reze-engine 0.25.0 → 0.25.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/README.md CHANGED
@@ -20,6 +20,7 @@ npm install reze-engine
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  - **Interactive editing** — GPU picking, transform gizmo, bone/material selection
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  - **Camera** — orbit, bone-follow, or a driven MMD camera VMD; ground + PCF shadows, multi-model scenes
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  - **Offline rendering** — frame-accurate stepping (`renderFrame`) at any resolution (`setRenderSize`) for video export; background color, 360° equirect backdrop, ground shadow-catcher
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+ - **WGSL background effects** — a user shader layer (shadertoy-style) composited between the background and the scene, with compile diagnostics and live-tweakable uniform params
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  See [Physics](#physics) and [Rendering](#rendering) for the internals.
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@@ -120,6 +121,8 @@ engine.setCameraVmdEnabled(on) / isCameraVmdEnabled() / hasCameraVmd() / clearCa
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  engine.setWorld({ color?, strength? }) / setSun({ color?, strength?, direction? }) // runtime lighting
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  engine.setBackgroundColor(color | null) // canvas background (display-space sRGB 0–1, composited post-tonemap so it matches a CSS color of the same value exactly); null = transparent canvas (DOM shows through)
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  engine.setBackdropEquirect(source | null) // 360° backdrop from an equirect (2:1) image — PhotoDome-style dome at infinity, follows the camera, display-only (no lighting/bloom influence); oversized panoramas auto-downscale to the device texture limit
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+ engine.setBackgroundEffect(wgsl | null, params?) // WGSL effect LAYER between the base background (color/equirect/transparent) and the scene. The code defines fn background(ray: vec3f, uv: vec2f, time: f32) -> vec4f — ray = the pixel's world-space view direction (pans with the orbit, same mapping the skybox samples by), uv = 0..1 bottom-left origin, alpha = layer mask over the base. Compiles async off the hot path; on failure the previous background is KEPT and {ok, diagnostics} returns line:col errors rebased to the user's code. Declared params ({name: number | {x,y,z}}) become a params.<name> uniform struct
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+ engine.setBackgroundEffectParam(name, value) // write one declared param — a uniform write, no recompile (live slider tier)
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  engine.addGround(options?) // options include opacity (0–1): fades the SURFACE while the received shadow persists (shadow catcher — models stay grounded on photo backdrops); shadowStrength 0 disables the shadow
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  engine.runRenderLoop(callback?) / stopRenderLoop()
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  engine.renderFrame(deltaSeconds) // offline rendering: render one frame advancing EVERY clock (animation, physics, camera VMD) by exactly dt — wall-clock independent; call N times with 1/fps for deterministic video export
@@ -305,9 +308,10 @@ Each built-in shader graph mixes an NPR stack with a Principled-style BSDF, so c
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  | `metal` | Toon + emission overlay (×8), Voronoi base, metallic 1 |
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  | `stockings` | Gradient × facing mask + HSV emission (×5), sheen 0.7, **alpha-hashed** |
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- **Post & output.** Directional shadow map (4096², depth32float, PCF) → HDR main pass at 4× MSAA (`rg11b10ufloat` color + `rg8unorm` aux MRT for bloom mask + alpha; fits Apple-Silicon TBDR tile memory so MSAA resolves in-tile, `rgba16float` fallback) → bloom mip pyramid → Filmic tone map (Blender 3.6 "Filmic / Medium High Contrast" LUT) → composite over the background color / 360 equirect backdrop (display space) → inverted-hull outline.
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+ **Post & output.** Directional shadow map (4096², depth32float, PCF) → HDR main pass at 4× MSAA (`rg11b10ufloat` color + `rg8unorm` aux MRT for bloom mask + alpha; fits Apple-Silicon TBDR tile memory so MSAA resolves in-tile, `rgba16float` fallback) → bloom mip pyramid → Filmic tone map (Blender 3.6 "Filmic / Medium High Contrast" LUT) → composite over the background (base color / 360 equirect, then the optional user WGSL effect layer over-composited by its alpha, display space) → inverted-hull outline.
