@luma.gl/shaders 0.0.0-stage → 10.0.0-alpha.6
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 +19686 -0
- package/dist/dist.min.js +12180 -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 +243 -0
- package/dist/index.cjs.map +6 -0
- package/dist/index.d.ts +91 -0
- package/dist/index.d.ts.map +1 -0
- package/dist/index.js +65 -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 +107 -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 +99 -0
- package/dist/lib/preprocessor/preprocessor.js.map +1 -0
- package/dist/lib/shader-assembler-base.cjs +133 -0
- package/dist/lib/shader-assembler-base.d.ts +52 -0
- package/dist/lib/shader-assembler-base.d.ts.map +1 -0
- package/dist/lib/shader-assembler-base.js +128 -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 +200 -0
- package/dist/lib/shader-assembly/assemble-glsl-shaders.d.ts +69 -0
- package/dist/lib/shader-assembly/assemble-glsl-shaders.d.ts.map +1 -0
- package/dist/lib/shader-assembly/assemble-glsl-shaders.js +221 -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 +501 -0
- package/dist/lib/shader-assembly/assemble-wgsl-shaders.d.ts +71 -0
- package/dist/lib/shader-assembly/assemble-wgsl-shaders.d.ts.map +1 -0
- package/dist/lib/shader-assembly/assemble-wgsl-shaders.js +473 -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 +128 -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-hooks.cjs +103 -0
- package/dist/lib/shader-assembly/shader-hooks.d.ts +45 -0
- package/dist/lib/shader-assembly/shader-hooks.d.ts.map +1 -0
- package/dist/lib/shader-assembly/shader-hooks.js +84 -0
- package/dist/lib/shader-assembly/shader-hooks.js.map +1 -0
- package/dist/lib/shader-assembly/shader-injections.cjs +180 -0
- package/dist/lib/shader-assembly/shader-injections.d.ts +34 -0
- package/dist/lib/shader-assembly/shader-injections.d.ts.map +1 -0
- package/dist/lib/shader-assembly/shader-injections.js +183 -0
- package/dist/lib/shader-assembly/shader-injections.js.map +1 -0
- package/dist/lib/shader-assembly/shader-plugin-varyings.cjs +417 -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 +412 -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-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 +105 -0
- package/dist/lib/shader-module/shader-module.d.ts +98 -0
- package/dist/lib/shader-module/shader-module.d.ts.map +1 -0
- package/dist/lib/shader-module/shader-module.js +104 -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 +117 -0
- package/dist/lib/shader-plugin.d.ts +68 -0
- package/dist/lib/shader-plugin.d.ts.map +1 -0
- package/dist/lib/shader-plugin.js +98 -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 +152 -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 +129 -0
- package/dist/modules/engine/clip/clip.js.map +1 -0
- package/dist/modules/engine/filter/filter.cjs +111 -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 +88 -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
- package/dist/modules/lighting/area-lighting/ltc-shaders.d.ts.map +1 -0
- package/dist/modules/lighting/area-lighting/ltc-shaders.js +162 -0
- package/dist/modules/lighting/area-lighting/ltc-shaders.js.map +1 -0
- package/dist/modules/lighting/atmosphere/atmosphere.cjs +253 -0
- package/dist/modules/lighting/atmosphere/atmosphere.d.ts +45 -0
- package/dist/modules/lighting/atmosphere/atmosphere.d.ts.map +1 -0
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- package/src/modules/geometry/pattern-fill/pattern-fill.ts +54 -0
- package/src/modules/geometry/point-glow/point-glow.ts +87 -0
- package/src/modules/geometry/precipitation/README.md +19 -0
- package/src/modules/geometry/precipitation/precipitation.ts +108 -0
- package/src/modules/geometry/sketch-stroke/sketch-stroke.ts +160 -0
- package/src/modules/geospatial/dggs/dggs-wgsl.ts +2284 -0
- package/src/modules/geospatial/dggs/dggs.ts +12 -0
- package/src/modules/lighting/area-lighting/area-light-types.ts +71 -0
- package/src/modules/lighting/area-lighting/area-lighting-shaders.ts +72 -0
- package/src/modules/lighting/area-lighting/area-lighting.ts +63 -0
- package/src/modules/lighting/area-lighting/ltc-shaders.ts +163 -0
- package/src/modules/lighting/atmosphere/README.md +25 -0
- package/src/modules/lighting/atmosphere/atmosphere.ts +246 -0
- package/src/modules/lighting/clouds/README.md +24 -0
- package/src/modules/lighting/clouds/clouds.ts +216 -0
- package/src/modules/lighting/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-material/pbr-material-glsl.ts +1748 -0
- package/src/modules/lighting/pbr-material/pbr-material-wgsl.ts +2043 -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/phong-material/phong-material.ts +53 -0
- package/src/modules/lighting/phong-material/phong-shaders-glsl.ts +73 -0
- package/src/modules/lighting/phong-material/phong-shaders-wgsl.ts +129 -0
- package/src/modules/lighting/surface-weather/README.md +28 -0
- package/src/modules/lighting/surface-weather/surface-weather.ts +198 -0
- package/src/modules/lighting/water-material/river-water-material.ts +58 -0
- package/src/modules/lighting/water-material/river-water-shaders.ts +234 -0
- package/src/modules/lighting/water-material/water-material.ts +234 -0
- package/src/modules/lighting/water-material/water-shaders-glsl.ts +233 -0
- package/src/modules/lighting/water-material/water-shaders-wgsl.ts +230 -0
- package/src/modules/math/fp16/fp16-utils.ts +156 -0
- package/src/modules/math/fp32/fp32.ts +291 -0
- package/src/modules/math/fp64/fp64-arithmetic-glsl.ts +205 -0
- package/src/modules/math/fp64/fp64-arithmetic-wgsl-hybrid.ts +129 -0
- package/src/modules/math/fp64/fp64-arithmetic-wgsl-integer.ts +564 -0
- package/src/modules/math/fp64/fp64-arithmetic-wgsl.ts +924 -0
- package/src/modules/math/fp64/fp64-functions-glsl.ts +675 -0
- package/src/modules/math/fp64/fp64-functions-wgsl.ts +157 -0
- package/src/modules/math/fp64/fp64-utils.ts +46 -0
- package/src/modules/math/fp64/fp64.ts +64 -0
- package/src/modules/math/random/random.ts +25 -0
- package/src/modules/math/value-noise/value-noise.ts +70 -0
- package/src/modules/volume/volume-raymarch.ts +87 -0
- package/src/types/align-to.ts +13 -0
- package/src/types/primitive-data-types.ts +10 -0
- package/src/types/sampler-props.ts +39 -0
- package/src/types/shader-block-layout.ts +340 -0
- package/src/types/shader-layout.ts +208 -0
- package/src/types/shader-type-decoder.ts +285 -0
- package/src/types/shader-types.ts +207 -0
- package/src/types/texture-formats.ts +155 -0
- package/src/types.ts +48 -0
- package/src/wgsl.ts +23 -0
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var __defProp = Object.defineProperty;
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var __getOwnPropDesc = Object.getOwnPropertyDescriptor;
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var __getOwnPropNames = Object.getOwnPropertyNames;
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var __hasOwnProp = Object.prototype.hasOwnProperty;
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var __export = (target, all) => {
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for (var name in all)
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__defProp(target, name, { get: all[name], enumerable: true });
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};
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var __copyProps = (to, from, except, desc) => {
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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 atmosphere_exports = {};
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__export(atmosphere_exports, {
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atmosphere: () => atmosphere
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});
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module.exports = __toCommonJS(atmosphere_exports);
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const DEFAULT_UNIFORMS = {
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enabled: 1,
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sunDirection: [0, 0.8, 0.6],
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sunIntensity: 20,
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haze: 1,
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rayleigh: 1,
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planetRadius: 6371e3,
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exposure: 1,
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groundColor: [0.18, 0.17, 0.14]
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};
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const atmosphere = {
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name: "atmosphere",
