@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.
- package/build/bundle-worker-terrain.js +1 -1
- package/editor/particles/effect/ParticleReferenceSimulation.d.ts +11 -0
- package/editor/particles/effect/ParticleReferenceSimulation.d.ts.map +1 -1
- package/editor/particles/effect/ParticleReferenceSimulation.js +28 -0
- package/editor/view/particles/effect/ParticleGraphEditorView.d.ts.map +1 -1
- package/editor/view/particles/effect/ParticleGraphEditorView.js +2 -0
- package/package.json +1 -1
- package/src/core/color/xyz/m3_rgb_to_xyz_from_primaries.d.ts +11 -0
- package/src/core/color/xyz/m3_rgb_to_xyz_from_primaries.d.ts.map +1 -0
- package/src/core/color/xyz/m3_rgb_to_xyz_from_primaries.js +40 -0
- package/src/core/geom/3d/mat4/m4_decompose_rigid_array.d.ts +24 -0
- package/src/core/geom/3d/mat4/m4_decompose_rigid_array.d.ts.map +1 -0
- package/src/core/geom/3d/mat4/m4_decompose_rigid_array.js +80 -0
- package/src/core/geom/3d/shape/PosedShape3D.d.ts +10 -0
- package/src/core/geom/3d/shape/PosedShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/PosedShape3D.js +50 -11
- package/src/core/geom/3d/shape/TransformedShape3D.d.ts +37 -0
- package/src/core/geom/3d/shape/TransformedShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/TransformedShape3D.js +73 -49
- package/src/core/geom/3d/shape/UnionShape3D.d.ts +13 -0
- package/src/core/geom/3d/shape/UnionShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/UnionShape3D.js +17 -4
- package/src/core/geom/3d/shape/record/ShapeRecord.d.ts +65 -0
- package/src/core/geom/3d/shape/record/ShapeRecord.d.ts.map +1 -0
- package/src/core/geom/3d/shape/record/ShapeRecord.js +72 -0
- package/src/core/geom/3d/shape/record/ShapeRecordKind.d.ts +13 -0
- package/src/core/geom/3d/shape/record/ShapeRecordKind.d.ts.map +1 -0
- package/src/core/geom/3d/shape/record/ShapeRecordKind.js +39 -0
- package/src/core/geom/3d/shape/record/shape_record_local_bounds.d.ts +19 -0
- package/src/core/geom/3d/shape/record/shape_record_local_bounds.d.ts.map +1 -0
- package/src/core/geom/3d/shape/record/shape_record_local_bounds.js +61 -0
- package/src/core/geom/3d/shape/record/shape_record_pack.d.ts +88 -0
- package/src/core/geom/3d/shape/record/shape_record_pack.d.ts.map +1 -0
- package/src/core/geom/3d/shape/record/shape_record_pack.js +418 -0
- package/src/core/geom/3d/shape/record/shape_record_pack_bounding_box.d.ts +23 -0
- package/src/core/geom/3d/shape/record/shape_record_pack_bounding_box.d.ts.map +1 -0
- package/src/core/geom/3d/shape/record/shape_record_pack_bounding_box.js +69 -0
- package/src/core/geom/3d/shape/record/shape_record_signed_distance.d.ts +52 -0
- package/src/core/geom/3d/shape/record/shape_record_signed_distance.d.ts.map +1 -0
- package/src/core/geom/3d/shape/record/shape_record_signed_distance.js +135 -0
- package/src/core/geom/3d/shape/sdf/sdf3_plane.d.ts +7 -0
- package/src/core/geom/3d/shape/sdf/sdf3_plane.d.ts.map +1 -1
- package/src/core/geom/3d/shape/sdf/sdf3_plane.js +7 -0
- package/src/core/geom/3d/shape/util/compute_signed_distance_gradient_by_sampling.d.ts +3 -0
- package/src/core/geom/3d/shape/util/compute_signed_distance_gradient_by_sampling.d.ts.map +1 -1
- package/src/core/geom/3d/shape/util/compute_signed_distance_gradient_by_sampling.js +19 -13
- package/src/core/geom/clipmap/ClipmapWindowSet.d.ts +141 -0
- package/src/core/geom/clipmap/ClipmapWindowSet.d.ts.map +1 -0
- package/src/core/geom/clipmap/ClipmapWindowSet.js +301 -0
- package/src/core/geom/clipmap/clipmap_select_finest.d.ts +20 -0
- package/src/core/geom/clipmap/clipmap_select_finest.d.ts.map +1 -0
- package/src/core/geom/clipmap/clipmap_select_finest.js +53 -0
- package/src/core/geom/clipmap/quantize_hysteretic.d.ts +22 -0
- package/src/core/geom/clipmap/quantize_hysteretic.d.ts.map +1 -0
- package/src/core/geom/clipmap/quantize_hysteretic.js +33 -0
- package/src/core/geom/clipmap/window_scroll_regions.d.ts +25 -0
- package/src/core/geom/clipmap/window_scroll_regions.d.ts.map +1 -0
- package/src/core/geom/clipmap/window_scroll_regions.js +83 -0
- package/src/core/geom/vec3/v3_clamp_to_cone.d.ts +59 -0
- package/src/core/geom/vec3/v3_clamp_to_cone.d.ts.map +1 -0
- package/src/core/geom/vec3/v3_clamp_to_cone.js +197 -0
- package/src/core/math/falloff_quadratic.d.ts +13 -0
- package/src/core/math/falloff_quadratic.d.ts.map +1 -0
- package/src/core/math/falloff_quadratic.js +20 -0
- package/src/core/math/physics/fluid/vortex_swirl.d.ts +40 -0
- package/src/core/math/physics/fluid/vortex_swirl.d.ts.map +1 -0
- package/src/core/math/physics/fluid/vortex_swirl.js +91 -0
- package/src/core/math/physics/kinematics/rigid_velocity_at_point.d.ts +27 -0
- package/src/core/math/physics/kinematics/rigid_velocity_at_point.d.ts.map +1 -0
- package/src/core/math/physics/kinematics/rigid_velocity_at_point.js +40 -0
- package/src/engine/EngineHarness.d.ts.map +1 -1
- package/src/engine/EngineHarness.js +6 -0
- package/src/engine/ecs/EntityComponentDataset.d.ts +48 -4
- package/src/engine/ecs/EntityComponentDataset.d.ts.map +1 -1
- package/src/engine/ecs/EntityComponentDataset.js +120 -11
- package/src/engine/ecs/fow/FogOfWarVisibilityPredicate.d.ts.map +1 -1
- package/src/engine/ecs/fow/FogOfWarVisibilityPredicate.js +1 -3
- package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
- package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +2 -0
- package/src/engine/ecs/terrain/util/obtainTerrain.d.ts.map +1 -1
- package/src/engine/ecs/terrain/util/obtainTerrain.js +5 -0
- package/src/engine/graphics/ecs/water/WaterWaves.d.ts +8 -21
- package/src/engine/graphics/ecs/water/WaterWaves.d.ts.map +1 -1
- package/src/engine/graphics/ecs/water/WaterWaves.js +8 -31
- package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts +4 -0
- package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts.map +1 -1
- package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.js +5 -5
- package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.d.ts +9 -0
- package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.d.ts.map +1 -0
- package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.js +19 -0
- package/src/engine/graphics/texture/3d/scs3d_sample_linear3.d.ts +21 -0
- package/src/engine/graphics/texture/3d/scs3d_sample_linear3.d.ts.map +1 -1
- package/src/engine/graphics/texture/3d/scs3d_sample_linear3.js +78 -0
- package/src/engine/graphics3/GPUFluidSystem.d.ts +266 -0
- package/src/engine/graphics3/GPUFluidSystem.d.ts.map +1 -0
- package/src/engine/graphics3/GPUFluidSystem.js +1613 -0
- package/src/engine/graphics3/ParticipatingMedia.d.ts +6 -0
- package/src/engine/graphics3/ParticipatingMedia.d.ts.map +1 -1
- package/src/engine/graphics3/ParticipatingMedia.js +6 -0
- package/src/engine/graphics3/ParticipatingMediaSystem.d.ts +32 -22
- package/src/engine/graphics3/ParticipatingMediaSystem.d.ts.map +1 -1
- package/src/engine/graphics3/ParticipatingMediaSystem.js +218 -70
- package/src/engine/graphics3/WaterSystem.d.ts +9 -2
- package/src/engine/graphics3/WaterSystem.d.ts.map +1 -1
- package/src/engine/graphics3/WaterSystem.js +53 -15
- package/src/engine/physics/cloth/MEASUREMENTS.md +39 -0
- package/src/engine/physics/cloth/PLAN.md +21 -2
- package/src/engine/physics/cloth/collider/ClothColliderKind.d.ts.map +1 -1
- package/src/engine/physics/cloth/collider/ClothColliderKind.js +14 -7
- package/src/engine/physics/cloth/collider/ClothColliderRecord.d.ts +19 -5
- package/src/engine/physics/cloth/collider/ClothColliderRecord.d.ts.map +1 -1
- package/src/engine/physics/cloth/collider/ClothColliderRecord.js +28 -5
- package/src/engine/physics/cloth/collider/cloth_collider_pack.d.ts +3 -2
- package/src/engine/physics/cloth/collider/cloth_collider_pack.d.ts.map +1 -1
- package/src/engine/physics/cloth/collider/cloth_collider_pack.js +26 -108
- package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts +6 -5
- package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts.map +1 -1
- package/src/engine/physics/cloth/collider/cloth_collider_sdf.js +18 -28
- package/src/engine/physics/cloth/ecs/ClothInstance.d.ts +6 -9
- package/src/engine/physics/cloth/ecs/ClothInstance.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/ClothInstance.js +6 -9
- package/src/engine/physics/cloth/ecs/ClothSystem.d.ts +3 -2
- package/src/engine/physics/cloth/ecs/ClothSystem.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/ClothSystem.js +3 -2
- package/src/engine/physics/cloth/ecs/ClothWorld.d.ts +38 -28
- package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/ClothWorld.js +136 -28
- package/src/engine/physics/cloth/playground/README.md +8 -4
