reze-engine 0.24.1 → 0.25.1

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Files changed (40) hide show
  1. package/README.md +5 -1
  2. package/dist/engine.d.ts +127 -1
  3. package/dist/engine.d.ts.map +1 -1
  4. package/dist/engine.js +422 -34
  5. package/dist/gpu-profile.d.ts +19 -0
  6. package/dist/gpu-profile.d.ts.map +1 -0
  7. package/dist/gpu-profile.js +120 -0
  8. package/dist/graph/slots.d.ts.map +1 -1
  9. package/dist/graph/slots.js +10 -2
  10. package/dist/index.d.ts +1 -1
  11. package/dist/index.d.ts.map +1 -1
  12. package/dist/physics/profile.d.ts +18 -0
  13. package/dist/physics/profile.d.ts.map +1 -0
  14. package/dist/physics/profile.js +44 -0
  15. package/dist/shaders/materials/common.d.ts +1 -1
  16. package/dist/shaders/materials/common.d.ts.map +1 -1
  17. package/dist/shaders/materials/common.js +143 -141
  18. package/dist/shaders/passes/composite.d.ts +23 -1
  19. package/dist/shaders/passes/composite.d.ts.map +1 -1
  20. package/dist/shaders/passes/composite.js +62 -16
  21. package/dist/shaders/passes/depth-prepass.d.ts +2 -0
  22. package/dist/shaders/passes/depth-prepass.d.ts.map +1 -0
  23. package/dist/shaders/passes/depth-prepass.js +56 -0
  24. package/dist/shaders/passes/ground.d.ts +1 -1
  25. package/dist/shaders/passes/ground.d.ts.map +1 -1
  26. package/dist/shaders/passes/ground.js +8 -0
  27. package/package.json +1 -1
  28. package/src/engine.ts +459 -34
  29. package/src/graph/slots.ts +11 -2
  30. package/src/index.ts +2 -0
  31. package/src/shaders/materials/common.ts +207 -205
  32. package/src/shaders/passes/composite.ts +89 -16
  33. package/src/shaders/passes/depth-prepass.ts +57 -0
  34. package/src/shaders/passes/ground.ts +8 -0
  35. package/dist/physics-debug.d.ts +0 -30
  36. package/dist/physics-debug.d.ts.map +0 -1
  37. package/dist/physics-debug.js +0 -526
  38. package/dist/shaders/passes/physics-debug.d.ts +0 -2
  39. package/dist/shaders/passes/physics-debug.d.ts.map +0 -1
  40. package/dist/shaders/passes/physics-debug.js +0 -69
@@ -76,14 +76,23 @@ function prelude(renderClass: RenderClass, alphaMode: AlphaMode): string {
76
76
  ? " if (alpha < hashed_alpha_threshold(input.restPos)) { discard; }"
77
77
  : " if (alpha < 0.001) { discard; }"
78
78
  const gate = renderClass === "eye" ? EYE_REAR_GATE : ""
79
+ // Double-sided shading, winding-independent: a normal pointing away from the
80
+ // camera means we're seeing the surface's other side — flip it. Only genuinely
81
+ // camera-averted fragments change (front surfaces have dot(n,v) > 0 and are
82
+ // untouched), unlike a front_facing test, which PMX's clockwise winding
83
+ // inverts. Fixes inner skirt linings (裙子白1-style flipped-normal copies)
84
+ // shading near-black through sheer outer layers. Eye is exempt: it FRONT-culls
85
+ // by design, so its visible fragments are back faces with intended normals.
86
+ const flip =
87
+ renderClass === "eye" ? "" : "\n n = select(-n, n, dot(n, v) >= 0.0);"
79
88
  return `@fragment fn fs(input: VertexOutput) -> FSOut {
80
89
  let tex_s = textureSample(diffuseTexture, diffuseSampler, input.uv);
81
90
  // MMD alpha semantics: material alpha × texture alpha.
