@yali-engine/clouds 0.0.0-stage → 0.12.0

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+ /** Linked from shaders/clouds/clouds.wesl. */
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+ export declare const cloudsShader: {
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+ readonly hash: "7f9eec25af765da4";
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+ readonly wgsl: "const PI = 3.14159265;\nconst PLANET = 6360.0;\nstruct CloudParams {\ninv_view_proj: mat4x4f,\nprev_view_proj: mat4x4f,\nsun: vec4f,\neye: vec4f,\nlayer: vec4f,\nshape: vec4f,\nsize: vec4f,\nquality: vec4f,\nlook: vec4f,\npano: vec4f,\nwmap: vec4f,\n}\n@group(0) @binding(0) var<uniform> cp: CloudParams;\n@group(0) @binding(1) var<uniform> lighting: Lighting;\n@group(0) @binding(2) var sky_view: texture_2d<f32>;\n@group(0) @binding(3) var clamp_smp: sampler;\n@group(0) @binding(4) var shape_tex: texture_3d<f32>;\n@group(0) @binding(5) var detail_tex: texture_3d<f32>;\n@group(0) @binding(6) var wrap_smp: sampler;\n@group(0) @binding(7) var shape_out: texture_storage_3d<rgba8unorm, write>;\n@group(0) @binding(8) var detail_out: texture_storage_3d<rgba8unorm, write>;\n@group(0) @binding(9) var current_out: texture_storage_2d<rgba16float, write>;\n@group(0) @binding(10) var current: texture_2d<f32>;\n@group(0) @binding(11) var history: texture_2d<f32>;\n@group(0) @binding(12) var history_out: texture_storage_2d<rgba16float, write>;\n@group(0) @binding(13) var pano_out: texture_storage_2d<rgba16float, write>;\n@group(0) @binding(14) var scene_depth: texture_depth_2d;\n@group(0) @binding(15) var pano_prev: texture_2d<f32>;\n@group(0) @binding(16) var weather_tex: texture_2d<f32>;\n@group(0) @binding(17) var weather_out: texture_storage_2d<rgba8unorm, write>;\nfn pcg(v: u32) -> u32 {\nlet state = v * 747796405u + 2891336453u;\nlet word = ((state >> ((state >> 28u) + 4u)) ^ state) * 277803737u;\nreturn (word >> 22u) ^ word;\n}\nfn hash3(c: vec3i, seed: u32) -> vec3f {\nlet h = pcg(bitcast<u32>(c.x) ^ pcg(bitcast<u32>(c.y) ^ pcg(bitcast<u32>(c.z) ^ seed)));\nlet h2 = pcg(h);\nlet h3 = pcg(h2);\nreturn vec3f(f32(h), f32(h2), f32(h3)) / 4294967296.0;\n}\nfn wrap3(c: vec3i, period: i32) -> vec3i {\nreturn ((c % period) + period) % period;\n}\nfn perlin(p: vec3f, period: i32, seed: u32) -> f32 {\nlet i = vec3i(floor(p));\nlet f = fract(p);\nlet u = f * f * f * (f * (f * 6.0 - 15.0) + 10.0);\nvar n: array<f32, 8>;\nfor (var k = 0; k < 8; k++) {\nlet o = vec3i(k & 1, (k >> 1) & 1, (k >> 2) & 1);\nlet g = normalize(hash3(wrap3(i + o, period), seed) * 2.0 - 1.0);\nn[k] = dot(g, f - vec3f(o));\n}\nlet x0 = mix(mix(n[0], n[1], u.x), mix(n[2], n[3], u.x), u.y);\nlet x1 = mix(mix(n[4], n[5], u.x), mix(n[6], n[7], u.x), u.y);\nreturn mix(x0, x1, u.z) * 1.4;\n}\nfn worley(p: vec3f, period: i32, seed: u32) -> f32 {\nlet i = vec3i(floor(p));\nlet f = fract(p);\nvar d = 8.0;\nfor (var k = 0; k < 27; k++) {\nlet o = vec3i(k % 3 - 1, (k / 3) % 3 - 1, k / 9 - 1);\nlet q = vec3f(o) + hash3(wrap3(i + o, period), seed) - f;\nd = min(d, dot(q, q));\n}\nreturn 1.0 - saturate(sqrt(d));\n}\nfn worley_fbm(p: vec3f, period: i32, seed: u32) -> f32 {\nreturn worley(p, period, seed) * 0.625 + worley(p * 2.0, period * 2, seed + 1u) * 0.25 + worley(p * 4.0, period * 4, seed + 2u) * 0.125;\n}\nfn remap(v: f32, a: f32, b: f32, c: f32, d: f32) -> f32 {\nreturn c + (v - a) / max(b - a, 1e-5) * (d - c);\n}\n@compute @workgroup_size(4, 4, 4) fn gen_shape(@builtin(global_invocation_id) id: vec3u) {\nlet n = textureDimensions(shape_out);\nif (any(id >= n)) {\nreturn;\n}\nlet uvw = (vec3f(id) + 0.5) / vec3f(n);\nvar pf = 0.0;\nvar amp = 0.5;\nvar per = 4;\nfor (var o = 0; o < 4; o++) {\npf += amp * perlin(uvw * f32(per), per, 11u + u32(o));\namp *= 0.5;\nper *= 2;\n}\npf = saturate(pf * 0.5 + 0.5);\nlet w4 = worley_fbm(uvw * 4.0, 4, 101u);\nlet w8 = worley_fbm(uvw * 8.0, 8, 211u);\nlet w16 = worley_fbm(uvw * 16.0, 16, 307u);\nlet pw = saturate(remap(pf, w4 - 1.0, 1.0, 0.0, 1.0));\ntextureStore(shape_out, vec3i(id), vec4f(pw, w4, w8, w16));\n}\n@compute @workgroup_size(4, 4, 4) fn gen_detail(@builtin(global_invocation_id) id: vec3u) {\nlet n = textureDimensions(detail_out);\nif (any(id >= n)) {\nreturn;\n}\nlet uvw = (vec3f(id) + 0.5) / vec3f(n);\ntextureStore(detail_out, vec3i(id), vec4f(worley_fbm(uvw * 2.0, 2, 401u), worley_fbm(uvw * 4.0, 4, 503u), worley_fbm(uvw * 8.0, 8, 601u), 1.0));\n}\nfn hash2(p: vec2f) -> f32 {\nlet q = vec2<i32>(floor(p));\nreturn f32(pcg(bitcast<u32>(q.x) ^ pcg(bitcast<u32>(q.y) + 0x9e3779b9u))) / 4294967296.0;\n}\nfn vnoise(p: vec2f) -> f32 {\nlet i = floor(p);\nlet f = fract(p);\nlet u = f * f * (3.0 - 2.0 * f);\nreturn mix(mix(hash2(i), hash2(i + vec2f(1.0, 0.0)), u.x), mix(hash2(i + vec2f(0.0, 1.0)), hash2(i + vec2f(1.0, 1.0)), u.x), u.y);\n}\nfn fbm2(p0: vec2f) -> f32 {\nvar p = p0;\nvar a = 0.5;\nvar s = 0.0;\nfor (var i = 0; i < 4; i++) {\ns += a * vnoise(p);\np = mat2x2f(1.6, 1.2, -1.2, 1.6) * p + vec2f(3.1, 1.7);\na *= 0.5;\n}\nreturn s / 0.9375;\n}\nfn weather(xz: vec2f) -> vec2f {\nlet q = xz / cp.look.x;\nlet w = fbm2(q);\nlet cov = saturate(remap(w, 1.0 - cp.layer.z * 1.15, 1.0, 0.0, 1.0));\nlet kind = saturate(0.5 + (fbm2(q * 0.37 + vec2f(13.0, 7.0)) - 0.5) * 2.0 * cp.look.y);\nreturn vec2f(cov, kind);\n}\nfn profile(h: f32, kind: f32) -> f32 {\nlet base = saturate(remap(h, 0.0, 0.08, 0.0, 1.0));\nlet top = saturate(remap(h, 0.25 + 0.6 * kind, 0.35 + 0.65 * kind, 1.0, 0.0));\nreturn base * top;\n}\n@compute @workgroup_size(8, 8) fn gen_weather(@builtin(global_invocation_id) id: vec3u) {\nlet n = u32(cp.wmap.w);\nif (id.x >= n || id.y >= n) {\nreturn;\n}\nlet xz = cp.wmap.xy + ((vec2f(id.xy) + 0.5) / f32(n) - 0.5) * cp.wmap.z;\ntextureStore(weather_out, vec2i(id.xy), vec4f(weather(xz), 0.0, 1.0));\n}\nfn base_cloud(p: vec3f, far: f32) -> vec4f {\nlet r = length(p);\nlet h = (r - PLANET - cp.layer.x) / (cp.layer.y - cp.layer.x);\nif (h <= 0.0 || h >= 1.0) {\nreturn vec4f(0.0);\n}\nlet xz = p.xz + cp.eye.xy + cp.shape.zw;\nlet wx = textureSampleLevel(weather_tex, clamp_smp, (xz - cp.wmap.xy) / cp.wmap.z + 0.5, 0.0).xy;\nif (wx.x <= 0.004) {\nreturn vec4f(0.0, h, xz);\n}\nlet prof = profile(h, wx.y);\nif (prof <= 0.0) {\nreturn vec4f(0.0, h, xz);\n}\nlet q = vec3f(xz.x, r - PLANET, xz.y) / (cp.shape.x * far);\nlet s = textureSampleLevel(shape_tex, wrap_smp, q, 0.0);\nlet fb = s.g * 0.625 + s.b * 0.25 + s.a * 0.125;\nlet base = saturate(remap(s.r, fb - 1.0, 1.0, 0.0, 1.0));\nreturn vec4f(saturate(remap(base * prof, 1.0 - wx.x, 1.0, 0.0, 