@hology/webgpu-renderer 0.1.20 → 0.1.21
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 +8 -0
- package/dist/index.js +1 -1
- package/package.json +1 -1
package/dist/index.js
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var e=new WeakMap;function t(t,r,i){const n=e.get(t);n&&(n.loading=r,n.phase=i)}function r(t,r,i){const n=e.get(t);n&&(n.origins.size>=4096&&!n.origins.has(r)&&n.origins.delete(n.origins.keys().next().value),n.origins.set(r,i))}function i(t,r){const i=e.get(t),n=i?.origins.get(r.label??"");n&&i.descriptorOrigins.set(r,n)}function n(e){let t=2166136261;for(let r=0;r<e.length;r++)t=Math.imul(t^e.charCodeAt(r),16777619);return(t>>>0).toString(16)}function a(e,t){if(null==e||"object"!=typeof e)return e;const r=t.objects.get(e);if(null!=r)return r;if(Array.isArray(e))return e.map(e=>a(e,t));const i={};for(const r of Object.keys(e).sort())"label"!==r&&(i[r]=a(e[r],t));return i}function s(e,t,r=""){if(JSON.stringify(e)===JSON.stringify(t))return[];if(e&&t&&"object"==typeof e&&"object"==typeof t){const i=e,n=t;return[...new Set([...Object.keys(i),...Object.keys(n)])].flatMap(e=>s(i[e],n[e],r?r+"."+e:e))}return[{field:r,previous:e,current:t}]}var o=2,l={minScreenSize:2};function c(e,t){e.userData.detailCulling=t}var u=Object.freeze({minScreenSize:2,maxDistance:0,shadowMinScreenSize:2,shadowMaxDistance:0}),d=[];function h(e,t){let r=!!t;for(let t=e;t&&!r;t=t.parent)r=!!t.userData.detailCulling;if(!r)return u;let i=!0,n=o,a=0,s=!0,c=l.minScreenSize,h=0;const p=e=>{e&&(i=e.enabled??i,n=e.minScreenSize??n,a=e.maxDistance??a,s=e.shadow?.enabled??s,c=e.shadow?.minScreenSize??c,h=e.shadow?.maxDistance??h)};p(t),d.length=0;for(let t=e;t;t=t.parent)d.push(t);for(let e=d.length-1;e>=0;e--)p(d[e].userData.detailCulling);const f=e=>Number.isFinite(e)&&e>0?e:0;return{minScreenSize:i?f(n):0,maxDistance:f(a),shadowMinScreenSize:s?f(c):0,shadowMaxDistance:f(h)}}function p(e,t,r,i,n,a,s,o){if(o>0&&e.distanceTo(a)-t>o)return!1;if(s<=0)return!0;const l=r.elements,c=e.x,u=e.y,d=e.z,h=l[3]*c+l[7]*u+l[11]*d+l[15],p=Math.hypot(l[3],l[7],l[11]),f=h-t*p;if(f<=1e-4)return!0;const m=(l[0]*c+l[4]*u+l[8]*d+l[12])/h,g=(l[1]*c+l[5]*u+l[9]*d+l[13])/h;return t*Math.max((Math.hypot(l[0],l[4],l[8])+Math.abs(m)*p)*i,(Math.hypot(l[1],l[5],l[9])+Math.abs(g)*p)*n)/f>=s}import{Matrix4 as f,Sphere as m,Vector3 as g}from"three";var v=64,x=64,w=40,b=12,y=new Float32Array(w),S=new Float32Array([1,1,1,1]),C="rgba16float",P="rgba8unorm",M=(new f).set(1,0,0,0,0,1,0,0,0,0,.5,.5,0,0,0,1),B=[new g(0,-1,0),new g(0,-1,0),new g(0,0,1),new g(0,0,-1),new g(0,-1,0),new g(0,-1,0)],D=[new g(1,0,0),new g(-1,0,0),new g(0,1,0),new g(0,-1,0),new g(0,0,1),new g(0,0,-1)],T=4004,I=[{name:"position",shaderLocation:0,format:"float32x3"}],V=[{name:"position",shaderLocation:0,format:"float32x3"},{name:"skinIndex",shaderLocation:1,format:"uint32x4"},{name:"skinWeight",shaderLocation:2,format:"float32x4"}],R=new f,G=new f,z=(new f,new f,new m),L=new g,U=new g,A=new g,F=(new g,new g,new g,new g,new WeakMap);async function k(e,t){const r=F.get(e)??Promise.resolve();let i;const n=new Promise(e=>{i=e});F.set(e,r.catch(()=>{}).then(()=>n)),await r.catch(()=>{});try{return await new Promise(e=>requestAnimationFrame(()=>e())),t()}finally{i()}}function E(e,t){return i(e,t),"function"==typeof e.createRenderPipelineAsync?e.createRenderPipelineAsync(t):k(e,()=>e.createRenderPipeline(t))}function O(e,t){return i(e,t),"function"==typeof e.createComputePipelineAsync?e.createComputePipelineAsync(t):k(e,()=>e.createComputePipeline(t))}var j=class e{layout;pipeline;static async createAsync(t,r){const{pipelineDescriptor:i}=$(t,r),n=await O(t,i);return new e(t,r,n)}constructor(e,t,r){if(r)return this.layout=r.getBindGroupLayout(0),void(this.pipeline=r);const{layout:i,pipelineDescriptor:n}=$(e,t);this.layout=i,this.pipeline=e.createComputePipeline(n)}createBindGroup(e,t,r){return e.createBindGroup({label:r,layout:this.layout,entries:t})}};function $(e,t){const r=e.createBindGroupLayout({label:t.label?`${t.label}-layout`:void 0,entries:t.bindGroupLayoutEntries});return{layout:r,pipelineDescriptor:{label:t.label,layout:e.createPipelineLayout({label:t.label?`${t.label}-pipeline-layout`:void 0,bindGroupLayouts:[r]}),compute:{module:e.createShaderModule({label:t.label?`${t.label}-module`:void 0,code:t.code}),entryPoint:t.entryPoint??"main"}}}}import{Color as W,DirectionalLight as N,Matrix4 as _,Object3D as H,PointLight as q,Scene as K,SpotLight as Z,Vector3 as Y}from"three";var X=class extends H{constructor(e){super(),this.volume=e}volume;isFogVolumeObject=!0},J={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}}},Q=20,ee=16,te=(new _).set(1,0,0,0,0,1,0,0,0,0,.5,.5,0,0,0,1),re=new Y,ie=new Y,ne=new Y,ae={label:"VolumetricFogFroxelPass"};function se(e,t,r,i,n,a){e[t]=r,e[t+1]=i,e[t+2]=n,e[t+3]=a}var oe=class{constructor(e=new K,t={}){this.scene=e,this.options=le(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*Q);const r=this.options.maxDirectionalLights+this.options.maxPointLights+this.options.maxSpotLights;this.lightData=new Float32Array(r*ee),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 N&&e.layers.test(t.layers)&&!this.collectedDirectionals.includes(e)?this.collectedDirectionals.push(e):e instanceof q&&e.layers.test(t.layers)?this.collectedPoints.push(e):e instanceof Z&&e.layers.test(t.layers)&&this.collectedSpots.push(e)};executeFroxelPass=e=>{this.executeFroxels(e)};projectionInverse=new _;viewProjectionInverse=new _;previousTemporalViewProjection=new _;previousFroxelViewProjection=new _;previousFroxelCameraPosition=new Y;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=le({...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(J[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(`${this.options.targetPrefix}Composite`,{format:"rgba16float"});return!1!==this.options.blur?this.addBlurredComposite(e,t,r):(this.compositePass&&this.compositePass.matches(t.sceneColor,t.depth,r)||(this.compositePass=new ce(t.sceneColor,t.depth,this.integratedVolume,this.columnDepthBounds,r,this.options.maxDistance,this.options.fogDitherStrength)),this.compositePass.setFrameIndex(this.frameIndex),e.addFullscreenPass(this.compositePass),r)}addBlurredComposite(e,t,r){const i=this.options.blur;if(!1===i)return r;const n=e.createColorTarget(`${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 ue(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 he(r,t.depth,n,o,i),this.blurPassCache.set(a,s)),e.addFullscreenPass(s)}const u=`blurComposite:${t.sceneColor}:${t.depth}:${s}:${r}:${i.depthAwareUpsample}`;let d=this.blurPassCache.get(u);return d||(d=new pe(t.sceneColor,t.depth,s,this.integratedVolume,this.columnDepthBounds,r,i.depthAwareUpsample),this.blurPassCache.set(u,d)),e.addFullscreenPass(d),r}addTemporalPass(e,t,r,i){const n=this.options.temporal;if(!1===n)return r;const a=e.createColorTarget(`${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 de(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(te).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),se(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(ie);let n=r+.01;for(let e=0;e<this.volumeCount;e++){const t=e*Q,r=this.volumeData[t]-ie.x,i=this.volumeData[t+1]-ie.y,a=this.volumeData[t+2]-ie.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*Q+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(te).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,se(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,se(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(ie),se(this.uniforms,32,ie.x,ie.y,ie.z,Math.max(e.camera.far-r,1e-4)),se(this.uniforms,36,this.options.scatteringIntensity,this.options.spatialJitter?1:0,0,0),this.uniforms.set((this.froxelHistoryValid?this.previousFroxelViewProjection:this.projectionInverse).elements,40),se(this.uniforms,56,this.previousFroxelCameraPosition.x,this.previousFroxelCameraPosition.y,this.previousFroxelCameraPosition.z,this.froxelHistoryValid&&!1!==this.options.temporal?1:0),se(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*Q*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*ee*4);const u=e.getSceneLightingResources(),d=e.getTextureView(this.integratedVolume),h=e.getTextureView(this.columnDepthBounds),p=e.getTextureView(this.activeHistoryRead),f=e.getTextureView(this.activeHistoryWrite),m=e.depthView,g=t.bindGroupResources;t.bindGroup&&g&&g.integratedVolumeView===d&&g.historyReadView===p&&g.historyWriteView===f&&g.lightBuffer===u.lightBuffer&&g.comparisonSampler===e.comparisonSampler&&g.directionalShadowView===u.directionalShadowView&&g.pointShadowView===u.pointShadowView&&g.spotShadowView===u.spotShadowView&&g.spotLightMapView===u.spotLightMapView&&g.depthView===m&&g.columnDepthBoundsView===h||(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:d},{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:m},{binding:10,resource:h},{binding:11,resource:e.linearClampSampler},{binding:12,resource:p},{binding:13,resource:f},{binding:14,resource:u.spotLightMapView}]}),t.bindGroupResources={integratedVolumeView:d,historyReadView:p,historyWriteView:f,lightBuffer:u.lightBuffer,comparisonSampler:e.comparisonSampler,directionalShadowView:u.directionalShadowView,pointShadowView:u.pointShadowView,spotShadowView:u.spotShadowView,spotLightMapView:u.spotLightMapView,depthView:m,columnDepthBoundsView:h});const v=e.encoder.beginComputePass(ae);v.setPipeline(t.pipeline),v.setBindGroup(0,t.bindGroup),v.dispatchWorkgroups(Math.ceil(o/8),Math.ceil(l/8)),v.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*Q);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)*ee);let d=0;for(let e=0;e<s;e++){const t=this.extractedLights?.directionals[e];t?this.writeExtractedDirectional(d++,t):this.writeDirectional(d++,r[e])}for(let e=0;e<c;e++){const t=this.selectedPointIndices[e];o?this.writeExtractedPoint(d++,o[t],t):this.writePoint(d++,i[t])}for(let e=0;e<u;e++){const t=this.selectedSpotIndices[e];l?this.writeExtractedSpot(d++,l[t],t):this.writeSpot(d++,n[t])}this.volumeCount=a,this.directionalCount=s,this.pointCount=c,this.spotCount=u}selectClosestLights(e,t,r,i){const n=r.length;if(0===n)return 0;t.getWorldPosition(ie);let a=0;for(let t=0;t<e.length;t+=1){const s=e[t],o=Number(s instanceof H?s.userData?.volumetricIntensity??0:s.volumetricIntensity);if(!Number.isFinite(o)||o<=0)continue;const l=s instanceof H?s.getWorldPosition(re):s.position,c=ie.distanceToSquared(l);if(a===n&&c>=i[n-1])continue;let u=Math.min(a,n-1);for(;u>0&&c<i[u-1];)u<n&&(i[u]=i[u-1],r[u]=r[u-1]),u-=1;i[u]=c,r[u]=t,a<n&&(a+=1)}return a}writeVolume(e,t){const r=e*Q;t.object.getWorldPosition(re),t.object.getWorldScale(ne),se(this.volumeData,r,re.x,re.y,re.z,5*Math.max(ne.x,ne.y,ne.z)),se(this.volumeData,r+4,t.albedo.r,t.albedo.g,t.albedo.b,Math.max(0,t.baseDensity)),se(this.volumeData,r+8,t.heightFalloff,t.heightOffset,t.startDistance??3,-Math.max(-.99,Math.min(.99,t.scatteringDistribution))),se(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*ee;t.getWorldPosition(re),t.target.getWorldPosition(ie),ie.sub(re).normalize(),se(this.lightData,r,ie.x,ie.y,ie.z,0);const i=t.intensity*(t.userData?.volumetricIntensity??1);se(this.lightData,r+4,t.color.r*i,t.color.g*i,t.color.b*i,0)}writeExtractedDirectional(e,t){const r=e*ee;se(this.lightData,r,t.direction.x,t.direction.y,t.direction.z,0);const i=t.intensity*t.volumetricIntensity;se(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*ee;t.getWorldPosition(re),se(this.lightData,i,re.x,re.y,re.z,Math.max(.001,t.distance||this.options.maxDistance));const n=t.intensity*(t.userData?.volumetricIntensity??1);se(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*ee;se(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;se(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*ee;t.getWorldPosition(re),t.target.getWorldPosition(ie),ie.sub(re).normalize(),se(this.lightData,i,re.x,re.y,re.z,Math.max(.001,t.distance||this.options.maxDistance));const n=t.intensity*(t.userData?.volumetricIntensity??1);se(this.lightData,i+4,t.color.r*n,t.color.g*n,t.color.b*n,Math.max(0,t.decay)),se(this.lightData,i+8,ie.x,ie.y,ie.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*ee;se(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;se(this.lightData,i+4,t.color.x*n,t.color.y*n,t.color.z*n,Math.max(0,t.decay)),se(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:ge.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 le(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 W(.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 ce=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=ve;data=new Float32Array(20);inverseProjection=new _;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(te).multiply(e.camera.projectionMatrix).invert(),this.data.set(this.inverseProjection.elements,0),se(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)},ue=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=xe;data=new Float32Array(20);inverseProjection=new _;frameIndex=0;setFrameIndex(e){this.frameIndex=e}updateUniforms=e=>(this.inverseProjection.copy(te).multiply(e.camera.projectionMatrix).invert(),this.data.set(this.inverseProjection.elements,0),se(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)},de=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 _;currentViewProjectionInverse=new _;updateUniforms=e=>(this.state.updateTemporalUniforms(this.uniforms,this.currentViewProjection,this.currentViewProjectionInverse,this.temporal,e),se(this.uniforms,36,e.camera.position.x,e.camera.position.y,e.camera.position.z,e.camera.far),this.uniforms)},he=class{name;sampler="linear";uniformBufferSize=80;inputs;outputs;fragmentShader;data=new Float32Array(20);inverseProjection=new _;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(te).multiply(e.camera.projectionMatrix).invert(),this.data.set(this.inverseProjection.elements,0),this.data)},pe=class{name="VolumetricFogBlurCompositePass";sampler="linear";uniformBufferSize=64;inputs;inputDimensions={};outputs;fragmentShader;data=new Float32Array(16);inverseProjection=new _;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?we:be}updateUniforms=e=>(this.inverseProjection.copy(te).multiply(e.camera.projectionMatrix).invert(),this.data.set(this.inverseProjection.elements),this.data)},fe="\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 me(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 ge="\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}",ve="\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}",xe="\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 we="\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}",be="\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 ye,DepthFormat as Se,DepthStencilFormat as Ce,FloatType as Pe,HalfFloatType as Me,IntType as Be,RED_GREEN_RGTC2_Format as De,RED_RGTC1_Format as Te,RGBA_ASTC_10x10_Format as Ie,RGBA_ASTC_10x5_Format as Ve,RGBA_ASTC_10x6_Format as Re,RGBA_ASTC_10x8_Format as Ge,RGBA_ASTC_12x10_Format as ze,RGBA_ASTC_12x12_Format as Le,RGBA_ASTC_4x4_Format as Ue,RGBA_ASTC_5x4_Format as Ae,RGBA_ASTC_5x5_Format as Fe,RGBA_ASTC_6x5_Format as ke,RGBA_ASTC_6x6_Format as Ee,RGBA_ASTC_8x5_Format as Oe,RGBA_ASTC_8x6_Format as je,RGBA_ASTC_8x8_Format as $e,RGBA_BPTC_Format as We,RGBA_ETC2_EAC_Format as Ne,RGBA_S3TC_DXT1_Format as _e,RGBA_S3TC_DXT3_Format as He,RGBA_S3TC_DXT5_Format as qe,RGBAFormat as Ke,RGBAIntegerFormat as Ze,RGFormat as Ye,RGIntegerFormat as Xe,RGB_ETC1_Format as Je,RGB_ETC2_Format as Qe,RGB_S3TC_DXT1_Format as et,RGBFormat as tt,RedFormat as rt,RedIntegerFormat as it,ShortType as nt,SIGNED_RED_GREEN_RGTC2_Format as at,SIGNED_RED_RGTC1_Format as st,SRGBColorSpace as ot,UnsignedByteType as lt,UnsignedInt248Type as ct,UnsignedInt5999Type as ut,UnsignedIntType as dt,UnsignedShortType as ht}from"three";function pt(e,t){const r=xt(e),i=function(e,t){const r=e.format,i=e.type,n=e.colorSpace===ot;let a=null;if(wt(e))switch(r){case et:case _e:a=n?"bc1-rgba-unorm-srgb":"bc1-rgba-unorm";break;case He:a=n?"bc2-rgba-unorm-srgb":"bc2-rgba-unorm";break;case qe:a=n?"bc3-rgba-unorm-srgb":"bc3-rgba-unorm";break;case Te:a="bc4-r-unorm";break;case st:a="bc4-r-snorm";break;case De:a="bc5-rg-unorm";break;case at:a="bc5-rg-snorm";break;case We:a=n?"bc7-rgba-unorm-srgb":"bc7-rgba-unorm";break;case Qe:case Je:a=n?"etc2-rgb8unorm-srgb":"etc2-rgb8unorm";break;case Ne:a=n?"etc2-rgba8unorm-srgb":"etc2-rgba8unorm";break;case Ue:a=n?"astc-4x4-unorm-srgb":"astc-4x4-unorm";break;case Ae:a=n?"astc-5x4-unorm-srgb":"astc-5x4-unorm";break;case Fe:a=n?"astc-5x5-unorm-srgb":"astc-5x5-unorm";break;case ke:a=n?"astc-6x5-unorm-srgb":"astc-6x5-unorm";break;case Ee:a=n?"astc-6x6-unorm-srgb":"astc-6x6-unorm";break;case Oe:a=n?"astc-8x5-unorm-srgb":"astc-8x5-unorm";break;case je:a=n?"astc-8x6-unorm-srgb":"astc-8x6-unorm";break;case $e:a=n?"astc-8x8-unorm-srgb":"astc-8x8-unorm";break;case Ve:a=n?"astc-10x5-unorm-srgb":"astc-10x5-unorm";break;case Re:a=n?"astc-10x6-unorm-srgb":"astc-10x6-unorm";break;case Ge:a=n?"astc-10x8-unorm-srgb":"astc-10x8-unorm";break;case Ie:a=n?"astc-10x10-unorm-srgb":"astc-10x10-unorm";break;case ze:a=n?"astc-12x10-unorm-srgb":"astc-12x10-unorm";break;case Le:a=n?"astc-12x12-unorm-srgb":"astc-12x12-unorm";break;case Ke:a=n?"rgba8unorm-srgb":"rgba8unorm"}else switch(r){case Ke:switch(i){case ye:a="rgba8snorm";break;case nt:a="rgba16sint";break;case ht:a="rgba16uint";break;case dt:a="rgba32uint";break;case Be:a="rgba32sint";break;case lt:a=n?"rgba8unorm-srgb":"rgba8unorm";break;case Me:a="rgba16float";break;case Pe:a="rgba32float"}break;case tt:switch(i){case ut:a="rgb9e5ufloat";break;case 35899:a="rg11b10ufloat"}break;case rt:switch(i){case ye:a="r8snorm";break;case nt:a="r16sint";break;case ht:a="r16uint";break;case dt:a="r32uint";break;case Be:a="r32sint";break;case lt:a="r8unorm";break;case Me:a="r16float";break;case Pe:a="r32float"}break;case Ye:switch(i){case ye:a="rg8snorm";break;case nt:a="rg16sint";break;case ht:a="rg16uint";break;case dt:a="rg32uint";break;case Be:a="rg32sint";break;case lt:a="rg8unorm";break;case Me:a="rg16float";break;case Pe:a="rg32float"}break;case Se:switch(i){case ht:a="depth16unorm";break;case dt:a="depth24plus";break;case Pe:a="depth32float"}break;case Ce:switch(i){case ct:a="depth24plus-stencil8";break;case Pe:bt("depth32float-stencil8",t,e,"DepthTexture with DepthStencilFormat + FloatType"),a="depth32float-stencil8"}break;case it:switch(i){case Be:a="r32sint";break;case dt:a="r32uint"}break;case Xe:switch(i){case Be:a="rg32sint";break;case dt:a="rg32uint"}break;case Ze:switch(i){case Be:a="rgba32sint";break;case dt:a="rgba32uint"}}if(!a)throw new Error(`Texture format "${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&&bt(s,t,e,`Texture format "${a}"`);return a}(e,t),n=function(e){const t=vt(e);if("cube"===t)return"cube";if("2d-array"===t)return"2d-array";if("3d"===t)return"3d";return"2d"}(e),a=function(e){return"3d"===vt(e)?"3d":"2d"}(e),s=function(e,t,r){if(!0===e.isDepthTexture)return"depth";if(t.endsWith("uint"))return"uint";if(t.endsWith("sint"))return"sint";if(!0===e.isDataTexture||!0===e.isDataArrayTexture||!0===e.isData3DTexture){if(e.type===Be)return"sint";if(e.type===dt)return"uint";if(e.type===Pe&&!yt(r,"float32-filterable")&&("r32float"===t||"rg32float"===t||"rgba32float"===t))return"unfilterable-float"}return"float"}(e,i,t),o=function(e,t){const r=e.compareFunction;if("depth"===t&&null!=r)return"comparison";if("float"===t)return"filtering";return"non-filtering"}(e,s),l=function(e){if(!0===e.isCompressedCubeTexture){const t=e.image;return Math.max(1,t?.[0]?.mipmaps?.length??1)}const t=e.mipmaps;return Math.max(1,t?.length??1)}(e);return{format:i,textureDimension:a,viewDimension:n,sampleType:s,samplerBindingType:o,wgslTextureType:gt(n,s),wgslSamplerType:"comparison"===o?"sampler_comparison":"sampler",width:r.width,height:r.height,depthOrArrayLayers:r.depthOrArrayLayers,mipLevelCount:l,compressed:wt(e)}}function ft(e,t){const r=pt(e,t);return[r.format,r.textureDimension,r.viewDimension,r.sampleType,r.samplerBindingType,r.width,r.height,r.depthOrArrayLayers,r.mipLevelCount].join(":")}function mt(e){const t=xt(e),r=e.compareFunction;return[vt(e),e.format,e.type,e.colorSpace,r??"none",t.depthOrArrayLayers].join(":")}function gt(e,t){if("depth"===t)switch(e){case"2d-array":return"texture_depth_2d_array";case"cube":return"texture_depth_cube";default:return"texture_depth_2d"}const r="uint"===t?"u32":"sint"===t?"i32":"f32";switch(e){case"2d-array":return`texture_2d_array<${r}>`;case"cube":return`texture_cube<${r}>`;case"3d":return`texture_3d<${r}>`;default:return`texture_2d<${r}>`}}function vt(e){return!0===e.isCubeTexture?"cube":!0===e.isArrayTexture||!0===e.isDataArrayTexture||!0===e.isCompressedArrayTexture?"2d-array":!0===e.is3DTexture||!0===e.isData3DTexture?"3d":"2d"}function xt(e){if(!0===e.isCubeTexture){const t=e.image,r=t?.[0],i=r?.image??r;return{width:i?.width??1,height:i?.height??1,depthOrArrayLayers:6}}const t=e.image;return{width:t?.width??1,height:t?.height??1,depthOrArrayLayers:t?.depth??1}}function wt(e){return!0===e.isCompressedTexture||!0===e.isCompressedArrayTexture}function bt(e,t,r,i){if(!yt(t,e))throw new Error(`${i} for "${r.name||r.uuid}" requires the WebGPU feature "${e}", which is not enabled on this device.`)}function yt(e,t){return!!e&&(e instanceof Set?e.has(t):"features"in e?e.features.has(t):e.has(t))}import{Color as St,Matrix3 as Ct,Matrix4 as Pt,Vector2 as Mt,Vector3 as Bt,Vector4 as Dt}from"three";var Tt=new ArrayBuffer(8),It=new Float64Array(Tt),Vt=new Uint32Array(Tt),Rt={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 Gt(e,t){return Math.ceil(e/t)*t}function zt(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 Lt(e,t,r,i){for(let n=0;n<i;n+=1)e[t+n]=Ut(r,n,i)}function Ut(e,t,r){if("number"==typeof e||"boolean"==typeof e)return 0===t?Number(e):0;if(Array.isArray(e))return e[t]??0;if(e instanceof Ct||e instanceof Pt)return e.elements[t]??0;if(e instanceof St)return 0===t?e.r:1===t?e.g:2===t?e.b:3===t&&r>=4?1:0;if(e instanceof Mt||e instanceof Bt||e instanceof Dt){if(0===t)return e.x;if(1===t)return e.y;if(2===t&&(e instanceof Bt||e instanceof Dt))return e.z;if(3===t&&e instanceof Dt)return e.w}return 0}function At(e,t,r){for(let i=0;i<3;i+=1){const n=3*i,a=t+4*i;e[a+0]=Ut(r,n+0,9),e[a+1]=Ut(r,n+1,9),e[a+2]=Ut(r,n+2,9),e[a+3]=0}}function Ft(e){let t=0;const r=[];for(const[i,n]of Object.entries(e)){const e=Rt[n.type];t=Gt(t,e.alignment),r.push({name:i,offset:t,type:n.type}),t+=e.size}return{byteLength:Gt(t,16),entries:r}}function kt(e,t){const r=new ArrayBuffer(t.byteLength);return Ot(e,t,new DataView(r),new Float32Array(r)),r}var Et=class{constructor(e){this.layout=e,this.buffer=new ArrayBuffer(e.byteLength),this.view=new DataView(this.buffer),this.floats=new Float32Array(this.buffer)}layout;buffer;view;floats;update(e){return Ot(e,this.layout,this.view,this.floats),this.buffer}};function Ot(e,t,r,i){i.fill(0);for(const n of t.entries){const t=e[n.name],a=n.offset/4;switch(n.type){case"f32":case"i32":case"u32":zt(r,n.offset,n.type,t.value);break;case"vec2<f32>":Lt(i,a,t.value,2);break;case"vec3<f32>":Lt(i,a,t.value,3);break;case"vec4<f32>":Lt(i,a,t.value,4);break;case"mat3x3<f32>":At(i,a,t.value);break;case"mat4x4<f32>":t.value instanceof Pt?i.set(t.value.elements,a):Lt(i,a,t.value,16)}}}function jt(e,t){let r=Math.imul(e^t,16777619);return r^=r>>>13,r>>>0}function $t(e,t){return It[0]=t,e=jt(e,Vt[0]??0),e=jt(e,Vt[1]??0)}function Wt(e,t,r){const i=function(e,t){return"number"==typeof e||"boolean"==typeof e?[Number(e)]:Array.isArray(e)?Array.from(e.slice(0,t)):e instanceof St?t>=4?[e.r,e.g,e.b,1]:[e.r,e.g,e.b]:e instanceof Mt?[e.x,e.y]:e instanceof Bt?[e.x,e.y,e.z]:e instanceof Dt?[e.x,e.y,e.z,e.w]:e instanceof Ct||e instanceof Pt?Array.from(e.elements):[]}(t,r);e=jt(e,i.length);for(let t=0;t<i.length;t+=1)e=$t(e,i[t]??0);return e}var Nt="\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 _t(e,t,r,i){let n=e.execution;if(!n){const a=[];for(let e=0;e<t;e++)a.push({binding:e,resource:null});e.uniformBuffer&&a.push({binding:t,resource:{buffer:e.uniformBuffer}});const s=[];for(let e=0;e<r;e++)s.push({view:null,clearValue:{r:0,g:0,b:0,a:1},loadOp:"clear",storeOp:"store"});n={resources:[],entries:a,attachments:s,bindGroupDescriptor:{label:`${i}-bind-group`,layout:e.bindGroupLayout,entries:a},passDescriptor:{label:i,colorAttachments:s}},e.execution=n}return n.passDescriptor.label=i,n}var Ht=new WeakMap;function qt(e){let t=Ht.get(e);return t||(t={outputFormats:[],inputDimensions:[]},Ht.set(e,t)),t}var Kt=new WeakMap;function Zt(e,t,r,i,n){let a=Kt.get(e);a||Kt.set(e,a=new Map);let s=a.get(t);s||(s={module:e.createShaderModule({label:r,code:t}),variants:new Map},a.set(t,s));let o=s.variants.get(i);return o||s.variants.set(i,o=n(s.module)),o}function Yt(){return{children:new WeakMap}}function Xt(e,t,r,i){let n=e;for(const e of t){let t=n.children.get(e);t||(t=Yt(),n.children.set(e,t)),n=t}return n.bindGroup??=r.createBindGroup(i),n.bindGroup}var Jt=new WeakMap,Qt=new WeakMap;function er(e){return e?"string"==typeof e?[e]:Array.from(e):[]}function tr(e){return e.replace(/[^A-Za-z0-9_]/g,"_")}var rr=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=er(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=er(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 "${t}" as both an input and an external texture.`);const n=r.map(([,e])=>e===this.mainDepth?"depth":"color");this.addPass({name:e.name,inputs:e.inputs,outputs:t,execute:a=>{const{outputFormats:s,inputDimensions:o}=qt(e);s.length=t.length;for(let e=0;e<t.length;e++)s[e]=a.getColorFormat(t[e]);const l=i.map(([,e])=>ft(e,a.device)).join("|");o.length=r.length;for(let t=0;t<r.length;t++)o[t]=e.inputDimensions?.[r[t][0]]??"2d";const c=`${s.join("|")}:${n.map((e,t)=>`${e}-${o[t]}`).join("|")}:${l}:${e.uniformBufferSize??0}`,u=c,d=function(e,t){let r=Jt.get(e);r||(r=new WeakMap,Jt.set(e,r));let i=r.get(t);return i||(i=new Map,r.set(t,i)),i}(e,a.device);let h=d.get(u);if(!h){const t=i.map(([,e])=>pt(e,a.device)),l=[Nt,"@group(0) @binding(0) var fullscreenSampler: sampler;",r.map(([e],t)=>`@group(0) @binding(${t+1}) var ${e}Texture: ${"depth"===n[t]?"texture_depth_2d":"3d"===o[t]?"texture_3d<f32>":"texture_2d<f32>"};`).join("\n"),i.map(([e],i)=>{const n=r.length+1+2*i,a=t[i];return`@group(0) @binding(${n}) var ${e}Sampler: ${a.wgslSamplerType};\n@group(0) @binding(${n+1}) var ${e}Texture: ${a.wgslTextureType};`}).join("\n"),e.uniformBufferSize?`@group(0) @binding(${r.length+1+2*i.length}) var<uniform> fullscreenUniforms: array<vec4<f32>, ${Math.max(1,Math.ceil(e.uniformBufferSize/16))}>;`:"",e.fragmentShader].filter(Boolean).join("\n\n"),p=`${c}:sampler=${"nearest"===e.sampler?"non-filtering":"filtering"}`,{bindGroupLayout:f,pipeline:m}=Zt(a.device,l,`${e.name}-shader-module`,p,l=>{const c=a.device.createBindGroupLayout({label:`${e.name}-layout`,entries:[{binding:0,visibility:GPUShaderStage.FRAGMENT,sampler:{type:"nearest"===e.sampler?"non-filtering":"filtering"}},...r.map((e,t)=>({binding:t+1,visibility:GPUShaderStage.FRAGMENT,texture:{sampleType:"depth"===n[t]?"depth":"float",viewDimension:"3d"===o[t]?"3d":"2d"}})),...t.flatMap((e,t)=>{const i=r.length+1+2*t;return[{binding:i,visibility:GPUShaderStage.FRAGMENT,sampler:{type:e.samplerBindingType}},{binding:i+1,visibility:GPUShaderStage.FRAGMENT,texture:{sampleType:e.sampleType,viewDimension:e.viewDimension}}]}),...e.uniformBufferSize?[{binding:r.length+1+2*i.length,visibility:GPUShaderStage.FRAGMENT,buffer:{type:"uniform"}}]:[]]}),u=a.device.createPipelineLayout({label:`${e.name}-pipeline-layout`,bindGroupLayouts:[c]});return{bindGroupLayout:c,pipeline:a.device.createRenderPipeline({label:`${e.name}-pipeline`,layout:u,vertex:{module:l,entryPoint:"vsMain"},fragment:{module:l,entryPoint:"fsMain",targets:s.map(e=>({format:e}))},primitive:{topology:"triangle-list"}})}});h={bindGroupLayout:f,pipeline:m,uniformBuffer:e.uniformBufferSize?a.device.createBuffer({label:`${e.name}-uniform-buffer`,size:16*Math.ceil(Math.max(16,e.uniformBufferSize)/16),usage:GPUBufferUsage.UNIFORM|GPUBufferUsage.COPY_DST}):null,bindGroupCache:Yt()},d.set(u,h)}const{pipeline:p,uniformBuffer:f}=h,m=e.updateUniforms?.(a)??null;f&&m&&a.device.queue.writeBuffer(f,0,m.buffer,m.byteOffset,m.byteLength);const g=_t(h,r.length+1+2*i.length,t.length,e.name),v=g.resources;v[0]="nearest"===e.sampler||"linear"!==e.sampler&&n.includes("depth")?a.nearestClampSampler:a.linearClampSampler;for(let e=0;e<r.length;e++)v[e+1]="depth"===n[e]?a.depthView:a.getColorView(r[e][1]);for(let e=0;e<i.length;e++){const t=a.getExternalTexture(i[e][1]),n=r.length+1+2*e;v[n]=t.sampler,v[n+1]=t.view}const x=r.length+1+2*i.length;for(let e=0;e<x;e++)g.entries[e].resource=v[e];f&&(v[x]=f);const w=Xt(h.bindGroupCache,v,a.device,g.bindGroupDescriptor);for(let e=0;e<t.length;e++)g.attachments[e].view=a.getColorView(t[e]);const b=a.encoder.beginRenderPass(g.passDescriptor);b.setPipeline(p),b.setBindGroup(0,w),b.draw(3),b.end()}})}addNodeFullscreenPass(e){const t=er(e.outputs),i=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]),n=Object.entries(e.shader.textures??{}),a=Object.fromEntries(i.map(([e,t])=>[e,t.resource])),s=Ft(e.shader.uniforms);this.addPass({name:e.name,inputs:a,outputs:t,execute:a=>{const{outputFormats:o}=qt(e);o.length=t.length;for(let e=0;e<t.length;e++)o[e]=a.getColorFormat(t[e]);const l=i.map(([e,t])=>`${e}:${t.dimension}:${t.sampleType}:${t.sampler??"filtering"}`).join("|"),c=n.map(([,e])=>ft(e,a.device)).join("|"),u=s.entries.map(e=>`${e.name}:${e.type}:${e.offset}`).join("|"),d=`${o.join("|")}:${l}:${c}:${u}`,h=function(e,t){let r=Qt.get(e);r||(r=new WeakMap,Qt.set(e,r));let i=r.get(t);return i||(i=new Map,r.set(t,i)),i}(e.shader,a.device);let p=h.get(d);if(!p){const t=n.map(([,e])=>pt(e,a.device)),l=[];for(const[,e]of i){const t=l.length;l.push({binding:t,visibility:GPUShaderStage.FRAGMENT,sampler:{type:e.sampler??("depth-2d"===e.dimension?"non-filtering":"filtering")}},{binding:t+1,visibility:GPUShaderStage.FRAGMENT,texture:{sampleType:e.sampleType??("depth-2d"===e.dimension?"depth":"float"),viewDimension:"3d"===e.dimension?"3d":"2d"}})}for(const[e,r]of t.entries()){const e=l.length;l.push({binding:e,visibility:GPUShaderStage.FRAGMENT,sampler:{type:r.samplerBindingType}},{binding:e+1,visibility:GPUShaderStage.FRAGMENT,texture:{sampleType:r.sampleType,viewDimension:r.viewDimension}})}const c=2*(i.length+n.length);s.byteLength>0&&l.push({binding:c,visibility:GPUShaderStage.FRAGMENT,buffer:{type:"uniform"}});const u=i.map(([e,t],r)=>{const i=tr(e);return`@group(0) @binding(${2*r}) var ${i}Sampler: ${"comparison"===t.sampler?"sampler_comparison":"sampler"};\n@group(0) @binding(${2*r+1}) var ${i}Texture: ${"depth-2d"===t.dimension?"texture_depth_2d":"3d"===t.dimension?"texture_3d<f32>":"texture_2d<f32>"};`}).join("\n"),f=n.map(([e],r)=>{const n=2*(i.length+r),a=t[r],s=tr(e);return`@group(0) @binding(${n}) var ${s}Sampler: ${a.wgslSamplerType};\n@group(0) @binding(${n+1}) var ${s}Texture: ${a.wgslTextureType};`}).join("\n"),m=s.entries.map(e=>` ${tr(e.name)}: ${e.type},`).join("\n"),g=s.byteLength>0?`struct MaterialUniforms {\n${m}\n};\n@group(0) @binding(${c}) var<uniform> materialUniforms: MaterialUniforms;`:"",v=[Nt,u,f,g,e.shader.fragmentShader].filter(Boolean).join("\n\n"),x=JSON.stringify([o,l]),{bindGroupLayout:w,pipeline:b}=Zt(a.device,v,`${e.name}-node-shader-module`,x,t=>{const i=a.device.createBindGroupLayout({label:`${e.name}-node-layout`,entries:l}),n=a.device.createPipelineLayout({label:`${e.name}-node-pipeline-layout`,bindGroupLayouts:[i]});e.diagnosticOrigin&&r(a.device,`${e.name}-node-pipeline`,e.diagnosticOrigin);return{bindGroupLayout:i,pipeline:a.device.createRenderPipeline({label:`${e.name}-node-pipeline`,layout:n,vertex:{module:t,entryPoint:"vsMain"},fragment:{module:t,entryPoint:"fsMain",targets:o.map(e=>({format:e}))},primitive:{topology:"triangle-list"}})}});p={bindGroupLayout:w,pipeline:b,uniformBuffer:s.byteLength>0?a.device.createBuffer({label:`${e.name}-node-uniforms`,size:s.byteLength,usage:GPUBufferUsage.UNIFORM|GPUBufferUsage.COPY_DST}):null,bindGroupCache:Yt()},h.set(d,p)}const{pipeline:f,uniformBuffer:m}=p;e.shader.syncLiveUniforms(e.shader.uniforms),m&&a.device.queue.writeBuffer(m,0,(p.uniformData??=new Et(s)).update(e.shader.uniforms));const g=2*(i.length+n.length),v=_t(p,g,t.length,e.name),x=v.resources;for(let e=0;e<i.length;e++){const t=i[e][1];x[2*e]="comparison"===t.sampler?a.comparisonSampler:"non-filtering"===t.sampler||"depth-2d"===t.dimension?a.nearestClampSampler:a.linearClampSampler,x[2*e+1]=a.getTextureView(t.resource)}for(let e=0;e<n.length;e++){const t=a.getExternalTexture(n[e][1]),r=2*(i.length+e);x[r]=t.sampler,x[r+1]=t.view}for(let e=0;e<g;e++)v.entries[e].resource=x[e];m&&(x[g]=m);const w=Xt(p.bindGroupCache,x,a.device,v.bindGroupDescriptor);for(let e=0;e<t.length;e++)v.attachments[e].view=a.getColorView(t[e]);const b=a.encoder.beginRenderPass(v.passDescriptor);b.setPipeline(f),b.setBindGroup(0,w),b.draw(3),b.end()}})}present(e=this.sceneColor){this.context.addPresentPass(e)}};import{AlwaysCompare as ir,BufferAttribute as nr,EqualCompare as ar,GreaterCompare as sr,GreaterEqualCompare as or,InterleavedBufferAttribute as lr,LessCompare as cr,LessEqualCompare as ur,MirroredRepeatWrapping as dr,NearestFilter as hr,NearestMipmapLinearFilter as pr,NearestMipmapNearestFilter as fr,NeverCompare as mr,NotEqualCompare as gr,Object3D as vr,RepeatWrapping as xr,Vector3 as wr}from"three";import{Material as br}from"three";var yr=[{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]}],Sr=class e extends br{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=Br(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=Pr(p??yr),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=Ft(this.uniforms)),this.uniformLayoutCache}setUniform(e,t){const r=Br(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=Pr(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:Mr(t.value)}])),this.textures={...e.textures},this.sceneTextures={...e.sceneTextures},this.graphTextures={...e.graphTextures},this.storageBuffers={...e.storageBuffers},this.vertexAttributes=Pr(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}:${mt(r)};`;for(const[e,r]of Object.entries(this.sceneTextures))t+=`sceneTexture:${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=jt(r,n.offset),n.type){case"f32":case"i32":case"u32":r=$t(r,"boolean"==typeof a.value?a.value?1:0:Number(a.value));break;case"vec2<f32>":r=Wt(r,a.value,2);break;case"vec3<f32>":r=Wt(r,a.value,3);break;case"vec4<f32>":r=Wt(r,a.value,4);break;case"mat3x3<f32>":r=Wt(r,a.value,9);break;case"mat4x4<f32>":r=Wt(r,a.value,16);break;default:r=jt(r,i+17)}else r=jt(r,i+1)}return r>>>0}(this.uniforms,this.getUniformLayout())}getTextureVersionsList(){const e=this.getTexturesList(),t=this.textureVersionsCache;t.length=e.length;let r=2166136261;for(let i=0;i<e.length;i+=1){const n=e[i].version;t[i]=n,r=Math.imul((r^n)>>>0,16777619)>>>0}return this.textureVersionHashCache=r,t}getTextureVersionHash(){return this.getTextureVersionsList(),this.textureVersionHashCache}getStorageBufferBindingList(){return null===this.storageBufferBindingListCache&&(this.storageBufferBindingListCache=Object.values(this.storageBuffers)),this.storageBufferBindingListCache}getStorageBufferList(){if(null===this.storageBufferListCache){const 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e||"boolean"==typeof e?e:e.clone()}function Br(e,t){const r=Tr(t)?t:null,i=null!==r&&"value"in r?r.value:t;if(function(e){return Dr(e,"isTexture")}(i))return{kind:"texture",texture:i};if(!function(e){return"number"==typeof e||"boolean"==typeof e||Array.isArray(e)||Dr(e,"isColor")||Dr(e,"isVector2")||Dr(e,"isVector3")||Dr(e,"isVector4")||Dr(e,"isMatrix3")||Dr(e,"isMatrix4")}(i))throw new Error(`Unsupported WGSLShaderMaterial uniform "${e}". 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e{constructor(e,t,r,i){this.device=e,this.camera=t,this.lights=r,this.pipeline=i}device;camera;lights;pipeline;texture=null;textureView=null;bindGroup=null;columns=0;rows=0;static async createAsync(t,r,i){const n=await O(t,{label:"tiled-point-lights",layout:"auto",compute:{module:t.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"}});return new e(t,r,i,n)}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 Ii,BackSide as Vi,BufferAttribute as Ri,BufferGeometry as Gi,Color as zi,DoubleSide as Li,FrontSide as Ui,InstancedBufferAttribute as Ai,InstancedBufferGeometry as Fi,InstancedMesh as ki,MultiplyBlending as Ei,Matrix4 as Oi,Mesh as ji,OrthographicCamera as $i,PerspectiveCamera as Wi,SkinnedMesh as Ni,Sphere as _i,SubtractiveBlending as Hi,Vector2 as qi,Vector3 as Ki,Vector4 as Zi,ShaderMaterial as Yi}from"three";var Xi=/^[A-Za-z_][A-Za-z0-9_]*$/;function Ji(e,t={},r={}){const i=function(e){const t=new Map;for(const[r,i]of Object.entries(e))Xi.test(r)&&!1!==i&&null!=i&&t.set(r,{name:r,parameters:null,body:Qi(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=en(t),c=rn(a);if(!r){s.push(c?an(t,i,n):"");continue}const{name:u,rest:d}=r;switch(u){case"define":if(c){const t=tn(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 e=c,t=e&&!i.has(d.trim());a.push({parentActive:e,active:t,branchTaken:t,elseSeen:!1}),s.push("");break}case"if":{const e=c,t=e&&pn(d,i);a.push({parentActive:e,active:t,branchTaken:t,elseSeen:!1}),s.push("");break}case"elif":{const t=nn(a,l,e+1,u);if(t.elseSeen)throw new Error(`${l}:${e+1}: #elif after #else`);const r=t.parentActive&&!t.branchTaken&&pn(d,i);t.active=r,t.branchTaken=t.branchTaken||r,s.push("");break}case"else":{const t=nn(a,l,e+1,u);if(t.elseSeen)throw new Error(`${l}:${e+1}: duplicate 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null===r?e:(r.push(e.slice(i)),r.join(""))}function on(e,t){if(0===t.size||!e.includes("("))return e;let r=e;for(const e of t.values())null!==e.parameters&&(r=ln(r,e));return r}function ln(e,t){let r="",i=0;for(;i<e.length;){const n=cn(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=hn(e,a);if(s<0){r+=e.slice(i);break}const o=dn(e.slice(a+1,s));r+=e.slice(i,n),r+=un(t,o),i=s+1}return r}function cn(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 un(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${gn(n)}\\b`,"g"),a)}return r}function dn(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 hn(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 pn(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}(mn(e));return 0!==new fn(r,t).parseExpression()}var fn=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 mn(e){const t=e.indexOf("//");return t>=0?e.slice(0,t):e}function gn(e){return e.replace(/[.*+?^${}()|[\]\\]/g,"\\$&")}var vn=/(?!\s*@invariant)\s+(?=(?:[A-Za-z_]\w*\s*:|vec4(?:\s*<\s*f32\s*>|f)\b))/y;function xn(e){return 32===e||9===e||10===e||13===e}var wn=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 bn,HalfFloatType as yn,LinearFilter as Sn,LinearSRGBColorSpace as Cn,RGBAFormat as Pn,Texture as Mn}from"three";var Bn=[.125,.215,.35,.446,.526,.582],Dn=20,Tn=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]]}(),In=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=Vn(r,this.equirectBindGroupLayout,zn,"pmrem-equirectangular"),this.blurPipeline=Vn(r,this.blurBindGroupLayout,Ln.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<Bn.length;e+=1)t.push({mip:4-e-1,size:16,sigma:Bn[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=Rn(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=Tn[(n.length-e-1)%Tn.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 Mn;return v.image={width:a,height:s},v.name="PMREM.cubeUv",v.mapping=bn,v.format=Pn,v.type=yn,v.colorSpace=Cn,v.minFilter=Sn,v.magFilter=Sn,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(Dn);let i=0;for(let n=0;n<Dn;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=Rn(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,Dn).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 Vn(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] ${i} WGSL compilation failed.`,t)}),e.createRenderPipeline({label:i,layout:e.createPipelineLayout({bindGroupLayouts:[t]}),vertex:{module:n,entryPoint:"vs"},fragment:{module:n,entryPoint:"fs",targets:[{format:"rgba16float"}]},primitive:{topology:"triangle-list"}})}function Rn(e,t){const r=e.createBuffer({size:t.byteLength,usage:GPUBufferUsage.UNIFORM|GPUBufferUsage.COPY_DST});return e.queue.writeBuffer(r,0,t.buffer,t.byteOffset,t.byteLength),r}var Gn="\nstruct VertexOutput {\n @builtin(position) position: vec4f,\n @location(0) uv: vec2f,\n @location(1) @interpolate(flat) face: u32,\n};\n\nconst corners = array<vec2f, 6>(\n vec2f(0, 0), vec2f(1, 0), vec2f(1, 1),\n vec2f(0, 0), vec2f(1, 1), vec2f(0, 1),\n);\n\n@vertex\nfn vs(@builtin(vertex_index) index: u32) -> VertexOutput {\n let face = index / 6u;\n let corner = corners[index % 6u];\n var output: VertexOutput;\n output.position = vec4f(\n (corner.x + f32(face % 3u)) / 3.0 * 2.0 - 1.0,\n 1.0 - (corner.y + f32(face / 3u)),\n 0.0,\n 1.0,\n );\n output.uv = corner;\n output.face = face;\n return output;\n}\n\nfn cubeDirection(inputUv: vec2f, face: u32, faceSize: f32) -> vec3f {\n let gutter = 1.0 / (faceSize - 2.0);\n let uv = (inputUv * (1.0 + 2.0 * gutter) - vec2f(gutter)) * 2.0 - 1.0;\n if (face == 0u) { return normalize(vec3f(1.0, uv.y, uv.x)); }\n if (face == 1u) { return normalize(vec3f(-uv.x, 1.0, -uv.y)); }\n if (face == 2u) { return normalize(vec3f(-uv.x, uv.y, 1.0)); }\n if (face == 3u) { return normalize(vec3f(-1.0, uv.y, -uv.x)); }\n if (face == 4u) { return normalize(vec3f(-uv.x, -1.0, uv.y)); }\n return normalize(vec3f(uv.x, uv.y, -1.0));\n}\n",zn=`${Gn}\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`,Ln=`${Gn}\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 Un(e){return e.replace(/[^A-Za-z0-9_]/g,"_")}function An(e,t){const r=Object.entries(e.uniforms).map(([e,t])=>` ${Un(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=Un(e),s=pt(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=Un(e);return`@group(1) @binding(${a+r}) var<storage, read> ${i}: ${t.type};`}).join("\n")}`}function Fn(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 kn(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 En(e,t,r="packed",i=!0,n=!1,a){const s="particle"!==r&&!e.transparent&&!e.requiresLatePass(),o=An(e,t),l=function(e){return Object.entries(e.getGraphTextureInputs()).map(([e,t],r)=>{const i=Un(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${Fn("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${u}\n${kn(n)}\n${o}\n${l}\n`}function On(e=!0,t){return En({uniforms:{},textures:{},storageBuffers:{},getGraphTextureInputs:()=>({})},void 0,"particle",e,!1,t)}function jn(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=An(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${Fn("camera"===t?"rendererCamera":"shadowCamera")}\n${kn(n)}\n${s}\n`}var $n=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)}};function Wn(e,t){e.latestFrameProfile=Hn(t.profile),(t.pendingGpuRead||t.pendingVisibilityRead)&&Promise.all([t.pendingGpuRead?Nn(t.profile,t.pendingGpuRead):Promise.resolve(),t.pendingVisibilityRead?_n(t.profile,t.pendingVisibilityRead):Promise.resolve()]).then(()=>{const r=Hn(t.profile);e.latestFrameProfile=r,e.latestCompletedFrameProfile=r})}async function Nn(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 _n(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,o=0;for(const e of t.regions){let t=0;const l=e.byteOffset/Uint32Array.BYTES_PER_ELEMENT;for(let i=0;i<e.drawCount;i+=1)t+=r[l+5*i+1]??0,o+=Math.floor((r[l+5*i]??0)/3)*(r[l+5*i+1]??0);"dynamic"===e.kind?(i+=e.totalInstances,n+=t):(a+=e.totalInstances,s+=t)}const l=i+a,c=n+s;e.visibility={visibleTriangles:o,totalInstances:l,visibleInstances:c,culledInstances:Math.max(0,l-c),dynamicTotalInstances:i,dynamicVisibleInstances:n,staticTotalInstances:a,staticVisibleInstances:s}}catch{e.visibility=null}finally{"mapped"===t.readBuffer.mapState&&t.readBuffer.unmap(),t.readBuffer.destroy()}}function Hn(e){return{...e,cpuPhases:{...e.cpuPhases},passes:e.passes.map(e=>({...e})),visibility:e.visibility?{...e.visibility}:null}}import{Frustum as qn,Matrix4 as Kn,Sphere as Zn}from"three";function Yn(e,t,r,i,n,a,s,o){const l=e[t+3];if(n>0&&!(l*i>=n*(s?.85:1.15)))return!1;const c=e[t],u=e[t+1],d=e[t+2];if(a>0){const e=c-o.x,t=u-o.y,r=d-o.z,i=a+l;if(!(e*e+t*t+r*r<=i*i))return!1}for(let e=0;e<6;e++){const t=r.planes[e],i=t.normal;if(i.x*c+i.y*u+i.z*d+t.constant<-l)return!1}return!0}var Xn=new qn,Jn=new Kn,Qn=new Zn,ea=new WeakMap,ta=[],ra=new WeakMap,ia=L.clone();function na(e,t,r,i){let n=ea.get(e);n||(n=new WeakMap,ea.set(e,n));let a=n.get(t);a||(a=[],n.set(t,a)),ta.length=0,i.getWorldPosition(ia);const s=e.instanceVisibilityResource.metadata,o=Math.max(Math.abs(t.projectionMatrix.elements[0])*r,Math.abs(t.projectionMatrix.elements[5])*r);let l=ra.get(e);l||(l=new WeakMap,ra.set(e,l));let c=l.get(t);c||(c=new Uint8Array(e.instanceCount),l.set(t,c));let u=0;for(const t of e.shadowChunks)if(Qn.center.copy(t.boundsCenter),Qn.radius=t.boundsRadius,Xn.intersectsSphere(Qn))for(const r of t.drawIndices){const t=e.draws[r],i=t.detailCulling;let n=-1;const l=t.instanceStart+t.instanceCount;for(let e=t.instanceStart;e<=l;e++){let r=!1;if(e<l){r=Yn(s,8*e,Xn,o,i.shadowMinScreenSize,i.shadowMaxDistance,0!==c[e],ia),c[e]=r?1:0}if(r&&n<0&&(n=e),!r&&n>=0){let r=a[u];r?r.source!==t&&(Object.assign(r.draw,t),r.source=t):(r={source:t,draw:{...t}},a[u]=r);const i=r.draw;i.instanceStart=n,i.instanceCount=e-n,ta.push(i),u++,n=-1}}}return ta}function aa(e){return e.usesBatching}function sa(e){return!e.wireframe&&e.material.primitiveTopology.startsWith("triangle")}function oa(e,t){return"pointShadow"===t?null!==e.material.pointShadowVertexShader&&null!==e.material.pointShadowFragmentShader:null!==e.material.depthVertexShader}function la(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()}var ca=new WeakMap;function ua(e,t){if(!(this.state.staticVisibilityClearKernel&&this.state.staticVisibilityCullKernel&&this.state.staticVisibilityIndirectBuildKernel&&this.getHiZOcclusionCullingActive()&&this.state.device))return;let r=ca.get(this);r||(r=[],ca.set(this,r)),r.length=0;for(const e of this.staticDrawSets){if(!e.publicSet.enabled||0===e.drawMetadataResource.count)continue;if("postpass"===t&&e.lastPreVisibilityFrameToken!==this.staticFrameToken)continue;if(!this.state.device)continue;const i="prepass"===t?e.visibilityParamsUpload:e.postVisibilityParamsUpload,n="prepass"===t?e.visibilityParamsBuffer:e.postVisibilityParamsBuffer,a="prepass"===t?this.state.temporalHiZHistoryValid?3:0:5;i[1]===this.state.hizMipCount&&i[3]===a||(i[1]=this.state.hizMipCount,i[3]=a,this.state.device.queue.writeBuffer(n,0,Yr(i),0,4));this.getOrCreateStaticVisibilityBindGroup(e,t)&&("prepass"!==t||e.visibilityClearBindGroup&&e.visibilityIndirectBuildBindGroup&&e.postVisibilityIndirectBuildBindGroup||(e.visibilityClearBindGroup=this.state.staticVisibilityClearKernel.createBindGroup(this.state.device,[{binding:0,resource:{buffer:e.visibilityParamsBuffer}},{binding:1,resource:{buffer:e.instanceVisibilityResource.visibleCountsBuffer}},{binding:2,resource:{buffer:e.instanceVisibilityResource.postVisibleCountsBuffer}},{binding:3,resource:{buffer:e.instanceVisibilityResource.visibleInstanceMaskBuffer}}],`${e.label}-visibility-clear-bind-group`),e.visibilityIndirectBuildBindGroup=this.state.staticVisibilityIndirectBuildKernel.createBindGroup(this.state.device,[{binding:0,resource:{buffer:e.visibilityParamsBuffer}},{binding:1,resource:{buffer:e.instanceVisibilityResource.visibleCountsBuffer}},{binding:2,resource:{buffer:e.instanceVisibilityResource.postVisibleCountsBuffer}},{binding:3,resource:{buffer:e.drawMetadataResource.indirectBuffer}},{binding:4,resource:{buffer:e.drawMetadataResource.postIndirectBuffer}}],`${e.label}-visibility-indirect-build-bind-group`),e.postVisibilityIndirectBuildBindGroup=this.state.staticVisibilityIndirectBuildKernel.createBindGroup(this.state.device,[{binding:0,resource:{buffer:e.postVisibilityParamsBuffer}},{binding:1,resource:{buffer:e.instanceVisibilityResource.visibleCountsBuffer}},{binding:2,resource:{buffer:e.instanceVisibilityResource.postVisibleCountsBuffer}},{binding:3,resource:{buffer:e.drawMetadataResource.indirectBuffer}},{binding:4,resource:{buffer:e.drawMetadataResource.postIndirectBuffer}}],`${e.label}-post-visibility-indirect-build-bind-group`)),r.push(e))}if(0===r.length)return;if("prepass"===t){const t=e.beginComputePass({label:"static-temporal-visibility-clear-pass"});t.setPipeline(this.state.staticVisibilityClearKernel.pipeline);for(const e of r)t.setBindGroup(0,e.visibilityClearBindGroup),t.dispatchWorkgroups(Math.ceil(Math.max(e.drawMetadataResource.count,e.instanceVisibilityResource.instanceCount)/64));t.end()}const i=e.beginComputePass({label:`static-temporal-visibility-${t}-cull-pass`});i.setPipeline(this.state.staticVisibilityCullKernel.pipeline);for(const e of r)i.setBindGroup(0,"prepass"===t?e.visibilityBindGroup:e.postVisibilityBindGroup),i.dispatchWorkgroups(Math.ceil(e.instanceVisibilityResource.instanceCount/64));i.end();const n=e.beginComputePass({label:`static-temporal-visibility-${t}-indirect-build-pass`});n.setPipeline(this.state.staticVisibilityIndirectBuildKernel.pipeline);for(const e of r)n.setBindGroup(0,"prepass"===t?e.visibilityIndirectBuildBindGroup:e.postVisibilityIndirectBuildBindGroup),n.dispatchWorkgroups(Math.ceil(e.drawMetadataResource.count/64)),"prepass"===t?e.lastPreVisibilityFrameToken=this.staticFrameToken:e.lastVisibilityFrameToken=this.staticFrameToken;n.end(),r.length=0}function da(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 ha(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];if(!(this.directionalShadowScheduler.updateMask&1<<t)){i.directionalShadowReused=(i.directionalShadowReused??0)+1;continue}i.directionalShadowUpdates=(i.directionalShadowUpdates??0)+1,i.directionalShadowUpdateMask=(i.directionalShadowUpdateMask??0)|1<<t,this.directionalShadowScheduler.forcedMask&1<<t&&(i.directionalShadowForced=(i.directionalShadowForced??0)+1),Xn.setFromProjectionMatrix(Jn.multiplyMatrices(o.projectionMatrix,o.matrixWorldInverse));const l=this.getShadowCameraBuffer(t);this.writeShadowCameraBuffer(fi(o,this.shadowViewProjScratch),0,0,0,1,l,o);const c=this.getSharedShadowBindGroupForCameraBuffer(l),u=e.beginRenderPass({label:`renderer-directional-shadow-pass-${t}`,colorAttachments:[],depthStencilAttachment:{view:s,depthClearValue:1,depthLoadOp:"clear",depthStoreOp:"store"}});u.setPipeline(this.state.shadowDepthPipeline),u.setBindGroup(0,c),r.camera.getWorldPosition(ia),this.drawDepthLike(u,r.shadowDraws??[...r.gpuOpaqueDraws,...r.directOpaqueDraws],i,{fallbackPipeline:this.state.shadowDepthPipeline,fallbackPipelineDirect:this.state.shadowDepthPipelineDirect,fallbackSkinnedPipeline:this.state.skinnedShadowDepthPipeline,fallbackBindGroup:c,shadowCameraBuffer:l,passKind:"directionalShadow",customDepthMode:"use"});for(const e of this.staticDrawSets)e.publicSet.enabled&&0!==e.draws.length&&"late"!==e.drawStage&&this.drawDepthLike(u,na(e,o,this.state.directionalShadowTextureSize,r.camera),i,{fallbackPipeline:this.state.shadowDepthPipeline,fallbackPipelineDirect:this.state.shadowDepthPipelineDirect,fallbackBindGroup:c,shadowCameraBuffer:l,passKind:"directionalShadow",customDepthMode:"use"});u.end(),this.directionalShadowScheduler.commit(t)}n||this.clearDirectionalShadow(e)}function pa(e,t,r,i){if(!r.lights.points.some(e=>e.castShadow))return;if(!this.state.pointShadowPipeline||!this.state.pointShadowFaceViews.length||!this.state.pointShadowDepthFaceViews.length)return void this.clearPointShadow(e);let n=!1;for(let t=0;t<r.lights.points.length;t+=1){const a=r.lights.points[t];if(a.castShadow){n=!0;for(let n=0;n<6;n+=1){const s=6*t+n,o=this.pointShadowCameras[t][n];o.near=a.shadowCameraNear,o.far=a.shadowCameraFar,o.position.copy(a.position),L.copy(a.position).add(D[n]),o.up.copy(B[n]),o.lookAt(L),o.updateMatrixWorld(!0),o.updateProjectionMatrix();const l=this.getShadowCameraBuffer(4+s);this.writeShadowCameraBuffer(fi(o,this.shadowViewProjScratch),a.position.x,a.position.y,a.position.z,a.range,l,o);const c=this.getSharedShadowBindGroupForCameraBuffer(l),u=e.beginRenderPass({label:`renderer-point-shadow-pass-${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]=Sa.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 fa(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),L.copy(a.position).add(a.direction),o.lookAt(L),o.updateMatrixWorld(!0),o.updateProjectionMatrix();const l=this.getShadowCameraBuffer(28+t);this.writeShadowCameraBuffer(fi(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]=Sa.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 ma(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 ga(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&&wa(i)){const e=this.getOrCreateStaticVisibleDepthSceneBindGroup(i);this.renderBundleScratch[0]=va.call(this,i,e)}else this.renderBundleScratch[0]=this.getOrCreateStaticDepthPrepassBundle(i,t);e.executeBundles(this.renderBundleScratch),this.recordStaticDrawStats(i,r)}}function va(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-${e.id}`,s=this.state.device.createRenderBundleEncoder({label:a,colorFormats:[],depthStencilFormat:"depth32float",sampleCount:1});s.setPipeline(this.state.depthPrepassPipelineVisible),s.setBindGroup(0,t);let o=null;for(let t=0;t<e.draws.length;t+=1){const i=e.draws[t];i.customDepthMaterial||oa(i,"prepass")||Fa(i.material)||!sa(i)||(o!==i.geometryKey&&(o=i.geometryKey,this.bindGeometryVertexBuffers(s,i.geometry,i.geometryResource,I,0,1,i.wireframe)),s.drawIndexedIndirect(r,5*t*Uint32Array.BYTES_PER_ELEMENT))}const l=s.finish({label:a});return e.indirectDepthPrepassBundles[i]={sceneBindGroup:t,indirectBuffer:r,bundle:l},l}function xa(e){if(this.sampleCount<=1||!this.state.mainDepthView||!this.getHiZOcclusionCullingActive())return;let t=null;for(const r of this.staticDrawSets){if(!r.publicSet.enabled||0===r.draws.length||"late"===r.drawStage||r.lastVisibilityFrameToken!==this.staticFrameToken||!wa(r))continue;t||(t=e.beginRenderPass({label:"renderer-static-temporal-depth-resolve",colorAttachments:[],depthStencilAttachment:{view:this.state.mainDepthView,depthLoadOp:"load",depthStoreOp:"store"}}));const i=this.getOrCreateStaticVisibleDepthSceneBindGroup(r);this.renderBundleScratch[0]=va.call(this,r,i,r.drawMetadataResource.postIndirectBuffer,"postpass"),t.executeBundles(this.renderBundleScratch)}t?.end()}function wa(e){for(const t of e.draws)if(t.customDepthMaterial||oa(t,"prepass")||Fa(t.material)||!sa(t))return!1;return!0}function ba(e,t){if(!this.state.device||!this.state.depthPrepassPipeline)throw new Error("Renderer is not initialized.");const r=this.resolveSceneBindGroupForDraw(e.draws[0],t);if(e.depthPrepassBundle&&e.depthPrepassBundleSceneBindGroup===r)return e.depthPrepassBundle;const i=ya.call(this,e,"prepass"),n=`${e.label}-static-depth-prepass-bundle-${e.id}`,a=this.state.device.createRenderBundleEncoder({label:n,colorFormats:[],depthStencilFormat:"depth32float",sampleCount:1});a.setBindGroup(0,r);let s=null,o=null,l=null;for(let t=0;t<e.draws.length;t+=1){const r=e.draws[t],n=i[t];if(r.customDepthMaterial||!n&&(Fa(r.material)||!sa(r)))continue;const c=n?.pipeline??this.state.depthPrepassPipeline;s!==c&&(s=c,o=null,l=null,a.setPipeline(c)),n&&o!==n.bindGroup&&(o=n.bindGroup,a.setBindGroup(1,o)),l!