reze-engine 0.11.1 → 0.11.3

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Files changed (110) hide show
  1. package/dist/engine.d.ts +5 -3
  2. package/dist/engine.d.ts.map +1 -1
  3. package/dist/engine.js +72 -425
  4. package/dist/index.d.ts +1 -2
  5. package/dist/index.d.ts.map +1 -1
  6. package/dist/shaders/body.d.ts +1 -1
  7. package/dist/shaders/body.d.ts.map +1 -1
  8. package/dist/shaders/body.js +27 -60
  9. package/dist/shaders/cloth_rough.d.ts +1 -1
  10. package/dist/shaders/cloth_rough.d.ts.map +1 -1
  11. package/dist/shaders/cloth_rough.js +4 -16
  12. package/dist/shaders/cloth_smooth.d.ts +1 -1
  13. package/dist/shaders/cloth_smooth.d.ts.map +1 -1
  14. package/dist/shaders/cloth_smooth.js +5 -17
  15. package/dist/shaders/default.d.ts +1 -1
  16. package/dist/shaders/default.d.ts.map +1 -1
  17. package/dist/shaders/default.js +20 -34
  18. package/dist/shaders/dfg_lut.d.ts +1 -1
  19. package/dist/shaders/dfg_lut.d.ts.map +1 -1
  20. package/dist/shaders/dfg_lut.js +1 -1
  21. package/dist/shaders/eye.d.ts +1 -1
  22. package/dist/shaders/eye.d.ts.map +1 -1
  23. package/dist/shaders/eye.js +22 -35
  24. package/dist/shaders/face.d.ts +1 -1
  25. package/dist/shaders/face.d.ts.map +1 -1
  26. package/dist/shaders/face.js +21 -57
  27. package/dist/shaders/hair.d.ts +1 -1
  28. package/dist/shaders/hair.d.ts.map +1 -1
  29. package/dist/shaders/hair.js +7 -27
  30. package/dist/shaders/materials/body.d.ts +2 -0
  31. package/dist/shaders/materials/body.d.ts.map +1 -0
  32. package/dist/shaders/materials/body.js +199 -0
  33. package/dist/shaders/materials/cloth_rough.d.ts +2 -0
  34. package/dist/shaders/materials/cloth_rough.d.ts.map +1 -0
  35. package/dist/shaders/materials/cloth_rough.js +178 -0
  36. package/dist/shaders/materials/cloth_smooth.d.ts +2 -0
  37. package/dist/shaders/materials/cloth_smooth.d.ts.map +1 -0
  38. package/dist/shaders/materials/cloth_smooth.js +174 -0
  39. package/dist/shaders/materials/default.d.ts +2 -0
  40. package/dist/shaders/materials/default.d.ts.map +1 -0
  41. package/dist/shaders/materials/default.js +171 -0
  42. package/dist/shaders/materials/eye.d.ts +2 -0
  43. package/dist/shaders/materials/eye.d.ts.map +1 -0
  44. package/dist/shaders/materials/eye.js +146 -0
  45. package/dist/shaders/materials/face.d.ts +2 -0
  46. package/dist/shaders/materials/face.d.ts.map +1 -0
  47. package/dist/shaders/materials/face.js +199 -0
  48. package/dist/shaders/materials/hair.d.ts +2 -0
  49. package/dist/shaders/materials/hair.d.ts.map +1 -0
  50. package/dist/shaders/materials/hair.js +176 -0
  51. package/dist/shaders/materials/metal.d.ts +2 -0
  52. package/dist/shaders/materials/metal.d.ts.map +1 -0
  53. package/dist/shaders/materials/metal.js +183 -0
  54. package/dist/shaders/materials/nodes.d.ts +2 -0
  55. package/dist/shaders/materials/nodes.d.ts.map +1 -0
  56. package/{src/shaders/nodes.ts → dist/shaders/materials/nodes.js} +32 -16
  57. package/dist/shaders/materials/stockings.d.ts +2 -0
  58. package/dist/shaders/materials/stockings.d.ts.map +1 -0
  59. package/dist/shaders/materials/stockings.js +244 -0
  60. package/dist/shaders/metal.d.ts +1 -1
  61. package/dist/shaders/metal.d.ts.map +1 -1
  62. package/dist/shaders/metal.js +4 -17
  63. package/dist/shaders/nodes.d.ts +1 -1
  64. package/dist/shaders/nodes.d.ts.map +1 -1
  65. package/dist/shaders/nodes.js +0 -9
  66. package/dist/shaders/passes/bloom.d.ts +4 -0
  67. package/dist/shaders/passes/bloom.d.ts.map +1 -0
  68. package/dist/shaders/passes/bloom.js +117 -0
  69. package/dist/shaders/passes/composite.d.ts +2 -0
  70. package/dist/shaders/passes/composite.d.ts.map +1 -0
  71. package/dist/shaders/passes/composite.js +61 -0
  72. package/dist/shaders/passes/ground.d.ts +2 -0
  73. package/dist/shaders/passes/ground.d.ts.map +1 -0
  74. package/dist/shaders/passes/ground.js +93 -0
  75. package/dist/shaders/passes/mipmap.d.ts +2 -0
  76. package/dist/shaders/passes/mipmap.d.ts.map +1 -0
  77. package/dist/shaders/passes/mipmap.js +16 -0
  78. package/dist/shaders/passes/outline.d.ts +2 -0
  79. package/dist/shaders/passes/outline.d.ts.map +1 -0
  80. package/dist/shaders/passes/outline.js +83 -0
  81. package/dist/shaders/passes/pick.d.ts +2 -0
  82. package/dist/shaders/passes/pick.d.ts.map +1 -0
  83. package/dist/shaders/passes/pick.js +39 -0
  84. package/dist/shaders/passes/shadow.d.ts +2 -0
  85. package/dist/shaders/passes/shadow.d.ts.map +1 -0
  86. package/dist/shaders/passes/shadow.js +16 -0
  87. package/dist/shaders/stockings.d.ts +1 -1
  88. package/dist/shaders/stockings.d.ts.map +1 -1
  89. package/package.json +2 -2
  90. package/src/engine.ts +112 -449
  91. package/src/index.ts +3 -2
  92. package/src/shaders/dfg_lut.ts +1 -1
  93. package/src/shaders/{body.ts → materials/body.ts} +27 -60
  94. package/src/shaders/{cloth_rough.ts → materials/cloth_rough.ts} +4 -16
  95. package/src/shaders/{cloth_smooth.ts → materials/cloth_smooth.ts} +5 -17
  96. package/src/shaders/{default.ts → materials/default.ts} +21 -34
  97. package/src/shaders/{eye.ts → materials/eye.ts} +23 -35
  98. package/src/shaders/{face.ts → materials/face.ts} +21 -57
  99. package/src/shaders/{hair.ts → materials/hair.ts} +7 -27
  100. package/src/shaders/{metal.ts → materials/metal.ts} +15 -19
  101. package/src/shaders/materials/nodes.ts +483 -0
  102. package/src/shaders/passes/bloom.ts +121 -0
  103. package/src/shaders/passes/composite.ts +62 -0
  104. package/src/shaders/passes/ground.ts +94 -0
  105. package/src/shaders/passes/mipmap.ts +17 -0
  106. package/src/shaders/passes/outline.ts +84 -0
  107. package/src/shaders/passes/pick.ts +40 -0
  108. package/src/shaders/passes/shadow.ts +17 -0
  109. package/src/shaders/classify.ts +0 -25
  110. /package/src/shaders/{stockings.ts → materials/stockings.ts} +0 -0
@@ -2,6 +2,12 @@
2
2
  // + NPR toon/AO emission stack (Strength=8.1), MixShader Fac=0.6967.