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uniformTypes: {
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enabled: "f32",
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sunDirection: "vec3<f32>",
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sunIntensity: "f32",
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haze: "f32",
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rayleigh: "f32",
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planetRadius: "f32",
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exposure: "f32",
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groundColor: "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: (
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/* glsl */
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`
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layout(std140) uniform atmosphereUniforms {
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float enabled;
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vec3 sunDirection;
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float sunIntensity;
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float haze;
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float rayleigh;
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float planetRadius;
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float exposure;
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vec3 groundColor;
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} atmosphere;
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struct AtmosphereSample {
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vec3 radiance;
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vec3 transmittance;
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};
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vec2 atmosphere_intersectSphere(vec3 origin, vec3 direction, float radius) {
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float projected = dot(origin, direction);
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float discriminant = projected * projected - (dot(origin.xy, origin.xy) + (origin.z - radius) * (origin.z + radius));
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if (discriminant < 0.0) return vec2(-1.0);
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float root = sqrt(discriminant);
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return vec2(-projected - root, -projected + root);
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}
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vec2 atmosphere_getDensity(vec3 position) {
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float height = max(length(position) - atmosphere.planetRadius, 0.0);
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return exp(-vec2(height / 8000.0, height / 1200.0));
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}
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AtmosphereSample atmosphere_getScattering(vec3 camera, vec3 direction, float distanceLimit) {
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AtmosphereSample result;
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result.radiance = vec3(0.0);
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result.transmittance = vec3(1.0);
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if (atmosphere.enabled < 0.5 || distanceLimit <= 0.0) return result;
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vec3 origin = vec3(camera.xy, atmosphere.planetRadius + max(camera.z, 1.0));
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vec2 shell = atmosphere_intersectSphere(origin, direction, atmosphere.planetRadius + 100000.0);
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float start = max(shell.x, 0.0);
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float end = min(shell.y, distanceLimit);
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vec2 ground = atmosphere_intersectSphere(origin, direction, atmosphere.planetRadius);
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if (ground.x > 0.0) end = min(end, ground.x);
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if (end <= start) return result;
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vec3 sunlight = normalize(atmosphere.sunDirection);
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vec3 rayleigh = vec3(0.0000058, 0.0000135, 0.0000331) * max(atmosphere.rayleigh, 0.0);
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vec3 mie = vec3(0.000021) * max(atmosphere.haze, 0.0);
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float cosine = dot(direction, sunlight);
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float rayleighPhase = 0.0596831 * (1.0 + cosine * cosine);
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float asymmetry = 0.76;
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float miePhase = (1.0 - asymmetry * asymmetry) / (12.566371 * pow(max(1.0 + asymmetry * asymmetry - 2.0 * asymmetry * cosine, 0.001), 1.5));
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float stepLength = (end - start) / 12.0;
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vec2 opticalDepth = vec2(0.0);
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vec3 radiance = vec3(0.0);
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for (int sampleIndex = 0; sampleIndex < 12; sampleIndex++) {
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vec3 position = origin + direction * (start + (float(sampleIndex) + 0.5) * stepLength);
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vec2 density = atmosphere_getDensity(position);
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vec2 centerDepth = opticalDepth + density * stepLength * 0.5;
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opticalDepth += density * stepLength;
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vec2 solarGround = atmosphere_intersectSphere(position, sunlight, atmosphere.planetRadius);
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if (solarGround.x > 0.0) continue;
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float solarDistance = max(atmosphere_intersectSphere(position, sunlight, atmosphere.planetRadius + 100000.0).y, 0.0);
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float solarStep = solarDistance / 4.0;
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vec2 solarDepth = vec2(0.0);
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for (int solarIndex = 0; solarIndex < 4; solarIndex++) {
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solarDepth += atmosphere_getDensity(position + sunlight * ((float(solarIndex) + 0.5) * solarStep)) * solarStep;
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}
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vec3 attenuation = exp(-rayleigh * (centerDepth.x + solarDepth.x) - mie * (centerDepth.y + solarDepth.y));
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radiance += attenuation * (rayleigh * density.x * rayleighPhase + mie * density.y * miePhase) * stepLength;
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}
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result.radiance = radiance * max(atmosphere.sunIntensity, 0.0);
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result.transmittance = exp(-rayleigh * opticalDepth.x - mie * opticalDepth.y);
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return result;
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}
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120
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vec3 atmosphere_getSkyColor(vec3 camera, vec3 direction) {
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if (atmosphere.enabled < 0.5) return vec3(0.0);
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AtmosphereSample scatteringSample = atmosphere_getScattering(camera, normalize(direction), 1000000.0);
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vec3 origin = vec3(camera.xy, atmosphere.planetRadius + max(camera.z, 1.0));
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vec3 sunlight = normalize(atmosphere.sunDirection);
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float groundDistance = atmosphere_intersectSphere(origin, normalize(direction), atmosphere.planetRadius).x;
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if (groundDistance > 0.0 && sunlight.z > 0.0) {
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127
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// Approximate direct irradiance at the ground boundary, attenuated on its way to the eye.
