reze-engine 0.40.0 → 0.41.0

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package/README.md CHANGED
@@ -13,8 +13,9 @@ npm install reze-engine
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  ## Features
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  - **Anime-style rendering** — toon-ramp NPR over a Principled GGX BSDF, mixed per material
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- - **Shader-graph materials** — every look is a Blender-style node graph compiled to WGSL; style groups bind any materials to any graph, fully customizable
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+ - **Shader-graph materials** — every look is a Blender-style node graph compiled to WGSL; style groups bind any materials to any graph, fully customizable, and PMX sphere maps (`.sph`/`.spa`) are a node, so a model's own highlights are available to any graph that wants them
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  - **HDR pipeline** — bloom, Filmic tone mapping, ASC CDL colour grading, 4× MSAA, Apple-TBDR-friendly targets
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+ - **Depth of field** — a bladed-bokeh gather in the composite pass, focusing automatically on the character's own depth span. It reads the scene pass's existing depth buffer rather than a G-buffer, and while it is off that buffer is never even stored — the feature costs nothing until you turn it on
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  - **In-house TS physics** — sequential-impulse rigid bodies for PMX rigs with rest-stable implicit spring-dampers, zero dependencies; structure-of-arrays solver, scene gravity and wind, a world floor so hair and hems rest on the ground instead of clipping through it, and per-frame load shedding that holds framerate on weak devices
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  - **Math library** — the shared Vec3/Quat/Mat4 layer of the Reze family: euler orders, swing-twist, shortest-arc, look-rotation, zero-alloc `*Into` variants
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  - **VMD animation** — MMD IK with per-chain enable read from the motion, morphs on a GPU compute path, and VMD export
@@ -25,7 +26,7 @@ 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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+ - **WGSL scene effects** — a user shader (shadertoy-style) with two mounts, declared by which entry points the code defines: `background` composites between the background and the scene, `foreground` over the finished frame and is handed the scene's depth, so rain and petals are occluded by the character they pass behind and fog thickens with distance. Compile diagnostics and live-tweakable uniform params on both
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  See [Physics](#physics) and [Rendering](#rendering) for the internals.
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@@ -133,12 +134,14 @@ engine.setCameraTarget(vec3) / setCameraDistance(d) / setCameraAlpha(a) / setCam
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  engine.loadCameraVmd(url) / loadCameraVmdFromBuffer(buffer) // MMD camera track (dedicated file or a VMD's camera block) drives target/rotation/distance/fov — default-on once loaded
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  engine.setCameraVmdEnabled(on) / isCameraVmdEnabled() / hasCameraVmd() / clearCameraVmd() // toggle the shot; while it drives, orbit/pan/zoom is inert — toggle off to hand control back
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+ engine.getCameraVmdDuration() // seconds the camera track runs for (its last keyframe), 0 with none loaded — its length is its own and need not match any model's clip
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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.setEffect(wgsl | null, params?) // the scene's WGSL effect, mounted by which entry points the code defines — either, or both in one file. fn background(ray: vec3f, uv: vec2f, time: f32) -> vec4f is a LAYER between the base background (color/equirect/transparent) and the scene; fn foreground(ray: vec3f, uv: vec2f, time: f32, depth: f32) -> vec4f composites over the finished frame, which is where rain, snow, petals and fog live. 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 = how much the layer replaces what is behind it. depth (foreground only) = camera-space metres of whatever the scene drew at that pixel, far plane where it drew nothing — compare a particle's own distance against it and the model occludes it; fog reads it directly, since fog's alpha IS a function of distance. Helpers: bgResolution() = canvas size in px, bgCameraPos() = the camera in world space, bgWorldPos(ray, depth) = the world point the scene drew at this pixel — the depth turned into a PLACE, which is what fog lying on the ground needs (it has to know where the ground is) and what keeps a pattern keyed to world position from swimming as the camera orbits. Compiles async off the hot path; on failure the previous effect is KEPT and {ok, diagnostics, mounts} returns line:col errors rebased to the user's code. Declared params ({name: number | {x,y,z}}) become a params.<name> uniform struct shared by both mounts. A foreground makes the scene pass STORE its depth buffer while installed (it is otherwise discarded into tile memory)
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+ engine.setEffectParam(name, value) // write one declared param — a uniform write, no recompile (live slider tier)
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+ engine.getEffectMounts() // { background, foreground } — what the installed effect declared; both false with none set
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  engine.setColorGrading({ shadows?, midtones?, highlights?, contrast?, saturation? }) // ASC CDL grade on the TONEMAPPED scene: the three tonal colours are display-space sRGB with mid-grey (0.5,0.5,0.5) neutral — direction from neutral is the hue that range is pushed toward, distance is the amount, and going darker/lighter than 0.5 crushes or lifts it (shadows→CDL offset, midtones→power, highlights→slope). contrast pivots on 0.5; saturation is Rec.709. Uniforms-only, no pipeline rebuild — safe to call per frame from a slider. A neutral grade is flagged off and costs nothing per pixel
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  engine.getColorGrading() // current grade, for serialising into a scene descriptor
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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
@@ -278,7 +281,7 @@ Note the asymmetry: rotation goes through `rotateBones(…, 0)`, but translation
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  ## Shader graphs & style groups
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- Materials are styled by **shader graphs** — plain JSON (`ShaderGraph`) validated and compiled to WGSL at runtime. Node semantics are frozen **Blender 3.6 legacy-EEVEE**, so community Blender NPR presets port by transcription. Nine graphs ship built-in (`FACE_GRAPH`, `HAIR_GRAPH`, `BODY_GRAPH`, `EYE_GRAPH`, `METAL_GRAPH`, `STOCKINGS_GRAPH`, `CLOTH_SMOOTH_GRAPH`, `CLOTH_ROUGH_GRAPH`, `DEFAULT_GRAPH` — the neutral base) as a starter library; you can also author or import your own.
