@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 { chunk_shade_standard_material_direct } from "../../deferred/chunk_shade_standard_material_direct.js";
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chunk_brick4_sample_forward_indirect
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MATERIAL_INFO_RESOURCE,
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* Forward shading of a standard material: the clustered direct lights, then the indirect light the
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point_budget: u32,
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geometric_normal: 'world_shading_normal',
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let surface_alpha = t_diffuse.a * material_info.albedo_color.a;
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// IOR-aware F0 (default ior=1.5
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//
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// collapsed metal F0 to zero — silently broken for any transparent metal).
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// IOR-aware F0 (default ior=1.5 collapses to the legacy F0=0.04), built from the
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// diffuse_color.a < 1).
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// approaches 1. No per-channel transmission tint in the material today;
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material,
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geometry,
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vert.position.xy,
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view_depth
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view_depth,
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point_budget,
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spot_budget,
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);
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// do indirect, from the renderer's indirect lighting mode
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{
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const INDIRECT_INTENSITY = ${INDIRECT_LIGHT_INTENSITY};
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var irradiance: vec3f;
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forward_sample_indirect(
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geometry.position,
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geometry.view_direction,
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geometry.shading_normal,
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-
geometry.shading_normal,
|
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material.roughness,
|
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157
|
&radiance,
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&irradiance,
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|
@@ -156,13 +172,13 @@ fn forward_shade_standard_fragment(
|
|
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172
|
);
|
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173
|
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|
// apply AO
|
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-
let indirect_diffuse = indirect[
|
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|
+
let indirect_diffuse = indirect[1] * material.occlusion;
|
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176
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let NoV = saturate( dot(geometry.shading_normal, geometry.view_direction) );
|
|
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|
// NOTE: deferred uses compute_specular_occlusion_bn (bent-normal cone-cone overlap), but
|
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178
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// forward paths only have a per-material AO scalar — no bent-normal texture per material
|
|
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179
|
// (and none planned). The NoV/AO scalar approximation remains the right call here.
|
|
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180
|
let specular_occlusion = compute_specular_occlusion( NoV, material.occlusion, material.roughness );
|
|
165
|
-
let indirect_specular = indirect[
|
|
181
|
+
let indirect_specular = indirect[0] * specular_occlusion;
|
|
166
182
|
|
|
167
183
|
let indirect_total = INDIRECT_INTENSITY * ( indirect_diffuse + indirect_specular );
|
|
168
184
|
|
|
@@ -178,15 +194,26 @@ fn forward_shade_standard_fragment(
|
|
|
178
194
|
MATERIAL_SHADING_INFO_STRUCT.declaration_chunk,
|
|
179
195
|
chunk_mat4_extract_position,
|
|
180
196
|
chunk_dielectric_specular_color,
|
|
181
|
-
|
|
197
|
+
chunk_F_Schlick,
|
|
182
198
|
chunk_build_orthonormal_matrix_nt,
|
|
183
199
|
chunk_decode_tangent_normal,
|
|
184
200
|
chunk_anti_alias_roughness_kaplanyan,
|
|
185
201
|
chunk_shade_standard_material_direct,
|
|
186
202
|
chunk_get_view_space_depth,
|
|
187
203
|
chunk_compute_indirect_specular,
|
|
188
|
-
|
|
204
|
+
chunk_forward_sample_indirect,
|
|
189
205
|
chunk_compute_specular_occlusion,
|
|
190
206
|
chunk_material_draw_side,
|
|
191
207
|
]
|
|
192
|
-
)
|
|
208
|
+
)
|
|
209
|
+
|
|
210
|
+
chunk_forward_shade_standard_fragment.requireResource(CAMERA_RESOURCE);
|
|
211
|
+
chunk_forward_shade_standard_fragment.requireResource(MATERIAL_INFO_RESOURCE);
|
|
212
|
+
chunk_forward_shade_standard_fragment.requireResource(MATERIAL_DIFFUSE_TEXTURE_RESOURCE);
|
|
213
|
+
chunk_forward_shade_standard_fragment.requireResource(MATERIAL_DIFFUSE_SAMPLER_RESOURCE);
|
|
214
|
+
chunk_forward_shade_standard_fragment.requireResource(MATERIAL_EMISSIVE_TEXTURE_RESOURCE);
|
|
215
|
+
chunk_forward_shade_standard_fragment.requireResource(MATERIAL_EMISSIVE_SAMPLER_RESOURCE);
|
|
216
|
+
chunk_forward_shade_standard_fragment.requireResource(MATERIAL_NORMAL_TEXTURE_RESOURCE);
|
|
217
|
+
chunk_forward_shade_standard_fragment.requireResource(MATERIAL_NORMAL_SAMPLER_RESOURCE);
|
|
218
|
+
chunk_forward_shade_standard_fragment.requireResource(MATERIAL_ORM_TEXTURE_RESOURCE);
|
|
219
|
+
chunk_forward_shade_standard_fragment.requireResource(MATERIAL_ORM_SAMPLER_RESOURCE);
|
|
@@ -36,8 +36,8 @@
|
|
|
36
36
|
export type AVBOITSideChannel = {
|
|
37
37
|
/**
|
|
38
38
|
* Optional optics preparation before occupancy; at most one producer per view. Inputs are
|
|
39
|
-
* immutable opaque resources; the light clusters, the shadow atlas
|
|
40
|
-
*
|
|
39
|
+
* immutable opaque resources; the light clusters, the shadow atlas and the shader switches (the
|
|
40
|
+
* indirect lighting mode among them) are the ones the transparent meshes are lit by. The returned background is read by the one shared resolve.
