reze-engine 0.16.3 → 0.17.1

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Files changed (54) hide show
  1. package/README.md +252 -250
  2. package/dist/engine.d.ts +3 -0
  3. package/dist/engine.d.ts.map +1 -1
  4. package/dist/engine.js +160 -21
  5. package/dist/index.d.ts +1 -1
  6. package/dist/index.d.ts.map +1 -1
  7. package/dist/model.d.ts +1 -0
  8. package/dist/model.d.ts.map +1 -1
  9. package/dist/physics/body.d.ts +3 -1
  10. package/dist/physics/body.d.ts.map +1 -1
  11. package/dist/physics/body.js +84 -20
  12. package/dist/physics/constraint.d.ts +14 -1
  13. package/dist/physics/constraint.d.ts.map +1 -1
  14. package/dist/physics/constraint.js +43 -1
  15. package/dist/physics/solver.d.ts.map +1 -1
  16. package/dist/physics/solver.js +278 -110
  17. package/dist/pmx-loader.d.ts.map +1 -1
  18. package/dist/pmx-loader.js +1 -0
  19. package/dist/shaders/materials/body.d.ts +1 -1
  20. package/dist/shaders/materials/body.d.ts.map +1 -1
  21. package/dist/shaders/materials/cloth_rough.d.ts +1 -1
  22. package/dist/shaders/materials/cloth_rough.d.ts.map +1 -1
  23. package/dist/shaders/materials/cloth_smooth.d.ts +1 -1
  24. package/dist/shaders/materials/cloth_smooth.d.ts.map +1 -1
  25. package/dist/shaders/materials/common.d.ts +1 -1
  26. package/dist/shaders/materials/common.d.ts.map +1 -1
  27. package/dist/shaders/materials/common.js +137 -122
  28. package/dist/shaders/materials/default.d.ts +1 -1
  29. package/dist/shaders/materials/default.d.ts.map +1 -1
  30. package/dist/shaders/materials/eye.d.ts +1 -1
  31. package/dist/shaders/materials/eye.d.ts.map +1 -1
  32. package/dist/shaders/materials/eye.js +14 -0
  33. package/dist/shaders/materials/face.d.ts +1 -1
  34. package/dist/shaders/materials/face.d.ts.map +1 -1
  35. package/dist/shaders/materials/hair.d.ts +1 -1
  36. package/dist/shaders/materials/hair.d.ts.map +1 -1
  37. package/dist/shaders/materials/metal.d.ts +1 -1
  38. package/dist/shaders/materials/metal.d.ts.map +1 -1
  39. package/dist/shaders/materials/mmd_classic.d.ts +2 -0
  40. package/dist/shaders/materials/mmd_classic.d.ts.map +1 -0
  41. package/dist/shaders/materials/mmd_classic.js +66 -0
  42. package/dist/shaders/materials/stockings.d.ts +1 -1
  43. package/dist/shaders/materials/stockings.d.ts.map +1 -1
  44. package/package.json +42 -42
  45. package/src/engine.ts +4204 -4045
  46. package/src/index.ts +29 -28
  47. package/src/model.ts +3 -0
  48. package/src/physics/body.ts +82 -24
  49. package/src/physics/constraint.ts +74 -5
  50. package/src/physics/solver.ts +915 -752
  51. package/src/pmx-loader.ts +1 -0
  52. package/src/shaders/materials/common.ts +204 -189
  53. package/src/shaders/materials/eye.ts +14 -0
  54. package/src/shaders/materials/mmd_classic.ts +68 -0
package/src/pmx-loader.ts CHANGED
@@ -308,6 +308,7 @@ export class PmxLoader {
308
308
  sphereTextureIndex,
309
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  sphereMode: sphereTextureMode,
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  toonTextureIndex,
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+ sharedToon: isSharedToonTexture,
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  edgeFlag: flag,
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  edgeColor,
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  edgeSize,
@@ -1,189 +1,204 @@
1
- // Shared WGSL blocks concatenated by every material shader.