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  - **Alpha-hashed transparency** (`stockings`) — Wyman & McGuire 2017 derivative-aware stochastic discard in object space, so self-overlapping meshes resolve under MSAA with opaque depth writes and the dither doesn't swim.
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+ - **Sheer-material detection** — PMX has no "translucent" flag (a see-through veil usually ships diffuse alpha 1.0 with the transparency in its texture), so at load each material samples its texture's alpha at its own triangle centroids; genuinely sheer materials route to the transparent bucket — drawn after the opaque + hair passes so a veil composites over the hair behind it, and excluded from the shadow map so sheer cloth doesn't cast the solid shadow of an opaque sheet. Centroids, not vertices: hair-card corners sit in transparent texture margins, and hair must stay opaque-bucket for stencil interplay and shadows.
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  - **See-through hair over eyes** — stencil-gated extra pass: the eye stamps `EYE_VALUE`, main hair skips it, an extra pass matches it and blends hair at 25% in linear HDR so eyes stay readable.
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  ## Tutorial
package/dist/engine.d.ts CHANGED
@@ -1,10 +1,27 @@
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  import { Quat, Vec3 } from "./math";
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  import { Model } from "./model";
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+ import { RezePhysics } from "./physics";
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  import { type AssetReader } from "./asset-reader";
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- import { type CompileOptions } from "./graph/compile";
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+ import { type CompileOptions, type StyleSlot } from "./graph/compile";
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+ import type { AlphaMode, RenderClass } from "./graph/render-class";
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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 MaterialPresetMap = Partial<Record<MaterialPreset, string[]>>;
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+ type GroupInstall = {
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+ group: StyleGroup;
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+ renderClass: RenderClass;
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+ alphaMode: AlphaMode;
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+ pipeline: GPURenderPipeline;
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+ /** Depth-write-off twin, used when this group's material draws in the transparent bucket. */
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+ pipelineNoDepthWrite: GPURenderPipeline;
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+ /** hair render-class only: the stencil-matched IS_OVER_EYES=true variant. */
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+ overEyesPipeline?: GPURenderPipeline;
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+ uniformBuffer: GPUBuffer;
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+ slotMap: StyleSlot[];
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+ /** Serialized (graph + renderClass + alphaMode) — lets applyStyleGroups skip recompiling
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+ * an unchanged group. */
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+ signature: string;
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+ };
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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. */
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  export type LoadModelFromFilesOptions = {
@@ -138,6 +155,56 @@ export interface EngineStats {
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  fps1PercentLow: number;
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  jitter: number;
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  }
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+ type DrawCallType = "opaque" | "transparent" | "ground" | "opaque-outline" | "transparent-outline";
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+ interface DrawCall {
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+ type: DrawCallType;
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+ count: number;
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+ firstIndex: number;
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+ bindGroup: GPUBindGroup;
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+ materialName: string;
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+ groupId: string | null;
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+ baseBindGroupEntries?: GPUBindGroupEntry[];
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+ /** Material draws only: false = excluded from the shadow map (fully sheer). */
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+ castsShadow?: boolean;
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+ }
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+ interface PickDrawCall {
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+ count: number;
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+ firstIndex: number;
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+ bindGroup: GPUBindGroup;
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+ }
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+ interface ModelInstance {
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+ name: string;
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+ model: Model;
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+ basePath: string;
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+ assetReader: AssetReader;
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+ gpuBuffers: GPUBuffer[];
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+ textureCacheKeys: string[];
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+ vertexBuffer: GPUBuffer;
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+ indexBuffer: GPUBuffer;
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+ jointsBuffer: GPUBuffer;
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+ weightsBuffer: GPUBuffer;
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+ skinMatrixBuffer: GPUBuffer;
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+ drawCalls: DrawCall[];
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+ shadowDrawCalls: DrawCall[];
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+ shadowBindGroup: GPUBindGroup;
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+ mainPerInstanceBindGroup: GPUBindGroup;
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+ pickPerInstanceBindGroup: GPUBindGroup;
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+ pickDrawCalls: PickDrawCall[];
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+ hiddenMaterials: Set<string>;
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+ physics: RezePhysics | null;
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+ vertexBufferNeedsUpdate: boolean;
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+ gpuMorph: GpuMorph | null;
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+ styleGroups: Map<string, GroupInstall>;
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+ materialToGroup: Map<string, string>;
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+ styleGroupGen: Map<string, number>;
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+ }
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+ interface GpuMorph {
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+ bindGroup: GPUBindGroup;
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+ weightsBuffer: GPUBuffer;
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+ weightsData: Float32Array;
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+ workgroups: number;
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+ dispatchNeeded: boolean;
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+ }
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  export declare class Engine {
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  private static instance;
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  static getInstance(): Engine;
@@ -158,6 +225,8 @@ export declare class Engine {
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  private resizePending;
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  private depthTexture;
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  private neutralPipeline;
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+ private neutralPipelineNoDepthWrite;
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+ private transparentDepthPrepassPipeline;
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  private zeroStyleBuffer;
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  private mainPipelineLayout;
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  private sceneTargets;
@@ -338,6 +407,9 @@ export declare class Engine {
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  * A 360 backdrop (setBackdropEquirect) takes precedence while set.
