@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 +1,450 @@
1
+ // luma.gl
2
+ // SPDX-License-Identifier: MIT
3
+ // SPDX-FileCopyrightText: Copyright (c) vis.gl contributors
4
+ import { SHADOW_GLSL } from "./shadow-glsl.js";
5
+ const MAX_CASCADES = 4;
6
+ const MAX_SPOT_LIGHTS = 4;
7
+ const MAX_POINT_LIGHTS = 4;
8
+ const MAX_POINT_MATRICES = 24;
9
+ const DIRECTIONAL_LIGHT_UNIFORM_TYPE = {
10
+ direction: 'vec3<f32>',
11
+ strength: 'f32',
12
+ normalBias: 'f32',
13
+ sourceAngularRadius: 'f32',
14
+ cascadeBlendFraction: 'f32',
15
+ farFadeFraction: 'f32',
16
+ shadowDistance: 'f32'
17
+ };
18
+ const SPOT_LIGHT_UNIFORM_TYPE = {
19
+ position: 'vec3<f32>',
20
+ range: 'f32',
21
+ direction: 'vec3<f32>',
22
+ outerConeCos: 'f32',
23
+ sourceRadius: 'f32',
24
+ normalBias: 'f32',
25
+ strength: 'f32',
26
+ nearPlane: 'f32'
27
+ };
28
+ const POINT_LIGHT_UNIFORM_TYPE = {
29
+ position: 'vec3<f32>',
30
+ range: 'f32',
31
+ sourceRadius: 'f32',
32
+ normalBias: 'f32',
33
+ strength: 'f32',
34
+ nearPlane: 'f32'
35
+ };
36
+ const SHADOW_WGSL = /* wgsl */ `\
37
+ const SHADOW_PI: f32 = 3.141592653589793;
38
+
39
+ struct DirectionalShadowLightUniform {
40
+ direction: vec3f,
41
+ strength: f32,
42
+ normalBias: f32,
43
+ sourceAngularRadius: f32,
44
+ cascadeBlendFraction: f32,
45
+ farFadeFraction: f32,
46
+ shadowDistance: f32,
47
+ };
48
+
49
+ struct SpotShadowLightUniform {
50
+ position: vec3f,
51
+ range: f32,
52
+ direction: vec3f,
53
+ outerConeCos: f32,
54
+ sourceRadius: f32,
55
+ normalBias: f32,
56
+ strength: f32,
57
+ nearPlane: f32,
58
+ };
59
+
60
+ struct PointShadowLightUniform {
61
+ position: vec3f,
62
+ range: f32,
63
+ sourceRadius: f32,
64
+ normalBias: f32,
65
+ strength: f32,
66
+ nearPlane: f32,
67
+ };
68
+
69
+ struct ShadowUniforms {
70
+ directionalLightCount: i32,
71
+ spotLightCount: i32,
72
+ pointLightCount: i32,
73
+ cascadeCount: i32,
74
+ blockerSampleCount: i32,
75
+ filterSampleCount: i32,
76
+ cascadeSplits: vec4f,
77
+ directionalViewProjectionMatrices: array<mat4x4f, 4>,
78
+ spotViewProjectionMatrices: array<mat4x4f, 4>,
79
+ pointViewProjectionMatrices: array<mat4x4f, 24>,
80
+ directionalLights: array<DirectionalShadowLightUniform, 1>,
81
+ spotLights: array<SpotShadowLightUniform, 4>,
82
+ pointLights: array<PointShadowLightUniform, 4>,
83
+ };
84
+
85
+ @group(2) @binding(auto) var<uniform> shadow: ShadowUniforms;
86
+ @group(2) @binding(auto) var directionalShadowTexture: texture_depth_2d_array;
87
+ @group(2) @binding(auto) var spotShadowTexture: texture_depth_2d_array;
88
+ @group(2) @binding(auto) var pointShadowTexture: texture_depth_cube_array;
89
+ @group(2) @binding(auto) var directionalShadowTextureSampler: sampler;
90
+ @group(2) @binding(auto) var shadowComparisonSampler: sampler_comparison;
91
+
92
+ fn shadow_hash(position: vec3f) -> f32 {
93
+ return fract(sin(dot(position, vec3f(12.9898, 78.233, 37.719))) * 43758.5453);
94
+ }
95
+
96
+ fn shadow_diskSample(index: i32, count: i32, rotation: f32) -> vec2f {
97
+ let fraction = (f32(index) + 0.5) / max(f32(count), 1.0);
98
+ let angle = f32(index) * 2.39996323 + rotation;
99
+ return sqrt(fraction) * vec2f(cos(angle), sin(angle));
100
+ }
101
+
102
+ fn shadow_project(matrix: mat4x4f, worldPosition: vec3f) -> vec3f {
103
+ let clip = matrix * vec4f(worldPosition, 1.0);
104
+ let ndc = clip.xyz / max(abs(clip.w), 0.00001);
105
+ return vec3f(ndc.x * 0.5 + 0.5, 0.5 - ndc.y * 0.5, ndc.z);
106
+ }
107
+
108
