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.
Files changed (116) hide show
  1. package/README.md +20 -20
  2. package/dist/engine.d.ts +9 -4
  3. package/dist/engine.d.ts.map +1 -1
  4. package/dist/engine.js +62 -18
  5. package/dist/shaders/body.d.ts +1 -1
  6. package/dist/shaders/body.d.ts.map +1 -1
  7. package/dist/shaders/body.js +7 -28
  8. package/dist/shaders/cloth_rough.d.ts +1 -1
  9. package/dist/shaders/cloth_rough.d.ts.map +1 -1
  10. package/dist/shaders/cloth_rough.js +4 -16
  11. package/dist/shaders/cloth_smooth.d.ts +1 -1
  12. package/dist/shaders/cloth_smooth.d.ts.map +1 -1
  13. package/dist/shaders/cloth_smooth.js +5 -17
  14. package/dist/shaders/default.d.ts +1 -1
  15. package/dist/shaders/default.d.ts.map +1 -1
  16. package/dist/shaders/eye.d.ts +1 -1
  17. package/dist/shaders/eye.d.ts.map +1 -1
  18. package/dist/shaders/face.d.ts +1 -1
  19. package/dist/shaders/face.d.ts.map +1 -1
  20. package/dist/shaders/face.js +21 -57
  21. package/dist/shaders/hair.d.ts +1 -1
  22. package/dist/shaders/hair.d.ts.map +1 -1
  23. package/dist/shaders/hair.js +7 -27
  24. package/dist/shaders/materials/body.d.ts +1 -1
  25. package/dist/shaders/materials/body.d.ts.map +1 -1
  26. package/dist/shaders/materials/body.js +1 -1
  27. package/dist/shaders/materials/cloth_rough.d.ts +1 -1
  28. package/dist/shaders/materials/cloth_rough.d.ts.map +1 -1
  29. package/dist/shaders/materials/cloth_rough.js +1 -1
  30. package/dist/shaders/materials/cloth_smooth.d.ts +1 -1
  31. package/dist/shaders/materials/cloth_smooth.d.ts.map +1 -1
  32. package/dist/shaders/materials/cloth_smooth.js +1 -1
  33. package/dist/shaders/materials/common.d.ts +1 -1
  34. package/dist/shaders/materials/common.d.ts.map +1 -1
  35. package/dist/shaders/materials/common.js +19 -3
  36. package/dist/shaders/materials/default.d.ts +1 -1
  37. package/dist/shaders/materials/default.d.ts.map +1 -1
  38. package/dist/shaders/materials/default.js +1 -1
  39. package/dist/shaders/materials/eye.d.ts +1 -1
  40. package/dist/shaders/materials/eye.d.ts.map +1 -1
  41. package/dist/shaders/materials/eye.js +1 -1
  42. package/dist/shaders/materials/face.d.ts +1 -1
  43. package/dist/shaders/materials/face.d.ts.map +1 -1
  44. package/dist/shaders/materials/face.js +1 -1
  45. package/dist/shaders/materials/hair.d.ts +1 -1
  46. package/dist/shaders/materials/hair.d.ts.map +1 -1
  47. package/dist/shaders/materials/hair.js +1 -1
  48. package/dist/shaders/materials/metal.d.ts +1 -1
  49. package/dist/shaders/materials/metal.d.ts.map +1 -1
  50. package/dist/shaders/materials/metal.js +1 -1
  51. package/dist/shaders/materials/stockings.d.ts +1 -1
  52. package/dist/shaders/materials/stockings.d.ts.map +1 -1
  53. package/dist/shaders/materials/stockings.js +1 -1
  54. package/dist/shaders/metal.d.ts +1 -1
  55. package/dist/shaders/metal.d.ts.map +1 -1
  56. package/dist/shaders/metal.js +4 -17
  57. package/dist/shaders/nodes.d.ts +1 -1
  58. package/dist/shaders/nodes.d.ts.map +1 -1
  59. package/dist/shaders/nodes.js +0 -9
  60. package/dist/shaders/passes/bloom.d.ts +1 -1
  61. package/dist/shaders/passes/bloom.d.ts.map +1 -1
  62. package/dist/shaders/passes/bloom.js +7 -4
  63. package/dist/shaders/passes/composite.d.ts +1 -1
  64. package/dist/shaders/passes/composite.d.ts.map +1 -1
  65. package/dist/shaders/passes/composite.js +11 -4
  66. package/dist/shaders/passes/ground.d.ts +1 -1
  67. package/dist/shaders/passes/ground.d.ts.map +1 -1
  68. package/dist/shaders/passes/ground.js +6 -2
  69. package/dist/shaders/passes/outline.d.ts +1 -1
  70. package/dist/shaders/passes/outline.d.ts.map +1 -1
  71. package/dist/shaders/passes/outline.js +2 -2
  72. package/dist/shaders/stockings.d.ts +1 -1
  73. package/dist/shaders/stockings.d.ts.map +1 -1
  74. package/package.json +1 -1
  75. package/src/engine.ts +60 -18
  76. package/src/shaders/materials/body.ts +1 -1
  77. package/src/shaders/materials/cloth_rough.ts +1 -1
  78. package/src/shaders/materials/cloth_smooth.ts +1 -1
  79. package/src/shaders/materials/common.ts +19 -3
  80. package/src/shaders/materials/default.ts +1 -1
  81. package/src/shaders/materials/eye.ts +1 -1
  82. package/src/shaders/materials/face.ts +1 -1
  83. package/src/shaders/materials/hair.ts +1 -1
  84. package/src/shaders/materials/metal.ts +1 -1
  85. package/src/shaders/materials/stockings.ts +1 -1
  86. package/src/shaders/passes/bloom.ts +7 -4
  87. package/src/shaders/passes/composite.ts +11 -4
  88. package/src/shaders/passes/ground.ts +6 -2
  89. package/src/shaders/passes/outline.ts +2 -2
  90. package/dist/bezier-interpolate.d.ts +0 -15
  91. package/dist/bezier-interpolate.d.ts.map +0 -1
  92. package/dist/bezier-interpolate.js +0 -40
  93. package/dist/engine_ts.d.ts +0 -143
  94. package/dist/engine_ts.d.ts.map +0 -1
  95. package/dist/engine_ts.js +0 -1575
  96. package/dist/ik.d.ts +0 -32
  97. package/dist/ik.d.ts.map +0 -1
  98. package/dist/ik.js +0 -337
  99. package/dist/player.d.ts +0 -64
  100. package/dist/player.d.ts.map +0 -1
  101. package/dist/player.js +0 -220
  102. package/dist/pool-scene.d.ts +0 -52
  103. package/dist/pool-scene.d.ts.map +0 -1
  104. package/dist/pool-scene.js +0 -1122
  105. package/dist/pool.d.ts +0 -38
  106. package/dist/pool.d.ts.map +0 -1
  107. package/dist/pool.js +0 -422
  108. package/dist/rzm-converter.d.ts +0 -12
  109. package/dist/rzm-converter.d.ts.map +0 -1
  110. package/dist/rzm-converter.js +0 -40
  111. package/dist/rzm-loader.d.ts +0 -24
  112. package/dist/rzm-loader.d.ts.map +0 -1
  113. package/dist/rzm-loader.js +0 -488
  114. package/dist/rzm-writer.d.ts +0 -27
  115. package/dist/rzm-writer.d.ts.map +0 -1
  116. package/dist/rzm-writer.js +0 -701
@@ -1,2 +1,2 @@
1
- export declare const FACE_SHADER_WGSL = "\n\n\n\n// Baked 64\u00D764 rgba8unorm combined BRDF LUT \u2014 created once at engine init by dfg_lut.ts.\n// .rg = split-sum DFG (Karis: tint = f0\u00B7x + f90\u00B7y) \u2192 F_brdf_*_scatter\n// .ba = Heitz 2016 LTC magnitude (ltc_mag_ggx) \u2192 ltc_brdf_scale_from_lut\n// Paired with group(0) binding(2) diffuseSampler (linear filter). Sample once per\n// fragment via brdf_lut_sample() \u2014 callers feed .rg and the whole vec4 into the\n// helpers below, halving LUT taps on the default Principled path.\n@group(0) @binding(9) var brdfLut: texture_2d<f32>;\n\n// \u2500\u2500\u2500 RGB \u2194 HSV \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn rgb_to_hsv(rgb: vec3f) -> vec3f {\n let c_max = max(rgb.r, max(rgb.g, rgb.b));\n let c_min = min(rgb.r, min(rgb.g, rgb.b));\n let delta = c_max - c_min;\n\n var h = 0.0;\n if (delta > 1e-6) {\n if (c_max == rgb.r) {\n h = (rgb.g - rgb.b) / delta;\n if (h < 0.0) { h += 6.0; }\n } else if (c_max == rgb.g) {\n h = 2.0 + (rgb.b - rgb.r) / delta;\n } else {\n h = 4.0 + (rgb.r - rgb.g) / delta;\n }\n h /= 6.0;\n }\n let s = select(0.0, delta / c_max, c_max > 1e-6);\n return vec3f(h, s, c_max);\n}\n\nfn hsv_to_rgb(hsv: vec3f) -> vec3f {\n let h = hsv.x;\n let s = hsv.y;\n let v = hsv.z;\n if (s < 1e-6) { return vec3f(v); }\n\n let hh = fract(h) * 6.0;\n let sector = u32(hh);\n let f = hh - f32(sector);\n let p = v * (1.0 - s);\n let q = v * (1.0 - s * f);\n let t = v * (1.0 - s * (1.0 - f));\n\n switch (sector) {\n case 0u: { return vec3f(v, t, p); }\n case 1u: { return vec3f(q, v, p); }\n case 2u: { return vec3f(p, v, t); }\n case 3u: { return vec3f(p, q, v); }\n case 4u: { return vec3f(t, p, v); }\n default: { return vec3f(v, p, q); }\n }\n}\n\n// \u2500\u2500\u2500 HUE_SAT node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn hue_sat(hue: f32, saturation: f32, value: f32, fac: f32, color: vec3f) -> vec3f {\n var hsv = rgb_to_hsv(color);\n hsv.x = fract(hsv.x + hue - 0.5);\n hsv.y = clamp(hsv.y * saturation, 0.0, 1.0);\n hsv.z *= value;\n return mix(color, hsv_to_rgb(hsv), fac);\n}\n\n// hue_sat specialization for hue=0.5 (identity hue shift \u2014 fract(h + 0.5 - 0.5) = h).\n// Branchless equivalent that skips the rgb_to_hsv \u2192 hsv_to_rgb roundtrip: WebKit's\n// Metal backend serializes the 3-way if chain in rgb_to_hsv and the 6-way switch in\n// hsv_to_rgb, where this form compiles to linear SIMD ops + a single select.\nfn hue_sat_id(saturation: f32, value: f32, fac: f32, color: vec3f) -> vec3f {\n let m = max(max(color.r, color.g), color.b);\n let n = min(min(color.r, color.g), color.b);\n // Unclamped (sat*old_s \u2264 1): reproj = mix(vec3f(m), color, saturation).\n // Clamped (saturated to 1): reproj = (color - n) * m / (m - n).\n let range = max(m - n, 1e-6);\n let unclamped = mix(vec3f(m), color, saturation);\n let clamped = (color - vec3f(n)) * m / range;\n let needs_clamp = (m - n) * saturation >= m;\n let reproj = select(unclamped, clamped, needs_clamp);\n return mix(color, reproj * value, fac);\n}\n\n// \u2500\u2500\u2500 BRIGHTCONTRAST node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn bright_contrast(color: vec3f, bright: f32, contrast: f32) -> vec3f {\n let a = 1.0 + contrast;\n let b = bright - contrast * 0.5;\n return max(vec3f(0.0), color * a + vec3f(b));\n}\n\n// \u2500\u2500\u2500 INVERT node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn invert(fac: f32, color: vec3f) -> vec3f {\n return mix(color, vec3f(1.0) - color, fac);\n}\n\nfn invert_f(fac: f32, val: f32) -> f32 {\n return mix(val, 1.0 - val, fac);\n}\n\n// \u2500\u2500\u2500 Color ramp (VALTORGB) \u2014 2-stop variants \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// All 7 presets use exclusively 2-stop ramps.\n\nfn ramp_constant(f: f32, p0: f32, c0: vec4f, p1: f32, c1: vec4f) -> vec4f {\n return select(c0, c1, f >= p1);\n}\n\n// CONSTANT ramp with screen-space edge AA \u2014 kills sparkle where fwidth(f) straddles a hard step (NPR terminator)\nfn ramp_constant_edge_aa(f: f32, edge: f32, c0: vec4f, c1: vec4f) -> vec4f {\n let w = max(fwidth(f) * 1.75, 6e-6);\n let t = smoothstep(edge - w, edge + w, f);\n return mix(c0, c1, t);\n}\n\nfn ramp_linear(f: f32, p0: f32, c0: vec4f, p1: f32, c1: vec4f) -> vec4f {\n let t = saturate((f - p0) / max(p1 - p0, 1e-6));\n return mix(c0, c1, t);\n}\n\nfn ramp_cardinal(f: f32, p0: f32, c0: vec4f, p1: f32, c1: vec4f) -> vec4f {\n // cardinal spline with 2 stops degrades to smoothstep\n let t = saturate((f - p0) / max(p1 - p0, 1e-6));\n let ss = t * t * (3.0 - 2.0 * t);\n return mix(c0, c1, ss);\n}\n\n// \u2500\u2500\u2500 MATH node operations \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn math_add(a: f32, b: f32) -> f32 { return a + b; }\nfn math_multiply(a: f32, b: f32) -> f32 { return a * b; }\nfn math_power(a: f32, b: f32) -> f32 { return pow(max(a, 0.0), b); }\nfn math_greater_than(a: f32, b: f32) -> f32 { return select(0.0, 1.0, a > b); }\n\n// Blender's implicit Color \u2192 Float socket conversion uses BT.601 grayscale\n// (rgb_to_grayscale in blenkernel/intern/node.cc). When a material graph plugs a\n// Color output into a Math node's Value input, this is the scalar it actually sees.\nfn color_to_value(c: vec3f) -> f32 {\n return 0.299 * c.r + 0.587 * c.g + 0.114 * c.b;\n}\n\n// \u2500\u2500\u2500 MIX node (blend_type variants) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn mix_blend(fac: f32, a: vec3f, b: vec3f) -> vec3f {\n return mix(a, b, fac);\n}\n\nfn mix_overlay(fac: f32, a: vec3f, b: vec3f) -> vec3f {\n let lo = 2.0 * a * b;\n let hi = vec3f(1.0) - 2.0 * (vec3f(1.0) - a) * (vec3f(1.0) - b);\n let overlay = select(hi, lo, a < vec3f(0.5));\n return mix(a, overlay, fac);\n}\n\nfn mix_multiply(fac: f32, a: vec3f, b: vec3f) -> vec3f {\n return mix(a, a * b, fac);\n}\n\nfn mix_lighten(fac: f32, a: vec3f, b: vec3f) -> vec3f {\n return mix(a, max(a, b), fac);\n}\n\n// Blender Mix (Color) blend LINEAR_LIGHT: result = mix(A, A + 2*B - 1, Fac)\nfn mix_linear_light(fac: f32, a: vec3f, b: vec3f) -> vec3f {\n return mix(a, a + 2.0 * b - vec3f(1.0), fac);\n}\n\n// Luminance for Shader\u2192RGB scalar gates (linear RGB, Rec.709 weights)\nfn luminance_rec709_linear(c: vec3f) -> f32 {\n return dot(max(c, vec3f(0.0)), vec3f(0.2126, 0.7152, 0.0722));\n}\n\n// \u2500\u2500\u2500 FRESNEL node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Schlick approximation matching Blender's Fresnel node\n\nfn fresnel(ior: f32, n: vec3f, v: vec3f) -> f32 {\n let r = (ior - 1.0) / (ior + 1.0);\n let f0 = r * r;\n let cos_theta = clamp(dot(n, v), 0.0, 1.0);\n let m = 1.0 - cos_theta;\n let m2 = m * m;\n let m5 = m2 * m2 * m;\n return f0 + (1.0 - f0) * m5;\n}\n\n// \u2500\u2500\u2500 LAYER_WEIGHT node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn layer_weight_fresnel(blend: f32, n: vec3f, v: vec3f) -> f32 {\n let eta = max(1.0 - blend, 1e-4);\n let r = (1.0 - eta) / (1.0 + eta);\n let f0 = r * r;\n let cos_theta = clamp(abs(dot(n, v)), 0.0, 1.0);\n let m = 1.0 - cos_theta;\n let m2 = m * m;\n let m5 = m2 * m2 * m;\n return f0 + (1.0 - f0) * m5;\n}\n\nfn layer_weight_facing(blend: f32, n: vec3f, v: vec3f) -> f32 {\n var facing = abs(dot(n, v));\n let b = clamp(blend, 0.0, 0.99999);\n if (b != 0.5) {\n let exponent = select(2.0 * b, 0.5 / (1.0 - b), b >= 0.5);\n facing = pow(facing, exponent);\n }\n return 1.0 - facing;\n}\n\n// \u2500\u2500\u2500 SHADER_TO_RGB (white DiffuseBSDF) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Eevee captures lit diffuse: (albedo/\u03C0)*sun*N\u00B7L*shadow + ambient (linear). Albedo=1.\n// Matches default.ts direct term scale so VALTORGB thresholds from Blender JSON stay valid.\n\nfn shader_to_rgb_diffuse(n: vec3f, l: vec3f, sun_rgb: vec3f, ambient_rgb: vec3f, shadow: f32) -> f32 {\n const PI_S: f32 = 3.141592653589793;\n let ndotl = max(dot(n, l), 0.0);\n let rgb = sun_rgb * (ndotl * shadow / PI_S) + ambient_rgb;\n return luminance_rec709_linear(rgb);\n}\n\n// \u2500\u2500\u2500 BUMP node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Screen-space bump from a scalar height field. Needs dFdx/dFdy which\n// WGSL provides as dpdx/dpdy.\n\nfn bump(strength: f32, height: f32, normal: vec3f, world_pos: vec3f) -> vec3f {\n let dhdx = dpdx(height);\n let dhdy = dpdy(height);\n let dpdx_pos = dpdx(world_pos);\n let dpdy_pos = dpdy(world_pos);\n let perturbed = normalize(normal) - strength * (dhdx * normalize(cross(dpdy_pos, normal)) + dhdy * normalize(cross(normal, dpdx_pos)));\n return normalize(perturbed);\n}\n\n// LH engine + WebGPU fragment Y: flip dhdy contribution so height peaks read as outward bumps vs Blender reference\nfn bump_lh(strength: f32, height: f32, normal: vec3f, world_pos: vec3f) -> vec3f {\n let dhdx = dpdx(height);\n let dhdy = dpdy(height);\n let dpdx_pos = dpdx(world_pos);\n let dpdy_pos = dpdy(world_pos);\n let perturbed = normalize(normal) - strength * (dhdx * normalize(cross(dpdy_pos, normal)) - dhdy * normalize(cross(normal, dpdx_pos)));\n return normalize(perturbed);\n}\n\n// \u2500\u2500\u2500 NOISE texture (Perlin-style) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Simplified gradient noise matching Blender's default noise output.\n\n// PCG-style integer hash. Replaces the classic 'fract(sin(q) * LARGE)' trick because\n// WebKit's Metal backend compiles 'sin' to a full transcendental op (slow), while\n// Safari's Apple-GPU scalar ALU handles int muls/xors near free. Inputs arrive as\n// integer-valued floats (floor(p) + unit offsets) from _noise3, so vec3i cast is exact.\nfn _hash33(p: vec3f) -> vec3f {\n var h = vec3u(vec3i(p) + vec3i(32768));\n h = h * vec3u(1664525u, 1013904223u, 2654435761u);\n h = (h.yzx ^ h) * vec3u(2246822519u, 3266489917u, 668265263u);\n h = h ^ (h >> vec3u(16u));\n // Mask to 24 bits \u2014 above that f32 loses precision on the u32\u2192f32 convert.\n let hm = h & vec3u(16777215u);\n return vec3f(hm) * (2.0 / 16777216.0) - 1.0;\n}\n\nfn _noise3(p: vec3f) -> f32 {\n let i = floor(p);\n let f = fract(p);\n let u = f * f * (3.0 - 2.0 * f);\n\n return mix(\n mix(\n mix(dot(_hash33(i + vec3f(0,0,0)), f - vec3f(0,0,0)),\n dot(_hash33(i + vec3f(1,0,0)), f - vec3f(1,0,0)), u.x),\n mix(dot(_hash33(i + vec3f(0,1,0)), f - vec3f(0,1,0)),\n dot(_hash33(i + vec3f(1,1,0)), f - vec3f(1,1,0)), u.x), u.y),\n mix(\n mix(dot(_hash33(i + vec3f(0,0,1)), f - vec3f(0,0,1)),\n dot(_hash33(i + vec3f(1,0,1)), f - vec3f(1,0,1)), u.x),\n mix(dot(_hash33(i + vec3f(0,1,1)), f - vec3f(0,1,1)),\n dot(_hash33(i + vec3f(1,1,1)), f - vec3f(1,1,1)), u.x), u.y),\n u.z);\n}\n\nfn tex_noise(p: vec3f, scale: f32, detail: f32, roughness: f32, distortion: f32) -> f32 {\n var q = p;\n if (abs(distortion) > 1e-6) {\n let w = _noise3(p * scale * 1.37 + vec3f(2.31, 5.17, 8.09));\n q = p + (w * 2.0 - 1.0) * distortion;\n }\n let coords = q * scale;\n var value = 0.0;\n var amplitude = 1.0;\n var frequency = 1.0;\n var total_amp = 0.0;\n let octaves = i32(clamp(detail, 0.0, 15.0)) + 1;\n for (var i = 0; i < octaves; i++) {\n value += amplitude * _noise3(coords * frequency);\n total_amp += amplitude;\n amplitude *= roughness;\n frequency *= 2.0;\n }\n return value / max(total_amp, 1e-6) * 0.5 + 0.5;\n}\n\n// tex_noise specialization: detail=2.0 (3 octaves), roughness=0.5, distortion=0.\n// WebKit can't unroll tex_noise's for-loop because 'octaves' is a runtime value;\n// this variant is fully unrolled with constants folded (total_amp = 1.75).\nfn tex_noise_d2(p: vec3f, scale: f32) -> f32 {\n let c = p * scale;\n let v = _noise3(c) + 0.5 * _noise3(c * 2.0) + 0.25 * _noise3(c * 4.0);\n return v * (1.0 / 1.75) * 0.5 + 0.5;\n}\n\n// \u2500\u2500\u2500 TEX_GRADIENT (linear) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Used by Stockings preset. Maps the input vector's X to a 0\u20131 gradient.\n\nfn tex_gradient_linear(uv: vec3f) -> f32 {\n return clamp(uv.x, 0.0, 1.0);\n}\n\n// \u2500\u2500\u2500 TEX_VORONOI \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// 3D F1 voronoi. _f1 returns Distance; _color returns per-cell hash color\n// (matches Blender voronoi.cc: outColor = hash_int3_to_float3(cell + targetOffset)).\n\nfn tex_voronoi_f1(p: vec3f, scale: f32) -> f32 {\n let coords = p * scale;\n let i = floor(coords);\n let f = fract(coords);\n var min_dist = 1e10;\n for (var z = -1; z <= 1; z++) {\n for (var y = -1; y <= 1; y++) {\n for (var x = -1; x <= 1; x++) {\n let neighbor = vec3f(f32(x), f32(y), f32(z));\n let point = _hash33(i + neighbor) * 0.5 + 0.5;\n let diff = neighbor + point - f;\n min_dist = min(min_dist, dot(diff, diff));\n }\n }\n }\n return sqrt(min_dist);\n}\n\n// The per-cell jitter hash IS the Color output in Blender \u2014 reuse the same hash\n// tap for jitter + color instead of computing two.\nfn tex_voronoi_color(p: vec3f, scale: f32) -> vec3f {\n let coords = p * scale;\n let i = floor(coords);\n let f = fract(coords);\n var min_dist = 1e10;\n var min_hash = vec3f(0.5);\n for (var z = -1; z <= 1; z++) {\n for (var y = -1; y <= 1; y++) {\n for (var x = -1; x <= 1; x++) {\n let neighbor = vec3f(f32(x), f32(y), f32(z));\n let h = _hash33(i + neighbor) * 0.5 + 0.5;\n let diff = neighbor + h - f;\n let d = dot(diff, diff);\n if (d < min_dist) {\n min_dist = d;\n min_hash = h;\n }\n }\n }\n }\n return min_hash;\n}\n\n// \u2500\u2500\u2500 SEPXYZ node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn separate_xyz(v: vec3f) -> vec3f { return v; }\n\n// \u2500\u2500\u2500 VECT_MATH (cross product) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn vect_math_cross(a: vec3f, b: vec3f) -> vec3f { return cross(a, b); }\n\n// \u2500\u2500\u2500 MAPPING node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Point-type mapping: scale, rotate (euler XYZ), translate.\n\nfn mapping_point(v: vec3f, loc: vec3f, rot: vec3f, scl: vec3f) -> vec3f {\n var p = v * scl;\n // simplified: skip rotation when all angles are zero (common case)\n if (abs(rot.x) + abs(rot.y) + abs(rot.z) > 1e-6) {\n let cx = cos(rot.x); let sx = sin(rot.x);\n let cy = cos(rot.y); let sy = sin(rot.y);\n let cz = cos(rot.z); let sz = sin(rot.z);\n let rx = vec3f(p.x, cx*p.y - sx*p.z, sx*p.y + cx*p.z);\n let ry = vec3f(cy*rx.x + sy*rx.z, rx.y, -sy*rx.x + cy*rx.z);\n p = vec3f(cz*ry.x - sz*ry.y, sz*ry.x + cz*ry.y, ry.z);\n }\n return p + loc;\n}\n\n// \u2500\u2500\u2500 NORMAL_MAP node (tangent-space) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Applies a tangent-space normal map. Requires TBN from vertex stage.\n\nfn normal_map(strength: f32, map_color: vec3f, normal: vec3f, tangent: vec3f, bitangent: vec3f) -> vec3f {\n let ts = map_color * 2.0 - 1.0;\n let perturbed = normalize(tangent * ts.x + bitangent * ts.y + normal * ts.z);\n return normalize(mix(normal, perturbed, strength));\n}\n\n// \u2500\u2500\u2500 EEVEE Principled BSDF primitives \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Ports from Blender 3.6 source/blender/draw/engines/eevee/shaders/\n// bsdf_common_lib.glsl + gpu_shader_material_principled.glsl.\n// Usage pattern (see material shaders): direct spec = bsdf_ggx \u00D7 sun \u00D7 shadow\n// (NL baked in, no F yet); ambient spec = probe_radiance; tint both with\n// reflection_color = F_brdf_multi_scatter(f0, f90, split_sum) AFTER summing.\n\nconst EEVEE_PI: f32 = 3.141592653589793;\n\n// Fused analytic GGX specular (direct lights). Returns BRDF \u00D7 NL.\n// 4\u00B7NL\u00B7NV is cancelled via G1_Smith reciprocal form \u2014 see bsdf_common_lib.glsl:115.\n// Caller passes NL, NV (already computed for diffuse + brdf_lut_sample) so WebKit\n// can reuse them instead of recomputing dot products across the function boundary.\nfn bsdf_ggx(N: vec3f, L: vec3f, V: vec3f, NL_in: f32, NV_in: f32, roughness: f32) -> f32 {\n let a = max(roughness, 1e-4);\n let a2 = a * a;\n let H = normalize(L + V);\n let NH = max(dot(N, H), 1e-8);\n let NL = max(NL_in, 1e-8);\n let NV = max(NV_in, 1e-8);\n // G1_Smith_GGX_opti reciprocal form \u2014 denominator piece only.\n let G1L = NL + sqrt(NL * (NL - NL * a2) + a2);\n let G1V = NV + sqrt(NV * (NV - NV * a2) + a2);\n let G = G1L * G1V;\n // D_ggx_opti = pi * denom\u00B2 \u2014 reciprocal D \u00D7 a\u00B2.\n let tmp = (NH * a2 - NH) * NH + 1.0;\n let D_opti = EEVEE_PI * tmp * tmp;\n return NL * a2 / (D_opti * G);\n}\n\n// Split-sum DFG LUT \u2014 Karis 2013 curve fit stand-in for the 64\u00D764 baked LUT.\n// Returns (lut.x, lut.y) in Blender convention: tint = f0\u00B7lut.x + f90\u00B7lut.y.\nfn brdf_lut_approx(NV: f32, roughness: f32) -> vec2f {\n let c0 = vec4f(-1.0, -0.0275, -0.572, 0.022);\n let c1 = vec4f(1.0, 0.0425, 1.04, -0.04);\n let r = roughness * c0 + c1;\n let a004 = min(r.x * r.x, exp2(-9.28 * NV)) * r.x + r.y;\n return vec2f(-1.04, 1.04) * a004 + r.zw;\n}\n\n// Baked combined BRDF LUT \u2014 exact port of Blender bsdf_lut_frag.glsl packed with\n// ltc_mag_ggx from eevee_lut.c. Single sample returns DFG (.rg) and LTC mag (.ba).