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  */
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  setBackgroundColor(color: Vec3 | null): void;
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+ /** Debug/diagnostic: skip every inverted-hull outline draw. */
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+ private outlineEnabled;
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+ setOutlineEnabled(on: boolean): void;
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  private rebuildCompositeBindGroup;
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  /**
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  * Set a 360° backdrop from an equirectangular (2:1) image — a PhotoDome-style
@@ -609,6 +681,10 @@ export declare class Engine {
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  * pipelines is self-contained (no cross-batch dependencies).
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  */
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  private renderOneModel;
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+ /** Depth-only re-draw of transparent-bucket materials (see depth-prepass.ts).
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+ * Unused while transparent draws write depth themselves (MMD parity) — kept
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+ * for the dormant no-write/OIT path. */
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+ protected drawTransparentDepthPrepass(pass: GPURenderPassEncoder, inst: ModelInstance): void;
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  /**
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  * Second hair pass for the see-through-hair effect. Re-draws every hair-class grouped
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  * opaque draw with its compiled over-eyes pipeline — stencil-matched to `EYE_VALUE`,
@@ -621,4 +697,5 @@ export declare class Engine {
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  private updateSkinMatrices;
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  private updateStats;
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  }
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+ export {};
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  //# sourceMappingURL=engine.d.ts.map
@@ -1 +1 @@
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package/dist/engine.js CHANGED
@@ -12,6 +12,7 @@ import { LTC_MAG_LUT_SIZE, LTC_MAG_LUT_DATA } from "./shaders/ltc_mag_lut";
12
12
  import { SHADOW_DEPTH_SHADER_WGSL } from "./shaders/passes/shadow";
13
13
  import { GROUND_SHADOW_SHADER_WGSL } from "./shaders/passes/ground";
14
14
  import { OUTLINE_SHADER_WGSL } from "./shaders/passes/outline";
15
+ import { TRANSPARENT_DEPTH_PREPASS_WGSL } from "./shaders/passes/depth-prepass";
15
16
  import { SELECTION_MASK_SHADER_WGSL, SELECTION_EDGE_SHADER_WGSL } from "./shaders/passes/selection";
16
17
  import { GIZMO_SHADER_WGSL } from "./shaders/passes/gizmo";
17
18
  import { BLOOM_BLIT_SHADER_WGSL, BLOOM_DOWNSAMPLE_SHADER_WGSL, BLOOM_UPSAMPLE_SHADER_WGSL, } from "./shaders/passes/bloom";
@@ -192,17 +193,26 @@ function buildAlphaSampler(source, rgba, width, height) {
192
193
  return null;
193
194
  }
194
195
  }
195
- /** Average texture alpha over ≤400 of the material's triangle centroids
196
- * below the threshold the material renders as a transparent-bucket draw. */
196
+ /** Texture-alpha statistics over ≤400 of the material's triangle centroids:
197
+ * `avg` (0..1) and `translucentFrac` the fraction of samples that are
198
+ * neither fully opaque nor fully cut out (alpha in ~0.03..0.97). Together