|
|
41
41
|
* Keep prepared state per graph/camera, not on an entity or in a global current-view slot.
|
|
42
42
|
*/
|
|
43
43
|
avboit_prepare?: (args: {
|
|
@@ -53,7 +53,6 @@ export type AVBOITSideChannel = {
|
|
|
53
53
|
light_cluster_lookup: number;
|
|
54
54
|
light_cluster_data: number;
|
|
55
55
|
shadowmap_atlas: number;
|
|
56
|
-
indirect_lighting_mode: import("../../../ShadeIndirectLightingMode.js").ShadeIndirectLightingMode;
|
|
57
56
|
shader_switches: import("../../../shader/compiler/ShaderSwitchSet.js").ShaderSwitchSet;
|
|
58
57
|
}) => {
|
|
59
58
|
background_color?: number;
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"AVBOITSideChannel.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/avboit/AVBOITSideChannel.js"],"names":[],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;qBAoCc,CAAC,IAAI,EAAE;QAAC,KAAK,EAAE,OAAO,iEAAiE,EAAE,UAAU,CAAC;QACjH,QAAc,EAAE,OAAO,iCAAiC,EAAE,cAAc,CAAC;QAAC,MAAM,EAAE,MAAM,CAAC;QACzF,aAAmB,EAAE,MAAM,CAAC;QAAC,aAAa,EAAE,MAAM,CAAC;QAAC,cAAc,EAAE,MAAM,CAAC;QAC3E,WAAiB,EAAE,MAAM,CAAC;QAAC,mBAAmB,EAAE,MAAM,CAAC;QACvD,wBAA8B,EAAE,MAAM,CAAC;QAAC,oBAAoB,EAAE,MAAM,CAAC;QAAC,kBAAkB,EAAE,MAAM,CAAC;QACjG,eAAqB,EAAE,MAAM,CAAC;QAC9B,
|
|
1
|
+
{"version":3,"file":"AVBOITSideChannel.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/avboit/AVBOITSideChannel.js"],"names":[],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;qBAoCc,CAAC,IAAI,EAAE;QAAC,KAAK,EAAE,OAAO,iEAAiE,EAAE,UAAU,CAAC;QACjH,QAAc,EAAE,OAAO,iCAAiC,EAAE,cAAc,CAAC;QAAC,MAAM,EAAE,MAAM,CAAC;QACzF,aAAmB,EAAE,MAAM,CAAC;QAAC,aAAa,EAAE,MAAM,CAAC;QAAC,cAAc,EAAE,MAAM,CAAC;QAC3E,WAAiB,EAAE,MAAM,CAAC;QAAC,mBAAmB,EAAE,MAAM,CAAC;QACvD,wBAA8B,EAAE,MAAM,CAAC;QAAC,oBAAoB,EAAE,MAAM,CAAC;QAAC,kBAAkB,EAAE,MAAM,CAAC;QACjG,eAAqB,EAAE,MAAM,CAAC;QAC9B,eAAqB,EAAE,OAAO,6CAA6C,EAAE,eAAe,CAAC;KAC1F,KAAK;QAAC,gBAAgB,CAAC,EAAE,MAAM,CAAA;KAAC;;;;;sBAKtB,CAAC,IAAI,EAAE;QACpB,KAAW,EAAE,OAAO,iEAAiE,EAAE,UAAU,CAAC;QAClG,MAAY,EAAE,MAAM,CAAC;QACrB,kBAAwB,EAAE,UAAU,MAAM,CAAC,CAAC;QAC5C,SAAe,EAAE,MAAM,CAAC;KACrB,KAAK,MAAM;;;;;;;;kBAED,CAAC,IAAI,EAAE;QACpB,KAAW,EAAE,OAAO,iEAAiE,EAAE,UAAU,CAAC;QAClG,MAAY,EAAE,MAAM,CAAC;QACrB,IAAU,EAAE,MAAM,CAAC;QACnB,aAAmB,EAAE,MAAM,CAAC;QAC5B,gBAAsB,EAAE,MAAM,EAAE,CAAC;QACjC,MAAY,EAAE;YAAC,UAAU,EAAE,MAAM,CAAC;YAAC,QAAQ,EAAE,MAAM,CAAC;YAAC,KAAK,EAAE,MAAM,CAAA;SAAC,CAAC;KACjE,KAAK;QAAC,UAAU,EAAE,MAAM,CAAC;QAAC,QAAQ,EAAE,MAAM,CAAC;QAAC,KAAK,EAAE,MAAM,CAAA;KAAC;;;;;;;;;;;;;;iBAKhD,CAAC,IAAI,EAAE;QACpB,KAAW,EAAE,OAAO,iEAAiE,EAAE,UAAU,CAAC;QAClG,QAAc,EAAE,OAAO,iCAAiC,EAAE,cAAc,CAAC;QACzE,MAAY,EAAE,MAAM,CAAC;QACrB,aAAmB,EAAE,MAAM,CAAC;QAC5B,IAAU,EAAE,MAAM,CAAC;QACnB,QAAc,EAAE,MAAM,CAAC;QACvB,eAAqB,EAAE,MAAM,CAAC;QAC9B,oBAA0B,EAAE,MAAM,CAAC;QACnC,sBAA4B,EAAE;YAAC,CAAC,EAAE,MAAM,CAAC;YAAC,IAAI,EAAE,MAAM,CAAA;SAAC,CAAC;QACxD,YAAkB,EAAE;YAAC,KAAK,EAAE,MAAM,CAAC;YAAC,IAAI,EAAE,MAAM,CAAC;YAAC,UAAU,EAAE,MAAM,CAAC;YAAC,QAAQ,EAAE,MAAM,CAAA;SAAC,CAAC;KACrF,KAAK;QAAC,KAAK,EAAE,MAAM,CAAC;QAAC,IAAI,EAAE,MAAM,CAAC;QAAC,UAAU,EAAE,MAAM,CAAC;QAAC,QAAQ,EAAE,MAAM,CAAA;KAAC;;;;;;sBAW9D,CAAC,IAAI,EAAE,OAAO,iCAAiC,EAAE,cAAc,KAAK,OAAO"}
|
|
@@ -40,12 +40,11 @@
|
|
|
40
40
|
* hzb_texture: number, environment_texture: number,
|
|
41
41
|
* light_cluster_parameters: number, light_cluster_lookup: number, light_cluster_data: number,
|
|
42
42
|
* shadowmap_atlas: number,
|
|
43
|
-
* indirect_lighting_mode: import("../../../ShadeIndirectLightingMode.js").ShadeIndirectLightingMode,
|
|
44
43
|
* shader_switches: import("../../../shader/compiler/ShaderSwitchSet.js").ShaderSwitchSet,
