@woosh/meep-engine 3.36.0 → 3.38.0

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Files changed (169) hide show
  1. package/package.json +1 -1
  2. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  3. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +2 -0
  4. package/src/engine/ecs/transform/TRANSFORM64_EVENT_PLACED.d.ts +11 -0
  5. package/src/engine/ecs/transform/TRANSFORM64_EVENT_PLACED.d.ts.map +1 -0
  6. package/src/engine/ecs/transform/TRANSFORM64_EVENT_PLACED.js +10 -0
  7. package/src/engine/ecs/transform-attachment/TransformAttachmentSystem.d.ts.map +1 -1
  8. package/src/engine/ecs/transform-attachment/TransformAttachmentSystem.js +16 -0
  9. package/src/engine/graphics/ecs/water/Water.d.ts +30 -0
  10. package/src/engine/graphics/ecs/water/Water.d.ts.map +1 -1
  11. package/src/engine/graphics/ecs/water/Water.js +125 -104
  12. package/src/engine/graphics/ecs/water/WaterSerializationAdapter.d.ts.map +1 -1
  13. package/src/engine/graphics/ecs/water/WaterSerializationAdapter.js +13 -1
  14. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.d.ts +6 -0
  15. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.d.ts.map +1 -0
  16. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.js +18 -0
  17. package/src/engine/graphics3/WaterSystem.d.ts +22 -6
  18. package/src/engine/graphics3/WaterSystem.d.ts.map +1 -1
  19. package/src/engine/graphics3/WaterSystem.js +314 -293
  20. package/src/engine/input/devices/XRInputDevice.d.ts +51 -23
  21. package/src/engine/input/devices/XRInputDevice.d.ts.map +1 -1
  22. package/src/engine/input/devices/XRInputDevice.js +145 -52
  23. package/src/engine/input/devices/xr/XRGamepadMapping.d.ts +14 -0
  24. package/src/engine/input/devices/xr/XRGamepadMapping.d.ts.map +1 -0
  25. package/src/engine/input/devices/xr/XRGamepadMapping.js +9 -0
  26. package/src/engine/input/devices/xr/XRHandedness.d.ts +15 -0
  27. package/src/engine/input/devices/xr/XRHandedness.d.ts.map +1 -0
  28. package/src/engine/input/devices/xr/XRHandedness.js +10 -0
  29. package/src/engine/input/devices/xr/XRInputAction.d.ts +24 -11
  30. package/src/engine/input/devices/xr/XRInputAction.d.ts.map +1 -1
  31. package/src/engine/input/devices/xr/XRInputAction.js +55 -24
  32. package/src/engine/input/devices/xr/XRInputButton.d.ts +7 -9
  33. package/src/engine/input/devices/xr/XRInputButton.d.ts.map +1 -1
  34. package/src/engine/input/devices/xr/XRInputButton.js +18 -8
  35. package/src/engine/input/devices/xr/XRInputCoordinates.d.ts +11 -3
  36. package/src/engine/input/devices/xr/XRInputCoordinates.d.ts.map +1 -1
  37. package/src/engine/input/devices/xr/XRInputCoordinates.js +17 -3
  38. package/src/engine/input/devices/xr/XRInputHandle.d.ts +41 -11
  39. package/src/engine/input/devices/xr/XRInputHandle.d.ts.map +1 -1
  40. package/src/engine/input/devices/xr/XRInputHandle.js +129 -32
  41. package/src/engine/input/devices/xr/XRInputPose.d.ts +41 -5
  42. package/src/engine/input/devices/xr/XRInputPose.d.ts.map +1 -1
  43. package/src/engine/input/devices/xr/XRInputPose.js +57 -16
  44. package/src/engine/input/devices/xr/XRInputTypes.d.ts +18 -18
  45. package/src/engine/input/devices/xr/XRInputTypes.js +3 -3
  46. package/src/engine/input/devices/xr/XRTargetRayMode.d.ts +17 -0
  47. package/src/engine/input/devices/xr/XRTargetRayMode.d.ts.map +1 -0
  48. package/src/engine/input/devices/xr/XRTargetRayMode.js +12 -0
  49. package/src/engine/input/devices/xr/XRVisibilityState.d.ts +15 -0
  50. package/src/engine/input/devices/xr/XRVisibilityState.d.ts.map +1 -0
  51. package/src/engine/input/devices/xr/XRVisibilityState.js +10 -0
  52. package/src/engine/input/ecs/ism/coordinate/InputCoordinateDevice.d.ts +3 -1
  53. package/src/engine/input/ecs/ism/coordinate/InputCoordinateDevice.d.ts.map +1 -1
  54. package/src/engine/input/ecs/ism/coordinate/InputCoordinateDevice.js +5 -1
  55. package/src/engine/input/ecs/ism/device/XRInputDeviceAdapter.d.ts +19 -5
  56. package/src/engine/input/ecs/ism/device/XRInputDeviceAdapter.d.ts.map +1 -1
  57. package/src/engine/input/ecs/ism/device/XRInputDeviceAdapter.js +42 -9
  58. package/src/engine/input/ecs/ism/device/XR_INPUT_DEVICE_IDS.d.ts +8 -2
  59. package/src/engine/input/ecs/ism/device/XR_INPUT_DEVICE_IDS.d.ts.map +1 -1
  60. package/src/engine/input/ecs/ism/device/XR_INPUT_DEVICE_IDS.js +19 -9
  61. package/src/engine/input/ecs/ism/trigger/InputTriggerXRButton.d.ts +10 -2
  62. package/src/engine/input/ecs/ism/trigger/InputTriggerXRButton.d.ts.map +1 -1
  63. package/src/engine/input/ecs/ism/trigger/InputTriggerXRButton.js +12 -2
  64. package/src/engine/physics/cloth/collider/ClothColliderIndex.d.ts +13 -14
  65. package/src/engine/physics/cloth/collider/ClothColliderIndex.d.ts.map +1 -1
  66. package/src/engine/physics/cloth/collider/ClothColliderIndex.js +137 -36
  67. package/src/engine/physics/cloth/collider/cloth_collider_bounds.d.ts +30 -0
  68. package/src/engine/physics/cloth/collider/cloth_collider_bounds.d.ts.map +1 -1
  69. package/src/engine/physics/cloth/collider/cloth_collider_bounds.js +33 -0
  70. package/src/engine/physics/cloth/ecs/ClothColliderFlags.js +2 -1
  71. package/src/engine/physics/cloth/ecs/ClothColliderSystem.d.ts +10 -1
  72. package/src/engine/physics/cloth/ecs/ClothColliderSystem.d.ts.map +1 -1
  73. package/src/engine/physics/cloth/ecs/ClothColliderSystem.js +36 -14
  74. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts +15 -2
  75. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts.map +1 -1
  76. package/src/engine/physics/cloth/ecs/ClothInstance.js +17 -2