==r.geometryKey&&(l=r.geometryKey,this.bindGeometryVertexBuffers(a,r.geometry,r.geometryResource,n?.vertexAttributes??I,r.instanceStart,r.instanceCount,r.wireframe)),a.drawIndexed(r.count,r.instanceCount,r.start,0,r.instanceStart)}const c=a.finish({label:n});return e.depthPrepassBundle=c,e.depthPrepassBundleSceneBindGroup=r,c}function ya(e,t){const r=t,i=e.depthMaterialResources.get(r);if(i)return i;const n=e.draws.map(e=>{const r=oa(e,t);if(e.customDepthMaterial||!r)return null;return this.getDepthPassMaterialResourceForDraw(e.material,t,e)});return e.depthMaterialResources.set(r,n),n}function Sa(e,t,r,i,n,a,s){if(!this.state.device)throw new Error("Renderer is not initialized.");const o=this.resolveShadowBindGroupForDraw(e.draws[0],t,r),l=s?null:e.shadowBundles.get(o),c=s?s.bundles.get(o):l?.[i];if(c)return c;const u=ya.call(this,e,i),d=`${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??I,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 Ca(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 Pa(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,[C],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=ai(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||ai(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 Ma(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,`${a.label}-static-indirect-forward-bundle`),e.executeBundles(this.renderBundleScratch),r.drawCallCount+=t.drawCallCount,r.triangleCount+=t.triangleCount;continue}this.renderBundleScratch[0]=this.getOrCreateStaticDirectForwardBundle(a,t,n),e.executeBundles(this.renderBundleScratch),this.recordStaticDrawStats(a,r)}}function Ba(e,t,r=this.sampleCount){if(!this.state.device||!this.state.format)throw new Error("Renderer is not initialized.");const i=this.resolveSceneBindGroupForDraw(e.draws[0],t);if(e.directForwardBundle&&e.directForwardBundleSceneBindGroup===i&&e.directForwardBundleSampleCount===r)return e.directForwardBundle;null==e.draws[0]?.materialResource&&(this.refreshStaticDrawMaterialResources(e.draws),this.syncStaticVisibleMaterialBindingCaches(e));const n=`${e.label}-static-forward-direct-bundle-${e.id}`,a=this.state.device.createRenderBundleEncoder({label:n,colorFormats:[C],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,aa(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 Da(e){for(const t of e.visibleMaterialBindings){const r=t.drawIndices[0];t.resource=e.draws[r]?.materialResource??e.visibleDrawMaterialResources[r]??null}}function Ta(e){for(const t of e)t.materialResource=this.getMaterialResource(t.material,this.getDrawInstanceAccessMode(t),t.receiveShadow,void 0,null!==t.skinning,aa(t))}function Ia(e,t){t.drawCallCount+=e.drawCallCount,t.triangleCount+=e.triangleCount}function Va(){return this.staticDrawSets.some(e=>e.publicSet.enabled&&e.draws.length>0)}function Ra(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 Ga(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 za(e){for(let t=0;t<this.state.pointShadowFaceViews.length;t+=1){e.beginRenderPass({label:`renderer-clear-point-shadow-${t}`,colorAttachments:[{view:this.state.pointShadowFaceViews[t],clearValue:{r:1,g:1,b:1,a:1},loadOp:"clear",storeOp:"store"}],depthStencilAttachment:{view:this.state.pointShadowDepthFaceViews[t],depthClearValue:1,depthLoadOp:"clear",depthStoreOp:"store"}}).end()}}function La(e){for(let t=0;t<this.state.spotShadowLayerViews.length;t+=1){e.beginRenderPass({label:`renderer-clear-spot-shadow-${t}`,colorAttachments:[],depthStencilAttachment:{view:this.state.spotShadowLayerViews[t],depthClearValue:1,depthLoadOp:"clear",depthStoreOp:"store"}}).end()}}function Ua(e,t,r,i){let n=null,a=null,s=null,o=null,l=null;for(const c of t){if("directionalShadow"===i.passKind){if(Qn.center.copy(c.boundsCenter),Qn.radius=c.boundsRadius,!Xn.intersectsSphere(Qn))continue;const e=c.detailCulling??h(c.sourceObject);if(!c.staticLocalBoundsCenter&&!p(c.boundsCenter,c.boundsRadius,Jn,this.state.directionalShadowTextureSize,this.state.directionalShadowTextureSize,ia,.85*e.shadowMinScreenSize,e.shadowMaxDistance))continue}if("prepass"!==i.passKind&&!c.castShadow)continue;if("prepass"===i.passKind&&null===c.material.depthVertexShader&&Fa(c.material))continue;if("skip"===i.customDepthMode&&c.customDepthMaterial)continue;const t=oa(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&&!sa(c))continue;const f=null!==c.skinning,m=d?.pipeline??(f&&i.fallbackSkinnedPipeline?i.fallbackSkinnedPipeline:"instanced-direct"===this.getDrawInstanceAccessMode(c)&&i.fallbackPipelineDirect?i.fallbackPipelineDirect:i.fallbackPipeline);a!==m&&(a=m,s=null,o=null,l=null,n=null,e.setPipeline(m));const g="prepass"===i.passKind?this.resolveSceneBindGroupForDraw(c,i.fallbackBindGroup):this.resolveShadowBindGroupForDraw(c,i.fallbackBindGroup,i.shadowCameraBuffer);s!==g&&(s=g,e.setBindGroup(0,g)),d?o!==d.bindGroup&&(o=d.bindGroup,e.setBindGroup(1,d.bindGroup)):o=null,(d?.usesSkinning??f)&&c.skinning&&l!==c.skinning.bindGroup&&(l=c.skinning.bindGroup,e.setBindGroup(2,l));const v=c.geometryResource;n!==c.geometryKey&&(n=c.geometryKey,this.bindGeometryVertexBuffers(e,c.geometry,v,d?.vertexAttributes??(f?V:I),c.instanceStart,c.instanceCount,c.wireframe)),c.indexed&&(c.wireframe?v.wireframeIndex:v.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 Aa=new WeakMap;function Fa(e){if(e.transparent)return!0;let t=Aa.get(e);return null==t&&(t=e.transparent||e.alphaTest>0||/\bdiscard\b/.test(e.fragmentShader),Aa.set(e,t)),t}import{Matrix4 as ka,OrthographicCamera as Ea,Vector3 as Oa}from"three";var ja=(e,t)=>void 0!==e&&Number.isFinite(e)&&e>0?e:t,$a=class{constructor(e){this.cameras=e,this.layers=e.map(()=>({valid:!1,source:null,direction:new Oa,rangeX:0,rangeY:0,nextUpdateMs:0,lastUpdateMs:-1/0,candidate:new Ea}))}cameras;layers;updateMask=0;forcedMask=0;settings={enabled:!1,maxUpdateHz:60,cascadeUpdateHz:[60,30,15,7.5],maxUpdatesPerFrame:2,coverageMargin:.05,teleportDistance:10};previousProjection=new ka;previousPosition=new Oa;viewerPosition=new Oa;corner=new Oa;viewerValid=!1;revision=-1;timeMs=0;setOptions(e){this.settings={enabled:e.enabled??!1,maxUpdateHz:ja(e.maxUpdateHz,60),cascadeUpdateHz:(e.cascadeUpdateHz?.length?e.cascadeUpdateHz:[60,30,15,7.5]).map(e=>ja(e,60)),maxUpdatesPerFrame:Math.max(1,Math.floor(ja(e.maxUpdatesPerFrame,2))),coverageMargin:Number.isFinite(e.coverageMargin)?Math.max(0,Math.min(.5,e.coverageMargin)):.05,teleportDistance:ja(e.teleportDistance,10)},this.invalidate()}invalidate(){for(const e of this.layers)e.valid=!1}interval(e){const t=this.settings.cascadeUpdateHz;return 1e3/Math.min(this.settings.maxUpdateHz,t[Math.min(e,t.length-1)])}prepare(e,t,r,i,n,a){this.timeMs=n,this.updateMask=this.forcedMask=0,t.getWorldPosition(this.viewerPosition);let s=this.revision!==a;if(this.viewerValid){s||=this.viewerPosition.distanceToSquared(this.previousPosition)>this.settings.teleportDistance**2;const e=t.projectionMatrix.elements,r=this.previousProjection.elements,i=!0===t.isPerspectiveCamera;for(let t=0;t<16;t++)if((i?8!==t&&9!==t:12!==t&&13!==t)&&Math.abs(e[t]-r[t])>1e-6){s=!0;break}}this.revision=a,this.previousPosition.copy(this.viewerPosition),this.previousProjection.copy(t.projectionMatrix),this.viewerValid=!0,s&&this.invalidate();for(let t=0;t<this.layers.length;t++){const n=this.layers[t],a=e[t];if(!a?.castShadow){n.valid=!1;continue}const s=n.candidate;s.left=a.shadowCameraLeft,s.right=a.shadowCameraRight,s.top=a.shadowCameraTop,s.bottom=a.shadowCameraBottom,s.near=a.shadowCameraNear,s.far=a.shadowCameraFar,s.position.copy(a.position),s.lookAt(a.target),s.updateMatrixWorld(!0),s.updateProjectionMatrix();const o=t<i?r[t].x:0,l=t<i?r[t].y:0,c=!n.valid||n.source!==a.sourceLight||n.direction.distanceToSquared(a.direction)>1e-12||n.rangeX!==o||n.rangeY!==l||!this.containsCandidate(this.cameras[t],s);this.settings.enabled&&!c||(this.updateMask|=1<<t,c&&(this.forcedMask|=1<<t))}let o=this.settings.maxUpdatesPerFrame;for(;this.settings.enabled&&o-- >0;){let t=-1,r=1/0;for(let i=0;i<e.length;i++){if(!e[i].castShadow||this.updateMask&1<<i)continue;const a=this.layers[i].nextUpdateMs;n+1e-6>=a&&a<r&&(r=a,t=i)}if(t<0)break;this.updateMask|=1<<t}for(let t=0;t<e.length;t++){if(!(this.updateMask&1<<t))continue;const n=e[t],a=this.layers[t],s=this.cameras[t];if(s.copy(a.candidate),this.settings.enabled){const e=this.settings.coverageMargin,t=s.right-s.left,r=s.top-s.bottom,i=s.far-s.near;s.left-=t*e,s.right+=t*e,s.bottom-=r*e,s.top+=r*e,s.near-=i*e,s.far+=i*e,s.updateProjectionMatrix()}a.source=n.sourceLight,a.direction.copy(n.direction),a.rangeX=t<i?r[t].x:0,a.rangeY=t<i?r[t].y:0}}commit(e){const t=this.layers[e],r=this.interval(e);!t.valid||this.forcedMask&1<<e||!Number.isFinite(t.nextUpdateMs)?t.nextUpdateMs=this.timeMs+r+e*(1e3/this.settings.maxUpdateHz)/this.layers.length:(t.nextUpdateMs+=Math.max(1,Math.floor((this.timeMs-t.nextUpdateMs)/r)+1)*r,t.nextUpdateMs<=this.timeMs&&(t.nextUpdateMs=this.timeMs+r)),t.lastUpdateMs=this.timeMs,t.valid=!0}containsCandidate(e,t){for(let r=0;r<2;r++)for(let i=0;i<2;i++)for(let n=0;n<2;n++){this.corner.set(r?t.right:t.left,i?t.top:t.bottom,-(n?t.far:t.near)).applyMatrix4(t.matrixWorld).applyMatrix4(e.matrixWorldInverse);const a=1e-5;if(this.corner.x<e.left-a||this.corner.x>e.right+a||this.corner.y<e.bottom-a||this.corner.y>e.top+a||this.corner.z<-e.far-a||this.corner.z>-e.near+a)return!1}return!0}};import{Vector3 as Wa}from"three";function Na(e){return`${Math.floor(e.x/32)}:${Math.floor(e.y/32)}:${Math.floor(e.z/32)}`}function _a(e,t){if(!t)return[e];const r=new Map;for(const t of e){const e=Na(t.boundsCenter);let i=r.get(e);i||(i=[],r.set(e,i)),i.push(t)}return[...r.values()]}var Ha=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;activeObject=null;activeDetailDefaults;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 Mi(4096),o=(e,t)=>{if("skip"!==i)throw new Error(`StaticDrawSet "${r}" does not support ${e.type||"Object3D"} "${e.name||e.uuid}": ${t}.`)};this.activeDetailDefaults=t.detailCulling,e.updateMatrixWorld(!0);const l=new Map;this.activeMaterialSnapshots=l;try{e.traverseVisible(e=>{this.activeObject=e,e.isSkinnedMesh?o(e,"skinned meshes are dynamic"):e.isBatchedMesh?this.collectStaticBatchedMesh(e,s,a,r,o,n):e.isInstancedMesh?this.collectStaticInstancedMesh(e,s,a,r,o,n):e.isMesh&&this.collectStaticMesh(e,s,a,r,o,n)})}catch(e){for(const e of l.values())e.dispose();throw e}finally{this.activeMaterialSnapshots=null,this.activeObject=null,this.activeDetailDefaults=void 0}const{draws:c,instanceData:u}=this.mergeStaticDraws(a,s),d=c.some(e=>e.transparent),h=c.some(e=>!e.transparent);if(d&&h)throw new Error(`StaticDrawSet "${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:`${r}-static-instance-buffer`,size:256*Math.ceil(m/256),usage:GPUBufferUsage.STORAGE|GPUBufferUsage.COPY_DST});u.floatLength>0?this.state.device.queue.writeBuffer(g,0,u.rawData.buffer,0,u.byteLength):this.state.device.queue.writeBuffer(g,0,y,0,w);const v={mode:"packed",buffer:g,colorBuffer:null,sceneBindGroup:null,shadowBindGroup:null,shadowBindGroups:new Map,sceneBindGroupVersion:0,shadowBindGroupVersion:0};for(const e of c)e.residentInstanceBinding=v;const x=this.createStaticDrawMetadataResource(r,c),b=this.createStaticInstanceVisibilityResource(r,c,u),S=new Uint32Array([c.length,this.state.hizMipCount,u.instanceCount,0]),C=this.state.device.createBuffer({label:`${r}-visibility-params-buffer`,size:16,usage:GPUBufferUsage.UNIFORM|GPUBufferUsage.COPY_DST}),P=new Uint32Array([c.length,this.state.hizMipCount,u.instanceCount,0]),M=this.state.device.createBuffer({label:`${r}-post-visibility-params-buffer`,size:16,usage:GPUBufferUsage.UNIFORM|GPUBufferUsage.COPY_DST});this.state.device.queue.writeBuffer(C,0,S,0,4),this.state.device.queue.writeBuffer(M,0,P,0,4);const B={id:this.nextStaticDrawSetId++,label:r,publicSet:null,ownedMaterials:[...l.values()],draws:c,shadowChunks:f,drawStage:d?"late":"opaque",drawCallCount:c.length,triangleCount:c.reduce((e,t)=>e+Math.floor(Math.max(0,t.count)/3)*Math.max(0,t.instanceCount),0),instanceCount:u.instanceCount,instanceBuffer:g,residentInstanceBinding:v,drawMetadataResource:x,instanceVisibilityResource:b,visibilityParamsBuffer:C,visibilityParamsUpload:S,postVisibilityParamsBuffer:M,postVisibilityParamsUpload:P,visibilityBindGroup:null,postVisibilityBindGroup:null,visibilityClearBindGroup:null,visibilityIndirectBuildBindGroup:null,postVisibilityIndirectBuildBindGroup:null,visibleSceneBindGroup:null,visibleSceneBindGroupVersion:0,visibleDepthSceneBindGroup:null,visibleDepthSceneBindGroupVersion:0,visibleMaterialBindings:p,visibleDrawMaterialResources:new Array(c.length),visibleIndirectSubmissionStreams:null,visibleIndirectStreamsSceneBindGroup:null,visibleIndirectStreamsSampleCount:-1,visibleIndirectStreamsColorFormatsKey:"",visibilityBindGroupHizVersion:0,lastPreVisibilityFrameToken:0,lastVisibilityFrameToken:0,indirectForwardBundleCache:new Map,directForwardBundle:null,directForwardBundleSampleCount:-1,directForwardBundleSceneBindGroup:null,depthPrepassBundle:null,depthPrepassBundleSceneBindGroup:null,indirectDepthPrepassBundles:{prepass:null,postpass:null},shadowBundles:new WeakMap,depthMaterialResources:new Map},D={label:r,enabled:!0,get drawCount(){return B.draws.length},get instanceCount(){return B.instanceCount},dispose:()=>{this.disposeStaticDrawSetResource(B)}};return B.publicSet=D,this.staticDrawSets.push(B),D}createVisibleMaterialBindings(e){const t=new Map;for(let r=0;r<e.length;r+=1){const i=e[r],n=`${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=Na(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 Wa(.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)=>ii(e,t)||(e.transparent||t.transparent?0:Na(e.boundsCenter).localeCompare(Na(t.boundsCenter))));const r=[],i=new Mi(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&&li(a,e[f])&&(a.transparent||Na(a.boundsCenter)===Na(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(Ci(e))return void n(e,"custom depth materials are not supported by StaticDrawSet v1");const s=this.getGeometryResource(e.geometry),o=vi(e.geometry),l=L.copy(o.center).applyMatrix4(e.matrixWorld),c=o.radius*xi(e.matrixWorld),u=Jr(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=_r(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=Hr(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(Ci(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=Hr(e.geometry,!0);if(o.count<=0||e.count<=0)return;const l=vi(e.geometry),c=this.getGeometryResource(e.geometry),u=[];for(let t=0;t<e.count;t+=1){e.getMatrixAt(t,R),G.multiplyMatrices(e.matrixWorld,R);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=A.copy(l.center).applyMatrix4(G),o=l.radius*xi(G);u.push({matrix:new Float32Array(G.elements),color0:r,color1:i,color2:n,color3:a,batchingId:t,boundsCenter:s.clone(),boundsRadius:o})}for(const i of _a(u,!s.transparent&&!s.requiresLatePass())){const n=L.set(1/0,1/0,1/0),a=U.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),bi(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(Ci(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=_r(e.geometry,!0,r.start,r.count);if(i<=0)continue;const n=e.getBoundingSphereAt(t,z),a={geometryId:t,start:r.start,count:i,localBoundsCenter:n?n.center.clone():new Wa,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?Qr(R,p,16*t):e.getMatrixAt(t,R),G.multiplyMatrices(e.matrixWorld,R);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=A.copy(i.localBoundsCenter).applyMatrix4(G),u=i.localBoundsRadius*xi(G);i.instances.push({matrix:new Float32Array(G.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 _a(i.instances,!s.transparent&&!s.requiresLatePass())){const a=L.set(1/0,1/0,1/0),o=U.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),bi(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,p,f,m,g=!1){const v=ei(i),x=i.wireframe&&"triangle-list"===i.primitiveTopology;x&&this.ensureWireframeIndex(e,r);const w=ei(t);return{geometry:e,geometryKey:x?r.wireframeIndex:t,geometryResource:r,material:i,customDepthMaterial:null,residentInstanceBinding:null,sourceObject:null,detailCulling:h(this.activeObject,this.activeDetailDefaults),frontFaceCW:g,usesBatching:n,geometryGroup:null,batchKey:ti(i,t,!0,a,s,null),batchHash:ri(v,w,!0,a,s,0),indexed:!0,wireframe:x,start:x?2*a:a,count:x?2*s:s,transparent:i.transparent||i.requiresLatePass(),renderOrder:0,hasRenderCallbacks:!1,castShadow:this.activeObject?.castShadow??!1,receiveShadow:this.activeObject?.receiveShadow??!1,sortMaterialId:v,sortGeometryId:w,sortCustomDepthMaterialId:0,skinning:null,materialResource:null,instanceStart:o,instanceCount:l,boundsCenter:new Wa(c,u,d),boundsRadius:p,sortDepth:0,transparentSortGroup:0,transparentSortOrder:0,staticLocalBoundsCenter:f.clone(),staticLocalBoundsRadius:m}}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*b),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*b;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:`${e}-static-draw-metadata-buffer`,size:r*b*4,usage:GPUBufferUsage.STORAGE|GPUBufferUsage.COPY_DST}),o=this.state.device.createBuffer({label:`${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:`${e}-static-post-indirect-draw-buffer`,size:5*r*4,usage:GPUBufferUsage.STORAGE|GPUBufferUsage.INDIRECT|GPUBufferUsage.COPY_DST});return this.state.device.queue.writeBuffer(s,0,i,0,i.length),this.state.device.queue.writeBuffer(o,0,n,0,n.length),this.state.device.queue.writeBuffer(l,0,a,0,a.length),{count:t.length,capacity:r,metadataBuffer:s,indirectBuffer:o,postIndirectBuffer:l}}createStaticInstanceVisibilityResource(e,t,r){if(!this.state.device)throw new Error("Renderer is not initialized.");const i=r.instanceCount,n=Math.max(32,32*i),a=new ArrayBuffer(n),s=new Float32Array(a),o=new Uint32Array(a);for(let e=0;e<t.length;e+=1){const i=t[e],n=i.staticLocalBoundsCenter??vi(i.geometry).center,a=i.staticLocalBoundsRadius??vi(i.geometry).radius;for(let t=0;t<i.instanceCount;t+=1){const l=i.instanceStart+t,c=l*w,u=8*l;R.fromArray(r.rawData,c);const d=L.copy(n).applyMatrix4(R),h=a*xi(R);s[u+0]=d.x,s[u+1]=d.y,s[u+2]=d.z,s[u+3]=h,o[u+4]=e,o[u+5]=l,s[u+6]=i.detailCulling?.minScreenSize??0,s[u+7]=i.detailCulling?.maxDistance??0}}const l=this.state.device.createBuffer({label:`${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),{metadata:s,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()}},qa=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":Kr(e.magFilter),n=r?"nearest":Kr(e.minFilter),a=r?"nearest":Kr(e.minFilter),s="comparison"===t?function(e){switch(e){case mr:return"never";case cr:return"less";case ar:return"equal";case ur:return"less-equal";case sr:return"greater";case gr:return"not-equal";case or:return"greater-equal";case ir: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:`${e.uuid}-sampler`,addressModeU:qr(e.wrapS),addressModeV:qr(e.wrapT),addressModeW:qr(e.wrapR??e.wrapT),magFilter:i,minFilter:n,mipmapFilter:a,maxAnisotropy:o,compare:s})}uploadDataTextureResource(e,t,r){if(!this.state.device)throw new Error("Renderer is not initialized.");const i=function(e){switch(e){case"r8unorm":case"r8snorm":case"r8uint":case"r8sint":return 1;case"r16uint":case"r16sint":case"r16float":case"rg8unorm":case"rg8snorm":case"rg8uint":case"rg8sint":case"depth16unorm":return 2;case"r32uint":case"r32sint":case"r32float":case"rg16uint":case"rg16sint":case"rg16float":case"rgba8unorm":case"rgba8unorm-srgb":case"rgba8snorm":case"rgba8uint":case"rgba8sint":case"bgra8unorm":case"bgra8unorm-srgb":case"rgb9e5ufloat":case"rgb10a2unorm":case"rg11b10ufloat":case"depth32float":return 4;case"rg32uint":case"rg32sint":case"rg32float":case"rgba16uint":case"rgba16sint":case"rgba16float":return 8;case"rgba32uint":case"rgba32sint":case"rgba32float":return 16;default:return null}}(r.format);if(null===i)throw new Error(`Texture format "${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},Yr(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}},Yr(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},Yr(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=Zr(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: ${Ka(t)}`)}}return}const i=function(e){return Zr(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: ${Ka(t)}`)}else this.warnSkippedExternalTextureUpload(e,r,"Texture.image is not an HTML image, canvas, video, ImageBitmap, or OffscreenCanvas.")}warnSkippedExternalTextureUpload(e,t,r){if(this.skippedExternalTextureWarnings.has(e))return;this.skippedExternalTextureWarnings.add(e);const i=e.image;console.warn(`[WebGpuRenderer] Skipped upload for texture "${e.name||e.uuid}"; the WebGPU material remains active and samples a zero-cleared fallback texture. ${r}`,{texture:e,textureClass:e.constructor.name,textureName:e.name||void 0,textureUuid:e.uuid,textureFlags:{isRenderTargetTexture:!0===e.isRenderTargetTexture,isVideoTexture:!0===e.isVideoTexture,isCanvasTexture:!0===e.isCanvasTexture,isCubeTexture:!0===e.isCubeTexture},descriptor:t,image:{className:i?.constructor?.name??typeof i,width:i?.width,height:i?.height,depth:i?.depth,src:i?.currentSrc??i?.src,hasData:null!=i?.data,keys:null==i?[]:Object.keys(i).slice(0,16)},userData:e.userData})}uploadTextureResource(e,t,r){!function(e){return!0===e.isCompressedTexture||!0===e.isCompressedArrayTexture}(e)&&!0!==e.isCompressedCubeTexture?!0!==e.isDataTexture&&!0!==e.isDataArrayTexture&&!0!==e.isData3DTexture?this.uploadExternalTextureResource(e,t,r):this.uploadDataTextureResource(e,t,r):this.uploadCompressedTextureResource(e,t,r)}getTextureResource(e){if(!this.state.device)throw new Error("Renderer is not initialized.");const t=this.textureCache.get(e),r=pt(e,this.state.device);if(t&&t.version===e.version&&t.width===r.width&&t.height===r.height&&t.depthOrArrayLayers===r.depthOrArrayLayers&&t.format===r.format&&t.textureDimension===r.textureDimension&&t.viewDimension===r.viewDimension&&t.sampleType===r.sampleType&&t.samplerBindingType===r.samplerBindingType&&t.mipLevelCount===r.mipLevelCount)return t;this.destroyTextureResource(t);const i=this.state.device.createTexture({label:`${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 Ka(e){return e instanceof Error?e.message:String(e)}var Za="\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",Ya="\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",Xa="\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",Ja=`\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${Xa}\n\nfn rendererInstanceModelMatrix(instanceIndex: u32) -> mat4x4<f32> {\n let instance = rendererInstances[instanceIndex];\n return mat4x4<f32>(instance.model0, instance.model1, instance.model2, instance.model3);\n}\n\n@vertex\nfn vsMain(\n @location(0) position: vec3<f32>,\n @location(1) skinIndex: vec4<u32>,\n @location(2) skinWeight: vec4<f32>,\n @builtin(instance_index) instanceIndex: u32,\n) -> @builtin(position) @invariant vec4<f32> {\n let world = rendererInstanceModelMatrix(instanceIndex) * vec4(rendererSkinPosition(position, skinIndex, skinWeight), 1.0);\n return rendererCamera.viewProj * world;\n}\n`,Qa=`\nstruct ShadowCameraUniforms {\n viewProj: mat4x4<f32>,\n lightPositionRange: vec4<f32>,\n};\n\nstruct RendererInstanceData {\n model0: vec4<f32>,\n model1: vec4<f32>,\n model2: vec4<f32>,\n model3: vec4<f32>,\n color: vec4<f32>,\n batching: vec4<f32>,\n previousModel0: vec4<f32>,\n previousModel1: vec4<f32>,\n previousModel2: vec4<f32>,\n previousModel3: vec4<f32>,\n};\n\n@group(0) @binding(0) var<uniform> shadowCamera: ShadowCameraUniforms;\n@group(0) @binding(1) var<storage, read> rendererInstances: array<RendererInstanceData>;\n\n${Xa}\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`,es=`\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${Xa}\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`,ts="\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 rs(e){return`\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 ${e?"return vec4(source.rgb, 1.0);":"return vec4(clamp(source.rgb, vec3(0.0), vec3(1.0)), clamp(source.a / 3.0, 0.0, 1.0));"}\n }\n`}var is=rs(!1),ns=rs(!0);function as(e){if(e.transparent)switch(e.blending){case Ii:return{color:{srcFactor:"src-alpha",dstFactor:"one",operation:"add"},alpha:{srcFactor:"one",dstFactor:"one",operation:"add"}};case Hi:return{color:{srcFactor:"zero",dstFactor:"one-minus-src",operation:"subtract"},alpha:{srcFactor:"one",dstFactor:"one",operation:"subtract"}};case Ei:return{color:{srcFactor:"zero",dstFactor:"src",operation:"add"},alpha:{srcFactor:"zero",dstFactor:"src-alpha",operation:"add"}};default:return{color:{srcFactor:"src-alpha",dstFactor:"one-minus-src-alpha",operation:"add"},alpha:{srcFactor:"one",dstFactor:"one-minus-src-alpha",operation:"add"}}}}function ss(e,t,r,i){if(t<0||e[t]!==r)return-1;let n=0;for(let a=t;a<e.length;a+=1)if(e[a]===r&&(n+=1),e[a]===i&&(n-=1,0===n))return a;return-1}function os(e,t,r){const i=function(e,t="fsMain"){const r=e.replace(/\/\*[\s\S]*?\*\//g,"").replace(/\/\/.*$/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=ss(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=ss(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 ls(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 cs(e){const t=Number(e.userData.motionBlurScale??1);return Number.isFinite(t)?Math.max(0,Math.min(t,8)):1}var us="chromium-experimental-multi-draw-indirect";function ds(e,t){return Number(t.castShadow)-Number(e.castShadow)}var hs=[C],ps=[{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 fs(e){return e.wireframe&&"triangle-list"===e.primitiveTopology?"line-list":e.primitiveTopology}function ms(e,t,r){if(!fs(e).startsWith("triangle"))return"none";if("directionalShadow"===t){if(r&&null===e.shadowSide)return"none";const t=e.shadowSide??(e.side===Vi?Ui:e.side===Li?Li:Vi);return t===Li?"none":t===Vi?"front":"back"}return e.side===Li?"none":e.side===Vi?"front":"back"}function gs(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 vs=class{pipelineCompilationDiagnostics;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;repeatedMeshInstances=new WeakMap;repeatedInstanceResources=new Map;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 qa(this.state,this.textureCache);renderGraph=new wn;nativePostSubmit;presentationOverlay;presentationOverlayContext={device:null,encoder:null,targetView:null,targetFormat:"bgra8unorm",presentationWidth:1,presentationHeight:1};directionalShadowCameras=Array.from({length:4},()=>new $i(-10,10,10,-10,.1,80));directionalShadowScheduler=new $a(this.directionalShadowCameras);pointShadowCameras=Array.from({length:4},()=>D.map(()=>new Wi(90,1,.1,25)));spotShadowCameras=Array.from({length:4},()=>new Wi(60,1,.5,500));colorTargetCache=new Map;msaaColorTargetCache=new Map;msaaDepthTargetCache=new Map;sourceInstanceDataScratch=new Mi(4096);opaqueInstanceDataScratch=new Mi(4096);finalInstanceDataScratch=new Mi(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;preparedVertexBufferCache=new WeakMap;vertexAttributeGroupBufferKeyCache=new WeakMap;compileDrawScratch=[];dynamicIndirectSubmissionCache=new WeakMap;indirectStreamKeyCache=new WeakMap;nextIndirectStreamKey=1;indirectBundleInvalidationVersion=0;colorFormatsIdentityCache=new WeakMap;colorFormatsValueCache=new Map([[C,1]]);nextColorFormatsId=2;renderBundleScratch=[];indirectMaterialResourcesScratch=[];directBundleDrawStatsScratch={drawCallCount:0,triangleCount:0};sortedOpaqueBatchesScratch=[];opaqueBatchPool=[];opaqueBatchPoolCount=0;drawCallPool=[];drawCallPoolCount=0;staticDrawSets=[];materialPassStaticBundleCache=new WeakMap;staticDrawSetManager=new Ha(this.state,this.staticDrawSets,e=>this.getGeometryResource(e),e=>this.resolveMaterial(e),(e,t)=>this.ensureWireframeIndex(e,t));staticFrameToken=0;hizResourceVersion=0;graphTextureResourceVersion=0;transmissionSnapshotTexture=null;transmissionSnapshotView=null;transmissionSnapshotSize={width:0,height:0};transmissionMipViews=[];transmissionMipBindGroups=[];transmissionSourceBindGroups=new WeakMap;transmissionSnapshotPipeline=null;transmissionSampler=null;visibilityParamsUpload=new Uint32Array(4);drawMetadataUpload=new Float32Array(0);indirectDrawUpload=new Uint32Array(0);extractedAmbientScratch=new Zi;extractedHemisphereScratch=this.createExtractedHemisphereLightScratch();extractedBoundsMinScratch=new Ki;extractedBoundsMaxScratch=new Ki;extractedDirectionalLightsScratch=Array.from({length:4},()=>this.createExtractedDirectionalLightScratch());extractedPointLightsScratch=Array.from({length:v},()=>this.createExtractedPointLightScratch());extractedSpotLightsScratch=Array.from({length:x},()=>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(T);spotLightMapAtlasSignature="";spotLightMapAtlasSize=0;spotLightMapAtlasLayout=null;spotLightMapAtlasPipeline=null;csmCascadeRanges=Array.from({length:4},()=>new qi);csmCascadeCount=0;csmCascadeLights=[];shadowCameraUniformScratch=new Float32Array(64);cameraViewProjScratch=new Oi;cameraProjectionScratch=new Oi;projectionJitterPixels=new qi;temporalVisibilityCurrentViewProj=new Oi;temporalVisibilityPreviousViewProj=new Oi;motionVectorProjection=new Oi;motionVectorCurrentViewProj=new Oi;motionVectorPreviousViewProj=new Oi;motionVectorProjectionPending=!1;motionVectorHistoryValid=!1;motionVectorHistoryGeneration=1;lastMotionVectorTimeSeconds=Number.NaN;objectMotionHistory=new WeakMap;cameraFrustumPlanesScratch=new Float32Array(24);objectTraversalStackScratch=[];shadowDrawsScratch=[];extractingCaster=!1;cameraDetailHistory=new WeakMap;isSphereVisibleScratch=(e,t,r,i,n)=>this.extractingCaster||!n||gi(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 Ki;transparentSortCameraForwardScratch=new Ki;temporalVisibilityCurrentCameraPosition=new Ki;temporalVisibilityPreviousCameraPosition=new Ki;shadowViewProjScratch=new Oi;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 Ki,target:new Ki,direction:new Ki,color:new Ki,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 Ki(0,1,0),skyColor:new Ki,groundColor:new Ki,intensity:0}}createExtractedPointLightScratch(){return{sourceLight:null,position:new Ki,color:new Ki,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 Ki,direction:new Ki(0,-1,0),color:new Ki,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}}skinnedDrawKeys=new Di;skeletonPalettes=new Pi;getSkeletonBoneBufferForPass=e=>{const t=this.getSkinningPalette(e);return this.refreshSkinningPalette(t),this.uploadSkinningPalette(t),t.matrixBuffer};outlineResolvedFrameCache=new WeakMap;opaqueSortMs=0;opaqueSortSamples=new Float64Array(120);opaqueSortSampleIndex=0;opaqueSortSampleCount=0;opaqueSortSampleTotal=0;sortOpaqueDraws(e){const t=this.renderGraphProfilingEnabled?performance.now():0;e.sort(ii),this.renderGraphProfilingEnabled&&(this.opaqueSortMs+=performance.now()-t)}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.directionalShadowScheduler.setOptions(e.directionalShadowUpdates??{}),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 Sr({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:ps}),this.invokeObjectRenderCallbacks=e.invokeObjectRenderCallbacks??!0,this.state.directionalShadowTextureSize=this.shadowMapSize,this.state.pointShadowTextureSize=this.pointShadowMapSize,this.state.spotShadowTextureSize=this.shadowMapSize,this.sampleCount=Si(e.sampleCount),this.renderScale=gs(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&&Cr(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||(e.transmission??0)>0)return!0;if(e instanceof Yi)return null!=e.uniforms.hology_depth_map||null!=e.uniforms.hology_scene_map||null!=e.uniforms.hology_transmission_map;if(e instanceof Sr)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 t?(t.extractionVersion=this.extractionVersion,t.material=n):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 Sr({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 zi(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:Li,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 Sr({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 zi(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!==vr.prototype.onBeforeRender||e.onAfterRender!==vr.prototype.onAfterRender)}(e)}async initialize(t){if(!("gpu"in navigator))throw new Error("WebGPU is not available in this browser.");const r=t??await navigator.gpu.requestAdapter({powerPreference:this.powerPreference});if(!r)throw new Error("A WebGPU adapter could not be created.");const i=[];r.features.has("indirect-first-instance")&&i.push("indirect-first-instance"),r.features.has("timestamp-query")&&i.push("timestamp-query"),r.features.has("texture-compression-bc")&&i.push("texture-compression-bc"),r.features.has("texture-compression-etc2")&&i.push("texture-compression-etc2"),r.features.has("texture-compression-astc")&&i.push("texture-compression-astc"),r.features.has("float32-filterable")&&i.push("float32-filterable"),r.features.has(us)&&i.push(us);const o=r.limits;try{this.state.device=await r.requestDevice({requiredFeatures:i,requiredLimits:{maxTextureArrayLayers:o.maxTextureArrayLayers,maxBufferSize:o.maxBufferSize,maxStorageBufferBindingSize:o.maxStorageBufferBindingSize,maxStorageBuffersPerShaderStage:o.maxStorageBuffersPerShaderStage}})}catch(e){throw new Error("A WebGPU device could not be created.")}!function(t){if(e.has(t))return;const r={loading:!0,phase:"initializing",objects:new WeakMap,origins:new Map,descriptorOrigins:new WeakMap,history:new Map};e.set(t,r);for(const e of["createShaderModule","createBindGroupLayout","createPipelineLayout"]){const i=t[e];t[e]=function(s){const o=i.call(t,s);return r.objects.set(o,"createShaderModule"===e?{shaderHash:n(s.code),codeLength:s.code.length}:a(s,r)),o}}for(const e of["createRenderPipeline","createRenderPipelineAsync","createComputePipeline","createComputePipelineAsync"]){const i=t[e];"function"==typeof i&&(t[e]=function(n){const o=r.descriptorOrigins.get(n)??r.origins.get(n.label),l=(e.includes("Render")?"render":"compute")+":"+(o?.key??n.label??"unlabelled"),c=a(n,r),u=r.history.get(l)??[],d=JSON.stringify(c);let h;for(let e=u.length-1;e>=0;e--)if(u[e].signature===d){h=u[e];break}const p=h??u[u.length-1],f={signature:d,state:c,origin:o,label:n.label,phase:r.phase,status:"pending"},m=!r.loading;let g=0;m&&console.warn("[WebGPU pipeline] Created after loading",{method:e,label:n.label,phase:r.phase,origin:o,reason:"failed"===h?.status?"retry after a failed creation request":"pending"===h?.status?"identical descriptor requested while prior compilation is pending":h?"identical descriptor requested again; cache miss, eviction, or another owner":p?"new variant or changed shader/layout/render state":"first recorded pipeline for this origin",previous:p?{label:p.label,phase:p.phase,status:p.status,origin:p.origin}:null,changes:p?s(p.state,c):[],originChanges:p?s(p.origin,o):[],descriptor:c,stack:new Error("Pipeline creation request").stack,historyLimit:"last 16 requests per origin; up to 4096 origins"}),u.push(f),u.length>16&&u.shift(),r.history.size>=4096&&!r.history.has(l)&&r.history.delete(r.history.keys().next().value),r.history.set(l,u);const v=(t,r)=>{f.status=t,m&&console.info("[WebGPU pipeline] Creation result",{method:e,label:n.label,status:t,[e.endsWith("Async")?"readyAfterMs":"creationCallMs"]:performance.now()-g,error:r,timingMeaning:e.endsWith("Async")?"time until pipeline ready":"handle creation only; GPU compilation may stall at first use"})};g=performance.now();try{const r=i.call(t,n);return e.endsWith("Async")?r.then(e=>(v("ready"),e),e=>{throw v("failed",e),e}):(v("handle returned"),r)}catch(e){throw v("failed",e),e}})}}(this.state.device);let l=!1;if("function"==typeof this.state.device.addEventListener&&this.state.device.addEventListener("uncapturederror",e=>{l||(console.error("Uncaptured WebGPU device error",e.error.message,e.error),l=!0)}),this.state.device.lost.then(e=>{"destroyed"!==e.reason&&console.error("WebGPU device lost",e.reason,e.message)}),this.indirectFirstInstanceSupported=i.includes("indirect-first-instance"),this.timestampQuerySupported=i.includes("timestamp-query"),this.multiDrawIndirectSupported=i.includes(us),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});const c=[];c.push(Ti.createAsync(this.state.device,this.state.cameraBuffer,this.state.lightBuffer).then(e=>{this.tiledPointLights=e,e.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.transmissionSampler=this.state.device.createSampler({label:"physical-transmission-sampler",magFilter:"linear",minFilter:"linear",mipmapFilter:"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"}),c.push(j.createAsync(this.state.device,{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"}}]}).then(e=>{this.state.hizCopyKernel=e})),c.push(j.createAsync(this.state.device,{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"}}]}).then(e=>{this.state.hizReduceKernel=e})),c.push(j.createAsync(this.state.device,{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"}}]}).then(e=>{this.state.visibilityKernel=e})),c.push(j.createAsync(this.state.device,{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 // Bit 2 is persistent detail hysteresis; bit 0 is frame-local visibility.\n atomicStore(&visibleInstanceMask[index], atomicLoad(&visibleInstanceMask[index]) & 4u);\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"}}]}).then(e=>{this.state.staticVisibilityClearKernel=e})),c.push(j.createAsync(this.state.device,{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]) & 1u) != 0u) {\n return;\n }\n let drawIndex = instance.drawAndSourceIndex.x;\n let threshold = bitcast<f32>(instance.drawAndSourceIndex.z);\n let maxDistance = bitcast<f32>(instance.drawAndSourceIndex.w);\n let center = instance.centerRadius.xyz;\n let radius = instance.centerRadius.w;\n if (maxDistance > 0.0 && distance(center, temporalVisibility.currentCameraPosition.xyz) - radius > maxDistance) {\n return;\n }\n if (threshold > 0.0) {\n let vp = temporalVisibility.currentViewProj;\n let clip = vp * vec4(center, 1.0);\n let wRadius = radius * length(vec3(vp[0].w, vp[1].w, vp[2].w));\n if (clip.w - wRadius > 0.0001) {\n let projected = projectedSphereRadius(vp, clip.xyz / clip.w, clip.w, radius);\n let diameter = max(projected.x * temporalVisibility.viewportAndTime.x, projected.y * temporalVisibility.viewportAndTime.y);\n let wasDetailed = (atomicLoad(&visibleInstanceMask[instanceIndex]) & 4u) != 0u;\n let boundary = threshold * select(1.15, 0.85, wasDetailed);\n if (diameter < boundary) {\n atomicAnd(&visibleInstanceMask[instanceIndex], ~4u);\n return;\n }\n }\n }\n atomicOr(&visibleInstanceMask[instanceIndex], 4u);\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 atomicOr(&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"}}]}).then(e=>{this.state.staticVisibilityCullKernel=e})),c.push(j.createAsync(this.state.device,{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"}}]}).then(e=>{this.state.staticVisibilityIndirectBuildKernel=e})),this.state.visibilityParamsBuffer=this.state.device.createBuffer({label:"renderer-visibility-params-buffer",size:16,usage:GPUBufferUsage.UNIFORM|GPUBufferUsage.COPY_DST}),c.push(this.createStaticPipelines()),await Promise.all(c),this.setSize(this.canvas.clientWidth||this.canvas.width||1,this.canvas.clientHeight||this.canvas.height||1),this.state.initialized=!0}createComputeKernel(e){if(!this.state.device)throw new Error("WebGpuRenderer.initialize() must complete before creating compute kernels.");return new j(this.state.device,e)}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()))}setDirectionalShadowUpdateOptions(e){this.directionalShadowScheduler.setOptions(e)}invalidateDirectionalShadows(){this.directionalShadowScheduler.invalidate()}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=Si(e);t!==this.sampleCount&&(this.sampleCount=t,this.destroyMsaaResources(),this.clearIndirectBundleCache(),this.clearStaticDrawSetBundleCaches())}setRenderScale(e){const t=gs(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:C,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:P,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:C,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();const r={startedAt:performance.now(),preparationMs:0,phases:{},drawCount:0,materialRequestCount:0,cpuTotalsMs:{},slowTextureLookups:[],pipelines:[]};this.pipelineCompilationDiagnostics=r;try{const i=this.prepareSceneForCompilation(e,t,!0);r.preparationMs=performance.now()-r.startedAt,await i}finally{this.pipelineCompilationDiagnostics===r&&(this.pipelineCompilationDiagnostics=void 0);const e=performance.now()-r.startedAt,t=r.pipelines,i=[...t].sort((e,t)=>t.durationMs-e.durationMs).slice(0,12);console.info("[WebGPU] Scene compilation",{elapsedMs:Math.round(e),preparationMs:Math.round(r.preparationMs),phasesMs:r.phases,drawCount:r.drawCount,materialRequestCount:r.materialRequestCount,cpuTotalsMs:Object.fromEntries(Object.entries(r.cpuTotalsMs).map(([e,t])=>[e,Math.round(t)])),slowTextureLookups:r.slowTextureLookups.sort((e,t)=>t.durationMs-e.durationMs).slice(0,12).map(e=>({...e,durationMs:Math.round(e.durationMs)})),pipelineCount:t.length,forwardCount:t.filter(e=>"forward"===e.kind).length,depthCount:t.filter(e=>"depth"===e.kind).length,slowestPipelines:i.map(e=>({kind:e.kind,material:e.material,durationMs:Math.round(e.durationMs),vertexCodeLength:e.vertexCodeLength,fragmentCodeLength:e.fragmentCodeLength}))})}}createPMREMGenerator(e=20){if(!this.state.device)throw new Error("WebGpuRenderer.initialize() must complete before creating a PMREM generator.");return new In({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(),this.opaqueSortMs=0;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;this.renderGraphProfilingEnabled&&(this.opaqueSortSampleTotal-=this.opaqueSortSamples[this.opaqueSortSampleIndex],this.opaqueSortSamples[this.opaqueSortSampleIndex]=this.opaqueSortMs,this.opaqueSortSampleTotal+=this.opaqueSortMs,this.opaqueSortSampleIndex=(this.opaqueSortSampleIndex+1)%this.opaqueSortSamples.length,this.opaqueSortSampleCount=Math.min(this.opaqueSortSampleCount+1,this.opaqueSortSamples.length));const 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,opaqueSortMs:n.opaqueSortMs,opaqueSortAverageMs:n.opaqueSortAverageMs,uploadMs:n.uploadMs,renderGraphMs:0},passes:[],timestampQuerySupported:t.timestampQuerySupported,timestampQueryActive:t.timestampQuerySupported,gpuProfilingReason:null,hiZOcclusionCullingEnabled:t.hiZOcclusionCullingEnabled,hiZOcclusionCullingActive:r,visibility:null};let s=null,o=0,l=0;const c={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)=>{o=i.triangleCount,l=i.drawCallCount,s&&($r(r.encoder,s.querySet,{endOfPassWriteIndex:2*t})||(a.timestampQueryActive=!1,a.gpuProfilingReason="timestampWrites marker pass is not available on this browser/runtime",s.querySet.destroy(),s.resolveBuffer.destroy(),s.readBuffer.destroy(),s=null))},afterPass:(e,t,r,n)=>{a.passes[t].cpuTimeMs=r,a.passes[t].triangleCount=i.triangleCount-o,a.passes[t].drawCallCount=i.drawCallCount-l,s&&($r(n.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,a.directionalShadows={updatedLayers:i.directionalShadowUpdates??0,reusedLayers:i.directionalShadowReused??0,forcedLayers:i.directionalShadowForced??0,updateMask:i.directionalShadowUpdateMask??0},!s){const t=Hn(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=Hn(a)}};return{profile:a,observer:c,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,opaqueSortMs:this.opaqueSortMs,opaqueSortAverageMs:this.opaqueSortSampleTotal/Math.max(1,this.opaqueSortSampleCount),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&&Wn(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&&Wn(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(){for(const e of this.repeatedInstanceResources.values())e();this.skeletonPalettes.dispose(),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.transmissionSnapshotTexture?.destroy(),this.transmissionSnapshotTexture=null,this.state.sceneDepthSnapshotTexture?.destroy(),this.state.postProcessColorTexture?.destroy(),this.directionalShadowScheduler.invalidate(),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}async 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=[],t=this.state.device.createPipelineLayout({label:"renderer-depth-prepass-layout",bindGroupLayouts:[this.state.sceneBindGroupLayout]});e.push(E(this.state.device,{label:"renderer-depth-prepass-pipeline",layout:t,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"}}).then(e=>{this.state.depthPrepassPipeline=e}));const r=this.state.device.createPipelineLayout({label:"renderer-depth-prepass-visible-layout",bindGroupLayouts:[this.state.visibleDepthSceneBindGroupLayout]});e.push(E(this.state.device,{label:"renderer-depth-prepass-visible-pipeline",layout:r,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"}}).then(e=>{this.state.depthPrepassPipelineVisible=e}));const i=this.state.device.createPipelineLayout({label:"renderer-depth-prepass-direct-layout",bindGroupLayouts:[this.state.directSceneBindGroupLayout]});e.push(E(this.state.device,{label:"renderer-depth-prepass-direct-pipeline",layout:i,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"}}).then(e=>{this.state.depthPrepassPipelineDirect=e}));const n=this.state.device.createPipelineLayout({label:"renderer-skinned-depth-prepass-layout",bindGroupLayouts:[this.state.sceneBindGroupLayout,this.state.emptyBindGroupLayout,this.state.skinningBindGroupLayout]});e.push(E(this.state.device,{label:"renderer-skinned-depth-prepass-pipeline",layout:n,vertex:{module:this.state.device.createShaderModule({label:"renderer-skinned-depth-prepass-module",code:Ja}),entryPoint:"vsMain",buffers:this.createVertexBufferLayouts(V)},primitive:{topology:"triangle-list",cullMode:"back",frontFace:"ccw"},depthStencil:{format:"depth32float",depthWriteEnabled:!0,depthCompare:"less"}}).then(e=>{this.state.skinnedDepthPrepassPipeline=e}));const a=this.state.device.createPipelineLayout({label:"renderer-shadow-layout",bindGroupLayouts:[this.state.shadowBindGroupLayout]}),s=this.state.device.createPipelineLayout({label:"renderer-direct-shadow-pipeline-layout",bindGroupLayouts:[this.state.directShadowBindGroupLayout]});e.push(E(this.state.device,{label:"renderer-directional-shadow-pipeline",layout:a,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}}).then(e=>{this.state.shadowDepthPipeline=e})),e.push(E(this.state.device,{label:"renderer-directional-shadow-direct-pipeline",layout:s,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}}).then(e=>{this.state.shadowDepthPipelineDirect=e}));const o=this.state.device.createPipelineLayout({label:"renderer-skinned-shadow-layout",bindGroupLayouts:[this.state.shadowBindGroupLayout,this.state.emptyBindGroupLayout,this.state.skinningBindGroupLayout]});e.push(E(this.state.device,{label:"renderer-skinned-directional-shadow-pipeline",layout:o,vertex:{module:this.state.device.createShaderModule({label:"renderer-skinned-directional-shadow-module",code:Qa}),entryPoint:"vsMain",buffers:this.createVertexBufferLayouts(V)},primitive:{topology:"triangle-list",cullMode:"front",frontFace:"ccw"},depthStencil:{format:"depth32float",depthWriteEnabled:!0,depthCompare:"less",depthBias:1,depthBiasSlopeScale:2,depthBiasClamp:0}}).then(e=>{this.state.skinnedShadowDepthPipeline=e})),e.push(E(this.state.device,{label:"renderer-point-shadow-pipeline",layout:a,vertex:{module:this.state.device.createShaderModule({label:"renderer-point-shadow-module",code:Za}),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:Za}),entryPoint:"fsMain",targets:[{format:"rgba16float"}]},primitive:{topology:"triangle-list",cullMode:"back",frontFace:"ccw"},depthStencil:{format:"depth32float",depthWriteEnabled:!0,depthCompare:"less"}}).then(e=>{this.state.pointShadowPipeline=e})),e.push(E(this.state.device,{label:"renderer-point-shadow-direct-pipeline",layout:s,vertex:{module:this.state.device.createShaderModule({label:"renderer-point-shadow-direct-module",code:Ya}),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:Ya}),entryPoint:"fsMain",targets:[{format:"rgba16float"}]},primitive:{topology:"triangle-list",cullMode:"back",frontFace:"ccw"},depthStencil:{format:"depth32float",depthWriteEnabled:!0,depthCompare:"less"}}).then(e=>{this.state.pointShadowPipelineDirect=e})),e.push(E(this.state.device,{label:"renderer-skinned-point-shadow-pipeline",layout:o,vertex:{module:this.state.device.createShaderModule({label:"renderer-skinned-point-shadow-module",code:es}),entryPoint:"vsMain",buffers:this.createVertexBufferLayouts(V)},fragment:{module:this.state.device.createShaderModule({label:"renderer-skinned-point-shadow-fragment-module",code:es}),entryPoint:"fsMain",targets:[{format:"rgba16float"}]},primitive:{topology:"triangle-list",cullMode:"back",frontFace:"ccw"},depthStencil:{format:"depth32float",depthWriteEnabled:!0,depthCompare:"less"}}).then(e=>{this.state.skinnedPointShadowPipeline=e}));const l=this.state.device.createPipelineLayout({label:"renderer-present-layout",bindGroupLayouts:[this.state.fullscreenTextureBindGroupLayout]});e.push(E(this.state.device,{label:"renderer-present-pipeline",layout:l,vertex:{module:this.state.device.createShaderModule({label:"renderer-present-module",code:ts}),entryPoint:"vsMain"},fragment:{module:this.state.device.createShaderModule({label:"renderer-present-fragment-module",code:ts}),entryPoint:"fsMain",targets:[{format:this.state.format}]},primitive:{topology:"triangle-list"}}).then(e=>{this.state.presentPipeline=e}));const c=this.state.device.createShaderModule({label:"renderer-scene-color-snapshot-module",code:is});e.push(E(this.state.device,{label:"renderer-scene-color-snapshot-pipeline",layout:l,vertex:{module:c,entryPoint:"vsMain"},fragment:{module:c,entryPoint:"fsMain",targets:[{format:P}]},primitive:{topology:"triangle-list"}}).then(e=>{this.state.sceneColorSnapshotPipeline=e}));const u=this.state.device.createShaderModule({label:"physical-transmission-snapshot-module",code:ns});e.push(E(this.state.device,{label:"physical-transmission-snapshot-pipeline",layout:l,vertex:{module:u,entryPoint:"vsMain"},fragment:{module:u,entryPoint:"fsMain",targets:[{format:C}]},primitive:{topology:"triangle-list"}}).then(e=>{this.transmissionSnapshotPipeline=e})),await Promise.all(e)}ensureTransmissionSnapshot(){if(this.transmissionSnapshotTexture&&this.transmissionSnapshotSize.width===this.state.width&&this.transmissionSnapshotSize.height===this.state.height)return;this.transmissionSnapshotTexture?.destroy(),this.transmissionSnapshotSize.width=this.state.width,this.transmissionSnapshotSize.height=this.state.height;const e=1+Math.floor(Math.log2(Math.max(this.state.width,this.state.height)));this.transmissionSnapshotTexture=this.state.device.createTexture({label:"physical-transmission-snapshot",size:this.transmissionSnapshotSize,format:C,mipLevelCount:e,usage:GPUTextureUsage.RENDER_ATTACHMENT|GPUTextureUsage.TEXTURE_BINDING}),this.transmissionSnapshotView=this.transmissionSnapshotTexture.createView(),this.transmissionMipViews=[],this.transmissionMipBindGroups=[],this.transmissionSourceBindGroups=new WeakMap;for(let t=0;t<e;t++)this.transmissionMipViews.push(this.transmissionSnapshotTexture.createView({baseMipLevel:t,mipLevelCount:1})),t>0&&this.transmissionMipBindGroups.push(this.state.device.createBindGroup({layout:this.state.fullscreenTextureBindGroupLayout,entries:[{binding:0,resource:this.transmissionSampler},{binding:1,resource:this.transmissionMipViews[t-1]}]}));this.graphTextureResourceVersion++}copyTransmissionSnapshot(e,t){let r=this.transmissionSourceBindGroups.get(t);r||(r=this.state.device.createBindGroup({layout:this.state.fullscreenTextureBindGroupLayout,entries:[{binding:0,resource:this.transmissionSampler},{binding:1,resource:t}]}),this.transmissionSourceBindGroups.set(t,r));for(let t=0;t<this.transmissionMipViews.length;t++){const i=e.beginRenderPass({label:"physical-transmission-snapshot-mip",colorAttachments:[{view:this.transmissionMipViews[t],loadOp:"clear",storeOp:"store",clearValue:{r:0,g:0,b:0,a:1}}]});i.setPipeline(this.transmissionSnapshotPipeline),i.setBindGroup(0,0===t?r:this.transmissionMipBindGroups[t-1]),i.draw(3),i.end()}}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.directionalShadowScheduler.invalidate(),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??C,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??C,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 "${e}" has not been defined.`);return{width:t.width,height:t.height}}getColorTargetFormat(e){if(!this.state.format)throw new Error("Renderer is not initialized.");if("sceneColor"===e||"postProcessColor"===e)return C;const t=this.colorTargetCache.get(e);if(!t)throw new Error(`Color target "${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 $n("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:C,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],getSkeletonBoneBuffer:this.getSkeletonBoneBufferForPass,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 $n("DirectionalShadowPass",()=>{this.executeDirectionalShadowPass(t,i,s,o)},{writes:["directionalShadow"]}))},addPointShadowPass:()=>{s.lights.points.some(e=>e.castShadow)&&e.addPass(new $n("PointShadowPass",()=>{this.executePointShadowPass(t,i,s,o)},{writes:["pointShadow"]}))},addSpotShadowPass:()=>{s.lights.spots.some(e=>e.castShadow)&&e.addPass(new $n("SpotShadowPass",()=>{this.executeSpotShadowPass(t,i,s,o)},{writes:["spotShadow"]}))},addDepthPrepass:()=>{d=!0,this.getHiZOcclusionCullingActive()&&this.hasEnabledStaticDrawSets()&&e.addPass(new $n("TemporalStaticVisibilityPrepass",()=>{this.executeStaticVisibilityPasses(t,"prepass")},{reads:["hiz"],writes:["staticIndirectArgs"]})),e.addPass(new $n("DepthPrepass",()=>{this.executeDepthPrepass(t,r,s,o)},{writes:["mainDepth"]}))},addHiZPasses:()=>{this.getHiZOcclusionCullingActive()&&e.addPass(new $n("HiZPasses",()=>{this.executeHiZPasses(t)},{reads:["mainDepth"],writes:["hiz"]}))},addVisibilityPass:()=>{this.getHiZOcclusionCullingActive()&&(n||this.hasEnabledStaticDrawSets())&&(e.addPass(new $n("VisibilityPass",()=>{n&&this.executeVisibilityPass(t,n),this.executeStaticVisibilityPasses(t,"postpass")},{reads:["hiz"],writes:["indirectArgs","staticIndirectArgs"]})),this.sampleCount>1&&this.hasEnabledStaticDrawSets()&&e.addPass(new $n("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 $n("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 $n("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 $n("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 $n("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 $n("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=p(a),l=o.includes("physicalTransmissionSnapshot");l&&this.ensureTransmissionSnapshot();const c=!0===i?.sceneColor||a.some(e=>e.material.usesSceneColor()),u=!0===i?.sceneDepth||a.some(e=>e.material.usesSceneDepth()),d=o.includes("mainDepth");if(!(l||c||u||d))return;const f=this.getColorTargetDimensions(r);if(f.width!==this.state.width||f.height!==this.state.height||this.getColorTargetFormat(r)!==C)throw new Error("Scene texture snapshots currently require a full-resolution rgba16float source.");e.addPass(new $n("SceneTextureCopyPass",()=>{if(l&&this.copyTransmissionSnapshot(t,this.getColorTargetView(r)),c){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()}u&&this.executeHiZPasses(t,!1,!0),d&&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:[...c||l?[r]:[],...u||d?["mainDepth"]:[]],writes:[...c?["sceneColorSnapshot"]:[],...l?["physicalTransmissionSnapshot"]:[],...u||d?["sceneDepthSnapshot"]:[]]})),(u||d)&&(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 $n("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 $n("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 $n(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 $n(t.name,()=>{t.execute(f)},{reads:t.reads,writes:t.writes,dependsOn:t.dependsOn}))},addPresentPass:(r="sceneColor")=>{e.addPass(new $n("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 Ki,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 Ki,boundsMax:new Ki},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.cameraDetailRejected=t.cameraDetailRejected,e.detailCulling=h(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,p,f,m,g,v,x,w,b,y,S,C,P,M,B,D,T,I=null){const V=!0===o?.isBatchedMesh,R=n.wireframe&&"triangle-list"===n.primitiveTopology;return R&&this.ensureWireframeIndex(t,i),this.shouldInvalidateDrawMaterialResource(e,n,w,V,I)&&(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.cameraDetailRejected=void 0,e.detailCulling=h(o),e.frontFaceCW=null!