@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
  359. package/dist/scene/scene.js +190 -44
  360. package/dist/scene/scene.js.map +1 -1
  361. package/dist/scene/scene_node.js +147 -6
  362. package/dist/scene/scene_node.js.map +1 -1
  363. package/dist/scene/terrain-cm/bladegrassmaterial.js +735 -0
  364. package/dist/scene/terrain-cm/bladegrassmaterial.js.map +1 -0
  365. package/dist/scene/terrain-cm/grass.js +881 -42
  366. package/dist/scene/terrain-cm/grass.js.map +1 -1
  367. package/dist/scene/terrain-cm/grass_gpu.js +929 -0
  368. package/dist/scene/terrain-cm/grass_gpu.js.map +1 -0
  369. package/dist/scene/terrain-cm/grassmaterial.js +180 -9
  370. package/dist/scene/terrain-cm/grassmaterial.js.map +1 -1
  371. package/dist/scene/terrain-cm/terrain-cm.js +465 -36
  372. package/dist/scene/terrain-cm/terrain-cm.js.map +1 -1
  373. package/dist/scene/terrain-cm/terrain_gi_albedo.js +257 -0
  374. package/dist/scene/terrain-cm/terrain_gi_albedo.js.map +1 -0
  375. package/dist/scene/terrain-cm/terrain_rvt.js +395 -0
  376. package/dist/scene/terrain-cm/terrain_rvt.js.map +1 -0
  377. package/dist/scene/update_queue.js +54 -0
  378. package/dist/scene/update_queue.js.map +1 -0
  379. package/dist/scene/water.js +997 -96
  380. package/dist/scene/water.js.map +1 -1
  381. package/dist/scene/water_surface_sampler.js +324 -0
  382. package/dist/scene/water_surface_sampler.js.map +1 -0
  383. package/dist/scene/wind.js +317 -0
  384. package/dist/scene/wind.js.map +1 -0
  385. package/dist/shaders/atmosphere.js +388 -166
  386. package/dist/shaders/atmosphere.js.map +1 -1
  387. package/dist/shaders/fog.js +100 -32
  388. package/dist/shaders/fog.js.map +1 -1
  389. package/dist/shaders/gi.js +365 -0
  390. package/dist/shaders/gi.js.map +1 -0
  391. package/dist/shaders/ltc_rect.js +202 -0
  392. package/dist/shaders/ltc_rect.js.map +1 -0
  393. package/dist/shaders/misc.js +1 -10
  394. package/dist/shaders/misc.js.map +1 -1
  395. package/dist/shaders/noise.js +5 -1
  396. package/dist/shaders/noise.js.map +1 -1
  397. package/dist/shaders/probes.js +309 -0
  398. package/dist/shaders/probes.js.map +1 -0
  399. package/dist/shaders/sdf.js +537 -0
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  402. package/dist/shaders/shadow.js.map +1 -1
  403. package/dist/shaders/skin_brdf.js +243 -0
  404. package/dist/shaders/skin_brdf.js.map +1 -0
  405. package/dist/shaders/ssr.js +6 -159
  406. package/dist/shaders/ssr.js.map +1 -1
  407. package/dist/shaders/temporal.js +38 -27
  408. package/dist/shaders/temporal.js.map +1 -1
  409. package/dist/shaders/water.js +40 -87
  410. package/dist/shaders/water.js.map +1 -1
  411. package/dist/shaders/water_medium.js +42 -0
  412. package/dist/shaders/water_medium.js.map +1 -0
  413. package/dist/shadow/dom.js +110 -19
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  417. package/dist/shadow/pcf_opt.js +15 -48
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  419. package/dist/shadow/pcf_pd.js +15 -53
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  421. package/dist/shadow/pcss.js +34 -9
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  423. package/dist/shadow/shadow_impl.js +3 -8
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  425. package/dist/shadow/shadow_region.js +87 -49
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  427. package/dist/shadow/shadowmapper.js +93 -53
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  429. package/dist/shadow/ssm.js +18 -72
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  437. package/dist/utility/physical.js +10 -1
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  441. package/dist/utility/sdf/bake.js +435 -0
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  443. package/dist/utility/sdf/bvh.js +576 -0
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  445. package/dist/utility/serialization/manager.js +36 -6
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  449. package/dist/utility/serialization/scene/batch.js +11 -4
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  452. package/dist/utility/serialization/scene/camera.js.map +1 -1
  453. package/dist/utility/serialization/scene/cloth.js +25 -0
  454. package/dist/utility/serialization/scene/cloth.js.map +1 -0
  455. package/dist/utility/serialization/scene/common.js +14 -6
  456. package/dist/utility/serialization/scene/common.js.map +1 -1
  457. package/dist/utility/serialization/scene/foliage.js +821 -0
  458. package/dist/utility/serialization/scene/foliage.js.map +1 -0
  459. package/dist/utility/serialization/scene/hair.js +11 -4
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  479. package/dist/utility/serialization/scene/sprite.js +11 -4
