@zephyr3d/scene 0.9.26 → 0.10.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (506) hide show
  1. package/README.md +60 -27
  2. package/dist/animation/animation_bank.js +634 -0
  3. package/dist/animation/animation_bank.js.map +1 -0
  4. package/dist/animation/animation_bank_gpu.js +256 -0
  5. package/dist/animation/animation_bank_gpu.js.map +1 -0
  6. package/dist/animation/animationset.js +146 -30
  7. package/dist/animation/animationset.js.map +1 -1
  8. package/dist/animation/cloth/gpu_cloth_component.js +406 -0
  9. package/dist/animation/cloth/gpu_cloth_component.js.map +1 -0
  10. package/dist/animation/cloth/gpu_cloth_system.js +332 -202
  11. package/dist/animation/cloth/gpu_cloth_system.js.map +1 -1
  12. package/dist/animation/gpu_animation_driver.js +289 -0
  13. package/dist/animation/gpu_animation_driver.js.map +1 -0
  14. package/dist/animation/joint_dynamics/collision.js +112 -1
  15. package/dist/animation/joint_dynamics/collision.js.map +1 -1
  16. package/dist/animation/joint_dynamics/controller.js +6 -0
  17. package/dist/animation/joint_dynamics/controller.js.map +1 -1
  18. package/dist/animation/joint_dynamics/joint_dynamics_system.js +11 -0
  19. package/dist/animation/joint_dynamics/joint_dynamics_system.js.map +1 -1
  20. package/dist/animation/joint_dynamics/solver.js +50 -12
  21. package/dist/animation/joint_dynamics/solver.js.map +1 -1
  22. package/dist/animation/joint_dynamics/types.js.map +1 -1
  23. package/dist/animation/skeleton.js +300 -56
  24. package/dist/animation/skeleton.js.map +1 -1
  25. package/dist/animation/skin_palette_atlas.js +252 -0
  26. package/dist/animation/skin_palette_atlas.js.map +1 -0
  27. package/dist/animation/spring/multi_chain_spring_system.js +298 -38
  28. package/dist/animation/spring/multi_chain_spring_system.js.map +1 -1
  29. package/dist/animation/spring/spring_chain.js +2 -0
  30. package/dist/animation/spring/spring_chain.js.map +1 -1
  31. package/dist/animation/spring/spring_collider.js +159 -21
  32. package/dist/animation/spring/spring_collider.js.map +1 -1
  33. package/dist/animation/spring/spring_particle.js +1 -0
  34. package/dist/animation/spring/spring_particle.js.map +1 -1
  35. package/dist/animation/spring/spring_solver.js +173 -0
  36. package/dist/animation/spring/spring_solver.js.map +1 -0
  37. package/dist/animation/spring/spring_system.js +249 -24
  38. package/dist/animation/spring/spring_system.js.map +1 -1
  39. package/dist/animation/spring_modifier.js +32 -1
  40. package/dist/animation/spring_modifier.js.map +1 -1
  41. package/dist/app/app.js +26 -0
  42. package/dist/app/app.js.map +1 -1
  43. package/dist/app/engine.js +86 -15
  44. package/dist/app/engine.js.map +1 -1
  45. package/dist/app/gamepad.js +191 -0
  46. package/dist/app/gamepad.js.map +1 -0
  47. package/dist/app/inputactions.js +271 -0
  48. package/dist/app/inputactions.js.map +1 -0
  49. package/dist/app/inputmgr.js +331 -22
  50. package/dist/app/inputmgr.js.map +1 -1
  51. package/dist/app/loading.js +138 -0
  52. package/dist/app/loading.js.map +1 -0
  53. package/dist/app/pipelinecache.js +209 -0
  54. package/dist/app/pipelinecache.js.map +1 -0
  55. package/dist/app/runtimescript.js +25 -0
  56. package/dist/app/runtimescript.js.map +1 -1
  57. package/dist/app/scriptingsystem.js +54 -0
  58. package/dist/app/scriptingsystem.js.map +1 -1
  59. package/dist/app/scriptregistry.js +7 -2
  60. package/dist/app/scriptregistry.js.map +1 -1
  61. package/dist/asset/asset_manifest.js +59 -0
  62. package/dist/asset/asset_manifest.js.map +1 -0
  63. package/dist/asset/asset_preload.js +258 -0
  64. package/dist/asset/asset_preload.js.map +1 -0
  65. package/dist/asset/assetmanager.js +117 -65
  66. package/dist/asset/assetmanager.js.map +1 -1
  67. package/dist/asset/loaders/ktx2/basis/LICENSE +201 -0
  68. package/dist/asset/loaders/ktx2/basis/basis_transcoder.js +2 -0
  69. package/dist/asset/loaders/ktx2/basis/basis_transcoder.wasm +0 -0
  70. package/dist/asset/loaders/ktx2/basis_location.js +17 -0
  71. package/dist/asset/loaders/ktx2/basis_location.js.map +1 -0
  72. package/dist/asset/loaders/ktx2/ktx2_loader.js +88 -0
  73. package/dist/asset/loaders/ktx2/ktx2_loader.js.map +1 -0
  74. package/dist/asset/loaders/ktx2/ktx2_targets.js +118 -0
  75. package/dist/asset/loaders/ktx2/ktx2_targets.js.map +1 -0
  76. package/dist/asset/loaders/ktx2/transcoder_pool.js +259 -0
  77. package/dist/asset/loaders/ktx2/transcoder_pool.js.map +1 -0
  78. package/dist/asset/mesh_lod_builder.js +104 -0
  79. package/dist/asset/mesh_lod_builder.js.map +1 -0
  80. package/dist/asset/mesh_settings.js +111 -0
  81. package/dist/asset/mesh_settings.js.map +1 -0
  82. package/dist/asset/meshopt_decoder.js +18 -0
  83. package/dist/asset/meshopt_decoder.js.map +1 -0
  84. package/dist/asset/meshopt_simplifier.js +26 -0
  85. package/dist/asset/meshopt_simplifier.js.map +1 -0
  86. package/dist/asset/model.js +177 -3
  87. package/dist/asset/model.js.map +1 -1
  88. package/dist/asset/texture_settings.js +231 -0
  89. package/dist/asset/texture_settings.js.map +1 -0
  90. package/dist/asset/zmsh_binary.js +131 -0
  91. package/dist/asset/zmsh_binary.js.map +1 -0
  92. package/dist/asset/zsdf_binary.js +111 -0
  93. package/dist/asset/zsdf_binary.js.map +1 -0
  94. package/dist/blitter/bilateralblur.js +1 -2
  95. package/dist/blitter/bilateralblur.js.map +1 -1
  96. package/dist/blitter/gaussianblur.js +1 -6
  97. package/dist/blitter/gaussianblur.js.map +1 -1
  98. package/dist/camera/base.js +31 -10
  99. package/dist/camera/base.js.map +1 -1
  100. package/dist/camera/camera.js +178 -200
  101. package/dist/camera/camera.js.map +1 -1
  102. package/dist/camera/follow.js +342 -0
  103. package/dist/camera/follow.js.map +1 -0
  104. package/dist/camera/fps.js +9 -7
  105. package/dist/camera/fps.js.map +1 -1
  106. package/dist/camera/orbit.js +46 -19
  107. package/dist/camera/orbit.js.map +1 -1
  108. package/dist/index.d.ts +30475 -19865
  109. package/dist/index.js +67 -12
  110. package/dist/index.js.map +1 -1
  111. package/dist/material/blinn.js +3 -0
  112. package/dist/material/blinn.js.map +1 -1
  113. package/dist/material/eye.js +1 -1
  114. package/dist/material/eye.js.map +1 -1
  115. package/dist/material/hair.js +2 -3
  116. package/dist/material/hair.js.map +1 -1
  117. package/dist/material/hairstrand.js +235 -235
  118. package/dist/material/hairstrand.js.map +1 -1
  119. package/dist/material/lambert.js +4 -1
  120. package/dist/material/lambert.js.map +1 -1
  121. package/dist/material/material.js +362 -300
  122. package/dist/material/material.js.map +1 -1
  123. package/dist/material/meshmaterial.js +118 -45
  124. package/dist/material/meshmaterial.js.map +1 -1
  125. package/dist/material/mixins/lightmodel/blinnphong.js +1 -1
  126. package/dist/material/mixins/lightmodel/blinnphong.js.map +1 -1
  127. package/dist/material/mixins/lightmodel/lambert.js +1 -1
  128. package/dist/material/mixins/lightmodel/lambert.js.map +1 -1
  129. package/dist/material/mixins/lightmodel/pbrblueprintmixin.js +34 -61
  130. package/dist/material/mixins/lightmodel/pbrblueprintmixin.js.map +1 -1
  131. package/dist/material/mixins/lightmodel/pbrmetallicroughness.js +16 -2
  132. package/dist/material/mixins/lightmodel/pbrmetallicroughness.js.map +1 -1
  133. package/dist/material/mixins/lightmodel/pbrspecularglossness.js +2 -1
  134. package/dist/material/mixins/lightmodel/pbrspecularglossness.js.map +1 -1
  135. package/dist/material/mixins/lit.js +223 -83
  136. package/dist/material/mixins/lit.js.map +1 -1
  137. package/dist/material/mixins/pbr/common.js +31 -206
  138. package/dist/material/mixins/pbr/common.js.map +1 -1
  139. package/dist/material/mtoon.js +1 -1
  140. package/dist/material/mtoon.js.map +1 -1
  141. package/dist/material/pbrmr.js +3 -0
  142. package/dist/material/pbrmr.js.map +1 -1
  143. package/dist/material/pbrsg.js +3 -0
  144. package/dist/material/pbrsg.js.map +1 -1
  145. package/dist/material/sdf_debug.js +78 -0
  146. package/dist/material/sdf_debug.js.map +1 -0