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128
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float elevation = max(sunlight.z, 0.02);
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129
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vec3 extinction = vec3(0.0000058, 0.0000135, 0.0000331) * max(atmosphere.rayleigh, 0.0) * 8000.0
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130
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+ vec3(0.000021) * max(atmosphere.haze, 0.0) * 1200.0;
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131
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scatteringSample.radiance += atmosphere.groundColor * atmosphere.sunIntensity * sunlight.z / 3.141593
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* exp(-extinction / elevation) * scatteringSample.transmittance;
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}
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return vec3(1.0) - exp(-scatteringSample.radiance * atmosphere.exposure);
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}
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136
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vec4 atmosphere_getColor(vec4 color, vec3 position, vec3 camera) {
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vec3 difference = position - camera;
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138
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float distance = length(difference);
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139
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if (distance < 0.001 || atmosphere.enabled < 0.5) return color;
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140
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AtmosphereSample scatteringSample = atmosphere_getScattering(camera, difference / distance, distance);
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141
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vec3 scattering = vec3(1.0) - exp(-scatteringSample.radiance * atmosphere.exposure);
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142
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return vec4(color.rgb * scatteringSample.transmittance + scattering, color.a);
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143
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}
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144
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`
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145
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),
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146
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source: (
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147
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/* wgsl */
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148
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`
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149
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struct atmosphereUniforms {
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150
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enabled: f32,
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151
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sunDirection: vec3f,
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152
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sunIntensity: f32,
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153
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haze: f32,
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154
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rayleigh: f32,
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155
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planetRadius: f32,
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156
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exposure: f32,
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157
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groundColor: vec3f,
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158
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};
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159
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@group(3) @binding(auto) var<uniform> atmosphere: atmosphereUniforms;
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160
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struct AtmosphereSample { radiance: vec3f,
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161
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transmittance: vec3f };
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162
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163
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fn atmosphere_intersectSphere(origin: vec3f,
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164
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direction: vec3f,
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165
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radius: f32) -> vec2f {
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166
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var projected: f32 = dot(origin, direction);
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167
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var discriminant: f32 = projected * projected - (dot(origin.xy, origin.xy) + (origin.z - radius) * (origin.z + radius));
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168
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if (discriminant < 0.0) { return vec2f(-1.0); }
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169
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var root: f32 = sqrt(discriminant);
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170
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return vec2f(-projected - root, -projected + root);
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171
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}
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172
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fn atmosphere_getDensity(position: vec3f) -> vec2f {
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173
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var height: f32 = max(length(position) - atmosphere.planetRadius, 0.0);
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174
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return exp(-vec2f(height / 8000.0, height / 1200.0));
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175
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}
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176
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fn atmosphere_getScattering(camera: vec3f,
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177
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direction: vec3f,
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178
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distanceLimit: f32) -> AtmosphereSample {
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179
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var result: AtmosphereSample;
|
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180
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result.radiance = vec3f(0.0);
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181
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result.transmittance = vec3f(1.0);
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182
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if (atmosphere.enabled < 0.5 || distanceLimit <= 0.0) { return result; }
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183
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var origin: vec3f = vec3f(camera.xy, atmosphere.planetRadius + max(camera.z, 1.0));
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184
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var shell: vec2f = atmosphere_intersectSphere(origin, direction, atmosphere.planetRadius + 100000.0);
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185
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var start: f32 = max(shell.x, 0.0);
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186
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var end: f32 = min(shell.y, distanceLimit);
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187
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var ground: vec2f = atmosphere_intersectSphere(origin, direction, atmosphere.planetRadius);
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188
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if (ground.x > 0.0) { end = min(end, ground.x); }
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189
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if (end <= start) { return result; }
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190
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var sunlight: vec3f = normalize(atmosphere.sunDirection);
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191
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var rayleigh: vec3f = vec3f(0.0000058, 0.0000135, 0.0000331) * max(atmosphere.rayleigh, 0.0);
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192
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var mie: vec3f = vec3f(0.000021) * max(atmosphere.haze, 0.0);
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193
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var cosine: f32 = dot(direction, sunlight);
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194
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+
var rayleighPhase: f32 = 0.0596831 * (1.0 + cosine * cosine);
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195
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var asymmetry: f32 = 0.76;
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196
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var miePhase: f32 = (1.0 - asymmetry * asymmetry) / (12.566371 * pow(max(1.0 + asymmetry * asymmetry - 2.0 * asymmetry * cosine, 0.001), 1.5));
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197
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var stepLength: f32 = (end - start) / 12.0;
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198
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var opticalDepth: vec2f = vec2f(0.0);
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199
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var radiance: vec3f = vec3f(0.0);
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200
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for (var sampleIndex: i32 = 0; sampleIndex < 12; sampleIndex++) {
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201
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var position: vec3f = origin + direction * (start + (f32(sampleIndex) + 0.5) * stepLength);
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202
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var density: vec2f = atmosphere_getDensity(position);
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203
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var centerDepth: vec2f = opticalDepth + density * stepLength * 0.5;
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204
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opticalDepth += density * stepLength;
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205
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var solarGround: vec2f = atmosphere_intersectSphere(position, sunlight, atmosphere.planetRadius);
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206
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if (solarGround.x > 0.0) { continue; }
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207
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var solarDistance: f32 = max(atmosphere_intersectSphere(position, sunlight, atmosphere.planetRadius + 100000.0).y, 0.0);
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208
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+
var solarStep: f32 = solarDistance / 4.0;
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209
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var solarDepth: vec2f = vec2f(0.0);
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210
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for (var solarIndex: i32 = 0; solarIndex < 4; solarIndex++) {
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solarDepth += atmosphere_getDensity(position + sunlight * ((f32(solarIndex) + 0.5) * solarStep)) * solarStep;
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}
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var attenuation: vec3f = exp(-rayleigh * (centerDepth.x + solarDepth.x) - mie * (centerDepth.y + solarDepth.y));
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radiance += attenuation * (rayleigh * density.x * rayleighPhase + mie * density.y * miePhase) * stepLength;
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}
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result.radiance = radiance * max(atmosphere.sunIntensity, 0.0);
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result.transmittance = exp(-rayleigh * opticalDepth.x - mie * opticalDepth.y);
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return result;
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}
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fn atmosphere_getSkyColor(camera: vec3f,
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direction: vec3f) -> vec3f {
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if (atmosphere.enabled < 0.5) { return vec3f(0.0); }
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var scatteringSample: AtmosphereSample = atmosphere_getScattering(camera, normalize(direction), 1000000.0);
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let origin = vec3f(camera.xy, atmosphere.planetRadius + max(camera.z, 1.0));
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let sunlight = normalize(atmosphere.sunDirection);
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let groundDistance = atmosphere_intersectSphere(origin, normalize(direction), atmosphere.planetRadius).x;
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if (groundDistance > 0.0 && sunlight.z > 0.0) {
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// Approximate direct irradiance at the ground boundary, attenuated on its way to the eye.
