@woosh/meep-engine 3.60.3 → 3.60.5

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 (514) hide show
  1. package/CHANGELOG.md +2602 -0
  2. package/CONTRIBUTING.md +7 -0
  3. package/MIGRATION_2_TO_3.md +136 -0
  4. package/SECURITY.md +4 -0
  5. package/editor/EditorCameraNavigation.d.ts +2 -1
  6. package/editor/EditorCameraNavigation.d.ts.map +1 -1
  7. package/editor/EditorCameraNavigation.js +51 -57
  8. package/editor/ecs/component/editors/ecs/Trail3DEditor.d.ts +3 -0
  9. package/editor/ecs/component/editors/ecs/Trail3DEditor.d.ts.map +1 -1
  10. package/editor/ecs/component/editors/ecs/Trail3DEditor.js +6 -0
  11. package/package.json +6 -2
  12. package/src/engine/EngineHarness.d.ts +3 -9
  13. package/src/engine/EngineHarness.d.ts.map +1 -1
  14. package/src/engine/EngineHarness.js +6 -8
  15. package/src/engine/graphics/camera/makeOrbitalCameraController.d.ts +9 -6
  16. package/src/engine/graphics/camera/makeOrbitalCameraController.d.ts.map +1 -1
  17. package/src/engine/graphics/camera/makeOrbitalCameraController.js +44 -71
  18. package/src/engine/graphics/camera/orbital/MomentumAxis.d.ts +64 -0
  19. package/src/engine/graphics/camera/orbital/MomentumAxis.d.ts.map +1 -0
  20. package/src/engine/graphics/camera/orbital/MomentumAxis.js +187 -0
  21. package/src/engine/graphics/camera/orbital/OrbitalCameraRig.d.ts +86 -0
  22. package/src/engine/graphics/camera/orbital/OrbitalCameraRig.d.ts.map +1 -0
  23. package/src/engine/graphics/camera/orbital/OrbitalCameraRig.js +319 -0
  24. package/src/engine/graphics/ecs/camera/topdown/TopDownCameraController.d.ts +34 -10
  25. package/src/engine/graphics/ecs/camera/topdown/TopDownCameraController.d.ts.map +1 -1
  26. package/src/engine/graphics/ecs/camera/topdown/TopDownCameraController.js +116 -30
  27. package/src/engine/graphics/ecs/camera/topdown/TopDownCameraControllerSystem.d.ts +1 -7
  28. package/src/engine/graphics/ecs/camera/topdown/TopDownCameraControllerSystem.d.ts.map +1 -1
  29. package/src/engine/graphics/ecs/camera/topdown/TopDownCameraControllerSystem.js +1 -37
  30. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometryFlags.js +1 -2
  31. package/src/engine/graphics/ecs/trail3d/TRAIL3D_FADE_LINEAR.d.ts +14 -0
  32. package/src/engine/graphics/ecs/trail3d/TRAIL3D_FADE_LINEAR.d.ts.map +1 -0
  33. package/src/engine/graphics/ecs/trail3d/TRAIL3D_FADE_LINEAR.js +22 -0
  34. package/src/engine/graphics/ecs/trail3d/Trail3D.d.ts +19 -3
  35. package/src/engine/graphics/ecs/trail3d/Trail3D.d.ts.map +1 -1
  36. package/src/engine/graphics/ecs/trail3d/Trail3D.js +31 -4
  37. package/src/engine/graphics/ecs/trail3d/advance_trail.js +1 -1
  38. package/src/engine/graphics/ecs/water/Water.d.ts +8 -0
  39. package/src/engine/graphics/ecs/water/Water.d.ts.map +1 -1
  40. package/src/engine/graphics/ecs/water/Water.js +8 -0
  41. package/src/engine/graphics/trail/tube/simulator/TubeXFixedPhysicsSimulator.d.ts +5 -5
  42. package/src/engine/graphics/trail/tube/simulator/TubeXFixedPhysicsSimulator.d.ts.map +1 -1
  43. package/src/engine/graphics/trail/tube/simulator/TubeXFixedPhysicsSimulator.js +6 -6
  44. package/src/engine/graphics3/WaterSystem.d.ts.map +1 -1
  45. package/src/engine/graphics3/WaterSystem.js +731 -734
  46. package/src/engine/graphics3/decal/DecalTileShader.d.ts +61 -0
  47. package/src/engine/graphics3/decal/DecalTileShader.d.ts.map +1 -0
  48. package/src/engine/graphics3/decal/DecalTileShader.js +138 -0
  49. package/src/engine/graphics3/decal/GPUDecalRenderer.d.ts +10 -4
  50. package/src/engine/graphics3/decal/GPUDecalRenderer.d.ts.map +1 -1
  51. package/src/engine/graphics3/decal/GPUDecalRenderer.js +149 -44
  52. package/src/engine/graphics3/decal/chunk_decal_tile_vertex.d.ts +25 -0
  53. package/src/engine/graphics3/decal/chunk_decal_tile_vertex.d.ts.map +1 -0
  54. package/src/engine/graphics3/decal/chunk_decal_tile_vertex.js +55 -0
  55. package/src/engine/graphics3/decal/graph_gather_decal_tiles.d.ts +22 -0
  56. package/src/engine/graphics3/decal/graph_gather_decal_tiles.d.ts.map +1 -0
  57. package/src/engine/graphics3/decal/graph_gather_decal_tiles.js +70 -0
  58. package/src/engine/graphics3/decal/shader_decal_composite.d.ts +7 -5
  59. package/src/engine/graphics3/decal/shader_decal_composite.d.ts.map +1 -1
  60. package/src/engine/graphics3/decal/shader_decal_composite.js +48 -44
  61. package/src/engine/graphics3/decal/shader_decal_tile_copy.d.ts +12 -0
  62. package/src/engine/graphics3/decal/shader_decal_tile_copy.d.ts.map +1 -0
  63. package/src/engine/graphics3/decal/shader_decal_tile_copy.js +78 -0
  64. package/src/engine/graphics3/decal/shader_gather_decal_tiles.d.ts +11 -0
  65. package/src/engine/graphics3/decal/shader_gather_decal_tiles.d.ts.map +1 -0
  66. package/src/engine/graphics3/decal/shader_gather_decal_tiles.js +80 -0
  67. package/src/engine/graphics3/trail/trail_tube_write_geometry.d.ts +10 -0
  68. package/src/engine/graphics3/trail/trail_tube_write_geometry.d.ts.map +1 -1
  69. package/src/engine/graphics3/trail/trail_tube_write_geometry.js +13 -1
