@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/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
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- package/src/lib/shader-assembly/assemble-glsl-shaders.ts +305 -0
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- package/src/lib/shader-assembly/shader-plugin-vertex-inputs.ts +279 -0
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- package/src/modules/engine/filter/filter.ts +99 -0
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- package/src/modules/engine/gpu-animation/gpu-animation.ts +244 -0
- package/src/modules/engine/picking/README.md +88 -0
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- 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
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- package/src/modules/geometry/pattern-fill/pattern-fill-shaders.ts +88 -0
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- 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
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- 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
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- 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
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- package/src/modules/math/fp32/fp32.ts +291 -0
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- package/src/modules/math/fp64/fp64-arithmetic-wgsl-hybrid.ts +129 -0
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- package/src/modules/volume/volume-raymarch.ts +87 -0
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- package/src/types/shader-type-decoder.ts +285 -0
- package/src/types/shader-types.ts +207 -0
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export type SurfaceWeatherState = {
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wetness: number;
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};
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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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export declare function integrateSurfaceWeather(state: Readonly<SurfaceWeatherState>, rates: Readonly<SurfaceWeatherRates>, elapsedSeconds: number): SurfaceWeatherState;
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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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export declare const surfaceWeather: {
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readonly name: "surfaceWeather";
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readonly dependencies: [{
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readonly name: "valueNoise";
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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";
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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";
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}];
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readonly uniformTypes: {
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readonly wetness: "f32";
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readonly snow: "f32";
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readonly puddles: "f32";
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readonly scale: "f32";
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readonly snowColor: "vec3<f32>";
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readonly skyColor: "vec3<f32>";
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};
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readonly defaultUniforms: SurfaceWeatherUniforms;
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readonly getUniforms: (props?: Partial<Partial<SurfaceWeatherUniforms>>, previousUniforms?: SurfaceWeatherUniforms | undefined) => {
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wetness: number;
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snow: number;
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puddles: number;
