@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.
- package/LICENSE +38 -0
- package/README.md +25 -2
- package/dist/dist.dev.js +21598 -0
- package/dist/dist.min.js +13439 -0
- package/dist/glsl.cjs +33 -0
- package/dist/glsl.cjs.map +6 -0
- package/dist/glsl.d.ts +6 -0
- package/dist/glsl.d.ts.map +1 -0
- package/dist/glsl.js +7 -0
- package/dist/glsl.js.map +1 -0
- package/dist/index.cjs +278 -0
- package/dist/index.cjs.map +6 -0
- package/dist/index.d.ts +108 -0
- package/dist/index.d.ts.map +1 -0
- package/dist/index.js +74 -0
- package/dist/index.js.map +1 -0
- package/dist/lib/color/normalize-byte-colors.cjs +50 -0
- package/dist/lib/color/normalize-byte-colors.d.ts +23 -0
- package/dist/lib/color/normalize-byte-colors.d.ts.map +1 -0
- package/dist/lib/color/normalize-byte-colors.js +42 -0
- package/dist/lib/color/normalize-byte-colors.js.map +1 -0
- package/dist/lib/filters/prop-types.cjs +90 -0
- package/dist/lib/filters/prop-types.d.ts +44 -0
- package/dist/lib/filters/prop-types.d.ts.map +1 -0
- package/dist/lib/filters/prop-types.js +96 -0
- package/dist/lib/filters/prop-types.js.map +1 -0
- package/dist/lib/glsl-shader-assembler.cjs +50 -0
- package/dist/lib/glsl-shader-assembler.d.ts +19 -0
- package/dist/lib/glsl-shader-assembler.d.ts.map +1 -0
- package/dist/lib/glsl-shader-assembler.js +29 -0
- package/dist/lib/glsl-shader-assembler.js.map +1 -0
- package/dist/lib/glsl-utils/get-shader-info.cjs +52 -0
- package/dist/lib/glsl-utils/get-shader-info.d.ts +9 -0
- package/dist/lib/glsl-utils/get-shader-info.d.ts.map +1 -0
- package/dist/lib/glsl-utils/get-shader-info.js +33 -0
- package/dist/lib/glsl-utils/get-shader-info.js.map +1 -0
- package/dist/lib/glsl-utils/shader-utils.cjs +126 -0
- package/dist/lib/glsl-utils/shader-utils.d.ts +23 -0
- package/dist/lib/glsl-utils/shader-utils.d.ts.map +1 -0
- package/dist/lib/glsl-utils/shader-utils.js +92 -0
- package/dist/lib/glsl-utils/shader-utils.js.map +1 -0
- package/dist/lib/preprocessor/preprocessor.cjs +128 -0
- package/dist/lib/preprocessor/preprocessor.d.ts +15 -0
- package/dist/lib/preprocessor/preprocessor.d.ts.map +1 -0
- package/dist/lib/preprocessor/preprocessor.js +120 -0
- package/dist/lib/preprocessor/preprocessor.js.map +1 -0
- package/dist/lib/shader-assembler-base.cjs +132 -0
- package/dist/lib/shader-assembler-base.d.ts +51 -0
- package/dist/lib/shader-assembler-base.d.ts.map +1 -0
- package/dist/lib/shader-assembler-base.js +127 -0
- package/dist/lib/shader-assembler-base.js.map +1 -0
- package/dist/lib/shader-assembler.cjs +33 -0
- package/dist/lib/shader-assembler.d.ts +4 -0
- package/dist/lib/shader-assembler.d.ts.map +1 -0
- package/dist/lib/shader-assembler.js +7 -0
- package/dist/lib/shader-assembler.js.map +1 -0
- package/dist/lib/shader-assembly/assemble-glsl-shaders.cjs +181 -0
- package/dist/lib/shader-assembly/assemble-glsl-shaders.d.ts +70 -0
- package/dist/lib/shader-assembly/assemble-glsl-shaders.d.ts.map +1 -0
- package/dist/lib/shader-assembly/assemble-glsl-shaders.js +208 -0
- package/dist/lib/shader-assembly/assemble-glsl-shaders.js.map +1 -0
- package/dist/lib/shader-assembly/assemble-shaders.cjs +42 -0
- package/dist/lib/shader-assembly/assemble-shaders.d.ts +10 -0
- package/dist/lib/shader-assembly/assemble-shaders.d.ts.map +1 -0
- package/dist/lib/shader-assembly/assemble-shaders.js +10 -0
- package/dist/lib/shader-assembly/assemble-shaders.js.map +1 -0
- package/dist/lib/shader-assembly/assemble-wgsl-shaders.cjs +498 -0
- package/dist/lib/shader-assembly/assemble-wgsl-shaders.d.ts +70 -0
- package/dist/lib/shader-assembly/assemble-wgsl-shaders.d.ts.map +1 -0
- package/dist/lib/shader-assembly/assemble-wgsl-shaders.js +480 -0
- package/dist/lib/shader-assembly/assemble-wgsl-shaders.js.map +1 -0
- package/dist/lib/shader-assembly/platform-defines.cjs +79 -0
- package/dist/lib/shader-assembly/platform-defines.d.ts +4 -0
- package/dist/lib/shader-assembly/platform-defines.d.ts.map +1 -0
- package/dist/lib/shader-assembly/platform-defines.js +52 -0
- package/dist/lib/shader-assembly/platform-defines.js.map +1 -0
- package/dist/lib/shader-assembly/platform-info.cjs +15 -0
- package/dist/lib/shader-assembly/platform-info.d.ts +20 -0
- package/dist/lib/shader-assembly/platform-info.d.ts.map +1 -0
- package/dist/lib/shader-assembly/platform-info.js +5 -0
- package/dist/lib/shader-assembly/platform-info.js.map +1 -0
- package/dist/lib/shader-assembly/shader-assembly-shared.cjs +96 -0
- package/dist/lib/shader-assembly/shader-assembly-shared.d.ts +16 -0
- package/dist/lib/shader-assembly/shader-assembly-shared.d.ts.map +1 -0
- package/dist/lib/shader-assembly/shader-assembly-shared.js +79 -0
- package/dist/lib/shader-assembly/shader-assembly-shared.js.map +1 -0
- package/dist/lib/shader-assembly/shader-assembly-types.cjs +15 -0
- package/dist/lib/shader-assembly/shader-assembly-types.d.ts +132 -0
- package/dist/lib/shader-assembly/shader-assembly-types.d.ts.map +1 -0
- package/dist/lib/shader-assembly/shader-assembly-types.js +5 -0
- package/dist/lib/shader-assembly/shader-assembly-types.js.map +1 -0
- package/dist/lib/shader-assembly/shader-injection-targets.cjs +103 -0
- package/dist/lib/shader-assembly/shader-injection-targets.d.ts +46 -0
- package/dist/lib/shader-assembly/shader-injection-targets.d.ts.map +1 -0
- package/dist/lib/shader-assembly/shader-injection-targets.js +83 -0
- package/dist/lib/shader-assembly/shader-injection-targets.js.map +1 -0
- package/dist/lib/shader-assembly/shader-injections.cjs +204 -0
- package/dist/lib/shader-assembly/shader-injections.d.ts +49 -0
- package/dist/lib/shader-assembly/shader-injections.d.ts.map +1 -0
- package/dist/lib/shader-assembly/shader-injections.js +207 -0
- package/dist/lib/shader-assembly/shader-injections.js.map +1 -0
- package/dist/lib/shader-assembly/shader-plugin-varyings.cjs +434 -0
- package/dist/lib/shader-assembly/shader-plugin-varyings.d.ts +15 -0
- package/dist/lib/shader-assembly/shader-plugin-varyings.d.ts.map +1 -0
- package/dist/lib/shader-assembly/shader-plugin-varyings.js +438 -0
- package/dist/lib/shader-assembly/shader-plugin-varyings.js.map +1 -0
- package/dist/lib/shader-assembly/shader-plugin-vertex-inputs.cjs +254 -0
- package/dist/lib/shader-assembly/shader-plugin-vertex-inputs.d.ts +12 -0
- package/dist/lib/shader-assembly/shader-plugin-vertex-inputs.d.ts.map +1 -0
- package/dist/lib/shader-assembly/shader-plugin-vertex-inputs.js +237 -0
- package/dist/lib/shader-assembly/shader-plugin-vertex-inputs.js.map +1 -0
- package/dist/lib/shader-assembly/wgsl-binding-debug.cjs +166 -0
- package/dist/lib/shader-assembly/wgsl-binding-debug.d.ts +37 -0
- package/dist/lib/shader-assembly/wgsl-binding-debug.d.ts.map +1 -0
- package/dist/lib/shader-assembly/wgsl-binding-debug.js +144 -0
- package/dist/lib/shader-assembly/wgsl-binding-debug.js.map +1 -0
- package/dist/lib/shader-assembly/wgsl-binding-scan.cjs +184 -0
- package/dist/lib/shader-assembly/wgsl-binding-scan.d.ts +19 -0
- package/dist/lib/shader-assembly/wgsl-binding-scan.d.ts.map +1 -0
- package/dist/lib/shader-assembly/wgsl-binding-scan.js +151 -0
- package/dist/lib/shader-assembly/wgsl-binding-scan.js.map +1 -0
- package/dist/lib/shader-assembly/wgsl-injection-target-names.cjs +163 -0
- package/dist/lib/shader-assembly/wgsl-injection-target-names.d.ts +8 -0
- package/dist/lib/shader-assembly/wgsl-injection-target-names.d.ts.map +1 -0
- package/dist/lib/shader-assembly/wgsl-injection-target-names.js +145 -0
- package/dist/lib/shader-assembly/wgsl-injection-target-names.js.map +1 -0
- package/dist/lib/shader-assembly/wgsl-interface-scan.cjs +502 -0
- package/dist/lib/shader-assembly/wgsl-interface-scan.d.ts +14 -0
- package/dist/lib/shader-assembly/wgsl-interface-scan.d.ts.map +1 -0
- package/dist/lib/shader-assembly/wgsl-interface-scan.js +498 -0
- package/dist/lib/shader-assembly/wgsl-interface-scan.js.map +1 -0
- package/dist/lib/shader-generator/generate-shader.cjs +36 -0
- package/dist/lib/shader-generator/generate-shader.d.ts +8 -0
- package/dist/lib/shader-generator/generate-shader.d.ts.map +1 -0
- package/dist/lib/shader-generator/generate-shader.js +15 -0
- package/dist/lib/shader-generator/generate-shader.js.map +1 -0
- package/dist/lib/shader-generator/glsl/generate-glsl.cjs +94 -0
