@woosh/meep-engine 3.49.0 → 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 (1364) hide show
  1. package/build/bundle-worker-terrain.js +1 -1
  2. package/editor/particles/effect/ParticleReferenceSimulation.d.ts +11 -0
  3. package/editor/particles/effect/ParticleReferenceSimulation.d.ts.map +1 -1
  4. package/editor/particles/effect/ParticleReferenceSimulation.js +28 -0
  5. package/editor/view/particles/effect/ParticleGraphEditorView.d.ts.map +1 -1
  6. package/editor/view/particles/effect/ParticleGraphEditorView.js +2 -0
  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/fow/FogOfWarVisibilityPredicate.d.ts.map +1 -1
  77. package/src/engine/ecs/fow/FogOfWarVisibilityPredicate.js +1 -3
  78. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  79. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +2 -0
  80. package/src/engine/ecs/terrain/util/obtainTerrain.d.ts.map +1 -1
  81. package/src/engine/ecs/terrain/util/obtainTerrain.js +5 -0
  82. package/src/engine/graphics/ecs/water/WaterWaves.d.ts +8 -21
  83. package/src/engine/graphics/ecs/water/WaterWaves.d.ts.map +1 -1
  84. package/src/engine/graphics/ecs/water/WaterWaves.js +8 -31
  85. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts +4 -0
  86. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts.map +1 -1
  87. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.js +5 -5
  88. package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.d.ts +9 -0
  89. package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.d.ts.map +1 -0
  90. package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.js +19 -0
  91. package/src/engine/graphics/texture/3d/scs3d_sample_linear3.d.ts +21 -0
  92. package/src/engine/graphics/texture/3d/scs3d_sample_linear3.d.ts.map +1 -1
  93. package/src/engine/graphics/texture/3d/scs3d_sample_linear3.js +78 -0
  94. package/src/engine/graphics3/GPUFluidSystem.d.ts +266 -0
  95. package/src/engine/graphics3/GPUFluidSystem.d.ts.map +1 -0
  96. package/src/engine/graphics3/GPUFluidSystem.js +1613 -0
  97. package/src/engine/graphics3/ParticipatingMedia.d.ts +6 -0
  98. package/src/engine/graphics3/ParticipatingMedia.d.ts.map +1 -1
  99. package/src/engine/graphics3/ParticipatingMedia.js +6 -0
  100. package/src/engine/graphics3/ParticipatingMediaSystem.d.ts +32 -22
  101. package/src/engine/graphics3/ParticipatingMediaSystem.d.ts.map +1 -1
  102. package/src/engine/graphics3/ParticipatingMediaSystem.js +218 -70
  103. package/src/engine/graphics3/WaterSystem.d.ts +9 -2
  104. package/src/engine/graphics3/WaterSystem.d.ts.map +1 -1
  105. package/src/engine/graphics3/WaterSystem.js +53 -15
  106. package/src/engine/physics/cloth/MEASUREMENTS.md +39 -0
  107. package/src/engine/physics/cloth/PLAN.md +21 -2
  108. package/src/engine/physics/cloth/collider/ClothColliderKind.d.ts.map +1 -1
  109. package/src/engine/physics/cloth/collider/ClothColliderKind.js +14 -7
  110. package/src/engine/physics/cloth/collider/ClothColliderRecord.d.ts +19 -5
  111. package/src/engine/physics/cloth/collider/ClothColliderRecord.d.ts.map +1 -1
  112. package/src/engine/physics/cloth/collider/ClothColliderRecord.js +28 -5
  113. package/src/engine/physics/cloth/collider/cloth_collider_pack.d.ts +3 -2
  114. package/src/engine/physics/cloth/collider/cloth_collider_pack.d.ts.map +1 -1
  115. package/src/engine/physics/cloth/collider/cloth_collider_pack.js +26 -108
  116. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts +6 -5
  117. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts.map +1 -1
  118. package/src/engine/physics/cloth/collider/cloth_collider_sdf.js +18 -28
  119. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts +6 -9
  120. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts.map +1 -1
  121. package/src/engine/physics/cloth/ecs/ClothInstance.js +6 -9
  122. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts +3 -2
  123. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts.map +1 -1
  124. package/src/engine/physics/cloth/ecs/ClothSystem.js +3 -2
  125. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts +38 -28
  126. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -1
  127. package/src/engine/physics/cloth/ecs/ClothWorld.js +136 -28
  128. package/src/engine/physics/cloth/playground/README.md +8 -4
  129. package/src/engine/physics/cloth/playground/wind.html +4 -4
  130. package/src/engine/physics/cloth/playground/wind_build.d.ts +3 -2
  131. package/src/engine/physics/cloth/playground/wind_build.d.ts.map +1 -1
  132. package/src/engine/physics/cloth/playground/wind_build.js +4 -3
  133. package/src/engine/physics/cloth/playground/wind_main.js +58 -19
  134. package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts +36 -35
  135. package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts.map +1 -1
  136. package/src/engine/physics/cloth/wind/AbstractClothWind.js +36 -35
  137. package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts +46 -25
  138. package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts.map +1 -1
  139. package/src/engine/physics/cloth/wind/ClothFluidWind.js +70 -30
  140. package/src/engine/physics/cloth/wind/ClothGPUFluidWind.d.ts +96 -0
  141. package/src/engine/physics/cloth/wind/ClothGPUFluidWind.d.ts.map +1 -0
  142. package/src/engine/physics/cloth/wind/ClothGPUFluidWind.js +441 -0
  143. package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts +9 -7
  144. package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts.map +1 -1
  145. package/src/engine/physics/cloth/wind/cloth_sample_air.js +9 -7
  146. package/src/engine/physics/ecs/ColliderObserverSystem.d.ts +1 -1
  147. package/src/engine/physics/ecs/PhysicsSystem.d.ts +1 -1
  148. package/src/engine/physics/fluid/FluidAtmosphere.d.ts +80 -0
  149. package/src/engine/physics/fluid/FluidAtmosphere.d.ts.map +1 -0
  150. package/src/engine/physics/fluid/FluidAtmosphere.js +78 -0
  151. package/src/engine/physics/fluid/FluidField.d.ts +14 -2
  152. package/src/engine/physics/fluid/FluidField.d.ts.map +1 -1
  153. package/src/engine/physics/fluid/FluidField.js +26 -6
  154. package/src/engine/physics/fluid/FluidSimulator.d.ts +5 -1
  155. package/src/engine/physics/fluid/FluidSimulator.d.ts.map +1 -1
  156. package/src/engine/physics/fluid/FluidSimulator.js +13 -2
  157. package/src/engine/physics/fluid/GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md +1382 -0
  158. package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.d.ts +10 -4
  159. package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.d.ts.map +1 -1
  160. package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.js +13 -4
  161. package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.d.ts +47 -0
  162. package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.d.ts.map +1 -0
  163. package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.js +72 -0
  164. package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.d.ts +67 -0
  165. package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.d.ts.map +1 -0
  166. package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.js +307 -0
  167. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +6 -6
  168. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts.map +1 -1
  169. package/src/engine/physics/fluid/ecs/FluidSystem.d.ts +24 -13
  170. package/src/engine/physics/fluid/ecs/FluidSystem.d.ts.map +1 -1
  171. package/src/engine/physics/fluid/ecs/FluidSystem.js +79 -15
  172. package/src/engine/physics/fluid/ecs/FluidWorkerCore.d.ts.map +1 -1
  173. package/src/engine/physics/fluid/ecs/FluidWorkerCore.js +17 -5
  174. package/src/engine/physics/fluid/ecs/GPUFluidComponent.d.ts +82 -0
  175. package/src/engine/physics/fluid/ecs/GPUFluidComponent.d.ts.map +1 -0
  176. package/src/engine/physics/fluid/ecs/GPUFluidComponent.js +124 -0
  177. package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.d.ts +30 -0
  178. package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.d.ts.map +1 -0
  179. package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.js +51 -0
  180. package/src/engine/physics/fluid/ecs/WorkerFluidSystem.d.ts +19 -10
  181. package/src/engine/physics/fluid/ecs/WorkerFluidSystem.d.ts.map +1 -1
  182. package/src/engine/physics/fluid/ecs/WorkerFluidSystem.js +64 -14
  183. package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.d.ts +4 -1
  184. package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.d.ts.map +1 -1
  185. package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.js +9 -1
  186. package/src/engine/physics/fluid/ecs/fluid_reanchor_field.d.ts +1 -0
  187. package/src/engine/physics/fluid/ecs/fluid_reanchor_field.d.ts.map +1 -1
  188. package/src/engine/physics/fluid/ecs/fluid_reanchor_field.js +9 -7
  189. package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.d.ts +5 -3
  190. package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.d.ts.map +1 -1
  191. package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.js +5 -3
  192. package/src/engine/physics/fluid/ecs/fluid_worker_protocol.d.ts +20 -2