\n// Addressed as Blender's common_utiltex_lib.glsl:lut_coords:\n// coords = (roughness, sqrt(1 - NV)), then half-texel bias for filtering.\n// Requires group(0) binding(9) brdfLut + binding(2) diffuseSampler in the host shader.\nfn brdf_lut_sample(NV: f32, roughness: f32) -> vec4f {\n let LUT_SIZE: f32 = 64.0;\n var uv = vec2f(saturate(roughness), sqrt(saturate(1.0 - NV)));\n uv = uv * ((LUT_SIZE - 1.0) / LUT_SIZE) + 0.5 / LUT_SIZE;\n return textureSampleLevel(brdfLut, diffuseSampler, uv, 0.0);\n}\n\nfn F_brdf_single_scatter(f0: vec3f, f90: vec3f, lut: vec2f) -> vec3f {\n return lut.y * f90 + lut.x * f0;\n}\n\n// Fdez-Ag\u00FCera 2019 multi-scatter compensation (EEVEE do_multiscatter=1).\nfn F_brdf_multi_scatter(f0: vec3f, f90: vec3f, lut: vec2f) -> vec3f {\n let FssEss = lut.y * f90 + lut.x * f0;\n let Ess = lut.x + lut.y;\n let Ems = 1.0 - Ess;\n let Favg = f0 + (1.0 - f0) / 21.0;\n let Fms = FssEss * Favg / (1.0 - (1.0 - Ess) * Favg);\n return FssEss + Fms * Ems;\n}\n\n// EEVEE direct-specular energy compensation factor \u2014 closure_eval_glossy_lib.glsl:79-81:\n// ltc_brdf_scale = (ltc.x + ltc.y) / (split_sum.x + split_sum.y)\n// Blender evaluates direct lights via LTC (Heitz 2016) but indirect via split-sum;\n// direct radiance is rescaled so total-energy matches the split-sum LUT.\n// Takes a pre-sampled vec4f from brdf_lut_sample() to share the fetch with\n// F_brdf_multi_scatter on the same fragment.\nfn ltc_brdf_scale_from_lut(lut: vec4f) -> f32 {\n return (lut.z + lut.w) / max(lut.x + lut.y, 1e-6);\n}\n\n// Luminance-normalized hue extraction \u2014 Blender tint_from_color (isolates hue+sat).\nfn tint_from_color(color: vec3f) -> vec3f {\n let lum = dot(color, vec3f(0.3, 0.6, 0.1));\n return select(vec3f(1.0), color / lum, lum > 0.0);\n}\n\n// \u2500\u2500\u2500 Principled sheen (gpu_shader_material_principled.glsl:8-14) \u2500\u2500\u2500\u2500\n// Empirical NV-only curve that approximates grazing retroreflection on cloth/velvet.\n// Scales the sheen layer's diffuse contribution; no sheen call site has sheen=0\n// shortcut because the multiplier is tiny at normal view angles anyway.\nfn principled_sheen(NV: f32) -> f32 {\n let f = 1.0 - NV;\n return f * f * f * 0.077 + f * 0.01 + 0.00026;\n}\n\n// \u2500\u2500\u2500 Principled BSDF eval \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Shared EEVEE Principled path used by every material in the engine \u2014 metallic,\n// dielectric, and sheen variants all fold into these ~15 lines via the struct\n// fields. NPR materials still compute a separate toon/rim/warm stack on top and\n// mix(npr_stack, eval_principled(...), fac); see body.ts / face.ts / etc.\n//\n// Field conventions:\n// base \u2014 diffuse albedo. Mixed into f0 only when metallic > 0.\n// metallic \u2014 0 = dielectric (f0 from specular), 1 = pure metal (f0 = base).\n// specular \u2014 Principled Specular input (0.5 default \u2192 f0 = 0.04). sqrt for f90.\n// roughness \u2014 GGX roughness; drives BRDF LUT coord + bsdf_ggx.\n// spec_clamp \u2014 EEVEE Light Clamp equivalent. Caps firefly spec from noise-bumped\n// NDF aliasing (Blender hides this via TAA which we don't have).\n// Pass 1e30 (effectively disabled) for materials that don't bump.\n// sheen \u2014 0 disables. Scales the sheen diffuse add; cloth/stockings use ~0.7.\n// sheen_tint \u2014 0 = white sheen, 1 = fully tinted by base. Multiplied by sheen,\n// so value is don't-care when sheen=0.\nstruct PrincipledIn {\n base: vec3f,\n metallic: f32,\n specular: f32,\n roughness: f32,\n spec_clamp: f32,\n sheen: f32,\n sheen_tint: f32,\n};\n\nfn eval_principled(\n p: PrincipledIn,\n N: vec3f, L: vec3f, V: vec3f,\n sun_rgb: vec3f, amb_rgb: vec3f, shadow: f32\n) -> vec3f {\n let NL = max(dot(N, L), 0.0);\n let NV = max(dot(N, V), 1e-4);\n\n // f0/f90 per gpu_shader_material_principled.glsl. specular_tint=0 is assumed\n // (all presets in this engine use the default white dielectric tint).\n let dielectric_f0 = vec3f(0.08 * p.specular);\n let f0 = mix(dielectric_f0, p.base, p.metallic);\n let f90 = mix(f0, vec3f(1.0), sqrt(p.specular));\n\n // Single LUT tap feeds both F_brdf_multi_scatter (split-sum DFG) and\n // ltc_brdf_scale_from_lut (LTC mag in .ba). See nodes.ts brdf_lut_sample.\n let lut = brdf_lut_sample(NV, p.roughness);\n let reflection_color = F_brdf_multi_scatter(f0, f90, lut.xy);\n\n // Direct glossy \u2014 bsdf_ggx already includes NL; no F applied here (tinted after\n // accum with reflection_color). ltc_brdf_scale rescales direct to match the\n // split-sum indirect path, matching EEVEE closure_eval_glossy_lib behavior.\n let spec_direct_raw = bsdf_ggx(N, L, V, NL, NV, p.roughness)\n * sun_rgb * shadow * ltc_brdf_scale_from_lut(lut);\n let spec_direct = min(spec_direct_raw, vec3f(p.spec_clamp));\n let spec_indirect = amb_rgb;\n let spec_radiance = (spec_direct + spec_indirect) * reflection_color;\n\n // Sheen add \u2014 when p.sheen=0 the whole term collapses, leaving diffuse_color=base.\n let base_tint = tint_from_color(p.base);\n let sheen_color = mix(vec3f(1.0), base_tint, p.sheen_tint);\n let diffuse_color = p.base + p.sheen * sheen_color * principled_sheen(NV);\n\n // diffuse_weight = (1-metallic). Indirect diffuse uses amb (L_w) with no \u03C0 factor\n // (probe_evaluate_world_diff returns SH-projected radiance, not cosine-convolved).\n let diffuse_weight = 1.0 - p.metallic;\n let diffuse_radiance = diffuse_color * (sun_rgb * NL * shadow / EEVEE_PI + amb_rgb) * diffuse_weight;\n\n return diffuse_radiance + spec_radiance;\n}\n\n\n\n\nstruct CameraUniforms {\n view: mat4x4f,\n projection: mat4x4f,\n viewPos: vec3f,\n _padding: f32,\n};\n\nstruct Light {\n direction: vec4f,\n color: vec4f,\n};\n\nstruct LightUniforms {\n ambientColor: vec4f,\n lights: array<Light, 4>,\n};\n\n// Per-material uniforms. Every material binds this layout even if it ignores fields;\n// the engine keeps one bind group layout across all material pipelines.\nstruct MaterialUniforms {\n diffuseColor: vec3f, // tint; reserved (currently unused by all material fs)\n alpha: f32, // 0 \u2192 discard; <1 \u2192 transparent draw call\n};\n\nstruct VertexOutput {\n @builtin(position) position: vec4f,\n @location(0) normal: vec3f,\n @location(1) uv: vec2f,\n @location(2) worldPos: vec3f,\n};\n\nstruct LightVP { viewProj: mat4x4f, };\n\n@group(0) @binding(0) var<uniform> camera: CameraUniforms;\n@group(0) @binding(1) var<uniform> light: LightUniforms;\n@group(0) @binding(2) var diffuseSampler: sampler;\n@group(0) @binding(3) var shadowMap: texture_depth_2d;\n@group(0) @binding(4) var shadowSampler: sampler_comparison;\n@group(0) @binding(5) var<uniform> lightVP: LightVP;\n// binding(9) brdfLut is declared inside NODES_WGSL (nodes.ts).\n@group(1) @binding(0) var<storage, read> skinMats: array<mat4x4f>;\n@group(2) @binding(0) var diffuseTexture: texture_2d<f32>;\n@group(2) @binding(1) var<uniform> material: MaterialUniforms;\n\n\n\nfn sampleShadow(worldPos: vec3f, n: vec3f) -> f32 {\n if (dot(n, -light.lights[0].direction.xyz) <= 0.0) { return 0.0; }\n let biasedPos = worldPos + n * 0.08;\n let lclip = lightVP.viewProj * vec4f(biasedPos, 1.0);\n let ndc = lclip.xyz / max(lclip.w, 1e-6);\n let suv = vec2f(ndc.x * 0.5 + 0.5, 0.5 - ndc.y * 0.5);\n let cmpZ = ndc.z - 0.001;\n let ts = 1.0 / 2048.0;\n let s00 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, -ts), cmpZ);\n let s10 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(0.0, -ts), cmpZ);\n let s20 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, -ts), cmpZ);\n let s01 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, 0.0), cmpZ);\n let s11 = textureSampleCompareLevel(shadowMap, shadowSampler, suv, cmpZ);\n let s21 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, 0.0), cmpZ);\n let s02 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, ts), cmpZ);\n let s12 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(0.0, ts), cmpZ);\n let s22 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, ts), cmpZ);\n return (s00 + s10 + s20 + s01 + s11 + s21 + s02 + s12 + s22) * (1.0 / 9.0);\n}\n\n\n\n@vertex fn vs(\n @location(0) position: vec3f,\n @location(1) normal: vec3f,\n @location(2) uv: vec2f,\n @location(3) joints0: vec4<u32>,\n @location(4) weights0: vec4<f32>\n) -> VertexOutput {\n var output: VertexOutput;\n let pos4 = vec4f(position, 1.0);\n let weightSum = weights0.x + weights0.y + weights0.z + weights0.w;\n let invWeightSum = select(1.0, 1.0 / weightSum, weightSum > 0.0001);\n let nw = select(vec4f(1.0, 0.0, 0.0, 0.0), weights0 * invWeightSum, weightSum > 0.0001);\n var skinnedPos = vec4f(0.0);\n var skinnedNrm = vec3f(0.0);\n for (var i = 0u; i < 4u; i++) {\n let m = skinMats[joints0[i]];\n let w = nw[i];\n skinnedPos += (m * pos4) * w;\n skinnedNrm += (mat3x3f(m[0].xyz, m[1].xyz, m[2].xyz) * normal) * w;\n }\n output.position = camera.projection * camera.view * vec4f(skinnedPos.xyz, 1.0);\n output.normal = skinnedNrm;\n output.uv = uv;\n output.worldPos = skinnedPos.xyz;\n return output;\n}\n\n\n\nstruct FSOut {\n @location(0) color: vec4f,\n @location(1) mask: f32,\n};\n\n\n\nconst FACE_SPECULAR: f32 = 0.5;\nconst FACE_ROUGHNESS: f32 = 0.3;\nconst FACE_MIX_NPR: f32 = 0.5;\nconst FACE_SPEC_CLAMP: f32 = 10.0;\nconst FACE_RIM2_POW: f32 = 0.6300000548362732;\nconst FACE_RIM2_BG: vec3f = vec3f(1.0, 0.4684903025627136, 0.3698573112487793);\nconst FACE_WARM_STR: f32 = 0.30000001192092896;\nconst FACE_BRIGHT_TEX_THRESH: f32 = 0.9300000071525574;\n\n@fragment fn fs(input: VertexOutput) -> FSOut {\n let alpha = material.alpha;\n if (alpha < 0.001) { discard; }\n\n let n = normalize(input.normal);\n let v = normalize(camera.viewPos - input.worldPos);\n let l = -light.lights[0].direction.xyz;\n let sun = light.lights[0].color.xyz * light.lights[0].color.w;\n let amb = light.ambientColor.xyz;\n let shadow = sampleShadow(input.worldPos, n);\n\n let tex_color = textureSample(diffuseTexture, diffuseSampler, input.uv).rgb;\n\n // \u2550\u2550\u2550 NPR STACK \u2550\u2550\u2550\n let ndotl_raw = shader_to_rgb_diffuse(n, l, sun, amb, shadow);\n // ramp_constant_edge_aa: avoids binary fac shimmer on terminator (fwidth + smoothstep).\n let toon = ramp_constant_edge_aa(ndotl_raw, 0.2966, vec4f(0,0,0,1), vec4f(1,1,1,1)).r;\n\n let shadow_tint = hue_sat(0.46000000834465027, 2.0, 0.3499999940395355, 1.0, tex_color);\n let lit_tint = hue_sat(0.46000000834465027, 1.600000023841858, 1.5, 1.0, tex_color);\n let toon_color = mix_blend(toon, shadow_tint, lit_tint);\n let bc = bright_contrast(toon_color, 0.1, 0.2);\n\n let emission3 = bc * 2.5;\n\n let warm_input = clamp(toon * 0.5 + 0.5, 0.0, 1.0);\n let warm_color = ramp_cardinal(warm_input, 0.2409,\n vec4f(0.2426, 0.068, 0.0588, 1.0), 0.4663,\n vec4f(0.6677, 0.5024, 0.5126, 1.0)).rgb;\n let warm_emission = warm_color * FACE_WARM_STR;\n\n let rim1_str = fresnel(2.0, n, v) * layer_weight_facing(0.24, n, v);\n let rim1 = vec3f(0.984157919883728, 0.6110184788703918, 0.5736401677131653) * rim1_str;\n\n let rim2_raw = fresnel(1.45, n, v) * layer_weight_fresnel(0.61, n, v);\n let rim2_fac = math_power(rim2_raw, FACE_RIM2_POW);\n let rim2_mixed = mix(emission3, FACE_RIM2_BG, rim2_fac);\n\n // Blender implicitly converts Color \u2192 Float via BT.601 grayscale when a color output\n // feeds a Math node's Value input. Using tex_color.r instead fires on R-dominant skin\n // and produces firefly speckles on near-white R pixels \u2014 color_to_value matches the\n // Blender socket semantic and only gates genuinely near-white painted features.\n let tex_gate = math_greater_than(color_to_value(tex_color), FACE_BRIGHT_TEX_THRESH);\n let bright_emit = vec3f(tex_gate) * 3.0;\n\n let npr_stack = rim1 + rim2_mixed + bright_emit + warm_emission;\n\n // \u2550\u2550\u2550 PRINCIPLED BSDF with noise bump \u2550\u2550\u2550\n let noise_val = tex_noise_d2(input.worldPos * vec3f(1.0, 1.0, 1.5), 1.0);\n let noise_ramp = ramp_linear(noise_val, 0.0, vec4f(0,0,0,1), 1.0, vec4f(1,1,1,1)).r;\n let bumped_n = bump_lh(0.324644535779953, noise_ramp, n, input.worldPos);\n\n let principled_base = mix_blend(noise_ramp, bc, vec3f(0.6832, 0.1947, 0.1373));\n let p_emission = bc * 0.2;\n\n let principled = eval_principled(\n PrincipledIn(principled_base, 0.0, FACE_SPECULAR, FACE_ROUGHNESS, FACE_SPEC_CLAMP, 0.0, 0.0),\n bumped_n, l, v, sun, amb, shadow\n ) + p_emission;\n\n let final_color = mix(npr_stack, principled, FACE_MIX_NPR);\n\n var out: FSOut;\n out.color = vec4f(final_color, alpha);\n out.mask = 1.0;\n return out;\n}\n\n";
1
+ export declare const FACE_SHADER_WGSL = "\n\n\n\n// Baked 64\u00D764 rgba8unorm combined BRDF LUT \u2014 created once at engine init by dfg_lut.ts.\n// .rg = split-sum DFG (Karis: tint = f0\u00B7x + f90\u00B7y) \u2192 F_brdf_*_scatter\n// .ba = Heitz 2016 LTC magnitude (ltc_mag_ggx) \u2192 ltc_brdf_scale_from_lut\n// Paired with group(0) binding(2) diffuseSampler (linear filter). Sample once per\n// fragment via brdf_lut_sample() \u2014 callers feed .rg and the whole vec4 into the\n// helpers below, halving LUT taps on the default Principled path.\n@group(0) @binding(9) var brdfLut: texture_2d<f32>;\n\n// \u2500\u2500\u2500 RGB \u2194 HSV \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn rgb_to_hsv(rgb: vec3f) -> vec3f {\n let c_max = max(rgb.r, max(rgb.g, rgb.b));\n let c_min = min(rgb.r, min(rgb.g, rgb.b));\n let delta = c_max - c_min;\n\n var h = 0.0;\n if (delta > 1e-6) {\n if (c_max == rgb.r) {\n h = (rgb.g - rgb.b) / delta;\n if (h < 0.0) { h += 6.0; }\n } else if (c_max == rgb.g) {\n h = 2.0 + (rgb.b - rgb.r) / delta;\n } else {\n h = 4.0 + (rgb.r - rgb.g) / delta;\n }\n h /= 6.0;\n }\n let s = select(0.0, delta / c_max, c_max > 1e-6);\n return vec3f(h, s, c_max);\n}\n\nfn hsv_to_rgb(hsv: vec3f) -> vec3f {\n let h = hsv.x;\n let s = hsv.y;\n let v = hsv.z;\n if (s < 1e-6) { return vec3f(v); }\n\n let hh = fract(h) * 6.0;\n let sector = u32(hh);\n let f = hh - f32(sector);\n let p = v * (1.0 - s);\n let q = v * (1.0 - s * f);\n let t = v * (1.0 - s * (1.0 - f));\n\n switch (sector) {\n case 0u: { return vec3f(v, t, p); }\n case 1u: { return vec3f(q, v, p); }\n case 2u: { return vec3f(p, v, t); }\n case 3u: { return vec3f(p, q, v); }\n case 4u: { return vec3f(t, p, v); }\n default: { return vec3f(v, p, q); }\n }\n}\n\n// \u2500\u2500\u2500 HUE_SAT node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn hue_sat(hue: f32, saturation: f32, value: f32, fac: f32, color: vec3f) -> vec3f {\n var hsv = rgb_to_hsv(color);\n hsv.x = fract(hsv.x + hue - 0.5);\n hsv.y = clamp(hsv.y * saturation, 0.0, 1.0);\n hsv.z *= value;\n return mix(color, hsv_to_rgb(hsv), fac);\n}\n\n// hue_sat specialization for hue=0.5 (identity hue shift \u2014 fract(h + 0.5 - 0.5) = h).\n// Branchless equivalent that skips the rgb_to_hsv \u2192 hsv_to_rgb roundtrip: WebKit's\n// Metal backend serializes the 3-way if chain in rgb_to_hsv and the 6-way switch in\n// hsv_to_rgb, where this form compiles to linear SIMD ops + a single select.\nfn hue_sat_id(saturation: f32, value: f32, fac: f32, color: vec3f) -> vec3f {\n let m = max(max(color.r, color.g), color.b);\n let n = min(min(color.r, color.g), color.b);\n // Unclamped (sat*old_s \u2264 1): reproj = mix(vec3f(m), color, saturation).\n // Clamped (saturated to 1): reproj = (color - n) * m / (m - n).\n let range = max(m - n, 1e-6);\n let unclamped = mix(vec3f(m), color, saturation);\n let clamped = (color - vec3f(n)) * m / range;\n let needs_clamp = (m - n) * saturation >= m;\n let reproj = select(unclamped, clamped, needs_clamp);\n return mix(color, reproj * value, fac);\n}\n\n// \u2500\u2500\u2500 BRIGHTCONTRAST node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn bright_contrast(color: vec3f, bright: f32, contrast: f32) -> vec3f {\n let a = 1.0 + contrast;\n let b = bright - contrast * 0.5;\n return max(vec3f(0.0), color * a + vec3f(b));\n}\n\n// \u2500\u2500\u2500 INVERT node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn invert(fac: f32, color: vec3f) -> vec3f {\n return mix(color, vec3f(1.0) - color, fac);\n}\n\nfn invert_f(fac: f32, val: f32) -> f32 {\n return mix(val, 1.0 - val, fac);\n}\n\n// \u2500\u2500\u2500 Color ramp (VALTORGB) \u2014 2-stop variants \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// All 7 presets use exclusively 2-stop ramps.\n\nfn ramp_constant(f: f32, p0: f32, c0: vec4f, p1: f32, c1: vec4f) -> vec4f {\n return select(c0, c1, f >= p1);\n}\n\n// CONSTANT ramp with screen-space edge AA \u2014 kills sparkle where fwidth(f) straddles a hard step (NPR terminator)\nfn ramp_constant_edge_aa(f: f32, edge: f32, c0: vec4f, c1: vec4f) -> vec4f {\n let w = max(fwidth(f) * 1.75, 6e-6);\n let t = smoothstep(edge - w, edge + w, f);\n return mix(c0, c1, t);\n}\n\nfn ramp_linear(f: f32, p0: f32, c0: vec4f, p1: f32, c1: vec4f) -> vec4f {\n let t = saturate((f - p0) / max(p1 - p0, 1e-6));\n return mix(c0, c1, t);\n}\n\nfn ramp_cardinal(f: f32, p0: f32, c0: vec4f, p1: f32, c1: vec4f) -> vec4f {\n // cardinal spline with 2 stops degrades to smoothstep\n let t = saturate((f - p0) / max(p1 - p0, 1e-6));\n let ss = t * t * (3.0 - 2.0 * t);\n return mix(c0, c1, ss);\n}\n\n// \u2500\u2500\u2500 MATH node operations \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn math_add(a: f32, b: f32) -> f32 { return a + b; }\nfn math_multiply(a: f32, b: f32) -> f32 { return a * b; }\nfn math_power(a: f32, b: f32) -> f32 { return pow(max(a, 0.0), b); }\nfn math_greater_than(a: f32, b: f32) -> f32 { return select(0.0, 1.0, a > b); }\n\n// Blender's implicit Color \u2192 Float socket conversion uses BT.601 grayscale\n// (rgb_to_grayscale in blenkernel/intern/node.cc). When a material graph plugs a\n// Color output into a Math node's Value input, this is the scalar it actually sees.\nfn color_to_value(c: vec3f) -> f32 {\n return 0.299 * c.r + 0.587 * c.g + 0.114 * c.b;\n}\n\n// \u2500\u2500\u2500 MIX node (blend_type variants) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn mix_blend(fac: f32, a: vec3f, b: vec3f) -> vec3f {\n return mix(a, b, fac);\n}\n\nfn mix_overlay(fac: f32, a: vec3f, b: vec3f) -> vec3f {\n let lo = 2.0 * a * b;\n let hi = vec3f(1.0) - 2.0 * (vec3f(1.0) - a) * (vec3f(1.0) - b);\n let overlay = select(hi, lo, a < vec3f(0.5));\n return mix(a, overlay, fac);\n}\n\nfn mix_multiply(fac: f32, a: vec3f, b: vec3f) -> vec3f {\n return mix(a, a * b, fac);\n}\n\nfn mix_lighten(fac: f32, a: vec3f, b: vec3f) -> vec3f {\n return mix(a, max(a, b), fac);\n}\n\n// Blender Mix (Color) blend LINEAR_LIGHT: result = mix(A, A + 2*B - 1, Fac)\nfn mix_linear_light(fac: f32, a: vec3f, b: vec3f) -> vec3f {\n return mix(a, a + 2.0 * b - vec3f(1.0), fac);\n}\n\n// Luminance for Shader\u2192RGB scalar gates (linear RGB, Rec.709 weights)\nfn luminance_rec709_linear(c: vec3f) -> f32 {\n return dot(max(c, vec3f(0.0)), vec3f(0.2126, 0.7152, 0.0722));\n}\n\n// \u2500\u2500\u2500 FRESNEL node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Schlick approximation matching Blender's Fresnel node\n\nfn fresnel(ior: f32, n: vec3f, v: vec3f) -> f32 {\n let r = (ior - 1.0) / (ior + 1.0);\n let f0 = r * r;\n let cos_theta = clamp(dot(n, v), 0.0, 1.0);\n let m = 1.0 - cos_theta;\n let m2 = m * m;\n let m5 = m2 * m2 * m;\n return f0 + (1.0 - f0) * m5;\n}\n\n// \u2500\u2500\u2500 LAYER_WEIGHT node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn layer_weight_fresnel(blend: f32, n: vec3f, v: vec3f) -> f32 {\n let eta = max(1.0 - blend, 1e-4);\n let r = (1.0 - eta) / (1.0 + eta);\n let f0 = r * r;\n let cos_theta = clamp(abs(dot(n, v)), 0.0, 1.0);\n let m = 1.0 - cos_theta;\n let m2 = m * m;\n let m5 = m2 * m2 * m;\n return f0 + (1.0 - f0) * m5;\n}\n\nfn layer_weight_facing(blend: f32, n: vec3f, v: vec3f) -> f32 {\n var facing = abs(dot(n, v));\n let b = clamp(blend, 0.0, 0.99999);\n if (b != 0.5) {\n let exponent = select(2.0 * b, 0.5 / (1.0 - b), b >= 0.5);\n facing = pow(facing, exponent);\n }\n return 1.0 - facing;\n}\n\n// \u2500\u2500\u2500 SHADER_TO_RGB (white DiffuseBSDF) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Eevee captures lit diffuse: (albedo/\u03C0)*sun*N\u00B7L*shadow + ambient (linear). Albedo=1.\n// Matches default.ts direct term scale so VALTORGB thresholds from Blender JSON stay valid.\n\nfn shader_to_rgb_diffuse(n: vec3f, l: vec3f, sun_rgb: vec3f, ambient_rgb: vec3f, shadow: f32) -> f32 {\n const PI_S: f32 = 3.141592653589793;\n let ndotl = max(dot(n, l), 0.0);\n let rgb = sun_rgb * (ndotl * shadow / PI_S) + ambient_rgb;\n return luminance_rec709_linear(rgb);\n}\n\n// \u2500\u2500\u2500 BUMP node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Screen-space bump from a scalar height field. Needs dFdx/dFdy which\n// WGSL provides as dpdx/dpdy.\n\nfn bump(strength: f32, height: f32, normal: vec3f, world_pos: vec3f) -> vec3f {\n let dhdx = dpdx(height);\n let dhdy = dpdy(height);\n let dpdx_pos = dpdx(world_pos);\n let dpdy_pos = dpdy(world_pos);\n let perturbed = normalize(normal) - strength * (dhdx * normalize(cross(dpdy_pos, normal)) + dhdy * normalize(cross(normal, dpdx_pos)));\n return normalize(perturbed);\n}\n\n// LH engine + WebGPU fragment Y: flip dhdy contribution so height peaks read as outward bumps vs Blender reference\nfn bump_lh(strength: f32, height: f32, normal: vec3f, world_pos: vec3f) -> vec3f {\n let dhdx = dpdx(height);\n let dhdy = dpdy(height);\n let dpdx_pos = dpdx(world_pos);\n let dpdy_pos = dpdy(world_pos);\n let perturbed = normalize(normal) - strength * (dhdx * normalize(cross(dpdy_pos, normal)) - dhdy * normalize(cross(normal, dpdx_pos)));\n return normalize(perturbed);\n}\n\n// \u2500\u2500\u2500 NOISE texture (Perlin-style) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Simplified gradient noise matching Blender's default noise output.\n\n// PCG-style integer hash. Replaces the classic 'fract(sin(q) * LARGE)' trick because\n// WebKit's Metal backend compiles 'sin' to a full transcendental op (slow), while\n// Safari's Apple-GPU scalar ALU handles int muls/xors near free. Inputs arrive as\n// integer-valued floats (floor(p) + unit offsets) from _noise3, so vec3i cast is exact.\nfn _hash33(p: vec3f) -> vec3f {\n var h = vec3u(vec3i(p) + vec3i(32768));\n h = h * vec3u(1664525u, 1013904223u, 2654435761u);\n h = (h.yzx ^ h) * vec3u(2246822519u, 3266489917u, 668265263u);\n h = h ^ (h >> vec3u(16u));\n // Mask to 24 bits \u2014 above that f32 loses precision on the u32\u2192f32 convert.