@woosh/meep-engine 3.41.0 → 3.43.0

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 (384) hide show
  1. package/build/bundle-worker-image-decoder.js +1 -1
  2. package/build/bundle-worker-terrain.js +1 -1
  3. package/editor/selection/editor_pick.d.ts.map +1 -1
  4. package/editor/selection/editor_pick.js +2 -1
  5. package/editor/tools/TransformToolV2.d.ts.map +1 -1
  6. package/editor/tools/TransformToolV2.js +7 -1
  7. package/editor/tools/engine/ToolEngine.d.ts.map +1 -1
  8. package/editor/tools/engine/ToolEngine.js +10 -0
  9. package/editor/tools/v2/TransformControls.d.ts.map +1 -1
  10. package/editor/tools/v2/TransformControls.js +7 -20
  11. package/editor/tools/v2/handle/gizmo_drag_plane.d.ts.map +1 -1
  12. package/editor/tools/v2/handle/gizmo_drag_plane.js +4 -0
  13. package/editor/view/ecs/EntityEditor.d.ts.map +1 -1
  14. package/editor/view/ecs/EntityEditor.js +3 -1
  15. package/editor/view/node-graph/NodeGraphView.d.ts.map +1 -1
  16. package/editor/view/node-graph/NodeGraphView.js +28 -12
  17. package/package.json +91 -96
  18. package/samples/engine/first-scene/index.html +4 -1
  19. package/samples/engine/first-scene/main.js +14 -9
  20. package/src/core/binary/utf8/utf8_decode.js +3 -3
  21. package/src/core/bvh2/binary/2/bvh32_query_user_data_ray.d.ts.map +1 -1
  22. package/src/core/bvh2/binary/2/bvh32_query_user_data_ray.js +112 -113
  23. package/src/core/bvh2/bvh3/ebvh_nodes_sort_sah_local4.js +2 -2
  24. package/src/core/cache/wtinylfu/benchmark/CacheWTinylfu.bench.md +14 -14
  25. package/src/core/collection/RingBuffer.d.ts.map +1 -1
  26. package/src/core/collection/RingBuffer.js +4 -0
  27. package/src/core/collection/array/array_contains_duplicates.d.ts.map +1 -1
  28. package/src/core/collection/array/array_contains_duplicates.js +2 -1
  29. package/src/core/collection/array/array_copy.d.ts.map +1 -1
  30. package/src/core/collection/array/array_copy.js +23 -0
  31. package/src/core/collection/array/typed/sparse_typed_array_hash.d.ts +2 -2
  32. package/src/core/collection/array/typed/sparse_typed_array_hash.d.ts.map +1 -1
  33. package/src/core/collection/array/typed/sparse_typed_array_hash.js +9 -8
  34. package/src/core/collection/array/typed/uint16_array_hash.d.ts +2 -2
  35. package/src/core/collection/array/typed/uint16_array_hash.js +4 -4
  36. package/src/core/collection/array/typed/uint8_array_hash.d.ts +2 -2
  37. package/src/core/collection/array/typed/uint8_array_hash.js +4 -4
  38. package/src/core/collection/array/weightedRandomFromArray.d.ts +1 -0
  39. package/src/core/collection/array/weightedRandomFromArray.d.ts.map +1 -1
  40. package/src/core/collection/array/weightedRandomFromArray.js +9 -1
  41. package/src/core/collection/heap/BinaryHeap.d.ts.map +1 -1
  42. package/src/core/collection/heap/BinaryHeap.js +4 -0
  43. package/src/core/collection/list/List.d.ts.map +1 -1
  44. package/src/core/collection/list/List.js +4 -2
  45. package/src/core/collection/set/ArraySet.js +1 -1
  46. package/src/core/collection/set/HashSet.d.ts +1 -1
  47. package/src/core/collection/set/HashSet.d.ts.map +1 -1
  48. package/src/core/collection/set/HashSet.js +4 -2
  49. package/src/core/debug/matchers/IsEqual.js +1 -1
  50. package/src/core/debug/matchers/IsIterableContaining.d.ts.map +1 -1
  51. package/src/core/debug/matchers/IsIterableContaining.js +61 -74
  52. package/src/core/events/signal/SignalBinding.js +101 -101
  53. package/src/core/function/extractFunctionBody.js +13 -13
  54. package/src/core/function/objectsEqual.d.ts.map +1 -1
  55. package/src/core/function/objectsEqual.js +15 -14
  56. package/src/core/geom/3d/frustum/frustum3_compute_closest_point.d.ts.map +1 -1
  57. package/src/core/geom/3d/frustum/frustum3_compute_closest_point.js +207 -172
  58. package/src/core/geom/3d/gjk/gjk_epa_penetration.d.ts.map +1 -1
  59. package/src/core/geom/3d/gjk/gjk_epa_penetration.js +5 -4
  60. package/src/core/geom/3d/line/line3_compute_segment_point_distance_eikonal.d.ts.map +1 -1
  61. package/src/core/geom/3d/line/line3_compute_segment_point_distance_eikonal.js +8 -2
  62. package/src/core/geom/3d/triangle/tri3_ray_intersection.d.ts +20 -0
  63. package/src/core/geom/3d/triangle/tri3_ray_intersection.d.ts.map +1 -1
  64. package/src/core/geom/3d/triangle/tri3_ray_intersection.js +182 -0
  65. package/src/core/math/noise/curl_noise_3dt.d.ts.map +1 -1
  66. package/src/core/math/noise/curl_noise_3dt.js +20 -10
  67. package/src/core/math/noise/sdnoise.d.ts +16 -5
  68. package/src/core/math/noise/sdnoise.d.ts.map +1 -1
  69. package/src/core/math/noise/sdnoise.js +43 -9
  70. package/src/core/math/spline/spline3_hermite_nearest_point.d.ts +16 -1
  71. package/src/core/math/spline/spline3_hermite_nearest_point.d.ts.map +1 -1
  72. package/src/core/math/spline/spline3_hermite_nearest_point.js +44 -3
  73. package/src/engine/Engine.d.ts.map +1 -1
  74. package/src/engine/Engine.js +6 -2
  75. package/src/engine/control/first-person/FirstPersonPlayerController.d.ts +9 -0
  76. package/src/engine/control/first-person/FirstPersonPlayerController.d.ts.map +1 -1
  77. package/src/engine/control/first-person/FirstPersonPlayerControllerConfig.d.ts +26 -0
  78. package/src/engine/control/first-person/FirstPersonPlayerControllerConfig.d.ts.map +1 -1
  79. package/src/engine/control/first-person/FirstPersonPlayerControllerConfig.js +2 -0
  80. package/src/engine/control/first-person/abilities/AbilitySet.d.ts.map +1 -1
  81. package/src/engine/control/first-person/abilities/AbilitySet.js +9 -0
  82. package/src/engine/control/first-person/abilities/LedgeGrab.d.ts.map +1 -1
  83. package/src/engine/control/first-person/abilities/LedgeGrab.js +6 -0
  84. package/src/engine/control/first-person/abilities/Slide.d.ts.map +1 -1
  85. package/src/engine/control/first-person/abilities/Slide.js +1 -0
  86. package/src/engine/control/first-person/abilities/WallRun.d.ts +4 -1
  87. package/src/engine/control/first-person/abilities/WallRun.d.ts.map +1 -1
  88. package/src/engine/control/first-person/abilities/WallRun.js +13 -1
  89. package/src/engine/control/first-person/mastery/SlideInitiationTimingEvaluator.d.ts +1 -1
  90. package/src/engine/control/first-person/mastery/SlideInitiationTimingEvaluator.d.ts.map +1 -1
  91. package/src/engine/control/first-person/mastery/SlideInitiationTimingEvaluator.js +6 -5
  92. package/src/engine/control/first-person/mastery/StrideTimingJumpEvaluator.d.ts +3 -3
  93. package/src/engine/control/first-person/mastery/StrideTimingJumpEvaluator.d.ts.map +1 -1
  94. package/src/engine/control/first-person/mastery/StrideTimingJumpEvaluator.js +9 -8
  95. package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.d.ts.map +1 -1
  96. package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.js +13 -4
  97. package/src/engine/ecs/EntityManager.d.ts.map +1 -1
  98. package/src/engine/ecs/EntityManager.js +18 -15
  99. package/src/engine/ecs/dynamic_actions/rules/DynamicRuleDescription.d.ts.map +1 -1
  100. package/src/engine/ecs/dynamic_actions/rules/DynamicRuleDescription.js +2 -1
  101. package/src/engine/ecs/dynamic_actions/rules/DynamicRuleDescriptionTable.d.ts.map +1 -1
  102. package/src/engine/ecs/dynamic_actions/rules/DynamicRuleDescriptionTable.js +1 -0
  103. package/src/engine/ecs/fow/FogOfWarRevealerSystem.d.ts.map +1 -1
  104. package/src/engine/ecs/fow/FogOfWarRevealerSystem.js +3 -0
  105. package/src/engine/ecs/parent/EntityNode.js +3 -3
  106. package/src/engine/ecs/speaker/VoiceSystem.d.ts.map +1 -1
  107. package/src/engine/ecs/speaker/VoiceSystem.js +4 -0
  108. package/src/engine/ecs/storage/BinaryBufferDeSerializer.js +5 -5