==o&&!0===o.isMesh&&o.matrixWorld.determinant()<0,e.usesBatching=V,e.geometryGroup=l,e.batchKey=c,e.batchHash=u,e.indexed=R||d,e.wireframe=R,e.start=R?2*p:p,e.count=R?2*f:f,e.transparent=m,e.renderOrder=g,e.hasRenderCallbacks=v,e.castShadow=x,e.receiveShadow=w,e.sortMaterialId=b,e.sortGeometryId=y,e.sortCustomDepthMaterialId=S,e.skinning=I,e.instanceStart=C,e.instanceCount=P,e.boundsCenter.set(M,B,D),e.boundsRadius=T,e.sortDepth=0,e.transparentSortGroup=0,e.transparentSortOrder=0,e.sourceRanges=void 0,e}pushOpaqueDrawTemplate(e,t,r,i,n,a,s){e.detailCulling=h(e.sourceObject),e.cameraDetailRejected=!p(L.set(i,n,a),s,this.cameraViewProjScratch,this.state.width,this.state.height,this.transparentSortCameraPositionScratch,e.detailCulling.minScreenSize*(e.sourceObject&&this.cameraDetailHistory.get(e.sourceObject)?.85:1.15),e.detailCulling.maxDistance),e.sourceObject&&this.cameraDetailHistory.set(e.sourceObject,!e.cameraDetailRejected);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(oi(r.template,e)){c=r;break}}else oi(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){let t=this.outlineResolvedFrameCache.get(e);if(!t||t.extractionVersion!==this.extractionVersion){const r=this.materialResolver?.(e,"outline");t?(t.extractionVersion=this.extractionVersion,t.material=r):(t={extractionVersion:this.extractionVersion,material:r},this.outlineResolvedFrameCache.set(e,t))}const r=t.material;if(r)return r}let i=this.toonOutlineMaterialCache.get(e);if(!i){const t=t=>new Sr({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?ps:[{name:"position",shaderLocation:0,format:"float32x3"},{name:"normal",shaderLocation:1,format:"float32x3",defaultValue:[0,0,1]}],uniforms:{outlineThickness:r.thickness??.003,outlineColor:(new zi).fromArray(r.color??[0,0,0]),outlineAlpha:r.alpha??e.opacity},side:Vi,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 f=this.extractedAmbientScratch;f.set(0,0,0,0);let m=null;const g=this.activeDirectionalLightsScratch,w=this.activePointLightsScratch,b=this.activeSpotLightsScratch,y=this.fogVolumeObjectsScratch;g.length=0,w.length=0,b.length=0,y.length=0;const S=this.extractedBoundsMinScratch;S.set(1/0,1/0,1/0);const C=this.extractedBoundsMaxScratch;C.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];mi(t,0,s-i,u-o,f-d,x-m),mi(t,4,s+i,u+o,f+d,x+m),mi(t,8,s+n,u+l,f+h,x+g),mi(t,12,s-n,u-l,f-h,x-g),mi(t,16,s-a,u-c,f-p,x-v),mi(t,20,a,c,p,v)}(fi(t,this.cameraViewProjScratch),this.cameraFrustumPlanesScratch);const P=this.transparentSortCameraPositionScratch,M=this.transparentSortCameraForwardScratch;t.getWorldPosition(P),t.getWorldDirection(M);const B=r?this.isSphereVisibleForCompilationScratch:this.isSphereVisibleScratch,D=this.updateExtractedBoundsFromMatrixScratch,T=this.objectTraversalStackScratch;T.length=0,T.push(e);for(let e=this.csmCascadeLights.length-1;e>=0;e-=1)T.push(this.csmCascadeLights[e]);for(;T.length>0;){const e=T.pop();if(this.extractingCaster=e.castShadow,!e.visible)continue;const r=0!==(e.layers.mask&t.layers.mask);if(!0===e.isFogVolumeObject&&null!=e.volume)y.push(e);else if(e.isAmbientLight){if(r){const t=e;f.x+=t.color.r*t.intensity,f.y+=t.color.g*t.intensity,f.z+=t.color.b*t.intensity,f.w=1}}else if(e.isHemisphereLight){if(r&&null==m){const t=e,r=this.extractedHemisphereScratch;L.setFromMatrixPosition(t.matrixWorld),r.direction.copy(L),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,m=r}}else if(e.isDirectionalLight){if(r&&g.length<4&&!this.hasExtractedDirectionalLight(g,e)){const t=e,r=t.shadow,i=r.camera,n=this.extractedDirectionalLightsScratch[g.length];n.sourceLight=t,t.target.matrixWorldAutoUpdate&&t.target.updateMatrixWorld(!0),L.setFromMatrixPosition(t.matrixWorld),U.setFromMatrixPosition(t.target.matrixWorld),n.position.copy(L),n.target.copy(U),n.direction.copy(U).sub(L).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,g.push(n)}}else if(e.isPointLight){if(r&&w.length<v){const t=e,r=t.shadow,i=r.camera;L.setFromMatrixPosition(t.matrixWorld);const n=t.distance>0?t.distance:Math.max(i.far,25);if(!gi(this.cameraFrustumPlanesScratch,L.x,L.y,L.z,n))continue;const a=this.extractedPointLightsScratch[w.length];a.sourceLight=t,a.position.copy(L),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,w.push(a)}}else if(e.isSpotLight){if(r&&b.length<x){const t=e,r=t.shadow,i=r.camera,n=this.extractedSpotLightsScratch[b.length];n.sourceLight=t,t.target.matrixWorldAutoUpdate&&t.target.updateMatrixWorld(!0),L.setFromMatrixPosition(t.matrixWorld),U.setFromMatrixPosition(t.target.matrixWorld);const a=t.distance>0?t.distance:i.far;if(!gi(this.cameraFrustumPlanesScratch,L.x,L.y,L.z,a))continue;n.position.copy(L),n.direction.copy(U).sub(L).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,b.push(n)}}else r&&e.isBatchedMesh?this.collectBatchedMesh(e,a,D,B,t,P,M):r&&e.isInstancedMesh?this.collectInstancedMesh(e,a,D,B):r&&e.isSkinnedMesh?this.collectSkinnedMesh(e,a,D,B):r&&e.isLine?this.collectLine(e,a,D,B):r&&e.isSprite?this.collectSprite(e,a,D,B):r&&e.isMesh&&this.collectMesh(e,a,D,B);const i=e.children;for(let e=i.length-1;e>=0;e-=1)T.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);g.sort((t,r)=>((null==t.sourceLight?void 0:e.get(t.sourceLight))??4)-((null==r.sourceLight?void 0:e.get(r.sourceLight))??4))}const I=o.length;this.updateTransparentDrawSortDepths(i,P,M),i.sort(ni),Number.isFinite(S.x)||(S.set(-6,-6,-6),C.set(6,6,6)),this.sortOpaqueDraws(l);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&&li(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}this.sortOpaqueDraws(c);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<I;e+=1){const t=o[e];if(t.residentInstanceBinding)continue;const r=d.instanceCount;d.appendRange(a,t.instanceStart,t.instanceCount),t.instanceStart=r}this.sortOpaqueDraws(s),this.sortOpaqueDraws(o);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}w.sort(ds),b.sort(ds);for(let e=4;e<w.length;e+=1)w[e].castShadow=!1;for(let e=4;e<b.length;e+=1)b[e].castShadow=!1;const V=this.extractedLightsScratch;V.hemisphere=m,V.directional=g[0]??null,V.point=w[0]??null,V.spot=b[0]??null;const R=this.extractedFrameScratch;R.scene=e,R.camera=t,R.fogVolumeObjects=y,R.transparentDraws=i,R.instanceData=d,R.residentInstanceUploads=n,this.extractingCaster=!1;const G=this.shadowDrawsScratch;G.length=0;for(const e of[s,o,i]){for(const t of e)t.castShadow&&!t.transparent&&G.push(t);if(!r){let t=0;for(const r of e){const i=r.detailCulling??h(r.sourceObject);!r.cameraDetailRejected&&this.isSphereVisibleScratch(r.boundsCenter.x,r.boundsCenter.y,r.boundsCenter.z,r.boundsRadius,r.sourceObject?.frustumCulled??!0)&&p(r.boundsCenter,r.boundsRadius,this.cameraViewProjScratch,this.state.width,this.state.height,P,!1===r.cameraDetailRejected?0:i.minScreenSize,i.maxDistance)&&(e[t++]=r)}e.length=t}}return R.shadowDraws=G,R}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=`${Gr(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 ji(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=Gr(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 Gi;f.setIndex([0,2,1,2,3,1,2,4,3,4,5,3,4,6,5,6,7,5]),f.setAttribute("position",new Ri(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 Ai(new Float32Array(d),3)),f.setAttribute("instanceEnd",new Ai(new Float32Array(h),3)),f.instanceCount=d.length/3;const m=vi(n);f.boundingSphere=new _i(m.center.clone(),m.radius),o={signature:s,sourceGeometry:n,mesh:new ji(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 ji(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:vi(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=Ci(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&&Fr(l.materials,a)&&Or(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),V=this.getObjectMotionHistory(e,p),R=ls(e),G=cs(e);let z=0,L=null;if(!(n instanceof Fi&&I>1)||e instanceof Ni||this.hasRenderCallbacks(e))for(let e=0;e<I;e+=1){const r=Xr(t,p,1,1,1,1,void 0,V.matrix,R,G,V.valid?1:0);0===e&&(z=r)}else{let t=this.repeatedMeshInstances.get(e);if(!t||t.geometry!==n||t.data.disposed){t&&this.repeatedInstanceResources.get(t.data)?.();const r=new Bi,i=()=>{n.removeEventListener("dispose",i),r.dispose(),this.repeatedInstanceResources.delete(r)};n.addEventListener("dispose",i),this.repeatedInstanceResources.set(r,i),t={geometry:n,data:r},this.repeatedMeshInstances.set(e,t)}L=t.data,L.update(I,p,V.matrix,R,G,V.valid?1:0),!L.residentBufferDirty&&L.residentInstanceBinding.buffer||this.residentInstanceUploadsScratch.push(L)}this.commitObjectMotionHistory(V,p),r(p);for(let e=0;e<T;e+=1){const t=D.templates[e],r=this.populateDrawCall(this.acquireDrawCall(),t,z,I,v,x,w,C);L&&(r.residentInstanceBinding=L.residentInstanceBinding),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().");const i=r?this.pipelineCompilationDiagnostics:void 0;let n=performance.now();const a=e=>{i&&(i.phases[e]=Math.round(performance.now()-n)),n=performance.now()};e.matrixWorldAutoUpdate&&e.updateMatrixWorld(),null===t.parent&&t.matrixWorldAutoUpdate&&t.updateMatrixWorld(),a("worldMatrices");const s=this.extractScene(e,t,!0);a("extractScene"),this.ensureShadowTextureSizes(s),this.uploadInstanceData(s.instanceData),this.uploadResidentInstanceData(s.residentInstanceUploads),this.uploadDrawMetadata(this.getHiZOcclusionCullingActive()?s.gpuOpaqueDraws:[]),this.ensureTiledLightingSize(),this.updateCameraUniforms(t,e),this.updateLightUniforms(s),a("sceneUploads");const o=this.compileDrawScratch;o.length=0,o.push(...s.gpuOpaqueDraws,...s.directOpaqueDraws,...s.transparentDraws);for(const e of o)this.prepareDrawGeometryVertexBuffers(e);if(i&&(i.drawCount=o.length),a("geometryBuffers"),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,s,{drawCallCount:0,triangleCount:0},e);this.graphBuilder(this.renderGraph,r),i&&(i.materialRequestCount=e.length),a("renderGraph");const n=[],o=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}`;o.has(e)||(o.add(e),n.push(this.compileStaticDrawMaterialsAsync(t.colorTargetFormats,t.sampleCount,t.staticDrawStage)))}return a("scheduleMaterials"),Promise.all(n).then(()=>{})}this.compileDrawMaterials(o)}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=Ci(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&&di(c.cachedMatrixWorld,e.matrixWorld.elements),g=hi(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,ui(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=hi(s),l=n.x,m=n.y,g=n.z,v=s[0],x=s[4],b=s[8],y=s[12],S=s[1],C=s[5],P=s[9],M=s[13],B=s[2],D=s[6],T=s[10],I=s[14],V=s[3],R=s[7],G=s[11],z=s[15];for(let n=0;n<e.count;n+=1){const e=16*n,s=n*w,c=u[e+0]??0,d=u[e+1]??0,f=u[e+2]??0,U=u[e+3]??0,A=u[e+4]??0,F=u[e+5]??0,k=u[e+6]??0,E=u[e+7]??0,O=u[e+8]??0,j=u[e+9]??0,$=u[e+10]??0,W=u[e+11]??0,N=u[e+12]??0,_=u[e+13]??0,H=u[e+14]??0,q=u[e+15]??0;let K,Z,Y,X,J,Q,ee,te,re,ie,ne,ae,se,oe,le,ce;o?(K=c,Z=d,Y=f,X=U,J=A,Q=F,ee=k,te=E,re=O,ie=j,ne=$,ae=W,se=N,oe=_,le=H,ce=q):(K=v*c+x*d+b*f+y*U,J=v*A+x*F+b*k+y*E,re=v*O+x*j+b*$+y*W,se=v*N+x*_+b*H+y*q,Z=S*c+C*d+P*f+M*U,Q=S*A+C*F+P*k+M*E,ie=S*O+C*j+P*$+M*W,oe=S*N+C*_+P*H+M*q,Y=B*c+D*d+T*f+I*U,ee=B*A+D*F+T*k+I*E,ne=B*O+D*j+T*$+I*W,le=B*N+D*_+T*H+I*q,X=V*c+R*d+G*f+z*U,te=V*A+R*F+G*k+z*E,ae=V*O+R*j+G*$+z*W,ce=V*N+R*_+G*H+z*q),t[s+0]=K,t[s+1]=Z,t[s+2]=Y,t[s+3]=X,t[s+4]=J,t[s+5]=Q,t[s+6]=ee,t[s+7]=te,t[s+8]=re,t[s+9]=ie,t[s+10]=ne,t[s+11]=ae,t[s+12]=se,t[s+13]=oe,t[s+14]=le,t[s+15]=ce;const ue=n*p;t[s+16]=h?h[ue+0]??1:1,t[s+17]=h?h[ue+1]??1:1,t[s+18]=h?h[ue+2]??1:1,t[s+19]=h&&p>=4?h[ue+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 de=K*l+J*m+re*g+se,he=Z*l+Q*m+ie*g+oe,pe=Y*l+ee*m+ne*g+le,fe=Math.sqrt(K*K+Z*Z+Y*Y),me=Math.sqrt(J*J+Q*Q+ee*ee),ge=Math.sqrt(re*re+ie*ie+ne*ne),ve=a*Math.max(fe,me,ge,1e-5);bi(r,i,L.set(de,he,pe),ve)}c.cachedDrawBoundsCenter.copy(r).add(i).multiplyScalar(.5);const U=i.x-c.cachedDrawBoundsCenter.x,A=i.y-c.cachedDrawBoundsCenter.y,F=i.z-c.cachedDrawBoundsCenter.z;c.cachedDrawBoundsRadius=Math.sqrt(U*U+A*A+F*F),c.cachedInstanceMatrixVersion=d,c.cachedInstanceColorVersion=f,c.cachedCount=e.count,c.cachedDefaultColorData=null,ui(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),pi(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=L;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*xi(e.matrixWorld),e.frustumCulled&&!i(a,o,l,s,!0))return}const o=Array.isArray(e.material)?e.material:null,l=o?o[0]:e.material,c=Ci(e),u=null!==e.geometry.index,d=this.getSkinnedGeometryResource(e);if(this.refreshSkinningPalette(d.skinning.palette),this.refreshSkinningBindMatrices(e,d.skinning),null===n){if(this.updateSkinnedBounds(e,d),a.copy(d.localBoundsCenter).applyMatrix4(e.matrixWorld),s=d.localBoundsRadius*xi(e.matrixWorld),!i(a.x,a.y,a.z,s,e.frustumCulled))return}else a.copy(n.center).applyMatrix4(e.matrixWorld);this.uploadSkinningResources(d.skinning);const h=this.getObjectMotionHistory(e,e.matrixWorld.elements),p=Jr(t,e.matrixWorld,1,1,1,1,void 0,h.matrix,ls(e),cs(e),h.valid?1:0);if(this.commitObjectMotionHistory(h,e.matrixWorld.elements),r(e.matrixWorld.elements),e.geometry.groups.length>0&&(null===o||o.length>0)){for(let t=0;t<e.geometry.groups.length;t++){const r=e.geometry.groups[t],i=o?o[r.materialIndex??0]??l:l,n=this.resolveSkinnedMaterial(i);if(!n)continue;const h=_r(e.geometry,u,r.start,r.count),f=this.skinnedDrawKeys.get(e,t,n,u,r.start,h,c),m=this.populateDynamicDrawCall(this.acquireDrawCall(),e.geometry,e,d.resource,n,c,null,e,r,f.batchKey,f.batchHash,u,r.start,h,n.transparent,e.renderOrder,this.hasRenderCallbacks(e),e.castShadow,e.receiveShadow,f.materialId,f.geometryId,f.depthMaterialId,p,1,a.x,a.y,a.z,s,d.skinning);this.pushDraw(m),this.pushToonOutlineDraw(m,i)}return}const f=this.resolveSkinnedMaterial(l);if(!f)return;const m=Hr(e.geometry,u),g=this.skinnedDrawKeys.get(e,0,f,u,m.start,m.count,c),v=this.populateDynamicDrawCall(this.acquireDrawCall(),e.geometry,e,d.resource,f,c,null,e,null,g.batchKey,g.batchHash,u,m.start,m.count,f.transparent,e.renderOrder,this.hasRenderCallbacks(e),e.castShadow,e.receiveShadow,g.materialId,g.geometryId,g.depthMaterialId,p,1,a.x,a.y,a.z,s,d.skinning);this.pushDraw(v),this.pushToonOutlineDraw(v,l)}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=Ci(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)&&di(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 pi(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?R.fromArray(p,16*n):e.getMatrixAt(n,R),G.multiplyMatrices(e.matrixWorld,R);const h=u.localBoundsCenter,g=G.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=Jr(t,G,P,M,B,D,n);r(G.elements);const I=this.populateDrawCall(this.acquireDrawCall(),u,T,1,v,x,w,C),V=(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:V,index:n,draw:I}):(I.sortDepth=V,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 b=m.activeGroups;for(let e=0;e<b.length;e+=1){const t=b[e];t.activeInFrame=!1,t.activeCount=0}b.length=0;const y=m.cachedBoundsMin,S=m.cachedBoundsMax;y.set(1/0,1/0,1/0),S.set(-1/0,-1/0,-1/0),m.geometryIdsSnapshot.length!==d.length&&(m.geometryIdsSnapshot=new Int32Array(d.length));let C=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),b.push(r)),r.activeCount+=1,C+=1):m.geometryIdsSnapshot[e]=-1}const P=m.cachedInstanceData.beginWriteInstances(C);let M=0;for(let e=0;e<b.length;e+=1){const t=b[e];t.instanceStart=M,t.writeOffset=M*w,M+=t.activeCount}const B=hi(g),D=g[0],T=g[4],I=g[8],V=g[12],z=g[1],L=g[5],U=g[9],A=g[13],F=g[2],k=g[6],E=g[10],O=g[14],j=g[3],$=g[7],W=g[11],N=g[15];for(let t=0;t<h;t+=1){const r=m.geometryIdsSnapshot[t]??-1;if(r<0)continue;const i=m.groups[r];if(!i)continue;let n,a,s,o,l,c,u,d,h,g,v,x,b,C,M,G,_,H,q,K,Z,Y,X,J,Q,ee,te,re,ie,ne,ae,se;if(p){const e=16*t;n=p[e+0]??0,a=p[e+1]??0,s=p[e+2]??0,o=p[e+3]??0,l=p[e+4]??0,c=p[e+5]??0,u=p[e+6]??0,d=p[e+7]??0,h=p[e+8]??0,g=p[e+9]??0,v=p[e+10]??0,x=p[e+11]??0,b=p[e+12]??0,C=p[e+13]??0,M=p[e+14]??0,G=p[e+15]??0}else{e.getMatrixAt(t,R);const r=R.elements;n=r[0]??0,a=r[1]??0,s=r[2]??0,o=r[3]??0,l=r[4]??0,c=r[5]??0,u=r[6]??0,d=r[7]??0,h=r[8]??0,g=r[9]??0,v=r[10]??0,x=r[11]??0,b=r[12]??0,C=r[13]??0,M=r[14]??0,G=r[15]??0}B?(_=n,H=a,q=s,K=o,Z=l,Y=c,X=u,J=d,Q=h,ee=g,te=v,re=x,ie=b,ne=C,ae=M,se=G):(_=D*n+T*a+I*s+V*o,Z=D*l+T*c+I*u+V*d,Q=D*h+T*g+I*v+V*x,ie=D*b+T*C+I*M+V*G,H=z*n+L*a+U*s+A*o,Y=z*l+L*c+U*u+A*d,ee=z*h+L*g+U*v+A*x,ne=z*b+L*C+U*M+A*G,q=F*n+k*a+E*s+O*o,X=F*l+k*c+E*u+O*d,te=F*h+k*g+E*v+O*x,ae=F*b+k*C+E*M+O*G,K=j*n+$*a+W*s+N*o,J=j*l+$*c+W*u+N*d,re=j*h+$*g+W*v+N*x,se=j*b+$*C+W*M+N*G);const oe=f?f[4*t+0]??1:1,le=f?f[4*t+1]??1:1,ce=f?f[4*t+2]??1:1,ue=f?f[4*t+3]??1:1,de=i.writeOffset;P[de+0]=_,P[de+1]=H,P[de+2]=q,P[de+3]=K,P[de+4]=Z,P[de+5]=Y,P[de+6]=X,P[de+7]=J,P[de+8]=Q,P[de+9]=ee,P[de+10]=te,P[de+11]=re,P[de+12]=ie,P[de+13]=ne,P[de+14]=ae,P[de+15]=se,P[de+16]=oe,P[de+17]=le,P[de+18]=ce,P[de+19]=ue,P[de+20]=t,P[de+21]=1,P[de+22]=1,P[de+23]=0;for(let e=0;e<16;e+=1)P[de+24+e]=P[de+e];i.writeOffset+=w;const he=i.template.localBoundsCenter,pe=_*he.x+Z*he.y+Q*he.z+ie,fe=H*he.x+Y*he.y+ee*he.z+ne,me=q*he.x+X*he.y+te*he.z+ae,ge=Math.sqrt(_*_+H*H+q*q),ve=Math.sqrt(Z*Z+Y*Y+X*X),xe=Math.sqrt(Q*Q+ee*ee+te*te),we=i.template.localBoundsRadius*Math.max(ge,ve,xe,1e-5),be=pe-we,ye=fe-we,Se=me-we,Ce=pe+we,Pe=fe+we,Me=me+we;be<i.boundsMin.x&&(i.boundsMin.x=be),ye<i.boundsMin.y&&(i.boundsMin.y=ye),Se<i.boundsMin.z&&(i.boundsMin.z=Se),Ce>i.boundsMax.x&&(i.boundsMax.x=Ce),Pe>i.boundsMax.y&&(i.boundsMax.y=Pe),Me>i.boundsMax.z&&(i.boundsMax.z=Me),be<y.x&&(y.x=be),ye<y.y&&(y.y=ye),Se<y.z&&(y.z=Se),Ce>S.x&&(S.x=Ce),Pe>S.y&&(S.y=Pe),Me>S.z&&(S.z=Me)}const _=m.cachedDraws;let H=0;for(let e=0;e<b.length;e+=1){const t=b[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=_[H];c||(c={template:t.template,instanceStart:0,instanceCount:0,boundsCenter:new Ki,boundsRadius:0},_[H]=c),c.template=t.template,c.instanceStart=t.instanceStart,c.instanceCount=t.activeCount,c.boundsCenter.set(r,i,n),c.boundsRadius=l,H+=1}_.length=H,m.cachedMatricesVersion=v,m.cachedColorsVersion=x,m.cachedInstanceInfoLength=d.length,m.cachedGeometryCount=u._geometryCount??0,ui(g,m.cachedMatrixWorld),m.residentBufferDirty=!0,m.cacheValid=!0;let q=!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)&&(q=!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)))}q&&(this.residentInstanceUploadsScratch.push(m),pi(this.extractedBoundsMinScratch,this.extractedBoundsMaxScratch,y,S))}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,y,0,w)}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,Yr(n),0,16*t.count):this.state.device.queue.writeBuffer(i.buffer,0,S,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,Yr(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,Yr(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,y,0,w),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=yi(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=hs){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=hs,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=si(i,e.key),i=si(i,ei(e.geometryResource.position)),i=si(i,e.geometryResource.index?ei(e.geometryResource.index):0),i=si(i,ei(t.indirectBuffer)),i=si(i,e.indirectStartIndex),i=si(i,e.indirectCount),i=si(i,this.sampleCount),i=si(i,e.material.version),i=si(i,this.graphTextureResourceVersion),i=si(i,r),i>>>0}getColorFormatsId(e){if(e===hs)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=si(i,e.length),i=si(i,this.sampleCount),i=si(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=si(i,ei(a.material)),i=si(i,a.receiveShadow?1:0),i=si(i,a.material.version??0),i=si(i,ei(s.pipeline)),i=si(i,ei(s.bindGroup)),i=si(i,ei(o)),i=si(i,ei(a.geometryKey)),i=si(i,ei(a.geometryResource.position)),i=si(i,ei(a.geometryResource.normal)),i=si(i,ei(a.geometryResource.uv)),i=si(i,ei(a.geometryResource.color)),i=si(i,a.geometryResource.index?ei(a.geometryResource.index):0);for(const e of a.geometryResource.extraAttributeBuffers.values())i=si(i,ei(e));i=si(i,a.indexed?1:0),i=si(i,a.start),i=si(i,a.count),i=si(i,a.instanceStart),i=si(i,a.instanceCount);const l=a.material.getTexturesList();i=si(i,l.length);for(let e=0;e<l.length;e+=1){const t=l[e];i=si(i,ei(t)),i=si(i,t.version)}}return`forward-direct:${i}:${e.length}:samples=${this.sampleCount}:formats=${r.join("|")}`}getOrCreateDirectForwardBundle(e,t,r,i=hs){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*b;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*b;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*b*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+=yi(e)}executeVisibilityPass(e,t){la.call(this,e,t)}executeStaticVisibilityPasses(e,t){ua.call(this,e,t)}getOrCreateStaticVisibilityBindGroup(e,t){return da.call(this,e,t)}executeDirectionalShadowPass(e,t,r,i){ha.call(this,e,t,r,i)}executePointShadowPass(e,t,r,i){pa.call(this,e,t,r,i)}executeSpotShadowPass(e,t,r,i){fa.call(this,e,t,r,i)}executeDepthPrepass(e,t,r,i){ma.call(this,e,t,r,i)}executeStaticDepthPrepass(e,t,r){ga.call(this,e,t,r)}executeStaticTemporalDepthResolvePass(e){xa.call(this,e)}getOrCreateStaticDepthPrepassBundle(e,t){return ba.call(this,e,t)}executeHiZPasses(e,t=!1,r=!1){Ca.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=ai(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=ai(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){Pa.call(this,e,t,r,i,n,a,s,o,l,c)}executeStaticForwardPass(e,t,r,i="all",n=this.sampleCount){Ma.call(this,e,t,r,i,n)}getOrCreateStaticDirectForwardBundle(e,t,r=this.sampleCount){return Ba.call(this,e,t,r)}refreshStaticDrawMaterialResources(e){Ta.call(this,e)}syncStaticVisibleMaterialBindingCaches(e){Da.call(this,e)}recordStaticDrawStats(e,t){Ia.call(this,e,t)}hasEnabledStaticDrawSets(){return Va.call(this)}executePresentPass(e,t,r){Ra.call(this,e,t,r)}clearDirectionalShadow(e){Ga.call(this,e)}clearPointShadow(e){za.call(this,e)}clearSpotShadow(e){La.call(this,e)}drawDepthLike(e,t,r,i){Ua.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(!this.invokeObjectRenderCallbacks&&t&&t.lastValidatedExtractionVersion===this.extractionVersion)return t;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?n!==i.source||Rr(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=Wr(r,i,3,[0,0,0]),a=Wr(e.getAttribute("normal"),i,3,[0,0,1]),s=Wr(e.getAttribute("uv"),i,2,[0,0]),o=Wr(e.getAttribute("color"),i,4,[1,1,1,1]),l=e.getAttribute("skinIndex"),c=e.getAttribute("skinWeight"),u=l?Nr(l,i,"uint32x4",[]):void 0,d=c?Nr(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=kr(this.state.device,r,GPUBufferUsage.INDEX,`${e.uuid}-index`)}const f={signature:Gr(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,source:r,version:Rr(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||=t!==i.source||Rr(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=Rr(t),a=t!==r.source;if(!a&&n===r.version)continue;const s=i[r.name];if(!t||!s?.buffer)return!1;const o=Number(s.format.at(-1)),l=!a&&"updateRanges"in t&&t.updateRanges.length>0?t.updateRanges:[{start:0,count:t.count*t.itemSize}];for(const e of l){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;if(t instanceof Ri&&!t.normalized&&t.itemSize===o&&("uint32x4"===s.format&&t.array instanceof Uint32Array||"uint32x4"!==s.format&&t.array instanceof Float32Array)){this.state.device.queue.writeBuffer(s.buffer,r*o*4,t.array.buffer,t.array.byteOffset+r*o*4,(i-r)*o*4);continue}const n="uint32x4"===s.format?new Uint32Array((i-r)*o):new Float32Array((i-r)*o);for(let e=r;e<i;e++){const i=(e-r)*o;for(let r=0;r<o;r++){const a=0===r?t.getX(e):1===r&&t.itemSize>1?t.getY(e):2===r&&t.itemSize>2?t.getZ(e):3===r&&t.itemSize>3?t.getW(e):void 0;n[i+r]=a??s.defaults[r]??0}}this.state.device.queue.writeBuffer(s.buffer,r*o*4,n)}"clearUpdateRanges"in t&&t.clearUpdateRanges(),r.version=n,r.source=t}return t.signature=Gr(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);let a=this.skinnedGeometryCache.get(e);if(!a||a.resource!==n||a.positionAttribute!==i||a.positionVersion!==Rr(i)||a.skinIndexAttribute!==t||a.skinIndexVersion!==Rr(t)||a.skinWeightAttribute!==r||a.skinWeightVersion!==Rr(r)||a.boneCount!==e.skeleton.bones.length||a.skinning.palette.skeleton!==e.skeleton){a&&a.skinning.bindUniformBuffer.destroy();const s=this.getSkinningPalette(e.skeleton),o=this.state.device.createBuffer({label:`${e.uuid}-skinning-bind-matrices`,size:32*Float32Array.BYTES_PER_ELEMENT,usage:GPUBufferUsage.UNIFORM|GPUBufferUsage.COPY_DST}),l=new Float32Array(32);l.set(e.bindMatrix.elements,0),l.set(e.bindMatrixInverse.elements,16);const c={bindGroup:this.state.device.createBindGroup({label:`${e.uuid}-skinning-bind-group`,layout:this.state.skinningBindGroupLayout,entries:[{binding:0,resource:{buffer:s.matrixBuffer}},{binding:1,resource:{buffer:o}},{binding:2,resource:{buffer:s.previousMatrixBuffer}}]}),bindUniformBuffer:o,bindMatrices:l,palette:s,bindUniformDirty:!0},u={positionAttribute:i,positionVersion:Rr(i),skinIndexAttribute:t,skinIndexVersion:Rr(t),skinWeightAttribute:r,skinWeightVersion:Rr(r),boneCount:e.skeleton.bones.length,resource:n,skinning:c,boneBounds:this.createSkinningBoneBounds(e,i,t,r),localBoundsMin:new Ki,localBoundsMax:new Ki,localBoundsCenter:new Ki,localBoundsRadius:1};a=u,this.skinnedGeometryCache.set(e,u)}if(!a)throw new Error("Skinned geometry cache entry could not be created.");return a}getSkinningPalette(e){const t=this.skinPaletteCache.get(e);if(t&&t.previousMatrices.length===16*e.bones.length)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;t&&(t.matrixBuffer.destroy(),t.previousMatrixBuffer.destroy(),this.skinPaletteResources.delete(t)),e.boneMatrices.length<r&&(e.boneMatrices=new Float32Array(r)),this.skeletonPalettes.update(e);const i=new Float32Array(r);for(let t=0;t<r;t++)i[t]=e.boneMatrices[t];const 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,previousDirty:!0,previousNeedsAdvance:!1,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 t=this.skeletonPalettes.update(e.skeleton);e.dirty||=t,e.previousDirty||=t||e.previousNeedsAdvance,e.previousNeedsAdvance=t}refreshSkinningBindMatrices(e,t){const r=t.bindMatrices;let i=!1;for(let t=0;t<16;t+=1){const n=Math.fround(e.bindMatrix.elements[t]),a=Math.fround(e.bindMatrixInverse.elements[t]);r[t]===n&&r[t+16]===a||(i=!0),r[t]=n,r[t+16]=a}t.bindUniformDirty||=i}uploadSkinningPalette(e){if(this.state.device&&(e.previousDirty&&(this.state.device.queue.writeBuffer(e.previousMatrixBuffer,0,e.previousMatrices.buffer,e.previousMatrices.byteOffset,e.previousMatrices.byteLength),e.previousDirty=!1),e.dirty)){const t=e.skeleton.boneMatrices;this.state.device.queue.writeBuffer(e.matrixBuffer,0,t.buffer,t.byteOffset,16*e.skeleton.bones.length*Float32Array.BYTES_PER_ELEMENT);for(let r=0;r<e.previousMatrices.length;r++)e.previousMatrices[r]=t[r];e.dirty=!1}}uploadSkinningResources(e){this.state.device&&(this.uploadSkinningPalette(e.palette),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 Ki(1/0,1/0,1/0)),a=Array.from({length:e.skeleton.bones.length},()=>new Ki(-1/0,-1/0,-1/0));for(let e=0;e<t.count;e+=1){L.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(L),l.max(L))}}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=vi(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=wi(a.center,a.radius,e.bindMatrix,t.skinning.palette.skeleton.boneMatrices,16*n,e.bindMatrixInverse,L);r.min(U.copy(L).addScalar(-s)),i.max(U.copy(L).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=kr(this.state.device,t,GPUBufferUsage.INDEX,`${e}-index`)}return{position:kr(this.state.device,t,l|GPUBufferUsage.COPY_DST,`${e}-position`),normal:kr(this.state.device,r,c|GPUBufferUsage.COPY_DST,`${e}-normal`),uv:kr(this.state.device,i,GPUBufferUsage.VERTEX|GPUBufferUsage.COPY_DST,`${e}-uv`),color:kr(this.state.device,n,GPUBufferUsage.VERTEX|GPUBufferUsage.COPY_DST,`${e}-color`),skinIndex:a?kr(this.state.device,a,GPUBufferUsage.VERTEX|GPUBufferUsage.COPY_DST,`${e}-skin-index`):null,skinWeight:s?kr(this.state.device,s,GPUBufferUsage.VERTEX|GPUBufferUsage.COPY_DST,`${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+=Lr(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 "${r.name}".`);i.push(e)}return r.skinned=i,r.skinned}getGeometryVertexBuffer(e,t,r,i=0,n=1){if(!this.state.device)throw new Error("Renderer is not initialized.");const a=this.getStandardVertexAttribute(r);if(a){const e=t[a];if(e)return e}const s=e.getAttribute(r.name),o="instance"===r.stepMode,l=o?Math.max(0,Math.trunc(i)):0;if(o&&!s)return this.getDefaultInstanceAttributeBuffer(r,l+Math.max(1,n));const c=Rr(s),u=this.geometryVertexBufferFastCache.get(t),d=u?.get(r),h=d?.get(l);if(h&&h.source===s&&h.version===c&&h.itemSize===(s?.itemSize??0)&&h.count===(s?.count??0))return h.buffer;const p=`${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 "${r.name}".`);const g=Nr(s,o?l+Math.max(1,s?.count??1,n):t.vertexCount,r.format,r.defaultValue??[],o?l:0);if(m&&m.size>=Math.max(4,g.byteLength))return this.state.device.queue.writeBuffer(m,0,g.buffer,g.byteOffset,g.byteLength),t.extraAttributeBufferVersions.set(p,f),this.cacheGeometryVertexBufferFast(t,r,l,s,c,m),m;const v=kr(this.state.device,g,GPUBufferUsage.VERTEX|GPUBufferUsage.COPY_DST,`${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?`${Rr(r)}:${r.itemSize}:${r.count}`:"default"}).join("|"),u=t.extraAttributeBuffers.get(l);if(u&&t.extraAttributeBufferVersions.get(l)===c)return u;const d=[];let h=0;for(const e of r)d.push(h),h+=Lr(e.format);const p=new Uint8Array(o*h);for(let t=0;t<r.length;t+=1){const i=r[t],n=Nr(e.getAttribute(i.name),o,i.format,i.defaultValue??[],"instance"===a?s:0),l=new Uint8Array(n.buffer,n.byteOffset,n.byteLength),c=Lr(i.format);for(let e=0;e<o;e+=1)p.set(l.subarray(e*c,(e+1)*c),e*h+d[t])}if(u&&u.size>=Math.max(4,p.byteLength))return this.state.device.queue.writeBuffer(u,0,p.buffer,p.byteOffset,p.byteLength),t.extraAttributeBufferVersions.set(l,c),u;const f=kr(this.state.device,p,GPUBufferUsage.VERTEX|GPUBufferUsage.COPY_DST,`${e.uuid}-interleaved-${a}`);return u&&(this.clearIndirectBundleCache(),this.retiredGeometryBuffers.push(u)),t.extraAttributeBuffers.set(l,f),t.extraAttributeBufferVersions.set(l,c),f}ensureWireframeIndex(e,t){if(t.wireframeIndex)return;if(!this.state.device)throw new Error("Renderer is not initialized.");const r=e.index?.array,i=r?.length??t.vertexCount,n=Math.floor(i/3),a=t.vertexCount>65535,s=a?new Uint32Array(6*n):new Uint16Array(6*n);for(let e=0;e<n;e+=1){const t=3*e,i=6*e,n=r?r[t]:t,a=r?r[t+1]:t+1,o=r?r[t+2]:t+2;s[i]=n,s[i+1]=a,s[i+2]=a,s[i+3]=o,s[i+4]=o,s[i+5]=n}t.wireframeIndexFormat=a?"uint32":"uint16",t.wireframeIndex=kr(this.state.device,s,GPUBufferUsage.INDEX,`${e.uuid}-wireframe-index`)}bindGeometryVertexBuffers(e,t,r,i,n=0,a=1,s=!1){const o=this.prepareGeometryVertexBuffers(t,r,i,n,a);for(let t=0;t<o.length;t+=1)e.setVertexBuffer(t,o[t]);s&&r.wireframeIndex&&r.wireframeIndexFormat?e.setIndexBuffer(r.wireframeIndex,r.wireframeIndexFormat):r.index&&r.indexFormat&&e.setIndexBuffer(r.index,r.indexFormat)}prepareGeometryVertexBuffers(e,t,r,i,n){let a=this.preparedVertexBufferCache.get(t);a||(a=new WeakMap,this.preparedVertexBufferCache.set(t,a));let s=a.get(r);s||(s={instanced:r.some(e=>"instance"===e.stepMode),ranges:new Map},a.set(r,s));const o=s.instanced?Math.max(0,Math.trunc(i)):0,l=s.instanced?n:1;let c=s.ranges.get(o);if(!this.invokeObjectRenderCallbacks&&c&&c.extractionVersion===this.extractionVersion&&c.instanceCount===l&&c.instanceBufferSize===this.state.instanceBufferSize)return c.buffers;c||(c={extractionVersion:-1,instanceCount:l,instanceBufferSize:0,buffers:[]},s.ranges.set(o,c));let u=this.vertexBufferBindingPlanCache.get(r);u||(u=this.getVertexAttributeGroups(r).map(e=>({group:e,standardAttribute:1===e.length?this.getStandardVertexAttribute(e[0]):null})),this.vertexBufferBindingPlanCache.set(r,u));for(let r=0;r<u.length;r+=1){const{group:a,standardAttribute:s}=u[r],o=s?t[s]:null;c.buffers[r]=o??(1===a.length?this.getGeometryVertexBuffer(e,t,a[0],i,n):this.getInterleavedGeometryVertexBuffer(e,t,a,i,n))}return c.extractionVersion=this.extractionVersion,c.instanceCount=l,c.instanceBufferSize=this.state.instanceBufferSize,c.buffers}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&&!jr(e.defaultValue,ws)?"uv"!==e.name||"float32x2"!==e.format||void 0!==e.defaultValue&&!jr(e.defaultValue,xs)?"color"!==e.name||"float32x4"!==e.format||void 0!==e.defaultValue&&!jr(e.defaultValue,bs)?"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){for(let t=0;t<(e.customDepthMaterial?2:1);t++){const r=0===t?e.material:e.customDepthMaterial,i=this.getMaterialVertexAttributes(r,null!==e.skinning);this.prepareGeometryVertexBuffers(e.geometry,e.geometryResource,i,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*w))),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=kr(this.state.device,Nr(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&&Fr(s.materials,o)&&Or(s.resolvedMaterials,i)))return s;const c=null!==e.geometry.index,u=vi(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=_r(e.geometry,c,t.start,t.count),u=ti(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:ri(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=Hr(e.geometry,c),i=ti(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:ri(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=Hr(e.geometry,n),s=vi(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:ti(t,e,n,a.start,a.count,r),batchHash:ri(l,c,n,a.start,a.count,u),sortMaterialId:l,sortGeometryId:c,sortCustomDepthMaterialId:u,localBoundsCenter:s.center.clone(),localBoundsRadius:s.radius,cachedInstanceData:new Mi(1024),cachedBoundsMin:new Ki,cachedBoundsMax:new Ki,cachedDrawBoundsCenter:new Ki,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=_r(e.geometry,o,a.start,a.count),u=ti(t,e.geometry,o,a.start,s,r),d=ei(t),h=ei(e.geometry),p=r?ei(r):0,f=e.getBoundingSphereAt(n,z),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:ri(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 Ki,localBoundsRadius:f?.radius??1};l[n]=m,c[n]={template:m,boundsMin:new Ki,boundsMax:new Ki,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 Mi(1024),cachedDraws:[],cachedBoundsMin:new Ki,cachedBoundsMax:new Ki,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=kt(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=Or(e.textures,t.getTexturesList())&&jr(e.textureVersions,t.getTextureVersionsList())&&Or(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=this.pipelineCompilationDiagnostics,n=i?performance.now():0,a=[],s=[],o=Array.from(e.getTexturesList()),l=Array.from(e.getTextureVersionsList()),c=e.getStorageBufferBindingList();let u=null;const d=i?performance.now():0;if(Object.keys(e.uniforms).length>0){const r=kt(e.uniforms,e.getUniformLayout());u=this.state.device.createBuffer({label:`${t}-uniforms`,size:r.byteLength,usage:GPUBufferUsage.UNIFORM|GPUBufferUsage.COPY_DST}),this.state.device.queue.writeBuffer(u,0,r),a.push({binding:0,visibility:GPUShaderStage.VERTEX|GPUShaderStage.FRAGMENT,buffer:{type:"uniform"}}),s.push({binding:0,resource:{buffer:u}})}i&&(i.cpuTotalsMs.uniformBuffer=(i.cpuTotalsMs.uniformBuffer??0)+performance.now()-d);for(const[t,n]of o.entries()){const o=1+2*t,l=i?performance.now():0,c=this.getTextureResource(n);if(i){const t=performance.now()-l;i.cpuTotalsMs.textureLookup=(i.cpuTotalsMs.textureLookup??0)+t,t>=1&&i.slowTextureLookups.push({material:e.name||e.uuid,texture:n.name||n.uuid,durationMs:t})}a.push({binding:o,visibility:r,sampler:{type:c.samplerBindingType}},{binding:o+1,visibility:r,texture:{sampleType:c.sampleType,viewDimension:c.viewDimension}}),s.push({binding:o,resource:c.sampler},{binding:o+1,resource:c.view})}const h=1+2*o.length,p=Array.from(e.getStorageBufferList());for(const[e,t]of c.entries()){const r=h+e;a.push({binding:r,visibility:Er(t.visibility),buffer:{type:"read-only-storage"}}),s.push({binding:r,resource:{buffer:t.buffer}})}return i&&(i.cpuTotalsMs.bindGroupData=(i.cpuTotalsMs.bindGroupData??0)+performance.now()-n),{bindGroupLayoutEntries:a,bindGroupEntries:s,uniformBuffer:u,textures:o,textureVersions:l,storageBuffers:p}}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:`${e.uuid}-graph-textures-layout`,entries:t})}createGraphTextureBindGroup(e,t){if(!(this.state.device&&this.state.linearClampSampler&&this.state.nearestClampSampler&&this.state.shadowComparisonSampler))throw new Error("Renderer graph texture bindings are not initialized.");let r=this.graphTextureBindGroupCache.get(e);const i=r?.get(t);if(i&&i.materialVersion===e.version&&i.resourceVersion===this.graphTextureResourceVersion)return i.bindGroup;const n=[];Object.values(e.getGraphTextureInputs()).forEach((e,t)=>{const r="comparison"===e.sampler?this.state.shadowComparisonSampler:"non-filtering"===e.sampler||"depth-2d"===e.dimension?this.state.nearestClampSampler:"physicalTransmissionSnapshot"===e.resource?this.transmissionSampler:this.state.linearClampSampler,i="mainDepth"===e.resource?this.state.sceneDepthSnapshotView:this.getGraphTextureView(e.resource);n.push({binding:2*t,resource:r},{binding:2*t+1,resource:i})});const a=this.state.device.createBindGroup({label:`${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"physicalTransmissionSnapshot"===e?this.transmissionSnapshotView:"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=${n?1:0}`;t.has(a)||(r.materialResource=this.getMaterialResource(r.material,e,r.receiveShadow,void 0,i,n),t.add(a))}}async compileDrawMaterialsAsync(e,t=hs,r=this.sampleCount,i=!0){const n=new Set,a=new Set,s=[],o=[];for(const l of e){const e=this.getDrawInstanceAccessMode(l);i&&l.residentInstanceBinding&&l.sourceObject instanceof ki&&o.push({...l,materialResource:null,residentInstanceBinding:{...l.residentInstanceBinding,mode:"packed"===e?"instanced-direct":"packed"}});const c=null!==l.skinning,u=this.drawUsesBatching(l),d=`${l.material.uuid}:${e}:receiveShadow=${l.receiveShadow?1:0}:skinning=${c?1:0}:batching=${u?1:0}`;if(n.has(d)||(s.push(this.getMaterialResourceAsync(l.material,e,l.receiveShadow,t,c,u,r).then(e=>(l.materialResource=e,e))),n.add(d)),l.customDepthMaterial){const t=`${l.customDepthMaterial.uuid}:${e}:skinning=${c?1:0}`;a.has(t)||(s.push(this.getDepthPassMaterialResourceAsyncForDraw(l.customDepthMaterial,"directionalShadow",l)),a.add(t))}if(null!==l.material.depthVertexShader||u){const t=null!==l.material.depthVertexShader?["prepass","directionalShadow","pointShadow"]:["prepass","directionalShadow"];for(const r of t){const t=`${l.material.uuid}:${r}:${e}:skinning=${c?1:0}:batching=${u?1:0}`;a.has(t)||(s.push(this.getDepthPassMaterialResourceAsyncForDraw(l.material,r,l)),a.add(t))}}}o.length>0&&s.push(this.compileDrawMaterialsAsync(o,t,r,!1)),await Promise.all(s)}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=${i.join("|")}`}getInstanceAccessModeIndex(e){return"packed"===e?0:"packed-visible"===e?1:2}getForwardMaterialFastCacheIndex(e,t,r,i,n=!1){return this.getInstanceAccessModeIndex(e)|(t?4:0)|(r?8:0)|(i?16:0)|(n?32:0)}getDepthMaterialFastCacheIndex(e,t,r,i,n=!1){return("prepass"===e?0:"directionalShadow"===e?1:2)+3*this.getInstanceAccessModeIndex(t)+(r?9:0)+(i?18:0)+(n?36:0)}fastMaterialResourceMatches(e,t,r=this.sampleCount){return e.materialVersion===t.version&&e.textureVersionHash===t.getTextureVersionHash()&&e.rendererSampleCount===r}setForwardMaterialFastCache(e,t,r){let i=this.forwardMaterialFastCache.get(e);i||(i=[],this.forwardMaterialFastCache.set(e,i)),i[t]=r}getForwardMaterialTargetFastCacheKey(e,t){return 32*this.getColorFormatsId(e)+t}setForwardMaterialTargetFastCache(e,t,r){let i=this.forwardMaterialTargetFastCache.get(e);i||(i=new Map,this.forwardMaterialTargetFastCache.set(e,i)),i.set(t,r)}setForwardMaterialFrameCache(e,t,r){let i=this.forwardMaterialFrameCache.get(e);i||(i=[],this.forwardMaterialFrameCache.set(e,i)),i[t]={extractionVersion:this.extractionVersion,resource:r}}setDepthMaterialFastCache(e,t,r){let i=this.depthMaterialFastCache.get(e);i||(i=[],this.depthMaterialFastCache.set(e,i)),i[t]=r}getDrawInstanceAccessMode(e){return"instanced-direct"===e.residentInstanceBinding?.mode?"instanced-direct":"packed"}drawUsesBatching(e){return e.usesBatching}buildMaterialShaderCode(e,t,r,i,n=!1,a=!1){const s=this.pipelineCompilationDiagnostics,o=s?performance.now():0,l=Ji(`${t}\n${r}`,this.createMaterialPreprocessorDefines(e,i,n,a),{sourceName:i}),c=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(;xn(e.charCodeAt(a));)a++;if("("!==e[a++])continue;for(;xn(e.charCodeAt(a));)a++;if(!e.startsWith("position",a))continue;for(a+=8;xn(e.charCodeAt(a));)a++;if(")"!==e[a++])continue;vn.lastIndex=a;const s=vn.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(""))}(l):l;return s&&(s.cpuTotalsMs.shaderPreprocess=(s.cpuTotalsMs.shaderPreprocess??0)+performance.now()-o),c}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:v,NUM_SPOT_LIGHTS:x,NUM_DIR_LIGHT_SHADOWS:4,NUM_POINT_LIGHT_SHADOWS:v,NUM_SPOT_LIGHT_SHADOWS:x,NUM_CLIPPING_PLANES:0,UNION_CLIPPING_PLANES:0,USE_SKINNING:r,RENDERER_MOTION_VECTORS:!t.includes("shared-depth"),...this.createTexturePreprocessorDefines(e)};return e.side===Li?n.DOUBLE_SIDED=!0:e.side===Vi&&(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===ci(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=hs,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,ci(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,ci(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,ci(r))}}getDepthPassMaterialResourceForDraw(e,t,r){return this.getDepthPassMaterialResource(e,t,this.getDrawInstanceAccessMode(r),null!==r.skinning,this.drawUsesBatching(r),ci(r))}getDepthPassMaterialResourceAsyncForDraw(e,t,r){return this.getDepthPassMaterialResourceAsync(e,t,this.getDrawInstanceAccessMode(r),null!==r.skinning,this.drawUsesBatching(r),ci(r))}getOrCreateSharedDepthPipeline(e,t,i,n,a,s,o,l){if(!(this.state.device&&this.state.shadowBindGroupLayout&&this.state.directShadowBindGroupLayout&&this.state.skinningBindGroupLayout))throw new Error("Renderer is not initialized.");const c=this.sharedDepthPipelineCache.get(e);if(c)return c;const u=`${t.uuid}-shared-depth-${i}-${n}`;r(this.state.device,u+"-pipeline",{key:String(t.userData.pipelineOrigin?.assetId??t.userData.assetId??t.userData.pipelineOrigin?.sourceUuid??t.uuid)+":depth:"+i,material:{name:t.name,uuid:t.uuid,version:t.version,assetId:t.userData.assetId,assetName:t.userData.assetName,...t.userData.pipelineOrigin},variant:{instanceAccessMode:n,useSkinning:s,useBatching:o,passKind:i,frontFaceCW:l},defines:{...t.defines}});const d=this.state.device.createBindGroupLayout({label:`${u}-material-layout`,entries:a}),h="prepass"===i?"instanced-direct"===n?this.state.directSceneBindGroupLayout:this.state.sceneBindGroupLayout:"instanced-direct"===n?this.state.directShadowBindGroupLayout:this.state.shadowBindGroupLayout,p=this.state.device.createPipelineLayout({label:`${u}-pipeline-layout`,bindGroupLayouts:[h,d,...s?[this.state.skinningBindGroupLayout]:[]]}),f=jn(t,"prepass"===i?"camera":"shadow",this.state.device,n,s),m=this.buildMaterialShaderCode(t,f,"pointShadow"===i?t.pointShadowVertexShader??t.vertexShader:t.depthVertexShader??t.vertexShader,`${u}-vertex`,s,o),g="pointShadow"===i?t.pointShadowFragmentShader:t.depthFragmentShader,v=g?this.buildMaterialShaderCode(t,f,g,`${u}-fragment`,s,o):null,x={bindGroupLayout:d,pipeline:this.state.device.createRenderPipeline({label:`${u}-pipeline`,layout:p,vertex:{module:this.state.device.createShaderModule({label:`${u}-vertex`,code:m}),entryPoint:"vsMain",buffers:this.createVertexBufferLayouts(this.getMaterialVertexAttributes(t,s))},...v?{fragment:{module:this.state.device.createShaderModule({label:`${u}-fragment`,code:v}),entryPoint:"fsMain",targets:"pointShadow"===i?[{format:"rgba16float"}]:[]}}:{},primitive:{topology:fs(t),cullMode:ms(t,i,o),frontFace:l?"cw":"ccw"},depthStencil:{format:"depth32float",depthWriteEnabled:!0,depthCompare:"less",..."directionalShadow"===i?{depthBias:1,depthBiasSlopeScale:2,depthBiasClamp:0}:{}}})};return this.sharedDepthPipelineCache.set(e,x),x}async getOrCreateSharedDepthPipelineAsync(e,t,i,n,a,s,o,l){if(!(this.state.device&&this.state.sceneBindGroupLayout&&this.state.directSceneBindGroupLayout&&this.state.shadowBindGroupLayout&&this.state.directShadowBindGroupLayout&&this.state.skinningBindGroupLayout))throw new Error("Renderer is not initialized.");const c=this.sharedDepthPipelineCache.get(e);if(c)return c;const u=this.sharedDepthPipelinePromiseCache.get(e);if(u)return u;const d=`${t.uuid}-shared-depth-${i}-${n}`;r(this.state.device,d+"-pipeline",{key:String(t.userData.pipelineOrigin?.assetId??t.userData.assetId??t.userData.pipelineOrigin?.sourceUuid??t.uuid)+":depth:"+i,material:{name:t.name,uuid:t.uuid,version:t.version,assetId:t.userData.assetId,assetName:t.userData.assetName,...t.userData.pipelineOrigin},variant:{instanceAccessMode:n,useSkinning:s,useBatching:o,passKind:i,frontFaceCW:l},defines:{...t.defines}});const h=(async()=>{const r=this.state.device.createBindGroupLayout({label:`${d}-material-layout`,entries:a}),c="prepass"===i?"instanced-direct"===n?this.state.directSceneBindGroupLayout:this.state.sceneBindGroupLayout:"instanced-direct"===n?this.state.directShadowBindGroupLayout:this.state.shadowBindGroupLayout,u=this.state.device.createPipelineLayout({label:`${d}-pipeline-layout`,bindGroupLayouts:[c,r,...s?[this.state.skinningBindGroupLayout]:[]]}),h=jn(t,"prepass"===i?"camera":"shadow",this.state.device,n,s),p=this.buildMaterialShaderCode(t,h,"pointShadow"===i?t.pointShadowVertexShader??t.vertexShader:t.depthVertexShader??t.vertexShader,`${d}-vertex`,s,o),f="pointShadow"===i?t.pointShadowFragmentShader:t.depthFragmentShader,m=f?this.buildMaterialShaderCode(t,h,f,`${d}-fragment`,s,o):null,g={bindGroupLayout:r,pipeline:await ys(this.state.device,{label:`${d}-pipeline`,layout:u,vertex:{module:this.state.device.createShaderModule({label:`${d}-vertex`,code:p}),entryPoint:"vsMain",buffers:this.createVertexBufferLayouts(this.getMaterialVertexAttributes(t,s))},...m?{fragment:{module:this.state.device.createShaderModule({label:`${d}-fragment`,code:m}),entryPoint:"fsMain",targets:"pointShadow"===i?[{format:"rgba16float"}]:[]}}:{},primitive:{topology:fs(t),cullMode:ms(t,i,o),frontFace:l?"cw":"ccw"},depthStencil:{format:"depth32float",depthWriteEnabled:!0,depthCompare:"less",..."directionalShadow"===i?{depthBias:1,depthBiasSlopeScale:2,depthBiasClamp:0}:{}}},this.pipelineCompilationDiagnostics,"depth",`${t.name||"unnamed"} [${t.uuid}] (${i}, ${n})`,p.length,m?.length??0)};return this.sharedDepthPipelineCache.set(e,g),this.sharedDepthPipelinePromiseCache.delete(e),g})();return this.sharedDepthPipelinePromiseCache.set(e,h),h}getOrCreateSharedForwardPipeline(e,t,i,n,a,s,o,l,c,u=this.sampleCount){if(!(this.state.device&&this.state.format&&this.state.sceneBindGroupLayout&&this.state.visibleSceneBindGroupLayout&&this.state.directSceneBindGroupLayout&&this.state.skinningBindGroupLayout&&this.state.emptyBindGroupLayout))throw new Error("Renderer is not initialized.");const d=this.sharedForwardPipelineCache.get(e);if(d)return d;const h=`${t.uuid}-shared-forward-${i}-${u}-receiveShadow=${a?1:0}`;r(this.state.device,h+"-pipeline",{key:String(t.userData.pipelineOrigin?.assetId??t.userData.assetId??t.userData.pipelineOrigin?.sourceUuid??t.uuid)+":forward",material:{name:t.name,uuid:t.uuid,version:t.version,assetId:t.userData.assetId,assetName:t.userData.assetName,...t.userData.pipelineOrigin},variant:{instanceAccessMode:i,useSkinning:o,useBatching:l,receiveShadow:a,sampleCount:u,colorTargetFormats:s},defines:{...t.defines}});const p=this.state.device.createBindGroupLayout({label:`${h}-material-layout`,entries:n}),f=this.createGraphTextureBindGroupLayout(t),m=this.state.device.createPipelineLayout({label:`${h}-pipeline-layout`,bindGroupLayouts:["instanced-direct"===i?this.state.directSceneBindGroupLayout:"packed-visible"===i?this.state.visibleSceneBindGroupLayout:this.state.sceneBindGroupLayout,p,o?this.state.skinningBindGroupLayout:this.state.emptyBindGroupLayout,f]}),g=En(t,this.state.device,i,a,o),v=this.buildMaterialShaderCode(t,g,t.vertexShader,`${h}-vertex`,o,l),x=this.buildMaterialShaderCode(t,g,t.fragmentShader,`${h}-fragment`,o,l),w={bindGroupLayout:p,graphTextureBindGroupLayout:f,pipeline:this.state.device.createRenderPipeline({label:`${h}-pipeline`,layout:m,vertex:{module:this.state.device.createShaderModule({label:`${h}-vertex`,code:v}),entryPoint:"vsMain",buffers:this.createVertexBufferLayouts(this.getMaterialVertexAttributes(t,o))},fragment:{module:this.state.device.createShaderModule({label:`${h}-fragment`,code:x}),entryPoint:"fsMain",targets:os(x,s,as(t))},primitive:{topology:fs(t),cullMode:fs(t).startsWith("triangle")&&t.side!==Li?t.side===Vi?"front":"back":"none",frontFace:c?"cw":"ccw"},multisample:{count:u},depthStencil:{format:"depth32float",depthWriteEnabled:t.depthWrite,depthCompare:t.depthTest?"less-equal":"always"}})};return this.sharedForwardPipelineCache.set(e,w),w}async getOrCreateSharedForwardPipelineAsync(e,t,i,n,a,s,o,l,c,u=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 d=this.sharedForwardPipelineCache.get(e);if(d)return d;const h=this.sharedForwardPipelinePromiseCache.get(e);if(h)return h;const p=`${t.uuid}-shared-forward-${i}-${u}-receiveShadow=${a?1:0}`;r(this.state.device,p+"-pipeline",{key:String(t.userData.pipelineOrigin?.assetId??t.userData.assetId??t.userData.pipelineOrigin?.sourceUuid??t.uuid)+":forward",material:{name:t.name,uuid:t.uuid,version:t.version,assetId:t.userData.assetId,assetName:t.userData.assetName,...t.userData.pipelineOrigin},variant:{instanceAccessMode:i,useSkinning:o,useBatching:l,receiveShadow:a,sampleCount:u,colorTargetFormats:s},defines:{...t.defines}});const f=(async()=>{const r=this.state.device.createBindGroupLayout({label:`${p}-material-layout`,entries:n}),d=this.createGraphTextureBindGroupLayout(t),h=this.state.device.createPipelineLayout({label:`${p}-pipeline-layout`,bindGroupLayouts:["instanced-direct"===i?this.state.directSceneBindGroupLayout:"packed-visible"===i?this.state.visibleSceneBindGroupLayout:this.state.sceneBindGroupLayout,r,o?this.state.skinningBindGroupLayout:this.state.emptyBindGroupLayout,d]}),f=En(t,this.state.device,i,a,o),m=this.buildMaterialShaderCode(t,f,t.vertexShader,`${p}-vertex`,o,l),g=this.buildMaterialShaderCode(t,f,t.fragmentShader,`${p}-fragment`,o,l),v={bindGroupLayout:r,graphTextureBindGroupLayout:d,pipeline:await ys(this.state.device,{label:`${p}-pipeline`,layout:h,vertex:{module:this.state.device.createShaderModule({label:`${p}-vertex`,code:m}),entryPoint:"vsMain",buffers:this.createVertexBufferLayouts(this.getMaterialVertexAttributes(t,o))},fragment:{module:this.state.device.createShaderModule({label:`${p}-fragment`,code:g}),entryPoint:"fsMain",targets:os(g,s,as(t))},primitive:{topology:fs(t),cullMode:fs(t).startsWith("triangle")&&t.side!==Li?t.side===Vi?"front":"back":"none",frontFace:c?"cw":"ccw"},multisample:{count:u},depthStencil:{format:"depth32float",depthWriteEnabled:t.depthWrite,depthCompare:t.depthTest?"less-equal":"always"}},this.pipelineCompilationDiagnostics,"forward",`${t.name||"unnamed"} [${t.uuid}] (${i}, ${u}x)`,m.length,g.length)};return this.sharedForwardPipelineCache.set(e,v),this.sharedForwardPipelinePromiseCache.delete(e),v})();return this.sharedForwardPipelinePromiseCache.set(e,f),f}getDepthPassMaterialResource(e,t,r,i,n,a=!1){if(!(this.state.device&&this.state.shadowBindGroupLayout&&this.state.directShadowBindGroupLayout&&this.state.skinningBindGroupLayout))throw new Error("Renderer is not initialized.");if("prepass"===t&&null===e.depthVertexShader||"pointShadow"===t&&(null===e.pointShadowVertexShader||null===e.pointShadowFragmentShader))return null;const s=this.getDepthMaterialFastCacheIndex(t,r,i,n,a),o=this.depthMaterialFrameCache.get(e)?.[s];if(o?.extractionVersion===this.extractionVersion)return o.resource;const l=this.depthMaterialFastCache.get(e)?.[s];if(l&&this.fastMaterialResourceMatches(l,e))return this.updateMaterialUniformBuffer(e,l),this.setDepthMaterialFrameCache(e,s,l),l;const c="prepass"===t?this.depthPrepassMaterialCache:i?this.skinnedDirectionalShadowMaterialCache:"instanced-direct"===r?this.directionalShadowMaterialCacheDirect:this.directionalShadowMaterialCache,u=this.getDepthPassMaterialKey(e,t,r,i,n,a),d=c.get(e),h=d?.get(u);if(h&&this.materialResourceMatches(h,e,u))return this.setDepthMaterialFastCache(e,s,h),this.updateMaterialUniformBuffer(e,h),this.setDepthMaterialFrameCache(e,s,h),h;this.destroyMaterialResource(h),d&&d.delete(u);const{bindGroupLayoutEntries:p,bindGroupEntries:f,uniformBuffer:m,textures:g,textureVersions:v,storageBuffers:x}=this.createMaterialBindGroupData(e,`${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??hs,u=void 0===i||1===i.length&&i[0]===C,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}-${t}-material`,GPUShaderStage.VERTEX|GPUShaderStage.FRAGMENT),S=this.getOrCreateSharedForwardPipeline(p,e,t,g,r,c,n,a,o,s),P=this.state.device.createBindGroup({label:`${e.uuid}-${t}-material-bind-group`,layout:S.bindGroupLayout,entries:v}),M={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:P,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 B=l.get(e);return B||(B=new Map,l.set(e,B)),B.set(p,M),u?(this.setForwardMaterialFastCache(e,d,M),this.setForwardMaterialFrameCache(e,d,M)):this.setForwardMaterialTargetFastCache(e,h,M),M}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??hs,u=void 0===i||1===i.length&&i[0]===C,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}),P={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 M=l.get(e);return M||(M=new Map,l.set(e,M)),M.set(h,P),u&&(this.setForwardMaterialFastCache(e,d,P),this.setForwardMaterialFrameCache(e,d,P)),P}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(M).multiply(r).multiply(e.matrixWorldInverse);e.getWorldPosition(L);const n=this.cameraUniformScratch;n.set(i.elements,0),n[16]=L.x,n[17]=L.y,n[18]=L.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(G.multiplyMatrices(M,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(M).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=fi(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;let t=17;for(const e of this.staticDrawSets)t=Math.imul(t,31)+2*e.id+Number(e.publicSet.enabled)|0;this.directionalShadowScheduler.prepare(e.lights.directionals,e.camera,this.csmCascadeRanges,this.csmCascadeCount,performance.now(),t);const r=this.lightUniformScratch;this.updateSpotLightMapAtlas(e.lights.spots),r.fill(0),r[0]=e.lights.ambient.x,r[1]=e.lights.ambient.y,r[2]=e.lights.ambient.z,r[3]=e.lights.ambient.w,r[4]=e.lights.directionals.length,r[5]=e.lights.points.length,r[6]=e.lights.spots.length,r[7]=Math.min(this.csmCascadeCount,e.lights.directionals.length);for(let e=0;e<this.csmCascadeCount;e+=1){const t=this.csmCascadeRanges[e],i=3976+4*e;r[i+0]=t.x,r[i+1]=t.y}const i=e.lights.hemisphere;null!=i&&(r[3992]=i.skyColor.x,r[3993]=i.skyColor.y,r[3994]=i.skyColor.z,r[3995]=i.intensity,r[3996]=i.groundColor.x,r[3997]=i.groundColor.y,r[3998]=i.groundColor.z,r[3999]=i.intensity,r[4e3]=i.direction.x,r[4001]=i.direction.y,r[4002]=i.direction.z,r[4003]=1);for(let t=0;t<e.lights.directionals.length;t+=1){const i=e.lights.directionals[t],n=this.directionalShadowCameras[t],a=8+4*t;r[a+0]=i.direction.x,r[a+1]=i.direction.y,r[a+2]=i.direction.z,r[a+3]=1;const s=24+4*t;r[s+0]=i.color.x,r[s+1]=i.color.y,r[s+2]=i.color.z,r[s+3]=i.intensity;const o=40+4*t;r[o+0]=i.shadowBias,r[o+1]=i.castShadow?1:0,r[o+2]=this.state.directionalShadowTextureSize,r[o+3]=i.shadowNormalBias;const l=56+4*t;r[l+0]=i.shadowRadius,r[l+1]=i.shadowIntensity;const c=i.shadowViewProjection??