  193. package/src/engine/physics/fluid/ecs/fluid_worker_protocol.d.ts.map +1 -1
  194. package/src/engine/physics/fluid/ecs/fluid_worker_protocol.js +34 -6
  195. package/src/engine/physics/fluid/effector/AbstractFluidEffector.d.ts +46 -3
  196. package/src/engine/physics/fluid/effector/AbstractFluidEffector.d.ts.map +1 -1
  197. package/src/engine/physics/fluid/effector/AbstractFluidEffector.js +53 -3
  198. package/src/engine/physics/fluid/effector/GlobalFluidEffector.d.ts +73 -13
  199. package/src/engine/physics/fluid/effector/GlobalFluidEffector.d.ts.map +1 -1
  200. package/src/engine/physics/fluid/effector/GlobalFluidEffector.js +207 -88
  201. package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.d.ts +35 -0
  202. package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.d.ts.map +1 -0
  203. package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.js +72 -0
  204. package/src/engine/physics/fluid/effector/ImpulseFluidEffector.d.ts +34 -10
  205. package/src/engine/physics/fluid/effector/ImpulseFluidEffector.d.ts.map +1 -1
  206. package/src/engine/physics/fluid/effector/ImpulseFluidEffector.js +139 -150
  207. package/src/engine/physics/fluid/effector/ImpulseFluidEffectorSerializationAdapter.d.ts +26 -0
  208. package/src/engine/physics/fluid/effector/ImpulseFluidEffectorSerializationAdapter.d.ts.map +1 -0
  209. package/src/engine/physics/fluid/effector/ImpulseFluidEffectorSerializationAdapter.js +51 -0
  210. package/src/engine/physics/fluid/effector/VortexFluidEffector.d.ts +55 -0
  211. package/src/engine/physics/fluid/effector/VortexFluidEffector.d.ts.map +1 -0
  212. package/src/engine/physics/fluid/effector/VortexFluidEffector.js +255 -0
  213. package/src/engine/physics/fluid/effector/VortexFluidEffectorSerializationAdapter.d.ts +25 -0
  214. package/src/engine/physics/fluid/effector/VortexFluidEffectorSerializationAdapter.d.ts.map +1 -0
  215. package/src/engine/physics/fluid/effector/VortexFluidEffectorSerializationAdapter.js +52 -0
  216. package/src/engine/physics/fluid/effector/WakeFluidEffector.d.ts +22 -20
  217. package/src/engine/physics/fluid/effector/WakeFluidEffector.d.ts.map +1 -1
  218. package/src/engine/physics/fluid/effector/WakeFluidEffector.js +181 -185
  219. package/src/engine/physics/fluid/effector/WakeFluidEffectorSerializationAdapter.d.ts +31 -0
  220. package/src/engine/physics/fluid/effector/WakeFluidEffectorSerializationAdapter.d.ts.map +1 -0
  221. package/src/engine/physics/fluid/effector/WakeFluidEffectorSerializationAdapter.js +56 -0
  222. package/src/engine/physics/fluid/effector/record/FLUID_EFFECTOR_RECORD_STRUCT.d.ts +52 -0
  223. package/src/engine/physics/fluid/effector/record/FLUID_EFFECTOR_RECORD_STRUCT.d.ts.map +1 -0
  224. package/src/engine/physics/fluid/effector/record/FLUID_EFFECTOR_RECORD_STRUCT.js +68 -0
  225. package/src/engine/physics/fluid/effector/record/FluidEffectorRecordKind.d.ts +10 -0
  226. package/src/engine/physics/fluid/effector/record/FluidEffectorRecordKind.d.ts.map +1 -0
  227. package/src/engine/physics/fluid/effector/record/FluidEffectorRecordKind.js +31 -0
  228. package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_deposit.d.ts +25 -0
  229. package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_deposit.d.ts.map +1 -0
  230. package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_deposit.js +105 -0
  231. package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_resolve.d.ts +17 -0
  232. package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_resolve.d.ts.map +1 -0
  233. package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_resolve.js +47 -0
  234. package/src/engine/physics/fluid/effector/record/fluid_effector_record_create.d.ts +54 -0
  235. package/src/engine/physics/fluid/effector/record/fluid_effector_record_create.d.ts.map +1 -0
  236. package/src/engine/physics/fluid/effector/record/fluid_effector_record_create.js +34 -0
  237. package/src/engine/physics/fluid/effector/record/fluid_effector_record_deposit.d.ts +98 -0
  238. package/src/engine/physics/fluid/effector/record/fluid_effector_record_deposit.d.ts.map +1 -0
  239. package/src/engine/physics/fluid/effector/record/fluid_effector_record_deposit.js +409 -0
  240. package/src/engine/physics/fluid/effector/record/fluid_effector_record_resolve.d.ts +25 -0
  241. package/src/engine/physics/fluid/effector/record/fluid_effector_record_resolve.d.ts.map +1 -0
  242. package/src/engine/physics/fluid/effector/record/fluid_effector_record_resolve.js +78 -0
  243. package/src/engine/physics/fluid/effector/record/fluid_record_apply.d.ts +27 -0
  244. package/src/engine/physics/fluid/effector/record/fluid_record_apply.d.ts.map +1 -0
  245. package/src/engine/physics/fluid/effector/record/fluid_record_apply.js +151 -0
  246. package/src/engine/physics/fluid/fluid_apply_atmosphere.d.ts +42 -0
  247. package/src/engine/physics/fluid/fluid_apply_atmosphere.d.ts.map +1 -0
  248. package/src/engine/physics/fluid/fluid_apply_atmosphere.js +148 -0
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  1337. package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_LPV.d.ts +0 -2
  1338. package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_LPV.d.ts.map +0 -1
  1339. package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_LPV.js +0 -34
  1340. package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_brick4.d.ts +0 -3
  1341. package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_brick4.d.ts.map +0 -1
  1342. package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_ibl.d.ts +0 -7
  1343. package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_ibl.d.ts.map +0 -1
  1344. package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_ibl.js +0 -184
  1345. package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_brick4.d.ts +0 -9
  1346. package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_brick4.d.ts.map +0 -1
  1347. package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_ibl.d.ts +0 -9
  1348. package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_ibl.d.ts.map +0 -1
  1349. package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_ibl.js +0 -111
  1350. package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments_ibl.d.ts +0 -9
  1351. package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments_ibl.d.ts.map +0 -1
  1352. package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments_ibl.js +0 -111
  1353. package/src/shade/renderer/shader/chunk/brdf/fresnel/chunk_F_Hauber.d.ts +0 -9
  1354. package/src/shade/renderer/shader/chunk/brdf/fresnel/chunk_F_Hauber.d.ts.map +0 -1
  1355. package/src/shade/renderer/shader/chunk/brdf/fresnel/chunk_F_Hauber.js +0 -22
  1356. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_brick4.d.ts +0 -10
  1357. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_brick4.d.ts.map +0 -1
  1358. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_brick4.js +0 -55
  1359. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_ibl.d.ts +0 -10
  1360. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_ibl.d.ts.map +0 -1
  1361. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_ibl.js +0 -47
  1362. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_lpv.d.ts +0 -10
  1363. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_lpv.d.ts.map +0 -1
  1364. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_lpv.js +0 -63
@@ -7,6 +7,12 @@
7
7
  * @type {number[]}
8
8
  */
9
9
  export const VOLUMETRICS_IRRADIANCE_WORKGROUP_RESOLUTION: number[];
10
+ /**
11
+ * The most point lights, and separately spot lights, of a froxel's cluster cell this pass adds, each with
12
+ * its shadow tap. Chosen, not derived. Past it the rest of that type's list in the cell goes unshaded: the highest ids, except within one 32-light window where the GPU's lane order decides (PROPOSAL_HIERARCHICAL, I.6).
13
+ * @type {number}
14
+ */
15
+ export const VOLUMETRICS_IRRADIANCE_LIGHT_BUDGET: number;
10
16
  /**
11
17
  * The froxel irradiance volume (`chunk_volumetrics_irradiance_sh`): what a lit particle standing in a
12
18
  * froxel is lit by. Starts from the froxel GI stage's volume and adds every directional, point and
@@ -1 +1 @@
1
- {"version":3,"file":"shader_volumetrics_build_irradiance.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/shader_volumetrics_build_irradiance.js"],"names":[],"mappings":"AAqCA;;;;;;;GAOG;AACH,0DAFU,MAAM,EAAE,CAEmD;AAwKrE;;;;;;;;;GASG;AACH,kDAFU,aAAa,CAMpB;8BA3M2B,4BAA4B"}
1
+ {"version":3,"file":"shader_volumetrics_build_irradiance.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/shader_volumetrics_build_irradiance.js"],"names":[],"mappings":"AAqCA;;;;;;;GAOG;AACH,0DAFU,MAAM,EAAE,CAEmD;AAErE;;;;GAIG;AACH,kDAFU,MAAM,CAEsC;AA0KtD;;;;;;;;;GASG;AACH,kDAFU,aAAa,CAMpB;8BApN2B,4BAA4B"}
@@ -45,6 +45,13 @@ import { VOLUMETRICS_METADATA_STRUCT } from "./VOLUMETRICS_METADATA_STRUCT.js";
45
45
  */
46
46
  export const VOLUMETRICS_IRRADIANCE_WORKGROUP_RESOLUTION = [8, 8, 1];
47
47
 