  109. package/src/engine/ecs/storage/binary/BinarySerializationRegistry.d.ts.map +1 -1
  110. package/src/engine/ecs/storage/binary/BinarySerializationRegistry.js +3 -2
  111. package/src/engine/ecs/storage/binary/object/BinaryObjectSerializationAdapter2.js +1 -1
  112. package/src/engine/ecs/storage/binary/object-v2/BinaryObjectDeSerializer.d.ts.map +1 -1
  113. package/src/engine/ecs/storage/binary/object-v2/BinaryObjectDeSerializer.js +8 -1
  114. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  115. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +8 -0
  116. package/src/engine/ecs/terrain/ecs/cling/ClingToTerrainSystem.d.ts.map +1 -1
  117. package/src/engine/ecs/terrain/ecs/cling/ClingToTerrainSystem.js +5 -2
  118. package/src/engine/ecs/terrain/ecs/layers/TerrainLayers.d.ts.map +1 -1
  119. package/src/engine/ecs/terrain/ecs/layers/TerrainLayers.js +3 -0
  120. package/src/engine/ecs/terrain/ecs/splat/SplatMapping.d.ts.map +1 -1
  121. package/src/engine/ecs/terrain/ecs/splat/SplatMapping.js +1 -0
  122. package/src/engine/ecs/terrain/overlay/TerrainOverlay.js +1 -1
  123. package/src/engine/ecs/terrain/tiles/TerrainTile.d.ts.map +1 -1
  124. package/src/engine/ecs/terrain/tiles/TerrainTile.js +13 -1
  125. package/src/engine/ecs/terrain/tiles/TerrainTileManager.d.ts.map +1 -1
  126. package/src/engine/ecs/terrain/tiles/TerrainTileManager.js +1 -0
  127. package/src/engine/graphics/ecs/light/LightSerializationAdapter.d.ts.map +1 -1
  128. package/src/engine/graphics/ecs/light/LightSerializationAdapter.js +13 -1
  129. package/src/engine/graphics/ecs/light/LightSerializationUpgrader_0_1.d.ts +5 -0
  130. package/src/engine/graphics/ecs/light/LightSerializationUpgrader_0_1.d.ts.map +1 -0
  131. package/src/engine/graphics/ecs/light/LightSerializationUpgrader_0_1.js +27 -0
  132. package/src/engine/graphics/ecs/water/Water.d.ts +11 -0
  133. package/src/engine/graphics/ecs/water/Water.d.ts.map +1 -1
  134. package/src/engine/graphics/ecs/water/Water.js +17 -0
  135. package/src/engine/graphics/ecs/water/WaterSerializationAdapter.d.ts.map +1 -1
  136. package/src/engine/graphics/ecs/water/WaterSerializationAdapter.js +3 -1
  137. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_4_5.d.ts +9 -0
  138. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_4_5.d.ts.map +1 -0
  139. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_4_5.js +24 -0
  140. package/src/engine/graphics/ecs/water/WaterWaves.d.ts +30 -9
  141. package/src/engine/graphics/ecs/water/WaterWaves.d.ts.map +1 -1
  142. package/src/engine/graphics/ecs/water/WaterWaves.js +41 -9
  143. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts.map +1 -1
  144. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.js +30 -26
  145. package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_0_1.d.ts +6 -0
  146. package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_0_1.d.ts.map +1 -0
  147. package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_0_1.js +22 -0
  148. package/src/engine/graphics/geometry/buffered/query/bvh32_geometry_raycast.d.ts.map +1 -1
  149. package/src/engine/graphics/geometry/buffered/query/bvh32_geometry_raycast.js +3 -5
  150. package/src/engine/graphics/texture/3d/scs3d_sample_linear3.d.ts +20 -0
  151. package/src/engine/graphics/texture/3d/scs3d_sample_linear3.d.ts.map +1 -1
  152. package/src/engine/graphics/texture/3d/scs3d_sample_linear3.js +36 -0
  153. package/src/engine/graphics3/WaterSystem.d.ts +12 -3
  154. package/src/engine/graphics3/WaterSystem.d.ts.map +1 -1
  155. package/src/engine/graphics3/WaterSystem.js +78 -46
  156. package/src/engine/input/devices/PointerDevice.d.ts.map +1 -1
  157. package/src/engine/input/devices/PointerDevice.js +29 -4
  158. package/src/engine/intelligence/behavior/selector/WeightedRandomBehavior.d.ts +1 -0
  159. package/src/engine/intelligence/behavior/selector/WeightedRandomBehavior.d.ts.map +1 -1
  160. package/src/engine/intelligence/behavior/selector/WeightedRandomBehavior.js +14 -3
  161. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  162. package/src/engine/physics/fluid/solver/v3_grid_advect_maccormack_velocity.d.ts.map +1 -1
  163. package/src/engine/physics/fluid/solver/v3_grid_advect_maccormack_velocity.js +12 -3
  164. package/src/engine/physics/fluid/solver/v3_grid_advect_sl_velocity.d.ts.map +1 -1
  165. package/src/engine/physics/fluid/solver/v3_grid_advect_sl_velocity.js +8 -2
  166. package/src/engine/physics/fluid/solver/v3_grid_sample_scalar_masked.d.ts +19 -0
  167. package/src/engine/physics/fluid/solver/v3_grid_sample_scalar_masked.d.ts.map +1 -1
  168. package/src/engine/physics/fluid/solver/v3_grid_sample_scalar_masked.js +41 -2
  169. package/src/engine/physics/fluid/solver/v3_mac_advect_scalar.d.ts.map +1 -1
  170. package/src/engine/physics/fluid/solver/v3_mac_advect_scalar.js +9 -3
  171. package/src/engine/physics/fluid/solver/v3_mac_advect_sl_velocity.d.ts.map +1 -1
  172. package/src/engine/physics/fluid/solver/v3_mac_advect_sl_velocity.js +26 -10
  173. package/src/engine/sound/sopra/definition/clip/RandomContainerAudioClip.d.ts +3 -6
  174. package/src/engine/sound/sopra/definition/clip/RandomContainerAudioClip.d.ts.map +1 -1
  175. package/src/engine/sound/sopra/definition/clip/RandomContainerAudioClip.js +22 -9
  176. package/src/engine/ui/DraggableAspect.d.ts +5 -1
  177. package/src/engine/ui/DraggableAspect.d.ts.map +1 -1
  178. package/src/engine/ui/DraggableAspect.js +61 -4
  179. package/src/format/image/avif/heif/ItemProperty.d.ts +1 -1
  180. package/src/format/image/avif/heif/ItemProperty.js +1 -1
  181. package/src/format/image/png/chunk/png_chunk_decode_iTXt.d.ts.map +1 -1
  182. package/src/format/image/png/chunk/png_chunk_decode_iTXt.js +17 -6
  183. package/src/shade/device/mock/SoftwareGPUDevice.d.ts +2 -4
  184. package/src/shade/device/mock/SoftwareGPUDevice.d.ts.map +1 -1
  185. package/src/shade/device/mock/SoftwareGPUDevice.js +20 -13
  186. package/src/shade/playground/skinned_blas_refit/sweep_views.d.ts.map +1 -1
  187. package/src/shade/playground/skinned_blas_refit/sweep_views.js +2 -1
  188. package/src/shade/playground/vgeo_runtime/README.md +5 -4
  189. package/src/shade/playground/water_refraction/README.md +10 -11
  190. package/src/shade/playground/water_refraction/main.js +9 -8
  191. package/src/shade/playground/water_refraction/world.js +1 -1
  192. package/src/shade/playground/water_surface/README.md +43 -0
  193. package/src/shade/playground/water_surface/index.html +30 -0
  194. package/src/shade/playground/water_surface/main.d.ts +2 -0
  195. package/src/shade/playground/water_surface/main.d.ts.map +1 -0
  196. package/src/shade/playground/water_surface/main.js +154 -0
  197. package/src/shade/playground/water_surface/world.d.ts +44 -0
  198. package/src/shade/playground/water_surface/world.d.ts.map +1 -0
  199. package/src/shade/playground/water_surface/world.js +160 -0
  200. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  201. package/src/shade/renderer/Renderer.js +6 -5
  202. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.d.ts.map +1 -1
  203. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.js +5 -0
  204. package/src/shade/renderer/atmosphere/GPUSky.d.ts +12 -0
  205. package/src/shade/renderer/atmosphere/GPUSky.d.ts.map +1 -1
  206. package/src/shade/renderer/atmosphere/GPUSky.js +162 -147
  207. package/src/shade/renderer/binding/BufferBinding.js +2 -2
  208. package/src/shade/renderer/buffer/table/GPUTypedTable.d.ts.map +1 -1
  209. package/src/shade/renderer/buffer/table/GPUTypedTable.js +5 -3
  210. package/src/shade/renderer/buffer/table/GPUTypedTableDescriptor.d.ts +10 -3
  211. package/src/shade/renderer/buffer/table/GPUTypedTableDescriptor.d.ts.map +1 -1