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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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readonly fs: "\nlayout(std140) uniform surfaceWeatherUniforms {\n float wetness;\n float snow;\n float puddles;\n float scale;\n vec3 snowColor;\n vec3 skyColor;\n} surfaceWeather;\n\nfloat surfaceWeather_getSnow(vec3 position, vec3 normal, float exposure) {\n if (surfaceWeather.snow <= 0.0 || exposure <= 0.0) return 0.0;\n float slope = smoothstep(0.4, 0.85, normalize(normal).z);\n float variation = valueNoise_noise(position.xy / max(surfaceWeather.scale, 0.01));\n float coverage = smoothstep(variation * 0.65, variation * 0.65 + 0.35, surfaceWeather.snow);\n return coverage * slope * clamp(exposure, 0.0, 1.0);\n}\nfloat surfaceWeather_getWetness(vec3 position, vec3 normal, float exposure) {\n if (surfaceWeather.wetness <= 0.0 || exposure <= 0.0) return 0.0;\n return clamp(surfaceWeather.wetness, 0.0, 1.0) * clamp(exposure, 0.0, 1.0) * (1.0 - surfaceWeather_getSnow(position, normal, exposure));\n}\nfloat surfaceWeather_getPuddle(vec3 position, vec3 normal, float exposure) {\n if (surfaceWeather.wetness <= 0.0 || surfaceWeather.puddles <= 0.0 || exposure <= 0.0) return 0.0;\n float variation = valueNoise_noise(position.xy / max(surfaceWeather.scale, 0.01) + vec2(8.3, 2.7));\n return surfaceWeather_getWetness(position, normal, exposure) * clamp(surfaceWeather.puddles, 0.0, 1.0) *\n smoothstep(0.8, 0.98, normalize(normal).z) * smoothstep(0.38, 0.7, variation);\n}\nvec3 surfaceWeather_getAlbedo(vec3 albedo, vec3 position, vec3 normal, float exposure) {\n if ((surfaceWeather.wetness <= 0.0 && surfaceWeather.snow <= 0.0) || exposure <= 0.0) return albedo;\n float wetness = surfaceWeather_getWetness(position, normal, exposure);\n float snow = surfaceWeather_getSnow(position, normal, exposure);\n return mix(albedo * (1.0 - wetness * 0.38), surfaceWeather.snowColor, snow);\n}\nfloat surfaceWeather_getRoughness(float roughness, vec3 position, vec3 normal, float exposure) {\n if ((surfaceWeather.wetness <= 0.0 && surfaceWeather.snow <= 0.0) || exposure <= 0.0) return roughness;\n float wetness = surfaceWeather_getWetness(position, normal, exposure);\n float puddle = surfaceWeather_getPuddle(position, normal, exposure);\n float snow = surfaceWeather_getSnow(position, normal, exposure);\n return mix(mix(roughness, 0.16, max(puddle, wetness * 0.6)), 0.95, snow);\n}\n// Approximate dielectric highlights and sky tint; callers may use the albedo/roughness helpers with PBR instead.\nvec3 surfaceWeather_getReflection(vec3 position, vec3 normal, vec3 camera, vec3 lightDirection, vec3 lightColor, float exposure) {\n if (surfaceWeather.wetness <= 0.0 || exposure <= 0.0) return vec3(0.0);\n vec3 surfaceNormal = normalize(normal);\n vec3 view = normalize(camera - position);\n vec3 halfway = normalize(view + normalize(lightDirection));\n float wetness = surfaceWeather_getWetness(position, normal, exposure);\n float puddle = surfaceWeather_getPuddle(position, normal, exposure);\n float facing = max(dot(surfaceNormal, view), 0.0);\n float fresnel = 0.02 + 0.98 * pow(1.0 - facing, 5.0);\n float highlight = pow(max(dot(surfaceNormal, halfway), 0.0), mix(36.0, 160.0, puddle)) * max(dot(surfaceNormal, normalize(lightDirection)), 0.0);\n return wetness * (surfaceWeather.skyColor * fresnel * (0.15 + puddle * 0.85) + lightColor * highlight * 0.6);\n}\n";
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readonly source: "\nstruct surfaceWeatherUniforms {\n wetness: f32,\n snow: f32,\n puddles: f32,\n scale: f32,\n snowColor: vec3f,\n skyColor: vec3f,\n};\n@group(3) @binding(auto) var<uniform> surfaceWeather: surfaceWeatherUniforms;\n\nfn surfaceWeather_getSnow(position: vec3f,\n normal: vec3f,\n exposure: f32) -> f32 {\n if (surfaceWeather.snow <= 0.0 || exposure <= 0.0) { return 0.0; }\n var slope: f32 = smoothstep(0.4, 0.85, normalize(normal).z);\n var variation: f32 = valueNoise_noise(position.xy / max(surfaceWeather.scale, 0.01));\n var coverage: f32 = smoothstep(variation * 0.65, variation * 0.65 + 0.35, surfaceWeather.snow);\n return coverage * slope * clamp(exposure, 0.0, 1.0);\n}\nfn surfaceWeather_getWetness(position: vec3f,\n normal: vec3f,\n exposure: f32) -> f32 {\n if (surfaceWeather.wetness <= 0.0 || exposure <= 0.0) { return 0.0; }\n return clamp(surfaceWeather.wetness, 0.0, 1.0) * clamp(exposure, 