199
+ * they classify two distinct things:
200
+ * sheer (avg low) — a veil: mostly see-through everywhere
201
+ * partial (translucentFrac up) — mostly-opaque cloth with sheer REGIONS,
202
+ * e.g. a lace skirt panel
203
+ * Both route to the transparent bucket; only `sheer` is excluded from the
204
+ * shadow map and outline pass. */
197
205
  const SHEER_ALPHA_THRESHOLD = 0.7;
198
- function materialIsSheer(verts, indices, firstIndex, count, sampler) {
206
+ const PARTIAL_TRANSLUCENT_FRAC = 0.15;
207
+ function materialAlphaStats(verts, indices, firstIndex, count, sampler) {
199
208
  if (!sampler)
200
- return false;
209
+ return { avg: 1, translucentFrac: 0 };
201
210
  const triCount = Math.floor(count / 3);
202
211
  if (triCount === 0)
203
- return false;
212
+ return { avg: 1, translucentFrac: 0 };
204
213
  const step = Math.max(1, Math.floor(triCount / 400));
205
214
  let sum = 0;
215
+ let translucent = 0;
206
216
  let n = 0;
207
217
  for (let t = 0; t < triCount; t += step) {
208
218
  const i0 = indices[firstIndex + t * 3];
@@ -213,10 +223,15 @@ function materialIsSheer(verts, indices, firstIndex, count, sampler) {
213
223
  // Wrap (MMD UVs may tile), then nearest-sample the downsampled plane.
214
224
  const x = Math.min(sampler.w - 1, Math.max(0, Math.floor((u - Math.floor(u)) * sampler.w)));
215
225
  const y = Math.min(sampler.h - 1, Math.max(0, Math.floor((v - Math.floor(v)) * sampler.h)));
216
- sum += sampler.a[y * sampler.w + x];
226
+ const a = sampler.a[y * sampler.w + x];
227
+ sum += a;
228
+ if (a > 8 && a < 247)
229
+ translucent++;
217
230
  n++;
218
231
  }
219
- return n > 0 && sum / n < SHEER_ALPHA_THRESHOLD * 255;
232
+ if (n === 0)
233
+ return { avg: 1, translucentFrac: 0 };
234
+ return { avg: sum / n / 255, translucentFrac: translucent / n };
220
235
  }
221
236
  export class Engine {
222
237
  static getInstance() {
@@ -322,6 +337,8 @@ export class Engine {
322
337
  };
323
338
  this.animationFrameId = null;
324
339
  this.renderLoopCallback = null;
340
+ /** Debug/diagnostic: skip every inverted-hull outline draw. */
341
+ this.outlineEnabled = true;
325
342
  /** When set, render resolution is pinned to this size instead of tracking the
326
343
  * canvas's CSS size × devicePixelRatio (see setRenderSize). */
327
344
  this.fixedRenderSize = null;
@@ -640,6 +657,9 @@ export class Engine {
640
657
  if (this.device && this.compositeUniformBuffer)
641
658
  this.writeCompositeViewUniforms();
642
659
  }
660
+ setOutlineEnabled(on) {
661
+ this.outlineEnabled = on;
662
+ }
643
663
  rebuildCompositeBindGroup() {
644
664
  if (!this.device || !this.hdrResolveTexture || !this.compositeBloomView)
645
665
  return;
@@ -1300,6 +1320,44 @@ export class Engine {
1300
1320
  depthCompare: "less-equal",
1301
1321
  },
1302
1322
  });
1323
+ // Depth-write-off twin for transparent-bucket draws (see pipelineForDrawCall).
1324
+ this.neutralPipelineNoDepthWrite = this.createRenderPipeline({
1325
+ label: "neutral base pipeline (no depth write)",
1326
+ layout: mainPipelineLayout,
1327
+ shaderModule: neutralModule,
1328
+ vertexBuffers: fullVertexBuffers,
1329
+ fragmentTargets: sceneTargets,
1330
+ cullMode: "none",
1331
+ depthStencil: {
1332
+ format: "depth24plus-stencil8",
1333
+ depthWriteEnabled: false,
1334
+ depthCompare: "less-equal",
1335
+ },
1336
+ });
1337
+ // Depth-only prepass for transparent draws (see depth-prepass.ts): writes the
1338
+ // fabric's depth AFTER its color blended, so outlines drawn later are
1339
+ // occluded behind it. Color targets kept for pass compatibility, writeMask 0.