1.0)) * wx.x, h, xz);\n}\nfn eroded(b: vec4f, alt: f32) -> f32 {\nlet d = textureSampleLevel(detail_tex, wrap_smp, vec3f(b.z, alt, b.w) / cp.shape.y, 0.0);\nlet df = d.r * 0.625 + d.g * 0.25 + d.b * 0.125;\nlet e = mix(df, 1.0 - df, saturate(b.y * 5.0));\nreturn saturate(remap(b.x, e * 0.35 * cp.look.w, 1.0, 0.0, 1.0)) * cp.layer.w;\n}\nfn density(p: vec3f, full: bool, far: f32) -> f32 {\nlet b = base_cloud(p, far);\nif (b.x <= 0.0) {\nreturn 0.0;\n}\nif (full) {\nreturn eroded(b, length(p) - PLANET);\n}\nreturn b.x * cp.layer.w;\n}\nfn hg(c: f32, g: f32) -> f32 {\nreturn (1.0 - g * g) / (4.0 * PI * pow(max(1.0 + g * g - 2.0 * g * c, 1e-4), 1.5));\n}\nfn phase(c: f32, k: f32) -> f32 {\nreturn mix(hg(c, -0.2 * k), hg(c, 0.75 * k), 0.6);\n}\nfn sun_depth(p: vec3f, steps: u32) -> f32 {\nlet s = cp.sun.xyz;\nvar tau = 0.0;\nvar t = 0.0;\nvar dt = 0.06;\nfor (var i = 0u; i < steps; i++) {\nlet m = t + dt * 0.5;\ntau += density(p + s * m, i < 2u, 1.0) * dt;\nt += dt;\ndt *= 2.1;\n}\nreturn tau;\n}\nfn ambient(h: f32) -> vec3f {\nlet up = lighting.sh[0].rgb * 0.282095 + lighting.sh[1].rgb * 0.488603;\nreturn max(up, vec3f(0.0)) * mix(0.45, 1.0, h);\n}\nfn march(d: vec3f, jitter: f32, steps_max: f32, steps_min: f32, sun_steps: u32, octaves: u32) -> vec4f {\nlet o = vec3f(0.0, cp.eye.z, 0.0);\nlet b = dot(o, d);\nlet rb = PLANET + cp.layer.x;\nlet rt = PLANET + cp.layer.y;\nlet cb = dot(o, o) - rb * rb;\nlet ct = dot(o, o) - rt * rt;\nif (d.y < -0.05 || cb > 0.0) {\nreturn vec4f(0.0, 0.0, 0.0, 1.0);\n}\nlet t0 = -b + sqrt(max(b * b - cb, 0.0));\nvar t1 = -b + sqrt(max(b * b - ct, 0.0));\nt1 = min(t1, t0 + 40.0);\nif (t0 > 220.0) {\nreturn vec4f(0.0, 0.0, 0.0, 1.0);\n}\nlet n = mix(steps_max, steps_min, saturate(d.y));\nlet dt = (t1 - t0) / n;\nlet s = cp.sun.xyz;\nlet cosv = dot(d, s);\nlet sun = lighting.sun_color.rgb;\nvar light = vec3f(0.0);\nvar trans = 1.0;\nvar dist_sum = 0.0;\nvar weight = 0.0;\nvar t = t0 + dt * jitter;\nvar empty = 0u;\nvar last = dt;\nlet rays = u32(n) * 2u;\nfor (var i = 0u; i < rays; i++) {\nif (t >= t1 || trans < 0.01) {\nbreak;\n}\nvar p = o + d * t;\nlet far = 1.0 + smoothstep(25.0, 75.0, t);\nvar cb = base_cloud(p, far);\nif (cb.x <= 0.0) {\nempty++;\nlast = dt * select(1.0, 2.0, empty > 2u);\nt += last;\ncontinue;\n}\nif (empty > 0u || i == 0u) {\nvar a = t - last;\nvar bb = t;\nfor (var k = 0u; k < 3u; k++) {\nlet m = 0.5 * (a + bb);\nif (base_cloud(o + d * m, far).x > 0.0) {\nbb = m;\n} else {\na = m;\n}\n}\nt = bb;\np = o + d * t;\ncb = base_cloud(p, far);\n}\nempty = 0u;\nlet sigma = select(cb.x * cp.layer.w, eroded(cb, length(p) - PLANET), t < 30.0);\nif (sigma > 0.0) {\nlet h = (length(p) - rb) / (rt - rb);\nlet tau = sun_depth(p, sun_steps);\nvar ms = 0.0;\nvar a = 1.0;\nvar bb = 1.0;\nvar c = 1.0;\nfor (var k = 0u; k < octaves; k++) {\nms += a * exp(-tau * bb) * phase(cosv, c);\na *= 0.5;\nbb *= 0.5;\nc *= 0.5;\n}\nlet powder = 1.0 - 0.6 * exp(-sigma * 0.3);\nlet scatter = sun * (ms * powder * 2.5) + ambient(h) * 1.3;\nlet e = exp(-sigma * dt);\nlight += trans * scatter * (1.0 - e);\ndist_sum += trans * (1.0 - e) * t;\nweight += trans * (1.0 - e);\ntrans *= e;\n}\nlast = dt;\nt += dt;\n}\nif (weight > 0.0) {\nlet mean = dist_sum / weight;\nlet haze = 1.0 - exp(-mean / cp.look.z);\nlet behind = sky_view_at(sky_view, clamp_smp, d, s, cp.eye.z) * lighting.view.rgb;\nlight = mix(light, behind * (1.0 - trans), haze * 0.5) * (1.0 - haze * 0.8);\ntrans = mix(trans, 1.0, haze * 0.8);\n}\nreturn vec4f(light, trans);\n}\nfn view_dir(uv: vec2f) -> vec3f {\nlet ndc = vec2f(uv.x * 2.0 - 1.0, 1.0 - uv.y * 2.0);\nlet near = cp.inv_view_proj * vec4f(ndc, 1.0, 1.0);\nreturn normalize(near.xyz / near.w);\n}\nfn ign(px: vec2f, frame: f32) -> f32 {\nlet q = px + 5.588238 * (frame % 64.0);\nreturn fract(52.9829189 * fract(dot(q, vec2f(0.06711056, 0.00583715))));\n}\n@compute @workgroup_size(8, 8) fn march_view(@builtin(global_invocation_id) id: vec3u) {\nlet n = textureDimensions(current_out);\nif (any(id.xy >= n)) {\nreturn;\n}\nlet texel = vec2f(id.xy) * 2.0 + cp.size.zw;\nlet uv = (texel + 0.5) / cp.size.xy;\nlet r = march(view_dir(uv), ign(vec2f(id.xy), cp.sun.w), cp.quality.x, cp.quality.y, u32(cp.quality.z), u32(cp.quality.w));\ntextureStore(current_out, vec2i(id.xy), r);\n}\n@compute @workgroup_size(8, 8) fn reconstruct(@builtin(global_invocation_id) id: vec3u) {\nlet size = vec2u(cp.size.xy);\nif (any(id.xy >= size)) {\nreturn;\n}\nlet cn = vec2i(textureDimensions(current));\nlet px = vec2f(id.xy);\nlet uv = (px + 0.5) / cp.size.xy;\nlet phase_px = cp.size.zw;\nlet mine = all(vec2u(id.xy % 2u) == vec2u(phase_px));\nlet f = (px - phase_px) * 0.5;\nlet i0 = vec2i(floor(f));\nlet w = fract(f);\nlet s00 = textureLoad(current, clamp(i0, vec2i(0), cn - 1), 0);\nlet s10 = textureLoad(current, clamp(i0 + vec2i(1, 0), vec2i(0), cn - 1), 0);\nlet s01 = textureLoad(current, clamp(i0 + vec2i(0, 1), vec2i(0), cn - 1), 0);\nlet s11 = textureLoad(current, clamp(i0 + vec2i(1, 1), vec2i(0), cn - 1), 0);\nvar m1 = vec4f(0.0);\nvar m2 = vec4f(0.0);\nfor (var k = 0; k < 9; k++) {\nlet q = textureLoad(current, clamp(i0 + vec2i(round(w)) + vec2i(k % 3 - 1, k / 3 - 1), vec2i(0), cn - 1), 0);\nm1 += q;\nm2 += q * q;\n}\nm1 /= 9.0;\nlet sd = sqrt(max(m2 / 9.0 - m1 * m1, vec4f(0.0)));\nlet mn = m1 - sd * 1.5;\nlet mx = m1 + sd * 1.5;\nlet spatial = mix(mix(s00, s10, w.x), mix(s01, s11, w.x), w.y);\nlet dir = view_dir(uv);\nlet c = cp.prev_view_proj * vec4f(dir * 1.0e4, 1.0);\nvar out = spatial;\nif (c.w > 0.0) {\nlet prev = vec2f(c.x / c.w * 0.5 + 0.5, 0.5 - c.y / c.w * 0.5);\nif (all(prev >= vec2f(0.0)) && all(prev <= vec2f(1.0)) && cp.sun.w > 0.5) {\nlet hist = textureSampleLevel(history, clamp_smp, prev, 0.0);\nlet held = clamp(hist, mn - vec4f(0.002), mx + vec4f(0.002));\nout = select(held, mix(held, s00, 0.2), mine);\n}\n}\ntextureStore(history_out, vec2i(id.xy), out);\n}\n@compute @workgroup_size(8, 8) fn panorama(@builtin(global_invocation_id) id: vec3u) {\nlet n = vec2u(cp.pano.zw);\nif (id.x >= n.x || id.y >= n.y) {\nreturn;\n}\nlet prev = textureLoad(pano_prev, vec2i(id.xy), 0);\nif (id.y % 8u != u32(cp.pano.x)) {\ntextureStore(pano_out, vec2i(id.xy), prev);\nreturn;\n}\nlet frame = cp.sun.w;\nlet j = vec2f(fract(frame * 0.754877666), fract(frame * 0.569840291));\nlet u = (f32(id.x) + j.x) / f32(n.x);\nlet v = (f32(id.y) + j.y) / f32(n.y);\nlet se = v * v;\nlet ce = sqrt(max(1.0 - se * se, 0.0));\nlet az = 2.0 * PI * u;\nlet d = vec3f(ce * cos(az), se, ce * sin(az));\nlet r = march(d, fract(frame * 0.618034), 64.0, 