lecodes-cli 2.3.0 → 2.4.0
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.
- package/dist/index.js +7276 -14586
- package/package.json +8 -8
- package/runtime/materials/foliage-cards.mat +251 -0
- package/runtime/sdk-types.json +1 -1
- package/runtime/web/VERSION.json +3 -3
- package/runtime/web/assets/materials-world-n3tLX5vO.bin +0 -0
- package/runtime/web/player.js +3 -3
- package/runtime/web-lite/lite.js +1 -1
- package/src/commands/app/desktop.ts +4 -2
- package/src/commands/app/shared.ts +14 -7
- package/src/commands/desktop.ts +2 -1
- package/src/commands/dev.ts +1 -0
- package/src/commands/init/index.ts +195 -195
- package/src/commands/shared.ts +79 -79
- package/src/commands/thumbs.ts +185 -185
- package/src/compile/screenEntry.ts +123 -123
- package/src/hosts/desktopRenderer.ts +9 -2
- package/src/project/ignore.ts +164 -164
- package/runtime/web/assets/materials-world-CQWt8TAm.bin +0 -0
package/package.json
CHANGED
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@@ -1,22 +1,22 @@
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{
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"name": "lecodes-cli",
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"version": "2.
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"version": "2.4.0",
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"dependencies": {
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"@letary/chisel": "^0.15.0",
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"jimp": "^1.6.1",
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"lecodes-sdk": "2.
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"lecodes-sdk": "2.4.0"
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},
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"devDependencies": {
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"lecodes-design": "https://storage.yandexcloud.net/le-codes/releases/packages/lecodes-design/lecodes-design-0.11.0.tgz",
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"lecodes-headless": "2.
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"lecodes-headless": "2.4.0",
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"qrcode-terminal": "^0.12.0",
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"lecodes-3d-editor": "https://storage.yandexcloud.net/le-codes/releases/packages/lecodes-3d-editor/lecodes-3d-editor-0.9.0.tgz",
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"lecodes-assets": "0.2.1",
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"lecodes-creator-nav": "0.19.0",
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"lecodes-gl-lite": "2.
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"lecodes-web-frame": "2.
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"lecodes-web-player": "2.
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"lecodes-web-shared": "2.
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"lecodes-gl-lite": "2.4.0",
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"lecodes-web-frame": "2.4.0",
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"lecodes-web-player": "2.4.0",
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"lecodes-web-shared": "2.4.0",
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"lecodes-web-lite": "2.0.2",
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"heic-decode": "^2.1.0",
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"marcidb-embedded": "^0.15.0",
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@@ -24,7 +24,7 @@
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},
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"peerDependencies": {
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"lecodes-design": "^0.11.0",
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"lecodes-headless": "^2.
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"lecodes-headless": "^2.4.0",
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"lecodes-3d-editor": "^0.9.0",
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"lecodes-assets": "^0.2.1",
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"heic-decode": "^2.1.0",
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@@ -0,0 +1,251 @@
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// foliage-cards: the LEAN material of the vegetation tier's CARDS (leaves, needles, grass blades) — the same wind
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// (foliage-wind.vs) and the same parameters as foliage.mat, with the fragment cut to what a card seen past a few
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// metres needs (2026-10-18, the Forest testbed: foliage.mat's masked fragment was ~15 ms of a 49 ms frame on the
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// Radeon — a third of the forest). What moved or went:
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// • the LIGHTING is PER VERTEX: the sky's SH on the crown's hull normal (the ambient) and the sun's wrapped
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// Lambert + back-lit translucency (one scalar), interpolated over the card. Only the sun's SHADOW stays per
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// pixel — Filament's lights loop hands it to surfaceShading() with every light (the material is `lit` with
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// customSurfaceShading for that alone: an unlit material gets no shadow variant)
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// • ONE texture read (the base colour); the normal map, metallic / roughness, occlusion and emissive maps are
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// declared (gltfio fills them) and never read; no tangent frame (`requires` has no tangents)
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// • no derivatives: the shading normal is the hull's (foliage.mat blends the card's own plane in), the mip
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// coverage is estimated from the DISTANCE in the vertex shader (log2 of the distance over ~8 m), there is no
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// edge fade
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// • THE GROUND'S BAKED LIGHT is read per vertex too (groundLightV, 2026-10-18): the ambient under the vertex and the
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// sun's baked share where the vertex's own sun ray meets the ground, so trees past the shadow map's reach stand in
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// their neighbours' baked shadow; without a bound terrain the scene's sky lights every card
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// The engine treats it as foliage (it declares `benders`) and writes the same blocks; `Material.foliageCards`
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// in the SDK picks it for a model's MASK materials in place of foliage-masked.
