reze-engine 0.20.0 → 0.21.1

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Files changed (71) hide show
  1. package/README.md +30 -14
  2. package/dist/engine.d.ts +0 -1
  3. package/dist/engine.d.ts.map +1 -1
  4. package/dist/engine.js +12 -12
  5. package/dist/graph/compile.d.ts +3 -3
  6. package/dist/graph/compile.d.ts.map +1 -1
  7. package/dist/graph/presets/body.d.ts +2 -2
  8. package/dist/graph/presets/body.d.ts.map +1 -1
  9. package/dist/graph/presets/body.js +1 -1
  10. package/dist/graph/presets/cloth_rough.d.ts +2 -2
  11. package/dist/graph/presets/cloth_rough.d.ts.map +1 -1
  12. package/dist/graph/presets/cloth_rough.js +1 -1
  13. package/dist/graph/presets/cloth_smooth.d.ts +2 -2
  14. package/dist/graph/presets/cloth_smooth.d.ts.map +1 -1
  15. package/dist/graph/presets/cloth_smooth.js +1 -1
  16. package/dist/graph/presets/default.d.ts +2 -2
  17. package/dist/graph/presets/default.d.ts.map +1 -1
  18. package/dist/graph/presets/eye.d.ts +2 -2
  19. package/dist/graph/presets/eye.d.ts.map +1 -1
  20. package/dist/graph/presets/eye.js +1 -1
  21. package/dist/graph/presets/face.d.ts +2 -2
  22. package/dist/graph/presets/face.d.ts.map +1 -1
  23. package/dist/graph/presets/face.js +1 -1
  24. package/dist/graph/presets/hair.d.ts +2 -2
  25. package/dist/graph/presets/hair.d.ts.map +1 -1
  26. package/dist/graph/presets/hair.js +1 -1
  27. package/dist/graph/presets/metal.d.ts +2 -2
  28. package/dist/graph/presets/metal.d.ts.map +1 -1
  29. package/dist/graph/presets/metal.js +1 -1
  30. package/dist/graph/presets/stockings.d.ts +2 -2
  31. package/dist/graph/presets/stockings.d.ts.map +1 -1
  32. package/dist/graph/presets/stockings.js +1 -1
  33. package/dist/graph/render-class.js +1 -1
  34. package/dist/graph/schema.d.ts +1 -1
  35. package/dist/graph/schema.d.ts.map +1 -1
  36. package/dist/graph/schema.js +1 -1
  37. package/dist/graph/style-group.d.ts +3 -3
  38. package/dist/graph/style-group.d.ts.map +1 -1
  39. package/dist/graph/style-group.js +1 -1
  40. package/dist/index.d.ts +2 -2
  41. package/dist/index.d.ts.map +1 -1
  42. package/dist/shaders/materials/common.d.ts +1 -1
  43. package/dist/shaders/materials/common.d.ts.map +1 -1
  44. package/dist/shaders/materials/common.js +5 -4
  45. package/package.json +1 -1
  46. package/src/engine.ts +14 -21
  47. package/src/graph/compile.ts +3 -3
  48. package/src/graph/presets/body.ts +3 -3
  49. package/src/graph/presets/cloth_rough.ts +3 -3
  50. package/src/graph/presets/cloth_smooth.ts +3 -3
  51. package/src/graph/presets/default.ts +2 -2
  52. package/src/graph/presets/eye.ts +3 -3
  53. package/src/graph/presets/face.ts +3 -3
  54. package/src/graph/presets/hair.ts +3 -3
  55. package/src/graph/presets/metal.ts +3 -3
  56. package/src/graph/presets/stockings.ts +3 -3
  57. package/src/graph/render-class.ts +1 -1
  58. package/src/graph/schema.ts +2 -2
  59. package/src/graph/style-group.ts +4 -4
  60. package/src/index.ts +61 -62
  61. package/src/shaders/materials/common.ts +5 -4
  62. package/src/shaders/materials/body.ts +0 -97
  63. package/src/shaders/materials/cloth_rough.ts +0 -71
  64. package/src/shaders/materials/cloth_smooth.ts +0 -63
  65. package/src/shaders/materials/default.ts +0 -45
  66. package/src/shaders/materials/eye.ts +0 -62
  67. package/src/shaders/materials/face.ts +0 -97
  68. package/src/shaders/materials/hair.ts +0 -92
  69. package/src/shaders/materials/metal.ts +0 -79
  70. package/src/shaders/materials/mmd_classic.ts +0 -68
  71. package/src/shaders/materials/stockings.ts +0 -124
package/README.md CHANGED
@@ -1,10 +1,10 @@
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  # Reze Engine
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- [npm](https://www.npmjs.com/package/reze-engine)
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+ [![npm](https://img.shields.io/npm/v/reze-engine)](https://www.npmjs.com/package/reze-engine)
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  **Zero-runtime-dependency** WebGPU engine for real-time MMD/PMX rendering — renderer, animation, IK, and physics, all in TypeScript.
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- screenshot
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+ ![screenshot](./screenshot.png)
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  ```bash
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  npm install reze-engine
@@ -13,8 +13,7 @@ npm install reze-engine
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  ## Features
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  - Anime/MMD **hybrid renderer** — toon-ramp NPR over a Principled GGX BSDF, mixed per material
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- - **9 per-material presets** assigned by material name (`face` / `hair` / `body` / `eye` / `stockings` / `metal` / `cloth_smooth` / `cloth_rough` / `default`)
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- - **Node-graph materials** — Blender-style style graphs (JSON) validated + compiled to WGSL at runtime; instant slider tier, async pipeline swap with fallback-on-error
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+ - **Shader-graph materials + style groups** — every look is a Blender-style **shader graph** (JSON) compiled to WGSL at runtime; **style groups** bind any set of materials to any graph (unlimited, user-defined). 9 NPR graphs ship built-in (`face` / `hair` / `body` / `eye` / `stockings` / `metal` / `cloth_smooth` / `cloth_rough` / `default`); fully customizable — see [reze-design](https://reze.design) for the visual shader-graph editor
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  - **HDR pipeline** — bloom, Filmic tone mapping, 4× MSAA, Apple-TBDR-friendly targets
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  - **In-house TS physics** — sequential-impulse rigid bodies for PMX rigs, no external dependency
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  - **VMD animation** with MMD IK, morphs (GPU compute path), and VMD export
@@ -26,7 +25,7 @@ See [Physics](#physics) and [Rendering](#rendering) for the internals.
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  ## Used by
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- - [Reze Design](https://reze.design) (web-native scene composer & node-graph styling)
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+ - [Reze Design](https://reze.design) (web-native scene composer & shader-graph styling)
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  - [Reze Studio](https://reze.studio) (MMD animation editor)
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  - [MiKaPo](https://mikapo.vercel.app) (motion capture)
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  - [Popo](https://popo.love) (LLM-generated poses)
@@ -48,8 +47,17 @@ engine/src/
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  pmx-loader.ts PMX parser: mesh, bones, morphs, rigid bodies, joints
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  vmd-loader.ts VMD motion parser · vmd-writer.ts VMD export (Shift-JIS)
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  asset-reader.ts URL + local-folder asset resolution · folder-upload.ts
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+ tga-loader.ts TGA decoder (formats createImageBitmap can't read)
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  index.ts public exports
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+ graph/ shader-graph → WGSL compiler — materials as data
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+ schema.ts ShaderGraph / StyleGroup / param types + validation
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+ registry.ts node registry (Blender node → WGSL) + socket conversions
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+ compile.ts validate → prune → toposort → peephole → emit
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+ render-class.ts RenderClass / AlphaMode + the RENDER_CLASSES manifest
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+ slots.ts per-render-class fs() shell (stencil/alpha) around the graph body
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+ presets/ the 9 built-in shader graphs (hair, face, eye, cloth, …)
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+
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  physics/ in-house rigid-body solver (~2.5k lines)
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  physics.ts RezePhysics: bone↔body sync, fixed-step accumulator + interpolation
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  solver.ts sequential-impulse PGS (joint + contact rows)
@@ -58,8 +66,8 @@ engine/src/
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  body.ts SoA rigid-body store · types.ts
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  shaders/
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- materials/ nodes.ts (Blender-node WGSL library) + common.ts (bindings, skinning VS)
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- + one file per preset (face, hair, body, eye, stockings, …)
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+ materials/ nodes.ts (Blender-node WGSL library the graph compiler emits into) +
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+ common.ts (bindings, skinning VS, fs() shell)
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  passes/ shadow, morph (GPU vertex-morph compute), bloom, composite (Filmic),
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  outline, selection, gizmo, pick, ground, mipmap
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  ```
@@ -79,11 +87,11 @@ await engine.init()
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  const model = await engine.loadModel("reze", "/models/reze/reze.pmx")
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- // One-tap styling: bucket materials into the engine's built-in default style graphs
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+ // One-tap styling: bucket materials into the engine's built-in default shader graphs
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  // (face / hair / eye / cloth / stockings / metal). These categories are just the shipped
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  // starter graphs — NOT fixed slots. `overrides` maps names the built-in JP/CN/EN hints
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  // miss; standard-named models need no map. Unmatched materials stay ungrouped (neutral).
