@zephyr3d/scene 0.7.1 → 0.8.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/animation/animation.js +0 -18
- package/dist/animation/animation.js.map +1 -1
- package/dist/animation/animationset.js +200 -3
- package/dist/animation/animationset.js.map +1 -1
- package/dist/animation/ik/ccd_solver.js +371 -0
- package/dist/animation/ik/ccd_solver.js.map +1 -0
- package/dist/animation/ik/fabrik_solver.js +398 -0
- package/dist/animation/ik/fabrik_solver.js.map +1 -0
- package/dist/animation/ik/ik_angle_constraint.js +181 -0
- package/dist/animation/ik/ik_angle_constraint.js.map +1 -0
- package/dist/animation/ik/ik_chain.js +163 -0
- package/dist/animation/ik/ik_chain.js.map +1 -0
- package/dist/animation/ik/ik_constraint.js +25 -0
- package/dist/animation/ik/ik_constraint.js.map +1 -0
- package/dist/animation/ik/ik_pole_constraint.js +128 -0
- package/dist/animation/ik/ik_pole_constraint.js.map +1 -0
- package/dist/animation/ik/ik_solver.js +48 -0
- package/dist/animation/ik/ik_solver.js.map +1 -0
- package/dist/animation/ik/ik_track.js +96 -0
- package/dist/animation/ik/ik_track.js.map +1 -0
- package/dist/animation/ik/ik_utils.js +191 -0
- package/dist/animation/ik/ik_utils.js.map +1 -0
- package/dist/animation/ik/two_bone_ik_solver.js +331 -0
- package/dist/animation/ik/two_bone_ik_solver.js.map +1 -0
- package/dist/animation/ik_modifier.js +61 -0
- package/dist/animation/ik_modifier.js.map +1 -0
- package/dist/animation/ik_postprocessor.js +71 -0
- package/dist/animation/ik_postprocessor.js.map +1 -0
- package/dist/animation/manual_transform_processor.js +156 -0
- package/dist/animation/manual_transform_processor.js.map +1 -0
- package/dist/animation/skeleton.js +55 -51
- package/dist/animation/skeleton.js.map +1 -1
- package/dist/animation/skeleton_modifier.js +38 -0
- package/dist/animation/skeleton_modifier.js.map +1 -0
- package/dist/animation/skeleton_postprocessor.js +50 -0
- package/dist/animation/skeleton_postprocessor.js.map +1 -0
- package/dist/animation/spring/multi_chain_spring_system.js +503 -0
- package/dist/animation/spring/multi_chain_spring_system.js.map +1 -0
- package/dist/animation/spring/spring_bone.js +240 -0
- package/dist/animation/spring/spring_bone.js.map +1 -0
- package/dist/animation/spring/spring_bone_collider.js +198 -0
- package/dist/animation/spring/spring_bone_collider.js.map +1 -0
- package/dist/animation/spring/spring_bone_constraint.js +170 -0
- package/dist/animation/spring/spring_bone_constraint.js.map +1 -0
- package/dist/animation/spring/spring_bone_system.js +328 -0
- package/dist/animation/spring/spring_bone_system.js.map +1 -0
- package/dist/animation/spring/spring_chain.js +103 -0
- package/dist/animation/spring/spring_chain.js.map +1 -0
- package/dist/animation/spring/spring_collider.js +247 -0
- package/dist/animation/spring/spring_collider.js.map +1 -0
- package/dist/animation/spring/spring_constraint.js +21 -0
- package/dist/animation/spring/spring_constraint.js.map +1 -0
- package/dist/animation/spring/spring_particle.js +20 -0
- package/dist/animation/spring/spring_particle.js.map +1 -0
- package/dist/animation/spring/spring_system.js +526 -0
- package/dist/animation/spring/spring_system.js.map +1 -0
- package/dist/animation/spring_modifier.js +45 -0
- package/dist/animation/spring_modifier.js.map +1 -0
- package/dist/animation/spring_postprocessor.js +54 -0
- package/dist/animation/spring_postprocessor.js.map +1 -0
- package/dist/app/screen.js +1 -1
- package/dist/app/screen.js.map +1 -1
- package/dist/asset/model.js +10 -6
- package/dist/asset/model.js.map +1 -1
- package/dist/camera/perspectivecamera.js +3 -3
- package/dist/camera/perspectivecamera.js.map +1 -1
- package/dist/index.d.ts +1400 -4
- package/dist/index.js +16 -0
- package/dist/index.js.map +1 -1
- package/dist/material/mixins/lightmodel/blinnphong.js +66 -4
- package/dist/material/mixins/lightmodel/blinnphong.js.map +1 -1
- package/dist/material/mixins/pbr/common.js +20 -17
- package/dist/material/mixins/pbr/common.js.map +1 -1
- package/dist/material/shader/helper.js +5 -3
- package/dist/material/shader/helper.js.map +1 -1
- package/dist/render/gpu_picking.js +100 -0
- package/dist/render/gpu_picking.js.map +1 -0
- package/dist/render/rendergraph/device_pool_allocator.js +41 -0
- package/dist/render/rendergraph/device_pool_allocator.js.map +1 -0
- package/dist/render/rendergraph/executor.js +146 -0
- package/dist/render/rendergraph/executor.js.map +1 -0
- package/dist/render/rendergraph/forward_plus_builder.js +414 -0
- package/dist/render/rendergraph/forward_plus_builder.js.map +1 -0
- package/dist/render/rendergraph/rendergraph.js +306 -0
- package/dist/render/rendergraph/rendergraph.js.map +1 -0
- package/dist/render/rendergraph/types.js +57 -0
- package/dist/render/rendergraph/types.js.map +1 -0
- package/dist/render/sky_motion_vector.js +85 -0
- package/dist/render/sky_motion_vector.js.map +1 -0
- package/dist/scene/mesh.js +15 -23
- package/dist/scene/mesh.js.map +1 -1
- package/dist/utility/serialization/scene/animation.js +24 -23
- package/dist/utility/serialization/scene/animation.js.map +1 -1
- package/dist/utility/serialization/scene/material.js +62 -0
- package/dist/utility/serialization/scene/material.js.map +1 -1
- package/dist/utility/serialization/scene/node.js +1 -1
- package/package.json +3 -3
- package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimemgr.js +0 -38
- package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimemgr.js.map +0 -1
- package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimescript.js +0 -10
- package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimescript.js.map +0 -1
- package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptingsystem.js +0 -127
- package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptingsystem.js.map +0 -1
- package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptregistry.js +0 -263
- package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptregistry.js.map +0 -1
- package/dist/src/animation/animation.js +0 -127
- package/dist/src/animation/animation.js.map +0 -1
- package/dist/src/animation/animationset.js +0 -255
- package/dist/src/animation/animationset.js.map +0 -1
- package/dist/src/animation/animationtrack.js +0 -34
- package/dist/src/animation/animationtrack.js.map +0 -1
- package/dist/src/animation/eulerrotationtrack.js +0 -52
- package/dist/src/animation/eulerrotationtrack.js.map +0 -1
- package/dist/src/animation/morphtarget.js +0 -93
- package/dist/src/animation/morphtarget.js.map +0 -1
- package/dist/src/animation/morphtrack.js +0 -70
- package/dist/src/animation/morphtrack.js.map +0 -1
- package/dist/src/animation/proptrack.js +0 -161
- package/dist/src/animation/proptrack.js.map +0 -1
- package/dist/src/animation/rotationtrack.js +0 -51
- package/dist/src/animation/rotationtrack.js.map +0 -1
- package/dist/src/animation/scaletrack.js +0 -50
- package/dist/src/animation/scaletrack.js.map +0 -1
- package/dist/src/animation/skeleton.js +0 -204
- package/dist/src/animation/skeleton.js.map +0 -1
- package/dist/src/animation/translationtrack.js +0 -50
- package/dist/src/animation/translationtrack.js.map +0 -1
- package/dist/src/app/app.js +0 -129
- package/dist/src/app/app.js.map +0 -1
- package/dist/src/app/inputmgr.js +0 -267
- package/dist/src/app/inputmgr.js.map +0 -1
- package/dist/src/asset/assetmanager.js +0 -404
- package/dist/src/asset/assetmanager.js.map +0 -1
- package/dist/src/asset/builtin.js +0 -337
- package/dist/src/asset/builtin.js.map +0 -1
- package/dist/src/asset/loaders/dds/dds.js +0 -470
- package/dist/src/asset/loaders/dds/dds.js.map +0 -1
- package/dist/src/asset/loaders/dds/dds_loader.js +0 -28
- package/dist/src/asset/loaders/dds/dds_loader.js.map +0 -1
- package/dist/src/asset/loaders/gltf/gltf_loader.js +0 -1265
- package/dist/src/asset/loaders/gltf/gltf_loader.js.map +0 -1
- package/dist/src/asset/loaders/gltf/helpers.js +0 -327
- package/dist/src/asset/loaders/gltf/helpers.js.map +0 -1
- package/dist/src/asset/loaders/hdr/hdr.js +0 -180
- package/dist/src/asset/loaders/hdr/hdr.js.map +0 -1
- package/dist/src/asset/loaders/image/tga_Loader.js +0 -116
- package/dist/src/asset/loaders/image/tga_Loader.js.map +0 -1
- package/dist/src/asset/loaders/image/webimage_loader.js +0 -63
- package/dist/src/asset/loaders/image/webimage_loader.js.map +0 -1
- package/dist/src/asset/loaders/loader.js +0 -45
- package/dist/src/asset/loaders/loader.js.map +0 -1
- package/dist/src/asset/model.js +0 -414
- package/dist/src/asset/model.js.map +0 -1
- package/dist/src/blitter/bilateralblur.js +0 -221
- package/dist/src/blitter/bilateralblur.js.map +0 -1
- package/dist/src/blitter/blitter.js +0 -390
- package/dist/src/blitter/blitter.js.map +0 -1
- package/dist/src/blitter/box.js +0 -118
- package/dist/src/blitter/box.js.map +0 -1
- package/dist/src/blitter/copy.js +0 -22
- package/dist/src/blitter/copy.js.map +0 -1
- package/dist/src/blitter/gaussianblur.js +0 -228
- package/dist/src/blitter/gaussianblur.js.map +0 -1
- package/dist/src/camera/base.js +0 -92
- package/dist/src/camera/base.js.map +0 -1
- package/dist/src/camera/camera.js +0 -1005
- package/dist/src/camera/camera.js.map +0 -1
- package/dist/src/camera/fps.js +0 -238
- package/dist/src/camera/fps.js.map +0 -1
- package/dist/src/camera/orbit.js +0 -245
- package/dist/src/camera/orbit.js.map +0 -1
- package/dist/src/camera/orthocamera.js +0 -167
- package/dist/src/camera/orthocamera.js.map +0 -1