  70. package/src/engine/input/devices/mouse/MouseEventButtons.d.ts +13 -0
  71. package/src/engine/input/devices/mouse/MouseEventButtons.d.ts.map +1 -0
  72. package/src/engine/input/devices/mouse/MouseEventButtons.js +23 -0
  73. package/src/engine/input/ecs/controllers/KeyboardCameraController.d.ts +4 -0
  74. package/src/engine/input/ecs/controllers/KeyboardCameraController.d.ts.map +1 -1
  75. package/src/engine/input/ecs/controllers/KeyboardCameraController.js +9 -45
  76. package/src/engine/physics/cloth/ecs/cloth_geodesic.d.ts +2 -2
  77. package/src/engine/physics/cloth/ecs/cloth_geodesic.js +2 -2
  78. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  79. package/src/shade/playground/probe_clipmap/README.md +1 -0
  80. package/src/shade/playground/probe_clipmap/index.html +5 -0
  81. package/src/shade/playground/probe_clipmap/main.d.ts.map +1 -1
  82. package/src/shade/playground/probe_clipmap/main.js +16 -2
  83. package/src/shade/playground/vgeo_scene/README.md +1 -1
  84. package/src/shade/playground/water_refraction/README.md +5 -6
  85. package/src/shade/playground/water_refraction/index.html +1 -1
  86. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  87. package/src/shade/renderer/Renderer.js +7 -5
  88. package/src/shade/renderer/atmosphere/MULTISCATTER_LUT_CONFIG.d.ts +4 -6
  89. package/src/shade/renderer/atmosphere/MULTISCATTER_LUT_CONFIG.d.ts.map +1 -1
  90. package/src/shade/renderer/atmosphere/MULTISCATTER_LUT_CONFIG.js +34 -36
  91. package/src/shade/renderer/atmosphere/chunk_get_multiscatter_values.d.ts +1 -1
  92. package/src/shade/renderer/atmosphere/chunk_get_multiscatter_values.d.ts.map +1 -1
  93. package/src/shade/renderer/atmosphere/chunk_get_multiscatter_values.js +162 -163
  94. package/src/shade/renderer/atmosphere/compute_mie_absorption.d.ts +1 -1
  95. package/src/shade/renderer/atmosphere/compute_mie_absorption.js +1 -1
  96. package/src/shade/renderer/atmosphere/hillaire/ATMOSPHERE_EARTH.js +1 -1
  97. package/src/shade/renderer/atmosphere/hillaire/ATMOSPHERE_PARAMETERS_STRUCT.js +1 -1
  98. package/src/shade/renderer/atmosphere/shader_multiscatter_lut.js +164 -164
  99. package/src/shade/renderer/atmosphere/shader_sky_irradiance_lut.js +1 -1
  100. package/src/shade/renderer/camera/orbital/OrbitalCameraController.d.ts +40 -80
  101. package/src/shade/renderer/camera/orbital/OrbitalCameraController.d.ts.map +1 -1
  102. package/src/shade/renderer/camera/orbital/OrbitalCameraController.js +197 -147
  103. package/src/shade/renderer/fluid/GPUFluidCascade.d.ts +3 -3
  104. package/src/shade/renderer/fluid/GPUFluidCascadeStack.d.ts +1 -1
  105. package/src/shade/renderer/fluid/forcing/GPUFluidForcing.d.ts +6 -6
  106. package/src/shade/renderer/fluid/pressure/GPUFluidPressureSolve.d.ts +1 -1
  107. package/src/shade/renderer/fluid/query/GPUFluidQueries.d.ts +1 -1
  108. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.d.ts +4 -4
  109. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.js +4 -4
  110. package/src/shade/renderer/geometry/sdf/cards/GPUMeshCardSets.d.ts +2 -1
  111. package/src/shade/renderer/geometry/sdf/cards/GPUMeshCardSets.d.ts.map +1 -1
  112. package/src/shade/renderer/geometry/sdf/cards/GPUMeshCardSets.js +18 -1
  113. package/src/shade/renderer/geometry/sdf/cards/mesh_cards_raster_pass_descriptor.js +2 -2
  114. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_histogram.d.ts +1 -1
  115. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_histogram.js +1 -1
  116. package/src/shade/renderer/geometry/sdf/chunk_blas_query_band_sdf.d.ts +4 -5
  117. package/src/shade/renderer/geometry/sdf/chunk_blas_query_band_sdf.d.ts.map +1 -1
  118. package/src/shade/renderer/geometry/sdf/chunk_blas_query_band_sdf.js +6 -7
  119. package/src/shade/renderer/geometry/virtual/proxy/vgeo_to_proxy_mesh.d.ts +31 -0
  120. package/src/shade/renderer/geometry/virtual/proxy/vgeo_to_proxy_mesh.d.ts.map +1 -0
  121. package/src/shade/renderer/geometry/virtual/proxy/vgeo_to_proxy_mesh.js +343 -0
  122. package/src/shade/renderer/geometry/virtual/runtime/vgeo_meshlet_metadata_write.d.ts +17 -0
  123. package/src/shade/renderer/geometry/virtual/runtime/vgeo_meshlet_metadata_write.d.ts.map +1 -0
  124. package/src/shade/renderer/geometry/virtual/runtime/vgeo_meshlet_metadata_write.js +29 -0
  125. package/src/shade/renderer/geometry/virtual/runtime/vgeo_runtime_meshlet_batch.d.ts.map +1 -1
  126. package/src/shade/renderer/geometry/virtual/runtime/vgeo_runtime_meshlet_batch.js +7 -13
  127. package/src/shade/renderer/global_illumination/probe_clipmap/GPUProbeClipmapGI.d.ts.map +1 -1
  128. package/src/shade/renderer/global_illumination/probe_clipmap/GPUProbeClipmapGI.js +2 -8
  129. package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSceneHolds.d.ts +5 -5
  130. package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSceneHolds.d.ts.map +1 -1
  131. package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSceneHolds.js +10 -10
  132. package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSettings.d.ts +12 -0