  212. package/src/shade/renderer/buffer/table/GPUTypedTableDescriptor.js +17 -9
  213. package/src/shade/renderer/camera/orbital/OrbitalCameraInput.d.ts +3 -0
  214. package/src/shade/renderer/camera/orbital/OrbitalCameraInput.d.ts.map +1 -1
  215. package/src/shade/renderer/camera/orbital/OrbitalCameraInput.js +16 -0
  216. package/src/shade/renderer/camera/orbital/OrbitalCameraRig.d.ts +2 -0
  217. package/src/shade/renderer/camera/orbital/OrbitalCameraRig.d.ts.map +1 -1
  218. package/src/shade/renderer/camera/orbital/OrbitalCameraRig.js +11 -0
  219. package/src/shade/renderer/geometry/meshlet/build/meshoptimizer/geometry_to_meshlets_meshoptimizer.d.ts +1 -1
  220. package/src/shade/renderer/geometry/meshlet/build/meshoptimizer/geometry_to_meshlets_meshoptimizer.d.ts.map +1 -1
  221. package/src/shade/renderer/geometry/meshlet/build/meshoptimizer/geometry_to_meshlets_meshoptimizer.js +9 -3
  222. package/src/shade/renderer/geometry/util/geometry_simplify_redundant_topology.d.ts.map +1 -1
  223. package/src/shade/renderer/geometry/util/geometry_simplify_redundant_topology.js +2 -2
  224. package/src/shade/renderer/geometry/virtual/format/vgeo_validate_container.d.ts.map +1 -1
  225. package/src/shade/renderer/geometry/virtual/format/vgeo_validate_container.js +85 -0
  226. package/src/shade/renderer/geometry/virtual/runtime/GPUVirtualGeometryRuntime.d.ts.map +1 -1
  227. package/src/shade/renderer/geometry/virtual/runtime/GPUVirtualGeometryRuntime.js +12 -6
  228. package/src/shade/renderer/geometry/virtual/runtime/VGeoPageFetcher.d.ts.map +1 -1
  229. package/src/shade/renderer/geometry/virtual/runtime/VGeoPageFetcher.js +7 -0
  230. package/src/shade/renderer/geometry/virtual/runtime/VGeoRuntimeTables.d.ts.map +1 -1
  231. package/src/shade/renderer/geometry/virtual/runtime/VGeoRuntimeTables.js +3 -1
  232. package/src/shade/renderer/lightmap/bake/shader_lightmap_denoise_sh.d.ts.map +1 -1
  233. package/src/shade/renderer/lightmap/bake/shader_lightmap_denoise_sh.js +10 -3
  234. package/src/shade/renderer/loader/gltf/tiny-gltf.d.ts +1 -1
  235. package/src/shade/renderer/particles/DESIGN.md +13 -9
  236. package/src/shade/renderer/particles/shaders/chunk_particle_lighting.d.ts +1 -1
  237. package/src/shade/renderer/particles/shaders/chunk_particle_lighting.js +1 -1
  238. package/src/shade/renderer/postprocess/nss/NSS.d.ts +1 -1
  239. package/src/shade/renderer/rasterize/native/avboit/AVBOITSideChannel.d.ts +3 -2
  240. package/src/shade/renderer/rasterize/native/avboit/AVBOITSideChannel.d.ts.map +1 -1
  241. package/src/shade/renderer/rasterize/native/avboit/AVBOITSideChannel.js +3 -2
  242. package/src/shade/renderer/scene/GPUSceneContext.d.ts +9 -1
  243. package/src/shade/renderer/scene/GPUSceneContext.d.ts.map +1 -1
  244. package/src/shade/renderer/scene/GPUSceneContext.js +23 -1
  245. package/src/shade/renderer/scene/SCENE_DATABASE_SPEC.js +2 -1
  246. package/src/shade/renderer/shader/chunk/math/fft/chunk_fft128_inverse.d.ts +13 -0
  247. package/src/shade/renderer/shader/chunk/math/fft/chunk_fft128_inverse.d.ts.map +1 -0
  248. package/src/shade/renderer/shader/chunk/math/fft/chunk_fft128_inverse.js +42 -0
  249. package/src/shade/renderer/shader/chunk/math/fft/chunk_fft128x4_inverse_workgroup.d.ts +15 -0
  250. package/src/shade/renderer/shader/chunk/math/fft/chunk_fft128x4_inverse_workgroup.d.ts.map +1 -0
  251. package/src/shade/renderer/shader/chunk/math/fft/chunk_fft128x4_inverse_workgroup.js +39 -0
  252. package/src/shade/renderer/shader/resource/ShaderResourceSetDescriptor.d.ts.map +1 -1
  253. package/src/shade/renderer/shader/resource/ShaderResourceSetDescriptor.js +2 -0
  254. package/src/shade/renderer/volumetrics/GPUViewVolumetrics.d.ts +4 -1
  255. package/src/shade/renderer/volumetrics/GPUViewVolumetrics.d.ts.map +1 -1
  256. package/src/shade/renderer/volumetrics/GPUViewVolumetrics.js +74 -3
  257. package/src/shade/renderer/volumetrics/NOTES.md +1023 -957
  258. package/src/shade/renderer/volumetrics/chunk_volumetrics_irradiance_sh.d.ts +5 -4
  259. package/src/shade/renderer/volumetrics/chunk_volumetrics_irradiance_sh.d.ts.map +1 -1
  260. package/src/shade/renderer/volumetrics/chunk_volumetrics_irradiance_sh.js +5 -4
  261. package/src/shade/renderer/volumetrics/gi/chunk_volumetrics_gi.d.ts +1 -1
  262. package/src/shade/renderer/volumetrics/gi/chunk_volumetrics_gi.js +1 -1
  263. package/src/shade/renderer/volumetrics/gi/graph_build_froxel_gi.d.ts +1 -1
  264. package/src/shade/renderer/volumetrics/gi/graph_build_froxel_gi.js +1 -1
  265. package/src/shade/renderer/volumetrics/graph_build_froxel_irradiance.d.ts +41 -0
  266. package/src/shade/renderer/volumetrics/graph_build_froxel_irradiance.d.ts.map +1 -0
  267. package/src/shade/renderer/volumetrics/graph_build_froxel_irradiance.js +112 -0
  268. package/src/shade/renderer/volumetrics/graph_build_volumetrics.d.ts +9 -23
  269. package/src/shade/renderer/volumetrics/graph_build_volumetrics.d.ts.map +1 -1
  270. package/src/shade/renderer/volumetrics/graph_build_volumetrics.js +18 -126
  271. package/src/shade/renderer/volumetrics/shader_volumetrics_build_irradiance.d.ts +22 -0
  272. package/src/shade/renderer/volumetrics/shader_volumetrics_build_irradiance.d.ts.map +1 -0
  273. package/src/shade/renderer/volumetrics/shader_volumetrics_build_irradiance.js +228 -0
  274. package/src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.d.ts.map +1 -1
  275. package/src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.js +0 -53
  276. package/src/shade/renderer/water/GPUWaterRenderer.d.ts +15 -0
  277. package/src/shade/renderer/water/GPUWaterRenderer.d.ts.map +1 -1
  278. package/src/shade/renderer/water/GPUWaterRenderer.js +110 -30
  279. package/src/shade/renderer/water/medium/GPUWaterBodies.d.ts +16 -8
  280. package/src/shade/renderer/water/medium/GPUWaterBodies.d.ts.map +1 -1
  281. package/src/shade/renderer/water/medium/GPUWaterBodies.js +31 -26
  282. package/src/shade/renderer/water/medium/shader_water_meshlets.d.ts +0 -1
  283. package/src/shade/renderer/water/medium/shader_water_meshlets.d.ts.map +1 -1
  284. package/src/shade/renderer/water/medium/shader_water_meshlets.js +1 -39
  285. package/src/shade/renderer/water/shader_water.d.ts +0 -1
  286. package/src/shade/renderer/water/shader_water.d.ts.map +1 -1
  287. package/src/shade/renderer/water/shader_water.js +201 -72
  288. package/src/shade/renderer/water/surface/GPUWaterSurface.d.ts +70 -0
  289. package/src/shade/renderer/water/surface/GPUWaterSurface.d.ts.map +1 -0
  290. package/src/shade/renderer/water/surface/GPUWaterSurface.js +199 -0
  291. package/src/shade/renderer/water/surface/WATER_WAVE_RECORD_STRUCT.d.ts +5 -2
  292. package/src/shade/renderer/water/surface/WATER_WAVE_RECORD_STRUCT.d.ts.map +1 -1
  293. package/src/shade/renderer/water/surface/WATER_WAVE_RECORD_STRUCT.js +32 -12
  294. package/src/shade/renderer/water/surface/chunk_water_surface_sample.d.ts +23 -0
  295. package/src/shade/renderer/water/surface/chunk_water_surface_sample.d.ts.map +1 -0
  296. package/src/shade/renderer/water/surface/chunk_water_surface_sample.js +227 -0
  297. package/src/shade/renderer/water/surface/graph_water_tessellation.d.ts +65 -11
  298. package/src/shade/renderer/water/surface/graph_water_tessellation.d.ts.map +1 -1
  299. package/src/shade/renderer/water/surface/graph_water_tessellation.js +163 -28
  300. package/src/shade/renderer/water/surface/lod/WATER_LOD.d.ts +51 -0
  301. package/src/shade/renderer/water/surface/lod/WATER_LOD.d.ts.map +1 -0
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  310. package/src/shade/renderer/water/surface/lod/shader_water_lod.d.ts.map +1 -0
