reze-engine 0.13.4 → 0.14.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +104 -13
- package/dist/camera.d.ts +2 -0
- package/dist/camera.d.ts.map +1 -1
- package/dist/camera.js +17 -0
- package/dist/engine.d.ts +71 -2
- package/dist/engine.d.ts.map +1 -1
- package/dist/engine.js +729 -8
- package/dist/index.d.ts +1 -1
- package/dist/index.d.ts.map +1 -1
- package/dist/model.d.ts +6 -0
- package/dist/model.d.ts.map +1 -1
- package/dist/model.js +36 -1
- package/dist/shaders/body.d.ts +1 -1
- package/dist/shaders/body.d.ts.map +1 -1
- package/dist/shaders/body.js +7 -28
- package/dist/shaders/cloth_rough.d.ts +1 -1
- package/dist/shaders/cloth_rough.d.ts.map +1 -1
- package/dist/shaders/cloth_rough.js +4 -16
- package/dist/shaders/cloth_smooth.d.ts +1 -1
- package/dist/shaders/cloth_smooth.d.ts.map +1 -1
- package/dist/shaders/cloth_smooth.js +5 -17
- package/dist/shaders/default.d.ts +1 -1
- package/dist/shaders/default.d.ts.map +1 -1
- package/dist/shaders/eye.d.ts +1 -1
- package/dist/shaders/eye.d.ts.map +1 -1
- package/dist/shaders/face.d.ts +1 -1
- package/dist/shaders/face.d.ts.map +1 -1
- package/dist/shaders/face.js +21 -57
- package/dist/shaders/hair.d.ts +1 -1
- package/dist/shaders/hair.d.ts.map +1 -1
- package/dist/shaders/hair.js +7 -27
- package/dist/shaders/metal.d.ts +1 -1
- package/dist/shaders/metal.d.ts.map +1 -1
- package/dist/shaders/metal.js +4 -17
- package/dist/shaders/nodes.d.ts +1 -1
- package/dist/shaders/nodes.d.ts.map +1 -1
- package/dist/shaders/nodes.js +0 -9
- package/dist/shaders/passes/gizmo.d.ts +2 -0
- package/dist/shaders/passes/gizmo.d.ts.map +1 -0
- package/dist/shaders/passes/gizmo.js +75 -0
- package/dist/shaders/passes/pick.d.ts +1 -1
- package/dist/shaders/passes/pick.d.ts.map +1 -1
- package/dist/shaders/passes/pick.js +29 -5
- package/dist/shaders/passes/selection.d.ts +3 -0
- package/dist/shaders/passes/selection.d.ts.map +1 -0
- package/dist/shaders/passes/selection.js +65 -0
- package/dist/shaders/stockings.d.ts +1 -1
- package/dist/shaders/stockings.d.ts.map +1 -1
- package/package.json +1 -1
- package/src/camera.ts +14 -0
- package/src/engine.ts +830 -9
- package/src/index.ts +3 -0
- package/src/model.ts +38 -1
- package/src/shaders/passes/gizmo.ts +76 -0
- package/src/shaders/passes/pick.ts +29 -5
- package/src/shaders/passes/selection.ts +67 -0
- package/dist/bezier-interpolate.d.ts +0 -15
- package/dist/bezier-interpolate.d.ts.map +0 -1
- package/dist/bezier-interpolate.js +0 -40
- package/dist/engine_ts.d.ts +0 -143
- package/dist/engine_ts.d.ts.map +0 -1
- package/dist/engine_ts.js +0 -1575
- package/dist/ik.d.ts +0 -32
- package/dist/ik.d.ts.map +0 -1
- package/dist/ik.js +0 -337
- package/dist/player.d.ts +0 -64
- package/dist/player.d.ts.map +0 -1
- package/dist/player.js +0 -220
- package/dist/pool-scene.d.ts +0 -52
- package/dist/pool-scene.d.ts.map +0 -1
- package/dist/pool-scene.js +0 -1122
- package/dist/pool.d.ts +0 -38
- package/dist/pool.d.ts.map +0 -1
- package/dist/pool.js +0 -422
- package/dist/rzm-converter.d.ts +0 -12
- package/dist/rzm-converter.d.ts.map +0 -1
- package/dist/rzm-converter.js +0 -40
- package/dist/rzm-loader.d.ts +0 -24
- package/dist/rzm-loader.d.ts.map +0 -1
- package/dist/rzm-loader.js +0 -488
- package/dist/rzm-writer.d.ts +0 -27
- package/dist/rzm-writer.d.ts.map +0 -1
- package/dist/rzm-writer.js +0 -701
package/dist/shaders/metal.d.ts
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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 AMBIENT_OCCLUSION node (faked) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Real SSAO is a non-goal. We approximate: use the \"inside\" value from\n// concavity heuristic: 1.0 = fully lit, lower = occluded.\n// For now returns 1.0 (no darkening). Individual presets can override.\n\nfn ao_fake(n: vec3f, v: vec3f) -> f32 {\n return 1.0;\n}\n\n// \u2500\u2500\u2500 BUMP node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Screen-space bump from a scalar height field. Needs dFdx/dFdy which\n// WGSL provides as dpdx/dpdy.\n\nfn bump(strength: f32, height: f32, normal: vec3f, world_pos: vec3f) -> vec3f {\n let dhdx = dpdx(height);\n let dhdy = dpdy(height);\n let dpdx_pos = dpdx(world_pos);\n let dpdy_pos = dpdy(world_pos);\n let perturbed = normalize(normal) - strength * (dhdx * normalize(cross(dpdy_pos, normal)) + dhdy * normalize(cross(normal, dpdx_pos)));\n return normalize(perturbed);\n}\n\n// LH engine + WebGPU fragment Y: flip dhdy contribution so height peaks read as outward bumps vs Blender reference\nfn bump_lh(strength: f32, height: f32, normal: vec3f, world_pos: vec3f) -> vec3f {\n let dhdx = dpdx(height);\n let dhdy = dpdy(height);\n let dpdx_pos = dpdx(world_pos);\n let dpdy_pos = dpdy(world_pos);\n let perturbed = normalize(normal) - strength * (dhdx * normalize(cross(dpdy_pos, normal)) - dhdy * normalize(cross(normal, dpdx_pos)));\n return normalize(perturbed);\n}\n\n// \u2500\u2500\u2500 NOISE texture (Perlin-style) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Simplified gradient noise matching Blender's default noise output.\n\n// PCG-style integer hash. Replaces the classic 'fract(sin(q) * LARGE)' trick because\n// WebKit's Metal backend compiles 'sin' to a full transcendental op (slow), while\n// Safari's Apple-GPU scalar ALU handles int muls/xors near free. Inputs arrive as\n// integer-valued floats (floor(p) + unit offsets) from _noise3, so vec3i cast is exact.\nfn _hash33(p: vec3f) -> vec3f {\n var h = vec3u(vec3i(p) + vec3i(32768));\n h = h * vec3u(1664525u, 1013904223u, 2654435761u);\n h = (h.yzx ^ h) * vec3u(2246822519u, 3266489917u, 668265263u);\n h = h ^ (h >> vec3u(16u));\n // Mask to 24 bits \u2014 above that f32 loses precision on the u32\u2192f32 convert.\n let hm = h & vec3u(16777215u);\n return vec3f(hm) * (2.0 / 16777216.0) - 1.0;\n}\n\nfn _noise3(p: vec3f) -> f32 {\n let i = floor(p);\n let f = fract(p);\n let u = f * f * (3.0 - 2.0 * f);\n\n return mix(\n mix(\n mix(dot(_hash33(i + vec3f(0,0,0)), f - vec3f(0,0,0)),\n dot(_hash33(i + vec3f(1,0,0)), f - vec3f(1,0,0)), u.x),\n mix(dot(_hash33(i + vec3f(0,1,0)), f - vec3f(0,1,0)),\n dot(_hash33(i + vec3f(1,1,0)), f - vec3f(1,1,0)), u.x), u.y),\n mix(\n mix(dot(_hash33(i + vec3f(0,0,1)), f - vec3f(0,0,1)),\n dot(_hash33(i + vec3f(1,0,1)), f - vec3f(1,0,1)), u.x),\n mix(dot(_hash33(i + vec3f(0,1,1)), f - vec3f(0,1,1)),\n dot(_hash33(i + vec3f(1,1,1)), f - vec3f(1,1,1)), u.x), u.y),\n u.z);\n}\n\nfn tex_noise(p: vec3f, scale: f32, detail: f32, roughness: f32, distortion: f32) -> f32 {\n var q = p;\n if (abs(distortion) > 1e-6) {\n let w = _noise3(p * scale * 1.37 + vec3f(2.31, 5.17, 8.09));\n q = p + (w * 2.0 - 1.0) * distortion;\n }\n let coords = q * scale;\n var value = 0.0;\n var amplitude = 1.0;\n var frequency = 1.0;\n var total_amp = 0.0;\n let octaves = i32(clamp(detail, 0.0, 15.0)) + 1;\n for (var i = 0; i < octaves; i++) {\n value += amplitude * _noise3(coords * frequency);\n total_amp += amplitude;\n amplitude *= roughness;\n frequency *= 2.0;\n }\n return value / max(total_amp, 1e-6) * 0.5 + 0.5;\n}\n\n// tex_noise specialization: detail=2.0 (3 octaves), roughness=0.5, distortion=0.\n// WebKit can't unroll tex_noise's for-loop because 'octaves' is a runtime value;\n// this variant is fully unrolled with constants folded (total_amp = 1.75).\nfn tex_noise_d2(p: vec3f, scale: f32) -> f32 {\n let c = p * scale;\n let v = _noise3(c) + 0.5 * _noise3(c * 2.0) + 0.25 * _noise3(c * 4.0);\n return v * (1.0 / 1.75) * 0.5 + 0.5;\n}\n\n// \u2500\u2500\u2500 TEX_GRADIENT (linear) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Used by Stockings preset. Maps the input vector's X to a 0\u20131 gradient.\n\nfn tex_gradient_linear(uv: vec3f) -> f32 {\n return clamp(uv.x, 0.0, 1.0);\n}\n\n// \u2500\u2500\u2500 TEX_VORONOI (distance only) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Used by Metal preset. Simplified F1 cell noise.\n\nfn tex_voronoi_f1(p: vec3f, scale: f32) -> f32 {\n let coords = p * scale;\n let i = floor(coords);\n let f = fract(coords);\n var min_dist = 1e10;\n for (var z = -1; z <= 1; z++) {\n for (var y = -1; y <= 1; y++) {\n for (var x = -1; x <= 1; x++) {\n let neighbor = vec3f(f32(x), f32(y), f32(z));\n let point = _hash33(i + neighbor) * 0.5 + 0.5;\n let diff = neighbor + point - f;\n min_dist = min(min_dist, dot(diff, diff));\n }\n }\n }\n return sqrt(min_dist);\n}\n\n// \u2500\u2500\u2500 SEPXYZ node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn separate_xyz(v: vec3f) -> vec3f { return v; }\n\n// \u2500\u2500\u2500 VECT_MATH (cross product) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn vect_math_cross(a: vec3f, b: vec3f) -> vec3f { return cross(a, b); }\n\n// \u2500\u2500\u2500 MAPPING node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Point-type mapping: scale, rotate (euler XYZ), translate.\n\nfn mapping_point(v: vec3f, loc: vec3f, rot: vec3f, scl: vec3f) -> vec3f {\n var p = v * scl;\n // simplified: skip rotation when all angles are zero (common case)\n if (abs(rot.x) + abs(rot.y) + abs(rot.z) > 1e-6) {\n let cx = cos(rot.x); let sx = sin(rot.x);\n let cy = cos(rot.y); let sy = sin(rot.y);\n let cz = cos(rot.z); let sz = sin(rot.z);\n let rx = vec3f(p.x, cx*p.y - sx*p.z, sx*p.y + cx*p.z);\n let ry = vec3f(cy*rx.x + sy*rx.z, rx.y, -sy*rx.x + cy*rx.z);\n p = vec3f(cz*ry.x - sz*ry.y, sz*ry.x + cz*ry.y, ry.z);\n }\n return p + loc;\n}\n\n// \u2500\u2500\u2500 NORMAL_MAP node (tangent-space) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Applies a tangent-space normal map. Requires TBN from vertex stage.\n\nfn normal_map(strength: f32, map_color: vec3f, normal: vec3f, tangent: vec3f, bitangent: vec3f) -> vec3f {\n let ts = map_color * 2.0 - 1.0;\n let perturbed = normalize(tangent * ts.x + bitangent * ts.y + normal * ts.z);\n return normalize(mix(normal, perturbed, strength));\n}\n\n// \u2500\u2500\u2500 EEVEE Principled BSDF primitives \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Ports from Blender 3.6 source/blender/draw/engines/eevee/shaders/\n// bsdf_common_lib.glsl + gpu_shader_material_principled.glsl.\n// Usage pattern (see material shaders): direct spec = bsdf_ggx \u00D7 sun \u00D7 shadow\n// (NL baked in, no F yet); ambient spec = probe_radiance; tint both with\n// reflection_color = F_brdf_multi_scatter(f0, f90, split_sum) AFTER summing.\n\nconst EEVEE_PI: f32 = 3.141592653589793;\n\n// Fused analytic GGX specular (direct lights). Returns BRDF \u00D7 NL.\n// 4\u00B7NL\u00B7NV is cancelled via G1_Smith reciprocal form \u2014 see bsdf_common_lib.glsl:115.\n// Caller passes NL, NV (already computed for diffuse + brdf_lut_sample) so WebKit\n// can reuse them instead of recomputing dot products across the function boundary.\nfn bsdf_ggx(N: vec3f, L: vec3f, V: vec3f, NL_in: f32, NV_in: f32, roughness: f32) -> f32 {\n let a = max(roughness, 1e-4);\n let a2 = a * a;\n let H = normalize(L + V);\n let NH = max(dot(N, H), 1e-8);\n let NL = max(NL_in, 1e-8);\n let NV = max(NV_in, 1e-8);\n // G1_Smith_GGX_opti reciprocal form \u2014 denominator piece only.\n let G1L = NL + sqrt(NL * (NL - NL * a2) + a2);\n let G1V = NV + sqrt(NV * (NV - NV * a2) + a2);\n let G = G1L * G1V;\n // D_ggx_opti = pi * denom\u00B2 \u2014 reciprocal D \u00D7 a\u00B2.\n let tmp = (NH * a2 - NH) * NH + 1.0;\n let D_opti = EEVEE_PI * tmp * tmp;\n return NL * a2 / (D_opti * G);\n}\n\n// Split-sum DFG LUT \u2014 Karis 2013 curve fit stand-in for the 64\u00D764 baked LUT.\n// Returns (lut.x, lut.y) in Blender convention: tint = f0\u00B7lut.x + f90\u00B7lut.y.\nfn brdf_lut_approx(NV: f32, roughness: f32) -> vec2f {\n let c0 = vec4f(-1.0, -0.0275, -0.572, 0.022);\n let c1 = vec4f(1.0, 0.0425, 1.04, -0.04);\n let r = roughness * c0 + c1;\n let a004 = min(r.x * r.x, exp2(-9.28 * NV)) * r.x + r.y;\n return vec2f(-1.04, 1.04) * a004 + r.zw;\n}\n\n// Baked combined BRDF LUT \u2014 exact port of Blender bsdf_lut_frag.glsl packed with\n// ltc_mag_ggx from eevee_lut.c. Single sample returns DFG (.rg) and LTC mag (.ba).