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- // For arbitrary groups with any graph, use applyStyleGroups (see "Style graphs & groups").
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+ // For arbitrary groups with any graph, use applyStyleGroups (see "Shader graphs & style groups").
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  await engine.autoStyleGroups("reze", {
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  face: ["face01"],
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  body: ["skin"],
@@ -207,9 +215,9 @@ onGizmoDrag: (e) => {
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  Note the asymmetry: rotation goes through `rotateBones(…, 0)`, but translation uses `setBoneLocalTranslation(idx, v)` — `moveBones` converts VMD-relative→local, and the gizmo output is already local.
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- ## Style graphs & groups (node-graph materials)
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+ ## Shader graphs & style groups
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- Materials are styled by **node graphs** — plain JSON (`StyleGraph`) validated and compiled to WGSL at runtime. Node semantics are frozen **Blender 3.6 legacy-EEVEE**, so community Blender NPR presets port by transcription. Nine graphs ship built-in (`FACE_GRAPH`, `HAIR_GRAPH`, `BODY_GRAPH`, `EYE_GRAPH`, `METAL_GRAPH`, `STOCKINGS_GRAPH`, `CLOTH_SMOOTH_GRAPH`, `CLOTH_ROUGH_GRAPH`, `DEFAULT_GRAPH` — the neutral base) as a starter library; you can also author or import your own.
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+ Materials are styled by **shader graphs** — plain JSON (`ShaderGraph`) validated and compiled to WGSL at runtime. Node semantics are frozen **Blender 3.6 legacy-EEVEE**, so community Blender NPR presets port by transcription. Nine graphs ship built-in (`FACE_GRAPH`, `HAIR_GRAPH`, `BODY_GRAPH`, `EYE_GRAPH`, `METAL_GRAPH`, `STOCKINGS_GRAPH`, `CLOTH_SMOOTH_GRAPH`, `CLOTH_ROUGH_GRAPH`, `DEFAULT_GRAPH` — the neutral base) as a starter library; you can also author or import your own.
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  A **style group** binds `{ materials, graph, renderClass?, alphaMode? }` — a set of materials, the graph that shades them, and the engine's small pass-integration vocabulary (`renderClass`: `auto`/`eye`/`hair` for stencil/cull/draw-order; `alphaMode`: `opaque`/`hashed`). **Groups are user-defined and unlimited** — any materials, any graph. A graph is pure shading; `renderClass` carries the built-in effects (hair's over-eyes stencil, the eye see-through stamp), so any graph in an `eye`/`hair` group inherits them. **Every group needs a valid graph**; a material in no group renders the **neutral default** (`DEFAULT_GRAPH`).
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@@ -234,6 +242,14 @@ engine.removeStyleGroup("reze", "hair") // its materials drop to the neutral def
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  const { ok, wgsl, diagnostics } = compileGraph(HAIR_GRAPH, { renderClass: "hair" })
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  ```
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+ **How `autoStyleGroups(model, overrides?)` resolves** — it assigns each material a *style category*, then buckets materials by category into one group each:
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+
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+ 1. **`overrides` first** — an explicit `{ category: [materialNames] }` map (the arg). Use it for the names the built-in hints can't read.
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+ 2. **Then built-in name hints** — a case-insensitive **substring** match of the material name against per-category JP/CN/EN keyword lists, ordered **most-specific-first** so families don't collide (`靴下`/`stocking` resolves to `stockings` before `靴`/`shoes` would hit `cloth_smooth`). This covers standard-named models with no overrides at all.
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+ 3. **No match → ungrouped** — the material renders the neutral default. "Unmatched" is a real, intended outcome, not a catch-all bucket.
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+
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+ Each category carries its shipped graph **and** pass-integration: `eye` → `EYE_GRAPH` + `renderClass: "eye"`, `hair` → `HAIR_GRAPH` + `"hair"`, `stockings` → `STOCKINGS_GRAPH` + `alphaMode: "hashed"`, the rest → their graph + `auto`/`opaque`. The group `id` is the category name (`hair`, `eye`, …), so re-running is idempotent. The returned promise resolves after grouping **and** every graph compiles, so `getStyleGroups(model)` is populated the moment it resolves — seed your own store from it and edit with `applyStyleGroups` afterward.
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+
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  Validation catches material conflicts, type mismatches, cycles, and bad links with node-level diagnostics; a failed compile keeps the previous pipeline rendering (fallback-on-error).
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  ## Physics
@@ -255,20 +271,20 @@ Engine surface is just `setPhysicsEnabled` / `resetPhysics` — all tuning (mass
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  ## Rendering
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- Each surface mixes an NPR stack with a Principled-style BSDF per material, so characters keep a flat illustrated look while highlights and reflections stay grounded. Shaders live in `engine/src/shaders/materials/`; each fragment shader follows one 7-stage layout (shared stages from `nodes.ts` / `common.ts`):
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+ Each built-in shader graph mixes an NPR stack with a Principled-style BSDF, so characters keep a flat illustrated look while highlights and reflections stay grounded. A graph compiles to a fragment shader following one 7-stage layout (node primitives from `nodes.ts`, the fs() shell from `common.ts`):
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  ```
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  (A) setup → (B) texture + alpha → (C) NPR stack → (D) optional bump
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  → (E) Principled BSDF → (F) NPR↔PBR mix → (G) FSOut
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  ```
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- `default` uses only A/B/E/G; NPR presets add C (and sometimes D), with F choosing how NPR-leaning the result is.
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+ `default` uses only A/B/E/G; the NPR graphs add C (and sometimes D), with F choosing how NPR-leaning the result is.
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  - **PBR core** (`eval_principled`) — GGX + Schlick Fresnel, Walter–Smith G1, Fdez-Agüera 2019 multi-scatter, Karis split-sum DFG LUT, Heitz 2016 LTC direct-spec, optional sheen.
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  - **NPR toolbox** — toon ramps (constant / fwidth-AA'd), HSV warm-shadow / cool-light remaps, fresnel + layer-weight rims, value-noise bump, Voronoi metallic sparkle, BT.601-gated emission.
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- | Preset | Notes |
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+ | Built-in graph | Notes |
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  | -------------- | ----------------------------------------------------------------------- |
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  | `default` | Plain Principled, metallic 0, rough 0.5 |
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  | `eye` | Plain + post-eval emission ×1.5 |
package/dist/engine.d.ts CHANGED
@@ -4,7 +4,6 @@ import { type AssetReader } from "./asset-reader";
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  import { type CompileOptions } from "./graph/compile";
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  import type { ApplyStyleGroupResult, ApplyStyleGroupsResult, StyleGroup } from "./graph/style-group";
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  export type MaterialPreset = "default" | "face" | "hair" | "body" | "eye" | "stockings" | "metal" | "cloth_smooth" | "cloth_rough";
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- export type ResolvedMaterialPreset = MaterialPreset | "mmd_classic";
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  export type MaterialPresetMap = Partial<Record<MaterialPreset, string[]>>;
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  export type RaycastCallback = (modelName: string, material: string | null, bone: string | null, screenX: number, screenY: number) => void;
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  /** Select a folder (webkitdirectory) and pass FileList or File[]; pmxFile picks which .pmx when several exist. */
@@ -1 +1 @@
1
- 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package/dist/engine.js CHANGED
@@ -26,11 +26,10 @@ import { STOCKINGS_GRAPH } from "./graph/presets/stockings";
26
26
  import { METAL_GRAPH } from "./graph/presets/metal";
27
27
  import { CLOTH_SMOOTH_GRAPH } from "./graph/presets/cloth_smooth";
28
28
  import { CLOTH_ROUGH_GRAPH } from "./graph/presets/cloth_rough";
29
- // Substring hints mapping common PMX material names (JP/CN/EN) to presets,
30
- // tried when a material isn't in the model's explicit MaterialPresetMap.
31
- // Ordered: more specific families first (靴下 must hit stockings before 靴
32
- // hits cloth). Anything unmatched falls through to mmd_classic, which renders
33
- // the author-tuned PMX material data faithfully.
29
+ // Substring hints mapping common PMX material names (JP/CN/EN) to a style category,
30
+ // tried when a material isn't in the caller's explicit override map. Ordered: more
31
+ // specific families first (靴下 must hit stockings before 靴 hits cloth). A material
32
+ // matching nothing resolves to null it stays ungrouped (neutral default).
34
33
  const PRESET_NAME_HINTS = [
35
34
  ["stockings", ["靴下", "ソックス", "タイツ", "ニーソ", "袜", "stocking", "socks", "tights"]],
36
35
  [
@@ -71,6 +70,8 @@ const PRESET_NAME_HINTS = [
71
70
  ],
72
71
  ],
73
72
  ];
73
+ // Resolve a material name to a style category (override map first, then name hints), or
74
+ // null if nothing matches — a null-resolving material stays ungrouped (neutral default).
74
75
  function resolvePreset(materialName, map) {
75
76
  if (map) {
76
77
  for (const [preset, names] of Object.entries(map)) {
@@ -85,12 +86,11 @@ function resolvePreset(materialName, map) {
85
86
  return preset;
86
87
  }
87
88
  }
88
- return "mmd_classic";
89
+ return null;
89
90
  }
90
- // Default-group recipe per preset label: the shipped graph + its natural pass-integration
91
- // (renderClass, alphaMode). This is the auto-default-groups mapping (docs §8) — the same
92
- // label→integration knowledge the old fixed slots encoded, now producing editable groups.