  77. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -1
  78. package/src/engine/physics/cloth/ecs/ClothWorld.js +19 -6
  79. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.d.ts +18 -20
  80. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.d.ts.map +1 -1
  81. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.js +139 -89
  82. package/src/engine/physics/ecs/PhysicsSystem.d.ts.map +1 -1
  83. package/src/engine/physics/ecs/PhysicsSystem.js +32 -16
  84. package/src/shade/playground/water_refraction/README.md +149 -0
  85. package/src/shade/playground/water_refraction/index.html +42 -0
  86. package/src/shade/playground/water_refraction/main.d.ts +2 -0
  87. package/src/shade/playground/water_refraction/main.d.ts.map +1 -0
  88. package/src/shade/playground/water_refraction/main.js +201 -0
  89. package/src/shade/playground/water_refraction/world.d.ts +37 -0
  90. package/src/shade/playground/water_refraction/world.d.ts.map +1 -0
  91. package/src/shade/playground/water_refraction/world.js +137 -0
  92. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  93. package/src/shade/renderer/Renderer.js +4 -0
  94. package/src/shade/renderer/animation/chunk_pose_accumulator.d.ts +2 -3
  95. package/src/shade/renderer/animation/chunk_pose_accumulator.d.ts.map +1 -1
  96. package/src/shade/renderer/animation/chunk_pose_accumulator.js +14 -24
  97. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_reduce.d.ts.map +1 -1
  98. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_reduce.js +16 -15
  99. package/src/shade/renderer/deferred/indirect/chunk_lpv_sample_light.js +1 -1
  100. package/src/shade/renderer/gpu_primitive/bvh/GPU_BVH_BUILD_PLAN.md +1123 -1122
  101. package/src/shade/renderer/gpu_primitive/bvh/PHASE1_HANDOVER.md +202 -201
  102. package/src/shade/renderer/light/environment/chunk_roughness_to_mip_ratio.d.ts +8 -0
  103. package/src/shade/renderer/light/environment/chunk_roughness_to_mip_ratio.d.ts.map +1 -0
  104. package/src/shade/renderer/light/environment/chunk_roughness_to_mip_ratio.js +24 -0
  105. package/src/shade/renderer/light/environment/chunk_sphere_probe_roughness_to_lod.d.ts +0 -6
  106. package/src/shade/renderer/light/environment/chunk_sphere_probe_roughness_to_lod.d.ts.map +1 -1
  107. package/src/shade/renderer/light/environment/chunk_sphere_probe_roughness_to_lod.js +2 -25
  108. package/src/shade/renderer/light/environment/shader_project_environment_sh.d.ts +2 -2
  109. package/src/shade/renderer/light/environment/shader_project_environment_sh.d.ts.map +1 -1
  110. package/src/shade/renderer/light/environment/shader_project_environment_sh.js +50 -19
  111. package/src/shade/renderer/particles/DESIGN.md +1 -1
  112. package/src/shade/renderer/particles/bounds/chunk_particle_bounds.d.ts +1 -1
  113. package/src/shade/renderer/particles/bounds/chunk_particle_bounds.d.ts.map +1 -1
  114. package/src/shade/renderer/particles/bounds/chunk_particle_bounds.js +10 -9
  115. package/src/shade/renderer/rasterize/native/avboit/AVBOITSideChannel.d.ts +17 -0
  116. package/src/shade/renderer/rasterize/native/avboit/AVBOITSideChannel.d.ts.map +1 -1
  117. package/src/shade/renderer/rasterize/native/avboit/AVBOITSideChannel.js +7 -0
  118. package/src/shade/renderer/rasterize/native/avboit/chunk_avboit_renormalization.d.ts +4 -0
  119. package/src/shade/renderer/rasterize/native/avboit/chunk_avboit_renormalization.d.ts.map +1 -0
  120. package/src/shade/renderer/rasterize/native/avboit/chunk_avboit_renormalization.js +11 -0
  121. package/src/shade/renderer/rasterize/native/avboit/chunk_avboit_rgb_contribution.d.ts +4 -0
  122. package/src/shade/renderer/rasterize/native/avboit/chunk_avboit_rgb_contribution.d.ts.map +1 -0
  123. package/src/shade/renderer/rasterize/native/avboit/chunk_avboit_rgb_contribution.js +19 -0
  124. package/src/shade/renderer/rasterize/native/avboit/chunk_avboit_splat_slice.d.ts.map +1 -1
  125. package/src/shade/renderer/rasterize/native/avboit/chunk_avboit_splat_slice.js +5 -3
  126. package/src/shade/renderer/rasterize/native/avboit/chunk_avboit_split_counts.d.ts +4 -0
  127. package/src/shade/renderer/rasterize/native/avboit/chunk_avboit_split_counts.d.ts.map +1 -0
  128. package/src/shade/renderer/rasterize/native/avboit/chunk_avboit_split_counts.js +8 -0
  129. package/src/shade/renderer/rasterize/native/avboit/graph_rasterize_meshes_transparent_avboit.d.ts +1 -1
  130. package/src/shade/renderer/rasterize/native/avboit/graph_rasterize_meshes_transparent_avboit.d.ts.map +1 -1
  131. package/src/shade/renderer/rasterize/native/avboit/graph_rasterize_meshes_transparent_avboit.js +21 -2
  132. package/src/shade/renderer/rasterize/native/avboit/shader_avboit_resolve.d.ts.map +1 -1
  133. package/src/shade/renderer/rasterize/native/avboit/shader_avboit_resolve.js +4 -8
  134. package/src/shade/renderer/scene/shader_bvh_extract_instance_leaves.d.ts.map +1 -1
  135. package/src/shade/renderer/scene/shader_bvh_extract_instance_leaves.js +10 -8
  136. package/src/shade/renderer/shader/chunk/atomic/chunk_atomic_add_f32_storage.d.ts +12 -0
  137. package/src/shade/renderer/shader/chunk/atomic/chunk_atomic_add_f32_storage.d.ts.map +1 -0
  138. package/src/shade/renderer/shader/chunk/atomic/chunk_atomic_add_f32_storage.js +25 -0
  139. package/src/shade/renderer/shader/chunk/atomic/chunk_atomic_max_f32_storage.d.ts +12 -0
  140. package/src/shade/renderer/shader/chunk/atomic/chunk_atomic_max_f32_storage.d.ts.map +1 -0
  141. package/src/shade/renderer/shader/chunk/atomic/chunk_atomic_max_f32_storage.js +28 -0
  142. package/src/shade/renderer/shader/chunk/atomic/chunk_atomic_min_f32_storage.d.ts +12 -0