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let elevation = max(sunlight.z, 0.02);
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let extinction = vec3f(0.0000058, 0.0000135, 0.0000331) * max(atmosphere.rayleigh, 0.0) * 8000.0
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+ vec3f(0.000021) * max(atmosphere.haze, 0.0) * 1200.0;
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scatteringSample.radiance += atmosphere.groundColor * atmosphere.sunIntensity * sunlight.z / 3.141593
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* exp(-extinction / elevation) * scatteringSample.transmittance;
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}
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return vec3f(1.0) - exp(-scatteringSample.radiance * atmosphere.exposure);
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}
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fn atmosphere_getColor(color: vec4f,
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position: vec3f,
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camera: vec3f) -> vec4f {
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var difference: vec3f = position - camera;
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var distance: f32 = length(difference);
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if (distance < 0.001 || atmosphere.enabled < 0.5) { return color; }
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var scatteringSample: AtmosphereSample = atmosphere_getScattering(camera, difference / distance, distance);
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var scattering: vec3f = vec3f(1.0) - exp(-scatteringSample.radiance * atmosphere.exposure);
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return vec4f(color.rgb * scatteringSample.transmittance + scattering, color.a);
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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 = {
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atmosphere
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});
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export type AtmosphereUniforms = {
|
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enabled: number;
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/** Direction toward the sun in a local east/north/up frame; must be nonzero. */
|
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sunDirection: [number, number, number];
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sunIntensity: number;
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+
/** Aerosol and molecular scattering multipliers. */
|
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7
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haze: number;
|
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|
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rayleigh: number;
|
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9
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/** Planet radius in metres. Positions use a local tangent frame, with z = altitude. */
|
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planetRadius: number;
|
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exposure: number;
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/** Diffuse ground boundary beneath the horizon, in linear RGB. */
|
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groundColor: [number, number, number];
|
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+
};
|
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|
+
export type AtmosphereProps = Partial<AtmosphereUniforms>;
|
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/** Single-scattering Rayleigh/Mie sky and aerial perspective. Distances are metres.
|
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* Includes a spherical planet's solar occlusion, without multiple scattering or ozone.
|
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*/
|
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export declare const atmosphere: {
|
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|
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readonly name: "atmosphere";
|
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|
+
readonly uniformTypes: {
|
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|
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readonly enabled: "f32";
|
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|
+
readonly sunDirection: "vec3<f32>";
|
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|
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readonly sunIntensity: "f32";
|
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|
+
readonly haze: "f32";
|
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|
+
readonly rayleigh: "f32";
|
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27
|
+
readonly planetRadius: "f32";
|
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|
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readonly exposure: "f32";
|
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29
|
+
readonly groundColor: "vec3<f32>";
|
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30
|
+
};
|
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31
|
+
readonly defaultUniforms: AtmosphereUniforms;
|
|
32
|
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readonly getUniforms: (props?: Partial<Partial<AtmosphereUniforms>>, previousUniforms?: AtmosphereUniforms | undefined) => {
|
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|
+
enabled: number;
|
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sunDirection: [number, number, number];
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sunIntensity: number;
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36
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haze: number;
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37
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rayleigh: number;
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38
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planetRadius: number;
