reze-engine 0.12.1 → 0.12.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (46) hide show
  1. package/README.md +99 -58
  2. package/dist/shaders/materials/body.d.ts +1 -1
  3. package/dist/shaders/materials/body.d.ts.map +1 -1
  4. package/dist/shaders/materials/body.js +86 -197
  5. package/dist/shaders/materials/cloth_rough.d.ts +1 -1
  6. package/dist/shaders/materials/cloth_rough.d.ts.map +1 -1
  7. package/dist/shaders/materials/cloth_rough.js +10 -121
  8. package/dist/shaders/materials/cloth_smooth.d.ts +1 -1
  9. package/dist/shaders/materials/cloth_smooth.d.ts.map +1 -1
  10. package/dist/shaders/materials/cloth_smooth.js +59 -172
  11. package/dist/shaders/materials/common.d.ts +6 -0
  12. package/dist/shaders/materials/common.d.ts.map +1 -0
  13. package/dist/shaders/materials/common.js +144 -0
  14. package/dist/shaders/materials/default.d.ts +1 -1
  15. package/dist/shaders/materials/default.d.ts.map +1 -1
  16. package/dist/shaders/materials/default.js +12 -145
  17. package/dist/shaders/materials/eye.d.ts +1 -1
  18. package/dist/shaders/materials/eye.d.ts.map +1 -1
  19. package/dist/shaders/materials/eye.js +12 -117
  20. package/dist/shaders/materials/face.d.ts +1 -1
  21. package/dist/shaders/materials/face.d.ts.map +1 -1
  22. package/dist/shaders/materials/face.js +85 -197
  23. package/dist/shaders/materials/hair.d.ts +1 -1
  24. package/dist/shaders/materials/hair.d.ts.map +1 -1
  25. package/dist/shaders/materials/hair.js +78 -183
  26. package/dist/shaders/materials/metal.d.ts +1 -1
  27. package/dist/shaders/materials/metal.d.ts.map +1 -1
  28. package/dist/shaders/materials/metal.js +15 -121
  29. package/dist/shaders/materials/nodes.d.ts +1 -1
  30. package/dist/shaders/materials/nodes.d.ts.map +1 -1
  31. package/dist/shaders/materials/nodes.js +77 -0
  32. package/dist/shaders/materials/stockings.d.ts +1 -1
  33. package/dist/shaders/materials/stockings.d.ts.map +1 -1
  34. package/dist/shaders/materials/stockings.js +26 -152
  35. package/package.json +1 -1
  36. package/src/shaders/materials/body.ts +90 -201
  37. package/src/shaders/materials/cloth_rough.ts +10 -121
  38. package/src/shaders/materials/cloth_smooth.ts +63 -176
  39. package/src/shaders/materials/common.ts +155 -0
  40. package/src/shaders/materials/default.ts +12 -145
  41. package/src/shaders/materials/eye.ts +12 -117
  42. package/src/shaders/materials/face.ts +89 -201
  43. package/src/shaders/materials/hair.ts +82 -187
  44. package/src/shaders/materials/metal.ts +15 -121
  45. package/src/shaders/materials/nodes.ts +77 -0
  46. package/src/shaders/materials/stockings.ts +27 -153
@@ -1,144 +1,39 @@
1
- // Eye preset — default Principled BSDF (Specular=0.5, Roughness=0.5) + Emission socket set to albedo × 1.5.
2
- // Matches the published preset's instruction: "keep eyes in the default nodegraph, add emission 1.5".
3
- // Blender's Principled BSDF Emission socket is added on top of the shaded output (pre-tonemap, feeds bloom).
1
+ // Eye preset — default Principled BSDF + Emission socket set to albedo × 1.5.
2
+ // Matches the published preset author's instruction: "keep eyes in the default
3
+ // nodegraph, add emission 1.5". Emission feeds bloom pre-tonemap.
4
4
  import { NODES_WGSL } from "./nodes";
5
+ import { COMMON_MATERIAL_PRELUDE_WGSL } from "./common";
5
6
  export const EYE_SHADER_WGSL = /* wgsl */ `
6
7
 
7
8
  ${NODES_WGSL}
9
+ ${COMMON_MATERIAL_PRELUDE_WGSL}
8
10
 
9
- const PI_E: f32 = 3.141592653589793;
10
11
  const EYE_SPECULAR: f32 = 0.5;
11
12
  const EYE_ROUGHNESS: f32 = 0.5;
12
13
  const EYE_EMISSION_STRENGTH: f32 = 1.5;
13
14
 
14
- struct CameraUniforms {
15
- view: mat4x4f,
16
- projection: mat4x4f,
17
- viewPos: vec3f,
18
- _padding: f32,
19
- };
20
-
21
- struct Light {
22
- direction: vec4f,
23
- color: vec4f,
24
- };
25
-
26
- struct LightUniforms {
27
- ambientColor: vec4f,
28
- lights: array<Light, 4>,
29
- };
30
-
31
- struct MaterialUniforms {
32
- diffuseColor: vec3f,
33
- alpha: f32,
34
- };
35
-
36
- struct VertexOutput {
37
- @builtin(position) position: vec4f,
38
- @location(0) normal: vec3f,
39
- @location(1) uv: vec2f,
40
- @location(2) worldPos: vec3f,
41
- };
42
-
43
- struct LightVP { viewProj: mat4x4f, };
44
-
45
- @group(0) @binding(0) var<uniform> camera: CameraUniforms;
46
- @group(0) @binding(1) var<uniform> light: LightUniforms;
47
- @group(0) @binding(2) var diffuseSampler: sampler;
48
- @group(0) @binding(3) var shadowMap: texture_depth_2d;
49
- @group(0) @binding(4) var shadowSampler: sampler_comparison;
50
- @group(0) @binding(5) var<uniform> lightVP: LightVP;
51
- @group(1) @binding(0) var<storage, read> skinMats: array<mat4x4f>;
52
- @group(2) @binding(0) var diffuseTexture: texture_2d<f32>;
53
- @group(2) @binding(1) var<uniform> material: MaterialUniforms;
54
-
55
- fn sampleShadow(worldPos: vec3f, n: vec3f) -> f32 {
56
- // Back-facing to key light: direct contribution is zero anyway, skip 9 texture samples.
57
- if (dot(n, -light.lights[0].direction.xyz) <= 0.0) { return 0.0; }
58
- let biasedPos = worldPos + n * 0.08;
59
- let lclip = lightVP.viewProj * vec4f(biasedPos, 1.0);
60
- let ndc = lclip.xyz / max(lclip.w, 1e-6);
61
- let suv = vec2f(ndc.x * 0.5 + 0.5, 0.5 - ndc.y * 0.5);
62
- let cmpZ = ndc.z - 0.001;
63
- let ts = 1.0 / 2048.0;
64
- // 3x3 PCF unrolled — Safari's Metal backend doesn't unroll nested shadow loops reliably.
