@luma.gl/shaders 0.0.0-stage → 10.0.0-alpha.11

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (765) hide show
  1. package/LICENSE +38 -0
  2. package/README.md +25 -2
  3. package/dist/dist.dev.js +21598 -0
  4. package/dist/dist.min.js +13439 -0
  5. package/dist/glsl.cjs +33 -0
  6. package/dist/glsl.cjs.map +6 -0
  7. package/dist/glsl.d.ts +6 -0
  8. package/dist/glsl.d.ts.map +1 -0
  9. package/dist/glsl.js +7 -0
  10. package/dist/glsl.js.map +1 -0
  11. package/dist/index.cjs +278 -0
  12. package/dist/index.cjs.map +6 -0
  13. package/dist/index.d.ts +108 -0
  14. package/dist/index.d.ts.map +1 -0
  15. package/dist/index.js +74 -0
  16. package/dist/index.js.map +1 -0
  17. package/dist/lib/color/normalize-byte-colors.cjs +50 -0
  18. package/dist/lib/color/normalize-byte-colors.d.ts +23 -0
  19. package/dist/lib/color/normalize-byte-colors.d.ts.map +1 -0
  20. package/dist/lib/color/normalize-byte-colors.js +42 -0
  21. package/dist/lib/color/normalize-byte-colors.js.map +1 -0
  22. package/dist/lib/filters/prop-types.cjs +90 -0
  23. package/dist/lib/filters/prop-types.d.ts +44 -0
  24. package/dist/lib/filters/prop-types.d.ts.map +1 -0
  25. package/dist/lib/filters/prop-types.js +96 -0
  26. package/dist/lib/filters/prop-types.js.map +1 -0
  27. package/dist/lib/glsl-shader-assembler.cjs +50 -0
  28. package/dist/lib/glsl-shader-assembler.d.ts +19 -0
  29. package/dist/lib/glsl-shader-assembler.d.ts.map +1 -0
  30. package/dist/lib/glsl-shader-assembler.js +29 -0
  31. package/dist/lib/glsl-shader-assembler.js.map +1 -0
  32. package/dist/lib/glsl-utils/get-shader-info.cjs +52 -0
  33. package/dist/lib/glsl-utils/get-shader-info.d.ts +9 -0
  34. package/dist/lib/glsl-utils/get-shader-info.d.ts.map +1 -0
  35. package/dist/lib/glsl-utils/get-shader-info.js +33 -0
  36. package/dist/lib/glsl-utils/get-shader-info.js.map +1 -0
  37. package/dist/lib/glsl-utils/shader-utils.cjs +126 -0
  38. package/dist/lib/glsl-utils/shader-utils.d.ts +23 -0
  39. package/dist/lib/glsl-utils/shader-utils.d.ts.map +1 -0
  40. package/dist/lib/glsl-utils/shader-utils.js +92 -0
  41. package/dist/lib/glsl-utils/shader-utils.js.map +1 -0
  42. package/dist/lib/preprocessor/preprocessor.cjs +128 -0
  43. package/dist/lib/preprocessor/preprocessor.d.ts +15 -0
  44. package/dist/lib/preprocessor/preprocessor.d.ts.map +1 -0
  45. package/dist/lib/preprocessor/preprocessor.js +120 -0
  46. package/dist/lib/preprocessor/preprocessor.js.map +1 -0
  47. package/dist/lib/shader-assembler-base.cjs +132 -0
  48. package/dist/lib/shader-assembler-base.d.ts +51 -0
  49. package/dist/lib/shader-assembler-base.d.ts.map +1 -0
  50. package/dist/lib/shader-assembler-base.js +127 -0
  51. package/dist/lib/shader-assembler-base.js.map +1 -0
  52. package/dist/lib/shader-assembler.cjs +33 -0
  53. package/dist/lib/shader-assembler.d.ts +4 -0
  54. package/dist/lib/shader-assembler.d.ts.map +1 -0
  55. package/dist/lib/shader-assembler.js +7 -0
  56. package/dist/lib/shader-assembler.js.map +1 -0
  57. package/dist/lib/shader-assembly/assemble-glsl-shaders.cjs +181 -0
  58. package/dist/lib/shader-assembly/assemble-glsl-shaders.d.ts +70 -0
  59. package/dist/lib/shader-assembly/assemble-glsl-shaders.d.ts.map +1 -0
  60. package/dist/lib/shader-assembly/assemble-glsl-shaders.js +208 -0
  61. package/dist/lib/shader-assembly/assemble-glsl-shaders.js.map +1 -0
  62. package/dist/lib/shader-assembly/assemble-shaders.cjs +42 -0
  63. package/dist/lib/shader-assembly/assemble-shaders.d.ts +10 -0
  64. package/dist/lib/shader-assembly/assemble-shaders.d.ts.map +1 -0
  65. package/dist/lib/shader-assembly/assemble-shaders.js +10 -0
  66. package/dist/lib/shader-assembly/assemble-shaders.js.map +1 -0
  67. package/dist/lib/shader-assembly/assemble-wgsl-shaders.cjs +498 -0
  68. package/dist/lib/shader-assembly/assemble-wgsl-shaders.d.ts +70 -0
  69. package/dist/lib/shader-assembly/assemble-wgsl-shaders.d.ts.map +1 -0
  70. package/dist/lib/shader-assembly/assemble-wgsl-shaders.js +480 -0
  71. package/dist/lib/shader-assembly/assemble-wgsl-shaders.js.map +1 -0
  72. package/dist/lib/shader-assembly/platform-defines.cjs +79 -0
  73. package/dist/lib/shader-assembly/platform-defines.d.ts +4 -0