  147. package/dist/material/shader/helper.js +733 -190
  148. package/dist/material/shader/helper.js.map +1 -1
  149. package/dist/material/shader/terrain_blend.js +204 -43
  150. package/dist/material/shader/terrain_blend.js.map +1 -1
  151. package/dist/material/skin.js +331 -297
  152. package/dist/material/skin.js.map +1 -1
  153. package/dist/material/skinprofile.js +1058 -0
  154. package/dist/material/skinprofile.js.map +1 -0
  155. package/dist/material/sss.js +353 -0
  156. package/dist/material/sss.js.map +1 -0
  157. package/dist/material/sss_kernel.js +265 -0
  158. package/dist/material/sss_kernel.js.map +1 -0
  159. package/dist/material/sssprofile.js +879 -0
  160. package/dist/material/sssprofile.js.map +1 -0
  161. package/dist/material/subsurfaceprofile.js +4 -8
  162. package/dist/material/subsurfaceprofile.js.map +1 -1
  163. package/dist/material/terrain-cm.js +464 -188
  164. package/dist/material/terrain-cm.js.map +1 -1
  165. package/dist/material/unlit.js +3 -0
  166. package/dist/material/unlit.js.map +1 -1
  167. package/dist/material/water.js +2009 -201
  168. package/dist/material/water.js.map +1 -1
  169. package/dist/node_modules/meshoptimizer/LICENSE +21 -0
  170. package/dist/node_modules/meshoptimizer/meshopt_decoder.js +197 -0
  171. package/dist/node_modules/meshoptimizer/meshopt_decoder.js.map +1 -0
  172. package/dist/node_modules/meshoptimizer/meshopt_simplifier.js +677 -0
  173. package/dist/node_modules/meshoptimizer/meshopt_simplifier.js.map +1 -0
  174. package/dist/physics/character.js +226 -0
  175. package/dist/physics/character.js.map +1 -0
  176. package/dist/physics/collider.js +209 -0
  177. package/dist/physics/collider.js.map +1 -0
  178. package/dist/physics/events.js +79 -0
  179. package/dist/physics/events.js.map +1 -0
  180. package/dist/physics/joint.js +272 -0
  181. package/dist/physics/joint.js.map +1 -0
  182. package/dist/physics/node_physics.js +234 -0
  183. package/dist/physics/node_physics.js.map +1 -0
  184. package/dist/physics/part.js +91 -0
  185. package/dist/physics/part.js.map +1 -0
  186. package/dist/physics/rigid_body.js +379 -0
  187. package/dist/physics/rigid_body.js.map +1 -0
  188. package/dist/physics/vehicle.js +335 -0
  189. package/dist/physics/vehicle.js.map +1 -0
  190. package/dist/physics/world.js +25 -0
  191. package/dist/physics/world.js.map +1 -0
  192. package/dist/posteffect/bloom.js +49 -14
  193. package/dist/posteffect/bloom.js.map +1 -1
  194. package/dist/posteffect/motionblur.js +668 -63
  195. package/dist/posteffect/motionblur.js.map +1 -1
  196. package/dist/posteffect/posteffect.js +12 -1
  197. package/dist/posteffect/posteffect.js.map +1 -1
  198. package/dist/posteffect/postsss.js +572 -0
  199. package/dist/posteffect/postsss.js.map +1 -0
  200. package/dist/posteffect/sao.js +48 -50
  201. package/dist/posteffect/sao.js.map +1 -1
  202. package/dist/posteffect/skinsss.js +605 -355
  203. package/dist/posteffect/skinsss.js.map +1 -1
  204. package/dist/posteffect/ssgi.js +91 -162
  205. package/dist/posteffect/ssgi.js.map +1 -1
  206. package/dist/posteffect/ssr.js +3 -11
  207. package/dist/posteffect/ssr.js.map +1 -1
  208. package/dist/posteffect/sss.js +34 -15
  209. package/dist/posteffect/sss.js.map +1 -1
  210. package/dist/posteffect/taa.js +1 -0
  211. package/dist/posteffect/taa.js.map +1 -1
  212. package/dist/render/abuffer_oit.js +40 -39
  213. package/dist/render/abuffer_oit.js.map +1 -1
  214. package/dist/render/clipmap.js +328 -62
  215. package/dist/render/clipmap.js.map +1 -1
  216. package/dist/render/cluster_light.js +958 -224
  217. package/dist/render/cluster_light.js.map +1 -1
  218. package/dist/render/cull_visitor.js +26 -5
  219. package/dist/render/cull_visitor.js.map +1 -1
  220. package/dist/render/debug_views.js +37 -0
  221. package/dist/render/debug_views.js.map +1 -0
  222. package/dist/render/depthpass.js +5 -1
  223. package/dist/render/depthpass.js.map +1 -1
  224. package/dist/render/drawable_mixin.js +53 -6
  225. package/dist/render/drawable_mixin.js.map +1 -1
  226. package/dist/render/dualdepthpeeling_oit.js +53 -53
  227. package/dist/render/dualdepthpeeling_oit.js.map +1 -1
  228. package/dist/render/envlight.js +196 -113
  229. package/dist/render/envlight.js.map +1 -1
  230. package/dist/render/fbm_wavegenerator.js +8 -13
  231. package/dist/render/fbm_wavegenerator.js.map +1 -1
  232. package/dist/render/fft_wavegenerator.js +268 -136
  233. package/dist/render/fft_wavegenerator.js.map +1 -1
  234. package/dist/render/gerstner_wavegenerator.js +113 -28
  235. package/dist/render/gerstner_wavegenerator.js.map +1 -1
  236. package/dist/render/gi/probe_volume.js +1334 -0
  237. package/dist/render/gi/probe_volume.js.map +1 -0
  238. package/dist/render/gi/scene_gi.js +282 -0
  239. package/dist/render/gi/scene_gi.js.map +1 -0
  240. package/dist/render/gi/voxel_atlas.js +198 -0
  241. package/dist/render/gi/voxel_atlas.js.map +1 -0
  242. package/dist/render/gi/voxel_lighting.js +652 -0
  243. package/dist/render/gi/voxel_lighting.js.map +1 -0
  244. package/dist/render/gi/voxel_scene.js +642 -0
  245. package/dist/render/gi/voxel_scene.js.map +1 -0
  246. package/dist/render/gi/voxelize_pass.js +223 -0
  247. package/dist/render/gi/voxelize_pass.js.map +1 -0
  248. package/dist/render/globalbindgroup_allocator.js +3 -2
  249. package/dist/render/globalbindgroup_allocator.js.map +1 -1
  250. package/dist/render/gpu_picking.js +9 -36
  251. package/dist/render/gpu_picking.js.map +1 -1
  252. package/dist/render/hzb.js +80 -22
  253. package/dist/render/hzb.js.map +1 -1
  254. package/dist/render/instance_culling.js +499 -0
  255. package/dist/render/instance_culling.js.map +1 -0
  256. package/dist/render/lightpass.js +23 -9
  257. package/dist/render/lightpass.js.map +1 -1
  258. package/dist/render/lod.js +46 -0
  259. package/dist/render/lod.js.map +1 -0
  260. package/dist/render/oit.js +11 -11
  261. package/dist/render/oit.js.map +1 -1
  262. package/dist/render/primitive.js +301 -9
  263. package/dist/render/primitive.js.map +1 -1
  264. package/dist/render/primitive_readback.js +209 -0
  265. package/dist/render/primitive_readback.js.map +1 -0
  266. package/dist/render/render_queue.js +198 -11
  267. package/dist/render/render_queue.js.map +1 -1
  268. package/dist/render/renderer.js +14 -7
  269. package/dist/render/renderer.js.map +1 -1
  270. package/dist/render/rendergraph/blackboard.js +15 -1
  271. package/dist/render/rendergraph/blackboard.js.map +1 -1
  272. package/dist/render/rendergraph/executor.js +136 -0
  273. package/dist/render/rendergraph/executor.js.map +1 -1
  274. package/dist/render/rendergraph/forward_plus_builder.js +585 -59
  275. package/dist/render/rendergraph/forward_plus_builder.js.map +1 -1
  276. package/dist/render/rendergraph/frame_resource_requirements.js +1 -0
  277. package/dist/render/rendergraph/frame_resource_requirements.js.map +1 -1
  278. package/dist/render/rendergraph/history_resources.js +8 -1
  279. package/dist/render/rendergraph/history_resources.js.map +1 -1
  280. package/dist/render/rendergraph/scene_render_context.js +31 -2
  281. package/dist/render/rendergraph/scene_render_context.js.map +1 -1
  282. package/dist/render/rendergraph/types.js.map +1 -1
  283. package/dist/render/renderpass.js +28 -5
  284. package/dist/render/renderpass.js.map +1 -1
  285. package/dist/render/sdf/box_allocator.js +98 -0
  286. package/dist/render/sdf/box_allocator.js.map +1 -0
  287. package/dist/render/sdf/global_sdf.js +865 -0
  288. package/dist/render/sdf/global_sdf.js.map +1 -0
  289. package/dist/render/sdf/scene_sdf.js +562 -0
  290. package/dist/render/sdf/scene_sdf.js.map +1 -0
  291. package/dist/render/sdf/sdf_atlas.js +227 -0
  292. package/dist/render/sdf/sdf_atlas.js.map +1 -0
  293. package/dist/render/sdf/sdf_programs.js +42 -0
  294. package/dist/render/sdf/sdf_programs.js.map +1 -0
  295. package/dist/render/sdf/sdf_view.js +199 -0
  296. package/dist/render/sdf/sdf_view.js.map +1 -0
  297. package/dist/render/sdf/waterline.js +610 -0
  298. package/dist/render/sdf/waterline.js.map +1 -0