24.0, 4u, 2u);\nlet w = select(0.3, 1.0, frame < 8.5);\ntextureStore(pano_out, vec2i(id.xy), mix(prev, r, w));\n}\nstruct CompositeOut {\n@builtin(position) clip: vec4f,\n@location(0) uv: vec2f,\n}\n@vertex fn vs_composite(@builtin(vertex_index) i: u32) -> CompositeOut {\nlet p = vec2f(f32((i << 1u) & 2u), f32(i & 2u)) * 2.0 - 1.0;\nvar o: CompositeOut;\no.clip = vec4f(p, 0.0, 1.0);\no.uv = vec2f(p.x * 0.5 + 0.5, 0.5 - p.y * 0.5);\nreturn o;\n}\n@fragment fn fs_composite(in: CompositeOut) -> @location(0) vec4f {\nif (textureLoad(scene_depth, vec2i(in.clip.xy), 0) > 0.0) {\ndiscard;\n}\nlet c = textureSampleLevel(history, clamp_smp, in.uv, 0.0);\nreturn vec4f(c.rgb * lighting.env.z, c.a);\n}\nstruct Lighting {\nsun_color: vec4f,\nenv: vec4f,\nsh: array<vec4f, 9>,\nscreen: vec4f,\nview: vec4f,\nao_reproject: mat4x4f,\nao: vec4f,\nfog: vec4f,\nfog2: vec4f,\nfog_air: vec4f,\ngi_grid: vec4f,\ngi_counts: vec4f,\nssr: vec4f,\ngi_cascades: array<vec4f, 3>,\n}\nfn sky_view_at(lut: texture_2d<f32>, smp: sampler, d: vec3f, s: vec3f, r_cam: f32) -> vec3f {\nlet theta = acos(clamp(d.y, -1.0, 1.0));\nlet hd = vec2f(d.x, d.z);\nlet hs = vec2f(s.x, s.z);\nlet ld = length(hd);\nlet ls = length(hs);\nlet cos_az = select(1.0, dot(hd, hs) / (ld * ls), ld > 1e-5 && ls > 1e-5);\nlet uv = sky_view_uv(theta, clamp(cos_az, -1.0, 1.0), r_cam);\nlet st = (uv * (SKY_VIEW_SIZE - 1.0) + 0.5) / SKY_VIEW_SIZE;\nreturn textureSampleLevel(lut, smp, st, 0.0).rgb;\n}\nfn sky_view_uv(theta: f32, cos_az: f32, r_cam: f32) -> vec2f {\nlet zh = horizon_angle(r_cam);\nlet beta = PI0 - zh;\nvar v: f32;\nif (theta < zh) {\nv = (1.0 - sqrt(max(1.0 - theta / zh, 0.0))) * 0.5;\n} else {\nv = sqrt(saturate((theta - zh) / beta)) * 0.5 + 0.5;\n}\nreturn vec2f(sqrt(saturate(0.5 - 0.5 * cos_az)), v);\n}\nconst SKY_VIEW_SIZE = vec2f(192.0, 108.0);\nfn horizon_angle(r_cam: f32) -> f32 {\nreturn PI0 - acos(clamp(sqrt(max(r_cam * r_cam - BOTTOM * BOTTOM, 0.0)) / r_cam, 0.0, 1.0));\n}\nconst PI0 = 3.14159265;\nconst BOTTOM = 6360.0;";
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+ };
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+ // GENERATED by tools/shaders-gen.mjs from shaders/**/*.wesl. Do not edit.
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+ // Regenerate with `node tools/shaders-gen.mjs`; CI runs it with --check.
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+ /** Linked from shaders/clouds/clouds.wesl. */
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+ export const cloudsShader = {
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+ hash: '7f9eec25af765da4',
6
+ wgsl: "const PI = 3.14159265;\nconst PLANET = 6360.0;\nstruct CloudParams {\ninv_view_proj: mat4x4f,\nprev_view_proj: mat4x4f,\nsun: vec4f,\neye: vec4f,\nlayer: vec4f,\nshape: vec4f,\nsize: vec4f,\nquality: vec4f,\nlook: vec4f,\npano: vec4f,\nwmap: vec4f,\n}\n@group(0) @binding(0) var<uniform> cp: CloudParams;\n@group(0) @binding(1) var<uniform> lighting: Lighting;\n@group(0) @binding(2) var sky_view: texture_2d<f32>;\n@group(0) @binding(3) var clamp_smp: sampler;\n@group(0) @binding(4) var shape_tex: texture_3d<f32>;\n@group(0) @binding(5) var detail_tex: texture_3d<f32>;\n@group(0) @binding(6) var wrap_smp: sampler;\n@group(0) @binding(7) var shape_out: texture_storage_3d<rgba8unorm, write>;\n@group(0) @binding(8) var detail_out: texture_storage_3d<rgba8unorm, write>;\n@group(0) @binding(9) var current_out: texture_storage_2d<rgba16float, write>;\n@group(0) @binding(10) var current: texture_2d<f32>;\n@group(0) @binding(11) var history: texture_2d<f32>;\n@group(0) @binding(12) var history_out: texture_storage_2d<rgba16float, write>;\n@group(0) @binding(13) var pano_out: texture_storage_2d<rgba16float, write>;\n@group(0) @binding(14) var scene_depth: texture_depth_2d;\n@group(0) @binding(15) var pano_prev: texture_2d<f32>;\n@group(0) @binding(16) var weather_tex: texture_2d<f32>;\n@group(0) @binding(17) var weather_out: texture_storage_2d<rgba8unorm, write>;\nfn pcg(v: u32) -> u32 {\nlet state = v * 747796405u + 2891336453u;\nlet word = ((state >> ((state >> 28u) + 4u)) ^ state) * 277803737u;\nreturn (word >> 22u) ^ word;\n}\nfn hash3(c: vec3i, seed: u32) -> vec3f {\nlet h = pcg(bitcast<u32>(c.x) ^ pcg(bitcast<u32>(c.y) ^ pcg(bitcast<u32>(c.z) ^ seed)));\nlet h2 = pcg(h);\nlet h3 = pcg(h2);\nreturn vec3f(f32(h), f32(h2), f32(h3)) / 4294967296.0;\n}\nfn wrap3(c: vec3i, period: i32) -> vec3i {\nreturn ((c % period) + period) % period;\n}\nfn perlin(p: vec3f, period: i32, seed: u32) -> f32 {\nlet i = vec3i(floor(p));\nlet f = fract(p);\nlet u = f * f * f * (f * (f * 6.0 - 15.0) + 10.0);\nvar n: array<f32, 8>;\nfor (var k = 0; k < 8; k++) {\nlet o = vec3i(k & 1, (k >> 1) & 1, (k >> 2) & 1);\nlet g = normalize(hash3(wrap3(i + o, period), seed) * 2.0 - 1.0);\nn[k] = dot(g, f - vec3f(o));\n}\nlet x0 = mix(mix(n[0], n[1], u.x), mix(n[2], n[3], u.x), u.y);\nlet x1 = mix(mix(n[4], n[5], u.x), mix(n[6], n[7], u.x), u.y);\nreturn mix(x0, x1, u.z) * 1.4;\n}\nfn worley(p: vec3f, period: i32, seed: u32) -> f32 {\nlet i = vec3i(floor(p));\nlet f = fract(p);\nvar d = 8.0;\nfor (var k = 0; k < 27; k++) {\nlet o = vec3i(k % 3 - 1, (k / 3) % 3 - 1, k / 9 - 1);\nlet q = vec3f(o) + hash3(wrap3(i + o, period), seed) - f;\nd = min(d, dot(q, q));\n}\nreturn 1.0 - saturate(sqrt(d));\n}\nfn worley_fbm(p: vec3f, period: i32, seed: u32) -> f32 {\nreturn worley(p, period, seed) * 0.625 + worley(p * 2.0, period * 2, seed + 1u) * 0.25 + worley(p * 4.0, period * 4, seed + 2u) * 0.125;\n}\nfn remap(v: f32, a: f32, b: f32, c: f32, d: f32) -> f32 {\nreturn c + (v - a) / max(b - a, 1e-5) * (d - c);\n}\n@compute @workgroup_size(4, 4, 4) fn gen_shape(@builtin(global_invocation_id) id: vec3u) {\nlet n = textureDimensions(shape_out);\nif (any(id >= n)) {\nreturn;\n}\nlet uvw = (vec3f(id) + 0.5) / vec3f(n);\nvar pf = 0.0;\nvar amp = 0.5;\nvar per = 4;\nfor (var o = 0; o < 4; o++) {\npf += amp * perlin(uvw * f32(per), per, 11u + u32(o));\namp *= 0.5;\nper *= 2;\n}\npf = saturate(pf * 0.5 + 0.5);\nlet w4 = worley_fbm(uvw * 4.0, 4, 101u);\nlet w8 = worley_fbm(uvw * 8.0, 8, 211u);\nlet w16 = worley_fbm(uvw * 16.0, 16, 307u);\nlet pw = saturate(remap(pf, w4 - 1.0, 1.0, 0.0, 1.0));\ntextureStore(shape_out, vec3i(id), vec4f(pw, w4, w8, w16));\n}\n@compute @workgroup_size(4, 4, 4) fn gen_detail(@builtin(global_invocation_id) id: vec3u) {\nlet n = textureDimensions(detail_out);\nif (any(id >= n)) {\nreturn;\n}\nlet uvw = (vec3f(id) + 0.5) / vec3f(n);\ntextureStore(detail_out, vec3i(id), vec4f(worley_fbm(uvw * 2.0, 