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  481. package/dist/utility/serialization/scene/terrain.js +163 -33
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  483. package/dist/utility/serialization/scene/text.js +11 -4
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  485. package/dist/utility/serialization/scene/water.js +2473 -114
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  487. package/dist/utility/serialization/types.js.map +1 -1
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  494. package/dist/utility/textures/ltcdata.js +4 -4
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  502. package/package.json +25 -12
  503. package/src/asset/loaders/ktx2/basis/LICENSE +201 -0
  504. package/src/asset/loaders/ktx2/basis/basis_transcoder.js +2 -0
  505. package/src/asset/loaders/ktx2/basis/basis_transcoder.wasm +0 -0
  506. package/src/asset/meshoptimizer/LICENSE +21 -0
@@ -0,0 +1,572 @@
1
+ import { Vector2, Vector4, DEPTH_FARTHEST } from '@zephyr3d/base';
2
+ import { ShaderHelper } from '../material/shader/helper.js';
3
+ import '../material/lambert.js';
4
+ import '../material/blinn.js';
5
+ import '../material/unlit.js';
6
+ import '../material/meshmaterial.js';
7
+ import '../material/particle.js';
8
+ import '../material/subsurfaceprofile.js';
9
+ import { SSSProfile } from '../material/sssprofile.js';
10
+ import '../material/sss.js';
11
+ import '../material/eye.js';
12
+ import '@zephyr3d/device';
13
+ import '../values.js';
14
+ import '../material/hair.js';
15
+ import '../material/hairstrand.js';
16
+ import '../material/grassmaterial.js';
17
+ import '../material/terrain-cm.js';
18
+ import '../material/pbrmr.js';
19
+ import '../material/pbrsg.js';
20
+ import '../material/mtoon.js';
21
+ import '../material/pbrblueprint.js';
22
+ import '../material/sprite.js';
23
+ import '../material/sprite_std.js';
24
+ import '../utility/blueprint/material/texture.js';
25
+ import { hash21 } from '../shaders/noise.js';
26
+ import { linearToGamma } from '../shaders/misc.js';
27
+ import { fetchSampler } from '../utility/misc.js';
28
+ import { AbstractPostEffect, PostEffectLayer } from './posteffect.js';
29
+ import { warnUnsupported } from '../utility/unsupported.js';
30
+
31
+ const SKIN_SSS_DEBUG_OUTPUTS = [
32
+ 'none',
33
+ 'diffusible',
34
+ 'diffuseAmount',
35
+ 'profileId',
36
+ 'normal',
37
+ 'diffusionDistance',
38
+ 'sampleRadius',
39
+ 'weight',
40
+ 'acceptance',
41
+ 'centerWeight',
42
+ 'diffused',
43
+ 'thickness'
44
+ ];
45
+ /** Radial-disc sample count. */ const DEFAULT_SAMPLE_COUNT = 64;
46
+ /**
47
+ * Screen-space skin scattering.
48
+ *
49
+ * WebGPU only.
50
+ *
51
+ * @public
52
+ */ class PostSSS extends AbstractPostEffect {
53
+ static _burleyProgram = null;
54
+ static _bvarProgram = null;
55
+ static _recombineProgram = null;
56
+ _burleyBindGroup;
57
+ _bvarBindGroup;
58
+ _recombineBindGroup;
59
+ _profile;
60
+ _debugOutput;
61
+ _debugExposure;
62
+ _sampleCount;
63
+ _projScale;
64
+ _profileParams;
65
+ _targetSize;
66
+ _cameraNearFar;
67
+ constructor(){
68
+ super();
69
+ this._layer = PostEffectLayer.opaque;
70
+ this._burleyBindGroup = null;
71
+ this._bvarBindGroup = null;
72
+ this._recombineBindGroup = null;
73
+ this._profile = null;
74
+ this._debugOutput = 'none';
75
+ this._debugExposure = 1;
76
+ this._sampleCount = DEFAULT_SAMPLE_COUNT;
77
+ this._projScale = new Vector2();
78
+ this._profileParams = new Vector4();
79
+ this._targetSize = new Vector4();
80
+ this._cameraNearFar = new Vector2();
81
+ }
82
+ /**
83
+ * Fallback profile for pixels whose id is not in the table.
84
+ *
85
+ * @remarks
86
+ * Scattering parameters normally come from the per-pixel profile id the skin
87
+ * material writes, so this only applies when that lookup misses.
88
+ *
89
+ * @public
90
+ */ get profile() {
91
+ return this._profile;
92
+ }
93
+ set profile(val) {
94
+ this._profile = val ?? null;
95
+ }
96
+ get sampleCount() {
97
+ return this._sampleCount;
98
+ }
99
+ set sampleCount(val) {
100
+ this._sampleCount = Math.max(8, Math.min(64, Math.round(val ?? DEFAULT_SAMPLE_COUNT)));
101
+ }
102
+ /**
103
+ * Multiplier applied to whatever {@link PostSSS.debugOutput} renders.
104
+ *
105
+ * @remarks
106
+ * Defaults to 1. Several intermediates sit in a narrow band that reads as a
107
+ * flat tone at unit exposure, so raising this is how "no variation" is told
108
+ * apart from "variation too small to see". No effect unless a debug output is
109
+ * selected.
110
+ *
111
+ * @public
112
+ */ get debugExposure() {
113
+ return this._debugExposure;
114
+ }
115
+ set debugExposure(val) {
116
+ this._debugExposure = Math.max(0, val ?? 1);
117
+ }
118
+ /**
119
+ * Intermediate quantity to render instead of the shaded result.
120
+ *
121
+ * @remarks
122
+ * Defaults to `'none'`. See {@link SSSDebugOutput}.