93
- // mmd_classic has no entry — those materials stay ungrouped (hand-shader path).
91
+ // Default-group recipe per style category: the shipped graph + its natural pass-integration
92
+ // (renderClass, alphaMode). This is the auto-default-groups mapping — the same
93
+ // category→integration knowledge the old fixed slots encoded, now producing editable groups.
94
94
  const PRESET_GROUP_INFO = {
95
95
  default: { graph: DEFAULT_GRAPH, renderClass: "auto", alphaMode: "opaque" },
96
96
  face: { graph: FACE_GRAPH, renderClass: "auto", alphaMode: "opaque" },
@@ -3230,8 +3230,8 @@ export class Engine {
3230
3230
  if (!dc.baseBindGroupEntries)
3231
3231
  continue; // material draw calls only (skip outlines)
3232
3232
  const preset = resolvePreset(dc.materialName, overrides);
3233
- if (preset === "mmd_classic")
3234
- continue; // unmatched → ungrouped
3233
+ if (!preset)
3234
+ continue; // unmatched → stays ungrouped (neutral default)
3235
3235
  const arr = buckets.get(preset) ?? [];
3236
3236
  if (!arr.includes(dc.materialName))
3237
3237
  arr.push(dc.materialName);
@@ -1,4 +1,4 @@
1
- import type { Diagnostic, ExposedParam, StyleGraph } from "./schema";
1
+ import type { Diagnostic, ExposedParam, ShaderGraph } from "./schema";
2
2
  import type { AlphaMode, RenderClass } from "./render-class";
3
3
  export type CompileOptions = {
4
4
  /** Fold exposed params to their defaults as consts (no StyleUniforms binding).
@@ -35,6 +35,6 @@ export type CompileResult = {
35
35
  prunedNodes: string[];
36
36
  };
37
37
  export declare function assignStyleSlots(params: ExposedParam[]): StyleSlot[];
38
- export declare function validateGraph(graph: StyleGraph, opts?: CompileOptions): Diagnostic[];
39
- export declare function compileGraph(graph: StyleGraph, opts?: CompileOptions): CompileResult;
38
+ export declare function validateGraph(graph: ShaderGraph, opts?: CompileOptions): Diagnostic[];
39
+ export declare function compileGraph(graph: ShaderGraph, opts?: CompileOptions): CompileResult;
40
40
  //# sourceMappingURL=compile.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"compile.d.ts","sourceRoot":"","sources":["../../src/graph/compile.ts"],"names":[],"mappings":"AAMA,OAAO,KAAK,EAAE,UAAU,EAAE,YAAY,EAA0B,UAAU,EAAE,MAAM,UAAU,CAAA;AAI5F,OAAO,KAAK,EAAE,SAAS,EAAE,WAAW,EAAE,MAAM,gBAAgB,CAAA;AAE5D,MAAM,MAAM,cAAc,GAAG;IAC3B;8EAC0E;IAC1E,YAAY,CAAC,EAAE,OAAO,CAAA;IACtB;6DACyD;IACzD,WAAW,CAAC,EAAE;QAAE,IAAI,EAAE,MAAM,CAAC;QAAC,MAAM,EAAE,MAAM,CAAA;KAAE,CAAA;IAC9C;0EACsE;IACtE,WAAW,CAAC,EAAE,WAAW,CAAA;IACzB,wEAAwE;IACxE,SAAS,CAAC,EAAE,SAAS,CAAA;CACtB,CAAA;AAED,yFAAyF;AACzF,MAAM,MAAM,SAAS,GAAG;IACtB,EAAE,EAAE,MAAM,CAAA;IACV,IAAI,EAAE,OAAO,GAAG,OAAO,CAAA;IACvB,SAAS,EAAE,MAAM,CAAA;IACjB,SAAS,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAA;IACjC,IAAI,EAAE,MAAM,CAAA;CACb,CAAA;AAED,MAAM,MAAM,aAAa,GAAG;IAC1B,EAAE,EAAE,OAAO,CAAA;IACX,gDAAgD;IAChD,IAAI,EAAE,MAAM,CAAA;IACZ,6EAA6E;IAC7E,MAAM,EAAE,MAAM,CAAA;IACd,OAAO,EAAE,SAAS,EAAE,CAAA;IACpB,WAAW,EAAE,UAAU,EAAE,CAAA;IACzB,WAAW,EAAE,MAAM,EAAE,CAAA;CACtB,CAAA;AAcD,wBAAgB,gBAAgB,CAAC,MAAM,EAAE,YAAY,EAAE,GAAG,SAAS,EAAE,CAuBpE;AAID,wBAAgB,aAAa,CAAC,KAAK,EAAE,UAAU,EAAE,IAAI,GAAE,cAAmB,GAAG,UAAU,EAAE,CAqGxF;AAID,wBAAgB,YAAY,CAAC,KAAK,EAAE,UAAU,EAAE,IAAI,GAAE,cAAmB,GAAG,aAAa,CA6JxF"}
1
+ {"version":3,"file":"compile.d.ts","sourceRoot":"","sources":["../../src/graph/compile.ts"],"names":[],"mappings":"AAMA,OAAO,KAAK,EAAE,UAAU,EAAE,YAAY,EAA0B,WAAW,EAAE,MAAM,UAAU,CAAA;AAI7F,OAAO,KAAK,EAAE,SAAS,EAAE,WAAW,EAAE,MAAM,gBAAgB,CAAA;AAE5D,MAAM,MAAM,cAAc,GAAG;IAC3B;8EAC0E;IAC1E,YAAY,CAAC,EAAE,OAAO,CAAA;IACtB;6DACyD;IACzD,WAAW,CAAC,EAAE;QAAE,IAAI,EAAE,MAAM,CAAC;QAAC,MAAM,EAAE,MAAM,CAAA;KAAE,CAAA;IAC9C;0EACsE;IACtE,WAAW,CAAC,EAAE,WAAW,CAAA;IACzB,wEAAwE;IACxE,SAAS,CAAC,EAAE,SAAS,CAAA;CACtB,CAAA;AAED,yFAAyF;AACzF,MAAM,MAAM,SAAS,GAAG;IACtB,EAAE,EAAE,MAAM,CAAA;IACV,IAAI,EAAE,OAAO,GAAG,OAAO,CAAA;IACvB,SAAS,EAAE,MAAM,CAAA;IACjB,SAAS,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAA;IACjC,IAAI,EAAE,MAAM,CAAA;CACb,CAAA;AAED,MAAM,MAAM,aAAa,GAAG;IAC1B,EAAE,EAAE,OAAO,CAAA;IACX,gDAAgD;IAChD,IAAI,EAAE,MAAM,CAAA;IACZ,6EAA6E;IAC7E,MAAM,EAAE,MAAM,CAAA;IACd,OAAO,EAAE,SAAS,EAAE,CAAA;IACpB,WAAW,EAAE,UAAU,EAAE,CAAA;IACzB,WAAW,EAAE,MAAM,EAAE,CAAA;CACtB,CAAA;AAcD,wBAAgB,gBAAgB,CAAC,MAAM,EAAE,YAAY,EAAE,GAAG,SAAS,EAAE,CAuBpE;AAID,wBAAgB,aAAa,CAAC,KAAK,EAAE,WAAW,EAAE,IAAI,GAAE,cAAmB,GAAG,UAAU,EAAE,CAqGzF;AAID,wBAAgB,YAAY,CAAC,KAAK,EAAE,WAAW,EAAE,IAAI,GAAE,cAAmB,GAAG,aAAa,CA6JzF"}
@@ -1,3 +1,3 @@
1
- import type { StyleGraph } from "../schema";
2
- export declare const BODY_GRAPH: StyleGraph;
1
+ import type { ShaderGraph } from "../schema";
2
+ export declare const BODY_GRAPH: ShaderGraph;
3
3
  //# sourceMappingURL=body.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"body.d.ts","sourceRoot":"","sources":["../../../src/graph/presets/body.ts"],"names":[],"mappings":"AAKA,OAAO,KAAK,EAAE,UAAU,EAAE,MAAM,WAAW,CAAA;AAE3C,eAAO,MAAM,UAAU,EAAE,UA+FxB,CAAA"}
1
+ {"version":3,"file":"body.d.ts","sourceRoot":"","sources":["../../../src/graph/presets/body.ts"],"names":[],"mappings":"AAKA,OAAO,KAAK,EAAE,WAAW,EAAE,MAAM,WAAW,CAAA;AAE5C,eAAO,MAAM,UAAU,EAAE,WA+FxB,CAAA"}
@@ -1,4 +1,4 @@
1
- // M_Body as a StyleGraph — port of shaders/materials/body.ts (仿深空之眼 "M_Body").
1
+ // M_Body as a ShaderGraph — port of shaders/materials/body.ts (仿深空之眼 "M_Body").
2
2
  // Toon + warm rim + rim1/rim2 stack mixed 50/50 against a Principled BSDF with
3
3
  // noise-bumped normal. The hand port's local ramp_ease is ramp_cardinal (identical
4
4
  // smoothstep form); the Mapping node's zero loc/rot folds to a scale multiply.
