@rosetears/aili-pi 0.1.0
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 +21 -0
- package/README.md +109 -0
- package/THIRD_PARTY_NOTICES.md +64 -0
- package/extensions/index.ts +6 -0
- package/install.sh +5 -0
- package/manifests/adapter-evidence.json +45 -0
- package/manifests/capabilities.json +124 -0
- package/manifests/live-verification.json +26 -0
- package/manifests/provenance.json +71 -0
- package/manifests/roles.json +474 -0
- package/manifests/sbom.json +7797 -0
- package/manifests/skill-compatibility.json +8100 -0
- package/manifests/subagent-provenance.json +37 -0
- package/package.json +91 -0
- package/prompts/build.md +8 -0
- package/prompts/define.md +8 -0
- package/prompts/ideate.md +8 -0
- package/prompts/local-review.md +8 -0
- package/prompts/ship.md +8 -0
- package/roles/agent-evaluator.md +47 -0
- package/roles/ai-regression-scout.md +47 -0
- package/roles/browser-qa-runner.md +47 -0
- package/roles/code-reviewer.md +47 -0
- package/roles/code-scout.md +47 -0
- package/roles/convergence-reviewer.md +55 -0
- package/roles/doc-researcher.md +47 -0
- package/roles/e2e-artifact-runner.md +47 -0
- package/roles/implementer.md +47 -0
- package/roles/opensource-sanitizer.md +47 -0
- package/roles/plan-auditor.md +47 -0
- package/roles/pr-test-analyzer.md +47 -0
- package/roles/security-auditor.md +47 -0
- package/roles/silent-failure-reviewer.md +47 -0
- package/roles/spec-miner.md +47 -0
- package/roles/test-coverage-reviewer.md +47 -0
- package/roles/test-engineer.md +48 -0
- package/roles/web-performance-auditor.md +47 -0
- package/roles/web-researcher.md +47 -0
- package/scripts/apply-adapter-evidence.ts +73 -0
- package/scripts/bootstrap.sh +180 -0
- package/scripts/generate-provenance.ts +143 -0
- package/scripts/local-package-e2e.ts +51 -0
- package/scripts/sync-roles.ts +213 -0
- package/scripts/sync-skills.ts +356 -0
- package/scripts/validate-runtime.ts +11 -0
- package/skills/academic-paper-review/SKILL.md +81 -0
- package/skills/agents-md-initialization/SKILL.md +121 -0
- package/skills/agents-md-initialization/references/agents-template.md +83 -0
- package/skills/agents-md-initialization/references/agents_md.py +215 -0
- package/skills/ai-regression-scout/SKILL.md +24 -0
- package/skills/aili-delivery-flow/SKILL.md +125 -0
- package/skills/aili-delivery-flow/references/artifact-contracts.md +138 -0
- package/skills/aili-delivery-flow/references/backend-routing.md +40 -0
- package/skills/aili-delivery-flow/references/build-execution-loop.md +113 -0
- package/skills/aili-delivery-flow/references/build-goal-mode.md +3 -0
- package/skills/aili-delivery-flow/references/direct-vs-delegated-work.md +38 -0
- package/skills/aili-delivery-flow/references/implementation-packages.md +54 -0
- package/skills/aili-delivery-flow/references/lifecycle.md +127 -0
- package/skills/aili-delivery-flow/references/protocols/acceptance-test-plan.md +18 -0
- package/skills/aili-delivery-flow/references/protocols/alignment-questionnaire.md +10 -0
- package/skills/aili-delivery-flow/references/protocols/closeout-report.md +101 -0
- package/skills/aili-delivery-flow/references/protocols/compact-evidence-pack.md +46 -0
- package/skills/aili-delivery-flow/references/protocols/idea-brief.md +10 -0
- package/skills/aili-delivery-flow/references/protocols/implementation-package.md +53 -0
- package/skills/aili-delivery-flow/references/protocols/research-evidence-pack.md +19 -0
- package/skills/aili-delivery-flow/references/protocols/review-report.md +7 -0
- package/skills/aili-delivery-flow/references/protocols/spec-draft.md +12 -0