  143. package/src/shade/renderer/shader/chunk/atomic/chunk_atomic_min_f32_storage.d.ts.map +1 -0
  144. package/src/shade/renderer/shader/chunk/atomic/chunk_atomic_min_f32_storage.js +28 -0
  145. package/src/shade/renderer/shader/chunk/geometry/plane/{plane_ray_raycast.d.ts → chunk_plane_ray_raycast.d.ts} +2 -2
  146. package/src/shade/renderer/shader/chunk/geometry/plane/chunk_plane_ray_raycast.d.ts.map +1 -0
  147. package/src/shade/renderer/shader/chunk/geometry/plane/{plane_ray_raycast.js → chunk_plane_ray_raycast.js} +1 -1
  148. package/src/shade/renderer/shader/chunk/screen_space/chunk_screen_space_newton_ray.d.ts +4 -0
  149. package/src/shade/renderer/shader/chunk/screen_space/chunk_screen_space_newton_ray.d.ts.map +1 -0
  150. package/src/shade/renderer/shader/chunk/screen_space/chunk_screen_space_newton_ray.js +101 -0
  151. package/src/shade/renderer/shadow/map/csm/shader/shader_csm_caster_range.js +3 -3
  152. package/src/shade/renderer/water/GPUWaterRenderer.d.ts +62 -29
  153. package/src/shade/renderer/water/GPUWaterRenderer.d.ts.map +1 -1
  154. package/src/shade/renderer/water/GPUWaterRenderer.js +235 -147
  155. package/src/shade/renderer/water/chunk_water_transport.d.ts +5 -0
  156. package/src/shade/renderer/water/chunk_water_transport.d.ts.map +1 -0
  157. package/src/shade/renderer/water/chunk_water_transport.js +94 -0
  158. package/src/shade/renderer/water/shader_water.d.ts +9 -26
  159. package/src/shade/renderer/water/shader_water.d.ts.map +1 -1
  160. package/src/shade/renderer/water/shader_water.js +384 -246
  161. package/src/shade/renderer/water/shader_water_avboit.d.ts +12 -0
  162. package/src/shade/renderer/water/shader_water_avboit.d.ts.map +1 -0
  163. package/src/shade/renderer/water/shader_water_avboit.js +258 -0
  164. package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts.map +1 -1
  165. package/src/shade/wgsl/emulator/WGSLLanguageCore.js +13 -0
  166. package/src/shade/renderer/animation/skinning/bounds_refresh/chunk_aabb_atomic_f32.d.ts +0 -29
  167. package/src/shade/renderer/animation/skinning/bounds_refresh/chunk_aabb_atomic_f32.d.ts.map +0 -1
  168. package/src/shade/renderer/animation/skinning/bounds_refresh/chunk_aabb_atomic_f32.js +0 -59
  169. package/src/shade/renderer/shader/chunk/geometry/plane/plane_ray_raycast.d.ts.map +0 -1
@@ -1,246 +1,384 @@
1
- import { GPUShaderStage } from "../../descriptor/GPUShaderStage.js";
2
- import { ColorTargetState } from "../../descriptor/pipeline/render/ColorTargetState.js";
3
- import { RenderPipelineDescriptor } from "../../descriptor/pipeline/render/RenderPipelineDescriptor.js";
4
- import { CAMERA_UNIFORM_STRUCT } from "../camera/CAMERA_UNIFORM_STRUCT.js";
5
- import { chunk_get_view_space_depth } from "../shader/chunk/depth/chunk_get_view_space_depth.js";
6
- import { CodeChunk } from "../shader/compiler/CodeChunk.js";
7
- import { ShaderResourceSetDescriptor } from "../shader/resource/ShaderResourceSetDescriptor.js";
8
- import { ShaderDescriptor } from "../shader/ShaderDescriptor.js";
9
- import { f32, vec2f, vec3f, vec4f } from "../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
10
- import { WebGPUStruct } from "../shader/type/WebGPUStruct.js";
11
-
12
- /**
13
- * One water surface. Small, and rewritten per surface per frame rather than tabled — a level has a
14
- * handful of these, not thousands.
15
- */
16
- export const WATER_DRAW_STRUCT = WebGPUStruct.from({
17
- /**
18
- * World-space extent of the surface, `x0, z0, x1, z1`. The quad is generated from this rather
19
- * than from a vertex buffer: the surface is a rectangle at a constant height, and the waves
20
- * displace nothing — they only move where the shore line falls.
21
- */
22
- extent: vec4f,
23
-
24
- /**
25
- * Where the water's UV lands in the terrain height map, `offset.xy, scale.xy`.
26
- */
27
- height_uv: vec4f,
28
-
29
- color_deep: vec3f,
30
- color_shore: vec3f,
31
-
32
- /**
33
- * The surface's world height.
34
- */
35
- level: f32,
36
-
37
- /**
38
- * Seconds. Waves are a function of it, so it is the only field that must change every frame.
39
- */
40
- time: f32,
41
-
42
- wave_amplitude: f32,
43
- wave_speed: f32,
44
- wave_frequency: f32,
45
-
46
- /**
47
- * How fast the water goes opaque with the depth of scene behind it.
48
- */
49
- scattering: f32,
50
-
51
- /**
52
- * Water depth over which the shore colour gives way to the deep colour.
53
- */
54
- shore_transition: vec2f,
55
- }, "WaterDraw").pack();
56
-
57
- const resources = new ShaderResourceSetDescriptor();
58
-
59
- resources.createGroup()
60
- .addUniform("camera", CAMERA_UNIFORM_STRUCT)
61
- .addUniform("water", WATER_DRAW_STRUCT)
62
- // Bound as an unfilterable float rather than as `depth`, which is how every other pass in the
63
- // engine reads the depth buffer — GTAO, TAA and the volumetrics all declare it this way and take
64
- // `.r`. Declaring it `depth` yields a `texture_depth_2d` binding, and the depth this pass sampled
65
- // through one did not come back as the scene's.
66
- .addTexture("scene_depth")
67
- .addTexture("terrain_height", "float")
68
- .addSampler("height_sampler");
69
-
70
- const body = CodeChunk.from(
71
- //language=WGSL
72
- `
73
- struct WaterVertexOut {
74
- @builtin(position) clip : vec4<f32>,
75
- @location(0) world : vec3<f32>,
76
- @location(1) uv : vec2<f32>,
77
- }
78
-
79
- /*
80
- Two triangles from the vertex index alone. The surface is a rectangle at a constant height, so
81
- there is no geometry worth uploading, and nothing about it changes between frames except the
82
- uniform.
