reze-engine 0.10.2 → 0.11.0
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/README.md +72 -13
- package/dist/engine.d.ts +170 -34
- package/dist/engine.d.ts.map +1 -1
- package/dist/engine.js +1080 -308
- package/dist/index.d.ts +2 -1
- package/dist/index.d.ts.map +1 -1
- package/dist/index.js +1 -1
- package/dist/shaders/body.d.ts +2 -0
- package/dist/shaders/body.d.ts.map +1 -0
- package/dist/shaders/body.js +209 -0
- package/dist/shaders/classify.d.ts +4 -0
- package/dist/shaders/classify.d.ts.map +1 -0
- package/dist/shaders/classify.js +12 -0
- package/dist/shaders/cloth_rough.d.ts +2 -0
- package/dist/shaders/cloth_rough.d.ts.map +1 -0
- package/dist/shaders/cloth_rough.js +172 -0
- package/dist/shaders/cloth_smooth.d.ts +2 -0
- package/dist/shaders/cloth_smooth.d.ts.map +1 -0
- package/dist/shaders/cloth_smooth.js +171 -0
- package/dist/shaders/default.d.ts +2 -0
- package/dist/shaders/default.d.ts.map +1 -0
- package/dist/shaders/default.js +168 -0
- package/dist/shaders/dfg_lut.d.ts +4 -0
- package/dist/shaders/dfg_lut.d.ts.map +1 -0
- package/dist/shaders/dfg_lut.js +125 -0
- package/dist/shaders/eye.d.ts +2 -0
- package/dist/shaders/eye.d.ts.map +1 -0
- package/dist/shaders/eye.js +142 -0
- package/dist/shaders/face.d.ts +2 -0
- package/dist/shaders/face.d.ts.map +1 -0
- package/dist/shaders/face.js +211 -0
- package/dist/shaders/hair.d.ts +2 -0
- package/dist/shaders/hair.d.ts.map +1 -0
- package/dist/shaders/hair.js +186 -0
- package/dist/shaders/ltc_mag_lut.d.ts +3 -0
- package/dist/shaders/ltc_mag_lut.d.ts.map +1 -0
- package/dist/shaders/ltc_mag_lut.js +1033 -0
- package/dist/shaders/metal.d.ts +2 -0
- package/dist/shaders/metal.d.ts.map +1 -0
- package/dist/shaders/metal.js +171 -0
- package/dist/shaders/nodes.d.ts +2 -0
- package/dist/shaders/nodes.d.ts.map +1 -0
- package/dist/shaders/nodes.js +423 -0
- package/dist/shaders/stockings.d.ts +2 -0
- package/dist/shaders/stockings.d.ts.map +1 -0
- package/dist/shaders/stockings.js +229 -0
- package/package.json +1 -1
- package/src/engine.ts +1281 -376
- package/src/index.ts +12 -2
- package/src/shaders/body.ts +211 -0
- package/src/shaders/classify.ts +25 -0
- package/src/shaders/cloth_rough.ts +174 -0
- package/src/shaders/cloth_smooth.ts +173 -0
- package/src/shaders/default.ts +169 -0
- package/src/shaders/dfg_lut.ts +127 -0
- package/src/shaders/eye.ts +143 -0
- package/src/shaders/face.ts +213 -0
- package/src/shaders/hair.ts +188 -0
- package/src/shaders/ltc_mag_lut.ts +1035 -0
- package/src/shaders/metal.ts +173 -0
- package/src/shaders/nodes.ts +424 -0
- package/src/shaders/stockings.ts +231 -0
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export declare const FACE_SHADER_WGSL = "\n\n\n\n// Baked 64\u00D764 rg16float DFG LUT \u2014 created once at engine init by dfg_lut.ts.\n// Paired with group(0) binding(2) diffuseSampler (linear filter, clamp implicit\n// via the half-texel bias inside brdf_lut_baked). Bound by the main per-frame\n// bind group to every material pipeline that includes this module.\n@group(0) @binding(9) var dfgLut: texture_2d<f32>;\n\n// Baked 64\u00D764 rg16float LTC GGX magnitude LUT \u2014 ltc_mag_ggx from Blender eevee_lut.c.\n// Heitz 2016 LTC fit amplitude \u2014 same UV addressing as dfgLut.\n// Used for direct-specular energy compensation (ltc_brdf_scale in closure_eval_glossy_lib.glsl).\n@group(0) @binding(10) var ltcMag: texture_2d<f32>;\n\n// \u2500\u2500\u2500 RGB \u2194 HSV \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn rgb_to_hsv(rgb: vec3f) -> vec3f {\n let c_max = max(rgb.r, max(rgb.g, rgb.b));\n let c_min = min(rgb.r, min(rgb.g, rgb.b));\n let delta = c_max - c_min;\n\n var h = 0.0;\n if (delta > 1e-6) {\n if (c_max == rgb.r) {\n h = (rgb.g - rgb.b) / delta;\n if (h < 0.0) { h += 6.0; }\n } else if (c_max == rgb.g) {\n h = 2.0 + (rgb.b - rgb.r) / delta;\n } else {\n h = 4.0 + (rgb.r - rgb.g) / delta;\n }\n h /= 6.0;\n }\n let s = select(0.0, delta / c_max, c_max > 1e-6);\n return vec3f(h, s, c_max);\n}\n\nfn hsv_to_rgb(hsv: vec3f) -> vec3f {\n let h = hsv.x;\n let s = hsv.y;\n let v = hsv.z;\n if (s < 1e-6) { return vec3f(v); }\n\n let hh = fract(h) * 6.0;\n let sector = u32(hh);\n let f = hh - f32(sector);\n let p = v * (1.0 - s);\n let q = v * (1.0 - s * f);\n let t = v * (1.0 - s * (1.0 - f));\n\n switch (sector) {\n case 0u: { return vec3f(v, t, p); }\n case 1u: { return vec3f(q, v, p); }\n case 2u: { return vec3f(p, v, t); }\n case 3u: { return vec3f(p, q, v); }\n case 4u: { return vec3f(t, p, v); }\n default: { return vec3f(v, p, q); }\n }\n}\n\n// \u2500\u2500\u2500 HUE_SAT node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn hue_sat(hue: f32, saturation: f32, value: f32, fac: f32, color: vec3f) -> vec3f {\n var hsv = rgb_to_hsv(color);\n hsv.x = fract(hsv.x + hue - 0.5);\n hsv.y = clamp(hsv.y * saturation, 0.0, 1.0);\n hsv.z *= value;\n return mix(color, hsv_to_rgb(hsv), fac);\n}\n\n// \u2500\u2500\u2500 BRIGHTCONTRAST node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn bright_contrast(color: vec3f, bright: f32, contrast: f32) -> vec3f {\n let a = 1.0 + contrast;\n let b = bright - contrast * 0.5;\n return max(vec3f(0.0), color * a + vec3f(b));\n}\n\n// \u2500\u2500\u2500 INVERT node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn invert(fac: f32, color: vec3f) -> vec3f {\n return mix(color, vec3f(1.0) - color, fac);\n}\n\nfn invert_f(fac: f32, val: f32) -> f32 {\n return mix(val, 1.0 - val, fac);\n}\n\n// \u2500\u2500\u2500 Color ramp (VALTORGB) \u2014 2-stop variants \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// All 7 presets use exclusively 2-stop ramps.\n\nfn ramp_constant(f: f32, p0: f32, c0: vec4f, p1: f32, c1: vec4f) -> vec4f {\n return select(c0, c1, f >= p1);\n}\n\n// CONSTANT ramp with screen-space edge AA \u2014 kills sparkle where fwidth(f) straddles a hard step (NPR terminator)\nfn ramp_constant_edge_aa(f: f32, edge: f32, c0: vec4f, c1: vec4f) -> vec4f {\n let w = max(fwidth(f) * 1.75, 6e-6);\n let t = smoothstep(edge - w, edge + w, f);\n return mix(c0, c1, t);\n}\n\nfn ramp_linear(f: f32, p0: f32, c0: vec4f, p1: f32, c1: vec4f) -> vec4f {\n let t = saturate((f - p0) / max(p1 - p0, 1e-6));\n return mix(c0, c1, t);\n}\n\nfn ramp_cardinal(f: f32, p0: f32, c0: vec4f, p1: f32, c1: vec4f) -> vec4f {\n // cardinal spline with 2 stops degrades to smoothstep\n let t = saturate((f - p0) / max(p1 - p0, 1e-6));\n let ss = t * t * (3.0 - 2.0 * t);\n return mix(c0, c1, ss);\n}\n\n// \u2500\u2500\u2500 MATH node operations \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn math_add(a: f32, b: f32) -> f32 { return a + b; }\nfn math_multiply(a: f32, b: f32) -> f32 { return a * b; }\nfn math_power(a: f32, b: f32) -> f32 { return pow(max(a, 0.0), b); }\nfn math_greater_than(a: f32, b: f32) -> f32 { return select(0.0, 1.0, a > b); }\n\n// \u2500\u2500\u2500 MIX node (blend_type variants) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn mix_blend(fac: f32, a: vec3f, b: vec3f) -> vec3f {\n return mix(a, b, fac);\n}\n\nfn mix_overlay(fac: f32, a: vec3f, b: vec3f) -> vec3f {\n let lo = 2.0 * a * b;\n let hi = vec3f(1.0) - 2.0 * (vec3f(1.0) - a) * (vec3f(1.0) - b);\n let overlay = select(hi, lo, a < vec3f(0.5));\n return mix(a, overlay, fac);\n}\n\nfn mix_multiply(fac: f32, a: vec3f, b: vec3f) -> vec3f {\n return mix(a, a * b, fac);\n}\n\nfn mix_lighten(fac: f32, a: vec3f, b: vec3f) -> vec3f {\n return mix(a, max(a, b), fac);\n}\n\n// Blender Mix (Color) blend LINEAR_LIGHT: result = mix(A, A + 2*B - 1, Fac)\nfn mix_linear_light(fac: f32, a: vec3f, b: vec3f) -> vec3f {\n return mix(a, a + 2.0 * b - vec3f(1.0), fac);\n}\n\n// Luminance for Shader\u2192RGB scalar gates (linear RGB, Rec.709 weights)\nfn luminance_rec709_linear(c: vec3f) -> f32 {\n return dot(max(c, vec3f(0.0)), vec3f(0.2126, 0.7152, 0.0722));\n}\n\n// \u2500\u2500\u2500 FRESNEL node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Schlick approximation matching Blender's Fresnel node\n\nfn fresnel(ior: f32, n: vec3f, v: vec3f) -> f32 {\n let f0 = pow((ior - 1.0) / (ior + 1.0), 2.0);\n let cos_theta = clamp(dot(n, v), 0.0, 1.0);\n return f0 + (1.0 - f0) * pow(1.0 - cos_theta, 5.0);\n}\n\n// \u2500\u2500\u2500 LAYER_WEIGHT node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn layer_weight_fresnel(blend: f32, n: vec3f, v: vec3f) -> f32 {\n let eta = max(1.0 - blend, 1e-4);\n let f0 = pow((1.0 - eta) / (1.0 + eta), 2.0);\n let cos_theta = clamp(abs(dot(n, v)), 0.0, 1.0);\n return f0 + (1.0 - f0) * pow(1.0 - cos_theta, 5.0);\n}\n\nfn layer_weight_facing(blend: f32, n: vec3f, v: vec3f) -> f32 {\n var facing = abs(dot(n, v));\n let b = clamp(blend, 0.0, 0.99999);\n if (b != 0.5) {\n let exponent = select(2.0 * b, 0.5 / (1.0 - b), b >= 0.5);\n facing = pow(facing, exponent);\n }\n return 1.0 - facing;\n}\n\n// \u2500\u2500\u2500 SHADER_TO_RGB (white DiffuseBSDF) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Eevee captures lit diffuse: (albedo/\u03C0)*sun*N\u00B7L*shadow + ambient (linear). Albedo=1.\n// Matches default.ts direct term scale so VALTORGB thresholds from Blender JSON stay valid.\n\nfn shader_to_rgb_diffuse(n: vec3f, l: vec3f, sun_rgb: vec3f, ambient_rgb: vec3f, shadow: f32) -> f32 {\n const PI_S: f32 = 3.141592653589793;\n let ndotl = max(dot(n, l), 0.0);\n let rgb = sun_rgb * (ndotl * shadow / PI_S) + ambient_rgb;\n return luminance_rec709_linear(rgb);\n}\n\n// \u2500\u2500\u2500 AMBIENT_OCCLUSION node (faked) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Real SSAO is a non-goal. We approximate: use the \"inside\" value from\n// concavity heuristic: 1.0 = fully lit, lower = occluded.