- package/src/engine/physics/cloth/playground/wind.html +4 -4
- package/src/engine/physics/cloth/playground/wind_build.d.ts +3 -2
- package/src/engine/physics/cloth/playground/wind_build.d.ts.map +1 -1
- package/src/engine/physics/cloth/playground/wind_build.js +4 -3
- package/src/engine/physics/cloth/playground/wind_main.js +58 -19
- package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts +36 -35
- package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts.map +1 -1
- package/src/engine/physics/cloth/wind/AbstractClothWind.js +36 -35
- package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts +46 -25
- package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts.map +1 -1
- package/src/engine/physics/cloth/wind/ClothFluidWind.js +70 -30
- package/src/engine/physics/cloth/wind/ClothGPUFluidWind.d.ts +96 -0
- package/src/engine/physics/cloth/wind/ClothGPUFluidWind.d.ts.map +1 -0
- package/src/engine/physics/cloth/wind/ClothGPUFluidWind.js +441 -0
- package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts +9 -7
- package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts.map +1 -1
- package/src/engine/physics/cloth/wind/cloth_sample_air.js +9 -7
- package/src/engine/physics/ecs/ColliderObserverSystem.d.ts +1 -1
- package/src/engine/physics/ecs/PhysicsSystem.d.ts +1 -1
- package/src/engine/physics/fluid/FluidAtmosphere.d.ts +80 -0
- package/src/engine/physics/fluid/FluidAtmosphere.d.ts.map +1 -0
- package/src/engine/physics/fluid/FluidAtmosphere.js +78 -0
- package/src/engine/physics/fluid/FluidField.d.ts +14 -2
- package/src/engine/physics/fluid/FluidField.d.ts.map +1 -1
- package/src/engine/physics/fluid/FluidField.js +26 -6
- package/src/engine/physics/fluid/FluidSimulator.d.ts +5 -1
- package/src/engine/physics/fluid/FluidSimulator.d.ts.map +1 -1
- package/src/engine/physics/fluid/FluidSimulator.js +13 -2
- package/src/engine/physics/fluid/GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md +1382 -0
- package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.d.ts +10 -4
- package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.js +13 -4
- package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.d.ts +47 -0
- package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.d.ts.map +1 -0
- package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.js +72 -0
- package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.d.ts +67 -0
- package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.d.ts.map +1 -0
- package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.js +307 -0
- package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +6 -6
- package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/FluidSystem.d.ts +24 -13
- package/src/engine/physics/fluid/ecs/FluidSystem.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/FluidSystem.js +79 -15
- package/src/engine/physics/fluid/ecs/FluidWorkerCore.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/FluidWorkerCore.js +17 -5
- package/src/engine/physics/fluid/ecs/GPUFluidComponent.d.ts +82 -0
- package/src/engine/physics/fluid/ecs/GPUFluidComponent.d.ts.map +1 -0
- package/src/engine/physics/fluid/ecs/GPUFluidComponent.js +124 -0
- package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.d.ts +30 -0
- package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.d.ts.map +1 -0
- package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.js +51 -0
- package/src/engine/physics/fluid/ecs/WorkerFluidSystem.d.ts +19 -10
- package/src/engine/physics/fluid/ecs/WorkerFluidSystem.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/WorkerFluidSystem.js +64 -14
- package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.d.ts +4 -1
- package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.js +9 -1
- package/src/engine/physics/fluid/ecs/fluid_reanchor_field.d.ts +1 -0
- package/src/engine/physics/fluid/ecs/fluid_reanchor_field.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/fluid_reanchor_field.js +9 -7
- package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.d.ts +5 -3
- package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.js +5 -3
- package/src/engine/physics/fluid/ecs/fluid_worker_protocol.d.ts +20 -2
- package/src/engine/physics/fluid/ecs/fluid_worker_protocol.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/fluid_worker_protocol.js +34 -6
- package/src/engine/physics/fluid/effector/AbstractFluidEffector.d.ts +46 -3
- package/src/engine/physics/fluid/effector/AbstractFluidEffector.d.ts.map +1 -1
- package/src/engine/physics/fluid/effector/AbstractFluidEffector.js +53 -3
- package/src/engine/physics/fluid/effector/GlobalFluidEffector.d.ts +73 -13
- package/src/engine/physics/fluid/effector/GlobalFluidEffector.d.ts.map +1 -1
- package/src/engine/physics/fluid/effector/GlobalFluidEffector.js +207 -88
- package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.d.ts +35 -0
- package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.d.ts.map +1 -0
- package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.js +72 -0
- package/src/engine/physics/fluid/effector/ImpulseFluidEffector.d.ts +34 -10
- package/src/engine/physics/fluid/effector/ImpulseFluidEffector.d.ts.map +1 -1
- package/src/engine/physics/fluid/effector/ImpulseFluidEffector.js +139 -150
- package/src/engine/physics/fluid/effector/ImpulseFluidEffectorSerializationAdapter.d.ts +26 -0
- package/src/engine/physics/fluid/effector/ImpulseFluidEffectorSerializationAdapter.d.ts.map +1 -0
- package/src/engine/physics/fluid/effector/ImpulseFluidEffectorSerializationAdapter.js +51 -0
- package/src/engine/physics/fluid/effector/VortexFluidEffector.d.ts +55 -0
- package/src/engine/physics/fluid/effector/VortexFluidEffector.d.ts.map +1 -0
- package/src/engine/physics/fluid/effector/VortexFluidEffector.js +255 -0
- package/src/engine/physics/fluid/effector/VortexFluidEffectorSerializationAdapter.d.ts +25 -0
- package/src/engine/physics/fluid/effector/VortexFluidEffectorSerializationAdapter.d.ts.map +1 -0
- package/src/engine/physics/fluid/effector/VortexFluidEffectorSerializationAdapter.js +52 -0
- package/src/engine/physics/fluid/effector/WakeFluidEffector.d.ts +22 -20
- package/src/engine/physics/fluid/effector/WakeFluidEffector.d.ts.map +1 -1
- package/src/engine/physics/fluid/effector/WakeFluidEffector.js +181 -185
- package/src/engine/physics/fluid/effector/WakeFluidEffectorSerializationAdapter.d.ts +31 -0
- package/src/engine/physics/fluid/effector/WakeFluidEffectorSerializationAdapter.d.ts.map +1 -0
- package/src/engine/physics/fluid/effector/WakeFluidEffectorSerializationAdapter.js +56 -0
- package/src/engine/physics/fluid/effector/record/FLUID_EFFECTOR_RECORD_STRUCT.d.ts +52 -0
- package/src/engine/physics/fluid/effector/record/FLUID_EFFECTOR_RECORD_STRUCT.d.ts.map +1 -0
- package/src/engine/physics/fluid/effector/record/FLUID_EFFECTOR_RECORD_STRUCT.js +68 -0
- package/src/engine/physics/fluid/effector/record/FluidEffectorRecordKind.d.ts +10 -0
- package/src/engine/physics/fluid/effector/record/FluidEffectorRecordKind.d.ts.map +1 -0
- package/src/engine/physics/fluid/effector/record/FluidEffectorRecordKind.js +31 -0
- package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_deposit.d.ts +25 -0
- package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_deposit.d.ts.map +1 -0
- package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_deposit.js +105 -0
- package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_resolve.d.ts +17 -0
- package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_resolve.d.ts.map +1 -0
- package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_resolve.js +47 -0
- package/src/engine/physics/fluid/effector/record/fluid_effector_record_create.d.ts +54 -0
- package/src/engine/physics/fluid/effector/record/fluid_effector_record_create.d.ts.map +1 -0
- package/src/engine/physics/fluid/effector/record/fluid_effector_record_create.js +34 -0
- package/src/engine/physics/fluid/effector/record/fluid_effector_record_deposit.d.ts +98 -0
- package/src/engine/physics/fluid/effector/record/fluid_effector_record_deposit.d.ts.map +1 -0
- package/src/engine/physics/fluid/effector/record/fluid_effector_record_deposit.js +409 -0
- package/src/engine/physics/fluid/effector/record/fluid_effector_record_resolve.d.ts +25 -0
- package/src/engine/physics/fluid/effector/record/fluid_effector_record_resolve.d.ts.map +1 -0
- package/src/engine/physics/fluid/effector/record/fluid_effector_record_resolve.js +78 -0
- package/src/engine/physics/fluid/effector/record/fluid_record_apply.d.ts +27 -0
