@woosh/meep-engine 3.11.2 → 3.12.0

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.
Files changed (551) hide show
  1. package/README.md +14 -18
  2. package/build/bundle-worker-terrain.js +1 -1
  3. package/editor/SelectionVisualizer.js +127 -127
  4. package/editor/entity_world_bounds.js +27 -27
  5. package/editor/particles/rebuildParticleEmitter.js +31 -31
  6. package/editor/process/SymbolicDisplayProcess.js +1 -1
  7. package/editor/process/symbolic/CameraSymbolicDisplay.js +146 -146
  8. package/editor/process/symbolic/LightSymbolicDisplay.js +172 -172
  9. package/editor/prototypeEditorShell.js +156 -156
  10. package/editor/selection/editor_pick.js +130 -130
  11. package/editor/selection/screen_rect_frustum.js +119 -119
  12. package/editor/tools/v2/TransformControls.js +971 -971
  13. package/package.json +1 -1
  14. package/src/engine/Engine.d.ts +3 -3
  15. package/src/engine/Engine.d.ts.map +1 -1
  16. package/src/engine/Engine.js +726 -726
  17. package/src/engine/EngineHarness.d.ts +1 -1
  18. package/src/engine/EngineHarness.js +590 -590
  19. package/src/engine/ecs/HIERARCHY_REVIEW.md +717 -717
  20. package/src/engine/ecs/terrain/ecs/BuildLightTexture.d.ts +1 -1
  21. package/src/engine/ecs/terrain/ecs/BuildLightTexture.js +27 -27
  22. package/src/engine/ecs/terrain/ecs/Terrain.d.ts +1 -5
  23. package/src/engine/ecs/terrain/ecs/Terrain.d.ts.map +1 -1
  24. package/src/engine/ecs/terrain/ecs/Terrain.js +790 -790
  25. package/src/engine/ecs/terrain/util/loadVisibleTerrainTiles.js +129 -129
  26. package/src/engine/graphics/ecs/camera/camera_find_active.d.ts +1 -1
  27. package/src/engine/graphics/ecs/camera/camera_find_active.js +28 -28
  28. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.d.ts +1 -1
  29. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.js +428 -428
  30. package/src/engine/graphics/ecs/water/Water.d.ts +1 -1
  31. package/src/engine/graphics/ecs/water/Water.js +104 -104
  32. package/src/engine/graphics/particles/particular/engine/emitter/ParticleEmitter.d.ts +1 -1
  33. package/src/engine/graphics/particles/particular/engine/emitter/ParticleEmitter.js +1 -1
  34. package/src/engine/graphics3/AnimationGraphSystem.d.ts +65 -0
  35. package/src/engine/graphics3/AnimationGraphSystem.d.ts.map +1 -0
  36. package/src/engine/graphics3/AnimationGraphSystem.js +329 -0
  37. package/src/engine/graphics3/AnimationGraphSystem3.d.ts +6 -61
  38. package/src/engine/graphics3/AnimationGraphSystem3.d.ts.map +1 -1
  39. package/src/engine/graphics3/AnimationGraphSystem3.js +6 -325
  40. package/src/engine/graphics3/AnimationSystem.d.ts +76 -0
  41. package/src/engine/graphics3/AnimationSystem.d.ts.map +1 -0
  42. package/src/engine/graphics3/AnimationSystem.js +352 -0
  43. package/src/engine/graphics3/AnimationSystem3.d.ts +6 -72
  44. package/src/engine/graphics3/AnimationSystem3.d.ts.map +1 -1
  45. package/src/engine/graphics3/AnimationSystem3.js +6 -348
  46. package/src/engine/graphics3/CameraSystem.d.ts +49 -0
  47. package/src/engine/graphics3/CameraSystem.d.ts.map +1 -0
  48. package/src/engine/graphics3/CameraSystem.js +170 -0
  49. package/src/engine/graphics3/CameraSystem3.d.ts +6 -45
  50. package/src/engine/graphics3/CameraSystem3.d.ts.map +1 -1
  51. package/src/engine/graphics3/CameraSystem3.js +6 -166
  52. package/src/engine/graphics3/DebugDrawSystem.d.ts +72 -0
  53. package/src/engine/graphics3/DebugDrawSystem.d.ts.map +1 -0
  54. package/src/engine/graphics3/DebugDrawSystem.js +205 -0
  55. package/src/engine/graphics3/DebugDrawSystem3.d.ts +6 -68
  56. package/src/engine/graphics3/DebugDrawSystem3.d.ts.map +1 -1
  57. package/src/engine/graphics3/DebugDrawSystem3.js +6 -201
  58. package/src/engine/graphics3/DecalSystem.d.ts +81 -0
  59. package/src/engine/graphics3/DecalSystem.d.ts.map +1 -0
  60. package/src/engine/graphics3/DecalSystem.js +441 -0
  61. package/src/engine/graphics3/DecalSystem3.d.ts +6 -77
  62. package/src/engine/graphics3/DecalSystem3.d.ts.map +1 -1
  63. package/src/engine/graphics3/DecalSystem3.js +6 -437
  64. package/src/engine/graphics3/FogOfWarSystem.d.ts +74 -0
  65. package/src/engine/graphics3/FogOfWarSystem.d.ts.map +1 -0
  66. package/src/engine/graphics3/FogOfWarSystem.js +265 -0
  67. package/src/engine/graphics3/FogOfWarSystem3.d.ts +6 -70
  68. package/src/engine/graphics3/FogOfWarSystem3.d.ts.map +1 -1
  69. package/src/engine/graphics3/FogOfWarSystem3.js +6 -261
  70. package/src/engine/graphics3/GraphicsEngine.d.ts +340 -0
  71. package/src/engine/graphics3/GraphicsEngine.d.ts.map +1 -0
  72. package/src/engine/graphics3/GraphicsEngine.js +790 -0
  73. package/src/engine/graphics3/GraphicsEngine3.d.ts +6 -336
  74. package/src/engine/graphics3/GraphicsEngine3.d.ts.map +1 -1
  75. package/src/engine/graphics3/GraphicsEngine3.js +6 -786
  76. package/src/engine/graphics3/HighlightSystem.d.ts +82 -0
  77. package/src/engine/graphics3/HighlightSystem.d.ts.map +1 -0
  78. package/src/engine/graphics3/HighlightSystem.js +241 -0
  79. package/src/engine/graphics3/HighlightSystem3.d.ts +6 -78
  80. package/src/engine/graphics3/HighlightSystem3.d.ts.map +1 -1
  81. package/src/engine/graphics3/HighlightSystem3.js +6 -237