+ fn shadow_validProjection(projected: vec3f) -> bool {
109
+ return all(projected.xy >= vec2f(0.0)) && all(projected.xy <= vec2f(1.0)) &&
110
+ projected.z >= 0.0 && projected.z <= 1.0;
111
+ }
112
+
113
+ fn shadow_directionalCascadeIndex(viewDepth: f32) -> i32 {
114
+ var cascadeIndex = 0;
115
+ for (var index: i32 = 0; index < 4; index++) {
116
+ if (index >= shadow.cascadeCount) { break; }
117
+ cascadeIndex = index;
118
+ if (viewDepth <= shadow.cascadeSplits[index]) { break; }
119
+ }
120
+ return cascadeIndex;
121
+ }
122
+
123
+ fn shadow_getDirectionalCascadeIndex(viewDepth: f32) -> i32 {
124
+ if (shadow.directionalLightCount == 0) { return -1; }
125
+ return shadow_directionalCascadeIndex(viewDepth);
126
+ }
127
+
128
+ fn shadow_directionalPCSS(cascadeIndex: i32, worldPosition: vec3f, viewDepth: f32) -> f32 {
129
+ let projected = shadow_project(shadow.directionalViewProjectionMatrices[cascadeIndex], worldPosition);
130
+ if (!shadow_validProjection(projected)) { return 1.0; }
131
+ let dimensions = vec2f(textureDimensions(directionalShadowTexture));
132
+ let texel = 1.0 / dimensions;
133
+ let light = shadow.directionalLights[0];
134
+ let rotation = shadow_hash(worldPosition) * 2.0 * SHADOW_PI;
135
+ let searchRadius = max(texel.x, light.sourceAngularRadius * viewDepth / max(light.shadowDistance, 0.001));
136
+ var blockerDepth = 0.0;
137
+ var blockerCount = 0.0;
138
+ for (var index: i32 = 0; index < 24; index++) {
139
+ if (index >= shadow.blockerSampleCount) { break; }
140
+ let offset = shadow_diskSample(index, shadow.blockerSampleCount, rotation) * searchRadius;
141
+ let sampleDepth = textureSampleLevel(
142
+ directionalShadowTexture,
143
+ directionalShadowTextureSampler,
144
+ clamp(projected.xy + offset, vec2f(0.0), vec2f(1.0)),
145
+ cascadeIndex,
146
+ 0
147
+ );
148
+ if (sampleDepth < projected.z) {
149
+ blockerDepth += sampleDepth;
150
+ blockerCount += 1.0;
151
+ }
152
+ }
153
+ if (blockerCount == 0.0) { return 1.0; }
154
+ let averageBlocker = blockerDepth / blockerCount;
155
+ let penumbra = clamp((projected.z - averageBlocker) / max(abs(averageBlocker), 0.001), 0.0, 1.0);
156
+ let filterRadius = max(texel.x, searchRadius * (1.0 + penumbra * 18.0));
157
+ var visibility = 0.0;
158
+ for (var index: i32 = 0; index < 48; index++) {
159
+ if (index >= shadow.filterSampleCount) { break; }
160
+ let offset = shadow_diskSample(index, shadow.filterSampleCount, rotation) * filterRadius;
161
+ visibility += textureSampleCompareLevel(
162
+ directionalShadowTexture,
163
+ shadowComparisonSampler,
164
+ clamp(projected.xy + offset, vec2f(0.0), vec2f(1.0)),
165
+ cascadeIndex,
166
+ projected.z
167
+ );
168
+ }
169
+ return visibility / max(f32(shadow.filterSampleCount), 1.0);
170
+ }
171
+
172
+ fn shadow_getDirectionalFactor(worldPosition: vec3f, worldNormal: vec3f, viewDepth: f32) -> f32 {
173
+ if (shadow.directionalLightCount == 0 || viewDepth <= 0.0) { return 1.0; }
174
+ let light = shadow.directionalLights[0];
175
+ if (viewDepth >= light.shadowDistance) { return 1.0; }
176
+ let biasedPosition = worldPosition + normalize(worldNormal) * light.normalBias;
177
+ let cascadeIndex = shadow_directionalCascadeIndex(viewDepth);
178
+ var visibility = shadow_directionalPCSS(cascadeIndex, biasedPosition, viewDepth);
179
+ if (cascadeIndex + 1 < shadow.cascadeCount) {
180
+ var cascadeStart = 0.0;
181
+ if (cascadeIndex > 0) { cascadeStart = shadow.cascadeSplits[cascadeIndex - 1]; }
182
+ let cascadeEnd = shadow.cascadeSplits[cascadeIndex];