  133. package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSettings.d.ts.map +1 -1
  134. package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSettings.js +22 -0
  135. package/src/shade/renderer/global_illumination/probe_clipmap/probe/GPUProbeClipmap.d.ts +4 -4
  136. package/src/shade/renderer/global_illumination/probe_clipmap/probe/GPUProbeClipmap.d.ts.map +1 -1
  137. package/src/shade/renderer/global_illumination/probe_clipmap/probe/GPUProbeClipmap.js +50 -13
  138. package/src/shade/renderer/global_illumination/probe_clipmap/probe/PROBE_CLIPMAP.d.ts +6 -0
  139. package/src/shade/renderer/global_illumination/probe_clipmap/probe/PROBE_CLIPMAP.d.ts.map +1 -1
  140. package/src/shade/renderer/global_illumination/probe_clipmap/probe/PROBE_CLIPMAP.js +7 -0
  141. package/src/shade/renderer/global_illumination/probe_clipmap/probe/PROBE_CLIPMAP_RESAMPLING.d.ts +13 -0
  142. package/src/shade/renderer/global_illumination/probe_clipmap/probe/PROBE_CLIPMAP_RESAMPLING.d.ts.map +1 -0
  143. package/src/shade/renderer/global_illumination/probe_clipmap/probe/PROBE_CLIPMAP_RESAMPLING.js +13 -0
  144. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap.d.ts +17 -0
  145. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap.d.ts.map +1 -1
  146. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap.js +20 -0
  147. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_hit_surface.d.ts +5 -15
  148. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_hit_surface.d.ts.map +1 -1
  149. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_hit_surface.js +6 -34
  150. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_resampled.d.ts +18 -0
  151. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_resampled.d.ts.map +1 -0
  152. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_resampled.js +42 -0
  153. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_sample_radiance.d.ts.map +1 -1
  154. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_sample_radiance.js +5 -4
  155. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_accumulate.d.ts +4 -0
  156. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_accumulate.d.ts.map +1 -1
  157. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_accumulate.js +13 -2
  158. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_resample.d.ts +52 -0
  159. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_resample.d.ts.map +1 -0
  160. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_resample.js +250 -0
  161. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_shade.d.ts.map +1 -1
  162. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_shade.js +1 -7
  163. package/src/shade/renderer/hiz/HZBFootprint.d.ts +14 -0
  164. package/src/shade/renderer/hiz/HZBFootprint.d.ts.map +1 -0
  165. package/src/shade/renderer/hiz/HZBFootprint.js +16 -0
  166. package/src/shade/renderer/hiz/HZB_FOOTPRINT_X.d.ts +10 -0
  167. package/src/shade/renderer/hiz/HZB_FOOTPRINT_X.d.ts.map +1 -0
  168. package/src/shade/renderer/hiz/HZB_FOOTPRINT_X.js +11 -0
  169. package/src/shade/renderer/hiz/HZB_FOOTPRINT_Y.d.ts +10 -0
  170. package/src/shade/renderer/hiz/HZB_FOOTPRINT_Y.d.ts.map +1 -0
  171. package/src/shade/renderer/hiz/HZB_FOOTPRINT_Y.js +11 -0
  172. package/src/shade/renderer/hiz/HierarchicalZBuffer.d.ts +0 -7
  173. package/src/shade/renderer/hiz/HierarchicalZBuffer.d.ts.map +1 -1
  174. package/src/shade/renderer/hiz/HierarchicalZBuffer.js +405 -350
  175. package/src/shade/renderer/hiz/chunk_hzb_footprint_x.d.ts +12 -0
  176. package/src/shade/renderer/hiz/chunk_hzb_footprint_x.d.ts.map +1 -0
  177. package/src/shade/renderer/hiz/chunk_hzb_footprint_x.js +27 -0
  178. package/src/shade/renderer/hiz/chunk_hzb_footprint_y.d.ts +12 -0
  179. package/src/shade/renderer/hiz/chunk_hzb_footprint_y.d.ts.map +1 -0
  180. package/src/shade/renderer/hiz/chunk_hzb_footprint_y.js +27 -0
  181. package/src/shade/renderer/hiz/hzb_footprint_texels.d.ts +14 -0
  182. package/src/shade/renderer/hiz/hzb_footprint_texels.d.ts.map +1 -0
  183. package/src/shade/renderer/hiz/hzb_footprint_texels.js +34 -0
  184. package/src/shade/renderer/hiz/shader_hzb_reduce_any.d.ts +0 -5
  185. package/src/shade/renderer/hiz/shader_hzb_reduce_any.d.ts.map +1 -1
  186. package/src/shade/renderer/hiz/shader_hzb_reduce_any.js +37 -57
  187. package/src/shade/renderer/hiz/shader_hzb_reduce_mip0.d.ts +11 -0
  188. package/src/shade/renderer/hiz/shader_hzb_reduce_mip0.d.ts.map +1 -0
  189. package/src/shade/renderer/hiz/{shader_hzb_reduce_mip0_clip.js → shader_hzb_reduce_mip0.js} +120 -111
  190. package/src/shade/renderer/light/environment/environment_level_1_blur_plan.d.ts +39 -0
  191. package/src/shade/renderer/light/environment/environment_level_1_blur_plan.d.ts.map +1 -0
  192. package/src/shade/renderer/light/environment/environment_level_1_blur_plan.js +119 -0
  193. package/src/shade/renderer/light/environment/execute_filter_environment_map.d.ts +15 -7
  194. package/src/shade/renderer/light/environment/execute_filter_environment_map.d.ts.map +1 -1