  82. package/src/engine/graphics3/LightSystem.d.ts +40 -0
  83. package/src/engine/graphics3/LightSystem.d.ts.map +1 -0
  84. package/src/engine/graphics3/LightSystem.js +211 -0
  85. package/src/engine/graphics3/LightSystem3.d.ts +6 -36
  86. package/src/engine/graphics3/LightSystem3.d.ts.map +1 -1
  87. package/src/engine/graphics3/LightSystem3.js +6 -207
  88. package/src/engine/graphics3/MeshSystem.d.ts +106 -0
  89. package/src/engine/graphics3/MeshSystem.d.ts.map +1 -0
  90. package/src/engine/graphics3/MeshSystem.js +647 -0
  91. package/src/engine/graphics3/MeshSystem3.d.ts +6 -102
  92. package/src/engine/graphics3/MeshSystem3.d.ts.map +1 -1
  93. package/src/engine/graphics3/MeshSystem3.js +6 -642
  94. package/src/engine/graphics3/ParticipatingMedia.d.ts +2 -2
  95. package/src/engine/graphics3/ParticipatingMedia.js +203 -203
  96. package/src/engine/graphics3/ParticipatingMediaSystem.d.ts +87 -0
  97. package/src/engine/graphics3/ParticipatingMediaSystem.d.ts.map +1 -0
  98. package/src/engine/graphics3/ParticipatingMediaSystem.js +184 -0
  99. package/src/engine/graphics3/ParticipatingMediaSystem3.d.ts +6 -83
  100. package/src/engine/graphics3/ParticipatingMediaSystem3.d.ts.map +1 -1
  101. package/src/engine/graphics3/ParticipatingMediaSystem3.js +6 -180
  102. package/src/engine/graphics3/ParticleEmitterSystem.d.ts +76 -0
  103. package/src/engine/graphics3/ParticleEmitterSystem.d.ts.map +1 -0
  104. package/src/engine/graphics3/ParticleEmitterSystem.js +289 -0
  105. package/src/engine/graphics3/ParticleEmitterSystem3.d.ts +6 -72
  106. package/src/engine/graphics3/ParticleEmitterSystem3.d.ts.map +1 -1
  107. package/src/engine/graphics3/ParticleEmitterSystem3.js +6 -285
  108. package/src/engine/graphics3/PathDisplaySystem.d.ts +70 -0
  109. package/src/engine/graphics3/PathDisplaySystem.d.ts.map +1 -0
  110. package/src/engine/graphics3/PathDisplaySystem.js +309 -0
  111. package/src/engine/graphics3/PathDisplaySystem3.d.ts +6 -66
  112. package/src/engine/graphics3/PathDisplaySystem3.d.ts.map +1 -1
  113. package/src/engine/graphics3/PathDisplaySystem3.js +6 -305
  114. package/src/engine/graphics3/Pickable.d.ts +1 -1
  115. package/src/engine/graphics3/Pickable.js +65 -65
  116. package/src/engine/graphics3/PickingQuery.d.ts +1 -1
  117. package/src/engine/graphics3/PickingQuery.js +48 -48
  118. package/src/engine/graphics3/PickingSystem.d.ts +67 -0
  119. package/src/engine/graphics3/PickingSystem.d.ts.map +1 -0
  120. package/src/engine/graphics3/PickingSystem.js +273 -0
  121. package/src/engine/graphics3/PickingSystem3.d.ts +6 -63
  122. package/src/engine/graphics3/PickingSystem3.d.ts.map +1 -1
  123. package/src/engine/graphics3/PickingSystem3.js +6 -269
  124. package/src/engine/graphics3/ShadedGeometrySystem.d.ts +47 -0
  125. package/src/engine/graphics3/ShadedGeometrySystem.d.ts.map +1 -0
  126. package/src/engine/graphics3/ShadedGeometrySystem.js +169 -0
  127. package/src/engine/graphics3/ShadedGeometrySystem3.d.ts +6 -43
  128. package/src/engine/graphics3/ShadedGeometrySystem3.d.ts.map +1 -1
  129. package/src/engine/graphics3/ShadedGeometrySystem3.js +6 -165
  130. package/src/engine/graphics3/TerrainSystem.d.ts +80 -0
  131. package/src/engine/graphics3/TerrainSystem.d.ts.map +1 -0
  132. package/src/engine/graphics3/TerrainSystem.js +566 -0
  133. package/src/engine/graphics3/TerrainSystem3.d.ts +6 -76
  134. package/src/engine/graphics3/TerrainSystem3.d.ts.map +1 -1
  135. package/src/engine/graphics3/TerrainSystem3.js +6 -562
  136. package/src/engine/graphics3/TooltipComponentSystem.d.ts +65 -0
  137. package/src/engine/graphics3/TooltipComponentSystem.d.ts.map +1 -0
  138. package/src/engine/graphics3/TooltipComponentSystem.js +328 -0
  139. package/src/engine/graphics3/TooltipComponentSystem3.d.ts +6 -61
  140. package/src/engine/graphics3/TooltipComponentSystem3.d.ts.map +1 -1
  141. package/src/engine/graphics3/TooltipComponentSystem3.js +6 -324
  142. package/src/engine/graphics3/Trail3DSystem.d.ts +73 -0
  143. package/src/engine/graphics3/Trail3DSystem.d.ts.map +1 -0
  144. package/src/engine/graphics3/Trail3DSystem.js +221 -0
  145. package/src/engine/graphics3/Trail3DSystem3.d.ts +6 -69
  146. package/src/engine/graphics3/Trail3DSystem3.d.ts.map +1 -1
  147. package/src/engine/graphics3/Trail3DSystem3.js +6 -217
  148. package/src/engine/graphics3/VolumetricLightMap.d.ts +2 -2
  149. package/src/engine/graphics3/VolumetricLightMap.js +2 -2
  150. package/src/engine/graphics3/VolumetricLightMapSystem.d.ts +98 -0
  151. package/src/engine/graphics3/VolumetricLightMapSystem.d.ts.map +1 -0
  152. package/src/engine/graphics3/VolumetricLightMapSystem.js +261 -0
  153. package/src/engine/graphics3/VolumetricLightMapSystem3.d.ts +6 -94
  154. package/src/engine/graphics3/VolumetricLightMapSystem3.d.ts.map +1 -1
  155. package/src/engine/graphics3/VolumetricLightMapSystem3.js +10 -261
  156. package/src/engine/graphics3/WaterSystem.d.ts +59 -0
  157. package/src/engine/graphics3/WaterSystem.d.ts.map +1 -0
  158. package/src/engine/graphics3/WaterSystem.js +293 -0
  159. package/src/engine/graphics3/WaterSystem3.d.ts +6 -55
  160. package/src/engine/graphics3/WaterSystem3.d.ts.map +1 -1