0.0, 1.0) * (1.0 - surfaceWeather_getSnow(position, normal, exposure));\n}\nfn surfaceWeather_getPuddle(position: vec3f,\n normal: vec3f,\n exposure: f32) -> f32 {\n if (surfaceWeather.wetness <= 0.0 || surfaceWeather.puddles <= 0.0 || exposure <= 0.0) { return 0.0; }\n var variation: f32 = valueNoise_noise(position.xy / max(surfaceWeather.scale, 0.01) + vec2f(8.3, 2.7));\n return surfaceWeather_getWetness(position, normal, exposure) * clamp(surfaceWeather.puddles, 0.0, 1.0) *\n smoothstep(0.8, 0.98, normalize(normal).z) * smoothstep(0.38, 0.7, variation);\n}\nfn surfaceWeather_getAlbedo(albedo: vec3f,\n position: vec3f,\n normal: vec3f,\n exposure: f32) -> vec3f {\n if ((surfaceWeather.wetness <= 0.0 && surfaceWeather.snow <= 0.0) || exposure <= 0.0) { return albedo; }\n var wetness: f32 = surfaceWeather_getWetness(position, normal, exposure);\n var snow: f32 = surfaceWeather_getSnow(position, normal, exposure);\n return mix(albedo * (1.0 - wetness * 0.38), surfaceWeather.snowColor, snow);\n}\nfn surfaceWeather_getRoughness(roughness: f32,\n position: vec3f,\n normal: vec3f,\n exposure: f32) -> f32 {\n if ((surfaceWeather.wetness <= 0.0 && surfaceWeather.snow <= 0.0) || exposure <= 0.0) { return roughness; }\n var wetness: f32 = surfaceWeather_getWetness(position, normal, exposure);\n var puddle: f32 = surfaceWeather_getPuddle(position, normal, exposure);\n var snow: f32 = surfaceWeather_getSnow(position, normal, exposure);\n return mix(mix(roughness, 0.16, max(puddle, wetness * 0.6)), 0.95, snow);\n}\n// Approximate dielectric highlights and sky tint; callers may use the albedo/roughness helpers with PBR instead.\nfn surfaceWeather_getReflection(position: vec3f,\n normal: vec3f,\n camera: vec3f,\n lightDirection: vec3f,\n lightColor: vec3f,\n exposure: f32) -> vec3f {\n if (surfaceWeather.wetness <= 0.0 || exposure <= 0.0) { return vec3f(0.0); }\n var surfaceNormal: vec3f = normalize(normal);\n var view: vec3f = normalize(camera - position);\n var halfway: vec3f = normalize(view + normalize(lightDirection));\n var wetness: f32 = surfaceWeather_getWetness(position, normal, exposure);\n var puddle: f32 = surfaceWeather_getPuddle(position, normal, exposure);\n var facing: f32 = max(dot(surfaceNormal, view), 0.0);\n var fresnel: f32 = 0.02 + 0.98 * pow(1.0 - facing, 5.0);\n var highlight: f32 = pow(max(dot(surfaceNormal, halfway), 0.0), mix(36.0, 160.0, puddle)) * max(dot(surfaceNormal, normalize(lightDirection)), 0.0);\n return wetness * (surfaceWeather.skyColor * fresnel * (0.15 + puddle * 0.85) + lightColor * highlight * 0.6);\n}\n";
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};
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//# sourceMappingURL=surface-weather.d.ts.map
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{"version":3,"file":"surface-weather.d.ts","sourceRoot":"","sources":["../../../../src/modules/lighting/surface-weather/surface-weather.ts"],"names":[],"mappings":"AAOA,MAAM,MAAM,mBAAmB,GAAG;IAAC,OAAO,EAAE,MAAM,CAAC;IAAC,IAAI,EAAE,MAAM,CAAA;CAAC,CAAC;AAClE,MAAM,MAAM,sBAAsB,GAAG,mBAAmB,GAAG;IACzD,OAAO,EAAE,MAAM,CAAC;IAChB,2CAA2C;IAC3C,KAAK,EAAE,MAAM,CAAC;IACd,SAAS,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IACpC,QAAQ,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;CACpC,CAAC;AACF,MAAM,MAAM,mBAAmB,GAAG,OAAO,CAAC,sBAAsB,CAAC,CAAC;AAClE,MAAM,MAAM,mBAAmB,GAAG;IAChC,oEAAoE;IACpE,QAAQ,EAAE,MAAM,CAAC;IACjB,QAAQ,EAAE,MAAM,CAAC;IACjB,WAAW,EAAE,MAAM,CAAC;IACpB,QAAQ,EAAE,MAAM,CAAC;CAClB,CAAC;AAEF;;GAEG;AACH,wBAAgB,uBAAuB,CACrC,KAAK,EAAE,QAAQ,CAAC,mBAAmB,CAAC,EACpC,KAAK,EAAE,QAAQ,CAAC,mBAAmB,CAAC,EACpC,cAAc,EAAE,MAAM,GACrB,mBAAmB,CAYrB;AAUD;;GAEG;AACH,eAAO,MAAM,cAAc;;;;;;;;;;;;;;;;;iBAjDiB,MAAM;cAAQ,MAAM;iBAErD,MAAM;eAER,MAAM;mBACF,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC;kBACzB,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC;;;;CAwL0C,CAAC"}
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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 { valueNoise } from "../../math/value-noise/value-noise.js";
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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(state, rates, elapsedSeconds) {
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function integrate(value, incoming, outgoing) {