123
+ *
124
+ * @public
125
+ */ get debugOutput() {
126
+ return this._debugOutput;
127
+ }
128
+ set debugOutput(val) {
129
+ this._debugOutput = SKIN_SSS_DEBUG_OUTPUTS.includes(val) ? val : 'none';
130
+ }
131
+ requireLinearDepthTexture() {
132
+ return true;
133
+ }
134
+ apply(ctx, inputColorTexture, sceneDepthTexture, srgbOutput) {
135
+ if (ctx.SSSMaskTexture && ctx.SSSProfileIdTexture && ctx.device.type !== 'webgpu') {
136
+ warnUnsupported('Screen-space subsurface diffusion (SSSMaterial)', 'WebGPU', 'skin is lit without diffusion, transmission still applies');
137
+ }
138
+ if (!ctx.SSSMaskTexture || !ctx.SSSProfileIdTexture || ctx.device.type !== 'webgpu') {
139
+ this.passThrough(ctx, inputColorTexture, srgbOutput);
140
+ return;
141
+ }
142
+ const device = ctx.device;
143
+ const outputFramebuffer = device.getFramebuffer();
144
+ const maskTex = ctx.SSSMaskTexture;
145
+ const profileIdTex = ctx.SSSProfileIdTexture;
146
+ const width = inputColorTexture.width;
147
+ const height = inputColorTexture.height;
148
+ const scatterFormat = ctx.colorFormat;
149
+ const profileTable = SSSProfile.getTable(device);
150
+ if (!profileTable) {
151
+ this.passThrough(ctx, inputColorTexture, srgbOutput);
152
+ return;
153
+ }
154
+ const fallback = this._profile ?? SSSProfile.getDefault();
155
+ const projMatrix = ctx.camera.getProjectionMatrix();
156
+ this._projScale.setXY(// x: world length at unit depth, in horizontal UV
157
+ 0.5 * projMatrix.m00, // y: world length at unit depth, in vertical UV
158
+ 0.5 * projMatrix.m11);
159
+ // Row of the fallback profile, used when a pixel's id is missing.
160
+ this._profileParams.setXYZW(fallback.encodedId, 1 / SSSProfile.tableColumns, 1 / SSSProfile.tableRows, SSSProfile.tableRows);
161
+ this._targetSize.setXYZW(width, height, 1 / width, 1 / height);
162
+ this._cameraNearFar.setXY(ctx.camera.getNearPlane(), ctx.camera.getFarPlane());
163
+ if (!PostSSS._burleyProgram) {
164
+ PostSSS._burleyProgram = this.createBurleyProgram(ctx);
165
+ }
166
+ if (!PostSSS._bvarProgram) {
167
+ PostSSS._bvarProgram = this.createBVarProgram(ctx);
168
+ }
169
+ if (!PostSSS._recombineProgram) {
170
+ PostSSS._recombineProgram = this.createRecombineProgram(ctx);
171
+ }
172
+ const diffusedFB = device.pool.fetchTemporalFramebuffer(false, width, height, scatterFormat, null, false);
173
+ const bvarFB = device.pool.fetchTemporalFramebuffer(false, width, height, scatterFormat, null, false);
174
+ // --- Pass 1: Burley diffusion ---
175
+ device.pushDeviceStates();
176
+ try {
177
+ if (!this._burleyBindGroup) {
178
+ this._burleyBindGroup = device.createBindGroup(PostSSS._burleyProgram.bindGroupLayouts[0]);
179
+ }
180
+ const bg = this._burleyBindGroup;
181
+ bg.setTexture('sceneTex', inputColorTexture, fetchSampler('clamp_linear'));
182
+ bg.setTexture('maskTex', maskTex, fetchSampler('clamp_linear'));
183
+ // Nearest only: the id is a table row, and an interpolated one addresses a
184
+ // profile neither neighbour has.
185
+ bg.setTexture('profileIdTex', profileIdTex, fetchSampler('clamp_nearest_nomip'));
186
+ bg.setTexture('depthTex', sceneDepthTexture, fetchSampler('clamp_nearest_nomip'));
187
+ bg.setValue('cameraNearFar', this._cameraNearFar);
188
+ bg.setValue('targetSize', this._targetSize);
189
+ bg.setValue('projScale', this._projScale);
190
+ bg.setValue('perspective', ctx.camera.isPerspective() ? 1 : 0);
191
+ bg.setValue('profileParams', this._profileParams);
192
+ bg.setTexture('profileTex', profileTable, fetchSampler('clamp_nearest_nomip'));
193
+ bg.setTexture('thicknessTex', ctx.transmissionThicknessTexture ?? ShaderHelper.getDummyTransmissionThickness(device), fetchSampler('clamp_nearest'));
194
+ bg.setValue('sampleCount', this._sampleCount);
195
+ bg.setValue('debugMode', SKIN_SSS_DEBUG_OUTPUTS.indexOf(this._debugOutput));
196
+ bg.setValue('debugExposure', this._debugExposure);
197
+ // Intermediate passes always render into a texture, so on WebGPU they flip
198
+ // unconditionally. `needFlip` cannot be used: it reports whatever target is
199
+ // bound at the time, and these values are set before the pass binds its own.