183
+ let blendWidth = max((cascadeEnd - cascadeStart) * light.cascadeBlendFraction, 0.0001);
184
+ let blend = smoothstep(cascadeEnd - blendWidth, cascadeEnd, viewDepth);
185
+ if (blend > 0.0) {
186
+ visibility = mix(
187
+ visibility,
188
+ shadow_directionalPCSS(cascadeIndex + 1, biasedPosition, viewDepth),
189
+ blend
190
+ );
191
+ }
192
+ }
193
+ let fadeWidth = max(light.shadowDistance * light.farFadeFraction, 0.0001);
194
+ let farFade = smoothstep(light.shadowDistance - fadeWidth, light.shadowDistance, viewDepth);
195
+ visibility = mix(visibility, 1.0, farFade);
196
+ return mix(1.0, visibility, light.strength);
197
+ }
198
+
199
+ fn shadow_spotPCSS(lightIndex: i32, worldPosition: vec3f) -> f32 {
200
+ let projected = shadow_project(shadow.spotViewProjectionMatrices[lightIndex], worldPosition);
201
+ if (!shadow_validProjection(projected)) { return 1.0; }
202
+ let light = shadow.spotLights[lightIndex];
203
+ let dimensions = vec2f(textureDimensions(spotShadowTexture));
204
+ let texel = 1.0 / dimensions;
205
+ let distanceToLight = length(worldPosition - light.position);
206
+ let searchRadius = max(texel.x, light.sourceRadius / max(distanceToLight, 0.001) * 0.5);
207
+ let rotation = shadow_hash(worldPosition) * 2.0 * SHADOW_PI;
208
+ var blockerDepth = 0.0;
209
+ var blockerCount = 0.0;
210
+ for (var index: i32 = 0; index < 24; index++) {
211
+ if (index >= shadow.blockerSampleCount) { break; }
212
+ let offset = shadow_diskSample(index, shadow.blockerSampleCount, rotation) * searchRadius;
213
+ let sampleDepth = textureSampleLevel(
214
+ spotShadowTexture,
215
+ directionalShadowTextureSampler,
216
+ clamp(projected.xy + offset, vec2f(0.0), vec2f(1.0)),
217
+ lightIndex,
218
+ 0
219
+ );
220
+ if (sampleDepth < projected.z) { blockerDepth += sampleDepth; blockerCount += 1.0; }
221
+ }
222
+ if (blockerCount == 0.0) { return 1.0; }
223
+ let averageBlocker = blockerDepth / blockerCount;
224
+ let penumbra = clamp((projected.z - averageBlocker) / max(abs(averageBlocker), 0.001), 0.0, 1.0);
225
+ let filterRadius = max(texel.x, searchRadius * (1.0 + penumbra * 16.0));
226
+ var visibility = 0.0;
227
+ for (var index: i32 = 0; index < 48; index++) {
228
+ if (index >= shadow.filterSampleCount) { break; }
229
+ let offset = shadow_diskSample(index, shadow.filterSampleCount, rotation) * filterRadius;
230
+ visibility += textureSampleCompareLevel(
231
+ spotShadowTexture,
232
+ shadowComparisonSampler,
233
+ clamp(projected.xy + offset, vec2f(0.0), vec2f(1.0)),
234
+ lightIndex,
235
+ projected.z
236
+ );
237
+ }
238
+ return visibility / max(f32(shadow.filterSampleCount), 1.0);
239
+ }
240
+
241
+ fn shadow_getSpotFactor(lightIndex: i32, worldPosition: vec3f, worldNormal: vec3f) -> f32 {
242
+ if (lightIndex < 0 || lightIndex >= shadow.spotLightCount) { return 1.0; }
243
+ let light = shadow.spotLights[lightIndex];
244
+ let fromLight = worldPosition - light.position;
245
+ let distanceToLight = length(fromLight);
246
+ let coneCos = dot(normalize(fromLight), normalize(light.direction));
247
+ if (distanceToLight >= light.range || coneCos < light.outerConeCos) { return 1.0; }
248
+ let biasedPosition = worldPosition + normalize(worldNormal) * light.normalBias;
249
+ return mix(1.0, shadow_spotPCSS(lightIndex, biasedPosition), light.strength);
250
+ }
251
+
252
+ fn shadow_pointReferenceDepth(majorDistance: f32, nearPlane: f32, farPlane: f32) -> f32 {
253
+ // Match the cube-face projection and stored WebGPU depth in [0, 1].
