@woosh/meep-engine 3.47.0 → 3.50.0

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 (1770) hide show
  1. package/build/bundle-worker-terrain.js +1 -1
  2. package/editor/particles/effect/ParticleReferenceSimulation.d.ts +12 -2
  3. package/editor/particles/effect/ParticleReferenceSimulation.d.ts.map +1 -1
  4. package/editor/particles/effect/ParticleReferenceSimulation.js +30 -4
  5. package/editor/view/particles/effect/ParticleGraphEditorView.d.ts.map +1 -1
  6. package/editor/view/particles/effect/ParticleGraphEditorView.js +3 -1
  7. package/package.json +1 -1
  8. package/src/core/color/xyz/m3_rgb_to_xyz_from_primaries.d.ts +11 -0
  9. package/src/core/color/xyz/m3_rgb_to_xyz_from_primaries.d.ts.map +1 -0
  10. package/src/core/color/xyz/m3_rgb_to_xyz_from_primaries.js +40 -0
  11. package/src/core/geom/3d/mat4/m4_decompose_rigid_array.d.ts +24 -0
  12. package/src/core/geom/3d/mat4/m4_decompose_rigid_array.d.ts.map +1 -0
  13. package/src/core/geom/3d/mat4/m4_decompose_rigid_array.js +80 -0
  14. package/src/core/geom/3d/shape/PosedShape3D.d.ts +10 -0
  15. package/src/core/geom/3d/shape/PosedShape3D.d.ts.map +1 -1
  16. package/src/core/geom/3d/shape/PosedShape3D.js +50 -11
  17. package/src/core/geom/3d/shape/TransformedShape3D.d.ts +37 -0
  18. package/src/core/geom/3d/shape/TransformedShape3D.d.ts.map +1 -1
  19. package/src/core/geom/3d/shape/TransformedShape3D.js +73 -49
  20. package/src/core/geom/3d/shape/UnionShape3D.d.ts +13 -0
  21. package/src/core/geom/3d/shape/UnionShape3D.d.ts.map +1 -1
  22. package/src/core/geom/3d/shape/UnionShape3D.js +17 -4
  23. package/src/core/geom/3d/shape/record/ShapeRecord.d.ts +65 -0
  24. package/src/core/geom/3d/shape/record/ShapeRecord.d.ts.map +1 -0
  25. package/src/core/geom/3d/shape/record/ShapeRecord.js +72 -0
  26. package/src/core/geom/3d/shape/record/ShapeRecordKind.d.ts +13 -0
  27. package/src/core/geom/3d/shape/record/ShapeRecordKind.d.ts.map +1 -0
  28. package/src/core/geom/3d/shape/record/ShapeRecordKind.js +39 -0
  29. package/src/core/geom/3d/shape/record/shape_record_local_bounds.d.ts +19 -0
  30. package/src/core/geom/3d/shape/record/shape_record_local_bounds.d.ts.map +1 -0
  31. package/src/core/geom/3d/shape/record/shape_record_local_bounds.js +61 -0
  32. package/src/core/geom/3d/shape/record/shape_record_pack.d.ts +88 -0
  33. package/src/core/geom/3d/shape/record/shape_record_pack.d.ts.map +1 -0
  34. package/src/core/geom/3d/shape/record/shape_record_pack.js +418 -0
  35. package/src/core/geom/3d/shape/record/shape_record_pack_bounding_box.d.ts +23 -0
  36. package/src/core/geom/3d/shape/record/shape_record_pack_bounding_box.d.ts.map +1 -0
  37. package/src/core/geom/3d/shape/record/shape_record_pack_bounding_box.js +69 -0
  38. package/src/core/geom/3d/shape/record/shape_record_signed_distance.d.ts +52 -0
  39. package/src/core/geom/3d/shape/record/shape_record_signed_distance.d.ts.map +1 -0
  40. package/src/core/geom/3d/shape/record/shape_record_signed_distance.js +135 -0
  41. package/src/core/geom/3d/shape/sdf/sdf3_plane.d.ts +7 -0
  42. package/src/core/geom/3d/shape/sdf/sdf3_plane.d.ts.map +1 -1
  43. package/src/core/geom/3d/shape/sdf/sdf3_plane.js +7 -0
  44. package/src/core/geom/3d/shape/util/compute_signed_distance_gradient_by_sampling.d.ts +3 -0
  45. package/src/core/geom/3d/shape/util/compute_signed_distance_gradient_by_sampling.d.ts.map +1 -1
  46. package/src/core/geom/3d/shape/util/compute_signed_distance_gradient_by_sampling.js +19 -13
  47. package/src/core/geom/clipmap/ClipmapWindowSet.d.ts +141 -0
  48. package/src/core/geom/clipmap/ClipmapWindowSet.d.ts.map +1 -0
  49. package/src/core/geom/clipmap/ClipmapWindowSet.js +301 -0
  50. package/src/core/geom/clipmap/clipmap_select_finest.d.ts +20 -0
  51. package/src/core/geom/clipmap/clipmap_select_finest.d.ts.map +1 -0
  52. package/src/core/geom/clipmap/clipmap_select_finest.js +53 -0
  53. package/src/core/geom/clipmap/quantize_hysteretic.d.ts +22 -0
  54. package/src/core/geom/clipmap/quantize_hysteretic.d.ts.map +1 -0
  55. package/src/core/geom/clipmap/quantize_hysteretic.js +33 -0
  56. package/src/core/geom/clipmap/window_scroll_regions.d.ts +25 -0
  57. package/src/core/geom/clipmap/window_scroll_regions.d.ts.map +1 -0
  58. package/src/core/geom/clipmap/window_scroll_regions.js +83 -0
  59. package/src/core/geom/vec3/v3_clamp_to_cone.d.ts +59 -0
  60. package/src/core/geom/vec3/v3_clamp_to_cone.d.ts.map +1 -0
  61. package/src/core/geom/vec3/v3_clamp_to_cone.js +197 -0
  62. package/src/core/math/falloff_quadratic.d.ts +13 -0
  63. package/src/core/math/falloff_quadratic.d.ts.map +1 -0
  64. package/src/core/math/falloff_quadratic.js +20 -0
  65. package/src/core/math/physics/fluid/vortex_swirl.d.ts +40 -0
  66. package/src/core/math/physics/fluid/vortex_swirl.d.ts.map +1 -0
  67. package/src/core/math/physics/fluid/vortex_swirl.js +91 -0
  68. package/src/core/math/physics/kinematics/rigid_velocity_at_point.d.ts +27 -0
  69. package/src/core/math/physics/kinematics/rigid_velocity_at_point.d.ts.map +1 -0
  70. package/src/core/math/physics/kinematics/rigid_velocity_at_point.js +40 -0
  71. package/src/engine/EngineHarness.d.ts.map +1 -1
  72. package/src/engine/EngineHarness.js +6 -0
  73. package/src/engine/ecs/EntityComponentDataset.d.ts +48 -4
  74. package/src/engine/ecs/EntityComponentDataset.d.ts.map +1 -1
  75. package/src/engine/ecs/EntityComponentDataset.js +120 -11
  76. package/src/engine/ecs/async/WORKER_SYSTEM_PLAN.md +27 -11
  77. package/src/engine/ecs/fow/FogOfWarVisibilityPredicate.d.ts.map +1 -1
  78. package/src/engine/ecs/fow/FogOfWarVisibilityPredicate.js +1 -3
  79. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  80. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +13 -0
  81. package/src/engine/ecs/terrain/util/obtainTerrain.d.ts.map +1 -1
  82. package/src/engine/ecs/terrain/util/obtainTerrain.js +5 -0
  83. package/src/engine/graphics/ecs/particles/ParticleEffect.d.ts +2 -2
  84. package/src/engine/graphics/ecs/particles/ParticleEffect.d.ts.map +1 -1
  85. package/src/engine/graphics/ecs/particles/ParticleEffect.js +7 -7
  86. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.d.ts +8 -0
  87. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.d.ts.map +1 -1
  88. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.js +11 -3
  89. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_1_2.d.ts +26 -0
  90. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_1_2.d.ts.map +1 -0
  91. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_1_2.js +91 -0
  92. package/src/engine/graphics/ecs/water/WaterWaves.d.ts +8 -21
  93. package/src/engine/graphics/ecs/water/WaterWaves.d.ts.map +1 -1
  94. package/src/engine/graphics/ecs/water/WaterWaves.js +8 -31
  95. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts +4 -0
  96. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts.map +1 -1
  97. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.js +5 -5
  98. package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.d.ts +9 -0
  99. package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.d.ts.map +1 -0
  100. package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.js +19 -0