  195. package/src/shade/renderer/light/environment/execute_filter_environment_map.js +66 -83
  196. package/src/shade/renderer/light/environment/graph_filter_environment_map.d.ts.map +1 -1
  197. package/src/shade/renderer/light/environment/graph_filter_environment_map.js +15 -6
  198. package/src/shade/renderer/light/environment/shader_blur_environment_map.d.ts +3 -0
  199. package/src/shade/renderer/light/environment/shader_blur_environment_map.d.ts.map +1 -0
  200. package/src/shade/renderer/light/environment/shader_blur_environment_map.js +111 -0
  201. package/src/shade/renderer/light/environment/shader_convolve_reflection_map_from_blurred.d.ts +3 -0
  202. package/src/shade/renderer/light/environment/shader_convolve_reflection_map_from_blurred.d.ts.map +1 -0
  203. package/src/shade/renderer/light/environment/shader_convolve_reflection_map_from_blurred.js +128 -0
  204. package/src/shade/renderer/light/environment/shader_downsample_environment_map.d.ts.map +1 -1
  205. package/src/shade/renderer/light/environment/shader_downsample_environment_map.js +0 -1
  206. package/src/shade/renderer/loader/gltf/tiny-gltf.d.ts +1 -1
  207. package/src/shade/renderer/material/GPUMaterialManager.d.ts +7 -0
  208. package/src/shade/renderer/material/GPUMaterialManager.d.ts.map +1 -1
  209. package/src/shade/renderer/material/GPUMaterialManager.js +11 -0
  210. package/src/shade/renderer/material/resident/GPUResidentMaterialContext.d.ts +12 -12
  211. package/src/shade/renderer/material/resident/GPUResidentMaterialContext.d.ts.map +1 -1
  212. package/src/shade/renderer/material/resident/GPUResidentMaterialContext.js +17 -118
  213. package/src/shade/renderer/postprocess/nss/NSS.d.ts +1 -3
  214. package/src/shade/renderer/postprocess/nss/NSS.d.ts.map +1 -1
  215. package/src/shade/renderer/postprocess/nss/NSS.js +1 -3
  216. package/src/shade/renderer/postprocess/nss/NSS_NETWORK_SCHEMA.d.ts +5 -6
  217. package/src/shade/renderer/postprocess/nss/NSS_NETWORK_SCHEMA.d.ts.map +1 -1
  218. package/src/shade/renderer/postprocess/nss/NSS_NETWORK_SCHEMA.js +9 -10
  219. package/src/shade/renderer/postprocess/nss/shader_nss_extract_feedback.d.ts.map +1 -1
  220. package/src/shade/renderer/postprocess/nss/shader_nss_extract_feedback.js +48 -49
  221. package/src/shade/renderer/postprocess/nss/shader_nss_postprocess.d.ts.map +1 -1
  222. package/src/shade/renderer/postprocess/nss/shader_nss_postprocess.js +12 -16
  223. package/src/shade/renderer/postprocess/nss/shader_nss_preprocess.js +246 -246
  224. package/src/shade/renderer/rasterize/chunk_triangle_winding_is_reversed.d.ts +1 -2
  225. package/src/shade/renderer/rasterize/chunk_triangle_winding_is_reversed.d.ts.map +1 -1
  226. package/src/shade/renderer/rasterize/chunk_triangle_winding_is_reversed.js +34 -35
  227. package/src/shade/renderer/shader/chunk/atmosphere/C_MIE_SCATTERING_DECLARATION.d.ts +2 -2
  228. package/src/shade/renderer/shader/chunk/atmosphere/C_MIE_SCATTERING_DECLARATION.js +2 -2
  229. package/src/shade/renderer/shader/chunk/atmosphere/chunk_compute_extinction.js +1 -1
  230. package/src/shade/renderer/shader/chunk/atmosphere/hillaire/DENSITY_PROFILE_LAYER_STRUCT.d.ts +1 -1
  231. package/src/shade/renderer/shader/chunk/atmosphere/hillaire/DENSITY_PROFILE_LAYER_STRUCT.js +1 -1
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  480. package/src/shade/renderer/rasterize/native/avboit/AVBOIT_PLAN_2026_09_03.md +0 -600
  481. package/src/shade/renderer/restir/reservoir/NOTES.md +0 -6
  482. package/src/shade/renderer/shader/chunk/atmosphere/NOTES.md +0 -6
  483. package/src/shade/renderer/shader/chunk/brdf/FRESNEL_BRIEF_2026_10_16.md +0 -394
  484. package/src/shade/renderer/shader/chunk/color/tonemap/ACES_TONE_MAPPING_BRIEF_2026_10_17.md +0 -160
  485. package/src/shade/renderer/shader/chunk/color/tonemap/HDR_TONE_MAPPING_FORMS_BRIEF_2026_10_16.md +0 -322
  486. package/src/shade/renderer/shader/chunk/color/tonemap/SDR_TONE_MAPPING_BRIEF_2026_10_16.md +0 -247
  487. package/src/shade/renderer/shader/chunk/fsr/NOTES.md +0 -3
  488. package/src/shade/renderer/shader/chunk/fsr/spd/NOTES.md +0 -4
  489. package/src/shade/renderer/shader/chunk/geometry/ray/NOTES.md +0 -4
  490. package/src/shade/renderer/shader/chunk/material/MULTISCATTER.md +0 -159
  491. package/src/shade/renderer/shader/chunk/mboit/NOTES.md +0 -38
  492. package/src/shade/renderer/shader/chunk/spherical_harmonics/l1i/NOTES.md +0 -3
  493. package/src/shade/renderer/shader/chunk/spherical_harmonics/sampling/NOTES.md +0 -8
  494. package/src/shade/renderer/shader/compiler/SHADER_SWITCH_PROPOSAL_2026_10_16.md +0 -932
  495. package/src/shade/renderer/shadow/contact/FINDINGS.md +0 -413
  496. package/src/shade/renderer/shadow/map/csm/NOTES.md +0 -5
  497. package/src/shade/renderer/shadow/ray/NOTES.md +0 -31
  498. package/src/shade/renderer/shadow/sdf/NOTES.md +0 -9
  499. package/src/shade/renderer/shadow/sdf/brixelizer/NOTES.md +0 -5
  500. package/src/shade/renderer/shadow/sdf/cascade/NOTES.md +0 -9
