@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 +1,261 @@
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 river_water_shaders_exports = {};
19
+ __export(river_water_shaders_exports, {
20
+ RIVER_WATER_GLSL: () => RIVER_WATER_GLSL,
21
+ RIVER_WATER_WGSL: () => RIVER_WATER_WGSL
22
+ });
23
+ module.exports = __toCommonJS(river_water_shaders_exports);
24
+ const RIVER_WATER_WGSL = (
25
+ /* wgsl */
26
+ `struct riverWaterMaterialUniforms {
27
+ enabled: i32,
28
+ flowDirection: vec2<f32>,
29
+ skyZenithColor: vec3<f32>,
30
+ skyUpDirection: vec3<f32>,
31
+ };
32
+
33
+ @group(3) @binding(auto) var<uniform> riverWaterMaterial : riverWaterMaterialUniforms;
34
+
35
+ fn riverWater_getFlowCoordinates(coordinates: vec2<f32>) -> vec2<f32> {
36
+ let flowDirection = normalize(riverWaterMaterial.flowDirection);
37
+ let crossDirection = vec2<f32>(-flowDirection.y, flowDirection.x);
38
+ return vec2<f32>(dot(coordinates, crossDirection), dot(coordinates, flowDirection));
39
+ }
40
+
41
+ // Smooth spatial variation travels with the surface; it does not flicker per frame.
42
+ fn riverWater_noise(coordinates: vec2<f32>) -> f32 {
43
+ let cell = floor(coordinates);
44
+ let fraction = fract(coordinates);
45
+ let blend = fraction * fraction * (vec2<f32>(3.0) - 2.0 * fraction);
46
+ let corners = vec4<f32>(
47
+ dot(cell, vec2<f32>(127.1, 311.7)),
48
+ dot(cell + vec2<f32>(1.0, 0.0), vec2<f32>(127.1, 311.7)),
49
+ dot(cell + vec2<f32>(0.0, 1.0), vec2<f32>(127.1, 311.7)),
50
+ dot(cell + vec2<f32>(1.0, 1.0), vec2<f32>(127.1, 311.7))
51
+ );
52
+ let values = fract(sin(corners) * 43758.5453);
53
+ return mix(mix(values.x, values.y, blend.x), mix(values.z, values.w, blend.x), blend.y);
54
+ }
55
+
56
+ fn riverWater_waveGradient(
57
+ coordinates: vec2<f32>,
58
+ direction: vec2<f32>,
59
+ frequency: f32,
60
+ amplitude: f32,
61
+ speed: f32,
62
+ phaseOffset: f32
63
+ ) -> vec2<f32> {
64
+ // Advect the irregular wave packets together with their carrier waves.
65
+ let movingCoordinates = coordinates + direction * (waterMaterial.time * speed / frequency);
66
+ let crossDirection = vec2<f32>(-direction.y, direction.x);
67
+ let variationCoordinates = vec2<f32>(dot(movingCoordinates, crossDirection), dot(movingCoordinates, direction)) * frequency * vec2<f32>(0.38, 0.16) + vec2<f32>(phaseOffset * 3.7);
68
+ let variation = riverWater_noise(variationCoordinates);
69
+ let detail = riverWater_noise(variationCoordinates * 2.13 + vec2<f32>(11.3, 7.9));
70
+ let envelope = smoothstep(0.12, 0.88, riverWater_noise(variationCoordinates * 0.71 + vec2<f32>(23.6, 5.2)));
71
+ let phase = dot(movingCoordinates, direction) * frequency + phaseOffset + (variation - 0.5) * 7.0 + (detail - 0.5) * 2.5;
72
+ let attenuation = 1.0 - smoothstep(0.8, 3.0, fwidth(phase));
73
+ return direction * (cos(phase) * frequency * amplitude * attenuation * (0.15 + envelope * 1.2));
74
+ }
75
+
76
+ fn riverWater_getNormal(
77
+ position_worldspace: vec3<f32>,
78
+ position_objectspace: vec3<f32>,
79
+ normal_worldspace: vec3<f32>,
80
+ uv: vec2<f32>
81
+ ) -> vec3<f32> {
82
+ let coordinates = riverWater_getFlowCoordinates(
83
+ water_getCoordinates(position_worldspace, position_objectspace, uv)
84
+ );
85
+ let driftCoordinates = coordinates * 0.7 + vec2<f32>(0.0, waterMaterial.time * 0.22);
86
+ let warp = (vec2<f32>(
87
+ riverWater_noise(driftCoordinates),
88
+ riverWater_noise(driftCoordinates + vec2<f32>(17.2, 9.4))
89
+ ) - vec2<f32>(0.5)) * 0.65;
90
+ let warpedCoordinates = coordinates + warp;
91
+ let gradient =
92
+ riverWater_waveGradient(warpedCoordinates, normalize(vec2<f32>(0.08, 1.0)), 2.1, 0.018, 1.25, 0.0) +
93
+ riverWater_waveGradient(warpedCoordinates, normalize(vec2<f32>(-0.28, 1.0)), 3.7, 0.018, 0.95, 1.7) +
94
+ riverWater_waveGradient(warpedCoordinates, normalize(vec2<f32>(0.47, 1.0)), 5.3, 0.012, 1.7, 3.2) +
95
+ riverWater_waveGradient(warpedCoordinates, normalize(vec2<f32>(-0.68, 1.0)), 7.9, 0.008, 0.76, 0.8) +
96
+ riverWater_waveGradient(warpedCoordinates, normalize(vec2<f32>(0.92, 1.0)), 11.6, 0.004, 2.2, 2.1) +
97
+ riverWater_waveGradient(warpedCoordinates, normalize(vec2<f32>(-1.22, 1.0)), 16.3, 0.002, 1.45, 2.8);
98
+ let tangent = water_getTangent(normalize(normal_worldspace));
99
+ let bitangent = normalize(cross(normalize(normal_worldspace), tangent));
100
+ return normalize(normal_worldspace + waterMaterial.normalStrength * 3.2 *
101
+ (gradient.x * tangent + gradient.y * bitangent));
102
+ }
103
+
104
+ // Camera-independent sky approximation; missing scene reflections retain this material color.