  74. package/dist/lib/shader-assembly/platform-defines.d.ts.map +1 -0
  75. package/dist/lib/shader-assembly/platform-defines.js +52 -0
  76. package/dist/lib/shader-assembly/platform-defines.js.map +1 -0
  77. package/dist/lib/shader-assembly/platform-info.cjs +15 -0
  78. package/dist/lib/shader-assembly/platform-info.d.ts +20 -0
  79. package/dist/lib/shader-assembly/platform-info.d.ts.map +1 -0
  80. package/dist/lib/shader-assembly/platform-info.js +5 -0
  81. package/dist/lib/shader-assembly/platform-info.js.map +1 -0
  82. package/dist/lib/shader-assembly/shader-assembly-shared.cjs +96 -0
  83. package/dist/lib/shader-assembly/shader-assembly-shared.d.ts +16 -0
  84. package/dist/lib/shader-assembly/shader-assembly-shared.d.ts.map +1 -0
  85. package/dist/lib/shader-assembly/shader-assembly-shared.js +79 -0
  86. package/dist/lib/shader-assembly/shader-assembly-shared.js.map +1 -0
  87. package/dist/lib/shader-assembly/shader-assembly-types.cjs +15 -0
  88. package/dist/lib/shader-assembly/shader-assembly-types.d.ts +132 -0
  89. package/dist/lib/shader-assembly/shader-assembly-types.d.ts.map +1 -0
  90. package/dist/lib/shader-assembly/shader-assembly-types.js +5 -0
  91. package/dist/lib/shader-assembly/shader-assembly-types.js.map +1 -0
  92. package/dist/lib/shader-assembly/shader-injection-targets.cjs +103 -0
  93. package/dist/lib/shader-assembly/shader-injection-targets.d.ts +46 -0
  94. package/dist/lib/shader-assembly/shader-injection-targets.d.ts.map +1 -0
  95. package/dist/lib/shader-assembly/shader-injection-targets.js +83 -0
  96. package/dist/lib/shader-assembly/shader-injection-targets.js.map +1 -0
  97. package/dist/lib/shader-assembly/shader-injections.cjs +204 -0
  98. package/dist/lib/shader-assembly/shader-injections.d.ts +49 -0
  99. package/dist/lib/shader-assembly/shader-injections.d.ts.map +1 -0
  100. package/dist/lib/shader-assembly/shader-injections.js +207 -0
  101. package/dist/lib/shader-assembly/shader-injections.js.map +1 -0
  102. package/dist/lib/shader-assembly/shader-plugin-varyings.cjs +434 -0
  103. package/dist/lib/shader-assembly/shader-plugin-varyings.d.ts +15 -0
  104. package/dist/lib/shader-assembly/shader-plugin-varyings.d.ts.map +1 -0
  105. package/dist/lib/shader-assembly/shader-plugin-varyings.js +438 -0
  106. package/dist/lib/shader-assembly/shader-plugin-varyings.js.map +1 -0
  107. package/dist/lib/shader-assembly/shader-plugin-vertex-inputs.cjs +254 -0
  108. package/dist/lib/shader-assembly/shader-plugin-vertex-inputs.d.ts +12 -0
  109. package/dist/lib/shader-assembly/shader-plugin-vertex-inputs.d.ts.map +1 -0
  110. package/dist/lib/shader-assembly/shader-plugin-vertex-inputs.js +237 -0
  111. package/dist/lib/shader-assembly/shader-plugin-vertex-inputs.js.map +1 -0
  112. package/dist/lib/shader-assembly/wgsl-binding-debug.cjs +166 -0
  113. package/dist/lib/shader-assembly/wgsl-binding-debug.d.ts +37 -0
  114. package/dist/lib/shader-assembly/wgsl-binding-debug.d.ts.map +1 -0
  115. package/dist/lib/shader-assembly/wgsl-binding-debug.js +144 -0
  116. package/dist/lib/shader-assembly/wgsl-binding-debug.js.map +1 -0
  117. package/dist/lib/shader-assembly/wgsl-binding-scan.cjs +184 -0
  118. package/dist/lib/shader-assembly/wgsl-binding-scan.d.ts +19 -0
  119. package/dist/lib/shader-assembly/wgsl-binding-scan.d.ts.map +1 -0
  120. package/dist/lib/shader-assembly/wgsl-binding-scan.js +151 -0
  121. package/dist/lib/shader-assembly/wgsl-binding-scan.js.map +1 -0
  122. package/dist/lib/shader-assembly/wgsl-injection-target-names.cjs +163 -0
  123. package/dist/lib/shader-assembly/wgsl-injection-target-names.d.ts +8 -0
  124. package/dist/lib/shader-assembly/wgsl-injection-target-names.d.ts.map +1 -0
  125. package/dist/lib/shader-assembly/wgsl-injection-target-names.js +145 -0
  126. package/dist/lib/shader-assembly/wgsl-injection-target-names.js.map +1 -0
  127. package/dist/lib/shader-assembly/wgsl-interface-scan.cjs +502 -0
  128. package/dist/lib/shader-assembly/wgsl-interface-scan.d.ts +14 -0
  129. package/dist/lib/shader-assembly/wgsl-interface-scan.d.ts.map +1 -0
  130. package/dist/lib/shader-assembly/wgsl-interface-scan.js +498 -0
