@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 +1,216 @@
1
+ var __defProp = Object.defineProperty;
2
+ var __getOwnPropDesc = Object.getOwnPropertyDescriptor;
3
+ var __getOwnPropNames = Object.getOwnPropertyNames;
4
+ var __hasOwnProp = Object.prototype.hasOwnProperty;
5
+ var __export = (target, all) => {
6
+ for (var name in all)
7
+ __defProp(target, name, { get: all[name], enumerable: true });
8
+ };
9
+ var __copyProps = (to, from, except, desc) => {
10
+ if (from && typeof from === "object" || typeof from === "function") {
11
+ for (let key of __getOwnPropNames(from))
12
+ if (!__hasOwnProp.call(to, key) && key !== except)
13
+ __defProp(to, key, { get: () => from[key], enumerable: !(desc = __getOwnPropDesc(from, key)) || desc.enumerable });
14
+ }
15
+ return to;
16
+ };
17
+ var __toCommonJS = (mod) => __copyProps(__defProp({}, "__esModule", { value: true }), mod);
18
+ var clouds_exports = {};
19
+ __export(clouds_exports, {
20
+ clouds: () => clouds
21
+ });
22
+ module.exports = __toCommonJS(clouds_exports);
23
+ var import_value_noise = require("../../math/value-noise/value-noise.cjs");
24
+ const DEFAULT_UNIFORMS = {
25
+ cover: 0.45,
26
+ altitude: 1e3,
27
+ thickness: 1200,
28
+ scale: 1400,
29
+ density: 5e-3,
30
+ time: 0,
31
+ velocity: [14, 4],
32
+ sunDirection: [0, 0.8, 0.6],
33
+ sunColor: [1, 0.95, 0.85]
34
+ };
35
+ const clouds = {
36
+ name: "clouds",
37
+ dependencies: [import_value_noise.valueNoise],
38
+ uniformTypes: {
39
+ cover: "f32",
40
+ altitude: "f32",
41
+ thickness: "f32",
42
+ scale: "f32",
43
+ density: "f32",
44
+ time: "f32",
45
+ velocity: "vec2<f32>",
46
+ sunDirection: "vec3<f32>",
47
+ sunColor: "vec3<f32>"
48
+ },
49
+ defaultUniforms: DEFAULT_UNIFORMS,
50
+ getUniforms(props = {}, previousUniforms = DEFAULT_UNIFORMS) {
51
+ return { ...DEFAULT_UNIFORMS, ...previousUniforms, ...props };
52
+ },
53
+ fs: (
54
+ /* glsl */
55
+ `
56
+ layout(std140) uniform cloudsUniforms {
57
+ float cover;
58
+ float altitude;
59
+ float thickness;
60
+ float scale;
61
+ float density;
62
+ float time;
63
+ vec2 velocity;
64
+ vec3 sunDirection;
65
+ vec3 sunColor;
66
+ } clouds;
67
+ // Shared normalized density field for planar slabs and spherical shells.
68
+ float clouds_getDensityAt(vec3 coordinate, float height) {
69
+ float envelope = smoothstep(0.0, 0.2, height) * (1.0 - smoothstep(0.65, 1.0, height));
70
+ coordinate += vec3(8.7, 3.2, clouds.time * 0.003);
71
+ float broad = valueNoise_noise3(coordinate);
72
+ float detail = valueNoise_noise3(coordinate * 2.07 + vec3(13.1, 7.3, 2.8));
73
+ float fine = valueNoise_noise3(coordinate * 4.23 + vec3(5.4, 11.7, 8.1));
74
+ float threshold = mix(0.78, 0.18, clamp(clouds.cover, 0.0, 1.0));
75
+ return envelope * smoothstep(threshold, threshold + 0.16, broad * 0.72 + detail * 0.2 + fine * 0.08);
76
+ }
77
+
78
+ float clouds_getDensity(vec3 position) {
79
+ float height = (position.z - clouds.altitude) / max(clouds.thickness, 1.0);
80
+ return clouds_getDensityAt(vec3((position.xy - clouds.velocity * clouds.time) / max(clouds.scale, 1.0), height * 0.8), height);
81
+ }
82
+ vec3 clouds_getLighting(float density, float sunDensity, float daylight, float silver) {
83
+ vec3 ambient = mix(vec3(0.035, 0.05, 0.085), vec3(0.28, 0.34, 0.42), daylight);
84
+ float sunlight = exp(-(density + sunDensity) * 2.0);
85
+ return ambient + clouds.sunColor * daylight * sunlight * (0.5 + silver * 0.3);
86
+ }
87
+
88
+ // Beer-Lambert extinction toward the sun through the same density used for sky rendering.