\n// For now returns 1.0 (no darkening). Individual presets can override.\n\nfn ao_fake(n: vec3f, v: vec3f) -> f32 {\n return 1.0;\n}\n\n// \u2500\u2500\u2500 BUMP node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Screen-space bump from a scalar height field. Needs dFdx/dFdy which\n// WGSL provides as dpdx/dpdy.\n\nfn bump(strength: f32, height: f32, normal: vec3f, world_pos: vec3f) -> vec3f {\n let dhdx = dpdx(height);\n let dhdy = dpdy(height);\n let dpdx_pos = dpdx(world_pos);\n let dpdy_pos = dpdy(world_pos);\n let perturbed = normalize(normal) - strength * (dhdx * normalize(cross(dpdy_pos, normal)) + dhdy * normalize(cross(normal, dpdx_pos)));\n return normalize(perturbed);\n}\n\n// LH engine + WebGPU fragment Y: flip dhdy contribution so height peaks read as outward bumps vs Blender reference\nfn bump_lh(strength: f32, height: f32, normal: vec3f, world_pos: vec3f) -> vec3f {\n let dhdx = dpdx(height);\n let dhdy = dpdy(height);\n let dpdx_pos = dpdx(world_pos);\n let dpdy_pos = dpdy(world_pos);\n let perturbed = normalize(normal) - strength * (dhdx * normalize(cross(dpdy_pos, normal)) - dhdy * normalize(cross(normal, dpdx_pos)));\n return normalize(perturbed);\n}\n\n// \u2500\u2500\u2500 NOISE texture (Perlin-style) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Simplified gradient noise matching Blender's default noise output.\n\nfn _hash33(p: vec3f) -> vec3f {\n var q = vec3f(\n dot(p, vec3f(127.1, 311.7, 74.7)),\n dot(p, vec3f(269.5, 183.3, 246.1)),\n dot(p, vec3f(113.5, 271.9, 124.6))\n );\n return fract(sin(q) * 43758.5453123) * 2.0 - 1.0;\n}\n\nfn _noise3(p: vec3f) -> f32 {\n let i = floor(p);\n let f = fract(p);\n let u = f * f * (3.0 - 2.0 * f);\n\n return mix(\n mix(\n mix(dot(_hash33(i + vec3f(0,0,0)), f - vec3f(0,0,0)),\n dot(_hash33(i + vec3f(1,0,0)), f - vec3f(1,0,0)), u.x),\n mix(dot(_hash33(i + vec3f(0,1,0)), f - vec3f(0,1,0)),\n dot(_hash33(i + vec3f(1,1,0)), f - vec3f(1,1,0)), u.x), u.y),\n mix(\n mix(dot(_hash33(i + vec3f(0,0,1)), f - vec3f(0,0,1)),\n dot(_hash33(i + vec3f(1,0,1)), f - vec3f(1,0,1)), u.x),\n mix(dot(_hash33(i + vec3f(0,1,1)), f - vec3f(0,1,1)),\n dot(_hash33(i + vec3f(1,1,1)), f - vec3f(1,1,1)), u.x), u.y),\n u.z);\n}\n\nfn tex_noise(p: vec3f, scale: f32, detail: f32, roughness: f32, distortion: f32) -> f32 {\n var q = p;\n if (abs(distortion) > 1e-6) {\n let w = _noise3(p * scale * 1.37 + vec3f(2.31, 5.17, 8.09));\n q = p + (w * 2.0 - 1.0) * distortion;\n }\n let coords = q * scale;\n var value = 0.0;\n var amplitude = 1.0;\n var frequency = 1.0;\n var total_amp = 0.0;\n let octaves = i32(clamp(detail, 0.0, 15.0)) + 1;\n for (var i = 0; i < octaves; i++) {\n value += amplitude * _noise3(coords * frequency);\n total_amp += amplitude;\n amplitude *= roughness;\n frequency *= 2.0;\n }\n return value / max(total_amp, 1e-6) * 0.5 + 0.5;\n}\n\n// \u2500\u2500\u2500 TEX_GRADIENT (linear) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Used by Stockings preset. Maps the input vector's X to a 0\u20131 gradient.\n\nfn tex_gradient_linear(uv: vec3f) -> f32 {\n return clamp(uv.x, 0.0, 1.0);\n}\n\n// \u2500\u2500\u2500 TEX_VORONOI (distance only) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Used by Metal preset. Simplified F1 cell noise.\n\nfn tex_voronoi_f1(p: vec3f, scale: f32) -> f32 {\n let coords = p * scale;\n let i = floor(coords);\n let f = fract(coords);\n var min_dist = 1e10;\n for (var z = -1; z <= 1; z++) {\n for (var y = -1; y <= 1; y++) {\n for (var x = -1; x <= 1; x++) {\n let neighbor = vec3f(f32(x), f32(y), f32(z));\n let point = _hash33(i + neighbor) * 0.5 + 0.5;\n let diff = neighbor + point - f;\n min_dist = min(min_dist, dot(diff, diff));\n }\n }\n }\n return sqrt(min_dist);\n}\n\n// \u2500\u2500\u2500 SEPXYZ node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn separate_xyz(v: vec3f) -> vec3f { return v; }\n\n// \u2500\u2500\u2500 VECT_MATH (cross product) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn vect_math_cross(a: vec3f, b: vec3f) -> vec3f { return cross(a, b); }\n\n// \u2500\u2500\u2500 MAPPING node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Point-type mapping: scale, rotate (euler XYZ), translate.\n\nfn mapping_point(v: vec3f, loc: vec3f, rot: vec3f, scl: vec3f) -> vec3f {\n var p = v * scl;\n // simplified: skip rotation when all angles are zero (common case)\n if (abs(rot.x) + abs(rot.y) + abs(rot.z) > 1e-6) {\n let cx = cos(rot.x); let sx = sin(rot.x);\n let cy = cos(rot.y); let sy = sin(rot.y);\n let cz = cos(rot.z); let sz = sin(rot.z);\n let rx = vec3f(p.x, cx*p.y - sx*p.z, sx*p.y + cx*p.z);\n let ry = vec3f(cy*rx.x + sy*rx.z, rx.y, -sy*rx.x + cy*rx.z);\n p = vec3f(cz*ry.x - sz*ry.y, sz*ry.x + cz*ry.y, ry.z);\n }\n return p + loc;\n}\n\n// \u2500\u2500\u2500 NORMAL_MAP node (tangent-space) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Applies a tangent-space normal map. Requires TBN from vertex stage.\n\nfn normal_map(strength: f32, map_color: vec3f, normal: vec3f, tangent: vec3f, bitangent: vec3f) -> vec3f {\n let ts = map_color * 2.0 - 1.0;\n let perturbed = normalize(tangent * ts.x + bitangent * ts.y + normal * ts.z);\n return normalize(mix(normal, perturbed, strength));\n}\n\n// \u2500\u2500\u2500 EEVEE Principled BSDF primitives \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Ports from Blender 3.6 source/blender/draw/engines/eevee/shaders/\n// bsdf_common_lib.glsl + gpu_shader_material_principled.glsl.\n// Usage pattern (see material shaders): direct spec = bsdf_ggx \u00D7 sun \u00D7 shadow\n// (NL baked in, no F yet); ambient spec = probe_radiance; tint both with\n// reflection_color = F_brdf_multi_scatter(f0, f90, split_sum) AFTER summing.\n\nconst EEVEE_PI: f32 = 3.141592653589793;\n\n// Fused analytic GGX specular (direct lights). Returns BRDF \u00D7 NL.\n// 4\u00B7NL\u00B7NV is cancelled via G1_Smith reciprocal form \u2014 see bsdf_common_lib.glsl:115.\nfn bsdf_ggx(N: vec3f, L: vec3f, V: vec3f, roughness: f32) -> f32 {\n let a = max(roughness, 1e-4);\n let a2 = a * a;\n let H = normalize(L + V);\n let NH = max(dot(N, H), 1e-8);\n let NL = max(dot(N, L), 1e-8);\n let NV = max(dot(N, V), 1e-8);\n // G1_Smith_GGX_opti reciprocal form \u2014 denominator piece only.\n let G1L = NL + sqrt(NL * (NL - NL * a2) + a2);\n let G1V = NV + sqrt(NV * (NV - NV * a2) + a2);\n let G = G1L * G1V;\n // D_ggx_opti = pi * denom\u00B2 \u2014 reciprocal D \u00D7 a\u00B2.\n let tmp = (NH * a2 - NH) * NH + 1.0;\n let D_opti = EEVEE_PI * tmp * tmp;\n return NL * a2 / (D_opti * G);\n}\n\n// Split-sum DFG LUT \u2014 Karis 2013 curve fit stand-in for the 64\u00D764 baked LUT.\n// Returns (lut.x, lut.y) in Blender convention: tint = f0\u00B7lut.x + f90\u00B7lut.y.\nfn brdf_lut_approx(NV: f32, roughness: f32) -> vec2f {\n let c0 = vec4f(-1.0, -0.0275, -0.572, 0.022);\n let c1 = vec4f(1.0, 0.0425, 1.04, -0.04);\n let r = roughness * c0 + c1;\n let a004 = min(r.x * r.x, exp2(-9.28 * NV)) * r.x + r.y;\n return vec2f(-1.04, 1.04) * a004 + r.zw;\n}\n\n// Baked 64\u00D764 EEVEE split-sum LUT \u2014 exact port of bsdf_lut_frag.glsl.\n// Addressed as Blender's common_utiltex_lib.glsl:lut_coords:\n// coords = (roughness, sqrt(1 - NV)), then half-texel bias for filtering.\n// Requires group(0) binding(9) dfgLut + binding(2) diffuseSampler in the host shader.\nfn brdf_lut_baked(NV: f32, roughness: f32) -> vec2f {\n let LUT_SIZE: f32 = 64.0;\n var uv = vec2f(saturate(roughness), sqrt(saturate(1.0 - NV)));\n uv = uv * ((LUT_SIZE - 1.0) / LUT_SIZE) + 0.5 / LUT_SIZE;\n return textureSampleLevel(dfgLut, diffuseSampler, uv, 0.0).rg;\n}\n\nfn F_brdf_single_scatter(f0: vec3f, f90: vec3f, lut: vec2f) -> vec3f {\n return lut.y * f90 + lut.x * f0;\n}\n\n// Fdez-Ag\u00FCera 2019 multi-scatter compensation (EEVEE do_multiscatter=1).\nfn F_brdf_multi_scatter(f0: vec3f, f90: vec3f, lut: vec2f) -> vec3f {\n let FssEss = lut.y * f90 + lut.x * f0;\n let Ess = lut.x + lut.y;\n let Ems = 1.0 - Ess;\n let Favg = f0 + (1.0 - f0) / 21.0;\n let Fms = FssEss * Favg / (1.0 - (1.0 - Ess) * Favg);\n return FssEss + Fms * Ems;\n}\n\n// EEVEE direct-specular energy compensation factor \u2014 closure_eval_glossy_lib.glsl:79-81:\n// ltc_brdf_scale = (ltc.x + ltc.y) / (split_sum.x + split_sum.y)\n// Because Blender evaluates direct lights via LTC (Heitz 2016) but indirect via split-sum,\n// direct radiance is rescaled so total-energy matches what the split-sum LUT expects.\n// Sample both LUTs at identical lut_coords and return the ratio.\nfn ltc_brdf_scale(NV: f32, roughness: f32) -> f32 {\n let LUT_SIZE: f32 = 64.0;\n var uv = vec2f(saturate(roughness), sqrt(saturate(1.0 - NV)));\n uv = uv * ((LUT_SIZE - 1.0) / LUT_SIZE) + 0.5 / LUT_SIZE;\n let ltc = textureSampleLevel(ltcMag, diffuseSampler, uv, 0.0).rg;\n let dfg = textureSampleLevel(dfgLut, diffuseSampler, uv, 0.0).rg;\n return (ltc.x + ltc.y) / max(dfg.x + dfg.y, 1e-6);\n}\n\n// Luminance-normalized hue extraction \u2014 Blender tint_from_color (isolates hue+sat).