\n// Addressed as Blender's common_utiltex_lib.glsl:lut_coords:\n// coords = (roughness, sqrt(1 - NV)), then half-texel bias for filtering.\n// Requires group(0) binding(9) brdfLut + binding(2) diffuseSampler in the host shader.\nfn brdf_lut_sample(NV: f32, roughness: f32) -> vec4f {\n let LUT_SIZE: f32 = 64.0;\n var uv = vec2f(saturate(roughness), sqrt(saturate(1.0 - NV)));\n uv = uv * ((LUT_SIZE - 1.0) / LUT_SIZE) + 0.5 / LUT_SIZE;\n return textureSampleLevel(brdfLut, diffuseSampler, uv, 0.0);\n}\n\nfn F_brdf_single_scatter(f0: vec3f, f90: vec3f, lut: vec2f) -> vec3f {\n return lut.y * f90 + lut.x * f0;\n}\n\n// Fdez-Ag\u00FCera 2019 multi-scatter compensation (EEVEE do_multiscatter=1).\nfn F_brdf_multi_scatter(f0: vec3f, f90: vec3f, lut: vec2f) -> vec3f {\n let FssEss = lut.y * f90 + lut.x * f0;\n let Ess = lut.x + lut.y;\n let Ems = 1.0 - Ess;\n let Favg = f0 + (1.0 - f0) / 21.0;\n let Fms = FssEss * Favg / (1.0 - (1.0 - Ess) * Favg);\n return FssEss + Fms * Ems;\n}\n\n// EEVEE direct-specular energy compensation factor \u2014 closure_eval_glossy_lib.glsl:79-81:\n// ltc_brdf_scale = (ltc.x + ltc.y) / (split_sum.x + split_sum.y)\n// Blender evaluates direct lights via LTC (Heitz 2016) but indirect via split-sum;\n// direct radiance is rescaled so total-energy matches the split-sum LUT.\n// Takes a pre-sampled vec4f from brdf_lut_sample() to share the fetch with\n// F_brdf_multi_scatter on the same fragment.\nfn ltc_brdf_scale_from_lut(lut: vec4f) -> f32 {\n return (lut.z + lut.w) / max(lut.x + lut.y, 1e-6);\n}\n\n// Luminance-normalized hue extraction \u2014 Blender tint_from_color (isolates hue+sat).\nfn tint_from_color(color: vec3f) -> vec3f {\n let lum = dot(color, vec3f(0.3, 0.6, 0.1));\n return select(vec3f(1.0), color / lum, lum > 0.0);\n}\n\n\n\nstruct CameraUniforms {\n view: mat4x4f,\n projection: mat4x4f,\n viewPos: vec3f,\n _padding: f32,\n};\n\nstruct Light {\n direction: vec4f,\n color: vec4f,\n};\n\nstruct LightUniforms {\n ambientColor: vec4f,\n lights: array<Light, 4>,\n};\n\nstruct MaterialUniforms {\n diffuseColor: vec3f,\n alpha: f32,\n};\n\nstruct VertexOutput {\n @builtin(position) position: vec4f,\n @location(0) normal: vec3f,\n @location(1) uv: vec2f,\n @location(2) worldPos: vec3f,\n};\n\nstruct LightVP { viewProj: mat4x4f, };\n\n@group(0) @binding(0) var<uniform> camera: CameraUniforms;\n@group(0) @binding(1) var<uniform> light: LightUniforms;\n@group(0) @binding(2) var diffuseSampler: sampler;\n@group(0) @binding(3) var shadowMap: texture_depth_2d;\n@group(0) @binding(4) var shadowSampler: sampler_comparison;\n@group(0) @binding(5) var<uniform> lightVP: LightVP;\n@group(1) @binding(0) var<storage, read> skinMats: array<mat4x4f>;\n@group(2) @binding(0) var diffuseTexture: texture_2d<f32>;\n@group(2) @binding(1) var<uniform> material: MaterialUniforms;\n\nfn sampleShadow(worldPos: vec3f, n: vec3f) -> f32 {\n // Back-facing to key light: direct contribution is zero anyway, skip 9 texture samples.\n if (dot(n, -light.lights[0].direction.xyz) <= 0.0) { return 0.0; }\n let biasedPos = worldPos + n * 0.08;\n let lclip = lightVP.viewProj * vec4f(biasedPos, 1.0);\n let ndc = lclip.xyz / max(lclip.w, 1e-6);\n let suv = vec2f(ndc.x * 0.5 + 0.5, 0.5 - ndc.y * 0.5);\n let cmpZ = ndc.z - 0.001;\n let ts = 1.0 / 2048.0;\n // 3x3 PCF unrolled \u2014 Safari's Metal backend doesn't unroll nested shadow loops reliably.\n let s00 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, -ts), cmpZ);\n let s10 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(0.0, -ts), cmpZ);\n let s20 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, -ts), cmpZ);\n let s01 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, 0.0), cmpZ);\n let s11 = textureSampleCompareLevel(shadowMap, shadowSampler, suv, cmpZ);\n let s21 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, 0.0), cmpZ);\n let s02 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, ts), cmpZ);\n let s12 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(0.0, ts), cmpZ);\n let s22 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, ts), cmpZ);\n return (s00 + s10 + s20 + s01 + s11 + s21 + s02 + s12 + s22) * (1.0 / 9.0);\n}\n\nconst PI_M: f32 = 3.141592653589793;\nconst METAL_SPECULAR: f32 = 1.0;\nconst METAL_METALLIC: f32 = 1.0;\nconst METAL_ROUGHNESS: f32 = 0.3;\nconst METAL_SPECULAR_TINT: f32 = 0.114;\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@vertex fn vs(\n @location(0) position: vec3f,\n @location(1) normal: vec3f,\n @location(2) uv: vec2f,\n @location(3) joints0: vec4<u32>,\n @location(4) weights0: vec4<f32>\n) -> VertexOutput {\n var output: VertexOutput;\n let pos4 = vec4f(position, 1.0);\n let weightSum = weights0.x + weights0.y + weights0.z + weights0.w;\n let invWeightSum = select(1.0, 1.0 / weightSum, weightSum > 0.0001);\n let nw = select(vec4f(1.0, 0.0, 0.0, 0.0), weights0 * invWeightSum, weightSum > 0.0001);\n var skinnedPos = vec4f(0.0);\n var skinnedNrm = vec3f(0.0);\n for (var i = 0u; i < 4u; i++) {\n let m = skinMats[joints0[i]];\n let w = nw[i];\n skinnedPos += (m * pos4) * w;\n skinnedNrm += (mat3x3f(m[0].xyz, m[1].xyz, m[2].xyz) * normal) * w;\n }\n output.position = camera.projection * camera.view * vec4f(skinnedPos.xyz, 1.0);\n // Skip VS normalize \u2014 interpolation denormalizes anyway, and FS always does normalize(input.normal).\n output.normal = skinnedNrm;\n output.uv = uv;\n output.worldPos = skinnedPos.xyz;\n return output;\n}\n\nstruct FSOut {\n @location(0) color: vec4f,\n @location(1) mask: f32,\n};\n\n@fragment fn fs(input: VertexOutput) -> FSOut {\n let 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 toon stack (\u56FE\u50CF \u2192 HSV.007 Val=0.8 \u2192 \u8F6C\u63A5\u70B9.001) \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 // \u6DF7\u5408.004: A=HSV.002(Val=0.2 dark), B=tex_tint\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 // AO white/black ramp \u2192 \u6DF7\u5408.002 factor\n let ao = 1.0; // ao_fake(n, v) \u2014 no SSAO yet; inline 1.0 so the ramp/mix chain folds at compile time.\n let ao_ramp_c = ramp_linear(ao, 0.0, vec4f(1,1,1,1), 0.8808, vec4f(0,0,0,1));\n let overlay_fac = mix(1.0, 0.0, ao_ramp_c.r);\n\n // \u6DF7\u5408.002 OVERLAY: A=HSV.008(Val=1.0 identity) \u2190 mix04, B=HSV.004(Val=2.0 bright) \u2190 mix04\n let hue008 = mix04; // identity HSV\n let hue004 = hue_sat_id(1.0, 2.0, 1.0, mix04);\n let npr_rgb = mix_overlay(overlay_fac, hue008, hue004);\n let npr_emission = npr_rgb * METAL_EMIT_STR;\n\n // \u2550\u2550\u2550 Metallic Principled base color \u2550\u2550\u2550\n // Reflection-coord Voronoi for metallic sparkle:\n // \u7EB9\u7406\u5750\u6807.Reflection \u2192 \u77E2\u91CF\u8FD0\u7B97 \u2192 \u6C83\u7F57\u8BFA\u4F0A(Scale=4.3) \u2192 \u989C\u8272\u6E10\u53D8 \u2192 \u6DF7\u5408.005\n let refl_dir = reflect(-v, n);\n let voro = tex_voronoi_f1(refl_dir, METAL_VORONOI_SCALE);\n let voro_ramp = ramp_linear(voro, 0.0, vec4f(0,0,0,1), 1.0, vec4f(1,1,1,1)).r;\n // \u6DF7\u5408.005: Fac=voro_ramp, A=voro_color(grayscale), B=HSV.006(Hue=0.5 Sat=1.5 Val=1.3)\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 // \u539F\u7406\u5316BSDF (EEVEE port): metallic=1.0, specular=1.0, roughness=0.3.\n // Per Blender principled wiring: f0 = mix((0.08*spec)*dielectric, albedo, metallic) \u2192 with\n // metallic=1 this is just albedo (specular_tint is dielectric-only and ignored here).\n let f0 = albedo;\n let f90 = mix(f0, vec3f(1.0), sqrt(METAL_SPECULAR));\n let NL = max(dot(n, l), 0.0);\n let NV = max(dot(n, v), 1e-4);\n let brdf_lut = brdf_lut_sample(NV, METAL_ROUGHNESS);\n let reflection_color = F_brdf_multi_scatter(f0, f90, brdf_lut.xy);\n\n let spec_direct = bsdf_ggx(n, l, v, NL, NV, METAL_ROUGHNESS) * sun * shadow * ltc_brdf_scale_from_lut(brdf_lut);\n let spec_indirect = amb;\n let spec_radiance = (spec_direct + spec_indirect) * reflection_color;\n\n // Pure metal \u2014 no diffuse lobe (diffuse_weight = (1 - metallic) = 0).\n let principled = spec_radiance;\n\n // \u6DF7\u5408\u7740\u8272\u5668.001 Fac=0.6967: Shader=npr_emission, Shader_001=principled\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";
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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 (distance only) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Used by Metal preset. Simplified F1 cell noise.\n\nfn tex_voronoi_f1(p: vec3f, scale: f32) -> f32 {\n let coords = p * scale;\n let i = floor(coords);\n let f = fract(coords);\n var min_dist = 1e10;\n for (var z = -1; z <= 1; z++) {\n for (var y = -1; y <= 1; y++) {\n for (var x = -1; x <= 1; x++) {\n let neighbor = vec3f(f32(x), f32(y), f32(z));\n let point = _hash33(i + neighbor) * 0.5 + 0.5;\n let diff = neighbor + point - f;\n min_dist = min(min_dist, dot(diff, diff));\n }\n }\n }\n return sqrt(min_dist);\n}\n\n// \u2500\u2500\u2500 SEPXYZ node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn separate_xyz(v: vec3f) -> vec3f { return v; }\n\n// \u2500\u2500\u2500 VECT_MATH (cross product) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn vect_math_cross(a: vec3f, b: vec3f) -> vec3f { return cross(a, b); }\n\n// \u2500\u2500\u2500 MAPPING node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Point-type mapping: scale, rotate (euler XYZ), translate.\n\nfn mapping_point(v: vec3f, loc: vec3f, rot: vec3f, scl: vec3f) -> vec3f {\n var p = v * scl;\n // simplified: skip rotation when all angles are zero (common case)\n if (abs(rot.x) + abs(rot.y) + abs(rot.z) > 1e-6) {\n let cx = cos(rot.x); let sx = sin(rot.x);\n let cy = cos(rot.y); let sy = sin(rot.y);\n let cz = cos(rot.z); let sz = sin(rot.z);\n let rx = vec3f(p.x, cx*p.y - sx*p.z, sx*p.y + cx*p.z);\n let ry = vec3f(cy*rx.x + sy*rx.z, rx.y, -sy*rx.x + cy*rx.z);\n p = vec3f(cz*ry.x - sz*ry.y, sz*ry.x + cz*ry.y, ry.z);\n }\n return p + loc;\n}\n\n// \u2500\u2500\u2500 NORMAL_MAP node (tangent-space) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Applies a tangent-space normal map. Requires TBN from vertex stage.\n\nfn normal_map(strength: f32, map_color: vec3f, normal: vec3f, tangent: vec3f, bitangent: vec3f) -> vec3f {\n let ts = map_color * 2.0 - 1.0;\n let perturbed = normalize(tangent * ts.x + bitangent * ts.y + normal * ts.z);\n return normalize(mix(normal, perturbed, strength));\n}\n\n// \u2500\u2500\u2500 EEVEE Principled BSDF primitives \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Ports from Blender 3.6 source/blender/draw/engines/eevee/shaders/\n// bsdf_common_lib.glsl + gpu_shader_material_principled.glsl.\n// Usage pattern (see material shaders): direct spec = bsdf_ggx \u00D7 sun \u00D7 shadow\n// (NL baked in, no F yet); ambient spec = probe_radiance; tint both with\n// reflection_color = F_brdf_multi_scatter(f0, f90, split_sum) AFTER summing.\n\nconst EEVEE_PI: f32 = 3.141592653589793;\n\n// Fused analytic GGX specular (direct lights). Returns BRDF \u00D7 NL.\n// 4\u00B7NL\u00B7NV is cancelled via G1_Smith reciprocal form \u2014 see bsdf_common_lib.glsl:115.\n// Caller passes NL, NV (already computed for diffuse + brdf_lut_sample) so WebKit\n// can reuse them instead of recomputing dot products across the function boundary.\nfn bsdf_ggx(N: vec3f, L: vec3f, V: vec3f, NL_in: f32, NV_in: f32, roughness: f32) -> f32 {\n let a = max(roughness, 1e-4);\n let a2 = a * a;\n let H = normalize(L + V);\n let NH = max(dot(N, H), 1e-8);\n let NL = max(NL_in, 1e-8);\n let NV = max(NV_in, 1e-8);\n // G1_Smith_GGX_opti reciprocal form \u2014 denominator piece only.\n let G1L = NL + sqrt(NL * (NL - NL * a2) + a2);\n let G1V = NV + sqrt(NV * (NV - NV * a2) + a2);\n let G = G1L * G1V;\n // D_ggx_opti = pi * denom\u00B2 \u2014 reciprocal D \u00D7 a\u00B2.