2
- // Splits the boilerplate (uniform structs, bind group layout, skinning VS, PCF shadow)
3
- // away from the per-material fragment code so each material file only contains what
4
- // makes it visually distinct.
5
- //
6
- // Concat order in every material:
7
- // NODES_WGSL (nodes.ts — math/noise/BSDF helpers)
8
- // COMMON_BINDINGS_WGSL (uniform structs + @group/@binding declarations)
9
- // SAMPLE_SHADOW_WGSL (3×3 PCF shadow sampler; reads bindings above)
10
- // COMMON_VS_WGSL (skinning vertex shader; reads bindings above)
11
- // <material's own constants + @fragment fn fs>
12
- //
13
- // WGSL is a whole-module compile — declaration order at module scope doesn't matter,
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- // but the readable order is: types → bindings → helpers → entry points.
15
-
16
- // ─── Uniform structs + bind group layout ────────────────────────────
17
- // Every material pipeline uses the same bind group layout, so the same bindings are
18
- // declared here once. Groups:
19
- // group(0): per-frame scene (camera, lights, shadow map, BRDF LUT via nodes.ts)
20
- // group(1): per-model skinning
21
- // group(2): per-material (diffuse texture + material uniforms)
22
-
23
- export const COMMON_BINDINGS_WGSL = /* wgsl */ `
24
-
25
- struct CameraUniforms {
26
- view: mat4x4f,
27
- projection: mat4x4f,
28
- viewPos: vec3f,
29
- _padding: f32,
30
- };
31
-
32
- struct Light {
33
- direction: vec4f,
34
- color: vec4f,
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- };
36
-
37
- struct LightUniforms {
38
- ambientColor: vec4f,
39
- lights: array<Light, 4>,
40
- };
41
-
42
- // Per-material uniforms. Every material binds this layout even if it ignores fields;
43
- // the engine keeps one bind group layout across all material pipelines.
44
- struct MaterialUniforms {
45
- diffuseColor: vec3f, // tint; reserved (currently unused by all material fs)
46
- alpha: f32, // 0 → discard; <1 → transparent draw call
47
- };
48
-
49
- struct VertexOutput {
50
- @builtin(position) position: vec4f,
51
- @location(0) normal: vec3f,
52
- @location(1) uv: vec2f,
53
- @location(2) worldPos: vec3f,
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- // Bind-pose object-space position (the raw pre-skin vertex attribute). Procedural
55
- // textures (noise bump, sparkle, Generated-coord gradients) key off this instead of
56
- // worldPos so the pattern rides with the surface — otherwise the mesh swims through a
57
- // world-static noise field under any skinning deformation or root (センター) motion.
58
- // At rest skinMats are identity so restPos == worldPos, which is why existing noise-
59
- // scale constants stay valid without retuning.
60
- @location(3) restPos: vec3f,
61
- };
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-
63
- struct LightVP { viewProj: mat4x4f, };
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-
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- @group(0) @binding(0) var<uniform> camera: CameraUniforms;
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- @group(0) @binding(1) var<uniform> light: LightUniforms;
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- @group(0) @binding(2) var diffuseSampler: sampler;
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- @group(0) @binding(3) var shadowMap: texture_depth_2d;
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- @group(0) @binding(4) var shadowSampler: sampler_comparison;
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- @group(0) @binding(5) var<uniform> lightVP: LightVP;
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- // binding(9) brdfLut is declared inside NODES_WGSL (nodes.ts).
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- @group(1) @binding(0) var<storage, read> skinMats: array<mat4x4f>;
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- @group(2) @binding(0) var diffuseTexture: texture_2d<f32>;
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- @group(2) @binding(1) var<uniform> material: MaterialUniforms;
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-
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- // Four-bone blended normals can cancel to ~zero on physics-driven parts
77
- // (opposing bone rotations at 50/50 weights) — normalize(0) is 0/0 = NaN,
78
- // which poisons the whole shading stack and flashes through bloom. Fall
79
- // back to up for degenerate normals instead.
