@needle-tools/materialx 1.7.2 → 1.7.4-next.bdb4b9a

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package/CHANGELOG.md CHANGED
@@ -4,6 +4,16 @@ All notable changes to this package will be documented in this file.
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  The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/)
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  and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html).
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+ ## [1.7.4] - 2026-07-09
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+
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+ ### Fixed
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+ - MaterialX shader graphs that call generated world-matrix helpers from nodegraph functions now compile and render correctly while preserving Three.js instancing transforms.
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+
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+ ## [1.7.3] - 2026-07-09
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+
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+ ### Fixed
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+ - Three PMREM environment sampling now reads the encoded CubeUV atlas from the base texture level, keeping glossy MaterialX reflections stable for prefiltered KTX2 environments that include hardware mip levels.
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+
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  ## [1.7.2] - 2026-07-06
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  ### Fixed
package/package.json CHANGED
@@ -1,7 +1,7 @@
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  {
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  "name": "@needle-tools/materialx",
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  "description": "MaterialX material support for three.js and Needle Engine – render physically based MaterialX shaders in the browser via WebAssembly",
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- "version": "1.7.2",
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+ "version": "1.7.4-next.bdb4b9a",
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  "type": "module",
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  "license": "PolyForm-Noncommercial-1.0.0",
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  "main": "index.js",
@@ -78,4 +78,4 @@
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  "type": "git",
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  "url": "https://github.com/needle-tools/needle-engine-materialx.git"
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  }
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- }
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+ }
@@ -203,7 +203,10 @@ vec3 mx_cubeuv_bilinear(sampler2D envMap, vec3 direction, float mipInt) {
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  uv.y += 4.0 * (exp2(u_envRadianceCubeUVMaxMip) - faceSize);
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  uv.x *= u_envRadianceCubeUVTexelWidth;
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  uv.y *= u_envRadianceCubeUVTexelHeight;
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- return texture(envMap, uv).rgb;
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+ // PMREM encodes roughness in the CubeUV atlas itself. If the source KTX2
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+ // carries hardware mip levels, implicit sampling may pick those mips and
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+ // corrupt the atlas lookup.
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+ return textureLod(envMap, uv, 0.0).rgb;
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  }
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  float mx_cubeuv_roughnessToMip(float roughness) {
@@ -355,10 +358,10 @@ function patchImageAddressModes(fragmentShader) {
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  }
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  function patchInstancingTransforms(vertexShader) {
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- if (!vertexShader.includes('u_worldMatrix') || vertexShader.includes('mtlxWorldMatrix')) return vertexShader;
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+ if (!vertexShader.includes('u_worldMatrix')) return vertexShader;
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  let helper = `
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- mat4 mtlxWorldMatrix()
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+ mat4 mx_three_worldMatrix()
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  {
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  #ifdef USE_INSTANCING
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  return u_worldMatrix * instanceMatrix;
@@ -370,7 +373,7 @@ mat4 mtlxWorldMatrix()
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  if (vertexShader.includes('u_worldInverseTransposeMatrix')) {
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  helper += `
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- vec3 mtlxWorldNormal(vec3 objectNormal)
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+ vec3 mx_three_worldNormal(vec3 objectNormal)
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  {
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  vec3 transformedNormal = objectNormal;
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  #ifdef USE_INSTANCING
@@ -387,22 +390,28 @@ vec3 mtlxWorldNormal(vec3 objectNormal)
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  `;
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  }
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- vertexShader = vertexShader.replace(/void\s+main\s*\(\s*\)\s*\{/, `${helper}\nvoid main() {`);
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+ const firstFunctionMatch = vertexShader.match(/\n(?:void|float|int|bool|vec[234]|mat[234])\s+[A-Za-z_]\w*\s*\(/);
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+ if (firstFunctionMatch?.index !== undefined) {
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+ vertexShader = `${vertexShader.slice(0, firstFunctionMatch.index)}${helper}${vertexShader.slice(firstFunctionMatch.index)}`;
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+ } else {
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+ vertexShader = vertexShader.replace(/void\s+main\s*\(\s*\)\s*\{/, `${helper}\nvoid main() {`);
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+ }
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+ vertexShader = vertexShader.replaceAll('mtlxWorldMatrix()', 'mx_three_worldMatrix()');
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  vertexShader = vertexShader.replaceAll(
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  'u_worldMatrix * vec4(position, 1.0)',
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- 'mtlxWorldMatrix() * vec4(position, 1.0)',
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+ 'mx_three_worldMatrix() * vec4(position, 1.0)',
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  );
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  vertexShader = vertexShader.replaceAll(
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  'mx_matrix_mul(u_worldMatrix, vec4(tangent, 0.0)).xyz',
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- '(mtlxWorldMatrix() * vec4(tangent, 0.0)).xyz',
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+ '(mx_three_worldMatrix() * vec4(tangent, 0.0)).xyz',
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  );
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  vertexShader = vertexShader.replaceAll(
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  'normalize(mx_matrix_mul(u_worldInverseTransposeMatrix, vec4(normal, 0.0)).xyz)',
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- 'mtlxWorldNormal(normal)',
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+ 'mx_three_worldNormal(normal)',
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  );
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  vertexShader = vertexShader.replaceAll(
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  'normalize(mat3(viewMatrix) * mat3(u_worldInverseTransposeMatrix) * normal)',
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- 'normalize(mat3(viewMatrix) * mtlxWorldNormal(normal))',
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+ 'normalize(mat3(viewMatrix) * mx_three_worldNormal(normal))',
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  );
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  return vertexShader;