@woosh/meep-engine 3.38.0 → 3.40.0

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 (1183) hide show
  1. package/build/bundle-worker-image-decoder.js +1 -1
  2. package/build/bundle-worker-terrain.js +1 -1
  3. package/package.json +1 -1
  4. package/src/core/binary/BinaryBuffer.d.ts +11 -0
  5. package/src/core/binary/BinaryBuffer.d.ts.map +1 -1
  6. package/src/core/binary/BinaryBuffer.js +30 -0
  7. package/src/core/bvh2/bvh3/query/bvh_query_user_data_intersects_aabb.d.ts.map +1 -1
  8. package/src/core/bvh2/bvh3/query/bvh_query_user_data_intersects_aabb.js +28 -7
  9. package/src/core/geom/3d/aabb/aabb3_transform_oriented.d.ts +15 -0
  10. package/src/core/geom/3d/aabb/aabb3_transform_oriented.d.ts.map +1 -1
  11. package/src/core/geom/3d/aabb/aabb3_transform_oriented.js +41 -0
  12. package/src/core/geom/3d/aabb/aabb3_transform_oriented_inverse.d.ts +12 -0
  13. package/src/core/geom/3d/aabb/aabb3_transform_oriented_inverse.d.ts.map +1 -1
  14. package/src/core/geom/3d/aabb/aabb3_transform_oriented_inverse.js +27 -0
  15. package/src/core/geom/3d/gjk/gjk.js +3 -3
  16. package/src/core/geom/3d/gjk/gjk_distance.d.ts +94 -0
  17. package/src/core/geom/3d/gjk/gjk_distance.d.ts.map +1 -0
  18. package/src/core/geom/3d/gjk/gjk_distance.js +782 -0
  19. package/src/core/geom/3d/gjk/gjk_epa_penetration.d.ts +5 -4
  20. package/src/core/geom/3d/gjk/gjk_epa_penetration.d.ts.map +1 -1
  21. package/src/core/geom/3d/gjk/gjk_epa_penetration.js +14 -9
  22. package/src/core/geom/3d/gjk/minkowski_support.d.ts +11 -7
  23. package/src/core/geom/3d/gjk/minkowski_support.d.ts.map +1 -1
  24. package/src/core/geom/3d/gjk/minkowski_support.js +33 -9
  25. package/src/core/geom/3d/gjk/mpr.d.ts.map +1 -1
  26. package/src/core/geom/3d/gjk/mpr.js +26 -5
  27. package/src/core/geom/3d/line/line3_compute_segment_closest_point_to_aabb3_t.d.ts +15 -0
  28. package/src/core/geom/3d/line/line3_compute_segment_closest_point_to_aabb3_t.d.ts.map +1 -1
  29. package/src/core/geom/3d/line/line3_compute_segment_closest_point_to_aabb3_t.js +106 -33
  30. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale.d.ts +2 -1
  31. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale.d.ts.map +1 -1
  32. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale.js +4 -8
  33. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_array.d.ts +32 -0
  34. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_array.d.ts.map +1 -0
  35. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_array.js +85 -0
  36. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_scalar.d.ts +3 -3
  37. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_scalar.d.ts.map +1 -1
  38. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_scalar.js +24 -34
  39. package/src/core/geom/3d/quaternion/quat3_integrate.d.ts +17 -0
  40. package/src/core/geom/3d/quaternion/quat3_integrate.d.ts.map +1 -1
  41. package/src/core/geom/3d/quaternion/quat3_integrate.js +45 -4
  42. package/src/core/geom/3d/quaternion/quat3_multiply.d.ts +16 -0
  43. package/src/core/geom/3d/quaternion/quat3_multiply.d.ts.map +1 -1
  44. package/src/core/geom/3d/quaternion/quat3_multiply.js +25 -0
  45. package/src/core/geom/3d/quaternion/quat3_nlerp.d.ts +18 -0
  46. package/src/core/geom/3d/quaternion/quat3_nlerp.d.ts.map +1 -1
  47. package/src/core/geom/3d/quaternion/quat3_nlerp.js +45 -0
  48. package/src/core/geom/3d/quaternion/quat3_shortest_arc.d.ts +17 -0
  49. package/src/core/geom/3d/quaternion/quat3_shortest_arc.d.ts.map +1 -1
  50. package/src/core/geom/3d/quaternion/quat3_shortest_arc.js +155 -94
  51. package/src/core/geom/3d/quaternion/quat3_to_matrix3.d.ts +12 -0
  52. package/src/core/geom/3d/quaternion/quat3_to_matrix3.d.ts.map +1 -1
  53. package/src/core/geom/3d/quaternion/quat3_to_matrix3.js +31 -0
  54. package/src/core/geom/3d/shape/AbstractShape3D.d.ts +20 -6
  55. package/src/core/geom/3d/shape/AbstractShape3D.d.ts.map +1 -1
  56. package/src/core/geom/3d/shape/AbstractShape3D.js +20 -6
  57. package/src/core/geom/3d/shape/BoxShape3D.d.ts +1 -1
  58. package/src/core/geom/3d/shape/BoxShape3D.d.ts.map +1 -1
  59. package/src/core/geom/3d/shape/BoxShape3D.js +5 -1
  60. package/src/core/geom/3d/shape/CapsuleShape3D.d.ts +1 -1
  61. package/src/core/geom/3d/shape/CapsuleShape3D.d.ts.map +1 -1
  62. package/src/core/geom/3d/shape/CapsuleShape3D.js +5 -1
  63. package/src/core/geom/3d/shape/ConvexHullShape3D.d.ts +25 -11
  64. package/src/core/geom/3d/shape/ConvexHullShape3D.d.ts.map +1 -1
  65. package/src/core/geom/3d/shape/ConvexHullShape3D.js +392 -22
  66. package/src/core/geom/3d/shape/CylinderShape3D.d.ts +8 -7
  67. package/src/core/geom/3d/shape/CylinderShape3D.d.ts.map +1 -1
  68. package/src/core/geom/3d/shape/CylinderShape3D.js +12 -7
  69. package/src/core/geom/3d/shape/HeightMapShape3D.d.ts +51 -8
  70. package/src/core/geom/3d/shape/HeightMapShape3D.d.ts.map +1 -1
  71. package/src/core/geom/3d/shape/HeightMapShape3D.js +260 -14
  72. package/src/core/geom/3d/shape/MeshShape3D.d.ts +61 -7
  73. package/src/core/geom/3d/shape/MeshShape3D.d.ts.map +1 -1
  74. package/src/core/geom/3d/shape/MeshShape3D.js +111 -20
  75. package/src/core/geom/3d/shape/PointShape3D.d.ts +1 -1
  76. package/src/core/geom/3d/shape/PointShape3D.d.ts.map +1 -1
  77. package/src/core/geom/3d/shape/PointShape3D.js +1 -1
  78. package/src/core/geom/3d/shape/PosedShape3D.d.ts +9 -0
  79. package/src/core/geom/3d/shape/PosedShape3D.d.ts.map +1 -1
  80. package/src/core/geom/3d/shape/PosedShape3D.js +36 -6
  81. package/src/core/geom/3d/shape/SphereShape3D.d.ts +1 -1
  82. package/src/core/geom/3d/shape/SphereShape3D.d.ts.map +1 -1
  83. package/src/core/geom/3d/shape/SphereShape3D.js +5 -1
  84. package/src/core/geom/3d/shape/TransformedShape3D.d.ts +12 -10
  85. package/src/core/geom/3d/shape/TransformedShape3D.d.ts.map +1 -1
  86. package/src/core/geom/3d/shape/TransformedShape3D.js +53 -19
  87. package/src/core/geom/3d/shape/Triangle3D.d.ts +1 -1
  88. package/src/core/geom/3d/shape/Triangle3D.d.ts.map +1 -1
  89. package/src/core/geom/3d/shape/Triangle3D.js +5 -1
  90. package/src/core/geom/3d/shape/UnionShape3D.d.ts +1 -1
  91. package/src/core/geom/3d/shape/UnionShape3D.d.ts.map +1 -1
  92. package/src/core/geom/3d/shape/UnionShape3D.js +19 -2
  93. package/src/core/geom/3d/shape/sdf/sdf3_box.d.ts +14 -0
  94. package/src/core/geom/3d/shape/sdf/sdf3_box.d.ts.map +1 -1
  95. package/src/core/geom/3d/shape/sdf/sdf3_box.js +67 -5
  96. package/src/core/geom/3d/shape/sdf/sdf3_capsule.d.ts +14 -0
  97. package/src/core/geom/3d/shape/sdf/sdf3_capsule.d.ts.map +1 -1
  98. package/src/core/geom/3d/shape/sdf/sdf3_capsule.js +61 -3
  99. package/src/core/geom/3d/shape/sdf/sdf3_cylinder.d.ts +14 -0
  100. package/src/core/geom/3d/shape/sdf/sdf3_cylinder.d.ts.map +1 -1
  101. package/src/core/geom/3d/shape/sdf/sdf3_cylinder.js +63 -4
  102. package/src/core/geom/3d/shape/sdf/sdf3_plane.d.ts +15 -0
  103. package/src/core/geom/3d/shape/sdf/sdf3_plane.d.ts.map +1 -1
  104. package/src/core/geom/3d/shape/sdf/sdf3_plane.js +64 -2
  105. package/src/core/geom/3d/shape/sdf/sdf3_sphere.d.ts +21 -0
  106. package/src/core/geom/3d/shape/sdf/sdf3_sphere.d.ts.map +1 -1
  107. package/src/core/geom/3d/shape/sdf/sdf3_sphere.js +66 -3
  108. package/src/core/geom/3d/shape/shape3_mesh_from_geometry.d.ts +2 -0
  109. package/src/core/geom/3d/shape/shape3_mesh_from_geometry.d.ts.map +1 -1
  110. package/src/core/geom/3d/shape/shape3_mesh_from_geometry.js +7 -0
  111. package/src/core/geom/3d/shape/util/mesh_compute_triangle_edge_flags.d.ts +41 -0
