@ifc-lite/renderer 5.0.0 → 6.0.1

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Files changed (284) hide show
  1. package/dist/camera-projection.d.ts +2 -0
  2. package/dist/camera-projection.d.ts.map +1 -1
  3. package/dist/camera-projection.js +46 -0
  4. package/dist/camera-projection.js.map +1 -1
  5. package/dist/chunk-grid.d.ts +21 -0
  6. package/dist/chunk-grid.d.ts.map +1 -1
  7. package/dist/chunk-grid.js +25 -7
  8. package/dist/chunk-grid.js.map +1 -1
  9. package/dist/clash-solid-pipeline.d.ts.map +1 -1
  10. package/dist/clash-solid-pipeline.js +4 -2
  11. package/dist/clash-solid-pipeline.js.map +1 -1
  12. package/dist/deviation/deviation-computer.d.ts +4 -0
  13. package/dist/deviation/deviation-computer.d.ts.map +1 -1
  14. package/dist/deviation/deviation-computer.js +20 -0
  15. package/dist/deviation/deviation-computer.js.map +1 -1
  16. package/dist/deviation/deviation-readback.d.ts +18 -0
  17. package/dist/deviation/deviation-readback.d.ts.map +1 -0
  18. package/dist/deviation/deviation-readback.js +67 -0
  19. package/dist/deviation/deviation-readback.js.map +1 -0
  20. package/dist/edge-pass.d.ts +16 -0
  21. package/dist/edge-pass.d.ts.map +1 -1
  22. package/dist/edge-pass.js +75 -1
  23. package/dist/edge-pass.js.map +1 -1
  24. package/dist/entity-color-table.d.ts +140 -0
  25. package/dist/entity-color-table.d.ts.map +1 -0
  26. package/dist/entity-color-table.js +238 -0
  27. package/dist/entity-color-table.js.map +1 -0
  28. package/dist/gpu-upload-guard.d.ts +1 -1
  29. package/dist/gpu-upload-guard.js +1 -1
  30. package/dist/hover-mesh-cache.d.ts +29 -0
  31. package/dist/hover-mesh-cache.d.ts.map +1 -0
  32. package/dist/hover-mesh-cache.js +31 -0
  33. package/dist/hover-mesh-cache.js.map +1 -0
  34. package/dist/index.d.ts +14 -0
  35. package/dist/index.d.ts.map +1 -1
  36. package/dist/index.js +146 -161
  37. package/dist/index.js.map +1 -1
  38. package/dist/individual-mesh-upload.d.ts +24 -0
  39. package/dist/individual-mesh-upload.d.ts.map +1 -0
  40. package/dist/individual-mesh-upload.js +85 -0
  41. package/dist/individual-mesh-upload.js.map +1 -0
  42. package/dist/instanced-render.d.ts +19 -9
  43. package/dist/instanced-render.d.ts.map +1 -1
  44. package/dist/instanced-render.js +36 -24
  45. package/dist/instanced-render.js.map +1 -1
  46. package/dist/instanced-rte.d.ts +68 -7
  47. package/dist/instanced-rte.d.ts.map +1 -1
  48. package/dist/instanced-rte.js +98 -17
  49. package/dist/instanced-rte.js.map +1 -1
  50. package/dist/instanced-vertex-layout.d.ts +26 -0
  51. package/dist/instanced-vertex-layout.d.ts.map +1 -0
  52. package/dist/instanced-vertex-layout.js +61 -0
  53. package/dist/instanced-vertex-layout.js.map +1 -0
  54. package/dist/mesh-rte-uniforms.d.ts +4 -2
  55. package/dist/mesh-rte-uniforms.d.ts.map +1 -1
  56. package/dist/mesh-rte-uniforms.js +4 -2
  57. package/dist/mesh-rte-uniforms.js.map +1 -1
  58. package/dist/model-translation.d.ts.map +1 -1
  59. package/dist/model-translation.js +0 -7
  60. package/dist/model-translation.js.map +1 -1
  61. package/dist/outline-params.d.ts +45 -0
  62. package/dist/outline-params.d.ts.map +1 -0
  63. package/dist/outline-params.js +54 -0
  64. package/dist/outline-params.js.map +1 -0
  65. package/dist/overlay-routing.d.ts +8 -8
  66. package/dist/overlay-routing.js +2 -2
  67. package/dist/overlay-routing.js.map +1 -1
  68. package/dist/overlay-theme.d.ts +9 -3
  69. package/dist/overlay-theme.d.ts.map +1 -1
  70. package/dist/overlay-theme.js.map +1 -1
  71. package/dist/partial-batch-requests.d.ts +2 -2
  72. package/dist/pick-mesh-budget.d.ts +28 -0
  73. package/dist/pick-mesh-budget.d.ts.map +1 -0
  74. package/dist/pick-mesh-budget.js +74 -0
  75. package/dist/pick-mesh-budget.js.map +1 -0
  76. package/dist/picker-rte-uniforms.d.ts +7 -1
  77. package/dist/picker-rte-uniforms.d.ts.map +1 -1
  78. package/dist/picker-rte-uniforms.js +9 -1
  79. package/dist/picker-rte-uniforms.js.map +1 -1
  80. package/dist/picker.d.ts.map +1 -1
  81. package/dist/picker.js +15 -28
  82. package/dist/picker.js.map +1 -1
  83. package/dist/picking-manager.d.ts.map +1 -1
  84. package/dist/picking-manager.js +4 -47
  85. package/dist/picking-manager.js.map +1 -1
  86. package/dist/pipeline.d.ts +7 -1
  87. package/dist/pipeline.d.ts.map +1 -1
  88. package/dist/pipeline.js +37 -59
  89. package/dist/pipeline.js.map +1 -1
  90. package/dist/point-picker.d.ts.map +1 -1
  91. package/dist/point-picker.js +7 -2
  92. package/dist/point-picker.js.map +1 -1
  93. package/dist/pointcloud/point-cloud-node.js +1 -1
  94. package/dist/pointcloud/point-cloud-node.js.map +1 -1
  95. package/dist/pointcloud/point-cloud-renderer.d.ts.map +1 -1
  96. package/dist/pointcloud/point-cloud-renderer.js +3 -1
  97. package/dist/pointcloud/point-cloud-renderer.js.map +1 -1
  98. package/dist/pointcloud/point-cloud-uniforms.d.ts +5 -1
  99. package/dist/pointcloud/point-cloud-uniforms.d.ts.map +1 -1
  100. package/dist/pointcloud/point-cloud-uniforms.js +7 -1
  101. package/dist/pointcloud/point-cloud-uniforms.js.map +1 -1
  102. package/dist/post-pass-chain.d.ts +14 -1
  103. package/dist/post-pass-chain.d.ts.map +1 -1
  104. package/dist/post-pass-chain.js +31 -2
  105. package/dist/post-pass-chain.js.map +1 -1
  106. package/dist/raycast-engine.d.ts +5 -1
  107. package/dist/raycast-engine.d.ts.map +1 -1
  108. package/dist/raycast-engine.js +20 -8
  109. package/dist/raycast-engine.js.map +1 -1
  110. package/dist/raycast-point-cloud-query.d.ts +2 -0
  111. package/dist/raycast-point-cloud-query.d.ts.map +1 -1
  112. package/dist/raycast-point-cloud-query.js +7 -0
  113. package/dist/raycast-point-cloud-query.js.map +1 -1
  114. package/dist/raycast-source-curve-query.d.ts +13 -0
  115. package/dist/raycast-source-curve-query.d.ts.map +1 -0
  116. package/dist/raycast-source-curve-query.js +17 -0
  117. package/dist/raycast-source-curve-query.js.map +1 -0
  118. package/dist/reference-image-pipeline.d.ts.map +1 -1
  119. package/dist/reference-image-pipeline.js +4 -2
  120. package/dist/reference-image-pipeline.js.map +1 -1
  121. package/dist/relative-to-eye-abi.d.ts +36 -0
  122. package/dist/relative-to-eye-abi.d.ts.map +1 -0
  123. package/dist/relative-to-eye-abi.js +72 -0
  124. package/dist/relative-to-eye-abi.js.map +1 -0
  125. package/dist/relative-to-eye.d.ts +15 -35
  126. package/dist/relative-to-eye.d.ts.map +1 -1
  127. package/dist/relative-to-eye.js +46 -74
  128. package/dist/relative-to-eye.js.map +1 -1
  129. package/dist/render-stats.d.ts +5 -1
  130. package/dist/render-stats.d.ts.map +1 -1
  131. package/dist/render-stats.js +1 -1
  132. package/dist/render-stats.js.map +1 -1
  133. package/dist/renderer-overlays.d.ts.map +1 -1
  134. package/dist/renderer-overlays.js +3 -2
  135. package/dist/renderer-overlays.js.map +1 -1
  136. package/dist/scene-batch-rebuild.d.ts +1 -2
  137. package/dist/scene-batch-rebuild.d.ts.map +1 -1
  138. package/dist/scene-batch-rebuild.js +4 -8
  139. package/dist/scene-batch-rebuild.js.map +1 -1
  140. package/dist/scene-batch-upload.d.ts.map +1 -1
  141. package/dist/scene-batch-upload.js +7 -3
  142. package/dist/scene-batch-upload.js.map +1 -1
  143. package/dist/scene-contents.d.ts +1 -1
  144. package/dist/scene-contents.d.ts.map +1 -1
  145. package/dist/scene-derived-batches.d.ts +19 -64
  146. package/dist/scene-derived-batches.d.ts.map +1 -1
  147. package/dist/scene-derived-batches.js +16 -51
  148. package/dist/scene-derived-batches.js.map +1 -1
  149. package/dist/scene-device-recovery.d.ts +3 -3
  150. package/dist/scene-device-recovery.d.ts.map +1 -1
  151. package/dist/scene-device-recovery.js +12 -9
  152. package/dist/scene-device-recovery.js.map +1 -1
  153. package/dist/scene-geometry.d.ts +6 -6
  154. package/dist/scene-geometry.d.ts.map +1 -1
  155. package/dist/scene-geometry.js +8 -9
  156. package/dist/scene-geometry.js.map +1 -1
  157. package/dist/scene-instance-bounds.d.ts +1 -1
  158. package/dist/scene-instance-bounds.d.ts.map +1 -1
  159. package/dist/scene-instance-bounds.js +4 -16
  160. package/dist/scene-instance-bounds.js.map +1 -1
  161. package/dist/scene-instance-materialization.d.ts.map +1 -1
  162. package/dist/scene-instance-materialization.js +4 -4
  163. package/dist/scene-instance-materialization.js.map +1 -1
  164. package/dist/scene-instance-translation.d.ts +6 -10
  165. package/dist/scene-instance-translation.d.ts.map +1 -1
  166. package/dist/scene-instance-translation.js +9 -31
  167. package/dist/scene-instance-translation.js.map +1 -1
  168. package/dist/scene-instance-types.d.ts +11 -2
  169. package/dist/scene-instance-types.d.ts.map +1 -1
  170. package/dist/scene-instance-types.js +7 -1
  171. package/dist/scene-instance-types.js.map +1 -1
  172. package/dist/scene-model-translation.d.ts +1 -2
  173. package/dist/scene-model-translation.d.ts.map +1 -1
  174. package/dist/scene-model-translation.js +4 -3
  175. package/dist/scene-model-translation.js.map +1 -1
  176. package/dist/scene-precision.d.ts +1 -1
  177. package/dist/scene-precision.d.ts.map +1 -1
  178. package/dist/scene-precision.js +11 -2
  179. package/dist/scene-precision.js.map +1 -1
  180. package/dist/scene.d.ts +43 -38
  181. package/dist/scene.d.ts.map +1 -1
  182. package/dist/scene.js +121 -129
  183. package/dist/scene.js.map +1 -1
  184. package/dist/section-2d-line-buffer.d.ts +2 -2
  185. package/dist/section-2d-line-buffer.d.ts.map +1 -1
  186. package/dist/section-2d-line-buffer.js +10 -11
  187. package/dist/section-2d-line-buffer.js.map +1 -1
  188. package/dist/section-2d-overlay.d.ts +6 -4
  189. package/dist/section-2d-overlay.d.ts.map +1 -1
  190. package/dist/section-2d-overlay.js +45 -21
  191. package/dist/section-2d-overlay.js.map +1 -1
  192. package/dist/section-2d-types.d.ts +1 -1
  193. package/dist/section-2d-types.d.ts.map +1 -1
  194. package/dist/section-2d-types.js +1 -1
  195. package/dist/section-2d-types.js.map +1 -1
  196. package/dist/section-plane.d.ts.map +1 -1
  197. package/dist/section-plane.js +3 -1
  198. package/dist/section-plane.js.map +1 -1
  199. package/dist/selection-mask-pass.d.ts +85 -0
  200. package/dist/selection-mask-pass.d.ts.map +1 -0
  201. package/dist/selection-mask-pass.js +170 -0
  202. package/dist/selection-mask-pass.js.map +1 -0
  203. package/dist/selection-mask-pipelines.d.ts +57 -0
  204. package/dist/selection-mask-pipelines.d.ts.map +1 -0
  205. package/dist/selection-mask-pipelines.js +150 -0
  206. package/dist/selection-mask-pipelines.js.map +1 -0
  207. package/dist/selection-outline-frame.d.ts +47 -0
  208. package/dist/selection-outline-frame.d.ts.map +1 -0
  209. package/dist/selection-outline-frame.js +122 -0
  210. package/dist/selection-outline-frame.js.map +1 -0
  211. package/dist/shaders/depth-reconstruct.wgsl.d.ts +7 -2
  212. package/dist/shaders/depth-reconstruct.wgsl.d.ts.map +1 -1
  213. package/dist/shaders/depth-reconstruct.wgsl.js +8 -3
  214. package/dist/shaders/depth-reconstruct.wgsl.js.map +1 -1
  215. package/dist/shaders/edges.wgsl.d.ts +18 -0
  216. package/dist/shaders/edges.wgsl.d.ts.map +1 -1
  217. package/dist/shaders/edges.wgsl.js +99 -0
  218. package/dist/shaders/edges.wgsl.js.map +1 -1
  219. package/dist/shaders/entity-color-table.wgsl.d.ts +2 -0
  220. package/dist/shaders/entity-color-table.wgsl.d.ts.map +1 -0
  221. package/dist/shaders/entity-color-table.wgsl.js +85 -0
  222. package/dist/shaders/entity-color-table.wgsl.js.map +1 -0
  223. package/dist/shaders/main.wgsl.d.ts +1 -1
  224. package/dist/shaders/main.wgsl.d.ts.map +1 -1
  225. package/dist/shaders/main.wgsl.js +45 -113
  226. package/dist/shaders/main.wgsl.js.map +1 -1
  227. package/dist/shaders/mesh-uniforms.wgsl.d.ts +2 -0
  228. package/dist/shaders/mesh-uniforms.wgsl.d.ts.map +1 -0
  229. package/dist/shaders/mesh-uniforms.wgsl.js +53 -0
  230. package/dist/shaders/mesh-uniforms.wgsl.js.map +1 -0
  231. package/dist/shaders/section-2d-overlay.wgsl.d.ts +1 -0
  232. package/dist/shaders/section-2d-overlay.wgsl.d.ts.map +1 -1
  233. package/dist/shaders/section-2d-overlay.wgsl.js +3 -2
  234. package/dist/shaders/section-2d-overlay.wgsl.js.map +1 -1
  235. package/dist/shaders/selection-mask.wgsl.d.ts +16 -0
  236. package/dist/shaders/selection-mask.wgsl.d.ts.map +1 -0
  237. package/dist/shaders/selection-mask.wgsl.js +138 -0
  238. package/dist/shaders/selection-mask.wgsl.js.map +1 -0
  239. package/dist/shaders/shadow.wgsl.d.ts +1 -1
  240. package/dist/shaders/shadow.wgsl.d.ts.map +1 -1
  241. package/dist/shaders/shadow.wgsl.js +3 -3
  242. package/dist/shadow-occluders.d.ts.map +1 -1
  243. package/dist/shadow-occluders.js +1 -0
  244. package/dist/shadow-occluders.js.map +1 -1
  245. package/dist/shadow-pass.d.ts +0 -1
  246. package/dist/shadow-pass.d.ts.map +1 -1
  247. package/dist/shadow-pass.js +26 -32
  248. package/dist/shadow-pass.js.map +1 -1
  249. package/dist/shadow-types.d.ts +3 -0
  250. package/dist/shadow-types.d.ts.map +1 -1
  251. package/dist/shadow-types.js.map +1 -1
  252. package/dist/snap-detector.d.ts +5 -0
  253. package/dist/snap-detector.d.ts.map +1 -1
  254. package/dist/snap-detector.js.map +1 -1
  255. package/dist/source-curve-clipping.d.ts +7 -0
  256. package/dist/source-curve-clipping.d.ts.map +1 -0
  257. package/dist/source-curve-clipping.js +165 -0
  258. package/dist/source-curve-clipping.js.map +1 -0
  259. package/dist/source-curve-snap.d.ts +49 -0
  260. package/dist/source-curve-snap.d.ts.map +1 -0
  261. package/dist/source-curve-snap.js +197 -0
  262. package/dist/source-curve-snap.js.map +1 -0
  263. package/dist/symbolic-overlay-pipelines.d.ts +1 -1
  264. package/dist/symbolic-overlay-pipelines.d.ts.map +1 -1
  265. package/dist/symbolic-overlay-pipelines.js +13 -22
  266. package/dist/symbolic-overlay-pipelines.js.map +1 -1
  267. package/dist/symbolic-text-rte.d.ts +16 -0
  268. package/dist/symbolic-text-rte.d.ts.map +1 -0
  269. package/dist/symbolic-text-rte.js +37 -0
  270. package/dist/symbolic-text-rte.js.map +1 -0
  271. package/dist/textured-vertices.d.ts.map +1 -1
  272. package/dist/textured-vertices.js +2 -3
  273. package/dist/textured-vertices.js.map +1 -1
  274. package/dist/types.d.ts +10 -0
  275. package/dist/types.d.ts.map +1 -1
  276. package/dist/visual-enhancement.d.ts +0 -4
  277. package/dist/visual-enhancement.d.ts.map +1 -1
  278. package/dist/visual-enhancement.js +0 -5
  279. package/dist/visual-enhancement.js.map +1 -1
  280. package/dist/xray-alpha.d.ts +7 -3
  281. package/dist/xray-alpha.d.ts.map +1 -1
  282. package/dist/xray-alpha.js +11 -7
  283. package/dist/xray-alpha.js.map +1 -1
  284. package/package.json +4 -4
@@ -10,14 +10,19 @@
10
10
  * camera projection (see `depthReconstructParams`).