105
+ fn riverWater_getSkyColor(reflectionDirection: vec3<f32>) -> vec3<f32> {
106
+ let elevation = clamp(dot(normalize(reflectionDirection), normalize(riverWaterMaterial.skyUpDirection)), 0.0, 1.0);
107
+ let horizonColor = mix(waterMaterial.fresnelColor, riverWaterMaterial.skyZenithColor, 0.32);
108
+ return mix(horizonColor, riverWaterMaterial.skyZenithColor, smoothstep(0.0, 1.0, elevation));
109
+ }
110
+
111
+ fn riverWater_getColorMapped(
112
+ cameraPosition: vec3<f32>,
113
+ position_worldspace: vec3<f32>,
114
+ position_objectspace: vec3<f32>,
115
+ normal_worldspace: vec3<f32>,
116
+ uv: vec2<f32>
117
+ ) -> vec4<f32> {
118
+ let waterNormal = riverWater_getNormal(
119
+ position_worldspace, position_objectspace, normal_worldspace, uv
120
+ );
121
+ let viewDirection = normalize(cameraPosition - position_worldspace);
122
+ let fresnel = pow(1.0 - max(dot(viewDirection, waterNormal), 0.0), 3.2);
123
+ let deepColor = waterMaterial.baseColor * vec3<f32>(0.52, 0.74, 0.9);
124
+ let reflectedColor = riverWater_getSkyColor(reflect(-viewDirection, waterNormal));
125
+ let surfaceColor = mix(deepColor, reflectedColor, clamp(fresnel * 0.78, 0.0, 0.78));
126
+ var color = surfaceColor * (0.32 + 0.68 * lighting.ambientColor);
127
+
128
+ for (var i: i32 = 0; i < lighting.directionalLightCount; i++) {
129
+ let directionalLight = lighting_getDirectionalLight(i);
130
+ let lightDirection = normalize(-directionalLight.direction);
131
+ let halfwayDirection = normalize(lightDirection + viewDirection);
132
+ let diffuse = max(dot(waterNormal, lightDirection), 0.0);
133
+ let specular = pow(max(dot(waterNormal, halfwayDirection), 0.0), 64.0);
134
+ let brokenSpecular = specular * (0.25 + 0.75 * fresnel);
135
+ color += surfaceColor * directionalLight.color * diffuse * 0.38;
136
+ color += vec3<f32>(0.72, 0.88, 0.94) * directionalLight.color * brokenSpecular * 2.1;
137
+ }
138
+
139
+ color = mix(color, reflectedColor, clamp(fresnel * 0.3, 0.0, 0.3));
140
+ return vec4<f32>(color, waterMaterial.opacity);
141
+ }
142
+ `
143
+ );
144
+ const RIVER_WATER_GLSL = (
145
+ /* glsl */
146
+ `layout(std140) uniform riverWaterMaterialUniforms {
147
+ uniform int enabled;
148
+ uniform vec2 flowDirection;
149
+ uniform vec3 skyZenithColor;
150
+ uniform vec3 skyUpDirection;
151
+ } riverWaterMaterial;
152
+
153
+ vec2 riverWater_getFlowCoordinates(vec2 coordinates) {
154
+ vec2 flowDirection = normalize(riverWaterMaterial.flowDirection);
155
+ vec2 crossDirection = vec2(-flowDirection.y, flowDirection.x);
156
+ return vec2(dot(coordinates, crossDirection), dot(coordinates, flowDirection));
157
+ }
158
+
159
+ // Smooth spatial variation travels with the surface; it does not flicker per frame.
160
+ float riverWater_noise(vec2 coordinates) {
161
+ vec2 cell = floor(coordinates);
162
+ vec2 fraction = fract(coordinates);
163
+ vec2 blend = fraction * fraction * (vec2(3.0) - 2.0 * fraction);
164
+ vec4 corners = vec4(
165
+ dot(cell, vec2(127.1, 311.7)),
166
+ dot(cell + vec2(1.0, 0.0), vec2(127.1, 311.7)),
167
+ dot(cell + vec2(0.0, 1.0), vec2(127.1, 311.7)),
168
+ dot(cell + vec2(1.0, 1.0), vec2(127.1, 311.7))
169
+ );
170
+ vec4 values = fract(sin(corners) * 43758.5453);
171
+ return mix(mix(values.x, values.y, blend.x), mix(values.z, values.w, blend.x), blend.y);
172
+ }
173
+
174
+ vec2 riverWater_waveGradient(
175
+ vec2 coordinates, vec2 direction, float frequency, float amplitude, float speed, float phaseOffset
176
+ ) {
177
+ // Advect the irregular wave packets together with their carrier waves.
