@woosh/meep-engine 3.11.3 → 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 (401) hide show
  1. package/README.md +14 -18
  2. package/editor/SelectionVisualizer.js +127 -127
  3. package/editor/entity_world_bounds.js +27 -27
  4. package/editor/particles/rebuildParticleEmitter.js +31 -31
  5. package/editor/process/SymbolicDisplayProcess.js +1 -1
  6. package/editor/process/symbolic/CameraSymbolicDisplay.js +146 -146
  7. package/editor/process/symbolic/LightSymbolicDisplay.js +172 -172
  8. package/editor/prototypeEditorShell.js +156 -156
  9. package/editor/selection/editor_pick.js +130 -130
  10. package/editor/selection/screen_rect_frustum.js +119 -119
  11. package/editor/tools/v2/TransformControls.js +971 -971
  12. package/package.json +1 -1
  13. package/src/engine/Engine.d.ts +3 -3
  14. package/src/engine/Engine.d.ts.map +1 -1
  15. package/src/engine/Engine.js +726 -726
  16. package/src/engine/EngineHarness.d.ts +1 -1
  17. package/src/engine/EngineHarness.js +590 -590
  18. package/src/engine/ecs/HIERARCHY_REVIEW.md +717 -717
  19. package/src/engine/ecs/terrain/ecs/BuildLightTexture.d.ts +1 -1
  20. package/src/engine/ecs/terrain/ecs/BuildLightTexture.js +27 -27
  21. package/src/engine/ecs/terrain/ecs/Terrain.d.ts +1 -5
  22. package/src/engine/ecs/terrain/ecs/Terrain.d.ts.map +1 -1
  23. package/src/engine/ecs/terrain/ecs/Terrain.js +790 -790
  24. package/src/engine/ecs/terrain/util/loadVisibleTerrainTiles.js +129 -129
  25. package/src/engine/graphics/ecs/camera/camera_find_active.d.ts +1 -1
  26. package/src/engine/graphics/ecs/camera/camera_find_active.js +28 -28
  27. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.d.ts +1 -1
  28. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.js +428 -428
  29. package/src/engine/graphics/ecs/water/Water.d.ts +1 -1
  30. package/src/engine/graphics/ecs/water/Water.js +104 -104
  31. package/src/engine/graphics/particles/particular/engine/emitter/ParticleEmitter.d.ts +1 -1
  32. package/src/engine/graphics/particles/particular/engine/emitter/ParticleEmitter.js +1 -1
  33. package/src/engine/graphics3/AnimationGraphSystem.d.ts +65 -0
  34. package/src/engine/graphics3/AnimationGraphSystem.d.ts.map +1 -0
  35. package/src/engine/graphics3/AnimationGraphSystem.js +329 -0
  36. package/src/engine/graphics3/AnimationGraphSystem3.d.ts +6 -61
  37. package/src/engine/graphics3/AnimationGraphSystem3.d.ts.map +1 -1
  38. package/src/engine/graphics3/AnimationGraphSystem3.js +6 -325
  39. package/src/engine/graphics3/AnimationSystem.d.ts +76 -0
  40. package/src/engine/graphics3/AnimationSystem.d.ts.map +1 -0
  41. package/src/engine/graphics3/AnimationSystem.js +352 -0
  42. package/src/engine/graphics3/AnimationSystem3.d.ts +6 -72
  43. package/src/engine/graphics3/AnimationSystem3.d.ts.map +1 -1
  44. package/src/engine/graphics3/AnimationSystem3.js +6 -348
  45. package/src/engine/graphics3/CameraSystem.d.ts +49 -0
  46. package/src/engine/graphics3/CameraSystem.d.ts.map +1 -0
  47. package/src/engine/graphics3/CameraSystem.js +170 -0
  48. package/src/engine/graphics3/CameraSystem3.d.ts +6 -45
  49. package/src/engine/graphics3/CameraSystem3.d.ts.map +1 -1
  50. package/src/engine/graphics3/CameraSystem3.js +6 -166
  51. package/src/engine/graphics3/DebugDrawSystem.d.ts +72 -0
  52. package/src/engine/graphics3/DebugDrawSystem.d.ts.map +1 -0
  53. package/src/engine/graphics3/DebugDrawSystem.js +205 -0
  54. package/src/engine/graphics3/DebugDrawSystem3.d.ts +6 -68
  55. package/src/engine/graphics3/DebugDrawSystem3.d.ts.map +1 -1
  56. package/src/engine/graphics3/DebugDrawSystem3.js +6 -201
  57. package/src/engine/graphics3/DecalSystem.d.ts +81 -0
  58. package/src/engine/graphics3/DecalSystem.d.ts.map +1 -0
  59. package/src/engine/graphics3/DecalSystem.js +441 -0
  60. package/src/engine/graphics3/DecalSystem3.d.ts +6 -77
  61. package/src/engine/graphics3/DecalSystem3.d.ts.map +1 -1
  62. package/src/engine/graphics3/DecalSystem3.js +6 -437
  63. package/src/engine/graphics3/FogOfWarSystem.d.ts +74 -0
  64. package/src/engine/graphics3/FogOfWarSystem.d.ts.map +1 -0
  65. package/src/engine/graphics3/FogOfWarSystem.js +265 -0
  66. package/src/engine/graphics3/FogOfWarSystem3.d.ts +6 -70
  67. package/src/engine/graphics3/FogOfWarSystem3.d.ts.map +1 -1
  68. package/src/engine/graphics3/FogOfWarSystem3.js +6 -261
  69. package/src/engine/graphics3/GraphicsEngine.d.ts +340 -0
  70. package/src/engine/graphics3/GraphicsEngine.d.ts.map +1 -0
  71. package/src/engine/graphics3/GraphicsEngine.js +790 -0
  72. package/src/engine/graphics3/GraphicsEngine3.d.ts +6 -336
  73. package/src/engine/graphics3/GraphicsEngine3.d.ts.map +1 -1
  74. package/src/engine/graphics3/GraphicsEngine3.js +6 -786
  75. package/src/engine/graphics3/HighlightSystem.d.ts +82 -0
  76. package/src/engine/graphics3/HighlightSystem.d.ts.map +1 -0
  77. package/src/engine/graphics3/HighlightSystem.js +241 -0
  78. package/src/engine/graphics3/HighlightSystem3.d.ts +6 -78
  79. package/src/engine/graphics3/HighlightSystem3.d.ts.map +1 -1
  80. package/src/engine/graphics3/HighlightSystem3.js +6 -237
  81. package/src/engine/graphics3/LightSystem.d.ts +40 -0
  82. package/src/engine/graphics3/LightSystem.d.ts.map +1 -0