83
- */
84
- @vertex
85
- fn vs_main(@builtin(vertex_index) vi : u32) -> WaterVertexOut {
86
- var CORNERS = array<vec2<f32>, 6>(
87
- vec2<f32>(0.0, 0.0),
88
- vec2<f32>(1.0, 0.0),
89
- vec2<f32>(0.0, 1.0),
90
- vec2<f32>(1.0, 0.0),
91
- vec2<f32>(1.0, 1.0),
92
- vec2<f32>(0.0, 1.0),
93
- );
94
-
95
- let corner = CORNERS[vi];
96
-
97
- let world = vec3<f32>(
98
- mix(water.extent.x, water.extent.z, corner.x),
99
- water.level,
100
- mix(water.extent.y, water.extent.w, corner.y)
101
- );
102
-
103
- var out : WaterVertexOut;
104
-
105
- out.clip = camera.view_projection_matrix * vec4<f32>(world, 1.0);
106
- out.world = world;
107
- out.uv = corner;
108
-
109
- return out;
110
- }
111
-
112
- /**
113
- * The terrain under the water, softened. A hard heightmap read makes the shore line crawl along
114
- * texel edges; the legacy shader blurred it for the same reason, and the softness is the look
115
- * rather than an approximation of one.
116
- */
117
- fn sample_terrain_height(uv : vec2<f32>) -> f32 {
118
- let dimensions = vec2<f32>(textureDimensions(terrain_height, 0));
119
- let texel = 1.0 / dimensions;
120
-
121
- var total = 0.0;
122
-
123
- for (var y = -1; y <= 1; y = y + 1) {
124
- for (var x = -1; x <= 1; x = x + 1) {
125
- let offset = vec2<f32>(f32(x), f32(y)) * texel;
126
-
127
- total = total + textureSampleLevel(terrain_height, height_sampler, uv + offset, 0.0).r;
128
- }
129
- }
130
-
131
- return total / 9.0;
132
- }
133
-
134
- @fragment
135
- fn fs_main(in : WaterVertexOut) -> @location(0) vec4<f32> {
136
- let coord = vec2<i32>(in.clip.xy);
137
-
138
- /*
139
- How much scene sits behind the water at this pixel. Both depths go through the camera's own
140
- device-to-view parameters, so this is correct under the reverse-Z infinite-far projection Shade
141
- draws with — the legacy shader's near/far reconstruction is not, and reproducing its arithmetic
142
- here would have put the shore line in the wrong place everywhere.
143
- */
144
- let scene_view_depth = get_view_space_depth(
145
- textureLoad(scene_depth, coord, 0).r,
146
- camera
147
- );
148
-
149
- let surface_view_depth = get_view_space_depth(in.clip.z, camera);
150
-
151
- let behind = scene_view_depth - surface_view_depth;
152
-
153
- if (!(behind > 0.0)) {
154
- // the water surface is behind something opaque — written as a positive test so a depth that
155
- // arrives as NaN discards too rather than drawing over the scene
156
- discard;
157
- }
158
-
159
- let height_uv = in.uv * water.height_uv.zw + water.height_uv.xy;
160
-
161
- let terrain = sample_terrain_height(height_uv);
162
-
163
- let depth = water.level - terrain;
164
-
165
- let hash = (in.world.x + in.world.z) * water.wave_frequency;
166
-
167
- const INVERSE_PI = 0.3183098861837907;
168
-
169
- let wave = sin(hash + water.time * water.wave_speed) * INVERSE_PI;
170
-
171
- let wave_depth = depth + water.wave_amplitude * wave;
172
-
173
- let deep = smoothstep(water.shore_transition.x, water.shore_transition.y, wave_depth);
174
-
175
- var color = mix(
176
- vec4<f32>(water.color_shore, 0.8),
177
- vec4<f32>(water.color_deep, 1.0),
178
- deep
179
- );
180
-
181
- // scattering: the more scene there is behind the water, the less of it comes back through
182
- color.a = color.a * (1.0 - exp(-behind * water.scattering));
183
-
184
- return color;
185
- }
186
- `, [
187
- chunk_get_view_space_depth
188
- ]
189
- );
190
-
191
- export const water_shader = ShaderDescriptor.from({
192
- label: "Water",
193
- resources,
194
- body
195
- });
196
-
197
- const WATER_BLEND = {
198
- color: {
199
- srcFactor: "src-alpha",
200
- dstFactor: "one-minus-src-alpha",
201
- operation: "add",
202
- },
203
- alpha: {
204
- srcFactor: "one",
205
- dstFactor: "one-minus-src-alpha",
206
- operation: "add",
207
- },
208
- };
209
-
210
- /**
211
- * Build the water pipeline.
212
- *
213
- * **It has no depth attachment, and that is forced rather than chosen.** The shader *samples* scene
214
- * depth to know how much water the view looks through, and a texture may not be a sampled source
215
- * and a render attachment in the same pass. So the depth test the hardware would have done is done
216
- * in the shader instead — which is also why the fragment `discard` there is load-bearing rather
217
- * than a guard: without it, water would draw over the things standing in it.
218
- *
219
- * @param {object} [options]
220
- * @param {string} [options.color_format]
221
- * @returns {RenderPipelineDescriptor}
222
- */
223
- export function create_water_pipeline({ color_format = "rgba16float" } = {}) {
224
- const code = water_shader.source;
225
-
226
- return RenderPipelineDescriptor.from({
227
- label: "Water",
228
- layout: resources.generatePipelineLayout(GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT),
229
- vertex: { module: { code }, entryPoint: "vs_main" },
230
- fragment: {
231
- module: { code },
232
- entryPoint: "fs_main",
233
- targets: [ColorTargetState.from({ format: color_format, blend: WATER_BLEND })],
234
- },
235
- // the surface is a rectangle seen from above or below — the legacy plane was BackSide for
236
- // the same reason, and neither side of it should vanish
237
- primitive: { topology: "triangle-list", cullMode: "none" },
238
- });
239
- }
240
-
241
- /**
242
- * The pipeline's resource set, for building bind groups.
