@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
@@ -1,7 +1,7 @@
1
1
  import { GPUShaderStage } from "../../descriptor/GPUShaderStage.js";
2
2
  import { DepthStencilState } from "../../descriptor/pipeline/render/DepthStencilState.js";
3
3
  import { RenderPipelineDescriptor } from "../../descriptor/pipeline/render/RenderPipelineDescriptor.js";
4
- import { CAMERA_UNIFORM_STRUCT } from "../camera/CAMERA_UNIFORM_STRUCT.js";
4
+ import { CAMERA_RESOURCE } from "../camera/CAMERA_RESOURCE.js";
5
5
  import { SHADING_LIGHT_RESOURCE_GROUP } from "../deferred/SHADING_LIGHT_RESOURCE_GROUP.js";
6
6
  import { BRICK4_DATA_STRUCT } from "../global_illumination/brick4/gpu/BRICK4_DATA_STRUCT.js";
7
7
  import { chunk_F_dielectric } from "../shader/chunk/brdf/fresnel/chunk_F_dielectric.js";
@@ -14,18 +14,28 @@ import { chunk_ffx_sssr_validate_hit } from "../shader/chunk/screen_space/chunk_
14
14
  import { chunk_project_direction } from "../shader/chunk/screen_space/chunk_project_direction.js";
15
15
  import { chunk_screen_space_newton_ray } from "../shader/chunk/screen_space/chunk_screen_space_newton_ray.js";
16
16
  import { CodeChunk } from "../shader/compiler/CodeChunk.js";
17
+ import {
18
+ SCREEN_DEPTH_RESOURCE,
19
+ SCREEN_HZB_RESOURCE,
20
+ SCREEN_NORMAL_RESOURCE
21
+ } from "../shader/chunk/screen_space/SCREEN_SPACE_RESOURCES.js";
22
+ import { ShaderResourceDescriptor } from "../shader/resource/ShaderResourceDescriptor.js";
17
23
  import { ShaderResourceSetDescriptor } from "../shader/resource/ShaderResourceSetDescriptor.js";
18
24
  import { ShaderDescriptor } from "../shader/ShaderDescriptor.js";
19
25
  import { f32, u32 } from "../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
20
26
  import { WebGPUArray } from "../shader/type/WebGPUArray.js";
21
27
  import { WebGPUStruct } from "../shader/type/WebGPUStruct.js";
22
28
  import { VIEW_UNIFORM_STRUCT } from "../view/VIEW_UNIFORM_STRUCT.js";
23
- import { chunk_water_gi_brick4, chunk_water_gi_ibl } from "./chunk_water_gi.js";
29
+ import { chunk_water_gi } from "./chunk_water_gi.js";
24
30
  import { WATER_BODIES_TABLE, WATER_WAVES_TABLE } from "./medium/chunk_water_bodies.js";
25
- import { MESHLET_METADATA_STRUCT } from "../geometry/meshlet/encoding/MESHLET_METADATA_STRUCT.js";
26
- import { COLLECTION_U32_STRUCT_READ } from "../gpu_primitive/COLLECTION_U32_STRUCT_READ.js";
31
+ import { GEOMETRY_ATTRIBUTE_DATA_RESOURCE } from "../geometry/GEOMETRY_ATTRIBUTE_DATA_RESOURCE.js";
32
+ import { MESHLET_METADATA_RESOURCE } from "../geometry/meshlet/MESHLET_METADATA_RESOURCE.js";
33
+ import { SCENE_DATABASE_RESOURCE } from "../scene/SCENE_DATABASE_RESOURCE.js";
27
34
  import { chunk_water_surface_sample } from "./surface/chunk_water_surface_sample.js";
28
- import { WATER_PARTICLE_ENTRY_STRUCT } from "./surface/particles/WATER_PARTICLE_STRUCT.js";
35
+ import {
36
+ WATER_BAND_DERIVATIVES_RESOURCE, WATER_BAND_DISPLACEMENT_RESOURCE, WATER_BAND_SAMPLER_RESOURCE,
37
+ WATER_PARTICLE_ENTRIES_RESOURCE, WATER_PARTICLE_OFFSETS_RESOURCE
38
+ } from "./surface/WATER_SURFACE_RESOURCES.js";
29
39
  import { WATER_LOD_BODY_STRUCT, WATER_LOD_VIEW_STRUCT, WaterLodMode } from "./surface/lod/WATER_LOD.js";
30
40
  import { chunk_water_lod_candidate, chunk_water_lod_layout, WATER_LOD_BOUNDARY_FIRST_VERTEX, WATER_LOD_CANDIDATE_STRUCT,
31
41
  WATER_LOD_CELL_LOCAL_BITS, WATER_LOD_LIMITS_STRUCT, WATER_LOD_PATCH_FIRST_VERTEX, WATER_LOD_PATCH_SIDE, WATER_LOD_POLYGON_WORDS,
@@ -47,30 +57,37 @@ export const WATER_TRACE_STRUCT = WebGPUStruct.from({
47
57
  inscatter_segments: u32,
48
58
  }, "WaterTrace").pack();
49
59
 