80
- fn safe_normal(nIn: vec3f) -> vec3f {
81
- let l2 = dot(nIn, nIn);
82
- if (l2 < 1e-12) { return vec3f(0.0, 1.0, 0.0); }
83
- return nIn * inverseSqrt(l2);
84
- }
85
-
86
- `;
87
-
88
- // ─── Shadow sampler (3×3 PCF) ───────────────────────────────────────
89
- // 2048-map, normal-bias 0.08, depth-bias 0.001. Unrolled — Safari's Metal backend
90
- // doesn't unroll nested shadow loops reliably, and the early out on back-facing
91
- // fragments saves 9 texture taps per skipped pixel.
92
-
93
- export const SAMPLE_SHADOW_WGSL = /* wgsl */ `
94
-
95
- fn sampleShadow(worldPos: vec3f, n: vec3f) -> f32 {
96
- if (dot(n, -light.lights[0].direction.xyz) <= 0.0) { return 0.0; }
97
- let biasedPos = worldPos + n * 0.08;
98
- let lclip = lightVP.viewProj * vec4f(biasedPos, 1.0);
99
- let ndc = lclip.xyz / max(lclip.w, 1e-6);
100
- let suv = vec2f(ndc.x * 0.5 + 0.5, 0.5 - ndc.y * 0.5);
101
- let cmpZ = ndc.z - 0.001;
102
- let ts = 1.0 / 2048.0;
103
- let s00 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, -ts), cmpZ);
104
- let s10 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(0.0, -ts), cmpZ);
105
- let s20 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, -ts), cmpZ);
106
- let s01 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, 0.0), cmpZ);
107
- let s11 = textureSampleCompareLevel(shadowMap, shadowSampler, suv, cmpZ);
108
- let s21 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, 0.0), cmpZ);
109
- let s02 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, ts), cmpZ);
110
- let s12 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(0.0, ts), cmpZ);
111
- let s22 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, ts), cmpZ);
112
- return (s00 + s10 + s20 + s01 + s11 + s21 + s02 + s12 + s22) * (1.0 / 9.0);
113
- }
114
-
115
- `;
116
-
117
- // ─── Skinning vertex shader ─────────────────────────────────────────
118
- // Four-bone linear blend skinning. Renormalizes weights when they don't sum to 1
119
- // (PMX models occasionally ship with unnormalized weights on extras like hair tips).
120
- // VS normalize on the outgoing normal is skipped interpolation denormalizes it
121
- // anyway and every fragment shader does `normalize(input.normal)` as its first line.
122
-
123
- export const COMMON_VS_WGSL = /* wgsl */ `
124
-
125
- @vertex fn vs(
126
- @location(0) position: vec3f,
127
- @location(1) normal: vec3f,
128
- @location(2) uv: vec2f,
129
- @location(3) joints0: vec4<u32>,
130
- @location(4) weights0: vec4<f32>
131
- ) -> VertexOutput {
132
- var output: VertexOutput;
133
- let pos4 = vec4f(position, 1.0);
134
- let weightSum = weights0.x + weights0.y + weights0.z + weights0.w;
135
- let invWeightSum = select(1.0, 1.0 / weightSum, weightSum > 0.0001);
136
- let nw = select(vec4f(1.0, 0.0, 0.0, 0.0), weights0 * invWeightSum, weightSum > 0.0001);
137
- var skinnedPos = vec4f(0.0);
138
- var skinnedNrm = vec3f(0.0);
139
- for (var i = 0u; i < 4u; i++) {
140
- let m = skinMats[joints0[i]];
141
- let w = nw[i];
142
- skinnedPos += (m * pos4) * w;
143
- skinnedNrm += (mat3x3f(m[0].xyz, m[1].xyz, m[2].xyz) * normal) * w;
144
- }
145
- output.position = camera.projection * camera.view * vec4f(skinnedPos.xyz, 1.0);
146
- output.normal = skinnedNrm;
147
- output.uv = uv;
148
- output.worldPos = skinnedPos.xyz;
149
- output.restPos = position;
150
- return output;
151
- }
152
-
153
- `;
154
-
155
- // ─── FS output struct ───────────────────────────────────────────────
156
- // Location 0: final radiance+alpha (blended into rg11b10ufloat; the HDR target
157
- // has no alpha channel, but the blend equation still uses the .a you write here
158
- // as the src-alpha factor that premultiplies rgb into the HDR target).