3
3
  // Base color uses a Voronoi pattern sampled in reflection-coord space (Blender 纹理坐标.Reflection)
4
4
  // to add subtle metallic sparkle variation. No Normal link in the graph.
5
+ //
6
+ // Graph's base color chain is: 纹理坐标.Reflection → 矢量运算.007(CROSS, Vec2=(0,1,0)) →
7
+ // 沃罗诺伊纹理(F1, Color out) → 颜色渐变(linear) → 混合.005. The dumper did not capture the
8
+ // VectorMath operation — CROSS is the assumed op based on the hardcoded (0,1,0) Vector_001
9
+ // constant (MULTIPLY would zero X/Z producing 1D bands; CROSS produces horizontal ring
10
+ // patterns consistent with metallic anisotropy).
5
11
 
6
12
  import { NODES_WGSL } from "./nodes"
7
13
 
@@ -129,40 +135,30 @@ struct FSOut {
129
135
  let out_alpha = material.alpha * tex_s.a;
130
136
  if (out_alpha < 0.001) { discard; }
131
137
 
132
- // ═══ NPR toon stack (图像 → HSV.007 Val=0.8 → 转接点.001) ═══
133
138
  let tex_tint = hue_sat_id(1.0, 0.800000011920929, 1.0, tex_rgb);
134
139
  let lum_shade = shader_to_rgb_diffuse(n, l, sun, amb, shadow);
135
140
  let ramp008 = ramp_constant_edge_aa(lum_shade, METAL_TOON_EDGE, vec4f(0,0,0,1), vec4f(1,1,1,1));
136
141
  let mix04_fac = math_multiply(ramp008.r, METAL_MIX04_MUL);
137
142
 
138
- // 混合.004: A=HSV.002(Val=0.2 dark), B=tex_tint
139
143
  let dark_tex = hue_sat_id(1.0, 0.19999998807907104, 1.0, tex_tint);
140
144
  let mix04 = mix_blend(mix04_fac, dark_tex, tex_tint);
141
145
 
142
- // AO white/black ramp → 混合.002 factor
143
- let ao = 1.0; // ao_fake(n, v) — no SSAO yet; inline 1.0 so the ramp/mix chain folds at compile time.
144
- let ao_ramp_c = ramp_linear(ao, 0.0, vec4f(1,1,1,1), 0.8808, vec4f(0,0,0,1));
145
- let overlay_fac = mix(1.0, 0.0, ao_ramp_c.r);
146
-
147
- // 混合.002 OVERLAY: A=HSV.008(Val=1.0 identity) ← mix04, B=HSV.004(Val=2.0 bright) ← mix04
148
- let hue008 = mix04; // identity HSV
149
146
  let hue004 = hue_sat_id(1.0, 2.0, 1.0, mix04);
150
- let npr_rgb = mix_overlay(overlay_fac, hue008, hue004);
147
+ let npr_rgb = mix_overlay(1.0, mix04, hue004);
151
148
  let npr_emission = npr_rgb * METAL_EMIT_STR;
152
149
 
153
- // ═══ Metallic Principled base color ═══
154
- // Reflection-coord Voronoi for metallic sparkle:
155
- // 纹理坐标.Reflection → 矢量运算 → 沃罗诺伊(Scale=4.3) → 颜色渐变 → 混合.005
150
+ // Reflection-coord Voronoi produces the metallic sparkle variation.
151
+ // VALTORGB takes Color Fac via Blender's BT.601 implicit color_to_value.
156
152
  let refl_dir = reflect(-v, n);
157
- let voro = tex_voronoi_f1(refl_dir, METAL_VORONOI_SCALE);
158
- let voro_ramp = ramp_linear(voro, 0.0, vec4f(0,0,0,1), 1.0, vec4f(1,1,1,1)).r;
159
- // 混合.005: Fac=voro_ramp, A=voro_color(grayscale), B=HSV.006(Hue=0.5 Sat=1.5 Val=1.3)
153
+ let voro_input = cross(refl_dir, vec3f(0.0, 1.0, 0.0));
154
+ let voro_rgb = tex_voronoi_color(voro_input, METAL_VORONOI_SCALE);
155
+ let voro_scalar = color_to_value(voro_rgb);
156
+ let voro_ramp = ramp_linear(voro_scalar, 0.0, vec4f(0,0,0,1), 1.0, vec4f(1,1,1,1)).r;
160
157
  let hue006 = hue_sat_id(1.5, 1.2999999523162842, 1.0, tex_tint);
161
158
  let albedo = mix_blend(voro_ramp, vec3f(voro_ramp), hue006);
162
159
 
163
- // 原理化BSDF (EEVEE port): metallic=1.0, specular=1.0, roughness=0.3.
164
- // Per Blender principled wiring: f0 = mix((0.08*spec)*dielectric, albedo, metallic) → with
165
- // metallic=1 this is just albedo (specular_tint is dielectric-only and ignored here).
160
+ // Principled BSDF (EEVEE port): metallic=1 collapses f0 = mix(dielectric, albedo, 1) = albedo;
161
+ // specular_tint is dielectric-only and ignored here.
