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 +5 -1
- package/dist/engine.d.ts +78 -1
- package/dist/engine.d.ts.map +1 -1
- package/dist/engine.js +134 -14
- package/dist/graph/slots.d.ts.map +1 -1
- package/dist/graph/slots.js +10 -2
- package/dist/shaders/materials/common.d.ts +1 -1
- package/dist/shaders/materials/common.d.ts.map +1 -1
- package/dist/shaders/materials/common.js +143 -141
- package/dist/shaders/passes/depth-prepass.d.ts +2 -0
- package/dist/shaders/passes/depth-prepass.d.ts.map +1 -0
- package/dist/shaders/passes/depth-prepass.js +56 -0
- package/package.json +1 -1
- package/src/engine.ts +143 -15
- package/src/graph/slots.ts +11 -2
- package/src/shaders/materials/common.ts +207 -205
- package/src/shaders/passes/depth-prepass.ts +57 -0
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@@ -1,205 +1,207 @@
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// Shared WGSL blocks concatenated by every material shader.
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// Splits the boilerplate (uniform structs, bind group layout, skinning VS, PCF shadow)
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// away from the per-material fragment code so each material file only contains what
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// makes it visually distinct.
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//
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// Concat order in every material:
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// NODES_WGSL (nodes.ts — math/noise/BSDF helpers)
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// COMMON_BINDINGS_WGSL (uniform structs + @group/@binding declarations)
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// SAMPLE_SHADOW_WGSL (3×3 PCF shadow sampler; reads bindings above)
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// COMMON_VS_WGSL (skinning vertex shader; reads bindings above)
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// <material's own constants + @fragment fn fs>
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//
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// WGSL is a whole-module compile — declaration order at module scope doesn't matter,
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// but the readable order is: types → bindings → helpers → entry points.
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// ─── Uniform structs + bind group layout ────────────────────────────
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// Every material pipeline uses the same bind group layout, so the same bindings are
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// declared here once. Groups:
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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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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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struct Light {
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direction: vec4f,
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color: vec4f,
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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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// 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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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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struct LightVP { viewProj: mat4x4f, };
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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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// 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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// ─── Shadow sampler (3×3 PCF) ───────────────────────────────────────
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//
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// doesn't unroll nested shadow loops
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@location(
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@location(
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@location(
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output.
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output.
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output.
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//
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1
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// Shared WGSL blocks concatenated by every material shader.
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// Splits the boilerplate (uniform structs, bind group layout, skinning VS, PCF shadow)
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3
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// away from the per-material fragment code so each material file only contains what
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// makes it visually distinct.
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//
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// Concat order in every material:
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// NODES_WGSL (nodes.ts — math/noise/BSDF helpers)
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// COMMON_BINDINGS_WGSL (uniform structs + @group/@binding declarations)
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// SAMPLE_SHADOW_WGSL (3×3 PCF shadow sampler; reads bindings above)
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// COMMON_VS_WGSL (skinning vertex shader; reads bindings above)
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// <material's own constants + @fragment fn fs>
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//
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// WGSL is a whole-module compile — declaration order at module scope doesn't matter,
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// but the readable order is: types → bindings → helpers → entry points.
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// ─── Uniform structs + bind group layout ────────────────────────────
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// Every material pipeline uses the same bind group layout, so the same bindings are
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// declared here once. Groups:
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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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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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struct Light {
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direction: vec4f,
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color: vec4f,
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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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// Per-material uniforms. Every material binds this layout even if it ignores fields;
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43
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// the engine keeps one bind group layout across all material pipelines. The PMX
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44
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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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53
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// Skeleton index of the 頭 (head) bone, or -1. Lets the eye shader gate
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54
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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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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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66
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// Bind-pose object-space position (the raw pre-skin vertex attribute). Procedural
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67
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+
// textures (noise bump, sparkle, Generated-coord gradients) key off this instead of
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68
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// worldPos so the pattern rides with the surface — otherwise the mesh swims through a
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69
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+
// world-static noise field under any skinning deformation or root (センター) motion.