159
- // Location 1: auxiliary rg8unorm carrying
160
- // .r = bloom mask (1 = contributes to bloom, 0 = skip — e.g. ground).
161
- // .g = accumulated canvas alpha — the channel that used to live in hdr.a
162
- // before the switch to rg11b10ufloat. Sampled by composite to
163
- // un-premultiply color for tonemap and to set the final drawable alpha
164
- // (needed for the `premultiplied` canvas alphaMode that blends the
165
- // WebGPU surface over the page background).
166
- // FS output at location 1 must be vec4f — the blend state references src.a, and
167
- // WebGPU requires the fragment output to provide an alpha component even though
168
- // the rg8unorm target only stores .r and .g (extra components are discarded).
169
- // Materials write mask = vec4f(1.0, 1.0, 0.0, color.a); ground writes
170
- // vec4f(0.0, 1.0, 0.0, edgeFade). With src.a coming from the 4th component and
171
- // src-alpha blending enabled:
172
- // out.r = mask_r · src.a + dst.r · (1-src.a) (bloom mask, weighted by alpha)
173
- // out.g = 1.0 · src.a + dst.g · (1-src.a) (canonical premultiplied alpha-over)
174
-
175
- export const COMMON_FS_OUT_WGSL = /* wgsl */ `
176
-
177
- struct FSOut {
178
- @location(0) color: vec4f,
179
- @location(1) mask: vec4f,
180
- };
181
-
182
- `;
183
-
184
- // ─── Convenience: full shared prelude ───────────────────────────────
185
- // Material files compose this as `${NODES_WGSL}${COMMON_MATERIAL_PRELUDE_WGSL}` to
186
- // pull in everything structural. Each material then adds its own constants + fs().
187
-
188
- export const COMMON_MATERIAL_PRELUDE_WGSL =
189
- COMMON_BINDINGS_WGSL + SAMPLE_SHADOW_WGSL + COMMON_VS_WGSL + COMMON_FS_OUT_WGSL
1
+ // Shared WGSL blocks concatenated by every material shader.
2
+ // Splits the boilerplate (uniform structs, bind group layout, skinning VS, PCF shadow)
3
+ // away from the per-material fragment code so each material file only contains what
4
+ // makes it visually distinct.
5
+ //
6
+ // Concat order in every material:
7
+ // NODES_WGSL (nodes.ts — math/noise/BSDF helpers)
8
+ // COMMON_BINDINGS_WGSL (uniform structs + @group/@binding declarations)
9
+ // SAMPLE_SHADOW_WGSL (3×3 PCF shadow sampler; reads bindings above)
10
+ // COMMON_VS_WGSL (skinning vertex shader; reads bindings above)
11
+ // <material's own constants + @fragment fn fs>
12
+ //
13
+ // WGSL is a whole-module compile — declaration order at module scope doesn't matter,
14
+ // but the readable order is: types → bindings → helpers → entry points.
