@woosh/meep-engine 3.49.0 → 3.51.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1442) hide show
  1. package/build/bundle-worker-terrain.js +1 -1
  2. package/editor/particles/effect/ParticleReferenceSimulation.d.ts +11 -0
  3. package/editor/particles/effect/ParticleReferenceSimulation.d.ts.map +1 -1
  4. package/editor/particles/effect/ParticleReferenceSimulation.js +28 -0
  5. package/editor/view/particles/effect/ParticleGraphEditorView.d.ts.map +1 -1
  6. package/editor/view/particles/effect/ParticleGraphEditorView.js +2 -0
  7. package/package.json +1 -1
  8. package/src/core/color/xyz/m3_rgb_to_xyz_from_primaries.d.ts +11 -0
  9. package/src/core/color/xyz/m3_rgb_to_xyz_from_primaries.d.ts.map +1 -0
  10. package/src/core/color/xyz/m3_rgb_to_xyz_from_primaries.js +40 -0
  11. package/src/core/geom/3d/mat4/m4_decompose_rigid_array.d.ts +24 -0
  12. package/src/core/geom/3d/mat4/m4_decompose_rigid_array.d.ts.map +1 -0
  13. package/src/core/geom/3d/mat4/m4_decompose_rigid_array.js +80 -0
  14. package/src/core/geom/3d/shape/PosedShape3D.d.ts +10 -0
  15. package/src/core/geom/3d/shape/PosedShape3D.d.ts.map +1 -1
  16. package/src/core/geom/3d/shape/PosedShape3D.js +50 -11
  17. package/src/core/geom/3d/shape/TransformedShape3D.d.ts +37 -0
  18. package/src/core/geom/3d/shape/TransformedShape3D.d.ts.map +1 -1
  19. package/src/core/geom/3d/shape/TransformedShape3D.js +73 -49
  20. package/src/core/geom/3d/shape/UnionShape3D.d.ts +13 -0
  21. package/src/core/geom/3d/shape/UnionShape3D.d.ts.map +1 -1
  22. package/src/core/geom/3d/shape/UnionShape3D.js +17 -4
  23. package/src/core/geom/3d/shape/record/ShapeRecord.d.ts +65 -0
  24. package/src/core/geom/3d/shape/record/ShapeRecord.d.ts.map +1 -0
  25. package/src/core/geom/3d/shape/record/ShapeRecord.js +72 -0
  26. package/src/core/geom/3d/shape/record/ShapeRecordKind.d.ts +13 -0
  27. package/src/core/geom/3d/shape/record/ShapeRecordKind.d.ts.map +1 -0
  28. package/src/core/geom/3d/shape/record/ShapeRecordKind.js +39 -0
  29. package/src/core/geom/3d/shape/record/shape_record_local_bounds.d.ts +19 -0
  30. package/src/core/geom/3d/shape/record/shape_record_local_bounds.d.ts.map +1 -0
  31. package/src/core/geom/3d/shape/record/shape_record_local_bounds.js +61 -0
  32. package/src/core/geom/3d/shape/record/shape_record_pack.d.ts +88 -0
  33. package/src/core/geom/3d/shape/record/shape_record_pack.d.ts.map +1 -0
  34. package/src/core/geom/3d/shape/record/shape_record_pack.js +418 -0
  35. package/src/core/geom/3d/shape/record/shape_record_pack_bounding_box.d.ts +23 -0
  36. package/src/core/geom/3d/shape/record/shape_record_pack_bounding_box.d.ts.map +1 -0
  37. package/src/core/geom/3d/shape/record/shape_record_pack_bounding_box.js +69 -0
  38. package/src/core/geom/3d/shape/record/shape_record_signed_distance.d.ts +52 -0
  39. package/src/core/geom/3d/shape/record/shape_record_signed_distance.d.ts.map +1 -0
  40. package/src/core/geom/3d/shape/record/shape_record_signed_distance.js +135 -0
  41. package/src/core/geom/3d/shape/sdf/sdf3_plane.d.ts +7 -0
  42. package/src/core/geom/3d/shape/sdf/sdf3_plane.d.ts.map +1 -1
  43. package/src/core/geom/3d/shape/sdf/sdf3_plane.js +7 -0
  44. package/src/core/geom/3d/shape/util/compute_signed_distance_gradient_by_sampling.d.ts +3 -0
  45. package/src/core/geom/3d/shape/util/compute_signed_distance_gradient_by_sampling.d.ts.map +1 -1
  46. package/src/core/geom/3d/shape/util/compute_signed_distance_gradient_by_sampling.js +19 -13
  47. package/src/core/geom/clipmap/ClipmapWindowSet.d.ts +141 -0
  48. package/src/core/geom/clipmap/ClipmapWindowSet.d.ts.map +1 -0
  49. package/src/core/geom/clipmap/ClipmapWindowSet.js +301 -0
  50. package/src/core/geom/clipmap/clipmap_select_finest.d.ts +20 -0
  51. package/src/core/geom/clipmap/clipmap_select_finest.d.ts.map +1 -0
  52. package/src/core/geom/clipmap/clipmap_select_finest.js +53 -0
  53. package/src/core/geom/clipmap/quantize_hysteretic.d.ts +22 -0
  54. package/src/core/geom/clipmap/quantize_hysteretic.d.ts.map +1 -0
  55. package/src/core/geom/clipmap/quantize_hysteretic.js +33 -0
  56. package/src/core/geom/clipmap/window_scroll_regions.d.ts +25 -0
  57. package/src/core/geom/clipmap/window_scroll_regions.d.ts.map +1 -0
  58. package/src/core/geom/clipmap/window_scroll_regions.js +83 -0
  59. package/src/core/geom/vec3/v3_clamp_to_cone.d.ts +59 -0
  60. package/src/core/geom/vec3/v3_clamp_to_cone.d.ts.map +1 -0
  61. package/src/core/geom/vec3/v3_clamp_to_cone.js +197 -0
  62. package/src/core/math/falloff_quadratic.d.ts +13 -0
  63. package/src/core/math/falloff_quadratic.d.ts.map +1 -0
  64. package/src/core/math/falloff_quadratic.js +20 -0
  65. package/src/core/math/physics/fluid/vortex_swirl.d.ts +40 -0
  66. package/src/core/math/physics/fluid/vortex_swirl.d.ts.map +1 -0
  67. package/src/core/math/physics/fluid/vortex_swirl.js +91 -0
  68. package/src/core/math/physics/kinematics/rigid_velocity_at_point.d.ts +27 -0
  69. package/src/core/math/physics/kinematics/rigid_velocity_at_point.d.ts.map +1 -0
  70. package/src/core/math/physics/kinematics/rigid_velocity_at_point.js +40 -0
  71. package/src/engine/EngineHarness.d.ts.map +1 -1
  72. package/src/engine/EngineHarness.js +6 -0
  73. package/src/engine/ecs/EntityComponentDataset.d.ts +48 -4
  74. package/src/engine/ecs/EntityComponentDataset.d.ts.map +1 -1
  75. package/src/engine/ecs/EntityComponentDataset.js +120 -11
  76. package/src/engine/ecs/fow/FogOfWarVisibilityPredicate.d.ts.map +1 -1
  77. package/src/engine/ecs/fow/FogOfWarVisibilityPredicate.js +1 -3
  78. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  79. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +2 -0
  80. package/src/engine/ecs/terrain/util/obtainTerrain.d.ts.map +1 -1
  81. package/src/engine/ecs/terrain/util/obtainTerrain.js +5 -0
  82. package/src/engine/graphics/ecs/water/WaterWaves.d.ts +8 -21
  83. package/src/engine/graphics/ecs/water/WaterWaves.d.ts.map +1 -1
  84. package/src/engine/graphics/ecs/water/WaterWaves.js +8 -31
  85. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts +4 -0
  86. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts.map +1 -1
  87. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.js +5 -5
  88. package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.d.ts +9 -0
  89. package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.d.ts.map +1 -0
  90. package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.js +19 -0
  91. package/src/engine/graphics/texture/3d/scs3d_sample_linear3.d.ts +21 -0
  92. package/src/engine/graphics/texture/3d/scs3d_sample_linear3.d.ts.map +1 -1
  93. package/src/engine/graphics/texture/3d/scs3d_sample_linear3.js +78 -0
  94. package/src/engine/graphics3/GPUFluidSystem.d.ts +266 -0
  95. package/src/engine/graphics3/GPUFluidSystem.d.ts.map +1 -0
  96. package/src/engine/graphics3/GPUFluidSystem.js +1613 -0
  97. package/src/engine/graphics3/ParticipatingMedia.d.ts +6 -0
  98. package/src/engine/graphics3/ParticipatingMedia.d.ts.map +1 -1
  99. package/src/engine/graphics3/ParticipatingMedia.js +6 -0
  100. package/src/engine/graphics3/ParticipatingMediaSystem.d.ts +32 -22
  101. package/src/engine/graphics3/ParticipatingMediaSystem.d.ts.map +1 -1
  102. package/src/engine/graphics3/ParticipatingMediaSystem.js +218 -70
  103. package/src/engine/graphics3/WaterSystem.d.ts +9 -2
  104. package/src/engine/graphics3/WaterSystem.d.ts.map +1 -1
  105. package/src/engine/graphics3/WaterSystem.js +53 -15
  106. package/src/engine/graphics3/make_default_environment.d.ts.map +1 -1
  107. package/src/engine/graphics3/make_default_environment.js +11 -5
  108. package/src/engine/physics/cloth/MEASUREMENTS.md +39 -0
  109. package/src/engine/physics/cloth/PLAN.md +21 -2
  110. package/src/engine/physics/cloth/collider/ClothColliderKind.d.ts.map +1 -1
  111. package/src/engine/physics/cloth/collider/ClothColliderKind.js +14 -7
