reze-engine 0.12.2 → 0.12.3
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +20 -20
- package/dist/engine.d.ts +9 -4
- package/dist/engine.d.ts.map +1 -1
- package/dist/engine.js +62 -18
- package/dist/shaders/body.d.ts +1 -1
- package/dist/shaders/body.d.ts.map +1 -1
- package/dist/shaders/body.js +7 -28
- package/dist/shaders/cloth_rough.d.ts +1 -1
- package/dist/shaders/cloth_rough.d.ts.map +1 -1
- package/dist/shaders/cloth_rough.js +4 -16
- package/dist/shaders/cloth_smooth.d.ts +1 -1
- package/dist/shaders/cloth_smooth.d.ts.map +1 -1
- package/dist/shaders/cloth_smooth.js +5 -17
- package/dist/shaders/default.d.ts +1 -1
- package/dist/shaders/default.d.ts.map +1 -1
- package/dist/shaders/eye.d.ts +1 -1
- package/dist/shaders/eye.d.ts.map +1 -1
- package/dist/shaders/face.d.ts +1 -1
- package/dist/shaders/face.d.ts.map +1 -1
- package/dist/shaders/face.js +21 -57
- package/dist/shaders/hair.d.ts +1 -1
- package/dist/shaders/hair.d.ts.map +1 -1
- package/dist/shaders/hair.js +7 -27
- package/dist/shaders/materials/body.d.ts +1 -1
- package/dist/shaders/materials/body.d.ts.map +1 -1
- package/dist/shaders/materials/body.js +1 -1
- package/dist/shaders/materials/cloth_rough.d.ts +1 -1
- package/dist/shaders/materials/cloth_rough.d.ts.map +1 -1
- package/dist/shaders/materials/cloth_rough.js +1 -1
- package/dist/shaders/materials/cloth_smooth.d.ts +1 -1
- package/dist/shaders/materials/cloth_smooth.d.ts.map +1 -1
- package/dist/shaders/materials/cloth_smooth.js +1 -1
- package/dist/shaders/materials/common.d.ts +1 -1
- package/dist/shaders/materials/common.d.ts.map +1 -1
- package/dist/shaders/materials/common.js +19 -3
- package/dist/shaders/materials/default.d.ts +1 -1
- package/dist/shaders/materials/default.d.ts.map +1 -1
- package/dist/shaders/materials/default.js +1 -1
- package/dist/shaders/materials/eye.d.ts +1 -1
- package/dist/shaders/materials/eye.d.ts.map +1 -1
- package/dist/shaders/materials/eye.js +1 -1
- package/dist/shaders/materials/face.d.ts +1 -1
- package/dist/shaders/materials/face.d.ts.map +1 -1
- package/dist/shaders/materials/face.js +1 -1
- package/dist/shaders/materials/hair.d.ts +1 -1
- package/dist/shaders/materials/hair.d.ts.map +1 -1
- package/dist/shaders/materials/hair.js +1 -1
- package/dist/shaders/materials/metal.d.ts +1 -1
- package/dist/shaders/materials/metal.d.ts.map +1 -1
- package/dist/shaders/materials/metal.js +1 -1
- package/dist/shaders/materials/stockings.d.ts +1 -1
- package/dist/shaders/materials/stockings.d.ts.map +1 -1
- package/dist/shaders/materials/stockings.js +1 -1
- package/dist/shaders/metal.d.ts +1 -1
- package/dist/shaders/metal.d.ts.map +1 -1
- package/dist/shaders/metal.js +4 -17
- package/dist/shaders/nodes.d.ts +1 -1
- package/dist/shaders/nodes.d.ts.map +1 -1
- package/dist/shaders/nodes.js +0 -9
- package/dist/shaders/passes/bloom.d.ts +1 -1
- package/dist/shaders/passes/bloom.d.ts.map +1 -1
- package/dist/shaders/passes/bloom.js +7 -4
- package/dist/shaders/passes/composite.d.ts +1 -1
- package/dist/shaders/passes/composite.d.ts.map +1 -1
- package/dist/shaders/passes/composite.js +11 -4
- package/dist/shaders/passes/ground.d.ts +1 -1
- package/dist/shaders/passes/ground.d.ts.map +1 -1
- package/dist/shaders/passes/ground.js +6 -2
- package/dist/shaders/passes/outline.d.ts +1 -1
- package/dist/shaders/passes/outline.d.ts.map +1 -1
- package/dist/shaders/passes/outline.js +2 -2
- package/dist/shaders/stockings.d.ts +1 -1
- package/dist/shaders/stockings.d.ts.map +1 -1
- package/package.json +1 -1
- package/src/engine.ts +60 -18
- package/src/shaders/materials/body.ts +1 -1
- package/src/shaders/materials/cloth_rough.ts +1 -1
- package/src/shaders/materials/cloth_smooth.ts +1 -1
- package/src/shaders/materials/common.ts +19 -3
- package/src/shaders/materials/default.ts +1 -1
- package/src/shaders/materials/eye.ts +1 -1
- package/src/shaders/materials/face.ts +1 -1
- package/src/shaders/materials/hair.ts +1 -1
- package/src/shaders/materials/metal.ts +1 -1
- package/src/shaders/materials/stockings.ts +1 -1
- package/src/shaders/passes/bloom.ts +7 -4
- package/src/shaders/passes/composite.ts +11 -4
- package/src/shaders/passes/ground.ts +6 -2
- package/src/shaders/passes/outline.ts +2 -2
- package/dist/bezier-interpolate.d.ts +0 -15
- package/dist/bezier-interpolate.d.ts.map +0 -1
- package/dist/bezier-interpolate.js +0 -40
- package/dist/engine_ts.d.ts +0 -143
- package/dist/engine_ts.d.ts.map +0 -1
- package/dist/engine_ts.js +0 -1575
- package/dist/ik.d.ts +0 -32
- package/dist/ik.d.ts.map +0 -1
- package/dist/ik.js +0 -337
- package/dist/player.d.ts +0 -64
- package/dist/player.d.ts.map +0 -1
- package/dist/player.js +0 -220
- package/dist/pool-scene.d.ts +0 -52
- package/dist/pool-scene.d.ts.map +0 -1
- package/dist/pool-scene.js +0 -1122
- package/dist/pool.d.ts +0 -38
- package/dist/pool.d.ts.map +0 -1
- package/dist/pool.js +0 -422
- package/dist/rzm-converter.d.ts +0 -12
- package/dist/rzm-converter.d.ts.map +0 -1
- package/dist/rzm-converter.js +0 -40
- package/dist/rzm-loader.d.ts +0 -24
- package/dist/rzm-loader.d.ts.map +0 -1
- package/dist/rzm-loader.js +0 -488
- package/dist/rzm-writer.d.ts +0 -27
- package/dist/rzm-writer.d.ts.map +0 -1
- package/dist/rzm-writer.js +0 -701
package/README.md
CHANGED
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@@ -14,7 +14,7 @@ npm install reze-engine
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- **Anime/MMD-style hybrid renderer** — toon-ramp NPR diffuse mixed with PBR GGX specular (multi-scatter + LTC energy compensation)
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- **Per-material presets** — `face` / `hair` / `body` / `eye` / `stockings` / `metal` / `cloth_smooth` / `cloth_rough` / `default`, assigned by material name
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- **HDR pipeline** with bloom mip pyramid, Filmic tone mapping, 4× MSAA
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- **HDR pipeline** with bloom mip pyramid, Filmic tone mapping, 4× MSAA, tile-memory-friendly on Apple Silicon
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- **Alpha-hashed transparency** (Wyman & McGuire 2017) for self-overlapping transparent meshes like stockings
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- **Screen-space outlines** on opaque + transparent materials
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- **See-through hair over eyes** — stencil-gated MMD post-alpha-eye so eyes read at 50% through hair silhouettes
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@@ -249,23 +249,23 @@ let color = eval_principled(
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);
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```
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NPR presets add stage C (and sometimes D) on top, and stage F chooses how NPR-leaning the surface is.