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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)
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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 = {
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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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+
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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);
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return coverage * slope * clamp(exposure, 0.0, 1.0);
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}
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fn surfaceWeather_getWetness(position: vec3f,
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normal: vec3f,
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exposure: f32) -> f32 {
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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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fn surfaceWeather_getPuddle(position: vec3f,
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normal: vec3f,
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exposure: f32) -> f32 {
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if (surfaceWeather.wetness <= 0.0 || surfaceWeather.puddles <= 0.0 || exposure <= 0.0) { return 0.0; }
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var variation: f32 = valueNoise_noise(position.xy / max(surfaceWeather.scale, 0.01) + vec2f(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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fn surfaceWeather_getAlbedo(albedo: vec3f,
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position: vec3f,
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normal: vec3f,
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exposure: f32) -> vec3f {
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if ((surfaceWeather.wetness <= 0.0 && surfaceWeather.snow <= 0.0) || exposure <= 0.0) { return albedo; }
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var wetness: f32 = surfaceWeather_getWetness(position, normal, exposure);
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var snow: f32 = 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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fn surfaceWeather_getRoughness(roughness: f32,
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position: vec3f,
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normal: vec3f,
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exposure: f32) -> f32 {
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if ((surfaceWeather.wetness <= 0.0 && surfaceWeather.snow <= 0.0) || exposure <= 0.0) { return roughness; }
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var wetness: f32 = surfaceWeather_getWetness(position, normal, exposure);
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var puddle: f32 = surfaceWeather_getPuddle(position, normal, exposure);
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var snow: f32 = 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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+
fn surfaceWeather_getReflection(position: vec3f,
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normal: vec3f,
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camera: vec3f,
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lightDirection: vec3f,
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lightColor: vec3f,
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exposure: f32) -> vec3f {
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if (surfaceWeather.wetness <= 0.0 || exposure <= 0.0) { return vec3f(0.0); }
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var surfaceNormal: vec3f = normalize(normal);
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var view: vec3f = normalize(camera - position);
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var halfway: vec3f = normalize(view + normalize(lightDirection));
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+
var wetness: f32 = surfaceWeather_getWetness(position, normal, exposure);