- package/skills/aili-delivery-flow/references/protocols/subagent-result.md +60 -0
- package/skills/aili-delivery-flow/references/protocols/subagent-task-packet.md +29 -0
- package/skills/aili-delivery-flow/references/protocols/worktree-context.md +109 -0
- package/skills/aili-delivery-flow/references/questionnaire-policy.md +62 -0
- package/skills/aili-delivery-flow/references/review-repair-loop.md +16 -0
- package/skills/aili-delivery-flow/references/test-document-policy.md +35 -0
- package/skills/android-native-dev/SKILL.md +722 -0
- package/skills/android-native-dev/references/accessibility.md +209 -0
- package/skills/android-native-dev/references/adaptive-screens.md +231 -0
- package/skills/android-native-dev/references/design-style-guide.md +365 -0
- package/skills/android-native-dev/references/functional-requirements.md +229 -0
- package/skills/android-native-dev/references/motion-system.md +203 -0
- package/skills/android-native-dev/references/performance-stability.md +223 -0
- package/skills/android-native-dev/references/privacy-security.md +244 -0
- package/skills/android-native-dev/references/testing.md +554 -0
- package/skills/android-native-dev/references/visual-design.md +246 -0
- package/skills/api-and-interface-design/SKILL.md +318 -0
- package/skills/browser-qa/SKILL.md +32 -0
- package/skills/browser-testing-with-devtools/SKILL.md +323 -0
- package/skills/build-failure-repair/SKILL.md +49 -0
- package/skills/chart-visualization/SKILL.md +73 -0
- package/skills/ci-cd-and-automation/SKILL.md +353 -0
- package/skills/code-review-and-quality/SKILL.md +375 -0
- package/skills/code-review-quality-gates/SKILL.md +132 -0
- package/skills/code-simplification/SKILL.md +371 -0
- package/skills/comment-accuracy-review/SKILL.md +37 -0
- package/skills/consulting-analysis/SKILL.md +69 -0
- package/skills/context-engineering/SKILL.md +375 -0
- package/skills/coverage-review/SKILL.md +24 -0
- package/skills/data-analysis/SKILL.md +74 -0
- package/skills/deprecation-and-migration/SKILL.md +222 -0
- package/skills/documentation-and-adrs/SKILL.md +330 -0
- package/skills/e2e-artifact-handling/SKILL.md +30 -0
- package/skills/evidence-scoped-retrospective/SKILL.md +156 -0
- package/skills/explain-by-allegory/SKILL.md +99 -0
- package/skills/flutter-dev/SKILL.md +162 -0
- package/skills/flutter-dev/references/animations.md +497 -0
- package/skills/flutter-dev/references/bloc-state.md +281 -0
- package/skills/flutter-dev/references/forms.md +656 -0
- package/skills/flutter-dev/references/gorouter-navigation.md +257 -0
- package/skills/flutter-dev/references/localization.md +510 -0
- package/skills/flutter-dev/references/networking.md +566 -0
- package/skills/flutter-dev/references/performance.md +305 -0
- package/skills/flutter-dev/references/platform-specific.md +417 -0
- package/skills/flutter-dev/references/project-structure.md +273 -0
- package/skills/flutter-dev/references/riverpod-state.md +232 -0
- package/skills/flutter-dev/references/testing.md +364 -0
- package/skills/flutter-dev/references/widget-patterns.md +233 -0
- package/skills/frontend-dev/SKILL.md +468 -0