- package/dist/src/camera/perspectivecamera.js +0 -141
- package/dist/src/camera/perspectivecamera.js.map +0 -1
- package/dist/src/index.js +0 -120
- package/dist/src/index.js.map +0 -1
- package/dist/src/material/blinn.js +0 -81
- package/dist/src/material/blinn.js.map +0 -1
- package/dist/src/material/grassmaterial.js +0 -113
- package/dist/src/material/grassmaterial.js.map +0 -1
- package/dist/src/material/lambert.js +0 -92
- package/dist/src/material/lambert.js.map +0 -1
- package/dist/src/material/material.js +0 -301
- package/dist/src/material/material.js.map +0 -1
- package/dist/src/material/meshmaterial.js +0 -704
- package/dist/src/material/meshmaterial.js.map +0 -1
- package/dist/src/material/mixins/albedocolor.js +0 -76
- package/dist/src/material/mixins/albedocolor.js.map +0 -1
- package/dist/src/material/mixins/foliage.js +0 -47
- package/dist/src/material/mixins/foliage.js.map +0 -1
- package/dist/src/material/mixins/lightmodel/blinnphong.js +0 -112
- package/dist/src/material/mixins/lightmodel/blinnphong.js.map +0 -1
- package/dist/src/material/mixins/lightmodel/lambert.js +0 -58
- package/dist/src/material/mixins/lightmodel/lambert.js.map +0 -1
- package/dist/src/material/mixins/lightmodel/pbrmetallicroughness.js +0 -178
- package/dist/src/material/mixins/lightmodel/pbrmetallicroughness.js.map +0 -1
- package/dist/src/material/mixins/lightmodel/pbrspecularglossness.js +0 -139
- package/dist/src/material/mixins/lightmodel/pbrspecularglossness.js.map +0 -1
- package/dist/src/material/mixins/lit.js +0 -476
- package/dist/src/material/mixins/lit.js.map +0 -1
- package/dist/src/material/mixins/pbr/common.js +0 -918
- package/dist/src/material/mixins/pbr/common.js.map +0 -1
- package/dist/src/material/mixins/texture.js +0 -172
- package/dist/src/material/mixins/texture.js.map +0 -1
- package/dist/src/material/mixins/vertexcolor.js +0 -56
- package/dist/src/material/mixins/vertexcolor.js.map +0 -1
- package/dist/src/material/particle.js +0 -178
- package/dist/src/material/particle.js.map +0 -1
- package/dist/src/material/pbrmr.js +0 -97
- package/dist/src/material/pbrmr.js.map +0 -1
- package/dist/src/material/pbrsg.js +0 -97
- package/dist/src/material/pbrsg.js.map +0 -1
- package/dist/src/material/shader/helper.js +0 -1209
- package/dist/src/material/shader/helper.js.map +0 -1
- package/dist/src/material/terrain-cm.js +0 -606
- package/dist/src/material/terrain-cm.js.map +0 -1
- package/dist/src/material/terrainmaterial.js +0 -375
- package/dist/src/material/terrainmaterial.js.map +0 -1
- package/dist/src/material/unlit.js +0 -41
- package/dist/src/material/unlit.js.map +0 -1
- package/dist/src/material/water.js +0 -417
- package/dist/src/material/water.js.map +0 -1
- package/dist/src/posteffect/bloom.js +0 -361
- package/dist/src/posteffect/bloom.js.map +0 -1
- package/dist/src/posteffect/compositor.js +0 -226
- package/dist/src/posteffect/compositor.js.map +0 -1
- package/dist/src/posteffect/fxaa.js +0 -273
- package/dist/src/posteffect/fxaa.js.map +0 -1
- package/dist/src/posteffect/grayscale.js +0 -69
- package/dist/src/posteffect/grayscale.js.map +0 -1
- package/dist/src/posteffect/motionblur.js +0 -96
- package/dist/src/posteffect/motionblur.js.map +0 -1
- package/dist/src/posteffect/posteffect.js +0 -126
- package/dist/src/posteffect/posteffect.js.map +0 -1
- package/dist/src/posteffect/sao.js +0 -324
- package/dist/src/posteffect/sao.js.map +0 -1
- package/dist/src/posteffect/ssr.js +0 -489
- package/dist/src/posteffect/ssr.js.map +0 -1
- package/dist/src/posteffect/taa.js +0 -172
- package/dist/src/posteffect/taa.js.map +0 -1
- package/dist/src/posteffect/tonemap.js +0 -94
- package/dist/src/posteffect/tonemap.js.map +0 -1
- package/dist/src/render/abuffer_oit.js +0 -361
- package/dist/src/render/abuffer_oit.js.map +0 -1
- package/dist/src/render/clipmap.js +0 -851
- package/dist/src/render/clipmap.js.map +0 -1
- package/dist/src/render/cluster_light.js +0 -333
- package/dist/src/render/cluster_light.js.map +0 -1
- package/dist/src/render/cull_visitor.js +0 -187
- package/dist/src/render/cull_visitor.js.map +0 -1
- package/dist/src/render/depthpass.js +0 -68
- package/dist/src/render/depthpass.js.map +0 -1
- package/dist/src/render/drawable_mixin.js +0 -227
- package/dist/src/render/drawable_mixin.js.map +0 -1
- package/dist/src/render/envlight.js +0 -463
- package/dist/src/render/envlight.js.map +0 -1
- package/dist/src/render/fbm_wavegenerator.js +0 -251
- package/dist/src/render/fbm_wavegenerator.js.map +0 -1
- package/dist/src/render/fft_wavegenerator.js +0 -1006
- package/dist/src/render/fft_wavegenerator.js.map +0 -1
- package/dist/src/render/fullscreenquad.js +0 -38
- package/dist/src/render/fullscreenquad.js.map +0 -1
- package/dist/src/render/gerstner_wavegenerator.js +0 -314
- package/dist/src/render/gerstner_wavegenerator.js.map +0 -1
- package/dist/src/render/globalbindgroup_allocator.js +0 -60
- package/dist/src/render/globalbindgroup_allocator.js.map +0 -1
- package/dist/src/render/hzb.js +0 -273
- package/dist/src/render/hzb.js.map +0 -1
- package/dist/src/render/lightpass.js +0 -172
- package/dist/src/render/lightpass.js.map +0 -1
- package/dist/src/render/objectcolorpass.js +0 -51
- package/dist/src/render/objectcolorpass.js.map +0 -1
- package/dist/src/render/primitive.js +0 -364
- package/dist/src/render/primitive.js.map +0 -1
- package/dist/src/render/render_queue.js +0 -467
- package/dist/src/render/render_queue.js.map +0 -1
- package/dist/src/render/renderbundle_wrapper.js +0 -152
- package/dist/src/render/renderbundle_wrapper.js.map +0 -1
- package/dist/src/render/renderer.js +0 -455
- package/dist/src/render/renderer.js.map +0 -1
- package/dist/src/render/renderpass.js +0 -200
- package/dist/src/render/renderpass.js.map +0 -1
- package/dist/src/render/shadowmap_pass.js +0 -56
- package/dist/src/render/shadowmap_pass.js.map +0 -1
- package/dist/src/render/sky.js +0 -1103
- package/dist/src/render/sky.js.map +0 -1
- package/dist/src/render/weightedblended_oit.js +0 -168
- package/dist/src/render/weightedblended_oit.js.map +0 -1
- package/dist/src/scene/batchgroup.js +0 -162
- package/dist/src/scene/batchgroup.js.map +0 -1
- package/dist/src/scene/environment.js +0 -209
- package/dist/src/scene/environment.js.map +0 -1
- package/dist/src/scene/graph_node.js +0 -72
- package/dist/src/scene/graph_node.js.map +0 -1
- package/dist/src/scene/light.js +0 -416
- package/dist/src/scene/light.js.map +0 -1
- package/dist/src/scene/mesh.js +0 -341
- package/dist/src/scene/mesh.js.map +0 -1
- package/dist/src/scene/octree.js +0 -649
- package/dist/src/scene/octree.js.map +0 -1
- package/dist/src/scene/particlesys.js +0 -738
- package/dist/src/scene/particlesys.js.map +0 -1
- package/dist/src/scene/raycast_visitor.js +0 -103
- package/dist/src/scene/raycast_visitor.js.map +0 -1
- package/dist/src/scene/scene.js +0 -284
- package/dist/src/scene/scene.js.map +0 -1
- package/dist/src/scene/scene_node.js +0 -732
- package/dist/src/scene/scene_node.js.map +0 -1
- package/dist/src/scene/terrain/grass.js +0 -278
- package/dist/src/scene/terrain/grass.js.map +0 -1
- package/dist/src/scene/terrain/heightfield.js +0 -475
- package/dist/src/scene/terrain/heightfield.js.map +0 -1
- package/dist/src/scene/terrain/patch.js +0 -530
- package/dist/src/scene/terrain/patch.js.map +0 -1
- package/dist/src/scene/terrain/quadtree.js +0 -461
- package/dist/src/scene/terrain/quadtree.js.map +0 -1
- package/dist/src/scene/terrain/terrain.js +0 -246
- package/dist/src/scene/terrain/terrain.js.map +0 -1
- package/dist/src/scene/terrain-cm/grass.js +0 -594
- package/dist/src/scene/terrain-cm/grass.js.map +0 -1
- package/dist/src/scene/terrain-cm/grassmaterial.js +0 -159
- package/dist/src/scene/terrain-cm/grassmaterial.js.map +0 -1
- package/dist/src/scene/terrain-cm/terrain-cm.js +0 -538
- package/dist/src/scene/terrain-cm/terrain-cm.js.map +0 -1
- package/dist/src/scene/water.js +0 -374
- package/dist/src/scene/water.js.map +0 -1
- package/dist/src/shaders/atmosphere.js +0 -957
- package/dist/src/shaders/atmosphere.js.map +0 -1
- package/dist/src/shaders/fog.js +0 -112
- package/dist/src/shaders/fog.js.map +0 -1
- package/dist/src/shaders/misc.js +0 -266
- package/dist/src/shaders/misc.js.map +0 -1
- package/dist/src/shaders/noise.js +0 -222
- package/dist/src/shaders/noise.js.map +0 -1
- package/dist/src/shaders/pbr.js +0 -51
- package/dist/src/shaders/pbr.js.map +0 -1
- package/dist/src/shaders/shadow.js +0 -636
- package/dist/src/shaders/shadow.js.map +0 -1
- package/dist/src/shaders/ssr.js +0 -490
- package/dist/src/shaders/ssr.js.map +0 -1
- package/dist/src/shaders/temporal.js +0 -215
- package/dist/src/shaders/temporal.js.map +0 -1
- package/dist/src/shaders/water.js +0 -756
- package/dist/src/shaders/water.js.map +0 -1
- package/dist/src/shadow/esm.js +0 -237
- package/dist/src/shadow/esm.js.map +0 -1
- package/dist/src/shadow/pcf_opt.js +0 -181
- package/dist/src/shadow/pcf_opt.js.map +0 -1
- package/dist/src/shadow/pcf_pd.js +0 -189
- package/dist/src/shadow/pcf_pd.js.map +0 -1
- package/dist/src/shadow/shader.js +0 -37
- package/dist/src/shadow/shader.js.map +0 -1
- package/dist/src/shadow/shadow_impl.js +0 -15
- package/dist/src/shadow/shadow_impl.js.map +0 -1
- package/dist/src/shadow/shadowmapper.js +0 -790
- package/dist/src/shadow/shadowmapper.js.map +0 -1
- package/dist/src/shadow/ssm.js +0 -159
- package/dist/src/shadow/ssm.js.map +0 -1
- package/dist/src/shadow/vsm.js +0 -297
- package/dist/src/shadow/vsm.js.map +0 -1