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exposure: number;
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40
|
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groundColor: [number, number, number];
|
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};
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|
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readonly fs: "\nlayout(std140) uniform atmosphereUniforms {\n float enabled;\n vec3 sunDirection;\n float sunIntensity;\n float haze;\n float rayleigh;\n float planetRadius;\n float exposure;\n vec3 groundColor;\n} atmosphere;\nstruct AtmosphereSample {\n vec3 radiance;\n vec3 transmittance;\n};\n\nvec2 atmosphere_intersectSphere(vec3 origin, vec3 direction, float radius) {\n float projected = dot(origin, direction);\n float discriminant = projected * projected - (dot(origin.xy, origin.xy) + (origin.z - radius) * (origin.z + radius));\n if (discriminant < 0.0) return vec2(-1.0);\n float root = sqrt(discriminant);\n return vec2(-projected - root, -projected + root);\n}\nvec2 atmosphere_getDensity(vec3 position) {\n float height = max(length(position) - atmosphere.planetRadius, 0.0);\n return exp(-vec2(height / 8000.0, height / 1200.0));\n}\nAtmosphereSample atmosphere_getScattering(vec3 camera, vec3 direction, float distanceLimit) {\n AtmosphereSample result;\n result.radiance = vec3(0.0);\n result.transmittance = vec3(1.0);\n if (atmosphere.enabled < 0.5 || distanceLimit <= 0.0) return result;\n vec3 origin = vec3(camera.xy, atmosphere.planetRadius + max(camera.z, 1.0));\n vec2 shell = atmosphere_intersectSphere(origin, direction, atmosphere.planetRadius + 100000.0);\n float start = max(shell.x, 0.0);\n float end = min(shell.y, distanceLimit);\n vec2 ground = atmosphere_intersectSphere(origin, direction, atmosphere.planetRadius);\n if (ground.x > 0.0) end = min(end, ground.x);\n if (end <= start) return result;\n vec3 sunlight = normalize(atmosphere.sunDirection);\n vec3 rayleigh = vec3(0.0000058, 0.0000135, 0.0000331) * max(atmosphere.rayleigh, 0.0);\n vec3 mie = vec3(0.000021) * max(atmosphere.haze, 0.0);\n float cosine = dot(direction, sunlight);\n float rayleighPhase = 0.0596831 * (1.0 + cosine * cosine);\n float asymmetry = 0.76;\n float miePhase = (1.0 - asymmetry * asymmetry) / (12.566371 * pow(max(1.0 + asymmetry * asymmetry - 2.0 * asymmetry * cosine, 0.001), 1.5));\n float stepLength = (end - start) / 12.0;\n vec2 opticalDepth = vec2(0.0);\n vec3 radiance = vec3(0.0);\n for (int sampleIndex = 0; sampleIndex < 12; sampleIndex++) {\n vec3 position = origin + direction * (start + (float(sampleIndex) + 0.5) * stepLength);\n vec2 density = atmosphere_getDensity(position);\n vec2 centerDepth = opticalDepth + density * stepLength * 0.5;\n opticalDepth += density * stepLength;\n vec2 solarGround = atmosphere_intersectSphere(position, sunlight, atmosphere.planetRadius);\n if (solarGround.x > 0.0) continue;\n float solarDistance = max(atmosphere_intersectSphere(position, sunlight, atmosphere.planetRadius + 100000.0).y, 0.0);\n float solarStep = solarDistance / 4.0;\n vec2 solarDepth = vec2(0.0);\n for (int solarIndex = 0; solarIndex < 4; solarIndex++) {\n solarDepth += atmosphere_getDensity(position + sunlight * ((float(solarIndex) + 0.5) * solarStep)) * solarStep;\n }\n vec3 attenuation = exp(-rayleigh * (centerDepth.x + solarDepth.x) - mie * (centerDepth.y + solarDepth.y));\n radiance += attenuation * (rayleigh * density.x * rayleighPhase + mie * density.y * miePhase) * stepLength;\n }\n result.radiance = radiance * max(atmosphere.sunIntensity, 0.0);\n result.transmittance = exp(-rayleigh * opticalDepth.x - mie * opticalDepth.y);\n return result;\n}\nvec3 atmosphere_getSkyColor(vec3 camera, vec3 direction) {\n if (atmosphere.enabled < 0.5) return vec3(0.0);\n AtmosphereSample scatteringSample = atmosphere_getScattering(camera, normalize(direction), 1000000.0);\n vec3 origin = vec3(camera.xy, atmosphere.planetRadius + max(camera.z, 1.0));\n vec3 sunlight = normalize(atmosphere.sunDirection);\n float groundDistance = atmosphere_intersectSphere(origin, normalize(direction), atmosphere.planetRadius).x;\n if (groundDistance > 0.0 && sunlight.z > 0.0) {\n // Approximate direct irradiance at the ground boundary, attenuated on its way to the eye.\n float elevation = max(sunlight.z, 0.02);\n vec3 extinction = vec3(0.0000058, 0.0000135, 0.0000331) * max(atmosphere.rayleigh, 0.0) * 8000.0\n + vec3(0.000021) * max(atmosphere.haze, 0.0) * 1200.0;\n scatteringSample.radiance += atmosphere.groundColor * atmosphere.sunIntensity * sunlight.z / 3.141593\n * exp(-extinction / elevation) * scatteringSample.transmittance;\n }\n return vec3(1.0) - exp(-scatteringSample.radiance * atmosphere.exposure);\n}\nvec4 atmosphere_getColor(vec4 color, vec3 position, vec3 camera) {\n vec3 difference = position - camera;\n float distance = length(difference);\n if (distance < 0.001 || atmosphere.enabled < 0.5) return color;\n AtmosphereSample scatteringSample = atmosphere_getScattering(camera, difference / distance, distance);\n vec3 scattering = vec3(1.0) - exp(-scatteringSample.radiance * atmosphere.exposure);\n return vec4(color.rgb * scatteringSample.transmittance + scattering, color.a);\n}\n";
|
|
43
|
+
readonly source: "\nstruct atmosphereUniforms {\n enabled: f32,\n sunDirection: vec3f,\n sunIntensity: f32,\n haze: f32,\n rayleigh: f32,\n planetRadius: f32,\n exposure: f32,\n groundColor: vec3f,\n};\n@group(3) @binding(auto) var<uniform> atmosphere: atmosphereUniforms;\nstruct AtmosphereSample { radiance: vec3f,\n transmittance: vec3f };\n\nfn atmosphere_intersectSphere(origin: vec3f,\n direction: vec3f,\n radius: f32) -> vec2f {\n var projected: f32 = dot(origin, direction);\n var discriminant: f32 = projected * projected - (dot(origin.xy, origin.xy) + (origin.z - radius) * (origin.z + radius));\n if (discriminant < 0.0) { return vec2f(-1.0); }\n var root: f32 = sqrt(discriminant);\n return vec2f(-projected - root, -projected + root);\n}\nfn atmosphere_getDensity(position: vec3f) -> vec2f {\n var height: f32 = max(length(position) - atmosphere.planetRadius, 0.0);\n return exp(-vec2f(height / 8000.0, height / 