2, 401u), worley_fbm(uvw * 4.0, 4, 503u), worley_fbm(uvw * 8.0, 8, 601u), 1.0));\n}\nfn hash2(p: vec2f) -> f32 {\nlet q = vec2<i32>(floor(p));\nreturn f32(pcg(bitcast<u32>(q.x) ^ pcg(bitcast<u32>(q.y) + 0x9e3779b9u))) / 4294967296.0;\n}\nfn vnoise(p: vec2f) -> f32 {\nlet i = floor(p);\nlet f = fract(p);\nlet u = f * f * (3.0 - 2.0 * f);\nreturn mix(mix(hash2(i), hash2(i + vec2f(1.0, 0.0)), u.x), mix(hash2(i + vec2f(0.0, 1.0)), hash2(i + vec2f(1.0, 1.0)), u.x), u.y);\n}\nfn fbm2(p0: vec2f) -> f32 {\nvar p = p0;\nvar a = 0.5;\nvar s = 0.0;\nfor (var i = 0; i < 4; i++) {\ns += a * vnoise(p);\np = mat2x2f(1.6, 1.2, -1.2, 1.6) * p + vec2f(3.1, 1.7);\na *= 0.5;\n}\nreturn s / 0.9375;\n}\nfn weather(xz: vec2f) -> vec2f {\nlet q = xz / cp.look.x;\nlet w = fbm2(q);\nlet cov = saturate(remap(w, 1.0 - cp.layer.z * 1.15, 1.0, 0.0, 1.0));\nlet kind = saturate(0.5 + (fbm2(q * 0.37 + vec2f(13.0, 7.0)) - 0.5) * 2.0 * cp.look.y);\nreturn vec2f(cov, kind);\n}\nfn profile(h: f32, kind: f32) -> f32 {\nlet base = saturate(remap(h, 0.0, 0.08, 0.0, 1.0));\nlet top = saturate(remap(h, 0.25 + 0.6 * kind, 0.35 + 0.65 * kind, 1.0, 0.0));\nreturn base * top;\n}\n@compute @workgroup_size(8, 8) fn gen_weather(@builtin(global_invocation_id) id: vec3u) {\nlet n = u32(cp.wmap.w);\nif (id.x >= n || id.y >= n) {\nreturn;\n}\nlet xz = cp.wmap.xy + ((vec2f(id.xy) + 0.5) / f32(n) - 0.5) * cp.wmap.z;\ntextureStore(weather_out, vec2i(id.xy), vec4f(weather(xz), 0.0, 1.0));\n}\nfn base_cloud(p: vec3f, far: f32) -> vec4f {\nlet r = length(p);\nlet h = (r - PLANET - cp.layer.x) / (cp.layer.y - cp.layer.x);\nif (h <= 0.0 || h >= 1.0) {\nreturn vec4f(0.0);\n}\nlet xz = p.xz + cp.eye.xy + cp.shape.zw;\nlet wx = textureSampleLevel(weather_tex, clamp_smp, (xz - cp.wmap.xy) / cp.wmap.z + 0.5, 0.0).xy;\nif (wx.x <= 0.004) {\nreturn vec4f(0.0, h, xz);\n}\nlet prof = profile(h, wx.y);\nif (prof <= 0.0) {\nreturn vec4f(0.0, h, xz);\n}\nlet q = vec3f(xz.x, r - PLANET, xz.y) / (cp.shape.x * far);\nlet s = textureSampleLevel(shape_tex, wrap_smp, q, 0.0);\nlet fb = s.g * 0.625 + s.b * 0.25 + s.a * 0.125;\nlet base = saturate(remap(s.r, fb - 1.0, 1.0, 0.0, 1.0));\nreturn vec4f(saturate(remap(base * prof, 1.0 - wx.x, 1.0, 0.0, 1.0)) * wx.x, h, xz);\n}\nfn eroded(b: vec4f, alt: f32) -> f32 {\nlet d = textureSampleLevel(detail_tex, wrap_smp, vec3f(b.z, alt, b.w) / cp.shape.y, 0.0);\nlet df = d.r * 0.625 + d.g * 0.25 + d.b * 0.125;\nlet e = mix(df, 1.0 - df, saturate(b.y * 5.0));\nreturn saturate(remap(b.x, e * 0.35 * cp.look.w, 1.0, 0.0, 1.0)) * cp.layer.w;\n}\nfn density(p: vec3f, full: bool, far: f32) -> f32 {\nlet b = base_cloud(p, far);\nif (b.x <= 0.0) {\nreturn 0.0;\n}\nif (full) {\nreturn eroded(b, length(p) - PLANET);\n}\nreturn b.x * cp.layer.w;\n}\nfn hg(c: f32, g: f32) -> f32 {\nreturn (1.0 - g * g) / (4.0 * PI * pow(max(1.0 + g * g - 2.0 * g * c, 1e-4), 1.5));\n}\nfn phase(c: f32, k: f32) -> f32 {\nreturn mix(hg(c, -0.2 * k), hg(c, 0.75 * k), 0.6);\n}\nfn sun_depth(p: vec3f, steps: u32) -> f32 {\nlet s = cp.sun.xyz;\nvar tau = 0.0;\nvar t = 0.0;\nvar dt = 0.06;\nfor (var i = 0u; i < steps; i++) {\nlet m = t + dt * 0.5;\ntau += density(p + s * m, i < 2u, 1.0) * dt;\nt += dt;\ndt *= 2.1;\n}\nreturn tau;\n}\nfn ambient(h: f32) -> vec3f {\nlet up = lighting.sh[0].rgb * 0.282095 + lighting.sh[1].rgb * 0.488603;\nreturn max(up, vec3f(0.0)) * mix(0.45, 1.0, h);\n}\nfn march(d: vec3f, jitter: f32, steps_max: f32, steps_min: f32, sun_steps: u32, octaves: u32) -> vec4f {\nlet o = vec3f(0.0, cp.eye.z, 0.0);\nlet b = dot(o, d);\nlet rb = PLANET + cp.layer.x;\nlet rt = PLANET + cp.layer.y;\nlet cb = dot(o, o) - rb * rb;\nlet ct = dot(o, o) - rt * rt;\nif (d.y < -0.05 || cb > 0.0) {\nreturn vec4f(0.0, 0.0, 0.0, 1.0);\n}\nlet t0 = -b + sqrt(max(b * b - cb, 0.0));\nvar t1 = -b + sqrt(max(b * b - ct, 0.0));\nt1 = min(t1, t0 + 40.0);\nif (t0 > 220.0) {\nreturn vec4f(0.0, 0.0, 0.0, 1.0);\n}\nlet n = mix(steps_max, steps_min, saturate(d.y));\nlet dt = (t1 - t0) / n;\nlet s = cp.sun.xyz;\nlet cosv = dot(d, s);\nlet sun = lighting.sun_color.rgb;\nvar light = vec3f(0.0);\nvar trans = 1.0;\nvar dist_sum = 0.0;\nvar weight = 0.0;\nvar t = t0 + dt * jitter;\nvar empty = 0u;\nvar last = dt;\nlet rays = u32(n) * 2u;\nfor (var i = 0u; i < rays; i++) {\nif (t >= t1 || trans < 0.01) {\nbreak;\n}\nvar p = o + d * t;\nlet far = 1.0 + smoothstep(25.0, 75.0, t);\nvar cb = base_cloud(p, far);\nif (cb.x <= 0.0) {\nempty++;\nlast = dt * select(1.0, 2.0, empty > 2u);\nt += last;\ncontinue;\n}\nif (empty > 0u || i == 0u) {\nvar a = t - last;\nvar bb = t;\nfor (var k = 0u; k < 3u; k++) {\nlet m = 0.5 * (a + bb);\nif (base_cloud(o + d * m, far).x > 0.0) {\nbb = m;\n} else {\na = m;\n}\n}\nt = bb;\np = o + d * t;\ncb = base_cloud(p, far);\n}\nempty = 0u;\nlet sigma = select(cb.x * cp.layer.w, eroded(cb, length(p) - PLANET), t < 30.0);\nif (sigma > 0.0) {\nlet h = (length(p) - rb) / (rt - rb);\nlet tau = sun_depth(p, sun_steps);\nvar ms = 0.0;\nvar a = 1.0;\nvar bb = 1.0;\nvar c = 1.0;\nfor (var k = 0u; k < octaves; k++) {\nms += a * exp(-tau * bb) * phase(cosv, c);\na *= 0.5;\nbb *= 0.5;\nc *= 0.5;\n}\nlet powder = 1.0 - 0.6 * exp(-sigma * 0.3);\nlet scatter = sun * (ms * powder * 2.5) + ambient(h) * 1.3;\nlet e = exp(-sigma * dt);\nlight += trans * scatter * (1.0 - e);\ndist_sum += trans * (1.0 - e) * t;\nweight += trans * (1.0 - e);\ntrans *= e;\n}\nlast = dt;\nt += dt;\n}\nif (weight > 0.0) {\nlet mean = dist_sum / weight;\nlet haze = 1.0 - exp(-mean / cp.look.z);\nlet behind = sky_view_at(sky_view, clamp_smp, d, s, cp.eye.z) * lighting.view.rgb;\nlight = mix(light, behind * (1.0 - trans), haze * 0.5) * (1.0 - haze * 0.8);\ntrans = mix(trans, 1.0, haze * 0.8);\n}\nreturn vec4f(light, trans);\n}\nfn view_dir(uv: vec2f) -> vec3f {\nlet ndc = vec2f(uv.x * 2.0 - 1.0, 1.0 - uv.y * 2.0);\nlet near = cp.inv_view_proj * vec4f(ndc, 1.0, 1.0);\nreturn normalize(near.xyz / near.w);\n}\nfn ign(px: vec2f, frame: f32) -> f32 {\nlet q = px + 5.588238 * (frame % 64.0);\nreturn fract(52.9829189 * fract(dot(q, vec2f(0.06711056, 0.00583715))));\n}\n@compute @workgroup_size(8, 8) fn march_view(@builtin(global_invocation_id) id: vec3u) {\nlet n = textureDimensions(current_out);\nif (any(id.xy >= n)) {\nreturn;\n}\nlet texel = vec2f(id.xy) * 2.0 + cp.size.zw;\nlet uv = (texel + 0.5) / cp.size.xy;\nlet r = march(view_dir(uv), ign(vec2f(id.xy), cp.sun.w), cp.quality.x, cp.quality.y, u32(cp.quality.z), u32(cp.quality.w));\ntextureStore(current_out, vec2i(id.xy), r);\n}\n@compute @workgroup_size(8, 8) fn