  299. package/dist/render/shadow_mask_pass.js +142 -25
  300. package/dist/render/shadow_mask_pass.js.map +1 -1
  301. package/dist/render/shore_wave_generator.js +1193 -0
  302. package/dist/render/shore_wave_generator.js.map +1 -0
  303. package/dist/render/sky.js +516 -86
  304. package/dist/render/sky.js.map +1 -1
  305. package/dist/render/transmission_thickness_pass.js +477 -0
  306. package/dist/render/transmission_thickness_pass.js.map +1 -0
  307. package/dist/render/underwater.js +524 -0
  308. package/dist/render/underwater.js.map +1 -0
  309. package/dist/render/virtualtexture/virtual_texture.js +1214 -0
  310. package/dist/render/virtualtexture/virtual_texture.js.map +1 -0
  311. package/dist/render/volumetric_cloud/cloud_common.js +472 -0
  312. package/dist/render/volumetric_cloud/cloud_common.js.map +1 -0
  313. package/dist/render/volumetric_cloud/cloud_noise.js +189 -0
  314. package/dist/render/volumetric_cloud/cloud_noise.js.map +1 -0
  315. package/dist/render/volumetric_cloud/debug_view.js +131 -0
  316. package/dist/render/volumetric_cloud/debug_view.js.map +1 -0
  317. package/dist/render/volumetric_cloud/resources.js +380 -0
  318. package/dist/render/volumetric_cloud/resources.js.map +1 -0
  319. package/dist/render/volumetric_cloud/sky_cache.js +380 -0
  320. package/dist/render/volumetric_cloud/sky_cache.js.map +1 -0
  321. package/dist/render/volumetric_cloud/volumetric_cloud.js +318 -0
  322. package/dist/render/volumetric_cloud/volumetric_cloud.js.map +1 -0
  323. package/dist/render/water_caustics.js +1195 -0
  324. package/dist/render/water_caustics.js.map +1 -0
  325. package/dist/render/water_foam.js +627 -0
  326. package/dist/render/water_foam.js.map +1 -0
  327. package/dist/render/water_interaction.js +1795 -0
  328. package/dist/render/water_interaction.js.map +1 -0
  329. package/dist/render/weightedblended_oit.js +36 -36
  330. package/dist/render/weightedblended_oit.js.map +1 -1
  331. package/dist/scene/basesprite.js +9 -4
  332. package/dist/scene/basesprite.js.map +1 -1
  333. package/dist/scene/batchgroup.js +108 -12
  334. package/dist/scene/batchgroup.js.map +1 -1
  335. package/dist/scene/environment.js +28 -7
  336. package/dist/scene/environment.js.map +1 -1
  337. package/dist/scene/foliage.js +1020 -0
  338. package/dist/scene/foliage.js.map +1 -0
  339. package/dist/scene/foliage_buckets.js +147 -0
  340. package/dist/scene/foliage_buckets.js.map +1 -0
  341. package/dist/scene/foliage_mask.js +358 -0
  342. package/dist/scene/foliage_mask.js.map +1 -0
  343. package/dist/scene/hair.js +15 -4
  344. package/dist/scene/hair.js.map +1 -1
  345. package/dist/scene/light.js +179 -13
  346. package/dist/scene/light.js.map +1 -1
  347. package/dist/scene/mesh.js +327 -45
  348. package/dist/scene/mesh.js.map +1 -1
  349. package/dist/scene/meshdrawable.js +6 -0
  350. package/dist/scene/meshdrawable.js.map +1 -1
  351. package/dist/scene/msdftext.js +9 -3
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  353. package/dist/scene/msdftextsprite.js +9 -3
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  355. package/dist/scene/particlesys.js +8 -2
  356. package/dist/scene/particlesys.js.map +1 -1
  357. package/dist/scene/physics_settings.js +157 -0
  358. package/dist/scene/physics_settings.js.map +1 -0
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@@ -0,0 +1,243 @@
1
+ import { distributionGGX, visGGX, fresnelSchlick } from './pbr.js';
2
+ import { SSSProfile, SKIN_TRANSMISSION_NO_DATA_ENCODING } from '../material/sssprofile.js';
3
+
4
+ /** Opacity below which the dual-lobe specular fades back to a single lobe. */ const OPACITY_THRESHOLD_EPS = 0.1;
5
+ /**
6
+ * Multiple-scattering energy terms for a GGX specular lobe.
7
+ *
8
+ * @param scope - Shader scope.
9
+ * @param roughness - Roughness of the lobe being corrected.
10
+ * @param NoV - Clamped dot(normal, viewDir).
11
+ * @param F0 - Fresnel reflectance at normal incidence.
12
+ * @returns `vec2(W, A)`: specular gain and reflected share.
13
+ *
14
+ * @internal
15
+ */ function skinSpecularEnergyTerms(scope, roughness, NoV, F0) {
16
+ const pb = scope.$builder;
17
+ const funcName = 'lib_skinSpecularEnergyTerms';
18
+ pb.func(funcName, [
19
+ pb.float('roughness'),
20
+ pb.float('NoV'),
21
+ pb.float('F0')
22
+ ], function() {
23
+ this.$l.r = pb.max(this.roughness, 1e-3);
24
+ this.$l.c = pb.max(this.NoV, 1e-3);
25
+ this.$l.E = pb.sub(1, pb.clamp(pb.mul(pb.pow(this.r, pb.div(this.c, this.r)), pb.div(pb.add(pb.mul(this.r, this.c), 0.0266916), pb.add(0.466495, this.c))), 0, 1));
26
+ this.E = pb.max(this.E, 1e-4);
27
+ this.$l.oneMinusC = pb.sub(1, this.c);
28
+ this.$l.pow5 = pb.mul(pb.mul(this.oneMinusC, this.oneMinusC), pb.mul(this.oneMinusC, this.oneMinusC), this.oneMinusC);
29
+ this.$l.Ef = pb.mul(this.pow5, pb.pow(pb.add(pb.mul(2.36651, pb.pow(this.c, pb.mul(4.7703, this.r))), 0.0387332), this.r));
30
+ this.$l.F90 = pb.clamp(pb.mul(50, this.F0), 0, 1);
31
+ this.$l.W = pb.add(1, pb.mul(this.F0, pb.div(pb.sub(1, this.E), this.E)));
32
+ this.$l.A = pb.mul(this.W, pb.add(pb.mul(this.E, this.F0), pb.mul(this.Ef, pb.sub(this.F90, this.F0))));
33
+ this.$return(pb.vec2(this.W, pb.clamp(this.A, 0, 1)));
34
+ });
35
+ return pb.getGlobalScope()[funcName](roughness, NoV, F0);
36
+ }
37
+ /**
38
+ * Burley diffuse BRDF.
39
+ *
40
+ * @param scope - Shader scope.
41
+ * @param NdotV - Clamped dot(normal, viewDir).
42
+ * @param NdotL - Clamped dot(normal, lightDir).
43
+ * @param VdotH - dot(viewDir, halfVector).
44
+ * @param roughness - Material roughness.
45
+ * @returns Scalar diffuse BRDF value; the caller applies albedo and `NoL`.
46
+ *
47
+ * @internal
48
+ */ function skinDiffuseBRDF(scope, NdotV, NdotL, VdotH, roughness) {
49
+ const pb = scope.$builder;
50
+ const funcName = 'lib_skinDiffuseBurley';
51
+ pb.func(funcName, [
52
+ pb.float('NdotV'),
53
+ pb.float('NdotL'),
54
+ pb.float('VdotH'),
55
+ pb.float('roughness')
56
+ ], function() {
57
+ this.$l.fd90 = pb.add(0.5, pb.mul(2, this.VdotH, this.VdotH, this.roughness));
58
+ this.$l.fd90m1 = pb.sub(this.fd90, 1);
59
+ this.$l.oneMinusNoV = pb.sub(1, this.NdotV);
60
+ this.$l.pow5V = pb.mul(pb.mul(this.oneMinusNoV, this.oneMinusNoV), pb.mul(this.oneMinusNoV, this.oneMinusNoV), this.oneMinusNoV);
61
+ this.$l.oneMinusNoL = pb.sub(1, this.NdotL);
62
+ this.$l.pow5L = pb.mul(pb.mul(this.oneMinusNoL, this.oneMinusNoL), pb.mul(this.oneMinusNoL, this.oneMinusNoL), this.oneMinusNoL);
63
+ this.$l.fdV = pb.add(1, pb.mul(this.fd90m1, this.pow5V));
64
+ this.$l.fdL = pb.add(1, pb.mul(this.fd90m1, this.pow5L));
65
+ this.$return(pb.mul(1 / Math.PI, this.fdV, this.fdL));
66
+ });
67
+ return pb.getGlobalScope()[funcName](NdotV, NdotL, VdotH, roughness);
68
+ }
69
+ /**
70
+ * Resolves the two specular lobe roughnesses from the profile.
71
+ *
72
+ * @param scope - Shader scope.
73
+ * @param roughness - Material roughness.
74
+ * @param opacity - Subsurface opacity, used to fade the effect out.
75
+ * @param lobe0Scale - Profile roughness multiplier for the narrow lobe.
76
+ * @param lobe1Scale - Profile roughness multiplier for the wide lobe.
77
+ * @returns `vec2(lobe0Roughness, lobe1Roughness)`.
78
+ *
79
+ * @internal
80
+ */ function skinDualSpecularRoughness(scope, roughness, opacity, lobe0Scale, lobe1Scale) {
81
+ const pb = scope.$builder;
82
+ const funcName = 'lib_skinDualSpecularRoughness';
83
+ pb.func(funcName, [
84
+ pb.float('roughness'),
85
+ pb.float('opacity'),
86
+ pb.float('lobe0Scale'),
87
+ pb.float('lobe1Scale')
88
+ ], function() {
89
+ this.$l.fade = pb.clamp(pb.mul(pb.sub(this.opacity, OPACITY_THRESHOLD_EPS), 10), 0, 1);
90
+ this.$l.scale0 = pb.mix(pb.float(1), this.lobe0Scale, this.fade);
91
+ this.$l.scale1 = pb.mix(pb.float(1), this.lobe1Scale, this.fade);
92
+ this.$return(pb.vec2(pb.max(pb.clamp(pb.mul(this.roughness, this.scale0), 0, 1), 0.02), pb.clamp(pb.mul(this.roughness, this.scale1), 0, 1)));
93
+ });
94
+ return pb.getGlobalScope()[funcName](roughness, opacity, lobe0Scale, lobe1Scale);
95
+ }
96
+ /**
97
+ * Dual-lobe GGX specular for skin.