@@ -1,3 +1,3 @@
1
- import type { StyleGraph } from "../schema";
2
- export declare const CLOTH_ROUGH_GRAPH: StyleGraph;
1
+ import type { ShaderGraph } from "../schema";
2
+ export declare const CLOTH_ROUGH_GRAPH: ShaderGraph;
3
3
  //# sourceMappingURL=cloth_rough.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"cloth_rough.d.ts","sourceRoot":"","sources":["../../../src/graph/presets/cloth_rough.ts"],"names":[],"mappings":"AAKA,OAAO,KAAK,EAAE,UAAU,EAAE,MAAM,WAAW,CAAA;AAE3C,eAAO,MAAM,iBAAiB,EAAE,UAwD/B,CAAA"}
1
+ {"version":3,"file":"cloth_rough.d.ts","sourceRoot":"","sources":["../../../src/graph/presets/cloth_rough.ts"],"names":[],"mappings":"AAKA,OAAO,KAAK,EAAE,WAAW,EAAE,MAAM,WAAW,CAAA;AAE5C,eAAO,MAAM,iBAAiB,EAAE,WAwD/B,CAAA"}
@@ -1,4 +1,4 @@
1
- // M_Rough_Cloth as a StyleGraph — port of shaders/materials/cloth_rough.ts.
1
+ // M_Rough_Cloth as a ShaderGraph — port of shaders/materials/cloth_rough.ts.
2
2
  // NPR graph identical to M_Smooth_Cloth, but the noise bump subtree IS live on
3
3
  // Principled.Normal (weave bump in rest space) and Roughness is raised to 0.8187.
4
4
  // The tex_noise node hits the detail=2 peephole → tex_noise_d2.
@@ -1,3 +1,3 @@
1
- import type { StyleGraph } from "../schema";
2
- export declare const CLOTH_SMOOTH_GRAPH: StyleGraph;
1
+ import type { ShaderGraph } from "../schema";
2
+ export declare const CLOTH_SMOOTH_GRAPH: ShaderGraph;
3
3
  //# sourceMappingURL=cloth_smooth.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"cloth_smooth.d.ts","sourceRoot":"","sources":["../../../src/graph/presets/cloth_smooth.ts"],"names":[],"mappings":"AAKA,OAAO,KAAK,EAAE,UAAU,EAAE,MAAM,WAAW,CAAA;AAE3C,eAAO,MAAM,kBAAkB,EAAE,UAgDhC,CAAA"}
1
+ {"version":3,"file":"cloth_smooth.d.ts","sourceRoot":"","sources":["../../../src/graph/presets/cloth_smooth.ts"],"names":[],"mappings":"AAKA,OAAO,KAAK,EAAE,WAAW,EAAE,MAAM,WAAW,CAAA;AAE5C,eAAO,MAAM,kBAAkB,EAAE,WAgDhC,CAAA"}
@@ -1,4 +1,4 @@
1
- // M_Smooth_Cloth as a StyleGraph — port of shaders/materials/cloth_smooth.ts.
1
+ // M_Smooth_Cloth as a ShaderGraph — port of shaders/materials/cloth_smooth.ts.
2
2
  // NPR toon + bevel + overlay-boosted emission (18.2×) mixed 10/90 against a plain
3
3
  // Principled BSDF. The Blender graph's dead bump subtree is omitted (as in the hand
4
4
  // port). hue_sat nodes with hue=0.5 compile to the hue_sat_id specialization.
@@ -1,3 +1,3 @@
1
- import type { StyleGraph } from "../schema";
2
- export declare const DEFAULT_GRAPH: StyleGraph;
1
+ import type { ShaderGraph } from "../schema";
2
+ export declare const DEFAULT_GRAPH: ShaderGraph;
3
3
  //# sourceMappingURL=default.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"default.d.ts","sourceRoot":"","sources":["../../../src/graph/presets/default.ts"],"names":[],"mappings":"AAOA,OAAO,KAAK,EAAE,UAAU,EAAE,MAAM,WAAW,CAAA;AAE3C,eAAO,MAAM,aAAa,EAAE,UAoB3B,CAAA"}
1
+ {"version":3,"file":"default.d.ts","sourceRoot":"","sources":["../../../src/graph/presets/default.ts"],"names":[],"mappings":"AAOA,OAAO,KAAK,EAAE,WAAW,EAAE,MAAM,WAAW,CAAA;AAE5C,eAAO,MAAM,aAAa,EAAE,WAoB3B,CAAA"}
@@ -1,3 +1,3 @@
1
- import type { StyleGraph } from "../schema";
2
- export declare const EYE_GRAPH: StyleGraph;
1
+ import type { ShaderGraph } from "../schema";
2
+ export declare const EYE_GRAPH: ShaderGraph;
3
3
  //# sourceMappingURL=eye.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"eye.d.ts","sourceRoot":"","sources":["../../../src/graph/presets/eye.ts"],"names":[],"mappings":"AASA,OAAO,KAAK,EAAE,UAAU,EAAE,MAAM,WAAW,CAAA;AAE3C,eAAO,MAAM,SAAS,EAAE,UAqBvB,CAAA"}
1
+ {"version":3,"file":"eye.d.ts","sourceRoot":"","sources":["../../../src/graph/presets/eye.ts"],"names":[],"mappings":"AASA,OAAO,KAAK,EAAE,WAAW,EAAE,MAAM,WAAW,CAAA;AAE5C,eAAO,MAAM,SAAS,EAAE,WAqBvB,CAAA"}
@@ -1,4 +1,4 @@
1
- // Eye as a StyleGraph — port of shaders/materials/eye.ts. The published preset
1
+ // Eye as a ShaderGraph — port of shaders/materials/eye.ts. The published preset
2
2
  // author's instruction: "keep eyes in the default nodegraph, add emission 1.5".
3
3
  // So it's the default Principled BSDF plus an Emission of the diffuse texture at
4
4
  // 1.5× (Blender's Principled Emission socket, decomposed as a separate Emission +
@@ -1,3 +1,3 @@
1
- import type { StyleGraph } from "../schema";
2
- export declare const FACE_GRAPH: StyleGraph;
1
+ import type { ShaderGraph } from "../schema";
2
+ export declare const FACE_GRAPH: ShaderGraph;
3
3
  //# sourceMappingURL=face.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"face.d.ts","sourceRoot":"","sources":["../../../src/graph/presets/face.ts"],"names":[],"mappings":"AAQA,OAAO,KAAK,EAAE,UAAU,EAAE,MAAM,WAAW,CAAA;AAE3C,eAAO,MAAM,UAAU,EAAE,UA6HxB,CAAA"}
1
+ {"version":3,"file":"face.d.ts","sourceRoot":"","sources":["../../../src/graph/presets/face.ts"],"names":[],"mappings":"AAQA,OAAO,KAAK,EAAE,WAAW,EAAE,MAAM,WAAW,CAAA;AAE5C,eAAO,MAAM,UAAU,EAAE,WA6HxB,CAAA"}
@@ -1,4 +1,4 @@
1
- // M_Face as a StyleGraph — port of shaders/materials/face.ts (仿深空之眼 "M_Face").
1
+ // M_Face as a ShaderGraph — port of shaders/materials/face.ts (仿深空之眼 "M_Face").
2
2
  // Toon + warm rim + dual fresnel rim + BT.601 bright-tex gate, mixed 50/50 against a
3
3
  // Principled BSDF with noise bump. Structurally close to body, but: the toon uses the
4
4
  // edge-AA ramp, hue tints are 0.46 (full hue_sat, not the 0.5 _id specialization),
@@ -1,3 +1,3 @@
1
- import type { StyleGraph } from "../schema";
2
- export declare const HAIR_GRAPH: StyleGraph;
1
+ import type { ShaderGraph } from "../schema";
2
+ export declare const HAIR_GRAPH: ShaderGraph;
3
3
  //# sourceMappingURL=hair.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"hair.d.ts","sourceRoot":"","sources":["../../../src/graph/presets/hair.ts"],"names":[],"mappings":"AAYA,OAAO,KAAK,EAAE,UAAU,EAAE,MAAM,WAAW,CAAA;AAE3C,eAAO,MAAM,UAAU,EAAE,UAmExB,CAAA"}
1
+ {"version":3,"file":"hair.d.ts","sourceRoot":"","sources":["../../../src/graph/presets/hair.ts"],"names":[],"mappings":"AAYA,OAAO,KAAK,EAAE,WAAW,EAAE,MAAM,WAAW,CAAA;AAE5C,eAAO,MAAM,UAAU,EAAE,WAmExB,CAAA"}
@@ -1,4 +1,4 @@
1
- // M_Hair — 仿深空之眼渲染预设v1.0_by_小绿毛猫, as a StyleGraph. Node ids mirror the
1
+ // M_Hair — 仿深空之眼渲染预设v1.0_by_小绿毛猫, as a ShaderGraph. Node ids mirror the
2
2
  // Blender node names referenced in shaders/materials/hair.ts comments; compiled with
3
3
  // { inlineParams: true } this graph must reproduce HAIR_SHADER_WGSL's fragment body
4
4
  // (golden test #1 — see tests/graph.test.mjs).