60
+ const TRACE_RESOURCE = ShaderResourceDescriptor.uniform("trace", WATER_TRACE_STRUCT);
61
+ // the view's lattice (WATER_SURFACE_DISTANCE_LOD_PROPOSAL_2026_10_06.md §4.3)
62
+ const LOD_RESOURCE = ShaderResourceDescriptor.uniform('lod', WATER_LOD_VIEW_STRUCT);
63
+ const LOD_LIMITS_RESOURCE = ShaderResourceDescriptor.uniform('lod_limits', WATER_LOD_LIMITS_STRUCT);
64
+ const LOD_BODIES_RESOURCE = ShaderResourceDescriptor.storageBuffer('water_lod_bodies', WebGPUArray.from(WATER_LOD_BODY_STRUCT));
65
+ const LOD_CANDIDATES_RESOURCE = ShaderResourceDescriptor.storageBuffer('water_lod_candidates', WebGPUArray.from(WATER_LOD_CANDIDATE_STRUCT));
66
+ const LOD_CELLS_RESOURCE = ShaderResourceDescriptor.storageBuffer('water_lod_cells', WebGPUArray.u32);
67
+
50
68
  function water_resources(finalize = false) {
51
69
  const resources = new ShaderResourceSetDescriptor();
52
70
  const group = resources.createGroup()
53
- .addUniform("camera", CAMERA_UNIFORM_STRUCT)
54
- .addUniform("trace", WATER_TRACE_STRUCT)
55
- .addTexture("tDepth")
56
- .addTexture("tNormal", "uint")
57
- .addTexture("tHZB")
71
+ .add(CAMERA_RESOURCE)
72
+ .add(TRACE_RESOURCE)
73
+ .add(SCREEN_DEPTH_RESOURCE)
74
+ .add(SCREEN_NORMAL_RESOURCE)
75
+ .add(SCREEN_HZB_RESOURCE)
58
76
  .addTexture("tScene")
59
- .addStorageBuffer('scene_database', WebGPUArray.u32)
60
- // the view's lattice (WATER_SURFACE_DISTANCE_LOD_PROPOSAL_2026_10_06.md §4.3)
61
- .addUniform('lod', WATER_LOD_VIEW_STRUCT)
62
- .addUniform('lod_limits', WATER_LOD_LIMITS_STRUCT)
63
- .addStorageBuffer('water_lod_bodies', WebGPUArray.from(WATER_LOD_BODY_STRUCT))
64
- .addStorageBuffer('water_lod_candidates', WebGPUArray.from(WATER_LOD_CANDIDATE_STRUCT))
65
- .addStorageBuffer('water_lod_cells', WebGPUArray.u32)
66
- .addStorageBuffer('meshlet_metadata', WebGPUArray.from(MESHLET_METADATA_STRUCT))
67
- .addStorageBuffer('meshlet_data', WebGPUArray.from(f32))
77
+ .add(SCENE_DATABASE_RESOURCE)
78
+ .add(LOD_RESOURCE)
79
+ .add(LOD_LIMITS_RESOURCE)
80
+ .add(LOD_BODIES_RESOURCE)
81
+ .add(LOD_CANDIDATES_RESOURCE)
82
+ .add(LOD_CELLS_RESOURCE)
83
+ .add(MESHLET_METADATA_RESOURCE)
84
+ .add(GEOMETRY_ATTRIBUTE_DATA_RESOURCE)
68
85
  // the surface interface: the spectral bands and the frame's binned wave particles
69
- .addTexture('water_band_displacement', 'float', '2d-array')
70
- .addTexture('water_band_derivatives', 'float', '2d-array')
71
- .addSampler('water_band_sampler')
72
- .addStorageBuffer('water_particle_offsets', COLLECTION_U32_STRUCT_READ)
73
- .addStorageBuffer('water_particle_entries', WebGPUArray.from(WATER_PARTICLE_ENTRY_STRUCT));
86
+ .add(WATER_BAND_DISPLACEMENT_RESOURCE)
87
+ .add(WATER_BAND_DERIVATIVES_RESOURCE)
88
+ .add(WATER_BAND_SAMPLER_RESOURCE)
89
+ .add(WATER_PARTICLE_OFFSETS_RESOURCE)
90
+ .add(WATER_PARTICLE_ENTRIES_RESOURCE);
74
91
  if (finalize) {
75
92
  group.addTexture('receiver').addTexture('trace_metadata');
76
93
  }
@@ -78,14 +95,13 @@ function water_resources(finalize = false) {
78
95
  }
79
96
  const resources = water_resources();
80
97
 
81
- /** Optics under IBL (and LPV, which has no transparent variant): the lights and the environment. */
82
- export const WATER_FINALIZE_RESOURCES_IBL = water_resources(true);
83
- WATER_FINALIZE_RESOURCES_IBL.addGroup(SHADING_LIGHT_RESOURCE_GROUP);
84
-
85
- /** Optics under Brick4: the lights, and the light map with the view its sampling jitters by. */
86
- export const WATER_FINALIZE_RESOURCES_BRICK4 = water_resources(true);
87
- WATER_FINALIZE_RESOURCES_BRICK4.addGroup(SHADING_LIGHT_RESOURCE_GROUP);
88
- WATER_FINALIZE_RESOURCES_BRICK4.createGroup()
98
+ /**
99
+ * The optics: the lights, the environment, and the light map with the view its sampling jitters by.
100
+ * Every indirect lighting mode's resources, whichever the pipeline's variant reads (`chunk_water_gi`).
101
+ */
102
+ export const WATER_FINALIZE_RESOURCES = water_resources(true);
103
+ WATER_FINALIZE_RESOURCES.addGroup(SHADING_LIGHT_RESOURCE_GROUP);
104
+ WATER_FINALIZE_RESOURCES.createGroup()
89
105
  .addStorageBuffer("brick4", BRICK4_DATA_STRUCT, false)
90
106
  .addUniform("view", VIEW_UNIFORM_STRUCT);
91
107
 
@@ -312,6 +328,13 @@ fn water_interface(world: vec3<f32>, surface_normal: vec3<f32>, ior: f32, above:
312
328
  chunk_scene_database_access, chunk_mat3_inverse, chunk_water_lod_candidate, chunk_water_lod_layout,
313
329
  WATER_LOD_CANDIDATE_STRUCT.declaration_chunk, chunk_water_surface_sample]);
314
330
 
331
+ for (const resource of [
332
+ CAMERA_RESOURCE, TRACE_RESOURCE, SCENE_DATABASE_RESOURCE, LOD_RESOURCE, LOD_LIMITS_RESOURCE, LOD_BODIES_RESOURCE,
333
+ LOD_CANDIDATES_RESOURCE, LOD_CELLS_RESOURCE, MESHLET_METADATA_RESOURCE,
334
+ ]) {
335
+ surface_body.requireResource(resource);
336
+ }
337
+
315
338
  export const chunk_water_screen_ray = CodeChunk.from(/* language=WGSL */ `
316
339
  fn water_hzb_mip_size(depth_size: vec2f, hzb_size: vec2f, mip: i32) -> vec2f {
317
340
  if (mip <= 0) { return depth_size; }
@@ -400,6 +423,10 @@ fn water_hzb_hit(ray: Ray, budget: u32) -> ScreenSpaceRayHit {
400
423
  `, [chunk_screen_space_newton_ray, chunk_ffx_sssr_advance_ray, chunk_ffx_sssr_load_depth, chunk_project_direction,
401
424
  chunk_ray_at]);
402
425
 
426
+ for (const resource of [CAMERA_RESOURCE, TRACE_RESOURCE, SCREEN_DEPTH_RESOURCE, SCREEN_HZB_RESOURCE, SCREEN_NORMAL_RESOURCE]) {
427
+ chunk_water_screen_ray.requireResource(resource);
428
+ }
429
+
403
430
  const body = CodeChunk.from(/* language=WGSL */ `
404
431
  struct WaterReceiver {
405
432
  @location(0) receiver: vec4<f32>,
@@ -586,15 +613,14 @@ fn fs_main(in: WaterVertexOut, @builtin(front_facing) above: bool) -> WaterOptic
586
613
  `, [surface_body, chunk_water_screen_ray, chunk_F_dielectric, chunk_ffx_sssr_validate_hit,
587
614
  chunk_direction_view_to_world, chunk_ray_at, chunk_water_optics, chunk_water_inscatter,
588
615
  chunk_water_receiver_downwelling, chunk_water_receiver_texel,
589
- chunk_water_transport, chunk_water_receiver_radiance]);
616
+ chunk_water_transport, chunk_water_receiver_radiance,
617
+ // water_gi_specular here, and water_gi_irradiance for the in-scatter and the downwelling light
618
+ chunk_water_gi]);
590
619
 