  112. package/src/core/geom/3d/shape/util/mesh_compute_triangle_edge_flags.d.ts.map +1 -0
  113. package/src/core/geom/3d/shape/util/mesh_compute_triangle_edge_flags.js +538 -0
  114. package/src/core/geom/3d/sphere/harmonics/sh_basis_at.d.ts +31 -0
  115. package/src/core/geom/3d/sphere/harmonics/sh_basis_at.d.ts.map +1 -0
  116. package/src/core/geom/3d/sphere/harmonics/sh_basis_at.js +85 -0
  117. package/src/core/geom/3d/sphere/harmonics/sh_vmf_window.d.ts +18 -0
  118. package/src/core/geom/3d/sphere/harmonics/sh_vmf_window.d.ts.map +1 -0
  119. package/src/core/geom/3d/sphere/harmonics/sh_vmf_window.js +19 -0
  120. package/src/core/geom/3d/triangle/TriangleEdgeFlags.d.ts +49 -0
  121. package/src/core/geom/3d/triangle/TriangleEdgeFlags.d.ts.map +1 -0
  122. package/src/core/geom/3d/triangle/TriangleEdgeFlags.js +55 -0
  123. package/src/core/geom/3d/triangle/tri3_classify_shared_edge.d.ts +42 -0
  124. package/src/core/geom/3d/triangle/tri3_classify_shared_edge.d.ts.map +1 -0
  125. package/src/core/geom/3d/triangle/tri3_classify_shared_edge.js +85 -0
  126. package/src/core/geom/3d/triangle/tri3_closest_point.d.ts +13 -0
  127. package/src/core/geom/3d/triangle/tri3_closest_point.d.ts.map +1 -1
  128. package/src/core/geom/3d/triangle/tri3_closest_point.js +36 -1
  129. package/src/core/geom/3d/triangle/tri3_closest_point_barycentric.d.ts +14 -0
  130. package/src/core/geom/3d/triangle/tri3_closest_point_barycentric.d.ts.map +1 -1
  131. package/src/core/geom/3d/triangle/tri3_closest_point_barycentric.js +40 -0
  132. package/src/core/geom/vec3/v3_quaternion_apply.d.ts +19 -0
  133. package/src/core/geom/vec3/v3_quaternion_apply.d.ts.map +1 -1
  134. package/src/core/geom/vec3/v3_quaternion_apply.js +32 -0
  135. package/src/core/geom/vec3/v3_quaternion_apply_inverse.d.ts +19 -0
  136. package/src/core/geom/vec3/v3_quaternion_apply_inverse.d.ts.map +1 -1
  137. package/src/core/geom/vec3/v3_quaternion_apply_inverse.js +32 -0
  138. package/src/engine/EngineHarness.d.ts.map +1 -1
  139. package/src/engine/EngineHarness.js +17 -4
  140. package/src/engine/asset/loaders/image/avif/threaded_image_encoder.js +1 -1
  141. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.d.ts +135 -10
  142. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.d.ts.map +1 -1
  143. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.js +338 -105
  144. package/src/engine/control/first-person/abilities/Ability.d.ts +14 -5
  145. package/src/engine/control/first-person/abilities/Ability.d.ts.map +1 -1
  146. package/src/engine/control/first-person/abilities/Ability.js +14 -5
  147. package/src/engine/control/first-person/abilities/LedgeGrab.d.ts.map +1 -1
  148. package/src/engine/control/first-person/abilities/LedgeGrab.js +16 -12
  149. package/src/engine/control/first-person/abilities/Mantle.d.ts.map +1 -1
  150. package/src/engine/control/first-person/abilities/Mantle.js +5 -1
  151. package/src/engine/control/first-person/abilities/Slide.js +1 -1
  152. package/src/engine/control/first-person/collision/KinematicMover.d.ts +92 -14
  153. package/src/engine/control/first-person/collision/KinematicMover.d.ts.map +1 -1
  154. package/src/engine/control/first-person/collision/KinematicMover.js +218 -37
  155. package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.d.ts +5 -0
  156. package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.d.ts.map +1 -1
  157. package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.js +17 -10
  158. package/src/engine/ecs/EntityComponentDataset.d.ts.map +1 -1
  159. package/src/engine/ecs/EntityComponentDataset.js +27 -13
  160. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  161. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +8 -0
  162. package/src/engine/ecs/transform/Transform64.d.ts +4 -2
  163. package/src/engine/ecs/transform/Transform64.d.ts.map +1 -1
  164. package/src/engine/ecs/transform/Transform64.js +10 -16
  165. package/src/engine/graphics/ecs/water/Water.d.ts +31 -72
  166. package/src/engine/graphics/ecs/water/Water.d.ts.map +1 -1
  167. package/src/engine/graphics/ecs/water/Water.js +59 -84
  168. package/src/engine/graphics/ecs/water/WaterSerializationAdapter.d.ts.map +1 -1
  169. package/src/engine/graphics/ecs/water/WaterSerializationAdapter.js +11 -49
  170. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.d.ts +1 -1
  171. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.d.ts.map +1 -1
  172. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.js +27 -18
  173. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_2_3.d.ts +12 -0
  174. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_2_3.d.ts.map +1 -0
  175. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_2_3.js +45 -0
  176. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_3_4.d.ts +6 -0
  177. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_3_4.d.ts.map +1 -0
  178. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_3_4.js +10 -0
  179. package/src/engine/graphics/ecs/water/WaterWaves.d.ts +33 -0
  180. package/src/engine/graphics/ecs/water/WaterWaves.d.ts.map +1 -0
  181. package/src/engine/graphics/ecs/water/WaterWaves.js +46 -0
  182. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts +17 -0
  183. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts.map +1 -0
  184. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.js +26 -0
  185. package/src/engine/graphics/texture/3d/scs3d_sample_linear.d.ts +22 -0
  186. package/src/engine/graphics/texture/3d/scs3d_sample_linear.d.ts.map +1 -1
  187. package/src/engine/graphics/texture/3d/scs3d_sample_linear.js +43 -1
  188. package/src/engine/graphics/texture/sampler/Sampler2D.d.ts +29 -3
  189. package/src/engine/graphics/texture/sampler/Sampler2D.d.ts.map +1 -1
  190. package/src/engine/graphics/texture/sampler/Sampler2D.js +102 -14
  191. package/src/engine/graphics/texture/sampler/sampler2d_to_avif.d.ts.map +1 -1
  192. package/src/engine/graphics/texture/sampler/sampler2d_to_avif.js +8 -5
  193. package/src/engine/graphics3/WaterSystem.d.ts +31 -48
  194. package/src/engine/graphics3/WaterSystem.d.ts.map +1 -1
  195. package/src/engine/graphics3/WaterSystem.js +177 -261
  196. package/src/engine/interpolation/BinaryInterpolationAdapter.d.ts +10 -4
  197. package/src/engine/interpolation/BinaryInterpolationAdapter.d.ts.map +1 -1
  198. package/src/engine/interpolation/BinaryInterpolationAdapter.js +11 -5
  199. package/src/engine/interpolation/InterpolationLog.d.ts +11 -5
  200. package/src/engine/interpolation/InterpolationLog.d.ts.map +1 -1
  201. package/src/engine/interpolation/InterpolationLog.js +12 -6
  202. package/src/engine/interpolation/InterpolationSystem.d.ts.map +1 -1
  203. package/src/engine/interpolation/InterpolationSystem.js +39 -8
  204. package/src/engine/interpolation/PoseInterpolationAdapter.d.ts +1 -1
  205. package/src/engine/interpolation/PoseInterpolationAdapter.d.ts.map +1 -1
  206. package/src/engine/interpolation/PoseInterpolationAdapter.js +51 -22
  207. package/src/engine/interpolation/TransformPoseSerializationAdapter.d.ts.map +1 -1
  208. package/src/engine/interpolation/TransformPoseSerializationAdapter.js +18 -23
  209. package/src/engine/network/adapters/QuaternionInterpolationAdapter.d.ts +1 -1
  210. package/src/engine/network/adapters/QuaternionInterpolationAdapter.d.ts.map +1 -1
  211. package/src/engine/network/adapters/QuaternionInterpolationAdapter.js +3 -1
  212. package/src/engine/network/adapters/TransformInterpolationAdapter.d.ts +1 -1
  213. package/src/engine/network/adapters/TransformInterpolationAdapter.d.ts.map +1 -1