  112. package/src/engine/physics/cloth/collider/ClothColliderRecord.d.ts +19 -5
  113. package/src/engine/physics/cloth/collider/ClothColliderRecord.d.ts.map +1 -1
  114. package/src/engine/physics/cloth/collider/ClothColliderRecord.js +28 -5
  115. package/src/engine/physics/cloth/collider/cloth_collider_pack.d.ts +3 -2
  116. package/src/engine/physics/cloth/collider/cloth_collider_pack.d.ts.map +1 -1
  117. package/src/engine/physics/cloth/collider/cloth_collider_pack.js +26 -108
  118. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts +6 -5
  119. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts.map +1 -1
  120. package/src/engine/physics/cloth/collider/cloth_collider_sdf.js +18 -28
  121. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts +6 -9
  122. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts.map +1 -1
  123. package/src/engine/physics/cloth/ecs/ClothInstance.js +6 -9
  124. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts +3 -2
  125. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts.map +1 -1
  126. package/src/engine/physics/cloth/ecs/ClothSystem.js +3 -2
  127. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts +38 -28
  128. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -1
  129. package/src/engine/physics/cloth/ecs/ClothWorld.js +136 -28
  130. package/src/engine/physics/cloth/playground/README.md +8 -4
  131. package/src/engine/physics/cloth/playground/wind.html +4 -4
  132. package/src/engine/physics/cloth/playground/wind_build.d.ts +3 -2
  133. package/src/engine/physics/cloth/playground/wind_build.d.ts.map +1 -1
  134. package/src/engine/physics/cloth/playground/wind_build.js +4 -3
  135. package/src/engine/physics/cloth/playground/wind_main.js +58 -19
  136. package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts +36 -35
  137. package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts.map +1 -1
  138. package/src/engine/physics/cloth/wind/AbstractClothWind.js +36 -35
  139. package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts +46 -25
  140. package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts.map +1 -1
  141. package/src/engine/physics/cloth/wind/ClothFluidWind.js +70 -30
  142. package/src/engine/physics/cloth/wind/ClothGPUFluidWind.d.ts +96 -0
  143. package/src/engine/physics/cloth/wind/ClothGPUFluidWind.d.ts.map +1 -0
  144. package/src/engine/physics/cloth/wind/ClothGPUFluidWind.js +441 -0
  145. package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts +9 -7
  146. package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts.map +1 -1
  147. package/src/engine/physics/cloth/wind/cloth_sample_air.js +9 -7
  148. package/src/engine/physics/ecs/ColliderObserverSystem.d.ts +1 -1
  149. package/src/engine/physics/ecs/PhysicsSystem.d.ts +1 -1
  150. package/src/engine/physics/fluid/FluidAtmosphere.d.ts +80 -0
  151. package/src/engine/physics/fluid/FluidAtmosphere.d.ts.map +1 -0
  152. package/src/engine/physics/fluid/FluidAtmosphere.js +78 -0
  153. package/src/engine/physics/fluid/FluidField.d.ts +14 -2
  154. package/src/engine/physics/fluid/FluidField.d.ts.map +1 -1
  155. package/src/engine/physics/fluid/FluidField.js +26 -6
  156. package/src/engine/physics/fluid/FluidSimulator.d.ts +5 -1
  157. package/src/engine/physics/fluid/FluidSimulator.d.ts.map +1 -1
  158. package/src/engine/physics/fluid/FluidSimulator.js +13 -2
  159. package/src/engine/physics/fluid/GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md +1382 -0
  160. package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.d.ts +10 -4
  161. package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.d.ts.map +1 -1
  162. package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.js +13 -4
  163. package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.d.ts +47 -0
  164. package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.d.ts.map +1 -0
  165. package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.js +72 -0
  166. package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.d.ts +67 -0
  167. package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.d.ts.map +1 -0
  168. package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.js +307 -0
  169. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +6 -6
  170. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts.map +1 -1
  171. package/src/engine/physics/fluid/ecs/FluidSystem.d.ts +24 -13
  172. package/src/engine/physics/fluid/ecs/FluidSystem.d.ts.map +1 -1
  173. package/src/engine/physics/fluid/ecs/FluidSystem.js +79 -15
  174. package/src/engine/physics/fluid/ecs/FluidWorkerCore.d.ts.map +1 -1
  175. package/src/engine/physics/fluid/ecs/FluidWorkerCore.js +17 -5
  176. package/src/engine/physics/fluid/ecs/GPUFluidComponent.d.ts +82 -0
  177. package/src/engine/physics/fluid/ecs/GPUFluidComponent.d.ts.map +1 -0
  178. package/src/engine/physics/fluid/ecs/GPUFluidComponent.js +124 -0
  179. package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.d.ts +30 -0
  180. package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.d.ts.map +1 -0
  181. package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.js +51 -0
  182. package/src/engine/physics/fluid/ecs/WorkerFluidSystem.d.ts +19 -10
  183. package/src/engine/physics/fluid/ecs/WorkerFluidSystem.d.ts.map +1 -1
  184. package/src/engine/physics/fluid/ecs/WorkerFluidSystem.js +64 -14
  185. package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.d.ts +4 -1
  186. package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.d.ts.map +1 -1
  187. package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.js +9 -1
  188. package/src/engine/physics/fluid/ecs/fluid_reanchor_field.d.ts +1 -0
  189. package/src/engine/physics/fluid/ecs/fluid_reanchor_field.d.ts.map +1 -1
  190. package/src/engine/physics/fluid/ecs/fluid_reanchor_field.js +9 -7
  191. package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.d.ts +5 -3
  192. package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.d.ts.map +1 -1
  193. package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.js +5 -3
  194. package/src/engine/physics/fluid/ecs/fluid_worker_protocol.d.ts +20 -2
  195. package/src/engine/physics/fluid/ecs/fluid_worker_protocol.d.ts.map +1 -1
  196. package/src/engine/physics/fluid/ecs/fluid_worker_protocol.js +34 -6
  197. package/src/engine/physics/fluid/effector/AbstractFluidEffector.d.ts +46 -3
  198. package/src/engine/physics/fluid/effector/AbstractFluidEffector.d.ts.map +1 -1
  199. package/src/engine/physics/fluid/effector/AbstractFluidEffector.js +53 -3
  200. package/src/engine/physics/fluid/effector/GlobalFluidEffector.d.ts +73 -13
  201. package/src/engine/physics/fluid/effector/GlobalFluidEffector.d.ts.map +1 -1
  202. package/src/engine/physics/fluid/effector/GlobalFluidEffector.js +207 -88
  203. package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.d.ts +35 -0
  204. package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.d.ts.map +1 -0
  205. package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.js +72 -0
  206. package/src/engine/physics/fluid/effector/ImpulseFluidEffector.d.ts +34 -10
  207. package/src/engine/physics/fluid/effector/ImpulseFluidEffector.d.ts.map +1 -1
  208. package/src/engine/physics/fluid/effector/ImpulseFluidEffector.js +139 -150
  209. package/src/engine/physics/fluid/effector/ImpulseFluidEffectorSerializationAdapter.d.ts +26 -0
  210. package/src/engine/physics/fluid/effector/ImpulseFluidEffectorSerializationAdapter.d.ts.map +1 -0
  211. package/src/engine/physics/fluid/effector/ImpulseFluidEffectorSerializationAdapter.js +51 -0
  212. package/src/engine/physics/fluid/effector/VortexFluidEffector.d.ts +55 -0
  213. package/src/engine/physics/fluid/effector/VortexFluidEffector.d.ts.map +1 -0
  214. package/src/engine/physics/fluid/effector/VortexFluidEffector.js +255 -0
  215. package/src/engine/physics/fluid/effector/VortexFluidEffectorSerializationAdapter.d.ts +25 -0
