reze-engine 0.40.0 → 0.41.0

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@@ -2,30 +2,51 @@
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  // Bloom tint/intensity applied at combine (EEVEE treats them as combine-stage params, not prefilter).
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  //
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  // The shader is a TEMPLATE: buildCompositeShader() emits either the base pass or
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- // a variant with a user background effect injected (setBackgroundEffect). The
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- // effect is background mode 3, a sibling of the 360 equirect (mode 2) — it reuses
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- // the same per-pixel view-ray reconstruction and composites in display space
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- // under the scene, so it never affects lighting, bloom, or tonemapping.
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+ // a variant with user WGSL injected at one or both effect MOUNTS (setEffect).
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+ // The two mounts are the same idea on either side of the scene:
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+ //
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+ // background(...) under the scene a sibling of the 360 equirect (mode 2),
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+ // reusing the same per-pixel view-ray reconstruction.
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+ // foreground(...) over the finished frame, handed the scene's depth in metres
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+ // so it can be occluded by whatever it passes behind.
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+ //
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+ // Both composite in display space, so neither affects lighting, bloom, or
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+ // tonemapping, and both are captured by offline export like any background.
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- /** What a user background effect must define, documented once:
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+ /** What user effect WGSL may define, documented once. A file declares its own
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+ * mounts by which of these it defines — defining both is how one file is one
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+ * weather system (dark sky behind, rain in front):
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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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- * - `ray` — normalized world-space view direction of this pixel (left-handed,
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- * +Z forward; identical to what the 360 skybox samples by).
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- * - `uv` — 0..1 across the canvas, origin bottom-left (shadertoy-style).
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- * - `time` — seconds since the effect was applied.
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+ * - `ray` — normalized world-space view direction of this pixel (left-handed,
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+ * +Z forward; identical to what the 360 skybox samples by).
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+ * - `uv` — 0..1 across the canvas, origin bottom-left (shadertoy-style).
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+ * - `time` — seconds since the effect was applied.
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+ * - `depth` — FOREGROUND ONLY. Camera-space distance in metres of whatever the
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+ * scene drew at this pixel, the far plane where it drew nothing.
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+ * Compare a particle's own distance against it and the model
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+ * occludes it; fog needs no comparison at all, its alpha simply IS
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+ * a function of distance.
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  * - `bgResolution()` — canvas size in pixels, for aspect correction.
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- * - declared params arrive as `params.<name>` (f32 or vec3f).
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- * Return display-space sRGB + alpha, 0..1. The effect is a LAYER: it is
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- * over-composited onto the base background (solid color / 360 equirect /
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- * transparent) and sits behind the scene alpha 0 lets the base show
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- * through, so e.g. a starfield returns stars with a transparent sky. */
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+ * - declared params arrive as `params.<name>` (f32 or vec3f), shared by both.
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+ *
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+ * Return display-space sRGB + alpha, 0..1. Both mounts are alpha-composited
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+ * LAYERS, so alpha is what decides how much they replace: a background effect
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+ * at alpha 1 covers the base (solid color / 360 equirect / transparent) and at
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+ * 0 lets it through, which is how a starfield is stars over the user's color;
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+ * a foreground at alpha 1 covers the frame. No mode flag anywhere — the alpha
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+ * channel already says it. */
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  export type CompositeEffectSource = {
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- /** User WGSL defining `background(...)` (plus any helpers it wants). */
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+ /** The user's WGSL verbatim: helpers plus whichever entry points it defines. */
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  wgsl: string
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- /** Codegen'd `struct BgParams {...}` + binding decl; empty when no params. */
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+ /** Codegen'd `struct EffectParams {...}` + binding decl; empty when no params. */
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  paramsDecl: string
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+ /** Defines `fn background(...)` — mount under the scene. */
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+ hasBackground: boolean
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+ /** Defines `fn foreground(...)` — mount over the finished frame. */
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+ hasForeground: boolean
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  }
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  const COMPOSITE_HEAD = /* wgsl */ `
@@ -39,7 +60,7 @@ override APPLY_GAMMA: bool = true;
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  @group(0) @binding(0) var hdrTex: texture_2d<f32>;
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  @group(0) @binding(1) var bloomTex: texture_2d<f32>; // bloomUpTexture mip 0 (full pyramid top)
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  @group(0) @binding(2) var bloomSamp: sampler;
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- @group(0) @binding(3) var<uniform> viewU: array<vec4<f32>, 10>;
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+ @group(0) @binding(3) var<uniform> viewU: array<vec4<f32>, 11>;
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  // Aux mask/alpha texture. .r = bloom mask (unused here; bloom blit uses it).