\n let tmp = (NH * a2 - NH) * NH + 1.0;\n let D_opti = EEVEE_PI * tmp * tmp;\n return NL * a2 / (D_opti * G);\n}\n\n// Split-sum DFG LUT \u2014 Karis 2013 curve fit stand-in for the 64\u00D764 baked LUT.\n// Returns (lut.x, lut.y) in Blender convention: tint = f0\u00B7lut.x + f90\u00B7lut.y.\nfn brdf_lut_approx(NV: f32, roughness: f32) -> vec2f {\n let c0 = vec4f(-1.0, -0.0275, -0.572, 0.022);\n let c1 = vec4f(1.0, 0.0425, 1.04, -0.04);\n let r = roughness * c0 + c1;\n let a004 = min(r.x * r.x, exp2(-9.28 * NV)) * r.x + r.y;\n return vec2f(-1.04, 1.04) * a004 + r.zw;\n}\n\n// Baked combined BRDF LUT \u2014 exact port of Blender bsdf_lut_frag.glsl packed with\n// ltc_mag_ggx from eevee_lut.c. Single sample returns DFG (.rg) and LTC mag (.ba).\n// Addressed as Blender's common_utiltex_lib.glsl:lut_coords:\n// coords = (roughness, sqrt(1 - NV)), then half-texel bias for filtering.\n// Requires group(0) binding(9) brdfLut + binding(2) diffuseSampler in the host shader.\nfn brdf_lut_sample(NV: f32, roughness: f32) -> vec4f {\n let LUT_SIZE: f32 = 64.0;\n var uv = vec2f(saturate(roughness), sqrt(saturate(1.0 - NV)));\n uv = uv * ((LUT_SIZE - 1.0) / LUT_SIZE) + 0.5 / LUT_SIZE;\n return textureSampleLevel(brdfLut, diffuseSampler, uv, 0.0);\n}\n\nfn F_brdf_single_scatter(f0: vec3f, f90: vec3f, lut: vec2f) -> vec3f {\n return lut.y * f90 + lut.x * f0;\n}\n\n// Fdez-Ag\u00FCera 2019 multi-scatter compensation (EEVEE do_multiscatter=1).\nfn F_brdf_multi_scatter(f0: vec3f, f90: vec3f, lut: vec2f) -> vec3f {\n let FssEss = lut.y * f90 + lut.x * f0;\n let Ess = lut.x + lut.y;\n let Ems = 1.0 - Ess;\n let Favg = f0 + (1.0 - f0) / 21.0;\n let Fms = FssEss * Favg / (1.0 - (1.0 - Ess) * Favg);\n return FssEss + Fms * Ems;\n}\n\n// EEVEE direct-specular energy compensation factor \u2014 closure_eval_glossy_lib.glsl:79-81:\n// ltc_brdf_scale = (ltc.x + ltc.y) / (split_sum.x + split_sum.y)\n// Blender evaluates direct lights via LTC (Heitz 2016) but indirect via split-sum;\n// direct radiance is rescaled so total-energy matches the split-sum LUT.\n// Takes a pre-sampled vec4f from brdf_lut_sample() to share the fetch with\n// F_brdf_multi_scatter on the same fragment.\nfn ltc_brdf_scale_from_lut(lut: vec4f) -> f32 {\n return (lut.z + lut.w) / max(lut.x + lut.y, 1e-6);\n}\n\n// Luminance-normalized hue extraction \u2014 Blender tint_from_color (isolates hue+sat).\nfn tint_from_color(color: vec3f) -> vec3f {\n let lum = dot(color, vec3f(0.3, 0.6, 0.1));\n return select(vec3f(1.0), color / lum, lum > 0.0);\n}\n\n\n\nstruct CameraUniforms {\n view: mat4x4f,\n projection: mat4x4f,\n viewPos: vec3f,\n _padding: f32,\n};\n\nstruct Light {\n direction: vec4f,\n color: vec4f,\n};\n\nstruct LightUniforms {\n ambientColor: vec4f,\n lights: array<Light, 4>,\n};\n\nstruct MaterialUniforms {\n diffuseColor: vec3f,\n alpha: f32,\n};\n\nstruct VertexOutput {\n @builtin(position) position: vec4f,\n @location(0) normal: vec3f,\n @location(1) uv: vec2f,\n @location(2) worldPos: vec3f,\n};\n\nstruct LightVP { viewProj: mat4x4f, };\n\n@group(0) @binding(0) var<uniform> camera: CameraUniforms;\n@group(0) @binding(1) var<uniform> light: LightUniforms;\n@group(0) @binding(2) var diffuseSampler: sampler;\n@group(0) @binding(3) var shadowMap: texture_depth_2d;\n@group(0) @binding(4) var shadowSampler: sampler_comparison;\n@group(0) @binding(5) var<uniform> lightVP: LightVP;\n@group(1) @binding(0) var<storage, read> skinMats: array<mat4x4f>;\n@group(2) @binding(0) var diffuseTexture: texture_2d<f32>;\n@group(2) @binding(1) var<uniform> material: MaterialUniforms;\n\nfn sampleShadow(worldPos: vec3f, n: vec3f) -> f32 {\n // Back-facing to key light: direct contribution is zero anyway, skip 9 texture samples.\n if (dot(n, -light.lights[0].direction.xyz) <= 0.0) { return 0.0; }\n let biasedPos = worldPos + n * 0.08;\n let lclip = lightVP.viewProj * vec4f(biasedPos, 1.0);\n let ndc = lclip.xyz / max(lclip.w, 1e-6);\n let suv = vec2f(ndc.x * 0.5 + 0.5, 0.5 - ndc.y * 0.5);\n let cmpZ = ndc.z - 0.001;\n let ts = 1.0 / 2048.0;\n // 3x3 PCF unrolled \u2014 Safari's Metal backend doesn't unroll nested shadow loops reliably.\n let s00 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, -ts), cmpZ);\n let s10 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(0.0, -ts), cmpZ);\n let s20 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, -ts), cmpZ);\n let s01 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, 0.0), cmpZ);\n let s11 = textureSampleCompareLevel(shadowMap, shadowSampler, suv, cmpZ);\n let s21 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, 0.0), cmpZ);\n let s02 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, ts), cmpZ);\n let s12 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(0.0, ts), cmpZ);\n let s22 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, ts), cmpZ);\n return (s00 + s10 + s20 + s01 + s11 + s21 + s02 + s12 + s22) * (1.0 / 9.0);\n}\n\nconst PI_M: f32 = 3.141592653589793;\nconst METAL_SPECULAR: f32 = 1.0;\nconst METAL_METALLIC: f32 = 1.0;\nconst METAL_ROUGHNESS: f32 = 0.3;\nconst METAL_SPECULAR_TINT: f32 = 0.114;\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@vertex fn vs(\n @location(0) position: vec3f,\n @location(1) normal: vec3f,\n @location(2) uv: vec2f,\n @location(3) joints0: vec4<u32>,\n @location(4) weights0: vec4<f32>\n) -> VertexOutput {\n var output: VertexOutput;\n let pos4 = vec4f(position, 1.0);\n let weightSum = weights0.x + weights0.y + weights0.z + weights0.w;\n let invWeightSum = select(1.0, 1.0 / weightSum, weightSum > 0.0001);\n let nw = select(vec4f(1.0, 0.0, 0.0, 0.0), weights0 * invWeightSum, weightSum > 0.0001);\n var skinnedPos = vec4f(0.0);\n var skinnedNrm = vec3f(0.0);\n for (var i = 0u; i < 4u; i++) {\n let m = skinMats[joints0[i]];\n let w = nw[i];\n skinnedPos += (m * pos4) * w;\n skinnedNrm += (mat3x3f(m[0].xyz, m[1].xyz, m[2].xyz) * normal) * w;\n }\n output.position = camera.projection * camera.view * vec4f(skinnedPos.xyz, 1.0);\n // Skip VS normalize \u2014 interpolation denormalizes anyway, and FS always does normalize(input.normal).\n output.normal = skinnedNrm;\n output.uv = uv;\n output.worldPos = skinnedPos.xyz;\n return output;\n}\n\nstruct FSOut {\n @location(0) color: vec4f,\n @location(1) mask: f32,\n};\n\n@fragment fn fs(input: VertexOutput) -> FSOut {\n let 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 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 // Reflection-coord Voronoi produces the metallic sparkle variation.\n let refl_dir = reflect(-v, n);\n let voro = tex_voronoi_f1(refl_dir, METAL_VORONOI_SCALE);\n let voro_ramp = ramp_linear(voro, 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 // Principled BSDF (EEVEE port): metallic=1 collapses f0 = mix(dielectric, albedo, 1) = albedo;\n // specular_tint is dielectric-only and ignored here.\n let f0 = albedo;\n let f90 = mix(f0, vec3f(1.0), sqrt(METAL_SPECULAR));\n let NL = max(dot(n, l), 0.0);\n let NV = max(dot(n, v), 1e-4);\n let brdf_lut = brdf_lut_sample(NV, METAL_ROUGHNESS);\n let reflection_color = F_brdf_multi_scatter(f0, f90, brdf_lut.xy);\n\n let spec_direct = bsdf_ggx(n, l, v, NL, NV, METAL_ROUGHNESS) * sun * shadow * ltc_brdf_scale_from_lut(brdf_lut);\n let spec_indirect = amb;\n let spec_radiance = (spec_direct + spec_indirect) * reflection_color;\n\n // Pure metal \u2014 no diffuse lobe (diffuse_weight = (1 - metallic) = 0).\n let principled = spec_radiance;\n\n // \u6DF7\u5408\u7740\u8272\u5668.001 Fac=0.6967: Shader=npr_emission, Shader_001=principled\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";
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//# sourceMappingURL=metal.d.ts.map
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{"version":3,"file":"metal.d.ts","sourceRoot":"","sources":["../../src/shaders/metal.ts"],"names":[],"mappings":"AAOA,eAAO,MAAM,iBAAiB,
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{"version":3,"file":"metal.d.ts","sourceRoot":"","sources":["../../src/shaders/metal.ts"],"names":[],"mappings":"AAOA,eAAO,MAAM,iBAAiB,8k4BAwK7B,CAAA"}
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package/dist/shaders/metal.js
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@@ -127,40 +127,27 @@ struct FSOut {
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let out_alpha = material.alpha * tex_s.a;
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if (out_alpha < 0.001) { discard; }
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// ═══ NPR toon stack (图像 → HSV.007 Val=0.8 → 转接点.001) ═══
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let tex_tint = hue_sat_id(1.0, 0.800000011920929, 1.0, tex_rgb);
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let lum_shade = shader_to_rgb_diffuse(n, l, sun, amb, shadow);
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let ramp008 = ramp_constant_edge_aa(lum_shade, METAL_TOON_EDGE, vec4f(0,0,0,1), vec4f(1,1,1,1));
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let mix04_fac = math_multiply(ramp008.r, METAL_MIX04_MUL);
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// 混合.004: A=HSV.002(Val=0.2 dark), B=tex_tint
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let dark_tex = hue_sat_id(1.0, 0.19999998807907104, 1.0, tex_tint);
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let mix04 = mix_blend(mix04_fac, dark_tex, tex_tint);
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// AO white/black ramp → 混合.002 factor
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let ao = 1.0; // ao_fake(n, v) — no SSAO yet; inline 1.0 so the ramp/mix chain folds at compile time.
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let ao_ramp_c = ramp_linear(ao, 0.0, vec4f(1,1,1,1), 0.8808, vec4f(0,0,0,1));
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let overlay_fac = mix(1.0, 0.0, ao_ramp_c.r);
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// 混合.002 OVERLAY: A=HSV.008(Val=1.0 identity) ← mix04, B=HSV.004(Val=2.0 bright) ← mix04
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let hue008 = mix04; // identity HSV
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let hue004 = hue_sat_id(1.0, 2.0, 1.0, mix04);
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let npr_rgb = mix_overlay(
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let npr_rgb = mix_overlay(1.0, mix04, hue004);
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let npr_emission = npr_rgb * METAL_EMIT_STR;
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//
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// Reflection-coord Voronoi for metallic sparkle:
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// 纹理坐标.Reflection → 矢量运算 → 沃罗诺伊(Scale=4.3) → 颜色渐变 → 混合.005
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// Reflection-coord Voronoi produces the metallic sparkle variation.
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let refl_dir = reflect(-v, n);
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let voro = tex_voronoi_f1(refl_dir, METAL_VORONOI_SCALE);
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let voro_ramp = ramp_linear(voro, 0.0, vec4f(0,0,0,1), 1.0, vec4f(1,1,1,1)).r;
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// 混合.005: Fac=voro_ramp, A=voro_color(grayscale), B=HSV.006(Hue=0.5 Sat=1.5 Val=1.3)
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let hue006 = hue_sat_id(1.5, 1.2999999523162842, 1.0, tex_tint);
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let albedo = mix_blend(voro_ramp, vec3f(voro_ramp), hue006);
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//
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//
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// metallic=1 this is just albedo (specular_tint is dielectric-only and ignored here).