  131. package/dist/lib/shader-assembly/wgsl-interface-scan.js.map +1 -0
  132. package/dist/lib/shader-generator/generate-shader.cjs +36 -0
  133. package/dist/lib/shader-generator/generate-shader.d.ts +8 -0
  134. package/dist/lib/shader-generator/generate-shader.d.ts.map +1 -0
  135. package/dist/lib/shader-generator/generate-shader.js +15 -0
  136. package/dist/lib/shader-generator/generate-shader.js.map +1 -0
  137. package/dist/lib/shader-generator/glsl/generate-glsl.cjs +94 -0
  138. package/dist/lib/shader-generator/glsl/generate-glsl.d.ts +7 -0
  139. package/dist/lib/shader-generator/glsl/generate-glsl.d.ts.map +1 -0
  140. package/dist/lib/shader-generator/glsl/generate-glsl.js +79 -0
  141. package/dist/lib/shader-generator/glsl/generate-glsl.js.map +1 -0
  142. package/dist/lib/shader-generator/utils/capitalize.cjs +29 -0
  143. package/dist/lib/shader-generator/utils/capitalize.d.ts +7 -0
  144. package/dist/lib/shader-generator/utils/capitalize.d.ts.map +1 -0
  145. package/dist/lib/shader-generator/utils/capitalize.js +12 -0
  146. package/dist/lib/shader-generator/utils/capitalize.js.map +1 -0
  147. package/dist/lib/shader-generator/wgsl/generate-wgsl.cjs +46 -0
  148. package/dist/lib/shader-generator/wgsl/generate-wgsl.d.ts +7 -0
  149. package/dist/lib/shader-generator/wgsl/generate-wgsl.d.ts.map +1 -0
  150. package/dist/lib/shader-generator/wgsl/generate-wgsl.js +23 -0
  151. package/dist/lib/shader-generator/wgsl/generate-wgsl.js.map +1 -0
  152. package/dist/lib/shader-module/composite-shader-pass.cjs +15 -0
  153. package/dist/lib/shader-module/composite-shader-pass.d.ts +41 -0
  154. package/dist/lib/shader-module/composite-shader-pass.d.ts.map +1 -0
  155. package/dist/lib/shader-module/composite-shader-pass.js +5 -0
  156. package/dist/lib/shader-module/composite-shader-pass.js.map +1 -0
  157. package/dist/lib/shader-module/shader-module-dependencies.cjs +83 -0
  158. package/dist/lib/shader-module/shader-module-dependencies.d.ts +39 -0
  159. package/dist/lib/shader-module/shader-module-dependencies.d.ts.map +1 -0
  160. package/dist/lib/shader-module/shader-module-dependencies.js +103 -0
  161. package/dist/lib/shader-module/shader-module-dependencies.js.map +1 -0
  162. package/dist/lib/shader-module/shader-module-uniform-layout.cjs +224 -0
  163. package/dist/lib/shader-module/shader-module-uniform-layout.d.ts +91 -0
  164. package/dist/lib/shader-module/shader-module-uniform-layout.d.ts.map +1 -0
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  167. package/dist/lib/shader-module/shader-module.cjs +99 -0
  168. package/dist/lib/shader-module/shader-module.d.ts +94 -0
  169. package/dist/lib/shader-module/shader-module.d.ts.map +1 -0
  170. package/dist/lib/shader-module/shader-module.js +101 -0
  171. package/dist/lib/shader-module/shader-module.js.map +1 -0
  172. package/dist/lib/shader-module/shader-pass.cjs +15 -0
  173. package/dist/lib/shader-module/shader-pass.d.ts +48 -0
  174. package/dist/lib/shader-module/shader-pass.d.ts.map +1 -0
  175. package/dist/lib/shader-module/shader-pass.js +5 -0
  176. package/dist/lib/shader-module/shader-pass.js.map +1 -0
  177. package/dist/lib/shader-plugin.cjs +156 -0
  178. package/dist/lib/shader-plugin.d.ts +61 -0
  179. package/dist/lib/shader-plugin.d.ts.map +1 -0
  180. package/dist/lib/shader-plugin.js +147 -0
  181. package/dist/lib/shader-plugin.js.map +1 -0
  182. package/dist/lib/shader-transpiler/shader-transpiler.cjs +15 -0
  183. package/dist/lib/shader-transpiler/shader-transpiler.d.ts +27 -0
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  186. package/dist/lib/shader-transpiler/shader-transpiler.js.map +1 -0
  187. package/dist/lib/shader-transpiler/transpile-glsl-shader.cjs +71 -0
  188. package/dist/lib/shader-transpiler/transpile-glsl-shader.d.ts +9 -0
  189. package/dist/lib/shader-transpiler/transpile-glsl-shader.d.ts.map +1 -0
  190. package/dist/lib/shader-transpiler/transpile-glsl-shader.js +69 -0
  191. package/dist/lib/shader-transpiler/transpile-glsl-shader.js.map +1 -0
  192. package/dist/lib/utils/assert.cjs +34 -0
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  202. package/dist/lib/wgsl-shader-assembler.cjs +99 -0