- package/skills/frontend-dev/canvas-fonts/ArsenalSC-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/ArsenalSC-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/BigShoulders-Bold.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/BigShoulders-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/BigShoulders-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/Boldonse-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/Boldonse-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/BricolageGrotesque-Bold.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/BricolageGrotesque-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/BricolageGrotesque-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/CrimsonPro-Bold.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/CrimsonPro-Italic.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/CrimsonPro-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/CrimsonPro-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/DMMono-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/DMMono-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/EricaOne-OFL.txt +94 -0
- package/skills/frontend-dev/canvas-fonts/EricaOne-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/GeistMono-Bold.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/GeistMono-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/GeistMono-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/Gloock-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/Gloock-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/IBMPlexMono-Bold.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/IBMPlexMono-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/IBMPlexMono-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/IBMPlexSerif-Bold.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/IBMPlexSerif-BoldItalic.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/IBMPlexSerif-Italic.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/IBMPlexSerif-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/InstrumentSans-Bold.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/InstrumentSans-BoldItalic.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/InstrumentSans-Italic.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/InstrumentSans-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/InstrumentSans-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/InstrumentSerif-Italic.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/InstrumentSerif-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/Italiana-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/Italiana-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/JetBrainsMono-Bold.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/JetBrainsMono-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/JetBrainsMono-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/Jura-Light.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/Jura-Medium.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/Jura-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/LibreBaskerville-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/LibreBaskerville-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/Lora-Bold.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/Lora-BoldItalic.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/Lora-Italic.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/Lora-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/Lora-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/NationalPark-Bold.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/NationalPark-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/NationalPark-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/NothingYouCouldDo-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/NothingYouCouldDo-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/Outfit-Bold.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/Outfit-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/Outfit-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/PixelifySans-Medium.