1340
+ const prepassModule = this.device.createShaderModule({
1341
+ label: "transparent depth prepass",
1342
+ code: TRANSPARENT_DEPTH_PREPASS_WGSL,
1343
+ });
1344
+ this.transparentDepthPrepassPipeline = this.device.createRenderPipeline({
1345
+ label: "transparent depth prepass",
1346
+ layout: mainPipelineLayout,
1347
+ vertex: { module: prepassModule, entryPoint: "vs", buffers: fullVertexBuffers },
1348
+ fragment: {
1349
+ module: prepassModule,
1350
+ entryPoint: "fs",
1351
+ targets: sceneTargets.map((t) => ({ format: t.format, writeMask: 0 })),
1352
+ },
1353
+ primitive: { cullMode: "none" },
1354
+ multisample: { count: Engine.MULTISAMPLE_COUNT },
1355
+ depthStencil: {
1356
+ format: "depth24plus-stencil8",
1357
+ depthWriteEnabled: true,
1358
+ depthCompare: "less-equal",
1359
+ },
1360
+ });
1303
1361
  this.shadowLightVPBuffer = this.device.createBuffer({
1304
1362
  size: 64,
1305
1363
  usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
@@ -1428,6 +1486,16 @@ export class Engine {
1428
1486
  // Don’t write outline into depth buffer — stops z-fighting / black cracks vs body (MMD-style; body depth stays authoritative)
1429
1487
  depthWriteEnabled: false,
1430
1488
  depthCompare: "less-equal",
1489
+ // CONFIRMED fix (bisected live via setOutlineEnabled): hull fragments
1490
+ // carry their surface's exact depth, so against this model's paired
1491
+ // near-coplanar skirt layers the hulls WON depth ties in patches —
1492
+ // the black shapes on the dress. A small constant bias makes hulls lose
1493
+ // every tie; silhouette rims compare against the far background and are
1494
+ // unaffected. No slope term — slope explodes at silhouettes and would
1495
+ // erase the rims themselves (previous regression).
1496
+ depthBias: 4,
1497
+ depthBiasSlopeScale: 0,
1498
+ depthBiasClamp: 0,
1431
1499
  // Skip fragments where the eye stamped stencil=EYE_VALUE. Those pixels are owned by
1432
1500
  // the see-through-hair blend (hair-over-eyes), so letting the outline's near-black
1433
1501
  // edge color overwrite them would re-introduce the dark almond we just killed.
@@ -2979,8 +3047,18 @@ export class Engine {
2979
3047
  // casting the solid shadow of an opaque sheet.
2980
3048
  const diffusePath = texLogicalPath(mat.diffuseTextureIndex);
2981
3049
  const alphaSampler = diffusePath ? this.textureAlphaCache.get(diffusePath) : null;
2982
- const isTransparent = materialAlpha < 1.0 - 0.001 ||
2983
- materialIsSheer(meshVertices, meshIndices, currentIndexOffset, indexCount, alphaSampler);
3050
+ const stats = materialAlphaStats(meshVertices, meshIndices, currentIndexOffset, indexCount, alphaSampler);
3051
+ const sheer = stats.avg < SHEER_ALPHA_THRESHOLD;
3052
+ const partial = !sheer && stats.translucentFrac > PARTIAL_TRANSLUCENT_FRAC;
3053
+ // Transparent bucket: drawn after the opaque bucket (and hair) with depth
3054
+ // WRITE OFF, so a lace panel folded in front of itself blends both layers
3055
+ // consistently instead of a triangle-order patchwork of single/double
3056
+ // coverage. Partial-sheer cloth still casts shadows and keeps its outline;
3057
+ // fully sheer cloth (veil) does neither.
3058
+ const isTransparent = materialAlpha < 1.0 - 0.001 || sheer || partial;
3059
+ // Load-time classification log — one line per material, cheap and
3060
+ // invaluable when a model renders wrong (bucket/outline/sheer disputes).