  216. package/src/engine/physics/fluid/effector/VortexFluidEffectorSerializationAdapter.d.ts.map +1 -0
  217. package/src/engine/physics/fluid/effector/VortexFluidEffectorSerializationAdapter.js +52 -0
  218. package/src/engine/physics/fluid/effector/WakeFluidEffector.d.ts +22 -20
  219. package/src/engine/physics/fluid/effector/WakeFluidEffector.d.ts.map +1 -1
  220. package/src/engine/physics/fluid/effector/WakeFluidEffector.js +181 -185
  221. package/src/engine/physics/fluid/effector/WakeFluidEffectorSerializationAdapter.d.ts +31 -0
  222. package/src/engine/physics/fluid/effector/WakeFluidEffectorSerializationAdapter.d.ts.map +1 -0
  223. package/src/engine/physics/fluid/effector/WakeFluidEffectorSerializationAdapter.js +56 -0
  224. package/src/engine/physics/fluid/effector/record/FLUID_EFFECTOR_RECORD_STRUCT.d.ts +52 -0
  225. package/src/engine/physics/fluid/effector/record/FLUID_EFFECTOR_RECORD_STRUCT.d.ts.map +1 -0
  226. package/src/engine/physics/fluid/effector/record/FLUID_EFFECTOR_RECORD_STRUCT.js +68 -0
  227. package/src/engine/physics/fluid/effector/record/FluidEffectorRecordKind.d.ts +10 -0
  228. package/src/engine/physics/fluid/effector/record/FluidEffectorRecordKind.d.ts.map +1 -0
  229. package/src/engine/physics/fluid/effector/record/FluidEffectorRecordKind.js +31 -0
  230. package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_deposit.d.ts +25 -0
  231. package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_deposit.d.ts.map +1 -0
  232. package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_deposit.js +105 -0
  233. package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_resolve.d.ts +17 -0
  234. package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_resolve.d.ts.map +1 -0
  235. package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_resolve.js +47 -0
  236. package/src/engine/physics/fluid/effector/record/fluid_effector_record_create.d.ts +54 -0
  237. package/src/engine/physics/fluid/effector/record/fluid_effector_record_create.d.ts.map +1 -0
  238. package/src/engine/physics/fluid/effector/record/fluid_effector_record_create.js +34 -0
  239. package/src/engine/physics/fluid/effector/record/fluid_effector_record_deposit.d.ts +98 -0
  240. package/src/engine/physics/fluid/effector/record/fluid_effector_record_deposit.d.ts.map +1 -0
  241. package/src/engine/physics/fluid/effector/record/fluid_effector_record_deposit.js +409 -0
  242. package/src/engine/physics/fluid/effector/record/fluid_effector_record_resolve.d.ts +25 -0
  243. package/src/engine/physics/fluid/effector/record/fluid_effector_record_resolve.d.ts.map +1 -0
  244. package/src/engine/physics/fluid/effector/record/fluid_effector_record_resolve.js +78 -0
  245. package/src/engine/physics/fluid/effector/record/fluid_record_apply.d.ts +27 -0
  246. package/src/engine/physics/fluid/effector/record/fluid_record_apply.d.ts.map +1 -0
  247. package/src/engine/physics/fluid/effector/record/fluid_record_apply.js +151 -0
  248. package/src/engine/physics/fluid/fluid_apply_atmosphere.d.ts +42 -0
  249. package/src/engine/physics/fluid/fluid_apply_atmosphere.d.ts.map +1 -0
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  1328. package/src/shade/renderer/water/optics/chunk_water_receiver_downwelling.js +4 -2
  1329. package/src/shade/renderer/water/shader_water.d.ts +9 -12
  1330. package/src/shade/renderer/water/shader_water.d.ts.map +1 -1
  1331. package/src/shade/renderer/water/shader_water.js +69 -47
  1332. package/src/shade/renderer/water/surface/GPUWaterSurface.d.ts +4 -1
  1333. package/src/shade/renderer/water/surface/GPUWaterSurface.d.ts.map +1 -1
  1334. package/src/shade/renderer/water/surface/GPUWaterSurface.js +9 -3
  1335. package/src/shade/renderer/water/surface/WATER_SURFACE_RESOURCES.d.ts +15 -0
  1336. package/src/shade/renderer/water/surface/WATER_SURFACE_RESOURCES.d.ts.map +1 -0
  1337. package/src/shade/renderer/water/surface/WATER_SURFACE_RESOURCES.js +27 -0
  1338. package/src/shade/renderer/water/surface/WATER_WAVE_RECORD_STRUCT.d.ts +2 -1
  1339. package/src/shade/renderer/water/surface/WATER_WAVE_RECORD_STRUCT.d.ts.map +1 -1
  1340. package/src/shade/renderer/water/surface/WATER_WAVE_RECORD_STRUCT.js +18 -9
  1341. package/src/shade/renderer/water/surface/chunk_water_surface_sample.d.ts +0 -3
  1342. package/src/shade/renderer/water/surface/chunk_water_surface_sample.d.ts.map +1 -1
  1343. package/src/shade/renderer/water/surface/chunk_water_surface_sample.js +15 -3
  1344. package/src/shade/renderer/water/surface/particles/shader_water_particles.js +2 -2
  1345. package/src/shade/renderer/water/surface/shader_water_cull.d.ts +9 -3
  1346. package/src/shade/renderer/water/surface/shader_water_cull.d.ts.map +1 -1
  1347. package/src/shade/renderer/water/surface/shader_water_cull.js +46 -22
  1348. package/src/shade/renderer/water/surface/shader_water_waves_derive.d.ts +26 -1
  1349. package/src/shade/renderer/water/surface/shader_water_waves_derive.d.ts.map +1 -1
  1350. package/src/shade/renderer/water/surface/shader_water_waves_derive.js +73 -9
  1351. package/src/shade/renderer/wind/GPUSceneWind.d.ts +127 -0
  1352. package/src/shade/renderer/wind/GPUSceneWind.d.ts.map +1 -0
  1353. package/src/shade/renderer/wind/GPUSceneWind.js +410 -0
  1354. package/src/shade/renderer/wind/WIND_FIELD.d.ts +53 -0
  1355. package/src/shade/renderer/wind/WIND_FIELD.d.ts.map +1 -0
  1356. package/src/shade/renderer/wind/WIND_FIELD.js +60 -0
  1357. package/src/shade/renderer/wind/WIND_FIELD_STRUCT.d.ts +36 -0
  1358. package/src/shade/renderer/wind/WIND_FIELD_STRUCT.d.ts.map +1 -0
  1359. package/src/shade/renderer/wind/WIND_FIELD_STRUCT.js +61 -0
  1360. package/src/shade/renderer/wind/WIND_FIELD_UNIFORM.d.ts +17 -0
  1361. package/src/shade/renderer/wind/WIND_FIELD_UNIFORM.d.ts.map +1 -0
  1362. package/src/shade/renderer/wind/WIND_FIELD_UNIFORM.js +17 -0
  1363. package/src/shade/renderer/wind/chunk_wind_field_sample.d.ts +20 -0
  1364. package/src/shade/renderer/wind/chunk_wind_field_sample.d.ts.map +1 -0
  1365. package/src/shade/renderer/wind/chunk_wind_field_sample.js +26 -0
  1366. package/src/shade/renderer/wind/chunk_wind_field_sample_cascades.d.ts +40 -0
  1367. package/src/shade/renderer/wind/chunk_wind_field_sample_cascades.d.ts.map +1 -0
  1368. package/src/shade/renderer/wind/chunk_wind_field_sample_cascades.js +92 -0
  1369. package/src/shade/renderer/wind/chunk_wind_field_sample_uniform.d.ts +12 -0
  1370. package/src/shade/renderer/wind/chunk_wind_field_sample_uniform.d.ts.map +1 -0
  1371. package/src/shade/renderer/wind/chunk_wind_field_sample_uniform.js +22 -0
  1372. package/src/shade/renderer/wind/wind_field_add_resources.d.ts +15 -0
  1373. package/src/shade/renderer/wind/wind_field_add_resources.d.ts.map +1 -0
  1374. package/src/shade/renderer/wind/wind_field_add_resources.js +22 -0
  1375. package/src/shade/wgsl/emulator/CPUBitmapData.d.ts +5 -2
  1376. package/src/shade/wgsl/emulator/CPUBitmapData.d.ts.map +1 -1
  1377. package/src/shade/wgsl/emulator/CPUBitmapData.js +5 -2
  1378. package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.d.ts +5 -1
  1379. package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.d.ts.map +1 -1
  1380. package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.js +75 -22
  1381. package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts.map +1 -1
  1382. package/src/shade/wgsl/emulator/WGSLLanguageCore.js +90 -22
  1383. package/src/engine/physics/cloth/wind/ClothAmbientWind.d.ts +0 -87
  1384. package/src/engine/physics/cloth/wind/ClothAmbientWind.d.ts.map +0 -1
  1385. package/src/engine/physics/cloth/wind/ClothAmbientWind.js +0 -185
  1386. package/src/shade/renderer/geometry/sdf/chunk_sdf_slot_index_to_texture_offset.d.ts +0 -7
  1387. package/src/shade/renderer/geometry/sdf/chunk_sdf_slot_index_to_texture_offset.d.ts.map +0 -1
  1388. package/src/shade/renderer/geometry/sdf/chunk_sdf_slot_index_to_texture_offset.js +0 -25