  501. package/src/shade/renderer/shadow/vsm/NOTES.md +0 -12
  502. package/src/shade/renderer/shadow/vsm/PLAN.md +0 -442
  503. package/src/shade/renderer/shadow/vsm/REVIEW_LEDGER.md +0 -43
  504. package/src/shade/renderer/texture/COMPRESSED_TEXTURE_PLAN_2026_09_01.md +0 -2444
  505. package/src/shade/renderer/texture/mipmaps/NOTES.md +0 -4
  506. package/src/shade/renderer/volumetrics/NOTES.md +0 -1329
  507. package/src/shade/renderer/volumetrics/VOLUMETRIC_NOISE_PLAN_2026_10_15.md +0 -336
  508. package/src/shade/renderer/water/medium/GPUWaterBodies.d.ts +0 -23
  509. package/src/shade/renderer/water/medium/GPUWaterBodies.d.ts.map +0 -1
  510. package/src/shade/renderer/water/medium/GPUWaterBodies.js +0 -75
  511. package/src/shade/wgsl/NOTES.md +0 -4
  512. package/src/view/elements/progress/segmented/segment_frame_transform.d.ts +0 -15
  513. package/src/view/elements/progress/segmented/segment_frame_transform.d.ts.map +0 -1
  514. package/src/view/elements/progress/segmented/segment_frame_transform.js +0 -69
@@ -1,13 +0,0 @@
1
- /**
2
- * Samples per texel. Each reads the average whose texel matches the solid angle it stands for, so
3
- * fewer samples read coarser averages and more read finer ones, back toward point taps that catch or
4
- * miss a bright texel. Measured on a single bright texel of a 1024 map at 48 places, level 1 over
5
- * level 0 in solid-angle energy: 32 → 0.995 ± 0.014, 64 → 0.998 ± 0.008 (at most 1.005),
6
- * 196 → 1.001 ± 0.019 — at 196 the lod is 0.5 .. 1.7, and every read below 1 blends in level 0's
7
- * point taps. UE filters with 32 below roughness 0.1 and 64 above.
8
- * @type {number}
9
- */
10
- export const CONVOLVE_FROM_AVERAGES_SAMPLE_COUNT: number;
11
- export const shader_convolve_reflection_map_from_averages: ComputeShader;
12
- import { ComputeShader } from "../../shader/ComputeShader.js";
13
- //# sourceMappingURL=shader_convolve_reflection_map_from_averages.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"shader_convolve_reflection_map_from_averages.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/light/environment/shader_convolve_reflection_map_from_averages.js"],"names":[],"mappings":"AAqCA;;;;;;;;GAQG;AACH,kDAFU,MAAM,CAEsC;AAmJtD,yEAII;8BAlL0B,+BAA+B"}
@@ -1,198 +0,0 @@
1
- import { chunk_cone_cosine_from_roughness } from "../../shader/chunk/brdf/chunk_cone_cosine_from_roughness.js";
2
- import {
3
- chunk_build_orthonormal_matrix_n
4
- } from "../../shader/chunk/geometry/normal/chunk_build_orthonormal_matrix_n.js";
5
- import {
6
- chunk_uv_octahedral_unit_decode
7
- } from "../../shader/chunk/geometry/octahedron/chunk_uv_octahedral_unit_decode.js";
8
- import {
9
- chunk_uv_octahedral_unit_encode
10
- } from "../../shader/chunk/geometry/octahedron/chunk_uv_octahedral_unit_encode.js";
11
- import { chunk_uniform_sample_cone } from "../../shader/chunk/geometry/ray/chunk_uniform_sample_cone.js";
12
- import { chunk_pow2 } from "../../shader/chunk/math/chunk_pow2.js";
13
- import { chunk_safe_rcp } from "../../shader/chunk/math/chunk_safe_rcp.js";
14
- import { chunk_hammersley_2d } from "../../shader/chunk/noise/chunk_hammersley_2d.js";
15
- import {
16
- chunk_texture_octahedral_skirt_texel_uv
17
- } from "../../shader/chunk/texture/octahedral/chunk_texture_octahedral_skirt_texel_uv.js";
18
- import { chunk_texture_octahedral_skirt_uv } from "../../shader/chunk/texture/octahedral/chunk_texture_octahedral_skirt_uv.js";
19
- import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
20
- import { ComputeShader } from "../../shader/ComputeShader.js";
21
- import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
22
- import { ShaderDescriptor } from "../../shader/ShaderDescriptor.js";
23
- import { chunk_reflection_sample_weight } from "./chunk_reflection_sample_weight.js";
24
- import { chunk_sphere_probe_lod_to_roughness } from "./chunk_sphere_probe_lod_to_roughness.js";
25
- import { BSDF_ROUGHNESS_MINIMUM } from "./DEFINES.js";
26
- import { ENVIRONMENT_MAP_SAMPLER_RESOURCE } from "./ENVIRONMENT_MAP_SAMPLER_RESOURCE.js";
27
-
28
- const resources = new ShaderResourceSetDescriptor();
29
-
30
- resources.createGroup()
31
- // the map's level 0, and its plain averages from level 1 down (see shader_downsample_environment_map)
32
- .addTexture("level_0", "float")
33
- .addTexture("averages", "float")
34
- .addStorageTexture("output", "rgba16float")
35
- .add(ENVIRONMENT_MAP_SAMPLER_RESOURCE)
36
- ;
37
-
38
- /**
39
- * Samples per texel. Each reads the average whose texel matches the solid angle it stands for, so
40
- * fewer samples read coarser averages and more read finer ones, back toward point taps that catch or
41
- * miss a bright texel. Measured on a single bright texel of a 1024 map at 48 places, level 1 over
42
- * level 0 in solid-angle energy: 32 → 0.995 ± 0.014, 64 → 0.998 ± 0.008 (at most 1.005),
43
- * 196 → 1.001 ± 0.019 — at 196 the lod is 0.5 .. 1.7, and every read below 1 blends in level 0's
44
- * point taps. UE filters with 32 below roughness 0.1 and 64 above.