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/PixelifySans-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/PoiretOne-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/PoiretOne-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/RedHatMono-Bold.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/RedHatMono-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/RedHatMono-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/Silkscreen-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/Silkscreen-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/SmoochSans-Medium.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/SmoochSans-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/Tektur-Medium.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/Tektur-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/Tektur-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/WorkSans-Bold.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/WorkSans-BoldItalic.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/WorkSans-Italic.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/WorkSans-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/WorkSans-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/YoungSerif-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/YoungSerif-Regular.ttf +0 -0
- package/skills/frontend-dev/references/asset-prompt-guide.md +43 -0
- package/skills/frontend-dev/references/env-setup.md +33 -0
- package/skills/frontend-dev/references/minimax-cli-reference.md +133 -0
- package/skills/frontend-dev/references/minimax-image-guide.md +65 -0
- package/skills/frontend-dev/references/minimax-music-guide.md +216 -0
- package/skills/frontend-dev/references/minimax-tts-guide.md +78 -0
- package/skills/frontend-dev/references/minimax-video-guide.md +82 -0
- package/skills/frontend-dev/references/minimax-voice-catalog.md +685 -0
- package/skills/frontend-dev/references/motion-recipes.md +407 -0
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- package/skills/frontend-dev/scripts/minimax_image.py +137 -0
- package/skills/frontend-dev/scripts/minimax_music.py +157 -0
- package/skills/frontend-dev/scripts/minimax_tts.py +127 -0
- package/skills/frontend-dev/scripts/minimax_video.py +187 -0
- package/skills/frontend-dev/templates/generator_template.js +223 -0
- package/skills/frontend-dev/templates/viewer.html +599 -0
- package/skills/frontend-ui-engineering/SKILL.md +367 -0
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## Use Cases
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- Rendering participating media: clouds, fog, smoke, fire, explosions, atmospheric scattering
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## Core Principles
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Advance along each view ray at fixed or adaptive step sizes (Ray Marching), querying medium density at each sample point, accumulating color and opacity.
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```glsl
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```glsl
|
|
31
|
+
vec2 uv = (2.0 * fragCoord - iResolution.xy) / iResolution.y;
|
|
32
|
+
vec3 ro = vec3(0.0, 1.0, -5.0); // Camera position
|
|
33
|
+
vec3 ta = vec3(0.0, 0.0, 0.0); // Look-at target
|
|
34
|
+
vec3 ww = normalize(ta - ro);
|
|
35
|
+
vec3 uu = normalize(cross(ww, vec3(0.0, 1.0, 0.0)));
|
|
36
|
+
vec3 vv = cross(uu, ww);
|
|
37
|
+
float fl = 1.5; // Focal length
|
|
38
|
+
vec3 rd = normalize(uv.x * uu + uv.y * vv + fl * ww);
|
|
39
|
+
```
|
|
40
|
+
|
|
41
|
+