82
91
  let alpha = material.alpha * tex_s.a;
83
92
  ${discard}
84
93
 
85
- let n = safe_normal(input.normal);
86
- let v = normalize(camera.viewPos - input.worldPos);
94
+ var n = safe_normal(input.normal);
95
+ let v = normalize(camera.viewPos - input.worldPos);${flip}
87
96
  ${gate}
88
97
  let l = -light.lights[0].direction.xyz;
89
98
  let sun = light.lights[0].color.xyz * light.lights[0].color.w;
package/src/index.ts CHANGED
@@ -13,6 +13,8 @@ export {
13
13
  type GizmoDragEvent,
14
14
  type GizmoDragCallback,
15
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  type GizmoDragKind,
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+ type BackgroundEffectParamValue,
17
+ type BackgroundEffectResult,
16
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  } from "./engine"
17
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  export { parsePmxFolderInput, pmxFileAtRelativePath, type PmxFolderInputResult } from "./folder-upload"
18
20
  export {
@@ -1,205 +1,207 @@
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,
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- 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/shininess) are carried for graph nodes that
45
- // want them; most graphs read only diffuseColor + alpha.
46
- struct MaterialUniforms {
47
- diffuseColor: vec3f, // PMX diffuse rgb — the material_diffuse node reads this
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
- // Reserved for future sphere/toon graph nodes; graphs that don't read them get the
88
- // 1×1 white fallback bound here.
89
- @group(2) @binding(2) var toonTexture: texture_2d<f32>;
90
- @group(2) @binding(3) var sphereTexture: texture_2d<f32>;
91
-
92
- // Four-bone blended normals can cancel to ~zero on physics-driven parts
93
- // (opposing bone rotations at 50/50 weights) — normalize(0) is 0/0 = NaN,
94
- // which poisons the whole shading stack and flashes through bloom. Fall
95
- // back to up for degenerate normals instead.
96
- fn safe_normal(nIn: vec3f) -> vec3f {
97
- let l2 = dot(nIn, nIn);
98
- if (l2 < 1e-12) { return vec3f(0.0, 1.0, 0.0); }
99
- return nIn * inverseSqrt(l2);
100
- }
101
-
102
- `;
103
-
104
- // ─── Shadow sampler (3×3 PCF) ───────────────────────────────────────
105
- // 2048-map, normal-bias 0.08, depth-bias 0.001. Unrolled — Safari's Metal backend
106
- // doesn't unroll nested shadow loops reliably, and the early out on back-facing
107
- // fragments saves 9 texture taps per skipped pixel.
108
-
109
- export const SAMPLE_SHADOW_WGSL = /* wgsl */ `
110
-
111
- fn sampleShadow(worldPos: vec3f, n: vec3f) -> f32 {
112
- if (dot(n, -light.lights[0].direction.xyz) <= 0.0) { return 0.0; }
113
- let biasedPos = worldPos + n * 0.08;
114
- let lclip = lightVP.viewProj * vec4f(biasedPos, 1.0);
115
- let ndc = lclip.xyz / max(lclip.w, 1e-6);
116
- let suv = vec2f(ndc.x * 0.5 + 0.5, 0.5 - ndc.y * 0.5);
117
- let cmpZ = ndc.z - 0.001;
118
- let ts = 1.0 / 2048.0;
119
- let s00 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, -ts), cmpZ);
120
- let s10 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(0.0, -ts), cmpZ);
121
- let s20 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, -ts), cmpZ);
122
- let s01 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, 0.0), cmpZ);
123
- let s11 = textureSampleCompareLevel(shadowMap, shadowSampler, suv, cmpZ);
124
- let s21 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, 0.0), cmpZ);
125
- let s02 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, ts), cmpZ);
126
- let s12 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(0.0, ts), cmpZ);
127
- let s22 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, ts), cmpZ);
128
- return (s00 + s10 + s20 + s01 + s11 + s21 + s02 + s12 + s22) * (1.0 / 9.0);
129
- }
130
-
131
- `;
132
-
133
- // ─── Skinning vertex shader ─────────────────────────────────────────
134
- // Four-bone linear blend skinning. Renormalizes weights when they don't sum to 1
135
- // (PMX models occasionally ship with unnormalized weights on extras like hair tips).
136
- // VS normalize on the outgoing normal is skipped interpolation denormalizes it
137
- // anyway and every fragment shader does `normalize(input.normal)` as its first line.