\n let hm = h & vec3u(16777215u);\n return vec3f(hm) * (2.0 / 16777216.0) - 1.0;\n}\n\nfn _noise3(p: vec3f) -> f32 {\n let i = floor(p);\n let f = fract(p);\n let u = f * f * (3.0 - 2.0 * f);\n\n return mix(\n mix(\n mix(dot(_hash33(i + vec3f(0,0,0)), f - vec3f(0,0,0)),\n dot(_hash33(i + vec3f(1,0,0)), f - vec3f(1,0,0)), u.x),\n mix(dot(_hash33(i + vec3f(0,1,0)), f - vec3f(0,1,0)),\n dot(_hash33(i + vec3f(1,1,0)), f - vec3f(1,1,0)), u.x), u.y),\n mix(\n mix(dot(_hash33(i + vec3f(0,0,1)), f - vec3f(0,0,1)),\n dot(_hash33(i + vec3f(1,0,1)), f - vec3f(1,0,1)), u.x),\n mix(dot(_hash33(i + vec3f(0,1,1)), f - vec3f(0,1,1)),\n dot(_hash33(i + vec3f(1,1,1)), f - vec3f(1,1,1)), u.x), u.y),\n u.z);\n}\n\nfn tex_noise(p: vec3f, scale: f32, detail: f32, roughness: f32, distortion: f32) -> f32 {\n var q = p;\n if (abs(distortion) > 1e-6) {\n let w = _noise3(p * scale * 1.37 + vec3f(2.31, 5.17, 8.09));\n q = p + (w * 2.0 - 1.0) * distortion;\n }\n let coords = q * scale;\n var value = 0.0;\n var amplitude = 1.0;\n var frequency = 1.0;\n var total_amp = 0.0;\n let octaves = i32(clamp(detail, 0.0, 15.0)) + 1;\n for (var i = 0; i < octaves; i++) {\n value += amplitude * _noise3(coords * frequency);\n total_amp += amplitude;\n amplitude *= roughness;\n frequency *= 2.0;\n }\n return value / max(total_amp, 1e-6) * 0.5 + 0.5;\n}\n\n// tex_noise specialization: detail=2.0 (3 octaves), roughness=0.5, distortion=0.\n// WebKit can't unroll tex_noise's for-loop because 'octaves' is a runtime value;\n// this variant is fully unrolled with constants folded (total_amp = 1.75).\nfn tex_noise_d2(p: vec3f, scale: f32) -> f32 {\n let c = p * scale;\n let v = _noise3(c) + 0.5 * _noise3(c * 2.0) + 0.25 * _noise3(c * 4.0);\n return v * (1.0 / 1.75) * 0.5 + 0.5;\n}\n\n// \u2500\u2500\u2500 TEX_GRADIENT (linear) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Used by Stockings preset. Maps the input vector's X to a 0\u20131 gradient.\n\nfn tex_gradient_linear(uv: vec3f) -> f32 {\n return clamp(uv.x, 0.0, 1.0);\n}\n\n// \u2500\u2500\u2500 TEX_VORONOI \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// 3D F1 voronoi. _f1 returns Distance; _color returns per-cell hash color\n// (matches Blender voronoi.cc: outColor = hash_int3_to_float3(cell + targetOffset)).\n\nfn tex_voronoi_f1(p: vec3f, scale: f32) -> f32 {\n let coords = p * scale;\n let i = floor(coords);\n let f = fract(coords);\n var min_dist = 1e10;\n for (var z = -1; z <= 1; z++) {\n for (var y = -1; y <= 1; y++) {\n for (var x = -1; x <= 1; x++) {\n let neighbor = vec3f(f32(x), f32(y), f32(z));\n let point = _hash33(i + neighbor) * 0.5 + 0.5;\n let diff = neighbor + point - f;\n min_dist = min(min_dist, dot(diff, diff));\n }\n }\n }\n return sqrt(min_dist);\n}\n\n// The per-cell jitter hash IS the Color output in Blender \u2014 reuse the same hash\n// tap for jitter + color instead of computing two.\nfn tex_voronoi_color(p: vec3f, scale: f32) -> vec3f {\n let coords = p * scale;\n let i = floor(coords);\n let f = fract(coords);\n var min_dist = 1e10;\n var min_hash = vec3f(0.5);\n for (var z = -1; z <= 1; z++) {\n for (var y = -1; y <= 1; y++) {\n for (var x = -1; x <= 1; x++) {\n let neighbor = vec3f(f32(x), f32(y), f32(z));\n let h = _hash33(i + neighbor) * 0.5 + 0.5;\n let diff = neighbor + h - f;\n let d = dot(diff, diff);\n if (d < min_dist) {\n min_dist = d;\n min_hash = h;\n }\n }\n }\n }\n return min_hash;\n}\n\n// \u2500\u2500\u2500 SEPXYZ node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn separate_xyz(v: vec3f) -> vec3f { return v; }\n\n// \u2500\u2500\u2500 VECT_MATH (cross product) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn vect_math_cross(a: vec3f, b: vec3f) -> vec3f { return cross(a, b); }\n\n// \u2500\u2500\u2500 MAPPING node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Point-type mapping: scale, rotate (euler XYZ), translate.\n\nfn mapping_point(v: vec3f, loc: vec3f, rot: vec3f, scl: vec3f) -> vec3f {\n var p = v * scl;\n // simplified: skip rotation when all angles are zero (common case)\n if (abs(rot.x) + abs(rot.y) + abs(rot.z) > 1e-6) {\n let cx = cos(rot.x); let sx = sin(rot.x);\n let cy = cos(rot.y); let sy = sin(rot.y);\n let cz = cos(rot.z); let sz = sin(rot.z);\n let rx = vec3f(p.x, cx*p.y - sx*p.z, sx*p.y + cx*p.z);\n let ry = vec3f(cy*rx.x + sy*rx.z, rx.y, -sy*rx.x + cy*rx.z);\n p = vec3f(cz*ry.x - sz*ry.y, sz*ry.x + cz*ry.y, ry.z);\n }\n return p + loc;\n}\n\n// \u2500\u2500\u2500 NORMAL_MAP node (tangent-space) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Applies a tangent-space normal map. Requires TBN from vertex stage.\n\nfn normal_map(strength: f32, map_color: vec3f, normal: vec3f, tangent: vec3f, bitangent: vec3f) -> vec3f {\n let ts = map_color * 2.0 - 1.0;\n let perturbed = normalize(tangent * ts.x + bitangent * ts.y + normal * ts.z);\n return normalize(mix(normal, perturbed, strength));\n}\n\n// \u2500\u2500\u2500 EEVEE Principled BSDF primitives \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Ports from Blender 3.6 source/blender/draw/engines/eevee/shaders/\n// bsdf_common_lib.glsl + gpu_shader_material_principled.glsl.\n// Usage pattern (see material shaders): direct spec = bsdf_ggx \u00D7 sun \u00D7 shadow\n// (NL baked in, no F yet); ambient spec = probe_radiance; tint both with\n// reflection_color = F_brdf_multi_scatter(f0, f90, split_sum) AFTER summing.\n\nconst EEVEE_PI: f32 = 3.141592653589793;\n\n// Fused analytic GGX specular (direct lights). Returns BRDF \u00D7 NL.\n// 4\u00B7NL\u00B7NV is cancelled via G1_Smith reciprocal form \u2014 see bsdf_common_lib.glsl:115.\n// Caller passes NL, NV (already computed for diffuse + brdf_lut_sample) so WebKit\n// can reuse them instead of recomputing dot products across the function boundary.\nfn bsdf_ggx(N: vec3f, L: vec3f, V: vec3f, NL_in: f32, NV_in: f32, roughness: f32) -> f32 {\n let a = max(roughness, 1e-4);\n let a2 = a * a;\n let H = normalize(L + V);\n let NH = max(dot(N, H), 1e-8);\n let NL = max(NL_in, 1e-8);\n let NV = max(NV_in, 1e-8);\n // G1_Smith_GGX_opti reciprocal form \u2014 denominator piece only.\n let G1L = NL + sqrt(NL * (NL - NL * a2) + a2);\n let G1V = NV + sqrt(NV * (NV - NV * a2) + a2);\n let G = G1L * G1V;\n // D_ggx_opti = pi * denom\u00B2 \u2014 reciprocal D \u00D7 a\u00B2.\n let tmp = (NH * a2 - NH) * NH + 1.0;\n let D_opti = EEVEE_PI * tmp * tmp;\n return NL * a2 / (D_opti * G);\n}\n\n// Split-sum DFG LUT \u2014 Karis 2013 curve fit stand-in for the 64\u00D764 baked LUT.\n// Returns (lut.x, lut.y) in Blender convention: tint = f0\u00B7lut.x + f90\u00B7lut.y.\nfn brdf_lut_approx(NV: f32, roughness: f32) -> vec2f {\n let c0 = vec4f(-1.0, -0.0275, -0.572, 0.022);\n let c1 = vec4f(1.0, 0.0425, 1.04, -0.04);\n let r = roughness * c0 + c1;\n let a004 = min(r.x * r.x, exp2(-9.28 * NV)) * r.x + r.y;\n return vec2f(-1.04, 1.04) * a004 + r.zw;\n}\n\n// Baked combined BRDF LUT \u2014 exact port of Blender bsdf_lut_frag.glsl packed with\n// ltc_mag_ggx from eevee_lut.c. Single sample returns DFG (.rg) and LTC mag (.ba).\n// Addressed as Blender's common_utiltex_lib.glsl:lut_coords:\n// coords = (roughness, sqrt(1 - NV)), then half-texel bias for filtering.\n// Requires group(0) binding(9) brdfLut + binding(2) diffuseSampler in the host shader.\nfn brdf_lut_sample(NV: f32, roughness: f32) -> vec4f {\n let LUT_SIZE: f32 = 64.0;\n var uv = vec2f(saturate(roughness), sqrt(saturate(1.0 - NV)));\n uv = uv * ((LUT_SIZE - 1.0) / LUT_SIZE) + 0.5 / LUT_SIZE;\n return textureSampleLevel(brdfLut, diffuseSampler, uv, 0.0);\n}\n\nfn F_brdf_single_scatter(f0: vec3f, f90: vec3f, lut: vec2f) -> vec3f {\n return lut.y * f90 + lut.x * f0;\n}\n\n// Fdez-Ag\u00FCera 2019 multi-scatter compensation (EEVEE do_multiscatter=1).\nfn F_brdf_multi_scatter(f0: vec3f, f90: vec3f, lut: vec2f) -> vec3f {\n let FssEss = lut.y * f90 + lut.x * f0;\n let Ess = lut.x + lut.y;\n let Ems = 1.0 - Ess;\n let Favg = f0 + (1.0 - f0) / 21.0;\n let Fms = FssEss * Favg / (1.0 - (1.0 - Ess) * Favg);\n return FssEss + Fms * Ems;\n}\n\n// EEVEE direct-specular energy compensation factor \u2014 closure_eval_glossy_lib.glsl:79-81:\n// ltc_brdf_scale = (ltc.x + ltc.y) / (split_sum.x + split_sum.y)\n// Blender evaluates direct lights via LTC (Heitz 2016) but indirect via split-sum;\n// direct radiance is rescaled so total-energy matches the split-sum LUT.\n// Takes a pre-sampled vec4f from brdf_lut_sample() to share the fetch with\n// F_brdf_multi_scatter on the same fragment.\nfn ltc_brdf_scale_from_lut(lut: vec4f) -> f32 {\n return (lut.z + lut.w) / max(lut.x + lut.y, 1e-6);\n}\n\n// Luminance-normalized hue extraction \u2014 Blender tint_from_color (isolates hue+sat).\nfn tint_from_color(color: vec3f) -> vec3f {\n let lum = dot(color, vec3f(0.3, 0.6, 0.1));\n return select(vec3f(1.0), color / lum, lum > 0.0);\n}\n\n// \u2500\u2500\u2500 Principled sheen (gpu_shader_material_principled.glsl:8-14) \u2500\u2500\u2500\u2500\n// Empirical NV-only curve that approximates grazing retroreflection on cloth/velvet.\n// Scales the sheen layer's diffuse contribution; no sheen call site has sheen=0\n// shortcut because the multiplier is tiny at normal view angles anyway.\nfn principled_sheen(NV: f32) -> f32 {\n let f = 1.0 - NV;\n return f * f * f * 0.077 + f * 0.01 + 0.00026;\n}\n\n// \u2500\u2500\u2500 Principled BSDF eval \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Shared EEVEE Principled path used by every material in the engine \u2014 metallic,\n// dielectric, and sheen variants all fold into these ~15 lines via the struct\n// fields. NPR materials still compute a separate toon/rim/warm stack on top and\n// mix(npr_stack, eval_principled(...), fac); see body.ts / face.ts / etc.\n//\n// Field conventions:\n// base \u2014 diffuse albedo. Mixed into f0 only when metallic > 0.\n// metallic \u2014 0 = dielectric (f0 from specular), 1 = pure metal (f0 = base).\n// specular \u2014 Principled Specular input (0.5 default \u2192 f0 = 0.04). sqrt for f90.\n// roughness \u2014 GGX roughness; drives BRDF LUT coord + bsdf_ggx.\n// spec_clamp \u2014 EEVEE Light Clamp equivalent. Caps firefly spec from noise-bumped\n// NDF aliasing (Blender hides this via TAA which we don't have).\n// Pass 1e30 (effectively disabled) for materials that don't bump.\n// sheen \u2014 0 disables. Scales the sheen diffuse add; cloth/stockings use ~0.7.\n// sheen_tint \u2014 0 = white sheen, 1 = fully tinted by base. Multiplied by sheen,\n// so value is don't-care when sheen=0.\nstruct PrincipledIn {\n base: vec3f,\n metallic: f32,\n specular: f32,\n roughness: f32,\n spec_clamp: f32,\n sheen: f32,\n sheen_tint: f32,\n};\n\nfn eval_principled(\n p: PrincipledIn,\n N: vec3f, L: vec3f, V: vec3f,\n sun_rgb: vec3f, amb_rgb: vec3f, shadow: f32\n) -> vec3f {\n let NL = max(dot(N, L), 0.0);\n let NV = max(dot(N, V), 1e-4);\n\n // f0/f90 per gpu_shader_material_principled.glsl. specular_tint=0 is assumed\n // (all presets in this engine use the default white dielectric tint).\n let dielectric_f0 = vec3f(0.08 * p.specular);\n let f0 = mix(dielectric_f0, p.base, p.metallic);\n let f90 = mix(f0, vec3f(1.0), sqrt(p.specular));\n\n // Single LUT tap feeds both F_brdf_multi_scatter (split-sum DFG) and\n // ltc_brdf_scale_from_lut (LTC mag in .ba). See nodes.ts brdf_lut_sample.\n let lut = brdf_lut_sample(NV, p.roughness);\n let reflection_color = F_brdf_multi_scatter(f0, f90, lut.xy);\n\n // Direct glossy \u2014 bsdf_ggx already includes NL; no F applied here (tinted after\n // accum with reflection_color). ltc_brdf_scale rescales direct to match the\n // split-sum indirect path, matching EEVEE closure_eval_glossy_lib behavior.\n let spec_direct_raw = bsdf_ggx(N, L, V, NL, NV, p.roughness)\n * sun_rgb * shadow * ltc_brdf_scale_from_lut(lut);\n let spec_direct = min(spec_direct_raw, vec3f(p.spec_clamp));\n let spec_indirect = amb_rgb;\n let spec_radiance = (spec_direct + spec_indirect) * reflection_color;\n\n // Sheen add \u2014 when p.sheen=0 the whole term collapses, leaving diffuse_color=base.\n let base_tint = tint_from_color(p.base);\n let sheen_color = mix(vec3f(1.0), base_tint, p.sheen_tint);\n let diffuse_color = p.base + p.sheen * sheen_color * principled_sheen(NV);\n\n // diffuse_weight = (1-metallic). Indirect diffuse uses amb (L_w) with no \u03C0 factor\n // (probe_evaluate_world_diff returns SH-projected radiance, not cosine-convolved).\n let diffuse_weight = 1.0 - p.metallic;\n let diffuse_radiance = diffuse_color * (sun_rgb * NL * shadow / EEVEE_PI + amb_rgb) * diffuse_weight;\n\n return diffuse_radiance + spec_radiance;\n}\n\n\n\n\nstruct CameraUniforms {\n view: mat4x4f,\n projection: mat4x4f,\n viewPos: vec3f,\n _padding: f32,\n};\n\nstruct Light {\n direction: vec4f,\n color: vec4f,\n};\n\nstruct LightUniforms {\n ambientColor: vec4f,\n lights: array<Light, 4>,\n};\n\n// Per-material uniforms. Every material binds this layout even if it ignores fields;\n// the engine keeps one bind group layout across all material pipelines.\nstruct MaterialUniforms {\n diffuseColor: vec3f, // tint; reserved (currently unused by all material fs)\n alpha: f32, // 0 \u2192 discard; <1 \u2192 transparent draw call\n};\n\nstruct VertexOutput {\n @builtin(position) position: vec4f,\n @location(0) normal: vec3f,\n @location(1) uv: vec2f,\n @location(2) worldPos: vec3f,\n};\n\nstruct LightVP { viewProj: mat4x4f, };\n\n@group(0) @binding(0) var<uniform> camera: CameraUniforms;\n@group(0) @binding(1) var<uniform> light: LightUniforms;\n@group(0) @binding(2) var diffuseSampler: sampler;\n@group(0) @binding(3) var shadowMap: texture_depth_2d;\n@group(0) @binding(4) var shadowSampler: sampler_comparison;\n@group(0) @binding(5) var<uniform> lightVP: LightVP;\n// binding(9) brdfLut is declared inside NODES_WGSL (nodes.ts).\n@group(1) @binding(0) var<storage, read> skinMats: array<mat4x4f>;\n@group(2) @binding(0) var diffuseTexture: texture_2d<f32>;\n@group(2) @binding(1) var<uniform> material: MaterialUniforms;\n\n\n\nfn sampleShadow(worldPos: vec3f, n: vec3f) -> f32 {\n if (dot(n, -light.lights[0].direction.xyz) <= 0.0) { return 0.0; }\n let biasedPos = worldPos + n * 0.08;\n let lclip = lightVP.viewProj * vec4f(biasedPos, 1.0);\n let ndc = lclip.xyz / max(lclip.w, 1e-6);\n let suv = vec2f(ndc.x * 0.5 + 0.5, 0.5 - ndc.y * 0.5);\n let cmpZ = ndc.z - 0.001;\n let ts = 1.0 / 2048.0;\n let s00 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, -ts), cmpZ);\n let s10 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(0.0, -ts), cmpZ);\n let s20 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, -ts), cmpZ);\n let s01 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, 0.0), cmpZ);\n let s11 = textureSampleCompareLevel(shadowMap, shadowSampler, suv, cmpZ);\n let s21 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, 0.0), cmpZ);\n let s02 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, ts), cmpZ);\n let s12 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(0.0, ts), cmpZ);\n let s22 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, ts), cmpZ);\n return (s00 + s10 + s20 + s01 + s11 + s21 + s02 + s12 + s22) * (1.0 / 9.0);\n}\n\n\n\n@vertex fn vs(\n @location(0) position: vec3f,\n @location(1) normal: vec3f,\n @location(2) uv: vec2f,\n @location(3) joints0: vec4<u32>,\n @location(4) weights0: vec4<f32>\n) -> VertexOutput {\n var output: VertexOutput;\n let pos4 = vec4f(position, 1.0);\n let weightSum = weights0.x + weights0.y + weights0.z + weights0.w;\n let invWeightSum = select(1.0, 1.0 / weightSum, weightSum > 0.0001);\n let nw = select(vec4f(1.0, 0.0, 0.0, 0.0), weights0 * invWeightSum, weightSum > 0.0001);\n var skinnedPos = vec4f(0.0);\n var skinnedNrm = vec3f(0.0);\n for (var i = 0u; i < 4u; i++) {\n let m = skinMats[joints0[i]];\n let w = nw[i];\n skinnedPos += (m * pos4) * w;\n skinnedNrm += (mat3x3f(m[0].xyz, m[1].xyz, m[2].xyz) * normal) * w;\n }\n output.position = camera.projection * camera.view * vec4f(skinnedPos.xyz, 1.0);\n output.normal = skinnedNrm;\n output.uv = uv;\n output.worldPos = skinnedPos.xyz;\n return output;\n}\n\n\n\nstruct FSOut {\n @location(0) color: vec4f,\n @location(1) mask: vec4f,\n};\n\n\n\nconst FACE_SPECULAR: f32 = 0.5;\nconst FACE_ROUGHNESS: f32 = 0.3;\nconst FACE_MIX_NPR: f32 = 0.5;\nconst FACE_SPEC_CLAMP: f32 = 10.0;\nconst FACE_RIM2_POW: f32 = 0.6300000548362732;\nconst FACE_RIM2_BG: vec3f = vec3f(1.0, 0.4684903025627136, 0.3698573112487793);\nconst FACE_WARM_STR: f32 = 0.30000001192092896;\nconst FACE_BRIGHT_TEX_THRESH: f32 = 0.9300000071525574;\n\n@fragment fn fs(input: VertexOutput) -> FSOut {\n let alpha = material.alpha;\n if (alpha < 0.001) { discard; }\n\n let n = normalize(input.normal);\n let v = normalize(camera.viewPos - input.worldPos);\n let l = -light.lights[0].direction.xyz;\n let sun = light.lights[0].color.xyz * light.lights[0].color.w;\n let amb = light.ambientColor.xyz;\n let shadow = sampleShadow(input.worldPos, n);\n\n let tex_color = textureSample(diffuseTexture, diffuseSampler, input.uv).rgb;\n\n // \u2550\u2550\u2550 NPR STACK \u2550\u2550\u2550\n let ndotl_raw = shader_to_rgb_diffuse(n, l, sun, amb, shadow);\n // ramp_constant_edge_aa: avoids binary fac shimmer on terminator (fwidth + smoothstep).\n let toon = ramp_constant_edge_aa(ndotl_raw, 0.2966, vec4f(0,0,0,1), vec4f(1,1,1,1)).r;\n\n let shadow_tint = hue_sat(0.46000000834465027, 2.0, 0.3499999940395355, 1.0, tex_color);\n let lit_tint = hue_sat(0.46000000834465027, 1.600000023841858, 1.5, 1.0, tex_color);\n let toon_color = mix_blend(toon, shadow_tint, lit_tint);\n let bc = bright_contrast(toon_color, 0.1, 0.2);\n\n let emission3 = bc * 2.5;\n\n let warm_input = clamp(toon * 0.5 + 0.5, 0.0, 1.0);\n let warm_color = ramp_cardinal(warm_input, 0.2409,\n vec4f(0.2426, 0.068, 0.0588, 1.0), 0.4663,\n vec4f(0.6677, 0.5024, 0.5126, 1.0)).rgb;\n let warm_emission = warm_color * FACE_WARM_STR;\n\n let rim1_str = fresnel(2.0, n, v) * layer_weight_facing(0.24, n, v);\n let rim1 = vec3f(0.984157919883728, 0.6110184788703918, 0.5736401677131653) * rim1_str;\n\n let rim2_raw = fresnel(1.45, n, v) * layer_weight_fresnel(0.61, n, v);\n let rim2_fac = math_power(rim2_raw, FACE_RIM2_POW);\n let rim2_mixed = mix(emission3, FACE_RIM2_BG, rim2_fac);\n\n // Blender implicitly converts Color \u2192 Float via BT.601 grayscale when a color output\n // feeds a Math node's Value input. Using tex_color.r instead fires on R-dominant skin\n // and produces firefly speckles on near-white R pixels \u2014 color_to_value matches the\n // Blender socket semantic and only gates genuinely near-white painted features.\n let tex_gate = math_greater_than(color_to_value(tex_color), FACE_BRIGHT_TEX_THRESH);\n let bright_emit = vec3f(tex_gate) * 3.0;\n\n let npr_stack = rim1 + rim2_mixed + bright_emit + warm_emission;\n\n // \u2550\u2550\u2550 PRINCIPLED BSDF with noise bump \u2550\u2550\u2550\n let noise_val = tex_noise_d2(input.worldPos * vec3f(1.0, 1.0, 1.5), 1.0);\n let noise_ramp = ramp_linear(noise_val, 0.0, vec4f(0,0,0,1), 1.0, vec4f(1,1,1,1)).r;\n let bumped_n = bump_lh(0.324644535779953, noise_ramp, n, input.worldPos);\n\n let principled_base = mix_blend(noise_ramp, bc, vec3f(0.6832, 0.1947, 0.1373));\n let p_emission = bc * 0.2;\n\n let principled = eval_principled(\n PrincipledIn(principled_base, 0.0, FACE_SPECULAR, FACE_ROUGHNESS, FACE_SPEC_CLAMP, 0.0, 0.0),\n bumped_n, l, v, sun, amb, shadow\n ) + p_emission;\n\n let final_color = mix(npr_stack, principled, FACE_MIX_NPR);\n\n var out: FSOut;\n out.color = vec4f(final_color, alpha);\n out.mask = vec4f(1.0, 1.0, 0.0, out.color.a);\n return out;\n}\n\n";
2
2
  //# sourceMappingURL=face.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"face.d.ts","sourceRoot":"","sources":["../../../src/shaders/materials/face.ts"],"names":[],"mappings":"AAMA,eAAO,MAAM,gBAAgB,4ojCAkF5B,CAAA"}
1
+ {"version":3,"file":"face.d.ts","sourceRoot":"","sources":["../../../src/shaders/materials/face.ts"],"names":[],"mappings":"AAMA,eAAO,MAAM,gBAAgB,4qjCAkF5B,CAAA"}
@@ -80,7 +80,7 @@ const FACE_BRIGHT_TEX_THRESH: f32 = 0.9300000071525574;
80
80
 
81
81
  var out: FSOut;
82
82
  out.color = vec4f(final_color, alpha);
83
- out.mask = 1.0;
83
+ out.mask = vec4f(1.0, 1.0, 0.0, out.color.a);
84
84
  return out;
85
85
  }
86
86
 
@@ -1,2 +1,2 @@
1