|
|
45
44
|
* }) => {background_color?: number}} [avboit_prepare]
|
|
46
45
|
* Optional optics preparation before occupancy; at most one producer per view. Inputs are
|
|
47
|
-
* immutable opaque resources; the light clusters, the shadow atlas
|
|
48
|
-
*
|
|
46
|
+
* immutable opaque resources; the light clusters, the shadow atlas and the shader switches (the
|
|
47
|
+
* indirect lighting mode among them) are the ones the transparent meshes are lit by. The returned background is read by the one shared resolve.
|
|
49
48
|
* Keep prepared state per graph/camera, not on an entity or in a global current-view slot.
|
|
50
49
|
* @property {(args: {
|
|
51
50
|
* graph: import("../../../../../engine/graphics/render/frame_graph/FrameGraph.js").FrameGraph,
|
|
@@ -1,8 +1,13 @@
|
|
|
1
1
|
/**
|
|
2
|
-
* The
|
|
3
|
-
*
|
|
4
|
-
*
|
|
5
|
-
|
|
2
|
+
* The most point lights, and separately spot lights, of a fragment's cluster cell the AVBOIT draw shades.
|
|
3
|
+
* Every transparent layer over a pixel pays it. Chosen, not derived. Past it the rest of that type's list in the cell goes unshaded: the highest ids, except within one 32-light window where the GPU's lane order decides (PROPOSAL_HIERARCHICAL, I.6).
|
|
4
|
+
* @type {number}
|
|
5
|
+
*/
|
|
6
|
+
export const AVBOIT_DRAW_LIGHT_BUDGET: number;
|
|
7
|
+
/**
|
|
8
|
+
* The fragment stage of the AVBOIT draw pass (`shader_avboit_draw`), which links it with
|
|
9
|
+
* `forward_shade_standard_fragment`; the indirect lighting mode is a shader switch inside that. Same
|
|
10
|
+
* arrangement as the MBOIT resolve, with the body held in one place.
|
|
6
11
|
*
|
|
7
12
|
* Per fragment (plan §3.8): full forward shading and the inline volumetric composite exactly as the
|
|
8
13
|
* MBOIT resolve does them, then the transmittance of everything in front from the integral texture,
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"avboit_draw_fragment_body.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/avboit/avboit_draw_fragment_body.js"],"names":[],"mappings":"AAWA
|
|
1
|
+
{"version":3,"file":"avboit_draw_fragment_body.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/avboit/avboit_draw_fragment_body.js"],"names":[],"mappings":"AAWA;;;;GAIG;AACH,uCAFU,MAAM,CAE2B;AAE3C;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA+BG;AACH,wCAFU,MAAM,CAoEV;AAEN;;;GAGG;AACH,gDAFU,WAAW,CAWnB;AAEF;;;GAGG;AACH,kCAFU,qBAAqB,CAiB3B"}
|
|
@@ -10,10 +10,16 @@ import { chunk_avboit_sample_transmittance } from "./chunk_avboit_sample_transmi
|
|
|
10
10
|
import { chunk_avboit_transmission_tint } from "./chunk_avboit_transmission_tint.js";
|
|
11
11
|
|
|
12
12
|
/**
|
|
13
|
-
* The
|
|
14
|
-
*
|
|
15
|
-
*
|
|
16
|
-
|
|
13
|
+
* The most point lights, and separately spot lights, of a fragment's cluster cell the AVBOIT draw shades.
|
|
14
|
+
* Every transparent layer over a pixel pays it. Chosen, not derived. Past it the rest of that type's list in the cell goes unshaded: the highest ids, except within one 32-light window where the GPU's lane order decides (PROPOSAL_HIERARCHICAL, I.6).
|
|
15
|
+
* @type {number}
|
|
16
|
+
*/
|
|
17
|
+
export const AVBOIT_DRAW_LIGHT_BUDGET = 32;
|
|
18
|
+
|
|
19
|
+
/**
|
|
20
|
+
* The fragment stage of the AVBOIT draw pass (`shader_avboit_draw`), which links it with
|
|
21
|
+
* `forward_shade_standard_fragment`; the indirect lighting mode is a shader switch inside that. Same
|
|
22
|
+
* arrangement as the MBOIT resolve, with the body held in one place.