  161. package/src/engine/graphics3/WaterSystem3.js +6 -289
  162. package/src/engine/graphics3/animation/AnimationGraphController.d.ts +1 -1
  163. package/src/engine/graphics3/animation/AnimationGraphController.js +518 -518
  164. package/src/engine/graphics3/animation/ClipListPlayer.d.ts +1 -1
  165. package/src/engine/graphics3/animation/ClipListPlayer.js +263 -263
  166. package/src/engine/graphics3/animation/ClipPlayback.d.ts +2 -2
  167. package/src/engine/graphics3/animation/ClipPlayback.js +84 -84
  168. package/src/engine/graphics3/decal/graph_build_decal_clusters.d.ts.map +1 -1
  169. package/src/engine/graphics3/decal/graph_build_decal_clusters.js +6 -8
  170. package/src/engine/graphics3/decal/shader_cluster_assign_decals.d.ts +0 -7
  171. package/src/engine/graphics3/decal/shader_cluster_assign_decals.d.ts.map +1 -1
  172. package/src/engine/graphics3/decal/shader_cluster_assign_decals.js +1 -1
  173. package/src/engine/graphics3/decal/shader_cull_decals_frustum.d.ts +0 -4
  174. package/src/engine/graphics3/decal/shader_cull_decals_frustum.d.ts.map +1 -1
  175. package/src/engine/graphics3/decal/shader_cull_decals_frustum.js +1 -1
  176. package/src/engine/graphics3/highlight/pack_highlight_table.d.ts +2 -2
  177. package/src/engine/graphics3/highlight/pack_highlight_table.d.ts.map +1 -1
  178. package/src/engine/graphics3/highlight/pack_highlight_table.js +74 -74
  179. package/src/engine/graphics3/pose/query_entity_node_world_pose.d.ts +1 -1
  180. package/src/engine/graphics3/pose/query_entity_node_world_pose.js +101 -101
  181. package/src/engine/graphics3/preview/make_model_thumbnail.d.ts +3 -3
  182. package/src/engine/graphics3/preview/make_model_thumbnail.d.ts.map +1 -1
  183. package/src/engine/graphics3/preview/make_model_thumbnail.js +48 -48
  184. package/src/engine/graphics3/shade_camera_projection_ray.d.ts +1 -1
  185. package/src/engine/graphics3/shade_camera_projection_ray.js +77 -77
  186. package/src/engine/graphics3/shade_node_to_entity_composition.d.ts +1 -1
  187. package/src/engine/graphics3/shade_node_to_entity_composition.js +84 -84
  188. package/src/shade/descriptor/pipeline/PipelineLayoutDescriptor.d.ts +16 -2
  189. package/src/shade/descriptor/pipeline/PipelineLayoutDescriptor.d.ts.map +1 -1
  190. package/src/shade/descriptor/pipeline/PipelineLayoutDescriptor.js +28 -4
  191. package/src/shade/descriptor/pipeline/compute/ComputePipelineDescriptor.d.ts +1 -1
  192. package/src/shade/descriptor/pipeline/compute/ComputePipelineDescriptor.d.ts.map +1 -1
  193. package/src/shade/descriptor/pipeline/compute/ComputePipelineDescriptor.js +5 -2
  194. package/src/shade/device/IMMEDIATE_DATA_PLAN_2026_08_28.md +564 -451
  195. package/src/shade/device/ShadeGPUCommandContext.d.ts +18 -2
  196. package/src/shade/device/ShadeGPUCommandContext.d.ts.map +1 -1
  197. package/src/shade/device/ShadeGPUCommandContext.js +994 -940
  198. package/src/shade/device/immediate_data_supported.d.ts +33 -0
  199. package/src/shade/device/immediate_data_supported.d.ts.map +1 -0
  200. package/src/shade/device/immediate_data_supported.js +53 -0
  201. package/src/shade/device/mock/SoftwareGPUCommandEncoder.d.ts +18 -0
  202. package/src/shade/device/mock/SoftwareGPUCommandEncoder.d.ts.map +1 -1
  203. package/src/shade/device/mock/SoftwareGPUCommandEncoder.js +24 -0
  204. package/src/shade/device/mock/SoftwareGPUComputePassEncoder.d.ts +7 -0
  205. package/src/shade/device/mock/SoftwareGPUComputePassEncoder.d.ts.map +1 -1
  206. package/src/shade/device/mock/SoftwareGPUComputePassEncoder.js +49 -1
  207. package/src/shade/device/mock/SoftwareGPUDevice.d.ts.map +1 -1
  208. package/src/shade/device/mock/SoftwareGPUDevice.js +20 -2
  209. package/src/shade/device/mock/SoftwareGPUImmediateData.d.ts +65 -0
  210. package/src/shade/device/mock/SoftwareGPUImmediateData.d.ts.map +1 -0
  211. package/src/shade/device/mock/SoftwareGPUImmediateData.js +160 -0
  212. package/src/shade/device/mock/SoftwareGPURenderPassEncoder.d.ts +7 -0
  213. package/src/shade/device/mock/SoftwareGPURenderPassEncoder.d.ts.map +1 -1
  214. package/src/shade/device/mock/SoftwareGPURenderPassEncoder.js +50 -0
  215. package/src/shade/device/mock/pipeline_immediate_size.d.ts +11 -0
  216. package/src/shade/device/mock/pipeline_immediate_size.d.ts.map +1 -0
  217. package/src/shade/device/mock/pipeline_immediate_size.js +18 -0
  218. package/src/shade/device/pipeline/PipelineLayoutManager.d.ts.map +1 -1
  219. package/src/shade/device/pipeline/PipelineLayoutManager.js +1 -0
  220. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts.map +1 -1
  221. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.js +0 -1
  222. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.d.ts.map +1 -1
  223. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.js +0 -1
  224. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts.map +1 -1
  225. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.js +133 -134
  226. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.js +202 -202
  227. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.js +249 -249
  228. package/src/shade/renderer/GraphicsContext.d.ts +9 -2