178
+ vec2 movingCoordinates = coordinates + direction * (waterMaterial.time * speed / frequency);
179
+ vec2 crossDirection = vec2(-direction.y, direction.x);
180
+ vec2 variationCoordinates = vec2(dot(movingCoordinates, crossDirection), dot(movingCoordinates, direction)) * frequency * vec2(0.38, 0.16) + vec2(phaseOffset * 3.7);
181
+ float variation = riverWater_noise(variationCoordinates);
182
+ float detail = riverWater_noise(variationCoordinates * 2.13 + vec2(11.3, 7.9));
183
+ float envelope = smoothstep(0.12, 0.88, riverWater_noise(variationCoordinates * 0.71 + vec2(23.6, 5.2)));
184
+ float phase = dot(movingCoordinates, direction) * frequency + phaseOffset + (variation - 0.5) * 7.0 + (detail - 0.5) * 2.5;
185
+ float attenuation = 1.0 - smoothstep(0.8, 3.0, fwidth(phase));
186
+ return direction * (cos(phase) * frequency * amplitude * attenuation * (0.15 + envelope * 1.2));
187
+ }
188
+
189
+ vec3 riverWater_getNormal(
190
+ vec3 position_worldspace,
191
+ vec3 position_objectspace,
192
+ vec3 normal_worldspace,
193
+ vec2 uv
194
+ ) {
195
+ vec2 coordinates = riverWater_getFlowCoordinates(
196
+ water_getCoordinates(position_worldspace, position_objectspace, uv)
197
+ );
198
+ vec2 driftCoordinates = coordinates * 0.7 + vec2(0.0, waterMaterial.time * 0.22);
199
+ vec2 warp = (vec2(
200
+ riverWater_noise(driftCoordinates),
201
+ riverWater_noise(driftCoordinates + vec2(17.2, 9.4))
202
+ ) - vec2(0.5)) * 0.65;
203
+ vec2 warpedCoordinates = coordinates + warp;
204
+ vec2 gradient =
205
+ riverWater_waveGradient(warpedCoordinates, normalize(vec2(0.08, 1.0)), 2.1, 0.018, 1.25, 0.0) +
206
+ riverWater_waveGradient(warpedCoordinates, normalize(vec2(-0.28, 1.0)), 3.7, 0.018, 0.95, 1.7) +
207
+ riverWater_waveGradient(warpedCoordinates, normalize(vec2(0.47, 1.0)), 5.3, 0.012, 1.7, 3.2) +
208
+ riverWater_waveGradient(warpedCoordinates, normalize(vec2(-0.68, 1.0)), 7.9, 0.008, 0.76, 0.8) +
209
+ riverWater_waveGradient(warpedCoordinates, normalize(vec2(0.92, 1.0)), 11.6, 0.004, 2.2, 2.1) +
210
+ riverWater_waveGradient(warpedCoordinates, normalize(vec2(-1.22, 1.0)), 16.3, 0.002, 1.45, 2.8);
211
+ vec3 tangent = water_getTangent(normalize(normal_worldspace));
212
+ vec3 bitangent = normalize(cross(normalize(normal_worldspace), tangent));
213
+ return normalize(normal_worldspace + waterMaterial.normalStrength * 3.2 *
214
+ (gradient.x * tangent + gradient.y * bitangent));
215
+ }
216
+
217
+ // Camera-independent sky approximation; missing scene reflections retain this material color.
218
+ vec3 riverWater_getSkyColor(vec3 reflectionDirection) {
219
+ float elevation = clamp(dot(normalize(reflectionDirection), normalize(riverWaterMaterial.skyUpDirection)), 0.0, 1.0);
220
+ vec3 horizonColor = mix(waterMaterial.fresnelColor, riverWaterMaterial.skyZenithColor, 0.32);
221
+ return mix(horizonColor, riverWaterMaterial.skyZenithColor, smoothstep(0.0, 1.0, elevation));
222
+ }
223
+
224
+ vec4 riverWater_getColorMapped(
225
+ vec3 cameraPosition,
226
+ vec3 position_worldspace,
227
+ vec3 position_objectspace,
228
+ vec3 normal_worldspace,
229
+ vec2 uv
230
+ ) {
231
+ vec3 waterNormal = riverWater_getNormal(
232
+ position_worldspace, position_objectspace, normal_worldspace, uv
233
+ );
234
+ vec3 viewDirection = normalize(cameraPosition - position_worldspace);
235
+ float fresnel = pow(1.0 - max(dot(viewDirection, waterNormal), 0.0), 3.2);
236
+ vec3 deepColor = waterMaterial.baseColor * vec3(0.52, 0.74, 0.9);
237
+ vec3 reflectedColor = riverWater_getSkyColor(reflect(-viewDirection, waterNormal));
238
+ vec3 surfaceColor = mix(deepColor, reflectedColor, clamp(fresnel * 0.78, 0.0, 0.78));
239
+ vec3 color = surfaceColor * (0.32 + 0.68 * lighting.ambientColor);
240
+
241
+ for (int i = 0; i < lighting.directionalLightCount; i++) {
242
+ DirectionalLight directionalLight = lighting_getDirectionalLight(i);
243
+ vec3 lightDirection = normalize(-directionalLight.direction);
244
+ vec3 halfwayDirection = normalize(lightDirection + viewDirection);
245
+ float diffuse = max(dot(waterNormal, lightDirection), 0.0);
246
+ float specular = pow(max(dot(waterNormal, halfwayDirection), 0.0), 64.0);
247
+ float brokenSpecular = specular * (0.25 + 0.75 * fresnel);
248
+ color += surfaceColor * directionalLight.color * diffuse * 0.38;
249
+ color += vec3(0.72, 0.88, 0.94) * directionalLight.color * brokenSpecular * 2.1;
250
+ }
251
+
252
+ color = mix(color, reflectedColor, clamp(fresnel * 0.3, 0.0, 0.3));
253
+ return vec4(color, waterMaterial.opacity);
254
+ }
255
+ `
256
+ );
257
+ // Annotate the CommonJS export names for ESM import in node:
258
+ 0 && (module.exports = {
259
+ RIVER_WATER_GLSL,
260
+ RIVER_WATER_WGSL
261
+ });
@@ -0,0 +1,3 @@
1