48
+ /**
49
+ * The most point lights, and separately spot lights, of a froxel's cluster cell this pass adds, each with
50
+ * its shadow tap. Chosen, not derived. Past it the rest of that type's list in the cell goes unshaded: the highest ids, except within one 32-light window where the GPU's lane order decides (PROPOSAL_HIERARCHICAL, I.6).
51
+ * @type {number}
52
+ */
53
+ export const VOLUMETRICS_IRRADIANCE_LIGHT_BUDGET = 32;
54
+
48
55
  const resources = new ShaderResourceSetDescriptor();
49
56
 
50
57
  // The froxel irradiance volume (chunk_volumetrics_irradiance_sh): luma SH2 in one, chroma in the .rg
@@ -151,7 +158,8 @@ fn main(
151
158
  let point_count = light_cluster_count_point(cluster_metadata.counts);
152
159
  let spot_count = light_cluster_count_spot(cluster_metadata.counts);
153
160
 
154
- for (var j = 0u; j < point_count; j++) {
161
+ // Budget: VOLUMETRICS_IRRADIANCE_LIGHT_BUDGET
162
+ for (var j = 0u; j < min(point_count, ${VOLUMETRICS_IRRADIANCE_LIGHT_BUDGET}u); j++) {
155
163
  let light_index = cluster_data[cluster_offset + j];
156
164
  let direct_light = get_point_light_info_by_index(&light_data, light_index, position_ws);
157
165
 
@@ -164,7 +172,8 @@ fn main(
164
172
  irradiance = volumetrics_irradiance_sh_add(irradiance, shadow_term * direct_light.color, direct_light.direction);
165
173
  }
166
174
 
167
- for (var k = 0u; k < spot_count; k++) {
175
+ // Budget: VOLUMETRICS_IRRADIANCE_LIGHT_BUDGET
176
+ for (var k = 0u; k < min(spot_count, ${VOLUMETRICS_IRRADIANCE_LIGHT_BUDGET}u); k++) {
168
177
  let light_index = cluster_data[cluster_offset + point_count + k];
169
178
  let direct_light = get_spot_light_info_by_index(&light_data, light_index, position_ws);
170
179
 
@@ -15,6 +15,13 @@
15
15
  * @type {number[]}
16
16
  */
17
17
  export const VOLUMETRICS_LIGHTING_WORKGROUP_RESOLUTION: number[];
18
+ /**
19
+ * The most point lights, and separately spot lights, of a froxel's cluster cell the fog's in-scatter adds.
20
+ * Each one marches the medium toward the light and takes a shadow tap, the dearest per-light work here.
21
+ * Chosen, not derived. Past it the rest of that type's list in the cell goes unshaded: the highest ids, except within one 32-light window where the GPU's lane order decides (PROPOSAL_HIERARCHICAL, I.6).
22
+ * @type {number}
23
+ */
24
+ export const VOLUMETRICS_LIGHTING_LIGHT_BUDGET: number;
18
25
  export const shader_volumetrics_build_lighting: ComputeShader;
19
26
  import { ComputeShader } from "../shader/ComputeShader.js";
20
27
  //# sourceMappingURL=shader_volumetrics_build_lighting.d.ts.map
@@ -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":"AA6CA;;;;;;;;;;;;;;;GAeG;AACH,wDAFU,MAAM,EAAE,CAEiD;AAiXnE,8DAIE;8BA9Z4B,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;AAEnE;;;;;GAKG;AACH,gDAFU,MAAM,CAEoC;AAmXpD,8DAIE;8BAxa4B,4BAA4B"}
@@ -36,7 +36,7 @@ import { chunk_volumetrics_froxel_content_offset } from "./chunk_volumetrics_fro
36
36
  import { chunk_integrate_optical_depth } from "./chunk_integrate_optical_depth.js";
37
37
  import {
38
38
  chunk_volumetrics_sun_optical_depth,
39
- volumetrics_sun_shadow_texture_name
39
+ VOLUMETRICS_SUN_SHADOW_CASCADE_RESOURCES
40
40
  } from "./chunk_volumetrics_sun_optical_depth.js";
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";
@@ -61,6 +61,14 @@ import { VOLUMETRICS_METADATA_STRUCT } from "./VOLUMETRICS_METADATA_STRUCT.js";
61
61
  */
62
62
  export const VOLUMETRICS_LIGHTING_WORKGROUP_RESOLUTION = [8, 8, 1];
63
63
 