### Step 2: Volume Bounds Intersection
|
|
42
|
+
```glsl
|
|
43
|
+
// Method A: Horizontal plane bounds (cloud layers)
|
|
44
|
+
float tmin = (yBottom - ro.y) / rd.y;
|
|
45
|
+
float tmax = (yTop - ro.y) / rd.y;
|
|
46
|
+
if (tmin > tmax) { float tmp = tmin; tmin = tmax; tmax = tmp; }
|
|
47
|
+
|
|
48
|
+
// Method B: Sphere bounds (explosions, atmosphere)
|
|
49
|
+
vec2 intersectSphere(vec3 ro, vec3 rd, float r) {
|
|
50
|
+
float b = dot(ro, rd);
|
|
51
|
+
float c = dot(ro, ro) - r * r;
|
|
52
|
+
float d = b * b - c;
|
|
53
|
+
if (d < 0.0) return vec2(1e5, -1e5);
|
|
54
|
+
d = sqrt(d);
|
|
55
|
+
return vec2(-b - d, -b + d);
|
|
56
|
+
}
|
|
57
|
+
```
|
|
58
|
+
|
|
59
|
+
### Step 3: Density Field Definition
|
|
60
|
+
```glsl
|
|
61
|
+
// 3D Value Noise (texture-based)
|
|
62
|
+
float noise(vec3 x) {
|
|
63
|
+
vec3 p = floor(x);
|
|
64
|
+
vec3 f = fract(x);
|
|
65
|
+
f = f * f * (3.0 - 2.0 * f);
|
|
66
|
+
vec2 uv = (p.xy + vec2(37.0, 239.0) * p.z) + f.xy;
|
|
67
|
+
vec2 rg = textureLod(iChannel0, (uv + 0.5) / 256.0, 0.0).yx;
|
|
68
|
+
return mix(rg.x, rg.y, f.z);
|
|
69
|
+
}
|
|
70
|
+
|
|
71
|
+
// fBM
|
|
72
|
+
float fbm(vec3 p) {
|
|
73
|
+
float f = 0.0;
|
|
74
|
+
f += 0.50000 * noise(p); p *= 2.02;
|
|
75
|
+
f += 0.25000 * noise(p); p *= 2.03;
|
|
76
|
+
f += 0.12500 * noise(p); p *= 2.01;
|
|
77
|
+
f += 0.06250 * noise(p); p *= 2.02;
|
|
78
|
+
f += 0.03125 * noise(p);
|
|
79
|
+
return f;
|
|
80
|
+
}
|
|
81
|
+
|
|
82
|
+
// Cloud density
|
|
83
|
+
float cloudDensity(vec3 p) {
|
|
84
|
+
vec3 q = p - vec3(0.0, 0.1, 1.0) * iTime;
|
|
85
|
+
float f = fbm(q);
|
|
86
|
+
return clamp(1.5 - p.y - 2.0 + 1.75 * f, 0.0, 1.0);
|
|
87
|
+
}
|
|
88
|
+
```
|
|
89
|
+
|
|
90
|
+
### Step 4: Ray Marching Main Loop
|
|
91
|
+
```glsl
|
|
92
|
+
#define NUM_STEPS 64
|
|
93
|
+
#define STEP_SIZE 0.05
|
|
94
|
+
|
|
95
|
+
vec4 raymarch(vec3 ro, vec3 rd, float tmin, float tmax, vec3 bgCol) {
|
|
96
|
+
vec4 sum = vec4(0.0);
|
|
97
|
+
// Dither start position to eliminate banding artifacts
|
|
98
|
+
float t = tmin + STEP_SIZE * fract(sin(dot(fragCoord, vec2(12.9898, 78.233))) * 43758.5453);
|
|
99
|
+
|
|
100
|
+
for (int i = 0; i < NUM_STEPS; i++) {
|
|
101
|
+
if (t > tmax || sum.a > 0.99) break;
|
|
102
|
+
vec3 pos = ro + t * rd;
|
|
103
|
+
float den = cloudDensity(pos);
|
|
104
|
+
if (den > 0.01) {
|
|
105
|
+
vec4 col = vec4(1.0, 0.95, 0.8, den);
|
|
106
|
+
col.a *= 0.4;
|
|
107
|
+
col.rgb *= col.a;
|
|
108
|
+
sum += col * (1.0 - sum.a);
|
|
109
|
+
}
|
|
110
|
+
t += STEP_SIZE;
|
|
111
|
+
}
|
|
112
|
+
return clamp(sum, 0.0, 1.0);
|
|
113
|
+
}
|
|
114
|
+
```
|
|
115
|
+
|
|
116
|
+
### Step 5: Lighting Calculation
|
|
117
|
+
```glsl
|
|
118
|
+
// Method A: Directional derivative lighting (1 extra sample)
|
|
119
|
+
vec3 sundir = normalize(vec3(1.0, 0.0, -1.0));
|
|
120
|
+
float dif = clamp((den - cloudDensity(pos + 0.3 * sundir)) / 0.6, 0.0, 1.0);
|
|
121
|
+
vec3 lin = vec3(1.0, 0.6, 0.3) * dif + vec3(0.91, 0.98, 1.05);
|
|
122
|
+
|
|
123
|
+
// Method B: Volumetric shadow (secondary ray march)
|
|
124
|
+
float volumetricShadow(vec3 from, vec3 lightDir) {
|
|
125
|
+
float shadow = 1.0, dt = 0.5, d = dt * 0.5;
|
|
126
|
+
for (int s = 0; s < 6; s++) {
|
|
127
|
+
shadow *= exp(-cloudDensity(from + lightDir * d) * dt);
|
|
128
|
+
dt *= 1.3; d += dt;
|
|
129
|
+
}
|
|
130
|
+
return shadow;
|
|
131
|
+
}
|
|
132
|
+
|
|
133
|
+
// Method C: HG phase function mixed scattering
|
|
134
|
+
float HenyeyGreenstein(float cosTheta, float g) {
|
|
135
|
+
float gg = g * g;
|
|
136
|
+