\nfn tint_from_color(color: vec3f) -> vec3f {\n let lum = dot(color, vec3f(0.3, 0.6, 0.1));\n return select(vec3f(1.0), color / lum, lum > 0.0);\n}\n\n\n\nstruct CameraUniforms {\n view: mat4x4f,\n projection: mat4x4f,\n viewPos: vec3f,\n _padding: f32,\n};\n\nstruct Light {\n direction: vec4f,\n color: vec4f,\n};\n\nstruct LightUniforms {\n ambientColor: vec4f,\n lights: array<Light, 4>,\n};\n\nstruct MaterialUniforms {\n diffuseColor: vec3f,\n alpha: f32,\n};\n\nstruct VertexOutput {\n @builtin(position) position: vec4f,\n @location(0) normal: vec3f,\n @location(1) uv: vec2f,\n @location(2) worldPos: vec3f,\n};\n\nstruct LightVP { viewProj: mat4x4f, };\n\n@group(0) @binding(0) var<uniform> camera: CameraUniforms;\n@group(0) @binding(1) var<uniform> light: LightUniforms;\n@group(0) @binding(2) var diffuseSampler: sampler;\n@group(0) @binding(3) var shadowMap: texture_depth_2d;\n@group(0) @binding(4) var shadowSampler: sampler_comparison;\n@group(0) @binding(5) var<uniform> lightVP: LightVP;\n@group(1) @binding(0) var<storage, read> skinMats: array<mat4x4f>;\n@group(2) @binding(0) var diffuseTexture: texture_2d<f32>;\n@group(2) @binding(1) var<uniform> material: MaterialUniforms;\n\n// 3x3 PCF shadow sampling, 4096 map, normal-bias 0.08, depth-bias 0.001\nfn sampleShadow(worldPos: vec3f, n: vec3f) -> f32 {\n let biasedPos = worldPos + n * 0.08;\n let lclip = lightVP.viewProj * vec4f(biasedPos, 1.0);\n let ndc = lclip.xyz / max(lclip.w, 1e-6);\n let suv = vec2f(ndc.x * 0.5 + 0.5, 0.5 - ndc.y * 0.5);\n let cmpZ = ndc.z - 0.001;\n let ts = 1.0 / 4096.0;\n var vis = 0.0;\n for (var y = -1; y <= 1; y++) {\n for (var x = -1; x <= 1; x++) {\n vis += textureSampleCompare(shadowMap, shadowSampler, suv + vec2f(f32(x), f32(y)) * ts, cmpZ);\n }\n }\n return vis / 9.0;\n}\n\nconst PI_F: f32 = 3.141592653589793;\nconst FACE_SPECULAR: f32 = 0.5;\nconst FACE_ROUGHNESS: f32 = 0.3;\n// Dump M_Face unlinked defaults (math op enum not serialized \u2014 warm clamp chain still from m_graphs)\nconst FACE_RIM2_POW: f32 = 0.6300000548362732;\nconst FACE_RIM2_BG: vec3f = vec3f(1.0, 0.4684903025627136, 0.3698573112487793);\nconst FACE_WARM_AO_MUL: f32 = 0.30000001192092896; // \u8FD0\u7B97.004 MULTIPLY after invert (was 0.5 in older trace)\nconst FACE_BRIGHT_TEX_THRESH: f32 = 0.9300000071525574; // \u8FD0\u7B97.005 GREATER_THAN Value_001\nconst FACE_MIX_NPR: f32 = 0.5; // \u6DF7\u5408\u7740\u8272\u5668.001 Fac\n\n@vertex fn vs(\n @location(0) position: vec3f,\n @location(1) normal: vec3f,\n @location(2) uv: vec2f,\n @location(3) joints0: vec4<u32>,\n @location(4) weights0: vec4<f32>\n) -> VertexOutput {\n var output: VertexOutput;\n let pos4 = vec4f(position, 1.0);\n let weightSum = weights0.x + weights0.y + weights0.z + weights0.w;\n let invWeightSum = select(1.0, 1.0 / weightSum, weightSum > 0.0001);\n let nw = select(vec4f(1.0, 0.0, 0.0, 0.0), weights0 * invWeightSum, weightSum > 0.0001);\n var skinnedPos = vec4f(0.0);\n var skinnedNrm = vec3f(0.0);\n for (var i = 0u; i < 4u; i++) {\n let m = skinMats[joints0[i]];\n let w = nw[i];\n skinnedPos += (m * pos4) * w;\n skinnedNrm += (mat3x3f(m[0].xyz, m[1].xyz, m[2].xyz) * normal) * w;\n }\n output.position = camera.projection * camera.view * vec4f(skinnedPos.xyz, 1.0);\n output.normal = normalize(skinnedNrm);\n output.uv = uv;\n output.worldPos = skinnedPos.xyz;\n return output;\n}\n\n// Fragment: M_Face NPR + Principled hybrid\n// TEX \u2192 HueSat shadow/lit \u2192 toon gate \u2192 BrightContrast \u2192 AO chain \u2192 emission stack\n// Fresnel rims, warm AO emission, bright-texture gate, noise-bumped Principled\n// Final = mix(Principled, NPR, 0.5)\n@fragment fn fs(input: VertexOutput) -> @location(0) vec4f {\n let alpha = material.alpha;\n if (alpha < 0.001) { discard; }\n\n let n = normalize(input.normal);\n let v = normalize(camera.viewPos - input.worldPos);\n let l = -light.lights[0].direction.xyz;\n let intensity = light.lights[0].color.w;\n let sun = light.lights[0].color.xyz * intensity;\n\n let tex_color = textureSample(diffuseTexture, diffuseSampler, input.uv).rgb;\n let shadow = sampleShadow(input.worldPos, n);\n\n // \u2550\u2550\u2550 SOURCES \u2550\u2550\u2550\n // DiffuseBSDF(white) \u2192 ShaderToRGB (energy-matched); shadow on direct only\n let ndotl_raw = shader_to_rgb_diffuse(n, l, sun, light.ambientColor.xyz, shadow);\n // ramp.008 CONSTANT \u2014 edge AA avoids binary fac shimmer / white specks on terminator (fwidth + smoothstep)\n let toon = ramp_constant_edge_aa(ndotl_raw, 0.2966, vec4f(0,0,0,1), vec4f(1,1,1,1)).r;\n let ao = ao_fake(n, v);\n\n // \u2550\u2550\u2550 TOON COLOR \u2550\u2550\u2550\n let shadow_tint = hue_sat(0.46000000834465027, 2.0, 0.3499999940395355, 1.0, tex_color); // HueSat.002\n let lit_tint = hue_sat(0.46000000834465027, 1.600000023841858, 1.5, 1.0, tex_color); // HueSat.001\n let toon_color = mix_blend(toon, shadow_tint, lit_tint); // Mix.004\n let bc = bright_contrast(toon_color, 0.1, 0.2);\n\n // \u2550\u2550\u2550 AO CHAIN \u2550\u2550\u2550\n // ramp CONSTANT [0\u2192white, 0.5995\u2192black]\n let ao_ramp = ramp_constant(ao, 0.0, vec4f(1,1,1,1), 0.5995, vec4f(0,0,0,1)).r;\n // Mix.003(Factor=ao_ramp, A=bc, B=reddish tint)\n let ao_mixed = mix_blend(ao_ramp, bc, vec3f(0.8302, 0.3346, 0.2795));\n\n // \u2550\u2550\u2550 EMISSION 3 \u2550\u2550\u2550\n let emission3 = ao_mixed * 2.5; // Emission.003(Strength=2.5)\n\n // \u2550\u2550\u2550 WARM EMISSION \u2550\u2550\u2550\n let ao_inv = invert_f(1.0, ao_ramp);\n let warm_str = ao_inv * FACE_WARM_AO_MUL; // \u53CD\u8F6C \u2192 \u8FD0\u7B97.004 MULTIPLY Value_001\n let warm_input = clamp(toon * 0.5 + 0.5, 0.0, 1.0); // \u8FD0\u7B97.001\u2192\u8FD0\u7B97.006\u2192Clamp\n // ramp.003 CARDINAL [0.2409\u2192warm dark, 0.4663\u2192warm light]\n let warm_color = ramp_cardinal(warm_input, 0.2409,\n vec4f(0.2426, 0.068, 0.0588, 1.0), 0.4663,\n vec4f(0.6677, 0.5024, 0.5126, 1.0)).rgb;\n let warm_emission = warm_color * warm_str; // Emission.001\n\n // \u2550\u2550\u2550 RIM 1 \u2550\u2550\u2550\n // Fresnel(IOR=2.0) \u00D7 LayerWeight.001(Facing, Blend=0.24)\n let rim1_str = fresnel(2.0, n, v) * layer_weight_facing(0.24, n, v);\n let rim1 = vec3f(0.984157919883728, 0.6110184788703918, 0.5736401677131653) * rim1_str;\n\n // \u2550\u2550\u2550 RIM 2 \u2550\u2550\u2550\n // Fresnel.001(IOR=1.45) \u00D7 LayerWeight.002(Fresnel output, Blend=0.61)\n let rim2_raw = fresnel(1.45, n, v) * layer_weight_fresnel(0.61, n, v);\n let rim2_fac = math_power(rim2_raw, FACE_RIM2_POW);\n // MixShader.002: Shader=Emission.003, Shader_001=\u80CC\u666F\n let rim2_mixed = mix(emission3, FACE_RIM2_BG, rim2_fac);\n\n // \u8F6C\u63A5\u70B9.005(tex) \u2192 \u8FD0\u7B97.005 GREATER_THAN Value_001\n let tex_gate = math_greater_than(tex_color.r, FACE_BRIGHT_TEX_THRESH);\n let bright_emit = vec3f(tex_gate) * 3.0; // Emission.002(Strength=3.0)\n\n // \u2550\u2550\u2550 NPR STACK (AddShader chain) \u2550\u2550\u2550\n let add2 = rim2_mixed + bright_emit; // AddShader.002\n let add0 = rim1 + add2; // AddShader\n let npr_stack = add0 + warm_emission; // AddShader.001\n\n // \u2550\u2550\u2550 PRINCIPLED BSDF \u2550\u2550\u2550\n // Noise-based bump normal\n let gen = mapping_point(input.worldPos, vec3f(0.0), vec3f(0.0), vec3f(1.0, 1.0, 1.5));\n let noise_val = tex_noise(gen, 1.0, 2.0, 0.5, 0.0);\n let noise_ramp = ramp_linear(noise_val, 0.0, vec4f(0,0,0,1), 1.0, vec4f(1,1,1,1)).r;\n let bumped_n = bump_lh(0.324644535779953, noise_ramp, n, input.worldPos); // \u51F9\u51F8 Strength; LH bump\n\n // Mix.001(Factor=noise_ramp, A=bc, B=dark red)\n let principled_base = mix_blend(noise_ramp, bc, vec3f(0.6832, 0.1947, 0.1373));\n // Emission input from reroute.011 (bc), Strength=0.2\n let p_emission = bc * 0.2;\n // AO.002 \u2192 ramp.005 LINEAR [0.003\u2192black, 1.0\u2192gray] for subsurface approx\n let ao2 = ao_fake(n, v);\n let sss = ramp_linear(ao2, 0.003, vec4f(0,0,0,1), 1.0, vec4f(0.0786, 0.0786, 0.0786, 1.0)).r;\n\n // \u539F\u7406\u5316BSDF (EEVEE port): metallic=0, specular=0.5, roughness=0.3, specular_tint=0.\n let NL = max(dot(bumped_n, l), 0.0);\n let NV = max(dot(bumped_n, v), 1e-4);\n\n let f0 = vec3f(0.08 * FACE_SPECULAR);\n let f90 = mix(f0, vec3f(1.0), sqrt(FACE_SPECULAR));\n let split_sum = brdf_lut_baked(NV, FACE_ROUGHNESS);\n let reflection_color = F_brdf_multi_scatter(f0, f90, split_sum);\n\n let spec_direct = bsdf_ggx(bumped_n, l, v, FACE_ROUGHNESS) * sun * shadow * ltc_brdf_scale(NV, FACE_ROUGHNESS);\n let spec_indirect = light.ambientColor.xyz;\n let spec_radiance = (spec_direct + spec_indirect) * reflection_color;\n\n // Indirect diffuse = base_color \u00D7 L_w per Blender closure_eval_surface_lib.glsl line 302;\n // probe_evaluate_world_diff returns radiance (SH-projected, not cosine-convolved).\n let diffuse_radiance = principled_base * (sun * NL * shadow / PI_F + light.ambientColor.xyz);\n let principled = diffuse_radiance + spec_radiance + p_emission + vec3f(sss);\n\n // \u6DF7\u5408\u7740\u8272\u5668.001: Shader=\u76F8\u52A0\u7740\u8272\u5668.001, Shader_001=\u539F\u7406\u5316BSDF \u2014 Fac blends toward second\n let final_color = mix(npr_stack, principled, FACE_MIX_NPR);\n\n return vec4f(final_color, alpha);\n}\n\n";
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//# sourceMappingURL=face.d.ts.map
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{"version":3,"file":"face.d.ts","sourceRoot":"","sources":["../../src/shaders/face.ts"],"names":[],"mappings":"AAIA,eAAO,MAAM,gBAAgB,o65BAgN5B,CAAA"}
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// M_Face — WGSL trace of 仿深空之眼渲染预设v1.0_by_小绿毛猫_material_graph_dump.json "M_Face"; VALTORGB stops from m_graphs (dump omits curve keys).