reconstruct(@builtin(global_invocation_id) id: vec3u) {\nlet size = vec2u(cp.size.xy);\nif (any(id.xy >= size)) {\nreturn;\n}\nlet cn = vec2i(textureDimensions(current));\nlet px = vec2f(id.xy);\nlet uv = (px + 0.5) / cp.size.xy;\nlet phase_px = cp.size.zw;\nlet mine = all(vec2u(id.xy % 2u) == vec2u(phase_px));\nlet f = (px - phase_px) * 0.5;\nlet i0 = vec2i(floor(f));\nlet w = fract(f);\nlet s00 = textureLoad(current, clamp(i0, vec2i(0), cn - 1), 0);\nlet s10 = textureLoad(current, clamp(i0 + vec2i(1, 0), vec2i(0), cn - 1), 0);\nlet s01 = textureLoad(current, clamp(i0 + vec2i(0, 1), vec2i(0), cn - 1), 0);\nlet s11 = textureLoad(current, clamp(i0 + vec2i(1, 1), vec2i(0), cn - 1), 0);\nvar m1 = vec4f(0.0);\nvar m2 = vec4f(0.0);\nfor (var k = 0; k < 9; k++) {\nlet q = textureLoad(current, clamp(i0 + vec2i(round(w)) + vec2i(k % 3 - 1, k / 3 - 1), vec2i(0), cn - 1), 0);\nm1 += q;\nm2 += q * q;\n}\nm1 /= 9.0;\nlet sd = sqrt(max(m2 / 9.0 - m1 * m1, vec4f(0.0)));\nlet mn = m1 - sd * 1.5;\nlet mx = m1 + sd * 1.5;\nlet spatial = mix(mix(s00, s10, w.x), mix(s01, s11, w.x), w.y);\nlet dir = view_dir(uv);\nlet c = cp.prev_view_proj * vec4f(dir * 1.0e4, 1.0);\nvar out = spatial;\nif (c.w > 0.0) {\nlet prev = vec2f(c.x / c.w * 0.5 + 0.5, 0.5 - c.y / c.w * 0.5);\nif (all(prev >= vec2f(0.0)) && all(prev <= vec2f(1.0)) && cp.sun.w > 0.5) {\nlet hist = textureSampleLevel(history, clamp_smp, prev, 0.0);\nlet held = clamp(hist, mn - vec4f(0.002), mx + vec4f(0.002));\nout = select(held, mix(held, s00, 0.2), mine);\n}\n}\ntextureStore(history_out, vec2i(id.xy), out);\n}\n@compute @workgroup_size(8, 8) fn panorama(@builtin(global_invocation_id) id: vec3u) {\nlet n = vec2u(cp.pano.zw);\nif (id.x >= n.x || id.y >= n.y) {\nreturn;\n}\nlet prev = textureLoad(pano_prev, vec2i(id.xy), 0);\nif (id.y % 8u != u32(cp.pano.x)) {\ntextureStore(pano_out, vec2i(id.xy), prev);\nreturn;\n}\nlet frame = cp.sun.w;\nlet j = vec2f(fract(frame * 0.754877666), fract(frame * 0.569840291));\nlet u = (f32(id.x) + j.x) / f32(n.x);\nlet v = (f32(id.y) + j.y) / f32(n.y);\nlet se = v * v;\nlet ce = sqrt(max(1.0 - se * se, 0.0));\nlet az = 2.0 * PI * u;\nlet d = vec3f(ce * cos(az), se, ce * sin(az));\nlet r = march(d, fract(frame * 0.618034), 64.0, 24.0, 4u, 2u);\nlet w = select(0.3, 1.0, frame < 8.5);\ntextureStore(pano_out, vec2i(id.xy), mix(prev, r, w));\n}\nstruct CompositeOut {\n@builtin(position) clip: vec4f,\n@location(0) uv: vec2f,\n}\n@vertex fn vs_composite(@builtin(vertex_index) i: u32) -> CompositeOut {\nlet p = vec2f(f32((i << 1u) & 2u), f32(i & 2u)) * 2.0 - 1.0;\nvar o: CompositeOut;\no.clip = vec4f(p, 0.0, 1.0);\no.uv = vec2f(p.x * 0.5 + 0.5, 0.5 - p.y * 0.5);\nreturn o;\n}\n@fragment fn fs_composite(in: CompositeOut) -> @location(0) vec4f {\nif (textureLoad(scene_depth, vec2i(in.clip.xy), 0) > 0.0) {\ndiscard;\n}\nlet c = textureSampleLevel(history, clamp_smp, in.uv, 0.0);\nreturn vec4f(c.rgb * lighting.env.z, c.a);\n}\nstruct Lighting {\nsun_color: vec4f,\nenv: vec4f,\nsh: array<vec4f, 9>,\nscreen: vec4f,\nview: vec4f,\nao_reproject: mat4x4f,\nao: vec4f,\nfog: vec4f,\nfog2: vec4f,\nfog_air: vec4f,\ngi_grid: vec4f,\ngi_counts: vec4f,\nssr: vec4f,\ngi_cascades: array<vec4f, 3>,\n}\nfn sky_view_at(lut: texture_2d<f32>, smp: sampler, d: vec3f, s: vec3f, r_cam: f32) -> vec3f {\nlet theta = acos(clamp(d.y, -1.0, 1.0));\nlet hd = vec2f(d.x, d.z);\nlet hs = vec2f(s.x, s.z);\nlet ld = length(hd);\nlet ls = length(hs);\nlet cos_az = select(1.0, dot(hd, hs) / (ld * ls), ld > 1e-5 && ls > 1e-5);\nlet uv = sky_view_uv(theta, clamp(cos_az, -1.0, 1.0), r_cam);\nlet st = (uv * (SKY_VIEW_SIZE - 1.0) + 0.5) / SKY_VIEW_SIZE;\nreturn textureSampleLevel(lut, smp, st, 0.0).rgb;\n}\nfn sky_view_uv(theta: f32, cos_az: f32, r_cam: f32) -> vec2f {\nlet zh = horizon_angle(r_cam);\nlet beta = PI0 - zh;\nvar v: f32;\nif (theta < zh) {\nv = (1.0 - sqrt(max(1.0 - theta / zh, 0.0))) * 0.5;\n} else {\nv = sqrt(saturate((theta - zh) / beta)) * 0.5 + 0.5;\n}\nreturn vec2f(sqrt(saturate(0.5 - 0.5 * cos_az)), v);\n}\nconst SKY_VIEW_SIZE = vec2f(192.0, 108.0);\nfn horizon_angle(r_cam: f32) -> f32 {\nreturn PI0 - acos(clamp(sqrt(max(r_cam * r_cam - BOTTOM * BOTTOM, 0.0)) / r_cam, 0.0, 1.0));\n}\nconst PI0 = 3.14159265;\nconst BOTTOM = 6360.0;",
7
+ };
8
+ //# sourceMappingURL=clouds-shaders.gen.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"clouds-shaders.gen.js","sourceRoot":"","sources":["../src/clouds-shaders.gen.ts"],"names":[],"mappings":"AAAA,0EAA0E;AAC1E,yEAAyE;AAEzE,8CAA8C;AAC9C,MAAM,CAAC,MAAM,YAAY,GAAG;IAC1B,IAAI,EAAE,kBAAkB;IACxB,IAAI,EAAE,q2cAAq2c;CACn2c,CAAC"}
@@ -0,0 +1,77 @@
1
+ import type { FrameGraph, PipelineCache, RenderFeature, RenderFeatureFactory, RenderFeatureFrame, SceneRenderer } from '@yali-engine/render';
2
+ /** How much the clouds may cost (estimates for the RTX 4060 at 1280 × 1300 in ADR-0219; measured there too). */
3
+ export type CloudQuality = 'high' | 'medium' | 'low';
4
+ /** The clouds' knobs. */
5
+ export interface CloudOptions {
6
+ /** How much of the sky is cloud, 0–1 (default 0.45: scattered cumulus). */
7
+ readonly coverage?: number;
8
+ /** The layer's bottom and top above the sea, metres (defaults 1500 and 4000). */
9
+ readonly bottom?: number;
10
+ readonly top?: number;
11
+ /** Extinction inside a full cloud, per kilometre (default 60: cumulus, Hillaire 2016's 0.05–0.12 per metre). */
12
+ readonly density?: number;
13
+ /** The wind at the clouds, m/s (default 8), and the direction it blows towards, radians from +x (default 0.4). */
14
+ readonly wind?: number;
15
+ readonly windDirection?: number;
16
+ /** The size of a weather feature (a cloud field's patches), km (default 9). */
17
+ readonly weatherSize?: number;
18
+ /** How much the cloud type varies over the sky, 0–1 (default 0.8: tall cumulus beside flat ones). */
19
+ readonly variety?: number;
20
+ /** The shape noise's tile and the detail's, km (defaults 3 and 0.35). */
21
+ readonly shapeSize?: number;
22
+ readonly detailSize?: number;
23
+ /** How far before the clouds fade into the sky's haze, km (default 12). */
24
+ readonly haze?: number;
25
+ /** How much the detail noise erodes the edges, 0–1 (default 1). */
26
+ readonly erosion?: number;
27
+ /** The march's budget (default 'high'). */
28
+ readonly quality?: CloudQuality;
29
+ }
30
+ /**
31
+ * Volumetric clouds (ADR-0219): a layer of cumulus ray-marched through procedural noise, lit by the sun and the sky,
32
+ * drawn over the sky behind the scene and into a panorama the water and the environment reflect. WebGPU with HDR only.