- package/dist/lib/shader-generator/glsl/generate-glsl.d.ts +7 -0
- package/dist/lib/shader-generator/glsl/generate-glsl.d.ts.map +1 -0
- package/dist/lib/shader-generator/glsl/generate-glsl.js +79 -0
- package/dist/lib/shader-generator/glsl/generate-glsl.js.map +1 -0
- package/dist/lib/shader-generator/utils/capitalize.cjs +29 -0
- package/dist/lib/shader-generator/utils/capitalize.d.ts +7 -0
- package/dist/lib/shader-generator/utils/capitalize.d.ts.map +1 -0
- package/dist/lib/shader-generator/utils/capitalize.js +12 -0
- package/dist/lib/shader-generator/utils/capitalize.js.map +1 -0
- package/dist/lib/shader-generator/wgsl/generate-wgsl.cjs +46 -0
- package/dist/lib/shader-generator/wgsl/generate-wgsl.d.ts +7 -0
- package/dist/lib/shader-generator/wgsl/generate-wgsl.d.ts.map +1 -0
- package/dist/lib/shader-generator/wgsl/generate-wgsl.js +23 -0
- package/dist/lib/shader-generator/wgsl/generate-wgsl.js.map +1 -0
- package/dist/lib/shader-module/composite-shader-pass.cjs +15 -0
- package/dist/lib/shader-module/composite-shader-pass.d.ts +41 -0
- package/dist/lib/shader-module/composite-shader-pass.d.ts.map +1 -0
- package/dist/lib/shader-module/composite-shader-pass.js +5 -0
- package/dist/lib/shader-module/composite-shader-pass.js.map +1 -0
- package/dist/lib/shader-module/shader-module-dependencies.cjs +83 -0
- package/dist/lib/shader-module/shader-module-dependencies.d.ts +39 -0
- package/dist/lib/shader-module/shader-module-dependencies.d.ts.map +1 -0
- package/dist/lib/shader-module/shader-module-dependencies.js +103 -0
- package/dist/lib/shader-module/shader-module-dependencies.js.map +1 -0
- package/dist/lib/shader-module/shader-module-uniform-layout.cjs +224 -0
- package/dist/lib/shader-module/shader-module-uniform-layout.d.ts +91 -0
- package/dist/lib/shader-module/shader-module-uniform-layout.d.ts.map +1 -0
- package/dist/lib/shader-module/shader-module-uniform-layout.js +253 -0
- package/dist/lib/shader-module/shader-module-uniform-layout.js.map +1 -0
- package/dist/lib/shader-module/shader-module.cjs +99 -0
- package/dist/lib/shader-module/shader-module.d.ts +94 -0
- package/dist/lib/shader-module/shader-module.d.ts.map +1 -0
- package/dist/lib/shader-module/shader-module.js +101 -0
- package/dist/lib/shader-module/shader-module.js.map +1 -0
- package/dist/lib/shader-module/shader-pass.cjs +15 -0
- package/dist/lib/shader-module/shader-pass.d.ts +48 -0
- package/dist/lib/shader-module/shader-pass.d.ts.map +1 -0
- package/dist/lib/shader-module/shader-pass.js +5 -0
- package/dist/lib/shader-module/shader-pass.js.map +1 -0
- package/dist/lib/shader-plugin.cjs +156 -0
- package/dist/lib/shader-plugin.d.ts +61 -0
- package/dist/lib/shader-plugin.d.ts.map +1 -0
- package/dist/lib/shader-plugin.js +147 -0
- package/dist/lib/shader-plugin.js.map +1 -0
- package/dist/lib/shader-transpiler/shader-transpiler.cjs +15 -0
- package/dist/lib/shader-transpiler/shader-transpiler.d.ts +27 -0
- package/dist/lib/shader-transpiler/shader-transpiler.d.ts.map +1 -0
- package/dist/lib/shader-transpiler/shader-transpiler.js +5 -0
- package/dist/lib/shader-transpiler/shader-transpiler.js.map +1 -0
- package/dist/lib/shader-transpiler/transpile-glsl-shader.cjs +71 -0
- package/dist/lib/shader-transpiler/transpile-glsl-shader.d.ts +9 -0
- package/dist/lib/shader-transpiler/transpile-glsl-shader.d.ts.map +1 -0
- package/dist/lib/shader-transpiler/transpile-glsl-shader.js +69 -0
- package/dist/lib/shader-transpiler/transpile-glsl-shader.js.map +1 -0
- package/dist/lib/utils/assert.cjs +34 -0
- package/dist/lib/utils/assert.d.ts +2 -0
- package/dist/lib/utils/assert.d.ts.map +1 -0
- package/dist/lib/utils/assert.js +13 -0
- package/dist/lib/utils/assert.js.map +1 -0
- package/dist/lib/utils/uniform-types.cjs +15 -0
- package/dist/lib/utils/uniform-types.d.ts +18 -0
- package/dist/lib/utils/uniform-types.d.ts.map +1 -0
- package/dist/lib/utils/uniform-types.js +5 -0
- package/dist/lib/utils/uniform-types.js.map +1 -0
- package/dist/lib/wgsl-shader-assembler.cjs +99 -0
- package/dist/lib/wgsl-shader-assembler.d.ts +34 -0
- package/dist/lib/wgsl-shader-assembler.d.ts.map +1 -0
- package/dist/lib/wgsl-shader-assembler.js +84 -0
- package/dist/lib/wgsl-shader-assembler.js.map +1 -0
- package/dist/module-injectors.cjs +59 -0
- package/dist/module-injectors.d.ts +3 -0
- package/dist/module-injectors.d.ts.map +1 -0
- package/dist/module-injectors.js +31 -0
- package/dist/module-injectors.js.map +1 -0
- package/dist/modules/color/float-colors.cjs +275 -0
- package/dist/modules/color/float-colors.d.ts +132 -0
- package/dist/modules/color/float-colors.d.ts.map +1 -0
- package/dist/modules/color/float-colors.js +248 -0
- package/dist/modules/color/float-colors.js.map +1 -0
- package/dist/modules/engine/clip/clip.cjs +142 -0
- package/dist/modules/engine/clip/clip.d.ts +12 -0
- package/dist/modules/engine/clip/clip.d.ts.map +1 -0
- package/dist/modules/engine/clip/clip.js +119 -0
- package/dist/modules/engine/clip/clip.js.map +1 -0
- package/dist/modules/engine/filter/filter.cjs +103 -0
- package/dist/modules/engine/filter/filter.d.ts +12 -0
- package/dist/modules/engine/filter/filter.d.ts.map +1 -0
- package/dist/modules/engine/filter/filter.js +80 -0
- package/dist/modules/engine/filter/filter.js.map +1 -0
- package/dist/modules/engine/geometry/geometry.cjs +63 -0
- package/dist/modules/engine/geometry/geometry.d.ts +9 -0
- package/dist/modules/engine/geometry/geometry.d.ts.map +1 -0
- package/dist/modules/engine/geometry/geometry.js +42 -0
- package/dist/modules/engine/geometry/geometry.js.map +1 -0
- package/dist/modules/engine/gpu-animation/gpu-animation.cjs +255 -0
- package/dist/modules/engine/gpu-animation/gpu-animation.d.ts +34 -0
- package/dist/modules/engine/gpu-animation/gpu-animation.d.ts.map +1 -0
- package/dist/modules/engine/gpu-animation/gpu-animation.js +228 -0
- package/dist/modules/engine/gpu-animation/gpu-animation.js.map +1 -0
- package/dist/modules/engine/picking/picking.cjs +210 -0
- package/dist/modules/engine/picking/picking.d.ts +77 -0
- package/dist/modules/engine/picking/picking.d.ts.map +1 -0
- package/dist/modules/engine/picking/picking.js +198 -0
- package/dist/modules/engine/picking/picking.js.map +1 -0
- package/dist/modules/engine/project/project.cjs +138 -0
- package/dist/modules/engine/project/project.d.ts +39 -0
- package/dist/modules/engine/project/project.d.ts.map +1 -0
- package/dist/modules/engine/project/project.js +129 -0
- package/dist/modules/engine/project/project.js.map +1 -0
- package/dist/modules/engine/skin/skin.cjs +212 -0
- package/dist/modules/engine/skin/skin.d.ts +52 -0
- package/dist/modules/engine/skin/skin.d.ts.map +1 -0
- package/dist/modules/engine/skin/skin.js +179 -0
- package/dist/modules/engine/skin/skin.js.map +1 -0
- package/dist/modules/engine/transform/transform.cjs +72 -0
- package/dist/modules/engine/transform/transform.d.ts +6 -0
- package/dist/modules/engine/transform/transform.d.ts.map +1 -0
- package/dist/modules/engine/transform/transform.js +49 -0
- package/dist/modules/engine/transform/transform.js.map +1 -0
- package/dist/modules/geometry/path-dash/path-dash.cjs +93 -0
- package/dist/modules/geometry/path-dash/path-dash.d.ts +10 -0
- package/dist/modules/geometry/path-dash/path-dash.d.ts.map +1 -0
- package/dist/modules/geometry/path-dash/path-dash.js +66 -0
- package/dist/modules/geometry/path-dash/path-dash.js.map +1 -0
- package/dist/modules/geometry/pattern-fill/pattern-fill-shaders.cjs +117 -0
- package/dist/modules/geometry/pattern-fill/pattern-fill-shaders.d.ts +3 -0
- package/dist/modules/geometry/pattern-fill/pattern-fill-shaders.d.ts.map +1 -0
- package/dist/modules/geometry/pattern-fill/pattern-fill-shaders.js +87 -0
- package/dist/modules/geometry/pattern-fill/pattern-fill-shaders.js.map +1 -0
- package/dist/modules/geometry/pattern-fill/pattern-fill.cjs +64 -0
- package/dist/modules/geometry/pattern-fill/pattern-fill.d.ts +14 -0
- package/dist/modules/geometry/pattern-fill/pattern-fill.d.ts.map +1 -0
- package/dist/modules/geometry/pattern-fill/pattern-fill.js +43 -0
- package/dist/modules/geometry/pattern-fill/pattern-fill.js.map +1 -0
- package/dist/modules/geometry/point-glow/point-glow.cjs +104 -0
- package/dist/modules/geometry/point-glow/point-glow.d.ts +11 -0