  83. package/src/engine/graphics3/LightSystem.js +211 -0
  84. package/src/engine/graphics3/LightSystem3.d.ts +6 -36
  85. package/src/engine/graphics3/LightSystem3.d.ts.map +1 -1
  86. package/src/engine/graphics3/LightSystem3.js +6 -207
  87. package/src/engine/graphics3/MeshSystem.d.ts +106 -0
  88. package/src/engine/graphics3/MeshSystem.d.ts.map +1 -0
  89. package/src/engine/graphics3/MeshSystem.js +647 -0
  90. package/src/engine/graphics3/MeshSystem3.d.ts +6 -102
  91. package/src/engine/graphics3/MeshSystem3.d.ts.map +1 -1
  92. package/src/engine/graphics3/MeshSystem3.js +6 -642
  93. package/src/engine/graphics3/ParticipatingMedia.d.ts +2 -2
  94. package/src/engine/graphics3/ParticipatingMedia.js +203 -203
  95. package/src/engine/graphics3/ParticipatingMediaSystem.d.ts +87 -0
  96. package/src/engine/graphics3/ParticipatingMediaSystem.d.ts.map +1 -0
  97. package/src/engine/graphics3/ParticipatingMediaSystem.js +184 -0
  98. package/src/engine/graphics3/ParticipatingMediaSystem3.d.ts +6 -83
  99. package/src/engine/graphics3/ParticipatingMediaSystem3.d.ts.map +1 -1
  100. package/src/engine/graphics3/ParticipatingMediaSystem3.js +6 -180
  101. package/src/engine/graphics3/ParticleEmitterSystem.d.ts +76 -0
  102. package/src/engine/graphics3/ParticleEmitterSystem.d.ts.map +1 -0
  103. package/src/engine/graphics3/ParticleEmitterSystem.js +289 -0
  104. package/src/engine/graphics3/ParticleEmitterSystem3.d.ts +6 -72
  105. package/src/engine/graphics3/ParticleEmitterSystem3.d.ts.map +1 -1
  106. package/src/engine/graphics3/ParticleEmitterSystem3.js +6 -285
  107. package/src/engine/graphics3/PathDisplaySystem.d.ts +70 -0
  108. package/src/engine/graphics3/PathDisplaySystem.d.ts.map +1 -0
  109. package/src/engine/graphics3/PathDisplaySystem.js +309 -0
  110. package/src/engine/graphics3/PathDisplaySystem3.d.ts +6 -66
  111. package/src/engine/graphics3/PathDisplaySystem3.d.ts.map +1 -1
  112. package/src/engine/graphics3/PathDisplaySystem3.js +6 -305
  113. package/src/engine/graphics3/Pickable.d.ts +1 -1
  114. package/src/engine/graphics3/Pickable.js +65 -65
  115. package/src/engine/graphics3/PickingQuery.d.ts +1 -1
  116. package/src/engine/graphics3/PickingQuery.js +48 -48
  117. package/src/engine/graphics3/PickingSystem.d.ts +67 -0
  118. package/src/engine/graphics3/PickingSystem.d.ts.map +1 -0
  119. package/src/engine/graphics3/PickingSystem.js +273 -0
  120. package/src/engine/graphics3/PickingSystem3.d.ts +6 -63
  121. package/src/engine/graphics3/PickingSystem3.d.ts.map +1 -1
  122. package/src/engine/graphics3/PickingSystem3.js +6 -269
  123. package/src/engine/graphics3/ShadedGeometrySystem.d.ts +47 -0
  124. package/src/engine/graphics3/ShadedGeometrySystem.d.ts.map +1 -0
  125. package/src/engine/graphics3/ShadedGeometrySystem.js +169 -0
  126. package/src/engine/graphics3/ShadedGeometrySystem3.d.ts +6 -43
  127. package/src/engine/graphics3/ShadedGeometrySystem3.d.ts.map +1 -1
  128. package/src/engine/graphics3/ShadedGeometrySystem3.js +6 -165
  129. package/src/engine/graphics3/TerrainSystem.d.ts +80 -0
  130. package/src/engine/graphics3/TerrainSystem.d.ts.map +1 -0
  131. package/src/engine/graphics3/TerrainSystem.js +566 -0
  132. package/src/engine/graphics3/TerrainSystem3.d.ts +6 -76
  133. package/src/engine/graphics3/TerrainSystem3.d.ts.map +1 -1
  134. package/src/engine/graphics3/TerrainSystem3.js +6 -562
  135. package/src/engine/graphics3/TooltipComponentSystem.d.ts +65 -0
  136. package/src/engine/graphics3/TooltipComponentSystem.d.ts.map +1 -0
  137. package/src/engine/graphics3/TooltipComponentSystem.js +328 -0
  138. package/src/engine/graphics3/TooltipComponentSystem3.d.ts +6 -61
  139. package/src/engine/graphics3/TooltipComponentSystem3.d.ts.map +1 -1
  140. package/src/engine/graphics3/TooltipComponentSystem3.js +6 -324
  141. package/src/engine/graphics3/Trail3DSystem.d.ts +73 -0
  142. package/src/engine/graphics3/Trail3DSystem.d.ts.map +1 -0
  143. package/src/engine/graphics3/Trail3DSystem.js +221 -0
  144. package/src/engine/graphics3/Trail3DSystem3.d.ts +6 -69
  145. package/src/engine/graphics3/Trail3DSystem3.d.ts.map +1 -1
  146. package/src/engine/graphics3/Trail3DSystem3.js +6 -217
  147. package/src/engine/graphics3/VolumetricLightMap.d.ts +2 -2
  148. package/src/engine/graphics3/VolumetricLightMap.js +2 -2
  149. package/src/engine/graphics3/VolumetricLightMapSystem.d.ts +98 -0
  150. package/src/engine/graphics3/VolumetricLightMapSystem.d.ts.map +1 -0
  151. package/src/engine/graphics3/VolumetricLightMapSystem.js +261 -0
  152. package/src/engine/graphics3/VolumetricLightMapSystem3.d.ts +6 -94
  153. package/src/engine/graphics3/VolumetricLightMapSystem3.d.ts.map +1 -1
  154. package/src/engine/graphics3/VolumetricLightMapSystem3.js +10 -261
  155. package/src/engine/graphics3/WaterSystem.d.ts +59 -0
  156. package/src/engine/graphics3/WaterSystem.d.ts.map +1 -0
  157. package/src/engine/graphics3/WaterSystem.js +293 -0
  158. package/src/engine/graphics3/WaterSystem3.d.ts +6 -55
  159. package/src/engine/graphics3/WaterSystem3.d.ts.map +1 -1
  160. package/src/engine/graphics3/WaterSystem3.js +6 -289
  161. package/src/engine/graphics3/animation/AnimationGraphController.d.ts +1 -1
  162. package/src/engine/graphics3/animation/AnimationGraphController.js +518 -518