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+
var puddle: f32 = surfaceWeather_getPuddle(position, normal, exposure);
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+
var facing: f32 = max(dot(surfaceNormal, view), 0.0);
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+
var fresnel: f32 = 0.02 + 0.98 * pow(1.0 - facing, 5.0);
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+
var highlight: f32 = 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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+
};
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//# sourceMappingURL=surface-weather.js.map
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{"version":3,"file":"surface-weather.js","sourceRoot":"","sources":["../../../../src/modules/lighting/surface-weather/surface-weather.ts"],"names":[],"mappings":"AAAA,UAAU;AACV,+BAA+B;AAC/B,4DAA4D;AAG5D,OAAO,EAAC,UAAU,EAAC,8CAA2C;AAmB9D;;GAEG;AACH,MAAM,UAAU,uBAAuB,CACrC,KAAoC,EACpC,KAAoC,EACpC,cAAsB;IAEtB,SAAS,SAAS,CAAC,KAAa,EAAE,QAAgB,EAAE,QAAgB;QAClE,MAAM,KAAK,GAAG,IAAI,CAAC,GAAG,CAAC,QAAQ,EAAE,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,QAAQ,EAAE,CAAC,CAAC,CAAC;QAC5D,MAAM,OAAO,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC;QAChD,IAAI,KAAK,KAAK,CAAC,IAAI,cAAc,IAAI,CAAC;YAAE,OAAO,OAAO,CAAC;QACvD,MAAM,MAAM,GAAG,IAAI,CAAC,GAAG,CAAC,QAAQ,EAAE,CAAC,CAAC,GAAG,KAAK,CAAC;QAC7C,OAAO,MAAM,GAAG,CAAC,OAAO,GAAG,MAAM,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,KAAK,GAAG,IAAI,CAAC,GAAG,CAAC,cAAc,EAAE,CAAC,CAAC,CAAC,CAAC;IACtF,CAAC;IACD,OAAO;QACL,OAAO,EAAE,SAAS,CAAC,KAAK,CAAC,OAAO,EAAE,KAAK,CAAC,QAAQ,EAAE,KAAK,CAAC,WAAW,CAAC;QACpE,IAAI,EAAE,SAAS,CAAC,KAAK,CAAC,IAAI,EAAE,KAAK,CAAC,QAAQ,EAAE,KAAK,CAAC,QAAQ,CAAC;KAC5D,CAAC;AACJ,CAAC;AACD,MAAM,gBAAgB,GAA2B;IAC/C,OAAO,EAAE,CAAC;IACV,IAAI,EAAE,CAAC;IACP,OAAO,EAAE,GAAG;IACZ,KAAK,EAAE,EAAE;IACT,SAAS,EAAE,CAAC,GAAG,EAAE,IAAI,EAAE,IAAI,CAAC;IAC5B,QAAQ,EAAE,CAAC,IAAI,EAAE,GAAG,EAAE,IAAI,CAAC;CAC5B,CAAC;AAEF;;GAEG;AACH,MAAM,CAAC,MAAM,cAAc,GAAG;IAC5B,IAAI,EAAE,gBAAgB;IACtB,YAAY,EAAE,CAAC,UAAU,CAAC;IAC1B,YAAY,EAAE;QACZ,OAAO,EAAE,KAAK;QACd,IAAI,EAAE,KAAK;QACX,OAAO,EAAE,KAAK;QACd,KAAK,EAAE,KAAK;QACZ,SAAS,EAAE,WAAW;QACtB,QAAQ,EAAE,WAAW;KACtB;IACD,eAAe,EAAE,gBAAgB;IACjC,WAAW,CAAC,KAAK,GAAG,EAAE,EAAE,gBAAgB,GAAG,gBAAgB;QACzD,OAAO,EAAC,GAAG,gBAAgB,EAAE,GAAG,gBAAgB,EAAE,GAAG,KAAK,EAAC,CAAC;IAC9D,CAAC;IACD,EAAE,EAAE,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqDhB;IACC,MAAM,EAAE,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAuEpB;CAC6E,CAAC"}
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fn lighting_getLightColor2(surfaceColor: vec3<f32>, cameraPosition: vec3<f32>, positionWorldspace: vec3<f32>, normalWorldspace: vec3<f32>) -> vec3<f32> {
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vec3 lighting_getLightColor(vec3 surfaceColor, vec3 cameraPosition, vec3 positionWorldspace, vec3 normalWorldspace) {
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name: "unlitMaterial",
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unlitMaterial
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import type { ShaderModule } from "../../../lib/shader-module/shader-module.js";
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export declare const unlitMaterial: ShaderModule<Record<string, never>>;
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{"version":3,"file":"unlit-material.d.ts","sourceRoot":"","sources":["../../../../src/modules/lighting/unlit-material/unlit-material.ts"],"names":[],"mappings":"AAIA,OAAO,KAAK,EAAC,YAAY,EAAC,oDAAiD;AAwB3E;;;;;GAKG;AACH,eAAO,MAAM,aAAa,EAAE,YAAY,CAAC,MAAM,CAAC,MAAM,EAAE,KAAK,CAAC,CAS7D,CAAC"}
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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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const SOURCE_WGSL = /* wgsl */ `\
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fn unlitMaterial_getColor(surfaceColor: vec4<f32>) -> vec4<f32> {
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return surfaceColor;
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}
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// Compatibility with the aggregate Phong/Gouraud material evaluation function.