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+ Materials are styled by **shader graphs** — plain JSON (`ShaderGraph`) validated and compiled to WGSL at runtime. Node semantics are frozen **Blender 3.6 legacy-EEVEE**, so community Blender NPR presets port by transcription. One node has no Blender counterpart because MMD has no equivalent to borrow: **`sphere_map`** applies the PMX material's own sphere texture, which is where a PMX keeps its highlights — every model ships one, and hair without it reads flat. The texture is a view-space lighting mask sampled by the camera-space normal rather than by any UV the mesh carries, which is why it tracks the viewer. The material's own mode picks the operator (`.sph` multiplies the shaded base, `.spa` adds), so a graph asks for the effect and the model decides which it meant; a material with no sphere texture is an exact no-op. Nine graphs ship built-in (`FACE_GRAPH`, `HAIR_GRAPH`, `BODY_GRAPH`, `EYE_GRAPH`, `METAL_GRAPH`, `STOCKINGS_GRAPH`, `CLOTH_SMOOTH_GRAPH`, `CLOTH_ROUGH_GRAPH`, `DEFAULT_GRAPH` — the neutral base) as a starter library; you can also author or import your own.
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  A **style group** binds `{ materials, graph, renderClass?, alphaMode? }` — a set of materials, the graph that shades them, and the engine's small pass-integration vocabulary (`renderClass`: `auto`/`eye`/`hair` for stencil/cull/draw-order; `alphaMode`: `opaque`/`hashed`). **Groups are user-defined and unlimited** — any materials, any graph. A graph is pure shading; `renderClass` carries the built-in effects (hair's over-eyes stencil, the eye see-through stamp), so any graph in an `eye`/`hair` group inherits them. **Every group needs a valid graph**; a material in no group renders the **neutral default** (`DEFAULT_GRAPH`).
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package/dist/engine.d.ts CHANGED
@@ -52,18 +52,24 @@ export type SunOptions = {
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  /** Direction sunlight travels (points FROM sun TO scene, Blender: -light.rotation.Z). */
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  direction?: Vec3;
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  };
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- /** A background-effect param: number → f32, vector-like → vec3f (see
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- * setBackgroundEffect). Structural {x,y,z} rather than the Vec3 class so
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- * JSON-derived values (a shared scene document's params) pass straight in. */
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- export type BackgroundEffectParamValue = number | {
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+ /** An effect param: number → f32, vector-like → vec3f (see setEffect).