  229. package/src/shade/renderer/GraphicsContext.d.ts.map +1 -1
  230. package/src/shade/renderer/GraphicsContext.js +13 -1
  231. package/src/shade/renderer/STATIC_GRAPHICS_ENGINE_ASSETS.js +1 -1
  232. package/src/shade/renderer/animation/pose/PosePlayback.d.ts +2 -1
  233. package/src/shade/renderer/animation/pose/PosePlayback.d.ts.map +1 -1
  234. package/src/shade/renderer/animation/pose/PosePlayback.js +2 -1
  235. package/src/shade/renderer/animation/shader_animation_apply.d.ts.map +1 -1
  236. package/src/shade/renderer/animation/shader_animation_apply.js +128 -129
  237. package/src/shade/renderer/animation/shader_animation_pose_resolve.d.ts.map +1 -1
  238. package/src/shade/renderer/animation/shader_animation_pose_resolve.js +176 -177
  239. package/src/shade/renderer/animation/shader_animation_tick.d.ts.map +1 -1
  240. package/src/shade/renderer/animation/shader_animation_tick.js +125 -126
  241. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_geometry_sphere_derive.d.ts.map +1 -1
  242. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_geometry_sphere_derive.js +98 -99
  243. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_reduce.d.ts.map +1 -1
  244. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_reduce.js +212 -213
  245. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_scatter.d.ts.map +1 -1
  246. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_scatter.js +120 -121
  247. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_skinned_mesh_bounds_refresh.d.ts.map +1 -1
  248. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_skinned_mesh_bounds_refresh.js +75 -76
  249. package/src/shade/renderer/animation/skinning/shader_meshlet_apply_skinning.d.ts.map +1 -1
  250. package/src/shade/renderer/animation/skinning/shader_meshlet_apply_skinning.js +371 -372
  251. package/src/shade/renderer/animation/skinning/shader_skin_matrix_prep.d.ts.map +1 -1
  252. package/src/shade/renderer/animation/skinning/shader_skin_matrix_prep.js +104 -105
  253. package/src/shade/renderer/atmosphere/GPUSky.d.ts.map +1 -1
  254. package/src/shade/renderer/atmosphere/GPUSky.js +145 -142
  255. package/src/shade/renderer/atmosphere/MULTISCATTER_LUT_CONFIG.d.ts +34 -0
  256. package/src/shade/renderer/atmosphere/MULTISCATTER_LUT_CONFIG.d.ts.map +1 -0
  257. package/src/shade/renderer/atmosphere/MULTISCATTER_LUT_CONFIG.js +36 -0
  258. package/src/shade/renderer/atmosphere/SAMPLER_SKY_LUT.d.ts +20 -0
  259. package/src/shade/renderer/atmosphere/SAMPLER_SKY_LUT.d.ts.map +1 -0
  260. package/src/shade/renderer/atmosphere/SAMPLER_SKY_LUT.js +25 -0
  261. package/src/shade/renderer/atmosphere/chunk_get_multiscatter_values.d.ts +14 -1
  262. package/src/shade/renderer/atmosphere/chunk_get_multiscatter_values.d.ts.map +1 -1
  263. package/src/shade/renderer/atmosphere/chunk_get_multiscatter_values.js +163 -177
  264. package/src/shade/renderer/atmosphere/chunk_multiscatter_sample_direction.d.ts +20 -0
  265. package/src/shade/renderer/atmosphere/chunk_multiscatter_sample_direction.d.ts.map +1 -0
  266. package/src/shade/renderer/atmosphere/chunk_multiscatter_sample_direction.js +46 -0
  267. package/src/shade/renderer/atmosphere/chunk_sample_multiscatter_lut.d.ts +11 -1
  268. package/src/shade/renderer/atmosphere/chunk_sample_multiscatter_lut.d.ts.map +1 -1
  269. package/src/shade/renderer/atmosphere/chunk_sample_multiscatter_lut.js +57 -27
  270. package/src/shade/renderer/atmosphere/chunk_sample_transmittance_lut.d.ts +19 -1
  271. package/src/shade/renderer/atmosphere/chunk_sample_transmittance_lut.d.ts.map +1 -1
  272. package/src/shade/renderer/atmosphere/chunk_sample_transmittance_lut.js +69 -33
  273. package/src/shade/renderer/atmosphere/chunk_sky_lut_compute_uv.d.ts +13 -0
  274. package/src/shade/renderer/atmosphere/chunk_sky_lut_compute_uv.d.ts.map +1 -1
  275. package/src/shade/renderer/atmosphere/chunk_sky_lut_compute_uv.js +35 -35
  276. package/src/shade/renderer/atmosphere/chunk_sky_lut_params.d.ts +13 -0
  277. package/src/shade/renderer/atmosphere/chunk_sky_lut_params.d.ts.map +1 -0
  278. package/src/shade/renderer/atmosphere/chunk_sky_lut_params.js +38 -0
  279. package/src/shade/renderer/atmosphere/chunk_sky_lut_texel_to_unit.d.ts +17 -0
  280. package/src/shade/renderer/atmosphere/chunk_sky_lut_texel_to_unit.d.ts.map +1 -0
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  492. package/src/shade/renderer/shader/pass/RenderPassDescriptor.d.ts.map +1 -1
  493. package/src/shade/renderer/shader/pass/RenderPassDescriptor.js +1 -0
  494. package/src/shade/renderer/shader/resource/IMMEDIATE_DATA.d.ts +21 -0
  495. package/src/shade/renderer/shader/resource/IMMEDIATE_DATA.d.ts.map +1 -0
  496. package/src/shade/renderer/shader/resource/IMMEDIATE_DATA.js +21 -0
  497. package/src/shade/renderer/shader/resource/ShaderResourceSetDescriptor.d.ts +59 -1
  498. package/src/shade/renderer/shader/resource/ShaderResourceSetDescriptor.d.ts.map +1 -1
  499. package/src/shade/renderer/shader/resource/ShaderResourceSetDescriptor.js +195 -2
  500. package/src/shade/renderer/shader/type/type_has_arrays.d.ts +14 -0
  501. package/src/shade/renderer/shader/type/type_has_arrays.d.ts.map +1 -0