  1389. package/src/shade/renderer/global_illumination/clipmap/GPUClipMap3D.d.ts +0 -43
  1390. package/src/shade/renderer/global_illumination/clipmap/GPUClipMap3D.d.ts.map +0 -1
  1391. package/src/shade/renderer/global_illumination/clipmap/GPUClipMap3D.js +0 -207
  1392. package/src/shade/renderer/global_illumination/clipmap/RadianceField.d.ts +0 -21
  1393. package/src/shade/renderer/global_illumination/clipmap/RadianceField.d.ts.map +0 -1
  1394. package/src/shade/renderer/global_illumination/clipmap/RadianceField.js +0 -40
  1395. package/src/shade/renderer/global_illumination/clipmap/chunk_clip_cascade_wrap_coord.d.ts +0 -13
  1396. package/src/shade/renderer/global_illumination/clipmap/chunk_clip_cascade_wrap_coord.d.ts.map +0 -1
  1397. package/src/shade/renderer/global_illumination/clipmap/chunk_clip_cascade_wrap_coord.js +0 -47
  1398. package/src/shade/renderer/global_illumination/clipmap/shader_update_clipmap_cascade.d.ts +0 -7
  1399. package/src/shade/renderer/global_illumination/clipmap/shader_update_clipmap_cascade.d.ts.map +0 -1
  1400. package/src/shade/renderer/global_illumination/clipmap/shader_update_clipmap_cascade.js +0 -115
  1401. package/src/shade/renderer/light/cluster/LIGHT_CLUSTER_LOCAL_LIGHT_LIMIT.d.ts +0 -7
  1402. package/src/shade/renderer/light/cluster/LIGHT_CLUSTER_LOCAL_LIGHT_LIMIT.d.ts.map +0 -1
  1403. package/src/shade/renderer/light/cluster/LIGHT_CLUSTER_LOCAL_LIGHT_LIMIT.js +0 -6
  1404. package/src/shade/renderer/light/cluster/chunk_cluster_keep_smallest.d.ts +0 -21
  1405. package/src/shade/renderer/light/cluster/chunk_cluster_keep_smallest.d.ts.map +0 -1
  1406. package/src/shade/renderer/light/cluster/chunk_cluster_keep_smallest.js +0 -47
  1407. package/src/shade/renderer/postprocess/ssr/resolve/build_ssr_resolve_shader.d.ts +0 -21
  1408. package/src/shade/renderer/postprocess/ssr/resolve/build_ssr_resolve_shader.d.ts.map +0 -1
  1409. package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_Brick4.d.ts +0 -2
  1410. package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_Brick4.d.ts.map +0 -1
  1411. package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_Brick4.js +0 -24
  1412. package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_IBL.d.ts +0 -2
  1413. package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_IBL.d.ts.map +0 -1
  1414. package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_IBL.js +0 -21
  1415. package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_LPV.d.ts +0 -2
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  1417. package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_LPV.js +0 -34
  1418. package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_brick4.d.ts +0 -3
  1419. package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_brick4.d.ts.map +0 -1
  1420. package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_ibl.d.ts +0 -7
  1421. package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_ibl.d.ts.map +0 -1
  1422. package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_ibl.js +0 -184
  1423. package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_brick4.d.ts +0 -9
  1424. package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_brick4.d.ts.map +0 -1
  1425. package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_ibl.d.ts +0 -9
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  1427. package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_ibl.js +0 -111
  1428. package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments_ibl.d.ts +0 -9
  1429. package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments_ibl.d.ts.map +0 -1
  1430. package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments_ibl.js +0 -111
  1431. package/src/shade/renderer/shader/chunk/brdf/fresnel/chunk_F_Hauber.d.ts +0 -9
  1432. package/src/shade/renderer/shader/chunk/brdf/fresnel/chunk_F_Hauber.d.ts.map +0 -1
  1433. package/src/shade/renderer/shader/chunk/brdf/fresnel/chunk_F_Hauber.js +0 -22
  1434. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_brick4.d.ts +0 -10
  1435. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_brick4.d.ts.map +0 -1
  1436. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_brick4.js +0 -55
  1437. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_ibl.d.ts +0 -10
  1438. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_ibl.d.ts.map +0 -1
  1439. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_ibl.js +0 -47
  1440. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_lpv.d.ts +0 -10
  1441. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_lpv.d.ts.map +0 -1
  1442. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_lpv.js +0 -63
@@ -5,14 +5,17 @@
5
5
  /**
6
6
  * Every participating medium in a scene, and a counter saying whether the GPU's copy is stale.
7
7
  *
8
- * **The version is the whole synchronisation protocol.** {@link GPUSceneVolumetrics} repacks the
9
- * entire table whenever the number moves and does nothing at all when it does not, so a volume
10
- * changed without moving the counter renders with the values it was last uploaded with — the CPU
8
+ * **Two versions are the whole synchronisation protocol.** {@link GPUSceneVolumetrics} repacks the
9
+ * entire table whenever {@link version} moves; while only {@link noise_version} moves it writes the
10
+ * noise phases of the rows whose phases changed; when neither moves it does nothing at all. A volume
11
+ * changed without moving a counter renders with the values it was last uploaded with — the CPU
11
12
  * object holds the new density, reads back correctly, and only the picture is stale. Anything that
12
- * writes into a volume in place therefore has to say so; see {@link invalidate}.
13
+ * writes into a volume in place therefore has to say so; see {@link invalidate} and
14
+ * {@link invalidate_noise}.
13
15
  *
14
16
  * **Volumes are packed by array index**, so removing one renumbers the rest. That is free here
15
- * because the upload is all-or-nothing, and it is the reason no volume carries a slot number.
17
+ * because adding or removing repacks the whole table, and it is the reason no volume carries a slot
18
+ * number.
16
19
  */
17
20
  export class SceneVolumetrics {
18
21
  /**
@@ -24,14 +27,17 @@ export class SceneVolumetrics {
24
27
  version = 0;
25
28
 
26
29
  /**
27
- * The wind every volume's noise scrolls with, metres a second along the world axes. Each
28
- * volume feels it through its own `noise_wind_factor` and adds its own velocity; the fold is
29
- * `ParticipatingMediaSystem`'s, once a frame, and the result is a scroll phase on the volume —
30
- * this number itself never reaches the GPU.
30
+ * A second counter, for the one change that happens every frame: a volume's noise phases
31
+ * (`noise_offset`, `noise_warp_offset`) moved and nothing else about any volume did. While only
32
+ * this one moves, {@link GPUSceneVolumetrics} writes each row's phase words where they differ
33
+ * from what it last wrote, and nothing else of the table; see {@link invalidate_noise}.
31
34
  *
32
- * @type {number[]}
35
+ * A move of {@link version} covers the phases too: the whole table is repacked from the volumes
36
+ * as they stand.
37
+ *
38
+ * @type {number}
33
39
  */
34
- wind = [0, 0, 0];
40
+ noise_version = 0;
35
41
 
36
42
  /**
37
43
  *
@@ -75,4 +81,17 @@ export class SceneVolumetrics {
75
81
  invalidate() {
76
82
  this.version++;
77
83
  }
84
+
85
+ /**
86
+ * Say that volumes already in the scene had their noise phases advanced in place, and nothing
87
+ * else about them changed.
88
+ *
89
+ * The cheap path: a scrolling field moves its phases every frame, and they are six words of a
90
+ * row, so a frame that only scrolls writes those words per row instead of repacking the table
91
+ * (re-inverting every transform). Anything else written into a volume still owes an
92
+ * {@link invalidate}.