65
- let s00 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, -ts), cmpZ);
66
- let s10 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(0.0, -ts), cmpZ);
67
- let s20 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, -ts), cmpZ);
68
- let s01 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, 0.0), cmpZ);
69
- let s11 = textureSampleCompareLevel(shadowMap, shadowSampler, suv, cmpZ);
70
- let s21 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, 0.0), cmpZ);
71
- let s02 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, ts), cmpZ);
72
- let s12 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(0.0, ts), cmpZ);
73
- let s22 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, ts), cmpZ);
74
- return (s00 + s10 + s20 + s01 + s11 + s21 + s02 + s12 + s22) * (1.0 / 9.0);
75
- }
76
-
77
- @vertex fn vs(
78
- @location(0) position: vec3f,
79
- @location(1) normal: vec3f,
80
- @location(2) uv: vec2f,
81
- @location(3) joints0: vec4<u32>,
82
- @location(4) weights0: vec4<f32>
83
- ) -> VertexOutput {
84
- var output: VertexOutput;
85
- let pos4 = vec4f(position, 1.0);
86
- let weightSum = weights0.x + weights0.y + weights0.z + weights0.w;
87
- let invWeightSum = select(1.0, 1.0 / weightSum, weightSum > 0.0001);
88
- let nw = select(vec4f(1.0, 0.0, 0.0, 0.0), weights0 * invWeightSum, weightSum > 0.0001);
89
- var skinnedPos = vec4f(0.0);
90
- var skinnedNrm = vec3f(0.0);
91
- for (var i = 0u; i < 4u; i++) {
92
- let m = skinMats[joints0[i]];
93
- let w = nw[i];
94
- skinnedPos += (m * pos4) * w;
95
- skinnedNrm += (mat3x3f(m[0].xyz, m[1].xyz, m[2].xyz) * normal) * w;
96
- }
97
- output.position = camera.projection * camera.view * vec4f(skinnedPos.xyz, 1.0);
98
- // Skip VS normalize — interpolation denormalizes anyway, and FS always does normalize(input.normal).
99
- output.normal = skinnedNrm;
100
- output.uv = uv;
101
- output.worldPos = skinnedPos.xyz;
102
- return output;
103
- }
104
-
105
- struct FSOut {
106
- @location(0) color: vec4f,
107
- @location(1) mask: f32,
108
- };
109
-
110
15
  @fragment fn fs(input: VertexOutput) -> FSOut {
111
16
  let alpha = material.alpha;
112
17
  if (alpha < 0.001) { discard; }
113
18
 
114
19
  let n = normalize(input.normal);
115
20
  let v = normalize(camera.viewPos - input.worldPos);
116
- let albedo = textureSample(diffuseTexture, diffuseSampler, input.uv).rgb;
117
-
118
21
  let l = -light.lights[0].direction.xyz;
119
22
  let sun = light.lights[0].color.xyz * light.lights[0].color.w;
120
23
  let amb = light.ambientColor.xyz;
121
24
  let shadow = sampleShadow(input.worldPos, n);
122
25
 
123
- // 原理化BSDF (EEVEE port): metallic=0, specular=0.5, roughness=0.5, specular_tint=0.
124
- let NL = max(dot(n, l), 0.0);
125
- let NV = max(dot(n, v), 1e-4);
126
-
127
- let f0 = vec3f(0.08 * EYE_SPECULAR);
128
- let f90 = mix(f0, vec3f(1.0), sqrt(EYE_SPECULAR));
129
- let brdf_lut = brdf_lut_sample(NV, EYE_ROUGHNESS);
130
- let reflection_color = F_brdf_multi_scatter(f0, f90, brdf_lut.xy);
131
-
132
- let spec_direct = bsdf_ggx(n, l, v, NL, NV, EYE_ROUGHNESS) * sun * shadow * ltc_brdf_scale_from_lut(brdf_lut);
133
- let spec_indirect = amb;
134
- let spec_radiance = (spec_direct + spec_indirect) * reflection_color;
26
+ let albedo = textureSample(diffuseTexture, diffuseSampler, input.uv).rgb;
135
27
 
136
- let diffuse_radiance = albedo * (sun * NL * shadow / PI_E + amb);
137
- // Principled Emission socket: emissive = emission_color × strength, added on top of shading.
28
+ let shaded = eval_principled(
29
+ PrincipledIn(albedo, 0.0, EYE_SPECULAR, EYE_ROUGHNESS, 1e30, 0.0, 0.0),
30
+ n, l, v, sun, amb, shadow
31
+ );
32
+ // Principled Emission socket: emissive = emission_color × strength, added on top.
138
33
  let emission = albedo * EYE_EMISSION_STRENGTH;
139
34
 
140
35
  var out: FSOut;
141
- out.color = vec4f(diffuse_radiance + spec_radiance + emission, alpha);
36
+ out.color = vec4f(shaded + emission, alpha);
142
37
  out.mask = 1.0;
143
38
  return out;
144
39
  }
@@ -1,2 +1,2 @@
1
- export declare const FACE_SHADER_WGSL = "\n\n\n\n// Baked 64\u00D764 rgba8unorm combined BRDF LUT \u2014 created once at engine init by dfg_lut.ts.\n// .rg = split-sum DFG (Karis: tint = f0\u00B7x + f90\u00B7y) \u2192 F_brdf_*_scatter\n// .ba = Heitz 2016 LTC magnitude (ltc_mag_ggx) \u2192 ltc_brdf_scale_from_lut\n// Paired with group(0) binding(2) diffuseSampler (linear filter). Sample once per\n// fragment via brdf_lut_sample() \u2014 callers feed .rg and the whole vec4 into the\n// helpers below, halving LUT taps on the default Principled path.\n@group(0) @binding(9) var brdfLut: 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// hue_sat specialization for hue=0.5 (identity hue shift \u2014 fract(h + 0.5 - 0.5) = h).\n// Branchless equivalent that skips the rgb_to_hsv \u2192 hsv_to_rgb roundtrip: WebKit's\n// Metal backend serializes the 3-way if chain in rgb_to_hsv and the 6-way switch in\n// hsv_to_rgb, where this form compiles to linear SIMD ops + a single select.\nfn hue_sat_id(saturation: f32, value: f32, fac: f32, color: vec3f) -> vec3f {\n let m = max(max(color.r, color.g), color.b);\n let n = min(min(color.r, color.g), color.b);\n // Unclamped (sat*old_s \u2264 1): reproj = mix(vec3f(m), color, saturation).\n // Clamped (saturated to 1): reproj = (color - n) * m / (m - n).\n let range = max(m - n, 1e-6);\n let unclamped = mix(vec3f(m), color, saturation);\n let clamped = (color - vec3f(n)) * m / range;\n let needs_clamp = (m - n) * saturation >= m;\n let reproj = select(unclamped, clamped, needs_clamp);\n return mix(color, reproj * value, 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// Blender's implicit Color \u2192 Float socket conversion uses BT.601 grayscale\n// (rgb_to_grayscale in blenkernel/intern/node.cc). When a material graph plugs a\n// Color output into a Math node's Value input, this is the scalar it actually sees.