243
- *
244
- * @type {ShaderResourceSetDescriptor}
245
- */
246
- export const WATER_RESOURCES = resources;
1
+ import { GPUShaderStage } from "../../descriptor/GPUShaderStage.js";
2
+ import { DepthStencilState } from "../../descriptor/pipeline/render/DepthStencilState.js";
3
+ import { RenderPipelineDescriptor } from "../../descriptor/pipeline/render/RenderPipelineDescriptor.js";
4
+ import { CAMERA_UNIFORM_STRUCT } from "../camera/CAMERA_UNIFORM_STRUCT.js";
5
+ import { chunk_F_Schlick } from "../shader/chunk/brdf/fresnel/chunk_F_Schlick.js";
6
+ import { chunk_dielectric_specular_color } from "../shader/chunk/material/chunk_dielectric_specular_color.js";
7
+ import { chunk_ffx_sssr_advance_ray } from "../shader/chunk/screen_space/chunk_ffx_sssr_advance_ray.js";
8
+ import { chunk_ffx_sssr_load_depth } from "../shader/chunk/screen_space/chunk_ffx_sssr_load_depth.js";
9
+ import { chunk_ffx_sssr_validate_hit } from "../shader/chunk/screen_space/chunk_ffx_sssr_validate_hit.js";
10
+ import { chunk_project_direction } from "../shader/chunk/screen_space/chunk_project_direction.js";
11
+ import { chunk_screen_space_newton_ray } from "../shader/chunk/screen_space/chunk_screen_space_newton_ray.js";
12
+ import { chunk_sample_environment_map } from "../shader/chunk/texture/sample/chunk_sample_environment_map.js";
13
+ import { chunk_texture_sample_bilinear_uv } from "../shader/chunk/texture/sample/chunk_texture_sample_bilinear_uv.js";
14
+ import { CodeChunk } from "../shader/compiler/CodeChunk.js";
15
+ import { ShaderResourceSetDescriptor } from "../shader/resource/ShaderResourceSetDescriptor.js";
16
+ import { ShaderDescriptor } from "../shader/ShaderDescriptor.js";
17
+ import { f32, u32, vec2f, vec3f, vec4f } from "../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
18
+ import { WebGPUStruct } from "../shader/type/WebGPUStruct.js";
19
+ import { chunk_water_receiver_radiance, chunk_water_refraction_confidence, chunk_water_transport } from './chunk_water_transport.js';
20
+
21
+ export const WATER_DRAW_STRUCT = WebGPUStruct.from({
22
+ extent: vec4f, height_uv: vec4f, color_deep: vec3f, color_shore: vec3f,
23
+ level: f32, time: f32, wave_amplitude: f32, wave_speed: f32, wave_frequency: f32,
24
+ scattering: f32, shore_transition: vec2f,
25
+ ior: f32, normal_strength: f32, normal_scale: f32, roughness: f32, extinction: vec3f, surface_id: u32,
26
+ }, "WaterDraw").pack();
27
+
28
+ export const WATER_TRACE_STRUCT = WebGPUStruct.from({
29
+ max_distance: f32, distance_tolerance: f32, max_updates: u32, fallback_steps: u32,
30
+ mode: u32, reflections: u32,
31
+ }, "WaterTrace").pack();
32
+
33
+ function water_resources(finalize = false) {
34
+ const resources = new ShaderResourceSetDescriptor();
35
+ const group = resources.createGroup()
36
+ .addUniform("camera", CAMERA_UNIFORM_STRUCT)
37
+ .addUniform("water", WATER_DRAW_STRUCT)
38
+ .addUniform("trace", WATER_TRACE_STRUCT)
39
+ .addTexture("tDepth")
40
+ .addTexture("tNormal", "uint")
41
+ .addTexture("tHZB")
42
+ .addTexture("tScene")
43
+ .addTexture("tEnvironment")
44
+ .addTexture("terrain_height", "float")
45
+ .addSampler("height_sampler");
46
+ if (finalize) { group.addTexture('receiver').addTexture('trace_metadata').addTexture('visibility_distance'); }
47
+ return resources;
48
+ }
49
+ const resources = water_resources();
50
+ export const WATER_FINALIZE_RESOURCES = water_resources(true);
51
+
52
+ export const water_transport_fallback = CodeChunk.from(/* language=WGSL */ `
53
+ fn water_bounded_column_path(depth: f32, direction_y: f32, limit: f32) -> f32 {
54
+ return min(max(depth, 0.0) / max(abs(direction_y), 0.05), limit);
55
+ }
56
+ `);
57
+
58
+ const surface_body = CodeChunk.from(/* language=WGSL */ `
59
+ struct WaterVertexOut {
60
+ @builtin(position) clip: vec4<f32>,
61
+ @location(0) world: vec3<f32>,
62
+ @location(1) uv: vec2<f32>,
63
+ }
64
+
65
+ @vertex
66
+ fn vs_main(@builtin(vertex_index) vi: u32) -> WaterVertexOut {
67
+ var corners = array<vec2<f32>, 6>(vec2f(0,0), vec2f(1,0), vec2f(0,1),
68
+ vec2f(1,0), vec2f(1,1), vec2f(0,1));
69
+ let corner = corners[vi];
70
+ let world = vec3<f32>(mix(water.extent.x, water.extent.z, corner.x), water.level,
71
+ mix(water.extent.y, water.extent.w, corner.y));
72
+ return WaterVertexOut(camera.view_projection_matrix * vec4<f32>(world, 1.0), world, corner);
73
+ }
74
+
75
+ fn sample_terrain_height(uv: vec2<f32>) -> f32 {
76
+ let texel = 1.0 / vec2<f32>(textureDimensions(terrain_height, 0));
77
+ var total = 0.0;
78
+ for (var y = -1; y <= 1; y++) {
79
+ for (var x = -1; x <= 1; x++) {
80
+ total += textureSampleLevel(terrain_height, height_sampler, uv + vec2f(f32(x), f32(y)) * texel, 0.0).r;
81
+ }
82
+ }
83
+ return total / 9.0;
84
+ }
85
+
86
+ fn water_optical_normal(world: vec3<f32>) -> vec3<f32> {
87
+ let p = world.xz / max(water.normal_scale, 0.01);
88
+ let t = water.time * water.wave_speed;
89
+ let slope = vec2f(cos(p.x + p.y * 0.61 + t), cos(p.y - p.x * 0.43 - t * 0.73));
90
+ return normalize(vec3f(slope.x * water.normal_strength, 1.0, slope.y * water.normal_strength));
91
+ }
92
+ `);
93
+
94
+ export const chunk_water_screen_ray = CodeChunk.from(/* language=WGSL */ `
95
+ fn water_hzb_mip_size(depth_size: vec2f, hzb_size: vec2f, mip: i32) -> vec2f {
96
+ if (mip <= 0) { return depth_size; }
97
+ return max(vec2f(1.0), floor(hzb_size / exp2(f32(mip-1))));
98
+ }
99
+ // Reuse the renderer's FFX cell intersection and depth loads, but walk the actual
100
+ // integer mip grids. Its SSR driver halves floating sizes and assumes power-of-two
101
+ // reductions; Meep's HZB conservatively resamples arbitrary viewport dimensions.