  101. package/src/engine/graphics/texture/3d/scs3d_sample_linear3.d.ts +21 -0
  102. package/src/engine/graphics/texture/3d/scs3d_sample_linear3.d.ts.map +1 -1
  103. package/src/engine/graphics/texture/3d/scs3d_sample_linear3.js +78 -0
  104. package/src/engine/graphics3/GPUFluidSystem.d.ts +266 -0
  105. package/src/engine/graphics3/GPUFluidSystem.d.ts.map +1 -0
  106. package/src/engine/graphics3/GPUFluidSystem.js +1613 -0
  107. package/src/engine/graphics3/GPUParticleEmitterSystem.js +2 -2
  108. package/src/engine/graphics3/GraphicsEngine.d.ts.map +1 -1
  109. package/src/engine/graphics3/GraphicsEngine.js +8 -1
  110. package/src/engine/graphics3/ParticipatingMedia.d.ts +90 -1
  111. package/src/engine/graphics3/ParticipatingMedia.d.ts.map +1 -1
  112. package/src/engine/graphics3/ParticipatingMedia.js +145 -5
  113. package/src/engine/graphics3/ParticipatingMediaSerializationAdapter.d.ts +6 -2
  114. package/src/engine/graphics3/ParticipatingMediaSerializationAdapter.d.ts.map +1 -1
  115. package/src/engine/graphics3/ParticipatingMediaSerializationAdapter.js +29 -4
  116. package/src/engine/graphics3/ParticipatingMediaSerializationUpgrader_0_1.d.ts +10 -0
  117. package/src/engine/graphics3/ParticipatingMediaSerializationUpgrader_0_1.d.ts.map +1 -0
  118. package/src/engine/graphics3/ParticipatingMediaSerializationUpgrader_0_1.js +38 -0
  119. package/src/engine/graphics3/ParticipatingMediaSystem.d.ts +32 -22
  120. package/src/engine/graphics3/ParticipatingMediaSystem.d.ts.map +1 -1
  121. package/src/engine/graphics3/ParticipatingMediaSystem.js +236 -45
  122. package/src/engine/graphics3/WaterSystem.d.ts +9 -2
  123. package/src/engine/graphics3/WaterSystem.d.ts.map +1 -1
  124. package/src/engine/graphics3/WaterSystem.js +53 -15
  125. package/src/engine/network/NetworkSession.d.ts +16 -5
  126. package/src/engine/network/NetworkSession.d.ts.map +1 -1
  127. package/src/engine/network/NetworkSession.js +104 -7
  128. package/src/engine/network/README.md +27 -1
  129. package/src/engine/network/orchestrator/ServerAuthoritativeServer.d.ts +40 -18
  130. package/src/engine/network/orchestrator/ServerAuthoritativeServer.d.ts.map +1 -1
  131. package/src/engine/network/orchestrator/ServerAuthoritativeServer.js +180 -190
  132. package/src/engine/network/replication/Replicator.d.ts +15 -4
  133. package/src/engine/network/replication/Replicator.d.ts.map +1 -1
  134. package/src/engine/network/replication/Replicator.js +50 -16
  135. package/src/engine/network/state/RecordArrivalRing.d.ts +57 -0
  136. package/src/engine/network/state/RecordArrivalRing.d.ts.map +1 -0
  137. package/src/engine/network/state/RecordArrivalRing.js +144 -0
  138. package/src/engine/physics/cloth/MEASUREMENTS.md +393 -0
  139. package/src/engine/physics/cloth/PLAN.md +106 -7
  140. package/src/engine/physics/cloth/collider/ClothColliderKind.d.ts.map +1 -1
  141. package/src/engine/physics/cloth/collider/ClothColliderKind.js +14 -7
  142. package/src/engine/physics/cloth/collider/ClothColliderRecord.d.ts +19 -5
  143. package/src/engine/physics/cloth/collider/ClothColliderRecord.d.ts.map +1 -1
  144. package/src/engine/physics/cloth/collider/ClothColliderRecord.js +28 -5
  145. package/src/engine/physics/cloth/collider/cloth_collider_pack.d.ts +3 -2
  146. package/src/engine/physics/cloth/collider/cloth_collider_pack.d.ts.map +1 -1
  147. package/src/engine/physics/cloth/collider/cloth_collider_pack.js +26 -108
  148. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts +6 -5
  149. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts.map +1 -1
  150. package/src/engine/physics/cloth/collider/cloth_collider_sdf.js +18 -28
  151. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts +6 -21
  152. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts.map +1 -1
  153. package/src/engine/physics/cloth/ecs/ClothInstance.js +6 -22
  154. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts +5 -3
  155. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts.map +1 -1
  156. package/src/engine/physics/cloth/ecs/ClothSystem.js +10 -3
  157. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts +38 -28
  158. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -1
  159. package/src/engine/physics/cloth/ecs/ClothWorld.js +140 -43
  160. package/src/engine/physics/cloth/ecs/WorkerClothSystem.d.ts +2 -1
  161. package/src/engine/physics/cloth/ecs/WorkerClothSystem.d.ts.map +1 -1
  162. package/src/engine/physics/cloth/ecs/WorkerClothSystem.js +6 -1
  163. package/src/engine/physics/cloth/ecs/cloth_build_rows.d.ts.map +1 -1
  164. package/src/engine/physics/cloth/ecs/cloth_build_rows.js +20 -10
  165. package/src/engine/physics/cloth/playground/README.md +8 -4
  166. package/src/engine/physics/cloth/playground/collide.html +5 -3
  167. package/src/engine/physics/cloth/playground/collide_main.js +14 -13
  168. package/src/engine/physics/cloth/playground/wind.html +4 -4
  169. package/src/engine/physics/cloth/playground/wind_build.d.ts +3 -2
  170. package/src/engine/physics/cloth/playground/wind_build.d.ts.map +1 -1
  171. package/src/engine/physics/cloth/playground/wind_build.js +4 -3
  172. package/src/engine/physics/cloth/playground/wind_main.js +58 -19
  173. package/src/engine/physics/cloth/solver/ClothState.d.ts +30 -2
  174. package/src/engine/physics/cloth/solver/ClothState.d.ts.map +1 -1
  175. package/src/engine/physics/cloth/solver/ClothState.js +62 -4
  176. package/src/engine/physics/cloth/solver/cloth_self_find.d.ts +11 -3
  177. package/src/engine/physics/cloth/solver/cloth_self_find.d.ts.map +1 -1
  178. package/src/engine/physics/cloth/solver/cloth_self_find.js +52 -11
  179. package/src/engine/physics/cloth/solver/cloth_self_radius.d.ts +42 -0
  180. package/src/engine/physics/cloth/solver/cloth_self_radius.d.ts.map +1 -0
  181. package/src/engine/physics/cloth/solver/cloth_self_radius.js +64 -0
  182. package/src/engine/physics/cloth/solver/cloth_solver_constants.d.ts +99 -24
  183. package/src/engine/physics/cloth/solver/cloth_solver_constants.d.ts.map +1 -1
  184. package/src/engine/physics/cloth/solver/cloth_solver_constants.js +102 -25
  185. package/src/engine/physics/cloth/solver/cloth_step.d.ts +5 -1
  186. package/src/engine/physics/cloth/solver/cloth_step.d.ts.map +1 -1
  187. package/src/engine/physics/cloth/solver/cloth_step.js +13 -3
  188. package/src/engine/physics/cloth/solver/cloth_step_instance.d.ts +0 -1
  189. package/src/engine/physics/cloth/solver/cloth_step_instance.d.ts.map +1 -1
  190. package/src/engine/physics/cloth/solver/cloth_step_instance.js +12 -14
  191. package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.d.ts +23 -4
  192. package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.d.ts.map +1 -1
  193. package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.js +36 -8
  194. package/src/engine/physics/cloth/solver/constraint/cloth_self_row.d.ts.map +1 -1
  195. package/src/engine/physics/cloth/solver/constraint/cloth_self_row.js +4 -2
  196. package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts +36 -35
  197. package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts.map +1 -1