  163. package/src/engine/graphics3/animation/ClipListPlayer.d.ts +1 -1
  164. package/src/engine/graphics3/animation/ClipListPlayer.js +263 -263
  165. package/src/engine/graphics3/animation/ClipPlayback.d.ts +2 -2
  166. package/src/engine/graphics3/animation/ClipPlayback.js +84 -84
  167. package/src/engine/graphics3/decal/graph_build_decal_clusters.d.ts.map +1 -1
  168. package/src/engine/graphics3/decal/graph_build_decal_clusters.js +6 -8
  169. package/src/engine/graphics3/decal/shader_cluster_assign_decals.d.ts +0 -7
  170. package/src/engine/graphics3/decal/shader_cluster_assign_decals.d.ts.map +1 -1
  171. package/src/engine/graphics3/decal/shader_cluster_assign_decals.js +1 -1
  172. package/src/engine/graphics3/decal/shader_cull_decals_frustum.d.ts +0 -4
  173. package/src/engine/graphics3/decal/shader_cull_decals_frustum.d.ts.map +1 -1
  174. package/src/engine/graphics3/decal/shader_cull_decals_frustum.js +1 -1
  175. package/src/engine/graphics3/highlight/pack_highlight_table.d.ts +2 -2
  176. package/src/engine/graphics3/highlight/pack_highlight_table.d.ts.map +1 -1
  177. package/src/engine/graphics3/highlight/pack_highlight_table.js +74 -74
  178. package/src/engine/graphics3/pose/query_entity_node_world_pose.d.ts +1 -1
  179. package/src/engine/graphics3/pose/query_entity_node_world_pose.js +101 -101
  180. package/src/engine/graphics3/preview/make_model_thumbnail.d.ts +3 -3
  181. package/src/engine/graphics3/preview/make_model_thumbnail.d.ts.map +1 -1
  182. package/src/engine/graphics3/preview/make_model_thumbnail.js +48 -48
  183. package/src/engine/graphics3/shade_camera_projection_ray.d.ts +1 -1
  184. package/src/engine/graphics3/shade_camera_projection_ray.js +77 -77
  185. package/src/engine/graphics3/shade_node_to_entity_composition.d.ts +1 -1
  186. package/src/engine/graphics3/shade_node_to_entity_composition.js +84 -84
  187. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts.map +1 -1
  188. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.js +0 -1
  189. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.d.ts.map +1 -1
  190. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.js +0 -1
  191. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts.map +1 -1
  192. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.js +133 -134
  193. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.js +202 -202
  194. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.js +249 -249
  195. package/src/shade/renderer/STATIC_GRAPHICS_ENGINE_ASSETS.js +1 -1
  196. package/src/shade/renderer/animation/pose/PosePlayback.d.ts +2 -1
  197. package/src/shade/renderer/animation/pose/PosePlayback.d.ts.map +1 -1
  198. package/src/shade/renderer/animation/pose/PosePlayback.js +2 -1
  199. package/src/shade/renderer/animation/shader_animation_apply.d.ts.map +1 -1
  200. package/src/shade/renderer/animation/shader_animation_apply.js +128 -129
  201. package/src/shade/renderer/animation/shader_animation_pose_resolve.d.ts.map +1 -1
  202. package/src/shade/renderer/animation/shader_animation_pose_resolve.js +176 -177
  203. package/src/shade/renderer/animation/shader_animation_tick.d.ts.map +1 -1
  204. package/src/shade/renderer/animation/shader_animation_tick.js +125 -126
  205. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_geometry_sphere_derive.d.ts.map +1 -1
  206. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_geometry_sphere_derive.js +98 -99
  207. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_reduce.d.ts.map +1 -1
  208. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_reduce.js +212 -213
  209. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_scatter.d.ts.map +1 -1
  210. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_scatter.js +120 -121
  211. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_skinned_mesh_bounds_refresh.d.ts.map +1 -1
  212. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_skinned_mesh_bounds_refresh.js +75 -76
  213. package/src/shade/renderer/animation/skinning/shader_meshlet_apply_skinning.d.ts.map +1 -1
  214. package/src/shade/renderer/animation/skinning/shader_meshlet_apply_skinning.js +371 -372
  215. package/src/shade/renderer/animation/skinning/shader_skin_matrix_prep.d.ts.map +1 -1
  216. package/src/shade/renderer/animation/skinning/shader_skin_matrix_prep.js +104 -105
  217. package/src/shade/renderer/atmosphere/shader_multiscatter_lut.d.ts.map +1 -1
  218. package/src/shade/renderer/atmosphere/shader_multiscatter_lut.js +0 -1
  219. package/src/shade/renderer/buffer/graph_inspect_gpu_buffer.js +136 -136
  220. package/src/shade/renderer/buffer/table/GPUDatabase.d.ts.map +1 -1
  221. package/src/shade/renderer/buffer/table/GPUDatabase.js +2 -3
  222. package/src/shade/renderer/buffer/table/single/GPUSingleTypeTable.js +319 -319
  223. package/src/shade/renderer/buffer/util/shader_buffer_copy_storage_to_storage.d.ts.map +1 -1
  224. package/src/shade/renderer/buffer/util/shader_buffer_copy_storage_to_storage.js +41 -42
  225. package/src/shade/renderer/buffer/util/shader_buffer_intra_copy_regions.d.ts.map +1 -1
  226. package/src/shade/renderer/buffer/util/shader_buffer_intra_copy_regions.js +83 -84
  227. package/src/shade/renderer/dynamic/shader_dynamic_mesh.d.ts.map +1 -1