254
+ return farPlane / (farPlane - nearPlane) -
255
+ (farPlane * nearPlane) / ((farPlane - nearPlane) * majorDistance);
256
+ }
257
+
258
+ fn shadow_pointBasis(direction: vec3f) -> mat2x3f {
259
+ let reference = select(vec3f(0.0, 1.0, 0.0), vec3f(0.0, 0.0, 1.0), abs(direction.y) > 0.99);
260
+ let tangent = normalize(cross(direction, reference));
261
+ return mat2x3f(tangent, normalize(cross(direction, tangent)));
262
+ }
263
+
264
+ fn shadow_getPointFactor(lightIndex: i32, worldPosition: vec3f, worldNormal: vec3f) -> f32 {
265
+ if (lightIndex < 0 || lightIndex >= shadow.pointLightCount) { return 1.0; }
266
+ let light = shadow.pointLights[lightIndex];
267
+ let biasedPosition = worldPosition + normalize(worldNormal) * light.normalBias;
268
+ let fromLight = biasedPosition - light.position;
269
+ let distanceToLight = length(fromLight);
270
+ if (distanceToLight >= light.range || distanceToLight <= light.nearPlane) { return 1.0; }
271
+ let direction = normalize(fromLight);
272
+ let majorDistance = max(max(abs(fromLight.x), abs(fromLight.y)), abs(fromLight.z));
273
+ let referenceDepth = shadow_pointReferenceDepth(majorDistance, light.nearPlane, light.range);
274
+ let searchRadius = light.sourceRadius / max(distanceToLight, 0.001);
275
+ let rotation = shadow_hash(worldPosition) * 2.0 * SHADOW_PI;
276
+ let basis = shadow_pointBasis(direction);
277
+ var blockerDepth = 0.0;
278
+ var blockerCount = 0.0;
279
+ for (var index: i32 = 0; index < 24; index++) {
280
+ if (index >= shadow.blockerSampleCount) { break; }
281
+ let disk = shadow_diskSample(index, shadow.blockerSampleCount, rotation) * searchRadius;
282
+ let sampleDirection = normalize(direction + basis[0] * disk.x + basis[1] * disk.y);
283
+ let sampleDepth = textureSampleLevel(
284
+ pointShadowTexture,
285
+ directionalShadowTextureSampler,
286
+ sampleDirection,
287
+ lightIndex,
288
+ 0
289
+ );
290
+ if (sampleDepth < referenceDepth) { blockerDepth += sampleDepth; blockerCount += 1.0; }
291
+ }
292
+ if (blockerCount == 0.0) { return 1.0; }
293
+ let averageBlocker = blockerDepth / blockerCount;
294
+ let penumbra = clamp((referenceDepth - averageBlocker) / max(abs(averageBlocker), 0.001), 0.0, 1.0);
295
+ let filterRadius = searchRadius * (1.0 + penumbra * 12.0);
296
+ var visibility = 0.0;
297
+ for (var index: i32 = 0; index < 48; index++) {
298
+ if (index >= shadow.filterSampleCount) { break; }
299
+ let disk = shadow_diskSample(index, shadow.filterSampleCount, rotation) * filterRadius;
300
+ let sampleDirection = normalize(direction + basis[0] * disk.x + basis[1] * disk.y);
301
+ visibility += textureSampleCompareLevel(
302
+ pointShadowTexture,
303
+ shadowComparisonSampler,
304
+ sampleDirection,
305
+ lightIndex,
306
+ referenceDepth
307
+ );
308
+ }
309
+ visibility /= max(f32(shadow.filterSampleCount), 1.0);
310
+ return mix(1.0, visibility, light.strength);
311
+ }
312
+ `;
313
+ /** Backend-aware shadow sampling module. Applications explicitly apply factors to direct-light terms. */
314
+ export const shadow = {
315
+ name: 'shadow',
316
+ source: SHADOW_WGSL,
317
+ fs: SHADOW_GLSL,
318
+ props: {},
319
+ uniforms: {},
320
+ bindings: {},
321
+ uniformTypes: {
322
+ directionalLightCount: 'i32',
323
+ spotLightCount: 'i32',
324
+ pointLightCount: 'i32',
325
+ cascadeCount: 'i32',
326
+ blockerSampleCount: 'i32',
327
+ filterSampleCount: 'i32',