  214. package/src/engine/network/adapters/TransformInterpolationAdapter.js +3 -1
  215. package/src/engine/network/adapters/Vector3InterpolationAdapter.d.ts.map +1 -1
  216. package/src/engine/network/adapters/Vector3InterpolationAdapter.js +5 -2
  217. package/src/engine/physics/body/SolverBodyState.d.ts.map +1 -1
  218. package/src/engine/physics/body/SolverBodyState.js +4 -5
  219. package/src/engine/physics/broadphase/compute_fat_world_aabb.d.ts +12 -0
  220. package/src/engine/physics/broadphase/compute_fat_world_aabb.d.ts.map +1 -1
  221. package/src/engine/physics/broadphase/compute_fat_world_aabb.js +28 -3
  222. package/src/engine/physics/ccd/linear_sweep.d.ts +42 -12
  223. package/src/engine/physics/ccd/linear_sweep.d.ts.map +1 -1
  224. package/src/engine/physics/ccd/linear_sweep.js +1131 -97
  225. package/src/engine/physics/cloth/collider/ClothColliderIndex.d.ts +13 -0
  226. package/src/engine/physics/cloth/collider/ClothColliderIndex.d.ts.map +1 -1
  227. package/src/engine/physics/cloth/collider/ClothColliderIndex.js +90 -22
  228. package/src/engine/physics/cloth/collider/cloth_collider_bounds.js +84 -24
  229. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts +46 -3
  230. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts.map +1 -1
  231. package/src/engine/physics/cloth/collider/cloth_collider_sdf.js +116 -68
  232. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -1
  233. package/src/engine/physics/cloth/ecs/ClothWorld.js +59 -47
  234. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.d.ts.map +1 -1
  235. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.js +62 -55
  236. package/src/engine/physics/cloth/ecs/cloth_reconstruct_pose.d.ts.map +1 -1
  237. package/src/engine/physics/cloth/ecs/cloth_reconstruct_pose.js +46 -39
  238. package/src/engine/physics/cloth/ecs/cloth_write_back.d.ts.map +1 -1
  239. package/src/engine/physics/cloth/ecs/cloth_write_back.js +41 -36
  240. package/src/engine/physics/cloth/playground/garment_build.js +6 -6
  241. package/src/engine/physics/cloth/playground/garment_main.js +18 -14
  242. package/src/engine/physics/cloth/solver/cloth_contact_find.d.ts.map +1 -1
  243. package/src/engine/physics/cloth/solver/cloth_contact_find.js +8 -5
  244. package/src/engine/physics/cloth/solver/cloth_solve_vertex.d.ts.map +1 -1
  245. package/src/engine/physics/cloth/solver/cloth_solve_vertex.js +8 -5
  246. package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.d.ts.map +1 -1
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  1128. package/src/shade/renderer/water/water_missing_receiver_path.d.ts.map +1 -0
  1129. package/src/shade/renderer/water/water_missing_receiver_path.js +40 -0
  1130. package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.d.ts.map +1 -1
  1131. package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.js +247 -23
  1132. package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts +18 -14
  1133. package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts.map +1 -1
  1134. package/src/shade/wgsl/emulator/WGSLLanguageCore.js +48 -6
  1135. package/src/engine/graphics/ecs/water/WATER_SIZE.d.ts +0 -2
  1136. package/src/engine/graphics/ecs/water/WATER_SIZE.d.ts.map +0 -1
  1137. package/src/engine/graphics/ecs/water/WATER_SIZE.js +0 -1
  1138. package/src/shade/renderer/light/GPUViewLightContext.d.ts +0 -22
  1139. package/src/shade/renderer/light/GPUViewLightContext.d.ts.map +0 -1
  1140. package/src/shade/renderer/light/GPUViewLightContext.js +0 -62
  1141. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.d.ts +0 -29
  1142. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.d.ts.map +0 -1
  1143. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.js +0 -43
  1144. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASCADE_COUNT.d.ts +0 -7
  1145. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASCADE_COUNT.d.ts.map +0 -1
  1146. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASCADE_COUNT.js +0 -6
  1147. package/src/shade/renderer/shadow/vsm/GPUViewShadowMaps.d.ts +0 -27
  1148. package/src/shade/renderer/shadow/vsm/GPUViewShadowMaps.d.ts.map +0 -1
  1149. package/src/shade/renderer/shadow/vsm/GPUViewShadowMaps.js +0 -125
  1150. package/src/shade/renderer/shadow/vsm/GPUVirtualShadowTextureResidence.d.ts +0 -7
  1151. package/src/shade/renderer/shadow/vsm/GPUVirtualShadowTextureResidence.d.ts.map +0 -1
  1152. package/src/shade/renderer/shadow/vsm/GPUVirtualShadowTextureResidence.js +0 -41
  1153. package/src/shade/renderer/shadow/vsm/VSM_RESIDENCE_WORKGROUP_TILE_RESOLUTION.d.ts +0 -2
  1154. package/src/shade/renderer/shadow/vsm/VSM_RESIDENCE_WORKGROUP_TILE_RESOLUTION.d.ts.map +0 -1
  1155. package/src/shade/renderer/shadow/vsm/VSM_RESIDENCE_WORKGROUP_TILE_RESOLUTION.js +0 -1
  1156. package/src/shade/renderer/shadow/vsm/VSM_UNIFORMS_STRUCT.d.ts +0 -3
  1157. package/src/shade/renderer/shadow/vsm/VSM_UNIFORMS_STRUCT.d.ts.map +0 -1
  1158. package/src/shade/renderer/shadow/vsm/VSM_UNIFORMS_STRUCT.js +0 -7
  1159. package/src/shade/renderer/shadow/vsm/VirtualShadowmapRenderer.d.ts +0 -24
  1160. package/src/shade/renderer/shadow/vsm/VirtualShadowmapRenderer.d.ts.map +0 -1
  1161. package/src/shade/renderer/shadow/vsm/VirtualShadowmapRenderer.js +0 -103
  1162. package/src/shade/renderer/shadow/vsm/debug_inspect_coarse_bounds_buffer.d.ts +0 -8
  1163. package/src/shade/renderer/shadow/vsm/debug_inspect_coarse_bounds_buffer.d.ts.map +0 -1
  1164. package/src/shade/renderer/shadow/vsm/debug_inspect_coarse_bounds_buffer.js +0 -34
  1165. package/src/shade/renderer/shadow/vsm/debug_inspect_residence_buffer.d.ts +0 -10
  1166. package/src/shade/renderer/shadow/vsm/debug_inspect_residence_buffer.d.ts.map +0 -1
  1167. package/src/shade/renderer/shadow/vsm/debug_inspect_residence_buffer.js +0 -64
  1168. package/src/shade/renderer/shadow/vsm/decode_tile_address.d.ts +0 -11
  1169. package/src/shade/renderer/shadow/vsm/decode_tile_address.d.ts.map +0 -1
  1170. package/src/shade/renderer/shadow/vsm/decode_tile_address.js +0 -34
  1171. package/src/shade/renderer/shadow/vsm/render/vms_render_tiles.d.ts +0 -2
  1172. package/src/shade/renderer/shadow/vsm/render/vms_render_tiles.d.ts.map +0 -1
  1173. package/src/shade/renderer/shadow/vsm/render/vms_render_tiles.js +0 -11
  1174. package/src/shade/renderer/shadow/vsm/vms_pipeline_compute_coarse_bounds.d.ts +0 -20
  1175. package/src/shade/renderer/shadow/vsm/vms_pipeline_compute_coarse_bounds.d.ts.map +0 -1
  1176. package/src/shade/renderer/shadow/vsm/vms_pipeline_compute_coarse_bounds.js +0 -187
  1177. package/src/shade/renderer/shadow/vsm/vsm_residence_pipeline.d.ts +0 -25
  1178. package/src/shade/renderer/shadow/vsm/vsm_residence_pipeline.d.ts.map +0 -1
  1179. package/src/shade/renderer/shadow/vsm/vsm_residence_pipeline.js +0 -220
  1180. package/src/shade/renderer/shadow/vsm/vsm_tile_allocation_pipeline.d.ts +0 -19
  1181. package/src/shade/renderer/shadow/vsm/vsm_tile_allocation_pipeline.d.ts.map +0 -1
  1182. package/src/shade/renderer/shadow/vsm/vsm_tile_allocation_pipeline.js +0 -115
  1183. package/src/shade/renderer/texture/encode/ENCODE_NOTES_2026_09_02.md +0 -462
@@ -0,0 +1,31 @@
1
+ /**
2
+ * The scene's participating-media volumes, as rows of the scene database.
3
+ * @type {import("../buffer/table/GPUTypedTableDescriptor.js").GPUTypedTableDescriptor}
4
+ */
5
+ export const PARTICIPATING_MEDIA_VOLUMES_TABLE: import("../buffer/table/GPUTypedTableDescriptor.js").GPUTypedTableDescriptor;
6
+ /**
7
+ * Per-thread iteration over the scene's participating-media volumes, read from the scene database
8
