reze-engine 0.40.0 → 0.41.1
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 +8 -5
- package/dist/engine.d.ts +87 -31
- package/dist/engine.d.ts.map +1 -1
- package/dist/engine.js +264 -77
- package/dist/graph/presets/body.js +2 -2
- package/dist/graph/presets/cloth_rough.js +2 -2
- package/dist/graph/presets/cloth_smooth.js +2 -2
- package/dist/graph/presets/default.js +2 -2
- package/dist/graph/presets/eye.js +2 -2
- package/dist/graph/presets/face.js +2 -2
- package/dist/graph/presets/hair.js +2 -2
- package/dist/graph/presets/metal.js +2 -2
- package/dist/graph/presets/stockings.js +3 -3
- package/dist/graph/registry.d.ts.map +1 -1
- package/dist/graph/registry.js +436 -10
- package/dist/graph/style-group.d.ts +46 -0
- package/dist/graph/style-group.d.ts.map +1 -1
- package/dist/index.d.ts +2 -2
- package/dist/index.d.ts.map +1 -1
- package/dist/shaders/agx-lut.d.ts +11 -0
- package/dist/shaders/agx-lut.d.ts.map +1 -0
- package/dist/shaders/agx-lut.js +29 -0
- 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 +10 -0
- package/dist/shaders/materials/nodes.d.ts +1 -1
- package/dist/shaders/materials/nodes.d.ts.map +1 -1
- package/dist/shaders/materials/nodes.js +957 -555
- package/dist/shaders/passes/composite.d.ts +27 -12
- package/dist/shaders/passes/composite.d.ts.map +1 -1
- package/dist/shaders/passes/composite.js +155 -48
- package/package.json +1 -1
- package/src/engine.ts +304 -84
- package/src/graph/presets/body.ts +2 -2
- package/src/graph/presets/cloth_rough.ts +2 -2
- package/src/graph/presets/cloth_smooth.ts +2 -2
- package/src/graph/presets/default.ts +2 -2
- package/src/graph/presets/eye.ts +2 -2
- package/src/graph/presets/face.ts +2 -2
- package/src/graph/presets/hair.ts +2 -2
- package/src/graph/presets/metal.ts +2 -2
- package/src/graph/presets/stockings.ts +3 -3
- package/src/graph/registry.ts +450 -10
- package/src/graph/style-group.ts +44 -0
- package/src/index.ts +4 -2
- package/src/shaders/agx-lut.ts +30 -0
- package/src/shaders/materials/common.ts +10 -0
- package/src/shaders/materials/nodes.ts +962 -560
- package/src/shaders/passes/composite.ts +182 -64
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@@ -1,22 +1,37 @@
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/** What
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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`
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*
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* - `uv`
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* - `time`
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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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*
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*
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*
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*
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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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/**
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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
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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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export declare function buildCompositeShader(effect?: CompositeEffectSource | null): string;
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/** Kept for compatibility with existing imports (the base, no-effect shader). */
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@@ -1 +1 @@
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{"version":3,"file":"composite.d.ts","sourceRoot":"","sources":["../../../src/shaders/passes/composite.ts"],"names":[],"mappings":"
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{"version":3,"file":"composite.d.ts","sourceRoot":"","sources":["../../../src/shaders/passes/composite.ts"],"names":[],"mappings":"AAeA;;;;;;;;;;;;;;;;;;;;;;;;+BAwB+B;AAC/B,MAAM,MAAM,qBAAqB,GAAG;IAClC,gFAAgF;IAChF,IAAI,EAAE,MAAM,CAAA;IACZ,kFAAkF;IAClF,UAAU,EAAE,MAAM,CAAA;IAClB,4DAA4D;IAC5D,aAAa,EAAE,OAAO,CAAA;IACtB,oEAAoE;IACpE,aAAa,EAAE,OAAO,CAAA;CACvB,CAAA;AA0WD,wBAAgB,oBAAoB,CAAC,MAAM,CAAC,EAAE,qBAAqB,GAAG,IAAI,GAAG,MAAM,CAclF;AAED,iFAAiF;AACjF,eAAO,MAAM,qBAAqB,QAA6B,CAAA"}
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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
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//
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//
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//
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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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const COMPOSITE_HEAD = /* wgsl */ `
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// Pipeline-override constant: the engine creates two composite pipelines, one
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// with APPLY_GAMMA=false (gamma=1 fast path) and one with APPLY_GAMMA=true.