\nfn color_to_value(c: vec3f) -> f32 {\n return 0.299 * c.r + 0.587 * c.g + 0.114 * c.b;\n}\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 r = (ior - 1.0) / (ior + 1.0);\n let f0 = r * r;\n let cos_theta = clamp(dot(n, v), 0.0, 1.0);\n let m = 1.0 - cos_theta;\n let m2 = m * m;\n let m5 = m2 * m2 * m;\n return f0 + (1.0 - f0) * m5;\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 r = (1.0 - eta) / (1.0 + eta);\n let f0 = r * r;\n let cos_theta = clamp(abs(dot(n, v)), 0.0, 1.0);\n let m = 1.0 - cos_theta;\n let m2 = m * m;\n let m5 = m2 * m2 * m;\n return f0 + (1.0 - f0) * m5;\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 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\n// PCG-style integer hash. Replaces the classic 'fract(sin(q) * LARGE)' trick because\n// WebKit's Metal backend compiles 'sin' to a full transcendental op (slow), while\n// Safari's Apple-GPU scalar ALU handles int muls/xors near free. Inputs arrive as\n// integer-valued floats (floor(p) + unit offsets) from _noise3, so vec3i cast is exact.\nfn _hash33(p: vec3f) -> vec3f {\n var h = vec3u(vec3i(p) + vec3i(32768));\n h = h * vec3u(1664525u, 1013904223u, 2654435761u);\n h = (h.yzx ^ h) * vec3u(2246822519u, 3266489917u, 668265263u);\n h = h ^ (h >> vec3u(16u));\n // Mask to 24 bits \u2014 above that f32 loses precision on the u32\u2192f32 convert.\n let hm = h & vec3u(16777215u);\n return vec3f(hm) * (2.0 / 16777216.0) - 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// tex_noise specialization: detail=2.0 (3 octaves), roughness=0.5, distortion=0.\n// WebKit can't unroll tex_noise's for-loop because 'octaves' is a runtime value;\n// this variant is fully unrolled with constants folded (total_amp = 1.75).\nfn tex_noise_d2(p: vec3f, scale: f32) -> f32 {\n let c = p * scale;\n let v = _noise3(c) + 0.5 * _noise3(c * 2.0) + 0.25 * _noise3(c * 4.0);\n return v * (1.0 / 1.75) * 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 \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\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// 3D F1 voronoi. _f1 returns Distance; _color returns per-cell hash color\n// (matches Blender voronoi.cc: outColor = hash_int3_to_float3(cell + targetOffset)).\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// The per-cell jitter hash IS the Color output in Blender \u2014 reuse the same hash\n// tap for jitter + color instead of computing two.\nfn tex_voronoi_color(p: vec3f, scale: f32) -> vec3f {\n let coords = p * scale;\n let i = floor(coords);\n let f = fract(coords);\n var min_dist = 1e10;\n var min_hash = vec3f(0.5);\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 h = _hash33(i + neighbor) * 0.5 + 0.5;\n let diff = neighbor + h - f;\n let d = dot(diff, diff);\n if (d < min_dist) {\n min_dist = d;\n min_hash = h;\n }\n }\n }\n }\n return min_hash;\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.\n// Caller passes NL, NV (already computed for diffuse + brdf_lut_sample) so WebKit\n// can reuse them instead of recomputing dot products across the function boundary.\nfn bsdf_ggx(N: vec3f, L: vec3f, V: vec3f, NL_in: f32, NV_in: f32, 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(NL_in, 1e-8);\n let NV = max(NV_in, 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 combined BRDF LUT \u2014 exact port of Blender bsdf_lut_frag.glsl packed with\n// ltc_mag_ggx from eevee_lut.c. Single sample returns DFG (.rg) and LTC mag (.ba).\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) brdfLut + binding(2) diffuseSampler in the host shader.\nfn brdf_lut_sample(NV: f32, roughness: f32) -> vec4f {\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(brdfLut, diffuseSampler, uv, 0.0);\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// Blender evaluates direct lights via LTC (Heitz 2016) but indirect via split-sum;\n// direct radiance is rescaled so total-energy matches the split-sum LUT.\n// Takes a pre-sampled vec4f from brdf_lut_sample() to share the fetch with\n// F_brdf_multi_scatter on the same fragment.\nfn ltc_brdf_scale_from_lut(lut: vec4f) -> f32 {\n return (lut.z + lut.w) / max(lut.x + lut.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, 2048 map, normal-bias 0.08, depth-bias 0.001\nfn sampleShadow(worldPos: vec3f, n: vec3f) -> f32 {\n // Back-facing to key light: direct contribution is zero anyway, skip 9 texture samples.\n if (dot(n, -light.lights[0].direction.xyz) <= 0.0) { return 0.0; }\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 / 2048.0;\n // 3x3 PCF unrolled \u2014 Safari's Metal backend doesn't unroll nested shadow loops reliably.\n let s00 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, -ts), cmpZ);\n let s10 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(0.0, -ts), cmpZ);\n let s20 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, -ts), cmpZ);\n let s01 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, 0.0), cmpZ);\n let s11 = textureSampleCompareLevel(shadowMap, shadowSampler, suv, cmpZ);\n let s21 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, 0.0), cmpZ);\n let s02 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, ts), cmpZ);\n let s12 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(0.0, ts), cmpZ);\n let s22 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, ts), cmpZ);\n return (s00 + s10 + s20 + s01 + s11 + s21 + s02 + s12 + s22) * (1.0 / 9.0);\n}\n\nconst PI_F: f32 = 3.141592653589793;\nconst FACE_SPECULAR: f32 = 0.5;\nconst FACE_ROUGHNESS: f32 = 0.3;\nconst FACE_RIM2_POW: f32 = 0.6300000548362732;\nconst FACE_RIM2_BG: vec3f = vec3f(1.0, 0.4684903025627136, 0.3698573112487793);\nconst FACE_WARM_STR: f32 = 0.30000001192092896;\nconst FACE_BRIGHT_TEX_THRESH: f32 = 0.9300000071525574;\nconst FACE_MIX_NPR: f32 = 0.5;\n// EEVEE Light Clamp equivalent (Render Props \u2192 Sampling \u2192 Clamping). Caps direct\n// specular firefly from the noise-bumped normal's NDF aliasing \u2014 Blender hides this\n// via TAA, which we don't have. Value mirrors EEVEE's default Clamp Indirect=10.0.\nconst FACE_SPEC_CLAMP: f32 = 10.0;\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 // Skip VS normalize \u2014 interpolation denormalizes anyway, and FS always does normalize(input.normal).