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material {
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name : foliage_cards,
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shadingModel : lit,
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customSurfaceShading : true,
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specularAmbientOcclusion : simple,
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doubleSided : true,
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blending : masked,
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alphaToCoverage : true,
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flipUV : false,
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requires : [ uv0, color ],
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variables : [ variation, radial, lightv, baked ],
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parameters : [
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{ type : float4, name : baseColorFactor },
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{ type : sampler2d, name : baseColorMap },
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{ type : float, name : metallicFactor },
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{ type : float, name : roughnessFactor },
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{ type : float3, name : emissiveFactor },
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{ type : float, name : normalScale },
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{ type : float, name : aoStrength },
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{ type : sampler2d, name : normalMap },
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{ type : float, name : hasNormalMap },
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{ type : sampler2d, name : metallicRoughnessMap },
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{ type : sampler2d, name : occlusionMap },
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{ type : sampler2d, name : emissiveMap },
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// ---- foliage (foliage.mat has every comment) ----
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{ type : float4, name : wind },
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{ type : float4, name : sway },
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{ type : float4, name : fade },
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{ type : float4, name : leaf },
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{ type : float4, name : profile },
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{ type : float, name : shiverDir },
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{ type : float4, name : look },
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{ type : sampler2d, name : windNoise },
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{ type : float4, name : plant },
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{ type : float4[8], name : benders },
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{ type : float4[8], name : benderMotion },
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// ---- THE GROUND'S LIGHT (foliage.mat's block, read PER VERTEX here; 2026-10-18, the Forest's baked ground) ----
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// level-wide, written by creator-gl once a terrain's rect is bound (glb.cpp bindGround / bindOptions)
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{ type : float4, name : ground, precision : high },
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{ type : float4, name : groundInv, precision : high },
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{ type : float4, name : groundST, precision : high },
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{ type : sampler2d, name : lightmapLight, precision : high },
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{ type : sampler2d, name : lightmapAux },
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{ type : float, name : lightScale },
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{ type : float4, name : sunDir },
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{ type : float4, name : sunLight, precision : high },
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// ---- THE GROUND'S COLOUR (2026-10-18, glb.cpp foliageSetGroundTint): the terrain's control map (its four layers'
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// weights) and each layer's mean colour; a card's base takes the colour of the soil under it, its top its own
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{ type : sampler2d, name : groundControl },
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{ type : float4[4], name : groundTint },
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{ type : float4, name : groundTintOrigin, precision : high }, // xy = the terrain's world xz origin, z = bound
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{ type : float4, name : groundTintInv, precision : high } // the inverse of its world xz axes
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]
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}
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vertex {
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#include "foliage-wind.vs"
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#include "lightmap-sunmap.fs"
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// THE GROUND'S LIGHT AT A VERTEX (foliage.mat reads it per pixel, under the pixel): true when the plant stands over
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// the bound terrain. `ambient` = the terrain texel's irradiance under the vertex without the sun's part (lux, on the
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// up normal) — the sky through the canopy, the bounce. `sunShare` = the baked share of the sun's disc at the point
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// where THIS VERTEX'S OWN SUN RAY meets the ground (the plant's base height): what shades that point shades the
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// vertex too — a neighbour's crown, or the crown above a card deep in it — so a tree past the shadow map's reach
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// still stands in its neighbour's shadow, and the grass under a pine in the pine's. `lod` picks the pages' level
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// (a far vertex over one texel of 25 cm would flicker between texels as it sways).