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// Principled BSDF (EEVEE port): metallic=1 collapses f0 = mix(dielectric, albedo, 1) = albedo;
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// specular_tint is dielectric-only and ignored here.
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let f0 = albedo;
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let f90 = mix(f0, vec3f(1.0), sqrt(METAL_SPECULAR));
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let NL = max(dot(n, l), 0.0);
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package/dist/shaders/nodes.d.ts
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export declare const NODES_WGSL = "\n\n// Baked 64\u00D764 rgba8unorm combined BRDF LUT \u2014 created once at engine init by dfg_lut.ts.\n// .rg = split-sum DFG (Karis: tint = f0\u00B7x + f90\u00B7y) \u2192 F_brdf_*_scatter\n// .ba = Heitz 2016 LTC magnitude (ltc_mag_ggx) \u2192 ltc_brdf_scale_from_lut\n// Paired with group(0) binding(2) diffuseSampler (linear filter). Sample once per\n// fragment via brdf_lut_sample() \u2014 callers feed .rg and the whole vec4 into the\n// helpers below, halving LUT taps on the default Principled path.\n@group(0) @binding(9) var brdfLut: texture_2d<f32>;\n\n// \u2500\u2500\u2500 RGB \u2194 HSV \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn rgb_to_hsv(rgb: vec3f) -> vec3f {\n let c_max = max(rgb.r, max(rgb.g, rgb.b));\n let c_min = min(rgb.r, min(rgb.g, rgb.b));\n let delta = c_max - c_min;\n\n var h = 0.0;\n if (delta > 1e-6) {\n if (c_max == rgb.r) {\n h = (rgb.g - rgb.b) / delta;\n if (h < 0.0) { h += 6.0; }\n } else if (c_max == rgb.g) {\n h = 2.0 + (rgb.b - rgb.r) / delta;\n } else {\n h = 4.0 + (rgb.r - rgb.g) / delta;\n }\n h /= 6.0;\n }\n let s = select(0.0, delta / c_max, c_max > 1e-6);\n return vec3f(h, s, c_max);\n}\n\nfn hsv_to_rgb(hsv: vec3f) -> vec3f {\n let h = hsv.x;\n let s = hsv.y;\n let v = hsv.z;\n if (s < 1e-6) { return vec3f(v); }\n\n let hh = fract(h) * 6.0;\n let sector = u32(hh);\n let f = hh - f32(sector);\n let p = v * (1.0 - s);\n let q = v * (1.0 - s * f);\n let t = v * (1.0 - s * (1.0 - f));\n\n switch (sector) {\n case 0u: { return vec3f(v, t, p); }\n case 1u: { return vec3f(q, v, p); }\n case 2u: { return vec3f(p, v, t); }\n case 3u: { return vec3f(p, q, v); }\n case 4u: { return vec3f(t, p, v); }\n default: { return vec3f(v, p, q); }\n }\n}\n\n// \u2500\u2500\u2500 HUE_SAT node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn hue_sat(hue: f32, saturation: f32, value: f32, fac: f32, color: vec3f) -> vec3f {\n var hsv = rgb_to_hsv(color);\n hsv.x = fract(hsv.x + hue - 0.5);\n hsv.y = clamp(hsv.y * saturation, 0.0, 1.0);\n hsv.z *= value;\n return mix(color, hsv_to_rgb(hsv), fac);\n}\n\n// hue_sat specialization for hue=0.5 (identity hue shift \u2014 fract(h + 0.5 - 0.5) = h).\n// Branchless equivalent that skips the rgb_to_hsv \u2192 hsv_to_rgb roundtrip: WebKit's\n// Metal backend serializes the 3-way if chain in rgb_to_hsv and the 6-way switch in\n// hsv_to_rgb, where this form compiles to linear SIMD ops + a single select.\nfn hue_sat_id(saturation: f32, value: f32, fac: f32, color: vec3f) -> vec3f {\n let m = max(max(color.r, color.g), color.b);\n let n = min(min(color.r, color.g), color.b);\n // Unclamped (sat*old_s \u2264 1): reproj = mix(vec3f(m), color, saturation).\n // Clamped (saturated to 1): reproj = (color - n) * m / (m - n).\n let range = max(m - n, 1e-6);\n let unclamped = mix(vec3f(m), color, saturation);\n let clamped = (color - vec3f(n)) * m / range;\n let needs_clamp = (m - n) * saturation >= m;\n let reproj = select(unclamped, clamped, needs_clamp);\n return mix(color, reproj * value, fac);\n}\n\n// \u2500\u2500\u2500 BRIGHTCONTRAST node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn bright_contrast(color: vec3f, bright: f32, contrast: f32) -> vec3f {\n let a = 1.0 + contrast;\n let b = bright - contrast * 0.5;\n return max(vec3f(0.0), color * a + vec3f(b));\n}\n\n// \u2500\u2500\u2500 INVERT node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn invert(fac: f32, color: vec3f) -> vec3f {\n return mix(color, vec3f(1.0) - color, fac);\n}\n\nfn invert_f(fac: f32, val: f32) -> f32 {\n return mix(val, 1.0 - val, fac);\n}\n\n// \u2500\u2500\u2500 Color ramp (VALTORGB) \u2014 2-stop variants \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// All 7 presets use exclusively 2-stop ramps.\n\nfn ramp_constant(f: f32, p0: f32, c0: vec4f, p1: f32, c1: vec4f) -> vec4f {\n return select(c0, c1, f >= p1);\n}\n\n// CONSTANT ramp with screen-space edge AA \u2014 kills sparkle where fwidth(f) straddles a hard step (NPR terminator)\nfn ramp_constant_edge_aa(f: f32, edge: f32, c0: vec4f, c1: vec4f) -> vec4f {\n let w = max(fwidth(f) * 1.75, 6e-6);\n let t = smoothstep(edge - w, edge + w, f);\n return mix(c0, c1, t);\n}\n\nfn ramp_linear(f: f32, p0: f32, c0: vec4f, p1: f32, c1: vec4f) -> vec4f {\n let t = saturate((f - p0) / max(p1 - p0, 1e-6));\n return mix(c0, c1, t);\n}\n\nfn ramp_cardinal(f: f32, p0: f32, c0: vec4f, p1: f32, c1: vec4f) -> vec4f {\n // cardinal spline with 2 stops degrades to smoothstep\n let t = saturate((f - p0) / max(p1 - p0, 1e-6));\n let ss = t * t * (3.0 - 2.0 * t);\n return mix(c0, c1, ss);\n}\n\n// \u2500\u2500\u2500 MATH node operations \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn math_add(a: f32, b: f32) -> f32 { return a + b; }\nfn math_multiply(a: f32, b: f32) -> f32 { return a * b; }\nfn math_power(a: f32, b: f32) -> f32 { return pow(max(a, 0.0), b); }\nfn math_greater_than(a: f32, b: f32) -> f32 { return select(0.0, 1.0, a > b); }\n\n// Blender's implicit Color \u2192 Float socket conversion uses BT.601 grayscale\n// (rgb_to_grayscale in blenkernel/intern/node.cc). When a material graph plugs a\n// Color output into a Math node's Value input, this is the scalar it actually sees.\nfn color_to_value(c: vec3f) -> f32 {\n return 0.299 * c.r + 0.587 * c.g + 0.114 * c.b;\n}\n\n// \u2500\u2500\u2500 MIX node (blend_type variants) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn mix_blend(fac: f32, a: vec3f, b: vec3f) -> vec3f {\n return mix(a, b, fac);\n}\n\nfn mix_overlay(fac: f32, a: vec3f, b: vec3f) -> vec3f {\n let lo = 2.0 * a * b;\n let hi = vec3f(1.0) - 2.0 * (vec3f(1.0) - a) * (vec3f(1.0) - b);\n let overlay = select(hi, lo, a < vec3f(0.5));\n return mix(a, overlay, fac);\n}\n\nfn mix_multiply(fac: f32, a: vec3f, b: vec3f) -> vec3f {\n return mix(a, a * b, fac);\n}\n\nfn mix_lighten(fac: f32, a: vec3f, b: vec3f) -> vec3f {\n return mix(a, max(a, b), fac);\n}\n\n// Blender Mix (Color) blend LINEAR_LIGHT: result = mix(A, A + 2*B - 1, Fac)\nfn mix_linear_light(fac: f32, a: vec3f, b: vec3f) -> vec3f {\n return mix(a, a + 2.0 * b - vec3f(1.0), fac);\n}\n\n// Luminance for Shader\u2192RGB scalar gates (linear RGB, Rec.709 weights)\nfn luminance_rec709_linear(c: vec3f) -> f32 {\n return dot(max(c, vec3f(0.0)), vec3f(0.2126, 0.7152, 0.0722));\n}\n\n// \u2500\u2500\u2500 FRESNEL node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Schlick approximation matching Blender's Fresnel node\n\nfn fresnel(ior: f32, n: vec3f, v: vec3f) -> f32 {\n let r = (ior - 1.0) / (ior + 1.0);\n let f0 = r * r;\n let cos_theta = clamp(dot(n, v), 0.0, 1.0);\n let m = 1.0 - cos_theta;\n let m2 = m * m;\n let m5 = m2 * m2 * m;\n return f0 + (1.0 - f0) * m5;\n}\n\n// \u2500\u2500\u2500 LAYER_WEIGHT node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn layer_weight_fresnel(blend: f32, n: vec3f, v: vec3f) -> f32 {\n let eta = max(1.0 - blend, 1e-4);\n let r = (1.0 - eta) / (1.0 + eta);\n let f0 = r * r;\n let cos_theta = clamp(abs(dot(n, v)), 0.0, 1.0);\n let m = 1.0 - cos_theta;\n let m2 = m * m;\n let m5 = m2 * m2 * m;\n return f0 + (1.0 - f0) * m5;\n}\n\nfn layer_weight_facing(blend: f32, n: vec3f, v: vec3f) -> f32 {\n var facing = abs(dot(n, v));\n let b = clamp(blend, 0.0, 0.99999);\n if (b != 0.5) {\n let exponent = select(2.0 * b, 0.5 / (1.0 - b), b >= 0.5);\n facing = pow(facing, exponent);\n }\n return 1.0 - facing;\n}\n\n// \u2500\u2500\u2500 SHADER_TO_RGB (white DiffuseBSDF) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Eevee captures lit diffuse: (albedo/\u03C0)*sun*N\u00B7L*shadow + ambient (linear). Albedo=1.\n// Matches default.ts direct term scale so VALTORGB thresholds from Blender JSON stay valid.\n\nfn shader_to_rgb_diffuse(n: vec3f, l: vec3f, sun_rgb: vec3f, ambient_rgb: vec3f, shadow: f32) -> f32 {\n const PI_S: f32 = 3.141592653589793;\n let ndotl = max(dot(n, l), 0.0);\n let rgb = sun_rgb * (ndotl * shadow / PI_S) + ambient_rgb;\n return luminance_rec709_linear(rgb);\n}\n\n// \u2500\u2500\u2500 AMBIENT_OCCLUSION node (faked) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Real SSAO is a non-goal. We approximate: use the \"inside\" value from\n// concavity heuristic: 1.0 = fully lit, lower = occluded.\n// For now returns 1.0 (no darkening). Individual presets can override.\n\nfn ao_fake(n: vec3f, v: vec3f) -> f32 {\n return 1.0;\n}\n\n// \u2500\u2500\u2500 BUMP node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Screen-space bump from a scalar height field. Needs dFdx/dFdy which\n// WGSL provides as dpdx/dpdy.\n\nfn bump(strength: f32, height: f32, normal: vec3f, world_pos: vec3f) -> vec3f {\n let dhdx = dpdx(height);\n let dhdy = dpdy(height);\n let dpdx_pos = dpdx(world_pos);\n let dpdy_pos = dpdy(world_pos);\n let perturbed = normalize(normal) - strength * (dhdx * normalize(cross(dpdy_pos, normal)) + dhdy * normalize(cross(normal, dpdx_pos)));\n return normalize(perturbed);\n}\n\n// LH engine + WebGPU fragment Y: flip dhdy contribution so height peaks read as outward bumps vs Blender reference\nfn bump_lh(strength: f32, height: f32, normal: vec3f, world_pos: vec3f) -> vec3f {\n let dhdx = dpdx(height);\n let dhdy = dpdy(height);\n let dpdx_pos = dpdx(world_pos);\n let dpdy_pos = dpdy(world_pos);\n let perturbed = normalize(normal) - strength * (dhdx * normalize(cross(dpdy_pos, normal)) - dhdy * normalize(cross(normal, dpdx_pos)));\n return normalize(perturbed);\n}\n\n// \u2500\u2500\u2500 NOISE texture (Perlin-style) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Simplified gradient noise matching Blender's default noise output.\n\n// PCG-style integer hash. Replaces the classic 'fract(sin(q) * LARGE)' trick because\n// WebKit's Metal backend compiles 'sin' to a full transcendental op (slow), while\n// Safari's Apple-GPU scalar ALU handles int muls/xors near free. Inputs arrive as\n// integer-valued floats (floor(p) + unit offsets) from _noise3, so vec3i cast is exact.\nfn _hash33(p: vec3f) -> vec3f {\n var h = vec3u(vec3i(p) + vec3i(32768));\n h = h * vec3u(1664525u, 1013904223u, 2654435761u);\n h = (h.yzx ^ h) * vec3u(2246822519u, 3266489917u, 668265263u);\n h = h ^ (h >> vec3u(16u));\n // Mask to 24 bits \u2014 above that f32 loses precision on the u32\u2192f32 convert.\n let hm = h & vec3u(16777215u);\n return vec3f(hm) * (2.0 / 16777216.0) - 1.0;\n}\n\nfn _noise3(p: vec3f) -> f32 {\n let i = floor(p);\n let f = fract(p);\n let u = f * f * (3.0 - 2.0 * f);\n\n return mix(\n mix(\n mix(dot(_hash33(i + vec3f(0,0,0)), f - vec3f(0,0,0)),\n dot(_hash33(i + vec3f(1,0,0)), f - vec3f(1,0,0)), u.x),\n mix(dot(_hash33(i + vec3f(0,1,0)), f - vec3f(0,1,0)),\n dot(_hash33(i + vec3f(1,1,0)), f - vec3f(1,1,0)), u.x), u.y),\n mix(\n mix(dot(_hash33(i + vec3f(0,0,1)), f - vec3f(0,0,1)),\n dot(_hash33(i + vec3f(1,0,1)), f - vec3f(1,0,1)), u.x),\n mix(dot(_hash33(i + vec3f(0,1,1)), f - vec3f(0,1,1)),\n dot(_hash33(i + vec3f(1,1,1)), f - vec3f(1,1,1)), u.x), u.y),\n u.z);\n}\n\nfn tex_noise(p: vec3f, scale: f32, detail: f32, roughness: f32, distortion: f32) -> f32 {\n var q = p;\n if (abs(distortion) > 1e-6) {\n let w = _noise3(p * scale * 1.37 + vec3f(2.31, 5.17, 8.09));\n q = p + (w * 2.0 - 1.0) * distortion;\n }\n let coords = q * scale;\n var value = 0.0;\n var amplitude = 1.0;\n var frequency = 1.0;\n var total_amp = 0.0;\n let octaves = i32(clamp(detail, 0.0, 15.0)) + 1;\n for (var i = 0; i < octaves; i++) {\n value += amplitude * _noise3(coords * frequency);\n total_amp += amplitude;\n amplitude *= roughness;\n frequency *= 2.0;\n }\n return value / max(total_amp, 1e-6) * 0.5 + 0.5;\n}\n\n// tex_noise specialization: detail=2.0 (3 octaves), roughness=0.5, distortion=0.