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  312. package/src/shade/renderer/water/surface/particles/GPUWaterParticles.d.ts +60 -0
  313. package/src/shade/renderer/water/surface/particles/GPUWaterParticles.d.ts.map +1 -0
  314. package/src/shade/renderer/water/surface/particles/GPUWaterParticles.js +274 -0
  315. package/src/shade/renderer/water/surface/particles/WATER_PARTICLE_STRUCT.d.ts +17 -0
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  317. package/src/shade/renderer/water/surface/particles/WATER_PARTICLE_STRUCT.js +57 -0
  318. package/src/shade/renderer/water/surface/particles/chunk_water_particle.d.ts +43 -0
  319. package/src/shade/renderer/water/surface/particles/chunk_water_particle.d.ts.map +1 -0
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  327. package/src/shade/renderer/water/surface/shader_water_cull.d.ts +42 -0
  328. package/src/shade/renderer/water/surface/shader_water_cull.d.ts.map +1 -0
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  330. package/src/shade/renderer/water/surface/shader_water_waves_combine.d.ts +15 -0
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  336. package/src/shade/renderer/water/surface/spectrum/GPUWaterSpectrum.d.ts +35 -0
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  338. package/src/shade/renderer/water/surface/spectrum/GPUWaterSpectrum.js +103 -0
  339. package/src/shade/renderer/water/surface/spectrum/WATER_BAND_STATE.d.ts +22 -0
  340. package/src/shade/renderer/water/surface/spectrum/WATER_BAND_STATE.d.ts.map +1 -0
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  355. package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.js +29 -9
  356. package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts.map +1 -1
  357. package/src/shade/wgsl/emulator/WGSLLanguageCore.js +14 -3
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  362. package/src/engine/ecs/storage/binary/object-v2/serializerTestHarness.d.ts.map +0 -1
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  364. package/src/shade/renderer/water/medium/shader_water_bodies_derive.d.ts +0 -4
  365. package/src/shade/renderer/water/medium/shader_water_bodies_derive.d.ts.map +0 -1
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  367. package/src/shade/renderer/water/surface/GPUWaterWaveSimulation.d.ts +0 -25
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  384. package/src/shade/renderer/water/surface/shader_water_wave_domain.js +0 -83
@@ -0,0 +1,228 @@
1
+ import { CAMERA_UNIFORM_STRUCT } from "../camera/CAMERA_UNIFORM_STRUCT.js";
2
+ import { chunk_light_cluster_counts } from "../light/cluster/chunk_light_cluster_counts.js";
3
+ import { chunk_light_cluster_metadata_by_position } from "../light/cluster/chunk_light_cluster_metadata_by_position.js";
4
+ import { LIGHT_CLUSTER_LOOKUP_STRUCT } from "../light/cluster/shader_cluster_assign_lights.js";
5
+ import { chunk_cluster_depth_from_z_slice } from "../light/cluster/chunk_cluster_depth_from_z_slice.js";
6
+ import { chunk_camera_ray_from_uv } from "../shader/chunk/geometry/ray/chunk_camera_ray_from_uv.js";
7
+ import { RAY_STRUCT } from "../shader/chunk/geometry/ray/RAY_STRUCT.js";
8
+ import { chunk_stbn_sample_vec3 } from "../shader/chunk/noise/chunk_stbn_sample_vec3.js";
9
+ import {
10
+ chunk_directional_lights_iteration_mask
11
+ } from "../shader/chunk/light/io/chunk_directional_lights_iteration_mask.js";
12
+ import {
13
+ chunk_get_directional_light_info_by_index
14
+ } from "../shader/chunk/light/io/chunk_get_directional_light_info_by_index.js";
15
+ import {
16
+ chunk_get_point_light_info_by_index
17
+ } from "../shader/chunk/light/io/chunk_get_point_light_info_by_index.js";
18
+ import { chunk_get_spot_light_info_by_index } from "../shader/chunk/light/io/chunk_get_spot_light_info_by_index.js";
19
+ import {
20
+ METRO_L1_IRRADIANCE_STRUCT
21
+ } from "../shader/chunk/spherical_harmonics/l1i/chunk_convert_to_irradiance_sh.js";
22
+ import { chunk_texel_coordinate_to_uv } from "../shader/chunk/texture/chunk_texel_coordinate_to_uv.js";
23
+ import { chunk_uv_to_texel_coordinate } from "../shader/chunk/texture/chunk_uv_to_texel_coordinate.js";
24
+ import { CodeChunk } from "../shader/compiler/CodeChunk.js";
25
+ import { ComputeShader } from "../shader/ComputeShader.js";
26
+ import { ShaderResourceSetDescriptor } from "../shader/resource/ShaderResourceSetDescriptor.js";
27
+ import { vec3f } from "../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
28
+ import { WebGPUArray } from "../shader/type/WebGPUArray.js";
29
+ import { chunk_shadowmap_get_light_visibility } from "../shadow/map/shader/chunk_shadowmap_get_light_visibility.js";
30
+ import { SHADOWMAP_COMPARE_SAMPLER_DESCRIPTOR } from "../shadow/map/SHADOWMAP_COMPARE_SAMPLER_DESCRIPTOR.js";
31
+ import { VIEW_UNIFORM_STRUCT } from "../view/VIEW_UNIFORM_STRUCT.js";
32
+ import { chunk_volumetrics_irradiance_sh } from "./chunk_volumetrics_irradiance_sh.js";
33
+ import { chunk_volumetrics_local_light_shadow } from "./chunk_volumetrics_local_light_shadow.js";
34
+ import { chunk_camera_ray_planar_depth_scale } from "./chunk_camera_ray_planar_depth_scale.js";
35
+ import { chunk_volumetrics_column_jitter } from "./chunk_volumetrics_column_jitter.js";
36
+ import { VOLUMETRICS_METADATA_STRUCT } from "./VOLUMETRICS_METADATA_STRUCT.js";
37
+
38
+ /**
39
+ * Workgroup shape of this pass, `[x, y, z]` in froxels, stated to the `@workgroup_size` below and
40
+ * read back out of it by the dispatch. Flat in z and 64 invocations, for the reasons the fog's
41
+ * lighting pass gives (`VOLUMETRICS_LIGHTING_WORKGROUP_RESOLUTION`): it walks the same light
42
+ * clusters, and those are farthest apart along depth.
43
+ *
44
+ * @type {number[]}
45
+ */
46
+ export const VOLUMETRICS_IRRADIANCE_WORKGROUP_RESOLUTION = [8, 8, 1];
47
+
48
+ const resources = new ShaderResourceSetDescriptor();
49
+
50
+ // The froxel irradiance volume (chunk_volumetrics_irradiance_sh): luma SH2 in one, chroma in the .rg
51
+ // of the other. rgba16float for both, because rg16float is not a storage format without
52
+ // texture-formats-tier1. It starts from what the froxel GI stage (gi/) wrote to tGIY / tGICoCg.
53
+ resources.createGroup()
54
+ .addUniform("volumetrics_metadata", VOLUMETRICS_METADATA_STRUCT)
55
+ .addUniform("camera", CAMERA_UNIFORM_STRUCT)
56
+ .addUniform("view", VIEW_UNIFORM_STRUCT)
57
+ .addTexture("tSTBN_vec3", "unfilterable-float", "3d")
58
+ .addTexture("tGIY", "float", "3d")
59
+ .addTexture("tGICoCg", "float", "3d")
60
+ .addStorageTexture("tIrradianceY", "rgba16float", "3d", "write-only")
61
+ .addStorageTexture("tIrradianceCoCg", "rgba16float", "3d", "write-only");
62
+
63
+ // Lighting information
64
+ resources.createGroup()
65
+ .addStorageBuffer("light_data", WebGPUArray.u32)
66
+ // clusters
67
+ .addUniform("cluster_parameters", vec3f)
68
+ .addStorageBuffer("cluster_lookup", LIGHT_CLUSTER_LOOKUP_STRUCT)
69
+ .addStorageBuffer("cluster_data", WebGPUArray.u32)
70
+ // shadows
71
+ .addTexture("shadowmapAtlas", "depth")
72
+ .addSampler("sCompareLinear", "comparison", SHADOWMAP_COMPARE_SAMPLER_DESCRIPTOR);
73
+
74
+ const body = CodeChunk.from(
75
+ //language=WGSL
76
+ `
77
+ @compute @workgroup_size(${VOLUMETRICS_IRRADIANCE_WORKGROUP_RESOLUTION.join(",")})
78
+ fn main(
79
+ @builtin(global_invocation_id) voxel : vec3<u32>
80
+ ){
81
+ let resolution = textureDimensions(tIrradianceY);
82
+
83
+ if (any(voxel >= resolution)) {
84
+ return;
85
+ }
86
+
87
+ // The fog lighting pass's sample, taken the same way (shader_volumetrics_build_lighting, where
88
+ // the irradiance was written until it had a pass of its own): one point per froxel per frame,
