@woosh/meep-engine 3.61.2 → 3.62.0

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 (645) hide show
  1. package/CHANGELOG.md +111 -0
  2. package/package.json +1 -1
  3. package/src/engine/graphics3/PickingSystem.d.ts.map +1 -1
  4. package/src/engine/graphics3/PickingSystem.js +415 -413
  5. package/src/engine/graphics3/decal/GPUDecalRenderer.d.ts.map +1 -1
  6. package/src/engine/graphics3/decal/GPUDecalRenderer.js +2 -1
  7. package/src/engine/graphics3/decal/shader_decal_composite.d.ts.map +1 -1
  8. package/src/engine/graphics3/decal/shader_decal_composite.js +26 -16
  9. package/src/engine/graphics3/decal/shader_decal_tile_copy.d.ts.map +1 -1
  10. package/src/engine/graphics3/decal/shader_decal_tile_copy.js +6 -11
  11. package/src/engine/graphics3/highlight/GPUHighlightRenderer.d.ts.map +1 -1
  12. package/src/engine/graphics3/highlight/GPUHighlightRenderer.js +6 -2
  13. package/src/engine/graphics3/highlight/shader_highlight_outline.d.ts.map +1 -1
  14. package/src/engine/graphics3/highlight/shader_highlight_outline.js +167 -150
  15. package/src/engine/graphics3/shader_picking_gather.d.ts.map +1 -1
  16. package/src/engine/graphics3/shader_picking_gather.js +133 -120
  17. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  18. package/src/shade/device/mock/SoftwareGPUTexture.d.ts.map +1 -1
  19. package/src/shade/device/mock/SoftwareGPUTexture.js +11 -0
  20. package/src/shade/device/pipeline/rp_validate_and_rewrite_for_color_attachments.js +1 -1
  21. package/src/shade/playground/contact_shadows/ContactShadowLab.js +6 -6
  22. package/src/shade/playground/contact_shadows/shader_contact_lab_composite.d.ts.map +1 -1
  23. package/src/shade/playground/contact_shadows/shader_contact_lab_composite.js +6 -4
  24. package/src/shade/playground/contact_shadows/shader_contact_lab_reference.d.ts.map +1 -1
  25. package/src/shade/playground/contact_shadows/shader_contact_lab_reference.js +6 -4
  26. package/src/shade/playground/contact_shadows/shader_contact_shadow_march.d.ts.map +1 -1
  27. package/src/shade/playground/contact_shadows/shader_contact_shadow_march.js +6 -4
  28. package/src/shade/playground/probe_clipmap/README.md +3 -4
  29. package/src/shade/playground/probe_clipmap/index.html +5 -13
  30. package/src/shade/playground/probe_clipmap/main.d.ts.map +1 -1
  31. package/src/shade/playground/probe_clipmap/main.js +0 -5
  32. package/src/shade/playground/probe_clipmap_box/README.md +1 -1
  33. package/src/shade/playground/probe_clipmap_box/index.html +1 -1
  34. package/src/shade/playground/ssr_reprojection/SpatialFilterProbe.js +1 -1
  35. package/src/shade/playground/ssr_variance/capture.js +1 -1
  36. package/src/shade/renderer/Renderer.d.ts +2 -2
  37. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  38. package/src/shade/renderer/Renderer.js +90 -64
  39. package/src/shade/renderer/deferred/chunk_read_gBuffer_material.d.ts.map +1 -1
  40. package/src/shade/renderer/deferred/chunk_read_gBuffer_material.js +3 -1
  41. package/src/shade/renderer/deferred/chunk_ss_trace_contact_shadow_soft.d.ts.map +1 -1
  42. package/src/shade/renderer/deferred/chunk_ss_trace_contact_shadow_soft.js +5 -4
  43. package/src/shade/renderer/deferred/shader_deferred_main.d.ts.map +1 -1
  44. package/src/shade/renderer/deferred/shader_deferred_main.js +6 -4
  45. package/src/shade/renderer/extension/GBufferTextures.d.ts +5 -1
  46. package/src/shade/renderer/extension/GBufferTextures.d.ts.map +1 -1
  47. package/src/shade/renderer/extension/GBufferTextures.js +5 -1
  48. package/src/shade/renderer/extension/ViewTextures.d.ts +11 -7
  49. package/src/shade/renderer/extension/ViewTextures.d.ts.map +1 -1
  50. package/src/shade/renderer/extension/ViewTextures.js +17 -13
  51. package/src/shade/renderer/fluid/GPUFluidCascade.d.ts +3 -3
  52. package/src/shade/renderer/fluid/GPUFluidCascadeStack.d.ts +1 -1
  53. package/src/shade/renderer/fluid/forcing/GPUFluidForcing.d.ts +6 -6
  54. package/src/shade/renderer/fluid/pressure/GPUFluidPressureSolve.d.ts +1 -1
  55. package/src/shade/renderer/fluid/query/GPUFluidQueries.d.ts +1 -1
  56. package/src/shade/renderer/gbuffer/G_BUFFER_ALBEDO_FORMAT.d.ts +2 -0
  57. package/src/shade/renderer/gbuffer/G_BUFFER_ALBEDO_FORMAT.d.ts.map +1 -1
  58. package/src/shade/renderer/gbuffer/G_BUFFER_ALBEDO_FORMAT.js +2 -0
  59. package/src/shade/renderer/gbuffer/G_BUFFER_COLOR_TARGETS.d.ts.map +1 -1
  60. package/src/shade/renderer/gbuffer/G_BUFFER_COLOR_TARGETS.js +8 -5
  61. package/src/shade/renderer/geometry/meshlet/meshlet_batch_colored.d.ts +10 -0
  62. package/src/shade/renderer/geometry/meshlet/meshlet_batch_colored.d.ts.map +1 -0
  63. package/src/shade/renderer/geometry/meshlet/meshlet_batch_colored.js +54 -0
  64. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.d.ts +85 -36
  65. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.d.ts.map +1 -1
  66. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.js +813 -412
  67. package/src/shade/renderer/geometry/sdf/MESH_SDF.d.ts +7 -0
  68. package/src/shade/renderer/geometry/sdf/MESH_SDF.d.ts.map +1 -1
  69. package/src/shade/renderer/geometry/sdf/MESH_SDF.js +8 -0
  70. package/src/shade/renderer/geometry/sdf/MESH_SDF_BRICK_KEY.d.ts +14 -0
  71. package/src/shade/renderer/geometry/sdf/MESH_SDF_BRICK_KEY.d.ts.map +1 -0
  72. package/src/shade/renderer/geometry/sdf/MESH_SDF_BRICK_KEY.js +35 -0
  73. package/src/shade/renderer/geometry/sdf/MESH_SDF_STRUCT.d.ts.map +1 -1
  74. package/src/shade/renderer/geometry/sdf/MESH_SDF_STRUCT.js +0 -4
  75. package/src/shade/renderer/geometry/sdf/bake/MESH_SDF_BAKE.d.ts +55 -10
  76. package/src/shade/renderer/geometry/sdf/bake/MESH_SDF_BAKE.d.ts.map +1 -1
  77. package/src/shade/renderer/geometry/sdf/bake/MESH_SDF_BAKE.js +86 -16
  78. package/src/shade/renderer/geometry/sdf/bake/chunk_mesh_sdf_bake.d.ts +2 -2
  79. package/src/shade/renderer/geometry/sdf/bake/chunk_mesh_sdf_bake.d.ts.map +1 -1
  80. package/src/shade/renderer/geometry/sdf/bake/chunk_mesh_sdf_bake.js +28 -2
  81. package/src/shade/renderer/geometry/sdf/bake/chunk_mesh_sdf_contents.d.ts +54 -0
  82. package/src/shade/renderer/geometry/sdf/bake/chunk_mesh_sdf_contents.d.ts.map +1 -0
  83. package/src/shade/renderer/geometry/sdf/bake/chunk_mesh_sdf_contents.js +146 -0
  84. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_classify.d.ts +1 -1
  85. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_classify.d.ts.map +1 -1
  86. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_classify.js +2 -1
  87. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_content_rehash.d.ts +18 -0
  88. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_content_rehash.d.ts.map +1 -0
  89. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_content_rehash.js +66 -0
  90. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_count.d.ts +17 -0
  91. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_count.d.ts.map +1 -0
  92. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_count.js +66 -0
  93. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_evaluate.d.ts +5 -3
  94. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_evaluate.d.ts.map +1 -1
  95. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_evaluate.js +15 -14
  96. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_free.d.ts +2 -1
  97. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_free.d.ts.map +1 -1
  98. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_free.js +12 -3
  99. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_key.d.ts +21 -0
  100. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_key.d.ts.map +1 -0
  101. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_key.js +84 -0
  102. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_resolve.d.ts +53 -0
  103. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_resolve.d.ts.map +1 -0
  104. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_resolve.js +343 -0
  105. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_store.d.ts +3 -3
  106. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_store.d.ts.map +1 -1
  107. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_store.js +9 -5
  108. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_take.d.ts +2 -2
  109. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_take.d.ts.map +1 -1
  110. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_take.js +3 -2
  111. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_upload.d.ts +69 -0
  112. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_upload.d.ts.map +1 -0
  113. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_upload.js +294 -0
  114. package/src/shade/renderer/geometry/sdf/bundle/MODEL_CACHE_BUNDLE.d.ts +16 -0
  115. package/src/shade/renderer/geometry/sdf/bundle/MODEL_CACHE_BUNDLE.d.ts.map +1 -0
  116. package/src/shade/renderer/geometry/sdf/bundle/MODEL_CACHE_BUNDLE.js +36 -0
  117. package/src/shade/renderer/geometry/sdf/bundle/ModelCacheBundle.d.ts +126 -0
  118. package/src/shade/renderer/geometry/sdf/bundle/ModelCacheBundle.d.ts.map +1 -0
  119. package/src/shade/renderer/geometry/sdf/bundle/ModelCacheBundle.js +148 -0
  120. package/src/shade/renderer/geometry/sdf/bundle/model_cache_bundle_read.d.ts +10 -0
  121. package/src/shade/renderer/geometry/sdf/bundle/model_cache_bundle_read.d.ts.map +1 -0
  122. package/src/shade/renderer/geometry/sdf/bundle/model_cache_bundle_read.js +140 -0
  123. package/src/shade/renderer/geometry/sdf/bundle/model_cache_bundle_write.d.ts +8 -0
  124. package/src/shade/renderer/geometry/sdf/bundle/model_cache_bundle_write.d.ts.map +1 -0
  125. package/src/shade/renderer/geometry/sdf/bundle/model_cache_bundle_write.js +76 -0
  126. package/src/shade/renderer/geometry/sdf/chunk_mesh_sdf.d.ts +9 -0
  127. package/src/shade/renderer/geometry/sdf/chunk_mesh_sdf.d.ts.map +1 -1
  128. package/src/shade/renderer/geometry/sdf/chunk_mesh_sdf.js +23 -0
  129. package/src/shade/renderer/geometry/sdf/chunk_mesh_sdf_brick_key.d.ts +13 -0
  130. package/src/shade/renderer/geometry/sdf/chunk_mesh_sdf_brick_key.d.ts.map +1 -0
  131. package/src/shade/renderer/geometry/sdf/chunk_mesh_sdf_brick_key.js +23 -0
  132. package/src/shade/renderer/geometry/sdf/shader_sdf_visualize.d.ts +7 -5
  133. package/src/shade/renderer/geometry/sdf/shader_sdf_visualize.d.ts.map +1 -1