\n// WebKit can't unroll tex_noise's for-loop because 'octaves' is a runtime value;\n// this variant is fully unrolled with constants folded (total_amp = 1.75).\nfn tex_noise_d2(p: vec3f, scale: f32) -> f32 {\n let c = p * scale;\n let v = _noise3(c) + 0.5 * _noise3(c * 2.0) + 0.25 * _noise3(c * 4.0);\n return v * (1.0 / 1.75) * 0.5 + 0.5;\n}\n\n// \u2500\u2500\u2500 TEX_GRADIENT (linear) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Used by Stockings preset. Maps the input vector's X to a 0\u20131 gradient.\n\nfn tex_gradient_linear(uv: vec3f) -> f32 {\n return clamp(uv.x, 0.0, 1.0);\n}\n\n// \u2500\u2500\u2500 TEX_VORONOI (distance only) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Used by Metal preset. Simplified F1 cell noise.\n\nfn tex_voronoi_f1(p: vec3f, scale: f32) -> f32 {\n let coords = p * scale;\n let i = floor(coords);\n let f = fract(coords);\n var min_dist = 1e10;\n for (var z = -1; z <= 1; z++) {\n for (var y = -1; y <= 1; y++) {\n for (var x = -1; x <= 1; x++) {\n let neighbor = vec3f(f32(x), f32(y), f32(z));\n let point = _hash33(i + neighbor) * 0.5 + 0.5;\n let diff = neighbor + point - f;\n min_dist = min(min_dist, dot(diff, diff));\n }\n }\n }\n return sqrt(min_dist);\n}\n\n// \u2500\u2500\u2500 SEPXYZ node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn separate_xyz(v: vec3f) -> vec3f { return v; }\n\n// \u2500\u2500\u2500 VECT_MATH (cross product) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn vect_math_cross(a: vec3f, b: vec3f) -> vec3f { return cross(a, b); }\n\n// \u2500\u2500\u2500 MAPPING node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Point-type mapping: scale, rotate (euler XYZ), translate.\n\nfn mapping_point(v: vec3f, loc: vec3f, rot: vec3f, scl: vec3f) -> vec3f {\n var p = v * scl;\n // simplified: skip rotation when all angles are zero (common case)\n if (abs(rot.x) + abs(rot.y) + abs(rot.z) > 1e-6) {\n let cx = cos(rot.x); let sx = sin(rot.x);\n let cy = cos(rot.y); let sy = sin(rot.y);\n let cz = cos(rot.z); let sz = sin(rot.z);\n let rx = vec3f(p.x, cx*p.y - sx*p.z, sx*p.y + cx*p.z);\n let ry = vec3f(cy*rx.x + sy*rx.z, rx.y, -sy*rx.x + cy*rx.z);\n p = vec3f(cz*ry.x - sz*ry.y, sz*ry.x + cz*ry.y, ry.z);\n }\n return p + loc;\n}\n\n// \u2500\u2500\u2500 NORMAL_MAP node (tangent-space) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Applies a tangent-space normal map. Requires TBN from vertex stage.\n\nfn normal_map(strength: f32, map_color: vec3f, normal: vec3f, tangent: vec3f, bitangent: vec3f) -> vec3f {\n let ts = map_color * 2.0 - 1.0;\n let perturbed = normalize(tangent * ts.x + bitangent * ts.y + normal * ts.z);\n return normalize(mix(normal, perturbed, strength));\n}\n\n// \u2500\u2500\u2500 EEVEE Principled BSDF primitives \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Ports from Blender 3.6 source/blender/draw/engines/eevee/shaders/\n// bsdf_common_lib.glsl + gpu_shader_material_principled.glsl.\n// Usage pattern (see material shaders): direct spec = bsdf_ggx \u00D7 sun \u00D7 shadow\n// (NL baked in, no F yet); ambient spec = probe_radiance; tint both with\n// reflection_color = F_brdf_multi_scatter(f0, f90, split_sum) AFTER summing.\n\nconst EEVEE_PI: f32 = 3.141592653589793;\n\n// Fused analytic GGX specular (direct lights). Returns BRDF \u00D7 NL.\n// 4\u00B7NL\u00B7NV is cancelled via G1_Smith reciprocal form \u2014 see bsdf_common_lib.glsl:115.\n// Caller passes NL, NV (already computed for diffuse + brdf_lut_sample) so WebKit\n// can reuse them instead of recomputing dot products across the function boundary.\nfn bsdf_ggx(N: vec3f, L: vec3f, V: vec3f, NL_in: f32, NV_in: f32, roughness: f32) -> f32 {\n let a = max(roughness, 1e-4);\n let a2 = a * a;\n let H = normalize(L + V);\n let NH = max(dot(N, H), 1e-8);\n let NL = max(NL_in, 1e-8);\n let NV = max(NV_in, 1e-8);\n // G1_Smith_GGX_opti reciprocal form \u2014 denominator piece only.\n let G1L = NL + sqrt(NL * (NL - NL * a2) + a2);\n let G1V = NV + sqrt(NV * (NV - NV * a2) + a2);\n let G = G1L * G1V;\n // D_ggx_opti = pi * denom\u00B2 \u2014 reciprocal D \u00D7 a\u00B2.\n let tmp = (NH * a2 - NH) * NH + 1.0;\n let D_opti = EEVEE_PI * tmp * tmp;\n return NL * a2 / (D_opti * G);\n}\n\n// Split-sum DFG LUT \u2014 Karis 2013 curve fit stand-in for the 64\u00D764 baked LUT.\n// Returns (lut.x, lut.y) in Blender convention: tint = f0\u00B7lut.x + f90\u00B7lut.y.\nfn brdf_lut_approx(NV: f32, roughness: f32) -> vec2f {\n let c0 = vec4f(-1.0, -0.0275, -0.572, 0.022);\n let c1 = vec4f(1.0, 0.0425, 1.04, -0.04);\n let r = roughness * c0 + c1;\n let a004 = min(r.x * r.x, exp2(-9.28 * NV)) * r.x + r.y;\n return vec2f(-1.04, 1.04) * a004 + r.zw;\n}\n\n// Baked combined BRDF LUT \u2014 exact port of Blender bsdf_lut_frag.glsl packed with\n// ltc_mag_ggx from eevee_lut.c. Single sample returns DFG (.rg) and LTC mag (.ba).\n// Addressed as Blender's common_utiltex_lib.glsl:lut_coords:\n// coords = (roughness, sqrt(1 - NV)), then half-texel bias for filtering.\n// Requires group(0) binding(9) brdfLut + binding(2) diffuseSampler in the host shader.\nfn brdf_lut_sample(NV: f32, roughness: f32) -> vec4f {\n let LUT_SIZE: f32 = 64.0;\n var uv = vec2f(saturate(roughness), sqrt(saturate(1.0 - NV)));\n uv = uv * ((LUT_SIZE - 1.0) / LUT_SIZE) + 0.5 / LUT_SIZE;\n return textureSampleLevel(brdfLut, diffuseSampler, uv, 0.0);\n}\n\nfn F_brdf_single_scatter(f0: vec3f, f90: vec3f, lut: vec2f) -> vec3f {\n return lut.y * f90 + lut.x * f0;\n}\n\n// Fdez-Ag\u00FCera 2019 multi-scatter compensation (EEVEE do_multiscatter=1).\nfn F_brdf_multi_scatter(f0: vec3f, f90: vec3f, lut: vec2f) -> vec3f {\n let FssEss = lut.y * f90 + lut.x * f0;\n let Ess = lut.x + lut.y;\n let Ems = 1.0 - Ess;\n let Favg = f0 + (1.0 - f0) / 21.0;\n let Fms = FssEss * Favg / (1.0 - (1.0 - Ess) * Favg);\n return FssEss + Fms * Ems;\n}\n\n// EEVEE direct-specular energy compensation factor \u2014 closure_eval_glossy_lib.glsl:79-81:\n// ltc_brdf_scale = (ltc.x + ltc.y) / (split_sum.x + split_sum.y)\n// Blender evaluates direct lights via LTC (Heitz 2016) but indirect via split-sum;\n// direct radiance is rescaled so total-energy matches the split-sum LUT.\n// Takes a pre-sampled vec4f from brdf_lut_sample() to share the fetch with\n// F_brdf_multi_scatter on the same fragment.\nfn ltc_brdf_scale_from_lut(lut: vec4f) -> f32 {\n return (lut.z + lut.w) / max(lut.x + lut.y, 1e-6);\n}\n\n// Luminance-normalized hue extraction \u2014 Blender tint_from_color (isolates hue+sat).\nfn tint_from_color(color: vec3f) -> vec3f {\n let lum = dot(color, vec3f(0.3, 0.6, 0.1));\n return select(vec3f(1.0), color / lum, lum > 0.0);\n}\n\n";
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export declare const NODES_WGSL = "\n\n// Baked 64\u00D764 rgba8unorm combined BRDF LUT \u2014 created once at engine init by dfg_lut.ts.\n// .rg = split-sum DFG (Karis: tint = f0\u00B7x + f90\u00B7y) \u2192 F_brdf_*_scatter\n// .ba = Heitz 2016 LTC magnitude (ltc_mag_ggx) \u2192 ltc_brdf_scale_from_lut\n// Paired with group(0) binding(2) diffuseSampler (linear filter). Sample once per\n// fragment via brdf_lut_sample() \u2014 callers feed .rg and the whole vec4 into the\n// helpers below, halving LUT taps on the default Principled path.\n@group(0) @binding(9) var brdfLut: texture_2d<f32>;\n\n// \u2500\u2500\u2500 RGB \u2194 HSV \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn rgb_to_hsv(rgb: vec3f) -> vec3f {\n let c_max = max(rgb.r, max(rgb.g, rgb.b));\n let c_min = min(rgb.r, min(rgb.g, rgb.b));\n let delta = c_max - c_min;\n\n var h = 0.0;\n if (delta > 1e-6) {\n if (c_max == rgb.r) {\n h = (rgb.g - rgb.b) / delta;\n if (h < 0.0) { h += 6.0; }\n } else if (c_max == rgb.g) {\n h = 2.0 + (rgb.b - rgb.r) / delta;\n } else {\n h = 4.0 + (rgb.r - rgb.g) / delta;\n }\n h /= 6.0;\n }\n let s = select(0.0, delta / c_max, c_max > 1e-6);\n return vec3f(h, s, c_max);\n}\n\nfn hsv_to_rgb(hsv: vec3f) -> vec3f {\n let h = hsv.x;\n let s = hsv.y;\n let v = hsv.z;\n if (s < 1e-6) { return vec3f(v); }\n\n let hh = fract(h) * 6.0;\n let sector = u32(hh);\n let f = hh - f32(sector);\n let p = v * (1.0 - s);\n let q = v * (1.0 - s * f);\n let t = v * (1.0 - s * (1.0 - f));\n\n switch (sector) {\n case 0u: { return vec3f(v, t, p); }\n case 1u: { return vec3f(q, v, p); }\n case 2u: { return vec3f(p, v, t); }\n case 3u: { return vec3f(p, q, v); }\n case 4u: { return vec3f(t, p, v); }\n default: { return vec3f(v, p, q); }\n }\n}\n\n// \u2500\u2500\u2500 HUE_SAT node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn hue_sat(hue: f32, saturation: f32, value: f32, fac: f32, color: vec3f) -> vec3f {\n var hsv = rgb_to_hsv(color);\n hsv.x = fract(hsv.x + hue - 0.5);\n hsv.y = clamp(hsv.y * saturation, 0.0, 1.0);\n hsv.z *= value;\n return mix(color, hsv_to_rgb(hsv), fac);\n}\n\n// hue_sat specialization for hue=0.5 (identity hue shift \u2014 fract(h + 0.5 - 0.5) = h).\n// Branchless equivalent that skips the rgb_to_hsv \u2192 hsv_to_rgb roundtrip: WebKit's\n// Metal backend serializes the 3-way if chain in rgb_to_hsv and the 6-way switch in\n// hsv_to_rgb, where this form compiles to linear SIMD ops + a single select.\nfn hue_sat_id(saturation: f32, value: f32, fac: f32, color: vec3f) -> vec3f {\n let m = max(max(color.r, color.g), color.b);\n let n = min(min(color.r, color.g), color.b);\n // Unclamped (sat*old_s \u2264 1): reproj = mix(vec3f(m), color, saturation).\n // Clamped (saturated to 1): reproj = (color - n) * m / (m - n).\n let range = max(m - n, 1e-6);\n let unclamped = mix(vec3f(m), color, saturation);\n let clamped = (color - vec3f(n)) * m / range;\n let needs_clamp = (m - n) * saturation >= m;\n let reproj = select(unclamped, clamped, needs_clamp);\n return mix(color, reproj * value, fac);\n}\n\n// \u2500\u2500\u2500 BRIGHTCONTRAST node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn bright_contrast(color: vec3f, bright: f32, contrast: f32) -> vec3f {\n let a = 1.0 + contrast;\n let b = bright - contrast * 0.5;\n return max(vec3f(0.0), color * a + vec3f(b));\n}\n\n// \u2500\u2500\u2500 INVERT node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn invert(fac: f32, color: vec3f) -> vec3f {\n return mix(color, vec3f(1.0) - color, fac);\n}\n\nfn invert_f(fac: f32, val: f32) -> f32 {\n return mix(val, 1.0 - val, fac);\n}\n\n// \u2500\u2500\u2500 Color ramp (VALTORGB) \u2014 2-stop variants \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// All 7 presets use exclusively 2-stop ramps.