|
|
17
23
|
*
|
|
18
24
|
* Per fragment (plan §3.8): full forward shading and the inline volumetric composite exactly as the
|
|
19
25
|
* MBOIT resolve does them, then the transmittance of everything in front from the integral texture,
|
|
@@ -78,7 +84,7 @@ fn main(
|
|
|
78
84
|
discard;
|
|
79
85
|
}
|
|
80
86
|
|
|
81
|
-
let shaded = forward_shade_standard_fragment(vert_adjusted, front_facing);
|
|
87
|
+
let shaded = forward_shade_standard_fragment(vert_adjusted, front_facing, ${AVBOIT_DRAW_LIGHT_BUDGET}u, ${AVBOIT_DRAW_LIGHT_BUDGET}u);
|
|
82
88
|
|
|
83
89
|
// composite volumetric fog between the camera and this fragment
|
|
84
90
|
let volumetrics = sample_volumetrics(frag_view_depth, frag_screen_uv, vert_adjusted.position.xy);
|
package/src/shade/renderer/rasterize/native/avboit/graph_rasterize_meshes_transparent_avboit.d.ts
CHANGED
|
@@ -104,11 +104,10 @@ export function graph_avboit_integrate({ graph, warp, extinction, overflow, voxe
|
|
|
104
104
|
* @param {number} volumetrics_lut
|
|
105
105
|
* @param {number} volumetrics_metadata
|
|
106
106
|
* @param {{color: number, norm: number, extinction: number}} [accumulators] existing targets to add to
|
|
107
|
-
* @param {ShadeIndirectLightingMode} indirect_lighting_mode
|
|
108
107
|
* @param {ShaderSwitchSet} shader_switches the renderer's; the draw's pipelines are built for them
|
|
109
108
|
* @returns {{color: number, norm: number, extinction: number}}
|
|
110
109
|
*/
|
|
111
|
-
export function graph_avboit_draw({ graph, view_ctx, material_count, materials, draw_commands, meshlets, depth_texture, warp, integral, primitive, light_cluster_parameters, light_cluster_lookup, light_cluster_data, shadowmap_atlas, volumetrics_lut, volumetrics_metadata, accumulators,
|
|
110
|
+
export function graph_avboit_draw({ graph, view_ctx, material_count, materials, draw_commands, meshlets, depth_texture, warp, integral, primitive, light_cluster_parameters, light_cluster_lookup, light_cluster_data, shadowmap_atlas, volumetrics_lut, volumetrics_metadata, accumulators, shader_switches, }: FrameGraph): {
|
|
112
111
|
color: number;
|
|
113
112
|
norm: number;
|
|
114
113
|
extinction: number;
|
|
@@ -159,15 +158,15 @@ export function avboit_create_accumulators(pass: FramePassBuilder, resolution: A
|
|
|
159
158
|
* @param {{Y: number, CoCg: number}} options.volumetrics_irradiance the froxel irradiance volume
|
|
160
159
|
* (`chunk_volumetrics_irradiance_sh`), for side channels that light their own fragments; the
|
|
161
160
|
* MBOIT orchestrator ignores it
|
|
162
|
-
* @param {ShadeIndirectLightingMode} options.indirect_lighting_mode
|
|
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161
|
* @param {ShaderSwitchSet} [options.shader_switches] the renderer's; every pipeline that lights a fragment is
|
|
164
|
-
* built for them, the side channels' included
|
|
162
|
+
* built for them, the side channels' included, and the set is all a pass needs to know of the
|
|
163
|
+
* indirect lighting mode
|
|
165
164
|
* @param {AVBOITSettings} [options.avboit] `Renderer.avboit`; the MBOIT orchestrator ignores it
|
|
166
165
|
* @param {import("./AVBOITSideChannel.js").AVBOITSideChannel[]} [options.side_channels] non-meshlet
|
|
167
166
|
* sources of transparent fragments; the MBOIT orchestrator ignores them
|
|
168
167
|
* @returns {number} resource ID of the composited color texture
|
|
169
168
|
*/
|
|
170
|
-