591
620
  export const water_shader = ShaderDescriptor.from({ label: "Water / receivers", resources, body });
592
- /** The optics pass under IBL, and under LPV, which has no transparent variant. */
593
- export const water_finalize_shader_ibl = ShaderDescriptor.from({ label: 'Water / coherent optics IBL',
594
- resources: WATER_FINALIZE_RESOURCES_IBL, body: CodeChunk.from('', [finalize_body, chunk_water_gi_ibl]) });
595
- /** The optics pass under Brick4. */
596
- export const water_finalize_shader_brick4 = ShaderDescriptor.from({ label: 'Water / coherent optics Brick4',
597
- resources: WATER_FINALIZE_RESOURCES_BRICK4, body: CodeChunk.from('', [finalize_body, chunk_water_gi_brick4]) });
621
+ /** The optics pass; its variants differ in the indirect lighting they fall back to, and bind alike. */
622
+ export const water_finalize_shader = ShaderDescriptor.from({ label: 'Water / coherent optics',
623
+ resources: WATER_FINALIZE_RESOURCES, body: finalize_body });
598
624
  export const WATER_RESOURCES = resources;
599
625
 
600
626
  /** Nearest-interface selection writes only water-owned depth and optics, never opaque G-buffer. */
@@ -602,7 +628,7 @@ function water_pipeline(shader, targets, finalize) {
602
628
  const code = shader.source;
603
629
  const layout = shader.resources.generatePipelineLayout(GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT);
604
630
  // The lattice spends eight storage slots in the vertex stage, the guaranteed budget. Lighting spends four in the
605
- // fragment stage. Keep their visibility precise so the Brick4 variant fits it there.
631
+ // fragment stage, Brick4's buffer among them. Keep their visibility precise so the optics fit it there.
606
632
  const vertex_only = new Set(['lod', 'lod_limits', 'water_lod_bodies', 'water_lod_candidates', 'water_lod_cells',
607
633
  'meshlet_metadata', 'meshlet_data', 'water_band_displacement', 'water_particle_offsets', 'water_particle_entries']);
608
634
  // the fragment stage shades the bands the mesh could not carry
@@ -622,11 +648,7 @@ function water_pipeline(shader, targets, finalize) {
622
648
  });
623
649
  }
624
650
  export function create_water_pipeline() { return water_pipeline(water_shader, ['rgba32float', 'rgba32float'], false); }
625
- /** The optics pipeline under IBL, its shader built for `switches` (a ShaderSwitchSet). */
626
- export function create_water_finalize_pipeline_ibl(switches) {
627
- return water_pipeline(water_finalize_shader_ibl.variant(switches), ['rgba32float', 'rgba16float', 'rgba16float'], true);
628
- }
629
- /** The optics pipeline under Brick4, its shader built for `switches` (a ShaderSwitchSet). */
630
- export function create_water_finalize_pipeline_brick4(switches) {
631
- return water_pipeline(water_finalize_shader_brick4.variant(switches), ['rgba32float', 'rgba16float', 'rgba16float'], true);
651
+ /** The optics pipeline, its shader built for `switches` (a ShaderSwitchSet). */
652
+ export function create_water_finalize_pipeline(switches) {
653
+ return water_pipeline(water_finalize_shader.variant(switches), ['rgba32float', 'rgba16float', 'rgba16float'], true);
632
654
  }
@@ -14,7 +14,10 @@ export class GPUWaterSurface {
14
14
  onInputsConsumed: Signal;
15
15
  /** Most wave particles alive at once over every body of a scene. */
16
16
  particle_capacity: number;
17
- /** Whether any body has wind; without it the band tiles are not animated. */
17
+ /**
18
+ * Whether the scene's wind field can hold wind (set by whoever owns the bodies: `WaterSystem` asks the GPU fluid);
19
+ * without it the band tiles are not animated.
20
+ */
18
21
  windy: boolean;
19
22
  /**
20
23
  * Whether any splash was ever queued. Until one is, the pool is empty and no particle pass is recorded; set by
@@ -1 +1 @@
1
- {"version":3,"file":"GPUWaterSurface.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/surface/GPUWaterSurface.js"],"names":[],"mappings":"AAoBA,uHAAuH;AACvH,2CAA4C;AAE5C,4EAA4E;AAC5E,6DAKI;AAEJ;;;;;;GAMG;AACH;IACI,4FAA4F;IAC5F,yBAAgC;IAChC,oEAAoE;IACpE,0BAA0B;IAC1B,6EAA6E;IAC7E,eAAc;IACd;;;OAGG;IACH,kBAAiB;IAejB,mCAA0D;IAC1D,kCAAwD;IACxD,kCAA0D;IAC1D,kCAA0D;IAC1D,kHAAkH;IAClH,uBAAmC;IACnC,qGAAqG;IACrG,0BAAyC;IACzC,gHAAgH;IAChH,8BAA2D;IAC3D,mCAA2C;IAE3C;;;OAGG;IACH,YAFW,MAAM,QAKhB;IAED,gBAWC;IAuBD;;;;;;;;;;;OAWG;IACH;QAVsG,KAAK,EAAhG,OAAO,8DAA8D,EAAE,UAAU;QAC9D,MAAM;QACT,KAAK,EAArB,MAAM;QACU,IAAI,EAApB,MAAM;QACU,IAAI;YACI,MAAM;YACE,UAAU,EAA1C,UAAU,MAAM,CAAC;YACI,MAAM,EAA3B,MAAM;;QACU,MAAM,EAAtB,MAAM;aAsEhB;;CACJ;kCArMiC,kDAAkD;mBAHjE,0CAA0C;kCAK3B,kCAAkC"}
1
+ {"version":3,"file":"GPUWaterSurface.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/surface/GPUWaterSurface.js"],"names":[],"mappings":"AAoBA,uHAAuH;AACvH,2CAA4C;AAE5C,4EAA4E;AAC5E,6DAKI;AAEJ;;;;;;GAMG;AACH;IACI,4FAA4F;IAC5F,yBAAgC;IAChC,oEAAoE;IACpE,0BAA0B;IAC1B;;;OAGG;IACH,eAAc;IACd;;;OAGG;IACH,kBAAiB;IAejB,mCAA0D;IAC1D,kCAAwD;IACxD,kCAA0D;IAC1D,kCAA0D;IAC1D,kHAAkH;IAClH,uBAAmC;IACnC,qGAAqG;IACrG,0BAAyC;IACzC,gHAAgH;IAChH,8BAA2D;IAC3D,mCAA2C;IAE3C;;;OAGG;IACH,YAFW,MAAM,QAKhB;IAED,gBAWC;IAuBD;;;;;;;;;;;OAWG;IACH;QAVsG,KAAK,EAAhG,OAAO,8DAA8D,EAAE,UAAU;QAC9D,MAAM;QACT,KAAK,EAArB,MAAM;QACU,IAAI,EAApB,MAAM;QACU,IAAI;YACI,MAAM;YACE,UAAU,EAA1C,UAAU,MAAM,CAAC;YACI,MAAM,EAA3B,MAAM;;QACU,MAAM,EAAtB,MAAM;aAyEhB;;CACJ;kCA3MiC,kDAAkD;mBAHjE,0CAA0C;kCAK3B,kCAAkC"}
@@ -41,7 +41,10 @@ export class GPUWaterSurface {
41
41
  onInputsConsumed = new Signal();
42
42
  /** Most wave particles alive at once over every body of a scene. */
43
43
  particle_capacity = 65536;
44
- /** Whether any body has wind; without it the band tiles are not animated. */
44
+ /**
45
+ * Whether the scene's wind field can hold wind (set by whoever owns the bodies: `WaterSystem` asks the GPU fluid);