@@ -1,3 +1,3 @@
1
- import type { StyleGraph } from "../schema";
2
- export declare const METAL_GRAPH: StyleGraph;
1
+ import type { ShaderGraph } from "../schema";
2
+ export declare const METAL_GRAPH: ShaderGraph;
3
3
  //# sourceMappingURL=metal.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"metal.d.ts","sourceRoot":"","sources":["../../../src/graph/presets/metal.ts"],"names":[],"mappings":"AAMA,OAAO,KAAK,EAAE,UAAU,EAAE,MAAM,WAAW,CAAA;AAE3C,eAAO,MAAM,WAAW,EAAE,UAoDzB,CAAA"}
1
+ {"version":3,"file":"metal.d.ts","sourceRoot":"","sources":["../../../src/graph/presets/metal.ts"],"names":[],"mappings":"AAMA,OAAO,KAAK,EAAE,WAAW,EAAE,MAAM,WAAW,CAAA;AAE5C,eAAO,MAAM,WAAW,EAAE,WAoDzB,CAAA"}
@@ -1,4 +1,4 @@
1
- // M_Metal as a StyleGraph — port of shaders/materials/metal.ts.
1
+ // M_Metal as a ShaderGraph — port of shaders/materials/metal.ts.
2
2
  // Metallic Principled (Metallic=1, Specular=1, Roughness=0.3) with a
3
3
  // reflection-coord voronoi driving base color (metallic sparkle), plus an NPR
4
4
  // toon/overlay emission stack mixed at Fac=0.6967. The voronoi Color→ramp Fac
@@ -1,3 +1,3 @@
1
- import type { StyleGraph } from "../schema";
2
- export declare const STOCKINGS_GRAPH: StyleGraph;
1
+ import type { ShaderGraph } from "../schema";
2
+ export declare const STOCKINGS_GRAPH: ShaderGraph;
3
3
  //# sourceMappingURL=stockings.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"stockings.d.ts","sourceRoot":"","sources":["../../../src/graph/presets/stockings.ts"],"names":[],"mappings":"AAQA,OAAO,KAAK,EAAE,UAAU,EAAE,MAAM,WAAW,CAAA;AAE3C,eAAO,MAAM,eAAe,EAAE,UA8C7B,CAAA"}
1
+ {"version":3,"file":"stockings.d.ts","sourceRoot":"","sources":["../../../src/graph/presets/stockings.ts"],"names":[],"mappings":"AAQA,OAAO,KAAK,EAAE,WAAW,EAAE,MAAM,WAAW,CAAA;AAE5C,eAAO,MAAM,eAAe,EAAE,WA8C7B,CAAA"}
@@ -1,4 +1,4 @@
1
- // M_Stockings as a StyleGraph — port of shaders/materials/stockings.ts.
1
+ // M_Stockings as a ShaderGraph — port of shaders/materials/stockings.ts.
2
2
  // A bbox-gradient × facing-rim mask drives a Mix Shader between an HSV-boosted
3
3
  // emission (val 5×) and a sheen Principled. The hashed-alpha discard and the
4
4
  // alpha=1 output are slot-owned (see STOCKINGS_TEMPLATE in slots.ts) — the graph
@@ -1,5 +1,5 @@
1
1
  // Render-class + alpha-mode: the small, closed, engine-owned vocabularies that carry
2
- // pass integration for a style group. A group's node graph is pure shading; these select
2
+ // pass integration for a style group. A group's shader graph is pure shading; these select
3
3
  // how the engine wires that shading into the passes. Not user-extensible — this is where
4
4
  // rendering correctness lives (stencil, cull, draw order, alpha test). See
5
5
  // docs/style-groups-spec.md §5.
@@ -39,7 +39,7 @@ export type ExposedParam = {
39
39
  max?: number;
40
40
  default: SocketValue;
41
41
  };
42
- export type StyleGraph = {
42
+ export type ShaderGraph = {
43
43
  version: 1;
44
44
  name: string;
45
45
  nodes: GraphNode[];
@@ -1 +1 @@
1
- {"version":3,"file":"schema.d.ts","sourceRoot":"","sources":["../../src/graph/schema.ts"],"names":[],"mappings":"AAKA,MAAM,MAAM,WAAW,GAAG,MAAM,GAAG,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,GAAG,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAA;AAE9F,MAAM,MAAM,SAAS,GAAG;IACtB,kFAAkF;IAClF,EAAE,EAAE,MAAM,CAAA;IACV,oEAAoE;IACpE,IAAI,EAAE,MAAM,CAAA;IACZ,mDAAmD;IACnD,MAAM,CAAC,EAAE,MAAM,CAAC,MAAM,EAAE,WAAW,CAAC,CAAA;IACpC;mFAC+E;IAC/E,EAAE,CAAC,EAAE;QAAE,QAAQ,CAAC,EAAE;YAAE,CAAC,EAAE,MAAM,CAAC;YAAC,CAAC,EAAE,MAAM,CAAA;SAAE,CAAA;KAAE,CAAA;CAC7C,CAAA;AAED,MAAM,MAAM,SAAS,GAAG;IACtB,IAAI,EAAE;QAAE,IAAI,EAAE,MAAM,CAAC;QAAC,MAAM,EAAE,MAAM,CAAA;KAAE,CAAA;IACtC,EAAE,EAAE;QAAE,IAAI,EAAE,MAAM,CAAC;QAAC,MAAM,EAAE,MAAM,CAAA;KAAE,CAAA;CACrC,CAAA;AAED,0FAA0F;AAC1F,MAAM,MAAM,YAAY,GAAG;IACzB,+DAA+D;IAC/D,EAAE,EAAE,MAAM,CAAA;IACV,KAAK,EAAE,MAAM,CAAA;IACb,MAAM,EAAE;QAAE,IAAI,EAAE,MAAM,CAAC;QAAC,MAAM,EAAE,MAAM,CAAA;KAAE,CAAA;IACxC,IAAI,EAAE,OAAO,GAAG,OAAO,CAAA;IACvB,GAAG,CAAC,EAAE,MAAM,CAAA;IACZ,GAAG,CAAC,EAAE,MAAM,CAAA;IACZ,OAAO,EAAE,WAAW,CAAA;CACrB,CAAA;AAED,MAAM,MAAM,UAAU,GAAG;IACvB,OAAO,EAAE,CAAC,CAAA;IACV,IAAI,EAAE,MAAM,CAAA;IACZ,KAAK,EAAE,SAAS,EAAE,CAAA;IAClB,KAAK,EAAE,SAAS,EAAE,CAAA;IAClB,uEAAuE;IACvE,MAAM,EAAE;QAAE,IAAI,EAAE,MAAM,CAAC;QAAC,MAAM,EAAE,MAAM,CAAA;KAAE,CAAA;IACxC,MAAM,CAAC,EAAE,YAAY,EAAE,CAAA;IACvB;;uFAEmF;IACnF,IAAI,CAAC,EAAE,MAAM,EAAE,CAAA;CAChB,CAAA;AAED,MAAM,MAAM,UAAU,GAAG;IACvB,QAAQ,EAAE,OAAO,GAAG,SAAS,CAAA;IAC7B,MAAM,CAAC,EAAE,MAAM,CAAA;IACf,OAAO,EAAE,MAAM,CAAA;CAChB,CAAA;AAED,eAAO,MAAM,SAAS,KAAK,CAAA;AAC3B,eAAO,MAAM,UAAU,KAAK,CAAA"}
1
+ {"version":3,"file":"schema.d.ts","sourceRoot":"","sources":["../../src/graph/schema.ts"],"names":[],"mappings":"AAKA,MAAM,MAAM,WAAW,GAAG,MAAM,GAAG,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,GAAG,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAA;AAE9F,MAAM,MAAM,SAAS,GAAG;IACtB,kFAAkF;IAClF,EAAE,EAAE,MAAM,CAAA;IACV,oEAAoE;IACpE,IAAI,EAAE,MAAM,CAAA;IACZ,mDAAmD;IACnD,MAAM,CAAC,EAAE,MAAM,CAAC,MAAM,EAAE,WAAW,CAAC,CAAA;IACpC;mFAC+E;IAC/E,EAAE,CAAC,EAAE;QAAE,QAAQ,CAAC,EAAE;YAAE,CAAC,EAAE,MAAM,CAAC;YAAC,CAAC,EAAE,MAAM,CAAA;SAAE,CAAA;KAAE,CAAA;CAC7C,CAAA;AAED,MAAM,MAAM,SAAS,GAAG;IACtB,IAAI,EAAE;QAAE,IAAI,EAAE,MAAM,CAAC;QAAC,MAAM,EAAE,MAAM,CAAA;KAAE,CAAA;IACtC,EAAE,EAAE;QAAE,IAAI,EAAE,MAAM,CAAC;QAAC,MAAM,EAAE,MAAM,CAAA;KAAE,CAAA;CACrC,CAAA;AAED,0FAA0F;AAC1F,MAAM,MAAM,YAAY,GAAG;IACzB,+DAA+D;IAC/D,EAAE,EAAE,MAAM,CAAA;IACV,KAAK,EAAE,MAAM,CAAA;IACb,MAAM,EAAE;QAAE,IAAI,EAAE,MAAM,CAAC;QAAC,MAAM,EAAE,MAAM,CAAA;KAAE,CAAA;IACxC,IAAI,EAAE,OAAO,GAAG,OAAO,CAAA;IACvB,GAAG,CAAC,EAAE,MAAM,CAAA;IACZ,GAAG,CAAC,EAAE,MAAM,CAAA;IACZ,OAAO,EAAE,WAAW,CAAA;CACrB,CAAA;AAED,MAAM,MAAM,WAAW,GAAG;IACxB,OAAO,EAAE,CAAC,CAAA;IACV,IAAI,EAAE,MAAM,CAAA;IACZ,KAAK,EAAE,SAAS,EAAE,CAAA;IAClB,KAAK,EAAE,SAAS,EAAE,CAAA;IAClB,uEAAuE;IACvE,MAAM,EAAE;QAAE,IAAI,EAAE,MAAM,CAAC;QAAC,MAAM,EAAE,MAAM,CAAA;KAAE,CAAA;IACxC,MAAM,CAAC,EAAE,YAAY,EAAE,CAAA;IACvB;;uFAEmF;IACnF,IAAI,CAAC,EAAE,MAAM,EAAE,CAAA;CAChB,CAAA;AAED,MAAM,MAAM,UAAU,GAAG;IACvB,QAAQ,EAAE,OAAO,GAAG,SAAS,CAAA;IAC7B,MAAM,CAAC,EAAE,MAAM,CAAA;IACf,OAAO,EAAE,MAAM,CAAA;CAChB,CAAA;AAED,eAAO,MAAM,SAAS,KAAK,CAAA;AAC3B,eAAO,MAAM,UAAU,KAAK,CAAA"}
@@ -1,4 +1,4 @@
1
- // Material style graph JSON-serializable node graph compiled to WGSL by compile.ts.