  203. package/dist/lib/wgsl-shader-assembler.d.ts +34 -0
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@@ -0,0 +1,536 @@
1
+ // luma.gl
2
+ // SPDX-License-Identifier: MIT
3
+ // SPDX-FileCopyrightText: Copyright (c) vis.gl contributors
4
+
5
+ import {SHADOW_GLSL} from './shadow-glsl';
6
+ import type {NumberArray3, NumberArray4, NumberArray16} from '@math.gl/core';
7
+ import type {ShaderModule} from '../../../lib/shader-module/shader-module';
8
+ import type {
9
+ DirectionalShadowLight,
10
+ PointShadowLight,
11
+ ShadowProps,
12
+ SpotShadowLight
13
+ } from './shadow-types';
14
+
15
+ const MAX_CASCADES = 4;
16
+ const MAX_SPOT_LIGHTS = 4;
17
+ const MAX_POINT_LIGHTS = 4;
18
+ const MAX_POINT_MATRICES = 24;
19
+
20
+ type DirectionalShadowUniform = {
21
+ direction: Readonly<NumberArray3>;
22
+ strength: number;
23
+ normalBias: number;
24
+ sourceAngularRadius: number;
25
+ cascadeBlendFraction: number;
26
+ farFadeFraction: number;
27
+ shadowDistance: number;
28
+ };
29
+
30
+ type SpotShadowUniform = {
31
+ position: Readonly<NumberArray3>;
32
+ range: number;
33
+ direction: Readonly<NumberArray3>;
34
+ outerConeCos: number;
35
+ sourceRadius: number;
36
+ normalBias: number;
37
+ strength: number;
38
+ nearPlane: number;
39
+ };
40
+
41
+ type PointShadowUniform = {
42
+ position: Readonly<NumberArray3>;
43
+ range: number;
44
+ sourceRadius: number;
45
+ normalBias: number;
46
+ strength: number;
47
+ nearPlane: number;
48
+ };
49
+
50
+ export type ShadowUniforms = {
51
+ directionalLightCount: number;
52
+ spotLightCount: number;
53
+ pointLightCount: number;
54
+ cascadeCount: number;
55
+ blockerSampleCount: number;
56
+ filterSampleCount: number;
57
+ cascadeSplits: Readonly<NumberArray4>;
58
+ directionalViewProjectionMatrices: readonly Readonly<NumberArray16>[];
59
+ spotViewProjectionMatrices: readonly Readonly<NumberArray16>[];
60
+ pointViewProjectionMatrices: readonly Readonly<NumberArray16>[];
61
+ directionalLights: readonly DirectionalShadowUniform[];
62
+ spotLights: readonly SpotShadowUniform[];
63
+ pointLights: readonly PointShadowUniform[];
64
+ };
65
+
66
+ export type ShadowBindings<TextureT = unknown, SamplerT = unknown> = {
67
+ directionalShadowTexture: TextureT;
68
+ spotShadowTexture: TextureT;
69
+ pointShadowTexture: TextureT;
70
+ shadowComparisonSampler?: SamplerT;
71
+ };
72
+
73
+ const DIRECTIONAL_LIGHT_UNIFORM_TYPE = {
74
+ direction: 'vec3<f32>',
75
+ strength: 'f32',
76
+ normalBias: 'f32',
77
+ sourceAngularRadius: 'f32',
78
+ cascadeBlendFraction: 'f32',
79
+ farFadeFraction: 'f32',
80
+ shadowDistance: 'f32'
81
+ } as const;
82
+
83
+ const SPOT_LIGHT_UNIFORM_TYPE = {
84
+ position: 'vec3<f32>',
85
+ range: 'f32',
86
+ direction: 'vec3<f32>',
87
+ outerConeCos: 'f32',
88
+ sourceRadius: 'f32',
89
+ normalBias: 'f32',
90
+ strength: 'f32',
91
+ nearPlane: 'f32'
92
+ } as const;
93
+
94
+ const POINT_LIGHT_UNIFORM_TYPE = {
95
+ position: 'vec3<f32>',
96
+ range: 'f32',
97
+ sourceRadius: 'f32',
98
+ normalBias: 'f32',
99
+ strength: 'f32',
100
+ nearPlane: 'f32'
101
+ } as const;
102
+
103
+ const SHADOW_WGSL = /* wgsl */ `\
104
+ const SHADOW_PI: f32 = 3.141592653589793;
105
+
106
+ struct DirectionalShadowLightUniform {
107
+ direction: vec3f,
108
+ strength: f32,
109
+ normalBias: f32,
110
+ sourceAngularRadius: f32,
111
+ cascadeBlendFraction: f32,
112
+ farFadeFraction: f32,
113
+ shadowDistance: f32,
114
+ };
115
+
116
+ struct SpotShadowLightUniform {
117
+ position: vec3f,
118
+ range: f32,
119
+ direction: vec3f,
120
+ outerConeCos: f32,
121
+ sourceRadius: f32,
122
+ normalBias: f32,
123
+ strength: f32,
124
+ nearPlane: f32,
125
+ };
126
+
127
+ struct PointShadowLightUniform {
128
+ position: vec3f,
129
+ range: f32,
130
+ sourceRadius: f32,
131
+ normalBias: f32,
132
+ strength: f32,
133
+ nearPlane: f32,
134
+ };
135
+
136
+ struct ShadowUniforms {
137
+ directionalLightCount: i32,
138
+ spotLightCount: i32,
139
+ pointLightCount: i32,
140
+ cascadeCount: i32,
141
+ blockerSampleCount: i32,
142
+ filterSampleCount: i32,
143
+ cascadeSplits: vec4f,
144
+ directionalViewProjectionMatrices: array<mat4x4f, 4>,
145
+ spotViewProjectionMatrices: array<mat4x4f, 4>,