46
+ * without it the band tiles are not animated.
47
+ */
45
48
  windy = false;
46
49
  /**
47
50
  * Whether any splash was ever queued. Until one is, the pool is empty and no particle pass is recorded; set by
@@ -174,11 +177,14 @@ export class GPUWaterSurface {
174
177
  }
175
178
  }
176
179
  if (groups > 0) {
177
- shader_water_cull.dispatch({ encoder, bindings: {
180
+ const bindings = {
178
181
  cull: encoder.allocateTransientValueBuffer(WATER_CULL_STRUCT, { dt, stepping: stepping ? 1 : 0, binning: binning ? 1 : 0 }),
179
182
  lod: encoder.allocateTransientValueBuffer(WATER_LOD_VIEW_STRUCT, lod), camera: view.camera, scene_database: scene.scene_database_buffer, geometries: scene.geometries.buffer_metadata,
180
183
  band_state, band_requests, particle_bounds, steep, activity, visible_rows: lists.visible, active_rows: lists.active,
181
- emit_rows: lists.emit }, group_count_x: Math.min(groups, 65535), group_count_y: Math.ceil(groups / 65535) });
184
+ emit_rows: lists.emit };
185
+ // the bodies' wind: the scene's published field, read as its producer left it before this pass
186
+ scene.wind.bind(bindings);
187
+ shader_water_cull.dispatch({ encoder, bindings, group_count_x: Math.min(groups, 65535), group_count_y: Math.ceil(groups / 65535) });
182
188
  }
183
189
  finalize(encoder, { fresh: fresh && !seed ? 1 : 0, seed: 0 });
184
190
  if (windy) { spectrum(encoder); }
@@ -0,0 +1,15 @@
1
+ /** @type {ShaderResourceDescriptor} */
2
+ export const WATER_BAND_DISPLACEMENT_RESOURCE: ShaderResourceDescriptor;
3
+ /** @type {ShaderResourceDescriptor} */
4
+ export const WATER_BAND_DERIVATIVES_RESOURCE: ShaderResourceDescriptor;
5
+ /**
6
+ * Linear, repeat.
7
+ * @type {ShaderResourceDescriptor}
8
+ */
9
+ export const WATER_BAND_SAMPLER_RESOURCE: ShaderResourceDescriptor;
10
+ /** @type {ShaderResourceDescriptor} */
11
+ export const WATER_PARTICLE_OFFSETS_RESOURCE: ShaderResourceDescriptor;
12
+ /** @type {ShaderResourceDescriptor} */
13
+ export const WATER_PARTICLE_ENTRIES_RESOURCE: ShaderResourceDescriptor;
14
+ import { ShaderResourceDescriptor } from "../../shader/resource/ShaderResourceDescriptor.js";
15
+ //# sourceMappingURL=WATER_SURFACE_RESOURCES.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"WATER_SURFACE_RESOURCES.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/surface/WATER_SURFACE_RESOURCES.js"],"names":[],"mappings":"AAUA,uCAAuC;AACvC,+CADW,wBAAwB,CAC8F;AAEjI,uCAAuC;AACvC,8CADW,wBAAwB,CAC4F;AAE/H;;;GAGG;AACH,0CAFU,wBAAwB,CAEgE;AAElG,uCAAuC;AACvC,8CADW,wBAAwB,CACyG;AAE5I,uCAAuC;AACvC,8CADW,wBAAwB,CAC4H;yCAzBtH,mDAAmD"}
@@ -0,0 +1,27 @@
1
+ import { COLLECTION_U32_STRUCT_READ } from "../../gpu_primitive/COLLECTION_U32_STRUCT_READ.js";
2
+ import { ShaderResourceDescriptor } from "../../shader/resource/ShaderResourceDescriptor.js";
3
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
4
+ import { WATER_PARTICLE_ENTRY_STRUCT } from "./particles/WATER_PARTICLE_STRUCT.js";
5
+
6
+ /*
7
+ The surface interface `chunk_water_surface_sample` reads: the spectral bands and the frame's binned
8
+ wave particles.
9
+ */
10
+
11
+ /** @type {ShaderResourceDescriptor} */
12
+ export const WATER_BAND_DISPLACEMENT_RESOURCE = ShaderResourceDescriptor.texture("water_band_displacement", "float", "2d-array");
13
+
14
+ /** @type {ShaderResourceDescriptor} */
15
+ export const WATER_BAND_DERIVATIVES_RESOURCE = ShaderResourceDescriptor.texture("water_band_derivatives", "float", "2d-array");
16
+
17
+ /**
18
+ * Linear, repeat.
19
+ * @type {ShaderResourceDescriptor}
20
+ */
21
+ export const WATER_BAND_SAMPLER_RESOURCE = ShaderResourceDescriptor.sampler("water_band_sampler");
22
+
23
+ /** @type {ShaderResourceDescriptor} */
24
+ export const WATER_PARTICLE_OFFSETS_RESOURCE = ShaderResourceDescriptor.storageBuffer("water_particle_offsets", COLLECTION_U32_STRUCT_READ);
25
+
26
+ /** @type {ShaderResourceDescriptor} */
27
+ export const WATER_PARTICLE_ENTRIES_RESOURCE = ShaderResourceDescriptor.storageBuffer("water_particle_entries", WebGPUArray.from(WATER_PARTICLE_ENTRY_STRUCT));
@@ -2,7 +2,8 @@
2
2
  export const WATER_WAVE_IMPULSE_LIMIT: 16;
3
3
  /**
4
4
  * The surface state of one water body, one row per body (WATER_SURFACE_SIMULATION_PLAN_2026_10_06.md §6.1).
5
- * The CPU writes what is authored and queued; the GPU writes what it derives each frame.
5
+ * The CPU writes what is authored and queued; the GPU writes what it derives each frame, the body's wind among it:
6
+ * the scene's wind field, sampled and low-passed (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §6, the Water row).
6
7
  */
7
8
  export const WATER_WAVE_RECORD_STRUCT: WebGPUStruct;
8
9
  import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
@@ -1 +1 @@
1
- {"version":3,"file":"WATER_WAVE_RECORD_STRUCT.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/surface/WATER_WAVE_RECORD_STRUCT.js"],"names":[],"mappings":"AAKA,mDAAmD;AACnD,0CAA2C;AAE3C;;;GAGG;AACH,oDA8BsB;6BAxCO,mCAAmC"}
1
+ {"version":3,"file":"WATER_WAVE_RECORD_STRUCT.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/surface/WATER_WAVE_RECORD_STRUCT.js"],"names":[],"mappings":"AAKA,mDAAmD;AACnD,0CAA2C;AAE3C;;;;GAIG;AACH,oDAsCsB;6BAjDO,mCAAmC"}
@@ -1,4 +1,4 @@
1
- import { f32, u32, vec2f, vec4f } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
1
+ import { f32, u32, vec2f, vec3f, vec4f } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
2
  import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
3
3
  import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
4
4
  import { WATER_SPECTRUM_BAND_COUNT } from "./spectrum/WATER_SPECTRUM.js";
@@ -8,16 +8,14 @@ export const WATER_WAVE_IMPULSE_LIMIT = 16;
8
8
 