+ export declare const RIVER_WATER_WGSL = "struct riverWaterMaterialUniforms {\n enabled: i32,\n flowDirection: vec2<f32>,\n skyZenithColor: vec3<f32>,\n skyUpDirection: vec3<f32>,\n};\n\n@group(3) @binding(auto) var<uniform> riverWaterMaterial : riverWaterMaterialUniforms;\n\nfn riverWater_getFlowCoordinates(coordinates: vec2<f32>) -> vec2<f32> {\n let flowDirection = normalize(riverWaterMaterial.flowDirection);\n let crossDirection = vec2<f32>(-flowDirection.y, flowDirection.x);\n return vec2<f32>(dot(coordinates, crossDirection), dot(coordinates, flowDirection));\n}\n\n// Smooth spatial variation travels with the surface; it does not flicker per frame.\nfn riverWater_noise(coordinates: vec2<f32>) -> f32 {\n let cell = floor(coordinates);\n let fraction = fract(coordinates);\n let blend = fraction * fraction * (vec2<f32>(3.0) - 2.0 * fraction);\n let corners = vec4<f32>(\n dot(cell, vec2<f32>(127.1, 311.7)),\n dot(cell + vec2<f32>(1.0, 0.0), vec2<f32>(127.1, 311.7)),\n dot(cell + vec2<f32>(0.0, 1.0), vec2<f32>(127.1, 311.7)),\n dot(cell + vec2<f32>(1.0, 1.0), vec2<f32>(127.1, 311.7))\n );\n let values = fract(sin(corners) * 43758.5453);\n return mix(mix(values.x, values.y, blend.x), mix(values.z, values.w, blend.x), blend.y);\n}\n\nfn riverWater_waveGradient(\n coordinates: vec2<f32>,\n direction: vec2<f32>,\n frequency: f32,\n amplitude: f32,\n speed: f32,\n phaseOffset: f32\n) -> vec2<f32> {\n // Advect the irregular wave packets together with their carrier waves.\n let movingCoordinates = coordinates + direction * (waterMaterial.time * speed / frequency);\n let crossDirection = vec2<f32>(-direction.y, direction.x);\n let variationCoordinates = vec2<f32>(dot(movingCoordinates, crossDirection), dot(movingCoordinates, direction)) * frequency * vec2<f32>(0.38, 0.16) + vec2<f32>(phaseOffset * 3.7);\n let variation = riverWater_noise(variationCoordinates);\n let detail = riverWater_noise(variationCoordinates * 2.13 + vec2<f32>(11.3, 7.9));\n let envelope = smoothstep(0.12, 0.88, riverWater_noise(variationCoordinates * 0.71 + vec2<f32>(23.6, 5.2)));\n let phase = dot(movingCoordinates, direction) * frequency + phaseOffset + (variation - 0.5) * 7.0 + (detail - 0.5) * 2.5;\n let attenuation = 1.0 - smoothstep(0.8, 3.0, fwidth(phase));\n return direction * (cos(phase) * frequency * amplitude * attenuation * (0.15 + envelope * 1.2));\n}\n\nfn riverWater_getNormal(\n position_worldspace: vec3<f32>,\n position_objectspace: vec3<f32>,\n normal_worldspace: vec3<f32>,\n uv: vec2<f32>\n) -> vec3<f32> {\n let coordinates = riverWater_getFlowCoordinates(\n water_getCoordinates(position_worldspace, position_objectspace, uv)\n );\n let driftCoordinates = coordinates * 0.7 + vec2<f32>(0.0, waterMaterial.time * 0.22);\n let warp = (vec2<f32>(\n riverWater_noise(driftCoordinates),\n riverWater_noise(driftCoordinates + vec2<f32>(17.2, 9.4))\n ) - vec2<f32>(0.5)) * 0.65;\n let warpedCoordinates = coordinates + warp;\n let gradient =\n riverWater_waveGradient(warpedCoordinates, normalize(vec2<f32>(0.08, 1.0)), 2.1, 0.018, 1.25, 0.0) +\n riverWater_waveGradient(warpedCoordinates, normalize(vec2<f32>(-0.28, 1.0)), 3.7, 0.018, 0.95, 1.7) +\n riverWater_waveGradient(warpedCoordinates, normalize(vec2<f32>(0.47, 1.0)), 5.3, 0.012, 1.7, 3.2) +\n riverWater_waveGradient(warpedCoordinates, normalize(vec2<f32>(-0.68, 1.0)), 7.9, 0.008, 0.76, 0.8) +\n riverWater_waveGradient(warpedCoordinates, normalize(vec2<f32>(0.92, 1.0)), 11.6, 0.004, 2.2, 2.1) +\n riverWater_waveGradient(warpedCoordinates, normalize(vec2<f32>(-1.22, 1.0)), 16.3, 0.002, 1.45, 2.8);\n let tangent = water_getTangent(normalize(normal_worldspace));\n let bitangent = normalize(cross(normalize(normal_worldspace), tangent));\n return normalize(normal_worldspace + waterMaterial.normalStrength * 3.2 *\n (gradient.x * tangent + gradient.y * bitangent));\n}\n\n// Camera-independent sky approximation; missing scene reflections retain this material color.\nfn riverWater_getSkyColor(reflectionDirection: vec3<f32>) -> vec3<f32> {\n let elevation = clamp(dot(normalize(reflectionDirection), normalize(riverWaterMaterial.skyUpDirection)), 0.0, 1.0);\n let horizonColor = mix(waterMaterial.fresnelColor, riverWaterMaterial.skyZenithColor, 0.32);\n return mix(horizonColor, riverWaterMaterial.skyZenithColor, smoothstep(0.0, 1.0, elevation));\n}\n\nfn riverWater_getColorMapped(\n cameraPosition: vec3<f32>,\n position_worldspace: vec3<f32>,\n position_objectspace: vec3<f32>,\n normal_worldspace: vec3<f32>,\n uv: vec2<f32>\n) -> vec4<f32> {\n let waterNormal = riverWater_getNormal(\n position_worldspace, position_objectspace, normal_worldspace, uv\n );\n let viewDirection = normalize(cameraPosition - position_worldspace);\n let fresnel = pow(1.0 - max(dot(viewDirection, waterNormal), 0.0), 3.2);\n let deepColor = waterMaterial.baseColor * vec3<f32>(0.52, 0.74, 0.9);\n let reflectedColor = riverWater_getSkyColor(reflect(-viewDirection, waterNormal));\n let surfaceColor = mix(deepColor, reflectedColor, clamp(fresnel * 0.78, 0.0, 0.78));\n var color = surfaceColor * (0.32 + 0.68 * lighting.ambientColor);\n\n for (var i: i32 = 0; i < lighting.directionalLightCount; i++) {\n let directionalLight = lighting_getDirectionalLight(i);\n let lightDirection = normalize(-directionalLight.direction);\n let halfwayDirection = normalize(lightDirection + viewDirection);\n let diffuse = max(dot(waterNormal, lightDirection), 0.0);\n let specular = pow(max(dot(waterNormal, halfwayDirection), 0.0), 64.0);\n let brokenSpecular = specular * (0.25 + 0.75 * fresnel);\n color += surfaceColor * directionalLight.color * diffuse * 0.38;\n color += vec3<f32>(0.72, 0.88, 0.94) * directionalLight.color * brokenSpecular * 2.1;\n }\n\n color = mix(color, reflectedColor, clamp(fresnel * 0.3, 0.0, 0.3));\n return vec4<f32>(color, waterMaterial.opacity);\n}\n";