  134. package/src/shade/renderer/geometry/sdf/shader_sdf_visualize.js +29 -16
  135. package/src/shade/renderer/geometry/sdf/surface/GPUMeshSurfaceCaches.d.ts +262 -0
  136. package/src/shade/renderer/geometry/sdf/surface/GPUMeshSurfaceCaches.d.ts.map +1 -0
  137. package/src/shade/renderer/geometry/sdf/surface/GPUMeshSurfaceCaches.js +1819 -0
  138. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_BAKE.d.ts +118 -0
  139. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_BAKE.d.ts.map +1 -0
  140. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_BAKE.js +204 -0
  141. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_BLOCK.d.ts +66 -0
  142. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_BLOCK.d.ts.map +1 -0
  143. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_BLOCK.js +103 -0
  144. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_RESOURCES.d.ts +19 -0
  145. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_RESOURCES.d.ts.map +1 -0
  146. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_RESOURCES.js +23 -0
  147. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_STRUCT.d.ts +15 -0
  148. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_STRUCT.d.ts.map +1 -0
  149. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_STRUCT.js +70 -0
  150. package/src/shade/renderer/geometry/sdf/surface/SURFACE_MATERIAL.d.ts +13 -0
  151. package/src/shade/renderer/geometry/sdf/surface/SURFACE_MATERIAL.d.ts.map +1 -0
  152. package/src/shade/renderer/geometry/sdf/surface/SURFACE_MATERIAL.js +35 -0
  153. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_block.d.ts +32 -0
  154. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_block.d.ts.map +1 -0
  155. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_block.js +111 -0
  156. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_listed.d.ts +17 -0
  157. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_listed.d.ts.map +1 -0
  158. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_listed.js +49 -0
  159. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_run_find.d.ts +13 -0
  160. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_run_find.d.ts.map +1 -0
  161. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_run_find.js +35 -0
  162. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_sample.d.ts +24 -0
  163. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_sample.d.ts.map +1 -0
  164. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_sample.js +169 -0
  165. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_texel_ray.d.ts +19 -0
  166. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_texel_ray.d.ts.map +1 -0
  167. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_texel_ray.js +49 -0
  168. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_fit.d.ts +19 -0
  169. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_fit.d.ts.map +1 -0
  170. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_fit.js +67 -0
  171. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_read.d.ts +78 -0
  172. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_read.d.ts.map +1 -0
  173. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_read.js +320 -0
  174. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_store.d.ts +15 -0
  175. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_store.d.ts.map +1 -0
  176. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_store.js +48 -0
  177. package/src/shade/renderer/geometry/sdf/surface/mesh_surface_channels.d.ts +51 -0
  178. package/src/shade/renderer/geometry/sdf/surface/mesh_surface_channels.d.ts.map +1 -0
  179. package/src/shade/renderer/geometry/sdf/surface/mesh_surface_channels.js +109 -0
  180. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_command.d.ts +11 -0
  181. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_command.d.ts.map +1 -0
  182. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_command.js +51 -0
  183. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_encode.d.ts +26 -0
  184. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_encode.d.ts.map +1 -0
  185. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_encode.js +453 -0
  186. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_list.d.ts +12 -0
  187. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_list.d.ts.map +1 -0
  188. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_list.js +99 -0
  189. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_survey.d.ts +22 -0
  190. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_survey.d.ts.map +1 -0
  191. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_survey.js +140 -0
  192. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_trace.d.ts +32 -0
  193. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_trace.d.ts.map +1 -0
  194. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_trace.js +261 -0
  195. package/src/shade/renderer/geometry/virtual/runtime/VirtualGeometry.d.ts +2 -2
  196. package/src/shade/renderer/geometry/virtual/runtime/VirtualGeometry.js +2 -2
  197. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_instance.d.ts +9 -3
  198. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_instance.d.ts.map +1 -1
  199. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_instance.js +40 -32
  200. package/src/shade/renderer/geometry/virtual/runtime/cut/shader_vgeo_cut_collect.d.ts.map +1 -1
  201. package/src/shade/renderer/geometry/virtual/runtime/cut/shader_vgeo_cut_collect.js +14 -15
  202. package/src/shade/renderer/geometry/virtual/sdf/VGeoSDFProxies.d.ts +6 -6
  203. package/src/shade/renderer/geometry/virtual/sdf/VGeoSDFProxies.js +7 -7
  204. package/src/shade/renderer/global_illumination/brick4/gpu/draw/shader_brick4_debug_draw.d.ts.map +1 -1
  205. package/src/shade/renderer/global_illumination/brick4/gpu/draw/shader_brick4_debug_draw.js +7 -3
  206. package/src/shade/renderer/global_illumination/brick4/gpu/draw/shader_brick4_diffuse.js +1 -1
  207. package/src/shade/renderer/global_illumination/brick4/gpu/draw/shader_brick4_indirect_lighting.d.ts.map +1 -1
  208. package/src/shade/renderer/global_illumination/brick4/gpu/draw/shader_brick4_indirect_lighting.js +5 -3
  209. package/src/shade/renderer/global_illumination/brick4/gpu/draw/shader_brick4_specular.d.ts.map +1 -1
  210. package/src/shade/renderer/global_illumination/brick4/gpu/draw/shader_brick4_specular.js +1 -3
  211. package/src/shade/renderer/global_illumination/ibl/shader_diffuse_IBL.js +1 -1
  212. package/src/shade/renderer/global_illumination/ibl/shader_specular_IBL.js +2 -2
  213. package/src/shade/renderer/global_illumination/lpv/shader_diffuse_LPV.js +1 -1
  214. package/src/shade/renderer/global_illumination/probe_clipmap/GPUProbeClipmapGI.d.ts +15 -7
  215. package/src/shade/renderer/global_illumination/probe_clipmap/GPUProbeClipmapGI.d.ts.map +1 -1
  216. package/src/shade/renderer/global_illumination/probe_clipmap/GPUProbeClipmapGI.js +82 -17
  217. package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSceneHolds.d.ts +26 -19
  218. package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSceneHolds.d.ts.map +1 -1
  219. package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSceneHolds.js +226 -148
  220. package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSettings.d.ts +25 -52
  221. package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSettings.d.ts.map +1 -1
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  634. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_raster_scatter.js +0 -113
  635. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_split.d.ts +0 -30
  636. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_split.d.ts.map +0 -1
  637. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_split.js +0 -146
  638. package/src/shade/renderer/global_illumination/probe_clipmap/debug/graph_probe_clipmap_debug_mesh_cards.d.ts +0 -34
  639. package/src/shade/renderer/global_illumination/probe_clipmap/debug/graph_probe_clipmap_debug_mesh_cards.d.ts.map +0 -1
  640. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_hit_surface.d.ts +0 -31
  641. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_hit_surface.d.ts.map +0 -1
  642. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_hit_surface.js +0 -82
  643. package/src/shade/renderer/postprocess/ssr/shader_downsample_encoded_normal.d.ts +0 -3
  644. package/src/shade/renderer/postprocess/ssr/shader_downsample_encoded_normal.d.ts.map +0 -1
  645. package/src/shade/renderer/postprocess/ssr/shader_downsample_encoded_normal.js +0 -104
@@ -1 +1 @@
1
- {"version":3,"file":"ao_reproject_shader.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/postprocess/gtao/ao_reproject_shader.js"],"names":[],"mappings":"AAwRA;;;;;;;;;;;;;GAaG;AACH,kCAFU,WAAW,CAqBnB;4BA9S0B,6BAA6B"}
1
+ {"version":3,"file":"ao_reproject_shader.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/postprocess/gtao/ao_reproject_shader.js"],"names":[],"mappings":"AA6RA;;;;;;;;;;;;;GAaG;AACH,kCAFU,WAAW,CAqBnB;4BAhT0B,6BAA6B"}
@@ -1,5 +1,8 @@
1
1
  import { DEPTH_STENCIL_FOREGROUND_ONLY } from "../../depth/DEPTH_STENCIL_FOREGROUND_ONLY.js";
2
2
  import { chunk_decode_g_buffer_normal } from "../../shader/chunk/geometry/normal/chunk_decode_g_buffer_normal.js";
3
+ import {
4
+ chunk_decode_g_buffer_face_normal
5
+ } from "../../shader/chunk/geometry/normal/chunk_decode_g_buffer_face_normal.js";
3
6
  import { chunk_encode_g_buffer_normal } from "../../shader/chunk/geometry/normal/chunk_encode_g_buffer_normal.js";
4
7
  import { chunk_f16_round_stochastic } from "../../shader/chunk/math/chunk_f16_round_stochastic.js";
5
8
  import { chunk_get_std_dev } from "../../shader/chunk/math/statistics/chunk_get_std_dev.js";
@@ -39,8 +42,10 @@ resources.createGroup()
39
42
  .addTexture("tVelocity")
40
43
  .addTexture("tOcclusion")
41
44
  .addTexture("tNormal", "uint")
42
- // last frame's G-buffer normal, at the size last frame was drawn at
43
- .addTexture("tNormalPrevious", "uint")
45
+ // the G-buffer's PBR target, for its face normal: this frame's, and last frame's at the size it was
46
+ // drawn at
47
+ .addTexture("tPBR")
48
+ .addTexture("tPBRPrevious")
44
49
  .addTexture("tHistory","float")
45
50
  .addSampler("sLinear", "filtering", SAMPLER_LINEAR_UPSCALE)
46
51
 