  228. package/src/shade/renderer/dynamic/shader_dynamic_mesh.js +177 -170
  229. package/src/shade/renderer/extension/RENDER_EXTENSION_DESIGN.md +918 -918
  230. package/src/shade/renderer/geometry/bvh/record_blas_refit.js +4 -4
  231. package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.d.ts.map +1 -1
  232. package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.js +121 -122
  233. package/src/shade/renderer/geometry/meshlet/GPUMeshletManager.js +774 -774
  234. package/src/shade/renderer/geometry/meshlet/shader_meshlet_metadata_address_patch.d.ts +1 -1
  235. package/src/shade/renderer/geometry/meshlet/shader_meshlet_metadata_address_patch.d.ts.map +1 -1
  236. package/src/shade/renderer/geometry/meshlet/shader_meshlet_metadata_address_patch.js +69 -70
  237. package/src/shade/renderer/global_illumination/lpv/placement/graph_generate_probe_locations.js +367 -367
  238. package/src/shade/renderer/global_illumination/probe/octahedral/convolve/graph_lvp_atlas_to_sh.js +184 -184
  239. package/src/shade/renderer/gpu_primitive/bvh/GPU_BVH_BUILD_PLAN.md +1115 -1115
  240. package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.js +217 -217
  241. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.d.ts.map +1 -1
  242. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.js +142 -143
  243. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.d.ts.map +1 -1
  244. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.js +0 -1
  245. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_refit.d.ts.map +1 -1
  246. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_refit.js +140 -141
  247. package/src/shade/renderer/gpu_primitive/sort/shader_radix_sort_histogram.d.ts.map +1 -1
  248. package/src/shade/renderer/gpu_primitive/sort/shader_radix_sort_histogram.js +0 -1
  249. package/src/shade/renderer/gpu_primitive/sort/shader_radix_sort_scatter.d.ts.map +1 -1
  250. package/src/shade/renderer/gpu_primitive/sort/shader_radix_sort_scatter.js +0 -1
  251. package/src/shade/renderer/light/cluster/cull/graph_cull_lights.d.ts.map +1 -1
  252. package/src/shade/renderer/light/cluster/cull/graph_cull_lights.js +191 -198
  253. package/src/shade/renderer/light/cluster/cull/shader_cull_lights_frustum.d.ts +0 -6
  254. package/src/shade/renderer/light/cluster/cull/shader_cull_lights_frustum.d.ts.map +1 -1
  255. package/src/shade/renderer/light/cluster/cull/shader_cull_lights_frustum.js +120 -120
  256. package/src/shade/renderer/light/cluster/cull/shader_cull_lights_hzb.d.ts +0 -4
  257. package/src/shade/renderer/light/cluster/cull/shader_cull_lights_hzb.d.ts.map +1 -1
  258. package/src/shade/renderer/light/cluster/cull/shader_cull_lights_hzb.js +112 -112
  259. package/src/shade/renderer/light/cluster/graph_assign_clsuters.d.ts.map +1 -1
  260. package/src/shade/renderer/light/cluster/graph_assign_clsuters.js +4 -7
  261. package/src/shade/renderer/light/cluster/shader_cluster_assign_lights.d.ts +0 -6
  262. package/src/shade/renderer/light/cluster/shader_cluster_assign_lights.d.ts.map +1 -1
  263. package/src/shade/renderer/light/cluster/shader_cluster_assign_lights.js +1 -1
  264. package/src/shade/renderer/lightmap/bake/raster/shader_lightmap_to_viz_buffer.js +222 -222
  265. package/src/shade/renderer/lightmap/bake/tile/shader_lightmap_tile_composit.js +81 -81
  266. package/src/shade/renderer/material/GPUMaterialContext.js +380 -380
  267. package/src/shade/renderer/material/standard/fragment_gbuffer_vt.js +169 -169
  268. package/src/shade/renderer/object_property/shader_object_property_process.d.ts.map +1 -1
  269. package/src/shade/renderer/object_property/shader_object_property_process.js +83 -84
  270. package/src/shade/renderer/object_property/shader_refresh_all_mesh_bounds.d.ts.map +1 -1
  271. package/src/shade/renderer/object_property/shader_refresh_all_mesh_bounds.js +57 -58
  272. package/src/shade/renderer/particles/prototypeParticleSystem.js +2 -3
  273. package/src/shade/renderer/particles/shaders/shader_particle_emit.d.ts.map +1 -1
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  275. package/src/shade/renderer/particles/shaders/shader_particle_finalize.d.ts.map +1 -1
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  277. package/src/shade/renderer/particles/shaders/shader_particle_render.d.ts.map +1 -1
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  279. package/src/shade/renderer/particles/shaders/shader_particle_simulate.d.ts.map +1 -1
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  281. package/src/shade/renderer/particles/sort/shader_particle_sort.d.ts.map +1 -1
  282. package/src/shade/renderer/particles/sort/shader_particle_sort.js +158 -161
  283. package/src/shade/renderer/path_tracer/graph_path_trace_scene.js +184 -184
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  285. package/src/shade/renderer/postprocess/dof/raymarch/graph_postprocess_dof.js +3 -4
  286. package/src/shade/renderer/postprocess/dof/raymarch/shader_dof_raymarch_compute.d.ts.map +1 -1
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  300. package/src/shade/renderer/postprocess/ssr/reproject/shader_ffx_denoiser_reflections_reproject.d.ts +16 -2
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  303. package/src/shade/renderer/rasterize/bucket/prepare_meshlet_draw_commands_by_material.js +2 -2