- package/dist/modules/geometry/point-glow/point-glow.d.ts.map +1 -0
- package/dist/modules/geometry/point-glow/point-glow.js +77 -0
- package/dist/modules/geometry/point-glow/point-glow.js.map +1 -0
- package/dist/modules/geometry/precipitation/precipitation.cjs +122 -0
- package/dist/modules/geometry/precipitation/precipitation.d.ts +40 -0
- package/dist/modules/geometry/precipitation/precipitation.d.ts.map +1 -0
- package/dist/modules/geometry/precipitation/precipitation.js +95 -0
- package/dist/modules/geometry/precipitation/precipitation.js.map +1 -0
- package/dist/modules/geometry/sketch-stroke/sketch-stroke.cjs +158 -0
- package/dist/modules/geometry/sketch-stroke/sketch-stroke.d.ts +60 -0
- package/dist/modules/geometry/sketch-stroke/sketch-stroke.d.ts.map +1 -0
- package/dist/modules/geometry/sketch-stroke/sketch-stroke.js +137 -0
- package/dist/modules/geometry/sketch-stroke/sketch-stroke.js.map +1 -0
- package/dist/modules/geospatial/dggs/dggs-wgsl.cjs +2304 -0
- package/dist/modules/geospatial/dggs/dggs-wgsl.d.ts +3 -0
- package/dist/modules/geospatial/dggs/dggs-wgsl.d.ts.map +1 -0
- package/dist/modules/geospatial/dggs/dggs-wgsl.js +2283 -0
- package/dist/modules/geospatial/dggs/dggs-wgsl.js.map +1 -0
- package/dist/modules/geospatial/dggs/dggs.cjs +31 -0
- package/dist/modules/geospatial/dggs/dggs.d.ts +6 -0
- package/dist/modules/geospatial/dggs/dggs.d.ts.map +1 -0
- package/dist/modules/geospatial/dggs/dggs.js +10 -0
- package/dist/modules/geospatial/dggs/dggs.js.map +1 -0
- package/dist/modules/lighting/area-lighting/area-light-types.cjs +68 -0
- package/dist/modules/lighting/area-lighting/area-light-types.d.ts +34 -0
- package/dist/modules/lighting/area-lighting/area-light-types.d.ts.map +1 -0
- package/dist/modules/lighting/area-lighting/area-light-types.js +40 -0
- package/dist/modules/lighting/area-lighting/area-light-types.js.map +1 -0
- package/dist/modules/lighting/area-lighting/area-lighting-shaders.cjs +101 -0
- package/dist/modules/lighting/area-lighting/area-lighting-shaders.d.ts +3 -0
- package/dist/modules/lighting/area-lighting/area-lighting-shaders.d.ts.map +1 -0
- package/dist/modules/lighting/area-lighting/area-lighting-shaders.js +71 -0
- package/dist/modules/lighting/area-lighting/area-lighting-shaders.js.map +1 -0
- package/dist/modules/lighting/area-lighting/area-lighting.cjs +62 -0
- package/dist/modules/lighting/area-lighting/area-lighting.d.ts +89 -0
- package/dist/modules/lighting/area-lighting/area-lighting.d.ts.map +1 -0
- package/dist/modules/lighting/area-lighting/area-lighting.js +41 -0
- package/dist/modules/lighting/area-lighting/area-lighting.js.map +1 -0
- package/dist/modules/lighting/area-lighting/ltc-shaders.cjs +192 -0
- package/dist/modules/lighting/area-lighting/ltc-shaders.d.ts +3 -0
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- package/dist/types/shader-layout.js.map +1 -0
- package/dist/types/shader-type-decoder.cjs +240 -0
- package/dist/types/shader-type-decoder.d.ts +41 -0
- package/dist/types/shader-type-decoder.d.ts.map +1 -0
- package/dist/types/shader-type-decoder.js +210 -0
- package/dist/types/shader-type-decoder.js.map +1 -0
- package/dist/types/shader-types.cjs +15 -0
- package/dist/types/shader-types.d.ts +101 -0
- package/dist/types/shader-types.d.ts.map +1 -0
- package/dist/types/shader-types.js +30 -0
- package/dist/types/shader-types.js.map +1 -0
- package/dist/types/texture-formats.cjs +15 -0
- package/dist/types/texture-formats.d.ts +24 -0
- package/dist/types/texture-formats.d.ts.map +1 -0
- package/dist/types/texture-formats.js +5 -0
- package/dist/types/texture-formats.js.map +1 -0
- package/dist/types.cjs +53 -0
- package/dist/types.cjs.map +6 -0
- package/dist/types.d.ts +14 -0
- package/dist/types.d.ts.map +1 -0
- package/dist/types.js +7 -0
- package/dist/types.js.map +1 -0
- package/dist/wgsl.cjs +55 -0
- package/dist/wgsl.cjs.map +6 -0
- package/dist/wgsl.d.ts +8 -0
- package/dist/wgsl.d.ts.map +1 -0
- package/dist/wgsl.js +9 -0
- package/dist/wgsl.js.map +1 -0
- package/package.json +65 -4
- package/src/glsl.ts +13 -0
- package/src/index.ts +307 -0
- package/src/lib/color/normalize-byte-colors.ts +57 -0
- package/src/lib/filters/prop-types.ts +150 -0
- package/src/lib/glsl-shader-assembler.ts +39 -0
- package/src/lib/glsl-utils/get-shader-info.ts +42 -0
- package/src/lib/glsl-utils/shader-utils.ts +110 -0
- package/src/lib/preprocessor/preprocessor.ts +157 -0
- package/src/lib/shader-assembler-base.ts +169 -0
- package/src/lib/shader-assembler.ts +7 -0
- package/src/lib/shader-assembly/assemble-glsl-shaders.ts +305 -0
- package/src/lib/shader-assembly/assemble-shaders.ts +13 -0
- package/src/lib/shader-assembly/assemble-wgsl-shaders.ts +830 -0
- package/src/lib/shader-assembly/platform-defines.ts +58 -0
- package/src/lib/shader-assembly/platform-info.ts +23 -0
- package/src/lib/shader-assembly/shader-assembly-shared.ts +95 -0
- package/src/lib/shader-assembly/shader-assembly-types.ts +146 -0
- package/src/lib/shader-assembly/shader-injection-targets.ts +148 -0
- package/src/lib/shader-assembly/shader-injections.ts +298 -0
- package/src/lib/shader-assembly/shader-plugin-varyings.ts +555 -0
- package/src/lib/shader-assembly/shader-plugin-vertex-inputs.ts +279 -0
- package/src/lib/shader-assembly/wgsl-binding-debug.ts +227 -0
- package/src/lib/shader-assembly/wgsl-binding-scan.ts +228 -0
- package/src/lib/shader-assembly/wgsl-injection-target-names.ts +180 -0
- package/src/lib/shader-assembly/wgsl-interface-scan.ts +676 -0
- package/src/lib/shader-generator/generate-shader.ts +27 -0
- package/src/lib/shader-generator/glsl/generate-glsl.ts +101 -0
- package/src/lib/shader-generator/utils/capitalize.ts +12 -0
- package/src/lib/shader-generator/wgsl/generate-wgsl.ts +40 -0
- package/src/lib/shader-module/composite-shader-pass.ts +47 -0
- package/src/lib/shader-module/shader-module-dependencies.ts +128 -0
- package/src/lib/shader-module/shader-module-uniform-layout.ts +420 -0
- package/src/lib/shader-module/shader-module.ts +237 -0
- package/src/lib/shader-module/shader-pass.ts +69 -0
- package/src/lib/shader-plugin.ts +236 -0
- package/src/lib/shader-transpiler/shader-transpiler.ts +34 -0
- package/src/lib/shader-transpiler/transpile-glsl-shader.ts +78 -0
- package/src/lib/utils/assert.ts +13 -0
- package/src/lib/utils/uniform-types.ts +89 -0
- package/src/lib/wgsl-shader-assembler.ts +122 -0
- package/src/module-injectors.ts +32 -0
- package/src/modules/color/float-colors.ts +334 -0
- package/src/modules/engine/clip/clip.ts +139 -0
- package/src/modules/engine/filter/filter.ts +99 -0
- package/src/modules/engine/geometry/geometry.ts +45 -0
- package/src/modules/engine/gpu-animation/gpu-animation.ts +244 -0
- package/src/modules/engine/picking/README.md +88 -0
- package/src/modules/engine/picking/picking.ts +252 -0
- package/src/modules/engine/project/project.ts +166 -0
- package/src/modules/engine/skin/skin.ts +233 -0
- package/src/modules/engine/transform/transform.ts +50 -0
- package/src/modules/geometry/path-dash/path-dash.ts +68 -0
- package/src/modules/geometry/pattern-fill/pattern-fill-shaders.ts +88 -0
- package/src/modules/geometry/pattern-fill/pattern-fill.ts +54 -0
- package/src/modules/geometry/point-glow/point-glow.ts +87 -0
- package/src/modules/geometry/precipitation/README.md +19 -0
- package/src/modules/geometry/precipitation/precipitation.ts +108 -0
- package/src/modules/geometry/sketch-stroke/sketch-stroke.ts +160 -0
- package/src/modules/geospatial/dggs/dggs-wgsl.ts +2284 -0
- package/src/modules/geospatial/dggs/dggs.ts +12 -0
- package/src/modules/lighting/area-lighting/area-light-types.ts +71 -0
- package/src/modules/lighting/area-lighting/area-lighting-shaders.ts +72 -0
- package/src/modules/lighting/area-lighting/area-lighting.ts +63 -0
- package/src/modules/lighting/area-lighting/ltc-shaders.ts +163 -0
- package/src/modules/lighting/atmosphere/README.md +25 -0
- package/src/modules/lighting/atmosphere/atmosphere.ts +246 -0
- package/src/modules/lighting/clouds/README.md +24 -0
- package/src/modules/lighting/clouds/clouds.ts +216 -0
- package/src/modules/lighting/clustered-light-grid/clustered-light-grid.ts +17 -0
- package/src/modules/lighting/contact-shadow/contact-shadow.ts +365 -0
- package/src/modules/lighting/firefly/firefly.ts +64 -0