- export declare const HAIR_SHADER_WGSL = "\n\n\n\n// Baked 64\u00D764 rgba8unorm combined BRDF LUT \u2014 created once at engine init by dfg_lut.ts.\n// .rg = split-sum DFG (Karis: tint = f0\u00B7x + f90\u00B7y) \u2192 F_brdf_*_scatter\n// .ba = Heitz 2016 LTC magnitude (ltc_mag_ggx) \u2192 ltc_brdf_scale_from_lut\n// Paired with group(0) binding(2) diffuseSampler (linear filter). Sample once per\n// fragment via brdf_lut_sample() \u2014 callers feed .rg and the whole vec4 into the\n// helpers below, halving LUT taps on the default Principled path.\n@group(0) @binding(9) var brdfLut: texture_2d<f32>;\n\n// \u2500\u2500\u2500 RGB \u2194 HSV \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn rgb_to_hsv(rgb: vec3f) -> vec3f {\n let c_max = max(rgb.r, max(rgb.g, rgb.b));\n let c_min = min(rgb.r, min(rgb.g, rgb.b));\n let delta = c_max - c_min;\n\n var h = 0.0;\n if (delta > 1e-6) {\n if (c_max == rgb.r) {\n h = (rgb.g - rgb.b) / delta;\n if (h < 0.0) { h += 6.0; }\n } else if (c_max == rgb.g) {\n h = 2.0 + (rgb.b - rgb.r) / delta;\n } else {\n h = 4.0 + (rgb.r - rgb.g) / delta;\n }\n h /= 6.0;\n }\n let s = select(0.0, delta / c_max, c_max > 1e-6);\n return vec3f(h, s, c_max);\n}\n\nfn hsv_to_rgb(hsv: vec3f) -> vec3f {\n let h = hsv.x;\n let s = hsv.y;\n let v = hsv.z;\n if (s < 1e-6) { return vec3f(v); }\n\n let hh = fract(h) * 6.0;\n let sector = u32(hh);\n let f = hh - f32(sector);\n let p = v * (1.0 - s);\n let q = v * (1.0 - s * f);\n let t = v * (1.0 - s * (1.0 - f));\n\n switch (sector) {\n case 0u: { return vec3f(v, t, p); }\n case 1u: { return vec3f(q, v, p); }\n case 2u: { return vec3f(p, v, t); }\n case 3u: { return vec3f(p, q, v); }\n case 4u: { return vec3f(t, p, v); }\n default: { return vec3f(v, p, q); }\n }\n}\n\n// \u2500\u2500\u2500 HUE_SAT node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn hue_sat(hue: f32, saturation: f32, value: f32, fac: f32, color: vec3f) -> vec3f {\n var hsv = rgb_to_hsv(color);\n hsv.x = fract(hsv.x + hue - 0.5);\n hsv.y = clamp(hsv.y * saturation, 0.0, 1.0);\n hsv.z *= value;\n return mix(color, hsv_to_rgb(hsv), fac);\n}\n\n// hue_sat specialization for hue=0.5 (identity hue shift \u2014 fract(h + 0.5 - 0.5) = h).\n// Branchless equivalent that skips the rgb_to_hsv \u2192 hsv_to_rgb roundtrip: WebKit's\n// Metal backend serializes the 3-way if chain in rgb_to_hsv and the 6-way switch in\n// hsv_to_rgb, where this form compiles to linear SIMD ops + a single select.\nfn hue_sat_id(saturation: f32, value: f32, fac: f32, color: vec3f) -> vec3f {\n let m = max(max(color.r, color.g), color.b);\n let n = min(min(color.r, color.g), color.b);\n // Unclamped (sat*old_s \u2264 1): reproj = mix(vec3f(m), color, saturation).\n // Clamped (saturated to 1): reproj = (color - n) * m / (m - n).\n let range = max(m - n, 1e-6);\n let unclamped = mix(vec3f(m), color, saturation);\n let clamped = (color - vec3f(n)) * m / range;\n let needs_clamp = (m - n) * saturation >= m;\n let reproj = select(unclamped, clamped, needs_clamp);\n return mix(color, reproj * value, fac);\n}\n\n// \u2500\u2500\u2500 BRIGHTCONTRAST node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn bright_contrast(color: vec3f, bright: f32, contrast: f32) -> vec3f {\n let a = 1.0 + contrast;\n let b = bright - contrast * 0.5;\n return max(vec3f(0.0), color * a + vec3f(b));\n}\n\n// \u2500\u2500\u2500 INVERT node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn invert(fac: f32, color: vec3f) -> vec3f {\n return mix(color, vec3f(1.0) - color, fac);\n}\n\nfn invert_f(fac: f32, val: f32) -> f32 {\n return mix(val, 1.0 - val, fac);\n}\n\n// \u2500\u2500\u2500 Color ramp (VALTORGB) \u2014 2-stop variants \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// All 7 presets use exclusively 2-stop ramps.\n\nfn ramp_constant(f: f32, p0: f32, c0: vec4f, p1: f32, c1: vec4f) -> vec4f {\n return select(c0, c1, f >= p1);\n}\n\n// CONSTANT ramp with screen-space edge AA \u2014 kills sparkle where fwidth(f) straddles a hard step (NPR terminator)\nfn ramp_constant_edge_aa(f: f32, edge: f32, c0: vec4f, c1: vec4f) -> vec4f {\n let w = max(fwidth(f) * 1.75, 6e-6);\n let t = smoothstep(edge - w, edge + w, f);\n return mix(c0, c1, t);\n}\n\nfn ramp_linear(f: f32, p0: f32, c0: vec4f, p1: f32, c1: vec4f) -> vec4f {\n let t = saturate((f - p0) / max(p1 - p0, 1e-6));\n return mix(c0, c1, t);\n}\n\nfn ramp_cardinal(f: f32, p0: f32, c0: vec4f, p1: f32, c1: vec4f) -> vec4f {\n // cardinal spline with 2 stops degrades to smoothstep\n let t = saturate((f - p0) / max(p1 - p0, 1e-6));\n let ss = t * t * (3.0 - 2.0 * t);\n return mix(c0, c1, ss);\n}\n\n// \u2500\u2500\u2500 MATH node operations \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn math_add(a: f32, b: f32) -> f32 { return a + b; }\nfn math_multiply(a: f32, b: f32) -> f32 { return a * b; }\nfn math_power(a: f32, b: f32) -> f32 { return pow(max(a, 0.0), b); }\nfn math_greater_than(a: f32, b: f32) -> f32 { return select(0.0, 1.0, a > b); }\n\n// Blender's implicit Color \u2192 Float socket conversion uses BT.601 grayscale\n// (rgb_to_grayscale in blenkernel/intern/node.cc). When a material graph plugs a\n// Color output into a Math node's Value input, this is the scalar it actually sees.\nfn color_to_value(c: vec3f) -> f32 {\n return 0.299 * c.r + 0.587 * c.g + 0.114 * c.b;\n}\n\n// \u2500\u2500\u2500 MIX node (blend_type variants) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn mix_blend(fac: f32, a: vec3f, b: vec3f) -> vec3f {\n return mix(a, b, fac);\n}\n\nfn mix_overlay(fac: f32, a: vec3f, b: vec3f) -> vec3f {\n let lo = 2.0 * a * b;\n let hi = vec3f(1.0) - 2.0 * (vec3f(1.0) - a) * (vec3f(1.0) - b);\n let overlay = select(hi, lo, a < vec3f(0.5));\n return mix(a, overlay, fac);\n}\n\nfn mix_multiply(fac: f32, a: vec3f, b: vec3f) -> vec3f {\n return mix(a, a * b, fac);\n}\n\nfn mix_lighten(fac: f32, a: vec3f, b: vec3f) -> vec3f {\n return mix(a, max(a, b), fac);\n}\n\n// Blender Mix (Color) blend LINEAR_LIGHT: result = mix(A, A + 2*B - 1, Fac)\nfn mix_linear_light(fac: f32, a: vec3f, b: vec3f) -> vec3f {\n return mix(a, a + 2.0 * b - vec3f(1.0), fac);\n}\n\n// Luminance for Shader\u2192RGB scalar gates (linear RGB, Rec.709 weights)\nfn luminance_rec709_linear(c: vec3f) -> f32 {\n return dot(max(c, vec3f(0.0)), vec3f(0.2126, 0.7152, 0.0722));\n}\n\n// \u2500\u2500\u2500 FRESNEL node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Schlick approximation matching Blender's Fresnel node\n\nfn fresnel(ior: f32, n: vec3f, v: vec3f) -> f32 {\n let r = (ior - 1.0) / (ior + 1.0);\n let f0 = r * r;\n let cos_theta = clamp(dot(n, v), 0.0, 1.0);\n let m = 1.0 - cos_theta;\n let m2 = m * m;\n let m5 = m2 * m2 * m;\n return f0 + (1.0 - f0) * m5;\n}\n\n// \u2500\u2500\u2500 LAYER_WEIGHT node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn layer_weight_fresnel(blend: f32, n: vec3f, v: vec3f) -> f32 {\n let eta = max(1.0 - blend, 1e-4);\n let r = (1.0 - eta) / (1.0 + eta);\n let f0 = r * r;\n let cos_theta = clamp(abs(dot(n, v)), 0.0, 1.0);\n let m = 1.0 - cos_theta;\n let m2 = m * m;\n let m5 = m2 * m2 * m;\n return f0 + (1.0 - f0) * m5;\n}\n\nfn layer_weight_facing(blend: f32, n: vec3f, v: vec3f) -> f32 {\n var facing = abs(dot(n, v));\n let b = clamp(blend, 0.0, 0.99999);\n if (b != 0.5) {\n let exponent = select(2.0 * b, 0.5 / (1.0 - b), b >= 0.5);\n facing = pow(facing, exponent);\n }\n return 1.0 - facing;\n}\n\n// \u2500\u2500\u2500 SHADER_TO_RGB (white DiffuseBSDF) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Eevee captures lit diffuse: (albedo/\u03C0)*sun*N\u00B7L*shadow + ambient (linear). Albedo=1.\n// Matches default.ts direct term scale so VALTORGB thresholds from Blender JSON stay valid.\n\nfn shader_to_rgb_diffuse(n: vec3f, l: vec3f, sun_rgb: vec3f, ambient_rgb: vec3f, shadow: f32) -> f32 {\n const PI_S: f32 = 3.141592653589793;\n let ndotl = max(dot(n, l), 0.0);\n let rgb = sun_rgb * (ndotl * shadow / PI_S) + ambient_rgb;\n return luminance_rec709_linear(rgb);\n}\n\n// \u2500\u2500\u2500 BUMP node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Screen-space bump from a scalar height field. Needs dFdx/dFdy which\n// WGSL provides as dpdx/dpdy.\n\nfn bump(strength: f32, height: f32, normal: vec3f, world_pos: vec3f) -> vec3f {\n let dhdx = dpdx(height);\n let dhdy = dpdy(height);\n let dpdx_pos = dpdx(world_pos);\n let dpdy_pos = dpdy(world_pos);\n let perturbed = normalize(normal) - strength * (dhdx * normalize(cross(dpdy_pos, normal)) + dhdy * normalize(cross(normal, dpdx_pos)));\n return normalize(perturbed);\n}\n\n// LH engine + WebGPU fragment Y: flip dhdy contribution so height peaks read as outward bumps vs Blender reference\nfn bump_lh(strength: f32, height: f32, normal: vec3f, world_pos: vec3f) -> vec3f {\n let dhdx = dpdx(height);\n let dhdy = dpdy(height);\n let dpdx_pos = dpdx(world_pos);\n let dpdy_pos = dpdy(world_pos);\n let perturbed = normalize(normal) - strength * (dhdx * normalize(cross(dpdy_pos, normal)) - dhdy * normalize(cross(normal, dpdx_pos)));\n return normalize(perturbed);\n}\n\n// \u2500\u2500\u2500 NOISE texture (Perlin-style) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Simplified gradient noise matching Blender's default noise output.\n\n// PCG-style integer hash. Replaces the classic 'fract(sin(q) * LARGE)' trick because\n// WebKit's Metal backend compiles 'sin' to a full transcendental op (slow), while\n// Safari's Apple-GPU scalar ALU handles int muls/xors near free. Inputs arrive as\n// integer-valued floats (floor(p) + unit offsets) from _noise3, so vec3i cast is exact.\nfn _hash33(p: vec3f) -> vec3f {\n var h = vec3u(vec3i(p) + vec3i(32768));\n h = h * vec3u(1664525u, 1013904223u, 2654435761u);\n h = (h.yzx ^ h) * vec3u(2246822519u, 3266489917u, 668265263u);\n h = h ^ (h >> vec3u(16u));\n // Mask to 24 bits \u2014 above that f32 loses precision on the u32\u2192f32 convert.\n let hm = h & vec3u(16777215u);\n return vec3f(hm) * (2.0 / 16777216.0) - 1.0;\n}\n\nfn _noise3(p: vec3f) -> f32 {\n let i = floor(p);\n let f = fract(p);\n let u = f * f * (3.0 - 2.0 * f);\n\n return mix(\n mix(\n mix(dot(_hash33(i + vec3f(0,0,0)), f - vec3f(0,0,0)),\n dot(_hash33(i + vec3f(1,0,0)), f - vec3f(1,0,0)), u.x),\n mix(dot(_hash33(i + vec3f(0,1,0)), f - vec3f(0,1,0)),\n dot(_hash33(i + vec3f(1,1,0)), f - vec3f(1,1,0)), u.x), u.y),\n mix(\n mix(dot(_hash33(i + vec3f(0,0,1)), f - vec3f(0,0,1)),\n dot(_hash33(i + vec3f(1,0,1)), f - vec3f(1,0,1)), u.x),\n mix(dot(_hash33(i + vec3f(0,1,1)), f - vec3f(0,1,1)),\n dot(_hash33(i + vec3f(1,1,1)), f - vec3f(1,1,1)), u.x), u.y),\n u.z);\n}\n\nfn tex_noise(p: vec3f, scale: f32, detail: f32, roughness: f32, distortion: f32) -> f32 {\n var q = p;\n if (abs(distortion) > 1e-6) {\n let w = _noise3(p * scale * 1.37 + vec3f(2.31, 5.17, 8.09));\n q = p + (w * 2.0 - 1.0) * distortion;\n }\n let coords = q * scale;\n var value = 0.0;\n var amplitude = 1.0;\n var frequency = 1.0;\n var total_amp = 0.0;\n let octaves = i32(clamp(detail, 0.0, 15.0)) + 1;\n for (var i = 0; i < octaves; i++) {\n value += amplitude * _noise3(coords * frequency);\n total_amp += amplitude;\n amplitude *= roughness;\n frequency *= 2.0;\n }\n return value / max(total_amp, 1e-6) * 0.5 + 0.5;\n}\n\n// tex_noise specialization: detail=2.0 (3 octaves), roughness=0.5, distortion=0.\n// WebKit can't unroll tex_noise's for-loop because 'octaves' is a runtime value;\n// this variant is fully unrolled with constants folded (total_amp = 1.75).\nfn tex_noise_d2(p: vec3f, scale: f32) -> f32 {\n let c = p * scale;\n let v = _noise3(c) + 0.5 * _noise3(c * 2.0) + 0.25 * _noise3(c * 4.0);\n return v * (1.0 / 1.75) * 0.5 + 0.5;\n}\n\n// \u2500\u2500\u2500 TEX_GRADIENT (linear) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Used by Stockings preset. Maps the input vector's X to a 0\u20131 gradient.\n\nfn tex_gradient_linear(uv: vec3f) -> f32 {\n return clamp(uv.x, 0.0, 1.0);\n}\n\n// \u2500\u2500\u2500 TEX_VORONOI \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// 3D F1 voronoi. _f1 returns Distance; _color returns per-cell hash color\n// (matches Blender voronoi.cc: outColor = hash_int3_to_float3(cell + targetOffset)).\n\nfn tex_voronoi_f1(p: vec3f, scale: f32) -> f32 {\n let coords = p * scale;\n let i = floor(coords);\n let f = fract(coords);\n var min_dist = 1e10;\n for (var z = -1; z <= 1; z++) {\n for (var y = -1; y <= 1; y++) {\n for (var x = -1; x <= 1; x++) {\n let neighbor = vec3f(f32(x), f32(y), f32(z));\n let point = _hash33(i + neighbor) * 0.5 + 0.5;\n let diff = neighbor + point - f;\n min_dist = min(min_dist, dot(diff, diff));\n }\n }\n }\n return sqrt(min_dist);\n}\n\n// The per-cell jitter hash IS the Color output in Blender \u2014 reuse the same hash\n// tap for jitter + color instead of computing two.\nfn tex_voronoi_color(p: vec3f, scale: f32) -> vec3f {\n let coords = p * scale;\n let i = floor(coords);\n let f = fract(coords);\n var min_dist = 1e10;\n var min_hash = vec3f(0.5);\n for (var z = -1; z <= 1; z++) {\n for (var y = -1; y <= 1; y++) {\n for (var x = -1; x <= 1; x++) {\n let neighbor = vec3f(f32(x), f32(y), f32(z));\n let h = _hash33(i + neighbor) * 0.5 + 0.5;\n let diff = neighbor + h - f;\n let d = dot(diff, diff);\n if (d < min_dist) {\n min_dist = d;\n min_hash = h;\n }\n }\n }\n }\n return min_hash;\n}\n\n// \u2500\u2500\u2500 SEPXYZ node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn separate_xyz(v: vec3f) -> vec3f { return v; }\n\n// \u2500\u2500\u2500 VECT_MATH (cross product) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn vect_math_cross(a: vec3f, b: vec3f) -> vec3f { return cross(a, b); }\n\n// \u2500\u2500\u2500 MAPPING node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Point-type mapping: scale, rotate (euler XYZ), translate.\n\nfn mapping_point(v: vec3f, loc: vec3f, rot: vec3f, scl: vec3f) -> vec3f {\n var p = v * scl;\n // simplified: skip rotation when all angles are zero (common case)\n if (abs(rot.x) + abs(rot.y) + abs(rot.z) > 1e-6) {\n let cx = cos(rot.x); let sx = sin(rot.x);\n let cy = cos(rot.y); let sy = sin(rot.y);\n let cz = cos(rot.z); let sz = sin(rot.z);\n let rx = vec3f(p.x, cx*p.y - sx*p.z, sx*p.y + cx*p.z);\n let ry = vec3f(cy*rx.x + sy*rx.z, rx.y, -sy*rx.x + cy*rx.z);\n p = vec3f(cz*ry.x - sz*ry.y, sz*ry.x + cz*ry.y, ry.z);\n }\n return p + loc;\n}\n\n// \u2500\u2500\u2500 NORMAL_MAP node (tangent-space) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Applies a tangent-space normal map. Requires TBN from vertex stage.\n\nfn normal_map(strength: f32, map_color: vec3f, normal: vec3f, tangent: vec3f, bitangent: vec3f) -> vec3f {\n let ts = map_color * 2.0 - 1.0;\n let perturbed = normalize(tangent * ts.x + bitangent * ts.y + normal * ts.z);\n return normalize(mix(normal, perturbed, strength));\n}\n\n// \u2500\u2500\u2500 EEVEE Principled BSDF primitives \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Ports from Blender 3.6 source/blender/draw/engines/eevee/shaders/\n// bsdf_common_lib.glsl + gpu_shader_material_principled.glsl.\n// Usage pattern (see material shaders): direct spec = bsdf_ggx \u00D7 sun \u00D7 shadow\n// (NL baked in, no F yet); ambient spec = probe_radiance; tint both with\n// reflection_color = F_brdf_multi_scatter(f0, f90, split_sum) AFTER summing.\n\nconst EEVEE_PI: f32 = 3.141592653589793;\n\n// Fused analytic GGX specular (direct lights). Returns BRDF \u00D7 NL.\n// 4\u00B7NL\u00B7NV is cancelled via G1_Smith reciprocal form \u2014 see bsdf_common_lib.glsl:115.\n// Caller passes NL, NV (already computed for diffuse + brdf_lut_sample) so WebKit\n// can reuse them instead of recomputing dot products across the function boundary.\nfn bsdf_ggx(N: vec3f, L: vec3f, V: vec3f, NL_in: f32, NV_in: f32, roughness: f32) -> f32 {\n let a = max(roughness, 1e-4);\n let a2 = a * a;\n let H = normalize(L + V);\n let NH = max(dot(N, H), 1e-8);\n let NL = max(NL_in, 1e-8);\n let NV = max(NV_in, 1e-8);\n // G1_Smith_GGX_opti reciprocal form \u2014 denominator piece only.\n let G1L = NL + sqrt(NL * (NL - NL * a2) + a2);\n let G1V = NV + sqrt(NV * (NV - NV * a2) + a2);\n let G = G1L * G1V;\n // D_ggx_opti = pi * denom\u00B2 \u2014 reciprocal D \u00D7 a\u00B2.\n let tmp = (NH * a2 - NH) * NH + 1.0;\n let D_opti = EEVEE_PI * tmp * tmp;\n return NL * a2 / (D_opti * G);\n}\n\n// Split-sum DFG LUT \u2014 Karis 2013 curve fit stand-in for the 64\u00D764 baked LUT.\n// Returns (lut.x, lut.y) in Blender convention: tint = f0\u00B7lut.x + f90\u00B7lut.y.\nfn brdf_lut_approx(NV: f32, roughness: f32) -> vec2f {\n let c0 = vec4f(-1.0, -0.0275, -0.572, 0.022);\n let c1 = vec4f(1.0, 0.0425, 1.04, -0.04);\n let r = roughness * c0 + c1;\n let a004 = min(r.x * r.x, exp2(-9.28 * NV)) * r.x + r.y;\n return vec2f(-1.04, 1.04) * a004 + r.zw;\n}\n\n// Baked combined BRDF LUT \u2014 exact port of Blender bsdf_lut_frag.glsl packed with\n// ltc_mag_ggx from eevee_lut.c. Single sample returns DFG (.rg) and LTC mag (.ba).\n// Addressed as Blender's common_utiltex_lib.glsl:lut_coords:\n// coords = (roughness, sqrt(1 - NV)), then half-texel bias for filtering.\n// Requires group(0) binding(9) brdfLut + binding(2) diffuseSampler in the host shader.\nfn brdf_lut_sample(NV: f32, roughness: f32) -> vec4f {\n let LUT_SIZE: f32 = 64.0;\n var uv = vec2f(saturate(roughness), sqrt(saturate(1.0 - NV)));\n uv = uv * ((LUT_SIZE - 1.0) / LUT_SIZE) + 0.5 / LUT_SIZE;\n return textureSampleLevel(brdfLut, diffuseSampler, uv, 0.0);\n}\n\nfn F_brdf_single_scatter(f0: vec3f, f90: vec3f, lut: vec2f) -> vec3f {\n return lut.y * f90 + lut.x * f0;\n}\n\n// Fdez-Ag\u00FCera 2019 multi-scatter compensation (EEVEE do_multiscatter=1).\nfn F_brdf_multi_scatter(f0: vec3f, f90: vec3f, lut: vec2f) -> vec3f {\n let FssEss = lut.y * f90 + lut.x * f0;\n let Ess = lut.x + lut.y;\n let Ems = 1.0 - Ess;\n let Favg = f0 + (1.0 - f0) / 21.0;\n let Fms = FssEss * Favg / (1.0 - (1.0 - Ess) * Favg);\n return FssEss + Fms * Ems;\n}\n\n// EEVEE direct-specular energy compensation factor \u2014 closure_eval_glossy_lib.glsl:79-81:\n// ltc_brdf_scale = (ltc.x + ltc.y) / (split_sum.x + split_sum.y)\n// Blender evaluates direct lights via LTC (Heitz 2016) but indirect via split-sum;\n// direct radiance is rescaled so total-energy matches the split-sum LUT.\n// Takes a pre-sampled vec4f from brdf_lut_sample() to share the fetch with\n// F_brdf_multi_scatter on the same fragment.\nfn ltc_brdf_scale_from_lut(lut: vec4f) -> f32 {\n return (lut.z + lut.w) / max(lut.x + lut.y, 1e-6);\n}\n\n// Luminance-normalized hue extraction \u2014 Blender tint_from_color (isolates hue+sat).\nfn tint_from_color(color: vec3f) -> vec3f {\n let lum = dot(color, vec3f(0.3, 0.6, 0.1));\n return select(vec3f(1.0), color / lum, lum > 0.0);\n}\n\n// \u2500\u2500\u2500 Principled sheen (gpu_shader_material_principled.glsl:8-14) \u2500\u2500\u2500\u2500\n// Empirical NV-only curve that approximates grazing retroreflection on cloth/velvet.\n// Scales the sheen layer's diffuse contribution; no sheen call site has sheen=0\n// shortcut because the multiplier is tiny at normal view angles anyway.\nfn principled_sheen(NV: f32) -> f32 {\n let f = 1.0 - NV;\n return f * f * f * 0.077 + f * 0.01 + 0.00026;\n}\n\n// \u2500\u2500\u2500 Principled BSDF eval \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Shared EEVEE Principled path used by every material in the engine \u2014 metallic,\n// dielectric, and sheen variants all fold into these ~15 lines via the struct\n// fields. NPR materials still compute a separate toon/rim/warm stack on top and\n// mix(npr_stack, eval_principled(...), fac); see body.ts / face.ts / etc.\n//\n// Field conventions:\n// base \u2014 diffuse albedo. Mixed into f0 only when metallic > 0.\n// metallic \u2014 0 = dielectric (f0 from specular), 1 = pure metal (f0 = base).\n// specular \u2014 Principled Specular input (0.5 default \u2192 f0 = 0.04). sqrt for f90.\n// roughness \u2014 GGX roughness; drives BRDF LUT coord + bsdf_ggx.\n// spec_clamp \u2014 EEVEE Light Clamp equivalent. Caps firefly spec from noise-bumped\n// NDF aliasing (Blender hides this via TAA which we don't have).\n// Pass 1e30 (effectively disabled) for materials that don't bump.\n// sheen \u2014 0 disables. Scales the sheen diffuse add; cloth/stockings use ~0.7.\n// sheen_tint \u2014 0 = white sheen, 1 = fully tinted by base. Multiplied by sheen,\n// so value is don't-care when sheen=0.\nstruct PrincipledIn {\n base: vec3f,\n metallic: f32,\n specular: f32,\n roughness: f32,\n spec_clamp: f32,\n sheen: f32,\n sheen_tint: f32,\n};\n\nfn eval_principled(\n p: PrincipledIn,\n N: vec3f, L: vec3f, V: vec3f,\n sun_rgb: vec3f, amb_rgb: vec3f, shadow: f32\n) -> vec3f {\n let NL = max(dot(N, L), 0.0);\n let NV = max(dot(N, V), 1e-4);\n\n // f0/f90 per gpu_shader_material_principled.glsl. specular_tint=0 is assumed\n // (all presets in this engine use the default white dielectric tint).\n let dielectric_f0 = vec3f(0.08 * p.specular);\n let f0 = mix(dielectric_f0, p.base, p.metallic);\n let f90 = mix(f0, vec3f(1.0), sqrt(p.specular));\n\n // Single LUT tap feeds both F_brdf_multi_scatter (split-sum DFG) and\n // ltc_brdf_scale_from_lut (LTC mag in .ba). See nodes.ts brdf_lut_sample.\n let lut = brdf_lut_sample(NV, p.roughness);\n let reflection_color = F_brdf_multi_scatter(f0, f90, lut.xy);\n\n // Direct glossy \u2014 bsdf_ggx already includes NL; no F applied here (tinted after\n // accum with reflection_color). ltc_brdf_scale rescales direct to match the\n // split-sum indirect path, matching EEVEE closure_eval_glossy_lib behavior.\n let spec_direct_raw = bsdf_ggx(N, L, V, NL, NV, p.roughness)\n * sun_rgb * shadow * ltc_brdf_scale_from_lut(lut);\n let spec_direct = min(spec_direct_raw, vec3f(p.spec_clamp));\n let spec_indirect = amb_rgb;\n let spec_radiance = (spec_direct + spec_indirect) * reflection_color;\n\n // Sheen add \u2014 when p.sheen=0 the whole term collapses, leaving diffuse_color=base.\n let base_tint = tint_from_color(p.base);\n let sheen_color = mix(vec3f(1.0), base_tint, p.sheen_tint);\n let diffuse_color = p.base + p.sheen * sheen_color * principled_sheen(NV);\n\n // diffuse_weight = (1-metallic). Indirect diffuse uses amb (L_w) with no \u03C0 factor\n // (probe_evaluate_world_diff returns SH-projected radiance, not cosine-convolved).\n let diffuse_weight = 1.0 - p.metallic;\n let diffuse_radiance = diffuse_color * (sun_rgb * NL * shadow / EEVEE_PI + amb_rgb) * diffuse_weight;\n\n return diffuse_radiance + spec_radiance;\n}\n\n\n\n\nstruct CameraUniforms {\n view: mat4x4f,\n projection: mat4x4f,\n viewPos: vec3f,\n _padding: f32,\n};\n\nstruct Light {\n direction: vec4f,\n color: vec4f,\n};\n\nstruct LightUniforms {\n ambientColor: vec4f,\n lights: array<Light, 4>,\n};\n\n// Per-material uniforms. Every material binds this layout even if it ignores fields;\n// the engine keeps one bind group layout across all material pipelines.\nstruct MaterialUniforms {\n diffuseColor: vec3f, // tint; reserved (currently unused by all material fs)\n alpha: f32, // 0 \u2192 discard; <1 \u2192 transparent draw call\n};\n\nstruct VertexOutput {\n @builtin(position) position: vec4f,\n @location(0) normal: vec3f,\n @location(1) uv: vec2f,\n @location(2) worldPos: vec3f,\n};\n\nstruct LightVP { viewProj: mat4x4f, };\n\n@group(0) @binding(0) var<uniform> camera: CameraUniforms;\n@group(0) @binding(1) var<uniform> light: LightUniforms;\n@group(0) @binding(2) var diffuseSampler: sampler;\n@group(0) @binding(3) var shadowMap: texture_depth_2d;\n@group(0) @binding(4) var shadowSampler: sampler_comparison;\n@group(0) @binding(5) var<uniform> lightVP: LightVP;\n// binding(9) brdfLut is declared inside NODES_WGSL (nodes.ts).\n@group(1) @binding(0) var<storage, read> skinMats: array<mat4x4f>;\n@group(2) @binding(0) var diffuseTexture: texture_2d<f32>;\n@group(2) @binding(1) var<uniform> material: MaterialUniforms;\n\n\n\nfn sampleShadow(worldPos: vec3f, n: vec3f) -> f32 {\n if (dot(n, -light.lights[0].direction.xyz) <= 0.0) { return 0.0; }\n let biasedPos = worldPos + n * 0.08;\n let lclip = lightVP.viewProj * vec4f(biasedPos, 1.0);\n let ndc = lclip.xyz / max(lclip.w, 1e-6);\n let suv = vec2f(ndc.x * 0.5 + 0.5, 0.5 - ndc.y * 0.5);\n let cmpZ = ndc.z - 0.001;\n let ts = 1.0 / 2048.0;\n let s00 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, -ts), cmpZ);\n let s10 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(0.0, -ts), cmpZ);\n let s20 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, -ts), cmpZ);\n let s01 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, 0.0), cmpZ);\n let s11 = textureSampleCompareLevel(shadowMap, shadowSampler, suv, cmpZ);\n let s21 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, 0.0), cmpZ);\n let s02 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, ts), cmpZ);\n let s12 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(0.0, ts), cmpZ);\n let s22 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, ts), cmpZ);\n return (s00 + s10 + s20 + s01 + s11 + s21 + s02 + s12 + s22) * (1.0 / 9.0);\n}\n\n\n\n@vertex fn vs(\n @location(0) position: vec3f,\n @location(1) normal: vec3f,\n @location(2) uv: vec2f,\n @location(3) joints0: vec4<u32>,\n @location(4) weights0: vec4<f32>\n) -> VertexOutput {\n var output: VertexOutput;\n let pos4 = vec4f(position, 1.0);\n let weightSum = weights0.x + weights0.y + weights0.z + weights0.w;\n let invWeightSum = select(1.0, 1.0 / weightSum, weightSum > 0.0001);\n let nw = select(vec4f(1.0, 0.0, 0.0, 0.0), weights0 * invWeightSum, weightSum > 0.0001);\n var skinnedPos = vec4f(0.0);\n var skinnedNrm = vec3f(0.0);\n for (var i = 0u; i < 4u; i++) {\n let m = skinMats[joints0[i]];\n let w = nw[i];\n skinnedPos += (m * pos4) * w;\n skinnedNrm += (mat3x3f(m[0].xyz, m[1].xyz, m[2].xyz) * normal) * w;\n }\n output.position = camera.projection * camera.view * vec4f(skinnedPos.xyz, 1.0);\n output.normal = skinnedNrm;\n output.uv = uv;\n output.worldPos = skinnedPos.xyz;\n return output;\n}\n\n\n\nstruct FSOut {\n @location(0) color: vec4f,\n @location(1) mask: f32,\n};\n\n\n\n// Pipeline-override: the engine compiles two variants \u2014 the normal opaque hair pipeline\n// (IS_OVER_EYES=false) and a second pipeline that re-draws hair fragments stencil-matched\n// against the eye stamp with 50% alpha so eyes read through the hair silhouette. Resolved\n// at pipeline-compile time; the dead branch is dropped by the shader compiler.