reze-engine 0.25.0 → 0.25.1

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@@ -18,148 +18,150 @@
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  // group(0): per-frame scene (camera, lights, shadow map, BRDF LUT via nodes.ts)
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  // group(1): per-model skinning
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  // group(2): per-material (diffuse texture + material uniforms)
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- export const COMMON_BINDINGS_WGSL = /* wgsl */ `
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-
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- struct CameraUniforms {
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- view: mat4x4f,
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- projection: mat4x4f,
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- viewPos: vec3f,
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- _padding: f32,
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- };
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-
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- struct Light {
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- direction: vec4f,
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- color: vec4f,
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- };
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-
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- struct LightUniforms {
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- ambientColor: vec4f,
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- lights: array<Light, 4>,
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- };
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-
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- // Per-material uniforms. Every material binds this layout even if it ignores fields;
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- // the engine keeps one bind group layout across all material pipelines. The PMX
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- // classic-material fields (ambient/specular/shininess) are carried for graph nodes that
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- // want them; most graphs read only diffuseColor + alpha.
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- struct MaterialUniforms {
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- diffuseColor: vec3f, // PMX diffuse rgb — the material_diffuse node reads this
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- alpha: f32, // 0 → discard; <1 → transparent draw call
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- ambient: vec3f, // PMX ambient rgb
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- shininess: f32, // PMX specular power
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- specular: vec3f, // PMX specular rgb
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- sphereMode: f32, // 0 none · 1 multiply (sph) · 2 add (spa)
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- // Skeleton index of the 頭 (head) bone, or -1. Lets the eye shader gate
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- // the post-alpha-eye stencil by camera-vs-face hemisphere.
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- headBoneIndex: f32,
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- _pad0: f32,
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- _pad1: f32,
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- _pad2: f32,
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- };
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-
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- struct VertexOutput {
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- @builtin(position) position: vec4f,
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- @location(0) normal: vec3f,
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- @location(1) uv: vec2f,
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- @location(2) worldPos: vec3f,
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- // Bind-pose object-space position (the raw pre-skin vertex attribute). Procedural
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- // textures (noise bump, sparkle, Generated-coord gradients) key off this instead of
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- // worldPos so the pattern rides with the surface — otherwise the mesh swims through a
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- // world-static noise field under any skinning deformation or root (センター) motion.
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- // At rest skinMats are identity so restPos == worldPos, which is why existing noise-
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- // scale constants stay valid without retuning.
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- @location(3) restPos: vec3f,
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- };
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-
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- struct LightVP { viewProj: mat4x4f, };
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-
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- @group(0) @binding(0) var<uniform> camera: CameraUniforms;
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- @group(0) @binding(1) var<uniform> light: LightUniforms;
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- @group(0) @binding(2) var diffuseSampler: sampler;
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- @group(0) @binding(3) var shadowMap: texture_depth_2d;
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- @group(0) @binding(4) var shadowSampler: sampler_comparison;
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- @group(0) @binding(5) var<uniform> lightVP: LightVP;
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- // binding(9) brdfLut is declared inside NODES_WGSL (nodes.ts).
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- @group(1) @binding(0) var<storage, read> skinMats: array<mat4x4f>;
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- @group(2) @binding(0) var diffuseTexture: texture_2d<f32>;
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- @group(2) @binding(1) var<uniform> material: MaterialUniforms;
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- // Reserved for future sphere/toon graph nodes; graphs that don't read them get the
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- // 1×1 white fallback bound here.
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- @group(2) @binding(2) var toonTexture: texture_2d<f32>;
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- @group(2) @binding(3) var sphereTexture: texture_2d<f32>;
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-
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- // Four-bone blended normals can cancel to ~zero on physics-driven parts
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- // (opposing bone rotations at 50/50 weights) — normalize(0) is 0/0 = NaN,
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- // which poisons the whole shading stack and flashes through bloom. Fall
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- // back to up for degenerate normals instead.