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import { NODES_WGSL } from "./nodes";
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export const FACE_SHADER_WGSL = /* wgsl */ `
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${NODES_WGSL}
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struct CameraUniforms {
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view: mat4x4f,
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projection: mat4x4f,
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viewPos: vec3f,
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_padding: f32,
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};
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struct Light {
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direction: vec4f,
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color: vec4f,
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};
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struct LightUniforms {
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ambientColor: vec4f,
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lights: array<Light, 4>,
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};
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struct MaterialUniforms {
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diffuseColor: vec3f,
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alpha: f32,
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};
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struct VertexOutput {
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@builtin(position) position: vec4f,
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@location(0) normal: vec3f,
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@location(1) uv: vec2f,
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@location(2) worldPos: vec3f,
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};
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struct LightVP { viewProj: mat4x4f, };
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@group(0) @binding(0) var<uniform> camera: CameraUniforms;
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@group(0) @binding(1) var<uniform> light: LightUniforms;
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@group(0) @binding(2) var diffuseSampler: sampler;
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@group(0) @binding(3) var shadowMap: texture_depth_2d;
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@group(0) @binding(4) var shadowSampler: sampler_comparison;
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@group(0) @binding(5) var<uniform> lightVP: LightVP;
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@group(1) @binding(0) var<storage, read> skinMats: array<mat4x4f>;
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@group(2) @binding(0) var diffuseTexture: texture_2d<f32>;
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@group(2) @binding(1) var<uniform> material: MaterialUniforms;
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// 3x3 PCF shadow sampling, 4096 map, normal-bias 0.08, depth-bias 0.001
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fn sampleShadow(worldPos: vec3f, n: vec3f) -> f32 {
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let biasedPos = worldPos + n * 0.08;
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let lclip = lightVP.viewProj * vec4f(biasedPos, 1.0);
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let ndc = lclip.xyz / max(lclip.w, 1e-6);
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let suv = vec2f(ndc.x * 0.5 + 0.5, 0.5 - ndc.y * 0.5);
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let cmpZ = ndc.z - 0.001;
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let ts = 1.0 / 4096.0;
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var vis = 0.0;
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for (var y = -1; y <= 1; y++) {
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for (var x = -1; x <= 1; x++) {
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vis += textureSampleCompare(shadowMap, shadowSampler, suv + vec2f(f32(x), f32(y)) * ts, cmpZ);
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}
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}
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return vis / 9.0;
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}
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const PI_F: f32 = 3.141592653589793;
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const FACE_SPECULAR: f32 = 0.5;
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const FACE_ROUGHNESS: f32 = 0.3;
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// Dump M_Face unlinked defaults (math op enum not serialized — warm clamp chain still from m_graphs)
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const FACE_RIM2_POW: f32 = 0.6300000548362732;
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const FACE_RIM2_BG: vec3f = vec3f(1.0, 0.4684903025627136, 0.3698573112487793);
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const FACE_WARM_AO_MUL: f32 = 0.30000001192092896; // 运算.004 MULTIPLY after invert (was 0.5 in older trace)
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const FACE_BRIGHT_TEX_THRESH: f32 = 0.9300000071525574; // 运算.005 GREATER_THAN Value_001
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const FACE_MIX_NPR: f32 = 0.5; // 混合着色器.001 Fac
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@vertex fn vs(
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@location(0) position: vec3f,
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@location(1) normal: vec3f,
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@location(2) uv: vec2f,
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@location(3) joints0: vec4<u32>,
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@location(4) weights0: vec4<f32>
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) -> VertexOutput {
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var output: VertexOutput;
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let pos4 = vec4f(position, 1.0);
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let weightSum = weights0.x + weights0.y + weights0.z + weights0.w;
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85
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let invWeightSum = select(1.0, 1.0 / weightSum, weightSum > 0.0001);
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86
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let nw = select(vec4f(1.0, 0.0, 0.0, 0.0), weights0 * invWeightSum, weightSum > 0.0001);
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var skinnedPos = vec4f(0.0);
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var skinnedNrm = vec3f(0.0);
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+
for (var i = 0u; i < 4u; i++) {
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+
let m = skinMats[joints0[i]];
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91
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+
let w = nw[i];
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+
skinnedPos += (m * pos4) * w;
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+
skinnedNrm += (mat3x3f(m[0].xyz, m[1].xyz, m[2].xyz) * normal) * w;
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+
}
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95
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+
output.position = camera.projection * camera.view * vec4f(skinnedPos.xyz, 1.0);
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+
output.normal = normalize(skinnedNrm);
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+
output.uv = uv;
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output.worldPos = skinnedPos.xyz;
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+
return output;
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+
}
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101
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+
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102
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+
// Fragment: M_Face NPR + Principled hybrid
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103
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+
// TEX → HueSat shadow/lit → toon gate → BrightContrast → AO chain → emission stack
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104
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+
// Fresnel rims, warm AO emission, bright-texture gate, noise-bumped Principled
|
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105
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+
// Final = mix(Principled, NPR, 0.5)
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106
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+
@fragment fn fs(input: VertexOutput) -> @location(0) vec4f {
|
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107
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+
let alpha = material.alpha;
|
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108
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+
if (alpha < 0.001) { discard; }
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109
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+
|
|
110
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+
let n = normalize(input.normal);
|
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111
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+
let v = normalize(camera.viewPos - input.worldPos);
|
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112
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+
let l = -light.lights[0].direction.xyz;
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113
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+
let intensity = light.lights[0].color.w;
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114
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+
let sun = light.lights[0].color.xyz * intensity;
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115
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+
|
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116
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+
let tex_color = textureSample(diffuseTexture, diffuseSampler, input.uv).rgb;
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117
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+
let shadow = sampleShadow(input.worldPos, n);
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118
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+
|
|
119
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+
// ═══ SOURCES ═══
|
|
120
|
+
// DiffuseBSDF(white) → ShaderToRGB (energy-matched); shadow on direct only
|
|
121
|
+
let ndotl_raw = shader_to_rgb_diffuse(n, l, sun, light.ambientColor.xyz, shadow);
|
|
122
|
+
// ramp.008 CONSTANT — edge AA avoids binary fac shimmer / white specks on terminator (fwidth + smoothstep)
|
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123
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+
let toon = ramp_constant_edge_aa(ndotl_raw, 0.2966, vec4f(0,0,0,1), vec4f(1,1,1,1)).r;
|
|
124
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+
let ao = ao_fake(n, v);
|
|
125
|
+
|
|
126
|
+
// ═══ TOON COLOR ═══
|
|
127
|
+
let shadow_tint = hue_sat(0.46000000834465027, 2.0, 0.3499999940395355, 1.0, tex_color); // HueSat.002
|
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128
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+
let lit_tint = hue_sat(0.46000000834465027, 1.600000023841858, 1.5, 1.0, tex_color); // HueSat.001
|
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129
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+
let toon_color = mix_blend(toon, shadow_tint, lit_tint); // Mix.004
|
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130
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+
let bc = bright_contrast(toon_color, 0.1, 0.2);
|
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131
|
+
|
|
132
|
+
// ═══ AO CHAIN ═══
|
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133
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+
// ramp CONSTANT [0→white, 0.5995→black]
|
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134
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+
let ao_ramp = ramp_constant(ao, 0.0, vec4f(1,1,1,1), 0.5995, vec4f(0,0,0,1)).r;
|
|
135
|
+
// Mix.003(Factor=ao_ramp, A=bc, B=reddish tint)
|
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136
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+
let ao_mixed = mix_blend(ao_ramp, bc, vec3f(0.8302, 0.3346, 0.2795));
|
|
137
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+
|
|
138
|
+
// ═══ EMISSION 3 ═══
|
|
139
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+
let emission3 = ao_mixed * 2.5; // Emission.003(Strength=2.5)
|
|
140
|
+
|
|
141
|
+
// ═══ WARM EMISSION ═══
|
|
142
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+
let ao_inv = invert_f(1.0, ao_ramp);
|
|
143
|
+
let warm_str = ao_inv * FACE_WARM_AO_MUL; // 反转 → 运算.004 MULTIPLY Value_001
|
|
144
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+
let warm_input = clamp(toon * 0.5 + 0.5, 0.0, 1.0); // 运算.001→运算.006→Clamp
|
|
145
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+
// ramp.003 CARDINAL [0.2409→warm dark, 0.4663→warm light]
|
|
146
|
+
let warm_color = ramp_cardinal(warm_input, 0.2409,
|
|
147
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+
vec4f(0.2426, 0.068, 0.0588, 1.0), 0.4663,
|
|
148
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+
vec4f(0.6677, 0.5024, 0.5126, 1.0)).rgb;
|
|
149
|
+
let warm_emission = warm_color * warm_str; // Emission.001
|
|
150
|
+
|
|
151
|
+
// ═══ RIM 1 ═══
|
|
152
|
+
// Fresnel(IOR=2.0) × LayerWeight.001(Facing, Blend=0.24)
|
|
153
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+
let rim1_str = fresnel(2.0, n, v) * layer_weight_facing(0.24, n, v);
|
|
154
|
+
let rim1 = vec3f(0.984157919883728, 0.6110184788703918, 0.5736401677131653) * rim1_str;
|
|
155
|
+
|
|
156
|
+
// ═══ RIM 2 ═══
|
|
157
|
+
// Fresnel.001(IOR=1.45) × LayerWeight.002(Fresnel output, Blend=0.61)
|
|
158
|
+
let rim2_raw = fresnel(1.45, n, v) * layer_weight_fresnel(0.61, n, v);
|
|
159
|
+
let rim2_fac = math_power(rim2_raw, FACE_RIM2_POW);
|
|
160
|
+
// MixShader.002: Shader=Emission.003, Shader_001=背景
|
|
161
|
+
let rim2_mixed = mix(emission3, FACE_RIM2_BG, rim2_fac);
|
|
162
|
+
|
|
163
|
+
// 转接点.005(tex) → 运算.005 GREATER_THAN Value_001
|
|
164
|
+
let tex_gate = math_greater_than(tex_color.r, FACE_BRIGHT_TEX_THRESH);
|
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165
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+
let bright_emit = vec3f(tex_gate) * 3.0; // Emission.002(Strength=3.0)
|
|
166
|
+
|
|
167
|
+
// ═══ NPR STACK (AddShader chain) ═══
|
|
168
|
+
let add2 = rim2_mixed + bright_emit; // AddShader.002
|
|
169
|
+
let add0 = rim1 + add2; // AddShader
|
|
170
|
+
let npr_stack = add0 + warm_emission; // AddShader.001
|
|
171
|
+
|
|
172
|
+
// ═══ PRINCIPLED BSDF ═══
|
|
173
|
+
// Noise-based bump normal
|
|
174
|
+
let gen = mapping_point(input.worldPos, vec3f(0.0), vec3f(0.0), vec3f(1.0, 1.0, 1.5));
|
|
175
|
+
let noise_val = tex_noise(gen, 1.0, 2.0, 0.5, 0.0);
|
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176
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+
let noise_ramp = ramp_linear(noise_val, 0.0, vec4f(0,0,0,1), 1.0, vec4f(1,1,1,1)).r;
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177
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+
let bumped_n = bump_lh(0.324644535779953, noise_ramp, n, input.worldPos); // 凹凸 Strength; LH bump
|
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178
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+
|
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179
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+
// Mix.001(Factor=noise_ramp, A=bc, B=dark red)
|
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180
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+
let principled_base = mix_blend(noise_ramp, bc, vec3f(0.6832, 0.1947, 0.1373));
|
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181
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+
// Emission input from reroute.011 (bc), Strength=0.2
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182
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+
let p_emission = bc * 0.2;
|
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183
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+
// AO.002 → ramp.005 LINEAR [0.003→black, 1.0→gray] for subsurface approx
|
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184
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+
let ao2 = ao_fake(n, v);
|
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185
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+
let sss = ramp_linear(ao2, 0.003, vec4f(0,0,0,1), 1.0, vec4f(0.0786, 0.0786, 0.0786, 1.0)).r;
|
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186
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+
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187
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+
// 原理化BSDF (EEVEE port): metallic=0, specular=0.5, roughness=0.3, specular_tint=0.