- package/dist/src/shapes/box.js +0 -386
- package/dist/src/shapes/box.js.map +0 -1
- package/dist/src/shapes/cylinder.js +0 -125
- package/dist/src/shapes/cylinder.js.map +0 -1
- package/dist/src/shapes/plane.js +0 -88
- package/dist/src/shapes/plane.js.map +0 -1
- package/dist/src/shapes/shape.js +0 -87
- package/dist/src/shapes/shape.js.map +0 -1
- package/dist/src/shapes/sphere.js +0 -114
- package/dist/src/shapes/sphere.js.map +0 -1
- package/dist/src/shapes/tetrahedron.js +0 -188
- package/dist/src/shapes/tetrahedron.js.map +0 -1
- package/dist/src/shapes/torus.js +0 -111
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{"version":3,"file":"water.js","sources":["../../../src/material/water.ts"],"sourcesContent":["import type {\r\n AbstractDevice,\r\n BindGroup,\r\n PBFunctionScope,\r\n PBInsideFunctionScope,\r\n PBShaderExp,\r\n Texture2D\r\n} from '@zephyr3d/device';\r\nimport { applyMaterialMixins, MeshMaterial } from './meshmaterial';\r\nimport type { DrawContext, WaveGenerator } from '../render';\r\nimport { MaterialVaryingFlags } from '../values';\r\nimport { ShaderHelper } from './shader/helper';\r\nimport { DRef, DWeakRef, Interpolator, Vector3, Vector4 } from '@zephyr3d/base';\r\nimport { Application } from '../app';\r\nimport { screenSpaceRayTracing_HiZ, screenSpaceRayTracing_Linear2D } from '../shaders/ssr';\r\nimport { fetchSampler } from '../utility/misc';\r\nimport { mixinLight } from './mixins/lit';\r\nimport { distributionGGX, fresnelSchlick, visGGX } from '../shaders/pbr';\r\n\r\nexport class WaterMaterial extends applyMaterialMixins(MeshMaterial, mixinLight) {\r\n private static readonly _absorptionGrad = new Interpolator(\r\n 'linear',\r\n 'vec3',\r\n new Float32Array([0, 0.082, 0.318, 0.665, 1]),\r\n new Float32Array([1, 1, 1, 0.22, 0.87, 0.87, 0, 0.47, 0.49, 0, 0.275, 0.44, 0, 0, 0])\r\n );\r\n private static readonly _scatterGrad = new Interpolator(\r\n 'linear',\r\n 'vec3',\r\n new Float32Array([0, 0.15, 0.42, 1]),\r\n new Float32Array([0, 0, 0, 0.08, 0.41, 0.34, 0.13, 0.4, 0.45, 0.21, 0.5, 0.6])\r\n );\r\n private static readonly _defaultScatterRampTexture: DWeakRef<Texture2D> = new DWeakRef();\r\n private static readonly _defaultAbsorptionRampTexture: DWeakRef<Texture2D> = new DWeakRef();\r\n private static readonly _waveUpdateState: WeakMap<WaveGenerator, number> = new WeakMap();\r\n private readonly _region: Vector4;\r\n private _displace: number;\r\n private _depthMulti: number;\r\n private _refractionStrength: number;\r\n private readonly _scatterRampTexture: DRef<Texture2D>;\r\n private readonly _absorptionRampTexture: DRef<Texture2D>;\r\n private readonly _waveGenerator: DRef<WaveGenerator>;\r\n private _waveVersion: number;\r\n private readonly _clipmapInfo: Vector4;\r\n private readonly _clipmapGridInfo: Vector4;\r\n private readonly _ssrParams: Vector4;\r\n constructor() {\r\n super();\r\n this._region = new Vector4(-99999, -99999, 99999, 99999);\r\n this._clipmapInfo = new Vector4();\r\n this._clipmapGridInfo = new Vector4();\r\n this._waveGenerator = new DRef();\r\n this._waveVersion = -1;\r\n this._ssrParams = new Vector4(1000, 160, 0.5, 2);\r\n this._scatterRampTexture = new DRef();\r\n this._absorptionRampTexture = new DRef();\r\n this._displace = 16;\r\n this._depthMulti = 0.1;\r\n this._refractionStrength = 0;\r\n this.cullMode = 'none';\r\n //this.TAADisabled = true;\r\n }\r\n dispose() {\r\n super.dispose();\r\n this._waveGenerator.dispose();\r\n this._scatterRampTexture.dispose();\r\n this._absorptionRampTexture.dispose();\r\n }\r\n /** @internal */\r\n get region() {\r\n return this._region;\r\n }\r\n /** @internal */\r\n set region(val: Vector4) {\r\n if (!val.equalsTo(this._region)) {\r\n this._region.set(val);\r\n this.uniformChanged();\r\n }\r\n }\r\n get waveGenerator() {\r\n return this._waveGenerator.get();\r\n }\r\n set waveGenerator(waveGenerator: WaveGenerator) {\r\n if (this._waveGenerator.get() !== waveGenerator) {\r\n this._waveGenerator.set(waveGenerator);\r\n this._waveVersion = -1;\r\n this.optionChanged(true);\r\n }\r\n }\r\n get scatterRampTexture(): Texture2D {\r\n const tex = this._getScatterRampTexture(Application.instance.device);\r\n return tex === WaterMaterial._defaultScatterRampTexture.get() ? null : tex;\r\n }\r\n set scatterRampTexture(tex: Texture2D) {\r\n if (tex !== this.scatterRampTexture) {\r\n this._scatterRampTexture.set(tex);\r\n this.uniformChanged();\r\n }\r\n }\r\n get absorptionRampTexture(): Texture2D {\r\n const tex = this._getAbsorptionRampTexture(Application.instance.device);\r\n return tex === WaterMaterial._defaultAbsorptionRampTexture.get() ? null : tex;\r\n }\r\n set absorptionRampTexture(tex: Texture2D) {\r\n if (tex !== this.absorptionRampTexture) {\r\n this._absorptionRampTexture.set(tex);\r\n this.uniformChanged();\r\n }\r\n }\r\n get depthMulti(): number {\r\n return this._depthMulti;\r\n }\r\n set depthMulti(val: number) {\r\n if (val !== this._depthMulti) {\r\n this._depthMulti = val;\r\n this.uniformChanged();\r\n }\r\n }\r\n get displace(): number {\r\n return this._displace;\r\n }\r\n set displace(val: number) {\r\n if (val !== this._displace) {\r\n this._displace = val;\r\n this.uniformChanged();\r\n }\r\n }\r\n get refractionStrength(): number {\r\n return this._refractionStrength;\r\n }\r\n set refractionStrength(val: number) {\r\n if (val !== this._refractionStrength) {\r\n this._refractionStrength = val;\r\n this.uniformChanged();\r\n }\r\n }\r\n needSceneColor(): boolean {\r\n return true;\r\n }\r\n needSceneDepth(): boolean {\r\n return true;\r\n }\r\n protected _createHash(): string {\r\n return `${super._createHash()}:${this.waveGenerator?.getHash() ?? ''}`;\r\n }\r\n setClipmapInfo(rotation: number, scale: number, offsetX: number, offsetY: number) {\r\n this._clipmapInfo.setXYZW(rotation, scale, offsetX, offsetY);\r\n this.uniformChanged();\r\n }\r\n setClipmapGridInfo(gridScale: number, gridOffsetX: number, gridOffsetY: number) {\r\n if (\r\n this._clipmapGridInfo.x !== gridScale ||\r\n this._clipmapGridInfo.y !== gridOffsetX ||\r\n this._clipmapGridInfo.z !== gridOffsetY\r\n ) {\r\n this._clipmapGridInfo.setXYZW(gridScale, gridOffsetX, gridOffsetY, 0);\r\n this.uniformChanged();\r\n }\r\n }\r\n supportInstancing(): boolean {\r\n return false;\r\n }\r\n supportLighting(): boolean {\r\n return true;\r\n }\r\n vertexShader(scope: PBFunctionScope): void {\r\n super.vertexShader(scope);\r\n const pb = scope.$builder;\r\n this.waveGenerator?.setupUniforms(scope, 2);\r\n scope.$inputs.position = pb.vec3().attrib('position');\r\n scope.$inputs.clipmapInfo = pb.vec4().attrib('texCoord0');\r\n scope.clipmapGridInfo = pb.vec4().uniform(2);\r\n\r\n scope.$l.s = pb.sin(scope.$inputs.clipmapInfo.x);\r\n scope.$l.c = pb.cos(scope.$inputs.clipmapInfo.x);\r\n scope.$l.scale2 = pb.mul(scope.$inputs.clipmapInfo.y, scope.clipmapGridInfo.x);\r\n scope.$l.clipmapMatrix = pb.mat4(\r\n pb.mul(scope.c, scope.scale2),\r\n pb.mul(scope.s, scope.scale2),\r\n 0,\r\n 0,\r\n pb.neg(pb.mul(scope.s, scope.scale2)),\r\n pb.mul(scope.c, scope.scale2),\r\n 0,\r\n 0,\r\n 0,\r\n 0,\r\n 1,\r\n 0,\r\n pb.sub(pb.mul(scope.$inputs.clipmapInfo.z, scope.clipmapGridInfo.x), scope.clipmapGridInfo.y),\r\n pb.sub(pb.mul(scope.$inputs.clipmapInfo.w, scope.clipmapGridInfo.x), scope.clipmapGridInfo.z),\r\n 0,\r\n 1\r\n );\r\n\r\n scope.$l.clipmapPos = pb.mul(scope.clipmapMatrix, pb.vec4(scope.$inputs.position, 1)).xy;\r\n //scope.$l.level = pb.mul(ShaderHelper.getWorldMatrix(scope), pb.vec4(0, 0, 0, 1)).y;\r\n scope.clipmapWorldPos = pb.mul(\r\n ShaderHelper.getWorldMatrix(scope),\r\n pb.vec4(scope.clipmapPos.x, 0, scope.clipmapPos.y, 1)\r\n ).xyz; // pb.vec3(scope.clipmapPos.x, scope.level, scope.clipmapPos.y);\r\n scope.worldNormal = pb.vec3(0, 1, 0);\r\n scope.worldPos = scope.clipmapWorldPos;\r\n this.waveGenerator?.calcVertexPositionAndNormal(\r\n scope,\r\n scope.clipmapWorldPos,\r\n scope.worldPos,\r\n scope.worldNormal\r\n );\r\n scope.$outputs.worldPos = scope.worldPos;\r\n scope.$outputs.clipmapPos = scope.clipmapWorldPos;\r\n scope.$outputs.worldNormal = scope.worldNormal;\r\n ShaderHelper.setClipSpacePosition(\r\n scope,\r\n pb.mul(ShaderHelper.getViewProjectionMatrix(scope), pb.vec4(scope.$outputs.worldPos, 1))\r\n );\r\n ShaderHelper.resolveMotionVector(scope, scope.$outputs.worldPos, scope.$outputs.worldPos);\r\n }\r\n fragmentShader(scope: PBFunctionScope): void {\r\n super.fragmentShader(scope);\r\n const pb = scope.$builder;\r\n this.waveGenerator?.setupUniforms(scope, 2);\r\n scope.region = pb.vec4().uniform(2);\r\n if (this.needFragmentColor()) {\r\n scope.displace = pb.float().uniform(2);\r\n scope.depthMulti = pb.float().uniform(2);\r\n scope.refractionStrength = pb.float().uniform(2);\r\n scope.ssrParams = pb.vec4().uniform(2);\r\n scope.scatterRampTex = pb.tex2D().uniform(2);\r\n scope.absorptionRampTex = pb.tex2D().uniform(2);\r\n }\r\n scope.$l.discardable = pb.or(\r\n pb.any(pb.lessThan(scope.$inputs.worldPos.xz, scope.region.xy)),\r\n pb.any(pb.greaterThan(scope.$inputs.worldPos.xz, scope.region.zw))\r\n );\r\n scope.$if(scope.discardable, function () {\r\n pb.discard();\r\n });\r\n if (this.needFragmentColor()) {\r\n scope.$l.normal = this.waveGenerator\r\n ? this.waveGenerator.calcFragmentNormalAndFoam(\r\n scope,\r\n scope.$inputs.clipmapPos.xz,\r\n scope.$inputs.worldNormal\r\n )\r\n : pb.vec4(scope.$inputs.worldNormal, 0);\r\n scope.$l.outColor = pb.vec4(\r\n this.waterShading(scope, scope.