45
- * @type {number}
46
- */
47
- export const CONVOLVE_FROM_AVERAGES_SAMPLE_COUNT = 64;
48
-
49
- /**
50
- * How much a read of the averages widens the lobe, as mean squared angle per steradian a sample
51
- * stands for. The lobe exp(2 (N·H - 1) / r^4) is a Gaussian of mean squared angle 4 r^4 (N·H =
52
- * cos(θ/2), so N·H - 1 ≈ -θ²/8), and convolving adds variances, so the lobe is narrowed to
53
- * r^4 - k Ω_s / 4 and lands at the width it is asked for.
54
- *
55
- * A box over the texel plus the bilinear tent across its neighbours predicts 1/2; 1 is measured. On
56
- * a 1024 map's sun against level 1 from 8192 point taps (1.315° rms): k = 0 → 1.436°, 1/2 → 1.380°,
57
- * 1 → 1.317°; the sun's tail error 110% → 49%. The two reads a lod between levels blends, and an
58
- * average's footprint 2 + 2/n texels of the one above rather than 2, are the likely difference.
59
- * Matching the width leaves the shape: the core is flatter than a Gaussian, and the sky's rms error
60
- * against the reference goes 0.166 → 0.222.
61
- * @type {number}
62
- */
63
- const AVERAGES_BLUR_PER_SOLID_ANGLE = 1;
64
-
65
- /**
66
- * Level 1 of the prefilter, by filtered importance sampling: each sample reads the plain average of
67
- * level 0 whose texel is the solid angle the sample stands for, so a texel brighter than its
68
- * neighbours is averaged into the coarser texel the sample reads instead of being hit or missed by
69
- * the sample pattern. Point taps into level 0 — 196 of them over a cone of 639 level-0 texels — put
70
- * one bright texel's share of level 1 anywhere from 0.79 to 1.21 of its energy, and an HDR sun
71
- * came out 0.66% brighter than it went in.
72
- *
73
- * Samples are uniform in the cone, so each stands for the same solid angle and reads the same
74
- * average: the averages blur the lobe by one fixed amount, which the lobe gives back by narrowing
75
- * (see AVERAGES_BLUR_PER_SOLID_ANGLE). UE's importance sampling read fine averages in the lobe's core
76
- * and coarse ones in its tail, and the sun came out in blocks.
77
- *
78
- * Level 1 only. The levels after it read the level above, already smooth at their sample spacing
79
- * (see shader_convolve_reflection_map). Read from level 0 instead, their samples land on averages
80
- * 8 to 16 texels a side, too coarse an octahedral grid to keep a bright texel's energy: ±11% at
81
- * level 4, and a sky 11% brighter.