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fn lighting_getLightColor2(surfaceColor: vec3<f32>, cameraPosition: vec3<f32>, positionWorldspace: vec3<f32>, normalWorldspace: vec3<f32>) -> vec3<f32> {
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return surfaceColor;
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}
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`;
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const SOURCE_GLSL = /* glsl */ `\
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vec4 unlitMaterial_getColor(vec4 surfaceColor) {
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}
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// Compatibility with the aggregate Phong/Gouraud material evaluation function.
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vec3 lighting_getLightColor(vec3 surfaceColor, vec3 cameraPosition, vec3 positionWorldspace, vec3 normalWorldspace) {
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}
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`;
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/**
|
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* Preserves surface RGBA without lighting dependencies, uniforms, or bindings.
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* Use instead of a lit material module when lighting is never needed. The caller
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export const unlitMaterial = {
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name: 'unlitMaterial',
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dependencies: [],
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bindingLayout: [],
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uniformTypes: {},
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defaultUniforms: {}
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};
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{"version":3,"file":"unlit-material.js","sourceRoot":"","sources":["../../../../src/modules/lighting/unlit-material/unlit-material.ts"],"names":[],"mappings":"AAAA,UAAU;AACV,+BAA+B;AAC/B,4DAA4D;AAI5D,MAAM,WAAW,GAAG,UAAU,CAAC;;;;;;;;;CAS9B,CAAC;AAEF,MAAM,WAAW,GAAG,UAAU,CAAC;;;;;;;;;CAS9B,CAAC;AAEF;;;;;GAKG;AACH,MAAM,CAAC,MAAM,aAAa,GAAwC;IAChE,IAAI,EAAE,eAAe;IACrB,MAAM,EAAE,WAAW;IACnB,EAAE,EAAE,WAAW;IACf,EAAE,EAAE,WAAW;IACf,YAAY,EAAE,EAAE;IAChB,aAAa,EAAE,EAAE;IACjB,YAAY,EAAE,EAAE;IAChB,eAAe,EAAE,EAAE;CACpB,CAAC"}
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var __defProp = Object.defineProperty;
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}
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return to;
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};
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var __toCommonJS = (mod) => __copyProps(__defProp({}, "__esModule", { value: true }), mod);
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var river_water_material_exports = {};
|
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__export(river_water_material_exports, {
|
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riverWaterMaterial: () => riverWaterMaterial
|
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});
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module.exports = __toCommonJS(river_water_material_exports);
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var import_water_material = require("./water-material.cjs");
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var import_river_water_shaders = require("./river-water-shaders.cjs");
|
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const riverWaterMaterial = {
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name: "riverWaterMaterial",
|
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firstBindingSlot: 1,
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bindingLayout: [{ name: "riverWaterMaterial", group: 3 }],
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dependencies: [import_water_material.waterMaterial],
|
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source: import_river_water_shaders.RIVER_WATER_WGSL,
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fs: import_river_water_shaders.RIVER_WATER_GLSL,
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uniformTypes: {
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enabled: "i32",
|
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flowDirection: "vec2<f32>",
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skyZenithColor: "vec3<f32>",