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NPR presets add stage C (and sometimes D) on top, and stage F chooses how NPR-leaning the surface is.
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### Shared WGSL foundations
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- **`nodes.ts`** — WGSL mirrors of the Blender shader nodes the presets use: `hue_sat`, `bright_contrast`, `ramp_constant/linear/cardinal`, `mix_overlay/lighten/linear_light`, `fresnel`, `layer_weight_fresnel/facing`, `tex_noise`, `tex_voronoi`, `mapping_point`, `bump_lh`, `normal_map`. Plus
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- **`common.ts`** — Uniform structs, bind-group layout (same for every material pipeline),
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- **Per-material files** — constants + NPR stack + optional bump + `eval_principled` call + final mix.
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- **`nodes.ts`** — WGSL mirrors of the Blender shader nodes the presets use: `hue_sat`, `bright_contrast`, `ramp_constant/linear/cardinal`, `mix_overlay/lighten/linear_light`, `fresnel`, `layer_weight_fresnel/facing`, `tex_noise`, `tex_voronoi`, `mapping_point`, `bump_lh`, `normal_map`. Plus a combined DFG + LTC LUT, `eval_principled(PrincipledIn, N, L, V, sun, amb, shadow)`, and `principled_sheen`.
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- **`common.ts`** — Uniform structs, bind-group layout (same for every material pipeline), PCF shadow sampler, skinning vertex shader, shared `FSOut`.
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- **Per-material files** — constants + NPR stack + optional bump + `eval_principled` call + final mix.
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### PBR specular core
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Inside `eval_principled`:
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- GGX microfacet specular with Schlick Fresnel
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- **Multi-scatter compensation** (Fdez-Agüera 2019
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- **Split-sum DFG LUT** (Karis 2013) — drives indirect specular
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- **LTC direct-spec scale** (Heitz 2016
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- **Sheen coarse curve**
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- GGX microfacet specular with Schlick Fresnel and Walter–Smith G1
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- **Multi-scatter compensation** (Fdez-Agüera 2019) — restores energy at high roughness so metals don't darken
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- **Split-sum DFG LUT** (Karis 2013) — drives indirect specular
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- **LTC direct-spec scale** (Heitz 2016) — keeps analytic-light specular in the same energy budget as image-based lighting
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- **Sheen coarse curve** gated by the `sheen` field on `PrincipledIn`
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### NPR toolbox
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@@ -297,26 +297,26 @@ Assign presets per-model with `engine.setMaterialPresets(name, map)` (see the [U
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### Shadows, post, output
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- Directional shadow map (2048², depth32float,
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- HDR
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- Bloom via threshold + downsample/upsample mip pyramid, gated by
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- Filmic tone mapping (LUT extracted from Blender 3.6 OCIO "Filmic / Medium High Contrast"
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- Directional shadow map (2048², depth32float, PCF, normal + depth bias)
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- HDR main pass with 4× MSAA. Color is `rg11b10ufloat` paired with an `rg8unorm` aux MRT carrying bloom mask (`.r`) and accumulated alpha (`.g`). The combined footprint fits Apple Silicon TBDR tile memory, so the 4× MSAA buffer resolves in-tile rather than spilling to system memory every frame. Falls back to `rgba16float` when the device does not expose `rg11b10ufloat-renderable`.
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- Bloom via threshold + downsample/upsample mip pyramid, gated by the aux bloom-mask channel
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- Filmic tone mapping (LUT extracted from Blender 3.6 OCIO "Filmic / Medium High Contrast")
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- Screen-space outline pass (inverted-hull) on opaque and transparent materials
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### Alpha-hashed transparency
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`stockings` uses the Wyman & McGuire 2017 derivative-aware stochastic discard
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`stockings` uses the Wyman & McGuire 2017 derivative-aware stochastic discard so self-overlapping transparent meshes (e.g. the front and back of a stocking wrapped around a leg) resolve cleanly under MSAA with opaque-style depth writes. The hash is derived from world-space position, so the dither pattern does not swim when the camera moves.
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### See-through hair over eyes (MMD post-alpha-eye)
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The classic MMD effect where hair strands covering the eye are rendered at 50% so the iris stays readable — implemented as a single extra pass driven by the stencil buffer, not a two-texture composite.
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- **Eye pipeline** stamps `stencil = EYE_VALUE` on every fragment it writes,
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- **Main hair pipeline** stencil-tests `not-equal EYE_VALUE` and skips those fragments
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- **Hair-over-eyes pipeline** re-issues the hair draws
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- **Outline pipeline**
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- **Eye pipeline** stamps `stencil = EYE_VALUE` on every fragment it writes, with `cullMode: "front"` and a small negative `depthBias` so only the back half of the eye mesh renders (the MMD trick that keeps eyes from leaking through the back of the head).
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- **Main hair pipeline** stencil-tests `not-equal EYE_VALUE` and skips those fragments.
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- **Hair-over-eyes pipeline** re-issues the hair draws with `IS_OVER_EYES = true`, stencil-tests `equal EYE_VALUE`, disables depth writes, and alpha blends at 50% — eye-stamped pixels end up `0.5·hair + 0.5·eye` in linear HDR before tonemap.
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- **Outline pipeline** stencil-tests `not-equal EYE_VALUE` so edge color does not overwrite the see-through region.
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Draw order within a model: non-eye/non-hair opaque → eye (stamp) → hair (skip stamp) → outlines (skip stamp) → hair-over-eyes (match stamp).
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Draw order within a model: non-eye/non-hair opaque → eye (stamp) → hair (skip stamp) → outlines (skip stamp) → hair-over-eyes (match stamp).