$inputs.worldPos, scope.normal.xyz, scope.normal.w),\r\n 1\r\n );\r\n if (this.drawContext.materialFlags & MaterialVaryingFlags.SSR_STORE_ROUGHNESS) {\r\n scope.$l.outRoughness = pb.vec4(1, 1, 1, 0);\r\n this.outputFragmentColor(\r\n scope,\r\n scope.$inputs.worldPos,\r\n pb.vec4(1),\r\n scope.outRoughness,\r\n scope.outColor\r\n );\r\n } else {\r\n this.outputFragmentColor(scope, scope.$inputs.worldPos, scope.outColor);\r\n }\r\n } else {\r\n this.outputFragmentColor(scope, scope.$inputs.worldPos, null);\r\n }\r\n }\r\n waterShading(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n worldNormal: PBShaderExp,\r\n foamFactor: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const that = this;\r\n pb.func('getAbsorption', [pb.float('depth')], function () {\r\n this.$l.c = pb.textureSampleLevel(\r\n this.absorptionRampTex,\r\n pb.vec2(pb.mul(this.depth, this.depthMulti), 0.5),\r\n 0\r\n ).rgb;\r\n this.$return(pb.mul(this.c, this.c));\r\n });\r\n pb.func('getScattering', [pb.float('depth')], function () {\r\n this.$l.c = pb.textureSampleLevel(\r\n this.scatterRampTex,\r\n pb.vec2(pb.mul(this.depth, this.depthMulti), 0.5),\r\n 0\r\n ).rgb;\r\n this.$return(pb.mul(this.c, this.c));\r\n });\r\n pb.func('fresnel', [pb.vec3('normal'), pb.vec3('eyeVec')], function () {\r\n this.$return(\r\n pb.clamp(\r\n pb.sub(pb.pow(pb.sub(1, pb.dot(this.normal, this.eyeVec)), 5), this.refractionStrength),\r\n 0,\r\n 1\r\n )\r\n );\r\n });\r\n pb.func(\r\n 'lightSpecular',\r\n [pb.vec3('lightDir'), pb.vec3('eyeVecNorm'), pb.vec3('normal'), pb.vec3('lightColor')],\r\n function () {\r\n this.$l.roughness = pb.float(0.04);\r\n this.$l.f0 = pb.vec3(0.02);\r\n this.$l.f90 = pb.vec3(1);\r\n this.$l.L = this.lightDir;\r\n this.$l.V = pb.neg(this.eyeVecNorm);\r\n this.$l.halfVec = pb.normalize(pb.add(this.L, this.V));\r\n this.$l.NoH = pb.clamp(pb.dot(this.normal, this.halfVec), 0, 1);\r\n this.$l.NoL = pb.clamp(pb.dot(this.normal, this.L), 0, 1);\r\n this.$l.specular = pb.vec3(0);\r\n this.$if(pb.greaterThan(this.NoL, 0), function () {\r\n this.$l.VoH = pb.clamp(pb.dot(this.V, this.halfVec), 0, 1);\r\n this.$l.NoV = pb.clamp(pb.dot(this.normal, this.V), 0, 1);\r\n this.$l.F = fresnelSchlick(this, this.VoH, this.f0, this.f90);\r\n this.$l.alphaRoughness = pb.mul(this.roughness, this.roughness);\r\n this.$l.D = distributionGGX(this, this.NoH, this.alphaRoughness);\r\n this.$l.VIS = visGGX(this, this.NoV, this.NoL, this.alphaRoughness);\r\n this.specular = pb.mul(this.D, this.VIS, this.F, this.lightColor);\r\n });\r\n this.$return(this.specular);\r\n }\r\n );\r\n pb.func(\r\n 'waterShading',\r\n [pb.vec3('worldPos'), pb.vec3('worldNormal'), pb.float('foamFactor')],\r\n function () {\r\n this.$l.screenUV = pb.div(pb.vec2(this.$builtins.fragCoord.xy), ShaderHelper.getRenderSize(this));\r\n this.$l.dist = pb.length(pb.sub(this.worldPos, ShaderHelper.getCameraPosition(this)));\r\n this.$l.normalScale = pb.clamp(pb.div(100, this.dist), 0, 1);\r\n this.$l.normal = pb.normalize(\r\n pb.mul(this.worldNormal, pb.vec3(this.normalScale, 1, this.normalScale))\r\n );\r\n this.$l.displacedTexCoord = pb.add(this.screenUV, pb.mul(this.normal.xz, this.displace));\r\n this.$l.wPos = ShaderHelper.samplePositionFromDepth(\r\n this,\r\n ShaderHelper.getLinearDepthTexture(this),\r\n this.screenUV,\r\n ShaderHelper.getInvViewProjectionMatrix(this),\r\n ShaderHelper.getCameraParams(this).xy\r\n );\r\n this.$l.eyeVec = pb.sub(this.worldPos.xyz, ShaderHelper.getCameraPosition(this));\r\n this.$l.eyeVecNorm = pb.normalize(this.eyeVec);\r\n this.$l.depth = pb.length(pb.sub(this.wPos.xyz, this.worldPos));\r\n this.$l.viewPos = pb.mul(ShaderHelper.getViewMatrix(this), pb.vec4(this.worldPos, 1)).xyz;\r\n this.incidentVec = pb.normalize(pb.sub(this.worldPos, ShaderHelper.getCameraPosition(this)));\r\n this.reflectVecW = pb.reflect(this.incidentVec, this.normal);\r\n this.$l.reflectance = pb.vec3();\r\n this.$l.hitInfo = pb.vec4(0);\r\n this.$if(pb.greaterThan(this.reflectVecW.y, 0), function () {\r\n this.reflectVec = pb.mul(ShaderHelper.getViewMatrix(this), pb.vec4(this.reflectVecW, 0)).xyz;\r\n this.hitInfo = ShaderHelper.getHiZDepthTexture(this)\r\n ? screenSpaceRayTracing_HiZ(\r\n this,\r\n this.viewPos,\r\n this.reflectVec,\r\n ShaderHelper.getViewMatrix(this),\r\n ShaderHelper.getProjectionMatrix(this),\r\n ShaderHelper.getInvProjectionMatrix(this),\r\n ShaderHelper.getCameraParams(this).xy,\r\n pb.int(ShaderHelper.getHiZDepthTextureMipLevelCount(this)),\r\n this.ssrParams.y,\r\n this.ssrParams.z,\r\n pb.vec4(ShaderHelper.getRenderSize(this), ShaderHelper.getHiZDepthTextureSize(this)),\r\n ShaderHelper.getHiZDepthTexture(this)\r\n )\r\n : screenSpaceRayTracing_Linear2D(\r\n this,\r\n this.viewPos,\r\n this.reflectVec,\r\n ShaderHelper.getViewMatrix(this),\r\n ShaderHelper.getProjectionMatrix(this),\r\n ShaderHelper.getInvProjectionMatrix(this),\r\n ShaderHelper.getCameraParams(this).xy,\r\n this.ssrParams.x,\r\n this.ssrParams.y,\r\n this.ssrParams.z,\r\n this.ssrParams.w,\r\n pb.vec4(ShaderHelper.getRenderSize(this), ShaderHelper.getLinearDepthTextureSize(this)),\r\n ShaderHelper.getLinearDepthTexture(this)\r\n );\r\n });\r\n this.$l.refl = pb.reflect(\r\n pb.normalize(pb.sub(this.worldPos, ShaderHelper.getCameraPosition(this))),\r\n this.normal\r\n );\r\n this.refl.y = pb.max(this.refl.y, 0.1);\r\n this.reflectance = pb.mix(\r\n pb.textureSampleLevel(ShaderHelper.getBakedSkyTexture(this), this.refl, 0).rgb,\r\n pb.textureSampleLevel(ShaderHelper.getSceneColorTexture(this), this.hitInfo.xy, 0).rgb,\r\n this.hitInfo.w\r\n );\r\n this.$l.refractUV = this.displacedTexCoord;\r\n this.$l.displacedPos = ShaderHelper.samplePositionFromDepth(\r\n this,\r\n ShaderHelper.getLinearDepthTexture(this),\r\n this.refractUV,\r\n ShaderHelper.getInvProjectionMatrix(this),\r\n ShaderHelper.getCameraParams(this).xy\r\n );\r\n this.$if(\r\n pb.or(\r\n pb.greaterThanEqual(this.displacedPos.w, 0.99999),\r\n pb.greaterThan(this.displacedPos.z, this.viewPos.z)\r\n ),\r\n function () {\r\n this.refractUV = this.screenUV;\r\n }\r\n ).$else(function () {\r\n this.depth = pb.length(pb.sub(this.displacedPos.xyz, this.viewPos));\r\n });\r\n this.$l.refraction = pb.textureSampleLevel(\r\n ShaderHelper.getSceneColorTexture(this),\r\n this.refractUV,\r\n 0\r\n ).rgb;\r\n this.refraction = pb.mul(this.refraction, this.getAbsorption(this.depth));\r\n this.$l.fresnelTerm = this.fresnel(this.normal, pb.neg(this.eyeVecNorm));\r\n this.$l.finalColor = pb.mix(\r\n pb.mix(this.refraction, this.reflectance, this.fresnelTerm),\r\n pb.vec3(1),\r\n this.foamFactor\r\n );\r\n that.forEachLight(this, function (type, posRange, dirCutoff, colorIntensity, shadow) {\r\n this.$l.lightAtten = that.calculateLightAttenuation(this, type, this.worldPos, posRange, dirCutoff);\r\n this.$l.lightDir = that.calculateLightDirection(this, type, this.worldPos, posRange, dirCutoff);\r\n this.$l.NoL = pb.clamp(pb.dot(this.normal, this.lightDir), 0, 1);\r\n this.$l.lightContrib = this.lightSpecular(\r\n this.lightDir,\r\n this.eyeVecNorm,\r\n this.normal,\r\n pb.mul(colorIntensity.rgb, 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@@ -1,361 +0,0 @@
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import { AbstractPostEffect, PostEffectLayer } from './posteffect.js';
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import { Vector4, Vector2 } from '@zephyr3d/base';
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/**
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* The bloom post effect
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* @public
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*/ class Bloom extends AbstractPostEffect {
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static className = 'Bloom';
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static _programDownsampleH = null;
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static _programDownsampleV = null;
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static _programUpsample = null;
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static _programFinalCompose = null;
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static _programPrefilter = null;
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static _renderStateAdditive = null;
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static _bindgroupDownsampleH = null;
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static _bindgroupDownsampleV = null;
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static _bindgroupUpsample = null;
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static _bindgroupFinalCompose = null;
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static _bindgroupPrefilter = null;
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_thresholdValue;
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_invTexSize;
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_maxDownsampleLevels;
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_downsampleLimit;
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_threshold;
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_thresholdKnee;
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_intensity;
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/**
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* Creates an instance of tonemap post effect
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*/ constructor(){
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super();