89
+ // jittered across the slab in depth by the column jitter and the blue noise, and in xy by the
90
+ // blue noise. Never a fixed point. A particle spans many froxels and reads them trilinearly, and
91
+ // a lattice of samples that never moves shows on it as seams wherever neighbouring texels
92
+ // disagree — beside a light, along a shadow edge. Moved every frame, the lattice is resolved by
93
+ // the main TAA, which the particles are drawn ahead of.
94
+ let near_far = camera.clip_near_far;
95
+ let curve = volumetrics_metadata.froxel_cluster_parameters;
96
+
97
+ let z_jitter = volumetrics_column_jitter(voxel.xy, view.frame_index);
98
+
99
+ let z0 = max(near_far.x, cluster_depth_from_z_slice(f32(voxel.z) + z_jitter, curve, f32(resolution.z)));
100
+ let z1 = min(near_far.y, cluster_depth_from_z_slice(f32(voxel.z + 1u) + z_jitter, curve, f32(resolution.z)));
101
+
102
+ // the lighting pass's offset and temporal axis, so the two passes ask about the same point
103
+ const STBN_DECORRELATION_OFFSET = vec2<u32>(37u, 71u);
104
+
105
+ let noise = stbn_sample_vec3(vec3(voxel.xy + STBN_DECORRELATION_OFFSET, view.frame_index + voxel.z));
106
+
107
+ // interpolate the cubes, then take the cube root: uniform in world-space volume across the slab
108
+ let view_depth = pow(mix(z0 * z0 * z0, z1 * z1 * z1, noise.z), 0.333333);
109
+
110
+ let tile_uv = saturate(texel_coordinate_to_uv(vec2<f32>(voxel.xy) + (noise.xy - 0.5), resolution.xy));
111
+ let view_ray = camera_ray_from_uv(tile_uv, camera);
112
+
113
+ // view_depth is planar, so step the ray by the planar-to-distance scale
114
+ let position_ws = view_ray.origin
115
+ + view_ray.direction * (view_depth * camera_ray_planar_depth_scale(view_ray.direction, camera));
116
+
117
+ let view_pixel_coord = uv_to_texel_coordinate(tile_uv, vec2(view.width, view.height));
118
+
119
+ var irradiance: ${METRO_L1_IRRADIANCE_STRUCT.wgsl_ref};
120
+
121
+ // Each light as the surfaces around the froxel receive it: its colour and its shadow, and no
122
+ // medium on the way in. The deferred and forward paths light meshes by exactly this, and a lit
123
+ // particle beside a lit log has to agree with it — the fog is composited over both afterwards.
124
+
125
+ var directional_bits = directional_lights_iteration_mask(&light_data);
126
+ while (directional_bits != 0u) {
127
+ let directional_index = countTrailingZeros(directional_bits);
128
+ directional_bits &= ~(1u << directional_index);
129
+
130
+ let sun = get_directional_light_info_by_index(&light_data, directional_index);
131
+
132
+ let shadow_term = shadowmap_get_directional_light_visibility(
133
+ &light_data,
134
+ directional_index,
135
+ position_ws,
136
+ // toward-camera, the deferred cascade-blend convention; view_ray runs camera->scene
137
+ -view_ray.direction,
138
+ sun.direction
139
+ );
140
+
141
+ irradiance = volumetrics_irradiance_sh_add(irradiance, shadow_term * sun.color, sun.direction);
142
+ }
143
+
144
+ let cluster_metadata = light_cluster_metadata_by_position(
145
+ view_pixel_coord,
146
+ view_depth,
147
+ vec2(view.width, view.height)
148
+ );
149
+
150
+ let cluster_offset = cluster_metadata.offset;
151
+ let point_count = light_cluster_count_point(cluster_metadata.counts);
152
+ let spot_count = light_cluster_count_spot(cluster_metadata.counts);
153
+
154
+ for (var j = 0u; j < point_count; j++) {
155
+ let light_index = cluster_data[cluster_offset + j];
156
+ let direct_light = get_point_light_info_by_index(&light_data, light_index, position_ws);
157
+
158
+ if (all(direct_light.color == vec3(0.0))) {
159
+ continue;
160
+ }
161
+
162
+ let shadow_term = volumetrics_point_light_shadow(&light_data, light_index, position_ws);
163
+
164
+ irradiance = volumetrics_irradiance_sh_add(irradiance, shadow_term * direct_light.color, direct_light.direction);
165
+ }
166
+
167
+ for (var k = 0u; k < spot_count; k++) {
168
+ let light_index = cluster_data[cluster_offset + point_count + k];
169
+ let direct_light = get_spot_light_info_by_index(&light_data, light_index, position_ws);
170
+
171
+ if (all(direct_light.color == vec3(0.0))) {
172
+ continue;
173
+ }
174
+
175
+ let shadow_term = volumetrics_spot_light_shadow(&light_data, light_index, position_ws);
176
+
177
+ irradiance = volumetrics_irradiance_sh_add(irradiance, shadow_term * direct_light.color, direct_light.direction);
178
+ }
179
+
180
+ // What the renderer's indirect lighting gives this froxel, in the same encoding; the lights add
181
+ // to it. Written by the froxel GI module the mode selects, which is all this pass knows of GI.
182
+ irradiance.Y += textureLoad(tGIY, voxel, 0);
183
+ irradiance.CoCg += textureLoad(tGICoCg, voxel, 0).xy;
184
+
185
+ // nothing filters this volume, so nothing downstream would stop an Inf or a NaN here
186
+ let stored = volumetrics_irradiance_sh_storable(irradiance);
187
+
188
+ textureStore(tIrradianceY, voxel, stored.Y);
189
+ textureStore(tIrradianceCoCg, voxel, vec4<f32>(stored.CoCg, 0.0, 0.0));
190
+ }
191
+ `, [
192
+ METRO_L1_IRRADIANCE_STRUCT.declaration_chunk,
193
+ RAY_STRUCT.declaration_chunk,
194
+ chunk_volumetrics_column_jitter,
195
+ chunk_cluster_depth_from_z_slice,
196
+ chunk_stbn_sample_vec3,
197
+ chunk_texel_coordinate_to_uv,
198
+ chunk_uv_to_texel_coordinate,
199
+ chunk_camera_ray_from_uv,
200
+ chunk_camera_ray_planar_depth_scale,
201
+
202
+ chunk_light_cluster_metadata_by_position,
203
+ chunk_light_cluster_counts,
204
+ chunk_directional_lights_iteration_mask,
205
+ chunk_get_directional_light_info_by_index,
206
+ chunk_get_point_light_info_by_index,
207
+ chunk_get_spot_light_info_by_index,
208
+ chunk_shadowmap_get_light_visibility,
209
+ chunk_volumetrics_local_light_shadow,
210
+ chunk_volumetrics_irradiance_sh,
211
+ ]
212
+ );
213
+
214
+ /**
215
+ * The froxel irradiance volume (`chunk_volumetrics_irradiance_sh`): what a lit particle standing in a
216
+ * froxel is lit by. Starts from the froxel GI stage's volume and adds every directional, point and
217
+ * spot light with its shadow, at a point jittered through the froxel every frame.
218
+ *
219
+ * Its own pass, not a by-product of the fog's lighting pass: particle lighting needs no medium, so it
220
+ * runs whether or not the scene has any fog, and the frame graph culls it when nothing reads it.
221
+ *
222
+ * @type {ComputeShader}
223
+ */
224
+ export const shader_volumetrics_build_irradiance = ComputeShader.from({
225
+ label: "Volumetrics / build irradiance",
226
+ resources,
227
+ body,
228
+ });
@@ -1 +1 @@
1
- {"version":3,"file":"shader_volumetrics_build_lighting.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.js"],"names":[],"mappings":"AAiDA;;;;;;;;;;;;;;;GAeG;AACH,wDAFU,MAAM,EAAE,CAEiD;AAkanE,8DAIE;8BAnd4B,4BAA4B"}
1
+ {"version":3,"file":"shader_volumetrics_build_lighting.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.js"],"names":[],"mappings":"AA6CA;;;;;;;;;;;;;;;GAeG;AACH,wDAFU,MAAM,EAAE,CAEiD;AAiXnE,8DAIE;8BA9Z4B,4BAA4B"}
@@ -41,10 +41,6 @@ import {
41
41
  import { VOLUMETRICS_SUN_SHADOW_CASCADE_COUNT } from "./VOLUMETRICS_SUN_SHADOW_RESOLUTION.js";
42
42
  import { chunk_volumetrics_column_jitter } from "./chunk_volumetrics_column_jitter.js";
43
43
  import { chunk_volumetrics_local_light_shadow } from "./chunk_volumetrics_local_light_shadow.js";
44
- import { chunk_volumetrics_irradiance_sh } from "./chunk_volumetrics_irradiance_sh.js";
45
- import {
46
- METRO_L1_IRRADIANCE_STRUCT
47
- } from "../shader/chunk/spherical_harmonics/l1i/chunk_convert_to_irradiance_sh.js";
48
44
  import { VOLUMETRICS_METADATA_STRUCT } from "./VOLUMETRICS_METADATA_STRUCT.js";
49
45
 