=new Oi;r.set(fi(n,c).elements,72+16*t)}for(let t=0;t<e.lights.points.length;t+=1){const i=e.lights.points[t],n=136+4*t;r[n+0]=i.position.x,r[n+1]=i.position.y,r[n+2]=i.position.z,r[n+3]=i.range;const a=392+4*t;r[a+0]=i.color.x,r[a+1]=i.color.y,r[a+2]=i.color.z,r[a+3]=i.intensity;const s=648+4*t;r[s+0]=i.distance,r[s+1]=i.decay;const o=904+4*t;r[o+0]=i.shadowBias,r[o+1]=i.castShadow?1:0,r[o+2]=this.state.pointShadowTextureSize,r[o+3]=i.shadowNormalBias;const l=1160+4*t;r[l+0]=i.shadowRadius,r[l+1]=i.shadowIntensity,r[l+2]=i.shadowCameraNear,r[l+3]=i.shadowCameraFar}for(let t=0;t<e.lights.spots.length;t+=1){const i=e.lights.spots[t],n=1416+4*t;r[n+0]=i.position.x,r[n+1]=i.position.y,r[n+2]=i.position.z,r[n+3]=i.range;const a=1672+4*t;r[a+0]=i.direction.x,r[a+1]=i.direction.y,r[a+2]=i.direction.z,r[a+3]=Math.cos(i.angle);const s=1928+4*t;r[s+0]=i.color.x,r[s+1]=i.color.y,r[s+2]=i.color.z,r[s+3]=i.intensity;const o=2184+4*t;r[o+0]=i.shadowBias,r[o+1]=i.castShadow?1:0,r[o+2]=this.state.spotShadowTextureSize,r[o+3]=i.shadowNormalBias;const l=2440+4*t;r[l+0]=i.shadowRadius,r[l+1]=i.shadowIntensity;const c=2696+4*t;if(r[c+0]=i.range,r[c+1]=Math.cos(i.angle*(1-i.penumbra)),r[c+2]=i.decay,r[c+3]=null!=i.map?1:0,i.castShadow||null!=i.map){const e=this.spotShadowCameras[t];e.near=i.shadowCameraNear,e.far=i.shadowCameraFar,e.fov=i.shadowCameraFov,e.aspect=1,e.position.copy(i.position),U.copy(i.position).add(i.direction),e.lookAt(U),e.updateMatrixWorld(!0),e.updateProjectionMatrix(),r.set(fi(e,this.shadowViewProjScratch).elements,2952+16*t)}}this.state.device.queue.writeBuffer(this.state.lightBuffer,0,r,0,T)}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 xs=[0,0],ws=[0,0,1],bs=[1,1,1,1];async function ys(e,t,r,i,n,a=0,s=0){if(null==e)throw new Error("WebGPU device is not initialized");const o=performance.now();try{return await E(e,t)}finally{r&&i&&n&&r.pipelines.push({kind:i,material:n,durationMs:performance.now()-o,vertexCodeLength:a,fragmentCodeLength:s})}}import{DataTexture as Ss,Matrix4 as Cs,RepeatWrapping as Ps}from"three";var Ms={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}}},Bs=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 Ss(i,5,5);return n.wrapS=Ps,n.wrapT=Ps,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=zs(e)}get enabled(){return this.options.enabled}get temporalEnabled(){return!1!==this.options.temporal}setOptions(e){Object.assign(this.options,zs({...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(Ms[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}:${r}`;let n=this.gtaoPasses.get(i);n||(n=new Ds(t.depth,t.normal,r,this.noiseTexture,this.options),this.gtaoPasses.set(i,n));const a=!1!==this.options.temporal&&null!=t.velocity;n.frameIndex=a?this.frameIndex:0,e.addFullscreenPass(n);let s=r;if(a&&!1!==this.options.temporal&&null!=t.velocity){const i=e.createColorTarget(`${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 Ts(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}:${o}`;let c=this.denoisePasses.get(l);return c||(c=new Is(s,t.depth,t.normal,o,this.options.normalSpace,this.options.denoise),this.denoisePasses.set(l,c)),e.addFullscreenPass(c),o}addCompositePass(e,t,r,i={}){const n=i.output??e.createColorTarget(`${this.options.targetPrefix}Composite`,{format:"rgba16float"}),a=Math.max(0,i.intensity??this.options.intensity),s=Math.max(1e-4,i.power??this.options.power),o=`${t}:${r}:${n}:${a}:${s}`;let l=this.compositePasses.get(o);return l||(l=new Vs(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}},Ds=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 Cs;webGpuProjectionInverse=new Cs;frameIndex=0;updateUniforms=e=>(this.webGpuProjection.copy(Rs).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)},Ts=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=Gs;uniforms=new Float32Array(this.uniformBufferSize/4);inverseProjection=new Cs;updateUniforms=e=>(this.inverseProjection.copy(Rs).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)},Is=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 Cs;updateUniforms=e=>(this.webGpuProjectionInverse.copy(Rs).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)},Vs=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"},Rs=(new Cs).set(1,0,0,0,0,1,0,0,0,0,.5,.5,0,0,0,1);var Gs="\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 zs(e){return{intensity:Math.max(0,e.intensity??.6),power:Math.max(1e-4,e.power??1),enabled:e.enabled??!0,radius:Math.max(.001,e.radius??.25),resolutionScale:Us(e.resolutionScale??1,.25,1),thickness:Math.max(.001,e.thickness??1),distanceExponent:Math.max(.01,e.distanceExponent??1),distanceFalloff:Us(e.distanceFalloff??1,0,1),directions:As(e.directions??3,1,8),steps:As(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:Ls(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:Us(e.temporal?.historyWeight??.9,0,.98),depthRejection:Us(e.temporal?.depthRejection??.08,.001,1),neighborhoodClamp:e.temporal?.neighborhoodClamp??!0}}}function Ls(e){return e<=4?4:e<=8?8:e<=12?12:16}function Us(e,t,r){return Math.min(r,Math.max(t,e))}function As(e,t,r){return Math.floor(Us(e,t,r))}import{Matrix4 as Fs}from"three";var ks=class{options;passes=new Map;constructor(e={}){var t,r,i;this.options={resolutionScale:Ws(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:Ws(e.maxRoughness??.8,.01,1),steps:(t=e.steps??2048,r=8,i=2048,Math.round(Ws(t,r,i))),pixelStride:Ws(e.pixelStride??1,1,4),normalSpace:e.normalSpace??"world",blur:e.blur??!0,blurRadius:Ws(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 Es(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 Os(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 js(t.sceneColor,a,s,this.options.intensity),this.passes.set(o,l)),e.addFullscreenPass(l),s}},Es=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 = ${r};\n let fresnel = (dot(incident, direction) + 1.0) * 0.5;\n let reflected = textureSampleLevel(sceneColorTexture, fullscreenSampler, sampleUv, 0.0).rgb;\n return vec4<f32>(reflected, reflectivity * distanceFade * fresnel);\n }\n }\n }\n }\n }\n return vec4<f32>(0.0);\n}`}(r)}options;name="SSRTracePass";sampler="linear";uniformBufferSize=224;inputs;outputs;fragmentShader;uniforms=new Float32Array(56);projection=new Fs;inverseProjection=new Fs;updateUniforms=e=>(this.projection.copy($s).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)},Os=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}"},js=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 $s=(new Fs).set(1,0,0,0,0,1,0,0,0,0,.5,.5,0,0,0,1);function Ws(e,t,r){return Math.min(r,Math.max(t,e))}import{Matrix4 as Ns,Vector2 as _s}from"three";var Hs=(new Ns).set(1,0,0,0,0,1,0,0,0,0,.5,.5,0,0,0,1),qs=class{renderScale;sampleCount;minCurrentWeight;motionWeightScale;depthThreshold;relativeDepthThreshold;targetPrefix;writeIndex=0;historyValid=!1;frameIndex=0;renderWidth=1;renderHeight=1;outputWidth=1;outputHeight=1;jitter=new _s;unjitteredProjection=new Ns;previousJitterUv=new _s;currentJitterUv=new _s;previousViewProjection=new Ns;resolvePasses=new Map;constructor(e={}){this.renderScale=Ys(e.renderScale??1,.25,1),this.sampleCount=Math.max(1,Math.floor(e.sampleCount??32)),this.minCurrentWeight=Ys(e.minCurrentWeight??.06,0,1),this.motionWeightScale=Math.max(.001,e.motionWeightScale??24),this.depthThreshold=Math.max(0,e.depthThreshold??.001),this.relativeDepthThreshold=Math.max(0,e.relativeDepthThreshold??.002),this.targetPrefix=e.targetPrefix??"taa"}prepareCamera(e,t,r){this.setSize(t,r),e.updateProjectionMatrix(),this.unjitteredProjection.copy(e.projectionMatrix),this.jitter.set(Zs(this.frameIndex%this.sampleCount+1,2)-.5,Zs(this.frameIndex%this.sampleCount+1,3)-.5),this.currentJitterUv.set(this.jitter.x/this.renderWidth,-this.jitter.y/this.renderHeight),e.projectionMatrix.elements[8]-=2*this.jitter.x/this.renderWidth,e.projectionMatrix.elements[9]-=2*this.jitter.y/this.renderHeight,e.projectionMatrixInverse?.copy(e.projectionMatrix).invert()}finishCamera(e){e.projectionMatrix.copy(this.unjitteredProjection),e.projectionMatrixInverse?.copy(e.projectionMatrix).invert()}addPass(e,t,r=e.mainDepth,i){const n=e.createColorTarget(`${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 Ks(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=Ys(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(Hs).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}},Ks=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 Ns;currentViewProjectionInverse=new Ns;updateUniforms=e=>(this.state.updateResolveUniforms(this.uniforms,this.currentViewProjection,this.currentViewProjectionInverse,e),this.uniforms)};function Zs(e,t){let r=1,i=0;for(;e>0;)r/=t,i+=r*(e%t),e=Math.floor(e/t);return i}function Ys(e,t,r){return Math.min(r,Math.max(t,e))}var Xs=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=Qs(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 Js(t,i,this),this.passes.set(n,a)),e.addFullscreenPass(a),i}},Js=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),Qs(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 Qs(e,t,r){return Math.min(r,Math.max(t,e))}import{ClampToEdgeWrapping as eo,DataTexture as to,LinearFilter as ro,NoColorSpace as io,RGFormat as no,UnsignedByteType as ao}from"three";var so={low:{searchSteps:4,diagonalSteps:0},medium:{searchSteps:8,diagonalSteps:0},high:{searchSteps:16,diagonalSteps:8},ultra:{searchSteps:32,diagonalSteps:16}},oo=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=bo(e.cornerRounding??.25,0,1),this.sharpness=bo(e.sharpness??0,0,1),this.quality=so[e.quality??"high"],this.targetPrefix=e.targetPrefix??"smaa",this.areaTexture=function(){const e=new to(function(){if(ho)return ho;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){po(e,16*n+r,16*a+t,fo(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){po(e,80+20*s+r,20*o+t,vo(i,r,t))}}return ho=e,e}(),160,80,no,ao);return e.name="SMAA-Area-Lookup",e.colorSpace=io,e.minFilter=ro,e.magFilter=ro,e.wrapS=eo,e.wrapT=eo,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 lo(t,i,this),this.edgePasses.set(s,o));const l=`${i}:${n}`;let c=this.weightPasses.get(l);c||(c=new co(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 uo(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}},lo=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"},co=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,bo(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"},uo=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([bo(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 ho=null;function po(e,t,r,i){const n=2*(160*r+t);e[n]=Math.floor(255*bo(i[0],0,1)),e[n+1]=Math.floor(255*bo(i[1],0,1))}function fo(e,t,r){const i=t+r+1,n=.5,a=-.5,s=()=>mo([0,a],[i/2,0],t),o=()=>mo([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 go(i,s(),o());case 4:return t<=r?mo([0,n],[i/2,0],t):[0,0];case 6:case 14:case 7:return mo([0,n],[i,a],t);case 8:return t>=r?mo([i/2,0],[i,n],t):[0,0];case 9:case 11:case 13:return mo([0,a],[i,n],t);case 12:return go(i,mo([0,n],[i/2,0],t),mo([i/2,0],[i,n],t))}}function mo(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 go(e,t,r){const i=e=>[.5*Math.sqrt(2*e[0]),.5*Math.sqrt(2*e[1])],n=bo(e/32,0,1),a=i(t),s=i(r);return[wo(a[0],t[0],n)+wo(s[0],r[0],n),wo(a[1],t[1],n)+wo(s[1],r[1],n)]}function vo(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 xo(o(1,1),o(0,0));case 1:return xo(s([1,0],[i,i]),o(0,0));case 2:return xo(s([0,0],[1+i,i]),o(0,0));case 3:return o(0,0);case 4:return xo(s([1,1],[i,i]),s([1,1],[1+i,i]));case 5:return xo(s([1,1],[i,i]),o(0,0));case 6:return s([1,1],[1+i,i]);case 7:return xo(s([1,1],[1+i,i]),o(0,0));case 8:return xo(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 xo(s([0,0],[1+i,1+i]),o(0,0));case 11:return xo(s([1,0],[1+i,1+i]),o(0,0));case 12:return s([1,1],[1+i,1+i]);case 13:return xo(s([1,1],[1+i,1+i]),s([1,0],[1+i,1+i]));case 14:return xo(s([1,1],[1+i,1+i]),s([1,1],[1+i,i]));case 15:return xo(s([1,1],[1+i,1+i]),o(0,0));default:return[0,0]}}function xo(e,t){return[.5*(e[0]+t[0]),.5*(e[1]+t[1])]}function wo(e,t,r){return e+(t-e)*r}function bo(e,t,r){return Math.min(r,Math.max(t,e))}var yo=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=Mo(e.radius??.2,0,1),this.levels=(t=e.levels??5,r=1,i=5,Math.floor(Mo(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 So(o,a,this):new Co(`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 Co(`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 Po(t,s,a,this,this.levels),this.passes.set(o,l)),e.addFullscreenPass(l),a}},So=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}"},Co=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} * ${s};\n var color = textureSample(sourceTexture, fullscreenSampler, input.uv).rgb * 0.227027;\n color += textureSample(sourceTexture, fullscreenSampler, input.uv + axis * 1.384615).rgb * 0.316216;\n color += textureSample(sourceTexture, fullscreenSampler, input.uv - axis * 1.384615).rgb * 0.316216;\n color += textureSample(sourceTexture, fullscreenSampler, input.uv + axis * 3.230769).rgb * 0.070270;\n color += textureSample(sourceTexture, fullscreenSampler, input.uv - axis * 3.230769).rgb * 0.070270;\n return vec4<f32>(color, 1.0);\n}`}name;sampler="linear";inputs;outputs;fragmentShader},Po=class{constructor(e,t,r,i,n){this.state=i,this.inputs={source:e,...t},this.outputs=r;const a=[1,.8,.6,.4,.2],s=Array.from({length:n},(e,t)=>`bloom += textureSample(blur${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 ${s}\n return vec4<f32>(scene.rgb + bloom * fullscreenUniforms[0].x, scene.a);\n}`}state;name="BloomComposite";sampler="linear";uniformBufferSize=32;inputs;outputs;uniforms=new Float32Array(8);updateUniforms=()=>(this.uniforms.set([this.state.strength,Mo(this.state.radius,0,1),0,0]),this.uniforms);fragmentShader};function Mo(e,t,r){return Math.min(r,Math.max(t,e))}var Bo=[1,1,1],Do=[0,0,0],To=class{options;passes=new Map;targetPrefix;constructor(e={}){this.options=e,this.targetPrefix=e.targetPrefix??"colorGrading"}addPass(e,t){if(!1===this.options.enabled)return t;const r=e.createColorTarget(`${this.targetPrefix}Color`,{format:"rgba16float"}),i=`${t}:${r}`;let n=this.passes.get(i);return n||(n=new Io(t,r,this.options),this.passes.set(i,n)),e.addFullscreenPass(n),r}},Io=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,Bo),t(e?.contrast,Bo),t(e?.gamma,Bo),t(e?.gain,Bo),t(e?.offset,Do)};return t(this.state.whiteBalance,Bo),t(this.state.tint,Bo),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 Vo}from"three";var Ro=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 Go(t,r,i,this.options),this.passes.set(n,a)),e.addFullscreenPass(a),i}},Go=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 Vo;updateUniforms=e=>(this.inverseProjection.copy(zo).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); }"},zo=(new Vo).set(1,0,0,0,0,1,0,0,0,0,.5,.5,0,0,0,1);import{Matrix4 as Lo,Vector2 as Uo,Vector3 as Ao}from"three";var Fo=(new Lo).set(1,0,0,0,0,1,0,0,0,0,.5,.5,0,0,0,1),ko=(e=>(e[e.Disabled=0]="Disabled",e[e.CameraOnly=1]="CameraOnly",e[e.ObjectAndCamera=2]="ObjectAndCamera",e[e.ForceObjectBlur=3]="ForceObjectBlur",e))(ko||{}),Eo={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}},Oo=class{options;targetPrefix;currentViewProjection=new Lo;currentInverseViewProjection=new Lo;currentInverseProjection=new Lo;previousViewProjection=new Lo;pendingViewProjection=new Lo;previousProjection=new Lo;previousCameraWorld=new Lo;previousCameraPosition=new Ao;currentCameraPosition=new Ao;currentJitterUv=new Uo;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:$o(e.sampleCount??8),shutterScale:Wo(e.shutterScale??.75,0,4),maxBlurPixels:Wo(e.maxBlurPixels??18,0,128),cameraBlurScale:Wo(e.cameraBlurScale??.1,0,4),objectBlurScale:Wo(e.objectBlurScale??1,0,8),depthRejectionStrength:Wo(e.depthRejectionStrength??24,0,200),velocityThresholdPixels:Wo(e.velocityThresholdPixels??.6,0,16),dilation:e.dilation??!0,debugVelocity:e.debugVelocity??!1,targetFrameRate:Wo(e.targetFrameRate??60,15,240),maxFrameTime:Wo(e.maxFrameTime??.1,1/240,1),cameraCutDistance:Wo(e.cameraCutDistance??8,0,1e3),cameraCutRotationThreshold:Wo(e.cameraCutRotationThreshold??.75,0,2),projectionCutThreshold:Wo(e.projectionCutThreshold??.25,0,4)},this.targetPrefix=e.targetPrefix??"motionBlur"}applyPreset(e){Object.assign(this.options,Eo[e]),this.options.sampleCount=$o(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(Fo).multiply(e.projectionMatrix).multiply(e.matrixWorldInverse),this.currentViewProjection.copy(this.pendingViewProjection),this.currentInverseViewProjection.copy(this.currentViewProjection).invert(),this.currentInverseProjection.copy(Fo).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(`${this.targetPrefix}Color`,{format:"rgba16float"}),s=$o(n.sampleCount),o=`${t}:${r}:${i}:${a}:${s}`;let l=this.passes.get(o);return l||(l=new jo(t,r,i,a,s,this),this.passes.set(o,l)),l.settings=n,e.addFullscreenPass(l),a}dispose(){this.passes.clear(),this.overrides.length=0}getTemporalMatrices(){return{currentInverseViewProjection:this.currentInverseViewProjection,currentInverseProjection:this.currentInverseProjection,previousViewProjection:this.previousViewProjection}}getFrameDuration(){return this.frameDuration}getJitterUv(){return this.currentJitterUv}pruneOverrides(){for(let e=this.overrides.length-1;e>=0;e-=1)this.overrides[e].endTime<=this.timeSeconds&&this.overrides.splice(e,1)}getResolvedSettings(){const e={...this.options};for(const t of this.overrides){const r=t.options;null!=r.enabled&&(e.enabled||=r.enabled),null!=r.sampleCount&&(e.sampleCount=Math.max(e.sampleCount,$o(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}},jo=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 $o(e){return e<=0?0:e<=4?4:e<=8?8:e<=12?12:16}function Wo(e,t,r){return Math.min(r,Math.max(t,e))}var No=class{enabled;visibleEdgeColor;edgeStrength;edgeThickness;edgeSoftness;selectedObjects=new Set;selectedInstances=[];targetPrefix;maskMaterial;skinnedMaskMaterial;instanceMaskMaterials=new Map;passes=new Map;constructor(e={}){this.enabled=e.enabled??!0,this.visibleEdgeColor=[...e.visibleEdgeColor??[1,1,1]],this.edgeStrength=Math.max(0,e.edgeStrength??5),this.edgeThickness=Math.max(0,e.edgeThickness??.6),this.edgeSoftness=Math.max(0,e.edgeSoftness??.6),this.targetPrefix=e.targetPrefix??"outline",this.maskMaterial=_o(!1),this.skinnedMaskMaterial=_o(!0)}setSelectedObjects(e){this.selectedObjects.clear();for(const t of e)this.selectedObjects.add(t)}setSelectedInstances(e){this.selectedInstances.length=0;for(const t of e)Number.isInteger(t.instanceIndex)&&t.instanceIndex>=0&&this.selectedInstances.push(t)}addPass(e,t){if(!this.enabled||0===this.selectedObjects.size&&0===this.selectedInstances.length)return t;const r=e.createColorTarget(`${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=[_o(!1,i.instanceIndex),_o(!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 Ho(r,n,this)),this.addCachedPass(e,`blur-h:${n}:${a}`,()=>new qo("OutlineBlurHorizontal",n,a,!0,this)),this.addCachedPass(e,`blur-v:${a}:${s}`,()=>new qo("OutlineBlurVertical",a,s,!1,this)),this.addCachedPass(e,`composite:${t}:${s}:${o}`,()=>new Ko(t,s,o,this)),o}addCachedPass(e,t,r){let i=this.passes.get(t);i||(i=r(),this.passes.set(t,i)),e.addFullscreenPass(i)}dispose(){this.maskMaterial.dispose(),this.skinnedMaskMaterial.dispose();for(const e of this.instanceMaskMaterials.values())e[0].dispose(),e[1].dispose();this.instanceMaskMaterials.clear(),this.passes.clear()}};function _o(e,t=-1){return new Sr({vertexShader:`\nstruct VertexInput {\n @location(0) position: vec3<f32>,${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 Ho=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}"},qo=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}"},Ko=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 Zo,BackSide as Yo,Bone as Xo,BatchedMesh as Jo,BoxGeometry as Qo,BufferAttribute as el,BufferGeometry as tl,CanvasTexture as rl,Color as il,CompressedArrayTexture as nl,CompressedArrayTexture as al,CompressedCubeTexture as sl,CompressedTexture as ol,CubeTexture as ll,Data3DTexture as cl,DataArrayTexture as ul,DataTexture as dl,DepthTexture as hl,DirectionalLight as pl,DoubleSide as fl,FrontSide as ml,Group as gl,HemisphereLight as vl,InstancedMesh as xl,MathUtils as wl,Matrix4 as bl,Mesh as yl,Object3D as Sl,OrthographicCamera as Cl,PerspectiveCamera as Pl,PlaneGeometry as Ml,PointLight as Bl,RepeatWrapping as Dl,Scene as Tl,Skeleton as Il,SkinnedMesh as Vl,SphereGeometry as Rl,SpotLight as Gl,Texture as zl,Vector2 as Ll,Vector3 as Ul,Vector4 as Al}from"three";export{Zo as AmbientLight,Yo as BackSide,Jo as BatchedMesh,yo as BloomEffect,Xo as Bone,Qo as BoxGeometry,el as BufferAttribute,tl as BufferGeometry,rl as CanvasTexture,il as Color,To as ColorGradingEffect,nl as CompressedArrayTexture,sl as CompressedCubeTexture,ol as CompressedTexture,al as CompressedTextureArray,j as ComputeKernel,ll as CubeTexture,yr as DEFAULT_WGSL_VERTEX_ATTRIBUTES,cl as Data3DTexture,ul as DataArrayTexture,dl as DataTexture,Ro as DepthOfFieldEffect,hl as DepthTexture,pl as DirectionalLight,fl as DoubleSide,Xs as FXAAEffect,rr as FrameGraphBuilder,ml as FrontSide,Bs as GTAOEffect,Ms as GTAO_PRESETS,gl as Group,vl as HemisphereLight,xl as InstancedMesh,Eo as MOTION_BLUR_PRESETS,wl as MathUtils,bl as Matrix4,yl as Mesh,Oo as MotionBlurEffect,ko as MotionBlurMode,Sl as Object3D,Cl as OrthographicCamera,No as OutlineEffect,Pl as PerspectiveCamera,Ml as PlaneGeometry,Bl as PointLight,wn as RenderGraph,Dl as RepeatWrapping,C as SCENE_COLOR_FORMAT,oo as SMAAEffect,ks as SSREffect,Tl as Scene,Il as Skeleton,Vl as SkinnedMesh,Rl as SphereGeometry,Gl as SpotLight,qs as TemporalAAEffect,zl as Texture,fe as VOLUMETRIC_FOG_MATERIAL_WGSL,J as VOLUMETRIC_FOG_PRESETS,Ll as Vector2,Ul as Vector3,Al as Vector4,oe as VolumetricFogEffect,X as VolumetricFogVolumeObject,Sr as WGSLShaderMaterial,In as WebGpuPMREMGenerator,vs as WebGpuRenderer,On as buildParticleLightingShaderHeader,me as configureVolumetricFogMaterial,O as createComputePipelineAsync,E as createRenderPipelineAsync,r as registerPipelineDiagnosticOrigin,h as resolveDetailCulling,c as setObjectDetailCulling,t as setPipelineDiagnosticLoading};
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var e=new WeakMap;function t(t,r,i){const n=e.get(t);n&&(n.loading=r,n.phase=i)}function r(t,r,i){const n=e.get(t);n&&(n.origins.size>=4096&&!n.origins.has(r)&&n.origins.delete(n.origins.keys().next().value),n.origins.set(r,i))}function i(t,r){const i=e.get(t),n=i?.origins.get(r.label??"");n&&i.descriptorOrigins.set(r,n)}function n(e){let t=2166136261;for(let r=0;r<e.length;r++)t=Math.imul(t^e.charCodeAt(r),16777619);return(t>>>0).toString(16)}function a(e,t){if(null==e||"object"!=typeof e)return e;const r=t.objects.get(e);if(null!=r)return r;if(Array.isArray(e))return e.map(e=>a(e,t));const i={};for(const r of Object.keys(e).sort())"label"!==r&&(i[r]=a(e[r],t));return i}function s(e,t,r=""){if(JSON.stringify(e)===JSON.stringify(t))return[];if(e&&t&&"object"==typeof e&&"object"==typeof t){const i=e,n=t;return[...new Set([...Object.keys(i),...Object.keys(n)])].flatMap(e=>s(i[e],n[e],r?r+"."+e:e))}return[{field:r,previous:e,current:t}]}var o=2,l={minScreenSize:2};function c(e,t){e.userData.detailCulling=t}var u=Object.freeze({minScreenSize:2,maxDistance:0,shadowMinScreenSize:2,shadowMaxDistance:0}),d=[];function h(e,t){let r=!!t;for(let t=e;t&&!r;t=t.parent)r=!!t.userData.detailCulling;if(!r)return u;let i=!0,n=o,a=0,s=!0,c=l.minScreenSize,h=0;const p=e=>{e&&(i=e.enabled??i,n=e.minScreenSize??n,a=e.maxDistance??a,s=e.shadow?.enabled??s,c=e.shadow?.minScreenSize??c,h=e.shadow?.maxDistance??h)};p(t),d.length=0;for(let t=e;t;t=t.parent)d.push(t);for(let e=d.length-1;e>=0;e--)p(d[e].userData.detailCulling);const f=e=>Number.isFinite(e)&&e>0?e:0;return{minScreenSize:i?f(n):0,maxDistance:f(a),shadowMinScreenSize:s?f(c):0,shadowMaxDistance:f(h)}}function p(e,t,r,i,n,a,s,o){if(o>0&&e.distanceTo(a)-t>o)return!1;if(s<=0)return!0;const l=r.elements,c=e.x,u=e.y,d=e.z,h=l[3]*c+l[7]*u+l[11]*d+l[15],p=Math.hypot(l[3],l[7],l[11]),f=h-t*p;if(f<=1e-4)return!0;const m=(l[0]*c+l[4]*u+l[8]*d+l[12])/h,g=(l[1]*c+l[5]*u+l[9]*d+l[13])/h;return t*Math.max((Math.hypot(l[0],l[4],l[8])+Math.abs(m)*p)*i,(Math.hypot(l[1],l[5],l[9])+Math.abs(g)*p)*n)/f>=s}import{Matrix4 as f,Sphere as m,Vector3 as g}from"three";var v=64,x=64,w=40,b=12,y=new Float32Array(w),S=new Float32Array([1,1,1,1]),C="rgba16float",M="rgba8unorm",P=(new f).set(1,0,0,0,0,1,0,0,0,0,.5,.5,0,0,0,1),B=[new g(0,-1,0),new g(0,-1,0),new g(0,0,1),new g(0,0,-1),new g(0,-1,0),new g(0,-1,0)],D=[new g(1,0,0),new g(-1,0,0),new g(0,1,0),new g(0,-1,0),new g(0,0,1),new g(0,0,-1)],T=4004,I=[{name:"position",shaderLocation:0,format:"float32x3"}],V=[{name:"position",shaderLocation:0,format:"float32x3"},{name:"skinIndex",shaderLocation:1,format:"uint32x4"},{name:"skinWeight",shaderLocation:2,format:"float32x4"}],G=new f,L=new f,z=(new f,new f,new m),R=new g,U=new g,A=new g,k=(new g,new g,new g,new g,new WeakMap);async function F(e,t){const r=k.get(e)??Promise.resolve();let i;const n=new Promise(e=>{i=e});k.set(e,r.catch(()=>{}).then(()=>n)),await r.catch(()=>{});try{return await new Promise(e=>requestAnimationFrame(()=>e())),t()}finally{i()}}function $(e,t){return i(e,t),"function"==typeof e.createRenderPipelineAsync?e.createRenderPipelineAsync(t):F(e,()=>e.createRenderPipeline(t))}function E(e,t){return i(e,t),"function"==typeof e.createComputePipelineAsync?e.createComputePipelineAsync(t):F(e,()=>e.createComputePipeline(t))}var O=class e{layout;pipeline;static async createAsync(t,r){const{pipelineDescriptor:i}=_(t,r),n=await E(t,i);return new e(t,r,n)}constructor(e,t,r){if(r)return this.layout=r.getBindGroupLayout(0),void(this.pipeline=r);const{layout:i,pipelineDescriptor:n}=_(e,t);this.layout=i,this.pipeline=e.createComputePipeline(n)}createBindGroup(e,t,r){return e.createBindGroup({label:r,layout:this.layout,entries:t})}};function _(e,t){const r=e.createBindGroupLayout({label:t.label?`${t.label}-layout`:void 0,entries:t.bindGroupLayoutEntries});return{layout:r,pipelineDescriptor:{label:t.label,layout:e.createPipelineLayout({label:t.label?`${t.label}-pipeline-layout`:void 0,bindGroupLayouts:[r]}),compute:{module:e.createShaderModule({label:t.label?`${t.label}-module`:void 0,code:t.code}),entryPoint:t.entryPoint??"main"}}}}import{Color as j,DirectionalLight as N,Matrix4 as W,Object3D as H,PointLight as q,Scene as K,SpotLight as Z,Vector3 as Y}from"three";var X=class extends H{constructor(e){super(),this.volume=e}volume;isFogVolumeObject=!0},J={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}}},Q=20,ee=16,te=(new W).set(1,0,0,0,0,1,0,0,0,0,.5,.5,0,0,0,1),re=new Y,ie=new Y,ne=new Y,ae={label:"VolumetricFogFroxelPass"};function se(e,t,r,i,n,a){e[t]=r,e[t+1]=i,e[t+2]=n,e[t+3]=a}var oe=class{constructor(e=new K,t={}){this.scene=e,this.options=le(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*Q);const r=this.options.maxDirectionalLights+this.options.maxPointLights+this.options.maxSpotLights;this.lightData=new Float32Array(r*ee),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 N&&e.layers.test(t.layers)&&!this.collectedDirectionals.includes(e)?this.collectedDirectionals.push(e):e instanceof q&&e.layers.test(t.layers)?this.collectedPoints.push(e):e instanceof Z&&e.layers.test(t.layers)&&this.collectedSpots.push(e)};executeFroxelPass=e=>{this.executeFroxels(e)};projectionInverse=new W;viewProjectionInverse=new W;previousTemporalViewProjection=new W;previousFroxelViewProjection=new W;previousFroxelCameraPosition=new Y;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=le({...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(J[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(`${this.options.targetPrefix}Composite`,{format:"rgba16float"});return!1!==this.options.blur?this.addBlurredComposite(e,t,r):(this.compositePass&&this.compositePass.matches(t.sceneColor,t.depth,r)||(this.compositePass=new ce(t.sceneColor,t.depth,this.integratedVolume,this.columnDepthBounds,r,this.options.maxDistance,this.options.fogDitherStrength)),this.compositePass.setFrameIndex(this.frameIndex),e.addFullscreenPass(this.compositePass),r)}addBlurredComposite(e,t,r){const i=this.options.blur;if(!1===i)return r;const n=e.createColorTarget(`${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 ue(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 he(r,t.depth,n,o,i),this.blurPassCache.set(a,s)),e.addFullscreenPass(s)}const u=`blurComposite:${t.sceneColor}:${t.depth}:${s}:${r}:${i.depthAwareUpsample}`;let d=this.blurPassCache.get(u);return d||(d=new pe(t.sceneColor,t.depth,s,this.integratedVolume,this.columnDepthBounds,r,i.depthAwareUpsample),this.blurPassCache.set(u,d)),e.addFullscreenPass(d),r}addTemporalPass(e,t,r,i){const n=this.options.temporal;if(!1===n)return r;const a=e.createColorTarget(`${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 de(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(te).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),se(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(ie);let n=r+.01;for(let e=0;e<this.volumeCount;e++){const t=e*Q,r=this.volumeData[t]-ie.x,i=this.volumeData[t+1]-ie.y,a=this.volumeData[t+2]-ie.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*Q+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(te).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,se(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,se(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(ie),se(this.uniforms,32,ie.x,ie.y,ie.z,Math.max(e.camera.far-r,1e-4)),se(this.uniforms,36,this.options.scatteringIntensity,this.options.spatialJitter?1:0,0,0),this.uniforms.set((this.froxelHistoryValid?this.previousFroxelViewProjection:this.projectionInverse).elements,40),se(this.uniforms,56,this.previousFroxelCameraPosition.x,this.previousFroxelCameraPosition.y,this.previousFroxelCameraPosition.z,this.froxelHistoryValid&&!1!==this.options.temporal?1:0),se(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*Q*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*ee*4);const u=e.getSceneLightingResources(),d=e.getTextureView(this.integratedVolume),h=e.getTextureView(this.columnDepthBounds),p=e.getTextureView(this.activeHistoryRead),f=e.getTextureView(this.activeHistoryWrite),m=e.depthView,g=t.bindGroupResources;t.bindGroup&&g&&g.integratedVolumeView===d&&g.historyReadView===p&&g.historyWriteView===f&&g.lightBuffer===u.lightBuffer&&g.comparisonSampler===e.comparisonSampler&&g.directionalShadowView===u.directionalShadowView&&g.pointShadowView===u.pointShadowView&&g.spotShadowView===u.spotShadowView&&g.spotLightMapView===u.spotLightMapView&&g.depthView===m&&g.columnDepthBoundsView===h||(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:d},{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:m},{binding:10,resource:h},{binding:11,resource:e.linearClampSampler},{binding:12,resource:p},{binding:13,resource:f},{binding:14,resource:u.spotLightMapView}]}),t.bindGroupResources={integratedVolumeView:d,historyReadView:p,historyWriteView:f,lightBuffer:u.lightBuffer,comparisonSampler:e.comparisonSampler,directionalShadowView:u.directionalShadowView,pointShadowView:u.pointShadowView,spotShadowView:u.spotShadowView,spotLightMapView:u.spotLightMapView,depthView:m,columnDepthBoundsView:h});const v=e.encoder.beginComputePass(ae);v.setPipeline(t.pipeline),v.setBindGroup(0,t.bindGroup),v.dispatchWorkgroups(Math.ceil(o/8),Math.ceil(l/8)),v.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*Q);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)*ee);let d=0;for(let e=0;e<s;e++){const t=this.extractedLights?.directionals[e];t?this.writeExtractedDirectional(d++,t):this.writeDirectional(d++,r[e])}for(let e=0;e<c;e++){const t=this.selectedPointIndices[e];o?this.writeExtractedPoint(d++,o[t],t):this.writePoint(d++,i[t])}for(let e=0;e<u;e++){const t=this.selectedSpotIndices[e];l?this.writeExtractedSpot(d++,l[t],t):this.writeSpot(d++,n[t])}this.volumeCount=a,this.directionalCount=s,this.pointCount=c,this.spotCount=u}selectClosestLights(e,t,r,i){const n=r.length;if(0===n)return 0;t.getWorldPosition(ie);let a=0;for(let t=0;t<e.length;t+=1){const s=e[t],o=Number(s instanceof H?s.userData?.volumetricIntensity??0:s.volumetricIntensity);if(!Number.isFinite(o)||o<=0)continue;const l=s instanceof H?s.getWorldPosition(re):s.position,c=ie.distanceToSquared(l);if(a===n&&c>=i[n-1])continue;let u=Math.min(a,n-1);for(;u>0&&c<i[u-1];)u<n&&(i[u]=i[u-1],r[u]=r[u-1]),u-=1;i[u]=c,r[u]=t,a<n&&(a+=1)}return a}writeVolume(e,t){const r=e*Q;t.object.getWorldPosition(re),t.object.getWorldScale(ne),se(this.volumeData,r,re.x,re.y,re.z,5*Math.max(ne.x,ne.y,ne.z)),se(this.volumeData,r+4,t.albedo.r,t.albedo.g,t.albedo.b,Math.max(0,t.baseDensity)),se(this.volumeData,r+8,t.heightFalloff,t.heightOffset,t.startDistance??3,-Math.max(-.99,Math.min(.99,t.scatteringDistribution))),se(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*ee;t.getWorldPosition(re),t.target.getWorldPosition(ie),ie.sub(re).normalize(),se(this.lightData,r,ie.x,ie.y,ie.z,0);const i=t.intensity*(t.userData?.volumetricIntensity??1);se(this.lightData,r+4,t.color.r*i,t.color.g*i,t.color.b*i,0)}writeExtractedDirectional(e,t){const r=e*ee;se(this.lightData,r,t.direction.x,t.direction.y,t.direction.z,0);const i=t.intensity*t.volumetricIntensity;se(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*ee;t.getWorldPosition(re),se(this.lightData,i,re.x,re.y,re.z,Math.max(.001,t.distance||this.options.maxDistance));const n=t.intensity*(t.userData?.volumetricIntensity??1);se(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*ee;se(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;se(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*ee;t.getWorldPosition(re),t.target.getWorldPosition(ie),ie.sub(re).normalize(),se(this.lightData,i,re.x,re.y,re.z,Math.max(.001,t.distance||this.options.maxDistance));const n=t.intensity*(t.userData?.volumetricIntensity??1);se(this.lightData,i+4,t.color.r*n,t.color.g*n,t.color.b*n,Math.max(0,t.decay)),se(this.lightData,i+8,ie.x,ie.y,ie.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*ee;se(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;se(this.lightData,i+4,t.color.x*n,t.color.y*n,t.color.z*n,Math.max(0,t.decay)),se(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:ge.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 le(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 j(.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 ce=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=ve;data=new Float32Array(20);inverseProjection=new W;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(te).multiply(e.camera.projectionMatrix).invert(),this.data.set(this.inverseProjection.elements,0),se(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)},ue=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=xe;data=new Float32Array(20);inverseProjection=new W;frameIndex=0;setFrameIndex(e){this.frameIndex=e}updateUniforms=e=>(this.inverseProjection.copy(te).multiply(e.camera.projectionMatrix).invert(),this.data.set(this.inverseProjection.elements,0),se(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)},de=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 W;currentViewProjectionInverse=new W;updateUniforms=e=>(this.state.updateTemporalUniforms(this.uniforms,this.currentViewProjection,this.currentViewProjectionInverse,this.temporal,e),se(this.uniforms,36,e.camera.position.x,e.camera.position.y,e.camera.position.z,e.camera.far),this.uniforms)},he=class{name;sampler="linear";uniformBufferSize=80;inputs;outputs;fragmentShader;data=new Float32Array(20);inverseProjection=new W;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(te).multiply(e.camera.projectionMatrix).invert(),this.data.set(this.inverseProjection.elements,0),this.data)},pe=class{name="VolumetricFogBlurCompositePass";sampler="linear";uniformBufferSize=64;inputs;inputDimensions={};outputs;fragmentShader;data=new Float32Array(16);inverseProjection=new W;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?we:be}updateUniforms=e=>(this.inverseProjection.copy(te).multiply(e.camera.projectionMatrix).invert(),this.data.set(this.inverseProjection.elements),this.data)},fe="\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 me(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 ge="\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}",ve="\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}",xe="\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 we="\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}",be="\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 ye,DepthFormat as Se,DepthStencilFormat as Ce,FloatType as Me,HalfFloatType as Pe,IntType as Be,RED_GREEN_RGTC2_Format as De,RED_RGTC1_Format as Te,RGBA_ASTC_10x10_Format as Ie,RGBA_ASTC_10x5_Format as Ve,RGBA_ASTC_10x6_Format as Ge,RGBA_ASTC_10x8_Format as Le,RGBA_ASTC_12x10_Format as ze,RGBA_ASTC_12x12_Format as Re,RGBA_ASTC_4x4_Format as Ue,RGBA_ASTC_5x4_Format as Ae,RGBA_ASTC_5x5_Format as ke,RGBA_ASTC_6x5_Format as Fe,RGBA_ASTC_6x6_Format as $e,RGBA_ASTC_8x5_Format as Ee,RGBA_ASTC_8x6_Format as Oe,RGBA_ASTC_8x8_Format as _e,RGBA_BPTC_Format as je,RGBA_ETC2_EAC_Format as Ne,RGBA_S3TC_DXT1_Format as We,RGBA_S3TC_DXT3_Format as He,RGBA_S3TC_DXT5_Format as qe,RGBAFormat as Ke,RGBAIntegerFormat as Ze,RGFormat as Ye,RGIntegerFormat as Xe,RGB_ETC1_Format as Je,RGB_ETC2_Format as Qe,RGB_S3TC_DXT1_Format as et,RGBFormat as tt,RedFormat as rt,RedIntegerFormat as it,ShortType as nt,SIGNED_RED_GREEN_RGTC2_Format as at,SIGNED_RED_RGTC1_Format as st,SRGBColorSpace as ot,UnsignedByteType as lt,UnsignedInt248Type as ct,UnsignedInt5999Type as ut,UnsignedIntType as dt,UnsignedShortType as ht}from"three";function pt(e,t){const r=xt(e),i=function(e,t){const r=e.format,i=e.type,n=e.colorSpace===ot;let a=null;if(wt(e))switch(r){case et:case We:a=n?"bc1-rgba-unorm-srgb":"bc1-rgba-unorm";break;case He:a=n?"bc2-rgba-unorm-srgb":"bc2-rgba-unorm";break;case qe:a=n?"bc3-rgba-unorm-srgb":"bc3-rgba-unorm";break;case Te:a="bc4-r-unorm";break;case st:a="bc4-r-snorm";break;case De:a="bc5-rg-unorm";break;case at:a="bc5-rg-snorm";break;case je:a=n?"bc7-rgba-unorm-srgb":"bc7-rgba-unorm";break;case Qe:case Je:a=n?"etc2-rgb8unorm-srgb":"etc2-rgb8unorm";break;case Ne:a=n?"etc2-rgba8unorm-srgb":"etc2-rgba8unorm";break;case Ue:a=n?"astc-4x4-unorm-srgb":"astc-4x4-unorm";break;case Ae:a=n?"astc-5x4-unorm-srgb":"astc-5x4-unorm";break;case ke:a=n?"astc-5x5-unorm-srgb":"astc-5x5-unorm";break;case Fe:a=n?"astc-6x5-unorm-srgb":"astc-6x5-unorm";break;case $e:a=n?"astc-6x6-unorm-srgb":"astc-6x6-unorm";break;case Ee:a=n?"astc-8x5-unorm-srgb":"astc-8x5-unorm";break;case Oe:a=n?"astc-8x6-unorm-srgb":"astc-8x6-unorm";break;case _e:a=n?"astc-8x8-unorm-srgb":"astc-8x8-unorm";break;case Ve:a=n?"astc-10x5-unorm-srgb":"astc-10x5-unorm";break;case Ge:a=n?"astc-10x6-unorm-srgb":"astc-10x6-unorm";break;case Le:a=n?"astc-10x8-unorm-srgb":"astc-10x8-unorm";break;case Ie:a=n?"astc-10x10-unorm-srgb":"astc-10x10-unorm";break;case ze:a=n?"astc-12x10-unorm-srgb":"astc-12x10-unorm";break;case Re:a=n?"astc-12x12-unorm-srgb":"astc-12x12-unorm";break;case Ke:a=n?"rgba8unorm-srgb":"rgba8unorm"}else switch(r){case Ke:switch(i){case ye:a="rgba8snorm";break;case nt:a="rgba16sint";break;case ht:a="rgba16uint";break;case dt:a="rgba32uint";break;case Be:a="rgba32sint";break;case lt:a=n?"rgba8unorm-srgb":"rgba8unorm";break;case Pe:a="rgba16float";break;case Me:a="rgba32float"}break;case tt:switch(i){case ut:a="rgb9e5ufloat";break;case 35899:a="rg11b10ufloat"}break;case rt:switch(i){case ye:a="r8snorm";break;case nt:a="r16sint";break;case ht:a="r16uint";break;case dt:a="r32uint";break;case Be:a="r32sint";break;case lt:a="r8unorm";break;case Pe:a="r16float";break;case Me:a="r32float"}break;case Ye:switch(i){case ye:a="rg8snorm";break;case nt:a="rg16sint";break;case ht:a="rg16uint";break;case dt:a="rg32uint";break;case Be:a="rg32sint";break;case lt:a="rg8unorm";break;case Pe:a="rg16float";break;case Me:a="rg32float"}break;case Se:switch(i){case ht:a="depth16unorm";break;case dt:a="depth24plus";break;case Me:a="depth32float"}break;case Ce:switch(i){case ct:a="depth24plus-stencil8";break;case Me:bt("depth32float-stencil8",t,e,"DepthTexture with DepthStencilFormat + FloatType"),a="depth32float-stencil8"}break;case it:switch(i){case Be:a="r32sint";break;case dt:a="r32uint"}break;case Xe:switch(i){case Be:a="rg32sint";break;case dt:a="rg32uint"}break;case Ze:switch(i){case Be:a="rgba32sint";break;case dt: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&&bt(s,t,e,`Texture format "${a}"`);return a}(e,t),n=function(e){const t=vt(e);if("cube"===t)return"cube";if("2d-array"===t)return"2d-array";if("3d"===t)return"3d";return"2d"}(e),a=function(e){return"3d"===vt(e)?"3d":"2d"}(e),s=function(e,t,r){if(!0===e.isDepthTexture)return"depth";if(t.endsWith("uint"))return"uint";if(t.endsWith("sint"))return"sint";if(!0===e.isDataTexture||!0===e.isDataArrayTexture||!0===e.isData3DTexture){if(e.type===Be)return"sint";if(e.type===dt)return"uint";if(e.type===Me&&!yt(r,"float32-filterable")&&("r32float"===t||"rg32float"===t||"rgba32float"===t))return"unfilterable-float"}return"float"}(e,i,t),o=function(e,t){const r=e.compareFunction;if("depth"===t&&null!=r)return"comparison";if("float"===t)return"filtering";return"non-filtering"}(e,s),l=function(e){if(!0===e.isCompressedCubeTexture){const t=e.image;return Math.max(1,t?.[0]?.mipmaps?.length??1)}const t=e.mipmaps;return Math.max(1,t?.length??1)}(e);return{format:i,textureDimension:a,viewDimension:n,sampleType:s,samplerBindingType:o,wgslTextureType:gt(n,s),wgslSamplerType:"comparison"===o?"sampler_comparison":"sampler",width:r.width,height:r.height,depthOrArrayLayers:r.depthOrArrayLayers,mipLevelCount:l,compressed:wt(e)}}function ft(e,t){const r=pt(e,t);return[r.format,r.textureDimension,r.viewDimension,r.sampleType,r.samplerBindingType,r.width,r.height,r.depthOrArrayLayers,r.mipLevelCount].join(":")}function mt(e){const t=xt(e),r=e.compareFunction;return[vt(e),e.format,e.type,e.colorSpace,r??"none",t.depthOrArrayLayers].join(":")}function gt(e,t){if("depth"===t)switch(e){case"2d-array":return"texture_depth_2d_array";case"cube":return"texture_depth_cube";default:return"texture_depth_2d"}const r="uint"===t?"u32":"sint"===t?"i32":"f32";switch(e){case"2d-array":return`texture_2d_array<${r}>`;case"cube":return`texture_cube<${r}>`;case"3d":return`texture_3d<${r}>`;default:return`texture_2d<${r}>`}}function vt(e){return!0===e.isCubeTexture?"cube":!0===e.isArrayTexture||!0===e.isDataArrayTexture||!0===e.isCompressedArrayTexture?"2d-array":!0===e.is3DTexture||!0===e.isData3DTexture?"3d":"2d"}function xt(e){if(!0===e.isCubeTexture){const t=e.image,r=t?.[0],i=r?.image??r;return{width:i?.width??1,height:i?.height??1,depthOrArrayLayers:6}}const t=e.image;return{width:t?.width??1,height:t?.height??1,depthOrArrayLayers:t?.depth??1}}function wt(e){return!0===e.isCompressedTexture||!0===e.isCompressedArrayTexture}function bt(e,t,r,i){if(!yt(t,e))throw new Error(`${i} for "${r.name||r.uuid}" requires the WebGPU feature "${e}", which is not enabled on this device.`)}function yt(e,t){return!!e&&(e instanceof Set?e.has(t):"features"in e?e.features.has(t):e.has(t))}import{Color as St,Matrix3 as Ct,Matrix4 as Mt,Vector2 as Pt,Vector3 as Bt,Vector4 as Dt}from"three";var Tt=new ArrayBuffer(8),It=new Float64Array(Tt),Vt=new Uint32Array(Tt),Gt={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 Lt(e,t){return Math.ceil(e/t)*t}function zt(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 Rt(e,t,r,i){for(let n=0;n<i;n+=1)e[t+n]=Ut(r,n,i)}function Ut(e,t,r){if("number"==typeof e||"boolean"==typeof e)return 0===t?Number(e):0;if(Array.isArray(e))return e[t]??0;if(e instanceof Ct||e instanceof Mt)return e.elements[t]??0;if(e instanceof St)return 0===t?e.r:1===t?e.g:2===t?e.b:3===t&&r>=4?1:0;if(e instanceof Pt||e instanceof Bt||e instanceof Dt){if(0===t)return e.x;if(1===t)return e.y;if(2===t&&(e instanceof Bt||e instanceof Dt))return e.z;if(3===t&&e instanceof Dt)return e.w}return 0}function At(e,t,r){for(let i=0;i<3;i+=1){const n=3*i,a=t+4*i;e[a+0]=Ut(r,n+0,9),e[a+1]=Ut(r,n+1,9),e[a+2]=Ut(r,n+2,9),e[a+3]=0}}function kt(e){let t=0;const r=[];for(const[i,n]of Object.entries(e)){const e=Gt[n.type];t=Lt(t,e.alignment),r.push({name:i,offset:t,type:n.type}),t+=e.size}return{byteLength:Lt(t,16),entries:r}}function Ft(e,t){const r=new ArrayBuffer(t.byteLength);return Et(e,t,new DataView(r),new Float32Array(r)),r}var $t=class{constructor(e){this.layout=e,this.buffer=new ArrayBuffer(e.byteLength),this.view=new DataView(this.buffer),this.floats=new Float32Array(this.buffer)}layout;buffer;view;floats;update(e){return Et(e,this.layout,this.view,this.floats),this.buffer}};function Et(e,t,r,i){i.fill(0);for(const n of t.entries){const t=e[n.name],a=n.offset/4;switch(n.type){case"f32":case"i32":case"u32":zt(r,n.offset,n.type,t.value);break;case"vec2<f32>":Rt(i,a,t.value,2);break;case"vec3<f32>":Rt(i,a,t.value,3);break;case"vec4<f32>":Rt(i,a,t.value,4);break;case"mat3x3<f32>":At(i,a,t.value);break;case"mat4x4<f32>":t.value instanceof Mt?i.set(t.value.elements,a):Rt(i,a,t.value,16)}}}function Ot(e,t){let r=Math.imul(e^t,16777619);return r^=r>>>13,r>>>0}function _t(e,t){return It[0]=t,e=Ot(e,Vt[0]??0),e=Ot(e,Vt[1]??0)}function jt(e,t,r){const i=function(e,t){return"number"==typeof e||"boolean"==typeof e?[Number(e)]:Array.isArray(e)?Array.from(e.slice(0,t)):e instanceof St?t>=4?[e.r,e.g,e.b,1]:[e.r,e.g,e.b]:e instanceof Pt?[e.x,e.y]:e instanceof Bt?[e.x,e.y,e.z]:e instanceof Dt?[e.x,e.y,e.z,e.w]:e instanceof Ct||e instanceof Mt?Array.from(e.elements):[]}(t,r);e=Ot(e,i.length);for(let t=0;t<i.length;t+=1)e=_t(e,i[t]??0);return e}var Nt="\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 Wt(e,t,r,i){let n=e.execution;if(!n){const a=[];for(let e=0;e<t;e++)a.push({binding:e,resource:null});e.uniformBuffer&&a.push({binding:t,resource:{buffer:e.uniformBuffer}});const s=[];for(let e=0;e<r;e++)s.push({view:null,clearValue:{r:0,g:0,b:0,a:1},loadOp:"clear",storeOp:"store"});n={resources:[],entries:a,attachments:s,bindGroupDescriptor:{label:`${i}-bind-group`,layout:e.bindGroupLayout,entries:a},passDescriptor:{label:i,colorAttachments:s}},e.execution=n}return n.passDescriptor.label=i,n}var Ht=new WeakMap;function qt(e){let t=Ht.get(e);return t||(t={outputFormats:[],inputDimensions:[]},Ht.set(e,t)),t}var Kt=new WeakMap;function Zt(e,t,r,i,n){let a=Kt.get(e);a||Kt.set(e,a=new Map);let s=a.get(t);s||(s={module:e.createShaderModule({label:r,code:t}),variants:new Map},a.set(t,s));let o=s.variants.get(i);return o||s.variants.set(i,o=n(s.module)),o}function Yt(){return{children:new WeakMap}}function Xt(e,t,r,i){let n=e;for(const e of t){let t=n.children.get(e);t||(t=Yt(),n.children.set(e,t)),n=t}return n.bindGroup??=r.createBindGroup(i),n.bindGroup}var Jt=new WeakMap,Qt=new WeakMap;function er(e){return e?"string"==typeof e?[e]:Array.from(e):[]}function tr(e){return e.replace(/[^A-Za-z0-9_]/g,"_")}var rr=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=er(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=er(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{outputFormats:s,inputDimensions:o}=qt(e);s.length=t.length;for(let e=0;e<t.length;e++)s[e]=a.getColorFormat(t[e]);const l=i.map(([,e])=>ft(e,a.device)).join("|");o.length=r.length;for(let t=0;t<r.length;t++)o[t]=e.inputDimensions?.[r[t][0]]??"2d";const c=`${s.join("|")}:${n.map((e,t)=>`${e}-${o[t]}`).join("|")}:${l}:${e.uniformBufferSize??0}`,u=c,d=function(e,t){let r=Jt.get(e);r||(r=new WeakMap,Jt.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=i.map(([,e])=>pt(e,a.device)),l=[Nt,"@group(0) @binding(0) var fullscreenSampler: sampler;",r.map(([e],t)=>`@group(0) @binding(${t+1}) var ${e}Texture: ${"depth"===n[t]?"texture_depth_2d":"3d"===o[t]?"texture_3d<f32>":"texture_2d<f32>"};`).join("\n"),i.map(([e],i)=>{const n=r.length+1+2*i,a=t[i];return`@group(0) @binding(${n}) var ${e}Sampler: ${a.wgslSamplerType};\n@group(0) @binding(${n+1}) var ${e}Texture: ${a.wgslTextureType};`}).join("\n"),e.uniformBufferSize?`@group(0) @binding(${r.length+1+2*i.length}) var<uniform> fullscreenUniforms: array<vec4<f32>, ${Math.max(1,Math.ceil(e.uniformBufferSize/16))}>;`:"",e.fragmentShader].filter(Boolean).join("\n\n"),p=`${c}:sampler=${"nearest"===e.sampler?"non-filtering":"filtering"}`,{bindGroupLayout:f,pipeline:m}=Zt(a.device,l,`${e.name}-shader-module`,p,l=>{const c=a.device.createBindGroupLayout({label:`${e.name}-layout`,entries:[{binding:0,visibility:GPUShaderStage.FRAGMENT,sampler:{type:"nearest"===e.sampler?"non-filtering":"filtering"}},...r.map((e,t)=>({binding:t+1,visibility:GPUShaderStage.FRAGMENT,texture:{sampleType:"depth"===n[t]?"depth":"float",viewDimension:"3d"===o[t]?"3d":"2d"}})),...t.flatMap((e,t)=>{const i=r.length+1+2*t;return[{binding:i,visibility:GPUShaderStage.FRAGMENT,sampler:{type:e.samplerBindingType}},{binding:i+1,visibility:GPUShaderStage.FRAGMENT,texture:{sampleType:e.sampleType,viewDimension:e.viewDimension}}]}),...e.uniformBufferSize?[{binding:r.length+1+2*i.length,visibility:GPUShaderStage.FRAGMENT,buffer:{type:"uniform"}}]:[]]}),u=a.device.createPipelineLayout({label:`${e.name}-pipeline-layout`,bindGroupLayouts:[c]});return{bindGroupLayout:c,pipeline:a.device.createRenderPipeline({label:`${e.name}-pipeline`,layout:u,vertex:{module:l,entryPoint:"vsMain"},fragment:{module:l,entryPoint:"fsMain",targets:s.map(e=>({format:e}))},primitive:{topology:"triangle-list"}})}});h={bindGroupLayout:f,pipeline:m,uniformBuffer:e.uniformBufferSize?a.device.createBuffer({label:`${e.name}-uniform-buffer`,size:16*Math.ceil(Math.max(16,e.uniformBufferSize)/16),usage:GPUBufferUsage.UNIFORM|GPUBufferUsage.COPY_DST}):null,bindGroupCache:Yt()},d.set(u,h)}const{pipeline:p,uniformBuffer:f}=h,m=e.updateUniforms?.(a)??null;f&&m&&a.device.queue.writeBuffer(f,0,m.buffer,m.byteOffset,m.byteLength);const g=Wt(h,r.length+1+2*i.length,t.length,e.name),v=g.resources;v[0]="nearest"===e.sampler||"linear"!==e.sampler&&n.includes("depth")?a.nearestClampSampler:a.linearClampSampler;for(let e=0;e<r.length;e++)v[e+1]="depth"===n[e]?a.depthView:a.getColorView(r[e][1]);for(let e=0;e<i.length;e++){const t=a.getExternalTexture(i[e][1]),n=r.length+1+2*e;v[n]=t.sampler,v[n+1]=t.view}const x=r.length+1+2*i.length;for(let e=0;e<x;e++)g.entries[e].resource=v[e];f&&(v[x]=f);const w=Xt(h.bindGroupCache,v,a.device,g.bindGroupDescriptor);for(let e=0;e<t.length;e++)g.attachments[e].view=a.getColorView(t[e]);const b=a.encoder.beginRenderPass(g.passDescriptor);b.setPipeline(p),b.setBindGroup(0,w),b.draw(3),b.end()}})}addNodeFullscreenPass(e){const t=er(e.outputs),i=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]),n=Object.entries(e.shader.textures??{}),a=Object.fromEntries(i.map(([e,t])=>[e,t.resource])),s=kt(e.shader.uniforms);this.addPass({name:e.name,inputs:a,outputs:t,execute:a=>{const{outputFormats:o}=qt(e);o.length=t.length;for(let e=0;e<t.length;e++)o[e]=a.getColorFormat(t[e]);const l=i.map(([e,t])=>`${e}:${t.dimension}:${t.sampleType}:${t.sampler??"filtering"}`).join("|"),c=n.map(([,e])=>ft(e,a.device)).join("|"),u=s.entries.map(e=>`${e.name}:${e.type}:${e.offset}`).join("|"),d=`${o.join("|")}:${l}:${c}:${u}`,h=function(e,t){let r=Qt.get(e);r||(r=new WeakMap,Qt.set(e,r));let i=r.get(t);return i||(i=new Map,r.set(t,i)),i}(e.shader,a.device);let p=h.get(d);if(!p){const t=n.map(([,e])=>pt(e,a.device)),l=[];for(const[,e]of i){const t=l.length;l.push({binding:t,visibility:GPUShaderStage.FRAGMENT,sampler:{type:e.sampler??("depth-2d"===e.dimension?"non-filtering":"filtering")}},{binding:t+1,visibility:GPUShaderStage.FRAGMENT,texture:{sampleType:e.sampleType??("depth-2d"===e.dimension?"depth":"float"),viewDimension:"3d"===e.dimension?"3d":"2d"}})}for(const[e,r]of t.entries()){const e=l.length;l.push({binding:e,visibility:GPUShaderStage.FRAGMENT,sampler:{type:r.samplerBindingType}},{binding:e+1,visibility:GPUShaderStage.FRAGMENT,texture:{sampleType:r.sampleType,viewDimension:r.viewDimension}})}const c=2*(i.length+n.length);s.byteLength>0&&l.push({binding:c,visibility:GPUShaderStage.FRAGMENT,buffer:{type:"uniform"}});const u=i.map(([e,t],r)=>{const i=tr(e);return`@group(0) @binding(${2*r}) var ${i}Sampler: ${"comparison"===t.sampler?"sampler_comparison":"sampler"};\n@group(0) @binding(${2*r+1}) var ${i}Texture: ${"depth-2d"===t.dimension?"texture_depth_2d":"3d"===t.dimension?"texture_3d<f32>":"texture_2d<f32>"};`}).join("\n"),f=n.map(([e],r)=>{const n=2*(i.length+r),a=t[r],s=tr(e);return`@group(0) @binding(${n}) var ${s}Sampler: ${a.wgslSamplerType};\n@group(0) @binding(${n+1}) var ${s}Texture: ${a.wgslTextureType};`}).join("\n"),m=s.entries.map(e=>` ${tr(e.name)}: ${e.type},`).join("\n"),g=s.byteLength>0?`struct MaterialUniforms {\n${m}\n};\n@group(0) @binding(${c}) var<uniform> materialUniforms: MaterialUniforms;`:"",v=[Nt,u,f,g,e.shader.fragmentShader].filter(Boolean).join("\n\n"),x=JSON.stringify([o,l]),{bindGroupLayout:w,pipeline:b}=Zt(a.device,v,`${e.name}-node-shader-module`,x,t=>{const i=a.device.createBindGroupLayout({label:`${e.name}-node-layout`,entries:l}),n=a.device.createPipelineLayout({label:`${e.name}-node-pipeline-layout`,bindGroupLayouts:[i]});e.diagnosticOrigin&&r(a.device,`${e.name}-node-pipeline`,e.diagnosticOrigin);return{bindGroupLayout:i,pipeline:a.device.createRenderPipeline({label:`${e.name}-node-pipeline`,layout:n,vertex:{module:t,entryPoint:"vsMain"},fragment:{module:t,entryPoint:"fsMain",targets:o.map(e=>({format:e}))},primitive:{topology:"triangle-list"}})}});p={bindGroupLayout:w,pipeline:b,uniformBuffer:s.byteLength>0?a.device.createBuffer({label:`${e.name}-node-uniforms`,size:s.byteLength,usage:GPUBufferUsage.UNIFORM|GPUBufferUsage.COPY_DST}):null,bindGroupCache:Yt()},h.set(d,p)}const{pipeline:f,uniformBuffer:m}=p;e.shader.syncLiveUniforms(e.shader.uniforms),m&&a.device.queue.writeBuffer(m,0,(p.uniformData??=new $t(s)).update(e.shader.uniforms));const g=2*(i.length+n.length),v=Wt(p,g,t.length,e.name),x=v.resources;for(let e=0;e<i.length;e++){const t=i[e][1];x[2*e]="comparison"===t.sampler?a.comparisonSampler:"non-filtering"===t.sampler||"depth-2d"===t.dimension?a.nearestClampSampler:a.linearClampSampler,x[2*e+1]=a.getTextureView(t.resource)}for(let e=0;e<n.length;e++){const t=a.getExternalTexture(n[e][1]),r=2*(i.length+e);x[r]=t.sampler,x[r+1]=t.view}for(let e=0;e<g;e++)v.entries[e].resource=x[e];m&&(x[g]=m);const w=Xt(p.bindGroupCache,x,a.device,v.bindGroupDescriptor);for(let e=0;e<t.length;e++)v.attachments[e].view=a.getColorView(t[e]);const b=a.encoder.beginRenderPass(v.passDescriptor);b.setPipeline(f),b.setBindGroup(0,w),b.draw(3),b.end()}})}present(e=this.sceneColor){this.context.addPresentPass(e)}};import{AlwaysCompare as ir,BufferAttribute as nr,EqualCompare as ar,GreaterCompare as sr,GreaterEqualCompare as or,InterleavedBufferAttribute as lr,LessCompare as cr,LessEqualCompare as ur,MirroredRepeatWrapping as dr,NearestFilter as hr,NearestMipmapLinearFilter as pr,NearestMipmapNearestFilter as fr,NeverCompare as mr,NotEqualCompare as gr,Object3D as vr,RepeatWrapping as xr,Vector3 as wr}from"three";import{Material as br}from"three";var yr=[{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]}],Sr=class e extends br{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=Br(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=Mr(p??yr),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=kt(this.uniforms)),this.uniformLayoutCache}setUniform(e,t){const r=Br(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=Mr(e),this.invalidateProgramStructureCache(),this.needsUpdate=!0,this}copy(e){return 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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],M=s[0],P=s[4],B=s[8],D=s[12],T=s[1],I=s[5],V=s[9],G=s[13],L=s[2],z=s[6],R=s[10],U=s[14],A=s[3],k=s[7],F=s[11],$=s[15];n[o]=l*M+c*T+u*L+d*A,n[o+4]=l*P+c*I+u*z+d*k,n[o+8]=l*B+c*V+u*R+d*F,n[o+12]=l*D+c*G+u*U+d*$,n[o+1]=h*M+p*T+f*L+m*A,n[o+5]=h*P+p*I+f*z+m*k,n[o+9]=h*B+p*V+f*R+m*F,n[o+13]=h*D+p*G+f*U+m*$,n[o+2]=g*M+v*T+x*L+w*A,n[o+6]=g*P+v*I+x*z+w*k,n[o+10]=g*B+v*V+x*R+w*F,n[o+14]=g*D+v*G+x*U+w*$,n[o+3]=b*M+y*T+S*L+C*A,n[o+7]=b*P+y*I+S*z+C*k,n[o+11]=b*B+y*V+S*R+C*F,n[o+15]=b*D+y*G+S*U+C*$}t&&null!