device){for(const[e,t]of this.colorTargetCache){const r="presentation"===t.resolution?this.state.presentationWidth:this.state.width,i="presentation"===t.resolution?this.state.presentationHeight:this.state.height,n=Math.max(1,Math.floor(r*t.scale)),a=Math.max(1,Math.floor(i*t.scale));t.width===n&&t.height===a||(t.texture.destroy(),this.colorTargetCache.delete(e))}this.destroyMsaaResources(),this.state.mainDepthTexture?.destroy(),this.state.mainDepthTexture=this.state.device.createTexture({label:"renderer-main-depth",size:{width:this.state.width,height:this.state.height},format:"depth32float",usage:GPUTextureUsage.RENDER_ATTACHMENT|GPUTextureUsage.TEXTURE_BINDING|GPUTextureUsage.COPY_SRC}),this.state.mainDepthView=this.state.mainDepthTexture.createView(),this.state.hizCopyBindGroup=null,this.state.sceneColorTexture?.destroy(),this.state.sceneColorTexture=this.state.device.createTexture({label:"renderer-scene-color",size:{width:this.state.width,height:this.state.height},format:Yr,usage:GPUTextureUsage.RENDER_ATTACHMENT|GPUTextureUsage.TEXTURE_BINDING|GPUTextureUsage.COPY_SRC}),this.state.sceneColorView=this.state.sceneColorTexture.createView(),this.state.sceneColorSnapshotTexture?.destroy(),this.state.sceneColorSnapshotTexture=this.state.device.createTexture({label:"renderer-scene-color-snapshot",size:{width:this.state.width,height:this.state.height},format:Xr,usage:GPUTextureUsage.RENDER_ATTACHMENT|GPUTextureUsage.TEXTURE_BINDING}),this.state.sceneColorSnapshotView=this.state.sceneColorSnapshotTexture.createView(),this.state.sceneDepthSnapshotTexture?.destroy(),this.state.sceneDepthSnapshotTexture=this.state.device.createTexture({label:"renderer-scene-depth-snapshot",size:{width:this.state.width,height:this.state.height},format:"depth32float",usage:GPUTextureUsage.COPY_DST|GPUTextureUsage.TEXTURE_BINDING}),this.state.sceneDepthSnapshotView=this.state.sceneDepthSnapshotTexture.createView(),this.state.postProcessColorTexture?.destroy(),this.state.postProcessColorTexture=this.state.device.createTexture({label:"renderer-post-process-color",size:{width:this.state.width,height:this.state.height},format:Yr,usage:GPUTextureUsage.RENDER_ATTACHMENT|GPUTextureUsage.TEXTURE_BINDING|GPUTextureUsage.COPY_SRC}),this.state.postProcessColorView=this.state.postProcessColorTexture.createView(),this.state.sceneTextureBindGroupLayout&&this.state.linearClampSampler&&this.state.nearestClampSampler&&(this.state.sceneTextureBindGroup=this.state.device.createBindGroup({label:"renderer-scene-texture-bind-group",layout:this.state.sceneTextureBindGroupLayout,entries:[{binding:0,resource:this.state.linearClampSampler},{binding:1,resource:this.state.sceneColorSnapshotView},{binding:2,resource:this.state.nearestClampSampler},{binding:3,resource:this.state.sceneDepthSnapshotView}]})),this.state.hizTexture?.destroy(),this.state.hizMipCount=Math.max(1,Math.floor(Math.log2(Math.max(this.state.width,this.state.height)))+1),this.state.hizTexture=this.state.device.createTexture({label:"renderer-hiz-pyramid",size:{width:this.state.width,height:this.state.height},format:"r32float",mipLevelCount:this.state.hizMipCount,usage:GPUTextureUsage.TEXTURE_BINDING|GPUTextureUsage.STORAGE_BINDING}),this.state.hizView=this.state.hizTexture.createView(),this.state.hizMipViews=[],this.state.hizCopyBindGroup=null,this.state.hizReduceBindGroups=[],this.state.visibilityBindGroup=null,this.state.visibilityBindGroupMetadataResource=null;for(let e=0;e<this.state.hizMipCount;e+=1)this.state.hizMipViews.push(this.state.hizTexture.createView({baseMipLevel:e,mipLevelCount:1}));this.hizResourceVersion+=1,this.graphTextureResourceVersion+=1,this.state.temporalHiZHistoryValid=!1,this.motionVectorHistoryValid=!1,this.motionVectorHistoryGeneration+=1;for(const e of this.staticDrawSets)e.visibilityBindGroup=null,e.postVisibilityBindGroup=null,e.visibilityBindGroupHizVersion=0;this.recreateShadowResources()}}setClearColor(e){this.clearColor[0]=e[0],this.clearColor[1]=e[1],this.clearColor[2]=e[2],this.clearColor[3]=e[3]}render(e,t,r=.001*performance.now()){this.renderFrame(e,t,r,!1)}async renderAsync(e,t,r=.001*performance.now()){await this.renderFrame(e,t,r,!0)}compile(e,t){this.prepareSceneForCompilation(e,t,!1)}async compileAsync(e,t){this.state.initialized||await this.initialize(),await this.prepareSceneForCompilation(e,t,!0)}createPMREMGenerator(e=20){if(!this.state.device)throw new Error("WebGpuRenderer.initialize() must complete before creating a PMREM generator.");return new dr({device:this.state.device,getTextureResource:e=>this.getTextureResource(e),registerTextureResource:(e,t)=>this.textureCache.set(e,t)},e)}initTexture(e){this.textureManager.getTextureResource(e)}createStaticDrawSet(e,t={}){return this.staticDrawSetManager.createStaticDrawSet(e,t)}disposeStaticDrawSetResource(e){this.staticDrawSetManager.disposeStaticDrawSetResource(e)}renderFrame(e,t,r,i){if(!(this.state.initialized&&this.state.device&&this.state.context&&this.state.mainDepthView&&this.state.sceneColorView&&this.state.postProcessColorView&&this.state.cameraBuffer&&this.state.lightBuffer&&this.state.shadowCameraBuffer&&this.state.sceneBindGroupLayout&&this.state.shadowBindGroupLayout&&this.state.shadowComparisonSampler&&this.state.linearClampSampler&&this.state.nearestClampSampler&&this.state.visibilityParamsBuffer&&this.state.directionalShadowView&&this.state.pointShadowArrayView&&this.state.spotShadowView&&this.state.hizCopyKernel&&this.state.hizReduceKernel&&this.state.visibilityKernel&&this.state.presentPipeline))throw new Error("WebGpuRenderer.initialize() must complete before render().");const n=r-this.lastMotionVectorTimeSeconds;Number.isFinite(this.lastMotionVectorTimeSeconds)&&(!Number.isFinite(n)||n<=0||n>.25)&&(this.motionVectorHistoryValid=!1,this.motionVectorHistoryGeneration+=1),this.lastMotionVectorTimeSeconds=r,this.state.frameTimeSeconds=r,this.staticFrameToken+=1,e.matrixWorldAutoUpdate&&e.updateMatrixWorld(),null===t.parent&&t.matrixWorldAutoUpdate&&t.updateMatrixWorld();const a=performance.now(),s=this.extractScene(e,t);for(const e of s.gpuOpaqueDraws)this.prepareDrawGeometryVertexBuffers(e);for(const e of s.directOpaqueDraws)this.prepareDrawGeometryVertexBuffers(e);for(const e of s.transparentDraws)this.prepareDrawGeometryVertexBuffers(e);this.ensureShadowTextureSizes(s);const o=performance.now()-a,l={drawCallCount:0,triangleCount:0},c=performance.now();this.uploadInstanceData(s.instanceData),this.uploadResidentInstanceData(s.residentInstanceUploads);const u=this.getHiZOcclusionCullingActive();this.uploadDrawMetadata(u?s.gpuOpaqueDraws:[]),this.updateCameraUniforms(t,e),this.updateTemporalVisibilityUniforms(t),this.updateLightUniforms(s);const d=performance.now()-c,h=this.state.device.createCommandEncoder({label:"renderer-command-encoder"}),p=this.state.context.getCurrentTexture().createView(),f=this.getSharedSceneBindGroup(),m=this.getSharedShadowBindGroup();let g=null;const v=this.state.drawMetadataResource;u&&v&&v.count>0&&this.state.hizView&&(this.state.visibilityBindGroup&&this.state.visibilityBindGroupMetadataResource===v||(this.state.visibilityBindGroup=this.state.visibilityKernel.createBindGroup(this.state.device,[{binding:0,resource:{buffer:this.state.cameraBuffer}},{binding:1,resource:{buffer:this.state.visibilityParamsBuffer}},{binding:2,resource:this.state.nearestClampSampler},{binding:3,resource:this.state.hizView},{binding:4,resource:{buffer:v.metadataBuffer}},{binding:5,resource:{buffer:v.indirectBuffer}}],"renderer-visibility-bind-group"),this.state.visibilityBindGroupMetadataResource=v),g=this.state.visibilityBindGroup),this.renderGraph.reset();const x=this.createGraphBuilderContext(this.renderGraph,h,f,m,g,p,s,l);this.graphBuilder(this.renderGraph,x);const w={device:this.state.device,encoder:h},b=function(e,t,r,i,n){if(!t.renderGraphProfilingEnabled||!e.device)return null;const a={frameIndex:e.frameIndex+=1,cpuTimeMs:0,gpuTimeMs:null,drawCallCount:i.drawCallCount,triangleCount:i.triangleCount,cpuPhases:{extractSceneMs:n.extractSceneMs,uploadMs:n.uploadMs,renderGraphMs:0},passes:[],timestampQuerySupported:t.timestampQuerySupported,timestampQueryActive:t.timestampQuerySupported,gpuProfilingReason:null,hiZOcclusionCullingEnabled:t.hiZOcclusionCullingEnabled,hiZOcclusionCullingActive:r,visibility:null};let s=null;const o={begin:(e,r)=>{if(a.passes=e.map(e=>({name:e.name,cpuTimeMs:0,gpuTimeMs:null})),!t.timestampQuerySupported)return a.timestampQueryActive=!1,void(a.gpuProfilingReason="timestamp-query is not supported by this adapter/device");if(0===e.length)return a.timestampQueryActive=!1,void(a.gpuProfilingReason="no render graph passes were recorded");const i=2*e.length,n=Math.max(8,8*i),o=r.device.createQuerySet({label:`renderer-frame-profile-${a.frameIndex}`,type:"timestamp",count:i}),l=r.device.createBuffer({label:`renderer-frame-profile-resolve-${a.frameIndex}`,size:n,usage:GPUBufferUsage.QUERY_RESOLVE|GPUBufferUsage.COPY_SRC}),c=r.device.createBuffer({label:`renderer-frame-profile-read-${a.frameIndex}`,size:n,usage:GPUBufferUsage.COPY_DST|GPUBufferUsage.MAP_READ});s={profile:a,querySet:o,resolveBuffer:l,readBuffer:c,queryCount:i}},beforePass:(e,t,r)=>{s&&(Ci(r.encoder,s.querySet,{endOfPassWriteIndex:2*t})||(a.timestampQueryActive=!1,a.gpuProfilingReason="timestampWrites marker pass is not available on this browser/runtime",s.querySet.destroy(),s.resolveBuffer.destroy(),s.readBuffer.destroy(),s=null))},afterPass:(e,t,r,i)=>{a.passes[t].cpuTimeMs=r,s&&(Ci(i.encoder,s.querySet,{beginningOfPassWriteIndex:2*t+1})||(a.timestampQueryActive=!1,a.gpuProfilingReason="timestampWrites marker pass is not available on this browser/runtime",s.querySet.destroy(),s.resolveBuffer.destroy(),s.readBuffer.destroy(),s=null))},end:(t,r,n)=>{if(a.cpuPhases.renderGraphMs=r,a.cpuTimeMs=a.cpuPhases.extractSceneMs+a.cpuPhases.uploadMs+a.cpuPhases.renderGraphMs,a.drawCallCount=i.drawCallCount,a.triangleCount=i.triangleCount,!s){const t=un(a);return e.latestFrameProfile=t,void(e.latestCompletedFrameProfile=t)}n.encoder.resolveQuerySet(s.querySet,0,s.queryCount,s.resolveBuffer,0),n.encoder.copyBufferToBuffer(s.resolveBuffer,0,s.readBuffer,0,8*s.queryCount),e.latestFrameProfile=un(a)}};return{profile:a,observer:o,pendingVisibilityRead:null,get pendingGpuRead(){return s},set pendingGpuRead(e){s=e}}}(this.state,{renderGraphProfilingEnabled:this.renderGraphProfilingEnabled,timestampQuerySupported:this.timestampQuerySupported,hiZOcclusionCullingEnabled:this.hiZOcclusionCullingEnabled},u,l,{extractSceneMs:o,uploadMs:d}),y=()=>{if(!b||!u)return;const e=[];v&&v.count>0&&e.push({buffer:v.indirectBuffer,drawCount:v.count,totalInstances:s.gpuOpaqueDraws.reduce((e,t)=>e+Math.max(0,t.instanceCount),0),kind:"dynamic"});for(const t of this.staticDrawSets)t.publicSet.enabled&&t.lastVisibilityFrameToken===this.staticFrameToken&&e.push({buffer:t.drawMetadataResource.indirectBuffer,drawCount:t.drawMetadataResource.count,totalInstances:t.instanceCount,kind:"static"});!function(e,t,r,i){const n=i.filter(e=>e.drawCount>0);if(0===n.length)return void(e.profile.visibility={totalInstances:0,visibleInstances:0,culledInstances:0,dynamicTotalInstances:0,dynamicVisibleInstances:0,staticTotalInstances:0,staticVisibleInstances:0});let a=0;const s=n.map(e=>{const t={byteOffset:a,drawCount:e.drawCount,totalInstances:e.totalInstances,kind:e.kind};return a+=5*e.drawCount*Uint32Array.BYTES_PER_ELEMENT,t}),o=t.createBuffer({label:`renderer-visibility-profile-read-${e.profile.frameIndex}`,size:Math.max(4,a),usage:GPUBufferUsage.COPY_DST|GPUBufferUsage.MAP_READ});for(let e=0;e<n.length;e+=1){const t=n[e];r.copyBufferToBuffer(t.buffer,0,o,s[e].byteOffset,5*t.drawCount*Uint32Array.BYTES_PER_ELEMENT)}e.pendingVisibilityRead={readBuffer:o,regions:s}}(b,this.state.device,h,e)};if(i)return this.renderGraph.executeAsync(w,b?.observer).then(()=>{y(),null==this.nativePostSubmit&&this.recordPresentationOverlay(h,p),this.state.device.queue.submit([h.finish()]),this.nativePostSubmit?.({device:this.state.device,presentationView:p,presentationWidth:this.state.presentationWidth,presentationHeight:this.state.presentationHeight,present:e=>{const t=this.state.device.createCommandEncoder({label:"native-present-encoder"});this.executePresentPass(t,e,p),this.recordPresentationOverlay(t,p),this.state.device.queue.submit([t.finish()])}}),this.commitTemporalHiZHistory(),this.releaseRetiredGeometryResourcesAfterSubmit(),b&&on(this.state,b)});this.renderGraph.execute(w,b?.observer),y(),null==this.nativePostSubmit&&this.recordPresentationOverlay(h,p),this.state.device.queue.submit([h.finish()]),this.nativePostSubmit?.({device:this.state.device,presentationView:p,presentationWidth:this.state.presentationWidth,presentationHeight:this.state.presentationHeight,present:e=>{const t=this.state.device.createCommandEncoder({label:"native-present-encoder"});this.executePresentPass(t,e,p),this.recordPresentationOverlay(t,p),this.state.device.queue.submit([t.finish()])}}),this.commitTemporalHiZHistory(),this.releaseRetiredGeometryResourcesAfterSubmit(),b&&on(this.state,b)}recordPresentationOverlay(e,t){if(null==this.presentationOverlay)return;const r=this.presentationOverlayContext;r.device=this.state.device,r.encoder=e,r.targetView=t,r.targetFormat=this.state.format,r.presentationWidth=this.state.presentationWidth,r.presentationHeight=this.state.presentationHeight,this.presentationOverlay(r)}destroy(){this.clearIndirectBundleCache();for(const e of this.staticDrawSets.slice())this.disposeStaticDrawSetResource(e);this.sharedForwardPipelineCache.clear(),this.sharedForwardPipelinePromiseCache.clear(),this.sharedDepthPipelineCache.clear(),this.sharedDepthPipelinePromiseCache.clear();for(const e of this.skinnedGeometryCache.values())e.skinning.bindUniformBuffer.destroy();this.skinnedGeometryCache.clear();for(const e of this.skinPaletteResources)e.matrixBuffer.destroy(),e.previousMatrixBuffer.destroy();this.skinPaletteResources.clear();for(const e of this.retiredGeometryResources)this.destroyGeometryResource(e);this.retiredGeometryResources.length=0;for(const e of this.colorTargetCache.values())e.texture.destroy();this.colorTargetCache.clear(),this.destroyMsaaResources(),this.state.mainDepthTexture?.destroy(),this.state.sceneColorTexture?.destroy(),this.state.sceneColorSnapshotTexture?.destroy(),this.state.sceneDepthSnapshotTexture?.destroy(),this.state.postProcessColorTexture?.destroy(),this.state.directionalShadowTexture?.destroy(),this.state.pointShadowTexture?.destroy(),this.state.pointShadowDepthTexture?.destroy(),this.state.spotShadowTexture?.destroy(),this.state.spotLightMapTexture?.destroy(),this.state.hizTexture?.destroy(),this.state.cameraBuffer?.destroy(),this.state.temporalVisibilityBuffer?.destroy(),this.state.lightBuffer?.destroy(),this.state.shadowCameraBuffer?.destroy();for(const e of this.state.shadowCameraBufferPool)e.destroy();this.state.shadowCameraBufferPool.length=0,this.state.sharedShadowBindGroupByCameraBuffer.clear(),this.state.instanceBuffer?.destroy();for(const e of this.defaultInstanceAttributeBuffers.values())for(const t of e.values())t.destroy();this.defaultInstanceAttributeBuffers.clear(),this.state.visibilityParamsBuffer?.destroy(),this.state.drawMetadataResource?.metadataBuffer.destroy(),this.state.drawMetadataResource?.indirectBuffer.destroy(),this.state.drawMetadataResource?.postIndirectBuffer.destroy(),this.state.initialized=!1;const e=this.state.device?.destroy;"function"==typeof e&&e.call(this.state.device),this.state.device=null}createStaticPipelines(){if(!(this.state.device&&this.state.sceneBindGroupLayout&&this.state.directSceneBindGroupLayout&&this.state.visibleDepthSceneBindGroupLayout&&this.state.shadowBindGroupLayout&&this.state.directShadowBindGroupLayout&&this.state.emptyBindGroupLayout&&this.state.skinningBindGroupLayout&&this.state.fullscreenTextureBindGroupLayout&&this.state.format))return;const e=this.state.device.createPipelineLayout({label:"renderer-depth-prepass-layout",bindGroupLayouts:[this.state.sceneBindGroupLayout]});this.state.depthPrepassPipeline=this.state.device.createRenderPipeline({label:"renderer-depth-prepass-pipeline",layout:e,vertex:{module:this.state.device.createShaderModule({label:"renderer-depth-prepass-module",code:"\nstruct RendererCameraUniforms {\n viewProj: mat4x4<f32>,\n cameraPosition: vec4<f32>,\n viewportAndTime: vec4<f32>,\n};\n\nstruct RendererInstanceData {\n model0: vec4<f32>,\n model1: vec4<f32>,\n model2: vec4<f32>,\n model3: vec4<f32>,\n color: vec4<f32>,\n batching: vec4<f32>,\n previousModel0: vec4<f32>,\n previousModel1: vec4<f32>,\n previousModel2: vec4<f32>,\n previousModel3: vec4<f32>,\n};\n\n@group(0) @binding(0) var<uniform> rendererCamera: RendererCameraUniforms;\n@group(0) @binding(1) var<uniform> rendererLights: array<vec4<f32>, 11>;\n@group(0) @binding(2) var<storage, read> rendererInstances: array<RendererInstanceData>;\n\nfn rendererInstanceModelMatrix(instanceIndex: u32) -> mat4x4<f32> {\n let instance = rendererInstances[instanceIndex];\n return mat4x4<f32>(instance.model0, instance.model1, instance.model2, instance.model3);\n}\n\n@vertex\nfn vsMain(\n @location(0) position: vec3<f32>,\n @builtin(instance_index) instanceIndex: u32\n) -> @builtin(position) @invariant vec4<f32> {\n let world = rendererInstanceModelMatrix(instanceIndex) * vec4(position, 1.0);\n return rendererCamera.viewProj * world;\n}\n"}),entryPoint:"vsMain",buffers:[{arrayStride:12,attributes:[{shaderLocation:0,offset:0,format:"float32x3"}]}]},primitive:{topology:"triangle-list",cullMode:"back",frontFace:"ccw"},depthStencil:{format:"depth32float",depthWriteEnabled:!0,depthCompare:"less"}});const t=this.state.device.createPipelineLayout({label:"renderer-depth-prepass-visible-layout",bindGroupLayouts:[this.state.visibleDepthSceneBindGroupLayout]});this.state.depthPrepassPipelineVisible=this.state.device.createRenderPipeline({label:"renderer-depth-prepass-visible-pipeline",layout:t,vertex:{module:this.state.device.createShaderModule({label:"renderer-depth-prepass-visible-module",code:"\nstruct RendererCameraUniforms {\n viewProj: mat4x4<f32>,\n cameraPosition: vec4<f32>,\n viewportAndTime: vec4<f32>,\n};\n\nstruct RendererInstanceData {\n model0: vec4<f32>,\n model1: vec4<f32>,\n model2: vec4<f32>,\n model3: vec4<f32>,\n color: vec4<f32>,\n batching: vec4<f32>,\n previousModel0: vec4<f32>,\n previousModel1: vec4<f32>,\n previousModel2: vec4<f32>,\n previousModel3: vec4<f32>,\n};\n\n@group(0) @binding(0) var<uniform> rendererCamera: RendererCameraUniforms;\n@group(0) @binding(2) var<storage, read> rendererInstances: array<RendererInstanceData>;\n@group(0) @binding(3) var<storage, read> rendererVisibleInstanceIndices: array<u32>;\n\nfn rendererInstanceModelMatrix(instanceIndex: u32) -> mat4x4<f32> {\n let instance = rendererInstances[rendererVisibleInstanceIndices[instanceIndex]];\n return mat4x4<f32>(instance.model0, instance.model1, instance.model2, instance.model3);\n}\n\n@vertex\nfn vsMain(\n @location(0) position: vec3<f32>,\n @builtin(instance_index) instanceIndex: u32\n) -> @builtin(position) @invariant vec4<f32> {\n let world = rendererInstanceModelMatrix(instanceIndex) * vec4(position, 1.0);\n return rendererCamera.viewProj * world;\n}\n"}),entryPoint:"vsMain",buffers:[{arrayStride:12,attributes:[{shaderLocation:0,offset:0,format:"float32x3"}]}]},primitive:{topology:"triangle-list",cullMode:"back",frontFace:"ccw"},depthStencil:{format:"depth32float",depthWriteEnabled:!0,depthCompare:"less"}});const r=this.state.device.createPipelineLayout({label:"renderer-depth-prepass-direct-layout",bindGroupLayouts:[this.state.directSceneBindGroupLayout]});this.state.depthPrepassPipelineDirect=this.state.device.createRenderPipeline({label:"renderer-depth-prepass-direct-pipeline",layout:r,vertex:{module:this.state.device.createShaderModule({label:"renderer-depth-prepass-direct-module",code:"\nstruct RendererCameraUniforms {\n viewProj: mat4x4<f32>,\n cameraPosition: vec4<f32>,\n viewportAndTime: vec4<f32>,\n};\n\n@group(0) @binding(0) var<uniform> rendererCamera: RendererCameraUniforms;\n@group(0) @binding(1) var<uniform> rendererLights: array<vec4<f32>, 11>;\n@group(0) @binding(2) var<storage, read> rendererInstanceMatrices: array<vec4<f32>>;\n\nfn rendererInstanceModelMatrix(instanceIndex: u32) -> mat4x4<f32> {\n let base = instanceIndex * 4u;\n return mat4x4<f32>(\n rendererInstanceMatrices[base + 0u],\n rendererInstanceMatrices[base + 1u],\n rendererInstanceMatrices[base + 2u],\n rendererInstanceMatrices[base + 3u]\n );\n}\n\n@vertex\nfn vsMain(\n @location(0) position: vec3<f32>,\n @builtin(instance_index) instanceIndex: u32\n) -> @builtin(position) @invariant vec4<f32> {\n let world = rendererInstanceModelMatrix(instanceIndex) * vec4(position, 1.0);\n return rendererCamera.viewProj * world;\n}\n"}),entryPoint:"vsMain",buffers:[{arrayStride:12,attributes:[{shaderLocation:0,offset:0,format:"float32x3"}]}]},primitive:{topology:"triangle-list",cullMode:"back",frontFace:"ccw"},depthStencil:{format:"depth32float",depthWriteEnabled:!0,depthCompare:"less"}});const i=this.state.device.createPipelineLayout({label:"renderer-skinned-depth-prepass-layout",bindGroupLayouts:[this.state.sceneBindGroupLayout,this.state.emptyBindGroupLayout,this.state.skinningBindGroupLayout]});this.state.skinnedDepthPrepassPipeline=this.state.device.createRenderPipeline({label:"renderer-skinned-depth-prepass-pipeline",layout:i,vertex:{module:this.state.device.createShaderModule({label:"renderer-skinned-depth-prepass-module",code:Xn}),entryPoint:"vsMain",buffers:this.createVertexBufferLayouts(ii)},primitive:{topology:"triangle-list",cullMode:"back",frontFace:"ccw"},depthStencil:{format:"depth32float",depthWriteEnabled:!0,depthCompare:"less"}});const n=this.state.device.createPipelineLayout({label:"renderer-shadow-layout",bindGroupLayouts:[this.state.shadowBindGroupLayout]}),a=this.state.device.createPipelineLayout({label:"renderer-direct-shadow-pipeline-layout",bindGroupLayouts:[this.state.directShadowBindGroupLayout]});this.state.shadowDepthPipeline=this.state.device.createRenderPipeline({label:"renderer-directional-shadow-pipeline",layout:n,vertex:{module:this.state.device.createShaderModule({label:"renderer-directional-shadow-module",code:"\nstruct ShadowCameraUniforms {\n viewProj: mat4x4<f32>,\n lightPositionRange: vec4<f32>,\n};\n\nstruct RendererInstanceData {\n model0: vec4<f32>,\n model1: vec4<f32>,\n model2: vec4<f32>,\n model3: vec4<f32>,\n color: vec4<f32>,\n batching: vec4<f32>,\n previousModel0: vec4<f32>,\n previousModel1: vec4<f32>,\n previousModel2: vec4<f32>,\n previousModel3: vec4<f32>,\n};\n\n@group(0) @binding(0) var<uniform> shadowCamera: ShadowCameraUniforms;\n@group(0) @binding(1) var<storage, read> rendererInstances: array<RendererInstanceData>;\n\nfn rendererInstanceModelMatrix(instanceIndex: u32) -> mat4x4<f32> {\n let instance = rendererInstances[instanceIndex];\n return mat4x4<f32>(instance.model0, instance.model1, instance.model2, instance.model3);\n}\n\n@vertex\nfn vsMain(\n @location(0) position: vec3<f32>,\n @builtin(instance_index) instanceIndex: u32\n) -> @builtin(position) @invariant vec4<f32> {\n let world = rendererInstanceModelMatrix(instanceIndex) * vec4(position, 1.0);\n return shadowCamera.viewProj * world;\n}\n"}),entryPoint:"vsMain",buffers:[{arrayStride:12,attributes:[{shaderLocation:0,offset:0,format:"float32x3"}]}]},primitive:{topology:"triangle-list",cullMode:"front",frontFace:"ccw"},depthStencil:{format:"depth32float",depthWriteEnabled:!0,depthCompare:"less",depthBias:1,depthBiasSlopeScale:2,depthBiasClamp:0}}),this.state.shadowDepthPipelineDirect=this.state.device.createRenderPipeline({label:"renderer-directional-shadow-direct-pipeline",layout:a,vertex:{module:this.state.device.createShaderModule({label:"renderer-directional-shadow-direct-module",code:"\nstruct ShadowCameraUniforms {\n viewProj: mat4x4<f32>,\n lightPositionRange: vec4<f32>,\n};\n\n@group(0) @binding(0) var<uniform> shadowCamera: ShadowCameraUniforms;\n@group(0) @binding(1) var<storage, read> rendererInstanceMatrices: array<vec4<f32>>;\n\nfn rendererInstanceModelMatrix(instanceIndex: u32) -> mat4x4<f32> {\n let base = instanceIndex * 4u;\n return mat4x4<f32>(\n rendererInstanceMatrices[base + 0u],\n rendererInstanceMatrices[base + 1u],\n rendererInstanceMatrices[base + 2u],\n rendererInstanceMatrices[base + 3u]\n );\n}\n\n@vertex\nfn vsMain(\n @location(0) position: vec3<f32>,\n @builtin(instance_index) instanceIndex: u32\n) -> @builtin(position) vec4<f32> {\n let world = rendererInstanceModelMatrix(instanceIndex) * vec4(position, 1.0);\n return shadowCamera.viewProj * world;\n}\n"}),entryPoint:"vsMain",buffers:[{arrayStride:12,attributes:[{shaderLocation:0,offset:0,format:"float32x3"}]}]},primitive:{topology:"triangle-list",cullMode:"front",frontFace:"ccw"},depthStencil:{format:"depth32float",depthWriteEnabled:!0,depthCompare:"less",depthBias:1,depthBiasSlopeScale:2,depthBiasClamp:0}});const s=this.state.device.createPipelineLayout({label:"renderer-skinned-shadow-layout",bindGroupLayouts:[this.state.shadowBindGroupLayout,this.state.emptyBindGroupLayout,this.state.skinningBindGroupLayout]});this.state.skinnedShadowDepthPipeline=this.state.device.createRenderPipeline({label:"renderer-skinned-directional-shadow-pipeline",layout:s,vertex:{module:this.state.device.createShaderModule({label:"renderer-skinned-directional-shadow-module",code:Jn}),entryPoint:"vsMain",buffers:this.createVertexBufferLayouts(ii)},primitive:{topology:"triangle-list",cullMode:"front",frontFace:"ccw"},depthStencil:{format:"depth32float",depthWriteEnabled:!0,depthCompare:"less",depthBias:1,depthBiasSlopeScale:2,depthBiasClamp:0}}),this.state.pointShadowPipeline=this.state.device.createRenderPipeline({label:"renderer-point-shadow-pipeline",layout:n,vertex:{module:this.state.device.createShaderModule({label:"renderer-point-shadow-module",code:Kn}),entryPoint:"vsMain",buffers:[{arrayStride:12,attributes:[{shaderLocation:0,offset:0,format:"float32x3"}]}]},fragment:{module:this.state.device.createShaderModule({label:"renderer-point-shadow-fragment-module",code:Kn}),entryPoint:"fsMain",targets:[{format:"rgba16float"}]},primitive:{topology:"triangle-list",cullMode:"back",frontFace:"ccw"},depthStencil:{format:"depth32float",depthWriteEnabled:!0,depthCompare:"less"}}),this.state.pointShadowPipelineDirect=this.state.device.createRenderPipeline({label:"renderer-point-shadow-direct-pipeline",layout:a,vertex:{module:this.state.device.createShaderModule({label:"renderer-point-shadow-direct-module",code:Zn}),entryPoint:"vsMain",buffers:[{arrayStride:12,attributes:[{shaderLocation:0,offset:0,format:"float32x3"}]}]},fragment:{module:this.state.device.createShaderModule({label:"renderer-point-shadow-direct-fragment-module",code:Zn}),entryPoint:"fsMain",targets:[{format:"rgba16float"}]},primitive:{topology:"triangle-list",cullMode:"back",frontFace:"ccw"},depthStencil:{format:"depth32float",depthWriteEnabled:!0,depthCompare:"less"}}),this.state.skinnedPointShadowPipeline=this.state.device.createRenderPipeline({label:"renderer-skinned-point-shadow-pipeline",layout:s,vertex:{module:this.state.device.createShaderModule({label:"renderer-skinned-point-shadow-module",code:Qn}),entryPoint:"vsMain",buffers:this.createVertexBufferLayouts(ii)},fragment:{module:this.state.device.createShaderModule({label:"renderer-skinned-point-shadow-fragment-module",code:Qn}),entryPoint:"fsMain",targets:[{format:"rgba16float"}]},primitive:{topology:"triangle-list",cullMode:"back",frontFace:"ccw"},depthStencil:{format:"depth32float",depthWriteEnabled:!0,depthCompare:"less"}});const o=this.state.device.createPipelineLayout({label:"renderer-present-layout",bindGroupLayouts:[this.state.fullscreenTextureBindGroupLayout]});this.state.presentPipeline=this.state.device.createRenderPipeline({label:"renderer-present-pipeline",layout:o,vertex:{module:this.state.device.createShaderModule({label:"renderer-present-module",code:ea}),entryPoint:"vsMain"},fragment:{module:this.state.device.createShaderModule({label:"renderer-present-fragment-module",code:ea}),entryPoint:"fsMain",targets:[{format:this.state.format}]},primitive:{topology:"triangle-list"}});const l=this.state.device.createShaderModule({label:"renderer-scene-color-snapshot-module",code:"\nstruct FullscreenVertexOutput {\n @builtin(position) position: vec4<f32>,\n @location(0) uv: vec2<f32>,\n};\n\n@group(0) @binding(0) var sourceSampler: sampler;\n@group(0) @binding(1) var sourceTexture: texture_2d<f32>;\n\n@vertex\nfn vsMain(@builtin(vertex_index) vertexIndex: u32) -> FullscreenVertexOutput {\n var output: FullscreenVertexOutput;\n let position = array<vec2<f32>, 3>(\n vec2(-1.0, -3.0),\n vec2(-1.0, 1.0),\n vec2(3.0, 1.0),\n );\n let clip = position[vertexIndex];\n output.position = vec4(clip, 0.0, 1.0);\n output.uv = clip * vec2(0.5, -0.5) + vec2(0.5, 0.5);\n return output;\n}\n\n @fragment\n fn fsMain(input: FullscreenVertexOutput) -> @location(0) vec4<f32> {\n let source = textureSample(sourceTexture, sourceSampler, input.uv);\n // Opaque scene alpha stores the two-bit material flags (0..3). Encode the\n // integer range into normalized alpha so rgba8unorm does not clamp flags\n // 2 and 3 to 1. Late materials decode this channel before testing flags.\n return vec4(clamp(source.rgb, vec3(0.0), vec3(1.0)), clamp(source.a / 3.0, 0.0, 1.0));\n }\n"});this.state.sceneColorSnapshotPipeline=this.state.device.createRenderPipeline({label:"renderer-scene-color-snapshot-pipeline",layout:o,vertex:{module:l,entryPoint:"vsMain"},fragment:{module:l,entryPoint:"fsMain",targets:[{format:Xr}]},primitive:{topology:"triangle-list"}})}recreateShadowResources(){if(this.state.device){this.recreateDirectionalShadowResources(),this.state.pointShadowTexture?.destroy(),this.state.pointShadowTexture=this.state.device.createTexture({label:"renderer-point-shadow-texture",size:{width:this.state.pointShadowTextureSize,height:this.state.pointShadowTextureSize,depthOrArrayLayers:24},format:"rgba16float",dimension:"2d",usage:GPUTextureUsage.RENDER_ATTACHMENT|GPUTextureUsage.TEXTURE_BINDING}),this.state.pointShadowArrayView=this.state.pointShadowTexture.createView({dimension:"2d-array"}),this.state.pointShadowFaceViews=[];for(let e=0;e<24;e+=1)this.state.pointShadowFaceViews.push(this.state.pointShadowTexture.createView({dimension:"2d",baseArrayLayer:e,arrayLayerCount:1}));this.state.pointShadowDepthTexture?.destroy(),this.state.pointShadowDepthTexture=this.state.device.createTexture({label:"renderer-point-shadow-depth-texture",size:{width:this.state.pointShadowTextureSize,height:this.state.pointShadowTextureSize,depthOrArrayLayers:24},format:"depth32float",dimension:"2d",usage:GPUTextureUsage.RENDER_ATTACHMENT}),this.state.pointShadowDepthFaceViews=[];for(let e=0;e<24;e+=1)this.state.pointShadowDepthFaceViews.push(this.state.pointShadowDepthTexture.createView({dimension:"2d",baseArrayLayer:e,arrayLayerCount:1}));this.state.spotShadowTexture?.destroy(),this.state.spotShadowTexture=this.state.device.createTexture({label:"renderer-spot-shadow-texture",size:{width:this.state.spotShadowTextureSize,height:this.state.spotShadowTextureSize,depthOrArrayLayers:4},format:"depth32float",dimension:"2d",usage:GPUTextureUsage.RENDER_ATTACHMENT|GPUTextureUsage.TEXTURE_BINDING}),this.state.spotShadowView=this.state.spotShadowTexture.createView({dimension:"2d-array"}),this.state.spotShadowLayerViews=[];for(let e=0;e<4;e+=1)this.state.spotShadowLayerViews.push(this.state.spotShadowTexture.createView({dimension:"2d",baseArrayLayer:e,arrayLayerCount:1}))}}recreateDirectionalShadowResources(){if(this.state.device){this.state.residentSceneBindGroupVersion+=1,this.state.sharedSceneBindGroup=null,this.clearIndirectBundleCache(),this.clearStaticDrawSetBundleCaches(),this.state.directionalShadowTexture?.destroy(),this.state.directionalShadowTexture=this.state.device.createTexture({label:"renderer-directional-shadow-texture",size:{width:this.state.directionalShadowTextureSize,height:this.state.directionalShadowTextureSize,depthOrArrayLayers:4},format:"depth32float",dimension:"2d",usage:GPUTextureUsage.RENDER_ATTACHMENT|GPUTextureUsage.TEXTURE_BINDING|GPUTextureUsage.COPY_SRC}),this.state.directionalShadowView=this.state.directionalShadowTexture.createView({dimension:"2d-array"}),this.state.directionalShadowLayerViews=[];for(let e=0;e<4;e+=1)this.state.directionalShadowLayerViews.push(this.state.directionalShadowTexture.createView({dimension:"2d",baseArrayLayer:e,arrayLayerCount:1}))}}ensureShadowTextureSizes(e){const t=Math.max(this.shadowMapSize,...e.lights.directionals.map(e=>Math.ceil(e.shadowMapSize))),r=Math.max(this.pointShadowMapSize,...e.lights.points.map(e=>Math.ceil(e.shadowMapSize))),i=Math.max(this.spotShadowMapSize,...e.lights.spots.map(e=>Math.ceil(e.shadowMapSize)));t===this.state.directionalShadowTextureSize&&r===this.state.pointShadowTextureSize&&i===this.state.spotShadowTextureSize||(this.state.directionalShadowTextureSize=t,this.state.pointShadowTextureSize=r,this.state.spotShadowTextureSize=i,this.recreateShadowResources())}ensureColorTarget(e,t={}){if(!this.state.device||!this.state.format)throw new Error("Renderer is not initialized.");if("sceneColor"===e||"postProcessColor"===e)throw new Error(`Color target "${e}" is reserved by the renderer.`);const r=t.scale??1,i=t.resolution??"render",n=t.format??Yr,a="presentation"===i?this.state.presentationWidth:this.state.width,s="presentation"===i?this.state.presentationHeight:this.state.height,o=Math.max(1,Math.floor(a*r)),l=Math.max(1,Math.floor(s*r)),c=this.colorTargetCache.get(e);if(c&&c.format===n&&c.width===o&&c.height===l&&c.scale===r&&c.resolution===i)return c;c?.texture.destroy();const u=this.state.device.createTexture({label:`renderer-color-target-${e}`,size:{width:o,height:l},format:n,usage:GPUTextureUsage.RENDER_ATTACHMENT|GPUTextureUsage.TEXTURE_BINDING|GPUTextureUsage.COPY_SRC}),d={name:e,format:n,width:o,height:l,scale:r,resolution:i,texture:u,view:u.createView()};return this.colorTargetCache.set(e,d),this.graphTextureResourceVersion+=1,d}ensureMsaaColorTarget(e){if(!this.state.device)throw new Error("Renderer is not initialized.");const t=this.getColorTargetDimensions(e),r=this.getColorTargetFormat(e),i=this.msaaColorTargetCache.get(e);if(i&&i.format===r&&i.width===t.width&&i.height===t.height&&1===i.scale)return i;i?.texture.destroy();const n=this.state.device.createTexture({label:`renderer-msaa-color-target-${e}`,size:{width:t.width,height:t.height},sampleCount:this.sampleCount,format:r,usage:GPUTextureUsage.RENDER_ATTACHMENT}),a={name:e,format:r,width:t.width,height:t.height,scale:1,texture:n,view:n.createView()};return this.msaaColorTargetCache.set(e,a),a}ensureMsaaDepthTarget(e,t){if(!this.state.device)throw new Error("Renderer is not initialized.");const r=`${e}x${t}`,i=this.msaaDepthTargetCache.get(r);if(i&&i.width===e&&i.height===t&&i.sampleCount===this.sampleCount)return i;i?.texture.destroy();const n=this.state.device.createTexture({label:`renderer-msaa-depth-${r}`,size:{width:e,height:t},sampleCount:this.sampleCount,format:"depth32float",usage:GPUTextureUsage.RENDER_ATTACHMENT}),a={width:e,height:t,sampleCount:this.sampleCount,texture:n,view:n.createView()};return this.msaaDepthTargetCache.set(r,a),a}destroyMsaaResources(){for(const e of this.msaaColorTargetCache.values())e.texture.destroy();this.msaaColorTargetCache.clear();for(const e of this.msaaDepthTargetCache.values())e.texture.destroy();this.msaaDepthTargetCache.clear()}getColorTargetView(e){if("sceneColor"===e){if(!this.state.sceneColorView)throw new Error("Scene color target is not available.");return this.state.sceneColorView}if("postProcessColor"===e){if(!this.state.postProcessColorView)throw new Error("Post-process color target is not available.");return this.state.postProcessColorView}const t=this.colorTargetCache.get(e);if(!t)throw new Error(`Color target "${e}" has not been defined.`);return t.view}ensureTextureTarget(e,t={}){if("2d"===(t.dimension??"2d")&&null==t.usage)return this.ensureColorTarget(e,t);if(!this.state.device)throw new Error("Renderer is not initialized.");const r=t.scale??1,i=t.resolution??"render",n="presentation"===i?this.state.presentationWidth:this.state.width,a="presentation"===i?this.state.presentationHeight:this.state.height,s=Math.max(1,Math.floor(n*r)),o=Math.max(1,Math.floor(a*r)),l=Math.max(1,t.depthOrArrayLayers??1),c=t.format??Yr,u=this.colorTargetCache.get(e),d=t.dimension??"2d",h=t.usage??GPUTextureUsage.TEXTURE_BINDING|GPUTextureUsage.STORAGE_BINDING|GPUTextureUsage.COPY_DST|GPUTextureUsage.COPY_SRC;if(u&&u.format===c&&u.width===s&&u.height===o&&u.resolution===i&&u.dimension===d&&u.depthOrArrayLayers===l&&u.usage===h)return u;u?.texture.destroy();const p=this.state.device.createTexture({label:`renderer-texture-target-${e}`,size:{width:s,height:o,depthOrArrayLayers:l},dimension:d,format:c,usage:h}),f={name:e,format:c,width:s,height:o,scale:r,resolution:i,dimension:d,depthOrArrayLayers:l,usage:h,texture:p,view:p.createView({dimension:d})};return this.colorTargetCache.set(e,f),this.graphTextureResourceVersion+=1,f}getColorTargetTexture(e){if("sceneColor"===e){if(!this.state.sceneColorTexture)throw new Error("Scene color target is not available.");return this.state.sceneColorTexture}if("postProcessColor"===e){if(!this.state.postProcessColorTexture)throw new Error("Post-process color target is not available.");return this.state.postProcessColorTexture}const t=this.colorTargetCache.get(e);if(!t)throw new Error(`Color target "${e}" has not been defined.`);return t.texture}getColorTargetDimensions(e){if("sceneColor"===e||"postProcessColor"===e)return{width:this.state.width,height:this.state.height};const t=this.colorTargetCache.get(e);if(!t)throw new Error(`Color target "${e}" has not been defined.`);return{width:t.width,height:t.height}}getColorTargetFormat(e){if(!this.state.format)throw new Error("Renderer is not initialized.");if("sceneColor"===e||"postProcessColor"===e)return Yr;const t=this.colorTargetCache.get(e);if(!t)throw new Error(`Color target "${e}" has not been defined.`);return t.format}getMaterialGraphTextureReads(e){const t=this.materialGraphTextureReadCache.get(e);if(t?.materialVersion===e.version)return t.resources;const r=e.getGraphTextureInputs(),i=[];for(const e in r){const t=r[e].resource;i.includes(t)||i.push(t)}return this.materialGraphTextureReadCache.set(e,{materialVersion:e.version,resources:i}),i}createGraphBuilderContext(e,t,r,i,n,a,s,o,l){let c=!1,u=!1;const d=e=>{const t=new Set;for(let r=0;r<e.length;r+=1){const i=this.getMaterialGraphTextureReads(e[r].material);for(let e=0;e<i.length;e+=1)t.add(i[e])}return Array.from(t)},h={device:this.state.device,encoder:t,camera:s.camera,sceneColorView:this.state.sceneColorView,postProcessColorView:this.state.postProcessColorView,presentationColorView:a,depthView:this.state.mainDepthView,colorFormat:Yr,width:this.state.width,height:this.state.height,presentationWidth:this.state.presentationWidth,presentationHeight:this.state.presentationHeight,linearClampSampler:this.state.linearClampSampler,nearestClampSampler:this.state.nearestClampSampler,comparisonSampler:this.state.shadowComparisonSampler,getColorView:e=>this.getColorTargetView(e),getTextureView:e=>this.getGraphTextureView(e),getExternalTexture:e=>{const t=this.textureManager.getTextureResource(e);return{view:t.view,sampler:t.sampler}},getGeometryVertexBuffer:(e,t)=>this.getGeometryResource(e)[t],getColorFormat:e=>this.getColorTargetFormat(e),getShadowMapDebugInfo:()=>({directional:{view:this.state.directionalShadowView,size:this.state.directionalShadowTextureSize,layerCount:4,activeLightCount:s.lights.directionals.length,activeLayerCount:s.lights.directionals.length},point:{view:this.state.pointShadowArrayView,size:this.state.pointShadowTextureSize,layerCount:24,activeLightCount:Math.min(4,s.lights.points.length),activeLayerCount:6*Math.min(4,s.lights.points.length)},spot:{view:this.state.spotShadowView,size:this.state.spotShadowTextureSize,layerCount:4,activeLightCount:Math.min(4,s.lights.spots.length),activeLayerCount:Math.min(4,s.lights.spots.length)}}),getSceneLightingResources:()=>{if(!(this.state.cameraBuffer&&this.state.lightBuffer&&this.state.shadowComparisonSampler&&this.state.linearClampSampler&&this.state.directionalShadowView&&this.state.pointShadowArrayView&&this.state.spotShadowView&&this.state.spotLightMapView))throw new Error("Renderer scene lighting resources are not initialized.");return{cameraBuffer:this.state.cameraBuffer,lightBuffer:this.state.lightBuffer,shadowSampler:this.state.shadowComparisonSampler,linearSampler:this.state.linearClampSampler,directionalShadowView:this.state.directionalShadowView,pointShadowView:this.state.pointShadowArrayView,spotShadowView:this.state.spotShadowView,spotLightMapView:this.state.spotLightMapView}}};return{fogVolumeObjects:s.fogVolumeObjects,extractedLights:s.lights,addDirectionalShadowPass:()=>{e.addPass(new Pr("DirectionalShadowPass",()=>{this.executeDirectionalShadowPass(t,i,s,o)},{writes:["directionalShadow"]}))},addPointShadowPass:()=>{s.lights.points.some(e=>e.castShadow)&&e.addPass(new Pr("PointShadowPass",()=>{this.executePointShadowPass(t,i,s,o)},{writes:["pointShadow"]}))},addSpotShadowPass:()=>{s.lights.spots.some(e=>e.castShadow)&&e.addPass(new Pr("SpotShadowPass",()=>{this.executeSpotShadowPass(t,i,s,o)},{writes:["spotShadow"]}))},addDepthPrepass:()=>{c=!0,this.getHiZOcclusionCullingActive()&&this.hasEnabledStaticDrawSets()&&e.addPass(new Pr("TemporalStaticVisibilityPrepass",()=>{this.executeStaticVisibilityPasses(t,"prepass")},{reads:["hiz"],writes:["staticIndirectArgs"]})),e.addPass(new Pr("DepthPrepass",()=>{this.executeDepthPrepass(t,r,s,o)},{writes:["mainDepth"]}))},addHiZPasses:()=>{this.getHiZOcclusionCullingActive()&&e.addPass(new Pr("HiZPasses",()=>{this.executeHiZPasses(t)},{reads:["mainDepth"],writes:["hiz"]}))},addVisibilityPass:()=>{this.getHiZOcclusionCullingActive()&&(n||this.hasEnabledStaticDrawSets())&&(e.addPass(new Pr("VisibilityPass",()=>{n&&this.executeVisibilityPass(t,n),this.executeStaticVisibilityPasses(t,"postpass")},{reads:["hiz"],writes:["indirectArgs","staticIndirectArgs"]})),this.sampleCount>1&&this.hasEnabledStaticDrawSets()&&e.addPass(new Pr("TemporalStaticDepthResolvePass",()=>{this.executeStaticTemporalDepthResolvePass(t)},{reads:["staticIndirectArgs"],writes:["mainDepth"]})))},defineColorTarget:(e,t={})=>{this.ensureColorTarget(e,t)},defineTextureTarget:(e,t={})=>{this.ensureTextureTarget(e,t)},addForwardPass:(i="sceneColor")=>{const n=!c,a=[...s.gpuOpaqueDraws,...s.directOpaqueDraws,...s.transparentDraws],h=d(a);if(l?.push({draws:a,colorTargetFormats:[this.getColorTargetFormat(i)],sampleCount:this.sampleCount}),h.includes("mainDepth")){if(!c)throw new Error("Materials that sample mainDepth require a depth prepass.");e.addPass(new Pr("ForwardDepthSnapshotPass",()=>{this.state.mainDepthTexture&&this.state.sceneDepthSnapshotTexture&&t.copyTextureToTexture({texture:this.state.mainDepthTexture},{texture:this.state.sceneDepthSnapshotTexture},{width:this.state.width,height:this.state.height})},{reads:["mainDepth"],writes:["sceneDepthSnapshot"]})),u=!0}e.addPass(new Pr("ForwardPass",()=>{this.executeForwardPass(t,i,this.getColorTargetView(i),r,s,o,n)},{reads:["directionalShadow","pointShadow","spotShadow","mainDepth","indirectArgs",...h.map(e=>"mainDepth"===e?"sceneDepthSnapshot":e)],writes:[i]})),this.getHiZOcclusionCullingActive()&&this.hasEnabledStaticDrawSets()&&e.addPass(new Pr("TemporalHiZHistoryPass",()=>{this.executeHiZPasses(t,!0)},{reads:["mainDepth"],writes:["hiz"],dependsOn:["ForwardPass"]}))},addOpaquePass:(i="sceneColor")=>{const n=!c,a=[...s.gpuOpaqueDraws,...s.directOpaqueDraws],h=d(a);if(l?.push({draws:a,colorTargetFormats:[this.getColorTargetFormat(i)],sampleCount:this.sampleCount}),h.includes("mainDepth")){if(!c)throw new Error("Materials that sample mainDepth require a depth prepass.");e.addPass(new Pr("OpaqueDepthSnapshotPass",()=>{this.state.mainDepthTexture&&this.state.sceneDepthSnapshotTexture&&t.copyTextureToTexture({texture:this.state.mainDepthTexture},{texture:this.state.sceneDepthSnapshotTexture},{width:this.state.width,height:this.state.height})},{reads:["mainDepth"],writes:["sceneDepthSnapshot"]})),u=!0}e.addPass(new Pr("OpaquePass",()=>{this.executeForwardPass(t,i,this.getColorTargetView(i),r,s,o,n,"opaque")},{reads:["directionalShadow","pointShadow","spotShadow","mainDepth","indirectArgs",...h.map(e=>"mainDepth"===e?"sceneDepthSnapshot":e)],writes:[i]}))},addSceneTextureCopyPass:(r="sceneColor",i)=>{const n=this.staticDrawSets.filter(e=>e.publicSet.enabled&&"late"===e.drawStage).flatMap(e=>e.draws),a=[...s.transparentDraws,...n],o=!0===i?.sceneColor||a.some(e=>e.material.usesSceneColor()),l=!0===i?.sceneDepth||a.some(e=>e.material.usesSceneDepth()),c=d(a).includes("mainDepth");if(!o&&!l&&!c)return;const h=this.getColorTargetDimensions(r);if(h.width!==this.state.width||h.height!==this.state.height||this.getColorTargetFormat(r)!==Yr)throw new Error("Scene texture snapshots currently require a full-resolution rgba16float source.");e.addPass(new Pr("SceneTextureCopyPass",()=>{if(o){const e=this.getColorTargetView(r);let i=this.state.sceneColorSnapshotBindGroups.get(e);i||(i=this.state.device.createBindGroup({label:"renderer-scene-color-snapshot-bind-group",layout:this.state.fullscreenTextureBindGroupLayout,entries:[{binding:0,resource:this.state.linearClampSampler},{binding:1,resource:e}]}),this.state.sceneColorSnapshotBindGroups.set(e,i));const n=t.beginRenderPass({label:"renderer-scene-color-snapshot-pass",colorAttachments:[{view:this.state.sceneColorSnapshotView,loadOp:"clear",storeOp:"store",clearValue:{r:0,g:0,b:0,a:0}}]});n.setPipeline(this.state.sceneColorSnapshotPipeline),n.setBindGroup(0,i),n.draw(3),n.end()}l&&this.executeHiZPasses(t,!1,!0),c&&this.state.mainDepthTexture&&this.state.sceneDepthSnapshotTexture&&t.copyTextureToTexture({texture:this.state.mainDepthTexture},{texture:this.state.sceneDepthSnapshotTexture},{width:this.state.width,height:this.state.height})},{reads:[...o?[r]:[],...l||c?["mainDepth"]:[]],writes:[...o?["sceneColorSnapshot"]:[],...l||c?["sceneDepthSnapshot"]:[]]})),(l||c)&&(u=!0)},addLatePass:(i="sceneColor")=>{const n=this.staticDrawSets.filter(e=>e.publicSet.enabled&&"late"===e.drawStage).flatMap(e=>e.draws);if(0===s.transparentDraws.length&&0===n.length)return;l?.push({draws:s.transparentDraws,colorTargetFormats:[this.getColorTargetFormat(i)],sampleCount:1});const a=[...s.transparentDraws,...n],c=[i,"mainDepth",...d(a)];a.some(e=>e.material.usesSceneColor())&&c.push("sceneColorSnapshot"),a.some(e=>e.material.usesSceneDepth())&&c.push("sceneDepthSnapshot"),e.addPass(new Pr("LatePass",()=>{this.executeForwardPass(t,i,this.getColorTargetView(i),r,s,o,!1,"late",!0,1)},{reads:c,writes:[i,"mainDepth"]}))},addHiZHistoryPass:(r="ForwardPass")=>{if(!this.getHiZOcclusionCullingActive()||!this.hasEnabledStaticDrawSets())return;const i="LatePass"===r&&0===s.transparentDraws.length?"OpaquePass":r;e.addPass(new Pr("TemporalHiZHistoryPass",()=>{this.executeHiZPasses(t,!0)},{reads:["mainDepth"],writes:["hiz"],dependsOn:[i]}))},addMaterialPass:(i={})=>{const n="string"==typeof i.outputs?[i.outputs]:Array.from(i.outputs??["sceneColor"]),a=i.drawStage??"all",c="opaque"===a?[...s.gpuOpaqueDraws,...s.directOpaqueDraws]:"late"===a?s.transparentDraws:[...s.gpuOpaqueDraws,...s.directOpaqueDraws,...s.transparentDraws],u=i.objectFilter?c.filter(e=>i.objectFilter(e.sourceObject)||!0===e.sourceRanges?.some(e=>i.objectFilter(e.sourceObject))):c,d=e=>"function"==typeof i.overrideMaterial?i.overrideMaterial(e.material,null!==e.skinning):i.overrideMaterial,h=i.overrideMaterial?u.map(e=>({...e,material:d(e)})):u;l?.push({draws:h,colorTargetFormats:n.map(e=>this.getColorTargetFormat(e)),sampleCount:this.sampleCount}),e.addPass(new Pr(i.name??"MaterialPass",()=>{this.executeMaterialPass(t,n,r,s,o,i)},{reads:["directionalShadow","pointShadow","spotShadow",...i.loadDepth?["mainDepth"]:[],...i.loadColor?n:[]],writes:this.sampleCount>1?n:[...n,"mainDepth"]}))},addCustomPass:t=>{e.addPass(new Pr(t.name,()=>{t.execute(h)},{reads:t.reads,writes:t.writes,dependsOn:t.dependsOn}))},addPresentPass:(r="sceneColor")=>{e.addPass(new Pr("PresentPass",()=>{const e=this.getColorTargetView(r);this.executePresentPass(t,e,a)},{reads:[r],writes:["mainColor"]}))}}}transparentDraws=[];opaqueBatches=new Map;acquireDrawCall(){const e=this.drawCallPoolCount;this.drawCallPoolCount+=1;let t=this.drawCallPool[e];return t||(t={geometry:null,geometryKey:{},geometryResource:null,material:null,customDepthMaterial:null,residentInstanceBinding:null,sourceObject:null,frontFaceCW:!1,usesBatching:!1,geometryGroup:null,batchKey:"",batchHash:0,indexed:!1,wireframe:!1,start:0,count:0,transparent:!1,renderOrder:0,hasRenderCallbacks:!1,castShadow:!0,receiveShadow:!0,sortMaterialId:0,sortGeometryId:0,sortCustomDepthMaterialId:0,skinning:null,materialResource:null,instanceStart:0,instanceCount:0,boundsCenter:new Pt,boundsRadius:0,sortDepth:0,transparentSortGroup:0,transparentSortOrder:0},this.drawCallPool[e]=t),t}acquireOpaqueBatchBuilder(){const e=this.opaqueBatchPoolCount;this.opaqueBatchPoolCount+=1;let t=this.opaqueBatchPool[e];return t||(t={template:null,totalInstanceCount:0,rangePairCount:0,firstInstanceStart:0,firstInstanceCount:0,sourceRanges:[],boundsMin:new Pt,boundsMax:new Pt},this.opaqueBatchPool[e]=t),t}populateDrawCall(e,t,r,i,n,a,s,o){const l=t.wireframe;l&&this.ensureWireframeIndex(t.geometry,t.geometryResource);const c=t.sourceObject?Boolean(t.sourceObject.receiveShadow):t.receiveShadow;return this.shouldInvalidateDrawMaterialResource(e,t.material,c,t.usesBatching,null)&&(e.materialResource=null),e.geometry=t.geometry,e.geometryKey=l?t.geometryResource.wireframeIndex:t.geometryKey,e.geometryResource=t.geometryResource,e.material=t.material,e.customDepthMaterial=t.customDepthMaterial,e.residentInstanceBinding=t.residentInstanceBinding,e.sourceObject=t.sourceObject,e.frontFaceCW=null!==t.sourceObject&&!0===t.sourceObject.isMesh?t.sourceObject.matrixWorld.determinant()<0:t.frontFaceCW,e.usesBatching=t.usesBatching,e.geometryGroup=t.geometryGroup,e.batchKey=t.batchKey,e.batchHash=t.batchHash,e.indexed=l||t.indexed,e.wireframe=l,e.start=l?2*t.start:t.start,e.count=l?2*t.count:t.count,e.transparent=t.transparent,e.renderOrder=t.sourceObject?.renderOrder??t.renderOrder,e.hasRenderCallbacks=this.hasRenderCallbacks(t.sourceObject),e.castShadow=t.sourceObject?Boolean(t.sourceObject.castShadow):t.castShadow,e.receiveShadow=c,e.sortMaterialId=t.sortMaterialId,e.sortGeometryId=t.sortGeometryId,e.sortCustomDepthMaterialId=t.sortCustomDepthMaterialId,e.skinning=null,e.instanceStart=r,e.instanceCount=i,e.boundsCenter.set(n,a,s),e.boundsRadius=o,e.sortDepth=0,e.transparentSortGroup=0,e.transparentSortOrder=0,e.sourceRanges=void 0,e}populateDynamicDrawCall(e,t,r,i,n,a,s,o,l,c,u,d,h,p,f,m,g,v,x,w,b,y,S,C,P,M,B,D,T=null){const I=!0===o?.isBatchedMesh,R=n.wireframe&&"triangle-list"===n.primitiveTopology;return R&&this.ensureWireframeIndex(t,i),this.shouldInvalidateDrawMaterialResource(e,n,x,I,T)&&(e.materialResource=null),e.geometry=t,e.geometryKey=R?i.wireframeIndex:r,e.geometryResource=i,e.material=n,e.customDepthMaterial=a,e.residentInstanceBinding=s,e.sourceObject=o,e.frontFaceCW=null!==o&&!0===o.isMesh&&o.matrixWorld.determinant()<0,e.usesBatching=I,e.geometryGroup=l,e.batchKey=c,e.batchHash=u,e.indexed=R||d,e.wireframe=R,e.start=R?2*h:h,e.count=R?2*p:p,e.transparent=f,e.renderOrder=m,e.hasRenderCallbacks=g,e.castShadow=v,e.receiveShadow=x,e.sortMaterialId=w,e.sortGeometryId=b,e.sortCustomDepthMaterialId=y,e.skinning=T,e.instanceStart=S,e.instanceCount=C,e.boundsCenter.set(P,M,B),e.boundsRadius=D,e.sortDepth=0,e.transparentSortGroup=0,e.transparentSortOrder=0,e.sourceRanges=void 0,e}pushOpaqueDrawTemplate(e,t,r,i,n,a,s){const o=e.batchHash,l=this.opaqueBatches.get(o);let c=null;if(l)if(Array.isArray(l))for(let t=0;t<l.length;t+=1){const r=l[t];if($i(r.template,e)){c=r;break}}else $i(l.template,e)&&(c=l);if(c){if(c.totalInstanceCount+=r,1===c.rangePairCount){const e=c.sourceRanges;e.length=4,e[0]=c.firstInstanceStart,e[1]=c.firstInstanceCount,e[2]=t,e[3]=r}else{const e=c.sourceRanges,i=2*c.rangePairCount;e[i]=t,e[i+1]=r}c.rangePairCount+=1;const e=c.boundsMin,o=c.boundsMax,l=i-s,u=n-s,d=a-s,h=i+s,p=n+s,f=a+s;return l<e.x&&(e.x=l),u<e.y&&(e.y=u),d<e.z&&(e.z=d),h>o.x&&(o.x=h),p>o.y&&(o.y=p),void(f>o.z&&(o.z=f))}const u=this.acquireOpaqueBatchBuilder();u.template=e,u.totalInstanceCount=r,u.rangePairCount=1,u.firstInstanceStart=t,u.firstInstanceCount=r,u.sourceRanges.length=0,u.boundsMin.set(i-s,n-s,a-s),u.boundsMax.set(i+s,n+s,a+s),l?Array.isArray(l)?l.push(u):this.opaqueBatches.set(o,[l,u]):this.opaqueBatches.set(o,u)}pushDraw(e){e.transparent?this.transparentDraws.push(e):e.skinning||e.hasRenderCallbacks&&e.residentInstanceBinding?this.directOpaqueDrawsScratch.push(e):e.residentInstanceBinding?this.residentOpaqueDrawsScratch.push(e):this.stagedOpaqueDrawsScratch.push(e)}getToonOutlineParameters(e){if(!e||!e.visible||!0===e.wireframe||!e.depthTest)return null;const t=e.userData?.outlineParameters;return t&&!1!==t.visible?t:null}getToonOutlineMaterial(e,t){const r=this.getToonOutlineParameters(e);if(!r)return null;if("darkenedAlbedo"===r.colorMode){const t=this.materialResolver?.(e,"outline");if(t)return t}let i=this.toonOutlineMaterialCache.get(e);if(!i){const t=t=>new Kt({vertexShader:t?"\nstruct VertexInput {\n @location(0) position: vec3<f32>,\n @location(1) normal: vec3<f32>,\n @location(4) skinIndex: vec4<u32>,\n @location(5) skinWeight: vec4<f32>,\n @builtin(instance_index) instanceIndex: u32,\n};\n\nstruct VertexOutput {\n @builtin(position) position: vec4<f32>,\n};\n\n@vertex\nfn vsMain(input: VertexInput) -> VertexOutput {\n let localPosition = rendererSkinPosition(input.position, input.skinIndex, input.skinWeight);\n let localNormal = rendererSkinNormal(input.normal, input.skinIndex, input.skinWeight);\n let worldPosition = rendererWorldPosition(localPosition, input.instanceIndex);\n let viewPosition = rendererCamera.view * worldPosition;\n let worldNormal = rendererWorldNormal(localNormal, input.instanceIndex);\n let viewNormal = normalize((rendererCamera.view * vec4(worldNormal, 0.0)).xyz);\n let distanceScale = sqrt(max(length(viewPosition.xyz), 0.0001)) * 0.5;\n let displaced = viewPosition.xyz + viewNormal * materialUniforms.outlineThickness * distanceScale;\n return VertexOutput(rendererCamera.projection * vec4(displaced, 1.0));\n}\n":"\nstruct VertexInput {\n @location(0) position: vec3<f32>,\n @location(1) normal: vec3<f32>,\n @builtin(instance_index) instanceIndex: u32,\n};\n\nstruct VertexOutput {\n @builtin(position) position: vec4<f32>,\n};\n\n@vertex\nfn vsMain(input: VertexInput) -> VertexOutput {\n let worldPosition = rendererWorldPosition(input.position, input.instanceIndex);\n let viewPosition = rendererCamera.view * worldPosition;\n let worldNormal = rendererWorldNormal(input.normal, input.instanceIndex);\n let viewNormal = normalize((rendererCamera.view * vec4(worldNormal, 0.0)).xyz);\n let distanceScale = sqrt(max(length(viewPosition.xyz), 0.0001)) * 0.5;\n let displaced = viewPosition.xyz + viewNormal * materialUniforms.outlineThickness * distanceScale;\n return VertexOutput(rendererCamera.projection * vec4(displaced, 1.0));\n}\n",fragmentShader:"\n@fragment\nfn fsMain() -> @location(0) vec4<f32> {\n return vec4(materialUniforms.outlineColor, materialUniforms.outlineAlpha);\n}\n",vertexAttributes:t?ca:[{name:"position",shaderLocation:0,format:"float32x3"},{name:"normal",shaderLocation:1,format:"float32x3",defaultValue:[0,0,1]}],uniforms:{outlineThickness:r.thickness??.003,outlineColor:(new ht).fromArray(r.color??[0,0,0]),outlineAlpha:r.alpha??e.opacity},side:ct,depthTest:!0,depthWrite:!0,transparent:!0});i={regular:t(!1),skinned:t(!0)},this.toonOutlineMaterialCache.set(e,i)}const n=t?i.skinned:i.regular;return n.uniforms.outlineThickness.value=r.thickness??.003,n.uniforms.outlineColor.value.fromArray(r.color??[0,0,0]),n.uniforms.outlineAlpha.value=r.alpha??e.opacity,n}pushToonOutlineDraw(e,t){const r=t?this.getToonOutlineMaterial(t,null!==e.skinning):null;if(!r||e.usesBatching)return;const i=this.populateDynamicDrawCall(this.acquireDrawCall(),e.geometry,e.geometryKey,e.geometryResource,r,null,e.residentInstanceBinding,e.sourceObject,e.geometryGroup,"",0,e.indexed,e.start,e.count,!0,e.renderOrder,!1,!1,!1,Ui(r),e.sortGeometryId,0,e.instanceStart,e.instanceCount,e.boundsCenter.x,e.boundsCenter.y,e.boundsCenter.z,e.boundsRadius,e.skinning);this.transparentDraws.push(i)}updateTransparentDrawSortDepths(e,t,r){for(let i=0;i<e.length;i+=1){const n=e[i];0===n.transparentSortGroup&&(n.sortDepth=(n.boundsCenter.x-t.x)*r.x+(n.boundsCenter.y-t.y)*r.y+(n.boundsCenter.z-t.z)*r.z)}}extractScene(e,t,r=!1){this.extractionVersion+=1,this.drawCallPoolCount=0,this.opaqueBatchPoolCount=0;this.opaqueBatches.clear();const i=this.transparentDraws;i.length=0;const n=this.residentInstanceUploadsScratch;n.length=0;const a=this.sourceInstanceDataScratch;a.reset();const s=this.gpuOpaqueDrawsScratch;s.length=0;const o=this.directOpaqueDrawsScratch;o.length=0;const l=this.stagedOpaqueDrawsScratch;l.length=0;const c=this.residentOpaqueDrawsScratch;c.length=0;const u=this.opaqueInstanceDataScratch;u.reset();const d=this.finalInstanceDataScratch;d.reset();const h=this.extractedAmbientScratch;h.set(0,0,0,0);let p=null;const f=this.activeDirectionalLightsScratch,m=this.activePointLightsScratch,g=this.activeSpotLightsScratch,v=this.fogVolumeObjectsScratch;f.length=0,m.length=0,g.length=0,v.length=0;const x=this.extractedBoundsMinScratch;x.set(1/0,1/0,1/0);const w=this.extractedBoundsMaxScratch;w.set(-1/0,-1/0,-1/0),function(e,t){const r=e.elements,i=r[0],n=r[1],a=r[2],s=r[3],o=r[4],l=r[5],c=r[6],u=r[7],d=r[8],h=r[9],p=r[10],f=r[11],m=r[12],g=r[13],v=r[14],x=r[15];Yi(t,0,s-i,u-o,f-d,x-m),Yi(t,4,s+i,u+o,f+d,x+m),Yi(t,8,s+n,u+l,f+h,x+g),Yi(t,12,s-n,u-l,f-h,x-g),Yi(t,16,s-a,u-c,f-p,x-v),Yi(t,20,a,c,p,v)}(Zi(t,this.cameraViewProjScratch),this.cameraFrustumPlanesScratch);const b=this.transparentSortCameraPositionScratch,y=this.transparentSortCameraForwardScratch;t.getWorldPosition(b),t.getWorldDirection(y);const S=r?this.isSphereVisibleForCompilationScratch:this.isSphereVisibleScratch,C=this.updateExtractedBoundsFromMatrixScratch,P=this.objectTraversalStackScratch;P.length=0,P.push(e);for(let e=this.csmCascadeLights.length-1;e>=0;e-=1)P.push(this.csmCascadeLights[e]);for(;P.length>0;){const e=P.pop();if(!e.visible)continue;const r=0!==(e.layers.mask&t.layers.mask);if(!0===e.isFogVolumeObject&&null!=e.volume)v.push(e);else if(e.isAmbientLight){if(r){const t=e;h.x+=t.color.r*t.intensity,h.y+=t.color.g*t.intensity,h.z+=t.color.b*t.intensity,h.w=1}}else if(e.isHemisphereLight){if(r&&null==p){const t=e,r=this.extractedHemisphereScratch;oi.setFromMatrixPosition(t.matrixWorld),r.direction.copy(oi),r.direction.lengthSq()<=1e-10?r.direction.set(0,1,0):r.direction.normalize(),r.skyColor.set(t.color.r,t.color.g,t.color.b),r.groundColor.set(t.groundColor.r,t.groundColor.g,t.groundColor.b),r.intensity=t.intensity,p=r}}else if(e.isDirectionalLight){if(r&&f.length<4&&!this.hasExtractedDirectionalLight(f,e)){const t=e,r=t.shadow,i=r.camera,n=this.extractedDirectionalLightsScratch[f.length];n.sourceLight=t,t.target.matrixWorldAutoUpdate&&t.target.updateMatrixWorld(!0),oi.setFromMatrixPosition(t.matrixWorld),li.setFromMatrixPosition(t.target.matrixWorld),n.position.copy(oi),n.target.copy(li),n.direction.copy(li).sub(oi).normalize(),n.color.set(t.color.r,t.color.g,t.color.b),n.intensity=t.intensity,n.volumetricIntensity=t.userData?.volumetricIntensity??0,n.castShadow=t.castShadow&&this.directionalShadowsEnabled,n.shadowBias=r.bias,n.shadowNormalBias=r.normalBias,n.shadowRadius=r.radius,n.shadowIntensity=r.intensity,n.shadowMapSize=Math.max(1,r.mapSize.width,r.mapSize.height),n.shadowCameraLeft=i.left,n.shadowCameraRight=i.right,n.shadowCameraTop=i.top,n.shadowCameraBottom=i.bottom,n.shadowCameraNear=i.near,n.shadowCameraFar=i.far,f.push(n)}}else if(e.isPointLight){if(r&&m.length<Nr){const t=e,r=t.shadow,i=r.camera;oi.setFromMatrixPosition(t.matrixWorld);const n=t.distance>0?t.distance:Math.max(i.far,25);if(!Xi(this.cameraFrustumPlanesScratch,oi.x,oi.y,oi.z,n))continue;const a=this.extractedPointLightsScratch[m.length];a.sourceLight=t,a.position.copy(oi),a.color.set(t.color.r,t.color.g,t.color.b),a.intensity=t.intensity,a.volumetricIntensity=t.userData?.volumetricIntensity??0,a.distance=t.distance,a.range=n,a.decay=t.decay,a.castShadow=t.castShadow,a.shadowBias=r.bias,a.shadowNormalBias=r.normalBias,a.shadowRadius=r.radius,a.shadowIntensity=r.intensity,a.shadowMapSize=Math.max(1,r.mapSize.width,r.mapSize.height),a.shadowCameraNear=i.near,a.shadowCameraFar=t.distance>0?t.distance:i.far,m.push(a)}}else if(e.isSpotLight){if(r&&g.length<_r){const t=e,r=t.shadow,i=r.camera,n=this.extractedSpotLightsScratch[g.length];n.sourceLight=t,t.target.matrixWorldAutoUpdate&&t.target.updateMatrixWorld(!0),oi.setFromMatrixPosition(t.matrixWorld),li.setFromMatrixPosition(t.target.matrixWorld);const a=t.distance>0?t.distance:i.far;if(!Xi(this.cameraFrustumPlanesScratch,oi.x,oi.y,oi.z,a))continue;n.position.copy(oi),n.direction.copy(li).sub(oi).normalize(),n.color.set(t.color.r,t.color.g,t.color.b),n.intensity=t.intensity,n.volumetricIntensity=t.userData?.volumetricIntensity??0,n.range=a,n.angle=t.angle,n.penumbra=t.penumbra,n.decay=t.decay,n.castShadow=t.castShadow,n.shadowBias=r.bias,n.shadowNormalBias=r.normalBias,n.shadowRadius=r.radius,n.shadowIntensity=r.intensity,n.shadowMapSize=Math.max(1,r.mapSize.width,r.mapSize.height),n.shadowCameraNear=i.near,n.shadowCameraFar=t.distance>0?t.distance:i.far,n.shadowCameraFov=t.angle*(360/Math.PI)*r.focus,n.map=t.map??null,g.push(n)}}else r&&e.isBatchedMesh?this.collectBatchedMesh(e,a,C,S,t,b,y):r&&e.isInstancedMesh?this.collectInstancedMesh(e,a,C,S):r&&e.isSkinnedMesh?this.collectSkinnedMesh(e,a,C,S):r&&e.isLine?this.collectLine(e,a,C,S):r&&e.isSprite?this.collectSprite(e,a,C,S):r&&e.isMesh&&this.collectMesh(e,a,C,S);const i=e.children;for(let e=i.length-1;e>=0;e-=1)P.push(i[e])}if(this.csmCascadeLights.length>0){const e=new Map;for(let t=0;t<this.csmCascadeLights.length;t+=1)e.set(this.csmCascadeLights[t],t);f.sort((t,r)=>((null==t.sourceLight?void 0:e.get(t.sourceLight))??4)-((null==r.sourceLight?void 0:e.get(r.sourceLight))??4))}const M=o.length;this.updateTransparentDrawSortDepths(i,b,y),i.sort(ki),Number.isFinite(x.x)||(x.set(-6,-6,-6),w.set(6,6,6)),l.sort(Ei);for(let e=0;e<l.length;){const t=l[e],r=u.instanceCount;u.appendRange(a,t.instanceStart,t.instanceCount);let i,n=t.instanceCount,c=t.boundsCenter.x-t.boundsRadius,d=t.boundsCenter.y-t.boundsRadius,h=t.boundsCenter.z-t.boundsRadius,p=t.boundsCenter.x+t.boundsRadius,f=t.boundsCenter.y+t.boundsRadius,m=t.boundsCenter.z+t.boundsRadius,g=e+1;for(;this.dynamicBatchingEnabled&&g<l.length&&Wi(t,l[g]);){const e=l[g];u.appendRange(a,e.instanceStart,e.instanceCount),i??=[{sourceObject:t.sourceObject,instanceStart:r,instanceCount:t.instanceCount}],i.push({sourceObject:e.sourceObject,instanceStart:r+n,instanceCount:e.instanceCount}),n+=e.instanceCount;const s=e.boundsCenter.x-e.boundsRadius,o=e.boundsCenter.y-e.boundsRadius,v=e.boundsCenter.z-e.boundsRadius,x=e.boundsCenter.x+e.boundsRadius,w=e.boundsCenter.y+e.boundsRadius,b=e.boundsCenter.z+e.boundsRadius;s<c&&(c=s),o<d&&(d=o),v<h&&(h=v),x>p&&(p=x),w>f&&(f=w),b>m&&(m=b),g+=1}const v=.5*(c+p),x=.5*(d+f),w=.5*(h+m),b=p-v,y=f-x,S=m-w;t.instanceStart=r,t.instanceCount=n,t.sourceRanges=i,t.boundsCenter.set(v,x,w),t.boundsRadius=Math.sqrt(b*b+y*y+S*S),t.indexed&&!t.hasRenderCallbacks?s.push(t):o.push(t),e=g}c.sort(Ei);for(let e=0;e<c.length;e+=1){const t=c[e];t.indexed&&!t.hasRenderCallbacks?s.push(t):o.push(t)}d.appendBuilder(u);for(let e=0;e<M;e+=1){const t=o[e];if(t.residentInstanceBinding)continue;const r=d.instanceCount;d.appendRange(a,t.instanceStart,t.instanceCount),t.instanceStart=r}s.sort(Ei),o.sort(Ei);for(let e=0;e<i.length;e+=1){const t=i[e];if(t.residentInstanceBinding)continue;const r=d.instanceCount;d.appendRange(a,t.instanceStart,t.instanceCount),t.instanceStart=r}m.sort(oa),g.sort(oa);for(let e=4;e<m.length;e+=1)m[e].castShadow=!1;for(let e=4;e<g.length;e+=1)g[e].castShadow=!1;const B=this.extractedLightsScratch;B.hemisphere=p,B.directional=f[0]??null,B.point=m[0]??null,B.spot=g[0]??null;const D=this.extractedFrameScratch;return D.scene=e,D.camera=t,D.fogVolumeObjects=v,D.transparentDraws=i,D.instanceData=d,D.residentInstanceUploads=n,D}collectLine(e,t,r,i){if(Array.isArray(e.material)||!e.geometry.getAttribute("position"))return;const n=e.geometry,a=e.material;if(!1===a.visible)return;if((!0===a.isLineBasicMaterial||!0===a.isMeshBasicMaterial)&&!0!==a.isLineMaterial){const s=e.isLineSegments?"line-list":"line-strip",o=this.resolveLineBasicMaterial(a,s),l=`${pi(n)}:${s}`;let c=this.lineProxyCache.get(e);c&&c.sourceGeometry===n?c.signature!==l&&(c.signature=l):(c={signature:l,sourceGeometry:n,mesh:new xt(n,o)},this.lineProxyCache.set(e,c));const u=c.mesh;return u.material=o,u.matrixWorld.copy(e.matrixWorld),u.frustumCulled=e.frustumCulled,u.renderOrder=e.renderOrder,u.castShadow=!1,u.receiveShadow=!1,u.onBeforeRender=(...t)=>e.onBeforeRender(...t),void this.collectMesh(u,t,r,i)}const s=pi(n);let o=this.lineProxyCache.get(e);if(!o||o.sourceGeometry!==n||o.signature!==s){const t=n.getAttribute("position"),r=n.index,i=r?.count??t.count,a=Math.max(0,Math.min(i,n.drawRange.start)),l=Number.isFinite(n.drawRange.count)?n.drawRange.count:i-a,c=Math.max(a,Math.min(i,a+l)),u=e.isLineSegments?2:1,d=[],h=[],p=e=>r?r.getX(e):e;for(let e=a;e+1<c;e+=u){const r=p(e),i=p(e+1);d.push(t.getX(r),t.getY(r),t.getZ(r)),h.push(t.getX(i),t.getY(i),t.getZ(i))}const f=new dt;f.setIndex([0,2,1,2,3,1,2,4,3,4,5,3,4,6,5,6,7,5]),f.setAttribute("position",new ut(new Float32Array([-1,2,0,1,2,0,-1,1,0,1,1,0,-1,0,0,1,0,0,-1,-1,0,1,-1,0]),3)),f.setAttribute("instanceStart",new mt(new Float32Array(d),3)),f.setAttribute("instanceEnd",new mt(new Float32Array(h),3)),f.instanceCount=d.length/3;const m=Ji(n);f.boundingSphere=new yt(m.center.clone(),m.radius),o={signature:s,sourceGeometry:n,mesh:new xt(f,e.material)},this.lineProxyCache.set(e,o)}const l=o.mesh;l.matrixWorld.copy(e.matrixWorld),l.frustumCulled=e.frustumCulled,l.renderOrder=e.renderOrder,l.castShadow=e.castShadow??!1,l.receiveShadow=e.receiveShadow??!1,l.onBeforeRender=(...t)=>e.onBeforeRender(...t),this.collectMesh(l,t,r,i)}collectSprite(e,t,r,i){let n=this.spriteProxyCache.get(e);if(!n){const t=e.geometry.clone();n={mesh:new xt(t,e.material),centerX:Number.NaN,centerY:Number.NaN},this.spriteProxyCache.set(e,n)}if(n.centerX!==e.center.x||n.centerY!==e.center.y){const t=n.mesh.geometry.getAttribute("position"),r=e.geometry.getAttribute("position");for(let i=0;i<t.count;i+=1)t.setXYZ(i,r.getX(i)+.5-e.center.x,r.getY(i)+.5-e.center.y,r.getZ(i));t.needsUpdate=!0,n.mesh.geometry.computeBoundingSphere(),n.centerX=e.center.x,n.centerY=e.center.y}const a=n.mesh;a.material=e.material,a.matrixWorld.copy(e.matrixWorld),a.frustumCulled=e.frustumCulled,a.renderOrder=e.renderOrder,a.castShadow=e.castShadow,a.receiveShadow=e.receiveShadow,a.onBeforeRender=(...t)=>e.onBeforeRender(...t),a.onAfterRender=(...t)=>e.onAfterRender(...t),this.collectMesh(a,t,r,i)}hasExtractedDirectionalLight(e,t){for(let r=0;r<e.length;r+=1)if(e[r].sourceLight===t)return!0;return!1}getObjectMotionHistory(e,t){let r=this.objectMotionHistory.get(e);if(!r)return r={matrix:new Float32Array(16),generation:this.motionVectorHistoryGeneration,lastExtractionVersion:-1,valid:!1},r.matrix.set(t),this.objectMotionHistory.set(e,r),r;const i=!0===e.userData.motionBlurTeleported;i&&(e.userData.motionBlurTeleported=!1);const n=(t[12]??0)-r.matrix[12],a=(t[13]??0)-r.matrix[13],s=(t[14]??0)-r.matrix[14],o=Math.max(0,Number(e.userData.motionBlurTeleportDistance??10));return r.valid=this.motionVectorHistoryValid&&r.generation===this.motionVectorHistoryGeneration&&r.lastExtractionVersion===this.extractionVersion-1&&!i&&n*n+a*a+s*s<=o*o,r}commitObjectMotionHistory(e,t){e.matrix.set(t),e.generation=this.motionVectorHistoryGeneration,e.lastExtractionVersion=this.extractionVersion}collectMesh(e,t,r,i){const n=e.geometry;if(void 0===n.attributes.position)return;const a=e.material,s=Array.isArray(a);if(!s&&!1===a.visible||s&&a.every(e=>!1===e.visible))return;const o=this.getGeometryResource(n),l=this.meshExtractionCache.get(e),c=l?.geometryResource===o?l:null,u=c?null:Ji(n),d=c?c.localBoundsCenter:u.center,h=c?c.localBoundsRadius:u.radius,p=e.matrixWorld.elements,f=d.x,m=d.y,g=d.z,v=p[0]*f+p[4]*m+p[8]*g+p[12],x=p[1]*f+p[5]*m+p[9]*g+p[13],w=p[2]*f+p[6]*m+p[10]*g+p[14],b=p[0]*p[0]+p[1]*p[1]+p[2]*p[2],y=p[4]*p[4]+p[5]*p[5]+p[6]*p[6],S=p[8]*p[8]+p[9]*p[9]+p[10]*p[10],C=h*Math.sqrt(Math.max(b,y,S,1e-10));if(!i(v,x,w,C,e.frustumCulled))return;const P=this.resolvedMeshMaterialsScratch;P.length=0;let M=null;if(s)for(let e=0;e<a.length;e+=1)P[e]=this.resolveMaterial(a[e]);else{if(!a.visible)return;M=this.resolveMaterial(a)}const B=sn(e),D=l&&l.customDepthMaterial===B&&l.geometryResource.lastValidatedExtractionVersion===this.extractionVersion&&(!s&&l.material===a&&l.resolvedMaterial===M||s&&null!==l.materials&&null!==l.resolvedMaterials&&xi(l.materials,a)&&yi(l.resolvedMaterials,P))?l:this.getMeshExtractionCacheEntry(e,a,M,P,B,o),T=D.templates.length;if(0===T)return;const I=function(e){const t=e.attributes;let r=!1,i=1/0;for(const e in t){const n=t[e];!0!==n.isInstancedBufferAttribute&&!0!==n.data?.isInstancedInterleavedBuffer||(r=!0,n.count<i&&(i=n.count))}if(!r)return 1;const n=e.instanceCount;return Number.isFinite(n)?Math.max(0,Math.floor(n)):Math.max(0,i)}(n),R=this.getObjectMotionHistory(e,p),V=na(e),G=aa(e);let L=0;for(let e=0;e<I;e+=1){const r=Gi(t,p,1,1,1,1,void 0,R.matrix,V,G,R.valid?1:0);0===e&&(L=r)}this.commitObjectMotionHistory(R,p),r(p);for(let e=0;e<T;e+=1){const t=D.templates[e],r=this.populateDrawCall(this.acquireDrawCall(),t,L,I,v,x,w,C);t.transparent?this.transparentDraws.push(r):this.pushDraw(r);const i=s?a[t.geometryGroup?.materialIndex??0]:a;this.pushToonOutlineDraw(r,i)}}prepareSceneForCompilation(e,t,r){if(!(this.state.initialized&&this.state.device&&this.state.context&&this.state.mainDepthView&&this.state.sceneColorView&&this.state.postProcessColorView&&this.state.cameraBuffer&&this.state.lightBuffer&&this.state.shadowCameraBuffer&&this.state.sceneBindGroupLayout&&this.state.shadowBindGroupLayout&&this.state.shadowComparisonSampler&&this.state.linearClampSampler&&this.state.nearestClampSampler&&this.state.visibilityParamsBuffer&&this.state.directionalShadowView&&this.state.pointShadowArrayView&&this.state.spotShadowView&&this.state.hizCopyKernel&&this.state.hizReduceKernel&&this.state.visibilityKernel&&this.state.presentPipeline))throw new Error("WebGpuRenderer.initialize() must complete before compile().");e.matrixWorldAutoUpdate&&e.updateMatrixWorld(),null===t.parent&&t.matrixWorldAutoUpdate&&t.updateMatrixWorld();const i=this.extractScene(e,t,!0);this.ensureShadowTextureSizes(i),this.uploadInstanceData(i.instanceData),this.uploadResidentInstanceData(i.residentInstanceUploads),this.uploadDrawMetadata(this.getHiZOcclusionCullingActive()?i.gpuOpaqueDraws:[]),this.updateCameraUniforms(t,e),this.updateLightUniforms(i);const n=this.compileDrawScratch;n.length=0,n.push(...i.gpuOpaqueDraws,...i.directOpaqueDraws,...i.transparentDraws);for(const e of n)this.prepareDrawGeometryVertexBuffers(e);if(r){const e=[];this.renderGraph.reset();const t=this.state.device.createCommandEncoder({label:"renderer-graph-compilation-encoder"}),r=this.createGraphBuilderContext(this.renderGraph,t,this.getSharedSceneBindGroup(),this.getSharedShadowBindGroup(),null,this.state.sceneColorView,i,{drawCallCount:0,triangleCount:0},e);return this.graphBuilder(this.renderGraph,r),Promise.all([...e.map(e=>this.compileDrawMaterialsAsync(e.draws,e.colorTargetFormats,e.sampleCount)),...e.map(e=>this.compileStaticDrawMaterialsAsync(e.colorTargetFormats,e.sampleCount))]).then(async()=>{await(this.state.device?.queue.onSubmittedWorkDone())})}this.compileDrawMaterials(n)}collectInstancedMesh(e,t,r,i){if(void 0===e.geometry?.getAttribute("position"))return;const n=e.material;if(!1===n.visible)return;const a=this.instancedMeshExtractionCache.get(e),s=!0===e.userData.webGpuCacheMaterial&&a?.sourceMaterial===n&&a.sourceMaterialVersion===n.version&&a.material!==this.fallbackMaterial?a.material:this.resolveMaterial(n);if(!s)return;const o=sn(e),l=this.getGeometryResource(e.geometry),c=this.getInstancedMeshExtractionCacheEntry(e,s,o,l),u=e.instanceMatrix.array,d=e.instanceMatrix.version,h=e.instanceColor?.array,p=e.instanceColor?.itemSize??0,f=e.instanceColor?.version??-1,m=c.cacheValid&&c.cachedCount===e.count&&c.cachedInstanceMatrixVersion===d&&c.cachedInstanceColorVersion===f&&Hi(c.cachedMatrixWorld,e.matrixWorld.elements),g=qi(e.matrixWorld.elements),v=g&&!e.frustumCulled;if(!m){const t=c.cachedInstanceMatrixVersion!==d||c.cachedCount!==e.count,r=c.cachedInstanceColorVersion!==f||c.cachedCount!==e.count;if(v){const i=e.matrixWorld.elements,n=i[12]??0,a=i[13]??0,s=i[14]??0;c.cachedDrawBoundsCenter.set(n,a,s),c.cachedDrawBoundsRadius=0,c.cachedBoundsMin.set(n,a,s),c.cachedBoundsMax.set(n,a,s),c.cachedInstanceMatrixVersion=d,c.cachedInstanceColorVersion=f,c.cachedCount=e.count,c.cachedDefaultColorData=null,_i(e.matrixWorld.elements,c.cachedMatrixWorld),c.residentBufferDirty||=t,c.residentColorBufferDirty||=r,c.cacheValid=!0}else{const t=c.cachedInstanceData.beginWriteInstances(e.count),r=c.cachedBoundsMin,i=c.cachedBoundsMax;r.set(1/0,1/0,1/0),i.set(-1/0,-1/0,-1/0);const n=c.localBoundsCenter,a=c.localBoundsRadius,s=e.matrixWorld.elements,o=qi(s),l=n.x,m=n.y,g=n.z,v=s[0],x=s[4],w=s[8],b=s[12],y=s[1],S=s[5],C=s[9],P=s[13],M=s[2],B=s[6],D=s[10],T=s[14],I=s[3],R=s[7],V=s[11],G=s[15];for(let n=0;n<e.count;n+=1){const e=16*n,s=n*Hr,c=u[e+0]??0,d=u[e+1]??0,f=u[e+2]??0,L=u[e+3]??0,z=u[e+4]??0,U=u[e+5]??0,A=u[e+6]??0,F=u[e+7]??0,E=u[e+8]??0,k=u[e+9]??0,O=u[e+10]??0,j=u[e+11]??0,$=u[e+12]??0,W=u[e+13]??0,N=u[e+14]??0,_=u[e+15]??0;let H,q,K,Z,Y,X,J,Q,ee,te,re,ie,ne,ae,se,oe;o?(H=c,q=d,K=f,Z=L,Y=z,X=U,J=A,Q=F,ee=E,te=k,re=O,ie=j,ne=$,ae=W,se=N,oe=_):(H=v*c+x*d+w*f+b*L,Y=v*z+x*U+w*A+b*F,ee=v*E+x*k+w*O+b*j,ne=v*$+x*W+w*N+b*_,q=y*c+S*d+C*f+P*L,X=y*z+S*U+C*A+P*F,te=y*E+S*k+C*O+P*j,ae=y*$+S*W+C*N+P*_,K=M*c+B*d+D*f+T*L,J=M*z+B*U+D*A+T*F,re=M*E+B*k+D*O+T*j,se=M*$+B*W+D*N+T*_,Z=I*c+R*d+V*f+G*L,Q=I*z+R*U+V*A+G*F,ie=I*E+R*k+V*O+G*j,oe=I*$+R*W+V*N+G*_),t[s+0]=H,t[s+1]=q,t[s+2]=K,t[s+3]=Z,t[s+4]=Y,t[s+5]=X,t[s+6]=J,t[s+7]=Q,t[s+8]=ee,t[s+9]=te,t[s+10]=re,t[s+11]=ie,t[s+12]=ne,t[s+13]=ae,t[s+14]=se,t[s+15]=oe;const le=n*p;t[s+16]=h?h[le+0]??1:1,t[s+17]=h?h[le+1]??1:1,t[s+18]=h?h[le+2]??1:1,t[s+19]=h&&p>=4?h[le+3]??1:1,t[s+20]=n,t[s+21]=1,t[s+22]=1,t[s+23]=0;for(let e=0;e<16;e+=1)t[s+24+e]=t[s+e];const ce=H*l+Y*m+ee*g+ne,ue=q*l+X*m+te*g+ae,de=K*l+J*m+re*g+se,he=Math.sqrt(H*H+q*q+K*K),pe=Math.sqrt(Y*Y+X*X+J*J),fe=Math.sqrt(ee*ee+te*te+re*re),me=a*Math.max(he,pe,fe,1e-5);rn(r,i,oi.set(ce,ue,de),me)}c.cachedDrawBoundsCenter.copy(r).add(i).multiplyScalar(.5);const L=i.x-c.cachedDrawBoundsCenter.x,z=i.y-c.cachedDrawBoundsCenter.y,U=i.z-c.cachedDrawBoundsCenter.z;c.cachedDrawBoundsRadius=Math.sqrt(L*L+z*z+U*U),c.cachedInstanceMatrixVersion=d,c.cachedInstanceColorVersion=f,c.cachedCount=e.count,c.cachedDefaultColorData=null,_i(e.matrixWorld.elements,c.cachedMatrixWorld),c.residentBufferDirty=!0,c.residentColorBufferDirty=!0,c.cacheValid=!0}}if(!i(c.cachedDrawBoundsCenter.x,c.cachedDrawBoundsCenter.y,c.cachedDrawBoundsCenter.z,c.cachedDrawBoundsRadius,e.frustumCulled))return;c.residentInstanceBinding&&c.residentInstanceBinding.mode!==(g?"instanced-direct":"packed")&&(c.residentInstanceBinding.mode=g?"instanced-direct":"packed",c.residentInstanceBinding.sceneBindGroup=null,c.residentInstanceBinding.shadowBindGroup=null,c.residentInstanceBinding.shadowBindGroups.clear(),c.residentInstanceBinding.sceneBindGroupVersion=0,c.residentInstanceBinding.shadowBindGroupVersion=0,c.residentBufferDirty=!0,c.residentColorBufferDirty=!0),(c.residentBufferDirty||c.residentColorBufferDirty||!c.residentInstanceBinding)&&this.residentInstanceUploadsScratch.push(c),Ki(this.extractedBoundsMinScratch,this.extractedBoundsMaxScratch,c.cachedBoundsMin,c.cachedBoundsMax);const x=this.populateDynamicDrawCall(this.acquireDrawCall(),e.geometry,e.geometry,l,s,o,c.residentInstanceBinding,e,null,c.batchKey,c.batchHash,c.indexed,c.drawRangeStart,c.drawRangeCount,s.transparent||s.requiresLatePass(),e.renderOrder,this.hasRenderCallbacks(e),e.castShadow,e.receiveShadow,c.sortMaterialId,c.sortGeometryId,c.sortCustomDepthMaterialId,0,e.count,c.cachedDrawBoundsCenter.x,c.cachedDrawBoundsCenter.y,c.cachedDrawBoundsCenter.z,c.cachedDrawBoundsRadius);v&&!x.transparent?this.directOpaqueDrawsScratch.push(x):this.pushDraw(x)}collectSkinnedMesh(e,t,r,i){if(void 0===e.geometry?.getAttribute("position"))return;const n=e.boundingSphere,a=oi;let s=0;if(null!==n){const t=n.center,r=e.matrixWorld.elements,a=r[0]*t.x+r[4]*t.y+r[8]*t.z+r[12],o=r[1]*t.x+r[5]*t.y+r[9]*t.z+r[13],l=r[2]*t.x+r[6]*t.y+r[10]*t.z+r[14];if(s=n.radius*Qi(e.matrixWorld),e.frustumCulled&&!i(a,o,l,s,!0))return}const o=Array.isArray(e.material)?e.material:[e.material],l=sn(e),c=null!==e.geometry.index,u=this.getSkinnedGeometryResource(e);if(this.refreshSkinningPalette(u.skinning.palette),this.refreshSkinningBindMatrices(e,u.skinning),null===n){if(this.updateSkinnedBounds(e,u),a.copy(u.localBoundsCenter).applyMatrix4(e.matrixWorld),s=u.localBoundsRadius*Qi(e.matrixWorld),!i(a.x,a.y,a.z,s,e.frustumCulled))return}else a.copy(n.center).applyMatrix4(e.matrixWorld);this.uploadSkinningResources(u.skinning);const d=this.getObjectMotionHistory(e,e.matrixWorld.elements),h=Li(t,e.matrixWorld,1,1,1,1,void 0,d.matrix,na(e),aa(e),d.valid?1:0);if(this.commitObjectMotionHistory(d,e.matrixWorld.elements),r(e.matrixWorld.elements),e.geometry.groups.length>0&&o.length>0){for(const t of e.geometry.groups){const r=o[t.materialIndex??0]??o[0],i=this.resolveSkinnedMaterial(r);if(!i)continue;const n=Ai(i,e,c,t.start,Bi(e.geometry,c,t.start,t.count),l),d=this.populateDynamicDrawCall(this.acquireDrawCall(),e.geometry,e,u.resource,i,l,null,e,t,n,Fi(Ui(i),Ui(e),c,t.start,Bi(e.geometry,c,t.start,t.count),l?Ui(l):0),c,t.start,Bi(e.geometry,c,t.start,t.count),i.transparent,e.renderOrder,this.hasRenderCallbacks(e),e.castShadow,e.receiveShadow,Ui(i),Ui(e),l?Ui(l):0,h,1,a.x,a.y,a.z,s,u.skinning);this.pushDraw(d),this.pushToonOutlineDraw(d,r)}return}const p=this.resolveSkinnedMaterial(o[0]);if(!p)return;const f=Di(e.geometry,c),m=Ai(p,e,c,f.start,f.count,l),g=this.populateDynamicDrawCall(this.acquireDrawCall(),e.geometry,e,u.resource,p,l,null,e,null,m,Fi(Ui(p),Ui(e),c,f.start,f.count,l?Ui(l):0),c,f.start,f.count,p.transparent,e.renderOrder,this.hasRenderCallbacks(e),e.castShadow,e.receiveShadow,Ui(p),Ui(e),l?Ui(l):0,h,1,a.x,a.y,a.z,s,u.skinning);this.pushDraw(g),this.pushToonOutlineDraw(g,o[0])}collectBatchedMesh(e,t,r,i,n,a,s){if(void 0===e.geometry?.getAttribute("position"))return;const o=this.resolveMaterial(e.material);if(!o)return;const l=sn(e),c=(e.geometry.index,this.getGeometryResource(e.geometry)),u=e,d=u._instanceInfo??u._drawInfo??[],h=d.length,p=u._matricesTexture?.image.data,f=u._colorsTexture?.image.data,m=this.getBatchedMeshExtractionCacheEntry(e,o,l,c,u),g=e.matrixWorld.elements,v=u._matricesTexture?.version??0,x=u._colorsTexture?.version??-1;if(m.cacheValid&&!o.transparent&&m.cachedMatricesVersion===v&&m.cachedColorsVersion===x&&m.cachedInstanceInfoLength===d.length&&m.cachedGeometryCount===(u._geometryCount??0)&&Hi(m.cachedMatrixWorld,g)&&this.batchedGeometryIdsMatchSnapshot(m.geometryIdsSnapshot,d)){let t=!1;for(let r=0;r<m.cachedDraws.length;r+=1){const n=m.cachedDraws[r];i(n.boundsCenter.x,n.boundsCenter.y,n.boundsCenter.z,n.boundsRadius,e.frustumCulled)&&(t=!0,this.pushDraw(this.populateDynamicDrawCall(this.acquireDrawCall(),n.template.geometry,n.template.geometryKey,n.template.geometryResource,n.template.material,n.template.customDepthMaterial,m.residentInstanceBinding,n.template.sourceObject,n.template.geometryGroup,n.template.batchKey,n.template.batchHash,n.template.indexed,n.template.start,n.template.count,n.template.transparent,n.template.sourceObject?.renderOrder??n.template.renderOrder,this.hasRenderCallbacks(n.template.sourceObject),n.template.sourceObject?Boolean(n.template.sourceObject.castShadow):n.template.castShadow,n.template.sourceObject?Boolean(n.template.sourceObject.receiveShadow):n.template.receiveShadow,n.template.sortMaterialId,n.template.sortGeometryId,n.template.sortCustomDepthMaterialId,n.instanceStart,n.instanceCount,n.boundsCenter.x,n.boundsCenter.y,n.boundsCenter.z,n.boundsRadius)))}if(!t)return;return!m.residentBufferDirty&&m.residentInstanceBinding||this.residentInstanceUploadsScratch.push(m),void Ki(this.extractedBoundsMinScratch,this.extractedBoundsMaxScratch,m.cachedBoundsMin,m.cachedBoundsMax)}if(o.transparent){const o=[],l=!e.sortObjects||null!==e.customSort;for(let n=0;n<h;n+=1){const c=d[n];if(!c?.active||!c.visible)continue;const u=m.templates[c.geometryIndex];if(!u)continue;p?ni.fromArray(p,16*n):e.getMatrixAt(n,ni),ai.multiplyMatrices(e.matrixWorld,ni);const h=u.localBoundsCenter,g=ai.elements,v=g[0]*h.x+g[4]*h.y+g[8]*h.z+g[12],x=g[1]*h.x+g[5]*h.y+g[9]*h.z+g[13],w=g[2]*h.x+g[6]*h.y+g[10]*h.z+g[14],b=Math.sqrt(g[0]*g[0]+g[1]*g[1]+g[2]*g[2]),y=Math.sqrt(g[4]*g[4]+g[5]*g[5]+g[6]*g[6]),S=Math.sqrt(g[8]*g[8]+g[9]*g[9]+g[10]*g[10]),C=u.localBoundsRadius*Math.max(b,y,S,1e-5);if(!i(v,x,w,C,e.frustumCulled&&e.perObjectFrustumCulled))continue;const P=f?f[4*n+0]??1:1,M=f?f[4*n+1]??1:1,B=f?f[4*n+2]??1:1,D=f?f[4*n+3]??1:1,T=Li(t,ai,P,M,B,D,n);r(ai.elements);const I=this.populateDrawCall(this.acquireDrawCall(),u,T,1,v,x,w,C),R=(v-a.x)*s.x+(x-a.y)*s.y+(w-a.z)*s.z;l?o.push({start:u.start,count:u.count,z:R,index:n,draw:I}):(I.sortDepth=R,this.transparentDraws.push(I))}if(l&&o.length>0){e.sortObjects&&e.customSort?e.customSort.call(e,o,n):e.sortObjects&&o.sort((e,t)=>t.z-e.z);let t=0;for(let e=0;e<o.length;e+=1)t+=o[e].z;t/=o.length;const r=Ui(e);for(let e=0;e<o.length;e+=1){const i=o[e].draw;i.sortDepth=t,i.transparentSortGroup=r,i.transparentSortOrder=e,this.transparentDraws.push(i)}}return}const w=m.activeGroups;for(let e=0;e<w.length;e+=1){const t=w[e];t.activeInFrame=!1,t.activeCount=0}w.length=0;const b=m.cachedBoundsMin,y=m.cachedBoundsMax;b.set(1/0,1/0,1/0),y.set(-1/0,-1/0,-1/0),m.geometryIdsSnapshot.length!==d.length&&(m.geometryIdsSnapshot=new Int32Array(d.length));let S=0;for(let e=0;e<h;e+=1){const t=d[e];if(!t?.active||!t.visible){m.geometryIdsSnapshot[e]=-1;continue}const r=m.groups[t.geometryIndex];r?(m.geometryIdsSnapshot[e]=t.geometryIndex,r.activeInFrame||(r.activeInFrame=!0,r.activeCount=0,r.boundsMin.set(1/0,1/0,1/0),r.boundsMax.set(-1/0,-1/0,-1/0),w.push(r)),r.activeCount+=1,S+=1):m.geometryIdsSnapshot[e]=-1}const C=m.cachedInstanceData.beginWriteInstances(S);let P=0;for(let e=0;e<w.length;e+=1){const t=w[e];t.instanceStart=P,t.writeOffset=P*Hr,P+=t.activeCount}const M=qi(g),B=g[0],D=g[4],T=g[8],I=g[12],R=g[1],V=g[5],G=g[9],L=g[13],z=g[2],U=g[6],A=g[10],F=g[14],E=g[3],k=g[7],O=g[11],j=g[15];for(let t=0;t<h;t+=1){const r=m.geometryIdsSnapshot[t]??-1;if(r<0)continue;const i=m.groups[r];if(!i)continue;let n,a,s,o,l,c,u,d,h,g,v,x,w,S,P,$,W,N,_,H,q,K,Z,Y,X,J,Q,ee,te,re,ie,ne;if(p){const e=16*t;n=p[e+0]??0,a=p[e+1]??0,s=p[e+2]??0,o=p[e+3]??0,l=p[e+4]??0,c=p[e+5]??0,u=p[e+6]??0,d=p[e+7]??0,h=p[e+8]??0,g=p[e+9]??0,v=p[e+10]??0,x=p[e+11]??0,w=p[e+12]??0,S=p[e+13]??0,P=p[e+14]??0,$=p[e+15]??0}else{e.getMatrixAt(t,ni);const r=ni.elements;n=r[0]??0,a=r[1]??0,s=r[2]??0,o=r[3]??0,l=r[4]??0,c=r[5]??0,u=r[6]??0,d=r[7]??0,h=r[8]??0,g=r[9]??0,v=r[10]??0,x=r[11]??0,w=r[12]??0,S=r[13]??0,P=r[14]??0,$=r[15]??0}M?(W=n,N=a,_=s,H=o,q=l,K=c,Z=u,Y=d,X=h,J=g,Q=v,ee=x,te=w,re=S,ie=P,ne=$):(W=B*n+D*a+T*s+I*o,q=B*l+D*c+T*u+I*d,X=B*h+D*g+T*v+I*x,te=B*w+D*S+T*P+I*$,N=R*n+V*a+G*s+L*o,K=R*l+V*c+G*u+L*d,J=R*h+V*g+G*v+L*x,re=R*w+V*S+G*P+L*$,_=z*n+U*a+A*s+F*o,Z=z*l+U*c+A*u+F*d,Q=z*h+U*g+A*v+F*x,ie=z*w+U*S+A*P+F*$,H=E*n+k*a+O*s+j*o,Y=E*l+k*c+O*u+j*d,ee=E*h+k*g+O*v+j*x,ne=E*w+k*S+O*P+j*$);const ae=f?f[4*t+0]??1:1,se=f?f[4*t+1]??1:1,oe=f?f[4*t+2]??1:1,le=f?f[4*t+3]??1:1,ce=i.writeOffset;C[ce+0]=W,C[ce+1]=N,C[ce+2]=_,C[ce+3]=H,C[ce+4]=q,C[ce+5]=K,C[ce+6]=Z,C[ce+7]=Y,C[ce+8]=X,C[ce+9]=J,C[ce+10]=Q,C[ce+11]=ee,C[ce+12]=te,C[ce+13]=re,C[ce+14]=ie,C[ce+15]=ne,C[ce+16]=ae,C[ce+17]=se,C[ce+18]=oe,C[ce+19]=le,C[ce+20]=t,C[ce+21]=1,C[ce+22]=1,C[ce+23]=0;for(let e=0;e<16;e+=1)C[ce+24+e]=C[ce+e];i.writeOffset+=Hr;const ue=i.template.localBoundsCenter,de=W*ue.x+q*ue.y+X*ue.z+te,he=N*ue.x+K*ue.y+J*ue.z+re,pe=_*ue.x+Z*ue.y+Q*ue.z+ie,fe=Math.sqrt(W*W+N*N+_*_),me=Math.sqrt(q*q+K*K+Z*Z),ge=Math.sqrt(X*X+J*J+Q*Q),ve=i.template.localBoundsRadius*Math.max(fe,me,ge,1e-5),xe=de-ve,we=he-ve,be=pe-ve,ye=de+ve,Se=he+ve,Ce=pe+ve;xe<i.boundsMin.x&&(i.boundsMin.x=xe),we<i.boundsMin.y&&(i.boundsMin.y=we),be<i.boundsMin.z&&(i.boundsMin.z=be),ye>i.boundsMax.x&&(i.boundsMax.x=ye),Se>i.boundsMax.y&&(i.boundsMax.y=Se),Ce>i.boundsMax.z&&(i.boundsMax.z=Ce),xe<b.x&&(b.x=xe),we<b.y&&(b.y=we),be<b.z&&(b.z=be),ye>y.x&&(y.x=ye),Se>y.y&&(y.y=Se),Ce>y.z&&(y.z=Ce)}const $=m.cachedDraws;let W=0;for(let e=0;e<w.length;e+=1){const t=w[e],r=.5*(t.boundsMin.x+t.boundsMax.x),i=.5*(t.boundsMin.y+t.boundsMax.y),n=.5*(t.boundsMin.z+t.boundsMax.z),a=t.boundsMax.x-r,s=t.boundsMax.y-i,o=t.boundsMax.z-n,l=Math.sqrt(a*a+s*s+o*o);let c=$[W];c||(c={template:t.template,instanceStart:0,instanceCount:0,boundsCenter:new Pt,boundsRadius:0},$[W]=c),c.template=t.template,c.instanceStart=t.instanceStart,c.instanceCount=t.activeCount,c.boundsCenter.set(r,i,n),c.boundsRadius=l,W+=1}$.length=W,m.cachedMatricesVersion=v,m.cachedColorsVersion=x,m.cachedInstanceInfoLength=d.length,m.cachedGeometryCount=u._geometryCount??0,_i(g,m.cachedMatrixWorld),m.residentBufferDirty=!0,m.cacheValid=!0;let N=!1;for(let t=0;t<$.length;t+=1){const r=$[t];i(r.boundsCenter.x,r.boundsCenter.y,r.boundsCenter.z,r.boundsRadius,e.frustumCulled)&&(N=!0,this.pushDraw(this.populateDynamicDrawCall(this.acquireDrawCall(),r.template.geometry,r.template.geometryKey,r.template.geometryResource,r.template.material,r.template.customDepthMaterial,m.residentInstanceBinding,r.template.sourceObject,r.template.geometryGroup,r.template.batchKey,r.template.batchHash,r.template.indexed,r.template.start,r.template.count,r.template.transparent,r.template.sourceObject?.renderOrder??r.template.renderOrder,this.hasRenderCallbacks(r.template.sourceObject),r.template.sourceObject?Boolean(r.template.sourceObject.castShadow):r.template.castShadow,r.template.sourceObject?Boolean(r.template.sourceObject.receiveShadow):r.template.receiveShadow,r.template.sortMaterialId,r.template.sortGeometryId,r.template.sortCustomDepthMaterialId,r.instanceStart,r.instanceCount,r.boundsCenter.x,r.boundsCenter.y,r.boundsCenter.z,r.boundsRadius)))}N&&(this.residentInstanceUploadsScratch.push(m),Ki(this.extractedBoundsMinScratch,this.extractedBoundsMaxScratch,b,y))}uploadInstanceData(e){if(!this.state.device)return;const t=Math.max(4,e.byteLength);(!this.state.instanceBuffer||t>this.state.instanceBufferSize)&&(this.state.instanceBuffer?.destroy(),this.state.instanceBufferSize=256*Math.ceil(t/256),this.state.instanceBuffer=this.state.device.createBuffer({label:"renderer-instance-buffer",size:this.state.instanceBufferSize,usage:GPUBufferUsage.STORAGE|GPUBufferUsage.COPY_DST}),this.state.sharedSceneBindGroup=null,this.state.sharedShadowBindGroup=null,this.state.sharedShadowBindGroupByCameraBuffer.clear(),this.clearIndirectBundleCache()),e.floatLength>0?this.state.device.queue.writeBuffer(this.state.instanceBuffer,0,e.rawData.buffer,0,e.byteLength):this.state.device.queue.writeBuffer(this.state.instanceBuffer,0,Kr,0,Hr)}uploadResidentInstanceData(e){if(this.state.device)for(let t=0;t<e.length;t+=1){const r=e[t],i=r.residentInstanceBinding;if(!i)continue;if("instanced-direct"===i.mode){const e=r,t=e.sourceMesh,n=t.instanceMatrix.array,a=Math.max(4,16*t.count*Float32Array.BYTES_PER_ELEMENT),s=Math.max(t.count,1),o=Math.max(16,4*s*Float32Array.BYTES_PER_ELEMENT);if((!i.buffer||a>r.residentBufferSize)&&(i.buffer?.destroy(),r.residentBufferSize=256*Math.ceil(a/256),i.buffer=this.state.device.createBuffer({label:"renderer-instanced-mesh-matrix-buffer",size:r.residentBufferSize,usage:GPUBufferUsage.STORAGE|GPUBufferUsage.COPY_DST}),i.sceneBindGroup=null,i.shadowBindGroup=null,i.shadowBindGroups.clear(),i.sceneBindGroupVersion=0,i.shadowBindGroupVersion=0,r.residentBufferDirty=!0),(!i.colorBuffer||o>r.residentColorBufferSize)&&(i.colorBuffer?.destroy(),r.residentColorBufferSize=256*Math.ceil(o/256),i.colorBuffer=this.state.device.createBuffer({label:"renderer-instanced-mesh-color-buffer",size:r.residentColorBufferSize,usage:GPUBufferUsage.STORAGE|GPUBufferUsage.COPY_DST}),i.sceneBindGroup=null,i.shadowBindGroup=null,i.shadowBindGroups.clear(),i.sceneBindGroupVersion=0,i.shadowBindGroupVersion=0,r.residentColorBufferDirty=!0),r.residentBufferDirty&&i.buffer&&(t.count>0?this.state.device.queue.writeBuffer(i.buffer,0,Vi(n),0,16*t.count):this.state.device.queue.writeBuffer(i.buffer,0,Zr,0,4),r.residentBufferDirty=!1),r.residentColorBufferDirty&&i.colorBuffer){if(t.instanceColor&&4===t.instanceColor.itemSize&&t.instanceColor.array instanceof Float32Array)this.state.device.queue.writeBuffer(i.colorBuffer,0,Vi(t.instanceColor.array),0,4*s);else{let r=e.cachedDefaultColorData;r&&r.length===4*s||(r=new Float32Array(4*s),e.cachedDefaultColorData=r);for(let e=0;e<s;e+=1){const i=4*e;t.instanceColor?(r[i+0]=t.instanceColor.getComponent(e,0),r[i+1]=t.instanceColor.itemSize>1?t.instanceColor.getComponent(e,1):1,r[i+2]=t.instanceColor.itemSize>2?t.instanceColor.getComponent(e,2):1,r[i+3]=t.instanceColor.itemSize>3?t.instanceColor.getComponent(e,3):1):(r[i+0]=1,r[i+1]=1,r[i+2]=1,r[i+3]=1)}this.state.device.queue.writeBuffer(i.colorBuffer,0,Vi(r),0,r.length)}r.residentColorBufferDirty=!1}continue}const n=Math.max(4,r.cachedInstanceData.byteLength);if((!i.buffer||n>r.residentBufferSize)&&(i.buffer?.destroy(),r.residentBufferSize=256*Math.ceil(n/256),i.buffer=this.state.device.createBuffer({label:"renderer-instanced-mesh-buffer",size:r.residentBufferSize,usage:GPUBufferUsage.STORAGE|GPUBufferUsage.COPY_DST}),i.sceneBindGroup=null,i.shadowBindGroup=null,i.shadowBindGroups.clear(),i.sceneBindGroupVersion=0,i.shadowBindGroupVersion=0,r.residentBufferDirty=!0),r.residentBufferDirty){if(!i.buffer)continue;r.cachedInstanceData.floatLength>0?this.state.device.queue.writeBuffer(i.buffer,0,r.cachedInstanceData.rawData.buffer,0,r.cachedInstanceData.byteLength):this.state.device.queue.writeBuffer(i.buffer,0,Kr,0,Hr),r.residentBufferDirty=!1}}}clearIndirectBundleCache(){this.state.indirectForwardBundleCache.clear(),this.state.directForwardBundleCache.clear(),this.indirectBundleInvalidationVersion+=1}clearStaticDrawSetBundleCaches(){this.materialPassStaticBundleCache=new WeakMap;for(const e of this.staticDrawSets){for(const t of e.visibleIndirectSubmissionStreams??[])t.forwardBundle=null;e.indirectForwardBundleCache.clear(),e.directForwardBundle=null,e.directForwardBundleSceneBindGroup=null,e.depthPrepassBundle=null,e.depthPrepassBundleSceneBindGroup=null,e.indirectDepthPrepassBundles.prepass=null,e.indirectDepthPrepassBundles.postpass=null,e.shadowBundles=new WeakMap,e.depthMaterialResources.clear()}}getViewport(e){return e.set(0,0,this.state.width,this.state.height)}getSharedSceneBindGroup(){if(!(this.state.device&&this.state.sceneBindGroupLayout&&this.state.cameraBuffer&&this.state.lightBuffer&&this.state.instanceBuffer&&this.state.shadowComparisonSampler&&this.state.directionalShadowView&&this.state.linearClampSampler&&this.state.pointShadowArrayView&&this.state.spotShadowView&&this.state.spotLightMapView))throw new Error("Renderer scene bind group resources are not initialized.");return this.state.sharedSceneBindGroup||(this.state.sharedSceneBindGroup=this.state.device.createBindGroup({label:"renderer-scene-bind-group",layout:this.state.sceneBindGroupLayout,entries:[{binding:0,resource:{buffer:this.state.cameraBuffer}},{binding:1,resource:{buffer:this.state.lightBuffer}},{binding:2,resource:{buffer:this.state.instanceBuffer}},{binding:3,resource:this.state.shadowComparisonSampler},{binding:4,resource:this.state.directionalShadowView},{binding:5,resource:this.state.linearClampSampler},{binding:6,resource:this.state.pointShadowArrayView},{binding:7,resource:this.state.spotShadowView},{binding:9,resource:this.state.spotLightMapView}]})),this.state.sharedSceneBindGroup}getSharedShadowBindGroup(){if(!(this.state.device&&this.state.shadowBindGroupLayout&&this.state.shadowCameraBuffer&&this.state.instanceBuffer))throw new Error("Renderer shadow bind group resources are not initialized.");return this.state.sharedShadowBindGroup||(this.state.sharedShadowBindGroup=this.state.device.createBindGroup({label:"renderer-shadow-bind-group",layout:this.state.shadowBindGroupLayout,entries:[{binding:0,resource:{buffer:this.state.shadowCameraBuffer}},{binding:1,resource:{buffer:this.state.instanceBuffer}}]})),this.state.sharedShadowBindGroup}getShadowCameraBuffer(e){if(!this.state.device)throw new Error("Renderer is not initialized.");for(;this.state.shadowCameraBufferPool.length<=e;)this.state.shadowCameraBufferPool.push(this.state.device.createBuffer({label:`renderer-shadow-camera-buffer-${this.state.shadowCameraBufferPool.length}`,size:256,usage:GPUBufferUsage.UNIFORM|GPUBufferUsage.COPY_DST}));return this.state.shadowCameraBufferPool[e]}getSharedShadowBindGroupForCameraBuffer(e){if(!(this.state.device&&this.state.sceneBindGroupLayout&&this.state.directSceneBindGroupLayout&&this.state.shadowBindGroupLayout&&this.state.instanceBuffer))throw new Error("Renderer shadow bind group resources are not initialized.");const t=this.state.sharedShadowBindGroupByCameraBuffer.get(e);if(t)return t;const r=this.state.device.createBindGroup({label:"renderer-shadow-bind-group-per-camera",layout:this.state.shadowBindGroupLayout,entries:[{binding:0,resource:{buffer:e}},{binding:1,resource:{buffer:this.state.instanceBuffer}}]});return this.state.sharedShadowBindGroupByCameraBuffer.set(e,r),r}buildIndirectSubmissionStreams(e,t,r,i){let n=this.dynamicIndirectSubmissionCache.get(e);n||(n=[],this.dynamicIndirectSubmissionCache.set(e,n));const a=void 0!==i;let s=n.find(e=>e.lastUsedExtractionVersion!==this.extractionVersion&&e.sceneBindGroup===t&&e.instanceAccessMode===r&&e.usesExplicitMaterialResources===a);s||(s={sceneBindGroup:t,instanceAccessMode:r,usesExplicitMaterialResources:a,lastUsedExtractionVersion:-1,streams:[]},n.push(s)),s.lastUsedExtractionVersion=this.extractionVersion;const o=s.streams;let l=0,c=null,u=0;for(let n=0;n<e.length;n+=1){const a=e[n],s=i?.[n]??(r?this.getMaterialResource(a.material,r,a.receiveShadow,void 0,null!==a.skinning,this.drawUsesBatching(a)):this.getMaterialResourceForDraw(a)),d=r?t:this.resolveSceneBindGroupForDraw(a,t),h=this.getIndirectStreamKey(s.pipeline,s.bindGroup,d,a.geometryKey),p=nn(a);if(c&&c.key===h&&c.indirectStartIndex+c.indirectCount===n){c.indirectCount+=1,c.drawCallCount+=1,c.triangleCount+=p;continue}c&&c.indirectCount!==u&&(c.forwardBundle=null,c.forwardBundleColorFormatsId=0,c.forwardBundleDrawMetadataResource=null,c.forwardBundleCandidateExtractionVersion=-1),c=o[l],u=c?.indirectCount??0;const f=void 0!==c&&c.key===h&&c.material===a.material&&c.materialResource===s&&c.sceneBindGroup===d&&c.geometry===a.geometry&&c.geometryKey===a.geometryKey&&c.geometryResource===a.geometryResource&&c.indirectStartIndex===n;c?(f||(c.forwardBundle=null,c.forwardBundleColorFormatsId=0,c.forwardBundleDrawMetadataResource=null,c.forwardBundleCandidateExtractionVersion=-1),c.key=h,c.material=a.material,c.materialResource=s,c.sceneBindGroup=d,c.geometry=a.geometry,c.geometryKey=a.geometryKey,c.geometryResource=a.geometryResource,c.indirectStartIndex=n,c.indirectCount=1,c.drawCallCount=1,c.triangleCount=p):(c={key:h,material:a.material,materialResource:s,sceneBindGroup:d,geometry:a.geometry,geometryKey:a.geometryKey,geometryResource:a.geometryResource,indirectStartIndex:n,indirectCount:1,drawCallCount:1,triangleCount:p,forwardBundle:null,forwardBundleMaterialVersion:-1,forwardBundleGraphTextureResourceVersion:-1,forwardBundleInvalidationVersion:-1,forwardBundleDrawMetadataResource:null,forwardBundleSampleCount:0,forwardBundleColorFormatsId:0,forwardBundleCandidateExtractionVersion:-1},o[l]=c),l+=1}return c&&c.indirectCount!==u&&(c.forwardBundle=null,c.forwardBundleColorFormatsId=0,c.forwardBundleDrawMetadataResource=null,c.forwardBundleCandidateExtractionVersion=-1),o.length!==l&&(o.length=l),o}getIndirectStreamKey(e,t,r,i){let n=this.indirectStreamKeyCache.get(e);n||(n=new WeakMap,this.indirectStreamKeyCache.set(e,n));let a=n.get(t);a||(a=new WeakMap,n.set(t,a));let s=a.get(r);s||(s=new WeakMap,a.set(r,s));let o=s.get(i);return void 0===o&&(o=this.nextIndirectStreamKey,this.nextIndirectStreamKey+=1,s.set(i,o)),o}getOrCreateStaticIndirectSubmissionStreams(e,t,r=la){const i=r.join("|"),n=null!==e.visibleIndirectSubmissionStreams&&e.visibleIndirectStreamsSceneBindGroup===t&&e.visibleIndirectStreamsSampleCount===this.sampleCount&&e.visibleIndirectStreamsColorFormatsKey===i;if(n)return e.visibleIndirectSubmissionStreams;let a=!n;for(const t of e.visibleMaterialBindings){const i=this.getMaterialResource(t.material,"packed-visible",t.receiveShadow,r,!1,t.usesBatching),n=t.resource;t.resource=i,n!==i&&(a=!0);for(const r of t.drawIndices)e.visibleDrawMaterialResources[r]!==i&&(a=!0),e.visibleDrawMaterialResources[r]=i}return!a&&e.visibleIndirectSubmissionStreams||(e.visibleIndirectSubmissionStreams=this.buildIndirectSubmissionStreams(e.draws,t,"packed-visible",e.visibleDrawMaterialResources).slice(),e.visibleIndirectStreamsSceneBindGroup=t,e.visibleIndirectStreamsSampleCount=this.sampleCount,e.visibleIndirectStreamsColorFormatsKey=i,e.indirectForwardBundleCache.clear()),e.visibleIndirectSubmissionStreams}getOrCreateIndirectForwardBundle(e,t=this.state.drawMetadataResource,r=this.state.indirectForwardBundleCache,i="renderer-indirect-forward-bundle",n=la,a=!1,s=this.getColorFormatsId(n)){if(!this.state.device||!this.state.format)throw new Error("Renderer is not initialized.");if(!t)throw new Error("Indirect draw metadata is not available.");if(null!==e.forwardBundle&&e.forwardBundleMaterialVersion===e.material.version&&e.forwardBundleGraphTextureResourceVersion===this.graphTextureResourceVersion&&e.forwardBundleInvalidationVersion===this.indirectBundleInvalidationVersion&&e.forwardBundleDrawMetadataResource===t&&e.forwardBundleSampleCount===this.sampleCount&&e.forwardBundleColorFormatsId===s)return e.forwardBundle;e.forwardBundle=null;const o=this.getIndirectBundleHash(e,t,s),l=r.get(o),c=l?.find(r=>r.streamKey===e.key&&r.positionBuffer===e.geometryResource.position&&r.indexBuffer===e.geometryResource.index&&r.indirectBuffer===t.indirectBuffer&&r.indirectStartIndex===e.indirectStartIndex&&r.indirectCount===e.indirectCount&&r.sampleCount===this.sampleCount&&r.materialVersion===e.material.version&&r.graphTextureResourceVersion===this.graphTextureResourceVersion&&r.colorFormatsId===s);if(c)return this.setRetainedIndirectBundleState(e,c.bundle,t,s),c.bundle;if(a&&e.forwardBundleCandidateExtractionVersion<0)return e.forwardBundleCandidateExtractionVersion=this.extractionVersion,null;if(a&&e.forwardBundleCandidateExtractionVersion===this.extractionVersion)return null;const u=this.state.device.createRenderBundleEncoder({label:`${i}-${o}`,colorFormats:n,depthStencilFormat:"depth32float",sampleCount:this.sampleCount});if(u.setPipeline(e.materialResource.pipeline),this.bindGeometryVertexBuffers(u,e.geometry,e.geometryResource,e.materialResource.vertexAttributes,0,1,e.material.wireframe),u.setBindGroup(0,e.sceneBindGroup),u.setBindGroup(1,e.materialResource.bindGroup),!e.materialResource.graphTextureBindGroupLayout)throw new Error("Graph texture layout is missing.");u.setBindGroup(3,this.createGraphTextureBindGroup(e.material,e.materialResource.graphTextureBindGroupLayout));for(let r=0;r<e.indirectCount;r+=1)u.drawIndexedIndirect(t.indirectBuffer,20*(e.indirectStartIndex+r));const d=u.finish({label:`${i}-${o}`}),h={streamKey:e.key,positionBuffer:e.geometryResource.position,indexBuffer:e.geometryResource.index,indirectBuffer:t.indirectBuffer,indirectStartIndex:e.indirectStartIndex,indirectCount:e.indirectCount,sampleCount:this.sampleCount,materialVersion:e.material.version,graphTextureResourceVersion:this.graphTextureResourceVersion,colorFormatsId:s,bundle:d};return l?l.push(h):r.set(o,[h]),this.setRetainedIndirectBundleState(e,d,t,s),d}submitIndirectStreamDirect(e,t,r){e.setPipeline(t.materialResource.pipeline),this.bindGeometryVertexBuffers(e,t.geometry,t.geometryResource,t.materialResource.vertexAttributes,0,1,t.material.wireframe),e.setBindGroup(0,t.sceneBindGroup),e.setBindGroup(1,t.materialResource.bindGroup);const i=t.materialResource.graphTextureBindGroupLayout;if(!i)throw new Error("Graph texture layout is missing.");e.setBindGroup(3,this.createGraphTextureBindGroup(t.material,i));for(let i=0;i<t.indirectCount;i+=1)e.drawIndexedIndirect(r.indirectBuffer,20*(t.indirectStartIndex+i))}setRetainedIndirectBundleState(e,t,r,i){e.forwardBundle=t,e.forwardBundleMaterialVersion=e.material.version,e.forwardBundleGraphTextureResourceVersion=this.graphTextureResourceVersion,e.forwardBundleInvalidationVersion=this.indirectBundleInvalidationVersion,e.forwardBundleDrawMetadataResource=r,e.forwardBundleSampleCount=this.sampleCount,e.forwardBundleColorFormatsId=i}getIndirectBundleHash(e,t,r){let i=2166136261;return i=ji(i,e.key),i=ji(i,Ui(e.geometryResource.position)),i=ji(i,e.geometryResource.index?Ui(e.geometryResource.index):0),i=ji(i,Ui(t.indirectBuffer)),i=ji(i,e.indirectStartIndex),i=ji(i,e.indirectCount),i=ji(i,this.sampleCount),i=ji(i,e.material.version),i=ji(i,this.graphTextureResourceVersion),i=ji(i,r),i>>>0}getColorFormatsId(e){if(e===la)return 1;const t=this.colorFormatsIdentityCache.get(e);if(void 0!==t)return t;const r=1===e.length?e[0]:e.join("|");let i=this.colorFormatsValueCache.get(r);return void 0===i&&(i=this.nextColorFormatsId,this.nextColorFormatsId+=1,this.colorFormatsValueCache.set(r,i)),this.colorFormatsIdentityCache.set(e,i),i}getDirectForwardBundleKey(e,t,r){let i=2166136261;i=ji(i,e.length),i=ji(i,this.sampleCount),i=ji(i,Ui(t));for(let n=0;n<e.length;n+=1){const a=e[n],s=this.getMaterialResourceForDraw(a,r),o=this.resolveSceneBindGroupForDraw(a,t);i=ji(i,Ui(a.material)),i=ji(i,a.receiveShadow?1:0),i=ji(i,a.material.version??0),i=ji(i,Ui(s.pipeline)),i=ji(i,Ui(s.bindGroup)),i=ji(i,Ui(o)),i=ji(i,Ui(a.geometryKey)),i=ji(i,Ui(a.geometryResource.position)),i=ji(i,Ui(a.geometryResource.normal)),i=ji(i,Ui(a.geometryResource.uv)),i=ji(i,Ui(a.geometryResource.color)),i=ji(i,a.geometryResource.index?Ui(a.geometryResource.index):0);for(const e of a.geometryResource.extraAttributeBuffers.values())i=ji(i,Ui(e));i=ji(i,a.indexed?1:0),i=ji(i,a.start),i=ji(i,a.count),i=ji(i,a.instanceStart),i=ji(i,a.instanceCount);const l=a.material.getTexturesList();i=ji(i,l.length);for(let e=0;e<l.length;e+=1){const t=l[e];i=ji(i,Ui(t)),i=ji(i,t.version)}}return`forward-direct:${i}:${e.length}:samples=${this.sampleCount}:formats=${r.join("|")}`}getOrCreateDirectForwardBundle(e,t,r,i=la){if(!this.state.device||!this.state.format||0===e.length)return null;const n=this.getDirectForwardBundleKey(e,t,i),a=this.state.directForwardBundleCache.get(n);if(a){for(let t=0;t<e.length;t+=1){const i=e[t];i.materialResource&&this.updateMaterialUniformBuffer(i.material,i.materialResource),this.recordDraw(i,r)}return a}const s=this.state.device.createRenderBundleEncoder({label:`renderer-direct-forward-bundle-${n}`,colorFormats:i,depthStencilFormat:"depth32float",sampleCount:this.sampleCount});let o=null,l=null,c=null,u=null;for(let n=0;n<e.length;n+=1){const a=e[n],d=a.geometryResource,h=this.getMaterialResourceForDraw(a,i),p=this.resolveSceneBindGroupForDraw(a,t);if(o!==h.pipeline&&(o=h.pipeline,c=null,s.setPipeline(o)),c!==a.geometryKey&&(c=a.geometryKey,this.bindGeometryVertexBuffers(s,a.geometry,d,h.vertexAttributes,a.instanceStart,a.instanceCount,a.wireframe)),u!==p&&(u=p,s.setBindGroup(0,p)),l!==a.material){if(l=a.material,s.setBindGroup(1,h.bindGroup),!h.graphTextureBindGroupLayout)throw new Error("Graph texture layout is missing.");s.setBindGroup(3,this.createGraphTextureBindGroup(a.material,h.graphTextureBindGroupLayout))}a.indexed&&(a.wireframe?d.wireframeIndex:d.index)?s.drawIndexed(a.count,a.instanceCount,a.start,0,a.instanceStart):s.draw(a.count,a.instanceCount,a.start,a.instanceStart),this.recordDraw(a,r)}const d=s.finish({label:`renderer-direct-forward-bundle-${n}`});return this.state.directForwardBundleCache.set(n,d),d}getOrCreateStaticMaterialBundle(e,t,r,i){const n=`${Ui(t)}:${this.sampleCount}:${i.join("|")}`,a=this.materialPassStaticBundleCache.get(e)?.get(n);if(a)return this.recordStaticDrawStats(e,r),a;const s=this.getOrCreateDirectForwardBundle(e.draws,t,r,i);if(!s)return null;let o=this.materialPassStaticBundleCache.get(e);return o||(o=new Map,this.materialPassStaticBundleCache.set(e,o)),o.set(n,s),s}resolveSceneBindGroupForDraw(e,t){if(!