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## Projects Using This Engine
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package/dist/engine.d.ts
CHANGED
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@@ -128,13 +128,18 @@ export declare class Engine {
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private multisampleTexture;
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private hdrResolveTexture;
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private static readonly MULTISAMPLE_COUNT;
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private
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private hdrFormat;
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/** Stencil value stamped by eye draws so hair can stencil-test against it and
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* alpha-blend a second pass over eye silhouette pixels (see-through-hair effect). */
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private static readonly STENCIL_EYE_VALUE;
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/**
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*
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*
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/** Aux MRT alongside HDR color. Two channels:
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* .r — bloom mask (1 = model geometry, 0 = ground; sampled by bloom blit to gate prefilter).
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* .g — accumulated alpha (the channel that used to live in hdr.a before the HDR format
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* switched to rg11b10ufloat, which has no alpha). Sampled by composite/bloom to
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* un-premultiply color for tonemap and to produce the canvas-drawable alpha used by
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* the premultiplied alphaMode compositor (so the page background still shows through
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* cleared / edge-faded regions like before).
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* rg8unorm at 4× MSAA is 8 bytes/texel — still fits Apple TBDR tile memory comfortably. */
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private static readonly BLOOM_MASK_FORMAT;
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private multisampleMaskTexture;
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private maskResolveTexture;
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package/dist/engine.d.ts.map
CHANGED
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@@ -1 +1 @@
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-
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|
package/dist/engine.js
CHANGED
|
@@ -65,6 +65,23 @@ export class Engine {
|
|
|
65
65
|
this.lightData = new Float32Array(64);
|
|
66
66
|
this.lightCount = 0;
|
|
67
67
|
this.resizeObserver = null;
|
|
68
|
+
// HDR intermediate format. rg11b10ufloat when the adapter exposes the
|
|
69
|
+
// `rg11b10ufloat-renderable` feature (Chrome + Safari on Apple Silicon both
|
|
70
|
+
// do), else fall back to rgba16float.
|
|
71
|
+
//
|
|
72
|
+
// Why it matters — Apple TBDR tile memory: rgba16float is 8 bytes/texel, so
|
|
73
|
+
// 4× MSAA is 32 bytes/texel and does not fit Apple Silicon's tile memory at
|
|
74
|
+
// useful tile sizes. The driver then stores the full MSAA buffer to system
|
|
75
|
+
// memory every frame and resolves from there — ~300 MB/frame of extra
|
|
76
|
+
// bandwidth at 1920×1200 DPR=2, which is the dominant frame-pacing hit on
|
|
77
|
+
// Safari (visibly: shrinking the window made Safari smooth; Chrome was
|
|
78
|
+
// always smooth because Dawn apparently amortizes it). rg11b10ufloat at
|
|
79
|
+
// 4 bytes/texel → 16 bytes/texel at 4× MSAA → fits tile memory like
|
|
80
|
+
// rgba8unorm does, resolves in-tile, no system-memory round-trip. No alpha
|
|
81
|
+
// channel (the HDR path never needed one — alpha blending reads src.a from
|
|
82
|
+
// the fragment shader and treats missing dst.a as 1, so the blend math is
|
|
83
|
+
// unchanged).
|
|
84
|
+
this.hdrFormat = "rgba16float";
|
|
68
85
|
// [exposure, invGamma, _, _, bloomTint.x, bloomTint.y, bloomTint.z, bloomIntensity]
|
|
69
86
|
this.compositeUniformData = new Float32Array(8);
|
|
70
87
|
this.bloomBlitUniformData = new Float32Array(4);
|
|
@@ -276,11 +293,19 @@ export class Engine {
|
|
|
276
293
|
// Step 1: Get WebGPU device and context
|
|
277
294
|
async init() {
|
|
278
295
|
const adapter = await navigator.gpu?.requestAdapter();
|
|
279
|
-
|
|
296
|
+
if (!adapter)
|
|
297
|
+
throw new Error("WebGPU is not supported in this browser.");
|
|
298
|
+
const wantFeature = "rg11b10ufloat-renderable";
|
|
299
|
+
const hasRg11b10 = adapter.features.has(wantFeature);
|
|
300
|
+
const device = await adapter.requestDevice({
|
|
301
|
+
requiredFeatures: hasRg11b10 ? [wantFeature] : [],
|
|
302
|
+
});
|
|
280
303
|
if (!device) {
|
|
281
304
|
throw new Error("WebGPU is not supported in this browser.");
|
|
282
305
|
}
|
|
283
306
|
this.device = device;
|
|
307
|
+
if (hasRg11b10)
|
|
308
|
+
this.hdrFormat = "rg11b10ufloat";
|
|
284
309
|
const context = this.canvas.getContext("webgpu");
|
|
285
310
|
if (!context) {
|
|
286
311
|
throw new Error("Failed to get WebGPU context.");
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@@ -438,7 +463,7 @@ export class Engine {
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// composite pass writes the swapchain. Tonemap moved to composite so bloom
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// (added next) can run on linear HDR.
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const standardBlend = {
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format:
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format: this.hdrFormat,
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blend: {
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color: {
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srcFactor: "src-alpha",
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@@ -452,10 +477,21 @@ export class Engine {
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},
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},
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};
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-
//
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-
//
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-
//
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-
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// Aux target carrying (bloom mask, alpha). Src-alpha blend so the .g channel
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// accumulates proper alpha-over (same semantic the old rgba16f hdr.a had).
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+
// Materials write vec2f(mask, 1.0); ground writes vec2f(0.0, 1.0). With src.a
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+
// coming from the fragment color.a, the blend equation produces
|
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// out.g = 1·src.a + dst.g·(1-src.a) → premultiplied over operator on alpha.
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// .r gets weighted by src.a too, which is fine: opaque pixels (α=1) give full
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// mask, partially translucent fragments dilute mask proportionally — acceptable
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// for the bloom-gate use.