15
+
16
+ // ─── Uniform structs + bind group layout ────────────────────────────
17
+ // Every material pipeline uses the same bind group layout, so the same bindings are
18
+ // declared here once. Groups:
19
+ // group(0): per-frame scene (camera, lights, shadow map, BRDF LUT via nodes.ts)
20
+ // group(1): per-model skinning
21
+ // group(2): per-material (diffuse texture + material uniforms)
22
+
23
+ export const COMMON_BINDINGS_WGSL = /* wgsl */ `
24
+
25
+ struct CameraUniforms {
26
+ view: mat4x4f,
27
+ projection: mat4x4f,
28
+ viewPos: vec3f,
29
+ _padding: f32,
30
+ };
31
+
32
+ struct Light {
33
+ direction: vec4f,
34
+ color: vec4f,
35
+ };
36
+
37
+ struct LightUniforms {
38
+ ambientColor: vec4f,
39
+ lights: array<Light, 4>,
40
+ };
41
+
42
+ // Per-material uniforms. Every material binds this layout even if it ignores fields;
43
+ // the engine keeps one bind group layout across all material pipelines. The PMX
44
+ // classic-material fields (ambient/specular/toon/sphere) are consumed by the
45
+ // mmd_classic preset; NPR presets ignore them.
46
+ struct MaterialUniforms {
47
+ diffuseColor: vec3f, // PMX diffuse rgb (mmd_classic); reserved for others
48
+ alpha: f32, // 0 → discard; <1 → transparent draw call
49
+ ambient: vec3f, // PMX ambient rgb
50
+ shininess: f32, // PMX specular power
51
+ specular: vec3f, // PMX specular rgb
52
+ sphereMode: f32, // 0 none · 1 multiply (sph) · 2 add (spa)
53
+ // Skeleton index of the 頭 (head) bone, or -1. Lets the eye shader gate
54
+ // the post-alpha-eye stencil by camera-vs-face hemisphere.
55
+ headBoneIndex: f32,
56
+ _pad0: f32,
57
+ _pad1: f32,
58
+ _pad2: f32,
59
+ };
60
+
61
+ struct VertexOutput {
62
+ @builtin(position) position: vec4f,
63
+ @location(0) normal: vec3f,
64
+ @location(1) uv: vec2f,
65
+ @location(2) worldPos: vec3f,
66
+ // Bind-pose object-space position (the raw pre-skin vertex attribute). Procedural
67
+ // textures (noise bump, sparkle, Generated-coord gradients) key off this instead of
68
+ // worldPos so the pattern rides with the surface — otherwise the mesh swims through a
69
+ // world-static noise field under any skinning deformation or root (センター) motion.
70
+ // At rest skinMats are identity so restPos == worldPos, which is why existing noise-
71
+ // scale constants stay valid without retuning.
72
+ @location(3) restPos: vec3f,
73
+ };
74
+
75
+ struct LightVP { viewProj: mat4x4f, };
76
+
77
+ @group(0) @binding(0) var<uniform> camera: CameraUniforms;
78
+ @group(0) @binding(1) var<uniform> light: LightUniforms;
79
+ @group(0) @binding(2) var diffuseSampler: sampler;
80
+ @group(0) @binding(3) var shadowMap: texture_depth_2d;
81
+ @group(0) @binding(4) var shadowSampler: sampler_comparison;
82
+ @group(0) @binding(5) var<uniform> lightVP: LightVP;
83
+ // binding(9) brdfLut is declared inside NODES_WGSL (nodes.ts).
84
+ @group(1) @binding(0) var<storage, read> skinMats: array<mat4x4f>;
85
+ @group(2) @binding(0) var diffuseTexture: texture_2d<f32>;
86
+ @group(2) @binding(1) var<uniform> material: MaterialUniforms;
87
+ // mmd_classic inputs; other presets leave them unread (fallback 1×1 whites).
88
+ @group(2) @binding(2) var toonTexture: texture_2d<f32>;
89
+ @group(2) @binding(3) var sphereTexture: texture_2d<f32>;
90
+
91
+ // Four-bone blended normals can cancel to ~zero on physics-driven parts
92
+ // (opposing bone rotations at 50/50 weights) — normalize(0) is 0/0 = NaN,
93
+ // which poisons the whole shading stack and flashes through bloom. Fall
94
+ // back to up for degenerate normals instead.