2
+ export declare const RIVER_WATER_GLSL = "layout(std140) uniform riverWaterMaterialUniforms {\n uniform int enabled;\n uniform vec2 flowDirection;\n uniform vec3 skyZenithColor;\n uniform vec3 skyUpDirection;\n} riverWaterMaterial;\n\nvec2 riverWater_getFlowCoordinates(vec2 coordinates) {\n vec2 flowDirection = normalize(riverWaterMaterial.flowDirection);\n vec2 crossDirection = vec2(-flowDirection.y, flowDirection.x);\n return vec2(dot(coordinates, crossDirection), dot(coordinates, flowDirection));\n}\n\n// Smooth spatial variation travels with the surface; it does not flicker per frame.\nfloat riverWater_noise(vec2 coordinates) {\n vec2 cell = floor(coordinates);\n vec2 fraction = fract(coordinates);\n vec2 blend = fraction * fraction * (vec2(3.0) - 2.0 * fraction);\n vec4 corners = vec4(\n dot(cell, vec2(127.1, 311.7)),\n dot(cell + vec2(1.0, 0.0), vec2(127.1, 311.7)),\n dot(cell + vec2(0.0, 1.0), vec2(127.1, 311.7)),\n dot(cell + vec2(1.0, 1.0), vec2(127.1, 311.7))\n );\n vec4 values = fract(sin(corners) * 43758.5453);\n return mix(mix(values.x, values.y, blend.x), mix(values.z, values.w, blend.x), blend.y);\n}\n\nvec2 riverWater_waveGradient(\n vec2 coordinates, vec2 direction, float frequency, float amplitude, float speed, float phaseOffset\n) {\n // Advect the irregular wave packets together with their carrier waves.\n vec2 movingCoordinates = coordinates + direction * (waterMaterial.time * speed / frequency);\n vec2 crossDirection = vec2(-direction.y, direction.x);\n vec2 variationCoordinates = vec2(dot(movingCoordinates, crossDirection), dot(movingCoordinates, direction)) * frequency * vec2(0.38, 0.16) + vec2(phaseOffset * 3.7);\n float variation = riverWater_noise(variationCoordinates);\n float detail = riverWater_noise(variationCoordinates * 2.13 + vec2(11.3, 7.9));\n float envelope = smoothstep(0.12, 0.88, riverWater_noise(variationCoordinates * 0.71 + vec2(23.6, 5.2)));\n float phase = dot(movingCoordinates, direction) * frequency + phaseOffset + (variation - 0.5) * 7.0 + (detail - 0.5) * 2.5;\n float attenuation = 1.0 - smoothstep(0.8, 3.0, fwidth(phase));\n return direction * (cos(phase) * frequency * amplitude * attenuation * (0.15 + envelope * 1.2));\n}\n\nvec3 riverWater_getNormal(\n vec3 position_worldspace,\n vec3 position_objectspace,\n vec3 normal_worldspace,\n vec2 uv\n) {\n vec2 coordinates = riverWater_getFlowCoordinates(\n water_getCoordinates(position_worldspace, position_objectspace, uv)\n );\n vec2 driftCoordinates = coordinates * 0.7 + vec2(0.0, waterMaterial.time * 0.22);\n vec2 warp = (vec2(\n riverWater_noise(driftCoordinates),\n riverWater_noise(driftCoordinates + vec2(17.2, 9.4))\n ) - vec2(0.5)) * 0.65;\n vec2 warpedCoordinates = coordinates + warp;\n vec2 gradient =\n riverWater_waveGradient(warpedCoordinates, normalize(vec2(0.08, 1.0)), 2.1, 0.018, 1.25, 0.0) +\n riverWater_waveGradient(warpedCoordinates, normalize(vec2(-0.28, 1.0)), 3.7, 0.018, 0.95, 1.7) +\n riverWater_waveGradient(warpedCoordinates, normalize(vec2(0.47, 1.0)), 5.3, 0.012, 1.7, 3.2) +\n riverWater_waveGradient(warpedCoordinates, normalize(vec2(-0.68, 1.0)), 7.9, 0.008, 0.76, 0.8) +\n riverWater_waveGradient(warpedCoordinates, normalize(vec2(0.92, 1.0)), 11.6, 0.004, 2.2, 2.1) +\n riverWater_waveGradient(warpedCoordinates, normalize(vec2(-1.22, 1.0)), 16.3, 0.002, 1.45, 2.8);\n vec3 tangent = water_getTangent(normalize(normal_worldspace));\n vec3 bitangent = normalize(cross(normalize(normal_worldspace), tangent));\n return normalize(normal_worldspace + waterMaterial.normalStrength * 3.2 *\n (gradient.x * tangent + gradient.y * bitangent));\n}\n\n// Camera-independent sky approximation; missing scene reflections retain this material color.\nvec3 riverWater_getSkyColor(vec3 reflectionDirection) {\n float elevation = clamp(dot(normalize(reflectionDirection), normalize(riverWaterMaterial.skyUpDirection)), 0.0, 1.0);\n vec3 horizonColor = mix(waterMaterial.fresnelColor, riverWaterMaterial.skyZenithColor, 0.32);\n return mix(horizonColor, riverWaterMaterial.skyZenithColor, smoothstep(0.0, 1.0, elevation));\n}\n\nvec4 riverWater_getColorMapped(\n vec3 cameraPosition,\n vec3 position_worldspace,\n vec3 position_objectspace,\n vec3 normal_worldspace,\n vec2 uv\n) {\n vec3 waterNormal = riverWater_getNormal(\n position_worldspace, position_objectspace, normal_worldspace, uv\n );\n vec3 viewDirection = normalize(cameraPosition - position_worldspace);\n float fresnel = pow(1.0 - max(dot(viewDirection, waterNormal), 0.0), 3.2);\n vec3 deepColor = waterMaterial.baseColor * vec3(0.52, 0.74, 0.9);\n vec3 reflectedColor = riverWater_getSkyColor(reflect(-viewDirection, waterNormal));\n vec3 surfaceColor = mix(deepColor, reflectedColor, clamp(fresnel * 0.78, 0.0, 0.78));\n vec3 color = surfaceColor * (0.32 + 0.68 * lighting.ambientColor);\n\n for (int i = 0; i < lighting.directionalLightCount; i++) {\n DirectionalLight directionalLight = lighting_getDirectionalLight(i);\n vec3 lightDirection = normalize(-directionalLight.direction);\n vec3 halfwayDirection = normalize(lightDirection + viewDirection);\n float diffuse = max(dot(waterNormal, lightDirection), 0.0);\n float specular = pow(max(dot(waterNormal, halfwayDirection), 0.0), 64.0);\n float brokenSpecular = specular * (0.25 + 0.75 * fresnel);\n color += surfaceColor * directionalLight.color * diffuse * 0.38;\n color += vec3(0.72, 0.88, 0.94) * directionalLight.color * brokenSpecular * 2.1;\n }\n\n color = mix(color, reflectedColor, clamp(fresnel * 0.3, 0.0, 0.3));\n return vec4(color, waterMaterial.opacity);\n}\n";