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const maskBlend = {
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format: Engine.BLOOM_MASK_FORMAT,
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blend: {
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color: { srcFactor: "src-alpha", dstFactor: "one-minus-src-alpha", operation: "add" },
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alpha: { srcFactor: "one", dstFactor: "one-minus-src-alpha", operation: "add" },
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},
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+
};
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const sceneTargets = [standardBlend, maskBlend];
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const shaderModule = this.device.createShaderModule({
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label: "default model shader",
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@@ -889,21 +925,21 @@ export class Engine {
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label: "bloom blit pipeline",
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layout: bloomBlitLayout,
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vertex: { module: bloomBlitShader, entryPoint: "vs" },
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-
fragment: { module: bloomBlitShader, entryPoint: "fs", targets: [{ format:
|
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+
fragment: { module: bloomBlitShader, entryPoint: "fs", targets: [{ format: this.hdrFormat }] },
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primitive: { topology: "triangle-list" },
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});
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this.bloomDownsamplePipeline = this.device.createRenderPipeline({
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label: "bloom downsample pipeline",
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layout: bloomDownLayout,
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vertex: { module: bloomDownsampleShader, entryPoint: "vs" },
|
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-
fragment: { module: bloomDownsampleShader, entryPoint: "fs", targets: [{ format:
|
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+
fragment: { module: bloomDownsampleShader, entryPoint: "fs", targets: [{ format: this.hdrFormat }] },
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primitive: { topology: "triangle-list" },
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});
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this.bloomUpsamplePipeline = this.device.createRenderPipeline({
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label: "bloom upsample pipeline",
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layout: bloomUpLayout,
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vertex: { module: bloomUpsampleShader, entryPoint: "vs" },
|
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|
-
fragment: { module: bloomUpsampleShader, entryPoint: "fs", targets: [{ format:
|
|
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|
+
fragment: { module: bloomUpsampleShader, entryPoint: "fs", targets: [{ format: this.hdrFormat }] },
|
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primitive: { topology: "triangle-list" },
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});
|
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// ─── Composite: HDR + bloom → Filmic → swapchain (premultiplied) ───
|
|
@@ -921,6 +957,9 @@ export class Engine {
|
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{ binding: 1, visibility: GPUShaderStage.FRAGMENT, texture: {} },
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{ binding: 2, visibility: GPUShaderStage.FRAGMENT, sampler: {} },
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{ binding: 3, visibility: GPUShaderStage.FRAGMENT, buffer: { type: "uniform" } },
|
|
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|
+
// Aux mask/alpha texture — composite reads .g to reconstruct the alpha that
|
|
961
|
+
// used to live in the HDR target before the rg11b10ufloat switch.
|
|
962
|
+
{ binding: 4, visibility: GPUShaderStage.FRAGMENT, texture: {} },
|
|
924
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|
],
|
|
925
964
|
});
|
|
926
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|
const compositeShader = this.device.createShaderModule({
|
|
@@ -1029,13 +1068,13 @@ export class Engine {
|
|
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1029
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label: "multisample HDR render target",
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size: [width, height],
|
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sampleCount: Engine.MULTISAMPLE_COUNT,
|
|
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-
format:
|
|
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|
+
format: this.hdrFormat,
|
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usage: GPUTextureUsage.RENDER_ATTACHMENT,
|
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});
|
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this.hdrResolveTexture = this.device.createTexture({
|
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label: "HDR resolve target",
|
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size: [width, height],
|
|
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|
-
format:
|
|
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|
+
format: this.hdrFormat,
|
|
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|
usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.TEXTURE_BINDING,
|
|
1040
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|
});
|
|
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1080
|
// Bloom-mask MRT attachments — same dims + MSAA as HDR so they share the render pass.
|
|
@@ -1064,14 +1103,14 @@ export class Engine {
|
|
|
1064
1103
|
label: "bloom down pyramid",
|
|
1065
1104
|
size: [bw, bh],
|
|
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|
mipLevelCount: this.bloomMipCount,
|
|
1067
|
-
format:
|
|
1106
|
+
format: this.hdrFormat,
|
|
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|
usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.TEXTURE_BINDING,
|
|
1069
1108
|
});
|
|
1070
1109
|
this.bloomUpTexture = this.device.createTexture({
|
|
1071
1110
|
label: "bloom up pyramid",
|
|
1072
1111
|
size: [bw, bh],
|
|
1073
1112
|
mipLevelCount: Math.max(1, this.bloomMipCount - 1),
|
|
1074
|
-
format:
|
|
1113
|
+
format: this.hdrFormat,
|
|
1075
1114
|
usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.TEXTURE_BINDING,
|
|
1076
1115
|
});
|
|
1077
1116
|
this.bloomDownMipViews = [];
|
|
@@ -1186,6 +1225,7 @@ export class Engine {
|
|
|
1186
1225
|
{ binding: 1, resource: compositeBloomView },
|
|
1187
1226
|
{ binding: 2, resource: this.bloomSampler },
|
|
1188
1227
|
{ binding: 3, resource: { buffer: this.compositeUniformBuffer } },
|
|
1228
|
+
{ binding: 4, resource: this.maskResolveView },
|
|
1189
1229
|
],
|
|
1190
1230
|
});
|
|
1191
1231
|
}
|
|
@@ -2320,13 +2360,17 @@ export class Engine {
|
|
|
2320
2360
|
}
|
|
2321
2361
|
Engine.instance = null;
|
|
2322
2362
|
Engine.MULTISAMPLE_COUNT = 4;
|
|
2323
|
-
Engine.HDR_FORMAT = "rgba16float";
|
|
2324
2363
|
/** Stencil value stamped by eye draws so hair can stencil-test against it and
|
|
2325
2364
|
* alpha-blend a second pass over eye silhouette pixels (see-through-hair effect). */
|
|
2326
2365
|
Engine.STENCIL_EYE_VALUE = 1;
|
|
2327
|
-
/**
|
|
2328
|
-
*
|
|
2329
|
-
*
|
|
2330
|
-
|
|
2366
|
+
/** Aux MRT alongside HDR color. Two channels:
|
|
2367
|
+
* .r — bloom mask (1 = model geometry, 0 = ground; sampled by bloom blit to gate prefilter).
|
|
2368
|
+
* .g — accumulated alpha (the channel that used to live in hdr.a before the HDR format
|
|
2369
|
+
* switched to rg11b10ufloat, which has no alpha). Sampled by composite/bloom to
|
|
2370
|
+
* un-premultiply color for tonemap and to produce the canvas-drawable alpha used by
|
|
2371
|
+
* the premultiplied alphaMode compositor (so the page background still shows through
|
|
2372
|
+
* cleared / edge-faded regions like before).