- package/src/modules/lighting/globe-clouds/globe-clouds.ts +124 -0
- package/src/modules/lighting/gouraud-material/gouraud-material.ts +55 -0
- package/src/modules/lighting/height-fog/README.md +36 -0
- package/src/modules/lighting/height-fog/height-fog-functions.ts +116 -0
- package/src/modules/lighting/height-fog/height-fog.ts +96 -0
- package/src/modules/lighting/ibl/ibl.ts +43 -0
- package/src/modules/lighting/lambert-material/lambert-material.ts +42 -0
- package/src/modules/lighting/lambert-material/lambert-shaders-glsl.ts +61 -0
- package/src/modules/lighting/lambert-material/lambert-shaders-wgsl.ts +73 -0
- package/src/modules/lighting/lights/lighting-glsl.ts +92 -0
- package/src/modules/lighting/lights/lighting-wgsl.ts +91 -0
- package/src/modules/lighting/lights/lighting.ts +385 -0
- package/src/modules/lighting/no-material/dirlight.ts +101 -0
- package/src/modules/lighting/pbr-ambient-occlusion/pbr-ambient-occlusion.ts +78 -0
- package/src/modules/lighting/pbr-contact-shadow/pbr-contact-shadow.ts +78 -0
- package/src/modules/lighting/pbr-material/pbr-material-glsl.ts +1770 -0
- package/src/modules/lighting/pbr-material/pbr-material-wgsl.ts +2065 -0
- package/src/modules/lighting/pbr-material/pbr-material.ts +517 -0
- package/src/modules/lighting/pbr-material/pbr-projection.ts +50 -0
- package/src/modules/lighting/pbr-material/pbr-scene.ts +112 -0
- package/src/modules/lighting/pbr-shadow/pbr-shadow.ts +85 -0
- package/src/modules/lighting/pbr-surface/pbr-surface.ts +103 -0
- package/src/modules/lighting/phong-material/phong-material.ts +53 -0
- package/src/modules/lighting/phong-material/phong-shaders-glsl.ts +73 -0
- package/src/modules/lighting/phong-material/phong-shaders-wgsl.ts +129 -0
- package/src/modules/lighting/prefiltered-environment/prefiltered-environment.ts +370 -0
- package/src/modules/lighting/shadow/shadow-glsl.ts +204 -0
- package/src/modules/lighting/shadow/shadow-types.ts +68 -0
- package/src/modules/lighting/shadow/shadow.ts +536 -0
- package/src/modules/lighting/surface-weather/README.md +28 -0
- package/src/modules/lighting/surface-weather/surface-weather.ts +198 -0
- package/src/modules/lighting/unlit-material/unlit-material.ts +44 -0
- package/src/modules/lighting/water-material/river-water-material.ts +58 -0
- package/src/modules/lighting/water-material/river-water-shaders.ts +234 -0
- package/src/modules/lighting/water-material/water-material.ts +234 -0
- package/src/modules/lighting/water-material/water-shaders-glsl.ts +233 -0
- package/src/modules/lighting/water-material/water-shaders-wgsl.ts +230 -0
- package/src/modules/math/fp16/fp16-utils.ts +156 -0
- package/src/modules/math/fp32/fp32.ts +291 -0
- package/src/modules/math/fp64/fp64-arithmetic-glsl.ts +205 -0
- package/src/modules/math/fp64/fp64-arithmetic-wgsl-hybrid.ts +129 -0
- package/src/modules/math/fp64/fp64-arithmetic-wgsl-integer.ts +564 -0
- package/src/modules/math/fp64/fp64-arithmetic-wgsl.ts +924 -0
- package/src/modules/math/fp64/fp64-functions-glsl.ts +675 -0
- package/src/modules/math/fp64/fp64-functions-wgsl.ts +157 -0
- package/src/modules/math/fp64/fp64-utils.ts +46 -0
- package/src/modules/math/fp64/fp64.ts +64 -0
- package/src/modules/math/random/random.ts +25 -0
- package/src/modules/math/value-noise/value-noise.ts +70 -0
- package/src/modules/volume/volume-raymarch.ts +87 -0
- package/src/types/align-to.ts +13 -0
- package/src/types/primitive-data-types.ts +10 -0
- package/src/types/sampler-props.ts +39 -0
- package/src/types/shader-block-layout.ts +340 -0
- package/src/types/shader-layout.ts +208 -0
- package/src/types/shader-type-decoder.ts +285 -0
- package/src/types/shader-types.ts +207 -0
- package/src/types/texture-formats.ts +157 -0
- package/src/types.ts +116 -0
- package/src/wgsl.ts +34 -0
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// luma.gl
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// SPDX-License-Identifier: MIT
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// SPDX-FileCopyrightText: Copyright (c) vis.gl contributors
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import type {ShaderModule} from '../../../lib/shader-module/shader-module';
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import {valueNoise} from '../../math/value-noise/value-noise';
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export type SurfaceWeatherState = {wetness: number; snow: number};
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export type SurfaceWeatherUniforms = SurfaceWeatherState & {
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puddles: number;
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/** World-anchored patch size in metres. */
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scale: number;
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snowColor: [number, number, number];
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skyColor: [number, number, number];
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};
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export type SurfaceWeatherProps = Partial<SurfaceWeatherUniforms>;
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export type SurfaceWeatherRates = {
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/** Per-second rates; precipitation fills the remaining capacity. */
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rainfall: number;
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snowfall: number;
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evaporation: number;
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snowmelt: number;
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};
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/** Exact integration of bounded accumulation/decay for a constant-rate interval.
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* Caller owns the state, clock, rates and any spatial exposure map. Pausing requires no GPU state.
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*/
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export function integrateSurfaceWeather(
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state: Readonly<SurfaceWeatherState>,
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rates: Readonly<SurfaceWeatherRates>,
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elapsedSeconds: number
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): SurfaceWeatherState {
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function integrate(value: number, incoming: number, outgoing: number): number {
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const total = Math.max(incoming, 0) + Math.max(outgoing, 0);
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const bounded = Math.min(1, Math.max(0, value));
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if (total === 0 || elapsedSeconds <= 0) return bounded;
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const target = Math.max(incoming, 0) / total;
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return target + (bounded - target) * Math.exp(-total * Math.max(elapsedSeconds, 0));
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}
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return {
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wetness: integrate(state.wetness, rates.rainfall, rates.evaporation),
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snow: integrate(state.snow, rates.snowfall, rates.snowmelt)
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};
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}
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const DEFAULT_UNIFORMS: SurfaceWeatherUniforms = {
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wetness: 0,
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snow: 0,
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puddles: 0.8,
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scale: 20,
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snowColor: [0.9, 0.94, 0.98],
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skyColor: [0.48, 0.6, 0.72]
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};
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/** Material helpers for persistent wetness, puddles and upward-facing snow.