102
+ fn water_hzb_crossing(origin: vec3f, direction: vec3f, budget: u32,
103
+ valid: ptr<function,bool>, iterations: ptr<function,u32>) -> vec3f {
104
+ let size = vec2f(textureDimensions(tDepth,0));
105
+ let pyramid_size = vec2f(textureDimensions(tHZB,0));
106
+ let last_mip = i32(textureNumLevels(tHZB));
107
+ let inverse_direction = select(vec3f(F32_MAX), 1.0/direction, abs(direction)>vec3f(1e-12));
108
+ let floor_offset = select(vec2f(1.0), vec2f(0.0), direction.xy<vec2f(0.0));
109
+ let uv_offset = select(0.005/size, -0.005/size, direction.xy<vec2f(0.0));
110
+ var mip = 0;
111
+ var position = origin;
112
+ var travel = 0.0;
113
+ *valid = false;
114
+ // Water is absent from the opaque depth buffer: skipping the initial pixel
115
+ // can skip the entire receiver for almost zero projected displacement.
116
+ for (var i=0u; i<min(budget,128u); i++) {
117
+ *iterations = i+1u;
118
+ if (!screen_space_ray_in_bounds(position.xy) || is_background(position.z)) { break; }
119
+ let resolution = water_hzb_mip_size(size,pyramid_size,mip);
120
+ let pixel = resolution * position.xy;
121
+ let depth = ffx_sssr_load_depth(vec2i(pixel),mip);
122
+ let skipped = ffx_sssr_advance_ray(origin,direction,inverse_direction,pixel,
123
+ 1.0/resolution,floor_offset,uv_offset,depth,&position,&travel);
124
+ if (!skipped && mip==0) { *valid=true; break; }
125
+ mip = clamp(mip+select(-1,1,skipped),0,last_mip);
126
+ }
127
+ return position;
128
+ }
129
+ // HZB returns a depth-slab crossing, not the intersection of the ray with the
130
+ // receiver's plane. Refine that crossing before using its UV or optical path.
131
+ fn water_exact_receiver(ray: Ray, input: ScreenSpaceRayHit) -> ScreenSpaceRayHit {
132
+ var hit = input;
133
+ if (hit.status != 0u) { return hit; }
134
+ let size = vec2f(textureDimensions(tDepth, 0));
135
+ let coord = vec2i(hit.uv * size);
136
+ let p = inv_project_position(vec3f((vec2f(coord)+0.5)/size, textureLoad(tDepth, coord, 0).r),
137
+ camera.projection_matrix_inverse);
138
+ let n = (camera.view_matrix * vec4f(decode_g_buffer_normal(textureLoad(tNormal, coord, 0).zw), 0.0)).xyz;
139
+ let travel = plane_ray_raycast(ray.origin, ray.direction, plane_from_normal_and_point(n,p));
140
+ // Keep the analytic distance rather than the projection of the texel center onto the ray.
141
+ if (travel > 1e-4 && travel <= ray.tmax) {
142
+ hit.distance = travel;
143
+ hit.uv = project_position(ray.origin + ray.direction*travel, camera.projection_matrix).xy;
144
+ // Reprojection can change texel ownership at a silhouette. Validate that lookup
145
+ // again; the analytic travel above already checked the ray's bounded interval.
146
+ let checked = screen_space_ray_validate(Ray(ray.origin,ray.direction,1e20),hit.uv,tDepth,tNormal,
147
+ camera.projection_matrix,camera.projection_matrix_inverse,camera.view_matrix,trace.distance_tolerance);
148
+ hit.status = checked.status;
149
+ hit.residual = checked.residual;
150
+ } else { hit.status = 4u; }
151
+ return hit;
152
+ }
153
+ fn water_refine_receiver(ray: Ray, seed: vec2f) -> ScreenSpaceRayHit {
154
+ // The traversal already selected the first depth footprint. Intersect its plane
155
+ // once and validate ownership; another Newton search could jump past that footprint
156
+ // to a later root and incorrectly turn it into first-hit visibility evidence.
157
+ return water_exact_receiver(ray, ScreenSpaceRayHit(seed, 0.0, 1e20, 0u, 0u));
158
+ }
159
+ fn water_hzb_hit(ray: Ray, budget: u32) -> ScreenSpaceRayHit {
160
+ var miss = ScreenSpaceRayHit(vec2f(0.0), 0.0, 1e20, 0u, 5u);
161
+ if (budget == 0u || !screen_space_ray_projectable(ray.origin, camera.projection_matrix)
162
+ || !screen_space_ray_projectable(ray.origin + ray.direction, camera.projection_matrix)) { return miss; }
163
+ let origin = project_position(ray.origin, camera.projection_matrix);
164
+ let direction = project_direction(ray.origin, ray.direction, origin, camera.projection_matrix);
165
+ // Only rays advancing into reverse-Z are supported by this adapter.
166
+ if (direction.z >= -1e-8 || !screen_space_ray_in_bounds(origin.xy)) { return miss; }
167
+ var valid = false;
168
+ var iterations = 0u;
169
+ let candidate = water_hzb_crossing(origin, direction, budget, &valid, &iterations);
170
+ if (!valid) { miss.iterations = iterations; return miss; }
171
+ var hit = water_refine_receiver(ray, candidate.xy);
172
+ hit.iterations = iterations;
173
+ return hit;
174
+ }
175
+
176
+ fn water_select_first_receiver(candidate: ScreenSpaceRayHit, first: ScreenSpaceRayHit, tolerance: f32) -> ScreenSpaceRayHit {
177
+ if (first.status != 0u) { return first; }
178
+ return ScreenSpaceRayHit(first.uv, first.distance, first.residual, candidate.iterations,
179
+ select(0u, 6u, first.distance + tolerance < candidate.distance));
180
+ }
181
+
182
+ fn water_first_receiver(ray: Ray, candidate: ScreenSpaceRayHit, budget: u32) -> ScreenSpaceRayHit {
183
+ let start = project_position(ray.origin, camera.projection_matrix).xy;
184
+ // A ray contained in its source pixel sees the same nearest G-buffer surface.
185
+ let displacement = abs((candidate.uv-start) * vec2f(textureDimensions(tDepth, 0)));
186
+ let size = vec2f(textureDimensions(tDepth, 0));
187
+ if (all(displacement < vec2f(0.5)) && all(vec2i(start*size) == vec2i(candidate.uv*size))) { return candidate; }
188
+ let first = water_hzb_hit(Ray(ray.origin, ray.direction,
189
+ min(ray.tmax, candidate.distance + trace.distance_tolerance)), budget);
190
+ // A local root is not visibility evidence. An exhausted traversal uses the control event.
191
+ return water_select_first_receiver(candidate, first, trace.distance_tolerance);
192
+ }
193
+ `, [chunk_screen_space_newton_ray, chunk_ffx_sssr_advance_ray, chunk_ffx_sssr_load_depth, chunk_project_direction]);
194
+
195
+ const body = CodeChunk.from(/* language=WGSL */ `
196
+ struct WaterReceiver {
197
+ @location(0) receiver: vec4<f32>,
198
+ @location(1) metadata: vec4<f32>,
199
+ // Receiver UV, bounded path, classified status + Newton updates / 32. Readback is opt-in.