328
+ cascadeSplits: 'vec4<f32>',
329
+ directionalViewProjectionMatrices: ['mat4x4<f32>', MAX_CASCADES],
330
+ spotViewProjectionMatrices: ['mat4x4<f32>', MAX_SPOT_LIGHTS],
331
+ pointViewProjectionMatrices: ['mat4x4<f32>', MAX_POINT_MATRICES],
332
+ directionalLights: [DIRECTIONAL_LIGHT_UNIFORM_TYPE, 1],
333
+ spotLights: [SPOT_LIGHT_UNIFORM_TYPE, MAX_SPOT_LIGHTS],
334
+ pointLights: [POINT_LIGHT_UNIFORM_TYPE, MAX_POINT_LIGHTS]
335
+ },
336
+ bindingLayout: [
337
+ { name: 'shadow', group: 2 },
338
+ { name: 'directionalShadowTexture', group: 2 },
339
+ { name: 'spotShadowTexture', group: 2 },
340
+ { name: 'pointShadowTexture', group: 2 },
341
+ { name: 'shadowComparisonSampler', group: 2 }
342
+ ],
343
+ getUniforms(props) {
344
+ if (!props.directionalLights ||
345
+ !props.spotLights ||
346
+ !props.pointLights ||
347
+ !props.cascadeSplits ||
348
+ !props.directionalViewProjectionMatrices ||
349
+ !props.spotViewProjectionMatrices ||
350
+ !props.pointViewProjectionMatrices ||
351
+ !props.directionalShadowTexture ||
352
+ !props.spotShadowTexture ||
353
+ !props.pointShadowTexture ||
354
+ !props.nonFilteringSampler ||
355
+ !props.comparisonSampler) {
356
+ return {};
357
+ }
358
+ return {
359
+ directionalLightCount: props.directionalLights.length,
360
+ spotLightCount: props.spotLights.length,
361
+ pointLightCount: props.pointLights.length,
362
+ cascadeCount: props.cascadeCount,
363
+ blockerSampleCount: props.blockerSampleCount,
364
+ filterSampleCount: props.filterSampleCount,
365
+ cascadeSplits: props.cascadeSplits,
366
+ directionalViewProjectionMatrices: props.directionalViewProjectionMatrices,
367
+ spotViewProjectionMatrices: props.spotViewProjectionMatrices,
368
+ pointViewProjectionMatrices: props.pointViewProjectionMatrices,
369
+ directionalLights: padDirectionalLights(props.directionalLights),
370
+ spotLights: padSpotLights(props.spotLights),
371
+ pointLights: padPointLights(props.pointLights),
372
+ directionalShadowTexture: props.directionalShadowTexture,
373
+ spotShadowTexture: props.spotShadowTexture,
374
+ pointShadowTexture: props.pointShadowTexture,
375
+ ...(props.directionalShadowTexture.device.type === 'webgpu'
376
+ ? { shadowComparisonSampler: props.comparisonSampler }
377
+ : {})
378
+ };
379
+ }
380
+ };
381
+ function padDirectionalLights(lights) {
382
+ const light = lights[0];
383
+ return [
384
+ light
385
+ ? {
386
+ direction: light.direction,
387
+ strength: light.strength ?? 1,
388
+ normalBias: light.normalBias ?? 0.04,
389
+ sourceAngularRadius: light.sourceAngularRadius ?? 0.00465,
390
+ cascadeBlendFraction: light.cascadeBlendFraction ?? 0.1,
391
+ farFadeFraction: light.farFadeFraction ?? 0.1,
392
+ shadowDistance: light.shadowDistance ?? 1
393
+ }
394
+ : {
395
+ direction: [0, 1, 0],
396
+ strength: 0,
397
+ normalBias: 0,
398
+ sourceAngularRadius: 0,
399
+ cascadeBlendFraction: 0,
400
+ farFadeFraction: 0,
401
+ shadowDistance: 1
402
+ }
403
+ ];
404
+ }
405
+ function padSpotLights(lights) {
406
+ return padArray(lights.map(light => ({
407
+ position: light.position,
408
+ range: light.range,
409
+ direction: light.direction,
410
+ outerConeCos: Math.cos(light.outerConeAngle),
411
+ sourceRadius: light.sourceRadius ?? 0.2,
412
+ normalBias: light.normalBias ?? 0.025,
413
+ strength: light.strength ?? 1,
414
+ nearPlane: light.nearPlane ?? 0.1
415