64
+ /**
65
+ * The most point lights, and separately spot lights, of a froxel's cluster cell the fog's in-scatter adds.
66
+ * Each one marches the medium toward the light and takes a shadow tap, the dearest per-light work here.
67
+ * Chosen, not derived. Past it the rest of that type's list in the cell goes unshaded: the highest ids, except within one 32-light window where the GPU's lane order decides (PROPOSAL_HIERARCHICAL, I.6).
68
+ * @type {number}
69
+ */
70
+ export const VOLUMETRICS_LIGHTING_LIGHT_BUDGET = 16;
71
+
64
72
  const resources = new ShaderResourceSetDescriptor();
65
73
 
66
74
  const primary_group = resources.createGroup()
@@ -78,7 +86,7 @@ const primary_group = resources.createGroup()
78
86
  // shader_volumetrics_build_sun_shadow_volume, one cascade per texture and innermost first.
79
87
  // Sampled, not marched.
80
88
  for (let cascade = 0; cascade < VOLUMETRICS_SUN_SHADOW_CASCADE_COUNT; cascade++) {
81
- primary_group.addTexture(volumetrics_sun_shadow_texture_name(cascade), "float", "3d");
89
+ primary_group.add(VOLUMETRICS_SUN_SHADOW_CASCADE_RESOURCES[cascade]);
82
90
  }
83
91
 
84
92
  primary_group.addStorageTexture("tLighting", "rgba16float", "3d", "write-only")
@@ -309,7 +317,8 @@ fn main(
309
317
  let point_count = light_cluster_count_point(cluster_metadata.counts);
310
318
  let spot_count = light_cluster_count_spot(cluster_metadata.counts);
311
319
 
312
- for (var j = 0u; j < point_count; j++) {
320
+ // Budget: VOLUMETRICS_LIGHTING_LIGHT_BUDGET
321
+ for (var j = 0u; j < min(point_count, ${VOLUMETRICS_LIGHTING_LIGHT_BUDGET}u); j++) {
313
322
  let light_index = cluster_data[cluster_offset + j];
314
323
  var direct_light = get_point_light_info_by_index(&light_data, light_index, position_ws);
315
324
 
@@ -350,7 +359,8 @@ fn main(
350
359
  inScatteringSum += shadow_term * ms * direct_light.color;
351
360
  }
352
361
 
353
- for (var k = 0u; k < spot_count; k++) {
362
+ // Budget: VOLUMETRICS_LIGHTING_LIGHT_BUDGET
363
+ for (var k = 0u; k < min(spot_count, ${VOLUMETRICS_LIGHTING_LIGHT_BUDGET}u); k++) {
354
364
  let light_index = cluster_data[cluster_offset + point_count + k];
355
365
  var direct_light = get_spot_light_info_by_index(&light_data, light_index, position_ws);
356
366
 
@@ -1 +1 @@
1
- {"version":3,"file":"shader_volumetrics_build_participating_media.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/shader_volumetrics_build_participating_media.js"],"names":[],"mappings":"AAwOA,yEAIE;8BArN4B,4BAA4B"}
1
+ {"version":3,"file":"shader_volumetrics_build_participating_media.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/shader_volumetrics_build_participating_media.js"],"names":[],"mappings":"AAsPA,yEAIE;8BAnO4B,4BAA4B"}
@@ -32,10 +32,13 @@ import { chunk_participating_media_volumes_iterate } from "./chunk_participating
32
32
  import { chunk_participating_media_noise } from "./noise/chunk_participating_media_noise.js";
33
33
  import { PARTICIPATING_MEDIA_NOISE_SAMPLER_DESCRIPTOR } from "./noise/PARTICIPATING_MEDIA_NOISE.js";
34
34
  import { VOLUMETRICS_METADATA_STRUCT } from "./VOLUMETRICS_METADATA_STRUCT.js";
35
+ import { chunk_wind_field_sample } from "../wind/chunk_wind_field_sample.js";
36
+ import { wind_field_add_resources } from "../wind/wind_field_add_resources.js";
35
37
 
36
38
  const resources = new ShaderResourceSetDescriptor();
37
39
 
38
- resources.createGroup()
40
+ // the scene's wind, which carries the noise: one uniform, one texture, one sampler
41
+ wind_field_add_resources(resources.createGroup()
39
42
  .addUniform("camera", CAMERA_UNIFORM_STRUCT)
40
43
  .addUniform("view", VIEW_UNIFORM_STRUCT)
41
44
  .addUniform("volumetrics_metadata", VOLUMETRICS_METADATA_STRUCT)
@@ -44,7 +47,7 @@ resources.createGroup()
44
47
  .addTexture("tParticipatingMediaNoise", "float", "3d")
45
48
  .addSampler("sParticipatingMediaNoise", "filtering", PARTICIPATING_MEDIA_NOISE_SAMPLER_DESCRIPTOR)
46
49
  .addStorageTexture("tOutput0", "rgba16float", "3d", "write-only")
47
- .addStorageTexture("tOutput1", "rgba16float", "3d", "write-only")
50
+ .addStorageTexture("tOutput1", "rgba16float", "3d", "write-only"));
48
51
 
49
52
  const body = CodeChunk.from(
50
53
  //language=WGSL
@@ -124,6 +127,11 @@ fn main(
124
127
  var scattering_luma_sum = 0.0;
125
128
  var anisotropic_g = 0.0;
126
129
 
130
+ // the wind at the noise point, sampled once a froxel by the first volume that feels it: every
131
+ // volume reads its noise at the same point
132
+ var noise_wind = wind_field.far_velocity;
133
+ var noise_wind_read = false;
134
+
127
135
  let volume_count = participating_media_volumes_count(&scene_database);
128
136
 
129
137
  for (var v = 0u; v < volume_count; v++) {
@@ -178,7 +186,12 @@ fn main(
178
186
  var noise = 1.0;
179
187
 
180
188
  if (volume.noise_strength > 0.0) {
181
- noise = participating_media_noise_multiplier(volume, noise_position_ws);
189
+ if (volume.noise_wind_factor != 0.0 && !noise_wind_read) {
190
+ noise_wind = wind_field_sample(noise_position_ws);
191
+ noise_wind_read = true;
192
+ }
193
+
194
+ noise = participating_media_noise_multiplier_in_wind(volume, noise_position_ws, noise_wind);
182
195
  }
183
196
 
184
197
  let weight = volume.density * volume_coverage * edge_fade_factor * noise;
@@ -226,6 +239,7 @@ fn main(
226
239
  chunk_participating_media_volumes_iterate,
227
240
  chunk_frustum_sample_point,
228
241
  chunk_stbn_sample_vec3,
242
+ chunk_wind_field_sample,
229
243
  chunk_participating_media_noise,
230
244
  ]
231
245
  )
@@ -1 +1 @@
1
- {"version":3,"file":"volumetrics_position_world_to_froxel_uvw.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/volumetrics_position_world_to_froxel_uvw.js"],"names":[],"mappings":"AAIA;;;;GAIG;AACH,uDAFU,SAAS,CAoBlB;0BA3ByB,iCAAiC"}
1
+ {"version":3,"file":"volumetrics_position_world_to_froxel_uvw.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/volumetrics_position_world_to_froxel_uvw.js"],"names":[],"mappings":"AAMA;;;;GAIG;AACH,uDAFU,SAAS,CAoBlB;0BA7ByB,iCAAiC"}
@@ -1,6 +1,8 @@
1
1
  import { CodeChunk } from "../shader/compiler/CodeChunk.js";
2
2
  import { chunk_volumetrics_froxel_content_offset } from "./chunk_volumetrics_froxel_content_offset.js";
3
3
  import { chunk_volumetrics_froxel_uvw_from_clip } from "./chunk_volumetrics_froxel_uvw_from_clip.js";
4
+ import { CAMERA_RESOURCE } from "../camera/CAMERA_RESOURCE.js";
5
+ import { VOLUMETRICS_METADATA_RESOURCE } from "./VOLUMETRICS_RESOURCES.js";
4
6
 