(e.residentInstanceBinding&&this.state.device&&this.state.sceneBindGroupLayout&&this.state.directSceneBindGroupLayout&&this.state.cameraBuffer&&this.state.lightBuffer&&this.state.shadowComparisonSampler&&this.state.directionalShadowView&&this.state.linearClampSampler&&this.state.pointShadowArrayView&&this.state.spotShadowView&&e.residentInstanceBinding.buffer))return t;const r=e.residentInstanceBinding,i=r.buffer,n=r.colorBuffer??r.buffer;return i&&n?(r.sceneBindGroup&&r.sceneBindGroupVersion===this.state.residentSceneBindGroupVersion||(r.sceneBindGroup=this.state.device.createBindGroup("instanced-direct"===r.mode?{label:"renderer-resident-direct-scene-bind-group",layout:this.state.directSceneBindGroupLayout,entries:[{binding:0,resource:{buffer:this.state.cameraBuffer}},{binding:1,resource:{buffer:this.state.lightBuffer}},{binding:2,resource:{buffer:i}},{binding:3,resource:{buffer:n}},{binding:4,resource:this.state.shadowComparisonSampler},{binding:5,resource:this.state.directionalShadowView},{binding:6,resource:this.state.linearClampSampler},{binding:7,resource:this.state.pointShadowArrayView},{binding:8,resource:this.state.spotShadowView},{binding:10,resource:this.state.spotLightMapView}]}:{label:"renderer-resident-scene-bind-group",layout:this.state.sceneBindGroupLayout,entries:[{binding:0,resource:{buffer:this.state.cameraBuffer}},{binding:1,resource:{buffer:this.state.lightBuffer}},{binding:2,resource:{buffer:i}},{binding:3,resource:this.state.shadowComparisonSampler},{binding:4,resource:this.state.directionalShadowView},{binding:5,resource:this.state.linearClampSampler},{binding:6,resource:this.state.pointShadowArrayView},{binding:7,resource:this.state.spotShadowView},{binding:9,resource:this.state.spotLightMapView}]}),r.sceneBindGroupVersion=this.state.residentSceneBindGroupVersion),r.sceneBindGroup):t}resolveShadowBindGroupForDraw(e,t,r=this.state.shadowCameraBuffer){if(!(e.residentInstanceBinding&&this.state.device&&this.state.shadowBindGroupLayout&&this.state.directShadowBindGroupLayout&&r&&e.residentInstanceBinding.buffer))return t;const i=e.residentInstanceBinding,n=i.buffer,a=i.colorBuffer??i.buffer;if(!n||!a)return t;if(i.shadowBindGroupVersion!==this.state.residentShadowBindGroupVersion&&(i.shadowBindGroup=null,i.shadowBindGroups.clear(),i.shadowBindGroupVersion=this.state.residentShadowBindGroupVersion),r===this.state.shadowCameraBuffer&&i.shadowBindGroup)return i.shadowBindGroup;const s=i.shadowBindGroups.get(r);if(s)return s;const o=this.state.device.createBindGroup("instanced-direct"===i.mode?{label:"renderer-resident-direct-shadow-bind-group",layout:this.state.directShadowBindGroupLayout,entries:[{binding:0,resource:{buffer:r}},{binding:1,resource:{buffer:n}},{binding:2,resource:{buffer:a}}]}:{label:"renderer-resident-shadow-bind-group",layout:this.state.shadowBindGroupLayout,entries:[{binding:0,resource:{buffer:r}},{binding:1,resource:{buffer:n}}]});return i.shadowBindGroups.set(r,o),r===this.state.shadowCameraBuffer&&(i.shadowBindGroup=o),o}uploadDrawMetadata(e){if(!this.state.device||!this.state.visibilityParamsBuffer)return;if(0===e.length)return this.visibilityParamsUpload[0]=0,this.visibilityParamsUpload[1]=this.state.hizMipCount,this.visibilityParamsUpload[2]=0,this.visibilityParamsUpload[3]=0,this.state.device.queue.writeBuffer(this.state.visibilityParamsBuffer,0,this.visibilityParamsUpload,0,4),void(this.state.drawMetadataResource&&(this.state.drawMetadataResource.count=0));const t=e.length*qr;this.drawMetadataUpload.length<t&&(this.drawMetadataUpload=new Float32Array(Math.max(t,2*this.drawMetadataUpload.length,768)));const r=5*e.length;this.indirectDrawUpload.length<r&&(this.indirectDrawUpload=new Uint32Array(Math.max(r,2*this.indirectDrawUpload.length,320)));const i=this.drawMetadataUpload,n=this.indirectDrawUpload;for(let t=0;t<e.length;t+=1){const r=e[t],a=t*qr;i[a+0]=r.boundsCenter.x,i[a+1]=r.boundsCenter.y,i[a+2]=r.boundsCenter.z,i[a+3]=r.boundsRadius,i[a+4]=r.count,i[a+5]=r.start,i[a+6]=r.instanceStart,i[a+7]=r.instanceCount,i[a+8]=1,i[a+9]=0,i[a+10]=0,i[a+11]=0;const s=5*t;n[s+0]=r.count,n[s+1]=r.instanceCount,n[s+2]=r.start,n[s+3]=0,n[s+4]=r.instanceStart}const a=e.length;if(!(this.state.drawMetadataResource&&this.state.drawMetadataResource.capacity>=a)){this.state.drawMetadataResource?.metadataBuffer.destroy(),this.state.drawMetadataResource?.indirectBuffer.destroy(),this.state.drawMetadataResource?.postIndirectBuffer.destroy();const t=Math.max(64,1<<Math.ceil(Math.log2(a)));this.state.drawMetadataResource={count:e.length,capacity:t,metadataBuffer:this.state.device.createBuffer({label:"renderer-draw-metadata-buffer",size:t*qr*4,usage:GPUBufferUsage.STORAGE|GPUBufferUsage.COPY_DST}),indirectBuffer:this.state.device.createBuffer({label:"renderer-indirect-draw-buffer",size:5*t*4,usage:GPUBufferUsage.STORAGE|GPUBufferUsage.INDIRECT|GPUBufferUsage.COPY_DST|GPUBufferUsage.COPY_SRC}),postIndirectBuffer:this.state.device.createBuffer({label:"renderer-post-indirect-draw-buffer",size:5*t*4,usage:GPUBufferUsage.STORAGE|GPUBufferUsage.INDIRECT|GPUBufferUsage.COPY_DST})},this.state.visibilityBindGroup=null,this.state.visibilityBindGroupMetadataResource=null,this.clearIndirectBundleCache()}this.state.drawMetadataResource.count=e.length,this.state.device.queue.writeBuffer(this.state.drawMetadataResource.metadataBuffer,0,i,0,t),this.state.device.queue.writeBuffer(this.state.drawMetadataResource.indirectBuffer,0,n,0,r),this.visibilityParamsUpload[0]=e.length,this.visibilityParamsUpload[1]=this.state.hizMipCount,this.visibilityParamsUpload[2]=0,this.visibilityParamsUpload[3]=0,this.state.device.queue.writeBuffer(this.state.visibilityParamsBuffer,0,this.visibilityParamsUpload,0,4)}recordDraw(e,t){t.drawCallCount+=1,t.triangleCount+=nn(e)}executeVisibilityPass(e,t){fn.call(this,e,t)}executeStaticVisibilityPasses(e,t){mn.call(this,e,t)}getOrCreateStaticVisibilityBindGroup(e,t){return gn.call(this,e,t)}executeDirectionalShadowPass(e,t,r,i){vn.call(this,e,t,r,i)}executePointShadowPass(e,t,r,i){xn.call(this,e,t,r,i)}executeSpotShadowPass(e,t,r,i){wn.call(this,e,t,r,i)}executeDepthPrepass(e,t,r,i){bn.call(this,e,t,r,i)}executeStaticDepthPrepass(e,t,r){yn.call(this,e,t,r)}executeStaticTemporalDepthResolvePass(e){Cn.call(this,e)}getOrCreateStaticDepthPrepassBundle(e,t){return Mn.call(this,e,t)}executeHiZPasses(e,t=!1,r=!1){Tn.call(this,e,t,r)}getOrCreateStaticVisibleSceneBindGroup(e){if(!(this.state.device&&this.state.visibleSceneBindGroupLayout&&this.state.cameraBuffer&&this.state.lightBuffer&&this.state.shadowComparisonSampler&&this.state.directionalShadowView&&this.state.linearClampSampler&&this.state.pointShadowArrayView&&this.state.spotShadowView&&this.state.spotLightMapView))throw new Error("Renderer visible scene bind group resources are not initialized.");return e.visibleSceneBindGroup&&e.visibleSceneBindGroupVersion===this.state.residentSceneBindGroupVersion||(e.visibleSceneBindGroup=this.state.device.createBindGroup({label:`${e.label}-static-visible-scene-bind-group`,layout:this.state.visibleSceneBindGroupLayout,entries:[{binding:0,resource:{buffer:this.state.cameraBuffer}},{binding:1,resource:{buffer:this.state.lightBuffer}},{binding:2,resource:{buffer:e.instanceBuffer}},{binding:3,resource:this.state.shadowComparisonSampler},{binding:4,resource:this.state.directionalShadowView},{binding:5,resource:this.state.linearClampSampler},{binding:6,resource:this.state.pointShadowArrayView},{binding:7,resource:this.state.spotShadowView},{binding:8,resource:{buffer:e.instanceVisibilityResource.visibleInstanceIndicesBuffer}},{binding:9,resource:this.state.spotLightMapView}]}),e.visibleSceneBindGroupVersion=this.state.residentSceneBindGroupVersion),e.visibleSceneBindGroup}getOrCreateStaticVisibleDepthSceneBindGroup(e){if(!this.state.device||!this.state.visibleDepthSceneBindGroupLayout||!this.state.cameraBuffer)throw new Error("Renderer visible depth scene bind group resources are not initialized.");return e.visibleDepthSceneBindGroup&&e.visibleDepthSceneBindGroupVersion===this.state.residentSceneBindGroupVersion||(e.visibleDepthSceneBindGroup=this.state.device.createBindGroup({label:`${e.label}-static-visible-depth-scene-bind-group`,layout:this.state.visibleDepthSceneBindGroupLayout,entries:[{binding:0,resource:{buffer:this.state.cameraBuffer}},{binding:2,resource:{buffer:e.instanceBuffer}},{binding:3,resource:{buffer:e.instanceVisibilityResource.visibleInstanceIndicesBuffer}}]}),e.visibleDepthSceneBindGroupVersion=this.state.residentSceneBindGroupVersion),e.visibleDepthSceneBindGroup}executeMaterialPass(e,t,r,i,n,a={}){if(!this.state.mainDepthView||0===t.length)return;const s=t.map(e=>this.getColorTargetFormat(e)),o=this.getColorFormatsId(s),l=t.map(e=>this.getColorTargetView(e)),c=this.sampleCount>1,u=c?t.map(e=>this.ensureMsaaColorTarget(e)):[],d=this.getColorTargetDimensions(t[0]),h=c?this.ensureMsaaDepthTarget(d.width,d.height):null,p=e.beginRenderPass({label:"renderer-material-pass",colorAttachments:t.map((e,t)=>({view:u[t]?.view??l[t],resolveTarget:u[t]?l[t]:void 0,clearValue:1===t?{r:.5,g:.5,b:1,a:1}:t>=2?{r:0,g:0,b:0,a:1}:{r:a.clearColor?.[0]??this.clearColor[0],g:a.clearColor?.[1]??this.clearColor[1],b:a.clearColor?.[2]??this.clearColor[2],a:a.clearColor?.[3]??this.clearColor[3]},loadOp:a.loadColor?"load":"clear",storeOp:u[t]?"discard":"store"})),depthStencilAttachment:{view:h?.view??this.state.mainDepthView,depthClearValue:1,depthLoadOp:h?"clear":a.loadDepth?"load":"clear",depthStoreOp:h?"discard":"store"}});let f=null,m=null,g=null,v=null,x=null;const w=e=>{e.sourceObject&&e.hasRenderCallbacks&&e.sourceObject.onBeforeRender(this,i.scene,i.camera,e.geometry,e.material,e.geometryGroup);const t=e.geometryResource;let a=e.material;const o=this.getMaterialResourceForDraw(e,s),l=this.resolveSceneBindGroupForDraw(e,r);if(f!==o.pipeline&&(f=o.pipeline,g=null,x=null,p.setPipeline(f)),g!==e.geometryKey&&(g=e.geometryKey,this.bindGeometryVertexBuffers(p,e.geometry,t,o.vertexAttributes,e.instanceStart,e.instanceCount,e.wireframe)),v!==l&&(v=l,p.setBindGroup(0,l)),m!==a){if(m=a,p.setBindGroup(1,o.bindGroup),!o.graphTextureBindGroupLayout)throw new Error("Graph texture layout is missing.");p.setBindGroup(3,this.createGraphTextureBindGroup(a,o.graphTextureBindGroupLayout))}o.usesSkinning&&e.skinning&&x!==e.skinning.bindGroup&&(x=e.skinning.bindGroup,p.setBindGroup(2,x)),e.indexed&&(e.wireframe?t.wireframeIndex:t.index)?p.drawIndexed(e.count,e.instanceCount,e.start,0,e.instanceStart):p.draw(e.count,e.instanceCount,e.start,e.instanceStart),this.recordDraw(e,n),e.sourceObject&&e.hasRenderCallbacks&&e.sourceObject.onAfterRender(this,i.scene,i.camera,e.geometry,e.material,e.geometryGroup)},b=a.drawStage??"all";if(a.objectFilter||a.overrideMaterial){const e=e=>{if(a.objectFilter){const t=e.sourceRanges?.filter(e=>a.objectFilter(e.sourceObject));if(null!=t&&t.length>0){const r="function"==typeof a.overrideMaterial?a.overrideMaterial(e.material,null!==e.skinning):a.overrideMaterial;for(const i of t)w({...e,sourceObject:i.sourceObject,instanceStart:i.instanceStart,instanceCount:i.instanceCount,material:r??e.material,sourceRanges:void 0});return}if(!a.objectFilter(e.sourceObject))return}const t="function"==typeof a.overrideMaterial?a.overrideMaterial(e.material,null!==e.skinning):a.overrideMaterial;w(t?{...e,material:t}:e)};if("late"!==b){for(const t of this.staticDrawSets)if(t.publicSet.enabled&&"opaque"===t.drawStage)for(const r of t.draws)e(r);for(const t of i.gpuOpaqueDraws)e(t);for(const t of i.directOpaqueDraws)e(t)}if("opaque"!==b)for(const t of i.transparentDraws)e(t);return void p.end()}if("late"!==b){for(const e of this.staticDrawSets){if(!e.publicSet.enabled||0===e.draws.length||"opaque"!==e.drawStage)continue;if(this.getHiZOcclusionCullingActive()&&e.lastVisibilityFrameToken===this.staticFrameToken){const t=this.getOrCreateStaticVisibleSceneBindGroup(e),r=this.getOrCreateStaticIndirectSubmissionStreams(e,t,s);for(const t of r){if(this.getMultiDrawIndirectActive()){if(p.setPipeline(t.materialResource.pipeline),this.bindGeometryVertexBuffers(p,t.geometry,t.geometryResource,t.materialResource.vertexAttributes,0,1,t.material.wireframe),p.setBindGroup(0,t.sceneBindGroup),p.setBindGroup(1,t.materialResource.bindGroup),!t.materialResource.graphTextureBindGroupLayout)throw new Error("Graph texture layout is missing.");p.setBindGroup(3,this.createGraphTextureBindGroup(t.material,t.materialResource.graphTextureBindGroupLayout)),p.multiDrawIndexedIndirect(e.drawMetadataResource.indirectBuffer,5*t.indirectStartIndex*Uint32Array.BYTES_PER_ELEMENT,t.indirectCount)}else this.renderBundleScratch[0]=this.getOrCreateIndirectForwardBundle(t,e.drawMetadataResource,e.indirectForwardBundleCache,`${e.label}-static-indirect-material-bundle`,s,!1,o),p.executeBundles(this.renderBundleScratch);n.drawCallCount+=t.drawCallCount,n.triangleCount+=t.triangleCount}continue}const t=this.getOrCreateStaticMaterialBundle(e,r,n,s);t&&(this.renderBundleScratch[0]=t,p.executeBundles(this.renderBundleScratch))}if(this.getHiZOcclusionCullingActive()&&this.state.drawMetadataResource){const e=this.indirectMaterialResourcesScratch;e.length=i.gpuOpaqueDraws.length;for(let t=0;t<i.gpuOpaqueDraws.length;t+=1)e[t]=this.getMaterialResourceForDraw(i.gpuOpaqueDraws[t],s);const t=this.buildIndirectSubmissionStreams(i.gpuOpaqueDraws,r,void 0,e);for(const e of t){const t=this.getOrCreateIndirectForwardBundle(e,this.state.drawMetadataResource,this.state.indirectForwardBundleCache,"renderer-indirect-material-bundle",s,!0,o);t?(this.renderBundleScratch[0]=t,p.executeBundles(this.renderBundleScratch)):this.submitIndirectStreamDirect(p,e,this.state.drawMetadataResource),n.drawCallCount+=e.drawCallCount,n.triangleCount+=e.triangleCount}}else{const e=Oi(i.gpuOpaqueDraws)||i.gpuOpaqueDraws.some(e=>null!==e.skinning)?null:this.getOrCreateDirectForwardBundle(i.gpuOpaqueDraws,r,n,s);if(e)this.renderBundleScratch[0]=e,p.executeBundles(this.renderBundleScratch);else for(const e of i.gpuOpaqueDraws)w(e)}const e=Oi(i.directOpaqueDraws)||i.directOpaqueDraws.some(e=>null!==e.skinning)?null:this.getOrCreateDirectForwardBundle(i.directOpaqueDraws,r,n,s);if(e)this.renderBundleScratch[0]=e,p.executeBundles(this.renderBundleScratch);else for(const e of i.directOpaqueDraws)w(e)}if("opaque"!==b)for(const e of i.transparentDraws)w(e);p.end()}executeForwardPass(e,t,r,i,n,a,s=!1,o="all",l=!1,c=this.sampleCount){In.call(this,e,t,r,i,n,a,s,o,l,c)}executeStaticForwardPass(e,t,r,i="all",n=this.sampleCount){Rn.call(this,e,t,r,i,n)}getOrCreateStaticDirectForwardBundle(e,t,r=this.sampleCount){return Vn.call(this,e,t,r)}refreshStaticDrawMaterialResources(e){Ln.call(this,e)}syncStaticVisibleMaterialBindingCaches(e){Gn.call(this,e)}recordStaticDrawStats(e,t){zn.call(this,e,t)}hasEnabledStaticDrawSets(){return Un.call(this)}executePresentPass(e,t,r){An.call(this,e,t,r)}clearDirectionalShadow(e){Fn.call(this,e)}clearPointShadow(e){En.call(this,e)}clearSpotShadow(e){kn.call(this,e)}drawDepthLike(e,t,r,i){On.call(this,e,t,r,i)}getGeometryResource(e){if(!this.state.device)throw new Error("Renderer is not initialized.");const t=this.geometryCache.get(e);if(t&&this.updateDynamicGeometryAttributes(e,t))return t.lastValidatedExtractionVersion=this.extractionVersion,t;if(t&&t.lastValidatedExtractionVersion===this.extractionVersion)return t;if(t&&function(e,t){if(t.indexVersion!==(e.index?.version??0)||t.drawRangeStart!==e.drawRange.start||t.drawRangeCount!==e.drawRange.count)return!1;if(t.groups.length!==e.groups.length)return!1;for(let r=0;r<t.groups.length;r+=1){const i=t.groups[r],n=e.groups[r];if(i.start!==n?.start||i.count!==n?.count||i.materialIndex!==(n?.materialIndex??0))return!1}for(let r=0;r<t.attributes.length;r+=1){const i=t.attributes[r],n=e.getAttribute(i.name);if(n?hi(n)!==i.version||n.itemSize!==i.itemSize||n.count!==i.count:0!==i.version||0!==i.itemSize||0!==i.count)return!1}return!0}(e,t))return t.lastValidatedExtractionVersion=this.extractionVersion,t;t&&(this.clearIndirectBundleCache(),this.retireGeometryResource(t));const r=e.getAttribute("position");if(!r)throw new Error("BufferGeometry is missing the required position attribute.");const i=r.count,n=Pi(r,i,3,[0,0,0]),a=Pi(e.getAttribute("normal"),i,3,[0,0,1]),s=Pi(e.getAttribute("uv"),i,2,[0,0]),o=Pi(e.getAttribute("color"),i,4,[1,1,1,1]),l=e.getAttribute("skinIndex"),c=e.getAttribute("skinWeight"),u=l?Mi(l,i,"uint32x4",[]):void 0,d=c?Mi(c,i,"float32x4",[]):void 0;let h=null,p=null;if(e.index){const t=e.index.array,r=t instanceof Uint32Array?t:new Uint16Array(t);p=t instanceof Uint32Array?"uint32":"uint16",h=wi(this.state.device,r,GPUBufferUsage.INDEX,`${e.uuid}-index`)}const f={signature:pi(e),indexVersion:e.index?.version??0,drawRangeStart:e.drawRange.start,drawRangeCount:e.drawRange.count,vertexCount:i,attributes:["position","normal","uv","color",...l?["skinIndex"]:[],...c?["skinWeight"]:[]].map(t=>{const r=e.getAttribute(t);return{name:t,version:hi(r),itemSize:r?.itemSize??0,count:r?.count??0}}),lastValidatedExtractionVersion:this.extractionVersion,groups:e.groups.map(e=>({start:e.start,count:e.count,materialIndex:e.materialIndex??0})),...this.createGeometryBuffers(e.uuid,n,a,s,o,u,d,e.index?.array),extraAttributeBuffers:new Map,extraAttributeBufferVersions:new Map,wireframeIndex:null,wireframeIndexFormat:null};return this.geometryCache.set(e,f),f}updateDynamicGeometryAttributes(e,t){if(!this.state.device)return!1;let r=!1;for(const i of t.attributes){const t=e.getAttribute(i.name),n=t?.itemSize??0,a=t?.count??0;if(n!==i.itemSize||a!==i.count)return!1;r||=hi(t)!==i.version}if(!r)return!1;if(t.indexVersion!==(e.index?.version??0)||t.drawRangeStart!==e.drawRange.start||t.drawRangeCount!==e.drawRange.count||t.groups.length!==e.groups.length)return!1;for(let r=0;r<t.groups.length;r++){const i=t.groups[r],n=e.groups[r];if(i.start!==n?.start||i.count!==n?.count||i.materialIndex!==(n?.materialIndex??0))return!1}const i={position:{buffer:t.position,format:"float32x3",defaults:[0,0,0]},normal:{buffer:t.normal,format:"float32x3",defaults:[0,0,1]},uv:{buffer:t.uv,format:"float32x2",defaults:[0,0]},color:{buffer:t.color,format:"float32x4",defaults:[1,1,1,1]},skinIndex:{buffer:t.skinIndex,format:"uint32x4",defaults:[0,0,0,0]},skinWeight:{buffer:t.skinWeight,format:"float32x4",defaults:[0,0,0,0]}};for(const r of t.attributes){const t=e.getAttribute(r.name),n=hi(t);if(n===r.version)continue;const a=i[r.name];if(!t||!a?.buffer)return!1;const s=Number(a.format.at(-1)),o="updateRanges"in t&&t.updateRanges.length>0?t.updateRanges:[{start:0,count:t.count*t.itemSize}];for(const e of o){const r=Math.max(0,Math.floor(e.start/t.itemSize)),i=Math.min(t.count,Math.ceil((e.start+e.count)/t.itemSize));if(i<=r)continue;const n="uint32x4"===a.format?new Uint32Array((i-r)*s):new Float32Array((i-r)*s);for(let e=r;e<i;e++){const i=(e-r)*s,o=[t.getX(e),t.itemSize>1?t.getY(e):void 0,t.itemSize>2?t.getZ(e):void 0,t.itemSize>3?t.getW(e):void 0];for(let e=0;e<s;e++)n[i+e]=o[e]??a.defaults[e]??0}this.state.device.queue.writeBuffer(a.buffer,r*s*4,n)}"clearUpdateRanges"in t&&t.clearUpdateRanges(),r.version=n}return t.signature=pi(e),!0}getSkinnedGeometryResource(e){if(!this.state.device)throw new Error("Renderer is not initialized.");const t=e.geometry.getAttribute("skinIndex"),r=e.geometry.getAttribute("skinWeight"),i=e.geometry.getAttribute("position");if(!t||!r||!i)throw new Error("SkinnedMesh requires position, skinIndex, and skinWeight attributes.");if(0===e.skeleton.bones.length)throw new Error("SkinnedMesh requires a skeleton with at least one bone.");const n=this.getGeometryResource(e.geometry),a=function(e){return[pi(e.geometry),hi(e.geometry.getAttribute("skinIndex")),hi(e.geometry.getAttribute("skinWeight")),e.skeleton.bones.length].join(";")}(e);let s=this.skinnedGeometryCache.get(e);if(s?.resource===n&&s.skinning.palette.skeleton===e.skeleton&&(s.sourceSignature=a),!s||s.sourceSignature!==a||s.skinning.palette.skeleton!==e.skeleton){s&&s.skinning.bindUniformBuffer.destroy();const o=this.getSkinningPalette(e.skeleton),l=this.state.device.createBuffer({label:`${e.uuid}-skinning-bind-matrices`,size:32*Float32Array.BYTES_PER_ELEMENT,usage:GPUBufferUsage.UNIFORM|GPUBufferUsage.COPY_DST}),c=new Float32Array(32);c.set(e.bindMatrix.elements,0),c.set(e.bindMatrixInverse.elements,16);const u={sourceSignature:a,resource:n,skinning:{bindGroup:this.state.device.createBindGroup({label:`${e.uuid}-skinning-bind-group`,layout:this.state.skinningBindGroupLayout,entries:[{binding:0,resource:{buffer:o.matrixBuffer}},{binding:1,resource:{buffer:l}},{binding:2,resource:{buffer:o.previousMatrixBuffer}}]}),bindUniformBuffer:l,bindMatrices:c,palette:o,bindUniformDirty:!0},boneBounds:this.createSkinningBoneBounds(e,i,t,r),localBoundsMin:new Pt,localBoundsMax:new Pt,localBoundsCenter:new Pt,localBoundsRadius:1};s=u,this.skinnedGeometryCache.set(e,u)}if(!s)throw new Error("Skinned geometry cache entry could not be created.");return s}getSkinningPalette(e){const t=this.skinPaletteCache.get(e);if(t)return t;if(!this.state.device||0===e.bones.length)throw new Error("A non-empty skeleton is required to create a GPU skinning palette.");const r=16*e.bones.length;tn(e);const i=new Float32Array(e.boneMatrices),n={skeleton:e,matrixBuffer:this.state.device.createBuffer({label:"renderer-skinning-bone-palette",size:r*Float32Array.BYTES_PER_ELEMENT,usage:GPUBufferUsage.STORAGE|GPUBufferUsage.COPY_DST}),previousMatrixBuffer:this.state.device.createBuffer({label:"renderer-skinning-previous-bone-palette",size:r*Float32Array.BYTES_PER_ELEMENT,usage:GPUBufferUsage.STORAGE|GPUBufferUsage.COPY_DST}),previousMatrices:i,dirty:!0,lastRefreshExtractionVersion:-1};return this.skinPaletteCache.set(e,n),this.skinPaletteResources.add(n),n}refreshSkinningPalette(e){if(e.lastRefreshExtractionVersion===this.extractionVersion)return;e.lastRefreshExtractionVersion=this.extractionVersion;const{skeleton:t}=e;tn(t),e.dirty=!0}refreshSkinningBindMatrices(e,t){const r=t.bindMatrices;let i=!1;for(let t=0;t<16;t+=1){const n=e.bindMatrix.elements[t],a=e.bindMatrixInverse.elements[t];r[t]===n&&r[t+16]===a||(i=!0),r[t]=n,r[t+16]=a}t.bindUniformDirty||=i}uploadSkinningResources(e){if(this.state.device){if(e.palette.dirty){const t=e.palette.skeleton.boneMatrices;this.state.device.queue.writeBuffer(e.palette.previousMatrixBuffer,0,e.palette.previousMatrices.buffer,e.palette.previousMatrices.byteOffset,e.palette.previousMatrices.byteLength),this.state.device.queue.writeBuffer(e.palette.matrixBuffer,0,t.buffer,t.byteOffset,16*e.palette.skeleton.bones.length*Float32Array.BYTES_PER_ELEMENT),e.palette.previousMatrices.set(t),e.palette.dirty=!1}e.bindUniformDirty&&(this.state.device.queue.writeBuffer(e.bindUniformBuffer,0,e.bindMatrices.buffer,e.bindMatrices.byteOffset,e.bindMatrices.byteLength),e.bindUniformDirty=!1)}}createSkinningBoneBounds(e,t,r,i){const n=Array.from({length:e.skeleton.bones.length},()=>new Pt(1/0,1/0,1/0)),a=Array.from({length:e.skeleton.bones.length},()=>new Pt(-1/0,-1/0,-1/0));for(let e=0;e<t.count;e+=1){oi.set(t.getX(e),t.getY(e),t.getZ(e));for(let t=0;t<4;t+=1){if(i.getComponent(e,t)<=0)continue;const s=Math.round(r.getComponent(e,t)),o=n[s],l=a[s];o&&l&&(o.min(oi),l.max(oi))}}return n.map((e,t)=>{if(!Number.isFinite(e.x))return null;const r=a[t],i=e.clone().add(r).multiplyScalar(.5);return{center:i,radius:r.distanceTo(i)}})}updateSkinnedBounds(e,t){const r=t.localBoundsMin,i=t.localBoundsMax,n=Ji(e.geometry);r.set(n.center.x-n.radius,n.center.y-n.radius,n.center.z-n.radius),i.set(n.center.x+n.radius,n.center.y+n.radius,n.center.z+n.radius);for(let n=0;n<t.boneBounds.length;n+=1){const a=t.boneBounds[n];if(!a)continue;const s=en(a.center,a.radius,e.bindMatrix,t.skinning.palette.skeleton.boneMatrices,16*n,e.bindMatrixInverse,oi);r.min(li.copy(oi).addScalar(-s)),i.max(li.copy(oi).addScalar(s))}t.localBoundsCenter.copy(r).add(i).multiplyScalar(.5),t.localBoundsRadius=i.distanceTo(t.localBoundsCenter)}createGeometryBuffers(e,t,r,i,n,a,s,o,l=GPUBufferUsage.VERTEX,c=GPUBufferUsage.VERTEX){if(!this.state.device)throw new Error("Renderer is not initialized.");let u=null,d=null;if(o){const t=o instanceof Uint32Array?o:new Uint16Array(o);d=o instanceof Uint32Array?"uint32":"uint16",u=wi(this.state.device,t,GPUBufferUsage.INDEX,`${e}-index`)}return{position:wi(this.state.device,t,l|GPUBufferUsage.COPY_DST,`${e}-position`),normal:wi(this.state.device,r,c|GPUBufferUsage.COPY_DST,`${e}-normal`),uv:wi(this.state.device,i,GPUBufferUsage.VERTEX|GPUBufferUsage.COPY_DST,`${e}-uv`),color:wi(this.state.device,n,GPUBufferUsage.VERTEX|GPUBufferUsage.COPY_DST,`${e}-color`),skinIndex:a?wi(this.state.device,a,GPUBufferUsage.VERTEX|GPUBufferUsage.COPY_DST,`${e}-skin-index`):null,skinWeight:s?wi(this.state.device,s,GPUBufferUsage.VERTEX|GPUBufferUsage.COPY_DST,`${e}-skin-weight`):null,index:u,indexFormat:d}}createVertexBufferLayouts(e){return this.getVertexAttributeGroups(e).map(e=>{let t=0;const r=e.map(e=>{const r={shaderLocation:e.shaderLocation,offset:t,format:e.format};return t+=mi(e.format),r});return{arrayStride:t,stepMode:e[0].stepMode??"vertex",attributes:r}})}getVertexAttributeGroups(e){const t=this.vertexAttributeGroupCache.get(e);if(t)return t;const r=this.state.device?.limits.maxVertexBuffers??8;if(e.length<=r){const t=e.map(e=>[e]);return this.vertexAttributeGroupCache.set(e,t),t}let i=e.length-r;const n=[],a=new Set;for(const t of["vertex","instance"]){if(0===i)break;const r=e.filter(e=>(e.stepMode??"vertex")===t),s=Math.min(r.length,i+1);if(s<2)continue;const o=r.slice(0,s);n.push(o);for(const e of o)a.add(e);i-=s-1}if(i>0)throw new Error(`Vertex attributes cannot be packed into the device's ${r} vertex-buffer slots.`);const s=[];for(const t of e){if(!a.has(t)){s.push([t]);continue}const e=n.find(e=>e[0]===t);e&&s.push(e)}return this.vertexAttributeGroupCache.set(e,s),s}getGeometryAttributeBufferKey(e){const t=this.vertexAttributeBufferKeyCache.get(e);if(void 0!==t)return t;const r=function(e){const t=e.defaultValue?Array.from(e.defaultValue).join(","):"";return`${e.name}:${e.format}:${e.stepMode??"vertex"}:${t}`}(e);return this.vertexAttributeBufferKeyCache.set(e,r),r}getGeometryAttributeGroupBufferKey(e){const t=this.vertexAttributeGroupBufferKeyCache.get(e);if(void 0!==t)return t;const r=e.map(e=>this.getGeometryAttributeBufferKey(e)).join("|");return this.vertexAttributeGroupBufferKeyCache.set(e,r),r}getMaterialVertexAttributes(e,t){let r=this.materialVertexAttributeCache.get(e);if(r&&r.version===e.version||(r={version:e.version,unskinned:e.vertexAttributes.slice()},this.materialVertexAttributeCache.set(e,r)),!t)return r.unskinned;if(r.skinned)return r.skinned;const i=r.unskinned.slice(),n=[{name:"skinIndex",shaderLocation:4,format:"uint32x4"},{name:"skinWeight",shaderLocation:5,format:"float32x4"}];for(const e of n){const t=i.find(t=>t.name===e.name);if(t){if(t.shaderLocation!==e.shaderLocation||t.format!==e.format)throw new Error(`Skinned material attribute "${e.name}" must use ${e.format} at location ${e.shaderLocation}.`);continue}const r=i.find(t=>t.shaderLocation===e.shaderLocation);if(r)throw new Error(`Skinned material requires location ${e.shaderLocation} for "${e.name}", but it is used by "${r.name}".`);i.push(e)}return r.skinned=i,r.skinned}getGeometryVertexBuffer(e,t,r,i=0,n=1){if(!this.state.device)throw new Error("Renderer is not initialized.");const a=this.getStandardVertexAttribute(r);if(a){const e=t[a];if(e)return e}const s=e.getAttribute(r.name),o="instance"===r.stepMode,l=o?Math.max(0,Math.trunc(i)):0;if(o&&!s)return this.getDefaultInstanceAttributeBuffer(r,l+Math.max(1,n));const c=hi(s),u=this.geometryVertexBufferFastCache.get(t),d=u?.get(r),h=d?.get(l);if(h&&h.source===s&&h.version===c&&h.itemSize===(s?.itemSize??0)&&h.count===(s?.count??0))return h.buffer;const p=`${this.getGeometryAttributeBufferKey(r)}${o?`:instance-start=${l}`:""}`,f=s?`${c}:${s.itemSize}:${s.count}`:"default",m=t.extraAttributeBuffers.get(p);if(m&&t.extraAttributeBufferVersions.get(p)===f)return this.cacheGeometryVertexBufferFast(t,r,l,s,c,m),m;if(!s&&!r.defaultValue)throw new Error(`Geometry "${e.uuid}" is missing required vertex attribute "${r.name}".`);const g=Mi(s,o?l+Math.max(1,s?.count??1,n):t.vertexCount,r.format,r.defaultValue??[],o?l:0);if(m&&m.size>=Math.max(4,g.byteLength))return this.state.device.queue.writeBuffer(m,0,g.buffer,g.byteOffset,g.byteLength),t.extraAttributeBufferVersions.set(p,f),this.cacheGeometryVertexBufferFast(t,r,l,s,c,m),m;const v=wi(this.state.device,g,GPUBufferUsage.VERTEX|GPUBufferUsage.COPY_DST,`${e.uuid}-${r.name}-${r.format}`);return m&&(this.clearIndirectBundleCache(),this.retiredGeometryBuffers.push(m)),t.extraAttributeBuffers.set(p,v),t.extraAttributeBufferVersions.set(p,f),this.cacheGeometryVertexBufferFast(t,r,l,s,c,v),v}cacheGeometryVertexBufferFast(e,t,r,i,n,a){let s=this.geometryVertexBufferFastCache.get(e);s||(s=new WeakMap,this.geometryVertexBufferFastCache.set(e,s));let o=s.get(t);o||(o=new Map,s.set(t,o));const l=i;o.set(r,{source:i,version:n,itemSize:l?.itemSize??0,count:l?.count??0,buffer:a})}getInterleavedGeometryVertexBuffer(e,t,r,i,n){if(!this.state.device)throw new Error("Renderer is not initialized.");const a=r[0].stepMode??"vertex",s=Math.max(0,Math.trunc(i)),o="instance"===a?s+Math.max(1,n,...r.map(t=>e.getAttribute(t.name)?.count??1)):t.vertexCount,l=`interleaved:${this.getGeometryAttributeGroupBufferKey(r)}:instance-start=${"instance"===a?s:0}`,c=r.map(t=>{const r=e.getAttribute(t.name);return r?`${hi(r)}:${r.itemSize}:${r.count}`:"default"}).join("|"),u=t.extraAttributeBuffers.get(l);if(u&&t.extraAttributeBufferVersions.get(l)===c)return u;const d=[];let h=0;for(const e of r)d.push(h),h+=mi(e.format);const p=new Uint8Array(o*h);for(let t=0;t<r.length;t+=1){const i=r[t],n=Mi(e.getAttribute(i.name),o,i.format,i.defaultValue??[],"instance"===a?s:0),l=new Uint8Array(n.buffer,n.byteOffset,n.byteLength),c=mi(i.format);for(let e=0;e<o;e+=1)p.set(l.subarray(e*c,(e+1)*c),e*h+d[t])}if(u&&u.size>=Math.max(4,p.byteLength))return this.state.device.queue.writeBuffer(u,0,p.buffer,p.byteOffset,p.byteLength),t.extraAttributeBufferVersions.set(l,c),u;const f=wi(this.state.device,p,GPUBufferUsage.VERTEX|GPUBufferUsage.COPY_DST,`${e.uuid}-interleaved-${a}`);return u&&(this.clearIndirectBundleCache(),this.retiredGeometryBuffers.push(u)),t.extraAttributeBuffers.set(l,f),t.extraAttributeBufferVersions.set(l,c),f}ensureWireframeIndex(e,t){if(t.wireframeIndex)return;if(!this.state.device)throw new Error("Renderer is not initialized.");const r=e.index?.array,i=r?.length??t.vertexCount,n=Math.floor(i/3),a=t.vertexCount>65535,s=a?new Uint32Array(6*n):new Uint16Array(6*n);for(let e=0;e<n;e+=1){const t=3*e,i=6*e,n=r?r[t]:t,a=r?r[t+1]:t+1,o=r?r[t+2]:t+2;s[i]=n,s[i+1]=a,s[i+2]=a,s[i+3]=o,s[i+4]=o,s[i+5]=n}t.wireframeIndexFormat=a?"uint32":"uint16",t.wireframeIndex=wi(this.state.device,s,GPUBufferUsage.INDEX,`${e.uuid}-wireframe-index`)}bindGeometryVertexBuffers(e,t,r,i,n=0,a=1,s=!1){let o=this.vertexBufferBindingPlanCache.get(i);o||(o=this.getVertexAttributeGroups(i).map(e=>({group:e,standardAttribute:1===e.length?this.getStandardVertexAttribute(e[0]):null})),this.vertexBufferBindingPlanCache.set(i,o));for(let i=0;i<o.length;i+=1){const{group:s,standardAttribute:l}=o[i],c=l?r[l]:null;e.setVertexBuffer(i,c??(1===s.length?this.getGeometryVertexBuffer(t,r,s[0],n,a):this.getInterleavedGeometryVertexBuffer(t,r,s,n,a)))}s&&r.wireframeIndex&&r.wireframeIndexFormat?e.setIndexBuffer(r.wireframeIndex,r.wireframeIndexFormat):r.index&&r.indexFormat&&e.setIndexBuffer(r.index,r.indexFormat)}getStandardVertexAttribute(e){let t=this.standardVertexAttributeCache.get(e);return void 0!==t||(t="position"===e.name&&"float32x3"===e.format?"position":"normal"!==e.name||"float32x3"!==e.format||void 0!==e.defaultValue&&!Si(e.defaultValue,ma)?"uv"!==e.name||"float32x2"!==e.format||void 0!==e.defaultValue&&!Si(e.defaultValue,fa)?"color"!==e.name||"float32x4"!==e.format||void 0!==e.defaultValue&&!Si(e.defaultValue,ga)?"skinIndex"===e.name&&"uint32x4"===e.format?"skinIndex":"skinWeight"===e.name&&"float32x4"===e.format?"skinWeight":null:"color":"uv":"normal",this.standardVertexAttributeCache.set(e,t)),t}prepareDrawGeometryVertexBuffers(e){const t=e.customDepthMaterial?[e.material,e.customDepthMaterial]:[e.material];for(const r of t){const t=this.getMaterialVertexAttributes(r,null!==e.skinning);for(const r of this.getVertexAttributeGroups(t))1===r.length?this.getGeometryVertexBuffer(e.geometry,e.geometryResource,r[0],e.instanceStart,e.instanceCount):this.getInterleavedGeometryVertexBuffer(e.geometry,e.geometryResource,r,e.instanceStart,e.instanceCount)}}getDefaultInstanceAttributeBuffer(e,t){if(!this.state.device)throw new Error("Renderer is not initialized.");const r=Math.max(1,t,Math.ceil(this.state.instanceBufferSize/(Float32Array.BYTES_PER_ELEMENT*Hr))),i=2**Math.ceil(Math.log2(r)),n=`${e.format}:${(e.defaultValue??[]).join(",")}`;let a=this.defaultInstanceAttributeBuffers.get(n);a||(a=new Map,this.defaultInstanceAttributeBuffers.set(n,a));const s=a.get(i);if(s)return s;const o=wi(this.state.device,Mi(void 0,i,e.format,e.defaultValue??[]),GPUBufferUsage.VERTEX,`renderer-default-instance-${e.format}`);return a.set(i,o),o}getMeshExtractionCacheEntry(e,t,r,i,n,a){const s=this.meshExtractionCache.get(e),o=Array.isArray(t)?t:null,l=Array.isArray(t)?null:t;if(s&&s.geometryResource===a&&s.customDepthMaterial===n&&(null!==l&&s.material===l&&s.resolvedMaterial===r||null!==o&&null!==s.materials&&null!==s.resolvedMaterials&&xi(s.materials,o)&&yi(s.resolvedMaterials,i)))return s;const c=null!==e.geometry.index,u=Ji(e.geometry),d=[];if(e.geometry.groups.length>0)for(const t of e.geometry.groups){const s=o?i[t.materialIndex??0]??i[0]:r;if(!s)continue;const l=Bi(e.geometry,c,t.start,t.count),u=Ai(s,e.geometry,c,t.start,l,n),h=Ui(s),p=Ui(e.geometry),f=n?Ui(n):0;d.push({geometry:e.geometry,geometryKey:e.geometry,geometryResource:a,material:s,customDepthMaterial:n,residentInstanceBinding:null,sourceObject:e,frontFaceCW:e.matrixWorld.determinant()<0,usesBatching:!1,geometryGroup:t,batchKey:u,batchHash:Fi(h,p,c,t.start,l,f),indexed:c,wireframe:s.wireframe&&"triangle-list"===s.primitiveTopology,start:t.start,count:l,transparent:s.transparent||s.requiresLatePass(),renderOrder:e.renderOrder,hasRenderCallbacks:this.hasRenderCallbacks(e),castShadow:e.castShadow,receiveShadow:e.receiveShadow,sortMaterialId:h,sortGeometryId:p,sortCustomDepthMaterialId:f})}else{const t=r??i?.[0]??null;if(t){const r=Di(e.geometry,c),i=Ai(t,e.geometry,c,r.start,r.count,n),s=Ui(t),o=Ui(e.geometry),l=n?Ui(n):0;d.push({geometry:e.geometry,geometryKey:e.geometry,geometryResource:a,material:t,customDepthMaterial:n,residentInstanceBinding:null,sourceObject:e,frontFaceCW:e.matrixWorld.determinant()<0,usesBatching:!1,geometryGroup:null,batchKey:i,batchHash:Fi(s,o,c,r.start,r.count,l),indexed:c,wireframe:t.wireframe&&"triangle-list"===t.primitiveTopology,start:r.start,count:r.count,transparent:t.transparent||t.requiresLatePass(),renderOrder:e.renderOrder,hasRenderCallbacks:this.hasRenderCallbacks(e),castShadow:e.castShadow,receiveShadow:e.receiveShadow,sortMaterialId:s,sortGeometryId:o,sortCustomDepthMaterialId:l})}}const h={geometryResource:a,material:l,materials:o?o.slice():null,resolvedMaterial:r,resolvedMaterials:o?i.slice():null,customDepthMaterial:n,indexed:c,templates:d,localBoundsCenter:u.center.clone(),localBoundsRadius:u.radius};return this.meshExtractionCache.set(e,h),h}getInstancedMeshExtractionCacheEntry(e,t,r,i){const n=null!==e.geometry.index,a=Di(e.geometry,n),s=Ji(e.geometry),o=this.instancedMeshExtractionCache.get(e);if(o&&o.geometryResource===i&&o.material===t&&o.customDepthMaterial===r&&o.indexed===n&&o.drawRangeStart===a.start&&o.drawRangeCount===a.count)return o.sourceMaterial=e.material,o.sourceMaterialVersion=e.material.version,o;o?.residentInstanceBinding?.buffer?.destroy(),o?.residentInstanceBinding?.colorBuffer?.destroy();const l=Ui(t),c=Ui(e.geometry),u=r?Ui(r):0,d={geometryResource:i,sourceMesh:e,sourceMaterial:e.material,sourceMaterialVersion:e.material.version,material:t,customDepthMaterial:r,indexed:n,drawRangeStart:a.start,drawRangeCount:a.count,batchKey:Ai(t,e,n,a.start,a.count,r),batchHash:Fi(l,c,n,a.start,a.count,u),sortMaterialId:l,sortGeometryId:c,sortCustomDepthMaterialId:u,localBoundsCenter:s.center.clone(),localBoundsRadius:s.radius,cachedInstanceData:new Nn(1024),cachedBoundsMin:new Pt,cachedBoundsMax:new Pt,cachedDrawBoundsCenter:new Pt,cachedDrawBoundsRadius:0,cachedMatrixWorld:new Float64Array(16),cachedInstanceMatrixVersion:-1,cachedInstanceColorVersion:-1,cachedCount:0,cachedDefaultColorData:null,residentInstanceBinding:{mode:"packed",buffer:null,colorBuffer:null,sceneBindGroup:null,shadowBindGroup:null,shadowBindGroups:new Map,sceneBindGroupVersion:0,shadowBindGroupVersion:0},residentBufferSize:0,residentColorBufferSize:0,residentBufferDirty:!1,residentColorBufferDirty:!1,cacheValid:!1};return this.instancedMeshExtractionCache.set(e,d),d}getBatchedMeshExtractionCacheEntry(e,t,r,i,n){const a=n._geometryCount??0,s=this.batchedMeshExtractionCache.get(e);if(s&&s.geometryResource===i&&s.material===t&&s.customDepthMaterial===r&&s.indexed===(null!==e.geometry.index)&&s.cachedGeometryCount===a)return s;s?.residentInstanceBinding?.buffer?.destroy(),s?.residentInstanceBinding?.colorBuffer?.destroy();const o=null!==e.geometry.index,l=new Array(a).fill(null),c=new Array(a).fill(null);for(let n=0;n<a;n+=1){const a=e.getGeometryRangeAt(n);if(!a||a.count<=0)continue;const s=Bi(e.geometry,o,a.start,a.count),u=Ai(t,e.geometry,o,a.start,s,r),d=Ui(t),h=Ui(e.geometry),p=r?Ui(r):0,f=e.getBoundingSphereAt(n,si),m={geometry:e.geometry,geometryKey:e.geometry,geometryResource:i,material:t,customDepthMaterial:r,residentInstanceBinding:null,sourceObject:e,frontFaceCW:!1,usesBatching:!0,geometryGroup:null,batchKey:u,batchHash:Fi(d,h,o,a.start,s,p),indexed:o,wireframe:t.wireframe&&"triangle-list"===t.primitiveTopology,start:a.start,count:s,transparent:t.transparent||t.requiresLatePass(),renderOrder:e.renderOrder,hasRenderCallbacks:this.hasRenderCallbacks(e),castShadow:e.castShadow,receiveShadow:e.receiveShadow,sortMaterialId:d,sortGeometryId:h,sortCustomDepthMaterialId:p,geometryId:n,localBoundsCenter:f?f.center.clone():new Pt,localBoundsRadius:f?.radius??1};l[n]=m,c[n]={template:m,boundsMin:new Pt,boundsMax:new Pt,activeInFrame:!1,activeCount:0,instanceStart:0,writeOffset:0}}const u={geometryResource:i,material:t,customDepthMaterial:r,indexed:o,templates:l,groups:c,activeGroups:[],cachedInstanceData:new Nn(1024),cachedDraws:[],cachedBoundsMin:new Pt,cachedBoundsMax:new Pt,cachedMatrixWorld:new Float64Array(16),geometryIdsSnapshot:new Int32Array(0),cachedMatricesVersion:-1,cachedColorsVersion:-1,cachedGeometryCount:a,cachedInstanceInfoLength:0,residentInstanceBinding:{mode:"packed",buffer:null,colorBuffer:null,sceneBindGroup:null,shadowBindGroup:null,shadowBindGroups:new Map,sceneBindGroupVersion:0,shadowBindGroupVersion:0},residentBufferSize:0,residentColorBufferSize:0,residentBufferDirty:!1,residentColorBufferDirty:!1,cacheValid:!1};return this.batchedMeshExtractionCache.set(e,u),u}batchedGeometryIdsMatchSnapshot(e,t){if(e.length!==t.length)return!1;for(let r=0;r<t.length;r+=1){const i=t[r];if((e[r]??-1)!==(i?.active&&i.visible?i.geometryIndex:-1))return!1}return!0}destroyGeometryResource(e){e.position.destroy(),e.normal.destroy(),e.uv.destroy(),e.color.destroy(),e.skinIndex?.destroy(),e.skinWeight?.destroy();for(const t of e.extraAttributeBuffers.values())t.destroy();e.extraAttributeBuffers.clear(),e.extraAttributeBufferVersions.clear(),e.index?.destroy(),e.wireframeIndex?.destroy()}retireGeometryResource(e){this.retiredGeometryResources.push(e)}releaseRetiredGeometryResourcesAfterSubmit(){const e=this.retiredGeometryResources.splice(0),t=this.retiredGeometryBuffers.splice(0);if(0!==e.length||0!==t.length)if(this.state.device)this.state.device.queue.onSubmittedWorkDone().then(()=>{for(const t of e)this.destroyGeometryResource(t);for(const e of t)e.destroy()},()=>{for(const t of e)this.destroyGeometryResource(t);for(const e of t)e.destroy()});else{for(const t of e)this.destroyGeometryResource(t);for(const e of t)e.destroy()}}destroyTextureResource(e){this.textureManager.destroyTextureResource(e)}createTextureSampler(e,t){return this.textureManager.createTextureSampler(e,t)}uploadDataTextureResource(e,t,r){this.textureManager.uploadDataTextureResource(e,t,r)}uploadCompressedTextureResource(e,t,r){this.textureManager.uploadCompressedTextureResource(e,t,r)}uploadExternalTextureResource(e,t,r){this.textureManager.uploadExternalTextureResource(e,t,r)}uploadTextureResource(e,t,r){this.textureManager.uploadTextureResource(e,t,r)}getTextureResource(e){return this.textureManager.getTextureResource(e)}updateMaterialUniformBuffer(e,t){if(!this.state.device||!t.uniformBuffer)return;const r=e.getUniformLayout();if(0===r.entries.length)return;let i=t.uniformValueHash;if(e.uniformValuesAutoUpdate){if(i=e.getUniformValueHash(),t.uniformValueHash===i)return}else if(t.uniformValuesAutoVersion===e.uniformValuesAutoVersion)return;const n=Ye(e.uniforms,r);!t.uniformBuffer||n.byteLength>t.uniformBuffer.size||(t.uniformValueHash=i,t.uniformValuesAutoVersion=e.uniformValuesAutoVersion,this.state.device.queue.writeBuffer(t.uniformBuffer,0,n))}materialResourceMatches(e,t,r,i=this.sampleCount){if(e.key!==r)return!1;if(e.materialVersion===t.version&&e.textureVersionHash===t.getTextureVersionHash()&&e.rendererSampleCount===i&&e.uniformBufferSize===t.getUniformLayout().byteLength)return!0;const n=yi(e.textures,t.getTexturesList())&&Si(e.textureVersions,t.getTextureVersionsList())&&yi(e.storageBuffers,t.getStorageBufferList())&&e.rendererSampleCount===i&&e.uniformBufferSize===t.getUniformLayout().byteLength;return n&&(e.materialVersion=t.version,e.textureVersionHash=t.getTextureVersionHash()),n}destroyMaterialResource(e){e?.uniformBuffer?.destroy()}createMaterialBindGroupData(e,t,r){if(!this.state.device)throw new Error("Renderer is not initialized.");const i=[],n=[],a=Array.from(e.getTexturesList()),s=Array.from(e.getTextureVersionsList()),o=e.getStorageBufferBindingList();let l=null;if(Object.keys(e.uniforms).length>0){const r=Ye(e.uniforms,e.getUniformLayout());l=this.state.device.createBuffer({label:`${t}-uniforms`,size:r.byteLength,usage:GPUBufferUsage.UNIFORM|GPUBufferUsage.COPY_DST}),this.state.device.queue.writeBuffer(l,0,r),i.push({binding:0,visibility:GPUShaderStage.VERTEX|GPUShaderStage.FRAGMENT,buffer:{type:"uniform"}}),n.push({binding:0,resource:{buffer:l}})}for(const[e,t]of a.entries()){const a=1+2*e,s=this.getTextureResource(t);i.push({binding:a,visibility:r,sampler:{type:s.samplerBindingType}},{binding:a+1,visibility:r,texture:{sampleType:s.sampleType,viewDimension:s.viewDimension}}),n.push({binding:a,resource:s.sampler},{binding:a+1,resource:s.view})}const c=1+2*a.length,u=Array.from(e.getStorageBufferList());for(const[e,t]of o.entries()){const r=c+e;i.push({binding:r,visibility:bi(t.visibility),buffer:{type:"read-only-storage"}}),n.push({binding:r,resource:{buffer:t.buffer}})}return{bindGroupLayoutEntries:i,bindGroupEntries:n,uniformBuffer:l,textures:a,textureVersions:s,storageBuffers:u}}createGraphTextureBindGroupLayout(e){if(!this.state.device)throw new Error("Renderer is not initialized.");const t=[];return Object.values(e.getGraphTextureInputs()).forEach((e,r)=>{t.push({binding:2*r,visibility:GPUShaderStage.VERTEX|GPUShaderStage.FRAGMENT,sampler:{type:e.sampler??("depth-2d"===e.dimension?"non-filtering":"filtering")}},{binding:2*r+1,visibility:GPUShaderStage.VERTEX|GPUShaderStage.FRAGMENT,texture:{sampleType:e.sampleType??("depth-2d"===e.dimension?"depth":"float"),viewDimension:"3d"===e.dimension?"3d":"2d"}})}),this.state.device.createBindGroupLayout({label:`${e.uuid}-graph-textures-layout`,entries:t})}createGraphTextureBindGroup(e,t){if(!(this.state.device&&this.state.linearClampSampler&&this.state.nearestClampSampler&&this.state.shadowComparisonSampler))throw new Error("Renderer graph texture bindings are not initialized.");let r=this.graphTextureBindGroupCache.get(e);const i=r?.get(t);if(i&&i.materialVersion===e.version&&i.resourceVersion===this.graphTextureResourceVersion)return i.bindGroup;const n=[];Object.values(e.getGraphTextureInputs()).forEach((e,t)=>{const r="comparison"===e.sampler?this.state.shadowComparisonSampler:"non-filtering"===e.sampler||"depth-2d"===e.dimension?this.state.nearestClampSampler:this.state.linearClampSampler,i="mainDepth"===e.resource?this.state.sceneDepthSnapshotView:this.getGraphTextureView(e.resource);n.push({binding:2*t,resource:r},{binding:2*t+1,resource:i})});const a=this.state.device.createBindGroup({label:`${e.uuid}-graph-textures`,layout:t,entries:n});return r||(r=new WeakMap,this.graphTextureBindGroupCache.set(e,r)),r.set(t,{materialVersion:e.version,resourceVersion:this.graphTextureResourceVersion,bindGroup:a}),a}getGraphTextureView(e){return"mainDepth"===e?this.state.mainDepthView:"sceneColorSnapshot"===e?this.state.sceneColorSnapshotView:"sceneDepthSnapshot"===e?this.state.hizMipViews[0]:this.getColorTargetView(e)}compileDrawMaterials(e){const t=new Set;for(const r of e){const e=this.getDrawInstanceAccessMode(r),i=null!==r.skinning,n=this.drawUsesBatching(r),a=`${r.material.uuid}:${e}:receiveShadow=${r.receiveShadow?1:0}:skinning=${i?1:0}:batching=${n?1:0}`;t.has(a)||(r.materialResource=this.getMaterialResource(r.material,e,r.receiveShadow,void 0,i,n),t.add(a))}}async compileDrawMaterialsAsync(e,t=la,r=this.sampleCount){const i=new Set,n=new Set,a=[];for(const s of e){const e=this.getDrawInstanceAccessMode(s),o=null!==s.skinning,l=this.drawUsesBatching(s),c=`${s.material.uuid}:${e}:receiveShadow=${s.receiveShadow?1:0}:skinning=${o?1:0}:batching=${l?1:0}`;if(i.has(c)||(a.push(this.getMaterialResourceAsync(s.material,e,s.receiveShadow,t,o,l,r).then(e=>(s.materialResource=e,e))),i.add(c)),s.customDepthMaterial){const t=`${s.customDepthMaterial.uuid}:${e}:skinning=${o?1:0}`;n.has(t)||(a.push(this.getDepthPassMaterialResourceAsyncForDraw(s.customDepthMaterial,"directionalShadow",s)),n.add(t))}if(null!==s.material.depthVertexShader||l){const t=null!==s.material.depthVertexShader?["prepass","directionalShadow","pointShadow"]:["prepass","directionalShadow"];for(const r of t){const t=`${s.material.uuid}:${r}:${e}:skinning=${o?1:0}:batching=${l?1:0}`;n.has(t)||(a.push(this.getDepthPassMaterialResourceAsyncForDraw(s.material,r,s)),n.add(t))}}}await Promise.all(a)}async compileStaticDrawMaterialsAsync(e,t=this.sampleCount){const r=[],i=new Set;for(const n of this.staticDrawSets)if(n.publicSet.enabled){r.push(this.compileDrawMaterialsAsync(n.draws,e,t));for(const a of n.visibleMaterialBindings){const n=`${a.material.uuid}:receiveShadow=${a.receiveShadow?1:0}:batching=${a.usesBatching?1:0}`;i.has(n)||(i.add(n),r.push(this.getMaterialResourceAsync(a.material,"packed-visible",a.receiveShadow,e,!1,a.usesBatching,t)))}}await Promise.all(r)}getDepthPassMaterialKey(e,t,r,i,n,a=!1){if(!this.state.device)throw new Error("Renderer is not initialized.");return`${e.customProgramCacheKey()}:${t}:instance=${r}:skinning=${i?1:0}:batching=${n?1:0}:frontFace=${a?"cw":"ccw"}:textures=${e.getTextureLayoutKey(this.state.device)}`}getForwardMaterialKey(e,t,r,i,n,a,s=!1,o=this.sampleCount){return`${e.customProgramCacheKey()}:instance=${t}:receiveShadow=${r?1:0}:skinning=${n?1:0}:batching=${a?1:0}:frontFace=${s?"cw":"ccw"}:textures=${e.getTextureLayoutKey(this.state.device)}:samples=${o}:targets=${i.join("|")}`}getInstanceAccessModeIndex(e){return"packed"===e?0:"packed-visible"===e?1:2}getForwardMaterialFastCacheIndex(e,t,r,i,n=!1){return this.getInstanceAccessModeIndex(e)|(t?4:0)|(r?8:0)|(i?16:0)|(n?32:0)}getDepthMaterialFastCacheIndex(e,t,r,i,n=!1){return("prepass"===e?0:"directionalShadow"===e?1:2)+3*this.getInstanceAccessModeIndex(t)+(r?9:0)+(i?18:0)+(n?36:0)}fastMaterialResourceMatches(e,t,r=this.sampleCount){return e.materialVersion===t.version&&e.textureVersionHash===t.getTextureVersionHash()&&e.rendererSampleCount===r}setForwardMaterialFastCache(e,t,r){let i=this.forwardMaterialFastCache.get(e);i||(i=[],this.forwardMaterialFastCache.set(e,i)),i[t]=r}getForwardMaterialTargetFastCacheKey(e,t){return 32*this.getColorFormatsId(e)+t}setForwardMaterialTargetFastCache(e,t,r){let i=this.forwardMaterialTargetFastCache.get(e);i||(i=new Map,this.forwardMaterialTargetFastCache.set(e,i)),i.set(t,r)}setForwardMaterialFrameCache(e,t,r){let i=this.forwardMaterialFrameCache.get(e);i||(i=[],this.forwardMaterialFrameCache.set(e,i)),i[t]={extractionVersion:this.extractionVersion,resource:r}}setDepthMaterialFastCache(e,t,r){let i=this.depthMaterialFastCache.get(e);i||(i=[],this.depthMaterialFastCache.set(e,i)),i[t]=r}getDrawInstanceAccessMode(e){return"instanced-direct"===e.residentInstanceBinding?.mode?"instanced-direct":"packed"}drawUsesBatching(e){return e.usesBatching}buildMaterialShaderCode(e,t,r,i,n=!1,a=!1){const s=Tt(`${t}\n${r}`,this.createMaterialPreprocessorDefines(e,i,n,a),{sourceName:i});return i.includes("vertex")?function(e){return e.replace(/@builtin\s*\(\s*position\s*\)(?!\s*@invariant)\s+(?=[A-Za-z_]\w*\s*:)/g,"@builtin(position) @invariant ").replace(/@builtin\s*\(\s*position\s*\)(?!\s*@invariant)\s+(?=vec4(?:\s*<\s*f32\s*>|f)\b)/g,"@builtin(position) @invariant ")}(s):s}createMaterialPreprocessorDefines(e,t,r=!1,i=!1){const n={HIGH_PRECISION:!0,WEBGPU_RENDERER:!0,WGSL_SHADER_MATERIAL:!0,USE_BATCHING:i,USE_COLOR:!0,USE_COLOR_ALPHA:!0,NUM_DIR_LIGHTS:4,NUM_POINT_LIGHTS:Nr,NUM_SPOT_LIGHTS:_r,NUM_DIR_LIGHT_SHADOWS:4,NUM_POINT_LIGHT_SHADOWS:Nr,NUM_SPOT_LIGHT_SHADOWS:_r,NUM_CLIPPING_PLANES:0,UNION_CLIPPING_PLANES:0,USE_SKINNING:r,RENDERER_MOTION_VECTORS:!t.includes("shared-depth"),...this.createTexturePreprocessorDefines(e)};return e.side===pt?n.DOUBLE_SIDED=!0:e.side===ct&&(n.FLIP_SIDED=!0),!t.includes("receiveShadow=1")&&t.includes("receiveShadow=0")||(n.USE_SHADOWMAP=!0,n.SHADOWMAP_TYPE_PCF=!0),{...n,...e.defines,USE_BATCHING:i}}createTexturePreprocessorDefines(e){const t={},r={map:"USE_MAP",matcap:"USE_MATCAP",lightMap:"USE_LIGHTMAP",aoMap:"USE_AOMAP",bumpMap:"USE_BUMPMAP",normalMap:"USE_NORMALMAP",displacementMap:"USE_DISPLACEMENTMAP",emissiveMap:"USE_EMISSIVEMAP",anisotropyMap:"USE_ANISOTROPYMAP",clearcoatMap:"USE_CLEARCOATMAP",clearcoatRoughnessMap:"USE_CLEARCOAT_ROUGHNESSMAP",clearcoatNormalMap:"USE_CLEARCOAT_NORMALMAP",iridescenceMap:"USE_IRIDESCENCEMAP",iridescenceThicknessMap:"USE_IRIDESCENCE_THICKNESSMAP",specularMap:"USE_SPECULARMAP",specularColorMap:"USE_SPECULAR_COLORMAP",specularIntensityMap:"USE_SPECULAR_INTENSITYMAP",roughnessMap:"USE_ROUGHNESSMAP",metalnessMap:"USE_METALNESSMAP",alphaMap:"USE_ALPHAMAP",sheenColorMap:"USE_SHEEN_COLORMAP",sheenRoughnessMap:"USE_SHEEN_ROUGHNESSMAP",transmissionMap:"USE_TRANSMISSIONMAP",thicknessMap:"USE_THICKNESSMAP"};for(const[i,n]of Object.entries(r))e.textures[i]&&(t[n]=!0);return t}shouldInvalidateDrawMaterialResource(e,t,r,i,n){return!!e.materialResource&&(e.material!==t||e.receiveShadow!==r||e.usesBatching!==i||e.skinning!==n)}cachedDrawMaterialResourceMatches(e,t,r,i=this.sampleCount){const n=this.getDrawInstanceAccessMode(e),a=null!==e.skinning,s=this.drawUsesBatching(e),o=this.getColorFormatsId(r);return t.instanceAccessMode===n&&t.receiveShadow===e.receiveShadow&&t.useBatching===s&&t.frontFaceCW===Ni(e)&&t.usesSkinning===a&&t.rendererSampleCount===i&&t.colorTargetFormatsId===o&&(this.drawMaterialResourceFrameValidation.get(t)===this.extractionVersion||(t.materialVersion===e.material.version&&t.textureVersionHash===e.material.getTextureVersionHash()||this.materialResourceMatches(t,e.material,t.key,i)))}getMaterialResourceForDraw(e,t=la,r=this.sampleCount){const i=e.materialResource;if(i&&this.cachedDrawMaterialResourceMatches(e,i,t,r))return this.drawMaterialResourceFrameValidation.get(i)!==this.extractionVersion&&(this.updateMaterialUniformBuffer(e.material,i),this.drawMaterialResourceFrameValidation.set(i,this.extractionVersion)),i;const n=this.getDrawInstanceAccessMode(e),a=null!==e.skinning,s=this.drawUsesBatching(e),o=this.getMaterialResource(e.material,n,e.receiveShadow,t,a,s,r,Ni(e));return e.materialResource=o,this.drawMaterialResourceFrameValidation.set(o,this.extractionVersion),o}getMaterialResourceAsyncForDraw(e){return this.getMaterialResourceAsync(e.material,this.getDrawInstanceAccessMode(e),e.receiveShadow,void 0,null!==e.skinning,this.drawUsesBatching(e),this.sampleCount,Ni(e))}resolveForwardMaterialResources(e){for(let t=0;t<e.length;t+=1){const r=e[t];r.materialResource=this.getMaterialResource(r.material,this.getDrawInstanceAccessMode(r),r.receiveShadow,void 0,null!==r.skinning,this.drawUsesBatching(r),this.sampleCount,Ni(r))}}getDepthPassMaterialResourceForDraw(e,t,r){return this.getDepthPassMaterialResource(e,t,this.getDrawInstanceAccessMode(r),null!==r.skinning,this.drawUsesBatching(r),Ni(r))}getDepthPassMaterialResourceAsyncForDraw(e,t,r){return this.getDepthPassMaterialResourceAsync(e,t,this.getDrawInstanceAccessMode(r),null!==r.skinning,this.drawUsesBatching(r),Ni(r))}getOrCreateSharedDepthPipeline(e,t,r,i,n,a,s,o){if(!(this.state.device&&this.state.shadowBindGroupLayout&&this.state.directShadowBindGroupLayout&&this.state.skinningBindGroupLayout))throw new Error("Renderer is not initialized.");const l=this.sharedDepthPipelineCache.get(e);if(l)return l;const c=this.state.device.createBindGroupLayout({label:`${e}-shared-depth-material-layout`,entries:n}),u="prepass"===r?"instanced-direct"===i?this.state.directSceneBindGroupLayout:this.state.sceneBindGroupLayout:"instanced-direct"===i?this.state.directShadowBindGroupLayout:this.state.shadowBindGroupLayout,d=this.state.device.createPipelineLayout({label:`${e}-shared-depth-pipeline-layout`,bindGroupLayouts:[u,c,...a?[this.state.skinningBindGroupLayout]:[]]}),h=Cr(t,"prepass"===r?"camera":"shadow",this.state.device,i,a),p=this.buildMaterialShaderCode(t,h,"pointShadow"===r?t.pointShadowVertexShader??t.vertexShader:t.depthVertexShader??t.vertexShader,`${e}-shared-depth-vertex`,a,s),f="pointShadow"===r?t.pointShadowFragmentShader:t.depthFragmentShader,m=f?this.buildMaterialShaderCode(t,h,f,`${e}-shared-depth-fragment`,a,s):null,g={bindGroupLayout:c,pipeline:this.state.device.createRenderPipeline({label:`${e}-shared-depth-pipeline`,layout:d,vertex:{module:this.state.device.createShaderModule({label:`${e}-shared-depth-vertex`,code:p}),entryPoint:"vsMain",buffers:this.createVertexBufferLayouts(this.getMaterialVertexAttributes(t,a))},...m?{fragment:{module:this.state.device.createShaderModule({label:`${e}-shared-depth-fragment`,code:m}),entryPoint:"fsMain",targets:"pointShadow"===r?[{format:"rgba16float"}]:[]}}:{},primitive:{topology:ua(t),cullMode:da(t,r,s),frontFace:o?"cw":"ccw"},depthStencil:{format:"depth32float",depthWriteEnabled:!0,depthCompare:"less",..."directionalShadow"===r?{depthBias:1,depthBiasSlopeScale:2,depthBiasClamp:0}:{}}})};return this.sharedDepthPipelineCache.set(e,g),g}async getOrCreateSharedDepthPipelineAsync(e,t,r,i,n,a,s,o){if(!(this.state.device&&this.state.sceneBindGroupLayout&&this.state.directSceneBindGroupLayout&&this.state.shadowBindGroupLayout&&this.state.directShadowBindGroupLayout&&this.state.skinningBindGroupLayout))throw new Error("Renderer is not initialized.");const l=this.sharedDepthPipelineCache.get(e);if(l)return l;const c=this.sharedDepthPipelinePromiseCache.get(e);if(c)return c;const u=(async()=>{const l=this.state.device.createBindGroupLayout({label:`${e}-shared-depth-material-layout`,entries:n}),c="prepass"===r?"instanced-direct"===i?this.state.directSceneBindGroupLayout:this.state.sceneBindGroupLayout:"instanced-direct"===i?this.state.directShadowBindGroupLayout:this.state.shadowBindGroupLayout,u=this.state.device.createPipelineLayout({label:`${e}-shared-depth-pipeline-layout`,bindGroupLayouts:[c,l,...a?[this.state.skinningBindGroupLayout]:[]]}),d=Cr(t,"prepass"===r?"camera":"shadow",this.state.device,i,a),h=this.buildMaterialShaderCode(t,d,"pointShadow"===r?t.pointShadowVertexShader??t.vertexShader:t.depthVertexShader??t.vertexShader,`${e}-shared-depth-vertex`,a,s),p="pointShadow"===r?t.pointShadowFragmentShader:t.depthFragmentShader,f=p?this.buildMaterialShaderCode(t,d,p,`${e}-shared-depth-fragment`,a,s):null,m={bindGroupLayout:l,pipeline:await xa(this.state.device,{label:`${e}-shared-depth-pipeline`,layout:u,vertex:{module:this.state.device.createShaderModule({label:`${e}-shared-depth-vertex`,code:h}),entryPoint:"vsMain",buffers:this.createVertexBufferLayouts(this.getMaterialVertexAttributes(t,a))},...f?{fragment:{module:this.state.device.createShaderModule({label:`${e}-shared-depth-fragment`,code:f}),entryPoint:"fsMain",targets:"pointShadow"===r?[{format:"rgba16float"}]:[]}}:{},primitive:{topology:ua(t),cullMode:da(t,r,s),frontFace:o?"cw":"ccw"},depthStencil:{format:"depth32float",depthWriteEnabled:!0,depthCompare:"less",..."directionalShadow"===r?{depthBias:1,depthBiasSlopeScale:2,depthBiasClamp:0}:{}}})};return this.sharedDepthPipelineCache.set(e,m),this.sharedDepthPipelinePromiseCache.delete(e),m})();return this.sharedDepthPipelinePromiseCache.set(e,u),u}getOrCreateSharedForwardPipeline(e,t,r,i,n,a,s,o,l,c=this.sampleCount){if(!(this.state.device&&this.state.format&&this.state.sceneBindGroupLayout&&this.state.visibleSceneBindGroupLayout&&this.state.directSceneBindGroupLayout&&this.state.skinningBindGroupLayout&&this.state.emptyBindGroupLayout))throw new Error("Renderer is not initialized.");const u=this.sharedForwardPipelineCache.get(e);if(u)return u;const d=this.state.device.createBindGroupLayout({label:`${e}-shared-forward-material-layout`,entries:i}),h=this.createGraphTextureBindGroupLayout(t),p=this.state.device.createPipelineLayout({label:`${e}-shared-forward-pipeline-layout`,bindGroupLayouts:["instanced-direct"===r?this.state.directSceneBindGroupLayout:"packed-visible"===r?this.state.visibleSceneBindGroupLayout:this.state.sceneBindGroupLayout,d,s?this.state.skinningBindGroupLayout:this.state.emptyBindGroupLayout,h]}),f=yr(t,this.state.device,r,n,s),m=this.buildMaterialShaderCode(t,f,t.vertexShader,`${e}-shared-forward-vertex`,s,o),g=this.buildMaterialShaderCode(t,f,t.fragmentShader,`${e}-shared-forward-fragment`,s,o),v={bindGroupLayout:d,graphTextureBindGroupLayout:h,pipeline:this.state.device.createRenderPipeline({label:`${e}-shared-forward-pipeline`,layout:p,vertex:{module:this.state.device.createShaderModule({label:`${e}-shared-forward-vertex`,code:m}),entryPoint:"vsMain",buffers:this.createVertexBufferLayouts(this.getMaterialVertexAttributes(t,s))},fragment:{module:this.state.device.createShaderModule({label:`${e}-shared-forward-fragment`,code:g}),entryPoint:"fsMain",targets:ia(g,a,ta(t))},primitive:{topology:ua(t),cullMode:ua(t).startsWith("triangle")&&t.side!==pt?t.side===ct?"front":"back":"none",frontFace:l?"cw":"ccw"},multisample:{count:c},depthStencil:{format:"depth32float",depthWriteEnabled:t.depthWrite,depthCompare:t.depthTest?"less-equal":"always"}})};return this.sharedForwardPipelineCache.set(e,v),v}async getOrCreateSharedForwardPipelineAsync(e,t,r,i,n,a,s,o,l,c=this.sampleCount){if(!(this.state.device&&this.state.format&&this.state.sceneBindGroupLayout&&this.state.visibleSceneBindGroupLayout&&this.state.directSceneBindGroupLayout&&this.state.skinningBindGroupLayout&&this.state.emptyBindGroupLayout))throw new Error("Renderer is not initialized.");const u=this.sharedForwardPipelineCache.get(e);if(u)return u;const d=this.sharedForwardPipelinePromiseCache.get(e);if(d)return d;const h=(async()=>{const u=this.state.device.createBindGroupLayout({label:`${e}-shared-forward-material-layout`,entries:i}),d=this.createGraphTextureBindGroupLayout(t),h=this.state.device.createPipelineLayout({label:`${e}-shared-forward-pipeline-layout`,bindGroupLayouts:["instanced-direct"===r?this.state.directSceneBindGroupLayout:"packed-visible"===r?this.state.visibleSceneBindGroupLayout:this.state.sceneBindGroupLayout,u,s?this.state.skinningBindGroupLayout:this.state.emptyBindGroupLayout,d]}),p=yr(t,this.state.device,r,n,s),f=this.buildMaterialShaderCode(t,p,t.vertexShader,`${e}-shared-forward-vertex`,s,o),m=this.buildMaterialShaderCode(t,p,t.fragmentShader,`${e}-shared-forward-fragment`,s,o),g={bindGroupLayout:u,graphTextureBindGroupLayout:d,pipeline:await xa(this.state.device,{label:`${e}-shared-forward-pipeline`,layout:h,vertex:{module:this.state.device.createShaderModule({label:`${e}-shared-forward-vertex`,code:f}),entryPoint:"vsMain",buffers:this.createVertexBufferLayouts(this.getMaterialVertexAttributes(t,s))},fragment:{module:this.state.device.createShaderModule({label:`${e}-shared-forward-fragment`,code:m}),entryPoint:"fsMain",targets:ia(m,a,ta(t))},primitive:{topology:ua(t),cullMode:ua(t).startsWith("triangle")&&t.side!==pt?t.side===ct?"front":"back":"none",frontFace:l?"cw":"ccw"},multisample:{count:c},depthStencil:{format:"depth32float",depthWriteEnabled:t.depthWrite,depthCompare:t.depthTest?"less-equal":"always"}})};return this.sharedForwardPipelineCache.set(e,g),this.sharedForwardPipelinePromiseCache.delete(e),g})();return this.sharedForwardPipelinePromiseCache.set(e,h),h}getDepthPassMaterialResource(e,t,r,i,n,a=!1){if(!(this.state.device&&this.state.shadowBindGroupLayout&&this.state.directShadowBindGroupLayout&&this.state.skinningBindGroupLayout))throw new Error("Renderer is not initialized.");if("prepass"===t&&null===e.depthVertexShader||"pointShadow"===t&&(null===e.pointShadowVertexShader||null===e.pointShadowFragmentShader))return null;const s=this.getDepthMaterialFastCacheIndex(t,r,i,n,a),o=this.depthMaterialFrameCache.get(e)?.[s];if(o?.extractionVersion===this.extractionVersion)return o.resource;const l=this.depthMaterialFastCache.get(e)?.[s];if(l&&this.fastMaterialResourceMatches(l,e))return this.updateMaterialUniformBuffer(e,l),this.setDepthMaterialFrameCache(e,s,l),l;const c="prepass"===t?this.depthPrepassMaterialCache:i?this.skinnedDirectionalShadowMaterialCache:"instanced-direct"===r?this.directionalShadowMaterialCacheDirect:this.directionalShadowMaterialCache,u=this.getDepthPassMaterialKey(e,t,r,i,n,a),d=c.get(e),h=d?.get(u);if(h&&this.materialResourceMatches(h,e,u))return this.setDepthMaterialFastCache(e,s,h),this.updateMaterialUniformBuffer(e,h),this.setDepthMaterialFrameCache(e,s,h),h;this.destroyMaterialResource(h),d&&d.delete(u);const{bindGroupLayoutEntries:p,bindGroupEntries:f,uniformBuffer:m,textures:g,textureVersions:v,storageBuffers:x}=this.createMaterialBindGroupData(e,`${e.uuid}-${t}-${r}-material`,GPUShaderStage.VERTEX|GPUShaderStage.FRAGMENT),w=this.getOrCreateSharedDepthPipeline(u,e,t,r,p,i,n,a),b=this.state.device.createBindGroup({label:`${e.uuid}-${t}-${r}-material-bind-group`,layout:w.bindGroupLayout,entries:f}),y={key:u,materialVersion:e.version,textureVersionHash:e.getTextureVersionHash(),rendererSampleCount:this.sampleCount,instanceAccessMode:r,receiveShadow:!0,useBatching:n,frontFaceCW:a,colorTargetFormatsId:0,pipeline:w.pipeline,graphTextureBindGroupLayout:w.graphTextureBindGroupLayout,bindGroup:b,uniformBuffer:m,uniformBufferSize:m?.size??0,uniformValueHash:e.uniformValuesAutoUpdate?e.getUniformValueHash():0,uniformValuesAutoVersion:e.uniformValuesAutoVersion,textures:g,textureVersions:v,storageBuffers:x,vertexAttributes:this.getMaterialVertexAttributes(e,i),usesSkinning:i};let S=c.get(e);return S||(S=new Map,c.set(e,S)),S.set(u,y),this.setDepthMaterialFastCache(e,s,y),this.setDepthMaterialFrameCache(e,s,y),y}setDepthMaterialFrameCache(e,t,r){let i=this.depthMaterialFrameCache.get(e);i||(i=[],this.depthMaterialFrameCache.set(e,i)),i[t]={extractionVersion:this.extractionVersion,resource:r}}async getDepthPassMaterialResourceAsync(e,t,r,i,n,a=!1){if(!(this.state.device&&this.state.sceneBindGroupLayout&&this.state.directSceneBindGroupLayout&&this.state.shadowBindGroupLayout&&this.state.directShadowBindGroupLayout&&this.state.skinningBindGroupLayout))throw new Error("Renderer is not initialized.");if("prepass"===t&&null===e.depthVertexShader||"pointShadow"===t&&(null===e.pointShadowVertexShader||null===e.pointShadowFragmentShader))return null;const s=this.getDepthMaterialFastCacheIndex(t,r,i,n,a),o=this.depthMaterialFastCache.get(e)?.[s];if(o&&this.fastMaterialResourceMatches(o,e))return this.updateMaterialUniformBuffer(e,o),o;const l="prepass"===t?this.depthPrepassMaterialCache:i?this.skinnedDirectionalShadowMaterialCache:"instanced-direct"===r?this.directionalShadowMaterialCacheDirect:this.directionalShadowMaterialCache,c=this.getDepthPassMaterialKey(e,t,r,i,n,a),u=l.get(e),d=u?.get(c);if(d&&this.materialResourceMatches(d,e,c))return this.setDepthMaterialFastCache(e,s,d),this.updateMaterialUniformBuffer(e,d),d;this.destroyMaterialResource(d),u&&u.delete(c);const{bindGroupLayoutEntries:h,bindGroupEntries:p,uniformBuffer:f,textures:m,textureVersions:g,storageBuffers:v}=this.createMaterialBindGroupData(e,`${e.uuid}-${t}-${r}-material`,GPUShaderStage.VERTEX|GPUShaderStage.FRAGMENT),x=await this.getOrCreateSharedDepthPipelineAsync(c,e,t,r,h,i,n,a),w=this.state.device.createBindGroup({label:`${e.uuid}-${t}-${r}-material-bind-group`,layout:x.bindGroupLayout,entries:p}),b={key:c,materialVersion:e.version,textureVersionHash:e.getTextureVersionHash(),rendererSampleCount:this.sampleCount,instanceAccessMode:r,receiveShadow:!0,useBatching:n,frontFaceCW:a,colorTargetFormatsId:0,pipeline:x.pipeline,graphTextureBindGroupLayout:x.graphTextureBindGroupLayout,bindGroup:w,uniformBuffer:f,uniformBufferSize:f?.size??0,uniformValueHash:e.uniformValuesAutoUpdate?e.getUniformValueHash():0,uniformValuesAutoVersion:e.uniformValuesAutoVersion,textures:m,textureVersions:g,storageBuffers:v,vertexAttributes:this.getMaterialVertexAttributes(e,i),usesSkinning:i};let y=l.get(e);return y||(y=new Map,l.set(e,y)),y.set(c,b),this.setDepthMaterialFastCache(e,s,b),b}getMaterialResource(e,t,r=!0,i,n=!1,a=!1,s=this.sampleCount,o=!1){if(!(this.state.device&&this.state.format&&this.state.sceneBindGroupLayout&&this.state.visibleSceneBindGroupLayout&&this.state.directSceneBindGroupLayout))throw new Error("Renderer is not initialized.");const l=n?r?this.skinnedMaterialCache:this.skinnedMaterialNoReceiveShadowCache:r?"instanced-direct"===t?this.materialCacheDirect:"packed-visible"===t?this.materialCacheVisible:this.materialCache:"instanced-direct"===t?this.materialNoReceiveShadowCacheDirect:"packed-visible"===t?this.materialNoReceiveShadowCacheVisible:this.materialNoReceiveShadowCache,c=i??la,u=void 0===i||1===i.length&&i[0]===Yr,d=this.getForwardMaterialFastCacheIndex(t,r,n,a,o),h=u?null:this.getForwardMaterialTargetFastCacheKey(c,d);if(u){const t=this.forwardMaterialFrameCache.get(e)?.[d];if(t?.extractionVersion===this.extractionVersion&&t.resource.rendererSampleCount===s)return t.resource;const r=this.forwardMaterialFastCache.get(e)?.[d];if(r&&this.fastMaterialResourceMatches(r,e,s))return this.updateMaterialUniformBuffer(e,r),this.setForwardMaterialFrameCache(e,d,r),r}else{const t=this.forwardMaterialTargetFastCache.get(e)?.get(h);if(t&&this.fastMaterialResourceMatches(t,e,s))return this.updateMaterialUniformBuffer(e,t),t}const p=this.getForwardMaterialKey(e,t,r,c,n,a,o,s),f=l.get(e),m=f?.get(p);if(m&&this.materialResourceMatches(m,e,p,s))return u?(this.setForwardMaterialFastCache(e,d,m),this.setForwardMaterialFrameCache(e,d,m)):this.setForwardMaterialTargetFastCache(e,h,m),this.updateMaterialUniformBuffer(e,m),m;this.destroyMaterialResource(m),f&&f.delete(p);const{bindGroupLayoutEntries:g,bindGroupEntries:v,uniformBuffer:x,textures:w,textureVersions:b,storageBuffers:y}=this.createMaterialBindGroupData(e,`${e.uuid}-${t}-material`,GPUShaderStage.VERTEX|GPUShaderStage.FRAGMENT),S=this.getOrCreateSharedForwardPipeline(p,e,t,g,r,c,n,a,o,s),C=this.state.device.createBindGroup({label:`${e.uuid}-${t}-material-bind-group`,layout:S.bindGroupLayout,entries:v}),P={key:p,materialVersion:e.version,textureVersionHash:e.getTextureVersionHash(),rendererSampleCount:s,instanceAccessMode:t,receiveShadow:r,useBatching:a,frontFaceCW:o,colorTargetFormatsId:this.getColorFormatsId(c),pipeline:S.pipeline,graphTextureBindGroupLayout:S.graphTextureBindGroupLayout,bindGroup:C,uniformBuffer:x,uniformBufferSize:x?.size??0,uniformValueHash:e.uniformValuesAutoUpdate?e.getUniformValueHash():0,uniformValuesAutoVersion:e.uniformValuesAutoVersion,textures:w,textureVersions:b,storageBuffers:y,vertexAttributes:this.getMaterialVertexAttributes(e,n),usesSkinning:n};let M=l.get(e);return M||(M=new Map,l.set(e,M)),M.set(p,P),u?(this.setForwardMaterialFastCache(e,d,P),this.setForwardMaterialFrameCache(e,d,P)):this.setForwardMaterialTargetFastCache(e,h,P),P}async getMaterialResourceAsync(e,t,r=!0,i,n=!1,a=!1,s=this.sampleCount,o=!1){if(!(this.state.device&&this.state.format&&this.state.sceneBindGroupLayout&&this.state.visibleSceneBindGroupLayout&&this.state.directSceneBindGroupLayout))throw new Error("Renderer is not initialized.");const l=n?r?this.skinnedMaterialCache:this.skinnedMaterialNoReceiveShadowCache:r?"instanced-direct"===t?this.materialCacheDirect:"packed-visible"===t?this.materialCacheVisible:this.materialCache:"instanced-direct"===t?this.materialNoReceiveShadowCacheDirect:"packed-visible"===t?this.materialNoReceiveShadowCacheVisible:this.materialNoReceiveShadowCache,c=i??la,u=void 0===i||1===i.length&&i[0]===Yr,d=this.getForwardMaterialFastCacheIndex(t,r,n,a,o);if(u){const t=this.forwardMaterialFrameCache.get(e)?.[d];if(t?.extractionVersion===this.extractionVersion&&t.resource.rendererSampleCount===s)return t.resource;const r=this.forwardMaterialFastCache.get(e)?.[d];if(r&&this.fastMaterialResourceMatches(r,e,s))return this.updateMaterialUniformBuffer(e,r),this.setForwardMaterialFrameCache(e,d,r),r}const h=this.getForwardMaterialKey(e,t,r,c,n,a,o,s),p=l.get(e),f=p?.get(h);if(f&&this.materialResourceMatches(f,e,h,s))return u&&(this.setForwardMaterialFastCache(e,d,f),this.setForwardMaterialFrameCache(e,d,f)),this.updateMaterialUniformBuffer(e,f),f;this.destroyMaterialResource(f),p&&p.delete(h);const{bindGroupLayoutEntries:m,bindGroupEntries:g,uniformBuffer:v,textures:x,textureVersions:w,storageBuffers:b}=this.createMaterialBindGroupData(e,`${e.uuid}-${t}-material`,GPUShaderStage.VERTEX|GPUShaderStage.FRAGMENT),y=await this.getOrCreateSharedForwardPipelineAsync(h,e,t,m,r,c,n,a,o,s),S=this.state.device.createBindGroup({label:`${e.uuid}-${t}-material-bind-group`,layout:y.bindGroupLayout,entries:g}),C={key:h,materialVersion:e.version,textureVersionHash:e.getTextureVersionHash(),rendererSampleCount:s,instanceAccessMode:t,receiveShadow:r,useBatching:a,frontFaceCW:o,colorTargetFormatsId:this.getColorFormatsId(c),pipeline:y.pipeline,graphTextureBindGroupLayout:y.graphTextureBindGroupLayout,bindGroup:S,uniformBuffer:v,uniformBufferSize:v?.size??0,uniformValueHash:e.uniformValuesAutoUpdate?e.getUniformValueHash():0,uniformValuesAutoVersion:e.uniformValuesAutoVersion,textures:x,textureVersions:w,storageBuffers:b,vertexAttributes:this.getMaterialVertexAttributes(e,n),usesSkinning:n};let P=l.get(e);return P||(P=new Map,l.set(e,P)),P.set(h,C),u&&(this.setForwardMaterialFastCache(e,d,C),this.setForwardMaterialFrameCache(e,d,C)),C}updateCameraUniforms(e,t){if(!this.state.device||!this.state.cameraBuffer)return;const r=this.cameraProjectionScratch.copy(e.projectionMatrix);0===this.projectionJitterPixels.x&&0===this.projectionJitterPixels.y||(r.elements[8]-=2*this.projectionJitterPixels.x/this.state.width,r.elements[9]-=2*this.projectionJitterPixels.y/this.state.height);const i=this.cameraViewProjScratch.copy(Jr).multiply(r).multiply(e.matrixWorldInverse);e.getWorldPosition(oi);const n=this.cameraUniformScratch;n.set(i.elements,0),n[16]=oi.x,n[17]=oi.y,n[18]=oi.z,n[19]=1,n[20]=this.state.width,n[21]=this.state.height,n[22]=this.state.pixelRatio,n[23]=this.state.frameTimeSeconds,n.set(e.matrixWorldInverse.elements,24),n.set(ai.multiplyMatrices(Jr,r).elements,40),n[56]=e.near,n[57]=e.far,n[58]=1/Math.max(e.far-e.near,1e-4),n[59]=0;const a=t.fog;null!=a?(n[60]=a.color.r,n[61]=a.color.g,n[62]=a.color.b,n[63]=1,"density"in a?(n[64]=0,n[65]=0,n[66]=a.density,n[67]=1):(n[64]=a.near,n[65]=a.far,n[66]=0,n[67]=0)):(n.fill(0,60,68),n[67]=-1);const s=this.motionVectorProjectionPending?this.motionVectorProjection:e.projectionMatrix,o=this.motionVectorCurrentViewProj.copy(Jr).multiply(s).multiply(e.matrixWorldInverse);n.set(o.elements,68),n.set((this.motionVectorHistoryValid?this.motionVectorPreviousViewProj:o).elements,84),n[100]=this.motionVectorHistoryValid?1:0,n[101]=this.state.width,n[102]=this.state.height,n[103]=0,this.motionVectorProjectionPending=!1,this.state.device.queue.writeBuffer(this.state.cameraBuffer,0,n,0,104)}updateTemporalVisibilityUniforms(e){if(!this.state.device||!this.state.temporalVisibilityBuffer)return;const t=Zi(e,this.temporalVisibilityCurrentViewProj);e.getWorldPosition(this.temporalVisibilityCurrentCameraPosition);const r=this.temporalVisibilityUniformScratch;r.set(t.elements,0),r.set((this.state.temporalHiZHistoryValid?this.temporalVisibilityPreviousViewProj:t).elements,16),r[32]=this.temporalVisibilityCurrentCameraPosition.x,r[33]=this.temporalVisibilityCurrentCameraPosition.y,r[34]=this.temporalVisibilityCurrentCameraPosition.z,r[35]=1;const i=this.state.temporalHiZHistoryValid?this.temporalVisibilityPreviousCameraPosition:this.temporalVisibilityCurrentCameraPosition;r[36]=i.x,r[37]=i.y,r[38]=i.z,r[39]=1,r[40]=this.state.width,r[41]=this.state.height,r[42]=this.state.pixelRatio,r[43]=this.state.frameTimeSeconds,this.state.device.queue.writeBuffer(this.state.temporalVisibilityBuffer,0,r,0,44)}commitTemporalHiZHistory(){this.temporalVisibilityPreviousViewProj.copy(this.temporalVisibilityCurrentViewProj),this.temporalVisibilityPreviousCameraPosition.copy(this.temporalVisibilityCurrentCameraPosition),this.state.temporalHiZHistoryValid=!0,this.motionVectorPreviousViewProj.copy(this.motionVectorCurrentViewProj),this.motionVectorHistoryValid=!0}updateLightUniforms(e){if(!this.state.device||!this.state.lightBuffer)return;const t=this.lightUniformScratch;this.updateSpotLightMapAtlas(e.lights.spots),t.fill(0),t[0]=e.lights.ambient.x,t[1]=e.lights.ambient.y,t[2]=e.lights.ambient.z,t[3]=e.lights.ambient.w,t[4]=e.lights.directionals.length,t[5]=e.lights.points.length,t[6]=e.lights.spots.length,t[7]=Math.min(this.csmCascadeCount,e.lights.directionals.length);for(let e=0;e<this.csmCascadeCount;e+=1){const r=this.csmCascadeRanges[e],i=3976+4*e;t[i+0]=r.x,t[i+1]=r.y}const r=e.lights.hemisphere;null!=r&&(t[3992]=r.skyColor.x,t[3993]=r.skyColor.y,t[3994]=r.skyColor.z,t[3995]=r.intensity,t[3996]=r.groundColor.x,t[3997]=r.groundColor.y,t[3998]=r.groundColor.z,t[3999]=r.intensity,t[4e3]=r.direction.x,t[4001]=r.direction.y,t[4002]=r.direction.z,t[4003]=1);for(let r=0;r<e.lights.directionals.length;r+=1){const i=e.lights.directionals[r],n=this.directionalShadowCameras[r];n.left=i.shadowCameraLeft,n.right=i.shadowCameraRight,n.top=i.shadowCameraTop,n.bottom=i.shadowCameraBottom,n.near=i.shadowCameraNear,n.far=i.shadowCameraFar,n.position.copy(i.position),n.lookAt(i.target),n.updateMatrixWorld(!0),n.updateProjectionMatrix();const a=8+4*r;t[a+0]=i.direction.x,t[a+1]=i.direction.y,t[a+2]=i.direction.z,t[a+3]=1;const s=24+4*r;t[s+0]=i.color.x,t[s+1]=i.color.y,t[s+2]=i.color.z,t[s+3]=i.intensity;const o=40+4*r;t[o+0]=i.shadowBias,t[o+1]=i.castShadow?1:0,t[o+2]=this.state.directionalShadowTextureSize,t[o+3]=i.shadowNormalBias;const l=56+4*r;t[l+0]=i.shadowRadius,t[l+1]=i.shadowIntensity,t.set(Zi(n,this.shadowViewProjScratch).elements,72+16*r)}for(let r=0;r<e.lights.points.length;r+=1){const i=e.lights.points[r],n=136+4*r;t[n+0]=i.position.x,t[n+1]=i.position.y,t[n+2]=i.position.z,t[n+3]=i.range;const a=392+4*r;t[a+0]=i.color.x,t[a+1]=i.color.y,t[a+2]=i.color.z,t[a+3]=i.intensity;const s=648+4*r;t[s+0]=i.distance,t[s+1]=i.decay;const o=904+4*r;t[o+0]=i.shadowBias,t[o+1]=i.castShadow?1:0,t[o+2]=this.state.pointShadowTextureSize,t[o+3]=i.shadowNormalBias;const l=1160+4*r;t[l+0]=i.shadowRadius,t[l+1]=i.shadowIntensity,t[l+2]=i.shadowCameraNear,t[l+3]=i.shadowCameraFar}for(let r=0;r<e.lights.spots.length;r+=1){const i=e.lights.spots[r],n=1416+4*r;t[n+0]=i.position.x,t[n+1]=i.position.y,t[n+2]=i.position.z,t[n+3]=i.range;const a=1672+4*r;t[a+0]=i.direction.x,t[a+1]=i.direction.y,t[a+2]=i.direction.z,t[a+3]=Math.cos(i.angle);const s=1928+4*r;t[s+0]=i.color.x,t[s+1]=i.color.y,t[s+2]=i.color.z,t[s+3]=i.intensity;const o=2184+4*r;t[o+0]=i.shadowBias,t[o+1]=i.castShadow?1:0,t[o+2]=this.state.spotShadowTextureSize,t[o+3]=i.shadowNormalBias;const l=2440+4*r;t[l+0]=i.shadowRadius,t[l+1]=i.shadowIntensity;const c=2696+4*r;if(t[c+0]=i.range,t[c+1]=Math.cos(i.angle*(1-i.penumbra)),t[c+2]=i.decay,t[c+3]=null!=i.map?1:0,i.castShadow||null!=i.map){const e=this.spotShadowCameras[r];e.near=i.shadowCameraNear,e.far=i.shadowCameraFar,e.fov=i.shadowCameraFov,e.aspect=1,e.position.copy(i.position),li.copy(i.position).add(i.direction),e.lookAt(li),e.updateMatrixWorld(!0),e.updateProjectionMatrix(),t.set(Zi(e,this.shadowViewProjScratch).elements,2952+16*r)}}this.state.device.queue.writeBuffer(this.state.lightBuffer,0,t,0,ti)}updateSpotLightMapAtlas(e){const t=this.state.device;if(null==t)return;const r=e.some(e=>null!=e.map),i=r?2048:1,n=r?i/8:1,a=r?e.map(e=>null==e.map?"-":`${e.map.uuid}:${e.map.version}`).join("|"):"fallback";if(null!=this.state.spotLightMapTexture&&i===this.spotLightMapAtlasSize&&a===this.spotLightMapAtlasSignature)return;if(null==this.state.spotLightMapTexture||i!==this.spotLightMapAtlasSize){const e=this.state.spotLightMapTexture,n=t.createTexture({label:r?"spot-light-map-atlas":"spot-light-map-fallback",size:{width:i,height:i},format:"rgba8unorm",usage:GPUTextureUsage.TEXTURE_BINDING|GPUTextureUsage.RENDER_ATTACHMENT|GPUTextureUsage.COPY_DST});this.state.spotLightMapTexture=n,this.state.spotLightMapView=n.createView(),this.spotLightMapAtlasSize=i,e?.destroy(),this.state.sharedSceneBindGroup=null,this.state.residentSceneBindGroupVersion+=1,this.clearIndirectBundleCache(),this.clearStaticDrawSetBundleCaches()}if(!r)return t.queue.writeTexture({texture:this.state.spotLightMapTexture},new Uint8Array([255,255,255,255]),{},{width:1,height:1}),void(this.spotLightMapAtlasSignature=a);if(null==this.spotLightMapAtlasLayout||null==this.spotLightMapAtlasPipeline){this.spotLightMapAtlasLayout=t.createBindGroupLayout({label:"spot-light-map-atlas-layout",entries:[{binding:0,visibility:GPUShaderStage.FRAGMENT,sampler:{type:"filtering"}},{binding:1,visibility:GPUShaderStage.FRAGMENT,texture:{sampleType:"float"}}]});const e=t.createShaderModule({label:"spot-light-map-atlas-shader",code:"\n struct VertexOutput { @builtin(position) position: vec4<f32>, @location(0) uv: vec2<f32> };\n @vertex fn vertexMain(@builtin(vertex_index) index: u32) -> VertexOutput {\n let positions = array<vec2<f32>, 3>(vec2(-1.0, -1.0), vec2(3.0, -1.0), vec2(-1.0, 3.0));\n var output: VertexOutput;\n output.position = vec4(positions[index], 0.0, 1.0);\n output.uv = positions[index] * vec2(0.5, -0.5) + vec2(0.5);\n return output;\n }\n @group(0) @binding(0) var mapSampler: sampler;\n @group(0) @binding(1) var mapTexture: texture_2d<f32>;\n @fragment fn fragmentMain(input: VertexOutput) -> @location(0) vec4<f32> {\n return textureSample(mapTexture, mapSampler, input.uv);\n }\n "});this.spotLightMapAtlasPipeline=t.createRenderPipeline({label:"spot-light-map-atlas-pipeline",layout:t.createPipelineLayout({bindGroupLayouts:[this.spotLightMapAtlasLayout]}),vertex:{module:e,entryPoint:"vertexMain"},fragment:{module:e,entryPoint:"fragmentMain",targets:[{format:"rgba8unorm"}]}})}const s=t.createCommandEncoder({label:"spot-light-map-atlas-upload"}),o=s.beginRenderPass({colorAttachments:[{view:this.state.spotLightMapView,clearValue:{r:1,g:1,b:1,a:1},loadOp:"clear",storeOp:"store"}]});o.setPipeline(this.spotLightMapAtlasPipeline);for(let r=0;r<e.length;r+=1){const i=e[r].map;if(null==i)continue;const a=this.getTextureResource(i),s=r%8*n,l=Math.floor(r/8)*n;o.setViewport(s,l,n,n,0,1),o.setScissorRect(s,l,n,n),o.setBindGroup(0,t.createBindGroup({layout:this.spotLightMapAtlasLayout,entries:[{binding:0,resource:this.state.linearClampSampler},{binding:1,resource:a.view}]})),o.draw(3)}o.end(),t.queue.submit([s.finish()]),this.spotLightMapAtlasSignature=a}writeShadowCameraBuffer(e,t,r,i,n,a=this.state.shadowCameraBuffer,s){if(!this.state.device||!a)return;const o=this.shadowCameraUniformScratch;o.set(e.elements,0),o[16]=t,o[17]=r,o[18]=i,o[19]=n,o[60]=this.state.frameTimeSeconds,o[61]=this.state.width,o[62]=this.state.height,o[63]=0,s&&(o.set(s.matrixWorldInverse.elements,20),o.set(s.projectionMatrix.elements,36),o[52]=s.position.x,o[53]=s.position.y,o[54]=s.position.z,o[55]=1,o[56]=s.near,o[57]=s.far,o[58]=0,o[59]=0),this.state.device.queue.writeBuffer(a,0,o,0,64)}};var fa=[0,0],ma=[0,0,1],ga=[1,1,1,1],va=new WeakMap;async function xa(e,t){if(null==e)throw new Error("WebGPU device is not initialized");if("function"==typeof e.createRenderPipelineAsync)return await e.createRenderPipelineAsync(t);const r=va.get(e)??Promise.resolve();let i;const n=new Promise(e=>{i=e});va.set(e,r.catch(()=>{}).then(()=>n)),await r.catch(()=>{}),await new Promise(e=>requestAnimationFrame(()=>e()));try{return e.createRenderPipeline(t)}finally{i()}}import{DataTexture as wa,Matrix4 as ba,RepeatWrapping as ya}from"three";var Sa={off:{enabled:!1,temporal:{}},low:{enabled:!0,resolutionScale:.35,directions:2,steps:3,temporal:{historyWeight:.92,depthRejection:.1},denoise:{samples:4,radius:4}},medium:{enabled:!0,resolutionScale:.5,directions:2,steps:4,temporal:{historyWeight:.9,depthRejection:.08},denoise:{samples:8,radius:6}},high:{enabled:!0,resolutionScale:.5,directions:3,steps:5,temporal:{historyWeight:.88,depthRejection:.06},denoise:{samples:12,radius:8}}},Ca=class{options;noiseTexture=function(){const e=new Array(25).fill(0);let t=Math.floor(2.5),r=4;for(let i=1;i<=25;){-1===t&&5===r?(t=0,r=3):(5===r&&(r=0),t<0&&(t=4));const n=5*t+r;0===e[n]?(e[n]=i++,t-=1,r+=1):(t+=1,r-=2)}const i=new Uint8Array(100);for(let t=0;t<e.length;t+=1){const r=2*Math.PI*e[t]/e.length;i[4*t]=Math.round(255*(.5*Math.cos(r)+.5)),i[4*t+1]=Math.round(255*(.5*Math.sin(r)+.5)),i[4*t+2]=127,i[4*t+3]=255}const n=new wa(i,5,5);return n.wrapS=ya,n.wrapT=ya,n.needsUpdate=!0,n}();gtaoPasses=new Map;temporalPasses=new Map;denoisePasses=new Map;compositePasses=new Map;writeIndex=0;frameIndex=0;historyValid=!1;constructor(e={}){this.options=Ra(e)}get enabled(){return this.options.enabled}get temporalEnabled(){return!1!==this.options.temporal}setOptions(e){Object.assign(this.options,Ra({...this.options,...e,denoise:e.denoise??this.options.denoise,temporal:e.temporal??this.options.temporal,targetPrefix:this.options.targetPrefix})),this.gtaoPasses.clear(),this.temporalPasses.clear(),this.denoisePasses.clear(),this.compositePasses.clear(),this.reset()}applyPreset(e){this.setOptions(Sa[e])}reset(){this.writeIndex=0,this.frameIndex=0,this.historyValid=!1}addPasses(e,t){const r=e.createColorTarget(`${this.options.targetPrefix}Raw`,{format:"r16float",scale:this.options.resolutionScale}),i=`${t.depth}:${t.normal}:${r}`;let n=this.gtaoPasses.get(i);n||(n=new Pa(t.depth,t.normal,r,this.noiseTexture,this.options),this.gtaoPasses.set(i,n));const a=!1!==this.options.temporal&&null!=t.velocity;n.frameIndex=a?this.frameIndex:0,e.addFullscreenPass(n);let s=r;if(a&&!1!==this.options.temporal&&null!=t.velocity){const i=e.createColorTarget(`${this.options.targetPrefix}TemporalA`,{format:"r16float",scale:this.options.resolutionScale}),n=e.createColorTarget(`${this.options.targetPrefix}TemporalB`,{format:"r16float",scale:this.options.resolutionScale}),a=e.createColorTarget(`${this.options.targetPrefix}TemporalDepthA`,{format:"r16float",scale:this.options.resolutionScale}),o=e.createColorTarget(`${this.options.targetPrefix}TemporalDepthB`,{format:"r16float",scale:this.options.resolutionScale}),l=0===this.writeIndex?n:i,c=0===this.writeIndex?i:n,u=0===this.writeIndex?o:a,d=0===this.writeIndex?a:o,h=`${r}:${t.depth}:${t.velocity}:${l}:${u}:${c}:${d}`;let p=this.temporalPasses.get(h);p||(p=new Ma(r,t.depth,t.velocity,l,u,c,d,this.options.temporal,this),this.temporalPasses.set(h,p)),e.addFullscreenPass(p),s=c,this.writeIndex=1-this.writeIndex}if(a&&(this.frameIndex+=1),!1===this.options.denoise)return s;const o=e.createColorTarget(`${this.options.targetPrefix}Denoised`,{format:"r16float",scale:this.options.resolutionScale}),l=`${s}:${t.depth}:${t.normal}:${o}`;let c=this.denoisePasses.get(l);return c||(c=new Ba(s,t.depth,t.normal,o,this.options.normalSpace,this.options.denoise),this.denoisePasses.set(l,c)),e.addFullscreenPass(c),o}addCompositePass(e,t,r,i={}){const n=i.output??e.createColorTarget(`${this.options.targetPrefix}Composite`,{format:"rgba16float"}),a=Math.max(0,i.intensity??.6),s=Math.max(1e-4,i.power??1),o=`${t}:${r}:${n}:${a}:${s}`;let l=this.compositePasses.get(o);return l||(l=new Da(t,r,n,a,s),this.compositePasses.set(o,l)),e.addFullscreenPass(l),n}dispose(){this.noiseTexture.dispose(),this.gtaoPasses.clear(),this.temporalPasses.clear(),this.denoisePasses.clear(),this.compositePasses.clear()}consumeHistoryValid(){const e=this.historyValid;return this.historyValid=!0,e}},Pa=class{constructor(e,t,r,i,n){this.options=n,this.inputs={sceneDepth:e,sceneNormal:t},this.outputs=r,this.textures={gtaoNoise:i},this.fragmentShader=function(e){const t="world"===e.normalSpace?"normalize(viewRotation() * decodedNormal)":"decodedNormal";return`\nconst PI = 3.14159265359;\nconst DIRECTIONS: i32 = ${e.directions};\nconst STEPS: i32 = ${e.steps};\n\nfn projectionMatrix() -> mat4x4<f32> {\n return mat4x4<f32>(fullscreenUniforms[0], fullscreenUniforms[1], fullscreenUniforms[2], fullscreenUniforms[3]);\n}\nfn inverseProjectionMatrix() -> mat4x4<f32> {\n return mat4x4<f32>(fullscreenUniforms[4], fullscreenUniforms[5], fullscreenUniforms[6], fullscreenUniforms[7]);\n}\nfn viewRotation() -> mat3x3<f32> {\n return mat3x3<f32>(fullscreenUniforms[8].xyz, fullscreenUniforms[9].xyz, fullscreenUniforms[10].xyz);\n}\nfn getViewPosition(uv: vec2<f32>, depth: f32) -> vec3<f32> {\n let clip = vec4<f32>(uv.x * 2.0 - 1.0, 1.0 - uv.y * 2.0, depth, 1.0);\n let view = inverseProjectionMatrix() * clip;\n return view.xyz / view.w;\n}\nfn projectViewPosition(position: vec3<f32>) -> vec2<f32> {\n let clip = projectionMatrix() * vec4<f32>(position, 1.0);\n let ndc = clip.xy / clip.w;\n return vec2<f32>(ndc.x * 0.5 + 0.5, 0.5 - ndc.y * 0.5);\n}\nfn loadDepth(uv: vec2<f32>, size: vec2<i32>) -> f32 {\n let pixel = clamp(vec2<i32>(uv * vec2<f32>(size)), vec2<i32>(0), size - vec2<i32>(1));\n return textureLoad(sceneDepthTexture, pixel, 0);\n}\n\n@fragment\nfn fsMain(input: FullscreenVertexOutput) -> @location(0) vec4<f32> {\n let depthSize = vec2<i32>(textureDimensions(sceneDepthTexture));\n let pixel = clamp(vec2<i32>(input.uv * vec2<f32>(depthSize)), vec2<i32>(0), depthSize - vec2<i32>(1));\n let depth = textureLoad(sceneDepthTexture, pixel, 0);\n if (depth >= 1.0) { return vec4<f32>(1.0); }\n\n let viewPosition = getViewPosition(input.uv, depth);\n let decodedNormal = normalize(textureLoad(sceneNormalTexture, pixel, 0).rgb * 2.0 - vec3<f32>(1.0));\n let viewNormal = ${t};\n let viewDirection = normalize(-viewPosition);\n let radius = fullscreenUniforms[12].x;\n let thickness = fullscreenUniforms[12].y;\n let distanceExponent = fullscreenUniforms[12].z;\n let distanceFalloff = fullscreenUniforms[12].w;\n let noiseSize = vec2<f32>(textureDimensions(gtaoNoiseTexture));\n let noiseUv = input.uv * vec2<f32>(depthSize) / noiseSize;\n let noiseTexel = textureSampleLevel(gtaoNoiseTexture, gtaoNoiseSampler, noiseUv, 0.0);\n let baseTangent = normalize(noiseTexel.xy * 2.0 - vec2<f32>(1.0));\n let temporalAngle = f32(i32(fullscreenUniforms[13].x) & 7) * 2.39996323;\n let temporalRotation = mat2x2<f32>(\n vec2<f32>(cos(temporalAngle), sin(temporalAngle)),\n vec2<f32>(-sin(temporalAngle), cos(temporalAngle))\n );\n let rotatedTangent = temporalRotation * baseTangent;\n let tangent = vec3<f32>(rotatedTangent, 0.0);\n let bitangent = vec3<f32>(-tangent.y, tangent.x, 0.0);\n var ao = 0.0;\n\n for (var i = 0; i < DIRECTIONS; i += 1) {\n let angle = (f32(i) / f32(DIRECTIONS)) * PI;\n let sampleDirection = normalize(tangent * cos(angle) + bitangent * sin(angle));\n let sliceBitangent = normalize(cross(sampleDirection, viewDirection));\n let sliceTangent = cross(sliceBitangent, viewDirection);\n let normalInSlice = normalize(viewNormal - sliceBitangent * dot(viewNormal, sliceBitangent));\n let tangentToNormal = cross(normalInSlice, sliceBitangent);\n var cosHorizons = vec2<f32>(dot(viewDirection, tangentToNormal), dot(viewDirection, -tangentToNormal));\n for (var j = 0; j < STEPS; j += 1) {\n let distance = radius * pow(f32(j + 1) / f32(STEPS), distanceExponent);\n for (var side = 0; side < 2; side += 1) {\n let sign = select(-1.0, 1.0, side == 0);\n let sampleUv = projectViewPosition(viewPosition + sampleDirection * distance * sign);\n if (all(sampleUv >= vec2<f32>(0.0)) && all(sampleUv <= vec2<f32>(1.0))) {\n let sampleDepth = loadDepth(sampleUv, depthSize);\n if (sampleDepth < 1.0) {\n let viewDelta = getViewPosition(sampleUv, sampleDepth) - viewPosition;\n if (abs(viewDelta.z) < thickness) {\n let horizon = dot(viewDirection, normalize(viewDelta));\n let update = max(0.0, (horizon - cosHorizons[side]) * mix(1.0, 2.0 / f32(j + 2), distanceFalloff));\n cosHorizons[side] += update;\n }\n }\n }\n }\n }\n let sinHorizons = sqrt(max(vec2<f32>(0.0), vec2<f32>(1.0) - cosHorizons * cosHorizons));\n let nx = dot(normalInSlice, sliceTangent);\n let ny = dot(normalInSlice, viewDirection);\n let nxb = 0.5 * (acos(cosHorizons.y) - acos(cosHorizons.x) + sinHorizons.x * cosHorizons.x - sinHorizons.y * cosHorizons.y);\n let nyb = 0.5 * (2.0 - cosHorizons.x * cosHorizons.x - cosHorizons.y * cosHorizons.y);\n ao += nx * nxb + ny * nyb;\n }\n return vec4<f32>(vec3<f32>(clamp(ao / f32(DIRECTIONS), 0.0, 1.0)), 1.0);\n}\n`}(n)}options;name="GTAOPass";sampler="nearest";uniformBufferSize=224;inputs;outputs;textures;fragmentShader;uniforms=new Float32Array(this.uniformBufferSize/4);webGpuProjection=new ba;webGpuProjectionInverse=new ba;frameIndex=0;updateUniforms=e=>(this.webGpuProjection.copy(Ta).multiply(e.camera.projectionMatrix),this.webGpuProjectionInverse.copy(this.webGpuProjection).invert(),this.uniforms.set(this.webGpuProjection.elements,0),this.uniforms.set(this.webGpuProjectionInverse.elements,16),this.uniforms.set(e.camera.matrixWorldInverse.elements,32),this.uniforms.set([this.options.radius,this.options.thickness,this.options.distanceExponent,this.options.distanceFalloff],48),this.uniforms.set([this.frameIndex,0,0,0],52),this.uniforms)},Ma=class{constructor(e,t,r,i,n,a,s,o,l){this.options=o,this.state=l,this.inputs={currentAo:e,sceneDepth:t,velocity:r,historyAo:i,historyDepth:n},this.outputs=[a,s]}options;state;name="GTAOTemporalPass";sampler="linear";uniformBufferSize=80;inputs;outputs;fragmentShader=Ia;uniforms=new Float32Array(this.uniformBufferSize/4);inverseProjection=new ba;updateUniforms=e=>(this.inverseProjection.copy(Ta).multiply(e.camera.projectionMatrix).invert(),this.uniforms.set(this.inverseProjection.elements,0),this.uniforms.set([this.options.historyWeight,this.options.depthRejection,this.options.neighborhoodClamp?1:0,this.state.consumeHistoryValid()?1:0],16),this.uniforms)},Ba=class{constructor(e,t,r,i,n,a){this.options=a,this.inputs={aoInput:e,sceneDepth:t,sceneNormal:r},this.outputs=i,this.fragmentShader=function(e,t){const r="world"===e?"normalize(viewRotation() * decoded)":"decoded";return`\nconst PI = 3.14159265359;\nconst MAGIC_SQUARE: array<u32, 25> = array<u32, 25>(9u, 3u, 22u, 16u, 15u, 2u, 21u, 20u, 14u, 8u, 25u, 19u, 13u, 7u, 1u, 18u, 12u, 6u, 5u, 24u, 11u, 10u, 4u, 23u, 17u);\nconst POISSON_DISK: array<vec3<f32>, 16> = array<vec3<f32>, 16>(\n vec3<f32>(1.0, 0.0, 0.0), vec3<f32>(0.707106781, 0.707106781, 0.066666667), vec3<f32>(0.0, 1.0, 0.133333333), vec3<f32>(-0.707106781, 0.707106781, 0.2),\n vec3<f32>(-1.0, 0.0, 0.266666667), vec3<f32>(-0.707106781, -0.707106781, 0.333333333), vec3<f32>(0.0, -1.0, 0.4), vec3<f32>(0.707106781, -0.707106781, 0.466666667),\n vec3<f32>(1.0, 0.0, 0.533333333), vec3<f32>(0.707106781, 0.707106781, 0.6), vec3<f32>(0.0, 1.0, 0.666666667), vec3<f32>(-0.707106781, 0.707106781, 0.733333333),\n vec3<f32>(-1.0, 0.0, 0.8), vec3<f32>(-0.707106781, -0.707106781, 0.866666667), vec3<f32>(0.0, -1.0, 0.933333333), vec3<f32>(0.707106781, -0.707106781, 1.0));\nfn inverseProjectionMatrix() -> mat4x4<f32> { return mat4x4<f32>(fullscreenUniforms[0], fullscreenUniforms[1], fullscreenUniforms[2], fullscreenUniforms[3]); }\nfn viewRotation() -> mat3x3<f32> { return mat3x3<f32>(fullscreenUniforms[4].xyz, fullscreenUniforms[5].xyz, fullscreenUniforms[6].xyz); }\nfn viewPosition(pixel: vec2<i32>, depth: f32, size: vec2<i32>) -> vec3<f32> {\n let uv = (vec2<f32>(pixel) + vec2<f32>(0.5)) / vec2<f32>(size);\n let view = inverseProjectionMatrix() * vec4<f32>(uv.x * 2.0 - 1.0, 1.0 - uv.y * 2.0, depth, 1.0);\n return view.xyz / view.w;\n}\nfn viewNormal(pixel: vec2<i32>) -> vec3<f32> {\n let decoded = normalize(textureLoad(sceneNormalTexture, pixel, 0).rgb * 2.0 - vec3<f32>(1.0));\n return ${r};\n}\nfn magicSquareAngle(pixel: vec2<i32>) -> f32 { return f32(MAGIC_SQUARE[u32((pixel.y % 5) * 5 + pixel.x % 5)]) * (2.0 * PI / 25.0); }\n@fragment\nfn fsMain(input: FullscreenVertexOutput) -> @location(0) vec4<f32> {\n let aoSize = vec2<i32>(textureDimensions(aoInputTexture));\n let depthSize = vec2<i32>(textureDimensions(sceneDepthTexture));\n let pixel = clamp(vec2<i32>(input.position.xy), vec2<i32>(0), aoSize - vec2<i32>(1));\n let depthPixel = clamp(vec2<i32>(input.uv * vec2<f32>(depthSize)), vec2<i32>(0), depthSize - vec2<i32>(1));\n let depth = textureLoad(sceneDepthTexture, depthPixel, 0);\n if (depth >= 1.0) { return vec4<f32>(1.0); }\n let center = textureLoad(aoInputTexture, pixel, 0).r;\n let normal = viewNormal(depthPixel);\n let position = viewPosition(depthPixel, depth, depthSize);\n let radius = fullscreenUniforms[8].x;\n let depthPhi = fullscreenUniforms[8].y;\n let normalPhi = fullscreenUniforms[8].z;\n let lumaPhi = fullscreenUniforms[8].w;\n let angle = magicSquareAngle(pixel);\n let rotation = mat2x2<f32>(vec2<f32>(cos(angle), sin(angle)), vec2<f32>(-sin(angle), cos(angle)));\n var denoised = center;\n var totalWeight = 1.0;\n for (var i = 0; i < ${t}; i += 1) {\n let sampleIndex = (i * 16) / ${t};\n let sample = POISSON_DISK[sampleIndex];\n let samplePixel = vec2<i32>(round(vec2<f32>(pixel) + rotation * sample.xy * (1.0 + sample.z * (radius - 1.0))));\n if (all(samplePixel >= vec2<i32>(0)) && all(samplePixel < aoSize)) {\n let sampleUv = (vec2<f32>(samplePixel) + vec2<f32>(0.5)) / vec2<f32>(aoSize);\n let sampleDepthPixel = clamp(vec2<i32>(sampleUv * vec2<f32>(depthSize)), vec2<i32>(0), depthSize - vec2<i32>(1));\n let sampleDepth = textureLoad(sceneDepthTexture, sampleDepthPixel, 0);\n if (sampleDepth < 1.0) {\n let neighbor = textureLoad(aoInputTexture, samplePixel, 0).r;\n let sampleNormal = viewNormal(sampleDepthPixel);\n let samplePosition = viewPosition(sampleDepthPixel, sampleDepth, depthSize);\n let normalSimilarity = pow(max(dot(normal, sampleNormal), 0.0), normalPhi);\n let lumaSimilarity = max(1.0 - abs(neighbor - center) / lumaPhi, 0.0);\n let depthSimilarity = max(1.0 - abs(dot(position - samplePosition, normal)) / depthPhi, 0.0);\n let weight = normalSimilarity * lumaSimilarity * depthSimilarity;\n denoised += neighbor * weight;\n totalWeight += weight;\n }\n }\n }\n return vec4<f32>(vec3<f32>(denoised / totalWeight), 1.0);\n}\n`}(n,a.samples)}options;name="GTAODenoisePass";sampler="nearest";uniformBufferSize=144;inputs;outputs;fragmentShader;uniforms=new Float32Array(this.uniformBufferSize/4);webGpuProjectionInverse=new ba;updateUniforms=e=>(this.webGpuProjectionInverse.copy(Ta).multiply(e.camera.projectionMatrix).invert(),this.uniforms.set(this.webGpuProjectionInverse.elements,0),this.uniforms.set(e.camera.matrixWorldInverse.elements,16),this.uniforms.set([this.options.radius,this.options.depthPhi,this.options.normalPhi,this.options.lumaPhi],32),this.uniforms)},Da=class{name="GTAOCompositePass";sampler="nearest";uniformBufferSize=16;inputs;outputs;uniforms;constructor(e,t,r,i,n){this.inputs={sceneColor:e,ambientOcclusion:t},this.outputs=r,this.uniforms=new Float32Array([i,n,0,0])}updateUniforms=()=>this.uniforms;fragmentShader="\n@fragment\nfn fsMain(input: FullscreenVertexOutput) -> @location(0) vec4<f32> {\n let color = textureLoad(sceneColorTexture, vec2<i32>(input.position.xy), 0);\n let aoSize = vec2<i32>(textureDimensions(ambientOcclusionTexture));\n let aoPixel = clamp(vec2<i32>(input.uv * vec2<f32>(aoSize)), vec2<i32>(0), aoSize - vec2<i32>(1));\n let ao = textureLoad(ambientOcclusionTexture, aoPixel, 0).r;\n let materialFlags = u32(round(color.a));\n let isAlphaTested = (materialFlags & 1u) != 0u;\n let visibility = select(mix(1.0, pow(clamp(ao, 0.0, 1.0), fullscreenUniforms[0].y), fullscreenUniforms[0].x), 1.0, isAlphaTested);\n return vec4<f32>(color.rgb * visibility, color.a);\n}\n"},Ta=(new ba).set(1,0,0,0,0,1,0,0,0,0,.5,.5,0,0,0,1);var Ia="\nstruct GTAOTemporalOutput {\n @location(0) ao: vec4<f32>,\n @location(1) depth: vec4<f32>,\n};\n\nfn inverseProjectionMatrix() -> mat4x4<f32> {\n return mat4x4<f32>(\n fullscreenUniforms[0], fullscreenUniforms[1],\n fullscreenUniforms[2], fullscreenUniforms[3]\n );\n}\n\nfn loadSceneDepth(uv: vec2<f32>) -> f32 {\n let size = vec2<i32>(textureDimensions(sceneDepthTexture));\n let pixel = clamp(\n vec2<i32>(uv * vec2<f32>(size)),\n vec2<i32>(0),\n size - vec2<i32>(1)\n );\n return textureLoad(sceneDepthTexture, pixel, 0);\n}\n\nfn linearViewDepth(uv: vec2<f32>, depth: f32) -> f32 {\n let clip = vec4<f32>(\n uv.x * 2.0 - 1.0,\n 1.0 - uv.y * 2.0,\n depth,\n 1.0\n );\n let view = inverseProjectionMatrix() * clip;\n return abs(view.z / max(abs(view.w), 1e-6));\n}\n\nfn loadVelocity(uv: vec2<f32>) -> vec2<f32> {\n let size = vec2<i32>(textureDimensions(velocityTexture));\n let pixel = clamp(\n vec2<i32>(uv * vec2<f32>(size)),\n vec2<i32>(0),\n size - vec2<i32>(1)\n );\n return textureLoad(velocityTexture, pixel, 0).xy;\n}\n\nfn loadCurrentAo(pixel: vec2<i32>, size: vec2<i32>) -> f32 {\n return textureLoad(\n currentAoTexture,\n clamp(pixel, vec2<i32>(0), size - vec2<i32>(1)),\n 0\n ).r;\n}\n\n@fragment\nfn fsMain(input: FullscreenVertexOutput) -> GTAOTemporalOutput {\n let aoSize = vec2<i32>(textureDimensions(currentAoTexture));\n let pixel = clamp(\n vec2<i32>(input.position.xy),\n vec2<i32>(0),\n aoSize - vec2<i32>(1)\n );\n let currentAo = loadCurrentAo(pixel, aoSize);\n let currentDepthRaw = loadSceneDepth(input.uv);\n let currentDepth = linearViewDepth(input.uv, currentDepthRaw);\n let previousUv = input.uv - loadVelocity(input.uv);\n let inBounds =\n all(previousUv >= vec2<f32>(0.0)) &&\n all(previousUv <= vec2<f32>(1.0));\n let historySize = vec2<i32>(textureDimensions(historyDepthTexture));\n let historyPixel = clamp(\n vec2<i32>(previousUv * vec2<f32>(historySize)),\n vec2<i32>(0),\n historySize - vec2<i32>(1)\n );\n let previousDepth = textureLoad(historyDepthTexture, historyPixel, 0).r;\n let relativeDepthDifference =\n abs(previousDepth - currentDepth) / max(currentDepth, 1e-3);\n let historyAccepted =\n fullscreenUniforms[4].w > 0.5 &&\n inBounds &&\n currentDepthRaw < 1.0 &&\n relativeDepthDifference <= fullscreenUniforms[4].y;\n\n var historyAo = textureSampleLevel(\n historyAoTexture,\n fullscreenSampler,\n clamp(previousUv, vec2<f32>(0.0), vec2<f32>(1.0)),\n 0.0\n ).r;\n if (fullscreenUniforms[4].z > 0.5) {\n let left = loadCurrentAo(pixel + vec2<i32>(-1, 0), aoSize);\n let right = loadCurrentAo(pixel + vec2<i32>(1, 0), aoSize);\n let up = loadCurrentAo(pixel + vec2<i32>(0, -1), aoSize);\n let down = loadCurrentAo(pixel + vec2<i32>(0, 1), aoSize);\n let neighborhoodMin = min(currentAo, min(min(left, right), min(up, down)));\n let neighborhoodMax = max(currentAo, max(max(left, right), max(up, down)));\n historyAo = clamp(historyAo, neighborhoodMin, neighborhoodMax);\n }\n let historyWeight = select(\n 0.0,\n fullscreenUniforms[4].x,\n historyAccepted\n );\n let accumulated = mix(currentAo, historyAo, historyWeight);\n\n var output: GTAOTemporalOutput;\n output.ao = vec4<f32>(accumulated);\n output.depth = vec4<f32>(currentDepth);\n return output;\n}\n";function Ra(e){return{enabled:e.enabled??!0,radius:Math.max(.001,e.radius??.25),resolutionScale:Ga(e.resolutionScale??1,.25,1),thickness:Math.max(.001,e.thickness??1),distanceExponent:Math.max(.01,e.distanceExponent??1),distanceFalloff:Ga(e.distanceFalloff??1,0,1),directions:La(e.directions??3,1,8),steps:La(e.steps??6,1,16),normalSpace:e.normalSpace??"world",targetPrefix:e.targetPrefix??"gtao",denoise:!1!==e.denoise&&{radius:Math.max(1,e.denoise?.radius??8),samples:Va(e.denoise?.samples??16),depthPhi:Math.max(1e-4,e.denoise?.depthPhi??2),normalPhi:Math.max(1e-4,e.denoise?.normalPhi??3),lumaPhi:Math.max(1e-4,e.denoise?.lumaPhi??10)},temporal:!1!