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skyUpDirection: "vec3<f32>"
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},
|
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defaultUniforms: {
|
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enabled: 0,
|
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flowDirection: [0, 1],
|
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skyZenithColor: [0.22, 0.48, 0.57],
|
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skyUpDirection: [0, 0, 1]
|
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},
|
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+
getUniforms(props = {}, previousUniforms = {}) {
|
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return {
|
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|
+
enabled: props.enabled ?? previousUniforms.enabled ?? 0,
|
|
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+
flowDirection: props.flowDirection ?? previousUniforms.flowDirection ?? [0, 1],
|
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|
+
skyZenithColor: props.skyZenithColor ?? previousUniforms.skyZenithColor ?? [0.22, 0.48, 0.57],
|
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skyUpDirection: props.skyUpDirection ?? previousUniforms.skyUpDirection ?? [0, 0, 1]
|
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+
};
|
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+
}
|
|
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|
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};
|
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+
// Annotate the CommonJS export names for ESM import in node:
|
|
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|
+
0 && (module.exports = {
|
|
55
|
+
riverWaterMaterial
|
|
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|
+
});
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|
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|
|
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|
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import { ShaderModule } from "../../../lib/shader-module/shader-module.js";
|
|
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|
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export type RiverWaterMaterialProps = {
|
|
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|
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enabled?: number;
|
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|
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/** Local east/north direction of river flow. */
|
|
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|
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flowDirection?: [number, number];
|
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|
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/** Linear sky tint above the horizon. The horizon uses waterMaterial.fresnelColor. */
|
|
7
|
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skyZenithColor?: [number, number, number];
|
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|
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/** Unit up direction in the same coordinate frame as the supplied surface normal. */
|
|
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|
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skyUpDirection?: [number, number, number];
|
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|
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};
|
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|
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export type RiverWaterMaterialUniforms = {
|
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enabled?: number;
|
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flowDirection?: [number, number];
|
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|
+
/** Linear sky tint above the horizon. The horizon uses waterMaterial.fresnelColor. */
|
|
15
|
+
skyZenithColor?: [number, number, number];
|
|
16
|
+
/** Unit up direction in the same coordinate frame as the supplied surface normal. */
|
|
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|
+
skyUpDirection?: [number, number, number];
|
|
18
|
+
};
|
|
19
|
+
/** A layered, animated river surface variant built on top of the shared water uniforms. */
|
|
20
|
+
export declare const riverWaterMaterial: ShaderModule<RiverWaterMaterialProps, RiverWaterMaterialUniforms>;
|
|
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|
+
//# sourceMappingURL=river-water-material.d.ts.map
|
|