82
- *
83
- * @see https://developer.nvidia.com/gpugems/gpugems3/part-iii-rendering/chapter-20-gpu-based-importance-sampling
84
- * @see https://github.com/EpicGames/UnrealEngine/blob/5.4/Engine/Shaders/Private/ReflectionEnvironmentShaders.usf FilterPS
85
- * @see https://projects.blender.org/blender/blender/src/commit/866ef5b468589587395b1ee7480ea75b4c0fbc26/source/blender/draw/engines/eevee_next/shaders/eevee_lightprobe_sphere_convolve_comp.glsl for the lobe
86
- * @type {CodeChunk}
87
- */
88
- const body = CodeChunk.from(
89
- //language=WGSL
90
- `
91
- /// level 0 is the map's own, the levels below it are the averages
92
- fn sample_source_level(direction: vec3<f32>, level: u32) -> vec4<f32> {
93
- let uv = uv_octahedral_unit_encode(direction);
94
-
95
- if (level == 0u) {
96
- let size = f32(textureDimensions(level_0).x);
97
-
98
- return textureSampleLevel(level_0, sEnvironment, texture_octahedral_skirt_uv(uv, size), 0.0);
99
- }
100
-
101
- let average_level = level - 1u;
102
- let size = f32(textureDimensions(averages, average_level).x);
103
-
104
- return textureSampleLevel(averages, sEnvironment, texture_octahedral_skirt_uv(uv, size), f32(average_level));
105
- }
106
-
107
- @compute @workgroup_size(16,16,1)
108
- fn main(
109
- @builtin(global_invocation_id) global_invocation_id : vec3<u32>,
110
- ){
111
- let output_size = textureDimensions(output);
112
-
113
- let output_texel_i = global_invocation_id.xy;
114
-
115
- if(any(output_texel_i >= output_size)){
116
- return;
117
- }
118
-
119
- /* From mip to linear roughness (same as UI). */
120
- let roughness = max(sphere_probe_lod_to_roughness(1.0), ${BSDF_ROUGHNESS_MINIMUM});
121
- let cone_cos = cone_cosine_from_roughness(roughness);
122
-
123
- // the skirt too: a skirt texel takes its interior twin's uv, so it is that texel, computed again
124
- let out_uv = texture_octahedral_skirt_texel_uv(output_texel_i, output_size.x);
125
- let out_direction = uv_octahedral_unit_decode( out_uv );
126
-
127
- let basis = build_orthonormal_matrix_n(out_direction);
128
-
129
- var weight_accum = 0.0;
130
- var radiance_accum = vec4(0.0);
131
-
132
- const sample_count = ${CONVOLVE_FROM_AVERAGES_SAMPLE_COUNT};
133
-
134
- // uniform in the cone, so every sample stands for the same solid angle
135
- let sample_solid_angle = 2.0 * PI * (1.0 - cone_cos) / f32(sample_count);
136
-
137
- // narrowed by the blur the averages add, so the lobe comes out at the roughness asked for
138
- let lobe_roughness = sqrt(sqrt(max(
139
- pow2(pow2(roughness)) - ${AVERAGES_BLUR_PER_SOLID_ANGLE.toFixed(6)} * sample_solid_angle / 4.0,
140
- pow2(pow2(${BSDF_ROUGHNESS_MINIMUM}))
141
- )));
142
-
143
- // level 0's octahedral square, n texels a side, spans 2 in octahedron coordinates; a texel there
144
- // covers (2/n)^2 of it, and the octahedron's solid angle per unit area is |d|_1^3 along unit d
145
- let level_0_interior = f32(textureDimensions(level_0).x) - 2.0;
146
- let level_0_texel_area = 4.0 / (level_0_interior * level_0_interior);
147
-
148
- let last_level = f32(textureNumLevels(averages));
149
-
150
- for (var i = 0u; i < sample_count; i++) {
151
- let rand = hammersley_2d(i, sample_count);
152
-
153
- let in_direction = normalize(basis * uniform_sample_cone(rand, cone_cos));
154
-
155
- let l1 = dot(abs(in_direction), vec3(1.0));
156
- let texel_solid_angle = level_0_texel_area * l1 * l1 * l1;
157
-
158
- let lod = clamp(0.5 * log2(sample_solid_angle / texel_solid_angle), 0.0, last_level);
159
- let lod_floor = floor(lod);
160
- let level = u32(lod_floor);
161
-
162
- let radiance = mix(
163
- sample_source_level(in_direction, level),
164
- sample_source_level(in_direction, min(level + 1u, u32(last_level))),
165
- lod - lod_floor
166
- );
167
-
168
- let weight = reflection_sample_weight(out_direction, in_direction, lobe_roughness);
169
-
170
- radiance_accum += radiance * weight;
171
- weight_accum += weight;
172
- }
173
-
174
- let out_radiance = radiance_accum * safe_rcp(weight_accum);
175
-
176
- textureStore(output, output_texel_i, out_radiance);
177
- }
178
- `, [
179
- chunk_sphere_probe_lod_to_roughness,
180
- chunk_hammersley_2d,
181
- chunk_build_orthonormal_matrix_n,
182
- chunk_safe_rcp,
183
- chunk_pow2,
184
- chunk_uniform_sample_cone,
185
- chunk_texture_octahedral_skirt_texel_uv,
186
- chunk_texture_octahedral_skirt_uv,
187
- chunk_uv_octahedral_unit_decode,
188
- chunk_uv_octahedral_unit_encode,
189
- chunk_reflection_sample_weight,
190
- chunk_cone_cosine_from_roughness,
191
- ]
192
- );
193
-
194
- export const shader_convolve_reflection_map_from_averages = new ComputeShader(ShaderDescriptor.from({
195
- label: 'Convolve reflection map from averages',
196
- body,
197
- resources
198
- }));
@@ -1,24 +0,0 @@
1
- /**
2
- * @type {WebGPUStruct}
3
- */
4
- export const RESIDENT_TEXTURE_MEANS_SETTINGS: WebGPUStruct;
5
- /**
6
- * The rows' sums (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §6.6): a workgroup a texture slot, a lane a row of
7
- * its {@link SLOT_TEXELS}, which sums the row's texels into `texture_rows[slot · 64 + row]`. The launch
8
- * is the slots, folded over x then y past the per-dimension limit.
9
- *
10
- * @type {ComputeShader}
11
- */
12
- export const shader_resident_texture_rows: ComputeShader;
13
- /**
14
- * The slots' means (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §6.6): a thread a texture slot, the mean of its
15
- * rows' sums over the slot's texels, into `texture_means[slot]`, as the atlas stores it: an albedo's
16
- * colour premultiplied by its coverage, so `rgb / a` is the mean colour of what the slot covers. A
17
- * workgroup of 64 slots.