==e.temporal&&{historyWeight:Ga(e.temporal?.historyWeight??.9,0,.98),depthRejection:Ga(e.temporal?.depthRejection??.08,.001,1),neighborhoodClamp:e.temporal?.neighborhoodClamp??!0}}}function Va(e){return e<=4?4:e<=8?8:e<=12?12:16}function Ga(e,t,r){return Math.min(r,Math.max(t,e))}function La(e,t,r){return Math.floor(Ga(e,t,r))}import{Matrix4 as za}from"three";var Ua=class{options;passes=new Map;constructor(e={}){var t,r,i;this.options={resolutionScale:Oa(e.resolutionScale??.5,.25,1),maxDistance:Math.max(.01,e.maxDistance??50),thickness:Math.max(.001,e.thickness??.15),intensity:Math.max(0,e.intensity??.65),distanceAttenuation:e.distanceAttenuation??!0,maxRoughness:Oa(e.maxRoughness??.8,.01,1),steps:(t=e.steps??2048,r=8,i=2048,Math.round(Oa(t,r,i))),pixelStride:Oa(e.pixelStride??1,1,4),normalSpace:e.normalSpace??"world",blur:e.blur??!0,blurRadius:Oa(e.blurRadius??6,1,12),targetPrefix:e.targetPrefix??"ssr"}}addPasses(e,t){const r=e.createColorTarget(`${this.options.targetPrefix}Raw`,{format:"rgba16float",scale:this.options.resolutionScale}),i=`trace:${t.sceneColor}:${t.depth}:${t.normalRoughness}:${r}`;let n=this.passes.get(i);n||(n=new Aa(t,r,this.options),this.passes.set(i,n)),e.addFullscreenPass(n);let a=r;if(this.options.blur)for(let r=0;r<2;r++){const i=e.createColorTarget(`${this.options.targetPrefix}Blur${r}`,{format:"rgba16float",scale:this.options.resolutionScale}),n=`blur:${a}:${t.depth}:${t.normalRoughness}:${i}:${r}:${this.options.blurRadius}`;let s=this.passes.get(n);s||(s=new Fa(a,t.depth,t.normalRoughness,i,r,this.options.blurRadius),this.passes.set(n,s)),e.addFullscreenPass(s),a=i}const s=e.createColorTarget(`${this.options.targetPrefix}Composite`,{format:"rgba16float"}),o=`composite:${t.sceneColor}:${a}:${s}`;let l=this.passes.get(o);return l||(l=new Ea(t.sceneColor,a,s,this.options.intensity),this.passes.set(o,l)),e.addFullscreenPass(l),s}},Aa=class{constructor(e,t,r){this.options=r,this.inputs={sceneColor:e.sceneColor,sceneDepth:e.depth,normalRoughness:e.normalRoughness},this.outputs=t,this.fragmentShader=function(e){const t="world"===e.normalSpace?"normalize(viewRotation() * encodedNormal)":"encodedNormal",r=e.distanceAttenuation?"pow(clamp(1.0 - hitDistance / maxDistance, 0.0, 1.0), 2.0)":"1.0";return`\nconst STEPS: i32 = ${e.steps};\nfn projectionMatrix() -> mat4x4<f32> { return mat4x4<f32>(fullscreenUniforms[0], fullscreenUniforms[1], fullscreenUniforms[2], fullscreenUniforms[3]); }\nfn inverseProjectionMatrix() -> mat4x4<f32> { return mat4x4<f32>(fullscreenUniforms[4], fullscreenUniforms[5], fullscreenUniforms[6], fullscreenUniforms[7]); }\nfn viewRotation() -> mat3x3<f32> { return mat3x3<f32>(fullscreenUniforms[8].xyz, fullscreenUniforms[9].xyz, fullscreenUniforms[10].xyz); }\nfn viewPosition(uv: vec2<f32>, depth: f32) -> vec3<f32> {\n let p = inverseProjectionMatrix() * vec4<f32>(uv.x * 2.0 - 1.0, 1.0 - uv.y * 2.0, depth, 1.0);\n return p.xyz / p.w;\n}\nfn projectUv(position: vec3<f32>) -> vec2<f32> {\n let p = projectionMatrix() * vec4<f32>(position, 1.0);\n return vec2<f32>(p.x / p.w * 0.5 + 0.5, 0.5 - p.y / p.w * 0.5);\n}\nfn depthAt(uv: vec2<f32>) -> f32 {\n let size = vec2<i32>(textureDimensions(sceneDepthTexture));\n return textureLoad(sceneDepthTexture, clamp(vec2<i32>(uv * vec2<f32>(size)), vec2<i32>(0), size - vec2<i32>(1)), 0);\n}\nfn viewZFromDepth(depth: f32) -> f32 {\n let projection = projectionMatrix();\n return (projection[3].z - depth * projection[3].w)\n / (depth * projection[2].w - projection[2].z);\n}\nfn pointToLineDistanceSquared(point: vec3<f32>, start: vec3<f32>, end: vec3<f32>) -> f32 {\n let line = end - start;\n let perpendicular = cross(point - start, point - end);\n return dot(perpendicular, perpendicular) / max(dot(line, line), 0.0000001);\n}\nfn pointPlaneDistance(point: vec3<f32>, planePoint: vec3<f32>, planeNormal: vec3<f32>) -> f32 {\n return dot(point - planePoint, planeNormal);\n}\n@fragment\nfn fsMain(input: FullscreenVertexOutput) -> @location(0) vec4<f32> {\n let depth = depthAt(input.uv);\n if (depth >= 1.0) { return vec4<f32>(0.0); }\n let normalSize = vec2<i32>(textureDimensions(normalRoughnessTexture));\n let normalPixel = clamp(vec2<i32>(input.uv * vec2<f32>(normalSize)), vec2<i32>(0), normalSize - vec2<i32>(1));\n let material = textureLoad(normalRoughnessTexture, normalPixel, 0);\n let encodedNormal = normalize(material.rgb * 2.0 - vec3<f32>(1.0));\n let normal = ${t};\n let roughness = clamp(material.a, 0.0, 1.0);\n let maxRoughness = fullscreenUniforms[12].z;\n let reflectivity = 1.0 - roughness;\n if (roughness >= maxRoughness || reflectivity <= 0.0) { return vec4<f32>(0.0); }\n let origin = viewPosition(input.uv, depth);\n let incident = normalize(origin);\n let direction = normalize(reflect(incident, normal));\n let maxDistance = fullscreenUniforms[12].x;\n let thickness = fullscreenUniforms[12].y;\n let pixelStride = fullscreenUniforms[12].w;\n let near = fullscreenUniforms[13].x;\n let resolutionScale = fullscreenUniforms[13].z;\n let perspective = fullscreenUniforms[13].w > 0.5;\n let incidence = max(dot(-incident, normal), 0.001);\n let rayLength = maxDistance / incidence;\n var endpoint = origin + direction * rayLength;\n if (perspective && endpoint.z > -near && direction.z > 0.0) {\n endpoint = origin + direction * ((-near - origin.z) / direction.z);\n }\n let traceSize = vec2<f32>(textureDimensions(sceneDepthTexture)) * resolutionScale;\n let startPixel = input.position.xy;\n let endPixel = projectUv(endpoint) * traceSize;\n let pixelDelta = endPixel - startPixel;\n let totalSteps = max(abs(pixelDelta.x), abs(pixelDelta.y));\n if (totalSteps < 1.0) { return vec4<f32>(0.0); }\n let pixelStep = pixelDelta / totalSteps;\n let reciprocalOriginZ = 1.0 / origin.z;\n for (var i = 1; i <= STEPS; i += 1) {\n let traversedPixels = f32(i) * pixelStride;\n if (traversedPixels >= totalSteps) { break; }\n let samplePixel = startPixel + traversedPixels * pixelStep;\n if (any(samplePixel < vec2<f32>(0.0)) || any(samplePixel >= traceSize)) { break; }\n let sampleUv = samplePixel / traceSize;\n let sampleDepth = depthAt(sampleUv);\n if (sampleDepth < 1.0) {\n let progress = traversedPixels / totalSteps;\n let rayZ = select(\n mix(origin.z, endpoint.z, progress),\n 1.0 / mix(reciprocalOriginZ, 1.0 / endpoint.z, progress),\n perspective,\n );\n let sceneZ = viewZFromDepth(sampleDepth);\n if (rayZ <= sceneZ) {\n let scene = viewPosition(sampleUv, sampleDepth);\n let neighborUv = sampleUv + vec2<f32>(1.0 / traceSize.x, 0.0);\n let neighbor = viewPosition(neighborUv, sampleDepth);\n let minimumThickness = abs(neighbor.x - scene.x) * 3.0;\n let hitThickness = max(minimumThickness, thickness);\n if (pointToLineDistanceSquared(scene, origin, endpoint) <= hitThickness * hitThickness) {\n let hitPixel = clamp(vec2<i32>(sampleUv * vec2<f32>(normalSize)), vec2<i32>(0), normalSize - vec2<i32>(1));\n let hitEncodedNormal = normalize(textureLoad(normalRoughnessTexture, hitPixel, 0).rgb * 2.0 - vec3<f32>(1.0));\n let hitNormal = ${t.replace("encodedNormal","hitEncodedNormal")};\n if (dot(direction, hitNormal) < 0.0) {\n let hitDistance = pointPlaneDistance(scene, origin, normal);\n if (hitDistance > maxDistance) { break; }\n let distanceFade = ${r};\n let fresnel = (dot(incident, direction) + 1.0) * 0.5;\n let reflected = textureSampleLevel(sceneColorTexture, fullscreenSampler, sampleUv, 0.0).rgb;\n return vec4<f32>(reflected, reflectivity * distanceFade * fresnel);\n }\n }\n }\n }\n }\n return vec4<f32>(0.0);\n}`}(r)}options;name="SSRTracePass";sampler="linear";uniformBufferSize=224;inputs;outputs;fragmentShader;uniforms=new Float32Array(56);projection=new za;inverseProjection=new za;updateUniforms=e=>(this.projection.copy(ka).multiply(e.camera.projectionMatrix),this.inverseProjection.copy(this.projection).invert(),this.uniforms.set(this.projection.elements,0),this.uniforms.set(this.inverseProjection.elements,16),this.uniforms.set(e.camera.matrixWorldInverse.elements,32),this.uniforms.set([this.options.maxDistance,this.options.thickness,this.options.maxRoughness,this.options.pixelStride],48),this.uniforms.set([e.camera.near,e.camera.far,this.options.resolutionScale,"isPerspectiveCamera"in e.camera&&e.camera.isPerspectiveCamera?1:0],52),this.uniforms)},Fa=class{name;sampler="linear";uniformBufferSize=16;inputs;outputs;uniforms;constructor(e,t,r,i,n,a){this.name=0===n?"SSRBlurHorizontalPass":"SSRBlurVerticalPass",this.inputs={reflection:e,sceneDepth:t,normalRoughness:r},this.outputs=i,this.uniforms=new Float32Array([0===n?1:0,1===n?1:0,a,0])}updateUniforms=()=>this.uniforms;fragmentShader="\nconst MIN_BLUR = 0.02; // Helps reducing artifacts\n@fragment\nfn fsMain(input: FullscreenVertexOutput) -> @location(0) vec4<f32> {\n let reflectionSize = vec2<i32>(textureDimensions(reflectionTexture));\n let depthSize = vec2<i32>(textureDimensions(sceneDepthTexture));\n let p = clamp(vec2<i32>(input.position.xy), vec2<i32>(0), reflectionSize - vec2<i32>(1));\n let fullP = clamp(vec2<i32>(input.uv * vec2<f32>(depthSize)), vec2<i32>(0), depthSize - vec2<i32>(1));\n let centerDepth = textureLoad(sceneDepthTexture, fullP, 0);\n let centerMaterial = textureLoad(normalRoughnessTexture, fullP, 0);\n let centerNormal = normalize(centerMaterial.rgb * 2.0 - vec3<f32>(1.0));\n let blurAmount = smoothstep(0.03, 0.75, centerMaterial.a);\n // A tiny base radius antialiases trace silhouettes on perfect mirrors. The\n // outer Gaussian tap reaches blurRadius pixels on a fully rough receiver.\n let radiusPixels = mix(0.75, fullscreenUniforms[0].z, max(MIN_BLUR, blurAmount));\n let axis = fullscreenUniforms[0].xy;\n let tapSpacing = radiusPixels / 4.0;\n var premultiplied = vec3<f32>(0.0);\n var alphaSum = 0.0;\n var weightSum = 0.0;\n for (var i = -4; i <= 4; i += 1) {\n let fi = f32(i);\n let sampleUv = clamp(\n input.uv + axis * fi * tapSpacing / vec2<f32>(reflectionSize),\n vec2<f32>(0.0),\n vec2<f32>(1.0),\n );\n let sampleFullP = clamp(vec2<i32>(sampleUv * vec2<f32>(depthSize)), vec2<i32>(0), depthSize - vec2<i32>(1));\n let sampleDepth = textureLoad(sceneDepthTexture, sampleFullP, 0);\n let sampleNormal = normalize(textureLoad(normalRoughnessTexture, sampleFullP, 0).rgb * 2.0 - vec3<f32>(1.0));\n let geometryWeight = select(\n exp(-abs(sampleDepth - centerDepth) * 350.0) * pow(max(dot(centerNormal, sampleNormal), 0.0), 16.0),\n 1.0,\n i == 0,\n );\n let reflected = textureSampleLevel(reflectionTexture, fullscreenSampler, sampleUv, 0.0);\n let gaussianWeight = exp(-0.5 * fi * fi / 4.0);\n let weight = geometryWeight * gaussianWeight;\n premultiplied += reflected.rgb * reflected.a * weight;\n alphaSum += reflected.a * weight;\n weightSum += weight;\n }\n let alpha = alphaSum / max(weightSum, 0.0001);\n let color = select(vec3<f32>(0.0), premultiplied / max(alphaSum, 0.0001), alphaSum > 0.0001);\n return vec4<f32>(color, alpha);\n}"},Ea=class{name="SSRCompositePass";sampler="linear";uniformBufferSize=16;inputs;outputs;uniforms;constructor(e,t,r,i){this.inputs={sceneColor:e,reflection:t},this.outputs=r,this.uniforms=new Float32Array([i,0,0,0])}updateUniforms=()=>this.uniforms;fragmentShader="\n@fragment\nfn fsMain(input: FullscreenVertexOutput) -> @location(0) vec4<f32> {\n let color = textureLoad(sceneColorTexture, vec2<i32>(input.position.xy), 0);\n let reflection = textureSampleLevel(reflectionTexture, fullscreenSampler, input.uv, 0.0);\n let reflectionWeight = clamp(reflection.a * fullscreenUniforms[0].x, 0.0, 1.0);\n return vec4<f32>(mix(color.rgb, reflection.rgb, reflectionWeight), color.a);\n}"};var ka=(new za).set(1,0,0,0,0,1,0,0,0,0,.5,.5,0,0,0,1);function Oa(e,t,r){return Math.min(r,Math.max(t,e))}import{Matrix4 as ja,Vector2 as $a}from"three";var Wa=(new ja).set(1,0,0,0,0,1,0,0,0,0,.5,.5,0,0,0,1),Na=class{renderScale;sampleCount;minCurrentWeight;motionWeightScale;depthThreshold;relativeDepthThreshold;targetPrefix;writeIndex=0;historyValid=!1;frameIndex=0;renderWidth=1;renderHeight=1;outputWidth=1;outputHeight=1;jitter=new $a;unjitteredProjection=new ja;previousJitterUv=new $a;currentJitterUv=new $a;previousViewProjection=new ja;resolvePasses=new Map;constructor(e={}){this.renderScale=qa(e.renderScale??1,.25,1),this.sampleCount=Math.max(1,Math.floor(e.sampleCount??32)),this.minCurrentWeight=qa(e.minCurrentWeight??.06,0,1),this.motionWeightScale=Math.max(.001,e.motionWeightScale??24),this.depthThreshold=Math.max(0,e.depthThreshold??.001),this.relativeDepthThreshold=Math.max(0,e.relativeDepthThreshold??.002),this.targetPrefix=e.targetPrefix??"taa"}prepareCamera(e,t,r){this.setSize(t,r),e.updateProjectionMatrix(),this.unjitteredProjection.copy(e.projectionMatrix),this.jitter.set(Ha(this.frameIndex%this.sampleCount+1,2)-.5,Ha(this.frameIndex%this.sampleCount+1,3)-.5),this.currentJitterUv.set(this.jitter.x/this.renderWidth,-this.jitter.y/this.renderHeight),e.projectionMatrix.elements[8]-=2*this.jitter.x/this.renderWidth,e.projectionMatrix.elements[9]-=2*this.jitter.y/this.renderHeight,e.projectionMatrixInverse?.copy(e.projectionMatrix).invert()}finishCamera(e){e.projectionMatrix.copy(this.unjitteredProjection),e.projectionMatrixInverse?.copy(e.projectionMatrix).invert()}addPass(e,t,r=e.mainDepth,i){const n=e.createColorTarget(`${this.targetPrefix}HistoryColorA`,{format:"rgba16float",resolution:"presentation"}),a=e.createColorTarget(`${this.targetPrefix}HistoryColorB`,{format:"rgba16float",resolution:"presentation"}),s=e.createColorTarget(`${this.targetPrefix}HistoryDepthA`,{format:"r32float",resolution:"presentation"}),o=e.createColorTarget(`${this.targetPrefix}HistoryDepthB`,{format:"r32float",resolution:"presentation"}),l=0===this.writeIndex?a:n,c=0===this.writeIndex?n:a,u=0===this.writeIndex?o:s,d=0===this.writeIndex?s:o,h=`${t}:${r}:${i??"camera"}:${l}:${u}:${c}:${d}`;let p=this.resolvePasses.get(h);return p||(p=new _a(t,r,i,l,u,c,d,this),this.resolvePasses.set(h,p)),e.addFullscreenPass(p),this.writeIndex=1-this.writeIndex,this.frameIndex+=1,c}reset(){this.frameIndex=0,this.writeIndex=0,this.historyValid=!1,this.previousViewProjection.identity(),this.currentJitterUv.set(0,0),this.previousJitterUv.set(0,0)}setRenderScale(e){const t=qa(e,.25,1);t!==this.renderScale&&(this.renderScale=t,this.renderWidth=Math.max(1,Math.floor(this.outputWidth*this.renderScale)),this.renderHeight=Math.max(1,Math.floor(this.outputHeight*this.renderScale)),this.reset())}setSize(e,t){const r=Math.max(1,Math.floor(e)),i=Math.max(1,Math.floor(t));r===this.outputWidth&&i===this.outputHeight||(this.outputWidth=r,this.outputHeight=i,this.renderWidth=Math.max(1,Math.floor(r*this.renderScale)),this.renderHeight=Math.max(1,Math.floor(i*this.renderScale)),this.reset())}updateResolveUniforms(e,t,r,i){t.copy(Wa).multiply(i.camera.projectionMatrix).multiply(i.camera.matrixWorldInverse),r.copy(t).invert(),e.set(r.elements,0),e.set((this.historyValid?this.previousViewProjection:t).elements,16),e.set([i.presentationWidth,i.presentationHeight,this.historyValid?1:0,0],32),e.set([this.currentJitterUv.x,this.currentJitterUv.y,this.previousJitterUv.x,this.previousJitterUv.y],36),e.set([this.minCurrentWeight,this.motionWeightScale,this.depthThreshold,this.relativeDepthThreshold],40),this.previousViewProjection.copy(t),this.previousJitterUv.copy(this.currentJitterUv),this.historyValid=!0}},_a=class{constructor(e,t,r,i,n,a,s,o){var l;this.state=o,this.inputs=null==r?{currentColor:e,currentDepth:t,historyColor:i,historyDepth:n}:{currentColor:e,currentDepth:t,historyColor:i,historyDepth:n,velocity:r},this.outputs=[a,s],this.fragmentShader=`\nstruct TAAOutput {\n @location(0) color: vec4<f32>,\n @location(1) depth: vec4<f32>,\n};\n\nfn currentViewProjectionInverse() -> mat4x4<f32> {\n return mat4x4<f32>(fullscreenUniforms[0], fullscreenUniforms[1], fullscreenUniforms[2], fullscreenUniforms[3]);\n}\n\nfn previousViewProjection() -> mat4x4<f32> {\n return mat4x4<f32>(fullscreenUniforms[4], fullscreenUniforms[5], fullscreenUniforms[6], fullscreenUniforms[7]);\n}\n\nfn loadCurrentDepth(pixel: vec2<i32>, size: vec2<i32>) -> f32 {\n return textureLoad(currentDepthTexture, clamp(pixel, vec2<i32>(0), size - vec2<i32>(1)), 0);\n}\n\nfn loadCurrentColor(pixel: vec2<i32>, size: vec2<i32>) -> vec3<f32> {\n return textureLoad(currentColorTexture, clamp(pixel, vec2<i32>(0), size - vec2<i32>(1)), 0).rgb;\n}\n\nfn sampleCurrentColorBilinear(uv: vec2<f32>) -> vec3<f32> {\n let size = vec2<i32>(textureDimensions(currentColorTexture));\n let position = uv * vec2<f32>(size) - 0.5;\n let base = vec2<i32>(floor(position));\n let fraction = fract(position);\n let c00 = loadCurrentColor(base, size);\n let c10 = loadCurrentColor(base + vec2<i32>(1, 0), size);\n let c01 = loadCurrentColor(base + vec2<i32>(0, 1), size);\n let c11 = loadCurrentColor(base + vec2<i32>(1, 1), size);\n return mix(mix(c00, c10, fraction.x), mix(c01, c11, fraction.x), fraction.y);\n}\n\nfn sampleHistoryColorBilinear(uv: vec2<f32>) -> vec3<f32> {\n let size = vec2<i32>(textureDimensions(historyColorTexture));\n let position = uv * vec2<f32>(size) - 0.5;\n let base = vec2<i32>(floor(position));\n let fraction = fract(position);\n let maximum = size - vec2<i32>(1);\n let c00 = textureLoad(historyColorTexture, clamp(base, vec2<i32>(0), maximum), 0).rgb;\n let c10 = textureLoad(historyColorTexture, clamp(base + vec2<i32>(1, 0), vec2<i32>(0), maximum), 0).rgb;\n let c01 = textureLoad(historyColorTexture, clamp(base + vec2<i32>(0, 1), vec2<i32>(0), maximum), 0).rgb;\n let c11 = textureLoad(historyColorTexture, clamp(base + vec2<i32>(1, 1), vec2<i32>(0), maximum), 0).rgb;\n return mix(mix(c00, c10, fraction.x), mix(c01, c11, fraction.x), fraction.y);\n}\n\nfn sampleHistoryDepthNearest(uv: vec2<f32>) -> f32 {\n let size = vec2<i32>(textureDimensions(historyDepthTexture));\n let pixel = clamp(vec2<i32>(uv * vec2<f32>(size)), vec2<i32>(0), size - vec2<i32>(1));\n return textureLoad(historyDepthTexture, pixel, 0).r;\n}\n\nfn historyUvFor(currentUv: vec2<f32>, depth: f32) -> vec2<f32> {\n let clip = vec4<f32>(currentUv.x * 2.0 - 1.0, 1.0 - currentUv.y * 2.0, depth, 1.0);\n let worldH = currentViewProjectionInverse() * clip;\n let world = worldH / worldH.w;\n let previousClip = previousViewProjection() * world;\n let previousNdc = previousClip.xy / previousClip.w;\n let previousRasterUv = vec2<f32>(previousNdc.x * 0.5 + 0.5, 0.5 - previousNdc.y * 0.5);\n return previousRasterUv - fullscreenUniforms[9].zw;\n}\n${(l=null!=r)?"\nfn loadPackedVelocity(pixel: vec2<i32>, renderSize: vec2<i32>) -> vec4<f32> {\n let velocitySize = vec2<i32>(textureDimensions(velocityTexture));\n let velocityPixel = clamp(\n vec2<i32>((vec2<f32>(pixel) + 0.5) * vec2<f32>(velocitySize) / vec2<f32>(renderSize)),\n vec2<i32>(0),\n velocitySize - vec2<i32>(1)\n );\n return textureLoad(velocityTexture, velocityPixel, 0);\n}\n":""}\n\n@fragment\nfn fsMain(input: FullscreenVertexOutput) -> TAAOutput {\n let renderSize = vec2<i32>(textureDimensions(currentDepthTexture));\n let outputSize = vec2<i32>(fullscreenUniforms[8].xy);\n let centerPixel = clamp(vec2<i32>(input.position.xy), vec2<i32>(0), outputSize - vec2<i32>(1));\n let centerUv = (vec2<f32>(centerPixel) + 0.5) / vec2<f32>(outputSize);\n let currentJitterUv = fullscreenUniforms[9].xy;\n let currentSampleUv = centerUv + currentJitterUv;\n let currentSamplePixel = clamp(vec2<i32>(currentSampleUv * vec2<f32>(renderSize)), vec2<i32>(0), renderSize - vec2<i32>(1));\n let centerDepth = loadCurrentDepth(currentSamplePixel, renderSize);\n\n var closestDepth = centerDepth;\n var closestPixel = currentSamplePixel;\n var mean = vec3<f32>(0.0);\n var meanSquared = vec3<f32>(0.0);\n for (var y = -1; y <= 1; y += 1) {\n for (var x = -1; x <= 1; x += 1) {\n let samplePixel = clamp(currentSamplePixel + vec2<i32>(x, y), vec2<i32>(0), renderSize - vec2<i32>(1));\n let sampleDepth = loadCurrentDepth(samplePixel, renderSize);\n if (sampleDepth < closestDepth) {\n closestDepth = sampleDepth;\n closestPixel = samplePixel;\n }\n let sampleColor = sampleCurrentColorBilinear(currentSampleUv + vec2<f32>(f32(x), f32(y)) / vec2<f32>(renderSize));\n mean += sampleColor;\n meanSquared += sampleColor * sampleColor;\n }\n }\n mean /= 9.0;\n let sigma = sqrt(max(meanSquared / 9.0 - mean * mean, vec3<f32>(0.0)));\n\n let currentColor = sampleCurrentColorBilinear(currentSampleUv);\n let closestUv = (vec2<f32>(closestPixel) + 0.5) / vec2<f32>(renderSize);\n let closestHistoryUv = historyUvFor(closestUv, closestDepth);\n let closestOutputUv = closestUv - currentJitterUv;\n let cameraHistoryUv = centerUv - (closestOutputUv - closestHistoryUv);\n${l?"\n // RG stores unjittered previous-to-current displacement in top-left-origin\n // UV units. History therefore lies opposite the velocity. Sampling at the\n // closest-depth pixel avoids borrowing background motion at silhouettes.\n let packedVelocity = loadPackedVelocity(closestPixel, renderSize);\n let rawVelocity = packedVelocity.xy;\n let finiteVelocity = all(rawVelocity == rawVelocity) && all(abs(rawVelocity) < vec2<f32>(2.0));\n // B=CameraOnly with exactly zero RG is the explicit fallback emitted by a\n // custom-position material that did not provide previous-frame deformation.\n let needsCameraFallback =\n abs(packedVelocity.z - 1.0) < 0.25 &&\n dot(rawVelocity, rawVelocity) < 1e-12;\n let historyUv = select(\n cameraHistoryUv,\n centerUv - rawVelocity,\n finiteVelocity && !needsCameraFallback\n );\n":"\n let historyUv = cameraHistoryUv;\n"}\n let validUv = all(historyUv >= vec2<f32>(0.0)) && all(historyUv <= vec2<f32>(1.0));\n let historyWasValid = fullscreenUniforms[8].z > 0.5;\n\n var validHistory = historyWasValid && validUv && centerDepth < 1.0;\n var historyColor = currentColor;\n if (validHistory) {\n historyColor = sampleHistoryColorBilinear(historyUv);\n let previousDepth = sampleHistoryDepthNearest(historyUv);\n let expectedPreviousDepth = previousViewProjection() *\n (currentViewProjectionInverse() * vec4<f32>(closestUv.x * 2.0 - 1.0, 1.0 - closestUv.y * 2.0, closestDepth, 1.0));\n let expectedDepth = expectedPreviousDepth.z / expectedPreviousDepth.w;\n let depthThreshold = fullscreenUniforms[10].z;\n let relativeDepthThreshold = fullscreenUniforms[10].w;\n validHistory = abs(previousDepth - expectedDepth) < max(depthThreshold, abs(expectedDepth) * relativeDepthThreshold);\n }\n\n let clippedHistory = clamp(historyColor, mean - sigma, mean + sigma);\n let motionPixels = length((centerUv - historyUv) * vec2<f32>(outputSize));\n let minCurrentWeight = fullscreenUniforms[10].x;\n let currentWeight = clamp(minCurrentWeight + motionPixels / fullscreenUniforms[10].y, minCurrentWeight, 1.0);\n let resolved = select(currentColor, mix(clippedHistory, currentColor, currentWeight), validHistory);\n\n var output: TAAOutput;\n output.color = vec4<f32>(resolved, 1.0);\n output.depth = vec4<f32>(centerDepth, 0.0, 0.0, 1.0);\n return output;\n}\n`}state;name="TemporalAAResolvePass";sampler="nearest";uniformBufferSize=176;inputs;outputs;fragmentShader;uniforms=new Float32Array(this.uniformBufferSize/4);currentViewProjection=new ja;currentViewProjectionInverse=new ja;updateUniforms=e=>(this.state.updateResolveUniforms(this.uniforms,this.currentViewProjection,this.currentViewProjectionInverse,e),this.uniforms)};function Ha(e,t){let r=1,i=0;for(;e>0;)r/=t,i+=r*(e%t),e=Math.floor(e/t);return i}function qa(e,t,r){return Math.min(r,Math.max(t,e))}var Ka=class{contrastThreshold;relativeThreshold;subpixelBlending;targetPrefix;passes=new Map;constructor(e={}){this.contrastThreshold=Math.max(0,e.contrastThreshold??.0312),this.relativeThreshold=Math.max(0,e.relativeThreshold??.063),this.subpixelBlending=Ya(e.subpixelBlending??.75,0,1),this.targetPrefix=e.targetPrefix??"fxaa"}addPass(e,t,r={}){const i=r.output??e.createColorTarget(`${this.targetPrefix}Color`,{format:"rgba16float",resolution:"presentation"}),n=`${t}:${i}`;let a=this.passes.get(n);return a||(a=new Za(t,i,this),this.passes.set(n,a)),e.addFullscreenPass(a),i}},Za=class{constructor(e,t,r){this.state=r,this.inputs={source:e},this.outputs=t}state;name="FXAAPass";sampler="linear";uniformBufferSize=16;inputs;outputs;uniforms=new Float32Array(4);updateUniforms=()=>(this.uniforms.set([Math.max(0,this.state.contrastThreshold),Math.max(0,this.state.relativeThreshold),Ya(this.state.subpixelBlending,0,1),0]),this.uniforms);fragmentShader="\nconst EDGE_STEP_COUNT: i32 = 6;\nconst EDGE_GUESS: f32 = 8.0;\nconst EDGE_STEPS = array<f32, 6>(1.0, 1.5, 2.0, 2.0, 2.0, 4.0);\n\nstruct LuminanceData {\n m: f32,\n n: f32,\n e: f32,\n s: f32,\n w: f32,\n ne: f32,\n nw: f32,\n se: f32,\n sw: f32,\n highest: f32,\n lowest: f32,\n contrast: f32,\n};\n\nstruct EdgeData {\n isHorizontal: bool,\n pixelStep: f32,\n oppositeLuminance: f32,\n gradient: f32,\n};\n\nfn sampleColor(uv: vec2<f32>) -> vec4<f32> {\n return textureSampleLevel(sourceTexture, fullscreenSampler, uv, 0.0);\n}\n\nfn sampleLuminance(uv: vec2<f32>) -> f32 {\n // The renderer's intermediate buffers are linear. FXAA thresholds are tuned\n // for perceptual luminance, so sqrt is a cheap gamma approximation here.\n return sqrt(max(dot(sampleColor(uv).rgb, vec3<f32>(0.299, 0.587, 0.114)), 0.0));\n}\n\nfn offsetLuminance(uv: vec2<f32>, texel: vec2<f32>, offset: vec2<f32>) -> f32 {\n return sampleLuminance(uv + texel * offset);\n}\n\nfn sampleNeighborhood(uv: vec2<f32>, texel: vec2<f32>) -> LuminanceData {\n var l: LuminanceData;\n l.m = sampleLuminance(uv);\n l.n = offsetLuminance(uv, texel, vec2<f32>(0.0, -1.0));\n l.e = offsetLuminance(uv, texel, vec2<f32>(1.0, 0.0));\n l.s = offsetLuminance(uv, texel, vec2<f32>(0.0, 1.0));\n l.w = offsetLuminance(uv, texel, vec2<f32>(-1.0, 0.0));\n l.ne = offsetLuminance(uv, texel, vec2<f32>(1.0, -1.0));\n l.nw = offsetLuminance(uv, texel, vec2<f32>(-1.0, -1.0));\n l.se = offsetLuminance(uv, texel, vec2<f32>(1.0, 1.0));\n l.sw = offsetLuminance(uv, texel, vec2<f32>(-1.0, 1.0));\n l.highest = max(max(max(max(l.n, l.e), l.s), l.w), l.m);\n l.lowest = min(min(min(min(l.n, l.e), l.s), l.w), l.m);\n l.contrast = l.highest - l.lowest;\n return l;\n}\n\nfn pixelBlendFactor(l: LuminanceData) -> f32 {\n var filterAmount = 2.0 * (l.n + l.e + l.s + l.w);\n filterAmount += l.ne + l.nw + l.se + l.sw;\n filterAmount = abs(filterAmount / 12.0 - l.m);\n filterAmount = clamp(filterAmount / max(l.contrast, 1e-5), 0.0, 1.0);\n let blend = smoothstep(0.0, 1.0, filterAmount);\n return blend * blend * fullscreenUniforms[0].z;\n}\n\nfn determineEdge(texel: vec2<f32>, l: LuminanceData) -> EdgeData {\n let horizontal =\n abs(l.n + l.s - 2.0 * l.m) * 2.0 +\n abs(l.ne + l.se - 2.0 * l.e) +\n abs(l.nw + l.sw - 2.0 * l.w);\n let vertical =\n abs(l.e + l.w - 2.0 * l.m) * 2.0 +\n abs(l.ne + l.nw - 2.0 * l.n) +\n abs(l.se + l.sw - 2.0 * l.s);\n\n var edge: EdgeData;\n edge.isHorizontal = horizontal >= vertical;\n let positiveLuminance = select(l.e, l.n, edge.isHorizontal);\n let negativeLuminance = select(l.w, l.s, edge.isHorizontal);\n let positiveGradient = abs(positiveLuminance - l.m);\n let negativeGradient = abs(negativeLuminance - l.m);\n edge.pixelStep = select(texel.x, texel.y, edge.isHorizontal);\n if (positiveGradient < negativeGradient) {\n edge.pixelStep = -edge.pixelStep;\n edge.oppositeLuminance = negativeLuminance;\n edge.gradient = negativeGradient;\n } else {\n edge.oppositeLuminance = positiveLuminance;\n edge.gradient = positiveGradient;\n }\n return edge;\n}\n\nfn edgeBlendFactor(uv: vec2<f32>, texel: vec2<f32>, l: LuminanceData, edge: EdgeData) -> f32 {\n var edgeUv = uv;\n var edgeStep: vec2<f32>;\n if (edge.isHorizontal) {\n edgeUv.y += edge.pixelStep * 0.5;\n edgeStep = vec2<f32>(texel.x, 0.0);\n } else {\n edgeUv.x += edge.pixelStep * 0.5;\n edgeStep = vec2<f32>(0.0, texel.y);\n }\n\n let edgeLuminance = (l.m + edge.oppositeLuminance) * 0.5;\n let gradientThreshold = edge.gradient * 0.25;\n var positiveUv = edgeUv + edgeStep * EDGE_STEPS[0];\n var positiveDelta = sampleLuminance(positiveUv) - edgeLuminance;\n var positiveAtEnd = abs(positiveDelta) >= gradientThreshold;\n for (var i = 1; i < EDGE_STEP_COUNT; i += 1) {\n if (!positiveAtEnd) {\n positiveUv += edgeStep * EDGE_STEPS[i];\n positiveDelta = sampleLuminance(positiveUv) - edgeLuminance;\n positiveAtEnd = abs(positiveDelta) >= gradientThreshold;\n }\n }\n if (!positiveAtEnd) {\n positiveUv += edgeStep * EDGE_GUESS;\n }\n\n var negativeUv = edgeUv - edgeStep * EDGE_STEPS[0];\n var negativeDelta = sampleLuminance(negativeUv) - edgeLuminance;\n var negativeAtEnd = abs(negativeDelta) >= gradientThreshold;\n for (var i = 1; i < EDGE_STEP_COUNT; i += 1) {\n if (!negativeAtEnd) {\n negativeUv -= edgeStep * EDGE_STEPS[i];\n negativeDelta = sampleLuminance(negativeUv) - edgeLuminance;\n negativeAtEnd = abs(negativeDelta) >= gradientThreshold;\n }\n }\n if (!negativeAtEnd) {\n negativeUv -= edgeStep * EDGE_GUESS;\n }\n\n let positiveDistance = select(positiveUv.y - uv.y, positiveUv.x - uv.x, edge.isHorizontal);\n let negativeDistance = select(uv.y - negativeUv.y, uv.x - negativeUv.x, edge.isHorizontal);\n var shortestDistance = negativeDistance;\n var deltaSign = negativeDelta >= 0.0;\n if (positiveDistance <= negativeDistance) {\n shortestDistance = positiveDistance;\n deltaSign = positiveDelta >= 0.0;\n }\n if (deltaSign == (l.m - edgeLuminance >= 0.0)) {\n return 0.0;\n }\n return 0.5 - shortestDistance / max(positiveDistance + negativeDistance, 1e-5);\n}\n\n@fragment\nfn fsMain(input: FullscreenVertexOutput) -> @location(0) vec4<f32> {\n let texel = 1.0 / vec2<f32>(textureDimensions(sourceTexture));\n let luminance = sampleNeighborhood(input.uv, texel);\n let threshold = max(fullscreenUniforms[0].x, fullscreenUniforms[0].y * luminance.highest);\n if (luminance.contrast < threshold) {\n return sampleColor(input.uv);\n }\n\n let edge = determineEdge(texel, luminance);\n let blend = max(pixelBlendFactor(luminance), edgeBlendFactor(input.uv, texel, luminance, edge));\n var sampleUv = input.uv;\n if (edge.isHorizontal) {\n sampleUv.y += edge.pixelStep * blend;\n } else {\n sampleUv.x += edge.pixelStep * blend;\n }\n return sampleColor(sampleUv);\n}\n"};function Ya(e,t,r){return Math.min(r,Math.max(t,e))}import{ClampToEdgeWrapping as Xa,DataTexture as Ja,LinearFilter as Qa,NoColorSpace as es,RGFormat as ts,UnsignedByteType as rs}from"three";var is={low:{searchSteps:4,diagonalSteps:0},medium:{searchSteps:8,diagonalSteps:0},high:{searchSteps:16,diagonalSteps:8},ultra:{searchSteps:32,diagonalSteps:16}},ns=class{threshold;localContrastAdaptation;edgeDetection;cornerRounding;sharpness;quality;targetPrefix;areaTexture;edgePasses=new Map;weightPasses=new Map;blendPasses=new Map;constructor(e={}){this.threshold=Math.max(0,e.threshold??.08),this.localContrastAdaptation=Math.max(0,e.localContrastAdaptation??.5),this.edgeDetection=e.edgeDetection??"color",this.cornerRounding=gs(e.cornerRounding??.25,0,1),this.sharpness=gs(e.sharpness??0,0,1),this.quality=is[e.quality??"high"],this.targetPrefix=e.targetPrefix??"smaa",this.areaTexture=function(){const e=new Ja(function(){if(ls)return ls;const e=new Uint8Array(25600),t=[[0,0],[3,0],[0,3],[3,3],[1,0],[4,0],[1,3],[4,3],[0,1],[3,1],[0,4],[3,4],[1,1],[4,1],[1,4],[4,4]],r=[[0,0],[1,0],[0,2],[1,2],[2,0],[3,0],[2,2],[3,2],[0,1],[1,1],[0,3],[1,3],[2,1],[3,1],[2,3],[3,3]];for(let i=0;i<16;i+=1){const[n,a]=t[i];for(let t=0;t<16;t+=1)for(let r=0;r<16;r+=1){cs(e,16*n+r,16*a+t,us(i,r*r,t*t))}const[s,o]=r[i];for(let t=0;t<20;t+=1)for(let r=0;r<20;r+=1){cs(e,80+20*s+r,20*o+t,ps(i,r,t))}}return ls=e,e}(),160,80,ts,rs);return e.name="SMAA-Area-Lookup",e.colorSpace=es,e.minFilter=Qa,e.magFilter=Qa,e.wrapS=Xa,e.wrapT=Xa,e.generateMipmaps=!1,e.needsUpdate=!0,e}()}addPass(e,t,r={}){const i=e.createColorTarget(`${this.targetPrefix}Edges`,{format:"rg8unorm",resolution:"render"}),n=e.createColorTarget(`${this.targetPrefix}Weights`,{format:"rgba8unorm",resolution:"render"}),a=r.output??e.createColorTarget(`${this.targetPrefix}Color`,{format:"rgba16float",resolution:"render"}),s=`${t}:${i}`;let o=this.edgePasses.get(s);o||(o=new as(t,i,this),this.edgePasses.set(s,o));const l=`${i}:${n}`;let c=this.weightPasses.get(l);c||(c=new ss(i,n,this.areaTexture,this),this.weightPasses.set(l,c));const u=`${t}:${n}:${a}`;let d=this.blendPasses.get(u);return d||(d=new os(t,n,a,this),this.blendPasses.set(u,d)),e.addFullscreenPass(o),e.addFullscreenPass(c),e.addFullscreenPass(d),a}dispose(){this.areaTexture.dispose()}get searchSteps(){return this.quality.searchSteps}get diagonalSteps(){return this.quality.diagonalSteps}},as=class{constructor(e,t,r){this.state=r,this.inputs={source:e},this.outputs=t}state;name="SMAAEdgeDetectionPass";sampler="nearest";uniformBufferSize=16;inputs;outputs;uniforms=new Float32Array(4);updateUniforms=()=>(this.uniforms.set([Math.max(0,this.state.threshold),Math.max(0,this.state.localContrastAdaptation),"color"===this.state.edgeDetection?1:0,0]),this.uniforms);fragmentShader="\nfn loadColor(pixel: vec2<i32>, size: vec2<i32>) -> vec3<f32> {\n let color = textureLoad(sourceTexture, clamp(pixel, vec2<i32>(0), size - vec2<i32>(1)), 0).rgb;\n // Intermediate buffers are linear. This inexpensive transfer makes the\n // threshold perceptual and keeps black toon strokes from being missed.\n return sqrt(max(color, vec3<f32>(0.0)));\n}\n\nfn colorDelta(a: vec3<f32>, b: vec3<f32>) -> f32 {\n let difference = abs(a - b);\n let colorDelta = max(difference.r, max(difference.g, difference.b));\n let lumaDelta = abs(dot(a - b, vec3<f32>(0.299, 0.587, 0.114)));\n return select(lumaDelta, colorDelta, fullscreenUniforms[0].z > 0.5);\n}\n\n@fragment\nfn fsMain(input: FullscreenVertexOutput) -> @location(0) vec4<f32> {\n let size = vec2<i32>(textureDimensions(sourceTexture));\n let pixel = clamp(vec2<i32>(input.position.xy), vec2<i32>(0), size - vec2<i32>(1));\n let center = loadColor(pixel, size);\n let leftColor = loadColor(pixel + vec2<i32>(-1, 0), size);\n let topColor = loadColor(pixel + vec2<i32>(0, -1), size);\n let left = colorDelta(center, leftColor);\n let top = colorDelta(center, topColor);\n let right = colorDelta(center, loadColor(pixel + vec2<i32>(1, 0), size));\n let bottom = colorDelta(center, loadColor(pixel + vec2<i32>(0, 1), size));\n let left2 = colorDelta(leftColor, loadColor(pixel + vec2<i32>(-2, 0), size));\n let top2 = colorDelta(topColor, loadColor(pixel + vec2<i32>(0, -2), size));\n let maximum = max(max(max(left, top), max(right, bottom)), max(left2, top2));\n let threshold = fullscreenUniforms[0].x;\n let adaptation = fullscreenUniforms[0].y * maximum;\n let westEdge = left >= threshold && left >= adaptation;\n let northEdge = top >= threshold && top >= adaptation;\n return vec4<f32>(\n select(0.0, 1.0, westEdge),\n select(0.0, 1.0, northEdge),\n 0.0,\n 0.0\n );\n}\n"},ss=class{constructor(e,t,r,i){this.state=i,this.inputs={edges:e},this.outputs=t,this.textures={area:r}}state;name="SMAABlendingWeightPass";sampler="nearest";uniformBufferSize=16;inputs;outputs;textures;uniforms=new Float32Array(4);updateUniforms=()=>(this.uniforms.set([this.state.searchSteps,this.state.diagonalSteps,gs(this.state.cornerRounding,0,1),0]),this.uniforms);fragmentShader="\nconst MAX_SEARCH_STEPS: i32 = 32;\nconst MAX_DIAGONAL_STEPS: i32 = 16;\n\nfn edgeAt(pixel: vec2<i32>, size: vec2<i32>) -> vec2<f32> {\n if (any(pixel < vec2<i32>(0)) || any(pixel >= size)) {\n return vec2<f32>(0.0);\n }\n return textureLoad(edgesTexture, pixel, 0).rg;\n}\n\nfn areaOrthogonal(distance: vec2<f32>, e1: f32, e2: f32) -> vec2<f32> {\n let pattern = vec2<f32>(round(4.0 * vec2<f32>(e1, e2)));\n let texel = vec2<f32>(16.0) * pattern + sqrt(max(distance, vec2<f32>(0.0)));\n let uv = (texel + vec2<f32>(0.5)) / vec2<f32>(160.0, 80.0);\n return textureSampleLevel(areaTexture, areaSampler, uv, 0.0).rg;\n}\n\nfn areaDiagonal(distance: vec2<f32>, e: vec2<f32>) -> vec2<f32> {\n let pattern = round(e);\n let texel = vec2<f32>(80.0, 0.0) + vec2<f32>(20.0) * pattern + distance;\n let uv = (texel + vec2<f32>(0.5)) / vec2<f32>(160.0, 80.0);\n return textureSampleLevel(areaTexture, areaSampler, uv, 0.0).rg;\n}\n\nfn searchHorizontal(pixel: vec2<i32>, direction: i32, size: vec2<i32>) -> i32 {\n var distance = 0;\n let limit = i32(fullscreenUniforms[0].x);\n for (var step = 1; step <= MAX_SEARCH_STEPS; step += 1) {\n if (step > limit) { break; }\n let candidate = pixel + vec2<i32>(direction * step, 0);\n let edge = edgeAt(candidate, size);\n if (edge.g < 0.5 || (step > 1 && edge.r > 0.5)) { break; }\n distance = step;\n }\n return distance;\n}\n\nfn searchVertical(pixel: vec2<i32>, direction: i32, size: vec2<i32>) -> i32 {\n var distance = 0;\n let limit = i32(fullscreenUniforms[0].x);\n for (var step = 1; step <= MAX_SEARCH_STEPS; step += 1) {\n if (step > limit) { break; }\n let candidate = pixel + vec2<i32>(0, direction * step);\n let edge = edgeAt(candidate, size);\n if (edge.r < 0.5 || (step > 1 && edge.g > 0.5)) { break; }\n distance = step;\n }\n return distance;\n}\n\nfn horizontalCrossing(pixel: vec2<i32>, size: vec2<i32>) -> f32 {\n let near = edgeAt(pixel, size).r;\n let far = edgeAt(pixel + vec2<i32>(0, -1), size).r;\n return (3.0 * near + far) * 0.25;\n}\n\nfn verticalCrossing(pixel: vec2<i32>, size: vec2<i32>) -> f32 {\n let near = edgeAt(pixel, size).g;\n let far = edgeAt(pixel + vec2<i32>(-1, 0), size).g;\n return (3.0 * near + far) * 0.25;\n}\n\nfn attenuateHorizontalCorners(\n weights: vec2<f32>,\n leftPixel: vec2<i32>,\n rightPixel: vec2<i32>,\n leftDistance: i32,\n rightDistance: i32,\n size: vec2<i32>\n) -> vec2<f32> {\n let rounding = fullscreenUniforms[0].z;\n var result = weights;\n if (leftDistance <= rightDistance) {\n let extended = max(edgeAt(leftPixel + vec2<i32>(0, 1), size).r, edgeAt(leftPixel + vec2<i32>(0, -2), size).r);\n result *= clamp(vec2<f32>(rounding + 1.0 - extended), vec2<f32>(0.0), vec2<f32>(1.0));\n } else {\n let extended = max(edgeAt(rightPixel + vec2<i32>(1, 1), size).r, edgeAt(rightPixel + vec2<i32>(1, -2), size).r);\n result *= clamp(vec2<f32>(rounding + 1.0 - extended), vec2<f32>(0.0), vec2<f32>(1.0));\n }\n return result;\n}\n\nfn attenuateVerticalCorners(\n weights: vec2<f32>,\n topPixel: vec2<i32>,\n bottomPixel: vec2<i32>,\n topDistance: i32,\n bottomDistance: i32,\n size: vec2<i32>\n) -> vec2<f32> {\n let rounding = fullscreenUniforms[0].z;\n var result = weights;\n if (topDistance <= bottomDistance) {\n let extended = max(edgeAt(topPixel + vec2<i32>(1, 0), size).g, edgeAt(topPixel + vec2<i32>(-2, 0), size).g);\n result *= clamp(vec2<f32>(rounding + 1.0 - extended), vec2<f32>(0.0), vec2<f32>(1.0));\n } else {\n let extended = max(edgeAt(bottomPixel + vec2<i32>(1, 1), size).g, edgeAt(bottomPixel + vec2<i32>(-2, 1), size).g);\n result *= clamp(vec2<f32>(rounding + 1.0 - extended), vec2<f32>(0.0), vec2<f32>(1.0));\n }\n return result;\n}\n\nfn searchDiagonal(\n pixel: vec2<i32>,\n direction: vec2<i32>,\n size: vec2<i32>\n) -> vec2<f32> {\n var distance = 0;\n var lastEdge = vec2<f32>(0.0);\n let limit = i32(fullscreenUniforms[0].y);\n for (var step = 1; step <= MAX_DIAGONAL_STEPS; step += 1) {\n if (step > limit) { break; }\n let candidate = pixel + direction * step;\n let edge = edgeAt(candidate, size);\n let adjacent = edgeAt(candidate + vec2<i32>(1, 0), size).r;\n lastEdge = vec2<f32>(edge.g, adjacent);\n if (edge.g + adjacent < 1.5) { break; }\n distance = step;\n }\n return vec2<f32>(f32(distance), lastEdge.g);\n}\n\nfn diagonalWeights(pixel: vec2<i32>, edges: vec2<f32>, size: vec2<i32>) -> vec2<f32> {\n if (fullscreenUniforms[0].y < 1.0 || edges.g < 0.5) {\n return vec2<f32>(0.0);\n }\n var result = vec2<f32>(0.0);\n var negative = vec2<f32>(0.0);\n if (edges.r > 0.5) {\n negative = searchDiagonal(pixel, vec2<i32>(-1, 1), size);\n }\n let positive = searchDiagonal(pixel, vec2<i32>(1, -1), size);\n if (negative.x + positive.x >= 2.0) {\n let leftPixel = pixel + vec2<i32>(-i32(negative.x), i32(negative.x));\n let rightPixel = pixel + vec2<i32>(i32(positive.x), -i32(positive.x));\n let c1 = edgeAt(leftPixel + vec2<i32>(-1, 0), size).g;\n let c2 = edgeAt(leftPixel, size).r;\n let c3 = edgeAt(rightPixel + vec2<i32>(1, 0), size).g;\n let c4 = edgeAt(rightPixel + vec2<i32>(1, -1), size).r;\n result += areaDiagonal(vec2<f32>(negative.x, positive.x), vec2<f32>(2.0 * c1 + c2, 2.0 * c3 + c4));\n }\n\n let negativeOpposite = searchDiagonal(pixel, vec2<i32>(-1, -1), size);\n var positiveOpposite = vec2<f32>(0.0);\n if (edgeAt(pixel + vec2<i32>(1, 0), size).r > 0.5) {\n positiveOpposite = searchDiagonal(pixel, vec2<i32>(1, 1), size);\n }\n if (negativeOpposite.x + positiveOpposite.x >= 2.0) {\n let leftPixel = pixel + vec2<i32>(-i32(negativeOpposite.x), -i32(negativeOpposite.x));\n let rightPixel = pixel + vec2<i32>(i32(positiveOpposite.x), i32(positiveOpposite.x));\n let c1 = edgeAt(leftPixel + vec2<i32>(-1, 0), size).g;\n let c2 = edgeAt(leftPixel + vec2<i32>(0, -1), size).r;\n let rightEdges = edgeAt(rightPixel + vec2<i32>(1, 0), size);\n result += areaDiagonal(\n vec2<f32>(negativeOpposite.x, positiveOpposite.x),\n vec2<f32>(2.0 * c1 + c2, 2.0 * rightEdges.g + rightEdges.r)\n ).gr;\n }\n return result;\n}\n\n@fragment\nfn fsMain(input: FullscreenVertexOutput) -> @location(0) vec4<f32> {\n let size = vec2<i32>(textureDimensions(edgesTexture));\n let pixel = clamp(vec2<i32>(input.position.xy), vec2<i32>(0), size - vec2<i32>(1));\n let edges = edgeAt(pixel, size);\n var weights = vec4<f32>(0.0);\n\n if (edges.g > 0.5) {\n let diagonal = diagonalWeights(pixel, edges, size);\n if (dot(diagonal, vec2<f32>(1.0)) > 1e-5) {\n weights.r = diagonal.x;\n weights.g = diagonal.y;\n } else {\n let leftDistance = searchHorizontal(pixel, -1, size);\n let rightDistance = searchHorizontal(pixel, 1, size);\n let leftPixel = pixel + vec2<i32>(-leftDistance, 0);\n let rightPixel = pixel + vec2<i32>(rightDistance, 0);\n let e1 = horizontalCrossing(leftPixel, size);\n let e2 = horizontalCrossing(rightPixel + vec2<i32>(1, 0), size);\n let area = areaOrthogonal(vec2<f32>(f32(leftDistance), f32(rightDistance)), e1, e2);\n let a = attenuateHorizontalCorners(area, leftPixel, rightPixel, leftDistance, rightDistance, size);\n weights.r = a.x;\n weights.g = a.y;\n }\n }\n\n if (edges.r > 0.5) {\n let topDistance = searchVertical(pixel, -1, size);\n let bottomDistance = searchVertical(pixel, 1, size);\n let topPixel = pixel + vec2<i32>(0, -topDistance);\n let bottomPixel = pixel + vec2<i32>(0, bottomDistance);\n let e1 = verticalCrossing(topPixel, size);\n let e2 = verticalCrossing(bottomPixel + vec2<i32>(0, 1), size);\n let area = areaOrthogonal(vec2<f32>(f32(topDistance), f32(bottomDistance)), e1, e2);\n let a = attenuateVerticalCorners(area, topPixel, bottomPixel, topDistance, bottomDistance, size);\n weights.b = a.x;\n weights.a = a.y;\n }\n\n return weights;\n}\n"},os=class{constructor(e,t,r,i){this.state=i,this.inputs={source:e,weights:t},this.outputs=r}state;name="SMAANeighborhoodBlendPass";sampler="linear";uniformBufferSize=16;inputs;outputs;uniforms=new Float32Array(4);updateUniforms=()=>(this.uniforms.set([gs(this.state.sharpness,0,1),0,0,0]),this.uniforms);fragmentShader="\nfn loadSource(pixel: vec2<i32>, size: vec2<i32>) -> vec4<f32> {\n return textureLoad(sourceTexture, clamp(pixel, vec2<i32>(0), size - vec2<i32>(1)), 0);\n}\n\nfn loadWeights(pixel: vec2<i32>, size: vec2<i32>) -> vec4<f32> {\n return textureLoad(weightsTexture, clamp(pixel, vec2<i32>(0), size - vec2<i32>(1)), 0);\n}\n\nfn sharpen(center: vec3<f32>, pixel: vec2<i32>, size: vec2<i32>, edgeAmount: f32) -> vec3<f32> {\n let strength = fullscreenUniforms[0].x * (1.0 - clamp(edgeAmount * 2.0, 0.0, 1.0));\n if (strength <= 1e-5) { return center; }\n let left = loadSource(pixel + vec2<i32>(-1, 0), size).rgb;\n let right = loadSource(pixel + vec2<i32>(1, 0), size).rgb;\n let top = loadSource(pixel + vec2<i32>(0, -1), size).rgb;\n let bottom = loadSource(pixel + vec2<i32>(0, 1), size).rgb;\n let minimum = min(center, min(min(left, right), min(top, bottom)));\n let maximum = max(center, max(max(left, right), max(top, bottom)));\n let average = (left + right + top + bottom) * 0.25;\n let contrast = max(maximum.r - minimum.r, max(maximum.g - minimum.g, maximum.b - minimum.b));\n let adaptive = strength * (1.0 - clamp(contrast, 0.0, 1.0)) * 0.5;\n return clamp(center + (center - average) * adaptive, minimum, maximum);\n}\n\n@fragment\nfn fsMain(input: FullscreenVertexOutput) -> @location(0) vec4<f32> {\n let size = vec2<i32>(textureDimensions(sourceTexture));\n let pixel = clamp(vec2<i32>(input.position.xy), vec2<i32>(0), size - vec2<i32>(1));\n let center = loadSource(pixel, size);\n let current = loadWeights(pixel, size);\n\n // SMAA stores right/bottom weights in adjacent texels and left/top weights\n // in the current texel. Preserve that exact channel convention.\n let right = loadWeights(pixel + vec2<i32>(1, 0), size).a;\n let bottom = loadWeights(pixel + vec2<i32>(0, 1), size).g;\n let left = current.b;\n let top = current.r;\n let edgeAmount = max(max(right, bottom), max(left, top));\n\n var color = center;\n if (edgeAmount > 1e-5) {\n let texel = 1.0 / vec2<f32>(size);\n if (max(right, left) > max(bottom, top)) {\n let total = max(right + left, 1e-5);\n let rightColor = textureSampleLevel(\n sourceTexture,\n fullscreenSampler,\n input.uv + vec2<f32>(right * texel.x, 0.0),\n 0.0\n );\n let leftColor = textureSampleLevel(\n sourceTexture,\n fullscreenSampler,\n input.uv - vec2<f32>(left * texel.x, 0.0),\n 0.0\n );\n color = (rightColor * right + leftColor * left) / total;\n } else {\n let total = max(bottom + top, 1e-5);\n let bottomColor = textureSampleLevel(\n sourceTexture,\n fullscreenSampler,\n input.uv + vec2<f32>(0.0, bottom * texel.y),\n 0.0\n );\n let topColor = textureSampleLevel(\n sourceTexture,\n fullscreenSampler,\n input.uv - vec2<f32>(0.0, top * texel.y),\n 0.0\n );\n color = (bottomColor * bottom + topColor * top) / total;\n }\n }\n\n color = vec4<f32>(sharpen(color.rgb, pixel, size, edgeAmount), color.a);\n return color;\n}\n"};var ls=null;function cs(e,t,r,i){const n=2*(160*r+t);e[n]=Math.floor(255*gs(i[0],0,1)),e[n+1]=Math.floor(255*gs(i[1],0,1))}function us(e,t,r){const i=t+r+1,n=.5,a=-.5,s=()=>ds([0,a],[i/2,0],t),o=()=>ds([i/2,0],[i,a],t);switch(e){case 0:case 5:case 10:case 15:default:return[0,0];case 1:return t<=r?s():[0,0];case 2:return t>=r?o():[0,0];case 3:return hs(i,s(),o());case 4:return t<=r?ds([0,n],[i/2,0],t):[0,0];case 6:case 14:case 7:return ds([0,n],[i,a],t);case 8:return t>=r?ds([i/2,0],[i,n],t):[0,0];case 9:case 11:case 13:return ds([0,a],[i,n],t);case 12:return hs(i,ds([0,n],[i/2,0],t),ds([i/2,0],[i,n],t))}}function ds(e,t,r){const i=t[0]-e[0],n=t[1]-e[1];if(Math.abs(i)<1e-6)return[0,0];const a=r,s=r+1,o=e[1]+n*(a-e[0])/i,l=e[1]+n*(s-e[0])/i;if(!(a>=e[0]&&a<t[0]||s>e[0]&&s<=t[0]))return[0,0];if(Math.sign(o)===Math.sign(l)||Math.abs(o)<1e-4||Math.abs(l)<1e-4){const e=.5*(o+l);return e<0?[-e,0]:[0,e]}const c=-e[1]*i/n+e[0],u=c-Math.floor(c),d=c>e[0]?o*u*.5:0,h=c<t[0]?l*(1-u)*.5:0;return(Math.abs(d)>Math.abs(h)?d:-h)<0?[Math.abs(d),Math.abs(h)]:[Math.abs(h),Math.abs(d)]}function hs(e,t,r){const i=e=>[.5*Math.sqrt(2*e[0]),.5*Math.sqrt(2*e[1])],n=gs(e/32,0,1),a=i(t),s=i(r);return[ms(a[0],t[0],n)+ms(s[0],r[0],n),ms(a[1],t[1],n)+ms(s[1],r[1],n)]}function ps(e,t,r){const i=t+r+1,[n,a]=[[0,0],[1,0],[0,2],[1,2],[2,0],[3,0],[2,2],[3,2],[0,1],[1,1],[0,3],[1,3],[2,1],[3,1],[2,3],[3,3]][e],s=(e,r)=>function(e,t,r){const i=30;let n=0,a=0;if(e[0]===t[0]&&e[1]===t[1])return[0,1];const s=.5*(e[0]+t[0]),o=.5*(e[1]+t[1]),l=t[1]-e[1],c=e[0]-t[0],u=(e,t)=>l*(e-s)+c*(t-o)>0;for(let e=0;e<i;e+=1)for(let t=0;t<i;t+=1){const s=t/(i-1),o=e/(i-1);u(1+r+s,r+o)&&(n+=1),u(1+r+s,1+r+o)&&(a+=1)}const d=i*i;return[1-n/d,a/d]}(n>0?[e[0],e[1]]:e,a>0?[r[0],r[1]]:r,t),o=(e,t)=>s([1,e],[1+i,t+i]);switch(e){case 0:return fs(o(1,1),o(0,0));case 1:return fs(s([1,0],[i,i]),o(0,0));case 2:return fs(s([0,0],[1+i,i]),o(0,0));case 3:return o(0,0);case 4:return fs(s([1,1],[i,i]),s([1,1],[1+i,i]));case 5:return fs(s([1,1],[i,i]),o(0,0));case 6:return s([1,1],[1+i,i]);case 7:return fs(s([1,1],[1+i,i]),o(0,0));case 8:return fs(s([0,0],[1+i,1+i]),s([1,0],[1+i,1+i]));case 9:return s([1,0],[1+i,1+i]);case 10:return fs(s([0,0],[1+i,1+i]),o(0,0));case 11:return fs(s([1,0],[1+i,1+i]),o(0,0));case 12:return s([1,1],[1+i,1+i]);case 13:return fs(s([1,1],[1+i,1+i]),s([1,0],[1+i,1+i]));case 14:return fs(s([1,1],[1+i,1+i]),s([1,1],[1+i,i]));case 15:return fs(s([1,1],[1+i,1+i]),o(0,0));default:return[0,0]}}function fs(e,t){return[.5*(e[0]+t[0]),.5*(e[1]+t[1])]}function ms(e,t,r){return e+(t-e)*r}function gs(e,t,r){return Math.min(r,Math.max(t,e))}var vs=class{strength;threshold;knee;radius;levels;targetPrefix;passes=new Map;constructor(e={}){var t,r,i;this.strength=Math.max(0,e.strength??.9),this.threshold=Math.max(0,e.threshold??1),this.knee=Math.max(1e-4,e.knee??.1),this.radius=ys(e.radius??.2,0,1),this.levels=(t=e.levels??5,r=1,i=5,Math.floor(ys(t,r,i))),this.targetPrefix=e.targetPrefix??"bloom"}addPass(e,t,r={}){const i=[];let n=t;for(let t=0;t<this.levels;t+=1){const r=1/2**(t+1),a=e.createColorTarget(`${this.targetPrefix}Horizontal${t}`,{format:"rgba16float",scale:r}),s=e.createColorTarget(`${this.targetPrefix}Vertical${t}`,{format:"rgba16float",scale:r}),o=n,l=`h:${t}:${o}:${a}`;let c=this.passes.get(l);c||(c=0===t?new xs(o,a,this):new ws(`BloomDownsampleHorizontal${t}`,o,a,!0,t),this.passes.set(l,c)),e.addFullscreenPass(c);const u=`v:${t}:${a}:${s}`;let d=this.passes.get(u);d||(d=new ws(`BloomVertical${t}`,a,s,!1,t),this.passes.set(u,d)),e.addFullscreenPass(d),i.push(s),n=s}const a=r.output??e.createColorTarget(`${this.targetPrefix}Color`,{format:"rgba16float"}),s=Object.fromEntries(i.map((e,t)=>[`blur${t}`,e])),o=`composite:${t}:${i.join(":")}:${a}`;let l=this.passes.get(o);return l||(l=new bs(t,s,a,this,this.levels),this.passes.set(o,l)),e.addFullscreenPass(l),a}},xs=class{constructor(e,t,r){this.state=r,this.inputs={source:e},this.outputs=t}state;name="BloomThresholdHorizontal";sampler="linear";uniformBufferSize=16;inputs;outputs;uniforms=new Float32Array(4);updateUniforms=()=>(this.uniforms.set([this.state.threshold,this.state.knee,0,0]),this.uniforms);fragmentShader="\nfn bright(color: vec3<f32>) -> vec3<f32> {\n let brightness = dot(color, vec3<f32>(0.2126, 0.7152, 0.0722));\n let threshold = fullscreenUniforms[0].x;\n let knee = fullscreenUniforms[0].y;\n let soft = clamp(brightness - threshold + knee, 0.0, 2.0 * knee);\n let contribution = max(brightness - threshold, soft * soft / (4.0 * knee));\n return color * contribution / max(brightness, 0.0001);\n}\n\n@fragment\nfn fsMain(input: FullscreenVertexOutput) -> @location(0) vec4<f32> {\n let texel = 1.0 / vec2<f32>(textureDimensions(sourceTexture));\n let center = bright(textureSample(sourceTexture, fullscreenSampler, input.uv).rgb) * 0.227027;\n let a = bright(textureSample(sourceTexture, fullscreenSampler, input.uv + vec2<f32>(1.384615 * texel.x, 0.0)).rgb);\n let b = bright(textureSample(sourceTexture, fullscreenSampler, input.uv - vec2<f32>(1.384615 * texel.x, 0.0)).rgb);\n let c = bright(textureSample(sourceTexture, fullscreenSampler, input.uv + vec2<f32>(3.230769 * texel.x, 0.0)).rgb);\n let d = bright(textureSample(sourceTexture, fullscreenSampler, input.uv - vec2<f32>(3.230769 * texel.x, 0.0)).rgb);\n return vec4<f32>(center + (a + b) * 0.316216 + (c + d) * 0.070270, 1.0);\n}"},ws=class{constructor(e,t,r,i,n){this.name=e,this.inputs={source:t},this.outputs=r;const a=i?"vec2<f32>(texel.x, 0.0)":"vec2<f32>(0.0, texel.y)",s=(1+.35*n).toFixed(2);this.fragmentShader=`\n@fragment\nfn fsMain(input: FullscreenVertexOutput) -> @location(0) vec4<f32> {\n let texel = 1.0 / vec2<f32>(textureDimensions(sourceTexture));\n let axis = ${a} * ${s};\n var color = textureSample(sourceTexture, fullscreenSampler, input.uv).rgb * 0.227027;\n color += textureSample(sourceTexture, fullscreenSampler, input.uv + axis * 1.384615).rgb * 0.316216;\n color += textureSample(sourceTexture, fullscreenSampler, input.uv - axis * 1.384615).rgb * 0.316216;\n color += textureSample(sourceTexture, fullscreenSampler, input.uv + axis * 3.230769).rgb * 0.070270;\n color += textureSample(sourceTexture, fullscreenSampler, input.uv - axis * 3.230769).rgb * 0.070270;\n return vec4<f32>(color, 1.0);\n}`}name;sampler="linear";inputs;outputs;fragmentShader},bs=class{constructor(e,t,r,i,n){this.state=i,this.inputs={source:e,...t},this.outputs=r;const a=[1,.8,.6,.4,.2],s=Array.from({length:n},(e,t)=>`bloom += textureSample(blur${t}Texture, fullscreenSampler, input.uv).rgb * mix(${a[t].toFixed(1)}, ${(1.2-a[t]).toFixed(1)}, radius);`).join("\n ");this.fragmentShader=`\n@fragment\nfn fsMain(input: FullscreenVertexOutput) -> @location(0) vec4<f32> {\n let scene = textureSample(sourceTexture, fullscreenSampler, input.uv);\n let radius = fullscreenUniforms[0].y;\n var bloom = vec3<f32>(0.0);\n ${s}\n return vec4<f32>(scene.rgb + bloom * fullscreenUniforms[0].x, scene.a);\n}`}state;name="BloomComposite";sampler="linear";uniformBufferSize=32;inputs;outputs;uniforms=new Float32Array(8);updateUniforms=()=>(this.uniforms.set([this.state.strength,ys(this.state.radius,0,1),0,0]),this.uniforms);fragmentShader};function ys(e,t,r){return Math.min(r,Math.max(t,e))}var Ss=[1,1,1],Cs=[0,0,0],Ps=class{options;passes=new Map;targetPrefix;constructor(e={}){this.options=e,this.targetPrefix=e.targetPrefix??"colorGrading"}addPass(e,t){if(!1===this.options.enabled)return t;const r=e.createColorTarget(`${this.targetPrefix}Color`,{format:"rgba16float"}),i=`${t}:${r}`;let n=this.passes.get(i);return n||(n=new Ms(t,r,this.options),this.passes.set(i,n)),e.addFullscreenPass(n),r}},Ms=class{constructor(e,t,r){this.state=r,this.inputs={source:e},this.outputs=t}state;name="ColorGrading";sampler="linear";uniformBufferSize=384;inputs;outputs;uniforms=new Float32Array(this.uniformBufferSize/4);updateUniforms=()=>{const e=[],t=(t,r)=>e.push(...t??r,0),r=e=>{t(e?.saturation,Ss),t(e?.contrast,Ss),t(e?.gamma,Ss),t(e?.gain,Ss),t(e?.offset,Cs)};return t(this.state.whiteBalance,Ss),t(this.state.tint,Ss),r(this.state),r(this.state.shadows),r(this.state.midtones),r(this.state.highlights),e.push(this.state.exposure??1,{none:0,linear:1,reinhard:2,cineon:3,aces:4,agx:5,neutral:6}[this.state.toneMapping??"none"],Math.max(0,this.state.vignetteIntensity??0),Math.min(1,Math.max(0,this.state.tintIntensity??0)),this.state.shadowsMax??.09,this.state.highlightsMin??.5,!1===this.state.enabled?0:1,0),this.uniforms.fill(0),this.uniforms.set(e),this.uniforms};fragmentShader="\nfn grade(color: vec3<f32>, s: vec3<f32>, c: vec3<f32>, g: vec3<f32>, gain: vec3<f32>, offset: vec3<f32>) -> vec3<f32> {\n let luma = dot(color, vec3<f32>(0.2126, 0.7152, 0.0722));\n var result = mix(vec3<f32>(luma), color, s);\n result = (result - vec3<f32>(0.18)) * c + vec3<f32>(0.18);\n result = pow(max(result, vec3<f32>(0.0)), vec3<f32>(1.0) / max(g, vec3<f32>(0.0001)));\n return max(result * gain + offset, vec3<f32>(0.0));\n}\nfn aces(x: vec3<f32>) -> vec3<f32> { return clamp((x * (2.51*x + vec3<f32>(0.03))) / (x * (2.43*x + vec3<f32>(0.59)) + vec3<f32>(0.14)), vec3<f32>(0.0), vec3<f32>(1.0)); }\nfn tonemap(x: vec3<f32>, mode: i32) -> vec3<f32> {\n if (mode == 1) { return clamp(x, vec3<f32>(0.0), vec3<f32>(1.0)); }\n if (mode == 2) { return x / (vec3<f32>(1.0) + x); }\n if (mode == 3) { let y=max(vec3<f32>(0.0),x-vec3<f32>(0.004)); return pow((y*(6.2*y+vec3<f32>(0.5)))/(y*(6.2*y+vec3<f32>(1.7))+vec3<f32>(0.06)),vec3<f32>(2.2)); }\n if (mode == 4) { return aces(x); }\n if (mode == 5) { return clamp((x * (x + vec3<f32>(0.0245786)) - vec3<f32>(0.000090537)) / (x * (0.983729*x + vec3<f32>(0.432951)) + vec3<f32>(0.238081)), vec3<f32>(0.0), vec3<f32>(1.0)); }\n if (mode == 6) { return clamp(x / (max(max(x.r,x.g),x.b) + 1.0), vec3<f32>(0.0), vec3<f32>(1.0)); }\n return x;\n}\n@fragment\nfn fsMain(input: FullscreenVertexOutput) -> @location(0) vec4<f32> {\n let source = textureSample(sourceTexture, fullscreenSampler, input.uv);\n if (fullscreenUniforms[23].z < 0.5) { return source; }\n var color = source.rgb * fullscreenUniforms[0].xyz;\n color = mix(color, color * fullscreenUniforms[1].xyz, fullscreenUniforms[22].w);\n let lum = clamp(dot(color, vec3<f32>(0.2126,0.7152,0.0722)), 0.0, 1.0);\n let shadowLimit = clamp(fullscreenUniforms[23].x, 0.0, 0.98);\n let highlightLimit = clamp(max(fullscreenUniforms[23].y, shadowLimit + 0.02), 0.02, 1.0);\n let sw = 1.0 - smoothstep(shadowLimit, min(1.0, shadowLimit + 0.05), lum);\n let hw = smoothstep(max(0.0, highlightLimit - 0.05), highlightLimit, lum);\n let mw = clamp(1.0-sw-hw, 0.0, 1.0);\n var s=fullscreenUniforms[2].xyz; var c=fullscreenUniforms[3].xyz; var g=fullscreenUniforms[4].xyz; var gn=fullscreenUniforms[5].xyz; var o=fullscreenUniforms[6].xyz;\n s*=mix(vec3<f32>(1),fullscreenUniforms[7].xyz,sw)*mix(vec3<f32>(1),fullscreenUniforms[12].xyz,mw)*mix(vec3<f32>(1),fullscreenUniforms[17].xyz,hw);\n c*=mix(vec3<f32>(1),fullscreenUniforms[8].xyz,sw)*mix(vec3<f32>(1),fullscreenUniforms[13].xyz,mw)*mix(vec3<f32>(1),fullscreenUniforms[18].xyz,hw);\n g*=mix(vec3<f32>(1),fullscreenUniforms[9].xyz,sw)*mix(vec3<f32>(1),fullscreenUniforms[14].xyz,mw)*mix(vec3<f32>(1),fullscreenUniforms[19].xyz,hw);\n gn*=mix(vec3<f32>(1),fullscreenUniforms[10].xyz,sw)*mix(vec3<f32>(1),fullscreenUniforms[15].xyz,mw)*mix(vec3<f32>(1),fullscreenUniforms[20].xyz,hw);\n o+=fullscreenUniforms[11].xyz*sw+fullscreenUniforms[16].xyz*mw+fullscreenUniforms[21].xyz*hw;\n color=grade(color,s,c,g,gn,o);\n color=tonemap(color*fullscreenUniforms[22].x,i32(fullscreenUniforms[22].y));\n let d=distance(input.uv,vec2<f32>(0.5));\n color*=smoothstep(0.8,0.1598,d*(fullscreenUniforms[22].z+0.2));\n return vec4<f32>(color,source.a);\n}"};import{Matrix4 as Bs}from"three";var Ds=class{options;passes=new Map;targetPrefix;constructor(e={}){this.options=e,this.targetPrefix=e.targetPrefix??"depthOfField"}addPass(e,t,r){if(!1===this.options.enabled)return t;const i=e.createColorTarget(`${this.targetPrefix}Color`,{format:"rgba16float"}),n=`${t}:${r}:${i}`;let a=this.passes.get(n);return a||(a=new Ts(t,r,i,this.options),this.passes.set(n,a)),e.addFullscreenPass(a),i}},Ts=class{constructor(e,t,r,i){this.state=i,this.inputs={source:e,sceneDepth:t},this.outputs=r}state;name="DepthOfField";sampler="linear";uniformBufferSize=80;inputs;outputs;uniforms=new Float32Array(20);inverseProjection=new Bs;updateUniforms=e=>(this.inverseProjection.copy(Is).multiply(e.camera.projectionMatrix).invert(),this.uniforms.set(this.inverseProjection.elements,0),this.uniforms.set([this.state.focus??10,this.state.aperture??2e-4,this.state.maxBlur??.01,!1===this.state.enabled?0:1],16),this.uniforms);fragmentShader="\nfn viewDistance(uv:vec2<f32>,depth:f32)->f32 { let clip=vec4<f32>(uv*vec2<f32>(2,-2)+vec2<f32>(-1,1),depth,1); let view=mat4x4<f32>(fullscreenUniforms[0],fullscreenUniforms[1],fullscreenUniforms[2],fullscreenUniforms[3])*clip; return abs(view.z/view.w); }\n@fragment fn fsMain(input:FullscreenVertexOutput)->@location(0) vec4<f32>{\n let center=textureSample(sourceTexture,fullscreenSampler,input.uv); if(fullscreenUniforms[4].w<0.5){return center;}\n let px=vec2<f32>(1)/vec2<f32>(textureDimensions(sourceTexture)); let depth=textureLoad(sceneDepthTexture,vec2<i32>(input.position.xy),0);\n let blur=clamp(abs(viewDistance(input.uv,depth)-fullscreenUniforms[4].x)*fullscreenUniforms[4].y,0,fullscreenUniforms[4].z);\n var color=center.rgb*0.2; color+=textureSample(sourceTexture,fullscreenSampler,input.uv+vec2<f32>( blur,0)*px*400).rgb*0.1; color+=textureSample(sourceTexture,fullscreenSampler,input.uv-vec2<f32>( blur,0)*px*400).rgb*0.1;\n color+=textureSample(sourceTexture,fullscreenSampler,input.uv+vec2<f32>(0, blur)*px*400).rgb*0.1; color+=textureSample(sourceTexture,fullscreenSampler,input.uv-vec2<f32>(0, blur)*px*400).rgb*0.1;\n color+=textureSample(sourceTexture,fullscreenSampler,input.uv+vec2<f32>( blur, blur)*px*280).rgb*0.1; color+=textureSample(sourceTexture,fullscreenSampler,input.uv+vec2<f32>(-blur, blur)*px*280).rgb*0.1; color+=textureSample(sourceTexture,fullscreenSampler,input.uv+vec2<f32>( blur,-blur)*px*280).rgb*0.1; color+=textureSample(sourceTexture,fullscreenSampler,input.uv-vec2<f32>( blur, blur)*px*280).rgb*0.1;\n return vec4<f32>(color,center.a); }"},Is=(new Bs).set(1,0,0,0,0,1,0,0,0,0,.5,.5,0,0,0,1);import{Matrix4 as Rs,Vector2 as Vs,Vector3 as Gs}from"three";var Ls=(new Rs).set(1,0,0,0,0,1,0,0,0,0,.5,.5,0,0,0,1),zs=(e=>(e[e.Disabled=0]="Disabled",e[e.CameraOnly=1]="CameraOnly",e[e.ObjectAndCamera=2]="ObjectAndCamera",e[e.ForceObjectBlur=3]="ForceObjectBlur",e))(zs||{}),Us={off:{enabled:!1,sampleCount:0},low:{enabled:!0,sampleCount:4,shutterScale:.65,maxBlurPixels:10,cameraBlurScale:.08,objectBlurScale:.8,depthRejectionStrength:28,velocityThresholdPixels:.75,dilation:!1},medium:{enabled:!0,sampleCount:8,shutterScale:.75,maxBlurPixels:18,cameraBlurScale:.1,objectBlurScale:1,depthRejectionStrength:24,velocityThresholdPixels:.6,dilation:!0},high:{enabled:!0,sampleCount:12,shutterScale:.85,maxBlurPixels:24,cameraBlurScale:.12,objectBlurScale:1.1,depthRejectionStrength:20,velocityThresholdPixels:.45,dilation:!0}},As=class{options;targetPrefix;currentViewProjection=new Rs;currentInverseViewProjection=new Rs;currentInverseProjection=new Rs;previousViewProjection=new Rs;pendingViewProjection=new Rs;previousProjection=new Rs;previousCameraWorld=new Rs;previousCameraPosition=new Gs;currentCameraPosition=new Gs;currentJitterUv=new Vs;historyValid=!1;pendingCamera=!1;width=1;height=1;timeSeconds=0;frameDuration=1/60;previousTimeSeconds=Number.NaN;nextOverrideId=1;overrides=[];passes=new Map;constructor(e={}){this.options={enabled:e.enabled??!0,sampleCount:Es(e.sampleCount??8),shutterScale:ks(e.shutterScale??.75,0,4),maxBlurPixels:ks(e.maxBlurPixels??18,0,128),cameraBlurScale:ks(e.cameraBlurScale??.1,0,4),objectBlurScale:ks(e.objectBlurScale??1,0,8),depthRejectionStrength:ks(e.depthRejectionStrength??24,0,200),velocityThresholdPixels:ks(e.velocityThresholdPixels??.6,0,16),dilation:e.dilation??!0,debugVelocity:e.debugVelocity??!1,targetFrameRate:ks(e.targetFrameRate??60,15,240),maxFrameTime:ks(e.maxFrameTime??.1,1/240,1),cameraCutDistance:ks(e.cameraCutDistance??8,0,1e3),cameraCutRotationThreshold:ks(e.cameraCutRotationThreshold??.75,0,2),projectionCutThreshold:ks(e.projectionCutThreshold??.25,0,4)},this.targetPrefix=e.targetPrefix??"motionBlur"}applyPreset(e){Object.assign(this.options,Us[e]),this.options.sampleCount=Es(this.options.sampleCount)}prepareCamera(e,t,r,i){t===this.width&&r===this.height||(this.width=Math.max(1,t),this.height=Math.max(1,r),this.reset());const n=i-this.previousTimeSeconds;Number.isFinite(n)&&n>0&&(this.frameDuration=Math.min(n,this.options.maxFrameTime),n>this.options.maxFrameTime&&this.reset()),this.previousTimeSeconds=i,this.timeSeconds=i,this.pruneOverrides(),e.getWorldPosition(this.currentCameraPosition),this.historyValid&&(this.currentCameraPosition.distanceTo(this.previousCameraPosition)>this.options.cameraCutDistance||function(e,t){let r=0;const i=[0,1,2,4,5,6,8,9,10];for(const n of i)r=Math.max(r,Math.abs(e.elements[n]-t.elements[n]));return r}(e.matrixWorld,this.previousCameraWorld)>this.options.cameraCutRotationThreshold||function(e,t){let r=0;for(let i=0;i<16;i+=1)r=Math.max(r,Math.abs(e.elements[i]-t.elements[i]));return r}(e.projectionMatrix,this.previousProjection)>this.options.projectionCutThreshold)&&this.reset(),this.pendingViewProjection.copy(Ls).multiply(e.projectionMatrix).multiply(e.matrixWorldInverse),this.currentViewProjection.copy(this.pendingViewProjection),this.currentInverseViewProjection.copy(this.currentViewProjection).invert(),this.currentInverseProjection.copy(Ls).multiply(e.projectionMatrix).invert(),this.historyValid||this.previousViewProjection.copy(this.currentViewProjection),this.pendingCamera=!0,this.previousProjection.copy(e.projectionMatrix),this.previousCameraWorld.copy(e.matrixWorld),this.previousCameraPosition.copy(this.currentCameraPosition)}commitCamera(){this.pendingCamera&&(this.previousViewProjection.copy(this.pendingViewProjection),this.historyValid=!0,this.pendingCamera=!1)}setJitterUv(e,t){this.currentJitterUv.set(Number.isFinite(e)?e:0,Number.isFinite(t)?t:0)}reset(){this.historyValid=!1,this.pendingCamera=!1}requiresRendererHistoryReset(){return!this.historyValid}pushOverride(e){const t=this.nextOverrideId++,r=Math.max(0,e.duration);return this.overrides.push({id:t,startTime:this.timeSeconds,endTime:this.timeSeconds+r,options:e}),{id:t,cancel:()=>{const e=this.overrides.findIndex(e=>e.id===t);e>=0&&this.overrides.splice(e,1)}}}addPass(e,t,r,i=e.mainDepth){const n=this.getResolvedSettings();if(!n.enabled||0===n.sampleCount)return t;const a=e.createColorTarget(`${this.targetPrefix}Color`,{format:"rgba16float"}),s=Es(n.sampleCount),o=`${t}:${r}:${i}:${a}:${s}`;let l=this.passes.get(o);return l||(l=new Fs(t,r,i,a,s,this),this.passes.set(o,l)),l.settings=n,e.addFullscreenPass(l),a}dispose(){this.passes.clear(),this.overrides.length=0}getTemporalMatrices(){return{currentInverseViewProjection:this.currentInverseViewProjection,currentInverseProjection:this.currentInverseProjection,previousViewProjection:this.previousViewProjection}}getFrameDuration(){return this.frameDuration}getJitterUv(){return this.currentJitterUv}pruneOverrides(){for(let e=this.overrides.length-1;e>=0;e-=1)this.overrides[e].endTime<=this.timeSeconds&&this.overrides.splice(e,1)}getResolvedSettings(){const e={...this.options};for(const t of this.overrides){const r=t.options;null!=r.enabled&&(e.enabled||=r.enabled),null!=r.sampleCount&&(e.sampleCount=Math.max(e.sampleCount,Es(r.sampleCount))),null!=r.shutterScale&&(e.shutterScale=Math.max(e.shutterScale,r.shutterScale)),null!=r.maxBlurPixels&&(e.maxBlurPixels=Math.max(e.maxBlurPixels,r.maxBlurPixels)),null!=r.cameraBlurScale&&(e.cameraBlurScale=Math.max(e.cameraBlurScale,r.cameraBlurScale)),null!=r.objectBlurScale&&(e.objectBlurScale=Math.max(e.objectBlurScale,r.objectBlurScale)),null!=r.dilation&&(e.dilation||=r.dilation),null!=r.debugVelocity&&(e.debugVelocity||=r.debugVelocity)}return e}},Fs=class{constructor(e,t,r,i,n,a){this.state=a,this.name=`MotionBlurResolve${n}`,this.inputs={source:e,velocity:t,depth:r},this.outputs=i,this.settings=a.options,this.fragmentShader=function(e){return`\nfn currentInverseViewProjection() -> mat4x4<f32> {\n return mat4x4<f32>(\n fullscreenUniforms[0], fullscreenUniforms[1],\n fullscreenUniforms[2], fullscreenUniforms[3]\n );\n}\n\nfn previousViewProjection() -> mat4x4<f32> {\n return mat4x4<f32>(\n fullscreenUniforms[4], fullscreenUniforms[5],\n fullscreenUniforms[6], fullscreenUniforms[7]\n );\n}\n\nfn currentInverseProjection() -> mat4x4<f32> {\n return mat4x4<f32>(\n fullscreenUniforms[8], fullscreenUniforms[9],\n fullscreenUniforms[10], fullscreenUniforms[11]\n );\n}\n\nfn uvToNdc(uv: vec2<f32>, depth: f32) -> vec4<f32> {\n let unjitteredUv = uv - fullscreenUniforms[14].xy;\n return vec4<f32>(\n unjitteredUv.x * 2.0 - 1.0,\n (0.5 - unjitteredUv.y) * 2.0,\n depth,\n 1.0\n );\n}\n\nfn viewDepth(uv: vec2<f32>, depth: f32) -> f32 {\n let view = currentInverseProjection() * uvToNdc(uv, depth);\n return abs(view.z / max(abs(view.w), 1e-6));\n}\n\nfn depthAt(uv: vec2<f32>) -> f32 {\n let dimensions = vec2<i32>(textureDimensions(depthTexture));\n let pixel = clamp(\n vec2<i32>(uv * vec2<f32>(dimensions)),\n vec2<i32>(0),\n dimensions - vec2<i32>(1)\n );\n return textureLoad(depthTexture, pixel, 0);\n}\n\nfn cameraVelocity(uv: vec2<f32>, depth: f32) -> vec2<f32> {\n let worldH = currentInverseViewProjection() * uvToNdc(uv, depth);\n let world = worldH / max(abs(worldH.w), 1e-6);\n let previousClip = previousViewProjection() * world;\n let previousNdc = previousClip.xy / max(abs(previousClip.w), 1e-6);\n let previousUv = previousNdc * vec2<f32>(0.5, -0.5) + vec2<f32>(0.5);\n return (uv - fullscreenUniforms[14].xy) - previousUv;\n}\n\nfn scaledVelocity(uv: vec2<f32>, packed: vec4<f32>, depth: f32) -> vec2<f32> {\n let camera = cameraVelocity(uv, depth);\n let objectRelative = packed.xy - camera;\n let mode = i32(round(packed.z));\n if (mode == 0) { return vec2<f32>(0.0); }\n if (mode == 1) {\n return camera * fullscreenUniforms[12].z;\n }\n let forceScale = select(1.0, 1.35, mode == 3);\n return camera * fullscreenUniforms[12].z +\n objectRelative * fullscreenUniforms[12].w * packed.w * forceScale;\n}\n\nfn chooseDilatedVelocity(\n uv: vec2<f32>,\n centerDepthRaw: f32,\n texel: vec2<f32>\n) -> vec2<f32> {\n let centerPacked = textureSampleLevel(velocityTexture, fullscreenSampler, uv, 0.0);\n var best = scaledVelocity(uv, centerPacked, centerDepthRaw);\n if (fullscreenUniforms[13].z < 0.5) { return best; }\n let centerDepth = viewDepth(uv, centerDepthRaw);\n for (var y = -1; y <= 1; y += 1) {\n for (var x = -1; x <= 1; x += 1) {\n let sampleUv = clamp(uv + vec2<f32>(f32(x), f32(y)) * texel, vec2<f32>(0.0), vec2<f32>(1.0));\n let sampleDepthRaw = depthAt(sampleUv);\n let sampleDepth = viewDepth(sampleUv, sampleDepthRaw);\n let depthSimilarity = abs(sampleDepth - centerDepth) / max(centerDepth, 1e-3);\n if (depthSimilarity < 0.025 || sampleDepth <= centerDepth) {\n let candidatePacked = textureSampleLevel(velocityTexture, fullscreenSampler, sampleUv, 0.0);\n let candidate = scaledVelocity(sampleUv, candidatePacked, sampleDepthRaw);\n if (dot(candidate, candidate) > dot(best, best)) { best = candidate; }\n }\n }\n }\n return best;\n}\n\n@fragment\nfn fsMain(input: FullscreenVertexOutput) -> @location(0) vec4<f32> {\n let centerColor = textureSampleLevel(sourceTexture, fullscreenSampler, input.uv, 0.0);\n let dimensions = vec2<f32>(textureDimensions(sourceTexture));\n let texel = 1.0 / dimensions;\n let centerDepthRaw = depthAt(input.uv);\n let centerDepth = viewDepth(input.uv, centerDepthRaw);\n var blurUv = chooseDilatedVelocity(input.uv, centerDepthRaw, texel) * fullscreenUniforms[12].x;\n let velocityPixels = length(blurUv * dimensions);\n\n if (fullscreenUniforms[13].w > 0.5) {\n let debugMagnitude = clamp(\n velocityPixels / max(fullscreenUniforms[12].y, 1.0),\n 0.0,\n 1.0\n );\n // Black means stationary. Moving pixels become brighter; R/G retain the\n // signed horizontal/vertical mapping around 0.5 and B shows magnitude.\n let directionColor = vec3<f32>(\n 0.5 + 0.5 * clamp(blurUv.x * 32.0, -1.0, 1.0),\n 0.5 + 0.5 * clamp(blurUv.y * 32.0, -1.0, 1.0),\n 1.0\n ) * debugMagnitude;\n return vec4<f32>(directionColor, 1.0);\n }\n\n let threshold = fullscreenUniforms[13].y;\n if (velocityPixels <= threshold) { return centerColor; }\n let maxBlurUv = fullscreenUniforms[12].y / max(dimensions.x, dimensions.y);\n let blurLength = length(blurUv);\n if (blurLength > maxBlurUv) { blurUv *= maxBlurUv / blurLength; }\n\n let activeSamples = clamp(\n i32(ceil(velocityPixels / max(threshold, 0.25))),\n 2,\n ${e}\n );\n var accumulated = centerColor;\n var totalWeight = 1.0;\n for (var sampleIndex = 0; sampleIndex < ${e}; sampleIndex += 1) {\n if (sampleIndex >= activeSamples) { continue; }\n let t = (f32(sampleIndex) + 0.5) / f32(activeSamples);\n let sampleUv = clamp(\n input.uv + mix(-0.5, 0.5, t) * blurUv,\n vec2<f32>(0.0),\n vec2<f32>(1.0)\n );\n let sampleDepthRaw = depthAt(sampleUv);\n let sampleDepth = viewDepth(sampleUv, sampleDepthRaw);\n let relativeDifference = abs(sampleDepth - centerDepth) / max(centerDepth, 1e-3);\n let depthWeight = exp(-relativeDifference * fullscreenUniforms[13].x);\n let sampleColor = textureSampleLevel(sourceTexture, fullscreenSampler, sampleUv, 0.0);\n accumulated += sampleColor * depthWeight;\n totalWeight += depthWeight;\n }\n return accumulated / max(totalWeight, 1e-4);\n}\n`}(n)}state;name;sampler="linear";uniformBufferSize=256;inputs;outputs;fragmentShader;settings;uniforms=new Float32Array(64);updateUniforms=()=>{const e=this.state.getTemporalMatrices();this.uniforms.set(e.currentInverseViewProjection.elements,0),this.uniforms.set(e.previousViewProjection.elements,16),this.uniforms.set(e.currentInverseProjection.elements,32);const t=1/this.settings.targetFrameRate/Math.max(this.state.getFrameDuration(),.001);this.uniforms.set([this.settings.shutterScale*t,this.settings.maxBlurPixels,this.settings.cameraBlurScale,this.settings.objectBlurScale,this.settings.depthRejectionStrength,this.settings.velocityThresholdPixels,this.settings.dilation?1:0,this.settings.debugVelocity?1:0],48);const r=this.state.getJitterUv();return this.uniforms[56]=r.x,this.uniforms[57]=r.y,this.uniforms}};function Es(e){return e<=0?0:e<=4?4:e<=8?8:e<=12?12:16}function ks(e,t,r){return Math.min(r,Math.max(t,e))}var Os=class{enabled;visibleEdgeColor;edgeStrength;edgeThickness;edgeSoftness;selectedObjects=new Set;selectedInstances=[];targetPrefix;maskMaterial;skinnedMaskMaterial;instanceMaskMaterials=new Map;passes=new Map;constructor(e={}){this.enabled=e.enabled??!0,this.visibleEdgeColor=[...e.visibleEdgeColor??[1,1,1]],this.edgeStrength=Math.max(0,e.edgeStrength??5),this.edgeThickness=Math.max(0,e.edgeThickness??.6),this.edgeSoftness=Math.max(0,e.edgeSoftness??.6),this.targetPrefix=e.targetPrefix??"outline",this.maskMaterial=js(!1),this.skinnedMaskMaterial=js(!0)}setSelectedObjects(e){this.selectedObjects.clear();for(const t of e)this.selectedObjects.add(t)}setSelectedInstances(e){this.selectedInstances.length=0;for(const t of e)Number.isInteger(t.instanceIndex)&&t.instanceIndex>=0&&this.selectedInstances.push(t)}addPass(e,t){if(!this.enabled||0===this.selectedObjects.size&&0===this.selectedInstances.length)return t;const r=e.createColorTarget(`${this.targetPrefix}Mask`,{format:"rgba8unorm"}),i=this.selectedObjects;e.addMaterialPass({name:"OutlineMask",outputs:r,clearColor:[0,0,0,0],loadDepth:!0,objectFilter:e=>null!==e&&function(e,t){for(let r=e;null!==r;r=r.parent)if(t.has(r))return!0;return!1}(e,i),overrideMaterial:(e,t)=>t?this.skinnedMaskMaterial:this.maskMaterial});for(let t=0;t<this.selectedInstances.length;t+=1){const i=this.selectedInstances[t];let n=this.instanceMaskMaterials.get(i.instanceIndex);n||(n=[js(!1,i.instanceIndex),js(!0,i.instanceIndex)],this.instanceMaskMaterials.set(i.instanceIndex,n)),e.addMaterialPass({name:`OutlineInstanceMask${t}-${i.instanceIndex}`,outputs:r,loadColor:!0,loadDepth:!0,objectFilter:e=>e===i.object,overrideMaterial:(e,t)=>t?n[1]:n[0]})}const n=e.createColorTarget(`${this.targetPrefix}Edge`,{format:"rgba16float"}),a=e.createColorTarget(`${this.targetPrefix}BlurHorizontal`,{format:"rgba16float"}),s=e.createColorTarget(`${this.targetPrefix}Blurred`,{format:"rgba16float"}),o=e.createColorTarget(`${this.targetPrefix}Color`,{format:"rgba16float"});return this.addCachedPass(e,`edge:${r}:${n}`,()=>new $s(r,n,this)),this.addCachedPass(e,`blur-h:${n}:${a}`,()=>new Ws("OutlineBlurHorizontal",n,a,!0,this)),this.addCachedPass(e,`blur-v:${a}:${s}`,()=>new Ws("OutlineBlurVertical",a,s,!1,this)),this.addCachedPass(e,`composite:${t}:${s}:${o}`,()=>new Ns(t,s,o,this)),o}addCachedPass(e,t,r){let i=this.passes.get(t);i||(i=r(),this.passes.set(t,i)),e.addFullscreenPass(i)}dispose(){this.maskMaterial.dispose(),this.skinnedMaskMaterial.dispose();for(const e of this.instanceMaskMaterials.values())e[0].dispose(),e[1].dispose();this.instanceMaskMaterials.clear(),this.passes.clear()}};function js(e,t=-1){return new Kt({vertexShader:`\nstruct VertexInput {\n @location(0) position: vec3<f32>,${e?"\n @location(4) skinIndex: vec4<u32>,\n @location(5) skinWeight: vec4<f32>,":""}\n @builtin(instance_index) instanceIndex: u32,\n};\nstruct VertexOutput {\n @builtin(position) position: vec4<f32>,\n @interpolate(flat) @location(0) batchingId: u32,\n};\n@vertex fn vsMain(input: VertexInput) -> VertexOutput {\n return VertexOutput(\n rendererClipPosition(${e?"rendererSkinPosition(input.position, input.skinIndex, input.skinWeight)":"input.position"}, input.instanceIndex),\n rendererBatchingId(input.instanceIndex)\n );\n}`,fragmentShader:"\nstruct VertexOutput {\n @builtin(position) position: vec4<f32>,\n @interpolate(flat) @location(0) batchingId: u32,\n};\n@fragment fn fsMain(input: VertexOutput) -> @location(0) vec4<f32> {\n if (materialUniforms.selectedInstance >= 0.0 &&\n input.batchingId != u32(materialUniforms.selectedInstance)) { discard; }\n return vec4(1.0);\n}",uniforms:{selectedInstance:t},depthWrite:!1,depthTest:!1})}var $s=class{constructor(e,t,r){this.state=r,this.inputs={mask:e},this.outputs=t}state;name="OutlineEdge";sampler="linear";uniformBufferSize=16;inputs;outputs;uniforms=new Float32Array(4);updateUniforms=()=>(this.uniforms.set([this.state.edgeThickness,0,0,0]),this.uniforms);fragmentShader="\n@fragment fn fsMain(input: FullscreenVertexOutput) -> @location(0) vec4<f32> {\n let texel = 1.0 / vec2<f32>(textureDimensions(maskTexture));\n let radius = max(fullscreenUniforms[0].x, 0.5);\n let center = textureSample(maskTexture, fullscreenSampler, input.uv).r;\n let diagonalRadius = radius * 0.70710678;\n var around = 0.0;\n around = max(around, textureSample(maskTexture, fullscreenSampler, input.uv + vec2(texel.x * radius, 0.0)).r);\n around = max(around, textureSample(maskTexture, fullscreenSampler, input.uv - vec2(texel.x * radius, 0.0)).r);\n around = max(around, textureSample(maskTexture, fullscreenSampler, input.uv + vec2(0.0, texel.y * radius)).r);\n around = max(around, textureSample(maskTexture, fullscreenSampler, input.uv - vec2(0.0, texel.y * radius)).r);\n let diagonalOffset = texel * diagonalRadius;\n around = max(around, textureSample(maskTexture, fullscreenSampler, input.uv + diagonalOffset).r);\n around = max(around, textureSample(maskTexture, fullscreenSampler, input.uv - diagonalOffset).r);\n around = max(around, textureSample(maskTexture, fullscreenSampler, input.uv + vec2(diagonalOffset.x, -diagonalOffset.y)).r);\n around = max(around, textureSample(maskTexture, fullscreenSampler, input.uv + vec2(-diagonalOffset.x, diagonalOffset.y)).r);\n let edge = clamp(around - center, 0.0, 1.0);\n return vec4(edge, edge, edge, 1.0);\n}"},Ws=class{constructor(e,t,r,i,n){this.name=e,this.horizontal=i,this.state=n,this.inputs={source:t},this.outputs=r}name;horizontal;state;sampler="linear";uniformBufferSize=16;inputs;outputs;uniforms=new Float32Array(4);updateUniforms=()=>(this.uniforms.set([this.state.edgeSoftness,this.horizontal?1:0,0,0]),this.uniforms);fragmentShader="\n@fragment fn fsMain(input: FullscreenVertexOutput) -> @location(0) vec4<f32> {\n let texel = 1.0 / vec2<f32>(textureDimensions(sourceTexture));\n let spread = max(fullscreenUniforms[0].x, 0.01);\n let axis = mix(vec2<f32>(0.0, texel.y), vec2<f32>(texel.x, 0.0), fullscreenUniforms[0].y) * spread;\n var value = textureSample(sourceTexture, fullscreenSampler, input.uv).r * 0.227027;\n value += textureSample(sourceTexture, fullscreenSampler, input.uv + axis * 1.384615).r * 0.316216;\n value += textureSample(sourceTexture, fullscreenSampler, input.uv - axis * 1.384615).r * 0.316216;\n value += textureSample(sourceTexture, fullscreenSampler, input.uv + axis * 3.230769).r * 0.070270;\n value += textureSample(sourceTexture, fullscreenSampler, input.uv - axis * 3.230769).r * 0.070270;\n return vec4(value, value, value, 1.0);\n}"},Ns=class{constructor(e,t,r,i){this.state=i,this.inputs={source:e,edge:t},this.outputs=r}state;name="OutlineComposite";sampler="linear";uniformBufferSize=16;inputs;outputs;uniforms=new Float32Array(4);updateUniforms=()=>(this.uniforms.set([this.state.visibleEdgeColor[0],this.state.visibleEdgeColor[1],this.state.visibleEdgeColor[2],this.state.edgeStrength]),this.uniforms);fragmentShader="\n@fragment fn fsMain(input: FullscreenVertexOutput) -> @location(0) vec4<f32> {\n let scene = textureSample(sourceTexture, fullscreenSampler, input.uv);\n let edge = textureSample(edgeTexture, fullscreenSampler, input.uv).r;\n let color = fullscreenUniforms[0].rgb * fullscreenUniforms[0].a;\n return vec4(scene.rgb + color * edge, scene.a);\n}"};import{AmbientLight as _s,BackSide as Hs,Bone as qs,BatchedMesh as Ks,BoxGeometry as Zs,BufferAttribute as Ys,BufferGeometry as Xs,CanvasTexture as Js,Color as Qs,CompressedArrayTexture as eo,CompressedArrayTexture as to,CompressedCubeTexture as ro,CompressedTexture as io,CubeTexture as no,Data3DTexture as ao,DataArrayTexture as so,DataTexture as oo,DepthTexture as lo,DirectionalLight as co,DoubleSide as uo,FrontSide as ho,Group as po,HemisphereLight as fo,InstancedMesh as mo,MathUtils as go,Matrix4 as vo,Mesh as xo,Object3D as wo,OrthographicCamera as bo,PerspectiveCamera as yo,PlaneGeometry as So,PointLight as Co,RepeatWrapping as Po,Scene as Mo,Skeleton as Bo,SkinnedMesh as Do,SphereGeometry as To,SpotLight as Io,Texture as Ro,Vector2 as Vo,Vector3 as Go,Vector4 as Lo}from"three";export{_s as AmbientLight,Hs as BackSide,Ks as BatchedMesh,vs as BloomEffect,qs as Bone,Zs as BoxGeometry,Ys as BufferAttribute,Xs as BufferGeometry,Js as CanvasTexture,Qs as Color,Ps as ColorGradingEffect,eo as CompressedArrayTexture,ro as CompressedCubeTexture,io as CompressedTexture,to as CompressedTextureArray,e as ComputeKernel,no as CubeTexture,qt as DEFAULT_WGSL_VERTEX_ATTRIBUTES,ao as Data3DTexture,so as DataArrayTexture,oo as DataTexture,Ds as DepthOfFieldEffect,lo as DepthTexture,co as DirectionalLight,uo as DoubleSide,Ka as FXAAEffect,ot as FrameGraphBuilder,ho as FrontSide,Ca as GTAOEffect,Sa as GTAO_PRESETS,po as Group,fo as HemisphereLight,mo as InstancedMesh,Us as MOTION_BLUR_PRESETS,go as MathUtils,vo as Matrix4,xo as Mesh,As as MotionBlurEffect,zs as MotionBlurMode,wo as Object3D,bo as OrthographicCamera,Os as OutlineEffect,yo as PerspectiveCamera,So as PlaneGeometry,Co as PointLight,tr as RenderGraph,Po as RepeatWrapping,ns as SMAAEffect,Ua as SSREffect,Mo as Scene,Bo as Skeleton,Do as SkinnedMesh,To as SphereGeometry,Io as SpotLight,Na as TemporalAAEffect,Ro as Texture,B as VOLUMETRIC_FOG_MATERIAL_WGSL,u as VOLUMETRIC_FOG_PRESETS,Vo as Vector2,Go as Vector3,Lo as Vector4,w as VolumetricFogEffect,c as VolumetricFogVolumeObject,Kt as WGSLShaderMaterial,dr as WebGpuPMREMGenerator,pa as WebGpuRenderer,Sr as buildParticleLightingShaderHeader,D as configureVolumetricFogMaterial};
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var e=class{layout;pipeline;constructor(e,t){this.layout=e.createBindGroupLayout({label:t.label?`${t.label}-layout`:void 0,entries:t.bindGroupLayoutEntries});const r=e.createPipelineLayout({label:t.label?`${t.label}-pipeline-layout`:void 0,bindGroupLayouts:[this.layout]});this.pipeline=e.createComputePipeline({label:t.label,layout:r,compute:{module:e.createShaderModule({label:t.label?`${t.label}-module`:void 0,code:t.code}),entryPoint:t.entryPoint??"main"}})}createBindGroup(e,t,r){return e.createBindGroup({label:r,layout:this.layout,entries:t})}};import{Color as t,DirectionalLight as r,Matrix4 as i,Object3D as n,PointLight as a,Scene as s,SpotLight as o,Vector3 as l}from"three";var c=class extends n{constructor(e){super(),this.volume=e}volume;isFogVolumeObject=!0},u={low:{froxelPixelSize:16,depthSlices:32,integrationSubsteps:1,shadowFilterTaps:1,temporalJitter:!0,temporal:{historyWeight:.88,depthRejection:.055,neighborhoodClamp:!0},blur:{scale:.25,radius:2,depthSigma:.06,spatialSigma:1.5,depthAwareUpsample:!1}},medium:{froxelPixelSize:12,depthSlices:40,integrationSubsteps:1,shadowFilterTaps:1,temporalJitter:!0,temporal:{historyWeight:.92,depthRejection:.045,neighborhoodClamp:!0},blur:{scale:.375,radius:2,depthSigma:.055,spatialSigma:1.75,depthAwareUpsample:!0}},high:{froxelPixelSize:8,depthSlices:64,integrationSubsteps:1,shadowFilterTaps:1,temporalJitter:!0,temporal:{historyWeight:.94,depthRejection:.04,neighborhoodClamp:!0},blur:{scale:.5,radius:3,depthSigma:.05,spatialSigma:2,depthAwareUpsample:!0}}},d=20,h=16,p=(new i).set(1,0,0,0,0,1,0,0,0,0,.5,.5,0,0,0,1),f=new l,m=new l,g=new l,v={label:"VolumetricFogFroxelPass"};function x(e,t,r,i,n,a){e[t]=r,e[t+1]=i,e[t+2]=n,e[t+3]=a}var w=class{constructor(e=new s,t={}){this.scene=e,this.options=b(t),this.integratedVolume=`${this.options.targetPrefix}Integrated`,this.columnDepthBounds=`${this.options.targetPrefix}DepthBounds`,this.scatteringHistoryA=`${this.options.targetPrefix}ScatteringHistoryA`,this.scatteringHistoryB=`${this.options.targetPrefix}ScatteringHistoryB`,this.activeHistoryRead=this.scatteringHistoryB,this.activeHistoryWrite=this.scatteringHistoryA,this.volumeData=new Float32Array(this.options.maxVolumes*d);const r=this.options.maxDirectionalLights+this.options.maxPointLights+this.options.maxSpotLights;this.lightData=new Float32Array(r*h),this.selectedPointIndices=new Int32Array(this.options.maxPointLights),this.selectedPointScores=new Float32Array(this.options.maxPointLights),this.selectedSpotIndices=new Int32Array(this.options.maxSpotLights),this.selectedSpotScores=new Float32Array(this.options.maxSpotLights)}scene;integratedVolume;columnDepthBounds;scatteringHistoryA;scatteringHistoryB;options;resources=new WeakMap;uniformStorage=new ArrayBuffer(256);uniforms=new Float32Array(this.uniformStorage);uniformIntegers=new Uint32Array(this.uniformStorage);volumeData;lightData;selectedPointIndices;selectedPointScores;selectedSpotIndices;selectedSpotScores;collectedVolumes=[];collectedDirectionals=[];collectedPoints=[];collectedSpots=[];volumeCount=0;directionalCount=0;pointCount=0;spotCount=0;collectionCamera=null;collectVolumeObject=e=>{const t=e;t.isFogVolumeObject&&t.volume&&!this.collectedVolumes.includes(t.volume)&&this.collectedVolumes.push(t.volume)};collectLightObject=e=>{const t=this.collectionCamera;e instanceof r&&e.layers.test(t.layers)&&!this.collectedDirectionals.includes(e)?this.collectedDirectionals.push(e):e instanceof a&&e.layers.test(t.layers)?this.collectedPoints.push(e):e instanceof o&&e.layers.test(t.layers)&&this.collectedSpots.push(e)};executeFroxelPass=e=>{this.executeFroxels(e)};projectionInverse=new i;viewProjectionInverse=new i;previousTemporalViewProjection=new i;previousFroxelViewProjection=new i;previousFroxelCameraPosition=new l;previousFroxelNear=.1;previousFroxelFar=1;previousFroxelWidth=0;previousFroxelHeight=0;froxelHistoryValid=!1;froxelHistoryWriteIndex=0;activeHistoryRead;activeHistoryWrite;explicitVolumes=[];volumeObjects;extractedLights;cascadeDirectionalLights=[];compositePass=null;blurPassCache=new Map;temporalPassCache=new Map;temporalWriteIndex=0;temporalHistoryValid=!1;activeLastFrame=!1;frameIndex=0;setScene(e){this.scene=e}get enabled(){return this.options.enabled}setOptions(e){const t=b({...this.options,...e,ambientColor:e.ambientColor??this.options.ambientColor,blur:void 0===e.blur?this.options.blur:e.blur,temporal:void 0===e.temporal?this.options.temporal:e.temporal,targetPrefix:this.options.targetPrefix,maxVolumes:this.options.maxVolumes,maxDirectionalLights:this.options.maxDirectionalLights,maxPointLights:this.options.maxPointLights,maxSpotLights:this.options.maxSpotLights});Object.assign(this.options,t),this.compositePass=null,this.blurPassCache.clear(),this.temporalPassCache.clear(),this.reset()}applyPreset(e){this.setOptions(u[e])}reset(){this.frameIndex=0,this.temporalWriteIndex=0,this.temporalHistoryValid=!1,this.froxelHistoryValid=!1,this.froxelHistoryWriteIndex=0,this.previousFroxelWidth=0,this.previousFroxelHeight=0,this.activeLastFrame=!1,this.previousTemporalViewProjection.identity()}setCascadedDirectionalLights(e){this.cascadeDirectionalLights=e}addPasses(e,t){if(this.explicitVolumes=t.volumes??[],this.volumeObjects=t.volumeObjects,this.extractedLights=t.lights,!this.options.enabled||0===this.explicitVolumes.length&&0===this.volumeObjects?.length)return this.activeLastFrame&&this.reset(),t.sceneColor;this.activeLastFrame=!0,e.createTextureTarget(this.integratedVolume,{dimension:"3d",depthOrArrayLayers:this.options.depthSlices,scale:1/this.options.froxelPixelSize,format:"rgba16float",usage:GPUTextureUsage.TEXTURE_BINDING|GPUTextureUsage.STORAGE_BINDING}),e.createTextureTarget(this.columnDepthBounds,{scale:1/this.options.froxelPixelSize,format:"rg32float",usage:GPUTextureUsage.TEXTURE_BINDING|GPUTextureUsage.STORAGE_BINDING});for(const t of[this.scatteringHistoryA,this.scatteringHistoryB])e.createTextureTarget(t,{dimension:"3d",depthOrArrayLayers:this.options.depthSlices,scale:1/this.options.froxelPixelSize,format:"rgba16float",usage:GPUTextureUsage.TEXTURE_BINDING|GPUTextureUsage.STORAGE_BINDING});this.activeHistoryRead=0===this.froxelHistoryWriteIndex?this.scatteringHistoryB:this.scatteringHistoryA,this.activeHistoryWrite=0===this.froxelHistoryWriteIndex?this.scatteringHistoryA:this.scatteringHistoryB,e.addPass({name:"VolumetricFogFroxelPass",inputs:{sceneDepth:t.depth,scatteringHistory:this.activeHistoryRead},outputs:[this.integratedVolume,this.columnDepthBounds,this.activeHistoryWrite],execute:this.executeFroxelPass}),this.froxelHistoryWriteIndex=1-this.froxelHistoryWriteIndex;const r=e.createColorTarget(`${this.options.targetPrefix}Composite`,{format:"rgba16float"});return!1!==this.options.blur?this.addBlurredComposite(e,t,r):(this.compositePass&&this.compositePass.matches(t.sceneColor,t.depth,r)||(this.compositePass=new y(t.sceneColor,t.depth,this.integratedVolume,this.columnDepthBounds,r,this.options.maxDistance,this.options.fogDitherStrength)),this.compositePass.setFrameIndex(this.frameIndex),e.addFullscreenPass(this.compositePass),r)}addBlurredComposite(e,t,r){const i=this.options.blur;if(!1===i)return r;const n=e.createColorTarget(`${this.options.targetPrefix}Resolved`,{format:"rgba16float",scale:i.scale}),a=e.createColorTarget(`${this.options.targetPrefix}BlurTemporary`,{format:"rgba16float",scale:i.scale}),s=e.createColorTarget(`${this.options.targetPrefix}Blurred`,{format:"rgba16float",scale:i.scale}),o=`resolve:${t.depth}:${n}`;let l=this.blurPassCache.get(o);l||(l=new S(t.depth,this.integratedVolume,this.columnDepthBounds,n,this.options.maxDistance,this.options.fogDitherStrength),this.blurPassCache.set(o,l)),l.setFrameIndex(this.frameIndex),e.addFullscreenPass(l);const c=n;for(const[r,n,o]of[[c,a,[1,0]],[a,s,[0,1]]]){const a=`blur:${r}:${n}:${o[0]}:${i.radius}:${i.depthSigma}:${i.spatialSigma}`;let s=this.blurPassCache.get(a);s||(s=new P(r,t.depth,n,o,i),this.blurPassCache.set(a,s)),e.addFullscreenPass(s)}const u=`blurComposite:${t.sceneColor}:${t.depth}:${s}:${r}:${i.depthAwareUpsample}`;let d=this.blurPassCache.get(u);return d||(d=new M(t.sceneColor,t.depth,s,this.integratedVolume,this.columnDepthBounds,r,i.depthAwareUpsample),this.blurPassCache.set(u,d)),e.addFullscreenPass(d),r}addTemporalPass(e,t,r,i){const n=this.options.temporal;if(!1===n)return r;const a=e.createColorTarget(`${this.options.targetPrefix}TemporalA`,{format:"rgba16float",scale:i}),s=e.createColorTarget(`${this.options.targetPrefix}TemporalB`,{format:"rgba16float",scale:i}),o=e.createColorTarget(`${this.options.targetPrefix}TemporalDepthA`,{format:"r16float",scale:i}),l=e.createColorTarget(`${this.options.targetPrefix}TemporalDepthB`,{format:"r16float",scale:i}),c=0===this.temporalWriteIndex?s:a,u=0===this.temporalWriteIndex?a:s,d=0===this.temporalWriteIndex?l:o,h=0===this.temporalWriteIndex?o:l,p=[r,t.depth,t.velocity??"camera",c,d,u,h].join(":");let f=this.temporalPassCache.get(p);return f||(f=new C(r,t.depth,t.velocity,c,d,u,h,n,this),this.temporalPassCache.set(p,f)),e.addFullscreenPass(f),this.temporalWriteIndex=1-this.temporalWriteIndex,u}consumeTemporalHistoryValid(){const e=this.temporalHistoryValid;return this.temporalHistoryValid=!0,e}updateTemporalUniforms(e,t,r,i,n){t.copy(p).multiply(n.camera.projectionMatrix).multiply(n.camera.matrixWorldInverse),r.copy(t).invert();const a=this.consumeTemporalHistoryValid();e.set(r.elements,0),e.set((a?this.previousTemporalViewProjection:t).elements,16),x(e,32,i.historyWeight,i.depthRejection,i.neighborhoodClamp?1:0,a?1:0),this.previousTemporalViewProjection.copy(t)}dispose(){this.compositePass=null,this.blurPassCache.clear(),this.temporalPassCache.clear()}executeFroxels(e){const t=this.getResources(e.device);this.collectSceneData(e.camera);const r=Math.max(.01,e.camera.near),i=Math.min(e.camera.far,this.options.maxDistance);e.camera.getWorldPosition(m);let n=r+.01;for(let e=0;e<this.volumeCount;e++){const t=e*d,r=this.volumeData[t]-m.x,i=this.volumeData[t+1]-m.y,a=this.volumeData[t+2]-m.z;n=Math.max(n,Math.sqrt(r*r+i*i+a*a)+this.volumeData[t+3])}const a=Math.max(r+.01,Math.min(i,n));let s=a;for(let e=0;e<this.volumeCount;e++)s=Math.min(s,Math.max(this.volumeData[e*d+10],r));s=Math.min(s,a);const o=Math.max(1,Math.floor(e.width/this.options.froxelPixelSize)),l=Math.max(1,Math.floor(e.height/this.options.froxelPixelSize));o===this.previousFroxelWidth&&l===this.previousFroxelHeight||(this.froxelHistoryValid=!1),this.projectionInverse.copy(p).multiply(e.camera.projectionMatrix).multiply(e.camera.matrixWorldInverse),this.viewProjectionInverse.copy(this.projectionInverse).invert(),this.uniforms.set(this.viewProjectionInverse.elements,0),this.uniforms[16]=e.camera.position.x,this.uniforms[17]=e.camera.position.y,this.uniforms[18]=e.camera.position.z,this.uniforms[19]=r,x(this.uniforms,20,o,l,this.options.depthSlices,a),this.uniformIntegers[24]=this.volumeCount,this.uniformIntegers[25]=this.directionalCount,this.uniformIntegers[26]=this.pointCount,this.uniformIntegers[27]=this.spotCount,x(this.uniforms,28,this.options.ambientColor.r,this.options.ambientColor.g,this.options.ambientColor.b,this.options.temporalJitter?this.frameIndex++%1024+1:0),e.camera.getWorldDirection(m),x(this.uniforms,32,m.x,m.y,m.z,Math.max(e.camera.far-r,1e-4)),x(this.uniforms,36,this.options.scatteringIntensity,this.options.spatialJitter?1:0,0,0),this.uniforms.set((this.froxelHistoryValid?this.previousFroxelViewProjection:this.projectionInverse).elements,40),x(this.uniforms,56,this.previousFroxelCameraPosition.x,this.previousFroxelCameraPosition.y,this.previousFroxelCameraPosition.z,this.froxelHistoryValid&&!1!==this.options.temporal?1:0),x(this.uniforms,60,this.previousFroxelNear,this.previousFroxelFar,!1===this.options.temporal?0:this.options.temporal.historyWeight,0),e.device.queue.writeBuffer(t.uniformBuffer,0,this.uniforms),this.volumeCount>0&&e.device.queue.writeBuffer(t.volumeBuffer,0,this.volumeData.buffer,this.volumeData.byteOffset,this.volumeCount*d*4);const c=this.directionalCount+this.pointCount+this.spotCount;c>0&&e.device.queue.writeBuffer(t.lightBuffer,0,this.lightData.buffer,this.lightData.byteOffset,c*h*4);const u=e.getSceneLightingResources(),f=e.getTextureView(this.integratedVolume),g=e.getTextureView(this.columnDepthBounds),w=e.getTextureView(this.activeHistoryRead),b=e.getTextureView(this.activeHistoryWrite),y=e.depthView,S=t.bindGroupResources;t.bindGroup&&S&&S.integratedVolumeView===f&&S.historyReadView===w&&S.historyWriteView===b&&S.lightBuffer===u.lightBuffer&&S.comparisonSampler===e.comparisonSampler&&S.directionalShadowView===u.directionalShadowView&&S.pointShadowView===u.pointShadowView&&S.spotShadowView===u.spotShadowView&&S.spotLightMapView===u.spotLightMapView&&S.depthView===y&&S.columnDepthBoundsView===g||(t.bindGroup=e.device.createBindGroup({label:"volumetric-fog-bind-group",layout:t.layout,entries:[{binding:0,resource:{buffer:t.uniformBuffer}},{binding:1,resource:{buffer:t.volumeBuffer}},{binding:2,resource:{buffer:t.lightBuffer}},{binding:3,resource:f},{binding:4,resource:{buffer:u.lightBuffer}},{binding:5,resource:e.comparisonSampler},{binding:6,resource:u.directionalShadowView},{binding:7,resource:u.pointShadowView},{binding:8,resource:u.spotShadowView},{binding:9,resource:y},{binding:10,resource:g},{binding:11,resource:e.linearClampSampler},{binding:12,resource:w},{binding:13,resource:b},{binding:14,resource:u.spotLightMapView}]}),t.bindGroupResources={integratedVolumeView:f,historyReadView:w,historyWriteView:b,lightBuffer:u.lightBuffer,comparisonSampler:e.comparisonSampler,directionalShadowView:u.directionalShadowView,pointShadowView:u.pointShadowView,spotShadowView:u.spotShadowView,spotLightMapView:u.spotLightMapView,depthView:y,columnDepthBoundsView:g});const C=e.encoder.beginComputePass(v);C.setPipeline(t.pipeline),C.setBindGroup(0,t.bindGroup),C.dispatchWorkgroups(Math.ceil(o/8),Math.ceil(l/8)),C.end(),this.previousFroxelViewProjection.copy(this.projectionInverse),this.previousFroxelCameraPosition.set(this.uniforms[16],this.uniforms[17],this.uniforms[18]),this.previousFroxelNear=s,this.previousFroxelFar=a,this.previousFroxelWidth=o,this.previousFroxelHeight=l,this.froxelHistoryValid=!0}collectSceneData(e){const t=this.collectedVolumes,r=this.collectedDirectionals,i=this.collectedPoints,n=this.collectedSpots;t.length=0,r.length=0,i.length=0,n.length=0;for(const e of this.explicitVolumes)t.push(e);for(const t of this.cascadeDirectionalLights)t.visible&&t.layers.test(e.layers)&&!r.includes(t)&&r.push(t);if(void 0===this.volumeObjects)this.scene.traverseVisible(this.collectVolumeObject);else for(const e of this.volumeObjects)this.collectVolumeObject(e);void 0===this.extractedLights&&(this.collectionCamera=e,this.scene.traverseVisible(this.collectLightObject),this.collectionCamera=null);const a=Math.min(t.length,this.options.maxVolumes);this.volumeData.fill(0,0,a*d);for(let e=0;e<a;e++)this.writeVolume(e,t[e]);const s=Math.min(this.extractedLights?.directionals.length??r.length,this.options.maxDirectionalLights),o=this.extractedLights?.points,l=this.extractedLights?.spots,c=this.selectClosestLights(o??i,e,this.selectedPointIndices,this.selectedPointScores),u=this.selectClosestLights(l??n,e,this.selectedSpotIndices,this.selectedSpotScores);this.lightData.fill(0,0,(s+c+u)*h);let p=0;for(let e=0;e<s;e++){const t=this.extractedLights?.directionals[e];t?this.writeExtractedDirectional(p++,t):this.writeDirectional(p++,r[e])}for(let e=0;e<c;e++){const t=this.selectedPointIndices[e];o?this.writeExtractedPoint(p++,o[t],t):this.writePoint(p++,i[t])}for(let e=0;e<u;e++){const t=this.selectedSpotIndices[e];l?this.writeExtractedSpot(p++,l[t],t):this.writeSpot(p++,n[t])}this.volumeCount=a,this.directionalCount=s,this.pointCount=c,this.spotCount=u}selectClosestLights(e,t,r,i){const a=r.length;if(0===a)return 0;t.getWorldPosition(m);let s=0;for(let t=0;t<e.length;t+=1){const o=e[t],l=Number(o instanceof n?o.userData?.volumetricIntensity??0:o.volumetricIntensity);if(!Number.isFinite(l)||l<=0)continue;const c=o instanceof n?o.getWorldPosition(f):o.position,u=m.distanceToSquared(c);if(s===a&&u>=i[a-1])continue;let d=Math.min(s,a-1);for(;d>0&&u<i[d-1];)d<a&&(i[d]=i[d-1],r[d]=r[d-1]),d-=1;i[d]=u,r[d]=t,s<a&&(s+=1)}return s}writeVolume(e,t){const r=e*d;t.object.getWorldPosition(f),t.object.getWorldScale(g),x(this.volumeData,r,f.x,f.y,f.z,5*Math.max(g.x,g.y,g.z)),x(this.volumeData,r+4,t.albedo.r,t.albedo.g,t.albedo.b,Math.max(0,t.baseDensity)),x(this.volumeData,r+8,t.heightFalloff,t.heightOffset,t.startDistance??3,-Math.max(-.99,Math.min(.99,t.scatteringDistribution))),x(this.volumeData,r+12,t.emissive.r,t.emissive.g,t.emissive.b,t.ambientIntensity??1),this.volumeData[r+16]="lightShaft"===t.scatteringMode?1:0}writeDirectional(e,t){const r=e*h;t.getWorldPosition(f),t.target.getWorldPosition(m),m.sub(f).normalize(),x(this.lightData,r,m.x,m.y,m.z,0);const i=t.intensity*(t.userData?.volumetricIntensity??1);x(this.lightData,r+4,t.color.r*i,t.color.g*i,t.color.b*i,0)}writeExtractedDirectional(e,t){const r=e*h;x(this.lightData,r,t.direction.x,t.direction.y,t.direction.z,0);const i=t.intensity*t.volumetricIntensity;x(this.lightData,r+4,t.color.x*i,t.color.y*i,t.color.z*i,0)}writePoint(e,t,r=e){const i=e*h;t.getWorldPosition(f),x(this.lightData,i,f.x,f.y,f.z,Math.max(.001,t.distance||this.options.maxDistance));const n=t.intensity*(t.userData?.volumetricIntensity??1);x(this.lightData,i+4,t.color.r*n,t.color.g*n,t.color.b*n,Math.max(0,t.decay)),this.lightData[i+13]=r}writeExtractedPoint(e,t,r){const i=e*h;x(this.lightData,i,t.position.x,t.position.y,t.position.z,Math.max(.001,t.range||this.options.maxDistance));const n=t.intensity*t.volumetricIntensity;x(this.lightData,i+4,t.color.x*n,t.color.y*n,t.color.z*n,Math.max(0,t.decay)),this.lightData[i+13]=r,this.lightData[i+14]=1}writeSpot(e,t,r=e){const i=e*h;t.getWorldPosition(f),t.target.getWorldPosition(m),m.sub(f).normalize(),x(this.lightData,i,f.x,f.y,f.z,Math.max(.001,t.distance||this.options.maxDistance));const n=t.intensity*(t.userData?.volumetricIntensity??1);x(this.lightData,i+4,t.color.r*n,t.color.g*n,t.color.b*n,Math.max(0,t.decay)),x(this.lightData,i+8,m.x,m.y,m.z,Math.cos(t.angle)),this.lightData[i+12]=Math.cos(t.angle*(1-t.penumbra)),this.lightData[i+13]=r}writeExtractedSpot(e,t,r){const i=e*h;x(this.lightData,i,t.position.x,t.position.y,t.position.z,Math.max(.001,t.range||this.options.maxDistance));const n=t.intensity*t.volumetricIntensity;x(this.lightData,i+4,t.color.x*n,t.color.y*n,t.color.z*n,Math.max(0,t.decay)),x(this.lightData,i+8,t.direction.x,t.direction.y,t.direction.z,Math.cos(t.angle)),this.lightData[i+12]=Math.cos(t.angle*(1-t.penumbra)),this.lightData[i+13]=r,this.lightData[i+14]=1}getResources(e){let t=this.resources.get(e);t||(t=new Map,this.resources.set(e,t));const r=[this.options.shadowFilterTaps,this.options.integrationSubsteps,this.options.maxVolumes,this.options.maxDirectionalLights,this.options.maxPointLights,this.options.maxSpotLights].join(":"),i=t.get(r);if(i)return i;const n=e.createBuffer({size:256,usage:GPUBufferUsage.UNIFORM|GPUBufferUsage.COPY_DST}),a=e.createBuffer({size:this.volumeData.byteLength,usage:GPUBufferUsage.STORAGE|GPUBufferUsage.COPY_DST}),s=e.createBuffer({size:this.lightData.byteLength,usage:GPUBufferUsage.STORAGE|GPUBufferUsage.COPY_DST}),o=e.createBindGroupLayout({entries:[{binding:0,visibility:GPUShaderStage.COMPUTE,buffer:{type:"uniform"}},{binding:1,visibility:GPUShaderStage.COMPUTE,buffer:{type:"read-only-storage"}},{binding:2,visibility:GPUShaderStage.COMPUTE,buffer:{type:"read-only-storage"}},{binding:3,visibility:GPUShaderStage.COMPUTE,storageTexture:{access:"write-only",format:"rgba16float",viewDimension:"3d"}},{binding:4,visibility:GPUShaderStage.COMPUTE,buffer:{type:"uniform"}},{binding:5,visibility:GPUShaderStage.COMPUTE,sampler:{type:"comparison"}},{binding:6,visibility:GPUShaderStage.COMPUTE,texture:{sampleType:"depth",viewDimension:"2d-array"}},{binding:7,visibility:GPUShaderStage.COMPUTE,texture:{sampleType:"float",viewDimension:"2d-array"}},{binding:8,visibility:GPUShaderStage.COMPUTE,texture:{sampleType:"depth",viewDimension:"2d-array"}},{binding:9,visibility:GPUShaderStage.COMPUTE,texture:{sampleType:"depth",viewDimension:"2d"}},{binding:10,visibility:GPUShaderStage.COMPUTE,storageTexture:{access:"write-only",format:"rg32float",viewDimension:"2d"}},{binding:11,visibility:GPUShaderStage.COMPUTE,sampler:{type:"filtering"}},{binding:12,visibility:GPUShaderStage.COMPUTE,texture:{sampleType:"float",viewDimension:"3d"}},{binding:13,visibility:GPUShaderStage.COMPUTE,storageTexture:{access:"write-only",format:"rgba16float",viewDimension:"3d"}},{binding:14,visibility:GPUShaderStage.COMPUTE,texture:{sampleType:"float",viewDimension:"2d"}}]}),l=e.createShaderModule({label:"volumetric-fog-compute",code:T.replace("__SHADOW_TAPS__",String(this.options.shadowFilterTaps)).replace("__INTEGRATION_SUBSTEPS__",String(this.options.integrationSubsteps))}),c={uniformBuffer:n,volumeBuffer:a,lightBuffer:s,layout:o,pipeline:e.createComputePipeline({layout:e.createPipelineLayout({bindGroupLayouts:[o]}),compute:{module:l,entryPoint:"main"}})};return t.set(r,c),c}};function b(e){return{enabled:e.enabled??!0,froxelPixelSize:Math.max(2,Math.floor(e.froxelPixelSize??8)),depthSlices:Math.max(8,Math.floor(e.depthSlices??64)),integrationSubsteps:e.integrationSubsteps??1,maxDistance:Math.max(1,e.maxDistance??256),targetPrefix:e.targetPrefix??"volumetricFog",maxVolumes:Math.max(1,Math.floor(e.maxVolumes??32)),maxDirectionalLights:Math.min(4,Math.max(1,Math.floor(e.maxDirectionalLights??4))),maxPointLights:Math.min(4,Math.max(0,Math.floor(e.maxPointLights??4))),maxSpotLights:Math.min(4,Math.max(0,Math.floor(e.maxSpotLights??4))),ambientColor:e.ambientColor?.clone()??new t(.03,.035,.045),shadowFilterTaps:e.shadowFilterTaps??1,temporalJitter:e.temporalJitter??!0,temporal:!1!==e.temporal&&{historyWeight:Math.min(.98,Math.max(0,e.temporal?.historyWeight??.92)),depthRejection:Math.max(1e-4,e.temporal?.depthRejection??.04),neighborhoodClamp:e.temporal?.neighborhoodClamp??!0},spatialJitter:e.spatialJitter??!0,fogDitherStrength:Math.max(0,e.fogDitherStrength??.75),scatteringIntensity:Math.max(0,e.scatteringIntensity??1),blur:!1!==e.blur&&{scale:Math.max(.125,Math.min(1,e.blur?.scale??.5)),radius:Math.max(1,Math.min(12,Math.floor(e.blur?.radius??3))),depthSigma:Math.max(1e-4,e.blur?.depthSigma??.05),spatialSigma:Math.max(.1,e.blur?.spatialSigma??2),depthAwareUpsample:e.blur?.depthAwareUpsample??!0}}}var y=class{constructor(e,t,r,i,n,a,s){this.maxDistance=a,this.ditherStrength=s,this.inputs={sceneColor:e,sceneDepth:t,fogVolume:r,fogBounds:i},this.outputs=n}maxDistance;ditherStrength;name="VolumetricFogCompositePass";sampler="linear";uniformBufferSize=80;inputs;inputDimensions={fogVolume:"3d"};outputs;fragmentShader=I;data=new Float32Array(20);inverseProjection=new i;frameIndex=0;setFrameIndex(e){this.frameIndex=e}matches(e,t,r){return this.inputs.sceneColor===e&&this.inputs.sceneDepth===t&&this.outputs===r}updateUniforms=e=>(this.inverseProjection.copy(p).multiply(e.camera.projectionMatrix).invert(),this.data.set(this.inverseProjection.elements,0),x(this.data,16,Math.max(.01,e.camera.near),Math.min(e.camera.far,this.maxDistance),this.frameIndex>0?this.frameIndex%1024:-1,this.ditherStrength),this.data)},S=class{constructor(e,t,r,i,n,a){this.maxDistance=n,this.ditherStrength=a,this.inputs={sceneDepth:e,fogVolume:t,fogBounds:r},this.outputs=i}maxDistance;ditherStrength;name="VolumetricFogResolvePass";sampler="linear";uniformBufferSize=80;inputDimensions={fogVolume:"3d"};inputs;outputs;fragmentShader=R;data=new Float32Array(20);inverseProjection=new i;frameIndex=0;setFrameIndex(e){this.frameIndex=e}updateUniforms=e=>(this.inverseProjection.copy(p).multiply(e.camera.projectionMatrix).invert(),this.data.set(this.inverseProjection.elements,0),x(this.data,16,Math.max(.01,e.camera.near),Math.min(e.camera.far,this.maxDistance),this.frameIndex>0?this.frameIndex%1024:-1,this.ditherStrength),this.data)},C=class{constructor(e,t,r,i,n,a,s,o,l){var c;this.temporal=o,this.state=l,this.inputs=null==r?{currentFog:e,sceneDepth:t,historyFog:i,historyDepth:n}:{currentFog:e,sceneDepth:t,historyFog:i,historyDepth:n,velocity:r},this.outputs=[a,s],this.fragmentShader=`\nstruct FogTemporalOutput{\n @location(0) fog:vec4<f32>,\n @location(1) depth:vec4<f32>,\n};\nfn currentViewProjectionInverse()->mat4x4<f32>{\n return mat4x4<f32>(fullscreenUniforms[0],fullscreenUniforms[1],fullscreenUniforms[2],fullscreenUniforms[3]);\n}\nfn previousViewProjection()->mat4x4<f32>{\n return mat4x4<f32>(fullscreenUniforms[4],fullscreenUniforms[5],fullscreenUniforms[6],fullscreenUniforms[7]);\n}\nfn loadCurrentFog(pixel:vec2<i32>,size:vec2<i32>)->vec4<f32>{\n return textureLoad(currentFogTexture,clamp(pixel,vec2<i32>(0),size-vec2<i32>(1)),0);\n}\nfn loadHistoryFog(pixel:vec2<i32>,size:vec2<i32>)->vec4<f32>{\n return textureLoad(historyFogTexture,clamp(pixel,vec2<i32>(0),size-vec2<i32>(1)),0);\n}\nfn sampleHistoryBilinear(uv:vec2<f32>)->vec4<f32>{\n let size=vec2<i32>(textureDimensions(historyFogTexture));\n let position=uv*vec2<f32>(size)-0.5;\n let base=vec2<i32>(floor(position));\n let f=fract(position);\n let a=mix(loadHistoryFog(base,size),loadHistoryFog(base+vec2<i32>(1,0),size),f.x);\n let b=mix(loadHistoryFog(base+vec2<i32>(0,1),size),loadHistoryFog(base+vec2<i32>(1,1),size),f.x);\n return mix(a,b,f.y);\n}\nfn loadSceneDepth(uv:vec2<f32>)->f32{\n let size=vec2<i32>(textureDimensions(sceneDepthTexture));\n let pixel=clamp(vec2<i32>(uv*vec2<f32>(size)),vec2<i32>(0),size-vec2<i32>(1));\n return textureLoad(sceneDepthTexture,pixel,0);\n}\nfn loadHistoryDepth(uv:vec2<f32>)->f32{\n let size=vec2<i32>(textureDimensions(historyDepthTexture));\n let pixel=clamp(vec2<i32>(uv*vec2<f32>(size)),vec2<i32>(0),size-vec2<i32>(1));\n return textureLoad(historyDepthTexture,pixel,0).r;\n}\n${(c=null!=r)?"\nfn loadVelocity(uv:vec2<f32>)->vec2<f32>{\n let size=vec2<i32>(textureDimensions(velocityTexture));\n let pixel=clamp(vec2<i32>(uv*vec2<f32>(size)),vec2<i32>(0),size-vec2<i32>(1));\n return textureLoad(velocityTexture,pixel,0).xy;\n}\n":""}\n@fragment fn fsMain(input:FullscreenVertexOutput)->FogTemporalOutput{\n let size=vec2<i32>(textureDimensions(currentFogTexture));\n let pixel=clamp(vec2<i32>(input.position.xy),vec2<i32>(0),size-vec2<i32>(1));\n let uv=(vec2<f32>(pixel)+0.5)/vec2<f32>(size);\n let current=textureLoad(currentFogTexture,pixel,0);\n var neighborhoodMin=current;\n var neighborhoodMax=current;\n for(var y=-1;y<=1;y+=1){\n for(var x=-1;x<=1;x+=1){\n let value=loadCurrentFog(pixel+vec2<i32>(x,y),size);\n neighborhoodMin=min(neighborhoodMin,value);\n neighborhoodMax=max(neighborhoodMax,value);\n }\n }\n let rawDepth=loadSceneDepth(uv);\n let clip=vec4<f32>(uv.x*2.0-1.0,1.0-uv.y*2.0,rawDepth,1.0);\n let worldH=currentViewProjectionInverse()*clip;\n let world=worldH/worldH.w;\n let previousClip=previousViewProjection()*world;\n let previousNdc=previousClip.xy/previousClip.w;\n let cameraHistoryUv=vec2<f32>(previousNdc.x*0.5+0.5,0.5-previousNdc.y*0.5);\n${c?"