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// the crowns' level over the ground: a vertex this high takes the open sky's ambient and its own crown's softened shadow
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#define CANOPY 12.0
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bool groundLightV(highp vec3 uwp, highp float baseY, float lod, out highp vec3 ambient, out float sunShare) {
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ambient = vec3(0.0); sunShare = 1.0;
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if (materialParams.ground.z < 0.5) return false;
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highp vec2 d = uwp.xz - materialParams.ground.xy;
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highp vec2 g = vec2(dot(materialParams.groundInv.xy, d), dot(materialParams.groundInv.zw, d));
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if (g.x < 0.0 || g.y < 0.0 || g.x > 1.0 || g.y > 1.0) return false; // off the terrain
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highp vec2 luv = g * materialParams.groundST.xy + materialParams.groundST.zw;
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highp vec3 E = textureLod(materialParams_lightmapLight, luv, lod).rgb * materialParams.lightScale;
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ambient = E;
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if (materialParams.sunDir.w > 0.5) {
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highp ivec2 auxSize = textureSize(materialParams_lightmapAux, 0);
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highp int level = clamp(int(lod + 0.5), 0, max(sunMapLevels(), 1) - 1);
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// the sun's part out of the ground's E under the vertex: its illuminance x the share there x the cosine on the
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// ground, taken as flat
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float shareHere = sunMapAt(luv, auxSize, level);
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ambient = max(E - materialParams.sunLight.rgb * (shareHere * max(materialParams.sunDir.y, 0.0)), vec3(0.0));
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// the sun ray through the vertex, followed down to the plant's base height
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vec3 s = materialParams.sunDir.xyz; // TO the sun
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highp vec3 foot = uwp - s * ((uwp.y - baseY) / max(s.y, 0.05));
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d = foot.xz - materialParams.ground.xy;
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g = clamp(vec2(dot(materialParams.groundInv.xy, d), dot(materialParams.groundInv.zw, d)), 0.0, 1.0);
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sunShare = sunMapAt(g * materialParams.groundST.xy + materialParams.groundST.zw, auxSize, level);
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}
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return true;
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}
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vec3 shIrradianceV(const vec3 n) {
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return max(
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frameUniforms.iblSH[0].xyz
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+ frameUniforms.iblSH[1].xyz * n.y + frameUniforms.iblSH[2].xyz * n.z + frameUniforms.iblSH[3].xyz * n.x
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+ frameUniforms.iblSH[4].xyz * (n.y * n.x) + frameUniforms.iblSH[5].xyz * (n.y * n.z)
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+ frameUniforms.iblSH[6].xyz * (3.0 * n.z * n.z - 1.0) + frameUniforms.iblSH[7].xyz * (n.z * n.x)
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+ frameUniforms.iblSH[8].xyz * (n.x * n.x - n.y * n.y), 0.0);
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}
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void materialVertex(inout MaterialVertexInputs material) {
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FoliageVertex f = foliageWind(material);
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// COVERAGE from the distance (foliage.mat reads the atlas' mip level from the uv derivatives per pixel): the
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// atlas texels under a pixel double every doubling of the distance past ~8 m, where a card is still read in
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// full; `look.w` scales how much of that goes into the alpha
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float lodEst = max(log2(max(f.dist, 1.0) / 8.0), 0.0);
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material.radial = vec4(f.hull, lodEst);
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// THE LIGHT, per vertex. Ambient = the sky's SH on the hull normal, as radiance under the camera's exposure
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// (frameUniforms.iblLuminance holds it), darkened by the baked sky visibility by `leaf.w`. The sun = a wrapped
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// Lambert on the hull (thin leaves let light past the terminator, `sway.w`) plus the translucency of a card lit
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// from behind (`leaf.z`, narrowed toward the view line into the light; less deep in the crown), one scalar the
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// fragment multiplies by the light's colour, intensity and SHADOW
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float ao = mix(1.0, f.vao, clamp(materialParams.leaf.w, 0.0, 1.0));
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vec3 skyAmbient = shIrradianceV(f.hull) * frameUniforms.iblLuminance;
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vec3 ambient = skyAmbient;
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float sunShare = 1.0;
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float up = 1.0; // the vertex's height over the ground as a share of the canopy's (1 without a ground)
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highp vec3 gAmb;
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if (groundLightV(f.uwp, f.uOrigin.y, lodEst, gAmb, sunShare)) {
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// THE BAKED GROUND'S LIGHT (the function above): its ambient on the hull normal by the hemisphere formula
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// lightmapShade uses for a tilted normal (the light comes from above), as radiance E / pi under the camera's
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// exposure. The crown's base takes the ground's ambient (the sky through the canopy), its top the open sky's
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// SH - blended by the vertex's height over the plant; a grass blade is all ground
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// the hemisphere formula alone gave a down-facing hull nothing (black needles under a young pine, the owner
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// 2026-10-18): what a card sees below is the ground, lit by that same E and reflecting a quarter of it
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vec3 groundAmbient = gAmb * mix(0.25, 1.0, (1.0 + f.hull.y) * 0.5) / PI * frameUniforms.exposure;
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// by the height OVER THE GROUND, not within the plant: a bush's top is under the same crowns as the ground
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// beside it (a 1.5 m bush with the open sky's SH on its top was a lamp in the shade - the owner, 2026-10-18);
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// the open sky is reached at the crowns' level, CANOPY metres up
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up = clamp((f.uwp.y - f.uOrigin.y) / CANOPY, 0.0, 1.0);
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ambient = mix(groundAmbient, skyAmbient, up);
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}
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ambient *= ao;
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vec3 l = frameUniforms.lightDirection;
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vec3 v = normalize(getWorldCameraPosition() - f.wp);
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float wrap = clamp(materialParams.sway.w, 0.0, 1.0);
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float NoL = max((dot(f.hull, l) + wrap) / (1.0 + wrap), 0.0);
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float back = max(-dot(f.hull, l), 0.0);
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float vl = pow(max(dot(-v, l), 0.0), 4.0);
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float through = clamp(materialParams.leaf.z, 0.0, 1.0) * back * (0.5 + 0.5 * vl) * mix(1.0, f.vao, 0.5);
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material.lightv = vec4(ambient, NoL);
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// .x = the baked share of the sun at this vertex (1 without a bound ground): surfaceShading takes it as a second
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// shadow map on the direct light, the stricter of the two, never the product. .y = the translucency, which takes
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// the shadow map ALONE: the bake's 64-ray share through the crown put out the glow of a back-lit crown (the
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// multiple scattering a real crown has and this model lacks; the owner, 2026-10-18 "лес довольно тёмный")
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// .z = the height share: near the ground a shadow is a NEIGHBOUR's and lands in full, at the crowns' level it is the
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// crown's own and is softened by leaf.y (the scattering a real crown has); the fragment weighs the shadow by it.