5
7
  /**
6
8
  * NOTE: we don't clamp final slice coordinate, this is intentional, we let the linear texture sampler take care of that.
@@ -26,3 +28,6 @@ fn volumetrics_position_world_to_froxel_uvw(
26
28
  chunk_volumetrics_froxel_uvw_from_clip,
27
29
  ]
28
30
  )
31
+
32
+ volumetrics_position_world_to_froxel_uvw.requireResource(CAMERA_RESOURCE);
33
+ volumetrics_position_world_to_froxel_uvw.requireResource(VOLUMETRICS_METADATA_RESOURCE);
@@ -42,7 +42,7 @@ export class GPUWaterRenderer {
42
42
  /** Optional single-pixel readback on the next rendered water frame. No per-frame readback. */
43
43
  request_probe(uv: any): Promise<any>;
44
44
  dispose(): void;
45
- avboit_prepare({ graph, view_ctx, camera, color_texture, depth_texture, normal_texture, hzb_texture, environment_texture, light_cluster_parameters, light_cluster_lookup, light_cluster_data, shadowmap_atlas, indirect_lighting_mode, shader_switches }: {
45
+ avboit_prepare({ graph, view_ctx, camera, color_texture, depth_texture, normal_texture, hzb_texture, environment_texture, light_cluster_parameters, light_cluster_lookup, light_cluster_data, shadowmap_atlas, shader_switches }: {
46
46
  graph: any;
47
47
  view_ctx: any;
48
48
  camera: any;
@@ -55,7 +55,6 @@ export class GPUWaterRenderer {
55
55
  light_cluster_lookup: any;
56
56
  light_cluster_data: any;
57
57
  shadowmap_atlas: any;
58
- indirect_lighting_mode?: number;
59
58
  shader_switches?: ShaderSwitchSet;
60
59
  }): {
61
60
  background_color: any;
@@ -1 +1 @@
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;IAuBd;;;OAGG;IACH;;;;;MAA8F;IAC9F;;;OAGG;IACH,wBAAyD;IAMzD,oCAIC;IAED,8FAA8F;IAC9F,qCAgBC;IAED,gBASC;IAuDD;;;;;;;;;;;;;;;;;MAuIC;IAQD;;;;;YAMC;IAED;;;;;;;;;;MAOC;IAED;;;;;;;;;;;;;;MAwBC;IAED,gGAAgG;IAChG,mEAYC;;CA2BJ;gCAhY+B,uCAAuC"}
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;IAmBd;;;OAGG;IACH;;;;;MAA8F;IAC9F;;;OAGG;IACH,wBAAyD;IAMzD,oCAIC;IAED,8FAA8F;IAC9F,qCAgBC;IAED,gBASC;IAuDD;;;;;;;;;;;;;;;;MAoIC;IAQD;;;;;YAMC;IAED;;;;;;;;;;MAOC;IAED;;;;;;;;;;;;;;MAwBC;IAED,gGAAgG;IAChG,mEAYC;;CA2BJ;gCAxX+B,uCAAuC"}
@@ -2,7 +2,6 @@ import { TextureResourceDescriptor } from "../../device/graph/TextureResourceDes
2
2
  import { DEFAULT_DEPTH_TEXTURE_VIEW } from "../depth/DEFAULT_DEPTH_TEXTURE_VIEW.js";
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
- import { ShadeIndirectLightingMode } from "../ShadeIndirectLightingMode.js";
6
5
  import { ShaderSwitchSet } from "../shader/compiler/ShaderSwitchSet.js";
7
6
  import { graph_water_tessellation } from "./surface/graph_water_tessellation.js";
8
7
  import { water_lod_view, WATER_LOD_VIEW_STRUCT } from "./surface/lod/WATER_LOD.js";
@@ -12,8 +11,7 @@ import { GEOMETRY_MESHLET_TRIANGLE_LIMIT } from "../geometry/meshlet/GEOMETRY_ME
12
11
  import { STATIC_GRAPHICS_ENGINE_ASSETS } from "../STATIC_GRAPHICS_ENGINE_ASSETS.js";
13
12
  import { SAMPLER_LINEAR_UPSCALE } from "../texture/SAMPLER_LINEAR_UPSCALE.js";
14
13
  import { SHADOWMAP_COMPARE_SAMPLER_DESCRIPTOR } from "../shadow/map/SHADOWMAP_COMPARE_SAMPLER_DESCRIPTOR.js";
15
- import { create_water_finalize_pipeline_brick4, create_water_finalize_pipeline_ibl, create_water_pipeline,
16
- WATER_FINALIZE_RESOURCES_BRICK4, WATER_FINALIZE_RESOURCES_IBL, WATER_RESOURCES,
14
+ import { create_water_finalize_pipeline, create_water_pipeline, WATER_FINALIZE_RESOURCES, WATER_RESOURCES,
17
15
  WATER_TRACE_STRUCT } from "./shader_water.js";
18
16
  import { WATER_BAND_SAMPLER } from "./surface/GPUWaterSurface.js";
19
17
  import { shader_water_background_copy, shader_water_debug, shader_water_draw,
@@ -36,21 +34,17 @@ export class GPUWaterRenderer {
36
34
  */
37
35
  bodies = null;
38
36
  #pipeline = create_water_pipeline();
39
- /** The optics pipelines under IBL and under Brick4, each by the shader switch set it was built for. */
40
- #finalize_pipelines_ibl = new Map();
41
- #finalize_pipelines_brick4 = new Map();
37
+ /** The optics pipelines, each by the shader switch set it was built for. */
38
+ #finalize_pipelines = new Map();
42
39
  /**
43
- * @param {boolean} use_brick4
44
40
  * @param {ShaderSwitchSet} shader_switches
45
41
  * @returns {import("../../descriptor/pipeline/render/RenderPipelineDescriptor.js").RenderPipelineDescriptor}
46
42
  */
47
- #finalize_pipeline(use_brick4, shader_switches) {
48
- const cache = use_brick4 ? this.#finalize_pipelines_brick4 : this.#finalize_pipelines_ibl;
49
- let pipeline = cache.get(shader_switches);
43
+ #finalize_pipeline(shader_switches) {
44
+ let pipeline = this.#finalize_pipelines.get(shader_switches);
50
45
  if (pipeline === undefined) {
51
- pipeline = use_brick4 ? create_water_finalize_pipeline_brick4(shader_switches)
52
- : create_water_finalize_pipeline_ibl(shader_switches);
53
- cache.set(shader_switches, pipeline);
46
+ pipeline = create_water_finalize_pipeline(shader_switches);
47
+ this.#finalize_pipelines.set(shader_switches, pipeline);
54
48
  }
55
49
  return pipeline;
56
50
  }
@@ -163,7 +157,7 @@ export class GPUWaterRenderer {
163
157
 