89
+ float clouds_getTransmittance(vec3 position) {
90
+ if (clouds.cover <= 0.0 || clouds.density <= 0.0) return 1.0;
91
+ vec3 direction = normalize(clouds.sunDirection);
92
+ if (direction.z <= 0.02) return 1.0;
93
+ float start = max((clouds.altitude - position.z) / direction.z, 0.0);
94
+ float end = min((clouds.altitude + clouds.thickness - position.z) / direction.z, 40000.0);
95
+ if (end <= start) return 1.0;
96
+ float stepLength = (end - start) / 16.0;
97
+ float opticalDepth = 0.0;
98
+ for (int sampleIndex = 0; sampleIndex < 16; sampleIndex++) {
99
+ opticalDepth += clouds_getDensity(position + direction * (start + (float(sampleIndex) + 0.5) * stepLength)) * stepLength;
100
+ }
101
+ return exp(-opticalDepth * max(clouds.density, 0.0));
102
+ }
103
+
104
+ vec4 clouds_getColor(vec3 camera, vec3 rayDirection) {
105
+ if (clouds.cover <= 0.0 || clouds.density <= 0.0 || abs(rayDirection.z) < 0.0001) return vec4(0.0);
106
+ float bottom = (clouds.altitude - camera.z) / rayDirection.z;
107
+ float top = (clouds.altitude + max(clouds.thickness, 1.0) - camera.z) / rayDirection.z;
108
+ float start = max(min(bottom, top), 0.0);
109
+ float end = min(max(bottom, top), 20000.0);
110
+ if (end <= start) return vec4(0.0);
111
+ float jitter = valueNoise_hash(rayDirection.xy * 4096.0);
112
+ float stepLength = (end - start) / 64.0;
113
+ vec3 sunDirection = normalize(clouds.sunDirection);
114
+ float daylight = smoothstep(-0.08, 0.18, sunDirection.z);
115
+ float silver = pow(max(dot(rayDirection, sunDirection), 0.0), 12.0);
116
+ vec3 radiance = vec3(0.0);
117
+ float transmittance = 1.0;
118
+ for (int sampleIndex = 0; sampleIndex < 64; sampleIndex++) {
119
+ vec3 position = camera + rayDirection * (start + (float(sampleIndex) + jitter) * stepLength);
120
+ float density = clouds_getDensity(position);
121
+ float sunDensity = clouds_getDensity(position + sunDirection * clouds.thickness * 0.28);
122
+ float alpha = 1.0 - exp(-density * max(clouds.density, 0.0) * stepLength);
123
+ vec3 color = clouds_getLighting(density, sunDensity, daylight, silver);
124
+ radiance += transmittance * alpha * color;
125
+ transmittance *= 1.0 - alpha;
126
+ }
127
+ float distanceFade = 1.0 - smoothstep(10000.0, 20000.0, start);
128
+ return vec4(radiance, 1.0 - transmittance) * distanceFade;
129
+ }
130
+ `
131
+ ),
132
+ source: (
133
+ /* wgsl */
134
+ `
135
+ struct cloudsUniforms {
136
+ cover: f32,
137
+ altitude: f32,
138
+ thickness: f32,
139
+ scale: f32,
140
+ density: f32,
141
+ time: f32,
142
+ velocity: vec2f,
143
+ sunDirection: vec3f,
144
+ sunColor: vec3f,
145
+ };
146
+ @group(3) @binding(auto) var<uniform> clouds: cloudsUniforms;
147
+ fn clouds_getDensityAt(inputCoordinate: vec3f, height: f32) -> f32 {
148
+ let envelope = smoothstep(0.0, 0.2, height) * (1.0 - smoothstep(0.65, 1.0, height));
149
+ var coordinate = inputCoordinate;
150
+ coordinate += vec3f(8.7, 3.2, clouds.time * 0.003);
151
+ let broad = valueNoise_noise3(coordinate);
152
+ let detail = valueNoise_noise3(coordinate * 2.07 + vec3f(13.1, 7.3, 2.8));
153
+ let fine = valueNoise_noise3(coordinate * 4.23 + vec3f(5.4, 11.7, 8.1));
154
+ let threshold = mix(0.78, 0.18, clamp(clouds.cover, 0.0, 1.0));
155
+ return envelope * smoothstep(threshold, threshold + 0.16, broad * 0.72 + detail * 0.2 + fine * 0.08);
156
+ }
157
+
158
+ fn clouds_getDensity(position: vec3f) -> f32 {
159
+ let height = (position.z - clouds.altitude) / max(clouds.thickness, 1.0);
160
+ return clouds_getDensityAt(vec3f((position.xy - clouds.velocity * clouds.time) / max(clouds.scale, 1.0), height * 0.8), height);
161
+ }
162
+ fn clouds_getLighting(density: f32, sunDensity: f32, daylight: f32, silver: f32) -> vec3f {
163
+ let ambient = mix(vec3f(0.035, 0.05, 0.085), vec3f(0.28, 0.34, 0.42), daylight);
164
+ let sunlight = exp(-(density + sunDensity) * 2.0);
165
+ return ambient + clouds.sunColor * daylight * sunlight * (0.5 + silver * 0.3);
166
+ }
167
+
168
+ // Beer-Lambert extinction toward the sun through the same density used for sky rendering.
169
+ fn clouds_getTransmittance(position: vec3f) -> f32 {
170
+ if (clouds.cover <= 0.0 || clouds.density <= 0.0) { return 1.0; }
171
+ var direction: vec3f = normalize(clouds.sunDirection);
172
+ if (direction.z <= 0.02) { return 1.0; }
173
+ var start: f32 = max((clouds.altitude - position.z) / direction.z, 0.0);
174
+ var end: f32 = min((clouds.altitude + clouds.thickness - position.z) / direction.z, 40000.0);
175
+ if (end <= start) { return 1.0; }
176
+ var stepLength: f32 = (end - start) / 16.0;
177
+ var opticalDepth: f32 = 0.0;
178
+ for (var sampleIndex: i32 = 0; sampleIndex < 16; sampleIndex++) {
179
+ opticalDepth += clouds_getDensity(position + direction * (start + (f32(sampleIndex) + 0.5) * stepLength)) * stepLength;
180
+ }
181
+ return exp(-opticalDepth * max(clouds.density, 0.0));
182
+ }
183
+
184
+ fn clouds_getColor(camera: vec3f, rayDirection: vec3f) -> vec4f {
185
+ if (clouds.cover <= 0.0 || clouds.density <= 0.0 || abs(rayDirection.z) < 0.0001) { return vec4f(0.0); }
186
+ let bottom = (clouds.altitude - camera.z) / rayDirection.z;