==e.boneTexture&&(e.boneTexture.needsUpdate=!0)}(e,!1);let i=!1;for(let n=0;n<t;n++){const t=e.boneMatrices[n];r.values[n]!==t&&(i=!0),r.values[n]=t}return!i&&r.published===e.boneMatrices||null===e.boneTexture||(e.boneTexture.needsUpdate=!0),r.published=e.boneMatrices,i}},Pi=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/w}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+w);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+=w,u}appendRange(e,t,r){if(r<=0)return;const i=t*w,n=i+r*w;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*w;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}},Bi=class{disposed=!1;cachedInstanceData=new Pi;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;count=-1;update(e,t,r,i,n,a){const s=this.cachedInstanceData.rawData;let o=e!==this.count||s[21]!==Math.fround(i)||s[22]!==Math.fround(n)||s[23]!==a;for(let e=0;!o&&e<16;e++)o=s[e]!==Math.fround(t[e])||s[24+e]!==Math.fround(r[e]);if(o){this.cachedInstanceData.reset();for(let s=0;s<e;s++)this.cachedInstanceData.appendMatrixAndColorValues(t,1,1,1,1,s,r,i,n,a);this.count=e,this.residentBufferDirty=!0}}dispose(){this.disposed=!0;const e=this.residentInstanceBinding;e.buffer?.destroy(),e.buffer=null,e.sceneBindGroup=null,e.shadowBindGroup=null,e.shadowBindGroups.clear(),this.residentBufferSize=0,this.count=-1}};import{BufferAttribute as Di,InterleavedBufferAttribute as Ti}from"three";var Ii=class{constructor(e){this.attributes=e;let t=0;for(const r of e){this.offsets.push(t);const e=zr(r.format);this.components.push(e),this.kinds.push(Rr(r.format)),t+=e}this.stride=t}attributes;sources=[];versions=[];counts=[];itemSizes=[];components=[];offsets=[];kinds=[];stride;count=-1;floats=new Float32Array(0);unsigned=new Uint32Array(0);signed=new Int32Array(0);data=new Uint8Array(0);update(e,t,r,i){const n="instance"===this.attributes[0].stepMode;let a=n?Math.max(1,i):t,s=this.count<0;for(let t=0;t<this.attributes.length;t++){const r=e.getAttribute(this.attributes[t].name),i=Gr(r);n&&(a=Math.max(a,r?.count??1)),s||=this.sources[t]!==r||this.versions[t]!==i||this.counts[t]!==(r?.count??0)||this.itemSizes[t]!==(r?.itemSize??0),this.sources[t]=r,this.versions[t]=i,this.counts[t]=r?.count??0,this.itemSizes[t]=r?.itemSize??0}if(n&&(a+=r),s||=this.count!==a,!s)return!1;this.count=a;const o=a*this.stride;if(this.floats.length<o){const e=new ArrayBuffer(4*o);this.floats=new Float32Array(e),this.unsigned=new Uint32Array(e),this.signed=new Int32Array(e)}this.data.buffer===this.floats.buffer&&this.data.byteLength===4*o||(this.data=new Uint8Array(this.floats.buffer,0,4*o));for(let e=0;e<this.attributes.length;e++){const t=this.sources[e],i=this.attributes[e],s=this.components[e],o=this.kinds[e],l="uint32"===o?this.unsigned:"sint32"===o?this.signed:this.floats,c=t instanceof Ti,u=t&&!t.normalized&&(c?t.getComponent===Ti.prototype.getComponent:t.getComponent===Di.prototype.getComponent),d=t?c?t.data.array:t.array:void 0,h=t?c?t.data.stride:t.itemSize:0,p=c?t.offset:0;for(let c=0;c<a;c++){const a=c-(n?r:0),f=t&&a>=0&&a<t.count,m=c*this.stride+this.offsets[e];for(let e=0;e<s;e++){const r=f&&e<t.itemSize?u?d[a*h+p+e]:t.getComponent(a,e):i.defaultValue?.[e]??0;l[m+e]="uint32"===o?Math.max(0,Math.round(r)):"sint32"===o?Math.trunc(r):r}}}return!0}};import{Frustum as Vi,Matrix4 as Gi,Vector3 as Li}from"three";import{Color as zi,CompressedArrayTexture as Ri,Matrix3 as Ui,Matrix4 as Ai,Vector2 as ki,Vector3 as Fi,Vector4 as $i}from"three";import{Color as Ei,Matrix3 as Oi,Matrix4 as _i}from"three";function ji(e){return!0===e.isWgslCompiler}function Ni(e){return!0===e.isWgslFragmentCompiler}function Wi(e){return e instanceof en?e:new tn(e)}function Hi(e){return e instanceof sn||e instanceof vn?new Dn(e):e instanceof Bn?e:new Tn(e)}function qi(e){return e instanceof Bn?new ln(e):e instanceof sn?e:new on(e)}function Ki(e){return e instanceof Bn||e instanceof sn?new wn(e):e instanceof vn?e:new xn(e)}var Zi={level:0};function Yi(e){return Number.isInteger(e)?e+".":e.toString()}var Xi=class{scopeLevel=Zi.level};function Ji(e,t,r,i,n){if(ji(n)){const a=`${i}_op_${n.variable()}`;return{chunk:n.local(i,a,`${n.get(e)} ${r} ${n.get(t)}`),out:a}}if("-"===r&&e instanceof Tn&&t instanceof Tn&&void 0!==e.number&&void 0!==t.number){return{out:`${Yi(e.number-t.number)}`}}const a=`${i}_op_${n.variable()}`;return{chunk:`${i} ${a} = ${n.get(e)} ${r} ${n.get(t)};`,out:a}}function Qi(e,t,r,i){const n=`${r}_op_${i.variable()}`,a=`${t}${i.get(e)}`;return{chunk:ji(i)?i.local(r,n,a):`${r} ${n} = ${a};`,out:n}}var en=class extends Xi{static typeName="bool";isBoolean(){return!0}and(e){return new nn(this,Wi(e))}or(e){return new an(this,Wi(e))}},tn=class extends en{bool;constructor(e){super(),this.bool=e}isBoolean(){return!0}compile(e){return{out:`${this.bool}`}}},rn=class extends en{a;b;op;constructor(e,t,r){super(),this.a=e,this.b=t,this.op=r}compile(e){return Ji(this.a,this.b,this.op,"bool",e)}},nn=class extends rn{constructor(e,t){super(e,t,"&&")}},an=class extends rn{constructor(e,t){super(e,t,"||")}},sn=class extends Xi{static typeName="int";isInt(){return!0}add(e){return new hn(this,qi(e))}subtract(e){return new pn(this,qi(e))}multiply(e){return new mn(this,qi(e))}divide(e){return new fn(this,qi(e))}gt(e){return new Rs(this,qi(e))}lt(e){return new Us(this,qi(e))}gte(e){return new As(this,qi(e))}lte(e){return new ks(this,qi(e))}equals(e){return _s(this,qi(e))}notEquals(e){return js(this,qi(e))}mod(e){return new gn(this,qi(e))}bitAnd(e){return new cn(this,qi(e),"&")}bitOr(e){return new cn(this,qi(e),"|")}bitXor(e){return new cn(this,qi(e),"^")}bitNot(){return new dn(this,"~")}shiftLeft(e){return new un(this,Ki(e),"<<")}shiftRight(e){return new un(this,Ki(e),">>")}},on=class extends sn{number;constructor(e){super(),this.number=e}compile(e){return{out:`${Math.floor(this.number)}`}}},ln=class extends sn{number;constructor(e){super(),this.number=e}compile(e){return ji(e)?{out:`i32(${e.get(this.number)})`}:{out:`int(${e.get(this.number)})`}}},cn=class extends sn{a;b;op;constructor(e,t,r){super(),this.a=e,this.b=t,this.op=r}compile(e){return Ji(this.a,this.b,this.op,"int",e)}},un=class extends sn{value;amount;op;constructor(e,t,r){super(),this.value=e,this.amount=t,this.op=r}compile(e){return Ji(this.value,this.amount,this.op,"int",e)}},dn=class extends sn{value;op;constructor(e,t){super(),this.value=e,this.op=t}compile(e){return Qi(this.value,this.op,"int",e)}},hn=class extends cn{constructor(e,t){super(e,t,"+")}},pn=class extends cn{constructor(e,t){super(e,t,"-")}},fn=class extends cn{constructor(e,t){super(e,t,"/")}},mn=class extends cn{constructor(e,t){super(e,t,"*")}},gn=class extends cn{constructor(e,t){super(e,t,"%")}},vn=class extends Xi{static typeName="int";isuInt(){return!0}add(e){return new Sn(this,Ki(e))}subtract(e){return new Cn(this,Ki(e))}multiply(e){return new Pn(this,Ki(e))}divide(e){return new Mn(this,Ki(e))}gt(e){return new Fs(this,Ki(e))}lt(e){return new $s(this,Ki(e))}gte(e){return new Es(this,Ki(e))}lte(e){return new Os(this,Ki(e))}equals(e){return _s(this,Ki(e))}notEquals(e){return js(this,Ki(e))}bitAnd(e){return new bn(this,Ki(e),"&")}bitOr(e){return new bn(this,Ki(e),"|")}bitXor(e){return new bn(this,Ki(e),"^")}bitNot(){return new yn(this,"~")}shiftLeft(e){return new bn(this,Ki(e),"<<")}shiftRight(e){return new bn(this,Ki(e),">>")}},xn=class extends vn{number;constructor(e){super(),this.number=e}compile(e){return ji(e)?{out:`${Math.floor(this.number)}u`}:{out:`${Math.floor(this.number)}`}}},wn=class extends vn{number;constructor(e){super(),this.number=e}compile(e){return ji(e)?{out:`u32(${e.get(this.number)})`}:{out:`uint(${e.get(this.number)})`}}},bn=class extends vn{a;b;op;constructor(e,t,r){super(),this.a=e,this.b=t,this.op=r}compile(e){return Ji(this.a,this.b,this.op,"uint",e)}},yn=class extends vn{value;op;constructor(e,t){super(),this.value=e,this.op=t}compile(e){return Qi(this.value,this.op,"uint",e)}},Sn=class extends bn{constructor(e,t){super(e,t,"+")}},Cn=class extends bn{constructor(e,t){super(e,t,"-")}},Mn=class extends bn{constructor(e,t){super(e,t,"/")}},Pn=class extends bn{constructor(e,t){super(e,t,"*")}},Bn=class extends Xi{static typeName="float";isFloat(){return!0}add(e){return new Vn(this,Hi(e))}subtract(e){return new Gn(this,Hi(e))}divide(e){return new Ln(this,Hi(e))}multiply(e){return new zn(this,Hi(e))}multiplyVec2(e){return new Hn(this,e)}multiplyVec3(e){return new wa(this,e)}multiplyVec4(e){return new Ra(this,e)}gt(e){return new Vs(this,Hi(e))}lt(e){return new Gs(this,Hi(e))}gte(e){if(this instanceof Tn&&e instanceof Tn&&void 0!==this.number&&void 0!==e.number){const t=this.number>=e.number;return new tn(t)}return new Ls(this,Hi(e))}lte(e){return new zs(this,Hi(e))}equals(e){return _s(this,Hi(e))}notEquals(e){return js(this,Hi(e))}},Dn=class extends Bn{number;constructor(e){super(),this.number=e}compile(e){return ji(e)?{out:`f32(${e.get(this.number)})`}:{out:`float(${e.get(this.number)})`}}},Tn=class extends Bn{number;constructor(e){super(),this.number=e}compile(e){if(ji(e))return{out:e.floatLiteral(this.number)};return{out:`${Yi(this.number)}`}}},In=class extends Bn{a;b;op;constructor(e,t,r){super(),this.a=e,this.b=t,this.op=r}compile(e){return Ji(this.a,this.b,this.op,"float",e)}},Vn=class extends In{constructor(e,t){super(e,t,"+")}},Gn=class extends In{constructor(e,t){super(e,t,"-")}},Ln=class extends In{constructor(e,t){super(e,t,"/")}},zn=class extends In{constructor(e,t){super(e,t,"*")}},Rn=class extends Xi{static typeName="vec2";isVec2(){return!0}get x(){return Ds(this)}get y(){return Ts(this)}get yx(){return new An(Ts(this),Ds(this))}subtractScalar(e){return new On(this,Hi(e))}subtract(e){return new $n(this,e)}addScalar(e){return new En(this,Hi(e))}add(e){return new Fn(this,e)}divideScalar(e){return new jn(this,Hi(e))}divide(e){return new Nn(this,e)}multiplyScalar(e){return new _n(this,Hi(e))}multiply(e){return new Wn(this,e)}multiplyMat(e){return new Ha(this,e)}equals(e){return _s(this,e)}notEquals(e){return js(this,e)}},Un=class extends Rn{vec;constructor(e){super(),this.vec=e}compile(e){const t=e.variable();if(ji(e)){const r=`vec2_${t}`;return{chunk:e.local("vec2",r,e.construct("vec2",[e.floatLiteral(this.vec.x),e.floatLiteral(this.vec.y)])),out:r}}return{chunk:`vec2 vec2_${t} = vec2(${Yi(this.vec.x)},${Yi(this.vec.y)});`,out:`vec2_${t}`}}},An=class extends Rn{_x;_y;constructor(e,t){super(),this._x=e,this._y=t}compile(e){const t=e.variable();if(ji(e)){const r=`vec2_${t}`;return{chunk:e.local("vec2",r,e.construct("vec2",[e.get(this._x),e.get(this._y)])),out:r}}return{chunk:`vec2 vec2_${t} = vec2(${e.get(this._x)},${e.get(this._y)});`,out:`vec2_${t}`}}},kn=class extends Rn{a;b;op;constructor(e,t,r){super(),this.a=e,this.b=t,this.op=r}compile(e){return Ji(this.a,this.b,this.op,"vec2",e)}},Fn=class extends kn{constructor(e,t){super(e,t,"+")}},$n=class extends kn{constructor(e,t){super(e,t,"-")}},En=class extends kn{constructor(e,t){super(e,t,"+")}},On=class extends kn{constructor(e,t){super(e,t,"-")}},_n=class extends kn{constructor(e,t){super(e,t,"*")}},jn=class extends kn{constructor(e,t){super(e,t,"/")}},Nn=class extends kn{constructor(e,t){super(e,t,"/")}},Wn=class extends kn{constructor(e,t){super(e,t,"*")}},Hn=class extends kn{constructor(e,t){super(e,t,"*")}},qn=class extends Xi{static typeName="ivec2";isiVec2(){return!0}get x(){return new Ps(this,"x")}get y(){return new Ps(this,"y")}subtractScalar(e){return new ea(this,qi(e))}subtract(e){return new Jn(this,e)}addScalar(e){return new Qn(this,qi(e))}add(e){return new Xn(this,e)}divideScalar(e){return new ra(this,qi(e))}divide(e){return new ia(this,e)}multiplyScalar(e){return new ta(this,qi(e))}multiply(e){return new na(this,e)}multiplyMat(e){return new Ua(this,e)}equals(e){return _s(this,e)}notEquals(e){return js(this,e)}},Kn=class extends qn{vec;constructor(e){super(),this.vec=e}compile(e){const t=e.variable();if(ji(e)){const r=`ivec2_${t}`;return{chunk:e.local("ivec2",r,e.construct("ivec2",[`${Math.trunc(this.vec.x)}`,`${Math.trunc(this.vec.y)}`])),out:r}}return{chunk:`vec2 vec2_${t} = vec2(${Yi(this.vec.x)},${Yi(this.vec.y)});`,out:`vec2_${t}`}}},Zn=class extends qn{_x;_y;constructor(e,t){super(),this._x=e,this._y=t}compile(e){return ji(e)?{out:e.construct("ivec2",[e.get(this._x),e.get(this._y)])}:{out:`ivec2(${e.get(this._x)},${e.get(this._y)})`}}},Yn=class extends qn{a;b;op;constructor(e,t,r){super(),this.a=e,this.b=t,this.op=r}compile(e){return Ji(this.a,this.b,this.op,"ivec2",e)}},Xn=class extends Yn{constructor(e,t){super(e,t,"+")}},Jn=class extends Yn{constructor(e,t){super(e,t,"-")}},Qn=class extends Yn{constructor(e,t){super(e,t,"+")}},ea=class extends Yn{constructor(e,t){super(e,t,"-")}},ta=class extends Yn{constructor(e,t){super(e,t,"*")}},ra=class extends Yn{constructor(e,t){super(e,t,"/")}},ia=class extends Yn{constructor(e,t){super(e,t,"/")}},na=class extends Yn{constructor(e,t){super(e,t,"*")}},aa=class extends Xi{static typeName="vec3";isVec3(){return!0}get x(){return Ds(this)}get y(){return Ts(this)}get z(){return Is(this)}get xy(){return new ca(this,"xy")}get xz(){return new ca(this,"xz")}get yz(){return new ca(this,"yz")}get zx(){return new ca(this,"zx")}get rgb(){return new bs(this)}rgba(e){return this.rgb.rgba(e)}subtractScalar(e){return new fa(this,Hi(e))}subtract(e){return new ha(this,e)}addScalar(e){return new pa(this,Hi(e))}add(e){return new da(this,e)}divideScalar(e){return new ga(this,Hi(e))}divide(e){return new va(this,e)}multiplyScalar(e){return new ma(this,Hi(e))}multiply(e){return new xa(this,e)}multiplyMat(e){return new is(this,e)}equals(e){return _s(this,e)}notEquals(e){return js(this,e)}},sa=class extends aa{vec;constructor(e){super(),this.vec=e}compile(e){const t=e.variable();if(ji(e)){const r=`vec3_${t}`;return{chunk:e.local("vec3",r,e.construct("vec3",[e.floatLiteral(this.vec.x),e.floatLiteral(this.vec.y),e.floatLiteral(this.vec.z)])),out:r}}return{chunk:`vec3 vec3_${t} = vec3(${Yi(this.vec.x)},${Yi(this.vec.y)},${Yi(this.vec.z)});`,out:`vec3_${t}`}}},oa=class extends aa{_x;_y;_z;constructor(e,t,r){super(),this._x=e,this._y=t,this._z=r}compile(e){const t=e.variable();if(ji(e)){const r=`vec3_${t}`;return{chunk:e.local("vec3",r,e.construct("vec3",[e.get(this._x),e.get(this._y),e.get(this._z)])),out:r}}return{chunk:`vec3 vec3_${t} = 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r=`vec4_${t}`;return{chunk:e.local("vec4",r,e.construct("vec4",[e.floatLiteral(this.vec.x),e.floatLiteral(this.vec.y),e.floatLiteral(this.vec.z),e.floatLiteral(this.vec.w)])),out:r}}return{chunk:`vec4 vec4_${t} = vec4(${Yi(this.vec.x)},${Yi(this.vec.y)},${Yi(this.vec.z)},${Yi(this.vec.w)});`,out:`vec4_${t}`}}},Sa=class extends ba{_x;_y;_z;_w;constructor(e,t,r,i){super(),this._x=e,this._y=t,this._z=r,this._w=i}compile(e){const t=e.variable();if(ji(e)){const r=`comps_${t}`;return{chunk:e.local("vec4",r,e.construct("vec4",[e.get(this._x),e.get(this._y),e.get(this._z),e.get(this._w)])),out:r}}return{chunk:`vec4 comps_${t} = vec4(${e.get(this._x)},${e.get(this._y)},${e.get(this._z)},${e.get(this._w)});`,out:`comps_${t}`}}},Ca=class extends ba{_xyz;_w;constructor(e,t){super(),this._xyz=e,this._w=t}compile(e){const t=e.variable();if(ji(e)){const r=`comps_${t}`;return{chunk:e.local("vec4",r,e.construct("vec4",[e.get(this._xyz),e.get(this._w)])),out:r}}return{chunk:`vec4 comps_${t} = 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ka{constructor(e,t){super(e,t,"-")}},_a=class extends ka{constructor(e,t){super(e,t,"*")}},ja=class extends ka{constructor(e,t){super(e,t,"/")}},Na=class extends ka{constructor(e,t){super(e,t,"/")}},Wa=class extends ka{constructor(e,t){super(e,t,"*")}},Ha=class extends kn{constructor(e,t){super(e,t,"*")}},qa=class extends Xi{static typeName="mat3";isMat3(){return!0}col(e){return new Zs(this,e)}add(e){return new Ja(this,e)}subtract(e){return new Qa(this,e)}divideScalar(e){return new ts(this,Hi(e))}multiplyScalar(e){return new rs(this,e)}multiplyVec(e){return new ns(this,e)}multiply(e){return new es(this,e)}equals(e){return _s(this,e)}notEquals(e){return js(this,e)}},Ka=class extends qa{mat;constructor(e){super(),this.mat=e}compile(e){return{out:`mat3(${e.get(this.mat)})`}}},Za=class extends qa{a;b;c;d;e;f;g;h;i;constructor(e,t,r,i,n,a,s,o,l){super(),this.a=e,this.b=t,this.c=r,this.d=i,this.e=n,this.f=a,this.g=s,this.h=o,this.i=l}compile(e){const t=`mat3_${e.variable()}`;let r;if("number"==typeof this.a&&[this.b,this.c,this.d,this.e,this.f,this.g,this.h,this.i].every(e=>"number"==typeof e))r=[this.a,this.b,this.c,this.d,this.e,this.f,this.g,this.h,this.i];else{if(!((i=this.a)instanceof Oi||"object"==typeof i&&null!=i&&!0===i.isMatrix3&&"function"==typeof i.toArray))throw new Error("Invalid parameters to Matrix3");r=this.a.toArray()}var i;return{chunk:ji(e)?e.local("mat3",t,e.construct("mat3",r.map(t=>e.floatLiteral(t)))):`mat3 ${t} = mat3(${r.map(Yi).join(",")});`,out:t}}},Ya=class extends qa{a;b;c;d;e;f;g;h;i;constructor(e,t,r,i,n,a,s,o,l){super(),this.a=e,this.b=t,this.c=r,this.d=i,this.e=n,this.f=a,this.g=s,this.h=o,this.i=l}compile(e){return ji(e)?{out:e.construct("mat3",[this.a,this.b,this.c,this.d,this.e,this.f,this.g,this.h,this.i].map(t=>e.get(t)))}:{out:`mat3(\n ${e.get(this.a)},${e.get(this.b)},${e.get(this.c)},\n ${e.get(this.d)},${e.get(this.e)},${e.get(this.f)},\n ${e.get(this.g)},${e.get(this.h)},${e.get(this.i)}\n )`}}},Xa=class extends 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as{a1;b1;c1;d1;a2;b2;c2;d2;a3;b3;c3;d3;a4;b4;c4;d4;constructor(e,t,r,i,n,a,s,o,l,c,u,d,h,p,f,m){super(),this.a1=e,this.b1=t,this.c1=r,this.d1=i,this.a2=n,this.b2=a,this.c2=s,this.d2=o,this.a3=l,this.b3=c,this.c3=u,this.d3=d,this.a4=h,this.b4=p,this.c4=f,this.d4=m}compile(e){const t=e.variable(),r=`mat4_${t}`;if("number"==typeof this.a1&&"number"==typeof this.a2&&"number"==typeof this.a3&&"number"==typeof this.a4&&"number"==typeof this.b1&&"number"==typeof this.b2&&"number"==typeof this.b3&&"number"==typeof this.b4&&"number"==typeof this.c1&&"number"==typeof this.c2&&"number"==typeof this.c3&&"number"==typeof this.c4&&"number"==typeof this.d1&&"number"==typeof this.d2&&"number"==typeof this.d3&&"number"==typeof this.d4)return ji(e)?{chunk:e.local("mat4",r,e.construct("mat4",[e.floatLiteral(this.a1),e.floatLiteral(this.b1),e.floatLiteral(this.c1),e.floatLiteral(this.d1),e.floatLiteral(this.a2),e.floatLiteral(this.b2),e.floatLiteral(this.c2),e.floatLiteral(this.d2),e.floatLiteral(this.a3),e.floatLiteral(this.b3),e.floatLiteral(this.c3),e.floatLiteral(this.d3),e.floatLiteral(this.a4),e.floatLiteral(this.b4),e.floatLiteral(this.c4),e.floatLiteral(this.d4)])),out:r}:{chunk:`mat4 mat4_${t} = mat4(\n ${Yi(this.a1)},${Yi(this.b1)},${Yi(this.c1)},${Yi(this.d1)},\n ${Yi(this.a2)},${Yi(this.b2)},${Yi(this.c2)},${Yi(this.d2)},\n ${Yi(this.a3)},${Yi(this.b3)},${Yi(this.c3)},${Yi(this.d3)},\n ${Yi(this.a4)},${Yi(this.b4)},${Yi(this.c4)},${Yi(this.d4)}\n );`,out:r};if((i=this.a1)instanceof _i||"object"==typeof i&&null!=i&&!0===i.isMatrix4&&"function"==typeof i.toArray){if(ji(e))return{chunk:e.local("mat4",r,e.construct("mat4",this.a1.toArray().map(t=>e.floatLiteral(t)))),out:r};return{chunk:`mat4 mat4_${t} = mat4(${this.a1.toArray().map(e=>Yi(e)).join(",")});`,out:r}}throw new Error("Invalid parameters to Matrix4");var i}},os=class extends as{col0;col1;col2;col3;constructor(e,t,r,i){super(),this.col0=e,this.col1=t,this.col2=r,this.col3=i}compile(e){const t=e.variable();if(ji(e)){const r=`mat4_${t}`;return{chunk:e.local("mat4",r,e.construct("mat4",[e.get(this.col0),e.get(this.col1),e.get(this.col2),e.get(this.col3)])),out:r}}return{chunk:`mat4 mat4_${t} = mat4(${e.get(this.col0)},${e.get(this.col1)},${e.get(this.col2)},${e.get(this.col3)});`,out:`mat4_${t}`}}},ls=class extends as{a;b;op;constructor(e,t,r){super(),this.a=e,this.b=t,this.op=r}compile(e){return Ji(this.a,this.b,this.op,"mat4",e)}},cs=class extends ls{constructor(e,t){super(e,t,"+")}},us=class extends ls{constructor(e,t){super(e,t,"-")}},ds=class extends ls{constructor(e,t){super(e,t,"*")}},hs=class extends ls{constructor(e,t){super(e,t,"/")}},ps=class extends ls{constructor(e,t){super(e,t,"*")}},fs=class extends Pa{constructor(e,t){super(e,t,"*")}},ms=class extends Pa{constructor(e,t){super(e,t,"*")}},gs=class extends ba{isRgba(){return!0}get r(){return this.x}get g(){return this.y}get b(){return this.z}get a(){return this.w}subtractScalar(e){return super.subtractScalar(e).rgba}subtract(e){return super.subtract(e).rgba}addScalar(e){return super.addScalar(e).rgba}add(e){return super.add(e).rgba}divideScalar(e){return super.divideScalar(e).rgba}divide(e){return super.divide(e).rgba}multiplyScalar(e){return super.multiplyScalar(e).rgba}multiply(e){return super.multiply(e).rgba}},vs=class extends aa{isRgb(){return!0}get r(){return this.x}get g(){return this.y}get b(){return this.z}rgba(e){return new Cs(this,Hi(e))}add(e){return super.add(e).rgb}subtract(e){return super.subtract(e).rgb}multiply(e){return super.multiply(e).rgb}divide(e){return super.divide(e).rgb}multiplyScalar(e){return super.multiplyScalar(e).rgb}addScalar(e){return super.addScalar(e).rgb}},xs=class extends gs{_r;_g;_b;_a;constructor(e,t,r,i){super(),this._r=e,this._g=t,this._b=r,this._a=i}get w(){return this._a}compile(e){const t=e.variable();if(ji(e)){const r=`comps_${t}`;return{chunk:e.local("vec4",r,e.construct("vec4",[e.get(this._r),e.get(this._g),e.get(this._b),e.get(this._a)])),out:r}}return{chunk:`vec4 comps_${t} = vec4(${e.get(this._r)},${e.get(this._g)},${e.get(this._b)},${e.get(this._a)});`,out:`comps_${t}`}}},ws=class extends vs{_r;_g;_b;constructor(e,t,r){super(),this._r=e,this._g=t,this._b=r}compile(e){const t=e.variable();if(ji(e)){const r=`vec3_${t}`;return{chunk:e.local("vec3",r,e.construct("vec3",[e.get(this._r),e.get(this._g),e.get(this._b)])),out:r}}return{chunk:`vec3 vec3_${t} = vec3(${e.get(this._r)},${e.get(this._g)},${e.get(this._b)});`,out:`vec3_${t}`}}},bs=class extends vs{vec;constructor(e){super(),this.vec=e}compile(e){return{out:`${e.get(this.vec)}`}}},ys=class extends gs{vec;constructor(e){super(),this.vec=e}compile(e){return{out:`${e.get(this.vec)}`}}},Ss=class extends vs{color;constructor(e){super(),this.color=e}compile(e){const t=new Ei(this.color),r=e.variable();if(ji(e)){const i=`vec3_${r}`;return{chunk:e.local("vec3",i,e.construct("vec3",[e.floatLiteral(t.r),e.floatLiteral(t.g),e.floatLiteral(t.b)])),out:i}}return{chunk:`vec3 vec3_${r} = vec3(${Yi(t.r)},${Yi(t.g)},${Yi(t.b)});`,out:`vec3_${r}`}}},Cs=class extends gs{_rgb;alpha;constructor(e,t){super(),this._rgb=e,this.alpha=t}compile(e){const t=e.get(this._rgb),r=e.get(this.alpha),i=e.variable();if(ji(e)){const n=`vec4_${i}`;return{chunk:e.local("vec4",n,e.construct("vec4",[`${t}.x`,`${t}.y`,`${t}.z`,r])),out:n}}return{chunk:`vec4 vec4_${i} = vec4(${t}.x,${t}.y,${t}.z, ${r});`,out:`vec4_${i}`}}},Ms=class extends Bn{vec;component;constructor(e,t){super(),this.vec=e,this.component=t}compile(e){return{out:`${e.get(this.vec)}.${this.component}`}}},Ps=class extends sn{vec;component;constructor(e,t){super(),this.vec=e,this.component=t}compile(e){return{out:`${e.get(this.vec)}.${this.component}`}}},Bs=class extends vn{vec;component;constructor(e,t){super(),this.vec=e,this.component=t}compile(e){return{out:`${e.get(this.vec)}.${this.component}`}}};function Ds(e){return new Ms(e,"x")}function Ts(e){return new Ms(e,"y")}function Is(e){return new Ms(e,"z")}var Vs=class extends en{a;b;constructor(e,t){super(),this.a=e,this.b=t}compile(e){return{out:`${e.get(this.a)} > ${e.get(this.b)}`}}},Gs=class extends en{a;b;constructor(e,t){super(),this.a=e,this.b=t}compile(e){return{out:`${e.get(this.a)} < ${e.get(this.b)}`}}},Ls=class extends en{a;b;constructor(e,t){super(),this.a=e,this.b=t}compile(e){return{out:`${e.get(this.a)} >= ${e.get(this.b)}`}}},zs=class extends en{a;b;constructor(e,t){super(),this.a=e,this.b=t}compile(e){return{out:`${e.get(this.a)} <= ${e.get(this.b)}`}}},Rs=class extends 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Use a node expression or add a dedicated WGSL emitter for it.`);return{out:this.expr}}},Mo=class extends aa{expr;constructor(e){super(),this.expr=e}compile(e){return ji(e)?Do(e,"vec3",this.expr):{out:this.expr}}},Po=class extends ba{expr;constructor(e){super(),this.expr=e}compile(e){return ji(e)?Do(e,"vec4",this.expr):{out:this.expr}}},Bo=class extends as{expr;constructor(e){super(),this.expr=e}compile(e){if(ji(e))switch(this.expr){case"modelMatrix":return To(e,"rendererModelMatrix");case"modelViewMatrix":return To(e,"rendererModelViewMatrix");case"projectionMatrix":return{out:"rendererProjectionMatrix()"};case"viewMatrix":return{out:"rendererViewMatrix()"};case"instanceMatrix":case"vertexTransform":return{out:Vo};default:throw Io("mat4",this.expr)}return{out:this.expr}}};function Do(e,t,r){if("instanceColor"===r&&("vec3"===t||"vec4"===t)){if(Ni(e))return e.defineVarying(t,"vec3"===t?new Mo(r):new Po(r));const i="rendererObjectColor(input.instanceIndex)";return{out:"vec3"===t?`${i}.xyz`:i}}if("uv"===r||"position"===r||"normal"===r||"color"===r)return Ni(e)?e.defineBuiltinVarying(t,r):{out:`input.${r}`};if("cameraPosition"===r&&"vec3"===t)return{out:"rendererCameraPosition()"};if(Ni(e)){if("gl_FragCoord.xy"===r&&"vec2"===t)return{out:"input.position.xy"};if("gl_FragCoord"===r&&"vec3"===t)return{out:"input.position.xyz"};if("gl_FragCoord.z"===r&&"float"===t)return{out:"input.position.z"}}throw Io(t,r)}function To(e,t){if(Ni(e))throw new Error(`WGSL renderer matrix "${t}" must be evaluated in the vertex stage. Pass a derived value through varying(...) before reading it in the fragment stage.`);return{out:`${t}(input.instanceIndex)`}}function Io(e,t){throw new Error(`WGSL emitter does not support the raw ${e} expression "${t}". Use a node expression or add a dedicated WGSL emitter for it.`)}var Vo="mat4x4<f32>(\n vec4<f32>(1.0, 0.0, 0.0, 0.0),\n vec4<f32>(0.0, 1.0, 0.0, 0.0),\n vec4<f32>(0.0, 0.0, 1.0, 0.0),\n vec4<f32>(0.0, 0.0, 0.0, 1.0)\n)";import{Matrix4 as Go,Vector3 as Lo}from"three";var zo=new ss((new Go).identity()),Ro={tangent:new Xs("tangent"),position:new Mo("position"),normal:new Mo("normal"),uv:new class extends Rn{expr;constructor(e){super(),this.expr=e}compile(e){return ji(e)?Do(e,"vec2",this.expr):{out:this.expr}}}("uv"),color:new Xs("color").rgba},Uo=(new io(Ro.position),new io(Ro.normal),new class extends Rn{a;isVarying=!0;constructor(e){super(),this.a=e}compile(e){if(e instanceof go||Ni(e))return e.defineVarying("vec2",this.a);throw new Error("A varying can not be defined as input to another varying.")}}(Ro.uv),{instanceMatrix:new class extends as{compile(e){if(ji(e))return{out:e.get(zo)};const t=e.variable();return{chunk:`\n mat4 instanceMatrixOpt_${t} = ${e.get(zo)};\n #ifdef USE_INSTANCING\n instanceMatrixOpt_${t} = instanceMatrix;\n #endif\n `,out:`instanceMatrixOpt_${t}`}}},modelMatrix:new Bo("modelMatrix"),modelViewMatrix:new Bo("modelViewMatrix"),projectionMatrix:new Bo("projectionMatrix"),viewMatrix:new Bo("viewMatrix"),normalMatrix:new class extends qa{expr;constructor(e){super(),this.expr=e}compile(e){if(ji(e)){if("normalMatrix"===this.expr)return To(e,"rendererNormalMatrix");throw Io("mat3",this.expr)}return{out:this.expr}}}("normalMatrix"),cameraPosition:new Mo("cameraPosition")});new Po("projectionMatrix * modelViewMatrix * vec4( position , 1.0 )");function Ao(e,t){const r=Object.getPrototypeOf(t).constructor;return new class extends r{compile(i){const n=i.variable(),a=`out_${e}_${n}`;if(ji(i)){const n=Eo(e,1,r.typeName),s=function(e,t){if("inverse"!==e)return;switch(t){case"mat2":return Oo;case"mat3":return _o;case"mat4":return jo;default:return}}(e,r.typeName);null!=s&&i.addWgslDefinition(s);const o=`${n}(${i.get(t)})`,l=function(e){return"dFdy"===e||"dFdyCoarse"===e||"dFdyFine"===e}(e)?`-${o}`:o;return{chunk:i.local(r.typeName,a,l),out:a}}return{chunk:`${r.typeName} ${a} = ${e}(${i.get(t)});`,out:a}}}}function ko(e){return $o(Bn,"length",e)}function Fo(e){return Ao("normalize",e)}function $o(e,t,...r){return new class extends e{compile(i){const n=r.map(e=>i.get("number"==typeof e?Hi(e):e)),a=i.variable(),s=`out_${t}_${a}`;if(ji(i)){const a="mod"===t?`(${n[0]} - ${n[1]} * floor(${n[0]} / ${n[1]}))`:`${Eo(t,r.length)}(${n.join(", ")})`;return{chunk:i.local(e.typeName,s,a),out:s}}return{chunk:`${e.typeName} ${s} = ${t}(${n.join(", ")});`,out:s}}}}function Eo(e,t,r){switch(e){case"inverse":switch(r){case"mat2":return"nodeInverseMat2";case"mat3":return"nodeInverseMat3";case"mat4":return"nodeInverseMat4";default:throw new Error(`WGSL inverse() expects a matrix return type, received ${r??"unknown"}.`)}case"inversesqrt":return"inverseSqrt";case"dFdx":return"dpdx";case"dFdy":return"dpdy";case"dFdxCoarse":return"dpdxCoarse";case"dFdyCoarse":return"dpdyCoarse";case"dFdxFine":return"dpdxFine";case"dFdyFine":return"dpdyFine";case"atan":return 2===t?"atan2":"atan";default:return e}}var Oo="\nfn nodeInverseMat2(m: mat2x2<f32>) -> mat2x2<f32> {\n let det = m[0].x * m[1].y - m[1].x * m[0].y;\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 mat2x2<f32>(\n vec2<f32>(m[1].y, -m[0].y),\n vec2<f32>(-m[1].x, m[0].x)\n ) * invDet;\n}\n",_o="\nfn nodeInverseMat3(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",jo="\nfn nodeInverseMat4(m: mat4x4<f32>) -> mat4x4<f32> {\n let m00 = m[0][0]; let m01 = m[0][1]; let m02 = m[0][2]; let m03 = m[0][3];\n let m10 = m[1][0]; let m11 = m[1][1]; let m12 = m[1][2]; let m13 = m[1][3];\n let m20 = m[2][0]; let m21 = m[2][1]; let m22 = m[2][2]; let m23 = m[2][3];\n let m30 = m[3][0]; let m31 = m[3][1]; let m32 = m[3][2]; let m33 = m[3][3];\n let b00 = m00 * m11 - m01 * m10;\n let b01 = m00 * m12 - m02 * m10;\n let b02 = m00 * m13 - m03 * m10;\n let b03 = m01 * m12 - m02 * m11;\n let b04 = m01 * m13 - m03 * m11;\n let b05 = m02 * m13 - m03 * m12;\n let b06 = m20 * m31 - m21 * m30;\n let b07 = m20 * m32 - m22 * m30;\n let b08 = m20 * m33 - m23 * m30;\n let b09 = m21 * m32 - m22 * m31;\n let b10 = m21 * m33 - m23 * m31;\n let b11 = m22 * m33 - m23 * m32;\n let det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;\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 mat4x4<f32>(\n vec4<f32>(\n m11 * b11 - m12 * b10 + m13 * b09,\n m02 * b10 - m01 * b11 - m03 * b09,\n m31 * b05 - m32 * b04 + m33 * b03,\n m22 * b04 - m21 * b05 - m23 * b03\n ) * invDet,\n vec4<f32>(\n m12 * b08 - m10 * b11 - m13 * b07,\n m00 * b11 - m02 * b08 + m03 * b07,\n m32 * b02 - m30 * b05 - m33 * b01,\n m20 * b05 - m22 * b02 + m23 * b01\n ) * invDet,\n vec4<f32>(\n m10 * b10 - m11 * b08 + m13 * b06,\n m01 * b08 - m00 * b10 - m03 * b06,\n m30 * b04 - m31 * b02 + m33 * b00,\n m21 * b02 - m20 * b04 - m23 * b00\n ) * invDet,\n vec4<f32>(\n m11 * b07 - m10 * b09 - m12 * b06,\n m00 * b09 - m01 * b07 + m02 * b06,\n m31 * b01 - m30 * b03 - m32 * b00,\n m20 * b03 - m21 * b01 + m22 * b00\n ) * invDet\n );\n}\n";function No(e,t){return $o(Bn,"dot",e,t)}function Wo(e,t){return new qo(e,qi(t))}function Ho(e,t,r){return e instanceof Ns?new Ko(e,t,qi(r)):new Zo(e,t,qi(r))}var qo=class extends qn{sampler;lod;constructor(e,t){super(),this.sampler=e,this.lod=t}compile(e){const t=`textureSize_${e.variable()}`,r=e.get(this.sampler),i=e.get(this.lod);return ji(e)?{chunk:e.local("ivec2",t,`vec2<i32>(textureDimensions(${r}Texture, ${i}))`),out:t}:{chunk:`ivec2 ${t} = textureSize(${r}, ${i});`,out:t}}},Ko=class extends gs{sampler;coordinates;lod;constructor(e,t,r){super(),this.sampler=e,this.coordinates=t,this.lod=r}compile(e){const t=`texelFetch_${e.variable()}`,r=e.get(this.sampler),i=e.get(this.coordinates),n=e.get(this.lod);return ji(e)?{chunk:e.local("vec4",t,`textureLoad(${r}Texture, ${i}, ${n})`),out:t}:{chunk:`vec4 ${t} = texelFetch(${r}, ${i}, ${n});`,out:t}}},Zo=class extends Aa{sampler;coordinates;lod;constructor(e,t,r){super(),this.sampler=e,this.coordinates=t,this.lod=r}compile(e){const t=`texelFetch_${e.variable()}`,r=e.get(this.sampler),i=e.get(this.coordinates),n=e.get(this.lod);return ji(e)?{chunk:e.local("uvec4",t,`textureLoad(${r}Texture, ${i}, ${n})`),out:t}:{chunk:`uvec4 ${t} = texelFetch(${r}, ${i}, ${n});`,out:t}}},Yo=class extends Bn{vec;component;constructor(e,t){super(),this.vec=e,this.component=t}compile(e){return{out:`${e.get(this.vec)}.${this.component}`}}};var Xo=class{get isStruct(){return!0}static typeName;properties=new Map;get(e,t){this.properties.set(t,e);const r=this;return new class extends e{propertyName=t;compile(e){return{out:`${e.get(r)}.${t}`}}}}definition(){const e=Array.from(this.properties.entries()).map(([e,t])=>`${t.typeName} ${e};`).join("\n");return`\n struct ${this.constructor.typeName} {\n ${e}\n };\n `}},Jo=new class extends sn{compile(e){return ji(e)?{out:"i32(rendererCsmCascadeCount())"}:{out:"CSM_CASCADES"}}},Qo=(new yo("lightProbe",aa,9),new yo("pointLights",class extends Xo{static typeName="PointLight";position=this.get(aa,"position");color=this.get(vs,"color");distance=this.get(Bn,"distance");decay=this.get(Bn,"decay")},new Co("NUM_POINT_LIGHTS")),new yo("spotLights",class extends Xo{static typeName="SpotLight";position=this.get(aa,"position");direction=this.get(aa,"direction");color=this.get(vs,"color");distance=this.get(Bn,"distance");decay=this.get(Bn,"decay");coneCos=this.get(Bn,"coneCos");penumbraCos=this.get(Bn,"penumbraCos")},new Co("NUM_SPOT_LIGHTS")),new yo("hemisphereLights",class extends Xo{static typeName="HemisphereLight";direction=this.get(aa,"direction");skyColor=this.get(vs,"skyColor");groundColor=this.get(vs,"groundColor")},new Co("NUM_HEMI_LIGHTS")),new yo("directionalLights",class extends Xo{static typeName="DirectionalLight";direction=this.get(aa,"direction");color=this.get(vs,"color")},new Co("NUM_DIR_LIGHTS")),new yo("rectAreaLights",class extends Xo{static typeName="RectAreaLight";color=this.get(vs,"color");position=this.get(aa,"position");halfWidth=this.get(aa,"halfWidth");halfHeight=this.get(aa,"halfHeight")},new Co("NUM_RECT_AREA_LIGHTS")),new ro("ltc_1"),new ro("ltc_2"),new class extends aa{name;ifdef;binding;currentValue;constructor(e,t,r,i=!1){super(),this.name=e,this.ifdef=r,this.currentValue=t,this.binding=i?new Js(t):void 0}get value(){return this.currentValue}set value(e){this.currentValue=e,null!=this.binding&&(this.binding.value=e)}compile(e){return e.defineUniform("vec3",this.name,this.value,this.ifdef,this.binding)}}("ambientLightColor"),new Qs("receiveShadow"),new yo("pointLightShadows",class extends Xo{static typeName="PointLightShadow";shadowBias=this.get(Bn,"shadowBias");shadowNormalBias=this.get(Bn,"shadowNormalBias");shadowRadius=this.get(Bn,"shadowRadius");shadowMapSize=this.get(Rn,"shadowMapSize");shadowCameraNear=this.get(Bn,"shadowCameraNear");shadowCameraFar=this.get(Bn,"shadowCameraFar")},new Co("NUM_POINT_LIGHT_SHADOWS"))),el=(new yo("pointShadowMap",Ns,new Co("NUM_POINT_LIGHT_SHADOWS")),new yo("pointShadowMatrix",as,new Co("NUM_POINT_LIGHT_SHADOWS"))),tl=new yo("directionalLightShadows",class extends Xo{static typeName="DirectionalLightShadow";shadowBias=this.get(Bn,"shadowBias");shadowNormalBias=this.get(Bn,"shadowNormalBias");shadowRadius=this.get(Bn,"shadowRadius");shadowMapSize=this.get(Rn,"shadowMapSize")},new Co("NUM_DIR_LIGHT_SHADOWS")),rl=(new yo("directionalShadowMap",Ns,new Co("NUM_DIR_LIGHT_SHADOWS")),new yo("directionalShadowMatrix",as,new Co("NUM_DIR_LIGHT_SHADOWS"))),il=new yo("spotLightShadows",class extends Xo{static typeName="SpotLightShadow";shadowBias=this.get(Bn,"shadowBias");shadowNormalBias=this.get(Bn,"shadowNormalBias");shadowRadius=this.get(Bn,"shadowRadius");shadowMapSize=this.get(Rn,"shadowMapSize")},new Co("NUM_SPOT_LIGHT_SHADOWS")),nl=(new yo("spotShadowMap",Ns,new Co("NUM_SPOT_LIGHT_SHADOWS")),new yo("spotShadowMatrix",as,new Co("NUM_SPOT_LIGHT_SHADOWS")));new yo("CSM_cascades",Rn,Jo);import*as al from"three";import{ShaderMaterial as sl,UniformsUtils as ol}from"three";function ll(e,t,r){return new class extends Object.getPrototypeOf(t).constructor{compile(i){if(ji(i))return{out:i.get(t)};const n=`select_out_${i.variable()}`,a=t.constructor.typeName,s=i.forceAppend;i.forceAppend=!0;const o=Zi.level;Zi.level=this.scopeLevel,i.startScope(`\n ${a} ${n} = ${i.get(t)};\n #ifdef ${e}`);const l=r(t);return i.stopScope(`\n ${n} = ${i.get(l)};\n #endif\n `),Zi.level=o,i.forceAppend=s,{out:n}}}}var cl=new ro("batchingTexture",void 0,"USE_BATCHING"),ul=new class extends Ws{name;ifdef;binding;currentValue;constructor(e,t,r,i=!1){super(),this.name=e,this.ifdef=r,this.currentValue=t,this.binding=i?new Js(t):void 0}get value(){return this.currentValue}set value(e){this.currentValue=e,null!=this.binding&&(this.binding.value=e)}compile(e){return ji(e)?e.defineTexture(this.name,this.value):e.defineUniform("usampler2D",this.name,this.value,this.ifdef,this.binding)}}("batchingIdTexture",void 0,"USE_BATCHING"),dl=(new ro("batchingColorTexture",void 0,"USE_BATCHING"),class extends Bn{drawId;constructor(e){super(),this.drawId=e}compile(e){if(ji(e))return{out:`f32(${e.get(this.drawId)})`};const t=Wo(ul,0).x,r=this.drawId.mod(t),i=this.drawId.divide(t);return{out:e.get(Hi(Ho(ul,oo(r,i),0).x))}}}),hl=new class extends sn{compile(e){return ji(e)?{out:"i32(rendererBatchingId(input.instanceIndex))"}:{pars:"\n #if ! defined( GL_ANGLE_multi_draw )\n #define gl_DrawID _gl_DrawID\n uniform int _gl_DrawID;\n #endif\n ",out:"gl_DrawID"}}};var pl=function(e){const t=Wo(cl,0).x,r=qi(e).multiply(4),i=r.mod(t),n=r.divide(t);return po(Ho(cl,oo(i,n),0),Ho(cl,oo(i.add(1),n),0),Ho(cl,oo(i.add(2),n),0),Ho(cl,oo(i.add(3),n),0))}(new dl(hl)),fl=new to("bindMatrix",void 0,"USE_SKINNING"),ml=new to("bindMatrixInverse",void 0,"USE_SKINNING"),gl=new ro("boneTexture",void 0,"USE_SKINNING");function vl(e){const t=Wo(gl,0).x,r=qi(e).multiply(4),i=r.mod(t),n=r.divide(t);return po(Ho(gl,oo(i,n),0),Ho(gl,oo(i.add(1),n),0),Ho(gl,oo(i.add(2),n),0),Ho(gl,oo(i.add(3),n),0))}var xl=new Po("skinIndex"),wl=new Po("skinWeight"),bl=vl(xl.x),yl=vl(xl.y),Sl=vl(xl.z),Cl=vl(xl.w),Ml=uo(0,0,0,0),Pl=po(Ml,Ml,Ml,Ml);Pl=(Pl=(Pl=(Pl=Pl.add(bl.multiplyScalar(wl.x))).add(yl.multiplyScalar(wl.y))).add(Sl.multiplyScalar(wl.z))).add(Cl.multiplyScalar(wl.w)),Pl=ml.multiply(Pl).multiply(fl);var Bl=new Bo("vertexTransform"),Dl=Uo.instanceMatrix.multiplyVec(Bl.multiplyVec(zl(Ro.position)));Dl=ll("USE_SKINNING",Dl,e=>function(e){const t=fl.multiplyVec(e),r=Ml.add(bl.multiplyVec(t).multiplyScalar(wl.x)).add(yl.multiplyVec(t).multiplyScalar(wl.y)).add(Sl.multiplyVec(t).multiplyScalar(wl.z)).add(Cl.multiplyVec(t).multiplyScalar(wl.w));return ml.multiplyVec(r)}(e)),Dl=ll("USE_BATCHING",Dl,e=>pl.multiplyVec(e));var Tl,Il,Vl=Uo.modelViewMatrix.multiplyVec(Dl),Gl={position:Dl,mvPosition:Vl,worldPosition:Uo.modelMatrix.multiplyVec(Dl).xyz,normal:Fo(Uo.normalMatrix.multiplyVec(function(e){return Ao("transpose",e)}((Il=Bl,Ao("inverse",Il))).multiplyVec(zl(ll("USE_INSTANCING",ll("USE_BATCHING",ll("USE_SKINNING",Ro.normal,e=>{return t=Ro.normal,Pl.multiplyVec(uo(t,0)).xyz;var t}),e=>{const t=ho(pl);return t.multiplyVec(e.divide(co(No(t.col(0),t.col(0)),No(t.col(1),t.col(1)),No(t.col(2),t.col(2)))))}),e=>{const t=ho(new Bo("instanceMatrix"));return t.multiplyVec(e.divide(co(No(t.col(0),t.col(0)),No(t.col(1),t.col(1)),No(t.col(2),t.col(2)))))}),1)).xyz)),viewDir:Fo((Tl=Vl.xyz,Tl.multiplyScalar(Hi(-1))))},Ll={position:new no(Gl.position),mvPosition:new no(Gl.mvPosition),normal:Fo(new io(Gl.normal)),worldPosition:new io(Gl.worldPosition),viewDir:new io(Gl.viewDir)};function zl(e,t=1){return new Sa(new Yo(e,"x"),function(e){return new Yo(e,"y")}(e),function(e){return new Yo(e,"z")}(e),new Tn(t))}new ss(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1),function(e,t=1){if(e instanceof aa)return new xs(e.x,e.y,e.z,Hi(t));if(e instanceof ba)return new xs(e.x,e.y,e.z,null!=t?Hi(t):e.w);const r=new zi(e);new xs(Hi(r.r),Hi(r.g),Hi(r.b),Hi(t))}(0);var Rl=new eo("cameraNear"),Ul=new eo("shadowFar"),Al=(new Qs("receiveShadow",!1),Hi(1e-6),Hi(.3183098861837907),Ll.mvPosition.z.multiply(Hi(-1)).divide(Ul.subtract(Rl))),kl=Gl.mvPosition.z.multiply(Hi(-1)).divide(Ul.subtract(Rl)),Fl=class extends Bn{glslDepth;fragment;constructor(e,t){super(),this.glslDepth=e,this.fragment=t}compile(e){if(ji(e)){return{out:`-(rendererCamera.view * vec4<f32>(${this.fragment&&Ni(e)?"input.worldPosition":`rendererWorldPosition(${e.getRendererVertexPosition()}, input.instanceIndex).xyz`}, 1.0)).z / max(rendererCameraFar() - rendererCameraNear(), 0.0001)`}}return{out:e.get(this.glslDepth)}}};new Fl(Al,!0),new Fl(kl,!1),Hi(1);import{Matrix3 as $l}from"three";Hi(1),Hi(-2),Hi(.8),Hi(-1),Hi(.4),Hi(2),Hi(.305),Hi(3),Hi(.21),Hi(4);import{Color as El,ColorManagement as Ol,HalfFloatType as _l,LinearMipmapLinearFilter as jl,NoToneMapping as Nl,UnsignedByteType as Wl,Vector2 as Hl,WebGLRenderTarget as ql}from"three";Kl=co(ko(Uo.modelMatrix.col(0).xyz),ko(Uo.modelMatrix.col(1).xyz),ko(Uo.modelMatrix.col(2).xyz)),new class extends Object.getPrototypeOf(Kl).constructor{compile(e){if(e instanceof go||Ni(e))return e.defineVarying(Kl.constructor.typeName,Kl);throw new Error("A varying can not be defined as input to another varying.")}},co(0,0,0),co(1,1,1),Hi(1),Hi(0);var Kl,Zl=Hi(1e-6);new eo("envMapIntensity",1),new class extends qa{name;ifdef;binding;currentValue;constructor(e,t,r,i=!1){super(),this.name=e,this.ifdef=r,this.currentValue=t,this.binding=i?new Js(t):void 0}get value(){return this.currentValue}set value(e){this.currentValue=e,null!=this.binding&&(this.binding.value=e)}compile(e){return e.defineUniform("mat3",this.name,this.value,this.ifdef,this.binding)}}("envMapRotation",new $l),new ro("envMap");var Yl,Xl=Uo.modelMatrix.multiplyVec(Gl.position),Jl=(Yl=uo(Gl.normal,0).multiplyMat(Uo.viewMatrix).xyz).multiplyScalar(function(e){return Ao("inversesqrt",e)}(function(e,t){return $o(Object.getPrototypeOf(e).constructor,"max",e,t)}(No(Yl,Yl),Zl))),Ql=Qo.map((e,t)=>{const r=Xl.add(uo(Jl.multiplyScalar(e.shadowNormalBias),0));return el.get(t).multiplyVec(r)}),ec=(ao(Ql),il.map((e,t)=>{const r=Xl.add(uo(Jl.multiplyScalar(e.shadowNormalBias),0));return nl.get(t).multiplyVec(r)})),tc=(ao(ec),tl.map((e,t)=>{const r=Xl.add(uo(Jl.multiplyScalar(e.shadowNormalBias),0));return rl.get(t).multiplyVec(r)}));ao(tc),co(1),co(1),so(0),so(0),Ll.normal,lo(1,0),uo(-1,-.0275,-.572,.022),uo(1,.0425,1.04,-.04),new class extends aa{glslValue;constructor(e){super(),this.glslValue=e}compile(e){return ji(e)?Ni(e)?(e.markRendererWorldNormal(),{out:"(input.worldNormal * inverseSqrt(max(dot(input.worldNormal, input.worldNormal), 1e-6)))"}):{out:`rendererWorldNormal(${e.getRendererVertexNormal()}, input.instanceIndex)`}:{out:e.get(this.glslValue)}}}(Ll.normal);import{Matrix3 as rc}from"three";Hi(1),Hi(0),Hi(1e-6),Uo.modelMatrix.multiplyVec(Gl.position),Fo(uo(Gl.normal,0).multiplyMat(Uo.viewMatrix).xyz),so(0),so(0),Hi(1),Ll.normal,so(8950960),so(16740429),so(9424895),so(16777215),so(12179967);var ic=class{nextBinding=0;bindings=new WeakMap;usedNames=new Set;reserve(e){return this.usedNames.add(e),e}allocate(e){const t=this.bindings.get(e);if(null!=t)return t;let r;do{r="nodeTexture"+ ++this.nextBinding}while(this.usedNames.has(r));return this.usedNames.add(r),this.bindings.set(e,r),r}},nc=class{externalBindings;bindings=new Map;usedLocations=new Set([0,1,2,3,4,5]);constructor(e){this.externalBindings=e}resolve(e,t){const r=this.bindings.get(e);if(null!=r)return r;const i=this.externalBindings.attributes?.[e];if(null!=i){if(this.usedLocations.has(i.shaderLocation))throw new Error(`WGSL vertex attribute "${e}" uses an already allocated location ${i.shaderLocation}.`);const t={name:e,...i};return this.usedLocations.add(t.shaderLocation),this.bindings.set(e,t),t}let n=6;for(;this.usedLocations.has(n);)n+=1;const a={name:e,shaderLocation:n,format:t};return this.usedLocations.add(n),this.bindings.set(e,a),a}},ac=class extends mo{externalBindings;textureBindings;vertexAttributeBindings;isWgslCompiler=!0;wgslDefinitions=[];uniqueWgslDefinitions=new Set;loopIndices=[];vertexAttributes=new Map;rendererVertexPosition="input.position";rendererVertexNormal="input.normal";constructor(e={},t=new ic,r=new nc(e)){super(),this.externalBindings=e,this.textureBindings=t,this.vertexAttributeBindings=r}local(e,t,r){return`let ${t}: ${this.type(e)} = ${r};`}type(e){switch(e){case"bool":return"bool";case"int":return"i32";case"uint":return"u32";case"float":return"f32";case"vec2":return"vec2<f32>";case"vec3":return"vec3<f32>";case"vec4":return"vec4<f32>";case"ivec2":return"vec2<i32>";case"ivec3":return"vec3<i32>";case"ivec4":return"vec4<i32>";case"uvec2":return"vec2<u32>";case"uvec3":return"vec3<u32>";case"uvec4":return"vec4<u32>";case"mat2":return"mat2x2<f32>";case"mat3":return"mat3x3<f32>";case"mat4":return"mat4x4<f32>";default:throw new Error(`WGSL emitter does not support the GLSL type "${e}".`)}}construct(e,t){return`${this.type(e)}(${t.join(", ")})`}floatLiteral(e){if(!Number.isFinite(e))throw new Error("WGSL emitter cannot represent a non-finite float literal.");return Number.isInteger(e)?`${e}.0`:`${e}`}zero(e){switch(e){case"bool":return"false";case"int":return"0";case"uint":return"0u";case"float":return"0.0";default:return this.construct(e,["0.0"])}}pushLoopIndex(e){this.loopIndices.push(e)}popLoopIndex(){if(null==this.loopIndices.pop())throw new Error("WGSL emitter attempted to leave a loop that was not open.")}currentLoopIndex(){const e=this.loopIndices[this.loopIndices.length-1];if(null==e)throw new Error("A graph loop index was read outside of a WGSL loop.");return e}getArrayBinding(e){return this.externalBindings.arrays?.[e]}getVertexAttribute(e,t){if(!/^[A-Za-z_][A-Za-z0-9_]*$/.test(e))throw new Error(`WGSL emitter cannot use "${e}" as a vertex attribute name.`);const r=function(e){switch(e){case"float":return"float32";case"vec2":return"float32x2";case"vec3":return"float32x3";case"vec4":return"float32x4";default:throw new Error(`WGSL custom vertex attributes currently support scalar and vector float nodes, not ${e}.`)}}(t),i=this.vertexAttributeBindings.resolve(e,r);if(i.shaderLocation<6)throw new Error(`WGSL custom vertex attribute "${e}" must use location 6 or greater; locations 0 through 5 are reserved by the renderer mesh ABI.`);if(i.format!==r)throw new Error(`WGSL vertex attribute "${e}" is ${i.format}, but ${t} nodes require ${r}.`);const n=this.vertexAttributes.get(e),a=i;if(null!=n&&(n.shaderLocation!==a.shaderLocation||n.format!==a.format))throw new Error(`WGSL vertex attribute "${e}" was declared with incompatible bindings.`);return this.vertexAttributes.set(e,a),{out:`input.${e}`}}getVertexAttributes(){return[...this.vertexAttributes.values()]}setRendererVertexGeometry(e,t){this.rendererVertexPosition=e,this.rendererVertexNormal=t}getRendererVertexPosition(){return this.rendererVertexPosition}getRendererVertexNormal(){return this.rendererVertexNormal}getExternalBindings(){return this.externalBindings}getTextureBindingAllocator(){return this.textureBindings}addWgslDefinition(e){this.uniqueWgslDefinitions.has(e)||(this.uniqueWgslDefinitions.add(e),this.wgslDefinitions.push(e))}getWgslDefinitions(){return this.wgslDefinitions}defineUniform(e,t,r,i,n){if(e.startsWith("sampler"))throw new Error("WGSL texture nodes must use defineTexture().");if(null!=t&&t in this.uniformNodes)return{out:this.get(this.uniformNodes[t])};const a=null==t?void 0:this.externalBindings.uniformExpressions?.[t];if(null!=a){if(a.type!==e)throw new Error(`WGSL renderer uniform expression "${t}" expects ${a.type}, but the graph requested ${e}.`);return{out:a.expression}}const s=`materialUniforms.${super.defineUniform("bool"===e?"int":e,t,"bool"===e&&"boolean"==typeof r?Number(r):r,i,n).out}`;return{out:"bool"===e?`(${s} != 0)`:s}}textures={};sceneTextures={};graphTextures={};textureSampleTypes=new Map;defineTexture(e,t){if(null!=e){const t=this.externalBindings.graphTextures?.[e];if(null!=t){const r=this.textureBindings.reserve(e),i=sc(r);return this.graphTextures[r]=t,this.textureSampleTypes.set(i,t.sampleType),{out:i}}const r=this.externalBindings.sceneTextures?.[e];if(null!=r){const t=this.textureBindings.reserve(e),i=sc(t);return this.sceneTextures[t]=r.semantic,this.textureSampleTypes.set(i,r.sampleType),{out:i}}}const r=(null==e?void 0:this.externalBindings.textures?.[e])??t;if(null==r)throw new Error(`The WGSL emitter requires an initial Texture value${null==e?"":` for "${e}"`}.`);const i=null==e?this.textureBindings.allocate(r):this.textureBindings.reserve(e);this.textures[i]=r;const n=sc(i);return this.textureSampleTypes.set(n,!0===r.isDepthTexture?"depth":"float"),{out:n}}getTextureSampleType(e){return this.textureSampleTypes.get(e)??"float"}};function sc(e){return e.replace(/[^A-Za-z0-9_]/g,"_")}var oc={uniformExpressions:{fogColor:{type:"vec3",expression:"rendererFogColor()"},fogNear:{type:"float",expression:"rendererFogNear()"},fogFar:{type:"float",expression:"rendererFogFar()"},fogDensity:{type:"float",expression:"rendererFogDensity()"},fogMode:{type:"float",expression:"rendererFogMode()"}},arrays:{directionalLights:{capacity:4,activeCount:"i32(rendererDirectionalLightCount())",element:e=>`rendererDirectionalLightForLight(u32(${e}))`},directionalLightShadows:{capacity:4,activeCount:"i32(rendererDirectionalLightCount())",element:e=>`rendererDirectionalLightShadowForLight(u32(${e}))`},pointLights:{capacity:64,activeCount:"i32(rendererPointLightCount())",element:e=>`rendererPointLightForLight(u32(${e}))`},pointLightShadows:{capacity:64,activeCount:"i32(rendererPointLightCount())",element:e=>`rendererPointLightShadowForLight(u32(${e}))`},spotLights:{capacity:64,activeCount:"i32(rendererSpotLightCount())",element:e=>`rendererSpotLightForLight(u32(${e}))`},spotLightShadows:{capacity:64,activeCount:"i32(rendererSpotLightCount())",element:e=>`rendererSpotLightShadowForLight(u32(${e}))`},CSM_cascades:{capacity:4,activeCount:"i32(rendererCsmCascadeCount())",element:e=>`rendererCsmCascadeRangeForLight(u32(${e}))`}}};oc.arrays.pointLights;function lc(e){if(/\b(?:attribute|varying|uniform|texture2D|gl_Position|#if|#ifdef|#endif|float\s*\(|vec[234]\s*\(|mat[234]\s*\()\b/.test(e)||/\b(?:float|vec[234])\s+[A-Za-z_]\w*\s*=/.test(e))throw new Error("The WebGPU material graph contains a node without a native WGSL emitter. Port that node before compiling this material for WebGPU.")}var cc=255/256,uc=[1,256,65536,16777216],dc=[cc,1/uc[1]],hc=(lo(dc[0],dc[1]),[cc/uc[0],cc/uc[1],1/uc[2]]),pc=(co(hc[0],hc[1],hc[2]),[cc/uc[0],cc/uc[1],cc/uc[2],1/uc[3]]),fc=(uo(pc[0],pc[1],pc[2],pc[3]),class extends Bn{constructor(e){super(),this.name=e}name;compile(){return{out:this.name}}}),mc=new fc("radius"),gc=new fc("scale"),vc=new fc("threshold"),xc=new fc("boundary"),wc=new fc("maxDistance"),bc=new fc("distanceSquared"),yc=wc.add(mc),Sc=function(e){const t=new ac,r=t.get(e);if(Object.keys(t.uniformTypes).length||Object.keys(t.textures).length||Object.keys(t.graphTextures).length||Object.keys(t.sceneTextures).length||t.getVertexAttributes().length)throw new Error("WGSL expressions require explicit parameters, not resource bindings.");const i=t.chunks.join("\n"),n=t.getWgslDefinitions().join("\n");return lc(i),lc(n),{expression:r,statements:i,definitions:n}}(vc.lte(0).or(mc.multiply(gc).gte(vc.multiply(xc))).and(wc.lte(0).or(bc.lte(yc.multiply(yc))))),Cc=`\nstruct ShadowCullParams {\n planes: array<vec4<f32>, 6>,\n viewer: vec4<f32>,\n diameterPerRadius: f32,\n instanceCount: u32,\n drawCount: u32,\n padding: u32,\n};\nstruct ShadowInstance { centerRadius: vec4<f32>, drawAndSource: vec4<u32> };\n@group(0) @binding(0) var<uniform> params: ShadowCullParams;\n@group(0) @binding(1) var<storage, read> metadata: array<ShadowInstance>;\n@group(0) @binding(2) var<storage, read> policies: array<vec4<f32>>;\n@group(0) @binding(3) var<storage, read_write> indirect: array<atomic<u32>>;\n@group(0) @binding(4) var<storage, read_write> indices: array<u32>;\n@group(0) @binding(5) var<storage, read_write> history: array<u32>;\n${`${Sc.definitions}\nfn shadowDetailVisible(radius: f32, scale: f32, threshold: f32, boundary: f32,\n maxDistance: f32, distanceSquared: f32) -> bool {\n ${Sc.statements}\n return ${Sc.expression};\n}`}\n\n@compute @workgroup_size(64)\nfn clear(@builtin(global_invocation_id) id: vec3<u32>) {\n if (id.x < params.drawCount) { atomicStore(&indirect[id.x * 5u + 1u], 0u); }\n}\n\n@compute @workgroup_size(64)\nfn main(@builtin(global_invocation_id) id: vec3<u32>) {\n if (id.x >= params.instanceCount) { return; }\n let instance = metadata[id.x];\n let draw = instance.drawAndSource.x;\n if (draw >= params.drawCount) { return; }\n let policy = policies[draw];\n if (policy.z < 0.5 || policy.w < 0.5) { history[id.x] = 0u; return; }\n let sphere = instance.centerRadius;\n let delta = sphere.xyz - params.viewer.xyz;\n let boundary = select(1.15, 0.85, history[id.x] != 0u);\n var visible = shadowDetailVisible(sphere.w, params.diameterPerRadius, policy.x,\n boundary, policy.y, dot(delta, delta));\n for (var plane = 0u; plane < 6u && visible; plane++) {\n visible = dot(params.planes[plane].xyz, sphere.xyz) + params.planes[plane].w >= -sphere.w;\n }\n history[id.x] = select(0u, 1u, visible);\n if (!visible) { return; }\n let destination = atomicLoad(&indirect[draw * 5u + 4u]);\n let slot = atomicAdd(&indirect[draw * 5u + 1u], 1u);\n indices[destination + slot] = instance.drawAndSource.y;\n}\n`,Mc="\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",Pc="\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",Bc="\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",Dc="\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",Tc=`\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${Dc}\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`,Ic=`\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${Dc}\n\nfn rendererInstanceModelMatrix(instanceIndex: u32) -> mat4x4<f32> {\n let instance = rendererInstances[instanceIndex];\n return mat4x4<f32>(instance.model0, instance.model1, instance.model2, instance.model3);\n}\n\n@vertex\nfn vsMain(\n @location(0) position: vec3<f32>,\n @location(1) skinIndex: vec4<u32>,\n @location(2) skinWeight: vec4<f32>,\n @builtin(instance_index) instanceIndex: u32,\n) -> @builtin(position) vec4<f32> {\n let world = rendererInstanceModelMatrix(instanceIndex) * vec4(rendererSkinPosition(position, skinIndex, skinWeight), 1.0);\n return shadowCamera.viewProj * world;\n}\n`,Vc=`\nstruct ShadowCameraUniforms {\n viewProj: mat4x4<f32>,\n lightPositionRange: vec4<f32>,\n};\n\nstruct RendererInstanceData {\n model0: vec4<f32>,\n model1: vec4<f32>,\n model2: vec4<f32>,\n model3: vec4<f32>,\n color: vec4<f32>,\n batching: vec4<f32>,\n previousModel0: vec4<f32>,\n previousModel1: vec4<f32>,\n previousModel2: vec4<f32>,\n previousModel3: vec4<f32>,\n};\n\nstruct PointShadowVertexOutput {\n @builtin(position) position: vec4<f32>,\n @location(0) worldPosition: vec3<f32>,\n};\n\n@group(0) @binding(0) var<uniform> shadowCamera: ShadowCameraUniforms;\n@group(0) @binding(1) var<storage, read> rendererInstances: array<RendererInstanceData>;\n\n${Dc}\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`,Gc="\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 Lc(e){return`\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 ${e?"return vec4(source.rgb, 1.0);":"return vec4(clamp(source.rgb, vec3(0.0), vec3(1.0)), clamp(source.a / 3.0, 0.0, 1.0));"}\n }\n`}var zc=Lc(!1),Rc=Lc(!0),Uc=class{enabled=!0;available=!1;sets=new Map;device=null;layout=null;clear=null;cull=null;pipeline=null;matrix=new Gi;frustum=new Vi;viewer=new Li;paramData=new Float32Array(32);paramInts=new Uint32Array(this.paramData.buffer);async initialize(e,t){if(!e.features.has("indirect-first-instance"))return;this.device=e,this.layout=t;const r=Array.from({length:6},(e,t)=>({binding:t,visibility:GPUShaderStage.COMPUTE,buffer:{type:0===t?"uniform":t<3?"read-only-storage":"storage"}})),i=Cc,n=Mc.replace("let instance = rendererInstances[instanceIndex];","let instance = rendererInstances[rendererVisibleInstanceIndices[instanceIndex]];").replace("@vertex","@group(0) @binding(2) var<storage, read> rendererVisibleInstanceIndices: array<u32>;\n@vertex");[this.clear,this.cull,this.pipeline]=await Promise.all([O.createAsync(e,{label:"directional-shadow-clear",code:i,entryPoint:"clear",bindGroupLayoutEntries:r}),O.createAsync(e,{label:"directional-shadow-cull",code:i,bindGroupLayoutEntries:r}),$(e,{label:"directional-shadow-visible-depth",layout:e.createPipelineLayout({bindGroupLayouts:[t]}),vertex:{module:e.createShaderModule({code: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.available=!0}buffer(e,t,r){return this.device.createBuffer({label:e,size:256*Math.ceil(Math.max(4,t)/256),usage:r})}getSet(e){let t=this.sets.get(e);if(!t){const r=new Uint32Array(5*e.draws.length);for(let t=0;t<e.draws.length;t++){const i=e.draws[t];r.set([i.count,0,i.start,0,i.instanceStart],5*t)}t={eligibleDrawCount:0,triangleCount:0,commands:r,policies:this.buffer(`${e.label}-shadow-policies`,16*e.draws.length,GPUBufferUsage.STORAGE|GPUBufferUsage.COPY_DST),policyData:new Float32Array(4*e.draws.length),eligibility:new Uint8Array(e.draws.length),eligibilityVersion:0,layers:new Map},t.policyData.fill(NaN),this.sets.set(e,t),e.disposeDirectionalGpuShadows=()=>this.disposeSet(e)}return t}eligible(e){if(!e.indexed||e.wireframe||e.skinning||e.hasRenderCallbacks||"triangle-list"!