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11
  */
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12
  /**
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- * Declares `depthTex` at `@group(0) @binding(binding)` and `loadDepth(ip)`,
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+ * Declares `depthTex` at `@group(group) @binding(binding)` and `loadDepth(ip)`,
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  * which clamps the coordinate to the texture and reads sample 0 when the
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  * attachment is multisampled.
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+ *
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+ * `group` must match the index of the bind-group layout that carries the
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+ * depth texture in the caller's pipeline layout. The full-screen passes (AO,
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+ * edges) own group 0; the selection mask draws mesh geometry, so group 0 is
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+ * the mesh uniform and the depth texture sits in group 1 (#5390).
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  */
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- export function depthTextureWgsl(binding, multisampled) {
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+ export function depthTextureWgsl(binding, multisampled, group = 0) {
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23
  const type = multisampled ? 'texture_depth_multisampled_2d' : 'texture_depth_2d';
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24
  return `
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- @group(0) @binding(${binding}) var depthTex: ${type};
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+ @group(${group}) @binding(${binding}) var depthTex: ${type};
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26
 
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  fn loadDepth(ip: vec2<i32>) -> f32 {
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  let dims = vec2<i32>(textureDimensions(depthTex));
@@ -1 +1 @@
1
- {"version":3,"file":"depth-reconstruct.wgsl.js","sourceRoot":"","sources":["../../src/shaders/depth-reconstruct.wgsl.ts"],"names":[],"mappings":"AAAA;;+DAE+D;AAE/D;;;;;;;GAOG;AAEH;;;;GAIG;AACH,MAAM,UAAU,gBAAgB,CAAC,OAAe,EAAE,YAAqB;IACrE,MAAM,IAAI,GAAG,YAAY,CAAC,CAAC,CAAC,+BAA+B,CAAC,CAAC,CAAC,kBAAkB,CAAC;IACjF,OAAO;6BACoB,OAAO,mBAAmB,IAAI;;;;;;CAM1D,CAAC;AACF,CAAC;AAED,MAAM,CAAC,MAAM,oBAAoB,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAwCnC,CAAC"}
1
+ {"version":3,"file":"depth-reconstruct.wgsl.js","sourceRoot":"","sources":["../../src/shaders/depth-reconstruct.wgsl.ts"],"names":[],"mappings":"AAAA;;+DAE+D;AAE/D;;;;;;;GAOG;AAEH;;;;;;;;;GASG;AACH,MAAM,UAAU,gBAAgB,CAAC,OAAe,EAAE,YAAqB,EAAE,KAAK,GAAG,CAAC;IAChF,MAAM,IAAI,GAAG,YAAY,CAAC,CAAC,CAAC,+BAA+B,CAAC,CAAC,CAAC,kBAAkB,CAAC;IACjF,OAAO;iBACQ,KAAK,cAAc,OAAO,mBAAmB,IAAI;;;;;;CAMjE,CAAC;AACF,CAAC;AAED,MAAM,CAAC,MAAM,oBAAoB,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAwCnC,CAAC"}
@@ -1,2 +1,20 @@
1
1
  export declare function edgeShaderSource(multisampled: boolean): string;
2
+ /**
3
+ * Selection/hover outline composite (#5390): outlines the mask the
4
+ * selection-mask pass wrote (`selection-mask-pass.ts`), sharing this
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+ * module's fullscreen-triangle vertex stage with the geometry edge pass
6
+ * above (DRY, per the #5385/#5390 design note) even though the two run as
7
+ * separate draws with different blend states (this one is a normal
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+ * alpha-over composite; the geometry pass above is darken-only).
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+ *
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+ * Coverage is a ring around the mask boundary: the distance to the nearest
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+ * mask pixel that differs from this one, searched within
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+ * `OUTLINE_SEARCH_RADIUS`, mapped through `outlineCoverage`
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+ * (`outline-params.ts`): full within `OUTLINE_WIDTH_PX` of the boundary on
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+ * either side, fading over the next pixel. (Averaging 4 neighbour taps
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+ * instead gives a straight edge only 1/4 coverage, a 1 px line too faint to
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+ * see.) No depth/normal reconstruction needed: a mask boundary is
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+ * unambiguous on its own.
18
+ */
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+ export declare function outlineFragmentSource(): string;
2
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  //# sourceMappingURL=edges.wgsl.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"edges.wgsl.d.ts","sourceRoot":"","sources":["../../src/shaders/edges.wgsl.ts"],"names":[],"mappings":"AA0BA,wBAAgB,gBAAgB,CAAC,YAAY,EAAE,OAAO,GAAG,MAAM,CAqI9D"}
1
+ {"version":3,"file":"edges.wgsl.d.ts","sourceRoot":"","sources":["../../src/shaders/edges.wgsl.ts"],"names":[],"mappings":"AA2BA,wBAAgB,gBAAgB,CAAC,YAAY,EAAE,OAAO,GAAG,MAAM,CAqI9D;AAED;;;;;;;;;;;;;;;;GAgBG;AACH,wBAAgB,qBAAqB,IAAI,MAAM,CAgF9C"}
@@ -21,6 +21,7 @@
21
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  * this generalises it to all three cues and both new tests).
22
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  */
23
23
  import { EDGE_CREASE_COS, EDGE_MAX_DARKEN, EDGE_SILHOUETTE_REL_THRESHOLD } from '../edge-params.js';
24
+ import { OUTLINE_SEARCH_RADIUS, OUTLINE_WIDTH_PX, SELECTION_HIDDEN_ALPHA } from '../outline-params.js';
24
25
  import { depthReconstructWgsl, depthTextureWgsl } from './depth-reconstruct.wgsl.js';
25
26
  export function edgeShaderSource(multisampled) {
26
27
  // Multisampled and non-multisampled `textureLoad` share this call shape:
@@ -155,4 +156,102 @@ export function edgeShaderSource(multisampled) {
155
156
  }
156
157
  `;
157
158
  }
159
+ /**
160
+ * Selection/hover outline composite (#5390): outlines the mask the
161
+ * selection-mask pass wrote (`selection-mask-pass.ts`), sharing this
162
+ * module's fullscreen-triangle vertex stage with the geometry edge pass
163
+ * above (DRY, per the #5385/#5390 design note) even though the two run as
164
+ * separate draws with different blend states (this one is a normal
165
+ * alpha-over composite; the geometry pass above is darken-only).
166
+ *
167
+ * Coverage is a ring around the mask boundary: the distance to the nearest
168
+ * mask pixel that differs from this one, searched within
169
+ * `OUTLINE_SEARCH_RADIUS`, mapped through `outlineCoverage`
170
+ * (`outline-params.ts`): full within `OUTLINE_WIDTH_PX` of the boundary on
171
+ * either side, fading over the next pixel. (Averaging 4 neighbour taps
172
+ * instead gives a straight edge only 1/4 coverage, a 1 px line too faint to
173
+ * see.) No depth/normal reconstruction needed: a mask boundary is
174
+ * unambiguous on its own.
175
+ */
176
+ export function outlineFragmentSource() {
177
+ return `
178
+ struct OutlineParams {
179
+ viewport: vec4<f32>, // width, height, unused, unused
180
+ selectionColor: vec4<f32>, // rgb, visible alpha
181
+ hoverColor: vec4<f32>, // rgb, visible alpha
182
+ }
183
+
184
+ @group(0) @binding(0) var maskVisible: texture_2d<f32>;
185
+ @group(0) @binding(1) var maskAll: texture_2d<f32>;
186
+ @group(0) @binding(2) var<uniform> params: OutlineParams;
187
+
188
+ const SELECTION_HIDDEN_ALPHA: f32 = ${SELECTION_HIDDEN_ALPHA.toFixed(3)};
189
+
190
+ struct VsOut {
191
+ @builtin(position) pos: vec4<f32>,
192
+ }
193
+
194
+ @vertex
195
+ fn vs_fullscreen(@builtin(vertex_index) v: u32) -> VsOut {
196
+ var p = array<vec2<f32>, 3>(
197
+ vec2<f32>(-1.0, -3.0),
198
+ vec2<f32>(-1.0, 1.0),
199
+ vec2<f32>( 3.0, 1.0)
200
+ );
201
+ var o: VsOut;
202
+ o.pos = vec4<f32>(p[v], 0.0, 1.0);
203
+ return o;
204
+ }
205
+
206
+ fn loadClamped(tex: texture_2d<f32>, ip: vec2<i32>, dims: vec2<i32>) -> vec4<f32> {
207
+ return textureLoad(tex, clamp(ip, vec2<i32>(0), dims - 1), 0);
208
+ }
209
+
210
+ const OUTLINE_SEARCH_RADIUS: i32 = ${OUTLINE_SEARCH_RADIUS};
211
+ const OUTLINE_WIDTH_PX: f32 = ${OUTLINE_WIDTH_PX.toFixed(3)};
212
+
213
+ // Ring coverage astride the mask boundary (outline-params.ts's
214
+ // outlineCoverage): distance to the nearest pixel whose channel
215
+ // differs from this one, full within OUTLINE_WIDTH_PX, 0 one pixel on.
216
+ fn boundaryCoverage(tex: texture_2d<f32>, channel: u32, p: vec2<i32>, dims: vec2<i32>) -> f32 {
217
+ let center = loadClamped(tex, p, dims)[channel] > 0.5;
218
+ var nearest = 1e4;
219
+ for (var dy = -OUTLINE_SEARCH_RADIUS; dy <= OUTLINE_SEARCH_RADIUS; dy = dy + 1) {
220
+ for (var dx = -OUTLINE_SEARCH_RADIUS; dx <= OUTLINE_SEARCH_RADIUS; dx = dx + 1) {
221
+ if ((loadClamped(tex, p + vec2<i32>(dx, dy), dims)[channel] > 0.5) != center) {
222
+ nearest = min(nearest, length(vec2<f32>(f32(dx), f32(dy))));
223
+ }
224
+ }
225
+ }
226
+ return clamp(OUTLINE_WIDTH_PX + 0.5 - nearest, 0.0, 1.0);
227
+ }
228
+
229
+ @fragment
230
+ fn fs_outline(@builtin(position) fragPos: vec4<f32>) -> @location(0) vec4<f32> {
231
+ let dims = vec2<i32>(params.viewport.xy);
232
+ let p = vec2<i32>(fragPos.xy);
233
+
234
+ let visibleCoverage = boundaryCoverage(maskVisible, 0u, p, dims);
235
+ let allCoverage = boundaryCoverage(maskAll, 0u, p, dims);
236
+ let hoverCoverage = boundaryCoverage(maskVisible, 1u, p, dims);
237
+
238
+ // The "hidden" ring is the silhouette of the unoccluded shape
239
+ // (maskAll) wherever this pixel is not itself part of the visible
240
+ // selection — so it does not double up with the solid ring.