+ })), MAX_SPOT_LIGHTS, {
416
+ position: [0, 0, 0],
417
+ range: 1,
418
+ direction: [0, -1, 0],
419
+ outerConeCos: 1,
420
+ sourceRadius: 0,
421
+ normalBias: 0,
422
+ strength: 0,
423
+ nearPlane: 0.1
424
+ });
425
+ }
426
+ function padPointLights(lights) {
427
+ return padArray(lights.map(light => ({
428
+ position: light.position,
429
+ range: light.range,
430
+ sourceRadius: light.sourceRadius ?? 0.2,
431
+ normalBias: light.normalBias ?? 0.025,
432
+ strength: light.strength ?? 1,
433
+ nearPlane: light.nearPlane ?? 0.1
434
+ })), MAX_POINT_LIGHTS, {
435
+ position: [0, 0, 0],
436
+ range: 1,
437
+ sourceRadius: 0,
438
+ normalBias: 0,
439
+ strength: 0,
440
+ nearPlane: 0.1
441
+ });
442
+ }
443
+ function padArray(values, length, fallback) {
444
+ const result = values.slice(0, length);
445
+ while (result.length < length) {
446
+ result.push(fallback);
447
+ }
448
+ return result;
449
+ }
450
+ //# sourceMappingURL=shadow.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,199 @@
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 surface_weather_exports = {};
19
+ __export(surface_weather_exports, {
20
+ integrateSurfaceWeather: () => integrateSurfaceWeather,
21
+ surfaceWeather: () => surfaceWeather
22
+ });
23
+ module.exports = __toCommonJS(surface_weather_exports);
24
+ var import_value_noise = require("../../math/value-noise/value-noise.cjs");
25
+ function integrateSurfaceWeather(state, rates, elapsedSeconds) {
26
+ function integrate(value, incoming, outgoing) {
27
+ const total = Math.max(incoming, 0) + Math.max(outgoing, 0);
28
+ const bounded = Math.min(1, Math.max(0, value));
29
+ if (total === 0 || elapsedSeconds <= 0)
30
+ return bounded;
31
+ const target = Math.max(incoming, 0) / total;
32
+ return target + (bounded - target) * Math.exp(-total * Math.max(elapsedSeconds, 0));
33
+ }
34
+ return {
35
+ wetness: integrate(state.wetness, rates.rainfall, rates.evaporation),
36
+ snow: integrate(state.snow, rates.snowfall, rates.snowmelt)
37
+ };
38
+ }
39
+ const DEFAULT_UNIFORMS = {
40
+ wetness: 0,
41
+ snow: 0,
42
+ puddles: 0.8,
43
+ scale: 20,
44
+ snowColor: [0.9, 0.94, 0.98],
45
+ skyColor: [0.48, 0.6, 0.72]
46
+ };
47
+ const surfaceWeather = {
48
+ name: "surfaceWeather",
49
+ dependencies: [import_value_noise.valueNoise],
50
+ uniformTypes: {
51
+ wetness: "f32",
52
+ snow: "f32",
53
+ puddles: "f32",
54
+ scale: "f32",
55
+ snowColor: "vec3<f32>",
56
+ skyColor: "vec3<f32>"
57
+ },
58
+ defaultUniforms: DEFAULT_UNIFORMS,
59
+ getUniforms(props = {}, previousUniforms = DEFAULT_UNIFORMS) {
60
+ return { ...DEFAULT_UNIFORMS, ...previousUniforms, ...props };
61
+ },
62
+ fs: (
63
+ /* glsl */
64
+ `
65
+ layout(std140) uniform surfaceWeatherUniforms {
66
+ float wetness;
67
+ float snow;
68
+ float puddles;
69
+ float scale;
70
+ vec3 snowColor;
71
+ vec3 skyColor;
72
+ } surfaceWeather;
73
+
74
+ float surfaceWeather_getSnow(vec3 position, vec3 normal, float exposure) {
75
+ if (surfaceWeather.snow <= 0.0 || exposure <= 0.0) return 0.0;
76
+ float slope = smoothstep(0.4, 0.85, normalize(normal).z);
77
+ float variation = valueNoise_noise(position.xy / max(surfaceWeather.scale, 0.01));
78
+ float coverage = smoothstep(variation * 0.65, variation * 0.65 + 0.35, surfaceWeather.snow);
79
+ return coverage * slope * clamp(exposure, 0.0, 1.0);
80
+ }
81
+ float surfaceWeather_getWetness(vec3 position, vec3 normal, float exposure) {