- package/src/engine/physics/fluid/effector/record/fluid_record_apply.d.ts.map +1 -0
- package/src/engine/physics/fluid/effector/record/fluid_record_apply.js +151 -0
- package/src/engine/physics/fluid/fluid_apply_atmosphere.d.ts +42 -0
- package/src/engine/physics/fluid/fluid_apply_atmosphere.d.ts.map +1 -0
- package/src/engine/physics/fluid/fluid_apply_atmosphere.js +148 -0
- package/src/engine/physics/fluid/fluid_atmosphere_to_grid.d.ts +16 -0
- package/src/engine/physics/fluid/fluid_atmosphere_to_grid.d.ts.map +1 -0
- package/src/engine/physics/fluid/fluid_atmosphere_to_grid.js +47 -0
- package/src/engine/physics/fluid/obstacle/FLUID_OBSTACLE_RECORD_STRUCT.d.ts +32 -0
- package/src/engine/physics/fluid/obstacle/FLUID_OBSTACLE_RECORD_STRUCT.d.ts.map +1 -0
- package/src/engine/physics/fluid/obstacle/FLUID_OBSTACLE_RECORD_STRUCT.js +50 -0
- package/src/engine/physics/fluid/obstacle/chunk_fluid_obstacle_record.d.ts +24 -0
- package/src/engine/physics/fluid/obstacle/chunk_fluid_obstacle_record.d.ts.map +1 -0
- package/src/engine/physics/fluid/obstacle/chunk_fluid_obstacle_record.js +61 -0
- package/src/engine/physics/fluid/obstacle/fluid_obstacle_record_create.d.ts +58 -0
- package/src/engine/physics/fluid/obstacle/fluid_obstacle_record_create.d.ts.map +1 -0
- package/src/engine/physics/fluid/obstacle/fluid_obstacle_record_create.js +35 -0
- package/src/engine/physics/fluid/obstacle/fluid_obstacle_record_evaluate.d.ts +34 -0
- package/src/engine/physics/fluid/obstacle/fluid_obstacle_record_evaluate.d.ts.map +1 -0
- package/src/engine/physics/fluid/obstacle/fluid_obstacle_record_evaluate.js +90 -0
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- package/src/shade/renderer/volumetrics/gi/chunk_volumetrics_froxel_centre_ws.d.ts.map +1 -1
- package/src/shade/renderer/volumetrics/gi/chunk_volumetrics_froxel_centre_ws.js +5 -0
- package/src/shade/renderer/volumetrics/gi/chunk_volumetrics_gi.d.ts +7 -9
- package/src/shade/renderer/volumetrics/gi/chunk_volumetrics_gi.d.ts.map +1 -1
- package/src/shade/renderer/volumetrics/gi/chunk_volumetrics_gi.js +11 -9
- package/src/shade/renderer/volumetrics/gi/chunk_volumetrics_gi_sample.d.ts +35 -0
- package/src/shade/renderer/volumetrics/gi/chunk_volumetrics_gi_sample.d.ts.map +1 -0
- package/src/shade/renderer/volumetrics/gi/chunk_volumetrics_gi_sample.js +105 -0
- package/src/shade/renderer/volumetrics/gi/graph_build_froxel_gi.d.ts +15 -9
- package/src/shade/renderer/volumetrics/gi/graph_build_froxel_gi.d.ts.map +1 -1
- package/src/shade/renderer/volumetrics/gi/graph_build_froxel_gi.js +26 -36
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi.d.ts +10 -0
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi.d.ts.map +1 -0
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi.js +51 -0
- package/src/shade/renderer/volumetrics/gi/volumetrics_gi_resources.d.ts +11 -0
- package/src/shade/renderer/volumetrics/gi/volumetrics_gi_resources.d.ts.map +1 -1
- package/src/shade/renderer/volumetrics/gi/volumetrics_gi_resources.js +19 -6
- package/src/shade/renderer/volumetrics/graph_build_froxel_irradiance.d.ts +9 -5
- package/src/shade/renderer/volumetrics/graph_build_froxel_irradiance.d.ts.map +1 -1
- package/src/shade/renderer/volumetrics/graph_build_froxel_irradiance.js +11 -5
- package/src/shade/renderer/volumetrics/graph_build_volumetrics.d.ts.map +1 -1
- package/src/shade/renderer/volumetrics/graph_build_volumetrics.js +25 -12
- package/src/shade/renderer/volumetrics/noise/PARTICIPATING_MEDIA_NOISE.d.ts +35 -0
- package/src/shade/renderer/volumetrics/noise/PARTICIPATING_MEDIA_NOISE.d.ts.map +1 -1
- package/src/shade/renderer/volumetrics/noise/PARTICIPATING_MEDIA_NOISE.js +37 -0
- package/src/shade/renderer/volumetrics/noise/bake_volumetrics_noise_tile.d.ts +2 -1
- package/src/shade/renderer/volumetrics/noise/bake_volumetrics_noise_tile.d.ts.map +1 -1
- package/src/shade/renderer/volumetrics/noise/bake_volumetrics_noise_tile.js +8 -3
- package/src/shade/renderer/volumetrics/noise/chunk_participating_media_noise.d.ts +45 -13
- package/src/shade/renderer/volumetrics/noise/chunk_participating_media_noise.d.ts.map +1 -1
- package/src/shade/renderer/volumetrics/noise/chunk_participating_media_noise.js +50 -69
- package/src/shade/renderer/volumetrics/noise/chunk_participating_media_noise_carried.d.ts +14 -0
- package/src/shade/renderer/volumetrics/noise/chunk_participating_media_noise_carried.d.ts.map +1 -0
- package/src/shade/renderer/volumetrics/noise/chunk_participating_media_noise_carried.js +76 -0
- package/src/shade/renderer/volumetrics/noise/chunk_participating_media_noise_scrolled.d.ts +14 -0
- package/src/shade/renderer/volumetrics/noise/chunk_participating_media_noise_scrolled.d.ts.map +1 -0
- package/src/shade/renderer/volumetrics/noise/chunk_participating_media_noise_scrolled.js +38 -0
- package/src/shade/renderer/volumetrics/noise/chunk_participating_media_noise_tap.d.ts +21 -0
- package/src/shade/renderer/volumetrics/noise/chunk_participating_media_noise_tap.d.ts.map +1 -0
- package/src/shade/renderer/volumetrics/noise/chunk_participating_media_noise_tap.js +74 -0
- package/src/shade/renderer/volumetrics/shader_volumetrics_build_irradiance.d.ts +6 -0
- package/src/shade/renderer/volumetrics/shader_volumetrics_build_irradiance.d.ts.map +1 -1
- package/src/shade/renderer/volumetrics/shader_volumetrics_build_irradiance.js +11 -2
- package/src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.d.ts +7 -0
- package/src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.d.ts.map +1 -1
- package/src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.js +14 -4
- package/src/shade/renderer/volumetrics/shader_volumetrics_build_participating_media.d.ts.map +1 -1
- package/src/shade/renderer/volumetrics/shader_volumetrics_build_participating_media.js +17 -3
- package/src/shade/renderer/volumetrics/volumetrics_position_world_to_froxel_uvw.d.ts.map +1 -1
- package/src/shade/renderer/volumetrics/volumetrics_position_world_to_froxel_uvw.js +5 -0
- package/src/shade/renderer/water/GPUWaterRenderer.d.ts +1 -2
- package/src/shade/renderer/water/GPUWaterRenderer.d.ts.map +1 -1
- package/src/shade/renderer/water/GPUWaterRenderer.js +15 -24
- package/src/shade/renderer/water/chunk_water_gi.d.ts +10 -2
- package/src/shade/renderer/water/chunk_water_gi.d.ts.map +1 -1
- package/src/shade/renderer/water/chunk_water_gi.js +70 -56
- package/src/shade/renderer/water/optics/chunk_water_inscatter.d.ts +2 -2
- package/src/shade/renderer/water/optics/chunk_water_inscatter.d.ts.map +1 -1
- package/src/shade/renderer/water/optics/chunk_water_inscatter.js +5 -2
- package/src/shade/renderer/water/optics/chunk_water_receiver_downwelling.d.ts +1 -2
- package/src/shade/renderer/water/optics/chunk_water_receiver_downwelling.d.ts.map +1 -1
- package/src/shade/renderer/water/optics/chunk_water_receiver_downwelling.js +4 -2
- package/src/shade/renderer/water/shader_water.d.ts +9 -12
- package/src/shade/renderer/water/shader_water.d.ts.map +1 -1
- package/src/shade/renderer/water/shader_water.js +69 -47
- package/src/shade/renderer/water/surface/GPUWaterSurface.d.ts +4 -1
- package/src/shade/renderer/water/surface/GPUWaterSurface.d.ts.map +1 -1
- package/src/shade/renderer/water/surface/GPUWaterSurface.js +9 -3
- package/src/shade/renderer/water/surface/WATER_SURFACE_RESOURCES.d.ts +15 -0
- package/src/shade/renderer/water/surface/WATER_SURFACE_RESOURCES.d.ts.map +1 -0
- package/src/shade/renderer/water/surface/WATER_SURFACE_RESOURCES.js +27 -0
- package/src/shade/renderer/water/surface/WATER_WAVE_RECORD_STRUCT.d.ts +2 -1
- package/src/shade/renderer/water/surface/WATER_WAVE_RECORD_STRUCT.d.ts.map +1 -1
- package/src/shade/renderer/water/surface/WATER_WAVE_RECORD_STRUCT.js +18 -9
- package/src/shade/renderer/water/surface/chunk_water_surface_sample.d.ts +0 -3
- package/src/shade/renderer/water/surface/chunk_water_surface_sample.d.ts.map +1 -1
- package/src/shade/renderer/water/surface/chunk_water_surface_sample.js +15 -3
- package/src/shade/renderer/water/surface/particles/shader_water_particles.js +2 -2
- package/src/shade/renderer/water/surface/shader_water_cull.d.ts +9 -3
- package/src/shade/renderer/water/surface/shader_water_cull.d.ts.map +1 -1
- package/src/shade/renderer/water/surface/shader_water_cull.js +46 -22
- package/src/shade/renderer/water/surface/shader_water_waves_derive.d.ts +26 -1
- package/src/shade/renderer/water/surface/shader_water_waves_derive.d.ts.map +1 -1
- package/src/shade/renderer/water/surface/shader_water_waves_derive.js +73 -9
- package/src/shade/renderer/wind/GPUSceneWind.d.ts +127 -0
- package/src/shade/renderer/wind/GPUSceneWind.d.ts.map +1 -0