241
+ let centerVisible = loadClamped(maskVisible, p, dims).r;
242
+ let hiddenCoverage = allCoverage * (1.0 - centerVisible);
243
+
244
+ let selectionAlpha = clamp(
245
+ max(visibleCoverage * params.selectionColor.a, hiddenCoverage * SELECTION_HIDDEN_ALPHA),
246
+ 0.0, 1.0,
247
+ );
248
+ if (selectionAlpha > 0.001) {
249
+ return vec4<f32>(params.selectionColor.rgb * selectionAlpha, selectionAlpha);
250
+ }
251
+
252
+ let hoverAlpha = clamp(hoverCoverage * params.hoverColor.a, 0.0, 1.0);
253
+ return vec4<f32>(params.hoverColor.rgb * hoverAlpha, hoverAlpha);
254
+ }
255
+ `;
256
+ }
158
257
  //# sourceMappingURL=edges.wgsl.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"edges.wgsl.js","sourceRoot":"","sources":["../../src/shaders/edges.wgsl.ts"],"names":[],"mappings":"AAAA;;+DAE+D;AAE/D;;;;;;;;;;;;;;;;;;GAkBG;AACH,OAAO,EAAE,eAAe,EAAE,eAAe,EAAE,6BAA6B,EAAE,MAAM,mBAAmB,CAAC;AACpG,OAAO,EAAE,oBAAoB,EAAE,gBAAgB,EAAE,MAAM,6BAA6B,CAAC;AAErF,MAAM,UAAU,gBAAgB,CAAC,YAAqB;IACpD,yEAAyE;IACzE,yEAAyE;IACzE,yEAAyE;IACzE,wBAAwB;IACxB,MAAM,SAAS,GAAG,YAAY;QAC5B,CAAC,CAAC,gEAAgE;QAClE,CAAC,CAAC,mDAAmD,CAAC;IAExD,OAAO;;;;;;;;UAQC,gBAAgB,CAAC,CAAC,EAAE,YAAY,CAAC;UACjC,SAAS;;;UAGT,oBAAoB;;uCAES,eAAe,CAAC,OAAO,CAAC,CAAC,CAAC;2CACtB,6BAA6B,CAAC,OAAO,CAAC,CAAC,CAAC;uCAC5C,eAAe,CAAC,OAAO,CAAC,CAAC,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2GhE,CAAC;AACF,CAAC"}
1
+ {"version":3,"file":"edges.wgsl.js","sourceRoot":"","sources":["../../src/shaders/edges.wgsl.ts"],"names":[],"mappings":"AAAA;;+DAE+D;AAE/D;;;;;;;;;;;;;;;;;;GAkBG;AACH,OAAO,EAAE,eAAe,EAAE,eAAe,EAAE,6BAA6B,EAAE,MAAM,mBAAmB,CAAC;AACpG,OAAO,EAAE,qBAAqB,EAAE,gBAAgB,EAAE,sBAAsB,EAAE,MAAM,sBAAsB,CAAC;AACvG,OAAO,EAAE,oBAAoB,EAAE,gBAAgB,EAAE,MAAM,6BAA6B,CAAC;AAErF,MAAM,UAAU,gBAAgB,CAAC,YAAqB;IACpD,yEAAyE;IACzE,yEAAyE;IACzE,yEAAyE;IACzE,wBAAwB;IACxB,MAAM,SAAS,GAAG,YAAY;QAC5B,CAAC,CAAC,gEAAgE;QAClE,CAAC,CAAC,mDAAmD,CAAC;IAExD,OAAO;;;;;;;;UAQC,gBAAgB,CAAC,CAAC,EAAE,YAAY,CAAC;UACjC,SAAS;;;UAGT,oBAAoB;;uCAES,eAAe,CAAC,OAAO,CAAC,CAAC,CAAC;2CACtB,6BAA6B,CAAC,OAAO,CAAC,CAAC,CAAC;uCAC5C,eAAe,CAAC,OAAO,CAAC,CAAC,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2GhE,CAAC;AACF,CAAC;AAED;;;;;;;;;;;;;;;;GAgBG;AACH,MAAM,UAAU,qBAAqB;IACnC,OAAO;;;;;;;;;;;8CAWqC,sBAAsB,CAAC,OAAO,CAAC,CAAC,CAAC;;;;;;;;;;;;;;;;;;;;;;6CAsBlC,qBAAqB;wCAC1B,gBAAgB,CAAC,OAAO,CAAC,CAAC,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA4ClE,CAAC;AACF,CAAC"}
@@ -0,0 +1,2 @@
1
+ export declare const entityColorTableWgsl = "\n @binding(5) @group(1) var<storage, read> entityColorTable: array<u32>;\n const ENTITY_COLOR_EMPTY: u32 = 4294967295u;\n const ENTITY_COLOR_HEADER: u32 = 4u;\n const OVERRIDE_PAINT: u32 = 1u;\n const OVERRIDE_EMPHASIZE: u32 = 2u;\n\n fn entityColorSlotHash(key: u32) -> u32 {\n var h = key;\n h = h ^ (h >> 16u);\n h = h * 0x85ebca6bu;\n h = h ^ (h >> 13u);\n h = h * 0xc2b2ae35u;\n h = h ^ (h >> 16u);\n return h;\n }\n\n // Full scene id behind a 24-bit lane, given the draw's smallest id.\n fn resolveLaneEntityId(anchor: u32, lane: u32) -> u32 {\n return anchor + ((lane - anchor) & 0x00FFFFFFu);\n }\n\n // The override colour for this fragment's entity; alpha < 0 = none.\n fn entityOverrideColor(lane: u32) -> vec4<f32> {\n let none = vec4<f32>(0.0, 0.0, 0.0, -1.0);\n if ((uniforms.overrideParams.y & OVERRIDE_PAINT) == 0u || entityColorTable[2] == 0u) {\n return none;\n }\n let capacity = entityColorTable[0];\n let maxProbe = entityColorTable[1];\n let colorBase = entityColorTable[3];\n let id = resolveLaneEntityId(uniforms.overrideParams.x, lane);\n let mask = capacity - 1u;\n var slot = entityColorSlotHash(id) & mask;\n for (var i = 0u; i <= maxProbe && i < capacity; i = i + 1u) {\n let key = entityColorTable[ENTITY_COLOR_HEADER + slot];\n if (key == id) {\n let c = colorBase + slot * 4u;\n return vec4<f32>(\n bitcast<f32>(entityColorTable[c]),\n bitcast<f32>(entityColorTable[c + 1u]),\n bitcast<f32>(entityColorTable[c + 2u]),\n bitcast<f32>(entityColorTable[c + 3u])\n );\n }\n if (key == ENTITY_COLOR_EMPTY) {\n break;\n }\n slot = (slot + 1u) & mask;\n }\n return none;\n }\n\n // Composite an override over the fragment's own encoded colour exactly\n // as the retired equal-depth overlay pass blended it (src-alpha over\n // the base draw): the override albedo lit by the same irradiance, no\n // specular, the same roll-off and edge darkening, mixed by its alpha.\n // Emphasized overrides are unlit, faintly faceted and opaque (#1277).\n fn paintEntityOverride(base: vec4<f32>, ov: vec4<f32>, irradiance: vec3<f32>, N: vec3<f32>) -> vec4<f32> {\n let albedo = srgbToLinear(ov.rgb);\n var lit = albedo * irradiance;\n var a = ov.a;\n if ((uniforms.overrideParams.y & OVERRIDE_EMPHASIZE) != 0u) {\n lit = albedo * (0.85 + 0.15 * abs(dot(N, normalize(vec3<f32>(0.3, 1.0, 0.2)))));\n a = 1.0;\n }\n let encoded = linearToSrgb(clamp(neutralCompress(lit), vec3<f32>(0.0), vec3<f32>(1.0)));\n return vec4<f32>(mix(base.rgb, encoded, a), a + (1.0 - a) * base.a);\n }\n";
2
+ //# sourceMappingURL=entity-color-table.wgsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"entity-color-table.wgsl.d.ts","sourceRoot":"","sources":["../../src/shaders/entity-color-table.wgsl.ts"],"names":[],"mappings":"AAgBA,eAAO,MAAM,oBAAoB,mhGAqEhC,CAAC"}
@@ -0,0 +1,85 @@
1
+ /* This Source Code Form is subject to the terms of the Mozilla Public
2
+ * License, v. 2.0. If a copy of the MPL was not distributed with this
3
+ * file, You can obtain one at https://mozilla.org/MPL/2.0/. */
4
+ /**
5
+ * WGSL half of the per-entity colour table (#6076; layout, anchor rule and
6
+ * memory bound in `entity-color-table.ts`, whose `lookupEntityColor` and
7
+ * `resolveLaneEntityId` are the CPU mirrors of the functions below).
8
+ *
9
+ * Inlined into main.wgsl.ts after the Uniforms struct and the colour-transfer
10
+ * helpers, so it reads `uniforms.overrideParams` and reuses `srgbToLinear`,
11
+ * `neutralCompress` and `linearToSrgb`. The table sits at group(1) binding 5,
12
+ * beside the lighting environment, because it is scene-global.
13
+ */
14
+ import { ENTITY_COLOR_EMPTY_KEY, ENTITY_COLOR_HEADER_WORDS, OVERRIDE_PARAM_EMPHASIZE, OVERRIDE_PARAM_PAINT } from '../entity-color-table.js';
15
+ export const entityColorTableWgsl = `
16
+ @binding(5) @group(1) var<storage, read> entityColorTable: array<u32>;
17
+ const ENTITY_COLOR_EMPTY: u32 = ${ENTITY_COLOR_EMPTY_KEY}u;
18
+ const ENTITY_COLOR_HEADER: u32 = ${ENTITY_COLOR_HEADER_WORDS}u;
19
+ const OVERRIDE_PAINT: u32 = ${OVERRIDE_PARAM_PAINT}u;
20
+ const OVERRIDE_EMPHASIZE: u32 = ${OVERRIDE_PARAM_EMPHASIZE}u;
21
+
22
+ fn entityColorSlotHash(key: u32) -> u32 {
23
+ var h = key;
24
+ h = h ^ (h >> 16u);
25
+ h = h * 0x85ebca6bu;
26
+ h = h ^ (h >> 13u);
27
+ h = h * 0xc2b2ae35u;
28
+ h = h ^ (h >> 16u);
29
+ return h;
30
+ }
31
+
32
+ // Full scene id behind a 24-bit lane, given the draw's smallest id.
33
+ fn resolveLaneEntityId(anchor: u32, lane: u32) -> u32 {
34
+ return anchor + ((lane - anchor) & 0x00FFFFFFu);
35
+ }
36
+
37
+ // The override colour for this fragment's entity; alpha < 0 = none.
38
+ fn entityOverrideColor(lane: u32) -> vec4<f32> {
39
+ let none = vec4<f32>(0.0, 0.0, 0.0, -1.0);
40
+ if ((uniforms.overrideParams.y & OVERRIDE_PAINT) == 0u || entityColorTable[2] == 0u) {
41
+ return none;
42
+ }
43
+ let capacity = entityColorTable[0];
44
+ let maxProbe = entityColorTable[1];
45
+ let colorBase = entityColorTable[3];
46
+ let id = resolveLaneEntityId(uniforms.overrideParams.x, lane);
47
+ let mask = capacity - 1u;
48
+ var slot = entityColorSlotHash(id) & mask;
49
+ for (var i = 0u; i <= maxProbe && i < capacity; i = i + 1u) {
50
+ let key = entityColorTable[ENTITY_COLOR_HEADER + slot];
51
+ if (key == id) {
52
+ let c = colorBase + slot * 4u;
53
+ return vec4<f32>(
54
+ bitcast<f32>(entityColorTable[c]),
55
+ bitcast<f32>(entityColorTable[c + 1u]),
56
+ bitcast<f32>(entityColorTable[c + 2u]),
57
+ bitcast<f32>(entityColorTable[c + 3u])
58
+ );
59
+ }
60
+ if (key == ENTITY_COLOR_EMPTY) {
61
+ break;
62
+ }
63
+ slot = (slot + 1u) & mask;
64
+ }
65
+ return none;
66
+ }
67
+
68
+ // Composite an override over the fragment's own encoded colour exactly
69
+ // as the retired equal-depth overlay pass blended it (src-alpha over
70
+ // the base draw): the override albedo lit by the same irradiance, no
71
+ // specular, the same roll-off and edge darkening, mixed by its alpha.
72
+ // Emphasized overrides are unlit, faintly faceted and opaque (#1277).
73
+ fn paintEntityOverride(base: vec4<f32>, ov: vec4<f32>, irradiance: vec3<f32>, N: vec3<f32>) -> vec4<f32> {
74
+ let albedo = srgbToLinear(ov.rgb);
75
+ var lit = albedo * irradiance;
76
+ var a = ov.a;
77
+ if ((uniforms.overrideParams.y & OVERRIDE_EMPHASIZE) != 0u) {
78
+ lit = albedo * (0.85 + 0.15 * abs(dot(N, normalize(vec3<f32>(0.3, 1.0, 0.2)))));
79
+ a = 1.0;
80
+ }
81
+ let encoded = linearToSrgb(clamp(neutralCompress(lit), vec3<f32>(0.0), vec3<f32>(1.0)));
82
+ return vec4<f32>(mix(base.rgb, encoded, a), a + (1.0 - a) * base.a);
83
+ }
84
+ `;
85
+ //# sourceMappingURL=entity-color-table.wgsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"entity-color-table.wgsl.js","sourceRoot":"","sources":["../../src/shaders/entity-color-table.wgsl.ts"],"names":[],"mappings":"AAAA;;+DAE+D;AAE/D;;;;;;;;;GASG;AACH,OAAO,EAAE,sBAAsB,EAAE,yBAAyB,EAAE,wBAAwB,EAAE,oBAAoB,EAAE,MAAM,0BAA0B,CAAC;AAE7I,MAAM,CAAC,MAAM,oBAAoB,GAAG;;0CAEM,sBAAsB;2CACrB,yBAAyB;sCAC9B,oBAAoB;0CAChB,wBAAwB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAgEjE,CAAC"}
@@ -1,2 +1,2 @@
1
- export declare const mainShaderSource = "\n struct Uniforms {\n viewProj: mat4x4<f32>,\n model: mat4x4<f32>,\n baseColor: vec4<f32>,\n metallicRoughness: vec2<f32>, // x = metallic, y = roughness (mesh-material.ts)\n transmission: vec2<f32>, // x = 1: authored translucent, drawn as glass; y = pad\n sectionPlane: vec4<f32>, // xyz = plane normal, w = plane distance\n flags: vec4<u32>, // x = isSelected, y = section/clip bits, z = edgeEnabled, w = edgeIntensityMilli\n clipBoxMin: vec4<f32>, // xyz = clip-box min corner (world), w = pad\n clipBoxMax: vec4<f32>, // xyz = clip-box max corner (world), w = pad\n quantParams: vec4<f32>, // local min xyz, lattice step w\n rteViewProj: mat4x4<f32>, // appended frame; bit 16 selects it\n drawableDeltaHigh: vec4<f32>,\n drawableDeltaLow: vec4<f32>,\n rteCameraHigh: vec4<f32>,\n rteCameraLow: vec4<f32>,\n }\n @binding(0) @group(0) var<uniform> uniforms: Uniforms;\n const RTE_DRAWABLE_FLAG: u32 = 65536u;\n \nstruct RteFrameUniform {\n // Camera translation is intentionally absent. This projects positions\n // returned by rteWorldPosition, which are already relative to the eye.\n viewProj: mat4x4<f32>,\n}\n\nstruct RteDrawableUniform {\n // CPU computes (drawable origin - camera origin) in f64 and splits it.\n // This data must be refreshed whenever the RTE camera frame changes.\n drawableDeltaHigh: vec4<f32>,\n drawableDeltaLow: vec4<f32>,\n}\n\nfn rteWorldPosition(\n local: vec3<f32>,\n drawable: RteDrawableUniform,\n) -> vec4<f32> {\n // Do not subtract a camera origin here: this delta was formed in CPU f64.\n let highDelta = drawable.drawableDeltaHigh.xyz;\n let lowDelta = drawable.drawableDeltaLow.xyz;\n // A drawable template can span kilometres. Keep local with high first;\n // The local-plus-(high-plus-low) association is not equivalent in f32.\n return vec4<f32>((local + highDelta) + lowDelta, 1.0);\n}\n\n \n fn rtePosition(local: vec3<f32>) -> vec4<f32> {\n let linear = (uniforms.model * vec4<f32>(local, 0.0)).xyz;\n return rteWorldPosition(linear, RteDrawableUniform(\n uniforms.drawableDeltaHigh,\n uniforms.drawableDeltaLow,\n ));\n }\n fn rteInstancePosition(local: vec3<f32>, anchorHigh: vec3<f32>, anchorLow: vec3<f32>) -> vec4<f32> {\n return rteWorldPosition(local, RteDrawableUniform(\n vec4<f32>(anchorHigh, 0.0),\n vec4<f32>(anchorLow, 0.0),\n ));\n }\n // Shared group(1) lighting; packing matches packEnvironmentUniforms().\n struct Environment {\n sunDirection: vec3<f32>, // unit vector TOWARD the sun\n sunIntensity: f32,\n sunColor: vec3<f32>,\n ambientIntensity: f32,\n skyColor: vec3<f32>, // hemisphere-ambient sky tint\n exposure: f32,\n groundColor: vec3<f32>, // hemisphere-ambient ground tint\n fillIntensity: f32,\n rimIntensity: f32,\n sunSoftness: f32,\n _pad1: f32,\n _pad2: f32,\n }\n @binding(0) @group(1) var<uniform> env: Environment;\n // Selection highlight tint (#5484), set by Renderer.setOverlayTheme via\n // updateSelectionColor \u2014 written only on theme change, never per frame.\n // TRUE LINEAR-LIGHT RGB: re-lit by lightTerm below exactly like the WGSL\n // constant it replaces, then ACES-tonemapped + gamma-encoded on output.