\n\nfn ramp_constant(f: f32, p0: f32, c0: vec4f, p1: f32, c1: vec4f) -> vec4f {\n return select(c0, c1, f >= p1);\n}\n\n// CONSTANT ramp with screen-space edge AA \u2014 kills sparkle where fwidth(f) straddles a hard step (NPR terminator)\nfn ramp_constant_edge_aa(f: f32, edge: f32, c0: vec4f, c1: vec4f) -> vec4f {\n let w = max(fwidth(f) * 1.75, 6e-6);\n let t = smoothstep(edge - w, edge + w, f);\n return mix(c0, c1, t);\n}\n\nfn ramp_linear(f: f32, p0: f32, c0: vec4f, p1: f32, c1: vec4f) -> vec4f {\n let t = saturate((f - p0) / max(p1 - p0, 1e-6));\n return mix(c0, c1, t);\n}\n\nfn ramp_cardinal(f: f32, p0: f32, c0: vec4f, p1: f32, c1: vec4f) -> vec4f {\n // cardinal spline with 2 stops degrades to smoothstep\n let t = saturate((f - p0) / max(p1 - p0, 1e-6));\n let ss = t * t * (3.0 - 2.0 * t);\n return mix(c0, c1, ss);\n}\n\n// \u2500\u2500\u2500 MATH node operations \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn math_add(a: f32, b: f32) -> f32 { return a + b; }\nfn math_multiply(a: f32, b: f32) -> f32 { return a * b; }\nfn math_power(a: f32, b: f32) -> f32 { return pow(max(a, 0.0), b); }\nfn math_greater_than(a: f32, b: f32) -> f32 { return select(0.0, 1.0, a > b); }\n\n// Blender's implicit Color \u2192 Float socket conversion uses BT.601 grayscale\n// (rgb_to_grayscale in blenkernel/intern/node.cc). When a material graph plugs a\n// Color output into a Math node's Value input, this is the scalar it actually sees.\nfn color_to_value(c: vec3f) -> f32 {\n return 0.299 * c.r + 0.587 * c.g + 0.114 * c.b;\n}\n\n// \u2500\u2500\u2500 MIX node (blend_type variants) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn mix_blend(fac: f32, a: vec3f, b: vec3f) -> vec3f {\n return mix(a, b, fac);\n}\n\nfn mix_overlay(fac: f32, a: vec3f, b: vec3f) -> vec3f {\n let lo = 2.0 * a * b;\n let hi = vec3f(1.0) - 2.0 * (vec3f(1.0) - a) * (vec3f(1.0) - b);\n let overlay = select(hi, lo, a < vec3f(0.5));\n return mix(a, overlay, fac);\n}\n\nfn mix_multiply(fac: f32, a: vec3f, b: vec3f) -> vec3f {\n return mix(a, a * b, fac);\n}\n\nfn mix_lighten(fac: f32, a: vec3f, b: vec3f) -> vec3f {\n return mix(a, max(a, b), fac);\n}\n\n// Blender Mix (Color) blend LINEAR_LIGHT: result = mix(A, A + 2*B - 1, Fac)\nfn mix_linear_light(fac: f32, a: vec3f, b: vec3f) -> vec3f {\n return mix(a, a + 2.0 * b - vec3f(1.0), fac);\n}\n\n// Luminance for Shader\u2192RGB scalar gates (linear RGB, Rec.709 weights)\nfn luminance_rec709_linear(c: vec3f) -> f32 {\n return dot(max(c, vec3f(0.0)), vec3f(0.2126, 0.7152, 0.0722));\n}\n\n// \u2500\u2500\u2500 FRESNEL node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Schlick approximation matching Blender's Fresnel node\n\nfn fresnel(ior: f32, n: vec3f, v: vec3f) -> f32 {\n let r = (ior - 1.0) / (ior + 1.0);\n let f0 = r * r;\n let cos_theta = clamp(dot(n, v), 0.0, 1.0);\n let m = 1.0 - cos_theta;\n let m2 = m * m;\n let m5 = m2 * m2 * m;\n return f0 + (1.0 - f0) * m5;\n}\n\n// \u2500\u2500\u2500 LAYER_WEIGHT node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn layer_weight_fresnel(blend: f32, n: vec3f, v: vec3f) -> f32 {\n let eta = max(1.0 - blend, 1e-4);\n let r = (1.0 - eta) / (1.0 + eta);\n let f0 = r * r;\n let cos_theta = clamp(abs(dot(n, v)), 0.0, 1.0);\n let m = 1.0 - cos_theta;\n let m2 = m * m;\n let m5 = m2 * m2 * m;\n return f0 + (1.0 - f0) * m5;\n}\n\nfn layer_weight_facing(blend: f32, n: vec3f, v: vec3f) -> f32 {\n var facing = abs(dot(n, v));\n let b = clamp(blend, 0.0, 0.99999);\n if (b != 0.5) {\n let exponent = select(2.0 * b, 0.5 / (1.0 - b), b >= 0.5);\n facing = pow(facing, exponent);\n }\n return 1.0 - facing;\n}\n\n// \u2500\u2500\u2500 SHADER_TO_RGB (white DiffuseBSDF) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Eevee captures lit diffuse: (albedo/\u03C0)*sun*N\u00B7L*shadow + ambient (linear). Albedo=1.\n// Matches default.ts direct term scale so VALTORGB thresholds from Blender JSON stay valid.\n\nfn shader_to_rgb_diffuse(n: vec3f, l: vec3f, sun_rgb: vec3f, ambient_rgb: vec3f, shadow: f32) -> f32 {\n const PI_S: f32 = 3.141592653589793;\n let ndotl = max(dot(n, l), 0.0);\n let rgb = sun_rgb * (ndotl * shadow / PI_S) + ambient_rgb;\n return luminance_rec709_linear(rgb);\n}\n\n// \u2500\u2500\u2500 BUMP node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Screen-space bump from a scalar height field. Needs dFdx/dFdy which\n// WGSL provides as dpdx/dpdy.\n\nfn bump(strength: f32, height: f32, normal: vec3f, world_pos: vec3f) -> vec3f {\n let dhdx = dpdx(height);\n let dhdy = dpdy(height);\n let dpdx_pos = dpdx(world_pos);\n let dpdy_pos = dpdy(world_pos);\n let perturbed = normalize(normal) - strength * (dhdx * normalize(cross(dpdy_pos, normal)) + dhdy * normalize(cross(normal, dpdx_pos)));\n return normalize(perturbed);\n}\n\n// LH engine + WebGPU fragment Y: flip dhdy contribution so height peaks read as outward bumps vs Blender reference\nfn bump_lh(strength: f32, height: f32, normal: vec3f, world_pos: vec3f) -> vec3f {\n let dhdx = dpdx(height);\n let dhdy = dpdy(height);\n let dpdx_pos = dpdx(world_pos);\n let dpdy_pos = dpdy(world_pos);\n let perturbed = normalize(normal) - strength * (dhdx * normalize(cross(dpdy_pos, normal)) - dhdy * normalize(cross(normal, dpdx_pos)));\n return normalize(perturbed);\n}\n\n// \u2500\u2500\u2500 NOISE texture (Perlin-style) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Simplified gradient noise matching Blender's default noise output.\n\n// PCG-style integer hash. Replaces the classic 'fract(sin(q) * LARGE)' trick because\n// WebKit's Metal backend compiles 'sin' to a full transcendental op (slow), while\n// Safari's Apple-GPU scalar ALU handles int muls/xors near free. Inputs arrive as\n// integer-valued floats (floor(p) + unit offsets) from _noise3, so vec3i cast is exact.\nfn _hash33(p: vec3f) -> vec3f {\n var h = vec3u(vec3i(p) + vec3i(32768));\n h = h * vec3u(1664525u, 1013904223u, 2654435761u);\n h = (h.yzx ^ h) * vec3u(2246822519u, 3266489917u, 668265263u);\n h = h ^ (h >> vec3u(16u));\n // Mask to 24 bits \u2014 above that f32 loses precision on the u32\u2192f32 convert.\n let hm = h & vec3u(16777215u);\n return vec3f(hm) * (2.0 / 16777216.0) - 1.0;\n}\n\nfn _noise3(p: vec3f) -> f32 {\n let i = floor(p);\n let f = fract(p);\n let u = f * f * (3.0 - 2.0 * f);\n\n return mix(\n mix(\n mix(dot(_hash33(i + vec3f(0,0,0)), f - vec3f(0,0,0)),\n dot(_hash33(i + vec3f(1,0,0)), f - vec3f(1,0,0)), u.x),\n mix(dot(_hash33(i + vec3f(0,1,0)), f - vec3f(0,1,0)),\n dot(_hash33(i + vec3f(1,1,0)), f - vec3f(1,1,0)), u.x), u.y),\n mix(\n mix(dot(_hash33(i + vec3f(0,0,1)), f - vec3f(0,0,1)),\n dot(_hash33(i + vec3f(1,0,1)), f - vec3f(1,0,1)), u.x),\n mix(dot(_hash33(i + vec3f(0,1,1)), f - vec3f(0,1,1)),\n dot(_hash33(i + vec3f(1,1,1)), f - vec3f(1,1,1)), u.x), u.y),\n u.z);\n}\n\nfn tex_noise(p: vec3f, scale: f32, detail: f32, roughness: f32, distortion: f32) -> f32 {\n var q = p;\n if (abs(distortion) > 1e-6) {\n let w = _noise3(p * scale * 1.37 + vec3f(2.31, 5.17, 8.09));\n q = p + (w * 2.0 - 1.0) * distortion;\n }\n let coords = q * scale;\n var value = 0.0;\n var amplitude = 1.0;\n var frequency = 1.0;\n var total_amp = 0.0;\n let octaves = i32(clamp(detail, 0.0, 15.0)) + 1;\n for (var i = 0; i < octaves; i++) {\n value += amplitude * _noise3(coords * frequency);\n total_amp += amplitude;\n amplitude *= roughness;\n frequency *= 2.0;\n }\n return value / max(total_amp, 1e-6) * 0.5 + 0.5;\n}\n\n// tex_noise specialization: detail=2.0 (3 octaves), roughness=0.5, distortion=0.\n// WebKit can't unroll tex_noise's for-loop because 'octaves' is a runtime value;\n// this variant is fully unrolled with constants folded (total_amp = 1.75).\nfn tex_noise_d2(p: vec3f, scale: f32) -> f32 {\n let c = p * scale;\n let v = _noise3(c) + 0.5 * _noise3(c * 2.0) + 0.25 * _noise3(c * 4.0);\n return v * (1.0 / 1.75) * 0.5 + 0.5;\n}\n\n// \u2500\u2500\u2500 TEX_GRADIENT (linear) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Used by Stockings preset. Maps the input vector's X to a 0\u20131 gradient.\n\nfn tex_gradient_linear(uv: vec3f) -> f32 {\n return clamp(uv.x, 0.0, 1.0);\n}\n\n// \u2500\u2500\u2500 TEX_VORONOI (distance only) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Used by Metal preset. Simplified F1 cell noise.\n\nfn tex_voronoi_f1(p: vec3f, scale: f32) -> f32 {\n let coords = p * scale;\n let i = floor(coords);\n let f = fract(coords);\n var min_dist = 1e10;\n for (var z = -1; z <= 1; z++) {\n for (var y = -1; y <= 1; y++) {\n for (var x = -1; x <= 1; x++) {\n let neighbor = vec3f(f32(x), f32(y), f32(z));\n let point = _hash33(i + neighbor) * 0.5 + 0.5;\n let diff = neighbor + point - f;\n min_dist = min(min_dist, dot(diff, diff));\n }\n }\n }\n return sqrt(min_dist);\n}\n\n// \u2500\u2500\u2500 SEPXYZ node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn separate_xyz(v: vec3f) -> vec3f { return v; }\n\n// \u2500\u2500\u2500 VECT_MATH (cross product) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn vect_math_cross(a: vec3f, b: vec3f) -> vec3f { return cross(a, b); }\n\n// \u2500\u2500\u2500 MAPPING node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Point-type mapping: scale, rotate (euler XYZ), translate.\n\nfn mapping_point(v: vec3f, loc: vec3f, rot: vec3f, scl: vec3f) -> vec3f {\n var p = v * scl;\n // simplified: skip rotation when all angles are zero (common case)\n if (abs(rot.x) + abs(rot.y) + abs(rot.z) > 1e-6) {\n let cx = cos(rot.x); let sx = sin(rot.x);\n let cy = cos(rot.y); let sy = sin(rot.y);\n let cz = cos(rot.z); let sz = sin(rot.z);\n let rx = vec3f(p.x, cx*p.y - sx*p.z, sx*p.y + cx*p.z);\n let ry = vec3f(cy*rx.x + sy*rx.z, rx.y, -sy*rx.x + cy*rx.z);\n p = vec3f(cz*ry.x - sz*ry.y, sz*ry.x + cz*ry.y, ry.z);\n }\n return p + loc;\n}\n\n// \u2500\u2500\u2500 NORMAL_MAP node (tangent-space) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Applies a tangent-space normal map. Requires TBN from vertex stage.\n\nfn normal_map(strength: f32, map_color: vec3f, normal: vec3f, tangent: vec3f, bitangent: vec3f) -> vec3f {\n let ts = map_color * 2.0 - 1.0;\n let perturbed = normalize(tangent * ts.x + bitangent * ts.y + normal * ts.z);\n return normalize(mix(normal, perturbed, strength));\n}\n\n// \u2500\u2500\u2500 EEVEE Principled BSDF primitives \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Ports from Blender 3.6 source/blender/draw/engines/eevee/shaders/\n// bsdf_common_lib.glsl + gpu_shader_material_principled.glsl.\n// Usage pattern (see material shaders): direct spec = bsdf_ggx \u00D7 sun \u00D7 shadow\n// (NL baked in, no F yet); ambient spec = probe_radiance; tint both with\n// reflection_color = F_brdf_multi_scatter(f0, f90, split_sum) AFTER summing.\n\nconst EEVEE_PI: f32 = 3.141592653589793;\n\n// Fused analytic GGX specular (direct lights). Returns BRDF \u00D7 NL.\n// 4\u00B7NL\u00B7NV is cancelled via G1_Smith reciprocal form \u2014 see bsdf_common_lib.glsl:115.\n// Caller passes NL, NV (already computed for diffuse + brdf_lut_sample) so WebKit\n// can reuse them instead of recomputing dot products across the function boundary.\nfn bsdf_ggx(N: vec3f, L: vec3f, V: vec3f, NL_in: f32, NV_in: f32, roughness: f32) -> f32 {\n let a = max(roughness, 1e-4);\n let a2 = a * a;\n let H = normalize(L + V);\n let NH = max(dot(N, H), 1e-8);\n let NL = max(NL_in, 1e-8);\n let NV = max(NV_in, 1e-8);\n // G1_Smith_GGX_opti reciprocal form \u2014 denominator piece only.\n let G1L = NL + sqrt(NL * (NL - NL * a2) + a2);\n let G1V = NV + sqrt(NV * (NV - NV * a2) + a2);\n let G = G1L * G1V;\n // D_ggx_opti = pi * denom\u00B2 \u2014 reciprocal D \u00D7 a\u00B2.\n let tmp = (NH * a2 - NH) * NH + 1.0;\n let D_opti = EEVEE_PI * tmp * tmp;\n return NL * a2 / (D_opti * G);\n}\n\n// Split-sum DFG LUT \u2014 Karis 2013 curve fit stand-in for the 64\u00D764 baked LUT.\n// Returns (lut.x, lut.y) in Blender convention: tint = f0\u00B7lut.x + f90\u00B7lut.y.\nfn brdf_lut_approx(NV: f32, roughness: f32) -> vec2f {\n let c0 = vec4f(-1.0, -0.0275, -0.572, 0.022);\n let c1 = vec4f(1.0, 0.0425, 1.04, -0.04);\n let r = roughness * c0 + c1;\n let a004 = min(r.x * r.x, exp2(-9.28 * NV)) * r.x + r.y;\n return vec2f(-1.04, 1.04) * a004 + r.zw;\n}\n\n// Baked combined BRDF LUT \u2014 exact port of Blender bsdf_lut_frag.glsl packed with\n// ltc_mag_ggx from eevee_lut.c. Single sample returns DFG (.rg) and LTC mag (.ba).\n// Addressed as Blender's common_utiltex_lib.glsl:lut_coords:\n// coords = (roughness, sqrt(1 - NV)), then half-texel bias for filtering.\n// Requires group(0) binding(9) brdfLut + binding(2) diffuseSampler in the host shader.\nfn brdf_lut_sample(NV: f32, roughness: f32) -> vec4f {\n let LUT_SIZE: f32 = 64.0;\n var uv = vec2f(saturate(roughness), sqrt(saturate(1.0 - NV)));\n uv = uv * ((LUT_SIZE - 1.0) / LUT_SIZE) + 0.5 / LUT_SIZE;\n return textureSampleLevel(brdfLut, diffuseSampler, uv, 0.0);\n}\n\nfn F_brdf_single_scatter(f0: vec3f, f90: vec3f, lut: vec2f) -> vec3f {\n return lut.y * f90 + lut.x * f0;\n}\n\n// Fdez-Ag\u00FCera 2019 multi-scatter compensation (EEVEE do_multiscatter=1).\nfn F_brdf_multi_scatter(f0: vec3f, f90: vec3f, lut: vec2f) -> vec3f {\n let FssEss = lut.y * f90 + lut.x * f0;\n let Ess = lut.x + lut.y;\n let Ems = 1.0 - Ess;\n let Favg = f0 + (1.0 - f0) / 21.0;\n let Fms = FssEss * Favg / (1.0 - (1.0 - Ess) * Favg);\n return FssEss + Fms * Ems;\n}\n\n// EEVEE direct-specular energy compensation factor \u2014 closure_eval_glossy_lib.glsl:79-81:\n// ltc_brdf_scale = (ltc.x + ltc.y) / (split_sum.x + split_sum.y)\n// Blender evaluates direct lights via LTC (Heitz 2016) but indirect via split-sum;\n// direct radiance is rescaled so total-energy matches the split-sum LUT.\n// Takes a pre-sampled vec4f from brdf_lut_sample() to share the fetch with\n// F_brdf_multi_scatter on the same fragment.\nfn ltc_brdf_scale_from_lut(lut: vec4f) -> f32 {\n return (lut.z + lut.w) / max(lut.x + lut.y, 1e-6);\n}\n\n// Luminance-normalized hue extraction \u2014 Blender tint_from_color (isolates hue+sat).\nfn tint_from_color(color: vec3f) -> vec3f {\n let lum = dot(color, vec3f(0.3, 0.6, 0.1));\n return select(vec3f(1.0), color / lum, lum > 0.0);\n}\n\n";