==e.material.primitiveTopology||"packed"!==e.residentInstanceBinding?.mode)return!1;const t=e.customDepthMaterial??(null!==e.material.depthVertexShader?e.material:null);return!t||"triangle-list"===t.primitiveTopology&&!t.vertexAttributes.some(e=>"instance"===e.stepMode)}prepare(e,t,r,i,n,a,s,o,l){if(!this.enabled||!this.available||r.instanceCount>64*this.device.limits.maxComputeWorkgroupsPerDimension)return null;const c=this.getSet(r);c.eligibleDrawCount=0,c.triangleCount=0;let u=!1,d=!1;for(let e=0;e<r.draws.length;e++){const t=r.draws[e],i=t.detailCulling,n=this.eligible(t)?1:0,a=4*e;d||=c.eligibility[e]!==n,c.eligibility[e]=n,n&&(c.eligibleDrawCount++,t.castShadow&&(c.triangleCount+=yi(t)));const s=Math.fround(i.shadowMinScreenSize),o=Math.fround(i.shadowMaxDistance),l=t.castShadow?1:0;c.policyData[a]===s&&c.policyData[a+1]===o&&c.policyData[a+2]===l&&c.policyData[a+3]===n||(u=!0),c.policyData[a]=s,c.policyData[a+1]=o,c.policyData[a+2]=l,c.policyData[a+3]=n}u&&this.device.queue.writeBuffer(c.policies,0,c.policyData),d&&c.eligibilityVersion++;let h=c.layers.get(n);if(!h){const e=GPUBufferUsage.STORAGE|GPUBufferUsage.COPY_DST|GPUBufferUsage.COPY_SRC,t=this.buffer(`${r.label}-shadow-cull-params`,128,GPUBufferUsage.UNIFORM|GPUBufferUsage.COPY_DST),i=this.buffer(`${r.label}-shadow-indirect`,c.commands.byteLength,e|GPUBufferUsage.INDIRECT),a=this.buffer(`${r.label}-shadow-indices`,4*r.instanceCount,e),s=this.buffer(`${r.label}-shadow-history`,4*r.instanceCount,e);this.device.queue.writeBuffer(i,0,c.commands);const o=[t,r.instanceVisibilityResource.instanceMetadataBuffer,c.policies,i,a,s].map((e,t)=>({binding:t,resource:{buffer:e}}));h={params:t,indirect:i,indices:a,history:s,clearGroup:this.clear.createBindGroup(this.device,o),cullGroup:this.cull.createBindGroup(this.device,o),shadowGroup:this.device.createBindGroup({layout:this.layout,entries:[{binding:0,resource:{buffer:n}},{binding:1,resource:{buffer:r.instanceBuffer}},{binding:2,resource:{buffer:a}}]}),bundle:null,materials:[],eligibilityVersion:-1,bundles:[],materialCacheKey:`directional-shadow-gpu-${c.layers.size}`},c.layers.set(n,h),r.depthMaterialResources.set(h.materialCacheKey,h.materials)}this.frustum.setFromProjectionMatrix(this.matrix.multiplyMatrices(i.projectionMatrix,i.matrixWorldInverse));for(let e=0;e<6;e++){const t=this.frustum.planes[e],r=4*e;this.paramData[r]=t.normal.x,this.paramData[r+1]=t.normal.y,this.paramData[r+2]=t.normal.z,this.paramData[r+3]=t.constant}const p=l??a.getWorldPosition(this.viewer);this.paramData[24]=p.x,this.paramData[25]=p.y,this.paramData[26]=p.z,this.paramData[28]=Math.max(Math.abs(i.projectionMatrix.elements[0]),Math.abs(i.projectionMatrix.elements[5]))*s,this.paramInts[29]=r.instanceCount,this.paramInts[30]=r.draws.length,this.device.queue.writeBuffer(h.params,0,this.paramData);let f=!h.bundle||h.eligibilityVersion!==c.eligibilityVersion;for(let t=0;t<r.draws.length;t++){const i=r.draws[t],n=i.customDepthMaterial??(null!==i.material.depthVertexShader?i.material:null),a=c.eligibility[t]&&n?e.getDepthPassMaterialResourceForDraw(n,"directionalShadow",i,"packed-visible"):null;h.materials[t]!==a&&(f=!0),h.materials[t]=a}f&&this.buildBundle(e,r,c,h);const m=o??t.beginComputePass({label:`${r.label}-directional-shadow-selection`});return m.setPipeline(this.clear.pipeline),m.setBindGroup(0,h.clearGroup),m.dispatchWorkgroups(Math.ceil(r.draws.length/64)),m.setPipeline(this.cull.pipeline),m.setBindGroup(0,h.cullGroup),m.dispatchWorkgroups(Math.ceil(r.instanceCount/64)),o||m.end(),c.eligibility}buildBundle(e,t,r,i){const n=this.device.createRenderBundleEncoder({colorFormats:[],depthStencilFormat:"depth32float",sampleCount:1});let a=null,s=null,o=null;for(let l=0;l<t.draws.length;l++){if(!r.eligibility[l])continue;const c=t.draws[l],u=i.materials[l],d=u?.pipeline??this.pipeline;d!==a&&(n.setPipeline(d),n.setBindGroup(0,i.shadowGroup),a=d,s=null,o=null),u&&s!==u.bindGroup&&(n.setBindGroup(1,u.bindGroup),s=u.bindGroup),o!==c.geometryKey&&(e.bindGeometryVertexBuffers(n,c.geometry,c.geometryResource,u?.vertexAttributes??I,c.instanceStart,c.instanceCount,!1),o=c.geometryKey),n.drawIndexedIndirect(i.indirect,20*l)}i.bundle=n.finish(),i.bundles[0]=i.bundle,i.eligibilityVersion=r.eligibilityVersion}submit(e,t,r,i){const n=this.sets.get(t),a=n?.layers.get(r);return!!(this.enabled&&this.available&&n&&a)&&(e.executeBundles(a.bundles),i.drawCallCount+=n.eligibleDrawCount,i.directionalShadowGpuDraws=(i.directionalShadowGpuDraws??0)+n.eligibleDrawCount,i.triangleCount+=n.triangleCount,!0)}disposeSet(e){const t=this.sets.get(e);if(t){t.policies.destroy();for(const e of t.layers.values())e.params.destroy(),e.indirect.destroy(),e.indices.destroy(),e.history.destroy();t.layers.clear(),this.sets.delete(e),e.disposeDirectionalGpuShadows=void 0}}dispose(){for(const e of this.sets.keys())this.disposeSet(e);this.available=!1}},Ac=class{records=new WeakMap;get(e,t,r,i,n,a,s){let o=this.records.get(e);o||(o=[],this.records.set(e,o));let l=o[t];if(!l||l.material!==r||l.customDepthMaterial!==s||l.indexed!==i||l.start!==n||l.count!==a){const c=ei(r),u=ei(e),d=s?ei(s):0;l={material:r,customDepthMaterial:s,indexed:i,start:n,count:a,materialId:c,geometryId:u,depthMaterialId:d,batchKey:ti(r,e,i,n,a,s),batchHash:ri(c,u,i,n,a,d)},o[t]=l}return l}},kc=class e{constructor(e,t,r,i){this.device=e,this.camera=t,this.lights=r,this.pipeline=i}device;camera;lights;pipeline;texture=null;textureView=null;bindGroup=null;columns=0;rows=0;static async createAsync(t,r,i){const n=await E(t,{label:"tiled-point-lights",layout:"auto",compute:{module:t.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"}});return new e(t,r,i,n)}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 Fc,BackSide as $c,BufferAttribute as Ec,BufferGeometry as Oc,Color as _c,DoubleSide as jc,FrontSide as Nc,InstancedBufferAttribute as Wc,InstancedBufferGeometry as Hc,InstancedMesh as qc,MultiplyBlending as Kc,Matrix4 as Zc,Mesh as Yc,OrthographicCamera as Xc,PerspectiveCamera as Jc,SkinnedMesh as Qc,Sphere as eu,SubtractiveBlending as tu,Vector2 as ru,Vector3 as iu,Vector4 as nu,ShaderMaterial as au}from"three";var su=/^[A-Za-z_][A-Za-z0-9_]*$/;function ou(e,t={},r={}){const i=function(e){const t=new Map;for(const[r,i]of Object.entries(e))su.test(r)&&!1!==i&&null!=i&&t.set(r,{name:r,parameters:null,body:lu(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=cu(t),c=du(a);if(!r){s.push(c?pu(t,i,n):"");continue}const{name:u,rest:d}=r;switch(u){case"define":if(c){const t=uu(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 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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 Cu(e){const t=e.indexOf("//");return t>=0?e.slice(0,t):e}function Mu(e){return e.replace(/[.*+?^${}()|[\]\\]/g,"\\$&")}var Pu=/(?!\s*@invariant)\s+(?=(?:[A-Za-z_]\w*\s*:|vec4(?:\s*<\s*f32\s*>|f)\b))/y;function Bu(e){return 32===e||9===e||10===e||13===e}var Du=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 Tu,HalfFloatType as Iu,LinearFilter as Vu,LinearSRGBColorSpace as Gu,RGBAFormat as Lu,Texture as zu}from"three";var Ru=[.125,.215,.35,.446,.526,.582],Uu=20,Au=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]]}(),ku=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=Fu(r,this.equirectBindGroupLayout,Ou,"pmrem-equirectangular"),this.blurPipeline=Fu(r,this.blurBindGroupLayout,_u.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<Ru.length;e+=1)t.push({mip:4-e-1,size:16,sigma:Ru[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=$u(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=Au[(n.length-e-1)%Au.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 zu;return v.image={width:a,height:s},v.name="PMREM.cubeUv",v.mapping=Tu,v.format=Lu,v.type=Iu,v.colorSpace=Gu,v.minFilter=Vu,v.magFilter=Vu,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(Uu);let i=0;for(let n=0;n<Uu;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=$u(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,Uu).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),M=t.beginRenderPass({colorAttachments:[{view:i.createView(),loadOp:p?"clear":"load",storeOp:"store",clearValue:[0,0,0,1]}]});M.setViewport(S,C,3*c.size,2*c.size,0,1),M.setScissorRect(S,C,3*c.size,2*c.size),M.setPipeline(this.blurPipeline),M.setBindGroup(0,y),M.draw(36),M.end()}};function Fu(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 $u(e,t){const r=e.createBuffer({size:t.byteLength,usage:GPUBufferUsage.UNIFORM|GPUBufferUsage.COPY_DST});return e.queue.writeBuffer(r,0,t.buffer,t.byteOffset,t.byteLength),r}var Eu="\nstruct VertexOutput {\n @builtin(position) position: vec4f,\n @location(0) uv: vec2f,\n @location(1) @interpolate(flat) face: u32,\n};\n\nconst corners = array<vec2f, 6>(\n vec2f(0, 0), vec2f(1, 0), vec2f(1, 1),\n vec2f(0, 0), vec2f(1, 1), vec2f(0, 1),\n);\n\n@vertex\nfn vs(@builtin(vertex_index) index: u32) -> VertexOutput {\n let face = index / 6u;\n let corner = corners[index % 6u];\n var output: VertexOutput;\n output.position = vec4f(\n (corner.x + f32(face % 3u)) / 3.0 * 2.0 - 1.0,\n 1.0 - (corner.y + f32(face / 3u)),\n 0.0,\n 1.0,\n );\n output.uv = corner;\n output.face = face;\n return output;\n}\n\nfn cubeDirection(inputUv: vec2f, face: u32, faceSize: f32) -> vec3f {\n let gutter = 1.0 / (faceSize - 2.0);\n let uv = (inputUv * (1.0 + 2.0 * gutter) - vec2f(gutter)) * 2.0 - 1.0;\n if (face == 0u) { return normalize(vec3f(1.0, uv.y, uv.x)); }\n if (face == 1u) { return normalize(vec3f(-uv.x, 1.0, -uv.y)); }\n if (face == 2u) { return normalize(vec3f(-uv.x, uv.y, 1.0)); }\n if (face == 3u) { return normalize(vec3f(-1.0, uv.y, -uv.x)); }\n if (face == 4u) { return normalize(vec3f(-uv.x, -1.0, uv.y)); }\n return normalize(vec3f(uv.x, uv.y, -1.0));\n}\n",Ou=`${Eu}\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`,_u=`${Eu}\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 ju(e){return e.replace(/[^A-Za-z0-9_]/g,"_")}function Nu(e,t){const r=Object.entries(e.uniforms).map(([e,t])=>` ${ju(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=ju(e),s=pt(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=ju(e);return`@group(1) @binding(${a+r}) var<storage, read> ${i}: ${t.type};`}).join("\n")}`}function Wu(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 Hu(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 qu(e,t,r="packed",i=!0,n=!1,a){const s="particle"!==r&&!e.transparent&&!e.requiresLatePass(),o=Nu(e,t),l=function(e){return Object.entries(e.getGraphTextureInputs()).map(([e,t],r)=>{const i=ju(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${Wu("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${u}\n${Hu(n)}\n${o}\n${l}\n`}function Ku(e=!0,t){return qu({uniforms:{},textures:{},storageBuffers:{},getGraphTextureInputs:()=>({})},void 0,"particle",e,!1,t)}function Zu(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=Nu(e,r),o="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",l="packed-visible"===i;return`\n${a}\n${l?`@group(0) @binding(${"shadow"===t?2:3}) var<storage, read> rendererVisibleInstanceIndices: array<u32>;\nfn rendererResolveInstanceIndex(instanceIndex: u32) -> u32 { return rendererVisibleInstanceIndices[instanceIndex]; }`:""}\n\n${l?o.replaceAll("rendererInstances[instanceIndex]","rendererInstances[rendererResolveInstanceIndex(instanceIndex)]"):o}\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${Wu("camera"===t?"rendererCamera":"shadowCamera")}\n${Hu(n)}\n${s}\n`}var Yu=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)}};function Xu(e,t){e.latestFrameProfile=ed(t.profile),(t.pendingGpuRead||t.pendingVisibilityRead)&&Promise.all([t.pendingGpuRead?Ju(t.profile,t.pendingGpuRead):Promise.resolve(),t.pendingVisibilityRead?Qu(t.profile,t.pendingVisibilityRead):Promise.resolve()]).then(()=>{const r=ed(t.profile);e.latestFrameProfile=r,e.latestCompletedFrameProfile=r})}async function Ju(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 Qu(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,o=0;for(const e of t.regions){let t=0;const l=e.byteOffset/Uint32Array.BYTES_PER_ELEMENT;for(let i=0;i<e.drawCount;i+=1)t+=r[l+5*i+1]??0,o+=Math.floor((r[l+5*i]??0)/3)*(r[l+5*i+1]??0);"dynamic"===e.kind?(i+=e.totalInstances,n+=t):(a+=e.totalInstances,s+=t)}const l=i+a,c=n+s;e.visibility={visibleTriangles:o,totalInstances:l,visibleInstances:c,culledInstances:Math.max(0,l-c),dynamicTotalInstances:i,dynamicVisibleInstances:n,staticTotalInstances:a,staticVisibleInstances:s}}catch{e.visibility=null}finally{"mapped"===t.readBuffer.mapState&&t.readBuffer.unmap(),t.readBuffer.destroy()}}function ed(e){return{...e,cpuPhases:{...e.cpuPhases},passes:e.passes.map(e=>({...e})),visibility:e.visibility?{...e.visibility}:null}}import{Frustum as td,Matrix4 as rd,Sphere as id}from"three";function nd(e,t,r,i,n,a,s,o){const l=e[t+3];if(n>0&&!(l*i>=n*(s?.85:1.15)))return!1;const c=e[t],u=e[t+1],d=e[t+2];if(a>0){const e=c-o.x,t=u-o.y,r=d-o.z,i=a+l;if(!(e*e+t*t+r*r<=i*i))return!1}for(let e=0;e<6;e++){const t=r.planes[e],i=t.normal;if(i.x*c+i.y*u+i.z*d+t.constant<-l)return!1}return!0}var ad=class{draws=[];directDraws=[];bundles=[];signatures=[];count=-1;bindGroup=null;pipeline=null;invalidation=null;matches(e,t,r){let i=this.count===this.draws.length&&this.bindGroup===e&&this.pipeline===t&&this.invalidation===r;for(let e=0;e<this.draws.length;e++){const t=this.draws[e],r=t.geometryResource,n=this.signatures[e];n&&n.geometry===t.geometryKey&&n.position===r.position&&n.index===r.index&&n.binding===t.residentInstanceBinding&&n.start===t.start&&n.count===t.count&&n.firstInstance===t.instanceStart&&n.instances===t.instanceCount||(i=!1)}return i}store(e,t,r,i){for(let e=0;e<this.draws.length;e++){const t=this.draws[e],r=t.geometryResource;let i=this.signatures[e];i||(i={},this.signatures[e]=i),i.geometry=t.geometryKey,i.position=r.position,i.index=r.index,i.binding=t.residentInstanceBinding,i.start=t.start,i.count=t.count,i.firstInstance=t.instanceStart,i.instances=t.instanceCount}this.count=this.draws.length,this.bindGroup=t,this.pipeline=r,this.invalidation=i,e?this.bundles[0]=e:this.bundles.length=0}},sd=class{valid=!1;matrix=new Float64Array(16);policies=new Float64Array(0);size=0;x=0;y=0;z=0;update(e,t,r,i){let n=!this.valid||this.size!==t;for(let t=0;t<16;t++)this.matrix[t]!==e.elements[t]&&(n=!0);this.policies.length!==3*r.length&&(this.policies=new Float64Array(3*r.length),n=!0);let a=!1;for(let e=0;e<r.length;e++){const t=r[e],i=t.detailCulling,s=3*e,o=t.castShadow?1:0;this.policies[s]===i.shadowMinScreenSize&&this.policies[s+1]===i.shadowMaxDistance&&this.policies[s+2]===o||(n=!0),this.policies[s]=i.shadowMinScreenSize,this.policies[s+1]=i.shadowMaxDistance,this.policies[s+2]=o,a||=0!==o&&i.shadowMaxDistance>0}return!a||this.x===i.x&&this.y===i.y&&this.z===i.z||(n=!0),this.matrix.set(e.elements),this.size=t,this.x=i.x,this.y=i.y,this.z=i.z,this.valid=!0,n}},od=new WeakMap,ld={drawCallCount:0,triangleCount:0},cd=new td,ud=new rd,dd=new id,hd=new WeakMap,pd=new WeakMap,fd=R.clone();function md(e,t,r,i,n=0){let a=hd.get(e);a||(a=new WeakMap,hd.set(e,a));let s=a.get(t);s||(s={pool:[],draws:[],key:new sd},a.set(t,s));if(!s.key.update(ud,r,e.draws,fd)&&s.excluded===i&&s.exclusionVersion===n)return this.directionalShadowSubmissionStats.selectionHits++,s.draws;s.excluded=i,s.exclusionVersion=n,this.directionalShadowSubmissionStats.selections++;const o=s.pool,l=s.draws;l.length=0;const c=e.instanceVisibilityResource.metadata,u=Math.max(Math.abs(t.projectionMatrix.elements[0])*r,Math.abs(t.projectionMatrix.elements[5])*r);let d=pd.get(e);d||(d=new WeakMap,pd.set(e,d));let h=d.get(t);h||(h=new Uint8Array(e.instanceCount),d.set(t,h));let p=0;for(const t of e.shadowChunks)if(dd.center.copy(t.boundsCenter),dd.radius=t.boundsRadius,cd.intersectsSphere(dd))for(const r of t.drawIndices){if(i?.[r])continue;const t=e.draws[r];if(!t.castShadow)continue;const n=t.detailCulling;let a=-1;const s=t.instanceStart+t.instanceCount;for(let e=t.instanceStart;e<=s;e++){let r=!1;if(e<s){r=nd(c,8*e,cd,u,n.shadowMinScreenSize,n.shadowMaxDistance,0!==h[e],fd),h[e]=r?1:0}if(r&&a<0&&(a=e),!r&&a>=0){let r=o[p];r?r.source!==t&&(Object.assign(r.draw,t),r.source=t):(r={source:t,draw:{...t}},o[p]=r);const i=r.draw;i.instanceStart=a,i.instanceCount=e-a,l.push(i),p++,a=-1}}}return l}function gd(e){return e.usesBatching}function vd(e){return!e.wireframe&&e.material.primitiveTopology.startsWith("triangle")}function xd(e,t){return"pointShadow"===t?null!==e.material.pointShadowVertexShader&&null!==e.material.pointShadowFragmentShader:null!==e.material.depthVertexShader}function wd(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()}var bd=new WeakMap;function yd(e,t){if(!(this.state.staticVisibilityClearKernel&&this.state.staticVisibilityCullKernel&&this.state.staticVisibilityIndirectBuildKernel&&this.getHiZOcclusionCullingActive()&&this.state.device))return;let r=bd.get(this);r||(r=[],bd.set(this,r)),r.length=0;for(const e of this.staticDrawSets){if(!e.publicSet.enabled||0===e.drawMetadataResource.count)continue;if("postpass"===t&&e.lastPreVisibilityFrameToken!==this.staticFrameToken)continue;if(!this.state.device)continue;const i="prepass"===t?e.visibilityParamsUpload:e.postVisibilityParamsUpload,n="prepass"===t?e.visibilityParamsBuffer:e.postVisibilityParamsBuffer,a="prepass"===t?this.state.temporalHiZHistoryValid?3:0:5;i[1]===this.state.hizMipCount&&i[3]===a||(i[1]=this.state.hizMipCount,i[3]=a,this.state.device.queue.writeBuffer(n,0,Yr(i),0,4));this.getOrCreateStaticVisibilityBindGroup(e,t)&&("prepass"!==t||e.visibilityClearBindGroup&&e.visibilityIndirectBuildBindGroup&&e.postVisibilityIndirectBuildBindGroup||(e.visibilityClearBindGroup=this.state.staticVisibilityClearKernel.createBindGroup(this.state.device,[{binding:0,resource:{buffer:e.visibilityParamsBuffer}},{binding:1,resource:{buffer:e.instanceVisibilityResource.visibleCountsBuffer}},{binding:2,resource:{buffer:e.instanceVisibilityResource.postVisibleCountsBuffer}},{binding:3,resource:{buffer:e.instanceVisibilityResource.visibleInstanceMaskBuffer}}],`${e.label}-visibility-clear-bind-group`),e.visibilityIndirectBuildBindGroup=this.state.staticVisibilityIndirectBuildKernel.createBindGroup(this.state.device,[{binding:0,resource:{buffer:e.visibilityParamsBuffer}},{binding:1,resource:{buffer:e.instanceVisibilityResource.visibleCountsBuffer}},{binding:2,resource:{buffer:e.instanceVisibilityResource.postVisibleCountsBuffer}},{binding:3,resource:{buffer:e.drawMetadataResource.indirectBuffer}},{binding:4,resource:{buffer:e.drawMetadataResource.postIndirectBuffer}}],`${e.label}-visibility-indirect-build-bind-group`),e.postVisibilityIndirectBuildBindGroup=this.state.staticVisibilityIndirectBuildKernel.createBindGroup(this.state.device,[{binding:0,resource:{buffer:e.postVisibilityParamsBuffer}},{binding:1,resource:{buffer:e.instanceVisibilityResource.visibleCountsBuffer}},{binding:2,resource:{buffer:e.instanceVisibilityResource.postVisibleCountsBuffer}},{binding:3,resource:{buffer:e.drawMetadataResource.indirectBuffer}},{binding:4,resource:{buffer:e.drawMetadataResource.postIndirectBuffer}}],`${e.label}-post-visibility-indirect-build-bind-group`)),r.push(e))}if(0===r.length)return;if("prepass"===t){const t=e.beginComputePass({label:"static-temporal-visibility-clear-pass"});t.setPipeline(this.state.staticVisibilityClearKernel.pipeline);for(const e of r)t.setBindGroup(0,e.visibilityClearBindGroup),t.dispatchWorkgroups(Math.ceil(Math.max(e.drawMetadataResource.count,e.instanceVisibilityResource.instanceCount)/64));t.end()}const i=e.beginComputePass({label:`static-temporal-visibility-${t}-cull-pass`});i.setPipeline(this.state.staticVisibilityCullKernel.pipeline);for(const e of r)i.setBindGroup(0,"prepass"===t?e.visibilityBindGroup:e.postVisibilityBindGroup),i.dispatchWorkgroups(Math.ceil(e.instanceVisibilityResource.instanceCount/64));i.end();const n=e.beginComputePass({label:`static-temporal-visibility-${t}-indirect-build-pass`});n.setPipeline(this.state.staticVisibilityIndirectBuildKernel.pipeline);for(const e of r)n.setBindGroup(0,"prepass"===t?e.visibilityIndirectBuildBindGroup:e.postVisibilityIndirectBuildBindGroup),n.dispatchWorkgroups(Math.ceil(e.drawMetadataResource.count/64)),"prepass"===t?e.lastPreVisibilityFrameToken=this.staticFrameToken:e.lastVisibilityFrameToken=this.staticFrameToken;n.end(),r.length=0}function Sd(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 Cd(e,t,r,i){if(!this.state.shadowDepthPipeline||0===this.state.directionalShadowLayerViews.length)return void this.clearDirectionalShadow(e);let n=!1;r.camera.getWorldPosition(fd);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];if(!(this.directionalShadowScheduler.updateMask&1<<t)){i.directionalShadowReused=(i.directionalShadowReused??0)+1;continue}i.directionalShadowUpdates=(i.directionalShadowUpdates??0)+1,i.directionalShadowUpdateMask=(i.directionalShadowUpdateMask??0)|1<<t,this.directionalShadowScheduler.forcedMask&1<<t&&(i.directionalShadowForced=(i.directionalShadowForced??0)+1),cd.setFromProjectionMatrix(ud.multiplyMatrices(o.projectionMatrix,o.matrixWorldInverse));const l=this.getShadowCameraBuffer(t);this.writeShadowCameraBuffer(fi(o,this.shadowViewProjScratch),0,0,0,1,l,o);const c=this.getSharedShadowBindGroupForCameraBuffer(l);let u;for(const i of this.staticDrawSets)i.publicSet.enabled&&0!==i.draws.length&&"late"!==i.drawStage&&(!u&&this.directionalShadowGpu.enabled&&this.directionalShadowGpu.available&&(u=e.beginComputePass({label:`renderer-directional-shadow-selection-${t}`})),this.directionalShadowGpu.prepare(this,e,i,o,l,r.camera,this.state.directionalShadowTextureSize,u,fd));u?.end();const d=e.beginRenderPass({label:`renderer-directional-shadow-pass-${t}`,colorAttachments:[],depthStencilAttachment:{view:s,depthClearValue:1,depthLoadOp:"clear",depthStoreOp:"store"}});d.setPipeline(this.state.shadowDepthPipeline),d.setBindGroup(0,c),this.drawDepthLike(d,r.shadowDraws??[...r.gpuOpaqueDraws,...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)continue;const t=this.directionalShadowGpu.submit(d,e,l,i)?this.directionalShadowGpu.sets.get(e):void 0;t?.eligibleDrawCount!==e.draws.length&&Md.call(this,d,e,o,md.call(this,e,o,this.state.directionalShadowTextureSize,t?.eligibility,t?.eligibilityVersion),c,l,i)}d.end(),this.directionalShadowScheduler.commit(t)}n||this.clearDirectionalShadow(e)}function Md(e,t,r,i,n,a,s){let o=od.get(t);o||(o=new WeakMap,od.set(t,o));let l=o.get(r);l||(l=new ad,o.set(r,l)),l.draws.length=0,l.directDraws.length=0;let c=0;for(const e of i)e.customDepthMaterial||xd(e,"directionalShadow")||e.hasRenderCallbacks||e.skinning||!e.indexed||e.wireframe||!vd(e)||"packed"!==this.getDrawInstanceAccessMode(e)?l.directDraws.push(e):(l.draws.push(e),c+=yi(e));if(l.draws.length>0){const r=this.state.shadowDepthPipeline,i=this.resolveShadowBindGroupForDraw(l.draws[0],n,a),o=l.matches(i,r,t.shadowBundles);if(o)if(0===l.bundles.length){const e=this.state.device.createRenderBundleEncoder({label:`${t.label}-directional-selected-runs`,colorFormats:[],depthStencilFormat:"depth32float",sampleCount:1});ld.drawCallCount=0,ld.triangleCount=0,qd.call(this,e,l.draws,ld,{fallbackPipeline:r,fallbackBindGroup:n,shadowCameraBuffer:a,passKind:"directionalShadow",customDepthMode:"ignore",preculled:!0}),l.store(e.finish(),i,r,t.shadowBundles),this.directionalShadowSubmissionStats.bundleBuilds++}else this.directionalShadowSubmissionStats.bundleHits++;else l.store(null,i,r,t.shadowBundles),ld.drawCallCount=0,ld.triangleCount=0,qd.call(this,e,l.draws,ld,{fallbackPipeline:r,fallbackBindGroup:n,shadowCameraBuffer:a,passKind:"directionalShadow",customDepthMode:"ignore",preculled:!0});o&&e.executeBundles(l.bundles),s.drawCallCount+=l.draws.length,s.triangleCount+=c}l.directDraws.length>0&&this.drawDepthLike(e,l.directDraws,s,{fallbackPipeline:this.state.shadowDepthPipeline,fallbackPipelineDirect:this.state.shadowDepthPipelineDirect,fallbackBindGroup:n,shadowCameraBuffer:a,passKind:"directionalShadow",customDepthMode:"use"})}function Pd(e,t,r,i){if(!r.lights.points.some(e=>e.castShadow))return;if(!this.state.pointShadowPipeline||!this.state.pointShadowFaceViews.length||!this.state.pointShadowDepthFaceViews.length)return void this.clearPointShadow(e);let n=!1;for(let t=0;t<r.lights.points.length;t+=1){const a=r.lights.points[t];if(a.castShadow){n=!0;for(let n=0;n<6;n+=1){const s=6*t+n,o=this.pointShadowCameras[t][n];o.near=a.shadowCameraNear,o.far=a.shadowCameraFar,o.position.copy(a.position),R.copy(a.position).add(D[n]),o.up.copy(B[n]),o.lookAt(R),o.updateMatrixWorld(!0),o.updateProjectionMatrix();const l=this.getShadowCameraBuffer(4+s);this.writeShadowCameraBuffer(fi(o,this.shadowViewProjScratch),a.position.x,a.position.y,a.position.z,a.range,l,o);const c=this.getSharedShadowBindGroupForCameraBuffer(l),u=e.beginRenderPass({label:`renderer-point-shadow-pass-${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]=Rd.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 Bd(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),R.copy(a.position).add(a.direction),o.lookAt(R),o.updateMatrixWorld(!0),o.updateProjectionMatrix();const l=this.getShadowCameraBuffer(28+t);this.writeShadowCameraBuffer(fi(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]=Rd.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 Dd(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 Td(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&&Gd(i)){const e=this.getOrCreateStaticVisibleDepthSceneBindGroup(i);this.renderBundleScratch[0]=Id.call(this,i,e)}else this.renderBundleScratch[0]=this.getOrCreateStaticDepthPrepassBundle(i,t);e.executeBundles(this.renderBundleScratch),this.recordStaticDrawStats(i,r)}}function Id(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-${e.id}`,s=this.state.device.createRenderBundleEncoder({label:a,colorFormats:[],depthStencilFormat:"depth32float",sampleCount:1});s.setPipeline(this.state.depthPrepassPipelineVisible),s.setBindGroup(0,t);let o=null;for(let t=0;t<e.draws.length;t+=1){const i=e.draws[t];i.customDepthMaterial||xd(i,"prepass")||Zd(i.material)||!vd(i)||(o!==i.geometryKey&&(o=i.geometryKey,this.bindGeometryVertexBuffers(s,i.geometry,i.geometryResource,I,0,1,i.wireframe)),s.drawIndexedIndirect(r,5*t*Uint32Array.BYTES_PER_ELEMENT))}const l=s.finish({label:a});return e.indirectDepthPrepassBundles[i]={sceneBindGroup:t,indirectBuffer:r,bundle:l},l}function Vd(e){if(this.sampleCount<=1||!this.state.mainDepthView||!this.getHiZOcclusionCullingActive())return;let t=null;for(const r of this.staticDrawSets){if(!r.publicSet.enabled||0===r.draws.length||"late"===r.drawStage||r.lastVisibilityFrameToken!==this.staticFrameToken||!Gd(r))continue;t||(t=e.beginRenderPass({label:"renderer-static-temporal-depth-resolve",colorAttachments:[],depthStencilAttachment:{view:this.state.mainDepthView,depthLoadOp:"load",depthStoreOp:"store"}}));const i=this.getOrCreateStaticVisibleDepthSceneBindGroup(r);this.renderBundleScratch[0]=Id.call(this,r,i,r.drawMetadataResource.postIndirectBuffer,"postpass"),t.executeBundles(this.renderBundleScratch)}t?.end()}function Gd(e){for(const t of e.draws)if(t.customDepthMaterial||xd(t,"prepass")||Zd(t.material)||!vd(t))return!1;return!0}function Ld(e,t){if(!this.state.device||!this.state.depthPrepassPipeline)throw new Error("Renderer is not initialized.");const r=this.resolveSceneBindGroupForDraw(e.draws[0],t);if(e.depthPrepassBundle&&e.depthPrepassBundleSceneBindGroup===r)return e.depthPrepassBundle;const i=zd.call(this,e,"prepass"),n=`${e.label}-static-depth-prepass-bundle-${e.id}`,a=this.state.device.createRenderBundleEncoder({label:n,colorFormats:[],depthStencilFormat:"depth32float",sampleCount:1});a.setBindGroup(0,r);let s=null,o=null,l=null;for(let t=0;t<e.draws.length;t+=1){const r=e.draws[t],n=i[t];if(r.customDepthMaterial||!n&&(Zd(r.material)||!vd(r)))continue;const c=n?.pipeline??this.state.depthPrepassPipeline;s!==c&&(s=c,o=null,l=null,a.setPipeline(c)),n&&o!==n.bindGroup&&(o=n.bindGroup,a.setBindGroup(1,o)),l!==r.geometryKey&&(l=r.geometryKey,this.bindGeometryVertexBuffers(a,r.geometry,r.geometryResource,n?.vertexAttributes??I,r.instanceStart,r.instanceCount,r.wireframe)),a.drawIndexed(r.count,r.instanceCount,r.start,0,r.instanceStart)}const c=a.finish({label:n});return e.depthPrepassBundle=c,e.depthPrepassBundleSceneBindGroup=r,c}function zd(e,t){const r=t,i=e.depthMaterialResources.get(r);if(i)return i;const n=e.draws.map(e=>{const r=xd(e,t);if(e.customDepthMaterial||!r)return null;return this.getDepthPassMaterialResourceForDraw(e.material,t,e)});return e.depthMaterialResources.set(r,n),n}function Rd(e,t,r,i,n,a,s){if(!this.state.device)throw new Error("Renderer is not initialized.");const o=this.resolveShadowBindGroupForDraw(e.draws[0],t,r),l=s?null:e.shadowBundles.get(o),c=s?s.bundles.get(o):l?.[i];if(c)return c;const u=zd.call(this,e,i),d=`${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??I,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 Ud(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 Ad(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,[C],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=ai(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||ai(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 kd(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,`${a.label}-static-indirect-forward-bundle`),e.executeBundles(this.renderBundleScratch),r.drawCallCount+=t.drawCallCount,r.triangleCount+=t.triangleCount;continue}this.renderBundleScratch[0]=this.getOrCreateStaticDirectForwardBundle(a,t,n),e.executeBundles(this.renderBundleScratch),this.recordStaticDrawStats(a,r)}}function Fd(e,t,r=this.sampleCount){if(!this.state.device||!this.state.format)throw new Error("Renderer is not initialized.");const i=this.resolveSceneBindGroupForDraw(e.draws[0],t);if(e.directForwardBundle&&e.directForwardBundleSceneBindGroup===i&&e.directForwardBundleSampleCount===r)return e.directForwardBundle;null==e.draws[0]?.materialResource&&(this.refreshStaticDrawMaterialResources(e.draws),this.syncStaticVisibleMaterialBindingCaches(e));const n=`${e.label}-static-forward-direct-bundle-${e.id}`,a=this.state.device.createRenderBundleEncoder({label:n,colorFormats:[C],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,gd(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 $d(e){for(const t of e.visibleMaterialBindings){const r=t.drawIndices[0];t.resource=e.draws[r]?.materialResource??e.visibleDrawMaterialResources[r]??null}}function Ed(e){for(const t of e)t.materialResource=this.getMaterialResource(t.material,this.getDrawInstanceAccessMode(t),t.receiveShadow,void 0,null!==t.skinning,gd(t))}function Od(e,t){t.drawCallCount+=e.drawCallCount,t.triangleCount+=e.triangleCount}function _d(){return this.staticDrawSets.some(e=>e.publicSet.enabled&&e.draws.length>0)}function jd(e,t,r){if(!(this.state.device&&this.state.presentPipeline&&this.state.fullscreenTextureBindGroupLayout&&this.state.linearClampSampler))return;let i=this.state.presentBindGroups.get(t);i||(i=this.state.device.createBindGroup({label:"renderer-present-bind-group",layout:this.state.fullscreenTextureBindGroupLayout,entries:[{binding:0,resource:this.state.linearClampSampler},{binding:1,resource:t}]}),this.state.presentBindGroups.set(t,i));const n=e.beginRenderPass({label:"renderer-present-pass",colorAttachments:[{view:r,clearValue:{r:this.clearColor[0],g:this.clearColor[1],b:this.clearColor[2],a:this.clearColor[3]},loadOp:"clear",storeOp:"store"}]});n.setPipeline(this.state.presentPipeline),n.setBindGroup(0,i),n.draw(3),n.end()}function Nd(e){for(let t=0;t<this.state.directionalShadowLayerViews.length;t+=1){e.beginRenderPass({label:`renderer-clear-directional-shadow-${t}`,colorAttachments:[],depthStencilAttachment:{view:this.state.directionalShadowLayerViews[t],depthClearValue:1,depthLoadOp:"clear",depthStoreOp:"store"}}).end()}}function Wd(e){for(let t=0;t<this.state.pointShadowFaceViews.length;t+=1){e.beginRenderPass({label:`renderer-clear-point-shadow-${t}`,colorAttachments:[{view:this.state.pointShadowFaceViews[t],clearValue:{r:1,g:1,b:1,a:1},loadOp:"clear",storeOp:"store"}],depthStencilAttachment:{view:this.state.pointShadowDepthFaceViews[t],depthClearValue:1,depthLoadOp:"clear",depthStoreOp:"store"}}).end()}}function Hd(e){for(let t=0;t<this.state.spotShadowLayerViews.length;t+=1){e.beginRenderPass({label:`renderer-clear-spot-shadow-${t}`,colorAttachments:[],depthStencilAttachment:{view:this.state.spotShadowLayerViews[t],depthClearValue:1,depthLoadOp:"clear",depthStoreOp:"store"}}).end()}}function qd(e,t,r,i){let n=null,a=null,s=null,o=null,l=null;for(const c of t){if("directionalShadow"===i.passKind&&!i.preculled){if(dd.center.copy(c.boundsCenter),dd.radius=c.boundsRadius,!cd.intersectsSphere(dd))continue;const e=c.detailCulling??h(c.sourceObject);if(!c.staticLocalBoundsCenter&&!p(c.boundsCenter,c.boundsRadius,ud,this.state.directionalShadowTextureSize,this.state.directionalShadowTextureSize,fd,.85*e.shadowMinScreenSize,e.shadowMaxDistance))continue}if("prepass"!==i.passKind&&!c.castShadow)continue;if("prepass"===i.passKind&&null===c.material.depthVertexShader&&Zd(c.material))continue;if("skip"===i.customDepthMode&&c.customDepthMaterial)continue;const t=xd(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&&!vd(c))continue;const f=null!==c.skinning,m=d?.pipeline??(f&&i.fallbackSkinnedPipeline?i.fallbackSkinnedPipeline:"instanced-direct"===this.getDrawInstanceAccessMode(c)&&i.fallbackPipelineDirect?i.fallbackPipelineDirect:i.fallbackPipeline);a!==m&&(a=m,s=null,o=null,l=null,n=null,e.setPipeline(m));const g="prepass"===i.passKind?this.resolveSceneBindGroupForDraw(c,i.fallbackBindGroup):this.resolveShadowBindGroupForDraw(c,i.fallbackBindGroup,i.shadowCameraBuffer);s!==g&&(s=g,e.setBindGroup(0,g)),d?o!==d.bindGroup&&(o=d.bindGroup,e.setBindGroup(1,d.bindGroup)):o=null,(d?.usesSkinning??f)&&c.skinning&&l!==c.skinning.bindGroup&&(l=c.skinning.bindGroup,e.setBindGroup(2,l));const v=c.geometryResource;n!==c.geometryKey&&(n=c.geometryKey,this.bindGeometryVertexBuffers(e,c.geometry,v,d?.vertexAttributes??(f?V:I),c.instanceStart,c.instanceCount,c.wireframe)),c.indexed&&(c.wireframe?v.wireframeIndex:v.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 Kd=new WeakMap;function Zd(e){if(e.transparent)return!0;let t=Kd.get(e);return null==t&&(t=e.transparent||e.alphaTest>0||/\bdiscard\b/.test(e.fragmentShader),Kd.set(e,t)),t}import{Matrix4 as Yd,OrthographicCamera as Xd,Vector3 as Jd}from"three";var Qd=(e,t)=>void 0!==e&&Number.isFinite(e)&&e>0?e:t,eh=class{constructor(e){this.cameras=e,this.layers=e.map(()=>({valid:!1,source:null,direction:new Jd,rangeX:0,rangeY:0,nextUpdateMs:0,lastUpdateMs:-1/0,candidate:new Xd}))}cameras;layers;updateMask=0;forcedMask=0;settings={enabled:!1,maxUpdateHz:60,cascadeUpdateHz:[60,30,15,7.5],maxUpdatesPerFrame:2,coverageMargin:.05,teleportDistance:10};previousProjection=new Yd;previousPosition=new Jd;viewerPosition=new Jd;corner=new Jd;viewerValid=!1;revision=-1;timeMs=0;setOptions(e){this.settings={enabled:e.enabled??!1,maxUpdateHz:Qd(e.maxUpdateHz,60),cascadeUpdateHz:(e.cascadeUpdateHz?.length?e.cascadeUpdateHz:[60,30,15,7.5]).map(e=>Qd(e,60)),maxUpdatesPerFrame:Math.max(1,Math.floor(Qd(e.maxUpdatesPerFrame,2))),coverageMargin:Number.isFinite(e.coverageMargin)?Math.max(0,Math.min(.5,e.coverageMargin)):.05,teleportDistance:Qd(e.teleportDistance,10)},this.invalidate()}invalidate(){for(const e of this.layers)e.valid=!1}interval(e){const t=this.settings.cascadeUpdateHz;return 1e3/Math.min(this.settings.maxUpdateHz,t[Math.min(e,t.length-1)])}prepare(e,t,r,i,n,a){this.timeMs=n,this.updateMask=this.forcedMask=0,t.getWorldPosition(this.viewerPosition);let s=this.revision!==a;if(this.viewerValid){s||=this.viewerPosition.distanceToSquared(this.previousPosition)>this.settings.teleportDistance**2;const e=t.projectionMatrix.elements,r=this.previousProjection.elements,i=!0===t.isPerspectiveCamera;for(let t=0;t<16;t++)if((i?8!==t&&9!==t:12!==t&&13!==t)&&Math.abs(e[t]-r[t])>1e-6){s=!0;break}}this.revision=a,this.previousPosition.copy(this.viewerPosition),this.previousProjection.copy(t.projectionMatrix),this.viewerValid=!0,s&&this.invalidate();for(let t=0;t<this.layers.length;t++){const n=this.layers[t],a=e[t];if(!a?.castShadow){n.valid=!1;continue}const s=n.candidate;s.left=a.shadowCameraLeft,s.right=a.shadowCameraRight,s.top=a.shadowCameraTop,s.bottom=a.shadowCameraBottom,s.near=a.shadowCameraNear,s.far=a.shadowCameraFar,s.position.copy(a.position),s.lookAt(a.target),s.updateMatrixWorld(!0),s.updateProjectionMatrix();const o=t<i?r[t].x:0,l=t<i?r[t].y:0,c=!n.valid||n.source!==a.sourceLight||n.direction.distanceToSquared(a.direction)>1e-12||n.rangeX!==o||n.rangeY!==l||!this.containsCandidate(this.cameras[t],s);this.settings.enabled&&!c||(this.updateMask|=1<<t,c&&(this.forcedMask|=1<<t))}let o=this.settings.maxUpdatesPerFrame;for(;this.settings.enabled&&o-- >0;){let t=-1,r=1/0;for(let i=0;i<e.length;i++){if(!e[i].castShadow||this.updateMask&1<<i)continue;const a=this.layers[i].nextUpdateMs;n+1e-6>=a&&a<r&&(r=a,t=i)}if(t<0)break;this.updateMask|=1<<t}for(let t=0;t<e.length;t++){if(!(this.updateMask&1<<t))continue;const n=e[t],a=this.layers[t],s=this.cameras[t];if(s.copy(a.candidate),this.settings.enabled){const e=this.settings.coverageMargin,t=s.right-s.left,r=s.top-s.bottom,i=s.far-s.near;s.left-=t*e,s.right+=t*e,s.bottom-=r*e,s.top+=r*e,s.near-=i*e,s.far+=i*e,s.updateProjectionMatrix()}a.source=n.sourceLight,a.direction.copy(n.direction),a.rangeX=t<i?r[t].x:0,a.rangeY=t<i?r[t].y:0}}commit(e){const t=this.layers[e],r=this.interval(e);!t.valid||this.forcedMask&1<<e||!Number.isFinite(t.nextUpdateMs)?t.nextUpdateMs=this.timeMs+r+e*(1e3/this.settings.maxUpdateHz)/this.layers.length:(t.nextUpdateMs+=Math.max(1,Math.floor((this.timeMs-t.nextUpdateMs)/r)+1)*r,t.nextUpdateMs<=this.timeMs&&(t.nextUpdateMs=this.timeMs+r)),t.lastUpdateMs=this.timeMs,t.valid=!0}containsCandidate(e,t){for(let r=0;r<2;r++)for(let i=0;i<2;i++)for(let n=0;n<2;n++){this.corner.set(r?t.right:t.left,i?t.top:t.bottom,-(n?t.far:t.near)).applyMatrix4(t.matrixWorld).applyMatrix4(e.matrixWorldInverse);const a=1e-5;if(this.corner.x<e.left-a||this.corner.x>e.right+a||this.corner.y<e.bottom-a||this.corner.y>e.top+a||this.corner.z<-e.far-a||this.corner.z>-e.near+a)return!1}return!0}};import{Vector3 as th}from"three";function rh(e){return`${Math.floor(e.x/32)}:${Math.floor(e.y/32)}:${Math.floor(e.z/32)}`}function ih(e,t){if(!t)return[e];const r=new Map;for(const t of e){const e=rh(t.boundsCenter);let i=r.get(e);i||(i=[],r.set(e,i)),i.push(t)}return[...r.values()]}var nh=class{constructor(e,t,r,i,n){this.state=e,this.staticDrawSets=t,this.getGeometryResourceForGeometry=r,this.resolveMaterial=i,this.ensureWireframeIndex=n}state;staticDrawSets;getGeometryResourceForGeometry;resolveMaterial;ensureWireframeIndex;nextStaticDrawSetId=1;activeObject=null;activeDetailDefaults;activeMaterialSnapshots=null;getGeometryResource(e){return this.getGeometryResourceForGeometry(e)}resolveStaticMaterial(e){const t=this.resolveMaterial(e);if(!t||!this.activeMaterialSnapshots)return t;let r=this.activeMaterialSnapshots.get(t);return r||(r=t.clone(),r.name=t.name?`${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-${this.nextStaticDrawSetId}`,i=t.onUnsupported??"throw",n=t.allowUnsortedLateDraws??!1,a=[],s=new Pi(4096),o=(e,t)=>{if("skip"!==i)throw new Error(`StaticDrawSet "${r}" does not support ${e.type||"Object3D"} "${e.name||e.uuid}": ${t}.`)};this.activeDetailDefaults=t.detailCulling,e.updateMatrixWorld(!0);const l=new Map;this.activeMaterialSnapshots=l;try{e.traverseVisible(e=>{this.activeObject=e,e.isSkinnedMesh?o(e,"skinned meshes are dynamic"):e.isBatchedMesh?this.collectStaticBatchedMesh(e,s,a,r,o,n):e.isInstancedMesh?this.collectStaticInstancedMesh(e,s,a,r,o,n):e.isMesh&&this.collectStaticMesh(e,s,a,r,o,n)})}catch(e){for(const e of l.values())e.dispose();throw e}finally{this.activeMaterialSnapshots=null,this.activeObject=null,this.activeDetailDefaults=void 0}const{draws:c,instanceData:u}=this.mergeStaticDraws(a,s),d=c.some(e=>e.transparent),h=c.some(e=>!e.transparent);if(d&&h)throw new Error(`StaticDrawSet "${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:`${r}-static-instance-buffer`,size:256*Math.ceil(m/256),usage:GPUBufferUsage.STORAGE|GPUBufferUsage.COPY_DST});u.floatLength>0?this.state.device.queue.writeBuffer(g,0,u.rawData.buffer,0,u.byteLength):this.state.device.queue.writeBuffer(g,0,y,0,w);const v={mode:"packed",buffer:g,colorBuffer:null,sceneBindGroup:null,shadowBindGroup:null,shadowBindGroups:new Map,sceneBindGroupVersion:0,shadowBindGroupVersion:0};for(const e of c)e.residentInstanceBinding=v;const x=this.createStaticDrawMetadataResource(r,c),b=this.createStaticInstanceVisibilityResource(r,c,u),S=new Uint32Array([c.length,this.state.hizMipCount,u.instanceCount,0]),C=this.state.device.createBuffer({label:`${r}-visibility-params-buffer`,size:16,usage:GPUBufferUsage.UNIFORM|GPUBufferUsage.COPY_DST}),M=new Uint32Array([c.length,this.state.hizMipCount,u.instanceCount,0]),P=this.state.device.createBuffer({label:`${r}-post-visibility-params-buffer`,size:16,usage:GPUBufferUsage.UNIFORM|GPUBufferUsage.COPY_DST});this.state.device.queue.writeBuffer(C,0,S,0,4),this.state.device.queue.writeBuffer(P,0,M,0,4);const B={id:this.nextStaticDrawSetId++,label:r,publicSet:null,ownedMaterials:[...l.values()],draws:c,shadowChunks:f,drawStage:d?"late":"opaque",drawCallCount:c.length,triangleCount:c.reduce((e,t)=>e+Math.floor(Math.max(0,t.count)/3)*Math.max(0,t.instanceCount),0),instanceCount:u.instanceCount,instanceBuffer:g,residentInstanceBinding:v,drawMetadataResource:x,instanceVisibilityResource:b,visibilityParamsBuffer:C,visibilityParamsUpload:S,postVisibilityParamsBuffer:P,postVisibilityParamsUpload:M,visibilityBindGroup:null,postVisibilityBindGroup:null,visibilityClearBindGroup:null,visibilityIndirectBuildBindGroup:null,postVisibilityIndirectBuildBindGroup:null,visibleSceneBindGroup:null,visibleSceneBindGroupVersion:0,visibleDepthSceneBindGroup:null,visibleDepthSceneBindGroupVersion:0,visibleMaterialBindings:p,visibleDrawMaterialResources:new Array(c.length),visibleIndirectSubmissionStreams:null,visibleIndirectStreamsSceneBindGroup:null,visibleIndirectStreamsSampleCount:-1,visibleIndirectStreamsColorFormatsKey:"",visibilityBindGroupHizVersion:0,lastPreVisibilityFrameToken:0,lastVisibilityFrameToken:0,indirectForwardBundleCache:new Map,directForwardBundle:null,directForwardBundleSampleCount:-1,directForwardBundleSceneBindGroup:null,depthPrepassBundle:null,depthPrepassBundleSceneBindGroup:null,indirectDepthPrepassBundles:{prepass:null,postpass:null},shadowBundles:new WeakMap,depthMaterialResources:new Map},D={label:r,enabled:!0,get drawCount(){return B.draws.length},get instanceCount(){return B.instanceCount},dispose:()=>{this.disposeStaticDrawSetResource(B)}};return B.publicSet=D,this.staticDrawSets.push(B),D}createVisibleMaterialBindings(e){const t=new Map;for(let r=0;r<e.length;r+=1){const i=e[r],n=`${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=rh(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 th(.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)=>ii(e,t)||(e.transparent||t.transparent?0:rh(e.boundsCenter).localeCompare(rh(t.boundsCenter))));const r=[],i=new Pi(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&&li(a,e[f])&&(a.transparent||rh(a.boundsCenter)===rh(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(Ci(e))return void n(e,"custom depth materials are not supported by StaticDrawSet v1");const s=this.getGeometryResource(e.geometry),o=vi(e.geometry),l=R.copy(o.center).applyMatrix4(e.matrixWorld),c=o.radius*xi(e.matrixWorld),u=Jr(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=Wr(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=Hr(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(Ci(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=Hr(e.geometry,!0);if(o.count<=0||e.count<=0)return;const l=vi(e.geometry),c=this.getGeometryResource(e.geometry),u=[];for(let t=0;t<e.count;t+=1){e.getMatrixAt(t,G),L.multiplyMatrices(e.matrixWorld,G);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=A.copy(l.center).applyMatrix4(L),o=l.radius*xi(L);u.push({matrix:new Float32Array(L.elements),color0:r,color1:i,color2:n,color3:a,batchingId:t,boundsCenter:s.clone(),boundsRadius:o})}for(const i of ih(u,!s.transparent&&!s.requiresLatePass())){const n=R.set(1/0,1/0,1/0),a=U.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),bi(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(Ci(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=Wr(e.geometry,!0,r.start,r.count);if(i<=0)continue;const n=e.getBoundingSphereAt(t,z),a={geometryId:t,start:r.start,count:i,localBoundsCenter:n?n.center.clone():new th,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?Qr(G,p,16*t):e.getMatrixAt(t,G),L.multiplyMatrices(e.matrixWorld,G);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=A.copy(i.localBoundsCenter).applyMatrix4(L),u=i.localBoundsRadius*xi(L);i.instances.push({matrix:new Float32Array(L.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 ih(i.instances,!s.transparent&&!s.requiresLatePass())){const a=R.set(1/0,1/0,1/0),o=U.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),bi(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,p,f,m,g=!1){const v=ei(i),x=i.wireframe&&"triangle-list"===i.primitiveTopology;x&&this.ensureWireframeIndex(e,r);const w=ei(t);return{geometry:e,geometryKey:x?r.wireframeIndex:t,geometryResource:r,material:i,customDepthMaterial:null,residentInstanceBinding:null,sourceObject:null,detailCulling:h(this.activeObject,this.activeDetailDefaults),frontFaceCW:g,usesBatching:n,geometryGroup:null,batchKey:ti(i,t,!0,a,s,null),batchHash:ri(v,w,!0,a,s,0),indexed:!0,wireframe:x,start:x?2*a:a,count:x?2*s:s,transparent:i.transparent||i.requiresLatePass(),renderOrder:0,hasRenderCallbacks:!1,castShadow:this.activeObject?.castShadow??!1,receiveShadow:this.activeObject?.receiveShadow??!1,sortMaterialId:v,sortGeometryId:w,sortCustomDepthMaterialId:0,skinning:null,materialResource:null,instanceStart:o,instanceCount:l,boundsCenter:new th(c,u,d),boundsRadius:p,sortDepth:0,transparentSortGroup:0,transparentSortOrder:0,staticLocalBoundsCenter:f.clone(),staticLocalBoundsRadius:m}}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*b),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*b;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:`${e}-static-draw-metadata-buffer`,size:r*b*4,usage:GPUBufferUsage.STORAGE|GPUBufferUsage.COPY_DST}),o=this.state.device.createBuffer({label:`${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:`${e}-static-post-indirect-draw-buffer`,size:5*r*4,usage:GPUBufferUsage.STORAGE|GPUBufferUsage.INDIRECT|GPUBufferUsage.COPY_DST});return this.state.device.queue.writeBuffer(s,0,i,0,i.length),this.state.device.queue.writeBuffer(o,0,n,0,n.length),this.state.device.queue.writeBuffer(l,0,a,0,a.length),{count:t.length,capacity:r,metadataBuffer:s,indirectBuffer:o,postIndirectBuffer:l}}createStaticInstanceVisibilityResource(e,t,r){if(!this.state.device)throw new Error("Renderer is not initialized.");const i=r.instanceCount,n=Math.max(32,32*i),a=new ArrayBuffer(n),s=new Float32Array(a),o=new Uint32Array(a);for(let e=0;e<t.length;e+=1){const i=t[e],n=i.staticLocalBoundsCenter??vi(i.geometry).center,a=i.staticLocalBoundsRadius??vi(i.geometry).radius;for(let t=0;t<i.instanceCount;t+=1){const l=i.instanceStart+t,c=l*w,u=8*l;G.fromArray(r.rawData,c);const d=R.copy(n).applyMatrix4(G),h=a*xi(G);s[u+0]=d.x,s[u+1]=d.y,s[u+2]=d.z,s[u+3]=h,o[u+4]=e,o[u+5]=l,s[u+6]=i.detailCulling?.minScreenSize??0,s[u+7]=i.detailCulling?.maxDistance??0}}const l=this.state.device.createBuffer({label:`${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),{metadata:s,instanceMetadataBuffer:l,visibleInstanceIndicesBuffer:c,visibleCountsBuffer:u,postVisibleCountsBuffer:d,visibleInstanceMaskBuffer:h,instanceCount:i}}disposeStaticDrawSetResource(e){e.disposeDirectionalGpuShadows?.();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()}},ah=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":Kr(e.magFilter),n=r?"nearest":Kr(e.minFilter),a=r?"nearest":Kr(e.minFilter),s="comparison"===t?function(e){switch(e){case mr:return"never";case cr:return"less";case ar:return"equal";case ur:return"less-equal";case sr:return"greater";case gr:return"not-equal";case or:return"greater-equal";case ir: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:`${e.uuid}-sampler`,addressModeU:qr(e.wrapS),addressModeV:qr(e.wrapT),addressModeW:qr(e.wrapR??e.wrapT),magFilter:i,minFilter:n,mipmapFilter:a,maxAnisotropy:o,compare:s})}uploadDataTextureResource(e,t,r){if(!this.state.device)throw new Error("Renderer is not initialized.");const i=function(e){switch(e){case"r8unorm":case"r8snorm":case"r8uint":case"r8sint":return 1;case"r16uint":case"r16sint":case"r16float":case"rg8unorm":case"rg8snorm":case"rg8uint":case"rg8sint":case"depth16unorm":return 2;case"r32uint":case"r32sint":case"r32float":case"rg16uint":case"rg16sint":case"rg16float":case"rgba8unorm":case"rgba8unorm-srgb":case"rgba8snorm":case"rgba8uint":case"rgba8sint":case"bgra8unorm":case"bgra8unorm-srgb":case"rgb9e5ufloat":case"rgb10a2unorm":case"rg11b10ufloat":case"depth32float":return 4;case"rg32uint":case"rg32sint":case"rg32float":case"rgba16uint":case"rgba16sint":case"rgba16float":return 8;case"rgba32uint":case"rgba32sint":case"rgba32float":return 16;default:return null}}(r.format);if(null===i)throw new Error(`Texture format "${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},Yr(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}},Yr(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},Yr(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=Zr(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: ${sh(t)}`)}}return}const i=function(e){return Zr(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: ${sh(t)}`)}else this.warnSkippedExternalTextureUpload(e,r,"Texture.image is not an HTML image, canvas, video, ImageBitmap, or OffscreenCanvas.")}warnSkippedExternalTextureUpload(e,t,r){if(this.skippedExternalTextureWarnings.has(e))return;this.skippedExternalTextureWarnings.add(e);const i=e.image;console.warn(`[WebGpuRenderer] Skipped upload for texture "${e.name||e.uuid}"; the WebGPU material remains active and samples a zero-cleared fallback texture. ${r}`,{texture:e,textureClass:e.constructor.name,textureName:e.name||void 0,textureUuid:e.uuid,textureFlags:{isRenderTargetTexture:!0===e.isRenderTargetTexture,isVideoTexture:!0===e.isVideoTexture,isCanvasTexture:!0===e.isCanvasTexture,isCubeTexture:!0===e.isCubeTexture},descriptor:t,image:{className:i?.constructor?.name??typeof i,width:i?.width,height:i?.height,depth:i?.depth,src:i?.currentSrc??i?.src,hasData:null!=i?.data,keys:null==i?[]:Object.keys(i).slice(0,16)},userData:e.userData})}uploadTextureResource(e,t,r){!function(e){return!0===e.isCompressedTexture||!0===e.isCompressedArrayTexture}(e)&&!0!==e.isCompressedCubeTexture?!0!==e.isDataTexture&&!0!==e.isDataArrayTexture&&!0!==e.isData3DTexture?this.uploadExternalTextureResource(e,t,r):this.uploadDataTextureResource(e,t,r):this.uploadCompressedTextureResource(e,t,r)}getTextureResource(e){if(!this.state.device)throw new Error("Renderer is not initialized.");const t=this.textureCache.get(e),r=pt(e,this.state.device);if(t&&t.version===e.version&&t.width===r.width&&t.height===r.height&&t.depthOrArrayLayers===r.depthOrArrayLayers&&t.format===r.format&&t.textureDimension===r.textureDimension&&t.viewDimension===r.viewDimension&&t.sampleType===r.sampleType&&t.samplerBindingType===r.samplerBindingType&&t.mipLevelCount===r.mipLevelCount)return t;this.destroyTextureResource(t);const i=this.state.device.createTexture({label:`${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 sh(e){return e instanceof Error?e.message:String(e)}function oh(e){if(e.transparent)switch(e.blending){case Fc:return{color:{srcFactor:"src-alpha",dstFactor:"one",operation:"add"},alpha:{srcFactor:"one",dstFactor:"one",operation:"add"}};case tu:return{color:{srcFactor:"zero",dstFactor:"one-minus-src",operation:"subtract"},alpha:{srcFactor:"one",dstFactor:"one",operation:"subtract"}};case Kc: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 lh(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 ch(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=lh(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=lh(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 uh(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 dh(e){const t=Number(e.userData.motionBlurScale??1);return Number.isFinite(t)?Math.max(0,Math.min(t,8)):1}var hh="chromium-experimental-multi-draw-indirect";function ph(e,t){return Number(t.castShadow)-Number(e.castShadow)}var fh=[C],mh=[{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 gh(e){return e.wireframe&&"triangle-list"===e.primitiveTopology?"line-list":e.primitiveTopology}function vh(e,t,r){if(!gh(e).startsWith("triangle"))return"none";if("directionalShadow"===t){if(r&&null===e.shadowSide)return"none";const t=e.shadowSide??