166
162
  let f0 = albedo;
167
163
  let f90 = mix(f0, vec3f(1.0), sqrt(METAL_SPECULAR));
168
164
  let NL = max(dot(n, l), 0.0);
@@ -0,0 +1,483 @@
1
+ // Shared WGSL primitives for Blender-style NPR material nodes.
2
+ // Every function here maps 1:1 to a Blender shader node type used in the preset JSONs.
3
+ // Hand-ported material shaders concatenate this block before their own code.
4
+
5
+ export const NODES_WGSL = /* wgsl */ `
6
+
7
+ // Baked 64×64 rgba8unorm combined BRDF LUT — created once at engine init by dfg_lut.ts.
8
+ // .rg = split-sum DFG (Karis: tint = f0·x + f90·y) → F_brdf_*_scatter
9
+ // .ba = Heitz 2016 LTC magnitude (ltc_mag_ggx) → ltc_brdf_scale_from_lut
10
+ // Paired with group(0) binding(2) diffuseSampler (linear filter). Sample once per
11
+ // fragment via brdf_lut_sample() — callers feed .rg and the whole vec4 into the
12
+ // helpers below, halving LUT taps on the default Principled path.
13
+ @group(0) @binding(9) var brdfLut: texture_2d<f32>;
14
+
15
+ // ─── RGB ↔ HSV ──────────────────────────────────────────────────────
16
+
17
+ fn rgb_to_hsv(rgb: vec3f) -> vec3f {
18
+ let c_max = max(rgb.r, max(rgb.g, rgb.b));
19
+ let c_min = min(rgb.r, min(rgb.g, rgb.b));
20
+ let delta = c_max - c_min;
21
+
22
+ var h = 0.0;
23
+ if (delta > 1e-6) {
24
+ if (c_max == rgb.r) {
25
+ h = (rgb.g - rgb.b) / delta;
26
+ if (h < 0.0) { h += 6.0; }
27
+ } else if (c_max == rgb.g) {
28
+ h = 2.0 + (rgb.b - rgb.r) / delta;
29
+ } else {
30
+ h = 4.0 + (rgb.r - rgb.g) / delta;
31
+ }
32
+ h /= 6.0;
33
+ }
34
+ let s = select(0.0, delta / c_max, c_max > 1e-6);
35
+ return vec3f(h, s, c_max);
36
+ }
37
+
38
+ fn hsv_to_rgb(hsv: vec3f) -> vec3f {
39
+ let h = hsv.x;
40
+ let s = hsv.y;
41
+ let v = hsv.z;
42
+ if (s < 1e-6) { return vec3f(v); }
43
+
44
+ let hh = fract(h) * 6.0;
45
+ let sector = u32(hh);
46
+ let f = hh - f32(sector);
47
+ let p = v * (1.0 - s);
48
+ let q = v * (1.0 - s * f);
49
+ let t = v * (1.0 - s * (1.0 - f));
50
+
51
+ switch (sector) {
52
+ case 0u: { return vec3f(v, t, p); }
53
+ case 1u: { return vec3f(q, v, p); }
54
+ case 2u: { return vec3f(p, v, t); }
55
+ case 3u: { return vec3f(p, q, v); }
56
+ case 4u: { return vec3f(t, p, v); }
57
+ default: { return vec3f(v, p, q); }
58
+ }
59
+ }
60
+
61
+ // ─── HUE_SAT node ───────────────────────────────────────────────────
62
+
63
+ fn hue_sat(hue: f32, saturation: f32, value: f32, fac: f32, color: vec3f) -> vec3f {
64
+ var hsv = rgb_to_hsv(color);
65
+ hsv.x = fract(hsv.x + hue - 0.5);
66
+ hsv.y = clamp(hsv.y * saturation, 0.0, 1.0);
67
+ hsv.z *= value;
68
+ return mix(color, hsv_to_rgb(hsv), fac);
69
+ }
70
+
71
+ // hue_sat specialization for hue=0.5 (identity hue shift — fract(h + 0.5 - 0.5) = h).
72
+ // Branchless equivalent that skips the rgb_to_hsv → hsv_to_rgb roundtrip: WebKit's
73
+ // Metal backend serializes the 3-way if chain in rgb_to_hsv and the 6-way switch in
74
+ // hsv_to_rgb, where this form compiles to linear SIMD ops + a single select.
75
+ fn hue_sat_id(saturation: f32, value: f32, fac: f32, color: vec3f) -> vec3f {
76
+ let m = max(max(color.r, color.g), color.b);
77
+ let n = min(min(color.r, color.g), color.b);
78
+ // Unclamped (sat*old_s ≤ 1): reproj = mix(vec3f(m), color, saturation).
79
+ // Clamped (saturated to 1): reproj = (color - n) * m / (m - n).
80
+ let range = max(m - n, 1e-6);
81
+ let unclamped = mix(vec3f(m), color, saturation);
82
+ let clamped = (color - vec3f(n)) * m / range;
83
+ let needs_clamp = (m - n) * saturation >= m;
84
+ let reproj = select(unclamped, clamped, needs_clamp);
85
+ return mix(color, reproj * value, fac);
86
+ }
87
+
88
+ // ─── BRIGHTCONTRAST node ────────────────────────────────────────────
89
+
90
+ fn bright_contrast(color: vec3f, bright: f32, contrast: f32) -> vec3f {
91
+ let a = 1.0 + contrast;
92
+ let b = bright - contrast * 0.5;
93
+ return max(vec3f(0.0), color * a + vec3f(b));
94
+ }
95
+
96
+ // ─── INVERT node ────────────────────────────────────────────────────
97
+
98
+ fn invert(fac: f32, color: vec3f) -> vec3f {
99
+ return mix(color, vec3f(1.0) - color, fac);
100
+ }
101
+
102
+ fn invert_f(fac: f32, val: f32) -> f32 {
103
+ return mix(val, 1.0 - val, fac);
104
+ }
105
+
106
+ // ─── Color ramp (VALTORGB) — 2-stop variants ───────────────────────
107
+ // All 7 presets use exclusively 2-stop ramps.