33
+ *
34
+ * @example
35
+ * import { clouds } from '@yali-engine/clouds';
36
+ * renderPlugin({ canvas, sky: { model: 'atmosphere' }, features: [clouds({ coverage: 0.5 }), water()] });
37
+ */
38
+ export declare function clouds(o?: CloudOptions): RenderFeatureFactory;
39
+ export declare class Clouds implements RenderFeature {
40
+ #private;
41
+ readonly name = "clouds";
42
+ readonly device: GPUDevice;
43
+ /** Live knobs. */
44
+ coverage: number;
45
+ bottom: number;
46
+ top: number;
47
+ density: number;
48
+ wind: number;
49
+ windDirection: number;
50
+ weatherSize: number;
51
+ variety: number;
52
+ shapeSize: number;
53
+ detailSize: number;
54
+ haze: number;
55
+ erosion: number;
56
+ quality: CloudQuality;
57
+ /** Off: nothing is marched or drawn (live). */
58
+ enabled: boolean;
59
+ /** The reflections' panorama (rgb light, a transmittance; u = azimuth / 2π, v = √(sin elevation)). */
60
+ readonly panorama: GPUTexture;
61
+ constructor(device: GPUDevice, o: CloudOptions);
62
+ init(cache: PipelineCache, format: GPUTextureFormat): Promise<void>;
63
+ prepare(f: RenderFeatureFrame): void;
64
+ addPasses(graph: FrameGraph, color: string, depth: string, scene: SceneRenderer): void;
65
+ /**
66
+ * The march's GPU cost, ms a frame (wall time of `frames` frames' march, rebuild and panorama in one submission to
67
+ * `onSubmittedWorkDone`, after one warm submission): a frame-graph pass timer cannot tell it, as the first pass after
68
+ * the scene's absorbs the scene's drain (trap 237). Null before the first frame.
69
+ *
70
+ * @example
71
+ * const ms = await render.features.find((f) => f.name === 'clouds').measure();
72
+ */
73
+ measure(frames?: number): Promise<number | null>;
74
+ /** What the clouds hold on the GPU: the noise volumes, the panorama and the history. */
75
+ get gpuBytes(): number;
76
+ destroy(): void;
77
+ }
package/dist/clouds.js ADDED
@@ -0,0 +1,364 @@
1
+ import { mat4 } from '@yali-engine/math';
2
+ import { cloudsShader } from "./clouds-shaders.gen.js";
3
+ const QUALITY = {
4
+ // most view steps, fewest (straight up), sun steps, scattering octaves
5
+ high: [128, 48, 6, 4],
6
+ medium: [64, 32, 4, 2],
7
+ low: [40, 20, 3, 2],
8
+ };
9
+ /** Bytes of `CloudParams` (clouds.wesl): two matrices and eight vectors. */
10
+ const PARAMS_BYTES = (16 * 2 + 4 * 9) * 4;
11
+ const SHAPE_SIZE = 128;
12
+ const DETAIL_SIZE = 32;
13
+ const PANO = [1024, 256];
14
+ /** The weather map: texels a side and its width (km), regenerated when the camera has moved an eighth of it. */
15
+ const WEATHER = 1024;
16
+ const WEATHER_KM = 320;
17
+ const PLANET_KM = 6360;
18
+ /** STORAGE_BINDING | TEXTURE_BINDING. */
19
+ const STORE = 0x08 | 0x04;
20
+ /** The order the 2 × 2 phases are marched in (a Bayer pattern). */
21
+ const PHASES = [
22
+ [0, 0],
23
+ [1, 1],
24
+ [1, 0],
25
+ [0, 1],
26
+ ];
27
+ /**
28
+ * Volumetric clouds (ADR-0219): a layer of cumulus ray-marched through procedural noise, lit by the sun and the sky,
29
+ * drawn over the sky behind the scene and into a panorama the water and the environment reflect. WebGPU with HDR only.
30
+ *
31
+ * @example
32
+ * import { clouds } from '@yali-engine/clouds';
33
+ * renderPlugin({ canvas, sky: { model: 'atmosphere' }, features: [clouds({ coverage: 0.5 }), water()] });
34
+ */
35
+ export function clouds(o = {}) {
36
+ return (device) => new Clouds(device, o);
37
+ }
38
+ export class Clouds {
39
+ name = 'clouds';
40
+ device;
41
+ /** Live knobs. */
42
+ coverage;
43
+ bottom;
44
+ top;
45
+ density;
46
+ wind;
47
+ windDirection;
48
+ weatherSize;
49
+ variety;
50
+ shapeSize;
51
+ detailSize;
52
+ haze;
53
+ erosion;
54
+ quality;
55
+ /** Off: nothing is marched or drawn (live). */
56
+ enabled = true;
57
+ /** The reflections' panorama (rgb light, a transmittance; u = azimuth / 2π, v = √(sin elevation)). */
58
+ panorama;
59
+ /** Where the panorama's rows are marched, from `panorama`; copied into it after. */
60
+ #panoWork;
61
+ #shape;
62
+ #weather;
63
+ /** The weather map's centre (world km), or null before it is made. */
64
+ #weatherAt = null;
65
+ #detail;
66
+ #current = null;
67
+ #history = null;
68
+ #size = [0, 0];
69
+ #params;
70
+ #data = new Float32Array(PARAMS_BYTES / 4);
71
+ #inv = new Float32Array(16);
72
+ #prev = new Float32Array(16);
73
+ #frame = 0;
74
+ /** The weather's knobs changed (coverage, size, type): remake the map. */
75
+ #weatherStale = true;
76
+ #weatherKey = -1;
77
+ #generated = false;
78
+ #clamp;
79
+ #wrap;
80
+ #p = null;
81
+ #groups = null;
82
+ #drawGroups = null;
83
+ #groupKey = '';
84
+ #drawKey = '';
85
+ #scene = null;
86
+ #skyView = null;
87
+ constructor(device, o) {
88
+ this.device = device;
89
+ this.coverage = o.coverage ?? 0.45;
90
+ this.bottom = o.bottom ?? 1500;
91
+ this.top = o.top ?? 4000;
92
+ this.density = o.density ?? 90;
93
+ this.wind = o.wind ?? 8;
94
+ this.windDirection = o.windDirection ?? 0.4;
95
+ this.weatherSize = o.weatherSize ?? 9;
96
+ this.variety = o.variety ?? 0.8;
97
+ this.shapeSize = o.shapeSize ?? 3;
98
+ this.detailSize = o.detailSize ?? 0.35;
99
+ this.haze = o.haze ?? 12;
100
+ this.erosion = o.erosion ?? 1;
101
+ this.quality = o.quality ?? 'high';
102
+ if (!(this.top > this.bottom && this.bottom >= 0))
103
+ throw Object.assign(new Error(`CLOUDS_LAYER: a layer from ${this.bottom} m to ${this.top} m; the top must be above the bottom, both above 0.`), { code: 'CLOUDS_LAYER', path: 'top' });
104
+ this.#shape = device.createTexture({ label: 'yali:clouds:shape', size: [SHAPE_SIZE, SHAPE_SIZE, SHAPE_SIZE], dimension: '3d', format: 'rgba8unorm', usage: STORE });
105
+ this.#weather = device.createTexture({ label: 'yali:clouds:weather', size: [WEATHER, WEATHER], format: 'rgba8unorm', usage: STORE });
106
+ this.#detail = device.createTexture({ label: 'yali:clouds:detail', size: [DETAIL_SIZE, DETAIL_SIZE, DETAIL_SIZE], dimension: '3d', format: 'rgba8unorm', usage: STORE });
107
+ // Rows accumulate over frames: marched into the work texture from the panorama, then copied back (COPY_SRC |
108
+ // COPY_DST; tools and probes read the panorama back too).