\n let velocity=loadVelocity(uv);\n let finiteVelocity=all(velocity==velocity)&&all(abs(velocity)<vec2<f32>(2.0));\n let hasUsefulVelocity=finiteVelocity&&dot(velocity,velocity)>1e-12;\n let historyUv=select(cameraHistoryUv,uv-velocity,hasUsefulVelocity);\n":"\n let historyUv=cameraHistoryUv;\n"}\n let validUv=all(historyUv>=vec2<f32>(0.0))&&all(historyUv<=vec2<f32>(1.0));\n let historyValid=fullscreenUniforms[8].w>0.5&&validUv;\n let history=sampleHistoryBilinear(clamp(historyUv,vec2<f32>(0.0),vec2<f32>(1.0)));\n let previousDistance=loadHistoryDepth(clamp(historyUv,vec2<f32>(0.0),vec2<f32>(1.0)));\n let currentDistance=length(world.xyz-fullscreenUniforms[9].xyz);\n let relativeDepthDelta=abs(log(max(previousDistance,0.001)/max(currentDistance,0.001)));\n let rejection=max(fullscreenUniforms[8].y,0.0001);\n let depthWeight=exp(-relativeDepthDelta*relativeDepthDelta/(rejection*rejection));\n let clampedHistory=select(history,clamp(history,neighborhoodMin,neighborhoodMax),fullscreenUniforms[8].z>0.5);\n let historyWeight=select(0.0,fullscreenUniforms[8].x*depthWeight,historyValid);\n var output:FogTemporalOutput;\n output.fog=mix(current,clampedHistory,clamp(historyWeight,0.0,0.98));\n output.depth=vec4<f32>(min(currentDistance,65504.0),0.0,0.0,1.0);\n return output;\n}`}temporal;state;name="VolumetricFogTemporalPass";sampler="nearest";uniformBufferSize=160;inputs;outputs;fragmentShader;uniforms=new Float32Array(this.uniformBufferSize/4);currentViewProjection=new i;currentViewProjectionInverse=new i;updateUniforms=e=>(this.state.updateTemporalUniforms(this.uniforms,this.currentViewProjection,this.currentViewProjectionInverse,this.temporal,e),x(this.uniforms,36,e.camera.position.x,e.camera.position.y,e.camera.position.z,e.camera.far),this.uniforms)},P=class{name;sampler="linear";uniformBufferSize=80;inputs;outputs;fragmentShader;data=new Float32Array(20);inverseProjection=new i;constructor(e,t,r,i,n){this.name=i[0]?"VolumetricFogBlurHorizontalPass":"VolumetricFogBlurVerticalPass",this.inputs={fogInput:e,sceneDepth:t},this.outputs=r,this.data.set([i[0],i[1],n.depthSigma,n.spatialSigma],16),this.fragmentShader=`\nconst BLUR_RADIUS:i32=${n.radius};\nfn inverseProjection() -> mat4x4<f32> { return mat4x4<f32>(fullscreenUniforms[0],fullscreenUniforms[1],fullscreenUniforms[2],fullscreenUniforms[3]); }\nfn viewDistance(uv:vec2<f32>)->f32 { let size=vec2<i32>(textureDimensions(sceneDepthTexture));let pixel=clamp(vec2<i32>(uv*vec2<f32>(size)),vec2<i32>(0),size-vec2<i32>(1));let depth=textureLoad(sceneDepthTexture,pixel,0);let clip=vec4<f32>(uv.x*2.0-1.0,1.0-uv.y*2.0,depth,1.0);let view=inverseProjection()*clip;return length(view.xyz/view.w); }\n@fragment fn fsMain(input:FullscreenVertexOutput)->@location(0) vec4<f32>{\n let size=vec2<f32>(textureDimensions(fogInputTexture));let texel=1.0/size;let direction=fullscreenUniforms[4].xy;let depthSigma=fullscreenUniforms[4].z;let spatialSigma=fullscreenUniforms[4].w;\n let centerDepth=viewDistance(input.uv);var sum=vec4<f32>(0.0);var weightSum=0.0;\n for(var i=-BLUR_RADIUS;i<=BLUR_RADIUS;i+=1){let uv=clamp(input.uv+direction*f32(i)*texel,vec2<f32>(0.0),vec2<f32>(1.0));let sampleDepth=viewDistance(uv);let fi=f32(i);let spatial=exp(-0.5*fi*fi/(spatialSigma*spatialSigma));let delta=log(max(sampleDepth,0.0001)/max(centerDepth,0.0001));let depthWeight=exp(-0.5*delta*delta/(depthSigma*depthSigma));let weight=spatial*depthWeight;sum+=textureSampleLevel(fogInputTexture,fullscreenSampler,uv,0.0)*weight;weightSum+=weight;}\n return sum/max(weightSum,0.0001);\n}`}updateUniforms=e=>(this.inverseProjection.copy(p).multiply(e.camera.projectionMatrix).invert(),this.data.set(this.inverseProjection.elements,0),this.data)},M=class{name="VolumetricFogBlurCompositePass";sampler="linear";uniformBufferSize=64;inputs;inputDimensions={};outputs;fragmentShader;data=new Float32Array(16);inverseProjection=new i;constructor(e,t,r,i,n,a,s){this.inputs=s?{sceneColor:e,sceneDepth:t,fogInput:r}:{sceneColor:e,fogInput:r},this.outputs=a,this.fragmentShader=s?G:V}updateUniforms=e=>(this.inverseProjection.copy(p).multiply(e.camera.projectionMatrix).invert(),this.data.set(this.inverseProjection.elements),this.data)},B="\nfn rendererSampleIntegratedFogRaw(uv: vec2<f32>, normalizedDepth: f32) -> vec4<f32> {\n let sliceCount = f32(textureDimensions(volumetricFogTexture).z);\n let slicePosition = clamp(normalizedDepth, 0.0, 1.0) * sliceCount;\n let textureZ = clamp((slicePosition - 0.5) / sliceCount, 0.0, 1.0);\n let integrated = textureSampleLevel(volumetricFogTexture, volumetricFogSampler, vec3<f32>(uv, textureZ), 0.0);\n // The volume stores slice endpoints but has no texel for the near-plane\n // identity value. Reconstruct that missing endpoint for the first slice.\n return mix(vec4<f32>(0.0, 0.0, 0.0, 1.0), integrated, min(slicePosition, 1.0));\n}\nfn rendererSampleIntegratedFog(uv: vec2<f32>, normalizedDepth: f32) -> vec4<f32> {\n return rendererSampleIntegratedFogRaw(uv, normalizedDepth);\n}\nfn rendererApplyVolumetricFog(color: vec4<f32>, worldPosition: vec3<f32>) -> vec4<f32> {\n let clip = rendererCamera.viewProj * vec4<f32>(worldPosition, 1.0);\n let uv = clip.xy / clip.w * vec2<f32>(0.5, -0.5) + vec2<f32>(0.5);\n let distance = length(worldPosition - rendererCamera.cameraPosition.xyz);\n let bounds = textureSampleLevel(volumetricFogBoundsTexture, volumetricFogBoundsSampler, uv, 0.0).rg;\n let z = clamp(log(max(distance, bounds.x) / bounds.x) / max(log(bounds.y / bounds.x), 0.0001), 0.0, 1.0);\n let fog = rendererSampleIntegratedFog(uv, z);\n return vec4<f32>(fog.rgb + color.rgb * fog.a, color.a);\n}";function D(e,t="volumetricFogIntegrated",r=(t.endsWith("Integrated")?`${t.slice(0,-10)}DepthBounds`:"volumetricFogDepthBounds")){return e.graphTextures.volumetricFog={resource:t,dimension:"3d",sampleType:"float",sampler:"filtering",requiresLatePass:!0},e.graphTextures.volumetricFogBounds={resource:r,dimension:"2d",sampleType:"float",sampler:"filtering",requiresLatePass:!0},e.needsUpdate=!0,e}var T="\nstruct FogUniforms { inverseViewProjection: mat4x4<f32>, cameraNear: vec4<f32>, dimensionsFar: vec4<f32>, counts: vec4<u32>, ambient: vec4<f32>, cameraForwardDepthRange: vec4<f32>, scattering: vec4<f32>, previousViewProjection: mat4x4<f32>, historyCameraValid: vec4<f32>, historyNearFarWeight: vec4<f32> };\nstruct FogVolume { centerRadius: vec4<f32>, albedoDensity: vec4<f32>, heightStartPhase: vec4<f32>, emissiveAmbient: vec4<f32>, mode: vec4<f32> };\nstruct FogLight { positionRange: vec4<f32>, colorDecay: vec4<f32>, directionCone: vec4<f32>, penumbra: vec4<f32> };\nstruct RendererLightUniforms {\n ambientColor: vec4<f32>, lightCounts: vec4<f32>,\n directionalDirections: array<vec4<f32>,4>, directionalColorIntensities: array<vec4<f32>,4>,\n directionalShadowParams: array<vec4<f32>,4>, directionalShadowParams2: array<vec4<f32>,4>, directionalShadowMatrices: array<mat4x4<f32>,4>,\n pointPositionRanges: array<vec4<f32>,64>, pointColorIntensities: array<vec4<f32>,64>, pointParams: array<vec4<f32>,64>, pointShadowParams: array<vec4<f32>,64>, pointShadowParams2: array<vec4<f32>,64>,\n spotPositionRanges: array<vec4<f32>,64>, spotDirectionCones: array<vec4<f32>,64>, spotColorIntensities: array<vec4<f32>,64>,\n spotShadowParams: array<vec4<f32>,64>, spotShadowParams2: array<vec4<f32>,64>, spotParams: array<vec4<f32>,64>, spotShadowMatrices: array<mat4x4<f32>,64>,\n csmCascadeRanges: array<vec4<f32>,4>, hemisphereSkyColorIntensity: vec4<f32>, hemisphereGroundColorIntensity: vec4<f32>, hemisphereDirection: vec4<f32>\n};\n@group(0) @binding(0) var<uniform> uniforms: FogUniforms;\n@group(0) @binding(1) var<storage, read> volumes: array<FogVolume>;\n@group(0) @binding(2) var<storage, read> lights: array<FogLight>;\n@group(0) @binding(3) var outputFog: texture_storage_3d<rgba16float, write>;\n@group(0) @binding(4) var<uniform> rendererLights: RendererLightUniforms;\n@group(0) @binding(5) var shadowSampler: sampler_comparison;\n@group(0) @binding(6) var directionalShadows: texture_depth_2d_array;\n@group(0) @binding(7) var pointShadows: texture_2d_array<f32>;\n@group(0) @binding(8) var spotShadows: texture_depth_2d_array;\n@group(0) @binding(9) var sceneDepth: texture_depth_2d;\n@group(0) @binding(10) var outputDepthBounds: texture_storage_2d<rg32float, write>;\n@group(0) @binding(11) var historySampler: sampler;\n@group(0) @binding(12) var scatteringHistory: texture_3d<f32>;\n@group(0) @binding(13) var outputScatteringHistory: texture_storage_3d<rgba16float, write>;\n@group(0) @binding(14) var spotLightMapAtlas: texture_2d<f32>;\nconst PI = 3.14159265359;\nconst SHADOW_TAPS = __SHADOW_TAPS__;\nconst INTEGRATION_SUBSTEPS = __INTEGRATION_SUBSTEPS__;\nfn phaseHG(cosTheta: f32, g: f32) -> f32 { let gg = g*g; return (1.0-gg)/(4.0*PI*pow(max(0.001,1.0+gg-2.0*g*cosTheta),1.5)); }\nfn attenuation(distance: f32, range: f32, decay: f32) -> f32 { let window = max(0.0, 1.0-pow(distance/range,4.0)); return window*window / max(1.0, pow(distance, decay)); }\nfn spotConeAttenuation(angleCos: f32, coneCos: f32, penumbraCos: f32) -> f32 {\n // Three.js spotlights default to a zero-width penumbra. smoothstep() is\n // undefined when both edges are equal, so use a hard cutoff in that case.\n let width = penumbraCos - coneCos;\n if (width <= 0.000001) { return select(0.0, 1.0, angleCos >= coneCos); }\n return smoothstep(coneCos, penumbraCos, angleCos);\n}\nfn hash12(p:vec2<f32>)->f32 { let p3=fract(vec3<f32>(p.xyx)*0.1031); let q=p3+dot(p3,p3.yzx+33.33); return fract((q.x+q.y)*q.z); }\nfn halton(index:u32,base:u32)->f32{var i=index;var fraction=1.0;var result=0.0;loop{if(i==0u){break;}fraction/=f32(base);result+=fraction*f32(i%base);i/=base;}return result;}\nfn rotatedOffset(tap:i32, angle:f32)->vec2<f32> {\n let disk=array<vec2<f32>,4>(vec2<f32>(-0.326,-0.406),vec2<f32>(-0.840,0.074),vec2<f32>(-0.696,0.457),vec2<f32>(0.203,0.621));\n let v=disk[tap]; let c=cos(angle); let s=sin(angle); return vec2<f32>(c*v.x-s*v.y,s*v.x+c*v.y);\n}\nfn projectedShadow(matrix: mat4x4<f32>, p: vec3<f32>, layer: i32, bias: f32, intensity: f32, textureKind: u32) -> f32 {\n let clip=matrix*vec4<f32>(p,1.0); if (clip.w<=0.0) { return 1.0; } let ndc=clip.xyz/clip.w;\n if (ndc.x < -1.0 || ndc.x > 1.0 || ndc.y < -1.0 || ndc.y > 1.0 || ndc.z < 0.0 || ndc.z > 1.0) { return 1.0; }\n let uv=ndc.xy*vec2<f32>(0.5,-0.5)+vec2<f32>(0.5); var visibility=0.0;\n // Avoid a world-space random pattern swimming through the camera-relative grid.\n let angle=select(0.0,hash12(p.xz+vec2<f32>(uniforms.ambient.w, f32(layer)))*6.2831853,uniforms.ambient.w>0.0);\n if (textureKind==0u) {\n let dims=vec2<f32>(textureDimensions(directionalShadows)); let radius=max(rendererLights.directionalShadowParams2[u32(layer)].x,0.0);let offset=radius/dims;let depth=ndc.z+bias;\n // Match the surface-lighting path: a weighted hardware-PCF center and\n // four cardinal taps. The former sparse rotated disk made partially\n // shadowed froxels jump between a few discrete visibility values.\n let center=textureSampleCompareLevel(directionalShadows,shadowSampler,uv,layer,depth);\n if(SHADOW_TAPS==1){\n visibility=center;\n }else{\n let left=textureSampleCompareLevel(directionalShadows,shadowSampler,clamp(uv-vec2<f32>(offset.x,0.0),vec2<f32>(0.0),vec2<f32>(1.0)),layer,depth);\n let right=textureSampleCompareLevel(directionalShadows,shadowSampler,clamp(uv+vec2<f32>(offset.x,0.0),vec2<f32>(0.0),vec2<f32>(1.0)),layer,depth);\n let up=textureSampleCompareLevel(directionalShadows,shadowSampler,clamp(uv-vec2<f32>(0.0,offset.y),vec2<f32>(0.0),vec2<f32>(1.0)),layer,depth);\n let down=textureSampleCompareLevel(directionalShadows,shadowSampler,clamp(uv+vec2<f32>(0.0,offset.y),vec2<f32>(0.0),vec2<f32>(1.0)),layer,depth);\n visibility=(center*4.0+left+right+up+down)*0.5;\n }\n } else {\n let dims=vec2<f32>(textureDimensions(spotShadows)); let radius=max(rendererLights.spotShadowParams2[u32(layer)].x,1.0);\n for(var tap=0;tap<SHADOW_TAPS;tap+=1){let suv=clamp(uv+rotatedOffset(tap,angle)*radius/dims,vec2<f32>(0.0),vec2<f32>(1.0));let pixel=vec2<i32>(clamp(suv*dims,vec2<f32>(0.0),dims-1.0));visibility+=select(0.0,1.0,ndc.z-bias<=textureLoad(spotShadows,pixel,layer,0));}\n }\n visibility/=f32(SHADOW_TAPS);\n return mix(1.0,visibility,intensity);\n}\nfn pointShadowUvLayer(direction: vec3<f32>, index: u32) -> vec3<f32> {\n let a=abs(direction); var face=0u; var uv=vec2<f32>(0.0);\n if (a.x>=a.y && a.x>=a.z) { if(direction.x>=0.0){face=0u;uv=vec2<f32>(-direction.z,-direction.y)/a.x;}else{face=1u;uv=vec2<f32>(direction.z,-direction.y)/a.x;} }\n else if(a.y>=a.x && a.y>=a.z){if(direction.y>=0.0){face=2u;uv=vec2<f32>(direction.x,direction.z)/a.y;}else{face=3u;uv=vec2<f32>(direction.x,-direction.z)/a.y;}}\n else{if(direction.z>=0.0){face=4u;uv=vec2<f32>(direction.x,-direction.y)/a.z;}else{face=5u;uv=vec2<f32>(-direction.x,-direction.y)/a.z;}}\n return vec3<f32>(uv*0.5+0.5,f32(index*6u+face));\n}\nfn directionalVisibility(index:u32,p:vec3<f32>)->f32 { let sp=rendererLights.directionalShadowParams[index]; if(sp.y<0.5){return 1.0;} return projectedShadow(rendererLights.directionalShadowMatrices[index],p,i32(index),sp.x,rendererLights.directionalShadowParams2[index].y,0u); }\nfn pointVisibility(index:u32,p:vec3<f32>)->f32 { let sp=rendererLights.pointShadowParams[index]; if(sp.y<0.5){return 1.0;} let delta=p-rendererLights.pointPositionRanges[index].xyz; let range=rendererLights.pointPositionRanges[index].w; let uv=pointShadowUvLayer(delta,index); let dims=vec2<f32>(textureDimensions(pointShadows)); let angle=select(0.0,hash12(p.xy+vec2<f32>(uniforms.ambient.w,f32(index)))*6.2831853,uniforms.ambient.w>0.0); var visible=0.0; for(var tap=0;tap<SHADOW_TAPS;tap+=1){let suv=clamp(uv.xy+rotatedOffset(tap,angle)/dims,vec2<f32>(0.0),vec2<f32>(1.0));let pixel=vec2<i32>(clamp(suv*dims,vec2<f32>(0.0),dims-1.0));let stored=textureLoad(pointShadows,pixel,i32(round(uv.z)),0).r;visible+=select(0.0,1.0,length(delta)/max(range,0.0001)-sp.x<=stored);} visible/=f32(SHADOW_TAPS); return mix(1.0,visible,rendererLights.pointShadowParams2[index].y); }\nfn spotVisibility(index:u32,p:vec3<f32>)->f32 { let sp=rendererLights.spotShadowParams[index]; if(sp.y<0.5){return 1.0;} return projectedShadow(rendererLights.spotShadowMatrices[index],p,i32(index),sp.x,rendererLights.spotShadowParams2[index].y,1u); }\nfn fogPointVisibility(light:FogLight,p:vec3<f32>)->f32 { if(light.penumbra.z<0.5){return 1.0;} return pointVisibility(u32(round(light.penumbra.y)),p); }\nfn fogSpotVisibility(light:FogLight,p:vec3<f32>)->f32 { if(light.penumbra.z<0.5){return 1.0;} return spotVisibility(u32(round(light.penumbra.y)),p); }\nfn fogSpotMap(light:FogLight,p:vec3<f32>)->vec3<f32> { let index=u32(round(light.penumbra.y)); if(rendererLights.spotParams[index].w<0.5){return vec3<f32>(1.0);} let clip=rendererLights.spotShadowMatrices[index]*vec4<f32>(p,1.0); if(clip.w<=0.0){return vec3<f32>(1.0);} let ndc=clip.xyz/clip.w; if(any(ndc<vec3<f32>(-1.0,-1.0,0.0))||any(ndc>vec3<f32>(1.0))){return vec3<f32>(1.0);} let uv=ndc.xy*vec2<f32>(0.5,-0.5)+vec2<f32>(0.5);let cell=vec2<f32>(f32(index%8u),f32(index/8u));let cellUv=clamp(uv,vec2<f32>(0.0),vec2<f32>(1.0))*(255.0/256.0)+vec2<f32>(0.5/256.0);return textureSampleLevel(spotLightMapAtlas,historySampler,(cell+cellUv)/8.0,0.0).rgb; }\nfn sceneDistanceAt(pixel:vec2<u32>)->f32{\n let size=textureDimensions(sceneDepth);let clamped=min(pixel,size-vec2<u32>(1u));let depth=textureLoad(sceneDepth,vec2<i32>(clamped),0);\n let uv=(vec2<f32>(clamped)+vec2<f32>(0.5))/vec2<f32>(size);let world4=uniforms.inverseViewProjection*vec4<f32>(uv.x*2.0-1.0,1.0-uv.y*2.0,depth,1.0);\n return length(world4.xyz/world4.w-uniforms.cameraNear.xyz);\n}\n@compute @workgroup_size(8,8,1)\nfn main(@builtin(global_invocation_id) id: vec3<u32>) {\n let dims = vec3<u32>(uniforms.dimensionsFar.xyz); if (id.x >= dims.x || id.y >= dims.y) { return; }\n // Keep the froxel lattice fixed. Moving the complete XY grid with a Halton\n // offset makes high-contrast shaft boundaries alternate between adjacent\n // froxels, which reads as the entire shadow edge blinking. We still use a\n // temporal Z offset to integrate within-slice variation over time without\n // moving the grid or the shadow-classification position sideways.\n let frameIndex=u32(max(uniforms.ambient.w,1.0));\n let temporal=vec2<f32>(0.5);\n let rayJitter=select(hash12(vec2<f32>(id.xy)+vec2<f32>(17.17,43.43)),halton(frameIndex,5u),uniforms.ambient.w>0.0);\n let uv = (vec2<f32>(id.xy)+temporal)/vec2<f32>(dims.xy);\n let farPoint4 = uniforms.inverseViewProjection * vec4<f32>(uv.x*2.0-1.0, 1.0-uv.y*2.0, 1.0, 1.0);\n let camera = uniforms.cameraNear.xyz; let ray = normalize(farPoint4.xyz/farPoint4.w-camera);\n let centerUv=(vec2<f32>(id.xy)+vec2<f32>(0.5))/vec2<f32>(dims.xy);\n let centerFarPoint4=uniforms.inverseViewProjection*vec4<f32>(centerUv.x*2.0-1.0,1.0-centerUv.y*2.0,1.0,1.0);\n let centerRay=normalize(centerFarPoint4.xyz/centerFarPoint4.w-camera);\n let nearPlane = uniforms.cameraNear.w; let farPlane = uniforms.dimensionsFar.w;\n var columnNear=farPlane;\n for(var volumeIndex=0u;volumeIndex<uniforms.counts.x;volumeIndex+=1u){columnNear=min(columnNear,max(volumes[volumeIndex].heightStartPhase.z,nearPlane));}\n columnNear=min(columnNear,farPlane);let columnFar=max(farPlane,columnNear+0.001);textureStore(outputDepthBounds,vec2<i32>(id.xy),vec4<f32>(columnNear,columnFar,0.0,0.0));\n let sliceRatio=pow(columnFar/columnNear,1.0/f32(dims.z));\n var transmittance = 1.0; var scattering = vec3<f32>(0.0); var previousDistance = columnNear; var sliceEnd=columnNear;\n for (var z=0u; z<dims.z; z+=1u) {\n // Every column uses the same logarithmic Z coordinate, so XY filtering\n // blends cumulative fog evaluated at the same physical distance.\n sliceEnd*=sliceRatio; let stepSize = sliceEnd-previousDistance;\n var localScattering=vec3<f32>(0.0);var localExtinction=0.0;\n if(stepSize>0.0){\n // Resizing recreates the 3D history. Use a few stratified samples only on\n // that first frame so the raw one-sample slice pattern is never exposed.\n let integrationSubsteps=max(INTEGRATION_SUBSTEPS,select(4u,INTEGRATION_SUBSTEPS,uniforms.historyCameraValid.w>0.5));\n let substepSize=stepSize/f32(integrationSubsteps);\n for(var substep=0u;substep<integrationSubsteps;substep+=1u){\n let sampleOffset=select(0.5,fract(rayJitter+f32(substep)/f32(integrationSubsteps)),uniforms.scattering.y>0.5);\n let sampleDistance=previousDistance+(f32(substep)+sampleOffset)*substepSize;\n let p = camera + ray*sampleDistance; var sigma = 0.0; var source = vec3<f32>(0.0);\n // Follow the temporally stratified Z sample so history integrates shadow\n // transitions within a slice. XY remains fixed, preventing the complete\n // edge from oscillating sideways between neighboring froxels.\n let shadowP=p;\n let csmCount=u32(round(rendererLights.lightCounts.w));let viewDepth=max(dot(shadowP-camera,uniforms.cameraForwardDepthRange.xyz),0.0);let normalizedViewDepth=viewDepth/uniforms.cameraForwardDepthRange.w;\n var filteredDirectionalVisibility=array<f32,4>(1.0,1.0,1.0,1.0);\n for(var d=0u;d<uniforms.counts.y;d+=1u){var cascadeWeight=1.0;if(d<csmCount){let range=rendererLights.csmCascadeRanges[d].xy;let isLast=d+1u==csmCount;cascadeWeight=select(0.0,1.0,normalizedViewDepth>=range.x&&(normalizedViewDepth<range.y||isLast));}filteredDirectionalVisibility[d]=directionalVisibility(d,shadowP)*cascadeWeight;}\n for (var v=0u; v<uniforms.counts.x; v+=1u) { let volume=volumes[v]; let localDistance=distance(p,volume.centerRadius.xyz);\n if (localDistance < volume.centerRadius.w && sampleDistance >= volume.heightStartPhase.z) {\n var density=volume.albedoDensity.w*exp(-volume.heightStartPhase.x*(p.y-volume.heightStartPhase.y)); density*=1.0-smoothstep(volume.centerRadius.w*0.8,volume.centerRadius.w,localDistance);\n let rendererAmbient=rendererLights.ambientColor.rgb*rendererLights.ambientColor.w;\n let hemisphereAmbient=(rendererLights.hemisphereSkyColorIntensity.rgb*rendererLights.hemisphereSkyColorIntensity.w+rendererLights.hemisphereGroundColorIntensity.rgb*rendererLights.hemisphereGroundColorIntensity.w)*0.5;\n let sceneAmbient=rendererAmbient+hemisphereAmbient;\n let ambient=select(uniforms.ambient.rgb,sceneAmbient,dot(sceneAmbient,sceneAmbient)>0.000001);\n var lighting=ambient*volume.emissiveAmbient.w+volume.emissiveAmbient.rgb; var direct=vec3<f32>(0.0); var shaftVisibility=0.0; var li=0u;\n for (var d=0u; d<uniforms.counts.y; d+=1u) {\n let l=lights[li]; li+=1u;\n shaftVisibility=max(shaftVisibility,filteredDirectionalVisibility[d]);\n direct += l.colorDecay.rgb*phaseHG(dot(ray,l.positionRange.xyz),volume.heightStartPhase.w)*filteredDirectionalVisibility[d];\n }\n for (var q=0u; q<uniforms.counts.z; q+=1u) { let l=lights[li]; li+=1u; let delta=l.positionRange.xyz-p; let dist=length(delta); direct += l.colorDecay.rgb*attenuation(dist,l.positionRange.w,l.colorDecay.w)*phaseHG(dot(ray,normalize(delta)),volume.heightStartPhase.w)*fogPointVisibility(l,p); }\n for (var s=0u; s<uniforms.counts.w; s+=1u) { let l=lights[li]; li+=1u; let delta=l.positionRange.xyz-p; let dist=length(delta); let cd=dot(normalize(-delta),l.directionCone.xyz); let cone=spotConeAttenuation(cd,l.directionCone.w,l.penumbra.x); direct += l.colorDecay.rgb*fogSpotMap(l,p)*attenuation(dist,l.positionRange.w,l.colorDecay.w)*cone*phaseHG(dot(ray,normalize(delta)),volume.heightStartPhase.w)*fogSpotVisibility(l,p); }\n direct*=uniforms.scattering.x;\n if (volume.mode.x < 0.5) { lighting += direct; } else { lighting = direct; }\n // Preserve fractional filtered visibility at shaft boundaries. A hard\n // threshold produces a temporally moving saw-tooth edge as jittered\n // froxels alternate between lit and shadowed. Direct lighting already\n // contains this visibility, while extinction must be scaled explicitly.\n if (volume.mode.x < 0.5) {\n sigma += density; source += lighting*volume.albedoDensity.rgb*density;\n } else {\n let visibleDensity=density*clamp(shaftVisibility,0.0,1.0);\n sigma += visibleDensity; source += lighting*volume.albedoDensity.rgb*density;\n }\n }\n }\n localScattering+=source/f32(integrationSubsteps);localExtinction+=sigma/f32(integrationSubsteps);\n }\n let historyPosition=camera+ray*(previousDistance+0.5*stepSize);\n let previousClip=uniforms.previousViewProjection*vec4<f32>(historyPosition,1.0);\n let previousUv=previousClip.xy/previousClip.w*vec2<f32>(0.5,-0.5)+vec2<f32>(0.5);\n let previousDistanceToCamera=length(historyPosition-uniforms.historyCameraValid.xyz);\n let previousNear=uniforms.historyNearFarWeight.x;let previousFar=uniforms.historyNearFarWeight.y;\n let previousZ=log(max(previousDistanceToCamera,previousNear)/previousNear)/max(log(previousFar/previousNear),0.0001);\n let validHistory=uniforms.historyCameraValid.w>0.5&&previousClip.w>0.0&&all(previousUv>=vec2<f32>(0.0))&&all(previousUv<=vec2<f32>(1.0))&&previousZ>=0.0&&previousZ<=1.0;\n if(validHistory){let history=textureSampleLevel(scatteringHistory,historySampler,vec3<f32>(previousUv,previousZ),0.0);let weight=uniforms.historyNearFarWeight.z;localScattering=mix(localScattering,history.rgb,weight);localExtinction=mix(localExtinction,history.a,weight);}\n }\n textureStore(outputScatteringHistory,vec3<i32>(i32(id.x),i32(id.y),i32(z)),vec4<f32>(localScattering,localExtinction));\n if(localExtinction>0.000001){let extinction=exp(-localExtinction*stepSize);scattering+=transmittance*localScattering*((1.0-extinction)/localExtinction);transmittance*=extinction;}\n textureStore(outputFog, vec3<i32>(i32(id.x),i32(id.y),i32(z)), vec4<f32>(scattering,transmittance)); previousDistance=sliceEnd;\n }\n}",I="\nfn inverseProjection() -> mat4x4<f32> { return mat4x4<f32>(fullscreenUniforms[0],fullscreenUniforms[1],fullscreenUniforms[2],fullscreenUniforms[3]); }\nfn fogDither(pixel:vec2<f32>,frame:f32)->f32 { let p3=fract(vec3<f32>(pixel.xyx+frame*vec3<f32>(0.754877,0.569841,0.438289))*0.1031); let q=p3+dot(p3,p3.yzx+33.33); return fract((q.x+q.y)*q.z)-0.5; }\nfn sampleIntegratedFogRaw(uv:vec2<f32>,normalizedDepth:f32)->vec4<f32>{\n let slices=f32(textureDimensions(fogVolumeTexture).z);let slicePosition=clamp(normalizedDepth,0.0,1.0)*slices;\n let textureZ=clamp((slicePosition-0.5)/slices,0.0,1.0);let integrated=textureSampleLevel(fogVolumeTexture,fullscreenSampler,vec3<f32>(uv,textureZ),0.0);\n return mix(vec4<f32>(0.0,0.0,0.0,1.0),integrated,min(slicePosition,1.0));\n}\nfn sampleIntegratedFog(uv:vec2<f32>,normalizedDepth:f32)->vec4<f32>{return sampleIntegratedFogRaw(uv,normalizedDepth);}\n@fragment fn fsMain(input: FullscreenVertexOutput) -> @location(0) vec4<f32> {\n let pixel=vec2<i32>(input.position.xy); let color=textureLoad(sceneColorTexture,pixel,0); let depth=textureLoad(sceneDepthTexture,pixel,0);\n let clip=vec4<f32>(input.uv.x*2.0-1.0,1.0-input.uv.y*2.0,depth,1.0); let view=inverseProjection()*clip; let distance=length(view.xyz/view.w);\n let bounds=textureSampleLevel(fogBoundsTexture,fullscreenSampler,input.uv,0.0).rg;let z=clamp(log(max(distance,bounds.x)/bounds.x)/max(log(bounds.y/bounds.x),0.0001),0.0,1.0);\n let frame=fullscreenUniforms[4].z; let ditherStrength=fullscreenUniforms[4].w;\n let noise=fogDither(input.position.xy,max(frame,0.0));\n let fog=sampleIntegratedFog(input.uv,z);\n let fogAmount=clamp(1.0-fog.a,0.0,1.0); let dither=vec3<f32>(noise*(ditherStrength/255.0)*fogAmount);\n return vec4<f32>(max(vec3<f32>(0.0),fog.rgb+color.rgb*fog.a+dither),color.a);\n}",R="\nfn inverseProjection() -> mat4x4<f32> { return mat4x4<f32>(fullscreenUniforms[0],fullscreenUniforms[1],fullscreenUniforms[2],fullscreenUniforms[3]); }\nfn fogDither(pixel:vec2<f32>,frame:f32)->f32 { let p3=fract(vec3<f32>(pixel.xyx+frame*vec3<f32>(0.754877,0.569841,0.438289))*0.1031); let q=p3+dot(p3,p3.yzx+33.33); return fract((q.x+q.y)*q.z)-0.5; }\nfn sampleIntegratedFogRaw(uv:vec2<f32>,normalizedDepth:f32)->vec4<f32>{\n let slices=f32(textureDimensions(fogVolumeTexture).z);let slicePosition=clamp(normalizedDepth,0.0,1.0)*slices;\n let textureZ=clamp((slicePosition-0.5)/slices,0.0,1.0);let integrated=textureSampleLevel(fogVolumeTexture,fullscreenSampler,vec3<f32>(uv,textureZ),0.0);\n return mix(vec4<f32>(0.0,0.0,0.0,1.0),integrated,min(slicePosition,1.0));\n}\nfn sampleIntegratedFog(uv:vec2<f32>,normalizedDepth:f32)->vec4<f32>{return sampleIntegratedFogRaw(uv,normalizedDepth);}\n@fragment fn fsMain(input: FullscreenVertexOutput) -> @location(0) vec4<f32> {\n let depthSize=vec2<i32>(textureDimensions(sceneDepthTexture)); let depthPixel=clamp(vec2<i32>(input.uv*vec2<f32>(depthSize)),vec2<i32>(0),depthSize-vec2<i32>(1));\n let depth=textureLoad(sceneDepthTexture,depthPixel,0); let clip=vec4<f32>(input.uv.x*2.0-1.0,1.0-input.uv.y*2.0,depth,1.0);\n let view=inverseProjection()*clip; let distance=length(view.xyz/view.w); let nearPlane=fullscreenUniforms[4].x; let farPlane=fullscreenUniforms[4].y;\n let bounds=textureSampleLevel(fogBoundsTexture,fullscreenSampler,input.uv,0.0).rg;let z=clamp(log(max(distance,bounds.x)/bounds.x)/max(log(bounds.y/bounds.x),0.0001),0.0,1.0);var fog=sampleIntegratedFog(input.uv,z);let frame=fullscreenUniforms[4].z; let noise=fogDither(input.position.xy,max(frame,0.0));\n fog=vec4<f32>(max(vec3<f32>(0.0),fog.rgb+vec3<f32>(noise*(fullscreenUniforms[4].w/255.0)*clamp(1.0-fog.a,0.0,1.0))),fog.a); return fog;\n}";var G="\nfn loadDepth(uv:vec2<f32>)->f32{let size=vec2<i32>(textureDimensions(sceneDepthTexture));let pixel=clamp(vec2<i32>(uv*vec2<f32>(size)),vec2<i32>(0),size-vec2<i32>(1));return textureLoad(sceneDepthTexture,pixel,0);}\n@fragment fn fsMain(input:FullscreenVertexOutput)->@location(0) vec4<f32>{\n let color=textureLoad(sceneColorTexture,vec2<i32>(input.position.xy),0);let fogSize=vec2<f32>(textureDimensions(fogInputTexture));let texel=1.0/fogSize;let grid=input.uv*fogSize-0.5;let base=(floor(grid)+0.5)*texel;\n let candidates=array<vec2<f32>,4>(base,base+vec2<f32>(texel.x,0.0),base+vec2<f32>(0.0,texel.y),base+texel);let centerDepth=loadDepth(input.uv);var bestUv=clamp(candidates[0],vec2<f32>(0.0),vec2<f32>(1.0));var bestDifference=abs(centerDepth-loadDepth(bestUv));var maxDifference=bestDifference;\n for(var i=1;i<4;i+=1){let uv=clamp(candidates[i],vec2<f32>(0.0),vec2<f32>(1.0));let difference=abs(centerDepth-loadDepth(uv));maxDifference=max(maxDifference,difference);if(difference<bestDifference){bestDifference=difference;bestUv=uv;}}\n let sampleUv=select(input.uv,bestUv,maxDifference>0.001);let fog=textureSampleLevel(fogInputTexture,fullscreenSampler,sampleUv,0.0);return vec4<f32>(fog.rgb+color.rgb*fog.a,color.a);\n}",V="\n@fragment fn fsMain(input:FullscreenVertexOutput)->@location(0) vec4<f32>{\n let color=textureLoad(sceneColorTexture,vec2<i32>(input.position.xy),0);\n let fog=textureSampleLevel(fogInputTexture,fullscreenSampler,input.uv,0.0);\n return vec4<f32>(fog.rgb+color.rgb*fog.a,color.a);\n}";import{ByteType as L,DepthFormat as z,DepthStencilFormat as U,FloatType as A,HalfFloatType as F,IntType as E,RED_GREEN_RGTC2_Format as k,RED_RGTC1_Format as O,RGBA_ASTC_10x10_Format as j,RGBA_ASTC_10x5_Format as $,RGBA_ASTC_10x6_Format as W,RGBA_ASTC_10x8_Format as N,RGBA_ASTC_12x10_Format as _,RGBA_ASTC_12x12_Format as H,RGBA_ASTC_4x4_Format as q,RGBA_ASTC_5x4_Format as K,RGBA_ASTC_5x5_Format as Z,RGBA_ASTC_6x5_Format as Y,RGBA_ASTC_6x6_Format as X,RGBA_ASTC_8x5_Format as J,RGBA_ASTC_8x6_Format as Q,RGBA_ASTC_8x8_Format as ee,RGBA_BPTC_Format as te,RGBA_ETC2_EAC_Format as re,RGBA_S3TC_DXT1_Format as ie,RGBA_S3TC_DXT3_Format as ne,RGBA_S3TC_DXT5_Format as ae,RGBAFormat as se,RGBAIntegerFormat as oe,RGFormat as le,RGIntegerFormat as ce,RGB_ETC1_Format as ue,RGB_ETC2_Format as de,RGB_S3TC_DXT1_Format as he,RGBFormat as pe,RedFormat as fe,RedIntegerFormat as me,ShortType as ge,SIGNED_RED_GREEN_RGTC2_Format as ve,SIGNED_RED_RGTC1_Format as xe,SRGBColorSpace as we,UnsignedByteType as be,UnsignedInt248Type as ye,UnsignedInt5999Type as Se,UnsignedIntType as Ce,UnsignedShortType as Pe}from"three";function Me(e,t){const r=Re(e),i=function(e,t){const r=e.format,i=e.type,n=e.colorSpace===we;let a=null;if(Ge(e))switch(r){case he:case ie:a=n?"bc1-rgba-unorm-srgb":"bc1-rgba-unorm";break;case ne:a=n?"bc2-rgba-unorm-srgb":"bc2-rgba-unorm";break;case ae:a=n?"bc3-rgba-unorm-srgb":"bc3-rgba-unorm";break;case O:a="bc4-r-unorm";break;case xe:a="bc4-r-snorm";break;case k:a="bc5-rg-unorm";break;case ve:a="bc5-rg-snorm";break;case te:a=n?"bc7-rgba-unorm-srgb":"bc7-rgba-unorm";break;case de:case ue:a=n?"etc2-rgb8unorm-srgb":"etc2-rgb8unorm";break;case re:a=n?"etc2-rgba8unorm-srgb":"etc2-rgba8unorm";break;case q:a=n?"astc-4x4-unorm-srgb":"astc-4x4-unorm";break;case K:a=n?"astc-5x4-unorm-srgb":"astc-5x4-unorm";break;case Z:a=n?"astc-5x5-unorm-srgb":"astc-5x5-unorm";break;case Y:a=n?"astc-6x5-unorm-srgb":"astc-6x5-unorm";break;case X:a=n?"astc-6x6-unorm-srgb":"astc-6x6-unorm";break;case J:a=n?"astc-8x5-unorm-srgb":"astc-8x5-unorm";break;case Q:a=n?"astc-8x6-unorm-srgb":"astc-8x6-unorm";break;case ee:a=n?"astc-8x8-unorm-srgb":"astc-8x8-unorm";break;case $:a=n?"astc-10x5-unorm-srgb":"astc-10x5-unorm";break;case W:a=n?"astc-10x6-unorm-srgb":"astc-10x6-unorm";break;case N:a=n?"astc-10x8-unorm-srgb":"astc-10x8-unorm";break;case j:a=n?"astc-10x10-unorm-srgb":"astc-10x10-unorm";break;case _:a=n?"astc-12x10-unorm-srgb":"astc-12x10-unorm";break;case H:a=n?"astc-12x12-unorm-srgb":"astc-12x12-unorm";break;case se:a=n?"rgba8unorm-srgb":"rgba8unorm"}else switch(r){case se:switch(i){case L:a="rgba8snorm";break;case ge:a="rgba16sint";break;case Pe:a="rgba16uint";break;case Ce:a="rgba32uint";break;case E:a="rgba32sint";break;case be:a=n?"rgba8unorm-srgb":"rgba8unorm";break;case F:a="rgba16float";break;case A:a="rgba32float"}break;case pe:switch(i){case Se:a="rgb9e5ufloat";break;case 35899:a="rg11b10ufloat"}break;case fe:switch(i){case L:a="r8snorm";break;case ge:a="r16sint";break;case Pe:a="r16uint";break;case Ce:a="r32uint";break;case E:a="r32sint";break;case be:a="r8unorm";break;case F:a="r16float";break;case A:a="r32float"}break;case le:switch(i){case L:a="rg8snorm";break;case ge:a="rg16sint";break;case Pe:a="rg16uint";break;case Ce:a="rg32uint";break;case E:a="rg32sint";break;case be:a="rg8unorm";break;case F:a="rg16float";break;case A:a="rg32float"}break;case z:switch(i){case Pe:a="depth16unorm";break;case Ce:a="depth24plus";break;case A:a="depth32float"}break;case U:switch(i){case ye:a="depth24plus-stencil8";break;case A:Ve("depth32float-stencil8",t,e,"DepthTexture with DepthStencilFormat + 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t=Ie(e);if("cube"===t)return"cube";if("2d-array"===t)return"2d-array";if("3d"===t)return"3d";return"2d"}(e),a=function(e){return"3d"===Ie(e)?"3d":"2d"}(e),s=function(e,t,r){if(!0===e.isDepthTexture)return"depth";if(t.endsWith("uint"))return"uint";if(t.endsWith("sint"))return"sint";if(!0===e.isDataTexture||!0===e.isDataArrayTexture||!0===e.isData3DTexture){if(e.type===E)return"sint";if(e.type===Ce)return"uint";if(e.type===A&&!Le(r,"float32-filterable")&&("r32float"===t||"rg32float"===t||"rgba32float"===t))return"unfilterable-float"}return"float"}(e,i,t),o=function(e,t){const r=e.compareFunction;if("depth"===t&&null!=r)return"comparison";if("float"===t)return"filtering";return"non-filtering"}(e,s),l=function(e){if(!0===e.isCompressedCubeTexture){const t=e.image;return Math.max(1,t?.[0]?.mipmaps?.length??1)}const t=e.mipmaps;return Math.max(1,t?.length??1)}(e);return{format:i,textureDimension:a,viewDimension:n,sampleType:s,samplerBindingType:o,wgslTextureType:Te(n,s),wgslSamplerType:"comparison"===o?"sampler_comparison":"sampler",width:r.width,height:r.height,depthOrArrayLayers:r.depthOrArrayLayers,mipLevelCount:l,compressed:Ge(e)}}function Be(e,t){const r=Me(e,t);return[r.format,r.textureDimension,r.viewDimension,r.sampleType,r.samplerBindingType,r.width,r.height,r.depthOrArrayLayers,r.mipLevelCount].join(":")}function De(e){const t=Re(e),r=e.compareFunction;return[Ie(e),e.format,e.type,e.colorSpace,r??"none",t.depthOrArrayLayers].join(":")}function Te(e,t){if("depth"===t)switch(e){case"2d-array":return"texture_depth_2d_array";case"cube":return"texture_depth_cube";default:return"texture_depth_2d"}const r="uint"===t?"u32":"sint"===t?"i32":"f32";switch(e){case"2d-array":return`texture_2d_array<${r}>`;case"cube":return`texture_cube<${r}>`;case"3d":return`texture_3d<${r}>`;default:return`texture_2d<${r}>`}}function 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t=0;t<i.length;t+=1)e=Je(e,i[t]??0);return e}var et="\nstruct FullscreenVertexOutput {\n @builtin(position) position: vec4<f32>,\n @location(0) uv: vec2<f32>,\n};\n\n@vertex\nfn vsMain(@builtin(vertex_index) vertexIndex: u32) -> FullscreenVertexOutput {\n var output: FullscreenVertexOutput;\n let position = array<vec2<f32>, 3>(\n vec2(-1.0, -3.0),\n vec2(-1.0, 1.0),\n vec2(3.0, 1.0),\n );\n let clip = position[vertexIndex];\n output.position = vec4(clip, 0.0, 1.0);\n output.uv = clip * vec2(0.5, -0.5) + vec2(0.5, 0.5);\n return output;\n}\n";function tt(){return{children:new WeakMap}}function rt(e,t,r){let i=e;for(const e of t){let t=i.children.get(e);t||(t=tt(),i.children.set(e,t)),i=t}return i.bindGroup??=r(),i.bindGroup}var it=new WeakMap,nt=new WeakMap;function at(e){return e?"string"==typeof e?[e]:Array.from(e):[]}function st(e){return e.replace(/[^A-Za-z0-9_]/g,"_")}var ot=class{constructor(e){this.context=e}context;sceneColor="sceneColor";mainDepth="mainDepth";postProcessColor="postProcessColor";createColorTarget(e,t={}){return this.context.defineColorTarget(e,t),e}createTextureTarget(e,t={}){return this.context.defineTextureTarget(e,t),e}addStandardScenePasses(e=this.sceneColor){this.context.addDirectionalShadowPass(),this.context.addPointShadowPass(),this.context.addSpotShadowPass(),this.context.addDepthPrepass(),this.context.addHiZPasses(),this.context.addVisibilityPass(),this.context.addOpaquePass(e),this.context.addHiZHistoryPass("OpaquePass"),this.context.addSceneTextureCopyPass(e),this.context.addLatePass(e)}addDirectionalShadowPass(){this.context.addDirectionalShadowPass()}addPointShadowPass(){this.context.addPointShadowPass()}addSpotShadowPass(){this.context.addSpotShadowPass()}addDepthPrepass(){this.context.addDepthPrepass()}addHiZPasses(){this.context.addHiZPasses()}addVisibilityPass(){this.context.addVisibilityPass()}addForwardPass(e=this.sceneColor){this.context.addForwardPass(e)}addOpaquePass(e=this.sceneColor){this.context.addOpaquePass(e)}addSceneTextureCopyPass(e=this.sceneColor,t){this.context.addSceneTextureCopyPass(e,t)}addLatePass(e=this.sceneColor){this.context.addLatePass(e)}addHiZHistoryPass(e="ForwardPass"){this.context.addHiZHistoryPass(e)}addMaterialPass(e={}){const t={name:e.name,outputs:e.outputs??this.sceneColor,drawStage:e.drawStage,loadColor:e.loadColor,clearColor:e.clearColor,loadDepth:e.loadDepth,objectFilter:e.objectFilter,overrideMaterial:e.overrideMaterial};this.context.addMaterialPass(t)}addPass(e){const t=e.inputs?Object.values(e.inputs):void 0,r=at(e.outputs),i={name:e.name,reads:t,writes:r.length>0?r:void 0,dependsOn:e.dependsOn,execute:e.execute};this.context.addCustomPass(i)}addFullscreenPass(e){const t=at(e.outputs),r=Object.entries(e.inputs),i=Object.entries(e.textures??{});for(const[t]of i)if(t in e.inputs)throw new Error(`Fullscreen pass "${e.name}" cannot use "${t}" as both an input and an external texture.`);const n=r.map(([,e])=>e===this.mainDepth?"depth":"color");this.addPass({name:e.name,inputs:e.inputs,outputs:t,execute:a=>{const s=t.map(e=>a.getColorFormat(e)),o=i.map(([,e])=>Me(e,a.device)),l=i.map(([,e])=>Be(e,a.device)).join("|"),c=r.map(([t])=>e.inputDimensions?.[t]??"2d"),u=`${s.join("|")}:${n.map((e,t)=>`${e}-${c[t]}`).join("|")}:${l}:${e.uniformBufferSize??0}`,d=function(e,t){let r=it.get(e);r||(r=new WeakMap,it.set(e,r));let i=r.get(t);return i||(i=new Map,r.set(t,i)),i}(e,a.device);let h=d.get(u);if(!h){const t=[et,"@group(0) @binding(0) var fullscreenSampler: sampler;",r.map(([e],t)=>`@group(0) @binding(${t+1}) var ${e}Texture: ${"depth"===n[t]?"texture_depth_2d":"3d"===c[t]?"texture_3d<f32>":"texture_2d<f32>"};`).join("\n"),i.map(([e],t)=>{const i=r.length+1+2*t,n=o[t];return`@group(0) @binding(${i}) var ${e}Sampler: ${n.wgslSamplerType};\n@group(0) @binding(${i+1}) var ${e}Texture: ${n.wgslTextureType};`}).join("\n"),e.uniformBufferSize?`@group(0) @binding(${r.length+1+2*i.length}) var<uniform> fullscreenUniforms: array<vec4<f32>, ${Math.max(1,Math.ceil(e.uniformBufferSize/16))}>;`:"",e.fragmentShader].filter(Boolean).join("\n\n"),l=a.device.createBindGroupLayout({label:`${e.name}-layout`,entries:[{binding:0,visibility:GPUShaderStage.FRAGMENT,sampler:{type:"nearest"===e.sampler?"non-filtering":"filtering"}},...r.map((e,t)=>({binding:t+1,visibility:GPUShaderStage.FRAGMENT,texture:{sampleType:"depth"===n[t]?"depth":"float",viewDimension:"3d"===c[t]?"3d":"2d"}})),...o.flatMap((e,t)=>{const i=r.length+1+2*t;return[{binding:i,visibility:GPUShaderStage.FRAGMENT,sampler:{type:e.samplerBindingType}},{binding:i+1,visibility:GPUShaderStage.FRAGMENT,texture:{sampleType:e.sampleType,viewDimension:e.viewDimension}}]}),...e.uniformBufferSize?[{binding:r.length+1+2*i.length,visibility:GPUShaderStage.FRAGMENT,buffer:{type:"uniform"}}]:[]]}),p=a.device.createPipelineLayout({label:`${e.name}-pipeline-layout`,bindGroupLayouts:[l]});h={bindGroupLayout:l,pipeline:a.device.createRenderPipeline({label:`${e.name}-pipeline`,layout:p,vertex:{module:a.device.createShaderModule({label:`${e.name}-vertex-module`,code:t}),entryPoint:"vsMain"},fragment:{module:a.device.createShaderModule({label:`${e.name}-fragment-module`,code:t}),entryPoint:"fsMain",targets:s.map(e=>({format:e}))},primitive:{topology:"triangle-list"}}),uniformBuffer:e.uniformBufferSize?a.device.createBuffer({label:`${e.name}-uniform-buffer`,size:16*Math.ceil(Math.max(16,e.uniformBufferSize)/16),usage:GPUBufferUsage.UNIFORM|GPUBufferUsage.COPY_DST}):null,bindGroupCache:tt()},d.set(u,h)}const{bindGroupLayout:p,pipeline:f,uniformBuffer:m}=h,g=e.updateUniforms?.(a)??null;m&&g&&a.device.queue.writeBuffer(m,0,g.buffer,g.byteOffset,g.byteLength);const v=[{binding:0,resource:"nearest"===e.sampler||"linear"!==e.sampler&&n.includes("depth")?a.nearestClampSampler:a.linearClampSampler},...r.map(([,e],t)=>({binding:t+1,resource:"depth"===n[t]?a.depthView:a.getColorView(e)}))];for(let e=0;e<i.length;e+=1){const t=a.getExternalTexture(i[e][1]),n=r.length+1+2*e;v.push({binding:n,resource:t.sampler},{binding:n+1,resource:t.view})}m&&v.push({binding:r.length+1+2*i.length,resource:{buffer:m}});const x=v.map(e=>"buffer"in e.resource?e.resource.buffer:e.resource),w=rt(h.bindGroupCache,x,()=>a.device.createBindGroup({label:`${e.name}-bind-group`,layout:p,entries:v})),b=a.encoder.beginRenderPass({label:e.name,colorAttachments:t.map(e=>({view:a.getColorView(e),clearValue:{r:0,g:0,b:0,a:1},loadOp:"clear",storeOp:"store"}))});b.setPipeline(f),b.setBindGroup(0,w),b.draw(3),b.end()}})}addNodeFullscreenPass(e){const t=at(e.outputs),r=Object.entries(function(e){const t={};for(const[r,i]of Object.entries(e.sceneTextures??{}))t[r]="sceneDepth"===i?{resource:"mainDepth",dimension:"depth-2d",sampleType:"depth",sampler:"non-filtering"}:{resource:"sceneColor",dimension:"2d",sampleType:"float",sampler:"filtering"};return{...t,...e.graphTextures}}(e.shader)).map(([t,r])=>[t,null!=e.inputOverrides?.[t]?{...r,resource:e.inputOverrides[t]}:r]),i=Object.entries(e.shader.textures??{}),n=Object.fromEntries(r.map(([e,t])=>[e,t.resource])),a=Ze(e.shader.uniforms);this.addPass({name:e.name,inputs:n,outputs:t,execute:n=>{const s=t.map(e=>n.getColorFormat(e)),o=r.map(([e,t])=>`${e}:${t.dimension}:${t.sampleType}:${t.sampler??"filtering"}`).join("|"),l=i.map(([,e])=>Me(e,n.device)),c=i.map(([,e])=>Be(e,n.device)).join("|"),u=a.entries.map(e=>`${e.name}:${e.type}:${e.offset}`).join("|"),d=`${s.join("|")}:${o}:${c}:${u}`,h=function(e,t){let r=nt.get(e);r||(r=new WeakMap,nt.set(e,r));let i=r.get(t);return i||(i=new Map,r.set(t,i)),i}(e.shader,n.device);let p=h.get(d);if(!p){const t=[];for(const[,e]of r){const r=t.length;t.push({binding:r,visibility:GPUShaderStage.FRAGMENT,sampler:{type:e.sampler??("depth-2d"===e.dimension?"non-filtering":"filtering")}},{binding:r+1,visibility:GPUShaderStage.FRAGMENT,texture:{sampleType:e.sampleType??("depth-2d"===e.dimension?"depth":"float"),viewDimension:"3d"===e.dimension?"3d":"2d"}})}for(const[e,r]of l.entries()){const e=t.length;t.push({binding:e,visibility:GPUShaderStage.FRAGMENT,sampler:{type:r.samplerBindingType}},{binding:e+1,visibility:GPUShaderStage.FRAGMENT,texture:{sampleType:r.sampleType,viewDimension:r.viewDimension}})}const o=2*(r.length+i.length);a.byteLength>0&&t.push({binding:o,visibility:GPUShaderStage.FRAGMENT,buffer:{type:"uniform"}});const c=n.device.createBindGroupLayout({label:`${e.name}-node-layout`,entries:t}),u=n.device.createPipelineLayout({label:`${e.name}-node-pipeline-layout`,bindGroupLayouts:[c]}),f=r.map(([e,t],r)=>{const i=st(e);return`@group(0) @binding(${2*r}) var ${i}Sampler: ${"comparison"===t.sampler?"sampler_comparison":"sampler"};\n@group(0) @binding(${2*r+1}) var ${i}Texture: ${"depth-2d"===t.dimension?"texture_depth_2d":"3d"===t.dimension?"texture_3d<f32>":"texture_2d<f32>"};`}).join("\n"),m=i.map(([e],t)=>{const i=2*(r.length+t),n=l[t],a=st(e);return`@group(0) @binding(${i}) var ${a}Sampler: ${n.wgslSamplerType};\n@group(0) @binding(${i+1}) var ${a}Texture: ${n.wgslTextureType};`}).join("\n"),g=a.entries.map(e=>` ${st(e.name)}: ${e.type},`).join("\n"),v=a.byteLength>0?`struct MaterialUniforms {\n${g}\n};\n@group(0) @binding(${o}) var<uniform> materialUniforms: MaterialUniforms;`:"",x=[et,f,m,v,e.shader.fragmentShader].filter(Boolean).join("\n\n");p={bindGroupLayout:c,pipeline:n.device.createRenderPipeline({label:`${e.name}-node-pipeline`,layout:u,vertex:{module:n.device.createShaderModule({label:`${e.name}-node-vertex-module`,code:x}),entryPoint:"vsMain"},fragment:{module:n.device.createShaderModule({label:`${e.name}-node-fragment-module`,code:x}),entryPoint:"fsMain",targets:s.map(e=>({format:e}))},primitive:{topology:"triangle-list"}}),uniformBuffer:a.byteLength>0?n.device.createBuffer({label:`${e.name}-node-uniforms`,size:a.byteLength,usage:GPUBufferUsage.UNIFORM|GPUBufferUsage.COPY_DST}):null,bindGroupCache:tt()},h.set(d,p)}const{pipeline:f,bindGroupLayout:m,uniformBuffer:g}=p;e.shader.syncLiveUniforms(e.shader.uniforms),g&&n.device.queue.writeBuffer(g,0,Ye(e.shader.uniforms,a));const v=[];for(const[,e]of r){const t=v.length,r="comparison"===e.sampler?n.comparisonSampler:"non-filtering"===e.sampler||"depth-2d"===e.dimension?n.nearestClampSampler:n.linearClampSampler;v.push({binding:t,resource:r},{binding:t+1,resource:n.getTextureView(e.resource)})}for(const[,e]of i){const t=v.length,r=n.getExternalTexture(e);v.push({binding:t,resource:r.sampler},{binding:t+1,resource:r.view})}g&&v.push({binding:2*(r.length+i.length),resource:{buffer:g}});const x=v.map(e=>"buffer"in e.resource?e.resource.buffer:e.resource),w=rt(p.bindGroupCache,x,()=>n.device.createBindGroup({label:`${e.name}-node-bind-group`,layout:m,entries:v})),b=n.encoder.beginRenderPass({label:e.name,colorAttachments:t.map(e=>({view:n.getColorView(e),clearValue:{r:0,g:0,b:0,a:1},loadOp:"clear",storeOp:"store"}))});b.setPipeline(f),b.setBindGroup(0,w),b.draw(3),b.end()}})}present(e=this.sceneColor){this.context.addPresentPass(e)}};import{Matrix4 as lt,Sphere as ct,Vector3 as ut}from"three";var dt=64,ht=64,pt=40,ft=12,mt=new Float32Array(pt),gt=new Float32Array([1,1,1,1]),vt="rgba16float",xt="rgba8unorm",wt=(new lt).set(1,0,0,0,0,1,0,0,0,0,.5,.5,0,0,0,1),bt=[new ut(0,-1,0),new ut(0,-1,0),new ut(0,0,1),new ut(0,0,-1),new ut(0,-1,0),new ut(0,-1,0)],yt=[new ut(1,0,0),new ut(-1,0,0),new ut(0,1,0),new ut(0,-1,0),new ut(0,0,1),new ut(0,0,-1)],St=4004,Ct=[{name:"position",shaderLocation:0,format:"float32x3"}],Pt=[{name:"position",shaderLocation:0,format:"float32x3"},{name:"skinIndex",shaderLocation:1,format:"uint32x4"},{name:"skinWeight",shaderLocation:2,format:"float32x4"}],Mt=new lt,Bt=new lt,Dt=(new lt,new lt,new ct),Tt=new ut,It=new ut,Rt=new ut,Gt=(new ut,new ut,new ut,new ut,class{constructor(e,t,r){this.device=e,this.camera=t,this.lights=r,this.pipeline=e.createComputePipeline({label:"tiled-point-lights",layout:"auto",compute:{module:e.createShaderModule({label:"tiled-point-lights",code:"\nstruct Camera {\n viewProj: mat4x4<f32>,\n position: vec4<f32>,\n viewport: vec4<f32>,\n};\n@group(0) @binding(0) var<uniform> camera: Camera;\n@group(0) @binding(1) var<uniform> lights: array<vec4<f32>, 1001>;\n@group(0) @binding(2) var masks: texture_storage_2d<rg32uint, write>;\n\nfn normalizePlane(plane: vec4<f32>) -> vec4<f32> {\n return plane / max(length(plane.xyz), 1e-20);\n}\n\n@compute @workgroup_size(8, 8)\nfn main(@builtin(global_invocation_id) id: vec3<u32>) {\n if (any(id.xy >= textureDimensions(masks))) { return; }\n let lo = vec2<f32>(id.xy * 16u) / camera.viewport.xy;\n let hi = min(vec2<f32>((id.xy + 1u) * 16u), camera.viewport.xy) / camera.viewport.xy;\n let rows = transpose(camera.viewProj);\n let left = normalizePlane(rows[0] - (lo.x * 2.0 - 1.0) * rows[3]);\n let right = normalizePlane((hi.x * 2.0 - 1.0) * rows[3] - rows[0]);\n let top = normalizePlane((1.0 - lo.y * 2.0) * rows[3] - rows[1]);\n let bottom = normalizePlane(rows[1] - (1.0 - hi.y * 2.0) * rows[3]);\n var mask = vec2<u32>(0u);\n let count = min(u32(lights[1].y), 64u);\n for (var i = 0u; i < count; i++) {\n let center = vec4<f32>(lights[34u + i].xyz, 1.0);\n // Use the authored attenuation cutoff, NOT the finite shadow-camera range.\n let radius = lights[162u + i].x;\n let distance = min(min(dot(left, center), dot(right, center)), min(dot(top, center), dot(bottom, center)));\n // A small conservative tolerance avoids precision cracks on tile boundaries.\n if (radius <= 0.0 || distance >= -radius - max(0.001, radius * 1e-5)) {\n mask[i >> 5u] |= 1u << (i & 31u);\n }\n }\n textureStore(masks, vec2<i32>(id.xy), vec4<u32>(mask, 0u, 0u));\n}\n"}),entryPoint:"main"}})}device;camera;lights;texture=null;textureView=null;bindGroup=null;pipeline;columns=0;rows=0;get view(){if(!this.textureView)throw new Error("Tiled lighting has not been sized.");return this.textureView}resize(e,t){const r=Math.max(1,Math.ceil(e/16)),i=Math.max(1,Math.ceil(t/16));return(r!==this.columns||i!==this.rows)&&(this.texture?.destroy(),this.columns=r,this.rows=i,this.texture=this.device.createTexture({label:"tiled-point-light-masks",size:[r,i],format:"rg32uint",usage:GPUTextureUsage.STORAGE_BINDING|GPUTextureUsage.TEXTURE_BINDING}),this.textureView=this.texture.createView(),this.bindGroup=this.device.createBindGroup({layout:this.pipeline.getBindGroupLayout(0),entries:[{binding:0,resource:{buffer:this.camera}},{binding:1,resource:{buffer:this.lights}},{binding:2,resource:this.textureView}]}),!0)}execute(e){const t=e.beginComputePass({label:"TiledPointLightsPass"});t.setPipeline(this.pipeline),t.setBindGroup(0,this.bindGroup),t.dispatchWorkgroups(Math.ceil(this.columns/8),Math.ceil(this.rows/8)),t.end()}destroy(){this.texture?.destroy()}});import{AdditiveBlending as Vt,BackSide as Lt,BufferAttribute as zt,BufferGeometry as Ut,Color as At,DoubleSide as Ft,FrontSide as Et,InstancedBufferAttribute as kt,MultiplyBlending as Ot,Matrix4 as jt,Mesh as $t,OrthographicCamera as Wt,PerspectiveCamera as Nt,Sphere as _t,SubtractiveBlending as Ht,Vector2 as qt,Vector3 as Kt,Vector4 as Zt,ShaderMaterial as Yt}from"three";var Xt=/^[A-Za-z_][A-Za-z0-9_]*$/;function Jt(e,t={},r={}){const i=function(e){const t=new Map;for(const[r,i]of Object.entries(e))Xt.test(r)&&!1!==i&&null!=i&&t.set(r,{name:r,parameters:null,body:Qt(i)});return t}(t),n=new Map,a=[],s=[],o=e.split(/\r?\n/),l=r.sourceName??"shader";for(let e=0;e<o.length;e+=1){const t=o[e],r=er(t),c=rr(a);if(!r){s.push(c?nr(t,i,n):"");continue}const{name:u,rest:d}=r;switch(u){case"define":if(c){const t=tr(d,i,l,e+1),r=i.get(t);null===r.parameters?n.delete(t):n.set(t,r)}s.push("");break;case"undef":c&&(i.delete(d.trim()),n.delete(d.trim())),s.push("");break;case"ifdef":{const e=c,t=e&&i.has(d.trim());a.push({parentActive:e,active:t,branchTaken:t,elseSeen:!1}),s.push("");break}case"ifndef":{const 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Provide an explicit type.`)}(e,i);return{kind:"uniform",uniform:{type:a,value:i}}}function Mr(e,t){return Br(e)&&!0===e[t]}function Br(e){return"object"==typeof e&&null!==e}var Dr=class{passes=[];addPass(e){this.passes.push(e)}async executeAsync(e,t){const r=this.resolveExecutionOrder(),i=performance.now();t?.begin?.(r,e);for(let i=0;i<r.length;i+=1){const n=r[i];t?.beforePass?.(n,i,e);const a=performance.now();await(n.prepare?.(e)),n.execute(e),t?.afterPass?.(n,i,performance.now()-a,e)}t?.end?.(r,performance.now()-i,e)}execute(e,t){const r=this.resolveExecutionOrder(),i=performance.now();t?.begin?.(r,e);for(let i=0;i<r.length;i+=1){const n=r[i];t?.beforePass?.(n,i,e);const a=performance.now();n.execute(e),t?.afterPass?.(n,i,performance.now()-a,e)}t?.end?.(r,performance.now()-i,e)}reset(){this.passes.length=0}resolveExecutionOrder(){const e=new Map,t=new Map,r=new Map,i=new Map;for(const i of this.passes)e.set(i.name,i),t.set(i.name,new Set(i.dependsOn??[])),r.set(i.name,new Set);for(const e of this.passes){const r=t.get(e.name);for(const t of e.reads??[]){const n=i.get(t);n&&n!==e.name&&r.add(n)}for(const t of e.writes??[]){const n=i.get(t);n&&n!==e.name&&r.add(n),i.set(t,e.name)}}for(const[e,i]of t)for(const t of i){const i=r.get(t);if(!i)throw new Error(`RenderGraph dependency "${t}" for pass "${e}" is missing.`);i.add(e)}const n=Array.from(t.entries()).filter(([,e])=>0===e.size).map(([e])=>e),a=[];for(;n.length>0;){const i=n.shift();a.push(e.get(i));for(const e of r.get(i)??[]){const r=t.get(e);r.delete(i),0===r.size&&n.push(e)}}if(a.length!==this.passes.length)throw new Error("RenderGraph contains a dependency cycle.");return a}};import{CubeUVReflectionMapping as Tr,HalfFloatType as Ir,LinearFilter as Rr,LinearSRGBColorSpace as Gr,RGBAFormat as Vr,Texture as Lr}from"three";var zr=[.125,.215,.35,.446,.526,.582],Ur=20,Ar=function(){const e=(1+Math.sqrt(5))/2,t=1/e;return[[-e,t,0],[e,t,0],[-t,0,e],[t,0,e],[0,e,-t],[0,e,t],[-1,1,-1],[1,1,-1],[-1,1,1],[1,1,1]]}(),Fr=class{constructor(e,t=20){this.context=e;const{device:r}=e,i=Math.max(1,Math.min(20,Math.floor(t)));this.maxBlurSamples=i,this.equirectBindGroupLayout=r.createBindGroupLayout({entries:[{binding:0,visibility:GPUShaderStage.FRAGMENT,buffer:{type:"uniform"}},{binding:1,visibility:GPUShaderStage.FRAGMENT,texture:{sampleType:"unfilterable-float",viewDimension:"2d"}}]}),this.blurBindGroupLayout=r.createBindGroupLayout({entries:[{binding:0,visibility:GPUShaderStage.FRAGMENT,buffer:{type:"uniform"}},{binding:1,visibility:GPUShaderStage.FRAGMENT,texture:{sampleType:"float",viewDimension:"2d"}},{binding:2,visibility:GPUShaderStage.FRAGMENT,sampler:{type:"filtering"}}]}),this.equirectPipeline=Er(r,this.equirectBindGroupLayout,jr,"pmrem-equirectangular"),this.blurPipeline=Er(r,this.blurBindGroupLayout,$r.replaceAll("PMREM_MAX_SAMPLES",String(i)),"pmrem-blur")}context;equirectPipeline;blurPipeline;equirectBindGroupLayout;blurBindGroupLayout;maxBlurSamples;fromEquirectangular(e){const t=this.context.getTextureResource(e);if("2d"!==t.viewDimension)throw new Error("WebGpuPMREMGenerator.fromEquirectangular() requires a 2D equirectangular texture.");const r=2**Math.floor(Math.log2(Math.max(16,Math.floor(t.width/4)))),i=Math.floor(Math.log2(r)),n=function(e){const t=[];for(let r=e;r>=4;r-=1){const i=2**r;t.push({mip:r,size:i,sigma:r===e?0:1/i})}for(let e=0;e<zr.length;e+=1)t.push({mip:4-e-1,size:16,sigma:zr[e]});return t}(i),a=3*Math.max(r,112),s=4*r,{device:o}=this.context,l=GPUTextureUsage.RENDER_ATTACHMENT|GPUTextureUsage.TEXTURE_BINDING,c=o.createTexture({label:"pmrem-cubeuv",size:{width:a,height:s},format:"rgba16float",usage:l}),u=o.createTexture({label:"pmrem-cubeuv-ping",size:{width:a,height:s},format:"rgba16float",usage:l}),d=o.createSampler({magFilter:"linear",minFilter:"linear"}),h=o.createCommandEncoder({label:"pmrem-generation"}),p=[],f=kr(o,new Float32Array([t.width,t.height,r,0]));p.push(f);const m=o.createBindGroup({layout:this.equirectBindGroupLayout,entries:[{binding:0,resource:{buffer:f}},{binding:1,resource:t.view}]}),g=h.beginRenderPass({colorAttachments:[{view:c.createView(),loadOp:"clear",storeOp:"store",clearValue:[0,0,0,1]}]});g.setViewport(0,0,3*r,2*r,0,1),g.setScissorRect(0,0,3*r,2*r),g.setPipeline(this.equirectPipeline),g.setBindGroup(0,m),g.draw(36),g.end();for(let e=1;e<n.length;e+=1){const t=n[e-1],r=n[e],o=Math.sqrt(r.sigma*r.sigma-t.sigma*t.sigma),l=Ar[(n.length-e-1)%Ar.length];this.encodeBlurPass({encoder:h,source:c,target:u,sampler:d,atlasWidth:a,atlasHeight:s,maxMip:i,inputLevel:t,outputLevel:r,sigma:o,poleAxis:l,latitudinal:!0,clear:!0,transientBuffers:p}),this.encodeBlurPass({encoder:h,source:u,target:c,sampler:d,atlasWidth:a,atlasHeight:s,maxMip:i,inputLevel:r,outputLevel:r,sigma:o,poleAxis:l,latitudinal:!1,clear:!1,transientBuffers:p})}o.queue.submit([h.finish()]),o.queue.onSubmittedWorkDone().then(()=>{for(const e of p)e.destroy();u.destroy()});const v=new Lr;return v.image={width:a,height:s},v.name="PMREM.cubeUv",v.mapping=Tr,v.format=Vr,v.type=Ir,v.colorSpace=Gr,v.minFilter=Rr,v.magFilter=Rr,v.generateMipmaps=!1,v.needsUpdate=!0,this.context.registerTextureResource(v,{version:v.version,width:a,height:s,depthOrArrayLayers:1,format:"rgba16float",textureDimension:"2d",viewDimension:"2d",sampleType:"float",samplerBindingType:"filtering",mipLevelCount:1,texture:c,view:c.createView(),sampler:d}),{texture:v,dispose:()=>{c.destroy(),v.dispose()}}}encodeBlurPass(e){const{encoder:t,source:r,target:i,sampler:n,atlasWidth:a,atlasHeight:s,maxMip:o,inputLevel:l,outputLevel:c,sigma:u,poleAxis:d,latitudinal:h,clear:p,transientBuffers:f}=e,m=l.size-1,g=Math.PI/(2*m),v=u/g,x=Math.min(this.maxBlurSamples,1+Math.floor(3*v)),w=function(e,t){const r=new Float32Array(Ur);let i=0;for(let n=0;n<Ur;n+=1){const a=n/e,s=Math.exp(-a*a/2);r[n]=s,0===n?i+=s:n<t&&(i+=2*s)}for(let e=0;e<r.length;e+=1)r[e]/=i;return r}(v,x),b=kr(this.context.device,function(e){const t=new ArrayBuffer(144),r=new DataView(t);return r.setFloat32(0,e.atlasWidth,!0),r.setFloat32(4,e.atlasHeight,!0),r.setFloat32(8,e.outputFaceSize,!0),r.setFloat32(12,e.inputMip,!0),r.setFloat32(16,e.dTheta,!0),r.setUint32(20,e.sampleCount,!0),r.setUint32(24,e.latitudinal?1:0,!0),r.setFloat32(28,e.maxMip,!0),r.setFloat32(32,e.poleAxis[0],!0),r.setFloat32(36,e.poleAxis[1],!0),r.setFloat32(40,e.poleAxis[2],!0),new Float32Array(t,48,Ur).set(e.weights),new Float32Array(t)}({atlasWidth:a,atlasHeight:s,outputFaceSize:c.size,inputMip:l.mip,dTheta:g,sampleCount:x,latitudinal:h,poleAxis:d,weights:w,maxMip:o}));f.push(b);const y=this.context.device.createBindGroup({layout:this.blurBindGroupLayout,entries:[{binding:0,resource:{buffer:b}},{binding:1,resource:r.createView()},{binding:2,resource:n}]}),S=3*c.size*Math.max(0,4-c.mip),C=4*(2**o-c.size),P=t.beginRenderPass({colorAttachments:[{view:i.createView(),loadOp:p?"clear":"load",storeOp:"store",clearValue:[0,0,0,1]}]});P.setViewport(S,C,3*c.size,2*c.size,0,1),P.setScissorRect(S,C,3*c.size,2*c.size),P.setPipeline(this.blurPipeline),P.setBindGroup(0,y),P.draw(36),P.end()}};function Er(e,t,r,i){const n=e.createShaderModule({code:r,label:`${i}-shader`});return"function"==typeof n.getCompilationInfo&&n.getCompilationInfo().then(e=>{const t=e.messages.filter(e=>"error"===e.type);t.length>0&&console.error(`[WebGpuPMREMGenerator] ${i} WGSL compilation failed.`,t)}),e.createRenderPipeline({label:i,layout:e.createPipelineLayout({bindGroupLayouts:[t]}),vertex:{module:n,entryPoint:"vs"},fragment:{module:n,entryPoint:"fs",targets:[{format:"rgba16float"}]},primitive:{topology:"triangle-list"}})}function kr(e,t){const r=e.createBuffer({size:t.byteLength,usage:GPUBufferUsage.UNIFORM|GPUBufferUsage.COPY_DST});return e.queue.writeBuffer(r,0,t.buffer,t.byteOffset,t.byteLength),r}var Or="\nstruct VertexOutput {\n @builtin(position) position: vec4f,\n @location(0) uv: vec2f,\n @location(1) @interpolate(flat) face: u32,\n};\n\nconst corners = array<vec2f, 6>(\n vec2f(0, 0), vec2f(1, 0), vec2f(1, 1),\n vec2f(0, 0), vec2f(1, 1), vec2f(0, 1),\n);\n\n@vertex\nfn vs(@builtin(vertex_index) index: u32) -> VertexOutput {\n let face = index / 6u;\n let corner = corners[index % 6u];\n var output: VertexOutput;\n output.position = vec4f(\n (corner.x + f32(face % 3u)) / 3.0 * 2.0 - 1.0,\n 1.0 - (corner.y + f32(face / 3u)),\n 0.0,\n 1.0,\n );\n output.uv = corner;\n output.face = face;\n return output;\n}\n\nfn cubeDirection(inputUv: vec2f, face: u32, faceSize: f32) -> vec3f {\n let gutter = 1.0 / (faceSize - 2.0);\n let uv = (inputUv * (1.0 + 2.0 * gutter) - vec2f(gutter)) * 2.0 - 1.0;\n if (face == 0u) { return normalize(vec3f(1.0, uv.y, uv.x)); }\n if (face == 1u) { return normalize(vec3f(-uv.x, 1.0, -uv.y)); }\n if (face == 2u) { return normalize(vec3f(-uv.x, uv.y, 1.0)); }\n if (face == 3u) { return normalize(vec3f(-1.0, uv.y, -uv.x)); }\n if (face == 4u) { return normalize(vec3f(-uv.x, -1.0, uv.y)); }\n return normalize(vec3f(uv.x, uv.y, -1.0));\n}\n",jr=`${Or}\nstruct EquirectParams {\n sourceSize: vec2f,\n faceSize: f32,\n _padding: f32,\n};\n\n@group(0) @binding(0) var<uniform> params: EquirectParams;\n@group(0) @binding(1) var environmentMap: texture_2d<f32>;\n\nfn sampleEquirectangular(direction: vec3f) -> vec3f {\n let uv = vec2f(\n atan2(direction.z, direction.x) / (2.0 * 3.141592653589793) + 0.5,\n asin(clamp(direction.y, -1.0, 1.0)) / 3.141592653589793 + 0.5,\n );\n let pixel = uv * params.sourceSize - vec2f(0.5);\n let base = vec2i(floor(pixel));\n let fraction = fract(pixel);\n let width = i32(params.sourceSize.x);\n let height = i32(params.sourceSize.y);\n let x0 = (base.x % width + width) % width;\n let x1 = (x0 + 1) % width;\n let y0 = clamp(base.y, 0, height - 1);\n let y1 = min(y0 + 1, height - 1);\n let top = mix(\n textureLoad(environmentMap, vec2i(x0, y0), 0).rgb,\n textureLoad(environmentMap, vec2i(x1, y0), 0).rgb,\n fraction.x,\n );\n let bottom = mix(\n textureLoad(environmentMap, vec2i(x0, y1), 0).rgb,\n textureLoad(environmentMap, vec2i(x1, y1), 0).rgb,\n fraction.x,\n );\n return mix(top, bottom, fraction.y);\n}\n\n@fragment\nfn fs(input: VertexOutput) -> @location(0) vec4f {\n let direction = cubeDirection(input.uv, input.face, params.faceSize);\n return vec4f(sampleEquirectangular(direction), 1.0);\n}\n`,$r=`${Or}\nstruct BlurParams {\n atlasSize: vec2f,\n outputFaceSize: f32,\n inputMip: f32,\n dTheta: f32,\n samples: u32,\n latitudinal: u32,\n maxMip: f32,\n poleAxis: vec3f,\n _padding: f32,\n weights: array<vec4f, 5>,\n};\n\n@group(0) @binding(0) var<uniform> params: BlurParams;\n@group(0) @binding(1) var environmentMap: texture_2d<f32>;\n@group(0) @binding(2) var environmentSampler: sampler;\n\nfn cubeFace(direction: vec3f) -> f32 {\n let absolute = abs(direction);\n if (absolute.x > absolute.z) {\n if (absolute.x > absolute.y) { return select(3.0, 0.0, direction.x > 0.0); }\n return select(4.0, 1.0, direction.y > 0.0);\n }\n if (absolute.z > absolute.y) { return select(5.0, 2.0, direction.z > 0.0); }\n return select(4.0, 1.0, direction.y > 0.0);\n}\n\nfn cubeUv(direction: vec3f, face: f32) -> vec2f {\n if (face == 0.0) { return 0.5 * (vec2f(direction.z, direction.y) / abs(direction.x) + 1.0); }\n if (face == 1.0) { return 0.5 * (vec2f(-direction.x, -direction.z) / abs(direction.y) + 1.0); }\n if (face == 2.0) { return 0.5 * (vec2f(-direction.x, direction.y) / abs(direction.z) + 1.0); }\n if (face == 3.0) { return 0.5 * (vec2f(-direction.z, direction.y) / abs(direction.x) + 1.0); }\n if (face == 4.0) { return 0.5 * (vec2f(-direction.x, direction.z) / abs(direction.y) + 1.0); }\n return 0.5 * (vec2f(direction.x, direction.y) / abs(direction.z) + 1.0);\n}\n\nfn sampleCubeUv(direction: vec3f) -> vec3f {\n var face = cubeFace(direction);\n let filterOffset = max(4.0 - params.inputMip, 0.0);\n let mip = max(params.inputMip, 4.0);\n let faceSize = exp2(mip);\n var uv = cubeUv(direction, face) * (faceSize - 2.0) + 1.0;\n if (face > 2.0) {\n uv.y += faceSize;\n face -= 3.0;\n }\n uv.x += face * faceSize + filterOffset * 3.0 * 16.0;\n uv.y += 4.0 * (exp2(params.maxMip) - faceSize);\n return textureSampleLevel(environmentMap, environmentSampler, uv / params.atlasSize, 0.0).rgb;\n}\n\nfn weight(index: u32) -> f32 {\n return params.weights[index / 4u][index % 4u];\n}\n\nfn rotatedSample(direction: vec3f, theta: f32, axis: vec3f) -> vec3f {\n let cosine = cos(theta);\n let sampleDirection = direction * cosine\n + cross(axis, direction) * sin(theta)\n + axis * dot(axis, direction) * (1.0 - cosine);\n return sampleCubeUv(sampleDirection);\n}\n\n@fragment\nfn fs(input: VertexOutput) -> @location(0) vec4f {\n let direction = cubeDirection(input.uv, input.face, params.outputFaceSize);\n var axis = select(cross(params.poleAxis, direction), params.poleAxis, params.latitudinal != 0u);\n if (dot(axis, axis) < 0.000001) { axis = vec3f(direction.z, 0.0, -direction.x); }\n axis = normalize(axis);\n var color = weight(0u) * rotatedSample(direction, 0.0, axis);\n for (var index = 1u; index < PMREM_MAX_SAMPLES; index += 1u) {\n if (index >= params.samples) { break; }\n let theta = params.dTheta * f32(index);\n color += weight(index) * rotatedSample(direction, -theta, axis);\n color += weight(index) * rotatedSample(direction, theta, axis);\n }\n return vec4f(color, 1.0);\n}\n`;function Wr(e){return e.replace(/[^A-Za-z0-9_]/g,"_")}function Nr(e,t){const r=Object.entries(e.uniforms).map(([e,t])=>` ${Wr(e)}: ${t.type},`).join("\n"),i=r?`\nstruct MaterialUniforms {\n${r}\n};\n\n@group(1) @binding(0) var<uniform> materialUniforms: MaterialUniforms;\n`:"",n=Object.entries(e.textures).map(([e,r],i)=>{const n=1+2*i,a=Wr(e),s=Me(r,t);return[`@group(1) @binding(${n}) var ${a}Sampler: ${s.wgslSamplerType};`,`@group(1) @binding(${n+1}) var ${a}Texture: ${s.wgslTextureType};`].join("\n")}).join("\n"),a=1+2*Object.keys(e.textures).length;return`${i}\n${n}\n${Object.entries(e.storageBuffers).map(([e,t],r)=>{const i=Wr(e);return`@group(1) @binding(${a+r}) var<storage, read> ${i}: ${t.type};`}).join("\n")}`}function _r(e){return`\nfn rendererModelMatrix(instanceIndex: u32) -> mat4x4<f32> {\n return rendererInstanceModelMatrix(instanceIndex);\n}\n\nfn rendererNormalMatrix(instanceIndex: u32) -> mat3x3<f32> {\n ${e?"let view = rendererViewMatrix();\n let viewRotation = mat3x3<f32>(view[0].xyz, view[1].xyz, view[2].xyz);\n return viewRotation * rendererInstanceNormalMatrix(instanceIndex);":"return rendererInstanceNormalMatrix(instanceIndex);"}\n}\n\nfn modelMatrix(instanceIndex: u32) -> mat4x4<f32> {\n return rendererModelMatrix(instanceIndex);\n}\n\nfn normalMatrix(instanceIndex: u32) -> mat3x3<f32> {\n return rendererNormalMatrix(instanceIndex);\n}\n${e?`\nfn rendererViewMatrix() -> mat4x4<f32> {\n return ${e}.view;\n}\n\nfn rendererProjectionMatrix() -> mat4x4<f32> {\n return ${e}.projection;\n}\n\nfn rendererModelViewMatrix(instanceIndex: u32) -> mat4x4<f32> {\n return rendererViewMatrix() * rendererModelMatrix(instanceIndex);\n}\n\nfn rendererModelViewProjectionMatrix(instanceIndex: u32) -> mat4x4<f32> {\n return rendererProjectionMatrix() * rendererModelViewMatrix(instanceIndex);\n}\n\nfn rendererCameraPosition() -> vec3<f32> {\n return ${e}.cameraPosition.xyz;\n}\n\nfn rendererCameraNear() -> f32 {\n return ${e}.nearFar.x;\n}\n\nfn rendererCameraFar() -> f32 {\n return ${e}.nearFar.y;\n}\n\n${"rendererCamera"===e?`\nfn rendererFogColor() -> vec3<f32> {\n return ${e}.fogColor.rgb;\n}\n\nfn rendererFogNear() -> f32 {\n return ${e}.fogParams.x;\n}\n\nfn rendererFogFar() -> f32 {\n return ${e}.fogParams.y;\n}\n\nfn rendererFogDensity() -> f32 {\n return ${e}.fogParams.z;\n}\n\nfn rendererFogMode() -> f32 {\n return ${e}.fogParams.w;\n}\n`:""}\n\nfn rendererElapsedTime() -> f32 {\n return ${"rendererCamera"===e?"rendererCamera.viewportAndTime.w":"shadowCamera"===e?"shadowCamera.timeAndPadding.x":null};\n}\n\nfn rendererViewportSize() -> vec2<f32> {\n return ${"rendererCamera"===e?"rendererCamera.viewportAndTime.xy":"shadowCamera"===e?"shadowCamera.timeAndPadding.yz":null};\n}\n\nfn viewMatrix() -> mat4x4<f32> {\n return rendererViewMatrix();\n}\n\nfn projectionMatrix() -> mat4x4<f32> {\n return rendererProjectionMatrix();\n}\n\nfn modelViewMatrix(instanceIndex: u32) -> mat4x4<f32> {\n return rendererModelViewMatrix(instanceIndex);\n}\n\nfn modelViewProjectionMatrix(instanceIndex: u32) -> mat4x4<f32> {\n return rendererModelViewProjectionMatrix(instanceIndex);\n}\n\nfn cameraPosition() -> vec3<f32> {\n return rendererCameraPosition();\n}\n`:""}`}function Hr(e){return e?"\nstruct RendererSkinningUniforms {\n bindMatrix: mat4x4<f32>,\n bindMatrixInverse: mat4x4<f32>,\n};\n\n@group(2) @binding(0) var<storage, read> rendererBoneMatrixColumns: array<vec4<f32>>;\n@group(2) @binding(1) var<uniform> rendererSkinning: RendererSkinningUniforms;\n@group(2) @binding(2) var<storage, read> rendererPreviousBoneMatrixColumns: array<vec4<f32>>;\n\nfn rendererBoneMatrix(index: u32) -> mat4x4<f32> {\n let base = index * 4u;\n return mat4x4<f32>(\n rendererBoneMatrixColumns[base + 0u],\n rendererBoneMatrixColumns[base + 1u],\n rendererBoneMatrixColumns[base + 2u],\n rendererBoneMatrixColumns[base + 3u],\n );\n}\n\nfn rendererPreviousBoneMatrix(index: u32) -> mat4x4<f32> {\n let base = index * 4u;\n return mat4x4<f32>(\n rendererPreviousBoneMatrixColumns[base + 0u],\n rendererPreviousBoneMatrixColumns[base + 1u],\n rendererPreviousBoneMatrixColumns[base + 2u],\n rendererPreviousBoneMatrixColumns[base + 3u],\n );\n}\n\nfn rendererSkinPosition(position: vec3<f32>, skinIndex: vec4<u32>, skinWeight: vec4<f32>) -> vec3<f32> {\n let boundPosition = rendererSkinning.bindMatrix * vec4(position, 1.0);\n let weightSum = skinWeight.x + skinWeight.y + skinWeight.z + skinWeight.w;\n if (weightSum <= 0.0) {\n return position;\n }\n let skinnedPosition =\n (rendererBoneMatrix(skinIndex.x) * boundPosition) * skinWeight.x +\n (rendererBoneMatrix(skinIndex.y) * boundPosition) * skinWeight.y +\n (rendererBoneMatrix(skinIndex.z) * boundPosition) * skinWeight.z +\n (rendererBoneMatrix(skinIndex.w) * boundPosition) * skinWeight.w;\n let fallbackWeight = max(0.0, 1.0 - weightSum);\n return (rendererSkinning.bindMatrixInverse * (skinnedPosition + boundPosition * fallbackWeight)).xyz;\n}\n\nfn rendererPreviousSkinPosition(position: vec3<f32>, skinIndex: vec4<u32>, skinWeight: vec4<f32>) -> vec3<f32> {\n let boundPosition = rendererSkinning.bindMatrix * vec4(position, 1.0);\n let weightSum = skinWeight.x + skinWeight.y + skinWeight.z + skinWeight.w;\n if (weightSum <= 0.0) {\n return position;\n }\n let skinnedPosition =\n (rendererPreviousBoneMatrix(skinIndex.x) * boundPosition) * skinWeight.x +\n (rendererPreviousBoneMatrix(skinIndex.y) * boundPosition) * skinWeight.y +\n (rendererPreviousBoneMatrix(skinIndex.z) * boundPosition) * skinWeight.z +\n (rendererPreviousBoneMatrix(skinIndex.w) * boundPosition) * skinWeight.w;\n let fallbackWeight = max(0.0, 1.0 - weightSum);\n return (rendererSkinning.bindMatrixInverse * (skinnedPosition + boundPosition * fallbackWeight)).xyz;\n}\n\nfn rendererSkinNormal(normal: vec3<f32>, skinIndex: vec4<u32>, skinWeight: vec4<f32>) -> vec3<f32> {\n let boundNormal = rendererSkinning.bindMatrix * vec4(normal, 0.0);\n let weightSum = skinWeight.x + skinWeight.y + skinWeight.z + skinWeight.w;\n if (weightSum <= 0.0) {\n return normalize(normal);\n }\n let skinnedNormal =\n (rendererBoneMatrix(skinIndex.x) * boundNormal) * skinWeight.x +\n (rendererBoneMatrix(skinIndex.y) * boundNormal) * skinWeight.y +\n (rendererBoneMatrix(skinIndex.z) * boundNormal) * skinWeight.z +\n (rendererBoneMatrix(skinIndex.w) * boundNormal) * skinWeight.w;\n let fallbackWeight = max(0.0, 1.0 - weightSum);\n return normalize((rendererSkinning.bindMatrixInverse * (skinnedNormal + boundNormal * fallbackWeight)).xyz);\n}\n":""}function qr(e,t,r="packed",i=!0,n=!1,a){const s="particle"!==r&&!e.transparent&&!e.requiresLatePass(),o=Nr(e,t),l=function(e){return Object.entries(e.getGraphTextureInputs()).map(([e,t],r)=>{const i=Wr(e);return`@group(3) @binding(${2*r}) var ${i}Sampler: ${"comparison"===t.sampler?"sampler_comparison":"sampler"};\n@group(3) @binding(${2*r+1}) var ${i}Texture: ${"depth-2d"===t.dimension?"texture_depth_2d":"3d"===t.dimension?"texture_3d<f32>":"texture_2d<f32>"};`}).join("\n")}(e),c="packed-visible"===r,u=i?"\nfn rendererSampleDirectionalShadowForLight(lightIndex: u32, worldPosition: vec3<f32>) -> f32 {\n if (lightIndex >= rendererDirectionalLightCount() || !rendererDirectionalShadowEnabledForLight(lightIndex)) {\n return 1.0;\n }\n\n let matrix = rendererDirectionalShadowMatrixForLight(lightIndex);\n let shadowClip = matrix * vec4(worldPosition, 1.0);\n if (shadowClip.w <= 0.0) {\n return 1.0;\n }\n\n let ndc = shadowClip.xyz / shadowClip.w;\n if (ndc.x < -1.0 || ndc.x > 1.0 || ndc.y < -1.0 || ndc.y > 1.0 || ndc.z < 0.0 || ndc.z > 1.0) {\n return 1.0;\n }\n\n let uv = ndc.xy * vec2(0.5, -0.5) + vec2(0.5, 0.5);\n let dims = vec2<f32>(textureDimensions(rendererDirectionalShadowTexture));\n let texel = 1.0 / max(dims, vec2(1.0, 1.0));\n let radius = max(rendererLights.directionalShadowParams2[lightIndex].x, 0.0);\n // Match Three.js/three-shader-graph semantics: negative bias moves the\n // receiver toward the light and therefore reduces self-shadowing.\n let depth = ndc.z + rendererDirectionalShadowBiasForLight(lightIndex);\n let filterOffset = texel * radius;\n\n // Each comparison-level sample is already a hardware-filtered 2x2 PCF\n // lookup. A weighted center plus four cardinal taps gives a compact tent\n // filter (five lookups rather than nine manual depth loads) and is legal in\n // non-uniform control flow because the explicit level computes no derivatives.\n let center = textureSampleCompareLevel(\n rendererDirectionalShadowTexture,\n rendererShadowSampler,\n uv,\n i32(lightIndex),\n depth\n );\n let left = textureSampleCompareLevel(\n rendererDirectionalShadowTexture,\n rendererShadowSampler,\n clamp(uv - vec2(filterOffset.x, 0.0), vec2(0.0), vec2(1.0)),\n i32(lightIndex),\n depth\n );\n let right = textureSampleCompareLevel(\n rendererDirectionalShadowTexture,\n rendererShadowSampler,\n clamp(uv + vec2(filterOffset.x, 0.0), vec2(0.0), vec2(1.0)),\n i32(lightIndex),\n depth\n );\n let up = textureSampleCompareLevel(\n rendererDirectionalShadowTexture,\n rendererShadowSampler,\n clamp(uv - vec2(0.0, filterOffset.y), vec2(0.0), vec2(1.0)),\n i32(lightIndex),\n depth\n );\n let down = textureSampleCompareLevel(\n rendererDirectionalShadowTexture,\n rendererShadowSampler,\n clamp(uv + vec2(0.0, filterOffset.y), vec2(0.0), vec2(1.0)),\n i32(lightIndex),\n depth\n );\n let shadow = (center * 4.0 + left + right + up + down) * 0.125;\n return mix(1.0, shadow, rendererDirectionalShadowIntensityForLight(lightIndex));\n}\n\nfn rendererSampleDirectionalShadowForLightWithNormal(lightIndex: u32, worldPosition: vec3<f32>, worldNormal: vec3<f32>) -> f32 {\n let params = rendererLights.directionalShadowParams[lightIndex];\n return rendererSampleDirectionalShadowForLight(lightIndex, worldPosition + normalize(worldNormal) * params.w);\n}\n\nfn rendererPointShadowUvLayer(direction: vec3<f32>, pointIndex: u32) -> vec3<f32> {\n let absDir = abs(direction);\n var face = 0u;\n var uv = vec2<f32>(0.0, 0.0);\n if (absDir.x >= absDir.y && absDir.x >= absDir.z) {\n if (direction.x >= 0.0) {\n face = 0u;\n uv = vec2<f32>(-direction.z, -direction.y) / absDir.x;\n } else {\n face = 1u;\n uv = vec2<f32>(direction.z, -direction.y) / absDir.x;\n }\n } else if (absDir.y >= absDir.x && absDir.y >= absDir.z) {\n if (direction.y >= 0.0) {\n face = 2u;\n uv = vec2<f32>(direction.x, direction.z) / absDir.y;\n } else {\n face = 3u;\n uv = vec2<f32>(direction.x, -direction.z) / absDir.y;\n }\n } else {\n if (direction.z >= 0.0) {\n face = 4u;\n uv = vec2<f32>(direction.x, -direction.y) / absDir.z;\n } else {\n face = 5u;\n uv = vec2<f32>(-direction.x, -direction.y) / absDir.z;\n }\n }\n // WebGPU's framebuffer/texture Y axis points down. The face-local value\n // above is NDC (Y up), so mirror Y just like the projected directional and\n // spot shadow paths do before sampling their render targets.\n let textureUv = uv * vec2(0.5, -0.5) + vec2(0.5, 0.5);\n return vec3<f32>(textureUv, f32(pointIndex * 6u + face));\n}\n\nfn rendererSamplePointShadowForLight(lightIndex: u32, worldPosition: vec3<f32>) -> f32 {\n if (lightIndex >= rendererPointLightCount() || !rendererPointShadowEnabledForLight(lightIndex)) {\n return 1.0;\n }\n let lightPosition = rendererPointLightPositionForLight(lightIndex);\n let range = rendererPointLightShadowRangeForLight(lightIndex);\n let toFragment = worldPosition - lightPosition;\n let distanceToLight = length(toFragment);\n if (distanceToLight >= range) {\n return 1.0;\n }\n let uvLayer = rendererPointShadowUvLayer(toFragment, lightIndex);\n let dims = vec2<f32>(textureDimensions(rendererPointShadowTexture));\n let sampleUv = clamp(uvLayer.xy, vec2(0.0, 0.0), vec2(1.0, 1.0));\n let pixel = vec2<i32>(clamp(sampleUv * dims, vec2(0.0, 0.0), dims - vec2(1.0, 1.0)));\n let closestDepth = textureLoad(rendererPointShadowTexture, pixel, i32(round(uvLayer.z)), 0).r;\n let currentDepth = clamp(distanceToLight / max(range, 0.0001), 0.0, 1.0) - rendererPointShadowBiasForLight(lightIndex);\n let shadow = select(0.0, 1.0, currentDepth <= closestDepth);\n return mix(1.0, shadow, rendererPointShadowIntensityForLight(lightIndex));\n}\n\nfn rendererSamplePointShadowForLightWithNormal(lightIndex: u32, worldPosition: vec3<f32>, worldNormal: vec3<f32>) -> f32 {\n let params = rendererLights.pointShadowParams[lightIndex];\n let lightDirection = normalize(worldPosition - rendererPointLightPositionForLight(lightIndex));\n return rendererSamplePointShadowForLight(lightIndex, worldPosition + normalize(worldNormal + lightDirection) * params.w);\n}\n\nfn rendererSampleSpotShadowForLight(lightIndex: u32, worldPosition: vec3<f32>) -> f32 {\n if (lightIndex >= rendererSpotLightCount() || !rendererSpotShadowEnabledForLight(lightIndex)) {\n return 1.0;\n }\n let matrix = rendererSpotShadowMatrixForLight(lightIndex);\n let shadowClip = matrix * vec4(worldPosition, 1.0);\n if (shadowClip.w <= 0.0) {\n return 1.0;\n }\n let ndc = shadowClip.xyz / shadowClip.w;\n if (ndc.x < -1.0 || ndc.x > 1.0 || ndc.y < -1.0 || ndc.y > 1.0 || ndc.z < 0.0 || ndc.z > 1.0) {\n return 1.0;\n }\n let uv = ndc.xy * vec2(0.5, -0.5) + vec2(0.5, 0.5);\n let dims = vec2<f32>(textureDimensions(rendererSpotShadowTexture));\n let texel = 1.0 / max(dims, vec2(1.0, 1.0));\n let radius = max(rendererLights.spotShadowParams2[lightIndex].x, 1.0);\n let depth = ndc.z - rendererSpotShadowBiasForLight(lightIndex);\n var sum = 0.0;\n for (var y: i32 = -1; y <= 1; y = y + 1) {\n for (var x: i32 = -1; x <= 1; x = x + 1) {\n let offset = vec2<f32>(f32(x), f32(y)) * texel * radius;\n let sampleUv = clamp(uv + offset, vec2(0.0, 0.0), vec2(1.0, 1.0));\n let pixel = vec2<i32>(clamp(sampleUv * dims, vec2(0.0, 0.0), dims - vec2(1.0, 1.0)));\n let shadowDepth = textureLoad(rendererSpotShadowTexture, pixel, i32(lightIndex), 0);\n sum += select(0.0, 1.0, depth <= shadowDepth);\n }\n }\n return mix(1.0, sum / 9.0, rendererSpotShadowIntensityForLight(lightIndex));\n}\n\nfn rendererSampleSpotShadowForLightWithNormal(lightIndex: u32, worldPosition: vec3<f32>, worldNormal: vec3<f32>) -> f32 {\n let params = rendererLights.spotShadowParams[lightIndex];\n return rendererSampleSpotShadowForLight(lightIndex, worldPosition + normalize(worldNormal) * params.w);\n}\n\nfn rendererSampleDirectionalShadow(worldPosition: vec3<f32>) -> f32 {\n return rendererSampleDirectionalShadowForLight(0u, worldPosition);\n}\n\nfn rendererSampleDirectionalShadowWithNormal(worldPosition: vec3<f32>, worldNormal: vec3<f32>) -> f32 {\n return rendererSampleDirectionalShadowForLightWithNormal(0u, worldPosition, worldNormal);\n}\n\nfn rendererSamplePointShadow(worldPosition: vec3<f32>) -> f32 {\n return rendererSamplePointShadowForLight(0u, worldPosition);\n}\n\nfn rendererSamplePointShadowWithNormal(worldPosition: vec3<f32>, worldNormal: vec3<f32>) -> f32 {\n return rendererSamplePointShadowForLightWithNormal(0u, worldPosition, worldNormal);\n}\n\nfn rendererSampleSpotShadow(worldPosition: vec3<f32>) -> f32 {\n return rendererSampleSpotShadowForLight(0u, worldPosition);\n}\n\nfn rendererSampleSpotShadowWithNormal(worldPosition: vec3<f32>, worldNormal: vec3<f32>) -> f32 {\n return rendererSampleSpotShadowForLightWithNormal(0u, worldPosition, worldNormal);\n}\n":"\nfn rendererSampleDirectionalShadowForLight(lightIndex: u32, worldPosition: vec3<f32>) -> f32 {\n _ = lightIndex;\n _ = worldPosition;\n return 1.0;\n}\n\nfn rendererSampleDirectionalShadowForLightWithNormal(lightIndex: u32, worldPosition: vec3<f32>, worldNormal: vec3<f32>) -> f32 {\n _ = worldNormal;\n return rendererSampleDirectionalShadowForLight(lightIndex, worldPosition);\n}\n\nfn rendererSamplePointShadowForLight(lightIndex: u32, worldPosition: vec3<f32>) -> f32 {\n _ = lightIndex;\n _ = worldPosition;\n return 1.0;\n}\n\nfn rendererSamplePointShadowForLightWithNormal(lightIndex: u32, worldPosition: vec3<f32>, worldNormal: vec3<f32>) -> f32 {\n _ = worldNormal;\n return rendererSamplePointShadowForLight(lightIndex, worldPosition);\n}\n\nfn rendererSampleSpotShadowForLight(lightIndex: u32, worldPosition: vec3<f32>) -> f32 {\n _ = lightIndex;\n _ = worldPosition;\n return 1.0;\n}\n\nfn rendererSampleSpotShadowForLightWithNormal(lightIndex: u32, worldPosition: vec3<f32>, worldNormal: vec3<f32>) -> f32 {\n _ = worldNormal;\n return rendererSampleSpotShadowForLight(lightIndex, worldPosition);\n}\n\nfn rendererSampleDirectionalShadow(worldPosition: vec3<f32>) -> f32 {\n _ = worldPosition;\n return 1.0;\n}\n\nfn rendererSampleDirectionalShadowWithNormal(worldPosition: vec3<f32>, worldNormal: vec3<f32>) -> f32 {\n _ = worldPosition;\n _ = worldNormal;\n return 1.0;\n}\n\nfn rendererSamplePointShadow(worldPosition: vec3<f32>) -> f32 {\n _ = worldPosition;\n return 1.0;\n}\n\nfn rendererSamplePointShadowWithNormal(worldPosition: vec3<f32>, worldNormal: vec3<f32>) -> f32 {\n _ = worldPosition;\n _ = worldNormal;\n return 1.0;\n}\n\nfn rendererSampleSpotShadow(worldPosition: vec3<f32>) -> f32 {\n _ = worldPosition;\n return 1.0;\n}\n\nfn rendererSampleSpotShadowWithNormal(worldPosition: vec3<f32>, worldNormal: vec3<f32>) -> f32 {\n _ = worldPosition;\n _ = worldNormal;\n return 1.0;\n}\n";return`\nstruct RendererCameraUniforms {\n viewProj: mat4x4<f32>,\n cameraPosition: vec4<f32>,\n viewportAndTime: vec4<f32>,\n view: mat4x4<f32>,\n projection: mat4x4<f32>,\n nearFar: vec4<f32>,\n fogColor: vec4<f32>,\n fogParams: vec4<f32>,\n motionCurrentViewProj: mat4x4<f32>,\n motionPreviousViewProj: mat4x4<f32>,\n motionParams: vec4<f32>,\n};\n\nstruct RendererLightUniforms {\n ambientColor: vec4<f32>,\n lightCounts: vec4<f32>,\n directionalDirections: array<vec4<f32>, 4>,\n directionalColorIntensities: array<vec4<f32>, 4>,\n directionalShadowParams: array<vec4<f32>, 4>,\n directionalShadowParams2: array<vec4<f32>, 4>,\n directionalShadowMatrices: array<mat4x4<f32>, 4>,\n pointPositionRanges: array<vec4<f32>, 64>,\n pointColorIntensities: array<vec4<f32>, 64>,\n pointParams: array<vec4<f32>, 64>,\n pointShadowParams: array<vec4<f32>, 64>,\n pointShadowParams2: array<vec4<f32>, 64>,\n spotPositionRanges: array<vec4<f32>, 64>,\n spotDirectionCones: array<vec4<f32>, 64>,\n spotColorIntensities: array<vec4<f32>, 64>,\n spotShadowParams: array<vec4<f32>, 64>,\n spotShadowParams2: array<vec4<f32>, 64>,\n spotParams: array<vec4<f32>, 64>,\n spotShadowMatrices: array<mat4x4<f32>, 64>,\n csmCascadeRanges: array<vec4<f32>, 4>,\n hemisphereSkyColorIntensity: vec4<f32>,\n hemisphereGroundColorIntensity: vec4<f32>,\n hemisphereDirection: vec4<f32>,\n};\n\n${"particle"===r?`\n@group(1) @binding(0) var<uniform> rendererCamera: RendererCameraUniforms;\n@group(1) @binding(1) var<uniform> rendererLights: RendererLightUniforms;\n@group(1) @binding(2) var rendererShadowSampler: sampler_comparison;\n@group(1) @binding(3) var rendererDirectionalShadowTexture: texture_depth_2d_array;\n@group(1) @binding(4) var rendererLinearClampSampler: sampler;\n@group(1) @binding(5) var rendererPointShadowTexture: texture_2d_array<f32>;\n@group(1) @binding(6) var rendererSpotShadowTexture: texture_depth_2d_array;\n@group(1) @binding(7) var rendererSpotLightMapAtlas: texture_2d<f32>;\n\nfn rendererBatchingId(instanceIndex: u32) -> u32 { return instanceIndex; }\nfn rendererInstanceModelMatrix(instanceIndex: u32) -> mat4x4<f32> {\n ${a??"_ = instanceIndex;\n return mat4x4<f32>(vec4(1.0, 0.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));"}\n}\nfn rendererPreviousInstanceModelMatrix(instanceIndex: u32) -> mat4x4<f32> { return rendererInstanceModelMatrix(instanceIndex); }\nfn rendererMotionBlurParams(instanceIndex: u32) -> vec4<f32> { _ = instanceIndex; return vec4<f32>(1.0, 1.0, 0.0, 0.0); }\nfn rendererObjectColor(instanceIndex: u32) -> vec4<f32> { _ = instanceIndex; return vec4<f32>(1.0); }\n`:"instanced-direct"===r?"\n@group(0) @binding(0) var<uniform> rendererCamera: RendererCameraUniforms;\n@group(0) @binding(1) var<uniform> rendererLights: RendererLightUniforms;\n@group(0) @binding(2) var<storage, read> rendererInstanceMatrices: array<vec4<f32>>;\n@group(0) @binding(3) var<storage, read> rendererInstanceColors: array<vec4<f32>>;\n@group(0) @binding(4) var rendererShadowSampler: sampler_comparison;\n@group(0) @binding(5) var rendererDirectionalShadowTexture: texture_depth_2d_array;\n@group(0) @binding(6) var rendererLinearClampSampler: sampler;\n@group(0) @binding(7) var rendererPointShadowTexture: texture_2d_array<f32>;\n@group(0) @binding(8) var rendererSpotShadowTexture: texture_depth_2d_array;\n@group(0) @binding(10) var rendererSpotLightMapAtlas: texture_2d<f32>;\n\nfn rendererBatchingId(instanceIndex: u32) -> u32 {\n return instanceIndex;\n}\n\nfn rendererInstanceModelMatrix(instanceIndex: u32) -> mat4x4<f32> {\n let base = instanceIndex * 4u;\n return mat4x4<f32>(\n rendererInstanceMatrices[base + 0u],\n rendererInstanceMatrices[base + 1u],\n rendererInstanceMatrices[base + 2u],\n rendererInstanceMatrices[base + 3u]\n );\n}\n\nfn rendererPreviousInstanceModelMatrix(instanceIndex: u32) -> mat4x4<f32> {\n return rendererInstanceModelMatrix(instanceIndex);\n}\n\nfn rendererMotionBlurParams(instanceIndex: u32) -> vec4<f32> {\n _ = instanceIndex;\n return vec4<f32>(1.0, 1.0, 0.0, 0.0);\n}\n\nfn rendererObjectColor(instanceIndex: u32) -> vec4<f32> {\n return rendererInstanceColors[instanceIndex];\n}\n":`\nstruct RendererInstanceData {\n model0: vec4<f32>,\n model1: vec4<f32>,\n model2: vec4<f32>,\n model3: vec4<f32>,\n color: vec4<f32>,\n batching: vec4<f32>,\n previousModel0: vec4<f32>,\n previousModel1: vec4<f32>,\n previousModel2: vec4<f32>,\n previousModel3: vec4<f32>,\n};\n\n@group(0) @binding(0) var<uniform> rendererCamera: RendererCameraUniforms;\n@group(0) @binding(1) var<uniform> rendererLights: RendererLightUniforms;\n@group(0) @binding(2) var<storage, read> rendererInstances: array<RendererInstanceData>;\n@group(0) @binding(3) var rendererShadowSampler: sampler_comparison;\n@group(0) @binding(4) var rendererDirectionalShadowTexture: texture_depth_2d_array;\n@group(0) @binding(5) var rendererLinearClampSampler: sampler;\n@group(0) @binding(6) var rendererPointShadowTexture: texture_2d_array<f32>;\n@group(0) @binding(7) var rendererSpotShadowTexture: texture_depth_2d_array;\n@group(0) @binding(9) var rendererSpotLightMapAtlas: texture_2d<f32>;\n${c?"@group(0) @binding(8) var<storage, read> rendererVisibleInstanceIndices: array<u32>;":""}\n\nfn rendererResolveInstanceIndex(instanceIndex: u32) -> u32 {\n ${c?"return rendererVisibleInstanceIndices[instanceIndex];":"return instanceIndex;"}\n}\n\nfn rendererInstanceModelMatrix(instanceIndex: u32) -> mat4x4<f32> {\n let instance = rendererInstances[rendererResolveInstanceIndex(instanceIndex)];\n return mat4x4<f32>(instance.model0, instance.model1, instance.model2, instance.model3);\n}\n\nfn rendererPreviousInstanceModelMatrix(instanceIndex: u32) -> mat4x4<f32> {\n let instance = rendererInstances[rendererResolveInstanceIndex(instanceIndex)];\n return mat4x4<f32>(instance.previousModel0, instance.previousModel1, instance.previousModel2, instance.previousModel3);\n}\n\nfn rendererMotionBlurParams(instanceIndex: u32) -> vec4<f32> {\n return vec4<f32>(rendererInstances[rendererResolveInstanceIndex(instanceIndex)].batching.yzw, 0.0);\n}\n\nfn rendererObjectColor(instanceIndex: u32) -> vec4<f32> {\n return rendererInstances[rendererResolveInstanceIndex(instanceIndex)].color;\n}\n\nfn rendererBatchingId(instanceIndex: u32) -> u32 {\n return u32(round(rendererInstances[rendererResolveInstanceIndex(instanceIndex)].batching.x));\n}\n`}\n\n${s?"@group(0) @binding(11) var rendererPointLightTiles: texture_2d<u32>;":""}\n\nfn rendererFullPointLightMask() -> vec2<u32> {\n let count = min(rendererPointLightCount(), 64u);\n // Shifts by 32 wrap to zero in WGSL; explicitly handle empty words.\n let low = 0xffffffffu >> (32u - min(count, 32u));\n let high = 0xffffffffu >> (32u - min(count - min(count, 32u), 32u));\n return vec2<u32>(select(low, 0u, count == 0u), select(high, 0u, count <= 32u));\n}\n\nfn rendererPointLightMask(pixel: vec2<f32>) -> vec2<u32> {\n ${s?"\n if (rendererCamera.nearFar.w > 0.5 && rendererPointLightCount() > 0u) {\n // Tile boundaries align to derivative quads; clamp edge helpers.\n let tile = min(vec2<u32>(max(pixel, vec2<f32>(0.0))) / 16u, textureDimensions(rendererPointLightTiles) - 1u);\n return textureLoad(rendererPointLightTiles, vec2<i32>(tile), 0).xy;\n }":"_ = pixel;"}\n return rendererFullPointLightMask();\n}\n\nfn rendererInverseMat3(m: mat3x3<f32>) -> mat3x3<f32> {\n let a = m[0];\n let b = m[1];\n let c = m[2];\n let r0 = cross(b, c);\n let r1 = cross(c, a);\n let r2 = cross(a, b);\n let det = dot(r2, c);\n let safeDet = select(det, select(-1e-8, 1e-8, det >= 0.0), abs(det) < 1e-8);\n let invDet = 1.0 / safeDet;\n return transpose(mat3x3<f32>(r0 * invDet, r1 * invDet, r2 * invDet));\n}\n\nfn rendererInstanceNormalMatrix(instanceIndex: u32) -> mat3x3<f32> {\n let model = rendererInstanceModelMatrix(instanceIndex);\n let model3x3 = mat3x3<f32>(model[0].xyz, model[1].xyz, model[2].xyz);\n return transpose(rendererInverseMat3(model3x3));\n}\n\nfn rendererWorldPosition(localPosition: vec3<f32>, instanceIndex: u32) -> vec4<f32> {\n return rendererInstanceModelMatrix(instanceIndex) * vec4(localPosition, 1.0);\n}\n\nfn rendererClipPosition(localPosition: vec3<f32>, instanceIndex: u32) -> vec4<f32> {\n return rendererCamera.viewProj * rendererWorldPosition(localPosition, instanceIndex);\n}\n\nfn rendererMotionCurrentClip(localPosition: vec3<f32>, instanceIndex: u32) -> vec4<f32> {\n let world = rendererInstanceModelMatrix(instanceIndex) * vec4(localPosition, 1.0);\n return rendererCamera.motionCurrentViewProj * world;\n}\n\nfn rendererMotionPreviousClip(\n currentLocalPosition: vec3<f32>,\n previousLocalPosition: vec3<f32>,\n instanceIndex: u32\n) -> vec4<f32> {\n let params = rendererMotionBlurParams(instanceIndex);\n let useObjectHistory = params.x >= 1.5 && params.z >= 0.5;\n var previousModel = rendererInstanceModelMatrix(instanceIndex);\n var previousLocal = currentLocalPosition;\n if (useObjectHistory) {\n previousModel = rendererPreviousInstanceModelMatrix(instanceIndex);\n previousLocal = previousLocalPosition;\n }\n return rendererCamera.motionPreviousViewProj * previousModel * vec4(previousLocal, 1.0);\n}\n\nfn rendererWorldNormal(localNormal: vec3<f32>, instanceIndex: u32) -> vec3<f32> {\n return normalize(rendererInstanceNormalMatrix(instanceIndex) * localNormal);\n}\n\n${_r("rendererCamera")}\n\nfn rendererDirectionalLightDirection() -> vec3<f32> {\n return rendererDirectionalLightDirectionForLight(0u);\n}\n\nfn rendererDirectionalLightColor() -> vec3<f32> {\n return rendererDirectionalLightColorForLight(0u);\n}\n\nfn rendererPointLightPosition() -> vec3<f32> {\n return rendererPointLightPositionForLight(0u);\n}\n\nfn rendererPointLightRange() -> f32 {\n return rendererPointLightRangeForLight(0u);\n}\n\nfn rendererPointLightColor() -> vec3<f32> {\n return rendererPointLightColorForLight(0u);\n}\n\nfn rendererAmbientLight() -> vec3<f32> {\n return rendererLights.ambientColor.xyz * rendererLights.ambientColor.w;\n}\n\nfn rendererHemisphereLight(worldNormal: vec3<f32>) -> vec3<f32> {\n let directionLength = length(rendererLights.hemisphereDirection.xyz);\n if (directionLength <= 0.0) {\n return vec3<f32>(0.0);\n }\n let sky = rendererLights.hemisphereSkyColorIntensity;\n let ground = rendererLights.hemisphereGroundColorIntensity;\n let weight = dot(normalize(worldNormal), rendererLights.hemisphereDirection.xyz / directionLength) * 0.5 + 0.5;\n return mix(ground.xyz * ground.w, sky.xyz * sky.w, weight);\n}\n\nfn rendererIndirectDiffuse(worldNormal: vec3<f32>) -> vec3<f32> {\n return rendererAmbientLight() + rendererHemisphereLight(worldNormal);\n}\n\nfn rendererDirectionalLightCount() -> u32 {\n return u32(round(rendererLights.lightCounts.x));\n}\n\nfn rendererPointLightCount() -> u32 {\n return u32(round(rendererLights.lightCounts.y));\n}\n\nfn rendererSpotLightCount() -> u32 {\n return u32(round(rendererLights.lightCounts.z));\n}\n\nfn rendererCsmCascadeCount() -> u32 {\n return u32(round(rendererLights.lightCounts.w));\n}\n\nfn rendererCsmCascadeRangeForLight(lightIndex: u32) -> vec2<f32> {\n return rendererLights.csmCascadeRanges[lightIndex].xy;\n}\n\nfn rendererDirectionalLightDirectionForLight(lightIndex: u32) -> vec3<f32> {\n return normalize(-rendererLights.directionalDirections[lightIndex].xyz);\n}\n\nfn rendererDirectionalLightColorForLight(lightIndex: u32) -> vec3<f32> {\n let value = rendererLights.directionalColorIntensities[lightIndex];\n return value.xyz * value.w;\n}\n\nfn rendererPointLightPositionForLight(lightIndex: u32) -> vec3<f32> {\n return rendererLights.pointPositionRanges[lightIndex].xyz;\n}\n\nfn rendererPointLightRangeForLight(lightIndex: u32) -> f32 {\n return rendererLights.pointParams[lightIndex].x;\n}\n\nfn rendererPointLightShadowRangeForLight(lightIndex: u32) -> f32 {\n return rendererLights.pointPositionRanges[lightIndex].w;\n}\n\nfn rendererPointLightDecayForLight(lightIndex: u32) -> f32 {\n return rendererLights.pointParams[lightIndex].y;\n}\n\nfn rendererPointLightColorForLight(lightIndex: u32) -> vec3<f32> {\n let value = rendererLights.pointColorIntensities[lightIndex];\n return value.xyz * value.w;\n}\n\nfn rendererSpotLightPositionForLight(lightIndex: u32) -> vec3<f32> {\n return rendererLights.spotPositionRanges[lightIndex].xyz;\n}\n\nfn rendererSpotLightRangeForLight(lightIndex: u32) -> f32 {\n return rendererLights.spotPositionRanges[lightIndex].w;\n}\n\nfn rendererSpotLightDirectionForLight(lightIndex: u32) -> vec3<f32> {\n // The packed value points from the light towards its target. Material\n // lighting evaluates the incident direction from the fragment back to the\n // light, matching rendererDirectionalLightDirectionForLight().\n return normalize(-rendererLights.spotDirectionCones[lightIndex].xyz);\n}\n\nfn rendererSpotLightConeCosForLight(lightIndex: u32) -> f32 {\n return rendererLights.spotDirectionCones[lightIndex].w;\n}\n\nfn rendererSpotLightPenumbraCosForLight(lightIndex: u32) -> f32 {\n return rendererLights.spotParams[lightIndex].y;\n}\n\nfn rendererSpotLightDecayForLight(lightIndex: u32) -> f32 {\n return rendererLights.spotParams[lightIndex].z;\n}\n\nfn rendererSpotLightColorForLight(lightIndex: u32) -> vec3<f32> {\n let value = rendererLights.spotColorIntensities[lightIndex];\n return value.xyz * value.w;\n}\n\n// These structs make the renderer's packed light buffer available to generic\n// graph nodes. The graph only depends on the semantic fields; this header can\n// later source them from Forward+ storage buffers without changing materials.\nstruct RendererDirectionalLight {\n direction: vec3<f32>,\n color: vec3<f32>,\n};\n\nfn rendererDirectionalLightForLight(lightIndex: u32) -> RendererDirectionalLight {\n return RendererDirectionalLight(\n rendererDirectionalLightDirectionForLight(lightIndex),\n rendererDirectionalLightColorForLight(lightIndex)\n );\n}\n\n// These records match three-shader-graph's established shadow structs. They\n// intentionally expose metadata only; sampling stays behind the renderer's\n// semantic shadow functions so graph code never depends on the atlas layout.\nstruct RendererDirectionalLightShadow {\n shadowBias: f32,\n shadowNormalBias: f32,\n shadowRadius: f32,\n shadowMapSize: vec2<f32>,\n};\n\nfn rendererDirectionalLightShadowForLight(lightIndex: u32) -> RendererDirectionalLightShadow {\n let params = rendererLights.directionalShadowParams[lightIndex];\n let params2 = rendererLights.directionalShadowParams2[lightIndex];\n return RendererDirectionalLightShadow(\n params.x,\n params.w,\n params2.x,\n vec2<f32>(params.z)\n );\n}\n\nstruct RendererPointLight {\n position: vec3<f32>,\n color: vec3<f32>,\n distance: f32,\n decay: f32,\n};\n\nfn rendererPointLightForLight(lightIndex: u32) -> RendererPointLight {\n return RendererPointLight(\n rendererPointLightPositionForLight(lightIndex),\n rendererPointLightColorForLight(lightIndex),\n rendererPointLightRangeForLight(lightIndex),\n rendererPointLightDecayForLight(lightIndex)\n );\n}\n\nstruct RendererPointLightShadow {\n shadowBias: f32,\n shadowNormalBias: f32,\n shadowRadius: f32,\n shadowMapSize: vec2<f32>,\n shadowCameraNear: f32,\n shadowCameraFar: f32,\n};\n\nfn rendererPointLightShadowForLight(lightIndex: u32) -> RendererPointLightShadow {\n let params = rendererLights.pointShadowParams[lightIndex];\n let params2 = rendererLights.pointShadowParams2[lightIndex];\n return RendererPointLightShadow(\n params.x,\n params.w,\n params2.x,\n vec2<f32>(params.z),\n params2.z,\n params2.w\n );\n}\n\nstruct RendererSpotLight {\n position: vec3<f32>,\n direction: vec3<f32>,\n color: vec3<f32>,\n distance: f32,\n decay: f32,\n coneCos: f32,\n penumbraCos: f32,\n};\n\nfn rendererSpotLightForLight(lightIndex: u32) -> RendererSpotLight {\n return RendererSpotLight(\n rendererSpotLightPositionForLight(lightIndex),\n rendererSpotLightDirectionForLight(lightIndex),\n rendererSpotLightColorForLight(lightIndex),\n rendererSpotLightRangeForLight(lightIndex),\n rendererSpotLightDecayForLight(lightIndex),\n rendererSpotLightConeCosForLight(lightIndex),\n rendererSpotLightPenumbraCosForLight(lightIndex)\n );\n}\n\nstruct RendererSpotLightShadow {\n shadowBias: f32,\n shadowNormalBias: f32,\n shadowRadius: f32,\n shadowMapSize: vec2<f32>,\n};\n\nfn rendererSpotLightShadowForLight(lightIndex: u32) -> RendererSpotLightShadow {\n let params = rendererLights.spotShadowParams[lightIndex];\n let params2 = rendererLights.spotShadowParams2[lightIndex];\n return RendererSpotLightShadow(\n params.x,\n params.w,\n params2.x,\n vec2<f32>(params.z)\n );\n}\n\nfn rendererDirectionalShadowMatrixForLight(lightIndex: u32) -> mat4x4<f32> {\n return rendererLights.directionalShadowMatrices[lightIndex];\n}\n\nfn rendererDirectionalShadowMatrix() -> mat4x4<f32> {\n return rendererDirectionalShadowMatrixForLight(0u);\n}\n\nfn rendererDirectionalShadowBias() -> f32 {\n return rendererDirectionalShadowBiasForLight(0u);\n}\n\nfn rendererDirectionalShadowBiasForLight(lightIndex: u32) -> f32 {\n return rendererLights.directionalShadowParams[lightIndex].x;\n}\n\nfn rendererDirectionalShadowEnabled() -> bool {\n return rendererDirectionalShadowEnabledForLight(0u);\n}\n\nfn rendererDirectionalShadowEnabledForLight(lightIndex: u32) -> bool {\n return rendererLights.directionalShadowParams[lightIndex].y >= 0.5;\n}\n\nfn rendererDirectionalShadowIntensityForLight(lightIndex: u32) -> f32 {\n return rendererLights.directionalShadowParams2[lightIndex].y;\n}\n\nfn rendererDirectionalShadowMapSize() -> f32 {\n return rendererLights.directionalShadowParams[0].z;\n}\n\nfn rendererPointShadowBias() -> f32 {\n return rendererPointShadowBiasForLight(0u);\n}\n\nfn rendererPointShadowBiasForLight(lightIndex: u32) -> f32 {\n return rendererLights.pointShadowParams[lightIndex].x;\n}\n\nfn rendererPointShadowEnabled() -> bool {\n return rendererPointShadowEnabledForLight(0u);\n}\n\nfn rendererPointShadowEnabledForLight(lightIndex: u32) -> bool {\n return rendererLights.pointShadowParams[lightIndex].y >= 0.5;\n}\n\nfn rendererPointShadowIntensityForLight(lightIndex: u32) -> f32 {\n return rendererLights.pointShadowParams2[lightIndex].y;\n}\n\nfn rendererSpotShadowMatrixForLight(lightIndex: u32) -> mat4x4<f32> {\n return rendererLights.spotShadowMatrices[lightIndex];\n}\n\nfn rendererSpotShadowBiasForLight(lightIndex: u32) -> f32 {\n return rendererLights.spotShadowParams[lightIndex].x;\n}\n\nfn rendererSpotShadowEnabledForLight(lightIndex: u32) -> bool {\n return rendererLights.spotShadowParams[lightIndex].y >= 0.5;\n}\n\nfn rendererSpotShadowIntensityForLight(lightIndex: u32) -> f32 {\n return rendererLights.spotShadowParams2[lightIndex].y;\n}\n\nfn rendererSampleSpotLightMapForLight(lightIndex: u32, worldPosition: vec3<f32>) -> vec3<f32> {\n if (lightIndex >= rendererSpotLightCount() || rendererLights.spotParams[lightIndex].w < 0.5) {\n return vec3<f32>(1.0);\n }\n let clip = rendererSpotShadowMatrixForLight(lightIndex) * vec4<f32>(worldPosition, 1.0);\n if (clip.w <= 0.0) { return vec3<f32>(1.0); }\n let ndc = clip.xyz / clip.w;\n if (any(ndc < vec3<f32>(-1.0, -1.0, 0.0)) || any(ndc > vec3<f32>(1.0))) {\n return vec3<f32>(1.0);\n }\n let projectedUv = ndc.xy * vec2<f32>(0.5, -0.5) + vec2<f32>(0.5);\n let cell = vec2<f32>(f32(lightIndex % 8u), f32(lightIndex / 8u));\n let cellUv = clamp(projectedUv, vec2<f32>(0.0), vec2<f32>(1.0)) * (255.0 / 256.0) + vec2<f32>(0.5 / 256.0);\n let atlasUv = (cell + cellUv) / 8.0;\n return textureSampleLevel(rendererSpotLightMapAtlas, rendererLinearClampSampler, atlasUv, 0.0).rgb;\n}\n\n${u}\n${Hr(n)}\n${o}\n${l}\n`}function Kr(e=!0,t){return qr({uniforms:{},textures:{},storageBuffers:{},getGraphTextureInputs:()=>({})},void 0,"particle",e,!1,t)}function Zr(e,t,r,i="packed",n=!1){const a="camera"===t?`\nstruct RendererCameraUniforms {\n viewProj: mat4x4<f32>,\n cameraPosition: vec4<f32>,\n viewportAndTime: vec4<f32>,\n view: mat4x4<f32>,\n projection: mat4x4<f32>,\n nearFar: vec4<f32>,\n fogColor: vec4<f32>,\n fogParams: vec4<f32>,\n};\n\n@group(0) @binding(0) var<uniform> rendererCamera: RendererCameraUniforms;\n@group(0) @binding(1) var<uniform> rendererLights: array<vec4<f32>, 11>;\n${"instanced-direct"===i?"@group(0) @binding(2) var<storage, read> rendererInstanceMatrices: array<vec4<f32>>;\n@group(0) @binding(3) var<storage, read> rendererInstanceColors: array<vec4<f32>>;":"@group(0) @binding(2) var<storage, read> rendererInstances: array<RendererInstanceData>;"}\n\nfn rendererClipPosition(localPosition: vec3<f32>, instanceIndex: u32) -> vec4<f32> {\n return rendererCamera.viewProj * rendererWorldPosition(localPosition, instanceIndex);\n}\n`:`\nstruct ShadowCameraUniforms {\n viewProj: mat4x4<f32>,\n lightPositionRange: vec4<f32>,\n view: mat4x4<f32>,\n projection: mat4x4<f32>,\n cameraPosition: vec4<f32>,\n nearFar: vec4<f32>,\n timeAndPadding: vec4<f32>,\n};\n\n@group(0) @binding(0) var<uniform> shadowCamera: ShadowCameraUniforms;\n${"instanced-direct"===i?"@group(0) @binding(1) var<storage, read> rendererInstanceMatrices: array<vec4<f32>>;\n@group(0) @binding(2) var<storage, read> rendererInstanceColors: array<vec4<f32>>;":"@group(0) @binding(1) var<storage, read> rendererInstances: array<RendererInstanceData>;"}\n\nfn rendererClipPosition(localPosition: vec3<f32>, instanceIndex: u32) -> vec4<f32> {\n return shadowCamera.viewProj * rendererWorldPosition(localPosition, instanceIndex);\n}\n`,s=Nr(e,r);return`\n${a}\n\n${"instanced-direct"===i?"\nfn rendererInstanceModelMatrix(instanceIndex: u32) -> mat4x4<f32> {\n let base = instanceIndex * 4u;\n return mat4x4<f32>(\n rendererInstanceMatrices[base + 0u],\n rendererInstanceMatrices[base + 1u],\n rendererInstanceMatrices[base + 2u],\n rendererInstanceMatrices[base + 3u]\n );\n}\n\nfn rendererObjectColor(instanceIndex: u32) -> vec4<f32> {\n return rendererInstanceColors[instanceIndex];\n}\n\nfn rendererBatchingId(instanceIndex: u32) -> u32 {\n return instanceIndex;\n}\n":"\nstruct RendererInstanceData {\n model0: vec4<f32>,\n model1: vec4<f32>,\n model2: vec4<f32>,\n model3: vec4<f32>,\n color: vec4<f32>,\n batching: vec4<f32>,\n previousModel0: vec4<f32>,\n previousModel1: vec4<f32>,\n previousModel2: vec4<f32>,\n previousModel3: vec4<f32>,\n};\n\nfn rendererInstanceModelMatrix(instanceIndex: u32) -> mat4x4<f32> {\n let instance = rendererInstances[instanceIndex];\n return mat4x4<f32>(instance.model0, instance.model1, instance.model2, instance.model3);\n}\n\nfn rendererObjectColor(instanceIndex: u32) -> vec4<f32> {\n return rendererInstances[instanceIndex].color;\n}\n\nfn rendererBatchingId(instanceIndex: u32) -> u32 {\n return u32(round(rendererInstances[instanceIndex].batching.x));\n}\n"}\n\nfn rendererInverseMat3(m: mat3x3<f32>) -> mat3x3<f32> {\n let a = m[0];\n let b = m[1];\n let c = m[2];\n let r0 = cross(b, c);\n let r1 = cross(c, a);\n let r2 = cross(a, b);\n let det = dot(r2, c);\n let safeDet = select(det, select(-1e-8, 1e-8, det >= 0.0), abs(det) < 1e-8);\n let invDet = 1.0 / safeDet;\n return transpose(mat3x3<f32>(r0 * invDet, r1 * invDet, r2 * invDet));\n}\n\nfn rendererInstanceNormalMatrix(instanceIndex: u32) -> mat3x3<f32> {\n let model = rendererInstanceModelMatrix(instanceIndex);\n let model3x3 = mat3x3<f32>(model[0].xyz, model[1].xyz, model[2].xyz);\n return transpose(rendererInverseMat3(model3x3));\n}\n\nfn rendererWorldPosition(localPosition: vec3<f32>, instanceIndex: u32) -> vec4<f32> {\n return rendererInstanceModelMatrix(instanceIndex) * vec4(localPosition, 1.0);\n}\n\nfn rendererWorldNormal(localNormal: vec3<f32>, instanceIndex: u32) -> vec3<f32> {\n return normalize(rendererInstanceNormalMatrix(instanceIndex) * localNormal);\n}\n\n${_r("camera"===t?"rendererCamera":"shadowCamera")}\n${Hr(n)}\n${s}\n`}var Yr=class{constructor(e,t,r={}){this.name=e,this.callback=t,this.reads=r.reads,this.writes=r.writes,this.dependsOn=r.dependsOn}name;callback;reads;writes;dependsOn;execute(e){this.callback(e)}};import{AlwaysCompare as Xr,BufferAttribute as Jr,EqualCompare as Qr,GreaterCompare as ei,GreaterEqualCompare as ti,LessCompare as ri,LessEqualCompare as ii,MirroredRepeatWrapping as ni,NearestFilter as ai,NearestMipmapLinearFilter as si,NearestMipmapNearestFilter as oi,NeverCompare as li,NotEqualCompare as ci,Object3D as ui,RepeatWrapping as di,Vector3 as hi}from"three";var pi=new WeakMap,fi=1;function mi(e){return e?"version"in e?e.version:e.data.version:0}function gi(e){const t=Object.keys(e.attributes).sort().map(t=>{const r=e.getAttribute(t);return[t,mi(r),r?.itemSize??0,r?.count??0].join(":")}).join("|"),r=e.index?.version??0,i=e.groups.map(e=>`${e.start}:${e.count}:${e.materialIndex??0}`).join("|");return[t,r,e.drawRange.start,e.drawRange.count,i].join(";")}function vi(e){switch(e){case"float32":case"uint32":case"sint32":return 1;case"float32x2":case"uint32x2":case"sint32x2":return 2;case"float32x3":case"uint32x3":case"sint32x3":return 3;default:return 4}}function xi(e){return 4*vi(e)}function wi(e,t){switch(t){case"uint32":return new Uint32Array(e);case"sint32":return new Int32Array(e);default:return new Float32Array(e)}}function bi(e,t,r,i){switch(r){case"uint32":e[t]=Math.max(0,Math.round(i));break;case"sint32":e[t]=Math.trunc(i);break;default:e[t]=i}}function yi(e,t){if(e.length!==t.length)return!1;for(let r=0;r<e.length;r+=1)if(e[r]!==t[r])return!1;return!0}function Si(e,t,r,i){const n=Math.max(4,t.byteLength),a=e.createBuffer({label:i,size:4*Math.ceil(n/4),usage:r,mappedAtCreation:!0});return new Uint8Array(a.getMappedRange()).set(new Uint8Array(t.buffer,t.byteOffset,t.byteLength)),a.unmap(),a}function Ci(e){switch(e){case"vertex":return GPUShaderStage.VERTEX;case"vertex-fragment":return 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HTMLImageElement&&e instanceof HTMLImageElement||"undefined"!=typeof ImageBitmap&&e instanceof ImageBitmap||"undefined"!=typeof OffscreenCanvas&&e instanceof OffscreenCanvas||"undefined"!