1200.0));\n}\nfn atmosphere_getScattering(camera: vec3f,\n direction: vec3f,\n distanceLimit: f32) -> AtmosphereSample {\n var result: AtmosphereSample;\n result.radiance = vec3f(0.0);\n result.transmittance = vec3f(1.0);\n if (atmosphere.enabled < 0.5 || distanceLimit <= 0.0) { return result; }\n var origin: vec3f = vec3f(camera.xy, atmosphere.planetRadius + max(camera.z, 1.0));\n var shell: vec2f = atmosphere_intersectSphere(origin, direction, atmosphere.planetRadius + 100000.0);\n var start: f32 = max(shell.x, 0.0);\n var end: f32 = min(shell.y, distanceLimit);\n var ground: vec2f = atmosphere_intersectSphere(origin, direction, atmosphere.planetRadius);\n if (ground.x > 0.0) { end = min(end, ground.x); }\n if (end <= start) { return result; }\n var sunlight: vec3f = normalize(atmosphere.sunDirection);\n var rayleigh: vec3f = vec3f(0.0000058, 0.0000135, 0.0000331) * max(atmosphere.rayleigh, 0.0);\n var mie: vec3f = vec3f(0.000021) * max(atmosphere.haze, 0.0);\n var cosine: f32 = dot(direction, sunlight);\n var rayleighPhase: f32 = 0.0596831 * (1.0 + cosine * cosine);\n var asymmetry: f32 = 0.76;\n var miePhase: f32 = (1.0 - asymmetry * asymmetry) / (12.566371 * pow(max(1.0 + asymmetry * asymmetry - 2.0 * asymmetry * cosine, 0.001), 1.5));\n var stepLength: f32 = (end - start) / 12.0;\n var opticalDepth: vec2f = vec2f(0.0);\n var radiance: vec3f = vec3f(0.0);\n for (var sampleIndex: i32 = 0; sampleIndex < 12; sampleIndex++) {\n var position: vec3f = origin + direction * (start + (f32(sampleIndex) + 0.5) * stepLength);\n var density: vec2f = atmosphere_getDensity(position);\n var centerDepth: vec2f = opticalDepth + density * stepLength * 0.5;\n opticalDepth += density * stepLength;\n var solarGround: vec2f = atmosphere_intersectSphere(position, sunlight, atmosphere.planetRadius);\n if (solarGround.x > 0.0) { continue; }\n var solarDistance: f32 = max(atmosphere_intersectSphere(position, sunlight, atmosphere.planetRadius + 100000.0).y, 0.0);\n var solarStep: f32 = solarDistance / 4.0;\n var solarDepth: vec2f = vec2f(0.0);\n for (var solarIndex: i32 = 0; solarIndex < 4; solarIndex++) {\n solarDepth += atmosphere_getDensity(position + sunlight * ((f32(solarIndex) + 0.5) * solarStep)) * solarStep;\n }\n var attenuation: vec3f = exp(-rayleigh * (centerDepth.x + solarDepth.x) - mie * (centerDepth.y + solarDepth.y));\n radiance += attenuation * (rayleigh * density.x * rayleighPhase + mie * density.y * miePhase) * stepLength;\n }\n result.radiance = radiance * max(atmosphere.sunIntensity, 0.0);\n result.transmittance = exp(-rayleigh * opticalDepth.x - mie * opticalDepth.y);\n return result;\n}\nfn atmosphere_getSkyColor(camera: vec3f,\n direction: vec3f) -> vec3f {\n if (atmosphere.enabled < 0.5) { return vec3f(0.0); }\n var scatteringSample: AtmosphereSample = atmosphere_getScattering(camera, normalize(direction), 1000000.0);\n let origin = vec3f(camera.xy, atmosphere.planetRadius + max(camera.z, 1.0));\n let sunlight = normalize(atmosphere.sunDirection);\n let groundDistance = atmosphere_intersectSphere(origin, normalize(direction), atmosphere.planetRadius).x;\n if (groundDistance > 0.0 && sunlight.z > 0.0) {\n // Approximate direct irradiance at the ground boundary, attenuated on its way to the eye.\n let elevation = max(sunlight.z, 0.02);\n let extinction = vec3f(0.0000058, 0.0000135, 0.0000331) * max(atmosphere.rayleigh, 0.0) * 8000.0\n + vec3f(0.000021) * max(atmosphere.haze, 0.0) * 1200.0;\n scatteringSample.radiance += atmosphere.groundColor * atmosphere.sunIntensity * sunlight.z / 3.141593\n * exp(-extinction / elevation) * scatteringSample.transmittance;\n }\n return vec3f(1.0) - exp(-scatteringSample.radiance * atmosphere.exposure);\n}\nfn atmosphere_getColor(color: vec4f,\n position: vec3f,\n camera: vec3f) -> vec4f {\n var difference: vec3f = position - camera;\n var distance: f32 = length(difference);\n if (distance < 0.001 || atmosphere.enabled < 0.5) { return color; }\n var scatteringSample: AtmosphereSample = atmosphere_getScattering(camera, difference / distance, distance);\n var scattering: vec3f = vec3f(1.0) - exp(-scatteringSample.radiance * atmosphere.exposure);\n return vec4f(color.rgb * scatteringSample.transmittance + scattering, color.a);\n}\n";
|
|
44
|
+
};
|
|
45
|
+
//# sourceMappingURL=atmosphere.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"atmosphere.d.ts","sourceRoot":"","sources":["../../../../src/modules/lighting/atmosphere/atmosphere.ts"],"names":[],"mappings":"AAMA,MAAM,MAAM,kBAAkB,GAAG;IAC/B,OAAO,EAAE,MAAM,CAAC;IAChB,gFAAgF;IAChF,YAAY,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IACvC,YAAY,EAAE,MAAM,CAAC;IACrB,oDAAoD;IACpD,IAAI,EAAE,MAAM,CAAC;IACb,QAAQ,EAAE,MAAM,CAAC;IACjB,uFAAuF;IACvF,YAAY,EAAE,MAAM,CAAC;IACrB,QAAQ,EAAE,MAAM,CAAC;IACjB,kEAAkE;IAClE,WAAW,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;CACvC,CAAC;AACF,MAAM,MAAM,eAAe,GAAG,OAAO,CAAC,kBAAkB,CAAC,CAAC;AAY1D;;GAEG;AACH,eAAO,MAAM,UAAU;;;;;;;;;;;;;;iBA5BZ,MAAM;sBAED,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC;sBACxB,MAAM;cAEd,MAAM;kBACF,MAAM;sBAEF,MAAM;kBACV,MAAM;qBAEH,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC;;;;CAmO+B,CAAC"}
|
|
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|
|
|
1
|
+
// luma.gl
|
|
2
|
+
// SPDX-License-Identifier: MIT
|
|
3
|
+
// SPDX-FileCopyrightText: Copyright (c) vis.gl contributors
|
|
4
|
+
const DEFAULT_UNIFORMS = {
|
|
5
|
+
enabled: 1,
|
|
6
|
+
sunDirection: [0, 0.8, 0.6],
|
|
7
|
+
sunIntensity: 20,
|
|
8
|
+
haze: 1,
|
|
9
|
+
rayleigh: 1,
|
|
10
|
+
planetRadius: 6371000,
|
|
11
|
+
exposure: 1,
|
|
12
|
+
groundColor: [0.18, 0.17, 0.14]
|
|
13
|
+
};
|
|
14
|
+
/** Single-scattering Rayleigh/Mie sky and aerial perspective. Distances are metres.
|
|
15
|
+
* Includes a spherical planet's solar occlusion, without multiple scattering or ozone.
|
|
16
|
+
*/
|
|
17
|
+
export const atmosphere = {
|
|
18
|
+
name: 'atmosphere',
|
|
19
|
+
uniformTypes: {
|
|
20
|
+
enabled: 'f32',
|
|
21
|
+
sunDirection: 'vec3<f32>',
|
|
22
|
+
sunIntensity: 'f32',
|
|
23
|
+
haze: 'f32',
|
|
24
|
+
rayleigh: 'f32',
|
|
25
|
+
planetRadius: 'f32',
|
|
26
|
+
exposure: 'f32',
|
|
27
|
+
groundColor: 'vec3<f32>'