\n output.normal = skinnedNrm;\n output.uv = uv;\n output.worldPos = skinnedPos.xyz;\n return output;\n}\n\nstruct FSOut {\n @location(0) color: vec4f,\n @location(1) mask: f32,\n};\n\n@fragment fn fs(input: VertexOutput) -> FSOut {\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 let ndotl_raw = shader_to_rgb_diffuse(n, l, sun, light.ambientColor.xyz, shadow);\n // ramp_constant_edge_aa: avoids binary fac shimmer 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\n let shadow_tint = hue_sat(0.46000000834465027, 2.0, 0.3499999940395355, 1.0, tex_color);\n let lit_tint = hue_sat(0.46000000834465027, 1.600000023841858, 1.5, 1.0, tex_color);\n let toon_color = mix_blend(toon, shadow_tint, lit_tint);\n let bc = bright_contrast(toon_color, 0.1, 0.2);\n\n let emission3 = bc * 2.5;\n\n let warm_input = clamp(toon * 0.5 + 0.5, 0.0, 1.0);\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 * FACE_WARM_STR;\n\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 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 let rim2_mixed = mix(emission3, FACE_RIM2_BG, rim2_fac);\n\n // Blender implicitly converts Color \u2192 Float via BT.601 grayscale when plugging a color\n // output into a Math node's Value input. An earlier trace used tex_color.r, which fires\n // aggressively on R-dominant skin \u2014 single near-white R pixels produced firefly speckles.\n // color_to_value matches the Blender socket semantic and only fires on genuinely near-\n // white painted features (the author's intent).\n let tex_gate = math_greater_than(color_to_value(tex_color), FACE_BRIGHT_TEX_THRESH);\n let bright_emit = vec3f(tex_gate) * 3.0;\n\n let npr_stack = rim1 + rim2_mixed + bright_emit + warm_emission;\n\n // Noise bump \u2014 Mapping loc=rot=0 folds to a plain scale multiply.\n let noise_val = tex_noise_d2(input.worldPos * vec3f(1.0, 1.0, 1.5), 1.0);\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);\n\n let principled_base = mix_blend(noise_ramp, bc, vec3f(0.6832, 0.1947, 0.1373));\n let p_emission = bc * 0.2;\n\n // Principled BSDF (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 brdf_lut = brdf_lut_sample(NV, FACE_ROUGHNESS);\n let reflection_color = F_brdf_multi_scatter(f0, f90, brdf_lut.xy);\n\n let spec_direct_raw = bsdf_ggx(bumped_n, l, v, NL, NV, FACE_ROUGHNESS) * sun * shadow * ltc_brdf_scale_from_lut(brdf_lut);\n let spec_direct = min(spec_direct_raw, vec3f(FACE_SPEC_CLAMP));\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;\n\n let final_color = mix(npr_stack, principled, FACE_MIX_NPR);\n\n var out: FSOut;\n out.color = vec4f(final_color, alpha);\n out.mask = 1.0;\n return out;\n}\n\n";
1
+ export declare const FACE_SHADER_WGSL = "\n\n\n\n// Baked 64\u00D764 rgba8unorm combined BRDF LUT \u2014 created once at engine init by dfg_lut.ts.\n// .rg = split-sum DFG (Karis: tint = f0\u00B7x + f90\u00B7y) \u2192 F_brdf_*_scatter\n// .ba = Heitz 2016 LTC magnitude (ltc_mag_ggx) \u2192 ltc_brdf_scale_from_lut\n// Paired with group(0) binding(2) diffuseSampler (linear filter). Sample once per\n// fragment via brdf_lut_sample() \u2014 callers feed .rg and the whole vec4 into the\n// helpers below, halving LUT taps on the default Principled path.\n@group(0) @binding(9) var brdfLut: 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// hue_sat specialization for hue=0.5 (identity hue shift \u2014 fract(h + 0.5 - 0.5) = h).\n// Branchless equivalent that skips the rgb_to_hsv \u2192 hsv_to_rgb roundtrip: WebKit's\n// Metal backend serializes the 3-way if chain in rgb_to_hsv and the 6-way switch in\n// hsv_to_rgb, where this form compiles to linear SIMD ops + a single select.\nfn hue_sat_id(saturation: f32, value: f32, fac: f32, color: vec3f) -> vec3f {\n let m = max(max(color.r, color.g), color.b);\n let n = min(min(color.r, color.g), color.b);\n // Unclamped (sat*old_s \u2264 1): reproj = mix(vec3f(m), color, saturation).\n // Clamped (saturated to 1): reproj = (color - n) * m / (m - n).\n let range = max(m - n, 1e-6);\n let unclamped = mix(vec3f(m), color, saturation);\n let clamped = (color - vec3f(n)) * m / range;\n let needs_clamp = (m - n) * saturation >= m;\n let reproj = select(unclamped, clamped, needs_clamp);\n return mix(color, reproj * value, 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// Blender's implicit Color \u2192 Float socket conversion uses BT.601 grayscale\n// (rgb_to_grayscale in blenkernel/intern/node.cc). When a material graph plugs a\n// Color output into a Math node's Value input, this is the scalar it actually sees.\nfn color_to_value(c: vec3f) -> f32 {\n return 0.299 * c.r + 0.587 * c.g + 0.114 * c.b;\n}\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 r = (ior - 1.0) / (ior + 1.0);\n let f0 = r * r;\n let cos_theta = clamp(dot(n, v), 0.0, 1.0);\n let m = 1.0 - cos_theta;\n let m2 = m * m;\n let m5 = m2 * m2 * m;\n return f0 + (1.0 - f0) * m5;\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 r = (1.0 - eta) / (1.0 + eta);\n let f0 = r * r;\n let cos_theta = clamp(abs(dot(n, v)), 0.0, 1.0);\n let m = 1.0 - cos_theta;\n let m2 = m * m;\n let m5 = m2 * m2 * m;\n return f0 + (1.0 - f0) * m5;\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 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\n// PCG-style integer hash. Replaces the classic 'fract(sin(q) * LARGE)' trick because\n// WebKit's Metal backend compiles 'sin' to a full transcendental op (slow), while\n// Safari's Apple-GPU scalar ALU handles int muls/xors near free. Inputs arrive as\n// integer-valued floats (floor(p) + unit offsets) from _noise3, so vec3i cast is exact.\nfn _hash33(p: vec3f) -> vec3f {\n var h = vec3u(vec3i(p) + vec3i(32768));\n h = h * vec3u(1664525u, 1013904223u, 2654435761u);\n h = (h.yzx ^ h) * vec3u(2246822519u, 3266489917u, 668265263u);\n h = h ^ (h >> vec3u(16u));\n // Mask to 24 bits \u2014 above that f32 loses precision on the u32\u2192f32 convert.\n let hm = h & vec3u(16777215u);\n return vec3f(hm) * (2.0 / 16777216.0) - 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// tex_noise specialization: detail=2.0 (3 octaves), roughness=0.5, distortion=0.\n// WebKit can't unroll tex_noise's for-loop because 'octaves' is a runtime value;\n// this variant is fully unrolled with constants folded (total_amp = 1.75).\nfn tex_noise_d2(p: vec3f, scale: f32) -> f32 {\n let c = p * scale;\n let v = _noise3(c) + 0.5 * _noise3(c * 2.0) + 0.25 * _noise3(c * 4.0);\n return v * (1.0 / 1.75) * 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 \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\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// 3D F1 voronoi. _f1 returns Distance; _color returns per-cell hash color\n// (matches Blender voronoi.cc: outColor = hash_int3_to_float3(cell + targetOffset)).\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// The per-cell jitter hash IS the Color output in Blender \u2014 reuse the same hash\n// tap for jitter + color instead of computing two.