108
+
109
+ fn ramp_constant(f: f32, p0: f32, c0: vec4f, p1: f32, c1: vec4f) -> vec4f {
110
+ return select(c0, c1, f >= p1);
111
+ }
112
+
113
+ // CONSTANT ramp with screen-space edge AA — kills sparkle where fwidth(f) straddles a hard step (NPR terminator)
114
+ fn ramp_constant_edge_aa(f: f32, edge: f32, c0: vec4f, c1: vec4f) -> vec4f {
115
+ let w = max(fwidth(f) * 1.75, 6e-6);
116
+ let t = smoothstep(edge - w, edge + w, f);
117
+ return mix(c0, c1, t);
118
+ }
119
+
120
+ fn ramp_linear(f: f32, p0: f32, c0: vec4f, p1: f32, c1: vec4f) -> vec4f {
121
+ let t = saturate((f - p0) / max(p1 - p0, 1e-6));
122
+ return mix(c0, c1, t);
123
+ }
124
+
125
+ fn ramp_cardinal(f: f32, p0: f32, c0: vec4f, p1: f32, c1: vec4f) -> vec4f {
126
+ // cardinal spline with 2 stops degrades to smoothstep
127
+ let t = saturate((f - p0) / max(p1 - p0, 1e-6));
128
+ let ss = t * t * (3.0 - 2.0 * t);
129
+ return mix(c0, c1, ss);
130
+ }
131
+
132
+ // ─── MATH node operations ───────────────────────────────────────────
133
+
134
+ fn math_add(a: f32, b: f32) -> f32 { return a + b; }
135
+ fn math_multiply(a: f32, b: f32) -> f32 { return a * b; }
136
+ fn math_power(a: f32, b: f32) -> f32 { return pow(max(a, 0.0), b); }
137
+ fn math_greater_than(a: f32, b: f32) -> f32 { return select(0.0, 1.0, a > b); }
138
+
139
+ // Blender's implicit Color → Float socket conversion uses BT.601 grayscale
140
+ // (rgb_to_grayscale in blenkernel/intern/node.cc). When a material graph plugs a
141
+ // Color output into a Math node's Value input, this is the scalar it actually sees.
142
+ fn color_to_value(c: vec3f) -> f32 {
143
+ return 0.299 * c.r + 0.587 * c.g + 0.114 * c.b;
144
+ }
145
+
146
+ // ─── MIX node (blend_type variants) ────────────────────────────────
147
+
148
+ fn mix_blend(fac: f32, a: vec3f, b: vec3f) -> vec3f {
149
+ return mix(a, b, fac);
150
+ }
151
+
152
+ fn mix_overlay(fac: f32, a: vec3f, b: vec3f) -> vec3f {
153
+ let lo = 2.0 * a * b;
154
+ let hi = vec3f(1.0) - 2.0 * (vec3f(1.0) - a) * (vec3f(1.0) - b);
155
+ let overlay = select(hi, lo, a < vec3f(0.5));
156
+ return mix(a, overlay, fac);
157
+ }
158
+
159
+ fn mix_multiply(fac: f32, a: vec3f, b: vec3f) -> vec3f {
160
+ return mix(a, a * b, fac);
161
+ }
162
+
163
+ fn mix_lighten(fac: f32, a: vec3f, b: vec3f) -> vec3f {
164
+ return mix(a, max(a, b), fac);
165
+ }
166
+
167
+ // Blender Mix (Color) blend LINEAR_LIGHT: result = mix(A, A + 2*B - 1, Fac)
168
+ fn mix_linear_light(fac: f32, a: vec3f, b: vec3f) -> vec3f {
169
+ return mix(a, a + 2.0 * b - vec3f(1.0), fac);
170
+ }
171
+
172
+ // Luminance for Shader→RGB scalar gates (linear RGB, Rec.709 weights)
173
+ fn luminance_rec709_linear(c: vec3f) -> f32 {
174
+ return dot(max(c, vec3f(0.0)), vec3f(0.2126, 0.7152, 0.0722));
175
+ }
176
+
177
+ // ─── FRESNEL node ───────────────────────────────────────────────────
178
+ // Schlick approximation matching Blender's Fresnel node
179
+
180
+ fn fresnel(ior: f32, n: vec3f, v: vec3f) -> f32 {
181
+ let r = (ior - 1.0) / (ior + 1.0);
182
+ let f0 = r * r;
183
+ let cos_theta = clamp(dot(n, v), 0.0, 1.0);
184
+ let m = 1.0 - cos_theta;
185
+ let m2 = m * m;
186
+ let m5 = m2 * m2 * m;
187
+ return f0 + (1.0 - f0) * m5;
188
+ }
189
+
190
+ // ─── LAYER_WEIGHT node ──────────────────────────────────────────────
191
+
192
+ fn layer_weight_fresnel(blend: f32, n: vec3f, v: vec3f) -> f32 {
193
+ let eta = max(1.0 - blend, 1e-4);
194
+ let r = (1.0 - eta) / (1.0 + eta);
195
+ let f0 = r * r;
196
+ let cos_theta = clamp(abs(dot(n, v)), 0.0, 1.0);
197
+ let m = 1.0 - cos_theta;
198
+ let m2 = m * m;
199
+ let m5 = m2 * m2 * m;
200
+ return f0 + (1.0 - f0) * m5;
201
+ }
202
+
203
+ fn layer_weight_facing(blend: f32, n: vec3f, v: vec3f) -> f32 {
204
+ var facing = abs(dot(n, v));
205
+ let b = clamp(blend, 0.0, 0.99999);
206
+ if (b != 0.5) {
207
+ let exponent = select(2.0 * b, 0.5 / (1.0 - b), b >= 0.5);
208
+ facing = pow(facing, exponent);
209
+ }
210
+ return 1.0 - facing;
211
+ }
212
+
213
+ // ─── SHADER_TO_RGB (white DiffuseBSDF) ──────────────────────────────
214
+ // Eevee captures lit diffuse: (albedo/π)*sun*N·L*shadow + ambient (linear). Albedo=1.
215
+ // Matches default.ts direct term scale so VALTORGB thresholds from Blender JSON stay valid.
216
+
217
+ fn shader_to_rgb_diffuse(n: vec3f, l: vec3f, sun_rgb: vec3f, ambient_rgb: vec3f, shadow: f32) -> f32 {
218
+ const PI_S: f32 = 3.141592653589793;
219
+ let ndotl = max(dot(n, l), 0.0);
220
+ let rgb = sun_rgb * (ndotl * shadow / PI_S) + ambient_rgb;
221
+ return luminance_rec709_linear(rgb);
222
+ }
223
+
224
+ // ─── BUMP node ──────────────────────────────────────────────────────
225
+ // Screen-space bump from a scalar height field. Needs dFdx/dFdy which
226
+ // WGSL provides as dpdx/dpdy.