return (1.0 - gg) / pow(1.0 + gg - 2.0 * g * cosTheta, 1.5);
|
|
137
|
+
}
|
|
138
|
+
float scattering = mix(
|
|
139
|
+
HenyeyGreenstein(dot(rd, -sundir), 0.8),
|
|
140
|
+
HenyeyGreenstein(dot(rd, -sundir), -0.2),
|
|
141
|
+
0.5
|
|
142
|
+
);
|
|
143
|
+
```
|
|
144
|
+
|
|
145
|
+
### Step 6: Color Mapping
|
|
146
|
+
```glsl
|
|
147
|
+
// Method A: Density-interpolated coloring (clouds)
|
|
148
|
+
vec3 cloudColor = mix(vec3(1.0, 0.95, 0.8), vec3(0.25, 0.3, 0.35), den);
|
|
149
|
+
|
|
150
|
+
// Method B: Radial gradient coloring (explosions, fire)
|
|
151
|
+
vec3 computeColor(float density, float radius) {
|
|
152
|
+
vec3 result = mix(vec3(1.0, 0.9, 0.8), vec3(0.4, 0.15, 0.1), density);
|
|
153
|
+
result *= mix(7.0 * vec3(0.8, 1.0, 1.0), 1.5 * vec3(0.48, 0.53, 0.5), min(radius / 0.9, 1.15));
|
|
154
|
+
return result;
|
|
155
|
+
}
|
|
156
|
+
|
|
157
|
+
// Method C: Height-based ambient light gradient
|
|
158
|
+
vec3 ambientLight = mix(
|
|
159
|
+
vec3(39., 67., 87.) * (1.5 / 255.),
|
|
160
|
+
vec3(149., 167., 200.) * (1.5 / 255.),
|
|
161
|
+
normalizedHeight
|
|
162
|
+
);
|
|
163
|
+
```
|
|
164
|
+
|
|
165
|
+
### Step 7: Final Compositing and Post-Processing
|
|
166
|
+
```glsl
|
|
167
|
+
// Sky background
|
|
168
|
+
vec3 bgCol = vec3(0.6, 0.71, 0.75) - rd.y * 0.2 * vec3(1.0, 0.5, 1.0);
|
|
169
|
+
float sun = clamp(dot(sundir, rd), 0.0, 1.0);
|
|
170
|
+
bgCol += 0.2 * vec3(1.0, 0.6, 0.1) * pow(sun, 8.0);
|
|
171
|
+
|
|
172
|
+
// Compositing
|
|
173
|
+
vec4 vol = raymarch(ro, rd, tmin, tmax, bgCol);
|
|
174
|
+
vec3 col = bgCol * (1.0 - vol.a) + vol.rgb;
|
|
175
|
+
col += vec3(0.2, 0.08, 0.04) * pow(sun, 3.0); // Sun glare
|
|
176
|
+
col = smoothstep(0.15, 1.1, col); // Tone mapping
|
|
177
|
+
```
|
|
178
|
+
|
|
179
|
+
## Complete Code Template
|
|
180
|
+
|
|
181
|
+
Runnable volumetric cloud renderer for ShaderToy (iChannel0 = Gray Noise Small 256x256):
|
|
182
|
+
|
|
183
|
+
```glsl
|
|
184
|
+
// Volumetric Cloud Renderer — ShaderToy Template
|
|
185
|
+
|
|
186
|
+
#define NUM_STEPS 80
|
|
187
|
+
#define SUN_DIR normalize(vec3(-0.7, 0.0, -0.7))
|
|
188
|
+
#define CLOUD_BOTTOM -1.0
|
|
189
|
+
#define CLOUD_TOP 2.0
|
|
190
|
+
#define WIND_SPEED 0.1
|
|
191
|
+
#define DENSITY_SCALE 1.75
|
|
192
|
+
#define DENSITY_THRESHOLD 0.01
|
|
193
|
+
|
|
194
|
+
float noise(vec3 x) {
|
|
195
|
+
vec3 p = floor(x);
|
|
196
|
+
vec3 f = fract(x);
|
|
197
|
+
f = f * f * (3.0 - 2.0 * f);
|
|
198
|
+
vec2 uv = (p.xy + vec2(37.0, 239.0) * p.z) + f.xy;
|
|
199
|
+
vec2 rg = textureLod(iChannel0, (uv + 0.5) / 256.0, 0.0).yx;
|
|
200
|
+
return mix(rg.x, rg.y, f.z) * 2.0 - 1.0;
|
|
201
|
+
}
|
|
202
|
+
|
|
203
|
+
float map(vec3 p, int lod) {
|
|
204
|
+
vec3 q = p - vec3(0.0, WIND_SPEED, 1.0) * iTime;
|
|
205
|
+
float f;
|
|
206
|
+
f = 0.50000 * noise(q); q *= 2.02;
|
|
207
|
+
if (lod >= 2)
|
|
208
|
+
f += 0.25000 * noise(q); q *= 2.03;
|
|
209
|
+
if (lod >= 3)
|
|
210
|
+
f += 0.12500 * noise(q); q *= 2.01;
|
|
211
|
+
if (lod >= 4)
|
|
212
|
+
f += 0.06250 * noise(q); q *= 2.02;
|
|
213
|
+
if (lod >= 5)
|
|
214
|
+
f += 0.03125 * noise(q);
|
|
215
|
+
return clamp(1.5 - p.y - 2.0 + DENSITY_SCALE * f, 0.0, 1.0);
|
|
216
|
+
}
|
|
217
|
+
|
|
218
|
+
vec3 lightSample(vec3 pos, float den, int lod) {
|
|
219
|
+
float dif = clamp((den - map(pos + 0.3 * SUN_DIR, lod)) / 0.6, 0.0, 1.0);
|
|
220
|
+
vec3 lin = vec3(1.0, 0.6, 0.3) * dif + vec3(0.91, 0.98, 1.05);
|
|
221
|
+
vec3 col = mix(vec3(1.0, 0.95, 0.8), vec3(0.25, 0.3, 0.35), den);
|
|
222
|
+
return col * lin;
|
|
223
|
+
}
|
|
224
|
+
|
|
225
|
+
vec4 raymarch(vec3 ro, vec3 rd, vec3 bgcol, ivec2 px) {