164
158
  avboit_prepare({ graph, view_ctx, camera, color_texture, depth_texture, normal_texture,
165
159
  hzb_texture, environment_texture, light_cluster_parameters, light_cluster_lookup, light_cluster_data,
166
- shadowmap_atlas, indirect_lighting_mode = ShadeIndirectLightingMode.IBL, shader_switches = ShaderSwitchSet.EMPTY }) {
160
+ shadowmap_atlas, shader_switches = ShaderSwitchSet.EMPTY }) {
167
161
  const scene = view_ctx.scene;
168
162
  const settings = { ...this.settings };
169
163
  const probe = this.#probe;
@@ -240,11 +234,9 @@ export class GPUWaterRenderer {
240
234
  views.set(view_ctx, { data, mode: settings.debug_view, resolution });
241
235
  }
242
236
  const finalize_data = {};
243
- // the optics read the GI mode the meshes in this frame are lit by: a reflection or a sky that
244
- // misses on screen falls back to it, as SSR's resolve does
245
- const use_brick4 = indirect_lighting_mode === ShadeIndirectLightingMode.Brick4;
246
- const finalize_pipeline = this.#finalize_pipeline(use_brick4, shader_switches);
247
- const finalize_resources = use_brick4 ? WATER_FINALIZE_RESOURCES_BRICK4 : WATER_FINALIZE_RESOURCES_IBL;
237
+ // the optics read the GI mode the meshes in this frame are lit by, through the switches: a
238
+ // reflection or a sky that misses on screen falls back to it, as SSR's resolve does
239
+ const finalize_pipeline = this.#finalize_pipeline(shader_switches);
248
240
  const finalize = graph.add('Water / coherent optics', finalize_data, (d, resources, {encoder, graphics}) => {
249
241
  const shared = {
250
242
  camera: resources.get(d.camera), trace: encoder.allocateTransientValueBuffer(WATER_TRACE_STRUCT, settings),
@@ -261,12 +253,11 @@ export class GPUWaterRenderer {
261
253
  cluster_data: resources.get(d.light_cluster_data),
262
254
  shadowmapAtlas: resources.get(d.shadowmap_atlas).obtainView(),
263
255
  sCompareLinear: graphics.samplers.obtain(SHADOWMAP_COMPARE_SAMPLER_DESCRIPTOR),
256
+ // the light map, read under Brick4
257
+ brick4: view_ctx.scene.volumetric_light_map.buffer,
258
+ view: view_ctx.uniform_buffer.buffer,
264
259
  };
265
- if (use_brick4) {
266
- shared.brick4 = view_ctx.scene.volumetric_light_map.buffer;
267
- shared.view = view_ctx.uniform_buffer.buffer;
268
- }
269
- const bindings = finalize_resources.generateBindings(shared, encoder);
260
+ const bindings = WATER_FINALIZE_RESOURCES.generateBindings(shared, encoder);
270
261
  const copy_pipeline = shader_water_background_copy.pipeline;
271
262
  const copy_bindings = shader_water_background_copy.descriptor.resources.generateBindings({tScene: shared.tScene}, encoder);
272
263
  const render = encoder.constructRenderPass({label: 'Water / coherent optics', pipeline: finalize_pipeline, bindings: [],
@@ -1,14 +1,22 @@
1
1
  /**
2
2
  * The environment map: irradiance as its roughness-1 level × π, specular from its prefiltered levels.
3
- * Expects `tEnvironment`.
3
+ * Reads `tEnvironment`.
4
4
  * @type {CodeChunk}
5
5
  */
6
6
  export const chunk_water_gi_ibl: CodeChunk;
7
7
  /**
8
8
  * Brick4, the volumetric directional light map: position-dependent, so water under a bridge receives
9
- * less sky and reflects the bridge's light rather than the sky. Expects `brick4` and `view`.
9
+ * less sky and reflects the bridge's light rather than the sky. Reads `brick4` and `view`.
10
10
  * @type {CodeChunk}
11
11
  */
12
12
  export const chunk_water_gi_brick4: CodeChunk;
13
+ /**
14
+ * The water's indirect lighting by the renderer's mode ({@link INDIRECT_LIGHTING}): IBL and LPV
15
+ * {@link chunk_water_gi_ibl}, Brick4 {@link chunk_water_gi_brick4}. A pipeline that links it binds
16
+ * `tEnvironment`, `brick4` and `view`, and reads only its own mode's.
17
+ * @type {CodeChunkChoice}
18
+ */
19
+ export const chunk_water_gi: CodeChunkChoice;
13
20
  import { CodeChunk } from "../shader/compiler/CodeChunk.js";
21
+ import { CodeChunkChoice } from "../shader/compiler/CodeChunkChoice.js";
14
22
  //# sourceMappingURL=chunk_water_gi.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_water_gi.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/water/chunk_water_gi.js"],"names":[],"mappings":"AAqBA;;;;GAIG;AACH,iCAFU,SAAS,CAUoC;AAEvD;;;;GAIG;AACH,oCAFU,SAAS,CAgBwB;0BAlDjB,iCAAiC"}
1
+ {"version":3,"file":"chunk_water_gi.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/water/chunk_water_gi.js"],"names":[],"mappings":"AAuBA;;;;GAIG;AACH,iCAFU,SAAS,CAUoC;AAEvD;;;;GAIG;AACH,oCAFU,SAAS,CAgBwB;AAE3C;;;;;GAKG;AACH,6BAFU,eAAe,CAE6C;0BA1D5C,iCAAiC;gCAC3B,uCAAuC"}
@@ -1,56 +1,70 @@
1
- import { chunk_get_ibl_irradiance } from "../deferred/indirect/chunk_get_ibl_irradiance.js";
2
- import { chunk_get_ibl_radiance } from "../deferred/indirect/chunk_get_ibl_radiance.js";
3
- import {
4
- chunk_brick4_sample_forward_indirect
5
- } from "../global_illumination/brick4/gpu/draw/chunk_brick4_sample_forward_indirect.js";
6
- import { CodeChunk } from "../shader/compiler/CodeChunk.js";
7
-
8
- /*
9
- What the engine's indirect lighting says at a point on the water, one module per indirect-lighting
10
- mode, as SSR's resolve and the transparent mesh draw are split (WATER_OPTICS_PLAN_2026_10_02.md
11
- §5.4). Each defines the same two functions, so the water's optics body is written once and composed
12
- with either:
13
-
14
- - water_gi_irradiance(position, normal): plane irradiance on a surface facing normal — the sky light
15
- that enters the water;
16
- - water_gi_specular(position, normal, view_direction, roughness): the radiance a reflection that
17
- missed on screen falls back to. view_direction points from the surface to the camera.
18
-
19
- LPV has no transparent variant: like the transparent meshes, water uses the IBL module under it.
20
- */
21
-
22
- /**
23
- * The environment map: irradiance as its roughness-1 level × π, specular from its prefiltered levels.
24
- * Expects `tEnvironment`.
25
- * @type {CodeChunk}
26
- */
27
- export const chunk_water_gi_ibl = CodeChunk.from(/* language=WGSL */ `
28
- fn water_gi_irradiance(position: vec3<f32>, normal: vec3<f32>) -> vec3<f32> {
29
- return get_ibl_irradiance(normal);
30
- }
31
-
32
- fn water_gi_specular(position: vec3<f32>, normal: vec3<f32>, view_direction: vec3<f32>, roughness: f32) -> vec3<f32> {
33
- return get_ibl_radiance(view_direction, normal, roughness);
34
- }
35
- `, [chunk_get_ibl_irradiance, chunk_get_ibl_radiance]);
36
-
37
- /**
38
- * Brick4, the volumetric directional light map: position-dependent, so water under a bridge receives
39
- * less sky and reflects the bridge's light rather than the sky. Expects `brick4` and `view`.
40
- * @type {CodeChunk}
41
- */
42
- export const chunk_water_gi_brick4 = CodeChunk.from(/* language=WGSL */ `
43
- fn water_gi_irradiance(position: vec3<f32>, normal: vec3<f32>) -> vec3<f32> {
44
- var radiance: vec3<f32>;
45
- var irradiance: vec3<f32>;
46
- brick4_sample_forward_indirect(position, normal, normal, normal, 1.0, &radiance, &irradiance);
47
- return irradiance;
48
- }
49
-
50
- fn water_gi_specular(position: vec3<f32>, normal: vec3<f32>, view_direction: vec3<f32>, roughness: f32) -> vec3<f32> {
51
- var radiance: vec3<f32>;
52
- var irradiance: vec3<f32>;
53
- brick4_sample_forward_indirect(position, view_direction, normal, normal, roughness, &radiance, &irradiance);
54
- return radiance;
55
- }
56
- `, [chunk_brick4_sample_forward_indirect]);
1
+ import { chunk_get_ibl_irradiance } from "../deferred/indirect/chunk_get_ibl_irradiance.js";
2
+ import { chunk_get_ibl_radiance } from "../deferred/indirect/chunk_get_ibl_radiance.js";
3
+ import {
4
+ chunk_brick4_sample_forward_indirect
5
+ } from "../global_illumination/brick4/gpu/draw/chunk_brick4_sample_forward_indirect.js";
6
+ import { INDIRECT_LIGHTING } from "../INDIRECT_LIGHTING.js";
7
+ import { ShadeIndirectLightingMode } from "../ShadeIndirectLightingMode.js";
8
+ import { CodeChunk } from "../shader/compiler/CodeChunk.js";
9
+ import { CodeChunkChoice } from "../shader/compiler/CodeChunkChoice.js";
10
+
11
+ /*
12
+ What the engine's indirect lighting says at a point on the water, by the renderer's indirect
13
+ lighting mode, as SSR's resolve and the transparent mesh draw choose theirs (WATER_OPTICS_PLAN_2026_10_02.md
14
+ §5.4). Each alternative defines the same two functions, so the water's optics body is written once:
15
+
16
+ - water_gi_irradiance(position, normal): plane irradiance on a surface facing normal — the sky light
17
+ that enters the water;
18
+ - water_gi_specular(position, normal, view_direction, roughness): the radiance a reflection that
19
+ missed on screen falls back to. view_direction points from the surface to the camera.
20
+
21
+ LPV has no transparent sampling: like the transparent meshes, water uses the environment under it.
22
+ */
23
+
24
+ /**
25
+ * The environment map: irradiance as its roughness-1 level × π, specular from its prefiltered levels.
26
+ * Reads `tEnvironment`.
27
+ * @type {CodeChunk}
28
+ */
29
+ export const chunk_water_gi_ibl = CodeChunk.from(/* language=WGSL */ `
30
+ fn water_gi_irradiance(position: vec3<f32>, normal: vec3<f32>) -> vec3<f32> {
31
+ return get_ibl_irradiance(normal);
32
+ }
33
+
34
+ fn water_gi_specular(position: vec3<f32>, normal: vec3<f32>, view_direction: vec3<f32>, roughness: f32) -> vec3<f32> {
35
+ return get_ibl_radiance(view_direction, normal, roughness);
36
+ }
37
+ `, [chunk_get_ibl_irradiance, chunk_get_ibl_radiance]);
38
+
39
+ /**
40
+ * Brick4, the volumetric directional light map: position-dependent, so water under a bridge receives
41
+ * less sky and reflects the bridge's light rather than the sky. Reads `brick4` and `view`.
42
+ * @type {CodeChunk}
43
+ */
44
+ export const chunk_water_gi_brick4 = CodeChunk.from(/* language=WGSL */ `
45
+ fn water_gi_irradiance(position: vec3<f32>, normal: vec3<f32>) -> vec3<f32> {
46
+ var radiance: vec3<f32>;
47
+ var irradiance: vec3<f32>;
48
+ brick4_sample_forward_indirect(position, normal, normal, normal, 1.0, &radiance, &irradiance);
49
+ return irradiance;
50
+ }
51
+
52
+ fn water_gi_specular(position: vec3<f32>, normal: vec3<f32>, view_direction: vec3<f32>, roughness: f32) -> vec3<f32> {
53
+ var radiance: vec3<f32>;
54
+ var irradiance: vec3<f32>;
55
+ brick4_sample_forward_indirect(position, view_direction, normal, normal, roughness, &radiance, &irradiance);
56
+ return radiance;
57
+ }
58
+ `, [chunk_brick4_sample_forward_indirect]);
59
+
60
+ /**
61
+ * The water's indirect lighting by the renderer's mode ({@link INDIRECT_LIGHTING}): IBL and LPV
62
+ * {@link chunk_water_gi_ibl}, Brick4 {@link chunk_water_gi_brick4}. A pipeline that links it binds
63
+ * `tEnvironment`, `brick4` and `view`, and reads only its own mode's.
64
+ * @type {CodeChunkChoice}
65
+ */
66
+ export const chunk_water_gi = CodeChunkChoice.from(INDIRECT_LIGHTING);
67
+
68
+ chunk_water_gi.add(ShadeIndirectLightingMode.IBL, chunk_water_gi_ibl);
69
+ chunk_water_gi.add(ShadeIndirectLightingMode.Brick4, chunk_water_gi_brick4);
70
+ chunk_water_gi.add(ShadeIndirectLightingMode.LPV, chunk_water_gi_ibl);
@@ -18,8 +18,8 @@
18
18
  * The medium's phase functions enter through b_b, which the bodies table integrates from them on the
19
19
  * GPU. The model is gated against the Monte Carlo slab oracle (`water_inscatter_oracle.spec.js`).
20
20
  *
21
- * Expects `light_data` and the shadow atlas bindings, and a `water_gi_irradiance` from one of the GI
22
- * modules. Returns radiance arriving at the surface from below; the caller takes it out of the water.
21
+ * Expects a `water_gi_irradiance` from one of the GI modules. Returns radiance arriving at the surface from below;
22
+ * the caller takes it out of the water.
23
23
  *
24
24
  * @type {CodeChunk}
25
25
  */
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_water_inscatter.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/optics/chunk_water_inscatter.js"],"names":[],"mappings":"AAYA;;;;;;;;;;;;;;;;;;;;;;;;GAwBG;AACH,oCAFU,SAAS,CAwFmF;0BApH5E,oCAAoC"}
1
+ {"version":3,"file":"chunk_water_inscatter.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/optics/chunk_water_inscatter.js"],"names":[],"mappings":"AAaA;;;;;;;;;;;;;;;;;;;;;;;;GAwBG;AACH,oCAFU,SAAS,CAwFmF;0BArH5E,oCAAoC"}
@@ -9,6 +9,7 @@ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
9
9
  import { chunk_shadowmap_get_light_visibility } from "../../shadow/map/shader/chunk_shadowmap_get_light_visibility.js";
10
10
  import { WATER_BODY_STRUCT } from "../medium/WATER_BODIES_STRUCT.js";
11
11
  import { chunk_water_optics } from "./chunk_water_optics.js";
12
+ import { LIGHT_DATA_RESOURCE } from "../../light/LIGHT_DATA_RESOURCE.js";
12
13
 