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- fn safe_normal(nIn: vec3f) -> vec3f {
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- let l2 = dot(nIn, nIn);
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- if (l2 < 1e-12) { return vec3f(0.0, 1.0, 0.0); }
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- return nIn * inverseSqrt(l2);
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- }
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-
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+ export const COMMON_BINDINGS_WGSL = /* wgsl */ `
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+
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+ struct CameraUniforms {
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+ view: mat4x4f,
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+ projection: mat4x4f,
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+ viewPos: vec3f,
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+ _padding: f32,
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+ };
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+
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+ struct Light {
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+ direction: vec4f,
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+ color: vec4f,
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+ };
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+
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+ struct LightUniforms {
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+ ambientColor: vec4f,
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+ lights: array<Light, 4>,
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+ };
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+
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+ // Per-material uniforms. Every material binds this layout even if it ignores fields;
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+ // the engine keeps one bind group layout across all material pipelines. The PMX
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+ // classic-material fields (ambient/specular/shininess) are carried for graph nodes that
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+ // want them; most graphs read only diffuseColor + alpha.
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+ struct MaterialUniforms {
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+ diffuseColor: vec3f, // PMX diffuse rgb — the material_diffuse node reads this
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+ alpha: f32, // 0 → discard; <1 → transparent draw call
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+ ambient: vec3f, // PMX ambient rgb
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+ shininess: f32, // PMX specular power
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+ specular: vec3f, // PMX specular rgb
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+ sphereMode: f32, // 0 none · 1 multiply (sph) · 2 add (spa)
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+ // Skeleton index of the 頭 (head) bone, or -1. Lets the eye shader gate
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+ // the post-alpha-eye stencil by camera-vs-face hemisphere.
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+ headBoneIndex: f32,
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+ _pad0: f32,
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+ _pad1: f32,
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+ _pad2: f32,
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+ };
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+
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+ struct VertexOutput {
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+ @builtin(position) position: vec4f,
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+ @location(0) normal: vec3f,
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+ @location(1) uv: vec2f,
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+ @location(2) worldPos: vec3f,
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+ // Bind-pose object-space position (the raw pre-skin vertex attribute). Procedural
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+ // textures (noise bump, sparkle, Generated-coord gradients) key off this instead of
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+ // worldPos so the pattern rides with the surface — otherwise the mesh swims through a
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+ // world-static noise field under any skinning deformation or root (センター) motion.
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+ // At rest skinMats are identity so restPos == worldPos, which is why existing noise-
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+ // scale constants stay valid without retuning.
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+ @location(3) restPos: vec3f,
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+ };
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+
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+ struct LightVP { viewProj: mat4x4f, };
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+
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+ @group(0) @binding(0) var<uniform> camera: CameraUniforms;
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+ @group(0) @binding(1) var<uniform> light: LightUniforms;
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+ @group(0) @binding(2) var diffuseSampler: sampler;
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+ @group(0) @binding(3) var shadowMap: texture_depth_2d;
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+ @group(0) @binding(4) var shadowSampler: sampler_comparison;
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+ @group(0) @binding(5) var<uniform> lightVP: LightVP;
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+ // binding(9) brdfLut is declared inside NODES_WGSL (nodes.ts).
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+ @group(1) @binding(0) var<storage, read> skinMats: array<mat4x4f>;
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+ @group(2) @binding(0) var diffuseTexture: texture_2d<f32>;
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+ @group(2) @binding(1) var<uniform> material: MaterialUniforms;
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+ // Reserved for future sphere/toon graph nodes; graphs that don't read them get the
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+ // 1×1 white fallback bound here.
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+ @group(2) @binding(2) var toonTexture: texture_2d<f32>;
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+ @group(2) @binding(3) var sphereTexture: texture_2d<f32>;
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+
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+ // Four-bone blended normals can cancel to ~zero on physics-driven parts
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+ // (opposing bone rotations at 50/50 weights) — normalize(0) is 0/0 = NaN,
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+ // which poisons the whole shading stack and flashes through bloom. Fall
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+ // back to up for degenerate normals instead.
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+ fn safe_normal(nIn: vec3f) -> vec3f {
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+ let l2 = dot(nIn, nIn);
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+ if (l2 < 1e-12) { return vec3f(0.0, 1.0, 0.0); }
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+ return nIn * inverseSqrt(l2);
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+ }
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+
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  `;
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  // ─── Shadow sampler (3×3 PCF) ───────────────────────────────────────
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- // 2048-map, normal-bias 0.08, depth-bias 0.001. Unrolled — Safari's Metal backend
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- // doesn't unroll nested shadow loops reliably, and the early out on back-facing
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- // fragments saves 9 texture taps per skipped pixel.