82
+ if (surfaceWeather.wetness <= 0.0 || exposure <= 0.0) return 0.0;
83
+ return clamp(surfaceWeather.wetness, 0.0, 1.0) * clamp(exposure, 0.0, 1.0) * (1.0 - surfaceWeather_getSnow(position, normal, exposure));
84
+ }
85
+ float surfaceWeather_getPuddle(vec3 position, vec3 normal, float exposure) {
86
+ if (surfaceWeather.wetness <= 0.0 || surfaceWeather.puddles <= 0.0 || exposure <= 0.0) return 0.0;
87
+ float variation = valueNoise_noise(position.xy / max(surfaceWeather.scale, 0.01) + vec2(8.3, 2.7));
88
+ return surfaceWeather_getWetness(position, normal, exposure) * clamp(surfaceWeather.puddles, 0.0, 1.0) *
89
+ smoothstep(0.8, 0.98, normalize(normal).z) * smoothstep(0.38, 0.7, variation);
90
+ }
91
+ vec3 surfaceWeather_getAlbedo(vec3 albedo, vec3 position, vec3 normal, float exposure) {
92
+ if ((surfaceWeather.wetness <= 0.0 && surfaceWeather.snow <= 0.0) || exposure <= 0.0) return albedo;
93
+ float wetness = surfaceWeather_getWetness(position, normal, exposure);
94
+ float snow = surfaceWeather_getSnow(position, normal, exposure);
95
+ return mix(albedo * (1.0 - wetness * 0.38), surfaceWeather.snowColor, snow);
96
+ }
97
+ float surfaceWeather_getRoughness(float roughness, vec3 position, vec3 normal, float exposure) {
98
+ if ((surfaceWeather.wetness <= 0.0 && surfaceWeather.snow <= 0.0) || exposure <= 0.0) return roughness;
99
+ float wetness = surfaceWeather_getWetness(position, normal, exposure);
100
+ float puddle = surfaceWeather_getPuddle(position, normal, exposure);
101
+ float snow = surfaceWeather_getSnow(position, normal, exposure);
102
+ return mix(mix(roughness, 0.16, max(puddle, wetness * 0.6)), 0.95, snow);
103
+ }
104
+ // Approximate dielectric highlights and sky tint; callers may use the albedo/roughness helpers with PBR instead.
105
+ vec3 surfaceWeather_getReflection(vec3 position, vec3 normal, vec3 camera, vec3 lightDirection, vec3 lightColor, float exposure) {
106
+ if (surfaceWeather.wetness <= 0.0 || exposure <= 0.0) return vec3(0.0);
107
+ vec3 surfaceNormal = normalize(normal);
108
+ vec3 view = normalize(camera - position);
109
+ vec3 halfway = normalize(view + normalize(lightDirection));
110
+ float wetness = surfaceWeather_getWetness(position, normal, exposure);
111
+ float puddle = surfaceWeather_getPuddle(position, normal, exposure);
112
+ float facing = max(dot(surfaceNormal, view), 0.0);
113
+ float fresnel = 0.02 + 0.98 * pow(1.0 - facing, 5.0);
114
+ float highlight = pow(max(dot(surfaceNormal, halfway), 0.0), mix(36.0, 160.0, puddle)) * max(dot(surfaceNormal, normalize(lightDirection)), 0.0);
115
+ return wetness * (surfaceWeather.skyColor * fresnel * (0.15 + puddle * 0.85) + lightColor * highlight * 0.6);
116
+ }
117
+ `
118
+ ),
119
+ source: (
120
+ /* wgsl */
121
+ `
122
+ struct surfaceWeatherUniforms {
123
+ wetness: f32,
124
+ snow: f32,
125
+ puddles: f32,
126
+ scale: f32,
127
+ snowColor: vec3f,
128
+ skyColor: vec3f,
129
+ };
130
+ @group(3) @binding(auto) var<uniform> surfaceWeather: surfaceWeatherUniforms;
131
+
132
+ fn surfaceWeather_getSnow(position: vec3f,
133
+ normal: vec3f,
134
+ exposure: f32) -> f32 {
135
+ if (surfaceWeather.snow <= 0.0 || exposure <= 0.0) { return 0.0; }
136
+ var slope: f32 = smoothstep(0.4, 0.85, normalize(normal).z);
137
+ var variation: f32 = valueNoise_noise(position.xy / max(surfaceWeather.scale, 0.01));