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70
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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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struct LightVP { viewProj: mat4x4f, };
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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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// 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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// ─── Shadow sampler (3×3 PCF) ───────────────────────────────────────
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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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107
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+
// 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
|
|
@@ -0,0 +1,57 @@
|
|
|
1
|
+
// Depth-only prepass for the TRANSPARENT bucket. Transparent color draws keep
|
|
2
|
+
// depth write OFF so self-overlapping sheer cloth blends both layers instead of
|
|
3
|
+
// a triangle-order patchwork — but that leaves no depth record, so anything
|
|
4
|
+
// drawn later (the outline hulls) shows straight through the fabric as black
|
|
5
|
+
// shapes. This pass re-draws the transparent geometry depth-only AFTER its
|
|
6
|
+
// color pass: solid-enough texels (alpha ≥ 0.5) write depth, so outlines get
|
|
7
|
+
// occluded behind fabric exactly like they are behind opaque cloth, while
|
|
8
|
+
// truly sheer texels (a veil) stay non-occluding.
|
|
9
|
+
//
|
|
10
|
+
// Reuses mainPipelineLayout: camera g0b0, diffuseSampler g0b2, skinMats g1b0,
|
|
11
|
+
// diffuse texture g2b0, material uniforms g2b1 — the same bind groups the
|
|
12
|
+
// color draws already set, so drawing it costs no extra binding work.
|
|
13
|
+
|
|
14
|
+
export const TRANSPARENT_DEPTH_PREPASS_WGSL = /* wgsl */ `
|
|
15
|
+
struct CameraUniforms { view: mat4x4f, projection: mat4x4f, viewPos: vec3f, _p: f32, };
|
|
16
|
+
struct MaterialUniforms {
|
|
17
|
+
diffuseColor: vec3f,
|
|
18
|
+
alpha: f32,
|
|
19
|
+
};
|
|
20
|
+
|
|
21
|
+
@group(0) @binding(0) var<uniform> camera: CameraUniforms;
|
|
22
|
+
@group(0) @binding(2) var diffuseSampler: sampler;
|
|
23
|
+
@group(1) @binding(0) var<storage, read> skinMats: array<mat4x4f>;
|
|
24
|
+
@group(2) @binding(0) var diffuseTexture: texture_2d<f32>;
|
|
25
|
+
@group(2) @binding(1) var<uniform> material: MaterialUniforms;
|
|
26
|
+
|
|
27
|
+
struct VSOut {
|
|
28
|
+
@builtin(position) position: vec4f,
|
|
29
|
+
@location(0) uv: vec2f,
|
|
30
|
+
};
|
|
31
|
+
|
|
32
|
+
@vertex fn vs(
|
|
33
|
+
@location(0) position: vec3f,
|
|
34
|
+
@location(1) normal: vec3f,
|
|
35
|
+
@location(2) uv: vec2f,
|
|
36
|
+
@location(3) joints0: vec4<u32>,
|
|
37
|
+
@location(4) weights0: vec4<f32>,
|
|
38
|
+
) -> VSOut {
|
|
39
|
+
let pos4 = vec4f(position, 1.0);
|
|
40
|
+
let weightSum = weights0.x + weights0.y + weights0.z + weights0.w;
|
|
41
|
+
let invWeightSum = select(1.0, 1.0 / weightSum, weightSum > 0.0001);
|
|
42
|
+
let w = select(vec4f(1.0, 0.0, 0.0, 0.0), weights0 * invWeightSum, weightSum > 0.0001);
|
|
43
|
+
var skinned = vec4f(0.0);
|
|
44
|
+
for (var i = 0u; i < 4u; i++) {
|
|
45
|
+
skinned += (skinMats[joints0[i]] * pos4) * w[i];
|
|
46
|
+
}
|
|
47
|
+
var o: VSOut;
|
|
48
|
+
o.position = camera.projection * camera.view * vec4f(skinned.xyz, 1.0);
|
|
49
|
+
o.uv = uv;
|
|
50
|
+
return o;
|
|
51
|
+
}
|
|
52
|
+
|
|
53
|
+
@fragment fn fs(in: VSOut) {
|
|
54
|
+
let a = material.alpha * textureSample(diffuseTexture, diffuseSampler, in.uv).a;
|
|
55
|
+
if (a < 0.5) { discard; }
|
|
56
|
+
}
|
|
57
|
+
`
|