|
|
28
|
+
},
|
|
29
|
+
defaultUniforms: DEFAULT_UNIFORMS,
|
|
30
|
+
getUniforms(props = {}, previousUniforms = DEFAULT_UNIFORMS) {
|
|
31
|
+
return { ...DEFAULT_UNIFORMS, ...previousUniforms, ...props };
|
|
32
|
+
},
|
|
33
|
+
fs: /* glsl */ `
|
|
34
|
+
layout(std140) uniform atmosphereUniforms {
|
|
35
|
+
float enabled;
|
|
36
|
+
vec3 sunDirection;
|
|
37
|
+
float sunIntensity;
|
|
38
|
+
float haze;
|
|
39
|
+
float rayleigh;
|
|
40
|
+
float planetRadius;
|
|
41
|
+
float exposure;
|
|
42
|
+
vec3 groundColor;
|
|
43
|
+
} atmosphere;
|
|
44
|
+
struct AtmosphereSample {
|
|
45
|
+
vec3 radiance;
|
|
46
|
+
vec3 transmittance;
|
|
47
|
+
};
|
|
48
|
+
|
|
49
|
+
vec2 atmosphere_intersectSphere(vec3 origin, vec3 direction, float radius) {
|
|
50
|
+
float projected = dot(origin, direction);
|
|
51
|
+
float discriminant = projected * projected - (dot(origin.xy, origin.xy) + (origin.z - radius) * (origin.z + radius));
|
|
52
|
+
if (discriminant < 0.0) return vec2(-1.0);
|
|
53
|
+
float root = sqrt(discriminant);
|
|
54
|
+
return vec2(-projected - root, -projected + root);
|
|
55
|
+
}
|
|
56
|
+
vec2 atmosphere_getDensity(vec3 position) {
|
|
57
|
+
float height = max(length(position) - atmosphere.planetRadius, 0.0);
|
|
58
|
+
return exp(-vec2(height / 8000.0, height / 1200.0));
|
|
59
|
+
}
|
|
60
|
+
AtmosphereSample atmosphere_getScattering(vec3 camera, vec3 direction, float distanceLimit) {
|
|
61
|
+
AtmosphereSample result;
|
|
62
|
+
result.radiance = vec3(0.0);
|
|
63
|
+
result.transmittance = vec3(1.0);
|
|
64
|
+
if (atmosphere.enabled < 0.5 || distanceLimit <= 0.0) return result;
|
|
65
|
+
vec3 origin = vec3(camera.xy, atmosphere.planetRadius + max(camera.z, 1.0));
|
|
66
|
+
vec2 shell = atmosphere_intersectSphere(origin, direction, atmosphere.planetRadius + 100000.0);
|
|
67
|
+
float start = max(shell.x, 0.0);
|
|
68
|
+
float end = min(shell.y, distanceLimit);
|
|
69
|
+
vec2 ground = atmosphere_intersectSphere(origin, direction, atmosphere.planetRadius);
|
|
70
|
+
if (ground.x > 0.0) end = min(end, ground.x);
|
|
71
|
+
if (end <= start) return result;
|
|
72
|
+
vec3 sunlight = normalize(atmosphere.sunDirection);
|
|
73
|
+
vec3 rayleigh = vec3(0.0000058, 0.0000135, 0.0000331) * max(atmosphere.rayleigh, 0.0);
|
|
74
|
+
vec3 mie = vec3(0.000021) * max(atmosphere.haze, 0.0);
|
|
75
|
+
float cosine = dot(direction, sunlight);
|
|
76
|
+
float rayleighPhase = 0.0596831 * (1.0 + cosine * cosine);
|
|
77
|
+
float asymmetry = 0.76;
|
|
78
|
+
float miePhase = (1.0 - asymmetry * asymmetry) / (12.566371 * pow(max(1.0 + asymmetry * asymmetry - 2.0 * asymmetry * cosine, 0.001), 1.5));
|
|
79
|
+
float stepLength = (end - start) / 12.0;
|
|
80
|
+
vec2 opticalDepth = vec2(0.0);
|
|
81
|
+
vec3 radiance = vec3(0.0);
|
|
82
|
+
for (int sampleIndex = 0; sampleIndex < 12; sampleIndex++) {
|
|
83
|
+
vec3 position = origin + direction * (start + (float(sampleIndex) + 0.5) * stepLength);
|
|
84
|
+
vec2 density = atmosphere_getDensity(position);
|
|
85
|
+
vec2 centerDepth = opticalDepth + density * stepLength * 0.5;
|
|
86
|
+
opticalDepth += density * stepLength;
|
|
87
|
+
vec2 solarGround = atmosphere_intersectSphere(position, sunlight, atmosphere.planetRadius);
|
|
88
|
+
if (solarGround.x > 0.0) continue;
|
|
89
|
+
float solarDistance = max(atmosphere_intersectSphere(position, sunlight, atmosphere.planetRadius + 100000.0).y, 0.0);
|
|
90
|
+
float solarStep = solarDistance / 4.0;
|
|
91
|
+
vec2 solarDepth = vec2(0.0);
|
|
92
|
+
for (int solarIndex = 0; solarIndex < 4; solarIndex++) {
|
|
93
|
+
solarDepth += atmosphere_getDensity(position + sunlight * ((float(solarIndex) + 0.5) * solarStep)) * solarStep;
|
|
94
|
+
}
|
|
95
|
+
vec3 attenuation = exp(-rayleigh * (centerDepth.x + solarDepth.x) - mie * (centerDepth.y + solarDepth.y));
|
|
96
|
+
radiance += attenuation * (rayleigh * density.x * rayleighPhase + mie * density.y * miePhase) * stepLength;
|
|
97
|
+
}
|
|
98
|
+
result.radiance = radiance * max(atmosphere.sunIntensity, 0.0);
|
|
99
|
+
result.transmittance = exp(-rayleigh * opticalDepth.x - mie * opticalDepth.y);
|
|
100
|
+
return result;
|
|
101
|
+
}
|
|
102
|
+
vec3 atmosphere_getSkyColor(vec3 camera, vec3 direction) {
|
|
103
|
+
if (atmosphere.enabled < 0.5) return vec3(0.0);
|
|
104
|
+
AtmosphereSample scatteringSample = atmosphere_getScattering(camera, normalize(direction), 1000000.0);
|
|
105
|
+
vec3 origin = vec3(camera.xy, atmosphere.planetRadius + max(camera.z, 1.0));
|
|
106
|
+
vec3 sunlight = normalize(atmosphere.sunDirection);
|
|
107
|
+
float groundDistance = atmosphere_intersectSphere(origin, normalize(direction), atmosphere.planetRadius).x;
|
|
108
|
+
if (groundDistance > 0.0 && sunlight.z > 0.0) {
|
|
109
|
+
// Approximate direct irradiance at the ground boundary, attenuated on its way to the eye.
|
|
110
|
+
float elevation = max(sunlight.z, 0.02);
|
|
111
|
+
vec3 extinction = vec3(0.0000058, 0.0000135, 0.0000331) * max(atmosphere.rayleigh, 0.0) * 8000.0
|
|
112
|
+
+ vec3(0.000021) * max(atmosphere.haze, 0.0) * 1200.0;
|
|
113
|
+
scatteringSample.radiance += atmosphere.groundColor * atmosphere.sunIntensity * sunlight.z / 3.141593
|
|
114
|
+
* exp(-extinction / elevation) * scatteringSample.transmittance;
|
|
115
|
+
}
|
|
116
|
+
return vec3(1.0) - exp(-scatteringSample.radiance * atmosphere.exposure);
|
|
117
|
+
}
|
|
118
|
+
vec4 atmosphere_getColor(vec4 color, vec3 position, vec3 camera) {
|
|
119
|
+
vec3 difference = position - camera;
|
|
120
|
+
float distance = length(difference);
|
|
121
|
+
if (distance < 0.001 || atmosphere.enabled < 0.5) return color;
|
|
122
|
+
AtmosphereSample scatteringSample = atmosphere_getScattering(camera, difference / distance, distance);
|
|
123
|
+
vec3 scattering = vec3(1.0) - exp(-scatteringSample.radiance * atmosphere.exposure);
|
|
124
|
+
return vec4(color.rgb * scatteringSample.transmittance + scattering, color.a);
|
|
125
|
+
}
|
|
126
|
+
`,
|
|
127
|
+
source: /* wgsl */ `
|
|
128
|
+
struct atmosphereUniforms {
|
|
129
|
+
enabled: f32,
|
|
130
|
+
sunDirection: vec3f,
|
|
131
|
+
sunIntensity: f32,
|
|
132
|
+
haze: f32,