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* Every helper accepts a caller-provided exposure mask, so water and sheltered surfaces can opt out.
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*/
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export const surfaceWeather = {
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name: 'surfaceWeather',
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dependencies: [valueNoise],
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uniformTypes: {
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wetness: 'f32',
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snow: 'f32',
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puddles: 'f32',
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scale: 'f32',
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snowColor: 'vec3<f32>',
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skyColor: 'vec3<f32>'
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},
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defaultUniforms: DEFAULT_UNIFORMS,
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getUniforms(props = {}, previousUniforms = DEFAULT_UNIFORMS) {
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return {...DEFAULT_UNIFORMS, ...previousUniforms, ...props};
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},
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fs: /* glsl */ `
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layout(std140) uniform surfaceWeatherUniforms {
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float wetness;
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float snow;
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float puddles;
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float scale;
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vec3 snowColor;
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vec3 skyColor;
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} surfaceWeather;
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float surfaceWeather_getSnow(vec3 position, vec3 normal, float exposure) {
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if (surfaceWeather.snow <= 0.0 || exposure <= 0.0) return 0.0;
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float slope = smoothstep(0.4, 0.85, normalize(normal).z);
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float variation = valueNoise_noise(position.xy / max(surfaceWeather.scale, 0.01));
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float coverage = smoothstep(variation * 0.65, variation * 0.65 + 0.35, surfaceWeather.snow);
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return coverage * slope * clamp(exposure, 0.0, 1.0);
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}
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float surfaceWeather_getWetness(vec3 position, vec3 normal, float exposure) {
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if (surfaceWeather.wetness <= 0.0 || exposure <= 0.0) return 0.0;
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return clamp(surfaceWeather.wetness, 0.0, 1.0) * clamp(exposure, 0.0, 1.0) * (1.0 - surfaceWeather_getSnow(position, normal, exposure));
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}
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float surfaceWeather_getPuddle(vec3 position, vec3 normal, float exposure) {
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if (surfaceWeather.wetness <= 0.0 || surfaceWeather.puddles <= 0.0 || exposure <= 0.0) return 0.0;
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float variation = valueNoise_noise(position.xy / max(surfaceWeather.scale, 0.01) + vec2(8.3, 2.7));
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return surfaceWeather_getWetness(position, normal, exposure) * clamp(surfaceWeather.puddles, 0.0, 1.0) *
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smoothstep(0.8, 0.98, normalize(normal).z) * smoothstep(0.38, 0.7, variation);
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}
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vec3 surfaceWeather_getAlbedo(vec3 albedo, vec3 position, vec3 normal, float exposure) {
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if ((surfaceWeather.wetness <= 0.0 && surfaceWeather.snow <= 0.0) || exposure <= 0.0) return albedo;
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float wetness = surfaceWeather_getWetness(position, normal, exposure);
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float snow = surfaceWeather_getSnow(position, normal, exposure);
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return mix(albedo * (1.0 - wetness * 0.38), surfaceWeather.snowColor, snow);
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}
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float surfaceWeather_getRoughness(float roughness, vec3 position, vec3 normal, float exposure) {
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if ((surfaceWeather.wetness <= 0.0 && surfaceWeather.snow <= 0.0) || exposure <= 0.0) return roughness;
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float wetness = surfaceWeather_getWetness(position, normal, exposure);
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float puddle = surfaceWeather_getPuddle(position, normal, exposure);
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float snow = surfaceWeather_getSnow(position, normal, exposure);
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return mix(mix(roughness, 0.16, max(puddle, wetness * 0.6)), 0.95, snow);
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}
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// Approximate dielectric highlights and sky tint; callers may use the albedo/roughness helpers with PBR instead.
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vec3 surfaceWeather_getReflection(vec3 position, vec3 normal, vec3 camera, vec3 lightDirection, vec3 lightColor, float exposure) {
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if (surfaceWeather.wetness <= 0.0 || exposure <= 0.0) return vec3(0.0);
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vec3 surfaceNormal = normalize(normal);
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vec3 view = normalize(camera - position);
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vec3 halfway = normalize(view + normalize(lightDirection));
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float wetness = surfaceWeather_getWetness(position, normal, exposure);
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float puddle = surfaceWeather_getPuddle(position, normal, exposure);
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float facing = max(dot(surfaceNormal, view), 0.0);
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float fresnel = 0.02 + 0.98 * pow(1.0 - facing, 5.0);
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float highlight = pow(max(dot(surfaceNormal, halfway), 0.0), mix(36.0, 160.0, puddle)) * max(dot(surfaceNormal, normalize(lightDirection)), 0.0);
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return wetness * (surfaceWeather.skyColor * fresnel * (0.15 + puddle * 0.85) + lightColor * highlight * 0.6);
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}
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`,
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source: /* wgsl */ `
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struct surfaceWeatherUniforms {
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wetness: f32,
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snow: f32,
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puddles: f32,
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scale: f32,
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snowColor: vec3f,
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skyColor: vec3f,
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};
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@group(3) @binding(auto) var<uniform> surfaceWeather: surfaceWeatherUniforms;
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fn surfaceWeather_getSnow(position: vec3f,
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normal: vec3f,
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exposure: f32) -> f32 {
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if (surfaceWeather.snow <= 0.0 || exposure <= 0.0) { return 0.0; }
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var slope: f32 = smoothstep(0.4, 0.85, normalize(normal).z);
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var variation: f32 = valueNoise_noise(position.xy / max(surfaceWeather.scale, 0.01));
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var coverage: f32 = smoothstep(variation * 0.65, variation * 0.65 + 0.35, surfaceWeather.snow);
|
|
144
|
+
return coverage * slope * clamp(exposure, 0.0, 1.0);
|
|
145
|
+
}
|
|
146
|
+
fn surfaceWeather_getWetness(position: vec3f,
|
|
147
|
+
normal: vec3f,
|
|
148
|
+
exposure: f32) -> f32 {
|
|
149
|
+
if (surfaceWeather.wetness <= 0.0 || exposure <= 0.0) { return 0.0; }
|
|
150
|
+
return clamp(surfaceWeather.wetness, 0.0, 1.0) * clamp(exposure, 0.0, 1.0) * (1.0 - surfaceWeather_getSnow(position, normal, exposure));
|
|
151
|
+
}
|
|
152
|
+
fn surfaceWeather_getPuddle(position: vec3f,
|
|
153
|
+
normal: vec3f,
|
|
154
|
+
exposure: f32) -> f32 {
|
|
155
|
+
if (surfaceWeather.wetness <= 0.0 || surfaceWeather.puddles <= 0.0 || exposure <= 0.0) { return 0.0; }
|
|
156
|
+
var variation: f32 = valueNoise_noise(position.xy / max(surfaceWeather.scale, 0.01) + vec2f(8.3, 2.7));
|
|
157
|
+
return surfaceWeather_getWetness(position, normal, exposure) * clamp(surfaceWeather.puddles, 0.0, 1.0) *
|
|
158
|
+
smoothstep(0.8, 0.98, normalize(normal).z) * smoothstep(0.38, 0.7, variation);
|
|
159
|
+
}
|
|
160
|
+
fn surfaceWeather_getAlbedo(albedo: vec3f,
|
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161
|
+
position: vec3f,
|
|
162
|
+
normal: vec3f,
|
|
163
|
+
exposure: f32) -> vec3f {
|
|
164
|
+
if ((surfaceWeather.wetness <= 0.0 && surfaceWeather.snow <= 0.0) || exposure <= 0.0) { return albedo; }
|
|
165
|
+
var wetness: f32 = surfaceWeather_getWetness(position, normal, exposure);
|
|
166
|
+
var snow: f32 = surfaceWeather_getSnow(position, normal, exposure);
|
|
167
|
+
return mix(albedo * (1.0 - wetness * 0.38), surfaceWeather.snowColor, snow);
|
|
168
|
+
}
|
|
169
|
+
fn surfaceWeather_getRoughness(roughness: f32,
|
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170
|
+
position: vec3f,
|
|
171
|
+
normal: vec3f,
|
|
172
|
+
exposure: f32) -> f32 {
|
|
173
|
+
if ((surfaceWeather.wetness <= 0.0 && surfaceWeather.snow <= 0.0) || exposure <= 0.0) { return roughness; }
|
|
174
|
+
var wetness: f32 = surfaceWeather_getWetness(position, normal, exposure);
|
|
175
|
+
var puddle: f32 = surfaceWeather_getPuddle(position, normal, exposure);
|
|
176
|
+
var snow: f32 = surfaceWeather_getSnow(position, normal, exposure);
|
|
177
|
+
return mix(mix(roughness, 0.16, max(puddle, wetness * 0.6)), 0.95, snow);
|
|
178
|
+
}
|
|
179
|
+
// Approximate dielectric highlights and sky tint; callers may use the albedo/roughness helpers with PBR instead.