3061
+ console.info(`[reze] ${mat.name}: alpha=${materialAlpha.toFixed(2)} avg=${stats.avg.toFixed(2)} sheerFrac=${stats.translucentFrac.toFixed(2)} ${sheer ? "SHEER" : partial ? "PARTIAL" : "opaque"} bucket=${isTransparent ? "transparent" : "opaque"} edge=${(mat.edgeFlag & 0x10) !== 0 && mat.edgeSize > 0 ? (sheer ? "skipped(sheer)" : "on") : "off"}`);
2984
3062
  // Sphere map (sph=1 multiply / spa=2 add). Mode 3 (sub-texture UV) is
2985
3063
  // rare and not implemented — treated as none, like a failed load.
2986
3064
  let sphereMode = mat.sphereMode === 1 || mat.sphereMode === 2 ? mat.sphereMode : 0;
@@ -3020,8 +3098,14 @@ export class Engine {
3020
3098
  materialName: mat.name,
3021
3099
  groupId: null,
3022
3100
  baseBindGroupEntries,
3101
+ castsShadow: !sheer,
3023
3102
  });
3024
- if ((mat.edgeFlag & 0x10) !== 0 && mat.edgeSize > 0) {
3103
+ // No inverted-hull outline for SHEER materials: the outline shader draws a
3104
+ // solid edgeColor silhouette (it never samples texture alpha), so a
3105
+ // see-through veil dragged a near-black hull over the cloth behind it —
3106
+ // broken black shapes that waved with physics and flickered with camera
3107
+ // angle. A solid rim on see-through fabric is wrong in principle.
3108
+ if ((mat.edgeFlag & 0x10) !== 0 && mat.edgeSize > 0 && !sheer) {
3025
3109
  const materialUniformData = new Float32Array([
3026
3110
  mat.edgeColor[0],
3027
3111
  mat.edgeColor[1],
@@ -3904,9 +3988,13 @@ export class Engine {
3904
3988
  return { ok: false, diagnostics, slotMap: result.slotMap };
3905
3989
  }
3906
3990
  let pipeline;
3991
+ let pipelineNoDepthWrite;
3907
3992
  let overEyesPipeline;
3908
3993
  try {
3909
3994
  pipeline = await this.createRenderClassPipeline(renderClass, module, false);
3995
+ // Transparent-bucket draws don't write depth (self-overlap must blend, not
3996
+ // patchwork) — same shading, different depth state.
3997
+ pipelineNoDepthWrite = await this.createRenderClassPipeline(renderClass, module, false, false);
3910
3998
  if (renderClass === "hair")
3911
3999
  overEyesPipeline = await this.createRenderClassPipeline(renderClass, module, true);
3912
4000
  }
@@ -3930,6 +4018,7 @@ export class Engine {
3930
4018
  renderClass,
3931
4019
  alphaMode,
3932
4020
  pipeline,
4021
+ pipelineNoDepthWrite,
3933
4022
  overEyesPipeline,
3934
4023
  uniformBuffer,
3935
4024
  slotMap: result.slotMap,
@@ -3988,14 +4077,14 @@ export class Engine {
3988
4077
  ground: 4,
3989
4078
  };
3990
4079
  inst.drawCalls.sort((a, b) => typeOrder[a.type] - typeOrder[b.type] || this.drawCallRank(inst, a) - this.drawCallRank(inst, b));
3991
- inst.shadowDrawCalls = inst.drawCalls.filter((d) => d.type === "opaque");
4080
+ inst.shadowDrawCalls = inst.drawCalls.filter((d) => (d.type === "opaque" || d.type === "transparent") && d.castsShadow === true);
3992
4081
  }
3993
4082
  /**
3994
4083
  * Render-class pipeline state. A group's compiled graph swaps the fragment shading; the
3995
4084
  * render-class owns pass integration (stencil interplay, depth bias, cull). auto = plain;
3996
4085
  * eye = stamp + front cull + bias; hair = stencil-test (+ the over-eyes variant).