(e.side===$c?Nc:e.side===jc?jc:$c);return t===jc?"none":t===$c?"front":"back"}return e.side===jc?"none":e.side===$c?"front":"back"}function xh(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 wh=class{pipelineCompilationDiagnostics;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;repeatedMeshInstances=new WeakMap;repeatedInstanceResources=new Map;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 ah(this.state,this.textureCache);renderGraph=new Du;nativePostSubmit;presentationOverlay;presentationOverlayContext={device:null,encoder:null,targetView:null,targetFormat:"bgra8unorm",presentationWidth:1,presentationHeight:1};directionalShadowCameras=Array.from({length:4},()=>new Xc(-10,10,10,-10,.1,80));directionalShadowScheduler=new eh(this.directionalShadowCameras);directionalShadowGpu=new Uc;directionalShadowSubmissionStats={bundleHits:0,bundleBuilds:0,selectionHits:0,selections:0};pointShadowCameras=Array.from({length:4},()=>D.map(()=>new Jc(90,1,.1,25)));spotShadowCameras=Array.from({length:4},()=>new Jc(60,1,.5,500));colorTargetCache=new Map;msaaColorTargetCache=new Map;msaaDepthTargetCache=new Map;sourceInstanceDataScratch=new Pi(4096);opaqueInstanceDataScratch=new Pi(4096);finalInstanceDataScratch=new Pi(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;preparedVertexBufferCache=new WeakMap;vertexAttributeGroupBufferKeyCache=new WeakMap;compileDrawScratch=[];dynamicIndirectSubmissionCache=new WeakMap;indirectStreamKeyCache=new WeakMap;nextIndirectStreamKey=1;indirectBundleInvalidationVersion=0;colorFormatsIdentityCache=new WeakMap;colorFormatsValueCache=new Map([[C,1]]);nextColorFormatsId=2;renderBundleScratch=[];indirectMaterialResourcesScratch=[];directBundleDrawStatsScratch={drawCallCount:0,triangleCount:0};sortedOpaqueBatchesScratch=[];opaqueBatchPool=[];opaqueBatchPoolCount=0;drawCallPool=[];drawCallPoolCount=0;staticDrawSets=[];materialPassStaticBundleCache=new WeakMap;staticDrawSetManager=new nh(this.state,this.staticDrawSets,e=>this.getGeometryResource(e),e=>this.resolveMaterial(e),(e,t)=>this.ensureWireframeIndex(e,t));staticFrameToken=0;hizResourceVersion=0;graphTextureResourceVersion=0;transmissionSnapshotTexture=null;transmissionSnapshotView=null;transmissionSnapshotSize={width:0,height:0};transmissionMipViews=[];transmissionMipBindGroups=[];transmissionSourceBindGroups=new WeakMap;transmissionSnapshotPipeline=null;transmissionSampler=null;visibilityParamsUpload=new Uint32Array(4);drawMetadataUpload=new Float32Array(0);indirectDrawUpload=new Uint32Array(0);extractedAmbientScratch=new nu;extractedHemisphereScratch=this.createExtractedHemisphereLightScratch();extractedBoundsMinScratch=new iu;extractedBoundsMaxScratch=new iu;extractedDirectionalLightsScratch=Array.from({length:4},()=>this.createExtractedDirectionalLightScratch());extractedPointLightsScratch=Array.from({length:v},()=>this.createExtractedPointLightScratch());extractedSpotLightsScratch=Array.from({length:x},()=>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(T);spotLightMapAtlasSignature="";spotLightMapAtlasSize=0;spotLightMapAtlasLayout=null;spotLightMapAtlasPipeline=null;csmCascadeRanges=Array.from({length:4},()=>new ru);csmCascadeCount=0;csmCascadeLights=[];shadowCameraUniformScratch=new Float32Array(64);cameraViewProjScratch=new Zc;cameraProjectionScratch=new Zc;projectionJitterPixels=new ru;temporalVisibilityCurrentViewProj=new Zc;temporalVisibilityPreviousViewProj=new Zc;motionVectorProjection=new Zc;motionVectorCurrentViewProj=new Zc;motionVectorPreviousViewProj=new Zc;motionVectorProjectionPending=!1;motionVectorHistoryValid=!1;motionVectorHistoryGeneration=1;lastMotionVectorTimeSeconds=Number.NaN;objectMotionHistory=new WeakMap;cameraFrustumPlanesScratch=new Float32Array(24);objectTraversalStackScratch=[];shadowDrawsScratch=[];extractingCaster=!1;cameraDetailHistory=new WeakMap;isSphereVisibleScratch=(e,t,r,i,n)=>this.extractingCaster||!n||gi(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 iu;transparentSortCameraForwardScratch=new iu;temporalVisibilityCurrentCameraPosition=new iu;temporalVisibilityPreviousCameraPosition=new iu;shadowViewProjScratch=new Zc;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 iu,target:new iu,direction:new iu,color:new iu,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 iu(0,1,0),skyColor:new iu,groundColor:new iu,intensity:0}}createExtractedPointLightScratch(){return{sourceLight:null,position:new iu,color:new iu,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 iu,direction:new iu(0,-1,0),color:new iu,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}}skinnedDrawKeys=new Ac;skeletonPalettes=new Mi;getSkeletonBoneBufferForPass=e=>{const t=this.getSkinningPalette(e);return this.refreshSkinningPalette(t),this.uploadSkinningPalette(t),t.matrixBuffer};outlineResolvedFrameCache=new WeakMap;opaqueSortMs=0;opaqueSortSamples=new Float64Array(120);opaqueSortSampleIndex=0;opaqueSortSampleCount=0;opaqueSortSampleTotal=0;sortOpaqueDraws(e){const t=this.renderGraphProfilingEnabled?performance.now():0;e.sort(ii),this.renderGraphProfilingEnabled&&(this.opaqueSortMs+=performance.now()-t)}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.directionalShadowScheduler.setOptions(e.directionalShadowUpdates??{}),this.directionalShadowGpu.enabled=e.directionalShadowGpuCulling??!0,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 Sr({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:mh}),this.invokeObjectRenderCallbacks=e.invokeObjectRenderCallbacks??!0,this.state.directionalShadowTextureSize=this.shadowMapSize,this.state.pointShadowTextureSize=this.pointShadowMapSize,this.state.spotShadowTextureSize=this.shadowMapSize,this.sampleCount=Si(e.sampleCount),this.renderScale=xh(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&&Cr(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||(e.transmission??0)>0)return!0;if(e instanceof au)return null!=e.uniforms.hology_depth_map||null!=e.uniforms.hology_scene_map||null!=e.uniforms.hology_transmission_map;if(e instanceof Sr)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 t?(t.extractionVersion=this.extractionVersion,t.material=n):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 Sr({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 _c(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:jc,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 Sr({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 _c(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!==vr.prototype.onBeforeRender||e.onAfterRender!==vr.prototype.onAfterRender)}(e)}async initialize(t){if(!("gpu"in navigator))throw new Error("WebGPU is not available in this browser.");const r=t??await navigator.gpu.requestAdapter({powerPreference:this.powerPreference});if(!r)throw new Error("A WebGPU adapter could not be created.");const i=[];r.features.has("indirect-first-instance")&&i.push("indirect-first-instance"),r.features.has("timestamp-query")&&i.push("timestamp-query"),r.features.has("texture-compression-bc")&&i.push("texture-compression-bc"),r.features.has("texture-compression-etc2")&&i.push("texture-compression-etc2"),r.features.has("texture-compression-astc")&&i.push("texture-compression-astc"),r.features.has("float32-filterable")&&i.push("float32-filterable"),r.features.has(hh)&&i.push(hh);const o=r.limits;try{this.state.device=await r.requestDevice({requiredFeatures:i,requiredLimits:{maxTextureArrayLayers:o.maxTextureArrayLayers,maxBufferSize:o.maxBufferSize,maxStorageBufferBindingSize:o.maxStorageBufferBindingSize,maxStorageBuffersPerShaderStage:o.maxStorageBuffersPerShaderStage}})}catch(e){throw new Error("A WebGPU device could not be created.")}!function(t){if(e.has(t))return;const r={loading:!0,phase:"initializing",objects:new WeakMap,origins:new Map,descriptorOrigins:new WeakMap,history:new Map};e.set(t,r);for(const e of["createShaderModule","createBindGroupLayout","createPipelineLayout"]){const i=t[e];t[e]=function(s){const o=i.call(t,s);return r.objects.set(o,"createShaderModule"===e?{shaderHash:n(s.code),codeLength:s.code.length}:a(s,r)),o}}for(const e of["createRenderPipeline","createRenderPipelineAsync","createComputePipeline","createComputePipelineAsync"]){const i=t[e];"function"==typeof i&&(t[e]=function(n){const o=r.descriptorOrigins.get(n)??r.origins.get(n.label),l=(e.includes("Render")?"render":"compute")+":"+(o?.key??n.label??"unlabelled"),c=a(n,r),u=r.history.get(l)??[],d=JSON.stringify(c);let h;for(let e=u.length-1;e>=0;e--)if(u[e].signature===d){h=u[e];break}const p=h??u[u.length-1],f={signature:d,state:c,origin:o,label:n.label,phase:r.phase,status:"pending"},m=!r.loading;let g=0;m&&console.warn("[WebGPU pipeline] Created after loading",{method:e,label:n.label,phase:r.phase,origin:o,reason:"failed"===h?.status?"retry after a failed creation request":"pending"===h?.status?"identical descriptor requested while prior compilation is pending":h?"identical descriptor requested again; cache miss, eviction, or another owner":p?"new variant or changed shader/layout/render state":"first recorded pipeline for this origin",previous:p?{label:p.label,phase:p.phase,status:p.status,origin:p.origin}:null,changes:p?s(p.state,c):[],originChanges:p?s(p.origin,o):[],descriptor:c,stack:new Error("Pipeline creation request").stack,historyLimit:"last 16 requests per origin; up to 4096 origins"}),u.push(f),u.length>16&&u.shift(),r.history.size>=4096&&!r.history.has(l)&&r.history.delete(r.history.keys().next().value),r.history.set(l,u);const v=(t,r)=>{f.status=t,m&&console.info("[WebGPU pipeline] Creation result",{method:e,label:n.label,status:t,[e.endsWith("Async")?"readyAfterMs":"creationCallMs"]:performance.now()-g,error:r,timingMeaning:e.endsWith("Async")?"time until pipeline ready":"handle creation only; GPU compilation may stall at first use"})};g=performance.now();try{const r=i.call(t,n);return e.endsWith("Async")?r.then(e=>(v("ready"),e),e=>{throw v("failed",e),e}):(v("handle returned"),r)}catch(e){throw v("failed",e),e}})}}(this.state.device);let l=!1;if("function"==typeof this.state.device.addEventListener&&this.state.device.addEventListener("uncapturederror",e=>{l||(console.error("Uncaptured WebGPU device error",e.error.message,e.error),l=!0)}),this.state.device.lost.then(e=>{"destroyed"!==e.reason&&console.error("WebGPU device lost",e.reason,e.message)}),this.indirectFirstInstanceSupported=i.includes("indirect-first-instance"),this.timestampQuerySupported=i.includes("timestamp-query"),this.multiDrawIndirectSupported=i.includes(hh),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});const c=[];c.push(kc.createAsync(this.state.device,this.state.cameraBuffer,this.state.lightBuffer).then(e=>{this.tiledPointLights=e,e.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,c.push(this.directionalShadowGpu.initialize(this.state.device,this.state.directShadowBindGroupLayout)),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.transmissionSampler=this.state.device.createSampler({label:"physical-transmission-sampler",magFilter:"linear",minFilter:"linear",mipmapFilter:"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"}),c.push(O.createAsync(this.state.device,{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"}}]}).then(e=>{this.state.hizCopyKernel=e})),c.push(O.createAsync(this.state.device,{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"}}]}).then(e=>{this.state.hizReduceKernel=e})),c.push(O.createAsync(this.state.device,{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"}}]}).then(e=>{this.state.visibilityKernel=e})),c.push(O.createAsync(this.state.device,{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 // Bit 2 is persistent detail hysteresis; bit 0 is frame-local visibility.\n atomicStore(&visibleInstanceMask[index], atomicLoad(&visibleInstanceMask[index]) & 4u);\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"}}]}).then(e=>{this.state.staticVisibilityClearKernel=e})),c.push(O.createAsync(this.state.device,{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]) & 1u) != 0u) {\n return;\n }\n let drawIndex = instance.drawAndSourceIndex.x;\n let threshold = bitcast<f32>(instance.drawAndSourceIndex.z);\n let maxDistance = bitcast<f32>(instance.drawAndSourceIndex.w);\n let center = instance.centerRadius.xyz;\n let radius = instance.centerRadius.w;\n if (maxDistance > 0.0 && distance(center, temporalVisibility.currentCameraPosition.xyz) - radius > maxDistance) {\n return;\n }\n if (threshold > 0.0) {\n let vp = temporalVisibility.currentViewProj;\n let clip = vp * vec4(center, 1.0);\n let wRadius = radius * length(vec3(vp[0].w, vp[1].w, vp[2].w));\n if (clip.w - wRadius > 0.0001) {\n let projected = projectedSphereRadius(vp, clip.xyz / clip.w, clip.w, radius);\n let diameter = max(projected.x * temporalVisibility.viewportAndTime.x, projected.y * temporalVisibility.viewportAndTime.y);\n let wasDetailed = (atomicLoad(&visibleInstanceMask[instanceIndex]) & 4u) != 0u;\n let boundary = threshold * select(1.15, 0.85, wasDetailed);\n if (diameter < boundary) {\n atomicAnd(&visibleInstanceMask[instanceIndex], ~4u);\n return;\n }\n }\n }\n atomicOr(&visibleInstanceMask[instanceIndex], 4u);\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 atomicOr(&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"}}]}).then(e=>{this.state.staticVisibilityCullKernel=e})),c.push(O.createAsync(this.state.device,{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"}}]}).then(e=>{this.state.staticVisibilityIndirectBuildKernel=e})),this.state.visibilityParamsBuffer=this.state.device.createBuffer({label:"renderer-visibility-params-buffer",size:16,usage:GPUBufferUsage.UNIFORM|GPUBufferUsage.COPY_DST}),c.push(this.createStaticPipelines()),await Promise.all(c),this.setSize(this.canvas.clientWidth||this.canvas.width||1,this.canvas.clientHeight||this.canvas.height||1),this.state.initialized=!0}createComputeKernel(e){if(!this.state.device)throw new Error("WebGpuRenderer.initialize() must complete before creating compute kernels.");return new O(this.state.device,e)}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()))}setDirectionalShadowUpdateOptions(e){this.directionalShadowScheduler.setOptions(e)}invalidateDirectionalShadows(){this.directionalShadowScheduler.invalidate()}setDirectionalShadowGpuCullingEnabled(e){this.directionalShadowGpu.enabled=e,this.invalidateDirectionalShadows()}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=Si(e);t!==this.sampleCount&&(this.sampleCount=t,this.destroyMsaaResources(),this.clearIndirectBundleCache(),this.clearStaticDrawSetBundleCaches())}setRenderScale(e){const t=xh(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:C,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:M,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:C,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();const r={startedAt:performance.now(),preparationMs:0,phases:{},drawCount:0,materialRequestCount:0,cpuTotalsMs:{},slowTextureLookups:[],pipelines:[]};this.pipelineCompilationDiagnostics=r;try{const i=this.prepareSceneForCompilation(e,t,!0);r.preparationMs=performance.now()-r.startedAt,await i}finally{this.pipelineCompilationDiagnostics===r&&(this.pipelineCompilationDiagnostics=void 0);const e=performance.now()-r.startedAt,t=r.pipelines,i=[...t].sort((e,t)=>t.durationMs-e.durationMs).slice(0,12);console.info("[WebGPU] Scene compilation",{elapsedMs:Math.round(e),preparationMs:Math.round(r.preparationMs),phasesMs:r.phases,drawCount:r.drawCount,materialRequestCount:r.materialRequestCount,cpuTotalsMs:Object.fromEntries(Object.entries(r.cpuTotalsMs).map(([e,t])=>[e,Math.round(t)])),slowTextureLookups:r.slowTextureLookups.sort((e,t)=>t.durationMs-e.durationMs).slice(0,12).map(e=>({...e,durationMs:Math.round(e.durationMs)})),pipelineCount:t.length,forwardCount:t.filter(e=>"forward"===e.kind).length,depthCount:t.filter(e=>"depth"===e.kind).length,slowestPipelines:i.map(e=>({kind:e.kind,material:e.material,durationMs:Math.round(e.durationMs),vertexCodeLength:e.vertexCodeLength,fragmentCodeLength:e.fragmentCodeLength}))})}}createPMREMGenerator(e=20){if(!this.state.device)throw new Error("WebGpuRenderer.initialize() must complete before creating a PMREM generator.");return new ku({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(),this.opaqueSortMs=0;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;this.renderGraphProfilingEnabled&&(this.opaqueSortSampleTotal-=this.opaqueSortSamples[this.opaqueSortSampleIndex],this.opaqueSortSamples[this.opaqueSortSampleIndex]=this.opaqueSortMs,this.opaqueSortSampleTotal+=this.opaqueSortMs,this.opaqueSortSampleIndex=(this.opaqueSortSampleIndex+1)%this.opaqueSortSamples.length,this.opaqueSortSampleCount=Math.min(this.opaqueSortSampleCount+1,this.opaqueSortSamples.length));const 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,opaqueSortMs:n.opaqueSortMs,opaqueSortAverageMs:n.opaqueSortAverageMs,uploadMs:n.uploadMs,renderGraphMs:0},passes:[],timestampQuerySupported:t.timestampQuerySupported,timestampQueryActive:t.timestampQuerySupported,gpuProfilingReason:null,hiZOcclusionCullingEnabled:t.hiZOcclusionCullingEnabled,hiZOcclusionCullingActive:r,visibility:null};let s=null,o=0,l=0;const c={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)=>{o=i.triangleCount,l=i.drawCallCount,s&&(_r(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,n)=>{a.passes[t].cpuTimeMs=r,a.passes[t].triangleCount=i.triangleCount-o,a.passes[t].drawCallCount=i.drawCallCount-l,s&&(_r(n.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,a.directionalShadows={updatedLayers:i.directionalShadowUpdates??0,reusedLayers:i.directionalShadowReused??0,forcedLayers:i.directionalShadowForced??0,updateMask:i.directionalShadowUpdateMask??0,gpuIndirectDraws:i.directionalShadowGpuDraws??0},!s){const t=ed(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=ed(a)}};return{profile:a,observer:c,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,opaqueSortMs:this.opaqueSortMs,opaqueSortAverageMs:this.opaqueSortSampleTotal/Math.max(1,this.opaqueSortSampleCount),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&&Xu(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&&Xu(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.directionalShadowGpu.dispose();for(const e of this.repeatedInstanceResources.values())e();this.skeletonPalettes.dispose(),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.transmissionSnapshotTexture?.destroy(),this.transmissionSnapshotTexture=null,this.state.sceneDepthSnapshotTexture?.destroy(),this.state.postProcessColorTexture?.destroy(),this.directionalShadowScheduler.invalidate(),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}async 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=[],t=this.state.device.createPipelineLayout({label:"renderer-depth-prepass-layout",bindGroupLayouts:[this.state.sceneBindGroupLayout]});e.push($(this.state.device,{label:"renderer-depth-prepass-pipeline",layout:t,vertex:{module:this.state.device.createShaderModule({label:"renderer-depth-prepass-module",code:"\nstruct RendererCameraUniforms {\n viewProj: mat4x4<f32>,\n cameraPosition: vec4<f32>,\n viewportAndTime: vec4<f32>,\n};\n\nstruct RendererInstanceData {\n model0: vec4<f32>,\n model1: vec4<f32>,\n model2: vec4<f32>,\n model3: vec4<f32>,\n color: vec4<f32>,\n batching: vec4<f32>,\n previousModel0: vec4<f32>,\n previousModel1: vec4<f32>,\n previousModel2: vec4<f32>,\n previousModel3: vec4<f32>,\n};\n\n@group(0) @binding(0) var<uniform> rendererCamera: RendererCameraUniforms;\n@group(0) @binding(1) var<uniform> rendererLights: array<vec4<f32>, 11>;\n@group(0) @binding(2) var<storage, read> rendererInstances: array<RendererInstanceData>;\n\nfn rendererInstanceModelMatrix(instanceIndex: u32) -> mat4x4<f32> {\n let instance = rendererInstances[instanceIndex];\n return mat4x4<f32>(instance.model0, instance.model1, instance.model2, instance.model3);\n}\n\n@vertex\nfn vsMain(\n @location(0) position: vec3<f32>,\n @builtin(instance_index) instanceIndex: u32\n) -> @builtin(position) @invariant vec4<f32> {\n let world = rendererInstanceModelMatrix(instanceIndex) * vec4(position, 1.0);\n return rendererCamera.viewProj * world;\n}\n"}),entryPoint:"vsMain",buffers:[{arrayStride:12,attributes:[{shaderLocation:0,offset:0,format:"float32x3"}]}]},primitive:{topology:"triangle-list",cullMode:"back",frontFace:"ccw"},depthStencil:{format:"depth32float",depthWriteEnabled:!0,depthCompare:"less"}}).then(e=>{this.state.depthPrepassPipeline=e}));const r=this.state.device.createPipelineLayout({label:"renderer-depth-prepass-visible-layout",bindGroupLayouts:[this.state.visibleDepthSceneBindGroupLayout]});e.push($(this.state.device,{label:"renderer-depth-prepass-visible-pipeline",layout:r,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"}}).then(e=>{this.state.depthPrepassPipelineVisible=e}));const i=this.state.device.createPipelineLayout({label:"renderer-depth-prepass-direct-layout",bindGroupLayouts:[this.state.directSceneBindGroupLayout]});e.push($(this.state.device,{label:"renderer-depth-prepass-direct-pipeline",layout:i,vertex:{module:this.state.device.createShaderModule({label:"renderer-depth-prepass-direct-module",code:"\nstruct RendererCameraUniforms {\n viewProj: mat4x4<f32>,\n cameraPosition: vec4<f32>,\n viewportAndTime: vec4<f32>,\n};\n\n@group(0) @binding(0) var<uniform> rendererCamera: RendererCameraUniforms;\n@group(0) @binding(1) var<uniform> rendererLights: array<vec4<f32>, 11>;\n@group(0) @binding(2) var<storage, read> rendererInstanceMatrices: array<vec4<f32>>;\n\nfn rendererInstanceModelMatrix(instanceIndex: u32) -> mat4x4<f32> {\n let base = instanceIndex * 4u;\n return mat4x4<f32>(\n rendererInstanceMatrices[base + 0u],\n rendererInstanceMatrices[base + 1u],\n rendererInstanceMatrices[base + 2u],\n rendererInstanceMatrices[base + 3u]\n );\n}\n\n@vertex\nfn vsMain(\n @location(0) position: vec3<f32>,\n @builtin(instance_index) instanceIndex: u32\n) -> @builtin(position) @invariant vec4<f32> {\n let world = rendererInstanceModelMatrix(instanceIndex) * vec4(position, 1.0);\n return rendererCamera.viewProj * world;\n}\n"}),entryPoint:"vsMain",buffers:[{arrayStride:12,attributes:[{shaderLocation:0,offset:0,format:"float32x3"}]}]},primitive:{topology:"triangle-list",cullMode:"back",frontFace:"ccw"},depthStencil:{format:"depth32float",depthWriteEnabled:!0,depthCompare:"less"}}).then(e=>{this.state.depthPrepassPipelineDirect=e}));const n=this.state.device.createPipelineLayout({label:"renderer-skinned-depth-prepass-layout",bindGroupLayouts:[this.state.sceneBindGroupLayout,this.state.emptyBindGroupLayout,this.state.skinningBindGroupLayout]});e.push($(this.state.device,{label:"renderer-skinned-depth-prepass-pipeline",layout:n,vertex:{module:this.state.device.createShaderModule({label:"renderer-skinned-depth-prepass-module",code:Tc}),entryPoint:"vsMain",buffers:this.createVertexBufferLayouts(V)},primitive:{topology:"triangle-list",cullMode:"back",frontFace:"ccw"},depthStencil:{format:"depth32float",depthWriteEnabled:!0,depthCompare:"less"}}).then(e=>{this.state.skinnedDepthPrepassPipeline=e}));const a=this.state.device.createPipelineLayout({label:"renderer-shadow-layout",bindGroupLayouts:[this.state.shadowBindGroupLayout]}),s=this.state.device.createPipelineLayout({label:"renderer-direct-shadow-pipeline-layout",bindGroupLayouts:[this.state.directShadowBindGroupLayout]});e.push($(this.state.device,{label:"renderer-directional-shadow-pipeline",layout:a,vertex:{module:this.state.device.createShaderModule({label:"renderer-directional-shadow-module",code:Mc}),entryPoint:"vsMain",buffers:[{arrayStride:12,attributes:[{shaderLocation:0,offset:0,format:"float32x3"}]}]},primitive:{topology:"triangle-list",cullMode:"front",frontFace:"ccw"},depthStencil:{format:"depth32float",depthWriteEnabled:!0,depthCompare:"less",depthBias:1,depthBiasSlopeScale:2,depthBiasClamp:0}}).then(e=>{this.state.shadowDepthPipeline=e})),e.push($(this.state.device,{label:"renderer-directional-shadow-direct-pipeline",layout:s,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}}).then(e=>{this.state.shadowDepthPipelineDirect=e}));const o=this.state.device.createPipelineLayout({label:"renderer-skinned-shadow-layout",bindGroupLayouts:[this.state.shadowBindGroupLayout,this.state.emptyBindGroupLayout,this.state.skinningBindGroupLayout]});e.push($(this.state.device,{label:"renderer-skinned-directional-shadow-pipeline",layout:o,vertex:{module:this.state.device.createShaderModule({label:"renderer-skinned-directional-shadow-module",code:Ic}),entryPoint:"vsMain",buffers:this.createVertexBufferLayouts(V)},primitive:{topology:"triangle-list",cullMode:"front",frontFace:"ccw"},depthStencil:{format:"depth32float",depthWriteEnabled:!0,depthCompare:"less",depthBias:1,depthBiasSlopeScale:2,depthBiasClamp:0}}).then(e=>{this.state.skinnedShadowDepthPipeline=e})),e.push($(this.state.device,{label:"renderer-point-shadow-pipeline",layout:a,vertex:{module:this.state.device.createShaderModule({label:"renderer-point-shadow-module",code:Pc}),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:Pc}),entryPoint:"fsMain",targets:[{format:"rgba16float"}]},primitive:{topology:"triangle-list",cullMode:"back",frontFace:"ccw"},depthStencil:{format:"depth32float",depthWriteEnabled:!0,depthCompare:"less"}}).then(e=>{this.state.pointShadowPipeline=e})),e.push($(this.state.device,{label:"renderer-point-shadow-direct-pipeline",layout:s,vertex:{module:this.state.device.createShaderModule({label:"renderer-point-shadow-direct-module",code:Bc}),entryPoint:"vsMain",buffers:[{arrayStride:12,attributes:[{shaderLocation:0,offset:0,format:"float32x3"}]}]},fragment:{module:this.state.device.createShaderModule({label:"renderer-point-shadow-direct-fragment-module",code:Bc}),entryPoint:"fsMain",targets:[{format:"rgba16float"}]},primitive:{topology:"triangle-list",cullMode:"back",frontFace:"ccw"},depthStencil:{format:"depth32float",depthWriteEnabled:!0,depthCompare:"less"}}).then(e=>{this.state.pointShadowPipelineDirect=e})),e.push($(this.state.device,{label:"renderer-skinned-point-shadow-pipeline",layout:o,vertex:{module:this.state.device.createShaderModule({label:"renderer-skinned-point-shadow-module",code:Vc}),entryPoint:"vsMain",buffers:this.createVertexBufferLayouts(V)},fragment:{module:this.state.device.createShaderModule({label:"renderer-skinned-point-shadow-fragment-module",code:Vc}),entryPoint:"fsMain",targets:[{format:"rgba16float"}]},primitive:{topology:"triangle-list",cullMode:"back",frontFace:"ccw"},depthStencil:{format:"depth32float",depthWriteEnabled:!0,depthCompare:"less"}}).then(e=>{this.state.skinnedPointShadowPipeline=e}));const l=this.state.device.createPipelineLayout({label:"renderer-present-layout",bindGroupLayouts:[this.state.fullscreenTextureBindGroupLayout]});e.push($(this.state.device,{label:"renderer-present-pipeline",layout:l,vertex:{module:this.state.device.createShaderModule({label:"renderer-present-module",code:Gc}),entryPoint:"vsMain"},fragment:{module:this.state.device.createShaderModule({label:"renderer-present-fragment-module",code:Gc}),entryPoint:"fsMain",targets:[{format:this.state.format}]},primitive:{topology:"triangle-list"}}).then(e=>{this.state.presentPipeline=e}));const c=this.state.device.createShaderModule({label:"renderer-scene-color-snapshot-module",code:zc});e.push($(this.state.device,{label:"renderer-scene-color-snapshot-pipeline",layout:l,vertex:{module:c,entryPoint:"vsMain"},fragment:{module:c,entryPoint:"fsMain",targets:[{format:M}]},primitive:{topology:"triangle-list"}}).then(e=>{this.state.sceneColorSnapshotPipeline=e}));const u=this.state.device.createShaderModule({label:"physical-transmission-snapshot-module",code:Rc});e.push($(this.state.device,{label:"physical-transmission-snapshot-pipeline",layout:l,vertex:{module:u,entryPoint:"vsMain"},fragment:{module:u,entryPoint:"fsMain",targets:[{format:C}]},primitive:{topology:"triangle-list"}}).then(e=>{this.transmissionSnapshotPipeline=e})),await Promise.all(e)}ensureTransmissionSnapshot(){if(this.transmissionSnapshotTexture&&this.transmissionSnapshotSize.width===this.state.width&&this.transmissionSnapshotSize.height===this.state.height)return;this.transmissionSnapshotTexture?.destroy(),this.transmissionSnapshotSize.width=this.state.width,this.transmissionSnapshotSize.height=this.state.height;const e=1+Math.floor(Math.log2(Math.max(this.state.width,this.state.height)));this.transmissionSnapshotTexture=this.state.device.createTexture({label:"physical-transmission-snapshot",size:this.transmissionSnapshotSize,format:C,mipLevelCount:e,usage:GPUTextureUsage.RENDER_ATTACHMENT|GPUTextureUsage.TEXTURE_BINDING}),this.transmissionSnapshotView=this.transmissionSnapshotTexture.createView(),this.transmissionMipViews=[],this.transmissionMipBindGroups=[],this.transmissionSourceBindGroups=new WeakMap;for(let t=0;t<e;t++)this.transmissionMipViews.push(this.transmissionSnapshotTexture.createView({baseMipLevel:t,mipLevelCount:1})),t>0&&this.transmissionMipBindGroups.push(this.state.device.createBindGroup({layout:this.state.fullscreenTextureBindGroupLayout,entries:[{binding:0,resource:this.transmissionSampler},{binding:1,resource:this.transmissionMipViews[t-1]}]}));this.graphTextureResourceVersion++}copyTransmissionSnapshot(e,t){let r=this.transmissionSourceBindGroups.get(t);r||(r=this.state.device.createBindGroup({layout:this.state.fullscreenTextureBindGroupLayout,entries:[{binding:0,resource:this.transmissionSampler},{binding:1,resource:t}]}),this.transmissionSourceBindGroups.set(t,r));for(let t=0;t<this.transmissionMipViews.length;t++){const i=e.beginRenderPass({label:"physical-transmission-snapshot-mip",colorAttachments:[{view:this.transmissionMipViews[t],loadOp:"clear",storeOp:"store",clearValue:{r:0,g:0,b:0,a:1}}]});i.setPipeline(this.transmissionSnapshotPipeline),i.setBindGroup(0,0===t?r:this.transmissionMipBindGroups[t-1]),i.draw(3),i.end()}}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.directionalShadowScheduler.invalidate(),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??C,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??C,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 "${e}" has not been defined.`);return{width:t.width,height:t.height}}getColorTargetFormat(e){if(!this.state.format)throw new Error("Renderer is not initialized.");if("sceneColor"===e||"postProcessColor"===e)return C;const t=this.colorTargetCache.get(e);if(!t)throw new Error(`Color target "${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 Yu("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:C,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],getSkeletonBoneBuffer:this.getSkeletonBoneBufferForPass,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 Yu("DirectionalShadowPass",()=>{this.executeDirectionalShadowPass(t,i,s,o)},{writes:["directionalShadow"]}))},addPointShadowPass:()=>{s.lights.points.some(e=>e.castShadow)&&e.addPass(new Yu("PointShadowPass",()=>{this.executePointShadowPass(t,i,s,o)},{writes:["pointShadow"]}))},addSpotShadowPass:()=>{s.lights.spots.some(e=>e.castShadow)&&e.addPass(new Yu("SpotShadowPass",()=>{this.executeSpotShadowPass(t,i,s,o)},{writes:["spotShadow"]}))},addDepthPrepass:()=>{d=!0,this.getHiZOcclusionCullingActive()&&this.hasEnabledStaticDrawSets()&&e.addPass(new Yu("TemporalStaticVisibilityPrepass",()=>{this.executeStaticVisibilityPasses(t,"prepass")},{reads:["hiz"],writes:["staticIndirectArgs"]})),e.addPass(new Yu("DepthPrepass",()=>{this.executeDepthPrepass(t,r,s,o)},{writes:["mainDepth"]}))},addHiZPasses:()=>{this.getHiZOcclusionCullingActive()&&e.addPass(new Yu("HiZPasses",()=>{this.executeHiZPasses(t)},{reads:["mainDepth"],writes:["hiz"]}))},addVisibilityPass:()=>{this.getHiZOcclusionCullingActive()&&(n||this.hasEnabledStaticDrawSets())&&(e.addPass(new Yu("VisibilityPass",()=>{n&&this.executeVisibilityPass(t,n),this.executeStaticVisibilityPasses(t,"postpass")},{reads:["hiz"],writes:["indirectArgs","staticIndirectArgs"]})),this.sampleCount>1&&this.hasEnabledStaticDrawSets()&&e.addPass(new Yu("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 Yu("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 Yu("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 Yu("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 Yu("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 Yu("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=p(a),l=o.includes("physicalTransmissionSnapshot");l&&this.ensureTransmissionSnapshot();const c=!0===i?.sceneColor||a.some(e=>e.material.usesSceneColor()),u=!0===i?.sceneDepth||a.some(e=>e.material.usesSceneDepth()),d=o.includes("mainDepth");if(!(l||c||u||d))return;const f=this.getColorTargetDimensions(r);if(f.width!==this.state.width||f.height!==this.state.height||this.getColorTargetFormat(r)!==C)throw new Error("Scene texture snapshots currently require a full-resolution rgba16float source.");e.addPass(new Yu("SceneTextureCopyPass",()=>{if(l&&this.copyTransmissionSnapshot(t,this.getColorTargetView(r)),c){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()}u&&this.executeHiZPasses(t,!1,!0),d&&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:[...c||l?[r]:[],...u||d?["mainDepth"]:[]],writes:[...c?["sceneColorSnapshot"]:[],...l?["physicalTransmissionSnapshot"]:[],...u||d?["sceneDepthSnapshot"]:[]]})),(u||d)&&(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 Yu("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 Yu("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 Yu(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 Yu(t.name,()=>{t.execute(f)},{reads:t.reads,writes:t.writes,dependsOn:t.dependsOn}))},addPresentPass:(r="sceneColor")=>{e.addPass(new Yu("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 iu,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 iu,boundsMax:new iu},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.cameraDetailRejected=t.cameraDetailRejected,e.detailCulling=h(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,p,f,m,g,v,x,w,b,y,S,C,M,P,B,D,T,I=null){const V=!0===o?.isBatchedMesh,G=n.wireframe&&"triangle-list"===n.primitiveTopology;return G&&this.ensureWireframeIndex(t,i),this.shouldInvalidateDrawMaterialResource(e,n,w,V,I)&&(e.materialResource=null),e.geometry=t,e.geometryKey=G?i.wireframeIndex:r,e.geometryResource=i,e.material=n,e.customDepthMaterial=a,e.residentInstanceBinding=s,e.sourceObject=o,e.cameraDetailRejected=void 0,e.detailCulling=h(o),e.frontFaceCW=null!==o&&!0===o.isMesh&&o.matrixWorld.determinant()<0,e.usesBatching=V,e.geometryGroup=l,e.batchKey=c,e.batchHash=u,e.indexed=G||d,e.wireframe=G,e.start=G?2*p:p,e.count=G?2*f:f,e.transparent=m,e.renderOrder=g,e.hasRenderCallbacks=v,e.castShadow=x,e.receiveShadow=w,e.sortMaterialId=b,e.sortGeometryId=y,e.sortCustomDepthMaterialId=S,e.skinning=I,e.instanceStart=C,e.instanceCount=M,e.boundsCenter.set(P,B,D),e.boundsRadius=T,e.sortDepth=0,e.transparentSortGroup=0,e.transparentSortOrder=0,e.sourceRanges=void 0,e}pushOpaqueDrawTemplate(e,t,r,i,n,a,s){e.detailCulling=h(e.sourceObject),e.cameraDetailRejected=!p(R.set(i,n,a),s,this.cameraViewProjScratch,this.state.width,this.state.height,this.transparentSortCameraPositionScratch,e.detailCulling.minScreenSize*(e.sourceObject&&this.cameraDetailHistory.get(e.sourceObject)?.85:1.15),e.detailCulling.maxDistance),e.sourceObject&&this.cameraDetailHistory.set(e.sourceObject,!e.cameraDetailRejected);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(oi(r.template,e)){c=r;break}}else oi(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){let t=this.outlineResolvedFrameCache.get(e);if(!t||t.extractionVersion!==this.extractionVersion){const r=this.materialResolver?.(e,"outline");t?(t.extractionVersion=this.extractionVersion,t.material=r):(t={extractionVersion:this.extractionVersion,material:r},this.outlineResolvedFrameCache.set(e,t))}const r=t.material;if(r)return r}let i=this.toonOutlineMaterialCache.get(e);if(!i){const t=t=>new Sr({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?mh:[{name:"position",shaderLocation:0,format:"float32x3"},{name:"normal",shaderLocation:1,format:"float32x3",defaultValue:[0,0,1]}],uniforms:{outlineThickness:r.thickness??.003,outlineColor:(new _c).fromArray(r.color??[0,0,0]),outlineAlpha:r.alpha??e.opacity},side:$c,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 f=this.extractedAmbientScratch;f.set(0,0,0,0);let m=null;const g=this.activeDirectionalLightsScratch,w=this.activePointLightsScratch,b=this.activeSpotLightsScratch,y=this.fogVolumeObjectsScratch;g.length=0,w.length=0,b.length=0,y.length=0;const S=this.extractedBoundsMinScratch;S.set(1/0,1/0,1/0);const C=this.extractedBoundsMaxScratch;C.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];mi(t,0,s-i,u-o,f-d,x-m),mi(t,4,s+i,u+o,f+d,x+m),mi(t,8,s+n,u+l,f+h,x+g),mi(t,12,s-n,u-l,f-h,x-g),mi(t,16,s-a,u-c,f-p,x-v),mi(t,20,a,c,p,v)}(fi(t,this.cameraViewProjScratch),this.cameraFrustumPlanesScratch);const M=this.transparentSortCameraPositionScratch,P=this.transparentSortCameraForwardScratch;t.getWorldPosition(M),t.getWorldDirection(P);const B=r?this.isSphereVisibleForCompilationScratch:this.isSphereVisibleScratch,D=this.updateExtractedBoundsFromMatrixScratch,T=this.objectTraversalStackScratch;T.length=0,T.push(e);for(let e=this.csmCascadeLights.length-1;e>=0;e-=1)T.push(this.csmCascadeLights[e]);for(;T.length>0;){const e=T.pop();if(this.extractingCaster=e.castShadow,!e.visible)continue;const r=0!==(e.layers.mask&t.layers.mask);if(!0===e.isFogVolumeObject&&null!=e.volume)y.push(e);else if(e.isAmbientLight){if(r){const t=e;f.x+=t.color.r*t.intensity,f.y+=t.color.g*t.intensity,f.z+=t.color.b*t.intensity,f.w=1}}else if(e.isHemisphereLight){if(r&&null==m){const t=e,r=this.extractedHemisphereScratch;R.setFromMatrixPosition(t.matrixWorld),r.direction.copy(R),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,m=r}}else if(e.isDirectionalLight){if(r&&g.length<4&&!this.hasExtractedDirectionalLight(g,e)){const t=e,r=t.shadow,i=r.camera,n=this.extractedDirectionalLightsScratch[g.length];n.sourceLight=t,t.target.matrixWorldAutoUpdate&&t.target.updateMatrixWorld(!0),R.setFromMatrixPosition(t.matrixWorld),U.setFromMatrixPosition(t.target.matrixWorld),n.position.copy(R),n.target.copy(U),n.direction.copy(U).sub(R).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,g.push(n)}}else if(e.isPointLight){if(r&&w.length<v){const t=e,r=t.shadow,i=r.camera;R.setFromMatrixPosition(t.matrixWorld);const n=t.distance>0?t.distance:Math.max(i.far,25);if(!gi(this.cameraFrustumPlanesScratch,R.x,R.y,R.z,n))continue;const a=this.extractedPointLightsScratch[w.length];a.sourceLight=t,a.position.copy(R),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,w.push(a)}}else if(e.isSpotLight){if(r&&b.length<x){const t=e,r=t.shadow,i=r.camera,n=this.extractedSpotLightsScratch[b.length];n.sourceLight=t,t.target.matrixWorldAutoUpdate&&t.target.updateMatrixWorld(!0),R.setFromMatrixPosition(t.matrixWorld),U.setFromMatrixPosition(t.target.matrixWorld);const a=t.distance>0?t.distance:i.far;if(!gi(this.cameraFrustumPlanesScratch,R.x,R.y,R.z,a))continue;n.position.copy(R),n.direction.copy(U).sub(R).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,b.push(n)}}else r&&e.isBatchedMesh?this.collectBatchedMesh(e,a,D,B,t,M,P):r&&e.isInstancedMesh?this.collectInstancedMesh(e,a,D,B):r&&e.isSkinnedMesh?this.collectSkinnedMesh(e,a,D,B):r&&e.isLine?this.collectLine(e,a,D,B):r&&e.isSprite?this.collectSprite(e,a,D,B):r&&e.isMesh&&this.collectMesh(e,a,D,B);const i=e.children;for(let e=i.length-1;e>=0;e-=1)T.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);g.sort((t,r)=>((null==t.sourceLight?void 0:e.get(t.sourceLight))??4)-((null==r.sourceLight?void 0:e.get(r.sourceLight))??4))}const I=o.length;this.updateTransparentDrawSortDepths(i,M,P),i.sort(ni),Number.isFinite(S.x)||(S.set(-6,-6,-6),C.set(6,6,6)),this.sortOpaqueDraws(l);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&&li(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}this.sortOpaqueDraws(c);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<I;e+=1){const t=o[e];if(t.residentInstanceBinding)continue;const r=d.instanceCount;d.appendRange(a,t.instanceStart,t.instanceCount),t.instanceStart=r}this.sortOpaqueDraws(s),this.sortOpaqueDraws(o);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}w.sort(ph),b.sort(ph);for(let e=4;e<w.length;e+=1)w[e].castShadow=!1;for(let e=4;e<b.length;e+=1)b[e].castShadow=!1;const V=this.extractedLightsScratch;V.hemisphere=m,V.directional=g[0]??null,V.point=w[0]??null,V.spot=b[0]??null;const G=this.extractedFrameScratch;G.scene=e,G.camera=t,G.fogVolumeObjects=y,G.transparentDraws=i,G.instanceData=d,G.residentInstanceUploads=n,this.extractingCaster=!1;const L=this.shadowDrawsScratch;L.length=0;for(const e of[s,o,i]){for(const t of e)t.castShadow&&!t.transparent&&L.push(t);if(!r){let t=0;for(const r of e){const i=r.detailCulling??h(r.sourceObject);!r.cameraDetailRejected&&this.isSphereVisibleScratch(r.boundsCenter.x,r.boundsCenter.y,r.boundsCenter.z,r.boundsRadius,r.sourceObject?.frustumCulled??!0)&&p(r.boundsCenter,r.boundsRadius,this.cameraViewProjScratch,this.state.width,this.state.height,M,!1===r.cameraDetailRejected?0:i.minScreenSize,i.maxDistance)&&(e[t++]=r)}e.length=t}}return G.shadowDraws=L,G}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=`${Lr(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 Yc(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=Lr(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 Oc;f.setIndex([0,2,1,2,3,1,2,4,3,4,5,3,4,6,5,6,7,5]),f.setAttribute("position",new Ec(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 Wc(new Float32Array(d),3)),f.setAttribute("instanceEnd",new Wc(new Float32Array(h),3)),f.instanceCount=d.length/3;const m=vi(n);f.boundingSphere=new eu(m.center.clone(),m.radius),o={signature:s,sourceGeometry:n,mesh:new Yc(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 Yc(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:vi(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 M=this.resolvedMeshMaterialsScratch;M.length=0;let P=null;if(s)for(let e=0;e<a.length;e+=1)M[e]=this.resolveMaterial(a[e]);else{if(!a.visible)return;P=this.resolveMaterial(a)}const B=Ci(e),D=l&&l.customDepthMaterial===B&&l.geometryResource.lastValidatedExtractionVersion===this.extractionVersion&&(!s&&l.material===a&&l.resolvedMaterial===P||s&&null!==l.materials&&null!==l.resolvedMaterials&&kr(l.materials,a)&&Er(l.resolvedMaterials,M))?l:this.getMeshExtractionCacheEntry(e,a,P,M,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),V=this.getObjectMotionHistory(e,p),G=uh(e),L=dh(e);let z=0,R=null;if(!(n instanceof Hc&&I>1)||e instanceof Qc||this.hasRenderCallbacks(e))for(let e=0;e<I;e+=1){const r=Xr(t,p,1,1,1,1,void 0,V.matrix,G,L,V.valid?1:0);0===e&&(z=r)}else{let t=this.repeatedMeshInstances.get(e);if(!t||t.geometry!==n||t.data.disposed){t&&this.repeatedInstanceResources.get(t.data)?.();const r=new Bi,i=()=>{n.removeEventListener("dispose",i),r.dispose(),this.repeatedInstanceResources.delete(r)};n.addEventListener("dispose",i),this.repeatedInstanceResources.set(r,i),t={geometry:n,data:r},this.repeatedMeshInstances.set(e,t)}R=t.data,R.update(I,p,V.matrix,G,L,V.valid?1:0),!R.residentBufferDirty&&R.residentInstanceBinding.buffer||this.residentInstanceUploadsScratch.push(R)}this.commitObjectMotionHistory(V,p),r(p);for(let e=0;e<T;e+=1){const t=D.templates[e],r=this.populateDrawCall(this.acquireDrawCall(),t,z,I,v,x,w,C);R&&(r.residentInstanceBinding=R.residentInstanceBinding),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().");const i=r?this.pipelineCompilationDiagnostics:void 0;let n=performance.now();const a=e=>{i&&(i.phases[e]=Math.round(performance.now()-n)),n=performance.now()};e.matrixWorldAutoUpdate&&e.updateMatrixWorld(),null===t.parent&&t.matrixWorldAutoUpdate&&t.updateMatrixWorld(),a("worldMatrices");const s=this.extractScene(e,t,!0);a("extractScene"),this.ensureShadowTextureSizes(s),this.uploadInstanceData(s.instanceData),this.uploadResidentInstanceData(s.residentInstanceUploads),this.uploadDrawMetadata(this.getHiZOcclusionCullingActive()?s.gpuOpaqueDraws:[]),this.ensureTiledLightingSize(),this.updateCameraUniforms(t,e),this.updateLightUniforms(s),a("sceneUploads");const o=this.compileDrawScratch;o.length=0,o.push(...s.gpuOpaqueDraws,...s.directOpaqueDraws,...s.transparentDraws);for(const e of o)this.prepareDrawGeometryVertexBuffers(e);if(i&&(i.drawCount=o.length),a("geometryBuffers"),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,s,{drawCallCount:0,triangleCount:0},e);this.graphBuilder(this.renderGraph,r),i&&(i.materialRequestCount=e.length),a("renderGraph");const n=[],o=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}`;o.has(e)||(o.add(e),n.push(this.compileStaticDrawMaterialsAsync(t.colorTargetFormats,t.sampleCount,t.staticDrawStage)))}return a("scheduleMaterials"),Promise.all(n).then(()=>{})}this.compileDrawMaterials(o)}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=Ci(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&&di(c.cachedMatrixWorld,e.matrixWorld.elements),g=hi(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,ui(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=hi(s),l=n.x,m=n.y,g=n.z,v=s[0],x=s[4],b=s[8],y=s[12],S=s[1],C=s[5],M=s[9],P=s[13],B=s[2],D=s[6],T=s[10],I=s[14],V=s[3],G=s[7],L=s[11],z=s[15];for(let n=0;n<e.count;n+=1){const e=16*n,s=n*w,c=u[e+0]??0,d=u[e+1]??0,f=u[e+2]??0,U=u[e+3]??0,A=u[e+4]??0,k=u[e+5]??0,F=u[e+6]??0,$=u[e+7]??0,E=u[e+8]??0,O=u[e+9]??0,_=u[e+10]??0,j=u[e+11]??0,N=u[e+12]??0,W=u[e+13]??0,H=u[e+14]??0,q=u[e+15]??0;let K,Z,Y,X,J,Q,ee,te,re,ie,ne,ae,se,oe,le,ce;o?(K=c,Z=d,Y=f,X=U,J=A,Q=k,ee=F,te=$,re=E,ie=O,ne=_,ae=j,se=N,oe=W,le=H,ce=q):(K=v*c+x*d+b*f+y*U,J=v*A+x*k+b*F+y*$,re=v*E+x*O+b*_+y*j,se=v*N+x*W+b*H+y*q,Z=S*c+C*d+M*f+P*U,Q=S*A+C*k+M*F+P*$,ie=S*E+C*O+M*_+P*j,oe=S*N+C*W+M*H+P*q,Y=B*c+D*d+T*f+I*U,ee=B*A+D*k+T*F+I*$,ne=B*E+D*O+T*_+I*j,le=B*N+D*W+T*H+I*q,X=V*c+G*d+L*f+z*U,te=V*A+G*k+L*F+z*$,ae=V*E+G*O+L*_+z*j,ce=V*N+G*W+L*H+z*q),t[s+0]=K,t[s+1]=Z,t[s+2]=Y,t[s+3]=X,t[s+4]=J,t[s+5]=Q,t[s+6]=ee,t[s+7]=te,t[s+8]=re,t[s+9]=ie,t[s+10]=ne,t[s+11]=ae,t[s+12]=se,t[s+13]=oe,t[s+14]=le,t[s+15]=ce;const ue=n*p;t[s+16]=h?h[ue+0]??1:1,t[s+17]=h?h[ue+1]??1:1,t[s+18]=h?h[ue+2]??1:1,t[s+19]=h&&p>=4?h[ue+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 de=K*l+J*m+re*g+se,he=Z*l+Q*m+ie*g+oe,pe=Y*l+ee*m+ne*g+le,fe=Math.sqrt(K*K+Z*Z+Y*Y),me=Math.sqrt(J*J+Q*Q+ee*ee),ge=Math.sqrt(re*re+ie*ie+ne*ne),ve=a*Math.max(fe,me,ge,1e-5);bi(r,i,R.set(de,he,pe),ve)}c.cachedDrawBoundsCenter.copy(r).add(i).multiplyScalar(.5);const U=i.x-c.cachedDrawBoundsCenter.x,A=i.y-c.cachedDrawBoundsCenter.y,k=i.z-c.cachedDrawBoundsCenter.z;c.cachedDrawBoundsRadius=Math.sqrt(U*U+A*A+k*k),c.cachedInstanceMatrixVersion=d,c.cachedInstanceColorVersion=f,c.cachedCount=e.count,c.cachedDefaultColorData=null,ui(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),pi(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=R;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*xi(e.matrixWorld),e.frustumCulled&&!i(a,o,l,s,!0))return}const o=Array.isArray(e.material)?e.material:null,l=o?o[0]:e.material,c=Ci(e),u=null!==e.geometry.index,d=this.getSkinnedGeometryResource(e);if(this.refreshSkinningPalette(d.skinning.palette),this.refreshSkinningBindMatrices(e,d.skinning),null===n){if(this.updateSkinnedBounds(e,d),a.copy(d.localBoundsCenter).applyMatrix4(e.matrixWorld),s=d.localBoundsRadius*xi(e.matrixWorld),!i(a.x,a.y,a.z,s,e.frustumCulled))return}else a.copy(n.center).applyMatrix4(e.matrixWorld);this.uploadSkinningResources(d.skinning);const h=this.getObjectMotionHistory(e,e.matrixWorld.elements),p=Jr(t,e.matrixWorld,1,1,1,1,void 0,h.matrix,uh(e),dh(e),h.valid?1:0);if(this.commitObjectMotionHistory(h,e.matrixWorld.elements),r(e.matrixWorld.elements),e.geometry.groups.length>0&&(null===o||o.length>0)){for(let t=0;t<e.geometry.groups.length;t++){const r=e.geometry.groups[t],i=o?o[r.materialIndex??0]??l:l,n=this.resolveSkinnedMaterial(i);if(!n)continue;const h=Wr(e.geometry,u,r.start,r.count),f=this.skinnedDrawKeys.get(e,t,n,u,r.start,h,c),m=this.populateDynamicDrawCall(this.acquireDrawCall(),e.geometry,e,d.resource,n,c,null,e,r,f.batchKey,f.batchHash,u,r.start,h,n.transparent,e.renderOrder,this.hasRenderCallbacks(e),e.castShadow,e.receiveShadow,f.materialId,f.geometryId,f.depthMaterialId,p,1,a.x,a.y,a.z,s,d.skinning);this.pushDraw(m),this.pushToonOutlineDraw(m,i)}return}const f=this.resolveSkinnedMaterial(l);if(!f)return;const m=Hr(e.geometry,u),g=this.skinnedDrawKeys.get(e,0,f,u,m.start,m.count,c),v=this.populateDynamicDrawCall(this.acquireDrawCall(),e.geometry,e,d.resource,f,c,null,e,null,g.batchKey,g.batchHash,u,m.start,m.count,f.transparent,e.renderOrder,this.hasRenderCallbacks(e),e.castShadow,e.receiveShadow,g.materialId,g.geometryId,g.depthMaterialId,p,1,a.x,a.y,a.z,s,d.skinning);this.pushDraw(v),this.pushToonOutlineDraw(v,l)}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=Ci(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)&&di(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 pi(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?G.fromArray(p,16*n):e.getMatrixAt(n,G),L.multiplyMatrices(e.matrixWorld,G);const h=u.localBoundsCenter,g=L.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 M=f?f[4*n+0]??1:1,P=f?f[4*n+1]??1:1,B=f?f[4*n+2]??1:1,D=f?f[4*n+3]??1:1,T=Jr(t,L,M,P,B,D,n);r(L.elements);const I=this.populateDrawCall(this.acquireDrawCall(),u,T,1,v,x,w,C),V=(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:V,index:n,draw:I}):(I.sortDepth=V,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 b=m.activeGroups;for(let e=0;e<b.length;e+=1){const t=b[e];t.activeInFrame=!1,t.activeCount=0}b.length=0;const y=m.cachedBoundsMin,S=m.cachedBoundsMax;y.set(1/0,1/0,1/0),S.set(-1/0,-1/0,-1/0),m.geometryIdsSnapshot.length!==d.length&&(m.geometryIdsSnapshot=new Int32Array(d.length));let C=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),b.push(r)),r.activeCount+=1,C+=1):m.geometryIdsSnapshot[e]=-1}const M=m.cachedInstanceData.beginWriteInstances(C);let P=0;for(let e=0;e<b.length;e+=1){const t=b[e];t.instanceStart=P,t.writeOffset=P*w,P+=t.activeCount}const B=hi(g),D=g[0],T=g[4],I=g[8],V=g[12],z=g[1],R=g[5],U=g[9],A=g[13],k=g[2],F=g[6],$=g[10],E=g[14],O=g[3],_=g[7],j=g[11],N=g[15];for(let t=0;t<h;t+=1){const r=m.geometryIdsSnapshot[t]??-1;if(r<0)continue;const i=m.groups[r];if(!i)continue;let n,a,s,o,l,c,u,d,h,g,v,x,b,C,P,L,W,H,q,K,Z,Y,X,J,Q,ee,te,re,ie,ne,ae,se;if(p){const e=16*t;n=p[e+0]??0,a=p[e+1]??0,s=p[e+2]??0,o=p[e+3]??0,l=p[e+4]??0,c=p[e+5]??0,u=p[e+6]??0,d=p[e+7]??0,h=p[e+8]??0,g=p[e+9]??0,v=p[e+10]??0,x=p[e+11]??0,b=p[e+12]??0,C=p[e+13]??0,P=p[e+14]??0,L=p[e+15]??0}else{e.getMatrixAt(t,G);const r=G.elements;n=r[0]??0,a=r[1]??0,s=r[2]??0,o=r[3]??0,l=r[4]??0,c=r[5]??0,u=r[6]??0,d=r[7]??0,h=r[8]??0,g=r[9]??0,v=r[10]??0,x=r[11]??0,b=r[12]??0,C=r[13]??0,P=r[14]??0,L=r[15]??0}B?(W=n,H=a,q=s,K=o,Z=l,Y=c,X=u,J=d,Q=h,ee=g,te=v,re=x,ie=b,ne=C,ae=P,se=L):(W=D*n+T*a+I*s+V*o,Z=D*l+T*c+I*u+V*d,Q=D*h+T*g+I*v+V*x,ie=D*b+T*C+I*P+V*L,H=z*n+R*a+U*s+A*o,Y=z*l+R*c+U*u+A*d,ee=z*h+R*g+U*v+A*x,ne=z*b+R*C+U*P+A*L,q=k*n+F*a+$*s+E*o,X=k*l+F*c+$*u+E*d,te=k*h+F*g+$*v+E*x,ae=k*b+F*C+$*P+E*L,K=O*n+_*a+j*s+N*o,J=O*l+_*c+j*u+N*d,re=O*h+_*g+j*v+N*x,se=O*b+_*C+j*P+N*L);const oe=f?f[4*t+0]??1:1,le=f?f[4*t+1]??1:1,ce=f?f[4*t+2]??1:1,ue=f?f[4*t+3]??1:1,de=i.writeOffset;M[de+0]=W,M[de+1]=H,M[de+2]=q,M[de+3]=K,M[de+4]=Z,M[de+5]=Y,M[de+6]=X,M[de+7]=J,M[de+8]=Q,M[de+9]=ee,M[de+10]=te,M[de+11]=re,M[de+12]=ie,M[de+13]=ne,M[de+14]=ae,M[de+15]=se,M[de+16]=oe,M[de+17]=le,M[de+18]=ce,M[de+19]=ue,M[de+20]=t,M[de+21]=1,M[de+22]=1,M[de+23]=0;for(let e=0;e<16;e+=1)M[de+24+e]=M[de+e];i.writeOffset+=w;const he=i.template.localBoundsCenter,pe=W*he.x+Z*he.y+Q*he.z+ie,fe=H*he.x+Y*he.y+ee*he.z+ne,me=q*he.x+X*he.y+te*he.z+ae,ge=Math.sqrt(W*W+H*H+q*q),ve=Math.sqrt(Z*Z+Y*Y+X*X),xe=Math.sqrt(Q*Q+ee*ee+te*te),we=i.template.localBoundsRadius*Math.max(ge,ve,xe,1e-5),be=pe-we,ye=fe-we,Se=me-we,Ce=pe+we,Me=fe+we,Pe=me+we;be<i.boundsMin.x&&(i.boundsMin.x=be),ye<i.boundsMin.y&&(i.boundsMin.y=ye),Se<i.boundsMin.z&&(i.boundsMin.z=Se),Ce>i.boundsMax.x&&(i.boundsMax.x=Ce),Me>i.boundsMax.y&&(i.boundsMax.y=Me),Pe>i.boundsMax.z&&(i.boundsMax.z=Pe),be<y.x&&(y.x=be),ye<y.y&&(y.y=ye),Se<y.z&&(y.z=Se),Ce>S.x&&(S.x=Ce),Me>S.y&&(S.y=Me),Pe>S.z&&(S.z=Pe)}const W=m.cachedDraws;let H=0;for(let e=0;e<b.length;e+=1){const t=b[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[H];c||(c={template:t.template,instanceStart:0,instanceCount:0,boundsCenter:new iu,boundsRadius:0},W[H]=c),c.template=t.template,c.instanceStart=t.instanceStart,c.instanceCount=t.activeCount,c.boundsCenter.set(r,i,n),c.boundsRadius=l,H+=1}W.length=H,m.cachedMatricesVersion=v,m.cachedColorsVersion=x,m.cachedInstanceInfoLength=d.length,m.cachedGeometryCount=u._geometryCount??0,ui(g,m.cachedMatrixWorld),m.residentBufferDirty=!0,m.cacheValid=!0;let q=!1;for(let t=0;t<W.length;t+=1){const r=W[t];i(r.boundsCenter.x,r.boundsCenter.y,r.boundsCenter.z,r.boundsRadius,e.frustumCulled)&&(q=!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)))}q&&(this.residentInstanceUploadsScratch.push(m),pi(this.extractedBoundsMinScratch,this.extractedBoundsMaxScratch,y,S))}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,y,0,w)}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,Yr(n),0,16*t.count):this.state.device.queue.writeBuffer(i.buffer,0,S,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,Yr(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,Yr(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,y,0,w),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=yi(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=fh){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=fh,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=si(i,e.key),i=si(i,ei(e.geometryResource.position)),i=si(i,e.geometryResource.index?ei(e.geometryResource.index):0),i=si(i,ei(t.indirectBuffer)),i=si(i,e.indirectStartIndex),i=si(i,e.indirectCount),i=si(i,this.sampleCount),i=si(i,e.material.version),i=si(i,this.graphTextureResourceVersion),i=si(i,r),i>>>0}getColorFormatsId(e){if(e===fh)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=si(i,e.length),i=si(i,this.sampleCount),i=si(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=si(i,ei(a.material)),i=si(i,a.receiveShadow?1:0),i=si(i,a.material.version??0),i=si(i,ei(s.pipeline)),i=si(i,ei(s.bindGroup)),i=si(i,ei(o)),i=si(i,ei(a.geometryKey)),i=si(i,ei(a.geometryResource.position)),i=si(i,ei(a.geometryResource.normal)),i=si(i,ei(a.geometryResource.uv)),i=si(i,ei(a.geometryResource.color)),i=si(i,a.geometryResource.index?ei(a.geometryResource.index):0);for(const e of a.geometryResource.extraAttributeBuffers.values())i=si(i,ei(e));i=si(i,a.indexed?1:0),i=si(i,a.start),i=si(i,a.count),i=si(i,a.instanceStart),i=si(i,a.instanceCount);const l=a.material.getTexturesList();i=si(i,l.length);for(let e=0;e<l.length;e+=1){const t=l[e];i=si(i,ei(t)),i=si(i,t.version)}}return`forward-direct:${i}:${e.length}:samples=${this.sampleCount}:formats=${r.join("|")}`}getOrCreateDirectForwardBundle(e,t,r,i=fh){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*b;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*b;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*b*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+=yi(e)}executeVisibilityPass(e,t){wd.call(this,e,t)}executeStaticVisibilityPasses(e,t){yd.call(this,e,t)}getOrCreateStaticVisibilityBindGroup(e,t){return Sd.call(this,e,t)}executeDirectionalShadowPass(e,t,r,i){Cd.call(this,e,t,r,i)}executePointShadowPass(e,t,r,i){Pd.call(this,e,t,r,i)}executeSpotShadowPass(e,t,r,i){Bd.call(this,e,t,r,i)}executeDepthPrepass(e,t,r,i){Dd.call(this,e,t,r,i)}executeStaticDepthPrepass(e,t,r){Td.call(this,e,t,r)}executeStaticTemporalDepthResolvePass(e){Vd.call(this,e)}getOrCreateStaticDepthPrepassBundle(e,t){return Ld.call(this,e,t)}executeHiZPasses(e,t=!1,r=!1){Ud.