93
+ */
94
+ invalidate_noise() {
95
+ this.noise_version++;
96
+ }
78
97
  }
@@ -1 +1 @@
1
- {"version":3,"file":"VOLUMETRICS_METADATA_STRUCT.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/VOLUMETRICS_METADATA_STRUCT.js"],"names":[],"mappings":"AAKA,uDA+EG;6BAlF0B,gCAAgC"}
1
+ {"version":3,"file":"VOLUMETRICS_METADATA_STRUCT.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/VOLUMETRICS_METADATA_STRUCT.js"],"names":[],"mappings":"AAKA,uDA+EU;6BAlFmB,gCAAgC"}
@@ -82,4 +82,4 @@ export const VOLUMETRICS_METADATA_STRUCT = WebGPUStruct.from({
82
82
  * are short and local and there is far less to amortize.
83
83
  */
84
84
  sun_shadow_light_index: u32,
85
- });
85
+ }).pack();
@@ -0,0 +1,17 @@
1
+ /**
2
+ * The froxel grid's parameters (`VOLUMETRICS_METADATA_STRUCT`).
3
+ * @type {ShaderResourceDescriptor}
4
+ */
5
+ export const VOLUMETRICS_METADATA_RESOURCE: ShaderResourceDescriptor;
6
+ /**
7
+ * The integrated froxel volume.
8
+ * @type {ShaderResourceDescriptor}
9
+ */
10
+ export const VOLUMETRICS_RESOURCE: ShaderResourceDescriptor;
11
+ /**
12
+ * The participating media's extinction, per froxel.
13
+ * @type {ShaderResourceDescriptor}
14
+ */
15
+ export const PARTICIPATING_MEDIA_1_RESOURCE: ShaderResourceDescriptor;
16
+ import { ShaderResourceDescriptor } from "../shader/resource/ShaderResourceDescriptor.js";
17
+ //# sourceMappingURL=VOLUMETRICS_RESOURCES.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"VOLUMETRICS_RESOURCES.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/VOLUMETRICS_RESOURCES.js"],"names":[],"mappings":"AAGA;;;GAGG;AACH,4CAFU,wBAAwB,CAEiG;AAEnI;;;GAGG;AACH,mCAFU,wBAAwB,CAEkE;AAEpG;;;GAGG;AACH,6CAFU,wBAAwB,CAEoF;yCAnB7E,gDAAgD"}
@@ -0,0 +1,20 @@
1
+ import { ShaderResourceDescriptor } from "../shader/resource/ShaderResourceDescriptor.js";
2
+ import { VOLUMETRICS_METADATA_STRUCT } from "./VOLUMETRICS_METADATA_STRUCT.js";
3
+
4
+ /**
5
+ * The froxel grid's parameters (`VOLUMETRICS_METADATA_STRUCT`).
6
+ * @type {ShaderResourceDescriptor}
7
+ */
8
+ export const VOLUMETRICS_METADATA_RESOURCE = ShaderResourceDescriptor.uniform("volumetrics_metadata", VOLUMETRICS_METADATA_STRUCT);
9
+
10
+ /**
11
+ * The integrated froxel volume.
12
+ * @type {ShaderResourceDescriptor}
13
+ */
14
+ export const VOLUMETRICS_RESOURCE = ShaderResourceDescriptor.texture("tVolumetrics", "float", "3d");
15
+
16
+ /**
17
+ * The participating media's extinction, per froxel.
18
+ * @type {ShaderResourceDescriptor}
19
+ */
20
+ export const PARTICIPATING_MEDIA_1_RESOURCE = ShaderResourceDescriptor.texture("tParticipatingMedia1", "float", "3d");
@@ -161,7 +161,15 @@ of the volume, identical for every thread, so a uniform branch and not a variant
161
161
 
162
162
  **Global wind — `SceneVolumetrics.wind`, felt per medium.** Per Alex's F7: effective velocity
163
163
  `= wind × noise_wind_factor + noise_velocity`, two explicit fields on the component, folded by the
164
- system into the phase. The row carries phases only.
164
+ system into the phase. The row carries phases only. *Superseded 2026-10-16 (GPU fluid S3,
165
+ `GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md` §6): `SceneVolumetrics.wind` is removed, and a scroll
166
+ writes each row's phase words through `SceneVolumetrics.invalidate_noise()` instead of repacking the
167
+ table. The phases fold the scene's far field (`GPUFluidSystem.far_field`, still air without one);
168
+ the fluid's departure from it is sampled on the GPU wherever the noise is evaluated and carries the
169
+ noise as a flow map, on a flow clock the host folds into the row (`noise_flow_phase`, period 2.5 s),
170
+ scaled by `noise_wind_factor`, which the row now carries too. A per-volume read-back of the wind was
171
+ built first and withdrawn on Alex's word: the data is on the GPU. The scroll also changed sign: it
172
+ had carried the noise upwind.*
165
173
 
166
174
  **Where the froxel pass evaluates it.** Once per froxel, before the volume loop, a world point
167
175
  inside the slab at an STBN jitter with a **third** decorrelation offset `(53, 97)` — the aerial pass
@@ -248,7 +256,7 @@ ECS, flat on `ParticipatingMedia`:
248
256
  noise_wind_factor = 1 // how much of the scene wind it feels
249
257
  noise_texture = 0 // atlas slot; 0 = the engine's
250
258
 
251
- Scene: `SceneVolumetrics.wind` (m/s). Tiles: `GPUSceneVolumetrics.noise_atlas` —
259
+ Scene: `SceneVolumetrics.wind` (m/s) — removed 2026-10-16, see above. Tiles: `GPUSceneVolumetrics.noise_atlas` —
252
260
  `allocate()`, `write(slot, Uint8Array(128³))`, `free(slot)`.
253
261
 
254
262
  Renderer-side `ParticipatingMediaVolume`: `noise_strength`, `noise_scale`, `noise_warp`,
@@ -259,7 +267,9 @@ anything moved.
259
267
  GPU row, appended to `PARTICIPATING_MEDIA_VOLUME_STRUCT`: `noise_offset: vec3f`,
260
268
  `noise_warp_offset: vec3f`, `noise_slot: u32`, `noise_strength: f32`, `noise_inverse_scale: f32`,
261
269
  `noise_warp: f32`. Packed by `GPUSceneVolumetrics` whenever the version moves — which, while any
262
- volume's phase moves, is every frame (tens of rows).
270
+ volume's phase moves, is every frame (tens of rows). *Since 2026-10-16 a scroll moves
271
+ `SceneVolumetrics.noise_version` instead, and only the moved rows' phase words go up: seven, with
272
+ `noise_flow_phase`; `noise_wind_factor` and `noise_flow_phase` sit in the padding after `density`.*
263
273
 
264
274
  Serialization: `ParticipatingMediaSerializationAdapter` version 1 (eighteen doubles),
265
275
  `ParticipatingMediaSerializationUpgrader_0_1` fills a version-0 save with the defaults.
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_integrate_optical_depth.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/chunk_integrate_optical_depth.js"],"names":[],"mappings":"AAKA,sDAsEC;0BAzEyB,iCAAiC"}
1
+ {"version":3,"file":"chunk_integrate_optical_depth.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/chunk_integrate_optical_depth.js"],"names":[],"mappings":"AAOA,sDAsEC;0BA3EyB,iCAAiC"}
@@ -1,76 +1,82 @@
1
- import { chunk_frustum_clip_ray } from "../shader/chunk/geometry/frustum/chunk_frustum_clip_ray.js";
2
- import { RAY_STRUCT } from "../shader/chunk/geometry/ray/RAY_STRUCT.js";
3
- import { CodeChunk } from "../shader/compiler/CodeChunk.js";
4
- import { volumetrics_position_world_to_froxel_uvw } from "./volumetrics_position_world_to_froxel_uvw.js";
5
-
6
- export const chunk_integrate_optical_depth = CodeChunk.from(
7
- //language=WGSL
8
- `
9
- fn integrate_optical_depth(ray_ws: ${RAY_STRUCT.wgsl_ref}) -> vec3<f32>{
10
-
11
- // volumetrics_metadata.frustum, NOT camera.frustum. The camera's frustum has no usable far
12
- // plane: an infinite reverse-Z projection puts (0,0,0,near) in row 2 of the VP, a normal that
13
- // cannot be normalized, so PerspectiveCamera.update_frustum zeroes the entry outright.