\n @binding(4) @group(1) var<uniform> selectionColor: vec4<f32>;\n const IRRADIANCE_CALIBRATION: f32 = 1.82;\n const TRANSLUCENT_OPACITY_SCALE: f32 = 0.7;\n \n fn srgbToLinear(c: vec3<f32>) -> vec3<f32> {\n let lo = c / 12.92;\n let hi = pow((max(c, vec3<f32>(0.0)) + 0.055) / 1.055, vec3<f32>(2.4));\n return select(hi, lo, c <= vec3<f32>(0.04045));\n }\n\n fn linearToSrgb(c: vec3<f32>) -> vec3<f32> {\n let lo = c * 12.92;\n let hi = 1.055 * pow(max(c, vec3<f32>(0.0)), vec3<f32>(1.0 / 2.4)) - 0.055;\n return select(hi, lo, c <= vec3<f32>(0.0031308));\n }\n\n fn neutralCompress(cIn: vec3<f32>) -> vec3<f32> {\n let startCompression = 0.76;\n let desaturation = 0.15;\n let c = max(cIn, vec3<f32>(0.0));\n let peak = max(c.r, max(c.g, c.b));\n if (peak < startCompression) { return c; }\n let d = 1.0 - startCompression;\n let newPeak = 1.0 - d * d / (peak + d - startCompression);\n let g = 1.0 - 1.0 / (desaturation * (peak - newPeak) + 1.0);\n return mix(c * (newPeak / peak), vec3<f32>(newPeak), g);\n }\n\n \n const MIN_SPECULAR_ROUGHNESS: f32 = 0.045;\n const DIELECTRIC_F0: f32 = 0.04;\n const PI: f32 = 3.14159265;\n\n fn fresnelSchlick(cosTheta: f32, F0: vec3<f32>) -> vec3<f32> {\n return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);\n }\n\n fn distributionGGX(NdotH: f32, roughness: f32) -> f32 {\n let a = roughness * roughness;\n let a2 = a * a;\n let NdotH2 = NdotH * NdotH;\n let denomBase = (NdotH2 * (a2 - 1.0) + 1.0);\n return a2 / max(PI * denomBase * denomBase, 0.0000001);\n }\n\n fn geometrySchlickGGX(NdotV: f32, roughness: f32) -> f32 {\n let r = (roughness + 1.0);\n let k = (r * r) / 8.0;\n return NdotV / max(NdotV * (1.0 - k) + k, 0.0000001);\n }\n\n fn geometrySmith(NdotV: f32, NdotL: f32, roughness: f32) -> f32 {\n return geometrySchlickGGX(NdotL, roughness) * geometrySchlickGGX(NdotV, roughness);\n }\n\n // Split-sum environment BRDF, analytic fit (Karis 2014).\n fn envBrdfApprox(F0: vec3<f32>, roughness: f32, NdotV: f32) -> vec3<f32> {\n let r = roughness * vec4<f32>(-1.0, -0.0275, -0.572, 0.022) + vec4<f32>(1.0, 0.0425, 1.04, -0.04);\n let a004 = min(r.x * r.x, exp2(-9.28 * NdotV)) * r.x + r.y;\n let ab = vec2<f32>(-1.04, 1.04) * a004 + r.zw;\n return F0 * ab.x + ab.y;\n }\n\n struct SurfaceSpecular {\n // Reflected light, in lightTerm units (unexposed, uncalibrated).\n light: vec3<f32>,\n // Directional albedo of the specular lobe for this view.\n reflectance: vec3<f32>,\n }\n\n // N and V are unit vectors; V points from the surface to the eye.\n // sunLight is the sun's diffuse-equivalent intensity: sunColor *\n // sunIntensity * sunShadow, exactly what scales the diffuse sun term.\n fn surfaceSpecular(\n N: vec3<f32>,\n V: vec3<f32>,\n albedo: vec3<f32>,\n metallic: f32,\n roughnessIn: f32,\n sunLight: vec3<f32>,\n ) -> SurfaceSpecular {\n var out: SurfaceSpecular;\n let NdotV = dot(N, V);\n // A face turned away from the eye is its back side: nothing it\n // reflects can reach the eye, and its diffuse keeps full weight.\n if (NdotV <= 0.0) {\n out.light = vec3<f32>(0.0);\n out.reflectance = vec3<f32>(0.0);\n return out;\n }\n let roughness = clamp(roughnessIn, MIN_SPECULAR_ROUGHNESS, 1.0);\n let F0 = mix(vec3<f32>(DIELECTRIC_F0), albedo, metallic);\n\n let L = env.sunDirection;\n let rawNdotL = dot(N, L);\n let NdotL = max(rawNdotL, 0.0);\n // A face the sun is behind (rawNdotL <= 0) contributes nothing to\n // the direct lobe anyway (NdotL clamps it to 0 below), but V + L\n // can be exactly zero there \u2014 the sun exactly opposite the eye\n // reflection, e.g. N = V = (0,-1,0), sun = (0,1,0), both satisfy\n // NdotV > 0 above. normalize(vec3(0)) is NaN in WGSL, and NaN * 0\n // is NaN, not 0, so it would poison sun and everything summed with\n // it instead of being multiplied away. Skip the half-vector\n // entirely in that case rather than relying on the NdotL factor.\n var sun = vec3<f32>(0.0);\n if (rawNdotL > 0.0) {\n let H = normalize(V + L);\n let D = distributionGGX(max(dot(N, H), 0.0), roughness);\n let G = geometrySmith(NdotV, NdotL, roughness);\n let F = fresnelSchlick(max(dot(V, H), 0.0), F0);\n // BRDF * NdotL * (pi * intensity); the NdotL cancels the BRDF's.\n sun = F * (D * G * PI / (4.0 * NdotV)) * sunLight;\n }\n\n // The hemisphere ambient, looked up along the reflection. A rough\n // lobe gathers from around the normal, so lean the lookup toward N.\n let R = reflect(-V, N);\n let Rd = normalize(mix(R, N, roughness * roughness));\n let sky = mix(env.groundColor, env.skyColor, Rd.y * 0.5 + 0.5) * env.ambientIntensity;\n let reflectance = envBrdfApprox(F0, roughness, NdotV);\n\n out.light = sun + sky * reflectance;\n out.reflectance = reflectance;\n return out;\n }\n\n\n \n @binding(1) @group(1) var shadowMap: texture_depth_2d;\n @binding(2) @group(1) var shadowCmp: sampler_comparison;\n struct Shadow { lightViewProj: mat4x4<f32>, params: vec4<f32>, params2: vec4<f32>, }\n @binding(3) @group(1) var<uniform> shadowU: Shadow;\n const SHADOW_POISSON = array<vec2<f32>, 12>(\n vec2<f32>(-0.326, -0.406), vec2<f32>(-0.840, -0.074), vec2<f32>(-0.696, 0.457),\n vec2<f32>(-0.203, 0.621), vec2<f32>( 0.962, -0.195), vec2<f32>( 0.473, -0.480),\n vec2<f32>( 0.519, 0.767), vec2<f32>( 0.185, -0.893), vec2<f32>( 0.507, 0.064),\n vec2<f32>( 0.896, 0.412), vec2<f32>(-0.322, -0.933), vec2<f32>(-0.792, -0.598),\n );\n fn sunShadowFactor(eyePos: vec3<f32>, N: vec3<f32>, fragCoord: vec2<f32>) -> f32 {\n if (shadowU.params.y < 0.5) { return 1.0; }\n let L = normalize(env.sunDirection);\n let Ns = N * select(-1.0, 1.0, dot(N, L) >= 0.0);\n let biased = eyePos + Ns * shadowU.params.z;\n let clip = shadowU.lightViewProj * vec4<f32>(biased, 1.0);\n let ndc = clip.xyz / clip.w;\n let uv = vec2<f32>(ndc.x * 0.5 + 0.5, ndc.y * -0.5 + 0.5);\n let inBounds = uv.x >= 0.0 && uv.x <= 1.0 && uv.y >= 0.0 && uv.y <= 1.0 && ndc.z > 0.0;\n if (!inBounds) { return 1.0; }\n let NdotL = max(dot(Ns, L), 0.0);\n let slope = clamp(sqrt(max(1.0 - NdotL * NdotL, 0.0)) / max(NdotL, 0.1), 1.0, 12.0);\n let refDepth = ndc.z + shadowU.params2.x * slope * (1.0 + shadowU.params.w);\n let radius = shadowU.params.x * shadowU.params.w;\n let ign = fract(52.9829189 * fract(dot(fragCoord, vec2<f32>(0.06711056, 0.00583715))));\n let ang = ign * 6.2831853;\n let cr = cos(ang); let sr = sin(ang); var sum = 0.0;\n for (var i = 0; i < 12; i = i + 1) {\n let p = SHADOW_POISSON[i];\n let off = vec2<f32>(p.x * cr - p.y * sr, p.x * sr + p.y * cr) * radius;\n sum = sum + textureSampleCompareLevel(shadowMap, shadowCmp, uv + off, refDepth);\n }\n return mix(1.0, sum / 12.0, smoothstep(0.0, 0.3, NdotL));\n }\n\n struct VertexInput {\n @location(0) position: vec3<f32>,\n @location(1) normal: vec3<f32>,\n @location(2) entityId: u32,\n }\n\n struct VertexOutput {\n @builtin(position) position: vec4<f32>,\n @location(0) worldPos: vec3<f32>,\n @location(1) normal: vec3<f32>,\n @location(2) @interpolate(flat) entityId: u32,\n @location(3) viewPos: vec3<f32>, // For edge detection\n // Per-draw albedo carried from the vertex stage so the fragment shader\n // is shared by the flat path (vs_main writes uniforms.baseColor \u2014 the\n // per-batch / overlay-override colour) AND the instanced path\n // (vs_instanced writes the per-occurrence colour from the instance\n // buffer). For the flat path this is identical to reading\n // uniforms.baseColor directly (the value is constant across the draw).\n @location(4) color: vec4<f32>,\n // Per-occurrence selection flag for the instanced path (bit 0 = selected).\n // vs_main writes 0 (the flat path selects via uniforms.flags.x instead);\n // vs_instanced writes the per-instance flag from the instance buffer, so a\n // single selected occurrence highlights without re-drawing.\n @location(5) @interpolate(flat) instSelected: u32,\n // Camera-relative position for fragment operations that compare\n // geometry to section/crop boundaries or take derivatives. This is\n // intentionally separate from worldPos: shadow maps still consume\n // their established world-space light matrix until their depth pass\n // is migrated as one transaction.\n @location(6) eyePos: vec3<f32>,\n }\n\n // Per-instance vertex-buffer inputs (slot 1, stepMode 'instance') used by\n // vs_instanced. The mat4 arrives as four COLUMN vec4s (WGSL mat4x4 is\n // column-major), matching composeInstanceMatrix's column-major output +\n // the pipeline's slot-1 attribute offsets (0/16/32/48).\n //\n // Location namespaces: vertex-INPUT @location (this struct + VertexInput)\n // and inter-stage @location (VertexOutput) are INDEPENDENT in WGSL, so\n // InstanceInput.m1 @location(4) does NOT collide with VertexOutput.color\n // @location(4) \u2014 exactly as VertexInput.entityId and VertexOutput.entityId\n // already BOTH use @location(2). Within the INPUT namespace the per-vertex\n // inputs (0..2) and per-instance inputs (3..8) stay distinct.\n struct InstanceInput {\n @location(3) m0: vec4<f32>,\n @location(4) m1: vec4<f32>,\n @location(5) m2: vec4<f32>,\n @location(6) m3: vec4<f32>,\n @location(7) instEntityId: u32,\n @location(8) instColor: vec4<f32>,\n @location(9) instSelected: u32,\n @location(10) anchorHigh: vec4<f32>,\n @location(11) anchorLow: vec4<f32>,\n }\n\n // 12-byte quantized vertex (issue #1682 phase 6): uint16x4 (lattice\n // position xyz + packed octahedral normal in w as (u8x << 8 | u8y))\n // followed by the u32 entityId lane. Dequantization is BIT-EXACT for\n // the 2^-10 lattice: quantMin and q*step are both (integer)\u00B72^-10,\n // so coincident points across batches stay coincident (the shared-\n // origin z-fight guarantee survives quantization).\n struct QuantizedVertexInput {\n @location(0) q: vec4<u32>, // uint16x4: x, y, z, packedOct\n @location(2) entityId: u32,\n }\n\n fn octDecodeN(packed: u32) -> vec3<f32> {\n let ox = (f32((packed >> 8u) & 255u) / 255.0) * 2.0 - 1.0;\n let oy = (f32(packed & 255u) / 255.0) * 2.0 - 1.0;\n var n = vec3<f32>(ox, oy, 1.0 - abs(ox) - abs(oy));\n if (n.z < 0.0) {\n let tx = (1.0 - abs(oy)) * select(-1.0, 1.0, ox >= 0.0);\n let ty = (1.0 - abs(ox)) * select(-1.0, 1.0, oy >= 0.0);\n n = vec3<f32>(tx, ty, n.z);\n }\n return normalize(n);\n }\n\n // Shared flat-path vertex shading \u2014 vs_main and vs_main_quantized\n // differ ONLY in how position/normal are sourced.\n fn shadeFlatVertex(localPos: vec3<f32>, localNormal: vec3<f32>, entityId: u32) -> VertexOutput {\n var output: VertexOutput;\n let worldPos = uniforms.model * vec4<f32>(localPos, 1.0);\n let eyePos = rtePosition(localPos).xyz;\n let rte = (uniforms.flags.x & RTE_DRAWABLE_FLAG) != 0u;\n output.position = select(uniforms.viewProj * worldPos, uniforms.rteViewProj * vec4<f32>(eyePos, 1.0), rte);\n // Anti z-fighting depth nudge \u2014 see vs_main's comment.\n let colorSalt = (entityId >> 24u) * 2654435761u;\n let zHash = (((entityId & 0x00FFFFFFu) ^ colorSalt) * 2654435761u) & 255u;\n output.position.z *= 1.0 + f32(zHash) * 1e-6;\n output.worldPos = worldPos.xyz;\n output.normal = normalize((uniforms.model * vec4<f32>(localNormal, 0.0)).xyz);\n output.entityId = entityId;\n output.color = uniforms.baseColor;\n output.instSelected = 0u;\n output.eyePos = eyePos;\n output.viewPos = select((uniforms.viewProj * worldPos).xyz, (uniforms.rteViewProj * vec4<f32>(eyePos, 1.0)).xyz, rte);\n return output;\n }\n\n @vertex\n fn vs_main_quantized(input: QuantizedVertexInput) -> VertexOutput {\n let p = uniforms.quantParams.xyz\n + vec3<f32>(f32(input.q.x), f32(input.q.y), f32(input.q.z)) * uniforms.quantParams.w;\n return shadeFlatVertex(p, octDecodeN(input.q.w), input.entityId);\n }\n\n @vertex\n fn vs_main(input: VertexInput, @builtin(instance_index) instanceIndex: u32) -> VertexOutput {\n var output: VertexOutput;\n let worldPos = uniforms.model * vec4<f32>(input.position, 1.0);\n let eyePos = rtePosition(input.position).xyz;\n let rte = (uniforms.flags.x & RTE_DRAWABLE_FLAG) != 0u;\n output.position = select(uniforms.viewProj * worldPos, uniforms.rteViewProj * vec4<f32>(eyePos, 1.0), rte);\n // Anti z-fighting: deterministic depth nudge.\n // Knuth multiplicative hash spreads sequential IDs across 0-255 so\n // coplanar faces from different entities always get distinct depths.\n // Material-layer walls slice into one closed solid per layer, all\n // sharing the PARENT wall's expressId, so adjacent layers' coincident\n // interface caps would get the same entity nudge and z-fight into a\n // flickering comb (\"see inside the wall\"). To separate them we fold in\n // an 8-bit MATERIAL-COLOUR salt that mergeGeometry/interleaveTextured\n // baked into the HIGH 8 bits of the entityId lane (low 24 = picking id,\n // masked off by encodeId24). Crucially the salt comes from the mesh's\n // OWN colour, NOT the per-draw baseColor uniform \u2014 so the base opaque\n // pass and the lens/IDS/compare/4D OVERLAY pass (which redraws the same\n // geometry with a DIFFERENT draw colour) compute the SAME nudge, and\n // the overlay pipeline's depthCompare:'equal' matches instead of\n // rejecting every fragment. At 1e-6 per step the max world-space offset\n // is <3mm at 10m \u2014 invisible.