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this._layer = PostEffectLayer.transparent;
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this._thresholdValue = new Vector4();
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this._invTexSize = new Vector2();
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this._maxDownsampleLevels = 4;
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this._downsampleLimit = 32;
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this._threshold = 0.8;
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this._thresholdKnee = 0;
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this._intensity = 1;
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}
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/** The maximum downsample levels */ get maxDownsampleLevel() {
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return this._maxDownsampleLevels;
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}
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set maxDownsampleLevel(val) {
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this._maxDownsampleLevels = val;
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}
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/** Downsample resolution limitation */ get downsampleLimit() {
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return this._downsampleLimit;
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}
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set downsampleLimit(val) {
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this._downsampleLimit = val;
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}
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/** Bloom threshold */ get threshold() {
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return this._threshold;
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}
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set threshold(val) {
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this._threshold = val;
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}
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/** Bloom threshold knee */ get thresholdKnee() {
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return this._thresholdKnee;
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}
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set thresholdKnee(val) {
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this._thresholdKnee = val;
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}
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/** Bloom intensity */ get intensity() {
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return this._intensity;
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}
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set intensity(val) {
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this._intensity = val;
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-
}
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/** {@inheritDoc AbstractPostEffect.requireLinearDepthTexture} */ requireLinearDepthTexture() {
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return false;
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-
}
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/** {@inheritDoc AbstractPostEffect.requireDepthAttachment} */ requireDepthAttachment() {
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return false;
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}
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/** {@inheritDoc AbstractPostEffect.apply} */ apply(ctx, inputColorTexture, _sceneDepthTexture, _srgbOutput) {
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const device = ctx.device;
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const downsampleTextures = [];
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this._prepare(device, inputColorTexture);
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device.pushDeviceStates();
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const w = Math.max(inputColorTexture.width >> 1, 1);
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const h = Math.max(inputColorTexture.height >> 1, 1);
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const colorTex = device.pool.fetchTemporalTexture2D(false, inputColorTexture.format, w, h, false);
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84
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this.prefilter(device, inputColorTexture, colorTex);
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85
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this.downsample(device, colorTex, downsampleTextures);
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86
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this.upsample(device, downsampleTextures);
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87
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device.popDeviceStates();
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this.finalCompose(device, inputColorTexture, downsampleTextures[0]);
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for (const tex of downsampleTextures){
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device.pool.releaseTexture(tex);
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}
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device.pool.releaseTexture(colorTex);
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93
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}
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/** @internal */ prefilter(device, srcTexture, rt) {
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this._thresholdValue.x = this._threshold * this._threshold;
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96
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-
this._thresholdValue.y = this._thresholdValue.x * this._thresholdKnee;
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97
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this._thresholdValue.z = 2 * this._thresholdValue.y;
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98
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this._thresholdValue.w = 0.25 / (this._thresholdValue.y + 0.00001);
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this._thresholdValue.y -= this._thresholdValue.x;
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100
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device.setFramebuffer([
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101
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rt
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]);
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device.setProgram(Bloom._programPrefilter);
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104
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device.setBindGroup(0, Bloom._bindgroupPrefilter);
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105
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Bloom._bindgroupPrefilter.setTexture('tex', srcTexture);
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Bloom._bindgroupPrefilter.setValue('flip', device.type === 'webgpu' ? 1 : 0);
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Bloom._bindgroupPrefilter.setValue('threshold', this._thresholdValue);
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this.drawFullscreenQuad();
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}
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/** @internal */ finalCompose(device, srcTexture, bloomTexture) {
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device.setProgram(Bloom._programFinalCompose);
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device.setBindGroup(0, Bloom._bindgroupFinalCompose);
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Bloom._bindgroupFinalCompose.setTexture('srcTex', srcTexture);
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Bloom._bindgroupFinalCompose.setTexture('bloomTex', bloomTexture);
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Bloom._bindgroupFinalCompose.setValue('intensity', this._intensity);
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Bloom._bindgroupFinalCompose.setValue('flip', device.type === 'webgpu' && device.getFramebuffer() ? 1 : 0);
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this.drawFullscreenQuad();
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}
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|
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/** @internal */ upsample(device, textures) {
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device.setProgram(Bloom._programUpsample);
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device.setBindGroup(0, Bloom._bindgroupUpsample);
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Bloom._bindgroupUpsample.setValue('flip', device.type === 'webgpu' ? 1 : 0);
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for(let i = textures.length - 2; i >= 0; i--){
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Bloom._bindgroupUpsample.setTexture('tex', textures[i + 1]);
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device.setFramebuffer([
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textures[i]
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]);
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this.drawFullscreenQuad(Bloom._renderStateAdditive);