|
|
2373
|
+
* rg8unorm at 4× MSAA is 8 bytes/texel — still fits Apple TBDR tile memory comfortably. */
|
|
2374
|
+
Engine.BLOOM_MASK_FORMAT = "rg8unorm";
|
|
2331
2375
|
Engine.BLOOM_MAX_LEVELS = 7;
|
|
2332
2376
|
Engine.SHADOW_MAP_SIZE = 2048;
|
package/dist/shaders/body.d.ts
CHANGED
|
@@ -1,2 +1,2 @@
|
|
|
1
|
-
export declare const BODY_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 AMBIENT_OCCLUSION node (faked) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Real SSAO is a non-goal. We approximate: use the \"inside\" value from\n// concavity heuristic: 1.0 = fully lit, lower = occluded.\n// For now returns 1.0 (no darkening). Individual presets can override.\n\nfn ao_fake(n: vec3f, v: vec3f) -> f32 {\n return 1.0;\n}\n\n// \u2500\u2500\u2500 BUMP node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Screen-space bump from a scalar height field. Needs dFdx/dFdy which\n// WGSL provides as dpdx/dpdy.\n\nfn bump(strength: f32, height: f32, normal: vec3f, world_pos: vec3f) -> vec3f {\n let dhdx = dpdx(height);\n let dhdy = dpdy(height);\n let dpdx_pos = dpdx(world_pos);\n let dpdy_pos = dpdy(world_pos);\n let perturbed = normalize(normal) - strength * (dhdx * normalize(cross(dpdy_pos, normal)) + dhdy * normalize(cross(normal, dpdx_pos)));\n return normalize(perturbed);\n}\n\n// LH engine + WebGPU fragment Y: flip dhdy contribution so height peaks read as outward bumps vs Blender reference\nfn bump_lh(strength: f32, height: f32, normal: vec3f, world_pos: vec3f) -> vec3f {\n let dhdx = dpdx(height);\n let dhdy = dpdy(height);\n let dpdx_pos = dpdx(world_pos);\n let dpdy_pos = dpdy(world_pos);\n let perturbed = normalize(normal) - strength * (dhdx * normalize(cross(dpdy_pos, normal)) - dhdy * normalize(cross(normal, dpdx_pos)));\n return normalize(perturbed);\n}\n\n// \u2500\u2500\u2500 NOISE texture (Perlin-style) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Simplified gradient noise matching Blender's default noise output.\n\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 (distance only) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Used by Metal preset. Simplified F1 cell noise.\n\nfn tex_voronoi_f1(p: vec3f, scale: f32) -> f32 {\n let coords = p * scale;\n let i = floor(coords);\n let f = fract(coords);\n var min_dist = 1e10;\n for (var z = -1; z <= 1; z++) {\n for (var y = -1; y <= 1; y++) {\n for (var x = -1; x <= 1; x++) {\n let neighbor = vec3f(f32(x), f32(y), f32(z));\n let point = _hash33(i + neighbor) * 0.5 + 0.5;\n let diff = neighbor + point - f;\n min_dist = min(min_dist, dot(diff, diff));\n }\n }\n }\n return sqrt(min_dist);\n}\n\n// \u2500\u2500\u2500 SEPXYZ node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn separate_xyz(v: vec3f) -> vec3f { return v; }\n\n// \u2500\u2500\u2500 VECT_MATH (cross product) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn vect_math_cross(a: vec3f, b: vec3f) -> vec3f { return cross(a, b); }\n\n// \u2500\u2500\u2500 MAPPING node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Point-type mapping: scale, rotate (euler XYZ), translate.\n\nfn mapping_point(v: vec3f, loc: vec3f, rot: vec3f, scl: vec3f) -> vec3f {\n var p = v * scl;\n // simplified: skip rotation when all angles are zero (common case)\n if (abs(rot.x) + abs(rot.y) + abs(rot.z) > 1e-6) {\n let cx = cos(rot.x); let sx = sin(rot.x);\n let cy = cos(rot.y); let sy = sin(rot.y);\n let cz = cos(rot.z); let sz = sin(rot.z);\n let rx = vec3f(p.x, cx*p.y - sx*p.z, sx*p.y + cx*p.z);\n let ry = vec3f(cy*rx.x + sy*rx.z, rx.y, -sy*rx.x + cy*rx.z);\n p = vec3f(cz*ry.x - sz*ry.y, sz*ry.x + cz*ry.y, ry.z);\n }\n return p + loc;\n}\n\n// \u2500\u2500\u2500 NORMAL_MAP node (tangent-space) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Applies a tangent-space normal map. Requires TBN from vertex stage.\n\nfn normal_map(strength: f32, map_color: vec3f, normal: vec3f, tangent: vec3f, bitangent: vec3f) -> vec3f {\n let ts = map_color * 2.0 - 1.0;\n let perturbed = normalize(tangent * ts.x + bitangent * ts.y + normal * ts.z);\n return normalize(mix(normal, perturbed, strength));\n}\n\n// \u2500\u2500\u2500 EEVEE Principled BSDF primitives \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Ports from Blender 3.6 source/blender/draw/engines/eevee/shaders/\n// bsdf_common_lib.glsl + gpu_shader_material_principled.glsl.\n// Usage pattern (see material shaders): direct spec = bsdf_ggx \u00D7 sun \u00D7 shadow\n// (NL baked in, no F yet); ambient spec = probe_radiance; tint both with\n// reflection_color = F_brdf_multi_scatter(f0, f90, split_sum) AFTER summing.\n\nconst EEVEE_PI: f32 = 3.141592653589793;\n\n// Fused analytic GGX specular (direct lights). Returns BRDF \u00D7 NL.\n// 4\u00B7NL\u00B7NV is cancelled via G1_Smith reciprocal form \u2014 see bsdf_common_lib.glsl:115.\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\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_B: f32 = 3.141592653589793;\nconst BODY_ROUGHNESS: f32 = 0.3;\n// Dump: \u5C42\u6743\u91CD.002 Blend; \u8FD0\u7B97.007 POWER exponent Value_001; \u80CC\u666F Color; \u8FD0\u7B97.004 after invert\nconst BODY_RIM2_LAYER_BLEND: f32 = 0.20000000298023224;\nconst BODY_RIM2_POW: f32 = 1.4300000667572021;\nconst BODY_RIM2_BG: vec3f = vec3f(1.0, 0.4303792119026184, 0.3315804898738861);\nconst BODY_WARM_AO_MUL: f32 = 0.30000001192092896;\nconst BODY_SPECULAR: f32 = 0.5;\nconst BODY_MIX_NPR: f32 = 0.5;\n// EEVEE Light Clamp equivalent \u2014 caps firefly specular from noise-bumped NDF aliasing.