200
+ }
201
+
202
+ @fragment
203
+ fn fs_main(in: WaterVertexOut) -> WaterReceiver {
204
+ let coord = vec2<i32>(in.clip.xy);
205
+ let dimensions = vec2f(textureDimensions(tDepth, 0));
206
+ let uv = in.clip.xy / dimensions;
207
+ let scene_depth = textureLoad(tDepth, coord, 0).r;
208
+ if (scene_depth >= in.clip.z) { discard; }
209
+ let terrain = sample_terrain_height(in.uv * water.height_uv.zw + water.height_uv.xy);
210
+ let water_depth = water.level - terrain;
211
+ if (water_depth <= 0.0) { discard; }
212
+ let coverage = smoothstep(0.0, 0.1, water_depth);
213
+ let origin = (camera.view_matrix * vec4f(in.world, 1.0)).xyz;
214
+ let incident = normalize(origin);
215
+ var normal_ws = water_optical_normal(in.world);
216
+ let above = camera.view_matrix_inverse[3].y >= water.level;
217
+ if (!above) { normal_ws = -normal_ws; }
218
+ let normal = normalize((camera.view_matrix * vec4f(normal_ws, 0.0)).xyz);
219
+ let ior = max(water.ior, 1.0);
220
+ let direction = refract(incident, normal, 1.0 / ior);
221
+ let limit = min(max(trace.max_distance, 0.1), camera.clip_near_far.y);
222
+ let ray = Ray(origin, normalize(direction), limit);
223
+ var hit = ScreenSpaceRayHit(uv, limit, 1e20, 0u, 8u);
224
+ var newton_updates = 0u;
225
+ var newton_failure = 0u;
226
+ var visibility_checked = false;
227
+ if (above && trace.mode == 0u) {
228
+ hit = screen_space_newton_ray(ray, uv, tDepth, tNormal, camera.projection_matrix,
229
+ camera.projection_matrix_inverse, camera.view_matrix, trace.max_updates, trace.distance_tolerance);
230
+ newton_updates = hit.iterations;
231
+ newton_failure = hit.status;
232
+ if (hit.status == 0u) {
233
+ // Refine against the selected face before bounding first-hit visibility.
234
+ hit = water_exact_receiver(ray, hit);
235
+ visibility_checked = true;
236
+ hit = water_first_receiver(ray, hit, trace.fallback_steps);
237
+ if (hit.status != 0u && hit.status != 6u) { newton_failure = 5u; }
238
+ }
239
+ }
240
+ // A screen-space receiver must remain below this flat interface.
241
+ if (hit.status == 0u || hit.status == 6u) {
242
+ let receiver_coord = vec2i(hit.uv * dimensions);
243
+ let receiver_depth = textureLoad(tDepth, receiver_coord, 0).r;
244
+ let receiver_center = (vec2f(receiver_coord) + 0.5) / dimensions;
245
+ let receiver_vs = inv_project_position(vec3f(receiver_center, receiver_depth), camera.projection_matrix_inverse);
246
+ let receiver_ws = (camera.view_matrix_inverse * vec4f(receiver_vs, 1.0)).xyz;
247
+ if (receiver_ws.y > water.level + 0.02) { hit.status = 5u; newton_failure = 5u; }
248
+ }
249
+ // Reject foreground receivers before deciding whether traversal is needed.
250
+ if (above && trace.mode != 2u && (trace.mode == 1u ||
251
+ (hit.status != 0u && hit.status != 6u && (!visibility_checked || hit.status == 4u)))) {
252
+ let fallback = water_hzb_hit(ray, trace.fallback_steps);
253
+ if (fallback.status == 0u) {
254
+ let coord = vec2i(fallback.uv * dimensions);
255
+ let p = inv_project_position(vec3f((vec2f(coord) + 0.5) / dimensions,
256
+ textureLoad(tDepth, coord, 0).r), camera.projection_matrix_inverse);
257
+ if ((camera.view_matrix_inverse * vec4f(p, 1.0)).y <= water.level + 0.02) {
258
+ hit = fallback; hit.status = 6u;
259
+ }
260
+ }
261
+ }
262
+ // Compute the control event for every pixel, independently of Newton/HZB success.
263
+ let direction_ws = (camera.view_matrix_inverse * vec4f(ray.direction, 0.0)).xyz;
264
+ var control_path = water_bounded_column_path(water_depth, direction_ws.y, limit);
265
+ var control_status = select(8u, 9u, !above);
266
+ if (!is_background(scene_depth)) {
267
+ let receiver_vs = inv_project_position(vec3f(uv, scene_depth), camera.projection_matrix_inverse);
268
+ let receiver_ws = (camera.view_matrix_inverse * vec4f(receiver_vs, 1.0)).xyz;
269
+ if (receiver_ws.y <= water.level + 0.02 || !above) {
270
+ control_path = min(distance(origin, receiver_vs), limit);
271
+ control_status = select(7u, 9u, !above);
272
+ }
273
+ }
274
+ if (trace.mode == 2u || !above || (hit.status != 0u && hit.status != 6u)) {
275
+ // Never use an unvalidated Newton iterate as a color lookup.
276
+ hit.uv = uv;
277
+ // A missing screen receiver is missing visibility, not 300 metres of water.
278
+ // Use the local terrain column for a bounded physical fallback at sky/edges.
279
+ hit.distance = control_path;
280
+ hit.status = control_status;
281
+ }
282
+ var status = hit.status;
283
+ if (status == 6u) { status = 8u + newton_failure; }
284
+ else if (status == 7u) { status = 16u + newton_failure; }
285
+ else if (status == 8u) { status = 24u + newton_failure; }
286
+ else if (status == 9u) { status = 31u; }
287
+ return WaterReceiver(vec4f(hit.uv, hit.distance, f32(status) + f32(newton_updates)/32.0),
288
+ vec4f(control_path, min(hit.residual, 65504.0), coverage, f32(water.surface_id)));
289
+ }
290
+ `, [surface_body, chunk_water_screen_ray, water_transport_fallback]);
291
+
292
+ const finalize_body = CodeChunk.from(/* language=WGSL */ `
293
+ struct WaterOptics {
294
+ @location(0) transmission: vec4f,
295
+ @location(1) radiance: vec4f,
296
+ @location(2) background: vec4f,
297
+ }
298
+ @fragment
299
+ fn fs_main(in: WaterVertexOut) -> WaterOptics {
300
+ let coord = vec2i(in.clip.xy);
301
+ let metadata = textureLoad(trace_metadata, coord, 0);
302
+ // Equal-depth surfaces must retain the same deterministic owner as receiver selection.