=typeof HTMLVideoElement&&e instanceof HTMLVideoElement?e:null}function zi(e){return e}function Ui(e,t,r,i,n,a,s,o,l,c,u){return e.appendMatrixAndColorValues(t,r,i,n,a,s,o,l,c,u)}function Ai(e,t,r,i,n,a,s,o,l,c,u){return e.appendMatrixAndColorValues(t.elements,r,i,n,a,s,o,l,c,u)}function Fi(e,t,r){const i=e.elements;for(let e=0;e<16;e+=1)i[e]=t[r+e]??0;return e}function Ei(e){const t=pi.get(e);if(void 0!==t)return t;const r=fi+=1;return pi.set(e,r),r}function ki(e,t,r,i,n,a){return[Ei(e),Ei(t),r?1:0,i,n,a?Ei(a):0].join(":")}function Oi(e,t,r,i,n,a){let s=2166136261;return s=Ni(s,e),s=Ni(s,t),s=Ni(s,r?1:0),s=Ni(s,i),s=Ni(s,n),s=Ni(s,a),s}function ji(e,t){return e.renderOrder!==t.renderOrder?e.renderOrder-t.renderOrder:(r=e.sortMaterialId,i=e.sortGeometryId,n=e.indexed,a=e.start,s=e.count,o=e.sortCustomDepthMaterialId,l=t.sortMaterialId,c=t.sortGeometryId,u=t.indexed,d=t.start,h=t.count,p=t.sortCustomDepthMaterialId,r!==l?r-l:i!==c?i-c:n!==u?n?-1:1:a!==d?a-d:s!==h?s-h:o-p);var r,i,n,a,s,o,l,c,u,d,h,p}function $i(e,t){return e.renderOrder!==t.renderOrder?e.renderOrder-t.renderOrder:0!==e.transparentSortGroup&&e.transparentSortGroup===t.transparentSortGroup&&e.transparentSortOrder!==t.transparentSortOrder?e.transparentSortOrder-t.transparentSortOrder:e.sortDepth!==t.sortDepth?t.sortDepth-e.sortDepth:ji(e,t)}function Wi(e){for(let t=0;t<e.length;t+=1)if(e[t].hasRenderCallbacks)return!0;return!1}function Ni(e,t){let r=Math.imul((e^t)>>>0,16777619);return r^=r>>>13,r>>>0}function _i(e,t){return e.renderOrder===t.renderOrder&&!e.hasRenderCallbacks&&!t.hasRenderCallbacks&&e.castShadow===t.castShadow&&e.receiveShadow===t.receiveShadow&&qi(e)===qi(t)&&e.usesBatching===t.usesBatching&&e.sortMaterialId===t.sortMaterialId&&e.sortGeometryId===t.sortGeometryId&&e.indexed===t.indexed&&e.start===t.start&&e.count===t.count&&e.sortCustomDepthMaterialId===t.sortCustomDepthMaterialId}function Hi(e,t){return e.renderOrder===t.renderOrder&&!e.hasRenderCallbacks&&!t.hasRenderCallbacks&&e.castShadow===t.castShadow&&e.receiveShadow===t.receiveShadow&&qi(e)===qi(t)&&e.usesBatching===t.usesBatching&&e.sortMaterialId===t.sortMaterialId&&e.sortGeometryId===t.sortGeometryId&&e.indexed===t.indexed&&e.start===t.start&&e.count===t.count&&e.sortCustomDepthMaterialId===t.sortCustomDepthMaterialId}function qi(e){return e.frontFaceCW}function Ki(e,t){for(let r=0;r<16;r+=1)t[r]=e[r]??0}function Zi(e,t){for(let r=0;r<16;r+=1)if((e[r]??0)!==(t[r]??0))return!1;return!0}function Yi(e){return 1===(e[0]??0)&&0===(e[1]??0)&&0===(e[2]??0)&&0===(e[3]??0)&&0===(e[4]??0)&&1===(e[5]??0)&&0===(e[6]??0)&&0===(e[7]??0)&&0===(e[8]??0)&&0===(e[9]??0)&&1===(e[10]??0)&&0===(e[11]??0)&&0===(e[12]??0)&&0===(e[13]??0)&&0===(e[14]??0)&&1===(e[15]??0)}function Xi(e,t,r,i){r.x<e.x&&(e.x=r.x),r.y<e.y&&(e.y=r.y),r.z<e.z&&(e.z=r.z),i.x>t.x&&(t.x=i.x),i.y>t.y&&(t.y=i.y),i.z>t.z&&(t.z=i.z)}function Ji(e,t){return t.multiplyMatrices(Bt.multiplyMatrices(wt,e.projectionMatrix),e.matrixWorldInverse)}function Qi(e,t,r,i,n,a){const s=Math.hypot(r,i,n)||1;e[t+0]=r/s,e[t+1]=i/s,e[t+2]=n/s,e[t+3]=a/s}function en(e,t,r,i,n){const a=-n;for(let n=0;n<24;n+=4){if(e[n+0]*t+e[n+1]*r+e[n+2]*i+e[n+3]<a)return!1}return!0}function tn(e){return null===e.boundingSphere&&e.computeBoundingSphere(),e.boundingSphere?{center:e.boundingSphere.center.clone(),radius:e.boundingSphere.radius}:{center:new hi,radius:1}}function rn(e){const t=e.elements,r=Math.hypot(t[0],t[1],t[2]),i=Math.hypot(t[4],t[5],t[6]),n=Math.hypot(t[8],t[9],t[10]);return Math.max(r,i,n,1e-5)}function nn(e,t,r,i,n,a,s){const o=r.elements,l=a.elements,c=e.x,u=e.y,d=e.z,h=o[0]*c+o[4]*u+o[8]*d+o[12],p=o[1]*c+o[5]*u+o[9]*d+o[13],f=o[2]*c+o[6]*u+o[10]*d+o[14],m=i[n]*h+i[n+4]*p+i[n+8]*f+i[n+12],g=i[n+1]*h+i[n+5]*p+i[n+9]*f+i[n+13],v=i[n+2]*h+i[n+6]*p+i[n+10]*f+i[n+14];s.set(l[0]*m+l[4]*g+l[8]*v+l[12],l[1]*m+l[5]*g+l[9]*v+l[13],l[2]*m+l[6]*g+l[10]*v+l[14]);const x=i[n],w=i[n+4],b=i[n+8],y=i[n+1],S=i[n+5],C=i[n+9],P=i[n+2],M=i[n+6],B=i[n+10],D=x*o[0]+w*o[1]+b*o[2],T=x*o[4]+w*o[5]+b*o[6],I=x*o[8]+w*o[9]+b*o[10],R=y*o[0]+S*o[1]+C*o[2],G=y*o[4]+S*o[5]+C*o[6],V=y*o[8]+S*o[9]+C*o[10],L=P*o[0]+M*o[1]+B*o[2],z=P*o[4]+M*o[5]+B*o[6],U=P*o[8]+M*o[9]+B*o[10],A=l[0]*D+l[4]*R+l[8]*L,F=l[0]*T+l[4]*G+l[8]*z,E=l[0]*I+l[4]*V+l[8]*U,k=l[1]*D+l[5]*R+l[9]*L,O=l[1]*T+l[5]*G+l[9]*z,j=l[1]*I+l[5]*V+l[9]*U,$=l[2]*D+l[6]*R+l[10]*L,W=l[2]*T+l[6]*G+l[10]*z,N=l[2]*I+l[6]*V+l[10]*U,_=Math.hypot(A,k,$),H=Math.hypot(F,O,W),q=Math.hypot(E,j,N);return t*Math.max(_,H,q,1e-5)}function an(e){const t=e.bones,r=e.boneInverses,i=e.boneMatrices;for(let e=0;e<t.length;e+=1){const n=t[e],a=n?.matrixWorld.elements,s=r[e].elements,o=16*e;if(!a){i.set(s,o);continue}const l=a[0],c=a[4],u=a[8],d=a[12],h=a[1],p=a[5],f=a[9],m=a[13],g=a[2],v=a[6],x=a[10],w=a[14],b=a[3],y=a[7],S=a[11],C=a[15],P=s[0],M=s[4],B=s[8],D=s[12],T=s[1],I=s[5],R=s[9],G=s[13],V=s[2],L=s[6],z=s[10],U=s[14],A=s[3],F=s[7],E=s[11],k=s[15];i[o]=l*P+c*T+u*V+d*A,i[o+4]=l*M+c*I+u*L+d*F,i[o+8]=l*B+c*R+u*z+d*E,i[o+12]=l*D+c*G+u*U+d*k,i[o+1]=h*P+p*T+f*V+m*A,i[o+5]=h*M+p*I+f*L+m*F,i[o+9]=h*B+p*R+f*z+m*E,i[o+13]=h*D+p*G+f*U+m*k,i[o+2]=g*P+v*T+x*V+w*A,i[o+6]=g*M+v*I+x*L+w*F,i[o+10]=g*B+v*R+x*z+w*E,i[o+14]=g*D+v*G+x*U+w*k,i[o+3]=b*P+y*T+S*V+C*A,i[o+7]=b*M+y*I+S*L+C*F,i[o+11]=b*B+y*R+S*z+C*E,i[o+15]=b*D+y*G+S*U+C*k}null!==e.boneTexture&&(e.boneTexture.needsUpdate=!0)}function sn(e,t,r,i){const n=r.x-i,a=r.y-i,s=r.z-i,o=r.x+i,l=r.y+i,c=r.z+i;n<e.x&&(e.x=n),a<e.y&&(e.y=a),s<e.z&&(e.z=s),o>t.x&&(t.x=o),l>t.y&&(t.y=l),c>t.z&&(t.z=c)}function on(e){return Math.floor(Math.max(0,e.count)/3)*Math.max(0,e.instanceCount)}function ln(e){const t=e??1;if(!Number.isInteger(t)||t<1)throw new Error(`Renderer sampleCount must be a positive integer. Received: ${e}`);return t}function cn(e){const t=e.customDepthMaterial;return t&&yr(t)?t:null}function un(e,t){e.latestFrameProfile=pn(t.profile),(t.pendingGpuRead||t.pendingVisibilityRead)&&Promise.all([t.pendingGpuRead?dn(t.profile,t.pendingGpuRead):Promise.resolve(),t.pendingVisibilityRead?hn(t.profile,t.pendingVisibilityRead):Promise.resolve()]).then(()=>{const r=pn(t.profile);e.latestFrameProfile=r,e.latestCompletedFrameProfile=r})}async function dn(e,t){try{await t.readBuffer.mapAsync(GPUMapMode.READ);const r=t.readBuffer.getMappedRange(),i=new BigUint64Array(r.slice(0));let n=0;const a=t.profile.passes.map((e,t)=>{const r=Number(i[2*t]??0n),a=Number(i[2*t+1]??0n),s=Math.max(0,a-r)/1e6;return n+=s,{...e,gpuTimeMs:s}});e.gpuTimeMs=n,e.gpuProfilingReason=null,e.passes=a}catch{e.timestampQueryActive=!1,e.gpuTimeMs=null,e.gpuProfilingReason="timestamp readback failed after submission",e.passes=e.passes.map(e=>({...e,gpuTimeMs:null}))}finally{"mapped"===t.readBuffer.mapState&&t.readBuffer.unmap(),t.querySet.destroy(),t.resolveBuffer.destroy(),t.readBuffer.destroy()}}async function hn(e,t){try{await t.readBuffer.mapAsync(GPUMapMode.READ);const r=new Uint32Array(t.readBuffer.getMappedRange());let i=0,n=0,a=0,s=0;for(const e of t.regions){let t=0;const o=e.byteOffset/Uint32Array.BYTES_PER_ELEMENT;for(let i=0;i<e.drawCount;i+=1)t+=r[o+5*i+1]??0;"dynamic"===e.kind?(i+=e.totalInstances,n+=t):(a+=e.totalInstances,s+=t)}const o=i+a,l=n+s;e.visibility={totalInstances:o,visibleInstances:l,culledInstances:Math.max(0,o-l),dynamicTotalInstances:i,dynamicVisibleInstances:n,staticTotalInstances:a,staticVisibleInstances:s}}catch{e.visibility=null}finally{"mapped"===t.readBuffer.mapState&&t.readBuffer.unmap(),t.readBuffer.destroy()}}function pn(e){return{...e,cpuPhases:{...e.cpuPhases},passes:e.passes.map(e=>({...e})),visibility:e.visibility?{...e.visibility}:null}}import{Frustum as fn,Matrix4 as mn,Sphere as gn}from"three";var vn=new fn,xn=new mn,wn=new gn;function bn(e){return e.usesBatching}function yn(e){return!e.wireframe&&e.material.primitiveTopology.startsWith("triangle")}function Sn(e,t){return"pointShadow"===t?null!==e.material.pointShadowVertexShader&&null!==e.material.pointShadowFragmentShader:null!==e.material.depthVertexShader}function Cn(e,t){if(!this.state.visibilityKernel||!this.state.drawMetadataResource||0===this.state.drawMetadataResource.count)return;const r=e.beginComputePass({label:"renderer-visibility-pass"});r.setPipeline(this.state.visibilityKernel.pipeline),r.setBindGroup(0,t),r.dispatchWorkgroups(Math.ceil(this.state.drawMetadataResource.count/64)),r.end()}function Pn(e,t){if(this.state.staticVisibilityClearKernel&&this.state.staticVisibilityCullKernel&&this.state.staticVisibilityIndirectBuildKernel&&this.getHiZOcclusionCullingActive())for(const r of this.staticDrawSets){if(!r.publicSet.enabled||0===r.drawMetadataResource.count)continue;if("postpass"===t&&r.lastPreVisibilityFrameToken!==this.staticFrameToken)continue;if(!this.state.device)continue;const i="prepass"===t?r.visibilityParamsUpload:r.postVisibilityParamsUpload,n="prepass"===t?r.visibilityParamsBuffer:r.postVisibilityParamsBuffer;i[1]=this.state.hizMipCount,i[3]="prepass"===t?this.state.temporalHiZHistoryValid?3:0:5,this.state.device.queue.writeBuffer(n,0,zi(i),0,4);const a=this.getOrCreateStaticVisibilityBindGroup(r,t);if(!a)continue;if("prepass"!==t||r.visibilityClearBindGroup&&r.visibilityIndirectBuildBindGroup&&r.postVisibilityIndirectBuildBindGroup||(r.visibilityClearBindGroup=this.state.staticVisibilityClearKernel.createBindGroup(this.state.device,[{binding:0,resource:{buffer:r.visibilityParamsBuffer}},{binding:1,resource:{buffer:r.instanceVisibilityResource.visibleCountsBuffer}},{binding:2,resource:{buffer:r.instanceVisibilityResource.postVisibleCountsBuffer}},{binding:3,resource:{buffer:r.instanceVisibilityResource.visibleInstanceMaskBuffer}}],`${r.label}-visibility-clear-bind-group`),r.visibilityIndirectBuildBindGroup=this.state.staticVisibilityIndirectBuildKernel.createBindGroup(this.state.device,[{binding:0,resource:{buffer:r.visibilityParamsBuffer}},{binding:1,resource:{buffer:r.instanceVisibilityResource.visibleCountsBuffer}},{binding:2,resource:{buffer:r.instanceVisibilityResource.postVisibleCountsBuffer}},{binding:3,resource:{buffer:r.drawMetadataResource.indirectBuffer}},{binding:4,resource:{buffer:r.drawMetadataResource.postIndirectBuffer}}],`${r.label}-visibility-indirect-build-bind-group`),r.postVisibilityIndirectBuildBindGroup=this.state.staticVisibilityIndirectBuildKernel.createBindGroup(this.state.device,[{binding:0,resource:{buffer:r.postVisibilityParamsBuffer}},{binding:1,resource:{buffer:r.instanceVisibilityResource.visibleCountsBuffer}},{binding:2,resource:{buffer:r.instanceVisibilityResource.postVisibleCountsBuffer}},{binding:3,resource:{buffer:r.drawMetadataResource.indirectBuffer}},{binding:4,resource:{buffer:r.drawMetadataResource.postIndirectBuffer}}],`${r.label}-post-visibility-indirect-build-bind-group`)),"prepass"===t){const t=e.beginComputePass({label:`${r.label}-temporal-visibility-clear-pass`});t.setPipeline(this.state.staticVisibilityClearKernel.pipeline),t.setBindGroup(0,r.visibilityClearBindGroup),t.dispatchWorkgroups(Math.ceil(Math.max(r.drawMetadataResource.count,r.instanceVisibilityResource.instanceCount)/64)),t.end()}const s=e.beginComputePass({label:`${r.label}-temporal-visibility-${t}-cull-pass`});s.setPipeline(this.state.staticVisibilityCullKernel.pipeline),s.setBindGroup(0,a),s.dispatchWorkgroups(Math.ceil(r.instanceVisibilityResource.instanceCount/64)),s.end();const o=e.beginComputePass({label:`${r.label}-temporal-visibility-${t}-indirect-build-pass`});o.setPipeline(this.state.staticVisibilityIndirectBuildKernel.pipeline),o.setBindGroup(0,"prepass"===t?r.visibilityIndirectBuildBindGroup:r.postVisibilityIndirectBuildBindGroup),o.dispatchWorkgroups(Math.ceil(r.drawMetadataResource.count/64)),o.end(),"prepass"===t?r.lastPreVisibilityFrameToken=this.staticFrameToken:r.lastVisibilityFrameToken=this.staticFrameToken}}function Mn(e,t){if(!(this.state.device&&this.state.staticVisibilityCullKernel&&this.state.hizTexture&&this.state.temporalVisibilityBuffer&&this.state.nearestClampSampler))return null;const r="prepass"===t?e.visibilityBindGroup:e.postVisibilityBindGroup;if(r&&e.visibilityBindGroupHizVersion===this.hizResourceVersion)return r;const i=this.state.staticVisibilityCullKernel.createBindGroup(this.state.device,[{binding:0,resource:{buffer:this.state.temporalVisibilityBuffer}},{binding:1,resource:{buffer:"prepass"===t?e.visibilityParamsBuffer:e.postVisibilityParamsBuffer}},{binding:2,resource:this.state.nearestClampSampler},{binding:3,resource:this.state.hizTexture.createView()},{binding:4,resource:{buffer:e.instanceVisibilityResource.instanceMetadataBuffer}},{binding:5,resource:{buffer:e.drawMetadataResource.metadataBuffer}},{binding:6,resource:{buffer:e.instanceVisibilityResource.visibleCountsBuffer}},{binding:7,resource:{buffer:e.instanceVisibilityResource.visibleInstanceIndicesBuffer}},{binding:8,resource:{buffer:e.instanceVisibilityResource.visibleInstanceMaskBuffer}},{binding:9,resource:{buffer:e.instanceVisibilityResource.postVisibleCountsBuffer}}],`${e.label}-temporal-visibility-${t}-bind-group`);return"prepass"===t?e.visibilityBindGroup=i:e.postVisibilityBindGroup=i,e.visibilityBindGroupHizVersion=this.hizResourceVersion,i}function Bn(e,t,r,i){if(!this.state.shadowDepthPipeline||0===this.state.directionalShadowLayerViews.length)return void this.clearDirectionalShadow(e);let n=!1;for(let t=0;t<r.lights.directionals.length;t+=1){const a=r.lights.directionals[t],s=this.state.directionalShadowLayerViews[t];if(!a.castShadow||!s)continue;n=!0;const o=this.directionalShadowCameras[t];o.left=a.shadowCameraLeft,o.right=a.shadowCameraRight,o.top=a.shadowCameraTop,o.bottom=a.shadowCameraBottom,o.near=a.shadowCameraNear,o.far=a.shadowCameraFar,o.position.copy(a.position),o.lookAt(a.target),o.updateMatrixWorld(!0),o.updateProjectionMatrix(),vn.setFromProjectionMatrix(xn.multiplyMatrices(o.projectionMatrix,o.matrixWorldInverse));const l=this.getShadowCameraBuffer(t);this.writeShadowCameraBuffer(Ji(o,this.shadowViewProjScratch),0,0,0,1,l,o);const c=this.getSharedShadowBindGroupForCameraBuffer(l),u=e.beginRenderPass({label:`renderer-directional-shadow-pass-${t}`,colorAttachments:[],depthStencilAttachment:{view:s,depthClearValue:1,depthLoadOp:"clear",depthStoreOp:"store"}});u.setPipeline(this.state.shadowDepthPipeline),u.setBindGroup(0,c),this.drawDepthLike(u,r.gpuOpaqueDraws,i,{fallbackPipeline:this.state.shadowDepthPipeline,fallbackPipelineDirect:this.state.shadowDepthPipelineDirect,fallbackSkinnedPipeline:this.state.skinnedShadowDepthPipeline,fallbackBindGroup:c,shadowCameraBuffer:l,passKind:"directionalShadow",customDepthMode:"use"}),this.drawDepthLike(u,r.directOpaqueDraws,i,{fallbackPipeline:this.state.shadowDepthPipeline,fallbackPipelineDirect:this.state.shadowDepthPipelineDirect,fallbackSkinnedPipeline:this.state.skinnedShadowDepthPipeline,fallbackBindGroup:c,shadowCameraBuffer:l,passKind:"directionalShadow",customDepthMode:"use"});for(const e of this.staticDrawSets)if(e.publicSet.enabled&&0!==e.draws.length&&"late"!==e.drawStage)for(const t of e.shadowChunks)wn.center.copy(t.boundsCenter),wn.radius=t.boundsRadius,vn.intersectsSphere(wn)&&(this.renderBundleScratch[0]=An.call(this,e,c,l,"directionalShadow",this.state.shadowDepthPipeline,this.state.shadowDepthPipelineDirect,t),u.executeBundles(this.renderBundleScratch),i.drawCallCount+=t.drawCallCount,i.triangleCount+=t.triangleCount);u.end()}n||this.clearDirectionalShadow(e)}function Dn(e,t,r,i){if(!r.lights.points.some(e=>e.castShadow))return;if(!this.state.pointShadowPipeline||!this.state.pointShadowFaceViews.length||!this.state.pointShadowDepthFaceViews.length)return void this.clearPointShadow(e);let n=!1;for(let t=0;t<r.lights.points.length;t+=1){const a=r.lights.points[t];if(a.castShadow){n=!0;for(let n=0;n<6;n+=1){const s=6*t+n,o=this.pointShadowCameras[t][n];o.near=a.shadowCameraNear,o.far=a.shadowCameraFar,o.position.copy(a.position),Tt.copy(a.position).add(yt[n]),o.up.copy(bt[n]),o.lookAt(Tt),o.updateMatrixWorld(!0),o.updateProjectionMatrix();const l=this.getShadowCameraBuffer(4+s);this.writeShadowCameraBuffer(Ji(o,this.shadowViewProjScratch),a.position.x,a.position.y,a.position.z,a.range,l,o);const c=this.getSharedShadowBindGroupForCameraBuffer(l),u=e.beginRenderPass({label:`renderer-point-shadow-pass-${t}-${n}`,colorAttachments:[{view:this.state.pointShadowFaceViews[s],clearValue:{r:1,g:1,b:1,a:1},loadOp:"clear",storeOp:"store"}],depthStencilAttachment:{view:this.state.pointShadowDepthFaceViews[s],depthClearValue:1,depthLoadOp:"clear",depthStoreOp:"store"}});u.setPipeline(this.state.pointShadowPipeline),u.setBindGroup(0,c),this.drawDepthLike(u,r.gpuOpaqueDraws,i,{fallbackPipeline:this.state.pointShadowPipeline,fallbackPipelineDirect:this.state.pointShadowPipelineDirect,fallbackSkinnedPipeline:this.state.skinnedPointShadowPipeline,fallbackBindGroup:c,shadowCameraBuffer:l,passKind:"pointShadow",customDepthMode:"use"}),this.drawDepthLike(u,r.directOpaqueDraws,i,{fallbackPipeline:this.state.pointShadowPipeline,fallbackPipelineDirect:this.state.pointShadowPipelineDirect,fallbackSkinnedPipeline:this.state.skinnedPointShadowPipeline,fallbackBindGroup:c,shadowCameraBuffer:l,passKind:"pointShadow",customDepthMode:"use"});for(const e of this.staticDrawSets)e.publicSet.enabled&&0!==e.draws.length&&"late"!==e.drawStage&&(this.renderBundleScratch[0]=An.call(this,e,c,l,"pointShadow",this.state.pointShadowPipeline,this.state.pointShadowPipelineDirect),u.executeBundles(this.renderBundleScratch),this.recordStaticDrawStats(e,i));u.end()}}}n||this.clearPointShadow(e)}function Tn(e,t,r,i){if(!r.lights.spots.some(e=>e.castShadow))return;if(!this.state.shadowDepthPipeline||0===this.state.spotShadowLayerViews.length)return void this.clearSpotShadow(e);let n=!1;for(let t=0;t<r.lights.spots.length;t+=1){const a=r.lights.spots[t],s=this.state.spotShadowLayerViews[t];if(!a.castShadow||!s)continue;n=!0;const o=this.spotShadowCameras[t];o.near=a.shadowCameraNear,o.far=a.shadowCameraFar,o.fov=a.shadowCameraFov,o.aspect=1,o.position.copy(a.position),Tt.copy(a.position).add(a.direction),o.lookAt(Tt),o.updateMatrixWorld(!0),o.updateProjectionMatrix();const l=this.getShadowCameraBuffer(28+t);this.writeShadowCameraBuffer(Ji(o,this.shadowViewProjScratch),0,0,0,1,l,o);const c=this.getSharedShadowBindGroupForCameraBuffer(l),u=e.beginRenderPass({label:`renderer-spot-shadow-pass-${t}`,colorAttachments:[],depthStencilAttachment:{view:s,depthClearValue:1,depthLoadOp:"clear",depthStoreOp:"store"}});u.setPipeline(this.state.shadowDepthPipeline),u.setBindGroup(0,c),this.drawDepthLike(u,r.gpuOpaqueDraws,i,{fallbackPipeline:this.state.shadowDepthPipeline,fallbackPipelineDirect:this.state.shadowDepthPipelineDirect,fallbackSkinnedPipeline:this.state.skinnedShadowDepthPipeline,fallbackBindGroup:c,shadowCameraBuffer:l,passKind:"directionalShadow",customDepthMode:"use"}),this.drawDepthLike(u,r.directOpaqueDraws,i,{fallbackPipeline:this.state.shadowDepthPipeline,fallbackPipelineDirect:this.state.shadowDepthPipelineDirect,fallbackSkinnedPipeline:this.state.skinnedShadowDepthPipeline,fallbackBindGroup:c,shadowCameraBuffer:l,passKind:"directionalShadow",customDepthMode:"use"});for(const e of this.staticDrawSets)e.publicSet.enabled&&0!==e.draws.length&&"late"!==e.drawStage&&(this.renderBundleScratch[0]=An.call(this,e,c,l,"directionalShadow",this.state.shadowDepthPipeline,this.state.shadowDepthPipelineDirect),u.executeBundles(this.renderBundleScratch),this.recordStaticDrawStats(e,i));u.end()}n||this.clearSpotShadow(e)}function In(e,t,r,i){if(!this.state.depthPrepassPipeline||!this.state.mainDepthView)return;const n=e.beginRenderPass({label:"renderer-depth-prepass",colorAttachments:[],depthStencilAttachment:{view:this.state.mainDepthView,depthClearValue:1,depthLoadOp:"clear",depthStoreOp:"store"}});n.setPipeline(this.state.depthPrepassPipeline),n.setBindGroup(0,t),this.executeStaticDepthPrepass(n,t,i),this.drawDepthLike(n,r.gpuOpaqueDraws,i,{fallbackPipeline:this.state.depthPrepassPipeline,fallbackPipelineDirect:this.state.depthPrepassPipelineDirect,fallbackSkinnedPipeline:this.state.skinnedDepthPrepassPipeline,fallbackBindGroup:t,passKind:"prepass",customDepthMode:"skip"}),this.drawDepthLike(n,r.directOpaqueDraws,i,{fallbackPipeline:this.state.depthPrepassPipeline,fallbackPipelineDirect:this.state.depthPrepassPipelineDirect,fallbackSkinnedPipeline:this.state.skinnedDepthPrepassPipeline,fallbackBindGroup:t,passKind:"prepass",customDepthMode:"skip"}),n.end()}function Rn(e,t,r){for(const i of this.staticDrawSets){if(!i.publicSet.enabled||0===i.draws.length||"late"===i.drawStage)continue;if(this.getHiZOcclusionCullingActive()&&i.lastPreVisibilityFrameToken===this.staticFrameToken&&Ln(i)){const e=this.getOrCreateStaticVisibleDepthSceneBindGroup(i);this.renderBundleScratch[0]=Gn.call(this,i,e)}else this.renderBundleScratch[0]=this.getOrCreateStaticDepthPrepassBundle(i,t);e.executeBundles(this.renderBundleScratch),this.recordStaticDrawStats(i,r)}}function Gn(e,t,r=e.drawMetadataResource.indirectBuffer,i="prepass"){if(!this.state.device||!this.state.depthPrepassPipelineVisible)throw new Error("Renderer visible depth prepass resources are not initialized.");const n=e.indirectDepthPrepassBundles[i];if(n?.sceneBindGroup===t&&n.indirectBuffer===r)return n.bundle;const a=`${e.label}-static-temporal-depth-${i}-bundle-${e.id}`,s=this.state.device.createRenderBundleEncoder({label:a,colorFormats:[],depthStencilFormat:"depth32float",sampleCount:1});s.setPipeline(this.state.depthPrepassPipelineVisible),s.setBindGroup(0,t);let o=null;for(let t=0;t<e.draws.length;t+=1){const i=e.draws[t];i.customDepthMaterial||Sn(i,"prepass")||Xn(i.material)||!yn(i)||(o!==i.geometryKey&&(o=i.geometryKey,this.bindGeometryVertexBuffers(s,i.geometry,i.geometryResource,Ct,0,1,i.wireframe)),s.drawIndexedIndirect(r,5*t*Uint32Array.BYTES_PER_ELEMENT))}const l=s.finish({label:a});return e.indirectDepthPrepassBundles[i]={sceneBindGroup:t,indirectBuffer:r,bundle:l},l}function Vn(e){if(this.sampleCount<=1||!this.state.mainDepthView||!this.getHiZOcclusionCullingActive())return;let t=null;for(const r of this.staticDrawSets){if(!r.publicSet.enabled||0===r.draws.length||"late"===r.drawStage||r.lastVisibilityFrameToken!==this.staticFrameToken||!Ln(r))continue;t||(t=e.beginRenderPass({label:"renderer-static-temporal-depth-resolve",colorAttachments:[],depthStencilAttachment:{view:this.state.mainDepthView,depthLoadOp:"load",depthStoreOp:"store"}}));const i=this.getOrCreateStaticVisibleDepthSceneBindGroup(r);this.renderBundleScratch[0]=Gn.call(this,r,i,r.drawMetadataResource.postIndirectBuffer,"postpass"),t.executeBundles(this.renderBundleScratch)}t?.end()}function Ln(e){for(const t of e.draws)if(t.customDepthMaterial||Sn(t,"prepass")||Xn(t.material)||!yn(t))return!1;return!0}function zn(e,t){if(!this.state.device||!this.state.depthPrepassPipeline)throw new Error("Renderer is not initialized.");const r=this.resolveSceneBindGroupForDraw(e.draws[0],t);if(e.depthPrepassBundle&&e.depthPrepassBundleSceneBindGroup===r)return e.depthPrepassBundle;const i=Un.call(this,e,"prepass"),n=`${e.label}-static-depth-prepass-bundle-${e.id}`,a=this.state.device.createRenderBundleEncoder({label:n,colorFormats:[],depthStencilFormat:"depth32float",sampleCount:1});a.setBindGroup(0,r);let s=null,o=null,l=null;for(let t=0;t<e.draws.length;t+=1){const r=e.draws[t],n=i[t];if(r.customDepthMaterial||!n&&(Xn(r.material)||!yn(r)))continue;const c=n?.pipeline??this.state.depthPrepassPipeline;s!==c&&(s=c,o=null,l=null,a.setPipeline(c)),n&&o!==n.bindGroup&&(o=n.bindGroup,a.setBindGroup(1,o)),l!==r.geometryKey&&(l=r.geometryKey,this.bindGeometryVertexBuffers(a,r.geometry,r.geometryResource,n?.vertexAttributes??Ct,r.instanceStart,r.instanceCount,r.wireframe)),a.drawIndexed(r.count,r.instanceCount,r.start,0,r.instanceStart)}const c=a.finish({label:n});return e.depthPrepassBundle=c,e.depthPrepassBundleSceneBindGroup=r,c}function Un(e,t){const r=t,i=e.depthMaterialResources.get(r);if(i)return i;const n=e.draws.map(e=>{const r=Sn(e,t);if(e.customDepthMaterial||!r)return null;return this.getDepthPassMaterialResourceForDraw(e.material,t,e)});return e.depthMaterialResources.set(r,n),n}function An(e,t,r,i,n,a,s){if(!this.state.device)throw new Error("Renderer is not initialized.");const o=this.resolveShadowBindGroupForDraw(e.draws[0],t,r),l=s?null:e.shadowBundles.get(o),c=s?s.bundles.get(o):l?.[i];if(c)return c;const u=Un.call(this,e,i),d=`${e.label}-static-${i}-bundle-${e.id}`,h=this.state.device.createRenderBundleEncoder({label:d,colorFormats:"pointShadow"===i?["rgba16float"]:[],depthStencilFormat:"depth32float",sampleCount:1});h.setBindGroup(0,o);let p=null,f=null,m=null;const g=s?.drawIndices;for(let t=0;t<(g?.length??e.draws.length);t+=1){const r=g?.[t]??t,i=e.draws[r];if(!i.castShadow)continue;const s=u[r],o=s?.pipeline??("instanced-direct"===this.getDrawInstanceAccessMode(i)&&a?a:n);p!==o&&(p=o,f=null,m=null,h.setPipeline(o)),s&&f!==s.bindGroup&&(f=s.bindGroup,h.setBindGroup(1,f)),m!==i.geometryKey&&(m=i.geometryKey,this.bindGeometryVertexBuffers(h,i.geometry,i.geometryResource,s?.vertexAttributes??Ct,i.instanceStart,i.instanceCount,i.wireframe)),h.drawIndexed(i.count,i.instanceCount,i.start,0,i.instanceStart)}const v=h.finish({label:d});return s?s.bundles.set(o,v):e.shadowBundles.set(o,{...l,[i]:v}),v}function Fn(e,t=!1,r=!1){if(!(this.state.device&&this.state.hizTexture&&this.state.mainDepthTexture&&this.state.mainDepthView&&this.state.hizCopyKernel&&this.state.hizReduceKernel))return;let i=this.state.hizCopyBindGroup;i||(i=this.state.hizCopyKernel.createBindGroup(this.state.device,[{binding:0,resource:this.state.mainDepthView},{binding:1,resource:this.state.hizMipViews[0]}],"renderer-hiz-copy-bind-group"),this.state.hizCopyBindGroup=i);const n=e.beginComputePass({label:"renderer-hiz-copy-pass"});if(n.setPipeline(this.state.hizCopyKernel.pipeline),n.setBindGroup(0,i),n.dispatchWorkgroups(Math.ceil(this.state.width/8),Math.ceil(this.state.height/8)),n.end(),!r){for(let t=1;t<this.state.hizMipCount;t+=1){const r=Math.max(1,this.state.width>>t),i=Math.max(1,this.state.height>>t);let n=this.state.hizReduceBindGroups[t];n||(n=this.state.hizReduceKernel.createBindGroup(this.state.device,[{binding:0,resource:this.state.hizMipViews[t-1]},{binding:1,resource:this.state.hizMipViews[t]}],`renderer-hiz-reduce-bind-group-${t}`),this.state.hizReduceBindGroups[t]=n);const a=e.beginComputePass({label:`renderer-hiz-reduce-pass-${t}`});a.setPipeline(this.state.hizReduceKernel.pipeline),a.setBindGroup(0,n),a.dispatchWorkgroups(Math.ceil(r/8),Math.ceil(i/8)),a.end()}t&&this.commitTemporalHiZHistory()}}function En(e,t,r,i,n,a,s=!1,o="all",l=!1,c=this.sampleCount){if(!this.state.mainDepthView)return;const u=c>1,d=u?this.ensureMsaaColorTarget(t):null,h=u?this.ensureMsaaDepthTarget(d.width,d.height):null,p=e.beginRenderPass({label:"renderer-forward-pass",colorAttachments:[{view:d?.view??r,resolveTarget:d?r:void 0,clearValue:{r:this.clearColor[0],g:this.clearColor[1],b:this.clearColor[2],a:this.clearColor[3]},loadOp:l?"load":"clear",storeOp:d?"discard":"store"}],depthStencilAttachment:{view:h?.view??this.state.mainDepthView,depthClearValue:1,depthLoadOp:h||s?"clear":"load",depthStoreOp:h?"discard":"store"}});let f=null,m=null,g=null,v=null,x=null;const w=e=>{e.sourceObject&&e.hasRenderCallbacks&&e.sourceObject.onBeforeRender(this,n.scene,n.camera,e.geometry,e.material,e.geometryGroup);const t=e.geometryResource,r=this.getMaterialResourceForDraw(e,[vt],c),s=this.resolveSceneBindGroupForDraw(e,i);if(f!==r.pipeline&&(f=r.pipeline,g=null,x=null,p.setPipeline(f)),g!==e.geometryKey&&(g=e.geometryKey,this.bindGeometryVertexBuffers(p,e.geometry,t,r.vertexAttributes,e.instanceStart,e.instanceCount,e.wireframe)),v!==s&&(v=s,p.setBindGroup(0,s)),m!==e.material){if(m=e.material,p.setBindGroup(1,r.bindGroup),!r.graphTextureBindGroupLayout)throw new Error("Graph texture layout is missing.");p.setBindGroup(3,this.createGraphTextureBindGroup(e.material,r.graphTextureBindGroupLayout))}r.usesSkinning&&e.skinning&&x!==e.skinning.bindGroup&&(x=e.skinning.bindGroup,p.setBindGroup(2,x)),e.indexed&&(e.wireframe?t.wireframeIndex:t.index)?p.drawIndexed(e.count,e.instanceCount,e.start,0,e.instanceStart):p.draw(e.count,e.instanceCount,e.start,e.instanceStart),this.recordDraw(e,a),e.sourceObject&&e.hasRenderCallbacks&&e.sourceObject.onAfterRender(this,n.scene,n.camera,e.geometry,e.material,e.geometryGroup)};if(this.executeStaticForwardPass(p,i,a,o,c),f=null,m=null,g=null,v=null,x=null,"late"!==o&&this.getHiZOcclusionCullingActive()&&this.state.drawMetadataResource){const e=this.buildIndirectSubmissionStreams(n.gpuOpaqueDraws,i),t=this.renderBundleScratch;t.length=0;for(let r=0;r<e.length;r+=1){const i=e[r];t[0]=this.getOrCreateIndirectForwardBundle(i),p.executeBundles(t),a.drawCallCount+=i.drawCallCount,a.triangleCount+=i.triangleCount}f=null,m=null,g=null,v=null}else if("late"!==o){const e=Wi(n.gpuOpaqueDraws)||n.gpuOpaqueDraws.some(e=>null!==e.skinning)?null:this.getOrCreateDirectForwardBundle(n.gpuOpaqueDraws,i,a);if(e)this.renderBundleScratch[0]=e,p.executeBundles(this.renderBundleScratch);else for(const e of n.gpuOpaqueDraws)w(e)}const b="late"===o||Wi(n.directOpaqueDraws)||n.directOpaqueDraws.some(e=>null!==e.skinning)?null:this.getOrCreateDirectForwardBundle(n.directOpaqueDraws,i,a);if(b)this.renderBundleScratch[0]=b,p.executeBundles(this.renderBundleScratch);else if("late"!==o)for(const e of n.directOpaqueDraws)w(e);if("opaque"!==o)for(const e of n.transparentDraws)w(e);p.end()}function kn(e,t,r,i="all",n=this.sampleCount){for(const a of this.staticDrawSets)if(a.publicSet.enabled&&0!==a.draws.length&&("all"===i||a.drawStage===i)){if("opaque"===a.drawStage&&this.getHiZOcclusionCullingActive()&&a.lastVisibilityFrameToken===this.staticFrameToken){const t=this.getOrCreateStaticVisibleSceneBindGroup(a),i=this.getOrCreateStaticIndirectSubmissionStreams(a,t);for(const t of i)if(this.getMultiDrawIndirectActive()){if(e.setPipeline(t.materialResource.pipeline),this.bindGeometryVertexBuffers(e,t.geometry,t.geometryResource,t.materialResource.vertexAttributes,0,1,t.material.wireframe),e.setBindGroup(0,t.sceneBindGroup),e.setBindGroup(1,t.materialResource.bindGroup),!t.materialResource.graphTextureBindGroupLayout)throw new Error("Graph texture layout is missing.");e.setBindGroup(3,this.createGraphTextureBindGroup(t.material,t.materialResource.graphTextureBindGroupLayout)),e.multiDrawIndexedIndirect(a.drawMetadataResource.indirectBuffer,5*t.indirectStartIndex*Uint32Array.BYTES_PER_ELEMENT,t.indirectCount),r.drawCallCount+=t.drawCallCount,r.triangleCount+=t.triangleCount}else this.renderBundleScratch[0]=this.getOrCreateIndirectForwardBundle(t,a.drawMetadataResource,a.indirectForwardBundleCache,`${a.label}-static-indirect-forward-bundle`),e.executeBundles(this.renderBundleScratch),r.drawCallCount+=t.drawCallCount,r.triangleCount+=t.triangleCount;continue}this.renderBundleScratch[0]=this.getOrCreateStaticDirectForwardBundle(a,t,n),e.executeBundles(this.renderBundleScratch),this.recordStaticDrawStats(a,r)}}function On(e,t,r=this.sampleCount){if(!this.state.device||!this.state.format)throw new Error("Renderer is not initialized.");const i=this.resolveSceneBindGroupForDraw(e.draws[0],t);if(e.directForwardBundle&&e.directForwardBundleSceneBindGroup===i&&e.directForwardBundleSampleCount===r)return e.directForwardBundle;null==e.draws[0]?.materialResource&&(this.refreshStaticDrawMaterialResources(e.draws),this.syncStaticVisibleMaterialBindingCaches(e));const n=`${e.label}-static-forward-direct-bundle-${e.id}`,a=this.state.device.createRenderBundleEncoder({label:n,colorFormats:[vt],depthStencilFormat:"depth32float",sampleCount:r});let s=null,o=null,l=null;a.setBindGroup(0,i);for(const t of e.draws){const i=("opaque"===e.drawStage?t.materialResource:null)??this.getMaterialResource(t.material,this.getDrawInstanceAccessMode(t),t.receiveShadow,void 0,null!==t.skinning,bn(t),r);if(s!==i.pipeline&&(s=i.pipeline,l=null,a.setPipeline(s)),l!==t.geometryKey&&(l=t.geometryKey,this.bindGeometryVertexBuffers(a,t.geometry,t.geometryResource,i.vertexAttributes,t.instanceStart,t.instanceCount,t.wireframe)),o!==i.bindGroup){if(o=i.bindGroup,a.setBindGroup(1,o),!i.graphTextureBindGroupLayout)throw new Error("Graph texture layout is missing.");a.setBindGroup(3,this.createGraphTextureBindGroup(t.material,i.graphTextureBindGroupLayout))}a.drawIndexed(t.count,t.instanceCount,t.start,0,t.instanceStart)}const c=a.finish({label:n});return e.directForwardBundle=c,e.directForwardBundleSceneBindGroup=i,e.directForwardBundleSampleCount=r,c}function jn(e){for(const t of e.visibleMaterialBindings){const r=t.drawIndices[0];t.resource=e.draws[r]?.materialResource??e.visibleDrawMaterialResources[r]??null}}function $n(e){for(const t of e)t.materialResource=this.getMaterialResource(t.material,this.getDrawInstanceAccessMode(t),t.receiveShadow,void 0,null!==t.skinning,bn(t))}function Wn(e,t){t.drawCallCount+=e.drawCallCount,t.triangleCount+=e.triangleCount}function Nn(){return this.staticDrawSets.some(e=>e.publicSet.enabled&&e.draws.length>0)}function _n(e,t,r){if(!(this.state.device&&this.state.presentPipeline&&this.state.fullscreenTextureBindGroupLayout&&this.state.linearClampSampler))return;let i=this.state.presentBindGroups.get(t);i||(i=this.state.device.createBindGroup({label:"renderer-present-bind-group",layout:this.state.fullscreenTextureBindGroupLayout,entries:[{binding:0,resource:this.state.linearClampSampler},{binding:1,resource:t}]}),this.state.presentBindGroups.set(t,i));const n=e.beginRenderPass({label:"renderer-present-pass",colorAttachments:[{view:r,clearValue:{r:this.clearColor[0],g:this.clearColor[1],b:this.clearColor[2],a:this.clearColor[3]},loadOp:"clear",storeOp:"store"}]});n.setPipeline(this.state.presentPipeline),n.setBindGroup(0,i),n.draw(3),n.end()}function Hn(e){for(let t=0;t<this.state.directionalShadowLayerViews.length;t+=1){e.beginRenderPass({label:`renderer-clear-directional-shadow-${t}`,colorAttachments:[],depthStencilAttachment:{view:this.state.directionalShadowLayerViews[t],depthClearValue:1,depthLoadOp:"clear",depthStoreOp:"store"}}).end()}}function qn(e){for(let t=0;t<this.state.pointShadowFaceViews.length;t+=1){e.beginRenderPass({label:`renderer-clear-point-shadow-${t}`,colorAttachments:[{view:this.state.pointShadowFaceViews[t],clearValue:{r:1,g:1,b:1,a:1},loadOp:"clear",storeOp:"store"}],depthStencilAttachment:{view:this.state.pointShadowDepthFaceViews[t],depthClearValue:1,depthLoadOp:"clear",depthStoreOp:"store"}}).end()}}function Kn(e){for(let t=0;t<this.state.spotShadowLayerViews.length;t+=1){e.beginRenderPass({label:`renderer-clear-spot-shadow-${t}`,colorAttachments:[],depthStencilAttachment:{view:this.state.spotShadowLayerViews[t],depthClearValue:1,depthLoadOp:"clear",depthStoreOp:"store"}}).end()}}function Zn(e,t,r,i){let n=null,a=null,s=null,o=null,l=null;for(const c of t){if("prepass"!==i.passKind&&!c.castShadow)continue;if("prepass"===i.passKind&&null===c.material.depthVertexShader&&Xn(c.material))continue;if("skip"===i.customDepthMode&&c.customDepthMaterial)continue;const t=Sn(c,i.passKind),u="use"===i.customDepthMode&&c.customDepthMaterial?c.customDepthMaterial:"ignore"!==i.customDepthMode&&t?c.material:null,d=u?this.getDepthPassMaterialResourceForDraw(u,i.passKind,c):null;if(!d&&!yn(c))continue;const h=null!==c.skinning,p=d?.pipeline??(h&&i.fallbackSkinnedPipeline?i.fallbackSkinnedPipeline:"instanced-direct"===this.getDrawInstanceAccessMode(c)&&i.fallbackPipelineDirect?i.fallbackPipelineDirect:i.fallbackPipeline);a!==p&&(a=p,s=null,o=null,l=null,n=null,e.setPipeline(p));const f="prepass"===i.passKind?this.resolveSceneBindGroupForDraw(c,i.fallbackBindGroup):this.resolveShadowBindGroupForDraw(c,i.fallbackBindGroup,i.shadowCameraBuffer);s!==f&&(s=f,e.setBindGroup(0,f)),d?o!==d.bindGroup&&(o=d.bindGroup,e.setBindGroup(1,d.bindGroup)):o=null,(d?.usesSkinning??h)&&c.skinning&&l!==c.skinning.bindGroup&&(l=c.skinning.bindGroup,e.setBindGroup(2,l));const m=c.geometryResource;n!==c.geometryKey&&(n=c.geometryKey,this.bindGeometryVertexBuffers(e,c.geometry,m,d?.vertexAttributes??(h?Pt:Ct),c.instanceStart,c.instanceCount,c.wireframe)),c.indexed&&(c.wireframe?m.wireframeIndex:m.index)?e.drawIndexed(c.count,c.instanceCount,c.start,0,c.instanceStart):e.draw(c.count,c.instanceCount,c.start,c.instanceStart),this.recordDraw(c,r)}}var Yn=new WeakMap;function Xn(e){if(e.transparent)return!0;let t=Yn.get(e);return null==t&&(t=e.transparent||e.alphaTest>0||/\bdiscard\b/.test(e.fragmentShader),Yn.set(e,t)),t}import{Vector3 as Jn}from"three";var Qn=class{data;lengthFloats=0;constructor(e=1024){this.data=new Float32Array(e)}get floatLength(){return this.lengthFloats}get rawData(){return this.data}get byteLength(){return this.lengthFloats*Float32Array.BYTES_PER_ELEMENT}get instanceCount(){return this.lengthFloats/pt}reset(){this.lengthFloats=0}appendMatrixAndColor(e,t,r=e,i=2,n=1,a=0){return this.appendMatrixAndColorValues(e,t[0]??1,t[1]??1,t[2]??1,t[3]??1,void 0,r,i,n,a)}appendMatrixAndColorValues(e,t,r,i,n,a=this.instanceCount,s=e,o=2,l=1,c=0){const u=this.instanceCount;this.ensureCapacity(this.lengthFloats+pt);const d=this.lengthFloats;for(let t=0;t<16;t+=1)this.data[d+t]=e[t]??0;this.data[d+16]=t,this.data[d+17]=r,this.data[d+18]=i,this.data[d+19]=n,this.data[d+20]=a,this.data[d+21]=o,this.data[d+22]=l,this.data[d+23]=c;for(let t=0;t<16;t+=1)this.data[d+24+t]=s[t]??e[t]??0;return this.lengthFloats+=pt,u}appendRange(e,t,r){if(r<=0)return;const i=t*pt,n=i+r*pt;this.ensureCapacity(this.lengthFloats+(n-i)),this.data.set(e.data.subarray(i,n),this.lengthFloats),this.lengthFloats+=n-i}appendBuilder(e){this.appendRange(e,0,e.instanceCount)}beginWriteInstances(e){const t=e*pt;return this.ensureCapacity(t),this.lengthFloats=t,this.data}toFloat32Array(){return this.data.slice(0,this.lengthFloats)}ensureCapacity(e){if(e<=this.data.length)return;let t=this.data.length;for(;t<e;)t*=2;const r=new Float32Array(t);r.set(this.data.subarray(0,this.lengthFloats),0),this.data=r}};function ea(e){return`${Math.floor(e.x/32)}:${Math.floor(e.y/32)}:${Math.floor(e.z/32)}`}function ta(e,t){if(!t)return[e];const r=new Map;for(const t of e){const e=ea(t.boundsCenter);let i=r.get(e);i||(i=[],r.set(e,i)),i.push(t)}return[...r.values()]}var ra=class{constructor(e,t,r,i,n){this.state=e,this.staticDrawSets=t,this.getGeometryResourceForGeometry=r,this.resolveMaterial=i,this.ensureWireframeIndex=n}state;staticDrawSets;getGeometryResourceForGeometry;resolveMaterial;ensureWireframeIndex;nextStaticDrawSetId=1;activeMaterialSnapshots=null;getGeometryResource(e){return this.getGeometryResourceForGeometry(e)}resolveStaticMaterial(e){const t=this.resolveMaterial(e);if(!t||!this.activeMaterialSnapshots)return t;let r=this.activeMaterialSnapshots.get(t);return r||(r=t.clone(),r.name=t.name?`${t.name} (static snapshot)`:"Static draw-set material snapshot",this.activeMaterialSnapshots.set(t,r)),r}createStaticDrawSet(e,t={}){if(!(this.state.initialized&&this.state.device&&this.state.staticVisibilityClearKernel&&this.state.staticVisibilityCullKernel&&this.state.staticVisibilityIndirectBuildKernel))throw new Error("WebGpuRenderer.initialize() must complete before creating a static draw set.");const r=t.label??`static-draw-set-${this.nextStaticDrawSetId}`,i=t.onUnsupported??"throw",n=t.allowUnsortedLateDraws??!1,a=[],s=new Qn(4096),o=(e,t)=>{if("skip"!==i)throw new Error(`StaticDrawSet "${r}" does not support ${e.type||"Object3D"} "${e.name||e.uuid}": ${t}.`)};e.updateMatrixWorld(!0);const l=new Map;this.activeMaterialSnapshots=l;try{e.traverseVisible(e=>{e.isSkinnedMesh?o(e,"skinned meshes are dynamic"):e.isBatchedMesh?this.collectStaticBatchedMesh(e,s,a,r,o,n):e.isInstancedMesh?this.collectStaticInstancedMesh(e,s,a,r,o,n):e.isMesh&&this.collectStaticMesh(e,s,a,r,o,n)})}catch(e){for(const e of l.values())e.dispose();throw e}finally{this.activeMaterialSnapshots=null}const{draws:c,instanceData:u}=this.mergeStaticDraws(a,s),d=c.some(e=>e.transparent),h=c.some(e=>!e.transparent);if(d&&h)throw new Error(`StaticDrawSet "${r}" cannot mix opaque and late materials; register them as separate sets.`);const p=this.createVisibleMaterialBindings(c),f=this.createShadowChunks(c),m=Math.max(4,u.byteLength),g=this.state.device.createBuffer({label:`${r}-static-instance-buffer`,size:256*Math.ceil(m/256),usage:GPUBufferUsage.STORAGE|GPUBufferUsage.COPY_DST});u.floatLength>0?this.state.device.queue.writeBuffer(g,0,u.rawData.buffer,0,u.byteLength):this.state.device.queue.writeBuffer(g,0,mt,0,pt);const v={mode:"packed",buffer:g,colorBuffer:null,sceneBindGroup:null,shadowBindGroup:null,shadowBindGroups:new Map,sceneBindGroupVersion:0,shadowBindGroupVersion:0};for(const e of c)e.residentInstanceBinding=v;const x=this.createStaticDrawMetadataResource(r,c),w=this.createStaticInstanceVisibilityResource(r,c,u),b=new Uint32Array([c.length,this.state.hizMipCount,u.instanceCount,0]),y=this.state.device.createBuffer({label:`${r}-visibility-params-buffer`,size:16,usage:GPUBufferUsage.UNIFORM|GPUBufferUsage.COPY_DST}),S=new Uint32Array([c.length,this.state.hizMipCount,u.instanceCount,0]),C=this.state.device.createBuffer({label:`${r}-post-visibility-params-buffer`,size:16,usage:GPUBufferUsage.UNIFORM|GPUBufferUsage.COPY_DST});this.state.device.queue.writeBuffer(y,0,b,0,4),this.state.device.queue.writeBuffer(C,0,S,0,4);const P={id:this.nextStaticDrawSetId++,label:r,publicSet:null,ownedMaterials:[...l.values()],draws:c,shadowChunks:f,drawStage:d?"late":"opaque",drawCallCount:c.length,triangleCount:c.reduce((e,t)=>e+Math.floor(Math.max(0,t.count)/3)*Math.max(0,t.instanceCount),0),instanceCount:u.instanceCount,instanceBuffer:g,residentInstanceBinding:v,drawMetadataResource:x,instanceVisibilityResource:w,visibilityParamsBuffer:y,visibilityParamsUpload:b,postVisibilityParamsBuffer:C,postVisibilityParamsUpload:S,visibilityBindGroup:null,postVisibilityBindGroup:null,visibilityClearBindGroup:null,visibilityIndirectBuildBindGroup:null,postVisibilityIndirectBuildBindGroup:null,visibleSceneBindGroup:null,visibleSceneBindGroupVersion:0,visibleDepthSceneBindGroup:null,visibleDepthSceneBindGroupVersion:0,visibleMaterialBindings:p,visibleDrawMaterialResources:new Array(c.length),visibleIndirectSubmissionStreams:null,visibleIndirectStreamsSceneBindGroup:null,visibleIndirectStreamsSampleCount:-1,visibleIndirectStreamsColorFormatsKey:"",visibilityBindGroupHizVersion:0,lastPreVisibilityFrameToken:0,lastVisibilityFrameToken:0,indirectForwardBundleCache:new Map,directForwardBundle:null,directForwardBundleSampleCount:-1,directForwardBundleSceneBindGroup:null,depthPrepassBundle:null,depthPrepassBundleSceneBindGroup:null,indirectDepthPrepassBundles:{prepass:null,postpass:null},shadowBundles:new WeakMap,depthMaterialResources:new Map},M={label:r,enabled:!0,get drawCount(){return P.draws.length},get instanceCount(){return P.instanceCount},dispose:()=>{this.disposeStaticDrawSetResource(P)}};return P.publicSet=M,this.staticDrawSets.push(P),M}createVisibleMaterialBindings(e){const t=new Map;for(let r=0;r<e.length;r+=1){const i=e[r],n=`${Ei(i.material)}:${i.receiveShadow?1:0}:${i.usesBatching?1:0}`;let a=t.get(n);a||(a={material:i.material,receiveShadow:i.receiveShadow,usesBatching:i.usesBatching,drawIndices:[],resource:null},t.set(n,a)),a.drawIndices.push(r)}return[...t.values()]}createShadowChunks(e){const t=new Map;for(let r=0;r<e.length;r+=1){const i=e[r];if(!i.castShadow||i.transparent)continue;const n=ea(i.boundsCenter);let a=t.get(n);a||(a=[],t.set(n,a)),a.push(r)}const r=[];for(const i of t.values())for(let t=0;t<i.length;t+=64){const n=i.slice(t,t+64);let a=1/0,s=1/0,o=1/0,l=-1/0,c=-1/0,u=-1/0;for(const t of n){const r=e[t],i=r.boundsCenter,n=r.boundsRadius;a=Math.min(a,i.x-n),s=Math.min(s,i.y-n),o=Math.min(o,i.z-n),l=Math.max(l,i.x+n),c=Math.max(c,i.y+n),u=Math.max(u,i.z+n)}const d=new Jn(.5*(a+l),.5*(s+c),.5*(o+u)),h=l-d.x,p=c-d.y,f=u-d.z;r.push({drawIndices:n,drawCallCount:n.length,triangleCount:n.reduce((t,r)=>{const i=e[r];return t+Math.floor(Math.max(0,i.count)/3)*Math.max(0,i.instanceCount)},0),boundsCenter:d,boundsRadius:Math.sqrt(h*h+p*p+f*f),bundles:new WeakMap})}return r}mergeStaticDraws(e,t){e.sort((e,t)=>ji(e,t)||(e.transparent||t.transparent?0:ea(e.boundsCenter).localeCompare(ea(t.boundsCenter))));const r=[],i=new Qn(Math.max(1024,t.floatLength));for(let n=0;n<e.length;){const a=e[n],s=i.instanceCount;i.appendRange(t,a.instanceStart,a.instanceCount);let o=a.instanceCount,l=a.boundsCenter.x-a.boundsRadius,c=a.boundsCenter.y-a.boundsRadius,u=a.boundsCenter.z-a.boundsRadius,d=a.boundsCenter.x+a.boundsRadius,h=a.boundsCenter.y+a.boundsRadius,p=a.boundsCenter.z+a.boundsRadius,f=n+1;for(;f<e.length&&Hi(a,e[f])&&(a.transparent||ea(a.boundsCenter)===ea(e[f].boundsCenter));){const r=e[f];i.appendRange(t,r.instanceStart,r.instanceCount),o+=r.instanceCount;const n=r.boundsCenter.x-r.boundsRadius,a=r.boundsCenter.y-r.boundsRadius,s=r.boundsCenter.z-r.boundsRadius,m=r.boundsCenter.x+r.boundsRadius,g=r.boundsCenter.y+r.boundsRadius,v=r.boundsCenter.z+r.boundsRadius;n<l&&(l=n),a<c&&(c=a),s<u&&(u=s),m>d&&(d=m),g>h&&(h=g),v>p&&(p=v),f+=1}const m=.5*(l+d),g=.5*(c+h),v=.5*(u+p),x=d-m,w=h-g,b=p-v;a.instanceStart=s,a.instanceCount=o,a.boundsCenter.set(m,g,v),a.boundsRadius=Math.sqrt(x*x+w*w+b*b),r.push(a),n=f}return{draws:r,instanceData:i}}collectStaticMesh(e,t,r,i,n,a){if(!(null!==e.geometry.index))return void n(e,"non-indexed geometry cannot use the v1 indirect static path");if(cn(e))return void n(e,"custom depth materials are not supported by StaticDrawSet v1");const s=this.getGeometryResource(e.geometry),o=tn(e.geometry),l=Tt.copy(o.center).applyMatrix4(e.matrixWorld),c=o.radius*rn(e.matrixWorld),u=Ai(t,e.matrixWorld,1,1,1,1),d=Array.isArray(e.material)?e.material:null,h=Array.isArray(e.material)?null:e.material;if(e.geometry.groups.length>0){for(const t of e.geometry.groups){const i=d?d[t.materialIndex??0]??d[0]:h,p=this.resolveStaticMaterial(i);if(!p){n(e,"all static mesh materials must be WGSLShaderMaterial");continue}if(p.transparent&&!a){n(e,"transparent materials are not supported by StaticDrawSet v1");continue}if(Object.keys(p.getGraphTextureInputs()).length>0&&!a){n(e,"scene-texture materials are not supported by StaticDrawSet v1");continue}const f=Ii(e.geometry,!0,t.start,t.count);f<=0||r.push(this.createStaticDrawRecord(e.geometry,e.geometry,s,p,!1,t.start,f,u,1,l.x,l.y,l.z,c,o.center,o.radius,e.matrixWorld.determinant()<0))}return}const p=h??d?.[0]??null,f=this.resolveStaticMaterial(p);if(!f)return void n(e,"all static mesh materials must be WGSLShaderMaterial");if(f.transparent&&!a)return void n(e,"transparent materials are not supported by StaticDrawSet v1");if(Object.keys(f.getGraphTextureInputs()).length>0&&!a)return void n(e,"scene-texture materials are not supported by StaticDrawSet v1");const m=Ri(e.geometry,!0);m.count<=0||r.push(this.createStaticDrawRecord(e.geometry,e.geometry,s,f,!1,m.start,m.count,u,1,l.x,l.y,l.z,c,o.center,o.radius,e.matrixWorld.determinant()<0))}collectStaticInstancedMesh(e,t,r,i,n,a){const s=this.resolveStaticMaterial(e.material);if(!s)return void n(e,"static instanced meshes must use WGSLShaderMaterial");if(s.transparent&&!a)return void n(e,"transparent materials are not supported by StaticDrawSet v1");if(Object.keys(s.getGraphTextureInputs()).length>0&&!a)return void n(e,"scene-texture materials are not supported by StaticDrawSet v1");if(cn(e))return void n(e,"custom depth materials are not supported by StaticDrawSet v1");if(null===e.geometry.index)return void n(e,"non-indexed geometry cannot use the v1 indirect static path");const o=Ri(e.geometry,!0);if(o.count<=0||e.count<=0)return;const l=tn(e.geometry),c=this.getGeometryResource(e.geometry),u=[];for(let t=0;t<e.count;t+=1){e.getMatrixAt(t,Mt),Bt.multiplyMatrices(e.matrixWorld,Mt);const r=e.instanceColor?e.instanceColor.getComponent(t,0):1,i=e.instanceColor&&e.instanceColor.itemSize>1?e.instanceColor.getComponent(t,1):1,n=e.instanceColor&&e.instanceColor.itemSize>2?e.instanceColor.getComponent(t,2):1,a=e.instanceColor&&e.instanceColor.itemSize>3?e.instanceColor.getComponent(t,3):1,s=Rt.copy(l.center).applyMatrix4(Bt),o=l.radius*rn(Bt);u.push({matrix:new Float32Array(Bt.elements),color0:r,color1:i,color2:n,color3:a,batchingId:t,boundsCenter:s.clone(),boundsRadius:o})}for(const i of ta(u,!s.transparent&&!s.requiresLatePass())){const n=Tt.set(1/0,1/0,1/0),a=It.set(-1/0,-1/0,-1/0),u=t.instanceCount;for(const e of i)t.appendMatrixAndColorValues(e.matrix,e.color0,e.color1,e.color2,e.color3),sn(n,a,e.boundsCenter,e.boundsRadius);const d=.5*(n.x+a.x),h=.5*(n.y+a.y),p=.5*(n.z+a.z),f=a.x-d,m=a.y-h,g=a.z-p;r.push(this.createStaticDrawRecord(e.geometry,e.geometry,c,s,!1,o.start,o.count,u,i.length,d,h,p,Math.sqrt(f*f+m*m+g*g),l.center,l.radius))}}collectStaticBatchedMesh(e,t,r,i,n,a){const s=this.resolveStaticMaterial(e.material);if(!s)return void n(e,"static batched meshes must use WGSLShaderMaterial");if(s.transparent&&!a)return void n(e,"transparent materials are not supported by StaticDrawSet v1");if(Object.keys(s.getGraphTextureInputs()).length>0&&!a)return void n(e,"scene-texture materials are not supported by StaticDrawSet v1");if(cn(e))return void n(e,"custom depth materials are not supported by StaticDrawSet v1");if(null===e.geometry.index)return void n(e,"non-indexed geometry cannot use the v1 indirect static path");const o=e,l=this.getGeometryResource(e.geometry),c=o._geometryCount??0,u=[],d=new Map;for(let t=0;t<c;t+=1){const r=e.getGeometryRangeAt(t);if(!r||r.count<=0)continue;const i=Ii(e.geometry,!0,r.start,r.count);if(i<=0)continue;const n=e.getBoundingSphereAt(t,Dt),a={geometryId:t,start:r.start,count:i,localBoundsCenter:n?n.center.clone():new Jn,localBoundsRadius:n?.radius??1,instances:[]};d.set(t,a),u.push(a)}const h=o._instanceInfo??o._drawInfo??[],p=o._matricesTexture?.image.data,f=o._colorsTexture?.image.data;for(let t=0;t<h.length;t+=1){const r=h[t];if(!r?.active||!r.visible)continue;const i=d.get(r.geometryIndex);if(!i)continue;p?Fi(Mt,p,16*t):e.getMatrixAt(t,Mt),Bt.multiplyMatrices(e.matrixWorld,Mt);const n=4*t,a=f?f[n+0]??1:1,s=f?f[n+1]??1:1,o=f?f[n+2]??1:1,l=f?f[n+3]??1:1,c=Rt.copy(i.localBoundsCenter).applyMatrix4(Bt),u=i.localBoundsRadius*rn(Bt);i.instances.push({matrix:new Float32Array(Bt.elements),color0:a,color1:s,color2:o,color3:l,batchingId:t,boundsCenter:c.clone(),boundsRadius:u})}for(const i of u)if(0!==i.instances.length)for(const n of ta(i.instances,!s.transparent&&!s.requiresLatePass())){const a=Tt.set(1/0,1/0,1/0),o=It.set(-1/0,-1/0,-1/0),c=t.instanceCount;for(const e of n)t.appendMatrixAndColorValues(e.matrix,e.color0,e.color1,e.color2,e.color3,e.batchingId),sn(a,o,e.boundsCenter,e.boundsRadius);const u=.5*(a.x+o.x),d=.5*(a.y+o.y),h=.5*(a.z+o.z),p=o.x-u,f=o.y-d,m=o.z-h,g=Math.sqrt(p*p+f*f+m*m);r.push(this.createStaticDrawRecord(e.geometry,e.geometry,l,s,!0,i.start,i.count,c,n.length,u,d,h,g,i.localBoundsCenter,i.localBoundsRadius))}}createStaticDrawRecord(e,t,r,i,n,a,s,o,l,c,u,d,h,p,f,m=!1){const g=Ei(i),v=i.wireframe&&"triangle-list"===i.primitiveTopology;v&&this.ensureWireframeIndex(e,r);const x=Ei(t);return{geometry:e,geometryKey:v?r.wireframeIndex:t,geometryResource:r,material:i,customDepthMaterial:null,residentInstanceBinding:null,sourceObject:null,frontFaceCW:m,usesBatching:n,geometryGroup:null,batchKey:ki(i,t,!0,a,s,null),batchHash:Oi(g,x,!0,a,s,0),indexed:!0,wireframe:v,start:v?2*a:a,count:v?2*s:s,transparent:i.transparent||i.requiresLatePass(),renderOrder:0,hasRenderCallbacks:!1,castShadow:!0,receiveShadow:!0,sortMaterialId:g,sortGeometryId:x,sortCustomDepthMaterialId:0,skinning:null,materialResource:null,instanceStart:o,instanceCount:l,boundsCenter:new Jn(c,u,d),boundsRadius:h,sortDepth:0,transparentSortGroup:0,transparentSortOrder:0,staticLocalBoundsCenter:p.clone(),staticLocalBoundsRadius:f}}createStaticDrawMetadataResource(e,t){if(!this.state.device)throw new Error("Renderer is not initialized.");const r=Math.max(1,t.length),i=new Float32Array(r*ft),n=new Uint32Array(5*r),a=new Uint32Array(5*r);for(let e=0;e<t.length;e+=1){const r=t[e],s=e*ft;i[s+0]=r.boundsCenter.x,i[s+1]=r.boundsCenter.y,i[s+2]=r.boundsCenter.z,i[s+3]=r.boundsRadius,i[s+4]=r.count,i[s+5]=r.start,i[s+6]=r.instanceStart,i[s+7]=r.instanceCount,i[s+8]=1,i[s+9]=0,i[s+10]=0,i[s+11]=0;const o=5*e;n[o+0]=r.count,n[o+1]=r.instanceCount,n[o+2]=r.start,n[o+3]=0,n[o+4]=r.instanceStart,a[o+0]=r.count,a[o+1]=0,a[o+2]=r.start,a[o+3]=0,a[o+4]=r.instanceStart}const s=this.state.device.createBuffer({label:`${e}-static-draw-metadata-buffer`,size:r*ft*4,usage:GPUBufferUsage.STORAGE|GPUBufferUsage.COPY_DST}),o=this.state.device.createBuffer({label:`${e}-static-indirect-draw-buffer`,size:5*r*4,usage:GPUBufferUsage.STORAGE|GPUBufferUsage.INDIRECT|GPUBufferUsage.COPY_DST|GPUBufferUsage.COPY_SRC}),l=this.state.device.createBuffer({label:`${e}-static-post-indirect-draw-buffer`,size:5*r*4,usage:GPUBufferUsage.STORAGE|GPUBufferUsage.INDIRECT|GPUBufferUsage.COPY_DST});return this.state.device.queue.writeBuffer(s,0,i,0,i.length),this.state.device.queue.writeBuffer(o,0,n,0,n.length),this.state.device.queue.writeBuffer(l,0,a,0,a.length),{count:t.length,capacity:r,metadataBuffer:s,indirectBuffer:o,postIndirectBuffer:l}}createStaticInstanceVisibilityResource(e,t,r){if(!this.state.device)throw new Error("Renderer is not initialized.");const i=r.instanceCount,n=Math.max(32,32*i),a=new ArrayBuffer(n),s=new Float32Array(a),o=new Uint32Array(a);for(let e=0;e<t.length;e+=1){const i=t[e],n=i.staticLocalBoundsCenter??tn(i.geometry).center,a=i.staticLocalBoundsRadius??tn(i.geometry).radius;for(let t=0;t<i.instanceCount;t+=1){const l=i.instanceStart+t,c=l*pt,u=8*l;Mt.fromArray(r.rawData,c);const d=Tt.copy(n).applyMatrix4(Mt),h=a*rn(Mt);s[u+0]=d.x,s[u+1]=d.y,s[u+2]=d.z,s[u+3]=h,o[u+4]=e,o[u+5]=l,o[u+6]=0,o[u+7]=0}}const l=this.state.device.createBuffer({label:`${e}-static-instance-visibility-metadata`,size:256*Math.ceil(n/256),usage:GPUBufferUsage.STORAGE|GPUBufferUsage.COPY_DST}),c=this.state.device.createBuffer({label:`${e}-static-visible-instance-indices`,size:256*Math.ceil(Math.max(4,4*i)/256),usage:GPUBufferUsage.STORAGE}),u=this.state.device.createBuffer({label:`${e}-static-visible-instance-counts`,size:256*Math.ceil(Math.max(4,4*t.length)/256),usage:GPUBufferUsage.STORAGE}),d=this.state.device.createBuffer({label:`${e}-static-post-visible-instance-counts`,size:256*Math.ceil(Math.max(4,4*t.length)/256),usage:GPUBufferUsage.STORAGE}),h=this.state.device.createBuffer({label:`${e}-static-visible-instance-mask`,size:256*Math.ceil(Math.max(4,4*i)/256),usage:GPUBufferUsage.STORAGE});return i>0&&this.state.device.queue.writeBuffer(l,0,a),{instanceMetadataBuffer:l,visibleInstanceIndicesBuffer:c,visibleCountsBuffer:u,postVisibleCountsBuffer:d,visibleInstanceMaskBuffer:h,instanceCount:i}}disposeStaticDrawSetResource(e){const t=this.staticDrawSets.indexOf(e);if(t<0)return;this.staticDrawSets.splice(t,1);const r=new Set;for(const t of e.draws)t.materialResource&&r.add(t.materialResource);for(const t of e.visibleMaterialBindings)t.resource&&r.add(t.resource);for(const t of e.visibleDrawMaterialResources)t&&r.add(t);for(const t of e.depthMaterialResources.values())for(const e of t)e&&r.add(e);for(const e of r)e.uniformBuffer?.destroy();e.instanceBuffer.destroy(),e.drawMetadataResource.metadataBuffer.destroy(),e.drawMetadataResource.indirectBuffer.destroy(),e.drawMetadataResource.postIndirectBuffer.destroy(),e.instanceVisibilityResource.instanceMetadataBuffer.destroy(),e.instanceVisibilityResource.visibleInstanceIndicesBuffer.destroy(),e.instanceVisibilityResource.visibleCountsBuffer.destroy(),e.instanceVisibilityResource.postVisibleCountsBuffer.destroy(),e.instanceVisibilityResource.visibleInstanceMaskBuffer.destroy(),e.visibilityParamsBuffer.destroy(),e.postVisibilityParamsBuffer.destroy();for(const t of e.ownedMaterials)t.dispose();e.ownedMaterials.length=0,e.residentInstanceBinding.buffer=null,e.residentInstanceBinding.colorBuffer=null,e.residentInstanceBinding.sceneBindGroup=null,e.residentInstanceBinding.shadowBindGroup=null,e.residentInstanceBinding.shadowBindGroups.clear(),e.visibilityBindGroup=null,e.postVisibilityBindGroup=null,e.visibilityClearBindGroup=null,e.visibilityIndirectBuildBindGroup=null,e.postVisibilityIndirectBuildBindGroup=null,e.visibleSceneBindGroup=null,e.visibleDepthSceneBindGroup=null,e.visibleMaterialBindings.length=0,e.visibleDrawMaterialResources.length=0,e.visibleIndirectSubmissionStreams=null,e.visibleIndirectStreamsSceneBindGroup=null,e.visibleIndirectStreamsSampleCount=-1,e.visibleIndirectStreamsColorFormatsKey="",e.indirectForwardBundleCache.clear(),e.directForwardBundle=null,e.directForwardBundleSceneBindGroup=null,e.depthPrepassBundle=null,e.depthPrepassBundleSceneBindGroup=null,e.indirectDepthPrepassBundles.prepass=null,e.indirectDepthPrepassBundles.postpass=null,e.shadowBundles=new WeakMap,e.depthMaterialResources.clear()}},ia=class{constructor(e,t){this.state=e,this.textureCache=t}state;textureCache;skippedExternalTextureWarnings=new WeakSet;destroyTextureResource(e){e?.texture.destroy()}createTextureSampler(e,t){if(!this.state.device)throw new Error("Renderer is not initialized.");const r="non-filtering"===t,i=r?"nearest":Vi(e.magFilter),n=r?"nearest":Vi(e.minFilter),a=r?"nearest":Vi(e.minFilter),s="comparison"===t?function(e){switch(e){case li:return"never";case ri:return"less";case Qr:return"equal";case ii:return"less-equal";case ei:return"greater";case ci:return"not-equal";case ti:return"greater-equal";case Xr:return"always";default:return}}(e.compareFunction):void 0,o=r||"linear"!==i||"linear"!==n||"linear"!==a?1:Math.max(1,e.anisotropy);return this.state.device.createSampler({label:`${e.uuid}-sampler`,addressModeU:Gi(e.wrapS),addressModeV:Gi(e.wrapT),addressModeW:Gi(e.wrapR??e.wrapT),magFilter:i,minFilter:n,mipmapFilter:a,maxAnisotropy:o,compare:s})}uploadDataTextureResource(e,t,r){if(!this.state.device)throw new Error("Renderer is not initialized.");const i=function(e){switch(e){case"r8unorm":case"r8snorm":case"r8uint":case"r8sint":return 1;case"r16uint":case"r16sint":case"r16float":case"rg8unorm":case"rg8snorm":case"rg8uint":case"rg8sint":case"depth16unorm":return 2;case"r32uint":case"r32sint":case"r32float":case"rg16uint":case"rg16sint":case"rg16float":case"rgba8unorm":case"rgba8unorm-srgb":case"rgba8snorm":case"rgba8uint":case"rgba8sint":case"bgra8unorm":case"bgra8unorm-srgb":case"rgb9e5ufloat":case"rgb10a2unorm":case"rg11b10ufloat":case"depth32float":return 4;case"rg32uint":case"rg32sint":case"rg32float":case"rgba16uint":case"rgba16sint":case"rgba16float":return 8;case"rgba32uint":case"rgba32sint":case"rgba32float":return 16;default:return null}}(r.format);if(null===i)throw new Error(`Texture format "${r.format}" from "${e.constructor.name}" cannot be uploaded with queue.writeTexture.`);const n=e.mipmaps;if(n&&n.length>0){for(let e=0;e<n.length;e+=1){const a=n[e];if(!a?.data)continue;const s=a.width??Math.max(1,r.width>>e),o=a.height??Math.max(1,r.height>>e),l=a.depth??r.depthOrArrayLayers;this.state.device.queue.writeTexture({texture:t,mipLevel:e},zi(a.data),{bytesPerRow:s*i,rowsPerImage:o},{width:s,height:o,depthOrArrayLayers:l})}return}const a=e.image;a?.data&&this.state.device.queue.writeTexture({texture:t},a.data,{bytesPerRow:r.width*i,rowsPerImage:r.height},{width:r.width,height:r.height,depthOrArrayLayers:r.depthOrArrayLayers})}uploadCompressedTextureResource(e,t,r){if(!this.state.device)throw new Error("Renderer is not initialized.");const i="bc1-rgba-unorm"===(n=r.format)||"bc1-rgba-unorm-srgb"===n?{byteLength:8,width:4,height:4}:"bc2-rgba-unorm"===n||"bc2-rgba-unorm-srgb"===n||"bc3-rgba-unorm"===n||"bc3-rgba-unorm-srgb"===n?{byteLength:16,width:4,height:4}:"bc4-r-unorm"===n||"bc4-r-snorm"===n?{byteLength:8,width:4,height:4}:"bc5-rg-unorm"===n||"bc5-rg-snorm"===n||"bc6h-rgb-ufloat"===n||"bc6h-rgb-float"===n||"bc7-rgba-unorm"===n||"bc7-rgba-unorm-srgb"===n?{byteLength:16,width:4,height:4}:"etc2-rgb8unorm"===n||"etc2-rgb8unorm-srgb"===n||"etc2-rgb8a1unorm"===n||"etc2-rgb8a1unorm-srgb"===n?{byteLength:8,width:4,height:4}:"etc2-rgba8unorm"===n||"etc2-rgba8unorm-srgb"===n?{byteLength:16,width:4,height:4}:"eac-r11unorm"===n||"eac-r11snorm"===n?{byteLength:8,width:4,height:4}:"eac-rg11unorm"===n||"eac-rg11snorm"===n||"astc-4x4-unorm"===n||"astc-4x4-unorm-srgb"===n?{byteLength:16,width:4,height:4}:"astc-5x4-unorm"===n||"astc-5x4-unorm-srgb"===n?{byteLength:16,width:5,height:4}:"astc-5x5-unorm"===n||"astc-5x5-unorm-srgb"===n?{byteLength:16,width:5,height:5}:"astc-6x5-unorm"===n||"astc-6x5-unorm-srgb"===n?{byteLength:16,width:6,height:5}:"astc-6x6-unorm"===n||"astc-6x6-unorm-srgb"===n?{byteLength:16,width:6,height:6}:"astc-8x5-unorm"===n||"astc-8x5-unorm-srgb"===n?{byteLength:16,width:8,height:5}:"astc-8x6-unorm"===n||"astc-8x6-unorm-srgb"===n?{byteLength:16,width:8,height:6}:"astc-8x8-unorm"===n||"astc-8x8-unorm-srgb"===n?{byteLength:16,width:8,height:8}:"astc-10x5-unorm"===n||"astc-10x5-unorm-srgb"===n?{byteLength:16,width:10,height:5}:"astc-10x6-unorm"===n||"astc-10x6-unorm-srgb"===n?{byteLength:16,width:10,height:6}:"astc-10x8-unorm"===n||"astc-10x8-unorm-srgb"===n?{byteLength:16,width:10,height:8}:"astc-10x10-unorm"===n||"astc-10x10-unorm-srgb"===n?{byteLength:16,width:10,height:10}:"astc-12x10-unorm"===n||"astc-12x10-unorm-srgb"===n?{byteLength:16,width:12,height:10}:"astc-12x12-unorm"===n||"astc-12x12-unorm-srgb"===n?{byteLength:16,width:12,height:12}:null;var n;if(!i)throw new Error(`Compressed texture format "${r.format}" is not supported for upload.`);if(!0===e.isCompressedCubeTexture){const n=e.image;for(let e=0;e<n.length;e+=1){const a=n[e]?.mipmaps??[];for(let n=0;n<a.length;n+=1){const s=a[n];if(!s?.data)continue;const o=s.width??Math.max(1,r.width>>n),l=s.height??Math.max(1,r.height>>n),c=Math.max(1,Math.ceil(o/i.width)),u=Math.max(1,Math.ceil(l/i.height));this.state.device.queue.writeTexture({texture:t,mipLevel:n,origin:{x:0,y:0,z:e}},zi(s.data),{bytesPerRow:c*i.byteLength,rowsPerImage:u},{width:c*i.width,height:u*i.height,depthOrArrayLayers:1})}}return}const a=e.mipmaps;for(let e=0;e<a.length;e+=1){const n=a[e];if(!n?.data)continue;const s=n.width??Math.max(1,r.width>>e),o=n.height??Math.max(1,r.height>>e),l=Math.max(1,Math.ceil(s/i.width)),c=Math.max(1,Math.ceil(o/i.height));this.state.device.queue.writeTexture({texture:t,mipLevel:e},zi(n.data),{bytesPerRow:l*i.byteLength,rowsPerImage:c},{width:l*i.width,height:c*i.height,depthOrArrayLayers:r.depthOrArrayLayers})}}uploadExternalTextureResource(e,t,r){if(!this.state.device)throw new Error("Renderer is not initialized.");if(!0===e.isCubeTexture){const i=e.image;if(!Array.isArray(i)||6!==i.length)return void this.warnSkippedExternalTextureUpload(e,r,"CubeTexture must provide exactly six face images.");for(let n=0;n<i.length;n+=1){const a=Li(i[n]);if(!a)return void this.warnSkippedExternalTextureUpload(e,r,`CubeTexture face ${n} is not a copyable image source.`);try{this.state.device.queue.copyExternalImageToTexture({source:a,flipY:e.flipY},{texture:t,origin:{x:0,y:0,z:n}},{width:r.width,height:r.height,depthOrArrayLayers:1})}catch(t){return void this.warnSkippedExternalTextureUpload(e,r,`CubeTexture face ${n} could not be copied: ${na(t)}`)}}return}const i=function(e){return Li(e.image)}(e);if(i)try{this.state.device.queue.copyExternalImageToTexture({source:i,flipY:e.flipY},{texture:t},{width:r.width,height:r.height,depthOrArrayLayers:1})}catch(t){this.warnSkippedExternalTextureUpload(e,r,`copyExternalImageToTexture failed: ${na(t)}`)}else this.warnSkippedExternalTextureUpload(e,r,"Texture.image is not an HTML image, canvas, video, ImageBitmap, or OffscreenCanvas.")}warnSkippedExternalTextureUpload(e,t,r){if(this.skippedExternalTextureWarnings.has(e))return;this.skippedExternalTextureWarnings.add(e);const i=e.image;console.warn(`[WebGpuRenderer] Skipped upload for texture "${e.name||e.uuid}"; the WebGPU material remains active and samples a zero-cleared fallback texture. ${r}`,{texture:e,textureClass:e.constructor.name,textureName:e.name||void 0,textureUuid:e.uuid,textureFlags:{isRenderTargetTexture:!0===e.isRenderTargetTexture,isVideoTexture:!0===e.isVideoTexture,isCanvasTexture:!0===e.isCanvasTexture,isCubeTexture:!0===e.isCubeTexture},descriptor:t,image:{className:i?.constructor?.name??typeof i,width:i?.width,height:i?.height,depth:i?.depth,src:i?.currentSrc??i?.src,hasData:null!=i?.data,keys:null==i?[]:Object.keys(i).slice(0,16)},userData:e.userData})}uploadTextureResource(e,t,r){!function(e){return!0===e.isCompressedTexture||!0===e.isCompressedArrayTexture}(e)&&!0!==e.isCompressedCubeTexture?!0!==e.isDataTexture&&!0!==e.isDataArrayTexture&&!0!==e.isData3DTexture?this.uploadExternalTextureResource(e,t,r):this.uploadDataTextureResource(e,t,r):this.uploadCompressedTextureResource(e,t,r)}getTextureResource(e){if(!this.state.device)throw new Error("Renderer is not initialized.");const t=this.textureCache.get(e),r=Me(e,this.state.device);if(t&&t.version===e.version&&t.width===r.width&&t.height===r.height&&t.depthOrArrayLayers===r.depthOrArrayLayers&&t.format===r.format&&t.textureDimension===r.textureDimension&&t.viewDimension===r.viewDimension&&t.sampleType===r.sampleType&&t.samplerBindingType===r.samplerBindingType&&t.mipLevelCount===r.mipLevelCount)return t;this.destroyTextureResource(t);const i=this.state.device.createTexture({label:`${e.uuid}-texture`,size:{width:r.width,height:r.height,depthOrArrayLayers:r.depthOrArrayLayers},dimension:r.textureDimension,format:r.format,mipLevelCount:r.mipLevelCount,usage:GPUTextureUsage.TEXTURE_BINDING|GPUTextureUsage.COPY_DST|(r.compressed||"3d"===r.textureDimension?0:GPUTextureUsage.RENDER_ATTACHMENT)});this.uploadTextureResource(e,i,r);const n=this.createTextureSampler(e,r.samplerBindingType),a={version:e.version,width:r.width,height:r.height,depthOrArrayLayers:r.depthOrArrayLayers,format:r.format,textureDimension:r.textureDimension,viewDimension:r.viewDimension,sampleType:r.sampleType,samplerBindingType:r.samplerBindingType,mipLevelCount:r.mipLevelCount,texture:i,view:i.createView("2d"===r.viewDimension?void 0:"2d-array"===r.viewDimension?{dimension:"2d-array",arrayLayerCount:r.depthOrArrayLayers}:{dimension:r.viewDimension}),sampler:n};return this.textureCache.set(e,a),a}};function na(e){return e instanceof Error?e.message:String(e)}var aa="\nstruct ShadowCameraUniforms {\n viewProj: mat4x4<f32>,\n lightPositionRange: vec4<f32>,\n};\n\nstruct RendererInstanceData {\n model0: vec4<f32>,\n model1: vec4<f32>,\n model2: vec4<f32>,\n model3: vec4<f32>,\n color: vec4<f32>,\n batching: vec4<f32>,\n previousModel0: vec4<f32>,\n previousModel1: vec4<f32>,\n previousModel2: vec4<f32>,\n previousModel3: vec4<f32>,\n};\n\nstruct PointShadowVertexOutput {\n @builtin(position) position: vec4<f32>,\n @location(0) worldPosition: vec3<f32>,\n};\n\n@group(0) @binding(0) var<uniform> shadowCamera: ShadowCameraUniforms;\n@group(0) @binding(1) var<storage, read> rendererInstances: array<RendererInstanceData>;\n\nfn rendererInstanceModelMatrix(instanceIndex: u32) -> mat4x4<f32> {\n let instance = rendererInstances[instanceIndex];\n return mat4x4<f32>(instance.model0, instance.model1, instance.model2, instance.model3);\n}\n\n@vertex\nfn vsMain(\n @location(0) position: vec3<f32>,\n @builtin(instance_index) instanceIndex: u32\n) -> PointShadowVertexOutput {\n var output: PointShadowVertexOutput;\n let world = rendererInstanceModelMatrix(instanceIndex) * vec4(position, 1.0);\n output.position = shadowCamera.viewProj * world;\n output.worldPosition = world.xyz;\n return output;\n}\n\n@fragment\nfn fsMain(input: PointShadowVertexOutput) -> @location(0) vec4<f32> {\n let distanceToLight = length(input.worldPosition - shadowCamera.lightPositionRange.xyz);\n let normalizedDepth = clamp(distanceToLight / shadowCamera.lightPositionRange.w, 0.0, 1.0);\n return vec4(normalizedDepth, normalizedDepth, normalizedDepth, 1.0);\n}\n",sa="\nstruct ShadowCameraUniforms {\n viewProj: mat4x4<f32>,\n lightPositionRange: vec4<f32>,\n};\n\nstruct PointShadowVertexOutput {\n @builtin(position) position: vec4<f32>,\n @location(0) worldPosition: vec3<f32>,\n};\n\n@group(0) @binding(0) var<uniform> shadowCamera: ShadowCameraUniforms;\n@group(0) @binding(1) var<storage, read> rendererInstanceMatrices: array<vec4<f32>>;\n\nfn rendererInstanceModelMatrix(instanceIndex: u32) -> mat4x4<f32> {\n let base = instanceIndex * 4u;\n return mat4x4<f32>(\n rendererInstanceMatrices[base + 0u],\n rendererInstanceMatrices[base + 1u],\n rendererInstanceMatrices[base + 2u],\n rendererInstanceMatrices[base + 3u]\n );\n}\n\n@vertex\nfn vsMain(\n @location(0) position: vec3<f32>,\n @builtin(instance_index) instanceIndex: u32\n) -> PointShadowVertexOutput {\n var output: PointShadowVertexOutput;\n let world = rendererInstanceModelMatrix(instanceIndex) * vec4(position, 1.0);\n output.position = shadowCamera.viewProj * world;\n output.worldPosition = world.xyz;\n return output;\n}\n\n@fragment\nfn fsMain(input: PointShadowVertexOutput) -> @location(0) vec4<f32> {\n let distanceToLight = length(input.worldPosition - shadowCamera.lightPositionRange.xyz);\n let normalizedDepth = clamp(distanceToLight / shadowCamera.lightPositionRange.w, 0.0, 1.0);\n return vec4(normalizedDepth, normalizedDepth, normalizedDepth, 1.0);\n}\n",oa="\nstruct RendererSkinningUniforms {\n bindMatrix: mat4x4<f32>,\n bindMatrixInverse: mat4x4<f32>,\n};\n\n@group(2) @binding(0) var<storage, read> rendererBoneMatrixColumns: array<vec4<f32>>;\n@group(2) @binding(1) var<uniform> rendererSkinning: RendererSkinningUniforms;\n\nfn rendererBoneMatrix(index: u32) -> mat4x4<f32> {\n let base = index * 4u;\n return mat4x4<f32>(\n rendererBoneMatrixColumns[base + 0u],\n rendererBoneMatrixColumns[base + 1u],\n rendererBoneMatrixColumns[base + 2u],\n rendererBoneMatrixColumns[base + 3u],\n );\n}\n\nfn rendererSkinPosition(position: vec3<f32>, skinIndex: vec4<u32>, skinWeight: vec4<f32>) -> vec3<f32> {\n let boundPosition = rendererSkinning.bindMatrix * vec4(position, 1.0);\n let weightSum = skinWeight.x + skinWeight.y + skinWeight.z + skinWeight.w;\n if (weightSum <= 0.0) {\n return position;\n }\n let skinnedPosition =\n (rendererBoneMatrix(skinIndex.x) * boundPosition) * skinWeight.x +\n (rendererBoneMatrix(skinIndex.y) * boundPosition) * skinWeight.y +\n (rendererBoneMatrix(skinIndex.z) * boundPosition) * skinWeight.z +\n (rendererBoneMatrix(skinIndex.w) * boundPosition) * skinWeight.w;\n let fallbackWeight = max(0.0, 1.0 - weightSum);\n return (rendererSkinning.bindMatrixInverse * (skinnedPosition + boundPosition * fallbackWeight)).xyz;\n}\n",la=`\nstruct RendererCameraUniforms {\n viewProj: mat4x4<f32>,\n cameraPosition: vec4<f32>,\n viewportAndTime: vec4<f32>,\n view: mat4x4<f32>,\n projection: mat4x4<f32>,\n};\n\nstruct RendererInstanceData {\n model0: vec4<f32>,\n model1: vec4<f32>,\n model2: vec4<f32>,\n model3: vec4<f32>,\n color: vec4<f32>,\n batching: vec4<f32>,\n previousModel0: vec4<f32>,\n previousModel1: vec4<f32>,\n previousModel2: vec4<f32>,\n previousModel3: vec4<f32>,\n};\n\n@group(0) @binding(0) var<uniform> rendererCamera: RendererCameraUniforms;\n@group(0) @binding(1) var<uniform> rendererLights: array<vec4<f32>, 11>;\n@group(0) @binding(2) var<storage, read> rendererInstances: array<RendererInstanceData>;\n\n${oa}\n\nfn rendererInstanceModelMatrix(instanceIndex: u32) -> mat4x4<f32> {\n let instance = rendererInstances[instanceIndex];\n return mat4x4<f32>(instance.model0, instance.model1, instance.model2, instance.model3);\n}\n\n@vertex\nfn vsMain(\n @location(0) position: vec3<f32>,\n @location(1) skinIndex: vec4<u32>,\n @location(2) skinWeight: vec4<f32>,\n @builtin(instance_index) instanceIndex: u32,\n) -> @builtin(position) @invariant vec4<f32> {\n let world = rendererInstanceModelMatrix(instanceIndex) * vec4(rendererSkinPosition(position, skinIndex, skinWeight), 1.0);\n return rendererCamera.viewProj * world;\n}\n`,ca=`\nstruct ShadowCameraUniforms {\n viewProj: mat4x4<f32>,\n lightPositionRange: vec4<f32>,\n};\n\nstruct RendererInstanceData {\n model0: vec4<f32>,\n model1: vec4<f32>,\n model2: vec4<f32>,\n model3: vec4<f32>,\n color: vec4<f32>,\n batching: vec4<f32>,\n previousModel0: vec4<f32>,\n previousModel1: vec4<f32>,\n previousModel2: vec4<f32>,\n previousModel3: vec4<f32>,\n};\n\n@group(0) @binding(0) var<uniform> shadowCamera: ShadowCameraUniforms;\n@group(0) @binding(1) var<storage, read> rendererInstances: array<RendererInstanceData>;\n\n${oa}\n\nfn rendererInstanceModelMatrix(instanceIndex: u32) -> mat4x4<f32> {\n let instance = rendererInstances[instanceIndex];\n return mat4x4<f32>(instance.model0, instance.model1, instance.model2, instance.model3);\n}\n\n@vertex\nfn vsMain(\n @location(0) position: vec3<f32>,\n @location(1) skinIndex: vec4<u32>,\n @location(2) skinWeight: vec4<f32>,\n @builtin(instance_index) instanceIndex: u32,\n) -> @builtin(position) vec4<f32> {\n let world = rendererInstanceModelMatrix(instanceIndex) * vec4(rendererSkinPosition(position, skinIndex, skinWeight), 1.0);\n return shadowCamera.viewProj * world;\n}\n`,ua=`\nstruct ShadowCameraUniforms {\n viewProj: mat4x4<f32>,\n lightPositionRange: vec4<f32>,\n};\n\nstruct RendererInstanceData {\n model0: vec4<f32>,\n model1: vec4<f32>,\n model2: vec4<f32>,\n model3: vec4<f32>,\n color: vec4<f32>,\n batching: vec4<f32>,\n previousModel0: vec4<f32>,\n previousModel1: vec4<f32>,\n previousModel2: vec4<f32>,\n previousModel3: vec4<f32>,\n};\n\nstruct PointShadowVertexOutput {\n @builtin(position) position: vec4<f32>,\n @location(0) worldPosition: vec3<f32>,\n};\n\n@group(0) @binding(0) var<uniform> shadowCamera: ShadowCameraUniforms;\n@group(0) @binding(1) var<storage, read> rendererInstances: array<RendererInstanceData>;\n\n${oa}\n\nfn rendererInstanceModelMatrix(instanceIndex: u32) -> mat4x4<f32> {\n let instance = rendererInstances[instanceIndex];\n return mat4x4<f32>(instance.model0, instance.model1, instance.model2, instance.model3);\n}\n\n@vertex\nfn vsMain(\n @location(0) position: vec3<f32>,\n @location(1) skinIndex: vec4<u32>,\n @location(2) skinWeight: vec4<f32>,\n @builtin(instance_index) instanceIndex: u32,\n) -> PointShadowVertexOutput {\n var output: PointShadowVertexOutput;\n let world = rendererInstanceModelMatrix(instanceIndex) * vec4(rendererSkinPosition(position, skinIndex, skinWeight), 1.0);\n output.position = shadowCamera.viewProj * world;\n output.worldPosition = world.xyz;\n return output;\n}\n\n@fragment\nfn fsMain(input: PointShadowVertexOutput) -> @location(0) vec4<f32> {\n let distanceToLight = length(input.worldPosition - shadowCamera.lightPositionRange.xyz);\n let normalizedDepth = clamp(distanceToLight / shadowCamera.lightPositionRange.w, 0.0, 1.0);\n return vec4(normalizedDepth, normalizedDepth, normalizedDepth, 1.0);\n}\n`,da="\nstruct FullscreenVertexOutput {\n @builtin(position) position: vec4<f32>,\n @location(0) uv: vec2<f32>,\n};\n\n@group(0) @binding(0) var sourceSampler: sampler;\n@group(0) @binding(1) var sourceTexture: texture_2d<f32>;\n\n@vertex\nfn vsMain(@builtin(vertex_index) vertexIndex: u32) -> FullscreenVertexOutput {\n var output: FullscreenVertexOutput;\n let position = array<vec2<f32>, 3>(\n vec2(-1.0, -3.0),\n vec2(-1.0, 1.0),\n vec2(3.0, 1.0),\n );\n let clip = position[vertexIndex];\n output.position = vec4(clip, 0.0, 1.0);\n output.uv = clip * vec2(0.5, -0.5) + vec2(0.5, 0.5);\n return output;\n}\n\n@fragment\nfn fsMain(input: FullscreenVertexOutput) -> @location(0) vec4<f32> {\n let linearColor = textureSample(sourceTexture, sourceSampler, input.uv);\n let low = linearColor.rgb * 12.92;\n let high = 1.055 * pow(max(linearColor.rgb, vec3<f32>(0.0)), vec3<f32>(1.0 / 2.4)) - 0.055;\n let srgb = select(high, low, linearColor.rgb <= vec3<f32>(0.0031308));\n return vec4<f32>(srgb, linearColor.a);\n}\n";function ha(e){if(e.transparent)switch(e.blending){case Vt:return{color:{srcFactor:"src-alpha",dstFactor:"one",operation:"add"},alpha:{srcFactor:"one",dstFactor:"one",operation:"add"}};case Ht:return{color:{srcFactor:"zero",dstFactor:"one-minus-src",operation:"subtract"},alpha:{srcFactor:"one",dstFactor:"one",operation:"subtract"}};case Ot:return{color:{srcFactor:"zero",dstFactor:"src",operation:"add"},alpha:{srcFactor:"zero",dstFactor:"src-alpha",operation:"add"}};default:return{color:{srcFactor:"src-alpha",dstFactor:"one-minus-src-alpha",operation:"add"},alpha:{srcFactor:"one",dstFactor:"one-minus-src-alpha",operation:"add"}}}}function pa(e,t,r,i){if(t<0||e[t]!==r)return-1;let n=0;for(let a=t;a<e.length;a+=1)if(e[a]===r&&(n+=1),e[a]===i&&(n-=1,0===n))return a;return-1}function fa(e,t,r){const i=function(e,t="fsMain"){const r=e.replace(/\/\*[\s\S]*?\*\//g,"").replace(/\/\/.*$/gm,""),i=t.replace(/[.*+?^${}()|[\]\\]/g,"\\$&"),n=new RegExp(`@fragment\\s+fn\\s+${i}\\s*\\(`).exec(r);if(!n)return null;const a=r.indexOf("(",n.index),s=pa(r,a,"(",")");if(s<0)return null;const o=r.indexOf("{",s+1);if(o<0)return null;const l=r.slice(s+1,o),c=/->\s*@location\s*\(\s*(\d+)\s*\)/.exec(l);if(c)return new Set([Number(c[1])]);const u=/->\s*((?:@\w+(?:\s*\([^)]*\))?\s*)*)([A-Za-z_]\w*)/.exec(l);if(!u)return new Set;const d=u[2].replace(/[.*+?^${}()|[\]\\]/g,"\\$&"),h=new RegExp(`\\bstruct\\s+${d}\\s*\\{`).exec(r);if(!h)return null;const p=r.indexOf("{",h.index),f=pa(r,p,"{","}");if(f<0)return null;const m=new Set,g=/@location\s*\(\s*(\d+)\s*\)/g,v=r.slice(p+1,f);for(const e of v.matchAll(g))m.add(Number(e[1]));return m}(e);return t.map((e,t)=>null===i||i.has(t)?{format:e,blend:r}:{format:e,writeMask:0})}function ma(e){const t=e.userData.motionBlurMode;if(null==t&&e.isSkinnedMesh)return 1;if("number"==typeof t&&Number.isFinite(t))return Math.max(0,Math.min(3,Math.round(t)));switch(t){case"disabled":case"Disabled":return 0;case"cameraOnly":case"CameraOnly":return 1;case"forceObjectBlur":case"ForceObjectBlur":return 3;default:return 2}}function ga(e){const t=Number(e.userData.motionBlurScale??1);return Number.isFinite(t)?Math.max(0,Math.min(t,8)):1}var va="chromium-experimental-multi-draw-indirect";function xa(e,t){return Number(t.castShadow)-Number(e.castShadow)}var wa=[vt],ba=[{name:"position",shaderLocation:0,format:"float32x3"},{name:"normal",shaderLocation:1,format:"float32x3",defaultValue:[0,0,1]},{name:"uv",shaderLocation:2,format:"float32x2",defaultValue:[0,0]},{name:"color",shaderLocation:3,format:"float32x4",defaultValue:[1,1,1,1]},{name:"skinIndex",shaderLocation:4,format:"uint32x4"},{name:"skinWeight",shaderLocation:5,format:"float32x4"}];function ya(e){return e.wireframe&&"triangle-list"===e.primitiveTopology?"line-list":e.primitiveTopology}function Sa(e,t,r){if(!ya(e).startsWith("triangle"))return"none";if("directionalShadow"===t){if(r&&null===e.shadowSide)return"none";const t=e.shadowSide??(e.side===Lt?Et:e.side===Ft?Ft:Lt);return t===Ft?"none":t===Lt?"front":"back"}return e.side===Ft?"none":e.side===Lt?"front":"back"}function Ca(e){if(void 0===e)return 1;if(!Number.isFinite(e)||e<=0||e>1)throw new RangeError("renderScale must be a finite number greater than 0 and at most 1.");return e}var Pa=class{canvas;clearColor;powerPreference;shadowMapSize;directionalShadowsEnabled=!0;spotShadowMapSize;pointShadowMapSize;fallbackMaterial;materialResolver;toonOutlineMaterialCache=new WeakMap;fallbackSkinnedMaterial;invokeObjectRenderCallbacks;sampleCount;renderScale;hiZOcclusionCullingEnabled;multiDrawIndirectEnabled;dynamicBatchingEnabled;multiDrawIndirectSupported=!1;tiledPointLights=null;tiledLightingEnabled;renderGraphProfilingEnabled;indirectFirstInstanceSupported=!1;timestampQuerySupported=!1;geometryCache=new WeakMap;skinnedGeometryCache=new Map;skinPaletteCache=new WeakMap;skinPaletteResources=new Set;meshExtractionCache=new WeakMap;resolvedMaterialFrameCache=new WeakMap;instancedMeshExtractionCache=new WeakMap;batchedMeshExtractionCache=new WeakMap;materialCache=new WeakMap;skinnedMaterialCache=new WeakMap;materialCacheVisible=new WeakMap;materialCacheDirect=new WeakMap;materialNoReceiveShadowCache=new WeakMap;skinnedMaterialNoReceiveShadowCache=new WeakMap;materialNoReceiveShadowCacheVisible=new WeakMap;materialNoReceiveShadowCacheDirect=new WeakMap;depthPrepassMaterialCache=new WeakMap;directionalShadowMaterialCache=new WeakMap;skinnedDirectionalShadowMaterialCache=new WeakMap;directionalShadowMaterialCacheDirect=new WeakMap;lineMaterialCache=new WeakMap;lineBasicMaterialCache=new WeakMap;lineProxyCache=new WeakMap;spriteProxyCache=new WeakMap;depthMaterialFrameCache=new WeakMap;forwardMaterialFastCache=new WeakMap;forwardMaterialTargetFastCache=new WeakMap;forwardMaterialFrameCache=new WeakMap;drawMaterialResourceFrameValidation=new WeakMap;depthMaterialFastCache=new WeakMap;sharedForwardPipelineCache=new Map;sharedForwardPipelinePromiseCache=new Map;sharedDepthPipelineCache=new Map;sharedDepthPipelinePromiseCache=new Map;state=function(){return{device:null,context:null,format:null,mainDepthTexture:null,mainDepthView:null,sceneColorTexture:null,sceneColorView:null,sceneColorSnapshotTexture:null,sceneColorSnapshotView:null,sceneDepthSnapshotTexture:null,sceneDepthSnapshotView:null,postProcessColorTexture:null,postProcessColorView:null,cameraBuffer:null,lightBuffer:null,shadowCameraBuffer:null,shadowCameraBufferPool:[],sharedShadowBindGroupByCameraBuffer:new Map,instanceBuffer:null,instanceBufferSize:0,drawMetadataResource:null,sharedSceneBindGroup:null,sharedShadowBindGroup:null,indirectForwardBundleCache:new Map,directForwardBundleCache:new Map,sceneBindGroupLayout:null,directSceneBindGroupLayout:null,visibleSceneBindGroupLayout:null,visibleDepthSceneBindGroupLayout:null,shadowBindGroupLayout:null,directShadowBindGroupLayout:null,emptyBindGroupLayout:null,skinningBindGroupLayout:null,sceneTextureBindGroupLayout:null,sceneTextureBindGroup:null,shadowComparisonSampler:null,linearClampSampler:null,nearestClampSampler:null,fullscreenTextureBindGroupLayout:null,directionalShadowTexture:null,directionalShadowView:null,directionalShadowLayerViews:[],pointShadowTexture:null,pointShadowArrayView:null,pointShadowFaceViews:[],pointShadowDepthTexture:null,pointShadowDepthFaceViews:[],spotShadowTexture:null,spotShadowView:null,spotShadowLayerViews:[],spotLightMapTexture:null,spotLightMapView:null,hizTexture:null,hizView:null,hizMipViews:[],hizCopyBindGroup:null,hizReduceBindGroups:[],visibilityBindGroup:null,visibilityBindGroupMetadataResource:null,presentBindGroups:new WeakMap,hizMipCount:1,temporalHiZHistoryValid:!1,temporalVisibilityBuffer:null,visibilityParamsBuffer:null,hizCopyKernel:null,hizReduceKernel:null,visibilityKernel:null,staticVisibilityClearKernel:null,staticVisibilityCullKernel:null,staticVisibilityIndirectBuildKernel:null,depthPrepassPipeline:null,depthPrepassPipelineVisible:null,depthPrepassPipelineDirect:null,skinnedDepthPrepassPipeline:null,shadowDepthPipeline:null,shadowDepthPipelineDirect:null,skinnedShadowDepthPipeline:null,pointShadowPipeline:null,pointShadowPipelineDirect:null,skinnedPointShadowPipeline:null,presentPipeline:null,sceneColorSnapshotPipeline:null,sceneColorSnapshotBindGroups:new WeakMap,pixelRatio:1,width:1,height:1,presentationWidth:1,presentationHeight:1,frameTimeSeconds:0,frameIndex:0,directionalShadowTextureSize:1,pointShadowTextureSize:1,spotShadowTextureSize:1,latestFrameProfile:null,latestCompletedFrameProfile:null,residentSceneBindGroupVersion:0,residentShadowBindGroupVersion:0,initialized:!1}}();textureCache=new WeakMap;graphTextureBindGroupCache=new WeakMap;materialGraphTextureReadCache=new WeakMap;defaultInstanceAttributeBuffers=new Map;textureManager=new ia(this.state,this.textureCache);renderGraph=new Dr;nativePostSubmit;presentationOverlay;presentationOverlayContext={device:null,encoder:null,targetView:null,targetFormat:"bgra8unorm",presentationWidth:1,presentationHeight:1};directionalShadowCameras=Array.from({length:4},()=>new Wt(-10,10,10,-10,.1,80));pointShadowCameras=Array.from({length:4},()=>yt.map(()=>new Nt(90,1,.1,25)));spotShadowCameras=Array.from({length:4},()=>new Nt(60,1,.5,500));colorTargetCache=new Map;msaaColorTargetCache=new Map;msaaDepthTargetCache=new Map;sourceInstanceDataScratch=new Qn(4096);opaqueInstanceDataScratch=new Qn(4096);finalInstanceDataScratch=new Qn(4096);residentInstanceUploadsScratch=[];gpuOpaqueDrawsScratch=[];directOpaqueDrawsScratch=[];stagedOpaqueDrawsScratch=[];residentOpaqueDrawsScratch=[];retiredGeometryResources=[];retiredGeometryBuffers=[];vertexAttributeBufferKeyCache=new WeakMap;standardVertexAttributeCache=new WeakMap;geometryVertexBufferFastCache=new WeakMap;vertexAttributeGroupCache=new WeakMap;materialVertexAttributeCache=new WeakMap;vertexBufferBindingPlanCache=new WeakMap;vertexAttributeGroupBufferKeyCache=new WeakMap;compileDrawScratch=[];dynamicIndirectSubmissionCache=new WeakMap;indirectStreamKeyCache=new WeakMap;nextIndirectStreamKey=1;indirectBundleInvalidationVersion=0;colorFormatsIdentityCache=new WeakMap;colorFormatsValueCache=new Map([[vt,1]]);nextColorFormatsId=2;renderBundleScratch=[];indirectMaterialResourcesScratch=[];directBundleDrawStatsScratch={drawCallCount:0,triangleCount:0};sortedOpaqueBatchesScratch=[];opaqueBatchPool=[];opaqueBatchPoolCount=0;drawCallPool=[];drawCallPoolCount=0;staticDrawSets=[];materialPassStaticBundleCache=new WeakMap;staticDrawSetManager=new ra(this.state,this.staticDrawSets,e=>this.getGeometryResource(e),e=>this.resolveMaterial(e),(e,t)=>this.ensureWireframeIndex(e,t));staticFrameToken=0;hizResourceVersion=0;graphTextureResourceVersion=0;visibilityParamsUpload=new Uint32Array(4);drawMetadataUpload=new Float32Array(0);indirectDrawUpload=new Uint32Array(0);extractedAmbientScratch=new Zt;extractedHemisphereScratch=this.createExtractedHemisphereLightScratch();extractedBoundsMinScratch=new Kt;extractedBoundsMaxScratch=new Kt;extractedDirectionalLightsScratch=Array.from({length:4},()=>this.createExtractedDirectionalLightScratch());extractedPointLightsScratch=Array.from({length:dt},()=>this.createExtractedPointLightScratch());extractedSpotLightsScratch=Array.from({length:ht},()=>this.createExtractedSpotLightScratch());activeDirectionalLightsScratch=[];activePointLightsScratch=[];activeSpotLightsScratch=[];fogVolumeObjectsScratch=[];resolvedMeshMaterialsScratch=[];extractedLightsScratch={ambient:this.extractedAmbientScratch,hemisphere:null,directionals:this.activeDirectionalLightsScratch,points:this.activePointLightsScratch,spots:this.activeSpotLightsScratch,directional:null,point:null,spot:null};extractedFrameScratch={scene:null,camera:null,fogVolumeObjects:this.fogVolumeObjectsScratch,gpuOpaqueDraws:this.gpuOpaqueDrawsScratch,directOpaqueDraws:this.directOpaqueDrawsScratch,transparentDraws:[],instanceData:this.finalInstanceDataScratch,residentInstanceUploads:this.residentInstanceUploadsScratch,lights:this.extractedLightsScratch,boundsMin:this.extractedBoundsMinScratch,boundsMax:this.extractedBoundsMaxScratch};cameraUniformScratch=new Float32Array(104);temporalVisibilityUniformScratch=new Float32Array(44);lightUniformScratch=new Float32Array(St);spotLightMapAtlasSignature="";spotLightMapAtlasSize=0;spotLightMapAtlasLayout=null;spotLightMapAtlasPipeline=null;csmCascadeRanges=Array.from({length:4},()=>new qt);csmCascadeCount=0;csmCascadeLights=[];shadowCameraUniformScratch=new Float32Array(64);cameraViewProjScratch=new jt;cameraProjectionScratch=new jt;projectionJitterPixels=new qt;temporalVisibilityCurrentViewProj=new jt;temporalVisibilityPreviousViewProj=new jt;motionVectorProjection=new jt;motionVectorCurrentViewProj=new jt;motionVectorPreviousViewProj=new jt;motionVectorProjectionPending=!1;motionVectorHistoryValid=!1;motionVectorHistoryGeneration=1;lastMotionVectorTimeSeconds=Number.NaN;objectMotionHistory=new WeakMap;cameraFrustumPlanesScratch=new Float32Array(24);objectTraversalStackScratch=[];isSphereVisibleScratch=(e,t,r,i,n)=>!n||en(this.cameraFrustumPlanesScratch,e,t,r,i);isSphereVisibleForCompilationScratch=()=>!0;updateExtractedBoundsFromMatrixScratch=e=>{const t=this.extractedBoundsMinScratch,r=this.extractedBoundsMaxScratch,i=e[12],n=e[13],a=e[14];i<t.x&&(t.x=i),n<t.y&&(t.y=n),a<t.z&&(t.z=a),i>r.x&&(r.x=i),n>r.y&&(r.y=n),a>r.z&&(r.z=a)};transparentSortCameraPositionScratch=new Kt;transparentSortCameraForwardScratch=new Kt;temporalVisibilityCurrentCameraPosition=new Kt;temporalVisibilityPreviousCameraPosition=new Kt;shadowViewProjScratch=new jt;extractionVersion=0;graphBuilder=(e,t)=>{t.addDirectionalShadowPass(),t.addPointShadowPass(),t.addSpotShadowPass(),t.addDepthPrepass(),t.addHiZPasses(),t.addVisibilityPass(),t.addForwardPass(),t.addPresentPass()};createExtractedDirectionalLightScratch(){return{sourceLight:null,position:new Kt,target:new Kt,direction:new Kt,color:new Kt,intensity:0,volumetricIntensity:1,castShadow:!1,shadowBias:0,shadowNormalBias:0,shadowRadius:1,shadowIntensity:1,shadowMapSize:this.shadowMapSize,shadowCameraLeft:-5,shadowCameraRight:5,shadowCameraTop:5,shadowCameraBottom:-5,shadowCameraNear:.5,shadowCameraFar:500}}createExtractedHemisphereLightScratch(){return{direction:new Kt(0,1,0),skyColor:new Kt,groundColor:new Kt,intensity:0}}createExtractedPointLightScratch(){return{sourceLight:null,position:new Kt,color:new Kt,intensity:0,volumetricIntensity:1,distance:0,range:25,decay:2,castShadow:!1,shadowBias:0,shadowNormalBias:0,shadowRadius:1,shadowIntensity:1,shadowMapSize:this.pointShadowMapSize,shadowCameraNear:.5,shadowCameraFar:500}}createExtractedSpotLightScratch(){return{sourceLight:null,position:new Kt,direction:new Kt(0,-1,0),color:new Kt,intensity:0,volumetricIntensity:1,range:500,angle:Math.PI/3,penumbra:0,decay:2,castShadow:!1,shadowBias:0,shadowNormalBias:0,shadowRadius:1,shadowIntensity:1,shadowMapSize:this.shadowMapSize,shadowCameraNear:.5,shadowCameraFar:500,shadowCameraFov:60,map:null}}constructor(e){this.canvas=e.canvas,this.nativePostSubmit=e.nativePostSubmit,this.presentationOverlay=e.presentationOverlay,this.clearColor=[...e.clearColor??[0,0,0,1]],this.powerPreference=e.powerPreference,this.shadowMapSize=e.shadowMapSize??2048,this.spotShadowMapSize=this.shadowMapSize,this.pointShadowMapSize=e.pointShadowMapSize??1024,this.fallbackMaterial=e.fallbackMaterial??null,this.materialResolver=e.materialResolver,this.fallbackSkinnedMaterial=e.fallbackSkinnedMaterial??new br({vertexShader:"\nstruct VertexInput {\n @location(0) position: vec3<f32>,\n @location(1) normal: vec3<f32>,\n @location(2) uv: vec2<f32>,\n @location(3) color: vec4<f32>,\n @location(4) skinIndex: vec4<u32>,\n @location(5) skinWeight: vec4<f32>,\n @builtin(instance_index) instanceIndex: u32,\n};\n\nstruct VertexOutput {\n @builtin(position) position: vec4<f32>,\n @location(0) worldNormal: vec3<f32>,\n};\n\n@vertex\nfn vsMain(input: VertexInput) -> VertexOutput {\n var output: VertexOutput;\n let skinnedPosition = rendererSkinPosition(input.position, input.skinIndex, input.skinWeight);\n let skinnedNormal = rendererSkinNormal(input.normal, input.skinIndex, input.skinWeight);\n output.position = rendererClipPosition(skinnedPosition, input.instanceIndex);\n output.worldNormal = rendererWorldNormal(skinnedNormal, input.instanceIndex);\n return output;\n}\n",fragmentShader:"\nstruct VertexOutput {\n @builtin(position) position: vec4<f32>,\n @location(0) worldNormal: vec3<f32>,\n};\n\n@fragment\nfn fsMain(input: VertexOutput) -> @location(0) vec4<f32> {\n let normal = normalize(input.worldNormal);\n let diffuse = max(dot(normal, normalize(rendererDirectionalLightDirection())), 0.0);\n let lighting = rendererIndirectDiffuse(normal) + rendererDirectionalLightColor() * diffuse;\n return vec4<f32>(vec3<f32>(0.72, 0.76, 0.82) * lighting, 1.0);\n}\n",vertexAttributes:ba}),this.invokeObjectRenderCallbacks=e.invokeObjectRenderCallbacks??!0,this.state.directionalShadowTextureSize=this.shadowMapSize,this.state.pointShadowTextureSize=this.pointShadowMapSize,this.state.spotShadowTextureSize=this.shadowMapSize,this.sampleCount=ln(e.sampleCount),this.renderScale=Ca(e.renderScale),this.hiZOcclusionCullingEnabled=e.hiZOcclusionCulling??!1,this.multiDrawIndirectEnabled=e.multiDrawIndirect??!0,this.dynamicBatchingEnabled=e.dynamicBatching??!0,this.tiledLightingEnabled=e.tiledLighting??!0,this.renderGraphProfilingEnabled=e.renderGraphProfiling??!1}resolveMaterial(e){if(!1===e?.visible)return null;if(e&&yr(e))return e;if(!e)return this.fallbackMaterial;if(!0===e.isLineMaterial)return this.resolveLineMaterial(e);const t=this.resolvedMaterialFrameCache.get(e);if(t?.extractionVersion===this.extractionVersion)return t.material;let r=e.transparent||function(e){if(e.transparent)return!0;if(e instanceof Yt)return null!=e.uniforms.hology_depth_map||null!=e.uniforms.hology_scene_map;if(e instanceof br)return e.requiresLatePass();return!1}(e)?"late":"opaque",i=this.materialResolver?.(e,r);"opaque"===r&&i?.requiresLatePass()&&(r="late",i=this.materialResolver?.(e,r));const n=void 0===i?this.fallbackMaterial:i;return this.resolvedMaterialFrameCache.set(e,{extractionVersion:this.extractionVersion,material:n}),void 0!==i?i:n}resolveLineMaterial(e){let t=this.lineMaterialCache.get(e);t||(t=new br({vertexShader:"\nstruct VertexInput {\n @location(0) position: vec3<f32>,\n @location(4) instanceStart: vec3<f32>,\n @location(5) instanceEnd: vec3<f32>,\n @builtin(instance_index) instanceIndex: u32,\n};\n\nstruct VertexOutput {\n @builtin(position) position: vec4<f32>,\n @location(0) color: vec4<f32>,\n};\n\n@vertex\nfn vsMain(input: VertexInput) -> VertexOutput {\n var output: VertexOutput;\n let start = rendererCamera.view * rendererWorldPosition(input.instanceStart, input.instanceIndex);\n let end = rendererCamera.view * rendererWorldPosition(input.instanceEnd, input.instanceIndex);\n let clipStart = rendererCamera.projection * start;\n let clipEnd = rendererCamera.projection * end;\n let ndcStart = clipStart.xy / clipStart.w;\n let ndcEnd = clipEnd.xy / clipEnd.w;\n let aspect = rendererCamera.viewportAndTime.x / max(rendererCamera.viewportAndTime.y, 1.0);\n var direction = ndcEnd - ndcStart;\n direction.x *= aspect;\n direction = normalize(select(vec2<f32>(1.0, 0.0), direction, length(direction) > 0.00001));\n var offset = vec2<f32>(direction.y, -direction.x);\n direction.x /= aspect;\n offset.x /= aspect;\n if (input.position.x < 0.0) { offset = -offset; }\n if (input.position.y < 0.0) {\n offset -= direction;\n } else if (input.position.y > 1.0) {\n offset += direction;\n }\n offset *= materialUniforms.linewidth / max(rendererCamera.viewportAndTime.y, 1.0);\n var clip = select(clipEnd, clipStart, input.position.y < 0.5);\n // clip.xy += offset * clip.w;\n let offsetW = offset * clip.w;\n clip = vec4<f32>(clip.x + offsetW.x, clip.y + offsetW.y, clip.z, clip.w);\n output.position = clip;\n output.color = vec4<f32>(materialUniforms.color, materialUniforms.opacity);\n return output;\n}\n",fragmentShader:"\nstruct FragmentInput {\n @builtin(position) position: vec4<f32>,\n @location(0) color: vec4<f32>,\n};\n\n@fragment\nfn fsMain(input: FragmentInput) -> @location(0) vec4<f32> {\n return input.color;\n}\n",uniforms:{color:new At(1,1,1),opacity:1,linewidth:1},vertexAttributes:[{name:"position",shaderLocation:0,format:"float32x3"},{name:"instanceStart",shaderLocation:4,format:"float32x3",stepMode:"instance"},{name:"instanceEnd",shaderLocation:5,format:"float32x3",stepMode:"instance"}],transparent:!0,side:Ft,depthTest:e.depthTest,depthWrite:e.depthWrite}),this.lineMaterialCache.set(e,t));const r=e,i=r.color;return i&&t.uniforms.color.value.copy(i),t.uniforms.opacity.value=r.opacity??1,t.uniforms.linewidth.value=r.linewidth??1,t.transparent=e.transparent||(r.opacity??1)<1,t.depthTest=e.depthTest,t.depthWrite=e.depthWrite,t}resolveLineBasicMaterial(e,t){let r=this.lineBasicMaterialCache.get(e);r||(r=new Map,this.lineBasicMaterialCache.set(e,r));let i=r.get(t);i||(i=new br({vertexShader:"\nstruct VertexInput {\n @location(0) position: vec3<f32>,\n @builtin(instance_index) instanceIndex: u32,\n};\nstruct VertexOutput {\n @builtin(position) position: vec4<f32>,\n};\n@vertex\nfn vsMain(input: VertexInput) -> VertexOutput {\n return VertexOutput(rendererClipPosition(input.position, input.instanceIndex));\n}\n",fragmentShader:"\n@fragment\nfn fsMain() -> @location(0) vec4<f32> {\n return vec4<f32>(materialUniforms.color, materialUniforms.opacity);\n}\n",uniforms:{color:new At(1,1,1),opacity:1},primitiveTopology:t,depthTest:e.depthTest,depthWrite:e.depthWrite}),r.set(t,i));const n=e;return n.color&&i.uniforms.color.value.copy(n.color),i.uniforms.opacity.value=n.opacity??1,i.transparent=e.transparent||(n.opacity??1)<1,i.depthTest=e.depthTest,i.depthWrite=e.depthWrite,i}resolveSkinnedMaterial(e){const t=this.resolveMaterial(e);return null===t?null:function(e){const t=e.vertexAttributes.find(e=>"skinIndex"===e.name),r=e.vertexAttributes.find(e=>"skinWeight"===e.name);return e.vertexShader.includes("USE_SKINNING")||"uint32x4"===t?.format&&"float32x4"===r?.format&&e.vertexShader.includes("rendererSkinPosition(")}(t)?t:this.fallbackSkinnedMaterial}hasRenderCallbacks(e){return null!==e&&this.invokeObjectRenderCallbacks&&function(e){return null!==e&&(e.onBeforeRender!==ui.prototype.onBeforeRender||e.onAfterRender!==ui.prototype.onAfterRender)}(e)}async initialize(e){if(!("gpu"in navigator))throw new Error("WebGPU is not available in this browser.");const t=e??await navigator.gpu.requestAdapter({powerPreference:this.powerPreference});if(!t)throw new Error("A WebGPU adapter could not be created.");const r=[];t.features.has("indirect-first-instance")&&r.push("indirect-first-instance"),t.features.has("timestamp-query")&&r.push("timestamp-query"),t.features.has("texture-compression-bc")&&r.push("texture-compression-bc"),t.features.has("texture-compression-etc2")&&r.push("texture-compression-etc2"),t.features.has("texture-compression-astc")&&r.push("texture-compression-astc"),t.features.has("float32-filterable")&&r.push("float32-filterable"),t.features.has(va)&&r.push(va);const i=t.limits;try{this.state.device=await t.requestDevice({requiredFeatures:r,requiredLimits:{maxTextureArrayLayers:i.maxTextureArrayLayers,maxBufferSize:i.maxBufferSize,maxStorageBufferBindingSize:i.maxStorageBufferBindingSize,maxStorageBuffersPerShaderStage:i.maxStorageBuffersPerShaderStage}})}catch(e){throw new Error("A WebGPU device could not be created.")}let n=!1;if("function"==typeof this.state.device.addEventListener&&this.state.device.addEventListener("uncapturederror",e=>{n||(console.error("Uncaptured WebGPU device error",e.error.message,e.error),n=!0)}),this.state.device.lost.then(e=>{"destroyed"!==e.reason&&console.error("WebGPU device lost",e.reason,e.message)}),this.indirectFirstInstanceSupported=r.includes("indirect-first-instance"),this.timestampQuerySupported=r.includes("timestamp-query"),this.multiDrawIndirectSupported=r.includes(va),this.state.context=this.canvas.getContext("webgpu"),!this.state.context)throw new Error("The canvas does not provide a WebGPU context.");this.state.format=navigator.gpu.getPreferredCanvasFormat(),this.state.context.configure({device:this.state.device,format:this.state.format,alphaMode:"premultiplied"}),this.state.cameraBuffer=this.state.device.createBuffer({label:"renderer-camera-buffer",size:416,usage:GPUBufferUsage.UNIFORM|GPUBufferUsage.COPY_DST}),this.state.temporalVisibilityBuffer=this.state.device.createBuffer({label:"renderer-temporal-visibility-buffer",size:176,usage:GPUBufferUsage.UNIFORM|GPUBufferUsage.COPY_DST}),this.state.lightBuffer=this.state.device.createBuffer({label:"renderer-light-buffer",size:16016,usage:GPUBufferUsage.UNIFORM|GPUBufferUsage.COPY_DST}),this.tiledPointLights=new Gt(this.state.device,this.state.cameraBuffer,this.state.lightBuffer),this.tiledPointLights.resize(this.state.width,this.state.height),this.state.shadowCameraBuffer=this.state.device.createBuffer({label:"renderer-shadow-camera-buffer",size:256,usage:GPUBufferUsage.UNIFORM|GPUBufferUsage.COPY_DST}),this.state.sceneBindGroupLayout=this.state.device.createBindGroupLayout({label:"renderer-scene-layout",entries:[{binding:0,visibility:GPUShaderStage.VERTEX|GPUShaderStage.FRAGMENT,buffer:{type:"uniform"}},{binding:1,visibility:GPUShaderStage.FRAGMENT,buffer:{type:"uniform"}},{binding:2,visibility:GPUShaderStage.VERTEX|GPUShaderStage.FRAGMENT,buffer:{type:"read-only-storage"}},{binding:3,visibility:GPUShaderStage.FRAGMENT,sampler:{type:"comparison"}},{binding:4,visibility:GPUShaderStage.FRAGMENT,texture:{sampleType:"depth",viewDimension:"2d-array"}},{binding:5,visibility:GPUShaderStage.FRAGMENT,sampler:{type:"filtering"}},{binding:6,visibility:GPUShaderStage.FRAGMENT,texture:{sampleType:"float",viewDimension:"2d-array"}},{binding:7,visibility:GPUShaderStage.FRAGMENT,texture:{sampleType:"depth",viewDimension:"2d-array"}},{binding:9,visibility:GPUShaderStage.FRAGMENT,texture:{sampleType:"float",viewDimension:"2d"}},{binding:11,visibility:GPUShaderStage.FRAGMENT,texture:{sampleType:"uint",viewDimension:"2d"}}]}),this.state.directSceneBindGroupLayout=this.state.device.createBindGroupLayout({label:"renderer-direct-scene-layout",entries:[{binding:0,visibility:GPUShaderStage.VERTEX|GPUShaderStage.FRAGMENT,buffer:{type:"uniform"}},{binding:1,visibility:GPUShaderStage.FRAGMENT,buffer:{type:"uniform"}},{binding:2,visibility:GPUShaderStage.VERTEX|GPUShaderStage.FRAGMENT,buffer:{type:"read-only-storage"}},{binding:3,visibility:GPUShaderStage.VERTEX|GPUShaderStage.FRAGMENT,buffer:{type:"read-only-storage"}},{binding:4,visibility:GPUShaderStage.FRAGMENT,sampler:{type:"comparison"}},{binding:5,visibility:GPUShaderStage.FRAGMENT,texture:{sampleType:"depth",viewDimension:"2d-array"}},{binding:6,visibility:GPUShaderStage.FRAGMENT,sampler:{type:"filtering"}},{binding:7,visibility:GPUShaderStage.FRAGMENT,texture:{sampleType:"float",viewDimension:"2d-array"}},{binding:8,visibility:GPUShaderStage.FRAGMENT,texture:{sampleType:"depth",viewDimension:"2d-array"}},{binding:10,visibility:GPUShaderStage.FRAGMENT,texture:{sampleType:"float",viewDimension:"2d"}},{binding:11,visibility:GPUShaderStage.FRAGMENT,texture:{sampleType:"uint",viewDimension:"2d"}}]}),this.state.visibleSceneBindGroupLayout=this.state.device.createBindGroupLayout({label:"renderer-visible-scene-layout",entries:[{binding:0,visibility:GPUShaderStage.VERTEX|GPUShaderStage.FRAGMENT,buffer:{type:"uniform"}},{binding:1,visibility:GPUShaderStage.FRAGMENT,buffer:{type:"uniform"}},{binding:2,visibility:GPUShaderStage.VERTEX|GPUShaderStage.FRAGMENT,buffer:{type:"read-only-storage"}},{binding:3,visibility:GPUShaderStage.FRAGMENT,sampler:{type:"comparison"}},{binding:4,visibility:GPUShaderStage.FRAGMENT,texture:{sampleType:"depth",viewDimension:"2d-array"}},{binding:5,visibility:GPUShaderStage.FRAGMENT,sampler:{type:"filtering"}},{binding:6,visibility:GPUShaderStage.FRAGMENT,texture:{sampleType:"float",viewDimension:"2d-array"}},{binding:7,visibility:GPUShaderStage.FRAGMENT,texture:{sampleType:"depth",viewDimension:"2d-array"}},{binding:8,visibility:GPUShaderStage.VERTEX|GPUShaderStage.FRAGMENT,buffer:{type:"read-only-storage"}},{binding:9,visibility:GPUShaderStage.FRAGMENT,texture:{sampleType:"float",viewDimension:"2d"}},{binding:11,visibility:GPUShaderStage.FRAGMENT,texture:{sampleType:"uint",viewDimension:"2d"}}]}),this.state.visibleDepthSceneBindGroupLayout=this.state.device.createBindGroupLayout({label:"renderer-visible-depth-scene-layout",entries:[{binding:0,visibility:GPUShaderStage.VERTEX,buffer:{type:"uniform"}},{binding:2,visibility:GPUShaderStage.VERTEX,buffer:{type:"read-only-storage"}},{binding:3,visibility:GPUShaderStage.VERTEX,buffer:{type:"read-only-storage"}}]}),this.state.shadowBindGroupLayout=this.state.device.createBindGroupLayout({label:"renderer-shadow-layout",entries:[{binding:0,visibility:GPUShaderStage.VERTEX|GPUShaderStage.FRAGMENT,buffer:{type:"uniform"}},{binding:1,visibility:GPUShaderStage.VERTEX|GPUShaderStage.FRAGMENT,buffer:{type:"read-only-storage"}}]}),this.state.directShadowBindGroupLayout=this.state.device.createBindGroupLayout({label:"renderer-direct-shadow-layout",entries:[{binding:0,visibility:GPUShaderStage.VERTEX|GPUShaderStage.FRAGMENT,buffer:{type:"uniform"}},{binding:1,visibility:GPUShaderStage.VERTEX|GPUShaderStage.FRAGMENT,buffer:{type:"read-only-storage"}},{binding:2,visibility:GPUShaderStage.VERTEX|GPUShaderStage.FRAGMENT,buffer:{type:"read-only-storage"}}]}),this.state.emptyBindGroupLayout=this.state.device.createBindGroupLayout({label:"renderer-empty-layout",entries:[]}),this.state.skinningBindGroupLayout=this.state.device.createBindGroupLayout({label:"renderer-skinning-layout",entries:[{binding:0,visibility:GPUShaderStage.VERTEX|GPUShaderStage.FRAGMENT,buffer:{type:"read-only-storage"}},{binding:1,visibility:GPUShaderStage.VERTEX|GPUShaderStage.FRAGMENT,buffer:{type:"uniform"}},{binding:2,visibility:GPUShaderStage.VERTEX|GPUShaderStage.FRAGMENT,buffer:{type:"read-only-storage"}}]}),this.state.sceneTextureBindGroupLayout=this.state.device.createBindGroupLayout({label:"renderer-scene-texture-layout",entries:[{binding:0,visibility:GPUShaderStage.FRAGMENT,sampler:{type:"filtering"}},{binding:1,visibility:GPUShaderStage.FRAGMENT,texture:{sampleType:"float"}},{binding:2,visibility:GPUShaderStage.FRAGMENT,sampler:{type:"non-filtering"}},{binding:3,visibility:GPUShaderStage.FRAGMENT,texture:{sampleType:"depth"}}]}),this.state.residentSceneBindGroupVersion+=1,this.state.residentShadowBindGroupVersion+=1,this.state.fullscreenTextureBindGroupLayout=this.state.device.createBindGroupLayout({label:"renderer-fullscreen-texture-layout",entries:[{binding:0,visibility:GPUShaderStage.FRAGMENT,sampler:{type:"filtering"}},{binding:1,visibility:GPUShaderStage.FRAGMENT,texture:{sampleType:"float"}}]}),this.state.shadowComparisonSampler=this.state.device.createSampler({label:"renderer-shadow-comparison-sampler",compare:"less-equal",magFilter:"linear",minFilter:"linear",addressModeU:"clamp-to-edge",addressModeV:"clamp-to-edge"}),this.state.linearClampSampler=this.state.device.createSampler({label:"renderer-linear-clamp-sampler",magFilter:"linear",minFilter:"linear",addressModeU:"clamp-to-edge",addressModeV:"clamp-to-edge",addressModeW:"clamp-to-edge"}),this.state.nearestClampSampler=this.state.device.createSampler({label:"renderer-nearest-clamp-sampler",magFilter:"nearest",minFilter:"nearest",mipmapFilter:"nearest",addressModeU:"clamp-to-edge",addressModeV:"clamp-to-edge",addressModeW:"clamp-to-edge"}),this.state.hizCopyKernel=this.createComputeKernel({label:"renderer-hiz-copy",code:"\n@group(0) @binding(0) var sourceDepth: texture_depth_2d;\n@group(0) @binding(1) var targetMip: texture_storage_2d<r32float, write>;\n\n@compute @workgroup_size(8, 8, 1)\nfn main(@builtin(global_invocation_id) globalId: vec3<u32>) {\n let dims = textureDimensions(targetMip);\n if (globalId.x >= dims.x || globalId.y >= dims.y) {\n return;\n }\n\n let depthValue = textureLoad(sourceDepth, vec2<i32>(globalId.xy), 0);\n textureStore(targetMip, vec2<i32>(globalId.xy), vec4(depthValue, 0.0, 0.0, 1.0));\n}\n",bindGroupLayoutEntries:[{binding:0,visibility:GPUShaderStage.COMPUTE,texture:{sampleType:"depth"}},{binding:1,visibility:GPUShaderStage.COMPUTE,storageTexture:{access:"write-only",format:"r32float"}}]}),this.state.hizReduceKernel=this.createComputeKernel({label:"renderer-hiz-reduce",code:"\n@group(0) @binding(0) var sourceMip: texture_2d<f32>;\n@group(0) @binding(1) var targetMip: texture_storage_2d<r32float, write>;\n\nfn readSource(coord: vec2<i32>, dims: vec2<i32>) -> f32 {\n let clamped = clamp(coord, vec2(0, 0), dims - vec2(1, 1));\n return textureLoad(sourceMip, clamped, 0).r;\n}\n\n@compute @workgroup_size(8, 8, 1)\nfn main(@builtin(global_invocation_id) globalId: vec3<u32>) {\n let outDims = textureDimensions(targetMip);\n if (globalId.x >= outDims.x || globalId.y >= outDims.y) {\n return;\n }\n\n let srcOrigin = vec2<i32>(globalId.xy * 2u);\n let srcDims = vec2<i32>(textureDimensions(sourceMip));\n // This renderer uses conventional depth (near = 0, far = 1). Keep the\n // farthest depth in each footprint so an object is rejected only when the\n // whole footprint is covered by closer geometry. A min reduction would let\n // a single nearby texel occlude an otherwise visible object.