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  // .g = accumulated canvas alpha (what hdr.a carried before the HDR format
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  // became rg11b10ufloat). We unpremultiply HDR by this alpha for tonemap, then
@@ -58,19 +79,23 @@ override APPLY_GAMMA: bool = true;
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  // viewU[2] = (background.rgb, mode) — display-space sRGB, composited UNDER the
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  // scene post-tonemap. BASE-layer mode: 0 transparent (DOM shows),
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  // 1 solid color, 2 = 360 equirect skybox sampled by view ray. A user
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- // WGSL effect is a separate LAYER over the base (viewU[6].y flag).
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+ // WGSL effect is a separate LAYER over the base no mode of its own,
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+ // and no on/off uniform either: the pipeline is REBUILT per effect, so
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+ // the compiled variant IS the flag.
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  // viewU[3] = (camera right, tanHalfFov·aspect); viewU[4] = (camera up, tanHalfFov);
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  // viewU[5] = (camera forward, _) — refreshed per frame while skybox/effect active.
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- // viewU[6] = (time seconds, effect on/off, canvas width, canvas height).
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+ // viewU[6] = (time seconds, _, canvas width, canvas height).
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  // viewU[7] = (grade offset.rgb, contrast); viewU[8] = (grade power.rgb, saturation);
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  // viewU[9] = (grade slope.rgb, grade on/off) — see grade() below.
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+ // viewU[10] = (camera world position, _) — refreshed with the basis above.
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  // invGamma = 1/gamma precomputed on CPU — avoids a per-pixel divide.
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  @group(0) @binding(6) var bgEquirect: texture_2d<f32>;
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  // The scene pass's own MSAA depth buffer, bound depth-only. NOT an extra
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- // render target: when depth of field is off the scene pass discards depth
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- // (TBDR tile memory never spills) and this binding is never read — the whole
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- // feature costs one uniform branch. When on, the pass stores depth and the
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- // gather below reads sample 0.
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+ // render target: with neither depth of field nor a foreground effect active the
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+ // scene pass discards depth (TBDR tile memory never spills) and this binding is
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+ // never read. Either feature makes the pass store it instead, and both read
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+ // sample 0 — the DoF gather, and linearDepth() for the depth handed to
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+ // foreground().
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  @group(0) @binding(8) var depthTex: texture_depth_multisampled_2d;
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  // dofU[0] = (enabled, focusDistance, focusRange, aperture)
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  // dofU[1] = (maxBlurRadiusPx, bladeCount, sampleCount, anamorphicRatio)
@@ -122,9 +147,26 @@ fn filmic(x: f32) -> f32 {
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  return textureSampleLevel(filmicLut, bloomSamp, vec2f(u, 0.5), 0.0).r;
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  }
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- /** Canvas size in pixels — for user background effects (aspect correction). */
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+ /** Canvas size in pixels — for user effects (aspect correction). */
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  fn bgResolution() -> vec2f { return viewU[6].zw; }
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+ /** The camera's world position. */
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+ fn bgCameraPos() -> vec3f { return viewU[10].xyz; }
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+
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+ /** Where in the WORLD the scene drew this pixel — the depth handed to
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+ * foreground() turned into a place. Without it an effect can only think in
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+ * distances from the lens, which is no use to anything that belongs somewhere:
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+ * fog lying on the ground has to know where the ground is.
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+ *
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+ * depth measures along the VIEW AXIS, not along the ray, so it is divided by
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+ * the ray's projection onto camera-forward before being walked out. At the far
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+ * plane (nothing drawn) this lands a very long way off, which is what a sky
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+ * should do to anything reading it. */
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+ fn bgWorldPos(ray: vec3f, depth: f32) -> vec3f {
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+ let axis = max(dot(normalize(ray), viewU[5].xyz), 1e-4);
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+ return bgCameraPos() + normalize(ray) * (depth / axis);
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+ }
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+
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  /** Color grading, applied to the tonemapped SCENE (not the background — see the
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  * call site). The core is ASC CDL, the film-industry interchange standard:
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  *
@@ -236,40 +278,54 @@ const COMPOSITE_BODY = /* wgsl */ `
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  let bg = viewU[2];
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  var bgA = select(0.0, 1.0, bg.w > 0.5);
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  var bgPm = bg.rgb * bgA; // premultiplied accumulator
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- let fxOn = viewU[6].y > 0.5;
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- if ((bg.w > 1.5 || fxOn) COVERAGE_GATE) {
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- // The equirect and any effect both need this pixel's world-space view ray,
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- // rebuilt from the camera basis. The dome sits at infinity (no parallax)
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- // PhotoDome-style, display-only.