187
+ let top = (clouds.altitude + max(clouds.thickness, 1.0) - camera.z) / rayDirection.z;
188
+ let start = max(min(bottom, top), 0.0);
189
+ let end = min(max(bottom, top), 20000.0);
190
+ if (end <= start) { return vec4f(0.0); }
191
+ let jitter = valueNoise_hash(rayDirection.xy * 4096.0);
192
+ let stepLength = (end - start) / 64.0;
193
+ let sunDirection = normalize(clouds.sunDirection);
194
+ let daylight = smoothstep(-0.08, 0.18, sunDirection.z);
195
+ let silver = pow(max(dot(rayDirection, sunDirection), 0.0), 12.0);
196
+ var radiance = vec3f(0.0);
197
+ var transmittance = 1.0;
198
+ for (var sampleIndex = 0; sampleIndex < 64; sampleIndex++) {
199
+ let position = camera + rayDirection * (start + (f32(sampleIndex) + jitter) * stepLength);
200
+ let density = clouds_getDensity(position);
201
+ let sunDensity = clouds_getDensity(position + sunDirection * clouds.thickness * 0.28);
202
+ let alpha = 1.0 - exp(-density * max(clouds.density, 0.0) * stepLength);
203
+ let color = clouds_getLighting(density, sunDensity, daylight, silver);
204
+ radiance += transmittance * alpha * color;
205
+ transmittance *= 1.0 - alpha;
206
+ }
207
+ let distanceFade = 1.0 - smoothstep(10000.0, 20000.0, start);
208
+ return vec4f(radiance, 1.0 - transmittance) * distanceFade;
209
+ }
210
+ `
211
+ )
212
+ };
213
+ // Annotate the CommonJS export names for ESM import in node:
214
+ 0 && (module.exports = {
215
+ clouds
216
+ });
@@ -0,0 +1,58 @@
1
+ export type CloudUniforms = {
2
+ /** Fractional cloud cover, from clear (0) to overcast (1). */
3
+ cover: number;
4
+ /** Bottom and thickness of the cloud slab, in metres above the coordinate origin. */
5
+ altitude: number;
6
+ thickness: number;
7
+ /** Horizontal size of cloud formations, in metres. */
8
+ scale: number;
9
+ /** Extinction coefficient, in inverse metres. */
10
+ density: number;
11
+ /** Elapsed seconds; callers own animation. */
12
+ time: number;
13
+ /** East/north drift velocity in metres per second. */
14
+ velocity: [number, number];
15
+ /** Direction toward the sun in east/north/up coordinates; nonzero. */
16
+ sunDirection: [number, number, number];
17
+ /** Linear sunlight tint. */
18
+ sunColor: [number, number, number];
19
+ };
20
+ export type CloudProps = Partial<CloudUniforms>;
21
+ /** Sixty-four-sample cloud slab with approximate sunlight scattering. Returns premultiplied RGBA.
22
+ * Positions/directions use a local east/north/up frame, with lengths in metres.
23
+ * Receivers can sample clouds_getTransmittance to attenuate direct sunlight.
24
+ */
25
+ export declare const clouds: {
26
+ readonly name: "clouds";
27
+ readonly dependencies: [{
28
+ readonly name: "valueNoise";
29
+ readonly fs: "\nfloat valueNoise_hash(vec2 cell) {\n vec3 value = fract(vec3(cell.x, cell.y, cell.x) * 0.1031);\n value += dot(value, value.yzx + 33.33);\n return fract((value.x + value.y) * value.z);\n}\nfloat valueNoise_noise(vec2 position) {\n vec2 cell = floor(position);\n vec2 fraction = fract(position);\n vec2 blend = fraction * fraction * (3.0 - 2.0 * fraction);\n return mix(mix(valueNoise_hash(cell), valueNoise_hash(cell + vec2(1.0, 0.0)), blend.x),\n mix(valueNoise_hash(cell + vec2(0.0, 1.0)), valueNoise_hash(cell + vec2(1.0)), blend.x), blend.y);\n}\n\nfloat valueNoise_hash3(vec3 cell) {\n vec3 value = fract(cell * 0.1031);\n value += dot(value, value.yzx + 33.33);\n return fract((value.x + value.y) * value.z);\n}\nfloat valueNoise_noise3(vec3 position) {\n vec3 cell = floor(position);\n vec3 fraction = fract(position);\n vec3 blend = fraction * fraction * (3.0 - 2.0 * fraction);\n float bottom = mix(mix(valueNoise_hash3(cell), valueNoise_hash3(cell + vec3(1.0, 0.0, 0.0)), blend.x),\n mix(valueNoise_hash3(cell + vec3(0.0, 1.0, 0.0)), valueNoise_hash3(cell + vec3(1.0, 1.0, 0.0)), blend.x), blend.y);\n float top = mix(mix(valueNoise_hash3(cell + vec3(0.0, 0.0, 1.0)), valueNoise_hash3(cell + vec3(1.0, 0.0, 1.0)), blend.x),\n mix(valueNoise_hash3(cell + vec3(0.0, 1.0, 1.0)), valueNoise_hash3(cell + vec3(1.0)), blend.x), blend.y);\n return mix(bottom, top, blend.z);\n}\n";
30
+ readonly source: "\nfn valueNoise_hash(cell: vec2f) -> f32 {\n var value = fract(vec3f(cell.x, cell.y, cell.x) * 0.1031);\n value += vec3f(dot(value, value.yzx + vec3f(33.33)));\n return fract((value.x + value.y) * value.z);\n}\nfn valueNoise_noise(position: vec2f) -> f32 {\n let cell = floor(position);\n let fraction = fract(position);\n let blend = fraction * fraction * (vec2f(3.0) - 2.0 * fraction);\n return mix(mix(valueNoise_hash(cell), valueNoise_hash(cell + vec2f(1.0, 0.0)), blend.x),\n mix(valueNoise_hash(cell + vec2f(0.0, 1.0)), valueNoise_hash(cell + vec2f(1.0)), blend.x), blend.y);\n}\n\nfn valueNoise_hash3(cell: vec3f) -> f32 {\n var value = fract(cell * 0.1031);\n value += vec3f(dot(value, value.yzx + vec3f(33.33)));\n return fract((value.x + value.y) * value.z);\n}\nfn valueNoise_noise3(position: vec3f) -> f32 {\n let cell = floor(position);\n let fraction = fract(position);\n let blend = fraction * fraction * (vec3f(3.0) - 2.0 * fraction);\n let bottom = mix(mix(valueNoise_hash3(cell), valueNoise_hash3(cell + vec3f(1.0, 0.0, 0.0)), blend.x),\n mix(valueNoise_hash3(cell + vec3f(0.0, 1.0, 0.0)), valueNoise_hash3(cell + vec3f(1.0, 1.0, 0.0)), blend.x), blend.y);\n let top = mix(mix(valueNoise_hash3(cell + vec3f(0.0, 0.0, 1.0)), valueNoise_hash3(cell + vec3f(1.0, 0.0, 1.0)), blend.x),\n mix(valueNoise_hash3(cell + vec3f(0.0, 1.0, 1.0)), valueNoise_hash3(cell + vec3f(1.0)), blend.x), blend.y);\n return mix(bottom, top, blend.z);\n}\n";