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}
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}
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/** @internal */ downsample(device, inputColorTexture, textures) {
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const t = Math.max(2, this._downsampleLimit);
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let w = Math.max(t, inputColorTexture.width >> 1);
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let h = Math.max(t, inputColorTexture.height >> 1);
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|
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let maxLevels = Math.max(this._maxDownsampleLevels, 1);
|
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|
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let sourceTex = inputColorTexture;
|
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|
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Bloom._bindgroupDownsampleH.setValue('flip', device.type === 'webgpu' ? 1 : 0);
|
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|
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Bloom._bindgroupDownsampleV.setValue('flip', device.type === 'webgpu' ? 1 : 0);
|
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|
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while((w >= t || h >= t) && maxLevels > 0){
|
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|
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const tex = device.pool.fetchTemporalTexture2D(false, inputColorTexture.format, w, h, false);
|
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|
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textures.push(tex);
|
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|
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const texMiddle = device.pool.fetchTemporalTexture2D(false, inputColorTexture.format, w, h, false);
|
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|
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// horizonal blur
|
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|
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this._invTexSize.setXY(1 / sourceTex.width, 1 / sourceTex.height);
|
|
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|
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device.setFramebuffer([
|
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|
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texMiddle
|
|
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|
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]);
|
|
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|
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device.setProgram(Bloom._programDownsampleH);
|
|
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|
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device.setBindGroup(0, Bloom._bindgroupDownsampleH);
|
|
150
|
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Bloom._bindgroupDownsampleH.setTexture('tex', sourceTex);
|
|
151
|
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Bloom._bindgroupDownsampleH.setValue('invTexSize', this._invTexSize);
|
|
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|
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this.drawFullscreenQuad();
|
|
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|
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// vertical blur
|
|
154
|
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this._invTexSize.setXY(1 / texMiddle.width, 1 / texMiddle.height);
|
|
155
|
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device.setFramebuffer([
|
|
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|
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tex
|
|
157
|
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]);
|
|
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|
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device.setProgram(Bloom._programDownsampleV);
|
|
159
|
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device.setBindGroup(0, Bloom._bindgroupDownsampleV);
|
|
160
|
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Bloom._bindgroupDownsampleV.setTexture('tex', texMiddle);
|
|
161
|
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Bloom._bindgroupDownsampleV.setValue('invTexSize', this._invTexSize);
|
|
162
|
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this.drawFullscreenQuad();
|
|
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|
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maxLevels--;
|
|
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|
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w = Math.max(1, w >> 1);
|
|
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|
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h = Math.max(1, h >> 1);
|
|
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|
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sourceTex = tex;
|
|
167
|
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device.pool.releaseTexture(texMiddle);
|
|
168
|
-
}
|
|
169
|
-
}
|
|
170
|
-
/** @internal */ _prepare(device, _srcTexture) {
|
|
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|
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if (!Bloom._programFinalCompose) {
|
|
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|
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Bloom._programFinalCompose = device.buildRenderProgram({
|
|
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|
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vertex (pb) {
|
|
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|
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this.flip = pb.int().uniform(0);
|
|
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|
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this.$inputs.pos = pb.vec2().attrib('position');
|
|
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|
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this.$outputs.uv = pb.vec2();
|
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|
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pb.main(function() {
|
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|
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this.$builtins.position = pb.vec4(this.$inputs.pos, 0, 1);
|
|
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|
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this.$outputs.uv = pb.add(pb.mul(this.$inputs.pos.xy, 0.5), pb.vec2(0.5));
|
|
180
|
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this.$if(pb.notEqual(this.flip, 0), function() {
|
|
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|
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this.$builtins.position.y = pb.neg(this.$builtins.position.y);
|
|
182
|
-
});
|
|
183
|
-
});
|
|
184
|
-
},
|
|
185
|
-
fragment (pb) {
|
|
186
|
-
this.srcTex = pb.tex2D().uniform(0);
|
|
187
|
-
this.bloomTex = pb.tex2D().uniform(0);
|
|
188
|
-
this.intensity = pb.float().uniform(0);
|
|
189
|
-
this.$outputs.outColor = pb.vec4();
|
|
190
|
-
pb.main(function() {
|
|
191
|
-
this.$l.srcSample = pb.textureSampleLevel(this.srcTex, this.$inputs.uv, 0);
|
|
192
|
-
this.$l.bloomSample = pb.textureSampleLevel(this.bloomTex, this.$inputs.uv, 0);
|
|
193
|
-
this.$outputs.outColor = pb.vec4(pb.add(this.srcSample.rgb, pb.mul(this.bloomSample.rgb, this.intensity)), 1);
|
|
194
|
-
});
|
|
195
|
-
}
|
|
196
|
-
});
|
|
197
|
-
Bloom._bindgroupFinalCompose = device.createBindGroup(Bloom._programFinalCompose.bindGroupLayouts[0]);
|
|
198
|
-
}
|
|
199
|
-
if (!Bloom._programPrefilter) {
|
|
200
|
-
Bloom._programPrefilter = device.buildRenderProgram({
|
|
201
|
-
vertex (pb) {
|
|
202
|
-
this.flip = pb.int().uniform(0);
|
|
203
|
-
this.$inputs.pos = pb.vec2().attrib('position');
|
|
204
|
-
this.$outputs.uv = pb.vec2();
|
|
205
|
-
pb.main(function() {
|
|
206
|
-
this.$builtins.position = pb.vec4(this.$inputs.pos, 0, 1);
|
|
207
|
-
this.$outputs.uv = pb.add(pb.mul(this.$inputs.pos.xy, 0.5), pb.vec2(0.5));
|
|
208
|
-
this.$if(pb.notEqual(this.flip, 0), function() {
|
|
209
|
-
this.$builtins.position.y = pb.neg(this.$builtins.position.y);
|
|
210
|
-
});
|
|
211
|
-
});
|
|
212
|
-
},
|
|
213
|
-
fragment (pb) {
|
|
214
|
-
this.tex = pb.tex2D().uniform(0);
|
|
215
|
-
this.threshold = pb.vec4().uniform(0);
|
|
216
|
-
this.$outputs.outColor = pb.vec4();
|
|
217
|
-
pb.main(function() {
|
|
218
|
-
this.$l.p = pb.textureSampleLevel(this.tex, this.$inputs.uv, 0);
|
|
219
|
-
this.$l.brightness = pb.max(pb.max(this.p.r, this.p.g), this.p.b);
|
|
220
|
-
this.$l.soft = pb.clamp(pb.add(this.brightness, this.threshold.y), 0, this.threshold.z);
|
|
221
|
-
this.soft = pb.mul(this.soft, this.soft, this.threshold.w);
|
|
222
|
-
this.$l.contrib = pb.div(pb.max(this.soft, pb.sub(this.brightness, this.threshold.x)), pb.max(this.brightness, 0.00001));
|
|
223
|
-
this.$outputs.outColor = pb.vec4(pb.mul(this.p.rgb, this.contrib), 1);
|
|
224
|
-
});
|
|
225
|
-
}
|
|
226
|
-
});
|
|
227
|
-
Bloom._bindgroupPrefilter = device.createBindGroup(Bloom._programPrefilter.bindGroupLayouts[0]);
|
|
228
|
-
}
|
|
229
|
-
if (!Bloom._programUpsample) {
|
|
230
|
-
Bloom._programUpsample = device.buildRenderProgram({
|
|
231
|
-
vertex (pb) {
|
|
232
|
-
this.flip = pb.int().uniform(0);
|
|
233
|
-
this.$inputs.pos = pb.vec2().attrib('position');
|
|
234
|
-
this.$outputs.uv = pb.vec2();
|