95
+ fn safe_normal(nIn: vec3f) -> vec3f {
96
+ let l2 = dot(nIn, nIn);
97
+ if (l2 < 1e-12) { return vec3f(0.0, 1.0, 0.0); }
98
+ return nIn * inverseSqrt(l2);
99
+ }
100
+
101
+ `;
102
+
103
+ // ─── Shadow sampler (3×3 PCF) ───────────────────────────────────────
104
+ // 2048-map, normal-bias 0.08, depth-bias 0.001. Unrolled — Safari's Metal backend
105
+ // doesn't unroll nested shadow loops reliably, and the early out on back-facing
106
+ // fragments saves 9 texture taps per skipped pixel.
107
+
108
+ export const SAMPLE_SHADOW_WGSL = /* wgsl */ `
109
+
110
+ fn sampleShadow(worldPos: vec3f, n: vec3f) -> f32 {
111
+ if (dot(n, -light.lights[0].direction.xyz) <= 0.0) { return 0.0; }
112
+ let biasedPos = worldPos + n * 0.08;
113
+ let lclip = lightVP.viewProj * vec4f(biasedPos, 1.0);
114
+ let ndc = lclip.xyz / max(lclip.w, 1e-6);
115
+ let suv = vec2f(ndc.x * 0.5 + 0.5, 0.5 - ndc.y * 0.5);
116
+ let cmpZ = ndc.z - 0.001;
117
+ let ts = 1.0 / 2048.0;
118
+ let s00 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, -ts), cmpZ);
119
+ let s10 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(0.0, -ts), cmpZ);
120
+ let s20 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, -ts), cmpZ);
121
+ let s01 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, 0.0), cmpZ);
122
+ let s11 = textureSampleCompareLevel(shadowMap, shadowSampler, suv, cmpZ);
123
+ let s21 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, 0.0), cmpZ);
124
+ let s02 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, ts), cmpZ);
125
+ let s12 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(0.0, ts), cmpZ);
126
+ let s22 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, ts), cmpZ);
127
+ return (s00 + s10 + s20 + s01 + s11 + s21 + s02 + s12 + s22) * (1.0 / 9.0);
128
+ }
129
+
130
+ `;
131
+
132
+ // ─── Skinning vertex shader ─────────────────────────────────────────
133
+ // Four-bone linear blend skinning. Renormalizes weights when they don't sum to 1
134
+ // (PMX models occasionally ship with unnormalized weights on extras like hair tips).
135
+ // VS normalize on the outgoing normal is skipped — interpolation denormalizes it
136
+ // anyway and every fragment shader does `normalize(input.normal)` as its first line.
137
+
138
+ export const COMMON_VS_WGSL = /* wgsl */ `
139
+
140
+ @vertex fn vs(
141
+ @location(0) position: vec3f,
142
+ @location(1) normal: vec3f,
143
+ @location(2) uv: vec2f,
144
+ @location(3) joints0: vec4<u32>,
145
+ @location(4) weights0: vec4<f32>
146
+ ) -> VertexOutput {
147
+ var output: VertexOutput;
148
+ let pos4 = vec4f(position, 1.0);
149
+ let weightSum = weights0.x + weights0.y + weights0.z + weights0.w;
150
+ let invWeightSum = select(1.0, 1.0 / weightSum, weightSum > 0.0001);
151
+ let nw = select(vec4f(1.0, 0.0, 0.0, 0.0), weights0 * invWeightSum, weightSum > 0.0001);
152
+ var skinnedPos = vec4f(0.0);
153
+ var skinnedNrm = vec3f(0.0);
154
+ for (var i = 0u; i < 4u; i++) {
155
+ let m = skinMats[joints0[i]];
156
+ let w = nw[i];
157
+ skinnedPos += (m * pos4) * w;
158
+ skinnedNrm += (mat3x3f(m[0].xyz, m[1].xyz, m[2].xyz) * normal) * w;
159
+ }
160
+ output.position = camera.projection * camera.view * vec4f(skinnedPos.xyz, 1.0);
161
+ output.normal = skinnedNrm;
162
+ output.uv = uv;
163
+ output.worldPos = skinnedPos.xyz;
164
+ output.restPos = position;
165
+ return output;
166
+ }
167
+
168
+ `;
169
+
170
+ // ─── FS output struct ───────────────────────────────────────────────
171
+ // Location 0: final radiance+alpha (blended into rg11b10ufloat; the HDR target
172
+ // has no alpha channel, but the blend equation still uses the .a you write here
173
+ // as the src-alpha factor that premultiplies rgb into the HDR target).