\noverride IS_OVER_EYES: bool = false;\n\nconst HAIR_SPECULAR: f32 = 1.0;\nconst HAIR_ROUGHNESS: f32 = 0.3;\nconst HAIR_TEX_GATE_THRESH: f32 = 0.15000000596046448;\nconst HAIR_RIM2_POW: f32 = 0.6300000548362732;\nconst HAIR_MIX_BG: vec3f = vec3f(0.1673291176557541);\nconst HAIR_MIX_NPR: f32 = 0.2;\n\n@fragment fn fs(input: VertexOutput) -> FSOut {\n let alpha = material.alpha;\n if (alpha < 0.001) { discard; }\n\n let n = normalize(input.normal);\n let v = normalize(camera.viewPos - input.worldPos);\n let l = -light.lights[0].direction.xyz;\n let sun = light.lights[0].color.xyz * light.lights[0].color.w;\n let amb = light.ambientColor.xyz;\n let shadow = sampleShadow(input.worldPos, n);\n\n let tex_color = textureSample(diffuseTexture, diffuseSampler, input.uv).rgb;\n\n // \u2550\u2550\u2550 NPR STACK \u2550\u2550\u2550\n let hue_sat_shadow = hue_sat_id(1.2, 0.5, 1.0, tex_color);\n let hue_sat_002 = hue_sat(0.48, 1.2, 0.7, 1.0, hue_sat_shadow);\n let hue_sat_001 = hue_sat_id(1.5, 1.0, 1.0, tex_color);\n\n let ndotl_raw = shader_to_rgb_diffuse(n, l, sun, amb, shadow);\n let ramp_008 = ramp_constant(ndotl_raw, 0.0, vec4f(0,0,0,1), 0.2966, vec4f(1,1,1,1)).r;\n\n let mix_004 = mix_blend(ramp_008, hue_sat_002, hue_sat_001);\n let bc = bright_contrast(mix_004, 0.1, 0.2);\n\n let bevel_z = clamp(n.y, 0.0, 1.0);\n let mix_003 = mix_blend(bevel_z, bc, hue_sat_002);\n\n let rim2_raw = fresnel(1.45, n, v) * layer_weight_fresnel(0.61, n, v);\n let rim2_fac = math_power(rim2_raw, HAIR_RIM2_POW);\n let mix_shader_002 = mix(mix_003, HAIR_MIX_BG, rim2_fac);\n\n // GREATER_THAN on a color input uses BT.601 luminance \u2014 same socket-semantic fix as face.ts.\n let tex_gate = math_greater_than(color_to_value(tex_color), HAIR_TEX_GATE_THRESH);\n let gate_emit = vec3f(tex_gate) * 0.1;\n\n let npr_stack = mix_shader_002 + gate_emit;\n\n // \u2550\u2550\u2550 PRINCIPLED BSDF \u2550\u2550\u2550\n // Graph has a noise\u2192normal_map bump (Strength=0.1) on Principled.Normal, but MixShader.001\n // weights Principled at only 0.2 \u2014 the bumped spec \u00D7 that weight is imperceptible, so we\n // drop the subtree and keep plain n (saves a tex_noise + bump_lh per hair fragment).\n let principled = eval_principled(\n PrincipledIn(bc, 0.0, HAIR_SPECULAR, HAIR_ROUGHNESS, 1e30, 0.0, 0.0),\n n, l, v, sun, amb, shadow\n );\n\n let final_color = mix(npr_stack, principled, HAIR_MIX_NPR);\n\n var outAlpha = alpha;\n if (IS_OVER_EYES) { outAlpha = alpha * 0.5; }\n\n var out: FSOut;\n out.color = vec4f(final_color, outAlpha);\n out.mask = 1.0;\n return out;\n}\n\n";
1
+ export declare const HAIR_SHADER_WGSL = "\n\n\n\n// Baked 64\u00D764 rgba8unorm combined BRDF LUT \u2014 created once at engine init by dfg_lut.ts.\n// .rg = split-sum DFG (Karis: tint = f0\u00B7x + f90\u00B7y) \u2192 F_brdf_*_scatter\n// .ba = Heitz 2016 LTC magnitude (ltc_mag_ggx) \u2192 ltc_brdf_scale_from_lut\n// Paired with group(0) binding(2) diffuseSampler (linear filter). Sample once per\n// fragment via brdf_lut_sample() \u2014 callers feed .rg and the whole vec4 into the\n// helpers below, halving LUT taps on the default Principled path.\n@group(0) @binding(9) var brdfLut: texture_2d<f32>;\n\n// \u2500\u2500\u2500 RGB \u2194 HSV \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn rgb_to_hsv(rgb: vec3f) -> vec3f {\n let c_max = max(rgb.r, max(rgb.g, rgb.b));\n let c_min = min(rgb.r, min(rgb.g, rgb.b));\n let delta = c_max - c_min;\n\n var h = 0.0;\n if (delta > 1e-6) {\n if (c_max == rgb.r) {\n h = (rgb.g - rgb.b) / delta;\n if (h < 0.0) { h += 6.0; }\n } else if (c_max == rgb.g) {\n h = 2.0 + (rgb.b - rgb.r) / delta;\n } else {\n h = 4.0 + (rgb.r - rgb.g) / delta;\n }\n h /= 6.0;\n }\n let s = select(0.0, delta / c_max, c_max > 1e-6);\n return vec3f(h, s, c_max);\n}\n\nfn hsv_to_rgb(hsv: vec3f) -> vec3f {\n let h = hsv.x;\n let s = hsv.y;\n let v = hsv.z;\n if (s < 1e-6) { return vec3f(v); }\n\n let hh = fract(h) * 6.0;\n let sector = u32(hh);\n let f = hh - f32(sector);\n let p = v * (1.0 - s);\n let q = v * (1.0 - s * f);\n let t = v * (1.0 - s * (1.0 - f));\n\n switch (sector) {\n case 0u: { return vec3f(v, t, p); }\n case 1u: { return vec3f(q, v, p); }\n case 2u: { return vec3f(p, v, t); }\n case 3u: { return vec3f(p, q, v); }\n case 4u: { return vec3f(t, p, v); }\n default: { return vec3f(v, p, q); }\n }\n}\n\n// \u2500\u2500\u2500 HUE_SAT node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn hue_sat(hue: f32, saturation: f32, value: f32, fac: f32, color: vec3f) -> vec3f {\n var hsv = rgb_to_hsv(color);\n hsv.x = fract(hsv.x + hue - 0.5);\n hsv.y = clamp(hsv.y * saturation, 0.0, 1.0);\n hsv.z *= value;\n return mix(color, hsv_to_rgb(hsv), fac);\n}\n\n// hue_sat specialization for hue=0.5 (identity hue shift \u2014 fract(h + 0.5 - 0.5) = h).\n// Branchless equivalent that skips the rgb_to_hsv \u2192 hsv_to_rgb roundtrip: WebKit's\n// Metal backend serializes the 3-way if chain in rgb_to_hsv and the 6-way switch in\n// hsv_to_rgb, where this form compiles to linear SIMD ops + a single select.\nfn hue_sat_id(saturation: f32, value: f32, fac: f32, color: vec3f) -> vec3f {\n let m = max(max(color.r, color.g), color.b);\n let n = min(min(color.r, color.g), color.b);\n // Unclamped (sat*old_s \u2264 1): reproj = mix(vec3f(m), color, saturation).\n // Clamped (saturated to 1): reproj = (color - n) * m / (m - n).\n let range = max(m - n, 1e-6);\n let unclamped = mix(vec3f(m), color, saturation);\n let clamped = (color - vec3f(n)) * m / range;\n let needs_clamp = (m - n) * saturation >= m;\n let reproj = select(unclamped, clamped, needs_clamp);\n return mix(color, reproj * value, fac);\n}\n\n// \u2500\u2500\u2500 BRIGHTCONTRAST node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn bright_contrast(color: vec3f, bright: f32, contrast: f32) -> vec3f {\n let a = 1.0 + contrast;\n let b = bright - contrast * 0.5;\n return max(vec3f(0.0), color * a + vec3f(b));\n}\n\n// \u2500\u2500\u2500 INVERT node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn invert(fac: f32, color: vec3f) -> vec3f {\n return mix(color, vec3f(1.0) - color, fac);\n}\n\nfn invert_f(fac: f32, val: f32) -> f32 {\n return mix(val, 1.0 - val, fac);\n}\n\n// \u2500\u2500\u2500 Color ramp (VALTORGB) \u2014 2-stop variants \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// All 7 presets use exclusively 2-stop ramps.\n\nfn ramp_constant(f: f32, p0: f32, c0: vec4f, p1: f32, c1: vec4f) -> vec4f {\n return select(c0, c1, f >= p1);\n}\n\n// CONSTANT ramp with screen-space edge AA \u2014 kills sparkle where fwidth(f) straddles a hard step (NPR terminator)\nfn ramp_constant_edge_aa(f: f32, edge: f32, c0: vec4f, c1: vec4f) -> vec4f {\n let w = max(fwidth(f) * 1.75, 6e-6);\n let t = smoothstep(edge - w, edge + w, f);\n return mix(c0, c1, t);\n}\n\nfn ramp_linear(f: f32, p0: f32, c0: vec4f, p1: f32, c1: vec4f) -> vec4f {\n let t = saturate((f - p0) / max(p1 - p0, 1e-6));\n return mix(c0, c1, t);\n}\n\nfn ramp_cardinal(f: f32, p0: f32, c0: vec4f, p1: f32, c1: vec4f) -> vec4f {\n // cardinal spline with 2 stops degrades to smoothstep\n let t = saturate((f - p0) / max(p1 - p0, 1e-6));\n let ss = t * t * (3.0 - 2.0 * t);\n return mix(c0, c1, ss);\n}\n\n// \u2500\u2500\u2500 MATH node operations \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn math_add(a: f32, b: f32) -> f32 { return a + b; }\nfn math_multiply(a: f32, b: f32) -> f32 { return a * b; }\nfn math_power(a: f32, b: f32) -> f32 { return pow(max(a, 0.0), b); }\nfn math_greater_than(a: f32, b: f32) -> f32 { return select(0.0, 1.0, a > b); }\n\n// Blender's implicit Color \u2192 Float socket conversion uses BT.601 grayscale\n// (rgb_to_grayscale in blenkernel/intern/node.cc). When a material graph plugs a\n// Color output into a Math node's Value input, this is the scalar it actually sees.\nfn color_to_value(c: vec3f) -> f32 {\n return 0.299 * c.r + 0.587 * c.g + 0.114 * c.b;\n}\n\n// \u2500\u2500\u2500 MIX node (blend_type variants) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn mix_blend(fac: f32, a: vec3f, b: vec3f) -> vec3f {\n return mix(a, b, fac);\n}\n\nfn mix_overlay(fac: f32, a: vec3f, b: vec3f) -> vec3f {\n let lo = 2.0 * a * b;\n let hi = vec3f(1.0) - 2.0 * (vec3f(1.0) - a) * (vec3f(1.0) - b);\n let overlay = select(hi, lo, a < vec3f(0.5));\n return mix(a, overlay, fac);\n}\n\nfn mix_multiply(fac: f32, a: vec3f, b: vec3f) -> vec3f {\n return mix(a, a * b, fac);\n}\n\nfn mix_lighten(fac: f32, a: vec3f, b: vec3f) -> vec3f {\n return mix(a, max(a, b), fac);\n}\n\n// Blender Mix (Color) blend LINEAR_LIGHT: result = mix(A, A + 2*B - 1, Fac)\nfn mix_linear_light(fac: f32, a: vec3f, b: vec3f) -> vec3f {\n return mix(a, a + 2.0 * b - vec3f(1.0), fac);\n}\n\n// Luminance for Shader\u2192RGB scalar gates (linear RGB, Rec.709 weights)\nfn luminance_rec709_linear(c: vec3f) -> f32 {\n return dot(max(c, vec3f(0.0)), vec3f(0.2126, 0.7152, 0.0722));\n}\n\n// \u2500\u2500\u2500 FRESNEL node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Schlick approximation matching Blender's Fresnel node\n\nfn fresnel(ior: f32, n: vec3f, v: vec3f) -> f32 {\n let r = (ior - 1.0) / (ior + 1.0);\n let f0 = r * r;\n let cos_theta = clamp(dot(n, v), 0.0, 1.0);\n let m = 1.0 - cos_theta;\n let m2 = m * m;\n let m5 = m2 * m2 * m;\n return f0 + (1.0 - f0) * m5;\n}\n\n// \u2500\u2500\u2500 LAYER_WEIGHT node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn layer_weight_fresnel(blend: f32, n: vec3f, v: vec3f) -> f32 {\n let eta = max(1.0 - blend, 1e-4);\n let r = (1.0 - eta) / (1.0 + eta);\n let f0 = r * r;\n let cos_theta = clamp(abs(dot(n, v)), 0.0, 1.0);\n let m = 1.0 - cos_theta;\n let m2 = m * m;\n let m5 = m2 * m2 * m;\n return f0 + (1.0 - f0) * m5;\n}\n\nfn layer_weight_facing(blend: f32, n: vec3f, v: vec3f) -> f32 {\n var facing = abs(dot(n, v));\n let b = clamp(blend, 0.0, 0.99999);\n if (b != 0.5) {\n let exponent = select(2.0 * b, 0.5 / (1.0 - b), b >= 0.5);\n facing = pow(facing, exponent);\n }\n return 1.0 - facing;\n}\n\n// \u2500\u2500\u2500 SHADER_TO_RGB (white DiffuseBSDF) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Eevee captures lit diffuse: (albedo/\u03C0)*sun*N\u00B7L*shadow + ambient (linear). Albedo=1.\n// Matches default.ts direct term scale so VALTORGB thresholds from Blender JSON stay valid.\n\nfn shader_to_rgb_diffuse(n: vec3f, l: vec3f, sun_rgb: vec3f, ambient_rgb: vec3f, shadow: f32) -> f32 {\n const PI_S: f32 = 3.141592653589793;\n let ndotl = max(dot(n, l), 0.0);\n let rgb = sun_rgb * (ndotl * shadow / PI_S) + ambient_rgb;\n return luminance_rec709_linear(rgb);\n}\n\n// \u2500\u2500\u2500 BUMP node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Screen-space bump from a scalar height field. Needs dFdx/dFdy which\n// WGSL provides as dpdx/dpdy.\n\nfn bump(strength: f32, height: f32, normal: vec3f, world_pos: vec3f) -> vec3f {\n let dhdx = dpdx(height);\n let dhdy = dpdy(height);\n let dpdx_pos = dpdx(world_pos);\n let dpdy_pos = dpdy(world_pos);\n let perturbed = normalize(normal) - strength * (dhdx * normalize(cross(dpdy_pos, normal)) + dhdy * normalize(cross(normal, dpdx_pos)));\n return normalize(perturbed);\n}\n\n// LH engine + WebGPU fragment Y: flip dhdy contribution so height peaks read as outward bumps vs Blender reference\nfn bump_lh(strength: f32, height: f32, normal: vec3f, world_pos: vec3f) -> vec3f {\n let dhdx = dpdx(height);\n let dhdy = dpdy(height);\n let dpdx_pos = dpdx(world_pos);\n let dpdy_pos = dpdy(world_pos);\n let perturbed = normalize(normal) - strength * (dhdx * normalize(cross(dpdy_pos, normal)) - dhdy * normalize(cross(normal, dpdx_pos)));\n return normalize(perturbed);\n}\n\n// \u2500\u2500\u2500 NOISE texture (Perlin-style) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Simplified gradient noise matching Blender's default noise output.\n\n// PCG-style integer hash. Replaces the classic 'fract(sin(q) * LARGE)' trick because\n// WebKit's Metal backend compiles 'sin' to a full transcendental op (slow), while\n// Safari's Apple-GPU scalar ALU handles int muls/xors near free. Inputs arrive as\n// integer-valued floats (floor(p) + unit offsets) from _noise3, so vec3i cast is exact.\nfn _hash33(p: vec3f) -> vec3f {\n var h = vec3u(vec3i(p) + vec3i(32768));\n h = h * vec3u(1664525u, 1013904223u, 2654435761u);\n h = (h.yzx ^ h) * vec3u(2246822519u, 3266489917u, 668265263u);\n h = h ^ (h >> vec3u(16u));\n // Mask to 24 bits \u2014 above that f32 loses precision on the u32\u2192f32 convert.\n let hm = h & vec3u(16777215u);\n return vec3f(hm) * (2.0 / 16777216.0) - 1.0;\n}\n\nfn _noise3(p: vec3f) -> f32 {\n let i = floor(p);\n let f = fract(p);\n let u = f * f * (3.0 - 2.0 * f);\n\n return mix(\n mix(\n mix(dot(_hash33(i + vec3f(0,0,0)), f - vec3f(0,0,0)),\n dot(_hash33(i + vec3f(1,0,0)), f - vec3f(1,0,0)), u.x),\n mix(dot(_hash33(i + vec3f(0,1,0)), f - vec3f(0,1,0)),\n dot(_hash33(i + vec3f(1,1,0)), f - vec3f(1,1,0)), u.x), u.y),\n mix(\n mix(dot(_hash33(i + vec3f(0,0,1)), f - vec3f(0,0,1)),\n dot(_hash33(i + vec3f(1,0,1)), f - vec3f(1,0,1)), u.x),\n mix(dot(_hash33(i + vec3f(0,1,1)), f - vec3f(0,1,1)),\n dot(_hash33(i + vec3f(1,1,1)), f - vec3f(1,1,1)), u.x), u.y),\n u.z);\n}\n\nfn tex_noise(p: vec3f, scale: f32, detail: f32, roughness: f32, distortion: f32) -> f32 {\n var q = p;\n if (abs(distortion) > 1e-6) {\n let w = _noise3(p * scale * 1.37 + vec3f(2.31, 5.17, 8.09));\n q = p + (w * 2.0 - 1.0) * distortion;\n }\n let coords = q * scale;\n var value = 0.0;\n var amplitude = 1.0;\n var frequency = 1.0;\n var total_amp = 0.0;\n let octaves = i32(clamp(detail, 0.0, 15.0)) + 1;\n for (var i = 0; i < octaves; i++) {\n value += amplitude * _noise3(coords * frequency);\n total_amp += amplitude;\n amplitude *= roughness;\n frequency *= 2.0;\n }\n return value / max(total_amp, 1e-6) * 0.5 + 0.5;\n}\n\n// tex_noise specialization: detail=2.0 (3 octaves), roughness=0.5, distortion=0.\n// WebKit can't unroll tex_noise's for-loop because 'octaves' is a runtime value;\n// this variant is fully unrolled with constants folded (total_amp = 1.75).\nfn tex_noise_d2(p: vec3f, scale: f32) -> f32 {\n let c = p * scale;\n let v = _noise3(c) + 0.5 * _noise3(c * 2.0) + 0.25 * _noise3(c * 4.0);\n return v * (1.0 / 1.75) * 0.5 + 0.5;\n}\n\n// \u2500\u2500\u2500 TEX_GRADIENT (linear) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Used by Stockings preset. Maps the input vector's X to a 0\u20131 gradient.\n\nfn tex_gradient_linear(uv: vec3f) -> f32 {\n return clamp(uv.x, 0.0, 1.0);\n}\n\n// \u2500\u2500\u2500 TEX_VORONOI \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// 3D F1 voronoi. _f1 returns Distance; _color returns per-cell hash color\n// (matches Blender voronoi.cc: outColor = hash_int3_to_float3(cell + targetOffset)).\n\nfn tex_voronoi_f1(p: vec3f, scale: f32) -> f32 {\n let coords = p * scale;\n let i = floor(coords);\n let f = fract(coords);\n var min_dist = 1e10;\n for (var z = -1; z <= 1; z++) {\n for (var y = -1; y <= 1; y++) {\n for (var x = -1; x <= 1; x++) {\n let neighbor = vec3f(f32(x), f32(y), f32(z));\n let point = _hash33(i + neighbor) * 0.5 + 0.5;\n let diff = neighbor + point - f;\n min_dist = min(min_dist, dot(diff, diff));\n }\n }\n }\n return sqrt(min_dist);\n}\n\n// The per-cell jitter hash IS the Color output in Blender \u2014 reuse the same hash\n// tap for jitter + color instead of computing two.\nfn tex_voronoi_color(p: vec3f, scale: f32) -> vec3f {\n let coords = p * scale;\n let i = floor(coords);\n let f = fract(coords);\n var min_dist = 1e10;\n var min_hash = vec3f(0.5);\n for (var z = -1; z <= 1; z++) {\n for (var y = -1; y <= 1; y++) {\n for (var x = -1; x <= 1; x++) {\n let neighbor = vec3f(f32(x), f32(y), f32(z));\n let h = _hash33(i + neighbor) * 0.5 + 0.5;\n let diff = neighbor + h - f;\n let d = dot(diff, diff);\n if (d < min_dist) {\n min_dist = d;\n min_hash = h;\n }\n }\n }\n }\n return min_hash;\n}\n\n// \u2500\u2500\u2500 SEPXYZ node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn separate_xyz(v: vec3f) -> vec3f { return v; }\n\n// \u2500\u2500\u2500 VECT_MATH (cross product) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn vect_math_cross(a: vec3f, b: vec3f) -> vec3f { return cross(a, b); }\n\n// \u2500\u2500\u2500 MAPPING node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Point-type mapping: scale, rotate (euler XYZ), translate.\n\nfn mapping_point(v: vec3f, loc: vec3f, rot: vec3f, scl: vec3f) -> vec3f {\n var p = v * scl;\n // simplified: skip rotation when all angles are zero (common case)\n if (abs(rot.x) + abs(rot.y) + abs(rot.z) > 1e-6) {\n let cx = cos(rot.x); let sx = sin(rot.x);\n let cy = cos(rot.y); let sy = sin(rot.y);\n let cz = cos(rot.z); let sz = sin(rot.z);\n let rx = vec3f(p.x, cx*p.y - sx*p.z, sx*p.y + cx*p.z);\n let ry = vec3f(cy*rx.x + sy*rx.z, rx.y, -sy*rx.x + cy*rx.z);\n p = vec3f(cz*ry.x - sz*ry.y, sz*ry.x + cz*ry.y, ry.z);\n }\n return p + loc;\n}\n\n// \u2500\u2500\u2500 NORMAL_MAP node (tangent-space) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Applies a tangent-space normal map. Requires TBN from vertex stage.\n\nfn normal_map(strength: f32, map_color: vec3f, normal: vec3f, tangent: vec3f, bitangent: vec3f) -> vec3f {\n let ts = map_color * 2.0 - 1.0;\n let perturbed = normalize(tangent * ts.x + bitangent * ts.y + normal * ts.z);\n return normalize(mix(normal, perturbed, strength));\n}\n\n// \u2500\u2500\u2500 EEVEE Principled BSDF primitives \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Ports from Blender 3.6 source/blender/draw/engines/eevee/shaders/\n// bsdf_common_lib.glsl + gpu_shader_material_principled.glsl.\n// Usage pattern (see material shaders): direct spec = bsdf_ggx \u00D7 sun \u00D7 shadow\n// (NL baked in, no F yet); ambient spec = probe_radiance; tint both with\n// reflection_color = F_brdf_multi_scatter(f0, f90, split_sum) AFTER summing.\n\nconst EEVEE_PI: f32 = 3.141592653589793;\n\n// Fused analytic GGX specular (direct lights). Returns BRDF \u00D7 NL.\n// 4\u00B7NL\u00B7NV is cancelled via G1_Smith reciprocal form \u2014 see bsdf_common_lib.glsl:115.\n// Caller passes NL, NV (already computed for diffuse + brdf_lut_sample) so WebKit\n// can reuse them instead of recomputing dot products across the function boundary.\nfn bsdf_ggx(N: vec3f, L: vec3f, V: vec3f, NL_in: f32, NV_in: f32, roughness: f32) -> f32 {\n let a = max(roughness, 1e-4);\n let a2 = a * a;\n let H = normalize(L + V);\n let NH = max(dot(N, H), 1e-8);\n let NL = max(NL_in, 1e-8);\n let NV = max(NV_in, 1e-8);\n // G1_Smith_GGX_opti reciprocal form \u2014 denominator piece only.\n let G1L = NL + sqrt(NL * (NL - NL * a2) + a2);\n let G1V = NV + sqrt(NV * (NV - NV * a2) + a2);\n let G = G1L * G1V;\n // D_ggx_opti = pi * denom\u00B2 \u2014 reciprocal D \u00D7 a\u00B2.\n let tmp = (NH * a2 - NH) * NH + 1.0;\n let D_opti = EEVEE_PI * tmp * tmp;\n return NL * a2 / (D_opti * G);\n}\n\n// Split-sum DFG LUT \u2014 Karis 2013 curve fit stand-in for the 64\u00D764 baked LUT.\n// Returns (lut.x, lut.y) in Blender convention: tint = f0\u00B7lut.x + f90\u00B7lut.y.\nfn brdf_lut_approx(NV: f32, roughness: f32) -> vec2f {\n let c0 = vec4f(-1.0, -0.0275, -0.572, 0.022);\n let c1 = vec4f(1.0, 0.0425, 1.04, -0.04);\n let r = roughness * c0 + c1;\n let a004 = min(r.x * r.x, exp2(-9.28 * NV)) * r.x + r.y;\n return vec2f(-1.04, 1.04) * a004 + r.zw;\n}\n\n// Baked combined BRDF LUT \u2014 exact port of Blender bsdf_lut_frag.glsl packed with\n// ltc_mag_ggx from eevee_lut.c. Single sample returns DFG (.rg) and LTC mag (.ba).\n// Addressed as Blender's common_utiltex_lib.glsl:lut_coords:\n// coords = (roughness, sqrt(1 - NV)), then half-texel bias for filtering.\n// Requires group(0) binding(9) brdfLut + binding(2) diffuseSampler in the host shader.\nfn brdf_lut_sample(NV: f32, roughness: f32) -> vec4f {\n let LUT_SIZE: f32 = 64.0;\n var uv = vec2f(saturate(roughness), sqrt(saturate(1.0 - NV)));\n uv = uv * ((LUT_SIZE - 1.0) / LUT_SIZE) + 0.5 / LUT_SIZE;\n return textureSampleLevel(brdfLut, diffuseSampler, uv, 0.0);\n}\n\nfn F_brdf_single_scatter(f0: vec3f, f90: vec3f, lut: vec2f) -> vec3f {\n return lut.y * f90 + lut.x * f0;\n}\n\n// Fdez-Ag\u00FCera 2019 multi-scatter compensation (EEVEE do_multiscatter=1).\nfn F_brdf_multi_scatter(f0: vec3f, f90: vec3f, lut: vec2f) -> vec3f {\n let FssEss = lut.y * f90 + lut.x * f0;\n let Ess = lut.x + lut.y;\n let Ems = 1.0 - Ess;\n let Favg = f0 + (1.0 - f0) / 21.0;\n let Fms = FssEss * Favg / (1.0 - (1.0 - Ess) * Favg);\n return FssEss + Fms * Ems;\n}\n\n// EEVEE direct-specular energy compensation factor \u2014 closure_eval_glossy_lib.glsl:79-81:\n// ltc_brdf_scale = (ltc.x + ltc.y) / (split_sum.x + split_sum.y)\n// Blender evaluates direct lights via LTC (Heitz 2016) but indirect via split-sum;\n// direct radiance is rescaled so total-energy matches the split-sum LUT.\n// Takes a pre-sampled vec4f from brdf_lut_sample() to share the fetch with\n// F_brdf_multi_scatter on the same fragment.\nfn ltc_brdf_scale_from_lut(lut: vec4f) -> f32 {\n return (lut.z + lut.w) / max(lut.x + lut.y, 1e-6);\n}\n\n// Luminance-normalized hue extraction \u2014 Blender tint_from_color (isolates hue+sat).\nfn tint_from_color(color: vec3f) -> vec3f {\n let lum = dot(color, vec3f(0.3, 0.6, 0.1));\n return select(vec3f(1.0), color / lum, lum > 0.0);\n}\n\n// \u2500\u2500\u2500 Principled sheen (gpu_shader_material_principled.glsl:8-14) \u2500\u2500\u2500\u2500\n// Empirical NV-only curve that approximates grazing retroreflection on cloth/velvet.\n// Scales the sheen layer's diffuse contribution; no sheen call site has sheen=0\n// shortcut because the multiplier is tiny at normal view angles anyway.