18
- *
19
- * @type {ComputeShader}
20
- */
21
- export const shader_resident_texture_means: ComputeShader;
22
- import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
23
- import { ComputeShader } from "../../shader/ComputeShader.js";
24
- //# sourceMappingURL=shader_resident_texture_means.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"shader_resident_texture_means.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/material/resident/shader_resident_texture_means.js"],"names":[],"mappings":"AAyBA;;GAEG;AACH,8CAFU,YAAY,CAKa;AAUnC;;;;;;GAMG;AACH,2CAFU,aAAa,CAgCpB;AAUH;;;;;;;GAOG;AACH,4CAFU,aAAa,CAyBpB;6BAjH0B,mCAAmC;8BAJlC,+BAA+B"}
@@ -1,120 +0,0 @@
1
- import { chunk_folded_workgroup_index } from "../../shader/chunk/grid/chunk_folded_workgroup_index.js";
2
- import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
3
- import { ComputeShader } from "../../shader/ComputeShader.js";
4
- import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
5
- import { u32, vec4f } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
6
- import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
7
- import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
8
- import {
9
- RESIDENT_MATERIAL_TEXTURE_RESOLUTION,
10
- RESIDENT_MATERIAL_TEXTURE_SLOT_RESOLUTION,
11
- RESIDENT_MATERIAL_TEXTURE_SLOTS_PER_LAYER
12
- } from "./RESIDENT_MATERIAL_TEXTURE_LAYOUT.js";
13
-
14
- /*
15
- A texture slot's mean (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §6.6): what a GI hit no card sees takes
16
- of its material. Two passes, so that no thread reads more than a row: the rows of every slot, then
17
- every slot from its rows.
18
- */
19
-
20
- /**
21
- * The rows a slot has, and the texels a row.
22
- * @type {number}
23
- */
24
- const SLOT_TEXELS = RESIDENT_MATERIAL_TEXTURE_RESOLUTION;
25
-
26
- /**
27
- * @type {WebGPUStruct}
28
- */
29
- export const RESIDENT_TEXTURE_MEANS_SETTINGS = WebGPUStruct.from({
30
- /** texture slots, the highest one's id and one */
31
- slot_count: u32,
32
- }, "ResidentTextureMeansSettings");
33
-
34
- const row_resources = new ShaderResourceSetDescriptor();
35
-
36
- row_resources.setImmediate("settings", RESIDENT_TEXTURE_MEANS_SETTINGS);
37
-
38
- row_resources.createGroup()
39
- .addTexture("textures", "unfilterable-float", "2d-array")
40
- .addStorageBuffer("texture_rows", WebGPUArray.from(vec4f), true);
41
-
42
- /**
43
- * The rows' sums (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §6.6): a workgroup a texture slot, a lane a row of
44
- * its {@link SLOT_TEXELS}, which sums the row's texels into `texture_rows[slot · 64 + row]`. The launch
45
- * is the slots, folded over x then y past the per-dimension limit.
46
- *
47
- * @type {ComputeShader}
48
- */
49
- export const shader_resident_texture_rows = ComputeShader.from({
50
- label: "Resident Texture Rows",
51
- resources: row_resources,
52
- body: CodeChunk.from(
53
- //language=WGSL
54
- `
55
- @compute @workgroup_size(${SLOT_TEXELS})
56
- fn main(
57
- @builtin(workgroup_id) workgroup_id: vec3<u32>,
58
- @builtin(local_invocation_index) row: u32,
59
- ) {
60
- let slot = folded_workgroup_index(workgroup_id);
61
-
62
- if (slot >= settings.slot_count) {
63
- return;
64
- }
65
-
66
- let layer = slot / ${RESIDENT_MATERIAL_TEXTURE_SLOTS_PER_LAYER}u;
67
- let in_layer = slot % ${RESIDENT_MATERIAL_TEXTURE_SLOTS_PER_LAYER}u;
68
- let origin = vec2<u32>(in_layer % ${RESIDENT_MATERIAL_TEXTURE_SLOT_RESOLUTION}u, in_layer / ${RESIDENT_MATERIAL_TEXTURE_SLOT_RESOLUTION}u) * ${SLOT_TEXELS}u;
69
-
70
- var sum = vec4<f32>(0.0);
71
-
72
- for (var x = 0u; x < ${SLOT_TEXELS}u; x++) {
73
- sum += textureLoad(textures, origin + vec2<u32>(x, row), layer, 0);
74
- }
75
-
76
- texture_rows[slot * ${SLOT_TEXELS}u + row] = sum;
77
- }
78
- `, [chunk_folded_workgroup_index]),
79
- });
80
-
81
- const mean_resources = new ShaderResourceSetDescriptor();
82
-
83
- mean_resources.setImmediate("settings", RESIDENT_TEXTURE_MEANS_SETTINGS);
84
-
85
- mean_resources.createGroup()
86
- .addStorageBuffer("texture_rows", WebGPUArray.from(vec4f))
87
- .addStorageBuffer("texture_means", WebGPUArray.from(vec4f), true);
88
-
89
- /**
90
- * The slots' means (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §6.6): a thread a texture slot, the mean of its
91
- * rows' sums over the slot's texels, into `texture_means[slot]`, as the atlas stores it: an albedo's
92
- * colour premultiplied by its coverage, so `rgb / a` is the mean colour of what the slot covers. A
93
- * workgroup of 64 slots.
94
- *
95
- * @type {ComputeShader}
96
- */
97
- export const shader_resident_texture_means = ComputeShader.from({
98
- label: "Resident Texture Means",
99
- resources: mean_resources,
100
- body: CodeChunk.from(
101
- //language=WGSL
102
- `
103
- @compute @workgroup_size(64)
104
- fn main(@builtin(global_invocation_id) id: vec3<u32>) {
105
- let slot = id.x;
106
-
107
- if (slot >= settings.slot_count) {
108
- return;
109
- }
110
-
111
- var sum = vec4<f32>(0.0);
112
-
113
- for (var row = 0u; row < ${SLOT_TEXELS}u; row++) {
114
- sum += texture_rows[slot * ${SLOT_TEXELS}u + row];
115
- }
116
-
117
- texture_means[slot] = sum / ${SLOT_TEXELS * SLOT_TEXELS}.0;
118
- }
119
- `),
120
- });