|
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188
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+
let NL = max(dot(bumped_n, l), 0.0);
|
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189
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+
let NV = max(dot(bumped_n, v), 1e-4);
|
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190
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+
|
|
191
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+
let f0 = vec3f(0.08 * FACE_SPECULAR);
|
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192
|
+
let f90 = mix(f0, vec3f(1.0), sqrt(FACE_SPECULAR));
|
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193
|
+
let split_sum = brdf_lut_baked(NV, FACE_ROUGHNESS);
|
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194
|
+
let reflection_color = F_brdf_multi_scatter(f0, f90, split_sum);
|
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195
|
+
|
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196
|
+
let spec_direct = bsdf_ggx(bumped_n, l, v, FACE_ROUGHNESS) * sun * shadow * ltc_brdf_scale(NV, FACE_ROUGHNESS);
|
|
197
|
+
let spec_indirect = light.ambientColor.xyz;
|
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198
|
+
let spec_radiance = (spec_direct + spec_indirect) * reflection_color;
|
|
199
|
+
|
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200
|
+
// Indirect diffuse = base_color × L_w per Blender closure_eval_surface_lib.glsl line 302;
|
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201
|
+
// probe_evaluate_world_diff returns radiance (SH-projected, not cosine-convolved).
|
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202
|
+
let diffuse_radiance = principled_base * (sun * NL * shadow / PI_F + light.ambientColor.xyz);
|
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203
|
+
let principled = diffuse_radiance + spec_radiance + p_emission + vec3f(sss);
|
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204
|
+
|
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205
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+
// 混合着色器.001: Shader=相加着色器.001, Shader_001=原理化BSDF — Fac blends toward second
|
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206
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+
let final_color = mix(npr_stack, principled, FACE_MIX_NPR);
|
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207
|
+
|
|
208
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+
return vec4f(final_color, alpha);
|
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209
|
+
}
|
|
210
|
+
|
|
211
|
+
`;
|
|
@@ -0,0 +1,2 @@
|
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1
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+
export declare const HAIR_SHADER_WGSL = "\n\n\n\n// Baked 64\u00D764 rg16float DFG LUT \u2014 created once at engine init by dfg_lut.ts.\n// Paired with group(0) binding(2) diffuseSampler (linear filter, clamp implicit\n// via the half-texel bias inside brdf_lut_baked). Bound by the main per-frame\n// bind group to every material pipeline that includes this module.\n@group(0) @binding(9) var dfgLut: texture_2d<f32>;\n\n// Baked 64\u00D764 rg16float LTC GGX magnitude LUT \u2014 ltc_mag_ggx from Blender eevee_lut.c.\n// Heitz 2016 LTC fit amplitude \u2014 same UV addressing as dfgLut.\n// Used for direct-specular energy compensation (ltc_brdf_scale in closure_eval_glossy_lib.glsl).\n@group(0) @binding(10) var ltcMag: texture_2d<f32>;\n\n// \u2500\u2500\u2500 RGB \u2194 HSV \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn rgb_to_hsv(rgb: vec3f) -> vec3f {\n let c_max = max(rgb.r, max(rgb.g, rgb.b));\n let c_min = min(rgb.r, min(rgb.g, rgb.b));\n let delta = c_max - c_min;\n\n var h = 0.0;\n if (delta > 1e-6) {\n if (c_max == rgb.r) {\n h = (rgb.g - rgb.b) / delta;\n if (h < 0.0) { h += 6.0; }\n } else if (c_max == rgb.g) {\n h = 2.0 + (rgb.b - rgb.r) / delta;\n } else {\n h = 4.0 + (rgb.r - rgb.g) / delta;\n }\n h /= 6.0;\n }\n let s = select(0.0, delta / c_max, c_max > 1e-6);\n return vec3f(h, s, c_max);\n}\n\nfn hsv_to_rgb(hsv: vec3f) -> vec3f {\n let h = hsv.x;\n let s = hsv.y;\n let v = hsv.z;\n if (s < 1e-6) { return vec3f(v); }\n\n let hh = fract(h) * 6.0;\n let sector = u32(hh);\n let f = hh - f32(sector);\n let p = v * (1.0 - s);\n let q = v * (1.0 - s * f);\n let t = v * (1.0 - s * (1.0 - f));\n\n switch (sector) {\n case 0u: { return vec3f(v, t, p); }\n case 1u: { return vec3f(q, v, p); }\n case 2u: { return vec3f(p, v, t); }\n case 3u: { return vec3f(p, q, v); }\n case 4u: { return vec3f(t, p, v); }\n default: { return vec3f(v, p, q); }\n }\n}\n\n// \u2500\u2500\u2500 HUE_SAT node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn hue_sat(hue: f32, saturation: f32, value: f32, fac: f32, color: vec3f) -> vec3f {\n var hsv = rgb_to_hsv(color);\n hsv.x = fract(hsv.x + hue - 0.5);\n hsv.y = clamp(hsv.y * saturation, 0.0, 1.0);\n hsv.z *= value;\n return mix(color, hsv_to_rgb(hsv), fac);\n}\n\n// \u2500\u2500\u2500 BRIGHTCONTRAST node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn bright_contrast(color: vec3f, bright: f32, contrast: f32) -> vec3f {\n let a = 1.0 + contrast;\n let b = bright - contrast * 0.5;\n return max(vec3f(0.0), color * a + vec3f(b));\n}\n\n// \u2500\u2500\u2500 INVERT node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn invert(fac: f32, color: vec3f) -> vec3f {\n return mix(color, vec3f(1.0) - color, fac);\n}\n\nfn invert_f(fac: f32, val: f32) -> f32 {\n return mix(val, 1.0 - val, fac);\n}\n\n// \u2500\u2500\u2500 Color ramp (VALTORGB) \u2014 2-stop variants \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// All 7 presets use exclusively 2-stop ramps.\n\nfn ramp_constant(f: f32, p0: f32, c0: vec4f, p1: f32, c1: vec4f) -> vec4f {\n return select(c0, c1, f >= p1);\n}\n\n// CONSTANT ramp with screen-space edge AA \u2014 kills sparkle where fwidth(f) straddles a hard step (NPR terminator)\nfn ramp_constant_edge_aa(f: f32, edge: f32, c0: vec4f, c1: vec4f) -> vec4f {\n let w = max(fwidth(f) * 1.75, 6e-6);\n let t = smoothstep(edge - w, edge + w, f);\n return mix(c0, c1, t);\n}\n\nfn ramp_linear(f: f32, p0: f32, c0: vec4f, p1: f32, c1: vec4f) -> vec4f {\n let t = saturate((f - p0) / max(p1 - p0, 1e-6));\n return mix(c0, c1, t);\n}\n\nfn ramp_cardinal(f: f32, p0: f32, c0: vec4f, p1: f32, c1: vec4f) -> vec4f {\n // cardinal spline with 2 stops degrades to smoothstep\n let t = saturate((f - p0) / max(p1 - p0, 1e-6));\n let ss = t * t * (3.0 - 2.0 * t);\n return mix(c0, c1, ss);\n}\n\n// \u2500\u2500\u2500 MATH node operations \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn math_add(a: f32, b: f32) -> f32 { return a + b; }\nfn math_multiply(a: f32, b: f32) -> f32 { return a * b; }\nfn math_power(a: f32, b: f32) -> f32 { return pow(max(a, 0.0), b); }\nfn math_greater_than(a: f32, b: f32) -> f32 { return select(0.0, 1.0, a > b); }\n\n// \u2500\u2500\u2500 MIX node (blend_type variants) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn mix_blend(fac: f32, a: vec3f, b: vec3f) -> vec3f {\n return mix(a, b, fac);\n}\n\nfn mix_overlay(fac: f32, a: vec3f, b: vec3f) -> vec3f {\n let lo = 2.0 * a * b;\n let hi = vec3f(1.0) - 2.0 * (vec3f(1.0) - a) * (vec3f(1.0) - b);\n let overlay = select(hi, lo, a < vec3f(0.5));\n return mix(a, overlay, fac);\n}\n\nfn mix_multiply(fac: f32, a: vec3f, b: vec3f) -> vec3f {\n return mix(a, a * b, fac);\n}\n\nfn mix_lighten(fac: f32, a: vec3f, b: vec3f) -> vec3f {\n return mix(a, max(a, b), fac);\n}\n\n// Blender Mix (Color) blend LINEAR_LIGHT: result = mix(A, A + 2*B - 1, Fac)\nfn mix_linear_light(fac: f32, a: vec3f, b: vec3f) -> vec3f {\n return mix(a, a + 2.0 * b - vec3f(1.0), fac);\n}\n\n// Luminance for Shader\u2192RGB scalar gates (linear RGB, Rec.709 weights)\nfn luminance_rec709_linear(c: vec3f) -> f32 {\n return dot(max(c, vec3f(0.0)), vec3f(0.2126, 0.7152, 0.0722));\n}\n\n// \u2500\u2500\u2500 FRESNEL node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Schlick approximation matching Blender's Fresnel node\n\nfn fresnel(ior: f32, n: vec3f, v: vec3f) -> f32 {\n let f0 = pow((ior - 1.0) / (ior + 1.0), 2.0);\n let cos_theta = clamp(dot(n, v), 0.0, 1.0);\n return f0 + (1.0 - f0) * pow(1.0 - cos_theta, 5.0);\n}\n\n// \u2500\u2500\u2500 LAYER_WEIGHT node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn layer_weight_fresnel(blend: f32, n: vec3f, v: vec3f) -> f32 {\n let eta = max(1.0 - blend, 1e-4);\n let f0 = pow((1.0 - eta) / (1.0 + eta), 2.0);\n let cos_theta = clamp(abs(dot(n, v)), 0.0, 1.0);\n return f0 + (1.0 - f0) * pow(1.0 - cos_theta, 5.0);\n}\n\nfn layer_weight_facing(blend: f32, n: vec3f, v: vec3f) -> f32 {\n var facing = abs(dot(n, v));\n let b = clamp(blend, 0.0, 0.99999);\n if (b != 0.5) {\n let exponent = select(2.0 * b, 0.5 / (1.0 - b), b >= 0.5);\n facing = pow(facing, exponent);\n }\n return 1.0 - facing;\n}\n\n// \u2500\u2500\u2500 SHADER_TO_RGB (white DiffuseBSDF) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Eevee captures lit diffuse: (albedo/\u03C0)*sun*N\u00B7L*shadow + ambient (linear). Albedo=1.