\nfn tex_voronoi_color(p: vec3f, scale: f32) -> vec3f {\n let coords = p * scale;\n let i = floor(coords);\n let f = fract(coords);\n var min_dist = 1e10;\n var min_hash = vec3f(0.5);\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 h = _hash33(i + neighbor) * 0.5 + 0.5;\n let diff = neighbor + h - f;\n let d = dot(diff, diff);\n if (d < min_dist) {\n min_dist = d;\n min_hash = h;\n }\n }\n }\n }\n return min_hash;\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.\n// Caller passes NL, NV (already computed for diffuse + brdf_lut_sample) so WebKit\n// can reuse them instead of recomputing dot products across the function boundary.\nfn bsdf_ggx(N: vec3f, L: vec3f, V: vec3f, NL_in: f32, NV_in: f32, 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(NL_in, 1e-8);\n let NV = max(NV_in, 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 combined BRDF LUT \u2014 exact port of Blender bsdf_lut_frag.glsl packed with\n// ltc_mag_ggx from eevee_lut.c. Single sample returns DFG (.rg) and LTC mag (.ba).\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) brdfLut + binding(2) diffuseSampler in the host shader.\nfn brdf_lut_sample(NV: f32, roughness: f32) -> vec4f {\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(brdfLut, diffuseSampler, uv, 0.0);\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// Blender evaluates direct lights via LTC (Heitz 2016) but indirect via split-sum;\n// direct radiance is rescaled so total-energy matches the split-sum LUT.\n// Takes a pre-sampled vec4f from brdf_lut_sample() to share the fetch with\n// F_brdf_multi_scatter on the same fragment.\nfn ltc_brdf_scale_from_lut(lut: vec4f) -> f32 {\n return (lut.z + lut.w) / max(lut.x + lut.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// \u2500\u2500\u2500 Principled sheen (gpu_shader_material_principled.glsl:8-14) \u2500\u2500\u2500\u2500\n// Empirical NV-only curve that approximates grazing retroreflection on cloth/velvet.\n// Scales the sheen layer's diffuse contribution; no sheen call site has sheen=0\n// shortcut because the multiplier is tiny at normal view angles anyway.\nfn principled_sheen(NV: f32) -> f32 {\n let f = 1.0 - NV;\n return f * f * f * 0.077 + f * 0.01 + 0.00026;\n}\n\n// \u2500\u2500\u2500 Principled BSDF eval \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\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// Shared EEVEE Principled path used by every material in the engine \u2014 metallic,\n// dielectric, and sheen variants all fold into these ~15 lines via the struct\n// fields. NPR materials still compute a separate toon/rim/warm stack on top and\n// mix(npr_stack, eval_principled(...), fac); see body.ts / face.ts / etc.\n//\n// Field conventions:\n// base \u2014 diffuse albedo. Mixed into f0 only when metallic > 0.\n// metallic \u2014 0 = dielectric (f0 from specular), 1 = pure metal (f0 = base).\n// specular \u2014 Principled Specular input (0.5 default \u2192 f0 = 0.04). sqrt for f90.\n// roughness \u2014 GGX roughness; drives BRDF LUT coord + bsdf_ggx.\n// spec_clamp \u2014 EEVEE Light Clamp equivalent. Caps firefly spec from noise-bumped\n// NDF aliasing (Blender hides this via TAA which we don't have).\n// Pass 1e30 (effectively disabled) for materials that don't bump.\n// sheen \u2014 0 disables. Scales the sheen diffuse add; cloth/stockings use ~0.7.\n// sheen_tint \u2014 0 = white sheen, 1 = fully tinted by base. Multiplied by sheen,\n// so value is don't-care when sheen=0.\nstruct PrincipledIn {\n base: vec3f,\n metallic: f32,\n specular: f32,\n roughness: f32,\n spec_clamp: f32,\n sheen: f32,\n sheen_tint: f32,\n};\n\nfn eval_principled(\n p: PrincipledIn,\n N: vec3f, L: vec3f, V: vec3f,\n sun_rgb: vec3f, amb_rgb: vec3f, shadow: f32\n) -> vec3f {\n let NL = max(dot(N, L), 0.0);\n let NV = max(dot(N, V), 1e-4);\n\n // f0/f90 per gpu_shader_material_principled.glsl. specular_tint=0 is assumed\n // (all presets in this engine use the default white dielectric tint).\n let dielectric_f0 = vec3f(0.08 * p.specular);\n let f0 = mix(dielectric_f0, p.base, p.metallic);\n let f90 = mix(f0, vec3f(1.0), sqrt(p.specular));\n\n // Single LUT tap feeds both F_brdf_multi_scatter (split-sum DFG) and\n // ltc_brdf_scale_from_lut (LTC mag in .ba). See nodes.ts brdf_lut_sample.\n let lut = brdf_lut_sample(NV, p.roughness);\n let reflection_color = F_brdf_multi_scatter(f0, f90, lut.xy);\n\n // Direct glossy \u2014 bsdf_ggx already includes NL; no F applied here (tinted after\n // accum with reflection_color). ltc_brdf_scale rescales direct to match the\n // split-sum indirect path, matching EEVEE closure_eval_glossy_lib behavior.\n let spec_direct_raw = bsdf_ggx(N, L, V, NL, NV, p.roughness)\n * sun_rgb * shadow * ltc_brdf_scale_from_lut(lut);\n let spec_direct = min(spec_direct_raw, vec3f(p.spec_clamp));\n let spec_indirect = amb_rgb;\n let spec_radiance = (spec_direct + spec_indirect) * reflection_color;\n\n // Sheen add \u2014 when p.sheen=0 the whole term collapses, leaving diffuse_color=base.\n let base_tint = tint_from_color(p.base);\n let sheen_color = mix(vec3f(1.0), base_tint, p.sheen_tint);\n let diffuse_color = p.base + p.sheen * sheen_color * principled_sheen(NV);\n\n // diffuse_weight = (1-metallic). Indirect diffuse uses amb (L_w) with no \u03C0 factor\n // (probe_evaluate_world_diff returns SH-projected radiance, not cosine-convolved).\n let diffuse_weight = 1.0 - p.metallic;\n let diffuse_radiance = diffuse_color * (sun_rgb * NL * shadow / EEVEE_PI + amb_rgb) * diffuse_weight;\n\n return diffuse_radiance + spec_radiance;\n}\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\n// Per-material uniforms. Every material binds this layout even if it ignores fields;\n// the engine keeps one bind group layout across all material pipelines.\nstruct MaterialUniforms {\n diffuseColor: vec3f, // tint; reserved (currently unused by all material fs)\n alpha: f32, // 0 \u2192 discard; <1 \u2192 transparent draw call\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// binding(9) brdfLut is declared inside NODES_WGSL (nodes.ts).