+ * the importing shader binds as `scene_database` (`var<storage, read>`, `array<u32>`). No workgroup
9
+ * memory, so it serves the froxel passes and the ray passes alike.
10
+ *
11
+ * The table is written whole from row 0 — `GPUSceneVolumetrics` clears it and adds every volume in
12
+ * the scene's order — so its rows are `[0, count)`, its pages run from page 0 without a hole, and
13
+ * only the last of them is partly full. `participating_media_volumes_count` reads the count off the
14
+ * pages' live counts, stopping at the first page that is missing or not full: one page for up to
15
+ * {@link PARTICIPATING_MEDIA_VOLUMES_TABLE}'s `elements_per_page` volumes. A walk is then over rows,
16
+ * never over the table's page capacity:
17
+ *
18
+ * let volume_count = participating_media_volumes_count(&scene_database);
19
+ *
20
+ * for (var v = 0u; v < volume_count; v++) {
21
+ * let volume = participating_media_volume_read(&scene_database, v);
22
+ * // ...
23
+ * }
24
+ *
25
+ * The page accessors stay for readers that walk the occupancy bitmap.
26
+ *
27
+ * @type {CodeChunk}
28
+ */
29
+ export const chunk_participating_media_volumes_iterate: CodeChunk;
30
+ import { CodeChunk } from "../shader/compiler/CodeChunk.js";
31
+ //# sourceMappingURL=chunk_participating_media_volumes_iterate.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_participating_media_volumes_iterate.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/chunk_participating_media_volumes_iterate.js"],"names":[],"mappings":"AAIA;;;GAGG;AACH,gDAFU,OAAO,4CAA4C,EAAE,uBAAuB,CAEkB;AAExG;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,wDAFU,SAAS,CAsDjB;0BApFwB,iCAAiC"}
@@ -0,0 +1,86 @@
1
+ import { SCENE_DATABASE_SPEC } from "../scene/SCENE_DATABASE_SPEC.js";
2
+ import { CodeChunk } from "../shader/compiler/CodeChunk.js";
3
+ import { PARTICIPATING_MEDIA_VOLUME_STRUCT } from "./PARTICIPATING_MEDIA_VOLUME_STRUCT.js";
4
+
5
+ /**
6
+ * The scene's participating-media volumes, as rows of the scene database.
7
+ * @type {import("../buffer/table/GPUTypedTableDescriptor.js").GPUTypedTableDescriptor}
8
+ */
9
+ export const PARTICIPATING_MEDIA_VOLUMES_TABLE = SCENE_DATABASE_SPEC.get('participating_media_volumes');
10
+
11
+ /**
12
+ * Per-thread iteration over the scene's participating-media volumes, read from the scene database
13
+ * the importing shader binds as `scene_database` (`var<storage, read>`, `array<u32>`). No workgroup
14
+ * memory, so it serves the froxel passes and the ray passes alike.
15
+ *
16
+ * The table is written whole from row 0 — `GPUSceneVolumetrics` clears it and adds every volume in
17
+ * the scene's order — so its rows are `[0, count)`, its pages run from page 0 without a hole, and
18
+ * only the last of them is partly full. `participating_media_volumes_count` reads the count off the
19
+ * pages' live counts, stopping at the first page that is missing or not full: one page for up to
20
+ * {@link PARTICIPATING_MEDIA_VOLUMES_TABLE}'s `elements_per_page` volumes. A walk is then over rows,
21
+ * never over the table's page capacity:
22
+ *
23
+ * let volume_count = participating_media_volumes_count(&scene_database);
24
+ *
25
+ * for (var v = 0u; v < volume_count; v++) {
26
+ * let volume = participating_media_volume_read(&scene_database, v);
27
+ * // ...
28
+ * }
29
+ *
30
+ * The page accessors stay for readers that walk the occupancy bitmap.
31
+ *
32
+ * @type {CodeChunk}
33
+ */
34
+ export const chunk_participating_media_volumes_iterate = CodeChunk.from(
35
+ //language=WGSL
36
+ `
37
+ const PARTICIPATING_MEDIA_VOLUMES_PAGE_LIMIT: u32 = ${PARTICIPATING_MEDIA_VOLUMES_TABLE.page_limit}u;
38
+ const PARTICIPATING_MEDIA_VOLUMES_OCCUPANCY_BITMAP_WORDS: u32 = ${PARTICIPATING_MEDIA_VOLUMES_TABLE.occupancy_bitmap_words}u;
39
+ const PARTICIPATING_MEDIA_VOLUMES_ELEMENTS_PER_PAGE: u32 = ${PARTICIPATING_MEDIA_VOLUMES_TABLE.elements_per_page}u;
40
+
41
+ fn participating_media_volumes_page_address(database: ptr<storage, array<u32>, read>, page_index: u32) -> u32 {
42
+ return database[page_index + ${PARTICIPATING_MEDIA_VOLUMES_TABLE.page_lookup_address}u];
43
+ }
44
+
45
+ fn participating_media_volumes_page_bitmap_word(database: ptr<storage, array<u32>, read>, page_address: u32, word_index: u32) -> u32 {
46
+ // page header: [u32 live_count][u32 bitmap[OCCUPANCY_BITMAP_WORDS]]
47
+ return database[page_address + 1u + word_index];
48
+ }
49
+
50
+ fn participating_media_volumes_slot_to_index(page_index: u32, in_page_slot: u32) -> u32 {
51
+ return page_index * PARTICIPATING_MEDIA_VOLUMES_ELEMENTS_PER_PAGE + in_page_slot;
52
+ }
53
+
54
+ fn participating_media_volume_read(database: ptr<storage, array<u32>, read>, index: u32) -> ${PARTICIPATING_MEDIA_VOLUME_STRUCT.wgsl_ref} {
55
+ return ${PARTICIPATING_MEDIA_VOLUMES_TABLE.marshalling_method_read}(database, index);
56
+ }
57
+
58
+ // how many volumes the scene has, as rows [0, count)
59
+ fn participating_media_volumes_count(database: ptr<storage, array<u32>, read>) -> u32 {
60
+ var count = 0u;
61
+
62
+ for (var page = 0u; page < PARTICIPATING_MEDIA_VOLUMES_PAGE_LIMIT; page++) {
63
+ let page_address = participating_media_volumes_page_address(database, page);
64
+
65
+ if (page_address == ~0u) {
66
+ break;
67
+ }
68
+
69
+ // page header: [u32 live_count]...
70
+ let live = database[page_address];
71
+
72
+ count += live;
73
+
74
+ if (live < PARTICIPATING_MEDIA_VOLUMES_ELEMENTS_PER_PAGE) {
75
+ break;
76
+ }
77
+ }
78
+
79
+ return count;
80
+ }
81
+ `,
82
+ [
83
+ PARTICIPATING_MEDIA_VOLUMES_TABLE.chunk_read,
84
+ PARTICIPATING_MEDIA_VOLUME_STRUCT.declaration_chunk,
85
+ ]
86
+ );
@@ -1 +1 @@
1
- {"version":3,"file":"graph_build_volumetrics.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/graph_build_volumetrics.js"],"names":[],"mappings":"AA0BA;;;;;;;;GAQG;AACH;IAH+B,KAAK;IACvB;IAAC,iBAAiB,EAAE,MAAM,CAAC;IAAC,gBAAgB,EAAE,MAAM,CAAA;CAAC,CA8DjE;AAqVD;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH;IAnB+B,KAAK;IACC,MAAM;IACJ,MAAM;IACV,IAAI;IACZ,kBAAkB,EAAlC,MAAM;IACU,oBAAoB,EAApC,MAAM;IACU,wBAAwB,EAAxC,MAAM;IACU,eAAe,EAA/B,MAAM;IACY,qBAAqB,EAAvC,MAAM,EAAE;IACU,qBAAqB,EAAvC,MAAM,EAAE;IAGQ,oBAAoB,EAApC,MAAM;IACuE,sBAAsB,EAAnG,OAAO,iCAAiC,EAAE,yBAAyB;IAElD,WAAW,GAA5B,MAAM;IACW,UAAU,GAA3B,MAAM;IACqB,eAAe;;;;;;WAjKH,MAAM;cAAQ,MAAM;;;EA0VrE"}
1
+ {"version":3,"file":"graph_build_volumetrics.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/graph_build_volumetrics.js"],"names":[],"mappings":"AA0BA;;;;;;;;GAQG;AACH;IAH+B,KAAK;IACvB;IAAC,iBAAiB,EAAE,MAAM,CAAC;IAAC,gBAAgB,EAAE,MAAM,CAAA;CAAC,CA8DjE;AAoVD;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH;IAnB+B,KAAK;IACC,MAAM;IACJ,MAAM;IACV,IAAI;IACZ,kBAAkB,EAAlC,MAAM;IACU,oBAAoB,EAApC,MAAM;IACU,wBAAwB,EAAxC,MAAM;IACU,eAAe,EAA/B,MAAM;IACY,qBAAqB,EAAvC,MAAM,EAAE;IACU,qBAAqB,EAAvC,MAAM,EAAE;IAGQ,oBAAoB,EAApC,MAAM;IACuE,sBAAsB,EAAnG,OAAO,iCAAiC,EAAE,yBAAyB;IAElD,WAAW,GAA5B,MAAM;IACW,UAAU,GAA3B,MAAM;IACqB,eAAe;;;;;;WAjKH,MAAM;cAAQ,MAAM;;;EAyVrE"}
@@ -151,8 +151,7 @@ function graph_integrate_participating_media({
151
151
  camera: camera.buffer.buffer,
152
152
  view: view.uniform_buffer.buffer,
153
153
  volumetrics_metadata,
154
- scene_volumetrics_metadata: scene.volumetrics.metadata_buffer.buffer,
155
- scene_volumes: scene.volumetrics.table.buffer,
154
+ scene_database: scene.scene_database_buffer,
156
155
  tOutput0: output0.obtainView(DEFAULT_RENDER_TARGET_VIEW_DESCRIPTOR),
157
156
  tOutput1: output1.obtainView(DEFAULT_RENDER_TARGET_VIEW_DESCRIPTOR),
158
157
  }
@@ -600,8 +599,7 @@ export function graph_build_volumetrics({
600
599
  tParticipatingMedia1: participating_media1.obtainView(),
601
600
 