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+ * Structural {x,y,z} rather than the Vec3 class so JSON-derived values (a
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+ * shared scene document's params) pass straight in. */
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+ export type EffectParamValue = number | {
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  x: number;
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  y: number;
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  z: number;
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  };
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- export type BackgroundEffectResult = {
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+ export type EffectResult = {
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  ok: boolean;
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  /** Compile/validation errors, line:col relative to the USER's WGSL. */
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  diagnostics: string[];
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+ /** Which mounts the WGSL declared — `fn background` / `fn foreground`. Both
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+ * false only on a failed compile, since defining neither IS the failure. */
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+ mounts: {
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+ background: boolean;
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+ foreground: boolean;
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+ };
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  };
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  export type CameraOptions = {
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  /** Orbit distance from target. */
@@ -401,12 +407,12 @@ export declare class Engine {
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  private backdropEquirectView;
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  private fallbackEquirectTexture;
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  private fallbackEquirectView;
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- private backgroundEffect;
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+ private effect;
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  /** Bound at composite binding 7 when no effect (or a param-less one) is set. */
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  private bgParamsDummyBuffer;
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  private compositePipelineLayout;
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- /** time=0 origin for the active effect — reset each setBackgroundEffect. */
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- private bgEffectEpochMs;
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+ /** time=0 origin for the active effect — reset each setEffect. */
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+ private effectEpochMs;
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  private compositeBloomView;
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  private bloomSampler;
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  private bloomBlitUniformBuffer;
@@ -534,33 +540,49 @@ export declare class Engine {
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  setBackdropEquirect(source: ImageBitmap | HTMLImageElement | HTMLCanvasElement | null): void;
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  private makeCompositePipeline;
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  /**
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- * Install a WGSL background effect (shadertoy-style) as a LAYER between the
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- * base background and the scene: rendered per-pixel in the composite pass and
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- * over-composited onto whichever base is active (solid color, 360 equirect,
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- * or transparency) — its alpha lets the base show through, so a starfield is
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- * stars over the user's background color. Display-space: never affects
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- * lighting, bloom, or tonemapping, and is captured by offline export like any
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- * background.
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- *
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- * `wgsl` must define:
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+ * Install the scene's WGSL effect (shadertoy-style), rendered per-pixel in the
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+ * composite pass. ONE effect per scene, and the code says where it mounts by
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+ * which of these it defines either, or both in one file:
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  *
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  * fn background(ray: vec3f, uv: vec2f, time: f32) -> vec4f
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+ * fn foreground(ray: vec3f, uv: vec2f, time: f32, depth: f32) -> vec4f
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+ *
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+ * `background` is a LAYER between the base background and the scene,
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+ * over-composited onto whichever base is active (solid color, 360 equirect, or
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+ * transparency) — its alpha lets the base show through, so a starfield is
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+ * stars over the user's background color. `foreground` composites over the
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+ * finished frame instead, which is where rain, snow, petals and fog live, and
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+ * is handed `depth`: the camera-space distance in metres of whatever the scene
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+ * drew at that pixel (the far plane where it drew nothing). Compare a
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+ * particle's own distance against it and the model occludes it; fog just reads
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+ * it, since fog's alpha IS a function of distance.
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  *
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- * where `ray` is the pixel's normalized world-space view direction (LH, +Z
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- * forward — what the skybox samples by), `uv` is 0..1 bottom-left origin,
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- * `time` is seconds since apply, and `bgResolution()` gives the canvas size.
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- * Return sRGB + alpha. Declared `params` arrive as `params.<name>` (number
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- * f32, Vec3 vec3f) and are later tweaked without recompiling via
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- * setBackgroundEffectParam.
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+ * `ray` is the pixel's normalized world-space view direction (LH, +Z forward —
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+ * what the skybox samples by), `uv` is 0..1 bottom-left origin, `time` is
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+ * seconds since apply, and `bgResolution()` gives the canvas size. Return sRGB
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+ * + alpha; alpha is the only "how much does this replace" control there is.
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+ * Declared `params` arrive as `params.<name>` (number f32, Vec3 vec3f),
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+ * shared by both mounts, and are later tweaked without recompiling via
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+ * setEffectParam.
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  *
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- * Compiles off the hot path (async pipelines): on failure the previous
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- * background is KEPT and diagnostics are returned with line numbers relative
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- * to the user's WGSL. Pass null to remove the effect.
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+ * Both mounts are display-space: neither affects lighting, bloom or
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+ * tonemapping, and both are captured by offline export. A foreground makes the
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+ * scene pass STORE its depth buffer (it otherwise discards it into tile
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+ * memory) for as long as one is installed.
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+ *
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+ * Compiles off the hot path (async pipelines): on failure the previous effect
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+ * is KEPT and diagnostics are returned with line numbers relative to the
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+ * user's WGSL. Pass null to remove the effect.