\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\n\nfn sampleShadow(worldPos: vec3f, n: vec3f) -> f32 {\n if (dot(n, -light.lights[0].direction.xyz) <= 0.0) { return 0.0; }\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 / 2048.0;\n let s00 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, -ts), cmpZ);\n let s10 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(0.0, -ts), cmpZ);\n let s20 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, -ts), cmpZ);\n let s01 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, 0.0), cmpZ);\n let s11 = textureSampleCompareLevel(shadowMap, shadowSampler, suv, cmpZ);\n let s21 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, 0.0), cmpZ);\n let s02 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, ts), cmpZ);\n let s12 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(0.0, ts), cmpZ);\n let s22 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, ts), cmpZ);\n return (s00 + s10 + s20 + s01 + s11 + s21 + s02 + s12 + s22) * (1.0 / 9.0);\n}\n\n\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 = skinnedNrm;\n output.uv = uv;\n output.worldPos = skinnedPos.xyz;\n return output;\n}\n\n\n\nstruct FSOut {\n @location(0) color: vec4f,\n @location(1) mask: f32,\n};\n\n\n\nconst FACE_SPECULAR: f32 = 0.5;\nconst FACE_ROUGHNESS: f32 = 0.3;\nconst FACE_MIX_NPR: f32 = 0.5;\nconst FACE_SPEC_CLAMP: f32 = 10.0;\nconst FACE_RIM2_POW: f32 = 0.6300000548362732;\nconst FACE_RIM2_BG: vec3f = vec3f(1.0, 0.4684903025627136, 0.3698573112487793);\nconst FACE_WARM_STR: f32 = 0.30000001192092896;\nconst FACE_BRIGHT_TEX_THRESH: f32 = 0.9300000071525574;\n\n@fragment fn fs(input: VertexOutput) -> FSOut {\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 let amb = light.ambientColor.xyz;\n let shadow = sampleShadow(input.worldPos, n);\n\n let tex_color = textureSample(diffuseTexture, diffuseSampler, input.uv).rgb;\n\n // \u2550\u2550\u2550 NPR STACK \u2550\u2550\u2550\n let ndotl_raw = shader_to_rgb_diffuse(n, l, sun, amb, shadow);\n // ramp_constant_edge_aa: avoids binary fac shimmer 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\n let shadow_tint = hue_sat(0.46000000834465027, 2.0, 0.3499999940395355, 1.0, tex_color);\n let lit_tint = hue_sat(0.46000000834465027, 1.600000023841858, 1.5, 1.0, tex_color);\n let toon_color = mix_blend(toon, shadow_tint, lit_tint);\n let bc = bright_contrast(toon_color, 0.1, 0.2);\n\n let emission3 = bc * 2.5;\n\n let warm_input = clamp(toon * 0.5 + 0.5, 0.0, 1.0);\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 * FACE_WARM_STR;\n\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 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 let rim2_mixed = mix(emission3, FACE_RIM2_BG, rim2_fac);\n\n // Blender implicitly converts Color \u2192 Float via BT.601 grayscale when a color output\n // feeds a Math node's Value input. Using tex_color.r instead fires on R-dominant skin\n // and produces firefly speckles on near-white R pixels \u2014 color_to_value matches the\n // Blender socket semantic and only gates genuinely near-white painted features.\n let tex_gate = math_greater_than(color_to_value(tex_color), FACE_BRIGHT_TEX_THRESH);\n let bright_emit = vec3f(tex_gate) * 3.0;\n\n let npr_stack = rim1 + rim2_mixed + bright_emit + warm_emission;\n\n // \u2550\u2550\u2550 PRINCIPLED BSDF with noise bump \u2550\u2550\u2550\n let noise_val = tex_noise_d2(input.worldPos * vec3f(1.0, 1.0, 1.5), 1.0);\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);\n\n let principled_base = mix_blend(noise_ramp, bc, vec3f(0.6832, 0.1947, 0.1373));\n let p_emission = bc * 0.2;\n\n let principled = eval_principled(\n PrincipledIn(principled_base, 0.0, FACE_SPECULAR, FACE_ROUGHNESS, FACE_SPEC_CLAMP, 0.0, 0.0),\n bumped_n, l, v, sun, amb, shadow\n ) + p_emission;\n\n let final_color = mix(npr_stack, principled, FACE_MIX_NPR);\n\n var out: FSOut;\n out.color = vec4f(final_color, alpha);\n out.mask = 1.0;\n return out;\n}\n\n";
2
2
  //# sourceMappingURL=face.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"face.d.ts","sourceRoot":"","sources":["../../../src/shaders/materials/face.ts"],"names":[],"mappings":"AAIA,eAAO,MAAM,gBAAgB,oy9BAoM5B,CAAA"}
1
+ {"version":3,"file":"face.d.ts","sourceRoot":"","sources":["../../../src/shaders/materials/face.ts"],"names":[],"mappings":"AAMA,eAAO,MAAM,gBAAgB,4ojCAkF5B,CAAA"}
@@ -1,199 +1,87 @@
1
- // 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).
1
+ // M_Face — 仿深空之眼渲染预设v1.0_by_小绿毛猫 "M_Face". Toon + warm rim + dual fresnel
2
+ // rim + BT.601 bright-tex gate, mixed 50/50 against a Principled BSDF with noise bump.
2
3
  import { NODES_WGSL } from "./nodes";
3
- export const FACE_SHADER_WGSL = /* wgsl */ `
4
-
5
- ${NODES_WGSL}
6
-
7
- struct CameraUniforms {
8
- view: mat4x4f,
9
- projection: mat4x4f,
10
- viewPos: vec3f,
11
- _padding: f32,
12
- };
13
-
14
- struct Light {
15
- direction: vec4f,
16
- color: vec4f,
17
- };
18
-
19
- struct LightUniforms {
20
- ambientColor: vec4f,
21
- lights: array<Light, 4>,
22
- };
23
-
24
- struct MaterialUniforms {
25
- diffuseColor: vec3f,
26
- alpha: f32,
27
- };
28
-
29
- struct VertexOutput {
30
- @builtin(position) position: vec4f,
31
- @location(0) normal: vec3f,
32
- @location(1) uv: vec2f,
33
- @location(2) worldPos: vec3f,
34
- };
35
-
36
- struct LightVP { viewProj: mat4x4f, };
37
-
38
- @group(0) @binding(0) var<uniform> camera: CameraUniforms;
39
- @group(0) @binding(1) var<uniform> light: LightUniforms;
40
- @group(0) @binding(2) var diffuseSampler: sampler;
41
- @group(0) @binding(3) var shadowMap: texture_depth_2d;
42
- @group(0) @binding(4) var shadowSampler: sampler_comparison;
43
- @group(0) @binding(5) var<uniform> lightVP: LightVP;
44
- @group(1) @binding(0) var<storage, read> skinMats: array<mat4x4f>;
45
- @group(2) @binding(0) var diffuseTexture: texture_2d<f32>;
46
- @group(2) @binding(1) var<uniform> material: MaterialUniforms;
47
-
48
- // 3x3 PCF shadow sampling, 2048 map, normal-bias 0.08, depth-bias 0.001
49
- fn sampleShadow(worldPos: vec3f, n: vec3f) -> f32 {
50
- // Back-facing to key light: direct contribution is zero anyway, skip 9 texture samples.
51
- if (dot(n, -light.lights[0].direction.xyz) <= 0.0) { return 0.0; }
52
- let biasedPos = worldPos + n * 0.08;
53
- let lclip = lightVP.viewProj * vec4f(biasedPos, 1.0);
54
- let ndc = lclip.xyz / max(lclip.w, 1e-6);
55
- let suv = vec2f(ndc.x * 0.5 + 0.5, 0.5 - ndc.y * 0.5);
56
- let cmpZ = ndc.z - 0.001;
57
- let ts = 1.0 / 2048.0;
58
- // 3x3 PCF unrolled Safari's Metal backend doesn't unroll nested shadow loops reliably.