50
46
  /**
@@ -87,14 +83,6 @@ for (let cascade = 0; cascade < VOLUMETRICS_SUN_SHADOW_CASCADE_COUNT; cascade++)
87
83
 
88
84
  primary_group.addStorageTexture("tLighting", "rgba16float", "3d", "write-only")
89
85
 
90
- // The froxel irradiance volume (chunk_volumetrics_irradiance_sh): luma SH2 in one, chroma in the
91
- // .rg of the other. rgba16float for both, because rg16float is not a storage format without
92
- // texture-formats-tier1. It is what the froxel GI stage (gi/) wrote to tGIY / tGICoCg, plus the lights.
93
- primary_group.addTexture("tGIY", "float", "3d")
94
- primary_group.addTexture("tGICoCg", "float", "3d")
95
- primary_group.addStorageTexture("tIrradianceY", "rgba16float", "3d", "write-only")
96
- primary_group.addStorageTexture("tIrradianceCoCg", "rgba16float", "3d", "write-only")
97
-
98
86
  // Lighting information
99
87
  resources.createGroup()
100
88
 
@@ -144,11 +132,6 @@ fn main(
144
132
  var inScatteringSum = vec3<f32>(0.0);
145
133
  var extinctionSum = 0.0;
146
134
 
147
- // What a transparent surface at the sample receives from the same lights: their shadowed
148
- // colour, attenuated by the medium toward each light, before any scattering by it.
149
- var irradianceSum: ${METRO_L1_IRRADIANCE_STRUCT.wgsl_ref};
150
-
151
-
152
135
  // One sample per froxel. The 0.95-blend TAA downstream is a ~39-effective-sample temporal
153
136
  // integrator; supersampling here as well spends N times this pass removing variance that filter
154
137
  // removes anyway — and spends it at the Monte Carlo rate, because the samples were independent
@@ -313,15 +296,6 @@ fn main(
313
296
  );
314
297
 
315
298
  inScatteringSum += shadow_term * ms * transmittance_atmospheric * sun.color;
316
-
317
- // No atmospheric transmittance: that is the air's, and a surface in the volume is lit
318
- // the way the surfaces around it are — the deferred and forward paths light meshes by
319
- // sun.color as it stands, and a lit particle beside a lit log has to agree with it.
320
- irradianceSum = volumetrics_irradiance_sh_add(
321
- irradianceSum,
322
- shadow_term * exp(-optical_depth) * sun.color,
323
- sun.direction
324
- );
325
299
  }
326
300
 
327
301
  // Local lights
@@ -374,12 +348,6 @@ fn main(
374
348
  let shadow_term = volumetrics_point_light_shadow(&light_data, light_index, position_ws);
375
349
 
376
350
  inScatteringSum += shadow_term * ms * direct_light.color;
377
-
378
- irradianceSum = volumetrics_irradiance_sh_add(
379
- irradianceSum,
380
- shadow_term * exp(-optical_depth) * direct_light.color,
381
- direct_light.direction
382
- );
383
351
  }
384
352
 
385
353
  for (var k = 0u; k < spot_count; k++) {
@@ -415,12 +383,6 @@ fn main(
415
383
  let shadow_term = volumetrics_spot_light_shadow(&light_data, light_index, position_ws);
416
384
 
417
385
  inScatteringSum += shadow_term * ms * direct_light.color;
418
-
419
- irradianceSum = volumetrics_irradiance_sh_add(
420
- irradianceSum,
421
- shadow_term * exp(-optical_depth) * direct_light.color,
422
- direct_light.direction
423
- );
424
386
  }
425
387
  }
426
388
 
@@ -435,20 +397,6 @@ fn main(
435
397
  let extinction = extinctionSum / f32(SAMPLE_COUNT);
436
398
 
437
399
  textureStore(tLighting, voxel_coord, vec4<f32>(inScattering, extinction));
438
-
439
- irradianceSum.Y /= f32(SAMPLE_COUNT);
440
- irradianceSum.CoCg /= f32(SAMPLE_COUNT);
441
-
442
- // What the renderer's indirect lighting gives this froxel, in the same encoding; the lights add
443
- // to it. Written by the froxel GI module the mode selects, which is all this pass knows of GI.
444
- irradianceSum.Y += textureLoad(tGIY, voxel_coord, 0);
445
- irradianceSum.CoCg += textureLoad(tGICoCg, voxel_coord, 0).xy;
446
-
447
- // nothing TAA-filters this volume, so nothing downstream would stop an Inf or a NaN here
448
- let irradiance = volumetrics_irradiance_sh_storable(irradianceSum);
449
-
450
- textureStore(tIrradianceY, voxel_coord, irradiance.Y);
451
- textureStore(tIrradianceCoCg, voxel_coord, vec4<f32>(irradiance.CoCg, 0.0, 0.0));
452
400
  }
453
401
  `, [
454
402
  chunk_cluster_depth_from_z_slice,
@@ -469,7 +417,6 @@ fn main(
469
417
  chunk_get_spot_light_info_by_index,
470
418
  chunk_shadowmap_get_light_visibility,
471
419
  chunk_volumetrics_local_light_shadow,
472
- chunk_volumetrics_irradiance_sh,
473
420
  chunk_sky_lut_compute_uv,
474
421
 