|
|
226
|
+
float tmin = (CLOUD_BOTTOM - ro.y) / rd.y;
|
|
227
|
+
float tmax = (CLOUD_TOP - ro.y) / rd.y;
|
|
228
|
+
if (tmin > tmax) { float tmp = tmin; tmin = tmax; tmax = tmp; }
|
|
229
|
+
if (tmax < 0.0) return vec4(0.0);
|
|
230
|
+
tmin = max(tmin, 0.0);
|
|
231
|
+
tmax = min(tmax, 60.0);
|
|
232
|
+
|
|
233
|
+
float t = tmin + 0.1 * fract(sin(float(px.x * 73 + px.y * 311)) * 43758.5453);
|
|
234
|
+
vec4 sum = vec4(0.0);
|
|
235
|
+
|
|
236
|
+
for (int i = 0; i < NUM_STEPS; i++) {
|
|
237
|
+
float dt = max(0.05, 0.02 * t);
|
|
238
|
+
int lod = 5 - int(log2(1.0 + t * 0.5));
|
|
239
|
+
vec3 pos = ro + t * rd;
|
|
240
|
+
float den = map(pos, lod);
|
|
241
|
+
|
|
242
|
+
if (den > DENSITY_THRESHOLD) {
|
|
243
|
+
vec3 litCol = lightSample(pos, den, lod);
|
|
244
|
+
litCol = mix(litCol, bgcol, 1.0 - exp(-0.003 * t * t));
|
|
245
|
+
vec4 col = vec4(litCol, den);
|
|
246
|
+
col.a *= 0.4;
|
|
247
|
+
col.rgb *= col.a;
|
|
248
|
+
sum += col * (1.0 - sum.a);
|
|
249
|
+
}
|
|
250
|
+
|
|
251
|
+
t += dt;
|
|
252
|
+
if (t > tmax || sum.a > 0.99) break;
|
|
253
|
+
}
|
|
254
|
+
return clamp(sum, 0.0, 1.0);
|
|
255
|
+
}
|
|
256
|
+
|
|
257
|
+
mat3 setCamera(vec3 ro, vec3 ta, float cr) {
|
|
258
|
+
vec3 cw = normalize(ta - ro);
|
|
259
|
+
vec3 cp = vec3(sin(cr), cos(cr), 0.0);
|
|
260
|
+
vec3 cu = normalize(cross(cw, cp));
|
|
261
|
+
vec3 cv = normalize(cross(cu, cw));
|
|
262
|
+
return mat3(cu, cv, cw);
|
|
263
|
+
}
|
|
264
|
+
|
|
265
|
+
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
|
|
266
|
+
vec2 p = (2.0 * fragCoord - iResolution.xy) / iResolution.y;
|
|
267
|
+
vec2 m = iMouse.xy / iResolution.xy;
|
|
268
|
+
|
|
269
|
+
vec3 ro = 4.0 * normalize(vec3(sin(3.0 * m.x), 0.8 * m.y, cos(3.0 * m.x)));
|
|
270
|
+
ro.y += 0.5;
|
|
271
|
+
vec3 ta = vec3(0.0, -1.0, 0.0);
|
|
272
|
+
mat3 ca = setCamera(ro, ta, 0.07 * cos(0.25 * iTime));
|
|
273
|
+
vec3 rd = ca * normalize(vec3(p, 1.5));
|
|
274
|
+
|
|
275
|
+
float sun = clamp(dot(SUN_DIR, rd), 0.0, 1.0);
|
|
276
|
+
vec3 bgcol = vec3(0.6, 0.71, 0.75) - rd.y * 0.2 * vec3(1.0, 0.5, 1.0) + 0.075;
|
|
277
|
+
bgcol += 0.2 * vec3(1.0, 0.6, 0.1) * pow(sun, 8.0);
|
|
278
|
+
|
|
279
|
+
vec4 res = raymarch(ro, rd, bgcol, ivec2(fragCoord - 0.5));
|
|
280
|
+
vec3 col = bgcol * (1.0 - res.a) + res.rgb;
|
|
281
|
+
col += vec3(0.2, 0.08, 0.04) * pow(sun, 3.0);
|
|
282
|
+
col = smoothstep(0.15, 1.1, col);
|
|
283
|
+
|
|
284
|
+
fragColor = vec4(col, 1.0);
|
|
285
|
+
}
|
|
286
|
+
```
|
|
287
|
+
|
|
288
|
+
## Common Variants
|
|
289
|
+
|
|
290
|
+
### Variant 1: Self-Emissive Volume (Fire/Explosions)
|
|
291
|
+
```glsl
|
|
292
|
+
vec3 emissionColor(float density, float radius) {
|
|
293
|
+
vec3 result = mix(vec3(1.0, 0.9, 0.8), vec3(0.4, 0.15, 0.1), density);
|
|
294
|
+
vec3 colCenter = 7.0 * vec3(0.8, 1.0, 1.0);
|
|
295
|
+
vec3 colEdge = 1.5 * vec3(0.48, 0.53, 0.5);
|
|
296
|
+
result *= mix(colCenter, colEdge, min(radius / 0.9, 1.15));
|
|
297
|
+
return result;
|
|
298
|
+
}
|
|
299
|
+
// Bloom effect
|
|
300
|
+
sum.rgb += lightColor / exp(lDist * lDist * lDist * 0.08) / 30.0;
|
|
301
|
+
```
|
|
302
|
+
|
|
303
|
+
### Variant 2: Physical Scattering Atmosphere (Rayleigh + Mie)
|
|
304
|
+
```glsl
|
|
305
|
+
float density(vec3 p, float scaleHeight) {
|
|
306
|
+
return exp(-max(length(p) - R_INNER, 0.0) / scaleHeight);
|
|
307
|
+
}
|
|
308
|
+
float opticDepth(vec3 from, vec3 to, float scaleHeight) {
|
|
309
|
+
vec3 s = (to - from) / float(NUM_STEPS_LIGHT);
|
|
310
|
+
vec3 v = from + s * 0.5;
|
|
311
|
+
float sum = 0.0;
|