98
+ *
99
+ * @param scope - Shader scope.
100
+ * @param NoH - dot(normal, halfVector).
101
+ * @param NoV - dot(normal, viewDir).
102
+ * @param NoL - dot(normal, lightDir).
103
+ * @param VoH - dot(viewDir, halfVector).
104
+ * @param lobeRoughness - `vec2` of the two lobe roughnesses.
105
+ * @param lobeMix - Blend between the narrow and wide lobe.
106
+ * @param F0 - Specular colour at normal incidence.
107
+ * @returns vec3 specular contribution; the caller applies light colour and `NoL`.
108
+ *
109
+ * @internal
110
+ */ function skinDualLobeSpecular(scope, NoH, NoV, NoL, VoH, lobeRoughness, lobeMix, F0) {
111
+ const pb = scope.$builder;
112
+ const funcName = 'lib_skinDualLobeSpecular';
113
+ pb.func(funcName, [
114
+ pb.float('NoH'),
115
+ pb.float('NoV'),
116
+ pb.float('NoL'),
117
+ pb.float('VoH'),
118
+ pb.vec2('lobeRoughness'),
119
+ pb.float('lobeMix'),
120
+ pb.float('F0')
121
+ ], function() {
122
+ this.$l.a0 = pb.mul(this.lobeRoughness.x, this.lobeRoughness.x);
123
+ this.$l.a1 = pb.mul(this.lobeRoughness.y, this.lobeRoughness.y);
124
+ this.$l.avgRoughness = pb.mix(this.lobeRoughness.x, this.lobeRoughness.y, this.lobeMix);
125
+ this.$l.avgAlpha = pb.mul(this.avgRoughness, this.avgRoughness);
126
+ this.$l.D = pb.mix(distributionGGX(this, this.NoH, this.a0), distributionGGX(this, this.NoH, this.a1), this.lobeMix);
127
+ this.$l.Vis = visGGX(this, this.NoV, this.NoL, this.avgAlpha);
128
+ this.$l.F = fresnelSchlick(this, this.VoH, pb.vec3(this.F0), pb.vec3(1));
129
+ this.$return(pb.mul(this.F, pb.mul(this.D, this.Vis)));
130
+ });
131
+ return pb.getGlobalScope()[funcName](NoH, NoV, NoL, VoH, lobeRoughness, lobeMix, F0);
132
+ }
133
+ /**
134
+ * Fetches one column of a profile row from the packed table.
135
+ *
136
+ * @remarks
137
+ * The table is `rgba32f`, hence `unfilterable-float` on WebGPU: the sampler must
138
+ * be non-filtering, so this is an exact texel fetch and anything wanting
139
+ * interpolation between columns has to lerp two fetches by hand.
140
+ *
141
+ * Emitted inline rather than behind a shader function: on WebGPU a texture
142
+ * parameter needs its sampler passed alongside it, and `textureSampleLevel` on
143
+ * the parameter alone compiles to nothing usable.
144
+ *
145
+ * @param scope - Shader scope.
146
+ * @param tex - The packed profile table, as declared in the caller's scope.
147
+ * @param texelSize - `vec2(1 / columns, 1 / rows)`.
148
+ * @param row - Precomputed `v` coordinate of the profile's row.
149
+ * @param column - Column to read, as a float.
150
+ * @returns The `vec4` stored at that column.
151
+ *
152
+ * @internal
153
+ */ function readSSSProfileColumn(scope, tex, texelSize, row, column) {
154
+ const pb = scope.$builder;
155
+ return pb.textureSampleLevel(tex, pb.vec2(pb.mul(pb.add(column, 0.5), texelSize.x), row), 0);
156
+ }
157
+ /**
158
+ * Back-lit subsurface transmission.
159
+ *
160
+ * @param scope - Shader scope.
161
+ * @param profileTex - The packed profile table.
162
+ * @param profileTexelSize - `vec2(1 / columns, 1 / rows)` of that table.
163
+ * @param profileId - Normalized profile id.
164
+ * @param thickness - Encoded optical depth from the thickness pass, where 1
165
+ * means "nothing in the way".
166
+ * @param normal - Shading normal.
167
+ * @param viewVec - Unit vector from the surface towards the eye.
168
+ * @param lightDir - Unit vector from the surface towards the light.
169
+ * @returns vec3 transmitted radiance; the caller applies light colour,
170
+ * attenuation and the transmission shadow.
171
+ *
172
+ * @internal
173
+ */ function skinTransmission(scope, profileTex, profileTexelSize, profileId, thickness, normal, viewVec, lightDir) {
174
+ const pb = scope.$builder;
175
+ const lutOffset = SSSProfile.transmissionLutOffset;
176
+ const lutSize = SSSProfile.transmissionLutSize;
177
+ const lastLutColumn = lutOffset + lutSize - 1;
178
+ // Table reads stay inline (see readSSSProfileColumn); the locals are prefixed
179
+ // so they cannot collide with the caller's. Rows are addressed by the profile
180
+ // id, which arrives normalized because it rides in an 8-bit channel.
181
+ scope.$l.zSkinTrRow = pb.mul(pb.add(pb.mul(pb.clamp(profileId, 0, 1), 255), 0.5), profileTexelSize.y);
182
+ // GetTransmissionProfile. The index is `opticalDepth / MAX * (size - 1)` and
183
+ // the decode is `opticalDepth = (1 - thickness) * MAX`, so the MAX cancels and
184
+ // the encoded thickness maps onto the table directly.
185
+ scope.$l.zSkinTrIndex = pb.mul(pb.clamp(pb.sub(1, thickness), 0, 1), lutSize - 1);
186
+ scope.$l.zSkinTrI0 = pb.floor(scope.zSkinTrIndex);
187
+ scope.$l.zSkinTrC0 = pb.add(scope.zSkinTrI0, lutOffset);
188
+ scope.$l.zSkinTrC1 = pb.min(pb.add(scope.zSkinTrC0, 1), lastLutColumn);
189
+ scope.$l.zSkinTrProfile = pb.mix(readSSSProfileColumn(scope, profileTex, profileTexelSize, scope.zSkinTrRow, scope.zSkinTrC0).rgb, readSSSProfileColumn(scope, profileTex, profileTexelSize, scope.zSkinTrRow, scope.zSkinTrC1).rgb, pb.sub(scope.zSkinTrIndex, scope.zSkinTrI0));
190
+ // (extinctionScale, normalScale, scatteringDistribution, 1 / ior)
191
+ scope.$l.zSkinTrParams = readSSSProfileColumn(scope, profileTex, profileTexelSize, scope.zSkinTrRow, pb.float(SSSProfile.transmissionParamColumn));
192
+ return skinTransmissionPhase(scope, scope.zSkinTrProfile, scope.zSkinTrParams, thickness, normal, viewVec, lightDir);
193
+ }
194
+ /**
195
+ * The part of the transmission BxDF that touches no textures.
196
+ *
197
+ * @remarks
198
+ * Split out so the math can live behind a shader function while the table reads
199
+ * stay inline at the call site, where the sampler is in scope.
200
+ *
201
+ * @param scope - Shader scope.
202
+ * @param profile - The interpolated transmission profile, `rgb`.
203
+ * @param params - `(extinctionScale, normalScale, scatteringDistribution, 1 / ior)`.
204
+ * @param thickness - The raw encoding, still needed to spot the "no data" sentinel.
205
+ * @param normal - Shading normal.
206
+ * @param viewVec - Unit vector from the surface towards the eye.
207
+ * @param lightDir - Unit vector from the surface towards the light.
208
+ * @returns vec3 transmitted radiance.
209
+ *
210
+ * @internal
211
+ */ function skinTransmissionPhase(scope, profile, params, thickness, normal, viewVec, lightDir) {
212
+ const pb = scope.$builder;
213
+ const funcName = 'lib_skinTransmissionPhase';
214
+ pb.func(funcName, [
215
+ pb.vec3('profile'),
216
+ pb.vec4('params'),
217
+ pb.float('thickness'),
218
+ pb.vec3('normal'),
219
+ pb.vec3('viewVec'),
220
+ pb.vec3('lightDir')
221
+ ], function() {
222
+ // "No data" must be rejected rather than decoded: it decodes to zero
223
+ // optical depth, the *most* transmissive entry, so letting it through lights
224
+ // the subject from behind with a light that was never behind it. The
225
+ // threshold sits in the gap between the largest encoding the pass can write
226
+ // and the sentinel, so it clips no real measurement.