3
+ //# sourceMappingURL=river-water-shaders.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"river-water-shaders.d.ts","sourceRoot":"","sources":["../../../../src/modules/lighting/water-material/river-water-shaders.ts"],"names":[],"mappings":"AAIA,eAAO,MAAM,gBAAgB,mzLAqH5B,CAAC;AAEF,eAAO,MAAM,gBAAgB,+gLA8G5B,CAAC"}
@@ -0,0 +1,233 @@
1
+ // luma.gl
2
+ // SPDX-License-Identifier: MIT
3
+ // SPDX-FileCopyrightText: Copyright (c) vis.gl contributors
4
+ export const RIVER_WATER_WGSL = /* wgsl */ `\
5
+ struct riverWaterMaterialUniforms {
6
+ enabled: i32,
7
+ flowDirection: vec2<f32>,
8
+ skyZenithColor: vec3<f32>,
9
+ skyUpDirection: vec3<f32>,
10
+ };
11
+
12
+ @group(3) @binding(auto) var<uniform> riverWaterMaterial : riverWaterMaterialUniforms;
13
+
14
+ fn riverWater_getFlowCoordinates(coordinates: vec2<f32>) -> vec2<f32> {
15
+ let flowDirection = normalize(riverWaterMaterial.flowDirection);
16
+ let crossDirection = vec2<f32>(-flowDirection.y, flowDirection.x);
17
+ return vec2<f32>(dot(coordinates, crossDirection), dot(coordinates, flowDirection));
18
+ }
19
+
20
+ // Smooth spatial variation travels with the surface; it does not flicker per frame.
21
+ fn riverWater_noise(coordinates: vec2<f32>) -> f32 {
22
+ let cell = floor(coordinates);
23
+ let fraction = fract(coordinates);
24
+ let blend = fraction * fraction * (vec2<f32>(3.0) - 2.0 * fraction);
25
+ let corners = vec4<f32>(
26
+ dot(cell, vec2<f32>(127.1, 311.7)),
27
+ dot(cell + vec2<f32>(1.0, 0.0), vec2<f32>(127.1, 311.7)),
28
+ dot(cell + vec2<f32>(0.0, 1.0), vec2<f32>(127.1, 311.7)),
29
+ dot(cell + vec2<f32>(1.0, 1.0), vec2<f32>(127.1, 311.7))
30
+ );
31
+ let values = fract(sin(corners) * 43758.5453);
32
+ return mix(mix(values.x, values.y, blend.x), mix(values.z, values.w, blend.x), blend.y);
33
+ }
34
+
35
+ fn riverWater_waveGradient(
36
+ coordinates: vec2<f32>,
37
+ direction: vec2<f32>,
38
+ frequency: f32,
39
+ amplitude: f32,
40
+ speed: f32,
41
+ phaseOffset: f32
42
+ ) -> vec2<f32> {
43
+ // Advect the irregular wave packets together with their carrier waves.
44
+ let movingCoordinates = coordinates + direction * (waterMaterial.time * speed / frequency);
45
+ let crossDirection = vec2<f32>(-direction.y, direction.x);
46
+ let variationCoordinates = vec2<f32>(dot(movingCoordinates, crossDirection), dot(movingCoordinates, direction)) * frequency * vec2<f32>(0.38, 0.16) + vec2<f32>(phaseOffset * 3.7);
47
+ let variation = riverWater_noise(variationCoordinates);
48
+ let detail = riverWater_noise(variationCoordinates * 2.13 + vec2<f32>(11.3, 7.9));
49
+ let envelope = smoothstep(0.12, 0.88, riverWater_noise(variationCoordinates * 0.71 + vec2<f32>(23.6, 5.2)));
50
+ let phase = dot(movingCoordinates, direction) * frequency + phaseOffset + (variation - 0.5) * 7.0 + (detail - 0.5) * 2.5;
51
+ let attenuation = 1.0 - smoothstep(0.8, 3.0, fwidth(phase));
52
+ return direction * (cos(phase) * frequency * amplitude * attenuation * (0.15 + envelope * 1.2));
53
+ }
54
+
55
+ fn riverWater_getNormal(
56
+ position_worldspace: vec3<f32>,
57
+ position_objectspace: vec3<f32>,
58
+ normal_worldspace: vec3<f32>,
59
+ uv: vec2<f32>
60
+ ) -> vec3<f32> {
61
+ let coordinates = riverWater_getFlowCoordinates(
62
+ water_getCoordinates(position_worldspace, position_objectspace, uv)
63
+ );
64
+ let driftCoordinates = coordinates * 0.7 + vec2<f32>(0.0, waterMaterial.time * 0.22);
65
+ let warp = (vec2<f32>(
66
+ riverWater_noise(driftCoordinates),
67
+ riverWater_noise(driftCoordinates + vec2<f32>(17.2, 9.4))
68
+ ) - vec2<f32>(0.5)) * 0.65;
69
+ let warpedCoordinates = coordinates + warp;
70
+ let gradient =
71
+ riverWater_waveGradient(warpedCoordinates, normalize(vec2<f32>(0.08, 1.0)), 2.1, 0.018, 1.25, 0.0) +
72
+ riverWater_waveGradient(warpedCoordinates, normalize(vec2<f32>(-0.28, 1.0)), 3.7, 0.018, 0.95, 1.7) +
73
+ riverWater_waveGradient(warpedCoordinates, normalize(vec2<f32>(0.47, 1.0)), 5.3, 0.012, 1.7, 3.2) +
74
+ riverWater_waveGradient(warpedCoordinates, normalize(vec2<f32>(-0.68, 1.0)), 7.9, 0.008, 0.76, 0.8) +
75
+ riverWater_waveGradient(warpedCoordinates, normalize(vec2<f32>(0.92, 1.0)), 11.6, 0.004, 2.2, 2.1) +
76
+ riverWater_waveGradient(warpedCoordinates, normalize(vec2<f32>(-1.22, 1.0)), 16.3, 0.002, 1.45, 2.8);
77
+ let tangent = water_getTangent(normalize(normal_worldspace));
78
+ let bitangent = normalize(cross(normalize(normal_worldspace), tangent));
79
+ return normalize(normal_worldspace + waterMaterial.normalStrength * 3.2 *
80
+ (gradient.x * tangent + gradient.y * bitangent));
81
+ }
82
+
83
+ // Camera-independent sky approximation; missing scene reflections retain this material color.