export function graph_rasterize_meshes_transparent_avboit({ graph, buckets, view_ctx, viewport, depth_texture, color_texture, normal_texture, hzb_texture, environment_texture, limits, light_cluster_parameters, light_cluster_lookup, light_cluster_data, shadowmap_atlas, volumetrics_lut, volumetrics_metadata, volumetrics_irradiance,
|
|
169
|
+
export function graph_rasterize_meshes_transparent_avboit({ graph, buckets, view_ctx, viewport, depth_texture, color_texture, normal_texture, hzb_texture, environment_texture, limits, light_cluster_parameters, light_cluster_lookup, light_cluster_data, shadowmap_atlas, volumetrics_lut, volumetrics_metadata, volumetrics_irradiance, shader_switches, avboit, side_channels, }: {
|
|
171
170
|
graph: FrameGraph;
|
|
172
171
|
buckets: number;
|
|
173
172
|
view_ctx: GPUViewContext;
|
|
@@ -185,12 +184,10 @@ export function graph_rasterize_meshes_transparent_avboit({ graph, buckets, view
|
|
|
185
184
|
Y: number;
|
|
186
185
|
CoCg: number;
|
|
187
186
|
};
|
|
188
|
-
indirect_lighting_mode: ShadeIndirectLightingMode;
|
|
189
187
|
shader_switches?: ShaderSwitchSet;
|
|
190
188
|
avboit?: AVBOITSettings;
|
|
191
189
|
side_channels?: import("./AVBOITSideChannel.js").AVBOITSideChannel[];
|
|
192
190
|
}): number;
|
|
193
191
|
import { AVBOITSettings } from "./AVBOITSettings.js";
|
|
194
|
-
import { ShadeIndirectLightingMode } from "../../../ShadeIndirectLightingMode.js";
|
|
195
192
|
import { ShaderSwitchSet } from "../../../shader/compiler/ShaderSwitchSet.js";
|
|
196
193
|
//# sourceMappingURL=graph_rasterize_meshes_transparent_avboit.d.ts.map
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"graph_rasterize_meshes_transparent_avboit.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/avboit/graph_rasterize_meshes_transparent_avboit.js"],"names":[],"mappings":"
|
|
1
|
+
{"version":3,"file":"graph_rasterize_meshes_transparent_avboit.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/avboit/graph_rasterize_meshes_transparent_avboit.js"],"names":[],"mappings":"AA2DA;;;;;GAKG;AACH,oDAHW,UAAU,MAAM,CAAC,GACf,MAAM,EAAE,CAOpB;AAED;;;;;;;;;;;;GAYG;AACH;IAT+B,KAAK;IACA,KAAK;IACd,MAAM,EAAtB,MAAM;IACqB,kBAAkB,EAA7C,UAAU,MAAM,CAAC;IACD,kBAAkB,EAAlC,MAAM;IACU,wBAAwB,EAAxC,MAAM;IACW,SAAS,GAA1B,MAAM;IACJ,MAAM,CA4DlB;AAED;;;;;;;;;;GAUG;AACH;IAP+B,KAAK;IACT,SAAS,EAAzB,MAAM;IACY,gBAAgB,EAAlC,MAAM,EAAE;IACmB,kBAAkB,EAA7C,UAAU,MAAM,CAAC;IACQ,MAAM,GAA/B,cAAc;IACZ,MAAM,CAuDlB;AAED;;;;;;;;;;;;;;;GAeG;AACH,6KAFa;IAAC,UAAU,EAAE,MAAM,CAAC;IAAC,QAAQ,EAAE,MAAM,CAAC;IAAC,KAAK,EAAE,MAAM,CAAA;CAAC,CAiJjE;AAED;;;;;;;;;;GAUG;AACH;IAP+B,KAAK;IACT,IAAI,EAApB,MAAM;IACU,UAAU,EAA1B,MAAM;IACU,QAAQ,EAAxB,MAAM;IACY,gBAAgB,EAAlC,MAAM,EAAE;IACN,MAAM,CAoClB;AAED;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,8TAFa;IAAC,KAAK,EAAE,MAAM,CAAC;IAAC,IAAI,EAAE,MAAM,CAAC;IAAC,UAAU,EAAE,MAAM,CAAA;CAAC,CAqM7D;AAED;;;;;;;;GAQG;AACH,+EAHW,UAAU,MAAM,CAAC,GACf;IAAC,KAAK,EAAE,MAAM,CAAC;IAAC,IAAI,EAAE,MAAM,CAAC;IAAC,UAAU,EAAE,MAAM,CAAC;IAAC,QAAQ,EAAE,MAAM,CAAA;CAAC,CAe/E;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAsCG;AACH;IAxB+B,KAAK;IACT,OAAO,EAAvB,MAAM;IACkB,QAAQ;IACd,QAAQ,EAA1B,MAAM,EAAE;IACQ,aAAa,EAA7B,MAAM;IACU,aAAa,EAA7B,MAAM;IACuB,MAAM;IACnB,wBAAwB,EAAxC,MAAM;IACU,oBAAoB,EAApC,MAAM;IACU,kBAAkB,EAAlC,MAAM;IACU,eAAe,EAA/B,MAAM;IACU,eAAe,EAA/B,MAAM;IACU,oBAAoB,EAApC,MAAM;IAC6B,sBAAsB,EAAzD;QAAC,CAAC,EAAE,MAAM,CAAC;QAAC,IAAI,EAAE,MAAM,CAAA;KAAC;IAGC,eAAe,GAAzC,eAAe;IAGU,MAAM,GAA/B,cAAc;IACiD,aAAa,GAA5E,OAAO,wBAAwB,EAAE,iBAAiB,EAAE;IAElD,MAAM,CAkTlB;+BAz8B8B,qBAAqB;gCAIpB,6CAA6C"}
|