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- export const SAMPLE_SHADOW_WGSL = /* wgsl */ `
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-
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- fn sampleShadow(worldPos: vec3f, n: vec3f) -> f32 {
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- if (dot(n, -light.lights[0].direction.xyz) <= 0.0) { return 0.0; }
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- let biasedPos = worldPos + n * 0.08;
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- let lclip = lightVP.viewProj * vec4f(biasedPos, 1.0);
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- let ndc = lclip.xyz / max(lclip.w, 1e-6);
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- let suv = vec2f(ndc.x * 0.5 + 0.5, 0.5 - ndc.y * 0.5);
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- let cmpZ = ndc.z - 0.001;
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- let ts = 1.0 / 2048.0;
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- let s00 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, -ts), cmpZ);
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- let s10 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(0.0, -ts), cmpZ);
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- let s20 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, -ts), cmpZ);
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- let s01 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, 0.0), cmpZ);
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- let s11 = textureSampleCompareLevel(shadowMap, shadowSampler, suv, cmpZ);
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- let s21 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, 0.0), cmpZ);
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- let s02 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, ts), cmpZ);
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- let s12 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(0.0, ts), cmpZ);
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- let s22 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, ts), cmpZ);
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- return (s00 + s10 + s20 + s01 + s11 + s21 + s02 + s12 + s22) * (1.0 / 9.0);
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- }
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-
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+ // 4096-map (MUST match Engine.SHADOW_MAP_SIZE), normal-bias 0.08, depth-bias
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+ // 0.001. Unrolled — Safari's Metal backend doesn't unroll nested shadow loops
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+ // reliably. The texel size was stale at 1/2048 after the map grew to 4096:
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+ // PCF taps landed TWO texels apart, quantizing self-shadow edges into
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+ // texel-sized gray/black squares that crawled with the animation.
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+ export const SAMPLE_SHADOW_WGSL = /* wgsl */ `
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+
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+ fn sampleShadow(worldPos: vec3f, n: vec3f) -> f32 {
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+ if (dot(n, -light.lights[0].direction.xyz) <= 0.0) { return 0.0; }
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+ let biasedPos = worldPos + n * 0.08;
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+ let lclip = lightVP.viewProj * vec4f(biasedPos, 1.0);
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+ let ndc = lclip.xyz / max(lclip.w, 1e-6);
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+ let suv = vec2f(ndc.x * 0.5 + 0.5, 0.5 - ndc.y * 0.5);
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+ let cmpZ = ndc.z - 0.001;
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+ let ts = 1.0 / 4096.0;
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+ let s00 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, -ts), cmpZ);
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+ let s10 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(0.0, -ts), cmpZ);
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+ let s20 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, -ts), cmpZ);
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+ let s01 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, 0.0), cmpZ);
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+ let s11 = textureSampleCompareLevel(shadowMap, shadowSampler, suv, cmpZ);
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+ let s21 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, 0.0), cmpZ);
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+ let s02 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, ts), cmpZ);
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+ let s12 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(0.0, ts), cmpZ);
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+ let s22 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, ts), cmpZ);
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+ return (s00 + s10 + s20 + s01 + s11 + s21 + s02 + s12 + s22) * (1.0 / 9.0);
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+ }
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+
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  `;
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  // ─── Skinning vertex shader ─────────────────────────────────────────
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  // Four-bone linear blend skinning. Renormalizes weights when they don't sum to 1
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  // (PMX models occasionally ship with unnormalized weights on extras like hair tips).
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  // VS normalize on the outgoing normal is skipped — interpolation denormalizes it
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  // anyway and every fragment shader does `normalize(input.normal)` as its first line.