  198. package/src/engine/physics/cloth/wind/AbstractClothWind.js +36 -35
  199. package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts +46 -25
  200. package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts.map +1 -1
  201. package/src/engine/physics/cloth/wind/ClothFluidWind.js +70 -30
  202. package/src/engine/physics/cloth/wind/ClothGPUFluidWind.d.ts +96 -0
  203. package/src/engine/physics/cloth/wind/ClothGPUFluidWind.d.ts.map +1 -0
  204. package/src/engine/physics/cloth/wind/ClothGPUFluidWind.js +441 -0
  205. package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts +9 -7
  206. package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts.map +1 -1
  207. package/src/engine/physics/cloth/wind/cloth_sample_air.js +9 -7
  208. package/src/engine/physics/ecs/ColliderObserverSystem.d.ts +1 -1
  209. package/src/engine/physics/ecs/PhysicsSystem.d.ts +1 -1
  210. package/src/engine/physics/fluid/FluidAtmosphere.d.ts +80 -0
  211. package/src/engine/physics/fluid/FluidAtmosphere.d.ts.map +1 -0
  212. package/src/engine/physics/fluid/FluidAtmosphere.js +78 -0
  213. package/src/engine/physics/fluid/FluidField.d.ts +14 -2
  214. package/src/engine/physics/fluid/FluidField.d.ts.map +1 -1
  215. package/src/engine/physics/fluid/FluidField.js +26 -6
  216. package/src/engine/physics/fluid/FluidSimulator.d.ts +5 -1
  217. package/src/engine/physics/fluid/FluidSimulator.d.ts.map +1 -1
  218. package/src/engine/physics/fluid/FluidSimulator.js +13 -2
  219. package/src/engine/physics/fluid/GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md +1382 -0
  220. package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.d.ts +10 -4
  221. package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.d.ts.map +1 -1
  222. package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.js +13 -4
  223. package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.d.ts +47 -0
  224. package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.d.ts.map +1 -0
  225. package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.js +72 -0
  226. package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.d.ts +67 -0
  227. package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.d.ts.map +1 -0
  228. package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.js +307 -0
  229. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +6 -6
  230. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts.map +1 -1
  231. package/src/engine/physics/fluid/ecs/FluidSystem.d.ts +24 -13
  232. package/src/engine/physics/fluid/ecs/FluidSystem.d.ts.map +1 -1
  233. package/src/engine/physics/fluid/ecs/FluidSystem.js +79 -15
  234. package/src/engine/physics/fluid/ecs/FluidWorkerCore.d.ts.map +1 -1
  235. package/src/engine/physics/fluid/ecs/FluidWorkerCore.js +17 -5
  236. package/src/engine/physics/fluid/ecs/GPUFluidComponent.d.ts +82 -0
  237. package/src/engine/physics/fluid/ecs/GPUFluidComponent.d.ts.map +1 -0
  238. package/src/engine/physics/fluid/ecs/GPUFluidComponent.js +124 -0
  239. package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.d.ts +30 -0
  240. package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.d.ts.map +1 -0
  241. package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.js +51 -0
  242. package/src/engine/physics/fluid/ecs/WorkerFluidSystem.d.ts +19 -10
  243. package/src/engine/physics/fluid/ecs/WorkerFluidSystem.d.ts.map +1 -1
  244. package/src/engine/physics/fluid/ecs/WorkerFluidSystem.js +64 -14
  245. package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.d.ts +4 -1
  246. package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.d.ts.map +1 -1
  247. package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.js +9 -1
  248. package/src/engine/physics/fluid/ecs/fluid_reanchor_field.d.ts +1 -0
  249. package/src/engine/physics/fluid/ecs/fluid_reanchor_field.d.ts.map +1 -1
  250. package/src/engine/physics/fluid/ecs/fluid_reanchor_field.js +9 -7
  251. package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.d.ts +5 -3
  252. package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.d.ts.map +1 -1
  253. package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.js +5 -3
  254. package/src/engine/physics/fluid/ecs/fluid_worker_protocol.d.ts +20 -2
  255. package/src/engine/physics/fluid/ecs/fluid_worker_protocol.d.ts.map +1 -1
  256. package/src/engine/physics/fluid/ecs/fluid_worker_protocol.js +34 -6
  257. package/src/engine/physics/fluid/effector/AbstractFluidEffector.d.ts +46 -3
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@@ -0,0 +1,19 @@
1
+ /**
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+ * The finest level of a clipmap whose window holds a world point, and how far into that window's
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+ * edge band the point is.
4
+ *
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+ * Walks the first `count` levels of the table, finest first, at most {@link CLIPMAP_LEVEL_LIMIT}; the
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+ * first whose window holds the cell the point is in answers. Its `edge_weight` is the point's distance
7
+ * to the window's nearest face, in the level's cells, through a linear ramp: 0 at `band_width` cells
8
+ * or deeper, 1 on the face. It is how much a reader blends toward the next coarser source — the
9
+ * parent level, or whatever stands outside the coarsest. `band_width` is positive.
10
+ *
11
+ * A point no level holds answers `CLIPMAP_LEVEL_NONE`, with a weight of 0.
12
+ *
13
+ * The CPU twin is `clipmap_select_finest` in `core/geom/clipmap/`.
14
+ *
15
+ * @type {CodeChunk}
16
+ */
17
+ export const chunk_clipmap_select_finest: CodeChunk;
18
+ import { CodeChunk } from "../../compiler/CodeChunk.js";
19
+ //# sourceMappingURL=chunk_clipmap_select_finest.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_clipmap_select_finest.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shader/chunk/clipmap/chunk_clipmap_select_finest.js"],"names":[],"mappings":"AAIA;;;;;;;;;;;;;;;GAeG;AACH,0CAFU,SAAS,CAoDjB;0BAtEwB,6BAA6B"}
@@ -0,0 +1,71 @@
1
+ import { CodeChunk } from "../../compiler/CodeChunk.js";
2
+ import { CLIPMAP_LEVEL_ARRAY, CLIPMAP_LEVEL_LIMIT, CLIPMAP_LEVEL_STRUCT } from "./CLIPMAP_LEVEL_STRUCT.js";
3
+ import { chunk_clipmap_contains } from "./chunk_clipmap_contains.js";
4
+
5
+ /**
6
+ * The finest level of a clipmap whose window holds a world point, and how far into that window's
7
+ * edge band the point is.
8
+ *
9
+ * Walks the first `count` levels of the table, finest first, at most {@link CLIPMAP_LEVEL_LIMIT}; the
10
+ * first whose window holds the cell the point is in answers. Its `edge_weight` is the point's distance
11
+ * to the window's nearest face, in the level's cells, through a linear ramp: 0 at `band_width` cells
12
+ * or deeper, 1 on the face. It is how much a reader blends toward the next coarser source — the
13
+ * parent level, or whatever stands outside the coarsest. `band_width` is positive.
14
+ *
15
+ * A point no level holds answers `CLIPMAP_LEVEL_NONE`, with a weight of 0.
16
+ *
17
+ * The CPU twin is `clipmap_select_finest` in `core/geom/clipmap/`.