|
235
|
-
pb.main(function() {
|
|
236
|
-
this.$builtins.position = pb.vec4(this.$inputs.pos, 0, 1);
|
|
237
|
-
this.$outputs.uv = pb.add(pb.mul(this.$inputs.pos.xy, 0.5), pb.vec2(0.5));
|
|
238
|
-
this.$if(pb.notEqual(this.flip, 0), function() {
|
|
239
|
-
this.$builtins.position.y = pb.neg(this.$builtins.position.y);
|
|
240
|
-
});
|
|
241
|
-
});
|
|
242
|
-
},
|
|
243
|
-
fragment (pb) {
|
|
244
|
-
this.tex = pb.tex2D().uniform(0);
|
|
245
|
-
this.$outputs.outColor = pb.vec4();
|
|
246
|
-
pb.main(function() {
|
|
247
|
-
this.$outputs.outColor = pb.textureSampleLevel(this.tex, this.$inputs.uv, 0);
|
|
248
|
-
});
|
|
249
|
-
}
|
|
250
|
-
});
|
|
251
|
-
Bloom._bindgroupUpsample = device.createBindGroup(Bloom._programUpsample.bindGroupLayouts[0]);
|
|
252
|
-
}
|
|
253
|
-
if (!Bloom._programDownsampleH) {
|
|
254
|
-
const offsets = [
|
|
255
|
-
-4,
|
|
256
|
-
-3,
|
|
257
|
-
-2,
|
|
258
|
-
-1,
|
|
259
|
-
0,
|
|
260
|
-
1,
|
|
261
|
-
2,
|
|
262
|
-
3,
|
|
263
|
-
4
|
|
264
|
-
];
|
|
265
|
-
const weights = [
|
|
266
|
-
0.01621622,
|
|
267
|
-
0.05405405,
|
|
268
|
-
0.12162162,
|
|
269
|
-
0.19459459,
|
|
270
|
-
0.22702703,
|
|
271
|
-
0.19459459,
|
|
272
|
-
0.12162162,
|
|
273
|
-
0.05405405,
|
|
274
|
-
0.01621622
|
|
275
|
-
];
|
|
276
|
-
Bloom._programDownsampleH = device.buildRenderProgram({
|
|
277
|
-
vertex (pb) {
|
|
278
|
-
this.flip = pb.int().uniform(0);
|
|
279
|
-
this.$inputs.pos = pb.vec2().attrib('position');
|
|
280
|
-
this.$outputs.uv = pb.vec2();
|
|
281
|
-
pb.main(function() {
|
|
282
|
-
this.$builtins.position = pb.vec4(this.$inputs.pos, 0, 1);
|
|
283
|
-
this.$outputs.uv = pb.add(pb.mul(this.$inputs.pos.xy, 0.5), pb.vec2(0.5));
|
|
284
|
-
this.$if(pb.notEqual(this.flip, 0), function() {
|
|
285
|
-
this.$builtins.position.y = pb.neg(this.$builtins.position.y);
|
|
286
|
-
});
|
|
287
|
-
});
|
|
288
|
-
},
|
|
289
|
-
fragment (pb) {
|
|
290
|
-
this.invTexSize = pb.vec2().uniform(0);
|
|
291
|
-
this.tex = pb.tex2D().uniform(0);
|
|
292
|
-
this.$outputs.outColor = pb.vec4();
|
|
293
|
-
pb.main(function() {
|
|
294
|
-
this.$l.sum = pb.vec3(0);
|
|
295
|
-
this.$l.offset = pb.float();
|
|
296
|
-
for(let i = 0; i < 9; i++){
|
|
297
|
-
this.offset = pb.mul(this.invTexSize.x, offsets[i] * 2);
|
|
298
|
-
this.sum = pb.add(this.sum, pb.mul(pb.textureSampleLevel(this.tex, pb.add(this.$inputs.uv, pb.vec2(this.offset, 0)), 0).rgb, weights[i]));
|
|
299
|
-
}
|
|
300
|
-
this.$outputs.outColor = pb.vec4(this.sum, 1);
|
|
301
|
-
});
|
|
302
|
-
}
|
|
303
|
-
});
|
|
304
|
-
Bloom._bindgroupDownsampleH = device.createBindGroup(Bloom._programDownsampleH.bindGroupLayouts[0]);
|
|
305
|
-
}
|
|
306
|
-
if (!Bloom._programDownsampleV) {
|
|
307
|
-
const offsets = [
|
|
308
|
-
-3.23076923,
|
|
309
|
-
-1.38461538,
|
|
310
|
-
0.0,
|
|
311
|
-
1.38461538,
|
|
312
|
-
3.23076923
|
|
313
|
-
];
|
|
314
|
-
const weights = [
|
|
315
|
-
0.07027027,
|
|
316
|
-
0.31621622,
|
|
317
|
-
0.22702703,
|
|
318
|
-
0.31621622,
|
|
319
|
-
0.07027027
|
|
320
|
-
];
|
|
321
|
-
Bloom._programDownsampleV = device.buildRenderProgram({
|
|
322
|
-
vertex (pb) {
|
|
323
|
-
this.flip = pb.int().uniform(0);
|
|
324
|
-
this.$inputs.pos = pb.vec2().attrib('position');
|
|
325
|
-
this.$outputs.uv = pb.vec2();
|
|
326
|
-
pb.main(function() {
|
|
327
|
-
this.$builtins.position = pb.vec4(this.$inputs.pos, 0, 1);
|
|
328
|
-
this.$outputs.uv = pb.add(pb.mul(this.$inputs.pos.xy, 0.5), pb.vec2(0.5));
|
|
329
|
-
this.$if(pb.notEqual(this.flip, 0), function() {
|
|
330
|
-
this.$builtins.position.y = pb.neg(this.$builtins.position.y);
|
|
331
|
-
});
|
|
332
|
-
});
|
|
333
|
-
},
|
|
334
|
-
fragment (pb) {
|
|
335
|
-
this.invTexSize = pb.vec2().uniform(0);
|
|
336
|
-
this.tex = pb.tex2D().uniform(0);
|
|
337
|
-
this.$outputs.outColor = pb.vec4();
|
|
338
|
-
pb.main(function() {
|
|
339
|
-
this.$l.sum = pb.vec3(0);
|
|
340
|
-
this.$l.offset = pb.float();
|
|
341
|
-
for(let i = 0; i < 5; i++){
|
|
342
|
-
this.offset = pb.mul(this.invTexSize.y, offsets[i]);
|
|
343
|
-
this.sum = pb.add(this.sum, pb.mul(pb.textureSampleLevel(this.tex, pb.add(this.$inputs.uv, pb.vec2(0, this.offset)), 0).rgb, weights[i]));
|
|
344
|
-
}
|
|
345
|
-
this.$outputs.outColor = pb.vec4(this.sum, 1);
|
|
346
|
-
});
|
|
347
|
-
}
|
|
348
|
-
});
|
|
349
|
-
Bloom._bindgroupDownsampleV = device.createBindGroup(Bloom._programDownsampleV.bindGroupLayouts[0]);
|
|
350
|
-
}
|
|
351
|
-
if (!Bloom._renderStateAdditive) {
|
|
352
|
-
Bloom._renderStateAdditive = device.createRenderStateSet();
|
|
353
|
-
Bloom._renderStateAdditive.useRasterizerState().setCullMode('none');
|
|
354
|
-
Bloom._renderStateAdditive.useDepthState().enableTest(false).enableWrite(false);
|
|
355
|
-
Bloom._renderStateAdditive.useBlendingState().enable(true).setBlendFuncRGB('one', 'one').setBlendFuncAlpha('one', 'zero');
|
|
356
|
-
}
|
|
357
|
-
}
|
|
358
|
-
}
|
|
359
|
-
|
|
360
|
-
export { Bloom };
|
|
361
|
-
//# sourceMappingURL=bloom.js.map
|
|
@@ -1 +0,0 @@
|
|
|
1
|
-
{"version":3,"file":"bloom.js","sources":["../../../src/posteffect/bloom.ts"],"sourcesContent":["import type { AbstractDevice, BindGroup, GPUProgram, RenderStateSet, Texture2D } from '@zephyr3d/device';\r\nimport { AbstractPostEffect, PostEffectLayer } from './posteffect';\r\nimport type { DrawContext } from '../render';\r\nimport { Vector2, Vector4 } from '@zephyr3d/base';\r\n\r\n/**\r\n * The bloom post effect\r\n * @public\r\n */\r\nexport class Bloom extends AbstractPostEffect {\r\n static readonly className = 'Bloom' as const;\r\n private static _programDownsampleH: GPUProgram = null;\r\n private static _programDownsampleV: GPUProgram = null;\r\n private static _programUpsample: GPUProgram = null;\r\n private static _programFinalCompose: GPUProgram = null;\r\n private static _programPrefilter: GPUProgram = null;\r\n private static _renderStateAdditive: RenderStateSet = null;\r\n private static _bindgroupDownsampleH: BindGroup = null;\r\n private static _bindgroupDownsampleV: BindGroup = null;\r\n private static _bindgroupUpsample: BindGroup = null;\r\n private static _bindgroupFinalCompose: BindGroup = null;\r\n private static _bindgroupPrefilter: BindGroup = null;\r\n private readonly _thresholdValue: Vector4;\r\n private readonly _invTexSize: Vector2;\r\n private _maxDownsampleLevels: number;\r\n private _downsampleLimit: number;\r\n private _threshold: number;\r\n private _thresholdKnee: number;\r\n private _intensity: number;\r\n /**\r\n * Creates an instance of tonemap post effect\r\n */\r\n constructor() {\r\n super();\r\n this._layer = PostEffectLayer.transparent;\r\n this._thresholdValue = new Vector4();\r\n this._invTexSize = new Vector2();\r\n this._maxDownsampleLevels = 4;\r\n this._downsampleLimit = 32;\r\n this._threshold = 0.8;\r\n this._thresholdKnee = 0;\r\n this._intensity = 1;\r\n }\r\n /** The maximum downsample levels */\r\n get maxDownsampleLevel(): number {\r\n return this._maxDownsampleLevels;\r\n }\r\n set maxDownsampleLevel(val: number) {\r\n this._maxDownsampleLevels = val;\r\n }\r\n /** Downsample resolution limitation */\r\n get downsampleLimit(): number {\r\n return this._downsampleLimit;\r\n }\r\n set downsampleLimit(val: number) {\r\n this._downsampleLimit = val;\r\n }\r\n /** Bloom threshold */\r\n get threshold(): number {\r\n return this._threshold;\r\n }\r\n set threshold(val: number) {\r\n this._threshold = val;\r\n }\r\n /** Bloom threshold knee */\r\n get thresholdKnee(): number {\r\n return this._thresholdKnee;\r\n }\r\n set thresholdKnee(val: number) {\r\n this._thresholdKnee = val;\r\n }\r\n /** Bloom intensity */\r\n get intensity(): number {\r\n return this._intensity;\r\n }\r\n set intensity(val: number) {\r\n this._intensity = val;\r\n }\r\n /** {@inheritDoc AbstractPostEffect.requireLinearDepthTexture} */\r\n requireLinearDepthTexture(): boolean {\r\n return false;\r\n }\r\n /** {@inheritDoc AbstractPostEffect.requireDepthAttachment} */\r\n requireDepthAttachment(): boolean {\r\n return false;\r\n }\r\n /** {@inheritDoc AbstractPostEffect.apply} */\r\n apply(ctx: DrawContext, inputColorTexture: Texture2D, _sceneDepthTexture: Texture2D, _srgbOutput: boolean) {\r\n const device = ctx.device;\r\n const downsampleTextures: Texture2D[] = [];\r\n this._prepare(device, inputColorTexture);\r\n device.pushDeviceStates();\r\n const w = Math.max(inputColorTexture.width >> 1, 1);\r\n const h = Math.max(inputColorTexture.height >> 1, 1);\r\n const colorTex = device.pool.fetchTemporalTexture2D(false, inputColorTexture.format, w, h, false);\r\n this.prefilter(device, inputColorTexture, colorTex);\r\n this.downsample(device, colorTex, downsampleTextures);\r\n this.upsample(device, downsampleTextures);\r\n device.popDeviceStates();\r\n this.finalCompose(device, inputColorTexture, downsampleTextures[0]);\r\n for (const tex of downsampleTextures) {\r\n device.pool.releaseTexture(tex);\r\n }\r\n device.pool.releaseTexture(colorTex);\r\n }\r\n /** @internal */\r\n prefilter(device: AbstractDevice, srcTexture: Texture2D, rt: Texture2D) {\r\n this._thresholdValue.x = this._threshold * this._threshold;\r\n this._thresholdValue.y = this._thresholdValue.x * this._thresholdKnee;\r\n this._thresholdValue.z = 2 * this._thresholdValue.y;\r\n this._thresholdValue.w = 0.25 / (this._thresholdValue.y + 0.00001);\r\n this._thresholdValue.y -= this._thresholdValue.x;\r\n device.setFramebuffer([rt]);\r\n device.setProgram(Bloom._programPrefilter);\r\n device.setBindGroup(0, Bloom._bindgroupPrefilter);\r\n Bloom._bindgroupPrefilter.setTexture('tex', srcTexture);\r\n Bloom._bindgroupPrefilter.setValue('flip', device.type === 'webgpu' ? 