@@ -102,7 +107,7 @@ const SAME_SURFACE_COS = 0.70710678;
102
107
 
103
108
  // 1 where the history texel at tap was written on this texel's surface, by its face normal: last frame's
104
109
  fn history_texel_on_surface(tap: vec2<i32>, size: vec2<i32>, face_normal: vec3<f32>) -> f32 {
105
- let history_face_normal = decode_g_buffer_normal(textureLoad(tNormalPrevious, clamp(tap, vec2(0), size - 1), 0).zw);
110
+ let history_face_normal = decode_g_buffer_face_normal(textureLoad(tPBRPrevious, clamp(tap, vec2(0), size - 1), 0));
106
111
 
107
112
  return select(0.0, 1.0, dot(history_face_normal, face_normal) >= SAME_SURFACE_COS);
108
113
  }
@@ -110,7 +115,7 @@ fn history_texel_on_surface(tap: vec2<i32>, size: vec2<i32>, face_normal: vec3<f
110
115
  // The share of the history's bilinear footprint written on this texel's surface, read where the history is, in
111
116
  // the previous normal's own grid.
112
117
  fn history_surface_agreement(prev_uv: vec2<f32>, face_normal: vec3<f32>) -> f32 {
113
- let size = vec2<i32>(textureDimensions(tNormalPrevious));
118
+ let size = vec2<i32>(textureDimensions(tPBRPrevious));
114
119
 
115
120
  let st = prev_uv * vec2<f32>(size) - 0.5;
116
121
  let origin = vec2<i32>(floor(st));
@@ -137,7 +142,7 @@ struct Output {
137
142
  // visibility and the bend, accumulated: next frame's history
138
143
  @location(0) history: vec4<f32>,
139
144
  // the bent normal, octahedral as the G-buffer's normals are
140
- @location(1) bent_normal: vec2<u32>,
145
+ @location(1) bent_normal: u32,
141
146
  }
142
147
 
143
148
  @fragment
@@ -151,8 +156,7 @@ fn main(
151
156
 
152
157
  let occlusion_confidence = textureLoad(tOcclusion, screenST, 0).r;
153
158
  let current = textureLoad(tInput, screenST, 0);
154
- let encoded_normal = textureLoad(tNormal, screenST, 0);
155
- let shading_normal = decode_g_buffer_normal(encoded_normal.xy);
159
+ let shading_normal = decode_g_buffer_normal(textureLoad(tNormal, screenST, 0).x);
156
160
 
157
161
  // get velocity
158
162
  let velocity = taa_get_velocity( tVelocity, screenST );
@@ -233,7 +237,7 @@ fn main(
233
237
  // bend, which added to this surface's normal tilts the bent normal towards that surface: a line along
234
238
  // every crease. The bend takes the history only for the share written on this texel's own surface.
235
239
  // Visibility is not measured against the normal, and keeps all of it.
236
- let surface_agreement = history_surface_agreement(prev_uv, decode_g_buffer_normal(encoded_normal.zw));
240
+ let surface_agreement = history_surface_agreement(prev_uv, decode_g_buffer_face_normal(textureLoad(tPBR, screenST, 0)));
237
241
 