1
+ // ShaderGraph a JSON-serializable graph of shading nodes, compiled to WGSL by compile.ts.
2
2
  // Engine-space (LH, Y-up): porting a Blender graph converts coordinates at authoring
3
3
  // time (Blender Normal Z → engine Y), the compiler never sees Blender conventions.
4
4
  // See docs/graph-compiler-spec.md.
@@ -1,4 +1,4 @@
1
- import type { Diagnostic, StyleGraph } from "./schema";
1
+ import type { Diagnostic, ShaderGraph } from "./schema";
2
2
  import type { AlphaMode, RenderClass } from "./render-class";
3
3
  import type { StyleSlot } from "./compile";
4
4
  export type StyleGroup = {
@@ -9,8 +9,8 @@ export type StyleGroup = {
9
9
  label?: string;
10
10
  /** Material names in this group; each material is in AT MOST one group. */
11
11
  materials: string[];
12
- /** Pure shading (StyleGraph has no `slot` — integration lives here on the group). */
13
- graph: StyleGraph;
12
+ /** Pure shading (ShaderGraph has no `slot` — integration lives here on the group). */
13
+ graph: ShaderGraph;
14
14
  /** Pass-integration class: stencil/cull/draw-order. Default "auto". */
15
15
  renderClass?: RenderClass;
16
16
  /** Alpha-handling axis, orthogonal to renderClass. Default "opaque". */
@@ -1 +1 @@
1
- {"version":3,"file":"style-group.d.ts","sourceRoot":"","sources":["../../src/graph/style-group.ts"],"names":[],"mappings":"AAMA,OAAO,KAAK,EAAE,UAAU,EAAE,UAAU,EAAE,MAAM,UAAU,CAAA;AACtD,OAAO,KAAK,EAAE,SAAS,EAAE,WAAW,EAAE,MAAM,gBAAgB,CAAA;AAC5D,OAAO,KAAK,EAAE,SAAS,EAAE,MAAM,WAAW,CAAA;AAE1C,MAAM,MAAM,UAAU,GAAG;IACvB,wFAAwF;IACxF,EAAE,EAAE,MAAM,CAAA;IACV;2CACuC;IACvC,KAAK,CAAC,EAAE,MAAM,CAAA;IACd,2EAA2E;IAC3E,SAAS,EAAE,MAAM,EAAE,CAAA;IACnB,qFAAqF;IACrF,KAAK,EAAE,UAAU,CAAA;IACjB,uEAAuE;IACvE,WAAW,CAAC,EAAE,WAAW,CAAA;IACzB,wEAAwE;IACxE,SAAS,CAAC,EAAE,SAAS,CAAA;CACtB,CAAA;AAED,MAAM,MAAM,eAAe,GAAG;IAAE,OAAO,EAAE,MAAM,CAAC;IAAC,WAAW,EAAE,UAAU,EAAE,CAAC;IAAC,EAAE,EAAE,OAAO,CAAA;CAAE,CAAA;AAEzF,MAAM,MAAM,sBAAsB,GAAG;IACnC,sCAAsC;IACtC,EAAE,EAAE,OAAO,CAAA;IACX,MAAM,EAAE,eAAe,EAAE,CAAA;IACzB,iEAAiE;IACjE,gBAAgB,EAAE,MAAM,EAAE,CAAA;IAC1B,kFAAkF;IAClF,SAAS,EAAE,MAAM,EAAE,CAAA;CACpB,CAAA;AAED,MAAM,MAAM,qBAAqB,GAAG;IAAE,EAAE,EAAE,OAAO,CAAC;IAAC,WAAW,EAAE,UAAU,EAAE,CAAC;IAAC,OAAO,EAAE,SAAS,EAAE,CAAA;CAAE,CAAA"}
1
+ {"version":3,"file":"style-group.d.ts","sourceRoot":"","sources":["../../src/graph/style-group.ts"],"names":[],"mappings":"AAMA,OAAO,KAAK,EAAE,UAAU,EAAE,WAAW,EAAE,MAAM,UAAU,CAAA;AACvD,OAAO,KAAK,EAAE,SAAS,EAAE,WAAW,EAAE,MAAM,gBAAgB,CAAA;AAC5D,OAAO,KAAK,EAAE,SAAS,EAAE,MAAM,WAAW,CAAA;AAE1C,MAAM,MAAM,UAAU,GAAG;IACvB,wFAAwF;IACxF,EAAE,EAAE,MAAM,CAAA;IACV;2CACuC;IACvC,KAAK,CAAC,EAAE,MAAM,CAAA;IACd,2EAA2E;IAC3E,SAAS,EAAE,MAAM,EAAE,CAAA;IACnB,sFAAsF;IACtF,KAAK,EAAE,WAAW,CAAA;IAClB,uEAAuE;IACvE,WAAW,CAAC,EAAE,WAAW,CAAA;IACzB,wEAAwE;IACxE,SAAS,CAAC,EAAE,SAAS,CAAA;CACtB,CAAA;AAED,MAAM,MAAM,eAAe,GAAG;IAAE,OAAO,EAAE,MAAM,CAAC;IAAC,WAAW,EAAE,UAAU,EAAE,CAAC;IAAC,EAAE,EAAE,OAAO,CAAA;CAAE,CAAA;AAEzF,MAAM,MAAM,sBAAsB,GAAG;IACnC,sCAAsC;IACtC,EAAE,EAAE,OAAO,CAAA;IACX,MAAM,EAAE,eAAe,EAAE,CAAA;IACzB,iEAAiE;IACjE,gBAAgB,EAAE,MAAM,EAAE,CAAA;IAC1B,kFAAkF;IAClF,SAAS,EAAE,MAAM,EAAE,CAAA;CACpB,CAAA;AAED,MAAM,MAAM,qBAAqB,GAAG;IAAE,EAAE,EAAE,OAAO,CAAC;IAAC,WAAW,EAAE,UAAU,EAAE,CAAC;IAAC,OAAO,EAAE,SAAS,EAAE,CAAA;CAAE,CAAA"}
@@ -1,5 +1,5 @@
1
1
  // Style groups — the user-facing unit of material styling. A group binds a set of
2
- // materials to a node graph (pure shading) plus the engine-owned pass-integration axes
2
+ // materials to a shader graph (pure shading) plus the engine-owned pass-integration axes
3
3
  // (renderClass + alphaMode). Each material belongs to at most one group; grouped
4
4
  // materials render via the group's compiled-graph pipeline, ungrouped ones fall back to
5
5
  // the hand-written preset path. See docs/style-groups-spec.md.