- package/src/shade/renderer/wind/GPUSceneWind.js +410 -0
- package/src/shade/renderer/wind/WIND_FIELD.d.ts +53 -0
- package/src/shade/renderer/wind/WIND_FIELD.d.ts.map +1 -0
- package/src/shade/renderer/wind/WIND_FIELD.js +60 -0
- package/src/shade/renderer/wind/WIND_FIELD_STRUCT.d.ts +36 -0
- package/src/shade/renderer/wind/WIND_FIELD_STRUCT.d.ts.map +1 -0
- package/src/shade/renderer/wind/WIND_FIELD_STRUCT.js +61 -0
- package/src/shade/renderer/wind/WIND_FIELD_UNIFORM.d.ts +17 -0
- package/src/shade/renderer/wind/WIND_FIELD_UNIFORM.d.ts.map +1 -0
- package/src/shade/renderer/wind/WIND_FIELD_UNIFORM.js +17 -0
- package/src/shade/renderer/wind/chunk_wind_field_sample.d.ts +20 -0
- package/src/shade/renderer/wind/chunk_wind_field_sample.d.ts.map +1 -0
- package/src/shade/renderer/wind/chunk_wind_field_sample.js +26 -0
- package/src/shade/renderer/wind/chunk_wind_field_sample_cascades.d.ts +40 -0
- package/src/shade/renderer/wind/chunk_wind_field_sample_cascades.d.ts.map +1 -0
- package/src/shade/renderer/wind/chunk_wind_field_sample_cascades.js +92 -0
- package/src/shade/renderer/wind/chunk_wind_field_sample_uniform.d.ts +12 -0
- package/src/shade/renderer/wind/chunk_wind_field_sample_uniform.d.ts.map +1 -0
- package/src/shade/renderer/wind/chunk_wind_field_sample_uniform.js +22 -0
- package/src/shade/renderer/wind/wind_field_add_resources.d.ts +15 -0
- package/src/shade/renderer/wind/wind_field_add_resources.d.ts.map +1 -0
- package/src/shade/renderer/wind/wind_field_add_resources.js +22 -0
- package/src/shade/wgsl/emulator/CPUBitmapData.d.ts +5 -2
- package/src/shade/wgsl/emulator/CPUBitmapData.d.ts.map +1 -1
- package/src/shade/wgsl/emulator/CPUBitmapData.js +5 -2
- package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.d.ts +5 -1
- package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.d.ts.map +1 -1
- package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.js +75 -22
- package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts.map +1 -1
- package/src/shade/wgsl/emulator/WGSLLanguageCore.js +90 -22
- package/src/engine/physics/cloth/wind/ClothAmbientWind.d.ts +0 -87
- package/src/engine/physics/cloth/wind/ClothAmbientWind.d.ts.map +0 -1
- package/src/engine/physics/cloth/wind/ClothAmbientWind.js +0 -185
- package/src/shade/renderer/geometry/sdf/chunk_sdf_slot_index_to_texture_offset.d.ts +0 -7
- package/src/shade/renderer/geometry/sdf/chunk_sdf_slot_index_to_texture_offset.d.ts.map +0 -1
- package/src/shade/renderer/geometry/sdf/chunk_sdf_slot_index_to_texture_offset.js +0 -25
- package/src/shade/renderer/global_illumination/clipmap/GPUClipMap3D.d.ts +0 -43
- package/src/shade/renderer/global_illumination/clipmap/GPUClipMap3D.d.ts.map +0 -1
- package/src/shade/renderer/global_illumination/clipmap/GPUClipMap3D.js +0 -207
- package/src/shade/renderer/global_illumination/clipmap/RadianceField.d.ts +0 -21
- package/src/shade/renderer/global_illumination/clipmap/RadianceField.d.ts.map +0 -1
- package/src/shade/renderer/global_illumination/clipmap/RadianceField.js +0 -40
- package/src/shade/renderer/global_illumination/clipmap/chunk_clip_cascade_wrap_coord.d.ts +0 -13
- package/src/shade/renderer/global_illumination/clipmap/chunk_clip_cascade_wrap_coord.d.ts.map +0 -1
- package/src/shade/renderer/global_illumination/clipmap/chunk_clip_cascade_wrap_coord.js +0 -47
- package/src/shade/renderer/global_illumination/clipmap/shader_update_clipmap_cascade.d.ts +0 -7
- package/src/shade/renderer/global_illumination/clipmap/shader_update_clipmap_cascade.d.ts.map +0 -1
- package/src/shade/renderer/global_illumination/clipmap/shader_update_clipmap_cascade.js +0 -115
- package/src/shade/renderer/light/cluster/LIGHT_CLUSTER_LOCAL_LIGHT_LIMIT.d.ts +0 -7
- package/src/shade/renderer/light/cluster/LIGHT_CLUSTER_LOCAL_LIGHT_LIMIT.d.ts.map +0 -1
- package/src/shade/renderer/light/cluster/LIGHT_CLUSTER_LOCAL_LIGHT_LIMIT.js +0 -6
- package/src/shade/renderer/light/cluster/chunk_cluster_keep_smallest.d.ts +0 -21
- package/src/shade/renderer/light/cluster/chunk_cluster_keep_smallest.d.ts.map +0 -1
- package/src/shade/renderer/light/cluster/chunk_cluster_keep_smallest.js +0 -47
- package/src/shade/renderer/postprocess/ssr/resolve/build_ssr_resolve_shader.d.ts +0 -21
- package/src/shade/renderer/postprocess/ssr/resolve/build_ssr_resolve_shader.d.ts.map +0 -1
- package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_Brick4.d.ts +0 -2
- package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_Brick4.d.ts.map +0 -1
- package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_Brick4.js +0 -24
- package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_IBL.d.ts +0 -2
- package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_IBL.d.ts.map +0 -1
- package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_IBL.js +0 -21
- package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_LPV.d.ts +0 -2
- package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_LPV.d.ts.map +0 -1
- package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_LPV.js +0 -34
- package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_brick4.d.ts +0 -3
- package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_brick4.d.ts.map +0 -1
- package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_ibl.d.ts +0 -7
- package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_ibl.d.ts.map +0 -1
- package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_ibl.js +0 -184
- package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_brick4.d.ts +0 -9
- package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_brick4.d.ts.map +0 -1
- package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_ibl.d.ts +0 -9
- package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_ibl.d.ts.map +0 -1
- package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_ibl.js +0 -111
- package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments_ibl.d.ts +0 -9
- package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments_ibl.d.ts.map +0 -1
- package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments_ibl.js +0 -111
- package/src/shade/renderer/shader/chunk/brdf/fresnel/chunk_F_Hauber.d.ts +0 -9
- package/src/shade/renderer/shader/chunk/brdf/fresnel/chunk_F_Hauber.d.ts.map +0 -1
- package/src/shade/renderer/shader/chunk/brdf/fresnel/chunk_F_Hauber.js +0 -22
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_brick4.d.ts +0 -10
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_brick4.d.ts.map +0 -1
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_brick4.js +0 -55
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_ibl.d.ts +0 -10
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_ibl.d.ts.map +0 -1
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_ibl.js +0 -47
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_lpv.d.ts +0 -10
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_lpv.d.ts.map +0 -1
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_lpv.js +0 -63
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import { LPV_SHADER_RESOURCE_GROUP } from "../../../global_illumination/probe/octahedral/LPV_SHADER_RESOURCE_GROUP.js";
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.addTexture("tEnvironment")
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.addTexture("lpv_atlas_depth", "float");
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resources,
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`
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fn ssr_sample_radiance(
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position_ws: vec3f, normal_ws: vec3f, view_direction_ws: vec3f, roughness: f32, coord: vec2u,
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});
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{"version":3,"file":"chunk_forward_shade_standard_fragment_brick4.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_brick4.js"],"names":[],"mappings":"AA6BA,qEAkKC;0BArKyB,oCAAoC"}
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{"version":3,"file":"chunk_forward_shade_standard_fragment_ibl.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_ibl.js"],"names":[],"mappings":"AA4BA;;;GAGG;AACH,kEAuJC;0BA9JyB,oCAAoC"}
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import { chunk_shade_standard_material_direct } from "../../deferred/chunk_shade_standard_material_direct.js";
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import { INDIRECT_LIGHT_INTENSITY } from "../../deferred/INDIRECT_LIGHT_INTENSITY.js";
|
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7