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  */
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- setBackgroundEffect(wgsl: string | null, params?: Record<string, BackgroundEffectParamValue>): Promise<BackgroundEffectResult>;
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- /** Write one background-effect param (declared at setBackgroundEffect) a
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- * uniform write, no recompile; the instant tier, like setStyleParam. */
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- setBackgroundEffectParam(name: string, value: BackgroundEffectParamValue): void;
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+ setEffect(wgsl: string | null, params?: Record<string, EffectParamValue>): Promise<EffectResult>;
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+ /** Which mounts the installed effect declared. Both false when none is set. */
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+ getEffectMounts(): {
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+ background: boolean;
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+ foreground: boolean;
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+ };
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+ /** Write one effect param (declared at setEffect) — a uniform write, no
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+ * recompile; the instant tier, like setStyleParam. */
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+ setEffectParam(name: string, value: EffectParamValue): void;
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  /** Patch bloom; GPU uniforms update immediately if `init()` has run. */
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  /** Camera depth of field (see DepthOfFieldOptions). Free while disabled —
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  * the scene pass only stores its depth buffer on frames the gather reads. */
@@ -615,6 +637,10 @@ export declare class Engine {
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  isCameraVmdEnabled(): boolean;
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  /** True if a (non-empty) camera VMD is loaded, regardless of enabled state. */
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  hasCameraVmd(): boolean;
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+ /** Seconds the loaded camera VMD runs for — its last keyframe — or 0 with none
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+ * loaded. A timeline cannot draw a lane to scale without it, and the camera's
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+ * length is its own: it does not have to match any model's clip. */
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+ getCameraVmdDuration(): number;
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  /** Drop the loaded camera VMD and return to orbit control. */
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  clearCameraVmd(): void;
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  private cameraClockTime;
@@ -1 +1 @@
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- 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package/dist/engine.js CHANGED
@@ -302,19 +302,23 @@ export class Engine {
302
302
  /** Depth-only view of the scene's MSAA depth buffer, read by the DoF gather. */
303
303
  this.depthReadView = null;
304
304
  // [exposure, invGamma, _, _, bloomTint.x, bloomTint.y, bloomTint.z, bloomIntensity]
305
- this.compositeUniformData = new Float32Array(40);
305
+ // 11 × vec4f — see the viewU comment in composite.ts. The last one is the
306
+ // camera's world position, which is what lets a foreground effect turn the
307
+ // depth it is handed into a PLACE (bgWorldPos) rather than a distance.
308
+ this.compositeUniformData = new Float32Array(44);
306
309
  /** Composite background (display-space sRGB 0–1) — null = transparent canvas. */
307
310
  this.backgroundColor = null;
308
311
  // 360 backdrop (equirectangular skybox, sampled by view ray in composite).
309
312
  this.backdropEquirectTexture = null;
310
313
  this.backdropEquirectView = null;
311
- // User WGSL background effect (background mode 3, setBackgroundEffect). The
312
- // composite pipelines are REBUILT with the user code injected; params live in
313
- // their own uniform buffer so setBackgroundEffectParam is a write, not a
314
+ // The scene's user WGSL effect (setEffect). ONE per scene, mounted under the
315
+ // scene, over it, or both whichever of background()/foreground() the code
316
+ // defines. The composite pipelines are REBUILT with the user code injected;
317
+ // params live in their own uniform buffer so setEffectParam is a write, not a
314
318
  // recompile (the same instant tier as setStyleParam).
315
- this.backgroundEffect = null;
316
- /** time=0 origin for the active effect — reset each setBackgroundEffect. */
317
- this.bgEffectEpochMs = 0;
319
+ this.effect = null;
320
+ /** time=0 origin for the active effect — reset each setEffect. */
321
+ this.effectEpochMs = 0;
318
322
  this.compositeBloomView = null;
319
323
  this.bloomBlitUniformData = new Float32Array(4);
320
324
  this.bloomUpsampleUniformData = new Float32Array(4);
@@ -737,10 +741,10 @@ export class Engine {
737
741
  u[8] = bg?.x ?? 0;
738
742
  u[9] = bg?.y ?? 0;
739
743
  u[10] = bg?.z ?? 0;
740
- // Base-layer mode; a user effect is a separate LAYER flagged at u[25] and
741
- // over-composited onto whichever base is active.
744
+ // Base-layer mode only. A user effect is a separate LAYER over whichever
745
+ // base is active, and needs no flag of its own: the composite pipeline is
746
+ // rebuilt per effect, so the compiled variant IS the flag. u[25] is spare.