146
+ pointViewProjectionMatrices: array<mat4x4f, 24>,
147
+ directionalLights: array<DirectionalShadowLightUniform, 1>,
148
+ spotLights: array<SpotShadowLightUniform, 4>,
149
+ pointLights: array<PointShadowLightUniform, 4>,
150
+ };
151
+
152
+ @group(2) @binding(auto) var<uniform> shadow: ShadowUniforms;
153
+ @group(2) @binding(auto) var directionalShadowTexture: texture_depth_2d_array;
154
+ @group(2) @binding(auto) var spotShadowTexture: texture_depth_2d_array;
155
+ @group(2) @binding(auto) var pointShadowTexture: texture_depth_cube_array;
156
+ @group(2) @binding(auto) var directionalShadowTextureSampler: sampler;
157
+ @group(2) @binding(auto) var shadowComparisonSampler: sampler_comparison;
158
+
159
+ fn shadow_hash(position: vec3f) -> f32 {
160
+ return fract(sin(dot(position, vec3f(12.9898, 78.233, 37.719))) * 43758.5453);
161
+ }
162
+
163
+ fn shadow_diskSample(index: i32, count: i32, rotation: f32) -> vec2f {
164
+ let fraction = (f32(index) + 0.5) / max(f32(count), 1.0);
165
+ let angle = f32(index) * 2.39996323 + rotation;
166
+ return sqrt(fraction) * vec2f(cos(angle), sin(angle));
167
+ }
168
+
169
+ fn shadow_project(matrix: mat4x4f, worldPosition: vec3f) -> vec3f {
170
+ let clip = matrix * vec4f(worldPosition, 1.0);
171
+ let ndc = clip.xyz / max(abs(clip.w), 0.00001);
172
+ return vec3f(ndc.x * 0.5 + 0.5, 0.5 - ndc.y * 0.5, ndc.z);
173
+ }
174
+
175
+ fn shadow_validProjection(projected: vec3f) -> bool {
176
+ return all(projected.xy >= vec2f(0.0)) && all(projected.xy <= vec2f(1.0)) &&
177
+ projected.z >= 0.0 && projected.z <= 1.0;
178
+ }
179
+
180
+ fn shadow_directionalCascadeIndex(viewDepth: f32) -> i32 {
181
+ var cascadeIndex = 0;
182
+ for (var index: i32 = 0; index < 4; index++) {
183
+ if (index >= shadow.cascadeCount) { break; }
184
+ cascadeIndex = index;
185
+ if (viewDepth <= shadow.cascadeSplits[index]) { break; }
186
+ }
187
+ return cascadeIndex;
188
+ }
189
+
190
+ fn shadow_getDirectionalCascadeIndex(viewDepth: f32) -> i32 {
191
+ if (shadow.directionalLightCount == 0) { return -1; }
192
+ return shadow_directionalCascadeIndex(viewDepth);
193
+ }
194
+
195
+ fn shadow_directionalPCSS(cascadeIndex: i32, worldPosition: vec3f, viewDepth: f32) -> f32 {
196
+ let projected = shadow_project(shadow.directionalViewProjectionMatrices[cascadeIndex], worldPosition);
197
+ if (!shadow_validProjection(projected)) { return 1.0; }
198
+ let dimensions = vec2f(textureDimensions(directionalShadowTexture));
199
+ let texel = 1.0 / dimensions;
200
+ let light = shadow.directionalLights[0];
201
+ let rotation = shadow_hash(worldPosition) * 2.0 * SHADOW_PI;
202
+ let searchRadius = max(texel.x, light.sourceAngularRadius * viewDepth / max(light.shadowDistance, 0.001));
203
+ var blockerDepth = 0.0;
204
+ var blockerCount = 0.0;
205
+ for (var index: i32 = 0; index < 24; index++) {
206
+ if (index >= shadow.blockerSampleCount) { break; }
207
+ let offset = shadow_diskSample(index, shadow.blockerSampleCount, rotation) * searchRadius;
208
+ let sampleDepth = textureSampleLevel(
209
+ directionalShadowTexture,
210
+ directionalShadowTextureSampler,
211
+ clamp(projected.xy + offset, vec2f(0.0), vec2f(1.0)),
212
+ cascadeIndex,
213
+ 0
214
+ );
215
+ if (sampleDepth < projected.z) {
216
+ blockerDepth += sampleDepth;
217
+ blockerCount += 1.0;
218
+ }
219
+ }
220
+ if (blockerCount == 0.0) { return 1.0; }
221
+ let averageBlocker = blockerDepth / blockerCount;
222
+ let penumbra = clamp((projected.z - averageBlocker) / max(abs(averageBlocker), 0.001), 0.0, 1.0);
223
+ let filterRadius = max(texel.x, searchRadius * (1.0 + penumbra * 18.0));
224
+ var visibility = 0.0;
225
+ for (var index: i32 = 0; index < 48; index++) {
226
+ if (index >= shadow.filterSampleCount) { break; }
227
+ let offset = shadow_diskSample(index, shadow.filterSampleCount, rotation) * filterRadius;
228
+ visibility += textureSampleCompareLevel(
229
+ directionalShadowTexture,
230
+ shadowComparisonSampler,
231
+ clamp(projected.xy + offset, vec2f(0.0), vec2f(1.0)),
232
+ cascadeIndex,
233
+ projected.z
234
+ );
235
+ }
236
+ return visibility / max(f32(shadow.filterSampleCount), 1.0);
237
+ }
238
+
239