\nfn principled_sheen(NV: f32) -> f32 {\n let f = 1.0 - NV;\n return f * f * f * 0.077 + f * 0.01 + 0.00026;\n}\n\n// \u2500\u2500\u2500 Principled BSDF eval \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Shared EEVEE Principled path used by every material in the engine \u2014 metallic,\n// dielectric, and sheen variants all fold into these ~15 lines via the struct\n// fields. NPR materials still compute a separate toon/rim/warm stack on top and\n// mix(npr_stack, eval_principled(...), fac); see body.ts / face.ts / etc.\n//\n// Field conventions:\n// base \u2014 diffuse albedo. Mixed into f0 only when metallic > 0.\n// metallic \u2014 0 = dielectric (f0 from specular), 1 = pure metal (f0 = base).\n// specular \u2014 Principled Specular input (0.5 default \u2192 f0 = 0.04). sqrt for f90.\n// roughness \u2014 GGX roughness; drives BRDF LUT coord + bsdf_ggx.\n// spec_clamp \u2014 EEVEE Light Clamp equivalent. Caps firefly spec from noise-bumped\n// NDF aliasing (Blender hides this via TAA which we don't have).\n// Pass 1e30 (effectively disabled) for materials that don't bump.\n// sheen \u2014 0 disables. Scales the sheen diffuse add; cloth/stockings use ~0.7.\n// sheen_tint \u2014 0 = white sheen, 1 = fully tinted by base. Multiplied by sheen,\n// so value is don't-care when sheen=0.\nstruct PrincipledIn {\n base: vec3f,\n metallic: f32,\n specular: f32,\n roughness: f32,\n spec_clamp: f32,\n sheen: f32,\n sheen_tint: f32,\n};\n\nfn eval_principled(\n p: PrincipledIn,\n N: vec3f, L: vec3f, V: vec3f,\n sun_rgb: vec3f, amb_rgb: vec3f, shadow: f32\n) -> vec3f {\n let NL = max(dot(N, L), 0.0);\n let NV = max(dot(N, V), 1e-4);\n\n // f0/f90 per gpu_shader_material_principled.glsl. specular_tint=0 is assumed\n // (all presets in this engine use the default white dielectric tint).\n let dielectric_f0 = vec3f(0.08 * p.specular);\n let f0 = mix(dielectric_f0, p.base, p.metallic);\n let f90 = mix(f0, vec3f(1.0), sqrt(p.specular));\n\n // Single LUT tap feeds both F_brdf_multi_scatter (split-sum DFG) and\n // ltc_brdf_scale_from_lut (LTC mag in .ba). See nodes.ts brdf_lut_sample.\n let lut = brdf_lut_sample(NV, p.roughness);\n let reflection_color = F_brdf_multi_scatter(f0, f90, lut.xy);\n\n // Direct glossy \u2014 bsdf_ggx already includes NL; no F applied here (tinted after\n // accum with reflection_color). ltc_brdf_scale rescales direct to match the\n // split-sum indirect path, matching EEVEE closure_eval_glossy_lib behavior.\n let spec_direct_raw = bsdf_ggx(N, L, V, NL, NV, p.roughness)\n * sun_rgb * shadow * ltc_brdf_scale_from_lut(lut);\n let spec_direct = min(spec_direct_raw, vec3f(p.spec_clamp));\n let spec_indirect = amb_rgb;\n let spec_radiance = (spec_direct + spec_indirect) * reflection_color;\n\n // Sheen add \u2014 when p.sheen=0 the whole term collapses, leaving diffuse_color=base.\n let base_tint = tint_from_color(p.base);\n let sheen_color = mix(vec3f(1.0), base_tint, p.sheen_tint);\n let diffuse_color = p.base + p.sheen * sheen_color * principled_sheen(NV);\n\n // diffuse_weight = (1-metallic). Indirect diffuse uses amb (L_w) with no \u03C0 factor\n // (probe_evaluate_world_diff returns SH-projected radiance, not cosine-convolved).\n let diffuse_weight = 1.0 - p.metallic;\n let diffuse_radiance = diffuse_color * (sun_rgb * NL * shadow / EEVEE_PI + amb_rgb) * diffuse_weight;\n\n return diffuse_radiance + spec_radiance;\n}\n\n\n\n\nstruct CameraUniforms {\n view: mat4x4f,\n projection: mat4x4f,\n viewPos: vec3f,\n _padding: f32,\n};\n\nstruct Light {\n direction: vec4f,\n color: vec4f,\n};\n\nstruct LightUniforms {\n ambientColor: vec4f,\n lights: array<Light, 4>,\n};\n\n// Per-material uniforms. Every material binds this layout even if it ignores fields;\n// the engine keeps one bind group layout across all material pipelines.\nstruct MaterialUniforms {\n diffuseColor: vec3f, // tint; reserved (currently unused by all material fs)\n alpha: f32, // 0 \u2192 discard; <1 \u2192 transparent draw call\n};\n\nstruct VertexOutput {\n @builtin(position) position: vec4f,\n @location(0) normal: vec3f,\n @location(1) uv: vec2f,\n @location(2) worldPos: vec3f,\n};\n\nstruct LightVP { viewProj: mat4x4f, };\n\n@group(0) @binding(0) var<uniform> camera: CameraUniforms;\n@group(0) @binding(1) var<uniform> light: LightUniforms;\n@group(0) @binding(2) var diffuseSampler: sampler;\n@group(0) @binding(3) var shadowMap: texture_depth_2d;\n@group(0) @binding(4) var shadowSampler: sampler_comparison;\n@group(0) @binding(5) var<uniform> lightVP: LightVP;\n// binding(9) brdfLut is declared inside NODES_WGSL (nodes.ts).\n@group(1) @binding(0) var<storage, read> skinMats: array<mat4x4f>;\n@group(2) @binding(0) var diffuseTexture: texture_2d<f32>;\n@group(2) @binding(1) var<uniform> material: MaterialUniforms;\n\n\n\nfn sampleShadow(worldPos: vec3f, n: vec3f) -> f32 {\n if (dot(n, -light.lights[0].direction.xyz) <= 0.0) { return 0.0; }\n let biasedPos = worldPos + n * 0.08;\n let lclip = lightVP.viewProj * vec4f(biasedPos, 1.0);\n let ndc = lclip.xyz / max(lclip.w, 1e-6);\n let suv = vec2f(ndc.x * 0.5 + 0.5, 0.5 - ndc.y * 0.5);\n let cmpZ = ndc.z - 0.001;\n let ts = 1.0 / 2048.0;\n let s00 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, -ts), cmpZ);\n let s10 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(0.0, -ts), cmpZ);\n let s20 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, -ts), cmpZ);\n let s01 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, 0.0), cmpZ);\n let s11 = textureSampleCompareLevel(shadowMap, shadowSampler, suv, cmpZ);\n let s21 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, 0.0), cmpZ);\n let s02 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, ts), cmpZ);\n let s12 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(0.0, ts), cmpZ);\n let s22 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, ts), cmpZ);\n return (s00 + s10 + s20 + s01 + s11 + s21 + s02 + s12 + s22) * (1.0 / 9.0);\n}\n\n\n\n@vertex fn vs(\n @location(0) position: vec3f,\n @location(1) normal: vec3f,\n @location(2) uv: vec2f,\n @location(3) joints0: vec4<u32>,\n @location(4) weights0: vec4<f32>\n) -> VertexOutput {\n var output: VertexOutput;\n let pos4 = vec4f(position, 1.0);\n let weightSum = weights0.x + weights0.y + weights0.z + weights0.w;\n let invWeightSum = select(1.0, 1.0 / weightSum, weightSum > 0.0001);\n let nw = select(vec4f(1.0, 0.0, 0.0, 0.0), weights0 * invWeightSum, weightSum > 0.0001);\n var skinnedPos = vec4f(0.0);\n var skinnedNrm = vec3f(0.0);\n for (var i = 0u; i < 4u; i++) {\n let m = skinMats[joints0[i]];\n let w = nw[i];\n skinnedPos += (m * pos4) * w;\n skinnedNrm += (mat3x3f(m[0].xyz, m[1].xyz, m[2].xyz) * normal) * w;\n }\n output.position = camera.projection * camera.view * vec4f(skinnedPos.xyz, 1.0);\n output.normal = skinnedNrm;\n output.uv = uv;\n output.worldPos = skinnedPos.xyz;\n return output;\n}\n\n\n\nstruct FSOut {\n @location(0) color: vec4f,\n @location(1) mask: vec4f,\n};\n\n\n\n// Pipeline-override: the engine compiles two variants \u2014 the normal opaque hair pipeline\n// (IS_OVER_EYES=false) and a second pipeline that re-draws hair fragments stencil-matched\n// against the eye stamp with 50% alpha so eyes read through the hair silhouette. Resolved\n// at pipeline-compile time; the dead branch is dropped by the shader compiler.\noverride IS_OVER_EYES: bool = false;\n\nconst HAIR_SPECULAR: f32 = 1.0;\nconst HAIR_ROUGHNESS: f32 = 0.3;\nconst HAIR_TEX_GATE_THRESH: f32 = 0.15000000596046448;\nconst HAIR_RIM2_POW: f32 = 0.6300000548362732;\nconst HAIR_MIX_BG: vec3f = vec3f(0.1673291176557541);\nconst HAIR_MIX_NPR: f32 = 0.2;\n\n@fragment fn fs(input: VertexOutput) -> FSOut {\n let alpha = material.alpha;\n if (alpha < 0.001) { discard; }\n\n let n = normalize(input.normal);\n let v = normalize(camera.viewPos - input.worldPos);\n let l = -light.lights[0].direction.xyz;\n let sun = light.lights[0].color.xyz * light.lights[0].color.w;\n let amb = light.ambientColor.xyz;\n let shadow = sampleShadow(input.worldPos, n);\n\n let tex_color = textureSample(diffuseTexture, diffuseSampler, input.uv).rgb;\n\n // \u2550\u2550\u2550 NPR STACK \u2550\u2550\u2550\n let hue_sat_shadow = hue_sat_id(1.2, 0.5, 1.0, tex_color);\n let hue_sat_002 = hue_sat(0.48, 1.2, 0.7, 1.0, hue_sat_shadow);\n let hue_sat_001 = hue_sat_id(1.5, 1.0, 1.0, tex_color);\n\n let ndotl_raw = shader_to_rgb_diffuse(n, l, sun, amb, shadow);\n let ramp_008 = ramp_constant(ndotl_raw, 0.0, vec4f(0,0,0,1), 0.2966, vec4f(1,1,1,1)).r;\n\n let mix_004 = mix_blend(ramp_008, hue_sat_002, hue_sat_001);\n let bc = bright_contrast(mix_004, 0.1, 0.2);\n\n let bevel_z = clamp(n.y, 0.0, 1.0);\n let mix_003 = mix_blend(bevel_z, bc, hue_sat_002);\n\n let rim2_raw = fresnel(1.45, n, v) * layer_weight_fresnel(0.61, n, v);\n let rim2_fac = math_power(rim2_raw, HAIR_RIM2_POW);\n let mix_shader_002 = mix(mix_003, HAIR_MIX_BG, rim2_fac);\n\n // GREATER_THAN on a color input uses BT.601 luminance \u2014 same socket-semantic fix as face.ts.\n let tex_gate = math_greater_than(color_to_value(tex_color), HAIR_TEX_GATE_THRESH);\n let gate_emit = vec3f(tex_gate) * 0.1;\n\n let npr_stack = mix_shader_002 + gate_emit;\n\n // \u2550\u2550\u2550 PRINCIPLED BSDF \u2550\u2550\u2550\n // Graph has a noise\u2192normal_map bump (Strength=0.1) on Principled.Normal, but MixShader.001\n // weights Principled at only 0.2 \u2014 the bumped spec \u00D7 that weight is imperceptible, so we\n // drop the subtree and keep plain n (saves a tex_noise + bump_lh per hair fragment).\n let principled = eval_principled(\n PrincipledIn(bc, 0.0, HAIR_SPECULAR, HAIR_ROUGHNESS, 1e30, 0.0, 0.0),\n n, l, v, sun, amb, shadow\n );\n\n let final_color = mix(npr_stack, principled, HAIR_MIX_NPR);\n\n var outAlpha = alpha;\n if (IS_OVER_EYES) { outAlpha = alpha * 0.5; }\n\n var out: FSOut;\n out.color = vec4f(final_color, outAlpha);\n out.mask = vec4f(1.0, 1.0, 0.0, out.color.a);\n return out;\n}\n\n";
2
2
  //# sourceMappingURL=hair.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"hair.d.ts","sourceRoot":"","sources":["../../../src/shaders/materials/hair.ts"],"names":[],"mappings":"AAMA,eAAO,MAAM,gBAAgB,4qiCA2E5B,CAAA"}
1
+ {"version":3,"file":"hair.d.ts","sourceRoot":"","sources":["../../../src/shaders/materials/hair.ts"],"names":[],"mappings":"AAMA,eAAO,MAAM,gBAAgB,4siCA2E5B,CAAA"}
@@ -73,7 +73,7 @@ const HAIR_MIX_NPR: f32 = 0.2;
73
73
 
74
74
  var out: FSOut;
75
75
  out.color = vec4f(final_color, outAlpha);
76
- out.mask = 1.0;
76
+ out.mask = vec4f(1.0, 1.0, 0.0, out.color.a);
77
77
  return out;
78
78
  }
79
79
 
@@ -1,2 +1,2 @@
1
- export declare const METAL_SHADER_WGSL = "\n\n\n\n// Baked 64\u00D764 rgba8unorm combined BRDF LUT \u2014 created once at engine init by dfg_lut.ts.\n// .rg = split-sum DFG (Karis: tint = f0\u00B7x + f90\u00B7y) \u2192 F_brdf_*_scatter\n// .ba = Heitz 2016 LTC magnitude (ltc_mag_ggx) \u2192 ltc_brdf_scale_from_lut\n// Paired with group(0) binding(2) diffuseSampler (linear filter). Sample once per\n// fragment via brdf_lut_sample() \u2014 callers feed .rg and the whole vec4 into the\n// helpers below, halving LUT taps on the default Principled path.\n@group(0) @binding(9) var brdfLut: texture_2d<f32>;\n\n// \u2500\u2500\u2500 RGB \u2194 HSV \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn rgb_to_hsv(rgb: vec3f) -> vec3f {\n let c_max = max(rgb.r, max(rgb.g, rgb.b));\n let c_min = min(rgb.r, min(rgb.g, rgb.b));\n let delta = c_max - c_min;\n\n var h = 0.0;\n if (delta > 1e-6) {\n if (c_max == rgb.r) {\n h = (rgb.g - rgb.b) / delta;\n if (h < 0.0) { h += 6.0; }\n } else if (c_max == rgb.g) {\n h = 2.0 + (rgb.b - rgb.r) / delta;\n } else {\n h = 4.0 + (rgb.r - rgb.g) / delta;\n }\n h /= 6.0;\n }\n let s = select(0.0, delta / c_max, c_max > 1e-6);\n return vec3f(h, s, c_max);\n}\n\nfn hsv_to_rgb(hsv: vec3f) -> vec3f {\n let h = hsv.x;\n let s = hsv.y;\n let v = hsv.z;\n if (s < 1e-6) { return vec3f(v); }\n\n let hh = fract(h) * 6.0;\n let sector = u32(hh);\n let f = hh - f32(sector);\n let p = v * (1.0 - s);\n let q = v * (1.0 - s * f);\n let t = v * (1.0 - s * (1.0 - f));\n\n switch (sector) {\n case 0u: { return vec3f(v, t, p); }\n case 1u: { return vec3f(q, v, p); }\n case 2u: { return vec3f(p, v, t); }\n case 3u: { return vec3f(p, q, v); }\n case 4u: { return vec3f(t, p, v); }\n default: { return vec3f(v, p, q); }\n }\n}\n\n// \u2500\u2500\u2500 HUE_SAT node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn hue_sat(hue: f32, saturation: f32, value: f32, fac: f32, color: vec3f) -> vec3f {\n var hsv = rgb_to_hsv(color);\n hsv.x = fract(hsv.x + hue - 0.5);\n hsv.y = clamp(hsv.y * saturation, 0.0, 1.0);\n hsv.z *= value;\n return mix(color, hsv_to_rgb(hsv), fac);\n}\n\n// hue_sat specialization for hue=0.5 (identity hue shift \u2014 fract(h + 0.5 - 0.5) = h).\n// Branchless equivalent that skips the rgb_to_hsv \u2192 hsv_to_rgb roundtrip: WebKit's\n// Metal backend serializes the 3-way if chain in rgb_to_hsv and the 6-way switch in\n// hsv_to_rgb, where this form compiles to linear SIMD ops + a single select.\nfn hue_sat_id(saturation: f32, value: f32, fac: f32, color: vec3f) -> vec3f {\n let m = max(max(color.r, color.g), color.b);\n let n = min(min(color.r, color.g), color.b);\n // Unclamped (sat*old_s \u2264 1): reproj = mix(vec3f(m), color, saturation).\n // Clamped (saturated to 1): reproj = (color - n) * m / (m - n).\n let range = max(m - n, 1e-6);\n let unclamped = mix(vec3f(m), color, saturation);\n let clamped = (color - vec3f(n)) * m / range;\n let needs_clamp = (m - n) * saturation >= m;\n let reproj = select(unclamped, clamped, needs_clamp);\n return mix(color, reproj * value, fac);\n}\n\n// \u2500\u2500\u2500 BRIGHTCONTRAST node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn bright_contrast(color: vec3f, bright: f32, contrast: f32) -> vec3f {\n let a = 1.0 + contrast;\n let b = bright - contrast * 0.5;\n return max(vec3f(0.0), color * a + vec3f(b));\n}\n\n// \u2500\u2500\u2500 INVERT node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn invert(fac: f32, color: vec3f) -> vec3f {\n return mix(color, vec3f(1.0) - color, fac);\n}\n\nfn invert_f(fac: f32, val: f32) -> f32 {\n return mix(val, 1.0 - val, fac);\n}\n\n// \u2500\u2500\u2500 Color ramp (VALTORGB) \u2014 2-stop variants \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// All 7 presets use exclusively 2-stop ramps.\n\nfn ramp_constant(f: f32, p0: f32, c0: vec4f, p1: f32, c1: vec4f) -> vec4f {\n return select(c0, c1, f >= p1);\n}\n\n// CONSTANT ramp with screen-space edge AA \u2014 kills sparkle where fwidth(f) straddles a hard step (NPR terminator)\nfn ramp_constant_edge_aa(f: f32, edge: f32, c0: vec4f, c1: vec4f) -> vec4f {\n let w = max(fwidth(f) * 1.75, 6e-6);\n let t = smoothstep(edge - w, edge + w, f);\n return mix(c0, c1, t);\n}\n\nfn ramp_linear(f: f32, p0: f32, c0: vec4f, p1: f32, c1: vec4f) -> vec4f {\n let t = saturate((f - p0) / max(p1 - p0, 1e-6));\n return mix(c0, c1, t);\n}\n\nfn ramp_cardinal(f: f32, p0: f32, c0: vec4f, p1: f32, c1: vec4f) -> vec4f {\n // cardinal spline with 2 stops degrades to smoothstep\n let t = saturate((f - p0) / max(p1 - p0, 1e-6));\n let ss = t * t * (3.0 - 2.0 * t);\n return mix(c0, c1, ss);\n}\n\n// \u2500\u2500\u2500 MATH node operations \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn math_add(a: f32, b: f32) -> f32 { return a + b; }\nfn math_multiply(a: f32, b: f32) -> f32 { return a * b; }\nfn math_power(a: f32, b: f32) -> f32 { return pow(max(a, 0.0), b); }\nfn math_greater_than(a: f32, b: f32) -> f32 { return select(0.0, 1.0, a > b); }\n\n// Blender's implicit Color \u2192 Float socket conversion uses BT.601 grayscale\n// (rgb_to_grayscale in blenkernel/intern/node.cc). When a material graph plugs a\n// Color output into a Math node's Value input, this is the scalar it actually sees.\nfn color_to_value(c: vec3f) -> f32 {\n return 0.299 * c.r + 0.587 * c.g + 0.114 * c.b;\n}\n\n// \u2500\u2500\u2500 MIX node (blend_type variants) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn mix_blend(fac: f32, a: vec3f, b: vec3f) -> vec3f {\n return mix(a, b, fac);\n}\n\nfn mix_overlay(fac: f32, a: vec3f, b: vec3f) -> vec3f {\n let lo = 2.0 * a * b;\n let hi = vec3f(1.0) - 2.0 * (vec3f(1.0) - a) * (vec3f(1.0) - b);\n let overlay = select(hi, lo, a < vec3f(0.5));\n return mix(a, overlay, fac);\n}\n\nfn mix_multiply(fac: f32, a: vec3f, b: vec3f) -> vec3f {\n return mix(a, a * b, fac);\n}\n\nfn mix_lighten(fac: f32, a: vec3f, b: vec3f) -> vec3f {\n return mix(a, max(a, b), fac);\n}\n\n// Blender Mix (Color) blend LINEAR_LIGHT: result = mix(A, A + 2*B - 1, Fac)\nfn mix_linear_light(fac: f32, a: vec3f, b: vec3f) -> vec3f {\n return mix(a, a + 2.0 * b - vec3f(1.0), fac);\n}\n\n// Luminance for Shader\u2192RGB scalar gates (linear RGB, Rec.709 weights)\nfn luminance_rec709_linear(c: vec3f) -> f32 {\n return dot(max(c, vec3f(0.0)), vec3f(0.2126, 0.7152, 0.0722));\n}\n\n// \u2500\u2500\u2500 FRESNEL node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Schlick approximation matching Blender's Fresnel node\n\nfn fresnel(ior: f32, n: vec3f, v: vec3f) -> f32 {\n let r = (ior - 1.0) / (ior + 1.0);\n let f0 = r * r;\n let cos_theta = clamp(dot(n, v), 0.0, 1.0);\n let m = 1.0 - cos_theta;\n let m2 = m * m;\n let m5 = m2 * m2 * m;\n return f0 + (1.0 - f0) * m5;\n}\n\n// \u2500\u2500\u2500 LAYER_WEIGHT node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn layer_weight_fresnel(blend: f32, n: vec3f, v: vec3f) -> f32 {\n let eta = max(1.0 - blend, 1e-4);\n let r = (1.0 - eta) / (1.0 + eta);\n let f0 = r * r;\n let cos_theta = clamp(abs(dot(n, v)), 0.0, 1.0);\n let m = 1.0 - cos_theta;\n let m2 = m * m;\n let m5 = m2 * m2 * m;\n return f0 + (1.0 - f0) * m5;\n}\n\nfn layer_weight_facing(blend: f32, n: vec3f, v: vec3f) -> f32 {\n var facing = abs(dot(n, v));\n let b = clamp(blend, 0.0, 0.99999);\n if (b != 0.5) {\n let exponent = select(2.0 * b, 0.5 / (1.0 - b), b >= 0.5);\n facing = pow(facing, exponent);\n }\n return 1.0 - facing;\n}\n\n// \u2500\u2500\u2500 SHADER_TO_RGB (white DiffuseBSDF) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Eevee captures lit diffuse: (albedo/\u03C0)*sun*N\u00B7L*shadow + ambient (linear). Albedo=1.\n// Matches default.ts direct term scale so VALTORGB thresholds from Blender JSON stay valid.\n\nfn shader_to_rgb_diffuse(n: vec3f, l: vec3f, sun_rgb: vec3f, ambient_rgb: vec3f, shadow: f32) -> f32 {\n const PI_S: f32 = 3.141592653589793;\n let ndotl = max(dot(n, l), 0.0);\n let rgb = sun_rgb * (ndotl * shadow / PI_S) + ambient_rgb;\n return luminance_rec709_linear(rgb);\n}\n\n// \u2500\u2500\u2500 BUMP node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Screen-space bump from a scalar height field. Needs dFdx/dFdy which\n// WGSL provides as dpdx/dpdy.\n\nfn bump(strength: f32, height: f32, normal: vec3f, world_pos: vec3f) -> vec3f {\n let dhdx = dpdx(height);\n let dhdy = dpdy(height);\n let dpdx_pos = dpdx(world_pos);\n let dpdy_pos = dpdy(world_pos);\n let perturbed = normalize(normal) - strength * (dhdx * normalize(cross(dpdy_pos, normal)) + dhdy * normalize(cross(normal, dpdx_pos)));\n return normalize(perturbed);\n}\n\n// LH engine + WebGPU fragment Y: flip dhdy contribution so height peaks read as outward bumps vs Blender reference\nfn bump_lh(strength: f32, height: f32, normal: vec3f, world_pos: vec3f) -> vec3f {\n let dhdx = dpdx(height);\n let dhdy = dpdy(height);\n let dpdx_pos = dpdx(world_pos);\n let dpdy_pos = dpdy(world_pos);\n let perturbed = normalize(normal) - strength * (dhdx * normalize(cross(dpdy_pos, normal)) - dhdy * normalize(cross(normal, dpdx_pos)));\n return normalize(perturbed);\n}\n\n// \u2500\u2500\u2500 NOISE texture (Perlin-style) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Simplified gradient noise matching Blender's default noise output.\n\n// PCG-style integer hash. Replaces the classic 'fract(sin(q) * LARGE)' trick because\n// WebKit's Metal backend compiles 'sin' to a full transcendental op (slow), while\n// Safari's Apple-GPU scalar ALU handles int muls/xors near free. Inputs arrive as\n// integer-valued floats (floor(p) + unit offsets) from _noise3, so vec3i cast is exact.\nfn _hash33(p: vec3f) -> vec3f {\n var h = vec3u(vec3i(p) + vec3i(32768));\n h = h * vec3u(1664525u, 1013904223u, 2654435761u);\n h = (h.yzx ^ h) * vec3u(2246822519u, 3266489917u, 668265263u);\n h = h ^ (h >> vec3u(16u));\n // Mask to 24 bits \u2014 above that f32 loses precision on the u32\u2192f32 convert.\n let hm = h & vec3u(16777215u);\n return vec3f(hm) * (2.0 / 16777216.0) - 1.0;\n}\n\nfn _noise3(p: vec3f) -> f32 {\n let i = floor(p);\n let f = fract(p);\n let u = f * f * (3.0 - 2.0 * f);\n\n return mix(\n mix(\n mix(dot(_hash33(i + vec3f(0,0,0)), f - vec3f(0,0,0)),\n dot(_hash33(i + vec3f(1,0,0)), f - vec3f(1,0,0)), u.x),\n mix(dot(_hash33(i + vec3f(0,1,0)), f - vec3f(0,1,0)),\n dot(_hash33(i + vec3f(1,1,0)), f - vec3f(1,1,0)), u.x), u.y),\n mix(\n mix(dot(_hash33(i + vec3f(0,0,1)), f - vec3f(0,0,1)),\n dot(_hash33(i + vec3f(1,0,1)), f - vec3f(1,0,1)), u.x),\n mix(dot(_hash33(i + vec3f(0,1,1)), f - vec3f(0,1,1)),\n dot(_hash33(i + vec3f(1,1,1)), f - vec3f(1,1,1)), u.x), u.y),\n u.z);\n}\n\nfn tex_noise(p: vec3f, scale: f32, detail: f32, roughness: f32, distortion: f32) -> f32 {\n var q = p;\n if (abs(distortion) > 1e-6) {\n let w = _noise3(p * scale * 1.37 + vec3f(2.31, 5.17, 8.09));\n q = p + (w * 2.0 - 1.0) * distortion;\n }\n let coords = q * scale;\n var value = 0.0;\n var amplitude = 1.0;\n var frequency = 1.0;\n var total_amp = 0.0;\n let octaves = i32(clamp(detail, 0.0, 15.0)) + 1;\n for (var i = 0; i < octaves; i++) {\n value += amplitude * _noise3(coords * frequency);\n total_amp += amplitude;\n amplitude *= roughness;\n frequency *= 2.0;\n }\n return value / max(total_amp, 1e-6) * 0.5 + 0.5;\n}\n\n// tex_noise specialization: detail=2.0 (3 octaves), roughness=0.5, distortion=0.\n// WebKit can't unroll tex_noise's for-loop because 'octaves' is a runtime value;\n// this variant is fully unrolled with constants folded (total_amp = 1.75).\nfn tex_noise_d2(p: vec3f, scale: f32) -> f32 {\n let c = p * scale;\n let v = _noise3(c) + 0.5 * _noise3(c * 2.0) + 0.25 * _noise3(c * 4.0);\n return v * (1.0 / 1.75) * 0.5 + 0.5;\n}\n\n// \u2500\u2500\u2500 TEX_GRADIENT (linear) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Used by Stockings preset. Maps the input vector's X to a 0\u20131 gradient.\n\nfn tex_gradient_linear(uv: vec3f) -> f32 {\n return clamp(uv.x, 0.0, 1.0);\n}\n\n// \u2500\u2500\u2500 TEX_VORONOI \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// 3D F1 voronoi. _f1 returns Distance; _color returns per-cell hash color\n// (matches Blender voronoi.cc: outColor = hash_int3_to_float3(cell + targetOffset)).