  502. package/src/shade/renderer/shader/type/type_has_arrays.js +33 -0
  503. package/src/shade/renderer/shader/util/compute_infer_workgroup_size_from_source.d.ts +47 -0
  504. package/src/shade/renderer/shader/util/compute_infer_workgroup_size_from_source.d.ts.map +1 -0
  505. package/src/shade/renderer/shader/util/compute_infer_workgroup_size_from_source.js +448 -0
  506. package/src/shade/renderer/shadow/map/csm/graph_csm_setup_cascades.js +3 -3
  507. package/src/shade/renderer/shadow/ray/staged/gen/graph_gen_rays.js +3 -3
  508. package/src/shade/renderer/shadow/ray/staged/trace/graph_trace_rays.js +2 -2
  509. package/src/shade/renderer/shadow/sdf/cascade/CascadedSceneSDF.js +4 -4
  510. package/src/shade/renderer/texture/virtual/build_shader_vt_feedback.d.ts.map +1 -1
  511. package/src/shade/renderer/texture/virtual/build_shader_vt_feedback.js +231 -232
  512. package/src/shade/renderer/view/GPUViewSkyContext.d.ts.map +1 -1
  513. package/src/shade/renderer/view/GPUViewSkyContext.js +169 -173
  514. package/src/shade/renderer/volumetrics/GPUViewVolumetrics.js +1 -1
  515. package/src/shade/renderer/volumetrics/NOTES.md +238 -0
  516. package/src/shade/renderer/volumetrics/chunk_volumetrics_local_light_shadow.js +145 -145
  517. package/src/shade/renderer/volumetrics/chunk_volumetrics_sun_optical_depth.d.ts.map +1 -1
  518. package/src/shade/renderer/volumetrics/chunk_volumetrics_sun_optical_depth.js +38 -15
  519. package/src/shade/renderer/volumetrics/graph_build_volumetrics.d.ts +14 -2
  520. package/src/shade/renderer/volumetrics/graph_build_volumetrics.d.ts.map +1 -1
  521. package/src/shade/renderer/volumetrics/graph_build_volumetrics.js +591 -577
  522. package/src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.d.ts +17 -0
  523. package/src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.d.ts.map +1 -1
  524. package/src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.js +20 -2
  525. package/src/shade/renderer/volumetrics/shader_volumetrics_build_participating_media.d.ts.map +1 -1
  526. package/src/shade/renderer/volumetrics/shader_volumetrics_build_participating_media.js +29 -18
  527. package/src/shade/renderer/volumetrics/shader_volumetrics_build_scattering_lut.js +260 -260
  528. package/src/shade/renderer/volumetrics/shader_volumetrics_build_sun_shadow_volume.d.ts +53 -3
  529. package/src/shade/renderer/volumetrics/shader_volumetrics_build_sun_shadow_volume.d.ts.map +1 -1
  530. package/src/shade/renderer/volumetrics/shader_volumetrics_build_sun_shadow_volume.js +175 -59
  531. package/src/shade/renderer/volumetrics/taa/shader_volumetrics_taa.d.ts +0 -2
  532. package/src/shade/renderer/volumetrics/taa/shader_volumetrics_taa.d.ts.map +1 -1
  533. package/src/shade/renderer/volumetrics/taa/shader_volumetrics_taa.js +17 -6
  534. package/src/shade/renderer/water/shader_water.js +246 -246
  535. package/src/shade/vitest.setup.mjs +1 -1
  536. package/src/shade/wgsl/emulator/ComputeShaderEmulator.js +291 -291
  537. package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.js +8 -1
  538. package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts.map +1 -1
  539. package/src/shade/wgsl/emulator/WGSLLanguageCore.js +1325 -1297
  540. package/src/view/minimap/Minimap.d.ts +2 -2
  541. package/src/view/minimap/Minimap.d.ts.map +1 -1
  542. package/src/view/minimap/Minimap.js +225 -225
  543. package/src/view/minimap/dom/MinimapCameraView.d.ts +3 -3
  544. package/src/view/minimap/dom/MinimapCameraView.d.ts.map +1 -1
  545. package/src/view/minimap/dom/MinimapCameraView.js +206 -206
  546. package/src/shade/renderer/shadow/map/csm/shader/shader_setup_cascades.d.ts +0 -3
  547. package/src/shade/renderer/shadow/map/csm/shader/shader_setup_cascades.d.ts.map +0 -1
  548. package/src/shade/renderer/shadow/map/csm/shader/shader_setup_cascades.js +0 -20
  549. package/src/shade/renderer/volumetrics/VOLUMETRICS_WORKGROUP_RESOLUTION.d.ts +0 -2
  550. package/src/shade/renderer/volumetrics/VOLUMETRICS_WORKGROUP_RESOLUTION.d.ts.map +0 -1
  551. package/src/shade/renderer/volumetrics/VOLUMETRICS_WORKGROUP_RESOLUTION.js +0 -1
@@ -1,161 +1,158 @@
1
- import { atomic_u32, f32, u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
- import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
3
- import { ComputeShader } from "../../shader/ComputeShader.js";
4
- import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
5
- import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
6
- import { PARTICLE_RECORD_HEADER_EMITTER, PARTICLE_RECORD_WORD_COUNT } from "../ParticleConstants.js";
7
- import { EMITTER_ATTRIBUTE_ABSENT } from "../data/PARTICLE_EMITTER_LAYOUT.js";
8
- import { chunk_particle_emitter } from "../data/chunk_particle_emitter.js";
9
-
10
- /**
11
- * Depth-sort shaders. Three passes bracket a `csdldf` prefix scan:
12
- *
13
- * 0. {@link shader_particle_sort_reset} — every frame, write the histogram's `{count}` field
14
- * (= bucket count, which the csdldf scan reads to size itself) and zero the histogram bins and
15
- * the scatter cursor. Without this the scan consumes garbage counts and the scatter compounds
16
- * last frame's ranks — the buffers are only zeroed by WebGPU on CREATION, not per frame.