|
-
import { BSDF_ROUGHNESS_MINIMUM } from "../../light/environment/DEFINES.js";
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|
8
|
-
import { chunk_compute_specular_occlusion } from "../../shader/chunk/brdf/chunk_compute_specular_occlusion.js";
|
|
9
|
-
import { chunk_F_Hauber } from "../../shader/chunk/brdf/fresnel/chunk_F_Hauber.js";
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10
|
-
import { chunk_get_view_space_depth } from "../../shader/chunk/depth/chunk_get_view_space_depth.js";
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|
11
|
-
import { chunk_mat4_extract_position } from "../../shader/chunk/geometry/mat4/chunk_mat4_extract_position.js";
|
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12
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-
import {
|
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13
|
-
chunk_anti_alias_roughness_kaplanyan
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14
|
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} from "../../shader/chunk/geometry/normal/chunk_anti_alias_roughness_kaplanyan.js";
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15
|
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import {
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|
16
|
-
chunk_build_orthonormal_matrix_nt
|
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17
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} from "../../shader/chunk/geometry/normal/chunk_build_orthonormal_matrix_nt.js";
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18
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import {
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19
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chunk_compute_indirect_specular
|
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20
|
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} from "../../shader/chunk/material/chunk_compute_indirect_specular.js";
|
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|
-
import {
|
|
22
|
-
chunk_dielectric_specular_color
|
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23
|
-
} from "../../shader/chunk/material/chunk_dielectric_specular_color.js";
|
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24
|
-
import { GEOMETRIC_SHADING_INFO_STRUCT } from "../../shader/chunk/material/GEOMETRIC_SHADING_INFO_STRUCT.js";
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import { MATERIAL_SHADING_INFO_STRUCT } from "../../shader/chunk/material/MATERIAL_SHADING_INFO_STRUCT.js";
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26
|
-
import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
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import { FORWARD_VERTEX_SHADER_STRUCT } from "./FORWARD_VERTEX_SHADER_STRUCT.js";
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-
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/**
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* IBL variant of the forward shading fragment.
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|
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* Uses environment map sampling for indirect lighting instead of Brick4 probes.
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*/
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export const chunk_forward_shade_standard_fragment_ibl = CodeChunk.from(
|
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|
-
//language=WGSL
|
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35
|
-
`
|
|
36
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fn forward_shade_standard_fragment(
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vert: ${FORWARD_VERTEX_SHADER_STRUCT.wgsl_ref},
|
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38
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front_facing: bool,
|
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39
|
-
) -> vec4f {
|
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40
|
-
let world_tangent_frame = build_orthonormal_matrix_nt(vert.normal, vert.tangent);
|
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41
|
-
|
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42
|
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let t_normal = decode_tangent_normal(textureSample(texture_normal, texture_normal_sampler, vert.uv));
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43
|
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var world_shading_normal:vec3<f32> = normalize( world_tangent_frame * t_normal );
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44
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-
|
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45
|
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// flip the normal when looking at the surface's back. The raw front_facing cannot say:
|
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46
|
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// a back-sided material emits its winding reversed on purpose, so its "front" faces
|
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47
|
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// are the surface's back.
|
|
48
|
-
if(!material_fragment_faces_front(front_facing, material_info.draw_side)) {
|
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49
|
-
world_shading_normal = -world_shading_normal;
|
|
50
|
-
}
|
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51
|
-
|
|
52
|
-
let position_ws = vert.position_ws;
|
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53
|
-
|
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54
|
-
let view_position = mat4_extract_position(camera.transform);
|
|
55
|
-
let view_direction = normalize(view_position - position_ws);
|
|
56
|
-
|
|
57
|
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let geometry = ${GEOMETRIC_SHADING_INFO_STRUCT.make({
|
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58
|
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shading_normal: 'world_shading_normal',
|
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59
|
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geometric_normal: 'world_shading_normal',
|
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60
|
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position: 'position_ws',
|
|
61
|
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view_direction: 'view_direction',
|
|
62
|
-
})};
|
|
63
|
-
|
|
64
|
-
let t_pbr = textureSample(texture_orm, texture_orm_sampler, vert.uv);
|
|
65
|
-
let t_diffuse = textureSample(texture_diffuse, texture_diffuse_sampler, vert.uv);
|
|
66
|
-
let t_emissive = textureSample(texture_emissive, texture_emissive_sampler, vert.uv);
|
|
67
|
-
|
|
68
|
-
// the vertex stage hands on the vertex's own colour; the material's is applied here
|
|
69
|
-
var diffuse = t_diffuse.rgb * vert.color * material_info.albedo_color.rgb;
|
|
70
|
-
|
|
71
|
-
// undo premultiplication (alpha is premultiplied in the texture)
|
|
72
|
-
diffuse /= max( t_diffuse.a, 1e-7);// prevent division by zero
|
|
73
|
-
|
|
74
|
-
let f_occlusion = t_pbr.r;
|
|
75
|
-
let f_metalness = t_pbr.b * material_info.metallic_factor;
|
|
76
|
-
let f_roughness = t_pbr.g * material_info.roughness_factor;
|
|
77
|
-
let f_transmission = material_info.transmission_factor;
|
|
78
|
-
let f_ior = material_info.ior_factor;
|
|
79
|
-
|
|
80
|
-
let filtered_roughness = anti_alias_roughness_kaplanyan(f_roughness, world_shading_normal, world_tangent_frame[0], world_tangent_frame[1]);
|
|
81
|
-
let material_roughness = max(filtered_roughness, ${BSDF_ROUGHNESS_MINIMUM});
|
|
82
|
-
|
|
83
|
-
// MaterialX/OpenPBR substrate weight.
|
|
84
|
-
let albedo = diffuse * (1.0 - f_metalness) * (1.0 - f_transmission);
|
|
85
|
-
let emissive = t_emissive.rgb * material_info.emissive_factor;
|
|
86
|
-
|
|
87
|
-
let surface_alpha = t_diffuse.a * material_info.albedo_color.a;
|
|
88
|
-
|
|
89
|
-
// IOR-aware F0 (default ior=1.5 collapses to the legacy F0=0.04).
|
|
90
|
-
let specularF0 = dielectric_specular_color(f_ior, f_metalness, diffuse);
|
|
91
|
-
// the two F0s it blends, apart for multiple-scattering compensation
|
|
92
|
-
let specularF0_dielectric = dielectric_specular_color(f_ior, 0.0, diffuse);
|
|
93
|
-
|
|
94
|
-
// Glass coverage: blend toward view-angle Fresnel as transmission_factor
|
|
95
|
-
// approaches 1. No per-channel transmission tint in the material today;
|
|
96
|
-
// for tinted/dark glass use the legacy alpha-blend authoring path
|
|
97
|
-
// (transparency_mode = Transparent, diffuse_color.a < 1).