238
242
  resolved = vec4(
239
243
  mix(current.x, clamped_visibility, history_weight),
@@ -271,6 +275,7 @@ fn main(
271
275
  chunk_texture_sample_catmullrom_hardware_5tap_uv,
272
276
  chunk_get_std_dev,
273
277
  chunk_decode_g_buffer_normal,
278
+ chunk_decode_g_buffer_face_normal,
274
279
  chunk_encode_g_buffer_normal,
275
280
  chunk_f16_round_stochastic,
276
281
  chunk_pcg3d,
@@ -282,13 +287,13 @@ fn main(
282
287
  * Accumulates GTAO over time: visibility, and the bend that makes the bent normal.
283
288
  *
284
289
  * The bend takes the history only where the history was written on this texel's surface, by the face normals of
285
- * `tNormalPrevious` — last frame's G-buffer normal — against this frame's.
290
+ * `tPBRPrevious` — last frame's G-buffer PBR target — against this frame's.
286
291
  *
287
292
  * `tInput`, `tHistory` and the first target are `rgba16float`: visibility in `x`, and in `yzw` the world-space
288
293
  * bend — the bent normal minus the shading normal. Each is clamped to this frame's 3x3 neighbourhood before it
289
294
  * blends, visibility to a box and the bend to a ball. The second target is the bent normal itself,
290
- * `normalize(shading normal + bend)`, octahedral in `rg16uint` as the G-buffer normal is, which is what lighting
291
- * reads.
295
+ * `normalize(shading normal + bend)`, packed into an `r32uint` as the G-buffer's shading normal is, which is what
296
+ * lighting reads.
292
297
  *
293
298
  * @type {ImageShader}
294
299
  */
@@ -308,7 +313,7 @@ export const ao_reproject_shader = new ImageShader({
308
313
  },
309
314
  {
310
315
  label: "Bent Normals",
311
- format: "rg16uint",
316
+ format: "r32uint",
312
317
  },
313
318
  ]
314
319
  })
@@ -24,7 +24,7 @@ fn horizon_integrate_lighting_sample(
24
24
  let tex_coord = uv_to_texel_coordinate(uv, textureDimensions(tNormal).xy);
25
25
  let tex_coord_i = vec2<i32>(tex_coord);
26
26
 
27
- let sample_normal_ws = decode_g_buffer_normal(textureLoad(tNormal, tex_coord_i, 0).xy);
27
+ let sample_normal_ws = decode_g_buffer_normal(textureLoad(tNormal, tex_coord_i, 0).x);
28
28
 
29
29
  let cos_vis = dot(ref_normal, sample_normal_ws);
30
30
 
@@ -131,7 +131,7 @@ fn main(
131
131
  let position_vs = project_view_position_from_depth(uv, device_depth, camera.projection_matrix_inverse);
132
132
  let view_direction_vs = normalize(-position_vs);
133
133
 
134
- let view_normal_ws = decode_g_buffer_normal(textureLoad(tNormal, texel_position_u32, 0).xy); // shading normal
134
+ let view_normal_ws = decode_g_buffer_normal(textureLoad(tNormal, texel_position_u32, 0).x); // shading normal
135
135
 
136
136
  let noiseTexel = spatio_temporal_noise_r2_64(texel_position_u32, settings.frame_index, tNoise);
137
137
 
@@ -76,7 +76,7 @@ const STEPS = ${QUALITY_SETTINGS.steps};
76
76
 
77
77
  struct Output{
78
78
  @location(0) visibility: vec2<f32>, // first 2 moment
79
- @location(1) bent_normal: vec2<u32>, // octahedral encoding
79
+ @location(1) bent_normal: u32, // octahedral, packed (encode_g_buffer_normal)
80
80
  @location(2) irradiance: u32, // rgbe9995
81
81
  }
82
82
 
@@ -111,7 +111,7 @@ fn main(
111
111
  let view_position_ws = mat4_extract_position(camera.view_matrix_inverse);
112
112
  let view_direction_ws = normalize(view_position_ws - position_ws);
113
113
 
114
- let view_normal_ws = decode_g_buffer_normal(textureLoad(tNormal, texel_position_u32, 0).xy); // shading normal
114
+ let view_normal_ws = decode_g_buffer_normal(textureLoad(tNormal, texel_position_u32, 0).x); // shading normal
115
115
 
116
116
  let noiseTexel = spatio_temporal_noise_r2_64(texel_position_u32, settings.frame_index, tNoise);
117
117
 
@@ -418,8 +418,8 @@ export const fragment_shader_gtao_with_irradiance = new ImageShader({
418
418
  },
419
419
  {
420
420
  label: "Bent Normals",
421
- // Direction is encoded with octahedral
422
- format: "rg16uint",
421
+ // Direction is encoded with octahedral, packed (encode_g_buffer_normal)
422
+ format: "r32uint",
423
423
  },
424
424
  {
425
425
  label: "Irradiance",
@@ -65,7 +65,7 @@ fn main(
65
65
 
66
66
  let phi_luma = phi_visibility * std_dev;
67
67
 
68
- let current_normal = decode_g_buffer_normal(textureLoad(tNormal, ipos, 0).xy);
68
+ let current_normal = decode_g_buffer_normal(textureLoad(tNormal, ipos, 0).x);
69
69
  let center_depth = textureLoad(tDepth, ipos, 0).r;
70
70
 
71
71
  // the centre at weight 1, so the edge-stopping functions cannot leave nothing
@@ -91,7 +91,7 @@ fn main(
91
91
 
92
92
  let texel = textureLoad(tInput, p, 0);
93
93
 
94
- let sample_normal = decode_g_buffer_normal(textureLoad(tNormal, p, 0).xy);
94
+ let sample_normal = decode_g_buffer_normal(textureLoad(tNormal, p, 0).x);
95
95
  let sample_depth = textureLoad(tDepth, p, 0).r;
96
96
 