227
+
228
+ fn bump(strength: f32, height: f32, normal: vec3f, world_pos: vec3f) -> vec3f {
229
+ let dhdx = dpdx(height);
230
+ let dhdy = dpdy(height);
231
+ let dpdx_pos = dpdx(world_pos);
232
+ let dpdy_pos = dpdy(world_pos);
233
+ let perturbed = normalize(normal) - strength * (dhdx * normalize(cross(dpdy_pos, normal)) + dhdy * normalize(cross(normal, dpdx_pos)));
234
+ return normalize(perturbed);
235
+ }
236
+
237
+ // LH engine + WebGPU fragment Y: flip dhdy contribution so height peaks read as outward bumps vs Blender reference
238
+ fn bump_lh(strength: f32, height: f32, normal: vec3f, world_pos: vec3f) -> vec3f {
239
+ let dhdx = dpdx(height);
240
+ let dhdy = dpdy(height);
241
+ let dpdx_pos = dpdx(world_pos);
242
+ let dpdy_pos = dpdy(world_pos);
243
+ let perturbed = normalize(normal) - strength * (dhdx * normalize(cross(dpdy_pos, normal)) - dhdy * normalize(cross(normal, dpdx_pos)));
244
+ return normalize(perturbed);
245
+ }
246
+
247
+ // ─── NOISE texture (Perlin-style) ───────────────────────────────────
248
+ // Simplified gradient noise matching Blender's default noise output.
249
+
250
+ // PCG-style integer hash. Replaces the classic 'fract(sin(q) * LARGE)' trick because
251
+ // WebKit's Metal backend compiles 'sin' to a full transcendental op (slow), while
252
+ // Safari's Apple-GPU scalar ALU handles int muls/xors near free. Inputs arrive as
253
+ // integer-valued floats (floor(p) + unit offsets) from _noise3, so vec3i cast is exact.
254
+ fn _hash33(p: vec3f) -> vec3f {
255
+ var h = vec3u(vec3i(p) + vec3i(32768));
256
+ h = h * vec3u(1664525u, 1013904223u, 2654435761u);
257
+ h = (h.yzx ^ h) * vec3u(2246822519u, 3266489917u, 668265263u);
258
+ h = h ^ (h >> vec3u(16u));
259
+ // Mask to 24 bits — above that f32 loses precision on the u32→f32 convert.
260
+ let hm = h & vec3u(16777215u);
261
+ return vec3f(hm) * (2.0 / 16777216.0) - 1.0;
262
+ }
263
+
264
+ fn _noise3(p: vec3f) -> f32 {
265
+ let i = floor(p);
266
+ let f = fract(p);
267
+ let u = f * f * (3.0 - 2.0 * f);
268
+
269
+ return mix(
270
+ mix(
271
+ mix(dot(_hash33(i + vec3f(0,0,0)), f - vec3f(0,0,0)),
272
+ dot(_hash33(i + vec3f(1,0,0)), f - vec3f(1,0,0)), u.x),
273
+ mix(dot(_hash33(i + vec3f(0,1,0)), f - vec3f(0,1,0)),
274
+ dot(_hash33(i + vec3f(1,1,0)), f - vec3f(1,1,0)), u.x), u.y),
275
+ mix(
276
+ mix(dot(_hash33(i + vec3f(0,0,1)), f - vec3f(0,0,1)),
277
+ dot(_hash33(i + vec3f(1,0,1)), f - vec3f(1,0,1)), u.x),
278
+ mix(dot(_hash33(i + vec3f(0,1,1)), f - vec3f(0,1,1)),
279
+ dot(_hash33(i + vec3f(1,1,1)), f - vec3f(1,1,1)), u.x), u.y),
280
+ u.z);
281
+ }
282
+
283
+ fn tex_noise(p: vec3f, scale: f32, detail: f32, roughness: f32, distortion: f32) -> f32 {
284
+ var q = p;
285
+ if (abs(distortion) > 1e-6) {
286
+ let w = _noise3(p * scale * 1.37 + vec3f(2.31, 5.17, 8.09));
287
+ q = p + (w * 2.0 - 1.0) * distortion;
288
+ }
289
+ let coords = q * scale;
290
+ var value = 0.0;
291
+ var amplitude = 1.0;
292
+ var frequency = 1.0;
293
+ var total_amp = 0.0;
294
+ let octaves = i32(clamp(detail, 0.0, 15.0)) + 1;
295
+ for (var i = 0; i < octaves; i++) {
296
+ value += amplitude * _noise3(coords * frequency);
297
+ total_amp += amplitude;
298
+ amplitude *= roughness;
299
+ frequency *= 2.0;
300
+ }
301
+ return value / max(total_amp, 1e-6) * 0.5 + 0.5;
302
+ }
303
+
304
+ // tex_noise specialization: detail=2.0 (3 octaves), roughness=0.5, distortion=0.
305
+ // WebKit can't unroll tex_noise's for-loop because 'octaves' is a runtime value;
306
+ // this variant is fully unrolled with constants folded (total_amp = 1.75).
307
+ fn tex_noise_d2(p: vec3f, scale: f32) -> f32 {
308
+ let c = p * scale;
309
+ let v = _noise3(c) + 0.5 * _noise3(c * 2.0) + 0.25 * _noise3(c * 4.0);
310
+ return v * (1.0 / 1.75) * 0.5 + 0.5;
311
+ }
312
+
313
+ // ─── TEX_GRADIENT (linear) ──────────────────────────────────────────
314
+ // Used by Stockings preset. Maps the input vector's X to a 0–1 gradient.
315
+
316
+ fn tex_gradient_linear(uv: vec3f) -> f32 {
317
+ return clamp(uv.x, 0.0, 1.0);
318
+ }
319
+
320
+ // ─── TEX_VORONOI ────────────────────────────────────────────────────
321
+ // 3D F1 voronoi. _f1 returns Distance; _color returns per-cell hash color
322
+ // (matches Blender voronoi.cc: outColor = hash_int3_to_float3(cell + targetOffset)).