227
+ this.$if(pb.greaterThan(this.thickness, 0.5 * (1 + SKIN_TRANSMISSION_NO_DATA_ENCODING)), function() {
228
+ this.$return(pb.vec3(0));
229
+ });
230
+ this.$l.refracV = pb.refract(this.viewVec, pb.neg(this.normal), this.params.w);
231
+ this.$l.cosJ = pb.dot(pb.neg(this.lightDir), this.refracV);
232
+ this.$l.g = this.params.z;
233
+ this.$l.g2 = pb.mul(this.g, this.g);
234
+ this.$l.gcos = pb.sub(1, pb.mul(this.g, this.cosJ));
235
+ this.$l.gcos2 = pb.mul(this.gcos, this.gcos);
236
+ this.$l.phase = pb.div(pb.mul(0.5, pb.sub(1, this.g2)), pb.max(this.gcos2, 1e-5));
237
+ this.$return(pb.mul(this.profile, this.phase));
238
+ });
239
+ return pb.getGlobalScope()[funcName](profile, params, thickness, normal, viewVec, lightDir);
240
+ }
241
+
242
+ export { skinDiffuseBRDF, skinDualLobeSpecular, skinDualSpecularRoughness, skinSpecularEnergyTerms, skinTransmission };
243
+ //# sourceMappingURL=skin_brdf.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"skin_brdf.js","sources":["../../src/shaders/skin_brdf.ts"],"sourcesContent":["import type { PBInsideFunctionScope, PBShaderExp } from '@zephyr3d/device';\r\nimport { distributionGGX, fresnelSchlick, visGGX } from './pbr';\r\nimport { SKIN_TRANSMISSION_NO_DATA_ENCODING, SSSProfile } from '../material/sssprofile';\r\n\r\n/** Opacity below which the dual-lobe specular fades back to a single lobe. */\r\nconst OPACITY_THRESHOLD_EPS = 0.1;\r\n\r\n/**\r\n * Multiple-scattering energy terms for a GGX specular lobe.\r\n *\r\n * @param scope - Shader scope.\r\n * @param roughness - Roughness of the lobe being corrected.\r\n * @param NoV - Clamped dot(normal, viewDir).\r\n * @param F0 - Fresnel reflectance at normal incidence.\r\n * @returns `vec2(W, A)`: specular gain and reflected share.\r\n *\r\n * @internal\r\n */\r\nexport function skinSpecularEnergyTerms(\r\n scope: PBInsideFunctionScope,\r\n roughness: PBShaderExp,\r\n NoV: PBShaderExp,\r\n F0: PBShaderExp\r\n): PBShaderExp {\r\n const pb = scope.$builder;\r\n const funcName = 'lib_skinSpecularEnergyTerms';\r\n pb.func(funcName, [pb.float('roughness'), pb.float('NoV'), pb.float('F0')], function () {\r\n this.$l.r = pb.max(this.roughness, 1e-3);\r\n this.$l.c = pb.max(this.NoV, 1e-3);\r\n this.$l.E = pb.sub(\r\n 1,\r\n pb.clamp(\r\n pb.mul(\r\n pb.pow(this.r, pb.div(this.c, this.r)),\r\n pb.div(pb.add(pb.mul(this.r, this.c), 0.0266916), pb.add(0.466495, this.c))\r\n ),\r\n 0,\r\n 1\r\n )\r\n );\r\n this.E = pb.max(this.E, 1e-4);\r\n this.$l.oneMinusC = pb.sub(1, this.c);\r\n this.$l.pow5 = pb.mul(\r\n pb.mul(this.oneMinusC, this.oneMinusC),\r\n pb.mul(this.oneMinusC, this.oneMinusC),\r\n this.oneMinusC\r\n );\r\n this.$l.Ef = pb.mul(\r\n this.pow5,\r\n pb.pow(pb.add(pb.mul(2.36651, pb.pow(this.c, pb.mul(4.7703, this.r))), 0.0387332), this.r)\r\n );\r\n this.$l.F90 = pb.clamp(pb.mul(50, this.F0), 0, 1);\r\n this.$l.W = pb.add(1, pb.mul(this.F0, pb.div(pb.sub(1, this.E), this.E)));\r\n this.$l.A = pb.mul(this.W, pb.add(pb.mul(this.E, this.F0), pb.mul(this.Ef, pb.sub(this.F90, this.F0))));\r\n this.$return(pb.vec2(this.W, pb.clamp(this.A, 0, 1)));\r\n });\r\n return pb.getGlobalScope()[funcName](roughness, NoV, F0) as PBShaderExp;\r\n}\r\n\r\n/**\r\n * Burley diffuse BRDF.\r\n *\r\n * @param scope - Shader scope.\r\n * @param NdotV - Clamped dot(normal, viewDir).\r\n * @param NdotL - Clamped dot(normal, lightDir).\r\n * @param VdotH - dot(viewDir, halfVector).\r\n * @param roughness - Material roughness.\r\n * @returns Scalar diffuse BRDF value; the caller applies albedo and `NoL`.\r\n *\r\n * @internal\r\n */\r\nexport function skinDiffuseBRDF(\r\n scope: PBInsideFunctionScope,\r\n NdotV: PBShaderExp,\r\n NdotL: PBShaderExp,\r\n VdotH: PBShaderExp,\r\n roughness: PBShaderExp\r\n): PBShaderExp {\r\n const pb = scope.$builder;\r\n const funcName = 'lib_skinDiffuseBurley';\r\n pb.func(\r\n funcName,\r\n [pb.float('NdotV'), pb.float('NdotL'), pb.float('VdotH'), pb.float('roughness')],\r\n function () {\r\n this.$l.fd90 = pb.add(0.5, pb.mul(2, this.VdotH, this.VdotH, this.roughness));\r\n this.$l.fd90m1 = pb.sub(this.fd90, 1);\r\n this.$l.oneMinusNoV = pb.sub(1, this.NdotV);\r\n this.$l.pow5V = pb.mul(\r\n pb.mul(this.oneMinusNoV, this.oneMinusNoV),\r\n pb.mul(this.oneMinusNoV, this.oneMinusNoV),\r\n this.oneMinusNoV\r\n );\r\n this.$l.oneMinusNoL = pb.sub(1, this.NdotL);\r\n this.$l.pow5L = pb.mul(\r\n pb.mul(this.oneMinusNoL, this.oneMinusNoL),\r\n pb.mul(this.oneMinusNoL, this.oneMinusNoL),\r\n this.oneMinusNoL\r\n );\r\n this.$l.fdV = pb.add(1, pb.mul(this.fd90m1, this.pow5V));\r\n this.$l.fdL = pb.add(1, pb.mul(this.fd90m1, this.pow5L));\r\n this.$return(pb.mul(1 / Math.PI, this.fdV, this.fdL));\r\n }\r\n );\r\n return pb.getGlobalScope()[funcName](NdotV, NdotL, VdotH, roughness) as PBShaderExp;\r\n}\r\n\r\n/**\r\n * Resolves the two specular lobe roughnesses from the profile.\r\n *\r\n * @param scope - Shader scope.\r\n * @param roughness - Material roughness.\r\n * @param opacity - Subsurface opacity, used to fade the effect out.\r\n * @param lobe0Scale - Profile roughness multiplier for the narrow lobe.\r\n * @param lobe1Scale - Profile roughness multiplier for the wide lobe.\r\n * @returns `vec2(lobe0Roughness, lobe1Roughness)`.\r\n *\r\n * @internal\r\n */\r\nexport function skinDualSpecularRoughness(\r\n scope: PBInsideFunctionScope,\r\n roughness: PBShaderExp,\r\n opacity: PBShaderExp,\r\n lobe0Scale: PBShaderExp,\r\n lobe1Scale: PBShaderExp\r\n): PBShaderExp {\r\n const pb = scope.$builder;\r\n const funcName = 'lib_skinDualSpecularRoughness';\r\n pb.func(\r\n funcName,\r\n [pb.float('roughness'), pb.float('opacity'), pb.float('lobe0Scale'), pb.float('lobe1Scale')],\r\n function () {\r\n this.$l.fade = pb.clamp(pb.mul(pb.sub(this.opacity, OPACITY_THRESHOLD_EPS), 10), 0, 1);\r\n this.$l.scale0 = pb.mix(pb.float(1), this.lobe0Scale, this.fade);\r\n this.$l.scale1 = pb.mix(pb.float(1), this.lobe1Scale, this.fade);\r\n this.$return(\r\n pb.vec2(\r\n pb.max(pb.clamp(pb.mul(this.roughness, this.scale0), 0, 1), 0.02),\r\n pb.clamp(pb.mul(this.roughness, this.scale1), 0, 1)\r\n )\r\n );\r\n }\r\n );\r\n return pb.getGlobalScope()[funcName](roughness, opacity, lobe0Scale, lobe1Scale) as PBShaderExp;\r\n}\r\n\r\n/**\r\n * Dual-lobe GGX specular for skin.\r\n *\r\n * @param scope - Shader scope.\r\n * @param NoH - dot(normal, halfVector).\r\n * @param NoV - dot(normal, viewDir).\r\n * @param NoL - dot(normal, lightDir).\r\n * @param VoH - dot(viewDir, halfVector).\r\n * @param lobeRoughness - `vec2` of the two lobe roughnesses.\r\n * @param lobeMix - Blend between the narrow and wide lobe.\r\n * @param F0 - Specular colour at normal incidence.\r\n * @returns vec3 specular contribution; the caller applies light colour and `NoL`.\r\n *\r\n * @internal\r\n */\r\nexport function skinDualLobeSpecular(\r\n scope: PBInsideFunctionScope,\r\n NoH: PBShaderExp,\r\n NoV: PBShaderExp,\r\n NoL: PBShaderExp,\r\n VoH: PBShaderExp,\r\n lobeRoughness: PBShaderExp,\r\n lobeMix: PBShaderExp,\r\n F0: PBShaderExp\r\n): PBShaderExp {\r\n const pb = scope.$builder;\r\n const funcName = 'lib_skinDualLobeSpecular';\r\n pb.func(\r\n funcName,\r\n [\r\n pb.float('NoH'),\r\n pb.float('NoV'),\r\n pb.float('NoL'),\r\n pb.float('VoH'),\r\n pb.vec2('lobeRoughness'),\r\n pb.float('lobeMix'),\r\n pb.float('F0')\r\n ],\r\n function () {\r\n this.$l.a0 = pb.mul(this.lobeRoughness.x, this.lobeRoughness.x);\r\n this.$l.a1 = pb.mul(this.lobeRoughness.y, this.lobeRoughness.y);\r\n this.$l.avgRoughness = pb.mix(this.lobeRoughness.x, this.lobeRoughness.y, this.lobeMix);\r\n this.$l.avgAlpha = pb.mul(this.avgRoughness, this.avgRoughness);\r\n this.$l.D = pb.mix(\r\n distributionGGX(this, this.NoH, this.a0),\r\n distributionGGX(this, this.NoH, this.a1),\r\n this.lobeMix\r\n );\r\n this.$l.Vis = visGGX(this, this.NoV, this.NoL, this.avgAlpha);\r\n this.$l.F = fresnelSchlick(this, this.VoH, pb.vec3(this.F0), pb.vec3(1));\r\n this.$return(pb.mul(this.F, pb.mul(this.D, this.Vis)));\r\n }\r\n );\r\n return pb.getGlobalScope()[funcName](NoH, NoV, NoL, VoH, lobeRoughness, lobeMix, F0) as PBShaderExp;\r\n}\r\n\r\n/**\r\n * Fetches one column of a profile row from the packed table.