\n let colorSalt = (input.entityId >> 24u) * 2654435761u;\n let zHash = (((input.entityId & 0x00FFFFFFu) ^ colorSalt) * 2654435761u) & 255u;\n output.position.z *= 1.0 + f32(zHash) * 1e-6;\n output.worldPos = worldPos.xyz;\n output.normal = normalize((uniforms.model * vec4<f32>(input.normal, 0.0)).xyz);\n output.entityId = input.entityId;\n output.color = uniforms.baseColor;\n output.instSelected = 0u; // flat path selects via uniforms.flags.x\n output.eyePos = eyePos;\n // Store view-space position for edge detection\n output.viewPos = select((uniforms.viewProj * worldPos).xyz, (uniforms.rteViewProj * vec4<f32>(eyePos, 1.0)).xyz, rte);\n return output;\n }\n\n // Instanced vertex entry \u2014 one template's geometry drawn once per\n // occurrence. The per-instance mat4 already folds SWAP * rel_k * T(origin)\n // (composed CPU-side, see instanced-render.ts), so it maps the template's\n // LOCAL vertex straight to WebGL Y-up world space \u2014 no uniforms.model.\n // rel_k and SWAP are rigid (no scale), so the same matrix transforms\n // normals. entityId + colour come per-occurrence from the instance buffer.\n @vertex\n fn vs_instanced(input: VertexInput, inst: InstanceInput) -> VertexOutput {\n var output: VertexOutput;\n let instMat = mat4x4<f32>(inst.m0, inst.m1, inst.m2, inst.m3);\n let worldPos = instMat * vec4<f32>(input.position, 1.0);\n let linearLocal = (instMat * vec4<f32>(input.position, 0.0)).xyz;\n let eyePos = rteInstancePosition(linearLocal, inst.anchorHigh.xyz, inst.anchorLow.xyz).xyz;\n output.position = uniforms.rteViewProj * vec4<f32>(eyePos, 1.0);\n // Same per-entity depth nudge as vs_main. No colour salt here: the\n // instanced path has no base-vs-overlay coincident redraw (yet), so the\n // raw picking id is enough to separate coplanar entities.\n let zHash = ((inst.instEntityId & 0x00FFFFFFu) * 2654435761u) & 255u;\n output.position.z *= 1.0 + f32(zHash) * 1e-6;\n output.worldPos = worldPos.xyz;\n output.normal = normalize((instMat * vec4<f32>(input.normal, 0.0)).xyz);\n output.entityId = inst.instEntityId;\n output.color = inst.instColor;\n output.instSelected = inst.instSelected;\n output.eyePos = eyePos;\n output.viewPos = (uniforms.rteViewProj * vec4<f32>(eyePos, 1.0)).xyz;\n return output;\n }\n\n fn encodeId24(id: u32) -> vec4<f32> {\n let r = f32((id >> 16u) & 255u) / 255.0;\n let g = f32((id >> 8u) & 255u) / 255.0;\n let b = f32(id & 255u) / 255.0;\n return vec4<f32>(r, g, b, 1.0);\n }\n\n struct FragmentOutput {\n @location(0) color: vec4<f32>,\n @location(1) objectIdEncoded: vec4<f32>,\n }\n\n @fragment\n fn fs_main(input: VertexOutput) -> FragmentOutput {\n // The flat/quantized/textured mesh paths submit this in one\n // camera-relative frame. Do all camera-local fragment arithmetic in\n // that frame; otherwise the RTE vertex precision is thrown away at\n // section/crop/derivative ingress. Instanced geometry is not yet\n // anchored, so its worldPos remains the authoritative input.\n let fragmentPos = select(input.worldPos, input.eyePos, (uniforms.flags.x & RTE_DRAWABLE_FLAG) != 0u);\n // Per-instance hide/isolate: bit 1 of the instance flags lane marks a hidden\n // occurrence. Discard it so it neither draws nor writes depth (and the pick\n // pass applies the same discard, so it isn't pickable). vs_main writes\n // instSelected=0u for flat geometry, so this never affects the flat path.\n if ((input.instSelected & 2u) != 0u) {\n discard;\n }\n // Per-instance opacity routing (instanced passes only \u2014 flags.x bit 2). The\n // opaque instanced pass draws fully-opaque (or selected) occurrences; the\n // transparent instanced sub-pass (bit 3, alpha-blended) draws the rest. Discard\n // the occurrences belonging to the OTHER pass so each is drawn exactly once.\n // Lens-ghost / x-ray / compare write a low per-instance alpha into input.color.a.\n if ((uniforms.flags.x & 4u) != 0u) {\n let occOpaque = input.color.a >= 0.99 || (input.instSelected & 1u) != 0u;\n let transparentPass = (uniforms.flags.x & 8u) != 0u;\n if (transparentPass) {\n if (occOpaque) { discard; }\n } else {\n if (!occOpaque) { discard; }\n }\n }\n // Section plane clipping - discard fragments ABOVE the plane.\n // flags.y packs two bits: bit 0 = enabled, bit 1 = flipped.\n let sectionEnabled = (uniforms.flags.y & 1u) == 1u;\n if (sectionEnabled) {\n let planeNormal = uniforms.sectionPlane.xyz;\n let planeDistance = uniforms.sectionPlane.w;\n let flipped = (uniforms.flags.y & 2u) == 2u;\n let side = select(1.0, -1.0, flipped);\n let distToPlane = (dot(fragmentPos, planeNormal) - planeDistance) * side;\n if (distToPlane > 0.0) {\n discard;\n }\n }\n // Clip box (section / crop box): discard fragments OUTSIDE the AABB.\n // flags.y bit 2 = clip-box enabled.\n if ((uniforms.flags.y & 4u) != 0u) {\n let p = fragmentPos;\n if (any(p < uniforms.clipBoxMin.xyz) || any(p > uniforms.clipBoxMax.xyz)) {\n discard;\n }\n }\n\n // Compute normal via derivative-based flat shading.\n //\n // Industry-standard solution for BIM/CAD viewers \u2014 what\n // Three.js (material.flatShading = true), Autodesk Forge,\n // Speckle, and xeokit all do for opaque surfaces. Rationale:\n //\n // * BIM geometry is overwhelmingly flat surfaces (walls,\n // slabs, roofs, beams), and CSG operations (opening\n // subtraction, layer slicing) emit those surfaces as\n // dense strips of coplanar triangles. Per-vertex normal\n // averaging gives a SLIGHTLY-different normal at each\n // vertex due to f32 noise from boolean output; the\n // boundary between strips then reads as a visible darker/\n // brighter scar line \u2014 the horizontal striations on\n // walls, stripes on roofs, visible triangulation reports\n // across every CSG kernel we have tried (legacy BSP,\n // Manifold).\n // * cross(dpdx, dpdy) of world position evaluates to the\n // EXACT face normal in the fragment shader. Every\n // fragment on a flat face \u2014 across an arbitrarily-fine\n // triangulation \u2014 gets the IDENTICAL normal, so coplanar\n // splits become invisible by construction. No CPU-side\n // welding, smooth-grouping, or coplanar-face merging\n // fixes the symptom as cleanly.\n //\n // Trade-off: genuinely curved surfaces (cylinder tessellations,\n // BSpline approximations) shade with visible facets. For BIM\n // that's acceptable \u2014 curved surfaces are < 5 % of typical\n // model triangle count and the faceting matches CAD-tool\n // (Revit, ArchiCAD) on-screen behaviour at default quality.\n //\n // We still fall back to the vertex normal when derivatives\n // are unavailable (extreme polygon degeneracy where dpdx /\n // dpdy collapse to zero \u2014 practically never on real geometry).\n let faceN = cross(dpdx(fragmentPos), dpdy(fragmentPos));\n let fLen2 = dot(faceN, faceN);\n var N: vec3<f32>;\n if (fLen2 > 1e-10) {\n N = faceN * inverseSqrt(fLen2);\n } else {\n // Degenerate derivative \u2014 fall back to the vertex normal\n // if it's populated, else +Y.\n N = input.normal;\n let nLen2 = dot(N, N);\n if (nLen2 > 1e-6) {\n N = N * inverseSqrt(nLen2);\n } else {\n N = vec3<f32>(0.0, 1.0, 0.0);\n }\n }\n\n // Stabilize the SIGN of the derivative face normal with the vertex\n // normal. The screen-space cross product gives the exact face\n // normal DIRECTION for coplanar strips (the scar-line fix), but at\n // grazing angles its SIGN becomes numerically unstable per quad \u2014\n // hemisphere/rim lighting then band-flips across large regions of\n // flat walls/slabs (diagonal lighter/darker bands). The interpolated\n // vertex normal is quad-noise-free, so use it only to orient N.\n // Guard: skip when the vertex normal is missing or nearly\n // perpendicular to the face normal (unreliable witness).\n let vN = input.normal;\n let alignDot = dot(N, vN);\n if (alignDot * alignDot > 0.03 * dot(vN, vN)) {\n N = N * sign(alignDot);\n }\n\n // Lighting environment \u2014 sun/hemisphere/exposure come from the\n // global env uniform. The fill follows the sun (it bounces in from\n // the opposite side); the rim stays fixed in world space as a\n // stylistic shaping light.\n let sunLight = env.sunDirection;\n // Horizontal mirror of the sun, lifted slightly. An overhead sun\n // leaves (0, 0.25, 0), which normalizes to straight up.\n let fillLight = normalize(vec3<f32>(-sunLight.x, 0.25, -sunLight.z));\n let rimLight = normalize(vec3<f32>(0.0, 0.2, -1.0)); // Rim light for edge definition\n\n // Hemisphere ambient. This, not the sun, keeps faces turned away\n // from the sun readable (I-beam webs and flange undersides, #5382).\n let hemisphereFactor = N.y * 0.5 + 0.5;\n let ambient = mix(env.groundColor, env.skyColor, hemisphereFactor) * env.ambientIntensity;\n\n // One-sided sun, so a building has a lit side and a shaded side.\n // sunSoftness is the diffuse wrap (env uniform): 0 = crisp\n // terminator (hard shadows), larger = softer wrap-around (overcast).\n let NdotL = dot(N, sunLight);\n let wrap = env.sunSoftness;\n let diffuseSun = max((NdotL + wrap) / (1.0 + wrap), 0.0) * env.sunIntensity;\n\n // Fill light, one-sided like the sun.\n let NdotFill = max(dot(N, fillLight), 0.0);\n let diffuseFill = NdotFill * env.fillIntensity;\n\n // Rim light for edge definition\n let NdotRim = max(dot(N, rimLight), 0.0);\n let rim = pow(NdotRim, 4.0) * env.rimIntensity;\n\n // The authored colour is display-referred sRGB; light it in linear.\n // (textured.wgsl.ts anchors on the first line to multiply in the texel.)\n var baseColor = input.color.rgb;\n baseColor = srgbToLinear(baseColor);\n\n // Combine all lighting. Only the DIRECT sun term is occluded by cast\n // shadows (#2670); ambient/fill/rim are indirect and stay unshadowed.\n // Exposure scales the light, so the selection shade below and every\n // later stage see one exposed irradiance.\n let sunShadow = sunShadowFactor(input.eyePos, N, input.position.xy);\n let lightTerm = ambient + env.sunColor * (diffuseSun * sunShadow) + vec3<f32>(diffuseFill + rim);\n let irradiance = lightTerm * (env.exposure * IRRADIANCE_CALIBRATION);\n var color = baseColor * irradiance;\n\n // flags.x is a bitfield:\n // bit 0 (value 1) = isSelected \u2192 selection-highlight + force opaque\n // bit 1 (value 2) = isOverlay \u2192 color-override pass; preserve\n // baseColor.a (overlay pipeline has\n // src-alpha blending) AND skip the\n // specular term, so an override\n // paints its colour, lit, and a\n // low-alpha ghost tint does not\n // pick up glass reflections.\n // Selected via the per-draw flag (flat path) OR the per-occurrence flag\n // (instanced path \u2014 vs_instanced reads it from the instance buffer).\n let isSelected = ((uniforms.flags.x & 1u) == 1u) || ((input.instSelected & 1u) == 1u);\n let isOverlay = (uniforms.flags.x & 2u) == 2u;\n\n // Selection highlight \u2014 a blue albedo RE-LIT by the scene lighting.\n //\n // We override the material albedo with selection-blue and re-light\n // it with the SAME lightTerm used for unselected surfaces, then\n // skip the view-dependent (specular) term below. Two requirements\n // are in tension and this satisfies both:\n //\n // * No base-material bleed-through. The old fresnel-glow mix left\n // ~80 % of the lit object colour visible at face centres (the\n // green-site / red-roof wash-out). Here the base colour never\n // enters the result \u2014 only lightTerm (geometry/light, colour-\n // independent) modulates the constant blue albedo.\n // * Facet/crease structure must survive. A single FLAT colour\n // (the previous fix) collapsed every face to the same blue, so\n // internal edges \u2014 which read as the per-face shading STEP, not\n // just the faint screen-space edge line \u2014 disappeared on\n // selection. Re-lighting keeps that per-face brightness step, so\n // creases read on the highlight exactly as they do unselected.\n //\n // The luminance of the exposed irradiance is used as a multiplicative\n // gain (which preserves the per-face brightness RATIOS, so creases\n // read as strongly as on the unselected surface). The calibration\n // puts a sunlit face at 1.0, i.e. full selection-blue, and the\n // floor/ceiling clamp keeps shadowed faces only dimmed and bright\n // scenes from washing out.\n if (isSelected) {\n let shadeLum = dot(irradiance, vec3<f32>(0.299, 0.587, 0.114));\n let shade = clamp(shadeLum, 0.45, 1.2);\n // selectionColor is already linear-light (set by Renderer.setOverlayTheme\n // from the app theme, #5484) \u2014 no srgbToLinear here, unlike the constant\n // it replaces.\n color = selectionColor.rgb * shade;\n }\n\n // flags.x bit 5 (value 32) = EMPHASIZE overlay: render the colour\n // override FULLY UNLIT and saturated (no lighting attenuation, no\n // wash-to-white) so the focused clash pair reads as a solid, vivid,\n // distinct colour that pops against the lit model \u2014 like a clash tool.\n // A faint normal-based shade keeps the silhouette from going flat. (#1277)\n let emphasizedOverlay = isOverlay && (uniforms.flags.x & 32u) != 0u;\n if (emphasizedOverlay) {\n let facet = 0.85 + 0.15 * abs(dot(N, normalize(vec3<f32>(0.3, 1.0, 0.2))));\n color = baseColor * facet;\n }\n\n // Force alpha to 1.0 for selected objects so the highlight is fully\n // opaque (the selection pipeline has no alpha blending). Emphasized\n // clash overlay paints a SOLID vivid fill (force opaque) so it isn't\n // blended down to a pale tint against the geometry beneath.