174
+ // Location 1: auxiliary rg8unorm carrying
175
+ // .r = bloom mask (1 = contributes to bloom, 0 = skip — e.g. ground).
176
+ // .g = accumulated canvas alpha — the channel that used to live in hdr.a
177
+ // before the switch to rg11b10ufloat. Sampled by composite to
178
+ // un-premultiply color for tonemap and to set the final drawable alpha
179
+ // (needed for the `premultiplied` canvas alphaMode that blends the
180
+ // WebGPU surface over the page background).
181
+ // FS output at location 1 must be vec4f — the blend state references src.a, and
182
+ // WebGPU requires the fragment output to provide an alpha component even though
183
+ // the rg8unorm target only stores .r and .g (extra components are discarded).
184
+ // Materials write mask = vec4f(1.0, 1.0, 0.0, color.a); ground writes
185
+ // vec4f(0.0, 1.0, 0.0, edgeFade). With src.a coming from the 4th component and
186
+ // src-alpha blending enabled:
187
+ // out.r = mask_r · src.a + dst.r · (1-src.a) (bloom mask, weighted by alpha)
188
+ // out.g = 1.0 · src.a + dst.g · (1-src.a) (canonical premultiplied alpha-over)
189
+
190
+ export const COMMON_FS_OUT_WGSL = /* wgsl */ `
191
+
192
+ struct FSOut {
193
+ @location(0) color: vec4f,
194
+ @location(1) mask: vec4f,
195
+ };
196
+
197
+ `;
198
+
199
+ // ─── Convenience: full shared prelude ───────────────────────────────
200
+ // Material files compose this as `${NODES_WGSL}${COMMON_MATERIAL_PRELUDE_WGSL}` to
201
+ // pull in everything structural. Each material then adds its own constants + fs().
202
+
203
+ export const COMMON_MATERIAL_PRELUDE_WGSL =
204
+ COMMON_BINDINGS_WGSL + SAMPLE_SHADOW_WGSL + COMMON_VS_WGSL + COMMON_FS_OUT_WGSL
@@ -25,6 +25,20 @@ const EYE_EMISSION_STRENGTH: f32 = 1.5;
25
25
 
26
26
  let n = safe_normal(input.normal);
27
27
  let v = normalize(camera.viewPos - input.worldPos);
28
+
29
+ // Rear-view gate for the post-alpha eye. Many PMX heads are open shells
30
+ // (no skull mesh), so from behind nothing occludes the eye — it would draw
31
+ // and stamp the see-through stencil straight through the back hair. Mesh
32
+ // normals/winding are unreliable (double-sided eye geometry), so gate by
33
+ // camera-vs-face hemisphere instead: the 頭 bone's skinning matrix carries
34
+ // the head's world rotation (PMX bind pose is rotationless), and PMX
35
+ // models face −Z locally. Discard drops color, depth, and stencil.
36
+ if (material.headBoneIndex >= 0.0) {
37
+ let hm = skinMats[u32(material.headBoneIndex)];
38
+ let faceDir = -normalize(hm[2].xyz);
39
+ if (dot(faceDir, v) < -0.15) { discard; }
40
+ }
41
+
28
42
  let l = -light.lights[0].direction.xyz;
29
43
  let sun = light.lights[0].color.xyz * light.lights[0].color.w;
30
44
  let amb = light.ambientColor.xyz;
@@ -0,0 +1,68 @@
1
+ // M_MMDClassic — authentic MMD/MikuMikuDance fixed-pipeline material. Uses the
2
+ // PMX material data every model author actually tuned: ambient + diffuse×light
3
+ // base, toon-ramp shading (ramp carries the terminator, NOT an N·L multiply),
4
+ // sphere map (sph multiply / spa add), and Blinn-Phong specular with the PMX
5
+ // shininess. This is the universal fallback for materials no preset map or
6
+ // name heuristic covers — it renders what the author saw in MMD/PMXEditor.