3997
4086
  */
3998
- createRenderClassPipeline(renderClass, module, overEyes) {
4087
+ createRenderClassPipeline(renderClass, module, overEyes, depthWrite = true) {
3999
4088
  const base = {
4000
4089
  label: `style ${renderClass}${overEyes ? " (over eyes)" : ""}`,
4001
4090
  layout: this.mainPipelineLayout,
@@ -4005,7 +4094,7 @@ export class Engine {
4005
4094
  };
4006
4095
  const plainDepth = {
4007
4096
  format: "depth24plus-stencil8",
4008
- depthWriteEnabled: true,
4097
+ depthWriteEnabled: depthWrite,
4009
4098
  depthCompare: "less-equal",
4010
4099
  };
4011
4100
  let depthStencil = plainDepth;
@@ -4052,6 +4141,12 @@ export class Engine {
4052
4141
  // Pipeline for a material draw call: its group's compiled pipeline when grouped, else
4053
4142
  // the neutral base (ungrouped materials render the default graph).
4054
4143
  pipelineForDrawCall(inst, dc) {
4144
+ // Transparent draws WRITE depth — MMD semantics: PMX triangle/material order
4145
+ // is the author's compositing order, and a fold HIDES its far side rather
4146
+ // than blending it (the far side shades dark — light-averted — so letting it
4147
+ // show through read as gray fold-shaped stains; depth-write-off made every
4148
+ // fold do that). The no-write twins stay available for a future true-OIT
4149
+ // path but are deliberately unused.
4055
4150
  if (dc.groupId) {
4056
4151
  const install = inst.styleGroups.get(dc.groupId);
4057
4152
  if (install)
@@ -4092,6 +4187,8 @@ export class Engine {
4092
4187
  * rebind group 0/1 correctly if needed.
4093
4188
  */
4094
4189
  drawOutlines(pass, inst, type) {
4190
+ if (!this.outlineEnabled)
4191
+ return;
4095
4192
  let bound = false;
4096
4193
  for (const draw of inst.drawCalls) {
4097
4194
  if (draw.type !== type || !this.shouldRenderDrawCall(inst, draw))
@@ -4120,12 +4217,35 @@ export class Engine {
4120
4217
  // Single stencil-reference set covers eye (write), hair (read not-equal),
4121
4218
  // and hairOverEyes (read equal). Non-stencil pipelines ignore the value.
4122
4219
  pass.setStencilReference(Engine.STENCIL_EYE_VALUE);
4220
+ // Order matters (the black-hull saga): transparent color draws don't write
4221
+ // depth (self-overlap must double-blend, not patchwork), so ALL outlines
4222
+ // draw after the transparent depth PREPASS has recorded the fabric's depth
4223
+ // — otherwise every hull behind a sheer skirt shows straight through it.
4123
4224
  this.drawMaterials(pass, inst, "opaque");
4124
- this.drawOutlines(pass, inst, "opaque-outline");
4125
4225
  this.drawHairOverEyes(pass, inst);
4126
4226
  this.drawMaterials(pass, inst, "transparent");
4227
+ this.drawOutlines(pass, inst, "opaque-outline");
4127
4228
  this.drawOutlines(pass, inst, "transparent-outline");
4128
4229
  }
4230
+ /** Depth-only re-draw of transparent-bucket materials (see depth-prepass.ts).