\n var finalAlpha = select(input.color.a, 1.0, isSelected || emphasizedOverlay);\n\n // Specular (#5386; specular.wgsl.ts), after the diffuse above. Not\n // on the selection highlight (it would wash the blue out) nor on a\n // colour-override overlay. The sun lobe is scaled exactly like the\n // diffuse sun term, and both terms like irradiance, so a preset's\n // highlights and its diffuse light move together.\n if (!isSelected && !isOverlay) {\n // Glass is an authored translucent material (mesh-material.ts\n // also gives it its smooth roughness). An X-Ray or compare fade\n // only lowers the alpha and stays a fade. Instanced occurrences\n // are never authored translucent: prepareInstancedRender routes\n // those to the flat path, so the per-pass lane is ignored there.\n let instancedPass = (uniforms.flags.x & 4u) != 0u;\n let translucent = finalAlpha < 0.99;\n let glass = translucent && uniforms.transmission.x > 0.5 && !instancedPass;\n let metallic = clamp(uniforms.metallicRoughness.x, 0.0, 1.0);\n let spec = surfaceSpecular(\n N,\n normalize(-input.eyePos),\n baseColor,\n metallic,\n uniforms.metallicRoughness.y,\n env.sunColor * (env.sunIntensity * sunShadow),\n );\n // What the lobe reflects is not there to diffuse; a metal has no\n // diffuse at all.\n let diffuse = color * (1.0 - spec.reflectance) * (1.0 - metallic);\n let reflected = spec.light * (env.exposure * IRRADIANCE_CALIBRATION);\n if (translucent) {\n finalAlpha = finalAlpha * TRANSLUCENT_OPACITY_SCALE;\n }\n if (glass) {\n // The transparent pipelines blend straight alpha:\n // out = c * a + behind * (1 - a). A pane passes what is behind\n // it except what its body absorbs and its surface reflects, and\n // its reflection is not dimmed by the body's opacity, so solve\n // for (c, a). The reflectance rising at grazing angles is what\n // makes glass more opaque there; a bright sun glint raises the\n // alpha further so it is not clipped to the body's opacity.\n let body = finalAlpha;\n let reflectance = dot(spec.reflectance, vec3<f32>(0.299, 0.587, 0.114));\n let premultiplied = diffuse * body + reflected;\n let peak = max(premultiplied.r, max(premultiplied.g, premultiplied.b));\n finalAlpha = clamp(max(body + reflectance * (1.0 - body), peak), 0.0, 1.0);\n color = premultiplied / max(finalAlpha, 0.0001);\n } else {\n color = diffuse + reflected;\n }\n }\n\n // Hue-preserving highlight roll-off (color-transfer.wgsl.ts). No\n // contrast curve and no saturation boost: an authored colour lit at\n // unit irradiance leaves here unchanged unless it is brighter than\n // the roll-off threshold.\n color = neutralCompress(color);\n\n // Subtle edge enhancement using screen-space derivatives.\n //\n // Use the SHADED normal (face normal from dpdx/dpdy above)\n // for the normal-gradient term, not the interpolated vertex\n // normal \u2014 otherwise we get spurious dark stripes on flat\n // surfaces whose vertex normals carry numerical noise from\n // CSG output (the visible scar-line symptom would just\n // resurface here even after the lit-normal fix). With the\n // face normal, coplanar adjacent triangles agree exactly \u2192\n // zero normal gradient \u2192 no false edge; only the genuine\n // creases between perpendicular faces produce a real\n // gradient and get the intended outline.\n let depthGradient = length(vec2<f32>(\n dpdx(input.viewPos.z),\n dpdy(input.viewPos.z)\n ));\n let normalGradient = length(vec2<f32>(\n length(dpdx(N)),\n length(dpdy(N))\n ));\n\n if (uniforms.flags.z == 1u) {\n // Threshold filters subtle normal discontinuities at internal\n // triangle edges between coplanar entities in the same batch.\n let edgeFactor = smoothstep(0.02, 0.12, depthGradient * 10.0 + normalGradient * 5.0);\n let edgeIntensity = f32(uniforms.flags.w) / 1000.0;\n let edgeDarkenStrength = clamp(0.25 * edgeIntensity, 0.0, 0.85);\n let edgeDarken = mix(1.0, 1.0 - edgeDarkenStrength, edgeFactor);\n color *= edgeDarken;\n }\n\n color = linearToSrgb(clamp(color, vec3<f32>(0.0), vec3<f32>(1.0)));\n\n var out: FragmentOutput;\n out.color = vec4<f32>(color, finalAlpha);\n out.objectIdEncoded = encodeId24(input.entityId);\n return out;\n }\n ";
1
+ export declare const mainShaderSource = "\n \n struct Uniforms {\n viewProj: mat4x4<f32>,\n model: mat4x4<f32>,\n baseColor: vec4<f32>,\n metallicRoughness: vec2<f32>, // x = metallic, y = roughness (mesh-material.ts)\n transmission: vec2<f32>, // x = 1: authored translucent, drawn as glass; y = pad\n sectionPlane: vec4<f32>, // xyz = plane normal, w = plane distance\n flags: vec4<u32>, // x = isSelected, y = section/clip bits; z, w unused (0) since #5746 dropped the derivative edges\n clipBoxMin: vec4<f32>, // xyz = clip-box min corner (world), w = pad\n clipBoxMax: vec4<f32>, // xyz = clip-box max corner (world), w = pad\n quantParams: vec4<f32>, // local min xyz, lattice step w\n rteViewProj: mat4x4<f32>, // appended frame; bit 16 selects it\n drawableDeltaHigh: vec4<f32>,\n drawableDeltaLow: vec4<f32>,\n rteCameraHigh: vec4<f32>,\n rteCameraLow: vec4<f32>,\n overrideParams: vec4<u32>, // x = draw's id anchor, y = OVERRIDE_* bits (entity-color-table.ts, #6076)\n }\n @binding(0) @group(0) var<uniform> uniforms: Uniforms;\n const RTE_DRAWABLE_FLAG: u32 = 65536u;\n\n // The fragment position the section/crop tests run in: camera-relative\n // for RTE drawables (the packer writes plane and box in that frame),\n // world space otherwise.\n fn clipSpacePos(worldPos: vec3<f32>, eyePos: vec3<f32>) -> vec3<f32> {\n return select(worldPos, eyePos, (uniforms.flags.x & RTE_DRAWABLE_FLAG) != 0u);\n }\n\n // True when p is cut away: ABOVE the section plane (flags.y bit 0 =\n // enabled, bit 1 = flipped) or OUTSIDE the clip box (bit 2).\n fn sectionClipped(p: vec3<f32>) -> bool {\n if ((uniforms.flags.y & 1u) == 1u) {\n let side = select(1.0, -1.0, (uniforms.flags.y & 2u) == 2u);\n if ((dot(p, uniforms.sectionPlane.xyz) - uniforms.sectionPlane.w) * side > 0.0) { return true; }\n }\n if ((uniforms.flags.y & 4u) != 0u) {\n if (any(p < uniforms.clipBoxMin.xyz) || any(p > uniforms.clipBoxMax.xyz)) { return true; }\n }\n return false;\n }\n\n \nstruct RteFrameUniform {\n // Camera translation is intentionally absent. This projects positions\n // returned by rteWorldPosition, which are already relative to the eye.\n viewProj: mat4x4<f32>,\n}\n\nstruct RteDrawableUniform {\n // CPU computes (drawable origin - camera origin) in f64 and splits it.\n // This data must be refreshed whenever the RTE camera frame changes.\n drawableDeltaHigh: vec4<f32>,\n drawableDeltaLow: vec4<f32>,\n}\n\nfn rteWorldPosition(\n local: vec3<f32>,\n drawable: RteDrawableUniform,\n) -> vec4<f32> {\n // Do not subtract a camera origin here: this delta was formed in CPU f64.\n let highDelta = drawable.drawableDeltaHigh.xyz;\n let lowDelta = drawable.drawableDeltaLow.xyz;\n // A drawable template can span kilometres. Keep local with high first;\n // The local-plus-(high-plus-low) association is not equivalent in f32.\n return vec4<f32>((local + highDelta) + lowDelta, 1.0);\n}\n\n \n fn rtePosition(local: vec3<f32>) -> vec4<f32> {\n let linear = (uniforms.model * vec4<f32>(local, 0.0)).xyz;\n return rteWorldPosition(linear, RteDrawableUniform(\n uniforms.drawableDeltaHigh,\n uniforms.drawableDeltaLow,\n ));\n }\n fn rteInstancePosition(local: vec3<f32>, anchorHigh: vec3<f32>, anchorLow: vec3<f32>) -> vec4<f32> {\n return rteWorldPosition(local, RteDrawableUniform(\n vec4<f32>(anchorHigh, 0.0),\n vec4<f32>(anchorLow, 0.0),\n ));\n }\n // Shared group(1) lighting; packing matches packEnvironmentUniforms().\n struct Environment {\n sunDirection: vec3<f32>, // unit vector TOWARD the sun\n sunIntensity: f32,\n sunColor: vec3<f32>,\n ambientIntensity: f32,\n skyColor: vec3<f32>, // hemisphere-ambient sky tint\n exposure: f32,\n groundColor: vec3<f32>, // hemisphere-ambient ground tint\n fillIntensity: f32,\n rimIntensity: f32,\n sunSoftness: f32,\n _pad1: f32,\n _pad2: f32,\n }\n @binding(0) @group(1) var<uniform> env: Environment;\n // Selection highlight tint (#5484), set by Renderer.setOverlayTheme via\n // updateSelectionColor \u2014 written only on theme change, never per frame.\n // TRUE LINEAR-LIGHT RGB: re-lit by lightTerm below exactly like the WGSL\n // constant it replaces, then ACES-tonemapped + gamma-encoded on output.\n @binding(4) @group(1) var<uniform> selectionColor: vec4<f32>;\n const IRRADIANCE_CALIBRATION: f32 = 1.82;\n const TRANSLUCENT_OPACITY_SCALE: f32 = 0.7;\n \n fn srgbToLinear(c: vec3<f32>) -> vec3<f32> {\n let lo = c / 12.92;\n let hi = pow((max(c, vec3<f32>(0.0)) + 0.055) / 1.055, vec3<f32>(2.4));\n return select(hi, lo, c <= vec3<f32>(0.04045));\n }\n\n fn linearToSrgb(c: vec3<f32>) -> vec3<f32> {\n let lo = c * 12.92;\n let hi = 1.055 * pow(max(c, vec3<f32>(0.0)), vec3<f32>(1.0 / 2.4)) - 0.055;\n return select(hi, lo, c <= vec3<f32>(0.0031308));\n }\n\n fn neutralCompress(cIn: vec3<f32>) -> vec3<f32> {\n let startCompression = 0.76;\n let desaturation = 0.15;\n let c = max(cIn, vec3<f32>(0.0));\n let peak = max(c.r, max(c.g, c.b));\n if (peak < startCompression) { return c; }\n let d = 1.0 - startCompression;\n let newPeak = 1.0 - d * d / (peak + d - startCompression);\n let g = 1.0 - 1.0 / (desaturation * (peak - newPeak) + 1.0);\n return mix(c * (newPeak / peak), vec3<f32>(newPeak), g);\n }\n\n \n const MIN_SPECULAR_ROUGHNESS: f32 = 0.045;\n const DIELECTRIC_F0: f32 = 0.04;\n const PI: f32 = 3.14159265;\n\n fn fresnelSchlick(cosTheta: f32, F0: vec3<f32>) -> vec3<f32> {\n return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);\n }\n\n fn distributionGGX(NdotH: f32, roughness: f32) -> f32 {\n let a = roughness * roughness;\n let a2 = a * a;\n let NdotH2 = NdotH * NdotH;\n let denomBase = (NdotH2 * (a2 - 1.0) + 1.0);\n return a2 / max(PI * denomBase * denomBase, 0.0000001);\n }\n\n fn geometrySchlickGGX(NdotV: f32, roughness: f32) -> f32 {\n let r = (roughness + 1.0);\n let k = (r * r) / 8.0;\n return NdotV / max(NdotV * (1.0 - k) + k, 0.0000001);\n }\n\n fn geometrySmith(NdotV: f32, NdotL: f32, roughness: f32) -> f32 {\n return geometrySchlickGGX(NdotL, roughness) * geometrySchlickGGX(NdotV, roughness);\n }\n\n // Split-sum environment BRDF, analytic fit (Karis 2014).\n fn envBrdfApprox(F0: vec3<f32>, roughness: f32, NdotV: f32) -> vec3<f32> {\n let r = roughness * vec4<f32>(-1.0, -0.0275, -0.572, 0.022) + vec4<f32>(1.0, 0.0425, 1.04, -0.04);\n let a004 = min(r.x * r.x, exp2(-9.28 * NdotV)) * r.x + r.y;\n let ab = vec2<f32>(-1.04, 1.04) * a004 + r.zw;\n return F0 * ab.x + ab.y;\n }\n\n struct SurfaceSpecular {\n // Reflected light, in lightTerm units (unexposed, uncalibrated).\n light: vec3<f32>,\n // Directional albedo of the specular lobe for this view.\n reflectance: vec3<f32>,\n }\n\n // N and V are unit vectors; V points from the surface to the eye.\n // sunLight is the sun's diffuse-equivalent intensity: sunColor *\n // sunIntensity * sunShadow, exactly what scales the diffuse sun term.\n fn surfaceSpecular(\n N: vec3<f32>,\n V: vec3<f32>,\n albedo: vec3<f32>,\n metallic: f32,\n roughnessIn: f32,\n sunLight: vec3<f32>,\n ) -> SurfaceSpecular {\n var out: SurfaceSpecular;\n let NdotV = dot(N, V);\n // A face turned away from the eye is its back side: nothing it\n // reflects can reach the eye, and its diffuse keeps full weight.\n if (NdotV <= 0.0) {\n out.light = vec3<f32>(0.0);\n out.reflectance = vec3<f32>(0.0);\n return out;\n }\n let roughness = clamp(roughnessIn, MIN_SPECULAR_ROUGHNESS, 1.0);\n let F0 = mix(vec3<f32>(DIELECTRIC_F0), albedo, metallic);\n\n let L = env.sunDirection;\n let rawNdotL = dot(N, L);\n let NdotL = max(rawNdotL, 0.0);\n // A face the sun is behind (rawNdotL <= 0) contributes nothing to\n // the direct lobe anyway (NdotL clamps it to 0 below), but V + L\n // can be exactly zero there \u2014 the sun exactly opposite the eye\n // reflection, e.g. N = V = (0,-1,0), sun = (0,1,0), both satisfy\n // NdotV > 0 above. normalize(vec3(0)) is NaN in WGSL, and NaN * 0\n // is NaN, not 0, so it would poison sun and everything summed with\n // it instead of being multiplied away. Skip the half-vector\n // entirely in that case rather than relying on the NdotL factor.\n var sun = vec3<f32>(0.0);\n if (rawNdotL > 0.0) {\n let H = normalize(V + L);\n let D = distributionGGX(max(dot(N, H), 0.0), roughness);\n let G = geometrySmith(NdotV, NdotL, roughness);\n let F = fresnelSchlick(max(dot(V, H), 0.0), F0);\n // BRDF * NdotL * (pi * intensity); the NdotL cancels the BRDF's.\n sun = F * (D * G * PI / (4.0 * NdotV)) * sunLight;\n }\n\n // The hemisphere ambient, looked up along the reflection. A rough\n // lobe gathers from around the normal, so lean the lookup toward N.\n let R = reflect(-V, N);\n let Rd = normalize(mix(R, N, roughness * roughness));\n let sky = mix(env.groundColor, env.skyColor, Rd.y * 0.5 + 0.5) * env.ambientIntensity;\n let reflectance = envBrdfApprox(F0, roughness, NdotV);\n\n out.light = sun + sky * reflectance;\n out.reflectance = reflectance;\n return out;\n }\n\n \n @binding(5) @group(1) var<storage, read> entityColorTable: array<u32>;\n const ENTITY_COLOR_EMPTY: u32 = 4294967295u;\n const ENTITY_COLOR_HEADER: u32 = 4u;\n const OVERRIDE_PAINT: u32 = 1u;\n const OVERRIDE_EMPHASIZE: u32 = 2u;\n\n fn entityColorSlotHash(key: u32) -> u32 {\n var h = key;\n h = h ^ (h >> 16u);\n h = h * 0x85ebca6bu;\n h = h ^ (h >> 13u);\n h = h * 0xc2b2ae35u;\n h = h ^ (h >> 16u);\n return h;\n }\n\n // Full scene id behind a 24-bit lane, given the draw's smallest id.