109
+ const pano = (label) => device.createTexture({ label, size: [PANO[0], PANO[1]], format: 'rgba16float', usage: STORE | 0x01 | 0x02 });
110
+ this.panorama = pano('yali:clouds:panorama');
111
+ this.#panoWork = pano('yali:clouds:panorama-work');
112
+ this.#params = device.createBuffer({ label: 'yali:clouds:params', size: PARAMS_BYTES, usage: 0x40 | 0x08 });
113
+ this.#clamp = device.createSampler({ label: 'yali:clouds:clamp', magFilter: 'linear', minFilter: 'linear' });
114
+ this.#wrap = device.createSampler({ label: 'yali:clouds:wrap', addressModeU: 'repeat', addressModeV: 'repeat', addressModeW: 'repeat', magFilter: 'linear', minFilter: 'linear' });
115
+ }
116
+ async init(cache, format) {
117
+ const c = (entryPoint) => cache.compute({ label: `yali:clouds:${entryPoint}`, compute: { shader: cloudsShader, entryPoint } });
118
+ const [shape, detail, weather, march, rebuild, pano, draw] = await Promise.all([
119
+ c('gen_shape'),
120
+ c('gen_detail'),
121
+ c('gen_weather'),
122
+ c('march_view'),
123
+ c('reconstruct'),
124
+ c('panorama'),
125
+ cache.render({
126
+ label: 'yali:clouds:draw',
127
+ vertex: { shader: cloudsShader, entryPoint: 'vs_composite' },
128
+ // out = clouds + scene × transmittance (the fragment's alpha).
129
+ fragment: { shader: cloudsShader, entryPoint: 'fs_composite', targets: [{ format, blend: { color: { srcFactor: 'one', dstFactor: 'src-alpha' }, alpha: { srcFactor: 'zero', dstFactor: 'one' } } }] },
130
+ primitive: { topology: 'triangle-list' },
131
+ }),
132
+ ]);
133
+ this.#p = { shape, detail, weather, march, rebuild, pano, draw };
134
+ }
135
+ /** The textures that follow the render size: this frame's samples (a quarter) and the half-size history (two). */
136
+ #resize(w, h) {
137
+ const hw = Math.max(1, Math.ceil(w / 2));
138
+ const hh = Math.max(1, Math.ceil(h / 2));
139
+ if (this.#size[0] === hw && this.#size[1] === hh)
140
+ return;
141
+ this.#size = [hw, hh];
142
+ this.#current?.destroy();
143
+ this.#history?.forEach((t) => t.destroy());
144
+ this.#current = this.device.createTexture({ label: 'yali:clouds:current', size: [Math.ceil(hw / 2), Math.ceil(hh / 2)], format: 'rgba16float', usage: STORE });
145
+ const hist = () => this.device.createTexture({ label: 'yali:clouds:history', size: [hw, hh], format: 'rgba16float', usage: STORE });
146
+ this.#history = [hist(), hist()];
147
+ this.#groups = null;
148
+ this.#drawGroups = null;
149
+ this.#frame = 0;
150
+ }
151
+ prepare(f) {
152
+ this.#resize(f.width, f.height);
153
+ this.#skyView = f.environment.skyView;
154
+ // The noise volumes, once per device, in their own submission before the first frame's passes.
155
+ if (!this.#generated && this.#p) {
156
+ const enc = this.device.createCommandEncoder({ label: 'yali:clouds:noise' });
157
+ this.#generate(enc);
158
+ this.device.queue.submit([enc.finish()]);
159
+ }
160
+ // Reflections read the panorama through the environment (the water, ADR-0219).
161
+ f.environment.cloudPanorama = this.enabled ? this.panorama : null;
162
+ const d = this.#data;
163
+ const vp = f.camera.uniform;
164
+ if (!mat4.invert(this.#inv, vp))
165
+ return;
166
+ d.set(this.#inv, 0);
167
+ // Last frame's view (the first frame: this one's).
168
+ d.set(this.#frame === 0 ? vp.subarray(0, 16) : this.#prev, 16);
169
+ for (let i = 0; i < 16; i++)
170
+ this.#prev[i] = vp[i];
171
+ const ld = f.camera.lightDir;
172
+ const ll = Math.hypot(ld[0], ld[1], ld[2]) || 1;
173
+ d.set([ld[0] / ll, ld[1] / ll, ld[2] / ll, this.#frame], 32);
174
+ const eye = f.camera.eye;
175
+ d.set([eye[0] / 1000, eye[2] / 1000, PLANET_KM + Math.max(eye[1], 1) / 1000, f.seconds], 36);
176
+ d.set([this.bottom / 1000, this.top / 1000, Math.max(0, Math.min(1, this.coverage)), this.density], 40);
177
+ const drift = (this.wind * f.seconds) / 1000;
178
+ d.set([this.shapeSize, this.detailSize, Math.cos(this.windDirection) * drift, Math.sin(this.windDirection) * drift], 44);
179
+ const ph = PHASES[this.#frame & 3];
180
+ d.set([this.#size[0], this.#size[1], ph[0], ph[1]], 48);
181
+ d.set(QUALITY[this.quality], 52);
182
+ d.set([this.weatherSize, this.variety, this.haze, this.erosion], 56);
183
+ d.set([this.#frame & 7, 0, PANO[0], PANO[1]], 60);
184
+ // The weather map follows the camera in steps of an eighth of its width (its content is the world's: no swimming).
185
+ const ex = eye[0] / 1000;
186
+ const ez = eye[2] / 1000;
187
+ const at = this.#weatherAt;
188
+ const regen = !at || Math.abs(ex - at[0]) > WEATHER_KM / 8 || Math.abs(ez - at[1]) > WEATHER_KM / 8;
189
+ // The map bakes coverage, weather size and variety: a live change remakes it.
190
+ const wk = this.coverage * 1e6 + this.weatherSize * 1e3 + this.variety;
191
+ if (wk !== this.#weatherKey) {
192
+ this.#weatherKey = wk;
193
+ this.#weatherStale = true;
194
+ }
195
+ if (regen)
196
+ this.#weatherAt = [ex, ez];
197
+ d.set([this.#weatherAt[0], this.#weatherAt[1], WEATHER_KM, WEATHER], 64);
198
+ this.device.queue.writeBuffer(this.#params, 0, d);
199
+ if ((regen || this.#weatherStale) && this.#p) {
200
+ const enc = this.device.createCommandEncoder({ label: 'yali:clouds:weather' });
201
+ const pass = enc.beginComputePass();
202
+ pass.setPipeline(this.#p.weather);
203
+ pass.setBindGroup(0, this.device.createBindGroup({ layout: this.#p.weather.getBindGroupLayout(0), entries: [{ binding: 0, resource: { buffer: this.#params } }, { binding: 17, resource: this.#weather.createView() }] }));
204
+ pass.dispatchWorkgroups(WEATHER / 8, WEATHER / 8);
205
+ pass.end();
206
+ this.device.queue.submit([enc.finish()]);
207
+ this.#weatherStale = false;
208
+ }
209
+ }
210
+ #ensureGroups(scene) {
211
+ const p = this.#p;
212
+ if (!p || !this.#current || !this.#history || !this.#skyView)
213
+ return false;
214
+ const key = `${this.#size[0]}x${this.#size[1]}:${this.#skyView.label}`;
215
+ if (this.#groups && key === this.#groupKey)
216
+ return true;
217
+ this.#groupKey = key;
218
+ const shared = [
219
+ { binding: 0, resource: { buffer: this.#params } },
220
+ { binding: 1, resource: { buffer: scene.lightingBuffer } },
221
+ { binding: 2, resource: this.#skyView.createView() },
222
+ { binding: 3, resource: this.#clamp },
223
+ { binding: 4, resource: this.#shape.createView({ dimension: '3d' }) },
224
+ { binding: 5, resource: this.#detail.createView({ dimension: '3d' }) },
225
+ { binding: 6, resource: this.#wrap },
226
+ { binding: 16, resource: this.#weather.createView() },
227
+ ];
228
+ const d = this.device;
229
+ const [h0, h1] = this.#history;
230
+ const rebuild = (from, to) => d.createBindGroup({ label: 'yali:clouds:rebuild', layout: p.rebuild.getBindGroupLayout(0), entries: [{ binding: 0, resource: { buffer: this.#params } }, { binding: 3, resource: this.#clamp }, { binding: 10, resource: this.#current.createView() }, { binding: 11, resource: from.createView() }, { binding: 12, resource: to.createView() }] });
231
+ this.#groups = {
232
+ march: d.createBindGroup({ label: 'yali:clouds:march', layout: p.march.getBindGroupLayout(0), entries: [...shared, { binding: 9, resource: this.#current.createView() }] }),
233
+ rebuild: [rebuild(h0, h1), rebuild(h1, h0)],
234
+ pano: d.createBindGroup({ label: 'yali:clouds:panorama', layout: p.pano.getBindGroupLayout(0), entries: [...shared, { binding: 13, resource: this.#panoWork.createView() }, { binding: 15, resource: this.panorama.createView() }] }),
235
+ };
236
+ this.#drawGroups = null;
237
+ return true;
238
+ }
239
+ /** The noise volumes, once per device. */
240
+ #generate(encoder) {
241
+ const p = this.#p;
242
+ const pass = encoder.beginComputePass({ label: 'yali:clouds:noise' });
243
+ pass.setPipeline(p.shape);
244
+ pass.setBindGroup(0, this.device.createBindGroup({ layout: p.shape.getBindGroupLayout(0), entries: [{ binding: 7, resource: this.#shape.createView({ dimension: '3d' }) }] }));
245
+ pass.dispatchWorkgroups(SHAPE_SIZE / 4, SHAPE_SIZE / 4, SHAPE_SIZE / 4);
246
+ pass.setPipeline(p.detail);
247
+ pass.setBindGroup(0, this.device.createBindGroup({ layout: p.detail.getBindGroupLayout(0), entries: [{ binding: 8, resource: this.#detail.createView({ dimension: '3d' }) }] }));
248
+ pass.dispatchWorkgroups(DETAIL_SIZE / 4, DETAIL_SIZE / 4, DETAIL_SIZE / 4);
249
+ pass.end();
250
+ this.#generated = true;
251
+ }
252
+ addPasses(graph, color, depth, scene) {
253
+ this.#scene = scene;
254
+ graph.addPass({
255
+ name: 'clouds.march',
256
+ kind: 'compute',
257
+ reads: [],
258
+ writes: ['clouds.march'],
259
+ execute: (pass) => {
260
+ if (!this.enabled || !this.#generated || !this.#ensureGroups(scene))
261
+ return;
262
+ const p = this.#p;
263
+ const g = this.#groups;
264
+ const cur = this.#current;
265
+ pass.setPipeline(p.march);
266
+ pass.setBindGroup(0, g.march);
267
+ pass.dispatchWorkgroups(Math.ceil(cur.width / 8), Math.ceil(cur.height / 8));
268
+ pass.setPipeline(p.rebuild);
269
+ pass.setBindGroup(0, g.rebuild[this.#frame & 1]);
270
+ pass.dispatchWorkgroups(Math.ceil(this.#size[0] / 8), Math.ceil(this.#size[1] / 8));
271
+ pass.setPipeline(p.pano);
272
+ pass.setBindGroup(0, g.pano);
273
+ pass.dispatchWorkgroups(PANO[0] / 8, PANO[1] / 8);
274
+ },
275
+ });
276
+ // The panorama's marched rows back into the one reflections read.