|
|
180
|
+
fn surfaceWeather_getReflection(position: vec3f,
|
|
181
|
+
normal: vec3f,
|
|
182
|
+
camera: vec3f,
|
|
183
|
+
lightDirection: vec3f,
|
|
184
|
+
lightColor: vec3f,
|
|
185
|
+
exposure: f32) -> vec3f {
|
|
186
|
+
if (surfaceWeather.wetness <= 0.0 || exposure <= 0.0) { return vec3f(0.0); }
|
|
187
|
+
var surfaceNormal: vec3f = normalize(normal);
|
|
188
|
+
var view: vec3f = normalize(camera - position);
|
|
189
|
+
var halfway: vec3f = normalize(view + normalize(lightDirection));
|
|
190
|
+
var wetness: f32 = surfaceWeather_getWetness(position, normal, exposure);
|
|
191
|
+
var puddle: f32 = surfaceWeather_getPuddle(position, normal, exposure);
|
|
192
|
+
var facing: f32 = max(dot(surfaceNormal, view), 0.0);
|
|
193
|
+
var fresnel: f32 = 0.02 + 0.98 * pow(1.0 - facing, 5.0);
|
|
194
|
+
var highlight: f32 = pow(max(dot(surfaceNormal, halfway), 0.0), mix(36.0, 160.0, puddle)) * max(dot(surfaceNormal, normalize(lightDirection)), 0.0);
|
|
195
|
+
return wetness * (surfaceWeather.skyColor * fresnel * (0.15 + puddle * 0.85) + lightColor * highlight * 0.6);
|
|
196
|
+
}
|
|
197
|
+
`
|
|
198
|
+
} as const satisfies ShaderModule<SurfaceWeatherProps, SurfaceWeatherUniforms>;
|
|
@@ -0,0 +1,44 @@
|
|
|
1
|
+
// luma.gl
|
|
2
|
+
// SPDX-License-Identifier: MIT
|
|
3
|
+
// SPDX-FileCopyrightText: Copyright (c) vis.gl contributors
|
|
4
|
+
|
|
5
|
+
import type {ShaderModule} from '../../../lib/shader-module/shader-module';
|
|
6
|
+
|
|
7
|
+
const SOURCE_WGSL = /* wgsl */ `\
|
|
8
|
+
fn unlitMaterial_getColor(surfaceColor: vec4<f32>) -> vec4<f32> {
|
|
9
|
+
return surfaceColor;
|
|
10
|
+
}
|
|
11
|
+
|
|
12
|
+
// Compatibility with the aggregate Phong/Gouraud material evaluation function.
|
|
13
|
+
fn lighting_getLightColor2(surfaceColor: vec3<f32>, cameraPosition: vec3<f32>, positionWorldspace: vec3<f32>, normalWorldspace: vec3<f32>) -> vec3<f32> {
|
|
14
|
+
return surfaceColor;
|
|
15
|
+
}
|
|
16
|
+
`;
|
|
17
|
+
|
|
18
|
+
const SOURCE_GLSL = /* glsl */ `\
|
|
19
|
+
vec4 unlitMaterial_getColor(vec4 surfaceColor) {
|
|
20
|
+
return surfaceColor;
|
|
21
|
+
}
|
|
22
|
+
|
|
23
|
+
// Compatibility with the aggregate Phong/Gouraud material evaluation function.
|
|
24
|
+
vec3 lighting_getLightColor(vec3 surfaceColor, vec3 cameraPosition, vec3 positionWorldspace, vec3 normalWorldspace) {
|
|
25
|
+
return surfaceColor;
|
|
26
|
+
}
|
|
27
|
+
`;
|
|
28
|
+
|
|
29
|
+
/**
|
|
30
|
+
* Preserves surface RGBA without lighting dependencies, uniforms, or bindings.
|
|
31
|
+
* Use instead of a lit material module when lighting is never needed. The caller
|
|
32
|
+
* supplies color/texture sampling and remains responsible for output color space
|
|
33
|
+
* and alpha conventions. Available in both vertex and fragment stages.
|
|
34
|
+
*/
|
|
35
|
+
export const unlitMaterial: ShaderModule<Record<string, never>> = {
|
|
36
|
+
name: 'unlitMaterial',
|
|
37
|
+
source: SOURCE_WGSL,
|
|
38
|
+
vs: SOURCE_GLSL,
|
|
39
|
+
fs: SOURCE_GLSL,
|
|
40
|
+
dependencies: [],
|
|
41
|
+
bindingLayout: [],
|
|
42
|
+
uniformTypes: {},
|
|
43
|
+
defaultUniforms: {}
|
|
44
|
+
};
|
|
@@ -0,0 +1,58 @@
|
|
|
1
|
+
// luma.gl
|
|
2
|
+
// SPDX-License-Identifier: MIT
|
|
3
|
+
// SPDX-FileCopyrightText: Copyright (c) vis.gl contributors
|
|
4
|
+
|
|
5
|
+
import {ShaderModule} from '../../../lib/shader-module/shader-module';
|
|
6
|
+
import {waterMaterial} from './water-material';
|
|
7
|
+
import {RIVER_WATER_GLSL, RIVER_WATER_WGSL} from './river-water-shaders';
|
|
8
|
+
|
|
9
|
+
export type RiverWaterMaterialProps = {
|
|
10
|
+
enabled?: number;
|
|
11
|
+
/** Local east/north direction of river flow. */
|
|
12
|
+
flowDirection?: [number, number];
|
|
13
|
+
/** Linear sky tint above the horizon. The horizon uses waterMaterial.fresnelColor. */
|
|
14
|
+
skyZenithColor?: [number, number, number];
|
|
15
|
+
/** Unit up direction in the same coordinate frame as the supplied surface normal. */
|
|
16
|
+
skyUpDirection?: [number, number, number];
|
|
17
|
+
};
|
|
18
|
+
|
|
19
|
+
export type RiverWaterMaterialUniforms = {
|
|
20
|
+
enabled?: number;
|
|
21
|
+
flowDirection?: [number, number];
|
|
22
|
+
/** Linear sky tint above the horizon. The horizon uses waterMaterial.fresnelColor. */
|
|
23
|
+
skyZenithColor?: [number, number, number];
|
|
24
|
+
/** Unit up direction in the same coordinate frame as the supplied surface normal. */
|
|
25
|
+
skyUpDirection?: [number, number, number];
|
|
26
|
+
};
|
|
27
|
+
|
|
28
|
+
/** A layered, animated river surface variant built on top of the shared water uniforms. */
|
|
29
|
+
export const riverWaterMaterial: ShaderModule<RiverWaterMaterialProps, RiverWaterMaterialUniforms> =
|
|
30
|
+
{
|
|
31
|
+
name: 'riverWaterMaterial',
|
|
32
|
+
firstBindingSlot: 1,
|
|
33
|
+
bindingLayout: [{name: 'riverWaterMaterial', group: 3}],
|
|
34
|
+
dependencies: [waterMaterial],
|
|
35
|
+
source: RIVER_WATER_WGSL,
|
|
36
|
+
fs: RIVER_WATER_GLSL,
|
|
37
|
+
uniformTypes: {
|
|
38
|
+
enabled: 'i32',
|
|
39
|
+
flowDirection: 'vec2<f32>',
|
|
40
|
+
skyZenithColor: 'vec3<f32>',
|
|
41
|
+
skyUpDirection: 'vec3<f32>'
|
|
42
|
+
},
|
|
43
|
+
defaultUniforms: {
|
|
44
|
+
enabled: 0,
|
|
45
|
+
flowDirection: [0, 1],
|
|
46
|
+
skyZenithColor: [0.22, 0.48, 0.57],
|
|
47
|
+
skyUpDirection: [0, 0, 1]
|
|
48
|
+
},
|
|
49
|
+
getUniforms(props = {}, previousUniforms = {}) {
|
|
50
|
+
return {
|
|
51
|
+
enabled: props.enabled ?? previousUniforms.enabled ?? 0,
|
|
52
|
+
flowDirection: props.flowDirection ?? previousUniforms.flowDirection ?? [0, 1],
|
|
53
|
+
skyZenithColor: props.skyZenithColor ??
|
|
54
|
+
previousUniforms.skyZenithColor ?? [0.22, 0.48, 0.57],
|
|
55
|
+
skyUpDirection: props.skyUpDirection ?? previousUniforms.skyUpDirection ?? [0, 0, 1]
|
|
56
|
+
};
|
|
57
|
+
}
|
|
58
|
+
};
|
|
@@ -0,0 +1,234 @@
|
|
|
1
|
+
// luma.gl
|
|
2
|
+
// SPDX-License-Identifier: MIT
|
|
3
|
+
// SPDX-FileCopyrightText: Copyright (c) vis.gl contributors
|
|
4
|
+
|
|
5
|
+
export const RIVER_WATER_WGSL = /* wgsl */ `\
|
|
6
|
+
struct riverWaterMaterialUniforms {
|
|
7
|
+
enabled: i32,
|
|
8
|
+
flowDirection: vec2<f32>,
|
|
9
|
+
skyZenithColor: vec3<f32>,
|
|
10
|
+
skyUpDirection: vec3<f32>,
|
|
11
|
+
};
|
|
12
|
+
|
|
13
|
+
@group(3) @binding(auto) var<uniform> riverWaterMaterial : riverWaterMaterialUniforms;
|
|
14
|
+
|
|
15
|
+
fn riverWater_getFlowCoordinates(coordinates: vec2<f32>) -> vec2<f32> {
|
|
16
|
+
let flowDirection = normalize(riverWaterMaterial.flowDirection);
|
|
17
|
+
let crossDirection = vec2<f32>(-flowDirection.y, flowDirection.x);
|
|
18
|
+
return vec2<f32>(dot(coordinates, crossDirection), dot(coordinates, flowDirection));
|
|
19
|
+
}
|
|
20
|
+
|
|
21
|
+
// Smooth spatial variation travels with the surface; it does not flicker per frame.