9
9
  /**
10
10
  * The surface state of one water body, one row per body (WATER_SURFACE_SIMULATION_PLAN_2026_10_06.md §6.1).
11
- * The CPU writes what is authored and queued; the GPU writes what it derives each frame.
11
+ * The CPU writes what is authored and queued; the GPU writes what it derives each frame, the body's wind among it:
12
+ * the scene's wind field, sampled and low-passed (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §6, the Water row).
12
13
  */
13
14
  export const WATER_WAVE_RECORD_STRUCT = WebGPUStruct.from({
14
- /**
15
- * Wind direction in the body's metric local xz (cos, sin), wind speed at 10 m in m/s, and the amplitude
16
- * reflection coefficient of the mesh's outline.
17
- */
18
- wind: vec4f,
19
15
  /** Open water upwind of the mesh, metres, added to the mesh's own extent along the wind. */
20
16
  upwind_fetch: f32,
17
+ /** Amplitude reflection coefficient of the mesh's outline for wave particles: 0 a beach, 1 a wall. */
18
+ shore_reflection: f32,
21
19
  /** Queued splashes: local xz centre, world radius, velocity kick (m/s). */
22
20
  impulses: WebGPUArray.from(vec4f, WATER_WAVE_IMPULSE_LIMIT),
23
21
  impulse_count: u32,
@@ -25,8 +23,19 @@ export const WATER_WAVE_RECORD_STRUCT = WebGPUStruct.from({
25
23
  geometry: u32,
26
24
  /** Non-zero to step the body while no view sees it (`Water.simulateWhenHidden`). */
27
25
  simulate_hidden: u32,
28
- /** GPU: the wind speed and fetch the weights were derived for; the culling pass re-derives when they change. */
29
- derived_for: vec2f,
26
+ /**
27
+ * GPU: the body's wind, world m/s: the scene's wind field 10 m above its origin (U10), low-passed over the frames
28
+ * that step. What its fetch, its weights and its turn follow.
29
+ */
30
+ wind: vec3f,
31
+ /** GPU: non-zero once {@link wind} holds a sample; a new row is 0, and its first sample seeds the low-pass. */
32
+ wind_seeded: u32,
33
+ /**
34
+ * GPU: the wind speed (m/s), fetch (m) and wind direction (metric local xz) the weights were derived for. The
35
+ * culling pass derives again when the low-passed wind leaves the deadband about them, or the fetch along that
36
+ * direction changes; a negative speed is a row never derived.
37
+ */
38
+ derived_for: vec4f,
30
39
  /** GPU: amplitude weight of each spectral band, from the wind and the fetch. */
31
40
  weights: WebGPUArray.from(f32, WATER_SPECTRUM_BAND_COUNT),
32
41
  /** GPU: slope variance of all of the body's ambient waves. */
@@ -13,9 +13,6 @@ export const WATER_PARTICLE_GATHER_BUDGET: 64;
13
13
  * A pure function of its arguments and the frame's resources. Callers pass the rest point and a footprint
14
14
  * computed from the rest point alone, so two cells sharing a vertex displace it identically.
15
15
  *
16
- * Bindings it reads: `scene_database`, `water_band_displacement`, `water_band_derivatives`,
17
- * `water_band_sampler` (linear, repeat), `water_particle_offsets`, `water_particle_entries`.
18
- *
19
16
  * @type {CodeChunk}
20
17
  */
21
18
  export const chunk_water_surface_sample: CodeChunk;
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_water_surface_sample.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/surface/chunk_water_surface_sample.js"],"names":[],"mappings":"AAMA;;;;;GAKG;AACH,8CAA+C;AAE/C;;;;;;;;;;;;GAYG;AACH,yCAFU,SAAS,CAyMyC;0BAlOlC,oCAAoC"}
1
+ {"version":3,"file":"chunk_water_surface_sample.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/surface/chunk_water_surface_sample.js"],"names":[],"mappings":"AAcA;;;;;GAKG;AACH,8CAA+C;AAE/C;;;;;;;;;GASG;AACH,yCAFU,SAAS,CAyMyC;0BAvOlC,oCAAoC"}
@@ -3,6 +3,14 @@ import { chunk_pcg3d } from "../../shader/chunk/random/pcg/chunk_pcg3d.js";
3
3
  import { WATER_WAVES_TABLE } from "../medium/chunk_water_bodies.js";
4
4
  import { chunk_water_spectrum } from "./spectrum/chunk_water_spectrum.js";
5
5
  import { chunk_water_particle } from "./particles/chunk_water_particle.js";
6
+ import { SCENE_DATABASE_RESOURCE } from "../../scene/SCENE_DATABASE_RESOURCE.js";
7
+ import {
8
+ WATER_BAND_DERIVATIVES_RESOURCE,
9
+ WATER_BAND_DISPLACEMENT_RESOURCE,
10
+ WATER_BAND_SAMPLER_RESOURCE,
11
+ WATER_PARTICLE_ENTRIES_RESOURCE,
12
+ WATER_PARTICLE_OFFSETS_RESOURCE
13
+ } from "./WATER_SURFACE_RESOURCES.js";
6
14
 