323
+
324
+ fn tex_voronoi_f1(p: vec3f, scale: f32) -> f32 {
325
+ let coords = p * scale;
326
+ let i = floor(coords);
327
+ let f = fract(coords);
328
+ var min_dist = 1e10;
329
+ for (var z = -1; z <= 1; z++) {
330
+ for (var y = -1; y <= 1; y++) {
331
+ for (var x = -1; x <= 1; x++) {
332
+ let neighbor = vec3f(f32(x), f32(y), f32(z));
333
+ let point = _hash33(i + neighbor) * 0.5 + 0.5;
334
+ let diff = neighbor + point - f;
335
+ min_dist = min(min_dist, dot(diff, diff));
336
+ }
337
+ }
338
+ }
339
+ return sqrt(min_dist);
340
+ }
341
+
342
+ // The per-cell jitter hash IS the Color output in Blender — reuse the same hash
343
+ // tap for jitter + color instead of computing two.
344
+ fn tex_voronoi_color(p: vec3f, scale: f32) -> vec3f {
345
+ let coords = p * scale;
346
+ let i = floor(coords);
347
+ let f = fract(coords);
348
+ var min_dist = 1e10;
349
+ var min_hash = vec3f(0.5);
350
+ for (var z = -1; z <= 1; z++) {
351
+ for (var y = -1; y <= 1; y++) {
352
+ for (var x = -1; x <= 1; x++) {
353
+ let neighbor = vec3f(f32(x), f32(y), f32(z));
354
+ let h = _hash33(i + neighbor) * 0.5 + 0.5;
355
+ let diff = neighbor + h - f;
356
+ let d = dot(diff, diff);
357
+ if (d < min_dist) {
358
+ min_dist = d;
359
+ min_hash = h;
360
+ }
361
+ }
362
+ }
363
+ }
364
+ return min_hash;
365
+ }
366
+
367
+ // ─── SEPXYZ node ────────────────────────────────────────────────────
368
+
369
+ fn separate_xyz(v: vec3f) -> vec3f { return v; }
370
+
371
+ // ─── VECT_MATH (cross product) ──────────────────────────────────────
372
+
373
+ fn vect_math_cross(a: vec3f, b: vec3f) -> vec3f { return cross(a, b); }
374
+
375
+ // ─── MAPPING node ───────────────────────────────────────────────────
376
+ // Point-type mapping: scale, rotate (euler XYZ), translate.
377
+
378
+ fn mapping_point(v: vec3f, loc: vec3f, rot: vec3f, scl: vec3f) -> vec3f {
379
+ var p = v * scl;
380
+ // simplified: skip rotation when all angles are zero (common case)
381
+ if (abs(rot.x) + abs(rot.y) + abs(rot.z) > 1e-6) {
382
+ let cx = cos(rot.x); let sx = sin(rot.x);
383
+ let cy = cos(rot.y); let sy = sin(rot.y);
384
+ let cz = cos(rot.z); let sz = sin(rot.z);
385
+ let rx = vec3f(p.x, cx*p.y - sx*p.z, sx*p.y + cx*p.z);
386
+ let ry = vec3f(cy*rx.x + sy*rx.z, rx.y, -sy*rx.x + cy*rx.z);
387
+ p = vec3f(cz*ry.x - sz*ry.y, sz*ry.x + cz*ry.y, ry.z);
388
+ }
389
+ return p + loc;
390
+ }
391
+
392
+ // ─── NORMAL_MAP node (tangent-space) ────────────────────────────────
393
+ // Applies a tangent-space normal map. Requires TBN from vertex stage.
394
+
395
+ fn normal_map(strength: f32, map_color: vec3f, normal: vec3f, tangent: vec3f, bitangent: vec3f) -> vec3f {
396
+ let ts = map_color * 2.0 - 1.0;
397
+ let perturbed = normalize(tangent * ts.x + bitangent * ts.y + normal * ts.z);
398
+ return normalize(mix(normal, perturbed, strength));
399
+ }
400
+
401
+ // ─── EEVEE Principled BSDF primitives ───────────────────────────────
402
+ // Ports from Blender 3.6 source/blender/draw/engines/eevee/shaders/
403
+ // bsdf_common_lib.glsl + gpu_shader_material_principled.glsl.
404
+ // Usage pattern (see material shaders): direct spec = bsdf_ggx × sun × shadow
405
+ // (NL baked in, no F yet); ambient spec = probe_radiance; tint both with
406
+ // reflection_color = F_brdf_multi_scatter(f0, f90, split_sum) AFTER summing.
407
+
408
+ const EEVEE_PI: f32 = 3.141592653589793;
409
+
410
+ // Fused analytic GGX specular (direct lights). Returns BRDF × NL.
411
+ // 4·NL·NV is cancelled via G1_Smith reciprocal form — see bsdf_common_lib.glsl:115.
412
+ // Caller passes NL, NV (already computed for diffuse + brdf_lut_sample) so WebKit
413
+ // can reuse them instead of recomputing dot products across the function boundary.
414
+ fn bsdf_ggx(N: vec3f, L: vec3f, V: vec3f, NL_in: f32, NV_in: f32, roughness: f32) -> f32 {
415
+ let a = max(roughness, 1e-4);
416
+ let a2 = a * a;
417
+ let H = normalize(L + V);
418
+ let NH = max(dot(N, H), 1e-8);
419
+ let NL = max(NL_in, 1e-8);
420
+ let NV = max(NV_in, 1e-8);
421
+ // G1_Smith_GGX_opti reciprocal form — denominator piece only.
422
+ let G1L = NL + sqrt(NL * (NL - NL * a2) + a2);
423
+ let G1V = NV + sqrt(NV * (NV - NV * a2) + a2);
424
+ let G = G1L * G1V;
425
+ // D_ggx_opti = pi * denom² — reciprocal D × a².
426
+ let tmp = (NH * a2 - NH) * NH + 1.0;
427
+ let D_opti = EEVEE_PI * tmp * tmp;
428
+ return NL * a2 / (D_opti * G);
429
+ }
430
+
431
+ // Split-sum DFG LUT — Karis 2013 curve fit stand-in for the 64×64 baked LUT.
432
+ // Returns (lut.x, lut.y) in Blender convention: tint = f0·lut.x + f90·lut.y.