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{"version":3,"file":"nodes.d.ts","sourceRoot":"","sources":["../../src/shaders/nodes.ts"],"names":[],"mappings":"AAIA,eAAO,MAAM,UAAU,
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{"version":3,"file":"nodes.d.ts","sourceRoot":"","sources":["../../src/shaders/nodes.ts"],"names":[],"mappings":"AAIA,eAAO,MAAM,UAAU,unrBAoctB,CAAC"}
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package/dist/shaders/nodes.js
CHANGED
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@@ -220,15 +220,6 @@ fn shader_to_rgb_diffuse(n: vec3f, l: vec3f, sun_rgb: vec3f, ambient_rgb: vec3f,
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// ─── AMBIENT_OCCLUSION node (faked) ─────────────────────────────────
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// Real SSAO is a non-goal. We approximate: use the "inside" value from
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// ─── BUMP node ──────────────────────────────────────────────────────
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// Screen-space bump from a scalar height field. Needs dFdx/dFdy which
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// WGSL provides as dpdx/dpdy.
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export declare const GIZMO_SHADER_WGSL = "\nstruct CameraUniforms { view: mat4x4f, projection: mat4x4f, viewPos: vec3f, _pad: f32 };\nstruct Transform {\n model: mat4x4f,\n viewport: vec2f,\n thicknessPx: f32,\n _pad: f32,\n};\nstruct Color { rgba: vec4f };\n\n@group(0) @binding(0) var<uniform> camera: CameraUniforms;\n@group(0) @binding(1) var<uniform> transform: Transform;\n@group(1) @binding(0) var<uniform> col: Color;\n\nstruct VSOut {\n @builtin(position) pos: vec4f,\n @location(0) side: f32,\n @location(1) axisT: f32,\n}\n\n@vertex fn vs(\n @location(0) position: vec3f,\n @location(1) segDir: vec3f,\n @location(2) side: f32,\n @location(3) axisT: f32,\n) -> VSOut {\n let vp = camera.projection * camera.view * transform.model;\n let c0 = vp * vec4f(position, 1.0);\n let c1 = vp * vec4f(position + segDir, 1.0);\n let w0 = max(abs(c0.w), 1e-6);\n let w1 = max(abs(c1.w), 1e-6);\n let s0 = (c0.xy / w0) * 0.5 * transform.viewport;\n let s1 = (c1.xy / w1) * 0.5 * transform.viewport;\n let tangent = normalize(s1 - s0);\n let normalPx = vec2f(-tangent.y, tangent.x);\n // Axes render thinner than rings. axisT < 0 \u2192 ring (full thickness); else \u2192 axis (reduced).\n let thicknessMul = select(0.60, 1.0, axisT < 0.0);\n let offsetPx = normalPx * side * transform.thicknessPx * 0.5 * thicknessMul;\n let offsetClip = (offsetPx / (0.5 * transform.viewport)) * c0.w;\n var out: VSOut;\n out.pos = vec4f(c0.xy + offsetClip, c0.z, c0.w);\n out.side = side;\n out.axisT = axisT;\n return out;\n}\n\n@fragment fn fs(in: VSOut) -> @location(0) vec4f {\n // Center-bright, edges fade. abs(side) is 0 at ribbon center, 1 at ribbon edges.\n let edge = 1.0 - smoothstep(0.55, 1.0, abs(in.side));\n var alpha = col.rgba.a * edge;\n\n // Dash + dim the inside-ring portion of axes. axisT is -1 for ring fragments,\n // 0..1 along axes (0 at bone center, 1 at axis tip). Boundary 0.63 \u2248 where the\n // hit zone starts (ring radius 0.8 + 0.05 margin, over axis length 1.35).\n let isInsideRingAxis = in.axisT >= 0.0 && in.axisT < 0.63;\n if (isInsideRingAxis) {\n // ~8 dash cycles inside the ring \u2014 readable without feeling busy.\n let phase = fract(in.axisT * 12.0);\n if (phase > 0.55) { discard; }\n alpha = alpha * 0.40;\n }\n\n return vec4f(col.rgba.rgb, alpha);\n}\n";
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//# sourceMappingURL=gizmo.d.ts.map
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{"version":3,"file":"gizmo.d.ts","sourceRoot":"","sources":["../../../src/shaders/passes/gizmo.ts"],"names":[],"mappings":"AAWA,eAAO,MAAM,iBAAiB,6vEAgE7B,CAAA"}
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1
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// Transform gizmo — 3 translation axes + 3 rotation rings, drawn as thick
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// ribbons. Per-segment perpendicular (no miter) → the "tick" look at each ring
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// vertex is intentional.
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//
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// axisT per-vertex: 0 at the bone origin, 1 at the axis tip. For ring verts it
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// is set to -1 as a "not an axis" flag. The FS uses axisT to:
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// • fade + dash the inside-ring portion of each axis (not hittable, so the
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// user can tell to only grab the outer stub for translation).
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// • leave rings and the outer axis stub fully solid with only the edge-to-
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// center alpha falloff.
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export const GIZMO_SHADER_WGSL = /* wgsl */ `
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struct CameraUniforms { view: mat4x4f, projection: mat4x4f, viewPos: vec3f, _pad: f32 };
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struct Transform {
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model: mat4x4f,
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viewport: vec2f,
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thicknessPx: f32,
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_pad: f32,
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};
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struct Color { rgba: vec4f };
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@group(0) @binding(0) var<uniform> camera: CameraUniforms;
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@group(0) @binding(1) var<uniform> transform: Transform;
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@group(1) @binding(0) var<uniform> col: Color;
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struct VSOut {
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@builtin(position) pos: vec4f,
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@location(0) side: f32,
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@location(1) axisT: f32,
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}
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@vertex fn vs(
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@location(0) position: vec3f,
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@location(1) segDir: vec3f,
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@location(2) side: f32,
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@location(3) axisT: f32,
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) -> VSOut {
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let vp = camera.projection * camera.view * transform.model;
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let c0 = vp * vec4f(position, 1.0);
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let c1 = vp * vec4f(position + segDir, 1.0);
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let w0 = max(abs(c0.w), 1e-6);
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let w1 = max(abs(c1.w), 1e-6);
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let s0 = (c0.xy / w0) * 0.5 * transform.viewport;
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let s1 = (c1.xy / w1) * 0.5 * transform.viewport;
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let tangent = normalize(s1 - s0);
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let normalPx = vec2f(-tangent.y, tangent.x);
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// Axes render thinner than rings. axisT < 0 → ring (full thickness); else → axis (reduced).
|
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let thicknessMul = select(0.60, 1.0, axisT < 0.0);
|
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let offsetPx = normalPx * side * transform.thicknessPx * 0.5 * thicknessMul;
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let offsetClip = (offsetPx / (0.5 * transform.viewport)) * c0.w;
|
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var out: VSOut;
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out.pos = vec4f(c0.xy + offsetClip, c0.z, c0.w);
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out.side = side;
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out.axisT = axisT;
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return out;
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}
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+
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@fragment fn fs(in: VSOut) -> @location(0) vec4f {
|
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// Center-bright, edges fade. abs(side) is 0 at ribbon center, 1 at ribbon edges.
|
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let edge = 1.0 - smoothstep(0.55, 1.0, abs(in.side));
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var alpha = col.rgba.a * edge;
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+
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// Dash + dim the inside-ring portion of axes. axisT is -1 for ring fragments,
|
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63
|
+
// 0..1 along axes (0 at bone center, 1 at axis tip). Boundary 0.63 ≈ where the
|
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64
|
+
// hit zone starts (ring radius 0.8 + 0.05 margin, over axis length 1.35).
|
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65
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+
let isInsideRingAxis = in.axisT >= 0.0 && in.axisT < 0.63;
|
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+
if (isInsideRingAxis) {
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|
+
// ~8 dash cycles inside the ring — readable without feeling busy.