138
+ var coverage: f32 = smoothstep(variation * 0.65, variation * 0.65 + 0.35, surfaceWeather.snow);
139
+ return coverage * slope * clamp(exposure, 0.0, 1.0);
140
+ }
141
+ fn surfaceWeather_getWetness(position: vec3f,
142
+ normal: vec3f,
143
+ exposure: f32) -> f32 {
144
+ if (surfaceWeather.wetness <= 0.0 || exposure <= 0.0) { return 0.0; }
145
+ return clamp(surfaceWeather.wetness, 0.0, 1.0) * clamp(exposure, 0.0, 1.0) * (1.0 - surfaceWeather_getSnow(position, normal, exposure));
146
+ }
147
+ fn surfaceWeather_getPuddle(position: vec3f,
148
+ normal: vec3f,
149
+ exposure: f32) -> f32 {
150
+ if (surfaceWeather.wetness <= 0.0 || surfaceWeather.puddles <= 0.0 || exposure <= 0.0) { return 0.0; }
151
+ var variation: f32 = valueNoise_noise(position.xy / max(surfaceWeather.scale, 0.01) + vec2f(8.3, 2.7));
152
+ return surfaceWeather_getWetness(position, normal, exposure) * clamp(surfaceWeather.puddles, 0.0, 1.0) *
153
+ smoothstep(0.8, 0.98, normalize(normal).z) * smoothstep(0.38, 0.7, variation);
154
+ }
155
+ fn surfaceWeather_getAlbedo(albedo: vec3f,
156
+ position: vec3f,
157
+ normal: vec3f,
158
+ exposure: f32) -> vec3f {
159
+ if ((surfaceWeather.wetness <= 0.0 && surfaceWeather.snow <= 0.0) || exposure <= 0.0) { return albedo; }
160
+ var wetness: f32 = surfaceWeather_getWetness(position, normal, exposure);
161
+ var snow: f32 = surfaceWeather_getSnow(position, normal, exposure);
162
+ return mix(albedo * (1.0 - wetness * 0.38), surfaceWeather.snowColor, snow);
163
+ }
164
+ fn surfaceWeather_getRoughness(roughness: f32,
165
+ position: vec3f,
166
+ normal: vec3f,
167
+ exposure: f32) -> f32 {
168
+ if ((surfaceWeather.wetness <= 0.0 && surfaceWeather.snow <= 0.0) || exposure <= 0.0) { return roughness; }
169
+ var wetness: f32 = surfaceWeather_getWetness(position, normal, exposure);
170
+ var puddle: f32 = surfaceWeather_getPuddle(position, normal, exposure);
171
+ var snow: f32 = surfaceWeather_getSnow(position, normal, exposure);
172
+ return mix(mix(roughness, 0.16, max(puddle, wetness * 0.6)), 0.95, snow);
173
+ }
174
+ // Approximate dielectric highlights and sky tint; callers may use the albedo/roughness helpers with PBR instead.
175
+ fn surfaceWeather_getReflection(position: vec3f,
176
+ normal: vec3f,
177
+ camera: vec3f,
178
+ lightDirection: vec3f,
179
+ lightColor: vec3f,
180
+ exposure: f32) -> vec3f {
181
+ if (surfaceWeather.wetness <= 0.0 || exposure <= 0.0) { return vec3f(0.0); }
182
+ var surfaceNormal: vec3f = normalize(normal);
183
+ var view: vec3f = normalize(camera - position);
184
+ var halfway: vec3f = normalize(view + normalize(lightDirection));
185
+ var wetness: f32 = surfaceWeather_getWetness(position, normal, exposure);
186
+ var puddle: f32 = surfaceWeather_getPuddle(position, normal, exposure);
187
+ var facing: f32 = max(dot(surfaceNormal, view), 0.0);
188
+ var fresnel: f32 = 0.02 + 0.98 * pow(1.0 - facing, 5.0);
189
+ var highlight: f32 = pow(max(dot(surfaceNormal, halfway), 0.0), mix(36.0, 160.0, puddle)) * max(dot(surfaceNormal, normalize(lightDirection)), 0.0);
190
+ return wetness * (surfaceWeather.skyColor * fresnel * (0.15 + puddle * 0.85) + lightColor * highlight * 0.6);
191
+ }
192
+ `
193
+ )
194
+ };
195
+ // Annotate the CommonJS export names for ESM import in node:
196
+ 0 && (module.exports = {
197
+ integrateSurfaceWeather,
198
+ surfaceWeather
199
+ });