31
+ }];
32
+ readonly uniformTypes: {
33
+ readonly cover: "f32";
34
+ readonly altitude: "f32";
35
+ readonly thickness: "f32";
36
+ readonly scale: "f32";
37
+ readonly density: "f32";
38
+ readonly time: "f32";
39
+ readonly velocity: "vec2<f32>";
40
+ readonly sunDirection: "vec3<f32>";
41
+ readonly sunColor: "vec3<f32>";
42
+ };
43
+ readonly defaultUniforms: CloudUniforms;
44
+ readonly getUniforms: (props?: Partial<Partial<CloudUniforms>>, previousUniforms?: CloudUniforms | undefined) => {
45
+ cover: number;
46
+ altitude: number;
47
+ thickness: number;
48
+ scale: number;
49
+ density: number;
50
+ time: number;
51
+ velocity: [number, number];
52
+ sunDirection: [number, number, number];
53
+ sunColor: [number, number, number];
54
+ };
55
+ readonly fs: "\nlayout(std140) uniform cloudsUniforms {\n float cover;\n float altitude;\n float thickness;\n float scale;\n float density;\n float time;\n vec2 velocity;\n vec3 sunDirection;\n vec3 sunColor;\n} clouds;\n// Shared normalized density field for planar slabs and spherical shells.\nfloat clouds_getDensityAt(vec3 coordinate, float height) {\n float envelope = smoothstep(0.0, 0.2, height) * (1.0 - smoothstep(0.65, 1.0, height));\n coordinate += vec3(8.7, 3.2, clouds.time * 0.003);\n float broad = valueNoise_noise3(coordinate);\n float detail = valueNoise_noise3(coordinate * 2.07 + vec3(13.1, 7.3, 2.8));\n float fine = valueNoise_noise3(coordinate * 4.23 + vec3(5.4, 11.7, 8.1));\n float threshold = mix(0.78, 0.18, clamp(clouds.cover, 0.0, 1.0));\n return envelope * smoothstep(threshold, threshold + 0.16, broad * 0.72 + detail * 0.2 + fine * 0.08);\n}\n\nfloat clouds_getDensity(vec3 position) {\n float height = (position.z - clouds.altitude) / max(clouds.thickness, 1.0);\n return clouds_getDensityAt(vec3((position.xy - clouds.velocity * clouds.time) / max(clouds.scale, 1.0), height * 0.8), height);\n}\nvec3 clouds_getLighting(float density, float sunDensity, float daylight, float silver) {\n vec3 ambient = mix(vec3(0.035, 0.05, 0.085), vec3(0.28, 0.34, 0.42), daylight);\n float sunlight = exp(-(density + sunDensity) * 2.0);\n return ambient + clouds.sunColor * daylight * sunlight * (0.5 + silver * 0.3);\n}\n\n// Beer-Lambert extinction toward the sun through the same density used for sky rendering.\nfloat clouds_getTransmittance(vec3 position) {\n if (clouds.cover <= 0.0 || clouds.density <= 0.0) return 1.0;\n vec3 direction = normalize(clouds.sunDirection);\n if (direction.z <= 0.02) return 1.0;\n float start = max((clouds.altitude - position.z) / direction.z, 0.0);\n float end = min((clouds.altitude + clouds.thickness - position.z) / direction.z, 40000.0);\n if (end <= start) return 1.0;\n float stepLength = (end - start) / 16.0;\n float opticalDepth = 0.0;\n for (int sampleIndex = 0; sampleIndex < 16; sampleIndex++) {\n opticalDepth += clouds_getDensity(position + direction * (start + (float(sampleIndex) + 0.5) * stepLength)) * stepLength;\n }\n return exp(-opticalDepth * max(clouds.density, 0.0));\n}\n\nvec4 clouds_getColor(vec3 camera, vec3 rayDirection) {\n if (clouds.cover <= 0.0 || clouds.density <= 0.0 || abs(rayDirection.z) < 0.0001) return vec4(0.0);\n float bottom = (clouds.altitude - camera.z) / rayDirection.z;\n float top = (clouds.altitude + max(clouds.thickness, 1.0) - camera.z) / rayDirection.z;\n float start = max(min(bottom, top), 0.0);\n float end = min(max(bottom, top), 20000.0);\n if (end <= start) return vec4(0.0);\n float jitter = valueNoise_hash(rayDirection.xy * 4096.0);\n float stepLength = (end - start) / 64.0;\n vec3 sunDirection = normalize(clouds.sunDirection);\n float daylight = smoothstep(-0.08, 0.18, sunDirection.z);\n float silver = pow(max(dot(rayDirection, sunDirection), 0.0), 12.0);\n vec3 radiance = vec3(0.0);\n float transmittance = 1.0;\n for (int sampleIndex = 0; sampleIndex < 64; sampleIndex++) {\n vec3 position = camera + rayDirection * (start + (float(sampleIndex) + jitter) * stepLength);\n float density = clouds_getDensity(position);\n float sunDensity = clouds_getDensity(position + sunDirection * clouds.thickness * 0.28);\n float alpha = 1.0 - exp(-density * max(clouds.density, 0.0) * stepLength);\n vec3 color = clouds_getLighting(density, sunDensity, daylight, silver);\n radiance += transmittance * alpha * color;\n transmittance *= 1.0 - alpha;\n }\n float distanceFade = 1.0 - smoothstep(10000.0, 20000.0, start);\n return vec4(radiance, 1.0 - transmittance) * distanceFade;\n}\n";
56