433
+ fn brdf_lut_approx(NV: f32, roughness: f32) -> vec2f {
434
+ let c0 = vec4f(-1.0, -0.0275, -0.572, 0.022);
435
+ let c1 = vec4f(1.0, 0.0425, 1.04, -0.04);
436
+ let r = roughness * c0 + c1;
437
+ let a004 = min(r.x * r.x, exp2(-9.28 * NV)) * r.x + r.y;
438
+ return vec2f(-1.04, 1.04) * a004 + r.zw;
439
+ }
440
+
441
+ // Baked combined BRDF LUT — exact port of Blender bsdf_lut_frag.glsl packed with
442
+ // ltc_mag_ggx from eevee_lut.c. Single sample returns DFG (.rg) and LTC mag (.ba).
443
+ // Addressed as Blender's common_utiltex_lib.glsl:lut_coords:
444
+ // coords = (roughness, sqrt(1 - NV)), then half-texel bias for filtering.
445
+ // Requires group(0) binding(9) brdfLut + binding(2) diffuseSampler in the host shader.
446
+ fn brdf_lut_sample(NV: f32, roughness: f32) -> vec4f {
447
+ let LUT_SIZE: f32 = 64.0;
448
+ var uv = vec2f(saturate(roughness), sqrt(saturate(1.0 - NV)));
449
+ uv = uv * ((LUT_SIZE - 1.0) / LUT_SIZE) + 0.5 / LUT_SIZE;
450
+ return textureSampleLevel(brdfLut, diffuseSampler, uv, 0.0);
451
+ }
452
+
453
+ fn F_brdf_single_scatter(f0: vec3f, f90: vec3f, lut: vec2f) -> vec3f {
454
+ return lut.y * f90 + lut.x * f0;
455
+ }
456
+
457
+ // Fdez-Agüera 2019 multi-scatter compensation (EEVEE do_multiscatter=1).
458
+ fn F_brdf_multi_scatter(f0: vec3f, f90: vec3f, lut: vec2f) -> vec3f {
459
+ let FssEss = lut.y * f90 + lut.x * f0;
460
+ let Ess = lut.x + lut.y;
461
+ let Ems = 1.0 - Ess;
462
+ let Favg = f0 + (1.0 - f0) / 21.0;
463
+ let Fms = FssEss * Favg / (1.0 - (1.0 - Ess) * Favg);
464
+ return FssEss + Fms * Ems;
465
+ }
466
+
467
+ // EEVEE direct-specular energy compensation factor — closure_eval_glossy_lib.glsl:79-81:
468
+ // ltc_brdf_scale = (ltc.x + ltc.y) / (split_sum.x + split_sum.y)
469
+ // Blender evaluates direct lights via LTC (Heitz 2016) but indirect via split-sum;
470
+ // direct radiance is rescaled so total-energy matches the split-sum LUT.
471
+ // Takes a pre-sampled vec4f from brdf_lut_sample() to share the fetch with
472
+ // F_brdf_multi_scatter on the same fragment.
473
+ fn ltc_brdf_scale_from_lut(lut: vec4f) -> f32 {
474
+ return (lut.z + lut.w) / max(lut.x + lut.y, 1e-6);
475
+ }
476
+
477
+ // Luminance-normalized hue extraction — Blender tint_from_color (isolates hue+sat).
478
+ fn tint_from_color(color: vec3f) -> vec3f {
479
+ let lum = dot(color, vec3f(0.3, 0.6, 0.1));
480
+ return select(vec3f(1.0), color / lum, lum > 0.0);
481
+ }
482
+
483
+ `;
@@ -0,0 +1,121 @@
1
+ // EEVEE 3.6 bloom pyramid: blit (Karis prefilter) → 13-tap downsamples → 9-tap tent upsamples.
2
+ // Mirrors source/blender/draw/engines/eevee/shaders/effect_bloom_frag.glsl. Firefly suppression
3
+ // lives in the blit (Karis luminance-weighted 4-tap average). A single-pass Gaussian cannot
4
+ // reproduce this — hot pixels dominate and produce the sparkle halo.
5
+
6
+ const FULLSCREEN_VS = /* wgsl */ `
7
+ @vertex fn vs(@builtin(vertex_index) vi: u32) -> @builtin(position) vec4f {
8
+ let x = f32((vi & 1u) << 2u) - 1.0;
9
+ let y = f32((vi & 2u) << 1u) - 1.0;
10
+ return vec4f(x, y, 0.0, 1.0);
11
+ }
12
+ `
13
+
14
+ // Full-res HDR → half-res. Karis 4-tap firefly average + EEVEE quadratic knee threshold + clamp.
15
+ export const BLOOM_BLIT_SHADER_WGSL = `${FULLSCREEN_VS}
16
+ @group(0) @binding(0) var hdrTex: texture_2d<f32>;
17
+ @group(0) @binding(1) var<uniform> prefilter: vec4<f32>; // threshold, knee, clamp, _unused
18
+ @group(0) @binding(2) var maskTex: texture_2d<f32>;
19
+
20
+ fn luminance(c: vec3f) -> f32 {
21
+ return dot(max(c, vec3f(0.0)), vec3f(0.2126, 0.7152, 0.0722));
22
+ }
23
+ fn fetch(c: vec2<i32>, clampV: f32) -> vec3f {
24
+ let d = vec2<i32>(textureDimensions(hdrTex));
25
+ let cc = clamp(c, vec2<i32>(0), d - vec2<i32>(1));
26
+ let s = textureLoad(hdrTex, cc, 0);
27
+ // Scene pass uses src-alpha blend with clear alpha 0 → premultiplied. Unpremultiply.
28
+ let rgb = max(s.rgb / max(s.a, 1e-6), vec3f(0.0));
29
+ // Bloom mask: MRT r8unorm written by material shaders (1.0 = bloom, 0.0 = skip).
30
+ let mask = textureLoad(maskTex, cc, 0).r;
31
+ let masked = rgb * mask;
32
+ // Blender clamps each tap BEFORE Karis average (eevee_bloom: color = min(clampIntensity, color)).
33
+ return select(masked, min(masked, vec3f(clampV)), clampV > 0.0);
34
+ }
35
+
36
+ @fragment fn fs(@builtin(position) p: vec4f) -> @location(0) vec4f {
37
+ let dst = vec2<i32>(p.xy - vec2f(0.5));
38
+ let base = dst * 2;
39
+ let clampV = prefilter.z;
40
+ let a = fetch(base + vec2<i32>(0, 0), clampV);
41
+ let b = fetch(base + vec2<i32>(1, 0), clampV);
42
+ let c = fetch(base + vec2<i32>(0, 1), clampV);
43
+ let d = fetch(base + vec2<i32>(1, 1), clampV);
44
+ // Karis partial average: weight each tap by 1/(1+luma) — suppresses fireflies.