97
97
  let w = compute_edge_stopping_weight(
@@ -51,7 +51,7 @@ export class NSS {
51
51
  * @returns {number}
52
52
  */
53
53
  static recommended_jitter_sequence_size(upscale_ratio: number): number;
54
- static "__#214@#preprocess_tensor_descriptor"(render_w: any, render_h: any): TextureResourceDescriptor;
54
+ static "__#216@#preprocess_tensor_descriptor"(render_w: any, render_h: any): TextureResourceDescriptor;
55
55
  /**
56
56
  * @param {GraphicsContext} graphics
57
57
  */
@@ -1,41 +1,41 @@
1
- import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
2
- import { chunk_rgb_to_luminance } from "../../shader/chunk/color/chunk_rgb_to_luminance.js";
3
- import { chunk_decode_g_buffer_normal } from "../../shader/chunk/geometry/normal/chunk_decode_g_buffer_normal.js";
4
- import { chunk_get_std_dev } from "../../shader/chunk/math/statistics/chunk_get_std_dev.js";
5
- import { chunk_is_on_screen_i32 } from "../../shader/chunk/texture/chunk_is_on_screen_i32.js";
6
- import { chunk_ffx_dnsr_reflections_get_edge_stopping_normal_weight } from "./prefilter/chunk_ffx_dnsr_reflections_get_edge_stopping_normal_weight.js";
7
- import { chunk_ffx_dnsr_reflections_get_edge_stopping_depth_weight } from "./prefilter/chunk_ffx_dnsr_reflections_get_edge_stopping_depth_weight.js";
8
-
9
- /** Bootstrap variance from spatial samples when resolve has too few rays to estimate noise. */
10
- export const chunk_ssr_spatial_variance = CodeChunk.from(/* language=WGSL */ `
11
- fn ssr_spatial_variance(
12
- radiance: texture_2d<f32>, depth: texture_2d<f32>, normals: texture_2d<u32>, p: vec2i,
13
- ) -> f32 {
14
- let center_luma = rgb_to_luminance(textureLoad(radiance,p,0).rgb);
15
- let center_normal = decode_g_buffer_normal(textureLoad(normals,p,0).xy);
16
- let center_depth = textureLoad(depth,p,0).r;
17
- let size = vec2i(textureDimensions(radiance));
18
- let kernel = array<f32,3>(0.25,0.125,0.0625);
19
- var moments = vec2f(0.0);
20
- var sum_weight = 0.0;
21
- for (var y = -1; y <= 1; y++) {
22
- for (var x = -1; x <= 1; x++) {
23
- let q = p + vec2i(x,y);
24
- if (!is_on_screen_i32(q,size)) { continue; }
25
- let sample_normal = decode_g_buffer_normal(textureLoad(normals,q,0).xy);
26
- let sample_depth = textureLoad(depth,q,0).r;
27
- let weight = kernel[abs(x)+abs(y)]
28
- * ffx_dnsr_reflections_get_edge_stopping_normal_weight(center_normal,sample_normal)
29
- * ffx_dnsr_reflections_get_edge_stopping_depth_weight(center_depth,sample_depth);
30
- // Differences about the centre avoid cancellation for a constant HDR signal.
31
- let delta = rgb_to_luminance(textureLoad(radiance,q,0).rgb)-center_luma;
32
- moments += vec2f(delta,delta*delta)*weight;
33
- sum_weight += weight;
34
- }
35
- }
36
- moments /= max(sum_weight,1e-8);
37
- let sigma = get_std_dev(moments.x,moments.y);
38
- return sigma*sigma;
39
- }
40
- `, [chunk_rgb_to_luminance, chunk_decode_g_buffer_normal, chunk_get_std_dev, chunk_is_on_screen_i32,
41
- chunk_ffx_dnsr_reflections_get_edge_stopping_normal_weight, chunk_ffx_dnsr_reflections_get_edge_stopping_depth_weight]);
1
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
2
+ import { chunk_rgb_to_luminance } from "../../shader/chunk/color/chunk_rgb_to_luminance.js";
3
+ import { chunk_decode_g_buffer_normal } from "../../shader/chunk/geometry/normal/chunk_decode_g_buffer_normal.js";
4
+ import { chunk_get_std_dev } from "../../shader/chunk/math/statistics/chunk_get_std_dev.js";
5
+ import { chunk_is_on_screen_i32 } from "../../shader/chunk/texture/chunk_is_on_screen_i32.js";
6
+ import { chunk_ffx_dnsr_reflections_get_edge_stopping_normal_weight } from "./prefilter/chunk_ffx_dnsr_reflections_get_edge_stopping_normal_weight.js";
7
+ import { chunk_ffx_dnsr_reflections_get_edge_stopping_depth_weight } from "./prefilter/chunk_ffx_dnsr_reflections_get_edge_stopping_depth_weight.js";
8
+
9
+ /** Bootstrap variance from spatial samples when resolve has too few rays to estimate noise. */
10
+ export const chunk_ssr_spatial_variance = CodeChunk.from(/* language=WGSL */ `
11
+ fn ssr_spatial_variance(
12
+ radiance: texture_2d<f32>, depth: texture_2d<f32>, normals: texture_2d<u32>, p: vec2i,
13
+ ) -> f32 {
14
+ let center_luma = rgb_to_luminance(textureLoad(radiance,p,0).rgb);
15
+ let center_normal = decode_g_buffer_normal(textureLoad(normals,p,0).x);
16
+ let center_depth = textureLoad(depth,p,0).r;
17
+ let size = vec2i(textureDimensions(radiance));
18
+ let kernel = array<f32,3>(0.25,0.125,0.0625);
19
+ var moments = vec2f(0.0);
20
+ var sum_weight = 0.0;
21
+ for (var y = -1; y <= 1; y++) {
22
+ for (var x = -1; x <= 1; x++) {
23
+ let q = p + vec2i(x,y);
24
+ if (!is_on_screen_i32(q,size)) { continue; }
25
+ let sample_normal = decode_g_buffer_normal(textureLoad(normals,q,0).x);
26
+ let sample_depth = textureLoad(depth,q,0).r;
27
+ let weight = kernel[abs(x)+abs(y)]
28
+ * ffx_dnsr_reflections_get_edge_stopping_normal_weight(center_normal,sample_normal)
29
+ * ffx_dnsr_reflections_get_edge_stopping_depth_weight(center_depth,sample_depth);
30
+ // Differences about the centre avoid cancellation for a constant HDR signal.
31
+ let delta = rgb_to_luminance(textureLoad(radiance,q,0).rgb)-center_luma;
32
+ moments += vec2f(delta,delta*delta)*weight;
33
+ sum_weight += weight;
34
+ }
35
+ }
36
+ moments /= max(sum_weight,1e-8);
37
+ let sigma = get_std_dev(moments.x,moments.y);
38
+ return sigma*sigma;
39
+ }
40
+ `, [chunk_rgb_to_luminance, chunk_decode_g_buffer_normal, chunk_get_std_dev, chunk_is_on_screen_i32,
41
+ chunk_ffx_dnsr_reflections_get_edge_stopping_normal_weight, chunk_ffx_dnsr_reflections_get_edge_stopping_depth_weight]);
@@ -22,7 +22,7 @@ fn load_neighbourhood_sample(
22
22
  sample.radiance = rv.xyz;
23
23
 
24
24
  // shading normal
25
- sample.normal = decode_g_buffer_normal( textureLoad(tNormal, texel_coordinate, 0).xy );
25
+ sample.normal = decode_g_buffer_normal( textureLoad(tNormal, texel_coordinate, 0).x );
26
26
 