package/src/shade/renderer/rasterize/native/avboit/graph_rasterize_meshes_transparent_avboit.js
CHANGED
|
@@ -6,7 +6,6 @@ import { BindGroupDescriptor } from "../../../binding/BindGroupDescriptor.js";
|
|
|
6
6
|
import { ShadeDrawMode } from "../../../material/ShadeDrawMode.js";
|
|
7
7
|
import { ShadeDrawSide } from "../../../material/ShadeDrawSide.js";
|
|
8
8
|
import { TransparencyMode } from "../../../material/TransparencyMode.js";
|
|
9
|
-
import { ShadeIndirectLightingMode } from "../../../ShadeIndirectLightingMode.js";
|
|
10
9
|
import { graph_compute_pass } from "../../../shader/graph/compute/graph_compute_pass.js";
|
|
11
10
|
import { graph_image_pass } from "../../../shader/graph/graph_image_pass.js";
|
|
12
11
|
import { graph_import_buffer } from "../../../shader/graph/graph_import_buffer.js";
|
|
@@ -39,8 +38,7 @@ import { avboit_build_depth_curve } from "./avboit_build_depth_curve.js";
|
|
|
39
38
|
import { AVBOITSettings } from "./AVBOITSettings.js";
|
|
40
39
|
import { AVBOIT_WARP_STRUCT } from "./AVBOIT_WARP_STRUCT.js";
|
|
41
40
|
import { AVBOIT_BUILD_WARP_SETTINGS_STRUCT, shader_avboit_build_warp } from "./shader_avboit_build_warp.js";
|
|
42
|
-
import {
|
|
43
|
-
import { shader_avboit_draw_ibl } from "./shader_avboit_draw_ibl.js";
|
|
41
|
+
import { AVBOIT_DRAW_VIEW_GROUP, shader_avboit_draw } from "./shader_avboit_draw.js";
|
|
44
42
|
import { ShaderSwitchSet } from "../../../shader/compiler/ShaderSwitchSet.js";
|
|
45
43
|
import { shader_avboit_integrate } from "./shader_avboit_integrate.js";
|
|
46
44
|
import { AVBOIT_OCCUPANCY_SETTINGS_STRUCT, shader_avboit_occupancy } from "./shader_avboit_occupancy.js";
|
|
@@ -439,7 +437,6 @@ export function graph_avboit_integrate({
|
|
|
439
437
|
* @param {number} volumetrics_lut
|
|
440
438
|
* @param {number} volumetrics_metadata
|
|
441
439
|
* @param {{color: number, norm: number, extinction: number}} [accumulators] existing targets to add to
|
|
442
|
-
* @param {ShadeIndirectLightingMode} indirect_lighting_mode
|
|
443
440
|
* @param {ShaderSwitchSet} shader_switches the renderer's; the draw's pipelines are built for them
|
|
444
441
|
* @returns {{color: number, norm: number, extinction: number}}
|
|
445
442
|
*/
|
|
@@ -461,7 +458,6 @@ export function graph_avboit_draw({
|
|
|
461
458
|
volumetrics_lut,
|
|
462
459
|
volumetrics_metadata,
|
|
463
460
|
accumulators,
|
|
464
|
-
indirect_lighting_mode = ShadeIndirectLightingMode.IBL,
|
|
465
461
|
shader_switches = ShaderSwitchSet.EMPTY,
|
|
466
462
|
}) {
|
|
467
463
|
|
|
@@ -538,10 +534,7 @@ export function graph_avboit_draw({
|
|
|
538
534
|
]
|
|
539
535
|
));
|
|
540
536
|
|
|
541
|
-
const
|
|
542
|
-
const render_pass_descriptor = (use_brick4
|
|
543
|
-
? shader_avboit_draw_brick4
|
|
544
|
-
: shader_avboit_draw_ibl).variant(data.shader_switches);
|
|
537
|
+
const render_pass_descriptor = shader_avboit_draw.variant(data.shader_switches);
|
|
545
538
|
|
|
546
539
|
const pass_encoder = encoder.beginRenderPass(render_pass_descriptor.toGPU({
|
|
547
540
|
colorTargets: [t_color, t_norm, t_extinction, t_emission],
|
|
@@ -563,38 +556,22 @@ export function graph_avboit_draw({
|
|
|
563
556
|
const t_split_sum_lut = graphics.textures.obtain(STATIC_GRAPHICS_ENGINE_ASSETS.split_sum);
|
|
564
557
|
const stbn_vec3 = graphics.textures.obtain(STATIC_GRAPHICS_ENGINE_ASSETS.stbn_vec3);
|
|
565
558
|
|
|
566
|
-
//
|
|
567
|
-
// Brick4 variant carries its lightmap buffer right after the integral texture.