+ readonly source: "\nstruct cloudsUniforms {\n cover: f32,\n altitude: f32,\n thickness: f32,\n scale: f32,\n density: f32,\n time: f32,\n velocity: vec2f,\n sunDirection: vec3f,\n sunColor: vec3f,\n};\n@group(3) @binding(auto) var<uniform> clouds: cloudsUniforms;\nfn clouds_getDensityAt(inputCoordinate: vec3f, height: f32) -> f32 {\n let envelope = smoothstep(0.0, 0.2, height) * (1.0 - smoothstep(0.65, 1.0, height));\n var coordinate = inputCoordinate;\n coordinate += vec3f(8.7, 3.2, clouds.time * 0.003);\n let broad = valueNoise_noise3(coordinate);\n let detail = valueNoise_noise3(coordinate * 2.07 + vec3f(13.1, 7.3, 2.8));\n let fine = valueNoise_noise3(coordinate * 4.23 + vec3f(5.4, 11.7, 8.1));\n let threshold = mix(0.78, 0.18, clamp(clouds.cover, 0.0, 1.0));\n return envelope * smoothstep(threshold, threshold + 0.16, broad * 0.72 + detail * 0.2 + fine * 0.08);\n}\n\nfn clouds_getDensity(position: vec3f) -> f32 {\n let height = (position.z - clouds.altitude) / max(clouds.thickness, 1.0);\n return clouds_getDensityAt(vec3f((position.xy - clouds.velocity * clouds.time) / max(clouds.scale, 1.0), height * 0.8), height);\n}\nfn clouds_getLighting(density: f32, sunDensity: f32, daylight: f32, silver: f32) -> vec3f {\n let ambient = mix(vec3f(0.035, 0.05, 0.085), vec3f(0.28, 0.34, 0.42), daylight);\n let sunlight = exp(-(density + sunDensity) * 2.0);\n return ambient + clouds.sunColor * daylight * sunlight * (0.5 + silver * 0.3);\n}\n\n// Beer-Lambert extinction toward the sun through the same density used for sky rendering.\nfn clouds_getTransmittance(position: vec3f) -> f32 {\n if (clouds.cover <= 0.0 || clouds.density <= 0.0) { return 1.0; }\n var direction: vec3f = normalize(clouds.sunDirection);\n if (direction.z <= 0.02) { return 1.0; }\n var start: f32 = max((clouds.altitude - position.z) / direction.z, 0.0);\n var end: f32 = min((clouds.altitude + clouds.thickness - position.z) / direction.z, 40000.0);\n if (end <= start) { return 1.0; }\n var stepLength: f32 = (end - start) / 16.0;\n var opticalDepth: f32 = 0.0;\n for (var sampleIndex: i32 = 0; sampleIndex < 16; sampleIndex++) {\n opticalDepth += clouds_getDensity(position + direction * (start + (f32(sampleIndex) + 0.5) * stepLength)) * stepLength;\n }\n return exp(-opticalDepth * max(clouds.density, 0.0));\n}\n\nfn clouds_getColor(camera: vec3f, rayDirection: vec3f) -> vec4f {\n if (clouds.cover <= 0.0 || clouds.density <= 0.0 || abs(rayDirection.z) < 0.0001) { return vec4f(0.0); }\n let bottom = (clouds.altitude - camera.z) / rayDirection.z;\n let top = (clouds.altitude + max(clouds.thickness, 1.0) - camera.z) / rayDirection.z;\n let start = max(min(bottom, top), 0.0);\n let end = min(max(bottom, top), 20000.0);\n if (end <= start) { return vec4f(0.0); }\n let jitter = valueNoise_hash(rayDirection.xy * 4096.0);\n let stepLength = (end - start) / 64.0;\n let sunDirection = normalize(clouds.sunDirection);\n let daylight = smoothstep(-0.08, 0.18, sunDirection.z);\n let silver = pow(max(dot(rayDirection, sunDirection), 0.0), 12.0);\n var radiance = vec3f(0.0);\n var transmittance = 1.0;\n for (var sampleIndex = 0; sampleIndex < 64; sampleIndex++) {\n let position = camera + rayDirection * (start + (f32(sampleIndex) + jitter) * stepLength);\n let density = clouds_getDensity(position);\n let sunDensity = clouds_getDensity(position + sunDirection * clouds.thickness * 0.28);\n let alpha = 1.0 - exp(-density * max(clouds.density, 0.0) * stepLength);\n let color = clouds_getLighting(density, sunDensity, daylight, silver);\n radiance += transmittance * alpha * color;\n transmittance *= 1.0 - alpha;\n }\n let distanceFade = 1.0 - smoothstep(10000.0, 20000.0, start);\n return vec4f(radiance, 1.0 - transmittance) * distanceFade;\n}\n";
57
+ };
58
+ //# sourceMappingURL=clouds.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"clouds.d.ts","sourceRoot":"","sources":["../../../../src/modules/lighting/clouds/clouds.ts"],"names":[],"mappings":"AAOA,MAAM,MAAM,aAAa,GAAG;IAC1B,8DAA8D;IAC9D,KAAK,EAAE,MAAM,CAAC;IACd,qFAAqF;IACrF,QAAQ,EAAE,MAAM,CAAC;IACjB,SAAS,EAAE,MAAM,CAAC;IAClB,sDAAsD;IACtD,KAAK,EAAE,MAAM,CAAC;IACd,iDAAiD;IACjD,OAAO,EAAE,MAAM,CAAC;IAChB,8CAA8C;IAC9C,IAAI,EAAE,MAAM,CAAC;IACb,sDAAsD;IACtD,QAAQ,EAAE,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC;IAC3B,sEAAsE;IACtE,YAAY,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IACvC,4BAA4B;IAC5B,QAAQ,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;CACpC,CAAC;AACF,MAAM,MAAM,UAAU,GAAG,OAAO,CAAC,aAAa,CAAC,CAAC;AAchD;;;GAGG;AACH,eAAO,MAAM,MAAM;;;;;;;;;;;;;;;;;;;;eAnCV,MAAM;kBAEH,MAAM;mBACL,MAAM;eAEV,MAAM;iBAEJ,MAAM;cAET,MAAM;kBAEF,CAAC,MAAM,EAAE,MAAM,CAAC;sBAEZ,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC;kBAE5B,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC;;;;CA+LwB,CAAC"}
@@ -0,0 +1,192 @@
1
+ // luma.gl
2
+ // SPDX-License-Identifier: MIT
3
+ // SPDX-FileCopyrightText: Copyright (c) vis.gl contributors
4
+ import { valueNoise } from "../../math/value-noise/value-noise.js";
5
+ const DEFAULT_UNIFORMS = {
6
+ cover: 0.45,
7
+ altitude: 1000,
8
+ thickness: 1200,
9
+ scale: 1400,
10
+ density: 0.005,
11
+ time: 0,
12
+ velocity: [14, 4],
13
+ sunDirection: [0, 0.8, 0.6],
14
+ sunColor: [1, 0.95, 0.85]
15
+ };
16
+ /** Sixty-four-sample cloud slab with approximate sunlight scattering. Returns premultiplied RGBA.