200
+ bg.setValue('flip', device.type === 'webgpu' ? 1 : 0);
201
+ device.setProgram(PostSSS._burleyProgram);
202
+ device.setBindGroup(0, bg);
203
+ device.setFramebuffer(diffusedFB);
204
+ this.drawFullscreenQuad();
205
+ } finally{
206
+ device.popDeviceStates();
207
+ }
208
+ // --- Pass 2: BVar transmission ---
209
+ device.pushDeviceStates();
210
+ try {
211
+ if (!this._bvarBindGroup) {
212
+ this._bvarBindGroup = device.createBindGroup(PostSSS._bvarProgram.bindGroupLayouts[0]);
213
+ }
214
+ const bg = this._bvarBindGroup;
215
+ bg.setTexture('diffusedTex', diffusedFB.getColorAttachments()[0], fetchSampler('clamp_linear'));
216
+ bg.setTexture('depthTex', sceneDepthTexture, fetchSampler('clamp_nearest_nomip'));
217
+ bg.setValue('targetSize', this._targetSize);
218
+ bg.setValue('cameraNearFar', this._cameraNearFar);
219
+ bg.setValue('flip', device.type === 'webgpu' ? 1 : 0);
220
+ device.setProgram(PostSSS._bvarProgram);
221
+ device.setBindGroup(0, bg);
222
+ device.setFramebuffer(bvarFB);
223
+ this.drawFullscreenQuad();
224
+ } finally{
225
+ device.popDeviceStates();
226
+ }
227
+ // --- Pass 3: Recombine ---
228
+ device.setFramebuffer(outputFramebuffer);
229
+ if (!this._recombineBindGroup) {
230
+ this._recombineBindGroup = device.createBindGroup(PostSSS._recombineProgram.bindGroupLayouts[0]);
231
+ }
232
+ const rbg = this._recombineBindGroup;
233
+ rbg.setTexture('colorTex', inputColorTexture, fetchSampler('clamp_linear'));
234
+ rbg.setTexture('maskTex', maskTex, fetchSampler('clamp_linear'));
235
+ rbg.setTexture('bvarTex', bvarFB.getColorAttachments()[0], fetchSampler('clamp_linear'));
236
+ rbg.setTexture('depthTex', sceneDepthTexture, fetchSampler('clamp_nearest_nomip'));
237
+ rbg.setValue('cameraNearFar', this._cameraNearFar);
238
+ rbg.setValue('targetSize', this._targetSize);
239
+ rbg.setValue('debugMode', SKIN_SSS_DEBUG_OUTPUTS.indexOf(this._debugOutput));
240
+ rbg.setValue('flip', this.needFlip(device) ? 1 : 0);
241
+ rbg.setValue('srgbOut', srgbOutput ? 1 : 0);
242
+ device.setProgram(PostSSS._recombineProgram);
243
+ device.setBindGroup(0, rbg);
244
+ this.drawFullscreenQuad();
245
+ device.pool.releaseFrameBuffer(diffusedFB);
246
+ device.pool.releaseFrameBuffer(bvarFB);
247
+ }
248
+ static fullscreenVertex(pb) {
249
+ pb.getGlobalScope().flip = pb.int().uniform(0);
250
+ pb.getGlobalScope().$inputs.pos = pb.vec2().attrib('position');
251
+ pb.getGlobalScope().$outputs.uv = pb.vec2();
252
+ pb.main(function() {
253
+ this.$builtins.position = pb.vec4(this.$inputs.pos, DEPTH_FARTHEST, 1);
254
+ this.$outputs.uv = pb.add(pb.mul(this.$inputs.pos.xy, 0.5), pb.vec2(0.5));
255
+ this.$if(pb.notEqual(this.flip, 0), function() {
256
+ this.$builtins.position.y = pb.neg(this.$builtins.position.y);
257
+ });
258
+ });
259
+ }
260
+ createBurleyProgram(ctx) {
261
+ const program = ctx.device.buildRenderProgram({
262
+ vertex (pb) {
263
+ PostSSS.fullscreenVertex(pb);
264
+ },
265
+ fragment (pb) {
266
+ this.depthTex = pb.tex2D().sampleType('unfilterable-float').uniform(0);
267
+ this.sceneTex = pb.tex2D().uniform(0);
268
+ this.maskTex = pb.tex2D().uniform(0);
269
+ this.profileIdTex = pb.tex2D().uniform(0);
270
+ this.cameraNearFar = pb.vec2().uniform(0);
271
+ this.targetSize = pb.vec4().uniform(0);
272
+ this.projScale = pb.vec2().uniform(0);
273
+ this.perspective = pb.int().uniform(0);
274
+ this.profileParams = pb.vec4().uniform(0);
275
+ this.profileTex = pb.tex2D().uniform(0);
276
+ // Always declared so the cached program has one layout; a 1x1 dummy is
277
+ // bound on frames without a transmission pass. Only the debug view reads
278
+ // it — shading takes its thickness through the material, per light.