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  314. package/src/shade/renderer/rasterize/compute/graph_mesh_sphere_cull.d.ts.map +1 -1
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  320. package/src/shade/renderer/rasterize/expand/bucket/mesh/shader_instances_classify_bucket.d.ts.map +1 -1
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  322. package/src/shade/renderer/rasterize/expand/bucket/mesh/shader_instances_count_by_rasterization_bucket.d.ts.map +1 -1
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  326. package/src/shade/renderer/rasterize/expand/bucket/meshlet/shader_meshlets_count_by_rasterization_bucket.d.ts.map +1 -1
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  328. package/src/shade/renderer/rasterize/expand/bucket/meshlet/shader_meshlets_extract_bucket.d.ts.map +1 -1
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  336. package/src/shade/renderer/rasterize/expand/mesh/shader_meshes_to_meshlet_counts.d.ts.map +1 -1
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  338. package/src/shade/renderer/rasterize/expand/pass1/filter_meshlets.2-way.compute.d.ts.map +1 -1
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  340. package/src/shade/renderer/rasterize/native/depth/shadow_rasterization_alpha_tested_pass_descriptor.js +144 -144
  341. package/src/shade/renderer/rasterize/native/depth/shadow_rasterization_pass_descriptor.js +88 -88
  342. package/src/shade/renderer/rasterize/native/oit/shader_oit_generate_moments.js +217 -217
  343. package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments.js +179 -179
  344. package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments_ibl.js +178 -178
  345. package/src/shade/renderer/rasterize/native/viz/viz_rasterization_alpha_tested_pass_descriptor.js +194 -194
  346. package/src/shade/renderer/rasterize/native/viz/viz_rasterization_opaque_pass_descriptor.js +76 -76
  347. package/src/shade/renderer/restir/di/shader_restir_di_denoise.d.ts.map +1 -1
  348. package/src/shade/renderer/restir/di/shader_restir_di_denoise.js +136 -137
  349. package/src/shade/renderer/restir/di/shader_restir_di_resample.d.ts.map +1 -1
  350. package/src/shade/renderer/restir/di/shader_restir_di_resample.js +129 -130
  351. package/src/shade/renderer/restir/di/shader_restir_di_resolve.d.ts.map +1 -1
  352. package/src/shade/renderer/restir/di/shader_restir_di_resolve.js +99 -100
  353. package/src/shade/renderer/restir/di/shader_restir_di_spatial.d.ts.map +1 -1
  354. package/src/shade/renderer/restir/di/shader_restir_di_spatial.js +116 -117
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  356. package/src/shade/renderer/scene/hierarchy/graph_scene_update_transform_hierarchy_naive.js +123 -123
  357. package/src/shade/renderer/scene/hierarchy/shader_nodes_record_input_positions.d.ts.map +1 -1
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  359. package/src/shade/renderer/scene/hierarchy/shader_nodes_update_transform_hierarchy.d.ts.map +1 -1
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  361. package/src/shade/renderer/scene/hierarchy/shader_nodes_update_transform_hierarchy_naive.d.ts.map +1 -1
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  363. package/src/shade/renderer/scene/shader_bvh_extract_instance_leaves.d.ts.map +1 -1
  364. package/src/shade/renderer/scene/shader_bvh_extract_instance_leaves.js +0 -1
  365. package/src/shade/renderer/shader/ComputeShader.d.ts +24 -3
  366. package/src/shade/renderer/shader/ComputeShader.d.ts.map +1 -1
  367. package/src/shade/renderer/shader/ComputeShader.js +350 -296
  368. package/src/shade/renderer/shader/ImageShader.js +217 -217
  369. package/src/shade/renderer/shader/ShaderDescriptor.d.ts +5 -0
  370. package/src/shade/renderer/shader/ShaderDescriptor.d.ts.map +1 -1
  371. package/src/shade/renderer/shader/ShaderDescriptor.js +20 -0
  372. package/src/shade/renderer/shader/util/compute_infer_workgroup_size_from_source.d.ts +47 -0
  373. package/src/shade/renderer/shader/util/compute_infer_workgroup_size_from_source.d.ts.map +1 -0
  374. package/src/shade/renderer/shader/util/compute_infer_workgroup_size_from_source.js +448 -0
  375. package/src/shade/renderer/shadow/map/csm/graph_csm_setup_cascades.js +3 -3
  376. package/src/shade/renderer/shadow/ray/staged/gen/graph_gen_rays.js +3 -3
  377. package/src/shade/renderer/shadow/ray/staged/trace/graph_trace_rays.js +2 -2
  378. package/src/shade/renderer/shadow/sdf/cascade/CascadedSceneSDF.js +4 -4
  379. package/src/shade/renderer/texture/virtual/build_shader_vt_feedback.d.ts.map +1 -1
  380. package/src/shade/renderer/texture/virtual/build_shader_vt_feedback.js +231 -232
  381. package/src/shade/renderer/volumetrics/GPUViewVolumetrics.js +1 -1
  382. package/src/shade/renderer/volumetrics/graph_build_volumetrics.d.ts.map +1 -1
  383. package/src/shade/renderer/volumetrics/graph_build_volumetrics.js +12 -15
  384. package/src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.d.ts +3 -2
  385. package/src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.d.ts.map +1 -1
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  387. package/src/shade/renderer/volumetrics/taa/shader_volumetrics_taa.d.ts +0 -2