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- let ndc = vec2f(fragCoord.x / fullSz.x * 2.0 - 1.0, 1.0 - fragCoord.y / fullSz.y * 2.0);
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- let dir = normalize(viewU[5].xyz + ndc.x * viewU[3].w * viewU[3].xyz + ndc.y * viewU[4].w * viewU[4].xyz);
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+ // This pixel's world-space view ray, rebuilt from the camera basis — what the
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+ // equirect samples by, and what both effect mounts navigate by. The dome sits
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+ // at infinity (no parallax): PhotoDome-style, display-only. Hoisted out of the
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+ // branch below because the foreground mount is past the end of it; it is pure
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+ // arithmetic on uniforms, which every backend sinks into whatever reads it.
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+ let ndc = vec2f(fragCoord.x / fullSz.x * 2.0 - 1.0, 1.0 - fragCoord.y / fullSz.y * 2.0);
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+ let dir = normalize(viewU[5].xyz + ndc.x * viewU[3].w * viewU[3].xyz + ndc.y * viewU[4].w * viewU[4].xyz);
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+ if (BACKGROUND_COND) {
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  if (bg.w > 1.5) {
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  // LH world (+Z forward): longitude = atan2(x, z), Babylon-PhotoDome convention.
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  let su = 0.5 + atan2(dir.x, dir.z) * 0.15915494309; // 1/(2π)
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  let sv = 0.5 - asin(clamp(dir.y, -1.0, 1.0)) * 0.31830988618; // 1/π
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  bgPm = textureSampleLevel(bgEquirect, bloomSamp, vec2f(su, sv), 0.0).rgb;
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  }
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- BG_EFFECT_CALL
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+ BACKGROUND_CALL
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  }
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- return vec4f(disp * sceneAlpha + bgPm * (1.0 - sceneAlpha), sceneAlpha + bgA * (1.0 - sceneAlpha));
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+ // The frame, premultiplied: scene over background. A var, not the return
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+ // expression, because the foreground mount composites onto it.
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+ var outRgb = disp * sceneAlpha + bgPm * (1.0 - sceneAlpha);
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+ var outA = sceneAlpha + bgA * (1.0 - sceneAlpha);
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+ FOREGROUND_CALL
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+ return vec4f(outRgb, outA);
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  }
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  `
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- // Base variant: no effect installed, the flag is never set — the ray block only
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- // runs for the equirect, and there is nothing to add. (`dir` may go unused when
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- // this compiles with mode<2 shaders; WGSL is fine with an unused let.)
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- const NO_EFFECT_CALL = `_ = dir;`
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-
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  // uv flipped to bottom-left origin (shadertoy convention); clamped so a stray
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  // effect can't push negatives/NaN into the premultiplied composite. Standard
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- // OVER onto the base layer.
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- const EFFECT_CALL = /* wgsl */ `
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- if (fxOn) {
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- let bgUv = vec2f(fragCoord.x / fullSz.x, 1.0 - fragCoord.y / fullSz.y);
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- let fx = clamp(background(dir, bgUv, viewU[6].x), vec4f(0.0), vec4f(1.0));
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- bgPm = fx.rgb * fx.a + bgPm * (1.0 - fx.a);
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- bgA = fx.a + bgA * (1.0 - fx.a);
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- }
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+ // OVER onto the base layer. No `if` around it: the pipeline is rebuilt per
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+ // effect, so this text only exists in variants whose WGSL defines background().
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+ const BACKGROUND_CALL = /* wgsl */ `
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+ let bgUv = vec2f(fragCoord.x / fullSz.x, 1.0 - fragCoord.y / fullSz.y);
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+ let bgFx = clamp(background(dir, bgUv, viewU[6].x), vec4f(0.0), vec4f(1.0));
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+ bgPm = bgFx.rgb * bgFx.a + bgPm * (1.0 - bgFx.a);
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+ bgA = bgFx.a + bgA * (1.0 - bgFx.a);
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+ `
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+
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+ // Same OVER, one layer later — onto the finished frame rather than onto the
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+ // base. Ungated by design: a foreground runs at every pixel, including the ones
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+ // the model covers, because covering them is the point.