277
+ graph.addPass({
278
+ name: 'clouds.panorama',
279
+ kind: 'encoder',
280
+ reads: ['clouds.march'],
281
+ writes: ['clouds.history'],
282
+ execute: (encoder) => {
283
+ if (!this.enabled || !this.#generated || !this.#groups)
284
+ return;
285
+ encoder.copyTextureToTexture({ texture: this.#panoWork }, { texture: this.panorama }, [PANO[0], PANO[1]]);
286
+ },
287
+ });
288
+ graph.addPass({
289
+ name: 'clouds.draw',
290
+ kind: 'render',
291
+ reads: ['clouds.history', depth],
292
+ color: { target: color, clear: { r: 0, g: 0, b: 0, a: 0 }, load: true },
293
+ execute: (pass, ctx) => {
294
+ if (!this.enabled || !this.#p || !this.#history || !this.#groups)
295
+ return;
296
+ const key = `${this.#groupKey}:${ctx.generation}`;
297
+ if (!this.#drawGroups || key !== this.#drawKey) {
298
+ this.#drawKey = key;
299
+ const mk = (h) => this.device.createBindGroup({ label: 'yali:clouds:draw', layout: this.#p.draw.getBindGroupLayout(0), entries: [{ binding: 1, resource: { buffer: scene.lightingBuffer } }, { binding: 3, resource: this.#clamp }, { binding: 11, resource: h.createView() }, { binding: 14, resource: ctx.view(depth) }] });
300
+ this.#drawGroups = [mk(this.#history[0]), mk(this.#history[1])];
301
+ }
302
+ // The history this frame's rebuild wrote: frame even wrote history 1.
303
+ pass.setPipeline(this.#p.draw);
304
+ pass.setBindGroup(0, this.#drawGroups[(this.#frame & 1) === 0 ? 1 : 0]);
305
+ pass.draw(3);
306
+ this.#frame++;
307
+ },
308
+ });
309
+ }
310
+ /**
311
+ * The march's GPU cost, ms a frame (wall time of `frames` frames' march, rebuild and panorama in one submission to
312
+ * `onSubmittedWorkDone`, after one warm submission): a frame-graph pass timer cannot tell it, as the first pass after
313
+ * the scene's absorbs the scene's drain (trap 237). Null before the first frame.
314
+ *
315
+ * @example
316
+ * const ms = await render.features.find((f) => f.name === 'clouds').measure();
317
+ */
318
+ async measure(frames = 20) {
319
+ const p = this.#p;
320
+ const g = this.#groups;
321
+ const cur = this.#current;
322
+ if (!p || !g || !cur)
323
+ return null;
324
+ const run = async (n) => {
325
+ const enc = this.device.createCommandEncoder({ label: 'yali:clouds:measure' });
326
+ const pass = enc.beginComputePass();
327
+ for (let i = 0; i < n; i++) {
328
+ pass.setPipeline(p.march);
329
+ pass.setBindGroup(0, g.march);
330
+ pass.dispatchWorkgroups(Math.ceil(cur.width / 8), Math.ceil(cur.height / 8));
331
+ pass.setPipeline(p.rebuild);
332
+ pass.setBindGroup(0, g.rebuild[i & 1]);
333
+ pass.dispatchWorkgroups(Math.ceil(this.#size[0] / 8), Math.ceil(this.#size[1] / 8));
334
+ pass.setPipeline(p.pano);
335
+ pass.setBindGroup(0, g.pano);
336
+ pass.dispatchWorkgroups(PANO[0] / 8, PANO[1] / 8);
337
+ }
338
+ pass.end();
339
+ await this.device.queue.onSubmittedWorkDone();
340
+ const t0 = performance.now();
341
+ this.device.queue.submit([enc.finish()]);
342
+ await this.device.queue.onSubmittedWorkDone();
343
+ return performance.now() - t0;
344
+ };
345
+ await run(2);
346
+ return (await run(frames)) / frames;
347
+ }
348
+ /** What the clouds hold on the GPU: the noise volumes, the panorama and the history. */
349
+ get gpuBytes() {
350
+ const [w, h] = this.#size;
351
+ return SHAPE_SIZE ** 3 * 4 + DETAIL_SIZE ** 3 * 4 + WEATHER * WEATHER * 4 + PANO[0] * PANO[1] * 8 * 2 + w * h * 8 * 2 + Math.ceil(w / 2) * Math.ceil(h / 2) * 8;
352
+ }
353
+ destroy() {
354
+ this.#shape.destroy();
355
+ this.#weather.destroy();
356
+ this.#detail.destroy();
357
+ this.panorama.destroy();
358
+ this.#panoWork.destroy();
359
+ this.#current?.destroy();
360
+ this.#history?.forEach((t) => t.destroy());
361
+ this.#params.destroy();
362
+ }
363
+ }
364
+ //# sourceMappingURL=clouds.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1 @@
1
+ export { clouds, Clouds, type CloudOptions, type CloudQuality } from './clouds.ts';
package/dist/index.js ADDED
@@ -0,0 +1,3 @@
1
+ // `@yali-engine/clouds` (ADR-0219, docs/research/volumetric-clouds.md): volumetric clouds as a render feature.
2
+ export { clouds, Clouds } from "./clouds.js";
3
+ //# sourceMappingURL=index.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AAAA,+GAA+G;AAC/G,OAAO,EAAE,MAAM,EAAE,MAAM,EAAwC,MAAM,aAAa,CAAC"}
package/package.json CHANGED
@@ -1,6 +1,28 @@
1
1
  {
2
2
  "name": "@yali-engine/clouds",
3
- "version": "0.0.0-stage",
4
- "stub": true,
5
- "description": "Temporary package placeholder for staged publishing"
3
+ "version": "0.12.0",
4
+ "description": "Yali clouds: volumetric cumulus ray-marched through procedural noise, lit by the sun and the sky, a render feature (ADR-0219).",
5
+ "license": "MIT OR Apache-2.0",
6
+ "type": "module",
7
+ "sideEffects": false,
8
+ "exports": {
9
+ ".": {
10
+ "types": "./dist/index.d.ts",
11
+ "default": "./dist/index.js"
12
+ }
13
+ },
14
+ "publishConfig": {
15
+ "access": "public"
16
+ },
17
+ "files": [
18
+ "dist"
19
+ ],
20
+ "dependencies": {
21
+ "@yali-engine/math": "0.12.0",
22
+ "@yali-engine/render": "0.12.0"
23
+ },
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+ "scripts": {
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+ "typecheck": "tsc -p tsconfig.json",
26
+ "test": "node --experimental-strip-types --no-warnings --test \"test/*.test.ts\""
27
+ }
6
28
  }
package/README.md DELETED
@@ -1,3 +0,0 @@
1
- # Temporary Holding Version
2
-
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- This version is a temporary placeholder for this package. An operational version to replace this has been submitted for review and is awaiting a staged release.