package/dist/index.d.ts CHANGED
@@ -1,7 +1,7 @@
1
- export { Engine, DEFAULT_BLOOM_OPTIONS, DEFAULT_VIEW_TRANSFORM, type EngineStats, type EngineOptions, type BloomOptions, type ViewTransformOptions, type LoadModelFromFilesOptions, type MaterialPreset, type ResolvedMaterialPreset, type MaterialPresetMap, type GizmoDragEvent, type GizmoDragCallback, type GizmoDragKind, } from "./engine";
1
+ export { Engine, DEFAULT_BLOOM_OPTIONS, DEFAULT_VIEW_TRANSFORM, type EngineStats, type EngineOptions, type BloomOptions, type ViewTransformOptions, type LoadModelFromFilesOptions, type MaterialPreset, type MaterialPresetMap, type GizmoDragEvent, type GizmoDragCallback, type GizmoDragKind, } from "./engine";
2
2
  export { parsePmxFolderInput, pmxFileAtRelativePath, type PmxFolderInputResult } from "./folder-upload";
3
3
  export { compileGraph, validateGraph, assignStyleSlots, type CompileOptions, type CompileResult, type StyleSlot, } from "./graph/compile";
4
- export type { StyleGraph, GraphNode, GraphLink, ExposedParam, SocketValue, Diagnostic, } from "./graph/schema";
4
+ export type { ShaderGraph, GraphNode, GraphLink, ExposedParam, SocketValue, Diagnostic, } from "./graph/schema";
5
5
  export { NODE_REGISTRY, type NodeSpec, type SockT } from "./graph/registry";
6
6
  export { RENDER_CLASSES, type RenderClass, type AlphaMode, type RenderClassInfo } from "./graph/render-class";
7
7
  export type { StyleGroup, GroupDiagnostic, ApplyStyleGroupsResult, ApplyStyleGroupResult, } from "./graph/style-group";
@@ -1 +1 @@
1
- {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AAAA,OAAO,EACL,MAAM,EACN,qBAAqB,EACrB,sBAAsB,EACtB,KAAK,WAAW,EAChB,KAAK,aAAa,EAClB,KAAK,YAAY,EACjB,KAAK,oBAAoB,EACzB,KAAK,yBAAyB,EAC9B,KAAK,cAAc,EACnB,KAAK,sBAAsB,EAC3B,KAAK,iBAAiB,EACtB,KAAK,cAAc,EACnB,KAAK,iBAAiB,EACtB,KAAK,aAAa,GACnB,MAAM,UAAU,CAAA;AACjB,OAAO,EAAE,mBAAmB,EAAE,qBAAqB,EAAE,KAAK,oBAAoB,EAAE,MAAM,iBAAiB,CAAA;AACvG,OAAO,EACL,YAAY,EACZ,aAAa,EACb,gBAAgB,EAChB,KAAK,cAAc,EACnB,KAAK,aAAa,EAClB,KAAK,SAAS,GACf,MAAM,iBAAiB,CAAA;AACxB,YAAY,EACV,UAAU,EACV,SAAS,EACT,SAAS,EACT,YAAY,EACZ,WAAW,EACX,UAAU,GACX,MAAM,gBAAgB,CAAA;AACvB,OAAO,EAAE,aAAa,EAAE,KAAK,QAAQ,EAAE,KAAK,KAAK,EAAE,MAAM,kBAAkB,CAAA;AAC3E,OAAO,EAAE,cAAc,EAAE,KAAK,WAAW,EAAE,KAAK,SAAS,EAAE,KAAK,eAAe,EAAE,MAAM,sBAAsB,CAAA;AAC7G,YAAY,EACV,UAAU,EACV,eAAe,EACf,sBAAsB,EACtB,qBAAqB,GACtB,MAAM,qBAAqB,CAAA;AAC5B,OAAO,EAAE,UAAU,EAAE,MAAM,sBAAsB,CAAA;AACjD,OAAO,EAAE,aAAa,EAAE,MAAM,yBAAyB,CAAA;AACvD,OAAO,EAAE,kBAAkB,EAAE,MAAM,8BAA8B,CAAA;AACjE,OAAO,EAAE,iBAAiB,EAAE,MAAM,6BAA6B,CAAA;AAC/D,OAAO,EAAE,WAAW,EAAE,MAAM,uBAAuB,CAAA;AACnD,OAAO,EAAE,UAAU,EAAE,MAAM,sBAAsB,CAAA;AACjD,OAAO,EAAE,eAAe,EAAE,MAAM,2BAA2B,CAAA;AAC3D,OAAO,EAAE,SAAS,EAAE,MAAM,qBAAqB,CAAA;AAC/C,OAAO,EAAE,UAAU,EAAE,MAAM,sBAAsB,CAAA;AACjD,OAAO,EAAE,KAAK,EAAE,MAAM,SAAS,CAAA;AAC/B,OAAO,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,MAAM,QAAQ,CAAA;AACzC,YAAY,EACV,aAAa,EACb,oBAAoB,EACpB,iBAAiB,EACjB,YAAY,EACZ,aAAa,EACb,iBAAiB,EACjB,YAAY,GACb,MAAM,aAAa,CAAA;AACpB,OAAO,EAAE,GAAG,EAAE,MAAM,aAAa,CAAA;AACjC,OAAO,EAAE,WAAW,EAAE,MAAM,WAAW,CAAA"}
1
+ {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AAAA,OAAO,EACL,MAAM,EACN,qBAAqB,EACrB,sBAAsB,EACtB,KAAK,WAAW,EAChB,KAAK,aAAa,EAClB,KAAK,YAAY,EACjB,KAAK,oBAAoB,EACzB,KAAK,yBAAyB,EAC9B,KAAK,cAAc,EACnB,KAAK,iBAAiB,EACtB,KAAK,cAAc,EACnB,KAAK,iBAAiB,EACtB,KAAK,aAAa,GACnB,MAAM,UAAU,CAAA;AACjB,OAAO,EAAE,mBAAmB,EAAE,qBAAqB,EAAE,KAAK,oBAAoB,EAAE,MAAM,iBAAiB,CAAA;AACvG,OAAO,EACL,YAAY,EACZ,aAAa,EACb,gBAAgB,EAChB,KAAK,cAAc,EACnB,KAAK,aAAa,EAClB,KAAK,SAAS,GACf,MAAM,iBAAiB,CAAA;AACxB,YAAY,EACV,WAAW,EACX,SAAS,EACT,SAAS,EACT,YAAY,EACZ,WAAW,EACX,UAAU,GACX,MAAM,gBAAgB,CAAA;AACvB,OAAO,EAAE,aAAa,EAAE,KAAK,QAAQ,EAAE,KAAK,KAAK,EAAE,MAAM,kBAAkB,CAAA;AAC3E,OAAO,EAAE,cAAc,EAAE,KAAK,WAAW,EAAE,KAAK,SAAS,EAAE,KAAK,eAAe,EAAE,MAAM,sBAAsB,CAAA;AAC7G,YAAY,EACV,UAAU,EACV,eAAe,EACf,sBAAsB,EACtB,qBAAqB,GACtB,MAAM,qBAAqB,CAAA;AAC5B,OAAO,EAAE,UAAU,EAAE,MAAM,sBAAsB,CAAA;AACjD,OAAO,EAAE,aAAa,EAAE,MAAM,yBAAyB,CAAA;AACvD,OAAO,EAAE,kBAAkB,EAAE,MAAM,8BAA8B,CAAA;AACjE,OAAO,EAAE,iBAAiB,EAAE,MAAM,6BAA6B,CAAA;AAC/D,OAAO,EAAE,WAAW,EAAE,MAAM,uBAAuB,CAAA;AACnD,OAAO,EAAE,UAAU,EAAE,MAAM,sBAAsB,CAAA;AACjD,OAAO,EAAE,eAAe,EAAE,MAAM,2BAA2B,CAAA;AAC3D,OAAO,EAAE,SAAS,EAAE,MAAM,qBAAqB,CAAA;AAC/C,OAAO,EAAE,UAAU,EAAE,MAAM,sBAAsB,CAAA;AACjD,OAAO,EAAE,KAAK,EAAE,MAAM,SAAS,CAAA;AAC/B,OAAO,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,MAAM,QAAQ,CAAA;AACzC,YAAY,EACV,aAAa,EACb,oBAAoB,EACpB,iBAAiB,EACjB,YAAY,EACZ,aAAa,EACb,iBAAiB,EACjB,YAAY,GACb,MAAM,aAAa,CAAA;AACpB,OAAO,EAAE,GAAG,EAAE,MAAM,aAAa,CAAA;AACjC,OAAO,EAAE,WAAW,EAAE,MAAM,WAAW,CAAA"}
@@ -1,4 +1,4 @@
1
- export declare const COMMON_BINDINGS_WGSL = "\n\nstruct CameraUniforms {\n view: mat4x4f,\n projection: mat4x4f,\n viewPos: vec3f,\n _padding: f32,\n};\n\nstruct Light {\n direction: vec4f,\n color: vec4f,\n};\n\nstruct LightUniforms {\n ambientColor: vec4f,\n lights: array<Light, 4>,\n};\n\n// Per-material uniforms. Every material binds this layout even if it ignores fields;\n// the engine keeps one bind group layout across all material pipelines. The PMX\n// classic-material fields (ambient/specular/toon/sphere) are consumed by the\n// mmd_classic preset; NPR presets ignore them.\nstruct MaterialUniforms {\n diffuseColor: vec3f, // PMX diffuse rgb (mmd_classic); reserved for others\n alpha: f32, // 0 \u2192 discard; <1 \u2192 transparent draw call\n ambient: vec3f, // PMX ambient rgb\n shininess: f32, // PMX specular power\n specular: vec3f, // PMX specular rgb\n sphereMode: f32, // 0 none \u00B7 1 multiply (sph) \u00B7 2 add (spa)\n // Skeleton index of the \u982D (head) bone, or -1. Lets the eye shader gate\n // the post-alpha-eye stencil by camera-vs-face hemisphere.\n headBoneIndex: f32,\n _pad0: f32,\n _pad1: f32,\n _pad2: 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 // Bind-pose object-space position (the raw pre-skin vertex attribute). Procedural\n // textures (noise bump, sparkle, Generated-coord gradients) key off this instead of\n // worldPos so the pattern rides with the surface \u2014 otherwise the mesh swims through a\n // world-static noise field under any skinning deformation or root (\u30BB\u30F3\u30BF\u30FC) motion.\n // At rest skinMats are identity so restPos == worldPos, which is why existing noise-\n // scale constants stay valid without retuning.\n @location(3) restPos: vec3f,\n};\n\nstruct LightVP { viewProj: mat4x4f, };\n\n@group(0) @binding(0) var<uniform> camera: CameraUniforms;\n@group(0) @binding(1) var<uniform> light: LightUniforms;\n@group(0) @binding(2) var diffuseSampler: sampler;\n@group(0) @binding(3) var shadowMap: texture_depth_2d;\n@group(0) @binding(4) var shadowSampler: sampler_comparison;\n@group(0) @binding(5) var<uniform> lightVP: LightVP;\n// binding(9) brdfLut is declared inside NODES_WGSL (nodes.ts).\n@group(1) @binding(0) var<storage, read> skinMats: array<mat4x4f>;\n@group(2) @binding(0) var diffuseTexture: texture_2d<f32>;\n@group(2) @binding(1) var<uniform> material: MaterialUniforms;\n// mmd_classic inputs; other presets leave them unread (fallback 1\u00D71 whites).\n@group(2) @binding(2) var toonTexture: texture_2d<f32>;\n@group(2) @binding(3) var sphereTexture: texture_2d<f32>;\n\n// Four-bone blended normals can cancel to ~zero on physics-driven parts\n// (opposing bone rotations at 50/50 weights) \u2014 normalize(0) is 0/0 = NaN,\n// which poisons the whole shading stack and flashes through bloom. Fall\n// back to up for degenerate normals instead.\nfn safe_normal(nIn: vec3f) -> vec3f {\n let l2 = dot(nIn, nIn);\n if (l2 < 1e-12) { return vec3f(0.0, 1.0, 0.0); }\n return nIn * inverseSqrt(l2);\n}\n\n";