7
15
  /**
8
16
  * Most particle entries one point reads, over every level. A front's run of particles in a cell is one entry, so a
@@ -20,9 +28,6 @@ export const WATER_PARTICLE_GATHER_BUDGET = 64;
20
28
  * A pure function of its arguments and the frame's resources. Callers pass the rest point and a footprint
21
29
  * computed from the rest point alone, so two cells sharing a vertex displace it identically.
22
30
  *
23
- * Bindings it reads: `scene_database`, `water_band_displacement`, `water_band_derivatives`,
24
- * `water_band_sampler` (linear, repeat), `water_particle_offsets`, `water_particle_entries`.
25
- *
26
31
  * @type {CodeChunk}
27
32
  */
28
33
  export const chunk_water_surface_sample = CodeChunk.from(/* language=WGSL */ `
@@ -225,3 +230,10 @@ fn water_surface_sample(wave: u32, p: vec2<f32>, footprint: f32, horizontal: f32
225
230
  WATER_WAVES_TABLE.chunk_read_field('weights'), WATER_WAVES_TABLE.chunk_read_field('wind_from'),
226
231
  WATER_WAVES_TABLE.chunk_read_field('wind_to'), WATER_WAVES_TABLE.chunk_read_field('wind_blend'),
227
232
  WATER_WAVES_TABLE.chunk_read_field('particle_levels')]);
233
+
234
+ chunk_water_surface_sample.requireResource(SCENE_DATABASE_RESOURCE);
235
+ chunk_water_surface_sample.requireResource(WATER_BAND_DERIVATIVES_RESOURCE);
236
+ chunk_water_surface_sample.requireResource(WATER_BAND_DISPLACEMENT_RESOURCE);
237
+ chunk_water_surface_sample.requireResource(WATER_BAND_SAMPLER_RESOURCE);
238
+ chunk_water_surface_sample.requireResource(WATER_PARTICLE_ENTRIES_RESOURCE);
239
+ chunk_water_surface_sample.requireResource(WATER_PARTICLE_OFFSETS_RESOURCE);
@@ -187,7 +187,7 @@ fn main(@builtin(workgroup_id) group: vec3u, @builtin(local_invocation_index) in
187
187
  let threshold = water_particle_threshold(${waves.marshalling_method_read_field('slope_variance')}(&scene_database, particle.body),
188
188
  count, frame.capacity);
189
189
  let advanced = water_particle_advance(particle, frame.dt, geometry, scale,
190
- ${waves.marshalling_method_read_field('wind')}(&scene_database, particle.body).w, threshold, hint);
190
+ ${waves.marshalling_method_read_field('shore_reflection')}(&scene_database, particle.body), threshold, hint);
191
191
  particle = advanced.particle;
192
192
  left = advanced.children;
193
193
  if (left == 2u || left == 6u) { images[i] = advanced.image; }
@@ -198,7 +198,7 @@ fn main(@builtin(workgroup_id) group: vec3u, @builtin(local_invocation_index) in
198
198
  children.elements[i] = left;
199
199
  }
200
200
  `, [chunk_water_particle_step, chunk_scene_database_access, waves.chunk_read_field('node'), waves.chunk_read_field('slope_variance'),
201
- waves.chunk_read_field('geometry'), waves.chunk_read_field('wind'), chunk_folded_workgroup_index]);
201
+ waves.chunk_read_field('geometry'), waves.chunk_read_field('shore_reflection'), chunk_folded_workgroup_index]);
202
202
  update_body.addExtension(WebGPUExtensionType.Subgroups);
203
203
  export const shader_water_particles_update = ComputeShader.from({ label: 'Water / particles update', resources: update_resources,
204
204
  body: update_body });
@@ -17,9 +17,15 @@ export const WATER_LIST_HEADER_BYTES: 16;
17
17
  * The frame's culling pass (WATER_SURFACE_DISTANCE_LOD_PROPOSAL_2026_10_06.md §3.1), one thread a water body, before
18
18
  * anything simulates. Against the frustum of the view the frame is recorded for, with a prior bound on the body's
19
19
  * displacement, it decides whether the body is visible and whether it is simulated this frame, and lists it for the
20
- * passes that follow. On the way it does the per-body work that used to be passes of its own over every row: weights
21
- * when the wind or the fetch changed, the wind's turn for a body that is simulated, optics when they were edited.
22
- * A visible body ORs the bands it can draw into the frame's band mask.
20
+ * passes that follow. On the way it does the per-body work that used to be passes of its own over every row: the
21
+ * body's wind, weights when the wind left its deadband or the fetch changed, the wind's turn for a body that is
22
+ * simulated, optics when they were edited. A visible body ORs the bands it can draw into the frame's band mask.
23
+ *
24
+ * **The wind** (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §6, the Water row) is the scene's wind field,
25
+ * `wind_field_sample`, 10 m above the body's origin, low-passed per body on the frames
26
+ * that step and seeded from the first sample (`chunk_water_waves_derive`). Every body's is kept, hidden ones
27
+ * too, since their weights bound what they can reach. The pass reads the field as the frame's producer left it
28
+ * before it: a field published later in the same frame is read the frame after, which the low-pass does not see.
23
29
  */
24
30
  export const shader_water_cull: ComputeShader;
25
31
  /** Commands the finalize pass writes, in order, 16 bytes apart. */
@@ -1 +1 @@
1
- {"version":3,"file":"shader_water_cull.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/surface/shader_water_cull.js"],"names":[],"mappings":"AAoCA,2EAA2E;AAC3E,2CAA4C;AAE5C,0CAA0C;AAC1C;IACI,uDAAuD;;IAEvD,sEAAsE;;GAEvE;AAEH,qDAAqD;AACrD,6CAOuB;AAEvB,+CAA+C;AAC/C,oDAGE;AAEF,8EAA8E;AAC9E,yCAA0C;AA6C1C;;;;;;;GAOG;AACH,8CAsGiG;AAEjG,mEAAmE;AACnE;;;;;GAKG;AACH,8CAA+C;AAC/C,4CAA6C;AAW7C;;;;GAIG;AACH,uDAuBM;6BA9PuB,mCAAmC;8BAVlC,+BAA+B"}
1
+ {"version":3,"file":"shader_water_cull.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/surface/shader_water_cull.js"],"names":[],"mappings":"AAsCA,2EAA2E;AAC3E,2CAA4C;AAE5C,0CAA0C;AAC1C;IACI,uDAAuD;;IAEvD,sEAAsE;;GAEvE;AAEH,qDAAqD;AACrD,6CAOuB;AAEvB,+CAA+C;AAC/C,oDAGE;AAEF,8EAA8E;AAC9E,yCAA0C;AA+C1C;;;;;;;;;;;;;GAaG;AACH,8CAoHiG;AAEjG,mEAAmE;AACnE;;;;;GAKG;AACH,8CAA+C;AAC/C,4CAA6C;AAW7C;;;;GAIG;AACH,uDAuBM;6BAtRuB,mCAAmC;8BAVlC,+BAA+B"}
@@ -22,7 +22,7 @@ import { WATER_BODIES_TABLE, WATER_WAVES_TABLE } from "../medium/chunk_water_bod
22
22
  import { chunk_water_lod } from "./lod/chunk_water_lod.js";
23
23
  import { WATER_LOD_VIEW_STRUCT } from "./lod/WATER_LOD.js";
24
24
  import { WATER_PARTICLE_LEVELS } from "./particles/chunk_water_particle.js";
25
- import { chunk_water_waves_derive } from "./shader_water_waves_derive.js";
25
+ import { chunk_water_waves_derive, WATER_WIND_REFERENCE_HEIGHT } from "./shader_water_waves_derive.js";
26
26
  import { WATER_PARTICLE_BODY_BOUNDS_STRIDE } from "./shader_water_waves_combine.js";
27
27
  import {
28
28
  WATER_BAND_REQUESTS_STRUCT,
@@ -33,6 +33,8 @@ import {
33
33
  import { chunk_water_spectrum } from "./spectrum/chunk_water_spectrum.js";
34
34
  import { WATER_SPECTRUM_COLUMN_GROUPS_PER_BAND, WATER_SPECTRUM_ROW_GROUPS_PER_BAND } from "./spectrum/shader_water_spectrum.js";
35
35
  import { WATER_WAVE_IMPULSE_LIMIT } from "./WATER_WAVE_RECORD_STRUCT.js";
36
+ import { chunk_wind_field_sample } from "../../wind/chunk_wind_field_sample.js";
37
+ import { wind_field_add_resources } from "../../wind/wind_field_add_resources.js";
36
38
 