\r\n *\r\n * @remarks\r\n * The table is `rgba32f`, hence `unfilterable-float` on WebGPU: the sampler must\r\n * be non-filtering, so this is an exact texel fetch and anything wanting\r\n * interpolation between columns has to lerp two fetches by hand.\r\n *\r\n * Emitted inline rather than behind a shader function: on WebGPU a texture\r\n * parameter needs its sampler passed alongside it, and `textureSampleLevel` on\r\n * the parameter alone compiles to nothing usable.\r\n *\r\n * @param scope - Shader scope.\r\n * @param tex - The packed profile table, as declared in the caller's scope.\r\n * @param texelSize - `vec2(1 / columns, 1 / rows)`.\r\n * @param row - Precomputed `v` coordinate of the profile's row.\r\n * @param column - Column to read, as a float.\r\n * @returns The `vec4` stored at that column.\r\n *\r\n * @internal\r\n */\r\nfunction readSSSProfileColumn(\r\n scope: PBInsideFunctionScope,\r\n tex: PBShaderExp,\r\n texelSize: PBShaderExp,\r\n row: PBShaderExp,\r\n column: PBShaderExp\r\n): PBShaderExp {\r\n const pb = scope.$builder;\r\n return pb.textureSampleLevel(tex, pb.vec2(pb.mul(pb.add(column, 0.5), texelSize.x), row), 0);\r\n}\r\n\r\n/**\r\n * Back-lit subsurface transmission.\r\n *\r\n * @param scope - Shader scope.\r\n * @param profileTex - The packed profile table.\r\n * @param profileTexelSize - `vec2(1 / columns, 1 / rows)` of that table.\r\n * @param profileId - Normalized profile id.\r\n * @param thickness - Encoded optical depth from the thickness pass, where 1\r\n * means \"nothing in the way\".\r\n * @param normal - Shading normal.\r\n * @param viewVec - Unit vector from the surface towards the eye.\r\n * @param lightDir - Unit vector from the surface towards the light.\r\n * @returns vec3 transmitted radiance; the caller applies light colour,\r\n * attenuation and the transmission shadow.\r\n *\r\n * @internal\r\n */\r\nexport function skinTransmission(\r\n scope: PBInsideFunctionScope,\r\n profileTex: PBShaderExp,\r\n profileTexelSize: PBShaderExp,\r\n profileId: PBShaderExp,\r\n thickness: PBShaderExp,\r\n normal: PBShaderExp,\r\n viewVec: PBShaderExp,\r\n lightDir: PBShaderExp\r\n): PBShaderExp {\r\n const pb = scope.$builder;\r\n const lutOffset = SSSProfile.transmissionLutOffset;\r\n const lutSize = SSSProfile.transmissionLutSize;\r\n const lastLutColumn = lutOffset + lutSize - 1;\r\n // Table reads stay inline (see readSSSProfileColumn); the locals are prefixed\r\n // so they cannot collide with the caller's. Rows are addressed by the profile\r\n // id, which arrives normalized because it rides in an 8-bit channel.\r\n scope.$l.zSkinTrRow = pb.mul(pb.add(pb.mul(pb.clamp(profileId, 0, 1), 255), 0.5), profileTexelSize.y);\r\n // GetTransmissionProfile. The index is `opticalDepth / MAX * (size - 1)` and\r\n // the decode is `opticalDepth = (1 - thickness) * MAX`, so the MAX cancels and\r\n // the encoded thickness maps onto the table directly.\r\n scope.$l.zSkinTrIndex = pb.mul(pb.clamp(pb.sub(1, thickness), 0, 1), lutSize - 1);\r\n scope.$l.zSkinTrI0 = pb.floor(scope.zSkinTrIndex);\r\n scope.$l.zSkinTrC0 = pb.add(scope.zSkinTrI0, lutOffset);\r\n scope.$l.zSkinTrC1 = pb.min(pb.add(scope.zSkinTrC0, 1), lastLutColumn);\r\n scope.$l.zSkinTrProfile = pb.mix(\r\n readSSSProfileColumn(scope, profileTex, profileTexelSize, scope.zSkinTrRow, scope.zSkinTrC0).rgb,\r\n readSSSProfileColumn(scope, profileTex, profileTexelSize, scope.zSkinTrRow, scope.zSkinTrC1).rgb,\r\n pb.sub(scope.zSkinTrIndex, scope.zSkinTrI0)\r\n );\r\n // (extinctionScale, normalScale, scatteringDistribution, 1 / ior)\r\n scope.$l.zSkinTrParams = readSSSProfileColumn(\r\n scope,\r\n profileTex,\r\n profileTexelSize,\r\n scope.zSkinTrRow,\r\n pb.float(SSSProfile.transmissionParamColumn)\r\n );\r\n return skinTransmissionPhase(\r\n scope,\r\n scope.zSkinTrProfile,\r\n scope.zSkinTrParams,\r\n thickness,\r\n normal,\r\n viewVec,\r\n lightDir\r\n );\r\n}\r\n\r\n/**\r\n * The part of the transmission BxDF that touches no textures.\r\n *\r\n * @remarks\r\n * Split out so the math can live behind a shader function while the table reads\r\n * stay inline at the call site, where the sampler is in scope.\r\n *\r\n * @param scope - Shader scope.\r\n * @param profile - The interpolated transmission profile, `rgb`.\r\n * @param params - `(extinctionScale, normalScale, scatteringDistribution, 1 / ior)`.\r\n * @param thickness - The raw encoding, still needed to spot the \"no data\" sentinel.\r\n * @param normal - Shading normal.\r\n * @param viewVec - Unit vector from the surface towards the eye.\r\n * @param lightDir - Unit vector from the surface towards the light.\r\n * @returns vec3 transmitted radiance.\r\n *\r\n * @internal\r\n */\r\nfunction skinTransmissionPhase(\r\n scope: PBInsideFunctionScope,\r\n profile: PBShaderExp,\r\n params: PBShaderExp,\r\n thickness: PBShaderExp,\r\n normal: PBShaderExp,\r\n viewVec: PBShaderExp,\r\n lightDir: PBShaderExp\r\n): PBShaderExp {\r\n const pb = scope.$builder;\r\n const funcName = 'lib_skinTransmissionPhase';\r\n pb.func(\r\n funcName,\r\n [\r\n pb.vec3('profile'),\r\n pb.vec4('params'),\r\n pb.float('thickness'),\r\n pb.vec3('normal'),\r\n pb.vec3('viewVec'),\r\n pb.vec3('lightDir')\r\n ],\r\n function () {\r\n // \"No data\" must be rejected rather than decoded: it decodes to zero\r\n // optical depth, the *most* transmissive entry, so letting it through lights\r\n // the subject from behind with a light that was never behind it. The\r\n // threshold sits in the gap between the largest encoding the pass can write\r\n // and the sentinel, so it clips no real measurement.\r\n this.$if(pb.greaterThan(this.thickness, 0.5 * (1 + SKIN_TRANSMISSION_NO_DATA_ENCODING)), function () {\r\n this.$return(pb.vec3(0));\r\n });\r\n this.$l.refracV = pb.refract(this.viewVec, pb.neg(this.normal), this.params.w);\r\n this.$l.cosJ = pb.dot(pb.neg(this.lightDir), this.refracV);\r\n this.$l.g = this.params.z;\r\n this.$l.g2 = pb.mul(this.g, this.g);\r\n this.$l.gcos = pb.sub(1, pb.mul(this.g, this.cosJ));\r\n this.$l.gcos2 = pb.mul(this.gcos, this.gcos);\r\n this.$l.phase = pb.div(pb.mul(0.5, pb.sub(1, this.g2)), pb.max(this.gcos2, 1e-5));\r\n this.$return(pb.mul(this.profile, this.phase));\r\n }\r\n );\r\n return pb.getGlobalScope()[funcName](profile, params, thickness, normal, viewVec, lightDir) as 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@@ -220,12 +220,7 @@ import { REVERSE_Z } from '@zephyr3d/base';
220
220
  this.$l.hitZ = pb.float();
221
221
  this.numIterations = 0;
222
222
  this.skippedIterations = pb.min(this.maxIterations, 1);
223
- this.$for(pb.float('i'), 0, pb.getDevice().type === 'webgl' ? 1000 : this.maxIterations, function() {
224
- if (pb.getDevice().type === 'webgl') {
225
- this.$if(pb.greaterThanEqual(this.i, this.maxIterations), function() {
226
- this.$break();
227
- });
228
- }
223
+ this.$for(pb.float('i'), 0, this.maxIterations, function() {
229
224
  this.$if(pb.and(this.intersected, pb.greaterThanEqual(this.i, this.skippedIterations)), function() {
230
225
  this.$break();
231
226
  });
@@ -316,7 +311,7 @@ import { REVERSE_Z } from '@zephyr3d/base';
316
311
  return giTraceOut ? scope.SSR_Linear2D_GI(viewPos, traceRay, viewMatrix, projMatrix, invProjMatrix, stride, maxDistance, maxIterations, thickness, cameraNearFar, textureSize, giTraceOut) : scope.SSR_Linear2D(viewPos, traceRay, viewMatrix, projMatrix, invProjMatrix, stride, maxDistance, maxIterations, thickness, cameraNearFar, textureSize);
317
312
  }
318
313
  /**
319
- * UE5 Random.ush InterleavedGradientNoise. Used as the temporal jitter
314
+ * InterleavedGradientNoise. Used as the temporal jitter
320
315
  * (StepOffset) for the fixed-step HZB march below.
321
316
  */ function SSR_interleavedGradientNoise(scope, uv, frameId) {
322
317
  const pb = scope.$builder;
@@ -330,33 +325,9 @@ import { REVERSE_Z } from '@zephyr3d/base';
330
325
  return scope.SSR_IGN(uv, frameId);
331
326
  }
332
327
  /**
333
- * Screen space ray intersection against the HZB, ported from UE5's
334
- * SSRTRayCast.ush (InitScreenSpaceRayFromWorldSpace + CastScreenSpaceRay):
335
- * a fixed-step linear march over the ray clipped/extended to the screen
336
- * border, sampling the furthest-depth pyramid at a mip level that grows with
337
- * roughness, with a slope-based CompareTolerance hit window and line-segment
338
- * hit refinement.