59
- let s00 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, -ts), cmpZ);
60
- let s10 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(0.0, -ts), cmpZ);
61
- let s20 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, -ts), cmpZ);
62
- let s01 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, 0.0), cmpZ);
63
- let s11 = textureSampleCompareLevel(shadowMap, shadowSampler, suv, cmpZ);
64
- let s21 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, 0.0), cmpZ);
65
- let s02 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, ts), cmpZ);
66
- let s12 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(0.0, ts), cmpZ);
67
- let s22 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, ts), cmpZ);
68
- return (s00 + s10 + s20 + s01 + s11 + s21 + s02 + s12 + s22) * (1.0 / 9.0);
69
- }
70
-
71
- const PI_F: f32 = 3.141592653589793;
72
- const FACE_SPECULAR: f32 = 0.5;
73
- const FACE_ROUGHNESS: f32 = 0.3;
74
- const FACE_RIM2_POW: f32 = 0.6300000548362732;
75
- const FACE_RIM2_BG: vec3f = vec3f(1.0, 0.4684903025627136, 0.3698573112487793);
76
- const FACE_WARM_STR: f32 = 0.30000001192092896;
77
- const FACE_BRIGHT_TEX_THRESH: f32 = 0.9300000071525574;
78
- const FACE_MIX_NPR: f32 = 0.5;
79
- // EEVEE Light Clamp equivalent (Render Props → Sampling → Clamping). Caps direct
80
- // specular firefly from the noise-bumped normal's NDF aliasing — Blender hides this
81
- // via TAA, which we don't have. Value mirrors EEVEE's default Clamp Indirect=10.0.
82
- const FACE_SPEC_CLAMP: f32 = 10.0;
83
-
84
- @vertex fn vs(
85
- @location(0) position: vec3f,
86
- @location(1) normal: vec3f,
87
- @location(2) uv: vec2f,
88
- @location(3) joints0: vec4<u32>,
89
- @location(4) weights0: vec4<f32>
90
- ) -> VertexOutput {
91
- var output: VertexOutput;
92
- let pos4 = vec4f(position, 1.0);
93
- let weightSum = weights0.x + weights0.y + weights0.z + weights0.w;
94
- let invWeightSum = select(1.0, 1.0 / weightSum, weightSum > 0.0001);
95
- let nw = select(vec4f(1.0, 0.0, 0.0, 0.0), weights0 * invWeightSum, weightSum > 0.0001);
96
- var skinnedPos = vec4f(0.0);
97
- var skinnedNrm = vec3f(0.0);
98
- for (var i = 0u; i < 4u; i++) {
99
- let m = skinMats[joints0[i]];
100
- let w = nw[i];
101
- skinnedPos += (m * pos4) * w;
102
- skinnedNrm += (mat3x3f(m[0].xyz, m[1].xyz, m[2].xyz) * normal) * w;
103
- }
104
- output.position = camera.projection * camera.view * vec4f(skinnedPos.xyz, 1.0);
105
- // Skip VS normalize — interpolation denormalizes anyway, and FS always does normalize(input.normal).
106
- output.normal = skinnedNrm;
107
- output.uv = uv;
108
- output.worldPos = skinnedPos.xyz;
109
- return output;
110
- }
111
-
112
- struct FSOut {
113
- @location(0) color: vec4f,
114
- @location(1) mask: f32,
115
- };
116
-
117
- @fragment fn fs(input: VertexOutput) -> FSOut {
118
- let alpha = material.alpha;
119
- if (alpha < 0.001) { discard; }
120
-
121
- let n = normalize(input.normal);
122
- let v = normalize(camera.viewPos - input.worldPos);
123
- let l = -light.lights[0].direction.xyz;
124
- let intensity = light.lights[0].color.w;
125
- let sun = light.lights[0].color.xyz * intensity;
126
-
127
- let tex_color = textureSample(diffuseTexture, diffuseSampler, input.uv).rgb;
128
- let shadow = sampleShadow(input.worldPos, n);
129
-
130
- let ndotl_raw = shader_to_rgb_diffuse(n, l, sun, light.ambientColor.xyz, shadow);
131
- // ramp_constant_edge_aa: avoids binary fac shimmer on terminator (fwidth + smoothstep).
132
- let toon = ramp_constant_edge_aa(ndotl_raw, 0.2966, vec4f(0,0,0,1), vec4f(1,1,1,1)).r;
133
-
134
- let shadow_tint = hue_sat(0.46000000834465027, 2.0, 0.3499999940395355, 1.0, tex_color);
135
- let lit_tint = hue_sat(0.46000000834465027, 1.600000023841858, 1.5, 1.0, tex_color);
136
- let toon_color = mix_blend(toon, shadow_tint, lit_tint);
137
- let bc = bright_contrast(toon_color, 0.1, 0.2);
138
-
139
- let emission3 = bc * 2.5;
140
-
141
- let warm_input = clamp(toon * 0.5 + 0.5, 0.0, 1.0);
142
- let warm_color = ramp_cardinal(warm_input, 0.2409,
143
- vec4f(0.2426, 0.068, 0.0588, 1.0), 0.4663,
144
- vec4f(0.6677, 0.5024, 0.5126, 1.0)).rgb;
145
- let warm_emission = warm_color * FACE_WARM_STR;
146
-
147
- let rim1_str = fresnel(2.0, n, v) * layer_weight_facing(0.24, n, v);
148
- let rim1 = vec3f(0.984157919883728, 0.6110184788703918, 0.5736401677131653) * rim1_str;
149
-
150
- let rim2_raw = fresnel(1.45, n, v) * layer_weight_fresnel(0.61, n, v);
151
- let rim2_fac = math_power(rim2_raw, FACE_RIM2_POW);
152
- let rim2_mixed = mix(emission3, FACE_RIM2_BG, rim2_fac);
153
-
154
- // Blender implicitly converts Color → Float via BT.601 grayscale when plugging a color
155
- // output into a Math node's Value input. An earlier trace used tex_color.r, which fires
156
- // aggressively on R-dominant skin — single near-white R pixels produced firefly speckles.
157
- // color_to_value matches the Blender socket semantic and only fires on genuinely near-
158
- // white painted features (the author's intent).
159
- let tex_gate = math_greater_than(color_to_value(tex_color), FACE_BRIGHT_TEX_THRESH);
160
- let bright_emit = vec3f(tex_gate) * 3.0;
161
-
162
- let npr_stack = rim1 + rim2_mixed + bright_emit + warm_emission;
163
-
164
- // Noise bump — Mapping loc=rot=0 folds to a plain scale multiply.
165
- let noise_val = tex_noise_d2(input.worldPos * vec3f(1.0, 1.0, 1.5), 1.0);
166
- let noise_ramp = ramp_linear(noise_val, 0.0, vec4f(0,0,0,1), 1.0, vec4f(1,1,1,1)).r;
167
- let bumped_n = bump_lh(0.324644535779953, noise_ramp, n, input.worldPos);
168
-
169
- let principled_base = mix_blend(noise_ramp, bc, vec3f(0.6832, 0.1947, 0.1373));
170
- let p_emission = bc * 0.2;
171
-
172
- // Principled BSDF (EEVEE port): metallic=0, specular=0.5, roughness=0.3, specular_tint=0.