475
422
  RAY_STRUCT.declaration_chunk,
@@ -23,6 +23,21 @@ export class GPUWaterRenderer {
23
23
  * @type {import("./medium/GPUWaterBodies.js").GPUWaterBodies|null}
24
24
  */
25
25
  bodies: import("./medium/GPUWaterBodies.js").GPUWaterBodies | null;
26
+ /**
27
+ * What the lattice's per-frame lists may hold (WATER_SURFACE_DISTANCE_LOD_PROPOSAL_2026_10_06.md §4.3). Grown from
28
+ * each view's totals, read back a frame or two later; a frame over a budget drops its tail until then.
29
+ */
30
+ lod_budgets: {
31
+ candidates: number;
32
+ interior: number;
33
+ boundary: number;
34
+ patches: number;
35
+ };
36
+ /**
37
+ * The lists' totals as the last read back frame needed them: candidates, interior cells, boundary cells, triangles
38
+ * drawn as themselves, patches.
39
+ */
40
+ lod_totals: Uint32Array;
26
41
  avboit_is_empty(view: any): boolean;
27
42
  /** Optional single-pixel readback on the next rendered water frame. No per-frame readback. */
28
43
  request_probe(uv: any): Promise<any>;
@@ -1 +1 @@
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
+ {"version":3,"file":"GPUWaterRenderer.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/water/GPUWaterRenderer.js"],"names":[],"mappings":"AAqBA,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;IAOd;;;OAGG;IACH;;;;;MAA8F;IAC9F;;;OAGG;IACH,wBAAyD;IAMzD,oCAIC;IAED,8FAA8F;IAC9F,qCAgBC;IAED,gBASC;IAuDD;;;;;;;;;;;;;;;;MAgJC;IAQD;;;;;YAMC;IAED;;;;;;;;;;MAOC;IAED;;;;;;;;;;;;;;MAwBC;IAED,gGAAgG;IAChG,mEAYC;;CA4BJ"}
@@ -3,16 +3,18 @@ import { DEFAULT_DEPTH_TEXTURE_VIEW } from "../depth/DEFAULT_DEPTH_TEXTURE_VIEW.
3
3
  import { graph_compute_pass } from "../shader/graph/compute/graph_compute_pass.js";
4
4
  import { graph_image_pass } from "../shader/graph/graph_image_pass.js";
5
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
6
  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";
7
+ import { water_lod_view, WATER_LOD_VIEW_STRUCT } from "./surface/lod/WATER_LOD.js";
8
+ import { WATER_LOD_LIMITS_STRUCT, WATER_LOD_PATCH_INDICES, WATER_LOD_STATISTICS_WORDS,
9
+ WaterLodCommand } from "./surface/lod/shader_water_lod.js";
10
+ import { GEOMETRY_MESHLET_TRIANGLE_LIMIT } from "../geometry/meshlet/GEOMETRY_MESHLET_TRIANGLE_LIMIT.js";
10
11
  import { STATIC_GRAPHICS_ENGINE_ASSETS } from "../STATIC_GRAPHICS_ENGINE_ASSETS.js";
11
12
  import { SAMPLER_LINEAR_UPSCALE } from "../texture/SAMPLER_LINEAR_UPSCALE.js";
12
13
  import { SHADOWMAP_COMPARE_SAMPLER_DESCRIPTOR } from "../shadow/map/SHADOWMAP_COMPARE_SAMPLER_DESCRIPTOR.js";
13
14
  import { create_water_finalize_pipeline_brick4, create_water_finalize_pipeline_ibl, create_water_pipeline,
14
15
  WATER_FINALIZE_RESOURCES_BRICK4, WATER_FINALIZE_RESOURCES_IBL, WATER_RESOURCES,
15
- WATER_TRACE_STRUCT, WATER_GRID_STRUCT } from "./shader_water.js";
16
+ WATER_TRACE_STRUCT } from "./shader_water.js";
17
+ import { WATER_BAND_SAMPLER } from "./surface/GPUWaterSurface.js";
16
18
  import { shader_water_background_copy, shader_water_debug, shader_water_draw,
17
19
  shader_water_occupancy, shader_water_splat, shader_water_confidence_seed,
18
20
  shader_water_confidence_x, shader_water_confidence_y } from "./shader_water_avboit.js";
@@ -39,6 +41,20 @@ export class GPUWaterRenderer {
39
41
  #prepared = new WeakMap();
40
42
  #inspection = new WeakMap();
41
43
  #probe = null;
44
+ /**
45
+ * What the lattice's per-frame lists may hold (WATER_SURFACE_DISTANCE_LOD_PROPOSAL_2026_10_06.md §4.3). Grown from
46
+ * each view's totals, read back a frame or two later; a frame over a budget drops its tail until then.
47
+ */
48
+ lod_budgets = { candidates: 1 << 16, interior: 1 << 18, boundary: 1 << 16, patches: 1 << 12 };
49
+ /**
50
+ * The lists' totals as the last read back frame needed them: candidates, interior cells, boundary cells, triangles
51
+ * drawn as themselves, patches.
52
+ */
53
+ lod_totals = new Uint32Array(WATER_LOD_STATISTICS_WORDS);
54
+ /** Readback buffers for the lists' totals, idle ones first. */
55
+ #readbacks = [];
56
+ /** The patches' index buffer, one per device. */
57
+ #patch_indices = null;
42
58
 
43
59
  avboit_is_empty(view) {
44
60
  // the authored state: whether there is water at all, not whether its surface was produced yet
@@ -70,29 +86,100 @@ export class GPUWaterRenderer {
70
86
  this.#probe = null;
71
87
  this.#prepared = new WeakMap();
72
88
  this.#inspection = new WeakMap();
89
+ for (const readback of this.#readbacks) { readback.buffer.destroy(); }
90
+ this.#readbacks = [];
91
+ this.#patch_indices?.buffer.destroy();
92
+ this.#patch_indices = null;
93
+ }
94
+
95
+ /** The patches' indices on this device, made the first time a frame draws there. */
96
+ #patch_index_buffer(device) {
97
+ if (this.#patch_indices?.device !== device) {
98
+ this.#patch_indices?.buffer.destroy();
99
+ const buffer = device.createBuffer({ label: 'Water / lod patch indices', size: WATER_LOD_PATCH_INDICES.byteLength,
100
+ usage: GPUBufferUsage.INDEX, mappedAtCreation: true });
101
+ new Uint16Array(buffer.getMappedRange()).set(WATER_LOD_PATCH_INDICES);
102
+ buffer.unmap();
103
+ this.#patch_indices = { device, buffer };
104
+ }
105
+ return this.#patch_indices.buffer;
106
+ }
107
+
108
+ /** Keep a frame's totals and grow the budgets they outran, to the next power of two over a quarter more. */
109
+ #grow(totals) {
110
+ this.lod_totals.set(totals);
111
+ const budgets = this.lod_budgets;
112
+ // statistics words: candidates, interior, boundary, flat triangles (sized by the scene, not grown), patches
113
+ const keys = { candidates: 0, interior: 1, boundary: 2, patches: 4 };
114
+ for (const [key, i] of Object.entries(keys)) {
115
+ if (totals[i] > budgets[key]) { budgets[key] = 2 ** Math.ceil(Math.log2(totals[i] * 1.25)); }
116
+ }
117
+ }
118
+
119
+ /** After the lists are built, their totals to the CPU: at most three in flight, none if all are busy. */
120
+ #record_readback(graph, statistics) {
121
+ const data = {};
122
+ const pass = graph.add('Water / lod budgets', data, (d, resources, { encoder, graphics }) => {
123
+ // buffers of a device that has since been replaced go with it
124
+ this.#readbacks = this.#readbacks.filter(r => r.device === graphics.device || (r.buffer.destroy(), false));
125
+ let readback = this.#readbacks.find(r => !r.busy);
126
+ if (readback === undefined) {
127
+ if (this.#readbacks.length >= 3) { return; }
128
+ readback = { busy: false, device: graphics.device, buffer: graphics.device.createBuffer({ label: 'Water / lod budgets readback',
129
+ size: WATER_LOD_STATISTICS_WORDS * 4, usage: GPUBufferUsage.MAP_READ | GPUBufferUsage.COPY_DST }) };
130
+ this.#readbacks.push(readback);
131
+ }
132
+ readback.busy = true;
133
+ encoder.copyBufferToBuffer(resources.get(d.statistics), 0, readback.buffer, 0, WATER_LOD_STATISTICS_WORDS * 4);
134
+ encoder.done.then(async () => {
135
+ try {
136
+ await readback.buffer.mapAsync(GPUMapMode.READ);
137
+ this.#grow(new Uint32Array(readback.buffer.getMappedRange()));
138
+ readback.buffer.unmap();
139
+ } catch (error) {
140
+ // a device lost or a buffer destroyed with the system: nothing to grow for
141
+ } finally { readback.busy = false; }
142
+ });
143
+ });
144
+ data.statistics = pass.read(statistics);
145
+ pass.make_side_effect();
73
146
  }
74
147
 