|
|
133
|
+
rayleigh: f32,
|
|
134
|
+
planetRadius: f32,
|
|
135
|
+
exposure: f32,
|
|
136
|
+
groundColor: vec3f,
|
|
137
|
+
};
|
|
138
|
+
@group(3) @binding(auto) var<uniform> atmosphere: atmosphereUniforms;
|
|
139
|
+
struct AtmosphereSample { radiance: vec3f,
|
|
140
|
+
transmittance: vec3f };
|
|
141
|
+
|
|
142
|
+
fn atmosphere_intersectSphere(origin: vec3f,
|
|
143
|
+
direction: vec3f,
|
|
144
|
+
radius: f32) -> vec2f {
|
|
145
|
+
var projected: f32 = dot(origin, direction);
|
|
146
|
+
var discriminant: f32 = projected * projected - (dot(origin.xy, origin.xy) + (origin.z - radius) * (origin.z + radius));
|
|
147
|
+
if (discriminant < 0.0) { return vec2f(-1.0); }
|
|
148
|
+
var root: f32 = sqrt(discriminant);
|
|
149
|
+
return vec2f(-projected - root, -projected + root);
|
|
150
|
+
}
|
|
151
|
+
fn atmosphere_getDensity(position: vec3f) -> vec2f {
|
|
152
|
+
var height: f32 = max(length(position) - atmosphere.planetRadius, 0.0);
|
|
153
|
+
return exp(-vec2f(height / 8000.0, height / 1200.0));
|
|
154
|
+
}
|
|
155
|
+
fn atmosphere_getScattering(camera: vec3f,
|
|
156
|
+
direction: vec3f,
|
|
157
|
+
distanceLimit: f32) -> AtmosphereSample {
|
|
158
|
+
var result: AtmosphereSample;
|
|
159
|
+
result.radiance = vec3f(0.0);
|
|
160
|
+
result.transmittance = vec3f(1.0);
|
|
161
|
+
if (atmosphere.enabled < 0.5 || distanceLimit <= 0.0) { return result; }
|
|
162
|
+
var origin: vec3f = vec3f(camera.xy, atmosphere.planetRadius + max(camera.z, 1.0));
|
|
163
|
+
var shell: vec2f = atmosphere_intersectSphere(origin, direction, atmosphere.planetRadius + 100000.0);
|
|
164
|
+
var start: f32 = max(shell.x, 0.0);
|
|
165
|
+
var end: f32 = min(shell.y, distanceLimit);
|
|
166
|
+
var ground: vec2f = atmosphere_intersectSphere(origin, direction, atmosphere.planetRadius);
|
|
167
|
+
if (ground.x > 0.0) { end = min(end, ground.x); }
|
|
168
|
+
if (end <= start) { return result; }
|
|
169
|
+
var sunlight: vec3f = normalize(atmosphere.sunDirection);
|
|
170
|
+
var rayleigh: vec3f = vec3f(0.0000058, 0.0000135, 0.0000331) * max(atmosphere.rayleigh, 0.0);
|
|
171
|
+
var mie: vec3f = vec3f(0.000021) * max(atmosphere.haze, 0.0);
|
|
172
|
+
var cosine: f32 = dot(direction, sunlight);
|
|
173
|
+
var rayleighPhase: f32 = 0.0596831 * (1.0 + cosine * cosine);
|
|
174
|
+
var asymmetry: f32 = 0.76;
|
|
175
|
+
var miePhase: f32 = (1.0 - asymmetry * asymmetry) / (12.566371 * pow(max(1.0 + asymmetry * asymmetry - 2.0 * asymmetry * cosine, 0.001), 1.5));
|
|
176
|
+
var stepLength: f32 = (end - start) / 12.0;
|
|
177
|
+
var opticalDepth: vec2f = vec2f(0.0);
|
|
178
|
+
var radiance: vec3f = vec3f(0.0);
|
|
179
|
+
for (var sampleIndex: i32 = 0; sampleIndex < 12; sampleIndex++) {
|
|
180
|
+
var position: vec3f = origin + direction * (start + (f32(sampleIndex) + 0.5) * stepLength);
|
|
181
|
+
var density: vec2f = atmosphere_getDensity(position);
|
|
182
|
+
var centerDepth: vec2f = opticalDepth + density * stepLength * 0.5;
|
|
183
|
+
opticalDepth += density * stepLength;
|
|
184
|
+
var solarGround: vec2f = atmosphere_intersectSphere(position, sunlight, atmosphere.planetRadius);
|
|
185
|
+
if (solarGround.x > 0.0) { continue; }
|
|
186
|
+
var solarDistance: f32 = max(atmosphere_intersectSphere(position, sunlight, atmosphere.planetRadius + 100000.0).y, 0.0);
|
|
187
|
+
var solarStep: f32 = solarDistance / 4.0;
|
|
188
|
+
var solarDepth: vec2f = vec2f(0.0);
|
|
189
|
+
for (var solarIndex: i32 = 0; solarIndex < 4; solarIndex++) {
|
|
190
|
+
solarDepth += atmosphere_getDensity(position + sunlight * ((f32(solarIndex) + 0.5) * solarStep)) * solarStep;
|
|
191
|
+
}
|
|
192
|
+
var attenuation: vec3f = exp(-rayleigh * (centerDepth.x + solarDepth.x) - mie * (centerDepth.y + solarDepth.y));
|
|
193
|
+
radiance += attenuation * (rayleigh * density.x * rayleighPhase + mie * density.y * miePhase) * stepLength;
|
|
194
|
+
}
|
|
195
|
+
result.radiance = radiance * max(atmosphere.sunIntensity, 0.0);
|
|
196
|
+
result.transmittance = exp(-rayleigh * opticalDepth.x - mie * opticalDepth.y);
|
|
197
|
+
return result;
|
|
198
|
+
}
|
|
199
|
+
fn atmosphere_getSkyColor(camera: vec3f,
|
|
200
|
+
direction: vec3f) -> vec3f {
|
|
201
|
+
if (atmosphere.enabled < 0.5) { return vec3f(0.0); }
|
|
202
|
+
var scatteringSample: AtmosphereSample = atmosphere_getScattering(camera, normalize(direction), 1000000.0);
|
|
203
|
+
let origin = vec3f(camera.xy, atmosphere.planetRadius + max(camera.z, 1.0));
|
|
204
|
+
let sunlight = normalize(atmosphere.sunDirection);
|
|
205
|
+
let groundDistance = atmosphere_intersectSphere(origin, normalize(direction), atmosphere.planetRadius).x;
|
|
206
|
+
if (groundDistance > 0.0 && sunlight.z > 0.0) {
|
|
207
|
+
// Approximate direct irradiance at the ground boundary, attenuated on its way to the eye.
|
|
208
|
+
let elevation = max(sunlight.z, 0.02);
|
|
209
|
+
let extinction = vec3f(0.0000058, 0.0000135, 0.0000331) * max(atmosphere.rayleigh, 0.0) * 8000.0
|
|
210
|
+
+ vec3f(0.000021) * max(atmosphere.haze, 0.0) * 1200.0;
|
|
211
|
+
scatteringSample.radiance += atmosphere.groundColor * atmosphere.sunIntensity * sunlight.z / 3.141593
|
|
212
|
+
* exp(-extinction / elevation) * scatteringSample.transmittance;
|
|
213
|
+
}
|
|
214
|
+
return vec3f(1.0) - exp(-scatteringSample.radiance * atmosphere.exposure);
|
|
215
|
+
}
|
|
216
|
+
fn atmosphere_getColor(color: vec4f,
|
|
217
|
+
position: vec3f,
|
|
218
|
+
camera: vec3f) -> vec4f {
|
|
219
|
+
var difference: vec3f = position - camera;
|
|
220
|
+
var distance: f32 = length(difference);
|
|
221
|
+
if (distance < 0.001 || atmosphere.enabled < 0.5) { return color; }
|
|
222
|
+
var scatteringSample: AtmosphereSample = atmosphere_getScattering(camera, difference / distance, distance);
|
|
223
|
+
var scattering: vec3f = vec3f(1.0) - exp(-scatteringSample.radiance * atmosphere.exposure);
|
|
224
|
+
return vec4f(color.rgb * scatteringSample.transmittance + scattering, color.a);
|
|
225
|
+
}
|
|
226
|
+
`
|
|
227
|
+
};
|
|
228
|
+
//# sourceMappingURL=atmosphere.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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|