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+ const FOREGROUND_CALL = /* wgsl */ `
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+ let fgUv = vec2f(fragCoord.x / fullSz.x, 1.0 - fragCoord.y / fullSz.y);
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+ // The scene's own depth, so the effect can tell what is in front of it: a
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+ // petal compares its distance against this and lets the model take the pixel,
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+ // and fog's alpha is nothing but a function of it. Pixels the scene never drew
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+ // read the far plane, so distance fog closes over the backdrop too.
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+ let fgFx = clamp(foreground(dir, fgUv, viewU[6].x, linearDepth(coord)), vec4f(0.0), vec4f(1.0));
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+ outRgb = fgFx.rgb * fgFx.a + outRgb * (1.0 - fgFx.a);
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+ outA = fgFx.a + outA * (1.0 - fgFx.a);
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  `
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  // Derivative builtins are illegal in non-uniform control flow (WGSL uniformity
@@ -277,33 +333,41 @@ const EFFECT_CALL = /* wgsl */ `
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  // effect code that doesn't use them. Checked textually at build time.
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  const USES_DERIVATIVES = /\b(?:fwidth|dpdx|dpdy)(?:Fine|Coarse)?\s*\(/
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- /** Skip the whole background block (equirect sample + effect) behind pixels the
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- * model fully covers — the composite multiplies the result by (1 - alpha) = 0
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- * there anyway, and on a full-screen effect that's a third or more of the frame
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- * (the cost Safari feels most). The equirect uses explicit-LOD sampling, which
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- * is always legal in non-uniform flow; only derivative-using effects must keep
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- * uniform control flow and forgo the gate. */
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- function coverageGate(effect?: CompositeEffectSource | null): string {
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- const gated = !effect || !USES_DERIVATIVES.test(effect.wgsl)
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+ /** The condition on the background block (equirect sample + background effect).
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+ *
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+ * Two jobs. It skips the block behind pixels the model fully covers the
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+ * composite multiplies the result by (1 - alpha) = 0 there anyway, and on a
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+ * full-screen effect that's a third or more of the frame (the cost Safari feels
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+ * most). And with no background effect compiled in, it also skips the block
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+ * entirely unless the equirect needs it.
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+ *
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+ * The equirect uses explicit-LOD sampling, which is always legal in non-uniform
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+ * flow; only derivative-using effects must keep uniform control flow and forgo
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+ * the coverage half. The test is textual over the whole file, so a foreground
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+ * that uses fwidth costs the background its gate — conservative, and only ever
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+ * in the direction of correctness. (The foreground mount itself sits in uniform
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+ * flow, so derivatives are always legal there.) */
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+ function backgroundCondition(effect?: CompositeEffectSource | null): string {
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  // sceneAlpha, not alpha: the bokeh gather spreads coverage, so a pixel the
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  // sharp scene fully covered can end up needing background behind its blur.
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- return gated ? "&& sceneAlpha < 0.999" : ""
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+ const coverage = "sceneAlpha < 0.999"
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+ if (!effect?.hasBackground) return `bg.w > 1.5 && ${coverage}`
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+ return USES_DERIVATIVES.test(effect.wgsl) ? "true" : coverage
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  }
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  export function buildCompositeShader(effect?: CompositeEffectSource | null): string {
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- if (!effect)
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- return (
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- COMPOSITE_HEAD +
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- COMPOSITE_BODY.replace("BG_EFFECT_CALL", NO_EFFECT_CALL).replace("COVERAGE_GATE", coverageGate(null))
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- )
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+ const body = COMPOSITE_BODY.replace("BACKGROUND_COND", backgroundCondition(effect))
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+ .replace("BACKGROUND_CALL", effect?.hasBackground ? BACKGROUND_CALL.trim() : "")
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+ .replace("FOREGROUND_CALL", effect?.hasForeground ? FOREGROUND_CALL.trim() : "")
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+ if (!effect) return COMPOSITE_HEAD + body
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  return (
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  COMPOSITE_HEAD +
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- "\n// ── user background effect (setBackgroundEffect) ──\n" +
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+ "\n// ── user effect (setEffect) ──\n" +
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  effect.paramsDecl +
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  "\n" +
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  effect.wgsl +
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  "\n" +
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- COMPOSITE_BODY.replace("BG_EFFECT_CALL", EFFECT_CALL.trim()).replace("COVERAGE_GATE", coverageGate(effect))
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+ body
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  )
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  }
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