602
601
  // RDR2-style far-field march inputs (used beyond froxel_far)
603
- scene_volumetrics_metadata: view.scene.volumetrics.metadata_buffer.buffer,
604
- scene_volumes: view.scene.volumetrics.table.buffer,
602
+ scene_database: view.scene.scene_database_buffer,
605
603
  light_data: lights.buffer_data,
606
604
  tSunTransmittance: sun_transmittance_lut.obtainView(),
607
605
 
@@ -1 +1 @@
1
- {"version":3,"file":"shader_volumetrics_build_participating_media.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/shader_volumetrics_build_participating_media.js"],"names":[],"mappings":"AAsMA,yEAIE;8BArL4B,4BAA4B"}
1
+ {"version":3,"file":"shader_volumetrics_build_participating_media.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/shader_volumetrics_build_participating_media.js"],"names":[],"mappings":"AAqMA,yEAIE;8BApL4B,4BAA4B"}
@@ -26,8 +26,7 @@ import { chunk_cluster_depth_from_z_slice } from "../light/cluster/chunk_cluster
26
26
  import { chunk_compute_volume_fade_factor } from "./chunk_compute_volume_fade_factor.js";
27
27
  import { chunk_frustum_unit_box_coverage_multisample } from "./chunk_frustum_unit_box_coverage_multisample.js";
28
28
  import { chunk_volumetrics_column_jitter } from "./chunk_volumetrics_column_jitter.js";
29
- import { PARTICIPATING_MEDIA_VOLUME_STRUCT } from "./PARTICIPATING_MEDIA_VOLUME_STRUCT.js";
30
- import { SCENE_VOLUMETRICS_METADATA_STRUCT } from "./SCENE_VOLUMETRICS_METADATA_STRUCT.js";
29
+ import { chunk_participating_media_volumes_iterate } from "./chunk_participating_media_volumes_iterate.js";
31
30
  import { VOLUMETRICS_METADATA_STRUCT } from "./VOLUMETRICS_METADATA_STRUCT.js";
32
31
 
33
32
  const resources = new ShaderResourceSetDescriptor();
@@ -36,8 +35,7 @@ resources.createGroup()
36
35
  .addUniform("camera", CAMERA_UNIFORM_STRUCT)
37
36
  .addUniform("view", VIEW_UNIFORM_STRUCT)
38
37
  .addUniform("volumetrics_metadata", VOLUMETRICS_METADATA_STRUCT)
39
- .addUniform("scene_volumetrics_metadata", SCENE_VOLUMETRICS_METADATA_STRUCT)
40
- .addStorageBuffer("scene_volumes", WebGPUArray.from(PARTICIPATING_MEDIA_VOLUME_STRUCT))
38
+ .addStorageBuffer("scene_database", WebGPUArray.u32)
41
39
  .addStorageTexture("tOutput0", "rgba16float", "3d", "write-only")
42
40
  .addStorageTexture("tOutput1", "rgba16float", "3d", "write-only")
43
41
 
@@ -104,9 +102,10 @@ fn main(
104
102
  var scattering_luma_sum = 0.0;
105
103
  var anisotropic_g = 0.0;
106
104
 
107
- for(var i=0u; i < scene_volumetrics_metadata.instance_count; i++){
105
+ let volume_count = participating_media_volumes_count(&scene_database);
108
106
 
109
- let volume = scene_volumes[i];
107
+ for (var v = 0u; v < volume_count; v++) {
108
+ let volume = participating_media_volume_read(&scene_database, v);
110
109
 
111
110
  // Transform froxel into volume's coordinate space. Points go world -> local through
112
111
  // transform_inverse, so planes go by the transpose of *its* inverse, which is just
@@ -165,7 +164,6 @@ fn main(
165
164
  anisotropic_g += volume.particle_spec.g * volume_scattering_luma;
166
165
 
167
166
  scattering_luma_sum += volume_scattering_luma;
168
-
169
167
  }
170
168
 
171
169
  if(scattering_luma_sum != 0.0){
@@ -193,6 +191,7 @@ fn main(
193
191
  chunk_compute_volume_fade_factor,
194
192
  chunk_mat4_extract_scale,
195
193
  chunk_volumetrics_column_jitter,
194
+ chunk_participating_media_volumes_iterate,
196
195
  ]
197
196
  )
198
197
 
@@ -20,8 +20,7 @@ import { chunk_get_directional_light_info_by_index } from "../shader/chunk/light
20
20
  import { chunk_sky_lut_compute_uv } from "../atmosphere/chunk_sky_lut_compute_uv.js";
21
21
  import { chunk_calculate_multiscattering } from "./chunk_calculate_multiscattering.js";
22
22
  import { chunk_camera_ray_planar_depth_scale } from "./chunk_camera_ray_planar_depth_scale.js";
23
- import { PARTICIPATING_MEDIA_VOLUME_STRUCT } from "./PARTICIPATING_MEDIA_VOLUME_STRUCT.js";
24
- import { SCENE_VOLUMETRICS_METADATA_STRUCT } from "./SCENE_VOLUMETRICS_METADATA_STRUCT.js";
23
+ import { chunk_participating_media_volumes_iterate } from "./chunk_participating_media_volumes_iterate.js";
25
24
 
26
25
  const resources = new ShaderResourceSetDescriptor();
27
26
 
@@ -35,8 +34,7 @@ resources.createGroup()
35
34
  .addTexture("tVolumeLighting", "float", "3d") // pre-integrated volumetric light scattering
36
35
  // RDR2-style far field: beyond froxel_far the pass ray-marches the scene volumes directly,
37
36
  // lit by the directional sun + atmosphere (single scattering, no self-shadow).
38
- .addUniform("scene_volumetrics_metadata", SCENE_VOLUMETRICS_METADATA_STRUCT)
39
- .addStorageBuffer("scene_volumes", WebGPUArray.from(PARTICIPATING_MEDIA_VOLUME_STRUCT))
37
+ .addStorageBuffer("scene_database", WebGPUArray.u32)
40
38
  .addStorageBuffer("light_data", WebGPUArray.u32)
41
39
  .addTexture("tSunTransmittance", "float", "2d")
42
40
  .addSampler("sLinear")
@@ -65,9 +63,10 @@ fn far_sample_volumes(world_pos: vec3<f32>) -> FarVolumeSample {
65
63
  var g_weighted = 0.0;
66
64
  var scattering_luma = 0.0;
67
65
 
68
- let count = scene_volumetrics_metadata.instance_count;
69
- for (var i = 0u; i < count; i++) {
70
- let volume = scene_volumes[i];
66
+ let volume_count = participating_media_volumes_count(&scene_database);
67
+
68
+ for (var v = 0u; v < volume_count; v++) {
69
+ let volume = participating_media_volume_read(&scene_database, v);
71
70
  let local = (volume.transform_inverse * vec4<f32>(world_pos, 1.0)).xyz;
72
71
  if (any(abs(local) > vec3<f32>(0.5))) {
73
72
  continue;
@@ -263,6 +262,7 @@ fn main(
263
262
  chunk_get_directional_light_info_by_index,
264
263
  chunk_sky_lut_compute_uv,
265
264
  chunk_calculate_multiscattering,
265
+ chunk_participating_media_volumes_iterate,
266
266
  ]
267
267
  )
268
268
 