18
+ *
19
+ * @type {CodeChunk}
20
+ */
21
+ export const chunk_clipmap_select_finest = CodeChunk.from(
22
+ //language=WGSL
23
+ `
24
+ const CLIPMAP_LEVEL_NONE: u32 = 0xFFFFFFFFu;
25
+
26
+ struct ClipmapSelection {
27
+ // the finest level holding the point, or CLIPMAP_LEVEL_NONE
28
+ level: u32,
29
+ // 0 deeper than the band, rising to 1 on the window's nearest face
30
+ edge_weight: f32,
31
+ }
32
+
33
+ fn clipmap_select_finest(
34
+ levels: ptr<uniform, ${CLIPMAP_LEVEL_ARRAY.wgsl_ref}>,
35
+ count: u32,
36
+ position_ws: vec3f,
37
+ band_width: f32,
38
+ ) -> ClipmapSelection {
39
+
40
+ for (var i = 0u; i < ${CLIPMAP_LEVEL_LIMIT}u; i++) {
41
+ if (i >= count) {
42
+ break;
43
+ }
44
+
45
+ let level = (*levels)[i];
46
+
47
+ // the point in the level's cells
48
+ let position_cells = position_ws / level.cell_size;
49
+
50
+ if (!clipmap_contains(vec3<i32>(floor(position_cells)), level.corner, level.size)) {
51
+ continue;
52
+ }
53
+
54
+ let from_corner = position_cells - vec3f(level.corner);
55
+ let to_far_corner = vec3f(level.size) - from_corner;
56
+
57
+ let edge = min(
58
+ min(min(from_corner.x, from_corner.y), from_corner.z),
59
+ min(min(to_far_corner.x, to_far_corner.y), to_far_corner.z)
60
+ );
61
+
62
+ return ClipmapSelection(i, saturate(1.0 - edge / band_width));
63
+ }
64
+
65
+ return ClipmapSelection(CLIPMAP_LEVEL_NONE, 0.0);
66
+ }
67
+ `, [
68
+ CLIPMAP_LEVEL_STRUCT.declaration_chunk,
69
+ chunk_clipmap_contains,
70
+ ]
71
+ );
@@ -0,0 +1,15 @@
1
+ /**
2
+ * Where a cell of a clipmap level sits in storage that wraps: `cell mod period` on each axis,
3
+ * Euclidean, so negative cells wrap too. Anchored to the world, not to the window, so a window that
4
+ * moves keeps every cell still inside it where it was.
5
+ *
6
+ * The period is the storage's extent on each axis — a window's side, or one more than it along the
7
+ * axis a face-centred component is stored on.
8
+ *
9
+ * The CPU twin is `ClipmapWindowSet.storage_cell`.
10
+ *
11
+ * @type {CodeChunk}
12
+ */
13
+ export const chunk_clipmap_storage_coord: CodeChunk;
14
+ import { CodeChunk } from "../../compiler/CodeChunk.js";
15
+ //# sourceMappingURL=chunk_clipmap_storage_coord.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_clipmap_storage_coord.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shader/chunk/clipmap/chunk_clipmap_storage_coord.js"],"names":[],"mappings":"AAGA;;;;;;;;;;;GAWG;AACH,0CAFU,SAAS,CAWjB;0BAxBwB,6BAA6B"}
@@ -0,0 +1,25 @@
1
+ import { CodeChunk } from "../../compiler/CodeChunk.js";
2
+ import { chunk_mod_v3i } from "../geometry/vec3/chunk_mod_v3i.js";
3
+
4
+ /**
5
+ * Where a cell of a clipmap level sits in storage that wraps: `cell mod period` on each axis,
6
+ * Euclidean, so negative cells wrap too. Anchored to the world, not to the window, so a window that
7
+ * moves keeps every cell still inside it where it was.
8
+ *
9
+ * The period is the storage's extent on each axis — a window's side, or one more than it along the
10
+ * axis a face-centred component is stored on.
11
+ *
12
+ * The CPU twin is `ClipmapWindowSet.storage_cell`.
13
+ *
14
+ * @type {CodeChunk}
15
+ */
16
+ export const chunk_clipmap_storage_coord = CodeChunk.from(
17
+ //language=WGSL
18
+ `
19
+ fn clipmap_storage_coord(cell: vec3<i32>, period: vec3<i32>) -> vec3<i32> {
20
+ return mod_v3i(cell, period);
21
+ }
22
+ `, [
23
+ chunk_mod_v3i,
24
+ ]
25
+ );
@@ -0,0 +1,17 @@
1
+ /**
2
+ * Color rotation matrix. Linear Rec.709 to linear Display P3, in one step rather than through Rec.2020.
3
+ *
4
+ * Derived in double precision from the chromaticities, both with a D65 white, so there is no chromatic adaptation:
5
+ *
6
+ * ```
7
+ * red green blue
8
+ * Rec.709 0.640, 0.330 0.300, 0.600 0.150, 0.060
9
+ * Display P3 0.680, 0.320 0.265, 0.690 0.150, 0.060
10
+ * ```
11
+ *
12
+ * The two share their blue primary, so Rec.709 blue lands on P3 blue alone and the third column holds exact zeros.
13
+ * @type {CodeChunk}
14
+ */
15
+ export const chunk_CRM_FROM_REC709_TO_P3: CodeChunk;
16
+ import { CodeChunk } from "../../../compiler/CodeChunk.js";
17
+ //# sourceMappingURL=chunk_CRM_FROM_REC709_TO_P3.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_CRM_FROM_REC709_TO_P3.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/color/conversion/chunk_CRM_FROM_REC709_TO_P3.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;GAaG;AACH,0CAFU,SAAS,CAWjB;0BAzBwB,gCAAgC"}
@@ -0,0 +1,26 @@
1
+ import { CodeChunk } from "../../../compiler/CodeChunk.js";
2
+
3
+ /**
4
+ * Color rotation matrix. Linear Rec.709 to linear Display P3, in one step rather than through Rec.2020.
5
+ *
6
+ * Derived in double precision from the chromaticities, both with a D65 white, so there is no chromatic adaptation:
7
+ *
8
+ * ```
9
+ * red green blue
10
+ * Rec.709 0.640, 0.330 0.300, 0.600 0.150, 0.060
11
+ * Display P3 0.680, 0.320 0.265, 0.690 0.150, 0.060
12
+ * ```
13
+ *
14
+ * The two share their blue primary, so Rec.709 blue lands on P3 blue alone and the third column holds exact zeros.
15
+ * @type {CodeChunk}
16
+ */
17
+ export const chunk_CRM_FROM_REC709_TO_P3 = CodeChunk.from(
18
+ //language=WGSL
19
+ `
20
+ const CRM_FROM_REC709_TO_P3 = mat3x3<f32>(
21
+ vec3(0.8224619687, 0.03319419885, 0.01708263072),
22
+ vec3(0.1775380313, 0.9668058011, 0.07239744066),
23
+ vec3(0.0, 0.0, 0.9105199286)
24
+ );
25
+ `
26
+ );
@@ -5,7 +5,7 @@
5
5
  *
6
6
  * `REFERENCE_LUMINANCE` is **not** an SDR white point competing with the 203 nits of BT.2408. It is the
7
7
  * "Standard 1.0 unit" from the GT7 tone mapping paper, and it is the same 100 that `chunk_tonemap_gt7`
8
- * uses to normalise its `paper_white_nits` and `peak_nits` uniforms. The two have to stay equal: GT7
8
+ * uses to normalise its `paper_white_nits` and `peak_nits` arguments. The two have to stay equal: GT7
9
9
  * round-trips through this function and its inverse, so changing one alone shifts the whole curve.
10
10
  *
11
11
  * Three different quantities in this engine are all called a reference white, and they are worth keeping
@@ -1,63 +1,63 @@
1
- import { CodeChunk } from "../../../compiler/CodeChunk.js";
2
-
3
- /**
4
- * SMPTE ST 2084 EOTF, decoding a PQ signal to linear light in GT7 units.