  388. package/src/shade/renderer/volumetrics/taa/shader_volumetrics_taa.d.ts.map +1 -1
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  391. package/src/shade/vitest.setup.mjs +1 -1
  392. package/src/shade/wgsl/emulator/ComputeShaderEmulator.js +291 -291
  393. package/src/view/minimap/Minimap.d.ts +2 -2
  394. package/src/view/minimap/Minimap.d.ts.map +1 -1
  395. package/src/view/minimap/Minimap.js +225 -225
  396. package/src/view/minimap/dom/MinimapCameraView.d.ts +3 -3
  397. package/src/view/minimap/dom/MinimapCameraView.d.ts.map +1 -1
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  399. package/src/shade/renderer/shadow/map/csm/shader/shader_setup_cascades.d.ts +0 -3
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  401. package/src/shade/renderer/shadow/map/csm/shader/shader_setup_cascades.js +0 -20
@@ -1,178 +1,178 @@
1
- import { RenderPipelineDescriptor } from "../../../../descriptor/pipeline/render/RenderPipelineDescriptor.js";
2
- import { CAMERA_UNIFORM_STRUCT } from "../../../camera/CAMERA_UNIFORM_STRUCT.js";
3
- import { SHADING_LIGHT_RESOURCE_GROUP } from "../../../deferred/SHADING_LIGHT_RESOURCE_GROUP.js";
4
- import { DEPTH_BACKGROUND_VALUE } from "../../../depth/DEPTH_BACKGROUND_VALUE.js";
5
- import { VOLUMETRICS_METADATA_STRUCT } from "../../../volumetrics/VOLUMETRICS_METADATA_STRUCT.js";
6
- import { chunk_sample_volumetrics } from "../../../deferred/chunk_sample_volumetrics.js";
7
- import { SHADING_MATERIAL_RESOURCE_GROUP } from "../../../material/standard/SHADING_MATERIAL_RESOURCE_GROUP.js";
8
- import {
9
- chunk_resolve_power_moments_4
10
- } from "../../../shader/chunk/mboit/moments/power/chunk_resolve_power_moments_4.js";
11
- import { chunk_unjitter_uv } from "../../../shader/chunk/texture/chunk_unjitter_uv.js";
12
- import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
13
- import { RenderPassColorAttachmentDescriptor } from "../../../shader/pass/RenderPassColorAttachmentDescriptor.js";
14
- import { RenderPassDescriptor } from "../../../shader/pass/RenderPassDescriptor.js";
15
- import { ShaderResourceSetDescriptor } from "../../../shader/resource/ShaderResourceSetDescriptor.js";
16
- import { ShaderDescriptor } from "../../../shader/ShaderDescriptor.js";
17
- import { SAMPLER_LINEAR_UPSCALE } from "../../../texture/SAMPLER_LINEAR_UPSCALE.js";
18
- import { VIEW_UNIFORM_STRUCT } from "../../../view/VIEW_UNIFORM_STRUCT.js";
19
- import { rasterization_primitive_state } from "../rasterization_primitive_state.js";
20
- import { chunk_forward_shade_standard_fragment_ibl } from "./chunk_forward_shade_standard_fragment_ibl.js";
21
- import { chunk_oit_linearize_depth } from "./chunk_oit_linearize_depth.js";
22
- import { FORWARD_VERTEX_SHADER_STRUCT } from "./FORWARD_VERTEX_SHADER_STRUCT.js";
23
- import { OIT_COVERAGE_MAX } from "./OIT_CONSTANTS.js";
24
- import { SHADING_SCENE_RESOURCE_GROUP } from "./SHADING_SCENE_RESOURCE_GROUP.js";
25
- import { vertex_shader_chunk } from "./vertex_shader_chunk.js";
26
-
27
-
28
- const resources = new ShaderResourceSetDescriptor();
29
-
30
- resources.addGroup(SHADING_MATERIAL_RESOURCE_GROUP);
31
- resources.addGroup(SHADING_SCENE_RESOURCE_GROUP);
32
-
33
- resources.createGroup()
34
- .addUniform("camera", CAMERA_UNIFORM_STRUCT)
35
- .addUniform("view", VIEW_UNIFORM_STRUCT)
36
- .addTexture('moments', 'unfilterable-float')
37
- .addTexture('optical_depth', 'unfilterable-float')
38
- .addTexture("tSplitSum", "float")
39
- .addSampler("sLinear","filtering", SAMPLER_LINEAR_UPSCALE)
40
- // volumetrics (composited inline below)
41
- .addUniform("volumetrics_metadata", VOLUMETRICS_METADATA_STRUCT)
42
- .addTexture("tVolumetrics", "float", "3d")
43
- .addTexture("tSTBN_vec3", "float", "3d")
44
-
45
- resources.addGroup(SHADING_LIGHT_RESOURCE_GROUP);
46
-
47
- const shader_vertex = ShaderDescriptor.from({
48
- label: 'OIT IBL / vertex shader',
49
- body: vertex_shader_chunk,
50
- resources,
51
- });
52
-
53
-
54
- const shader_fragment = ShaderDescriptor.from({
55
- label: "OIT IBL / resolve moments",
56
- resources,
57
- body: CodeChunk.from(
58
- //language=WGSL
59
- `
60
- @fragment
61
- fn main(
62
- @builtin(front_facing) front_facing : bool,
63
- vert: ${FORWARD_VERTEX_SHADER_STRUCT.wgsl_ref},
64
- ) -> @location(0) vec4<f32>{
65
-
66
- let coord_u = vec2u(vert.position.xy);
67
-
68
- // this is total absorbance
69
- let b_0 = textureLoad(optical_depth, coord_u, 0).r;
70
-
71
- if(b_0 < 0.00100050033f){
72
- // indicates that pixel has no opacity
73
- // would result in division by 0
74
- discard;
75
- }
76
-
77
- // need to unjitter UV to account for TAA
78
- var vert_adjusted = vert;
79
- vert_adjusted.uv = unjitter_uv(vert.uv, view.jitter);
80
-
81
- let shaded = forward_shade_standard_fragment(vert_adjusted, front_facing);
82
-
83
- // composite volumetric fog between the camera and this transparent fragment. Use the linear
84
- // view-space depth from the fragment's device depth (vert.position is @builtin(position), so
85
- // .z is the device depth — the same metric the opaque path feeds the froxel lookup). NOT
86
- // oit_linearize_depth, which returns a normalized [0,1] log-depth for the moment warp and would
87
- // collapse every fragment onto a near slice (no fog).