\nconst BODY_SPEC_CLAMP: f32 = 10.0;\n\n// smoothstep-based ramp: t*t*(3-2*t) between two color stops\nfn ramp_ease(f: f32, p0: f32, c0: vec4f, p1: f32, c1: vec4f) -> vec4f {\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@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 sun = light.lights[0].color.xyz * light.lights[0].color.w;\n\n let tex_color = textureSample(diffuseTexture, diffuseSampler, input.uv).rgb;\n let shadow = sampleShadow(input.worldPos, n);\n\n // \u2550\u2550\u2550 TOON MASK: ShaderToRGB \u2192 ramp.008 CONSTANT [0\u2192black, 0.2966\u2192white] \u2550\u2550\u2550\n let ndotl_raw = shader_to_rgb_diffuse(n, l, sun, light.ambientColor.xyz, shadow);\n let toon = ramp_constant(ndotl_raw, 0.0, vec4f(0,0,0,1), 0.2966, vec4f(1,1,1,1)).r;\n\n // \u2550\u2550\u2550 TOON COLOR: Mix.004 A=HueSat, B=HueSat.001, Fac=ramp.008 (R) \u2550\u2550\u2550\n let shadow_tint = hue_sat_id(2.0, 0.3499999940395355, 1.0, tex_color);\n let lit_tint = hue_sat_id(1.5, 1.0, 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 // \u2550\u2550\u2550 AO CHAIN: AO \u2192 ramp CONSTANT [0\u2192white, 0.5995\u2192black] \u2192 Mix.003 \u2550\u2550\u2550\n let ao = 1.0; // ao_fake(n, v) \u2014 no SSAO yet; inline 1.0 so the ramp/mix chain folds at compile time.\n let ao_ramp = ramp_constant(ao, 0.0, vec4f(1,1,1,1), 0.5995, vec4f(0,0,0,1)).r;\n let ao_mixed = mix_blend(ao_ramp, bc, vec3f(0.8301780223846436, 0.3345769941806793, 0.27946099638938904));\n\n // \u2550\u2550\u2550 EMISSION.003 (strength=4.0) \u2550\u2550\u2550\n let emission3 = ao_mixed * 4.0;\n\n // \u2550\u2550\u2550 WARM: \u989C\u8272\u6E10\u53D8.008 \u2192 \u8FD0\u7B97.006 ADD +0.5 (m_graphs) \u2192 clamp \u2192 \u989C\u8272\u6E10\u53D8.003 \u2550\u2550\u2550\n let ao_inv = invert_f(1.0, ao_ramp);\n let warm_str = ao_inv * BODY_WARM_AO_MUL;\n let warm_input = clamp(toon + 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 * warm_str;\n\n // \u2550\u2550\u2550 RIM 1: \u83F2\u6D85\u5C14 \u00D7 \u5C42\u6743\u91CD.001 Facing Blend=0.24 \u2192 \u81EA\u53D1\u5149 Strength \u2550\u2550\u2550\n let rim1_str = fresnel(2.0, n, v) * layer_weight_facing(0.24000005424022675, n, v);\n let rim1 = vec3f(0.984157919883728, 0.6110184788703918, 0.5736401677131653) * rim1_str;\n\n // \u2550\u2550\u2550 RIM 2: \u5C42\u6743\u91CD.002 Facing \u2192 \u8FD0\u7B97.007 POWER \u2192 \u989C\u8272\u6E10\u53D8.010 EASE \u2192 MixShader.002 Fac \u2550\u2550\u2550\n let facing_raw = layer_weight_facing(BODY_RIM2_LAYER_BLEND, n, v);\n let facing_pow = math_power(facing_raw, BODY_RIM2_POW);\n let rim2_fac = ramp_ease(facing_pow, 0.0, vec4f(0,0,0,1), 0.5052, vec4f(1,1,1,1)).r;\n let rim2_mixed = mix(emission3, BODY_RIM2_BG, rim2_fac);\n\n // \u2550\u2550\u2550 NPR STACK: AddShader chain (no bright gate in body) \u2550\u2550\u2550\n let add0 = rim1 + rim2_mixed;\n let npr_stack = add0 + warm_emission;\n\n // \u2550\u2550\u2550 PRINCIPLED BSDF: noise bump, GGX specular, SSS from AO \u2550\u2550\u2550\n // Mapping loc=rot=0 \u2192 plain scale multiply, inline.\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(0.6831911206245422, 0.19474034011363983, 0.13732507824897766));\n let p_emission = bc * 0.2;\n\n // Reuse 'ao' (ao_fake(n, v) above) \u2014 identical inputs, avoid a second procedural AO pass.\n let sss = ramp_linear(ao, 0.003, vec4f(0,0,0,1), 1.0, vec4f(0.0786, 0.0786, 0.0786, 1.0)).r;\n\n // \u539F\u7406\u5316BSDF (EEVEE port): metallic=0, specular=0.5, roughness=0.3, specular_tint=0.\n let NL = max(dot(bumped_n, l), 0.0);\n let NV = max(dot(bumped_n, v), 1e-4);\n\n // f0/f90 per gpu_shader_material_principled.glsl \u2014 specular_tint=0 \u2192 dielectric_f0_color=white.\n let f0 = vec3f(0.08 * BODY_SPECULAR);\n let f90 = mix(f0, vec3f(1.0), sqrt(BODY_SPECULAR));\n let brdf_lut = brdf_lut_sample(NV, BODY_ROUGHNESS);\n let reflection_color = F_brdf_multi_scatter(f0, f90, brdf_lut.xy);\n\n // Direct glossy \u2014 bsdf_ggx already includes NL; no F applied here (tinted after accum).\n // ltc_brdf_scale: EEVEE direct path uses LTC; split-sum LUT path is rescaled to match.\n let spec_direct_raw = bsdf_ggx(bumped_n, l, v, NL, NV, BODY_ROUGHNESS) * sun * shadow * ltc_brdf_scale_from_lut(brdf_lut);\n let spec_direct = min(spec_direct_raw, vec3f(BODY_SPEC_CLAMP));\n // Indirect glossy \u2014 flat world probe (solid color). Phase 2 adds cubemap.\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 // No (1-F) factor per EEVEE \u2014 it doesn't energy-conserve spec<->diffuse.\n let diffuse_radiance = principled_base * (sun * NL * shadow / PI_B + light.ambientColor.xyz);\n let principled = diffuse_radiance + spec_radiance + p_emission + vec3f(sss);\n\n // \u6DF7\u5408\u7740\u8272\u5668.001: Shader=\u76F8\u52A0\u7740\u8272\u5668.001, Shader_001=\u539F\u7406\u5316BSDF\n let final_color = mix(npr_stack, principled, BODY_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";
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export declare const BODY_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 (distance only) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Used by Metal preset. Simplified F1 cell noise.\n\nfn tex_voronoi_f1(p: vec3f, scale: f32) -> f32 {\n let coords = p * scale;\n let i = floor(coords);\n let f = fract(coords);\n var min_dist = 1e10;\n for (var z = -1; z <= 1; z++) {\n for (var y = -1; y <= 1; y++) {\n for (var x = -1; x <= 1; x++) {\n let neighbor = vec3f(f32(x), f32(y), f32(z));\n let point = _hash33(i + neighbor) * 0.5 + 0.5;\n let diff = neighbor + point - f;\n min_dist = min(min_dist, dot(diff, diff));\n }\n }\n }\n return sqrt(min_dist);\n}\n\n// \u2500\u2500\u2500 SEPXYZ node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn separate_xyz(v: vec3f) -> vec3f { return v; }\n\n// \u2500\u2500\u2500 VECT_MATH (cross product) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn vect_math_cross(a: vec3f, b: vec3f) -> vec3f { return cross(a, b); }\n\n// \u2500\u2500\u2500 MAPPING node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Point-type mapping: scale, rotate (euler XYZ), translate.\n\nfn mapping_point(v: vec3f, loc: vec3f, rot: vec3f, scl: vec3f) -> vec3f {\n var p = v * scl;\n // simplified: skip rotation when all angles are zero (common case)\n if (abs(rot.x) + abs(rot.y) + abs(rot.z) > 1e-6) {\n let cx = cos(rot.x); let sx = sin(rot.x);\n let cy = cos(rot.y); let sy = sin(rot.y);\n let cz = cos(rot.z); let sz = sin(rot.z);\n let rx = vec3f(p.x, cx*p.y - sx*p.z, sx*p.y + cx*p.z);\n let ry = vec3f(cy*rx.x + sy*rx.z, rx.y, -sy*rx.x + cy*rx.z);\n p = vec3f(cz*ry.x - sz*ry.y, sz*ry.x + cz*ry.y, ry.z);\n }\n return p + loc;\n}\n\n// \u2500\u2500\u2500 NORMAL_MAP node (tangent-space) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Applies a tangent-space normal map. Requires TBN from vertex stage.