27
27
  sample.depth = get_view_space_depth(
28
28
  textureLoad(tDepth, texel_coordinate, 0).r,
@@ -1,7 +1,7 @@
1
1
  import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
2
2
  import { chunk_rgb_to_luminance } from "../../../shader/chunk/color/chunk_rgb_to_luminance.js";
3
3
  import { chunk_decode_g_buffer_normal } from "../../../shader/chunk/geometry/normal/chunk_decode_g_buffer_normal.js";
4
- import { chunk_is_finite } from "../../../shader/chunk/math/chunk_is_finite.js";
4
+ import { chunk_is_finite } from "../../../shader/chunk/math/chunk_is_finite.js";
5
5
  import { F16_MAX_DEFINITION } from "../../../shader/chunk/math/F16_MAX_DEFINITION.js";
6
6
  import { chunk_decode_g_buffer_roughness } from "../../../shader/chunk/material/chunk_decode_g_buffer_roughness.js";
7
7
  import { chunk_project_position_from_depth } from "../../../shader/chunk/camera/chunk_project_position_from_depth.js";
@@ -45,7 +45,7 @@ fn ssr_temporal_accumulate(current: vec4f, previous: vec4f, previous_age: f32,
45
45
  // uncertainty keeps a chance cluster of misses from clipping a valid mean to
46
46
  // black. Real geometry and coherent lighting changes can still rectify it.
47
47
  let size = vec2i(textureDimensions(tInput));
48
- let center_normal = decode_g_buffer_normal(textureLoad(tNormal, st, 0).xy);
48
+ let center_normal = decode_g_buffer_normal(textureLoad(tNormal, st, 0).x);
49
49
  let center_depth = textureLoad(tDepth, st, 0).r;
50
50
  let center_roughness = decode_g_buffer_roughness(textureLoad(tPBR, st, 0));
51
51
  var first = vec3f(0.0);
@@ -71,7 +71,7 @@ fn ssr_temporal_accumulate(current: vec4f, previous: vec4f, previous_age: f32,
71
71
  for (var x = -2; x <= 2; x++) {
72
72
  let p = st + vec2i(x,y);
73
73
  if (any(p < vec2i(0)) || any(p >= size)) { continue; }
74
- let normal = decode_g_buffer_normal(textureLoad(tNormal, p, 0).xy);
74
+ let normal = decode_g_buffer_normal(textureLoad(tNormal, p, 0).x);
75
75
  let depth = textureLoad(tDepth, p, 0).r;
76
76
  if (is_background(depth)) { continue; }
77
77
  let roughness = decode_g_buffer_roughness(textureLoad(tPBR, p, 0));
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_ssr_add_hit_irradiance.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/postprocess/ssr/resolve/chunk_ssr_add_hit_irradiance.js"],"names":[],"mappings":"AAYA;;;;;GAKG;AACH,4CAFU,wBAAwB,CAQhC;AAEF;;;GAGG;AACH,gDAFU,SAAS,CAcR;AAEX;;;;;GAKG;AACH,+CAFU,SAAS,CAyBZ;AAKP;;;;;;;;GAQG;AACH,yDAFU,SAAS,CAsBZ;AAKP;;;;;;;;;;;GAWG;AACH,2CAFU,eAAe,CAE2D;yCAnH3C,sDAAsD;0BAJrE,uCAAuC;gCACjC,6CAA6C"}
1
+ {"version":3,"file":"chunk_ssr_add_hit_irradiance.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/postprocess/ssr/resolve/chunk_ssr_add_hit_irradiance.js"],"names":[],"mappings":"AAaA;;;;;GAKG;AACH,4CAFU,wBAAwB,CAQhC;AAEF;;;GAGG;AACH,gDAFU,SAAS,CAcR;AAEX;;;;;GAKG;AACH,+CAFU,SAAS,CA0BZ;AAKP;;;;;;;;GAQG;AACH,yDAFU,SAAS,CAuBZ;AAKP;;;;;;;;;;;GAWG;AACH,2CAFU,eAAe,CAE2D;yCArH3C,sDAAsD;0BAJrE,uCAAuC;gCACjC,6CAA6C"}
@@ -2,6 +2,7 @@ import { INDIRECT_LIGHTING } from "../../../INDIRECT_LIGHTING.js";
2
2
  import { ShadeIndirectLightingMode } from "../../../ShadeIndirectLightingMode.js";
3
3
  import { chunk_v3_matrix4_project } from "../../../shader/chunk/geometry/vec3/chunk_v3_matrix4_project.js";
4
4
  import { chunk_lpv_sample_irradiance } from "../../../shader/chunk/light/lpv/chunk_lpv_sample_irradiance.js";
5
+ import { chunk_decode_g_buffer_albedo } from "../../../shader/chunk/material/chunk_decode_g_buffer_albedo.js";
5
6
  import { RECIPROCAL_PI_DECLARATION } from "../../../shader/chunk/math/RECIPROCAL_PI_DECLARATION.js";
6
7
  import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
7
8
  import { CodeChunkChoice } from "../../../shader/compiler/CodeChunkChoice.js";
@@ -63,13 +64,14 @@ fn ssr_add_hit_irradiance(
63
64
  let hit_position_ws = v3_matrix4_project(hit_position_vs, camera.view_matrix_inverse);
64
65
  let hit_direction_ws = normalize(hit_position_ws - position_ws);
65
66
  let hit_irradiance = lpv_sample_irradiance(hit_position_ws, hit_normal_ws, hit_direction_ws);
66
- let hit_albedo = textureLoad(tAlbedoAO, hit_coord, 0).rgb;
67
+ let hit_albedo = decode_g_buffer_albedo(textureLoad(tAlbedoAO, hit_coord, 0).rgb);
67
68
  *result += hit_albedo * hit_irradiance * RECIPROCAL_PI;
68
69
  }
69
70
  }
70
71
  `, [
71
72
  chunk_lpv_sample_irradiance,
72
73
  chunk_v3_matrix4_project,
74
+ chunk_decode_g_buffer_albedo,
73
75
  RECIPROCAL_PI_DECLARATION,
74
76
  ]);
75
77
 
@@ -98,12 +100,13 @@ fn ssr_add_hit_irradiance(
98
100
  ) {
99
101
  if (confidence > 0.05) {
100
102
  let hit_irradiance = textureLoad(tIndirectDiffuse, hit_coord, 0).rgb;
101
- let hit_albedo = textureLoad(tAlbedoAO, hit_coord, 0).rgb;
103
+ let hit_albedo = decode_g_buffer_albedo(textureLoad(tAlbedoAO, hit_coord, 0).rgb);
102
104
 
103
105
  *result += hit_albedo * hit_irradiance * RECIPROCAL_PI;
104
106
  }
105
107
  }
106
108
  `, [
109
+ chunk_decode_g_buffer_albedo,
107
110
  RECIPROCAL_PI_DECLARATION,
108
111
  ]);
109
112
 
@@ -148,7 +148,7 @@ fn main(
148
148
  let this_pbr = textureLoad(tPBR, coord_i, 0);
149
149
  let this_roughness = decode_g_buffer_roughness(this_pbr);
150
150
 
151
- let this_normal_ws = decode_g_buffer_normal( textureLoad(tNormal, coord_i, 0).xy );
151
+ let this_normal_ws = decode_g_buffer_normal( textureLoad(tNormal, coord_i, 0).x );
152
152
  let this_normal_vs = direction_world_to_view(this_normal_ws, camera);
153
153
 
154
154
  let this_position_vs = screen_coordinate_to_view(vec2u(coord_i), tDepth, camera);
@@ -176,7 +176,7 @@ fn main(
176
176
  let candidate_distance = length(candidate_position - this_position_vs);
177
177
  if (is_finite(candidate_distance) && candidate_distance > 1e-6) {
178
178
  this_hit_position_vs = candidate_position;
179
- this_hit_normal_ws = decode_g_buffer_normal(textureLoad(tNormal, this_hit.position, 0).xy);
179
+ this_hit_normal_ws = decode_g_buffer_normal(textureLoad(tNormal, this_hit.position, 0).x);
180
180
  let hit_normal_vs = direction_world_to_view(this_hit_normal_ws, camera);
181
181
  let mip = get_ray_mip_level(this_position_vs, this_hit_position_vs, hit_normal_vs, this_roughness, focal_length_px);
182
182
  this_hit_color_sample = textureSampleLevel(tColor, sLinear, this_hit_uv, mip).rgb;
@@ -210,7 +210,7 @@ fn main(
210
210
  let neighbour_coord = coord_i + NEIGHBOR_OFFSETS[heighbour_index];
211
211
  if (!is_on_screen_i32(neighbour_coord, vec2i(render_resolution))) { continue; }
212
212
 
213
- let neighbour_normal_ws = decode_g_buffer_normal(textureLoad(tNormal, neighbour_coord, 0).xy);
213
+ let neighbour_normal_ws = decode_g_buffer_normal(textureLoad(tNormal, neighbour_coord, 0).x);
214
214
  let neighbour_normal_vs = direction_world_to_view(neighbour_normal_ws, camera);
215
215
 
216
216
  let neighbour_pbr = textureLoad(tPBR, neighbour_coord, 0);
@@ -234,7 +234,7 @@ fn main(
234
234
  let sample_direction = (sample_hit_position_vs - this_position_vs) / sample_distance;
235
235
 
236
236
  // check visibility
237
- let sample_hit_normal_ws = decode_g_buffer_normal( textureLoad(tNormal, sample_hit.position.xy, 0).xy );
237
+ let sample_hit_normal_ws = decode_g_buffer_normal( textureLoad(tNormal, sample_hit.position.xy, 0).x );
238
238
  let sample_hit_normal_vs = direction_world_to_view(sample_hit_normal_ws, camera);
239
239
 
240
240
  let ray_hit_valid = step( 0, dot(-sample_direction, sample_hit_normal_vs));
@@ -1 +1 @@
1
- {"version":3,"file":"ssr_combine_shader.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/postprocess/ssr/ssr_combine_shader.js"],"names":[],"mappings":"AA0HA,6CAWG;4BA3HyB,6BAA6B"}
1
+ {"version":3,"file":"ssr_combine_shader.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/postprocess/ssr/ssr_combine_shader.js"],"names":[],"mappings":"AA4HA,6CAWG;4BA5HyB,6BAA6B"}
@@ -4,6 +4,7 @@ import { chunk_DFGApprox } from "../../shader/chunk/brdf/dfg/chunk_DFGApprox.js"
4
4
  import { chunk_project_position_from_depth } from "../../shader/chunk/camera/chunk_project_position_from_depth.js";
5
5
  import { chunk_mat4_extract_position } from "../../shader/chunk/geometry/mat4/chunk_mat4_extract_position.js";
6
6
  import { chunk_decode_g_buffer_normal } from "../../shader/chunk/geometry/normal/chunk_decode_g_buffer_normal.js";
7
+ import { chunk_decode_g_buffer_albedo } from "../../shader/chunk/material/chunk_decode_g_buffer_albedo.js";
7
8
  import { chunk_decode_g_buffer_metalness } from "../../shader/chunk/material/chunk_decode_g_buffer_metalness.js";
8
9
  import { chunk_decode_g_buffer_roughness } from "../../shader/chunk/material/chunk_decode_g_buffer_roughness.js";
9
10
  import { chunk_metalness_to_specular_color } from "../../shader/chunk/material/chunk_metalness_to_specular_color.js";
@@ -65,9 +66,9 @@ fn main(
65
66
  }
66
67
 