303
+ if (metadata.w != f32(water.surface_id)) { discard; }
304
+ let dimensions = vec2f(textureDimensions(tDepth, 0));
305
+ let uv = in.clip.xy / dimensions;
306
+ let receiver_data = textureLoad(receiver, coord, 0);
307
+ let origin = (camera.view_matrix * vec4f(in.world, 1.0)).xyz;
308
+ let incident = normalize(origin);
309
+ let above = camera.view_matrix_inverse[3].y >= water.level;
310
+ var normal_ws = water_optical_normal(in.world);
311
+ if (!above) { normal_ws = -normal_ws; }
312
+ let normal = normalize((camera.view_matrix * vec4f(normal_ws, 0.0)).xyz);
313
+ let ior = max(water.ior, 1.0);
314
+ let limit = min(max(trace.max_distance, 0.1), camera.clip_near_far.y);
315
+ let nov = clamp(dot(-incident, normal), 0.0, 1.0);
316
+ let f0 = dielectric_specular_color(ior, 0.0, vec3f(1.0));
317
+ let fresnel = select(F_Schlick(f0, 1.0, nov).r, 0.0, ior <= 1.00001);
318
+ let reflection_direction = reflect(incident, normal);
319
+ let reflection_ws = (camera.view_matrix_inverse * vec4f(reflection_direction, 0.0)).xyz;
320
+ var reflection = sample_environment_map(tEnvironment, reflection_ws, water.roughness);
321
+ if (trace.reflections != 0u && above) {
322
+ let reflected = water_hzb_hit(Ray(origin + reflection_direction * 0.02, reflection_direction, limit), trace.fallback_steps);
323
+ if (reflected.status == 0u) {
324
+ let reflected_point = origin + reflection_direction * (reflected.distance + 0.02);
325
+ let projected = project_position(reflected_point, camera.projection_matrix);
326
+ // Reflection uses the renderer's usual back-face, thickness, self-hit and
327
+ // vignette validation. Its two-pixel rule must not reject normal-incidence refraction.
328
+ let confidence = ffx_sssr_validate_hit(vec3f(reflected.uv, projected.z), uv,
329
+ reflection_direction, dimensions, max(trace.distance_tolerance, 0.02), 0.05);
330
+ let radiance = water_receiver_radiance(tScene, tDepth, tNormal, reflected.uv,
331
+ camera.projection_matrix_inverse, camera.view_matrix_inverse, water.level, false);
332
+ reflection = mix(reflection, radiance.rgb,
333
+ confidence * min(radiance.a * 2.0, 1.0) * smoothstep(0.05, 0.5, reflected.distance)
334
+ * smoothstep(1.0, 4.0, length((reflected.uv - uv) * dimensions)));
335
+ }
336
+ }
337
+ let wave = sin((in.world.x + in.world.z) * water.wave_frequency + water.time * water.wave_speed) * 0.318309886;
338
+ let water_depth = water.level - sample_terrain_height(in.uv * water.height_uv.zw + water.height_uv.xy);
339
+ let deep = smoothstep(water.shore_transition.x, max(water.shore_transition.y, water.shore_transition.x + 0.001),
340
+ water_depth + water.wave_amplitude * wave);
341
+ let body_color = mix(water.color_shore, water.color_deep, deep);
342
+ let extinction = water.extinction * max(water.scattering, 0.0);
343
+ let original = textureLoad(tScene, coord, 0);
344
+ let valid = receiver_data.w < 16.0 && above && trace.mode != 2u;
345
+ var confidence = select(0.0, water_refraction_confidence(receiver_data.xy, uv, dimensions,
346
+ texture_sample_bilinear_uv(visibility_distance, uv, 0u).r), valid);
347
+ // Mayer's fade selects one UV, rather than crossfading two images of the same edge.
348
+ let lookup = water_refraction_lookup(uv, receiver_data.xy, confidence);
349
+ let gathered = water_receiver_radiance(tScene, tDepth, tNormal, lookup,
350
+ camera.projection_matrix_inverse, camera.view_matrix_inverse, water.level, above);
351
+ var path = metadata.x;
352
+ var color = original.rgb;
353
+ if (confidence > 0.0 && gathered.a > 0.0) {
354
+ path = min(water_receiver_path(tDepth, tNormal, lookup, camera.projection_matrix_inverse,
355
+ camera.view_matrix, origin), limit);
356
+ color = gathered.rgb;
357
+ } else { confidence = 0.0; }
358
+ let event = water_event(path, extinction, fresnel, reflection, body_color);
359
+ let optical = water_transport(event, original.rgb, color, metadata.z);
360
+ return WaterOptics(vec4f(optical.transmission, metadata.z), vec4f(optical.radiance, confidence),
361
+ vec4f(optical.background, original.a));
362
+ }
363
+ `, [surface_body, chunk_water_screen_ray, chunk_F_Schlick, chunk_dielectric_specular_color,
364
+ chunk_ffx_sssr_validate_hit, chunk_sample_environment_map, chunk_texture_sample_bilinear_uv,
365
+ chunk_water_transport, chunk_water_receiver_radiance, chunk_water_refraction_confidence]);
366
+
367
+ export const water_shader = ShaderDescriptor.from({ label: "Water / receivers", resources, body });
368
+ export const water_finalize_shader = ShaderDescriptor.from({ label: 'Water / coherent optics', resources: WATER_FINALIZE_RESOURCES, body: finalize_body });
369
+ export const WATER_RESOURCES = resources;
370
+
371
+ /** Nearest-interface selection writes only water-owned depth and optics, never opaque G-buffer. */
372
+ function water_pipeline(shader, targets, finalize) {
373
+ const code = shader.source;
374
+ return RenderPipelineDescriptor.from({
375
+ label: shader.label,
376
+ layout: shader.resources.generatePipelineLayout(GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT),
377
+ vertex: { module: { code }, entryPoint: "vs_main" },
378
+ fragment: { module: { code }, entryPoint: "fs_main", targets: targets.map(format => ({ format })) },
379
+ depthStencil: DepthStencilState.from({ format: "depth32float", depthWriteEnabled: !finalize, depthCompare: finalize ? 'equal' : 'greater' }),
380
+ primitive: { topology: "triangle-list", cullMode: "none" },
381
+ });
382
+ }
383
+ export function create_water_pipeline() { return water_pipeline(water_shader, ['rgba32float', 'rgba32float'], false); }
384
+ export function create_water_finalize_pipeline() { return water_pipeline(water_finalize_shader, ['rgba32float', 'rgba16float', 'rgba16float'], true); }