|
|
98
|
-
let NoV_alpha = saturate( dot(world_shading_normal, view_direction) );
|
|
99
|
-
let F_view = F_Hauber(specularF0, 1.0, NoV_alpha);
|
|
100
|
-
let F_scalar = max(F_view.r, max(F_view.g, F_view.b));
|
|
101
|
-
let opacity = mix(surface_alpha, F_scalar, f_transmission);
|
|
102
|
-
|
|
103
|
-
let material = ${MATERIAL_SHADING_INFO_STRUCT.make({
|
|
104
|
-
diffuse: 'albedo',
|
|
105
|
-
roughness: 'material_roughness',
|
|
106
|
-
specularF0: 'specularF0',
|
|
107
|
-
specularF0_dielectric: 'specularF0_dielectric',
|
|
108
|
-
specularF0_metal: 'diffuse',
|
|
109
|
-
specularF90: '1.0',
|
|
110
|
-
emissive: 'emissive',
|
|
111
|
-
occlusion:'f_occlusion',
|
|
112
|
-
opacity:'opacity',
|
|
113
|
-
})};
|
|
114
|
-
|
|
115
|
-
let view_depth = get_view_space_depth(vert.position.z, camera);
|
|
116
|
-
|
|
117
|
-
var color = shade_standard_material_direct(
|
|
118
|
-
material,
|
|
119
|
-
geometry,
|
|
120
|
-
vert.position.xy,
|
|
121
|
-
view_depth
|
|
122
|
-
);
|
|
123
|
-
|
|
124
|
-
// do indirect (IBL path - environment map sampling)
|
|
125
|
-
{
|
|
126
|
-
const INDIRECT_INTENSITY = ${INDIRECT_LIGHT_INTENSITY};
|
|
127
|
-
|
|
128
|
-
let radiance = get_ibl_radiance(
|
|
129
|
-
geometry.view_direction,
|
|
130
|
-
geometry.shading_normal,
|
|
131
|
-
material.roughness,
|
|
132
|
-
);
|
|
133
|
-
|
|
134
|
-
let irradiance = get_ibl_irradiance(geometry.shading_normal);
|
|
135
|
-
|
|
136
|
-
let indirect = compute_indirect_specular(
|
|
137
|
-
radiance,
|
|
138
|
-
irradiance,
|
|
139
|
-
geometry.shading_normal,
|
|
140
|
-
geometry.view_direction,
|
|
141
|
-
material.diffuse,
|
|
142
|
-
material.specularF0,
|
|
143
|
-
material.specularF0_dielectric,
|
|
144
|
-
material.specularF0_metal,
|
|
145
|
-
material.specularF90,
|
|
146
|
-
material.roughness,
|
|
147
|
-
);
|
|
148
|
-
|
|
149
|
-
// apply AO
|
|
150
|
-
let indirect_diffuse = indirect[0] * material.occlusion;
|
|
151
|
-
let NoV = saturate( dot(geometry.shading_normal, geometry.view_direction) );
|
|
152
|
-
// NOTE: deferred uses compute_specular_occlusion_bn (bent-normal cone-cone overlap), but
|
|
153
|
-
// forward paths only have a per-material AO scalar — no bent-normal texture per material
|
|
154
|
-
// (and none planned). The NoV/AO scalar approximation remains the right call here.
|
|
155
|
-
let specular_occlusion = compute_specular_occlusion( NoV, material.occlusion, material.roughness );
|
|
156
|
-
let indirect_specular = indirect[1] * specular_occlusion;
|
|
157
|
-
|
|
158
|
-
let indirect_total = INDIRECT_INTENSITY * ( indirect_diffuse + indirect_specular );
|
|
159
|
-
|
|
160
|
-
color += indirect_total;
|
|
161
|
-
}
|
|
162
|
-
|
|
163
|
-
|
|
164
|
-
return vec4(color, material.opacity);
|
|
165
|
-
}
|
|
166
|
-
`, [
|
|
167
|
-
FORWARD_VERTEX_SHADER_STRUCT.declaration_chunk,
|
|
168
|
-
GEOMETRIC_SHADING_INFO_STRUCT.declaration_chunk,
|
|
169
|
-
MATERIAL_SHADING_INFO_STRUCT.declaration_chunk,
|
|
170
|
-
chunk_mat4_extract_position,
|
|
171
|
-
chunk_dielectric_specular_color,
|
|
172
|
-
chunk_F_Hauber,
|
|
173
|
-
chunk_build_orthonormal_matrix_nt,
|
|
174
|
-
chunk_decode_tangent_normal,
|
|
175
|
-
chunk_anti_alias_roughness_kaplanyan,
|
|
176
|
-
chunk_shade_standard_material_direct,
|
|
177
|
-
chunk_get_view_space_depth,
|
|
178
|
-
chunk_compute_indirect_specular,
|
|
179
|
-
chunk_get_ibl_radiance,
|
|
180
|
-
chunk_get_ibl_irradiance,
|
|
181
|
-
chunk_compute_specular_occlusion,
|
|
182
|
-
chunk_material_draw_side,
|
|
183
|
-
]
|
|
184
|
-
)
|
|
@@ -1,9 +0,0 @@
|
|
|
1
|
-
/**
|
|
2
|
-
* AVBOIT draw, Brick4 (sparse volumetric lightmap) indirect lighting. See `avboit_draw_fragment_body.js`.
|
|
3
|
-
* One pipeline per template that can be drawn forward.
|
|
4
|
-
*
|
|
5
|
-
* @type {TemplatePassDescriptor}
|
|
6
|
-
*/
|
|
7
|
-
export const shader_avboit_draw_brick4: TemplatePassDescriptor;
|
|
8
|
-
import { TemplatePassDescriptor } from "../../TemplatePassDescriptor.js";
|
|
9
|
-
//# sourceMappingURL=shader_avboit_draw_brick4.d.ts.map
|
|
@@ -1 +0,0 @@
|
|
|
1
|
-
{"version":3,"file":"shader_avboit_draw_brick4.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_brick4.js"],"names":[],"mappings":"AAkEA;;;;;GAKG;AACH,wCAFU,sBAAsB,CAmC7B;uCAjFoC,iCAAiC"}
|
|
@@ -1,9 +0,0 @@
|
|
|
1
|
-
/**
|
|
2
|
-
* AVBOIT draw, image-based indirect lighting. See `avboit_draw_fragment_body.js`.
|
|
3
|
-
* One pipeline per template that can be drawn forward.
|
|
4
|
-
*
|
|
5
|
-
* @type {TemplatePassDescriptor}
|
|
6
|
-
*/
|
|
7
|
-
export const shader_avboit_draw_ibl: TemplatePassDescriptor;
|
|
8
|
-
import { TemplatePassDescriptor } from "../../TemplatePassDescriptor.js";
|
|
9
|
-
//# sourceMappingURL=shader_avboit_draw_ibl.d.ts.map
|
|
@@ -1 +0,0 @@
|
|
|
1
|
-
{"version":3,"file":"shader_avboit_draw_ibl.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_ibl.js"],"names":[],"mappings":"AA6DA;;;;;GAKG;AACH,qCAFU,sBAAsB,CAmC7B;uCA/EoC,iCAAiC"}
|
|
@@ -1,111 +0,0 @@
|
|
|
1
|
-
import { GPUShaderStage } from "../../../../descriptor/GPUShaderStage.js";
|
|
2
|
-
import { RenderPipelineDescriptor } from "../../../../descriptor/pipeline/render/RenderPipelineDescriptor.js";
|
|
3
|
-
import { CAMERA_UNIFORM_STRUCT } from "../../../camera/CAMERA_UNIFORM_STRUCT.js";
|
|
4
|
-
import { SHADING_LIGHT_RESOURCE_GROUP } from "../../../deferred/SHADING_LIGHT_RESOURCE_GROUP.js";
|
|
5
|
-
import { DEPTH_BACKGROUND_VALUE } from "../../../depth/DEPTH_BACKGROUND_VALUE.js";
|
|
6
|
-
import { STANDARD_MATERIAL_TEMPLATE } from "../../../material/standard/STANDARD_MATERIAL_TEMPLATE.js";
|
|
7
|
-
import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
|
|
8
|
-
import { RenderPassColorAttachmentDescriptor } from "../../../shader/pass/RenderPassColorAttachmentDescriptor.js";
|
|
9
|
-
import { ShaderResourceGroupDescriptor } from "../../../shader/resource/ShaderResourceGroupDescriptor.js";
|
|
10
|
-
import { ShaderDescriptor } from "../../../shader/ShaderDescriptor.js";
|
|
11
|
-
import { SAMPLER_LINEAR_UPSCALE } from "../../../texture/SAMPLER_LINEAR_UPSCALE.js";
|
|
12
|
-
import { VIEW_UNIFORM_STRUCT } from "../../../view/VIEW_UNIFORM_STRUCT.js";
|
|
13
|
-
import { VOLUMETRICS_METADATA_STRUCT } from "../../../volumetrics/VOLUMETRICS_METADATA_STRUCT.js";
|
|
14
|
-
import { chunk_forward_shade_standard_fragment_ibl } from "../../forward/chunk_forward_shade_standard_fragment_ibl.js";
|
|
15
|
-
import {
|
|
16
|
-
FORWARD_LIGHT_LAYOUT,
|
|
17
|
-
forward_fragment_resources,
|
|
18
|
-
forward_pipeline_layout,
|
|
19
|
-
forward_vertex_resources
|
|
20
|
-
} from "../../forward/forward_template_pipeline.js";
|
|
21
|
-
import { vertex_shader_chunk } from "../../forward/vertex_shader_chunk.js";
|
|
22
|
-
import { TemplatePassDescriptor } from "../../TemplatePassDescriptor.js";
|
|
23
|
-
import { rasterization_primitive_state } from "../rasterization_primitive_state.js";
|
|
24
|
-
import { AVBOIT_WARP_STRUCT } from "./AVBOIT_WARP_STRUCT.js";
|
|
25
|
-
import {
|
|
26
|
-
AVBOIT_DRAW_FRAGMENT_BODY,
|
|
27
|
-
AVBOIT_DRAW_FRAGMENT_DEPENDENCIES,
|
|
28
|
-
AVBOIT_DRAW_TARGETS
|
|
29
|
-
} from "./avboit_draw_fragment_body.js";
|
|
30
|
-
|
|
31
|
-
// Order is load-bearing: the orchestrator's view bind group lists its entries in this sequence.