17
+ * Positions/directions use a local east/north/up frame, with lengths in metres.
18
+ * Receivers can sample clouds_getTransmittance to attenuate direct sunlight.
19
+ */
20
+ export const clouds = {
21
+ name: 'clouds',
22
+ dependencies: [valueNoise],
23
+ uniformTypes: {
24
+ cover: 'f32',
25
+ altitude: 'f32',
26
+ thickness: 'f32',
27
+ scale: 'f32',
28
+ density: 'f32',
29
+ time: 'f32',
30
+ velocity: 'vec2<f32>',
31
+ sunDirection: 'vec3<f32>',
32
+ sunColor: 'vec3<f32>'
33
+ },
34
+ defaultUniforms: DEFAULT_UNIFORMS,
35
+ getUniforms(props = {}, previousUniforms = DEFAULT_UNIFORMS) {
36
+ return { ...DEFAULT_UNIFORMS, ...previousUniforms, ...props };
37
+ },
38
+ fs: /* glsl */ `
39
+ layout(std140) uniform cloudsUniforms {
40
+ float cover;
41
+ float altitude;
42
+ float thickness;
43
+ float scale;
44
+ float density;
45
+ float time;
46
+ vec2 velocity;
47
+ vec3 sunDirection;
48
+ vec3 sunColor;
49
+ } clouds;
50
+ // Shared normalized density field for planar slabs and spherical shells.
51
+ float clouds_getDensityAt(vec3 coordinate, float height) {
52
+ float envelope = smoothstep(0.0, 0.2, height) * (1.0 - smoothstep(0.65, 1.0, height));
53
+ coordinate += vec3(8.7, 3.2, clouds.time * 0.003);
54
+ float broad = valueNoise_noise3(coordinate);
55
+ float detail = valueNoise_noise3(coordinate * 2.07 + vec3(13.1, 7.3, 2.8));
56
+ float fine = valueNoise_noise3(coordinate * 4.23 + vec3(5.4, 11.7, 8.1));
57
+ float threshold = mix(0.78, 0.18, clamp(clouds.cover, 0.0, 1.0));
58
+ return envelope * smoothstep(threshold, threshold + 0.16, broad * 0.72 + detail * 0.2 + fine * 0.08);
59
+ }
60
+
61
+ float clouds_getDensity(vec3 position) {
62
+ float height = (position.z - clouds.altitude) / max(clouds.thickness, 1.0);
63
+ return clouds_getDensityAt(vec3((position.xy - clouds.velocity * clouds.time) / max(clouds.scale, 1.0), height * 0.8), height);
64
+ }
65
+ vec3 clouds_getLighting(float density, float sunDensity, float daylight, float silver) {
66
+ vec3 ambient = mix(vec3(0.035, 0.05, 0.085), vec3(0.28, 0.34, 0.42), daylight);
67
+ float sunlight = exp(-(density + sunDensity) * 2.0);
68
+ return ambient + clouds.sunColor * daylight * sunlight * (0.5 + silver * 0.3);
69
+ }
70
+
71
+ // Beer-Lambert extinction toward the sun through the same density used for sky rendering.
72
+ float clouds_getTransmittance(vec3 position) {
73
+ if (clouds.cover <= 0.0 || clouds.density <= 0.0) return 1.0;
74
+ vec3 direction = normalize(clouds.sunDirection);
75
+ if (direction.z <= 0.02) return 1.0;
76
+ float start = max((clouds.altitude - position.z) / direction.z, 0.0);
77
+ float end = min((clouds.altitude + clouds.thickness - position.z) / direction.z, 40000.0);
78
+ if (end <= start) return 1.0;
79
+ float stepLength = (end - start) / 16.0;
80
+ float opticalDepth = 0.0;
81
+ for (int sampleIndex = 0; sampleIndex < 16; sampleIndex++) {
82
+ opticalDepth += clouds_getDensity(position + direction * (start + (float(sampleIndex) + 0.5) * stepLength)) * stepLength;
83
+ }
84
+ return exp(-opticalDepth * max(clouds.density, 0.0));
85
+ }
86
+
87
+ vec4 clouds_getColor(vec3 camera, vec3 rayDirection) {
88
+ if (clouds.cover <= 0.0 || clouds.density <= 0.0 || abs(rayDirection.z) < 0.0001) return vec4(0.0);
89
+ float bottom = (clouds.altitude - camera.z) / rayDirection.z;
90
+ float top = (clouds.altitude + max(clouds.thickness, 1.0) - camera.z) / rayDirection.z;
91
+ float start = max(min(bottom, top), 0.0);
92
+ float end = min(max(bottom, top), 20000.0);
93
+ if (end <= start) return vec4(0.0);
94
+ float jitter = valueNoise_hash(rayDirection.xy * 4096.0);
95
+ float stepLength = (end - start) / 64.0;
96
+ vec3 sunDirection = normalize(clouds.sunDirection);
97
+ float daylight = smoothstep(-0.08, 0.18, sunDirection.z);
98
+ float silver = pow(max(dot(rayDirection, sunDirection), 0.0), 12.0);
99
+ vec3 radiance = vec3(0.0);
100
+ float transmittance = 1.0;
101
+ for (int sampleIndex = 0; sampleIndex < 64; sampleIndex++) {
102
+ vec3 position = camera + rayDirection * (start + (float(sampleIndex) + jitter) * stepLength);
103
+ float density = clouds_getDensity(position);
104
+ float sunDensity = clouds_getDensity(position + sunDirection * clouds.thickness * 0.28);
105
+ float alpha = 1.0 - exp(-density * max(clouds.density, 0.0) * stepLength);
106
+ vec3 color = clouds_getLighting(density, sunDensity, daylight, silver);