84
+ fn riverWater_getSkyColor(reflectionDirection: vec3<f32>) -> vec3<f32> {
85
+ let elevation = clamp(dot(normalize(reflectionDirection), normalize(riverWaterMaterial.skyUpDirection)), 0.0, 1.0);
86
+ let horizonColor = mix(waterMaterial.fresnelColor, riverWaterMaterial.skyZenithColor, 0.32);
87
+ return mix(horizonColor, riverWaterMaterial.skyZenithColor, smoothstep(0.0, 1.0, elevation));
88
+ }
89
+
90
+ fn riverWater_getColorMapped(
91
+ cameraPosition: vec3<f32>,
92
+ position_worldspace: vec3<f32>,
93
+ position_objectspace: vec3<f32>,
94
+ normal_worldspace: vec3<f32>,
95
+ uv: vec2<f32>
96
+ ) -> vec4<f32> {
97
+ let waterNormal = riverWater_getNormal(
98
+ position_worldspace, position_objectspace, normal_worldspace, uv
99
+ );
100
+ let viewDirection = normalize(cameraPosition - position_worldspace);
101
+ let fresnel = pow(1.0 - max(dot(viewDirection, waterNormal), 0.0), 3.2);
102
+ let deepColor = waterMaterial.baseColor * vec3<f32>(0.52, 0.74, 0.9);
103
+ let reflectedColor = riverWater_getSkyColor(reflect(-viewDirection, waterNormal));
104
+ let surfaceColor = mix(deepColor, reflectedColor, clamp(fresnel * 0.78, 0.0, 0.78));
105
+ var color = surfaceColor * (0.32 + 0.68 * lighting.ambientColor);
106
+
107
+ for (var i: i32 = 0; i < lighting.directionalLightCount; i++) {
108
+ let directionalLight = lighting_getDirectionalLight(i);
109
+ let lightDirection = normalize(-directionalLight.direction);
110
+ let halfwayDirection = normalize(lightDirection + viewDirection);
111
+ let diffuse = max(dot(waterNormal, lightDirection), 0.0);
112
+ let specular = pow(max(dot(waterNormal, halfwayDirection), 0.0), 64.0);
113
+ let brokenSpecular = specular * (0.25 + 0.75 * fresnel);
114
+ color += surfaceColor * directionalLight.color * diffuse * 0.38;
115
+ color += vec3<f32>(0.72, 0.88, 0.94) * directionalLight.color * brokenSpecular * 2.1;
116
+ }
117
+
118
+ color = mix(color, reflectedColor, clamp(fresnel * 0.3, 0.0, 0.3));
119
+ return vec4<f32>(color, waterMaterial.opacity);
120
+ }
121
+ `;
122
+ export const RIVER_WATER_GLSL = /* glsl */ `\
123
+ layout(std140) uniform riverWaterMaterialUniforms {
124
+ uniform int enabled;
125
+ uniform vec2 flowDirection;
126
+ uniform vec3 skyZenithColor;
127
+ uniform vec3 skyUpDirection;
128
+ } riverWaterMaterial;
129
+
130
+ vec2 riverWater_getFlowCoordinates(vec2 coordinates) {
131
+ vec2 flowDirection = normalize(riverWaterMaterial.flowDirection);
132
+ vec2 crossDirection = vec2(-flowDirection.y, flowDirection.x);
133
+ return vec2(dot(coordinates, crossDirection), dot(coordinates, flowDirection));
134
+ }
135
+
136
+ // Smooth spatial variation travels with the surface; it does not flicker per frame.
137
+ float riverWater_noise(vec2 coordinates) {
138
+ vec2 cell = floor(coordinates);
139
+ vec2 fraction = fract(coordinates);
140
+ vec2 blend = fraction * fraction * (vec2(3.0) - 2.0 * fraction);
141
+ vec4 corners = vec4(
142
+ dot(cell, vec2(127.1, 311.7)),
143
+ dot(cell + vec2(1.0, 0.0), vec2(127.1, 311.7)),
144
+ dot(cell + vec2(0.0, 1.0), vec2(127.1, 311.7)),
145
+ dot(cell + vec2(1.0, 1.0), vec2(127.1, 311.7))
146
+ );
147
+ vec4 values = fract(sin(corners) * 43758.5453);
148
+ return mix(mix(values.x, values.y, blend.x), mix(values.z, values.w, blend.x), blend.y);
149
+ }
150
+
151
+ vec2 riverWater_waveGradient(
152
+ vec2 coordinates, vec2 direction, float frequency, float amplitude, float speed, float phaseOffset
153
+ ) {
154
+ // Advect the irregular wave packets together with their carrier waves.