279
+ this.thicknessTex = pb.tex2DArray().uniform(0);
280
+ this.sampleCount = pb.int().uniform(0);
281
+ this.debugMode = pb.int().uniform(0);
282
+ this.debugExposure = pb.float().uniform(0);
283
+ this.$outputs.outColor = pb.vec4();
284
+ pb.func('readDepth01', [
285
+ pb.vec2('uv')
286
+ ], function() {
287
+ this.$return(ShaderHelper.sampleLinearDepth(this, this.depthTex, this.uv, 0));
288
+ });
289
+ pb.func('readDiffusible', [
290
+ pb.vec2('uv')
291
+ ], function() {
292
+ this.$l.scene = pb.textureSampleLevel(this.sceneTex, this.uv, 0);
293
+ this.$l.opacity = pb.clamp(pb.textureSampleLevel(this.maskTex, this.uv, 0).a, 0, 1);
294
+ this.$l.lum = pb.dot(this.scene.rgb, pb.vec3(0.2126, 0.7152, 0.0722));
295
+ this.$l.diffAmt = pb.select(pb.float(1), pb.clamp(pb.div(this.scene.a, pb.max(this.lum, 1e-4)), 0, 1), pb.greaterThan(this.lum, 1e-4));
296
+ this.$return(pb.vec4(pb.mul(this.scene.rgb, this.diffAmt), this.opacity));
297
+ });
298
+ pb.func('readProfileId', [
299
+ pb.vec2('uv')
300
+ ], function() {
301
+ this.$return(pb.textureSampleLevel(this.profileIdTex, this.uv, 0).r);
302
+ });
303
+ pb.func('scalingFactor', [
304
+ pb.float('a')
305
+ ], function() {
306
+ this.$l.v = pb.sub(this.a, 0.33);
307
+ this.$l.v2 = pb.mul(this.v, this.v);
308
+ this.$return(pb.add(3.5, pb.mul(100, this.v2, this.v2)));
309
+ });
310
+ pb.func('scalingFactor3D', [
311
+ pb.vec3('a')
312
+ ], function() {
313
+ this.$l.v = pb.sub(this.a, pb.vec3(0.33));
314
+ this.$l.v2 = pb.mul(this.v, this.v);
315
+ this.$return(pb.add(pb.vec3(3.5), pb.mul(pb.vec3(100), this.v2, this.v2)));
316
+ });
317
+ // RadiusRootFindByApproximation: d ((2 - 2.6) xi - 2) ln(1 - xi).
318
+ pb.func('radiusRootApprox', [
319
+ pb.float('d'),
320
+ pb.float('xi')
321
+ ], function() {
322
+ this.$l.x = pb.min(this.xi, 0.9999);
323
+ this.$return(pb.mul(this.d, pb.sub(pb.mul(pb.sub(2, 2.6), this.x), 2), pb.log(pb.max(pb.sub(1, this.x), 1e-6))));
324
+ });
325
+ // GetCDFDeriv1: 0.25/d (e^{-r/d} + e^{-r/3d}), clamped as CLAMP_PDF does.
326
+ pb.func('burleyPdf', [
327
+ pb.float('r'),
328
+ pb.float('l'),
329
+ pb.float('s')
330
+ ], function() {
331
+ this.$l.d = pb.max(pb.div(this.l, this.s), 1e-6);
332
+ this.$l.e1 = pb.exp(pb.neg(pb.min(pb.div(this.r, this.d), 40)));
333
+ this.$l.e2 = pb.exp(pb.neg(pb.min(pb.div(this.r, pb.mul(this.d, 3)), 40)));
334
+ this.$return(pb.max(pb.mul(pb.div(0.25, this.d), pb.add(this.e1, this.e2)), 1e-5));
335
+ });
336
+ // GetDiffuseReflectProfileWithDiffuseMeanFreePath: r R(r), per channel.
337
+ // D = 1/s3d, R = radius/L, (e^{-R/D} + e^{-R/3D}) / (D L) / 8pi
338
+ pb.func('diffusionProfile', [
339
+ pb.vec3('l'),
340
+ pb.vec3('s3d'),
341
+ pb.float('radius')
342
+ ], function() {
343
+ this.$l.D = pb.div(pb.vec3(1), pb.max(this.s3d, pb.vec3(1e-6)));
344
+ this.$l.L = pb.max(this.l, pb.vec3(1e-6));
345
+ this.$l.R = pb.div(pb.vec3(this.radius), this.L);
346
+ this.$l.negRD = pb.div(pb.neg(this.R), this.D);
347
+ this.$l.e1 = pb.exp(pb.max(this.negRD, pb.vec3(-40)));
348
+ this.$l.e2 = pb.exp(pb.max(pb.div(this.negRD, 3), pb.vec3(-40)));
349
+ this.$return(pb.max(pb.div(pb.add(this.e1, this.e2), pb.mul(this.D, this.L, 8 * Math.PI)), pb.vec3(1e-12)));
350
+ });
351
+ // GetCDF with XI = 0, used to weight the centre sample.