742
747
  u[11] = this.backdropEquirectView ? 2 : bg ? 1 : 0;
743
- u[25] = this.backgroundEffect ? 1 : 0;
744
748
  u[26] = this.canvas.width;
745
749
  u[27] = this.canvas.height;
746
750
  // ── Grade (viewU[7..9]) ── The UI's three tonal COLORS map to ASC CDL here,
@@ -799,7 +803,7 @@ export class Engine {
799
803
  { binding: 4, resource: this.maskResolveView },
800
804
  { binding: 5, resource: this.filmicLutView },
801
805
  { binding: 6, resource: this.backdropEquirectView ?? this.fallbackEquirectView },
802
- { binding: 7, resource: { buffer: this.backgroundEffect?.paramsBuffer ?? this.bgParamsDummyBuffer } },
806
+ { binding: 7, resource: { buffer: this.effect?.paramsBuffer ?? this.bgParamsDummyBuffer } },
803
807
  { binding: 8, resource: this.depthReadView },
804
808
  { binding: 9, resource: { buffer: this.dofUniformBuffer } },
805
809
  ],
@@ -864,42 +868,71 @@ export class Engine {
864
868
  });
865
869
  }
866
870
  /**
867
- * Install a WGSL background effect (shadertoy-style) as a LAYER between the
868
- * base background and the scene: rendered per-pixel in the composite pass and
869
- * over-composited onto whichever base is active (solid color, 360 equirect,
870
- * or transparency) — its alpha lets the base show through, so a starfield is
871
- * stars over the user's background color. Display-space: never affects
872
- * lighting, bloom, or tonemapping, and is captured by offline export like any
873
- * background.
874
- *
875
- * `wgsl` must define:
871
+ * Install the scene's WGSL effect (shadertoy-style), rendered per-pixel in the
872
+ * composite pass. ONE effect per scene, and the code says where it mounts by
873
+ * which of these it defines either, or both in one file:
876
874
  *
877
875
  * fn background(ray: vec3f, uv: vec2f, time: f32) -> vec4f
876
+ * fn foreground(ray: vec3f, uv: vec2f, time: f32, depth: f32) -> vec4f
877
+ *
878
+ * `background` is a LAYER between the base background and the scene,
879
+ * over-composited onto whichever base is active (solid color, 360 equirect, or
880
+ * transparency) — its alpha lets the base show through, so a starfield is
881
+ * stars over the user's background color. `foreground` composites over the
882
+ * finished frame instead, which is where rain, snow, petals and fog live, and
883
+ * is handed `depth`: the camera-space distance in metres of whatever the scene
884
+ * drew at that pixel (the far plane where it drew nothing). Compare a
885
+ * particle's own distance against it and the model occludes it; fog just reads
886
+ * it, since fog's alpha IS a function of distance.
887
+ *
888
+ * `ray` is the pixel's normalized world-space view direction (LH, +Z forward —
889
+ * what the skybox samples by), `uv` is 0..1 bottom-left origin, `time` is
890
+ * seconds since apply, and `bgResolution()` gives the canvas size. Return sRGB
891
+ * + alpha; alpha is the only "how much does this replace" control there is.
892
+ * Declared `params` arrive as `params.<name>` (number → f32, Vec3 → vec3f),
893
+ * shared by both mounts, and are later tweaked without recompiling via
894
+ * setEffectParam.
878
895
  *
879
- * where `ray` is the pixel's normalized world-space view direction (LH, +Z
880
- * forward what the skybox samples by), `uv` is 0..1 bottom-left origin,
881
- * `time` is seconds since apply, and `bgResolution()` gives the canvas size.
882
- * Return sRGB + alpha. Declared `params` arrive as `params.<name>` (number
883
- * f32, Vec3 → vec3f) and are later tweaked without recompiling via
884
- * setBackgroundEffectParam.
896
+ * Both mounts are display-space: neither affects lighting, bloom or
897
+ * tonemapping, and both are captured by offline export. A foreground makes the
898
+ * scene pass STORE its depth buffer (it otherwise discards it into tile
899
+ * memory) for as long as one is installed.
885
900
  *
886
- * Compiles off the hot path (async pipelines): on failure the previous
887
- * background is KEPT and diagnostics are returned with line numbers relative
888
- * to the user's WGSL. Pass null to remove the effect.
901
+ * Compiles off the hot path (async pipelines): on failure the previous effect
902
+ * is KEPT and diagnostics are returned with line numbers relative to the
903
+ * user's WGSL. Pass null to remove the effect.