\n// Matches default.ts direct term scale so VALTORGB thresholds from Blender JSON stay valid.\n\nfn shader_to_rgb_diffuse(n: vec3f, l: vec3f, sun_rgb: vec3f, ambient_rgb: vec3f, shadow: f32) -> f32 {\n const PI_S: f32 = 3.141592653589793;\n let ndotl = max(dot(n, l), 0.0);\n let rgb = sun_rgb * (ndotl * shadow / PI_S) + ambient_rgb;\n return luminance_rec709_linear(rgb);\n}\n\n// \u2500\u2500\u2500 AMBIENT_OCCLUSION node (faked) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Real SSAO is a non-goal. We approximate: use the \"inside\" value from\n// concavity heuristic: 1.0 = fully lit, lower = occluded.\n// For now returns 1.0 (no darkening). Individual presets can override.\n\nfn ao_fake(n: vec3f, v: vec3f) -> f32 {\n return 1.0;\n}\n\n// \u2500\u2500\u2500 BUMP node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Screen-space bump from a scalar height field. Needs dFdx/dFdy which\n// WGSL provides as dpdx/dpdy.\n\nfn bump(strength: f32, height: f32, normal: vec3f, world_pos: vec3f) -> vec3f {\n let dhdx = dpdx(height);\n let dhdy = dpdy(height);\n let dpdx_pos = dpdx(world_pos);\n let dpdy_pos = dpdy(world_pos);\n let perturbed = normalize(normal) - strength * (dhdx * normalize(cross(dpdy_pos, normal)) + dhdy * normalize(cross(normal, dpdx_pos)));\n return normalize(perturbed);\n}\n\n// LH engine + WebGPU fragment Y: flip dhdy contribution so height peaks read as outward bumps vs Blender reference\nfn bump_lh(strength: f32, height: f32, normal: vec3f, world_pos: vec3f) -> vec3f {\n let dhdx = dpdx(height);\n let dhdy = dpdy(height);\n let dpdx_pos = dpdx(world_pos);\n let dpdy_pos = dpdy(world_pos);\n let perturbed = normalize(normal) - strength * (dhdx * normalize(cross(dpdy_pos, normal)) - dhdy * normalize(cross(normal, dpdx_pos)));\n return normalize(perturbed);\n}\n\n// \u2500\u2500\u2500 NOISE texture (Perlin-style) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Simplified gradient noise matching Blender's default noise output.\n\nfn _hash33(p: vec3f) -> vec3f {\n var q = vec3f(\n dot(p, vec3f(127.1, 311.7, 74.7)),\n dot(p, vec3f(269.5, 183.3, 246.1)),\n dot(p, vec3f(113.5, 271.9, 124.6))\n );\n return fract(sin(q) * 43758.5453123) * 2.0 - 1.0;\n}\n\nfn _noise3(p: vec3f) -> f32 {\n let i = floor(p);\n let f = fract(p);\n let u = f * f * (3.0 - 2.0 * f);\n\n return mix(\n mix(\n mix(dot(_hash33(i + vec3f(0,0,0)), f - vec3f(0,0,0)),\n dot(_hash33(i + vec3f(1,0,0)), f - vec3f(1,0,0)), u.x),\n mix(dot(_hash33(i + vec3f(0,1,0)), f - vec3f(0,1,0)),\n dot(_hash33(i + vec3f(1,1,0)), f - vec3f(1,1,0)), u.x), u.y),\n mix(\n mix(dot(_hash33(i + vec3f(0,0,1)), f - vec3f(0,0,1)),\n dot(_hash33(i + vec3f(1,0,1)), f - vec3f(1,0,1)), u.x),\n mix(dot(_hash33(i + vec3f(0,1,1)), f - vec3f(0,1,1)),\n dot(_hash33(i + vec3f(1,1,1)), f - vec3f(1,1,1)), u.x), u.y),\n u.z);\n}\n\nfn tex_noise(p: vec3f, scale: f32, detail: f32, roughness: f32, distortion: f32) -> f32 {\n var q = p;\n if (abs(distortion) > 1e-6) {\n let w = _noise3(p * scale * 1.37 + vec3f(2.31, 5.17, 8.09));\n q = p + (w * 2.0 - 1.0) * distortion;\n }\n let coords = q * scale;\n var value = 0.0;\n var amplitude = 1.0;\n var frequency = 1.0;\n var total_amp = 0.0;\n let octaves = i32(clamp(detail, 0.0, 15.0)) + 1;\n for (var i = 0; i < octaves; i++) {\n value += amplitude * _noise3(coords * frequency);\n total_amp += amplitude;\n amplitude *= roughness;\n frequency *= 2.0;\n }\n return value / max(total_amp, 1e-6) * 0.5 + 0.5;\n}\n\n// \u2500\u2500\u2500 TEX_GRADIENT (linear) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Used by Stockings preset. Maps the input vector's X to a 0\u20131 gradient.\n\nfn tex_gradient_linear(uv: vec3f) -> f32 {\n return clamp(uv.x, 0.0, 1.0);\n}\n\n// \u2500\u2500\u2500 TEX_VORONOI (distance only) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Used by Metal preset. Simplified F1 cell noise.\n\nfn tex_voronoi_f1(p: vec3f, scale: f32) -> f32 {\n let coords = p * scale;\n let i = floor(coords);\n let f = fract(coords);\n var min_dist = 1e10;\n for (var z = -1; z <= 1; z++) {\n for (var y = -1; y <= 1; y++) {\n for (var x = -1; x <= 1; x++) {\n let neighbor = vec3f(f32(x), f32(y), f32(z));\n let point = _hash33(i + neighbor) * 0.5 + 0.5;\n let diff = neighbor + point - f;\n min_dist = min(min_dist, dot(diff, diff));\n }\n }\n }\n return sqrt(min_dist);\n}\n\n// \u2500\u2500\u2500 SEPXYZ node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn separate_xyz(v: vec3f) -> vec3f { return v; }\n\n// \u2500\u2500\u2500 VECT_MATH (cross product) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn vect_math_cross(a: vec3f, b: vec3f) -> vec3f { return cross(a, b); }\n\n// \u2500\u2500\u2500 MAPPING node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Point-type mapping: scale, rotate (euler XYZ), translate.\n\nfn mapping_point(v: vec3f, loc: vec3f, rot: vec3f, scl: vec3f) -> vec3f {\n var p = v * scl;\n // simplified: skip rotation when all angles are zero (common case)\n if (abs(rot.x) + abs(rot.y) + abs(rot.z) > 1e-6) {\n let cx = cos(rot.x); let sx = sin(rot.x);\n let cy = cos(rot.y); let sy = sin(rot.y);\n let cz = cos(rot.z); let sz = sin(rot.z);\n let rx = vec3f(p.x, cx*p.y - sx*p.z, sx*p.y + cx*p.z);\n let ry = vec3f(cy*rx.x + sy*rx.z, rx.y, -sy*rx.x + cy*rx.z);\n p = vec3f(cz*ry.x - sz*ry.y, sz*ry.x + cz*ry.y, ry.z);\n }\n return p + loc;\n}\n\n// \u2500\u2500\u2500 NORMAL_MAP node (tangent-space) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Applies a tangent-space normal map. Requires TBN from vertex stage.\n\nfn normal_map(strength: f32, map_color: vec3f, normal: vec3f, tangent: vec3f, bitangent: vec3f) -> vec3f {\n let ts = map_color * 2.0 - 1.0;\n let perturbed = normalize(tangent * ts.x + bitangent * ts.y + normal * ts.z);\n return normalize(mix(normal, perturbed, strength));\n}\n\n// \u2500\u2500\u2500 EEVEE Principled BSDF primitives \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Ports from Blender 3.6 source/blender/draw/engines/eevee/shaders/\n// bsdf_common_lib.glsl + gpu_shader_material_principled.glsl.\n// Usage pattern (see material shaders): direct spec = bsdf_ggx \u00D7 sun \u00D7 shadow\n// (NL baked in, no F yet); ambient spec = probe_radiance; tint both with\n// reflection_color = F_brdf_multi_scatter(f0, f90, split_sum) AFTER summing.\n\nconst EEVEE_PI: f32 = 3.141592653589793;\n\n// Fused analytic GGX specular (direct lights). Returns BRDF \u00D7 NL.\n// 4\u00B7NL\u00B7NV is cancelled via G1_Smith reciprocal form \u2014 see bsdf_common_lib.glsl:115.\nfn bsdf_ggx(N: vec3f, L: vec3f, V: vec3f, roughness: f32) -> f32 {\n let a = max(roughness, 1e-4);\n let a2 = a * a;\n let H = normalize(L + V);\n let NH = max(dot(N, H), 1e-8);\n let NL = max(dot(N, L), 1e-8);\n let NV = max(dot(N, V), 1e-8);\n // G1_Smith_GGX_opti reciprocal form \u2014 denominator piece only.\n let G1L = NL + sqrt(NL * (NL - NL * a2) + a2);\n let G1V = NV + sqrt(NV * (NV - NV * a2) + a2);\n let G = G1L * G1V;\n // D_ggx_opti = pi * denom\u00B2 \u2014 reciprocal D \u00D7 a\u00B2.\n let tmp = (NH * a2 - NH) * NH + 1.0;\n let D_opti = EEVEE_PI * tmp * tmp;\n return NL * a2 / (D_opti * G);\n}\n\n// Split-sum DFG LUT \u2014 Karis 2013 curve fit stand-in for the 64\u00D764 baked LUT.\n// Returns (lut.x, lut.y) in Blender convention: tint = f0\u00B7lut.x + f90\u00B7lut.y.\nfn brdf_lut_approx(NV: f32, roughness: f32) -> vec2f {\n let c0 = vec4f(-1.0, -0.0275, -0.572, 0.022);\n let c1 = vec4f(1.0, 0.0425, 1.04, -0.04);\n let r = roughness * c0 + c1;\n let a004 = min(r.x * r.x, exp2(-9.28 * NV)) * r.x + r.y;\n return vec2f(-1.04, 1.04) * a004 + r.zw;\n}\n\n// Baked 64\u00D764 EEVEE split-sum LUT \u2014 exact port of bsdf_lut_frag.glsl.\n// Addressed as Blender's common_utiltex_lib.glsl:lut_coords:\n// coords = (roughness, sqrt(1 - NV)), then half-texel bias for filtering.\n// Requires group(0) binding(9) dfgLut + binding(2) diffuseSampler in the host shader.\nfn brdf_lut_baked(NV: f32, roughness: f32) -> vec2f {\n let LUT_SIZE: f32 = 64.0;\n var uv = vec2f(saturate(roughness), sqrt(saturate(1.0 - NV)));\n uv = uv * ((LUT_SIZE - 1.0) / LUT_SIZE) + 0.5 / LUT_SIZE;\n return textureSampleLevel(dfgLut, diffuseSampler, uv, 0.0).rg;\n}\n\nfn F_brdf_single_scatter(f0: vec3f, f90: vec3f, lut: vec2f) -> vec3f {\n return lut.y * f90 + lut.x * f0;\n}\n\n// Fdez-Ag\u00FCera 2019 multi-scatter compensation (EEVEE do_multiscatter=1).\nfn F_brdf_multi_scatter(f0: vec3f, f90: vec3f, lut: vec2f) -> vec3f {\n let FssEss = lut.y * f90 + lut.x * f0;\n let Ess = lut.x + lut.y;\n let Ems = 1.0 - Ess;\n let Favg = f0 + (1.0 - f0) / 21.0;\n let Fms = FssEss * Favg / (1.0 - (1.0 - Ess) * Favg);\n return FssEss + Fms * Ems;\n}\n\n// EEVEE direct-specular energy compensation factor \u2014 closure_eval_glossy_lib.glsl:79-81:\n// ltc_brdf_scale = (ltc.x + ltc.y) / (split_sum.x + split_sum.y)\n// Because Blender evaluates direct lights via LTC (Heitz 2016) but indirect via split-sum,\n// direct radiance is rescaled so total-energy matches what the split-sum LUT expects.