45
+ let wa = 1.0 / (1.0 + luminance(a));
46
+ let wb = 1.0 / (1.0 + luminance(b));
47
+ let wc = 1.0 / (1.0 + luminance(c));
48
+ let wd = 1.0 / (1.0 + luminance(d));
49
+ let avg = (a * wa + b * wb + c * wc + d * wd) / max(wa + wb + wc + wd, 1e-6);
50
+ // EEVEE quadratic threshold (brightness = max-channel, then soft-knee curve).
51
+ let bright = max(avg.r, max(avg.g, avg.b));
52
+ let soft = clamp(bright - prefilter.x + prefilter.y, 0.0, 2.0 * prefilter.y);
53
+ let q = (soft * soft) / (4.0 * max(prefilter.y, 1e-4) + 1e-6);
54
+ let contrib = max(q, bright - prefilter.x) / max(bright, 1e-4);
55
+ return vec4f(max(avg * contrib, vec3f(0.0)), 1.0);
56
+ }
57
+ `
58
+
59
+ // Jimenez/COD 13-tap dual-box — 5 weighted 2×2 averages, rejects nyquist ringing.
60
+ export const BLOOM_DOWNSAMPLE_SHADER_WGSL = `${FULLSCREEN_VS}
61
+ @group(0) @binding(0) var srcTex: texture_2d<f32>;
62
+ @group(0) @binding(1) var srcSamp: sampler;
63
+
64
+ fn samp(uv: vec2f, off: vec2f) -> vec3f {
65
+ return textureSampleLevel(srcTex, srcSamp, uv + off, 0.0).rgb;
66
+ }
67
+
68
+ @fragment fn fs(@builtin(position) p: vec4f) -> @location(0) vec4f {
69
+ let srcDims = vec2f(textureDimensions(srcTex));
70
+ let t = 1.0 / srcDims;
71
+ // fragCoord.xy reports pixel centers (e.g. 0.5,0.5 for first pixel) — divide by dst dims directly.
72
+ let dstDims = srcDims * 0.5;
73
+ let uv = p.xy / max(dstDims, vec2f(1.0));
74
+ let A = samp(uv, t * vec2f(-2.0, -2.0));
75
+ let B = samp(uv, t * vec2f( 0.0, -2.0));
76
+ let C = samp(uv, t * vec2f( 2.0, -2.0));
77
+ let D = samp(uv, t * vec2f(-1.0, -1.0));
78
+ let E = samp(uv, t * vec2f( 1.0, -1.0));
79
+ let F = samp(uv, t * vec2f(-2.0, 0.0));
80
+ let G = samp(uv, t * vec2f( 0.0, 0.0));
81
+ let H = samp(uv, t * vec2f( 2.0, 0.0));
82
+ let I = samp(uv, t * vec2f(-1.0, 1.0));
83
+ let J = samp(uv, t * vec2f( 1.0, 1.0));
84
+ let K = samp(uv, t * vec2f(-2.0, 2.0));
85
+ let L = samp(uv, t * vec2f( 0.0, 2.0));
86
+ let M = samp(uv, t * vec2f( 2.0, 2.0));
87
+ var o = (D + E + I + J) * (0.5 / 4.0);
88
+ o = o + (A + B + G + F) * (0.125 / 4.0);
89
+ o = o + (B + C + H + G) * (0.125 / 4.0);
90
+ o = o + (F + G + L + K) * (0.125 / 4.0);
91
+ o = o + (G + H + M + L) * (0.125 / 4.0);
92
+ return vec4f(o, 1.0);
93
+ }
94
+ `
95
+
96
+ // 9-tap tent, progressively added to matching downsample mip. Blender radius = sample scale.
97
+ export const BLOOM_UPSAMPLE_SHADER_WGSL = `${FULLSCREEN_VS}
98
+ @group(0) @binding(0) var srcTex: texture_2d<f32>; // coarser accumulator
99
+ @group(0) @binding(1) var baseTex: texture_2d<f32>; // matching downsample mip
100
+ @group(0) @binding(2) var srcSamp: sampler;
101
+ @group(0) @binding(3) var<uniform> upU: vec4<f32>; // sampleScale, _, _, _
102
+
103
+ @fragment fn fs(@builtin(position) p: vec4f) -> @location(0) vec4f {
104
+ let srcDims = vec2f(textureDimensions(srcTex));
105
+ let baseDims = vec2f(textureDimensions(baseTex));
106
+ let uv = p.xy / max(baseDims, vec2f(1.0));
107
+ let t = upU.x / srcDims;
108
+ var o = textureSampleLevel(srcTex, srcSamp, uv + t * vec2f(-1.0, -1.0), 0.0).rgb * 1.0;
109
+ o = o + textureSampleLevel(srcTex, srcSamp, uv + t * vec2f( 0.0, -1.0), 0.0).rgb * 2.0;
110
+ o = o + textureSampleLevel(srcTex, srcSamp, uv + t * vec2f( 1.0, -1.0), 0.0).rgb * 1.0;
111
+ o = o + textureSampleLevel(srcTex, srcSamp, uv + t * vec2f(-1.0, 0.0), 0.0).rgb * 2.0;
112
+ o = o + textureSampleLevel(srcTex, srcSamp, uv + t * vec2f( 0.0, 0.0), 0.0).rgb * 4.0;
113
+ o = o + textureSampleLevel(srcTex, srcSamp, uv + t * vec2f( 1.0, 0.0), 0.0).rgb * 2.0;
114
+ o = o + textureSampleLevel(srcTex, srcSamp, uv + t * vec2f(-1.0, 1.0), 0.0).rgb * 1.0;
115
+ o = o + textureSampleLevel(srcTex, srcSamp, uv + t * vec2f( 0.0, 1.0), 0.0).rgb * 2.0;
116
+ o = o + textureSampleLevel(srcTex, srcSamp, uv + t * vec2f( 1.0, 1.0), 0.0).rgb * 1.0;
117
+ o = o * (1.0 / 16.0);
118
+ let base = textureSampleLevel(baseTex, srcSamp, uv, 0.0).rgb;
119
+ return vec4f(o + base, 1.0);
120
+ }
121
+ `