889
904
  */
890
- async setBackgroundEffect(wgsl, params) {
905
+ async setEffect(wgsl, params) {
906
+ const noMounts = { background: false, foreground: false };
891
907
  if (!this.device)
892
- return { ok: false, diagnostics: ["setBackgroundEffect requires init() to have run"] };
908
+ return { ok: false, diagnostics: ["setEffect requires init() to have run"], mounts: noMounts };
893
909
  if (wgsl === null) {
894
- this.backgroundEffect?.paramsBuffer?.destroy();
895
- this.backgroundEffect = null;
910
+ this.effect?.paramsBuffer?.destroy();
911
+ this.effect = null;
896
912
  const module = this.device.createShaderModule({ label: "composite shader", code: buildCompositeShader(null) });
897
913
  this.compositePipelineIdentity = this.makeCompositePipeline(module, false, "composite pipeline (gamma=1)");
898
914
  this.compositePipelineGamma = this.makeCompositePipeline(module, true, "composite pipeline (gamma!=1)");
899
915
  this.rebuildCompositeBindGroup();
900
916
  this.writeCompositeViewUniforms();
901
- return { ok: true, diagnostics: [] };
917
+ return { ok: true, diagnostics: [], mounts: noMounts };
902
918
  }
919
+ // ── Which mounts did the author ask for? A declaration, not a setting: the
920
+ // entry points present in the source are the ones compiled in. Matching the
921
+ // `fn` keyword is enough to be safe against a `foreground` LOCAL or a call
922
+ // to one — those never follow `fn`.
923
+ const hasBackground = /\bfn\s+background\s*\(/.test(wgsl);
924
+ const hasForeground = /\bfn\s+foreground\s*\(/.test(wgsl);
925
+ if (!hasBackground && !hasForeground) {
926
+ return {
927
+ ok: false,
928
+ diagnostics: [
929
+ "an effect must define fn background(ray: vec3f, uv: vec2f, time: f32) -> vec4f " +
930
+ "or fn foreground(ray: vec3f, uv: vec2f, time: f32, depth: f32) -> vec4f (or both)",
931
+ ],
932
+ mounts: noMounts,
933
+ };
934
+ }
935
+ const mounts = { background: hasBackground, foreground: hasForeground };
903
936
  // ── Params: codegen a WGSL struct and mirror its uniform layout on the CPU.
904
937
  // Fields are emitted in declaration order; offsets follow WGSL's natural
905
938
  // uniform rules (f32 align 4, vec3f align 16 size 12), computed identically
@@ -910,7 +943,7 @@ export class Engine {
910
943
  let cursor = 0;
911
944
  for (const [name, value] of entries) {
912
945
  if (!/^[a-zA-Z_][a-zA-Z0-9_]*$/.test(name)) {
913
- return { ok: false, diagnostics: [`invalid param name "${name}" (must be a WGSL identifier)`] };
946
+ return { ok: false, diagnostics: [`invalid param name "${name}" (must be a WGSL identifier)`], mounts };
914
947
  }
915
948
  const isVec = typeof value !== "number";
916
949
  const align = isVec ? 16 : 4;
@@ -931,14 +964,14 @@ export class Engine {
931
964
  }
932
965
  }
933
966
  const paramsDecl = entries.length
934
- ? `struct BgParams {\n${fields.join("\n")}\n}\n@group(0) @binding(7) var<uniform> params: BgParams;\n`
967
+ ? `struct EffectParams {\n${fields.join("\n")}\n}\n@group(0) @binding(7) var<uniform> params: EffectParams;\n`
935
968
  : "";
936
969
  // ── Compile with validation captured, not thrown at the console. Line
937
970
  // numbers in diagnostics are rebased to the USER's source.
938
- const source = buildCompositeShader({ wgsl, paramsDecl });
971
+ const source = buildCompositeShader({ wgsl, paramsDecl, hasBackground, hasForeground });
939
972
  const userLineOffset = source.slice(0, source.indexOf(wgsl)).split("\n").length - 1;
940
973
  this.device.pushErrorScope("validation");
941
- const module = this.device.createShaderModule({ label: "composite shader (bg effect)", code: source });
974
+ const module = this.device.createShaderModule({ label: "composite shader (effect)", code: source });
942
975
  const info = await module.getCompilationInfo();
943
976
  const scopeErr = await this.device.popErrorScope();
944
977
  const diagnostics = info.messages
@@ -947,7 +980,7 @@ export class Engine {
947
980
  if (diagnostics.length === 0 && scopeErr)
948
981
  diagnostics.push(scopeErr.message);
949
982
  if (diagnostics.length > 0)
950
- return { ok: false, diagnostics };
983
+ return { ok: false, diagnostics, mounts };
951
984
  let identity;
952
985
  let gamma;
953
986
  try {
@@ -964,36 +997,40 @@ export class Engine {
964
997
  primitive: { topology: "triangle-list" },
965
998
  });
966
999
  [identity, gamma] = await Promise.all([
967
- make(false, "composite pipeline (bg effect, gamma=1)"),
968
- make(true, "composite pipeline (bg effect, gamma!=1)"),
1000
+ make(false, "composite pipeline (effect, gamma=1)"),
1001
+ make(true, "composite pipeline (effect, gamma!=1)"),
969
1002
  ]);
970
1003
  }
971
1004
  catch (e) {
972
- return { ok: false, diagnostics: [e instanceof Error ? e.message : String(e)] };
1005
+ return { ok: false, diagnostics: [e instanceof Error ? e.message : String(e)], mounts };
973
1006
  }
974
1007
  // ── Swap — only now does the old effect (and its params buffer) go away.