67
68
  let reflection_color = textureLoad(tReflection, coord_i, 0).rgb;
68
- let normal_ws = decode_g_buffer_normal(textureLoad(tNormal, coord_i, 0).xy);
69
+ let normal_ws = decode_g_buffer_normal(textureLoad(tNormal, coord_i, 0).x);
69
70
  let albedo_ao = textureLoad(tAlbedoAO, coord_i, 0);
70
- let albedo = albedo_ao.rgb;
71
+ let albedo = decode_g_buffer_albedo(albedo_ao.rgb);
71
72
  let occlusion = albedo_ao.a;
72
73
 
73
74
  let position_ws = project_position_from_depth(uv, depth, camera.view_projection_matrix_inverse);
@@ -114,6 +115,7 @@ fn main(
114
115
  chunk_env_brdf_approx,
115
116
  chunk_metalness_to_specular_color,
116
117
  chunk_decode_g_buffer_roughness,
118
+ chunk_decode_g_buffer_albedo,
117
119
  chunk_decode_g_buffer_metalness,
118
120
  chunk_compute_specular_occlusion,
119
121
  chunk_is_background,
@@ -7,7 +7,8 @@
7
7
  * @param {FrameGraph} options.graph
8
8
  * @param {number} options.input_color
9
9
  * @param {number} options.input_depth
10
- * @param {number} options.mip_count
10
+ * @param {number} options.mip_count how many levels below the full-size copy to filter; a texture too small to
11
+ * have that many gets the levels it has
11
12
  * @param {number[]} options.resolution
12
13
  */
13
14
  export function ssr_graph_prefilter_color({ graph, input_color, input_depth, mip_count, resolution, }: {
@@ -1 +1 @@
1
- {"version":3,"file":"ssr_graph_prefilter_color.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/postprocess/ssr/ssr_graph_prefilter_color.js"],"names":[],"mappings":"AAQA;;;;;;;;;;;GAWG;AACH;IAN+B,KAAK;IACT,WAAW,EAA3B,MAAM;IACU,WAAW,EAA3B,MAAM;IACU,SAAS,EAAzB,MAAM;IACY,UAAU,EAA5B,MAAM,EAAE;QAsGlB"}
1
+ {"version":3,"file":"ssr_graph_prefilter_color.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/postprocess/ssr/ssr_graph_prefilter_color.js"],"names":[],"mappings":"AAQA;;;;;;;;;;;;GAYG;AACH;IAP+B,KAAK;IACT,WAAW,EAA3B,MAAM;IACU,WAAW,EAA3B,MAAM;IACU,SAAS,EAAzB,MAAM;IAEY,UAAU,EAA5B,MAAM,EAAE;QA6GlB"}
@@ -15,7 +15,8 @@ import { downsample_karis } from "./downsample_karis.js";
15
15
  * @param {FrameGraph} options.graph
16
16
  * @param {number} options.input_color
17
17
  * @param {number} options.input_depth
18
- * @param {number} options.mip_count
18
+ * @param {number} options.mip_count how many levels below the full-size copy to filter; a texture too small to
19
+ * have that many gets the levels it has
19
20
  * @param {number[]} options.resolution
20
21
  */
21
22
  export function ssr_graph_prefilter_color({
@@ -55,6 +56,13 @@ export function ssr_graph_prefilter_color({
55
56
  ]
56
57
  });
57
58
 
59
+ // the full chain of a texture under 2^mip_count texels along its longer side is shorter than that
60
+ const filtered_levels = Math.min(mip_count, output.descriptor.mipLevelCount - 1);
61
+
62
+ if (filtered_levels === 0) {
63
+ return;
64
+ }
65
+
58
66
  const sampler = context.graphics.samplers.obtain(SAMPLER_LINEAR_UPSCALE);
59
67
 
60
68
  let source_view = output.obtainView(DEFAULT_RENDER_TARGET_VIEW_DESCRIPTOR);
@@ -78,7 +86,7 @@ export function ssr_graph_prefilter_color({
78
86
  }]
79
87
  })
80
88
 
81
- for (let i = 1; i < mip_count; i++) {
89
+ for (let i = 1; i < filtered_levels; i++) {
82
90
 
83
91
  source_view = destination_view;
84
92
  destination_view = output.obtainView(TextureViewDescriptor.from({
@@ -49,7 +49,7 @@ fn main(@builtin(position) coord: vec4f) -> SSRTemporalOutput {
49
49
  let st = vec2i(coord.xy);
50
50
  let current = textureLoad(tInput, st, 0);
51
51
  let metadata = textureLoad(tMetadata, st, 0).rg;
52
- let normal = decode_g_buffer_normal(textureLoad(tNormal, st, 0).xy);
52
+ let normal = decode_g_buffer_normal(textureLoad(tNormal, st, 0).x);
53
53
  let roughness = decode_g_buffer_roughness(textureLoad(tPBR, st, 0));
54
54
  var output: SSRTemporalOutput;
55
55
  output.radiance = current;
@@ -4,7 +4,7 @@ import { SSR_DENOISE_TILE_SIZE } from "./SSR_DENOISE_TILE_SIZE.js";
4
4
  import { chunk_rgb_to_luminance } from "../../shader/chunk/color/chunk_rgb_to_luminance.js";
5
5
  import { chunk_rgb_to_YCoCg } from "../../shader/chunk/color/YCoCg/chunk_rgb_to_YCoCg.js";
6
6
  import { chunk_decode_g_buffer_normal } from "../../shader/chunk/geometry/normal/chunk_decode_g_buffer_normal.js";
7
- import { chunk_safe_sqrt } from "../../shader/chunk/math/chunk_safe_sqrt.js";
7
+ import { chunk_safe_sqrt } from "../../shader/chunk/math/chunk_safe_sqrt.js";
8
8
  import { F16_MAX_DEFINITION } from "../../shader/chunk/math/F16_MAX_DEFINITION.js";
9
9
  import {
10
10
  chunk_texture_channel_gaussian_3x3
@@ -77,7 +77,7 @@ ${with_metadata ? ` let center_metadata = textureLoad(tMetadata, ipos, 0).rg;
77
77
  var distance_moments = ssr_distance_moments(center_metadata.x, center_metadata.y, 1.0);` : ""}
78
78
 
79
79
 
80
- let current_normal = decode_g_buffer_normal( textureLoad(tNormal, ipos, 0).xy );
80
+ let current_normal = decode_g_buffer_normal( textureLoad(tNormal, ipos, 0).x );
81
81
  let center_depth = textureLoad(tDepth, ipos, 0).r;
82
82
 
83
83
  const offsets = array< vec2<i32>,8>(
@@ -111,7 +111,7 @@ ${with_metadata ? ` let center_metadata = textureLoad(tMetadata, ipos, 0).rg;
111
111
  let sample_color = textureLoad(tInput, p, 0);
112
112
  let sample_color_luma = rgb_to_luminance(sample_color.rgb);
113
113
 
114
- let sample_normal = decode_g_buffer_normal(textureLoad(tNormal, p, 0).xy);
114
+ let sample_normal = decode_g_buffer_normal(textureLoad(tNormal, p, 0).x);
115
115
  let sample_depth = textureLoad(tDepth, p, 0).r;
116
116
 