|
|
22
|
+
fn riverWater_noise(coordinates: vec2<f32>) -> f32 {
|
|
23
|
+
let cell = floor(coordinates);
|
|
24
|
+
let fraction = fract(coordinates);
|
|
25
|
+
let blend = fraction * fraction * (vec2<f32>(3.0) - 2.0 * fraction);
|
|
26
|
+
let corners = vec4<f32>(
|
|
27
|
+
dot(cell, vec2<f32>(127.1, 311.7)),
|
|
28
|
+
dot(cell + vec2<f32>(1.0, 0.0), vec2<f32>(127.1, 311.7)),
|
|
29
|
+
dot(cell + vec2<f32>(0.0, 1.0), vec2<f32>(127.1, 311.7)),
|
|
30
|
+
dot(cell + vec2<f32>(1.0, 1.0), vec2<f32>(127.1, 311.7))
|
|
31
|
+
);
|
|
32
|
+
let values = fract(sin(corners) * 43758.5453);
|
|
33
|
+
return mix(mix(values.x, values.y, blend.x), mix(values.z, values.w, blend.x), blend.y);
|
|
34
|
+
}
|
|
35
|
+
|
|
36
|
+
fn riverWater_waveGradient(
|
|
37
|
+
coordinates: vec2<f32>,
|
|
38
|
+
direction: vec2<f32>,
|
|
39
|
+
frequency: f32,
|
|
40
|
+
amplitude: f32,
|
|
41
|
+
speed: f32,
|
|
42
|
+
phaseOffset: f32
|
|
43
|
+
) -> vec2<f32> {
|
|
44
|
+
// Advect the irregular wave packets together with their carrier waves.
|
|
45
|
+
let movingCoordinates = coordinates + direction * (waterMaterial.time * speed / frequency);
|
|
46
|
+
let crossDirection = vec2<f32>(-direction.y, direction.x);
|
|
47
|
+
let variationCoordinates = vec2<f32>(dot(movingCoordinates, crossDirection), dot(movingCoordinates, direction)) * frequency * vec2<f32>(0.38, 0.16) + vec2<f32>(phaseOffset * 3.7);
|
|
48
|
+
let variation = riverWater_noise(variationCoordinates);
|
|
49
|
+
let detail = riverWater_noise(variationCoordinates * 2.13 + vec2<f32>(11.3, 7.9));
|
|
50
|
+
let envelope = smoothstep(0.12, 0.88, riverWater_noise(variationCoordinates * 0.71 + vec2<f32>(23.6, 5.2)));
|
|
51
|
+
let phase = dot(movingCoordinates, direction) * frequency + phaseOffset + (variation - 0.5) * 7.0 + (detail - 0.5) * 2.5;
|
|
52
|
+
let attenuation = 1.0 - smoothstep(0.8, 3.0, fwidth(phase));
|
|
53
|
+
return direction * (cos(phase) * frequency * amplitude * attenuation * (0.15 + envelope * 1.2));
|
|
54
|
+
}
|
|
55
|
+
|
|
56
|
+
fn riverWater_getNormal(
|
|
57
|
+
position_worldspace: vec3<f32>,
|
|
58
|
+
position_objectspace: vec3<f32>,
|
|
59
|
+
normal_worldspace: vec3<f32>,
|
|
60
|
+
uv: vec2<f32>
|
|
61
|
+
) -> vec3<f32> {
|
|
62
|
+
let coordinates = riverWater_getFlowCoordinates(
|
|
63
|
+
water_getCoordinates(position_worldspace, position_objectspace, uv)
|
|
64
|
+
);
|
|
65
|
+
let driftCoordinates = coordinates * 0.7 + vec2<f32>(0.0, waterMaterial.time * 0.22);
|
|
66
|
+
let warp = (vec2<f32>(
|
|
67
|
+
riverWater_noise(driftCoordinates),
|
|
68
|
+
riverWater_noise(driftCoordinates + vec2<f32>(17.2, 9.4))
|
|
69
|
+
) - vec2<f32>(0.5)) * 0.65;
|
|
70
|
+
let warpedCoordinates = coordinates + warp;
|
|
71
|
+
let gradient =
|
|
72
|
+
riverWater_waveGradient(warpedCoordinates, normalize(vec2<f32>(0.08, 1.0)), 2.1, 0.018, 1.25, 0.0) +
|
|
73
|
+
riverWater_waveGradient(warpedCoordinates, normalize(vec2<f32>(-0.28, 1.0)), 3.7, 0.018, 0.95, 1.7) +
|
|
74
|
+
riverWater_waveGradient(warpedCoordinates, normalize(vec2<f32>(0.47, 1.0)), 5.3, 0.012, 1.7, 3.2) +
|
|
75
|
+
riverWater_waveGradient(warpedCoordinates, normalize(vec2<f32>(-0.68, 1.0)), 7.9, 0.008, 0.76, 0.8) +
|
|
76
|
+
riverWater_waveGradient(warpedCoordinates, normalize(vec2<f32>(0.92, 1.0)), 11.6, 0.004, 2.2, 2.1) +
|
|
77
|
+
riverWater_waveGradient(warpedCoordinates, normalize(vec2<f32>(-1.22, 1.0)), 16.3, 0.002, 1.45, 2.8);
|
|
78
|
+
let tangent = water_getTangent(normalize(normal_worldspace));
|
|
79
|
+
let bitangent = normalize(cross(normalize(normal_worldspace), tangent));
|
|
80
|
+
return normalize(normal_worldspace + waterMaterial.normalStrength * 3.2 *
|
|
81
|
+
(gradient.x * tangent + gradient.y * bitangent));
|
|
82
|
+
}
|
|
83
|
+
|
|
84
|
+
// Camera-independent sky approximation; missing scene reflections retain this material color.
|
|
85
|
+
fn riverWater_getSkyColor(reflectionDirection: vec3<f32>) -> vec3<f32> {
|
|
86
|
+
let elevation = clamp(dot(normalize(reflectionDirection), normalize(riverWaterMaterial.skyUpDirection)), 0.0, 1.0);
|
|
87
|
+
let horizonColor = mix(waterMaterial.fresnelColor, riverWaterMaterial.skyZenithColor, 0.32);
|
|
88
|
+
return mix(horizonColor, riverWaterMaterial.skyZenithColor, smoothstep(0.0, 1.0, elevation));
|
|
89
|
+
}
|
|
90
|
+
|
|
91
|
+
fn riverWater_getColorMapped(
|
|
92
|
+
cameraPosition: vec3<f32>,
|
|
93
|
+
position_worldspace: vec3<f32>,
|
|
94
|
+
position_objectspace: vec3<f32>,
|
|
95
|
+
normal_worldspace: vec3<f32>,
|
|
96
|
+
uv: vec2<f32>
|
|
97
|
+
) -> vec4<f32> {
|
|
98
|
+
let waterNormal = riverWater_getNormal(
|
|
99
|
+
position_worldspace, position_objectspace, normal_worldspace, uv
|
|
100
|
+
);
|
|
101
|
+
let viewDirection = normalize(cameraPosition - position_worldspace);
|
|
102
|
+
let fresnel = pow(1.0 - max(dot(viewDirection, waterNormal), 0.0), 3.2);
|
|
103
|
+
let deepColor = waterMaterial.baseColor * vec3<f32>(0.52, 0.74, 0.9);
|
|
104
|
+
let reflectedColor = riverWater_getSkyColor(reflect(-viewDirection, waterNormal));
|
|
105
|
+
let surfaceColor = mix(deepColor, reflectedColor, clamp(fresnel * 0.78, 0.0, 0.78));
|
|
106
|
+
var color = surfaceColor * (0.32 + 0.68 * lighting.ambientColor);
|
|
107
|
+
|
|
108
|
+
for (var i: i32 = 0; i < lighting.directionalLightCount; i++) {
|
|
109
|
+
let directionalLight = lighting_getDirectionalLight(i);
|
|
110
|
+
let lightDirection = normalize(-directionalLight.direction);
|
|
111
|
+
let halfwayDirection = normalize(lightDirection + viewDirection);
|
|
112
|
+
let diffuse = max(dot(waterNormal, lightDirection), 0.0);
|
|
113
|
+
let specular = pow(max(dot(waterNormal, halfwayDirection), 0.0), 64.0);
|
|
114
|
+
let brokenSpecular = specular * (0.25 + 0.75 * fresnel);
|
|
115
|
+
color += surfaceColor * directionalLight.color * diffuse * 0.38;
|
|
116
|
+
color += vec3<f32>(0.72, 0.88, 0.94) * directionalLight.color * brokenSpecular * 2.1;
|
|
117
|
+
}
|
|
118
|
+
|
|
119
|
+
color = mix(color, reflectedColor, clamp(fresnel * 0.3, 0.0, 0.3));
|
|
120
|
+
return vec4<f32>(color, waterMaterial.opacity);
|
|
121
|
+
}
|
|
122
|
+
`;
|
|
123
|
+
|
|
124
|
+
export const RIVER_WATER_GLSL = /* glsl */ `\
|
|
125
|
+
layout(std140) uniform riverWaterMaterialUniforms {
|
|
126
|
+
uniform int enabled;
|
|
127
|
+
uniform vec2 flowDirection;
|
|
128
|
+
uniform vec3 skyZenithColor;
|
|
129
|
+
uniform vec3 skyUpDirection;
|
|
130
|
+
} riverWaterMaterial;
|
|
131
|
+
|
|
132
|
+
vec2 riverWater_getFlowCoordinates(vec2 coordinates) {
|
|
133
|
+
vec2 flowDirection = normalize(riverWaterMaterial.flowDirection);
|
|
134
|
+
vec2 crossDirection = vec2(-flowDirection.y, flowDirection.x);
|
|
135
|
+
return vec2(dot(coordinates, crossDirection), dot(coordinates, flowDirection));
|
|
136
|
+
}
|
|
137
|
+
|
|
138
|
+
// Smooth spatial variation travels with the surface; it does not flicker per frame.