|
|
32
|
-
const view_group = new ShaderResourceGroupDescriptor();
|
|
33
|
-
|
|
34
|
-
view_group
|
|
35
|
-
.addUniform("camera", CAMERA_UNIFORM_STRUCT)
|
|
36
|
-
.addUniform("view", VIEW_UNIFORM_STRUCT)
|
|
37
|
-
.addStorageBuffer("warp", AVBOIT_WARP_STRUCT)
|
|
38
|
-
// sampled through sLinear below: linear, clamped on every axis, which is what the integral needs
|
|
39
|
-
.addTexture("tIntegral", "float", "3d")
|
|
40
|
-
.addTexture("tSplitSum", "float")
|
|
41
|
-
.addSampler("sLinear", "filtering", SAMPLER_LINEAR_UPSCALE)
|
|
42
|
-
// volumetrics (composited inline)
|
|
43
|
-
.addUniform("volumetrics_metadata", VOLUMETRICS_METADATA_STRUCT)
|
|
44
|
-
.addTexture("tVolumetrics", "float", "3d")
|
|
45
|
-
.addTexture("tSTBN_vec3", "float", "3d")
|
|
46
|
-
|
|
47
|
-
const pass_groups = [view_group, SHADING_LIGHT_RESOURCE_GROUP];
|
|
48
|
-
|
|
49
|
-
// the view group keeps the visibility the orchestrator builds its bind group for, as the vertex stage
|
|
50
|
-
// reads the camera from it; the lights are the fragment stage's alone
|
|
51
|
-
const pass_layouts = [
|
|
52
|
-
view_group.generateBindGroupLayoutDescriptor(GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT),
|
|
53
|
-
FORWARD_LIGHT_LAYOUT,
|
|
54
|
-
];
|
|
55
|
-
|
|
56
|
-
const shader_vertex = ShaderDescriptor.from({
|
|
57
|
-
label: 'AVBOIT IBL / vertex shader',
|
|
58
|
-
body: vertex_shader_chunk,
|
|
59
|
-
resources: forward_vertex_resources([view_group]),
|
|
60
|
-
});
|
|
61
|
-
|
|
62
|
-
/**
|
|
63
|
-
* AVBOIT draw, image-based indirect lighting. See `avboit_draw_fragment_body.js`.
|
|
64
|
-
* One pipeline per template that can be drawn forward.
|
|
65
|
-
*
|
|
66
|
-
* @type {TemplatePassDescriptor}
|
|
67
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export const shader_avboit_draw_ibl = new TemplatePassDescriptor("AVBOIT IBL / draw", (template, switches) => {
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chunk_forward_shade_standard_fragment_ibl,
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depthStencil: {
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*/
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shader_avboit_draw_ibl.depthStencilAttachment.depthClearValue = DEPTH_BACKGROUND_VALUE;
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/**
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* MBOIT resolve, one pipeline per template that can be drawn forward. See
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*
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*/
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export const shader_oit_resolve_moments_ibl: TemplatePassDescriptor;
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import { TemplatePassDescriptor } from "../../TemplatePassDescriptor.js";
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//# sourceMappingURL=shader_oit_resolve_moments_ibl.d.ts.map
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{"version":3,"file":"shader_oit_resolve_moments_ibl.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments_ibl.js"],"names":[],"mappings":"AA2DA;;;;;GAKG;AACH,6CAFU,sBAAsB,CAmC7B;uCAhFoC,iCAAiC"}
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import { GPUShaderStage } from "../../../../descriptor/GPUShaderStage.js";
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import { SHADING_LIGHT_RESOURCE_GROUP } from "../../../deferred/SHADING_LIGHT_RESOURCE_GROUP.js";
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import { DEPTH_BACKGROUND_VALUE } from "../../../depth/DEPTH_BACKGROUND_VALUE.js";
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import { STANDARD_MATERIAL_TEMPLATE } from "../../../material/standard/STANDARD_MATERIAL_TEMPLATE.js";
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import { VOLUMETRICS_METADATA_STRUCT } from "../../../volumetrics/VOLUMETRICS_METADATA_STRUCT.js";
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import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
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import {
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OIT_RESOLVE_FRAGMENT_BODY,
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OIT_RESOLVE_FRAGMENT_DEPENDENCIES,
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OIT_RESOLVE_TARGETS
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} from "./oit_resolve_fragment_body.js";
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import { RenderPassColorAttachmentDescriptor } from "../../../shader/pass/RenderPassColorAttachmentDescriptor.js";
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import { ShaderResourceGroupDescriptor } from "../../../shader/resource/ShaderResourceGroupDescriptor.js";
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import { ShaderDescriptor } from "../../../shader/ShaderDescriptor.js";
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import { SAMPLER_LINEAR_UPSCALE } from "../../../texture/SAMPLER_LINEAR_UPSCALE.js";
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import { VIEW_UNIFORM_STRUCT } from "../../../view/VIEW_UNIFORM_STRUCT.js";
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import { TemplatePassDescriptor } from "../../TemplatePassDescriptor.js";
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import { rasterization_primitive_state } from "../rasterization_primitive_state.js";
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import { chunk_forward_shade_standard_fragment_ibl } from "../../forward/chunk_forward_shade_standard_fragment_ibl.js";
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import {
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FORWARD_LIGHT_LAYOUT,
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forward_fragment_resources,
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forward_pipeline_layout,
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forward_vertex_resources
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} from "../../forward/forward_template_pipeline.js";
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import { vertex_shader_chunk } from "../../forward/vertex_shader_chunk.js";
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const view_group = new ShaderResourceGroupDescriptor();
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view_group
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.addUniform("camera", CAMERA_UNIFORM_STRUCT)
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.addUniform("view", VIEW_UNIFORM_STRUCT)
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.addTexture('moments', 'unfilterable-float')
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.addTexture('optical_depth', 'unfilterable-float')
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.addTexture("tSplitSum", "float")
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.addSampler("sLinear","filtering", SAMPLER_LINEAR_UPSCALE)
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// volumetrics (composited inline below)
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.addUniform("volumetrics_metadata", VOLUMETRICS_METADATA_STRUCT)
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.addTexture("tVolumetrics", "float", "3d")
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.addTexture("tSTBN_vec3", "float", "3d")
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const pass_groups = [view_group, SHADING_LIGHT_RESOURCE_GROUP];
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// reads the camera from it; the lights are the fragment stage's alone
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const pass_layouts = [
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view_group.generateBindGroupLayoutDescriptor(GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT),
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FORWARD_LIGHT_LAYOUT,
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];
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const shader_vertex = ShaderDescriptor.from({
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label: 'OIT IBL / vertex shader',
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body: vertex_shader_chunk,
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resources: forward_vertex_resources([view_group]),
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});
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|
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/**
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* MBOIT resolve, one pipeline per template that can be drawn forward. See
|
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* `oit_resolve_fragment_body.js`, which holds the body both resolve passes run.
|
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*
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* @type {TemplatePassDescriptor}
|
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*/
|
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export const shader_oit_resolve_moments_ibl = new TemplatePassDescriptor("OIT IBL / resolve moments", (template, switches) => {
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const shader_fragment = ShaderDescriptor.from({
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label: "OIT IBL / resolve moments",
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resources: forward_fragment_resources(template, pass_groups),
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body: CodeChunk.from(OIT_RESOLVE_FRAGMENT_BODY, [
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...OIT_RESOLVE_FRAGMENT_DEPENDENCIES,
|
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chunk_forward_shade_standard_fragment_ibl,
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])
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}).variant(switches);
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return RenderPipelineDescriptor.from({
|
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// the variant's, which names the switch values it was built for
|
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label: shader_fragment.label,
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layout: forward_pipeline_layout(template, pass_layouts),
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vertex: {
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module: {
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code: shader_vertex.source
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}
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},
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fragment: {
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module: {
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code: shader_fragment.source
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},
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targets: OIT_RESOLVE_TARGETS,
|
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},
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depthStencil: {
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|
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// reversed Z
|
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93
|
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depthCompare: "greater",
|
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|
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format: "depth32float",
|
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|
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depthWriteEnabled: false
|
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|
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},
|
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primitive: rasterization_primitive_state,
|
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|
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});
|
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|
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});
|
|
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|
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|
|
101
|
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// the standard template's, for what reads one pipeline: its groups 1 and up are every template's
|
|
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|
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shader_oit_resolve_moments_ibl.pipeline = shader_oit_resolve_moments_ibl.template_pipeline_descriptor(STANDARD_MATERIAL_TEMPLATE);
|
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|
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shader_oit_resolve_moments_ibl.colorAttachments = [
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RenderPassColorAttachmentDescriptor.from({
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|
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clearValue: [0, 0, 0, 0],
|
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|
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})
|
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|
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];
|
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|
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/**
|
|
109
|
-
* Clear depth to 0 for reverse Z technique
|
|
110
|
-
*/
|
|
111
|
-
shader_oit_resolve_moments_ibl.depthStencilAttachment.depthClearValue = DEPTH_BACKGROUND_VALUE;
|
|
@@ -1,9 +0,0 @@
|
|
|
1
|
-
/**
|
|
2
|
-
* Better Fresnel approximation than Schlick (~30% lower MSE).