5
- *
6
- * ## About that 100
7
- *
8
- * `REFERENCE_LUMINANCE` is **not** an SDR white point competing with the 203 nits of BT.2408. It is the
9
- * "Standard 1.0 unit" from the GT7 tone mapping paper, and it is the same 100 that `chunk_tonemap_gt7`
10
- * uses to normalise its `paper_white_nits` and `peak_nits` uniforms. The two have to stay equal: GT7
11
- * round-trips through this function and its inverse, so changing one alone shifts the whole curve.
12
- *
13
- * Three different quantities in this engine are all called a reference white, and they are worth keeping
14
- * apart:
15
- *
16
- * | Where | Value | What it means |
17
- * |---|---|---|
18
- * | here, and `chunk_tonemap_gt7` | 100 nits | GT7's internal unit for a GPU linear `1.0` |
19
- * | `core/color/PQ/PQ_constants.js` | 203 nits | BT.2408 graphics white, a *renderer* convention |
20
- * | `format/image/avif/color/transfer_to_linear.js` | 100 nits | the reference display the SDR curves in H.273 are defined against |
21
- *
22
- * The CPU's `linear_to_PQ` / `PQ_to_linear` fold in none of these — they are pure ST 2084 in PQ's own
23
- * normalisation, which is what makes them an exact inverse pair — so the 203 is applied by their callers.
24
- * This chunk does fold its 100 in, on both sides, so it is an exact inverse pair too, just of a different
25
- * function.
26
- *
27
- * The place the two conventions actually meet is `linear_reference_nits`, which `sampler2d_to_avif` and
28
- * `avif_to_sampler2d` each name explicitly.
29
- *
30
- * @see chunk_inverseEotfSt2084
31
- * @see chunk_tonemap_gt7 the consumer whose REF_LUMINANCE must match
32
- * @type {CodeChunk}
33
- */
34
- export const chunk_eotfSt2084 = CodeChunk.from(
35
- //language=WGSL
36
- `
37
- fn eotfSt2084(n_in: f32) -> f32 {
38
- var n = n_in;
39
- if (n < 0.0) { n = 0.0; }
40
- if (n > 1.0) { n = 1.0; }
41
-
42
- let m1 = 0.1593017578125;
43
- let m2 = 78.84375; // Scale 1.0
44
- let c1 = 0.8359375;
45
- let c2 = 18.8515625;
46
- let c3 = 18.6875;
47
- let pqC = 10000.0;
48
-
49
- let np = pow(n, 1.0 / m2);
50
- var l = np - c1;
51
- if (l < 0.0) { l = 0.0; }
52
-
53
- l = l / (c2 - c3 * np);
54
- l = pow(l, 1.0 / m1);
55
-
56
- let physical = l * pqC;
57
-
58
- const REFERENCE_LUMINANCE = 100.0;
59
-
60
- return physical / REFERENCE_LUMINANCE;
61
- }
62
- `
1
+ import { CodeChunk } from "../../../compiler/CodeChunk.js";
2
+
3
+ /**
4
+ * SMPTE ST 2084 EOTF, decoding a PQ signal to linear light in GT7 units.
5
+ *
6
+ * ## About that 100
7
+ *
8
+ * `REFERENCE_LUMINANCE` is **not** an SDR white point competing with the 203 nits of BT.2408. It is the
9
+ * "Standard 1.0 unit" from the GT7 tone mapping paper, and it is the same 100 that `chunk_tonemap_gt7`
10
+ * uses to normalise its `paper_white_nits` and `peak_nits` arguments. The two have to stay equal: GT7
11
+ * round-trips through this function and its inverse, so changing one alone shifts the whole curve.
12
+ *
13
+ * Three different quantities in this engine are all called a reference white, and they are worth keeping
14
+ * apart:
15
+ *
16
+ * | Where | Value | What it means |
17
+ * |---|---|---|
18
+ * | here, and `chunk_tonemap_gt7` | 100 nits | GT7's internal unit for a GPU linear `1.0` |
19
+ * | `core/color/PQ/PQ_constants.js` | 203 nits | BT.2408 graphics white, a *renderer* convention |
20
+ * | `format/image/avif/color/transfer_to_linear.js` | 100 nits | the reference display the SDR curves in H.273 are defined against |
21
+ *
22
+ * The CPU's `linear_to_PQ` / `PQ_to_linear` fold in none of these — they are pure ST 2084 in PQ's own
23
+ * normalisation, which is what makes them an exact inverse pair — so the 203 is applied by their callers.
24
+ * This chunk does fold its 100 in, on both sides, so it is an exact inverse pair too, just of a different
25
+ * function.
26
+ *
27
+ * The place the two conventions actually meet is `linear_reference_nits`, which `sampler2d_to_avif` and
28
+ * `avif_to_sampler2d` each name explicitly.
29
+ *
30
+ * @see chunk_inverseEotfSt2084
31
+ * @see chunk_tonemap_gt7 the consumer whose REF_LUMINANCE must match
32
+ * @type {CodeChunk}
33
+ */
34
+ export const chunk_eotfSt2084 = CodeChunk.from(
35
+ //language=WGSL
36
+ `
37
+ fn eotfSt2084(n_in: f32) -> f32 {
38
+ var n = n_in;
39
+ if (n < 0.0) { n = 0.0; }
40
+ if (n > 1.0) { n = 1.0; }
41
+
42
+ let m1 = 0.1593017578125;
43
+ let m2 = 78.84375; // Scale 1.0
44
+ let c1 = 0.8359375;
45
+ let c2 = 18.8515625;
46
+ let c3 = 18.6875;
47
+ let pqC = 10000.0;
48
+
49
+ let np = pow(n, 1.0 / m2);
50
+ var l = np - c1;
51
+ if (l < 0.0) { l = 0.0; }
52
+
53
+ l = l / (c2 - c3 * np);
54
+ l = pow(l, 1.0 / m1);
55
+
56
+ let physical = l * pqC;
57
+
58
+ const REFERENCE_LUMINANCE = 100.0;
59
+
60
+ return physical / REFERENCE_LUMINANCE;
61
+ }
62
+ `
63
63
  )
@@ -0,0 +1,318 @@
1
+ # HDR forms of ACES, AgX and PBR Neutral: a brief (2026-10-16)
2
+
3
+ **Status: decided and built.** Alex took all three recommendations (§6): the ACES and AgX chunks are removed, and
4
+ `ShadeToneMappingMode.PBR_NEUTRAL` runs `tonemap_khronos_pbr` with the peak form. The prototypes this brief measured
5
+ are gone from the playground `src/shade/playground/tonemap_sdr/`, which now compares GT7 and PBR Neutral.
6
+
7
+ ## 1. Recommendation
8
+
9
+ The question: does each operator have one form, parameterised by the display's peak, that serves an SDR peak and an HDR
10
+ peak with the same mid-tones? That is what `ShadeToneMappingMode` asks of a mode since `6ea10df28`: one mode on every
11
+ output, and SDR and HDR must not look different. GT7 is the yardstick.
12
+
13
+ | operator | a form that fits? | recommendation |
14
+ |---|---|---|
15
+ | ACES | **No.** ACES 2.0 is one family parameterised by peak, but it lifts mid-grey by 14% of its SDR level per stop of peak, on purpose. | **Remove** |
16
+ | AgX | **No.** Both HDR forms (Chow's, Godot's) keep mid-grey and bend everything above it with the peak. | **Remove** |
17
+ | Khronos PBR Neutral | **Yes**, with the peak in place of the specification's 1. Below the compression start it is exact at every peak. | **Add** as `ShadeToneMappingMode.PBR_NEUTRAL` |
18
+
19
+ GT7 stays the default.
20
+
21
+ On the device, in the playground's four scenes at a 1000 cd/m² peak, Neutral with a peak and GT7 leave every mid-tone
22
+ pixel as their SDR forms draw it, to within 1 code. Godot's AgX moves 10.5–87.6% of them by 2 codes or more (§4).
23
+
24
+ Neutral earns a mode for a reason beyond fitting. The SDR brief named it the fallback if GT7's SDR clip reads as harsh,
25
+ "at the price of SDR and HDR looking different". With a peak, that price is gone:
26
+
27
+ - its forms agree exactly over a wider range than GT7's, greys to +2.0 EV against +1.5;
28
+ - saturated colours just above its start differ more, a mean of 0.72 codes up to +1 EV against GT7's 0.24.