\n// Sample both LUTs at identical lut_coords and return the ratio.\nfn ltc_brdf_scale(NV: f32, roughness: f32) -> f32 {\n let LUT_SIZE: f32 = 64.0;\n var uv = vec2f(saturate(roughness), sqrt(saturate(1.0 - NV)));\n uv = uv * ((LUT_SIZE - 1.0) / LUT_SIZE) + 0.5 / LUT_SIZE;\n let ltc = textureSampleLevel(ltcMag, diffuseSampler, uv, 0.0).rg;\n let dfg = textureSampleLevel(dfgLut, diffuseSampler, uv, 0.0).rg;\n return (ltc.x + ltc.y) / max(dfg.x + dfg.y, 1e-6);\n}\n\n// Luminance-normalized hue extraction \u2014 Blender tint_from_color (isolates hue+sat).\nfn tint_from_color(color: vec3f) -> vec3f {\n let lum = dot(color, vec3f(0.3, 0.6, 0.1));\n return select(vec3f(1.0), color / lum, lum > 0.0);\n}\n\n\n\nstruct CameraUniforms {\n view: mat4x4f,\n projection: mat4x4f,\n viewPos: vec3f,\n _padding: f32,\n};\n\nstruct Light {\n direction: vec4f,\n color: vec4f,\n};\n\nstruct LightUniforms {\n ambientColor: vec4f,\n lights: array<Light, 4>,\n};\n\nstruct MaterialUniforms {\n diffuseColor: vec3f,\n alpha: f32,\n};\n\nstruct VertexOutput {\n @builtin(position) position: vec4f,\n @location(0) normal: vec3f,\n @location(1) uv: vec2f,\n @location(2) worldPos: vec3f,\n};\n\nstruct LightVP { viewProj: mat4x4f, };\n\n@group(0) @binding(0) var<uniform> camera: CameraUniforms;\n@group(0) @binding(1) var<uniform> light: LightUniforms;\n@group(0) @binding(2) var diffuseSampler: sampler;\n@group(0) @binding(3) var shadowMap: texture_depth_2d;\n@group(0) @binding(4) var shadowSampler: sampler_comparison;\n@group(0) @binding(5) var<uniform> lightVP: LightVP;\n@group(1) @binding(0) var<storage, read> skinMats: array<mat4x4f>;\n@group(2) @binding(0) var diffuseTexture: texture_2d<f32>;\n@group(2) @binding(1) var<uniform> material: MaterialUniforms;\n\nfn sampleShadow(worldPos: vec3f, n: vec3f) -> f32 {\n let biasedPos = worldPos + n * 0.08;\n let lclip = lightVP.viewProj * vec4f(biasedPos, 1.0);\n let ndc = lclip.xyz / max(lclip.w, 1e-6);\n let suv = vec2f(ndc.x * 0.5 + 0.5, 0.5 - ndc.y * 0.5);\n let cmpZ = ndc.z - 0.001;\n let ts = 1.0 / 4096.0;\n var vis = 0.0;\n for (var y = -1; y <= 1; y++) {\n for (var x = -1; x <= 1; x++) {\n vis += textureSampleCompare(shadowMap, shadowSampler, suv + vec2f(f32(x), f32(y)) * ts, cmpZ);\n }\n }\n return vis / 9.0;\n}\n\nconst PI_H: f32 = 3.141592653589793;\nconst HAIR_SPECULAR: f32 = 1.0;\nconst HAIR_ROUGHNESS: f32 = 0.3;\n// Dump M_Hair: \u8FD0\u7B97.004 GREATER_THAN second operand Value_001; \u8FD0\u7B97.007 POWER exponent Value_001; \u80CC\u666F Color\nconst HAIR_TEX_GATE_THRESH: f32 = 0.15000000596046448;\nconst HAIR_RIM2_POW: f32 = 0.6300000548362732;\nconst HAIR_MIX_BG: vec3f = vec3f(0.1673291176557541);\n\n@vertex fn vs(\n @location(0) position: vec3f,\n @location(1) normal: vec3f,\n @location(2) uv: vec2f,\n @location(3) joints0: vec4<u32>,\n @location(4) weights0: vec4<f32>\n) -> VertexOutput {\n var output: VertexOutput;\n let pos4 = vec4f(position, 1.0);\n let weightSum = weights0.x + weights0.y + weights0.z + weights0.w;\n let invWeightSum = select(1.0, 1.0 / weightSum, weightSum > 0.0001);\n let nw = select(vec4f(1.0, 0.0, 0.0, 0.0), weights0 * invWeightSum, weightSum > 0.0001);\n var skinnedPos = vec4f(0.0);\n var skinnedNrm = vec3f(0.0);\n for (var i = 0u; i < 4u; i++) {\n let m = skinMats[joints0[i]];\n let w = nw[i];\n skinnedPos += (m * pos4) * w;\n skinnedNrm += (mat3x3f(m[0].xyz, m[1].xyz, m[2].xyz) * normal) * w;\n }\n output.position = camera.projection * camera.view * vec4f(skinnedPos.xyz, 1.0);\n output.normal = normalize(skinnedNrm);\n output.uv = uv;\n output.worldPos = skinnedPos.xyz;\n return output;\n}\n\n@fragment fn fs(input: VertexOutput) -> @location(0) vec4f {\n let alpha = material.alpha;\n if (alpha < 0.001) { discard; }\n\n let n = normalize(input.normal);\n let v = normalize(camera.viewPos - input.worldPos);\n let l = -light.lights[0].direction.xyz;\n let sun = light.lights[0].color.xyz * light.lights[0].color.w;\n\n // \u56FE\u50CF\u7EB9\u7406 \u2190 \u7EB9\u7406\u5750\u6807.UV \u2192 \u6620\u5C04 (default 1,1,1 scale per JSON)\n let tex_color = textureSample(diffuseTexture, diffuseSampler, input.uv).rgb;\n let shadow = sampleShadow(input.worldPos, n);\n\n // \u8272\u76F8/\u9971\u548C\u5EA6/\u660E\u5EA6 (Hue=0.5 Sat=1.2 Val=0.5 Fac=1) \u2190 reroute from image\n let hue_sat_shadow = hue_sat(0.5, 1.2, 0.5, 1.0, tex_color);\n // \u8272\u76F8/\u9971\u548C\u5EA6/\u660E\u5EA6.002 (0.48, 1.2, 0.7, 1) \u2190 previous\n let hue_sat_002 = hue_sat(0.48, 1.2, 0.7, 1.0, hue_sat_shadow);\n // \u8272\u76F8/\u9971\u548C\u5EA6/\u660E\u5EA6.001 (0.5, 1.5, 1.0, 1) \u2190 image reroute (lit path)\n let hue_sat_001 = hue_sat(0.5, 1.5, 1.0, 1.0, tex_color);\n\n // \u6F2B\u5C04 BSDF.002 \u2192 Shader --> RGB \u2192 \u989C\u8272\u6E10\u53D8.008 CONSTANT [0\u21920, 0.2966\u21921]\n let ndotl_raw = shader_to_rgb_diffuse(n, l, sun, light.ambientColor.xyz, shadow);\n let ramp_008 = ramp_constant(ndotl_raw, 0.0, vec4f(0,0,0,1), 0.2966, vec4f(1,1,1,1)).r;\n\n // \u6DF7\u5408.004 MIX Fac=ramp_008, A=hue_sat_002, B=hue_sat_001\n let mix_004 = mix_blend(ramp_008, hue_sat_002, hue_sat_001);\n\n // \u4EAE\u5EA6/\u5BF9\u6BD4\u5EA6 (Bright=0.1 Contrast=0.2) \u2190 mix_004 only (links: not bevel path)\n let bc = bright_contrast(mix_004, 0.1, 0.2);\n\n // \u5012\u89D2.001 \u2192 \u5206\u79BB XYZ.001 \u2192 Z \u2192 \u6DF7\u5408.003 Factor; A=bc, B=hue_sat_002\n let bevel_z = clamp(n.y, 0.0, 1.0);\n let mix_003 = mix_blend(bevel_z, bc, hue_sat_002);\n\n // \u73AF\u5883\u5149\u906E\u853D (AO).001 \u2192 \u989C\u8272\u6E10\u53D8.001 CONSTANT [0\u21921, 0.3756\u21920] \u2192 \u6DF7\u5408.001 \u2192 ao_factor\n let ao = ao_fake(n, v);\n let ramp_001 = ramp_constant(ao, 0.0, vec4f(1,1,1,1), 0.3756, vec4f(0,0,0,1)).r;\n let ao_factor = mix(1.0, 0.0, ramp_001);\n\n // \u8272\u76F8/\u9971\u548C\u5EA6/\u660E\u5EA6.004 (0.5, 0.8, 0.1, 1) \u2190 mix_003\n let hue_sat_004 = hue_sat(0.5, 0.8, 0.1, 1.0, mix_003);\n\n // \u6DF7\u5408.002 MIX Fac=ao_factor, A=hue_sat_004, B=mix_003\n let mix_002 = mix_blend(ao_factor, hue_sat_004, mix_003);\n\n // \u81EA\u53D1\u5149(\u53D1\u5C04).003 Strength=1.0 \u2190 mix_002\n let emission3 = mix_002 * 1.0;\n\n // \u83F2\u6D85\u5C14.001 \u00D7 \u5C42\u6743\u91CD.002 \u2192 \u8FD0\u7B97.003 MULTIPLY \u2192 \u8FD0\u7B97.007 POWER(exponent Value_001) \u2192 MixShader.002 Fac\n let rim2_raw = fresnel(1.45, n, v) * layer_weight_fresnel(0.61, n, v);\n let rim2_fac = math_power(rim2_raw, HAIR_RIM2_POW);\n // MixShader.002: Shader=Emission.003, Shader_001=\u80CC\u666F \u2014 (1-Fac)*emission + Fac*bg\n let mix_shader_002 = mix(emission3, HAIR_MIX_BG, rim2_fac);\n\n // \u8FD0\u7B97.004 GREATER_THAN: \u56FE\u50CF\u2192Value, threshold Value_001 (R when Color plugs float socket)\n let tex_gate = math_greater_than(tex_color.r, HAIR_TEX_GATE_THRESH);\n let gate_emit = vec3f(tex_gate) * 0.1;\n\n // \u76F8\u52A0\u7740\u8272\u5668: MixShader.002 + gate emission (color sum in linear space)\n let add_shader = mix_shader_002 + gate_emit;\n\n // \u539F\u7406\u5316BSDF (EEVEE port): metallic=0, specular=1.0, roughness=0.3, specular_tint=0.\n // Graph's \u566A\u6CE2\u2192\u6CD5\u7EBF\u8D34\u56FE Strength=0.1 is near-identity; plain n matches visually.\n let NL = max(dot(n, l), 0.0);\n let NV = max(dot(n, v), 1e-4);\n\n let f0 = vec3f(0.08 * HAIR_SPECULAR);\n let f90 = mix(f0, vec3f(1.0), sqrt(HAIR_SPECULAR));\n let split_sum = brdf_lut_baked(NV, HAIR_ROUGHNESS);\n let reflection_color = F_brdf_multi_scatter(f0, f90, split_sum);\n\n let spec_direct = bsdf_ggx(n, l, v, HAIR_ROUGHNESS) * sun * shadow * ltc_brdf_scale(NV, HAIR_ROUGHNESS);\n let spec_indirect = light.ambientColor.xyz;\n let spec_radiance = (spec_direct + spec_indirect) * reflection_color;\n\n // Indirect diffuse = base_color \u00D7 L_w per Blender closure_eval_surface_lib.glsl line 302;\n // probe_evaluate_world_diff returns radiance (SH-projected, not cosine-convolved).\n let diffuse_radiance = bc * (sun * NL * shadow / PI_H + light.ambientColor.xyz);\n let principled = diffuse_radiance + spec_radiance;\n\n // \u6DF7\u5408\u7740\u8272\u5668.001 Fac=0.2: first socket=\u76F8\u52A0\u7740\u8272\u5668, second=\u539F\u7406\u5316BSDF\n let final_color = mix(add_shader, principled, 0.2);\n\n return vec4f(final_color, alpha);\n}\n\n";
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{"version":3,"file":"hair.d.ts","sourceRoot":"","sources":["../../src/shaders/hair.ts"],"names":[],"mappings":"AAKA,eAAO,MAAM,gBAAgB,w72BAsL5B,CAAA"}
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// M_Hair — WGSL trace of 仿深空之眼渲染预设v1.0_by_小绿毛猫_material_graph_dump.json "M_Hair" (socket ids + defaults).