352
+ pb.func('burleyCdf', [
353
+ pb.float('d'),
354
+ pb.float('x')
355
+ ], function() {
356
+ this.$l.sd = pb.max(this.d, 1e-6);
357
+ this.$return(pb.clamp(pb.sub(pb.sub(1, pb.mul(0.25, pb.exp(pb.neg(pb.min(pb.div(this.x, this.sd), 40))))), pb.mul(0.75, pb.exp(pb.neg(pb.min(pb.div(this.x, pb.mul(this.sd, 3)), 40))))), 0, 1));
358
+ });
359
+ pb.func('r2Sequence', [
360
+ pb.int('i')
361
+ ], function() {
362
+ this.$return(pb.fract(pb.mul(pb.vec2(0.7548776662466927, 0.5698402909980532), pb.float(this.i))));
363
+ });
364
+ pb.func('readProfile', [
365
+ pb.float('id'),
366
+ pb.float('column')
367
+ ], function() {
368
+ this.$l.u = pb.mul(pb.add(this.column, 0.5), this.profileParams.y);
369
+ this.$l.v = pb.mul(pb.add(pb.mul(pb.clamp(this.id, 0, 1), 255), 0.5), this.profileParams.z);
370
+ this.$return(pb.textureSampleLevel(this.profileTex, pb.vec2(this.u, this.v), 0));
371
+ });
372
+ pb.func('readNormal', [
373
+ pb.vec2('uv')
374
+ ], function() {
375
+ this.$return(pb.normalize(pb.sub(pb.mul(pb.textureSampleLevel(this.maskTex, this.uv, 0).rgb, 2), pb.vec3(1))));
376
+ });
377
+ pb.main(function() {
378
+ this.$l.uv = this.$inputs.uv;
379
+ this.$l.center = this.readDiffusible(this.uv);
380
+ this.$l.centerId = this.readProfileId(this.uv);
381
+ this.$l.centerDepth01 = this.readDepth01(this.uv);
382
+ this.$outputs.outColor = this.center;
383
+ // Two distinct tests: a pixel can carry a profile with zero opacity, or
384
+ // an opacity with no profile where the prepass and the light pass
385
+ // disagree about coverage. Neither scatters.
386
+ this.$if(pb.and(pb.lessThan(this.centerDepth01, 1), pb.and(pb.greaterThan(this.center.a, 1e-4), pb.greaterThan(this.centerId, 0.5 / 255))), function() {
387
+ this.$l.centerDepth = pb.max(pb.mul(this.centerDepth01, this.cameraNearFar.y), 1e-4);
388
+ this.$l.centerNormal = this.readNormal(this.uv);
389
+ this.$l.scaling = this.readProfile(this.centerId, 0);
390
+ this.$l.albedo = this.readProfile(this.centerId, 1);
391
+ this.$l.mfp = this.readProfile(this.centerId, 2);
392
+ this.$l.boundaryBleed = this.readProfile(this.centerId, 3).rgb;
393
+ this.$l.worldUnitScale = pb.max(this.scaling.x, 1e-3);
394
+ this.$l.aForSampling = this.albedo.w;
395
+ this.$l.lForSampling = pb.max(this.mfp.w, 1e-6);
396
+ this.$l.S = this.scalingFactor(this.aForSampling);
397
+ this.$l.S3D = this.scalingFactor3D(this.albedo.rgb);
398
+ this.$l.dForSampling = pb.div(this.lForSampling, pb.max(this.S, 1e-6));
399
+ this.$l.viewScale = pb.max(pb.select(this.centerDepth, pb.float(1), pb.equal(this.perspective, 0)), 1e-4);
400
+ this.$l.burleyScale = pb.div(pb.mul(this.projScale, this.worldUnitScale), this.viewScale);
401
+ this.$l.centerRadiusMM = pb.mul(0.5, pb.add(pb.div(this.targetSize.z, pb.max(this.burleyScale.x, 1e-9)), pb.div(this.targetSize.w, pb.max(this.burleyScale.y, 1e-9))));
402
+ this.$l.centerCdf = this.burleyCdf(this.dForSampling, this.centerRadiusMM);
403
+ this.$l.dPerChannel = pb.div(this.mfp.rgb, pb.max(this.S3D, pb.vec3(1e-6)));
404
+ this.$l.centerWeight = pb.vec3(this.burleyCdf(this.dPerChannel.x, this.centerRadiusMM), this.burleyCdf(this.dPerChannel.y, this.centerRadiusMM), this.burleyCdf(this.dPerChannel.z, this.centerRadiusMM));
405
+ this.$l.seedStart = pb.int(pb.mul(hash21(this, pb.mul(this.uv, this.targetSize.xy)), 65536));
406
+ this.$l.radianceAccum = pb.vec3(0);
407
+ this.$l.weightAccum = pb.vec3(0);
408
+ this.$l.bleedAccum = pb.vec3(0);
409
+ this.$l.acceptedCount = pb.float(0);
410
+ this.$l.radiusSum = pb.float(0);
411
+ this.$for(pb.int('i'), 0, DEFAULT_SAMPLE_COUNT, function() {
412
+ this.$l.rand = this.r2Sequence(pb.add(this.seedStart, this.i));
413
+ this.$l.xi = pb.add(this.centerCdf, pb.mul(this.rand.x, pb.sub(1, this.centerCdf)));
414
+ this.$l.radiusMM = pb.max(this.radiusRootApprox(this.dForSampling, this.xi), 1e-5);
415
+ this.$l.pdf = this.burleyPdf(this.radiusMM, this.lForSampling, this.S);