155
+ vec2 movingCoordinates = coordinates + direction * (waterMaterial.time * speed / frequency);
156
+ vec2 crossDirection = vec2(-direction.y, direction.x);
157
+ vec2 variationCoordinates = vec2(dot(movingCoordinates, crossDirection), dot(movingCoordinates, direction)) * frequency * vec2(0.38, 0.16) + vec2(phaseOffset * 3.7);
158
+ float variation = riverWater_noise(variationCoordinates);
159
+ float detail = riverWater_noise(variationCoordinates * 2.13 + vec2(11.3, 7.9));
160
+ float envelope = smoothstep(0.12, 0.88, riverWater_noise(variationCoordinates * 0.71 + vec2(23.6, 5.2)));
161
+ float phase = dot(movingCoordinates, direction) * frequency + phaseOffset + (variation - 0.5) * 7.0 + (detail - 0.5) * 2.5;
162
+ float attenuation = 1.0 - smoothstep(0.8, 3.0, fwidth(phase));
163
+ return direction * (cos(phase) * frequency * amplitude * attenuation * (0.15 + envelope * 1.2));
164
+ }
165
+
166
+ vec3 riverWater_getNormal(
167
+ vec3 position_worldspace,
168
+ vec3 position_objectspace,
169
+ vec3 normal_worldspace,
170
+ vec2 uv
171
+ ) {
172
+ vec2 coordinates = riverWater_getFlowCoordinates(
173
+ water_getCoordinates(position_worldspace, position_objectspace, uv)
174
+ );
175
+ vec2 driftCoordinates = coordinates * 0.7 + vec2(0.0, waterMaterial.time * 0.22);
176
+ vec2 warp = (vec2(
177
+ riverWater_noise(driftCoordinates),
178
+ riverWater_noise(driftCoordinates + vec2(17.2, 9.4))
179
+ ) - vec2(0.5)) * 0.65;
180
+ vec2 warpedCoordinates = coordinates + warp;
181
+ vec2 gradient =
182
+ riverWater_waveGradient(warpedCoordinates, normalize(vec2(0.08, 1.0)), 2.1, 0.018, 1.25, 0.0) +
183
+ riverWater_waveGradient(warpedCoordinates, normalize(vec2(-0.28, 1.0)), 3.7, 0.018, 0.95, 1.7) +
184
+ riverWater_waveGradient(warpedCoordinates, normalize(vec2(0.47, 1.0)), 5.3, 0.012, 1.7, 3.2) +
185
+ riverWater_waveGradient(warpedCoordinates, normalize(vec2(-0.68, 1.0)), 7.9, 0.008, 0.76, 0.8) +
186
+ riverWater_waveGradient(warpedCoordinates, normalize(vec2(0.92, 1.0)), 11.6, 0.004, 2.2, 2.1) +
187
+ riverWater_waveGradient(warpedCoordinates, normalize(vec2(-1.22, 1.0)), 16.3, 0.002, 1.45, 2.8);
188
+ vec3 tangent = water_getTangent(normalize(normal_worldspace));
189
+ vec3 bitangent = normalize(cross(normalize(normal_worldspace), tangent));
190
+ return normalize(normal_worldspace + waterMaterial.normalStrength * 3.2 *
191
+ (gradient.x * tangent + gradient.y * bitangent));
192
+ }
193
+
194
+ // Camera-independent sky approximation; missing scene reflections retain this material color.
195
+ vec3 riverWater_getSkyColor(vec3 reflectionDirection) {
196
+ float elevation = clamp(dot(normalize(reflectionDirection), normalize(riverWaterMaterial.skyUpDirection)), 0.0, 1.0);
197
+ vec3 horizonColor = mix(waterMaterial.fresnelColor, riverWaterMaterial.skyZenithColor, 0.32);
198
+ return mix(horizonColor, riverWaterMaterial.skyZenithColor, smoothstep(0.0, 1.0, elevation));
199
+ }
200
+
201
+ vec4 riverWater_getColorMapped(
202
+ vec3 cameraPosition,
203
+ vec3 position_worldspace,
204
+ vec3 position_objectspace,
205
+ vec3 normal_worldspace,
206
+ vec2 uv
207
+ ) {
208
+ vec3 waterNormal = riverWater_getNormal(
209
+ position_worldspace, position_objectspace, normal_worldspace, uv
210
+ );
211
+ vec3 viewDirection = normalize(cameraPosition - position_worldspace);
212
+ float fresnel = pow(1.0 - max(dot(viewDirection, waterNormal), 0.0), 3.2);
213
+ vec3 deepColor = waterMaterial.baseColor * vec3(0.52, 0.74, 0.9);
214
+ vec3 reflectedColor = riverWater_getSkyColor(reflect(-viewDirection, waterNormal));
215
+ vec3 surfaceColor = mix(deepColor, reflectedColor, clamp(fresnel * 0.78, 0.0, 0.78));
216
+ vec3 color = surfaceColor * (0.32 + 0.68 * lighting.ambientColor);
217
+
218
+ for (int i = 0; i < lighting.directionalLightCount; i++) {
219
+ DirectionalLight directionalLight = lighting_getDirectionalLight(i);
220
+ vec3 lightDirection = normalize(-directionalLight.direction);
221
+ vec3 halfwayDirection = normalize(lightDirection + viewDirection);
222
+ float diffuse = max(dot(waterNormal, lightDirection), 0.0);
223
+ float specular = pow(max(dot(waterNormal, halfwayDirection), 0.0), 64.0);
224
+ float brokenSpecular = specular * (0.25 + 0.75 * fresnel);
225
+ color += surfaceColor * directionalLight.color * diffuse * 0.38;
226
+ color += vec3(0.72, 0.88, 0.94) * directionalLight.color * brokenSpecular * 2.1;
227
+ }
228
+
229
+ color = mix(color, reflectedColor, clamp(fresnel * 0.3, 0.0, 0.3));
230
+ return vec4(color, waterMaterial.opacity);
231
+ }
232
+ `;
233
+ //# sourceMappingURL=river-water-shaders.js.map
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