@@ -1,6 +1,10 @@
1
1
  /** Production water channel. Only AVBOIT's shared resolve composites its radiance. */
2
2
  export class GPUWaterRenderer {
3
- surfaces: any[];
3
+ scene: any;
4
+ body_count: number;
5
+ meshlet_capacity: number;
6
+ time: number;
7
+ waves: any;
4
8
  settings: {
5
9
  enabled: boolean;
6
10
  max_distance: number;
@@ -10,12 +14,20 @@ export class GPUWaterRenderer {
10
14
  mode: number;
11
15
  reflections: number;
12
16
  debug_view: number;
17
+ inscatter_segments: number;
18
+ tessellation_pixels: number;
13
19
  };
14
- avboit_is_empty(): boolean;
20
+ /**
21
+ * The frame's water bodies table, recorded by whoever owns the surfaces at the head of the frame;
22
+ * each drawable surface carries its row as `body_index`.
23
+ * @type {import("./medium/GPUWaterBodies.js").GPUWaterBodies|null}
24
+ */
25
+ bodies: import("./medium/GPUWaterBodies.js").GPUWaterBodies | null;
26
+ avboit_is_empty(view: any): boolean;
15
27
  /** Optional single-pixel readback on the next rendered water frame. No per-frame readback. */
16
28
  request_probe(uv: any): Promise<any>;
17
29
  dispose(): void;
18
- avboit_prepare({ graph, view_ctx, camera, color_texture, depth_texture, normal_texture, hzb_texture, environment_texture }: {
30
+ avboit_prepare({ graph, view_ctx, camera, color_texture, depth_texture, normal_texture, hzb_texture, environment_texture, light_cluster_parameters, light_cluster_lookup, light_cluster_data, shadowmap_atlas, indirect_lighting_mode }: {
19
31
  graph: any;
20
32
  view_ctx: any;
21
33
  camera: any;
@@ -24,6 +36,11 @@ export class GPUWaterRenderer {
24
36
  normal_texture: any;
25
37
  hzb_texture: any;
26
38
  environment_texture: any;
39
+ light_cluster_parameters: any;
40
+ light_cluster_lookup: any;
41
+ light_cluster_data: any;
42
+ shadowmap_atlas: any;
43
+ indirect_lighting_mode?: number;
27
44
  }): {
28
45
  background_color: any;
29
46
  };
@@ -1 +1 @@
1
- {"version":3,"file":"GPUWaterRenderer.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/water/GPUWaterRenderer.js"],"names":[],"mappings":"AAaA,sFAAsF;AACtF;IACI,gBAAc;IACd;;;;;;;;;MACiF;IAOjF,2BAEC;IAED,8FAA8F;IAC9F,qCAgBC;IAED,gBAKC;IAED;;;;;;;;;;;MA4GC;IAQD;;;;;YAMC;IAED;;;;;;;;;;MAOC;IAED;;;;;;;;;;;;;;MAwBC;IAED,gGAAgG;IAChG,mEAYC;;CA4BJ"}
1
+ {"version":3,"file":"GPUWaterRenderer.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/water/GPUWaterRenderer.js"],"names":[],"mappings":"AAmBA,sFAAsF;AACtF;IACI,WAAa;IACb,mBAAe;IACf,yBAAqB;IACrB,aAAS;IACT,WAAa;IACb;;;;;;;;;;;MAE6B;IAC7B;;;;OAIG;IACH,QAFU,OAAO,4BAA4B,EAAE,cAAc,GAAC,IAAI,CAEpD;IAQd,oCAIC;IAED,8FAA8F;IAC9F,qCAgBC;IAED,gBAKC;IAED;;;;;;;;;;;;;;;;MAyIC;IAQD;;;;;YAMC;IAED;;;;;;;;;;MAOC;IAED;;;;;;;;;;;;;;MAwBC;IAED,gGAAgG;IAChG,mEAYC;;CA4BJ"}
@@ -1,29 +1,49 @@
1
- import { half_to_float_uint16 } from "../../../core/binary/half_to_float_uint16.js";
2
1
  import { TextureResourceDescriptor } from "../../device/graph/TextureResourceDescriptor.js";
3
2
  import { DEFAULT_DEPTH_TEXTURE_VIEW } from "../depth/DEFAULT_DEPTH_TEXTURE_VIEW.js";
4
3
  import { graph_compute_pass } from "../shader/graph/compute/graph_compute_pass.js";
5
4
  import { graph_image_pass } from "../shader/graph/graph_image_pass.js";
5
+ import { ShadeIndirectLightingMode } from "../ShadeIndirectLightingMode.js";
6
+ import { BufferResourceDescriptor } from "../../device/graph/BufferResourceDescriptor.js";
7
+ import { build_indirect_draw_command } from "../gpu_primitive/indirect/build_indirect_draw_command.js";
8
+ import { graph_water_tessellation } from "./surface/graph_water_tessellation.js";
9
+ import { WATER_TESSELLATION_STRUCT, WATER_TILE_VERTEX_COUNT } from "./surface/chunk_water_tessellation.js";
6
10
  import { STATIC_GRAPHICS_ENGINE_ASSETS } from "../STATIC_GRAPHICS_ENGINE_ASSETS.js";
7
11
  import { SAMPLER_LINEAR_UPSCALE } from "../texture/SAMPLER_LINEAR_UPSCALE.js";
8
- import { create_water_pipeline, create_water_finalize_pipeline, WATER_DRAW_STRUCT, WATER_TRACE_STRUCT,
9
- WATER_RESOURCES, WATER_FINALIZE_RESOURCES } from "./shader_water.js";
12
+ import { SHADOWMAP_COMPARE_SAMPLER_DESCRIPTOR } from "../shadow/map/SHADOWMAP_COMPARE_SAMPLER_DESCRIPTOR.js";
13
+ import { create_water_finalize_pipeline_brick4, create_water_finalize_pipeline_ibl, create_water_pipeline,
14
+ WATER_FINALIZE_RESOURCES_BRICK4, WATER_FINALIZE_RESOURCES_IBL, WATER_RESOURCES,
15
+ WATER_TRACE_STRUCT, WATER_GRID_STRUCT } from "./shader_water.js";
10
16
  import { shader_water_background_copy, shader_water_debug, shader_water_draw,
11
17
  shader_water_occupancy, shader_water_splat, shader_water_confidence_seed,
12
18
  shader_water_confidence_x, shader_water_confidence_y } from "./shader_water_avboit.js";
13
19
 
14
20
  /** Production water channel. Only AVBOIT's shared resolve composites its radiance. */
15
21
  export class GPUWaterRenderer {
16
- surfaces = [];
22
+ scene = null;
23
+ body_count = 0;
24
+ meshlet_capacity = 0;
25
+ time = 0;
26
+ waves = null;
17
27
  settings = { enabled: true, max_distance: 300, distance_tolerance: 0.15,
18
- max_updates: 4, fallback_steps: 48, mode: 0, reflections: 1, debug_view: 0 };
28
+ max_updates: 4, fallback_steps: 48, mode: 0, reflections: 1, debug_view: 0, inscatter_segments: 4,
29
+ tessellation_pixels: 4 };
30
+ /**
31
+ * The frame's water bodies table, recorded by whoever owns the surfaces at the head of the frame;
32
+ * each drawable surface carries its row as `body_index`.
33
+ * @type {import("./medium/GPUWaterBodies.js").GPUWaterBodies|null}
34
+ */
35
+ bodies = null;
19
36
  #pipeline = create_water_pipeline();
20
- #finalize_pipeline = create_water_finalize_pipeline();
37
+ #finalize_pipeline_ibl = create_water_finalize_pipeline_ibl();
38
+ #finalize_pipeline_brick4 = create_water_finalize_pipeline_brick4();
21
39
  #prepared = new WeakMap();
22
40
  #inspection = new WeakMap();
23
41
  #probe = null;
24
42
 
25
- avboit_is_empty() {
26
- return !this.settings.enabled || !this.surfaces.some(s => s.visible && s.height_texture !== null);
43
+ avboit_is_empty(view) {
44
+ // the authored state: whether there is water at all, not whether its surface was produced yet
45
+ return !this.settings.enabled || this.body_count === 0 || this.meshlet_capacity === 0
46
+ || (view !== undefined && view.scene.scene !== this.scene);
27
47
  }
28
48
 
29
49
  /** Optional single-pixel readback on the next rendered water frame. No per-frame readback. */
@@ -53,18 +73,26 @@ export class GPUWaterRenderer {
53
73
  }
54
74
 