|
312
|
+
for (int i = 0; i < NUM_STEPS_LIGHT; i++) { sum += density(v, scaleHeight); v += s; }
|
|
313
|
+
return sum * length(s);
|
|
314
|
+
}
|
|
315
|
+
float phaseRayleigh(float cc) { return (3.0 / 16.0 / PI) * (1.0 + cc); }
|
|
316
|
+
vec3 scatter = sumRay * kRay * phaseRayleigh(cc) + sumMie * kMie * phaseMie(-0.78, c, cc);
|
|
317
|
+
```
|
|
318
|
+
|
|
319
|
+
### Variant 3: Frostbite Energy-Conserving Integration
|
|
320
|
+
```glsl
|
|
321
|
+
vec3 S = evaluateLight(p) * sigmaS * phaseFunction() * volumetricShadow(p, lightPos);
|
|
322
|
+
vec3 Sint = (S - S * exp(-sigmaE * dt)) / sigmaE;
|
|
323
|
+
scatteredLight += transmittance * Sint;
|
|
324
|
+
transmittance *= exp(-sigmaE * dt);
|
|
325
|
+
```
|
|
326
|
+
|
|
327
|
+
### Variant 4: Production-Grade Clouds (Horizon Zero Dawn Style)
|
|
328
|
+
```glsl
|
|
329
|
+
float m = cloudMapBase(pos, norY);
|
|
330
|
+
m *= cloudGradient(norY);
|
|
331
|
+
m -= cloudMapDetail(pos) * dstrength * 0.225;
|
|
332
|
+
m = smoothstep(0.0, 0.1, m + (COVERAGE - 1.0));
|
|
333
|
+
float scattering = mix(HenyeyGreenstein(sundotrd, 0.8), HenyeyGreenstein(sundotrd, -0.2), 0.5);
|
|
334
|
+
// Temporal reprojection
|
|
335
|
+
vec2 spos = reprojectPos(ro + rd * dist, iResolution.xy, iChannel1);
|
|
336
|
+
col = mix(texture(iChannel1, spos, 0.0), col, 0.05);
|
|
337
|
+
```
|
|
338
|
+
|
|
339
|
+
### Variant 5: Gradient Normal Surface Lighting (Fur Ball / Volume Surface)
|
|
340
|
+
```glsl
|
|
341
|
+
vec3 furNormal(vec3 pos, float density) {
|
|
342
|
+
float eps = 0.01;
|
|
343
|
+
vec3 n;
|
|
344
|
+
n.x = sampleDensity(pos + vec3(eps, 0, 0)) - density;
|
|
345
|
+
n.y = sampleDensity(pos + vec3(0, eps, 0)) - density;
|
|
346
|
+
n.z = sampleDensity(pos + vec3(0, 0, eps)) - density;
|
|
347
|
+
return normalize(n);
|
|
348
|
+
}
|
|
349
|
+
vec3 N = -furNormal(pos, density);
|
|
350
|
+
float diff = max(0.0, dot(N, L) * 0.5 + 0.5); // Half-Lambert
|
|
351
|
+
float spec = pow(max(0.0, dot(N, H)), 50.0); // Blinn-Phong
|
|
352
|
+
```
|
|
353
|
+
|
|
354
|
+
## Performance & Composition
|
|
355
|
+
|
|
356
|
+
### Performance Tips
|
|
357
|
+
- **Early exit**: break out of loop when `sum.a > 0.99`
|
|
358
|
+
- **LOD noise**: `int lod = 5 - int(log2(1.0 + t * 0.5));` reduce fBM octaves at distance
|
|
359
|
+
- **Adaptive step size**: `float dt = max(0.05, 0.02 * t);` fine near, coarse far
|
|
360
|
+
- **Dithering**: add pixel-dependent random offset to start position, eliminates banding artifacts
|
|
361
|
+
- **Bounds clipping**: only march within the ray-volume intersection interval
|
|
362
|
+
- **Density threshold skip**: only compute lighting when `den > 0.01`
|
|
363
|
+
- **Minimal shadow steps**: 6-16 steps with increasing step size
|
|
364
|
+
- **Temporal reprojection**: blend history frames (e.g., 5% new frame + 95% history frame)
|
|
365
|
+
|
|
366
|
+
### Composition Tips
|
|
367
|
+
- **SDF terrain + volumetric clouds**: mutual depth occlusion (Himalayas style)
|
|
368
|
+
- **Volumetric fog + scene lighting**: `color = color * transmittance + scatteredLight`
|
|
369
|
+
- **Multi-layer volumes**: different density functions at different heights, march independently then composite
|
|
370
|
+
- **Post-process light shafts (God Rays)**: radial blur or screen-space ray marching
|
|
371
|
+
- **Procedural sky + volumetric clouds**: distance fogging for natural transitions
|
|
372
|
+
|
|
373
|
+
## Further Reading
|
|
374
|
+
|
|
375
|
+
For full step-by-step tutorials, mathematical derivations, and advanced usage, see [reference](../reference/volumetric-rendering.md)
|