1 : 0);\r\n Bloom._bindgroupPrefilter.setValue('threshold', this._thresholdValue);\r\n this.drawFullscreenQuad();\r\n }\r\n /** @internal */\r\n finalCompose(device: AbstractDevice, srcTexture: Texture2D, bloomTexture: Texture2D) {\r\n device.setProgram(Bloom._programFinalCompose);\r\n device.setBindGroup(0, Bloom._bindgroupFinalCompose);\r\n Bloom._bindgroupFinalCompose.setTexture('srcTex', srcTexture);\r\n Bloom._bindgroupFinalCompose.setTexture('bloomTex', bloomTexture);\r\n Bloom._bindgroupFinalCompose.setValue('intensity', this._intensity);\r\n Bloom._bindgroupFinalCompose.setValue(\r\n 'flip',\r\n device.type === 'webgpu' && device.getFramebuffer() ? 1 : 0\r\n );\r\n this.drawFullscreenQuad();\r\n }\r\n /** @internal */\r\n upsample(device: AbstractDevice, textures: Texture2D[]) {\r\n device.setProgram(Bloom._programUpsample);\r\n device.setBindGroup(0, Bloom._bindgroupUpsample);\r\n Bloom._bindgroupUpsample.setValue('flip', device.type === 'webgpu' ? 1 : 0);\r\n for (let i = textures.length - 2; i >= 0; i--) {\r\n Bloom._bindgroupUpsample.setTexture('tex', textures[i + 1]);\r\n device.setFramebuffer([textures[i]]);\r\n this.drawFullscreenQuad(Bloom._renderStateAdditive);\r\n }\r\n }\r\n /** @internal */\r\n downsample(device: AbstractDevice, inputColorTexture: Texture2D, textures: Texture2D[]) {\r\n const t = Math.max(2, this._downsampleLimit);\r\n let w = Math.max(t, inputColorTexture.width >> 1);\r\n let h = Math.max(t, inputColorTexture.height >> 1);\r\n let maxLevels = Math.max(this._maxDownsampleLevels, 1);\r\n let sourceTex = inputColorTexture;\r\n Bloom._bindgroupDownsampleH.setValue('flip', device.type === 'webgpu' ? 1 : 0);\r\n Bloom._bindgroupDownsampleV.setValue('flip', device.type === 'webgpu' ? 1 : 0);\r\n while ((w >= t || h >= t) && maxLevels > 0) {\r\n const tex = device.pool.fetchTemporalTexture2D(false, inputColorTexture.format, w, h, false);\r\n textures.push(tex);\r\n\r\n const texMiddle = device.pool.fetchTemporalTexture2D(false, inputColorTexture.format, w, h, false);\r\n\r\n // horizonal blur\r\n this._invTexSize.setXY(1 / sourceTex.width, 1 / sourceTex.height);\r\n device.setFramebuffer([texMiddle]);\r\n device.setProgram(Bloom._programDownsampleH);\r\n device.setBindGroup(0, Bloom._bindgroupDownsampleH);\r\n Bloom._bindgroupDownsampleH.setTexture('tex', sourceTex);\r\n Bloom._bindgroupDownsampleH.setValue('invTexSize', this._invTexSize);\r\n this.drawFullscreenQuad();\r\n\r\n // vertical blur\r\n this._invTexSize.setXY(1 / texMiddle.width, 1 / texMiddle.height);\r\n device.setFramebuffer([tex]);\r\n device.setProgram(Bloom._programDownsampleV);\r\n device.setBindGroup(0, Bloom._bindgroupDownsampleV);\r\n Bloom._bindgroupDownsampleV.setTexture('tex', texMiddle);\r\n Bloom._bindgroupDownsampleV.setValue('invTexSize', this._invTexSize);\r\n this.drawFullscreenQuad();\r\n\r\n maxLevels--;\r\n w = Math.max(1, w >> 1);\r\n h = Math.max(1, h >> 1);\r\n sourceTex = tex;\r\n\r\n device.pool.releaseTexture(texMiddle);\r\n }\r\n }\r\n /** @internal */\r\n private _prepare(device: AbstractDevice, _srcTexture: Texture2D) {\r\n if (!Bloom._programFinalCompose) {\r\n Bloom._programFinalCompose = device.buildRenderProgram({\r\n vertex(pb) {\r\n this.flip = pb.int().uniform(0);\r\n this.$inputs.pos = pb.vec2().attrib('position');\r\n this.$outputs.uv = pb.vec2();\r\n pb.main(function () {\r\n this.$builtins.position = pb.vec4(this.$inputs.pos, 0, 1);\r\n this.$outputs.uv = pb.add(pb.mul(this.$inputs.pos.xy, 0.5), pb.vec2(0.5));\r\n this.$if(pb.notEqual(this.flip, 0), function () {\r\n this.$builtins.position.y = pb.neg(this.$builtins.position.y);\r\n });\r\n });\r\n },\r\n fragment(pb) {\r\n this.srcTex = pb.tex2D().uniform(0);\r\n this.bloomTex = pb.tex2D().uniform(0);\r\n this.intensity = pb.float().uniform(0);\r\n this.$outputs.outColor = pb.vec4();\r\n pb.main(function () {\r\n this.$l.srcSample = pb.textureSampleLevel(this.srcTex, this.$inputs.uv, 0);\r\n this.$l.bloomSample = pb.textureSampleLevel(this.bloomTex, this.$inputs.uv, 0);\r\n this.$outputs.outColor = pb.vec4(\r\n pb.add(this.srcSample.rgb, pb.mul(this.bloomSample.rgb, this.intensity)),\r\n 1\r\n );\r\n });\r\n }\r\n });\r\n Bloom._bindgroupFinalCompose = device.createBindGroup(Bloom._programFinalCompose.bindGroupLayouts[0]);\r\n }\r\n if (!Bloom._programPrefilter) {\r\n Bloom._programPrefilter = device.buildRenderProgram({\r\n vertex(pb) {\r\n this.flip = pb.int().uniform(0);\r\n this.$inputs.pos = pb.vec2().attrib('position');\r\n this.$outputs.uv = pb.vec2();\r\n pb.main(function () {\r\n this.$builtins.position = pb.vec4(this.$inputs.pos, 0, 1);\r\n this.$outputs.uv = pb.add(pb.mul(this.$inputs.pos.xy, 0.5), pb.vec2(0.5));\r\n this.$if(pb.notEqual(this.flip, 0), function () {\r\n this.$builtins.position.y = pb.neg(this.$builtins.position.y);\r\n });\r\n });\r\n },\r\n fragment(pb) {\r\n this.tex = pb.tex2D().uniform(0);\r\n this.threshold = pb.vec4().uniform(0);\r\n this.$outputs.outColor = pb.vec4();\r\n pb.main(function () {\r\n this.$l.p = pb.textureSampleLevel(this.tex, this.$inputs.uv, 0);\r\n this.$l.brightness = pb.max(pb.max(this.p.r, this.p.g), this.p.b);\r\n this.$l.soft = pb.clamp(pb.add(this.brightness, this.threshold.y), 0, this.threshold.z);\r\n this.soft = pb.mul(this.soft, this.soft, this.threshold.w);\r\n this.$l.contrib = pb.div(\r\n pb.max(this.soft, pb.sub(this.brightness, this.threshold.x)),\r\n pb.max(this.brightness, 0.00001)\r\n );\r\n this.$outputs.outColor = pb.vec4(pb.mul(this.p.rgb, this.contrib), 1);\r\n });\r\n }\r\n });\r\n Bloom._bindgroupPrefilter = device.createBindGroup(Bloom._programPrefilter.bindGroupLayouts[0]);\r\n }\r\n if (!Bloom._programUpsample) {\r\n Bloom._programUpsample = device.buildRenderProgram({\r\n vertex(pb) {\r\n this.flip = pb.int().uniform(0);\r\n this.$inputs.pos = pb.vec2().attrib('position');\r\n this.$outputs.uv = pb.vec2();\r\n pb.main(function () {\r\n this.$builtins.position = pb.vec4(this.$inputs.pos, 0, 1);\r\n this.$outputs.uv = pb.add(pb.mul(this.$inputs.pos.xy, 0.5), pb.vec2(0.5));\r\n this.$if(pb.notEqual(this.flip, 0), function () {\r\n this.$builtins.position.y = pb.neg(this.$builtins.position.y);\r\n });\r\n });\r\n },\r\n fragment(pb) {\r\n this.tex = pb.tex2D().uniform(0);\r\n this.$outputs.outColor = pb.vec4();\r\n pb.main(function () {\r\n this.$outputs.outColor = pb.textureSampleLevel(this.tex, this.$inputs.uv, 0);\r\n });\r\n }\r\n });\r\n Bloom._bindgroupUpsample = device.createBindGroup(Bloom._programUpsample.bindGroupLayouts[0]);\r\n }\r\n if (!Bloom._programDownsampleH) {\r\n const offsets = [-4, -3, -2, -1, 0, 1, 2, 3, 4];\r\n const weights = [\r\n 0.01621622, 0.05405405, 0.12162162, 0.19459459, 0.22702703, 0.19459459, 0.12162162, 0.05405405,\r\n 0.01621622\r\n ];\r\n Bloom._programDownsampleH = device.buildRenderProgram({\r\n vertex(pb) {\r\n this.flip = pb.int().uniform(0);\r\n this.$inputs.pos = pb.vec2().attrib('position');\r\n this.$outputs.uv = pb.vec2();\r\n pb.main(function () {\r\n this.$builtins.position = pb.vec4(this.$inputs.pos, 0, 1);\r\n this.$outputs.uv = pb.add(pb.mul(this.$inputs.pos.xy, 0.5), pb.vec2(0.5));\r\n this.$if(pb.notEqual(this.flip, 0), function () {\r\n this.$builtins.position.y = pb.neg(this.$builtins.position.y);\r\n });\r\n });\r\n },\r\n fragment(pb) {\r\n this.invTexSize = pb.vec2().uniform(0);\r\n this.tex = pb.tex2D().uniform(0);\r\n this.$outputs.outColor = pb.vec4();\r\n pb.main(function () {\r\n this.$l.sum = pb.vec3(0);\r\n this.$l.offset = pb.float();\r\n for (let i = 0; i < 9; i++) {\r\n this.offset = pb.mul(this.invTexSize.x, offsets[i] * 2);\r\n this.sum = pb.add(\r\n this.sum,\r\n pb.mul(\r\n pb.textureSampleLevel(this.tex, pb.add(this.$inputs.uv, pb.vec2(this.offset, 0)), 0).rgb,\r\n weights[i]\r\n )\r\n );\r\n }\r\n this.$outputs.outColor = pb.vec4(this.sum, 1);\r\n });\r\n }\r\n });\r\n Bloom._bindgroupDownsampleH = device.createBindGroup(Bloom._programDownsampleH.bindGroupLayouts[0]);\r\n }\r\n if (!Bloom._programDownsampleV) {\r\n const offsets = [-3.23076923, -1.38461538, 0.0, 1.38461538, 3.23076923];\r\n const weights = [0.07027027, 0.31621622, 0.22702703, 0.31621622, 0.07027027];\r\n Bloom._programDownsampleV = device.buildRenderProgram({\r\n vertex(pb) {\r\n this.flip = pb.int().uniform(0);\r\n this.$inputs.pos = pb.vec2().attrib('position');\r\n this.$outputs.uv = pb.vec2();\r\n pb.main(function () {\r\n this.$builtins.position = pb.vec4(this.$inputs.pos, 0, 1);\r\n this.$outputs.uv = pb.add(pb.mul(this.$inputs.pos.xy, 0.5), pb.vec2(0.5));\r\n this.$if(pb.notEqual(this.flip, 0), function () {\r\n this.$builtins.position.y = pb.neg(this.$builtins.position.y);\r\n });\r\n });\r\n },\r\n fragment(pb) {\r\n this.invTexSize = pb.vec2().uniform(0);\r\n this.tex = pb.tex2D().uniform(0);\r\n this.$outputs.outColor = pb.vec4();\r\n pb.main(function () {\r\n this.$l.sum = pb.vec3(0);\r\n this.$l.offset = pb.float();\r\n for (let i = 0; i < 5; i++) {\r\n this.offset = pb.mul(this.invTexSize.y, offsets[i]);\r\n this.sum = pb.add(\r\n this.sum,\r\n pb.mul(\r\n pb.textureSampleLevel(this.tex, pb.add(this.$inputs.uv, pb.vec2(0, this.offset)), 0).rgb,\r\n weights[i]\r\n )\r\n );\r\n }\r\n this.$outputs.outColor = pb.vec4(this.sum, 1);\r\n });\r\n }\r\n });\r\n Bloom._bindgroupDownsampleV = 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