138
-
139
- export const COMMON_VS_WGSL = /* wgsl */ `
140
-
141
- @vertex fn vs(
142
- @location(0) position: vec3f,
143
- @location(1) normal: vec3f,
144
- @location(2) uv: vec2f,
145
- @location(3) joints0: vec4<u32>,
146
- @location(4) weights0: vec4<f32>
147
- ) -> VertexOutput {
148
- var output: VertexOutput;
149
- let pos4 = vec4f(position, 1.0);
150
- let weightSum = weights0.x + weights0.y + weights0.z + weights0.w;
151
- let invWeightSum = select(1.0, 1.0 / weightSum, weightSum > 0.0001);
152
- let nw = select(vec4f(1.0, 0.0, 0.0, 0.0), weights0 * invWeightSum, weightSum > 0.0001);
153
- var skinnedPos = vec4f(0.0);
154
- var skinnedNrm = vec3f(0.0);
155
- for (var i = 0u; i < 4u; i++) {
156
- let m = skinMats[joints0[i]];
157
- let w = nw[i];
158
- skinnedPos += (m * pos4) * w;
159
- skinnedNrm += (mat3x3f(m[0].xyz, m[1].xyz, m[2].xyz) * normal) * w;
160
- }
161
- output.position = camera.projection * camera.view * vec4f(skinnedPos.xyz, 1.0);
162
- output.normal = skinnedNrm;
163
- output.uv = uv;
164
- output.worldPos = skinnedPos.xyz;
165
- output.restPos = position;
166
- return output;
167
- }
168
-
169
- `;
170
-
171
- // ─── FS output struct ───────────────────────────────────────────────
172
- // Location 0: final radiance+alpha (blended into rg11b10ufloat; the HDR target
173
- // has no alpha channel, but the blend equation still uses the .a you write here
174
- // as the src-alpha factor that premultiplies rgb into the HDR target).
175
- // Location 1: auxiliary rg8unorm carrying
176
- // .r = bloom mask (1 = contributes to bloom, 0 = skip — e.g. ground).
177
- // .g = accumulated canvas alpha — the channel that used to live in hdr.a
178
- // before the switch to rg11b10ufloat. Sampled by composite to
179
- // un-premultiply color for tonemap and to set the final drawable alpha
180
- // (needed for the `premultiplied` canvas alphaMode that blends the
181
- // WebGPU surface over the page background).
182
- // FS output at location 1 must be vec4f — the blend state references src.a, and
183
- // WebGPU requires the fragment output to provide an alpha component even though
184
- // the rg8unorm target only stores .r and .g (extra components are discarded).
185
- // Materials write mask = vec4f(1.0, 1.0, 0.0, color.a); ground writes
186
- // vec4f(0.0, 1.0, 0.0, edgeFade). With src.a coming from the 4th component and
187
- // src-alpha blending enabled:
188
- // out.r = mask_r · src.a + dst.r · (1-src.a) (bloom mask, weighted by alpha)
189
- // out.g = 1.0 · src.a + dst.g · (1-src.a) (canonical premultiplied alpha-over)
190
-
191
- export const COMMON_FS_OUT_WGSL = /* wgsl */ `
192
-
193
- struct FSOut {
194
- @location(0) color: vec4f,
195
- @location(1) mask: vec4f,
196
- };
197
-
198
- `;
199
-
200
- // ─── Convenience: full shared prelude ───────────────────────────────
201
- // Material files compose this as `${NODES_WGSL}${COMMON_MATERIAL_PRELUDE_WGSL}` to
202
- // pull in everything structural. Each material then adds its own constants + fs().
203
-
204
- export const COMMON_MATERIAL_PRELUDE_WGSL =
205
- 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/shininess) are carried for graph nodes that
45
+ // want them; most graphs read only diffuseColor + alpha.
46
+ struct MaterialUniforms {
47
+ diffuseColor: vec3f, // PMX diffuse rgb — the material_diffuse node reads this
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
+ // Reserved for future sphere/toon graph nodes; graphs that don't read them get the
88
+ // 1×1 white fallback bound here.
89
+ @group(2) @binding(2) var toonTexture: texture_2d<f32>;
90
+ @group(2) @binding(3) var sphereTexture: texture_2d<f32>;
91
+
92
+ // Four-bone blended normals can cancel to ~zero on physics-driven parts
93
+ // (opposing bone rotations at 50/50 weights) — normalize(0) is 0/0 = NaN,
94
+ // which poisons the whole shading stack and flashes through bloom. Fall
95
+ // back to up for degenerate normals instead.