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|
|
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|
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{"version":3,"file":"river-water-material.d.ts","sourceRoot":"","sources":["../../../../src/modules/lighting/water-material/river-water-material.ts"],"names":[],"mappings":"AAIA,OAAO,EAAC,YAAY,EAAC,oDAAiD;AAItE,MAAM,MAAM,uBAAuB,GAAG;IACpC,OAAO,CAAC,EAAE,MAAM,CAAC;IACjB,gDAAgD;IAChD,aAAa,CAAC,EAAE,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC;IACjC,sFAAsF;IACtF,cAAc,CAAC,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IAC1C,qFAAqF;IACrF,cAAc,CAAC,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;CAC3C,CAAC;AAEF,MAAM,MAAM,0BAA0B,GAAG;IACvC,OAAO,CAAC,EAAE,MAAM,CAAC;IACjB,aAAa,CAAC,EAAE,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC;IACjC,sFAAsF;IACtF,cAAc,CAAC,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IAC1C,qFAAqF;IACrF,cAAc,CAAC,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;CAC3C,CAAC;AAEF,2FAA2F;AAC3F,eAAO,MAAM,kBAAkB,EAAE,YAAY,CAAC,uBAAuB,EAAE,0BAA0B,CA6B9F,CAAC"}
|
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|
|
|
1
|
+
// luma.gl
|
|
2
|
+
// SPDX-License-Identifier: MIT
|
|
3
|
+
// SPDX-FileCopyrightText: Copyright (c) vis.gl contributors
|
|
4
|
+
import { waterMaterial } from "./water-material.js";
|
|
5
|
+
import { RIVER_WATER_GLSL, RIVER_WATER_WGSL } from "./river-water-shaders.js";
|
|
6
|
+
/** A layered, animated river surface variant built on top of the shared water uniforms. */
|
|
7
|
+
export const riverWaterMaterial = {
|
|
8
|
+
name: 'riverWaterMaterial',
|
|
9
|
+
firstBindingSlot: 1,
|
|
10
|
+
bindingLayout: [{ name: 'riverWaterMaterial', group: 3 }],
|
|
11
|
+
dependencies: [waterMaterial],
|
|
12
|
+
source: RIVER_WATER_WGSL,
|
|
13
|
+
fs: RIVER_WATER_GLSL,
|
|
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|
+
uniformTypes: {
|
|
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|
+
enabled: 'i32',
|
|
16
|
+
flowDirection: 'vec2<f32>',
|
|
17
|
+
skyZenithColor: 'vec3<f32>',
|
|
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|
+
skyUpDirection: 'vec3<f32>'
|
|
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|
+
},
|
|
20
|
+
defaultUniforms: {
|
|
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|
+
enabled: 0,
|
|
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|
+
flowDirection: [0, 1],
|
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23
|
+
skyZenithColor: [0.22, 0.48, 0.57],
|
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24
|
+
skyUpDirection: [0, 0, 1]
|
|
25
|
+
},
|
|
26
|
+
getUniforms(props = {}, previousUniforms = {}) {
|
|
27
|
+
return {
|
|
28
|
+
enabled: props.enabled ?? previousUniforms.enabled ?? 0,
|
|
29
|
+
flowDirection: props.flowDirection ?? previousUniforms.flowDirection ?? [0, 1],
|
|
30
|
+
skyZenithColor: props.skyZenithColor ??
|
|
31
|
+
previousUniforms.skyZenithColor ?? [0.22, 0.48, 0.57],
|
|
32
|
+
skyUpDirection: props.skyUpDirection ?? previousUniforms.skyUpDirection ?? [0, 0, 1]
|
|
33
|
+
};
|
|
34
|
+
}
|
|
35
|
+
};
|
|
36
|
+
//# sourceMappingURL=river-water-material.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"river-water-material.js","sourceRoot":"","sources":["../../../../src/modules/lighting/water-material/river-water-material.ts"],"names":[],"mappings":"AAAA,UAAU;AACV,+BAA+B;AAC/B,4DAA4D;AAG5D,OAAO,EAAC,aAAa,EAAC,4BAAyB;AAC/C,OAAO,EAAC,gBAAgB,EAAE,gBAAgB,EAAC,iCAA8B;AAqBzE,2FAA2F;AAC3F,MAAM,CAAC,MAAM,kBAAkB,GAC7B;IACE,IAAI,EAAE,oBAAoB;IAC1B,gBAAgB,EAAE,CAAC;IACnB,aAAa,EAAE,CAAC,EAAC,IAAI,EAAE,oBAAoB,EAAE,KAAK,EAAE,CAAC,EAAC,CAAC;IACvD,YAAY,EAAE,CAAC,aAAa,CAAC;IAC7B,MAAM,EAAE,gBAAgB;IACxB,EAAE,EAAE,gBAAgB;IACpB,YAAY,EAAE;QACZ,OAAO,EAAE,KAAK;QACd,aAAa,EAAE,WAAW;QAC1B,cAAc,EAAE,WAAW;QAC3B,cAAc,EAAE,WAAW;KAC5B;IACD,eAAe,EAAE;QACf,OAAO,EAAE,CAAC;QACV,aAAa,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC;QACrB,cAAc,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,CAAC;QAClC,cAAc,EAAE,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC;KAC1B;IACD,WAAW,CAAC,KAAK,GAAG,EAAE,EAAE,gBAAgB,GAAG,EAAE;QAC3C,OAAO;YACL,OAAO,EAAE,KAAK,CAAC,OAAO,IAAI,gBAAgB,CAAC,OAAO,IAAI,CAAC;YACvD,aAAa,EAAE,KAAK,CAAC,aAAa,IAAI,gBAAgB,CAAC,aAAa,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC;YAC9E,cAAc,EAAE,KAAK,CAAC,cAAc;gBAClC,gBAAgB,CAAC,cAAc,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,CAAC;YACvD,cAAc,EAAE,KAAK,CAAC,cAAc,IAAI,gBAAgB,CAAC,cAAc,IAAI,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC;SACrF,CAAC;IACJ,CAAC;CACF,CAAC"}
|