1
+ export declare const COMMON_BINDINGS_WGSL = "\n\nstruct CameraUniforms {\n view: mat4x4f,\n projection: mat4x4f,\n viewPos: vec3f,\n _padding: f32,\n};\n\nstruct Light {\n direction: vec4f,\n color: vec4f,\n};\n\nstruct LightUniforms {\n ambientColor: vec4f,\n lights: array<Light, 4>,\n};\n\n// Per-material uniforms. Every material binds this layout even if it ignores fields;\n// the engine keeps one bind group layout across all material pipelines. The PMX\n// classic-material fields (ambient/specular/shininess) are carried for graph nodes that\n// want them; most graphs read only diffuseColor + alpha.\nstruct MaterialUniforms {\n diffuseColor: vec3f, // PMX diffuse rgb \u2014 the material_diffuse node reads this\n alpha: f32, // 0 \u2192 discard; <1 \u2192 transparent draw call\n ambient: vec3f, // PMX ambient rgb\n shininess: f32, // PMX specular power\n specular: vec3f, // PMX specular rgb\n sphereMode: f32, // 0 none \u00B7 1 multiply (sph) \u00B7 2 add (spa)\n // Skeleton index of the \u982D (head) bone, or -1. Lets the eye shader gate\n // the post-alpha-eye stencil by camera-vs-face hemisphere.\n headBoneIndex: f32,\n _pad0: f32,\n _pad1: f32,\n _pad2: 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 // Bind-pose object-space position (the raw pre-skin vertex attribute). Procedural\n // textures (noise bump, sparkle, Generated-coord gradients) key off this instead of\n // worldPos so the pattern rides with the surface \u2014 otherwise the mesh swims through a\n // world-static noise field under any skinning deformation or root (\u30BB\u30F3\u30BF\u30FC) motion.\n // At rest skinMats are identity so restPos == worldPos, which is why existing noise-\n // scale constants stay valid without retuning.\n @location(3) restPos: vec3f,\n};\n\nstruct LightVP { viewProj: mat4x4f, };\n\n@group(0) @binding(0) var<uniform> camera: CameraUniforms;\n@group(0) @binding(1) var<uniform> light: LightUniforms;\n@group(0) @binding(2) var diffuseSampler: sampler;\n@group(0) @binding(3) var shadowMap: texture_depth_2d;\n@group(0) @binding(4) var shadowSampler: sampler_comparison;\n@group(0) @binding(5) var<uniform> lightVP: LightVP;\n// binding(9) brdfLut is declared inside NODES_WGSL (nodes.ts).\n@group(1) @binding(0) var<storage, read> skinMats: array<mat4x4f>;\n@group(2) @binding(0) var diffuseTexture: texture_2d<f32>;\n@group(2) @binding(1) var<uniform> material: MaterialUniforms;\n// Reserved for future sphere/toon graph nodes; graphs that don't read them get the\n// 1\u00D71 white fallback bound here.\n@group(2) @binding(2) var toonTexture: texture_2d<f32>;\n@group(2) @binding(3) var sphereTexture: texture_2d<f32>;\n\n// Four-bone blended normals can cancel to ~zero on physics-driven parts\n// (opposing bone rotations at 50/50 weights) \u2014 normalize(0) is 0/0 = NaN,\n// which poisons the whole shading stack and flashes through bloom. Fall\n// back to up for degenerate normals instead.\nfn safe_normal(nIn: vec3f) -> vec3f {\n let l2 = dot(nIn, nIn);\n if (l2 < 1e-12) { return vec3f(0.0, 1.0, 0.0); }\n return nIn * inverseSqrt(l2);\n}\n\n";
2
2
  export declare const SAMPLE_SHADOW_WGSL = "\n\nfn sampleShadow(worldPos: vec3f, n: vec3f) -> f32 {\n if (dot(n, -light.lights[0].direction.xyz) <= 0.0) { return 0.0; }\n let biasedPos = worldPos + n * 0.08;\n let lclip = lightVP.viewProj * vec4f(biasedPos, 1.0);\n let ndc = lclip.xyz / max(lclip.w, 1e-6);\n let suv = vec2f(ndc.x * 0.5 + 0.5, 0.5 - ndc.y * 0.5);\n let cmpZ = ndc.z - 0.001;\n let ts = 1.0 / 2048.0;\n let s00 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, -ts), cmpZ);\n let s10 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(0.0, -ts), cmpZ);\n let s20 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, -ts), cmpZ);\n let s01 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, 0.0), cmpZ);\n let s11 = textureSampleCompareLevel(shadowMap, shadowSampler, suv, cmpZ);\n let s21 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, 0.0), cmpZ);\n let s02 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, ts), cmpZ);\n let s12 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(0.0, ts), cmpZ);\n let s22 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, ts), cmpZ);\n return (s00 + s10 + s20 + s01 + s11 + s21 + s02 + s12 + s22) * (1.0 / 9.0);\n}\n\n";
3
3
  export declare const COMMON_VS_WGSL = "\n\n@vertex fn vs(\n @location(0) position: vec3f,\n @location(1) normal: vec3f,\n @location(2) uv: vec2f,\n @location(3) joints0: vec4<u32>,\n @location(4) weights0: vec4<f32>\n) -> VertexOutput {\n var output: VertexOutput;\n let pos4 = vec4f(position, 1.0);\n let weightSum = weights0.x + weights0.y + weights0.z + weights0.w;\n let invWeightSum = select(1.0, 1.0 / weightSum, weightSum > 0.0001);\n let nw = select(vec4f(1.0, 0.0, 0.0, 0.0), weights0 * invWeightSum, weightSum > 0.0001);\n var skinnedPos = vec4f(0.0);\n var skinnedNrm = vec3f(0.0);\n for (var i = 0u; i < 4u; i++) {\n let m = skinMats[joints0[i]];\n let w = nw[i];\n skinnedPos += (m * pos4) * w;\n skinnedNrm += (mat3x3f(m[0].xyz, m[1].xyz, m[2].xyz) * normal) * w;\n }\n output.position = camera.projection * camera.view * vec4f(skinnedPos.xyz, 1.0);\n output.normal = skinnedNrm;\n output.uv = uv;\n output.worldPos = skinnedPos.xyz;\n output.restPos = position;\n return output;\n}\n\n";
4
4
  export declare const COMMON_FS_OUT_WGSL = "\n\nstruct FSOut {\n @location(0) color: vec4f,\n @location(1) mask: vec4f,\n};\n\n";
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"common.d.ts","sourceRoot":"","sources":["../../../src/shaders/materials/common.ts"],"names":[],"mappings":"AAsBA,eAAO,MAAM,oBAAoB,8pGA+EhC,CAAC;AAOF,eAAO,MAAM,kBAAkB,4xCAsB9B,CAAC;AAQF,eAAO,MAAM,cAAc,s+BA8B1B,CAAC;AAsBF,eAAO,MAAM,kBAAkB,0FAO9B,CAAC;AAMF,eAAO,MAAM,4BAA4B,QACwC,CAAA"}