88
- let frag_view_depth = get_view_space_depth(vert_adjusted.position.z, camera);
89
- let frag_screen_uv = vert_adjusted.position.xy / vec2<f32>(f32(view.width), f32(view.height));
90
- let volumetrics = sample_volumetrics(frag_view_depth, frag_screen_uv, vert_adjusted.position.xy);
91
-
92
- let color = shaded.rgb * volumetrics.w + volumetrics.xyz;
93
- let opacity = shaded.a;
94
-
95
- // if opacity is 1 - we end up with 0 transmittance, which breaks the algorithm
96
- let coverage = min(opacity, ${OIT_COVERAGE_MAX});
97
-
98
- let total_moments1234 = textureLoad(moments, coord_u, 0);
99
-
100
- // linear distance to fragment (vert_adjusted.position is @builtin(position); .z is device depth)
101
- let depth = oit_linearize_depth(vert_adjusted.position.z, camera);
102
-
103
- let transmittance = resolve_power_moments_4(
104
- depth,
105
- b_0,
106
- total_moments1234,
107
- );
108
-
109
- return vec4(
110
- color * coverage, // premultiply
111
- coverage
112
- ) * transmittance;
113
-
114
- }
115
- `, [
116
- FORWARD_VERTEX_SHADER_STRUCT.declaration_chunk,
117
- chunk_forward_shade_standard_fragment_ibl,
118
- chunk_resolve_power_moments_4,
119
- chunk_oit_linearize_depth,
120
- chunk_unjitter_uv,
121
- chunk_sample_volumetrics,
122
- ]
123
- )
124
- });
125
-
126
-
127
- const pipeline = RenderPipelineDescriptor.from({
128
- label: "OIT IBL / resolve moments",
129
- layout: resources.generatePipelineLayout(GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT),
130
- vertex: {
131
- module: {
132
- code: shader_vertex.compile()
133
- }
134
- },
135
- fragment: {
136
- module: {
137
- code: shader_fragment.compile()
138
- },
139
- targets: [
140
- // HDR color output
141
- {
142
- format: "rgba16float",
143
- blend: {
144
- color: {
145
- operation: "add",
146
- srcFactor: "one",
147
- dstFactor: "one",
148
- },
149
- alpha: {
150
- operation: "add",
151
- srcFactor: "one",
152
- dstFactor: "one",
153
- }
154
- }
155
- }
156
- ]
157
- },
158
- depthStencil: {
159
- // reversed Z
160
- depthCompare: "greater",
161
- format: "depth32float",
162
- depthWriteEnabled: false
163
- },
164
- primitive: rasterization_primitive_state,
165
- });
166
-
167
- export const shader_oit_resolve_moments_ibl = new RenderPassDescriptor();
168
- shader_oit_resolve_moments_ibl.pipeline = pipeline;
169
- shader_oit_resolve_moments_ibl.resources = resources;
170
- shader_oit_resolve_moments_ibl.colorAttachments = [
171
- RenderPassColorAttachmentDescriptor.from({
172
- clearValue: [0, 0, 0, 0],
173
- })
174
- ];
175
- /**
176
- * Clear depth to 0 for reverse Z technique
177
- */
178
- shader_oit_resolve_moments_ibl.depthStencilAttachment.depthClearValue = DEPTH_BACKGROUND_VALUE;
1
+ import { RenderPipelineDescriptor } from "../../../../descriptor/pipeline/render/RenderPipelineDescriptor.js";
2
+ import { CAMERA_UNIFORM_STRUCT } from "../../../camera/CAMERA_UNIFORM_STRUCT.js";
3
+ import { SHADING_LIGHT_RESOURCE_GROUP } from "../../../deferred/SHADING_LIGHT_RESOURCE_GROUP.js";
4
+ import { DEPTH_BACKGROUND_VALUE } from "../../../depth/DEPTH_BACKGROUND_VALUE.js";
5
+ import { VOLUMETRICS_METADATA_STRUCT } from "../../../volumetrics/VOLUMETRICS_METADATA_STRUCT.js";
6
+ import { chunk_sample_volumetrics } from "../../../deferred/chunk_sample_volumetrics.js";
7
+ import { SHADING_MATERIAL_RESOURCE_GROUP } from "../../../material/standard/SHADING_MATERIAL_RESOURCE_GROUP.js";
8
+ import {
9
+ chunk_resolve_power_moments_4
10
+ } from "../../../shader/chunk/mboit/moments/power/chunk_resolve_power_moments_4.js";
11
+ import { chunk_unjitter_uv } from "../../../shader/chunk/texture/chunk_unjitter_uv.js";
12
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
13
+ import { RenderPassColorAttachmentDescriptor } from "../../../shader/pass/RenderPassColorAttachmentDescriptor.js";
14
+ import { RenderPassDescriptor } from "../../../shader/pass/RenderPassDescriptor.js";
15
+ import { ShaderResourceSetDescriptor } from "../../../shader/resource/ShaderResourceSetDescriptor.js";
16
+ import { ShaderDescriptor } from "../../../shader/ShaderDescriptor.js";
17
+ import { SAMPLER_LINEAR_UPSCALE } from "../../../texture/SAMPLER_LINEAR_UPSCALE.js";
18
+ import { VIEW_UNIFORM_STRUCT } from "../../../view/VIEW_UNIFORM_STRUCT.js";
19
+ import { rasterization_primitive_state } from "../rasterization_primitive_state.js";
20
+ import { chunk_forward_shade_standard_fragment_ibl } from "./chunk_forward_shade_standard_fragment_ibl.js";
21
+ import { chunk_oit_linearize_depth } from "./chunk_oit_linearize_depth.js";
22
+ import { FORWARD_VERTEX_SHADER_STRUCT } from "./FORWARD_VERTEX_SHADER_STRUCT.js";
23
+ import { OIT_COVERAGE_MAX } from "./OIT_CONSTANTS.js";
24
+ import { SHADING_SCENE_RESOURCE_GROUP } from "./SHADING_SCENE_RESOURCE_GROUP.js";
25
+ import { vertex_shader_chunk } from "./vertex_shader_chunk.js";
26
+
27
+
28
+ const resources = new ShaderResourceSetDescriptor();