\n var reduced = max(\n max(readSource(srcOrigin, srcDims), readSource(srcOrigin + vec2(1, 0), srcDims)),\n max(readSource(srcOrigin + vec2(0, 1), srcDims), readSource(srcOrigin + vec2(1, 1), srcDims))\n );\n\n // WebGPU mip dimensions round down. When a source dimension is odd, fold\n // its otherwise-unrepresented final row/column into the last destination\n // texel so no depth coverage disappears from the hierarchy.\n let hasExtraColumn = (srcDims.x & 1) != 0 && globalId.x + 1u == outDims.x;\n let hasExtraRow = (srcDims.y & 1) != 0 && globalId.y + 1u == outDims.y;\n if (hasExtraColumn) {\n reduced = max(reduced, readSource(srcOrigin + vec2(2, 0), srcDims));\n reduced = max(reduced, readSource(srcOrigin + vec2(2, 1), srcDims));\n }\n if (hasExtraRow) {\n reduced = max(reduced, readSource(srcOrigin + vec2(0, 2), srcDims));\n reduced = max(reduced, readSource(srcOrigin + vec2(1, 2), srcDims));\n }\n if (hasExtraColumn && hasExtraRow) {\n reduced = max(reduced, readSource(srcOrigin + vec2(2, 2), srcDims));\n }\n\n textureStore(targetMip, vec2<i32>(globalId.xy), vec4(reduced, 0.0, 0.0, 1.0));\n}\n",bindGroupLayoutEntries:[{binding:0,visibility:GPUShaderStage.COMPUTE,texture:{sampleType:"unfilterable-float"}},{binding:1,visibility:GPUShaderStage.COMPUTE,storageTexture:{access:"write-only",format:"r32float"}}]}),this.state.visibilityKernel=this.createComputeKernel({label:"renderer-visibility-cull",code:"\nstruct RendererCameraUniforms {\n viewProj: mat4x4<f32>,\n cameraPosition: vec4<f32>,\n viewportAndTime: vec4<f32>,\n};\n\nstruct RendererVisibilityParams {\n drawCount: u32,\n hizMipCount: u32,\n reserved0: u32,\n reserved1: u32,\n};\n\nstruct DrawMetadata {\n centerRadius: vec4<f32>,\n args0: vec4<f32>,\n extra: vec4<f32>,\n};\n\nstruct IndirectIndexedArgs {\n indexCount: u32,\n instanceCount: u32,\n firstIndex: u32,\n baseVertex: i32,\n firstInstance: u32,\n};\n\n@group(0) @binding(0) var<uniform> rendererCamera: RendererCameraUniforms;\n@group(0) @binding(1) var<uniform> visibilityParams: RendererVisibilityParams;\n@group(0) @binding(2) var drawMetaTextureSampler: sampler;\n@group(0) @binding(3) var hizTexture: texture_2d<f32>;\n@group(0) @binding(4) var<storage, read> drawMetadata: array<DrawMetadata>;\n@group(0) @binding(5) var<storage, read_write> indirectArgs: array<IndirectIndexedArgs>;\n\nfn saturate(value: f32) -> f32 {\n return clamp(value, 0.0, 1.0);\n}\n\nfn projectedSphereRadius(\n viewProj: mat4x4<f32>,\n ndc: vec3<f32>,\n clipW: f32,\n radius: f32,\n) -> vec2<f32> {\n // Account for both numerator and perspective-denominator variation over the\n // sphere. Offsetting along world X/Y is not conservative once the camera is\n // rotated because those axes can also change clip W.\n let rowX = vec3(viewProj[0].x, viewProj[1].x, viewProj[2].x);\n let rowY = vec3(viewProj[0].y, viewProj[1].y, viewProj[2].y);\n let rowW = vec3(viewProj[0].w, viewProj[1].w, viewProj[2].w);\n let denominator = max(clipW - radius * length(rowW), 0.0001);\n return radius * vec2(\n length(rowX) + abs(ndc.x) * length(rowW),\n length(rowY) + abs(ndc.y) * length(rowW),\n ) / denominator;\n}\n\nfn spherePlaneRadius(viewProj: mat4x4<f32>, plane: vec4<f32>, radius: f32) -> f32 {\n let worldNormal = vec3(\n dot(viewProj[0], plane),\n dot(viewProj[1], plane),\n dot(viewProj[2], plane),\n );\n return radius * length(worldNormal);\n}\n\nfn isSphereInFrustum(viewProj: mat4x4<f32>, center: vec3<f32>, radius: f32) -> bool {\n let clip = viewProj * vec4(center, 1.0);\n return\n clip.w + clip.x >= -spherePlaneRadius(viewProj, vec4( 1.0, 0.0, 0.0, 1.0), radius) &&\n clip.w - clip.x >= -spherePlaneRadius(viewProj, vec4(-1.0, 0.0, 0.0, 1.0), radius) &&\n clip.w + clip.y >= -spherePlaneRadius(viewProj, vec4( 0.0, 1.0, 0.0, 1.0), radius) &&\n clip.w - clip.y >= -spherePlaneRadius(viewProj, vec4( 0.0, -1.0, 0.0, 1.0), radius) &&\n clip.z >= -spherePlaneRadius(viewProj, vec4(0.0, 0.0, 1.0, 0.0), radius) &&\n clip.w - clip.z >= -spherePlaneRadius(viewProj, vec4(0.0, 0.0, -1.0, 1.0), radius);\n}\n\nfn nearestSphereDepth(viewProj: mat4x4<f32>, clip: vec4<f32>, radius: f32) -> f32 {\n let rowZ = vec3(viewProj[0].z, viewProj[1].z, viewProj[2].z);\n let rowW = vec3(viewProj[0].w, viewProj[1].w, viewProj[2].w);\n let minClipZ = clip.z - radius * length(rowZ);\n let maxClipW = clip.w + radius * length(rowW);\n return max(0.0, minClipZ / max(maxClipW, 0.0001));\n}\n\n@compute @workgroup_size(64, 1, 1)\nfn main(@builtin(global_invocation_id) globalId: vec3<u32>) {\n let drawIndex = globalId.x;\n if (drawIndex >= visibilityParams.drawCount) {\n return;\n }\n\n let drawData = drawMetadata[drawIndex];\n let center = vec4(drawData.centerRadius.xyz, 1.0);\n let radius = drawData.centerRadius.w;\n var visible = isSphereInFrustum(\n rendererCamera.viewProj,\n drawData.centerRadius.xyz,\n radius,\n );\n\n let clip = rendererCamera.viewProj * center;\n let cameraDistance = distance(drawData.centerRadius.xyz, rendererCamera.cameraPosition.xyz);\n // A sphere that intersects the near plane, surrounds the camera, or has a\n // very large projected extent cannot be safely represented by its center.\n // Keep it rather than allowing a false negative to remove large terrain or\n // nearby geometry.\n let clipWRadius = radius * length(vec3(\n rendererCamera.viewProj[0].w,\n rendererCamera.viewProj[1].w,\n rendererCamera.viewProj[2].w,\n ));\n let needsConservativeVisibility =\n clip.w - clipWRadius <= 0.0001 || radius >= cameraDistance * 0.1;\n\n if (!needsConservativeVisibility) {\n let ndc = clip.xyz / clip.w;\n let projectedRadius = projectedSphereRadius(rendererCamera.viewProj, ndc, clip.w, radius);\n let clipRadiusX = projectedRadius.x;\n let clipRadiusY = projectedRadius.y;\n\n if (\n visible &&\n ndc.x - clipRadiusX >= -1.0 && ndc.x + clipRadiusX <= 1.0 &&\n ndc.y - clipRadiusY >= -1.0 && ndc.y + clipRadiusY <= 1.0\n ) {\n let uvCenter = ndc.xy * vec2(0.5, -0.5) + vec2(0.5, 0.5);\n let uvRadius = vec2(clipRadiusX, clipRadiusY) * 0.5;\n let viewport = rendererCamera.viewportAndTime.xy;\n let screenDiameter = max(\n max(clipRadiusX * viewport.x * 0.5, clipRadiusY * viewport.y * 0.5),\n 1.0,\n ) * 2.0;\n let maxMipLevel = max(f32(visibilityParams.hizMipCount) - 1.0, 0.0);\n // Round up from the full diameter. Using floor(log2(radius)) leaves\n // unsampled texels between the corner probes, especially for small\n // objects, and can turn partial coverage into a false occlusion.\n let mipLevel = clamp(ceil(log2(screenDiameter)), 0.0, maxMipLevel);\n // Cover the projected bounds rather than testing only their center. The\n // max-reduced pyramid makes background or a gap at any corner retain the\n // draw, avoiding false occlusion for partially covered objects.\n let hizDepth = max(\n max(\n textureSampleLevel(hizTexture, drawMetaTextureSampler, uvCenter + vec2(-uvRadius.x, -uvRadius.y), mipLevel).r,\n textureSampleLevel(hizTexture, drawMetaTextureSampler, uvCenter + vec2( uvRadius.x, -uvRadius.y), mipLevel).r,\n ),\n max(\n textureSampleLevel(hizTexture, drawMetaTextureSampler, uvCenter + vec2(-uvRadius.x, uvRadius.y), mipLevel).r,\n textureSampleLevel(hizTexture, drawMetaTextureSampler, uvCenter + vec2( uvRadius.x, uvRadius.y), mipLevel).r,\n ),\n );\n let conservativeDepth = nearestSphereDepth(rendererCamera.viewProj, clip, radius);\n visible = conservativeDepth <= hizDepth + 0.0005;\n }\n }\n\n let baseVertex = i32(round(drawData.extra.y));\n indirectArgs[drawIndex].indexCount = u32(round(drawData.args0.x));\n indirectArgs[drawIndex].instanceCount = select(0u, u32(round(drawData.args0.w)), visible);\n indirectArgs[drawIndex].firstIndex = u32(round(drawData.args0.y));\n indirectArgs[drawIndex].baseVertex = baseVertex;\n indirectArgs[drawIndex].firstInstance = u32(round(drawData.args0.z));\n}\n",bindGroupLayoutEntries:[{binding:0,visibility:GPUShaderStage.COMPUTE,buffer:{type:"uniform"}},{binding:1,visibility:GPUShaderStage.COMPUTE,buffer:{type:"uniform"}},{binding:2,visibility:GPUShaderStage.COMPUTE,sampler:{type:"non-filtering"}},{binding:3,visibility:GPUShaderStage.COMPUTE,texture:{sampleType:"unfilterable-float"}},{binding:4,visibility:GPUShaderStage.COMPUTE,buffer:{type:"read-only-storage"}},{binding:5,visibility:GPUShaderStage.COMPUTE,buffer:{type:"storage"}}]}),this.state.staticVisibilityClearKernel=this.createComputeKernel({label:"renderer-static-visibility-clear",code:"\nstruct RendererVisibilityParams {\n drawCount: u32,\n hizMipCount: u32,\n instanceCount: u32,\n flags: u32,\n};\n\n@group(0) @binding(0) var<uniform> visibilityParams: RendererVisibilityParams;\n@group(0) @binding(1) var<storage, read_write> visibleCounts: array<atomic<u32>>;\n@group(0) @binding(2) var<storage, read_write> postVisibleCounts: array<atomic<u32>>;\n@group(0) @binding(3) var<storage, read_write> visibleInstanceMask: array<atomic<u32>>;\n\n@compute @workgroup_size(64, 1, 1)\nfn main(@builtin(global_invocation_id) globalId: vec3<u32>) {\n let index = globalId.x;\n if (index < visibilityParams.drawCount) {\n atomicStore(&visibleCounts[index], 0u);\n atomicStore(&postVisibleCounts[index], 0u);\n }\n if (index < visibilityParams.instanceCount) {\n atomicStore(&visibleInstanceMask[index], 0u);\n }\n}\n",bindGroupLayoutEntries:[{binding:0,visibility:GPUShaderStage.COMPUTE,buffer:{type:"uniform"}},{binding:1,visibility:GPUShaderStage.COMPUTE,buffer:{type:"storage"}},{binding:2,visibility:GPUShaderStage.COMPUTE,buffer:{type:"storage"}},{binding:3,visibility:GPUShaderStage.COMPUTE,buffer:{type:"storage"}}]}),this.state.staticVisibilityCullKernel=this.createComputeKernel({label:"renderer-static-visibility-cull",code:"\nstruct RendererTemporalVisibilityUniforms {\n currentViewProj: mat4x4<f32>,\n previousViewProj: mat4x4<f32>,\n currentCameraPosition: vec4<f32>,\n previousCameraPosition: vec4<f32>,\n viewportAndTime: vec4<f32>,\n};\n\nstruct RendererVisibilityParams {\n drawCount: u32,\n hizMipCount: u32,\n instanceCount: u32,\n flags: u32,\n};\n\nstruct DrawMetadata {\n centerRadius: vec4<f32>,\n args0: vec4<f32>,\n extra: vec4<f32>,\n};\n\nstruct StaticInstanceMetadata {\n centerRadius: vec4<f32>,\n drawAndSourceIndex: vec4<u32>,\n};\n\n@group(0) @binding(0) var<uniform> temporalVisibility: RendererTemporalVisibilityUniforms;\n@group(0) @binding(1) var<uniform> visibilityParams: RendererVisibilityParams;\n@group(0) @binding(2) var hizSampler: sampler;\n@group(0) @binding(3) var hizTexture: texture_2d<f32>;\n@group(0) @binding(4) var<storage, read> instanceMetadata: array<StaticInstanceMetadata>;\n@group(0) @binding(5) var<storage, read> drawMetadata: array<DrawMetadata>;\n@group(0) @binding(6) var<storage, read_write> visibleCounts: array<atomic<u32>>;\n@group(0) @binding(7) var<storage, read_write> visibleInstanceIndices: array<u32>;\n@group(0) @binding(8) var<storage, read_write> visibleInstanceMask: array<atomic<u32>>;\n@group(0) @binding(9) var<storage, read_write> postVisibleCounts: array<atomic<u32>>;\n\nfn spherePlaneRadius(viewProj: mat4x4<f32>, plane: vec4<f32>, radius: f32) -> f32 {\n let worldNormal = vec3(\n dot(viewProj[0], plane),\n dot(viewProj[1], plane),\n dot(viewProj[2], plane),\n );\n return radius * length(worldNormal);\n}\n\nfn projectedSphereRadius(\n viewProj: mat4x4<f32>,\n ndc: vec3<f32>,\n clipW: f32,\n radius: f32,\n) -> vec2<f32> {\n let rowX = vec3(viewProj[0].x, viewProj[1].x, viewProj[2].x);\n let rowY = vec3(viewProj[0].y, viewProj[1].y, viewProj[2].y);\n let rowW = vec3(viewProj[0].w, viewProj[1].w, viewProj[2].w);\n let denominator = max(clipW - radius * length(rowW), 0.0001);\n return radius * vec2(\n length(rowX) + abs(ndc.x) * length(rowW),\n length(rowY) + abs(ndc.y) * length(rowW),\n ) / denominator;\n}\n\nfn nearestSphereDepth(viewProj: mat4x4<f32>, clip: vec4<f32>, radius: f32) -> f32 {\n let rowZ = vec3(viewProj[0].z, viewProj[1].z, viewProj[2].z);\n let rowW = vec3(viewProj[0].w, viewProj[1].w, viewProj[2].w);\n let minClipZ = clip.z - radius * length(rowZ);\n let maxClipW = clip.w + radius * length(rowW);\n return max(0.0, minClipZ / max(maxClipW, 0.0001));\n}\n\nfn isSphereInFrustum(\n viewProj: mat4x4<f32>,\n center: vec3<f32>,\n radius: f32,\n) -> bool {\n let clip = viewProj * vec4(center, 1.0);\n let left = clip.w + clip.x;\n let right = clip.w - clip.x;\n let bottom = clip.w + clip.y;\n let top = clip.w - clip.y;\n let near = clip.z;\n let far = clip.w - clip.z;\n\n return\n left >= -spherePlaneRadius(viewProj, vec4(1.0, 0.0, 0.0, 1.0), radius) &&\n right >= -spherePlaneRadius(viewProj, vec4(-1.0, 0.0, 0.0, 1.0), radius) &&\n bottom >= -spherePlaneRadius(viewProj, vec4(0.0, 1.0, 0.0, 1.0), radius) &&\n top >= -spherePlaneRadius(viewProj, vec4(0.0, -1.0, 0.0, 1.0), radius) &&\n near >= -spherePlaneRadius(viewProj, vec4(0.0, 0.0, 1.0, 0.0), radius) &&\n far >= -spherePlaneRadius(viewProj, vec4(0.0, 0.0, -1.0, 1.0), radius);\n}\n\nfn isSphereNearFrustumBoundary(\n viewProj: mat4x4<f32>,\n center: vec3<f32>,\n radius: f32,\n) -> bool {\n let clip = viewProj * vec4(center, 1.0);\n return\n clip.w + clip.x <= spherePlaneRadius(viewProj, vec4(1.0, 0.0, 0.0, 1.0), radius) ||\n clip.w - clip.x <= spherePlaneRadius(viewProj, vec4(-1.0, 0.0, 0.0, 1.0), radius) ||\n clip.w + clip.y <= spherePlaneRadius(viewProj, vec4(0.0, 1.0, 0.0, 1.0), radius) ||\n clip.w - clip.y <= spherePlaneRadius(viewProj, vec4(0.0, -1.0, 0.0, 1.0), radius) ||\n clip.z <= spherePlaneRadius(viewProj, vec4(0.0, 0.0, 1.0, 0.0), radius) ||\n clip.w - clip.z <= spherePlaneRadius(viewProj, vec4(0.0, 0.0, -1.0, 1.0), radius);\n}\n\nfn isSphereVisible(center: vec3<f32>, radius: f32) -> bool {\n let currentViewProj = temporalVisibility.currentViewProj;\n if (!isSphereInFrustum(currentViewProj, center, radius)) {\n return false;\n }\n\n let clip = currentViewProj * vec4(center, 1.0);\n // Near-plane intersections are deliberately kept. A false negative here would\n // incorrectly remove geometry surrounding the camera.\n if (clip.w <= 0.0001) {\n return true;\n }\n\n if ((visibilityParams.flags & 1u) == 0u) {\n return true;\n }\n\n let usesPreviousHiZ = (visibilityParams.flags & 2u) != 0u;\n var hizViewProj = temporalVisibility.currentViewProj;\n var hizCameraPosition = temporalVisibility.currentCameraPosition.xyz;\n if (usesPreviousHiZ) {\n hizViewProj = temporalVisibility.previousViewProj;\n hizCameraPosition = temporalVisibility.previousCameraPosition.xyz;\n }\n\n let hizClip = hizViewProj * vec4(center, 1.0);\n let hizClipWRadius = radius * length(vec3(\n hizViewProj[0].w,\n hizViewProj[1].w,\n hizViewProj[2].w,\n ));\n if (hizClip.w - hizClipWRadius <= 0.0001) {\n return true;\n }\n let hizNdc = hizClip.xyz / hizClip.w;\n let hizProjectedRadius = projectedSphereRadius(\n hizViewProj,\n hizNdc,\n hizClip.w,\n radius,\n );\n let hizClipRadiusX = hizProjectedRadius.x;\n let hizClipRadiusY = hizProjectedRadius.y;\n let hizClipRadiusZ = radius / max(distance(center, hizCameraPosition), 0.001);\n\n // Samples close to the viewport boundary cannot cover the whole projected\n // sphere. This also retains newly revealed regions during camera motion.\n if (\n isSphereNearFrustumBoundary(hizViewProj, center, radius) ||\n hizNdc.x - hizClipRadiusX < -1.0 || hizNdc.x + hizClipRadiusX > 1.0 ||\n hizNdc.y - hizClipRadiusY < -1.0 || hizNdc.y + hizClipRadiusY > 1.0 ||\n hizNdc.z < -hizClipRadiusZ || hizNdc.z > 1.0 + hizClipRadiusZ\n ) {\n return true;\n }\n\n let viewport = temporalVisibility.viewportAndTime.xy;\n let screenDiameter = max(\n max(hizClipRadiusX * viewport.x * 0.5, hizClipRadiusY * viewport.y * 0.5),\n 1.0,\n ) * 2.0;\n let maxMipLevel = max(f32(visibilityParams.hizMipCount) - 1.0, 0.0);\n let mipLevel = clamp(ceil(log2(screenDiameter)), 0.0, maxMipLevel);\n let uvCenter = hizNdc.xy * vec2(0.5, -0.5) + vec2(0.5, 0.5);\n let uvRadius = vec2(hizClipRadiusX, hizClipRadiusY) * 0.5;\n let hizDepth = max(\n max(\n textureSampleLevel(hizTexture, hizSampler, uvCenter + vec2(-uvRadius.x, -uvRadius.y), mipLevel).r,\n textureSampleLevel(hizTexture, hizSampler, uvCenter + vec2( uvRadius.x, -uvRadius.y), mipLevel).r,\n ),\n max(\n textureSampleLevel(hizTexture, hizSampler, uvCenter + vec2(-uvRadius.x, uvRadius.y), mipLevel).r,\n textureSampleLevel(hizTexture, hizSampler, uvCenter + vec2( uvRadius.x, uvRadius.y), mipLevel).r,\n ),\n );\n let conservativeNearestDepth = nearestSphereDepth(hizViewProj, hizClip, radius);\n return conservativeNearestDepth <= hizDepth + 0.001;\n}\n\n@compute @workgroup_size(64, 1, 1)\nfn main(@builtin(global_invocation_id) globalId: vec3<u32>) {\n let instanceIndex = globalId.x;\n if (instanceIndex >= visibilityParams.instanceCount) {\n return;\n }\n\n let instance = instanceMetadata[instanceIndex];\n if ((visibilityParams.flags & 4u) != 0u && atomicLoad(&visibleInstanceMask[instanceIndex]) != 0u) {\n return;\n }\n let drawIndex = instance.drawAndSourceIndex.x;\n if (drawIndex >= visibilityParams.drawCount || !isSphereVisible(instance.centerRadius.xyz, instance.centerRadius.w)) {\n return;\n }\n\n let isPostpass = (visibilityParams.flags & 4u) != 0u;\n if (!isPostpass) {\n atomicStore(&visibleInstanceMask[instanceIndex], 1u);\n }\n let firstInstance = u32(round(drawMetadata[drawIndex].args0.z));\n if (isPostpass) {\n let primaryVisibleCount = atomicLoad(&visibleCounts[drawIndex]);\n let postVisibleIndex = atomicAdd(&postVisibleCounts[drawIndex], 1u);\n visibleInstanceIndices[firstInstance + primaryVisibleCount + postVisibleIndex] = instance.drawAndSourceIndex.y;\n } else {\n let visibleIndex = atomicAdd(&visibleCounts[drawIndex], 1u);\n visibleInstanceIndices[firstInstance + visibleIndex] = instance.drawAndSourceIndex.y;\n }\n}\n",bindGroupLayoutEntries:[{binding:0,visibility:GPUShaderStage.COMPUTE,buffer:{type:"uniform"}},{binding:1,visibility:GPUShaderStage.COMPUTE,buffer:{type:"uniform"}},{binding:2,visibility:GPUShaderStage.COMPUTE,sampler:{type:"non-filtering"}},{binding:3,visibility:GPUShaderStage.COMPUTE,texture:{sampleType:"unfilterable-float"}},{binding:4,visibility:GPUShaderStage.COMPUTE,buffer:{type:"read-only-storage"}},{binding:5,visibility:GPUShaderStage.COMPUTE,buffer:{type:"read-only-storage"}},{binding:6,visibility:GPUShaderStage.COMPUTE,buffer:{type:"storage"}},{binding:7,visibility:GPUShaderStage.COMPUTE,buffer:{type:"storage"}},{binding:8,visibility:GPUShaderStage.COMPUTE,buffer:{type:"storage"}},{binding:9,visibility:GPUShaderStage.COMPUTE,buffer:{type:"storage"}}]}),this.state.staticVisibilityIndirectBuildKernel=this.createComputeKernel({label:"renderer-static-visibility-indirect-build",code:"\nstruct RendererVisibilityParams {\n drawCount: u32,\n hizMipCount: u32,\n instanceCount: u32,\n flags: u32,\n};\n\nstruct IndirectIndexedArgs {\n indexCount: u32,\n instanceCount: u32,\n firstIndex: u32,\n baseVertex: i32,\n firstInstance: u32,\n};\n\n@group(0) @binding(0) var<uniform> visibilityParams: RendererVisibilityParams;\n@group(0) @binding(1) var<storage, read_write> visibleCounts: array<atomic<u32>>;\n@group(0) @binding(2) var<storage, read_write> postVisibleCounts: array<atomic<u32>>;\n@group(0) @binding(3) var<storage, read_write> indirectArgs: array<IndirectIndexedArgs>;\n@group(0) @binding(4) var<storage, read_write> postIndirectArgs: array<IndirectIndexedArgs>;\n\n@compute @workgroup_size(64, 1, 1)\nfn main(@builtin(global_invocation_id) globalId: vec3<u32>) {\n let drawIndex = globalId.x;\n if (drawIndex >= visibilityParams.drawCount) {\n return;\n }\n\n let primaryVisibleCount = atomicLoad(&visibleCounts[drawIndex]);\n let postVisibleCount = atomicLoad(&postVisibleCounts[drawIndex]);\n indirectArgs[drawIndex].instanceCount = primaryVisibleCount + postVisibleCount;\n if ((visibilityParams.flags & 4u) != 0u) {\n postIndirectArgs[drawIndex].instanceCount = postVisibleCount;\n postIndirectArgs[drawIndex].firstInstance = indirectArgs[drawIndex].firstInstance + primaryVisibleCount;\n }\n}\n",bindGroupLayoutEntries:[{binding:0,visibility:GPUShaderStage.COMPUTE,buffer:{type:"uniform"}},{binding:1,visibility:GPUShaderStage.COMPUTE,buffer:{type:"storage"}},{binding:2,visibility:GPUShaderStage.COMPUTE,buffer:{type:"storage"}},{binding:3,visibility:GPUShaderStage.COMPUTE,buffer:{type:"storage"}},{binding:4,visibility:GPUShaderStage.COMPUTE,buffer:{type:"storage"}}]}),this.state.visibilityParamsBuffer=this.state.device.createBuffer({label:"renderer-visibility-params-buffer",size:16,usage:GPUBufferUsage.UNIFORM|GPUBufferUsage.COPY_DST}),this.createStaticPipelines(),this.setSize(this.canvas.clientWidth||this.canvas.width||1,this.canvas.clientHeight||this.canvas.height||1),this.state.initialized=!0}createComputeKernel(t){if(!this.state.device)throw new Error("WebGpuRenderer.initialize() must complete before creating compute kernels.");return new e(this.state.device,t)}getDevice(){return this.state.device??null}setRenderGraphBuilder(e){this.graphBuilder=e}setCascadedShadowRanges(e,t=[]){this.csmCascadeCount=Math.min(e.length,4),this.csmCascadeLights=t.slice(0,this.csmCascadeCount);for(let t=0;t<this.csmCascadeCount;t+=1)this.csmCascadeRanges[t].set(e[t].x,e[t].y);for(let e=this.csmCascadeCount;e<4;e+=1)this.csmCascadeRanges[e].set(0,0)}setDirectionalShadowMapSize(e){const t=Math.max(1,Math.floor(e));t!==this.shadowMapSize&&(this.shadowMapSize=t,t!==this.state.directionalShadowTextureSize&&(this.state.directionalShadowTextureSize=t,this.recreateDirectionalShadowResources()))}setDirectionalShadowsEnabled(e){this.directionalShadowsEnabled=e}setRenderGraphProfilingEnabled(e){this.renderGraphProfilingEnabled=e}getRenderGraphProfilingEnabled(){return this.renderGraphProfilingEnabled}getTimestampQuerySupported(){return this.timestampQuerySupported}getSampleCount(){return this.sampleCount}setSampleCount(e){const t=ln(e);t!==this.sampleCount&&(this.sampleCount=t,this.destroyMsaaResources(),this.clearIndirectBundleCache(),this.clearStaticDrawSetBundleCaches())}setRenderScale(e){const t=Ca(e);if(t===this.renderScale)return;this.renderScale=t;const r=this.state.pixelRatio;this.setSize(this.state.presentationWidth/r,this.state.presentationHeight/r,r)}getRenderScale(){return this.renderScale}setProjectionJitter(e,t){if(!Number.isFinite(e)||!Number.isFinite(t))throw new RangeError("Projection jitter must contain finite pixel offsets.");this.projectionJitterPixels.set(e,t)}clearProjectionJitter(){this.projectionJitterPixels.set(0,0)}setMotionVectorProjection(e){this.motionVectorProjection.copy(e),this.motionVectorProjectionPending=!0}invalidateObjectMotion(e){this.objectMotionHistory.delete(e)}getLastFrameProfile(){const e=this.state.latestFrameProfile?.timestampQueryActive&&null===this.state.latestFrameProfile.gpuTimeMs&&this.state.latestCompletedFrameProfile?this.state.latestCompletedFrameProfile:this.state.latestFrameProfile;return e?{...e,cpuPhases:{...e.cpuPhases},passes:e.passes.map(e=>({...e})),visibility:e.visibility?{...e.visibility}:null}:null}resetViewHistory(){this.state.temporalHiZHistoryValid=!1,this.motionVectorHistoryValid=!1,this.motionVectorHistoryGeneration+=1}setHiZOcclusionCullingEnabled(e){this.hiZOcclusionCullingEnabled!==e&&(this.state.temporalHiZHistoryValid=!1),this.hiZOcclusionCullingEnabled=e}getHiZOcclusionCullingEnabled(){return this.hiZOcclusionCullingEnabled}getHiZOcclusionCullingActive(){return this.hiZOcclusionCullingEnabled&&this.indirectFirstInstanceSupported}setMultiDrawIndirectEnabled(e){this.multiDrawIndirectEnabled=e}getMultiDrawIndirectEnabled(){return this.multiDrawIndirectEnabled}setTiledLightingEnabled(e){this.tiledLightingEnabled=e}setDynamicBatchingEnabled(e){this.dynamicBatchingEnabled=e}getDynamicBatchingEnabled(){return this.dynamicBatchingEnabled}getMultiDrawIndirectSupported(){return this.multiDrawIndirectSupported}getMultiDrawIndirectActive(){return this.multiDrawIndirectEnabled&&this.multiDrawIndirectSupported&&this.getHiZOcclusionCullingActive()}setSize(e,t,r=window.devicePixelRatio||1){if(this.state.pixelRatio=r,this.state.presentationWidth=Math.max(1,Math.floor(e*r)),this.state.presentationHeight=Math.max(1,Math.floor(t*r)),this.state.width=Math.max(1,Math.floor(this.state.presentationWidth*this.renderScale)),this.state.height=Math.max(1,Math.floor(this.state.presentationHeight*this.renderScale)),this.canvas.width=this.state.presentationWidth,this.canvas.height=this.state.presentationHeight,this.canvas.style.width=`${Math.max(1,Math.floor(e))}px`,this.canvas.style.height=`${Math.max(1,Math.floor(t))}px`,this.state.device){for(const[e,t]of this.colorTargetCache){const r="presentation"===t.resolution?this.state.presentationWidth:this.state.width,i="presentation"===t.resolution?this.state.presentationHeight:this.state.height,n=Math.max(1,Math.floor(r*t.scale)),a=Math.max(1,Math.floor(i*t.scale));t.width===n&&t.height===a||(t.texture.destroy(),this.colorTargetCache.delete(e))}this.destroyMsaaResources(),this.state.mainDepthTexture?.destroy(),this.state.mainDepthTexture=this.state.device.createTexture({label:"renderer-main-depth",size:{width:this.state.width,height:this.state.height},format:"depth32float",usage:GPUTextureUsage.RENDER_ATTACHMENT|GPUTextureUsage.TEXTURE_BINDING|GPUTextureUsage.COPY_SRC}),this.state.mainDepthView=this.state.mainDepthTexture.createView(),this.state.hizCopyBindGroup=null,this.state.sceneColorTexture?.destroy(),this.state.sceneColorTexture=this.state.device.createTexture({label:"renderer-scene-color",size:{width:this.state.width,height:this.state.height},format:vt,usage:GPUTextureUsage.RENDER_ATTACHMENT|GPUTextureUsage.TEXTURE_BINDING|GPUTextureUsage.COPY_SRC}),this.state.sceneColorView=this.state.sceneColorTexture.createView(),this.state.sceneColorSnapshotTexture?.destroy(),this.state.sceneColorSnapshotTexture=this.state.device.createTexture({label:"renderer-scene-color-snapshot",size:{width:this.state.width,height:this.state.height},format:xt,usage:GPUTextureUsage.RENDER_ATTACHMENT|GPUTextureUsage.TEXTURE_BINDING}),this.state.sceneColorSnapshotView=this.state.sceneColorSnapshotTexture.createView(),this.state.sceneDepthSnapshotTexture?.destroy(),this.state.sceneDepthSnapshotTexture=this.state.device.createTexture({label:"renderer-scene-depth-snapshot",size:{width:this.state.width,height:this.state.height},format:"depth32float",usage:GPUTextureUsage.COPY_DST|GPUTextureUsage.TEXTURE_BINDING}),this.state.sceneDepthSnapshotView=this.state.sceneDepthSnapshotTexture.createView(),this.state.postProcessColorTexture?.destroy(),this.state.postProcessColorTexture=this.state.device.createTexture({label:"renderer-post-process-color",size:{width:this.state.width,height:this.state.height},format:vt,usage:GPUTextureUsage.RENDER_ATTACHMENT|GPUTextureUsage.TEXTURE_BINDING|GPUTextureUsage.COPY_SRC}),this.state.postProcessColorView=this.state.postProcessColorTexture.createView(),this.state.sceneTextureBindGroupLayout&&this.state.linearClampSampler&&this.state.nearestClampSampler&&(this.state.sceneTextureBindGroup=this.state.device.createBindGroup({label:"renderer-scene-texture-bind-group",layout:this.state.sceneTextureBindGroupLayout,entries:[{binding:0,resource:this.state.linearClampSampler},{binding:1,resource:this.state.sceneColorSnapshotView},{binding:2,resource:this.state.nearestClampSampler},{binding:3,resource:this.state.sceneDepthSnapshotView}]})),this.state.hizTexture?.destroy(),this.state.hizMipCount=Math.max(1,Math.floor(Math.log2(Math.max(this.state.width,this.state.height)))+1),this.state.hizTexture=this.state.device.createTexture({label:"renderer-hiz-pyramid",size:{width:this.state.width,height:this.state.height},format:"r32float",mipLevelCount:this.state.hizMipCount,usage:GPUTextureUsage.TEXTURE_BINDING|GPUTextureUsage.STORAGE_BINDING}),this.state.hizView=this.state.hizTexture.createView(),this.state.hizMipViews=[],this.state.hizCopyBindGroup=null,this.state.hizReduceBindGroups=[],this.state.visibilityBindGroup=null,this.state.visibilityBindGroupMetadataResource=null;for(let e=0;e<this.state.hizMipCount;e+=1)this.state.hizMipViews.push(this.state.hizTexture.createView({baseMipLevel:e,mipLevelCount:1}));this.hizResourceVersion+=1,this.graphTextureResourceVersion+=1,this.state.temporalHiZHistoryValid=!1,this.motionVectorHistoryValid=!1,this.motionVectorHistoryGeneration+=1;for(const e of this.staticDrawSets)e.visibilityBindGroup=null,e.postVisibilityBindGroup=null,e.visibilityBindGroupHizVersion=0;this.recreateShadowResources()}}setClearColor(e){this.clearColor[0]=e[0],this.clearColor[1]=e[1],this.clearColor[2]=e[2],this.clearColor[3]=e[3]}render(e,t,r=.001*performance.now()){this.renderFrame(e,t,r,!1)}async renderAsync(e,t,r=.001*performance.now()){await this.renderFrame(e,t,r,!0)}compile(e,t){this.prepareSceneForCompilation(e,t,!1)}async compileAsync(e,t){this.state.initialized||await this.initialize(),await this.prepareSceneForCompilation(e,t,!0)}createPMREMGenerator(e=20){if(!this.state.device)throw new Error("WebGpuRenderer.initialize() must complete before creating a PMREM generator.");return new Fr({device:this.state.device,getTextureResource:e=>this.getTextureResource(e),registerTextureResource:(e,t)=>this.textureCache.set(e,t)},e)}initTexture(e){this.textureManager.getTextureResource(e)}createStaticDrawSet(e,t={}){return this.staticDrawSetManager.createStaticDrawSet(e,t)}disposeStaticDrawSetResource(e){this.staticDrawSetManager.disposeStaticDrawSetResource(e)}renderFrame(e,t,r,i){if(!(this.state.initialized&&this.state.device&&this.state.context&&this.state.mainDepthView&&this.state.sceneColorView&&this.state.postProcessColorView&&this.state.cameraBuffer&&this.state.lightBuffer&&this.state.shadowCameraBuffer&&this.state.sceneBindGroupLayout&&this.state.shadowBindGroupLayout&&this.state.shadowComparisonSampler&&this.state.linearClampSampler&&this.state.nearestClampSampler&&this.state.visibilityParamsBuffer&&this.state.directionalShadowView&&this.state.pointShadowArrayView&&this.state.spotShadowView&&this.state.hizCopyKernel&&this.state.hizReduceKernel&&this.state.visibilityKernel&&this.state.presentPipeline))throw new Error("WebGpuRenderer.initialize() must complete before render().");const n=r-this.lastMotionVectorTimeSeconds;Number.isFinite(this.lastMotionVectorTimeSeconds)&&(!Number.isFinite(n)||n<=0||n>.25)&&(this.motionVectorHistoryValid=!1,this.motionVectorHistoryGeneration+=1),this.lastMotionVectorTimeSeconds=r,this.state.frameTimeSeconds=r,this.staticFrameToken+=1,e.matrixWorldAutoUpdate&&e.updateMatrixWorld(),null===t.parent&&t.matrixWorldAutoUpdate&&t.updateMatrixWorld();const a=performance.now(),s=this.extractScene(e,t);for(const e of s.gpuOpaqueDraws)this.prepareDrawGeometryVertexBuffers(e);for(const e of s.directOpaqueDraws)this.prepareDrawGeometryVertexBuffers(e);for(const e of s.transparentDraws)this.prepareDrawGeometryVertexBuffers(e);this.ensureShadowTextureSizes(s);const o=performance.now()-a,l={drawCallCount:0,triangleCount:0},c=performance.now();this.uploadInstanceData(s.instanceData),this.uploadResidentInstanceData(s.residentInstanceUploads);const u=this.getHiZOcclusionCullingActive();this.uploadDrawMetadata(u?s.gpuOpaqueDraws:[]),this.ensureTiledLightingSize(),this.updateCameraUniforms(t,e),this.updateTemporalVisibilityUniforms(t),this.updateLightUniforms(s);const d=performance.now()-c,h=this.state.device.createCommandEncoder({label:"renderer-command-encoder"}),p=this.state.context.getCurrentTexture().createView(),f=this.getSharedSceneBindGroup(),m=this.getSharedShadowBindGroup();let g=null;const v=this.state.drawMetadataResource;u&&v&&v.count>0&&this.state.hizView&&(this.state.visibilityBindGroup&&this.state.visibilityBindGroupMetadataResource===v||(this.state.visibilityBindGroup=this.state.visibilityKernel.createBindGroup(this.state.device,[{binding:0,resource:{buffer:this.state.cameraBuffer}},{binding:1,resource:{buffer:this.state.visibilityParamsBuffer}},{binding:2,resource:this.state.nearestClampSampler},{binding:3,resource:this.state.hizView},{binding:4,resource:{buffer:v.metadataBuffer}},{binding:5,resource:{buffer:v.indirectBuffer}}],"renderer-visibility-bind-group"),this.state.visibilityBindGroupMetadataResource=v),g=this.state.visibilityBindGroup),this.renderGraph.reset();const x=this.createGraphBuilderContext(this.renderGraph,h,f,m,g,p,s,l);this.graphBuilder(this.renderGraph,x);const w={device:this.state.device,encoder:h},b=function(e,t,r,i,n){if(!t.renderGraphProfilingEnabled||!e.device)return null;const a={frameIndex:e.frameIndex+=1,cpuTimeMs:0,gpuTimeMs:null,drawCallCount:i.drawCallCount,triangleCount:i.triangleCount,cpuPhases:{extractSceneMs:n.extractSceneMs,uploadMs:n.uploadMs,renderGraphMs:0},passes:[],timestampQuerySupported:t.timestampQuerySupported,timestampQueryActive:t.timestampQuerySupported,gpuProfilingReason:null,hiZOcclusionCullingEnabled:t.hiZOcclusionCullingEnabled,hiZOcclusionCullingActive:r,visibility:null};let s=null;const o={begin:(e,r)=>{if(a.passes=e.map(e=>({name:e.name,cpuTimeMs:0,gpuTimeMs:null})),!t.timestampQuerySupported)return a.timestampQueryActive=!1,void(a.gpuProfilingReason="timestamp-query is not supported by this adapter/device");if(0===e.length)return a.timestampQueryActive=!1,void(a.gpuProfilingReason="no render graph passes were recorded");const i=2*e.length,n=Math.max(8,8*i),o=r.device.createQuerySet({label:`renderer-frame-profile-${a.frameIndex}`,type:"timestamp",count:i}),l=r.device.createBuffer({label:`renderer-frame-profile-resolve-${a.frameIndex}`,size:n,usage:GPUBufferUsage.QUERY_RESOLVE|GPUBufferUsage.COPY_SRC}),c=r.device.createBuffer({label:`renderer-frame-profile-read-${a.frameIndex}`,size:n,usage:GPUBufferUsage.COPY_DST|GPUBufferUsage.MAP_READ});s={profile:a,querySet:o,resolveBuffer:l,readBuffer:c,queryCount:i}},beforePass:(e,t,r)=>{s&&(Bi(r.encoder,s.querySet,{endOfPassWriteIndex:2*t})||(a.timestampQueryActive=!1,a.gpuProfilingReason="timestampWrites marker pass is not available on this browser/runtime",s.querySet.destroy(),s.resolveBuffer.destroy(),s.readBuffer.destroy(),s=null))},afterPass:(e,t,r,i)=>{a.passes[t].cpuTimeMs=r,s&&(Bi(i.encoder,s.querySet,{beginningOfPassWriteIndex:2*t+1})||(a.timestampQueryActive=!1,a.gpuProfilingReason="timestampWrites marker pass is not available on this browser/runtime",s.querySet.destroy(),s.resolveBuffer.destroy(),s.readBuffer.destroy(),s=null))},end:(t,r,n)=>{if(a.cpuPhases.renderGraphMs=r,a.cpuTimeMs=a.cpuPhases.extractSceneMs+a.cpuPhases.uploadMs+a.cpuPhases.renderGraphMs,a.drawCallCount=i.drawCallCount,a.triangleCount=i.triangleCount,!s){const t=pn(a);return e.latestFrameProfile=t,void(e.latestCompletedFrameProfile=t)}n.encoder.resolveQuerySet(s.querySet,0,s.queryCount,s.resolveBuffer,0),n.encoder.copyBufferToBuffer(s.resolveBuffer,0,s.readBuffer,0,8*s.queryCount),e.latestFrameProfile=pn(a)}};return{profile:a,observer:o,pendingVisibilityRead:null,get pendingGpuRead(){return s},set pendingGpuRead(e){s=e}}}(this.state,{renderGraphProfilingEnabled:this.renderGraphProfilingEnabled,timestampQuerySupported:this.timestampQuerySupported,hiZOcclusionCullingEnabled:this.hiZOcclusionCullingEnabled},u,l,{extractSceneMs:o,uploadMs:d}),y=()=>{if(!b||!u)return;const e=[];v&&v.count>0&&e.push({buffer:v.indirectBuffer,drawCount:v.count,totalInstances:s.gpuOpaqueDraws.reduce((e,t)=>e+Math.max(0,t.instanceCount),0),kind:"dynamic"});for(const t of this.staticDrawSets)t.publicSet.enabled&&t.lastVisibilityFrameToken===this.staticFrameToken&&e.push({buffer:t.drawMetadataResource.indirectBuffer,drawCount:t.drawMetadataResource.count,totalInstances:t.instanceCount,kind:"static"});!function(e,t,r,i){const n=i.filter(e=>e.drawCount>0);if(0===n.length)return void(e.profile.visibility={totalInstances:0,visibleInstances:0,culledInstances:0,dynamicTotalInstances:0,dynamicVisibleInstances:0,staticTotalInstances:0,staticVisibleInstances:0});let a=0;const s=n.map(e=>{const t={byteOffset:a,drawCount:e.drawCount,totalInstances:e.totalInstances,kind:e.kind};return a+=5*e.drawCount*Uint32Array.BYTES_PER_ELEMENT,t}),o=t.createBuffer({label:`renderer-visibility-profile-read-${e.profile.frameIndex}`,size:Math.max(4,a),usage:GPUBufferUsage.COPY_DST|GPUBufferUsage.MAP_READ});for(let e=0;e<n.length;e+=1){const t=n[e];r.copyBufferToBuffer(t.buffer,0,o,s[e].byteOffset,5*t.drawCount*Uint32Array.BYTES_PER_ELEMENT)}e.pendingVisibilityRead={readBuffer:o,regions:s}}(b,this.state.device,h,e)};if(i)return this.renderGraph.executeAsync(w,b?.observer).then(()=>{y(),null==this.nativePostSubmit&&this.recordPresentationOverlay(h,p),this.state.device.queue.submit([h.finish()]),this.nativePostSubmit?.({device:this.state.device,presentationView:p,presentationWidth:this.state.presentationWidth,presentationHeight:this.state.presentationHeight,present:e=>{const t=this.state.device.createCommandEncoder({label:"native-present-encoder"});this.executePresentPass(t,e,p),this.recordPresentationOverlay(t,p),this.state.device.queue.submit([t.finish()])}}),this.commitTemporalHiZHistory(),this.releaseRetiredGeometryResourcesAfterSubmit(),b&&un(this.state,b)});this.renderGraph.execute(w,b?.observer),y(),null==this.nativePostSubmit&&this.recordPresentationOverlay(h,p),this.state.device.queue.submit([h.finish()]),this.nativePostSubmit?.({device:this.state.device,presentationView:p,presentationWidth:this.state.presentationWidth,presentationHeight:this.state.presentationHeight,present:e=>{const t=this.state.device.createCommandEncoder({label:"native-present-encoder"});this.executePresentPass(t,e,p),this.recordPresentationOverlay(t,p),this.state.device.queue.submit([t.finish()])}}),this.commitTemporalHiZHistory(),this.releaseRetiredGeometryResourcesAfterSubmit(),b&&un(this.state,b)}recordPresentationOverlay(e,t){if(null==this.presentationOverlay)return;const r=this.presentationOverlayContext;r.device=this.state.device,r.encoder=e,r.targetView=t,r.targetFormat=this.state.format,r.presentationWidth=this.state.presentationWidth,r.presentationHeight=this.state.presentationHeight,this.presentationOverlay(r)}destroy(){this.clearIndirectBundleCache();for(const e of this.staticDrawSets.slice())this.disposeStaticDrawSetResource(e);this.sharedForwardPipelineCache.clear(),this.sharedForwardPipelinePromiseCache.clear(),this.sharedDepthPipelineCache.clear(),this.sharedDepthPipelinePromiseCache.clear();for(const e of this.skinnedGeometryCache.values())e.skinning.bindUniformBuffer.destroy();this.skinnedGeometryCache.clear();for(const e of this.skinPaletteResources)e.matrixBuffer.destroy(),e.previousMatrixBuffer.destroy();this.skinPaletteResources.clear();for(const e of this.retiredGeometryResources)this.destroyGeometryResource(e);this.retiredGeometryResources.length=0;for(const e of this.colorTargetCache.values())e.texture.destroy();this.colorTargetCache.clear(),this.destroyMsaaResources(),this.state.mainDepthTexture?.destroy(),this.state.sceneColorTexture?.destroy(),this.state.sceneColorSnapshotTexture?.destroy(),this.state.sceneDepthSnapshotTexture?.destroy(),this.state.postProcessColorTexture?.destroy(),this.state.directionalShadowTexture?.destroy(),this.state.pointShadowTexture?.destroy(),this.state.pointShadowDepthTexture?.destroy(),this.state.spotShadowTexture?.destroy(),this.state.spotLightMapTexture?.destroy(),this.state.hizTexture?.destroy(),this.state.cameraBuffer?.destroy(),this.state.temporalVisibilityBuffer?.destroy(),this.state.lightBuffer?.destroy(),this.tiledPointLights?.destroy(),this.state.shadowCameraBuffer?.destroy();for(const e of this.state.shadowCameraBufferPool)e.destroy();this.state.shadowCameraBufferPool.length=0,this.state.sharedShadowBindGroupByCameraBuffer.clear(),this.state.instanceBuffer?.destroy();for(const e of this.defaultInstanceAttributeBuffers.values())for(const t of e.values())t.destroy();this.defaultInstanceAttributeBuffers.clear(),this.state.visibilityParamsBuffer?.destroy(),this.state.drawMetadataResource?.metadataBuffer.destroy(),this.state.drawMetadataResource?.indirectBuffer.destroy(),this.state.drawMetadataResource?.postIndirectBuffer.destroy(),this.state.initialized=!1;const e=this.state.device?.destroy;"function"==typeof e&&e.call(this.state.device),this.state.device=null}createStaticPipelines(){if(!(this.state.device&&this.state.sceneBindGroupLayout&&this.state.directSceneBindGroupLayout&&this.state.visibleDepthSceneBindGroupLayout&&this.state.shadowBindGroupLayout&&this.state.directShadowBindGroupLayout&&this.state.emptyBindGroupLayout&&this.state.skinningBindGroupLayout&&this.state.fullscreenTextureBindGroupLayout&&this.state.format))return;const e=this.state.device.createPipelineLayout({label:"renderer-depth-prepass-layout",bindGroupLayouts:[this.state.sceneBindGroupLayout]});this.state.depthPrepassPipeline=this.state.device.createRenderPipeline({label:"renderer-depth-prepass-pipeline",layout:e,vertex:{module:this.state.device.createShaderModule({label:"renderer-depth-prepass-module",code:"\nstruct RendererCameraUniforms {\n viewProj: mat4x4<f32>,\n cameraPosition: vec4<f32>,\n viewportAndTime: vec4<f32>,\n};\n\nstruct RendererInstanceData {\n model0: vec4<f32>,\n model1: vec4<f32>,\n model2: vec4<f32>,\n model3: vec4<f32>,\n color: vec4<f32>,\n batching: vec4<f32>,\n previousModel0: vec4<f32>,\n previousModel1: vec4<f32>,\n previousModel2: vec4<f32>,\n previousModel3: vec4<f32>,\n};\n\n@group(0) @binding(0) var<uniform> rendererCamera: RendererCameraUniforms;\n@group(0) @binding(1) var<uniform> rendererLights: array<vec4<f32>, 11>;\n@group(0) @binding(2) var<storage, read> rendererInstances: array<RendererInstanceData>;\n\nfn rendererInstanceModelMatrix(instanceIndex: u32) -> mat4x4<f32> {\n let instance = rendererInstances[instanceIndex];\n return mat4x4<f32>(instance.model0, instance.model1, instance.model2, instance.model3);\n}\n\n@vertex\nfn vsMain(\n @location(0) position: vec3<f32>,\n @builtin(instance_index) instanceIndex: u32\n) -> @builtin(position) @invariant vec4<f32> {\n let world = rendererInstanceModelMatrix(instanceIndex) * vec4(position, 1.0);\n return rendererCamera.viewProj * world;\n}\n"}),entryPoint:"vsMain",buffers:[{arrayStride:12,attributes:[{shaderLocation:0,offset:0,format:"float32x3"}]}]},primitive:{topology:"triangle-list",cullMode:"back",frontFace:"ccw"},depthStencil:{format:"depth32float",depthWriteEnabled:!0,depthCompare:"less"}});const t=this.state.device.createPipelineLayout({label:"renderer-depth-prepass-visible-layout",bindGroupLayouts:[this.state.visibleDepthSceneBindGroupLayout]});this.state.depthPrepassPipelineVisible=this.state.device.createRenderPipeline({label:"renderer-depth-prepass-visible-pipeline",layout:t,vertex:{module:this.state.device.createShaderModule({label:"renderer-depth-prepass-visible-module",code:"\nstruct RendererCameraUniforms {\n viewProj: mat4x4<f32>,\n cameraPosition: vec4<f32>,\n viewportAndTime: vec4<f32>,\n};\n\nstruct RendererInstanceData {\n model0: vec4<f32>,\n model1: vec4<f32>,\n model2: vec4<f32>,\n model3: vec4<f32>,\n color: vec4<f32>,\n batching: vec4<f32>,\n previousModel0: vec4<f32>,\n previousModel1: vec4<f32>,\n previousModel2: vec4<f32>,\n previousModel3: vec4<f32>,\n};\n\n@group(0) @binding(0) var<uniform> rendererCamera: RendererCameraUniforms;\n@group(0) @binding(2) var<storage, read> rendererInstances: array<RendererInstanceData>;\n@group(0) @binding(3) var<storage, read> rendererVisibleInstanceIndices: array<u32>;\n\nfn rendererInstanceModelMatrix(instanceIndex: u32) -> mat4x4<f32> {\n let instance = rendererInstances[rendererVisibleInstanceIndices[instanceIndex]];\n return mat4x4<f32>(instance.model0, instance.model1, instance.model2, instance.model3);\n}\n\n@vertex\nfn vsMain(\n @location(0) position: vec3<f32>,\n @builtin(instance_index) instanceIndex: u32\n) -> @builtin(position) @invariant vec4<f32> {\n let world = rendererInstanceModelMatrix(instanceIndex) * vec4(position, 1.0);\n return rendererCamera.viewProj * world;\n}\n"}),entryPoint:"vsMain",buffers:[{arrayStride:12,attributes:[{shaderLocation:0,offset:0,format:"float32x3"}]}]},primitive:{topology:"triangle-list",cullMode:"back",frontFace:"ccw"},depthStencil:{format:"depth32float",depthWriteEnabled:!0,depthCompare:"less"}});const r=this.state.device.createPipelineLayout({label:"renderer-depth-prepass-direct-layout",bindGroupLayouts:[this.state.directSceneBindGroupLayout]});this.state.depthPrepassPipelineDirect=this.state.device.createRenderPipeline({label:"renderer-depth-prepass-direct-pipeline",layout:r,vertex:{module:this.state.device.createShaderModule({label:"renderer-depth-prepass-direct-module",code:"\nstruct RendererCameraUniforms {\n viewProj: mat4x4<f32>,\n cameraPosition: vec4<f32>,\n viewportAndTime: vec4<f32>,\n};\n\n@group(0) @binding(0) var<uniform> rendererCamera: RendererCameraUniforms;\n@group(0) @binding(1) var<uniform> rendererLights: array<vec4<f32>, 11>;\n@group(0) @binding(2) var<storage, read> rendererInstanceMatrices: array<vec4<f32>>;\n\nfn rendererInstanceModelMatrix(instanceIndex: u32) -> mat4x4<f32> {\n let base = instanceIndex * 4u;\n return mat4x4<f32>(\n rendererInstanceMatrices[base + 0u],\n rendererInstanceMatrices[base + 1u],\n rendererInstanceMatrices[base + 2u],\n rendererInstanceMatrices[base + 3u]\n );\n}\n\n@vertex\nfn vsMain(\n @location(0) position: vec3<f32>,\n @builtin(instance_index) instanceIndex: u32\n) -> @builtin(position) @invariant vec4<f32> {\n let world = rendererInstanceModelMatrix(instanceIndex) * vec4(position, 1.0);\n return rendererCamera.viewProj * world;\n}\n"}),entryPoint:"vsMain",buffers:[{arrayStride:12,attributes:[{shaderLocation:0,offset:0,format:"float32x3"}]}]},primitive:{topology:"triangle-list",cullMode:"back",frontFace:"ccw"},depthStencil:{format:"depth32float",depthWriteEnabled:!0,depthCompare:"less"}});const i=this.state.device.createPipelineLayout({label:"renderer-skinned-depth-prepass-layout",bindGroupLayouts:[this.state.sceneBindGroupLayout,this.state.emptyBindGroupLayout,this.state.skinningBindGroupLayout]});this.state.skinnedDepthPrepassPipeline=this.state.device.createRenderPipeline({label:"renderer-skinned-depth-prepass-pipeline",layout:i,vertex:{module:this.state.device.createShaderModule({label:"renderer-skinned-depth-prepass-module",code:la}),entryPoint:"vsMain",buffers:this.createVertexBufferLayouts(Pt)},primitive:{topology:"triangle-list",cullMode:"back",frontFace:"ccw"},depthStencil:{format:"depth32float",depthWriteEnabled:!0,depthCompare:"less"}});const n=this.state.device.createPipelineLayout({label:"renderer-shadow-layout",bindGroupLayouts:[this.state.shadowBindGroupLayout]}),a=this.state.device.createPipelineLayout({label:"renderer-direct-shadow-pipeline-layout",bindGroupLayouts:[this.state.directShadowBindGroupLayout]});this.state.shadowDepthPipeline=this.state.device.createRenderPipeline({label:"renderer-directional-shadow-pipeline",layout:n,vertex:{module:this.state.device.createShaderModule({label:"renderer-directional-shadow-module",code:"\nstruct ShadowCameraUniforms {\n viewProj: mat4x4<f32>,\n lightPositionRange: vec4<f32>,\n};\n\nstruct RendererInstanceData {\n model0: vec4<f32>,\n model1: vec4<f32>,\n model2: vec4<f32>,\n model3: vec4<f32>,\n color: vec4<f32>,\n batching: vec4<f32>,\n previousModel0: vec4<f32>,\n previousModel1: vec4<f32>,\n previousModel2: vec4<f32>,\n previousModel3: vec4<f32>,\n};\n\n@group(0) @binding(0) var<uniform> shadowCamera: ShadowCameraUniforms;\n@group(0) @binding(1) var<storage, read> rendererInstances: array<RendererInstanceData>;\n\nfn rendererInstanceModelMatrix(instanceIndex: u32) -> mat4x4<f32> {\n let instance = rendererInstances[instanceIndex];\n return mat4x4<f32>(instance.model0, instance.model1, instance.model2, instance.model3);\n}\n\n@vertex\nfn vsMain(\n @location(0) position: vec3<f32>,\n @builtin(instance_index) instanceIndex: u32\n) -> @builtin(position) @invariant vec4<f32> {\n let world = rendererInstanceModelMatrix(instanceIndex) * vec4(position, 1.0);\n return shadowCamera.viewProj * world;\n}\n"}),entryPoint:"vsMain",buffers:[{arrayStride:12,attributes:[{shaderLocation:0,offset:0,format:"float32x3"}]}]},primitive:{topology:"triangle-list",cullMode:"front",frontFace:"ccw"},depthStencil:{format:"depth32float",depthWriteEnabled:!0,depthCompare:"less",depthBias:1,depthBiasSlopeScale:2,depthBiasClamp:0}}),this.state.shadowDepthPipelineDirect=this.state.device.createRenderPipeline({label:"renderer-directional-shadow-direct-pipeline",layout:a,vertex:{module:this.state.device.createShaderModule({label:"renderer-directional-shadow-direct-module",code:"\nstruct ShadowCameraUniforms {\n viewProj: mat4x4<f32>,\n lightPositionRange: vec4<f32>,\n};\n\n@group(0) @binding(0) var<uniform> shadowCamera: ShadowCameraUniforms;\n@group(0) @binding(1) var<storage, read> rendererInstanceMatrices: array<vec4<f32>>;\n\nfn rendererInstanceModelMatrix(instanceIndex: u32) -> mat4x4<f32> {\n let base = instanceIndex * 4u;\n return mat4x4<f32>(\n rendererInstanceMatrices[base + 0u],\n rendererInstanceMatrices[base + 1u],\n rendererInstanceMatrices[base + 2u],\n rendererInstanceMatrices[base + 3u]\n );\n}\n\n@vertex\nfn vsMain(\n @location(0) position: vec3<f32>,\n @builtin(instance_index) instanceIndex: u32\n) -> @builtin(position) vec4<f32> {\n let world = rendererInstanceModelMatrix(instanceIndex) * vec4(position, 1.0);\n return shadowCamera.viewProj * world;\n}\n"}),entryPoint:"vsMain",buffers:[{arrayStride:12,attributes:[{shaderLocation:0,offset:0,format:"float32x3"}]}]},primitive:{topology:"triangle-list",cullMode:"front",frontFace:"ccw"},depthStencil:{format:"depth32float",depthWriteEnabled:!0,depthCompare:"less",depthBias:1,depthBiasSlopeScale:2,depthBiasClamp:0}});const s=this.state.device.createPipelineLayout({label:"renderer-skinned-shadow-layout",bindGroupLayouts:[this.state.shadowBindGroupLayout,this.state.emptyBindGroupLayout,this.state.skinningBindGroupLayout]});this.state.skinnedShadowDepthPipeline=this.state.device.createRenderPipeline({label:"renderer-skinned-directional-shadow-pipeline",layout:s,vertex:{module:this.state.device.createShaderModule({label:"renderer-skinned-directional-shadow-module",code:ca}),entryPoint:"vsMain",buffers:this.createVertexBufferLayouts(Pt)},primitive:{topology:"triangle-list",cullMode:"front",frontFace:"ccw"},depthStencil:{format:"depth32float",depthWriteEnabled:!0,depthCompare:"less",depthBias:1,depthBiasSlopeScale:2,depthBiasClamp:0}}),this.state.pointShadowPipeline=this.state.device.createRenderPipeline({label:"renderer-point-shadow-pipeline",layout:n,vertex:{module:this.state.device.createShaderModule({label:"renderer-point-shadow-module",code:aa}),entryPoint:"vsMain",buffers:[{arrayStride:12,attributes:[{shaderLocation:0,offset:0,format:"float32x3"}]}]},fragment:{module:this.state.device.createShaderModule({label:"renderer-point-shadow-fragment-module",code:aa}),entryPoint:"fsMain",targets:[{format:"rgba16float"}]},primitive:{topology:"triangle-list",cullMode:"back",frontFace:"ccw"},depthStencil:{format:"depth32float",depthWriteEnabled:!0,depthCompare:"less"}}),this.state.pointShadowPipelineDirect=this.state.device.createRenderPipeline({label:"renderer-point-shadow-direct-pipeline",layout:a,vertex:{module:this.state.device.createShaderModule({label:"renderer-point-shadow-direct-module",code:sa}),entryPoint:"vsMain",buffers:[{arrayStride:12,attributes:[{shaderLocation:0,offset:0,format:"float32x3"}]}]},fragment:{module:this.state.device.createShaderModule({label:"renderer-point-shadow-direct-fragment-module",code:sa}),entryPoint:"fsMain",targets:[{format:"rgba16float"}]},primitive:{topology:"triangle-list",cullMode:"back",frontFace:"ccw"},depthStencil:{format:"depth32float",depthWriteEnabled:!0,depthCompare:"less"}}),this.state.skinnedPointShadowPipeline=this.state.device.createRenderPipeline({label:"renderer-skinned-point-shadow-pipeline",layout:s,vertex:{module:this.state.device.createShaderModule({label:"renderer-skinned-point-shadow-module",code:ua}),entryPoint:"vsMain",buffers:this.createVertexBufferLayouts(Pt)},fragment:{module:this.state.device.createShaderModule({label:"renderer-skinned-point-shadow-fragment-module",code:ua}),entryPoint:"fsMain",targets:[{format:"rgba16float"}]},primitive:{topology:"triangle-list",cullMode:"back",frontFace:"ccw"},depthStencil:{format:"depth32float",depthWriteEnabled:!0,depthCompare:"less"}});const o=this.state.device.createPipelineLayout({label:"renderer-present-layout",bindGroupLayouts:[this.state.fullscreenTextureBindGroupLayout]});this.state.presentPipeline=this.state.device.createRenderPipeline({label:"renderer-present-pipeline",layout:o,vertex:{module:this.state.device.createShaderModule({label:"renderer-present-module",code:da}),entryPoint:"vsMain"},fragment:{module:this.state.device.createShaderModule({label:"renderer-present-fragment-module",code:da}),entryPoint:"fsMain",targets:[{format:this.state.format}]},primitive:{topology:"triangle-list"}});const l=this.state.device.createShaderModule({label:"renderer-scene-color-snapshot-module",code:"\nstruct FullscreenVertexOutput {\n @builtin(position) position: vec4<f32>,\n @location(0) uv: vec2<f32>,\n};\n\n@group(0) @binding(0) var sourceSampler: sampler;\n@group(0) @binding(1) var sourceTexture: texture_2d<f32>;\n\n@vertex\nfn vsMain(@builtin(vertex_index) vertexIndex: u32) -> FullscreenVertexOutput {\n var output: FullscreenVertexOutput;\n let position = array<vec2<f32>, 3>(\n vec2(-1.0, -3.0),\n vec2(-1.0, 1.0),\n vec2(3.0, 1.0),\n );\n let clip = position[vertexIndex];\n output.position = vec4(clip, 0.0, 1.0);\n output.uv = clip * vec2(0.5, -0.5) + vec2(0.5, 0.5);\n return output;\n}\n\n @fragment\n fn fsMain(input: FullscreenVertexOutput) -> @location(0) vec4<f32> {\n let source = textureSample(sourceTexture, sourceSampler, input.uv);\n // Opaque scene alpha stores the two-bit material flags (0..3). Encode the\n // integer range into normalized alpha so rgba8unorm does not clamp flags\n // 2 and 3 to 1. Late materials decode this channel before testing flags.\n return vec4(clamp(source.rgb, vec3(0.0), vec3(1.0)), clamp(source.a / 3.0, 0.0, 1.0));\n }\n"});this.state.sceneColorSnapshotPipeline=this.state.device.createRenderPipeline({label:"renderer-scene-color-snapshot-pipeline",layout:o,vertex:{module:l,entryPoint:"vsMain"},fragment:{module:l,entryPoint:"fsMain",targets:[{format:xt}]},primitive:{topology:"triangle-list"}})}recreateShadowResources(){if(this.state.device){this.recreateDirectionalShadowResources(),this.state.pointShadowTexture?.destroy(),this.state.pointShadowTexture=this.state.device.createTexture({label:"renderer-point-shadow-texture",size:{width:this.state.pointShadowTextureSize,height:this.state.pointShadowTextureSize,depthOrArrayLayers:24},format:"rgba16float",dimension:"2d",usage:GPUTextureUsage.RENDER_ATTACHMENT|GPUTextureUsage.TEXTURE_BINDING}),this.state.pointShadowArrayView=this.state.pointShadowTexture.createView({dimension:"2d-array"}),this.state.pointShadowFaceViews=[];for(let e=0;e<24;e+=1)this.state.pointShadowFaceViews.push(this.state.pointShadowTexture.createView({dimension:"2d",baseArrayLayer:e,arrayLayerCount:1}));this.state.pointShadowDepthTexture?.destroy(),this.state.pointShadowDepthTexture=this.state.device.createTexture({label:"renderer-point-shadow-depth-texture",size:{width:this.state.pointShadowTextureSize,height:this.state.pointShadowTextureSize,depthOrArrayLayers:24},format:"depth32float",dimension:"2d",usage:GPUTextureUsage.RENDER_ATTACHMENT}),this.state.pointShadowDepthFaceViews=[];for(let e=0;e<24;e+=1)this.state.pointShadowDepthFaceViews.push(this.state.pointShadowDepthTexture.createView({dimension:"2d",baseArrayLayer:e,arrayLayerCount:1}));this.state.spotShadowTexture?.destroy(),this.state.spotShadowTexture=this.state.device.createTexture({label:"renderer-spot-shadow-texture",size:{width:this.state.spotShadowTextureSize,height:this.state.spotShadowTextureSize,depthOrArrayLayers:4},format:"depth32float",dimension:"2d",usage:GPUTextureUsage.RENDER_ATTACHMENT|GPUTextureUsage.TEXTURE_BINDING}),this.state.spotShadowView=this.state.spotShadowTexture.createView({dimension:"2d-array"}),this.state.spotShadowLayerViews=[];for(let e=0;e<4;e+=1)this.state.spotShadowLayerViews.push(this.state.spotShadowTexture.createView({dimension:"2d",baseArrayLayer:e,arrayLayerCount:1}))}}recreateDirectionalShadowResources(){if(this.state.device){this.state.residentSceneBindGroupVersion+=1,this.state.sharedSceneBindGroup=null,this.clearIndirectBundleCache(),this.clearStaticDrawSetBundleCaches(),this.state.directionalShadowTexture?.destroy(),this.state.directionalShadowTexture=this.state.device.createTexture({label:"renderer-directional-shadow-texture",size:{width:this.state.directionalShadowTextureSize,height:this.state.directionalShadowTextureSize,depthOrArrayLayers:4},format:"depth32float",dimension:"2d",usage:GPUTextureUsage.RENDER_ATTACHMENT|GPUTextureUsage.TEXTURE_BINDING|GPUTextureUsage.COPY_SRC}),this.state.directionalShadowView=this.state.directionalShadowTexture.createView({dimension:"2d-array"}),this.state.directionalShadowLayerViews=[];for(let e=0;e<4;e+=1)this.state.directionalShadowLayerViews.push(this.state.directionalShadowTexture.createView({dimension:"2d",baseArrayLayer:e,arrayLayerCount:1}))}}ensureShadowTextureSizes(e){const t=Math.max(this.shadowMapSize,...e.lights.directionals.map(e=>Math.ceil(e.shadowMapSize))),r=Math.max(this.pointShadowMapSize,...e.lights.points.map(e=>Math.ceil(e.shadowMapSize))),i=Math.max(this.spotShadowMapSize,...e.lights.spots.map(e=>Math.ceil(e.shadowMapSize)));t===this.state.directionalShadowTextureSize&&r===this.state.pointShadowTextureSize&&i===this.state.spotShadowTextureSize||(this.state.directionalShadowTextureSize=t,this.state.pointShadowTextureSize=r,this.state.spotShadowTextureSize=i,this.recreateShadowResources())}ensureColorTarget(e,t={}){if(!this.state.device||!this.state.format)throw new Error("Renderer is not initialized.");if("sceneColor"===e||"postProcessColor"===e)throw new Error(`Color target "${e}" is reserved by the renderer.`);const r=t.scale??1,i=t.resolution??"render",n=t.format??vt,a="presentation"===i?this.state.presentationWidth:this.state.width,s="presentation"===i?this.state.presentationHeight:this.state.height,o=Math.max(1,Math.floor(a*r)),l=Math.max(1,Math.floor(s*r)),c=this.colorTargetCache.get(e);if(c&&c.format===n&&c.width===o&&c.height===l&&c.scale===r&&c.resolution===i)return c;c?.texture.destroy();const u=this.state.device.createTexture({label:`renderer-color-target-${e}`,size:{width:o,height:l},format:n,usage:GPUTextureUsage.RENDER_ATTACHMENT|GPUTextureUsage.TEXTURE_BINDING|GPUTextureUsage.COPY_SRC}),d={name:e,format:n,width:o,height:l,scale:r,resolution:i,texture:u,view:u.createView()};return this.colorTargetCache.set(e,d),this.graphTextureResourceVersion+=1,d}ensureMsaaColorTarget(e){if(!this.state.device)throw new Error("Renderer is not initialized.");const t=this.getColorTargetDimensions(e),r=this.getColorTargetFormat(e),i=this.msaaColorTargetCache.get(e);if(i&&i.format===r&&i.width===t.width&&i.height===t.height&&1===i.scale)return i;i?.texture.destroy();const n=this.state.device.createTexture({label:`renderer-msaa-color-target-${e}`,size:{width:t.width,height:t.height},sampleCount:this.sampleCount,format:r,usage:GPUTextureUsage.RENDER_ATTACHMENT}),a={name:e,format:r,width:t.width,height:t.height,scale:1,texture:n,view:n.createView()};return this.msaaColorTargetCache.set(e,a),a}ensureMsaaDepthTarget(e,t){if(!this.state.device)throw new Error("Renderer is not initialized.");const r=`${e}x${t}`,i=this.msaaDepthTargetCache.get(r);if(i&&i.width===e&&i.height===t&&i.sampleCount===this.sampleCount)return i;i?.texture.destroy();const n=this.state.device.createTexture({label:`renderer-msaa-depth-${r}`,size:{width:e,height:t},sampleCount:this.sampleCount,format:"depth32float",usage:GPUTextureUsage.RENDER_ATTACHMENT}),a={width:e,height:t,sampleCount:this.sampleCount,texture:n,view:n.createView()};return this.msaaDepthTargetCache.set(r,a),a}destroyMsaaResources(){for(const e of this.msaaColorTargetCache.values())e.texture.destroy();this.msaaColorTargetCache.clear();for(const e of this.msaaDepthTargetCache.values())e.texture.destroy();this.msaaDepthTargetCache.clear()}getColorTargetView(e){if("sceneColor"===e){if(!this.state.sceneColorView)throw new Error("Scene color target is not available.");return this.state.sceneColorView}if("postProcessColor"===e){if(!this.state.postProcessColorView)throw new Error("Post-process color target is not available.");return this.state.postProcessColorView}const t=this.colorTargetCache.get(e);if(!t)throw new Error(`Color target "${e}" has not been defined.`);return t.view}ensureTextureTarget(e,t={}){if("2d"===(t.dimension??"2d")&&null==t.usage)return this.ensureColorTarget(e,t);if(!this.state.device)throw new Error("Renderer is not initialized.");const r=t.scale??1,i=t.resolution??"render",n="presentation"===i?this.state.presentationWidth:this.state.width,a="presentation"===i?this.state.presentationHeight:this.state.height,s=Math.max(1,Math.floor(n*r)),o=Math.max(1,Math.floor(a*r)),l=Math.max(1,t.depthOrArrayLayers??1),c=t.format??vt,u=this.colorTargetCache.get(e),d=t.dimension??"2d",h=t.usage??GPUTextureUsage.TEXTURE_BINDING|GPUTextureUsage.STORAGE_BINDING|GPUTextureUsage.COPY_DST|GPUTextureUsage.COPY_SRC;if(u&&u.format===c&&u.width===s&&u.height===o&&u.resolution===i&&u.dimension===d&&u.depthOrArrayLayers===l&&u.usage===h)return u;u?.texture.destroy();const p=this.state.device.createTexture({label:`renderer-texture-target-${e}`,size:{width:s,height:o,depthOrArrayLayers:l},dimension:d,format:c,usage:h}),f={name:e,format:c,width:s,height:o,scale:r,resolution:i,dimension:d,depthOrArrayLayers:l,usage:h,texture:p,view:p.createView({dimension:d})};return this.colorTargetCache.set(e,f),this.graphTextureResourceVersion+=1,f}getColorTargetTexture(e){if("sceneColor"===e){if(!this.state.sceneColorTexture)throw new Error("Scene color target is not available.");return this.state.sceneColorTexture}if("postProcessColor"===e){if(!this.state.postProcessColorTexture)throw new Error("Post-process color target is not available.");return this.state.postProcessColorTexture}const t=this.colorTargetCache.get(e);if(!t)throw new Error(`Color target "${e}" has not been defined.`);return t.texture}getColorTargetDimensions(e){if("sceneColor"===e||"postProcessColor"===e)return{width:this.state.width,height:this.state.height};const t=this.colorTargetCache.get(e);if(!t)throw new Error(`Color target "${e}" has not been defined.`);return{width:t.width,height:t.height}}getColorTargetFormat(e){if(!this.state.format)throw new Error("Renderer is not initialized.");if("sceneColor"===e||"postProcessColor"===e)return vt;const t=this.colorTargetCache.get(e);if(!t)throw new Error(`Color target "${e}" has not been defined.`);return t.format}getMaterialGraphTextureReads(e){const t=this.materialGraphTextureReadCache.get(e);if(t?.materialVersion===e.version)return t.resources;const r=e.getGraphTextureInputs(),i=[];for(const e in r){const t=r[e].resource;i.includes(t)||i.push(t)}return this.materialGraphTextureReadCache.set(e,{materialVersion:e.version,resources:i}),i}createGraphBuilderContext(e,t,r,i,n,a,s,o,l){let c=!1;const u=()=>{c||(c=!0,e.addPass(new Yr("TiledPointLightsPass",()=>{this.tiledLightingEnabled&&s.lights.points.length>0&&this.tiledPointLights.execute(t)},{writes:["tiledPointLights"]})))};let d=!1,h=!1;const p=e=>{const t=new Set;for(let r=0;r<e.length;r+=1){const i=this.getMaterialGraphTextureReads(e[r].material);for(let e=0;e<i.length;e+=1)t.add(i[e])}return Array.from(t)},f={device:this.state.device,encoder:t,camera:s.camera,sceneColorView:this.state.sceneColorView,postProcessColorView:this.state.postProcessColorView,presentationColorView:a,depthView:this.state.mainDepthView,colorFormat:vt,width:this.state.width,height:this.state.height,presentationWidth:this.state.presentationWidth,presentationHeight:this.state.presentationHeight,linearClampSampler:this.state.linearClampSampler,nearestClampSampler:this.state.nearestClampSampler,comparisonSampler:this.state.shadowComparisonSampler,getColorView:e=>this.getColorTargetView(e),getTextureView:e=>this.getGraphTextureView(e),getExternalTexture:e=>{const t=this.textureManager.getTextureResource(e);return{view:t.view,sampler:t.sampler}},getGeometryVertexBuffer:(e,t)=>this.getGeometryResource(e)[t],getColorFormat:e=>this.getColorTargetFormat(e),getShadowMapDebugInfo:()=>({directional:{view:this.state.directionalShadowView,size:this.state.directionalShadowTextureSize,layerCount:4,activeLightCount:s.lights.directionals.length,activeLayerCount:s.lights.directionals.length},point:{view:this.state.pointShadowArrayView,size:this.state.pointShadowTextureSize,layerCount:24,activeLightCount:Math.min(4,s.lights.points.length),activeLayerCount:6*Math.min(4,s.lights.points.length)},spot:{view:this.state.spotShadowView,size:this.state.spotShadowTextureSize,layerCount:4,activeLightCount:Math.min(4,s.lights.spots.length),activeLayerCount:Math.min(4,s.lights.spots.length)}}),getSceneLightingResources:()=>{if(!(this.state.cameraBuffer&&this.state.lightBuffer&&this.state.shadowComparisonSampler&&this.state.linearClampSampler&&this.state.directionalShadowView&&this.state.pointShadowArrayView&&this.state.spotShadowView&&this.state.spotLightMapView))throw new Error("Renderer scene lighting resources are not initialized.");return{cameraBuffer:this.state.cameraBuffer,lightBuffer:this.state.lightBuffer,shadowSampler:this.state.shadowComparisonSampler,linearSampler:this.state.linearClampSampler,directionalShadowView:this.state.directionalShadowView,pointShadowView:this.state.pointShadowArrayView,spotShadowView:this.state.spotShadowView,spotLightMapView:this.state.spotLightMapView}}};return{fogVolumeObjects:s.fogVolumeObjects,extractedLights:s.lights,addDirectionalShadowPass:()=>{e.addPass(new Yr("DirectionalShadowPass",()=>{this.executeDirectionalShadowPass(t,i,s,o)},{writes:["directionalShadow"]}))},addPointShadowPass:()=>{s.lights.points.some(e=>e.castShadow)&&e.addPass(new Yr("PointShadowPass",()=>{this.executePointShadowPass(t,i,s,o)},{writes:["pointShadow"]}))},addSpotShadowPass:()=>{s.lights.spots.some(e=>e.castShadow)&&e.addPass(new Yr("SpotShadowPass",()=>{this.executeSpotShadowPass(t,i,s,o)},{writes:["spotShadow"]}))},addDepthPrepass:()=>{d=!0,this.getHiZOcclusionCullingActive()&&this.hasEnabledStaticDrawSets()&&e.addPass(new Yr("TemporalStaticVisibilityPrepass",()=>{this.executeStaticVisibilityPasses(t,"prepass")},{reads:["hiz"],writes:["staticIndirectArgs"]})),e.addPass(new Yr("DepthPrepass",()=>{this.executeDepthPrepass(t,r,s,o)},{writes:["mainDepth"]}))},addHiZPasses:()=>{this.getHiZOcclusionCullingActive()&&e.addPass(new Yr("HiZPasses",()=>{this.executeHiZPasses(t)},{reads:["mainDepth"],writes:["hiz"]}))},addVisibilityPass:()=>{this.getHiZOcclusionCullingActive()&&(n||this.hasEnabledStaticDrawSets())&&(e.addPass(new Yr("VisibilityPass",()=>{n&&this.executeVisibilityPass(t,n),this.executeStaticVisibilityPasses(t,"postpass")},{reads:["hiz"],writes:["indirectArgs","staticIndirectArgs"]})),this.sampleCount>1&&this.hasEnabledStaticDrawSets()&&e.addPass(new Yr("TemporalStaticDepthResolvePass",()=>{this.executeStaticTemporalDepthResolvePass(t)},{reads:["staticIndirectArgs"],writes:["mainDepth"]})))},defineColorTarget:(e,t={})=>{this.ensureColorTarget(e,t)},defineTextureTarget:(e,t={})=>{this.ensureTextureTarget(e,t)},addForwardPass:(i="sceneColor")=>{u();const n=!d,a=[...s.gpuOpaqueDraws,...s.directOpaqueDraws,...s.transparentDraws],c=p(a);if(l?.push({draws:a,colorTargetFormats:[this.getColorTargetFormat(i)],sampleCount:this.sampleCount,staticDrawStage:"all"}),c.includes("mainDepth")){if(!d)throw new Error("Materials that sample mainDepth require a depth prepass.");e.addPass(new Yr("ForwardDepthSnapshotPass",()=>{this.state.mainDepthTexture&&this.state.sceneDepthSnapshotTexture&&t.copyTextureToTexture({texture:this.state.mainDepthTexture},{texture:this.state.sceneDepthSnapshotTexture},{width:this.state.width,height:this.state.height})},{reads:["mainDepth"],writes:["sceneDepthSnapshot"]})),h=!0}e.addPass(new Yr("ForwardPass",()=>{this.executeForwardPass(t,i,this.getColorTargetView(i),r,s,o,n)},{reads:["tiledPointLights","directionalShadow","pointShadow","spotShadow","mainDepth","indirectArgs",...c.map(e=>"mainDepth"===e?"sceneDepthSnapshot":e)],writes:[i]})),this.getHiZOcclusionCullingActive()&&this.hasEnabledStaticDrawSets()&&e.addPass(new Yr("TemporalHiZHistoryPass",()=>{this.executeHiZPasses(t,!0)},{reads:["mainDepth"],writes:["hiz"],dependsOn:["ForwardPass"]}))},addOpaquePass:(i="sceneColor")=>{u();const n=!d,a=[...s.gpuOpaqueDraws,...s.directOpaqueDraws],c=p(a);if(l?.push({draws:a,colorTargetFormats:[this.getColorTargetFormat(i)],sampleCount:this.sampleCount,staticDrawStage:"opaque"}),c.includes("mainDepth")){if(!d)throw new Error("Materials that sample mainDepth require a depth prepass.");e.addPass(new Yr("OpaqueDepthSnapshotPass",()=>{this.state.mainDepthTexture&&this.state.sceneDepthSnapshotTexture&&t.copyTextureToTexture({texture:this.state.mainDepthTexture},{texture:this.state.sceneDepthSnapshotTexture},{width:this.state.width,height:this.state.height})},{reads:["mainDepth"],writes:["sceneDepthSnapshot"]})),h=!0}e.addPass(new Yr("OpaquePass",()=>{this.executeForwardPass(t,i,this.getColorTargetView(i),r,s,o,n,"opaque")},{reads:["tiledPointLights","directionalShadow","pointShadow","spotShadow","mainDepth","indirectArgs",...c.map(e=>"mainDepth"===e?"sceneDepthSnapshot":e)],writes:[i]}))},addSceneTextureCopyPass:(r="sceneColor",i)=>{const n=this.staticDrawSets.filter(e=>e.publicSet.enabled&&"late"===e.drawStage).flatMap(e=>e.draws),a=[...s.transparentDraws,...n],o=!0===i?.sceneColor||a.some(e=>e.material.usesSceneColor()),l=!0===i?.sceneDepth||a.some(e=>e.material.usesSceneDepth()),c=p(a).includes("mainDepth");if(!o&&!l&&!c)return;const u=this.getColorTargetDimensions(r);if(u.width!==this.state.width||u.height!==this.state.height||this.getColorTargetFormat(r)!==vt)throw new Error("Scene texture snapshots currently require a full-resolution rgba16float source.");e.addPass(new Yr("SceneTextureCopyPass",()=>{if(o){const e=this.getColorTargetView(r);let i=this.state.sceneColorSnapshotBindGroups.get(e);i||(i=this.state.device.createBindGroup({label:"renderer-scene-color-snapshot-bind-group",layout:this.state.fullscreenTextureBindGroupLayout,entries:[{binding:0,resource:this.state.linearClampSampler},{binding:1,resource:e}]}),this.state.sceneColorSnapshotBindGroups.set(e,i));const n=t.beginRenderPass({label:"renderer-scene-color-snapshot-pass",colorAttachments:[{view:this.state.sceneColorSnapshotView,loadOp:"clear",storeOp:"store",clearValue:{r:0,g:0,b:0,a:0}}]});n.setPipeline(this.state.sceneColorSnapshotPipeline),n.setBindGroup(0,i),n.draw(3),n.end()}l&&this.executeHiZPasses(t,!1,!0),c&&this.state.mainDepthTexture&&this.state.sceneDepthSnapshotTexture&&t.copyTextureToTexture({texture:this.state.mainDepthTexture},{texture:this.state.sceneDepthSnapshotTexture},{width:this.state.width,height:this.state.height})},{reads:[...o?[r]:[],...l||c?["mainDepth"]:[]],writes:[...o?["sceneColorSnapshot"]:[],...l||c?["sceneDepthSnapshot"]:[]]})),(l||c)&&(h=!0)},addLatePass:(i="sceneColor")=>{const n=this.staticDrawSets.filter(e=>e.publicSet.enabled&&"late"===e.drawStage).flatMap(e=>e.draws);if(0===s.transparentDraws.length&&0===n.length)return;l?.push({draws:s.transparentDraws,colorTargetFormats:[this.getColorTargetFormat(i)],sampleCount:1,staticDrawStage:"late"});const a=[...s.transparentDraws,...n],c=[i,"mainDepth",...p(a)];a.some(e=>e.material.usesSceneColor())&&c.push("sceneColorSnapshot"),a.some(e=>e.material.usesSceneDepth())&&c.push("sceneDepthSnapshot"),e.addPass(new Yr("LatePass",()=>{this.executeForwardPass(t,i,this.getColorTargetView(i),r,s,o,!1,"late",!0,1)},{reads:c,writes:[i,"mainDepth"]}))},addHiZHistoryPass:(r="ForwardPass")=>{if(!this.getHiZOcclusionCullingActive()||!this.hasEnabledStaticDrawSets())return;const i="LatePass"===r&&0===s.transparentDraws.length?"OpaquePass":r;e.addPass(new Yr("TemporalHiZHistoryPass",()=>{this.executeHiZPasses(t,!0)},{reads:["mainDepth"],writes:["hiz"],dependsOn:[i]}))},addMaterialPass:(i={})=>{u();const n="string"==typeof i.outputs?[i.outputs]:Array.from(i.outputs??["sceneColor"]),a=i.drawStage??"all",c="opaque"===a?[...s.gpuOpaqueDraws,...s.directOpaqueDraws]:"late"===a?s.transparentDraws:[...s.gpuOpaqueDraws,...s.directOpaqueDraws,...s.transparentDraws],d=i.objectFilter?c.filter(e=>i.objectFilter(e.sourceObject)||!0===e.sourceRanges?.some(e=>i.objectFilter(e.sourceObject))):c,h=e=>"function"==typeof i.overrideMaterial?i.overrideMaterial(e.material,null!==e.skinning):i.overrideMaterial,p=i.overrideMaterial?d.map(e=>({...e,material:h(e)})):d;l?.push({draws:p,colorTargetFormats:n.map(e=>this.getColorTargetFormat(e)),sampleCount:this.sampleCount,staticDrawStage:a}),e.addPass(new Yr(i.name??"MaterialPass",()=>{this.executeMaterialPass(t,n,r,s,o,i)},{reads:["tiledPointLights","directionalShadow","pointShadow","spotShadow",..."late"!==a?["indirectArgs","staticIndirectArgs"]:[],...i.loadDepth?["mainDepth"]:[],...i.loadColor?n:[]],writes:this.sampleCount>1?n:[...n,"mainDepth"]}))},addCustomPass:t=>{e.addPass(new Yr(t.name,()=>{t.execute(f)},{reads:t.reads,writes:t.writes,dependsOn:t.dependsOn}))},addPresentPass:(r="sceneColor")=>{e.addPass(new Yr("PresentPass",()=>{const e=this.getColorTargetView(r);this.executePresentPass(t,e,a)},{reads:[r],writes:["mainColor"]}))}}}transparentDraws=[];opaqueBatches=new Map;acquireDrawCall(){const e=this.drawCallPoolCount;this.drawCallPoolCount+=1;let t=this.drawCallPool[e];return t||(t={geometry:null,geometryKey:{},geometryResource:null,material:null,customDepthMaterial:null,residentInstanceBinding:null,sourceObject:null,frontFaceCW:!1,usesBatching:!1,geometryGroup:null,batchKey:"",batchHash:0,indexed:!1,wireframe:!1,start:0,count:0,transparent:!1,renderOrder:0,hasRenderCallbacks:!1,castShadow:!0,receiveShadow:!0,sortMaterialId:0,sortGeometryId:0,sortCustomDepthMaterialId:0,skinning:null,materialResource:null,instanceStart:0,instanceCount:0,boundsCenter:new Kt,boundsRadius:0,sortDepth:0,transparentSortGroup:0,transparentSortOrder:0},this.drawCallPool[e]=t),t}acquireOpaqueBatchBuilder(){const e=this.opaqueBatchPoolCount;this.opaqueBatchPoolCount+=1;let t=this.opaqueBatchPool[e];return t||(t={template:null,totalInstanceCount:0,rangePairCount:0,firstInstanceStart:0,firstInstanceCount:0,sourceRanges:[],boundsMin:new Kt,boundsMax:new Kt},this.opaqueBatchPool[e]=t),t}populateDrawCall(e,t,r,i,n,a,s,o){const l=t.wireframe;l&&this.ensureWireframeIndex(t.geometry,t.geometryResource);const c=t.sourceObject?Boolean(t.sourceObject.receiveShadow):t.receiveShadow;return this.shouldInvalidateDrawMaterialResource(e,t.material,c,t.usesBatching,null)&&(e.materialResource=null),e.geometry=t.geometry,e.geometryKey=l?t.geometryResource.wireframeIndex:t.geometryKey,e.geometryResource=t.geometryResource,e.material=t.material,e.customDepthMaterial=t.customDepthMaterial,e.residentInstanceBinding=t.residentInstanceBinding,e.sourceObject=t.sourceObject,e.frontFaceCW=null!==t.sourceObject&&!0===t.sourceObject.isMesh?t.sourceObject.matrixWorld.determinant()<0:t.frontFaceCW,e.usesBatching=t.usesBatching,e.geometryGroup=t.geometryGroup,e.batchKey=t.batchKey,e.batchHash=t.batchHash,e.indexed=l||t.indexed,e.wireframe=l,e.start=l?2*t.start:t.start,e.count=l?2*t.count:t.count,e.transparent=t.transparent,e.renderOrder=t.sourceObject?.renderOrder??t.renderOrder,e.hasRenderCallbacks=this.hasRenderCallbacks(t.sourceObject),e.castShadow=t.sourceObject?Boolean(t.sourceObject.castShadow):t.castShadow,e.receiveShadow=c,e.sortMaterialId=t.sortMaterialId,e.sortGeometryId=t.sortGeometryId,e.sortCustomDepthMaterialId=t.sortCustomDepthMaterialId,e.skinning=null,e.instanceStart=r,e.instanceCount=i,e.boundsCenter.set(n,a,s),e.boundsRadius=o,e.sortDepth=0,e.transparentSortGroup=0,e.transparentSortOrder=0,e.sourceRanges=void 0,e}populateDynamicDrawCall(e,t,r,i,n,a,s,o,l,c,u,d,h,p,f,m,g,v,x,w,b,y,S,C,P,M,B,D,T=null){const I=!0===o?.isBatchedMesh,R=n.wireframe&&"triangle-list"===n.primitiveTopology;return R&&this.ensureWireframeIndex(t,i),this.shouldInvalidateDrawMaterialResource(e,n,x,I,T)&&(e.materialResource=null),e.geometry=t,e.geometryKey=R?i.wireframeIndex:r,e.geometryResource=i,e.material=n,e.customDepthMaterial=a,e.residentInstanceBinding=s,e.sourceObject=o,e.frontFaceCW=null!==o&&!0===o.isMesh&&o.matrixWorld.determinant()<0,e.usesBatching=I,e.geometryGroup=l,e.batchKey=c,e.batchHash=u,e.indexed=R||d,e.wireframe=R,e.start=R?2*h:h,e.count=R?2*p:p,e.transparent=f,e.renderOrder=m,e.hasRenderCallbacks=g,e.castShadow=v,e.receiveShadow=x,e.sortMaterialId=w,e.sortGeometryId=b,e.sortCustomDepthMaterialId=y,e.skinning=T,e.instanceStart=S,e.instanceCount=C,e.boundsCenter.set(P,M,B),e.boundsRadius=D,e.sortDepth=0,e.transparentSortGroup=0,e.transparentSortOrder=0,e.sourceRanges=void 0,e}pushOpaqueDrawTemplate(e,t,r,i,n,a,s){const o=e.batchHash,l=this.opaqueBatches.get(o);let c=null;if(l)if(Array.isArray(l))for(let t=0;t<l.length;t+=1){const r=l[t];if(_i(r.template,e)){c=r;break}}else _i(l.template,e)&&(c=l);if(c){if(c.totalInstanceCount+=r,1===c.rangePairCount){const e=c.sourceRanges;e.length=4,e[0]=c.firstInstanceStart,e[1]=c.firstInstanceCount,e[2]=t,e[3]=r}else{const e=c.sourceRanges,i=2*c.rangePairCount;e[i]=t,e[i+1]=r}c.rangePairCount+=1;const e=c.boundsMin,o=c.boundsMax,l=i-s,u=n-s,d=a-s,h=i+s,p=n+s,f=a+s;return l<e.x&&(e.x=l),u<e.y&&(e.y=u),d<e.z&&(e.z=d),h>o.x&&(o.x=h),p>o.y&&(o.y=p),void(f>o.z&&(o.z=f))}const u=this.acquireOpaqueBatchBuilder();u.template=e,u.totalInstanceCount=r,u.rangePairCount=1,u.firstInstanceStart=t,u.firstInstanceCount=r,u.sourceRanges.length=0,u.boundsMin.set(i-s,n-s,a-s),u.boundsMax.set(i+s,n+s,a+s),l?Array.isArray(l)?l.push(u):this.opaqueBatches.set(o,[l,u]):this.opaqueBatches.set(o,u)}pushDraw(e){e.transparent?this.transparentDraws.push(e):e.skinning||e.hasRenderCallbacks&&e.residentInstanceBinding?this.directOpaqueDrawsScratch.push(e):e.residentInstanceBinding?this.residentOpaqueDrawsScratch.push(e):this.stagedOpaqueDrawsScratch.push(e)}getToonOutlineParameters(e){if(!e||!e.visible||!0===e.wireframe||!e.depthTest)return null;const t=e.userData?.outlineParameters;return t&&!1!==t.visible?t:null}getToonOutlineMaterial(e,t){const r=this.getToonOutlineParameters(e);if(!r)return null;if("darkenedAlbedo"===r.colorMode){const t=this.materialResolver?.(e,"outline");if(t)return t}let i=this.toonOutlineMaterialCache.get(e);if(!i){const t=t=>new br({vertexShader:t?"\nstruct VertexInput {\n @location(0) position: vec3<f32>,\n @location(1) normal: vec3<f32>,\n @location(4) skinIndex: vec4<u32>,\n @location(5) skinWeight: vec4<f32>,\n @builtin(instance_index) instanceIndex: u32,\n};\n\nstruct VertexOutput {\n @builtin(position) position: vec4<f32>,\n};\n\n@vertex\nfn vsMain(input: VertexInput) -> VertexOutput {\n let localPosition = rendererSkinPosition(input.position, input.skinIndex, input.skinWeight);\n let localNormal = rendererSkinNormal(input.normal, input.skinIndex, input.skinWeight);\n let worldPosition = rendererWorldPosition(localPosition, input.instanceIndex);\n let viewPosition = rendererCamera.view * worldPosition;\n let worldNormal = rendererWorldNormal(localNormal, input.instanceIndex);\n let viewNormal = normalize((rendererCamera.view * vec4(worldNormal, 0.0)).xyz);\n let distanceScale = sqrt(max(length(viewPosition.xyz), 0.0001)) * 0.5;\n let displaced = viewPosition.xyz + viewNormal * materialUniforms.outlineThickness * distanceScale;\n return VertexOutput(rendererCamera.projection * vec4(displaced, 1.0));\n}\n":"\nstruct VertexInput {\n @location(0) position: vec3<f32>,\n @location(1) normal: vec3<f32>,\n @builtin(instance_index) instanceIndex: u32,\n};\n\nstruct VertexOutput {\n @builtin(position) position: vec4<f32>,\n};\n\n@vertex\nfn vsMain(input: VertexInput) -> VertexOutput {\n let worldPosition = rendererWorldPosition(input.position, input.instanceIndex);\n let viewPosition = rendererCamera.view * worldPosition;\n let worldNormal = rendererWorldNormal(input.normal, input.instanceIndex);\n let viewNormal = normalize((rendererCamera.view * vec4(worldNormal, 0.0)).xyz);\n let distanceScale = sqrt(max(length(viewPosition.xyz), 0.0001)) * 0.5;\n let displaced = viewPosition.xyz + viewNormal * materialUniforms.outlineThickness * distanceScale;\n return VertexOutput(rendererCamera.projection * vec4(displaced, 1.0));\n}\n",fragmentShader:"\n@fragment\nfn fsMain() -> @location(0) vec4<f32> {\n return vec4(materialUniforms.outlineColor, materialUniforms.outlineAlpha);\n}\n",vertexAttributes:t?ba:[{name:"position",shaderLocation:0,format:"float32x3"},{name:"normal",shaderLocation:1,format:"float32x3",defaultValue:[0,0,1]}],uniforms:{outlineThickness:r.thickness??.003,outlineColor:(new At).fromArray(r.color??[0,0,0]),outlineAlpha:r.alpha??e.opacity},side:Lt,depthTest:!0,depthWrite:!0,transparent:!0});i={regular:t(!1),skinned:t(!0)},this.toonOutlineMaterialCache.set(e,i)}const n=t?i.skinned:i.regular;return n.uniforms.outlineThickness.value=r.thickness??.003,n.uniforms.outlineColor.value.fromArray(r.color??[0,0,0]),n.uniforms.outlineAlpha.value=r.alpha??e.opacity,n}pushToonOutlineDraw(e,t){const r=t?this.getToonOutlineMaterial(t,null!==e.skinning):null;if(!r||e.usesBatching)return;const i=this.populateDynamicDrawCall(this.acquireDrawCall(),e.geometry,e.geometryKey,e.geometryResource,r,null,e.residentInstanceBinding,e.sourceObject,e.geometryGroup,"",0,e.indexed,e.start,e.count,!0,e.renderOrder,!1,!1,!1,Ei(r),e.sortGeometryId,0,e.instanceStart,e.instanceCount,e.boundsCenter.x,e.boundsCenter.y,e.boundsCenter.z,e.boundsRadius,e.skinning);this.transparentDraws.push(i)}updateTransparentDrawSortDepths(e,t,r){for(let i=0;i<e.length;i+=1){const n=e[i];0===n.transparentSortGroup&&(n.sortDepth=(n.boundsCenter.x-t.x)*r.x+(n.boundsCenter.y-t.y)*r.y+(n.boundsCenter.z-t.z)*r.z)}}extractScene(e,t,r=!1){this.extractionVersion+=1,this.drawCallPoolCount=0,this.opaqueBatchPoolCount=0;this.opaqueBatches.clear();const i=this.transparentDraws;i.length=0;const n=this.residentInstanceUploadsScratch;n.length=0;const a=this.sourceInstanceDataScratch;a.reset();const s=this.gpuOpaqueDrawsScratch;s.length=0;const o=this.directOpaqueDrawsScratch;o.length=0;const l=this.stagedOpaqueDrawsScratch;l.length=0;const c=this.residentOpaqueDrawsScratch;c.length=0;const u=this.opaqueInstanceDataScratch;u.reset();const d=this.finalInstanceDataScratch;d.reset();const h=this.extractedAmbientScratch;h.set(0,0,0,0);let p=null;const f=this.activeDirectionalLightsScratch,m=this.activePointLightsScratch,g=this.activeSpotLightsScratch,v=this.fogVolumeObjectsScratch;f.length=0,m.length=0,g.length=0,v.length=0;const x=this.extractedBoundsMinScratch;x.set(1/0,1/0,1/0);const w=this.extractedBoundsMaxScratch;w.set(-1/0,-1/0,-1/0),function(e,t){const r=e.elements,i=r[0],n=r[1],a=r[2],s=r[3],o=r[4],l=r[5],c=r[6],u=r[7],d=r[8],h=r[9],p=r[10],f=r[11],m=r[12],g=r[13],v=r[14],x=r[15];Qi(t,0,s-i,u-o,f-d,x-m),Qi(t,4,s+i,u+o,f+d,x+m),Qi(t,8,s+n,u+l,f+h,x+g),Qi(t,12,s-n,u-l,f-h,x-g),Qi(t,16,s-a,u-c,f-p,x-v),Qi(t,20,a,c,p,v)}(Ji(t,this.cameraViewProjScratch),this.cameraFrustumPlanesScratch);const b=this.transparentSortCameraPositionScratch,y=this.transparentSortCameraForwardScratch;t.getWorldPosition(b),t.getWorldDirection(y);const S=r?this.isSphereVisibleForCompilationScratch:this.isSphereVisibleScratch,C=this.updateExtractedBoundsFromMatrixScratch,P=this.objectTraversalStackScratch;P.length=0,P.push(e);for(let e=this.csmCascadeLights.length-1;e>=0;e-=1)P.push(this.csmCascadeLights[e]);for(;P.length>0;){const e=P.pop();if(!e.visible)continue;const r=0!==(e.layers.mask&t.layers.mask);if(!0===e.isFogVolumeObject&&null!=e.volume)v.push(e);else if(e.isAmbientLight){if(r){const t=e;h.x+=t.color.r*t.intensity,h.y+=t.color.g*t.intensity,h.z+=t.color.b*t.intensity,h.w=1}}else if(e.isHemisphereLight){if(r&&null==p){const t=e,r=this.extractedHemisphereScratch;Tt.setFromMatrixPosition(t.matrixWorld),r.direction.copy(Tt),r.direction.lengthSq()<=1e-10?r.direction.set(0,1,0):r.direction.normalize(),r.skyColor.set(t.color.r,t.color.g,t.color.b),r.groundColor.set(t.groundColor.r,t.groundColor.g,t.groundColor.b),r.intensity=t.intensity,p=r}}else if(e.isDirectionalLight){if(r&&f.length<4&&!this.hasExtractedDirectionalLight(f,e)){const t=e,r=t.shadow,i=r.camera,n=this.extractedDirectionalLightsScratch[f.length];n.sourceLight=t,t.target.matrixWorldAutoUpdate&&t.target.updateMatrixWorld(!0),Tt.setFromMatrixPosition(t.matrixWorld),It.setFromMatrixPosition(t.target.matrixWorld),n.position.copy(Tt),n.target.copy(It),n.direction.copy(It).sub(Tt).normalize(),n.color.set(t.color.r,t.color.g,t.color.b),n.intensity=t.intensity,n.volumetricIntensity=t.userData?.volumetricIntensity??0,n.castShadow=t.castShadow&&this.directionalShadowsEnabled,n.shadowBias=r.bias,n.shadowNormalBias=r.normalBias,n.shadowRadius=r.radius,n.shadowIntensity=r.intensity,n.shadowMapSize=Math.max(1,r.mapSize.width,r.mapSize.height),n.shadowCameraLeft=i.left,n.shadowCameraRight=i.right,n.shadowCameraTop=i.top,n.shadowCameraBottom=i.bottom,n.shadowCameraNear=i.near,n.shadowCameraFar=i.far,f.push(n)}}else if(e.isPointLight){if(r&&m.length<dt){const t=e,r=t.shadow,i=r.camera;Tt.setFromMatrixPosition(t.matrixWorld);const n=t.distance>0?t.distance:Math.max(i.far,25);if(!en(this.cameraFrustumPlanesScratch,Tt.x,Tt.y,Tt.z,n))continue;const a=this.extractedPointLightsScratch[m.length];a.sourceLight=t,a.position.copy(Tt),a.color.set(t.color.r,t.color.g,t.color.b),a.intensity=t.intensity,a.volumetricIntensity=t.userData?.volumetricIntensity??0,a.distance=t.distance,a.range=n,a.decay=t.decay,a.castShadow=t.castShadow,a.shadowBias=r.bias,a.shadowNormalBias=r.normalBias,a.shadowRadius=r.radius,a.shadowIntensity=r.intensity,a.shadowMapSize=Math.max(1,r.mapSize.width,r.mapSize.height),a.shadowCameraNear=i.near,a.shadowCameraFar=t.distance>0?t.distance:i.far,m.push(a)}}else if(e.isSpotLight){if(r&&g.length<ht){const t=e,r=t.shadow,i=r.camera,n=this.extractedSpotLightsScratch[g.length];n.sourceLight=t,t.target.matrixWorldAutoUpdate&&t.target.updateMatrixWorld(!0),Tt.setFromMatrixPosition(t.matrixWorld),It.setFromMatrixPosition(t.target.matrixWorld);const a=t.distance>0?t.distance:i.far;if(!en(this.cameraFrustumPlanesScratch,Tt.x,Tt.y,Tt.z,a))continue;n.position.copy(Tt),n.direction.copy(It).sub(Tt).normalize(),n.color.set(t.color.r,t.color.g,t.color.b),n.intensity=t.intensity,n.volumetricIntensity=t.userData?.volumetricIntensity??0,n.range=a,n.angle=t.angle,n.penumbra=t.penumbra,n.decay=t.decay,n.castShadow=t.castShadow,n.shadowBias=r.bias,n.shadowNormalBias=r.normalBias,n.shadowRadius=r.radius,n.shadowIntensity=r.intensity,n.shadowMapSize=Math.max(1,r.mapSize.width,r.mapSize.height),n.shadowCameraNear=i.near,n.shadowCameraFar=t.distance>0?t.distance:i.far,n.shadowCameraFov=t.angle*(360/Math.PI)*r.focus,n.map=t.map??null,g.push(n)}}else r&&e.isBatchedMesh?this.collectBatchedMesh(e,a,C,S,t,b,y):r&&e.isInstancedMesh?this.collectInstancedMesh(e,a,C,S):r&&e.isSkinnedMesh?this.collectSkinnedMesh(e,a,C,S):r&&e.isLine?this.collectLine(e,a,C,S):r&&e.isSprite?this.collectSprite(e,a,C,S):r&&e.isMesh&&this.collectMesh(e,a,C,S);const i=e.children;for(let e=i.length-1;e>=0;e-=1)P.push(i[e])}if(this.csmCascadeLights.length>0){const e=new Map;for(let t=0;t<this.csmCascadeLights.length;t+=1)e.set(this.csmCascadeLights[t],t);f.sort((t,r)=>((null==t.sourceLight?void 0:e.get(t.sourceLight))??4)-((null==r.sourceLight?void 0:e.get(r.sourceLight))??4))}const M=o.length;this.updateTransparentDrawSortDepths(i,b,y),i.sort($i),Number.isFinite(x.x)||(x.set(-6,-6,-6),w.set(6,6,6)),l.sort(ji);for(let e=0;e<l.length;){const t=l[e],r=u.instanceCount;u.appendRange(a,t.instanceStart,t.instanceCount);let i,n=t.instanceCount,c=t.boundsCenter.x-t.boundsRadius,d=t.boundsCenter.y-t.boundsRadius,h=t.boundsCenter.z-t.boundsRadius,p=t.boundsCenter.x+t.boundsRadius,f=t.boundsCenter.y+t.boundsRadius,m=t.boundsCenter.z+t.boundsRadius,g=e+1;for(;this.dynamicBatchingEnabled&&g<l.length&&Hi(t,l[g]);){const e=l[g];u.appendRange(a,e.instanceStart,e.instanceCount),i??=[{sourceObject:t.sourceObject,instanceStart:r,instanceCount:t.instanceCount}],i.push({sourceObject:e.sourceObject,instanceStart:r+n,instanceCount:e.instanceCount}),n+=e.instanceCount;const s=e.boundsCenter.x-e.boundsRadius,o=e.boundsCenter.y-e.boundsRadius,v=e.boundsCenter.z-e.boundsRadius,x=e.boundsCenter.x+e.boundsRadius,w=e.boundsCenter.y+e.boundsRadius,b=e.boundsCenter.z+e.boundsRadius;s<c&&(c=s),o<d&&(d=o),v<h&&(h=v),x>p&&(p=x),w>f&&(f=w),b>m&&(m=b),g+=1}const v=.5*(c+p),x=.5*(d+f),w=.5*(h+m),b=p-v,y=f-x,S=m-w;t.instanceStart=r,t.instanceCount=n,t.sourceRanges=i,t.boundsCenter.set(v,x,w),t.boundsRadius=Math.sqrt(b*b+y*y+S*S),t.indexed&&!t.hasRenderCallbacks?s.push(t):o.push(t),e=g}c.sort(ji);for(let e=0;e<c.length;e+=1){const t=c[e];t.indexed&&!t.hasRenderCallbacks?s.push(t):o.push(t)}d.appendBuilder(u);for(let e=0;e<M;e+=1){const t=o[e];if(t.residentInstanceBinding)continue;const r=d.instanceCount;d.appendRange(a,t.instanceStart,t.instanceCount),t.instanceStart=r}s.sort(ji),o.sort(ji);for(let e=0;e<i.length;e+=1){const t=i[e];if(t.residentInstanceBinding)continue;const r=d.instanceCount;d.appendRange(a,t.instanceStart,t.instanceCount),t.instanceStart=r}m.sort(xa),g.sort(xa);for(let e=4;e<m.length;e+=1)m[e].castShadow=!1;for(let e=4;e<g.length;e+=1)g[e].castShadow=!1;const B=this.extractedLightsScratch;B.hemisphere=p,B.directional=f[0]??null,B.point=m[0]??null,B.spot=g[0]??null;const D=this.extractedFrameScratch;return D.scene=e,D.camera=t,D.fogVolumeObjects=v,D.transparentDraws=i,D.instanceData=d,D.residentInstanceUploads=n,D}collectLine(e,t,r,i){if(Array.isArray(e.material)||!e.geometry.getAttribute("position"))return;const n=e.geometry,a=e.material;if(!1===a.visible)return;if((!0===a.isLineBasicMaterial||!0===a.isMeshBasicMaterial)&&!0!==a.isLineMaterial){const s=e.isLineSegments?"line-list":"line-strip",o=this.resolveLineBasicMaterial(a,s),l=`${gi(n)}:${s}`;let c=this.lineProxyCache.get(e);c&&c.sourceGeometry===n?c.signature!==l&&(c.signature=l):(c={signature:l,sourceGeometry:n,mesh:new $t(n,o)},this.lineProxyCache.set(e,c));const u=c.mesh;return u.material=o,u.matrixWorld.copy(e.matrixWorld),u.frustumCulled=e.frustumCulled,u.renderOrder=e.renderOrder,u.castShadow=!1,u.receiveShadow=!1,u.onBeforeRender=(...t)=>e.onBeforeRender(...t),void this.collectMesh(u,t,r,i)}const s=gi(n);let o=this.lineProxyCache.get(e);if(!o||o.sourceGeometry!==n||o.signature!==s){const t=n.getAttribute("position"),r=n.index,i=r?.count??t.count,a=Math.max(0,Math.min(i,n.drawRange.start)),l=Number.isFinite(n.drawRange.count)?n.drawRange.count:i-a,c=Math.max(a,Math.min(i,a+l)),u=e.isLineSegments?2:1,d=[],h=[],p=e=>r?r.getX(e):e;for(let e=a;e+1<c;e+=u){const r=p(e),i=p(e+1);d.push(t.getX(r),t.getY(r),t.getZ(r)),h.push(t.getX(i),t.getY(i),t.getZ(i))}const f=new Ut;f.setIndex([0,2,1,2,3,1,2,4,3,4,5,3,4,6,5,6,7,5]),f.setAttribute("position",new zt(new Float32Array([-1,2,0,1,2,0,-1,1,0,1,1,0,-1,0,0,1,0,0,-1,-1,0,1,-1,0]),3)),f.setAttribute("instanceStart",new kt(new Float32Array(d),3)),f.setAttribute("instanceEnd",new kt(new Float32Array(h),3)),f.instanceCount=d.length/3;const m=tn(n);f.boundingSphere=new _t(m.center.clone(),m.radius),o={signature:s,sourceGeometry:n,mesh:new $t(f,e.material)},this.lineProxyCache.set(e,o)}const l=o.mesh;l.matrixWorld.copy(e.matrixWorld),l.frustumCulled=e.frustumCulled,l.renderOrder=e.renderOrder,l.castShadow=e.castShadow??!1,l.receiveShadow=e.receiveShadow??!1,l.onBeforeRender=(...t)=>e.onBeforeRender(...t),this.collectMesh(l,t,r,i)}collectSprite(e,t,r,i){let n=this.spriteProxyCache.get(e);if(!n){const t=e.geometry.clone();n={mesh:new $t(t,e.material),centerX:Number.NaN,centerY:Number.NaN},this.spriteProxyCache.set(e,n)}if(n.centerX!==e.center.x||n.centerY!==e.center.y){const t=n.mesh.geometry.getAttribute("position"),r=e.geometry.getAttribute("position");for(let i=0;i<t.count;i+=1)t.setXYZ(i,r.getX(i)+.5-e.center.x,r.getY(i)+.5-e.center.y,r.getZ(i));t.needsUpdate=!0,n.mesh.geometry.computeBoundingSphere(),n.centerX=e.center.x,n.centerY=e.center.y}const a=n.mesh;a.material=e.material,a.matrixWorld.copy(e.matrixWorld),a.frustumCulled=e.frustumCulled,a.renderOrder=e.renderOrder,a.castShadow=e.castShadow,a.receiveShadow=e.receiveShadow,a.onBeforeRender=(...t)=>e.onBeforeRender(...t),a.onAfterRender=(...t)=>e.onAfterRender(...t),this.collectMesh(a,t,r,i)}hasExtractedDirectionalLight(e,t){for(let r=0;r<e.length;r+=1)if(e[r].sourceLight===t)return!0;return!1}getObjectMotionHistory(e,t){let r=this.objectMotionHistory.get(e);if(!r)return r={matrix:new Float32Array(16),generation:this.motionVectorHistoryGeneration,lastExtractionVersion:-1,valid:!1},r.matrix.set(t),this.objectMotionHistory.set(e,r),r;const i=!0===e.userData.motionBlurTeleported;i&&(e.userData.motionBlurTeleported=!1);const n=(t[12]??0)-r.matrix[12],a=(t[13]??0)-r.matrix[13],s=(t[14]??0)-r.matrix[14],o=Math.max(0,Number(e.userData.motionBlurTeleportDistance??10));return r.valid=this.motionVectorHistoryValid&&r.generation===this.motionVectorHistoryGeneration&&r.lastExtractionVersion===this.extractionVersion-1&&!i&&n*n+a*a+s*s<=o*o,r}commitObjectMotionHistory(e,t){e.matrix.set(t),e.generation=this.motionVectorHistoryGeneration,e.lastExtractionVersion=this.extractionVersion}collectMesh(e,t,r,i){const n=e.geometry;if(void 0===n.attributes.position)return;const a=e.material,s=Array.isArray(a);if(!s&&!1===a.visible||s&&a.every(e=>!1===e.visible))return;const o=this.getGeometryResource(n),l=this.meshExtractionCache.get(e),c=l?.geometryResource===o?l:null,u=c?null:tn(n),d=c?c.localBoundsCenter:u.center,h=c?c.localBoundsRadius:u.radius,p=e.matrixWorld.elements,f=d.x,m=d.y,g=d.z,v=p[0]*f+p[4]*m+p[8]*g+p[12],x=p[1]*f+p[5]*m+p[9]*g+p[13],w=p[2]*f+p[6]*m+p[10]*g+p[14],b=p[0]*p[0]+p[1]*p[1]+p[2]*p[2],y=p[4]*p[4]+p[5]*p[5]+p[6]*p[6],S=p[8]*p[8]+p[9]*p[9]+p[10]*p[10],C=h*Math.sqrt(Math.max(b,y,S,1e-10));if(!i(v,x,w,C,e.frustumCulled))return;const P=this.resolvedMeshMaterialsScratch;P.length=0;let M=null;if(s)for(let e=0;e<a.length;e+=1)P[e]=this.resolveMaterial(a[e]);else{if(!a.visible)return;M=this.resolveMaterial(a)}const B=cn(e),D=l&&l.customDepthMaterial===B&&l.geometryResource.lastValidatedExtractionVersion===this.extractionVersion&&(!s&&l.material===a&&l.resolvedMaterial===M||s&&null!==l.materials&&null!==l.resolvedMaterials&&yi(l.materials,a)&&Pi(l.resolvedMaterials,P))?l:this.getMeshExtractionCacheEntry(e,a,M,P,B,o),T=D.templates.length;if(0===T)return;const I=function(e){const t=e.attributes;let r=!1,i=1/0;for(const e in t){const n=t[e];!0!==n.isInstancedBufferAttribute&&!0!==n.data?.isInstancedInterleavedBuffer||(r=!0,n.count<i&&(i=n.count))}if(!r)return 1;const n=e.instanceCount;return Number.isFinite(n)?Math.max(0,Math.floor(n)):Math.max(0,i)}(n),R=this.getObjectMotionHistory(e,p),G=ma(e),V=ga(e);let L=0;for(let e=0;e<I;e+=1){const r=Ui(t,p,1,1,1,1,void 0,R.matrix,G,V,R.valid?1:0);0===e&&(L=r)}this.commitObjectMotionHistory(R,p),r(p);for(let e=0;e<T;e+=1){const t=D.templates[e],r=this.populateDrawCall(this.acquireDrawCall(),t,L,I,v,x,w,C);t.transparent?this.transparentDraws.push(r):this.pushDraw(r);const i=s?a[t.geometryGroup?.materialIndex??0]:a;this.pushToonOutlineDraw(r,i)}}prepareSceneForCompilation(e,t,r){if(!(this.state.initialized&&this.state.device&&this.state.context&&this.state.mainDepthView&&this.state.sceneColorView&&this.state.postProcessColorView&&this.state.cameraBuffer&&this.state.lightBuffer&&this.state.shadowCameraBuffer&&this.state.sceneBindGroupLayout&&this.state.shadowBindGroupLayout&&this.state.shadowComparisonSampler&&this.state.linearClampSampler&&this.state.nearestClampSampler&&this.state.visibilityParamsBuffer&&this.state.directionalShadowView&&this.state.pointShadowArrayView&&this.state.spotShadowView&&this.state.hizCopyKernel&&this.state.hizReduceKernel&&this.state.visibilityKernel&&this.state.presentPipeline))throw new Error("WebGpuRenderer.initialize() must complete before compile().");e.matrixWorldAutoUpdate&&e.updateMatrixWorld(),null===t.parent&&t.matrixWorldAutoUpdate&&t.updateMatrixWorld();const i=this.extractScene(e,t,!0);this.ensureShadowTextureSizes(i),this.uploadInstanceData(i.instanceData),this.uploadResidentInstanceData(i.residentInstanceUploads),this.uploadDrawMetadata(this.getHiZOcclusionCullingActive()?i.gpuOpaqueDraws:[]),this.ensureTiledLightingSize(),this.updateCameraUniforms(t,e),this.updateLightUniforms(i);const n=this.compileDrawScratch;n.length=0,n.push(...i.gpuOpaqueDraws,...i.directOpaqueDraws,...i.transparentDraws);for(const e of n)this.prepareDrawGeometryVertexBuffers(e);if(r){const e=[];this.renderGraph.reset();const t=this.state.device.createCommandEncoder({label:"renderer-graph-compilation-encoder"}),r=this.createGraphBuilderContext(this.renderGraph,t,this.getSharedSceneBindGroup(),this.getSharedShadowBindGroup(),null,this.state.sceneColorView,i,{drawCallCount:0,triangleCount:0},e);this.graphBuilder(this.renderGraph,r);const n=[],a=new Set;for(const t of e){n.push(this.compileDrawMaterialsAsync(t.draws,t.colorTargetFormats,t.sampleCount));const e=`${t.sampleCount}:${t.colorTargetFormats.join("|")}:${t.staticDrawStage}`;a.has(e)||(a.add(e),n.push(this.compileStaticDrawMaterialsAsync(t.colorTargetFormats,t.sampleCount,t.staticDrawStage)))}return Promise.all(n).then(()=>this.state.device?.queue.onSubmittedWorkDone())}this.compileDrawMaterials(n)}collectInstancedMesh(e,t,r,i){if(void 0===e.geometry?.getAttribute("position"))return;const n=e.material;if(!1===n.visible)return;const a=this.instancedMeshExtractionCache.get(e),s=!0===e.userData.webGpuCacheMaterial&&a?.sourceMaterial===n&&a.sourceMaterialVersion===n.version&&a.material!==this.fallbackMaterial?a.material:this.resolveMaterial(n);if(!s)return;const o=cn(e),l=this.getGeometryResource(e.geometry),c=this.getInstancedMeshExtractionCacheEntry(e,s,o,l),u=e.instanceMatrix.array,d=e.instanceMatrix.version,h=e.instanceColor?.array,p=e.instanceColor?.itemSize??0,f=e.instanceColor?.version??-1,m=c.cacheValid&&c.cachedCount===e.count&&c.cachedInstanceMatrixVersion===d&&c.cachedInstanceColorVersion===f&&Zi(c.cachedMatrixWorld,e.matrixWorld.elements),g=Yi(e.matrixWorld.elements),v=g&&!e.frustumCulled;if(!m){const t=c.cachedInstanceMatrixVersion!==d||c.cachedCount!==e.count,r=c.cachedInstanceColorVersion!==f||c.cachedCount!==e.count;if(v){const i=e.matrixWorld.elements,n=i[12]??0,a=i[13]??0,s=i[14]??0;c.cachedDrawBoundsCenter.set(n,a,s),c.cachedDrawBoundsRadius=0,c.cachedBoundsMin.set(n,a,s),c.cachedBoundsMax.set(n,a,s),c.cachedInstanceMatrixVersion=d,c.cachedInstanceColorVersion=f,c.cachedCount=e.count,c.cachedDefaultColorData=null,Ki(e.matrixWorld.elements,c.cachedMatrixWorld),c.residentBufferDirty||=t,c.residentColorBufferDirty||=r,c.cacheValid=!0}else{const t=c.cachedInstanceData.beginWriteInstances(e.count),r=c.cachedBoundsMin,i=c.cachedBoundsMax;r.set(1/0,1/0,1/0),i.set(-1/0,-1/0,-1/0);const n=c.localBoundsCenter,a=c.localBoundsRadius,s=e.matrixWorld.elements,o=Yi(s),l=n.x,m=n.y,g=n.z,v=s[0],x=s[4],w=s[8],b=s[12],y=s[1],S=s[5],C=s[9],P=s[13],M=s[2],B=s[6],D=s[10],T=s[14],I=s[3],R=s[7],G=s[11],V=s[15];for(let n=0;n<e.count;n+=1){const e=16*n,s=n*pt,c=u[e+0]??0,d=u[e+1]??0,f=u[e+2]??0,L=u[e+3]??0,z=u[e+4]??0,U=u[e+5]??0,A=u[e+6]??0,F=u[e+7]??0,E=u[e+8]??0,k=u[e+9]??0,O=u[e+10]??0,j=u[e+11]??0,$=u[e+12]??0,W=u[e+13]??0,N=u[e+14]??0,_=u[e+15]??0;let H,q,K,Z,Y,X,J,Q,ee,te,re,ie,ne,ae,se,oe;o?(H=c,q=d,K=f,Z=L,Y=z,X=U,J=A,Q=F,ee=E,te=k,re=O,ie=j,ne=$,ae=W,se=N,oe=_):(H=v*c+x*d+w*f+b*L,Y=v*z+x*U+w*A+b*F,ee=v*E+x*k+w*O+b*j,ne=v*$+x*W+w*N+b*_,q=y*c+S*d+C*f+P*L,X=y*z+S*U+C*A+P*F,te=y*E+S*k+C*O+P*j,ae=y*$+S*W+C*N+P*_,K=M*c+B*d+D*f+T*L,J=M*z+B*U+D*A+T*F,re=M*E+B*k+D*O+T*j,se=M*$+B*W+D*N+T*_,Z=I*c+R*d+G*f+V*L,Q=I*z+R*U+G*A+V*F,ie=I*E+R*k+G*O+V*j,oe=I*$+R*W+G*N+V*_),t[s+0]=H,t[s+1]=q,t[s+2]=K,t[s+3]=Z,t[s+4]=Y,t[s+5]=X,t[s+6]=J,t[s+7]=Q,t[s+8]=ee,t[s+9]=te,t[s+10]=re,t[s+11]=ie,t[s+12]=ne,t[s+13]=ae,t[s+14]=se,t[s+15]=oe;const le=n*p;t[s+16]=h?h[le+0]??1:1,t[s+17]=h?h[le+1]??1:1,t[s+18]=h?h[le+2]??1:1,t[s+19]=h&&p>=4?h[le+3]??1:1,t[s+20]=n,t[s+21]=1,t[s+22]=1,t[s+23]=0;for(let e=0;e<16;e+=1)t[s+24+e]=t[s+e];const ce=H*l+Y*m+ee*g+ne,ue=q*l+X*m+te*g+ae,de=K*l+J*m+re*g+se,he=Math.sqrt(H*H+q*q+K*K),pe=Math.sqrt(Y*Y+X*X+J*J),fe=Math.sqrt(ee*ee+te*te+re*re),me=a*Math.max(he,pe,fe,1e-5);sn(r,i,Tt.set(ce,ue,de),me)}c.cachedDrawBoundsCenter.copy(r).add(i).multiplyScalar(.5);const L=i.x-c.cachedDrawBoundsCenter.x,z=i.y-c.cachedDrawBoundsCenter.y,U=i.z-c.cachedDrawBoundsCenter.z;c.cachedDrawBoundsRadius=Math.sqrt(L*L+z*z+U*U),c.cachedInstanceMatrixVersion=d,c.cachedInstanceColorVersion=f,c.cachedCount=e.count,c.cachedDefaultColorData=null,Ki(e.matrixWorld.elements,c.cachedMatrixWorld),c.residentBufferDirty=!0,c.residentColorBufferDirty=!0,c.cacheValid=!0}}if(!i(c.cachedDrawBoundsCenter.x,c.cachedDrawBoundsCenter.y,c.cachedDrawBoundsCenter.z,c.cachedDrawBoundsRadius,e.frustumCulled))return;c.residentInstanceBinding&&c.residentInstanceBinding.mode!==(g?"instanced-direct":"packed")&&(c.residentInstanceBinding.mode=g?"instanced-direct":"packed",c.residentInstanceBinding.sceneBindGroup=null,c.residentInstanceBinding.shadowBindGroup=null,c.residentInstanceBinding.shadowBindGroups.clear(),c.residentInstanceBinding.sceneBindGroupVersion=0,c.residentInstanceBinding.shadowBindGroupVersion=0,c.residentBufferDirty=!0,c.residentColorBufferDirty=!0),(c.residentBufferDirty||c.residentColorBufferDirty||!c.residentInstanceBinding)&&this.residentInstanceUploadsScratch.push(c),Xi(this.extractedBoundsMinScratch,this.extractedBoundsMaxScratch,c.cachedBoundsMin,c.cachedBoundsMax);const x=this.populateDynamicDrawCall(this.acquireDrawCall(),e.geometry,e.geometry,l,s,o,c.residentInstanceBinding,e,null,c.batchKey,c.batchHash,c.indexed,c.drawRangeStart,c.drawRangeCount,s.transparent||s.requiresLatePass(),e.renderOrder,this.hasRenderCallbacks(e),e.castShadow,e.receiveShadow,c.sortMaterialId,c.sortGeometryId,c.sortCustomDepthMaterialId,0,e.count,c.cachedDrawBoundsCenter.x,c.cachedDrawBoundsCenter.y,c.cachedDrawBoundsCenter.z,c.cachedDrawBoundsRadius);v&&!x.transparent?this.directOpaqueDrawsScratch.push(x):this.pushDraw(x)}collectSkinnedMesh(e,t,r,i){if(void 0===e.geometry?.getAttribute("position"))return;const n=e.boundingSphere,a=Tt;let s=0;if(null!==n){const t=n.center,r=e.matrixWorld.elements,a=r[0]*t.x+r[4]*t.y+r[8]*t.z+r[12],o=r[1]*t.x+r[5]*t.y+r[9]*t.z+r[13],l=r[2]*t.x+r[6]*t.y+r[10]*t.z+r[14];if(s=n.radius*rn(e.matrixWorld),e.frustumCulled&&!i(a,o,l,s,!0))return}const o=Array.isArray(e.material)?e.material:[e.material],l=cn(e),c=null!