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// MixShader.001: Add→Shader (first), Principled→Shader_001 (second) → out = mix(first, second, Fac).
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import { NODES_WGSL } from "./nodes";
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export const HAIR_SHADER_WGSL = /* wgsl */ `
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${NODES_WGSL}
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struct CameraUniforms {
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view: mat4x4f,
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projection: mat4x4f,
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viewPos: vec3f,
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_padding: f32,
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};
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struct Light {
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direction: vec4f,
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color: vec4f,
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};
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struct LightUniforms {
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ambientColor: vec4f,
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lights: array<Light, 4>,
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};
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struct MaterialUniforms {
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diffuseColor: vec3f,
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alpha: f32,
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};
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struct VertexOutput {
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@builtin(position) position: vec4f,
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@location(0) normal: vec3f,
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@location(1) uv: vec2f,
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@location(2) worldPos: vec3f,
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};
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struct LightVP { viewProj: mat4x4f, };
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@group(0) @binding(0) var<uniform> camera: CameraUniforms;
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@group(0) @binding(1) var<uniform> light: LightUniforms;
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@group(0) @binding(2) var diffuseSampler: sampler;
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@group(0) @binding(3) var shadowMap: texture_depth_2d;
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@group(0) @binding(4) var shadowSampler: sampler_comparison;
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@group(0) @binding(5) var<uniform> lightVP: LightVP;
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@group(1) @binding(0) var<storage, read> skinMats: array<mat4x4f>;
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@group(2) @binding(0) var diffuseTexture: texture_2d<f32>;
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@group(2) @binding(1) var<uniform> material: MaterialUniforms;
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fn sampleShadow(worldPos: vec3f, n: vec3f) -> f32 {
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let biasedPos = worldPos + n * 0.08;
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let lclip = lightVP.viewProj * vec4f(biasedPos, 1.0);
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let ndc = lclip.xyz / max(lclip.w, 1e-6);
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let suv = vec2f(ndc.x * 0.5 + 0.5, 0.5 - ndc.y * 0.5);
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let cmpZ = ndc.z - 0.001;
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let ts = 1.0 / 4096.0;
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var vis = 0.0;
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for (var y = -1; y <= 1; y++) {
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for (var x = -1; x <= 1; x++) {
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vis += textureSampleCompare(shadowMap, shadowSampler, suv + vec2f(f32(x), f32(y)) * ts, cmpZ);
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}
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}
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return vis / 9.0;
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}
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const PI_H: f32 = 3.141592653589793;
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const HAIR_SPECULAR: f32 = 1.0;
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const HAIR_ROUGHNESS: f32 = 0.3;
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// Dump M_Hair: 运算.004 GREATER_THAN second operand Value_001; 运算.007 POWER exponent Value_001; 背景 Color
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const HAIR_TEX_GATE_THRESH: f32 = 0.15000000596046448;
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const HAIR_RIM2_POW: f32 = 0.6300000548362732;
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const HAIR_MIX_BG: vec3f = vec3f(0.1673291176557541);
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@vertex fn vs(
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@location(0) position: vec3f,
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@location(1) normal: vec3f,
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@location(2) uv: vec2f,
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@location(3) joints0: vec4<u32>,
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@location(4) weights0: vec4<f32>
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) -> VertexOutput {
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var output: VertexOutput;
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let pos4 = vec4f(position, 1.0);
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let weightSum = weights0.x + weights0.y + weights0.z + weights0.w;
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let invWeightSum = select(1.0, 1.0 / weightSum, weightSum > 0.0001);
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let nw = select(vec4f(1.0, 0.0, 0.0, 0.0), weights0 * invWeightSum, weightSum > 0.0001);
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var skinnedPos = vec4f(0.0);
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var skinnedNrm = vec3f(0.0);
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for (var i = 0u; i < 4u; i++) {
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let m = skinMats[joints0[i]];
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let w = nw[i];
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skinnedPos += (m * pos4) * w;
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skinnedNrm += (mat3x3f(m[0].xyz, m[1].xyz, m[2].xyz) * normal) * w;
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}
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output.position = camera.projection * camera.view * vec4f(skinnedPos.xyz, 1.0);
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output.normal = normalize(skinnedNrm);
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output.uv = uv;
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output.worldPos = skinnedPos.xyz;
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return output;
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}
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@fragment fn fs(input: VertexOutput) -> @location(0) vec4f {
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let alpha = material.alpha;
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if (alpha < 0.001) { discard; }
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let n = normalize(input.normal);
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let v = normalize(camera.viewPos - input.worldPos);
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let l = -light.lights[0].direction.xyz;
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let sun = light.lights[0].color.xyz * light.lights[0].color.w;
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// 图像纹理 ← 纹理坐标.UV → 映射 (default 1,1,1 scale per JSON)
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let tex_color = textureSample(diffuseTexture, diffuseSampler, input.uv).rgb;
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let shadow = sampleShadow(input.worldPos, n);
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// 色相/饱和度/明度 (Hue=0.5 Sat=1.2 Val=0.5 Fac=1) ← reroute from image
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let hue_sat_shadow = hue_sat(0.5, 1.2, 0.5, 1.0, tex_color);
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// 色相/饱和度/明度.002 (0.48, 1.2, 0.7, 1) ← previous
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let hue_sat_002 = hue_sat(0.48, 1.2, 0.7, 1.0, hue_sat_shadow);
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// 色相/饱和度/明度.001 (0.5, 1.5, 1.0, 1) ← image reroute (lit path)
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let hue_sat_001 = hue_sat(0.5, 1.5, 1.0, 1.0, tex_color);
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// 漫射 BSDF.002 → Shader --> RGB → 颜色渐变.008 CONSTANT [0→0, 0.2966→1]
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let ndotl_raw = shader_to_rgb_diffuse(n, l, sun, light.ambientColor.xyz, shadow);
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let ramp_008 = ramp_constant(ndotl_raw, 0.0, vec4f(0,0,0,1), 0.2966, vec4f(1,1,1,1)).r;
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// 混合.004 MIX Fac=ramp_008, A=hue_sat_002, B=hue_sat_001
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let mix_004 = mix_blend(ramp_008, hue_sat_002, hue_sat_001);
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// 亮度/对比度 (Bright=0.1 Contrast=0.2) ← mix_004 only (links: not bevel path)
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let bc = bright_contrast(mix_004, 0.1, 0.2);
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// 倒角.001 → 分离 XYZ.001 → Z → 混合.003 Factor; A=bc, B=hue_sat_002
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let bevel_z = clamp(n.y, 0.0, 1.0);
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let mix_003 = mix_blend(bevel_z, bc, hue_sat_002);
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// 环境光遮蔽 (AO).001 → 颜色渐变.001 CONSTANT [0→1, 0.3756→0] → 混合.001 → ao_factor
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let ao = ao_fake(n, v);
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let ramp_001 = ramp_constant(ao, 0.0, vec4f(1,1,1,1), 0.3756, vec4f(0,0,0,1)).r;
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let ao_factor = mix(1.0, 0.0, ramp_001);
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// 色相/饱和度/明度.004 (0.5, 0.8, 0.1, 1) ← mix_003
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let hue_sat_004 = hue_sat(0.5, 0.8, 0.1, 1.0, mix_003);
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// 混合.002 MIX Fac=ao_factor, A=hue_sat_004, B=mix_003
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let mix_002 = mix_blend(ao_factor, hue_sat_004, mix_003);
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// 自发光(发射).003 Strength=1.0 ← mix_002
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let emission3 = mix_002 * 1.0;
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// 菲涅尔.001 × 层权重.002 → 运算.003 MULTIPLY → 运算.007 POWER(exponent Value_001) → MixShader.002 Fac
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let rim2_raw = fresnel(1.45, n, v) * layer_weight_fresnel(0.61, n, v);
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let rim2_fac = math_power(rim2_raw, HAIR_RIM2_POW);
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// MixShader.002: Shader=Emission.003, Shader_001=背景 — (1-Fac)*emission + Fac*bg
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let mix_shader_002 = mix(emission3, HAIR_MIX_BG, rim2_fac);
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// 运算.004 GREATER_THAN: 图像→Value, threshold Value_001 (R when Color plugs float socket)
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let tex_gate = math_greater_than(tex_color.r, HAIR_TEX_GATE_THRESH);
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let gate_emit = vec3f(tex_gate) * 0.1;
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// 相加着色器: MixShader.002 + gate emission (color sum in linear space)
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let add_shader = mix_shader_002 + gate_emit;
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// 原理化BSDF (EEVEE port): metallic=0, specular=1.0, roughness=0.3, specular_tint=0.
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// Graph's 噪波→法线贴图 Strength=0.1 is near-identity; plain n matches visually.
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let NL = max(dot(n, l), 0.0);
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let NV = max(dot(n, v), 1e-4);
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let f0 = vec3f(0.08 * HAIR_SPECULAR);
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let f90 = mix(f0, vec3f(1.0), sqrt(HAIR_SPECULAR));
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let split_sum = brdf_lut_baked(NV, HAIR_ROUGHNESS);
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let reflection_color = F_brdf_multi_scatter(f0, f90, split_sum);
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let spec_direct = bsdf_ggx(n, l, v, HAIR_ROUGHNESS) * sun * shadow * ltc_brdf_scale(NV, HAIR_ROUGHNESS);
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let spec_indirect = light.ambientColor.xyz;
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let spec_radiance = (spec_direct + spec_indirect) * reflection_color;
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// Indirect diffuse = base_color × L_w per Blender closure_eval_surface_lib.glsl line 302;
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// probe_evaluate_world_diff returns radiance (SH-projected, not cosine-convolved).
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let diffuse_radiance = bc * (sun * NL * shadow / PI_H + light.ambientColor.xyz);
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let principled = diffuse_radiance + spec_radiance;
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// 混合着色器.001 Fac=0.2: first socket=相加着色器, second=原理化BSDF
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let final_color = mix(add_shader, principled, 0.2);
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return vec4f(final_color, alpha);
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}
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`;
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{"version":3,"file":"ltc_mag_lut.d.ts","sourceRoot":"","sources":["../../src/shaders/ltc_mag_lut.ts"],"names":[],"mappings":"AAMA,eAAO,MAAM,gBAAgB,KAAK,CAAA;AAGlC,eAAO,MAAM,gBAAgB,EAAE,YAigC7B,CAAA"}
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