+ fn shadow_getDirectionalFactor(worldPosition: vec3f, worldNormal: vec3f, viewDepth: f32) -> f32 {
240
+ if (shadow.directionalLightCount == 0 || viewDepth <= 0.0) { return 1.0; }
241
+ let light = shadow.directionalLights[0];
242
+ if (viewDepth >= light.shadowDistance) { return 1.0; }
243
+ let biasedPosition = worldPosition + normalize(worldNormal) * light.normalBias;
244
+ let cascadeIndex = shadow_directionalCascadeIndex(viewDepth);
245
+ var visibility = shadow_directionalPCSS(cascadeIndex, biasedPosition, viewDepth);
246
+ if (cascadeIndex + 1 < shadow.cascadeCount) {
247
+ var cascadeStart = 0.0;
248
+ if (cascadeIndex > 0) { cascadeStart = shadow.cascadeSplits[cascadeIndex - 1]; }
249
+ let cascadeEnd = shadow.cascadeSplits[cascadeIndex];
250
+ let blendWidth = max((cascadeEnd - cascadeStart) * light.cascadeBlendFraction, 0.0001);
251
+ let blend = smoothstep(cascadeEnd - blendWidth, cascadeEnd, viewDepth);
252
+ if (blend > 0.0) {
253
+ visibility = mix(
254
+ visibility,
255
+ shadow_directionalPCSS(cascadeIndex + 1, biasedPosition, viewDepth),
256
+ blend
257
+ );
258
+ }
259
+ }
260
+ let fadeWidth = max(light.shadowDistance * light.farFadeFraction, 0.0001);
261
+ let farFade = smoothstep(light.shadowDistance - fadeWidth, light.shadowDistance, viewDepth);
262
+ visibility = mix(visibility, 1.0, farFade);
263
+ return mix(1.0, visibility, light.strength);
264
+ }
265
+
266
+ fn shadow_spotPCSS(lightIndex: i32, worldPosition: vec3f) -> f32 {
267
+ let projected = shadow_project(shadow.spotViewProjectionMatrices[lightIndex], worldPosition);
268
+ if (!shadow_validProjection(projected)) { return 1.0; }
269
+ let light = shadow.spotLights[lightIndex];
270
+ let dimensions = vec2f(textureDimensions(spotShadowTexture));
271
+ let texel = 1.0 / dimensions;
272
+ let distanceToLight = length(worldPosition - light.position);
273
+ let searchRadius = max(texel.x, light.sourceRadius / max(distanceToLight, 0.001) * 0.5);
274
+ let rotation = shadow_hash(worldPosition) * 2.0 * SHADOW_PI;
275
+ var blockerDepth = 0.0;
276
+ var blockerCount = 0.0;
277
+ for (var index: i32 = 0; index < 24; index++) {
278
+ if (index >= shadow.blockerSampleCount) { break; }
279
+ let offset = shadow_diskSample(index, shadow.blockerSampleCount, rotation) * searchRadius;
280
+ let sampleDepth = textureSampleLevel(
281
+ spotShadowTexture,
282
+ directionalShadowTextureSampler,
283
+ clamp(projected.xy + offset, vec2f(0.0), vec2f(1.0)),
284
+ lightIndex,
285
+ 0
286
+ );
287
+ if (sampleDepth < projected.z) { blockerDepth += sampleDepth; blockerCount += 1.0; }
288
+ }
289
+ if (blockerCount == 0.0) { return 1.0; }
290
+ let averageBlocker = blockerDepth / blockerCount;
291
+ let penumbra = clamp((projected.z - averageBlocker) / max(abs(averageBlocker), 0.001), 0.0, 1.0);
292
+ let filterRadius = max(texel.x, searchRadius * (1.0 + penumbra * 16.0));
293
+ var visibility = 0.0;
294
+ for (var index: i32 = 0; index < 48; index++) {
295
+ if (index >= shadow.filterSampleCount) { break; }
296
+ let offset = shadow_diskSample(index, shadow.filterSampleCount, rotation) * filterRadius;
297
+ visibility += textureSampleCompareLevel(
298
+ spotShadowTexture,
299
+ shadowComparisonSampler,
300
+ clamp(projected.xy + offset, vec2f(0.0), vec2f(1.0)),
301
+ lightIndex,
302
+ projected.z
303
+ );
304
+ }
305
+ return visibility / max(f32(shadow.filterSampleCount), 1.0);
306
+ }
307
+
308
+ fn shadow_getSpotFactor(lightIndex: i32, worldPosition: vec3f, worldNormal: vec3f) -> f32 {
309
+ if (lightIndex < 0 || lightIndex >= shadow.spotLightCount) { return 1.0; }
310
+ let light = shadow.spotLights[lightIndex];
311
+ let fromLight = worldPosition - light.position;
312
+ let distanceToLight = length(fromLight);
313
+ let coneCos = dot(normalize(fromLight), normalize(light.direction));
314
+ if (distanceToLight >= light.range || coneCos < light.outerConeCos) { return 1.0; }
315
+ let biasedPosition = worldPosition + normalize(worldNormal) * light.normalBias;
316
+ return mix(1.0, shadow_spotPCSS(lightIndex, biasedPosition), light.strength);
317
+ }
318
+
319
+ fn shadow_pointReferenceDepth(majorDistance: f32, nearPlane: f32, farPlane: f32) -> f32 {
320
+ // Match the cube-face projection and stored WebGPU depth in [0, 1].