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- export const COMMON_VS_WGSL = /* wgsl */ `
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-
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- @vertex fn vs(
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- @location(0) position: vec3f,
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- @location(1) normal: vec3f,
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- @location(2) uv: vec2f,
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- @location(3) joints0: vec4<u32>,
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- @location(4) weights0: vec4<f32>
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- ) -> VertexOutput {
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- var output: VertexOutput;
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- let pos4 = vec4f(position, 1.0);
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- let weightSum = weights0.x + weights0.y + weights0.z + weights0.w;
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- let invWeightSum = select(1.0, 1.0 / weightSum, weightSum > 0.0001);
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- let nw = select(vec4f(1.0, 0.0, 0.0, 0.0), weights0 * invWeightSum, weightSum > 0.0001);
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- var skinnedPos = vec4f(0.0);
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- var skinnedNrm = vec3f(0.0);
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- for (var i = 0u; i < 4u; i++) {
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- let m = skinMats[joints0[i]];
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- let w = nw[i];
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- skinnedPos += (m * pos4) * w;
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- skinnedNrm += (mat3x3f(m[0].xyz, m[1].xyz, m[2].xyz) * normal) * w;
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- }
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- output.position = camera.projection * camera.view * vec4f(skinnedPos.xyz, 1.0);
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- output.normal = skinnedNrm;
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- output.uv = uv;
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- output.worldPos = skinnedPos.xyz;
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- output.restPos = position;
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- return output;
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- }
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-
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+ export const COMMON_VS_WGSL = /* wgsl */ `
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+
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+ @vertex fn vs(
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+ @location(0) position: vec3f,
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+ @location(1) normal: vec3f,
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+ @location(2) uv: vec2f,
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+ @location(3) joints0: vec4<u32>,
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+ @location(4) weights0: vec4<f32>
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+ ) -> VertexOutput {
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+ var output: VertexOutput;
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+ let pos4 = vec4f(position, 1.0);
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+ let weightSum = weights0.x + weights0.y + weights0.z + weights0.w;
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+ let invWeightSum = select(1.0, 1.0 / weightSum, weightSum > 0.0001);
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+ let nw = select(vec4f(1.0, 0.0, 0.0, 0.0), weights0 * invWeightSum, weightSum > 0.0001);
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+ var skinnedPos = vec4f(0.0);
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+ var skinnedNrm = vec3f(0.0);
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+ for (var i = 0u; i < 4u; i++) {
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+ let m = skinMats[joints0[i]];
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+ let w = nw[i];
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+ skinnedPos += (m * pos4) * w;
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+ skinnedNrm += (mat3x3f(m[0].xyz, m[1].xyz, m[2].xyz) * normal) * w;
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+ }
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+ output.position = camera.projection * camera.view * vec4f(skinnedPos.xyz, 1.0);
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+ output.normal = skinnedNrm;
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+ output.uv = uv;
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+ output.worldPos = skinnedPos.xyz;
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+ output.restPos = position;
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+ return output;
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+ }
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+
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  `;
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  // ─── FS output struct ───────────────────────────────────────────────
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  // Location 0: final radiance+alpha (blended into rg11b10ufloat; the HDR target
@@ -180,13 +182,13 @@ export const COMMON_VS_WGSL = /* wgsl */ `
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  // src-alpha blending enabled:
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  // out.r = mask_r · src.a + dst.r · (1-src.a) (bloom mask, weighted by alpha)
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  // out.g = 1.0 · src.a + dst.g · (1-src.a) (canonical premultiplied alpha-over)
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- export const COMMON_FS_OUT_WGSL = /* wgsl */ `
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-
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- struct FSOut {
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- @location(0) color: vec4f,
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- @location(1) mask: vec4f,
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- };
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-
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+ export const COMMON_FS_OUT_WGSL = /* wgsl */ `
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+
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+ struct FSOut {
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+ @location(0) color: vec4f,
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+ @location(1) mask: vec4f,
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+ };
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+
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  `;