173
- let NL = max(dot(bumped_n, l), 0.0);
174
- let NV = max(dot(bumped_n, v), 1e-4);
175
-
176
- let f0 = vec3f(0.08 * FACE_SPECULAR);
177
- let f90 = mix(f0, vec3f(1.0), sqrt(FACE_SPECULAR));
178
- let brdf_lut = brdf_lut_sample(NV, FACE_ROUGHNESS);
179
- let reflection_color = F_brdf_multi_scatter(f0, f90, brdf_lut.xy);
180
-
181
- let spec_direct_raw = bsdf_ggx(bumped_n, l, v, NL, NV, FACE_ROUGHNESS) * sun * shadow * ltc_brdf_scale_from_lut(brdf_lut);
182
- let spec_direct = min(spec_direct_raw, vec3f(FACE_SPEC_CLAMP));
183
- let spec_indirect = light.ambientColor.xyz;
184
- let spec_radiance = (spec_direct + spec_indirect) * reflection_color;
185
-
186
- // Indirect diffuse = base_color × L_w per Blender closure_eval_surface_lib.glsl line 302;
187
- // probe_evaluate_world_diff returns radiance (SH-projected, not cosine-convolved).
188
- let diffuse_radiance = principled_base * (sun * NL * shadow / PI_F + light.ambientColor.xyz);
189
- let principled = diffuse_radiance + spec_radiance + p_emission;
190
-
191
- let final_color = mix(npr_stack, principled, FACE_MIX_NPR);
192
-
193
- var out: FSOut;
194
- out.color = vec4f(final_color, alpha);
195
- out.mask = 1.0;
196
- return out;
197
- }
198
-
4
+ import { COMMON_MATERIAL_PRELUDE_WGSL } from "./common";
5
+ export const FACE_SHADER_WGSL = /* wgsl */ `
6
+
7
+ ${NODES_WGSL}
8
+ ${COMMON_MATERIAL_PRELUDE_WGSL}
9
+
10
+ const FACE_SPECULAR: f32 = 0.5;
11
+ const FACE_ROUGHNESS: f32 = 0.3;
12
+ const FACE_MIX_NPR: f32 = 0.5;
13
+ const FACE_SPEC_CLAMP: f32 = 10.0;
14
+ const FACE_RIM2_POW: f32 = 0.6300000548362732;
15
+ const FACE_RIM2_BG: vec3f = vec3f(1.0, 0.4684903025627136, 0.3698573112487793);
16
+ const FACE_WARM_STR: f32 = 0.30000001192092896;
17
+ const FACE_BRIGHT_TEX_THRESH: f32 = 0.9300000071525574;
18
+
19
+ @fragment fn fs(input: VertexOutput) -> FSOut {
20
+ let alpha = material.alpha;
21
+ if (alpha < 0.001) { discard; }
22
+
23
+ let n = normalize(input.normal);
24
+ let v = normalize(camera.viewPos - input.worldPos);
25
+ let l = -light.lights[0].direction.xyz;
26
+ let sun = light.lights[0].color.xyz * light.lights[0].color.w;
27
+ let amb = light.ambientColor.xyz;
28
+ let shadow = sampleShadow(input.worldPos, n);
29
+
30
+ let tex_color = textureSample(diffuseTexture, diffuseSampler, input.uv).rgb;
31
+
32
+ // ═══ NPR STACK ═══
33
+ let ndotl_raw = shader_to_rgb_diffuse(n, l, sun, amb, shadow);
34
+ // ramp_constant_edge_aa: avoids binary fac shimmer on terminator (fwidth + smoothstep).
35
+ let toon = ramp_constant_edge_aa(ndotl_raw, 0.2966, vec4f(0,0,0,1), vec4f(1,1,1,1)).r;
36
+
37
+ let shadow_tint = hue_sat(0.46000000834465027, 2.0, 0.3499999940395355, 1.0, tex_color);
38
+ let lit_tint = hue_sat(0.46000000834465027, 1.600000023841858, 1.5, 1.0, tex_color);
39
+ let toon_color = mix_blend(toon, shadow_tint, lit_tint);
40
+ let bc = bright_contrast(toon_color, 0.1, 0.2);
41
+
42
+ let emission3 = bc * 2.5;
43
+
44
+ let warm_input = clamp(toon * 0.5 + 0.5, 0.0, 1.0);
45
+ let warm_color = ramp_cardinal(warm_input, 0.2409,
46
+ vec4f(0.2426, 0.068, 0.0588, 1.0), 0.4663,
47
+ vec4f(0.6677, 0.5024, 0.5126, 1.0)).rgb;
48
+ let warm_emission = warm_color * FACE_WARM_STR;
49
+
50
+ let rim1_str = fresnel(2.0, n, v) * layer_weight_facing(0.24, n, v);
51
+ let rim1 = vec3f(0.984157919883728, 0.6110184788703918, 0.5736401677131653) * rim1_str;
52
+
53
+ let rim2_raw = fresnel(1.45, n, v) * layer_weight_fresnel(0.61, n, v);
54
+ let rim2_fac = math_power(rim2_raw, FACE_RIM2_POW);
55
+ let rim2_mixed = mix(emission3, FACE_RIM2_BG, rim2_fac);
56
+
57
+ // Blender implicitly converts Color → Float via BT.601 grayscale when a color output
58
+ // feeds a Math node's Value input. Using tex_color.r instead fires on R-dominant skin
59
+ // and produces firefly speckles on near-white R pixels color_to_value matches the
60
+ // Blender socket semantic and only gates genuinely near-white painted features.
61
+ let tex_gate = math_greater_than(color_to_value(tex_color), FACE_BRIGHT_TEX_THRESH);
62
+ let bright_emit = vec3f(tex_gate) * 3.0;
63
+
64
+ let npr_stack = rim1 + rim2_mixed + bright_emit + warm_emission;
65
+
66
+ // ═══ PRINCIPLED BSDF with noise bump ═══
67
+ let noise_val = tex_noise_d2(input.worldPos * vec3f(1.0, 1.0, 1.5), 1.0);
68
+ let noise_ramp = ramp_linear(noise_val, 0.0, vec4f(0,0,0,1), 1.0, vec4f(1,1,1,1)).r;
69
+ let bumped_n = bump_lh(0.324644535779953, noise_ramp, n, input.worldPos);
70
+
71
+ let principled_base = mix_blend(noise_ramp, bc, vec3f(0.6832, 0.1947, 0.1373));
72
+ let p_emission = bc * 0.2;
73
+
74
+ let principled = eval_principled(
75
+ PrincipledIn(principled_base, 0.0, FACE_SPECULAR, FACE_ROUGHNESS, FACE_SPEC_CLAMP, 0.0, 0.0),
76
+ bumped_n, l, v, sun, amb, shadow
77
+ ) + p_emission;
78
+
79
+ let final_color = mix(npr_stack, principled, FACE_MIX_NPR);
80
+
81
+ var out: FSOut;
82
+ out.color = vec4f(final_color, alpha);
83
+ out.mask = 1.0;
84
+ return out;
85
+ }
86
+
199
87
  `;