13
14
  /**
14
15
  * Light the water body sends back towards a viewer above it (WATER_OPTICS_PLAN_2026_10_02.md §4.4):
@@ -30,8 +31,8 @@ import { chunk_water_optics } from "./chunk_water_optics.js";
30
31
  * The medium's phase functions enter through b_b, which the bodies table integrates from them on the
31
32
  * GPU. The model is gated against the Monte Carlo slab oracle (`water_inscatter_oracle.spec.js`).
32
33
  *
33
- * Expects `light_data` and the shadow atlas bindings, and a `water_gi_irradiance` from one of the GI
34
- * modules. Returns radiance arriving at the surface from below; the caller takes it out of the water.
34
+ * Expects a `water_gi_irradiance` from one of the GI modules. Returns radiance arriving at the surface from below;
35
+ * the caller takes it out of the water.
35
36
  *
36
37
  * @type {CodeChunk}
37
38
  */
@@ -122,3 +123,5 @@ fn water_inscatter(body: WaterBody, origin: vec3<f32>, direction: vec3<f32>, up:
122
123
  }
123
124
  `, [WATER_BODY_STRUCT.declaration_chunk, chunk_water_optics, chunk_directional_lights_iteration_mask,
124
125
  chunk_get_directional_light_info_by_index, chunk_shadowmap_get_light_visibility, PI_DECLARATION]);
126
+
127
+ chunk_water_inscatter.requireResource(LIGHT_DATA_RESOURCE);
@@ -18,8 +18,7 @@
18
18
  * Stated limits: light the receiver had from lamps and its own emission is scaled by the same ratio,
19
19
  * and a highlight keeps its dry direction, scaled.
20
20
  *
21
- * Expects `light_data` and the shadow atlas bindings, and a `water_gi_irradiance` from one of the GI
22
- * modules.
21
+ * Expects a `water_gi_irradiance` from one of the GI modules.
23
22
  *
24
23
  * @type {CodeChunk}
25
24
  */
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_water_receiver_downwelling.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/optics/chunk_water_receiver_downwelling.js"],"names":[],"mappings":"AAWA;;;;;;;;;;;;;;;;;;;;;;;;GAwBG;AACH,+CAFU,SAAS,CAyCmE;0BArE5D,oCAAoC"}
1
+ {"version":3,"file":"chunk_water_receiver_downwelling.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/optics/chunk_water_receiver_downwelling.js"],"names":[],"mappings":"AAYA;;;;;;;;;;;;;;;;;;;;;;;GAuBG;AACH,+CAFU,SAAS,CAyCmE;0BArE5D,oCAAoC"}
@@ -8,6 +8,7 @@ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
8
8
  import { chunk_shadowmap_get_light_visibility } from "../../shadow/map/shader/chunk_shadowmap_get_light_visibility.js";
9
9
  import { WATER_BODY_STRUCT } from "../medium/WATER_BODIES_STRUCT.js";
10
10
  import { chunk_water_optics } from "./chunk_water_optics.js";
11
+ import { LIGHT_DATA_RESOURCE } from "../../light/LIGHT_DATA_RESOURCE.js";
11
12
 