975
- this.backgroundEffect?.paramsBuffer?.destroy();
1008
+ this.effect?.paramsBuffer?.destroy();
976
1009
  let paramsBuffer = null;
977
1010
  if (entries.length) {
978
1011
  paramsBuffer = this.device.createBuffer({
979
- label: "bg effect params",
1012
+ label: "effect params",
980
1013
  size: paramsData.byteLength,
981
1014
  usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
982
1015
  });
983
1016
  this.device.queue.writeBuffer(paramsBuffer, 0, paramsData);
984
1017
  }
985
- this.backgroundEffect = { wgsl, paramLayout: layout, paramsBuffer, paramsData };
1018
+ this.effect = { wgsl, paramLayout: layout, paramsBuffer, paramsData, hasBackground, hasForeground };
986
1019
  this.compositePipelineIdentity = identity;
987
1020
  this.compositePipelineGamma = gamma;
988
- this.bgEffectEpochMs = performance.now();
1021
+ this.effectEpochMs = performance.now();
989
1022
  this.rebuildCompositeBindGroup();
990
1023
  this.writeCompositeViewUniforms();
991
- return { ok: true, diagnostics: [] };
1024
+ return { ok: true, diagnostics: [], mounts };
1025
+ }
1026
+ /** Which mounts the installed effect declared. Both false when none is set. */
1027
+ getEffectMounts() {
1028
+ return { background: this.effect?.hasBackground ?? false, foreground: this.effect?.hasForeground ?? false };
992
1029
  }
993
- /** Write one background-effect param (declared at setBackgroundEffect) — a
994
- * uniform write, no recompile; the instant tier, like setStyleParam. */
995
- setBackgroundEffectParam(name, value) {
996
- const fx = this.backgroundEffect;
1030
+ /** Write one effect param (declared at setEffect) — a uniform write, no
1031
+ * recompile; the instant tier, like setStyleParam. */
1032
+ setEffectParam(name, value) {
1033
+ const fx = this.effect;
997
1034
  if (!fx || !fx.paramsBuffer)
998
1035
  return;
999
1036
  const slot = fx.paramLayout.get(name);
@@ -1073,7 +1110,10 @@ export class Engine {
1073
1110
  return;
1074
1111
  const d = this.depthOfField;
1075
1112
  const u = this.dofUniformData;
1076
- const auto = d.focusMode === "auto" ? this.getModelBodyFocus() : null;
1113
+ // `d.enabled &&`, because a foreground effect also drives this write (for
1114
+ // projA/projB alone) and auto-focus walks every visible character's bones —
1115
+ // work nothing would read with the gather switched off.
1116
+ const auto = d.enabled && d.focusMode === "auto" ? this.getModelBodyFocus() : null;
1077
1117
  u[0] = d.enabled ? 1 : 0;
1078
1118
  u[1] = auto?.distance ?? Math.max(d.focusDistance, 0.05);
1079
1119
  // In auto mode the authored range is a floor — the sharp band never cuts
@@ -1891,11 +1931,12 @@ export class Engine {
1891
1931
  // mirroring EEVEE where bloom color/intensity are combine-stage params, not prefilter).
1892
1932
  this.compositeUniformBuffer = this.device.createBuffer({
1893
1933
  label: "composite view uniforms",
1894
- // 10 × vec4f: (exposure, invGamma, _, _) · (bloom tint, intensity) ·
1934
+ // 11 × vec4f: (exposure, invGamma, _, _) · (bloom tint, intensity) ·
1895
1935
  // (bg rgb, mode) · camera right/up/forward basis for the 360 skybox ray ·
1896
- // (time, _, canvas width, canvas height) for user background effects ·
1897
- // three grade vectors (CDL offset+contrast, power+saturation, slope+flag).
1898
- size: 160,
1936
+ // (time, _, canvas width, canvas height) for user effects · three grade
1937
+ // vectors (CDL offset+contrast, power+saturation, slope+flag) · camera
1938
+ // world position, for an effect placing itself in the scene.