14
- // frustum_clip_ray then discards it — correctly — which leaves the frustum OPEN at the far end,
15
- // and a ray whose direction lies inside the view cone crosses no plane outward at all. t_exit
16
- // stays at its 1e20 sentinel; capped by a directional light's tmax of 1.496e11 that gives a
17
- // step of ~9.35e9, so the first sample lands far outside the grid, the loop below breaks on
18
- // iteration one, and this returns zero — no media self-shadowing at all whenever the sun is in
19
- // front of the camera, which is exactly when shafts are wanted.
20
- //
21
- // The metadata frustum is the same one rebuilt with a FINITE far plane
22
- // (update_frustum_far_plane), which the participating-media pass already slices against.
23
- var frustum_tmax = min(
24
- ray_ws.tmax,
25
- frustum_clip_ray(ray_ws.origin, ray_ws.direction, volumetrics_metadata.frustum)
26
- );
27
-
28
- if(frustum_tmax <= 0.0){
29
- return vec3<f32>(0.0);
30
- }
31
-
32
- // go as far as we can in frustum space
33
- const STEP_COUNT = 16;
34
-
35
- let step_size = frustum_tmax / STEP_COUNT;
36
-
37
- var optical_depth = vec3<f32>(0.0);
38
-
39
- // offset ray forward a tiny mount to avoid aliasing
40
- var t_previous = step_size * 0.1;
41
- var t_current = step_size;
42
-
43
- for(var i = 0; i < STEP_COUNT; i++){
44
-
45
- let position_ws = ray_ws.origin + ray_ws.direction * t_current;
46
-
47
- let uvw = volumetrics_position_world_to_froxel_uvw(position_ws);
48
-
49
- if(any(abs(uvw.xyz - 0.5) >= vec3(0.5))){
50
- // out of bounds, stop integration
51
- break;
52
- }
53
-
54
- let t_delta = t_current - t_previous;
55
-
56
- let sample_extinction = textureSampleLevel(tParticipatingMedia1, sLinear, uvw, 0.0).rgb;
57
-
58
- optical_depth += sample_extinction * t_delta;
59
-
60
- // update
61
- t_previous = t_current;
62
- t_current += step_size;
63
- }
64
-
65
- // if ray goes outside of the frustum, integrate over fog volumes
66
- // TODO implement
67
-
68
- return optical_depth;
69
- }
70
- `,
71
- [
72
- RAY_STRUCT.declaration_chunk,
73
- volumetrics_position_world_to_froxel_uvw,
74
- chunk_frustum_clip_ray,
75
- ]
76
- )
1
+ import { chunk_frustum_clip_ray } from "../shader/chunk/geometry/frustum/chunk_frustum_clip_ray.js";
2
+ import { RAY_STRUCT } from "../shader/chunk/geometry/ray/RAY_STRUCT.js";
3
+ import { CodeChunk } from "../shader/compiler/CodeChunk.js";
4
+ import { volumetrics_position_world_to_froxel_uvw } from "./volumetrics_position_world_to_froxel_uvw.js";
5
+ import { SAMPLER_LINEAR_RESOURCE } from "../texture/SAMPLER_LINEAR_RESOURCE.js";
6
+ import { PARTICIPATING_MEDIA_1_RESOURCE, VOLUMETRICS_METADATA_RESOURCE } from "./VOLUMETRICS_RESOURCES.js";
7
+
8
+ export const chunk_integrate_optical_depth = CodeChunk.from(
9
+ //language=WGSL
10
+ `
11
+ fn integrate_optical_depth(ray_ws: ${RAY_STRUCT.wgsl_ref}) -> vec3<f32>{
12
+
13
+ // volumetrics_metadata.frustum, NOT camera.frustum. The camera's frustum has no usable far
14
+ // plane: an infinite reverse-Z projection puts (0,0,0,near) in row 2 of the VP, a normal that
15
+ // cannot be normalized, so PerspectiveCamera.update_frustum zeroes the entry outright.
16
+ // frustum_clip_ray then discards it — correctly — which leaves the frustum OPEN at the far end,
17
+ // and a ray whose direction lies inside the view cone crosses no plane outward at all. t_exit
18
+ // stays at its 1e20 sentinel; capped by a directional light's tmax of 1.496e11 that gives a
19
+ // step of ~9.35e9, so the first sample lands far outside the grid, the loop below breaks on
20
+ // iteration one, and this returns zero — no media self-shadowing at all whenever the sun is in
21
+ // front of the camera, which is exactly when shafts are wanted.
22
+ //
23
+ // The metadata frustum is the same one rebuilt with a FINITE far plane
24
+ // (update_frustum_far_plane), which the participating-media pass already slices against.
25
+ var frustum_tmax = min(
26
+ ray_ws.tmax,
27
+ frustum_clip_ray(ray_ws.origin, ray_ws.direction, volumetrics_metadata.frustum)
28
+ );
29
+
30
+ if(frustum_tmax <= 0.0){
31
+ return vec3<f32>(0.0);
32
+ }
33
+
34
+ // go as far as we can in frustum space
35
+ const STEP_COUNT = 16;
36
+
37
+ let step_size = frustum_tmax / STEP_COUNT;
38
+
39
+ var optical_depth = vec3<f32>(0.0);
40
+
41
+ // offset ray forward a tiny mount to avoid aliasing
42
+ var t_previous = step_size * 0.1;
43
+ var t_current = step_size;
44
+
45
+ for(var i = 0; i < STEP_COUNT; i++){
46
+
47
+ let position_ws = ray_ws.origin + ray_ws.direction * t_current;
48
+
49
+ let uvw = volumetrics_position_world_to_froxel_uvw(position_ws);
50
+
51
+ if(any(abs(uvw.xyz - 0.5) >= vec3(0.5))){
52
+ // out of bounds, stop integration
53
+ break;
54
+ }
55
+
56
+ let t_delta = t_current - t_previous;
57
+
58
+ let sample_extinction = textureSampleLevel(tParticipatingMedia1, sLinear, uvw, 0.0).rgb;
59
+
60
+ optical_depth += sample_extinction * t_delta;
61
+
62
+ // update
63
+ t_previous = t_current;
64
+ t_current += step_size;
65
+ }
66
+
67
+ // if ray goes outside of the frustum, integrate over fog volumes
68
+ // TODO implement
69
+
70
+ return optical_depth;
71
+ }
72
+ `,
73
+ [
74
+ RAY_STRUCT.declaration_chunk,
75
+ volumetrics_position_world_to_froxel_uvw,
76
+ chunk_frustum_clip_ray,
77
+ ]
78
+ )
79
+
80
+ chunk_integrate_optical_depth.requireResource(SAMPLER_LINEAR_RESOURCE);
81
+ chunk_integrate_optical_depth.requireResource(PARTICIPATING_MEDIA_1_RESOURCE);
82
+ chunk_integrate_optical_depth.requireResource(VOLUMETRICS_METADATA_RESOURCE);
@@ -7,9 +7,10 @@
7
7
  * smoothstep over `fade_distance` (in world units, unaffected by scale) that
8
8
  * `compute_volume_fade_factor` evaluates at a froxel's midpoint; here it is the field itself. The
9
9
  * noise is `chunk_participating_media_noise`'s [0, 1] multiplier from the volumetrics noise
10
- * atlas, which an importing shader therefore binds as `tParticipatingMediaNoise` with
11
- * `sParticipatingMediaNoise`. Bounded above by `density`, so `density * extinction` majorizes
12
- * the volume anywhere in it.
10
+ * atlas, carried by the scene's wind at the point, which an importing shader therefore binds as
11
+ * `tParticipatingMediaNoise` with `sParticipatingMediaNoise`, and the wind field as
12
+ * `wind_field_add_resources` declares it. Bounded above by `density`, so `density * extinction`
13
+ * majorizes the volume anywhere in it.
13
14
  * - `participating_media_volume_span` is where a ray is inside the box, as distances along it,
14
15
  * clipped to `[0, t_max]`; empty (`y <= x`) when it misses. The direction need not be unit
15
16
  * length, and the distances are in its units: the local direction is not renormalized.
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_participating_media_volume_sample.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/chunk_participating_media_volume_sample.js"],"names":[],"mappings":"AAMA;;;;;;;;;;;;;;;;;;;;GAoBG;AACH,sDAFU,SAAS,CAwDjB;0BA/EwB,iCAAiC"}
1
+ {"version":3,"file":"chunk_participating_media_volume_sample.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/chunk_participating_media_volume_sample.js"],"names":[],"mappings":"AAMA;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH,sDAFU,SAAS,CAwDjB;0BAhFwB,iCAAiC"}
@@ -13,9 +13,10 @@ import { PARTICIPATING_MEDIA_VOLUME_STRUCT } from "./PARTICIPATING_MEDIA_VOLUME_
13
13
  * smoothstep over `fade_distance` (in world units, unaffected by scale) that
14
14
  * `compute_volume_fade_factor` evaluates at a froxel's midpoint; here it is the field itself. The
15
15
  * noise is `chunk_participating_media_noise`'s [0, 1] multiplier from the volumetrics noise
16
- * atlas, which an importing shader therefore binds as `tParticipatingMediaNoise` with
17
- * `sParticipatingMediaNoise`. Bounded above by `density`, so `density * extinction` majorizes
18
- * the volume anywhere in it.