339
- *
340
- * Convention differences vs UE5:
341
- * - UE is reversed-Z (larger = closer); we use standard Z, so every depth
342
- * difference is mirrored (`Diff = SampleDepth - SampleZ`).
343
- * - UE view space has +z forward; ours has -z forward.
344
- * - UE's HZB is a half-res pow2 pyramid and starts marching at its mip 1;
345
- * ours is full-res at mip0. Under standard-Z the march starts at
346
- * START_MIP = 0, because the coarse furthest-depth blocks quantize into a
347
- * staircase that grazing rays periodically self-intersect, showing up as
348
- * regular stripes TAA cannot converge. Under reverse-Z depth precision is
349
- * nearly uniform, so the march starts at mip 1 like UE; rough reflections
350
- * still climb the pyramid via the roughness mip ramp in both cases.
351
- *
352
- * `maxIterations` is the number of linear samples along the ray (UE NumSteps,
353
- * typically 8..64), no longer the traversal iteration cap of the previous
354
- * FidelityFX-style implementation.
328
+ * Screen space ray intersection against the HZB
355
329
  */ function screenSpaceRayTracing_HiZ(scope, viewPos, traceRay, viewMatrix, projMatrix, invProjMatrix, cameraNearFar, maxMipLevel, maxIterations, maxDistance, thickness, textureSize, HiZTexture, normalTexture, giTraceOut, roughness, stepOffset) {
356
330
  const pb = scope.$builder;
357
- // The r32f pyramid stores the furthest depth (max reduction; mip0 is the
358
- // raw depth). Matches UE5 marching against the FurthestHZBTexture (UE is
359
- // reversed-Z, so its furthest pyramid is the min reduction instead).
360
331
  pb.func('SSR_loadDepth', [
361
332
  pb.vec2('uv'),
362
333
  pb.float('level')
@@ -372,9 +343,6 @@ import { REVERSE_Z } from '@zephyr3d/base';
372
343
  this.u = pb.div(this.u, this.u.w);
373
344
  this.$return(this.u.xyz);
374
345
  });
375
- // Port of UE5 GetStepScreenFactorToClipAtScreenEdge. Returns the multiplier
376
- // for rayStepNDC so the ray ends exactly at the screen border. A factor
377
- // above 1 extends short rays to the border (UE bExtendRayToScreenBorder).
378
346
  pb.func('SSR_clipRayToScreenEdge', [
379
347
  pb.vec2('rayStartNDC'),
380
348
  pb.vec2('rayStepNDC')
@@ -384,9 +352,6 @@ import { REVERSE_Z } from '@zephyr3d/base';
384
352
  this.$l.s = pb.sub(pb.vec2(1), pb.div(pb.max(pb.sub(pb.abs(pb.add(this.rayStepNDC, pb.mul(this.rayStartNDC, this.rayStepInvFactor))), pb.vec2(this.rayStepInvFactor)), pb.vec2(0)), this.absStep));
385
353
  this.$return(pb.div(pb.min(this.s.x, this.s.y), pb.max(this.rayStepInvFactor, 1e-8)));
386
354
  });
387
- // Port of UE5 InitScreenSpaceRayFromWorldSpace, in view space (-z forward).
388
- // Outputs the ray in "texture space": uv in [0,1], z = device depth in
389
- // [0,1], the same mapping the HZB stores.
390
355
  pb.func('SSR_initScreenSpaceRay', [
391
356
  pb.vec3('viewPos'),
392
357
  pb.vec3('rayDirection'),
@@ -397,8 +362,6 @@ import { REVERSE_Z } from '@zephyr3d/base';
397
362
  pb.vec3('rayStepTS').out(),
398
363
  pb.float('compareTolerance').out()
399
364
  ], function() {
400
- // Rays heading towards the camera stop before reaching 5% of the
401
- // surface view depth (UE: min(-0.95 * SceneDepth / ViewDirZ, TMax)).
402
365
  this.$l.rayLength = this.$choice(pb.greaterThan(this.rayDirection.z, 0), pb.min(this.maxDistance, pb.div(pb.mul(-0.95, this.viewPos.z), pb.max(this.rayDirection.z, 1e-6))), this.maxDistance);
403
366
  this.$l.rayEnd = pb.add(this.viewPos, pb.mul(this.rayDirection, this.rayLength));
404
367
  this.$l.startH = pb.mul(this.projMatrix, pb.vec4(this.viewPos, 1));
@@ -406,8 +369,6 @@ import { REVERSE_Z } from '@zephyr3d/base';
406
369
  this.$l.startNDC = pb.div(this.startH.xyz, this.startH.w);
407
370
  this.$l.endNDC = pb.div(this.endH.xyz, this.endH.w);
408
371
  this.$l.stepNDC = pb.sub(this.endNDC, this.startNDC);
409
- // Always extend/clip the ray to the screen border so NumSteps samples
410
- // cover the whole visible segment.
411
372
  this.stepNDC = pb.mul(this.stepNDC, this.SSR_clipRayToScreenEdge(this.startNDC.xy, this.stepNDC.xy));
412
373
  if (REVERSE_Z) {
413
374
  // Reverse ZO canonical clip space: NDC z is already the device depth.
@@ -417,23 +378,11 @@ import { REVERSE_Z } from '@zephyr3d/base';
417
378
  this.rayStartTS = pb.add(pb.mul(this.startNDC, 0.5), pb.vec3(0.5));
418
379
  this.rayStepTS = pb.mul(this.stepNDC, 0.5);
419
380
  }
420
- // Depth-only step (UE RayDepthScreen): project the point at rayLength
421
- // straight along the view forward axis for the slope tolerance.
381
+ // Depth-only step: project the point at rayLength straight along the view forward axis for the slope tolerance.
422
382
  this.$l.depthH = pb.mul(this.projMatrix, pb.vec4(this.viewPos.xy, pb.sub(this.viewPos.z, this.rayLength), 1));
423
383
  this.$l.depthTSz = REVERSE_Z ? pb.div(this.depthH.z, this.depthH.w) : pb.add(pb.mul(pb.div(this.depthH.z, this.depthH.w), 0.5), 0.5);
424
- // Under standard Z depth grows away from the camera, mirroring UE's
425
- // reversed-Z expression (RayStartScreen.z - RayDepthScreen.z); under
426
- // reverse-Z the UE orientation applies directly.
427
384
  this.compareTolerance = pb.max(pb.abs(this.rayStepTS.z), pb.mul(REVERSE_Z ? pb.sub(this.rayStartTS.z, this.depthTSz) : pb.sub(this.depthTSz, this.rayStartTS.z), this.slopeCompareToleranceScale));
428
385
  });
429
- // Port of UE5 CastScreenSpaceRay: NumSteps uniform samples in batches of 4,
430
- // mip level ramped by roughness, tolerance-window hit test, uncertainty
431
- // tracking and line-segment hit refinement.
432
- // Standard-Z keeps 0 instead of UE's StartMipLevel=1: coarse-mip depth
433
- // staircases combined with the poor far-depth resolution near 1.0 cause
434
- // grazing-angle stripe artifacts. Under reverse-Z depth precision is nearly
435
- // uniform along the ray, so the march starts at mip 1 like UE for better
436
- // texture cache behavior.
437
386
  const START_MIP = REVERSE_Z ? 1 : 0;
438
387
  pb.func('SSR_castScreenSpaceRay', [
439
388
  pb.vec3('rayStartTS'),
@@ -469,14 +418,8 @@ import { REVERSE_Z } from '@zephyr3d/base';
469
418
  this.$l.hit2 = pb.bool(false);
470
419
  this.$l.hit3 = pb.bool(false);
471
420
  this.$l.numBatches = pb.ceil(pb.mul(this.numSteps, 0.25));
472
- this.$for(pb.float('i'), 0, pb.getDevice().type === 'webgl' ? 64 : this.numBatches, function() {
473
- if (pb.getDevice().type === 'webgl') {
474
- this.$if(pb.greaterThanEqual(this.i, this.numBatches), function() {
475
- this.$break();
476
- });
477
- }
421
+ this.$for(pb.float('i'), 0, this.numBatches, function() {
478
422
  this.marchBase = pb.mul(this.i, 4);
479
- // Two samples per mip step (UE: SamplesMip.xy = Level; Level += inc).
480
423
  this.$l.mip01 = pb.min(this.level, this.maxMipLevel);
481
424
  this.$l.mip23 = pb.min(pb.add(this.level, this.mipInc), this.maxMipLevel);
482
425
  this.level = pb.add(this.level, pb.mul(this.mipInc, 2));
@@ -484,14 +427,9 @@ import { REVERSE_Z } from '@zephyr3d/base';
484
427
  this.$l[`sampleT${j}`] = pb.add(this.marchBase, j + 1);
485
428
  this.$l[`sampleUV${j}`] = pb.add(this.rayUVz.xy, pb.mul(this.rayStepUVz.xy, this[`sampleT${j}`]));
486
429
  this.$l[`sampleZ${j}`] = pb.add(this.rayUVz.z, pb.mul(this.rayStepUVz.z, this[`sampleT${j}`]));
487
- // Negative when the ray is behind the surface, hit window (-2T, 0).
488
- // Under reverse-Z this is UE's original `SamplesZ - SampleDepth`;
489
- // under standard Z the difference is mirrored.
490
430
  this[`diff${j}`] = REVERSE_Z ? pb.sub(this[`sampleZ${j}`], this.SSR_loadDepth(this[`sampleUV${j}`], j < 2 ? this.mip01 : this.mip23)) : pb.sub(this.SSR_loadDepth(this[`sampleUV${j}`], j < 2 ? this.mip01 : this.mip23), this[`sampleZ${j}`]);
491
431
  this[`hit${j}`] = pb.lessThan(pb.abs(pb.add(this[`diff${j}`], this.compareTolerance)), this.compareTolerance);
492
432
  this.foundHit = pb.or(this.foundHit, this[`hit${j}`]);
493
- // The ray went far behind geometry before any hit: its outcome
494
- // cannot be resolved from the depth buffer (UE bUncertain).