==e.geometry.index,u=this.getSkinnedGeometryResource(e);if(this.refreshSkinningPalette(u.skinning.palette),this.refreshSkinningBindMatrices(e,u.skinning),null===n){if(this.updateSkinnedBounds(e,u),a.copy(u.localBoundsCenter).applyMatrix4(e.matrixWorld),s=u.localBoundsRadius*rn(e.matrixWorld),!i(a.x,a.y,a.z,s,e.frustumCulled))return}else a.copy(n.center).applyMatrix4(e.matrixWorld);this.uploadSkinningResources(u.skinning);const d=this.getObjectMotionHistory(e,e.matrixWorld.elements),h=Ai(t,e.matrixWorld,1,1,1,1,void 0,d.matrix,ma(e),ga(e),d.valid?1:0);if(this.commitObjectMotionHistory(d,e.matrixWorld.elements),r(e.matrixWorld.elements),e.geometry.groups.length>0&&o.length>0){for(const t of e.geometry.groups){const r=o[t.materialIndex??0]??o[0],i=this.resolveSkinnedMaterial(r);if(!i)continue;const n=ki(i,e,c,t.start,Ii(e.geometry,c,t.start,t.count),l),d=this.populateDynamicDrawCall(this.acquireDrawCall(),e.geometry,e,u.resource,i,l,null,e,t,n,Oi(Ei(i),Ei(e),c,t.start,Ii(e.geometry,c,t.start,t.count),l?Ei(l):0),c,t.start,Ii(e.geometry,c,t.start,t.count),i.transparent,e.renderOrder,this.hasRenderCallbacks(e),e.castShadow,e.receiveShadow,Ei(i),Ei(e),l?Ei(l):0,h,1,a.x,a.y,a.z,s,u.skinning);this.pushDraw(d),this.pushToonOutlineDraw(d,r)}return}const p=this.resolveSkinnedMaterial(o[0]);if(!p)return;const f=Ri(e.geometry,c),m=ki(p,e,c,f.start,f.count,l),g=this.populateDynamicDrawCall(this.acquireDrawCall(),e.geometry,e,u.resource,p,l,null,e,null,m,Oi(Ei(p),Ei(e),c,f.start,f.count,l?Ei(l):0),c,f.start,f.count,p.transparent,e.renderOrder,this.hasRenderCallbacks(e),e.castShadow,e.receiveShadow,Ei(p),Ei(e),l?Ei(l):0,h,1,a.x,a.y,a.z,s,u.skinning);this.pushDraw(g),this.pushToonOutlineDraw(g,o[0])}collectBatchedMesh(e,t,r,i,n,a,s){if(void 0===e.geometry?.getAttribute("position"))return;const o=this.resolveMaterial(e.material);if(!o)return;const l=cn(e),c=(e.geometry.index,this.getGeometryResource(e.geometry)),u=e,d=u._instanceInfo??u._drawInfo??[],h=d.length,p=u._matricesTexture?.image.data,f=u._colorsTexture?.image.data,m=this.getBatchedMeshExtractionCacheEntry(e,o,l,c,u),g=e.matrixWorld.elements,v=u._matricesTexture?.version??0,x=u._colorsTexture?.version??-1;if(m.cacheValid&&!o.transparent&&m.cachedMatricesVersion===v&&m.cachedColorsVersion===x&&m.cachedInstanceInfoLength===d.length&&m.cachedGeometryCount===(u._geometryCount??0)&&Zi(m.cachedMatrixWorld,g)&&this.batchedGeometryIdsMatchSnapshot(m.geometryIdsSnapshot,d)){let t=!1;for(let r=0;r<m.cachedDraws.length;r+=1){const n=m.cachedDraws[r];i(n.boundsCenter.x,n.boundsCenter.y,n.boundsCenter.z,n.boundsRadius,e.frustumCulled)&&(t=!0,this.pushDraw(this.populateDynamicDrawCall(this.acquireDrawCall(),n.template.geometry,n.template.geometryKey,n.template.geometryResource,n.template.material,n.template.customDepthMaterial,m.residentInstanceBinding,n.template.sourceObject,n.template.geometryGroup,n.template.batchKey,n.template.batchHash,n.template.indexed,n.template.start,n.template.count,n.template.transparent,n.template.sourceObject?.renderOrder??n.template.renderOrder,this.hasRenderCallbacks(n.template.sourceObject),n.template.sourceObject?Boolean(n.template.sourceObject.castShadow):n.template.castShadow,n.template.sourceObject?Boolean(n.template.sourceObject.receiveShadow):n.template.receiveShadow,n.template.sortMaterialId,n.template.sortGeometryId,n.template.sortCustomDepthMaterialId,n.instanceStart,n.instanceCount,n.boundsCenter.x,n.boundsCenter.y,n.boundsCenter.z,n.boundsRadius)))}if(!t)return;return!m.residentBufferDirty&&m.residentInstanceBinding||this.residentInstanceUploadsScratch.push(m),void Xi(this.extractedBoundsMinScratch,this.extractedBoundsMaxScratch,m.cachedBoundsMin,m.cachedBoundsMax)}if(o.transparent){const o=[],l=!e.sortObjects||null!==e.customSort;for(let n=0;n<h;n+=1){const c=d[n];if(!c?.active||!c.visible)continue;const u=m.templates[c.geometryIndex];if(!u)continue;p?Mt.fromArray(p,16*n):e.getMatrixAt(n,Mt),Bt.multiplyMatrices(e.matrixWorld,Mt);const h=u.localBoundsCenter,g=Bt.elements,v=g[0]*h.x+g[4]*h.y+g[8]*h.z+g[12],x=g[1]*h.x+g[5]*h.y+g[9]*h.z+g[13],w=g[2]*h.x+g[6]*h.y+g[10]*h.z+g[14],b=Math.sqrt(g[0]*g[0]+g[1]*g[1]+g[2]*g[2]),y=Math.sqrt(g[4]*g[4]+g[5]*g[5]+g[6]*g[6]),S=Math.sqrt(g[8]*g[8]+g[9]*g[9]+g[10]*g[10]),C=u.localBoundsRadius*Math.max(b,y,S,1e-5);if(!i(v,x,w,C,e.frustumCulled&&e.perObjectFrustumCulled))continue;const P=f?f[4*n+0]??1:1,M=f?f[4*n+1]??1:1,B=f?f[4*n+2]??1:1,D=f?f[4*n+3]??1:1,T=Ai(t,Bt,P,M,B,D,n);r(Bt.elements);const I=this.populateDrawCall(this.acquireDrawCall(),u,T,1,v,x,w,C),R=(v-a.x)*s.x+(x-a.y)*s.y+(w-a.z)*s.z;l?o.push({start:u.start,count:u.count,z:R,index:n,draw:I}):(I.sortDepth=R,this.transparentDraws.push(I))}if(l&&o.length>0){e.sortObjects&&e.customSort?e.customSort.call(e,o,n):e.sortObjects&&o.sort((e,t)=>t.z-e.z);let t=0;for(let e=0;e<o.length;e+=1)t+=o[e].z;t/=o.length;const r=Ei(e);for(let e=0;e<o.length;e+=1){const i=o[e].draw;i.sortDepth=t,i.transparentSortGroup=r,i.transparentSortOrder=e,this.transparentDraws.push(i)}}return}const w=m.activeGroups;for(let e=0;e<w.length;e+=1){const t=w[e];t.activeInFrame=!1,t.activeCount=0}w.length=0;const b=m.cachedBoundsMin,y=m.cachedBoundsMax;b.set(1/0,1/0,1/0),y.set(-1/0,-1/0,-1/0),m.geometryIdsSnapshot.length!==d.length&&(m.geometryIdsSnapshot=new Int32Array(d.length));let S=0;for(let e=0;e<h;e+=1){const t=d[e];if(!t?.active||!t.visible){m.geometryIdsSnapshot[e]=-1;continue}const r=m.groups[t.geometryIndex];r?(m.geometryIdsSnapshot[e]=t.geometryIndex,r.activeInFrame||(r.activeInFrame=!0,r.activeCount=0,r.boundsMin.set(1/0,1/0,1/0),r.boundsMax.set(-1/0,-1/0,-1/0),w.push(r)),r.activeCount+=1,S+=1):m.geometryIdsSnapshot[e]=-1}const C=m.cachedInstanceData.beginWriteInstances(S);let P=0;for(let e=0;e<w.length;e+=1){const t=w[e];t.instanceStart=P,t.writeOffset=P*pt,P+=t.activeCount}const M=Yi(g),B=g[0],D=g[4],T=g[8],I=g[12],R=g[1],G=g[5],V=g[9],L=g[13],z=g[2],U=g[6],A=g[10],F=g[14],E=g[3],k=g[7],O=g[11],j=g[15];for(let t=0;t<h;t+=1){const r=m.geometryIdsSnapshot[t]??-1;if(r<0)continue;const i=m.groups[r];if(!i)continue;let n,a,s,o,l,c,u,d,h,g,v,x,w,S,P,$,W,N,_,H,q,K,Z,Y,X,J,Q,ee,te,re,ie,ne;if(p){const e=16*t;n=p[e+0]??0,a=p[e+1]??0,s=p[e+2]??0,o=p[e+3]??0,l=p[e+4]??0,c=p[e+5]??0,u=p[e+6]??0,d=p[e+7]??0,h=p[e+8]??0,g=p[e+9]??0,v=p[e+10]??0,x=p[e+11]??0,w=p[e+12]??0,S=p[e+13]??0,P=p[e+14]??0,$=p[e+15]??0}else{e.getMatrixAt(t,Mt);const r=Mt.elements;n=r[0]??0,a=r[1]??0,s=r[2]??0,o=r[3]??0,l=r[4]??0,c=r[5]??0,u=r[6]??0,d=r[7]??0,h=r[8]??0,g=r[9]??0,v=r[10]??0,x=r[11]??0,w=r[12]??0,S=r[13]??0,P=r[14]??0,$=r[15]??0}M?(W=n,N=a,_=s,H=o,q=l,K=c,Z=u,Y=d,X=h,J=g,Q=v,ee=x,te=w,re=S,ie=P,ne=$):(W=B*n+D*a+T*s+I*o,q=B*l+D*c+T*u+I*d,X=B*h+D*g+T*v+I*x,te=B*w+D*S+T*P+I*$,N=R*n+G*a+V*s+L*o,K=R*l+G*c+V*u+L*d,J=R*h+G*g+V*v+L*x,re=R*w+G*S+V*P+L*$,_=z*n+U*a+A*s+F*o,Z=z*l+U*c+A*u+F*d,Q=z*h+U*g+A*v+F*x,ie=z*w+U*S+A*P+F*$,H=E*n+k*a+O*s+j*o,Y=E*l+k*c+O*u+j*d,ee=E*h+k*g+O*v+j*x,ne=E*w+k*S+O*P+j*$);const ae=f?f[4*t+0]??1:1,se=f?f[4*t+1]??1:1,oe=f?f[4*t+2]??1:1,le=f?f[4*t+3]??1:1,ce=i.writeOffset;C[ce+0]=W,C[ce+1]=N,C[ce+2]=_,C[ce+3]=H,C[ce+4]=q,C[ce+5]=K,C[ce+6]=Z,C[ce+7]=Y,C[ce+8]=X,C[ce+9]=J,C[ce+10]=Q,C[ce+11]=ee,C[ce+12]=te,C[ce+13]=re,C[ce+14]=ie,C[ce+15]=ne,C[ce+16]=ae,C[ce+17]=se,C[ce+18]=oe,C[ce+19]=le,C[ce+20]=t,C[ce+21]=1,C[ce+22]=1,C[ce+23]=0;for(let e=0;e<16;e+=1)C[ce+24+e]=C[ce+e];i.writeOffset+=pt;const ue=i.template.localBoundsCenter,de=W*ue.x+q*ue.y+X*ue.z+te,he=N*ue.x+K*ue.y+J*ue.z+re,pe=_*ue.x+Z*ue.y+Q*ue.z+ie,fe=Math.sqrt(W*W+N*N+_*_),me=Math.sqrt(q*q+K*K+Z*Z),ge=Math.sqrt(X*X+J*J+Q*Q),ve=i.template.localBoundsRadius*Math.max(fe,me,ge,1e-5),xe=de-ve,we=he-ve,be=pe-ve,ye=de+ve,Se=he+ve,Ce=pe+ve;xe<i.boundsMin.x&&(i.boundsMin.x=xe),we<i.boundsMin.y&&(i.boundsMin.y=we),be<i.boundsMin.z&&(i.boundsMin.z=be),ye>i.boundsMax.x&&(i.boundsMax.x=ye),Se>i.boundsMax.y&&(i.boundsMax.y=Se),Ce>i.boundsMax.z&&(i.boundsMax.z=Ce),xe<b.x&&(b.x=xe),we<b.y&&(b.y=we),be<b.z&&(b.z=be),ye>y.x&&(y.x=ye),Se>y.y&&(y.y=Se),Ce>y.z&&(y.z=Ce)}const $=m.cachedDraws;let W=0;for(let e=0;e<w.length;e+=1){const t=w[e],r=.5*(t.boundsMin.x+t.boundsMax.x),i=.5*(t.boundsMin.y+t.boundsMax.y),n=.5*(t.boundsMin.z+t.boundsMax.z),a=t.boundsMax.x-r,s=t.boundsMax.y-i,o=t.boundsMax.z-n,l=Math.sqrt(a*a+s*s+o*o);let c=$[W];c||(c={template:t.template,instanceStart:0,instanceCount:0,boundsCenter:new Kt,boundsRadius:0},$[W]=c),c.template=t.template,c.instanceStart=t.instanceStart,c.instanceCount=t.activeCount,c.boundsCenter.set(r,i,n),c.boundsRadius=l,W+=1}$.length=W,m.cachedMatricesVersion=v,m.cachedColorsVersion=x,m.cachedInstanceInfoLength=d.length,m.cachedGeometryCount=u._geometryCount??0,Ki(g,m.cachedMatrixWorld),m.residentBufferDirty=!0,m.cacheValid=!0;let N=!1;for(let t=0;t<$.length;t+=1){const r=$[t];i(r.boundsCenter.x,r.boundsCenter.y,r.boundsCenter.z,r.boundsRadius,e.frustumCulled)&&(N=!0,this.pushDraw(this.populateDynamicDrawCall(this.acquireDrawCall(),r.template.geometry,r.template.geometryKey,r.template.geometryResource,r.template.material,r.template.customDepthMaterial,m.residentInstanceBinding,r.template.sourceObject,r.template.geometryGroup,r.template.batchKey,r.template.batchHash,r.template.indexed,r.template.start,r.template.count,r.template.transparent,r.template.sourceObject?.renderOrder??r.template.renderOrder,this.hasRenderCallbacks(r.template.sourceObject),r.template.sourceObject?Boolean(r.template.sourceObject.castShadow):r.template.castShadow,r.template.sourceObject?Boolean(r.template.sourceObject.receiveShadow):r.template.receiveShadow,r.template.sortMaterialId,r.template.sortGeometryId,r.template.sortCustomDepthMaterialId,r.instanceStart,r.instanceCount,r.boundsCenter.x,r.boundsCenter.y,r.boundsCenter.z,r.boundsRadius)))}N&&(this.residentInstanceUploadsScratch.push(m),Xi(this.extractedBoundsMinScratch,this.extractedBoundsMaxScratch,b,y))}uploadInstanceData(e){if(!this.state.device)return;const t=Math.max(4,e.byteLength);(!this.state.instanceBuffer||t>this.state.instanceBufferSize)&&(this.state.instanceBuffer?.destroy(),this.state.instanceBufferSize=256*Math.ceil(t/256),this.state.instanceBuffer=this.state.device.createBuffer({label:"renderer-instance-buffer",size:this.state.instanceBufferSize,usage:GPUBufferUsage.STORAGE|GPUBufferUsage.COPY_DST}),this.state.sharedSceneBindGroup=null,this.state.sharedShadowBindGroup=null,this.state.sharedShadowBindGroupByCameraBuffer.clear(),this.clearIndirectBundleCache()),e.floatLength>0?this.state.device.queue.writeBuffer(this.state.instanceBuffer,0,e.rawData.buffer,0,e.byteLength):this.state.device.queue.writeBuffer(this.state.instanceBuffer,0,mt,0,pt)}uploadResidentInstanceData(e){if(this.state.device)for(let t=0;t<e.length;t+=1){const r=e[t],i=r.residentInstanceBinding;if(!i)continue;if("instanced-direct"===i.mode){const e=r,t=e.sourceMesh,n=t.instanceMatrix.array,a=Math.max(4,16*t.count*Float32Array.BYTES_PER_ELEMENT),s=Math.max(t.count,1),o=Math.max(16,4*s*Float32Array.BYTES_PER_ELEMENT);if((!i.buffer||a>r.residentBufferSize)&&(i.buffer?.destroy(),r.residentBufferSize=256*Math.ceil(a/256),i.buffer=this.state.device.createBuffer({label:"renderer-instanced-mesh-matrix-buffer",size:r.residentBufferSize,usage:GPUBufferUsage.STORAGE|GPUBufferUsage.COPY_DST}),i.sceneBindGroup=null,i.shadowBindGroup=null,i.shadowBindGroups.clear(),i.sceneBindGroupVersion=0,i.shadowBindGroupVersion=0,r.residentBufferDirty=!0),(!i.colorBuffer||o>r.residentColorBufferSize)&&(i.colorBuffer?.destroy(),r.residentColorBufferSize=256*Math.ceil(o/256),i.colorBuffer=this.state.device.createBuffer({label:"renderer-instanced-mesh-color-buffer",size:r.residentColorBufferSize,usage:GPUBufferUsage.STORAGE|GPUBufferUsage.COPY_DST}),i.sceneBindGroup=null,i.shadowBindGroup=null,i.shadowBindGroups.clear(),i.sceneBindGroupVersion=0,i.shadowBindGroupVersion=0,r.residentColorBufferDirty=!0),r.residentBufferDirty&&i.buffer&&(t.count>0?this.state.device.queue.writeBuffer(i.buffer,0,zi(n),0,16*t.count):this.state.device.queue.writeBuffer(i.buffer,0,gt,0,4),r.residentBufferDirty=!1),r.residentColorBufferDirty&&i.colorBuffer){if(t.instanceColor&&4===t.instanceColor.itemSize&&t.instanceColor.array instanceof Float32Array)this.state.device.queue.writeBuffer(i.colorBuffer,0,zi(t.instanceColor.array),0,4*s);else{let r=e.cachedDefaultColorData;r&&r.length===4*s||(r=new Float32Array(4*s),e.cachedDefaultColorData=r);for(let e=0;e<s;e+=1){const i=4*e;t.instanceColor?(r[i+0]=t.instanceColor.getComponent(e,0),r[i+1]=t.instanceColor.itemSize>1?t.instanceColor.getComponent(e,1):1,r[i+2]=t.instanceColor.itemSize>2?t.instanceColor.getComponent(e,2):1,r[i+3]=t.instanceColor.itemSize>3?t.instanceColor.getComponent(e,3):1):(r[i+0]=1,r[i+1]=1,r[i+2]=1,r[i+3]=1)}this.state.device.queue.writeBuffer(i.colorBuffer,0,zi(r),0,r.length)}r.residentColorBufferDirty=!1}continue}const n=Math.max(4,r.cachedInstanceData.byteLength);if((!i.buffer||n>r.residentBufferSize)&&(i.buffer?.destroy(),r.residentBufferSize=256*Math.ceil(n/256),i.buffer=this.state.device.createBuffer({label:"renderer-instanced-mesh-buffer",size:r.residentBufferSize,usage:GPUBufferUsage.STORAGE|GPUBufferUsage.COPY_DST}),i.sceneBindGroup=null,i.shadowBindGroup=null,i.shadowBindGroups.clear(),i.sceneBindGroupVersion=0,i.shadowBindGroupVersion=0,r.residentBufferDirty=!0),r.residentBufferDirty){if(!i.buffer)continue;r.cachedInstanceData.floatLength>0?this.state.device.queue.writeBuffer(i.buffer,0,r.cachedInstanceData.rawData.buffer,0,r.cachedInstanceData.byteLength):this.state.device.queue.writeBuffer(i.buffer,0,mt,0,pt),r.residentBufferDirty=!1}}}clearIndirectBundleCache(){this.state.indirectForwardBundleCache.clear(),this.state.directForwardBundleCache.clear(),this.indirectBundleInvalidationVersion+=1}clearStaticDrawSetBundleCaches(){this.materialPassStaticBundleCache=new WeakMap;for(const e of this.staticDrawSets){for(const t of e.visibleIndirectSubmissionStreams??[])t.forwardBundle=null;e.indirectForwardBundleCache.clear(),e.directForwardBundle=null,e.directForwardBundleSceneBindGroup=null,e.depthPrepassBundle=null,e.depthPrepassBundleSceneBindGroup=null,e.indirectDepthPrepassBundles.prepass=null,e.indirectDepthPrepassBundles.postpass=null,e.shadowBundles=new WeakMap;for(const t of e.shadowChunks)t.bundles=new WeakMap;e.depthMaterialResources.clear()}}getViewport(e){return e.set(0,0,this.state.width,this.state.height)}getSharedSceneBindGroup(){if(!(this.state.device&&this.state.sceneBindGroupLayout&&this.state.cameraBuffer&&this.state.lightBuffer&&this.state.instanceBuffer&&this.state.shadowComparisonSampler&&this.state.directionalShadowView&&this.state.linearClampSampler&&this.state.pointShadowArrayView&&this.state.spotShadowView&&this.state.spotLightMapView))throw new Error("Renderer scene bind group resources are not initialized.");return this.state.sharedSceneBindGroup||(this.state.sharedSceneBindGroup=this.state.device.createBindGroup({label:"renderer-scene-bind-group",layout:this.state.sceneBindGroupLayout,entries:[{binding:0,resource:{buffer:this.state.cameraBuffer}},{binding:1,resource:{buffer:this.state.lightBuffer}},{binding:2,resource:{buffer:this.state.instanceBuffer}},{binding:3,resource:this.state.shadowComparisonSampler},{binding:4,resource:this.state.directionalShadowView},{binding:5,resource:this.state.linearClampSampler},{binding:6,resource:this.state.pointShadowArrayView},{binding:7,resource:this.state.spotShadowView},{binding:9,resource:this.state.spotLightMapView},{binding:11,resource:this.tiledPointLights.view}]})),this.state.sharedSceneBindGroup}getSharedShadowBindGroup(){if(!(this.state.device&&this.state.shadowBindGroupLayout&&this.state.shadowCameraBuffer&&this.state.instanceBuffer))throw new Error("Renderer shadow bind group resources are not initialized.");return this.state.sharedShadowBindGroup||(this.state.sharedShadowBindGroup=this.state.device.createBindGroup({label:"renderer-shadow-bind-group",layout:this.state.shadowBindGroupLayout,entries:[{binding:0,resource:{buffer:this.state.shadowCameraBuffer}},{binding:1,resource:{buffer:this.state.instanceBuffer}}]})),this.state.sharedShadowBindGroup}getShadowCameraBuffer(e){if(!this.state.device)throw new Error("Renderer is not initialized.");for(;this.state.shadowCameraBufferPool.length<=e;)this.state.shadowCameraBufferPool.push(this.state.device.createBuffer({label:`renderer-shadow-camera-buffer-${this.state.shadowCameraBufferPool.length}`,size:256,usage:GPUBufferUsage.UNIFORM|GPUBufferUsage.COPY_DST}));return this.state.shadowCameraBufferPool[e]}getSharedShadowBindGroupForCameraBuffer(e){if(!(this.state.device&&this.state.sceneBindGroupLayout&&this.state.directSceneBindGroupLayout&&this.state.shadowBindGroupLayout&&this.state.instanceBuffer))throw new Error("Renderer shadow bind group resources are not initialized.");const t=this.state.sharedShadowBindGroupByCameraBuffer.get(e);if(t)return t;const r=this.state.device.createBindGroup({label:"renderer-shadow-bind-group-per-camera",layout:this.state.shadowBindGroupLayout,entries:[{binding:0,resource:{buffer:e}},{binding:1,resource:{buffer:this.state.instanceBuffer}}]});return this.state.sharedShadowBindGroupByCameraBuffer.set(e,r),r}buildIndirectSubmissionStreams(e,t,r,i){let n=this.dynamicIndirectSubmissionCache.get(e);n||(n=[],this.dynamicIndirectSubmissionCache.set(e,n));const a=void 0!==i;let s=n.find(e=>e.lastUsedExtractionVersion!==this.extractionVersion&&e.sceneBindGroup===t&&e.instanceAccessMode===r&&e.usesExplicitMaterialResources===a);s||(s={sceneBindGroup:t,instanceAccessMode:r,usesExplicitMaterialResources:a,lastUsedExtractionVersion:-1,streams:[]},n.push(s)),s.lastUsedExtractionVersion=this.extractionVersion;const o=s.streams;let l=0,c=null,u=0;for(let n=0;n<e.length;n+=1){const a=e[n],s=i?.[n]??(r?this.getMaterialResource(a.material,r,a.receiveShadow,void 0,null!==a.skinning,this.drawUsesBatching(a)):this.getMaterialResourceForDraw(a)),d=r?t:this.resolveSceneBindGroupForDraw(a,t),h=this.getIndirectStreamKey(s.pipeline,s.bindGroup,d,a.geometryKey),p=on(a);if(c&&c.key===h&&c.indirectStartIndex+c.indirectCount===n){c.indirectCount+=1,c.drawCallCount+=1,c.triangleCount+=p;continue}c&&c.indirectCount!==u&&(c.forwardBundle=null,c.forwardBundleColorFormatsId=0,c.forwardBundleDrawMetadataResource=null,c.forwardBundleCandidateExtractionVersion=-1),c=o[l],u=c?.indirectCount??0;const f=void 0!==c&&c.key===h&&c.material===a.material&&c.materialResource===s&&c.sceneBindGroup===d&&c.geometry===a.geometry&&c.geometryKey===a.geometryKey&&c.geometryResource===a.geometryResource&&c.indirectStartIndex===n;c?(f||(c.forwardBundle=null,c.forwardBundleColorFormatsId=0,c.forwardBundleDrawMetadataResource=null,c.forwardBundleCandidateExtractionVersion=-1),c.key=h,c.material=a.material,c.materialResource=s,c.sceneBindGroup=d,c.geometry=a.geometry,c.geometryKey=a.geometryKey,c.geometryResource=a.geometryResource,c.indirectStartIndex=n,c.indirectCount=1,c.drawCallCount=1,c.triangleCount=p):(c={key:h,material:a.material,materialResource:s,sceneBindGroup:d,geometry:a.geometry,geometryKey:a.geometryKey,geometryResource:a.geometryResource,indirectStartIndex:n,indirectCount:1,drawCallCount:1,triangleCount:p,forwardBundle:null,forwardBundleMaterialVersion:-1,forwardBundleGraphTextureResourceVersion:-1,forwardBundleInvalidationVersion:-1,forwardBundleDrawMetadataResource:null,forwardBundleSampleCount:0,forwardBundleColorFormatsId:0,forwardBundleCandidateExtractionVersion:-1},o[l]=c),l+=1}return c&&c.indirectCount!==u&&(c.forwardBundle=null,c.forwardBundleColorFormatsId=0,c.forwardBundleDrawMetadataResource=null,c.forwardBundleCandidateExtractionVersion=-1),o.length!==l&&(o.length=l),o}getIndirectStreamKey(e,t,r,i){let n=this.indirectStreamKeyCache.get(e);n||(n=new WeakMap,this.indirectStreamKeyCache.set(e,n));let a=n.get(t);a||(a=new WeakMap,n.set(t,a));let s=a.get(r);s||(s=new WeakMap,a.set(r,s));let o=s.get(i);return void 0===o&&(o=this.nextIndirectStreamKey,this.nextIndirectStreamKey+=1,s.set(i,o)),o}getOrCreateStaticIndirectSubmissionStreams(e,t,r=wa){const i=r.join("|"),n=null!==e.visibleIndirectSubmissionStreams&&e.visibleIndirectStreamsSceneBindGroup===t&&e.visibleIndirectStreamsSampleCount===this.sampleCount&&e.visibleIndirectStreamsColorFormatsKey===i;if(n)return e.visibleIndirectSubmissionStreams;let a=!n;for(const t of e.visibleMaterialBindings){const i=this.getMaterialResource(t.material,"packed-visible",t.receiveShadow,r,!1,t.usesBatching),n=t.resource;t.resource=i,n!==i&&(a=!0);for(const r of t.drawIndices)e.visibleDrawMaterialResources[r]!==i&&(a=!0),e.visibleDrawMaterialResources[r]=i}return!a&&e.visibleIndirectSubmissionStreams||(e.visibleIndirectSubmissionStreams=this.buildIndirectSubmissionStreams(e.draws,t,"packed-visible",e.visibleDrawMaterialResources).slice(),e.visibleIndirectStreamsSceneBindGroup=t,e.visibleIndirectStreamsSampleCount=this.sampleCount,e.visibleIndirectStreamsColorFormatsKey=i,e.indirectForwardBundleCache.clear()),e.visibleIndirectSubmissionStreams}getOrCreateIndirectForwardBundle(e,t=this.state.drawMetadataResource,r=this.state.indirectForwardBundleCache,i="renderer-indirect-forward-bundle",n=wa,a=!1,s=this.getColorFormatsId(n)){if(!this.state.device||!this.state.format)throw new Error("Renderer is not initialized.");if(!t)throw new Error("Indirect draw metadata is not available.");if(null!==e.forwardBundle&&e.forwardBundleMaterialVersion===e.material.version&&e.forwardBundleGraphTextureResourceVersion===this.graphTextureResourceVersion&&e.forwardBundleInvalidationVersion===this.indirectBundleInvalidationVersion&&e.forwardBundleDrawMetadataResource===t&&e.forwardBundleSampleCount===this.sampleCount&&e.forwardBundleColorFormatsId===s)return e.forwardBundle;e.forwardBundle=null;const o=this.getIndirectBundleHash(e,t,s),l=r.get(o),c=l?.find(r=>r.streamKey===e.key&&r.positionBuffer===e.geometryResource.position&&r.indexBuffer===e.geometryResource.index&&r.indirectBuffer===t.indirectBuffer&&r.indirectStartIndex===e.indirectStartIndex&&r.indirectCount===e.indirectCount&&r.sampleCount===this.sampleCount&&r.materialVersion===e.material.version&&r.graphTextureResourceVersion===this.graphTextureResourceVersion&&r.colorFormatsId===s);if(c)return this.setRetainedIndirectBundleState(e,c.bundle,t,s),c.bundle;if(a&&e.forwardBundleCandidateExtractionVersion<0)return e.forwardBundleCandidateExtractionVersion=this.extractionVersion,null;if(a&&e.forwardBundleCandidateExtractionVersion===this.extractionVersion)return null;const u=this.state.device.createRenderBundleEncoder({label:`${i}-${o}`,colorFormats:n,depthStencilFormat:"depth32float",sampleCount:this.sampleCount});if(u.setPipeline(e.materialResource.pipeline),this.bindGeometryVertexBuffers(u,e.geometry,e.geometryResource,e.materialResource.vertexAttributes,0,1,e.material.wireframe),u.setBindGroup(0,e.sceneBindGroup),u.setBindGroup(1,e.materialResource.bindGroup),!e.materialResource.graphTextureBindGroupLayout)throw new Error("Graph texture layout is missing.");u.setBindGroup(3,this.createGraphTextureBindGroup(e.material,e.materialResource.graphTextureBindGroupLayout));for(let r=0;r<e.indirectCount;r+=1)u.drawIndexedIndirect(t.indirectBuffer,20*(e.indirectStartIndex+r));const d=u.finish({label:`${i}-${o}`}),h={streamKey:e.key,positionBuffer:e.geometryResource.position,indexBuffer:e.geometryResource.index,indirectBuffer:t.indirectBuffer,indirectStartIndex:e.indirectStartIndex,indirectCount:e.indirectCount,sampleCount:this.sampleCount,materialVersion:e.material.version,graphTextureResourceVersion:this.graphTextureResourceVersion,colorFormatsId:s,bundle:d};return l?l.push(h):r.set(o,[h]),this.setRetainedIndirectBundleState(e,d,t,s),d}submitIndirectStreamDirect(e,t,r){e.setPipeline(t.materialResource.pipeline),this.bindGeometryVertexBuffers(e,t.geometry,t.geometryResource,t.materialResource.vertexAttributes,0,1,t.material.wireframe),e.setBindGroup(0,t.sceneBindGroup),e.setBindGroup(1,t.materialResource.bindGroup);const i=t.materialResource.graphTextureBindGroupLayout;if(!i)throw new Error("Graph texture layout is missing.");e.setBindGroup(3,this.createGraphTextureBindGroup(t.material,i));for(let i=0;i<t.indirectCount;i+=1)e.drawIndexedIndirect(r.indirectBuffer,20*(t.indirectStartIndex+i))}setRetainedIndirectBundleState(e,t,r,i){e.forwardBundle=t,e.forwardBundleMaterialVersion=e.material.version,e.forwardBundleGraphTextureResourceVersion=this.graphTextureResourceVersion,e.forwardBundleInvalidationVersion=this.indirectBundleInvalidationVersion,e.forwardBundleDrawMetadataResource=r,e.forwardBundleSampleCount=this.sampleCount,e.forwardBundleColorFormatsId=i}getIndirectBundleHash(e,t,r){let i=2166136261;return i=Ni(i,e.key),i=Ni(i,Ei(e.geometryResource.position)),i=Ni(i,e.geometryResource.index?Ei(e.geometryResource.index):0),i=Ni(i,Ei(t.indirectBuffer)),i=Ni(i,e.indirectStartIndex),i=Ni(i,e.indirectCount),i=Ni(i,this.sampleCount),i=Ni(i,e.material.version),i=Ni(i,this.graphTextureResourceVersion),i=Ni(i,r),i>>>0}getColorFormatsId(e){if(e===wa)return 1;const t=this.colorFormatsIdentityCache.get(e);if(void 0!==t)return t;const r=1===e.length?e[0]:e.join("|");let i=this.colorFormatsValueCache.get(r);return void 0===i&&(i=this.nextColorFormatsId,this.nextColorFormatsId+=1,this.colorFormatsValueCache.set(r,i)),this.colorFormatsIdentityCache.set(e,i),i}getDirectForwardBundleKey(e,t,r){let i=2166136261;i=Ni(i,e.length),i=Ni(i,this.sampleCount),i=Ni(i,Ei(t));for(let n=0;n<e.length;n+=1){const a=e[n],s=this.getMaterialResourceForDraw(a,r),o=this.resolveSceneBindGroupForDraw(a,t);i=Ni(i,Ei(a.material)),i=Ni(i,a.receiveShadow?1:0),i=Ni(i,a.material.version??0),i=Ni(i,Ei(s.pipeline)),i=Ni(i,Ei(s.bindGroup)),i=Ni(i,Ei(o)),i=Ni(i,Ei(a.geometryKey)),i=Ni(i,Ei(a.geometryResource.position)),i=Ni(i,Ei(a.geometryResource.normal)),i=Ni(i,Ei(a.geometryResource.uv)),i=Ni(i,Ei(a.geometryResource.color)),i=Ni(i,a.geometryResource.index?Ei(a.geometryResource.index):0);for(const e of a.geometryResource.extraAttributeBuffers.values())i=Ni(i,Ei(e));i=Ni(i,a.indexed?1:0),i=Ni(i,a.start),i=Ni(i,a.count),i=Ni(i,a.instanceStart),i=Ni(i,a.instanceCount);const l=a.material.getTexturesList();i=Ni(i,l.length);for(let e=0;e<l.length;e+=1){const t=l[e];i=Ni(i,Ei(t)),i=Ni(i,t.version)}}return`forward-direct:${i}:${e.length}:samples=${this.sampleCount}:formats=${r.join("|")}`}getOrCreateDirectForwardBundle(e,t,r,i=wa){if(!this.state.device||!this.state.format||0===e.length)return null;const n=this.getDirectForwardBundleKey(e,t,i),a=this.state.directForwardBundleCache.get(n);if(a){for(let t=0;t<e.length;t+=1){const i=e[t];i.materialResource&&this.updateMaterialUniformBuffer(i.material,i.materialResource),this.recordDraw(i,r)}return a}const s=this.state.device.createRenderBundleEncoder({label:`renderer-direct-forward-bundle-${n}`,colorFormats:i,depthStencilFormat:"depth32float",sampleCount:this.sampleCount});let o=null,l=null,c=null,u=null;for(let n=0;n<e.length;n+=1){const a=e[n],d=a.geometryResource,h=this.getMaterialResourceForDraw(a,i),p=this.resolveSceneBindGroupForDraw(a,t);if(o!==h.pipeline&&(o=h.pipeline,c=null,s.setPipeline(o)),c!==a.geometryKey&&(c=a.geometryKey,this.bindGeometryVertexBuffers(s,a.geometry,d,h.vertexAttributes,a.instanceStart,a.instanceCount,a.wireframe)),u!==p&&(u=p,s.setBindGroup(0,p)),l!==a.material){if(l=a.material,s.setBindGroup(1,h.bindGroup),!h.graphTextureBindGroupLayout)throw new Error("Graph texture layout is missing.");s.setBindGroup(3,this.createGraphTextureBindGroup(a.material,h.graphTextureBindGroupLayout))}a.indexed&&(a.wireframe?d.wireframeIndex:d.index)?s.drawIndexed(a.count,a.instanceCount,a.start,0,a.instanceStart):s.draw(a.count,a.instanceCount,a.start,a.instanceStart),this.recordDraw(a,r)}const d=s.finish({label:`renderer-direct-forward-bundle-${n}`});return this.state.directForwardBundleCache.set(n,d),d}getOrCreateStaticMaterialBundle(e,t,r,i){const n=`${Ei(t)}:${this.sampleCount}:${i.join("|")}`,a=this.materialPassStaticBundleCache.get(e)?.get(n);if(a)return this.recordStaticDrawStats(e,r),a;const s=this.getOrCreateDirectForwardBundle(e.draws,t,r,i);if(!s)return null;let o=this.materialPassStaticBundleCache.get(e);return o||(o=new Map,this.materialPassStaticBundleCache.set(e,o)),o.set(n,s),s}resolveSceneBindGroupForDraw(e,t){if(!(e.residentInstanceBinding&&this.state.device&&this.state.sceneBindGroupLayout&&this.state.directSceneBindGroupLayout&&this.state.cameraBuffer&&this.state.lightBuffer&&this.state.shadowComparisonSampler&&this.state.directionalShadowView&&this.state.linearClampSampler&&this.state.pointShadowArrayView&&this.state.spotShadowView&&e.residentInstanceBinding.buffer))return t;const r=e.residentInstanceBinding,i=r.buffer,n=r.colorBuffer??r.buffer;return i&&n?(r.sceneBindGroup&&r.sceneBindGroupVersion===this.state.residentSceneBindGroupVersion||(r.sceneBindGroup=this.state.device.createBindGroup("instanced-direct"===r.mode?{label:"renderer-resident-direct-scene-bind-group",layout:this.state.directSceneBindGroupLayout,entries:[{binding:0,resource:{buffer:this.state.cameraBuffer}},{binding:1,resource:{buffer:this.state.lightBuffer}},{binding:2,resource:{buffer:i}},{binding:3,resource:{buffer:n}},{binding:4,resource:this.state.shadowComparisonSampler},{binding:5,resource:this.state.directionalShadowView},{binding:6,resource:this.state.linearClampSampler},{binding:7,resource:this.state.pointShadowArrayView},{binding:8,resource:this.state.spotShadowView},{binding:10,resource:this.state.spotLightMapView},{binding:11,resource:this.tiledPointLights.view}]}:{label:"renderer-resident-scene-bind-group",layout:this.state.sceneBindGroupLayout,entries:[{binding:0,resource:{buffer:this.state.cameraBuffer}},{binding:1,resource:{buffer:this.state.lightBuffer}},{binding:2,resource:{buffer:i}},{binding:3,resource:this.state.shadowComparisonSampler},{binding:4,resource:this.state.directionalShadowView},{binding:5,resource:this.state.linearClampSampler},{binding:6,resource:this.state.pointShadowArrayView},{binding:7,resource:this.state.spotShadowView},{binding:9,resource:this.state.spotLightMapView},{binding:11,resource:this.tiledPointLights.view}]}),r.sceneBindGroupVersion=this.state.residentSceneBindGroupVersion),r.sceneBindGroup):t}resolveShadowBindGroupForDraw(e,t,r=this.state.shadowCameraBuffer){if(!(e.residentInstanceBinding&&this.state.device&&this.state.shadowBindGroupLayout&&this.state.directShadowBindGroupLayout&&r&&e.residentInstanceBinding.buffer))return t;const i=e.residentInstanceBinding,n=i.buffer,a=i.colorBuffer??i.buffer;if(!n||!a)return t;if(i.shadowBindGroupVersion!==this.state.residentShadowBindGroupVersion&&(i.shadowBindGroup=null,i.shadowBindGroups.clear(),i.shadowBindGroupVersion=this.state.residentShadowBindGroupVersion),r===this.state.shadowCameraBuffer&&i.shadowBindGroup)return i.shadowBindGroup;const s=i.shadowBindGroups.get(r);if(s)return s;const o=this.state.device.createBindGroup("instanced-direct"===i.mode?{label:"renderer-resident-direct-shadow-bind-group",layout:this.state.directShadowBindGroupLayout,entries:[{binding:0,resource:{buffer:r}},{binding:1,resource:{buffer:n}},{binding:2,resource:{buffer:a}}]}:{label:"renderer-resident-shadow-bind-group",layout:this.state.shadowBindGroupLayout,entries:[{binding:0,resource:{buffer:r}},{binding:1,resource:{buffer:n}}]});return i.shadowBindGroups.set(r,o),r===this.state.shadowCameraBuffer&&(i.shadowBindGroup=o),o}uploadDrawMetadata(e){if(!this.state.device||!this.state.visibilityParamsBuffer)return;if(0===e.length)return this.visibilityParamsUpload[0]=0,this.visibilityParamsUpload[1]=this.state.hizMipCount,this.visibilityParamsUpload[2]=0,this.visibilityParamsUpload[3]=0,this.state.device.queue.writeBuffer(this.state.visibilityParamsBuffer,0,this.visibilityParamsUpload,0,4),void(this.state.drawMetadataResource&&(this.state.drawMetadataResource.count=0));const t=e.length*ft;this.drawMetadataUpload.length<t&&(this.drawMetadataUpload=new Float32Array(Math.max(t,2*this.drawMetadataUpload.length,768)));const r=5*e.length;this.indirectDrawUpload.length<r&&(this.indirectDrawUpload=new Uint32Array(Math.max(r,2*this.indirectDrawUpload.length,320)));const i=this.drawMetadataUpload,n=this.indirectDrawUpload;for(let t=0;t<e.length;t+=1){const r=e[t],a=t*ft;i[a+0]=r.boundsCenter.x,i[a+1]=r.boundsCenter.y,i[a+2]=r.boundsCenter.z,i[a+3]=r.boundsRadius,i[a+4]=r.count,i[a+5]=r.start,i[a+6]=r.instanceStart,i[a+7]=r.instanceCount,i[a+8]=1,i[a+9]=0,i[a+10]=0,i[a+11]=0;const s=5*t;n[s+0]=r.count,n[s+1]=r.instanceCount,n[s+2]=r.start,n[s+3]=0,n[s+4]=r.instanceStart}const a=e.length;if(!(this.state.drawMetadataResource&&this.state.drawMetadataResource.capacity>=a)){this.state.drawMetadataResource?.metadataBuffer.destroy(),this.state.drawMetadataResource?.indirectBuffer.destroy(),this.state.drawMetadataResource?.postIndirectBuffer.destroy();const t=Math.max(64,1<<Math.ceil(Math.log2(a)));this.state.drawMetadataResource={count:e.length,capacity:t,metadataBuffer:this.state.device.createBuffer({label:"renderer-draw-metadata-buffer",size:t*ft*4,usage:GPUBufferUsage.STORAGE|GPUBufferUsage.COPY_DST}),indirectBuffer:this.state.device.createBuffer({label:"renderer-indirect-draw-buffer",size:5*t*4,usage:GPUBufferUsage.STORAGE|GPUBufferUsage.INDIRECT|GPUBufferUsage.COPY_DST|GPUBufferUsage.COPY_SRC}),postIndirectBuffer:this.state.device.createBuffer({label:"renderer-post-indirect-draw-buffer",size:5*t*4,usage:GPUBufferUsage.STORAGE|GPUBufferUsage.INDIRECT|GPUBufferUsage.COPY_DST})},this.state.visibilityBindGroup=null,this.state.visibilityBindGroupMetadataResource=null,this.clearIndirectBundleCache()}this.state.drawMetadataResource.count=e.length,this.state.device.queue.writeBuffer(this.state.drawMetadataResource.metadataBuffer,0,i,0,t),this.state.device.queue.writeBuffer(this.state.drawMetadataResource.indirectBuffer,0,n,0,r),this.visibilityParamsUpload[0]=e.length,this.visibilityParamsUpload[1]=this.state.hizMipCount,this.visibilityParamsUpload[2]=0,this.visibilityParamsUpload[3]=0,this.state.device.queue.writeBuffer(this.state.visibilityParamsBuffer,0,this.visibilityParamsUpload,0,4)}recordDraw(e,t){t.drawCallCount+=1,t.triangleCount+=on(e)}executeVisibilityPass(e,t){Cn.call(this,e,t)}executeStaticVisibilityPasses(e,t){Pn.call(this,e,t)}getOrCreateStaticVisibilityBindGroup(e,t){return Mn.call(this,e,t)}executeDirectionalShadowPass(e,t,r,i){Bn.call(this,e,t,r,i)}executePointShadowPass(e,t,r,i){Dn.call(this,e,t,r,i)}executeSpotShadowPass(e,t,r,i){Tn.call(this,e,t,r,i)}executeDepthPrepass(e,t,r,i){In.call(this,e,t,r,i)}executeStaticDepthPrepass(e,t,r){Rn.call(this,e,t,r)}executeStaticTemporalDepthResolvePass(e){Vn.call(this,e)}getOrCreateStaticDepthPrepassBundle(e,t){return zn.call(this,e,t)}executeHiZPasses(e,t=!1,r=!1){Fn.call(this,e,t,r)}getOrCreateStaticVisibleSceneBindGroup(e){if(!(this.state.device&&this.state.visibleSceneBindGroupLayout&&this.state.cameraBuffer&&this.state.lightBuffer&&this.state.shadowComparisonSampler&&this.state.directionalShadowView&&this.state.linearClampSampler&&this.state.pointShadowArrayView&&this.state.spotShadowView&&this.state.spotLightMapView))throw new Error("Renderer visible scene bind group resources are not initialized.");return e.visibleSceneBindGroup&&e.visibleSceneBindGroupVersion===this.state.residentSceneBindGroupVersion||(e.visibleSceneBindGroup=this.state.device.createBindGroup({label:`${e.label}-static-visible-scene-bind-group`,layout:this.state.visibleSceneBindGroupLayout,entries:[{binding:0,resource:{buffer:this.state.cameraBuffer}},{binding:1,resource:{buffer:this.state.lightBuffer}},{binding:2,resource:{buffer:e.instanceBuffer}},{binding:3,resource:this.state.shadowComparisonSampler},{binding:4,resource:this.state.directionalShadowView},{binding:5,resource:this.state.linearClampSampler},{binding:6,resource:this.state.pointShadowArrayView},{binding:7,resource:this.state.spotShadowView},{binding:8,resource:{buffer:e.instanceVisibilityResource.visibleInstanceIndicesBuffer}},{binding:9,resource:this.state.spotLightMapView},{binding:11,resource:this.tiledPointLights.view}]}),e.visibleSceneBindGroupVersion=this.state.residentSceneBindGroupVersion),e.visibleSceneBindGroup}getOrCreateStaticVisibleDepthSceneBindGroup(e){if(!this.state.device||!this.state.visibleDepthSceneBindGroupLayout||!this.state.cameraBuffer)throw new Error("Renderer visible depth scene bind group resources are not initialized.");return e.visibleDepthSceneBindGroup&&e.visibleDepthSceneBindGroupVersion===this.state.residentSceneBindGroupVersion||(e.visibleDepthSceneBindGroup=this.state.device.createBindGroup({label:`${e.label}-static-visible-depth-scene-bind-group`,layout:this.state.visibleDepthSceneBindGroupLayout,entries:[{binding:0,resource:{buffer:this.state.cameraBuffer}},{binding:2,resource:{buffer:e.instanceBuffer}},{binding:3,resource:{buffer:e.instanceVisibilityResource.visibleInstanceIndicesBuffer}}]}),e.visibleDepthSceneBindGroupVersion=this.state.residentSceneBindGroupVersion),e.visibleDepthSceneBindGroup}executeMaterialPass(e,t,r,i,n,a={}){if(!this.state.mainDepthView||0===t.length)return;const s=t.map(e=>this.getColorTargetFormat(e)),o=this.getColorFormatsId(s),l=t.map(e=>this.getColorTargetView(e)),c=this.sampleCount>1,u=c?t.map(e=>this.ensureMsaaColorTarget(e)):[],d=this.getColorTargetDimensions(t[0]),h=c?this.ensureMsaaDepthTarget(d.width,d.height):null,p=e.beginRenderPass({label:"renderer-material-pass",colorAttachments:t.map((e,t)=>({view:u[t]?.view??l[t],resolveTarget:u[t]?l[t]:void 0,clearValue:1===t?{r:.5,g:.5,b:1,a:1}:t>=2?{r:0,g:0,b:0,a:1}:{r:a.clearColor?.[0]??this.clearColor[0],g:a.clearColor?.[1]??this.clearColor[1],b:a.clearColor?.[2]??this.clearColor[2],a:a.clearColor?.[3]??this.clearColor[3]},loadOp:a.loadColor?"load":"clear",storeOp:u[t]?"discard":"store"})),depthStencilAttachment:{view:h?.view??this.state.mainDepthView,depthClearValue:1,depthLoadOp:h?"clear":a.loadDepth?"load":"clear",depthStoreOp:h?"discard":"store"}});let f=null,m=null,g=null,v=null,x=null;const w=e=>{e.sourceObject&&e.hasRenderCallbacks&&e.sourceObject.onBeforeRender(this,i.scene,i.camera,e.geometry,e.material,e.geometryGroup);const t=e.geometryResource;let a=e.material;const o=this.getMaterialResourceForDraw(e,s),l=this.resolveSceneBindGroupForDraw(e,r);if(f!==o.pipeline&&(f=o.pipeline,g=null,x=null,p.setPipeline(f)),g!==e.geometryKey&&(g=e.geometryKey,this.bindGeometryVertexBuffers(p,e.geometry,t,o.vertexAttributes,e.instanceStart,e.instanceCount,e.wireframe)),v!==l&&(v=l,p.setBindGroup(0,l)),m!==a){if(m=a,p.setBindGroup(1,o.bindGroup),!o.graphTextureBindGroupLayout)throw new Error("Graph texture layout is missing.");p.setBindGroup(3,this.createGraphTextureBindGroup(a,o.graphTextureBindGroupLayout))}o.usesSkinning&&e.skinning&&x!==e.skinning.bindGroup&&(x=e.skinning.bindGroup,p.setBindGroup(2,x)),e.indexed&&(e.wireframe?t.wireframeIndex:t.index)?p.drawIndexed(e.count,e.instanceCount,e.start,0,e.instanceStart):p.draw(e.count,e.instanceCount,e.start,e.instanceStart),this.recordDraw(e,n),e.sourceObject&&e.hasRenderCallbacks&&e.sourceObject.onAfterRender(this,i.scene,i.camera,e.geometry,e.material,e.geometryGroup)},b=a.drawStage??"all";if(a.objectFilter||a.overrideMaterial){const e=e=>{if(a.objectFilter){const t=e.sourceRanges?.filter(e=>a.objectFilter(e.sourceObject));if(null!=t&&t.length>0){const r="function"==typeof a.overrideMaterial?a.overrideMaterial(e.material,null!==e.skinning):a.overrideMaterial;for(const i of t)w({...e,sourceObject:i.sourceObject,instanceStart:i.instanceStart,instanceCount:i.instanceCount,material:r??e.material,sourceRanges:void 0});return}if(!a.objectFilter(e.sourceObject))return}const t="function"==typeof a.overrideMaterial?a.overrideMaterial(e.material,null!==e.skinning):a.overrideMaterial;w(t?{...e,material:t}:e)};if("late"!==b){for(const t of this.staticDrawSets)if(t.publicSet.enabled&&"opaque"===t.drawStage)for(const r of t.draws)e(r);for(const t of i.gpuOpaqueDraws)e(t);for(const t of i.directOpaqueDraws)e(t)}if("opaque"!==b)for(const t of i.transparentDraws)e(t);return void p.end()}if("late"!==b){for(const e of this.staticDrawSets){if(!e.publicSet.enabled||0===e.draws.length||"opaque"!==e.drawStage)continue;if(this.getHiZOcclusionCullingActive()&&e.lastVisibilityFrameToken===this.staticFrameToken){const t=this.getOrCreateStaticVisibleSceneBindGroup(e),r=this.getOrCreateStaticIndirectSubmissionStreams(e,t,s);for(const t of r){if(this.getMultiDrawIndirectActive()){if(p.setPipeline(t.materialResource.pipeline),this.bindGeometryVertexBuffers(p,t.geometry,t.geometryResource,t.materialResource.vertexAttributes,0,1,t.material.wireframe),p.setBindGroup(0,t.sceneBindGroup),p.setBindGroup(1,t.materialResource.bindGroup),!t.materialResource.graphTextureBindGroupLayout)throw new Error("Graph texture layout is missing.");p.setBindGroup(3,this.createGraphTextureBindGroup(t.material,t.materialResource.graphTextureBindGroupLayout)),p.multiDrawIndexedIndirect(e.drawMetadataResource.indirectBuffer,5*t.indirectStartIndex*Uint32Array.BYTES_PER_ELEMENT,t.indirectCount)}else this.renderBundleScratch[0]=this.getOrCreateIndirectForwardBundle(t,e.drawMetadataResource,e.indirectForwardBundleCache,`${e.label}-static-indirect-material-bundle`,s,!1,o),p.executeBundles(this.renderBundleScratch);n.drawCallCount+=t.drawCallCount,n.triangleCount+=t.triangleCount}continue}const t=this.getOrCreateStaticMaterialBundle(e,r,n,s);t&&(this.renderBundleScratch[0]=t,p.executeBundles(this.renderBundleScratch))}if(this.getHiZOcclusionCullingActive()&&this.state.drawMetadataResource){const e=this.indirectMaterialResourcesScratch;e.length=i.gpuOpaqueDraws.length;for(let t=0;t<i.gpuOpaqueDraws.length;t+=1)e[t]=this.getMaterialResourceForDraw(i.gpuOpaqueDraws[t],s);const t=this.buildIndirectSubmissionStreams(i.gpuOpaqueDraws,r,void 0,e);for(const e of t){const t=this.getOrCreateIndirectForwardBundle(e,this.state.drawMetadataResource,this.state.indirectForwardBundleCache,"renderer-indirect-material-bundle",s,!0,o);t?(this.renderBundleScratch[0]=t,p.executeBundles(this.renderBundleScratch)):this.submitIndirectStreamDirect(p,e,this.state.drawMetadataResource),n.drawCallCount+=e.drawCallCount,n.triangleCount+=e.triangleCount}}else{const e=Wi(i.gpuOpaqueDraws)||i.gpuOpaqueDraws.some(e=>null!==e.skinning)?null:this.getOrCreateDirectForwardBundle(i.gpuOpaqueDraws,r,n,s);if(e)this.renderBundleScratch[0]=e,p.executeBundles(this.renderBundleScratch);else for(const e of i.gpuOpaqueDraws)w(e)}const e=Wi(i.directOpaqueDraws)||i.directOpaqueDraws.some(e=>null!==e.skinning)?null:this.getOrCreateDirectForwardBundle(i.directOpaqueDraws,r,n,s);if(e)this.renderBundleScratch[0]=e,p.executeBundles(this.renderBundleScratch);else for(const e of i.directOpaqueDraws)w(e)}if("opaque"!==b)for(const e of i.transparentDraws)w(e);p.end()}executeForwardPass(e,t,r,i,n,a,s=!1,o="all",l=!1,c=this.sampleCount){En.call(this,e,t,r,i,n,a,s,o,l,c)}executeStaticForwardPass(e,t,r,i="all",n=this.sampleCount){kn.call(this,e,t,r,i,n)}getOrCreateStaticDirectForwardBundle(e,t,r=this.sampleCount){return On.call(this,e,t,r)}refreshStaticDrawMaterialResources(e){$n.call(this,e)}syncStaticVisibleMaterialBindingCaches(e){jn.call(this,e)}recordStaticDrawStats(e,t){Wn.call(this,e,t)}hasEnabledStaticDrawSets(){return Nn.call(this)}executePresentPass(e,t,r){_n.call(this,e,t,r)}clearDirectionalShadow(e){Hn.call(this,e)}clearPointShadow(e){qn.call(this,e)}clearSpotShadow(e){Kn.call(this,e)}drawDepthLike(e,t,r,i){Zn.call(this,e,t,r,i)}getGeometryResource(e){if(!this.state.device)throw new Error("Renderer is not initialized.");const t=this.geometryCache.get(e);if(t&&this.updateDynamicGeometryAttributes(e,t))return t.lastValidatedExtractionVersion=this.extractionVersion,t;if(t&&t.lastValidatedExtractionVersion===this.extractionVersion)return t;if(t&&function(e,t){if(t.indexVersion!==(e.index?.version??0)||t.drawRangeStart!==e.drawRange.start||t.drawRangeCount!==e.drawRange.count)return!1;if(t.groups.length!==e.groups.length)return!1;for(let r=0;r<t.groups.length;r+=1){const i=t.groups[r],n=e.groups[r];if(i.start!==n?.start||i.count!==n?.count||i.materialIndex!==(n?.materialIndex??0))return!1}for(let r=0;r<t.attributes.length;r+=1){const i=t.attributes[r],n=e.getAttribute(i.name);if(n?mi(n)!==i.version||n.itemSize!==i.itemSize||n.count!==i.count:0!==i.version||0!==i.itemSize||0!==i.count)return!1}return!0}(e,t))return t.lastValidatedExtractionVersion=this.extractionVersion,t;t&&(this.clearIndirectBundleCache(),this.retireGeometryResource(t));const r=e.getAttribute("position");if(!r)throw new Error("BufferGeometry is missing the required position attribute.");const i=r.count,n=Di(r,i,3,[0,0,0]),a=Di(e.getAttribute("normal"),i,3,[0,0,1]),s=Di(e.getAttribute("uv"),i,2,[0,0]),o=Di(e.getAttribute("color"),i,4,[1,1,1,1]),l=e.getAttribute("skinIndex"),c=e.getAttribute("skinWeight"),u=l?Ti(l,i,"uint32x4",[]):void 0,d=c?Ti(c,i,"float32x4",[]):void 0;let h=null,p=null;if(e.index){const t=e.index.array,r=t instanceof Uint32Array?t:new Uint16Array(t);p=t instanceof Uint32Array?"uint32":"uint16",h=Si(this.state.device,r,GPUBufferUsage.INDEX,`${e.uuid}-index`)}const f={signature:gi(e),indexVersion:e.index?.version??0,drawRangeStart:e.drawRange.start,drawRangeCount:e.drawRange.count,vertexCount:i,attributes:["position","normal","uv","color",...l?["skinIndex"]:[],...c?["skinWeight"]:[]].map(t=>{const r=e.getAttribute(t);return{name:t,version:mi(r),itemSize:r?.itemSize??0,count:r?.count??0}}),lastValidatedExtractionVersion:this.extractionVersion,groups:e.groups.map(e=>({start:e.start,count:e.count,materialIndex:e.materialIndex??0})),...this.createGeometryBuffers(e.uuid,n,a,s,o,u,d,e.index?.array),extraAttributeBuffers:new Map,extraAttributeBufferVersions:new Map,wireframeIndex:null,wireframeIndexFormat:null};return this.geometryCache.set(e,f),f}updateDynamicGeometryAttributes(e,t){if(!this.state.device)return!1;let r=!1;for(const i of t.attributes){const t=e.getAttribute(i.name),n=t?.itemSize??0,a=t?.count??0;if(n!==i.itemSize||a!==i.count)return!1;r||=mi(t)!==i.version}if(!r)return!1;if(t.indexVersion!==(e.index?.version??0)||t.drawRangeStart!==e.drawRange.start||t.drawRangeCount!==e.drawRange.count||t.groups.length!==e.groups.length)return!1;for(let r=0;r<t.groups.length;r++){const i=t.groups[r],n=e.groups[r];if(i.start!==n?.start||i.count!==n?.count||i.materialIndex!==(n?.materialIndex??0))return!1}const i={position:{buffer:t.position,format:"float32x3",defaults:[0,0,0]},normal:{buffer:t.normal,format:"float32x3",defaults:[0,0,1]},uv:{buffer:t.uv,format:"float32x2",defaults:[0,0]},color:{buffer:t.color,format:"float32x4",defaults:[1,1,1,1]},skinIndex:{buffer:t.skinIndex,format:"uint32x4",defaults:[0,0,0,0]},skinWeight:{buffer:t.skinWeight,format:"float32x4",defaults:[0,0,0,0]}};for(const r of t.attributes){const t=e.getAttribute(r.name),n=mi(t);if(n===r.version)continue;const a=i[r.name];if(!t||!a?.buffer)return!1;const s=Number(a.format.at(-1)),o="updateRanges"in t&&t.updateRanges.length>0?t.updateRanges:[{start:0,count:t.count*t.itemSize}];for(const e of o){const r=Math.max(0,Math.floor(e.start/t.itemSize)),i=Math.min(t.count,Math.ceil((e.start+e.count)/t.itemSize));if(i<=r)continue;const n="uint32x4"===a.format?new Uint32Array((i-r)*s):new Float32Array((i-r)*s);for(let e=r;e<i;e++){const i=(e-r)*s,o=[t.getX(e),t.itemSize>1?t.getY(e):void 0,t.itemSize>2?t.getZ(e):void 0,t.itemSize>3?t.getW(e):void 0];for(let e=0;e<s;e++)n[i+e]=o[e]??a.defaults[e]??0}this.state.device.queue.writeBuffer(a.buffer,r*s*4,n)}"clearUpdateRanges"in t&&t.clearUpdateRanges(),r.version=n}return t.signature=gi(e),!0}getSkinnedGeometryResource(e){if(!this.state.device)throw new Error("Renderer is not initialized.");const t=e.geometry.getAttribute("skinIndex"),r=e.geometry.getAttribute("skinWeight"),i=e.geometry.getAttribute("position");if(!t||!r||!i)throw new Error("SkinnedMesh requires position, skinIndex, and skinWeight attributes.");if(0===e.skeleton.bones.length)throw new Error("SkinnedMesh requires a skeleton with at least one bone.");const n=this.getGeometryResource(e.geometry),a=function(e){return[gi(e.geometry),mi(e.geometry.getAttribute("skinIndex")),mi(e.geometry.getAttribute("skinWeight")),e.skeleton.bones.length].join(";")}(e);let s=this.skinnedGeometryCache.get(e);if(s?.resource===n&&s.skinning.palette.skeleton===e.skeleton&&(s.sourceSignature=a),!s||s.sourceSignature!==a||s.skinning.palette.skeleton!==e.skeleton){s&&s.skinning.bindUniformBuffer.destroy();const o=this.getSkinningPalette(e.skeleton),l=this.state.device.createBuffer({label:`${e.uuid}-skinning-bind-matrices`,size:32*Float32Array.BYTES_PER_ELEMENT,usage:GPUBufferUsage.UNIFORM|GPUBufferUsage.COPY_DST}),c=new Float32Array(32);c.set(e.bindMatrix.elements,0),c.set(e.bindMatrixInverse.elements,16);const u={sourceSignature:a,resource:n,skinning:{bindGroup:this.state.device.createBindGroup({label:`${e.uuid}-skinning-bind-group`,layout:this.state.skinningBindGroupLayout,entries:[{binding:0,resource:{buffer:o.matrixBuffer}},{binding:1,resource:{buffer:l}},{binding:2,resource:{buffer:o.previousMatrixBuffer}}]}),bindUniformBuffer:l,bindMatrices:c,palette:o,bindUniformDirty:!0},boneBounds:this.createSkinningBoneBounds(e,i,t,r),localBoundsMin:new Kt,localBoundsMax:new Kt,localBoundsCenter:new Kt,localBoundsRadius:1};s=u,this.skinnedGeometryCache.set(e,u)}if(!s)throw new Error("Skinned geometry cache entry could not be created.");return s}getSkinningPalette(e){const t=this.skinPaletteCache.get(e);if(t)return t;if(!this.state.device||0===e.bones.length)throw new Error("A non-empty skeleton is required to create a GPU skinning palette.");const r=16*e.bones.length;an(e);const i=new Float32Array(e.boneMatrices),n={skeleton:e,matrixBuffer:this.state.device.createBuffer({label:"renderer-skinning-bone-palette",size:r*Float32Array.BYTES_PER_ELEMENT,usage:GPUBufferUsage.STORAGE|GPUBufferUsage.COPY_DST}),previousMatrixBuffer:this.state.device.createBuffer({label:"renderer-skinning-previous-bone-palette",size:r*Float32Array.BYTES_PER_ELEMENT,usage:GPUBufferUsage.STORAGE|GPUBufferUsage.COPY_DST}),previousMatrices:i,dirty:!0,lastRefreshExtractionVersion:-1};return this.skinPaletteCache.set(e,n),this.skinPaletteResources.add(n),n}refreshSkinningPalette(e){if(e.lastRefreshExtractionVersion===this.extractionVersion)return;e.lastRefreshExtractionVersion=this.extractionVersion;const{skeleton:t}=e;an(t),e.dirty=!0}refreshSkinningBindMatrices(e,t){const r=t.bindMatrices;let i=!1;for(let t=0;t<16;t+=1){const n=e.bindMatrix.elements[t],a=e.bindMatrixInverse.elements[t];r[t]===n&&r[t+16]===a||(i=!0),r[t]=n,r[t+16]=a}t.bindUniformDirty||=i}uploadSkinningResources(e){if(this.state.device){if(e.palette.dirty){const t=e.palette.skeleton.boneMatrices;this.state.device.queue.writeBuffer(e.palette.previousMatrixBuffer,0,e.palette.previousMatrices.buffer,e.palette.previousMatrices.byteOffset,e.palette.previousMatrices.byteLength),this.state.device.queue.writeBuffer(e.palette.matrixBuffer,0,t.buffer,t.byteOffset,16*e.palette.skeleton.bones.length*Float32Array.BYTES_PER_ELEMENT),e.palette.previousMatrices.set(t),e.palette.dirty=!1}e.bindUniformDirty&&(this.state.device.queue.writeBuffer(e.bindUniformBuffer,0,e.bindMatrices.buffer,e.bindMatrices.byteOffset,e.bindMatrices.byteLength),e.bindUniformDirty=!1)}}createSkinningBoneBounds(e,t,r,i){const n=Array.from({length:e.skeleton.bones.length},()=>new Kt(1/0,1/0,1/0)),a=Array.from({length:e.skeleton.bones.length},()=>new Kt(-1/0,-1/0,-1/0));for(let e=0;e<t.count;e+=1){Tt.set(t.getX(e),t.getY(e),t.getZ(e));for(let t=0;t<4;t+=1){if(i.getComponent(e,t)<=0)continue;const s=Math.round(r.getComponent(e,t)),o=n[s],l=a[s];o&&l&&(o.min(Tt),l.max(Tt))}}return n.map((e,t)=>{if(!Number.isFinite(e.x))return null;const r=a[t],i=e.clone().add(r).multiplyScalar(.5);return{center:i,radius:r.distanceTo(i)}})}updateSkinnedBounds(e,t){const r=t.localBoundsMin,i=t.localBoundsMax,n=tn(e.geometry);r.set(n.center.x-n.radius,n.center.y-n.radius,n.center.z-n.radius),i.set(n.center.x+n.radius,n.center.y+n.radius,n.center.z+n.radius);for(let n=0;n<t.boneBounds.length;n+=1){const a=t.boneBounds[n];if(!a)continue;const s=nn(a.center,a.radius,e.bindMatrix,t.skinning.palette.skeleton.boneMatrices,16*n,e.bindMatrixInverse,Tt);r.min(It.copy(Tt).addScalar(-s)),i.max(It.copy(Tt).addScalar(s))}t.localBoundsCenter.copy(r).add(i).multiplyScalar(.5),t.localBoundsRadius=i.distanceTo(t.localBoundsCenter)}createGeometryBuffers(e,t,r,i,n,a,s,o,l=GPUBufferUsage.VERTEX,c=GPUBufferUsage.VERTEX){if(!this.state.device)throw new Error("Renderer is not initialized.");let u=null,d=null;if(o){const t=o instanceof Uint32Array?o:new Uint16Array(o);d=o instanceof Uint32Array?"uint32":"uint16",u=Si(this.state.device,t,GPUBufferUsage.INDEX,`${e}-index`)}return{position:Si(this.state.device,t,l|GPUBufferUsage.COPY_DST,`${e}-position`),normal:Si(this.state.device,r,c|GPUBufferUsage.COPY_DST,`${e}-normal`),uv:Si(this.state.device,i,GPUBufferUsage.VERTEX|GPUBufferUsage.COPY_DST,`${e}-uv`),color:Si(this.state.device,n,GPUBufferUsage.VERTEX|GPUBufferUsage.COPY_DST,`${e}-color`),skinIndex:a?Si(this.state.device,a,GPUBufferUsage.VERTEX|GPUBufferUsage.COPY_DST,`${e}-skin-index`):null,skinWeight:s?Si(this.state.device,s,GPUBufferUsage.VERTEX|GPUBufferUsage.COPY_DST,`${e}-skin-weight`):null,index:u,indexFormat:d}}createVertexBufferLayouts(e){return this.getVertexAttributeGroups(e).map(e=>{let t=0;const r=e.map(e=>{const r={shaderLocation:e.shaderLocation,offset:t,format:e.format};return t+=xi(e.format),r});return{arrayStride:t,stepMode:e[0].stepMode??"vertex",attributes:r}})}getVertexAttributeGroups(e){const t=this.vertexAttributeGroupCache.get(e);if(t)return t;const r=this.state.device?.limits.maxVertexBuffers??8;if(e.length<=r){const t=e.map(e=>[e]);return this.vertexAttributeGroupCache.set(e,t),t}let i=e.length-r;const n=[],a=new Set;for(const t of["vertex","instance"]){if(0===i)break;const r=e.filter(e=>(e.stepMode??"vertex")===t),s=Math.min(r.length,i+1);if(s<2)continue;const o=r.slice(0,s);n.push(o);for(const e of o)a.add(e);i-=s-1}if(i>0)throw new Error(`Vertex attributes cannot be packed into the device's ${r} vertex-buffer slots.`);const s=[];for(const t of e){if(!a.has(t)){s.push([t]);continue}const e=n.find(e=>e[0]===t);e&&s.push(e)}return this.vertexAttributeGroupCache.set(e,s),s}getGeometryAttributeBufferKey(e){const t=this.vertexAttributeBufferKeyCache.get(e);if(void 0!==t)return t;const r=function(e){const t=e.defaultValue?Array.from(e.defaultValue).join(","):"";return`${e.name}:${e.format}:${e.stepMode??"vertex"}:${t}`}(e);return this.vertexAttributeBufferKeyCache.set(e,r),r}getGeometryAttributeGroupBufferKey(e){const t=this.vertexAttributeGroupBufferKeyCache.get(e);if(void 0!==t)return t;const r=e.map(e=>this.getGeometryAttributeBufferKey(e)).join("|");return this.vertexAttributeGroupBufferKeyCache.set(e,r),r}getMaterialVertexAttributes(e,t){let r=this.materialVertexAttributeCache.get(e);if(r&&r.version===e.version||(r={version:e.version,unskinned:e.vertexAttributes.slice()},this.materialVertexAttributeCache.set(e,r)),!t)return r.unskinned;if(r.skinned)return r.skinned;const i=r.unskinned.slice(),n=[{name:"skinIndex",shaderLocation:4,format:"uint32x4"},{name:"skinWeight",shaderLocation:5,format:"float32x4"}];for(const e of n){const t=i.find(t=>t.name===e.name);if(t){if(t.shaderLocation!==e.shaderLocation||t.format!==e.format)throw new Error(`Skinned material attribute "${e.name}" must use ${e.format} at location ${e.shaderLocation}.`);continue}const r=i.find(t=>t.shaderLocation===e.shaderLocation);if(r)throw new Error(`Skinned material requires location ${e.shaderLocation} for "${e.name}", but it is used by "${r.name}".`);i.push(e)}return r.skinned=i,r.skinned}getGeometryVertexBuffer(e,t,r,i=0,n=1){if(!this.state.device)throw new Error("Renderer is not initialized.");const a=this.getStandardVertexAttribute(r);if(a){const e=t[a];if(e)return e}const s=e.getAttribute(r.name),o="instance"===r.stepMode,l=o?Math.max(0,Math.trunc(i)):0;if(o&&!s)return this.getDefaultInstanceAttributeBuffer(r,l+Math.max(1,n));const c=mi(s),u=this.geometryVertexBufferFastCache.get(t),d=u?.get(r),h=d?.get(l);if(h&&h.source===s&&h.version===c&&h.itemSize===(s?.itemSize??0)&&h.count===(s?.count??0))return h.buffer;const p=`${this.getGeometryAttributeBufferKey(r)}${o?`:instance-start=${l}`:""}`,f=s?`${c}:${s.itemSize}:${s.count}`:"default",m=t.extraAttributeBuffers.get(p);if(m&&t.extraAttributeBufferVersions.get(p)===f)return this.cacheGeometryVertexBufferFast(t,r,l,s,c,m),m;if(!s&&!r.defaultValue)throw new Error(`Geometry "${e.uuid}" is missing required vertex attribute "${r.name}".`);const g=Ti(s,o?l+Math.max(1,s?.count??1,n):t.vertexCount,r.format,r.defaultValue??[],o?l:0);if(m&&m.size>=Math.max(4,g.byteLength))return this.state.device.queue.writeBuffer(m,0,g.buffer,g.byteOffset,g.byteLength),t.extraAttributeBufferVersions.set(p,f),this.cacheGeometryVertexBufferFast(t,r,l,s,c,m),m;const v=Si(this.state.device,g,GPUBufferUsage.VERTEX|GPUBufferUsage.COPY_DST,`${e.uuid}-${r.name}-${r.format}`);return m&&(this.clearIndirectBundleCache(),this.retiredGeometryBuffers.push(m)),t.extraAttributeBuffers.set(p,v),t.extraAttributeBufferVersions.set(p,f),this.cacheGeometryVertexBufferFast(t,r,l,s,c,v),v}cacheGeometryVertexBufferFast(e,t,r,i,n,a){let s=this.geometryVertexBufferFastCache.get(e);s||(s=new WeakMap,this.geometryVertexBufferFastCache.set(e,s));let o=s.get(t);o||(o=new Map,s.set(t,o));const l=i;o.set(r,{source:i,version:n,itemSize:l?.itemSize??0,count:l?.count??0,buffer:a})}getInterleavedGeometryVertexBuffer(e,t,r,i,n){if(!this.state.device)throw new Error("Renderer is not initialized.");const a=r[0].stepMode??"vertex",s=Math.max(0,Math.trunc(i)),o="instance"===a?s+Math.max(1,n,...r.map(t=>e.getAttribute(t.name)?.count??1)):t.vertexCount,l=`interleaved:${this.getGeometryAttributeGroupBufferKey(r)}:instance-start=${"instance"===a?s:0}`,c=r.map(t=>{const r=e.getAttribute(t.name);return r?`${mi(r)}:${r.itemSize}:${r.count}`:"default"}).join("|"),u=t.extraAttributeBuffers.get(l);if(u&&t.extraAttributeBufferVersions.get(l)===c)return u;const d=[];let h=0;for(const e of r)d.push(h),h+=xi(e.format);const p=new Uint8Array(o*h);for(let t=0;t<r.length;t+=1){const i=r[t],n=Ti(e.getAttribute(i.name),o,i.format,i.defaultValue??[],"instance"===a?s:0),l=new Uint8Array(n.buffer,n.byteOffset,n.byteLength),c=xi(i.format);for(let e=0;e<o;e+=1)p.set(l.subarray(e*c,(e+1)*c),e*h+d[t])}if(u&&u.size>=Math.max(4,p.byteLength))return this.state.device.queue.writeBuffer(u,0,p.buffer,p.byteOffset,p.byteLength),t.extraAttributeBufferVersions.set(l,c),u;const f=Si(this.state.device,p,GPUBufferUsage.VERTEX|GPUBufferUsage.COPY_DST,`${e.uuid}-interleaved-${a}`);return u&&(this.clearIndirectBundleCache(),this.retiredGeometryBuffers.push(u)),t.extraAttributeBuffers.set(l,f),t.extraAttributeBufferVersions.set(l,c),f}ensureWireframeIndex(e,t){if(t.wireframeIndex)return;if(!this.state.device)throw new Error("Renderer is not initialized.");const r=e.index?.array,i=r?.length??t.vertexCount,n=Math.floor(i/3),a=t.vertexCount>65535,s=a?new Uint32Array(6*n):new Uint16Array(6*n);for(let e=0;e<n;e+=1){const t=3*e,i=6*e,n=r?r[t]:t,a=r?r[t+1]:t+1,o=r?r[t+2]:t+2;s[i]=n,s[i+1]=a,s[i+2]=a,s[i+3]=o,s[i+4]=o,s[i+5]=n}t.wireframeIndexFormat=a?"uint32":"uint16",t.wireframeIndex=Si(this.state.device,s,GPUBufferUsage.INDEX,`${e.uuid}-wireframe-index`)}bindGeometryVertexBuffers(e,t,r,i,n=0,a=1,s=!1){let o=this.vertexBufferBindingPlanCache.get(i);o||(o=this.getVertexAttributeGroups(i).map(e=>({group:e,standardAttribute:1===e.length?this.getStandardVertexAttribute(e[0]):null})),this.vertexBufferBindingPlanCache.set(i,o));for(let i=0;i<o.length;i+=1){const{group:s,standardAttribute:l}=o[i],c=l?r[l]:null;e.setVertexBuffer(i,c??(1===s.length?this.getGeometryVertexBuffer(t,r,s[0],n,a):this.getInterleavedGeometryVertexBuffer(t,r,s,n,a)))}s&&r.wireframeIndex&&r.wireframeIndexFormat?e.setIndexBuffer(r.wireframeIndex,r.wireframeIndexFormat):r.index&&r.indexFormat&&e.setIndexBuffer(r.index,r.indexFormat)}getStandardVertexAttribute(e){let t=this.standardVertexAttributeCache.get(e);return void 0!==t||(t="position"===e.name&&"float32x3"===e.format?"position":"normal"!==e.name||"float32x3"!==e.format||void 0!==e.defaultValue&&!Mi(e.defaultValue,Ba)?"uv"!==e.name||"float32x2"!==e.format||void 0!==e.defaultValue&&!Mi(e.defaultValue,Ma)?"color"!==e.name||"float32x4"!==e.format||void 0!==e.defaultValue&&!Mi(e.defaultValue,Da)?"skinIndex"===e.name&&"uint32x4"===e.format?"skinIndex":"skinWeight"===e.name&&"float32x4"===e.format?"skinWeight":null:"color":"uv":"normal",this.standardVertexAttributeCache.set(e,t)),t}prepareDrawGeometryVertexBuffers(e){const t=e.customDepthMaterial?[e.material,e.customDepthMaterial]:[e.material];for(const r of t){const t=this.getMaterialVertexAttributes(r,null!==e.skinning);for(const r of this.getVertexAttributeGroups(t))1===r.length?this.getGeometryVertexBuffer(e.geometry,e.geometryResource,r[0],e.instanceStart,e.instanceCount):this.getInterleavedGeometryVertexBuffer(e.geometry,e.geometryResource,r,e.instanceStart,e.instanceCount)}}getDefaultInstanceAttributeBuffer(e,t){if(!this.state.device)throw new Error("Renderer is not initialized.");const r=Math.max(1,t,Math.ceil(this.state.instanceBufferSize/(Float32Array.BYTES_PER_ELEMENT*pt))),i=2**Math.ceil(Math.log2(r)),n=`${e.format}:${(e.defaultValue??[]).join(",")}`;let a=this.defaultInstanceAttributeBuffers.get(n);a||(a=new Map,this.defaultInstanceAttributeBuffers.set(n,a));const s=a.get(i);if(s)return s;const o=Si(this.state.device,Ti(void 0,i,e.format,e.defaultValue??[]),GPUBufferUsage.VERTEX,`renderer-default-instance-${e.format}`);return a.set(i,o),o}getMeshExtractionCacheEntry(e,t,r,i,n,a){const s=this.meshExtractionCache.get(e),o=Array.isArray(t)?t:null,l=Array.isArray(t)?null:t;if(s&&s.geometryResource===a&&s.customDepthMaterial===n&&(null!==l&&s.material===l&&s.resolvedMaterial===r||null!==o&&null!==s.materials&&null!==s.resolvedMaterials&&yi(s.materials,o)&&Pi(s.resolvedMaterials,i)))return s;const c=null!==e.geometry.index,u=tn(e.geometry),d=[];if(e.geometry.groups.length>0)for(const t of e.geometry.groups){const s=o?i[t.materialIndex??0]??i[0]:r;if(!s)continue;const l=Ii(e.geometry,c,t.start,t.count),u=ki(s,e.geometry,c,t.start,l,n),h=Ei(s),p=Ei(e.geometry),f=n?Ei(n):0;d.push({geometry:e.geometry,geometryKey:e.geometry,geometryResource:a,material:s,customDepthMaterial:n,residentInstanceBinding:null,sourceObject:e,frontFaceCW:e.matrixWorld.determinant()<0,usesBatching:!1,geometryGroup:t,batchKey:u,batchHash:Oi(h,p,c,t.start,l,f),indexed:c,wireframe:s.wireframe&&"triangle-list"===s.primitiveTopology,start:t.start,count:l,transparent:s.transparent||s.requiresLatePass(),renderOrder:e.renderOrder,hasRenderCallbacks:this.hasRenderCallbacks(e),castShadow:e.castShadow,receiveShadow:e.receiveShadow,sortMaterialId:h,sortGeometryId:p,sortCustomDepthMaterialId:f})}else{const t=r??i?.[0]??null;if(t){const r=Ri(e.geometry,c),i=ki(t,e.geometry,c,r.start,r.count,n),s=Ei(t),o=Ei(e.geometry),l=n?Ei(n):0;d.push({geometry:e.geometry,geometryKey:e.geometry,geometryResource:a,material:t,customDepthMaterial:n,residentInstanceBinding:null,sourceObject:e,frontFaceCW:e.matrixWorld.determinant()<0,usesBatching:!1,geometryGroup:null,batchKey:i,batchHash:Oi(s,o,c,r.start,r.count,l),indexed:c,wireframe:t.wireframe&&"triangle-list"===t.primitiveTopology,start:r.start,count:r.count,transparent:t.transparent||t.requiresLatePass(),renderOrder:e.renderOrder,hasRenderCallbacks:this.hasRenderCallbacks(e),castShadow:e.castShadow,receiveShadow:e.receiveShadow,sortMaterialId:s,sortGeometryId:o,sortCustomDepthMaterialId:l})}}const h={geometryResource:a,material:l,materials:o?o.slice():null,resolvedMaterial:r,resolvedMaterials:o?i.slice():null,customDepthMaterial:n,indexed:c,templates:d,localBoundsCenter:u.center.clone(),localBoundsRadius:u.radius};return this.meshExtractionCache.set(e,h),h}getInstancedMeshExtractionCacheEntry(e,t,r,i){const n=null!==e.geometry.index,a=Ri(e.geometry,n),s=tn(e.geometry),o=this.instancedMeshExtractionCache.get(e);if(o&&o.geometryResource===i&&o.material===t&&o.customDepthMaterial===r&&o.indexed===n&&o.drawRangeStart===a.start&&o.drawRangeCount===a.count)return o.sourceMaterial=e.material,o.sourceMaterialVersion=e.material.version,o;o?.residentInstanceBinding?.buffer?.destroy(),o?.residentInstanceBinding?.colorBuffer?.destroy();const l=Ei(t),c=Ei(e.geometry),u=r?Ei(r):0,d={geometryResource:i,sourceMesh:e,sourceMaterial:e.material,sourceMaterialVersion:e.material.version,material:t,customDepthMaterial:r,indexed:n,drawRangeStart:a.start,drawRangeCount:a.count,batchKey:ki(t,e,n,a.start,a.count,r),batchHash:Oi(l,c,n,a.start,a.count,u),sortMaterialId:l,sortGeometryId:c,sortCustomDepthMaterialId:u,localBoundsCenter:s.center.clone(),localBoundsRadius:s.radius,cachedInstanceData:new Qn(1024),cachedBoundsMin:new Kt,cachedBoundsMax:new Kt,cachedDrawBoundsCenter:new Kt,cachedDrawBoundsRadius:0,cachedMatrixWorld:new Float64Array(16),cachedInstanceMatrixVersion:-1,cachedInstanceColorVersion:-1,cachedCount:0,cachedDefaultColorData:null,residentInstanceBinding:{mode:"packed",buffer:null,colorBuffer:null,sceneBindGroup:null,shadowBindGroup:null,shadowBindGroups:new Map,sceneBindGroupVersion:0,shadowBindGroupVersion:0},residentBufferSize:0,residentColorBufferSize:0,residentBufferDirty:!1,residentColorBufferDirty:!1,cacheValid:!1};return this.instancedMeshExtractionCache.set(e,d),d}getBatchedMeshExtractionCacheEntry(e,t,r,i,n){const a=n._geometryCount??0,s=this.batchedMeshExtractionCache.get(e);if(s&&s.geometryResource===i&&s.material===t&&s.customDepthMaterial===r&&s.indexed===(null!==e.geometry.index)&&s.cachedGeometryCount===a)return s;s?.residentInstanceBinding?.buffer?.destroy(),s?.residentInstanceBinding?.colorBuffer?.destroy();const o=null!==e.geometry.index,l=new Array(a).fill(null),c=new Array(a).fill(null);for(let n=0;n<a;n+=1){const a=e.getGeometryRangeAt(n);if(!a||a.count<=0)continue;const s=Ii(e.geometry,o,a.start,a.count),u=ki(t,e.geometry,o,a.start,s,r),d=Ei(t),h=Ei(e.geometry),p=r?Ei(r):0,f=e.getBoundingSphereAt(n,Dt),m={geometry:e.geometry,geometryKey:e.geometry,geometryResource:i,material:t,customDepthMaterial:r,residentInstanceBinding:null,sourceObject:e,frontFaceCW:!1,usesBatching:!0,geometryGroup:null,batchKey:u,batchHash:Oi(d,h,o,a.start,s,p),indexed:o,wireframe:t.wireframe&&"triangle-list"===t.primitiveTopology,start:a.start,count:s,transparent:t.transparent||t.requiresLatePass(),renderOrder:e.renderOrder,hasRenderCallbacks:this.hasRenderCallbacks(e),castShadow:e.castShadow,receiveShadow:e.receiveShadow,sortMaterialId:d,sortGeometryId:h,sortCustomDepthMaterialId:p,geometryId:n,localBoundsCenter:f?f.center.clone():new Kt,localBoundsRadius:f?.radius??1};l[n]=m,c[n]={template:m,boundsMin:new Kt,boundsMax:new Kt,activeInFrame:!1,activeCount:0,instanceStart:0,writeOffset:0}}const u={geometryResource:i,material:t,customDepthMaterial:r,indexed:o,templates:l,groups:c,activeGroups:[],cachedInstanceData:new Qn(1024),cachedDraws:[],cachedBoundsMin:new Kt,cachedBoundsMax:new Kt,cachedMatrixWorld:new Float64Array(16),geometryIdsSnapshot:new Int32Array(0),cachedMatricesVersion:-1,cachedColorsVersion:-1,cachedGeometryCount:a,cachedInstanceInfoLength:0,residentInstanceBinding:{mode:"packed",buffer:null,colorBuffer:null,sceneBindGroup:null,shadowBindGroup:null,shadowBindGroups:new Map,sceneBindGroupVersion:0,shadowBindGroupVersion:0},residentBufferSize:0,residentColorBufferSize:0,residentBufferDirty:!1,residentColorBufferDirty:!1,cacheValid:!1};return this.batchedMeshExtractionCache.set(e,u),u}batchedGeometryIdsMatchSnapshot(e,t){if(e.length!==t.length)return!1;for(let r=0;r<t.length;r+=1){const i=t[r];if((e[r]??-1)!==(i?.active&&i.visible?i.geometryIndex:-1))return!1}return!0}destroyGeometryResource(e){e.position.destroy(),e.normal.destroy(),e.uv.destroy(),e.color.destroy(),e.skinIndex?.destroy(),e.skinWeight?.destroy();for(const t of e.extraAttributeBuffers.values())t.destroy();e.extraAttributeBuffers.clear(),e.extraAttributeBufferVersions.clear(),e.index?.destroy(),e.wireframeIndex?.destroy()}retireGeometryResource(e){this.retiredGeometryResources.push(e)}releaseRetiredGeometryResourcesAfterSubmit(){const e=this.retiredGeometryResources.splice(0),t=this.retiredGeometryBuffers.splice(0);if(0!==e.length||0!==t.length)if(this.state.device)this.state.device.queue.onSubmittedWorkDone().then(()=>{for(const t of e)this.destroyGeometryResource(t);for(const e of t)e.destroy()},()=>{for(const t of e)this.destroyGeometryResource(t);for(const e of t)e.destroy()});else{for(const t of e)this.destroyGeometryResource(t);for(const e of t)e.destroy()}}destroyTextureResource(e){this.textureManager.destroyTextureResource(e)}createTextureSampler(e,t){return this.textureManager.createTextureSampler(e,t)}uploadDataTextureResource(e,t,r){this.textureManager.uploadDataTextureResource(e,t,r)}uploadCompressedTextureResource(e,t,r){this.textureManager.uploadCompressedTextureResource(e,t,r)}uploadExternalTextureResource(e,t,r){this.textureManager.uploadExternalTextureResource(e,t,r)}uploadTextureResource(e,t,r){this.textureManager.uploadTextureResource(e,t,r)}getTextureResource(e){return this.textureManager.getTextureResource(e)}updateMaterialUniformBuffer(e,t){if(!this.state.device||!t.uniformBuffer)return;const r=e.getUniformLayout();if(0===r.entries.length)return;let i=t.uniformValueHash;if(e.uniformValuesAutoUpdate){if(i=e.getUniformValueHash(),t.uniformValueHash===i)return}else if(t.uniformValuesAutoVersion===e.uniformValuesAutoVersion)return;const n=Ye(e.uniforms,r);!t.uniformBuffer||n.byteLength>t.uniformBuffer.size||(t.uniformValueHash=i,t.uniformValuesAutoVersion=e.uniformValuesAutoVersion,this.state.device.queue.writeBuffer(t.uniformBuffer,0,n))}materialResourceMatches(e,t,r,i=this.sampleCount){if(e.key!==r)return!1;if(e.materialVersion===t.version&&e.textureVersionHash===t.getTextureVersionHash()&&e.rendererSampleCount===i&&e.uniformBufferSize===t.getUniformLayout().byteLength)return!0;const n=Pi(e.textures,t.getTexturesList())&&Mi(e.textureVersions,t.getTextureVersionsList())&&Pi(e.storageBuffers,t.getStorageBufferList())&&e.rendererSampleCount===i&&e.uniformBufferSize===t.getUniformLayout().byteLength;return n&&(e.materialVersion=t.version,e.textureVersionHash=t.getTextureVersionHash()),n}destroyMaterialResource(e){e?.uniformBuffer?.destroy()}createMaterialBindGroupData(e,t,r){if(!this.state.device)throw new Error("Renderer is not initialized.");const i=[],n=[],a=Array.from(e.getTexturesList()),s=Array.from(e.getTextureVersionsList()),o=e.getStorageBufferBindingList();let l=null;if(Object.keys(e.uniforms).length>0){const r=Ye(e.uniforms,e.getUniformLayout());l=this.state.device.createBuffer({label:`${t}-uniforms`,size:r.byteLength,usage:GPUBufferUsage.UNIFORM|GPUBufferUsage.COPY_DST}),this.state.device.queue.writeBuffer(l,0,r),i.push({binding:0,visibility:GPUShaderStage.VERTEX|GPUShaderStage.FRAGMENT,buffer:{type:"uniform"}}),n.push({binding:0,resource:{buffer:l}})}for(const[e,t]of a.entries()){const a=1+2*e,s=this.getTextureResource(t);i.push({binding:a,visibility:r,sampler:{type:s.samplerBindingType}},{binding:a+1,visibility:r,texture:{sampleType:s.sampleType,viewDimension:s.viewDimension}}),n.push({binding:a,resource:s.sampler},{binding:a+1,resource:s.view})}const c=1+2*a.length,u=Array.from(e.getStorageBufferList());for(const[e,t]of o.entries()){const r=c+e;i.push({binding:r,visibility:Ci(t.visibility),buffer:{type:"read-only-storage"}}),n.push({binding:r,resource:{buffer:t.buffer}})}return{bindGroupLayoutEntries:i,bindGroupEntries:n,uniformBuffer:l,textures:a,textureVersions:s,storageBuffers:u}}createGraphTextureBindGroupLayout(e){if(!this.state.device)throw new Error("Renderer is not initialized.");const t=[];return Object.values(e.getGraphTextureInputs()).forEach((e,r)=>{t.push({binding:2*r,visibility:GPUShaderStage.VERTEX|GPUShaderStage.FRAGMENT,sampler:{type:e.sampler??("depth-2d"===e.dimension?"non-filtering":"filtering")}},{binding:2*r+1,visibility:GPUShaderStage.VERTEX|GPUShaderStage.FRAGMENT,texture:{sampleType:e.sampleType??("depth-2d"===e.dimension?"depth":"float"),viewDimension:"3d"===e.dimension?"3d":"2d"}})}),this.state.device.createBindGroupLayout({label:`${e.uuid}-graph-textures-layout`,entries:t})}createGraphTextureBindGroup(e,t){if(!(this.state.device&&this.state.linearClampSampler&&this.state.nearestClampSampler&&this.state.shadowComparisonSampler))throw new Error("Renderer graph texture bindings are not initialized.");let r=this.graphTextureBindGroupCache.get(e);const i=r?.get(t);if(i&&i.materialVersion===e.version&&i.resourceVersion===this.graphTextureResourceVersion)return i.bindGroup;const n=[];Object.values(e.getGraphTextureInputs()).forEach((e,t)=>{const r="comparison"===e.sampler?this.state.shadowComparisonSampler:"non-filtering"===e.sampler||"depth-2d"===e.dimension?this.state.nearestClampSampler:this.state.linearClampSampler,i="mainDepth"===e.resource?this.state.sceneDepthSnapshotView:this.getGraphTextureView(e.resource);n.push({binding:2*t,resource:r},{binding:2*t+1,resource:i})});const a=this.state.device.createBindGroup({label:`${e.uuid}-graph-textures`,layout:t,entries:n});return r||(r=new WeakMap,this.graphTextureBindGroupCache.set(e,r)),r.set(t,{materialVersion:e.version,resourceVersion:this.graphTextureResourceVersion,bindGroup:a}),a}getGraphTextureView(e){return"mainDepth"===e?this.state.mainDepthView:"sceneColorSnapshot"===e?this.state.sceneColorSnapshotView:"sceneDepthSnapshot"===e?this.state.hizMipViews[0]:this.getColorTargetView(e)}compileDrawMaterials(e){const t=new Set;for(const r of e){const e=this.getDrawInstanceAccessMode(r),i=null!==r.skinning,n=this.drawUsesBatching(r),a=`${r.material.uuid}:${e}:receiveShadow=${r.receiveShadow?1:0}:skinning=${i?1:0}:batching=${n?1:0}`;t.has(a)||(r.materialResource=this.getMaterialResource(r.material,e,r.receiveShadow,void 0,i,n),t.add(a))}}async compileDrawMaterialsAsync(e,t=wa,r=this.sampleCount){const i=new Set,n=new Set,a=[];for(const s of e){const e=this.getDrawInstanceAccessMode(s),o=null!==s.skinning,l=this.drawUsesBatching(s),c=`${s.material.uuid}:${e}:receiveShadow=${s.receiveShadow?1:0}:skinning=${o?1:0}:batching=${l?1:0}`;if(i.has(c)||(a.push(this.getMaterialResourceAsync(s.material,e,s.receiveShadow,t,o,l,r).then(e=>(s.materialResource=e,e))),i.add(c)),s.customDepthMaterial){const t=`${s.customDepthMaterial.uuid}:${e}:skinning=${o?1:0}`;n.has(t)||(a.push(this.getDepthPassMaterialResourceAsyncForDraw(s.customDepthMaterial,"directionalShadow",s)),n.add(t))}if(null!==s.material.depthVertexShader||l){const t=null!==s.material.depthVertexShader?["prepass","directionalShadow","pointShadow"]:["prepass","directionalShadow"];for(const r of t){const t=`${s.material.uuid}:${r}:${e}:skinning=${o?1:0}:batching=${l?1:0}`;n.has(t)||(a.push(this.getDepthPassMaterialResourceAsyncForDraw(s.material,r,s)),n.add(t))}}}await Promise.all(a)}async compileStaticDrawMaterialsAsync(e,t=this.sampleCount,r="all"){const i=[],n=new Set;for(const a of this.staticDrawSets)if(a.publicSet.enabled&&("all"===r||a.drawStage===r)){i.push(this.compileDrawMaterialsAsync(a.draws,e,t));for(const r of a.visibleMaterialBindings){const a=`${r.material.uuid}:receiveShadow=${r.receiveShadow?1:0}:batching=${r.usesBatching?1:0}`;n.has(a)||(n.add(a),i.push(this.getMaterialResourceAsync(r.material,"packed-visible",r.receiveShadow,e,!1,r.usesBatching,t)))}}await Promise.all(i)}getDepthPassMaterialKey(e,t,r,i,n,a=!1){if(!this.state.device)throw new Error("Renderer is not initialized.");return`${e.customProgramCacheKey()}:${t}:instance=${r}:skinning=${i?1:0}:batching=${n?1:0}:frontFace=${a?"cw":"ccw"}:textures=${e.getTextureLayoutKey(this.state.device)}`}getForwardMaterialKey(e,t,r,i,n,a,s=!1,o=this.sampleCount){return`${e.customProgramCacheKey()}:instance=${t}:receiveShadow=${r?1:0}:skinning=${n?1:0}:batching=${a?1:0}:frontFace=${s?"cw":"ccw"}:textures=${e.getTextureLayoutKey(this.state.device)}:samples=${o}:targets=${i.join("|")}`}getInstanceAccessModeIndex(e){return"packed"===e?0:"packed-visible"===e?1:2}getForwardMaterialFastCacheIndex(e,t,r,i,n=!1){return this.getInstanceAccessModeIndex(e)|(t?4:0)|(r?8:0)|(i?16:0)|(n?32:0)}getDepthMaterialFastCacheIndex(e,t,r,i,n=!1){return("prepass"===e?0:"directionalShadow"===e?1:2)+3*this.getInstanceAccessModeIndex(t)+(r?9:0)+(i?18:0)+(n?36:0)}fastMaterialResourceMatches(e,t,r=this.sampleCount){return e.materialVersion===t.version&&e.textureVersionHash===t.getTextureVersionHash()&&e.rendererSampleCount===r}setForwardMaterialFastCache(e,t,r){let i=this.forwardMaterialFastCache.get(e);i||(i=[],this.forwardMaterialFastCache.set(e,i)),i[t]=r}getForwardMaterialTargetFastCacheKey(e,t){return 32*this.getColorFormatsId(e)+t}setForwardMaterialTargetFastCache(e,t,r){let i=this.forwardMaterialTargetFastCache.get(e);i||(i=new Map,this.forwardMaterialTargetFastCache.set(e,i)),i.set(t,r)}setForwardMaterialFrameCache(e,t,r){let i=this.forwardMaterialFrameCache.get(e);i||(i=[],this.forwardMaterialFrameCache.set(e,i)),i[t]={extractionVersion:this.extractionVersion,resource:r}}setDepthMaterialFastCache(e,t,r){let i=this.depthMaterialFastCache.get(e);i||(i=[],this.depthMaterialFastCache.set(e,i)),i[t]=r}getDrawInstanceAccessMode(e){return"instanced-direct"===e.residentInstanceBinding?.mode?"instanced-direct":"packed"}drawUsesBatching(e){return e.usesBatching}buildMaterialShaderCode(e,t,r,i,n=!1,a=!1){const s=Jt(`${t}\n${r}`,this.createMaterialPreprocessorDefines(e,i,n,a),{sourceName:i});return i.includes("vertex")?function(e){let t=0,r=0,i=null;for(;;){const n=e.indexOf("@builtin",t);if(n<0)break;t=n+8;let a=t;for(;vr(e.charCodeAt(a));)a++;if("("!==e[a++])continue;for(;vr(e.charCodeAt(a));)a++;if(!e.startsWith("position",a))continue;for(a+=8;vr(e.charCodeAt(a));)a++;if(")"!==e[a++])continue;gr.lastIndex=a;const s=gr.exec(e);s&&(i??=[],i.push(e.slice(r,n),"@builtin(position) @invariant "),r=a+s[0].length,t=r)}return null===i?e:(i.push(e.slice(r)),i.join(""))}(s):s}createMaterialPreprocessorDefines(e,t,r=!1,i=!1){const n={HIGH_PRECISION:!0,WEBGPU_RENDERER:!0,WGSL_SHADER_MATERIAL:!0,USE_BATCHING:i,USE_COLOR:!0,USE_COLOR_ALPHA:!0,NUM_DIR_LIGHTS:4,NUM_POINT_LIGHTS:dt,NUM_SPOT_LIGHTS:ht,NUM_DIR_LIGHT_SHADOWS:4,NUM_POINT_LIGHT_SHADOWS:dt,NUM_SPOT_LIGHT_SHADOWS:ht,NUM_CLIPPING_PLANES:0,UNION_CLIPPING_PLANES:0,USE_SKINNING:r,RENDERER_MOTION_VECTORS:!t.includes("shared-depth"),...this.createTexturePreprocessorDefines(e)};return e.side===Ft?n.DOUBLE_SIDED=!0:e.side===Lt&&(n.FLIP_SIDED=!0),!t.includes("receiveShadow=1")&&t.includes("receiveShadow=0")||(n.USE_SHADOWMAP=!0,n.SHADOWMAP_TYPE_PCF=!0),{...n,...e.defines,USE_BATCHING:i}}createTexturePreprocessorDefines(e){const t={},r={map:"USE_MAP",matcap:"USE_MATCAP",lightMap:"USE_LIGHTMAP",aoMap:"USE_AOMAP",bumpMap:"USE_BUMPMAP",normalMap:"USE_NORMALMAP",displacementMap:"USE_DISPLACEMENTMAP",emissiveMap:"USE_EMISSIVEMAP",anisotropyMap:"USE_ANISOTROPYMAP",clearcoatMap:"USE_CLEARCOATMAP",clearcoatRoughnessMap:"USE_CLEARCOAT_ROUGHNESSMAP",clearcoatNormalMap:"USE_CLEARCOAT_NORMALMAP",iridescenceMap:"USE_IRIDESCENCEMAP",iridescenceThicknessMap:"USE_IRIDESCENCE_THICKNESSMAP",specularMap:"USE_SPECULARMAP",specularColorMap:"USE_SPECULAR_COLORMAP",specularIntensityMap:"USE_SPECULAR_INTENSITYMAP",roughnessMap:"USE_ROUGHNESSMAP",metalnessMap:"USE_METALNESSMAP",alphaMap:"USE_ALPHAMAP",sheenColorMap:"USE_SHEEN_COLORMAP",sheenRoughnessMap:"USE_SHEEN_ROUGHNESSMAP",transmissionMap:"USE_TRANSMISSIONMAP",thicknessMap:"USE_THICKNESSMAP"};for(const[i,n]of Object.entries(r))e.textures[i]&&(t[n]=!0);return t}shouldInvalidateDrawMaterialResource(e,t,r,i,n){return!!e.materialResource&&(e.material!==t||e.receiveShadow!==r||e.usesBatching!==i||e.skinning!==n)}cachedDrawMaterialResourceMatches(e,t,r,i=this.sampleCount){const n=this.getDrawInstanceAccessMode(e),a=null!==e.skinning,s=this.drawUsesBatching(e),o=this.getColorFormatsId(r);return t.instanceAccessMode===n&&t.receiveShadow===e.receiveShadow&&t.useBatching===s&&t.frontFaceCW===qi(e)&&t.usesSkinning===a&&t.rendererSampleCount===i&&t.colorTargetFormatsId===o&&(this.drawMaterialResourceFrameValidation.get(t)===this.extractionVersion||(t.materialVersion===e.material.version&&t.textureVersionHash===e.material.getTextureVersionHash()||this.materialResourceMatches(t,e.material,t.key,i)))}getMaterialResourceForDraw(e,t=wa,r=this.sampleCount){const i=e.materialResource;if(i&&this.cachedDrawMaterialResourceMatches(e,i,t,r))return this.drawMaterialResourceFrameValidation.get(i)!==this.extractionVersion&&(this.updateMaterialUniformBuffer(e.material,i),this.drawMaterialResourceFrameValidation.set(i,this.extractionVersion)),i;const n=this.getDrawInstanceAccessMode(e),a=null!==e.skinning,s=this.drawUsesBatching(e),o=this.getMaterialResource(e.material,n,e.receiveShadow,t,a,s,r,qi(e));return e.materialResource=o,this.drawMaterialResourceFrameValidation.set(o,this.extractionVersion),o}getMaterialResourceAsyncForDraw(e){return this.getMaterialResourceAsync(e.material,this.getDrawInstanceAccessMode(e),e.receiveShadow,void 0,null!==e.skinning,this.drawUsesBatching(e),this.sampleCount,qi(e))}resolveForwardMaterialResources(e){for(let t=0;t<e.length;t+=1){const r=e[t];r.materialResource=this.getMaterialResource(r.material,this.getDrawInstanceAccessMode(r),r.receiveShadow,void 0,null!==r.skinning,this.drawUsesBatching(r),this.sampleCount,qi(r))}}getDepthPassMaterialResourceForDraw(e,t,r){return this.getDepthPassMaterialResource(e,t,this.getDrawInstanceAccessMode(r),null!==r.skinning,this.drawUsesBatching(r),qi(r))}getDepthPassMaterialResourceAsyncForDraw(e,t,r){return this.getDepthPassMaterialResourceAsync(e,t,this.getDrawInstanceAccessMode(r),null!==r.skinning,this.drawUsesBatching(r),qi(r))}getOrCreateSharedDepthPipeline(e,t,r,i,n,a,s,o){if(!(this.state.device&&this.state.shadowBindGroupLayout&&this.state.directShadowBindGroupLayout&&this.state.skinningBindGroupLayout))throw new Error("Renderer is not initialized.");const l=this.sharedDepthPipelineCache.get(e);if(l)return l;const c=`${t.uuid}-shared-depth-${r}-${i}`,u=this.state.device.createBindGroupLayout({label:`${c}-material-layout`,entries:n}),d="prepass"===r?"instanced-direct"===i?this.state.directSceneBindGroupLayout:this.state.sceneBindGroupLayout:"instanced-direct"===i?this.state.directShadowBindGroupLayout:this.state.shadowBindGroupLayout,h=this.state.device.createPipelineLayout({label:`${c}-pipeline-layout`,bindGroupLayouts:[d,u,...a?[this.state.skinningBindGroupLayout]:[]]}),p=Zr(t,"prepass"===r?"camera":"shadow",this.state.device,i,a),f=this.buildMaterialShaderCode(t,p,"pointShadow"===r?t.pointShadowVertexShader??t.vertexShader:t.depthVertexShader??t.vertexShader,`${c}-vertex`,a,s),m="pointShadow"===r?t.pointShadowFragmentShader:t.depthFragmentShader,g=m?this.buildMaterialShaderCode(t,p,m,`${c}-fragment`,a,s):null,v={bindGroupLayout:u,pipeline:this.state.device.createRenderPipeline({label:`${c}-pipeline`,layout:h,vertex:{module:this.state.device.createShaderModule({label:`${c}-vertex`,code:f}),entryPoint:"vsMain",buffers:this.createVertexBufferLayouts(this.getMaterialVertexAttributes(t,a))},...g?{fragment:{module:this.state.device.createShaderModule({label:`${c}-fragment`,code:g}),entryPoint:"fsMain",targets:"pointShadow"===r?[{format:"rgba16float"}]:[]}}:{},primitive:{topology:ya(t),cullMode:Sa(t,r,s),frontFace:o?"cw":"ccw"},depthStencil:{format:"depth32float",depthWriteEnabled:!0,depthCompare:"less",..."directionalShadow"===r?{depthBias:1,depthBiasSlopeScale:2,depthBiasClamp:0}:{}}})};return this.sharedDepthPipelineCache.set(e,v),v}async getOrCreateSharedDepthPipelineAsync(e,t,r,i,n,a,s,o){if(!(this.state.device&&this.state.sceneBindGroupLayout&&this.state.directSceneBindGroupLayout&&this.state.shadowBindGroupLayout&&this.state.directShadowBindGroupLayout&&this.state.skinningBindGroupLayout))throw new Error("Renderer is not initialized.");const l=this.sharedDepthPipelineCache.get(e);if(l)return l;const c=this.sharedDepthPipelinePromiseCache.get(e);if(c)return c;const u=`${t.uuid}-shared-depth-${r}-${i}`,d=(async()=>{const l=this.state.device.createBindGroupLayout({label:`${u}-material-layout`,entries:n}),c="prepass"===r?"instanced-direct"===i?this.state.directSceneBindGroupLayout:this.state.sceneBindGroupLayout:"instanced-direct"===i?this.state.directShadowBindGroupLayout:this.state.shadowBindGroupLayout,d=this.state.device.createPipelineLayout({label:`${u}-pipeline-layout`,bindGroupLayouts:[c,l,...a?[this.state.skinningBindGroupLayout]:[]]}),h=Zr(t,"prepass"===r?"camera":"shadow",this.state.device,i,a),p=this.buildMaterialShaderCode(t,h,"pointShadow"===r?t.pointShadowVertexShader??t.vertexShader:t.depthVertexShader??t.vertexShader,`${u}-vertex`,a,s),f="pointShadow"===r?t.pointShadowFragmentShader:t.depthFragmentShader,m=f?this.buildMaterialShaderCode(t,h,f,`${u}-fragment`,a,s):null,g={bindGroupLayout:l,pipeline:await Ia(this.state.device,{label:`${u}-pipeline`,layout:d,vertex:{module:this.state.device.createShaderModule({label:`${u}-vertex`,code:p}),entryPoint:"vsMain",buffers:this.createVertexBufferLayouts(this.getMaterialVertexAttributes(t,a))},...m?{fragment:{module:this.state.device.createShaderModule({label:`${u}-fragment`,code:m}),entryPoint:"fsMain",targets:"pointShadow"===r?[{format:"rgba16float"}]:[]}}:{},primitive:{topology:ya(t),cullMode:Sa(t,r,s),frontFace:o?"cw":"ccw"},depthStencil:{format:"depth32float",depthWriteEnabled:!0,depthCompare:"less",..."directionalShadow"===r?{depthBias:1,depthBiasSlopeScale:2,depthBiasClamp:0}:{}}})};return this.sharedDepthPipelineCache.set(e,g),this.sharedDepthPipelinePromiseCache.delete(e),g})();return this.sharedDepthPipelinePromiseCache.set(e,d),d}getOrCreateSharedForwardPipeline(e,t,r,i,n,a,s,o,l,c=this.sampleCount){if(!(this.state.device&&this.state.format&&this.state.sceneBindGroupLayout&&this.state.visibleSceneBindGroupLayout&&this.state.directSceneBindGroupLayout&&this.state.skinningBindGroupLayout&&this.state.emptyBindGroupLayout))throw new Error("Renderer is not initialized.");const u=this.sharedForwardPipelineCache.get(e);if(u)return u;const d=`${t.uuid}-shared-forward-${r}-${c}-receiveShadow=${n?1:0}`,h=this.state.device.createBindGroupLayout({label:`${d}-material-layout`,entries:i}),p=this.createGraphTextureBindGroupLayout(t),f=this.state.device.createPipelineLayout({label:`${d}-pipeline-layout`,bindGroupLayouts:["instanced-direct"===r?this.state.directSceneBindGroupLayout:"packed-visible"===r?this.state.visibleSceneBindGroupLayout:this.state.sceneBindGroupLayout,h,s?this.state.skinningBindGroupLayout:this.state.emptyBindGroupLayout,p]}),m=qr(t,this.state.device,r,n,s),g=this.buildMaterialShaderCode(t,m,t.vertexShader,`${d}-vertex`,s,o),v=this.buildMaterialShaderCode(t,m,t.fragmentShader,`${d}-fragment`,s,o),x={bindGroupLayout:h,graphTextureBindGroupLayout:p,pipeline:this.state.device.createRenderPipeline({label:`${d}-pipeline`,layout:f,vertex:{module:this.state.device.createShaderModule({label:`${d}-vertex`,code:g}),entryPoint:"vsMain",buffers:this.createVertexBufferLayouts(this.getMaterialVertexAttributes(t,s))},fragment:{module:this.state.device.createShaderModule({label:`${d}-fragment`,code:v}),entryPoint:"fsMain",targets:fa(v,a,ha(t))},primitive:{topology:ya(t),cullMode:ya(t).startsWith("triangle")&&t.side!==Ft?t.side===Lt?"front":"back":"none",frontFace:l?"cw":"ccw"},multisample:{count:c},depthStencil:{format:"depth32float",depthWriteEnabled:t.depthWrite,depthCompare:t.depthTest?"less-equal":"always"}})};return this.sharedForwardPipelineCache.set(e,x),x}async getOrCreateSharedForwardPipelineAsync(e,t,r,i,n,a,s,o,l,c=this.sampleCount){if(!(this.state.device&&this.state.format&&this.state.sceneBindGroupLayout&&this.state.visibleSceneBindGroupLayout&&this.state.directSceneBindGroupLayout&&this.state.skinningBindGroupLayout&&this.state.emptyBindGroupLayout))throw new Error("Renderer is not initialized.");const u=this.sharedForwardPipelineCache.get(e);if(u)return u;const d=this.sharedForwardPipelinePromiseCache.get(e);if(d)return d;const h=`${t.uuid}-shared-forward-${r}-${c}-receiveShadow=${n?1:0}`,p=(async()=>{const u=this.state.device.createBindGroupLayout({label:`${h}-material-layout`,entries:i}),d=this.createGraphTextureBindGroupLayout(t),p=this.state.device.createPipelineLayout({label:`${h}-pipeline-layout`,bindGroupLayouts:["instanced-direct"===r?this.state.directSceneBindGroupLayout:"packed-visible"===r?this.state.visibleSceneBindGroupLayout:this.state.sceneBindGroupLayout,u,s?this.state.skinningBindGroupLayout:this.state.emptyBindGroupLayout,d]}),f=qr(t,this.state.device,r,n,s),m=this.buildMaterialShaderCode(t,f,t.vertexShader,`${h}-vertex`,s,o),g=this.buildMaterialShaderCode(t,f,t.fragmentShader,`${h}-fragment`,s,o),v={bindGroupLayout:u,graphTextureBindGroupLayout:d,pipeline:await Ia(this.state.device,{label:`${h}-pipeline`,layout:p,vertex:{module:this.state.device.createShaderModule({label:`${h}-vertex`,code:m}),entryPoint:"vsMain",buffers:this.createVertexBufferLayouts(this.getMaterialVertexAttributes(t,s))},fragment:{module:this.state.device.createShaderModule({label:`${h}-fragment`,code:g}),entryPoint:"fsMain",targets:fa(g,a,ha(t))},primitive:{topology:ya(t),cullMode:ya(t).startsWith("triangle")&&t.side!==Ft?t.side===Lt?"front":"back":"none",frontFace:l?"cw":"ccw"},multisample:{count:c},depthStencil:{format:"depth32float",depthWriteEnabled:t.depthWrite,depthCompare:t.depthTest?"less-equal":"always"}})};return this.sharedForwardPipelineCache.set(e,v),this.sharedForwardPipelinePromiseCache.delete(e),v})();return this.sharedForwardPipelinePromiseCache.set(e,p),p}getDepthPassMaterialResource(e,t,r,i,n,a=!1){if(!(this.state.device&&this.state.shadowBindGroupLayout&&this.state.directShadowBindGroupLayout&&this.state.skinningBindGroupLayout))throw new Error("Renderer is not initialized.");if("prepass"===t&&null===e.depthVertexShader||"pointShadow"===t&&(null===e.pointShadowVertexShader||null===e.pointShadowFragmentShader))return null;const s=this.getDepthMaterialFastCacheIndex(t,r,i,n,a),o=this.depthMaterialFrameCache.get(e)?.[s];if(o?.extractionVersion===this.extractionVersion)return o.resource;const l=this.depthMaterialFastCache.get(e)?.[s];if(l&&this.fastMaterialResourceMatches(l,e))return this.updateMaterialUniformBuffer(e,l),this.setDepthMaterialFrameCache(e,s,l),l;const c="prepass"===t?this.depthPrepassMaterialCache:i?this.skinnedDirectionalShadowMaterialCache:"instanced-direct"===r?this.directionalShadowMaterialCacheDirect:this.directionalShadowMaterialCache,u=this.getDepthPassMaterialKey(e,t,r,i,n,a),d=c.get(e),h=d?.get(u);if(h&&this.materialResourceMatches(h,e,u))return this.setDepthMaterialFastCache(e,s,h),this.updateMaterialUniformBuffer(e,h),this.setDepthMaterialFrameCache(e,s,h),h;this.destroyMaterialResource(h),d&&d.delete(u);const{bindGroupLayoutEntries:p,bindGroupEntries:f,uniformBuffer:m,textures:g,textureVersions:v,storageBuffers:x}=this.createMaterialBindGroupData(e,`${e.uuid}-${t}-${r}-material`,GPUShaderStage.VERTEX|GPUShaderStage.FRAGMENT),w=this.getOrCreateSharedDepthPipeline(u,e,t,r,p,i,n,a),b=this.state.device.createBindGroup({label:`${e.uuid}-${t}-${r}-material-bind-group`,layout:w.bindGroupLayout,entries:f}),y={key:u,materialVersion:e.version,textureVersionHash:e.getTextureVersionHash(),rendererSampleCount:this.sampleCount,instanceAccessMode:r,receiveShadow:!0,useBatching:n,frontFaceCW:a,colorTargetFormatsId:0,pipeline:w.pipeline,graphTextureBindGroupLayout:w.graphTextureBindGroupLayout,bindGroup:b,uniformBuffer:m,uniformBufferSize:m?.size??0,uniformValueHash:e.uniformValuesAutoUpdate?e.getUniformValueHash():0,uniformValuesAutoVersion:e.uniformValuesAutoVersion,textures:g,textureVersions:v,storageBuffers:x,vertexAttributes:this.getMaterialVertexAttributes(e,i),usesSkinning:i};let S=c.get(e);return S||(S=new Map,c.set(e,S)),S.set(u,y),this.setDepthMaterialFastCache(e,s,y),this.setDepthMaterialFrameCache(e,s,y),y}setDepthMaterialFrameCache(e,t,r){let i=this.depthMaterialFrameCache.get(e);i||(i=[],this.depthMaterialFrameCache.set(e,i)),i[t]={extractionVersion:this.extractionVersion,resource:r}}async getDepthPassMaterialResourceAsync(e,t,r,i,n,a=!1){if(!(this.state.device&&this.state.sceneBindGroupLayout&&this.state.directSceneBindGroupLayout&&this.state.shadowBindGroupLayout&&this.state.directShadowBindGroupLayout&&this.state.skinningBindGroupLayout))throw new Error("Renderer is not initialized.");if("prepass"===t&&null===e.depthVertexShader||"pointShadow"===t&&(null===e.pointShadowVertexShader||null===e.pointShadowFragmentShader))return null;const s=this.getDepthMaterialFastCacheIndex(t,r,i,n,a),o=this.depthMaterialFastCache.get(e)?.[s];if(o&&this.fastMaterialResourceMatches(o,e))return this.updateMaterialUniformBuffer(e,o),o;const l="prepass"===t?this.depthPrepassMaterialCache:i?this.skinnedDirectionalShadowMaterialCache:"instanced-direct"===r?this.directionalShadowMaterialCacheDirect:this.directionalShadowMaterialCache,c=this.getDepthPassMaterialKey(e,t,r,i,n,a),u=l.get(e),d=u?.get(c);if(d&&this.materialResourceMatches(d,e,c))return this.setDepthMaterialFastCache(e,s,d),this.updateMaterialUniformBuffer(e,d),d;this.destroyMaterialResource(d),u&&u.delete(c);const{bindGroupLayoutEntries:h,bindGroupEntries:p,uniformBuffer:f,textures:m,textureVersions:g,storageBuffers:v}=this.createMaterialBindGroupData(e,`${e.uuid}-${t}-${r}-material`,GPUShaderStage.VERTEX|GPUShaderStage.FRAGMENT),x=await this.getOrCreateSharedDepthPipelineAsync(c,e,t,r,h,i,n,a),w=this.state.device.createBindGroup({label:`${e.uuid}-${t}-${r}-material-bind-group`,layout:x.bindGroupLayout,entries:p}),b={key:c,materialVersion:e.version,textureVersionHash:e.getTextureVersionHash(),rendererSampleCount:this.sampleCount,instanceAccessMode:r,receiveShadow:!0,useBatching:n,frontFaceCW:a,colorTargetFormatsId:0,pipeline:x.pipeline,graphTextureBindGroupLayout:x.graphTextureBindGroupLayout,bindGroup:w,uniformBuffer:f,uniformBufferSize:f?.size??0,uniformValueHash:e.uniformValuesAutoUpdate?e.getUniformValueHash():0,uniformValuesAutoVersion:e.uniformValuesAutoVersion,textures:m,textureVersions:g,storageBuffers:v,vertexAttributes:this.getMaterialVertexAttributes(e,i),usesSkinning:i};let y=l.get(e);return y||(y=new Map,l.set(e,y)),y.set(c,b),this.setDepthMaterialFastCache(e,s,b),b}getMaterialResource(e,t,r=!0,i,n=!1,a=!1,s=this.sampleCount,o=!1){if(!(this.state.device&&this.state.format&&this.state.sceneBindGroupLayout&&this.state.visibleSceneBindGroupLayout&&this.state.directSceneBindGroupLayout))throw new Error("Renderer is not initialized.");const l=n?r?this.skinnedMaterialCache:this.skinnedMaterialNoReceiveShadowCache:r?"instanced-direct"===t?this.materialCacheDirect:"packed-visible"===t?this.materialCacheVisible:this.materialCache:"instanced-direct"===t?this.materialNoReceiveShadowCacheDirect:"packed-visible"===t?this.materialNoReceiveShadowCacheVisible:this.materialNoReceiveShadowCache,c=i??wa,u=void 0===i||1===i.length&&i[0]===vt,d=this.getForwardMaterialFastCacheIndex(t,r,n,a,o),h=u?null:this.getForwardMaterialTargetFastCacheKey(c,d);if(u){const t=this.forwardMaterialFrameCache.get(e)?.[d];if(t?.extractionVersion===this.extractionVersion&&t.resource.rendererSampleCount===s)return t.resource;const r=this.forwardMaterialFastCache.get(e)?.[d];if(r&&this.fastMaterialResourceMatches(r,e,s))return this.updateMaterialUniformBuffer(e,r),this.setForwardMaterialFrameCache(e,d,r),r}else{const t=this.forwardMaterialTargetFastCache.get(e)?.get(h);if(t&&this.fastMaterialResourceMatches(t,e,s))return this.updateMaterialUniformBuffer(e,t),t}const p=this.getForwardMaterialKey(e,t,r,c,n,a,o,s),f=l.get(e),m=f?.get(p);if(m&&this.materialResourceMatches(m,e,p,s))return u?(this.setForwardMaterialFastCache(e,d,m),this.setForwardMaterialFrameCache(e,d,m)):this.setForwardMaterialTargetFastCache(e,h,m),this.updateMaterialUniformBuffer(e,m),m;this.destroyMaterialResource(m),f&&f.delete(p);const{bindGroupLayoutEntries:g,bindGroupEntries:v,uniformBuffer:x,textures:w,textureVersions:b,storageBuffers:y}=this.createMaterialBindGroupData(e,`${e.uuid}-${t}-material`,GPUShaderStage.VERTEX|GPUShaderStage.FRAGMENT),S=this.getOrCreateSharedForwardPipeline(p,e,t,g,r,c,n,a,o,s),C=this.state.device.createBindGroup({label:`${e.uuid}-${t}-material-bind-group`,layout:S.bindGroupLayout,entries:v}),P={key:p,materialVersion:e.version,textureVersionHash:e.getTextureVersionHash(),rendererSampleCount:s,instanceAccessMode:t,receiveShadow:r,useBatching:a,frontFaceCW:o,colorTargetFormatsId:this.getColorFormatsId(c),pipeline:S.pipeline,graphTextureBindGroupLayout:S.graphTextureBindGroupLayout,bindGroup:C,uniformBuffer:x,uniformBufferSize:x?.size??0,uniformValueHash:e.uniformValuesAutoUpdate?e.getUniformValueHash():0,uniformValuesAutoVersion:e.uniformValuesAutoVersion,textures:w,textureVersions:b,storageBuffers:y,vertexAttributes:this.getMaterialVertexAttributes(e,n),usesSkinning:n};let M=l.get(e);return M||(M=new Map,l.set(e,M)),M.set(p,P),u?(this.setForwardMaterialFastCache(e,d,P),this.setForwardMaterialFrameCache(e,d,P)):this.setForwardMaterialTargetFastCache(e,h,P),P}async getMaterialResourceAsync(e,t,r=!0,i,n=!1,a=!1,s=this.sampleCount,o=!1){if(!(this.state.device&&this.state.format&&this.state.sceneBindGroupLayout&&this.state.visibleSceneBindGroupLayout&&this.state.directSceneBindGroupLayout))throw new Error("Renderer is not initialized.");const l=n?r?this.skinnedMaterialCache:this.skinnedMaterialNoReceiveShadowCache:r?"instanced-direct"===t?this.materialCacheDirect:"packed-visible"===t?this.materialCacheVisible:this.materialCache:"instanced-direct"===t?this.materialNoReceiveShadowCacheDirect:"packed-visible"===t?this.materialNoReceiveShadowCacheVisible:this.materialNoReceiveShadowCache,c=i??wa,u=void 0===i||1===i.length&&i[0]===vt,d=this.getForwardMaterialFastCacheIndex(t,r,n,a,o);if(u){const t=this.forwardMaterialFrameCache.get(e)?.[d];if(t?.extractionVersion===this.extractionVersion&&t.resource.rendererSampleCount===s)return t.resource;const r=this.forwardMaterialFastCache.get(e)?.[d];if(r&&this.fastMaterialResourceMatches(r,e,s))return this.updateMaterialUniformBuffer(e,r),this.setForwardMaterialFrameCache(e,d,r),r}const h=this.getForwardMaterialKey(e,t,r,c,n,a,o,s),p=l.get(e),f=p?.get(h);if(f&&this.materialResourceMatches(f,e,h,s))return u&&(this.setForwardMaterialFastCache(e,d,f),this.setForwardMaterialFrameCache(e,d,f)),this.updateMaterialUniformBuffer(e,f),f;this.destroyMaterialResource(f),p&&p.delete(h);const{bindGroupLayoutEntries:m,bindGroupEntries:g,uniformBuffer:v,textures:x,textureVersions:w,storageBuffers:b}=this.createMaterialBindGroupData(e,`${e.uuid}-${t}-material`,GPUShaderStage.VERTEX|GPUShaderStage.FRAGMENT),y=await this.getOrCreateSharedForwardPipelineAsync(h,e,t,m,r,c,n,a,o,s),S=this.state.device.createBindGroup({label:`${e.uuid}-${t}-material-bind-group`,layout:y.bindGroupLayout,entries:g}),C={key:h,materialVersion:e.version,textureVersionHash:e.getTextureVersionHash(),rendererSampleCount:s,instanceAccessMode:t,receiveShadow:r,useBatching:a,frontFaceCW:o,colorTargetFormatsId:this.getColorFormatsId(c),pipeline:y.pipeline,graphTextureBindGroupLayout:y.graphTextureBindGroupLayout,bindGroup:S,uniformBuffer:v,uniformBufferSize:v?.size??0,uniformValueHash:e.uniformValuesAutoUpdate?e.getUniformValueHash():0,uniformValuesAutoVersion:e.uniformValuesAutoVersion,textures:x,textureVersions:w,storageBuffers:b,vertexAttributes:this.getMaterialVertexAttributes(e,n),usesSkinning:n};let P=l.get(e);return P||(P=new Map,l.set(e,P)),P.set(h,C),u&&(this.setForwardMaterialFastCache(e,d,C),this.setForwardMaterialFrameCache(e,d,C)),C}ensureTiledLightingSize(){this.tiledPointLights?.resize(this.state.width,this.state.height)&&(this.state.sharedSceneBindGroup=null,this.state.residentSceneBindGroupVersion+=1,this.clearIndirectBundleCache(),this.clearStaticDrawSetBundleCaches())}updateCameraUniforms(e,t){if(!this.state.device||!this.state.cameraBuffer)return;const r=this.cameraProjectionScratch.copy(e.projectionMatrix);0===this.projectionJitterPixels.x&&0===this.projectionJitterPixels.y||(r.elements[8]-=2*this.projectionJitterPixels.x/this.state.width,r.elements[9]-=2*this.projectionJitterPixels.y/this.state.height);const i=this.cameraViewProjScratch.copy(wt).multiply(r).multiply(e.matrixWorldInverse);e.getWorldPosition(Tt);const n=this.cameraUniformScratch;n.set(i.elements,0),n[16]=Tt.x,n[17]=Tt.y,n[18]=Tt.z,n[19]=1,n[20]=this.state.width,n[21]=this.state.height,n[22]=this.state.pixelRatio,n[23]=this.state.frameTimeSeconds,n.set(e.matrixWorldInverse.elements,24),n.set(Bt.multiplyMatrices(wt,r).elements,40),n[56]=e.near,n[57]=e.far,n[58]=1/Math.max(e.far-e.near,1e-4),n[59]=this.tiledLightingEnabled?1:0;const a=t.fog;null!=a?(n[60]=a.color.r,n[61]=a.color.g,n[62]=a.color.b,n[63]=1,"density"in a?(n[64]=0,n[65]=0,n[66]=a.density,n[67]=1):(n[64]=a.near,n[65]=a.far,n[66]=0,n[67]=0)):(n.fill(0,60,68),n[67]=-1);const s=this.motionVectorProjectionPending?this.motionVectorProjection:e.projectionMatrix,o=this.motionVectorCurrentViewProj.copy(wt).multiply(s).multiply(e.matrixWorldInverse);n.set(o.elements,68),n.set((this.motionVectorHistoryValid?this.motionVectorPreviousViewProj:o).elements,84),n[100]=this.motionVectorHistoryValid?1:0,n[101]=this.state.width,n[102]=this.state.height,n[103]=0,this.motionVectorProjectionPending=!1,this.state.device.queue.writeBuffer(this.state.cameraBuffer,0,n,0,104)}updateTemporalVisibilityUniforms(e){if(!this.state.device||!this.state.temporalVisibilityBuffer)return;const t=Ji(e,this.temporalVisibilityCurrentViewProj);e.getWorldPosition(this.temporalVisibilityCurrentCameraPosition);const r=this.temporalVisibilityUniformScratch;r.set(t.elements,0),r.set((this.state.temporalHiZHistoryValid?this.temporalVisibilityPreviousViewProj:t).elements,16),r[32]=this.temporalVisibilityCurrentCameraPosition.x,r[33]=this.temporalVisibilityCurrentCameraPosition.y,r[34]=this.temporalVisibilityCurrentCameraPosition.z,r[35]=1;const i=this.state.temporalHiZHistoryValid?this.temporalVisibilityPreviousCameraPosition:this.temporalVisibilityCurrentCameraPosition;r[36]=i.x,r[37]=i.y,r[38]=i.z,r[39]=1,r[40]=this.state.width,r[41]=this.state.height,r[42]=this.state.pixelRatio,r[43]=this.state.frameTimeSeconds,this.state.device.queue.writeBuffer(this.state.temporalVisibilityBuffer,0,r,0,44)}commitTemporalHiZHistory(){this.temporalVisibilityPreviousViewProj.copy(this.temporalVisibilityCurrentViewProj),this.temporalVisibilityPreviousCameraPosition.copy(this.temporalVisibilityCurrentCameraPosition),this.state.temporalHiZHistoryValid=!0,this.motionVectorPreviousViewProj.copy(this.motionVectorCurrentViewProj),this.motionVectorHistoryValid=!0}updateLightUniforms(e){if(!this.state.device||!this.state.lightBuffer)return;const t=this.lightUniformScratch;this.updateSpotLightMapAtlas(e.lights.spots),t.fill(0),t[0]=e.lights.ambient.x,t[1]=e.lights.ambient.y,t[2]=e.lights.ambient.z,t[3]=e.lights.ambient.w,t[4]=e.lights.directionals.length,t[5]=e.lights.points.length,t[6]=e.lights.spots.length,t[7]=Math.min(this.csmCascadeCount,e.lights.directionals.length);for(let e=0;e<this.csmCascadeCount;e+=1){const r=this.csmCascadeRanges[e],i=3976+4*e;t[i+0]=r.x,t[i+1]=r.y}const r=e.lights.hemisphere;null!=r&&(t[3992]=r.skyColor.x,t[3993]=r.skyColor.y,t[3994]=r.skyColor.z,t[3995]=r.intensity,t[3996]=r.groundColor.x,t[3997]=r.groundColor.y,t[3998]=r.groundColor.z,t[3999]=r.intensity,t[4e3]=r.direction.x,t[4001]=r.direction.y,t[4002]=r.direction.z,t[4003]=1);for(let r=0;r<e.lights.directionals.length;r+=1){const i=e.lights.directionals[r],n=this.directionalShadowCameras[r];n.left=i.shadowCameraLeft,n.right=i.shadowCameraRight,n.top=i.shadowCameraTop,n.bottom=i.shadowCameraBottom,n.near=i.shadowCameraNear,n.far=i.shadowCameraFar,n.position.copy(i.position),n.lookAt(i.target),n.updateMatrixWorld(!0),n.updateProjectionMatrix();const a=8+4*r;t[a+0]=i.direction.x,t[a+1]=i.direction.y,t[a+2]=i.direction.z,t[a+3]=1;const s=24+4*r;t[s+0]=i.color.x,t[s+1]=i.color.y,t[s+2]=i.color.z,t[s+3]=i.intensity;const o=40+4*r;t[o+0]=i.shadowBias,t[o+1]=i.castShadow?1:0,t[o+2]=this.state.directionalShadowTextureSize,t[o+3]=i.shadowNormalBias;const l=56+4*r;t[l+0]=i.shadowRadius,t[l+1]=i.shadowIntensity,t.set(Ji(n,this.shadowViewProjScratch).elements,72+16*r)}for(let r=0;r<e.lights.points.length;r+=1){const i=e.lights.points[r],n=136+4*r;t[n+0]=i.position.x,t[n+1]=i.position.y,t[n+2]=i.position.z,t[n+3]=i.range;const a=392+4*r;t[a+0]=i.color.x,t[a+1]=i.color.y,t[a+2]=i.color.z,t[a+3]=i.intensity;const s=648+4*r;t[s+0]=i.distance,t[s+1]=i.decay;const o=904+4*r;t[o+0]=i.shadowBias,t[o+1]=i.castShadow?1:0,t[o+2]=this.state.pointShadowTextureSize,t[o+3]=i.shadowNormalBias;const l=1160+4*r;t[l+0]=i.shadowRadius,t[l+1]=i.shadowIntensity,t[l+2]=i.shadowCameraNear,t[l+3]=i.shadowCameraFar}for(let r=0;r<e.lights.spots.length;r+=1){const i=e.lights.spots[r],n=1416+4*r;t[n+0]=i.position.x,t[n+1]=i.position.y,t[n+2]=i.position.z,t[n+3]=i.range;const a=1672+4*r;t[a+0]=i.direction.x,t[a+1]=i.direction.y,t[a+2]=i.direction.z,t[a+3]=Math.cos(i.angle);const s=1928+4*r;t[s+0]=i.color.x,t[s+1]=i.color.y,t[s+2]=i.color.z,t[s+3]=i.intensity;const o=2184+4*r;t[o+0]=i.shadowBias,t[o+1]=i.castShadow?1:0,t[o+2]=this.state.spotShadowTextureSize,t[o+3]=i.shadowNormalBias;const l=2440+4*r;t[l+0]=i.shadowRadius,t[l+1]=i.shadowIntensity;const c=2696+4*r;if(t[c+0]=i.range,t[c+1]=Math.cos(i.angle*(1-i.penumbra)),t[c+2]=i.decay,t[c+3]=null!=i.map?1:0,i.castShadow||null!=i.map){const e=this.spotShadowCameras[r];e.near=i.shadowCameraNear,e.far=i.shadowCameraFar,e.fov=i.shadowCameraFov,e.aspect=1,e.position.copy(i.position),It.copy(i.position).add(i.direction),e.lookAt(It),e.updateMatrixWorld(!0),e.updateProjectionMatrix(),t.set(Ji(e,this.shadowViewProjScratch).elements,2952+16*r)}}this.state.device.queue.writeBuffer(this.state.lightBuffer,0,t,0,St)}updateSpotLightMapAtlas(e){const t=this.state.device;if(null==t)return;const r=e.some(e=>null!=e.map),i=r?2048:1,n=r?i/8:1,a=r?e.map(e=>null==e.map?"-":`${e.map.uuid}:${e.map.version}`).join("|"):"fallback";if(null!=this.state.spotLightMapTexture&&i===this.spotLightMapAtlasSize&&a===this.spotLightMapAtlasSignature)return;if(null==this.state.spotLightMapTexture||i!