16
+ * atlas, carried by the scene's wind at the point, which an importing shader therefore binds as
17
+ * `tParticipatingMediaNoise` with `sParticipatingMediaNoise`, and the wind field as
18
+ * `wind_field_add_resources` declares it. Bounded above by `density`, so `density * extinction`
19
+ * majorizes the volume anywhere in it.
19
20
  * - `participating_media_volume_span` is where a ray is inside the box, as distances along it,
20
21
  * clipped to `[0, t_max]`; empty (`y <= x`) when it misses. The direction need not be unit
21
22
  * length, and the distances are in its units: the local direction is not renormalized.
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_volumetrics_froxel_uvw_from_clip.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/chunk_volumetrics_froxel_uvw_from_clip.js"],"names":[],"mappings":"AAGA;;;;;;;;;;;;;;;GAeG;AACH,qDAFU,SAAS,CAmCjB;0BAnDwB,iCAAiC"}
1
+ {"version":3,"file":"chunk_volumetrics_froxel_uvw_from_clip.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/chunk_volumetrics_froxel_uvw_from_clip.js"],"names":[],"mappings":"AAIA;;;;;;;;;;;;;;;GAeG;AACH,qDAFU,SAAS,CAmCjB;0BApDwB,iCAAiC"}
@@ -1,5 +1,6 @@
1
1
  import { chunk_ndc_to_uv } from "../shader/chunk/texture/chunk_ndc_to_uv.js";
2
2
  import { CodeChunk } from "../shader/compiler/CodeChunk.js";
3
+ import { VOLUMETRICS_METADATA_RESOURCE } from "./VOLUMETRICS_RESOURCES.js";
3
4
 
4
5
  /**
5
6
  * Froxel-grid texture coordinates of a point given as its clip position and its planar view depth.
@@ -51,3 +52,5 @@ fn volumetrics_froxel_uvw_from_clip(
51
52
  chunk_ndc_to_uv,
52
53
  ]
53
54
  );
55
+
56
+ chunk_volumetrics_froxel_uvw_from_clip.requireResource(VOLUMETRICS_METADATA_RESOURCE);
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_volumetrics_local_light_shadow.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/chunk_volumetrics_local_light_shadow.js"],"names":[],"mappings":"AAaA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAuCG;AACH,mDAFU,SAAS,CA6FjB;0BA1IwB,iCAAiC"}
1
+ {"version":3,"file":"chunk_volumetrics_local_light_shadow.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/chunk_volumetrics_local_light_shadow.js"],"names":[],"mappings":"AAcA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAuCG;AACH,mDAFU,SAAS,CA6FjB;0BA3IwB,iCAAiC"}
@@ -5,6 +5,7 @@ import {
5
5
  } from "../shader/chunk/geometry/octahedron/chunk_uv_octahedral_unit_encode.js";
6
6
  import { chunk_ndc_to_uv } from "../shader/chunk/texture/chunk_ndc_to_uv.js";
7
7
  import { CodeChunk } from "../shader/compiler/CodeChunk.js";
8
+ import { SHADOWMAP_ATLAS_RESOURCE } from "../shadow/map/SHADOWMAP_RESOURCES.js";
8
9
 
9
10
  const POINT_DESCRIPTOR = LIGHT_DATABASE_SPEC.get('light_point');
10
11
  const SPOT_DESCRIPTOR = LIGHT_DATABASE_SPEC.get('light_spot');
@@ -143,3 +144,5 @@ fn volumetrics_spot_light_shadow(
143
144
  chunk_uv_octahedral_unit_encode,
144
145
  ]
145
146
  );
147
+
148
+ chunk_volumetrics_local_light_shadow.requireResource(SHADOWMAP_ATLAS_RESOURCE);
@@ -0,0 +1,36 @@
1
+ /**
2
+ * The participating-media build's workgroup, in froxels: flat in z, one slice a group. Read by its
3
+ * `@workgroup_size`, by the bin that pre-culls the volumes for each of those groups, and by the
4
+ * dispatches of both.
5
+ * @type {number[]}
6
+ */
7
+ export const VOLUMETRICS_MEDIA_WORKGROUP_RESOLUTION: number[];
8
+ /**
9
+ * The most volumes of its group's list a froxel of the participating-media build walks. Chosen, not
10
+ * derived. Past it the build drops the group's highest-indexed volumes, whatever each froxel would
11
+ * have made of them.
12
+ * @type {number}
13
+ */
14
+ export const VOLUMETRICS_MEDIA_GROUP_VOLUME_BUDGET: number;
15
+ /**
16
+ * The volumes each workgroup of the participating-media build may see, as one list per group: a
17
+ * bitmask over the volumes' rows, `list_words` words a group, the groups in `grid3d_to_index` order.
18
+ * The bin writes it, and the build walks its own group's list in row order instead of every volume.
19
+ *
20
+ * - `volumetrics_media_groups` is the build's workgroup grid over a froxel grid.
21
+ * - `volumetrics_media_list_words` is the words of one group's list: as many as the volumes need, and
22
+ * never more than the buffer holds for each group, so a list sized from a count the host had
23
+ * before a volume arrived drops that volume for a frame rather than overrun.
24
+ * - `volumetrics_froxel_planes` is the metadata frustum with its Y pair turned to the froxel grid's
25
+ * rows (screen Y runs down, world Y up).
26
+ * - `volumetrics_froxel_slab` is the frustum of a box of froxels: `uv` over the grid's columns and
27
+ * rows, `slice` over its depth curve, clamped to the camera's logical near and far.
28
+ * `volumetrics_froxel_slab_between` is the same with the depths given, inside `[near, far]`.
29
+ * - `volumetrics_volume_in_slab` is the build's own rejection of a volume by a slab: its unit box
30
+ * against the slab's planes taken into the volume's frame.
31
+ *
32
+ * @type {CodeChunk}
33
+ */
34
+ export const chunk_volumetrics_media_group_list: CodeChunk;
35
+ import { CodeChunk } from "../shader/compiler/CodeChunk.js";
36
+ //# sourceMappingURL=chunk_volumetrics_media_group_list.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_volumetrics_media_group_list.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/chunk_volumetrics_media_group_list.js"],"names":[],"mappings":"AAWA;;;;;GAKG;AACH,qDAFU,MAAM,EAAE,CAEgD;AAElE;;;;;GAKG;AACH,oDAFU,MAAM,CAEwC;AAExD;;;;;;;;;;;;;;;;;;GAkBG;AACH,iDAFU,SAAS,CAoFjB;0BAzHwB,iCAAiC"}
@@ -0,0 +1,129 @@
1
+ import { AABB3_STRUCT } from "../shader/chunk/geometry/aabb3/AABB3_STRUCT.js";
2
+ import { chunk_aabb3_intersects_frustum } from "../shader/chunk/geometry/aabb3/chunk_aabb3_intersects_frustum.js";
3
+ import { chunk_frustum_slice } from "../shader/chunk/geometry/frustum/chunk_frustum_slice.js";
4
+ import {
5
+ chunk_frustum_transform_plane_matrix
6
+ } from "../shader/chunk/geometry/frustum/chunk_frustum_transform_plane_matrix.js";
7
+ import { chunk_grid3d_to_index } from "../shader/chunk/grid/chunk_grid3d_to_index.js";
8
+ import { CodeChunk } from "../shader/compiler/CodeChunk.js";
9
+ import { chunk_cluster_depth_from_z_slice } from "../light/cluster/chunk_cluster_depth_from_z_slice.js";
10
+ import { PARTICIPATING_MEDIA_VOLUME_STRUCT } from "./PARTICIPATING_MEDIA_VOLUME_STRUCT.js";
11
+
12
+ /**
13
+ * The participating-media build's workgroup, in froxels: flat in z, one slice a group. Read by its
14
+ * `@workgroup_size`, by the bin that pre-culls the volumes for each of those groups, and by the
15
+ * dispatches of both.
16
+ * @type {number[]}
17
+ */
18
+ export const VOLUMETRICS_MEDIA_WORKGROUP_RESOLUTION = [16, 16, 1];
19
+
20
+ /**
21
+ * The most volumes of its group's list a froxel of the participating-media build walks. Chosen, not
22
+ * derived. Past it the build drops the group's highest-indexed volumes, whatever each froxel would
23
+ * have made of them.