1939
+ size: 176,
1899
1940
  usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
1900
1941
  });
1901
1942
  this.dofUniformBuffer = this.device.createBuffer({
@@ -2536,6 +2577,12 @@ export class Engine {
2536
2577
  hasCameraVmd() {
2537
2578
  return this.cameraAnimation !== null;
2538
2579
  }
2580
+ /** Seconds the loaded camera VMD runs for — its last keyframe — or 0 with none
2581
+ * loaded. A timeline cannot draw a lane to scale without it, and the camera's
2582
+ * length is its own: it does not have to match any model's clip. */
2583
+ getCameraVmdDuration() {
2584
+ return this.cameraAnimation?.duration ?? 0;
2585
+ }
2539
2586
  /** Drop the loaded camera VMD and return to orbit control. */
2540
2587
  clearCameraVmd() {
2541
2588
  this.cameraAnimation = null;
@@ -4305,12 +4352,20 @@ export class Engine {
4305
4352
  this.updateCameraUniforms();
4306
4353
  this.updateShadowLightVP();
4307
4354
  // Depth of field's entire disabled cost is this branch: depth stays in
4308
- // TBDR tile memory (discard) unless the composite gather reads it this
4309
- // frame. Enabled frames also refresh the uniforms auto-focus tracks the
4310
- // character and the depth-inversion constants track near/far.
4355
+ // TBDR tile memory (discard) unless something in the composite reads it this
4356
+ // frame. Two things can the DoF gather, and the depth handed to a
4357
+ // foreground effect — and either one makes the pass store it.
4358
+ //
4359
+ // The uniform refresh is shared for the same reason: linearDepth() inverts
4360
+ // the z-buffer with projA/projB out of dofU[2], which track the camera's
4361
+ // near/far and so must be rewritten every frame either reader is live. A
4362
+ // foreground with a stale pair would read metres from the wrong frustum. The
4363
+ // write leaves dofU[0].x at 0 while DoF is off, so refreshing it does not
4364
+ // switch the gather on.
4311
4365
  const dofOn = this.depthOfField.enabled;
4312
- this.renderPassDescriptor.depthStencilAttachment.depthStoreOp = dofOn ? "store" : "discard";
4313
- if (dofOn)
4366
+ const depthRead = dofOn || (this.effect?.hasForeground ?? false);
4367
+ this.renderPassDescriptor.depthStencilAttachment.depthStoreOp = depthRead ? "store" : "discard";
4368
+ if (depthRead)
4314
4369
  this.writeDepthOfFieldUniforms();
4315
4370
  const encoder = this.device.createCommandEncoder();
4316
4371
  // GPU vertex morphs: write morphed positions into vertex buffers before any pass reads
@@ -4938,7 +4993,7 @@ export class Engine {
4938
4993
  // is LEFT-HANDED (+Z forward, see Mat4.lookAtInto), so the world-space
4939
4994
  // right/up/FORWARD vectors are rows 0/1/2 of its rotation block directly
4940
4995
  // (column-major storage: row i = values[i], values[i+4], values[i+8]).
4941
- if ((this.backdropEquirectView || this.backgroundEffect) && this.compositeUniformBuffer) {
4996
+ if ((this.backdropEquirectView || this.effect) && this.compositeUniformBuffer) {
4942
4997
  const v = viewMatrix.values;
4943
4998
  const u = this.compositeUniformData;
4944
4999
  const tanHalf = Math.tan((this.camera.fov ?? Math.PI / 4) / 2);
@@ -4956,9 +5011,15 @@ export class Engine {
4956
5011
  u[22] = v[10];
4957
5012
  u[23] = 0;
4958
5013
  // Effect clock + canvas size (viewU[6]) — written on the same refresh.
4959
- u[24] = (performance.now() - this.bgEffectEpochMs) / 1000;
5014
+ u[24] = (performance.now() - this.effectEpochMs) / 1000;
4960
5015
  u[26] = this.canvas.width;
4961
5016
  u[27] = this.canvas.height;
5017
+ // Camera world position (viewU[10]) — the other half of bgWorldPos. It
5018
+ // rides this refresh rather than writeCompositeViewUniforms because it
5019
+ // changes every frame the camera does, exactly like the basis above.
5020
+ u[40] = cameraPos.x;
5021
+ u[41] = cameraPos.y;
5022
+ u[42] = cameraPos.z;
4962
5023
  this.device.queue.writeBuffer(this.compositeUniformBuffer, 0, u);
4963
5024
  }
4964
5025
  }