107
+ radiance += transmittance * alpha * color;
108
+ transmittance *= 1.0 - alpha;
109
+ }
110
+ float distanceFade = 1.0 - smoothstep(10000.0, 20000.0, start);
111
+ return vec4(radiance, 1.0 - transmittance) * distanceFade;
112
+ }
113
+ `,
114
+ source: /* wgsl */ `
115
+ struct cloudsUniforms {
116
+ cover: f32,
117
+ altitude: f32,
118
+ thickness: f32,
119
+ scale: f32,
120
+ density: f32,
121
+ time: f32,
122
+ velocity: vec2f,
123
+ sunDirection: vec3f,
124
+ sunColor: vec3f,
125
+ };
126
+ @group(3) @binding(auto) var<uniform> clouds: cloudsUniforms;
127
+ fn clouds_getDensityAt(inputCoordinate: vec3f, height: f32) -> f32 {
128
+ let envelope = smoothstep(0.0, 0.2, height) * (1.0 - smoothstep(0.65, 1.0, height));
129
+ var coordinate = inputCoordinate;
130
+ coordinate += vec3f(8.7, 3.2, clouds.time * 0.003);
131
+ let broad = valueNoise_noise3(coordinate);
132
+ let detail = valueNoise_noise3(coordinate * 2.07 + vec3f(13.1, 7.3, 2.8));
133
+ let fine = valueNoise_noise3(coordinate * 4.23 + vec3f(5.4, 11.7, 8.1));
134
+ let threshold = mix(0.78, 0.18, clamp(clouds.cover, 0.0, 1.0));
135
+ return envelope * smoothstep(threshold, threshold + 0.16, broad * 0.72 + detail * 0.2 + fine * 0.08);
136
+ }
137
+
138
+ fn clouds_getDensity(position: vec3f) -> f32 {
139
+ let height = (position.z - clouds.altitude) / max(clouds.thickness, 1.0);
140
+ return clouds_getDensityAt(vec3f((position.xy - clouds.velocity * clouds.time) / max(clouds.scale, 1.0), height * 0.8), height);
141
+ }
142
+ fn clouds_getLighting(density: f32, sunDensity: f32, daylight: f32, silver: f32) -> vec3f {
143
+ let ambient = mix(vec3f(0.035, 0.05, 0.085), vec3f(0.28, 0.34, 0.42), daylight);
144
+ let sunlight = exp(-(density + sunDensity) * 2.0);
145
+ return ambient + clouds.sunColor * daylight * sunlight * (0.5 + silver * 0.3);
146
+ }
147
+
148
+ // Beer-Lambert extinction toward the sun through the same density used for sky rendering.
149
+ fn clouds_getTransmittance(position: vec3f) -> f32 {
150
+ if (clouds.cover <= 0.0 || clouds.density <= 0.0) { return 1.0; }
151
+ var direction: vec3f = normalize(clouds.sunDirection);
152
+ if (direction.z <= 0.02) { return 1.0; }
153
+ var start: f32 = max((clouds.altitude - position.z) / direction.z, 0.0);
154
+ var end: f32 = min((clouds.altitude + clouds.thickness - position.z) / direction.z, 40000.0);
155
+ if (end <= start) { return 1.0; }
156
+ var stepLength: f32 = (end - start) / 16.0;
157
+ var opticalDepth: f32 = 0.0;
158
+ for (var sampleIndex: i32 = 0; sampleIndex < 16; sampleIndex++) {
159
+ opticalDepth += clouds_getDensity(position + direction * (start + (f32(sampleIndex) + 0.5) * stepLength)) * stepLength;
160
+ }
161
+ return exp(-opticalDepth * max(clouds.density, 0.0));
162
+ }
163
+
164
+ fn clouds_getColor(camera: vec3f, rayDirection: vec3f) -> vec4f {
165
+ if (clouds.cover <= 0.0 || clouds.density <= 0.0 || abs(rayDirection.z) < 0.0001) { return vec4f(0.0); }
166
+ let bottom = (clouds.altitude - camera.z) / rayDirection.z;
167
+ let top = (clouds.altitude + max(clouds.thickness, 1.0) - camera.z) / rayDirection.z;
168
+ let start = max(min(bottom, top), 0.0);
169
+ let end = min(max(bottom, top), 20000.0);
170
+ if (end <= start) { return vec4f(0.0); }
171
+ let jitter = valueNoise_hash(rayDirection.xy * 4096.0);
172
+ let stepLength = (end - start) / 64.0;
173
+ let sunDirection = normalize(clouds.sunDirection);
174
+ let daylight = smoothstep(-0.08, 0.18, sunDirection.z);
175
+ let silver = pow(max(dot(rayDirection, sunDirection), 0.0), 12.0);
176
+ var radiance = vec3f(0.0);
177
+ var transmittance = 1.0;
178
+ for (var sampleIndex = 0; sampleIndex < 64; sampleIndex++) {
179
+ let position = camera + rayDirection * (start + (f32(sampleIndex) + jitter) * stepLength);
180
+ let density = clouds_getDensity(position);
181
+ let sunDensity = clouds_getDensity(position + sunDirection * clouds.thickness * 0.28);
182
+ let alpha = 1.0 - exp(-density * max(clouds.density, 0.0) * stepLength);
183
+ let color = clouds_getLighting(density, sunDensity, daylight, silver);
184
+ radiance += transmittance * alpha * color;
185
+ transmittance *= 1.0 - alpha;
186
+ }
187
+ let distanceFade = 1.0 - smoothstep(10000.0, 20000.0, start);
188
+ return vec4f(radiance, 1.0 - transmittance) * distanceFade;
189
+ }
190
+ `
191
+ };
192