96
+ fn safe_normal(nIn: vec3f) -> vec3f {
97
+ let l2 = dot(nIn, nIn);
98
+ if (l2 < 1e-12) { return vec3f(0.0, 1.0, 0.0); }
99
+ return nIn * inverseSqrt(l2);
100
+ }
101
+
102
+ `;
103
+
104
+ // ─── Shadow sampler (3×3 PCF) ───────────────────────────────────────
105
+ // 4096-map (MUST match Engine.SHADOW_MAP_SIZE), normal-bias 0.08, depth-bias
106
+ // 0.001. Unrolled — Safari's Metal backend doesn't unroll nested shadow loops
107
+ // reliably. The texel size was stale at 1/2048 after the map grew to 4096:
108
+ // PCF taps landed TWO texels apart, quantizing self-shadow edges into
109
+ // texel-sized gray/black squares that crawled with the animation.
110
+
111
+ export const SAMPLE_SHADOW_WGSL = /* wgsl */ `
112
+
113
+ fn sampleShadow(worldPos: vec3f, n: vec3f) -> f32 {
114
+ if (dot(n, -light.lights[0].direction.xyz) <= 0.0) { return 0.0; }
115
+ let biasedPos = worldPos + n * 0.08;
116
+ let lclip = lightVP.viewProj * vec4f(biasedPos, 1.0);
117
+ let ndc = lclip.xyz / max(lclip.w, 1e-6);
118
+ let suv = vec2f(ndc.x * 0.5 + 0.5, 0.5 - ndc.y * 0.5);
119
+ let cmpZ = ndc.z - 0.001;
120
+ let ts = 1.0 / 4096.0;
121
+ let s00 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, -ts), cmpZ);
122
+ let s10 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(0.0, -ts), cmpZ);
123
+ let s20 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, -ts), cmpZ);
124
+ let s01 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, 0.0), cmpZ);
125
+ let s11 = textureSampleCompareLevel(shadowMap, shadowSampler, suv, cmpZ);
126
+ let s21 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, 0.0), cmpZ);
127
+ let s02 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, ts), cmpZ);
128
+ let s12 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(0.0, ts), cmpZ);
129
+ let s22 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, ts), cmpZ);
130
+ return (s00 + s10 + s20 + s01 + s11 + s21 + s02 + s12 + s22) * (1.0 / 9.0);
131
+ }
132
+
133
+ `;
134
+
135
+ // ─── Skinning vertex shader ─────────────────────────────────────────
136
+ // Four-bone linear blend skinning. Renormalizes weights when they don't sum to 1
137
+ // (PMX models occasionally ship with unnormalized weights on extras like hair tips).
138
+ // VS normalize on the outgoing normal is skipped — interpolation denormalizes it
139
+ // anyway and every fragment shader does `normalize(input.normal)` as its first line.
140
+
141
+ export const COMMON_VS_WGSL = /* wgsl */ `
142
+
143
+ @vertex fn vs(
144
+ @location(0) position: vec3f,
145
+ @location(1) normal: vec3f,
146
+ @location(2) uv: vec2f,
147
+ @location(3) joints0: vec4<u32>,
148
+ @location(4) weights0: vec4<f32>
149
+ ) -> VertexOutput {
150
+ var output: VertexOutput;
151
+ let pos4 = vec4f(position, 1.0);
152
+ let weightSum = weights0.x + weights0.y + weights0.z + weights0.w;
153
+ let invWeightSum = select(1.0, 1.0 / weightSum, weightSum > 0.0001);
154
+ let nw = select(vec4f(1.0, 0.0, 0.0, 0.0), weights0 * invWeightSum, weightSum > 0.0001);
155
+ var skinnedPos = vec4f(0.0);
156
+ var skinnedNrm = vec3f(0.0);
157
+ for (var i = 0u; i < 4u; i++) {
158
+ let m = skinMats[joints0[i]];
159
+ let w = nw[i];
160
+ skinnedPos += (m * pos4) * w;
161
+ skinnedNrm += (mat3x3f(m[0].xyz, m[1].xyz, m[2].xyz) * normal) * w;
162
+ }
163
+ output.position = camera.projection * camera.view * vec4f(skinnedPos.xyz, 1.0);
164
+ output.normal = skinnedNrm;
165
+ output.uv = uv;
166
+ output.worldPos = skinnedPos.xyz;
167
+ output.restPos = position;
168
+ return output;
169
+ }
170
+
171
+ `;
172
+
173
+ // ─── FS output struct ───────────────────────────────────────────────
174
+ // Location 0: final radiance+alpha (blended into rg11b10ufloat; the HDR target
175
+ // has no alpha channel, but the blend equation still uses the .a you write here
176
+ // as the src-alpha factor that premultiplies rgb into the HDR target).