416
+ this.$l.theta = pb.mul(this.rand.y, 2 * Math.PI);
417
+ this.$l.uvOffset = pb.mul(pb.vec2(pb.cos(this.theta), pb.sin(this.theta)), pb.mul(this.radiusMM, this.burleyScale));
418
+ this.$l.sampleUV = pb.clamp(pb.add(this.uv, this.uvOffset), pb.vec2(0), pb.vec2(1));
419
+ this.$l.tapSample = this.readDiffusible(this.sampleUV);
420
+ this.$l.sampleDepth01 = this.readDepth01(this.sampleUV);
421
+ this.$l.sampleDepth = pb.max(pb.mul(this.sampleDepth01, this.cameraNearFar.y), 1e-4);
422
+ this.$l.tapNormal = this.readNormal(this.sampleUV);
423
+ this.$l.normalWeight = pb.sqrt(pb.clamp(pb.add(pb.mul(pb.dot(this.tapNormal, this.centerNormal), 0.5), 0.5), 0, 1));
424
+ this.$l.deltaDepth = pb.div(pb.sub(this.sampleDepth, this.centerDepth), this.worldUnitScale);
425
+ this.$l.radiusSampledMM = pb.sqrt(pb.add(pb.mul(this.radiusMM, this.radiusMM), pb.mul(this.deltaDepth, this.deltaDepth)));
426
+ this.$l.profile = this.diffusionProfile(this.mfp.rgb, this.S3D, this.radiusSampledMM);
427
+ this.$l.tapId = this.readProfileId(this.sampleUV);
428
+ this.$l.tapOpacity = pb.select(pb.float(0), this.tapSample.a, pb.greaterThan(this.tapId, 0.5 / 255));
429
+ this.$l.tapColor = pb.mix(this.center.rgb, this.tapSample.rgb, this.tapOpacity);
430
+ this.$l.sampleWeight = pb.mul(pb.div(this.profile, this.pdf), this.normalWeight);
431
+ this.$l.sameProfile = pb.float(pb.or(pb.lessThan(pb.abs(pb.sub(this.tapId, this.centerId)), 0.002), pb.lessThan(this.tapOpacity, 1e-4)));
432
+ this.bleedAccum = pb.add(this.bleedAccum, pb.mul(pb.mix(this.boundaryBleed, pb.vec3(1), this.sameProfile), this.tapOpacity));
433
+ this.acceptedCount = pb.add(this.acceptedCount, this.tapOpacity);
434
+ this.radianceAccum = pb.add(this.radianceAccum, pb.mul(this.sampleWeight, this.tapColor));
435
+ this.weightAccum = pb.add(this.weightAccum, this.sampleWeight);
436
+ this.radiusSum = pb.add(this.radiusSum, this.radiusMM);
437
+ });
438
+ this.$l.diffused = pb.mul(pb.div(this.radianceAccum, pb.max(this.weightAccum, pb.vec3(1e-9))), 1 / 0.99995);
439
+ this.$l.bleedTint = pb.vec3(1);
440
+ this.$if(pb.greaterThan(this.acceptedCount, 1e-4), function() {
441
+ this.bleedTint = pb.div(this.bleedAccum, this.acceptedCount);
442
+ });
443
+ this.diffused = pb.mul(this.diffused, this.bleedTint);
444
+ this.diffused = pb.mix(this.diffused, this.center.rgb, this.centerWeight);
445
+ this.$l.weightValid = pb.vec3(pb.float(pb.greaterThan(this.weightAccum.x, 0)), pb.float(pb.greaterThan(this.weightAccum.y, 0)), pb.float(pb.greaterThan(this.weightAccum.z, 0)));
446
+ this.diffused = pb.mix(this.center.rgb, this.diffused, this.weightValid);
447
+ this.diffused = pb.mix(this.center.rgb, this.diffused, this.center.a);
448
+ this.$outputs.outColor = pb.vec4(pb.max(this.diffused, pb.vec3(0)), this.center.a);
449
+ this.$if(pb.notEqual(this.debugMode, 0), function() {
450
+ this.$l.dbg = pb.vec3(0);
451
+ this.$if(pb.equal(this.debugMode, 1), function() {
452
+ this.dbg = this.center.rgb;
453
+ });
454
+ this.$if(pb.equal(this.debugMode, 2), function() {
455
+ this.$l.lum = pb.dot(pb.textureSampleLevel(this.sceneTex, this.uv, 0).rgb, pb.vec3(0.2126, 0.7152, 0.0722));
456
+ this.dbg = pb.vec3(pb.clamp(pb.div(pb.textureSampleLevel(this.sceneTex, this.uv, 0).a, pb.max(this.lum, 1e-4)), 0, 1));
457
+ });
458
+ this.$if(pb.equal(this.debugMode, 3), function() {
459
+ this.dbg = pb.vec3(pb.mul(this.centerId, 255 / 8));
460
+ });
461
+ this.$if(pb.equal(this.debugMode, 4), function() {
462
+ this.dbg = pb.add(pb.mul(this.centerNormal, 0.5), pb.vec3(0.5));
463
+ });
464
+ this.$if(pb.equal(this.debugMode, 5), function() {
465
+ // d in millimetres of world space, so skin reads around 1.
466
+ this.dbg = pb.mul(this.dPerChannel, 1000);
467
+ });
468
+ this.$if(pb.equal(this.debugMode, 6), function() {
469
+ // Mean vertical sample radius in pixels, 32 px mapped to white.