+ //# sourceMappingURL=clouds.js.map
@@ -0,0 +1 @@
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@@ -0,0 +1,40 @@
1
+ var __defProp = Object.defineProperty;
2
+ var __getOwnPropDesc = Object.getOwnPropertyDescriptor;
3
+ var __getOwnPropNames = Object.getOwnPropertyNames;
4
+ var __hasOwnProp = Object.prototype.hasOwnProperty;
5
+ var __export = (target, all) => {
6
+ for (var name in all)
7
+ __defProp(target, name, { get: all[name], enumerable: true });
8
+ };
9
+ var __copyProps = (to, from, except, desc) => {
10
+ if (from && typeof from === "object" || typeof from === "function") {
11
+ for (let key of __getOwnPropNames(from))
12
+ if (!__hasOwnProp.call(to, key) && key !== except)
13
+ __defProp(to, key, { get: () => from[key], enumerable: !(desc = __getOwnPropDesc(from, key)) || desc.enumerable });
14
+ }
15
+ return to;
16
+ };
17
+ var __toCommonJS = (mod) => __copyProps(__defProp({}, "__esModule", { value: true }), mod);
18
+ var clustered_light_grid_exports = {};
19
+ __export(clustered_light_grid_exports, {
20
+ clusteredLightGrid: () => clusteredLightGrid
21
+ });
22
+ module.exports = __toCommonJS(clustered_light_grid_exports);
23
+ const clusteredLightGrid = {
24
+ name: "clusteredLightGrid",
25
+ source: (
26
+ /* wgsl */
27
+ `
28
+ fn clusteredLightGrid_getIndex(coordinates: vec2f, viewDepth: f32, dimensions: vec3u, nearPlane: f32, farPlane: f32) -> u32 {
29
+ let tile = min(vec2u(clamp(coordinates, vec2f(0.0), vec2f(0.999999)) * vec2f(dimensions.xy)), dimensions.xy - vec2u(1));
30
+ let normalizedDepth = clamp(log(clamp(viewDepth, nearPlane, farPlane) / nearPlane) / log(farPlane / nearPlane), 0.0, 0.999999);
31
+ let depthSlice = min(u32(normalizedDepth * f32(dimensions.z)), dimensions.z - 1u);
32
+ return (depthSlice * dimensions.y + tile.y) * dimensions.x + tile.x;
33
+ }
34
+ `
35
+ )
36
+ };
37
+ // Annotate the CommonJS export names for ESM import in node:
38
+ 0 && (module.exports = {
39
+ clusteredLightGrid
40
+ });
@@ -0,0 +1,6 @@
1
+ /** Renderer-independent lookup for top-left normalized screen coordinates and positive view depth. */
2
+ export declare const clusteredLightGrid: {
3
+ readonly name: "clusteredLightGrid";
4
+ readonly source: "\nfn clusteredLightGrid_getIndex(coordinates: vec2f, viewDepth: f32, dimensions: vec3u, nearPlane: f32, farPlane: f32) -> u32 {\n let tile = min(vec2u(clamp(coordinates, vec2f(0.0), vec2f(0.999999)) * vec2f(dimensions.xy)), dimensions.xy - vec2u(1));\n let normalizedDepth = clamp(log(clamp(viewDepth, nearPlane, farPlane) / nearPlane) / log(farPlane / nearPlane), 0.0, 0.999999);\n let depthSlice = min(u32(normalizedDepth * f32(dimensions.z)), dimensions.z - 1u);\n return (depthSlice * dimensions.y + tile.y) * dimensions.x + tile.x;\n}\n";
5
+ };
6
+ //# sourceMappingURL=clustered-light-grid.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"clustered-light-grid.d.ts","sourceRoot":"","sources":["../../../../src/modules/lighting/clustered-light-grid/clustered-light-grid.ts"],"names":[],"mappings":"AAKA,sGAAsG;AACtG,eAAO,MAAM,kBAAkB;;;CAUE,CAAC"}
@@ -0,0 +1,15 @@
1
+ // SPDX-License-Identifier: MIT
2
+ // SPDX-FileCopyrightText: Copyright (c) vis.gl contributors
3
+ /** Renderer-independent lookup for top-left normalized screen coordinates and positive view depth. */
4
+ export const clusteredLightGrid = {
5
+ name: 'clusteredLightGrid',
6
+ source: /* wgsl */ `
7
+ fn clusteredLightGrid_getIndex(coordinates: vec2f, viewDepth: f32, dimensions: vec3u, nearPlane: f32, farPlane: f32) -> u32 {
8
+ let tile = min(vec2u(clamp(coordinates, vec2f(0.0), vec2f(0.999999)) * vec2f(dimensions.xy)), dimensions.xy - vec2u(1));
9
+ let normalizedDepth = clamp(log(clamp(viewDepth, nearPlane, farPlane) / nearPlane) / log(farPlane / nearPlane), 0.0, 0.999999);
10
+ let depthSlice = min(u32(normalizedDepth * f32(dimensions.z)), dimensions.z - 1u);
11
+ return (depthSlice * dimensions.y + tile.y) * dimensions.x + tile.x;
12
+ }
13
+ `
14
+ };
15
+ //# sourceMappingURL=clustered-light-grid.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"clustered-light-grid.js","sourceRoot":"","sources":["../../../../src/modules/lighting/clustered-light-grid/clustered-light-grid.ts"],"names":[],"mappings":"AAAA,+BAA+B;AAC/B,4DAA4D;AAI5D,sGAAsG;AACtG,MAAM,CAAC,MAAM,kBAAkB,GAAG;IAChC,IAAI,EAAE,oBAAoB;IAC1B,MAAM,EAAE,UAAU,CAAC;;;;;;;CAOpB;CACgC,CAAC"}