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|
+
let phase = fract(in.axisT * 12.0);
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+
if (phase > 0.55) { discard; }
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alpha = alpha * 0.40;
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+
}
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+
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return vec4f(col.rgba.rgb, alpha);
|
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+
}
|
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75
|
+
`;
|
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@@ -1,2 +1,2 @@
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1
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-
export declare const PICK_SHADER_WGSL = "\nstruct CameraUniforms {\n view: mat4x4f,\n projection: mat4x4f,\n viewPos: vec3f,\n _padding: f32,\n};\nstruct PickId {\n modelId: f32,\n materialId: f32,\n _p1: f32,\n _p2: f32,\n};\n\n@group(0) @binding(0) var<uniform> camera: CameraUniforms;\n@group(1) @binding(0) var<storage, read> skinMats: array<mat4x4f>;\n@group(2) @binding(0) var<uniform> pickId: PickId;\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) ->
|
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1
|
+
export declare const PICK_SHADER_WGSL = "\nstruct CameraUniforms {\n view: mat4x4f,\n projection: mat4x4f,\n viewPos: vec3f,\n _padding: f32,\n};\nstruct PickId {\n modelId: f32,\n materialId: f32,\n _p1: f32,\n _p2: f32,\n};\n\n@group(0) @binding(0) var<uniform> camera: CameraUniforms;\n@group(1) @binding(0) var<storage, read> skinMats: array<mat4x4f>;\n@group(2) @binding(0) var<uniform> pickId: PickId;\n\nstruct VSOut {\n @builtin(position) pos: vec4f,\n @interpolate(flat) @location(0) boneId: u32,\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) -> VSOut {\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 sp = vec4f(0.0);\n for (var i = 0u; i < 4u; i++) { sp += (skinMats[joints0[i]] * pos4) * nw[i]; }\n\n // Dominant joint for this vertex \u2014 index of max weight component.\n var maxW: f32 = nw.x;\n var idx: u32 = joints0.x;\n if (nw.y > maxW) { maxW = nw.y; idx = joints0.y; }\n if (nw.z > maxW) { maxW = nw.z; idx = joints0.z; }\n if (nw.w > maxW) { maxW = nw.w; idx = joints0.w; }\n\n var out: VSOut;\n out.pos = camera.projection * camera.view * vec4f(sp.xyz, 1.0);\n out.boneId = idx;\n return out;\n}\n\n@fragment fn fs(in: VSOut) -> @location(0) vec4f {\n return vec4f(\n pickId.modelId / 255.0,\n pickId.materialId / 255.0,\n f32(in.boneId) / 255.0,\n 1.0\n );\n}\n";
|
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2
2
|
//# sourceMappingURL=pick.d.ts.map
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"pick.d.ts","sourceRoot":"","sources":["../../../src/shaders/passes/pick.ts"],"names":[],"mappings":"
|
|
1
|
+
{"version":3,"file":"pick.d.ts","sourceRoot":"","sources":["../../../src/shaders/passes/pick.ts"],"names":[],"mappings":"AAKA,eAAO,MAAM,gBAAgB,snDA0D5B,CAAA"}
|
|
@@ -1,4 +1,7 @@
|
|
|
1
|
-
// GPU picking pass: encodes (modelIndex, materialIndex) as
|
|
1
|
+
// GPU picking pass: encodes (modelIndex, materialIndex, dominantBoneIndex) as RGB8
|
|
2
|
+
// into a 1×1 readback target. Dominant bone = the joint with the largest skinning
|
|
3
|
+
// weight for the provoking vertex of the triangle (flat-interpolated to fragments).
|
|
4
|
+
// 8-bit bone range (0..255) covers standard MMD skeletons (~100–200 bones).
|
|
2
5
|
export const PICK_SHADER_WGSL = /* wgsl */ `
|
|
3
6
|
struct CameraUniforms {
|
|
4
7
|
view: mat4x4f,
|
|
@@ -17,23 +20,44 @@ struct PickId {
|
|
|
17
20
|
@group(1) @binding(0) var<storage, read> skinMats: array<mat4x4f>;
|
|
18
21
|
@group(2) @binding(0) var<uniform> pickId: PickId;
|
|
19
22
|
|
|
23
|
+
struct VSOut {
|
|
24
|
+
@builtin(position) pos: vec4f,
|
|
25
|
+
@interpolate(flat) @location(0) boneId: u32,
|
|
26
|
+
}
|
|
27
|
+
|
|
20
28
|
@vertex fn vs(
|
|
21
29
|
@location(0) position: vec3f,
|
|
22
30
|
@location(1) normal: vec3f,
|
|
23
31
|
@location(2) uv: vec2f,
|
|
24
32
|
@location(3) joints0: vec4<u32>,
|
|
25
33
|
@location(4) weights0: vec4<f32>
|
|
26
|
-
) ->
|
|
34
|
+
) -> VSOut {
|
|
27
35
|
let pos4 = vec4f(position, 1.0);
|
|
28
36
|
let weightSum = weights0.x + weights0.y + weights0.z + weights0.w;
|
|
29
37
|
let invWeightSum = select(1.0, 1.0 / weightSum, weightSum > 0.0001);
|
|
30
38
|
let nw = select(vec4f(1.0, 0.0, 0.0, 0.0), weights0 * invWeightSum, weightSum > 0.0001);
|
|
31
39
|
var sp = vec4f(0.0);
|
|
32
40
|
for (var i = 0u; i < 4u; i++) { sp += (skinMats[joints0[i]] * pos4) * nw[i]; }
|
|
33
|
-
|
|
41
|
+
|
|
42
|
+
// Dominant joint for this vertex — index of max weight component.
|
|
43
|
+
var maxW: f32 = nw.x;
|
|
44
|
+
var idx: u32 = joints0.x;
|
|
45
|
+
if (nw.y > maxW) { maxW = nw.y; idx = joints0.y; }
|
|
46
|
+
if (nw.z > maxW) { maxW = nw.z; idx = joints0.z; }
|
|
47
|
+
if (nw.w > maxW) { maxW = nw.w; idx = joints0.w; }
|
|
48
|
+
|
|
49
|
+
var out: VSOut;
|
|
50
|
+
out.pos = camera.projection * camera.view * vec4f(sp.xyz, 1.0);
|
|
51
|
+
out.boneId = idx;
|
|
52
|
+
return out;
|
|
34
53
|
}
|
|
35
54
|
|
|
36
|
-
@fragment fn fs() -> @location(0) vec4f {
|
|
37
|
-
return vec4f(
|
|
55
|
+
@fragment fn fs(in: VSOut) -> @location(0) vec4f {
|
|
56
|
+
return vec4f(
|
|
57
|
+
pickId.modelId / 255.0,
|
|
58
|
+
pickId.materialId / 255.0,
|
|
59
|
+
f32(in.boneId) / 255.0,
|
|
60
|
+
1.0
|
|
61
|
+
);
|
|
38
62
|
}
|
|
39
63
|
`;
|
|
@@ -0,0 +1,3 @@
|
|
|
1
|
+
export declare const SELECTION_MASK_SHADER_WGSL = "\nstruct CameraUniforms { view: mat4x4f, projection: mat4x4f, viewPos: vec3f, _pad: f32 };\n@group(0) @binding(0) var<uniform> camera: CameraUniforms;\n@group(1) @binding(0) var<storage, read> skinMats: array<mat4x4f>;\n\n@vertex fn vs(\n @location(0) position: vec3f,\n @location(3) joints0: vec4<u32>,\n @location(4) weights0: vec4<f32>\n) -> @builtin(position) vec4f {\n let ws = weights0.x + weights0.y + weights0.z + weights0.w;\n let inv = select(1.0, 1.0 / ws, ws > 0.0001);\n let nw = select(vec4f(1.0, 0.0, 0.0, 0.0), weights0 * inv, ws > 0.0001);\n var sp = vec4f(0.0);\n for (var i = 0u; i < 4u; i++) {\n sp += (skinMats[joints0[i]] * vec4f(position, 1.0)) * nw[i];\n }\n return camera.projection * camera.view * vec4f(sp.xyz, 1.0);\n}\n\n@fragment fn fs() -> @location(0) vec4f { return vec4f(1.0, 0.0, 0.0, 0.0); }\n";
|
|
2
|
+
export declare const SELECTION_EDGE_SHADER_WGSL = "\n@group(0) @binding(0) var maskTex: texture_2d<f32>;\n@group(0) @binding(1) var maskSamp: sampler;\nstruct Params { thickness: f32, _pad0: f32, _pad1: f32, _pad2: f32 };\n@group(0) @binding(2) var<uniform> params: Params;\n\n@vertex fn vs(@builtin(vertex_index) vi: u32) -> @builtin(position) vec4f {\n let x = f32((vi & 1u) << 2u) - 1.0;\n let y = f32((vi & 2u) << 1u) - 1.0;\n return vec4f(x, y, 0.0, 1.0);\n}\n\n@fragment fn fs(@builtin(position) fragCoord: vec4f) -> @location(0) vec4f {\n let dims = vec2f(textureDimensions(maskTex));\n let uv = fragCoord.xy / dims;\n let center = textureSample(maskTex, maskSamp, uv).r;\n if (center > 0.5) { discard; }\n let t = params.thickness / dims;\n var m: f32 = 0.0;\n m = max(m, textureSample(maskTex, maskSamp, uv + vec2f(-t.x, 0.0)).r);\n m = max(m, textureSample(maskTex, maskSamp, uv + vec2f( t.x, 0.0)).r);\n m = max(m, textureSample(maskTex, maskSamp, uv + vec2f( 0.0, -t.y)).r);\n m = max(m, textureSample(maskTex, maskSamp, uv + vec2f( 0.0, t.y)).r);\n m = max(m, textureSample(maskTex, maskSamp, uv + vec2f(-t.x, -t.y)).r);\n m = max(m, textureSample(maskTex, maskSamp, uv + vec2f( t.x, -t.y)).r);\n m = max(m, textureSample(maskTex, maskSamp, uv + vec2f(-t.x, t.y)).r);\n m = max(m, textureSample(maskTex, maskSamp, uv + vec2f( t.x, t.y)).r);\n if (m < 0.05) { discard; }\n return vec4f(1.0, 1.0, 0.0, m);\n}\n";
|
|
3
|
+
//# sourceMappingURL=selection.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"selection.d.ts","sourceRoot":"","sources":["../../../src/shaders/passes/selection.ts"],"names":[],"mappings":"AAaA,eAAO,MAAM,0BAA0B,+0BAqBtC,CAAA;AAED,eAAO,MAAM,0BAA0B,u3CA8BtC,CAAA"}
|
|
@@ -0,0 +1,65 @@
|
|
|
1
|
+
// Selection overlay — two screen-space passes that together draw a uniform
|
|
2
|
+
// pixel-thick outline around the selected material.
|
|
3
|
+
//
|
|
4
|
+
// Pass 1 (mask): render only the selected material's triangles into an r8
|
|
5
|
+
// texture (depth-always). Fragment outputs 1.0. No per-material uniforms;
|
|
6
|
+
// reuses camera + skinMats from the outline/main bind group layouts.
|
|
7
|
+
//
|
|
8
|
+
// Pass 2 (edge): fullscreen pass over the swapchain. For each pixel, sample
|
|
9
|
+
// the mask at center + 8 neighbours in a ring of `thickness` pixels. Emit
|
|
10
|
+
// yellow where center is empty but any neighbour is filled. Result: uniform
|
|
11
|
+
// screen-space thickness, traces the complete material boundary (including
|
|
12
|
+
// through-occluder regions), independent of mesh geometry or camera angle.
|
|
13
|
+
export const SELECTION_MASK_SHADER_WGSL = /* wgsl */ `
|
|
14
|
+
struct CameraUniforms { view: mat4x4f, projection: mat4x4f, viewPos: vec3f, _pad: f32 };
|
|
15
|
+
@group(0) @binding(0) var<uniform> camera: CameraUniforms;
|
|
16
|
+
@group(1) @binding(0) var<storage, read> skinMats: array<mat4x4f>;
|
|
17
|
+
|
|
18
|
+
@vertex fn vs(
|
|
19
|
+
@location(0) position: vec3f,
|
|
20
|
+
@location(3) joints0: vec4<u32>,
|
|
21
|
+
@location(4) weights0: vec4<f32>
|
|
22
|
+
) -> @builtin(position) vec4f {
|
|
23
|
+
let ws = weights0.x + weights0.y + weights0.z + weights0.w;
|
|
24
|
+
let inv = select(1.0, 1.0 / ws, ws > 0.0001);
|
|
25
|
+
let nw = select(vec4f(1.0, 0.0, 0.0, 0.0), weights0 * inv, ws > 0.0001);
|
|
26
|
+
var sp = vec4f(0.0);
|
|
27
|
+
for (var i = 0u; i < 4u; i++) {
|
|
28
|
+
sp += (skinMats[joints0[i]] * vec4f(position, 1.0)) * nw[i];
|
|
29
|
+
}
|
|
30
|
+
return camera.projection * camera.view * vec4f(sp.xyz, 1.0);
|
|
31
|
+
}
|
|
32
|
+
|
|
33
|
+
@fragment fn fs() -> @location(0) vec4f { return vec4f(1.0, 0.0, 0.0, 0.0); }
|
|
34
|
+
`;
|
|
35
|
+
export const SELECTION_EDGE_SHADER_WGSL = /* wgsl */ `
|
|
36
|
+
@group(0) @binding(0) var maskTex: texture_2d<f32>;
|
|
37
|
+
@group(0) @binding(1) var maskSamp: sampler;
|
|
38
|
+
struct Params { thickness: f32, _pad0: f32, _pad1: f32, _pad2: f32 };
|
|
39
|
+
@group(0) @binding(2) var<uniform> params: Params;
|
|
40
|
+
|
|
41
|
+
@vertex fn vs(@builtin(vertex_index) vi: u32) -> @builtin(position) vec4f {
|
|
42
|
+
let x = f32((vi & 1u) << 2u) - 1.0;
|
|
43
|
+
let y = f32((vi & 2u) << 1u) - 1.0;
|
|
44
|
+
return vec4f(x, y, 0.0, 1.0);
|
|
45
|
+
}
|
|
46
|
+
|
|
47
|
+
@fragment fn fs(@builtin(position) fragCoord: vec4f) -> @location(0) vec4f {
|
|
48
|
+
let dims = vec2f(textureDimensions(maskTex));
|
|
49
|
+
let uv = fragCoord.xy / dims;
|
|
50
|
+
let center = textureSample(maskTex, maskSamp, uv).r;
|
|
51
|
+
if (center > 0.5) { discard; }
|
|
52
|
+
let t = params.thickness / dims;
|
|
53
|
+
var m: f32 = 0.0;
|
|
54
|
+
m = max(m, textureSample(maskTex, maskSamp, uv + vec2f(-t.x, 0.0)).r);
|
|
55
|
+
m = max(m, textureSample(maskTex, maskSamp, uv + vec2f( t.x, 0.0)).r);
|
|
56
|
+
m = max(m, textureSample(maskTex, maskSamp, uv + vec2f( 0.0, -t.y)).r);
|
|
57
|
+
m = max(m, textureSample(maskTex, maskSamp, uv + vec2f( 0.0, t.y)).r);
|
|
58
|
+
m = max(m, textureSample(maskTex, maskSamp, uv + vec2f(-t.x, -t.y)).r);
|
|
59
|
+
m = max(m, textureSample(maskTex, maskSamp, uv + vec2f( t.x, -t.y)).r);
|
|
60
|
+
m = max(m, textureSample(maskTex, maskSamp, uv + vec2f(-t.x, t.y)).r);
|
|
61
|
+
m = max(m, textureSample(maskTex, maskSamp, uv + vec2f( t.x, t.y)).r);
|
|
62
|
+
if (m < 0.05) { discard; }
|
|
63
|
+
return vec4f(1.0, 1.0, 0.0, m);
|
|
64
|
+
}
|
|
65
|
+
`;
|