|
|
139
|
+
float riverWater_noise(vec2 coordinates) {
|
|
140
|
+
vec2 cell = floor(coordinates);
|
|
141
|
+
vec2 fraction = fract(coordinates);
|
|
142
|
+
vec2 blend = fraction * fraction * (vec2(3.0) - 2.0 * fraction);
|
|
143
|
+
vec4 corners = vec4(
|
|
144
|
+
dot(cell, vec2(127.1, 311.7)),
|
|
145
|
+
dot(cell + vec2(1.0, 0.0), vec2(127.1, 311.7)),
|
|
146
|
+
dot(cell + vec2(0.0, 1.0), vec2(127.1, 311.7)),
|
|
147
|
+
dot(cell + vec2(1.0, 1.0), vec2(127.1, 311.7))
|
|
148
|
+
);
|
|
149
|
+
vec4 values = fract(sin(corners) * 43758.5453);
|
|
150
|
+
return mix(mix(values.x, values.y, blend.x), mix(values.z, values.w, blend.x), blend.y);
|
|
151
|
+
}
|
|
152
|
+
|
|
153
|
+
vec2 riverWater_waveGradient(
|
|
154
|
+
vec2 coordinates, vec2 direction, float frequency, float amplitude, float speed, float phaseOffset
|
|
155
|
+
) {
|
|
156
|
+
// Advect the irregular wave packets together with their carrier waves.
|
|
157
|
+
vec2 movingCoordinates = coordinates + direction * (waterMaterial.time * speed / frequency);
|
|
158
|
+
vec2 crossDirection = vec2(-direction.y, direction.x);
|
|
159
|
+
vec2 variationCoordinates = vec2(dot(movingCoordinates, crossDirection), dot(movingCoordinates, direction)) * frequency * vec2(0.38, 0.16) + vec2(phaseOffset * 3.7);
|
|
160
|
+
float variation = riverWater_noise(variationCoordinates);
|
|
161
|
+
float detail = riverWater_noise(variationCoordinates * 2.13 + vec2(11.3, 7.9));
|
|
162
|
+
float envelope = smoothstep(0.12, 0.88, riverWater_noise(variationCoordinates * 0.71 + vec2(23.6, 5.2)));
|
|
163
|
+
float phase = dot(movingCoordinates, direction) * frequency + phaseOffset + (variation - 0.5) * 7.0 + (detail - 0.5) * 2.5;
|
|
164
|
+
float attenuation = 1.0 - smoothstep(0.8, 3.0, fwidth(phase));
|
|
165
|
+
return direction * (cos(phase) * frequency * amplitude * attenuation * (0.15 + envelope * 1.2));
|
|
166
|
+
}
|
|
167
|
+
|
|
168
|
+
vec3 riverWater_getNormal(
|
|
169
|
+
vec3 position_worldspace,
|
|
170
|
+
vec3 position_objectspace,
|
|
171
|
+
vec3 normal_worldspace,
|
|
172
|
+
vec2 uv
|
|
173
|
+
) {
|
|
174
|
+
vec2 coordinates = riverWater_getFlowCoordinates(
|
|
175
|
+
water_getCoordinates(position_worldspace, position_objectspace, uv)
|
|
176
|
+
);
|
|
177
|
+
vec2 driftCoordinates = coordinates * 0.7 + vec2(0.0, waterMaterial.time * 0.22);
|
|
178
|
+
vec2 warp = (vec2(
|
|
179
|
+
riverWater_noise(driftCoordinates),
|
|
180
|
+
riverWater_noise(driftCoordinates + vec2(17.2, 9.4))
|
|
181
|
+
) - vec2(0.5)) * 0.65;
|
|
182
|
+
vec2 warpedCoordinates = coordinates + warp;
|
|
183
|
+
vec2 gradient =
|
|
184
|
+
riverWater_waveGradient(warpedCoordinates, normalize(vec2(0.08, 1.0)), 2.1, 0.018, 1.25, 0.0) +
|
|
185
|
+
riverWater_waveGradient(warpedCoordinates, normalize(vec2(-0.28, 1.0)), 3.7, 0.018, 0.95, 1.7) +
|
|
186
|
+
riverWater_waveGradient(warpedCoordinates, normalize(vec2(0.47, 1.0)), 5.3, 0.012, 1.7, 3.2) +
|
|
187
|
+
riverWater_waveGradient(warpedCoordinates, normalize(vec2(-0.68, 1.0)), 7.9, 0.008, 0.76, 0.8) +
|
|
188
|
+
riverWater_waveGradient(warpedCoordinates, normalize(vec2(0.92, 1.0)), 11.6, 0.004, 2.2, 2.1) +
|
|
189
|
+
riverWater_waveGradient(warpedCoordinates, normalize(vec2(-1.22, 1.0)), 16.3, 0.002, 1.45, 2.8);
|
|
190
|
+
vec3 tangent = water_getTangent(normalize(normal_worldspace));
|
|
191
|
+
vec3 bitangent = normalize(cross(normalize(normal_worldspace), tangent));
|
|
192
|
+
return normalize(normal_worldspace + waterMaterial.normalStrength * 3.2 *
|
|
193
|
+
(gradient.x * tangent + gradient.y * bitangent));
|
|
194
|
+
}
|
|
195
|
+
|
|
196
|
+
// Camera-independent sky approximation; missing scene reflections retain this material color.
|
|
197
|
+
vec3 riverWater_getSkyColor(vec3 reflectionDirection) {
|
|
198
|
+
float elevation = clamp(dot(normalize(reflectionDirection), normalize(riverWaterMaterial.skyUpDirection)), 0.0, 1.0);
|
|
199
|
+
vec3 horizonColor = mix(waterMaterial.fresnelColor, riverWaterMaterial.skyZenithColor, 0.32);
|
|
200
|
+
return mix(horizonColor, riverWaterMaterial.skyZenithColor, smoothstep(0.0, 1.0, elevation));
|
|
201
|
+
}
|
|
202
|
+
|
|
203
|
+
vec4 riverWater_getColorMapped(
|
|
204
|
+
vec3 cameraPosition,
|
|
205
|
+
vec3 position_worldspace,
|
|
206
|
+
vec3 position_objectspace,
|
|
207
|
+
vec3 normal_worldspace,
|
|
208
|
+
vec2 uv
|
|
209
|
+
) {
|
|
210
|
+
vec3 waterNormal = riverWater_getNormal(
|
|
211
|
+
position_worldspace, position_objectspace, normal_worldspace, uv
|
|
212
|
+
);
|
|
213
|
+
vec3 viewDirection = normalize(cameraPosition - position_worldspace);
|
|
214
|
+
float fresnel = pow(1.0 - max(dot(viewDirection, waterNormal), 0.0), 3.2);
|
|
215
|
+
vec3 deepColor = waterMaterial.baseColor * vec3(0.52, 0.74, 0.9);
|
|
216
|
+
vec3 reflectedColor = riverWater_getSkyColor(reflect(-viewDirection, waterNormal));
|
|
217
|
+
vec3 surfaceColor = mix(deepColor, reflectedColor, clamp(fresnel * 0.78, 0.0, 0.78));
|
|
218
|
+
vec3 color = surfaceColor * (0.32 + 0.68 * lighting.ambientColor);
|
|
219
|
+
|
|
220
|
+
for (int i = 0; i < lighting.directionalLightCount; i++) {
|
|
221
|
+
DirectionalLight directionalLight = lighting_getDirectionalLight(i);
|
|
222
|
+
vec3 lightDirection = normalize(-directionalLight.direction);
|
|
223
|
+
vec3 halfwayDirection = normalize(lightDirection + viewDirection);
|
|
224
|
+
float diffuse = max(dot(waterNormal, lightDirection), 0.0);
|
|
225
|
+
float specular = pow(max(dot(waterNormal, halfwayDirection), 0.0), 64.0);
|
|
226
|
+
float brokenSpecular = specular * (0.25 + 0.75 * fresnel);
|
|
227
|
+
color += surfaceColor * directionalLight.color * diffuse * 0.38;
|
|
228
|
+
color += vec3(0.72, 0.88, 0.94) * directionalLight.color * brokenSpecular * 2.1;
|
|
229
|
+
}
|
|
230
|
+
|
|
231
|
+
color = mix(color, reflectedColor, clamp(fresnel * 0.3, 0.0, 0.3));
|
|
232
|
+
return vec4(color, waterMaterial.opacity);
|
|
233
|
+
}
|
|
234
|
+
`;
|