29
+
30
+ **What would reverse each:**
31
+
32
+ - **ACES:** a need to match an ACES 2.0 pipeline, such as grading or film interchange, accepted together with SDR and HDR
33
+ looking different. It would be a new implementation, not this chunk.
34
+ - **AgX:** a published AgX HDR form that holds tones fixed to about +1.5 EV over mid-grey, measured with the same
35
+ script. Pestaluky lists a higher crossover as future work.
36
+ - **Neutral:**
37
+ - Khronos publishing its own HDR form. The HDR pass would then follow it.
38
+ - Alex's session on an HDR display finding the long shoulder (0.76 to the peak) flat or too colourful.
39
+ - Alex preferring one operator with no alternative. Then Neutral goes too (F3).
40
+
41
+ ## 2. What the sources say
42
+
43
+ ### ACES 2.0, Academy Output Transforms
44
+
45
+ Sources read: `aces-aswf/aces-core` (`Lib.Academy.Tonescale.ctl`, `Lib.Academy.OutputTransform.ctl`, CHANGELOG) and
46
+ `aces-aswf/aces-output`, v2.0 of 2025-04-04; the ACES 2 documentation; GT7 talk slides 116–120.
47
+
48
+ - **One family for every peak.** The CHANGELOG describes the v2 tonescale's "adaptability to produce output for any peak
49
+ luminance between 100-10000 nits". The output transforms are one CTL each, differing only in `peakLuminance`, the
50
+ limiting primaries and the encoding.
51
+ - **One of them is Shade's HDR canvas:** `Output.Academy.P3-D65_1000nit_in_P3-D65_sRGB-Piecewise`, "Extended DisplayP3
52
+ (1000 nit)". It is P3 limited and sRGB-piecewise encoded, with 1.0 at 100 cd/m², clamped at peak/100.
53
+ - **Mid-grey moves with the peak by design.** `init_TSParams` in `Lib.Academy.Tonescale.ctl` sets the grey target as
54
+ `c_t = c_d / n_r * (1 + w_i * w_g)`, where `w_i = log2(peak / 100)` and `w_g = 0.14`. The comment on `w_g` reads
55
+ "change in grey between different peak luminance". The GT7 talk says the same on slide 117: mid-grey lands at 10 to
56
+ 15 cd/m² "depending on the ODT".
57
+ - **The gamut stage is per peak.** `init_ODTParams` builds three 360-entry hue tables by search: the reach gamut's M, the
58
+ limiting gamut's cusps and the upper hull gamma. They depend on the peak. Shade's peak is a runtime value, so every
59
+ change of peak means a rebuild.
60
+ - **GT7 talk, slide 120:** ACES 2.0 support for variable HDR peaks is "Additional Work Needed".
61
+ - **What Shade has is not ACES 2.0.** `chunk_tonemap_aces` is Hill's fit of the ACES 1.0 sRGB RRT+ODT, SDR only. An HDR
62
+ ACES would be a new implementation of the JMh model and its tables, not an extension of the chunk.
63
+
64
+ ### AgX
65
+
66
+ Sources read:
67
+
68
+ - Eary Chow's `AgX` configuration and README;
69
+ - his generator, `AgX_LUT_Gen`, in particular `AgXHLG.py` and `AgXBaseRec2020.py`;
70
+ - Blender main's `release/datafiles/colormanagement/config.ocio`;
71
+ - Pestaluky's post, cited on GT7 slide 113;
72
+ - Godot master: `tonemap.glsl`, `environment_storage.cpp` and `Environment.xml`.
73
+
74
+ - **Chow's HDR view is one baked LUT.** "AgX - HDR 1000 nits" is `AgX_Rec2100-HLG_p3_lim.cube`, for a 1000 cd/m² HLG
75
+ display with reference white at 100. His README says mid-grey is "set to 18% of 100 nits".
76
+ - **Blender main ships the same.** There are two AgX views on Rec.2100 displays, "AgX - SDR" and "AgX - HDR 1000 nits".
77
+ On sRGB, Display P3 and Rec.1886 displays, AgX is SDR only.
78
+ - **The generator has one parameter, the ratio of HDR peak to SDR white.** A comment expects it to become tunable at
79
+ runtime. The HDR script is the SDR Rec.2020 script plus three steps:
80
+ - the shoulder exponent multiplied by ratio^log10(2);
81
+ - a log-space sigmoid that pulls mid-grey down to 18% of the reference white;
82
+ - a 50% "HDR purity" mix of hue and saturation.
83
+
84
+ At ratio 1 the three steps change nothing: 0.0 codes over the sweep in §3, against the same script with them off.
85
+ - **Pestaluky's curve, which Godot ships as its AgX.** It is parameterised by the output's maximum. The post says values
86
+ below the crossover do not depend on the output's range, and the crossover is mid-grey, 0.18. Above it, the shoulder
87
+ is fitted to the peak.
88
+ - Godot puts the curve between AgX's inset and outset matrices, with an AgX white of 16.29 times the peak. Its
89
+ matrices are `chunk_tonemap_agx`'s composed with the Rec.709/Rec.2020 conversions, to 1e-6.
90
+ - This landed in Godot on 2025-12-03, "Add `agx_white`, `agx_contrast` and HDR support to the AgX tonemapper". It is
91
+ in 4.7-stable and not in 4.6-stable.
92
+ - **GT7 talk, slide 120:** variable HDR peaks are "No" for AgX, as of June 2025. Slide 113 calls the HDR extension work
93
+ in progress.
94
+ - **Neither is Shade's AgX.** `chunk_tonemap_agx` is the Filament and three.js port, with a log2 encoding, a polynomial
95
+ sigmoid and a 2.2 decode. It puts 0.18 at 0.2145. Godot's form at peak 1 puts it at 0.18, and differs from the chunk by a mean of
96
+ 20.6 codes over −2 to +1 EV, 35.7 at worst. Adopting either HDR form changes Shade's SDR AgX as well.
97
+
98
+ ### Khronos PBR Neutral
99
+
100
+ Sources read: the Khronos repository (README, `pbrNeutral.glsl`, commit history to 2026-10-06) and Lalish's
101
+ model-viewer write-up.
102
+
103
+ - **No HDR form exists.** The README says the operator supports only sRGB output, and that expanding it is a goal for
104
+ the future. Since June 2024 the repository has changed only in licensing and contribution files.
105
+ - **Lalish names where to adapt it.** The single parameter, the 0.8 compression start, is "likely the most natural place
106
+ to adjust the curve to HDR output". He also writes that the choice of operator should depend on the output format.
107
+ - **GT7 talk, slide 120:** variable HDR peaks are "No" for Neutral.
108
+ - **So the HDR form is ours.** The prototype puts the peak P where the specification has 1, and keeps the start:
109
+ - p_n = P − (P − K_s)² / (p + P − 2K_s);
110
+ - the desaturation term is unchanged.
111
+
112
+ At P = 1 it is the specification: 0.0 codes over the sweep. Below K_s it is 1:1 at every P.
113
+ - **The alternative is to move the start with the peak**, 0.8·P, a literal reading of Lalish's pointer. Below 0.76 it is
114
+ identical, and above it it strays further from SDR. Up to +1 EV the worst case is 35.0 codes against 26.6, and the
115
+ mean 0.83 against 0.72. So the prototype keeps the start.
116
+
117
+ ## 3. Measured on the CPU
118
+
119
+ **References, not re-derivations:**
120
+
121
+ - **ACES 2.0:** OpenColorIO 2.6.0's `FIXED_FUNCTION_ACES_OUTPUT_TRANSFORM_20`, the Academy transform, with P3-D65
122
+ limiting primaries.
123
+ - Against OCIO's builtin `HDR-1000nit-P3-D65_2.0`, it agrees to 5e-8 in XYZ.