470
+ this.dbg = pb.vec3(pb.div(pb.mul(pb.div(this.radiusSum, DEFAULT_SAMPLE_COUNT), this.burleyScale.y, this.targetSize.y), 32));
471
+ });
472
+ this.$if(pb.equal(this.debugMode, 7), function() {
473
+ this.dbg = this.weightAccum;
474
+ });
475
+ this.$if(pb.equal(this.debugMode, 8), function() {
476
+ this.dbg = pb.vec3(pb.div(this.acceptedCount, DEFAULT_SAMPLE_COUNT));
477
+ });
478
+ this.$if(pb.equal(this.debugMode, 9), function() {
479
+ this.dbg = this.centerWeight;
480
+ });
481
+ this.$if(pb.equal(this.debugMode, 10), function() {
482
+ this.dbg = this.diffused;
483
+ });
484
+ this.$if(pb.equal(this.debugMode, 11), function() {
485
+ this.$l.th = pb.textureArraySampleLevel(this.thicknessTex, this.uv, 0, 0);
486
+ this.$l.enc = pb.min(pb.min(this.th.r, this.th.g), pb.min(this.th.b, this.th.a));
487
+ this.$if(pb.greaterThan(this.enc, 0.999), function() {
488
+ this.dbg = pb.vec3(0, 0, 1);
489
+ }).$else(function() {
490
+ this.dbg = pb.vec3(pb.sub(1, this.enc));
491
+ });
492
+ });
493
+ this.$outputs.outColor = pb.vec4(pb.mul(this.dbg, this.debugExposure), this.center.a);
494
+ });
495
+ });
496
+ });
497
+ }
498
+ });
499
+ program.name = '@PostSSSBurley';
500
+ return program;
501
+ }
502
+ createBVarProgram(ctx) {
503
+ const program = ctx.device.buildRenderProgram({
504
+ vertex (pb) {
505
+ PostSSS.fullscreenVertex(pb);
506
+ },
507
+ fragment (pb) {
508
+ this.diffusedTex = pb.tex2D().uniform(0);
509
+ this.depthTex = pb.tex2D().sampleType('unfilterable-float').uniform(0);
510
+ this.targetSize = pb.vec4().uniform(0);
511
+ this.cameraNearFar = pb.vec2().uniform(0);
512
+ this.$outputs.outColor = pb.vec4();
513
+ pb.main(function() {
514
+ this.$l.diffused = pb.textureSampleLevel(this.diffusedTex, this.$inputs.uv, 0);
515
+ this.$outputs.outColor = pb.vec4(this.diffused.rgb, this.diffused.a);
516
+ });
517
+ }
518
+ });
519
+ program.name = '@PostSSSBVar';
520
+ return program;
521
+ }
522
+ createRecombineProgram(ctx) {
523
+ const program = ctx.device.buildRenderProgram({
524
+ vertex (pb) {
525
+ PostSSS.fullscreenVertex(pb);
526
+ },
527
+ fragment (pb) {
528
+ this.colorTex = pb.tex2D().uniform(0);
529
+ this.maskTex = pb.tex2D().uniform(0);
530
+ this.bvarTex = pb.tex2D().uniform(0);
531
+ this.depthTex = pb.tex2D().sampleType('unfilterable-float').uniform(0);
532
+ this.cameraNearFar = pb.vec2().uniform(0);
533
+ this.targetSize = pb.vec4().uniform(0);
534
+ this.debugMode = pb.int().uniform(0);
535
+ this.srgbOut = pb.int().uniform(0);
536
+ this.$outputs.outColor = pb.vec4();
537
+ pb.func('readDepth01', [
538
+ pb.vec2('uv')
539
+ ], function() {
540
+ this.$return(ShaderHelper.sampleLinearDepth(this, this.depthTex, this.uv, 0));
541
+ });
542
+ pb.main(function() {
543
+ this.$l.uv = this.$inputs.uv;
544
+ this.$l.baseColor = pb.textureSampleLevel(this.colorTex, this.uv, 0);
545
+ this.$l.result = this.baseColor.rgb;
546
+ this.$l.centerDepth01 = this.readDepth01(this.uv);
547
+ this.$l.centerMask = pb.textureSampleLevel(this.maskTex, this.uv, 0).a;
548
+ this.$if(pb.and(pb.equal(this.debugMode, 0), pb.and(pb.lessThan(this.centerDepth01, 1), pb.greaterThan(this.centerMask, 1e-4))), function() {
549
+ this.$l.lum = pb.dot(this.baseColor.rgb, pb.vec3(0.2126, 0.7152, 0.0722));
550
+ this.$l.diffAmt = pb.select(pb.float(1), pb.clamp(pb.div(this.baseColor.a, pb.max(this.lum, 1e-4)), 0, 1), pb.greaterThan(this.lum, 1e-4));
551
+ this.$l.specKeep = pb.mul(this.baseColor.rgb, pb.sub(1, this.diffAmt));
552
+ this.$l.diffused = pb.textureSampleLevel(this.bvarTex, this.uv, 0).rgb;
553
+ this.result = pb.max(pb.add(this.diffused, this.specKeep), pb.vec3(0));
554
+ });
555
+ this.$if(pb.notEqual(this.debugMode, 0), function() {
556
+ this.result = pb.textureSampleLevel(this.bvarTex, this.uv, 0).rgb;
557
+ });
558
+ this.$if(pb.equal(this.srgbOut, 0), function() {
559
+ this.$outputs.outColor = pb.vec4(this.result, this.baseColor.a);
560
+ }).$else(function() {
561
+ this.$outputs.outColor = pb.vec4(linearToGamma(this, this.result), this.baseColor.a);
562
+ });
563
+ });
564
+ }
565
+ });
566
+ program.name = '@PostSSSRecombine';
567
+ return program;
568
+ }
569
+ }
570
+
571
+ export { PostSSS };
572
+ //# sourceMappingURL=postsss.js.map