==this.spotLightMapAtlasSize){const e=this.state.spotLightMapTexture,n=t.createTexture({label:r?"spot-light-map-atlas":"spot-light-map-fallback",size:{width:i,height:i},format:"rgba8unorm",usage:GPUTextureUsage.TEXTURE_BINDING|GPUTextureUsage.RENDER_ATTACHMENT|GPUTextureUsage.COPY_DST});this.state.spotLightMapTexture=n,this.state.spotLightMapView=n.createView(),this.spotLightMapAtlasSize=i,e?.destroy(),this.state.sharedSceneBindGroup=null,this.state.residentSceneBindGroupVersion+=1,this.clearIndirectBundleCache(),this.clearStaticDrawSetBundleCaches()}if(!r)return t.queue.writeTexture({texture:this.state.spotLightMapTexture},new Uint8Array([255,255,255,255]),{},{width:1,height:1}),void(this.spotLightMapAtlasSignature=a);if(null==this.spotLightMapAtlasLayout||null==this.spotLightMapAtlasPipeline){this.spotLightMapAtlasLayout=t.createBindGroupLayout({label:"spot-light-map-atlas-layout",entries:[{binding:0,visibility:GPUShaderStage.FRAGMENT,sampler:{type:"filtering"}},{binding:1,visibility:GPUShaderStage.FRAGMENT,texture:{sampleType:"float"}}]});const e=t.createShaderModule({label:"spot-light-map-atlas-shader",code:"\n struct VertexOutput { @builtin(position) position: vec4<f32>, @location(0) uv: vec2<f32> };\n @vertex fn vertexMain(@builtin(vertex_index) index: u32) -> VertexOutput {\n let positions = array<vec2<f32>, 3>(vec2(-1.0, -1.0), vec2(3.0, -1.0), vec2(-1.0, 3.0));\n var output: VertexOutput;\n output.position = vec4(positions[index], 0.0, 1.0);\n output.uv = positions[index] * vec2(0.5, -0.5) + vec2(0.5);\n return output;\n }\n @group(0) @binding(0) var mapSampler: sampler;\n @group(0) @binding(1) var mapTexture: texture_2d<f32>;\n @fragment fn fragmentMain(input: VertexOutput) -> @location(0) vec4<f32> {\n return textureSample(mapTexture, mapSampler, input.uv);\n }\n "});this.spotLightMapAtlasPipeline=t.createRenderPipeline({label:"spot-light-map-atlas-pipeline",layout:t.createPipelineLayout({bindGroupLayouts:[this.spotLightMapAtlasLayout]}),vertex:{module:e,entryPoint:"vertexMain"},fragment:{module:e,entryPoint:"fragmentMain",targets:[{format:"rgba8unorm"}]}})}const s=t.createCommandEncoder({label:"spot-light-map-atlas-upload"}),o=s.beginRenderPass({colorAttachments:[{view:this.state.spotLightMapView,clearValue:{r:1,g:1,b:1,a:1},loadOp:"clear",storeOp:"store"}]});o.setPipeline(this.spotLightMapAtlasPipeline);for(let r=0;r<e.length;r+=1){const i=e[r].map;if(null==i)continue;const a=this.getTextureResource(i),s=r%8*n,l=Math.floor(r/8)*n;o.setViewport(s,l,n,n,0,1),o.setScissorRect(s,l,n,n),o.setBindGroup(0,t.createBindGroup({layout:this.spotLightMapAtlasLayout,entries:[{binding:0,resource:this.state.linearClampSampler},{binding:1,resource:a.view}]})),o.draw(3)}o.end(),t.queue.submit([s.finish()]),this.spotLightMapAtlasSignature=a}writeShadowCameraBuffer(e,t,r,i,n,a=this.state.shadowCameraBuffer,s){if(!this.state.device||!a)return;const o=this.shadowCameraUniformScratch;o.set(e.elements,0),o[16]=t,o[17]=r,o[18]=i,o[19]=n,o[60]=this.state.frameTimeSeconds,o[61]=this.state.width,o[62]=this.state.height,o[63]=0,s&&(o.set(s.matrixWorldInverse.elements,20),o.set(s.projectionMatrix.elements,36),o[52]=s.position.x,o[53]=s.position.y,o[54]=s.position.z,o[55]=1,o[56]=s.near,o[57]=s.far,o[58]=0,o[59]=0),this.state.device.queue.writeBuffer(a,0,o,0,64)}};var Ma=[0,0],Ba=[0,0,1],Da=[1,1,1,1],Ta=new WeakMap;async function Ia(e,t){if(null==e)throw new Error("WebGPU device is not initialized");if("function"==typeof e.createRenderPipelineAsync)return await e.createRenderPipelineAsync(t);const r=Ta.get(e)??Promise.resolve();let i;const n=new Promise(e=>{i=e});Ta.set(e,r.catch(()=>{}).then(()=>n)),await r.catch(()=>{}),await new Promise(e=>requestAnimationFrame(()=>e()));try{return e.createRenderPipeline(t)}finally{i()}}import{DataTexture as Ra,Matrix4 as Ga,RepeatWrapping as Va}from"three";var La={off:{enabled:!1,temporal:{}},low:{enabled:!0,resolutionScale:.35,directions:2,steps:3,temporal:{historyWeight:.92,depthRejection:.1},denoise:{samples:4,radius:4}},medium:{enabled:!0,resolutionScale:.5,directions:2,steps:4,temporal:{historyWeight:.9,depthRejection:.08},denoise:{samples:8,radius:6}},high:{enabled:!0,resolutionScale:.5,directions:3,steps:5,temporal:{historyWeight:.88,depthRejection:.06},denoise:{samples:12,radius:8}}},za=class{options;noiseTexture=function(){const e=new Array(25).fill(0);let t=Math.floor(2.5),r=4;for(let i=1;i<=25;){-1===t&&5===r?(t=0,r=3):(5===r&&(r=0),t<0&&(t=4));const n=5*t+r;0===e[n]?(e[n]=i++,t-=1,r+=1):(t+=1,r-=2)}const i=new Uint8Array(100);for(let t=0;t<e.length;t+=1){const r=2*Math.PI*e[t]/e.length;i[4*t]=Math.round(255*(.5*Math.cos(r)+.5)),i[4*t+1]=Math.round(255*(.5*Math.sin(r)+.5)),i[4*t+2]=127,i[4*t+3]=255}const n=new Ra(i,5,5);return n.wrapS=Va,n.wrapT=Va,n.needsUpdate=!0,n}();gtaoPasses=new Map;temporalPasses=new Map;denoisePasses=new Map;compositePasses=new Map;writeIndex=0;frameIndex=0;historyValid=!1;constructor(e={}){this.options=ja(e)}get enabled(){return this.options.enabled}get temporalEnabled(){return!1!==this.options.temporal}setOptions(e){Object.assign(this.options,ja({...this.options,...e,denoise:e.denoise??this.options.denoise,temporal:e.temporal??this.options.temporal,targetPrefix:this.options.targetPrefix})),this.gtaoPasses.clear(),this.temporalPasses.clear(),this.denoisePasses.clear(),this.compositePasses.clear(),this.reset()}applyPreset(e){this.setOptions(La[e])}reset(){this.writeIndex=0,this.frameIndex=0,this.historyValid=!1}addPasses(e,t){const r=e.createColorTarget(`${this.options.targetPrefix}Raw`,{format:"r16float",scale:this.options.resolutionScale}),i=`${t.depth}:${t.normal}:${r}`;let n=this.gtaoPasses.get(i);n||(n=new Ua(t.depth,t.normal,r,this.noiseTexture,this.options),this.gtaoPasses.set(i,n));const a=!1!==this.options.temporal&&null!=t.velocity;n.frameIndex=a?this.frameIndex:0,e.addFullscreenPass(n);let s=r;if(a&&!1!==this.options.temporal&&null!=t.velocity){const i=e.createColorTarget(`${this.options.targetPrefix}TemporalA`,{format:"r16float",scale:this.options.resolutionScale}),n=e.createColorTarget(`${this.options.targetPrefix}TemporalB`,{format:"r16float",scale:this.options.resolutionScale}),a=e.createColorTarget(`${this.options.targetPrefix}TemporalDepthA`,{format:"r16float",scale:this.options.resolutionScale}),o=e.createColorTarget(`${this.options.targetPrefix}TemporalDepthB`,{format:"r16float",scale:this.options.resolutionScale}),l=0===this.writeIndex?n:i,c=0===this.writeIndex?i:n,u=0===this.writeIndex?o:a,d=0===this.writeIndex?a:o,h=`${r}:${t.depth}:${t.velocity}:${l}:${u}:${c}:${d}`;let p=this.temporalPasses.get(h);p||(p=new Aa(r,t.depth,t.velocity,l,u,c,d,this.options.temporal,this),this.temporalPasses.set(h,p)),e.addFullscreenPass(p),s=c,this.writeIndex=1-this.writeIndex}if(a&&(this.frameIndex+=1),!1===this.options.denoise)return s;const o=e.createColorTarget(`${this.options.targetPrefix}Denoised`,{format:"r16float",scale:this.options.resolutionScale}),l=`${s}:${t.depth}:${t.normal}:${o}`;let c=this.denoisePasses.get(l);return c||(c=new Fa(s,t.depth,t.normal,o,this.options.normalSpace,this.options.denoise),this.denoisePasses.set(l,c)),e.addFullscreenPass(c),o}addCompositePass(e,t,r,i={}){const n=i.output??e.createColorTarget(`${this.options.targetPrefix}Composite`,{format:"rgba16float"}),a=Math.max(0,i.intensity??.6),s=Math.max(1e-4,i.power??1),o=`${t}:${r}:${n}:${a}:${s}`;let l=this.compositePasses.get(o);return l||(l=new Ea(t,r,n,a,s),this.compositePasses.set(o,l)),e.addFullscreenPass(l),n}dispose(){this.noiseTexture.dispose(),this.gtaoPasses.clear(),this.temporalPasses.clear(),this.denoisePasses.clear(),this.compositePasses.clear()}consumeHistoryValid(){const e=this.historyValid;return this.historyValid=!0,e}},Ua=class{constructor(e,t,r,i,n){this.options=n,this.inputs={sceneDepth:e,sceneNormal:t},this.outputs=r,this.textures={gtaoNoise:i},this.fragmentShader=function(e){const t="world"===e.normalSpace?"normalize(viewRotation() * decodedNormal)":"decodedNormal";return`\nconst PI = 3.14159265359;\nconst DIRECTIONS: i32 = ${e.directions};\nconst STEPS: i32 = ${e.steps};\n\nfn projectionMatrix() -> mat4x4<f32> {\n return mat4x4<f32>(fullscreenUniforms[0], fullscreenUniforms[1], fullscreenUniforms[2], fullscreenUniforms[3]);\n}\nfn inverseProjectionMatrix() -> mat4x4<f32> {\n return mat4x4<f32>(fullscreenUniforms[4], fullscreenUniforms[5], fullscreenUniforms[6], fullscreenUniforms[7]);\n}\nfn viewRotation() -> mat3x3<f32> {\n return mat3x3<f32>(fullscreenUniforms[8].xyz, fullscreenUniforms[9].xyz, fullscreenUniforms[10].xyz);\n}\nfn getViewPosition(uv: vec2<f32>, depth: f32) -> vec3<f32> {\n let clip = vec4<f32>(uv.x * 2.0 - 1.0, 1.0 - uv.y * 2.0, depth, 1.0);\n let view = inverseProjectionMatrix() * clip;\n return view.xyz / view.w;\n}\nfn projectViewPosition(position: vec3<f32>) -> vec2<f32> {\n let clip = projectionMatrix() * vec4<f32>(position, 1.0);\n let ndc = clip.xy / clip.w;\n return vec2<f32>(ndc.x * 0.5 + 0.5, 0.5 - ndc.y * 0.5);\n}\nfn loadDepth(uv: vec2<f32>, size: vec2<i32>) -> f32 {\n let pixel = clamp(vec2<i32>(uv * vec2<f32>(size)), vec2<i32>(0), size - vec2<i32>(1));\n return textureLoad(sceneDepthTexture, pixel, 0);\n}\n\n@fragment\nfn fsMain(input: FullscreenVertexOutput) -> @location(0) vec4<f32> {\n let depthSize = vec2<i32>(textureDimensions(sceneDepthTexture));\n let pixel = clamp(vec2<i32>(input.uv * vec2<f32>(depthSize)), vec2<i32>(0), depthSize - vec2<i32>(1));\n let depth = textureLoad(sceneDepthTexture, pixel, 0);\n if (depth >= 1.0) { return vec4<f32>(1.0); }\n\n let viewPosition = getViewPosition(input.uv, depth);\n let decodedNormal = normalize(textureLoad(sceneNormalTexture, pixel, 0).rgb * 2.0 - vec3<f32>(1.0));\n let viewNormal = ${t};\n let viewDirection = normalize(-viewPosition);\n let radius = fullscreenUniforms[12].x;\n let thickness = fullscreenUniforms[12].y;\n let distanceExponent = fullscreenUniforms[12].z;\n let distanceFalloff = fullscreenUniforms[12].w;\n let noiseSize = vec2<f32>(textureDimensions(gtaoNoiseTexture));\n let noiseUv = input.uv * vec2<f32>(depthSize) / noiseSize;\n let noiseTexel = textureSampleLevel(gtaoNoiseTexture, gtaoNoiseSampler, noiseUv, 0.0);\n let baseTangent = normalize(noiseTexel.xy * 2.0 - vec2<f32>(1.0));\n let temporalAngle = f32(i32(fullscreenUniforms[13].x) & 7) * 2.39996323;\n let temporalRotation = mat2x2<f32>(\n vec2<f32>(cos(temporalAngle), sin(temporalAngle)),\n vec2<f32>(-sin(temporalAngle), cos(temporalAngle))\n );\n let rotatedTangent = temporalRotation * baseTangent;\n let tangent = vec3<f32>(rotatedTangent, 0.0);\n let bitangent = vec3<f32>(-tangent.y, tangent.x, 0.0);\n var ao = 0.0;\n\n for (var i = 0; i < DIRECTIONS; i += 1) {\n let angle = (f32(i) / f32(DIRECTIONS)) * PI;\n let sampleDirection = normalize(tangent * cos(angle) + bitangent * sin(angle));\n let sliceBitangent = normalize(cross(sampleDirection, viewDirection));\n let sliceTangent = cross(sliceBitangent, viewDirection);\n let normalInSlice = normalize(viewNormal - sliceBitangent * dot(viewNormal, sliceBitangent));\n let tangentToNormal = cross(normalInSlice, sliceBitangent);\n var cosHorizons = vec2<f32>(dot(viewDirection, tangentToNormal), dot(viewDirection, -tangentToNormal));\n for (var j = 0; j < STEPS; j += 1) {\n let distance = radius * pow(f32(j + 1) / f32(STEPS), distanceExponent);\n for (var side = 0; side < 2; side += 1) {\n let sign = select(-1.0, 1.0, side == 0);\n let sampleUv = projectViewPosition(viewPosition + sampleDirection * distance * sign);\n if (all(sampleUv >= vec2<f32>(0.0)) && all(sampleUv <= vec2<f32>(1.0))) {\n let sampleDepth = loadDepth(sampleUv, depthSize);\n if (sampleDepth < 1.0) {\n let viewDelta = getViewPosition(sampleUv, sampleDepth) - viewPosition;\n if (abs(viewDelta.z) < thickness) {\n let horizon = dot(viewDirection, normalize(viewDelta));\n let update = max(0.0, (horizon - cosHorizons[side]) * mix(1.0, 2.0 / f32(j + 2), distanceFalloff));\n cosHorizons[side] += update;\n }\n }\n }\n }\n }\n let sinHorizons = sqrt(max(vec2<f32>(0.0), vec2<f32>(1.0) - cosHorizons * cosHorizons));\n let nx = dot(normalInSlice, sliceTangent);\n let ny = dot(normalInSlice, viewDirection);\n let nxb = 0.5 * (acos(cosHorizons.y) - acos(cosHorizons.x) + sinHorizons.x * cosHorizons.x - sinHorizons.y * cosHorizons.y);\n let nyb = 0.5 * (2.0 - cosHorizons.x * cosHorizons.x - cosHorizons.y * cosHorizons.y);\n ao += nx * nxb + ny * nyb;\n }\n return vec4<f32>(vec3<f32>(clamp(ao / f32(DIRECTIONS), 0.0, 1.0)), 1.0);\n}\n`}(n)}options;name="GTAOPass";sampler="nearest";uniformBufferSize=224;inputs;outputs;textures;fragmentShader;uniforms=new Float32Array(this.uniformBufferSize/4);webGpuProjection=new Ga;webGpuProjectionInverse=new Ga;frameIndex=0;updateUniforms=e=>(this.webGpuProjection.copy(ka).multiply(e.camera.projectionMatrix),this.webGpuProjectionInverse.copy(this.webGpuProjection).invert(),this.uniforms.set(this.webGpuProjection.elements,0),this.uniforms.set(this.webGpuProjectionInverse.elements,16),this.uniforms.set(e.camera.matrixWorldInverse.elements,32),this.uniforms.set([this.options.radius,this.options.thickness,this.options.distanceExponent,this.options.distanceFalloff],48),this.uniforms.set([this.frameIndex,0,0,0],52),this.uniforms)},Aa=class{constructor(e,t,r,i,n,a,s,o,l){this.options=o,this.state=l,this.inputs={currentAo:e,sceneDepth:t,velocity:r,historyAo:i,historyDepth:n},this.outputs=[a,s]}options;state;name="GTAOTemporalPass";sampler="linear";uniformBufferSize=80;inputs;outputs;fragmentShader=Oa;uniforms=new Float32Array(this.uniformBufferSize/4);inverseProjection=new Ga;updateUniforms=e=>(this.inverseProjection.copy(ka).multiply(e.camera.projectionMatrix).invert(),this.uniforms.set(this.inverseProjection.elements,0),this.uniforms.set([this.options.historyWeight,this.options.depthRejection,this.options.neighborhoodClamp?1:0,this.state.consumeHistoryValid()?1:0],16),this.uniforms)},Fa=class{constructor(e,t,r,i,n,a){this.options=a,this.inputs={aoInput:e,sceneDepth:t,sceneNormal:r},this.outputs=i,this.fragmentShader=function(e,t){const r="world"===e?"normalize(viewRotation() * decoded)":"decoded";return`\nconst PI = 3.14159265359;\nconst MAGIC_SQUARE: array<u32, 25> = array<u32, 25>(9u, 3u, 22u, 16u, 15u, 2u, 21u, 20u, 14u, 8u, 25u, 19u, 13u, 7u, 1u, 18u, 12u, 6u, 5u, 24u, 11u, 10u, 4u, 23u, 17u);\nconst POISSON_DISK: array<vec3<f32>, 16> = array<vec3<f32>, 16>(\n vec3<f32>(1.0, 0.0, 0.0), vec3<f32>(0.707106781, 0.707106781, 0.066666667), vec3<f32>(0.0, 1.0, 0.133333333), vec3<f32>(-0.707106781, 0.707106781, 0.2),\n vec3<f32>(-1.0, 0.0, 0.266666667), vec3<f32>(-0.707106781, -0.707106781, 0.333333333), vec3<f32>(0.0, -1.0, 0.4), vec3<f32>(0.707106781, -0.707106781, 0.466666667),\n vec3<f32>(1.0, 0.0, 0.533333333), vec3<f32>(0.707106781, 0.707106781, 0.6), vec3<f32>(0.0, 1.0, 0.666666667), vec3<f32>(-0.707106781, 0.707106781, 0.733333333),\n vec3<f32>(-1.0, 0.0, 0.8), vec3<f32>(-0.707106781, -0.707106781, 0.866666667), vec3<f32>(0.0, -1.0, 0.933333333), vec3<f32>(0.707106781, -0.707106781, 1.0));\nfn inverseProjectionMatrix() -> mat4x4<f32> { return mat4x4<f32>(fullscreenUniforms[0], fullscreenUniforms[1], fullscreenUniforms[2], fullscreenUniforms[3]); }\nfn viewRotation() -> mat3x3<f32> { return mat3x3<f32>(fullscreenUniforms[4].xyz, fullscreenUniforms[5].xyz, fullscreenUniforms[6].xyz); }\nfn viewPosition(pixel: vec2<i32>, depth: f32, size: vec2<i32>) -> vec3<f32> {\n let uv = (vec2<f32>(pixel) + vec2<f32>(0.5)) / vec2<f32>(size);\n let view = inverseProjectionMatrix() * vec4<f32>(uv.x * 2.0 - 1.0, 1.0 - uv.y * 2.0, depth, 1.0);\n return view.xyz / view.w;\n}\nfn viewNormal(pixel: vec2<i32>) -> vec3<f32> {\n let decoded = normalize(textureLoad(sceneNormalTexture, pixel, 0).rgb * 2.0 - vec3<f32>(1.0));\n return ${r};\n}\nfn magicSquareAngle(pixel: vec2<i32>) -> f32 { return f32(MAGIC_SQUARE[u32((pixel.y % 5) * 5 + pixel.x % 5)]) * (2.0 * PI / 25.0); }\n@fragment\nfn fsMain(input: FullscreenVertexOutput) -> @location(0) vec4<f32> {\n let aoSize = vec2<i32>(textureDimensions(aoInputTexture));\n let depthSize = vec2<i32>(textureDimensions(sceneDepthTexture));\n let pixel = clamp(vec2<i32>(input.position.xy), vec2<i32>(0), aoSize - vec2<i32>(1));\n let depthPixel = clamp(vec2<i32>(input.uv * vec2<f32>(depthSize)), vec2<i32>(0), depthSize - vec2<i32>(1));\n let depth = textureLoad(sceneDepthTexture, depthPixel, 0);\n if (depth >= 1.0) { return vec4<f32>(1.0); }\n let center = textureLoad(aoInputTexture, pixel, 0).r;\n let normal = viewNormal(depthPixel);\n let position = viewPosition(depthPixel, depth, depthSize);\n let radius = fullscreenUniforms[8].x;\n let depthPhi = fullscreenUniforms[8].y;\n let normalPhi = fullscreenUniforms[8].z;\n let lumaPhi = fullscreenUniforms[8].w;\n let angle = magicSquareAngle(pixel);\n let rotation = mat2x2<f32>(vec2<f32>(cos(angle), sin(angle)), vec2<f32>(-sin(angle), cos(angle)));\n var denoised = center;\n var totalWeight = 1.0;\n for (var i = 0; i < ${t}; i += 1) {\n let sampleIndex = (i * 16) / ${t};\n let sample = POISSON_DISK[sampleIndex];\n let samplePixel = vec2<i32>(round(vec2<f32>(pixel) + rotation * sample.xy * (1.0 + sample.z * (radius - 1.0))));\n if (all(samplePixel >= vec2<i32>(0)) && all(samplePixel < aoSize)) {\n let sampleUv = (vec2<f32>(samplePixel) + vec2<f32>(0.5)) / vec2<f32>(aoSize);\n let sampleDepthPixel = clamp(vec2<i32>(sampleUv * vec2<f32>(depthSize)), vec2<i32>(0), depthSize - vec2<i32>(1));\n let sampleDepth = textureLoad(sceneDepthTexture, sampleDepthPixel, 0);\n if (sampleDepth < 1.0) {\n let neighbor = textureLoad(aoInputTexture, samplePixel, 0).r;\n let sampleNormal = viewNormal(sampleDepthPixel);\n let samplePosition = viewPosition(sampleDepthPixel, sampleDepth, depthSize);\n let normalSimilarity = pow(max(dot(normal, sampleNormal), 0.0), normalPhi);\n let lumaSimilarity = max(1.0 - abs(neighbor - center) / lumaPhi, 0.0);\n let depthSimilarity = max(1.0 - abs(dot(position - samplePosition, normal)) / depthPhi, 0.0);\n let weight = normalSimilarity * lumaSimilarity * depthSimilarity;\n denoised += neighbor * weight;\n totalWeight += weight;\n }\n }\n }\n return vec4<f32>(vec3<f32>(denoised / totalWeight), 1.0);\n}\n`}(n,a.samples)}options;name="GTAODenoisePass";sampler="nearest";uniformBufferSize=144;inputs;outputs;fragmentShader;uniforms=new Float32Array(this.uniformBufferSize/4);webGpuProjectionInverse=new Ga;updateUniforms=e=>(this.webGpuProjectionInverse.copy(ka).multiply(e.camera.projectionMatrix).invert(),this.uniforms.set(this.webGpuProjectionInverse.elements,0),this.uniforms.set(e.camera.matrixWorldInverse.elements,16),this.uniforms.set([this.options.radius,this.options.depthPhi,this.options.normalPhi,this.options.lumaPhi],32),this.uniforms)},Ea=class{name="GTAOCompositePass";sampler="nearest";uniformBufferSize=16;inputs;outputs;uniforms;constructor(e,t,r,i,n){this.inputs={sceneColor:e,ambientOcclusion:t},this.outputs=r,this.uniforms=new Float32Array([i,n,0,0])}updateUniforms=()=>this.uniforms;fragmentShader="\n@fragment\nfn fsMain(input: FullscreenVertexOutput) -> @location(0) vec4<f32> {\n let color = textureLoad(sceneColorTexture, vec2<i32>(input.position.xy), 0);\n let aoSize = vec2<i32>(textureDimensions(ambientOcclusionTexture));\n let aoPixel = clamp(vec2<i32>(input.uv * vec2<f32>(aoSize)), vec2<i32>(0), aoSize - vec2<i32>(1));\n let ao = textureLoad(ambientOcclusionTexture, aoPixel, 0).r;\n let materialFlags = u32(round(color.a));\n let isAlphaTested = (materialFlags & 1u) != 0u;\n let visibility = select(mix(1.0, pow(clamp(ao, 0.0, 1.0), fullscreenUniforms[0].y), fullscreenUniforms[0].x), 1.0, isAlphaTested);\n return vec4<f32>(color.rgb * visibility, color.a);\n}\n"},ka=(new Ga).set(1,0,0,0,0,1,0,0,0,0,.5,.5,0,0,0,1);var Oa="\nstruct GTAOTemporalOutput {\n @location(0) ao: vec4<f32>,\n @location(1) depth: vec4<f32>,\n};\n\nfn inverseProjectionMatrix() -> mat4x4<f32> {\n return mat4x4<f32>(\n fullscreenUniforms[0], fullscreenUniforms[1],\n fullscreenUniforms[2], fullscreenUniforms[3]\n );\n}\n\nfn loadSceneDepth(uv: vec2<f32>) -> f32 {\n let size = vec2<i32>(textureDimensions(sceneDepthTexture));\n let pixel = clamp(\n vec2<i32>(uv * vec2<f32>(size)),\n vec2<i32>(0),\n size - vec2<i32>(1)\n );\n return textureLoad(sceneDepthTexture, pixel, 0);\n}\n\nfn linearViewDepth(uv: vec2<f32>, depth: f32) -> f32 {\n let clip = vec4<f32>(\n uv.x * 2.0 - 1.0,\n 1.0 - uv.y * 2.0,\n depth,\n 1.0\n );\n let view = inverseProjectionMatrix() * clip;\n return abs(view.z / max(abs(view.w), 1e-6));\n}\n\nfn loadVelocity(uv: vec2<f32>) -> vec2<f32> {\n let size = vec2<i32>(textureDimensions(velocityTexture));\n let pixel = clamp(\n vec2<i32>(uv * vec2<f32>(size)),\n vec2<i32>(0),\n size - vec2<i32>(1)\n );\n return textureLoad(velocityTexture, pixel, 0).xy;\n}\n\nfn loadCurrentAo(pixel: vec2<i32>, size: vec2<i32>) -> f32 {\n return textureLoad(\n currentAoTexture,\n clamp(pixel, vec2<i32>(0), size - vec2<i32>(1)),\n 0\n ).r;\n}\n\n@fragment\nfn fsMain(input: FullscreenVertexOutput) -> GTAOTemporalOutput {\n let aoSize = vec2<i32>(textureDimensions(currentAoTexture));\n let pixel = clamp(\n vec2<i32>(input.position.xy),\n vec2<i32>(0),\n aoSize - vec2<i32>(1)\n );\n let currentAo = loadCurrentAo(pixel, aoSize);\n let currentDepthRaw = loadSceneDepth(input.uv);\n let currentDepth = linearViewDepth(input.uv, currentDepthRaw);\n let previousUv = input.uv - loadVelocity(input.uv);\n let inBounds =\n all(previousUv >= vec2<f32>(0.0)) &&\n all(previousUv <= vec2<f32>(1.0));\n let historySize = vec2<i32>(textureDimensions(historyDepthTexture));\n let historyPixel = clamp(\n vec2<i32>(previousUv * vec2<f32>(historySize)),\n vec2<i32>(0),\n historySize - vec2<i32>(1)\n );\n let previousDepth = textureLoad(historyDepthTexture, historyPixel, 0).r;\n let relativeDepthDifference =\n abs(previousDepth - currentDepth) / max(currentDepth, 1e-3);\n let historyAccepted =\n fullscreenUniforms[4].w > 0.5 &&\n inBounds &&\n currentDepthRaw < 1.0 &&\n relativeDepthDifference <= fullscreenUniforms[4].y;\n\n var historyAo = textureSampleLevel(\n historyAoTexture,\n fullscreenSampler,\n clamp(previousUv, vec2<f32>(0.0), vec2<f32>(1.0)),\n 0.0\n ).r;\n if (fullscreenUniforms[4].z > 0.5) {\n let left = loadCurrentAo(pixel + vec2<i32>(-1, 0), aoSize);\n let right = loadCurrentAo(pixel + vec2<i32>(1, 0), aoSize);\n let up = loadCurrentAo(pixel + vec2<i32>(0, -1), aoSize);\n let down = loadCurrentAo(pixel + vec2<i32>(0, 1), aoSize);\n let neighborhoodMin = min(currentAo, min(min(left, right), min(up, down)));\n let neighborhoodMax = max(currentAo, max(max(left, right), max(up, down)));\n historyAo = clamp(historyAo, neighborhoodMin, neighborhoodMax);\n }\n let historyWeight = select(\n 0.0,\n fullscreenUniforms[4].x,\n historyAccepted\n );\n let accumulated = mix(currentAo, historyAo, historyWeight);\n\n var output: GTAOTemporalOutput;\n output.ao = vec4<f32>(accumulated);\n output.depth = vec4<f32>(currentDepth);\n return output;\n}\n";function ja(e){return{enabled:e.enabled??!0,radius:Math.max(.001,e.radius??.25),resolutionScale:Wa(e.resolutionScale??1,.25,1),thickness:Math.max(.001,e.thickness??1),distanceExponent:Math.max(.01,e.distanceExponent??1),distanceFalloff:Wa(e.distanceFalloff??1,0,1),directions:Na(e.directions??3,1,8),steps:Na(e.steps??6,1,16),normalSpace:e.normalSpace??"world",targetPrefix:e.targetPrefix??"gtao",denoise:!1!==e.denoise&&{radius:Math.max(1,e.denoise?.radius??8),samples:$a(e.denoise?.samples??16),depthPhi:Math.max(1e-4,e.denoise?.depthPhi??2),normalPhi:Math.max(1e-4,e.denoise?.normalPhi??3),lumaPhi:Math.max(1e-4,e.denoise?.lumaPhi??10)},temporal:!1!==e.temporal&&{historyWeight:Wa(e.temporal?.historyWeight??.9,0,.98),depthRejection:Wa(e.temporal?.depthRejection??.08,.001,1),neighborhoodClamp:e.temporal?.neighborhoodClamp??!0}}}function $a(e){return e<=4?4:e<=8?8:e<=12?12:16}function Wa(e,t,r){return Math.min(r,Math.max(t,e))}function Na(e,t,r){return Math.floor(Wa(e,t,r))}import{Matrix4 as _a}from"three";var Ha=class{options;passes=new Map;constructor(e={}){var t,r,i;this.options={resolutionScale:Xa(e.resolutionScale??.5,.25,1),maxDistance:Math.max(.01,e.maxDistance??50),thickness:Math.max(.001,e.thickness??.15),intensity:Math.max(0,e.intensity??.65),distanceAttenuation:e.distanceAttenuation??!0,maxRoughness:Xa(e.maxRoughness??.8,.01,1),steps:(t=e.steps??2048,r=8,i=2048,Math.round(Xa(t,r,i))),pixelStride:Xa(e.pixelStride??1,1,4),normalSpace:e.normalSpace??"world",blur:e.blur??!0,blurRadius:Xa(e.blurRadius??6,1,12),targetPrefix:e.targetPrefix??"ssr"}}addPasses(e,t){const r=e.createColorTarget(`${this.options.targetPrefix}Raw`,{format:"rgba16float",scale:this.options.resolutionScale}),i=`trace:${t.sceneColor}:${t.depth}:${t.normalRoughness}:${r}`;let n=this.passes.get(i);n||(n=new qa(t,r,this.options),this.passes.set(i,n)),e.addFullscreenPass(n);let a=r;if(this.options.blur)for(let r=0;r<2;r++){const i=e.createColorTarget(`${this.options.targetPrefix}Blur${r}`,{format:"rgba16float",scale:this.options.resolutionScale}),n=`blur:${a}:${t.depth}:${t.normalRoughness}:${i}:${r}:${this.options.blurRadius}`;let s=this.passes.get(n);s||(s=new Ka(a,t.depth,t.normalRoughness,i,r,this.options.blurRadius),this.passes.set(n,s)),e.addFullscreenPass(s),a=i}const s=e.createColorTarget(`${this.options.targetPrefix}Composite`,{format:"rgba16float"}),o=`composite:${t.sceneColor}:${a}:${s}`;let l=this.passes.get(o);return l||(l=new Za(t.sceneColor,a,s,this.options.intensity),this.passes.set(o,l)),e.addFullscreenPass(l),s}},qa=class{constructor(e,t,r){this.options=r,this.inputs={sceneColor:e.sceneColor,sceneDepth:e.depth,normalRoughness:e.normalRoughness},this.outputs=t,this.fragmentShader=function(e){const t="world"===e.normalSpace?"normalize(viewRotation() * encodedNormal)":"encodedNormal",r=e.distanceAttenuation?"pow(clamp(1.0 - hitDistance / maxDistance, 0.0, 1.0), 2.0)":"1.0";return`\nconst STEPS: i32 = ${e.steps};\nfn projectionMatrix() -> mat4x4<f32> { return mat4x4<f32>(fullscreenUniforms[0], fullscreenUniforms[1], fullscreenUniforms[2], fullscreenUniforms[3]); }\nfn inverseProjectionMatrix() -> mat4x4<f32> { return mat4x4<f32>(fullscreenUniforms[4], fullscreenUniforms[5], fullscreenUniforms[6], fullscreenUniforms[7]); }\nfn viewRotation() -> mat3x3<f32> { return mat3x3<f32>(fullscreenUniforms[8].xyz, fullscreenUniforms[9].xyz, fullscreenUniforms[10].xyz); }\nfn viewPosition(uv: vec2<f32>, depth: f32) -> vec3<f32> {\n let p = inverseProjectionMatrix() * vec4<f32>(uv.x * 2.0 - 1.0, 1.0 - uv.y * 2.0, depth, 1.0);\n return p.xyz / p.w;\n}\nfn projectUv(position: vec3<f32>) -> vec2<f32> {\n let p = projectionMatrix() * vec4<f32>(position, 1.0);\n return vec2<f32>(p.x / p.w * 0.5 + 0.5, 0.5 - p.y / p.w * 0.5);\n}\nfn depthAt(uv: vec2<f32>) -> f32 {\n let size = vec2<i32>(textureDimensions(sceneDepthTexture));\n return textureLoad(sceneDepthTexture, clamp(vec2<i32>(uv * vec2<f32>(size)), vec2<i32>(0), size - vec2<i32>(1)), 0);\n}\nfn viewZFromDepth(depth: f32) -> f32 {\n let projection = projectionMatrix();\n return (projection[3].z - depth * projection[3].w)\n / (depth * projection[2].w - projection[2].z);\n}\nfn pointToLineDistanceSquared(point: vec3<f32>, start: vec3<f32>, end: vec3<f32>) -> f32 {\n let line = end - start;\n let perpendicular = cross(point - start, point - end);\n return dot(perpendicular, perpendicular) / max(dot(line, line), 0.0000001);\n}\nfn pointPlaneDistance(point: vec3<f32>, planePoint: vec3<f32>, planeNormal: vec3<f32>) -> f32 {\n return dot(point - planePoint, planeNormal);\n}\n@fragment\nfn fsMain(input: FullscreenVertexOutput) -> @location(0) vec4<f32> {\n let depth = depthAt(input.uv);\n if (depth >= 1.0) { return vec4<f32>(0.0); }\n let normalSize = vec2<i32>(textureDimensions(normalRoughnessTexture));\n let normalPixel = clamp(vec2<i32>(input.uv * vec2<f32>(normalSize)), vec2<i32>(0), normalSize - vec2<i32>(1));\n let material = textureLoad(normalRoughnessTexture, normalPixel, 0);\n let encodedNormal = normalize(material.rgb * 2.0 - vec3<f32>(1.0));\n let normal = ${t};\n let roughness = clamp(material.a, 0.0, 1.0);\n let maxRoughness = fullscreenUniforms[12].z;\n let reflectivity = 1.0 - roughness;\n if (roughness >= maxRoughness || reflectivity <= 0.0) { return vec4<f32>(0.0); }\n let origin = viewPosition(input.uv, depth);\n let incident = normalize(origin);\n let direction = normalize(reflect(incident, normal));\n let maxDistance = fullscreenUniforms[12].x;\n let thickness = fullscreenUniforms[12].y;\n let pixelStride = fullscreenUniforms[12].w;\n let near = fullscreenUniforms[13].x;\n let resolutionScale = fullscreenUniforms[13].z;\n let perspective = fullscreenUniforms[13].w > 0.5;\n let incidence = max(dot(-incident, normal), 0.001);\n let rayLength = maxDistance / incidence;\n var endpoint = origin + direction * rayLength;\n if (perspective && endpoint.z > -near && direction.z > 0.0) {\n endpoint = origin + direction * ((-near - origin.z) / direction.z);\n }\n let traceSize = vec2<f32>(textureDimensions(sceneDepthTexture)) * resolutionScale;\n let startPixel = input.position.xy;\n let endPixel = projectUv(endpoint) * traceSize;\n let pixelDelta = endPixel - startPixel;\n let totalSteps = max(abs(pixelDelta.x), abs(pixelDelta.y));\n if (totalSteps < 1.0) { return vec4<f32>(0.0); }\n let pixelStep = pixelDelta / totalSteps;\n let reciprocalOriginZ = 1.0 / origin.z;\n for (var i = 1; i <= STEPS; i += 1) {\n let traversedPixels = f32(i) * pixelStride;\n if (traversedPixels >= totalSteps) { break; }\n let samplePixel = startPixel + traversedPixels * pixelStep;\n if (any(samplePixel < vec2<f32>(0.0)) || any(samplePixel >= traceSize)) { break; }\n let sampleUv = samplePixel / traceSize;\n let sampleDepth = depthAt(sampleUv);\n if (sampleDepth < 1.0) {\n let progress = traversedPixels / totalSteps;\n let rayZ = select(\n mix(origin.z, endpoint.z, progress),\n 1.0 / mix(reciprocalOriginZ, 1.0 / endpoint.z, progress),\n perspective,\n );\n let sceneZ = viewZFromDepth(sampleDepth);\n if (rayZ <= sceneZ) {\n let scene = viewPosition(sampleUv, sampleDepth);\n let neighborUv = sampleUv + vec2<f32>(1.0 / traceSize.x, 0.0);\n let neighbor = viewPosition(neighborUv, sampleDepth);\n let minimumThickness = abs(neighbor.x - scene.x) * 3.0;\n let hitThickness = max(minimumThickness, thickness);\n if (pointToLineDistanceSquared(scene, origin, endpoint) <= hitThickness * hitThickness) {\n let hitPixel = clamp(vec2<i32>(sampleUv * vec2<f32>(normalSize)), vec2<i32>(0), normalSize - vec2<i32>(1));\n let hitEncodedNormal = normalize(textureLoad(normalRoughnessTexture, hitPixel, 0).rgb * 2.0 - vec3<f32>(1.0));\n let hitNormal = ${t.replace("encodedNormal","hitEncodedNormal")};\n if (dot(direction, hitNormal) < 0.0) {\n let hitDistance = pointPlaneDistance(scene, origin, normal);\n if (hitDistance > maxDistance) { break; }\n let distanceFade = ${r};\n let fresnel = (dot(incident, direction) + 1.0) * 0.5;\n let reflected = textureSampleLevel(sceneColorTexture, fullscreenSampler, sampleUv, 0.0).rgb;\n return vec4<f32>(reflected, reflectivity * distanceFade * fresnel);\n }\n }\n }\n }\n }\n return vec4<f32>(0.0);\n}`}(r)}options;name="SSRTracePass";sampler="linear";uniformBufferSize=224;inputs;outputs;fragmentShader;uniforms=new Float32Array(56);projection=new _a;inverseProjection=new _a;updateUniforms=e=>(this.projection.copy(Ya).multiply(e.camera.projectionMatrix),this.inverseProjection.copy(this.projection).invert(),this.uniforms.set(this.projection.elements,0),this.uniforms.set(this.inverseProjection.elements,16),this.uniforms.set(e.camera.matrixWorldInverse.elements,32),this.uniforms.set([this.options.maxDistance,this.options.thickness,this.options.maxRoughness,this.options.pixelStride],48),this.uniforms.set([e.camera.near,e.camera.far,this.options.resolutionScale,"isPerspectiveCamera"in e.camera&&e.camera.isPerspectiveCamera?1:0],52),this.uniforms)},Ka=class{name;sampler="linear";uniformBufferSize=16;inputs;outputs;uniforms;constructor(e,t,r,i,n,a){this.name=0===n?"SSRBlurHorizontalPass":"SSRBlurVerticalPass",this.inputs={reflection:e,sceneDepth:t,normalRoughness:r},this.outputs=i,this.uniforms=new Float32Array([0===n?1:0,1===n?1:0,a,0])}updateUniforms=()=>this.uniforms;fragmentShader="\nconst MIN_BLUR = 0.02; // Helps reducing artifacts\n@fragment\nfn fsMain(input: FullscreenVertexOutput) -> @location(0) vec4<f32> {\n let reflectionSize = vec2<i32>(textureDimensions(reflectionTexture));\n let depthSize = vec2<i32>(textureDimensions(sceneDepthTexture));\n let p = clamp(vec2<i32>(input.position.xy), vec2<i32>(0), reflectionSize - vec2<i32>(1));\n let fullP = clamp(vec2<i32>(input.uv * vec2<f32>(depthSize)), vec2<i32>(0), depthSize - vec2<i32>(1));\n let centerDepth = textureLoad(sceneDepthTexture, fullP, 0);\n let centerMaterial = textureLoad(normalRoughnessTexture, fullP, 0);\n let centerNormal = normalize(centerMaterial.rgb * 2.0 - vec3<f32>(1.0));\n let blurAmount = smoothstep(0.03, 0.75, centerMaterial.a);\n // A tiny base radius antialiases trace silhouettes on perfect mirrors. The\n // outer Gaussian tap reaches blurRadius pixels on a fully rough receiver.\n let radiusPixels = mix(0.75, fullscreenUniforms[0].z, max(MIN_BLUR, blurAmount));\n let axis = fullscreenUniforms[0].xy;\n let tapSpacing = radiusPixels / 4.0;\n var premultiplied = vec3<f32>(0.0);\n var alphaSum = 0.0;\n var weightSum = 0.0;\n for (var i = -4; i <= 4; i += 1) {\n let fi = f32(i);\n let sampleUv = clamp(\n input.uv + axis * fi * tapSpacing / vec2<f32>(reflectionSize),\n vec2<f32>(0.0),\n vec2<f32>(1.0),\n );\n let sampleFullP = clamp(vec2<i32>(sampleUv * vec2<f32>(depthSize)), vec2<i32>(0), depthSize - vec2<i32>(1));\n let sampleDepth = textureLoad(sceneDepthTexture, sampleFullP, 0);\n let sampleNormal = normalize(textureLoad(normalRoughnessTexture, sampleFullP, 0).rgb * 2.0 - vec3<f32>(1.0));\n let geometryWeight = select(\n exp(-abs(sampleDepth - centerDepth) * 350.0) * pow(max(dot(centerNormal, sampleNormal), 0.0), 16.0),\n 1.0,\n i == 0,\n );\n let reflected = textureSampleLevel(reflectionTexture, fullscreenSampler, sampleUv, 0.0);\n let gaussianWeight = exp(-0.5 * fi * fi / 4.0);\n let weight = geometryWeight * gaussianWeight;\n premultiplied += reflected.rgb * reflected.a * weight;\n alphaSum += reflected.a * weight;\n weightSum += weight;\n }\n let alpha = alphaSum / max(weightSum, 0.0001);\n let color = select(vec3<f32>(0.0), premultiplied / max(alphaSum, 0.0001), alphaSum > 0.0001);\n return vec4<f32>(color, alpha);\n}"},Za=class{name="SSRCompositePass";sampler="linear";uniformBufferSize=16;inputs;outputs;uniforms;constructor(e,t,r,i){this.inputs={sceneColor:e,reflection:t},this.outputs=r,this.uniforms=new Float32Array([i,0,0,0])}updateUniforms=()=>this.uniforms;fragmentShader="\n@fragment\nfn fsMain(input: FullscreenVertexOutput) -> @location(0) vec4<f32> {\n let color = textureLoad(sceneColorTexture, vec2<i32>(input.position.xy), 0);\n let reflection = textureSampleLevel(reflectionTexture, fullscreenSampler, input.uv, 0.0);\n let reflectionWeight = clamp(reflection.a * fullscreenUniforms[0].x, 0.0, 1.0);\n return vec4<f32>(mix(color.rgb, reflection.rgb, reflectionWeight), color.a);\n}"};var Ya=(new _a).set(1,0,0,0,0,1,0,0,0,0,.5,.5,0,0,0,1);function Xa(e,t,r){return Math.min(r,Math.max(t,e))}import{Matrix4 as Ja,Vector2 as Qa}from"three";var es=(new Ja).set(1,0,0,0,0,1,0,0,0,0,.5,.5,0,0,0,1),ts=class{renderScale;sampleCount;minCurrentWeight;motionWeightScale;depthThreshold;relativeDepthThreshold;targetPrefix;writeIndex=0;historyValid=!1;frameIndex=0;renderWidth=1;renderHeight=1;outputWidth=1;outputHeight=1;jitter=new Qa;unjitteredProjection=new Ja;previousJitterUv=new Qa;currentJitterUv=new Qa;previousViewProjection=new Ja;resolvePasses=new Map;constructor(e={}){this.renderScale=ns(e.renderScale??1,.25,1),this.sampleCount=Math.max(1,Math.floor(e.sampleCount??32)),this.minCurrentWeight=ns(e.minCurrentWeight??.06,0,1),this.motionWeightScale=Math.max(.001,e.motionWeightScale??24),this.depthThreshold=Math.max(0,e.depthThreshold??.001),this.relativeDepthThreshold=Math.max(0,e.relativeDepthThreshold??.002),this.targetPrefix=e.targetPrefix??"taa"}prepareCamera(e,t,r){this.setSize(t,r),e.updateProjectionMatrix(),this.unjitteredProjection.copy(e.projectionMatrix),this.jitter.set(is(this.frameIndex%this.sampleCount+1,2)-.5,is(this.frameIndex%this.sampleCount+1,3)-.5),this.currentJitterUv.set(this.jitter.x/this.renderWidth,-this.jitter.y/this.renderHeight),e.projectionMatrix.elements[8]-=2*this.jitter.x/this.renderWidth,e.projectionMatrix.elements[9]-=2*this.jitter.y/this.renderHeight,e.projectionMatrixInverse?.copy(e.projectionMatrix).invert()}finishCamera(e){e.projectionMatrix.copy(this.unjitteredProjection),e.projectionMatrixInverse?.copy(e.projectionMatrix).invert()}addPass(e,t,r=e.mainDepth,i){const n=e.createColorTarget(`${this.targetPrefix}HistoryColorA`,{format:"rgba16float",resolution:"presentation"}),a=e.createColorTarget(`${this.targetPrefix}HistoryColorB`,{format:"rgba16float",resolution:"presentation"}),s=e.createColorTarget(`${this.targetPrefix}HistoryDepthA`,{format:"r32float",resolution:"presentation"}),o=e.createColorTarget(`${this.targetPrefix}HistoryDepthB`,{format:"r32float",resolution:"presentation"}),l=0===this.writeIndex?a:n,c=0===this.writeIndex?n:a,u=0===this.writeIndex?o:s,d=0===this.writeIndex?s:o,h=`${t}:${r}:${i??"camera"}:${l}:${u}:${c}:${d}`;let p=this.resolvePasses.get(h);return p||(p=new rs(t,r,i,l,u,c,d,this),this.resolvePasses.set(h,p)),e.addFullscreenPass(p),this.writeIndex=1-this.writeIndex,this.frameIndex+=1,c}reset(){this.frameIndex=0,this.writeIndex=0,this.historyValid=!1,this.previousViewProjection.identity(),this.currentJitterUv.set(0,0),this.previousJitterUv.set(0,0)}setRenderScale(e){const t=ns(e,.25,1);t!==this.renderScale&&(this.renderScale=t,this.renderWidth=Math.max(1,Math.floor(this.outputWidth*this.renderScale)),this.renderHeight=Math.max(1,Math.floor(this.outputHeight*this.renderScale)),this.reset())}setSize(e,t){const r=Math.max(1,Math.floor(e)),i=Math.max(1,Math.floor(t));r===this.outputWidth&&i===this.outputHeight||(this.outputWidth=r,this.outputHeight=i,this.renderWidth=Math.max(1,Math.floor(r*this.renderScale)),this.renderHeight=Math.max(1,Math.floor(i*this.renderScale)),this.reset())}updateResolveUniforms(e,t,r,i){t.copy(es).multiply(i.camera.projectionMatrix).multiply(i.camera.matrixWorldInverse),r.copy(t).invert(),e.set(r.elements,0),e.set((this.historyValid?this.previousViewProjection:t).elements,16),e.set([i.presentationWidth,i.presentationHeight,this.historyValid?1:0,0],32),e.set([this.currentJitterUv.x,this.currentJitterUv.y,this.previousJitterUv.x,this.previousJitterUv.y],36),e.set([this.minCurrentWeight,this.motionWeightScale,this.depthThreshold,this.relativeDepthThreshold],40),this.previousViewProjection.copy(t),this.previousJitterUv.copy(this.currentJitterUv),this.historyValid=!0}},rs=class{constructor(e,t,r,i,n,a,s,o){var l;this.state=o,this.inputs=null==r?{currentColor:e,currentDepth:t,historyColor:i,historyDepth:n}:{currentColor:e,currentDepth:t,historyColor:i,historyDepth:n,velocity:r},this.outputs=[a,s],this.fragmentShader=`\nstruct TAAOutput {\n @location(0) color: vec4<f32>,\n @location(1) depth: vec4<f32>,\n};\n\nfn currentViewProjectionInverse() -> mat4x4<f32> {\n return mat4x4<f32>(fullscreenUniforms[0], fullscreenUniforms[1], fullscreenUniforms[2], fullscreenUniforms[3]);\n}\n\nfn previousViewProjection() -> mat4x4<f32> {\n return mat4x4<f32>(fullscreenUniforms[4], fullscreenUniforms[5], fullscreenUniforms[6], fullscreenUniforms[7]);\n}\n\nfn loadCurrentDepth(pixel: vec2<i32>, size: vec2<i32>) -> f32 {\n return textureLoad(currentDepthTexture, clamp(pixel, vec2<i32>(0), size - vec2<i32>(1)), 0);\n}\n\nfn loadCurrentColor(pixel: vec2<i32>, size: vec2<i32>) -> vec3<f32> {\n return textureLoad(currentColorTexture, clamp(pixel, vec2<i32>(0), size - vec2<i32>(1)), 0).rgb;\n}\n\nfn sampleCurrentColorBilinear(uv: vec2<f32>) -> vec3<f32> {\n let size = vec2<i32>(textureDimensions(currentColorTexture));\n let position = uv * vec2<f32>(size) - 0.5;\n let base = vec2<i32>(floor(position));\n let fraction = fract(position);\n let c00 = loadCurrentColor(base, size);\n let c10 = loadCurrentColor(base + vec2<i32>(1, 0), size);\n let c01 = loadCurrentColor(base + vec2<i32>(0, 1), size);\n let c11 = loadCurrentColor(base + vec2<i32>(1, 1), size);\n return mix(mix(c00, c10, fraction.x), mix(c01, c11, fraction.x), fraction.y);\n}\n\nfn sampleHistoryColorBilinear(uv: vec2<f32>) -> vec3<f32> {\n let size = vec2<i32>(textureDimensions(historyColorTexture));\n let position = uv * vec2<f32>(size) - 0.5;\n let base = vec2<i32>(floor(position));\n let fraction = fract(position);\n let maximum = size - vec2<i32>(1);\n let c00 = textureLoad(historyColorTexture, clamp(base, vec2<i32>(0), maximum), 0).rgb;\n let c10 = textureLoad(historyColorTexture, clamp(base + vec2<i32>(1, 0), vec2<i32>(0), maximum), 0).rgb;\n let c01 = textureLoad(historyColorTexture, clamp(base + vec2<i32>(0, 1), vec2<i32>(0), maximum), 0).rgb;\n let c11 = textureLoad(historyColorTexture, clamp(base + vec2<i32>(1, 1), vec2<i32>(0), maximum), 0).rgb;\n return mix(mix(c00, c10, fraction.x), mix(c01, c11, fraction.x), fraction.y);\n}\n\nfn sampleHistoryDepthNearest(uv: vec2<f32>) -> f32 {\n let size = vec2<i32>(textureDimensions(historyDepthTexture));\n let pixel = clamp(vec2<i32>(uv * vec2<f32>(size)), vec2<i32>(0), size - vec2<i32>(1));\n return textureLoad(historyDepthTexture, pixel, 0).r;\n}\n\nfn historyUvFor(currentUv: vec2<f32>, depth: f32) -> vec2<f32> {\n let clip = vec4<f32>(currentUv.x * 2.0 - 1.0, 1.0 - currentUv.y * 2.0, depth, 1.0);\n let worldH = currentViewProjectionInverse() * clip;\n let world = worldH / worldH.w;\n let previousClip = previousViewProjection() * world;\n let previousNdc = previousClip.xy / previousClip.w;\n let previousRasterUv = vec2<f32>(previousNdc.x * 0.5 + 0.5, 0.5 - previousNdc.y * 0.5);\n return previousRasterUv - fullscreenUniforms[9].zw;\n}\n${(l=null!=r)?"\nfn loadPackedVelocity(pixel: vec2<i32>, renderSize: vec2<i32>) -> vec4<f32> {\n let velocitySize = vec2<i32>(textureDimensions(velocityTexture));\n let velocityPixel = clamp(\n vec2<i32>((vec2<f32>(pixel) + 0.5) * vec2<f32>(velocitySize) / vec2<f32>(renderSize)),\n vec2<i32>(0),\n velocitySize - vec2<i32>(1)\n );\n return textureLoad(velocityTexture, velocityPixel, 0);\n}\n":""}\n\n@fragment\nfn fsMain(input: FullscreenVertexOutput) -> TAAOutput {\n let renderSize = vec2<i32>(textureDimensions(currentDepthTexture));\n let outputSize = vec2<i32>(fullscreenUniforms[8].xy);\n let centerPixel = clamp(vec2<i32>(input.position.xy), vec2<i32>(0), outputSize - vec2<i32>(1));\n let centerUv = (vec2<f32>(centerPixel) + 0.5) / vec2<f32>(outputSize);\n let currentJitterUv = fullscreenUniforms[9].xy;\n let currentSampleUv = centerUv + currentJitterUv;\n let currentSamplePixel = clamp(vec2<i32>(currentSampleUv * vec2<f32>(renderSize)), vec2<i32>(0), renderSize - vec2<i32>(1));\n let centerDepth = loadCurrentDepth(currentSamplePixel, renderSize);\n\n var closestDepth = centerDepth;\n var closestPixel = currentSamplePixel;\n var mean = vec3<f32>(0.0);\n var meanSquared = vec3<f32>(0.0);\n for (var y = -1; y <= 1; y += 1) {\n for (var x = -1; x <= 1; x += 1) {\n let samplePixel = clamp(currentSamplePixel + vec2<i32>(x, y), vec2<i32>(0), renderSize - vec2<i32>(1));\n let sampleDepth = loadCurrentDepth(samplePixel, renderSize);\n if (sampleDepth < closestDepth) {\n closestDepth = sampleDepth;\n closestPixel = samplePixel;\n }\n let sampleColor = sampleCurrentColorBilinear(currentSampleUv + vec2<f32>(f32(x), f32(y)) / vec2<f32>(renderSize));\n mean += sampleColor;\n meanSquared += sampleColor * sampleColor;\n }\n }\n mean /= 9.0;\n let sigma = sqrt(max(meanSquared / 9.0 - mean * mean, vec3<f32>(0.0)));\n\n let currentColor = sampleCurrentColorBilinear(currentSampleUv);\n let closestUv = (vec2<f32>(closestPixel) + 0.5) / vec2<f32>(renderSize);\n let closestHistoryUv = historyUvFor(closestUv, closestDepth);\n let closestOutputUv = closestUv - currentJitterUv;\n let cameraHistoryUv = centerUv - (closestOutputUv - closestHistoryUv);\n${l?"\n // RG stores unjittered previous-to-current displacement in top-left-origin\n // UV units. History therefore lies opposite the velocity. Sampling at the\n // closest-depth pixel avoids borrowing background motion at silhouettes.\n let packedVelocity = loadPackedVelocity(closestPixel, renderSize);\n let rawVelocity = packedVelocity.xy;\n let finiteVelocity = all(rawVelocity == rawVelocity) && all(abs(rawVelocity) < vec2<f32>(2.0));\n // B=CameraOnly with exactly zero RG is the explicit fallback emitted by a\n // custom-position material that did not provide previous-frame deformation.\n let needsCameraFallback =\n abs(packedVelocity.z - 1.0) < 0.25 &&\n dot(rawVelocity, rawVelocity) < 1e-12;\n let historyUv = select(\n cameraHistoryUv,\n centerUv - rawVelocity,\n finiteVelocity && !needsCameraFallback\n );\n":"\n let historyUv = cameraHistoryUv;\n"}\n let validUv = all(historyUv >= vec2<f32>(0.0)) && all(historyUv <= vec2<f32>(1.0));\n let historyWasValid = fullscreenUniforms[8].z > 0.5;\n\n var validHistory = historyWasValid && validUv && centerDepth < 1.0;\n var historyColor = currentColor;\n if (validHistory) {\n historyColor = sampleHistoryColorBilinear(historyUv);\n let previousDepth = sampleHistoryDepthNearest(historyUv);\n let expectedPreviousDepth = previousViewProjection() *\n (currentViewProjectionInverse() * vec4<f32>(closestUv.x * 2.0 - 1.0, 1.0 - closestUv.y * 2.0, closestDepth, 1.0));\n let expectedDepth = expectedPreviousDepth.z / expectedPreviousDepth.w;\n let depthThreshold = fullscreenUniforms[10].z;\n let relativeDepthThreshold = fullscreenUniforms[10].w;\n validHistory = abs(previousDepth - expectedDepth) < max(depthThreshold, abs(expectedDepth) * relativeDepthThreshold);\n }\n\n let clippedHistory = clamp(historyColor, mean - sigma, mean + sigma);\n let motionPixels = length((centerUv - historyUv) * vec2<f32>(outputSize));\n let minCurrentWeight = fullscreenUniforms[10].x;\n let currentWeight = clamp(minCurrentWeight + motionPixels / fullscreenUniforms[10].y, minCurrentWeight, 1.0);\n let resolved = select(currentColor, mix(clippedHistory, currentColor, currentWeight), validHistory);\n\n var output: TAAOutput;\n output.color = vec4<f32>(resolved, 1.0);\n output.depth = vec4<f32>(centerDepth, 0.0, 0.0, 1.0);\n return output;\n}\n`}state;name="TemporalAAResolvePass";sampler="nearest";uniformBufferSize=176;inputs;outputs;fragmentShader;uniforms=new Float32Array(this.uniformBufferSize/4);currentViewProjection=new Ja;currentViewProjectionInverse=new Ja;updateUniforms=e=>(this.state.updateResolveUniforms(this.uniforms,this.currentViewProjection,this.currentViewProjectionInverse,e),this.uniforms)};function is(e,t){let r=1,i=0;for(;e>0;)r/=t,i+=r*(e%t),e=Math.floor(e/t);return i}function ns(e,t,r){return Math.min(r,Math.max(t,e))}var as=class{contrastThreshold;relativeThreshold;subpixelBlending;targetPrefix;passes=new Map;constructor(e={}){this.contrastThreshold=Math.max(0,e.contrastThreshold??.0312),this.relativeThreshold=Math.max(0,e.relativeThreshold??.063),this.subpixelBlending=os(e.subpixelBlending??.75,0,1),this.targetPrefix=e.targetPrefix??"fxaa"}addPass(e,t,r={}){const i=r.output??e.createColorTarget(`${this.targetPrefix}Color`,{format:"rgba16float",resolution:"presentation"}),n=`${t}:${i}`;let a=this.passes.get(n);return a||(a=new ss(t,i,this),this.passes.set(n,a)),e.addFullscreenPass(a),i}},ss=class{constructor(e,t,r){this.state=r,this.inputs={source:e},this.outputs=t}state;name="FXAAPass";sampler="linear";uniformBufferSize=16;inputs;outputs;uniforms=new Float32Array(4);updateUniforms=()=>(this.uniforms.set([Math.max(0,this.state.contrastThreshold),Math.max(0,this.state.relativeThreshold),os(this.state.subpixelBlending,0,1),0]),this.uniforms);fragmentShader="\nconst EDGE_STEP_COUNT: i32 = 6;\nconst EDGE_GUESS: f32 = 8.0;\nconst EDGE_STEPS = array<f32, 6>(1.0, 1.5, 2.0, 2.0, 2.0, 4.0);\n\nstruct LuminanceData {\n m: f32,\n n: f32,\n e: f32,\n s: f32,\n w: f32,\n ne: f32,\n nw: f32,\n se: f32,\n sw: f32,\n highest: f32,\n lowest: f32,\n contrast: f32,\n};\n\nstruct EdgeData {\n isHorizontal: bool,\n pixelStep: f32,\n oppositeLuminance: f32,\n gradient: f32,\n};\n\nfn sampleColor(uv: vec2<f32>) -> vec4<f32> {\n return textureSampleLevel(sourceTexture, fullscreenSampler, uv, 0.0);\n}\n\nfn sampleLuminance(uv: vec2<f32>) -> f32 {\n // The renderer's intermediate buffers are linear. FXAA thresholds are tuned\n // for perceptual luminance, so sqrt is a cheap gamma approximation here.\n return sqrt(max(dot(sampleColor(uv).rgb, vec3<f32>(0.299, 0.587, 0.114)), 0.0));\n}\n\nfn offsetLuminance(uv: vec2<f32>, texel: vec2<f32>, offset: vec2<f32>) -> f32 {\n return sampleLuminance(uv + texel * offset);\n}\n\nfn sampleNeighborhood(uv: vec2<f32>, texel: vec2<f32>) -> LuminanceData {\n var l: LuminanceData;\n l.m = sampleLuminance(uv);\n l.n = offsetLuminance(uv, texel, vec2<f32>(0.0, -1.0));\n l.e = offsetLuminance(uv, texel, vec2<f32>(1.0, 0.0));\n l.s = offsetLuminance(uv, texel, vec2<f32>(0.0, 1.0));\n l.w = offsetLuminance(uv, texel, vec2<f32>(-1.0, 0.0));\n l.ne = offsetLuminance(uv, texel, vec2<f32>(1.0, -1.0));\n l.nw = offsetLuminance(uv, texel, vec2<f32>(-1.0, -1.0));\n l.se = offsetLuminance(uv, texel, vec2<f32>(1.0, 1.0));\n l.sw = offsetLuminance(uv, texel, vec2<f32>(-1.0, 1.0));\n l.highest = max(max(max(max(l.n, l.e), l.s), l.w), l.m);\n l.lowest = min(min(min(min(l.n, l.e), l.s), l.w), l.m);\n l.contrast = l.highest - l.lowest;\n return l;\n}\n\nfn pixelBlendFactor(l: LuminanceData) -> f32 {\n var filterAmount = 2.0 * (l.n + l.e + l.s + l.w);\n filterAmount += l.ne + l.nw + l.se + l.sw;\n filterAmount = abs(filterAmount / 12.0 - l.m);\n filterAmount = clamp(filterAmount / max(l.contrast, 1e-5), 0.0, 1.0);\n let blend = smoothstep(0.0, 1.0, filterAmount);\n return blend * blend * fullscreenUniforms[0].z;\n}\n\nfn determineEdge(texel: vec2<f32>, l: LuminanceData) -> EdgeData {\n let horizontal =\n abs(l.n + l.s - 2.0 * l.m) * 2.0 +\n abs(l.ne + l.se - 2.0 * l.e) +\n abs(l.nw + l.sw - 2.0 * l.w);\n let vertical =\n abs(l.e + l.w - 2.0 * l.m) * 2.0 +\n abs(l.ne + l.nw - 2.0 * l.n) +\n abs(l.se + l.sw - 2.0 * l.s);\n\n var edge: EdgeData;\n edge.isHorizontal = horizontal >= vertical;\n let positiveLuminance = select(l.e, l.n, edge.isHorizontal);\n let negativeLuminance = select(l.w, l.s, edge.isHorizontal);\n let positiveGradient = abs(positiveLuminance - l.m);\n let negativeGradient = abs(negativeLuminance - l.m);\n edge.pixelStep = select(texel.x, texel.y, edge.isHorizontal);\n if (positiveGradient < negativeGradient) {\n edge.pixelStep = -edge.pixelStep;\n edge.oppositeLuminance = negativeLuminance;\n edge.gradient = negativeGradient;\n } else {\n edge.oppositeLuminance = positiveLuminance;\n edge.gradient = positiveGradient;\n }\n return edge;\n}\n\nfn edgeBlendFactor(uv: vec2<f32>, texel: vec2<f32>, l: LuminanceData, edge: EdgeData) -> f32 {\n var edgeUv = uv;\n var edgeStep: vec2<f32>;\n if (edge.isHorizontal) {\n edgeUv.y += edge.pixelStep * 0.5;\n edgeStep = vec2<f32>(texel.x, 0.0);\n } else {\n edgeUv.x += edge.pixelStep * 0.5;\n edgeStep = vec2<f32>(0.0, texel.y);\n }\n\n let edgeLuminance = (l.m + edge.oppositeLuminance) * 0.5;\n let gradientThreshold = edge.gradient * 0.25;\n var positiveUv = edgeUv + edgeStep * EDGE_STEPS[0];\n var positiveDelta = sampleLuminance(positiveUv) - edgeLuminance;\n var positiveAtEnd = abs(positiveDelta) >= gradientThreshold;\n for (var i = 1; i < EDGE_STEP_COUNT; i += 1) {\n if (!positiveAtEnd) {\n positiveUv += edgeStep * EDGE_STEPS[i];\n positiveDelta = sampleLuminance(positiveUv) - edgeLuminance;\n positiveAtEnd = abs(positiveDelta) >= gradientThreshold;\n }\n }\n if (!positiveAtEnd) {\n positiveUv += edgeStep * EDGE_GUESS;\n }\n\n var negativeUv = edgeUv - edgeStep * EDGE_STEPS[0];\n var negativeDelta = sampleLuminance(negativeUv) - edgeLuminance;\n var negativeAtEnd = abs(negativeDelta) >= gradientThreshold;\n for (var i = 1; i < EDGE_STEP_COUNT; i += 1) {\n if (!negativeAtEnd) {\n negativeUv -= edgeStep * EDGE_STEPS[i];\n negativeDelta = sampleLuminance(negativeUv) - edgeLuminance;\n negativeAtEnd = abs(negativeDelta) >= gradientThreshold;\n }\n }\n if (!negativeAtEnd) {\n negativeUv -= edgeStep * EDGE_GUESS;\n }\n\n let positiveDistance = select(positiveUv.y - uv.y, positiveUv.x - uv.x, edge.isHorizontal);\n let negativeDistance = select(uv.y - negativeUv.y, uv.x - negativeUv.x, edge.isHorizontal);\n var shortestDistance = negativeDistance;\n var deltaSign = negativeDelta >= 0.0;\n if (positiveDistance <= negativeDistance) {\n shortestDistance = positiveDistance;\n deltaSign = positiveDelta >= 0.0;\n }\n if (deltaSign == (l.m - edgeLuminance >= 0.0)) {\n return 0.0;\n }\n return 0.5 - shortestDistance / max(positiveDistance + negativeDistance, 1e-5);\n}\n\n@fragment\nfn fsMain(input: FullscreenVertexOutput) -> @location(0) vec4<f32> {\n let texel = 1.0 / vec2<f32>(textureDimensions(sourceTexture));\n let luminance = sampleNeighborhood(input.uv, texel);\n let threshold = max(fullscreenUniforms[0].x, fullscreenUniforms[0].y * luminance.highest);\n if (luminance.contrast < threshold) {\n return sampleColor(input.uv);\n }\n\n let edge = determineEdge(texel, luminance);\n let blend = max(pixelBlendFactor(luminance), edgeBlendFactor(input.uv, texel, luminance, edge));\n var sampleUv = input.uv;\n if (edge.isHorizontal) {\n sampleUv.y += edge.pixelStep * blend;\n } else {\n sampleUv.x += edge.pixelStep * blend;\n }\n return sampleColor(sampleUv);\n}\n"};function os(e,t,r){return Math.min(r,Math.max(t,e))}import{ClampToEdgeWrapping as ls,DataTexture as cs,LinearFilter as us,NoColorSpace as ds,RGFormat as hs,UnsignedByteType as ps}from"three";var fs={low:{searchSteps:4,diagonalSteps:0},medium:{searchSteps:8,diagonalSteps:0},high:{searchSteps:16,diagonalSteps:8},ultra:{searchSteps:32,diagonalSteps:16}},ms=class{threshold;localContrastAdaptation;edgeDetection;cornerRounding;sharpness;quality;targetPrefix;areaTexture;edgePasses=new Map;weightPasses=new Map;blendPasses=new Map;constructor(e={}){this.threshold=Math.max(0,e.threshold??.08),this.localContrastAdaptation=Math.max(0,e.localContrastAdaptation??.5),this.edgeDetection=e.edgeDetection??"color",this.cornerRounding=Ds(e.cornerRounding??.25,0,1),this.sharpness=Ds(e.sharpness??0,0,1),this.quality=fs[e.quality??"high"],this.targetPrefix=e.targetPrefix??"smaa",this.areaTexture=function(){const e=new cs(function(){if(ws)return ws;const e=new Uint8Array(25600),t=[[0,0],[3,0],[0,3],[3,3],[1,0],[4,0],[1,3],[4,3],[0,1],[3,1],[0,4],[3,4],[1,1],[4,1],[1,4],[4,4]],r=[[0,0],[1,0],[0,2],[1,2],[2,0],[3,0],[2,2],[3,2],[0,1],[1,1],[0,3],[1,3],[2,1],[3,1],[2,3],[3,3]];for(let i=0;i<16;i+=1){const[n,a]=t[i];for(let t=0;t<16;t+=1)for(let r=0;r<16;r+=1){bs(e,16*n+r,16*a+t,ys(i,r*r,t*t))}const[s,o]=r[i];for(let t=0;t<20;t+=1)for(let r=0;r<20;r+=1){bs(e,80+20*s+r,20*o+t,Ps(i,r,t))}}return ws=e,e}(),160,80,hs,ps);return e.name="SMAA-Area-Lookup",e.colorSpace=ds,e.minFilter=us,e.magFilter=us,e.wrapS=ls,e.wrapT=ls,e.generateMipmaps=!1,e.needsUpdate=!0,e}()}addPass(e,t,r={}){const i=e.createColorTarget(`${this.targetPrefix}Edges`,{format:"rg8unorm",resolution:"render"}),n=e.createColorTarget(`${this.targetPrefix}Weights`,{format:"rgba8unorm",resolution:"render"}),a=r.output??e.createColorTarget(`${this.targetPrefix}Color`,{format:"rgba16float",resolution:"render"}),s=`${t}:${i}`;let o=this.edgePasses.get(s);o||(o=new gs(t,i,this),this.edgePasses.set(s,o));const l=`${i}:${n}`;let c=this.weightPasses.get(l);c||(c=new vs(i,n,this.areaTexture,this),this.weightPasses.set(l,c));const u=`${t}:${n}:${a}`;let d=this.blendPasses.get(u);return d||(d=new xs(t,n,a,this),this.blendPasses.set(u,d)),e.addFullscreenPass(o),e.addFullscreenPass(c),e.addFullscreenPass(d),a}dispose(){this.areaTexture.dispose()}get searchSteps(){return this.quality.searchSteps}get diagonalSteps(){return this.quality.diagonalSteps}},gs=class{constructor(e,t,r){this.state=r,this.inputs={source:e},this.outputs=t}state;name="SMAAEdgeDetectionPass";sampler="nearest";uniformBufferSize=16;inputs;outputs;uniforms=new Float32Array(4);updateUniforms=()=>(this.uniforms.set([Math.max(0,this.state.threshold),Math.max(0,this.state.localContrastAdaptation),"color"===this.state.edgeDetection?1:0,0]),this.uniforms);fragmentShader="\nfn loadColor(pixel: vec2<i32>, size: vec2<i32>) -> vec3<f32> {\n let color = textureLoad(sourceTexture, clamp(pixel, vec2<i32>(0), size - vec2<i32>(1)), 0).rgb;\n // Intermediate buffers are linear. This inexpensive transfer makes the\n // threshold perceptual and keeps black toon strokes from being missed.\n return sqrt(max(color, vec3<f32>(0.0)));\n}\n\nfn colorDelta(a: vec3<f32>, b: vec3<f32>) -> f32 {\n let difference = abs(a - b);\n let colorDelta = max(difference.r, max(difference.g, difference.b));\n let lumaDelta = abs(dot(a - b, vec3<f32>(0.299, 0.587, 0.114)));\n return select(lumaDelta, colorDelta, fullscreenUniforms[0].z > 0.5);\n}\n\n@fragment\nfn fsMain(input: FullscreenVertexOutput) -> @location(0) vec4<f32> {\n let size = vec2<i32>(textureDimensions(sourceTexture));\n let pixel = clamp(vec2<i32>(input.position.xy), vec2<i32>(0), size - vec2<i32>(1));\n let center = loadColor(pixel, size);\n let leftColor = loadColor(pixel + vec2<i32>(-1, 0), size);\n let topColor = loadColor(pixel + vec2<i32>(0, -1), size);\n let left = colorDelta(center, leftColor);\n let top = colorDelta(center, topColor);\n let right = colorDelta(center, loadColor(pixel + vec2<i32>(1, 0), size));\n let bottom = colorDelta(center, loadColor(pixel + vec2<i32>(0, 1), size));\n let left2 = colorDelta(leftColor, loadColor(pixel + vec2<i32>(-2, 0), size));\n let top2 = colorDelta(topColor, loadColor(pixel + vec2<i32>(0, -2), size));\n let maximum = max(max(max(left, top), max(right, bottom)), max(left2, top2));\n let threshold = fullscreenUniforms[0].x;\n let adaptation = fullscreenUniforms[0].y * maximum;\n let westEdge = left >= threshold && left >= adaptation;\n let northEdge = top >= threshold && top >= adaptation;\n return vec4<f32>(\n select(0.0, 1.0, westEdge),\n select(0.0, 1.0, northEdge),\n 0.0,\n 0.0\n );\n}\n"},vs=class{constructor(e,t,r,i){this.state=i,this.inputs={edges:e},this.outputs=t,this.textures={area:r}}state;name="SMAABlendingWeightPass";sampler="nearest";uniformBufferSize=16;inputs;outputs;textures;uniforms=new Float32Array(4);updateUniforms=()=>(this.uniforms.set([this.state.searchSteps,this.state.diagonalSteps,Ds(this.state.cornerRounding,0,1),0]),this.uniforms);fragmentShader="\nconst MAX_SEARCH_STEPS: i32 = 32;\nconst MAX_DIAGONAL_STEPS: i32 = 16;\n\nfn edgeAt(pixel: vec2<i32>, size: vec2<i32>) -> vec2<f32> {\n if (any(pixel < vec2<i32>(0)) || any(pixel >= size)) {\n return vec2<f32>(0.0);\n }\n return textureLoad(edgesTexture, pixel, 0).rg;\n}\n\nfn areaOrthogonal(distance: vec2<f32>, e1: f32, e2: f32) -> vec2<f32> {\n let pattern = vec2<f32>(round(4.0 * vec2<f32>(e1, e2)));\n let texel = vec2<f32>(16.0) * pattern + sqrt(max(distance, vec2<f32>(0.0)));\n let uv = (texel + vec2<f32>(0.5)) / vec2<f32>(160.0, 80.0);\n return textureSampleLevel(areaTexture, areaSampler, uv, 0.0).rg;\n}\n\nfn areaDiagonal(distance: vec2<f32>, e: vec2<f32>) -> vec2<f32> {\n let pattern = round(e);\n let texel = vec2<f32>(80.0, 0.0) + vec2<f32>(20.0) * pattern + distance;\n let uv = (texel + vec2<f32>(0.5)) / vec2<f32>(160.0, 80.0);\n return textureSampleLevel(areaTexture, areaSampler, uv, 0.0).rg;\n}\n\nfn searchHorizontal(pixel: vec2<i32>, direction: i32, size: vec2<i32>) -> i32 {\n var distance = 0;\n let limit = i32(fullscreenUniforms[0].x);\n for (var step = 1; step <= MAX_SEARCH_STEPS; step += 1) {\n if (step > limit) { break; }\n let candidate = pixel + vec2<i32>(direction * step, 0);\n let edge = edgeAt(candidate, size);\n if (edge.g < 0.5 || (step > 1 && edge.r > 0.5)) { break; }\n distance = step;\n }\n return distance;\n}\n\nfn searchVertical(pixel: vec2<i32>, direction: i32, size: vec2<i32>) -> i32 {\n var distance = 0;\n let limit = i32(fullscreenUniforms[0].x);\n for (var step = 1; step <= MAX_SEARCH_STEPS; step += 1) {\n if (step > limit) { break; }\n let candidate = pixel + vec2<i32>(0, direction * step);\n let edge = edgeAt(candidate, size);\n if (edge.r < 0.5 || (step > 1 && edge.g > 0.5)) { break; }\n distance = step;\n }\n return distance;\n}\n\nfn horizontalCrossing(pixel: vec2<i32>, size: vec2<i32>) -> f32 {\n let near = edgeAt(pixel, size).r;\n let far = edgeAt(pixel + vec2<i32>(0, -1), size).r;\n return (3.0 * near + far) * 0.25;\n}\n\nfn verticalCrossing(pixel: vec2<i32>, size: vec2<i32>) -> f32 {\n let near = edgeAt(pixel, size).g;\n let far = edgeAt(pixel + vec2<i32>(-1, 0), size).g;\n return (3.0 * near + far) * 0.25;\n}\n\nfn attenuateHorizontalCorners(\n weights: vec2<f32>,\n leftPixel: vec2<i32>,\n rightPixel: vec2<i32>,\n leftDistance: i32,\n rightDistance: i32,\n size: vec2<i32>\n) -> vec2<f32> {\n let rounding = fullscreenUniforms[0].z;\n var result = weights;\n if (leftDistance <= rightDistance) {\n let extended = max(edgeAt(leftPixel + vec2<i32>(0, 1), size).r, edgeAt(leftPixel + vec2<i32>(0, -2), size).r);\n result *= clamp(vec2<f32>(rounding + 1.0 - extended), vec2<f32>(0.0), vec2<f32>(1.0));\n } else {\n let extended = max(edgeAt(rightPixel + vec2<i32>(1, 1), size).r, edgeAt(rightPixel + vec2<i32>(1, -2), size).r);\n result *= clamp(vec2<f32>(rounding + 1.0 - extended), vec2<f32>(0.0), vec2<f32>(1.0));\n }\n return result;\n}\n\nfn attenuateVerticalCorners(\n weights: vec2<f32>,\n topPixel: vec2<i32>,\n bottomPixel: vec2<i32>,\n topDistance: i32,\n bottomDistance: i32,\n size: vec2<i32>\n) -> vec2<f32> {\n let rounding = fullscreenUniforms[0].z;\n var result = weights;\n if (topDistance <= bottomDistance) {\n let extended = max(edgeAt(topPixel + vec2<i32>(1, 0), size).g, edgeAt(topPixel + vec2<i32>(-2, 0), size).g);\n result *= clamp(vec2<f32>(rounding + 1.0 - extended), vec2<f32>(0.0), vec2<f32>(1.0));\n } else {\n let extended = max(edgeAt(bottomPixel + vec2<i32>(1, 1), size).g, edgeAt(bottomPixel + vec2<i32>(-2, 1), size).g);\n result *= clamp(vec2<f32>(rounding + 1.0 - extended), vec2<f32>(0.0), vec2<f32>(1.0));\n }\n return result;\n}\n\nfn searchDiagonal(\n pixel: vec2<i32>,\n direction: vec2<i32>,\n size: vec2<i32>\n) -> vec2<f32> {\n var distance = 0;\n var lastEdge = vec2<f32>(0.0);\n let limit = i32(fullscreenUniforms[0].y);\n for (var step = 1; step <= MAX_DIAGONAL_STEPS; step += 1) {\n if (step > limit) { break; }\n let candidate = pixel + direction * step;\n let edge = edgeAt(candidate, size);\n let adjacent = edgeAt(candidate + vec2<i32>(1, 0), size).r;\n lastEdge = vec2<f32>(edge.g, adjacent);\n if (edge.g + adjacent < 1.5) { break; }\n distance = step;\n }\n return vec2<f32>(f32(distance), lastEdge.g);\n}\n\nfn diagonalWeights(pixel: vec2<i32>, edges: vec2<f32>, size: vec2<i32>) -> vec2<f32> {\n if (fullscreenUniforms[0].y < 1.0 || edges.g < 0.5) {\n return vec2<f32>(0.0);\n }\n var result = vec2<f32>(0.0);\n var negative = vec2<f32>(0.0);\n if (edges.r > 0.5) {\n negative = searchDiagonal(pixel, vec2<i32>(-1, 1), size);\n }\n let positive = searchDiagonal(pixel, vec2<i32>(1, -1), size);\n if (negative.x + positive.x >= 2.0) {\n let leftPixel = pixel + vec2<i32>(-i32(negative.x), i32(negative.x));\n let rightPixel = pixel + vec2<i32>(i32(positive.x), -i32(positive.x));\n let c1 = edgeAt(leftPixel + vec2<i32>(-1, 0), size).g;\n let c2 = edgeAt(leftPixel, size).r;\n let c3 = edgeAt(rightPixel + vec2<i32>(1, 0), size).g;\n let c4 = edgeAt(rightPixel + vec2<i32>(1, -1), size).r;\n result += areaDiagonal(vec2<f32>(negative.x, positive.x), vec2<f32>(2.0 * c1 + c2, 2.0 * c3 + c4));\n }\n\n let negativeOpposite = searchDiagonal(pixel, vec2<i32>(-1, -1), size);\n var positiveOpposite = vec2<f32>(0.0);\n if (edgeAt(pixel + vec2<i32>(1, 0), size).r > 0.5) {\n positiveOpposite = searchDiagonal(pixel, vec2<i32>(1, 1), size);\n }\n if (negativeOpposite.x + positiveOpposite.x >= 2.0) {\n let leftPixel = pixel + vec2<i32>(-i32(negativeOpposite.x), -i32(negativeOpposite.x));\n let rightPixel = pixel + vec2<i32>(i32(positiveOpposite.x), i32(positiveOpposite.x));\n let c1 = edgeAt(leftPixel + vec2<i32>(-1, 0), size).g;\n let c2 = edgeAt(leftPixel + vec2<i32>(0, -1), size).r;\n let rightEdges = edgeAt(rightPixel + vec2<i32>(1, 0), size);\n result += areaDiagonal(\n vec2<f32>(negativeOpposite.x, positiveOpposite.x),\n vec2<f32>(2.0 * c1 + c2, 2.0 * rightEdges.g + rightEdges.r)\n ).gr;\n }\n return result;\n}\n\n@fragment\nfn fsMain(input: FullscreenVertexOutput) -> @location(0) vec4<f32> {\n let size = vec2<i32>(textureDimensions(edgesTexture));\n let pixel = clamp(vec2<i32>(input.position.xy), vec2<i32>(0), size - vec2<i32>(1));\n let edges = edgeAt(pixel, size);\n var weights = vec4<f32>(0.0);\n\n if (edges.g > 0.5) {\n let diagonal = diagonalWeights(pixel, edges, size);\n if (dot(diagonal, vec2<f32>(1.0)) > 1e-5) {\n weights.r = diagonal.x;\n weights.g = diagonal.y;\n } else {\n let leftDistance = searchHorizontal(pixel, -1, size);\n let rightDistance = searchHorizontal(pixel, 1, size);\n let leftPixel = pixel + vec2<i32>(-leftDistance, 0);\n let rightPixel = pixel + vec2<i32>(rightDistance, 0);\n let e1 = horizontalCrossing(leftPixel, size);\n let e2 = horizontalCrossing(rightPixel + vec2<i32>(1, 0), size);\n let area = areaOrthogonal(vec2<f32>(f32(leftDistance), f32(rightDistance)), e1, e2);\n let a = attenuateHorizontalCorners(area, leftPixel, rightPixel, leftDistance, rightDistance, size);\n weights.r = a.x;\n weights.g = a.y;\n }\n }\n\n if (edges.r > 0.5) {\n let topDistance = searchVertical(pixel, -1, size);\n let bottomDistance = searchVertical(pixel, 1, size);\n let topPixel = pixel + vec2<i32>(0, -topDistance);\n let bottomPixel = pixel + vec2<i32>(0, bottomDistance);\n let e1 = verticalCrossing(topPixel, size);\n let e2 = verticalCrossing(bottomPixel + vec2<i32>(0, 1), size);\n let area = areaOrthogonal(vec2<f32>(f32(topDistance), f32(bottomDistance)), e1, e2);\n let a = attenuateVerticalCorners(area, topPixel, bottomPixel, topDistance, bottomDistance, size);\n weights.b = a.x;\n weights.a = a.y;\n }\n\n return weights;\n}\n"},xs=class{constructor(e,t,r,i){this.state=i,this.inputs={source:e,weights:t},this.outputs=r}state;name="SMAANeighborhoodBlendPass";sampler="linear";uniformBufferSize=16;inputs;outputs;uniforms=new Float32Array(4);updateUniforms=()=>(this.uniforms.set([Ds(this.state.sharpness,0,1),0,0,0]),this.uniforms);fragmentShader="\nfn loadSource(pixel: vec2<i32>, size: vec2<i32>) -> vec4<f32> {\n return textureLoad(sourceTexture, clamp(pixel, vec2<i32>(0), size - vec2<i32>(1)), 0);\n}\n\nfn loadWeights(pixel: vec2<i32>, size: vec2<i32>) -> vec4<f32> {\n return textureLoad(weightsTexture, clamp(pixel, vec2<i32>(0), size - vec2<i32>(1)), 0);\n}\n\nfn sharpen(center: vec3<f32>, pixel: vec2<i32>, size: vec2<i32>, edgeAmount: f32) -> vec3<f32> {\n let strength = fullscreenUniforms[0].x * (1.0 - clamp(edgeAmount * 2.0, 0.0, 1.0));\n if (strength <= 1e-5) { return center; }\n let left = loadSource(pixel + vec2<i32>(-1, 0), size).rgb;\n let right = loadSource(pixel + vec2<i32>(1, 0), size).rgb;\n let top = loadSource(pixel + vec2<i32>(0, -1), size).rgb;\n let bottom = loadSource(pixel + vec2<i32>(0, 1), size).rgb;\n let minimum = min(center, min(min(left, right), min(top, bottom)));\n let maximum = max(center, max(max(left, right), max(top, bottom)));\n let average = (left + right + top + bottom) * 0.25;\n let contrast = max(maximum.r - minimum.r, max(maximum.g - minimum.g, maximum.b - minimum.b));\n let adaptive = strength * (1.0 - clamp(contrast, 0.0, 1.0)) * 0.5;\n return clamp(center + (center - average) * adaptive, minimum, maximum);\n}\n\n@fragment\nfn fsMain(input: FullscreenVertexOutput) -> @location(0) vec4<f32> {\n let size = vec2<i32>(textureDimensions(sourceTexture));\n let pixel = clamp(vec2<i32>(input.position.xy), vec2<i32>(0), size - vec2<i32>(1));\n let center = loadSource(pixel, size);\n let current = loadWeights(pixel, size);\n\n // SMAA stores right/bottom weights in adjacent texels and left/top weights\n // in the current texel. Preserve that exact channel convention.\n let right = loadWeights(pixel + vec2<i32>(1, 0), size).a;\n let bottom = loadWeights(pixel + vec2<i32>(0, 1), size).g;\n let left = current.b;\n let top = current.r;\n let edgeAmount = max(max(right, bottom), max(left, top));\n\n var color = center;\n if (edgeAmount > 1e-5) {\n let texel = 1.0 / vec2<f32>(size);\n if (max(right, left) > max(bottom, top)) {\n let total = max(right + left, 1e-5);\n let rightColor = textureSampleLevel(\n sourceTexture,\n fullscreenSampler,\n input.uv + vec2<f32>(right * texel.x, 0.0),\n 0.0\n );\n let leftColor = textureSampleLevel(\n sourceTexture,\n fullscreenSampler,\n input.uv - vec2<f32>(left * texel.x, 0.0),\n 0.0\n );\n color = (rightColor * right + leftColor * left) / total;\n } else {\n let total = max(bottom + top, 1e-5);\n let bottomColor = textureSampleLevel(\n sourceTexture,\n fullscreenSampler,\n input.uv + vec2<f32>(0.0, bottom * texel.y),\n 0.0\n );\n let topColor = textureSampleLevel(\n sourceTexture,\n fullscreenSampler,\n input.uv - vec2<f32>(0.0, top * texel.y),\n 0.0\n );\n color = (bottomColor * bottom + topColor * top) / total;\n }\n }\n\n color = vec4<f32>(sharpen(color.rgb, pixel, size, edgeAmount), color.a);\n return color;\n}\n"};var ws=null;function bs(e,t,r,i){const n=2*(160*r+t);e[n]=Math.floor(255*Ds(i[0],0,1)),e[n+1]=Math.floor(255*Ds(i[1],0,1))}function ys(e,t,r){const i=t+r+1,n=.5,a=-.5,s=()=>Ss([0,a],[i/2,0],t),o=()=>Ss([i/2,0],[i,a],t);switch(e){case 0:case 5:case 10:case 15:default:return[0,0];case 1:return t<=r?s():[0,0];case 2:return t>=r?o():[0,0];case 3:return Cs(i,s(),o());case 4:return t<=r?Ss([0,n],[i/2,0],t):[0,0];case 6:case 14:case 7:return Ss([0,n],[i,a],t);case 8:return t>=r?Ss([i/2,0],[i,n],t):[0,0];case 9:case 11:case 13:return Ss([0,a],[i,n],t);case 12:return Cs(i,Ss([0,n],[i/2,0],t),Ss([i/2,0],[i,n],t))}}function Ss(e,t,r){const i=t[0]-e[0],n=t[1]-e[1];if(Math.abs(i)<1e-6)return[0,0];const a=r,s=r+1,o=e[1]+n*(a-e[0])/i,l=e[1]+n*(s-e[0])/i;if(!(a>=e[0]&&a<t[0]||s>e[0]&&s<=t[0]))return[0,0];if(Math.sign(o)===Math.sign(l)||Math.abs(o)<1e-4||Math.abs(l)<1e-4){const e=.5*(o+l);return e<0?[-e,0]:[0,e]}const c=-e[1]*i/n+e[0],u=c-Math.floor(c),d=c>e[0]?o*u*.5:0,h=c<t[0]?l*(1-u)*.5:0;return(Math.abs(d)>Math.abs(h)?d:-h)<0?[Math.abs(d),Math.abs(h)]:[Math.abs(h),Math.abs(d)]}function Cs(e,t,r){const i=e=>[.5*Math.sqrt(2*e[0]),.5*Math.sqrt(2*e[1])],n=Ds(e/32,0,1),a=i(t),s=i(r);return[Bs(a[0],t[0],n)+Bs(s[0],r[0],n),Bs(a[1],t[1],n)+Bs(s[1],r[1],n)]}function Ps(e,t,r){const i=t+r+1,[n,a]=[[0,0],[1,0],[0,2],[1,2],[2,0],[3,0],[2,2],[3,2],[0,1],[1,1],[0,3],[1,3],[2,1],[3,1],[2,3],[3,3]][e],s=(e,r)=>function(e,t,r){const i=30;let n=0,a=0;if(e[0]===t[0]&&e[1]===t[1])return[0,1];const s=.5*(e[0]+t[0]),o=.5*(e[1]+t[1]),l=t[1]-e[1],c=e[0]-t[0],u=(e,t)=>l*(e-s)+c*(t-o)>0;for(let e=0;e<i;e+=1)for(let t=0;t<i;t+=1){const s=t/(i-1),o=e/(i-1);u(1+r+s,r+o)&&(n+=1),u(1+r+s,1+r+o)&&(a+=1)}const d=i*i;return[1-n/d,a/d]}(n>0?[e[0],e[1]]:e,a>0?[r[0],r[1]]:r,t),o=(e,t)=>s([1,e],[1+i,t+i]);switch(e){case 0:return Ms(o(1,1),o(0,0));case 1:return Ms(s([1,0],[i,i]),o(0,0));case 2:return Ms(s([0,0],[1+i,i]),o(0,0));case 3:return o(0,0);case 4:return Ms(s([1,1],[i,i]),s([1,1],[1+i,i]));case 5:return Ms(s([1,1],[i,i]),o(0,0));case 6:return s([1,1],[1+i,i]);case 7:return Ms(s([1,1],[1+i,i]),o(0,0));case 8:return Ms(s([0,0],[1+i,1+i]),s([1,0],[1+i,1+i]));case 9:return s([1,0],[1+i,1+i]);case 10:return Ms(s([0,0],[1+i,1+i]),o(0,0));case 11:return Ms(s([1,0],[1+i,1+i]),o(0,0));case 12:return s([1,1],[1+i,1+i]);case 13:return Ms(s([1,1],[1+i,1+i]),s([1,0],[1+i,1+i]));case 14:return Ms(s([1,1],[1+i,1+i]),s([1,1],[1+i,i]));case 15:return Ms(s([1,1],[1+i,1+i]),o(0,0));default:return[0,0]}}function Ms(e,t){return[.5*(e[0]+t[0]),.5*(e[1]+t[1])]}function Bs(e,t,r){return e+(t-e)*r}function Ds(e,t,r){return Math.min(r,Math.max(t,e))}var Ts=class{strength;threshold;knee;radius;levels;targetPrefix;passes=new Map;constructor(e={}){var t,r,i;this.strength=Math.max(0,e.strength??.9),this.threshold=Math.max(0,e.threshold??1),this.knee=Math.max(1e-4,e.knee??.1),this.radius=Vs(e.radius??.2,0,1),this.levels=(t=e.levels??5,r=1,i=5,Math.floor(Vs(t,r,i))),this.targetPrefix=e.targetPrefix??"bloom"}addPass(e,t,r={}){const i=[];let n=t;for(let t=0;t<this.levels;t+=1){const r=1/2**(t+1),a=e.createColorTarget(`${this.targetPrefix}Horizontal${t}`,{format:"rgba16float",scale:r}),s=e.createColorTarget(`${this.targetPrefix}Vertical${t}`,{format:"rgba16float",scale:r}),o=n,l=`h:${t}:${o}:${a}`;let c=this.passes.get(l);c||(c=0===t?new Is(o,a,this):new Rs(`BloomDownsampleHorizontal${t}`,o,a,!0,t),this.passes.set(l,c)),e.addFullscreenPass(c);const u=`v:${t}:${a}:${s}`;let d=this.passes.get(u);d||(d=new Rs(`BloomVertical${t}`,a,s,!1,t),this.passes.set(u,d)),e.addFullscreenPass(d),i.push(s),n=s}const a=r.output??e.createColorTarget(`${this.targetPrefix}Color`,{format:"rgba16float"}),s=Object.fromEntries(i.map((e,t)=>[`blur${t}`,e])),o=`composite:${t}:${i.join(":")}:${a}`;let l=this.passes.get(o);return l||(l=new Gs(t,s,a,this,this.levels),this.passes.set(o,l)),e.addFullscreenPass(l),a}},Is=class{constructor(e,t,r){this.state=r,this.inputs={source:e},this.outputs=t}state;name="BloomThresholdHorizontal";sampler="linear";uniformBufferSize=16;inputs;outputs;uniforms=new Float32Array(4);updateUniforms=()=>(this.uniforms.set([this.state.threshold,this.state.knee,0,0]),this.uniforms);fragmentShader="\nfn bright(color: vec3<f32>) -> vec3<f32> {\n let brightness = dot(color, vec3<f32>(0.2126, 0.7152, 0.0722));\n let threshold = fullscreenUniforms[0].x;\n let knee = fullscreenUniforms[0].y;\n let soft = clamp(brightness - threshold + knee, 0.0, 2.0 * knee);\n let contribution = max(brightness - threshold, soft * soft / (4.0 * knee));\n return color * contribution / max(brightness, 0.0001);\n}\n\n@fragment\nfn fsMain(input: FullscreenVertexOutput) -> @location(0) vec4<f32> {\n let texel = 1.0 / vec2<f32>(textureDimensions(sourceTexture));\n let center = bright(textureSample(sourceTexture, fullscreenSampler, input.uv).rgb) * 0.227027;\n let a = bright(textureSample(sourceTexture, fullscreenSampler, input.uv + vec2<f32>(1.384615 * texel.x, 0.0)).rgb);\n let b = bright(textureSample(sourceTexture, fullscreenSampler, input.uv - vec2<f32>(1.384615 * texel.x, 0.0)).rgb);\n let c = bright(textureSample(sourceTexture, fullscreenSampler, input.uv + vec2<f32>(3.230769 * texel.x, 0.0)).rgb);\n let d = bright(textureSample(sourceTexture, fullscreenSampler, input.uv - vec2<f32>(3.230769 * texel.x, 0.0)).rgb);\n return vec4<f32>(center + (a + b) * 0.316216 + (c + d) * 0.070270, 1.0);\n}"},Rs=class{constructor(e,t,r,i,n){this.name=e,this.inputs={source:t},this.outputs=r;const a=i?"vec2<f32>(texel.x, 0.0)":"vec2<f32>(0.0, texel.y)",s=(1+.35*n).toFixed(2);this.fragmentShader=`\n@fragment\nfn fsMain(input: FullscreenVertexOutput) -> @location(0) vec4<f32> {\n let texel = 1.0 / vec2<f32>(textureDimensions(sourceTexture));\n let axis = ${a} * ${s};\n var color = textureSample(sourceTexture, fullscreenSampler, input.uv).rgb * 0.227027;\n color += textureSample(sourceTexture, fullscreenSampler, input.uv + axis * 1.384615).rgb * 0.316216;\n color += textureSample(sourceTexture, fullscreenSampler, input.uv - axis * 1.384615).rgb * 0.316216;\n color += textureSample(sourceTexture, fullscreenSampler, input.uv + axis * 3.230769).rgb * 0.070270;\n color += textureSample(sourceTexture, fullscreenSampler, input.uv - axis * 3.230769).rgb * 0.070270;\n return vec4<f32>(color, 1.0);\n}`}name;sampler="linear";inputs;outputs;fragmentShader},Gs=class{constructor(e,t,r,i,n){this.state=i,this.inputs={source:e,...t},this.outputs=r;const a=[1,.8,.6,.4,.2],s=Array.from({length:n},(e,t)=>`bloom += textureSample(blur${t}Texture, fullscreenSampler, input.uv).rgb * mix(${a[t].toFixed(1)}, ${(1.2-a[t]).toFixed(1)}, radius);`).join("\n ");this.fragmentShader=`\n@fragment\nfn fsMain(input: FullscreenVertexOutput) -> @location(0) vec4<f32> {\n let scene = textureSample(sourceTexture, fullscreenSampler, input.uv);\n let radius = fullscreenUniforms[0].y;\n var bloom = vec3<f32>(0.0);\n ${s}\n return vec4<f32>(scene.rgb + bloom * fullscreenUniforms[0].x, scene.a);\n}`}state;name="BloomComposite";sampler="linear";uniformBufferSize=32;inputs;outputs;uniforms=new Float32Array(8);updateUniforms=()=>(this.uniforms.set([this.state.strength,Vs(this.state.radius,0,1),0,0]),this.uniforms);fragmentShader};function Vs(e,t,r){return Math.min(r,Math.max(t,e))}var Ls=[1,1,1],zs=[0,0,0],Us=class{options;passes=new Map;targetPrefix;constructor(e={}){this.options=e,this.targetPrefix=e.targetPrefix??"colorGrading"}addPass(e,t){if(!1===this.options.enabled)return t;const r=e.createColorTarget(`${this.targetPrefix}Color`,{format:"rgba16float"}),i=`${t}:${r}`;let n=this.passes.get(i);return n||(n=new As(t,r,this.options),this.passes.set(i,n)),e.addFullscreenPass(n),r}},As=class{constructor(e,t,r){this.state=r,this.inputs={source:e},this.outputs=t}state;name="ColorGrading";sampler="linear";uniformBufferSize=384;inputs;outputs;uniforms=new Float32Array(this.uniformBufferSize/4);updateUniforms=()=>{const e=[],t=(t,r)=>e.push(...t??r,0),r=e=>{t(e?.saturation,Ls),t(e?.contrast,Ls),t(e?.gamma,Ls),t(e?.gain,Ls),t(e?.offset,zs)};return t(this.state.whiteBalance,Ls),t(this.state.tint,Ls),r(this.state),r(this.state.shadows),r(this.state.midtones),r(this.state.highlights),e.push(this.state.exposure??1,{none:0,linear:1,reinhard:2,cineon:3,aces:4,agx:5,neutral:6}[this.state.toneMapping??"none"],Math.max(0,this.state.vignetteIntensity??0),Math.min(1,Math.max(0,this.state.tintIntensity??0)),this.state.shadowsMax??.09,this.state.highlightsMin??.5,!1===this.state.enabled?0:1,0),this.uniforms.fill(0),this.uniforms.set(e),this.uniforms};fragmentShader="\nfn grade(color: vec3<f32>, s: vec3<f32>, c: vec3<f32>, g: vec3<f32>, gain: vec3<f32>, offset: vec3<f32>) -> vec3<f32> {\n let luma = dot(color, vec3<f32>(0.2126, 0.7152, 0.0722));\n var result = mix(vec3<f32>(luma), color, s);\n result = (result - vec3<f32>(0.18)) * c + vec3<f32>(0.18);\n result = pow(max(result, vec3<f32>(0.0)), vec3<f32>(1.0) / max(g, vec3<f32>(0.0001)));\n return max(result * gain + offset, vec3<f32>(0.0));\n}\nfn aces(x: vec3<f32>) -> vec3<f32> { return clamp((x * (2.51*x + vec3<f32>(0.03))) / (x * (2.43*x + vec3<f32>(0.59)) + vec3<f32>(0.14)), vec3<f32>(0.0), vec3<f32>(1.0)); }\nfn tonemap(x: vec3<f32>, mode: i32) -> vec3<f32> {\n if (mode == 1) { return clamp(x, vec3<f32>(0.0), vec3<f32>(1.0)); }\n if (mode == 2) { return x / (vec3<f32>(1.0) + x); }\n if (mode == 3) { let y=max(vec3<f32>(0.0),x-vec3<f32>(0.004)); return pow((y*(6.2*y+vec3<f32>(0.5)))/(y*(6.2*y+vec3<f32>(1.7))+vec3<f32>(0.06)),vec3<f32>(2.2)); }\n if (mode == 4) { return aces(x); }\n if (mode == 5) { return clamp((x * (x + vec3<f32>(0.0245786)) - vec3<f32>(0.000090537)) / (x * (0.983729*x + vec3<f32>(0.432951)) + vec3<f32>(0.238081)), vec3<f32>(0.0), vec3<f32>(1.0)); }\n if (mode == 6) { return clamp(x / (max(max(x.r,x.g),x.b) + 1.0), vec3<f32>(0.0), vec3<f32>(1.0)); }\n return x;\n}\n@fragment\nfn fsMain(input: FullscreenVertexOutput) -> @location(0) vec4<f32> {\n let source = textureSample(sourceTexture, fullscreenSampler, input.uv);\n if (fullscreenUniforms[23].z < 0.5) { return source; }\n var color = source.rgb * fullscreenUniforms[0].xyz;\n color = mix(color, color * fullscreenUniforms[1].xyz, fullscreenUniforms[22].w);\n let lum = clamp(dot(color, vec3<f32>(0.2126,0.7152,0.0722)), 0.0, 1.0);\n let shadowLimit = clamp(fullscreenUniforms[23].x, 0.0, 0.98);\n let highlightLimit = clamp(max(fullscreenUniforms[23].y, shadowLimit + 0.02), 0.02, 1.0);\n let sw = 1.0 - smoothstep(shadowLimit, min(1.0, shadowLimit + 0.05), lum);\n let hw = smoothstep(max(0.0, highlightLimit - 0.05), highlightLimit, lum);\n let mw = clamp(1.0-sw-hw, 0.0, 1.0);\n var s=fullscreenUniforms[2].xyz; var c=fullscreenUniforms[3].xyz; var g=fullscreenUniforms[4].xyz; var gn=fullscreenUniforms[5].xyz; var o=fullscreenUniforms[6].xyz;\n s*=mix(vec3<f32>(1),fullscreenUniforms[7].xyz,sw)*mix(vec3<f32>(1),fullscreenUniforms[12].xyz,mw)*mix(vec3<f32>(1),fullscreenUniforms[17].xyz,hw);\n c*=mix(vec3<f32>(1),fullscreenUniforms[8].xyz,sw)*mix(vec3<f32>(1),fullscreenUniforms[13].xyz,mw)*mix(vec3<f32>(1),fullscreenUniforms[18].xyz,hw);\n g*=mix(vec3<f32>(1),fullscreenUniforms[9].xyz,sw)*mix(vec3<f32>(1),fullscreenUniforms[14].xyz,mw)*mix(vec3<f32>(1),fullscreenUniforms[19].xyz,hw);\n gn*=mix(vec3<f32>(1),fullscreenUniforms[10].xyz,sw)*mix(vec3<f32>(1),fullscreenUniforms[15].xyz,mw)*mix(vec3<f32>(1),fullscreenUniforms[20].xyz,hw);\n o+=fullscreenUniforms[11].xyz*sw+fullscreenUniforms[16].xyz*mw+fullscreenUniforms[21].xyz*hw;\n color=grade(color,s,c,g,gn,o);\n color=tonemap(color*fullscreenUniforms[22].x,i32(fullscreenUniforms[22].y));\n let d=distance(input.uv,vec2<f32>(0.5));\n color*=smoothstep(0.8,0.1598,d*(fullscreenUniforms[22].z+0.2));\n return vec4<f32>(color,source.a);\n}"};import{Matrix4 as Fs}from"three";var Es=class{options;passes=new Map;targetPrefix;constructor(e={}){this.options=e,this.targetPrefix=e.targetPrefix??"depthOfField"}addPass(e,t,r){if(!1===this.options.enabled)return t;const i=e.createColorTarget(`${this.targetPrefix}Color`,{format:"rgba16float"}),n=`${t}:${r}:${i}`;let a=this.passes.get(n);return a||(a=new ks(t,r,i,this.options),this.passes.set(n,a)),e.addFullscreenPass(a),i}},ks=class{constructor(e,t,r,i){this.state=i,this.inputs={source:e,sceneDepth:t},this.outputs=r}state;name="DepthOfField";sampler="linear";uniformBufferSize=80;inputs;outputs;uniforms=new Float32Array(20);inverseProjection=new Fs;updateUniforms=e=>(this.inverseProjection.copy(Os).multiply(e.camera.projectionMatrix).invert(),this.uniforms.set(this.inverseProjection.elements,0),this.uniforms.set([this.state.focus??10,this.state.aperture??2e-4,this.state.maxBlur??.01,!1===this.state.enabled?0:1],16),this.uniforms);fragmentShader="\nfn viewDistance(uv:vec2<f32>,depth:f32)->f32 { let clip=vec4<f32>(uv*vec2<f32>(2,-2)+vec2<f32>(-1,1),depth,1); let view=mat4x4<f32>(fullscreenUniforms[0],fullscreenUniforms[1],fullscreenUniforms[2],fullscreenUniforms[3])*clip; return abs(view.z/view.w); }\n@fragment fn fsMain(input:FullscreenVertexOutput)->@location(0) vec4<f32>{\n let center=textureSample(sourceTexture,fullscreenSampler,input.uv); if(fullscreenUniforms[4].w<0.5){return center;}\n let px=vec2<f32>(1)/vec2<f32>(textureDimensions(sourceTexture)); let depth=textureLoad(sceneDepthTexture,vec2<i32>(input.position.xy),0);\n let blur=clamp(abs(viewDistance(input.uv,depth)-fullscreenUniforms[4].x)*fullscreenUniforms[4].y,0,fullscreenUniforms[4].z);\n var color=center.rgb*0.2; color+=textureSample(sourceTexture,fullscreenSampler,input.uv+vec2<f32>( blur,0)*px*400).rgb*0.1; color+=textureSample(sourceTexture,fullscreenSampler,input.uv-vec2<f32>( blur,0)*px*400).rgb*0.1;\n color+=textureSample(sourceTexture,fullscreenSampler,input.uv+vec2<f32>(0, blur)*px*400).rgb*0.1; color+=textureSample(sourceTexture,fullscreenSampler,input.uv-vec2<f32>(0, blur)*px*400).rgb*0.1;\n color+=textureSample(sourceTexture,fullscreenSampler,input.uv+vec2<f32>( blur, blur)*px*280).rgb*0.1; color+=textureSample(sourceTexture,fullscreenSampler,input.uv+vec2<f32>(-blur, blur)*px*280).rgb*0.1; color+=textureSample(sourceTexture,fullscreenSampler,input.uv+vec2<f32>( blur,-blur)*px*280).rgb*0.1; color+=textureSample(sourceTexture,fullscreenSampler,input.uv-vec2<f32>( blur, blur)*px*280).rgb*0.1;\n return vec4<f32>(color,center.a); }"},Os=(new Fs).set(1,0,0,0,0,1,0,0,0,0,.5,.5,0,0,0,1);import{Matrix4 as js,Vector2 as $s,Vector3 as Ws}from"three";var Ns=(new js).set(1,0,0,0,0,1,0,0,0,0,.5,.5,0,0,0,1),_s=(e=>(e[e.Disabled=0]="Disabled",e[e.CameraOnly=1]="CameraOnly",e[e.ObjectAndCamera=2]="ObjectAndCamera",e[e.ForceObjectBlur=3]="ForceObjectBlur",e))(_s||{}),Hs={off:{enabled:!1,sampleCount:0},low:{enabled:!0,sampleCount:4,shutterScale:.65,maxBlurPixels:10,cameraBlurScale:.08,objectBlurScale:.8,depthRejectionStrength:28,velocityThresholdPixels:.75,dilation:!1},medium:{enabled:!0,sampleCount:8,shutterScale:.75,maxBlurPixels:18,cameraBlurScale:.1,objectBlurScale:1,depthRejectionStrength:24,velocityThresholdPixels:.6,dilation:!0},high:{enabled:!0,sampleCount:12,shutterScale:.85,maxBlurPixels:24,cameraBlurScale:.12,objectBlurScale:1.1,depthRejectionStrength:20,velocityThresholdPixels:.45,dilation:!0}},qs=class{options;targetPrefix;currentViewProjection=new js;currentInverseViewProjection=new js;currentInverseProjection=new js;previousViewProjection=new js;pendingViewProjection=new js;previousProjection=new js;previousCameraWorld=new js;previousCameraPosition=new Ws;currentCameraPosition=new Ws;currentJitterUv=new $s;historyValid=!1;pendingCamera=!1;width=1;height=1;timeSeconds=0;frameDuration=1/60;previousTimeSeconds=Number.NaN;nextOverrideId=1;overrides=[];passes=new Map;constructor(e={}){this.options={enabled:e.enabled??!0,sampleCount:Zs(e.sampleCount??8),shutterScale:Ys(e.shutterScale??.75,0,4),maxBlurPixels:Ys(e.maxBlurPixels??18,0,128),cameraBlurScale:Ys(e.cameraBlurScale??.1,0,4),objectBlurScale:Ys(e.objectBlurScale??1,0,8),depthRejectionStrength:Ys(e.depthRejectionStrength??24,0,200),velocityThresholdPixels:Ys(e.velocityThresholdPixels??.6,0,16),dilation:e.dilation??!0,debugVelocity:e.debugVelocity??!1,targetFrameRate:Ys(e.targetFrameRate??60,15,240),maxFrameTime:Ys(e.maxFrameTime??.1,1/240,1),cameraCutDistance:Ys(e.cameraCutDistance??8,0,1e3),cameraCutRotationThreshold:Ys(e.cameraCutRotationThreshold??.75,0,2),projectionCutThreshold:Ys(e.projectionCutThreshold??.25,0,4)},this.targetPrefix=e.targetPrefix??"motionBlur"}applyPreset(e){Object.assign(this.options,Hs[e]),this.options.sampleCount=Zs(this.options.sampleCount)}prepareCamera(e,t,r,i){t===this.width&&r===this.height||(this.width=Math.max(1,t),this.height=Math.max(1,r),this.reset());const n=i-this.previousTimeSeconds;Number.isFinite(n)&&n>0&&(this.frameDuration=Math.min(n,this.options.maxFrameTime),n>this.options.maxFrameTime&&this.reset()),this.previousTimeSeconds=i,this.timeSeconds=i,this.pruneOverrides(),e.getWorldPosition(this.currentCameraPosition),this.historyValid&&(this.currentCameraPosition.distanceTo(this.previousCameraPosition)>this.options.cameraCutDistance||function(e,t){let r=0;const i=[0,1,2,4,5,6,8,9,10];for(const n of i)r=Math.max(r,Math.abs(e.elements[n]-t.elements[n]));return r}(e.matrixWorld,this.previousCameraWorld)>this.options.cameraCutRotationThreshold||function(e,t){let r=0;for(let i=0;i<16;i+=1)r=Math.max(r,Math.abs(e.elements[i]-t.elements[i]));return r}(e.projectionMatrix,this.previousProjection)>this.options.projectionCutThreshold)&&this.reset(),this.pendingViewProjection.copy(Ns).multiply(e.projectionMatrix).multiply(e.matrixWorldInverse),this.currentViewProjection.copy(this.pendingViewProjection),this.currentInverseViewProjection.copy(this.currentViewProjection).invert(),this.currentInverseProjection.copy(Ns).multiply(e.projectionMatrix).invert(),this.historyValid||this.previousViewProjection.copy(this.currentViewProjection),this.pendingCamera=!0,this.previousProjection.copy(e.projectionMatrix),this.previousCameraWorld.copy(e.matrixWorld),this.previousCameraPosition.copy(this.currentCameraPosition)}commitCamera(){this.pendingCamera&&(this.previousViewProjection.copy(this.pendingViewProjection),this.historyValid=!0,this.pendingCamera=!1)}setJitterUv(e,t){this.currentJitterUv.set(Number.isFinite(e)?e:0,Number.isFinite(t)?t:0)}reset(){this.historyValid=!1,this.pendingCamera=!1}requiresRendererHistoryReset(){return!this.historyValid}pushOverride(e){const t=this.nextOverrideId++,r=Math.max(0,e.duration);return this.overrides.push({id:t,startTime:this.timeSeconds,endTime:this.timeSeconds+r,options:e}),{id:t,cancel:()=>{const e=this.overrides.findIndex(e=>e.id===t);e>=0&&this.overrides.splice(e,1)}}}addPass(e,t,r,i=e.mainDepth){const n=this.getResolvedSettings();if(!n.enabled||0===n.sampleCount)return t;const a=e.createColorTarget(`${this.targetPrefix}Color`,{format:"rgba16float"}),s=Zs(n.sampleCount),o=`${t}:${r}:${i}:${a}:${s}`;let l=this.passes.get(o);return l||(l=new Ks(t,r,i,a,s,this),this.passes.set(o,l)),l.settings=n,e.addFullscreenPass(l),a}dispose(){this.passes.clear(),this.overrides.length=0}getTemporalMatrices(){return{currentInverseViewProjection:this.currentInverseViewProjection,currentInverseProjection:this.currentInverseProjection,previousViewProjection:this.previousViewProjection}}getFrameDuration(){return this.frameDuration}getJitterUv(){return this.currentJitterUv}pruneOverrides(){for(let e=this.overrides.length-1;e>=0;e-=1)this.overrides[e].endTime<=this.timeSeconds&&this.overrides.splice(e,1)}getResolvedSettings(){const e={...this.options};for(const t of this.overrides){const r=t.options;null!=r.enabled&&(e.enabled||=r.enabled),null!=r.sampleCount&&(e.sampleCount=Math.max(e.sampleCount,Zs(r.sampleCount))),null!=r.shutterScale&&(e.shutterScale=Math.max(e.shutterScale,r.shutterScale)),null!=r.maxBlurPixels&&(e.maxBlurPixels=Math.max(e.maxBlurPixels,r.maxBlurPixels)),null!=r.cameraBlurScale&&(e.cameraBlurScale=Math.max(e.cameraBlurScale,r.cameraBlurScale)),null!=r.objectBlurScale&&(e.objectBlurScale=Math.max(e.objectBlurScale,r.objectBlurScale)),null!=r.dilation&&(e.dilation||=r.dilation),null!=r.debugVelocity&&(e.debugVelocity||=r.debugVelocity)}return e}},Ks=class{constructor(e,t,r,i,n,a){this.state=a,this.name=`MotionBlurResolve${n}`,this.inputs={source:e,velocity:t,depth:r},this.outputs=i,this.settings=a.options,this.fragmentShader=function(e){return`\nfn currentInverseViewProjection() -> mat4x4<f32> {\n return mat4x4<f32>(\n fullscreenUniforms[0], fullscreenUniforms[1],\n fullscreenUniforms[2], fullscreenUniforms[3]\n );\n}\n\nfn previousViewProjection() -> mat4x4<f32> {\n return mat4x4<f32>(\n fullscreenUniforms[4], fullscreenUniforms[5],\n fullscreenUniforms[6], fullscreenUniforms[7]\n );\n}\n\nfn currentInverseProjection() -> mat4x4<f32> {\n return mat4x4<f32>(\n fullscreenUniforms[8], fullscreenUniforms[9],\n fullscreenUniforms[10], fullscreenUniforms[11]\n );\n}\n\nfn uvToNdc(uv: vec2<f32>, depth: f32) -> vec4<f32> {\n let unjitteredUv = uv - fullscreenUniforms[14].xy;\n return vec4<f32>(\n unjitteredUv.x * 2.0 - 1.0,\n (0.5 - unjitteredUv.y) * 2.0,\n depth,\n 1.0\n );\n}\n\nfn viewDepth(uv: vec2<f32>, depth: f32) -> f32 {\n let view = currentInverseProjection() * uvToNdc(uv, depth);\n return abs(view.z / max(abs(view.w), 1e-6));\n}\n\nfn depthAt(uv: vec2<f32>) -> f32 {\n let dimensions = vec2<i32>(textureDimensions(depthTexture));\n let pixel = clamp(\n vec2<i32>(uv * vec2<f32>(dimensions)),\n vec2<i32>(0),\n dimensions - vec2<i32>(1)\n );\n return textureLoad(depthTexture, pixel, 0);\n}\n\nfn cameraVelocity(uv: vec2<f32>, depth: f32) -> vec2<f32> {\n let worldH = currentInverseViewProjection() * uvToNdc(uv, depth);\n let world = worldH / max(abs(worldH.w), 1e-6);\n let previousClip = previousViewProjection() * world;\n let previousNdc = previousClip.xy / max(abs(previousClip.w), 1e-6);\n let previousUv = previousNdc * vec2<f32>(0.5, -0.5) + vec2<f32>(0.5);\n return (uv - fullscreenUniforms[14].xy) - previousUv;\n}\n\nfn scaledVelocity(uv: vec2<f32>, packed: vec4<f32>, depth: f32) -> vec2<f32> {\n let camera = cameraVelocity(uv, depth);\n let objectRelative = packed.xy - camera;\n let mode = i32(round(packed.z));\n if (mode == 0) { return vec2<f32>(0.0); }\n if (mode == 1) {\n return camera * fullscreenUniforms[12].z;\n }\n let forceScale = select(1.0, 1.35, mode == 3);\n return camera * fullscreenUniforms[12].z +\n objectRelative * fullscreenUniforms[12].w * packed.w * forceScale;\n}\n\nfn chooseDilatedVelocity(\n uv: vec2<f32>,\n centerDepthRaw: f32,\n texel: vec2<f32>\n) -> vec2<f32> {\n let centerPacked = textureSampleLevel(velocityTexture, fullscreenSampler, uv, 0.0);\n var best = scaledVelocity(uv, centerPacked, centerDepthRaw);\n if (fullscreenUniforms[13].z < 0.5) { return best; }\n let centerDepth = viewDepth(uv, centerDepthRaw);\n for (var y = -1; y <= 1; y += 1) {\n for (var x = -1; x <= 1; x += 1) {\n let sampleUv = clamp(uv + vec2<f32>(f32(x), f32(y)) * texel, vec2<f32>(0.0), vec2<f32>(1.0));\n let sampleDepthRaw = depthAt(sampleUv);\n let sampleDepth = viewDepth(sampleUv, sampleDepthRaw);\n let depthSimilarity = abs(sampleDepth - centerDepth) / max(centerDepth, 1e-3);\n if (depthSimilarity < 0.025 || sampleDepth <= centerDepth) {\n let candidatePacked = textureSampleLevel(velocityTexture, fullscreenSampler, sampleUv, 0.0);\n let candidate = scaledVelocity(sampleUv, candidatePacked, sampleDepthRaw);\n if (dot(candidate, candidate) > dot(best, best)) { best = candidate; }\n }\n }\n }\n return best;\n}\n\n@fragment\nfn fsMain(input: FullscreenVertexOutput) -> @location(0) vec4<f32> {\n let centerColor = textureSampleLevel(sourceTexture, fullscreenSampler, input.uv, 0.0);\n let dimensions = vec2<f32>(textureDimensions(sourceTexture));\n let texel = 1.0 / dimensions;\n let centerDepthRaw = depthAt(input.uv);\n let centerDepth = viewDepth(input.uv, centerDepthRaw);\n var blurUv = chooseDilatedVelocity(input.uv, centerDepthRaw, texel) * fullscreenUniforms[12].x;\n let velocityPixels = length(blurUv * dimensions);\n\n if (fullscreenUniforms[13].w > 0.5) {\n let debugMagnitude = clamp(\n velocityPixels / max(fullscreenUniforms[12].y, 1.0),\n 0.0,\n 1.0\n );\n // Black means stationary. Moving pixels become brighter; R/G retain the\n // signed horizontal/vertical mapping around 0.5 and B shows magnitude.\n let directionColor = vec3<f32>(\n 0.5 + 0.5 * clamp(blurUv.x * 32.0, -1.0, 1.0),\n 0.5 + 0.5 * clamp(blurUv.y * 32.0, -1.0, 1.0),\n 1.0\n ) * debugMagnitude;\n return vec4<f32>(directionColor, 1.0);\n }\n\n let threshold = fullscreenUniforms[13].y;\n if (velocityPixels <= threshold) { return centerColor; }\n let maxBlurUv = fullscreenUniforms[12].y / max(dimensions.x, dimensions.y);\n let blurLength = length(blurUv);\n if (blurLength > maxBlurUv) { blurUv *= maxBlurUv / blurLength; }\n\n let activeSamples = clamp(\n i32(ceil(velocityPixels / max(threshold, 0.25))),\n 2,\n ${e}\n );\n var accumulated = centerColor;\n var totalWeight = 1.0;\n for (var sampleIndex = 0; sampleIndex < ${e}; sampleIndex += 1) {\n if (sampleIndex >= activeSamples) { continue; }\n let t = (f32(sampleIndex) + 0.5) / f32(activeSamples);\n let sampleUv = clamp(\n input.uv + mix(-0.5, 0.5, t) * blurUv,\n vec2<f32>(0.0),\n vec2<f32>(1.0)\n );\n let sampleDepthRaw = depthAt(sampleUv);\n let sampleDepth = viewDepth(sampleUv, sampleDepthRaw);\n let relativeDifference = abs(sampleDepth - centerDepth) / max(centerDepth, 1e-3);\n let depthWeight = exp(-relativeDifference * fullscreenUniforms[13].x);\n let sampleColor = textureSampleLevel(sourceTexture, fullscreenSampler, sampleUv, 0.0);\n accumulated += sampleColor * depthWeight;\n totalWeight += depthWeight;\n }\n return accumulated / max(totalWeight, 1e-4);\n}\n`}(n)}state;name;sampler="linear";uniformBufferSize=256;inputs;outputs;fragmentShader;settings;uniforms=new Float32Array(64);updateUniforms=()=>{const e=this.state.getTemporalMatrices();this.uniforms.set(e.currentInverseViewProjection.elements,0),this.uniforms.set(e.previousViewProjection.elements,16),this.uniforms.set(e.currentInverseProjection.elements,32);const t=1/this.settings.targetFrameRate/Math.max(this.state.getFrameDuration(),.001);this.uniforms.set([this.settings.shutterScale*t,this.settings.maxBlurPixels,this.settings.cameraBlurScale,this.settings.objectBlurScale,this.settings.depthRejectionStrength,this.settings.velocityThresholdPixels,this.settings.dilation?1:0,this.settings.debugVelocity?1:0],48);const r=this.state.getJitterUv();return this.uniforms[56]=r.x,this.uniforms[57]=r.y,this.uniforms}};function Zs(e){return e<=0?0:e<=4?4:e<=8?8:e<=12?12:16}function Ys(e,t,r){return Math.min(r,Math.max(t,e))}var Xs=class{enabled;visibleEdgeColor;edgeStrength;edgeThickness;edgeSoftness;selectedObjects=new Set;selectedInstances=[];targetPrefix;maskMaterial;skinnedMaskMaterial;instanceMaskMaterials=new Map;passes=new Map;constructor(e={}){this.enabled=e.enabled??!0,this.visibleEdgeColor=[...e.visibleEdgeColor??[1,1,1]],this.edgeStrength=Math.max(0,e.edgeStrength??5),this.edgeThickness=Math.max(0,e.edgeThickness??.6),this.edgeSoftness=Math.max(0,e.edgeSoftness??.6),this.targetPrefix=e.targetPrefix??"outline",this.maskMaterial=Js(!1),this.skinnedMaskMaterial=Js(!0)}setSelectedObjects(e){this.selectedObjects.clear();for(const t of e)this.selectedObjects.add(t)}setSelectedInstances(e){this.selectedInstances.length=0;for(const t of e)Number.isInteger(t.instanceIndex)&&t.instanceIndex>=0&&this.selectedInstances.push(t)}addPass(e,t){if(!this.enabled||0===this.selectedObjects.size&&0===this.selectedInstances.length)return t;const r=e.createColorTarget(`${this.targetPrefix}Mask`,{format:"rgba8unorm"}),i=this.selectedObjects;e.addMaterialPass({name:"OutlineMask",outputs:r,clearColor:[0,0,0,0],loadDepth:!0,objectFilter:e=>null!==e&&function(e,t){for(let r=e;null!==r;r=r.parent)if(t.has(r))return!0;return!1}(e,i),overrideMaterial:(e,t)=>t?this.skinnedMaskMaterial:this.maskMaterial});for(let t=0;t<this.selectedInstances.length;t+=1){const i=this.selectedInstances[t];let n=this.instanceMaskMaterials.get(i.instanceIndex);n||(n=[Js(!1,i.instanceIndex),Js(!0,i.instanceIndex)],this.instanceMaskMaterials.set(i.instanceIndex,n)),e.addMaterialPass({name:`OutlineInstanceMask${t}-${i.instanceIndex}`,outputs:r,loadColor:!0,loadDepth:!0,objectFilter:e=>e===i.object,overrideMaterial:(e,t)=>t?n[1]:n[0]})}const n=e.createColorTarget(`${this.targetPrefix}Edge`,{format:"rgba16float"}),a=e.createColorTarget(`${this.targetPrefix}BlurHorizontal`,{format:"rgba16float"}),s=e.createColorTarget(`${this.targetPrefix}Blurred`,{format:"rgba16float"}),o=e.createColorTarget(`${this.targetPrefix}Color`,{format:"rgba16float"});return this.addCachedPass(e,`edge:${r}:${n}`,()=>new Qs(r,n,this)),this.addCachedPass(e,`blur-h:${n}:${a}`,()=>new eo("OutlineBlurHorizontal",n,a,!0,this)),this.addCachedPass(e,`blur-v:${a}:${s}`,()=>new eo("OutlineBlurVertical",a,s,!1,this)),this.addCachedPass(e,`composite:${t}:${s}:${o}`,()=>new to(t,s,o,this)),o}addCachedPass(e,t,r){let i=this.passes.get(t);i||(i=r(),this.passes.set(t,i)),e.addFullscreenPass(i)}dispose(){this.maskMaterial.dispose(),this.skinnedMaskMaterial.dispose();for(const e of this.instanceMaskMaterials.values())e[0].dispose(),e[1].dispose();this.instanceMaskMaterials.clear(),this.passes.clear()}};function Js(e,t=-1){return new br({vertexShader:`\nstruct VertexInput {\n @location(0) position: vec3<f32>,${e?"\n @location(4) skinIndex: vec4<u32>,\n @location(5) skinWeight: vec4<f32>,":""}\n @builtin(instance_index) instanceIndex: u32,\n};\nstruct VertexOutput {\n @builtin(position) position: vec4<f32>,\n @interpolate(flat) @location(0) batchingId: u32,\n};\n@vertex fn vsMain(input: VertexInput) -> VertexOutput {\n return VertexOutput(\n rendererClipPosition(${e?"rendererSkinPosition(input.position, input.skinIndex, input.skinWeight)":"input.position"}, input.instanceIndex),\n rendererBatchingId(input.instanceIndex)\n );\n}`,fragmentShader:"\nstruct VertexOutput {\n @builtin(position) position: vec4<f32>,\n @interpolate(flat) @location(0) batchingId: u32,\n};\n@fragment fn fsMain(input: VertexOutput) -> @location(0) vec4<f32> {\n if (materialUniforms.selectedInstance >= 0.0 &&\n input.batchingId != u32(materialUniforms.selectedInstance)) { discard; }\n return vec4(1.0);\n}",uniforms:{selectedInstance:t},depthWrite:!1,depthTest:!1})}var Qs=class{constructor(e,t,r){this.state=r,this.inputs={mask:e},this.outputs=t}state;name="OutlineEdge";sampler="linear";uniformBufferSize=16;inputs;outputs;uniforms=new Float32Array(4);updateUniforms=()=>(this.uniforms.set([this.state.edgeThickness,0,0,0]),this.uniforms);fragmentShader="\n@fragment fn fsMain(input: FullscreenVertexOutput) -> @location(0) vec4<f32> {\n let texel = 1.0 / vec2<f32>(textureDimensions(maskTexture));\n let radius = max(fullscreenUniforms[0].x, 0.5);\n let center = textureSample(maskTexture, fullscreenSampler, input.uv).r;\n let diagonalRadius = radius * 0.70710678;\n var around = 0.0;\n around = max(around, textureSample(maskTexture, fullscreenSampler, input.uv + vec2(texel.x * radius, 0.0)).r);\n around = max(around, textureSample(maskTexture, fullscreenSampler, input.uv - vec2(texel.x * radius, 0.0)).r);\n around = max(around, textureSample(maskTexture, fullscreenSampler, input.uv + vec2(0.0, texel.y * radius)).r);\n around = max(around, textureSample(maskTexture, fullscreenSampler, input.uv - vec2(0.0, texel.y * radius)).r);\n let diagonalOffset = texel * diagonalRadius;\n around = max(around, textureSample(maskTexture, fullscreenSampler, input.uv + diagonalOffset).r);\n around = max(around, textureSample(maskTexture, fullscreenSampler, input.uv - diagonalOffset).r);\n around = max(around, textureSample(maskTexture, fullscreenSampler, input.uv + vec2(diagonalOffset.x, -diagonalOffset.y)).r);\n around = max(around, textureSample(maskTexture, fullscreenSampler, input.uv + vec2(-diagonalOffset.x, diagonalOffset.y)).r);\n let edge = clamp(around - center, 0.0, 1.0);\n return vec4(edge, edge, edge, 1.0);\n}"},eo=class{constructor(e,t,r,i,n){this.name=e,this.horizontal=i,this.state=n,this.inputs={source:t},this.outputs=r}name;horizontal;state;sampler="linear";uniformBufferSize=16;inputs;outputs;uniforms=new Float32Array(4);updateUniforms=()=>(this.uniforms.set([this.state.edgeSoftness,this.horizontal?1:0,0,0]),this.uniforms);fragmentShader="\n@fragment fn fsMain(input: FullscreenVertexOutput) -> @location(0) vec4<f32> {\n let texel = 1.0 / vec2<f32>(textureDimensions(sourceTexture));\n let spread = max(fullscreenUniforms[0].x, 0.01);\n let axis = mix(vec2<f32>(0.0, texel.y), vec2<f32>(texel.x, 0.0), fullscreenUniforms[0].y) * spread;\n var value = textureSample(sourceTexture, fullscreenSampler, input.uv).r * 0.227027;\n value += textureSample(sourceTexture, fullscreenSampler, input.uv + axis * 1.384615).r * 0.316216;\n value += textureSample(sourceTexture, fullscreenSampler, input.uv - axis * 1.384615).r * 0.316216;\n value += textureSample(sourceTexture, fullscreenSampler, input.uv + axis * 3.230769).r * 0.070270;\n value += textureSample(sourceTexture, fullscreenSampler, input.uv - axis * 3.230769).r * 0.070270;\n return vec4(value, value, value, 1.0);\n}"},to=class{constructor(e,t,r,i){this.state=i,this.inputs={source:e,edge:t},this.outputs=r}state;name="OutlineComposite";sampler="linear";uniformBufferSize=16;inputs;outputs;uniforms=new Float32Array(4);updateUniforms=()=>(this.uniforms.set([this.state.visibleEdgeColor[0],this.state.visibleEdgeColor[1],this.state.visibleEdgeColor[2],this.state.edgeStrength]),this.uniforms);fragmentShader="\n@fragment fn fsMain(input: FullscreenVertexOutput) -> @location(0) vec4<f32> {\n let scene = textureSample(sourceTexture, fullscreenSampler, input.uv);\n let edge = textureSample(edgeTexture, fullscreenSampler, input.uv).r;\n let color = fullscreenUniforms[0].rgb * fullscreenUniforms[0].a;\n return vec4(scene.rgb + color * edge, scene.a);\n}"};import{AmbientLight as ro,BackSide as io,Bone as no,BatchedMesh as ao,BoxGeometry as so,BufferAttribute as oo,BufferGeometry as lo,CanvasTexture as co,Color as uo,CompressedArrayTexture as ho,CompressedArrayTexture as po,CompressedCubeTexture as fo,CompressedTexture as mo,CubeTexture as go,Data3DTexture as vo,DataArrayTexture as xo,DataTexture as wo,DepthTexture as bo,DirectionalLight as yo,DoubleSide as So,FrontSide as Co,Group as Po,HemisphereLight as Mo,InstancedMesh as Bo,MathUtils as Do,Matrix4 as To,Mesh as Io,Object3D as Ro,OrthographicCamera as Go,PerspectiveCamera as Vo,PlaneGeometry as Lo,PointLight as zo,RepeatWrapping as Uo,Scene as Ao,Skeleton as Fo,SkinnedMesh as Eo,SphereGeometry as ko,SpotLight as Oo,Texture as jo,Vector2 as $o,Vector3 as Wo,Vector4 as No}from"three";export{ro as AmbientLight,io as BackSide,ao as BatchedMesh,Ts as BloomEffect,no as Bone,so as BoxGeometry,oo as BufferAttribute,lo as BufferGeometry,co as CanvasTexture,uo as Color,Us as ColorGradingEffect,ho as CompressedArrayTexture,fo as CompressedCubeTexture,mo as CompressedTexture,po as CompressedTextureArray,e as ComputeKernel,go as CubeTexture,wr as DEFAULT_WGSL_VERTEX_ATTRIBUTES,vo as Data3DTexture,xo as DataArrayTexture,wo as DataTexture,Es as DepthOfFieldEffect,bo as DepthTexture,yo as DirectionalLight,So as DoubleSide,as as FXAAEffect,ot as FrameGraphBuilder,Co as FrontSide,za as GTAOEffect,La as GTAO_PRESETS,Po as Group,Mo as HemisphereLight,Bo as InstancedMesh,Hs as MOTION_BLUR_PRESETS,Do as MathUtils,To as Matrix4,Io as Mesh,qs as MotionBlurEffect,_s as MotionBlurMode,Ro as Object3D,Go as OrthographicCamera,Xs as OutlineEffect,Vo as PerspectiveCamera,Lo as PlaneGeometry,zo as PointLight,Dr as RenderGraph,Uo as RepeatWrapping,ms as SMAAEffect,Ha as SSREffect,Ao as Scene,Fo as Skeleton,Eo as SkinnedMesh,ko as SphereGeometry,Oo as SpotLight,ts as TemporalAAEffect,jo as Texture,B as VOLUMETRIC_FOG_MATERIAL_WGSL,u as VOLUMETRIC_FOG_PRESETS,$o as Vector2,Wo as Vector3,No as Vector4,w as VolumetricFogEffect,c as VolumetricFogVolumeObject,br as WGSLShaderMaterial,Fr as WebGpuPMREMGenerator,Pa as WebGpuRenderer,Kr as buildParticleLightingShaderHeader,D as configureVolumetricFogMaterial};
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