29
+
30
+ resources.addGroup(SHADING_MATERIAL_RESOURCE_GROUP);
31
+ resources.addGroup(SHADING_SCENE_RESOURCE_GROUP);
32
+
33
+ resources.createGroup()
34
+ .addUniform("camera", CAMERA_UNIFORM_STRUCT)
35
+ .addUniform("view", VIEW_UNIFORM_STRUCT)
36
+ .addTexture('moments', 'unfilterable-float')
37
+ .addTexture('optical_depth', 'unfilterable-float')
38
+ .addTexture("tSplitSum", "float")
39
+ .addSampler("sLinear","filtering", SAMPLER_LINEAR_UPSCALE)
40
+ // volumetrics (composited inline below)
41
+ .addUniform("volumetrics_metadata", VOLUMETRICS_METADATA_STRUCT)
42
+ .addTexture("tVolumetrics", "float", "3d")
43
+ .addTexture("tSTBN_vec3", "float", "3d")
44
+
45
+ resources.addGroup(SHADING_LIGHT_RESOURCE_GROUP);
46
+
47
+ const shader_vertex = ShaderDescriptor.from({
48
+ label: 'OIT IBL / vertex shader',
49
+ body: vertex_shader_chunk,
50
+ resources,
51
+ });
52
+
53
+
54
+ const shader_fragment = ShaderDescriptor.from({
55
+ label: "OIT IBL / resolve moments",
56
+ resources,
57
+ body: CodeChunk.from(
58
+ //language=WGSL
59
+ `
60
+ @fragment
61
+ fn main(
62
+ @builtin(front_facing) front_facing : bool,
63
+ vert: ${FORWARD_VERTEX_SHADER_STRUCT.wgsl_ref},
64
+ ) -> @location(0) vec4<f32>{
65
+
66
+ let coord_u = vec2u(vert.position.xy);
67
+
68
+ // this is total absorbance
69
+ let b_0 = textureLoad(optical_depth, coord_u, 0).r;
70
+
71
+ if(b_0 < 0.00100050033f){
72
+ // indicates that pixel has no opacity
73
+ // would result in division by 0
74
+ discard;
75
+ }
76
+
77
+ // need to unjitter UV to account for TAA
78
+ var vert_adjusted = vert;
79
+ vert_adjusted.uv = unjitter_uv(vert.uv, view.jitter);
80
+
81
+ let shaded = forward_shade_standard_fragment(vert_adjusted, front_facing);
82
+
83
+ // composite volumetric fog between the camera and this transparent fragment. Use the linear
84
+ // view-space depth from the fragment's device depth (vert.position is @builtin(position), so
85
+ // .z is the device depth — the same metric the opaque path feeds the froxel lookup). NOT
86
+ // oit_linearize_depth, which returns a normalized [0,1] log-depth for the moment warp and would
87
+ // collapse every fragment onto a near slice (no fog).
88
+ let frag_view_depth = get_view_space_depth(vert_adjusted.position.z, camera);
89
+ let frag_screen_uv = vert_adjusted.position.xy / vec2<f32>(f32(view.width), f32(view.height));
90
+ let volumetrics = sample_volumetrics(frag_view_depth, frag_screen_uv, vert_adjusted.position.xy);
91
+
92
+ let color = shaded.rgb * volumetrics.w + volumetrics.xyz;
93
+ let opacity = shaded.a;
94
+
95
+ // if opacity is 1 - we end up with 0 transmittance, which breaks the algorithm
96
+ let coverage = min(opacity, ${OIT_COVERAGE_MAX});
97
+
98
+ let total_moments1234 = textureLoad(moments, coord_u, 0);
99
+
100
+ // linear distance to fragment (vert_adjusted.position is @builtin(position); .z is device depth)
101
+ let depth = oit_linearize_depth(vert_adjusted.position.z, camera);
102
+
103
+ let transmittance = resolve_power_moments_4(
104
+ depth,
105
+ b_0,
106
+ total_moments1234,
107
+ );
108
+
109
+ return vec4(
110
+ color * coverage, // premultiply
111
+ coverage
112
+ ) * transmittance;
113
+
114
+ }
115
+ `, [
116
+ FORWARD_VERTEX_SHADER_STRUCT.declaration_chunk,
117
+ chunk_forward_shade_standard_fragment_ibl,
118
+ chunk_resolve_power_moments_4,
119
+ chunk_oit_linearize_depth,
120
+ chunk_unjitter_uv,
121
+ chunk_sample_volumetrics,
122
+ ]
123
+ )
124
+ });
125
+
126
+
127
+ const pipeline = RenderPipelineDescriptor.from({
128
+ label: "OIT IBL / resolve moments",
129
+ layout: resources.generatePipelineLayout(GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT),
130
+ vertex: {
131
+ module: {
132
+ code: shader_vertex.source
133
+ }
134
+ },
135
+ fragment: {
136
+ module: {
137
+ code: shader_fragment.source
138
+ },
139
+ targets: [
140
+ // HDR color output
141
+ {
142
+ format: "rgba16float",
143
+ blend: {
144
+ color: {
145
+ operation: "add",
146
+ srcFactor: "one",
147
+ dstFactor: "one",
148
+ },
149
+ alpha: {
150
+ operation: "add",
151
+ srcFactor: "one",
152
+ dstFactor: "one",
153
+ }
154
+ }
155
+ }
156
+ ]
157
+ },
158
+ depthStencil: {
159
+ // reversed Z
160
+ depthCompare: "greater",
161
+ format: "depth32float",
162
+ depthWriteEnabled: false
163
+ },
164
+ primitive: rasterization_primitive_state,
165
+ });
166
+
167
+ export const shader_oit_resolve_moments_ibl = new RenderPassDescriptor();
168
+ shader_oit_resolve_moments_ibl.pipeline = pipeline;
169
+ shader_oit_resolve_moments_ibl.resources = resources;
170
+ shader_oit_resolve_moments_ibl.colorAttachments = [
171
+ RenderPassColorAttachmentDescriptor.from({
172
+ clearValue: [0, 0, 0, 0],
173
+ })
174
+ ];
175
+ /**
176
+ * Clear depth to 0 for reverse Z technique
177
+ */
178
+ shader_oit_resolve_moments_ibl.depthStencilAttachment.depthClearValue = DEPTH_BACKGROUND_VALUE;