12
13
  /**
13
14
  * Light reaching a submerged receiver (WATER_OPTICS_PLAN_2026_10_02.md §4.3), applied by the water
@@ -29,8 +30,7 @@ import { chunk_water_optics } from "./chunk_water_optics.js";
29
30
  * Stated limits: light the receiver had from lamps and its own emission is scaled by the same ratio,
30
31
  * and a highlight keeps its dry direction, scaled.
31
32
  *
32
- * Expects `light_data` and the shadow atlas bindings, and a `water_gi_irradiance` from one of the GI
33
- * modules.
33
+ * Expects a `water_gi_irradiance` from one of the GI modules.
34
34
  *
35
35
  * @type {CodeChunk}
36
36
  */
@@ -74,3 +74,5 @@ fn water_receiver_downwelling(body: WaterBody, receiver: vec3<f32>, normal: vec3
74
74
  }
75
75
  `, [WATER_BODY_STRUCT.declaration_chunk, chunk_water_optics, chunk_directional_lights_iteration_mask,
76
76
  chunk_get_directional_light_info_by_index, chunk_shadowmap_get_light_visibility]);
77
+
78
+ chunk_water_receiver_downwelling.requireResource(LIGHT_DATA_RESOURCE);
@@ -1,19 +1,16 @@
1
1
  export function create_water_pipeline(): RenderPipelineDescriptor;
2
- /** The optics pipeline under IBL, its shader built for `switches` (a ShaderSwitchSet). */
3
- export function create_water_finalize_pipeline_ibl(switches: any): RenderPipelineDescriptor;
4
- /** The optics pipeline under Brick4, its shader built for `switches` (a ShaderSwitchSet). */
5
- export function create_water_finalize_pipeline_brick4(switches: any): RenderPipelineDescriptor;
2
+ /** The optics pipeline, its shader built for `switches` (a ShaderSwitchSet). */
3
+ export function create_water_finalize_pipeline(switches: any): RenderPipelineDescriptor;
6
4
  export const WATER_TRACE_STRUCT: WebGPUStruct;
7
- /** Optics under IBL (and LPV, which has no transparent variant): the lights and the environment. */
8
- export const WATER_FINALIZE_RESOURCES_IBL: ShaderResourceSetDescriptor;
9
- /** Optics under Brick4: the lights, and the light map with the view its sampling jitters by. */
10
- export const WATER_FINALIZE_RESOURCES_BRICK4: ShaderResourceSetDescriptor;
5
+ /**
6
+ * The optics: the lights, the environment, and the light map with the view its sampling jitters by.
7
+ * Every indirect lighting mode's resources, whichever the pipeline's variant reads (`chunk_water_gi`).
8
+ */
9
+ export const WATER_FINALIZE_RESOURCES: ShaderResourceSetDescriptor;
11
10
  export const chunk_water_screen_ray: CodeChunk;
12
11
  export const water_shader: ShaderDescriptor;
13
- /** The optics pass under IBL, and under LPV, which has no transparent variant. */
14
- export const water_finalize_shader_ibl: ShaderDescriptor;
15
- /** The optics pass under Brick4. */
16
- export const water_finalize_shader_brick4: ShaderDescriptor;
12
+ /** The optics pass; its variants differ in the indirect lighting they fall back to, and bind alike. */
13
+ export const water_finalize_shader: ShaderDescriptor;
17
14
  export const WATER_RESOURCES: ShaderResourceSetDescriptor;
18
15
  import { RenderPipelineDescriptor } from "../../descriptor/pipeline/render/RenderPipelineDescriptor.js";
19
16
  import { WebGPUStruct } from "../shader/type/WebGPUStruct.js";
@@ -1 +1 @@
1
- {"version":3,"file":"shader_water.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/water/shader_water.js"],"names":[],"mappings":"AA+mBA,kEAAuH;AACvH,0FAA0F;AAC1F,4FAEC;AACD,6FAA6F;AAC7F,+FAEC;AA7kBD,8CAKwB;AAiCxB,oGAAoG;AACpG,uEAAkE;AAGlE,gGAAgG;AAChG,0EAAqE;AAqOrE,+CAsFmB;AA8LnB,4CAAmG;AACnG,kFAAkF;AAClF,yDAC8G;AAC9G,oCAAoC;AACpC,4DACoH;AACpH,0DAAyC;yCAnlBA,8DAA8D;6BAkB1E,gCAAgC;4CAJjB,mDAAmD;0BADrE,iCAAiC;iCAE1B,+BAA+B"}
1
+ {"version":3,"file":"shader_water.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/water/shader_water.js"],"names":[],"mappings":"AAyoBA,kEAAuH;AACvH,gFAAgF;AAChF,wFAEC;AAzlBD,8CAKwB;AAwCxB;;;GAGG;AACH,mEAA8D;AA4O9D,+CAsFmB;AAoMnB,4CAAmG;AACnG,uGAAuG;AACvG,qDACgE;AAChE,0DAAyC;yCA7mBA,8DAA8D;6BAwB1E,gCAAgC;4CAJjB,mDAAmD;0BAPrE,iCAAiC;iCAQ1B,+BAA+B"}