7
+
8
+ import { COMMON_MATERIAL_PRELUDE_WGSL } from "./common"
9
+
10
+ export const MMD_CLASSIC_SHADER_WGSL = /* wgsl */ `
11
+
12
+ ${COMMON_MATERIAL_PRELUDE_WGSL}
13
+
14
+ @fragment fn fs(input: VertexOutput) -> FSOut {
15
+ let tex_s = textureSample(diffuseTexture, diffuseSampler, input.uv);
16
+ // MMD alpha semantics: material alpha × texture alpha.
17
+ let alpha = material.alpha * tex_s.a;
18
+ if (alpha < 0.001) { discard; }
19
+
20
+ let n = safe_normal(input.normal);
21
+ let v = normalize(camera.viewPos - input.worldPos);
22
+ let l = -light.lights[0].direction.xyz;
23
+ let sun = light.lights[0].color.xyz * light.lights[0].color.w;
24
+ let amb = light.ambientColor.xyz;
25
+ let shadow = sampleShadow(input.worldPos, n);
26
+
27
+ // Sphere-map UV from the view-space normal — sampled up front to keep the
28
+ // texture reads in uniform control flow.
29
+ let vn = normalize((camera.view * vec4f(n, 0.0)).xyz);
30
+ let sph_uv = vec2f(vn.x * 0.5 + 0.5, 0.5 - vn.y * 0.5);
31
+ let sphere_rgb = textureSample(sphereTexture, diffuseSampler, sph_uv).rgb;
32
+
33
+ // Toon ramp: v runs light (0) → shadow (1); the ramp texture carries the
34
+ // terminator shape and shadow tint. Self-shadow pushes toward the shadow
35
+ // end by attenuating N·L. Sampled up front for the same uniformity reason.
36
+ let ndl = dot(n, l) * shadow;
37
+ let toon_v = clamp(0.5 - 0.5 * ndl, 0.0, 1.0);
38
+ let toon_rgb = textureSample(toonTexture, diffuseSampler, vec2f(0.5, toon_v)).rgb;
39
+
40
+ // MMD base: saturate(ambient + diffuse × light color), modulated by texture.
41
+ // The engine's ambient light scales the material-ambient floor so scene
42
+ // lighting still has authority over overall exposure.
43
+ let base = clamp(material.ambient * max(amb, vec3f(0.35)) + material.diffuseColor * sun, vec3f(0.0), vec3f(1.0));
44
+ var color = base * tex_s.rgb * toon_rgb;
45
+
46
+ // Sphere map: 1 = sph (multiply), 2 = spa (add). Mode 3 (sub-texture) and
47
+ // 0 fall through unchanged.
48
+ if (material.sphereMode == 1.0) {
49
+ color *= sphere_rgb;
50
+ } else if (material.sphereMode == 2.0) {
51
+ color += sphere_rgb;
52
+ }
53
+
54
+ // Blinn-Phong specular with PMX shininess. shininess 0 disables (many
55
+ // rigs author 0 to mean "no highlight").
56
+ if (material.shininess > 0.0) {
57
+ let h = normalize(l + v);
58
+ let spec = pow(max(dot(n, h), 0.0), max(material.shininess, 1.0));
59
+ color += material.specular * sun * (spec * shadow);
60
+ }
61
+
62
+ var out: FSOut;
63
+ out.color = vec4f(color, alpha);
64
+ out.mask = vec4f(1.0, 1.0, 0.0, out.color.a);
65
+ return out;
66
+ }
67
+
68
+ `