124
+ - Against a port of the CTL tonescale, greys agree to five digits.
125
+ - Input is Rec.709 → ACEScg (Bradford) → ACES2065-1.
126
+ - The peak at headroom H is 100·H cd/m², since ACES puts SDR white at 100.
127
+ - **AgX, Chow's:** his `AgX_Rec2100` run as written, with `HDR_max_nits` = 100·H.
128
+ - **AgX, Godot's:** a port of `tonemap.glsl` with the parameters `environment_storage.cpp` computes.
129
+ - **GT7:** a port of the engine's `tonemap_gt7` at a peak of 250·H. Against Polyphony's compiled sample code it agrees
130
+ to 0.36 codes in the mid-tones and 14.7 in saturated highlights, which is the ICtCp blend the SDR brief reports.
131
+
132
+ **Inputs:**
133
+
134
+ - Eleven hues:
135
+ - white, fire, blue, green, magenta, red, mint and a brake light;
136
+ - the product shot's canary 231,218,63, red 203,63,63 and mint 149,218,188.
137
+ - Each is scaled to luminance 0.18·2^EV, from −6 to +6 EV in quarter stops.
138
+
139
+ **Outputs** are taken as an HDR canvas shows them below SDR white: linear Display P3, clipped to 1, then 8-bit
140
+ sRGB-encoded. Each operator at peak ×H is compared with itself at peak ×1.
141
+
142
+ **At peak ×4,** a 1000 cd/m² display under the 250 cd/m² paper white:
143
+
144
+ | | mid-grey, SDR → HDR | greys equal up to | every hue equal up to | worst, at or below grey | mean, up to +1 EV |
145
+ |---|---|---|---|---|---|
146
+ | GT7 (engine) | 0.179 → 0.179 | +1.5 EV | −0.5 EV | 3.9 (blue) | 0.24 |
147
+ | ACES 2.0 | 0.100 → 0.128 (+0.35 EV) | −4.0 EV | −5.5 EV | 24.5 (blue) | 6.98 |
148
+ | AgX, Godot's | 0.180 → 0.180 | +0.25 EV | −1.5 EV | 20.9 (blue) | 2.25 |
149
+ | AgX, Chow's | 0.180 → 0.180 | 0.0 EV | −1.75 EV | 36.1 (blue) | 3.64 |
150
+ | **Neutral with a peak** | 0.140 → 0.140 | **+2.0 EV** | **0.0 EV** | **0.0** | 0.72 |
151
+
152
+ "Equal" means within half a code. EV is the input's luminance over 0.18.
153
+
154
+ - **GT7's own worst case** is a saturated blue at mid-grey luminance. Its blue channel is past the per-channel linear
155
+ section, 0.444, while its luminance is at grey.
156
+ - **Neutral's 1:1 region** runs on the largest channel too, but up to 0.76, so the same blue does not reach it.
157
+ - **Neutral's higher mean up to +1 EV** comes from saturated colours just above the start. Its worst case is the brake
158
+ light at +0.75 EV, 26.6 codes, where GT7's worst over the same range is 7.6. Neutral's SDR shoulder compresses the
159
+ largest channel hard, and at ×4 it barely compresses.
160
+
161
+ **At ×2 and ×10 the picture is the same:**
162
+
163
+ | | grey shift ×2 | ×10 | mean up to +1 EV, ×2 | ×10 |
164
+ |---|---|---|---|---|
165
+ | GT7 | 0 | 0 | 0.24 | 0.24 |
166
+ | ACES 2.0 | +0.19 EV | +0.54 EV | 3.47 | 10.89 |
167
+ | AgX, Godot's | 0 | 0 | 1.52 | 2.67 |
168
+ | AgX, Chow's | 0 | 0 | 2.12 | 4.88 |
169
+ | Neutral with a peak | 0 | 0 | 0.59 | 0.78 |
170
+
171
+ **Grey ramps,** display-linear in units of SDR white, as SDR / peak ×4:
172
+
173
+ | EV | GT7 | ACES 2.0 | AgX, Godot's | AgX, Chow's | Neutral with a peak |
174
+ |---|---|---|---|---|---|
175
+ | −2 | 0.031 / 0.031 | 0.013 / 0.016 | 0.037 / 0.037 | 0.037 / 0.037 | 0.013 / 0.013 |
176
+ | −1 | 0.078 / 0.078 | 0.040 / 0.048 | 0.085 / 0.085 | 0.084 / 0.084 | 0.050 / 0.050 |
177
+ | 0 | 0.179 / 0.179 | 0.100 / 0.128 | 0.180 / 0.180 | 0.180 / 0.180 | 0.140 / 0.140 |
178
+ | +1 | 0.360 / 0.360 | 0.209 / 0.296 | 0.331 / 0.356 | 0.326 / 0.374 | 0.320 / 0.320 |
179
+ | +2 | 0.674 / 0.720 | 0.370 / 0.612 | 0.511 / 0.664 | 0.484 / 0.759 | 0.680 / 0.680 |
180
+ | +3 | 0.992 / 1.440 | 0.556 / 1.128 | 0.684 / 1.146 | 0.632 / 1.377 | 0.935 / 1.294 |
181
+
182
+ - **GT7 and Neutral** leave greys alone until their SDR shoulders, GT7 from +1.5 EV and Neutral from +2.
183
+ - **ACES** moves every grey.
184
+ - **AgX** keeps grey itself and lifts everything above it. At +1 EV, Godot's form is 0.11 EV brighter at ×4 and Chow's
185
+ 0.20. At +2 EV they are 0.38 and 0.65 EV brighter.
186
+
187
+ **Pinning ACES's grey does not rescue it.** With `w_g` = 0 in the CTL tonescale, greys at 100 and 400 cd/m² still
188
+ differ:
189
+
190
+ | EV | −1 | 0 | +1 | +2 |
191
+ |---|---|---|---|---|
192
+ | codes | 2.8 | 0.0 | 8.0 | 25.4 |
193
+
194
+ The rest of the curve still depends on the peak, and the result would no longer be the Academy's transform.
195
+
196
+ ## 4. Measured on the device
197
+
198
+ The playground draws operators 5–7 at a peak, clipped to SDR white (`CompareLayout.Split` shows it beside the SDR form).
199
+ A one-off driver outside the repo ran it once.
200
+
201
+ ACES 2.0 and Chow's AgX were not ported to WGSL. ACES needs the JMh model and the per-peak hue tables, and Chow's form
202
+ is a LUT generated per ratio. §3 measured both through their reference implementations, so a port would re-measure
203
+ the same functions with a port's error added.
204
+
205
+ - Headless Chrome on the RTX 4090.
206
+ - The page's per-scene exposure, with bloom, TAA and SSAO off and the projection frozen.
207
+ - Each scene and operator grabbed at peak ×1, ×1 again for the noise floor, then ×4 and ×10.
208
+ - Compared per pixel in Display P3 codes, as the largest channel difference. Two grabs at ×1 differ by exactly 0 in
209
+ every scene, so the floor is zero.
210
+
211
+ **Mid-tone pixels at ×4,** those whose SDR largest channel is at most 188 (0.5 linear). Each cell gives the mean
212
+ difference in codes, the share of those pixels that differ by 2 codes or more, and the largest difference.
213
+
214
+ | scene | mid-tone share of the frame | GT7 | AgX, Godot's | Neutral with a peak |
215
+ |---|---|---|---|---|
216
+ | fire and emitters | 66–70% | 0 · 0% · 0 | 0.91 · 10.5% · 18 | 0 · 0% · 0 |
217
+ | sunlit exterior | 39–40% | 0.008 · 0% · 1 | 5.22 · 87.6% · 23 | 0 · 0% · 0 |
218
+ | dim interior | 83–87% | 0 · 0% · 1 | 1.43 · 20.5% · 23 | 0 · 0% · 0 |
219
+ | product shot | 5–9% | 0.006 · 0% · 1 | 7.15 · 59.0% · 24 | 0 · 0% · 0 |
220
+
221
+ The mid-tone share varies with the operator, because each one's own SDR frame decides which pixels count.