24
+ * @type {number}
25
+ */
26
+ export const VOLUMETRICS_MEDIA_GROUP_VOLUME_BUDGET = 32;
27
+
28
+ /**
29
+ * The volumes each workgroup of the participating-media build may see, as one list per group: a
30
+ * bitmask over the volumes' rows, `list_words` words a group, the groups in `grid3d_to_index` order.
31
+ * The bin writes it, and the build walks its own group's list in row order instead of every volume.
32
+ *
33
+ * - `volumetrics_media_groups` is the build's workgroup grid over a froxel grid.
34
+ * - `volumetrics_media_list_words` is the words of one group's list: as many as the volumes need, and
35
+ * never more than the buffer holds for each group, so a list sized from a count the host had
36
+ * before a volume arrived drops that volume for a frame rather than overrun.
37
+ * - `volumetrics_froxel_planes` is the metadata frustum with its Y pair turned to the froxel grid's
38
+ * rows (screen Y runs down, world Y up).
39
+ * - `volumetrics_froxel_slab` is the frustum of a box of froxels: `uv` over the grid's columns and
40
+ * rows, `slice` over its depth curve, clamped to the camera's logical near and far.
41
+ * `volumetrics_froxel_slab_between` is the same with the depths given, inside `[near, far]`.
42
+ * - `volumetrics_volume_in_slab` is the build's own rejection of a volume by a slab: its unit box
43
+ * against the slab's planes taken into the volume's frame.
44
+ *
45
+ * @type {CodeChunk}
46
+ */
47
+ export const chunk_volumetrics_media_group_list = CodeChunk.from(
48
+ //language=WGSL
49
+ `
50
+ const VOLUMETRICS_MEDIA_GROUP_XY = vec2<u32>(${VOLUMETRICS_MEDIA_WORKGROUP_RESOLUTION[0]}u, ${VOLUMETRICS_MEDIA_WORKGROUP_RESOLUTION[1]}u);
51
+ const VOLUMETRICS_MEDIA_GROUP_VOLUME_BUDGET: u32 = ${VOLUMETRICS_MEDIA_GROUP_VOLUME_BUDGET}u;
52
+
53
+ fn volumetrics_media_groups(resolution: vec3<u32>) -> vec3<u32> {
54
+ return vec3<u32>((resolution.xy + VOLUMETRICS_MEDIA_GROUP_XY - vec2<u32>(1u)) / VOLUMETRICS_MEDIA_GROUP_XY, resolution.z);
55
+ }
56
+
57
+ fn volumetrics_media_list_words(volume_count: u32, buffer_words: u32, groups: vec3<u32>) -> u32 {
58
+ return min((volume_count + 31u) / 32u, buffer_words / (groups.x * groups.y * groups.z));
59
+ }
60
+
61
+ fn volumetrics_media_list_offset(group: vec3<u32>, groups: vec3<u32>, list_words: u32) -> u32 {
62
+ return grid3d_to_index(group, groups.xy) * list_words;
63
+ }
64
+
65
+ fn volumetrics_froxel_planes(frustum: array<vec4<f32>, 6>) -> array<vec4<f32>, 6> {
66
+ // Frustum planes are [LEFT, RIGHT, BOTTOM, TOP, NEAR, FAR] (see Camera.construct_frustum_planes),
67
+ // every one facing in. The grid's rows run down the screen while world Y runs up, so the Y pair
68
+ // trades places, and stays facing in: frustum_slice takes the plane at uv 0 as it is and the one
69
+ // at uv 1 as it is, so swapped and kept they bound the slab from the inside, as X and Z do.
70
+ var planes = frustum;
71
+ let t = planes[2];
72
+ planes[2] = planes[3];
73
+ planes[3] = t;
74
+ return planes;
75
+ }
76
+
77
+ fn volumetrics_froxel_slab(
78
+ planes: array<vec4<f32>, 6>,
79
+ uv_min: vec2<f32>,
80
+ uv_max: vec2<f32>,
81
+ slice_0: f32,
82
+ slice_1: f32,
83
+ near_far: vec2<f32>,
84
+ curve: vec3<f32>,
85
+ slices: f32,
86
+ ) -> array<vec4<f32>, 6> {
87
+ let z0 = max(near_far.x, cluster_depth_from_z_slice(slice_0, curve, slices));
88
+ let z1 = min(near_far.y, cluster_depth_from_z_slice(slice_1, curve, slices));
89
+
90
+ return volumetrics_froxel_slab_between(planes, uv_min, uv_max, z0, z1, near_far);
91
+ }
92
+
93
+ fn volumetrics_froxel_slab_between(
94
+ planes: array<vec4<f32>, 6>,
95
+ uv_min: vec2<f32>,
96
+ uv_max: vec2<f32>,
97
+ z0: f32,
98
+ z1: f32,
99
+ near_far: vec2<f32>,
100
+ ) -> array<vec4<f32>, 6> {
101
+ let z0_norm = (z0 - near_far.x) / (near_far.y - near_far.x);
102
+ let z1_norm = (z1 - near_far.x) / (near_far.y - near_far.x);
103
+
104
+ return frustum_slice(planes, vec3(uv_min, z0_norm), vec3(uv_max, z1_norm));
105
+ }
106
+
107
+ fn volumetrics_volume_in_slab(slab: array<vec4<f32>, 6>, volume: ${PARTICIPATING_MEDIA_VOLUME_STRUCT.wgsl_ref}) -> bool {
108
+ // Points go world -> local through transform_inverse, so planes go by the transpose of *its*
109
+ // inverse, which is just transpose(transform) — already resident.
110
+ let local = frustum_transform_plane_matrix(slab, transpose(volume.transform));
111
+
112
+ const unit_bounds = ${AABB3_STRUCT.make({
113
+ min: "vec3(-0.5)",
114
+ max: "vec3(0.5)",
115
+ })};
116
+
117
+ return aabb3_intersects_frustum(unit_bounds, local);
118
+ }
119
+ `,
120
+ [
121
+ PARTICIPATING_MEDIA_VOLUME_STRUCT.declaration_chunk,
122
+ AABB3_STRUCT.declaration_chunk,
123
+ chunk_aabb3_intersects_frustum,
124
+ chunk_frustum_slice,
125
+ chunk_frustum_transform_plane_matrix,
126
+ chunk_cluster_depth_from_z_slice,
127
+ chunk_grid3d_to_index,
128
+ ]
129
+ );
@@ -10,6 +10,12 @@
10
10
  * @returns {string}
11
11
  */
12
12
  export function volumetrics_sun_shadow_texture_name(index: number): string;
13
+ /**
14
+ * The cascades' textures, innermost first, as {@link chunk_volumetrics_sun_optical_depth} reads them.
15
+ *
16
+ * @type {ShaderResourceDescriptor[]}
17
+ */
18
+ export const VOLUMETRICS_SUN_SHADOW_CASCADE_RESOURCES: ShaderResourceDescriptor[];
13
19
  /**
14
20
  * Optical depth of the participating medium between a world position and the sun, in one fetch.
15
21
  *
@@ -34,5 +40,6 @@ export function volumetrics_sun_shadow_texture_name(index: number): string;
34
40
  * @type {CodeChunk}
35
41
  */
36
42
  export const chunk_volumetrics_sun_optical_depth: CodeChunk;
43
+ import { ShaderResourceDescriptor } from "../shader/resource/ShaderResourceDescriptor.js";
37
44
  import { CodeChunk } from "../shader/compiler/CodeChunk.js";
38
45
  //# sourceMappingURL=chunk_volumetrics_sun_optical_depth.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_volumetrics_sun_optical_depth.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/chunk_volumetrics_sun_optical_depth.js"],"names":[],"mappings":"AAIA;;;;;;;;;;GAUG;AACH,2DAHW,MAAM,GACJ,MAAM,CAIlB;AA2ED;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,kDAFU,SAAS,CAgBjB;0BAhIwB,iCAAiC"}
1
+ {"version":3,"file":"chunk_volumetrics_sun_optical_depth.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/chunk_volumetrics_sun_optical_depth.js"],"names":[],"mappings":"AAQA;;;;;;;;;;GAUG;AACH,2DAHW,MAAM,GACJ,MAAM,CAIlB;AAED;;;;GAIG;AACH,uDAFU,wBAAwB,EAAE,CAKlC;AA2EF;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,kDAFU,SAAS,CAgBjB;yCA5IuC,gDAAgD;0BAD/D,iCAAiC"}