495
433
  this.uncertain = pb.or(this.uncertain, pb.and(pb.lessThan(pb.add(this[`diff${j}`], this.compareTolerance), pb.neg(this.compareTolerance)), pb.not(this.foundHit)));
496
434
  }
497
435
  this.$if(this.foundHit, function() {
@@ -500,8 +438,6 @@ import { REVERSE_Z } from '@zephyr3d/base';
500
438
  this.lastDiff = this.diff3;
501
439
  });
502
440
  this.$if(this.foundHit, function() {
503
- // Locate the first hit sample of the batch, then refine with a line
504
- // segment intersection (UE: TimeLerp = saturate(D0 / (D0 - D1))).
505
441
  this.$l.depthDiff0 = this.diff2;
506
442
  this.$l.depthDiff1 = this.diff3;
507
443
  this.$l.time0 = pb.float(3);
@@ -527,7 +463,6 @@ import { REVERSE_Z } from '@zephyr3d/base';
527
463
  this.hitUVz = pb.add(this.rayUVz, pb.mul(this.rayStepUVz, this.intersectTime));
528
464
  this.numIterations = this.intersectTime;
529
465
  }).$else(function() {
530
- // No certain intersection - the march covered the whole clipped ray.
531
466
  this.hitUVz = pb.add(this.rayUVz, pb.mul(this.rayStepUVz, this.numSteps));
532
467
  this.numIterations = this.numSteps;
533
468
  });
@@ -557,7 +492,6 @@ import { REVERSE_Z } from '@zephyr3d/base';
557
492
  this.$l.rayStartTS = pb.vec3();
558
493
  this.$l.rayStepTS = pb.vec3();
559
494
  this.$l.compareTolerance = pb.float();
560
- // UE uses SlopeCompareToleranceScale 4 for SSR and 2 for SSGI.
561
495
  this.SSR_initScreenSpaceRay(this.viewPos, this.rayDirection, this.maxDistance, pb.float(giTraceOut ? 2 : 4), this.projMatrix, this.rayStartTS, this.rayStepTS, this.compareTolerance);
562
496
  this.$l.hitUVz = pb.vec3();
563
497
  this.$l.foundHit = pb.bool();
@@ -569,7 +503,6 @@ import { REVERSE_Z } from '@zephyr3d/base';
569
503
  this.$l.surfaceZ = this.SSR_loadDepth(this.hitUVz.xy, 0);
570
504
  this.$if(ShaderHelper.isFarthestDepth(this, this.surfaceZ), function() {
571
505
  if (giTraceOut) {
572
- // The intersection resolved onto a sky texel, so the ray escaped.
573
506
  this.giTrace = pb.vec3(0, 1, 0);
574
507
  }
575
508
  this.$return(pb.vec4(0));
@@ -577,10 +510,6 @@ import { REVERSE_Z } from '@zephyr3d/base';
577
510
  this.$l.hit3D = invProjectPosition(this, this.hitUVz, this.invProjMatrix);
578
511
  this.confidence = validateHit(this, this.hitUVz.xy, this.hit3D, this.surfaceZ, this.thickness, this.rayStartTS.xy, this.rayDirection, this.viewMatrix, this.invProjMatrix, this.textureSize, normalTexture);
579
512
  if (giTraceOut) {
580
- // Keep only the thickness term of validateHit: a hit far from the
581
- // sampled surface may be a thin-object false positive, which is a
582
- // genuine geometric doubt. The border, near-self and backface vetoes
583
- // bound reflection artifacts and must not gate diffuse occlusion.
584
513
  this.$l.giSurfaceVS = invProjectPosition(this, pb.vec3(this.hitUVz.xy, this.surfaceZ), this.invProjMatrix);
585
514
  this.$l.giThicknessFade = pb.sub(1, pb.smoothStep(0, this.thickness, pb.distance(this.giSurfaceVS, this.hit3D)));
586
515
  this.giTrace = pb.vec3(1, 0, pb.mul(this.giThicknessFade, this.giThicknessFade));
@@ -588,10 +517,6 @@ import { REVERSE_Z } from '@zephyr3d/base';
588
517
  });
589
518
  if (giTraceOut) {
590
519
  hitBranch.$else(function() {
591
- // The ray is always extended to the screen border, so a march that
592
- // finished without ever going behind geometry is a proven escape.
593
- // An uncertain march (went far behind geometry before any hit) is
594
- // indeterminate, not unoccluded (UE bUncertain semantics).
595
520
  this.giTrace = pb.vec3(0, pb.float(pb.not(this.uncertain)), 0);
596
521
  });
597
522
  }
@@ -605,85 +530,7 @@ import { REVERSE_Z } from '@zephyr3d/base';
605
530
  const roughnessArg = roughness ?? 0;
606
531
  const stepOffsetArg = stepOffset ?? 0.5;
607
532
  return giTraceOut ? scope.SSR_HiZ_GI(viewPos, traceRay, viewMatrix, projMatrix, invProjMatrix, cameraNearFar, maxDistance, thickness, textureSize, pb.sub(maxMipLevel, 1), maxIterations, roughnessArg, stepOffsetArg, giTraceOut) : scope.SSR_HiZ(viewPos, traceRay, viewMatrix, projMatrix, invProjMatrix, cameraNearFar, maxDistance, thickness, textureSize, pb.sub(maxMipLevel, 1), maxIterations, roughnessArg, stepOffsetArg);
608
- } /*
609
- float2 cell(float2 ray, float2 cell_count, uint camera) {
610
- return floor(ray.xy * cell_count);
611
- }
612
-
613
- float2 cell_count(float level) {
614
- return input_texture2_size / (level == 0.0 ? 1.0 : exp2(level));
615
- }
616
-
617
- float3 intersect_cell_boundary(float3 pos, float3 dir, float2 cell_id, float2 cell_count, float2 cross_step, float2 cross_offset, uint camera) {
618
- float2 cell_size = 1.0 / cell_count;
619
- float2 planes = cell_id/cell_count + cell_size * cross_step;
620
-
621
- float2 solutions = (planes - pos)/dir.xy;
622
- float3 intersection_pos = pos + dir * min(solutions.x, solutions.y);
623
-
624
- intersection_pos.xy += (solutions.x < solutions.y) ? float2(cross_offset.x, 0.0) : float2(0.0, cross_offset.y);
625
-
626
- return intersection_pos;
627
- }
628
-
629
- bool crossed_cell_boundary(float2 cell_id_one, float2 cell_id_two) {
630
- return (int)cell_id_one.x != (int)cell_id_two.x || (int)cell_id_one.y != (int)cell_id_two.y;
631
- }
632
-
633
- float minimum_depth_plane(float2 ray, float level, float2 cell_count, uint camera) {
634
- return input_texture2.Load(int3(vr_stereo_to_mono(ray.xy, camera) * cell_count, level)).r;
635
- }
636
-
637
- float3 hi_z_trace(float3 p, float3 v, in uint camera, out uint iterations) {
638
- float level = HIZ_START_LEVEL;
639
- float3 v_z = v/v.z;
640
- float2 hi_z_size = cell_count(level);
641
- float3 ray = p;
642
-
643
- float2 cross_step = float2(v.x >= 0.0 ? 1.0 : -1.0, v.y >= 0.0 ? 1.0 : -1.0);
644
- float2 cross_offset = cross_step * 0.00001;
645
- cross_step = saturate(cross_step);
646
-
647
- float2 ray_cell = cell(ray.xy, hi_z_size.xy, camera);
648
- ray = intersect_cell_boundary(ray, v, ray_cell, hi_z_size, cross_step, cross_offset, camera);
649
-
650
- iterations = 0;
651
- while(level >= HIZ_STOP_LEVEL && iterations < MAX_ITERATIONS) {
652
- // get the cell number of the current ray
653
- float2 current_cell_count = cell_count(level);
654
- float2 old_cell_id = cell(ray.xy, current_cell_count, camera);
655
-
656
- // get the minimum depth plane in which the current ray resides
657
- float min_z = minimum_depth_plane(ray.xy, level, current_cell_count, camera);
658
-
659
- // intersect only if ray depth is below the minimum depth plane
660
- float3 tmp_ray = ray;
661
- if(v.z > 0) {
662
- float min_minus_ray = min_z - ray.z;
663
- tmp_ray = min_minus_ray > 0 ? ray + v_z*min_minus_ray : tmp_ray;
664
- float2 new_cell_id = cell(tmp_ray.xy, current_cell_count, camera);
665
- if(crossed_cell_boundary(old_cell_id, new_cell_id)) {
666
- tmp_ray = intersect_cell_boundary(ray, v, old_cell_id, current_cell_count, cross_step, cross_offset, camera);
667
- level = min(HIZ_MAX_LEVEL, level + 2.0f);
668
- }else{
669
- if(level == 1 && abs(min_minus_ray) > 0.0001) {
670
- tmp_ray = intersect_cell_boundary(ray, v, old_cell_id, current_cell_count, cross_step, cross_offset, camera);
671
- level = 2;
672
- }
673
- }
674
- } else if(ray.z < min_z) {
675
- tmp_ray = intersect_cell_boundary(ray, v, old_cell_id, current_cell_count, cross_step, cross_offset, camera);
676
- level = min(HIZ_MAX_LEVEL, level + 2.0f);
677
- }
678
-
679
- ray.xyz = tmp_ray.xyz;
680
- --level;
681
-
682
- ++iterations;
683
- }
684
- return ray;
685
- }
686
- */
533
+ }
687
534
 
688
535
  export { SSR_calcJitter, SSR_interleavedGradientNoise, screenSpaceRayTracing_HiZ, screenSpaceRayTracing_Linear2D };
689
536
  //# sourceMappingURL=ssr.js.map