222
+
223
+ At ×10, GT7 and Neutral are unchanged. AgX's means grow to 1.10, 6.25, 1.71 and 8.70.
224
+
225
+ Between 0.5 and SDR white every form differs by design, because the HDR form has headroom there. Over all pixels below
226
+ SDR white, the means at ×4 are 0.2–9.2 codes for GT7, 0.8–14.2 for Neutral and 3.4–34.3 for AgX.
227
+
228
+ ## 5. What each recommendation means for the code
229
+
230
+ **Removing ACES (F1):**
231
+
232
+ - `chunk_tonemap_aces.js` (`chunk_tonemap_aces`) goes.
233
+ - The npm package exports `./src/*`, so the deep import breaks for any downstream user. In this repo only the playground
234
+ imports it, as grid quadrant 1.
235
+ - The CPU `core/color/tonemap/tonemap_aces.js` stays. It is not Shade's tone mapping, and `PathTracedRenderer`
236
+ (`engine/graphics/sh3/path_tracer`) calls it.
237
+
238
+ **Removing AgX (F2):**
239
+
240
+ - `chunk_tonemap_agx.js` (`chunk_tonemap_agx`) goes. The same deep-import break applies. In the repo, only playground
241
+ quadrant 3 imports it.
242
+ - The playground's `chunk_tonemap_agx_peak.js` goes with it.
243
+
244
+ **Adding Neutral (F3):**
245
+
246
+ - `ShadeToneMappingMode.PBR_NEUTRAL`, with two concrete passes beside the GT7 and NONE pairs:
247
+ `shader_tonemap_LDR_pbr_neutral` at peak 1, and `shader_tonemap_HDR_pbr_neutral` at the display's peak over the paper
248
+ white.
249
+ - `chunk_tonemap_khronos_pbr` takes the peak. Its WGSL signature changes from `tonemap_khronos_pbr(c)` to
250
+ `tonemap_khronos_pbr(c, peak)`, a break for any WGSL caller outside the repo. The import path stays.
251
+ - **The paper white becomes a canvas convention, not GT7's.** Neutral's HDR pass divides the display's peak by the same
252
+ 250 cd/m² that puts SDR white at the canvas's 1.0. So `chunk_GT7_PAPER_WHITE_NITS` moves out of `gt7/` under a
253
+ name of its own, which is an import-path change too.
254
+ - **Mid-grey sits lower.** Neutral puts an exposed 0.18 at 0.140 (the 0.04 Fresnel offset), where GT7 puts it at 0.179.
255
+ Switching modes darkens mid-grey by 0.36 EV. Auto-exposure meters the scene, not the output, so it will not
256
+ compensate.
257
+ - **Pins:** the LDR pass equals the specification within float precision, and the HDR pass equals the LDR pass below the
258
+ start. Both are plain tests in the style of `shader_tonemap_HDR.spec.js`.
259
+ - **Not measured:** Neutral's HDR highlights on an HDR display. This box's headless Chrome reports an SDR display, so §4
260
+ covers only what lies below SDR white.
261
+
262
+ **In every case:**
263
+
264
+ - **`chunk_tonemap_pbr_neutral.js` goes.** It is the Filament-derived duplicate that mixes toward 1 instead of the
265
+ compressed peak (SDR brief §4.3). Nothing imports it.
266
+ - **The playground's grid** loses each quadrant whose chunk goes. It either drops them or keeps copies beside the page,
267
+ as it does for the GT7 sample code.
268
+
269
+ ## 6. Forks for Alex, all three taken
270
+
271
+ - **F1. Remove ACES.** Delete `chunk_tonemap_aces.js` and drop it from the playground. The CPU `tonemap_aces` stays.
272
+ - **F2. Remove AgX.** Delete `chunk_tonemap_agx.js` and the playground's `chunk_tonemap_agx_peak.js`, and drop AgX from
273
+ the playground.
274
+ - **F3. Add `ShadeToneMappingMode.PBR_NEUTRAL`** with the peak form, moving the paper white out of `gt7/`. Delete
275
+ `chunk_tonemap_pbr_neutral.js` either way.
276
+ - If declined, Neutral goes too: delete `chunk_tonemap_khronos_pbr.js` and the playground's
277
+ `chunk_tonemap_pbr_neutral_peak.js`. The folder is then GT7 alone.
278
+ - If accepted, it waits on nothing else. The shader-switch proposal can later fold each mode's pair of passes into
279
+ one, as it would GT7's.
280
+
281
+ **Landed 2026-10-16:**
282
+
283
+ - `822dbc789`: the paper white leaves `gt7/`, as `chunk_PAPER_WHITE_NITS`.
284
+ - `1851d9030`, F3: `ShadeToneMappingMode.PBR_NEUTRAL` with `shader_tonemap_LDR_pbr_neutral` and
285
+ `shader_tonemap_HDR_pbr_neutral`, and `tonemap_khronos_pbr(color, peak)`. The HDR pass floors the peak at the paper
286
+ white, where the operator is defined. On the RTX 4090 the engine's SDR canvas equals the specification to the code,
287
+ and its emulated-HDR canvas is within the SDR dither, 1 code, at or under 0.5.
288
+ - `df9eb7694`, F1 and F2: the ACES, AgX and duplicate Neutral chunks are gone, along with `chunk_RRTAndODTFit`, the
289
+ ACES fit only the ACES chunk used. The playground compares GT7 and PBR Neutral.
290
+
291
+ ## 7. Not in scope, noticed
292
+
293
+ - `chunk_tonemap_hdr_bt2390.js` and `chunk_tonemap_reinhard_luma.js` in the same folder have no importers either.
294
+ - The doc comment on the playground's `chunk_tonemap_gt7_sdr_reference.js` still lists four departures of the engine's
295
+ `tonemap_gt7` from the sample code. Since `6ea10df28` only the blend space differs.
296
+ - The playground's environment maps are untracked under `packages/meep-engine/test_assets/`. A worktree has none until
297
+ they are copied in, and the page then lights the exterior and the product shot with a flat sky.
298
+
299
+ ## Sources
300
+
301
+ - Academy Software Foundation, ACES 2.0 core library and output transforms:
302
+ - https://github.com/aces-aswf/aces-core (`lib/Lib.Academy.Tonescale.ctl`, `lib/Lib.Academy.OutputTransform.ctl`,
303
+ `CHANGELOG.md`)
304
+ - https://github.com/aces-aswf/aces-output (`d65/displayP3/Output.Academy.P3-D65_1000nit_in_P3-D65_sRGB-Piecewise.ctl`)
305
+ - OpenColorIO 2.6.0 (PyPI `opencolorio`), `FIXED_FUNCTION_ACES_OUTPUT_TRANSFORM_20`.
306
+ - E. Chow:
307
+ - AgX configuration: https://github.com/EaryChow/AgX
308
+ - LUT generator: https://github.com/EaryChow/AgX_LUT_Gen (`AgXHLG.py`)
309
+ - Blender, `release/datafiles/colormanagement/config.ocio`, main: https://projects.blender.org/blender/blender
310
+ - A. Pestaluky, "An Adjustable Tonemapping Curve for Variable / Extended Dynamic Range", 2025-05-29:
311
+ https://allenwp.com/blog/2025/05/29/allenwp-tonemapping-curve/
312
+ - Godot Engine, master and 4.7-stable:
313
+ - `servers/rendering/renderer_rd/shaders/effects/tonemap.glsl`
314
+ - `servers/rendering/storage/environment_storage.cpp`
315
+ - `doc/classes/Environment.xml`
316
+ - Khronos, PBR Neutral: https://github.com/KhronosGroup/ToneMapping/tree/main/PBR_Neutral
317
+ - E. Lalish, "Tone Mapping Considerations for Physically-Based Rendering": https://modelviewer.dev/examples/tone-mapping
318
+ - Polyphony Digital, "Driving Toward Reality", SIGGRAPH 2025 PBS course, slides 113–120 and 154.