177
+ // Location 1: auxiliary rg8unorm carrying
178
+ // .r = bloom mask (1 = contributes to bloom, 0 = skip — e.g. ground).
179
+ // .g = accumulated canvas alpha the channel that used to live in hdr.a
180
+ // before the switch to rg11b10ufloat. Sampled by composite to
181
+ // un-premultiply color for tonemap and to set the final drawable alpha
182
+ // (needed for the `premultiplied` canvas alphaMode that blends the
183
+ // WebGPU surface over the page background).
184
+ // FS output at location 1 must be vec4f the blend state references src.a, and
185
+ // WebGPU requires the fragment output to provide an alpha component even though
186
+ // the rg8unorm target only stores .r and .g (extra components are discarded).
187
+ // Materials write mask = vec4f(1.0, 1.0, 0.0, color.a); ground writes
188
+ // vec4f(0.0, 1.0, 0.0, edgeFade). With src.a coming from the 4th component and
189
+ // src-alpha blending enabled:
190
+ // out.r = mask_r · src.a + dst.r · (1-src.a) (bloom mask, weighted by alpha)
191
+ // out.g = 1.0 · src.a + dst.g · (1-src.a) (canonical premultiplied alpha-over)
192
+
193
+ export const COMMON_FS_OUT_WGSL = /* wgsl */ `
194
+
195
+ struct FSOut {
196
+ @location(0) color: vec4f,
197
+ @location(1) mask: vec4f,
198
+ };
199
+
200
+ `;
201
+
202
+ // ─── Convenience: full shared prelude ───────────────────────────────
203
+ // Material files compose this as `${NODES_WGSL}${COMMON_MATERIAL_PRELUDE_WGSL}` to
204
+ // pull in everything structural. Each material then adds its own constants + fs().
205
+
206
+ export const COMMON_MATERIAL_PRELUDE_WGSL =
207
+ COMMON_BINDINGS_WGSL + SAMPLE_SHADOW_WGSL + COMMON_VS_WGSL + COMMON_FS_OUT_WGSL
@@ -1,7 +1,34 @@
1
1
  // Composite: HDR scene + bloom pyramid → Filmic tone map → gamma → swapchain.
2
2
  // Bloom tint/intensity applied at combine (EEVEE treats them as combine-stage params, not prefilter).
3
+ //
4
+ // The shader is a TEMPLATE: buildCompositeShader() emits either the base pass or
5
+ // a variant with a user background effect injected (setBackgroundEffect). The
6
+ // effect is background mode 3, a sibling of the 360 equirect (mode 2) — it reuses
7
+ // the same per-pixel view-ray reconstruction and composites in display space
8
+ // under the scene, so it never affects lighting, bloom, or tonemapping.
3
9
 
4
- export const COMPOSITE_SHADER_WGSL = /* wgsl */ `
10
+ /** What a user background effect must define, documented once:
11
+ *
12
+ * fn background(ray: vec3f, uv: vec2f, time: f32) -> vec4f
13
+ *
14
+ * - `ray` — normalized world-space view direction of this pixel (left-handed,
15
+ * +Z forward; identical to what the 360 skybox samples by).
16
+ * - `uv` — 0..1 across the canvas, origin bottom-left (shadertoy-style).
17
+ * - `time` — seconds since the effect was applied.
18
+ * - `bgResolution()` — canvas size in pixels, for aspect correction.
19
+ * - declared params arrive as `params.<name>` (f32 or vec3f).