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// (The plants' SHADOW LOD is the LOD pass's, per renderable - lod.cpp gFoliageCast - not this shader's: a card-level
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// discard in the depth variant saved 0.6 ms of the pass's 6.8, the renderables' vertices and draws are the cost)
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// THE GROUND'S COLOUR at the plant's base: the layers' weights under the PLANT (one colour per plant - a varying
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// that differs per vertex could not carry a packed value) times their mean colours; the fragment blends the card's
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// colour toward it by `baked.w` - all of it at the ground, none from ~70 % of the plant's height up (a grass
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// blade's base is its soil, a bush's crown its own leaves; a tree's cards never reach it). The colour rides
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// `variation.w` packed 7 bits a channel (matc allows four variables with the colour attribute; vao was unused there)
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float gtPacked = 0.0, gtBlend = 0.0;
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if (materialParams.groundTintOrigin.z > 0.5) {
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highp vec2 td = f.uOrigin.xz - materialParams.groundTintOrigin.xy;
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+
highp vec2 tg = vec2(dot(materialParams.groundTintInv.xy, td), dot(materialParams.groundTintInv.zw, td));
|
|
182
|
+
if (tg.x >= 0.0 && tg.y >= 0.0 && tg.x <= 1.0 && tg.y <= 1.0) {
|
|
183
|
+
vec4 w = textureLod(materialParams_groundControl, tg, 0.0);
|
|
184
|
+
float ws = max(w.x + w.y + w.z + w.w, 1e-3);
|
|
185
|
+
vec3 soil = (materialParams.groundTint[0].rgb * w.x + materialParams.groundTint[1].rgb * w.y
|
|
186
|
+
+ materialParams.groundTint[2].rgb * w.z + materialParams.groundTint[3].rgb * w.w) / ws;
|
|
187
|
+
float base = 1.0 - clamp((f.uwp.y - f.uOrigin.y) / max(0.7 * f.plantH, 0.05), 0.0, 1.0);
|
|
188
|
+
vec3 q = floor(clamp(soil, 0.0, 1.0) * 127.0 + 0.5);
|
|
189
|
+
gtPacked = q.r * 16384.0 + q.g * 128.0 + q.b;
|
|
190
|
+
gtBlend = base * 0.85;
|
|
191
|
+
}
|
|
192
|
+
}
|
|
193
|
+
material.variation = vec4(f.hash, f.alive, f.tintN, gtPacked);
|
|
194
|
+
material.baked = vec4(sunShare, through, up, gtBlend);
|
|
195
|
+
}
|
|
196
|
+
}
|
|
197
|
+
|
|
198
|
+
fragment {
|
|
199
|
+
void material(inout MaterialInputs material) {
|
|
200
|
+
prepareMaterial(material);
|
|
201
|
+
vec4 base = texture(materialParams_baseColorMap, getUV0()) * materialParams.baseColorFactor;
|
|
202
|
+
// the per-instance tint and the leaves' world-noise patches (foliage.mat's comments)
|
|
203
|
+
float hash = variable_variation.x;
|
|
204
|
+
vec3 tint = mix(vec3(0.86, 0.94, 0.72), vec3(1.06, 1.02, 1.12), hash);
|
|
205
|
+
base.rgb *= mix(vec3(1.0), tint, materialParams.sway.z) * (1.0 - 0.18 * variable_variation.z);
|
|
206
|
+
// the ground's colour at the base (the vertex shader's note): the soil's mean colour in place of the card's
|
|
207
|
+
if (variable_baked.w > 0.0) {
|
|
208
|
+
highp float pk = variable_variation.w;
|
|
209
|
+
vec3 soil = vec3(floor(pk / 16384.0), mod(floor(pk / 128.0), 128.0), mod(pk, 128.0)) / 127.0;