17
- * 1. {@link shader_particle_sort_histogram} — per alive particle, project its render position into
18
- * view space, quantise the depth into a back-to-front bucket (far first), store the bucket in
19
- * `keys`, and atomically bump the per-bucket `histogram`.
20
- * 2. graph_prefix_scan_csdldf turns the histogram into inclusive prefix sums.
21
- * 3. {@link shader_particle_sort_scatter} — per particle, read its bucket, take the exclusive
22
- * offset from the scanned histogram and an atomic per-bucket rank, and write the particle's slot
23
- * into `sorted` at that position.
24
- *
25
- * The `csdldf` scan uses subgroup ops and isn't runnable under the emulator; the reset, histogram
26
- * and scatter passes are, and the CPU reference {@link ./particle_counting_sort.js} pins the
27
- * algorithm.
28
- */
29
-
30
- export const PARTICLE_SORT_WORKGROUP_SIZE = 64;
31
-
32
- // --- reset pass ---
33
-
34
- const reset_resources = new ShaderResourceSetDescriptor();
35
- reset_resources.createGroup()
36
- .addStorageBuffer("histogram", WebGPUArray.from(atomic_u32), true)
37
- .addStorageBuffer("cursor", WebGPUArray.from(atomic_u32), true)
38
- .addUniform("u_bucket_count", u32);
39
-
40
- const reset_body = CodeChunk.from(/* wgsl */ `
41
- @compute @workgroup_size(${PARTICLE_SORT_WORKGROUP_SIZE}, 1, 1)
42
- fn main(@builtin(global_invocation_id) gid : vec3<u32>) {
43
- let i = gid.x;
44
- if (i == 0u) {
45
- // The {count, elements} header the csdldf scan sizes itself from.
46
- atomicStore(&histogram[0], u_bucket_count);
47
- }
48
- if (i < u_bucket_count) {
49
- atomicStore(&histogram[1u + i], 0u);
50
- atomicStore(&cursor[i], 0u);
51
- }
52
- }
53
- `);
54
-
55
- export const shader_particle_sort_reset = ComputeShader.from({
56
- label: "Particle Sort Reset",
57
- resources: reset_resources,
58
- body: reset_body,
59
- group_size: [PARTICLE_SORT_WORKGROUP_SIZE, 1, 1],
60
- });
61
-
62
- const READ_MAT4 = /* wgsl */ `
63
- fn particle_read_mat4(m : ptr<storage, array<u32>, read>, o : u32) -> mat4x4<f32> {
64
- return mat4x4<f32>(
65
- vec4<f32>(bitcast<f32>((*m)[o + 0u]), bitcast<f32>((*m)[o + 1u]), bitcast<f32>((*m)[o + 2u]), bitcast<f32>((*m)[o + 3u])),
66
- vec4<f32>(bitcast<f32>((*m)[o + 4u]), bitcast<f32>((*m)[o + 5u]), bitcast<f32>((*m)[o + 6u]), bitcast<f32>((*m)[o + 7u])),
67
- vec4<f32>(bitcast<f32>((*m)[o + 8u]), bitcast<f32>((*m)[o + 9u]), bitcast<f32>((*m)[o + 10u]), bitcast<f32>((*m)[o + 11u])),
68
- vec4<f32>(bitcast<f32>((*m)[o + 12u]), bitcast<f32>((*m)[o + 13u]), bitcast<f32>((*m)[o + 14u]), bitcast<f32>((*m)[o + 15u])),
69
- );
70
- }
71
- `;
72
-
73
- // --- histogram pass ---
74
-
75
- const histogram_resources = new ShaderResourceSetDescriptor();
76
- histogram_resources.createGroup()
77
- .addStorageBuffer("emitters", WebGPUArray.u32, false)
78
- .addStorageBuffer("pool", WebGPUArray.u32, false)
79
- .addStorageBuffer("alive", WebGPUArray.u32, false)
80
- .addStorageBuffer("view_matrix", WebGPUArray.u32, false)
81
- .addStorageBuffer("keys", WebGPUArray.u32, true)
82
- .addStorageBuffer("histogram", WebGPUArray.from(atomic_u32), true)
83
- .addUniform("u_near", f32)
84
- .addUniform("u_far", f32)
85
- .addUniform("u_bucket_count", u32)
86
- .addUniform("u_count", u32);
87
-
88
- const histogram_body = CodeChunk.from(/* wgsl */ `
89
- const PARTICLE_RECORD_WORDS : u32 = ${PARTICLE_RECORD_WORD_COUNT}u;
90
- const PARTICLE_HEADER_EMITTER : u32 = ${PARTICLE_RECORD_HEADER_EMITTER}u;
91
- const PARTICLE_ATTRIBUTE_ABSENT : u32 = ${EMITTER_ATTRIBUTE_ABSENT}u;
92
-
93
- ${READ_MAT4}
94
-
95
- @compute @workgroup_size(${PARTICLE_SORT_WORKGROUP_SIZE}, 1, 1)
96
- fn main(@builtin(global_invocation_id) gid : vec3<u32>) {
97
- let i = gid.x;
98
- if (i >= u_count) { return; }
99
-
100
- let slot = alive[i];
101
- let base = slot * PARTICLE_RECORD_WORDS;
102
- let emitter_index = pool[base + PARTICLE_HEADER_EMITTER];
103
- let em = particle_emitter_read(&emitters, emitter_index);
104
-
105
- var world_pos = vec3<f32>(0.0);
106
- if (em.render_position != PARTICLE_ATTRIBUTE_ABSENT) {
107
- let o = base + em.render_position;
108
- world_pos = vec3<f32>(bitcast<f32>(pool[o]), bitcast<f32>(pool[o + 1u]), bitcast<f32>(pool[o + 2u]));
109
- }
110
-
111
- let view = particle_read_mat4(&view_matrix, 0u);
112
- let view_depth = -(view * vec4<f32>(world_pos, 1.0)).z;
113
-
114
- let t = (view_depth - u_near) / max(u_far - u_near, 1e-6);