20
+ * Return display-space sRGB + alpha, 0..1. The effect is a LAYER: it is
21
+ * over-composited onto the base background (solid color / 360 equirect /
22
+ * transparent) and sits behind the scene — alpha 0 lets the base show
23
+ * through, so e.g. a starfield returns stars with a transparent sky. */
24
+ export type CompositeEffectSource = {
25
+ /** User WGSL defining `background(...)` (plus any helpers it wants). */
26
+ wgsl: string
27
+ /** Codegen'd `struct BgParams {...}` + binding decl; empty when no params. */
28
+ paramsDecl: string
29
+ }
30
+
31
+ const COMPOSITE_HEAD = /* wgsl */ `
5
32
  // Pipeline-override constant: the engine creates two composite pipelines, one
6
33
  // with APPLY_GAMMA=false (gamma=1 fast path) and one with APPLY_GAMMA=true.
7
34
  // The 'if (APPLY_GAMMA)' below is resolved at pipeline-compile time — the
@@ -12,7 +39,7 @@ override APPLY_GAMMA: bool = true;
12
39
  @group(0) @binding(0) var hdrTex: texture_2d<f32>;
13
40
  @group(0) @binding(1) var bloomTex: texture_2d<f32>; // bloomUpTexture mip 0 (full pyramid top)
14
41
  @group(0) @binding(2) var bloomSamp: sampler;
15
- @group(0) @binding(3) var<uniform> viewU: array<vec4<f32>, 6>;
42
+ @group(0) @binding(3) var<uniform> viewU: array<vec4<f32>, 7>;
16
43
  // Aux mask/alpha texture. .r = bloom mask (unused here; bloom blit uses it).
17
44
  // .g = accumulated canvas alpha (what hdr.a carried before the HDR format
18
45
  // became rg11b10ufloat). We unpremultiply HDR by this alpha for tonemap, then
@@ -29,10 +56,12 @@ override APPLY_GAMMA: bool = true;
29
56
  @group(0) @binding(5) var filmicLut: texture_2d<f32>;
30
57
  // viewU[0] = (exposure, invGamma, _, _); viewU[1] = (tint.rgb, intensity)
31
58
  // viewU[2] = (background.rgb, mode) — display-space sRGB, composited UNDER the
32
- // scene post-tonemap. mode: 0 transparent (DOM shows), 1 solid color,
33
- // 2 = 360 equirect skybox sampled by view ray.
59
+ // scene post-tonemap. BASE-layer mode: 0 transparent (DOM shows),
60
+ // 1 solid color, 2 = 360 equirect skybox sampled by view ray. A user
61
+ // WGSL effect is a separate LAYER over the base (viewU[6].y flag).
34
62
  // viewU[3] = (camera right, tanHalfFov·aspect); viewU[4] = (camera up, tanHalfFov);
35
- // viewU[5] = (camera forward, _) — refreshed per frame while the skybox is active.
63
+ // viewU[5] = (camera forward, _) — refreshed per frame while skybox/effect active.
64
+ // viewU[6] = (time seconds, effect on/off, canvas width, canvas height).
36
65
  // invGamma = 1/gamma precomputed on CPU — avoids a per-pixel divide.
37
66
  @group(0) @binding(6) var bgEquirect: texture_2d<f32>;
38
67
 
@@ -50,6 +79,11 @@ fn filmic(x: f32) -> f32 {
50
79
  return textureSampleLevel(filmicLut, bloomSamp, vec2f(u, 0.5), 0.0).r;
51
80
  }
52
81
 
82
+ /** Canvas size in pixels — for user background effects (aspect correction). */
83
+ fn bgResolution() -> vec2f { return viewU[6].zw; }
84
+ `
85
+
86
+ const COMPOSITE_BODY = /* wgsl */ `
53
87
  @vertex fn vs(@builtin(vertex_index) vi: u32) -> @builtin(position) vec4f {
54
88
  let x = f32((vi & 1u) << 2u) - 1.0;
55
89
  let y = f32((vi & 2u) << 1u) - 1.0;
@@ -76,21 +110,60 @@ fn filmic(x: f32) -> f32 {
76
110
  if (APPLY_GAMMA) {
77
111
  disp = pow(disp, vec3f(viewU[0].y));
78
112
  }
79
- // Composite over the background in display space (premultiplied out).
113
+ // Composite over the background in display space (premultiplied out). The
114
+ // background is TWO layers: a base (transparent / solid color / 360 equirect)
115
+ // and an optional user WGSL effect over-composited onto it.