|
|
3
|
-
* Exhibits characteristic "dip" and has a closer fit to Fresnel.
|
|
4
|
-
* @see https://www.photometric.io/blog/improving-schlicks-approximation/
|
|
5
|
-
* @type {CodeChunk}
|
|
6
|
-
*/
|
|
7
|
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export const chunk_F_Hauber: CodeChunk;
|
|
8
|
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import { CodeChunk } from "../../../compiler/CodeChunk.js";
|
|
9
|
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//# sourceMappingURL=chunk_F_Hauber.d.ts.map
|
|
@@ -1 +0,0 @@
|
|
|
1
|
-
{"version":3,"file":"chunk_F_Hauber.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/brdf/fresnel/chunk_F_Hauber.js"],"names":[],"mappings":"AAEA;;;;;GAKG;AACH,6BAFU,SAAS,CAelB;0BArByB,gCAAgC"}
|
|
@@ -1,22 +0,0 @@
|
|
|
1
|
-
import { CodeChunk } from "../../../compiler/CodeChunk.js";
|
|
2
|
-
|
|
3
|
-
/**
|
|
4
|
-
* Better Fresnel approximation than Schlick (~30% lower MSE).
|
|
5
|
-
* Exhibits characteristic "dip" and has a closer fit to Fresnel.
|
|
6
|
-
* @see https://www.photometric.io/blog/improving-schlicks-approximation/
|
|
7
|
-
* @type {CodeChunk}
|
|
8
|
-
*/
|
|
9
|
-
export const chunk_F_Hauber = CodeChunk.from(
|
|
10
|
-
//language=WGSL
|
|
11
|
-
`
|
|
12
|
-
fn F_Hauber( f0: vec3<f32>, f90: f32, VoH: f32 ) -> vec3<f32> {
|
|
13
|
-
let x = 1.0 - VoH;
|
|
14
|
-
let x2 = x * x;
|
|
15
|
-
let x4 = x2 * x2; // (1-VoH)^4 using just 2 multiplies
|
|
16
|
-
|
|
17
|
-
let k = vec3(f90 - VoH);
|
|
18
|
-
|
|
19
|
-
return mix( f0, k, x4 );
|
|
20
|
-
}
|
|
21
|
-
`
|
|
22
|
-
)
|
|
@@ -1,10 +0,0 @@
|
|
|
1
|
-
/**
|
|
2
|
-
* Froxel GI under `ShadeIndirectLightingMode.Brick4`: the sparse volumetric lightmap's probes,
|
|
3
|
-
* interpolated at each froxel's centre and truncated from SH3 to SH2. See `chunk_volumetrics_gi` for
|
|
4
|
-
* what a GI module is.
|
|
5
|
-
*
|
|
6
|
-
* @type {ComputeShader}
|
|
7
|
-
*/
|
|
8
|
-
export const shader_volumetrics_gi_brick4: ComputeShader;
|
|
9
|
-
import { ComputeShader } from "../../shader/ComputeShader.js";
|
|
10
|
-
//# sourceMappingURL=shader_volumetrics_gi_brick4.d.ts.map
|
|
@@ -1 +0,0 @@
|
|
|
1
|
-
{"version":3,"file":"shader_volumetrics_gi_brick4.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_brick4.js"],"names":[],"mappings":"AA2CA;;;;;;GAMG;AACH,2CAFU,aAAa,CAMpB;8BAnD2B,+BAA+B"}
|
|
@@ -1,55 +0,0 @@
|
|
|
1
|
-
import { BRICK4_DATA_STRUCT } from "../../global_illumination/brick4/gpu/BRICK4_DATA_STRUCT.js";
|
|
2
|
-
import { chunk_brick4_sample_sh } from "../../global_illumination/brick4/gpu/draw/chunk_brick4_sample_sh.js";
|
|
3
|
-
import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
|
|
4
|
-
import { ComputeShader } from "../../shader/ComputeShader.js";
|
|
5
|
-
import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
|
|
6
|
-
import { chunk_volumetrics_gi } from "./chunk_volumetrics_gi.js";
|
|
7
|
-
import { chunk_volumetrics_froxel_centre_ws } from "./chunk_volumetrics_froxel_centre_ws.js";
|
|
8
|
-
import { VOLUMETRICS_GI_WORKGROUP_RESOLUTION, volumetrics_gi_resource_group } from "./volumetrics_gi_resources.js";
|
|
9
|
-
|
|
10
|
-
const resources = new ShaderResourceSetDescriptor();
|
|
11
|
-
|
|
12
|
-
resources.addGroup(
|
|
13
|
-
volumetrics_gi_resource_group()
|
|
14
|
-
.addStorageBuffer("brick4", BRICK4_DATA_STRUCT)
|
|
15
|
-
);
|
|
16
|
-
|
|
17
|
-
const body = CodeChunk.from(
|
|
18
|
-
//language=WGSL
|
|
19
|
-
`
|
|
20
|
-
@compute @workgroup_size(${VOLUMETRICS_GI_WORKGROUP_RESOLUTION.join(", ")})
|
|
21
|
-
fn main(@builtin(global_invocation_id) voxel: vec3<u32>) {
|
|
22
|
-
let resolution = textureDimensions(tGIY);
|
|
23
|
-
|
|
24
|
-
if (any(voxel >= resolution)) {
|
|
25
|
-
return;
|
|
26
|
-
}
|
|
27
|
-
|
|
28
|
-
let position = volumetrics_froxel_centre_ws(voxel, resolution);
|
|
29
|
-
|
|
30
|
-
// A froxel has no surface. The normal only masks probes behind one, and a zero normal weighs
|
|
31
|
-
// every probe of the brick the same (brick4_probe_compute_weight_by_normal), which is the
|
|
32
|
-
// interpolation a point in open space wants.
|
|
33
|
-
let sh = brick4_sample_sh(position, vec3<f32>(0.0));
|
|
34
|
-
|
|
35
|
-
// SH3 to SH2: the first four coefficients are the same two bands, in the same order
|
|
36
|
-
volumetrics_gi_store(voxel, array<vec3<f32>, 4>(sh[0], sh[1], sh[2], sh[3]));
|
|
37
|
-
}
|
|
38
|
-
`, [
|
|
39
|
-
chunk_volumetrics_gi,
|
|
40
|
-
chunk_volumetrics_froxel_centre_ws,
|
|
41
|
-
chunk_brick4_sample_sh,
|
|
42
|
-
]);
|
|
43
|
-
|
|
44
|
-
/**
|
|
45
|
-
* Froxel GI under `ShadeIndirectLightingMode.Brick4`: the sparse volumetric lightmap's probes,
|
|
46
|
-
* interpolated at each froxel's centre and truncated from SH3 to SH2. See `chunk_volumetrics_gi` for
|
|
47
|
-
* what a GI module is.
|
|
48
|
-
*
|
|
49
|
-
* @type {ComputeShader}
|
|
50
|
-
*/
|
|
51
|
-
export const shader_volumetrics_gi_brick4 = ComputeShader.from({
|
|
52
|
-
label: "Volumetrics / GI Brick4",
|
|
53
|
-
resources,
|
|
54
|
-
body,
|
|
55
|
-
});
|
|
@@ -1,10 +0,0 @@
|
|
|
1
|
-
/**
|
|
2
|
-
* Froxel GI under `ShadeIndirectLightingMode.IBL`: the environment, as
|
|
3
|
-
* `GPULightCollection.environment_sh` holds it (`shader_project_environment_sh`), at every froxel.
|
|
4
|
-
* See `chunk_volumetrics_gi` for what a GI module is.
|
|
5
|
-
*
|
|
6
|
-
* @type {ComputeShader}
|
|
7
|
-
*/
|
|
8
|
-
export const shader_volumetrics_gi_ibl: ComputeShader;
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9
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import { ComputeShader } from "../../shader/ComputeShader.js";
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10
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//# sourceMappingURL=shader_volumetrics_gi_ibl.d.ts.map
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@@ -1 +0,0 @@
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1
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{"version":3,"file":"shader_volumetrics_gi_ibl.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_ibl.js"],"names":[],"mappings":"AAmCA;;;;;;GAMG;AACH,wCAFU,aAAa,CAMpB;8BA5C2B,+BAA+B"}
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