55
75
  avboit_prepare({ graph, view_ctx, camera, color_texture, depth_texture, normal_texture,
56
- hzb_texture, environment_texture }) {
57
- const surfaces = this.surfaces.filter(s => s.visible && s.height_texture !== null)
58
- .map(s => ({ ...s, extent: s.extent.slice(), height_uv: s.height_uv.slice(),
59
- color_deep: s.color_deep.slice(), color_shore: s.color_shore.slice(),
60
- shore_transition: s.shore_transition.slice(), extinction: s.extinction.slice() }))
61
- .sort((a, b) => a.entity - b.entity);
62
- surfaces.forEach((surface, index) => { surface.surface_id = index + 1; });
76
+ hzb_texture, environment_texture, light_cluster_parameters, light_cluster_lookup, light_cluster_data,
77
+ shadowmap_atlas, indirect_lighting_mode = ShadeIndirectLightingMode.IBL }) {
78
+ const scene = view_ctx.scene;
79
+ const meshlets = this.bodies.meshlets({ graph, view: view_ctx, camera, meshlet_capacity: this.meshlet_capacity });
63
80
  const settings = { ...this.settings };
64
81
  const probe = this.#probe;
65
82
  this.#probe = null;
66
83
  const resolution = Array.from(view_ctx.resolution);
67
- const data = { resolution, frame_time: surfaces[0]?.time ?? 0 };
84
+ const pixels = Math.max(1, settings.tessellation_pixels);
85
+ // Jitter moves raster samples, not the mesh sampling the simulation. A jittered
86
+ // reference would change displaced geometry and normals even while waves are paused.
87
+ const tessellation = { resolution, pixels,
88
+ view_projection_matrix: Float32Array.from(view_ctx.camera.camera.view_projection_matrix) };
89
+ const patches = graph_water_tessellation({ graph, scene, camera, meshlets,
90
+ meshlet_capacity: this.meshlet_capacity, tessellation });
91
+ const data = { resolution, frame_time: this.time };
92
+ const wave_state = this.waves.buffer, wave_resolution = this.waves.grid_resolution;
93
+ const geometry_bindings = () => ({ scene_database: scene.scene_database_buffer,
94
+ meshlet_metadata: scene.geometries.meshlets.buffer_metadata, meshlet_data: scene.geometries.meshlets.buffer_data,
95
+ wave_state });
68
96
  const pipeline = this.#pipeline;
69
97
  const pass = graph.add("Water / receivers", data, (data, resources, context) => {
70
98
  const { encoder, graphics } = context;
@@ -75,14 +103,14 @@ export class GPUWaterRenderer {
75
103
  tNormal: resources.get(data.normal).obtainView(),
76
104
  tHZB: resources.get(data.hzb).obtainView(),
77
105
  tScene: resources.get(data.color).obtainView(),
78
- tEnvironment: resources.get(data.environment).obtainView(),
79
- height_sampler: graphics.samplers.obtain(SAMPLER_LINEAR_UPSCALE),
80
106
  };
81
- // Copies/uniform uploads must be encoded before opening the render pass.
82
- const draws = surfaces.map(s => WATER_RESOURCES.generateBindings({ ...shared,
83
- water: encoder.allocateTransientValueBuffer(WATER_DRAW_STRUCT, s),
84
- terrain_height: graphics.textures.obtain(s.height_texture).obtainView(),
85
- }, encoder));
107
+ const command = resources.get(data.command);
108
+ build_indirect_draw_command(graphics.device, `${WATER_TILE_VERTEX_COUNT}, input, 0, 0`,
109
+ encoder, resources.get(data.patch_count), command);
110
+ const bindings = WATER_RESOURCES.generateBindings({ ...shared, ...geometry_bindings(),
111
+ wave_grid: encoder.allocateTransientValueBuffer(WATER_GRID_STRUCT, { resolution: wave_resolution }),
112
+ water_tiles: resources.get(data.tiles), water_tile_sums: resources.get(data.sums),
113
+ tessellation: encoder.allocateTransientValueBuffer(WATER_TESSELLATION_STRUCT, tessellation) }, encoder);
86
114
  const render = encoder.constructRenderPass({ label: "Water / receivers", pipeline, bindings: [],
87
115
  colorAttachments: [data.receiver, data.trace_metadata].map(handle => ({
88
116
  view: resources.get(handle).obtainView(), loadOp: "clear", storeOp: "store", clearValue: [0,0,0,0],
@@ -90,15 +118,18 @@ export class GPUWaterRenderer {
90
118
  depthStencilAttachment: { view: resources.get(data.interface_depth).obtainView(DEFAULT_DEPTH_TEXTURE_VIEW),
91
119
  depthLoadOp: "clear", depthStoreOp: "store", depthClearValue: 0 },
92
120
  });
93
- for (const bindings of draws) { graphics.setPipelineBindings(render, pipeline, bindings); render.draw(6); }
121
+ graphics.setPipelineBindings(render, pipeline, bindings);
122
+ render.drawIndirect(command, 0);
94
123
  render.end();
95
124
  });
96
125
  for (const [name, handle] of Object.entries({ camera, color: color_texture, scene_depth: depth_texture,
97
- normal: normal_texture, hzb: hzb_texture, environment: environment_texture })) { data[name] = pass.read(handle); }
126
+ normal: normal_texture, hzb: hzb_texture })) { data[name] = pass.read(handle); }
98
127
  const target = (name, format) => pass.create(`Water ${name}`, TextureResourceDescriptor.from({
99
128
  resolution, format, usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.TEXTURE_BINDING
100
129
  | (probe !== null && format !== "depth32float" ? GPUTextureUsage.COPY_SRC : 0),
101
130
  }));
131
+ data.tiles = pass.read(patches.tiles); data.sums = pass.read(patches.sums); data.patch_count = pass.read(patches.count);
132
+ data.command = pass.create('Water draw command', BufferResourceDescriptor.from(16, GPUBufferUsage.STORAGE | GPUBufferUsage.INDIRECT));
102
133
  // Keep the accepted UV and both paths at f32 precision through final shading.
103
134
  data.receiver = target("receiver", "rgba32float");
104
135
  data.trace_metadata = target("trace metadata", "rgba32float");
@@ -120,21 +151,36 @@ export class GPUWaterRenderer {
120
151
  inputs: { distance_field: horizontal }, output_resolution: visibility_resolution });
121
152
  data.visibility_distance = visibility_distance;
122
153
  const finalize_data = {};
123
- const finalize_pipeline = this.#finalize_pipeline;
154
+ // the optics read the GI mode the meshes in this frame are lit by: a reflection or a sky that
155
+ // misses on screen falls back to it, as SSR's resolve does
156
+ const use_brick4 = indirect_lighting_mode === ShadeIndirectLightingMode.Brick4;
157
+ const finalize_pipeline = use_brick4 ? this.#finalize_pipeline_brick4 : this.#finalize_pipeline_ibl;
158
+ const finalize_resources = use_brick4 ? WATER_FINALIZE_RESOURCES_BRICK4 : WATER_FINALIZE_RESOURCES_IBL;
124
159
  const finalize = graph.add('Water / coherent optics', finalize_data, (d, resources, {encoder, graphics}) => {
125
160
  const shared = {
126
161
  camera: resources.get(d.camera), trace: encoder.allocateTransientValueBuffer(WATER_TRACE_STRUCT, settings),
127
162
  tDepth: resources.get(d.scene_depth).obtainView(DEFAULT_DEPTH_TEXTURE_VIEW),
128
163
  tNormal: resources.get(d.normal).obtainView(), tHZB: resources.get(d.hzb).obtainView(),
129
- tScene: resources.get(d.color).obtainView(), tEnvironment: resources.get(d.environment).obtainView(),
164
+ tScene: resources.get(d.color).obtainView(),
130
165
  receiver: resources.get(d.receiver).obtainView(), trace_metadata: resources.get(d.trace_metadata).obtainView(),
131
166
  visibility_distance: resources.get(d.visibility_distance).obtainView(),
132
- height_sampler: graphics.samplers.obtain(SAMPLER_LINEAR_UPSCALE),
167
+ ...geometry_bindings(), water_tiles: resources.get(d.tiles), water_tile_sums: resources.get(d.sums),
168
+ tessellation: encoder.allocateTransientValueBuffer(WATER_TESSELLATION_STRUCT, tessellation),
169
+ wave_grid: encoder.allocateTransientValueBuffer(WATER_GRID_STRUCT, { resolution: wave_resolution }),
170
+ // the lights, as the transparent meshes bind them
171
+ light_data: view_ctx.scene.lights.buffer_data,
172
+ tEnvironment: resources.get(d.environment).obtainView(),
173
+ cluster_parameters: resources.get(d.light_cluster_parameters),
174
+ cluster_lookup: resources.get(d.light_cluster_lookup),