80
116
  let bg = viewU[2];
81
- var bgRgb = bg.rgb;
82
117
  var bgA = select(0.0, 1.0, bg.w > 0.5);
83
- if (bg.w > 1.5) {
84
- // 360 equirect: rebuild this pixel's world-space view ray from the camera
85
- // basis, then latitude/longitude-map into the panorama. The dome sits at
86
- // infinity (no parallax) PhotoDome-style, display-only.
118
+ var bgPm = bg.rgb * bgA; // premultiplied accumulator
119
+ let fxOn = viewU[6].y > 0.5;
120
+ if (bg.w > 1.5 || fxOn) {
121
+ // The equirect and any effect both need this pixel's world-space view ray,
122
+ // rebuilt from the camera basis. The dome sits at infinity (no parallax) —
123
+ // PhotoDome-style, display-only.
87
124
  let ndc = vec2f(fragCoord.x / fullSz.x * 2.0 - 1.0, 1.0 - fragCoord.y / fullSz.y * 2.0);
88
125
  let dir = normalize(viewU[5].xyz + ndc.x * viewU[3].w * viewU[3].xyz + ndc.y * viewU[4].w * viewU[4].xyz);
89
- // LH world (+Z forward): longitude = atan2(x, z), Babylon-PhotoDome convention.
90
- let su = 0.5 + atan2(dir.x, dir.z) * 0.15915494309; // 1/(2π)
91
- let sv = 0.5 - asin(clamp(dir.y, -1.0, 1.0)) * 0.31830988618; // 1
92
- bgRgb = textureSampleLevel(bgEquirect, bloomSamp, vec2f(su, sv), 0.0).rgb;
126
+ if (bg.w > 1.5) {
127
+ // LH world (+Z forward): longitude = atan2(x, z), Babylon-PhotoDome convention.
128
+ let su = 0.5 + atan2(dir.x, dir.z) * 0.15915494309; // 1/(2π)
129
+ let sv = 0.5 - asin(clamp(dir.y, -1.0, 1.0)) * 0.31830988618; // 1/π
130
+ bgPm = textureSampleLevel(bgEquirect, bloomSamp, vec2f(su, sv), 0.0).rgb;
131
+ }
132
+ BG_EFFECT_CALL
93
133
  }
94
- return vec4f(disp * alpha + bgRgb * bgA * (1.0 - alpha), alpha + bgA * (1.0 - alpha));
134
+ return vec4f(disp * alpha + bgPm * (1.0 - alpha), alpha + bgA * (1.0 - alpha));
95
135
  }
96
136
  `
137
+
138
+ // Base variant: no effect installed, the flag is never set — the ray block only
139
+ // runs for the equirect, and there is nothing to add. (`dir` may go unused when
140
+ // this compiles with mode<2 shaders; WGSL is fine with an unused let.)
141
+ const NO_EFFECT_CALL = `_ = dir;`
142
+
143
+ // uv flipped to bottom-left origin (shadertoy convention); clamped so a stray
144
+ // effect can't push negatives/NaN into the premultiplied composite. Standard
145
+ // OVER onto the base layer.
146
+ const EFFECT_CALL = /* wgsl */ `
147
+ if (fxOn) {
148
+ let bgUv = vec2f(fragCoord.x / fullSz.x, 1.0 - fragCoord.y / fullSz.y);
149
+ let fx = clamp(background(dir, bgUv, viewU[6].x), vec4f(0.0), vec4f(1.0));
150
+ bgPm = fx.rgb * fx.a + bgPm * (1.0 - fx.a);
151
+ bgA = fx.a + bgA * (1.0 - fx.a);
152
+ }
153
+ `
154
+
155
+ export function buildCompositeShader(effect?: CompositeEffectSource | null): string {
156
+ if (!effect) return COMPOSITE_HEAD + COMPOSITE_BODY.replace("BG_EFFECT_CALL", NO_EFFECT_CALL)
157
+ return (
158
+ COMPOSITE_HEAD +
159
+ "\n// ── user background effect (setBackgroundEffect) ──\n" +
160
+ effect.paramsDecl +
161
+ "\n" +
162
+ effect.wgsl +
163
+ "\n" +
164
+ COMPOSITE_BODY.replace("BG_EFFECT_CALL", EFFECT_CALL.trim())
165
+ )
166
+ }
167
+
168
+ /** Kept for compatibility with existing imports (the base, no-effect shader). */
169
+ export const COMPOSITE_SHADER_WGSL = buildCompositeShader(null)