\n\nfn tex_voronoi_f1(p: vec3f, scale: f32) -> f32 {\n let coords = p * scale;\n let i = floor(coords);\n let f = fract(coords);\n var min_dist = 1e10;\n for (var z = -1; z <= 1; z++) {\n for (var y = -1; y <= 1; y++) {\n for (var x = -1; x <= 1; x++) {\n let neighbor = vec3f(f32(x), f32(y), f32(z));\n let point = _hash33(i + neighbor) * 0.5 + 0.5;\n let diff = neighbor + point - f;\n min_dist = min(min_dist, dot(diff, diff));\n }\n }\n }\n return sqrt(min_dist);\n}\n\n// The per-cell jitter hash IS the Color output in Blender \u2014 reuse the same hash\n// tap for jitter + color instead of computing two.\nfn tex_voronoi_color(p: vec3f, scale: f32) -> vec3f {\n let coords = p * scale;\n let i = floor(coords);\n let f = fract(coords);\n var min_dist = 1e10;\n var min_hash = vec3f(0.5);\n for (var z = -1; z <= 1; z++) {\n for (var y = -1; y <= 1; y++) {\n for (var x = -1; x <= 1; x++) {\n let neighbor = vec3f(f32(x), f32(y), f32(z));\n let h = _hash33(i + neighbor) * 0.5 + 0.5;\n let diff = neighbor + h - f;\n let d = dot(diff, diff);\n if (d < min_dist) {\n min_dist = d;\n min_hash = h;\n }\n }\n }\n }\n return min_hash;\n}\n\n// \u2500\u2500\u2500 SEPXYZ node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn separate_xyz(v: vec3f) -> vec3f { return v; }\n\n// \u2500\u2500\u2500 VECT_MATH (cross product) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn vect_math_cross(a: vec3f, b: vec3f) -> vec3f { return cross(a, b); }\n\n// \u2500\u2500\u2500 MAPPING node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Point-type mapping: scale, rotate (euler XYZ), translate.\n\nfn mapping_point(v: vec3f, loc: vec3f, rot: vec3f, scl: vec3f) -> vec3f {\n var p = v * scl;\n // simplified: skip rotation when all angles are zero (common case)\n if (abs(rot.x) + abs(rot.y) + abs(rot.z) > 1e-6) {\n let cx = cos(rot.x); let sx = sin(rot.x);\n let cy = cos(rot.y); let sy = sin(rot.y);\n let cz = cos(rot.z); let sz = sin(rot.z);\n let rx = vec3f(p.x, cx*p.y - sx*p.z, sx*p.y + cx*p.z);\n let ry = vec3f(cy*rx.x + sy*rx.z, rx.y, -sy*rx.x + cy*rx.z);\n p = vec3f(cz*ry.x - sz*ry.y, sz*ry.x + cz*ry.y, ry.z);\n }\n return p + loc;\n}\n\n// \u2500\u2500\u2500 NORMAL_MAP node (tangent-space) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Applies a tangent-space normal map. Requires TBN from vertex stage.\n\nfn normal_map(strength: f32, map_color: vec3f, normal: vec3f, tangent: vec3f, bitangent: vec3f) -> vec3f {\n let ts = map_color * 2.0 - 1.0;\n let perturbed = normalize(tangent * ts.x + bitangent * ts.y + normal * ts.z);\n return normalize(mix(normal, perturbed, strength));\n}\n\n// \u2500\u2500\u2500 EEVEE Principled BSDF primitives \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Ports from Blender 3.6 source/blender/draw/engines/eevee/shaders/\n// bsdf_common_lib.glsl + gpu_shader_material_principled.glsl.\n// Usage pattern (see material shaders): direct spec = bsdf_ggx \u00D7 sun \u00D7 shadow\n// (NL baked in, no F yet); ambient spec = probe_radiance; tint both with\n// reflection_color = F_brdf_multi_scatter(f0, f90, split_sum) AFTER summing.\n\nconst EEVEE_PI: f32 = 3.141592653589793;\n\n// Fused analytic GGX specular (direct lights). Returns BRDF \u00D7 NL.\n// 4\u00B7NL\u00B7NV is cancelled via G1_Smith reciprocal form \u2014 see bsdf_common_lib.glsl:115.\n// Caller passes NL, NV (already computed for diffuse + brdf_lut_sample) so WebKit\n// can reuse them instead of recomputing dot products across the function boundary.\nfn bsdf_ggx(N: vec3f, L: vec3f, V: vec3f, NL_in: f32, NV_in: f32, roughness: f32) -> f32 {\n let a = max(roughness, 1e-4);\n let a2 = a * a;\n let H = normalize(L + V);\n let NH = max(dot(N, H), 1e-8);\n let NL = max(NL_in, 1e-8);\n let NV = max(NV_in, 1e-8);\n // G1_Smith_GGX_opti reciprocal form \u2014 denominator piece only.\n let G1L = NL + sqrt(NL * (NL - NL * a2) + a2);\n let G1V = NV + sqrt(NV * (NV - NV * a2) + a2);\n let G = G1L * G1V;\n // D_ggx_opti = pi * denom\u00B2 \u2014 reciprocal D \u00D7 a\u00B2.\n let tmp = (NH * a2 - NH) * NH + 1.0;\n let D_opti = EEVEE_PI * tmp * tmp;\n return NL * a2 / (D_opti * G);\n}\n\n// Split-sum DFG LUT \u2014 Karis 2013 curve fit stand-in for the 64\u00D764 baked LUT.\n// Returns (lut.x, lut.y) in Blender convention: tint = f0\u00B7lut.x + f90\u00B7lut.y.\nfn brdf_lut_approx(NV: f32, roughness: f32) -> vec2f {\n let c0 = vec4f(-1.0, -0.0275, -0.572, 0.022);\n let c1 = vec4f(1.0, 0.0425, 1.04, -0.04);\n let r = roughness * c0 + c1;\n let a004 = min(r.x * r.x, exp2(-9.28 * NV)) * r.x + r.y;\n return vec2f(-1.04, 1.04) * a004 + r.zw;\n}\n\n// Baked combined BRDF LUT \u2014 exact port of Blender bsdf_lut_frag.glsl packed with\n// ltc_mag_ggx from eevee_lut.c. Single sample returns DFG (.rg) and LTC mag (.ba).\n// Addressed as Blender's common_utiltex_lib.glsl:lut_coords:\n// coords = (roughness, sqrt(1 - NV)), then half-texel bias for filtering.\n// Requires group(0) binding(9) brdfLut + binding(2) diffuseSampler in the host shader.\nfn brdf_lut_sample(NV: f32, roughness: f32) -> vec4f {\n let LUT_SIZE: f32 = 64.0;\n var uv = vec2f(saturate(roughness), sqrt(saturate(1.0 - NV)));\n uv = uv * ((LUT_SIZE - 1.0) / LUT_SIZE) + 0.5 / LUT_SIZE;\n return textureSampleLevel(brdfLut, diffuseSampler, uv, 0.0);\n}\n\nfn F_brdf_single_scatter(f0: vec3f, f90: vec3f, lut: vec2f) -> vec3f {\n return lut.y * f90 + lut.x * f0;\n}\n\n// Fdez-Ag\u00FCera 2019 multi-scatter compensation (EEVEE do_multiscatter=1).\nfn F_brdf_multi_scatter(f0: vec3f, f90: vec3f, lut: vec2f) -> vec3f {\n let FssEss = lut.y * f90 + lut.x * f0;\n let Ess = lut.x + lut.y;\n let Ems = 1.0 - Ess;\n let Favg = f0 + (1.0 - f0) / 21.0;\n let Fms = FssEss * Favg / (1.0 - (1.0 - Ess) * Favg);\n return FssEss + Fms * Ems;\n}\n\n// EEVEE direct-specular energy compensation factor \u2014 closure_eval_glossy_lib.glsl:79-81:\n// ltc_brdf_scale = (ltc.x + ltc.y) / (split_sum.x + split_sum.y)\n// Blender evaluates direct lights via LTC (Heitz 2016) but indirect via split-sum;\n// direct radiance is rescaled so total-energy matches the split-sum LUT.\n// Takes a pre-sampled vec4f from brdf_lut_sample() to share the fetch with\n// F_brdf_multi_scatter on the same fragment.\nfn ltc_brdf_scale_from_lut(lut: vec4f) -> f32 {\n return (lut.z + lut.w) / max(lut.x + lut.y, 1e-6);\n}\n\n// Luminance-normalized hue extraction \u2014 Blender tint_from_color (isolates hue+sat).\nfn tint_from_color(color: vec3f) -> vec3f {\n let lum = dot(color, vec3f(0.3, 0.6, 0.1));\n return select(vec3f(1.0), color / lum, lum > 0.0);\n}\n\n// \u2500\u2500\u2500 Principled sheen (gpu_shader_material_principled.glsl:8-14) \u2500\u2500\u2500\u2500\n// Empirical NV-only curve that approximates grazing retroreflection on cloth/velvet.\n// Scales the sheen layer's diffuse contribution; no sheen call site has sheen=0\n// shortcut because the multiplier is tiny at normal view angles anyway.\nfn principled_sheen(NV: f32) -> f32 {\n let f = 1.0 - NV;\n return f * f * f * 0.077 + f * 0.01 + 0.00026;\n}\n\n// \u2500\u2500\u2500 Principled BSDF eval \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Shared EEVEE Principled path used by every material in the engine \u2014 metallic,\n// dielectric, and sheen variants all fold into these ~15 lines via the struct\n// fields. NPR materials still compute a separate toon/rim/warm stack on top and\n// mix(npr_stack, eval_principled(...), fac); see body.ts / face.ts / etc.\n//\n// Field conventions:\n// base \u2014 diffuse albedo. Mixed into f0 only when metallic > 0.\n// metallic \u2014 0 = dielectric (f0 from specular), 1 = pure metal (f0 = base).\n// specular \u2014 Principled Specular input (0.5 default \u2192 f0 = 0.04). sqrt for f90.\n// roughness \u2014 GGX roughness; drives BRDF LUT coord + bsdf_ggx.\n// spec_clamp \u2014 EEVEE Light Clamp equivalent. Caps firefly spec from noise-bumped\n// NDF aliasing (Blender hides this via TAA which we don't have).\n// Pass 1e30 (effectively disabled) for materials that don't bump.\n// sheen \u2014 0 disables. Scales the sheen diffuse add; cloth/stockings use ~0.7.\n// sheen_tint \u2014 0 = white sheen, 1 = fully tinted by base. Multiplied by sheen,\n// so value is don't-care when sheen=0.\nstruct PrincipledIn {\n base: vec3f,\n metallic: f32,\n specular: f32,\n roughness: f32,\n spec_clamp: f32,\n sheen: f32,\n sheen_tint: f32,\n};\n\nfn eval_principled(\n p: PrincipledIn,\n N: vec3f, L: vec3f, V: vec3f,\n sun_rgb: vec3f, amb_rgb: vec3f, shadow: f32\n) -> vec3f {\n let NL = max(dot(N, L), 0.0);\n let NV = max(dot(N, V), 1e-4);\n\n // f0/f90 per gpu_shader_material_principled.glsl. specular_tint=0 is assumed\n // (all presets in this engine use the default white dielectric tint).\n let dielectric_f0 = vec3f(0.08 * p.specular);\n let f0 = mix(dielectric_f0, p.base, p.metallic);\n let f90 = mix(f0, vec3f(1.0), sqrt(p.specular));\n\n // Single LUT tap feeds both F_brdf_multi_scatter (split-sum DFG) and\n // ltc_brdf_scale_from_lut (LTC mag in .ba). See nodes.ts brdf_lut_sample.\n let lut = brdf_lut_sample(NV, p.roughness);\n let reflection_color = F_brdf_multi_scatter(f0, f90, lut.xy);\n\n // Direct glossy \u2014 bsdf_ggx already includes NL; no F applied here (tinted after\n // accum with reflection_color). ltc_brdf_scale rescales direct to match the\n // split-sum indirect path, matching EEVEE closure_eval_glossy_lib behavior.\n let spec_direct_raw = bsdf_ggx(N, L, V, NL, NV, p.roughness)\n * sun_rgb * shadow * ltc_brdf_scale_from_lut(lut);\n let spec_direct = min(spec_direct_raw, vec3f(p.spec_clamp));\n let spec_indirect = amb_rgb;\n let spec_radiance = (spec_direct + spec_indirect) * reflection_color;\n\n // Sheen add \u2014 when p.sheen=0 the whole term collapses, leaving diffuse_color=base.\n let base_tint = tint_from_color(p.base);\n let sheen_color = mix(vec3f(1.0), base_tint, p.sheen_tint);\n let diffuse_color = p.base + p.sheen * sheen_color * principled_sheen(NV);\n\n // diffuse_weight = (1-metallic). Indirect diffuse uses amb (L_w) with no \u03C0 factor\n // (probe_evaluate_world_diff returns SH-projected radiance, not cosine-convolved).\n let diffuse_weight = 1.0 - p.metallic;\n let diffuse_radiance = diffuse_color * (sun_rgb * NL * shadow / EEVEE_PI + amb_rgb) * diffuse_weight;\n\n return diffuse_radiance + spec_radiance;\n}\n\n\n\n\nstruct CameraUniforms {\n view: mat4x4f,\n projection: mat4x4f,\n viewPos: vec3f,\n _padding: f32,\n};\n\nstruct Light {\n direction: vec4f,\n color: vec4f,\n};\n\nstruct LightUniforms {\n ambientColor: vec4f,\n lights: array<Light, 4>,\n};\n\n// Per-material uniforms. Every material binds this layout even if it ignores fields;\n// the engine keeps one bind group layout across all material pipelines.\nstruct MaterialUniforms {\n diffuseColor: vec3f, // tint; reserved (currently unused by all material fs)\n alpha: f32, // 0 \u2192 discard; <1 \u2192 transparent draw call\n};\n\nstruct VertexOutput {\n @builtin(position) position: vec4f,\n @location(0) normal: vec3f,\n @location(1) uv: vec2f,\n @location(2) worldPos: vec3f,\n};\n\nstruct LightVP { viewProj: mat4x4f, };\n\n@group(0) @binding(0) var<uniform> camera: CameraUniforms;\n@group(0) @binding(1) var<uniform> light: LightUniforms;\n@group(0) @binding(2) var diffuseSampler: sampler;\n@group(0) @binding(3) var shadowMap: texture_depth_2d;\n@group(0) @binding(4) var shadowSampler: sampler_comparison;\n@group(0) @binding(5) var<uniform> lightVP: LightVP;\n// binding(9) brdfLut is declared inside NODES_WGSL (nodes.ts).\n@group(1) @binding(0) var<storage, read> skinMats: array<mat4x4f>;\n@group(2) @binding(0) var diffuseTexture: texture_2d<f32>;\n@group(2) @binding(1) var<uniform> material: MaterialUniforms;\n\n\n\nfn sampleShadow(worldPos: vec3f, n: vec3f) -> f32 {\n if (dot(n, -light.lights[0].direction.xyz) <= 0.0) { return 0.0; }\n let biasedPos = worldPos + n * 0.08;\n let lclip = lightVP.viewProj * vec4f(biasedPos, 1.0);\n let ndc = lclip.xyz / max(lclip.w, 1e-6);\n let suv = vec2f(ndc.x * 0.5 + 0.5, 0.5 - ndc.y * 0.5);\n let cmpZ = ndc.z - 0.001;\n let ts = 1.0 / 2048.0;\n let s00 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, -ts), cmpZ);\n let s10 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(0.0, -ts), cmpZ);\n let s20 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, -ts), cmpZ);\n let s01 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, 0.0), cmpZ);\n let s11 = textureSampleCompareLevel(shadowMap, shadowSampler, suv, cmpZ);\n let s21 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, 0.0), cmpZ);\n let s02 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, ts), cmpZ);\n let s12 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(0.0, ts), cmpZ);\n let s22 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, ts), cmpZ);\n return (s00 + s10 + s20 + s01 + s11 + s21 + s02 + s12 + s22) * (1.0 / 9.0);\n}\n\n\n\n@vertex fn vs(\n @location(0) position: vec3f,\n @location(1) normal: vec3f,\n @location(2) uv: vec2f,\n @location(3) joints0: vec4<u32>,\n @location(4) weights0: vec4<f32>\n) -> VertexOutput {\n var output: VertexOutput;\n let pos4 = vec4f(position, 1.0);\n let weightSum = weights0.x + weights0.y + weights0.z + weights0.w;\n let invWeightSum = select(1.0, 1.0 / weightSum, weightSum > 0.0001);\n let nw = select(vec4f(1.0, 0.0, 0.0, 0.0), weights0 * invWeightSum, weightSum > 0.0001);\n var skinnedPos = vec4f(0.0);\n var skinnedNrm = vec3f(0.0);\n for (var i = 0u; i < 4u; i++) {\n let m = skinMats[joints0[i]];\n let w = nw[i];\n skinnedPos += (m * pos4) * w;\n skinnedNrm += (mat3x3f(m[0].xyz, m[1].xyz, m[2].xyz) * normal) * w;\n }\n output.position = camera.projection * camera.view * vec4f(skinnedPos.xyz, 1.0);\n output.normal = skinnedNrm;\n output.uv = uv;\n output.worldPos = skinnedPos.xyz;\n return output;\n}\n\n\n\nstruct FSOut {\n @location(0) color: vec4f,\n @location(1) mask: f32,\n};\n\n\n\nconst METAL_SPECULAR: f32 = 1.0;\nconst METAL_METALLIC: f32 = 1.0;\nconst METAL_ROUGHNESS: f32 = 0.3;\nconst METAL_TOON_EDGE: f32 = 0.2966;\nconst METAL_MIX04_MUL: f32 = 0.5;\nconst METAL_EMIT_STR: f32 = 8.100000381469727;\nconst METAL_MIX_SHADER_FAC: f32 = 0.6967;\nconst METAL_VORONOI_SCALE: f32 = 4.3;\n\n@fragment fn fs(input: VertexOutput) -> FSOut {\n let n = normalize(input.normal);\n let v = normalize(camera.viewPos - input.worldPos);\n let l = -light.lights[0].direction.xyz;\n let sun = light.lights[0].color.xyz * light.lights[0].color.w;\n let amb = light.ambientColor.xyz;\n let shadow = sampleShadow(input.worldPos, n);\n\n let tex_s = textureSample(diffuseTexture, diffuseSampler, input.uv);\n let tex_rgb = tex_s.rgb;\n let out_alpha = material.alpha * tex_s.a;\n if (out_alpha < 0.001) { discard; }\n\n // \u2550\u2550\u2550 NPR STACK \u2550\u2550\u2550\n let tex_tint = hue_sat_id(1.0, 0.800000011920929, 1.0, tex_rgb);\n let lum_shade = shader_to_rgb_diffuse(n, l, sun, amb, shadow);\n let ramp008 = ramp_constant_edge_aa(lum_shade, METAL_TOON_EDGE, vec4f(0,0,0,1), vec4f(1,1,1,1));\n let mix04_fac = math_multiply(ramp008.r, METAL_MIX04_MUL);\n\n let dark_tex = hue_sat_id(1.0, 0.19999998807907104, 1.0, tex_tint);\n let mix04 = mix_blend(mix04_fac, dark_tex, tex_tint);\n\n let hue004 = hue_sat_id(1.0, 2.0, 1.0, mix04);\n let npr_rgb = mix_overlay(1.0, mix04, hue004);\n let npr_emission = npr_rgb * METAL_EMIT_STR;\n\n // \u2550\u2550\u2550 PRINCIPLED BSDF (metallic=1, voronoi-driven base) \u2550\u2550\u2550\n // Reflection-coord Voronoi produces the metallic sparkle variation.\n // VALTORGB takes Color \u2192 Fac via Blender's BT.601 implicit color_to_value.\n let refl_dir = reflect(-v, n);\n let voro_input = cross(refl_dir, vec3f(0.0, 1.0, 0.0));\n let voro_rgb = tex_voronoi_color(voro_input, METAL_VORONOI_SCALE);\n let voro_scalar = color_to_value(voro_rgb);\n let voro_ramp = ramp_linear(voro_scalar, 0.0, vec4f(0,0,0,1), 1.0, vec4f(1,1,1,1)).r;\n let hue006 = hue_sat_id(1.5, 1.2999999523162842, 1.0, tex_tint);\n let albedo = mix_blend(voro_ramp, vec3f(voro_ramp), hue006);\n\n // metallic=1 collapses f0 = mix(dielectric, albedo, 1) = albedo; diffuse_weight = 0.\n let principled = eval_principled(\n PrincipledIn(albedo, METAL_METALLIC, METAL_SPECULAR, METAL_ROUGHNESS, 1e30, 0.0, 0.0),\n n, l, v, sun, amb, shadow\n );\n\n let final_color = mix(npr_emission, principled, METAL_MIX_SHADER_FAC);\n\n var out: FSOut;\n out.color = vec4f(final_color, out_alpha);\n out.mask = 1.0;\n return out;\n}\n\n";
1
+ export declare const METAL_SHADER_WGSL = "\n\n\n\n// Baked 64\u00D764 rgba8unorm combined BRDF LUT \u2014 created once at engine init by dfg_lut.ts.\n// .rg = split-sum DFG (Karis: tint = f0\u00B7x + f90\u00B7y) \u2192 F_brdf_*_scatter\n// .ba = Heitz 2016 LTC magnitude (ltc_mag_ggx) \u2192 ltc_brdf_scale_from_lut\n// Paired with group(0) binding(2) diffuseSampler (linear filter). Sample once per\n// fragment via brdf_lut_sample() \u2014 callers feed .rg and the whole vec4 into the\n// helpers below, halving LUT taps on the default Principled path.\n@group(0) @binding(9) var brdfLut: texture_2d<f32>;\n\n// \u2500\u2500\u2500 RGB \u2194 HSV \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn rgb_to_hsv(rgb: vec3f) -> vec3f {\n let c_max = max(rgb.r, max(rgb.g, rgb.b));\n let c_min = min(rgb.r, min(rgb.g, rgb.b));\n let delta = c_max - c_min;\n\n var h = 0.0;\n if (delta > 1e-6) {\n if (c_max == rgb.r) {\n h = (rgb.g - rgb.b) / delta;\n if (h < 0.0) { h += 6.0; }\n } else if (c_max == rgb.g) {\n h = 2.0 + (rgb.b - rgb.r) / delta;\n } else {\n h = 4.0 + (rgb.r - rgb.g) / delta;\n }\n h /= 6.0;\n }\n let s = select(0.0, delta / c_max, c_max > 1e-6);\n return vec3f(h, s, c_max);\n}\n\nfn hsv_to_rgb(hsv: vec3f) -> vec3f {\n let h = hsv.x;\n let s = hsv.y;\n let v = hsv.z;\n if (s < 1e-6) { return vec3f(v); }\n\n let hh = fract(h) * 6.0;\n let sector = u32(hh);\n let f = hh - f32(sector);\n let p = v * (1.0 - s);\n let q = v * (1.0 - s * f);\n let t = v * (1.0 - s * (1.0 - f));\n\n switch (sector) {\n case 0u: { return vec3f(v, t, p); }\n case 1u: { return vec3f(q, v, p); }\n case 2u: { return vec3f(p, v, t); }\n case 3u: { return vec3f(p, q, v); }\n case 4u: { return vec3f(t, p, v); }\n default: { return vec3f(v, p, q); }\n }\n}\n\n// \u2500\u2500\u2500 HUE_SAT node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn hue_sat(hue: f32, saturation: f32, value: f32, fac: f32, color: vec3f) -> vec3f {\n var hsv = rgb_to_hsv(color);\n hsv.x = fract(hsv.x + hue - 0.5);\n hsv.y = clamp(hsv.y * saturation, 0.0, 1.0);\n hsv.z *= value;\n return mix(color, hsv_to_rgb(hsv), fac);\n}\n\n// hue_sat specialization for hue=0.5 (identity hue shift \u2014 fract(h + 0.5 - 0.5) = h).\n// Branchless equivalent that skips the rgb_to_hsv \u2192 hsv_to_rgb roundtrip: WebKit's\n// Metal backend serializes the 3-way if chain in rgb_to_hsv and the 6-way switch in\n// hsv_to_rgb, where this form compiles to linear SIMD ops + a single select.\nfn hue_sat_id(saturation: f32, value: f32, fac: f32, color: vec3f) -> vec3f {\n let m = max(max(color.r, color.g), color.b);\n let n = min(min(color.r, color.g), color.b);\n // Unclamped (sat*old_s \u2264 1): reproj = mix(vec3f(m), color, saturation).\n // Clamped (saturated to 1): reproj = (color - n) * m / (m - n).\n let range = max(m - n, 1e-6);\n let unclamped = mix(vec3f(m), color, saturation);\n let clamped = (color - vec3f(n)) * m / range;\n let needs_clamp = (m - n) * saturation >= m;\n let reproj = select(unclamped, clamped, needs_clamp);\n return mix(color, reproj * value, fac);\n}\n\n// \u2500\u2500\u2500 BRIGHTCONTRAST node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn bright_contrast(color: vec3f, bright: f32, contrast: f32) -> vec3f {\n let a = 1.0 + contrast;\n let b = bright - contrast * 0.5;\n return max(vec3f(0.0), color * a + vec3f(b));\n}\n\n// \u2500\u2500\u2500 INVERT node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn invert(fac: f32, color: vec3f) -> vec3f {\n return mix(color, vec3f(1.0) - color, fac);\n}\n\nfn invert_f(fac: f32, val: f32) -> f32 {\n return mix(val, 1.0 - val, fac);\n}\n\n// \u2500\u2500\u2500 Color ramp (VALTORGB) \u2014 2-stop variants \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// All 7 presets use exclusively 2-stop ramps.\n\nfn ramp_constant(f: f32, p0: f32, c0: vec4f, p1: f32, c1: vec4f) -> vec4f {\n return select(c0, c1, f >= p1);\n}\n\n// CONSTANT ramp with screen-space edge AA \u2014 kills sparkle where fwidth(f) straddles a hard step (NPR terminator)\nfn ramp_constant_edge_aa(f: f32, edge: f32, c0: vec4f, c1: vec4f) -> vec4f {\n let w = max(fwidth(f) * 1.75, 6e-6);\n let t = smoothstep(edge - w, edge + w, f);\n return mix(c0, c1, t);\n}\n\nfn ramp_linear(f: f32, p0: f32, c0: vec4f, p1: f32, c1: vec4f) -> vec4f {\n let t = saturate((f - p0) / max(p1 - p0, 1e-6));\n return mix(c0, c1, t);\n}\n\nfn ramp_cardinal(f: f32, p0: f32, c0: vec4f, p1: f32, c1: vec4f) -> vec4f {\n // cardinal spline with 2 stops degrades to smoothstep\n let t = saturate((f - p0) / max(p1 - p0, 1e-6));\n let ss = t * t * (3.0 - 2.0 * t);\n return mix(c0, c1, ss);\n}\n\n// \u2500\u2500\u2500 MATH node operations \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn math_add(a: f32, b: f32) -> f32 { return a + b; }\nfn math_multiply(a: f32, b: f32) -> f32 { return a * b; }\nfn math_power(a: f32, b: f32) -> f32 { return pow(max(a, 0.0), b); }\nfn math_greater_than(a: f32, b: f32) -> f32 { return select(0.0, 1.0, a > b); }\n\n// Blender's implicit Color \u2192 Float socket conversion uses BT.601 grayscale\n// (rgb_to_grayscale in blenkernel/intern/node.cc). When a material graph plugs a\n// Color output into a Math node's Value input, this is the scalar it actually sees.\nfn color_to_value(c: vec3f) -> f32 {\n return 0.299 * c.r + 0.587 * c.g + 0.114 * c.b;\n}\n\n// \u2500\u2500\u2500 MIX node (blend_type variants) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn mix_blend(fac: f32, a: vec3f, b: vec3f) -> vec3f {\n return mix(a, b, fac);\n}\n\nfn mix_overlay(fac: f32, a: vec3f, b: vec3f) -> vec3f {\n let lo = 2.0 * a * b;\n let hi = vec3f(1.0) - 2.0 * (vec3f(1.0) - a) * (vec3f(1.0) - b);\n let overlay = select(hi, lo, a < vec3f(0.5));\n return mix(a, overlay, fac);\n}\n\nfn mix_multiply(fac: f32, a: vec3f, b: vec3f) -> vec3f {\n return mix(a, a * b, fac);\n}\n\nfn mix_lighten(fac: f32, a: vec3f, b: vec3f) -> vec3f {\n return mix(a, max(a, b), fac);\n}\n\n// Blender Mix (Color) blend LINEAR_LIGHT: result = mix(A, A + 2*B - 1, Fac)\nfn mix_linear_light(fac: f32, a: vec3f, b: vec3f) -> vec3f {\n return mix(a, a + 2.0 * b - vec3f(1.0), fac);\n}\n\n// Luminance for Shader\u2192RGB scalar gates (linear RGB, Rec.709 weights)\nfn luminance_rec709_linear(c: vec3f) -> f32 {\n return dot(max(c, vec3f(0.0)), vec3f(0.2126, 0.7152, 0.0722));\n}\n\n// \u2500\u2500\u2500 FRESNEL node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Schlick approximation matching Blender's Fresnel node\n\nfn fresnel(ior: f32, n: vec3f, v: vec3f) -> f32 {\n let r = (ior - 1.0) / (ior + 1.0);\n let f0 = r * r;\n let cos_theta = clamp(dot(n, v), 0.0, 1.0);\n let m = 1.0 - cos_theta;\n let m2 = m * m;\n let m5 = m2 * m2 * m;\n return f0 + (1.0 - f0) * m5;\n}\n\n// \u2500\u2500\u2500 LAYER_WEIGHT node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn layer_weight_fresnel(blend: f32, n: vec3f, v: vec3f) -> f32 {\n let eta = max(1.0 - blend, 1e-4);\n let r = (1.0 - eta) / (1.0 + eta);\n let f0 = r * r;\n let cos_theta = clamp(abs(dot(n, v)), 0.0, 1.0);\n let m = 1.0 - cos_theta;\n let m2 = m * m;\n let m5 = m2 * m2 * m;\n return f0 + (1.0 - f0) * m5;\n}\n\nfn layer_weight_facing(blend: f32, n: vec3f, v: vec3f) -> f32 {\n var facing = abs(dot(n, v));\n let b = clamp(blend, 0.0, 0.99999);\n if (b != 0.5) {\n let exponent = select(2.0 * b, 0.5 / (1.0 - b), b >= 0.5);\n facing = pow(facing, exponent);\n }\n return 1.0 - facing;\n}\n\n// \u2500\u2500\u2500 SHADER_TO_RGB (white DiffuseBSDF) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Eevee captures lit diffuse: (albedo/\u03C0)*sun*N\u00B7L*shadow + ambient (linear). Albedo=1.