117
117
  // compute the edge-stopping functions
@@ -154,7 +154,7 @@ ${with_metadata ? ` var output: SSRResolveOutput;
154
154
  chunk_ffx_dnsr_reflections_get_edge_stopping_normal_weight,
155
155
  chunk_ffx_dnsr_reflections_get_edge_stopping_depth_weight,
156
156
  chunk_luma_edge_stopping_weight,
157
- F16_MAX_DEFINITION,
157
+ F16_MAX_DEFINITION,
158
158
  chunk_safe_sqrt,
159
159
  ]);
160
160
 
@@ -1 +1 @@
1
- {"version":3,"file":"shader_reprojection_map.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/postprocess/taa/shader_reprojection_map.js"],"names":[],"mappings":"AAyBA,wDAeE;AAyFF,kDAWE;0BApIwB,oCAAoC;4BAClC,6BAA6B"}
1
+ {"version":3,"file":"shader_reprojection_map.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/postprocess/taa/shader_reprojection_map.js"],"names":[],"mappings":"AA2BA,wDAeE;AAyFF,kDAWE;0BApIwB,oCAAoC;4BAClC,6BAA6B"}
@@ -2,7 +2,9 @@ import { CAMERA_UNIFORM_STRUCT } from "../../camera/CAMERA_UNIFORM_STRUCT.js";
2
2
  import { DEPTH_BACKGROUND_VALUE } from "../../depth/DEPTH_BACKGROUND_VALUE.js";
3
3
  import { chunk_get_view_space_depth } from "../../shader/chunk/depth/chunk_get_view_space_depth.js";
4
4
  import { chunk_get_view_space_position } from "../../shader/chunk/depth/chunk_get_view_space_position.js";
5
- import { chunk_decode_g_buffer_normal } from "../../shader/chunk/geometry/normal/chunk_decode_g_buffer_normal.js";
5
+ import {
6
+ chunk_decode_g_buffer_face_normal
7
+ } from "../../shader/chunk/geometry/normal/chunk_decode_g_buffer_face_normal.js";
6
8
  import { chunk_v3_matrix4_rotate } from "../../shader/chunk/geometry/vec3/chunk_v3_matrix4_rotate.js";
7
9
  import { chunk_texture_gather_channel } from "../../shader/chunk/texture/chunk_texture_gather_channel.js";
8
10
  import { chunk_get_bilinear_weights } from "../../shader/chunk/texture/sample/chunk_get_bilinear_weights.js";
@@ -17,7 +19,7 @@ const resources = new ShaderResourceSetDescriptor();
17
19
  resources.createGroup()
18
20
  .addTexture("tDepthCurrent")
19
21
  .addTexture("tDepthPrevious")
20
- .addTexture("tNormal", "uint")
22
+ .addTexture("tPBR")
21
23
  .addTexture("tVelocity")
22
24
  .addUniform("camera_current", CAMERA_UNIFORM_STRUCT)
23
25
  .addUniform("camera_previous", CAMERA_UNIFORM_STRUCT)
@@ -75,7 +77,7 @@ fn main(
75
77
  let distance_to_point = position_vs.z;
76
78
 
77
79
  // get geometric normal
78
- let normal_ws = decode_g_buffer_normal( textureLoad(tNormal, coord_i, 0).zw );
80
+ let normal_ws = decode_g_buffer_face_normal( textureLoad(tPBR, coord_i, 0) );
79
81
 
80
82
  // move normal to view space
81
83
  var normal_vs = v3_matrix4_rotate(normal_ws, camera_current.transform_inverse);
@@ -118,7 +120,7 @@ fn main(
118
120
  }
119
121
  `, [
120
122
  chunk_get_view_space_position,
121
- chunk_decode_g_buffer_normal,
123
+ chunk_decode_g_buffer_face_normal,
122
124
  chunk_v3_matrix4_rotate,
123
125
  chunk_texture_gather_channel,
124
126
  chunk_get_view_space_depth_vec4,
@@ -7,7 +7,7 @@ export function enquire_per_object_velocity_pipelines(enquiry: PipelineEnquiry):
7
7
  /**
8
8
  * Per-pixel motion-vector pass with three branches:
9
9
  *
10
- * 1. **Background** (no rasterized geometry, `viz_mesh == INVALID`)
10
+ * 1. **Background** (no rasterized geometry, `VISIBILITY_NONE`)
11
11
  * — rotation-only reprojection of the current pixel through the
12
12
  * camera's frame-over-frame rotation delta. Suitable for skybox
13
13
  * / infinite background.
@@ -39,8 +39,8 @@ export function enquire_per_object_velocity_pipelines(enquiry: PipelineEnquiry):
39
39
  * @param {object} args
40
40
  * @param {FrameGraph} args.graph
41
41
  * @param {number} args.texture_depth
42
- * @param {number} args.texture_viz_mesh
43
- * @param {number} args.texture_viz_triangle
42
+ * @param {number} args.texture_visibility the visibility buffer
43
+ * @param {number} args.buffer_visible_meshlets the frame's visible-meshlet table, which resolves it
44
44
  * @param {number} args.buffer_scene_database
45
45
  * @param {number} args.buffer_meshlet_metadata
46
46
  * @param {number} args.buffer_meshlet_data
@@ -51,14 +51,13 @@ export function enquire_per_object_velocity_pipelines(enquiry: PipelineEnquiry):
51
51
  * placeholders and the shader forces the rigid path.
52
52
  * @param {number[]} args.resolution
53
53
  * @param {GPUViewContext} args.view
54
- * @param {boolean} [args.enable_mipmap]
55
54
  * @returns {number} FrameGraph handle to the velocity texture (rg16float)
56
55
  */
57
- export function graph_add_per_object_velocity({ graph, texture_depth, texture_viz_mesh, texture_viz_triangle, buffer_scene_database, buffer_meshlet_metadata, buffer_meshlet_data, buffer_prev_position_offsets, buffer_prev_positions, skinning_active, resolution, view, enable_mipmap, }: {
56
+ export function graph_add_per_object_velocity({ graph, texture_depth, texture_visibility, buffer_visible_meshlets, buffer_scene_database, buffer_meshlet_metadata, buffer_meshlet_data, buffer_prev_position_offsets, buffer_prev_positions, skinning_active, resolution, view, }: {
58
57
  graph: FrameGraph;
59
58
  texture_depth: number;
60
- texture_viz_mesh: number;
61
- texture_viz_triangle: number;
59
+ texture_visibility: number;
60
+ buffer_visible_meshlets: number;
62
61
  buffer_scene_database: number;
63
62
  buffer_meshlet_metadata: number;
64
63
  buffer_meshlet_data: number;
@@ -67,7 +66,6 @@ export function graph_add_per_object_velocity({ graph, texture_depth, texture_vi
67
66
  skinning_active: boolean;
68
67
  resolution: number[];
69
68
  view: GPUViewContext;
70
- enable_mipmap?: boolean;
71
69
  }): number;
72
70
  export type PipelineEnquiry = import("../../../device/pipeline/PipelineEnquiry.js").PipelineEnquiry;
73
71
  //# sourceMappingURL=graph_add_per_object_velocity.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"graph_add_per_object_velocity.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/postprocess/velocity/graph_add_per_object_velocity.js"],"names":[],"mappings":"AAmRA;;;;GAIG;AACH,+DAFW,eAAe,QAIzB;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAiDG;AACH;IAjB4B,KAAK;IACT,aAAa,EAA1B,MAAM;IACO,gBAAgB,EAA7B,MAAM;IACO,oBAAoB,EAAjC,MAAM;IACO,qBAAqB,EAAlC,MAAM;IACO,uBAAuB,EAApC,MAAM;IACO,mBAAmB,EAAhC,MAAM;IACO,4BAA4B,EAAzC,MAAM;IACO,qBAAqB,EAAlC,MAAM;IACQ,eAAe,EAA7B,OAAO;IAGQ,UAAU,EAAzB,MAAM,EAAE;IACa,IAAI;IACV,aAAa,GAA5B,OAAO;IACL,MAAM,CAgFlB;8BArXY,OAAO,6CAA6C,EAAE,eAAe"}
1
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