|
|
568
|
-
const view_bind_entries = use_brick4
|
|
569
|
-
? [
|
|
570
|
-
{ buffer: view_ctx.camera.buffer.buffer },
|
|
571
|
-
{ buffer: view_ctx.uniform_buffer.buffer },
|
|
572
|
-
{ buffer: warp_buffer },
|
|
573
|
-
t_integral.obtainView(),
|
|
574
|
-
{ buffer: view_ctx.scene.volumetric_light_map.buffer },
|
|
575
|
-
t_split_sum_lut.obtainView(),
|
|
576
|
-
sampler_linear,
|
|
577
|
-
// volumetrics
|
|
578
|
-
{ buffer: volumetrics_metadata },
|
|
579
|
-
t_volumetrics_lut.obtainView(),
|
|
580
|
-
stbn_vec3.obtainView(),
|
|
581
|
-
]
|
|
582
|
-
: [
|
|
583
|
-
{ buffer: view_ctx.camera.buffer.buffer },
|
|
584
|
-
{ buffer: view_ctx.uniform_buffer.buffer },
|
|
585
|
-
{ buffer: warp_buffer },
|
|
586
|
-
t_integral.obtainView(),
|
|
587
|
-
t_split_sum_lut.obtainView(),
|
|
588
|
-
sampler_linear,
|
|
589
|
-
// volumetrics
|
|
590
|
-
{ buffer: volumetrics_metadata },
|
|
591
|
-
t_volumetrics_lut.obtainView(),
|
|
592
|
-
stbn_vec3.obtainView(),
|
|
593
|
-
];
|
|
594
|
-
|
|
559
|
+
// by name: every indirect lighting mode's resources, whichever the pipeline's variant reads
|
|
595
560
|
const view_bindings = bind_manager.obtain(BindGroupDescriptor.from(
|
|
596
561
|
render_pass_descriptor.pipeline_layout.bindGroupLayouts[RASTERIZATION_SHADER_BIND_GROUP_VIEW],
|
|
597
|
-
|
|
562
|
+
AVBOIT_DRAW_VIEW_GROUP.generateBindings({
|
|
563
|
+
camera: view_ctx.camera.buffer.buffer,
|
|
564
|
+
view: view_ctx.uniform_buffer.buffer,
|
|
565
|
+
warp: warp_buffer,
|
|
566
|
+
tIntegral: t_integral,
|
|
567
|
+
brick4: view_ctx.scene.volumetric_light_map.buffer,
|
|
568
|
+
tSplitSum: t_split_sum_lut,
|
|
569
|
+
sLinear: sampler_linear,
|
|
570
|
+
// volumetrics
|
|
571
|
+
volumetrics_metadata,
|
|
572
|
+
tVolumetrics: t_volumetrics_lut,
|
|
573
|
+
tSTBN_vec3: stbn_vec3,
|
|
574
|
+
}, encoder)
|
|
598
575
|
));
|
|
599
576
|
|
|
600
577
|
pass_encoder.setBindGroup(RASTERIZATION_SHADER_BIND_GROUP_VIEW, view_bindings);
|
|
@@ -614,7 +591,6 @@ export function graph_avboit_draw({
|
|
|
614
591
|
}
|
|
615
592
|
|
|
616
593
|
const pass_data = {
|
|
617
|
-
indirect_lighting_mode,
|
|
618
594
|
shader_switches,
|
|
619
595
|
clear_targets: accumulators === undefined,
|
|
620
596
|
};
|
|
@@ -716,9 +692,9 @@ export function avboit_create_accumulators(pass, resolution) {
|
|
|
716
692
|
* @param {{Y: number, CoCg: number}} options.volumetrics_irradiance the froxel irradiance volume
|
|
717
693
|
* (`chunk_volumetrics_irradiance_sh`), for side channels that light their own fragments; the
|
|
718
694
|
* MBOIT orchestrator ignores it
|
|
719
|
-
* @param {ShadeIndirectLightingMode} options.indirect_lighting_mode
|
|
720
695
|
* @param {ShaderSwitchSet} [options.shader_switches] the renderer's; every pipeline that lights a fragment is
|
|
721
|
-
* built for them, the side channels' included
|
|
696
|
+
* built for them, the side channels' included, and the set is all a pass needs to know of the
|
|
697
|
+
* indirect lighting mode
|
|
722
698
|
* @param {AVBOITSettings} [options.avboit] `Renderer.avboit`; the MBOIT orchestrator ignores it
|
|
723
699
|
* @param {import("./AVBOITSideChannel.js").AVBOITSideChannel[]} [options.side_channels] non-meshlet
|
|
724
700
|
* sources of transparent fragments; the MBOIT orchestrator ignores them
|
|
@@ -745,7 +721,6 @@ export function graph_rasterize_meshes_transparent_avboit({
|
|
|
745
721
|
volumetrics_metadata,
|
|
746
722
|
volumetrics_irradiance,
|
|
747
723
|
|
|
748
|
-
indirect_lighting_mode = ShadeIndirectLightingMode.IBL,
|
|
749
724
|
shader_switches = ShaderSwitchSet.EMPTY,
|
|
750
725
|
avboit = DEFAULT_SETTINGS,
|
|
751
726
|
side_channels = [],
|
|
@@ -840,7 +815,7 @@ export function graph_rasterize_meshes_transparent_avboit({
|
|
|
840
815
|
for (const channel of preparers) {
|
|
841
816
|
const prepared = channel.avboit_prepare({ graph, view_ctx, camera: gr_camera, color_texture,
|
|
842
817
|
depth_texture, normal_texture, hzb_texture: gr_hzb, environment_texture, light_cluster_parameters,
|
|
843
|
-
light_cluster_lookup, light_cluster_data, shadowmap_atlas,
|
|
818
|
+
light_cluster_lookup, light_cluster_data, shadowmap_atlas, shader_switches });
|
|
844
819
|
if (prepared?.background_color !== undefined) {
|
|
845
820
|
assert.isNonNegativeInteger(prepared.background_color, 'prepared.background_color');
|
|
846
821
|
background_color = prepared.background_color;
|
|
@@ -965,7 +940,6 @@ export function graph_rasterize_meshes_transparent_avboit({
|
|
|
965
940
|
shadowmap_atlas,
|
|
966
941
|
volumetrics_lut,
|
|
967
942
|
volumetrics_metadata,
|
|
968
|
-
indirect_lighting_mode,
|
|
969
943
|
shader_switches,
|
|
970
944
|
};
|
|
971
945
|
|
|
@@ -0,0 +1,18 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* The draw's own group, group 2: the view, the AVBOIT volume, and what every indirect lighting mode
|
|
3
|
+
* reads (`brick4`; `tEnvironment` is the lights'). The orchestrator binds it by name.