\n// Matches default.ts direct term scale so VALTORGB thresholds from Blender JSON stay valid.\n\nfn shader_to_rgb_diffuse(n: vec3f, l: vec3f, sun_rgb: vec3f, ambient_rgb: vec3f, shadow: f32) -> f32 {\n const PI_S: f32 = 3.141592653589793;\n let ndotl = max(dot(n, l), 0.0);\n let rgb = sun_rgb * (ndotl * shadow / PI_S) + ambient_rgb;\n return luminance_rec709_linear(rgb);\n}\n\n// \u2500\u2500\u2500 BUMP node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Screen-space bump from a scalar height field. Needs dFdx/dFdy which\n// WGSL provides as dpdx/dpdy.\n\nfn bump(strength: f32, height: f32, normal: vec3f, world_pos: vec3f) -> vec3f {\n let dhdx = dpdx(height);\n let dhdy = dpdy(height);\n let dpdx_pos = dpdx(world_pos);\n let dpdy_pos = dpdy(world_pos);\n let perturbed = normalize(normal) - strength * (dhdx * normalize(cross(dpdy_pos, normal)) + dhdy * normalize(cross(normal, dpdx_pos)));\n return normalize(perturbed);\n}\n\n// LH engine + WebGPU fragment Y: flip dhdy contribution so height peaks read as outward bumps vs Blender reference\nfn bump_lh(strength: f32, height: f32, normal: vec3f, world_pos: vec3f) -> vec3f {\n let dhdx = dpdx(height);\n let dhdy = dpdy(height);\n let dpdx_pos = dpdx(world_pos);\n let dpdy_pos = dpdy(world_pos);\n let perturbed = normalize(normal) - strength * (dhdx * normalize(cross(dpdy_pos, normal)) - dhdy * normalize(cross(normal, dpdx_pos)));\n return normalize(perturbed);\n}\n\n// \u2500\u2500\u2500 NOISE texture (Perlin-style) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Simplified gradient noise matching Blender's default noise output.\n\n// PCG-style integer hash. Replaces the classic 'fract(sin(q) * LARGE)' trick because\n// WebKit's Metal backend compiles 'sin' to a full transcendental op (slow), while\n// Safari's Apple-GPU scalar ALU handles int muls/xors near free. Inputs arrive as\n// integer-valued floats (floor(p) + unit offsets) from _noise3, so vec3i cast is exact.\nfn _hash33(p: vec3f) -> vec3f {\n var h = vec3u(vec3i(p) + vec3i(32768));\n h = h * vec3u(1664525u, 1013904223u, 2654435761u);\n h = (h.yzx ^ h) * vec3u(2246822519u, 3266489917u, 668265263u);\n h = h ^ (h >> vec3u(16u));\n // Mask to 24 bits \u2014 above that f32 loses precision on the u32\u2192f32 convert.\n let hm = h & vec3u(16777215u);\n return vec3f(hm) * (2.0 / 16777216.0) - 1.0;\n}\n\nfn _noise3(p: vec3f) -> f32 {\n let i = floor(p);\n let f = fract(p);\n let u = f * f * (3.0 - 2.0 * f);\n\n return mix(\n mix(\n mix(dot(_hash33(i + vec3f(0,0,0)), f - vec3f(0,0,0)),\n dot(_hash33(i + vec3f(1,0,0)), f - vec3f(1,0,0)), u.x),\n mix(dot(_hash33(i + vec3f(0,1,0)), f - vec3f(0,1,0)),\n dot(_hash33(i + vec3f(1,1,0)), f - vec3f(1,1,0)), u.x), u.y),\n mix(\n mix(dot(_hash33(i + vec3f(0,0,1)), f - vec3f(0,0,1)),\n dot(_hash33(i + vec3f(1,0,1)), f - vec3f(1,0,1)), u.x),\n mix(dot(_hash33(i + vec3f(0,1,1)), f - vec3f(0,1,1)),\n dot(_hash33(i + vec3f(1,1,1)), f - vec3f(1,1,1)), u.x), u.y),\n u.z);\n}\n\nfn tex_noise(p: vec3f, scale: f32, detail: f32, roughness: f32, distortion: f32) -> f32 {\n var q = p;\n if (abs(distortion) > 1e-6) {\n let w = _noise3(p * scale * 1.37 + vec3f(2.31, 5.17, 8.09));\n q = p + (w * 2.0 - 1.0) * distortion;\n }\n let coords = q * scale;\n var value = 0.0;\n var amplitude = 1.0;\n var frequency = 1.0;\n var total_amp = 0.0;\n let octaves = i32(clamp(detail, 0.0, 15.0)) + 1;\n for (var i = 0; i < octaves; i++) {\n value += amplitude * _noise3(coords * frequency);\n total_amp += amplitude;\n amplitude *= roughness;\n frequency *= 2.0;\n }\n return value / max(total_amp, 1e-6) * 0.5 + 0.5;\n}\n\n// tex_noise specialization: detail=2.0 (3 octaves), roughness=0.5, distortion=0.\n// WebKit can't unroll tex_noise's for-loop because 'octaves' is a runtime value;\n// this variant is fully unrolled with constants folded (total_amp = 1.75).\nfn tex_noise_d2(p: vec3f, scale: f32) -> f32 {\n let c = p * scale;\n let v = _noise3(c) + 0.5 * _noise3(c * 2.0) + 0.25 * _noise3(c * 4.0);\n return v * (1.0 / 1.75) * 0.5 + 0.5;\n}\n\n// \u2500\u2500\u2500 TEX_GRADIENT (linear) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Used by Stockings preset. Maps the input vector's X to a 0\u20131 gradient.\n\nfn tex_gradient_linear(uv: vec3f) -> f32 {\n return clamp(uv.x, 0.0, 1.0);\n}\n\n// \u2500\u2500\u2500 TEX_VORONOI \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// 3D F1 voronoi. _f1 returns Distance; _color returns per-cell hash color\n// (matches Blender voronoi.cc: outColor = hash_int3_to_float3(cell + targetOffset)).\n\nfn tex_voronoi_f1(p: vec3f, scale: f32) -> f32 {\n let coords = p * scale;\n let i = floor(coords);\n let f = fract(coords);\n var min_dist = 1e10;\n for (var z = -1; z <= 1; z++) {\n for (var y = -1; y <= 1; y++) {\n for (var x = -1; x <= 1; x++) {\n let neighbor = vec3f(f32(x), f32(y), f32(z));\n let point = _hash33(i + neighbor) * 0.5 + 0.5;\n let diff = neighbor + point - f;\n min_dist = min(min_dist, dot(diff, diff));\n }\n }\n }\n return sqrt(min_dist);\n}\n\n// The per-cell jitter hash IS the Color output in Blender \u2014 reuse the same hash\n// tap for jitter + color instead of computing two.\nfn tex_voronoi_color(p: vec3f, scale: f32) -> vec3f {\n let coords = p * scale;\n let i = floor(coords);\n let f = fract(coords);\n var min_dist = 1e10;\n var min_hash = vec3f(0.5);\n for (var z = -1; z <= 1; z++) {\n for (var y = -1; y <= 1; y++) {\n for (var x = -1; x <= 1; x++) {\n let neighbor = vec3f(f32(x), f32(y), f32(z));\n let h = _hash33(i + neighbor) * 0.5 + 0.5;\n let diff = neighbor + h - f;\n let d = dot(diff, diff);\n if (d < min_dist) {\n min_dist = d;\n min_hash = h;\n }\n }\n }\n }\n return min_hash;\n}\n\n// \u2500\u2500\u2500 SEPXYZ node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn separate_xyz(v: vec3f) -> vec3f { return v; }\n\n// \u2500\u2500\u2500 VECT_MATH (cross product) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn vect_math_cross(a: vec3f, b: vec3f) -> vec3f { return cross(a, b); }\n\n// \u2500\u2500\u2500 MAPPING node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Point-type mapping: scale, rotate (euler XYZ), translate.\n\nfn mapping_point(v: vec3f, loc: vec3f, rot: vec3f, scl: vec3f) -> vec3f {\n var p = v * scl;\n // simplified: skip rotation when all angles are zero (common case)\n if (abs(rot.x) + abs(rot.y) + abs(rot.z) > 1e-6) {\n let cx = cos(rot.x); let sx = sin(rot.x);\n let cy = cos(rot.y); let sy = sin(rot.y);\n let cz = cos(rot.z); let sz = sin(rot.z);\n let rx = vec3f(p.x, cx*p.y - sx*p.z, sx*p.y + cx*p.z);\n let ry = vec3f(cy*rx.x + sy*rx.z, rx.y, -sy*rx.x + cy*rx.z);\n p = vec3f(cz*ry.x - sz*ry.y, sz*ry.x + cz*ry.y, ry.z);\n }\n return p + loc;\n}\n\n// \u2500\u2500\u2500 NORMAL_MAP node (tangent-space) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Applies a tangent-space normal map. Requires TBN from vertex stage.\n\nfn normal_map(strength: f32, map_color: vec3f, normal: vec3f, tangent: vec3f, bitangent: vec3f) -> vec3f {\n let ts = map_color * 2.0 - 1.0;\n let perturbed = normalize(tangent * ts.x + bitangent * ts.y + normal * ts.z);\n return normalize(mix(normal, perturbed, strength));\n}\n\n// \u2500\u2500\u2500 EEVEE Principled BSDF primitives \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Ports from Blender 3.6 source/blender/draw/engines/eevee/shaders/\n// bsdf_common_lib.glsl + gpu_shader_material_principled.glsl.\n// Usage pattern (see material shaders): direct spec = bsdf_ggx \u00D7 sun \u00D7 shadow\n// (NL baked in, no F yet); ambient spec = probe_radiance; tint both with\n// reflection_color = F_brdf_multi_scatter(f0, f90, split_sum) AFTER summing.\n\nconst EEVEE_PI: f32 = 3.141592653589793;\n\n// Fused analytic GGX specular (direct lights). Returns BRDF \u00D7 NL.\n// 4\u00B7NL\u00B7NV is cancelled via G1_Smith reciprocal form \u2014 see bsdf_common_lib.glsl:115.\n// Caller passes NL, NV (already computed for diffuse + brdf_lut_sample) so WebKit\n// can reuse them instead of recomputing dot products across the function boundary.\nfn bsdf_ggx(N: vec3f, L: vec3f, V: vec3f, NL_in: f32, NV_in: f32, roughness: f32) -> f32 {\n let a = max(roughness, 1e-4);\n let a2 = a * a;\n let H = normalize(L + V);\n let NH = max(dot(N, H), 1e-8);\n let NL = max(NL_in, 1e-8);\n let NV = max(NV_in, 1e-8);\n // G1_Smith_GGX_opti reciprocal form \u2014 denominator piece only.\n let G1L = NL + sqrt(NL * (NL - NL * a2) + a2);\n let G1V = NV + sqrt(NV * (NV - NV * a2) + a2);\n let G = G1L * G1V;\n // D_ggx_opti = pi * denom\u00B2 \u2014 reciprocal D \u00D7 a\u00B2.\n let tmp = (NH * a2 - NH) * NH + 1.0;\n let D_opti = EEVEE_PI * tmp * tmp;\n return NL * a2 / (D_opti * G);\n}\n\n// Split-sum DFG LUT \u2014 Karis 2013 curve fit stand-in for the 64\u00D764 baked LUT.\n// Returns (lut.x, lut.y) in Blender convention: tint = f0\u00B7lut.x + f90\u00B7lut.y.\nfn brdf_lut_approx(NV: f32, roughness: f32) -> vec2f {\n let c0 = vec4f(-1.0, -0.0275, -0.572, 0.022);\n let c1 = vec4f(1.0, 0.0425, 1.04, -0.04);\n let r = roughness * c0 + c1;\n let a004 = min(r.x * r.x, exp2(-9.28 * NV)) * r.x + r.y;\n return vec2f(-1.04, 1.04) * a004 + r.zw;\n}\n\n// Baked combined BRDF LUT \u2014 exact port of Blender bsdf_lut_frag.glsl packed with\n// ltc_mag_ggx from eevee_lut.c. Single sample returns DFG (.rg) and LTC mag (.ba).\n// Addressed as Blender's common_utiltex_lib.glsl:lut_coords:\n// coords = (roughness, sqrt(1 - NV)), then half-texel bias for filtering.\n// Requires group(0) binding(9) brdfLut + binding(2) diffuseSampler in the host shader.\nfn brdf_lut_sample(NV: f32, roughness: f32) -> vec4f {\n let LUT_SIZE: f32 = 64.0;\n var uv = vec2f(saturate(roughness), sqrt(saturate(1.0 - NV)));\n uv = uv * ((LUT_SIZE - 1.0) / LUT_SIZE) + 0.5 / LUT_SIZE;\n return textureSampleLevel(brdfLut, diffuseSampler, uv, 0.0);\n}\n\nfn F_brdf_single_scatter(f0: vec3f, f90: vec3f, lut: vec2f) -> vec3f {\n return lut.y * f90 + lut.x * f0;\n}\n\n// Fdez-Ag\u00FCera 2019 multi-scatter compensation (EEVEE do_multiscatter=1).\nfn F_brdf_multi_scatter(f0: vec3f, f90: vec3f, lut: vec2f) -> vec3f {\n let FssEss = lut.y * f90 + lut.x * f0;\n let Ess = lut.x + lut.y;\n let Ems = 1.0 - Ess;\n let Favg = f0 + (1.0 - f0) / 21.0;\n let Fms = FssEss * Favg / (1.0 - (1.0 - Ess) * Favg);\n return FssEss + Fms * Ems;\n}\n\n// EEVEE direct-specular energy compensation factor \u2014 closure_eval_glossy_lib.glsl:79-81:\n// ltc_brdf_scale = (ltc.x + ltc.y) / (split_sum.x + split_sum.y)\n// Blender evaluates direct lights via LTC (Heitz 2016) but indirect via split-sum;\n// direct radiance is rescaled so total-energy matches the split-sum LUT.\n// Takes a pre-sampled vec4f from brdf_lut_sample() to share the fetch with\n// F_brdf_multi_scatter on the same fragment.\nfn ltc_brdf_scale_from_lut(lut: vec4f) -> f32 {\n return (lut.z + lut.w) / max(lut.x + lut.y, 1e-6);\n}\n\n// Luminance-normalized hue extraction \u2014 Blender tint_from_color (isolates hue+sat).\nfn tint_from_color(color: vec3f) -> vec3f {\n let lum = dot(color, vec3f(0.3, 0.6, 0.1));\n return select(vec3f(1.0), color / lum, lum > 0.0);\n}\n\n// \u2500\u2500\u2500 Principled sheen (gpu_shader_material_principled.glsl:8-14) \u2500\u2500\u2500\u2500\n// Empirical NV-only curve that approximates grazing retroreflection on cloth/velvet.\n// Scales the sheen layer's diffuse contribution; no sheen call site has sheen=0\n// shortcut because the multiplier is tiny at normal view angles anyway.\nfn principled_sheen(NV: f32) -> f32 {\n let f = 1.0 - NV;\n return f * f * f * 0.077 + f * 0.01 + 0.00026;\n}\n\n// \u2500\u2500\u2500 Principled BSDF eval \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Shared EEVEE Principled path used by every material in the engine \u2014 metallic,\n// dielectric, and sheen variants all fold into these ~15 lines via the struct\n// fields. NPR materials still compute a separate toon/rim/warm stack on top and\n// mix(npr_stack, eval_principled(...), fac); see body.ts / face.ts / etc.\n//\n// Field conventions:\n// base \u2014 diffuse albedo. Mixed into f0 only when metallic > 0.\n// metallic \u2014 0 = dielectric (f0 from specular), 1 = pure metal (f0 = base).\n// specular \u2014 Principled Specular input (0.5 default \u2192 f0 = 0.04). sqrt for f90.\n// roughness \u2014 GGX roughness; drives BRDF LUT coord + bsdf_ggx.\n// spec_clamp \u2014 EEVEE Light Clamp equivalent. Caps firefly spec from noise-bumped\n// NDF aliasing (Blender hides this via TAA which we don't have).\n// Pass 1e30 (effectively disabled) for materials that don't bump.\n// sheen \u2014 0 disables. Scales the sheen diffuse add; cloth/stockings use ~0.7.\n// sheen_tint \u2014 0 = white sheen, 1 = fully tinted by base. Multiplied by sheen,\n// so value is don't-care when sheen=0.\nstruct PrincipledIn {\n base: vec3f,\n metallic: f32,\n specular: f32,\n roughness: f32,\n spec_clamp: f32,\n sheen: f32,\n sheen_tint: f32,\n};\n\nfn eval_principled(\n p: PrincipledIn,\n N: vec3f, L: vec3f, V: vec3f,\n sun_rgb: vec3f, amb_rgb: vec3f, shadow: f32\n) -> vec3f {\n let NL = max(dot(N, L), 0.0);\n let NV = max(dot(N, V), 1e-4);\n\n // f0/f90 per gpu_shader_material_principled.glsl. specular_tint=0 is assumed\n // (all presets in this engine use the default white dielectric tint).\n let dielectric_f0 = vec3f(0.08 * p.specular);\n let f0 = mix(dielectric_f0, p.base, p.metallic);\n let f90 = mix(f0, vec3f(1.0), sqrt(p.specular));\n\n // Single LUT tap feeds both F_brdf_multi_scatter (split-sum DFG) and\n // ltc_brdf_scale_from_lut (LTC mag in .ba). See nodes.ts brdf_lut_sample.\n let lut = brdf_lut_sample(NV, p.roughness);\n let reflection_color = F_brdf_multi_scatter(f0, f90, lut.xy);\n\n // Direct glossy \u2014 bsdf_ggx already includes NL; no F applied here (tinted after\n // accum with reflection_color). ltc_brdf_scale rescales direct to match the\n // split-sum indirect path, matching EEVEE closure_eval_glossy_lib behavior.\n let spec_direct_raw = bsdf_ggx(N, L, V, NL, NV, p.roughness)\n * sun_rgb * shadow * ltc_brdf_scale_from_lut(lut);\n let spec_direct = min(spec_direct_raw, vec3f(p.spec_clamp));\n let spec_indirect = amb_rgb;\n let spec_radiance = (spec_direct + spec_indirect) * reflection_color;\n\n // Sheen add \u2014 when p.sheen=0 the whole term collapses, leaving diffuse_color=base.\n let base_tint = tint_from_color(p.base);\n let sheen_color = mix(vec3f(1.0), base_tint, p.sheen_tint);\n let diffuse_color = p.base + p.sheen * sheen_color * principled_sheen(NV);\n\n // diffuse_weight = (1-metallic). Indirect diffuse uses amb (L_w) with no \u03C0 factor\n // (probe_evaluate_world_diff returns SH-projected radiance, not cosine-convolved).\n let diffuse_weight = 1.0 - p.metallic;\n let diffuse_radiance = diffuse_color * (sun_rgb * NL * shadow / EEVEE_PI + amb_rgb) * diffuse_weight;\n\n return diffuse_radiance + spec_radiance;\n}\n\n\n\n\nstruct CameraUniforms {\n view: mat4x4f,\n projection: mat4x4f,\n viewPos: vec3f,\n _padding: f32,\n};\n\nstruct Light {\n direction: vec4f,\n color: vec4f,\n};\n\nstruct LightUniforms {\n ambientColor: vec4f,\n lights: array<Light, 4>,\n};\n\n// Per-material uniforms. Every material binds this layout even if it ignores fields;\n// the engine keeps one bind group layout across all material pipelines.\nstruct MaterialUniforms {\n diffuseColor: vec3f, // tint; reserved (currently unused by all material fs)\n alpha: f32, // 0 \u2192 discard; <1 \u2192 transparent draw call\n};\n\nstruct VertexOutput {\n @builtin(position) position: vec4f,\n @location(0) normal: vec3f,\n @location(1) uv: vec2f,\n @location(2) worldPos: vec3f,\n};\n\nstruct LightVP { viewProj: mat4x4f, };\n\n@group(0) @binding(0) var<uniform> camera: CameraUniforms;\n@group(0) @binding(1) var<uniform> light: LightUniforms;\n@group(0) @binding(2) var diffuseSampler: sampler;\n@group(0) @binding(3) var shadowMap: texture_depth_2d;\n@group(0) @binding(4) var shadowSampler: sampler_comparison;\n@group(0) @binding(5) var<uniform> lightVP: LightVP;\n// binding(9) brdfLut is declared inside NODES_WGSL (nodes.ts).\n@group(1) @binding(0) var<storage, read> skinMats: array<mat4x4f>;\n@group(2) @binding(0) var diffuseTexture: texture_2d<f32>;\n@group(2) @binding(1) var<uniform> material: MaterialUniforms;\n\n\n\nfn sampleShadow(worldPos: vec3f, n: vec3f) -> f32 {\n if (dot(n, -light.lights[0].direction.xyz) <= 0.0) { return 0.0; }\n let biasedPos = worldPos + n * 0.08;\n let lclip = lightVP.viewProj * vec4f(biasedPos, 1.0);\n let ndc = lclip.xyz / max(lclip.w, 1e-6);\n let suv = vec2f(ndc.x * 0.5 + 0.5, 0.5 - ndc.y * 0.5);\n let cmpZ = ndc.z - 0.001;\n let ts = 1.0 / 2048.0;\n let s00 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, -ts), cmpZ);\n let s10 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(0.0, -ts), cmpZ);\n let s20 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, -ts), cmpZ);\n let s01 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, 0.0), cmpZ);\n let s11 = textureSampleCompareLevel(shadowMap, shadowSampler, suv, cmpZ);\n let s21 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, 0.0), cmpZ);\n let s02 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, ts), cmpZ);\n let s12 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(0.0, ts), cmpZ);\n let s22 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, ts), cmpZ);\n return (s00 + s10 + s20 + s01 + s11 + s21 + s02 + s12 + s22) * (1.0 / 9.0);\n}\n\n\n\n@vertex fn vs(\n @location(0) position: vec3f,\n @location(1) normal: vec3f,\n @location(2) uv: vec2f,\n @location(3) joints0: vec4<u32>,\n @location(4) weights0: vec4<f32>\n) -> VertexOutput {\n var output: VertexOutput;\n let pos4 = vec4f(position, 1.0);\n let weightSum = weights0.x + weights0.y + weights0.z + weights0.w;\n let invWeightSum = select(1.0, 1.0 / weightSum, weightSum > 0.0001);\n let nw = select(vec4f(1.0, 0.0, 0.0, 0.0), weights0 * invWeightSum, weightSum > 0.0001);\n var skinnedPos = vec4f(0.0);\n var skinnedNrm = vec3f(0.0);\n for (var i = 0u; i < 4u; i++) {\n let m = skinMats[joints0[i]];\n let w = nw[i];\n skinnedPos += (m * pos4) * w;\n skinnedNrm += (mat3x3f(m[0].xyz, m[1].xyz, m[2].xyz) * normal) * w;\n }\n output.position = camera.projection * camera.view * vec4f(skinnedPos.xyz, 1.0);\n output.normal = skinnedNrm;\n output.uv = uv;\n output.worldPos = skinnedPos.xyz;\n return output;\n}\n\n\n\nstruct FSOut {\n @location(0) color: vec4f,\n @location(1) mask: vec4f,\n};\n\n\n\nconst METAL_SPECULAR: f32 = 1.0;\nconst METAL_METALLIC: f32 = 1.0;\nconst METAL_ROUGHNESS: f32 = 0.3;\nconst METAL_TOON_EDGE: f32 = 0.2966;\nconst METAL_MIX04_MUL: f32 = 0.5;\nconst METAL_EMIT_STR: f32 = 8.100000381469727;\nconst METAL_MIX_SHADER_FAC: f32 = 0.6967;\nconst METAL_VORONOI_SCALE: f32 = 4.3;\n\n@fragment fn fs(input: VertexOutput) -> FSOut {\n let n = normalize(input.normal);\n let v = normalize(camera.viewPos - input.worldPos);\n let l = -light.lights[0].direction.xyz;\n let sun = light.lights[0].color.xyz * light.lights[0].color.w;\n let amb = light.ambientColor.xyz;\n let shadow = sampleShadow(input.worldPos, n);\n\n let tex_s = textureSample(diffuseTexture, diffuseSampler, input.uv);\n let tex_rgb = tex_s.rgb;\n let out_alpha = material.alpha * tex_s.a;\n if (out_alpha < 0.001) { discard; }\n\n // \u2550\u2550\u2550 NPR STACK \u2550\u2550\u2550\n let tex_tint = hue_sat_id(1.0, 0.800000011920929, 1.0, tex_rgb);\n let lum_shade = shader_to_rgb_diffuse(n, l, sun, amb, shadow);\n let ramp008 = ramp_constant_edge_aa(lum_shade, METAL_TOON_EDGE, vec4f(0,0,0,1), vec4f(1,1,1,1));\n let mix04_fac = math_multiply(ramp008.r, METAL_MIX04_MUL);\n\n let dark_tex = hue_sat_id(1.0, 0.19999998807907104, 1.0, tex_tint);\n let mix04 = mix_blend(mix04_fac, dark_tex, tex_tint);\n\n let hue004 = hue_sat_id(1.0, 2.0, 1.0, mix04);\n let npr_rgb = mix_overlay(1.0, mix04, hue004);\n let npr_emission = npr_rgb * METAL_EMIT_STR;\n\n // \u2550\u2550\u2550 PRINCIPLED BSDF (metallic=1, voronoi-driven base) \u2550\u2550\u2550\n // Reflection-coord Voronoi produces the metallic sparkle variation.\n // VALTORGB takes Color \u2192 Fac via Blender's BT.601 implicit color_to_value.\n let refl_dir = reflect(-v, n);\n let voro_input = cross(refl_dir, vec3f(0.0, 1.0, 0.0));\n let voro_rgb = tex_voronoi_color(voro_input, METAL_VORONOI_SCALE);\n let voro_scalar = color_to_value(voro_rgb);\n let voro_ramp = ramp_linear(voro_scalar, 0.0, vec4f(0,0,0,1), 1.0, vec4f(1,1,1,1)).r;\n let hue006 = hue_sat_id(1.5, 1.2999999523162842, 1.0, tex_tint);\n let albedo = mix_blend(voro_ramp, vec3f(voro_ramp), hue006);\n\n // metallic=1 collapses f0 = mix(dielectric, albedo, 1) = albedo; diffuse_weight = 0.\n let principled = eval_principled(\n PrincipledIn(albedo, METAL_METALLIC, METAL_SPECULAR, METAL_ROUGHNESS, 1e30, 0.0, 0.0),\n n, l, v, sun, amb, shadow\n );\n\n let final_color = mix(npr_emission, principled, METAL_MIX_SHADER_FAC);\n\n var out: FSOut;\n out.color = vec4f(final_color, out_alpha);\n out.mask = vec4f(1.0, 1.0, 0.0, out.color.a);\n return out;\n}\n\n";
2
2
  //# sourceMappingURL=metal.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"metal.d.ts","sourceRoot":"","sources":["../../../src/shaders/materials/metal.ts"],"names":[],"mappings":"AAaA,eAAO,MAAM,iBAAiB,gyhCAiE7B,CAAA"}
1
+ {"version":3,"file":"metal.d.ts","sourceRoot":"","sources":["../../../src/shaders/materials/metal.ts"],"names":[],"mappings":"AAaA,eAAO,MAAM,iBAAiB,g0hCAiE7B,CAAA"}
@@ -70,7 +70,7 @@ const METAL_VORONOI_SCALE: f32 = 4.3;
70
70
 
71
71
  var out: FSOut;
72
72
  out.color = vec4f(final_color, out_alpha);
73
- out.mask = 1.0;
73
+ out.mask = vec4f(1.0, 1.0, 0.0, out.color.a);
74
74
  return out;
75
75
  }
76
76