\n fn resolveLaneEntityId(anchor: u32, lane: u32) -> u32 {\n return anchor + ((lane - anchor) & 0x00FFFFFFu);\n }\n\n // The override colour for this fragment's entity; alpha < 0 = none.\n fn entityOverrideColor(lane: u32) -> vec4<f32> {\n let none = vec4<f32>(0.0, 0.0, 0.0, -1.0);\n if ((uniforms.overrideParams.y & OVERRIDE_PAINT) == 0u || entityColorTable[2] == 0u) {\n return none;\n }\n let capacity = entityColorTable[0];\n let maxProbe = entityColorTable[1];\n let colorBase = entityColorTable[3];\n let id = resolveLaneEntityId(uniforms.overrideParams.x, lane);\n let mask = capacity - 1u;\n var slot = entityColorSlotHash(id) & mask;\n for (var i = 0u; i <= maxProbe && i < capacity; i = i + 1u) {\n let key = entityColorTable[ENTITY_COLOR_HEADER + slot];\n if (key == id) {\n let c = colorBase + slot * 4u;\n return vec4<f32>(\n bitcast<f32>(entityColorTable[c]),\n bitcast<f32>(entityColorTable[c + 1u]),\n bitcast<f32>(entityColorTable[c + 2u]),\n bitcast<f32>(entityColorTable[c + 3u])\n );\n }\n if (key == ENTITY_COLOR_EMPTY) {\n break;\n }\n slot = (slot + 1u) & mask;\n }\n return none;\n }\n\n // Composite an override over the fragment's own encoded colour exactly\n // as the retired equal-depth overlay pass blended it (src-alpha over\n // the base draw): the override albedo lit by the same irradiance, no\n // specular, the same roll-off and edge darkening, mixed by its alpha.\n // Emphasized overrides are unlit, faintly faceted and opaque (#1277).\n fn paintEntityOverride(base: vec4<f32>, ov: vec4<f32>, irradiance: vec3<f32>, N: vec3<f32>) -> vec4<f32> {\n let albedo = srgbToLinear(ov.rgb);\n var lit = albedo * irradiance;\n var a = ov.a;\n if ((uniforms.overrideParams.y & OVERRIDE_EMPHASIZE) != 0u) {\n lit = albedo * (0.85 + 0.15 * abs(dot(N, normalize(vec3<f32>(0.3, 1.0, 0.2)))));\n a = 1.0;\n }\n let encoded = linearToSrgb(clamp(neutralCompress(lit), vec3<f32>(0.0), vec3<f32>(1.0)));\n return vec4<f32>(mix(base.rgb, encoded, a), a + (1.0 - a) * base.a);\n }\n\n\n \n @binding(1) @group(1) var shadowMap: texture_depth_2d;\n @binding(2) @group(1) var shadowCmp: sampler_comparison;\n struct Shadow { lightViewProj: mat4x4<f32>, params: vec4<f32>, params2: vec4<f32>, }\n @binding(3) @group(1) var<uniform> shadowU: Shadow;\n const SHADOW_POISSON = array<vec2<f32>, 12>(\n vec2<f32>(-0.326, -0.406), vec2<f32>(-0.840, -0.074), vec2<f32>(-0.696, 0.457),\n vec2<f32>(-0.203, 0.621), vec2<f32>( 0.962, -0.195), vec2<f32>( 0.473, -0.480),\n vec2<f32>( 0.519, 0.767), vec2<f32>( 0.185, -0.893), vec2<f32>( 0.507, 0.064),\n vec2<f32>( 0.896, 0.412), vec2<f32>(-0.322, -0.933), vec2<f32>(-0.792, -0.598),\n );\n fn sunShadowFactor(eyePos: vec3<f32>, N: vec3<f32>, fragCoord: vec2<f32>) -> f32 {\n if (shadowU.params.y < 0.5) { return 1.0; }\n let L = normalize(env.sunDirection);\n let Ns = N * select(-1.0, 1.0, dot(N, L) >= 0.0);\n let biased = eyePos + Ns * shadowU.params.z;\n let clip = shadowU.lightViewProj * vec4<f32>(biased, 1.0);\n let ndc = clip.xyz / clip.w;\n let uv = vec2<f32>(ndc.x * 0.5 + 0.5, ndc.y * -0.5 + 0.5);\n let inBounds = uv.x >= 0.0 && uv.x <= 1.0 && uv.y >= 0.0 && uv.y <= 1.0 && ndc.z > 0.0;\n if (!inBounds) { return 1.0; }\n let NdotL = max(dot(Ns, L), 0.0);\n let slope = clamp(sqrt(max(1.0 - NdotL * NdotL, 0.0)) / max(NdotL, 0.1), 1.0, 12.0);\n let refDepth = ndc.z + shadowU.params2.x * slope * (1.0 + shadowU.params.w);\n let radius = shadowU.params.x * shadowU.params.w;\n let ign = fract(52.9829189 * fract(dot(fragCoord, vec2<f32>(0.06711056, 0.00583715))));\n let ang = ign * 6.2831853;\n let cr = cos(ang); let sr = sin(ang); var sum = 0.0;\n for (var i = 0; i < 12; i = i + 1) {\n let p = SHADOW_POISSON[i];\n let off = vec2<f32>(p.x * cr - p.y * sr, p.x * sr + p.y * cr) * radius;\n sum = sum + textureSampleCompareLevel(shadowMap, shadowCmp, uv + off, refDepth);\n }\n return mix(1.0, sum / 12.0, smoothstep(0.0, 0.3, NdotL));\n }\n\n struct VertexInput {\n @location(0) position: vec3<f32>,\n @location(1) normal: vec3<f32>,\n @location(2) entityId: u32,\n }\n\n struct VertexOutput {\n @builtin(position) position: vec4<f32>,\n @location(0) worldPos: vec3<f32>,\n @location(1) normal: vec3<f32>,\n @location(2) @interpolate(flat) entityId: u32,\n // Per-draw albedo carried from the vertex stage so the fragment shader\n // is shared by the flat path (vs_main writes uniforms.baseColor \u2014 the\n // per-batch colour) AND the instanced path\n // (vs_instanced writes the per-occurrence colour from the instance\n // buffer). For the flat path this is identical to reading\n // uniforms.baseColor directly (the value is constant across the draw).\n @location(4) color: vec4<f32>,\n // Per-occurrence selection flag for the instanced path (bit 0 = selected).\n // vs_main writes 0 (the flat path selects via uniforms.flags.x instead);\n // vs_instanced writes the per-instance flag from the instance buffer, so a\n // single selected occurrence highlights without re-drawing.\n @location(5) @interpolate(flat) instSelected: u32,\n // Camera-relative position for fragment operations that compare\n // geometry to section/crop boundaries or take derivatives. This is\n // intentionally separate from worldPos: shadow maps still consume\n // their established world-space light matrix until their depth pass\n // is migrated as one transaction.\n @location(6) eyePos: vec3<f32>,\n }\n\n // Per-instance vertex-buffer inputs (slot 1, stepMode 'instance') used by\n // vs_instanced. The mat4 arrives as four COLUMN vec4s (WGSL mat4x4 is\n // column-major), matching composeInstanceMatrix's column-major output +\n // the pipeline's slot-1 attribute offsets (0/16/32/48).\n //\n // Location namespaces: vertex-INPUT @location (this struct + VertexInput)\n // and inter-stage @location (VertexOutput) are INDEPENDENT in WGSL, so\n // InstanceInput.m1 @location(4) does NOT collide with VertexOutput.color\n // @location(4) \u2014 exactly as VertexInput.entityId and VertexOutput.entityId\n // already BOTH use @location(2). Within the INPUT namespace the per-vertex\n // inputs (0..2) and per-instance inputs (3..8) stay distinct.\n struct InstanceInput {\n @location(3) m0: vec4<f32>,\n @location(4) m1: vec4<f32>,\n @location(5) m2: vec4<f32>,\n @location(6) m3: vec4<f32>,\n @location(7) instEntityId: u32,\n @location(8) instColor: vec4<f32>,\n @location(9) instSelected: u32,\n @location(10) anchorHigh: vec4<f32>,\n @location(11) anchorLow: vec4<f32>,\n }\n\n // 12-byte quantized vertex (issue #1682 phase 6): uint16x4 (lattice\n // position xyz + packed octahedral normal in w as (u8x << 8 | u8y))\n // followed by the u32 entityId lane. Dequantization is BIT-EXACT for\n // the 2^-10 lattice: quantMin and q*step are both (integer)\u00B72^-10,\n // so coincident points across batches stay coincident (the shared-\n // origin z-fight guarantee survives quantization).\n struct QuantizedVertexInput {\n @location(0) q: vec4<u32>, // uint16x4: x, y, z, packedOct\n @location(2) entityId: u32,\n }\n\n fn octDecodeN(packed: u32) -> vec3<f32> {\n let ox = (f32((packed >> 8u) & 255u) / 255.0) * 2.0 - 1.0;\n let oy = (f32(packed & 255u) / 255.0) * 2.0 - 1.0;\n var n = vec3<f32>(ox, oy, 1.0 - abs(ox) - abs(oy));\n if (n.z < 0.0) {\n let tx = (1.0 - abs(oy)) * select(-1.0, 1.0, ox >= 0.0);\n let ty = (1.0 - abs(ox)) * select(-1.0, 1.0, oy >= 0.0);\n n = vec3<f32>(tx, ty, n.z);\n }\n return normalize(n);\n }\n\n // Shared flat-path vertex shading \u2014 vs_main and vs_main_quantized\n // differ ONLY in how position/normal are sourced.\n fn shadeFlatVertex(localPos: vec3<f32>, localNormal: vec3<f32>, entityId: u32) -> VertexOutput {\n var output: VertexOutput;\n let worldPos = uniforms.model * vec4<f32>(localPos, 1.0);\n let eyePos = rtePosition(localPos).xyz;\n let rte = (uniforms.flags.x & RTE_DRAWABLE_FLAG) != 0u;\n output.position = select(uniforms.viewProj * worldPos, uniforms.rteViewProj * vec4<f32>(eyePos, 1.0), rte);\n // Anti z-fighting depth nudge \u2014 see vs_main's comment.\n let colorSalt = (entityId >> 24u) * 2654435761u;\n let zHash = (((entityId & 0x00FFFFFFu) ^ colorSalt) * 2654435761u) & 255u;\n output.position.z *= 1.0 + f32(zHash) * 1e-6;\n output.worldPos = worldPos.xyz;\n output.normal = normalize((uniforms.model * vec4<f32>(localNormal, 0.0)).xyz);\n output.entityId = entityId;\n output.color = uniforms.baseColor;\n output.instSelected = 0u;\n output.eyePos = eyePos;\n return output;\n }\n\n @vertex\n fn vs_main_quantized(input: QuantizedVertexInput) -> VertexOutput {\n let p = uniforms.quantParams.xyz\n + vec3<f32>(f32(input.q.x), f32(input.q.y), f32(input.q.z)) * uniforms.quantParams.w;\n return shadeFlatVertex(p, octDecodeN(input.q.w), input.entityId);\n }\n\n @vertex\n fn vs_main(input: VertexInput, @builtin(instance_index) instanceIndex: u32) -> VertexOutput {\n var output: VertexOutput;\n let worldPos = uniforms.model * vec4<f32>(input.position, 1.0);\n let eyePos = rtePosition(input.position).xyz;\n let rte = (uniforms.flags.x & RTE_DRAWABLE_FLAG) != 0u;\n output.position = select(uniforms.viewProj * worldPos, uniforms.rteViewProj * vec4<f32>(eyePos, 1.0), rte);\n // Anti z-fighting: deterministic depth nudge.\n // Knuth multiplicative hash spreads sequential IDs across 0-255 so\n // coplanar faces from different entities always get distinct depths.\n // Material-layer walls slice into one closed solid per layer, all\n // sharing the PARENT wall's expressId, so adjacent layers' coincident\n // interface caps would get the same entity nudge and z-fight into a\n // flickering comb (\"see inside the wall\"). To separate them we fold in\n // an 8-bit MATERIAL-COLOUR salt that mergeGeometry/interleaveTextured\n // baked into the HIGH 8 bits of the entityId lane (low 24 = picking id,\n // masked off by encodeId24). Crucially the salt comes from the mesh's\n // OWN colour, NOT the per-draw baseColor uniform \u2014 so every redraw of\n // the same geometry with a different draw colour (the selection\n // highlight's greater-equal pass) computes the SAME nudge as its\n // batch. At 1e-6 per step the max world-space offset is <3mm at 10m.\n let colorSalt = (input.entityId >> 24u) * 2654435761u;\n let zHash = (((input.entityId & 0x00FFFFFFu) ^ colorSalt) * 2654435761u) & 255u;\n output.position.z *= 1.0 + f32(zHash) * 1e-6;\n output.worldPos = worldPos.xyz;\n output.normal = normalize((uniforms.model * vec4<f32>(input.normal, 0.0)).xyz);\n output.entityId = input.entityId;\n output.color = uniforms.baseColor;\n output.instSelected = 0u; // flat path selects via uniforms.flags.x\n output.eyePos = eyePos;\n return output;\n }\n\n // Instanced vertex entry \u2014 one template's geometry drawn once per\n // occurrence. The per-instance mat4 already folds SWAP * rel_k * T(origin)\n // (composed CPU-side, see instanced-render.ts), so it maps the template's\n // LOCAL vertex straight to WebGL Y-up world space \u2014 no uniforms.model.\n // rel_k and SWAP are rigid (no scale), so the same matrix transforms\n // normals. entityId + colour come per-occurrence from the instance buffer.\n @vertex\n fn vs_instanced(input: VertexInput, inst: InstanceInput) -> VertexOutput {\n var output: VertexOutput;\n let instMat = mat4x4<f32>(inst.m0, inst.m1, inst.m2, inst.m3);\n let worldPos = instMat * vec4<f32>(input.position, 1.0);\n let linearLocal = (instMat * vec4<f32>(input.position, 0.0)).xyz;\n let eyePos = rteInstancePosition(linearLocal, inst.anchorHigh.xyz, inst.anchorLow.xyz).xyz;\n output.position = uniforms.rteViewProj * vec4<f32>(eyePos, 1.0);\n // Same per-entity depth nudge as vs_main. No colour salt here: the\n // instanced path never redraws an occurrence with a second draw\n // colour, so the raw picking id is enough to separate coplanar entities.\n let zHash = ((inst.instEntityId & 0x00FFFFFFu) * 2654435761u) & 255u;\n output.position.z *= 1.0 + f32(zHash) * 1e-6;\n output.worldPos = worldPos.xyz;\n output.normal = normalize((instMat * vec4<f32>(input.normal, 0.0)).xyz);\n output.entityId = inst.instEntityId;\n output.color = inst.instColor;\n output.instSelected = inst.instSelected;\n output.eyePos = eyePos;\n return output;\n }\n\n fn encodeId24(id: u32) -> vec4<f32> {\n let r = f32((id >> 16u) & 255u) / 255.0;\n let g = f32((id >> 8u) & 255u) / 255.0;\n let b = f32(id & 255u) / 255.0;\n return vec4<f32>(r, g, b, 1.0);\n }\n\n struct FragmentOutput {\n @location(0) color: vec4<f32>,\n @location(1) objectIdEncoded: vec4<f32>,\n }\n\n @fragment\n fn fs_main(input: VertexOutput) -> FragmentOutput {\n // The flat/quantized/textured mesh paths submit this in one\n // camera-relative frame. Do all camera-local fragment arithmetic in\n // that frame; otherwise the RTE vertex precision is thrown away at\n // section/crop/derivative ingress. Instanced geometry is not yet\n // anchored, so its worldPos remains the authoritative input.