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=ai(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=ai(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){Ad.call(this,e,t,r,i,n,a,s,o,l,c)}executeStaticForwardPass(e,t,r,i="all",n=this.sampleCount){kd.call(this,e,t,r,i,n)}getOrCreateStaticDirectForwardBundle(e,t,r=this.sampleCount){return Fd.call(this,e,t,r)}refreshStaticDrawMaterialResources(e){Ed.call(this,e)}syncStaticVisibleMaterialBindingCaches(e){$d.call(this,e)}recordStaticDrawStats(e,t){Od.call(this,e,t)}hasEnabledStaticDrawSets(){return _d.call(this)}executePresentPass(e,t,r){jd.call(this,e,t,r)}clearDirectionalShadow(e){Nd.call(this,e)}clearPointShadow(e){Wd.call(this,e)}clearSpotShadow(e){Hd.call(this,e)}drawDepthLike(e,t,r,i){qd.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(!this.invokeObjectRenderCallbacks&&t&&t.lastValidatedExtractionVersion===this.extractionVersion)return t;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?n!==i.source||Gr(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=jr(r,i,3,[0,0,0]),a=jr(e.getAttribute("normal"),i,3,[0,0,1]),s=jr(e.getAttribute("uv"),i,2,[0,0]),o=jr(e.getAttribute("color"),i,4,[1,1,1,1]),l=e.getAttribute("skinIndex"),c=e.getAttribute("skinWeight"),u=l?Nr(l,i,"uint32x4",[]):void 0,d=c?Nr(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=Fr(this.state.device,r,GPUBufferUsage.INDEX,`${e.uuid}-index`)}const f={signature:Lr(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,source:r,version:Gr(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||=t!==i.source||Gr(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=Gr(t),a=t!==r.source;if(!a&&n===r.version)continue;const s=i[r.name];if(!t||!s?.buffer)return!1;const o=Number(s.format.at(-1)),l=!a&&"updateRanges"in t&&t.updateRanges.length>0?t.updateRanges:[{start:0,count:t.count*t.itemSize}];for(const e of l){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;if(t instanceof Ec&&!t.normalized&&t.itemSize===o&&("uint32x4"===s.format&&t.array instanceof Uint32Array||"uint32x4"!==s.format&&t.array instanceof Float32Array)){this.state.device.queue.writeBuffer(s.buffer,r*o*4,t.array.buffer,t.array.byteOffset+r*o*4,(i-r)*o*4);continue}const n="uint32x4"===s.format?new Uint32Array((i-r)*o):new Float32Array((i-r)*o);for(let e=r;e<i;e++){const i=(e-r)*o;for(let r=0;r<o;r++){const a=0===r?t.getX(e):1===r&&t.itemSize>1?t.getY(e):2===r&&t.itemSize>2?t.getZ(e):3===r&&t.itemSize>3?t.getW(e):void 0;n[i+r]=a??s.defaults[r]??0}}this.state.device.queue.writeBuffer(s.buffer,r*o*4,n)}"clearUpdateRanges"in t&&t.clearUpdateRanges(),r.version=n,r.source=t}return t.signature=Lr(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);let a=this.skinnedGeometryCache.get(e);if(!a||a.resource!==n||a.positionAttribute!==i||a.positionVersion!==Gr(i)||a.skinIndexAttribute!==t||a.skinIndexVersion!==Gr(t)||a.skinWeightAttribute!==r||a.skinWeightVersion!==Gr(r)||a.boneCount!==e.skeleton.bones.length||a.skinning.palette.skeleton!==e.skeleton){a&&a.skinning.bindUniformBuffer.destroy();const s=this.getSkinningPalette(e.skeleton),o=this.state.device.createBuffer({label:`${e.uuid}-skinning-bind-matrices`,size:32*Float32Array.BYTES_PER_ELEMENT,usage:GPUBufferUsage.UNIFORM|GPUBufferUsage.COPY_DST}),l=new Float32Array(32);l.set(e.bindMatrix.elements,0),l.set(e.bindMatrixInverse.elements,16);const c={bindGroup:this.state.device.createBindGroup({label:`${e.uuid}-skinning-bind-group`,layout:this.state.skinningBindGroupLayout,entries:[{binding:0,resource:{buffer:s.matrixBuffer}},{binding:1,resource:{buffer:o}},{binding:2,resource:{buffer:s.previousMatrixBuffer}}]}),bindUniformBuffer:o,bindMatrices:l,palette:s,bindUniformDirty:!0},u={positionAttribute:i,positionVersion:Gr(i),skinIndexAttribute:t,skinIndexVersion:Gr(t),skinWeightAttribute:r,skinWeightVersion:Gr(r),boneCount:e.skeleton.bones.length,resource:n,skinning:c,boneBounds:this.createSkinningBoneBounds(e,i,t,r),localBoundsMin:new iu,localBoundsMax:new iu,localBoundsCenter:new iu,localBoundsRadius:1};a=u,this.skinnedGeometryCache.set(e,u)}if(!a)throw new Error("Skinned geometry cache entry could not be created.");return a}getSkinningPalette(e){const t=this.skinPaletteCache.get(e);if(t&&t.previousMatrices.length===16*e.bones.length)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;t&&(t.matrixBuffer.destroy(),t.previousMatrixBuffer.destroy(),this.skinPaletteResources.delete(t)),e.boneMatrices.length<r&&(e.boneMatrices=new Float32Array(r)),this.skeletonPalettes.update(e);const i=new Float32Array(r);for(let t=0;t<r;t++)i[t]=e.boneMatrices[t];const 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,previousDirty:!0,previousNeedsAdvance:!1,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 t=this.skeletonPalettes.update(e.skeleton);e.dirty||=t,e.previousDirty||=t||e.previousNeedsAdvance,e.previousNeedsAdvance=t}refreshSkinningBindMatrices(e,t){const r=t.bindMatrices;let i=!1;for(let t=0;t<16;t+=1){const n=Math.fround(e.bindMatrix.elements[t]),a=Math.fround(e.bindMatrixInverse.elements[t]);r[t]===n&&r[t+16]===a||(i=!0),r[t]=n,r[t+16]=a}t.bindUniformDirty||=i}uploadSkinningPalette(e){if(this.state.device&&(e.previousDirty&&(this.state.device.queue.writeBuffer(e.previousMatrixBuffer,0,e.previousMatrices.buffer,e.previousMatrices.byteOffset,e.previousMatrices.byteLength),e.previousDirty=!1),e.dirty)){const t=e.skeleton.boneMatrices;this.state.device.queue.writeBuffer(e.matrixBuffer,0,t.buffer,t.byteOffset,16*e.skeleton.bones.length*Float32Array.BYTES_PER_ELEMENT);for(let r=0;r<e.previousMatrices.length;r++)e.previousMatrices[r]=t[r];e.dirty=!1}}uploadSkinningResources(e){this.state.device&&(this.uploadSkinningPalette(e.palette),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 iu(1/0,1/0,1/0)),a=Array.from({length:e.skeleton.bones.length},()=>new iu(-1/0,-1/0,-1/0));for(let e=0;e<t.count;e+=1){R.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(R),l.max(R))}}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=vi(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=wi(a.center,a.radius,e.bindMatrix,t.skinning.palette.skeleton.boneMatrices,16*n,e.bindMatrixInverse,R);r.min(U.copy(R).addScalar(-s)),i.max(U.copy(R).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=Fr(this.state.device,t,GPUBufferUsage.INDEX,`${e}-index`)}return{position:Fr(this.state.device,t,l|GPUBufferUsage.COPY_DST,`${e}-position`),normal:Fr(this.state.device,r,c|GPUBufferUsage.COPY_DST,`${e}-normal`),uv:Fr(this.state.device,i,GPUBufferUsage.VERTEX|GPUBufferUsage.COPY_DST,`${e}-uv`),color:Fr(this.state.device,n,GPUBufferUsage.VERTEX|GPUBufferUsage.COPY_DST,`${e}-color`),skinIndex:a?Fr(this.state.device,a,GPUBufferUsage.VERTEX|GPUBufferUsage.COPY_DST,`${e}-skin-index`):null,skinWeight:s?Fr(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+=4*zr(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 "${r.name}".`);i.push(e)}return r.skinned=i,r.skinned}getGeometryVertexBuffer(e,t,r,i=0,n=1){if(!this.state.device)throw new Error("Renderer is not initialized.");const a=this.getStandardVertexAttribute(r);if(a){const e=t[a];if(e)return e}const s=e.getAttribute(r.name),o="instance"===r.stepMode,l=o?Math.max(0,Math.trunc(i)):0;if(o&&!s)return this.getDefaultInstanceAttributeBuffer(r,l+Math.max(1,n));const c=Gr(s),u=this.geometryVertexBufferFastCache.get(t),d=u?.get(r),h=d?.get(l);if(h&&h.source===s&&h.version===c&&h.itemSize===(s?.itemSize??0)&&h.count===(s?.count??0))return h.buffer;const p=`${this.getGeometryAttributeBufferKey(r)}${o?`:instance-start=${l}`:""}`,f=s?`${c}:${s.itemSize}:${s.count}`:"default",m=t.extraAttributeBuffers.get(p);if(m&&h?.source===s&&t.extraAttributeBufferVersions.get(p)===f)return this.cacheGeometryVertexBufferFast(t,r,l,s,c,m),m;if(!s&&!r.defaultValue)throw new Error(`Geometry "${e.uuid}" is missing required vertex attribute "${r.name}".`);const g=Nr(s,o?l+Math.max(1,s?.count??1,n):t.vertexCount,r.format,r.defaultValue??[],o?l:0,h?.staging);if(m&&m.size>=Math.max(4,g.byteLength))return this.state.device.queue.writeBuffer(m,0,g.buffer,g.byteOffset,g.byteLength),t.extraAttributeBufferVersions.set(p,f),this.cacheGeometryVertexBufferFast(t,r,l,s,c,m,g),m;const v=Fr(this.state.device,g,GPUBufferUsage.VERTEX|GPUBufferUsage.COPY_DST,`${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,g),v}cacheGeometryVertexBufferFast(e,t,r,i,n,a,s){let o=this.geometryVertexBufferFastCache.get(e);o||(o=new WeakMap,this.geometryVertexBufferFastCache.set(e,o));let l=o.get(t);l||(l=new Map,o.set(t,l));const c=i;l.set(r,{source:i,version:n,itemSize:c?.itemSize??0,count:c?.count??0,buffer:a,staging:s&&s.buffer!==(c?.array??c?.data?.array)?.buffer?s:void 0})}packedVertexGroups=new WeakMap;getInterleavedGeometryVertexBuffer(e,t,r,i,n){if(!this.state.device)throw new Error("Renderer is not initialized.");const a=r[0].stepMode??"vertex",s="instance"===a?Math.max(0,Math.trunc(i)):0;let o=this.packedVertexGroups.get(t);o||(o=new WeakMap,this.packedVertexGroups.set(t,o));let l=o.get(r);l||(l=new Map,o.set(r,l));let c=l.get(s);c||(c={key:`interleaved:${this.getGeometryAttributeGroupBufferKey(r)}:instance-start=${s}`,staging:new Ii(r)},l.set(s,c));const u=c.staging.update(e,t.vertexCount,s,n),d=t.extraAttributeBuffers.get(c.key);if(!u&&d)return d;const h=c.staging.data;if(d&&d.size>=Math.max(4,h.byteLength))return this.state.device.queue.writeBuffer(d,0,h.buffer,h.byteOffset,h.byteLength),d;const p=Fr(this.state.device,h,GPUBufferUsage.VERTEX|GPUBufferUsage.COPY_DST,`${e.uuid}-interleaved-${a}`);return d&&(this.clearIndirectBundleCache(),this.retiredGeometryBuffers.push(d)),t.extraAttributeBuffers.set(c.key,p),p}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=Fr(this.state.device,s,GPUBufferUsage.INDEX,`${e.uuid}-wireframe-index`)}bindGeometryVertexBuffers(e,t,r,i,n=0,a=1,s=!1){const o=this.prepareGeometryVertexBuffers(t,r,i,n,a);for(let t=0;t<o.length;t+=1)e.setVertexBuffer(t,o[t]);s&&r.wireframeIndex&&r.wireframeIndexFormat?e.setIndexBuffer(r.wireframeIndex,r.wireframeIndexFormat):r.index&&r.indexFormat&&e.setIndexBuffer(r.index,r.indexFormat)}prepareGeometryVertexBuffers(e,t,r,i,n){let a=this.preparedVertexBufferCache.get(t);a||(a=new WeakMap,this.preparedVertexBufferCache.set(t,a));let s=a.get(r);s||(s={instanced:r.some(e=>"instance"===e.stepMode),ranges:new Map},a.set(r,s));const o=s.instanced?Math.max(0,Math.trunc(i)):0,l=s.instanced?n:1;let c=s.ranges.get(o);if(!this.invokeObjectRenderCallbacks&&c&&c.extractionVersion===this.extractionVersion&&c.instanceCount===l&&c.instanceBufferSize===this.state.instanceBufferSize)return c.buffers;c||(c={extractionVersion:-1,instanceCount:l,instanceBufferSize:0,buffers:[]},s.ranges.set(o,c));let u=this.vertexBufferBindingPlanCache.get(r);u||(u=this.getVertexAttributeGroups(r).map(e=>({group:e,standardAttribute:1===e.length?this.getStandardVertexAttribute(e[0]):null})),this.vertexBufferBindingPlanCache.set(r,u));for(let r=0;r<u.length;r+=1){const{group:a,standardAttribute:s}=u[r],o=s?t[s]:null;c.buffers[r]=o??(1===a.length?this.getGeometryVertexBuffer(e,t,a[0],i,n):this.getInterleavedGeometryVertexBuffer(e,t,a,i,n))}return c.extractionVersion=this.extractionVersion,c.instanceCount=l,c.instanceBufferSize=this.state.instanceBufferSize,c.buffers}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&&!Or(e.defaultValue,yh)?"uv"!==e.name||"float32x2"!==e.format||void 0!==e.defaultValue&&!Or(e.defaultValue,bh)?"color"!==e.name||"float32x4"!==e.format||void 0!==e.defaultValue&&!Or(e.defaultValue,Sh)?"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){for(let t=0;t<(e.customDepthMaterial?2:1);t++){const r=0===t?e.material:e.customDepthMaterial,i=this.getMaterialVertexAttributes(r,null!==e.skinning);this.prepareGeometryVertexBuffers(e.geometry,e.geometryResource,i,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*w))),i=2**Math.ceil(Math.log2(r)),n=`${e.format}:${(e.defaultValue??[]).join(",")}`;let a=this.defaultInstanceAttributeBuffers.get(n);a||(a=new Map,this.defaultInstanceAttributeBuffers.set(n,a));const s=a.get(i);if(s)return s;const o=Fr(this.state.device,Nr(void 0,i,e.format,e.defaultValue??[]),GPUBufferUsage.VERTEX,`renderer-default-instance-${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&&kr(s.materials,o)&&Er(s.resolvedMaterials,i)))return s;const c=null!==e.geometry.index,u=vi(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=Wr(e.geometry,c,t.start,t.count),u=ti(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:ri(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=Hr(e.geometry,c),i=ti(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:ri(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=Hr(e.geometry,n),s=vi(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:ti(t,e,n,a.start,a.count,r),batchHash:ri(l,c,n,a.start,a.count,u),sortMaterialId:l,sortGeometryId:c,sortCustomDepthMaterialId:u,localBoundsCenter:s.center.clone(),localBoundsRadius:s.radius,cachedInstanceData:new Pi(1024),cachedBoundsMin:new iu,cachedBoundsMax:new iu,cachedDrawBoundsCenter:new iu,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=Wr(e.geometry,o,a.start,a.count),u=ti(t,e.geometry,o,a.start,s,r),d=ei(t),h=ei(e.geometry),p=r?ei(r):0,f=e.getBoundingSphereAt(n,z),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:ri(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 iu,localBoundsRadius:f?.radius??1};l[n]=m,c[n]={template:m,boundsMin:new iu,boundsMax:new iu,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 Pi(1024),cachedDraws:[],cachedBoundsMin:new iu,cachedBoundsMax:new iu,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=Ft(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=Er(e.textures,t.getTexturesList())&&Or(e.textureVersions,t.getTextureVersionsList())&&Er(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=this.pipelineCompilationDiagnostics,n=i?performance.now():0,a=[],s=[],o=Array.from(e.getTexturesList()),l=Array.from(e.getTextureVersionsList()),c=e.getStorageBufferBindingList();let u=null;const d=i?performance.now():0;if(Object.keys(e.uniforms).length>0){const r=Ft(e.uniforms,e.getUniformLayout());u=this.state.device.createBuffer({label:`${t}-uniforms`,size:r.byteLength,usage:GPUBufferUsage.UNIFORM|GPUBufferUsage.COPY_DST}),this.state.device.queue.writeBuffer(u,0,r),a.push({binding:0,visibility:GPUShaderStage.VERTEX|GPUShaderStage.FRAGMENT,buffer:{type:"uniform"}}),s.push({binding:0,resource:{buffer:u}})}i&&(i.cpuTotalsMs.uniformBuffer=(i.cpuTotalsMs.uniformBuffer??0)+performance.now()-d);for(const[t,n]of o.entries()){const o=1+2*t,l=i?performance.now():0,c=this.getTextureResource(n);if(i){const t=performance.now()-l;i.cpuTotalsMs.textureLookup=(i.cpuTotalsMs.textureLookup??0)+t,t>=1&&i.slowTextureLookups.push({material:e.name||e.uuid,texture:n.name||n.uuid,durationMs:t})}a.push({binding:o,visibility:r,sampler:{type:c.samplerBindingType}},{binding:o+1,visibility:r,texture:{sampleType:c.sampleType,viewDimension:c.viewDimension}}),s.push({binding:o,resource:c.sampler},{binding:o+1,resource:c.view})}const h=1+2*o.length,p=Array.from(e.getStorageBufferList());for(const[e,t]of c.entries()){const r=h+e;a.push({binding:r,visibility:$r(t.visibility),buffer:{type:"read-only-storage"}}),s.push({binding:r,resource:{buffer:t.buffer}})}return i&&(i.cpuTotalsMs.bindGroupData=(i.cpuTotalsMs.bindGroupData??0)+performance.now()-n),{bindGroupLayoutEntries:a,bindGroupEntries:s,uniformBuffer:u,textures:o,textureVersions:l,storageBuffers:p}}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:`${e.uuid}-graph-textures-layout`,entries:t})}createGraphTextureBindGroup(e,t){if(!(this.state.device&&this.state.linearClampSampler&&this.state.nearestClampSampler&&this.state.shadowComparisonSampler))throw new Error("Renderer graph texture bindings are not initialized.");let r=this.graphTextureBindGroupCache.get(e);const i=r?.get(t);if(i&&i.materialVersion===e.version&&i.resourceVersion===this.graphTextureResourceVersion)return i.bindGroup;const n=[];Object.values(e.getGraphTextureInputs()).forEach((e,t)=>{const r="comparison"===e.sampler?this.state.shadowComparisonSampler:"non-filtering"===e.sampler||"depth-2d"===e.dimension?this.state.nearestClampSampler:"physicalTransmissionSnapshot"===e.resource?this.transmissionSampler:this.state.linearClampSampler,i="mainDepth"===e.resource?this.state.sceneDepthSnapshotView:this.getGraphTextureView(e.resource);n.push({binding:2*t,resource:r},{binding:2*t+1,resource:i})});const a=this.state.device.createBindGroup({label:`${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"physicalTransmissionSnapshot"===e?this.transmissionSnapshotView:"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=${n?1:0}`;t.has(a)||(r.materialResource=this.getMaterialResource(r.material,e,r.receiveShadow,void 0,i,n),t.add(a))}}async compileDrawMaterialsAsync(e,t=fh,r=this.sampleCount,i=!0){const n=new Set,a=new Set,s=[],o=[];for(const l of e){const e=this.getDrawInstanceAccessMode(l);i&&l.residentInstanceBinding&&l.sourceObject instanceof qc&&o.push({...l,materialResource:null,residentInstanceBinding:{...l.residentInstanceBinding,mode:"packed"===e?"instanced-direct":"packed"}});const c=null!==l.skinning,u=this.drawUsesBatching(l),d=`${l.material.uuid}:${e}:receiveShadow=${l.receiveShadow?1:0}:skinning=${c?1:0}:batching=${u?1:0}`;if(n.has(d)||(s.push(this.getMaterialResourceAsync(l.material,e,l.receiveShadow,t,c,u,r).then(e=>(l.materialResource=e,e))),n.add(d)),l.customDepthMaterial){const t=`${l.customDepthMaterial.uuid}:${e}:skinning=${c?1:0}`;a.has(t)||(s.push(this.getDepthPassMaterialResourceAsyncForDraw(l.customDepthMaterial,"directionalShadow",l)),a.add(t))}if(null!==l.material.depthVertexShader||u){const t=null!==l.material.depthVertexShader?["prepass","directionalShadow","pointShadow"]:["prepass","directionalShadow"];for(const r of t){const t=`${l.material.uuid}:${r}:${e}:skinning=${c?1:0}:batching=${u?1:0}`;a.has(t)||(s.push(this.getDepthPassMaterialResourceAsyncForDraw(l.material,r,l)),a.add(t))}}}o.length>0&&s.push(this.compileDrawMaterialsAsync(o,t,r,!1)),await Promise.all(s)}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=${r.usesBatching?1:0}`;n.has(a)||(n.add(a),i.push(this.getMaterialResourceAsync(r.material,"packed-visible",r.receiveShadow,e,!1,r.usesBatching,t)))}if(this.directionalShadowGpu.available)for(const e of a.draws){const t=e.customDepthMaterial??(null!==e.material.depthVertexShader?e.material:null);if(!t||t.vertexAttributes.some(e=>"instance"===e.stepMode))continue;const r=`shadow-visible:${t.uuid}:${this.drawUsesBatching(e)}:${ci(e)}`;n.has(r)||(n.add(r),i.push(this.getDepthPassMaterialResourceAsync(t,"directionalShadow","packed-visible",!1,this.drawUsesBatching(e),ci(e))))}}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=this.pipelineCompilationDiagnostics,o=s?performance.now():0,l=ou(`${t}\n${r}`,this.createMaterialPreprocessorDefines(e,i,n,a),{sourceName:i}),c=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(;Bu(e.charCodeAt(a));)a++;if("("!==e[a++])continue;for(;Bu(e.charCodeAt(a));)a++;if(!e.startsWith("position",a))continue;for(a+=8;Bu(e.charCodeAt(a));)a++;if(")"!==e[a++])continue;Pu.lastIndex=a;const s=Pu.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(""))}(l):l;return s&&(s.cpuTotalsMs.shaderPreprocess=(s.cpuTotalsMs.shaderPreprocess??0)+performance.now()-o),c}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:v,NUM_SPOT_LIGHTS:x,NUM_DIR_LIGHT_SHADOWS:4,NUM_POINT_LIGHT_SHADOWS:v,NUM_SPOT_LIGHT_SHADOWS:x,NUM_CLIPPING_PLANES:0,UNION_CLIPPING_PLANES:0,USE_SKINNING:r,RENDERER_MOTION_VECTORS:!t.includes("shared-depth"),...this.createTexturePreprocessorDefines(e)};return e.side===jc?n.DOUBLE_SIDED=!0:e.side===$c&&(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===ci(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=fh,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,ci(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,ci(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,ci(r))}}getDepthPassMaterialResourceForDraw(e,t,r,i){return this.getDepthPassMaterialResource(e,t,i??this.getDrawInstanceAccessMode(r),null!==r.skinning,this.drawUsesBatching(r),ci(r))}getDepthPassMaterialResourceAsyncForDraw(e,t,r){return this.getDepthPassMaterialResourceAsync(e,t,this.getDrawInstanceAccessMode(r),null!==r.skinning,this.drawUsesBatching(r),ci(r))}getOrCreateSharedDepthPipeline(e,t,i,n,a,s,o,l){if(!(this.state.device&&this.state.shadowBindGroupLayout&&this.state.directShadowBindGroupLayout&&this.state.skinningBindGroupLayout))throw new Error("Renderer is not initialized.");const c=this.sharedDepthPipelineCache.get(e);if(c)return c;const u=`${t.uuid}-shared-depth-${i}-${n}`;r(this.state.device,u+"-pipeline",{key:String(t.userData.pipelineOrigin?.assetId??t.userData.assetId??t.userData.pipelineOrigin?.sourceUuid??t.uuid)+":depth:"+i,material:{name:t.name,uuid:t.uuid,version:t.version,assetId:t.userData.assetId,assetName:t.userData.assetName,...t.userData.pipelineOrigin},variant:{instanceAccessMode:n,useSkinning:s,useBatching:o,passKind:i,frontFaceCW:l},defines:{...t.defines}});const d=this.state.device.createBindGroupLayout({label:`${u}-material-layout`,entries:a}),h="prepass"===i?"instanced-direct"===n?this.state.directSceneBindGroupLayout:this.state.sceneBindGroupLayout:"packed"!==n?this.state.directShadowBindGroupLayout:this.state.shadowBindGroupLayout,p=this.state.device.createPipelineLayout({label:`${u}-pipeline-layout`,bindGroupLayouts:[h,d,...s?[this.state.skinningBindGroupLayout]:[]]}),f=Zu(t,"prepass"===i?"camera":"shadow",this.state.device,n,s),m=this.buildMaterialShaderCode(t,f,"pointShadow"===i?t.pointShadowVertexShader??t.vertexShader:t.depthVertexShader??t.vertexShader,`${u}-vertex`,s,o),g="pointShadow"===i?t.pointShadowFragmentShader:t.depthFragmentShader,v=g?this.buildMaterialShaderCode(t,f,g,`${u}-fragment`,s,o):null,x={bindGroupLayout:d,pipeline:this.state.device.createRenderPipeline({label:`${u}-pipeline`,layout:p,vertex:{module:this.state.device.createShaderModule({label:`${u}-vertex`,code:m}),entryPoint:"vsMain",buffers:this.createVertexBufferLayouts(this.getMaterialVertexAttributes(t,s))},...v?{fragment:{module:this.state.device.createShaderModule({label:`${u}-fragment`,code:v}),entryPoint:"fsMain",targets:"pointShadow"===i?[{format:"rgba16float"}]:[]}}:{},primitive:{topology:gh(t),cullMode:vh(t,i,o),frontFace:l?"cw":"ccw"},depthStencil:{format:"depth32float",depthWriteEnabled:!0,depthCompare:"less",..."directionalShadow"===i?{depthBias:1,depthBiasSlopeScale:2,depthBiasClamp:0}:{}}})};return this.sharedDepthPipelineCache.set(e,x),x}async getOrCreateSharedDepthPipelineAsync(e,t,i,n,a,s,o,l){if(!(this.state.device&&this.state.sceneBindGroupLayout&&this.state.directSceneBindGroupLayout&&this.state.shadowBindGroupLayout&&this.state.directShadowBindGroupLayout&&this.state.skinningBindGroupLayout))throw new Error("Renderer is not initialized.");const c=this.sharedDepthPipelineCache.get(e);if(c)return c;const u=this.sharedDepthPipelinePromiseCache.get(e);if(u)return u;const d=`${t.uuid}-shared-depth-${i}-${n}`;r(this.state.device,d+"-pipeline",{key:String(t.userData.pipelineOrigin?.assetId??t.userData.assetId??t.userData.pipelineOrigin?.sourceUuid??t.uuid)+":depth:"+i,material:{name:t.name,uuid:t.uuid,version:t.version,assetId:t.userData.assetId,assetName:t.userData.assetName,...t.userData.pipelineOrigin},variant:{instanceAccessMode:n,useSkinning:s,useBatching:o,passKind:i,frontFaceCW:l},defines:{...t.defines}});const h=(async()=>{const r=this.state.device.createBindGroupLayout({label:`${d}-material-layout`,entries:a}),c="prepass"===i?"instanced-direct"===n?this.state.directSceneBindGroupLayout:this.state.sceneBindGroupLayout:"packed"!==n?this.state.directShadowBindGroupLayout:this.state.shadowBindGroupLayout,u=this.state.device.createPipelineLayout({label:`${d}-pipeline-layout`,bindGroupLayouts:[c,r,...s?[this.state.skinningBindGroupLayout]:[]]}),h=Zu(t,"prepass"===i?"camera":"shadow",this.state.device,n,s),p=this.buildMaterialShaderCode(t,h,"pointShadow"===i?t.pointShadowVertexShader??t.vertexShader:t.depthVertexShader??t.vertexShader,`${d}-vertex`,s,o),f="pointShadow"===i?t.pointShadowFragmentShader:t.depthFragmentShader,m=f?this.buildMaterialShaderCode(t,h,f,`${d}-fragment`,s,o):null,g={bindGroupLayout:r,pipeline:await Ch(this.state.device,{label:`${d}-pipeline`,layout:u,vertex:{module:this.state.device.createShaderModule({label:`${d}-vertex`,code:p}),entryPoint:"vsMain",buffers:this.createVertexBufferLayouts(this.getMaterialVertexAttributes(t,s))},...m?{fragment:{module:this.state.device.createShaderModule({label:`${d}-fragment`,code:m}),entryPoint:"fsMain",targets:"pointShadow"===i?[{format:"rgba16float"}]:[]}}:{},primitive:{topology:gh(t),cullMode:vh(t,i,o),frontFace:l?"cw":"ccw"},depthStencil:{format:"depth32float",depthWriteEnabled:!0,depthCompare:"less",..."directionalShadow"===i?{depthBias:1,depthBiasSlopeScale:2,depthBiasClamp:0}:{}}},this.pipelineCompilationDiagnostics,"depth",`${t.name||"unnamed"} [${t.uuid}] (${i}, ${n})`,p.length,m?.length??0)};return this.sharedDepthPipelineCache.set(e,g),this.sharedDepthPipelinePromiseCache.delete(e),g})();return this.sharedDepthPipelinePromiseCache.set(e,h),h}getOrCreateSharedForwardPipeline(e,t,i,n,a,s,o,l,c,u=this.sampleCount){if(!(this.state.device&&this.state.format&&this.state.sceneBindGroupLayout&&this.state.visibleSceneBindGroupLayout&&this.state.directSceneBindGroupLayout&&this.state.skinningBindGroupLayout&&this.state.emptyBindGroupLayout))throw new Error("Renderer is not initialized.");const d=this.sharedForwardPipelineCache.get(e);if(d)return d;const h=`${t.uuid}-shared-forward-${i}-${u}-receiveShadow=${a?1:0}`;r(this.state.device,h+"-pipeline",{key:String(t.userData.pipelineOrigin?.assetId??t.userData.assetId??t.userData.pipelineOrigin?.sourceUuid??t.uuid)+":forward",material:{name:t.name,uuid:t.uuid,version:t.version,assetId:t.userData.assetId,assetName:t.userData.assetName,...t.userData.pipelineOrigin},variant:{instanceAccessMode:i,useSkinning:o,useBatching:l,receiveShadow:a,sampleCount:u,colorTargetFormats:s},defines:{...t.defines}});const p=this.state.device.createBindGroupLayout({label:`${h}-material-layout`,entries:n}),f=this.createGraphTextureBindGroupLayout(t),m=this.state.device.createPipelineLayout({label:`${h}-pipeline-layout`,bindGroupLayouts:["instanced-direct"===i?this.state.directSceneBindGroupLayout:"packed-visible"===i?this.state.visibleSceneBindGroupLayout:this.state.sceneBindGroupLayout,p,o?this.state.skinningBindGroupLayout:this.state.emptyBindGroupLayout,f]}),g=qu(t,this.state.device,i,a,o),v=this.buildMaterialShaderCode(t,g,t.vertexShader,`${h}-vertex`,o,l),x=this.buildMaterialShaderCode(t,g,t.fragmentShader,`${h}-fragment`,o,l),w={bindGroupLayout:p,graphTextureBindGroupLayout:f,pipeline:this.state.device.createRenderPipeline({label:`${h}-pipeline`,layout:m,vertex:{module:this.state.device.createShaderModule({label:`${h}-vertex`,code:v}),entryPoint:"vsMain",buffers:this.createVertexBufferLayouts(this.getMaterialVertexAttributes(t,o))},fragment:{module:this.state.device.createShaderModule({label:`${h}-fragment`,code:x}),entryPoint:"fsMain",targets:ch(x,s,oh(t))},primitive:{topology:gh(t),cullMode:gh(t).startsWith("triangle")&&t.side!==jc?t.side===$c?"front":"back":"none",frontFace:c?"cw":"ccw"},multisample:{count:u},depthStencil:{format:"depth32float",depthWriteEnabled:t.depthWrite,depthCompare:t.depthTest?"less-equal":"always"}})};return this.sharedForwardPipelineCache.set(e,w),w}async getOrCreateSharedForwardPipelineAsync(e,t,i,n,a,s,o,l,c,u=this.sampleCount){if(!(this.state.device&&this.state.format&&this.state.sceneBindGroupLayout&&this.state.visibleSceneBindGroupLayout&&this.state.directSceneBindGroupLayout&&this.state.skinningBindGroupLayout&&this.state.emptyBindGroupLayout))throw new Error("Renderer is not initialized.");const d=this.sharedForwardPipelineCache.get(e);if(d)return d;const h=this.sharedForwardPipelinePromiseCache.get(e);if(h)return h;const p=`${t.uuid}-shared-forward-${i}-${u}-receiveShadow=${a?1:0}`;r(this.state.device,p+"-pipeline",{key:String(t.userData.pipelineOrigin?.assetId??t.userData.assetId??t.userData.pipelineOrigin?.sourceUuid??t.uuid)+":forward",material:{name:t.name,uuid:t.uuid,version:t.version,assetId:t.userData.assetId,assetName:t.userData.assetName,...t.userData.pipelineOrigin},variant:{instanceAccessMode:i,useSkinning:o,useBatching:l,receiveShadow:a,sampleCount:u,colorTargetFormats:s},defines:{...t.defines}});const f=(async()=>{const r=this.state.device.createBindGroupLayout({label:`${p}-material-layout`,entries:n}),d=this.createGraphTextureBindGroupLayout(t),h=this.state.device.createPipelineLayout({label:`${p}-pipeline-layout`,bindGroupLayouts:["instanced-direct"===i?this.state.directSceneBindGroupLayout:"packed-visible"===i?this.state.visibleSceneBindGroupLayout:this.state.sceneBindGroupLayout,r,o?this.state.skinningBindGroupLayout:this.state.emptyBindGroupLayout,d]}),f=qu(t,this.state.device,i,a,o),m=this.buildMaterialShaderCode(t,f,t.vertexShader,`${p}-vertex`,o,l),g=this.buildMaterialShaderCode(t,f,t.fragmentShader,`${p}-fragment`,o,l),v={bindGroupLayout:r,graphTextureBindGroupLayout:d,pipeline:await Ch(this.state.device,{label:`${p}-pipeline`,layout:h,vertex:{module:this.state.device.createShaderModule({label:`${p}-vertex`,code:m}),entryPoint:"vsMain",buffers:this.createVertexBufferLayouts(this.getMaterialVertexAttributes(t,o))},fragment:{module:this.state.device.createShaderModule({label:`${p}-fragment`,code:g}),entryPoint:"fsMain",targets:ch(g,s,oh(t))},primitive:{topology:gh(t),cullMode:gh(t).startsWith("triangle")&&t.side!==jc?t.side===$c?"front":"back":"none",frontFace:c?"cw":"ccw"},multisample:{count:u},depthStencil:{format:"depth32float",depthWriteEnabled:t.depthWrite,depthCompare:t.depthTest?"less-equal":"always"}},this.pipelineCompilationDiagnostics,"forward",`${t.name||"unnamed"} [${t.uuid}] (${i}, ${u}x)`,m.length,g.length)};return this.sharedForwardPipelineCache.set(e,v),this.sharedForwardPipelinePromiseCache.delete(e),v})();return this.sharedForwardPipelinePromiseCache.set(e,f),f}getDepthPassMaterialResource(e,t,r,i,n,a=!1){if(!(this.state.device&&this.state.shadowBindGroupLayout&&this.state.directShadowBindGroupLayout&&this.state.skinningBindGroupLayout))throw new Error("Renderer is not initialized.");if("prepass"===t&&null===e.depthVertexShader||"pointShadow"===t&&(null===e.pointShadowVertexShader||null===e.pointShadowFragmentShader))return null;const s=this.getDepthMaterialFastCacheIndex(t,r,i,n,a),o=this.depthMaterialFrameCache.get(e)?.[s];if(o?.extractionVersion===this.extractionVersion)return o.resource;const l=this.depthMaterialFastCache.get(e)?.[s];if(l&&this.fastMaterialResourceMatches(l,e))return this.updateMaterialUniformBuffer(e,l),this.setDepthMaterialFrameCache(e,s,l),l;const c="prepass"===t?this.depthPrepassMaterialCache:i?this.skinnedDirectionalShadowMaterialCache:"instanced-direct"===r?this.directionalShadowMaterialCacheDirect:this.directionalShadowMaterialCache,u=this.getDepthPassMaterialKey(e,t,r,i,n,a),d=c.get(e),h=d?.get(u);if(h&&this.materialResourceMatches(h,e,u))return this.setDepthMaterialFastCache(e,s,h),this.updateMaterialUniformBuffer(e,h),this.setDepthMaterialFrameCache(e,s,h),h;this.destroyMaterialResource(h),d&&d.delete(u);const{bindGroupLayoutEntries:p,bindGroupEntries:f,uniformBuffer:m,textures:g,textureVersions:v,storageBuffers:x}=this.createMaterialBindGroupData(e,`${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??fh,u=void 0===i||1===i.length&&i[0]===C,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}-${t}-material`,GPUShaderStage.VERTEX|GPUShaderStage.FRAGMENT),S=this.getOrCreateSharedForwardPipeline(p,e,t,g,r,c,n,a,o,s),M=this.state.device.createBindGroup({label:`${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:M,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 B=l.get(e);return B||(B=new Map,l.set(e,B)),B.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??fh,u=void 0===i||1===i.length&&i[0]===C,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}),M={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,M),u&&(this.setForwardMaterialFastCache(e,d,M),this.setForwardMaterialFrameCache(e,d,M)),M}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(P).multiply(r).multiply(e.matrixWorldInverse);e.getWorldPosition(R);const n=this.cameraUniformScratch;n.set(i.elements,0),n[16]=R.x,n[17]=R.y,n[18]=R.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(L.multiplyMatrices(P,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(P).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=fi(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;let t=17;for(const e of this.staticDrawSets)t=Math.imul(t,31)+2*e.id+Number(e.publicSet.enabled)|0;this.directionalShadowScheduler.prepare(e.lights.directionals,e.camera,this.csmCascadeRanges,this.csmCascadeCount,performance.now(),t);const r=this.lightUniformScratch;this.updateSpotLightMapAtlas(e.lights.spots),r.fill(0),r[0]=e.lights.ambient.x,r[1]=e.lights.ambient.y,r[2]=e.lights.ambient.z,r[3]=e.lights.ambient.w,r[4]=e.lights.directionals.length,r[5]=e.lights.points.length,r[6]=e.lights.spots.length,r[7]=Math.min(this.csmCascadeCount,e.lights.directionals.length);for(let e=0;e<this.csmCascadeCount;e+=1){const t=this.csmCascadeRanges[e],i=3976+4*e;r[i+0]=t.x,r[i+1]=t.y}const i=e.lights.hemisphere;null!=i&&(r[3992]=i.skyColor.x,r[3993]=i.skyColor.y,r[3994]=i.skyColor.z,r[3995]=i.intensity,r[3996]=i.groundColor.x,r[3997]=i.groundColor.y,r[3998]=i.groundColor.z,r[3999]=i.intensity,r[4e3]=i.direction.x,r[4001]=i.direction.y,r[4002]=i.direction.z,r[4003]=1);for(let t=0;t<e.lights.directionals.length;t+=1){const i=e.lights.directionals[t],n=this.directionalShadowCameras[t],a=8+4*t;r[a+0]=i.direction.x,r[a+1]=i.direction.y,r[a+2]=i.direction.z,r[a+3]=1;const s=24+4*t;r[s+0]=i.color.x,r[s+1]=i.color.y,r[s+2]=i.color.z,r[s+3]=i.intensity;const o=40+4*t;r[o+0]=i.shadowBias,r[o+1]=i.castShadow?1:0,r[o+2]=this.state.directionalShadowTextureSize,r[o+3]=i.shadowNormalBias;const l=56+4*t;r[l+0]=i.shadowRadius,r[l+1]=i.shadowIntensity;const c=i.shadowViewProjection??=new Zc;r.set(fi(n,c).elements,72+16*t)}for(let t=0;t<e.lights.points.length;t+=1){const i=e.lights.points[t],n=136+4*t;r[n+0]=i.position.x,r[n+1]=i.position.y,r[n+2]=i.position.z,r[n+3]=i.range;const a=392+4*t;r[a+0]=i.color.x,r[a+1]=i.color.y,r[a+2]=i.color.z,r[a+3]=i.intensity;const s=648+4*t;r[s+0]=i.distance,r[s+1]=i.decay;const o=904+4*t;r[o+0]=i.shadowBias,r[o+1]=i.castShadow?1:0,r[o+2]=this.state.pointShadowTextureSize,r[o+3]=i.shadowNormalBias;const l=1160+4*t;r[l+0]=i.shadowRadius,r[l+1]=i.shadowIntensity,r[l+2]=i.shadowCameraNear,r[l+3]=i.shadowCameraFar}for(let t=0;t<e.lights.spots.length;t+=1){const i=e.lights.spots[t],n=1416+4*t;r[n+0]=i.position.x,r[n+1]=i.position.y,r[n+2]=i.position.z,r[n+3]=i.range;const a=1672+4*t;r[a+0]=i.direction.x,r[a+1]=i.direction.y,r[a+2]=i.direction.z,r[a+3]=Math.cos(i.angle);const s=1928+4*t;r[s+0]=i.color.x,r[s+1]=i.color.y,r[s+2]=i.color.z,r[s+3]=i.intensity;const o=2184+4*t;r[o+0]=i.shadowBias,r[o+1]=i.castShadow?1:0,r[o+2]=this.state.spotShadowTextureSize,r[o+3]=i.shadowNormalBias;const l=2440+4*t;r[l+0]=i.shadowRadius,r[l+1]=i.shadowIntensity;const c=2696+4*t;if(r[c+0]=i.range,r[c+1]=Math.cos(i.angle*(1-i.penumbra)),r[c+2]=i.decay,r[c+3]=null!=i.map?1:0,i.castShadow||null!=i.map){const e=this.spotShadowCameras[t];e.near=i.shadowCameraNear,e.far=i.shadowCameraFar,e.fov=i.shadowCameraFov,e.aspect=1,e.position.copy(i.position),U.copy(i.position).add(i.direction),e.lookAt(U),e.updateMatrixWorld(!0),e.updateProjectionMatrix(),r.set(fi(e,this.shadowViewProjScratch).elements,2952+16*t)}}this.state.device.queue.writeBuffer(this.state.lightBuffer,0,r,0,T)}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 bh=[0,0],yh=[0,0,1],Sh=[1,1,1,1];async function Ch(e,t,r,i,n,a=0,s=0){if(null==e)throw new Error("WebGPU device is not initialized");const o=performance.now();try{return await $(e,t)}finally{r&&i&&n&&r.pipelines.push({kind:i,material:n,durationMs:performance.now()-o,vertexCodeLength:a,fragmentCodeLength:s})}}import{DataTexture as Mh,Matrix4 as Ph,RepeatWrapping as Bh}from"three";var Dh={off:{enabled:!1,temporal:{}},low:{enabled:!0,resolutionScale:.35,directions:2,steps:3,temporal:{historyWeight:.92,depthRejection:.1},denoise:{samples:4,radius:4}},medium:{enabled:!0,resolutionScale:.5,directions:2,steps:4,temporal:{historyWeight:.9,depthRejection:.08},denoise:{samples:8,radius:6}},high:{enabled:!0,resolutionScale:.5,directions:3,steps:5,temporal:{historyWeight:.88,depthRejection:.06},denoise:{samples:12,radius:8}}},Th=class{options;noiseTexture=function(){const e=new Array(25).fill(0);let t=Math.floor(2.5),r=4;for(let i=1;i<=25;){-1===t&&5===r?(t=0,r=3):(5===r&&(r=0),t<0&&(t=4));const n=5*t+r;0===e[n]?(e[n]=i++,t-=1,r+=1):(t+=1,r-=2)}const i=new Uint8Array(100);for(let t=0;t<e.length;t+=1){const r=2*Math.PI*e[t]/e.length;i[4*t]=Math.round(255*(.5*Math.cos(r)+.5)),i[4*t+1]=Math.round(255*(.5*Math.sin(r)+.5)),i[4*t+2]=127,i[4*t+3]=255}const n=new Mh(i,5,5);return n.wrapS=Bh,n.wrapT=Bh,n.needsUpdate=!0,n}();gtaoPasses=new Map;temporalPasses=new Map;denoisePasses=new Map;compositePasses=new Map;writeIndex=0;frameIndex=0;historyValid=!1;constructor(e={}){this.options=Uh(e)}get enabled(){return this.options.enabled}get temporalEnabled(){return!1!==this.options.temporal}setOptions(e){Object.assign(this.options,Uh({...this.options,...e,denoise:e.denoise??this.options.denoise,temporal:e.temporal??this.options.temporal,targetPrefix:this.options.targetPrefix})),this.gtaoPasses.clear(),this.temporalPasses.clear(),this.denoisePasses.clear(),this.compositePasses.clear(),this.reset()}applyPreset(e){this.setOptions(Dh[e])}reset(){this.writeIndex=0,this.frameIndex=0,this.historyValid=!1}addPasses(e,t){const r=e.createColorTarget(`${this.options.targetPrefix}Raw`,{format:"r16float",scale:this.options.resolutionScale}),i=`${t.depth}:${t.normal}:${r}`;let n=this.gtaoPasses.get(i);n||(n=new Ih(t.depth,t.normal,r,this.noiseTexture,this.options),this.gtaoPasses.set(i,n));const a=!1!==this.options.temporal&&null!=t.velocity;n.frameIndex=a?this.frameIndex:0,e.addFullscreenPass(n);let s=r;if(a&&!1!==this.options.temporal&&null!=t.velocity){const i=e.createColorTarget(`${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 Vh(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}:${o}`;let c=this.denoisePasses.get(l);return c||(c=new Gh(s,t.depth,t.normal,o,this.options.normalSpace,this.options.denoise),this.denoisePasses.set(l,c)),e.addFullscreenPass(c),o}addCompositePass(e,t,r,i={}){const n=i.output??e.createColorTarget(`${this.options.targetPrefix}Composite`,{format:"rgba16float"}),a=Math.max(0,i.intensity??this.options.intensity),s=Math.max(1e-4,i.power??this.options.power),o=`${t}:${r}:${n}:${a}:${s}`;let l=this.compositePasses.get(o);return l||(l=new Lh(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}},Ih=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 Ph;webGpuProjectionInverse=new Ph;frameIndex=0;updateUniforms=e=>(this.webGpuProjection.copy(zh).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)},Vh=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=Rh;uniforms=new Float32Array(this.uniformBufferSize/4);inverseProjection=new Ph;updateUniforms=e=>(this.inverseProjection.copy(zh).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)},Gh=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 Ph;updateUniforms=e=>(this.webGpuProjectionInverse.copy(zh).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)},Lh=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"},zh=(new Ph).set(1,0,0,0,0,1,0,0,0,0,.5,.5,0,0,0,1);var Rh="\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 Uh(e){return{intensity:Math.max(0,e.intensity??.6),power:Math.max(1e-4,e.power??1),enabled:e.enabled??!0,radius:Math.max(.001,e.radius??.25),resolutionScale:kh(e.resolutionScale??1,.25,1),thickness:Math.max(.001,e.thickness??1),distanceExponent:Math.max(.01,e.distanceExponent??1),distanceFalloff:kh(e.distanceFalloff??1,0,1),directions:Fh(e.directions??3,1,8),steps:Fh(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:Ah(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:kh(e.temporal?.historyWeight??.9,0,.98),depthRejection:kh(e.temporal?.depthRejection??.08,.001,1),neighborhoodClamp:e.temporal?.neighborhoodClamp??!0}}}function Ah(e){return e<=4?4:e<=8?8:e<=12?12:16}function kh(e,t,r){return Math.min(r,Math.max(t,e))}function Fh(e,t,r){return Math.floor(kh(e,t,r))}import{Matrix4 as $h}from"three";var Eh=class{options;passes=new Map;constructor(e={}){var t,r,i;this.options={resolutionScale:Wh(e.resolutionScale??.5,.25,1),maxDistance:Math.max(.01,e.maxDistance??50),thickness:Math.max(.001,e.thickness??.15),intensity:Math.max(0,e.intensity??.65),distanceAttenuation:e.distanceAttenuation??!0,maxRoughness:Wh(e.maxRoughness??.8,.01,1),steps:(t=e.steps??2048,r=8,i=2048,Math.round(Wh(t,r,i))),pixelStride:Wh(e.pixelStride??1,1,4),normalSpace:e.normalSpace??"world",blur:e.blur??!0,blurRadius:Wh(e.blurRadius??6,1,12),targetPrefix:e.targetPrefix??"ssr"}}addPasses(e,t){const r=e.createColorTarget(`${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 Oh(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 _h(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 jh(t.sceneColor,a,s,this.options.intensity),this.passes.set(o,l)),e.addFullscreenPass(l),s}},Oh=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 $h;inverseProjection=new $h;updateUniforms=e=>(this.projection.copy(Nh).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)},_h=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}"},jh=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 Nh=(new $h).set(1,0,0,0,0,1,0,0,0,0,.5,.5,0,0,0,1);function Wh(e,t,r){return Math.min(r,Math.max(t,e))}import{Matrix4 as Hh,Vector2 as qh}from"three";var Kh=(new Hh).set(1,0,0,0,0,1,0,0,0,0,.5,.5,0,0,0,1),Zh=class{renderScale;sampleCount;minCurrentWeight;motionWeightScale;depthThreshold;relativeDepthThreshold;targetPrefix;writeIndex=0;historyValid=!1;frameIndex=0;renderWidth=1;renderHeight=1;outputWidth=1;outputHeight=1;jitter=new qh;unjitteredProjection=new Hh;previousJitterUv=new qh;currentJitterUv=new qh;previousViewProjection=new Hh;resolvePasses=new Map;constructor(e={}){this.renderScale=Jh(e.renderScale??1,.25,1),this.sampleCount=Math.max(1,Math.floor(e.sampleCount??32)),this.minCurrentWeight=Jh(e.minCurrentWeight??.06,0,1),this.motionWeightScale=Math.max(.001,e.motionWeightScale??24),this.depthThreshold=Math.max(0,e.depthThreshold??.001),this.relativeDepthThreshold=Math.max(0,e.relativeDepthThreshold??.002),this.targetPrefix=e.targetPrefix??"taa"}prepareCamera(e,t,r){this.setSize(t,r),e.updateProjectionMatrix(),this.unjitteredProjection.copy(e.projectionMatrix),this.jitter.set(Xh(this.frameIndex%this.sampleCount+1,2)-.5,Xh(this.frameIndex%this.sampleCount+1,3)-.5),this.currentJitterUv.set(this.jitter.x/this.renderWidth,-this.jitter.y/this.renderHeight),e.projectionMatrix.elements[8]-=2*this.jitter.x/this.renderWidth,e.projectionMatrix.elements[9]-=2*this.jitter.y/this.renderHeight,e.projectionMatrixInverse?.copy(e.projectionMatrix).invert()}finishCamera(e){e.projectionMatrix.copy(this.unjitteredProjection),e.projectionMatrixInverse?.copy(e.projectionMatrix).invert()}addPass(e,t,r=e.mainDepth,i){const n=e.createColorTarget(`${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 Yh(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=Jh(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(Kh).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}},Yh=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 Hh;currentViewProjectionInverse=new Hh;updateUniforms=e=>(this.state.updateResolveUniforms(this.uniforms,this.currentViewProjection,this.currentViewProjectionInverse,e),this.uniforms)};function Xh(e,t){let r=1,i=0;for(;e>0;)r/=t,i+=r*(e%t),e=Math.floor(e/t);return i}function Jh(e,t,r){return Math.min(r,Math.max(t,e))}var Qh=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=tp(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 ep(t,i,this),this.passes.set(n,a)),e.addFullscreenPass(a),i}},ep=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),tp(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 tp(e,t,r){return Math.min(r,Math.max(t,e))}import{ClampToEdgeWrapping as rp,DataTexture as ip,LinearFilter as np,NoColorSpace as ap,RGFormat as sp,UnsignedByteType as op}from"three";var lp={low:{searchSteps:4,diagonalSteps:0},medium:{searchSteps:8,diagonalSteps:0},high:{searchSteps:16,diagonalSteps:8},ultra:{searchSteps:32,diagonalSteps:16}},cp=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=yp(e.cornerRounding??.25,0,1),this.sharpness=yp(e.sharpness??0,0,1),this.quality=lp[e.quality??"high"],this.targetPrefix=e.targetPrefix??"smaa",this.areaTexture=function(){const e=new ip(function(){if(pp)return pp;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){fp(e,16*n+r,16*a+t,mp(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){fp(e,80+20*s+r,20*o+t,xp(i,r,t))}}return pp=e,e}(),160,80,sp,op);return e.name="SMAA-Area-Lookup",e.colorSpace=ap,e.minFilter=np,e.magFilter=np,e.wrapS=rp,e.wrapT=rp,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 up(t,i,this),this.edgePasses.set(s,o));const l=`${i}:${n}`;let c=this.weightPasses.get(l);c||(c=new dp(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 hp(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}},up=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"},dp=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,yp(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"},hp=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([yp(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 pp=null;function fp(e,t,r,i){const n=2*(160*r+t);e[n]=Math.floor(255*yp(i[0],0,1)),e[n+1]=Math.floor(255*yp(i[1],0,1))}function mp(e,t,r){const i=t+r+1,n=.5,a=-.5,s=()=>gp([0,a],[i/2,0],t),o=()=>gp([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 vp(i,s(),o());case 4:return t<=r?gp([0,n],[i/2,0],t):[0,0];case 6:case 14:case 7:return gp([0,n],[i,a],t);case 8:return t>=r?gp([i/2,0],[i,n],t):[0,0];case 9:case 11:case 13:return gp([0,a],[i,n],t);case 12:return vp(i,gp([0,n],[i/2,0],t),gp([i/2,0],[i,n],t))}}function gp(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 vp(e,t,r){const i=e=>[.5*Math.sqrt(2*e[0]),.5*Math.sqrt(2*e[1])],n=yp(e/32,0,1),a=i(t),s=i(r);return[bp(a[0],t[0],n)+bp(s[0],r[0],n),bp(a[1],t[1],n)+bp(s[1],r[1],n)]}function xp(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 wp(o(1,1),o(0,0));case 1:return wp(s([1,0],[i,i]),o(0,0));case 2:return wp(s([0,0],[1+i,i]),o(0,0));case 3:return o(0,0);case 4:return wp(s([1,1],[i,i]),s([1,1],[1+i,i]));case 5:return wp(s([1,1],[i,i]),o(0,0));case 6:return s([1,1],[1+i,i]);case 7:return wp(s([1,1],[1+i,i]),o(0,0));case 8:return wp(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 wp(s([0,0],[1+i,1+i]),o(0,0));case 11:return wp(s([1,0],[1+i,1+i]),o(0,0));case 12:return s([1,1],[1+i,1+i]);case 13:return wp(s([1,1],[1+i,1+i]),s([1,0],[1+i,1+i]));case 14:return wp(s([1,1],[1+i,1+i]),s([1,1],[1+i,i]));case 15:return wp(s([1,1],[1+i,1+i]),o(0,0));default:return[0,0]}}function wp(e,t){return[.5*(e[0]+t[0]),.5*(e[1]+t[1])]}function bp(e,t,r){return e+(t-e)*r}function yp(e,t,r){return Math.min(r,Math.max(t,e))}var Sp=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=Bp(e.radius??.2,0,1),this.levels=(t=e.levels??5,r=1,i=5,Math.floor(Bp(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 Cp(o,a,this):new Mp(`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 Mp(`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 Pp(t,s,a,this,this.levels),this.passes.set(o,l)),e.addFullscreenPass(l),a}},Cp=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}"},Mp=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} * ${s};\n var color = textureSample(sourceTexture, fullscreenSampler, input.uv).rgb * 0.227027;\n color += textureSample(sourceTexture, fullscreenSampler, input.uv + axis * 1.384615).rgb * 0.316216;\n color += textureSample(sourceTexture, fullscreenSampler, input.uv - axis * 1.384615).rgb * 0.316216;\n color += textureSample(sourceTexture, fullscreenSampler, input.uv + axis * 3.230769).rgb * 0.070270;\n color += textureSample(sourceTexture, fullscreenSampler, input.uv - axis * 3.230769).rgb * 0.070270;\n return vec4<f32>(color, 1.0);\n}`}name;sampler="linear";inputs;outputs;fragmentShader},Pp=class{constructor(e,t,r,i,n){this.state=i,this.inputs={source:e,...t},this.outputs=r;const a=[1,.8,.6,.4,.2],s=Array.from({length:n},(e,t)=>`bloom += textureSample(blur${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 ${s}\n return vec4<f32>(scene.rgb + bloom * fullscreenUniforms[0].x, scene.a);\n}`}state;name="BloomComposite";sampler="linear";uniformBufferSize=32;inputs;outputs;uniforms=new Float32Array(8);updateUniforms=()=>(this.uniforms.set([this.state.strength,Bp(this.state.radius,0,1),0,0]),this.uniforms);fragmentShader};function Bp(e,t,r){return Math.min(r,Math.max(t,e))}var Dp=[1,1,1],Tp=[0,0,0],Ip=class{options;passes=new Map;targetPrefix;constructor(e={}){this.options=e,this.targetPrefix=e.targetPrefix??"colorGrading"}addPass(e,t){if(!1===this.options.enabled)return t;const r=e.createColorTarget(`${this.targetPrefix}Color`,{format:"rgba16float"}),i=`${t}:${r}`;let n=this.passes.get(i);return n||(n=new Vp(t,r,this.options),this.passes.set(i,n)),e.addFullscreenPass(n),r}},Vp=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,Dp),t(e?.contrast,Dp),t(e?.gamma,Dp),t(e?.gain,Dp),t(e?.offset,Tp)};return t(this.state.whiteBalance,Dp),t(this.state.tint,Dp),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 Gp}from"three";var Lp=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 zp(t,r,i,this.options),this.passes.set(n,a)),e.addFullscreenPass(a),i}},zp=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 Gp;updateUniforms=e=>(this.inverseProjection.copy(Rp).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); }"},Rp=(new Gp).set(1,0,0,0,0,1,0,0,0,0,.5,.5,0,0,0,1);import{Matrix4 as Up,Vector2 as Ap,Vector3 as kp}from"three";var Fp=(new Up).set(1,0,0,0,0,1,0,0,0,0,.5,.5,0,0,0,1),$p=(e=>(e[e.Disabled=0]="Disabled",e[e.CameraOnly=1]="CameraOnly",e[e.ObjectAndCamera=2]="ObjectAndCamera",e[e.ForceObjectBlur=3]="ForceObjectBlur",e))($p||{}),Ep={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}},Op=class{options;targetPrefix;currentViewProjection=new Up;currentInverseViewProjection=new Up;currentInverseProjection=new Up;previousViewProjection=new Up;pendingViewProjection=new Up;previousProjection=new Up;previousCameraWorld=new Up;previousCameraPosition=new kp;currentCameraPosition=new kp;currentJitterUv=new Ap;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:jp(e.sampleCount??8),shutterScale:Np(e.shutterScale??.75,0,4),maxBlurPixels:Np(e.maxBlurPixels??18,0,128),cameraBlurScale:Np(e.cameraBlurScale??.1,0,4),objectBlurScale:Np(e.objectBlurScale??1,0,8),depthRejectionStrength:Np(e.depthRejectionStrength??24,0,200),velocityThresholdPixels:Np(e.velocityThresholdPixels??.6,0,16),dilation:e.dilation??!0,debugVelocity:e.debugVelocity??!1,targetFrameRate:Np(e.targetFrameRate??60,15,240),maxFrameTime:Np(e.maxFrameTime??.1,1/240,1),cameraCutDistance:Np(e.cameraCutDistance??8,0,1e3),cameraCutRotationThreshold:Np(e.cameraCutRotationThreshold??.75,0,2),projectionCutThreshold:Np(e.projectionCutThreshold??.25,0,4)},this.targetPrefix=e.targetPrefix??"motionBlur"}applyPreset(e){Object.assign(this.options,Ep[e]),this.options.sampleCount=jp(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(Fp).multiply(e.projectionMatrix).multiply(e.matrixWorldInverse),this.currentViewProjection.copy(this.pendingViewProjection),this.currentInverseViewProjection.copy(this.currentViewProjection).invert(),this.currentInverseProjection.copy(Fp).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(`${this.targetPrefix}Color`,{format:"rgba16float"}),s=jp(n.sampleCount),o=`${t}:${r}:${i}:${a}:${s}`;let l=this.passes.get(o);return l||(l=new _p(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,jp(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}},_p=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 jp(e){return e<=0?0:e<=4?4:e<=8?8:e<=12?12:16}function Np(e,t,r){return Math.min(r,Math.max(t,e))}var Wp=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=Hp(!1),this.skinnedMaskMaterial=Hp(!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=[Hp(!1,i.instanceIndex),Hp(!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 qp(r,n,this)),this.addCachedPass(e,`blur-h:${n}:${a}`,()=>new Kp("OutlineBlurHorizontal",n,a,!0,this)),this.addCachedPass(e,`blur-v:${a}:${s}`,()=>new Kp("OutlineBlurVertical",a,s,!1,this)),this.addCachedPass(e,`composite:${t}:${s}:${o}`,()=>new Zp(t,s,o,this)),o}addCachedPass(e,t,r){let i=this.passes.get(t);i||(i=r(),this.passes.set(t,i)),e.addFullscreenPass(i)}dispose(){this.maskMaterial.dispose(),this.skinnedMaskMaterial.dispose();for(const e of this.instanceMaskMaterials.values())e[0].dispose(),e[1].dispose();this.instanceMaskMaterials.clear(),this.passes.clear()}};function Hp(e,t=-1){return new Sr({vertexShader:`\nstruct VertexInput {\n @location(0) position: vec3<f32>,${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 qp=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}"},Kp=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}"},Zp=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 Yp,BackSide as Xp,Bone as Jp,BatchedMesh as Qp,BoxGeometry as ef,BufferAttribute as tf,BufferGeometry as rf,CanvasTexture as nf,Color as af,CompressedArrayTexture as sf,CompressedArrayTexture as of,CompressedCubeTexture as lf,CompressedTexture as cf,CubeTexture as uf,Data3DTexture as df,DataArrayTexture as hf,DataTexture as pf,DepthTexture as ff,DirectionalLight as mf,DoubleSide as gf,FrontSide as vf,Group as xf,HemisphereLight as wf,InstancedMesh as bf,MathUtils as yf,Matrix4 as Sf,Mesh as Cf,Object3D as Mf,OrthographicCamera as Pf,PerspectiveCamera as Bf,PlaneGeometry as Df,PointLight as Tf,RepeatWrapping as If,Scene as Vf,Skeleton as Gf,SkinnedMesh as Lf,SphereGeometry as zf,SpotLight as Rf,Texture as Uf,Vector2 as Af,Vector3 as kf,Vector4 as Ff}from"three";export{Yp as AmbientLight,Xp as BackSide,Qp as BatchedMesh,Sp as BloomEffect,Jp as Bone,ef as BoxGeometry,tf as BufferAttribute,rf as BufferGeometry,nf as CanvasTexture,af as Color,Ip as ColorGradingEffect,sf as CompressedArrayTexture,lf as CompressedCubeTexture,cf as CompressedTexture,of as CompressedTextureArray,O as ComputeKernel,uf as CubeTexture,yr as DEFAULT_WGSL_VERTEX_ATTRIBUTES,df as Data3DTexture,hf as DataArrayTexture,pf as DataTexture,Lp as DepthOfFieldEffect,ff as DepthTexture,mf as DirectionalLight,gf as DoubleSide,Qh as FXAAEffect,rr as FrameGraphBuilder,vf as FrontSide,Th as GTAOEffect,Dh as GTAO_PRESETS,xf as Group,wf as HemisphereLight,bf as InstancedMesh,Ep as MOTION_BLUR_PRESETS,yf as MathUtils,Sf as Matrix4,Cf as Mesh,Op as MotionBlurEffect,$p as MotionBlurMode,Mf as Object3D,Pf as OrthographicCamera,Wp as OutlineEffect,Bf as PerspectiveCamera,Df as PlaneGeometry,Tf as PointLight,Du as RenderGraph,If as RepeatWrapping,C as SCENE_COLOR_FORMAT,cp as SMAAEffect,Eh as SSREffect,Vf as Scene,Gf as Skeleton,Lf as SkinnedMesh,zf as SphereGeometry,Rf as SpotLight,Zh as TemporalAAEffect,Uf as Texture,fe as VOLUMETRIC_FOG_MATERIAL_WGSL,J as VOLUMETRIC_FOG_PRESETS,Af as Vector2,kf as Vector3,Ff as Vector4,oe as VolumetricFogEffect,X as VolumetricFogVolumeObject,Sr as WGSLShaderMaterial,ku as WebGpuPMREMGenerator,wh as WebGpuRenderer,Ku as buildParticleLightingShaderHeader,me as configureVolumetricFogMaterial,E as createComputePipelineAsync,$ as createRenderPipelineAsync,r as registerPipelineDiagnosticOrigin,h as resolveDetailCulling,c as setObjectDetailCulling,t as setPipelineDiagnosticLoading};
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