115
- let clamped = clamp(1.0 - t, 0.0, 1.0);
116
- let bucket = min(u32(clamped * f32(u_bucket_count)), u_bucket_count - 1u);
117
-
118
- keys[i] = bucket;
119
- atomicAdd(&histogram[1u + bucket], 1u);
120
- }
121
- `, [chunk_particle_emitter]);
122
-
123
- export const shader_particle_sort_histogram = ComputeShader.from({
124
- label: "Particle Sort Histogram",
125
- resources: histogram_resources,
126
- body: histogram_body,
127
- group_size: [PARTICLE_SORT_WORKGROUP_SIZE, 1, 1],
128
- });
129
-
130
- // --- scatter pass ---
131
-
132
- const scatter_resources = new ShaderResourceSetDescriptor();
133
- scatter_resources.createGroup()
134
- .addStorageBuffer("keys", WebGPUArray.u32, false)
135
- .addStorageBuffer("alive", WebGPUArray.u32, false)
136
- .addStorageBuffer("scanned", WebGPUArray.u32, false)
137
- .addStorageBuffer("cursor", WebGPUArray.from(atomic_u32), true)
138
- .addStorageBuffer("sorted", WebGPUArray.u32, true)
139
- .addUniform("u_count", u32);
140
-
141
- const scatter_body = CodeChunk.from(/* wgsl */ `
142
- @compute @workgroup_size(${PARTICLE_SORT_WORKGROUP_SIZE}, 1, 1)
143
- fn main(@builtin(global_invocation_id) gid : vec3<u32>) {
144
- let i = gid.x;
145
- if (i >= u_count) { return; }
146
-
147
- let bucket = keys[i];
148
- // Exclusive offset = inclusive prefix sum up to bucket-1. With the count field at index 0 the
149
- // scanned inclusive value for bucket b lives at index (1+b), so bucket b-1 is at index b.
150
- let exclusive = select(0u, scanned[bucket], bucket > 0u);
151
- let rank = atomicAdd(&cursor[bucket], 1u);
152
- sorted[exclusive + rank] = alive[i];
153
- }
154
- `);
155
-
156
- export const shader_particle_sort_scatter = ComputeShader.from({
157
- label: "Particle Sort Scatter",
158
- resources: scatter_resources,
159
- body: scatter_body,
160
- group_size: [PARTICLE_SORT_WORKGROUP_SIZE, 1, 1],
161
- });
1
+ import { atomic_u32, f32, u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
3
+ import { ComputeShader } from "../../shader/ComputeShader.js";
4
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
5
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
6
+ import { PARTICLE_RECORD_HEADER_EMITTER, PARTICLE_RECORD_WORD_COUNT } from "../ParticleConstants.js";
7
+ import { EMITTER_ATTRIBUTE_ABSENT } from "../data/PARTICLE_EMITTER_LAYOUT.js";
8
+ import { chunk_particle_emitter } from "../data/chunk_particle_emitter.js";
9
+
10
+ /**
11
+ * Depth-sort shaders. Three passes bracket a `csdldf` prefix scan:
12
+ *
13
+ * 0. {@link shader_particle_sort_reset} — every frame, write the histogram's `{count}` field
14
+ * (= bucket count, which the csdldf scan reads to size itself) and zero the histogram bins and
15
+ * the scatter cursor. Without this the scan consumes garbage counts and the scatter compounds
16
+ * last frame's ranks — the buffers are only zeroed by WebGPU on CREATION, not per frame.
17
+ * 1. {@link shader_particle_sort_histogram} — per alive particle, project its render position into
18
+ * view space, quantise the depth into a back-to-front bucket (far first), store the bucket in
19
+ * `keys`, and atomically bump the per-bucket `histogram`.
20
+ * 2. graph_prefix_scan_csdldf turns the histogram into inclusive prefix sums.
21
+ * 3. {@link shader_particle_sort_scatter} — per particle, read its bucket, take the exclusive
22
+ * offset from the scanned histogram and an atomic per-bucket rank, and write the particle's slot
23
+ * into `sorted` at that position.
24
+ *
25
+ * The `csdldf` scan uses subgroup ops and isn't runnable under the emulator; the reset, histogram
26
+ * and scatter passes are, and the CPU reference {@link ./particle_counting_sort.js} pins the
27
+ * algorithm.
28
+ */
29
+
30
+ export const PARTICLE_SORT_WORKGROUP_SIZE = 64;
31
+
32
+ // --- reset pass ---
33
+
34
+ const reset_resources = new ShaderResourceSetDescriptor();
35
+ reset_resources.createGroup()
36
+ .addStorageBuffer("histogram", WebGPUArray.from(atomic_u32), true)
37
+ .addStorageBuffer("cursor", WebGPUArray.from(atomic_u32), true)
38
+ .addUniform("u_bucket_count", u32);
39
+
40
+ const reset_body = CodeChunk.from(/* wgsl */ `
41
+ @compute @workgroup_size(${PARTICLE_SORT_WORKGROUP_SIZE}, 1, 1)
42
+ fn main(@builtin(global_invocation_id) gid : vec3<u32>) {
43
+ let i = gid.x;
44
+ if (i == 0u) {
45
+ // The {count, elements} header the csdldf scan sizes itself from.