37
39
  /** Workgroup size of the culling pass and of the passes over its lists. */
38
40
  export const WATER_CULL_WORKGROUP_SIZE = 64;
@@ -85,8 +87,10 @@ fn water_cull_ambient(weights: array<f32, WATER_SPECTRUM_BANDS>, blend: f32) ->
85
87
  }
86
88
  `);
87
89
 
90
+ // the scene's wind field adds a uniform, a texture and a sampler, and no storage buffer: the pass is at the 10 a
91
+ // device is asked for
88
92
  const resources = new ShaderResourceSetDescriptor();
89
- resources.createGroup()
93
+ wind_field_add_resources(resources.createGroup()
90
94
  .addUniform('cull', WATER_CULL_STRUCT)
91
95
  .addUniform('lod', WATER_LOD_VIEW_STRUCT)
92
96
  .addUniform('camera', CAMERA_UNIFORM_STRUCT)
@@ -99,7 +103,7 @@ resources.createGroup()
99
103
  .addStorageBuffer('activity', WebGPUArray.u32, true)
100
104
  .addStorageBuffer('visible_rows', WATER_LIST_APPEND_STRUCT, true)
101
105
  .addStorageBuffer('active_rows', WATER_LIST_APPEND_STRUCT, true)
102
- .addStorageBuffer('emit_rows', WATER_LIST_APPEND_STRUCT, true);
106
+ .addStorageBuffer('emit_rows', WATER_LIST_APPEND_STRUCT, true));
103
107
 
104
108
  const bodies = WATER_BODIES_TABLE, waves = WATER_WAVES_TABLE;
105
109
  const pg = bodies.page_iterator_symbol_prefix(64, true);
@@ -111,9 +115,15 @@ const STRIDE = WATER_PARTICLE_BODY_BOUNDS_STRIDE;
111
115
  * The frame's culling pass (WATER_SURFACE_DISTANCE_LOD_PROPOSAL_2026_10_06.md §3.1), one thread a water body, before
112
116
  * anything simulates. Against the frustum of the view the frame is recorded for, with a prior bound on the body's
113
117
  * displacement, it decides whether the body is visible and whether it is simulated this frame, and lists it for the
114
- * passes that follow. On the way it does the per-body work that used to be passes of its own over every row: weights
115
- * when the wind or the fetch changed, the wind's turn for a body that is simulated, optics when they were edited.
116
- * A visible body ORs the bands it can draw into the frame's band mask.
118
+ * passes that follow. On the way it does the per-body work that used to be passes of its own over every row: the
119
+ * body's wind, weights when the wind left its deadband or the fetch changed, the wind's turn for a body that is
120
+ * simulated, optics when they were edited. A visible body ORs the bands it can draw into the frame's band mask.
121
+ *
122
+ * **The wind** (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §6, the Water row) is the scene's wind field,
123
+ * `wind_field_sample`, 10 m above the body's origin, low-passed per body on the frames
124
+ * that step and seeded from the first sample (`chunk_water_waves_derive`). Every body's is kept, hidden ones
125
+ * too, since their weights bound what they can reach. The pass reads the field as the frame's producer left it
126
+ * before it: a field published later in the same frame is read the frame after, which the low-pass does not see.
117
127
  */
118
128
  export const shader_water_cull = ComputeShader.from({ label: 'Water / cull', resources,
119
129
  body: CodeChunk.from(/* language=WGSL */ `
@@ -141,18 +151,33 @@ fn main(@builtin(workgroup_id) group: vec3u, @builtin(local_invocation_index) la
141
151
  let scale = max(vec3<f32>(length(global[0].xyz), length(global[1].xyz), length(global[2].xyz)), vec3<f32>(1e-20));
142
152
  let box = geometries[${body('geometry')}].bounding_box;
143
153
 