321
+ return farPlane / (farPlane - nearPlane) -
322
+ (farPlane * nearPlane) / ((farPlane - nearPlane) * majorDistance);
323
+ }
324
+
325
+ fn shadow_pointBasis(direction: vec3f) -> mat2x3f {
326
+ let reference = select(vec3f(0.0, 1.0, 0.0), vec3f(0.0, 0.0, 1.0), abs(direction.y) > 0.99);
327
+ let tangent = normalize(cross(direction, reference));
328
+ return mat2x3f(tangent, normalize(cross(direction, tangent)));
329
+ }
330
+
331
+ fn shadow_getPointFactor(lightIndex: i32, worldPosition: vec3f, worldNormal: vec3f) -> f32 {
332
+ if (lightIndex < 0 || lightIndex >= shadow.pointLightCount) { return 1.0; }
333
+ let light = shadow.pointLights[lightIndex];
334
+ let biasedPosition = worldPosition + normalize(worldNormal) * light.normalBias;
335
+ let fromLight = biasedPosition - light.position;
336
+ let distanceToLight = length(fromLight);
337
+ if (distanceToLight >= light.range || distanceToLight <= light.nearPlane) { return 1.0; }
338
+ let direction = normalize(fromLight);
339
+ let majorDistance = max(max(abs(fromLight.x), abs(fromLight.y)), abs(fromLight.z));
340
+ let referenceDepth = shadow_pointReferenceDepth(majorDistance, light.nearPlane, light.range);
341
+ let searchRadius = light.sourceRadius / max(distanceToLight, 0.001);
342
+ let rotation = shadow_hash(worldPosition) * 2.0 * SHADOW_PI;
343
+ let basis = shadow_pointBasis(direction);
344
+ var blockerDepth = 0.0;
345
+ var blockerCount = 0.0;
346
+ for (var index: i32 = 0; index < 24; index++) {
347
+ if (index >= shadow.blockerSampleCount) { break; }
348
+ let disk = shadow_diskSample(index, shadow.blockerSampleCount, rotation) * searchRadius;
349
+ let sampleDirection = normalize(direction + basis[0] * disk.x + basis[1] * disk.y);
350
+ let sampleDepth = textureSampleLevel(
351
+ pointShadowTexture,
352
+ directionalShadowTextureSampler,
353
+ sampleDirection,
354
+ lightIndex,
355
+ 0
356
+ );
357
+ if (sampleDepth < referenceDepth) { blockerDepth += sampleDepth; blockerCount += 1.0; }
358
+ }
359
+ if (blockerCount == 0.0) { return 1.0; }
360
+ let averageBlocker = blockerDepth / blockerCount;
361
+ let penumbra = clamp((referenceDepth - averageBlocker) / max(abs(averageBlocker), 0.001), 0.0, 1.0);
362
+ let filterRadius = searchRadius * (1.0 + penumbra * 12.0);
363
+ var visibility = 0.0;
364
+ for (var index: i32 = 0; index < 48; index++) {
365
+ if (index >= shadow.filterSampleCount) { break; }
366
+ let disk = shadow_diskSample(index, shadow.filterSampleCount, rotation) * filterRadius;
367
+ let sampleDirection = normalize(direction + basis[0] * disk.x + basis[1] * disk.y);
368
+ visibility += textureSampleCompareLevel(
369
+ pointShadowTexture,
370
+ shadowComparisonSampler,
371
+ sampleDirection,
372
+ lightIndex,
373
+ referenceDepth
374
+ );
375
+ }
376
+ visibility /= max(f32(shadow.filterSampleCount), 1.0);
377
+ return mix(1.0, visibility, light.strength);
378
+ }
379
+ `;
380
+
381
+ /** Backend-aware shadow sampling module. Applications explicitly apply factors to direct-light terms. */
382
+ export const shadow = {
383
+ name: 'shadow',
384
+ source: SHADOW_WGSL,
385
+ fs: SHADOW_GLSL,
386
+ props: {} as ShadowProps,
387
+ uniforms: {} as ShadowUniforms,
388
+ bindings: {} as ShadowBindings,
389
+ uniformTypes: {
390
+ directionalLightCount: 'i32',
391
+ spotLightCount: 'i32',
392
+ pointLightCount: 'i32',
393
+ cascadeCount: 'i32',
394
+ blockerSampleCount: 'i32',
395
+ filterSampleCount: 'i32',
396
+ cascadeSplits: 'vec4<f32>',
397
+ directionalViewProjectionMatrices: ['mat4x4<f32>', MAX_CASCADES],
398
+ spotViewProjectionMatrices: ['mat4x4<f32>', MAX_SPOT_LIGHTS],
399
+ pointViewProjectionMatrices: ['mat4x4<f32>', MAX_POINT_MATRICES],
400
+ directionalLights: [DIRECTIONAL_LIGHT_UNIFORM_TYPE, 1],
401
+ spotLights: [SPOT_LIGHT_UNIFORM_TYPE, MAX_SPOT_LIGHTS],
402
+ pointLights: [POINT_LIGHT_UNIFORM_TYPE, MAX_POINT_LIGHTS]
403
+ },
404
+ bindingLayout: [
405
+ {name: 'shadow', group: 2},
406
+ {name: 'directionalShadowTexture', group: 2},
407
+ {name: 'spotShadowTexture', group: 2},
408
+ {name: 'pointShadowTexture', group: 2},
409
+ {name: 'shadowComparisonSampler', group: 2}
410
+ ],
411
+ getUniforms(props: Partial<ShadowProps>): Partial<ShadowUniforms & ShadowBindings> {
412
+ if (
413
+ !props.directionalLights ||
414
+ !props.spotLights ||
415
+ !props.pointLights ||
416
+ !props.cascadeSplits ||
417
+ !props.directionalViewProjectionMatrices ||
418
+ !props.spotViewProjectionMatrices ||
419
+ !props.pointViewProjectionMatrices ||
420
+ !props.directionalShadowTexture ||
421
+ !props.spotShadowTexture ||
422
+ !props.pointShadowTexture ||
423
+ !props.nonFilteringSampler ||
424
+ !props.comparisonSampler
425
+ ) {
426
+ return {};
427
+ }
428
+ return {
429
+ directionalLightCount: props.directionalLights.length,
430
+ spotLightCount: props.spotLights.length,
431
+ pointLightCount: props.pointLights.length,
432
+ cascadeCount: props.cascadeCount,
433
+ blockerSampleCount: props.blockerSampleCount,
434
+ filterSampleCount: props.filterSampleCount,
435
+ cascadeSplits: props.cascadeSplits as Readonly<NumberArray4>,
436
+ directionalViewProjectionMatrices:
437
+ props.directionalViewProjectionMatrices as readonly Readonly<NumberArray16>[],
438
+ spotViewProjectionMatrices:
439