\n\nfn normal_map(strength: f32, map_color: vec3f, normal: vec3f, tangent: vec3f, bitangent: vec3f) -> vec3f {\n let ts = map_color * 2.0 - 1.0;\n let perturbed = normalize(tangent * ts.x + bitangent * ts.y + normal * ts.z);\n return normalize(mix(normal, perturbed, strength));\n}\n\n// \u2500\u2500\u2500 EEVEE Principled BSDF primitives \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Ports from Blender 3.6 source/blender/draw/engines/eevee/shaders/\n// bsdf_common_lib.glsl + gpu_shader_material_principled.glsl.\n// Usage pattern (see material shaders): direct spec = bsdf_ggx \u00D7 sun \u00D7 shadow\n// (NL baked in, no F yet); ambient spec = probe_radiance; tint both with\n// reflection_color = F_brdf_multi_scatter(f0, f90, split_sum) AFTER summing.\n\nconst EEVEE_PI: f32 = 3.141592653589793;\n\n// Fused analytic GGX specular (direct lights). Returns BRDF \u00D7 NL.\n// 4\u00B7NL\u00B7NV is cancelled via G1_Smith reciprocal form \u2014 see bsdf_common_lib.glsl:115.\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\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_B: f32 = 3.141592653589793;\nconst BODY_ROUGHNESS: f32 = 0.3;\nconst BODY_RIM2_LAYER_BLEND: f32 = 0.20000000298023224;\nconst BODY_RIM2_POW: f32 = 1.4300000667572021;\nconst BODY_RIM2_BG: vec3f = vec3f(1.0, 0.4303792119026184, 0.3315804898738861);\nconst BODY_WARM_STR: f32 = 0.30000001192092896;\nconst BODY_SPECULAR: f32 = 0.5;\nconst BODY_MIX_NPR: f32 = 0.5;\n// EEVEE Light Clamp equivalent \u2014 caps firefly specular from noise-bumped NDF aliasing.\nconst BODY_SPEC_CLAMP: f32 = 10.0;\n\n// smoothstep-based ramp: t*t*(3-2*t) between two color stops\nfn ramp_ease(f: f32, p0: f32, c0: vec4f, p1: f32, c1: vec4f) -> vec4f {\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@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 sun = light.lights[0].color.xyz * light.lights[0].color.w;\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 let toon = ramp_constant(ndotl_raw, 0.0, vec4f(0,0,0,1), 0.2966, vec4f(1,1,1,1)).r;\n\n let shadow_tint = hue_sat_id(2.0, 0.3499999940395355, 1.0, tex_color);\n let lit_tint = hue_sat_id(1.5, 1.0, 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 * 4.0;\n\n let warm_input = clamp(toon + 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 * BODY_WARM_STR;\n\n let rim1_str = fresnel(2.0, n, v) * layer_weight_facing(0.24000005424022675, n, v);\n let rim1 = vec3f(0.984157919883728, 0.6110184788703918, 0.5736401677131653) * rim1_str;\n\n let facing_raw = layer_weight_facing(BODY_RIM2_LAYER_BLEND, n, v);\n let facing_pow = math_power(facing_raw, BODY_RIM2_POW);\n let rim2_fac = ramp_ease(facing_pow, 0.0, vec4f(0,0,0,1), 0.5052, vec4f(1,1,1,1)).r;\n let rim2_mixed = mix(emission3, BODY_RIM2_BG, rim2_fac);\n\n let npr_stack = rim1 + rim2_mixed + 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(0.6831911206245422, 0.19474034011363983, 0.13732507824897766));\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 // f0/f90 per gpu_shader_material_principled.glsl \u2014 specular_tint=0 \u2192 dielectric_f0_color=white.\n let f0 = vec3f(0.08 * BODY_SPECULAR);\n let f90 = mix(f0, vec3f(1.0), sqrt(BODY_SPECULAR));\n let brdf_lut = brdf_lut_sample(NV, BODY_ROUGHNESS);\n let reflection_color = F_brdf_multi_scatter(f0, f90, brdf_lut.xy);\n\n // Direct glossy \u2014 bsdf_ggx already includes NL; no F applied here (tinted after accum).\n // ltc_brdf_scale: EEVEE direct path uses LTC; split-sum LUT path is rescaled to match.\n let spec_direct_raw = bsdf_ggx(bumped_n, l, v, NL, NV, BODY_ROUGHNESS) * sun * shadow * ltc_brdf_scale_from_lut(brdf_lut);\n let spec_direct = min(spec_direct_raw, vec3f(BODY_SPEC_CLAMP));\n // Indirect glossy \u2014 flat world probe (solid color). Phase 2 adds cubemap.\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 // No (1-F) factor per EEVEE \u2014 it doesn't energy-conserve spec<->diffuse.\n let diffuse_radiance = principled_base * (sun * NL * shadow / PI_B + light.ambientColor.xyz);\n let principled = diffuse_radiance + spec_radiance + p_emission;\n\n let final_color = mix(npr_stack, principled, BODY_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";
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//# sourceMappingURL=body.d.ts.map
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{"version":3,"file":"body.d.ts","sourceRoot":"","sources":["../../src/shaders/body.ts"],"names":[],"mappings":"AAIA,eAAO,MAAM,gBAAgB,
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{"version":3,"file":"body.d.ts","sourceRoot":"","sources":["../../src/shaders/body.ts"],"names":[],"mappings":"AAIA,eAAO,MAAM,gBAAgB,gu7BAoM5B,CAAA"}
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package/dist/shaders/body.js
CHANGED
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@@ -69,11 +69,10 @@ fn sampleShadow(worldPos: vec3f, n: vec3f) -> f32 {
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const PI_B: f32 = 3.141592653589793;
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const BODY_ROUGHNESS: f32 = 0.3;
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// Dump: 层权重.002 Blend; 运算.007 POWER exponent Value_001; 背景 Color; 运算.004 after invert
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const BODY_RIM2_LAYER_BLEND: f32 = 0.20000000298023224;
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const BODY_RIM2_POW: f32 = 1.4300000667572021;
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const BODY_RIM2_BG: vec3f = vec3f(1.0, 0.4303792119026184, 0.3315804898738861);
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const
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const BODY_WARM_STR: f32 = 0.30000001192092896;
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const BODY_SPECULAR: f32 = 0.5;
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const BODY_MIX_NPR: f32 = 0.5;
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// EEVEE Light Clamp equivalent — caps firefly specular from noise-bumped NDF aliasing.