144
- // weights, when the wind or the fetch they were derived for changed; none without wind
145
- let wind = ${read('wind')};
146
- let direction = wind.xy / max(length(wind.xy), 1e-20);
147
- let fetch = water_waves_fetch(box, scale, direction, ${read('upwind_fetch')});
154
+ // the body's wind: the field's at U10, low-passed over the frames that step; the first sample seeds it
155
+ let dt = select(0.0, cull.dt, cull.stepping != 0u);
156
+ let sample = wind_field_sample(global[3].xyz + vec3<f32>(0.0, ${WATER_WIND_REFERENCE_HEIGHT}.0, 0.0));
157
+ let seeded = ${read('wind_seeded')} != 0u;
158
+ let wind = water_wind_low_pass(${read('wind')}, seeded, sample, dt);
159
+ if (!seeded || dt > 0.0) { ${waves.marshalling_method_write_field('wind')}(&scene_database, row, wind); }
160
+ if (!seeded) { ${waves.marshalling_method_write_field('wind_seeded')}(&scene_database, row, 1u); }
161
+ let local = water_wind_local(wind, global, scale);
162
+ let speed = length(local);
163
+ var direction = vec2<f32>(0.0);
164
+ if (speed > 0.0) { direction = local / speed; }
165
+
166
+ // weights, when the wind left the deadband about the one they were derived for, or the fetch along its direction
167
+ // changed; none without wind
168
+ let reference = ${read('derived_for')};
169
+ let leaves = water_wind_speed_leaves(reference.x, speed) || (speed > 0.0 && water_wind_direction_leaves(reference.zw, direction));
170
+ let derived_speed = select(reference.x, speed, leaves);
171
+ let derived_direction = select(reference.zw, direction, leaves);
172
+ let fetch = water_waves_fetch(box, scale, derived_direction, ${read('upwind_fetch')});
148
173
  var weights: array<f32, WATER_SPECTRUM_BANDS>;
149
- if (any(${read('derived_for')} != vec2<f32>(wind.z, fetch))) {
150
- let derived = water_waves_derive(wind.z, fetch);
174
+ if (leaves || fetch != reference.y) {
175
+ let derived = water_waves_derive(derived_speed, fetch);
151
176
  weights = derived.weights;
152
177
  ${waves.marshalling_method_write_field('weights')}(&scene_database, row, weights);
153
178
  ${waves.marshalling_method_write_field('slope_variance')}(&scene_database, row, derived.slope_variance);
154
- ${waves.marshalling_method_write_field('derived_for')}(&scene_database, row, vec2<f32>(wind.z, fetch));
155
- } else if (wind.z > 0.0) {
179
+ ${waves.marshalling_method_write_field('derived_for')}(&scene_database, row, vec4<f32>(derived_speed, fetch, derived_direction));
180
+ } else if (derived_speed > 0.0) {
156
181
  weights = ${read('weights')};
157
182
  }
158
183
 
@@ -171,7 +196,7 @@ fn main(@builtin(workgroup_id) group: vec3u, @builtin(local_invocation_index) la
171
196
  for (var j = 0u; j < queued; j++) { particles += WATER_RING_BOUND * clamp(impulses[j].z, 1e-3, 16.0); }
172
197
  }
173
198
  var ambient = vec2<f32>(0.0);
174
- if (wind.z > 0.0) { ambient = water_cull_ambient(weights, ${read('wind_blend')}); }
199
+ if (derived_speed > 0.0) { ambient = water_cull_ambient(weights, ${read('wind_blend')}); }
175
200
  vertical = 2.0 * ambient.x + particles;
176
201
  horizontal = 2.0 * ambient.y + particles;
177
202
  }
@@ -183,7 +208,7 @@ fn main(@builtin(workgroup_id) group: vec3u, @builtin(local_invocation_index) la
183
208
  let is_visible = aabb3_intersects_frustum(aabb3_project(array_to_aabb3(grown), global), camera.frustum);
184
209
  let is_active = is_visible || ${read('simulate_hidden')} != 0u;
185
210
 
186
- if (is_visible && wind.z > 0.0) {
211
+ if (is_visible && derived_speed > 0.0) {
187
212
  // the bands this body can draw: waves longer than 8 of the finest cells it can be drawn with
188
213
  let rest = aabb3_project(array_to_aabb3(box), global);
189
214
  let eye = camera.view_matrix_inverse[3].xyz;
@@ -196,8 +221,7 @@ fn main(@builtin(workgroup_id) group: vec3u, @builtin(local_invocation_index) la
196
221
  if (mask != 0u) { atomicOr(&band_requests.needed, mask); }
197
222
  }
198
223
  if (is_active) {
199
- let turn = water_wind_turn(WaterWindTurn(${read('wind_from')}, ${read('wind_to')}, ${read('wind_blend')}),
200
- direction, select(0.0, cull.dt, cull.stepping != 0u));
224
+ let turn = water_wind_turn(WaterWindTurn(${read('wind_from')}, ${read('wind_to')}, ${read('wind_blend')}), direction, dt);
201
225
  ${waves.marshalling_method_write_field('wind_from')}(&scene_database, row, turn.previous);
202
226
  ${waves.marshalling_method_write_field('wind_to')}(&scene_database, row, turn.current);
203
227
  ${waves.marshalling_method_write_field('wind_blend')}(&scene_database, row, turn.blend);
@@ -212,10 +236,10 @@ fn main(@builtin(workgroup_id) group: vec3u, @builtin(local_invocation_index) la
212
236
  activity[row] = select(0u, ${WaterActivity.Visible}u, is_visible) | select(0u, ${WaterActivity.Active}u, is_active);
213
237
  }
214
238
  `, [bodies.chunk_iterate(64, true), bodies.chunk_write, bodies.chunk_read_rw,
215
- ...['dirty', 'wave', 'node', 'geometry'].map(field => bodies.chunk_read_field(field, true)), ...['wind', 'upwind_fetch', 'weights', 'derived_for', 'wind_blend',
216
- 'impulses', 'impulse_count', 'simulate_hidden', 'wind_from', 'wind_to'].map(field => waves.chunk_read_field(field, true)),
217
- ...['weights', 'slope_variance', 'derived_for', 'wind_from', 'wind_to', 'wind_blend'].map(field => waves.wgsl_gen_write_field_code(field)),
218
- chunk_water_cull_bound, chunk_water_spectrum, chunk_water_waves_derive, chunk_water_lod, chunk_water_medium_derived,
239
+ ...['dirty', 'wave', 'node', 'geometry'].map(field => bodies.chunk_read_field(field, true)), ...['wind', 'wind_seeded', 'upwind_fetch', 'weights',
240
+ 'derived_for', 'wind_blend', 'impulses', 'impulse_count', 'simulate_hidden', 'wind_from', 'wind_to'].map(field => waves.chunk_read_field(field, true)),
241
+ ...['wind', 'wind_seeded', 'weights', 'slope_variance', 'derived_for', 'wind_from', 'wind_to', 'wind_blend'].map(field => waves.wgsl_gen_write_field_code(field)),
242
+ chunk_wind_field_sample, chunk_water_cull_bound, chunk_water_spectrum, chunk_water_waves_derive, chunk_water_lod, chunk_water_medium_derived,
219
243
  chunk_water_medium_scattering, chunk_scene_database_access_rw, chunk_folded_workgroup_index, chunk_aabb3_project,
220
244
  chunk_array_to_aabb3, chunk_aabb3_intersects_frustum, chunk_mat4_linear_determinant]) });
221
245