\n let fragmentPos = clipSpacePos(input.worldPos, input.eyePos);\n // Per-instance hide/isolate: bit 1 of the instance flags lane marks a hidden\n // occurrence. Discard it so it neither draws nor writes depth (and the pick\n // pass applies the same discard, so it isn't pickable). vs_main writes\n // instSelected=0u for flat geometry, so this never affects the flat path.\n if ((input.instSelected & 2u) != 0u) {\n discard;\n }\n // Per-instance opacity routing (instanced passes only \u2014 flags.x bit 2). The\n // opaque instanced pass draws fully-opaque (or selected) occurrences; the\n // transparent instanced sub-pass (bit 3, alpha-blended) draws the rest. Discard\n // the occurrences belonging to the OTHER pass so each is drawn exactly once.\n // Lens-ghost / x-ray / compare write a low per-instance alpha into input.color.a.\n if ((uniforms.flags.x & 4u) != 0u) {\n let occOpaque = input.color.a >= 0.99 || (input.instSelected & 1u) != 0u;\n let transparentPass = (uniforms.flags.x & 8u) != 0u;\n if (transparentPass) {\n if (occOpaque) { discard; }\n } else {\n if (!occOpaque) { discard; }\n }\n }\n // Section plane / clip box (mesh-uniforms.wgsl.ts, shared with the\n // selection mask so an outline is cut where its surface is).\n if (sectionClipped(fragmentPos)) { discard; }\n\n // Compute normal via derivative-based flat shading.\n //\n // Industry-standard solution for BIM/CAD viewers \u2014 what\n // Three.js (material.flatShading = true), Autodesk Forge,\n // Speckle, and xeokit all do for opaque surfaces. Rationale:\n //\n // * BIM geometry is overwhelmingly flat surfaces (walls,\n // slabs, roofs, beams), and CSG operations (opening\n // subtraction, layer slicing) emit those surfaces as\n // dense strips of coplanar triangles. Per-vertex normal\n // averaging gives a SLIGHTLY-different normal at each\n // vertex due to f32 noise from boolean output; the\n // boundary between strips then reads as a visible darker/\n // brighter scar line \u2014 the horizontal striations on\n // walls, stripes on roofs, visible triangulation reports\n // across every CSG kernel we have tried (legacy BSP,\n // Manifold).\n // * cross(dpdx, dpdy) of world position evaluates to the\n // EXACT face normal in the fragment shader. Every\n // fragment on a flat face \u2014 across an arbitrarily-fine\n // triangulation \u2014 gets the IDENTICAL normal, so coplanar\n // splits become invisible by construction. No CPU-side\n // welding, smooth-grouping, or coplanar-face merging\n // fixes the symptom as cleanly.\n //\n // Trade-off: genuinely curved surfaces (cylinder tessellations,\n // BSpline approximations) shade with visible facets. For BIM\n // that's acceptable \u2014 curved surfaces are < 5 % of typical\n // model triangle count and the faceting matches CAD-tool\n // (Revit, ArchiCAD) on-screen behaviour at default quality.\n //\n // We still fall back to the vertex normal when derivatives\n // are unavailable (extreme polygon degeneracy where dpdx /\n // dpdy collapse to zero \u2014 practically never on real geometry).\n let faceN = cross(dpdx(fragmentPos), dpdy(fragmentPos));\n let fLen2 = dot(faceN, faceN);\n var N: vec3<f32>;\n if (fLen2 > 1e-10) {\n N = faceN * inverseSqrt(fLen2);\n } else {\n // Degenerate derivative \u2014 fall back to the vertex normal\n // if it's populated, else +Y.\n N = input.normal;\n let nLen2 = dot(N, N);\n if (nLen2 > 1e-6) {\n N = N * inverseSqrt(nLen2);\n } else {\n N = vec3<f32>(0.0, 1.0, 0.0);\n }\n }\n\n // Stabilize the SIGN of the derivative face normal with the vertex\n // normal. The screen-space cross product gives the exact face\n // normal DIRECTION for coplanar strips (the scar-line fix), but at\n // grazing angles its SIGN becomes numerically unstable per quad \u2014\n // hemisphere/rim lighting then band-flips across large regions of\n // flat walls/slabs (diagonal lighter/darker bands). The interpolated\n // vertex normal is quad-noise-free, so use it only to orient N.\n // Guard: skip when the vertex normal is missing or nearly\n // perpendicular to the face normal (unreliable witness).\n let vN = input.normal;\n let alignDot = dot(N, vN);\n if (alignDot * alignDot > 0.03 * dot(vN, vN)) {\n N = N * sign(alignDot);\n }\n\n // Lighting environment \u2014 sun/hemisphere/exposure come from the\n // global env uniform. The fill follows the sun (it bounces in from\n // the opposite side); the rim stays fixed in world space as a\n // stylistic shaping light.\n let sunLight = env.sunDirection;\n // Horizontal mirror of the sun, lifted slightly. An overhead sun\n // leaves (0, 0.25, 0), which normalizes to straight up.\n let fillLight = normalize(vec3<f32>(-sunLight.x, 0.25, -sunLight.z));\n let rimLight = normalize(vec3<f32>(0.0, 0.2, -1.0)); // Rim light for edge definition\n\n // Hemisphere ambient. This, not the sun, keeps faces turned away\n // from the sun readable (I-beam webs and flange undersides, #5382).\n let hemisphereFactor = N.y * 0.5 + 0.5;\n let ambient = mix(env.groundColor, env.skyColor, hemisphereFactor) * env.ambientIntensity;\n\n // One-sided sun, so a building has a lit side and a shaded side.\n // sunSoftness is the diffuse wrap (env uniform): 0 = crisp\n // terminator (hard shadows), larger = softer wrap-around (overcast).\n let NdotL = dot(N, sunLight);\n let wrap = env.sunSoftness;\n let diffuseSun = max((NdotL + wrap) / (1.0 + wrap), 0.0) * env.sunIntensity;\n\n // Fill light, one-sided like the sun.\n let NdotFill = max(dot(N, fillLight), 0.0);\n let diffuseFill = NdotFill * env.fillIntensity;\n\n // Rim light for edge definition\n let NdotRim = max(dot(N, rimLight), 0.0);\n let rim = pow(NdotRim, 4.0) * env.rimIntensity;\n\n // The authored colour is display-referred sRGB; light it in linear.\n // (textured.wgsl.ts anchors on the first line to multiply in the texel.)\n var baseColor = input.color.rgb;\n baseColor = srgbToLinear(baseColor);\n\n // Combine all lighting. Only the DIRECT sun term is occluded by cast\n // shadows (#2670); ambient/fill/rim are indirect and stay unshadowed.\n // Exposure scales the light, so the selection shade below and every\n // later stage see one exposed irradiance.\n let sunShadow = sunShadowFactor(input.eyePos, N, input.position.xy);\n let lightTerm = ambient + env.sunColor * (diffuseSun * sunShadow) + vec3<f32>(diffuseFill + rim);\n let irradiance = lightTerm * (env.exposure * IRRADIANCE_CALIBRATION);\n var color = baseColor * irradiance;\n\n // flags.x bit 0 (value 1) = isSelected \u2192 selection highlight, forced opaque.\n // bit 1 (value 2) = isOverlay \u2192 legacy overlay pipeline callers;\n // preserve alpha and skip specular for their blended draw.\n // Selected via the per-draw flag (flat path) OR the per-occurrence flag\n // (instanced path \u2014 vs_instanced reads it from the instance buffer).\n let isSelected = ((uniforms.flags.x & 1u) == 1u) || ((input.instSelected & 1u) == 1u);\n let isOverlay = (uniforms.flags.x & 2u) == 2u;\n\n // Selection highlight \u2014 a blue albedo RE-LIT by the scene lighting.\n //\n // We override the material albedo with selection-blue and re-light\n // it with the SAME lightTerm used for unselected surfaces, then\n // skip the view-dependent (specular) term below. Two requirements\n // are in tension and this satisfies both:\n //\n // * No base-material bleed-through. The old fresnel-glow mix left\n // ~80 % of the lit object colour visible at face centres (the\n // green-site / red-roof wash-out). Here the base colour never\n // enters the result \u2014 only lightTerm (geometry/light, colour-\n // independent) modulates the constant blue albedo.\n // * Facet/crease structure must survive. A single FLAT colour\n // (the previous fix) collapsed every face to the same blue, so\n // internal edges \u2014 which read as the per-face shading STEP, not\n // just the faint screen-space edge line \u2014 disappeared on\n // selection. Re-lighting keeps that per-face brightness step, so\n // creases read on the highlight exactly as they do unselected.\n //\n // The luminance of the exposed irradiance is used as a multiplicative\n // gain (which preserves the per-face brightness RATIOS, so creases\n // read as strongly as on the unselected surface). The calibration\n // puts a sunlit face at 1.0, i.e. full selection-blue, and the\n // floor/ceiling clamp keeps shadowed faces only dimmed and bright\n // scenes from washing out.\n if (isSelected) {\n let shadeLum = dot(irradiance, vec3<f32>(0.299, 0.587, 0.114));\n let shade = clamp(shadeLum, 0.45, 1.2);\n // selectionColor is already linear-light (set by Renderer.setOverlayTheme\n // from the app theme, #5484) \u2014 no srgbToLinear here, unlike the constant\n // it replaces.\n color = selectionColor.rgb * shade;\n }\n\n // Public getOverlayPipeline() callers can still use the emphasized\n // overlay bit even though internal colour overrides now use a table.\n let emphasizedOverlay = isOverlay && (uniforms.flags.x & 32u) != 0u;\n if (emphasizedOverlay) {\n let facet = 0.85 + 0.15 * abs(dot(N, normalize(vec3<f32>(0.3, 1.0, 0.2))));\n color = baseColor * facet;\n }\n\n // Selected objects and emphasized overlays draw fully opaque.\n var finalAlpha = select(input.color.a, 1.0, isSelected || emphasizedOverlay);\n\n // Specular (#5386; specular.wgsl.ts), after the diffuse above. Not\n // on the selection highlight or legacy overlay (it would wash out\n // their colours); a table override is composited without it below. The\n // sun lobe is scaled exactly like the diffuse sun term, and both\n // terms like irradiance, so a preset's highlights and diffuse move together.\n if (!isSelected && !isOverlay) {\n // Glass is an authored translucent material (mesh-material.ts\n // also gives it its smooth roughness). An X-Ray or compare fade\n // only lowers the alpha and stays a fade. Instanced occurrences\n // are never authored translucent: prepareInstancedRender routes\n // those to the flat path, so the per-pass lane is ignored there.\n let instancedPass = (uniforms.flags.x & 4u) != 0u;\n let translucent = finalAlpha < 0.99;\n let glass = translucent && uniforms.transmission.x > 0.5 && !instancedPass;\n // #5984: an instanced occurrence's own authored finish rides its\n // flags lane (instanced-render.ts packInstanceFinish); the pass's\n // uniform row is the shared default.\n var metallicRoughness = vec2<f32>(uniforms.metallicRoughness.x, uniforms.metallicRoughness.y);\n if (instancedPass && (input.instSelected & 4u) != 0u) {\n metallicRoughness.x = f32((input.instSelected >> 16u) & 255u) / 255.0;\n }\n if (instancedPass && (input.instSelected & 8u) != 0u) {\n metallicRoughness.y = f32((input.instSelected >> 24u) & 255u) / 255.0;\n }\n let metallic = clamp(metallicRoughness.x, 0.0, 1.0);\n let spec = surfaceSpecular(\n N,\n normalize(-input.eyePos),\n baseColor,\n metallic,\n metallicRoughness.y,\n env.sunColor * (env.sunIntensity * sunShadow),\n );\n // What the lobe reflects is not there to diffuse; a metal has no\n // diffuse at all.\n let diffuse = color * (1.0 - spec.reflectance) * (1.0 - metallic);\n let reflected = spec.light * (env.exposure * IRRADIANCE_CALIBRATION);\n if (translucent) {\n finalAlpha = finalAlpha * TRANSLUCENT_OPACITY_SCALE;\n }\n if (glass) {\n // The transparent pipelines blend straight alpha:\n // out = c * a + behind * (1 - a). A pane passes what is behind\n // it except what its body absorbs and its surface reflects, and\n // its reflection is not dimmed by the body's opacity, so solve\n // for (c, a). The reflectance rising at grazing angles is what\n // makes glass more opaque there; a bright sun glint raises the\n // alpha further so it is not clipped to the body's opacity.\n let body = finalAlpha;\n let reflectance = dot(spec.reflectance, vec3<f32>(0.299, 0.587, 0.114));\n let premultiplied = diffuse * body + reflected;\n let peak = max(premultiplied.r, max(premultiplied.g, premultiplied.b));\n finalAlpha = clamp(max(body + reflectance * (1.0 - body), peak), 0.0, 1.0);\n color = premultiplied / max(finalAlpha, 0.0001);\n } else {\n color = diffuse + reflected;\n }\n }\n\n // Hue-preserving highlight roll-off (color-transfer.wgsl.ts). No\n // contrast curve and no saturation boost: an authored colour lit at\n // unit irradiance leaves here unchanged unless it is brighter than\n // the roll-off threshold.\n color = neutralCompress(color);\n\n color = linearToSrgb(clamp(color, vec3<f32>(0.0), vec3<f32>(1.0)));\n\n var out: FragmentOutput;\n out.color = vec4<f32>(color, finalAlpha);\n // Colour override from the per-entity table (#6076): only draws the\n // renderer marks (overrideParams.y), i.e. depth-writing opaque ones.\n let entityOverride = entityOverrideColor(input.entityId);\n if (entityOverride.a >= 0.0 && !isSelected) {\n out.color = paintEntityOverride(out.color, entityOverride, irradiance, N);\n }\n out.objectIdEncoded = encodeId24(input.entityId);\n return out;\n }\n ";
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