|
|
4
|
+
*
|
|
5
|
+
* @type {ShaderResourceGroupDescriptor}
|
|
6
|
+
*/
|
|
7
|
+
export const AVBOIT_DRAW_VIEW_GROUP: ShaderResourceGroupDescriptor;
|
|
8
|
+
/**
|
|
9
|
+
* AVBOIT draw. See `avboit_draw_fragment_body.js`. One pipeline per template that can be drawn
|
|
10
|
+
* forward and per switch set: the set picks the indirect lighting the fragment links
|
|
11
|
+
* (`chunk_forward_sample_indirect`), and the bindings are the same for every set.
|
|
12
|
+
*
|
|
13
|
+
* @type {TemplatePassDescriptor}
|
|
14
|
+
*/
|
|
15
|
+
export const shader_avboit_draw: TemplatePassDescriptor;
|
|
16
|
+
import { ShaderResourceGroupDescriptor } from "../../../shader/resource/ShaderResourceGroupDescriptor.js";
|
|
17
|
+
import { TemplatePassDescriptor } from "../../TemplatePassDescriptor.js";
|
|
18
|
+
//# sourceMappingURL=shader_avboit_draw.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
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{"version":3,"file":"shader_avboit_draw.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/avboit/shader_avboit_draw.js"],"names":[],"mappings":"AA+BA;;;;;GAKG;AACH,qCAFU,6BAA6B,CAEmC;AAgC1E;;;;;;GAMG;AACH,iCAFU,sBAAsB,CAmC7B;8CApG2C,2DAA2D;uCAalE,iCAAiC"}
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@@ -12,9 +12,7 @@ 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 { VOLUMETRICS_METADATA_STRUCT } from "../../../volumetrics/VOLUMETRICS_METADATA_STRUCT.js";
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import {
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chunk_forward_shade_standard_fragment_brick4
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} from "../../forward/chunk_forward_shade_standard_fragment_brick4.js";
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import { chunk_forward_shade_standard_fragment } from "../../forward/chunk_forward_shade_standard_fragment.js";
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import {
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FORWARD_LIGHT_LAYOUT,
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forward_fragment_resources,
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@@ -31,16 +29,21 @@ import {
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AVBOIT_DRAW_TARGETS
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} from "./avboit_draw_fragment_body.js";
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/**
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* The draw's own group, group 2: the view, the AVBOIT volume, and what every indirect lighting mode
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* reads (`brick4`; `tEnvironment` is the lights'). The orchestrator binds it by name.
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*
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* @type {ShaderResourceGroupDescriptor}
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*/
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export const AVBOIT_DRAW_VIEW_GROUP = new ShaderResourceGroupDescriptor();
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-
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AVBOIT_DRAW_VIEW_GROUP
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.addUniform("camera", CAMERA_UNIFORM_STRUCT)
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.addUniform("view", VIEW_UNIFORM_STRUCT)
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.addStorageBuffer("warp", AVBOIT_WARP_STRUCT)
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// sampled through sLinear below: linear, clamped on every axis, which is what the integral needs
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.addTexture("tIntegral", "float", "3d")
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// the light map, read under Brick4 indirect lighting
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.addStorageBuffer("brick4", BRICK4_DATA_STRUCT, false)
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.addTexture("tSplitSum", "float")
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.addSampler("sLinear", "filtering", SAMPLER_LINEAR_UPSCALE)
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@@ -49,34 +52,35 @@ view_group
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.addTexture("tVolumetrics", "float", "3d")
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.addTexture("tSTBN_vec3", "float", "3d")
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const pass_groups = [
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const pass_groups = [AVBOIT_DRAW_VIEW_GROUP, SHADING_LIGHT_RESOURCE_GROUP];
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// the view group keeps the visibility the orchestrator builds its bind group for, as the vertex stage
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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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AVBOIT_DRAW_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: 'AVBOIT
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label: 'AVBOIT / vertex shader',
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body: vertex_shader_chunk,
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resources: forward_vertex_resources([
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resources: forward_vertex_resources([AVBOIT_DRAW_VIEW_GROUP]),
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});
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/**
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* AVBOIT draw
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*
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* AVBOIT draw. See `avboit_draw_fragment_body.js`. One pipeline per template that can be drawn
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* forward and per switch set: the set picks the indirect lighting the fragment links
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* (`chunk_forward_sample_indirect`), and the bindings are the same for every set.
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*
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* @type {TemplatePassDescriptor}
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*/
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export const
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export const shader_avboit_draw = new TemplatePassDescriptor("AVBOIT / draw", (template, switches) => {
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const shader_fragment = ShaderDescriptor.from({
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label: "AVBOIT
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label: "AVBOIT / draw",
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resources: forward_fragment_resources(template, pass_groups),
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body: CodeChunk.from(AVBOIT_DRAW_FRAGMENT_BODY, [
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...AVBOIT_DRAW_FRAGMENT_DEPENDENCIES,
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chunk_forward_shade_standard_fragment,
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])
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}).variant(switches);
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@@ -106,11 +110,11 @@ export const shader_avboit_draw_brick4 = new TemplatePassDescriptor("AVBOIT Bric
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});
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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_avboit_draw.pipeline = shader_avboit_draw.template_pipeline_descriptor(STANDARD_MATERIAL_TEMPLATE);
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shader_avboit_draw.colorAttachments = AVBOIT_DRAW_TARGETS.map(() => RenderPassColorAttachmentDescriptor.from({
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clearValue: [0, 0, 0, 0],
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}));
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/**
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* Clear depth to 0 for reverse Z technique
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*/
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shader_avboit_draw.depthStencilAttachment.depthClearValue = DEPTH_BACKGROUND_VALUE;
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