175
+ cluster_data: resources.get(d.light_cluster_data),
176
+ shadowmapAtlas: resources.get(d.shadowmap_atlas).obtainView(),
177
+ sCompareLinear: graphics.samplers.obtain(SHADOWMAP_COMPARE_SAMPLER_DESCRIPTOR),
133
178
  };
134
- const draws = surfaces.map(s => WATER_FINALIZE_RESOURCES.generateBindings({...shared,
135
- water: encoder.allocateTransientValueBuffer(WATER_DRAW_STRUCT, s),
136
- terrain_height: graphics.textures.obtain(s.height_texture).obtainView(),
137
- }, encoder));
179
+ if (use_brick4) {
180
+ shared.brick4 = view_ctx.scene.volumetric_light_map.buffer;
181
+ shared.view = view_ctx.uniform_buffer.buffer;
182
+ }
183
+ const bindings = finalize_resources.generateBindings(shared, encoder);
138
184
  const copy_pipeline = shader_water_background_copy.pipeline;
139
185
  const copy_bindings = shader_water_background_copy.descriptor.resources.generateBindings({tScene: shared.tScene}, encoder);
140
186
  const render = encoder.constructRenderPass({label: 'Water / coherent optics', pipeline: finalize_pipeline, bindings: [],
@@ -145,12 +191,15 @@ export class GPUWaterRenderer {
145
191
  render.setPipeline(graphics.render_pipelines.obtain(copy_pipeline)); render.record_pipeline(copy_pipeline);
146
192
  graphics.setPipelineBindings(render, copy_pipeline, copy_bindings); render.draw(3);
147
193
  render.setPipeline(graphics.render_pipelines.obtain(finalize_pipeline)); render.record_pipeline(finalize_pipeline);
148
- for (const bindings of draws) { graphics.setPipelineBindings(render, finalize_pipeline, bindings); render.draw(6); }
194
+ graphics.setPipelineBindings(render, finalize_pipeline, bindings);
195
+ render.drawIndirect(resources.get(d.command), 0);
149
196
  render.end();
150
197
  });
151
- for (const key of ['camera','scene_depth','normal','hzb','color','environment','receiver','trace_metadata','visibility_distance','interface_depth']) {
198
+ for (const key of ['camera','scene_depth','normal','hzb','color','receiver','trace_metadata','visibility_distance','interface_depth','tiles','sums','command']) {
152
199
  finalize_data[key] = finalize.read(data[key]);
153
200
  }
201
+ for (const [key, handle] of Object.entries({ environment: environment_texture, light_cluster_parameters,
202
+ light_cluster_lookup, light_cluster_data, shadowmap_atlas })) { finalize_data[key] = finalize.read(handle); }
154
203
  const optical_target = (name,format) => finalize.create(`Water ${name}`, TextureResourceDescriptor.from({
155
204
  resolution, format, usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.TEXTURE_BINDING
156
205
  | (probe !== null ? GPUTextureUsage.COPY_SRC : 0),
@@ -239,7 +288,7 @@ export class GPUWaterRenderer {
239
288
  try {
240
289
  await buffer.mapAsync(GPUMapMode.READ);
241
290
  const mapped = buffer.getMappedRange();
242
- const half = offset => Array.from(new Uint16Array(mapped, offset, 4), half_to_float_uint16);
291
+ const half = offset => Array.from(new Float16Array(mapped, offset, 4));
243
292
  const radiance = half(512);
244
293
  const confidence = radiance[3];
245
294
  radiance[3] = new Float32Array(mapped, 768, 4)[1];
@@ -0,0 +1,14 @@
1
+ /**
2
+ * The environment map: irradiance as its roughness-1 level × π, specular from its prefiltered levels.
3
+ * Expects `tEnvironment`.
4
+ * @type {CodeChunk}
5
+ */
6
+ export const chunk_water_gi_ibl: CodeChunk;
7
+ /**
8
+ * Brick4, the volumetric directional light map: position-dependent, so water under a bridge receives
9
+ * less sky and reflects the bridge's light rather than the sky. Expects `brick4` and `view`.
10
+ * @type {CodeChunk}
11
+ */
12
+ export const chunk_water_gi_brick4: CodeChunk;
13
+ import { CodeChunk } from "../shader/compiler/CodeChunk.js";
14
+ //# sourceMappingURL=chunk_water_gi.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_water_gi.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/water/chunk_water_gi.js"],"names":[],"mappings":"AAqBA;;;;GAIG;AACH,iCAFU,SAAS,CAUoC;AAEvD;;;;GAIG;AACH,oCAFU,SAAS,CAgBwB;0BAlDjB,iCAAiC"}
@@ -0,0 +1,56 @@
1
+ import { chunk_get_ibl_irradiance } from "../deferred/indirect/chunk_get_ibl_irradiance.js";
2
+ import { chunk_get_ibl_radiance } from "../deferred/indirect/chunk_get_ibl_radiance.js";
3
+ import {
4
+ chunk_brick4_sample_forward_indirect
5
+ } from "../global_illumination/brick4/gpu/draw/chunk_brick4_sample_forward_indirect.js";
6
+ import { CodeChunk } from "../shader/compiler/CodeChunk.js";
7
+
8
+ /*
9
+ What the engine's indirect lighting says at a point on the water, one module per indirect-lighting
10
+ mode, as SSR's resolve and the transparent mesh draw are split (WATER_OPTICS_PLAN_2026_10_02.md
11
+ §5.4). Each defines the same two functions, so the water's optics body is written once and composed
12
+ with either:
13
+
14
+ - water_gi_irradiance(position, normal): plane irradiance on a surface facing normal — the sky light
15
+ that enters the water;
16
+ - water_gi_specular(position, normal, view_direction, roughness): the radiance a reflection that
17
+ missed on screen falls back to. view_direction points from the surface to the camera.
18
+
19
+ LPV has no transparent variant: like the transparent meshes, water uses the IBL module under it.
20
+ */
21
+
22
+ /**
23
+ * The environment map: irradiance as its roughness-1 level × π, specular from its prefiltered levels.
24
+ * Expects `tEnvironment`.
25
+ * @type {CodeChunk}
26
+ */
27
+ export const chunk_water_gi_ibl = CodeChunk.from(/* language=WGSL */ `
28
+ fn water_gi_irradiance(position: vec3<f32>, normal: vec3<f32>) -> vec3<f32> {
29
+ return get_ibl_irradiance(normal);
30
+ }
31
+
32
+ fn water_gi_specular(position: vec3<f32>, normal: vec3<f32>, view_direction: vec3<f32>, roughness: f32) -> vec3<f32> {
33
+ return get_ibl_radiance(view_direction, normal, roughness);
34
+ }
35
+ `, [chunk_get_ibl_irradiance, chunk_get_ibl_radiance]);
36
+
37
+ /**
38
+ * Brick4, the volumetric directional light map: position-dependent, so water under a bridge receives
39
+ * less sky and reflects the bridge's light rather than the sky. Expects `brick4` and `view`.
40
+ * @type {CodeChunk}
41
+ */
42
+ export const chunk_water_gi_brick4 = CodeChunk.from(/* language=WGSL */ `
43
+ fn water_gi_irradiance(position: vec3<f32>, normal: vec3<f32>) -> vec3<f32> {
44
+ var radiance: vec3<f32>;
45
+ var irradiance: vec3<f32>;
46
+ brick4_sample_forward_indirect(position, normal, normal, normal, 1.0, &radiance, &irradiance);
47
+ return irradiance;
48
+ }
49
+
50
+ fn water_gi_specular(position: vec3<f32>, normal: vec3<f32>, view_direction: vec3<f32>, roughness: f32) -> vec3<f32> {
51
+ var radiance: vec3<f32>;
52
+ var irradiance: vec3<f32>;
53
+ brick4_sample_forward_indirect(position, view_direction, normal, normal, roughness, &radiance, &irradiance);
54
+ return radiance;
55
+ }
56
+ `, [chunk_brick4_sample_forward_indirect]);
@@ -1,5 +1,7 @@
1
+ export const WATER_LEVEL_TOLERANCE_DECLARATION: CodeChunk;
1
2
  export const chunk_water_refraction_confidence: CodeChunk;
2
3
  export const chunk_water_transport: CodeChunk;
4
+ export const chunk_water_receiver_texel: CodeChunk;
3
5
  export const chunk_water_receiver_radiance: CodeChunk;
4
6
  import { CodeChunk } from '../shader/compiler/CodeChunk.js';
5
7
  //# sourceMappingURL=chunk_water_transport.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_water_transport.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/water/chunk_water_transport.js"],"names":[],"mappings":"AAKA,0DAeG;AAEH,8CAoBG;AAIH,sDA+CoF;0BA7F1D,iCAAiC"}
1
+ {"version":3,"file":"chunk_water_transport.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/water/chunk_water_transport.js"],"names":[],"mappings":"AAUA,0DAEG;AAEH,0DAeG;AAEH,8CAsBG;AAGH,mDAS6F;AAI7F,sDAmCoE;0BAxG1C,iCAAiC"}