46
+ atomicStore(&histogram[0], u_bucket_count);
47
+ }
48
+ if (i < u_bucket_count) {
49
+ atomicStore(&histogram[1u + i], 0u);
50
+ atomicStore(&cursor[i], 0u);
51
+ }
52
+ }
53
+ `);
54
+
55
+ export const shader_particle_sort_reset = ComputeShader.from({
56
+ label: "Particle Sort Reset",
57
+ resources: reset_resources,
58
+ body: reset_body,
59
+ });
60
+
61
+ const READ_MAT4 = /* wgsl */ `
62
+ fn particle_read_mat4(m : ptr<storage, array<u32>, read>, o : u32) -> mat4x4<f32> {
63
+ return mat4x4<f32>(
64
+ vec4<f32>(bitcast<f32>((*m)[o + 0u]), bitcast<f32>((*m)[o + 1u]), bitcast<f32>((*m)[o + 2u]), bitcast<f32>((*m)[o + 3u])),
65
+ vec4<f32>(bitcast<f32>((*m)[o + 4u]), bitcast<f32>((*m)[o + 5u]), bitcast<f32>((*m)[o + 6u]), bitcast<f32>((*m)[o + 7u])),
66
+ vec4<f32>(bitcast<f32>((*m)[o + 8u]), bitcast<f32>((*m)[o + 9u]), bitcast<f32>((*m)[o + 10u]), bitcast<f32>((*m)[o + 11u])),
67
+ vec4<f32>(bitcast<f32>((*m)[o + 12u]), bitcast<f32>((*m)[o + 13u]), bitcast<f32>((*m)[o + 14u]), bitcast<f32>((*m)[o + 15u])),
68
+ );
69
+ }
70
+ `;
71
+
72
+ // --- histogram pass ---
73
+
74
+ const histogram_resources = new ShaderResourceSetDescriptor();
75
+ histogram_resources.createGroup()
76
+ .addStorageBuffer("emitters", WebGPUArray.u32, false)
77
+ .addStorageBuffer("pool", WebGPUArray.u32, false)
78
+ .addStorageBuffer("alive", WebGPUArray.u32, false)
79
+ .addStorageBuffer("view_matrix", WebGPUArray.u32, false)
80
+ .addStorageBuffer("keys", WebGPUArray.u32, true)
81
+ .addStorageBuffer("histogram", WebGPUArray.from(atomic_u32), true)
82
+ .addUniform("u_near", f32)
83
+ .addUniform("u_far", f32)
84
+ .addUniform("u_bucket_count", u32)
85
+ .addUniform("u_count", u32);
86
+
87
+ const histogram_body = CodeChunk.from(/* wgsl */ `
88
+ const PARTICLE_RECORD_WORDS : u32 = ${PARTICLE_RECORD_WORD_COUNT}u;
89
+ const PARTICLE_HEADER_EMITTER : u32 = ${PARTICLE_RECORD_HEADER_EMITTER}u;
90
+ const PARTICLE_ATTRIBUTE_ABSENT : u32 = ${EMITTER_ATTRIBUTE_ABSENT}u;
91
+
92
+ ${READ_MAT4}
93
+
94
+ @compute @workgroup_size(${PARTICLE_SORT_WORKGROUP_SIZE}, 1, 1)
95
+ fn main(@builtin(global_invocation_id) gid : vec3<u32>) {
96
+ let i = gid.x;
97
+ if (i >= u_count) { return; }
98
+
99
+ let slot = alive[i];
100
+ let base = slot * PARTICLE_RECORD_WORDS;
101
+ let emitter_index = pool[base + PARTICLE_HEADER_EMITTER];
102
+ let em = particle_emitter_read(&emitters, emitter_index);
103
+
104
+ var world_pos = vec3<f32>(0.0);
105
+ if (em.render_position != PARTICLE_ATTRIBUTE_ABSENT) {
106
+ let o = base + em.render_position;
107
+ world_pos = vec3<f32>(bitcast<f32>(pool[o]), bitcast<f32>(pool[o + 1u]), bitcast<f32>(pool[o + 2u]));
108
+ }
109
+
110
+ let view = particle_read_mat4(&view_matrix, 0u);
111
+ let view_depth = -(view * vec4<f32>(world_pos, 1.0)).z;
112
+
113
+ let t = (view_depth - u_near) / max(u_far - u_near, 1e-6);
114
+ let clamped = clamp(1.0 - t, 0.0, 1.0);
115
+ let bucket = min(u32(clamped * f32(u_bucket_count)), u_bucket_count - 1u);
116
+
117
+ keys[i] = bucket;
118
+ atomicAdd(&histogram[1u + bucket], 1u);
119
+ }
120
+ `, [chunk_particle_emitter]);
121
+
122
+ export const shader_particle_sort_histogram = ComputeShader.from({
123
+ label: "Particle Sort Histogram",
124
+ resources: histogram_resources,
125
+ body: histogram_body,
126
+ });
127
+
128
+ // --- scatter pass ---
129
+
130
+ const scatter_resources = new ShaderResourceSetDescriptor();
131
+ scatter_resources.createGroup()
132
+ .addStorageBuffer("keys", WebGPUArray.u32, false)
133
+ .addStorageBuffer("alive", WebGPUArray.u32, false)
134
+ .addStorageBuffer("scanned", WebGPUArray.u32, false)
135
+ .addStorageBuffer("cursor", WebGPUArray.from(atomic_u32), true)
136
+ .addStorageBuffer("sorted", WebGPUArray.u32, true)
137
+ .addUniform("u_count", u32);
138
+
139
+ const scatter_body = CodeChunk.from(/* wgsl */ `
140
+ @compute @workgroup_size(${PARTICLE_SORT_WORKGROUP_SIZE}, 1, 1)
141
+ fn main(@builtin(global_invocation_id) gid : vec3<u32>) {
142
+ let i = gid.x;
143
+ if (i >= u_count) { return; }
144
+
145
+ let bucket = keys[i];
146
+ // Exclusive offset = inclusive prefix sum up to bucket-1. With the count field at index 0 the
147
+ // scanned inclusive value for bucket b lives at index (1+b), so bucket b-1 is at index b.
148
+ let exclusive = select(0u, scanned[bucket], bucket > 0u);
149
+ let rank = atomicAdd(&cursor[bucket], 1u);
150
+ sorted[exclusive + rank] = alive[i];
151
+ }
152
+ `);
153
+
154
+ export const shader_particle_sort_scatter = ComputeShader.from({
155
+ label: "Particle Sort Scatter",
156
+ resources: scatter_resources,
157
+ body: scatter_body,
158
+ });