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  // ─── Convenience: full shared prelude ───────────────────────────────
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  // Material files compose this as `${NODES_WGSL}${COMMON_MATERIAL_PRELUDE_WGSL}` to
@@ -0,0 +1,2 @@
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+ export declare const TRANSPARENT_DEPTH_PREPASS_WGSL = "\nstruct CameraUniforms { view: mat4x4f, projection: mat4x4f, viewPos: vec3f, _p: f32, };\nstruct MaterialUniforms {\n diffuseColor: vec3f,\n alpha: f32,\n};\n\n@group(0) @binding(0) var<uniform> camera: CameraUniforms;\n@group(0) @binding(2) var diffuseSampler: sampler;\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\nstruct VSOut {\n @builtin(position) position: vec4f,\n @location(0) uv: vec2f,\n};\n\n@vertex fn vs(\n @location(0) position: vec3f,\n @location(1) normal: vec3f,\n @location(2) uv: vec2f,\n @location(3) joints0: vec4<u32>,\n @location(4) weights0: vec4<f32>,\n) -> VSOut {\n let pos4 = vec4f(position, 1.0);\n let weightSum = weights0.x + weights0.y + weights0.z + weights0.w;\n let invWeightSum = select(1.0, 1.0 / weightSum, weightSum > 0.0001);\n let w = select(vec4f(1.0, 0.0, 0.0, 0.0), weights0 * invWeightSum, weightSum > 0.0001);\n var skinned = vec4f(0.0);\n for (var i = 0u; i < 4u; i++) {\n skinned += (skinMats[joints0[i]] * pos4) * w[i];\n }\n var o: VSOut;\n o.position = camera.projection * camera.view * vec4f(skinned.xyz, 1.0);\n o.uv = uv;\n return o;\n}\n\n@fragment fn fs(in: VSOut) {\n let a = material.alpha * textureSample(diffuseTexture, diffuseSampler, in.uv).a;\n if (a < 0.5) { discard; }\n}\n";
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+ //# sourceMappingURL=depth-prepass.d.ts.map
@@ -0,0 +1 @@
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+ {"version":3,"file":"depth-prepass.d.ts","sourceRoot":"","sources":["../../../src/shaders/passes/depth-prepass.ts"],"names":[],"mappings":"AAaA,eAAO,MAAM,8BAA8B,04CA2C1C,CAAA"}
@@ -0,0 +1,56 @@
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+ // Depth-only prepass for the TRANSPARENT bucket. Transparent color draws keep
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+ // depth write OFF so self-overlapping sheer cloth blends both layers instead of
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+ // a triangle-order patchwork — but that leaves no depth record, so anything
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+ // drawn later (the outline hulls) shows straight through the fabric as black
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+ // shapes. This pass re-draws the transparent geometry depth-only AFTER its
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+ // color pass: solid-enough texels (alpha ≥ 0.5) write depth, so outlines get
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+ // occluded behind fabric exactly like they are behind opaque cloth, while
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+ // truly sheer texels (a veil) stay non-occluding.
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+ //
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+ // Reuses mainPipelineLayout: camera g0b0, diffuseSampler g0b2, skinMats g1b0,
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+ // diffuse texture g2b0, material uniforms g2b1 — the same bind groups the
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+ // color draws already set, so drawing it costs no extra binding work.
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+ export const TRANSPARENT_DEPTH_PREPASS_WGSL = /* wgsl */ `
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+ struct CameraUniforms { view: mat4x4f, projection: mat4x4f, viewPos: vec3f, _p: f32, };
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+ struct MaterialUniforms {
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+ diffuseColor: vec3f,
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+ alpha: f32,
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+ };
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+
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+ @group(0) @binding(0) var<uniform> camera: CameraUniforms;
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+ @group(0) @binding(2) var diffuseSampler: sampler;
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+ @group(1) @binding(0) var<storage, read> skinMats: array<mat4x4f>;
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+ @group(2) @binding(0) var diffuseTexture: texture_2d<f32>;
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+ @group(2) @binding(1) var<uniform> material: MaterialUniforms;
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+
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+ struct VSOut {
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+ @builtin(position) position: vec4f,
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+ @location(0) uv: vec2f,
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+ };
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+
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+ @vertex fn vs(
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+ @location(0) position: vec3f,
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+ @location(1) normal: vec3f,
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+ @location(2) uv: vec2f,
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+ @location(3) joints0: vec4<u32>,
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+ @location(4) weights0: vec4<f32>,
37
+ ) -> VSOut {
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+ let pos4 = vec4f(position, 1.0);
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+ let weightSum = weights0.x + weights0.y + weights0.z + weights0.w;
40
+ let invWeightSum = select(1.0, 1.0 / weightSum, weightSum > 0.0001);
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+ let w = select(vec4f(1.0, 0.0, 0.0, 0.0), weights0 * invWeightSum, weightSum > 0.0001);
42
+ var skinned = vec4f(0.0);
43
+ for (var i = 0u; i < 4u; i++) {
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+ skinned += (skinMats[joints0[i]] * pos4) * w[i];
45
+ }
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+ var o: VSOut;
47
+ o.position = camera.projection * camera.view * vec4f(skinned.xyz, 1.0);
48
+ o.uv = uv;
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+ return o;
50
+ }
51
+
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+ @fragment fn fs(in: VSOut) {
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+ let a = material.alpha * textureSample(diffuseTexture, diffuseSampler, in.uv).a;
54
+ if (a < 0.5) { discard; }
55
+ }
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+ `;
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "reze-engine",
3
- "version": "0.25.0",
3
+ "version": "0.25.1",
4
4
  "description": "A lightweight WebGPU engine for real-time 3D MMD/PMX model rendering",
5
5
  "main": "./dist/index.js",
6
6
  "types": "./dist/index.d.ts",