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@@ -131,49 +130,33 @@ struct FSOut {
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let tex_color = textureSample(diffuseTexture, diffuseSampler, input.uv).rgb;
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let shadow = sampleShadow(input.worldPos, n);
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// ═══ TOON MASK: ShaderToRGB → ramp.008 CONSTANT [0→black, 0.2966→white] ═══
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let ndotl_raw = shader_to_rgb_diffuse(n, l, sun, light.ambientColor.xyz, shadow);
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let toon = ramp_constant(ndotl_raw, 0.0, vec4f(0,0,0,1), 0.2966, vec4f(1,1,1,1)).r;
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// ═══ TOON COLOR: Mix.004 A=HueSat, B=HueSat.001, Fac=ramp.008 (R) ═══
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let shadow_tint = hue_sat_id(2.0, 0.3499999940395355, 1.0, tex_color);
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let lit_tint = hue_sat_id(1.5, 1.0, 1.0, tex_color);
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let toon_color = mix_blend(toon, shadow_tint, lit_tint);
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let bc = bright_contrast(toon_color, 0.1, 0.2);
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let ao = 1.0; // ao_fake(n, v) — no SSAO yet; inline 1.0 so the ramp/mix chain folds at compile time.
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let ao_ramp = ramp_constant(ao, 0.0, vec4f(1,1,1,1), 0.5995, vec4f(0,0,0,1)).r;
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let ao_mixed = mix_blend(ao_ramp, bc, vec3f(0.8301780223846436, 0.3345769941806793, 0.27946099638938904));
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let emission3 = bc * 4.0;
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// ═══ EMISSION.003 (strength=4.0) ═══
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let emission3 = ao_mixed * 4.0;
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// ═══ WARM: 颜色渐变.008 → 运算.006 ADD +0.5 (m_graphs) → clamp → 颜色渐变.003 ═══
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-
let ao_inv = invert_f(1.0, ao_ramp);
|
|
154
|
-
let warm_str = ao_inv * BODY_WARM_AO_MUL;
|
|
155
143
|
let warm_input = clamp(toon + 0.5, 0.0, 1.0);
|
|
156
144
|
let warm_color = ramp_cardinal(warm_input, 0.2409,
|
|
157
145
|
vec4f(0.2426, 0.068, 0.0588, 1.0), 0.4663,
|
|
158
146
|
vec4f(0.6677, 0.5024, 0.5126, 1.0)).rgb;
|
|
159
|
-
let warm_emission = warm_color *
|
|
147
|
+
let warm_emission = warm_color * BODY_WARM_STR;
|
|
160
148
|
|
|
161
|
-
// ═══ RIM 1: 菲涅尔 × 层权重.001 Facing Blend=0.24 → 自发光 Strength ═══
|
|
162
149
|
let rim1_str = fresnel(2.0, n, v) * layer_weight_facing(0.24000005424022675, n, v);
|
|
163
150
|
let rim1 = vec3f(0.984157919883728, 0.6110184788703918, 0.5736401677131653) * rim1_str;
|
|
164
151
|
|
|
165
|
-
// ═══ RIM 2: 层权重.002 Facing → 运算.007 POWER → 颜色渐变.010 EASE → MixShader.002 Fac ═══
|
|
166
152
|
let facing_raw = layer_weight_facing(BODY_RIM2_LAYER_BLEND, n, v);
|
|
167
153
|
let facing_pow = math_power(facing_raw, BODY_RIM2_POW);
|
|
168
154
|
let rim2_fac = ramp_ease(facing_pow, 0.0, vec4f(0,0,0,1), 0.5052, vec4f(1,1,1,1)).r;
|
|
169
155
|
let rim2_mixed = mix(emission3, BODY_RIM2_BG, rim2_fac);
|
|
170
156
|
|
|
171
|
-
|
|
172
|
-
let add0 = rim1 + rim2_mixed;
|
|
173
|
-
let npr_stack = add0 + warm_emission;
|
|
157
|
+
let npr_stack = rim1 + rim2_mixed + warm_emission;
|
|
174
158
|
|
|
175
|
-
//
|
|
176
|
-
// Mapping loc=rot=0 → plain scale multiply, inline.
|
|
159
|
+
// Noise bump — Mapping loc=rot=0 folds to a plain scale multiply.
|
|
177
160
|
let noise_val = tex_noise_d2(input.worldPos * vec3f(1.0, 1.0, 1.5), 1.0);
|
|
178
161
|
let noise_ramp = ramp_linear(noise_val, 0.0, vec4f(0,0,0,1), 1.0, vec4f(1,1,1,1)).r;
|
|
179
162
|
let bumped_n = bump_lh(0.324644535779953, noise_ramp, n, input.worldPos);
|
|
@@ -181,10 +164,7 @@ struct FSOut {
|
|
|
181
164
|
let principled_base = mix_blend(noise_ramp, bc, vec3f(0.6831911206245422, 0.19474034011363983, 0.13732507824897766));
|
|
182
165
|
let p_emission = bc * 0.2;
|
|
183
166
|
|
|
184
|
-
//
|
|
185
|
-
let sss = ramp_linear(ao, 0.003, vec4f(0,0,0,1), 1.0, vec4f(0.0786, 0.0786, 0.0786, 1.0)).r;
|
|
186
|
-
|
|
187
|
-
// 原理化BSDF (EEVEE port): metallic=0, specular=0.5, roughness=0.3, specular_tint=0.
|
|
167
|
+
// Principled BSDF (EEVEE port): metallic=0, specular=0.5, roughness=0.3, specular_tint=0.
|
|
188
168
|
let NL = max(dot(bumped_n, l), 0.0);
|
|
189
169
|
let NV = max(dot(bumped_n, v), 1e-4);
|
|
190
170
|
|
|
@@ -206,9 +186,8 @@ struct FSOut {
|
|
|
206
186
|
// probe_evaluate_world_diff returns radiance (SH-projected, not cosine-convolved).
|
|
207
187
|
// No (1-F) factor per EEVEE — it doesn't energy-conserve spec<->diffuse.
|
|
208
188
|
let diffuse_radiance = principled_base * (sun * NL * shadow / PI_B + light.ambientColor.xyz);
|
|
209
|
-
let principled = diffuse_radiance + spec_radiance + p_emission
|
|
189
|
+
let principled = diffuse_radiance + spec_radiance + p_emission;
|
|
210
190
|
|
|
211
|
-
// 混合着色器.001: Shader=相加着色器.001, Shader_001=原理化BSDF
|
|
212
191
|
let final_color = mix(npr_stack, principled, BODY_MIX_NPR);
|
|
213
192
|
|
|
214
193
|
var out: FSOut;
|