+ props.spotViewProjectionMatrices as readonly Readonly<NumberArray16>[],
440
+ pointViewProjectionMatrices:
441
+ props.pointViewProjectionMatrices as readonly Readonly<NumberArray16>[],
442
+ directionalLights: padDirectionalLights(props.directionalLights),
443
+ spotLights: padSpotLights(props.spotLights),
444
+ pointLights: padPointLights(props.pointLights),
445
+ directionalShadowTexture: props.directionalShadowTexture,
446
+ spotShadowTexture: props.spotShadowTexture,
447
+ pointShadowTexture: props.pointShadowTexture,
448
+ ...(props.directionalShadowTexture.device.type === 'webgpu'
449
+ ? {shadowComparisonSampler: props.comparisonSampler}
450
+ : {})
451
+ };
452
+ }
453
+ } as const satisfies ShaderModule<ShadowProps, ShadowUniforms, ShadowBindings>;
454
+
455
+ function padDirectionalLights(
456
+ lights: readonly DirectionalShadowLight[]
457
+ ): DirectionalShadowUniform[] {
458
+ const light = lights[0];
459
+ return [
460
+ light
461
+ ? {
462
+ direction: light.direction,
463
+ strength: light.strength ?? 1,
464
+ normalBias: light.normalBias ?? 0.04,
465
+ sourceAngularRadius: light.sourceAngularRadius ?? 0.00465,
466
+ cascadeBlendFraction: light.cascadeBlendFraction ?? 0.1,
467
+ farFadeFraction: light.farFadeFraction ?? 0.1,
468
+ shadowDistance: light.shadowDistance ?? 1
469
+ }
470
+ : {
471
+ direction: [0, 1, 0],
472
+ strength: 0,
473
+ normalBias: 0,
474
+ sourceAngularRadius: 0,
475
+ cascadeBlendFraction: 0,
476
+ farFadeFraction: 0,
477
+ shadowDistance: 1
478
+ }
479
+ ];
480
+ }
481
+
482
+ function padSpotLights(lights: readonly SpotShadowLight[]): SpotShadowUniform[] {
483
+ return padArray(
484
+ lights.map(light => ({
485
+ position: light.position,
486
+ range: light.range,
487
+ direction: light.direction,
488
+ outerConeCos: Math.cos(light.outerConeAngle),
489
+ sourceRadius: light.sourceRadius ?? 0.2,
490
+ normalBias: light.normalBias ?? 0.025,
491
+ strength: light.strength ?? 1,
492
+ nearPlane: light.nearPlane ?? 0.1
493
+ })),
494
+ MAX_SPOT_LIGHTS,
495
+ {
496
+ position: [0, 0, 0],
497
+ range: 1,
498
+ direction: [0, -1, 0],
499
+ outerConeCos: 1,
500
+ sourceRadius: 0,
501
+ normalBias: 0,
502
+ strength: 0,
503
+ nearPlane: 0.1
504
+ }
505
+ );
506
+ }
507
+
508
+ function padPointLights(lights: readonly PointShadowLight[]): PointShadowUniform[] {
509
+ return padArray(
510
+ lights.map(light => ({
511
+ position: light.position,
512
+ range: light.range,
513
+ sourceRadius: light.sourceRadius ?? 0.2,
514
+ normalBias: light.normalBias ?? 0.025,
515
+ strength: light.strength ?? 1,
516
+ nearPlane: light.nearPlane ?? 0.1
517
+ })),
518
+ MAX_POINT_LIGHTS,
519
+ {
520
+ position: [0, 0, 0],
521
+ range: 1,
522
+ sourceRadius: 0,
523
+ normalBias: 0,
524
+ strength: 0,
525
+ nearPlane: 0.1
526
+ }
527
+ );
528
+ }
529
+
530
+ function padArray<T>(values: readonly T[], length: number, fallback: T): T[] {
531
+ const result = values.slice(0, length);
532
+ while (result.length < length) {
533
+ result.push(fallback);
534
+ }
535
+ return result;
536
+ }
@@ -0,0 +1,28 @@
1
+ # surfaceWeather
2
+
3
+ GLSL/WGSL material helpers for wet surfaces, world-anchored puddle patches and upward-facing
4
+ snow coverage. State, time, shelter masks and accumulation rates are application-owned.
5
+ The same helpers work with Lambert, Phong or PBR material adapters without a new render pass.
6
+
7
+ * `surfaceWeather_getAlbedo(albedo, position, normal, exposure)` darkens wet material and
8
+ blends snow color according to coverage, patch noise and upward slope.
9
+ * `surfaceWeather_getRoughness(roughness, position, normal, exposure)` lowers wet roughness
10
+ and raises snow roughness. Feed this into PBR or a scene-buffer roughness attachment.
11
+ * `surfaceWeather_getReflection(position, normal, camera, lightDirection, lightColor, exposure)`
12
+ supplies approximate dielectric highlights and uniform sky tint for simple material adapters.
13
+ It is not scene reflection, SSR, a planar reflection or a simulated fluid surface.
14
+ * `surfaceWeather_getSnow`, `surfaceWeather_getWetness` and `surfaceWeather_getPuddle` expose
15
+ the individual coverage terms for custom materials.
16
+
17
+ Positions and `scale` use metres, normals use an east/north/up frame, and `lightDirection`
18
+ points toward the light. `exposure` is a 0–1 mask: water and fully sheltered surfaces use zero.
19
+ Wetness, snow and puddles range from 0 to 1. Noise is static in world space and reuses the
20
+ same valueNoise dependency as clouds and height fog. Incremental uniforms preserve state.
21
+
22
+ `integrateSurfaceWeather(state, rates, elapsedSeconds)` returns bounded wetness/snow with
23
+ exact constant-rate integration, independent of frame rate. Incoming rainfall/snowfall fills
24
+ remaining capacity; evaporation/snowmelt removes existing coverage. Rates are inverse seconds.
25
+ Zero elapsed time preserves state exactly. The caller decides whether to advance, pause or
26
+ reset state; accumulated cover can remain after precipitation stops. There is no GPU state
27
+ texture, particle deposition, snow depth/displacement, temperature model or automatic shelter
28
+ calculation. Riverfront Weather demonstrates scalar accumulation and excludes water explicitly.