|
|
210
|
+
base.rgb = mix(base.rgb, soil, variable_baked.w);
|
|
211
|
+
}
|
|
212
|
+
// the distance fade thins the card; the coverage holds a far crown's share over the cutoff (colour pass only:
|
|
213
|
+
// the shadow map's caster is fattened below already)
|
|
214
|
+
base.a *= variable_variation.y;
|
|
215
|
+
#if defined(VARIANT_DEPTH)
|
|
216
|
+
float cut = getMaskThreshold();
|
|
217
|
+
if (base.a >= 0.5 * cut) base.a = max(base.a, cut);
|
|
218
|
+
#else
|
|
219
|
+
base.a = min(base.a * (1.0 + materialParams.look.w * variable_radial.w), 1.0);
|
|
220
|
+
#endif
|
|
221
|
+
material.baseColor = base;
|
|
222
|
+
material.metallic = 0.0;
|
|
223
|
+
material.roughness = 1.0;
|
|
224
|
+
material.reflectance = 0.0;
|
|
225
|
+
material.ambientOcclusion = 0.0; // Filament's IBL off: the ambient is the vertex shader's, below
|
|
226
|
+
material.emissive = vec4(base.rgb * variable_lightv.rgb, 0.0);
|
|
227
|
+
}
|
|
228
|
+
|
|
229
|
+
// PER LIGHT (the sun first): the vertex shader's wrapped Lambert + translucency scalar, times the light and its
|
|
230
|
+
// SHADOW (a card takes the shadow map by leaf.y only, foliage.mat's rule). The shadow is the STRICTER of the
|
|
231
|
+
// shadow map's and the baked ground's share at the vertex (groundLightV): past the map's reach the bake alone,
|
|
232
|
+
// within it the two agree on the same crowns and the min keeps them from doubling. A lamp gets the sun's scalar
|
|
233
|
+
// too — the lean tier is for cards seen from a distance, where a lamp's own angle on a leaf is not read
|
|
234
|
+
vec3 surfaceShading(const MaterialInputs materialInputs, const ShadingData shadingData, const LightData lightData) {
|
|
235
|
+
// the shadow MAP is always softened by leaf.y: it cannot tell a neighbour's shadow from the crown's own card-on-card
|
|
236
|
+
// one, and a young pine at full strength went black (2026-10-18). The BAKED share can: a neighbour's crown is in it
|
|
237
|
+
// through 64 alpha-tested rays, so it lands in full near the ground and softens to leaf.y at the crowns' level
|
|
238
|
+
float ky = clamp(materialParams.leaf.y, 0.0, 1.0);
|
|
239
|
+
float kB = mix(1.0, ky, variable_baked.z);
|
|
240
|
+
// the baked share is the SUN's: a lamp takes its own shadow map alone (foliage.mat's test for the sun)
|
|
241
|
+
bool sun = dot(lightData.l, frameUniforms.lightDirection) > 0.999;
|
|
242
|
+
float baked = sun ? mix(1.0, variable_baked.x, kB) : 1.0;
|
|
243
|
+
float lit = min(mix(1.0, lightData.visibility, ky), baked); // the direct light
|
|
244
|
+
// the translucency takes the same two shadows at the HEIGHT weight (kB): a blade at the ground in a tree's baked shade
|
|
245
|
+
// gets none of the sun through it (the map alone leaked 30-40 % of the sun into every shaded clump, and all of it past
|
|
246
|
+
// castDistance - the owner, 2026-10-18 "трава светлая в тени"); a card at the crowns' level keeps leaf.y of it
|
|
247
|
+
float litT = sun ? mix(1.0, min(lightData.visibility, variable_baked.x), kB) : mix(1.0, lightData.visibility, ky);
|
|
248
|
+
float reach = lightData.colorIntensity.w * lightData.attenuation;
|
|
249
|
+
return shadingData.diffuseColor * lightData.colorIntensity.rgb * (reach * (lit * variable_lightv.w + litT * variable_baked.y) / PI);
|
|
250
|
+
}
|
|
251
|
+
}
|