75
148
  avboit_prepare({ graph, view_ctx, camera, color_texture, depth_texture, normal_texture,
76
149
  hzb_texture, environment_texture, light_cluster_parameters, light_cluster_lookup, light_cluster_data,
77
150
  shadowmap_atlas, indirect_lighting_mode = ShadeIndirectLightingMode.IBL }) {
78
151
  const scene = view_ctx.scene;
79
- const meshlets = this.bodies.meshlets({ graph, view: view_ctx, camera, meshlet_capacity: this.meshlet_capacity });
80
152
  const settings = { ...this.settings };
81
153
  const probe = this.#probe;
82
154
  this.#probe = null;
83
155
  const resolution = Array.from(view_ctx.resolution);
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 });
156
+ const surface = this.waves;
157
+ // the lattice is chosen from the camera's position and its pixel angle, not its jittered projection's offset:
158
+ // raster jitter moves samples, not the mesh
159
+ const lod = water_lod_view(view_ctx.camera.camera.projection_matrix, resolution[1], Math.max(0.5, settings.tessellation_pixels));
160
+ const { meshlets, lod_bodies } = this.bodies.meshlets({ graph, view: view_ctx, camera, meshlet_capacity: this.meshlet_capacity,
161
+ visible_rows: surface.visible_rows, lod, steep: surface.steep });
162
+ const limits = { ...this.lod_budgets, triangles: Math.max(this.meshlet_capacity, 1) * GEOMETRY_MESHLET_TRIANGLE_LIMIT };
163
+ const patches = graph_water_tessellation({ graph, scene, camera, meshlets, lod_bodies, meshlet_capacity: this.meshlet_capacity,
164
+ lod, limits, steep: surface.steep });
165
+ this.#record_readback(graph, patches.statistics);
91
166
  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,
167
+ // the surface interface: the band tiles and the frame's particle hash; and the view's lattice
168
+ const geometry_bindings = (graphics, encoder, resources, d) => ({ scene_database: scene.scene_database_buffer,
94
169
  meshlet_metadata: scene.geometries.meshlets.buffer_metadata, meshlet_data: scene.geometries.meshlets.buffer_data,
95
- wave_state });
170
+ water_band_displacement: surface.displacement, water_band_derivatives: surface.derivatives,
171
+ water_band_sampler: graphics.samplers.obtain(WATER_BAND_SAMPLER),
172
+ water_particle_offsets: surface.particle_offsets, water_particle_entries: surface.particle_entries,
173
+ lod: encoder.allocateTransientValueBuffer(WATER_LOD_VIEW_STRUCT, lod),
174
+ lod_limits: encoder.allocateTransientValueBuffer(WATER_LOD_LIMITS_STRUCT, limits),
175
+ water_lod_bodies: resources.get(d.lod_bodies), water_lod_candidates: resources.get(d.candidates),
176
+ water_lod_cells: resources.get(d.cells) });
177
+ // the interior, boundary and triangle lists' draws, and the patches'
178
+ const draw = (render, commands, device) => {
179
+ for (let list = 0; list < 3; list++) { render.drawIndirect(commands, WaterLodCommand.Draws + 16 * list); }
180
+ render.setIndexBuffer(this.#patch_index_buffer(device), 'uint16');
181
+ render.drawIndexedIndirect(commands, WaterLodCommand.PatchDraw);
182
+ };
96
183
  const pipeline = this.#pipeline;
97
184
  const pass = graph.add("Water / receivers", data, (data, resources, context) => {
98
185
  const { encoder, graphics } = context;
@@ -104,13 +191,7 @@ export class GPUWaterRenderer {
104
191
  tHZB: resources.get(data.hzb).obtainView(),
105
192
  tScene: resources.get(data.color).obtainView(),
106
193
  };
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);
194
+ const bindings = WATER_RESOURCES.generateBindings({ ...shared, ...geometry_bindings(graphics, encoder, resources, data) }, encoder);
114
195
  const render = encoder.constructRenderPass({ label: "Water / receivers", pipeline, bindings: [],
115
196
  colorAttachments: [data.receiver, data.trace_metadata].map(handle => ({
116
197
  view: resources.get(handle).obtainView(), loadOp: "clear", storeOp: "store", clearValue: [0,0,0,0],
@@ -119,7 +200,7 @@ export class GPUWaterRenderer {
119
200
  depthLoadOp: "clear", depthStoreOp: "store", depthClearValue: 0 },
120
201
  });
121
202
  graphics.setPipelineBindings(render, pipeline, bindings);
122
- render.drawIndirect(command, 0);
203
+ draw(render, resources.get(data.commands), graphics.device);
123
204
  render.end();
124
205
  });
125
206
  for (const [name, handle] of Object.entries({ camera, color: color_texture, scene_depth: depth_texture,
@@ -128,8 +209,8 @@ export class GPUWaterRenderer {
128
209
  resolution, format, usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.TEXTURE_BINDING
129
210
  | (probe !== null && format !== "depth32float" ? GPUTextureUsage.COPY_SRC : 0),
130
211
  }));
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));
212
+ data.lod_bodies = pass.read(lod_bodies); data.candidates = pass.read(patches.candidates); data.cells = pass.read(patches.cells);
213
+ data.commands = pass.read(patches.commands);
133
214
  // Keep the accepted UV and both paths at f32 precision through final shading.
134
215
  data.receiver = target("receiver", "rgba32float");
135
216
  data.trace_metadata = target("trace metadata", "rgba32float");
@@ -164,9 +245,7 @@ export class GPUWaterRenderer {
164
245
  tScene: resources.get(d.color).obtainView(),
165
246
  receiver: resources.get(d.receiver).obtainView(), trace_metadata: resources.get(d.trace_metadata).obtainView(),
166
247
  visibility_distance: resources.get(d.visibility_distance).obtainView(),
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 }),
248
+ ...geometry_bindings(graphics, encoder, resources, d),
170
249
  // the lights, as the transparent meshes bind them
171
250
  light_data: view_ctx.scene.lights.buffer_data,
172
251
  tEnvironment: resources.get(d.environment).obtainView(),
@@ -192,10 +271,11 @@ export class GPUWaterRenderer {
192
271
  graphics.setPipelineBindings(render, copy_pipeline, copy_bindings); render.draw(3);
193
272
  render.setPipeline(graphics.render_pipelines.obtain(finalize_pipeline)); render.record_pipeline(finalize_pipeline);
194
273
  graphics.setPipelineBindings(render, finalize_pipeline, bindings);
195
- render.drawIndirect(resources.get(d.command), 0);
274
+ draw(render, resources.get(d.commands), graphics.device);
196
275
  render.end();
197
276
  });
198
- for (const key of ['camera','scene_depth','normal','hzb','color','receiver','trace_metadata','visibility_distance','interface_depth','tiles','sums','command']) {
277
+ for (const key of ['camera','scene_depth','normal','hzb','color','receiver','trace_metadata','visibility_distance','interface_depth',
278
+ 'lod_bodies','candidates','cells','commands']) {
199
279
  finalize_data[key] = finalize.read(data[key]);
200
280
  }
201
281
  for (const [key, handle] of Object.entries({ environment: environment_texture, light_cluster_parameters,
@@ -1,15 +1,23 @@
1
- /** GPU work over the scene's water table; no per-body render commands or transient body uniforms. */
1
+ /** A view's water bodies: which the view draws and how, and their meshlets in row order. */
2
2
  export class GPUWaterBodies {
3
- record({ graph, scene }: {
4
- graph: any;
5
- scene: any;
6
- }): void;
7
- /** Ordered prefix expansion preserves equal-depth ownership, including after holes and reuse. */
8
- meshlets({ graph, view, camera, meshlet_capacity }: {
3
+ /**
4
+ * Draw culling over the frame's visible list (WATER_SURFACE_DISTANCE_LOD_PROPOSAL_2026_10_06.md §4.3), each drawn
5
+ * body's lattice frame at its row, and the drawn bodies' meshlets. The expansion is an ordered prefix scan over the
6
+ * rows, which preserves equal-depth ownership, including after holes and reuse.
7
+ *
8
+ * @returns {{meshlets: number, lod_bodies: number}} resources
9
+ */
10
+ meshlets({ graph, view, camera, meshlet_capacity, visible_rows, lod, steep }: {
9
11
  graph: any;
10
12
  view: any;
11
13
  camera: any;
12
14
  meshlet_capacity: any;
13
- }): any;
15
+ visible_rows: any;
16
+ lod: any;
17
+ steep: any;
18
+ }): {
19
+ meshlets: number;
20
+ lod_bodies: number;
21
+ };
14
22
  }
15
23
  //# sourceMappingURL=GPUWaterBodies.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"GPUWaterBodies.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/medium/GPUWaterBodies.js"],"names":[],"mappings":"AAUA,qGAAqG;AACrG;IACI;;;aASC;IAED,iGAAiG;IACjG;;;;;YAsCC;CACJ"}
1
+ {"version":3,"file":"GPUWaterBodies.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/medium/GPUWaterBodies.js"],"names":[],"mappings":"AAcA,4FAA4F;AAC5F;IACI;;;;;;OAMG;IACH;;;;;;;;QAFa;QAAC,QAAQ,EAAE,MAAM,CAAC;QAAC,UAAU,EAAE,MAAM,CAAA;KAAC,CA8ClD;CACJ"}