4231
+ * Unused while transparent draws write depth themselves (MMD parity) — kept
4232
+ * for the dormant no-write/OIT path. */
4233
+ // eslint-disable-next-line @typescript-eslint/no-unused-vars
4234
+ drawTransparentDepthPrepass(pass, inst) {
4235
+ let bound = false;
4236
+ for (const draw of inst.drawCalls) {
4237
+ if (draw.type !== "transparent" || !this.shouldRenderDrawCall(inst, draw))
4238
+ continue;
4239
+ if (!bound) {
4240
+ pass.setPipeline(this.transparentDepthPrepassPipeline);
4241
+ pass.setBindGroup(0, this.perFrameBindGroup);
4242
+ pass.setBindGroup(1, inst.mainPerInstanceBindGroup);
4243
+ bound = true;
4244
+ }
4245
+ pass.setBindGroup(2, draw.bindGroup);
4246
+ pass.drawIndexed(draw.count, 1, draw.firstIndex, 0, 0);
4247
+ }
4248
+ }
4129
4249
  /**
4130
4250
  * Second hair pass for the see-through-hair effect. Re-draws every hair-class grouped
4131
4251
  * opaque draw with its compiled over-eyes pipeline — stencil-matched to `EYE_VALUE`,
@@ -1 +1 @@
1
- {"version":3,"file":"slots.d.ts","sourceRoot":"","sources":["../../src/graph/slots.ts"],"names":[],"mappings":"AAWA,OAAO,KAAK,EAAE,SAAS,EAAE,WAAW,EAAE,MAAM,gBAAgB,CAAA;AAiD5D,eAAO,MAAM,mBAAmB,gHAG/B,CAAA;AAuDD;;;;GAIG;AACH,wBAAgB,cAAc,CAC5B,WAAW,EAAE,WAAW,EACxB,SAAS,EAAE,SAAS,EACpB,MAAM,EAAE,MAAM,EACd,oBAAoB,EAAE,OAAO,GAC5B,MAAM,CAYR"}
1
+ {"version":3,"file":"slots.d.ts","sourceRoot":"","sources":["../../src/graph/slots.ts"],"names":[],"mappings":"AAWA,OAAO,KAAK,EAAE,SAAS,EAAE,WAAW,EAAE,MAAM,gBAAgB,CAAA;AAiD5D,eAAO,MAAM,mBAAmB,gHAG/B,CAAA;AAgED;;;;GAIG;AACH,wBAAgB,cAAc,CAC5B,WAAW,EAAE,WAAW,EACxB,SAAS,EAAE,SAAS,EACpB,MAAM,EAAE,MAAM,EACd,oBAAoB,EAAE,OAAO,GAC5B,MAAM,CAYR"}
@@ -67,14 +67,22 @@ function prelude(renderClass, alphaMode) {
67
67
  ? " if (alpha < hashed_alpha_threshold(input.restPos)) { discard; }"
68
68
  : " if (alpha < 0.001) { discard; }";
69
69
  const gate = renderClass === "eye" ? EYE_REAR_GATE : "";
70
+ // Double-sided shading, winding-independent: a normal pointing away from the
71
+ // camera means we're seeing the surface's other side — flip it. Only genuinely
72
+ // camera-averted fragments change (front surfaces have dot(n,v) > 0 and are
73
+ // untouched), unlike a front_facing test, which PMX's clockwise winding
74
+ // inverts. Fixes inner skirt linings (裙子白1-style flipped-normal copies)
75
+ // shading near-black through sheer outer layers. Eye is exempt: it FRONT-culls
76
+ // by design, so its visible fragments are back faces with intended normals.
77
+ const flip = renderClass === "eye" ? "" : "\n n = select(-n, n, dot(n, v) >= 0.0);";
70
78
  return `@fragment fn fs(input: VertexOutput) -> FSOut {
71
79
  let tex_s = textureSample(diffuseTexture, diffuseSampler, input.uv);
72
80
  // MMD alpha semantics: material alpha × texture alpha.
73
81
  let alpha = material.alpha * tex_s.a;
74
82
  ${discard}
75
83
 
76
- let n = safe_normal(input.normal);
77
- let v = normalize(camera.viewPos - input.worldPos);
84
+ var n = safe_normal(input.normal);
85
+ let v = normalize(camera.viewPos - input.worldPos);${flip}
78
86
  ${gate}
79
87
  let l = -light.lights[0].direction.xyz;
80
88
  let sun = light.lights[0].color.xyz * light.lights[0].color.w;
@@ -1,5 +1,5 @@
1
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
- 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";
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 / 4096.0;\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";
5
5
  export declare const COMMON_MATERIAL_PRELUDE_WGSL: string;
@@ -1 +1 @@
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"}
1
+ {"version":3,"file":"common.d.ts","sourceRoot":"","sources":["../../../src/shaders/materials/common.ts"],"names":[],"mappings":"AAsBA,eAAO,MAAM,oBAAoB,8pGA+EhC,CAAC;AASF,eAAO,MAAM,kBAAkB,4xCAsB9B,CAAC;AAQF,eAAO,MAAM,cAAc,s+BA8B1B,CAAC;AAsBF,eAAO,MAAM,kBAAkB,0FAO9B,CAAC;AAMF,eAAO,MAAM,4BAA4B,QACwC,CAAA"}