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@@ -17,7 +23,7 @@ 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>,
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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
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@@ -36,19 +42,23 @@ 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
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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,
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// viewU[6] = (time seconds, view transform id, 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:
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// (TBDR tile memory never spills) and this binding is
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//
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// gather
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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)
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// track the camera radius. Cleared depth (1.0) inverts to the far
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// plane, so empty sky reads as maximally defocused background.
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@group(0) @binding(9) var<uniform> dofU: array<vec4<f32>, 3>;
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// Blender's AgX, as the 57³ lookup it ships as rather than a reconstruction of
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// it. Sampled in the log-encoded E-Gamut space the cube expects — see agxTransform.
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@group(0) @binding(10) var agxLut: texture_3d<f32>;
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// Must match FILMIC_LUT_WIDTH in engine.ts (bakeFilmicLut).
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const FILMIC_LUT_W: f32 = 256.0;
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return textureSampleLevel(filmicLut, bloomSamp, vec2f(u, 0.5), 0.0).r;
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}
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/**
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/** The sRGB display encoding — Blender's "Standard" view transform, which is what
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* NPR work uses: no film curve at all, so the colours a graph computes are the
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* colours that land. Not a 2.2 power law; sRGB has a linear toe. */
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fn srgb_encode(x: f32) -> f32 {
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let c = max(x, 0.0);
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return select(1.055 * pow(c, 1.0 / 2.4) - 0.055, c * 12.92, c <= 0.0031308);
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}
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/**
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* AgX, the chain config.ocio states for "AgX Base Rec.1886" on an sRGB display:
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*
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* scene-linear Rec.709 → 3x3 into FilmLight E-Gamut
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* → log2 across 25 stops, [-12.47393, +12.5261] → 0..1
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* → the 57³ cube
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* → Rec.1886 (pure γ2.4) decoded, then re-encoded as sRGB for the swapchain
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*
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* The last step is not pedantry: Rec.1886 is a pure power law and sRGB has a
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* linear toe, so skipping it lifts the darkest few code values.
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*
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* Blender interpolates the cube tetrahedrally and a GPU sampler is trilinear.
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* The difference is small and confined to saturated gradients; if it ever shows,
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* tetrahedral is a dozen lines here.
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*/
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fn agxTransform(c: vec3f) -> vec3f {
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let m = mat3x3<f32>(
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vec3f(0.55937113, 0.07622071, 0.06552670),
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vec3f(0.30478326, 0.78797183, 0.16454675),
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vec3f(0.13584556, 0.13580748, 0.76992653),
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);
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let e = m * max(c, vec3f(0.0));
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// The cube's domain: an unlit pixel would take log2 to -inf, so floor it at
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// the bottom stop rather than sampling outside the LUT.
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let t = clamp((log2(max(e, vec3f(1e-10))) + vec3f(12.47393)) / 25.0, vec3f(0.0), vec3f(1.0));
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// Half-texel inset, so the end stops are the cube's own values and not a blend
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// with the clamp-to-edge border.
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let n = 57.0;
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let uvw = t * ((n - 1.0) / n) + (0.5 / n);
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let formed = textureSampleLevel(agxLut, bloomSamp, uvw, 0.0).rgb;
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let linear = pow(max(formed, vec3f(0.0)), vec3f(2.4));
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return vec3f(srgb_encode(linear.r), srgb_encode(linear.g), srgb_encode(linear.b));
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}
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/** Which display transform, chosen per frame at viewU[6].y (0 filmic, 1 standard, 2 agx).
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* A uniform branch rather than a pipeline variant: switching is rare, and both
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* arms are cheap enough that specialising the pipeline would buy nothing. */
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fn viewTransform(c: vec3f) -> vec3f {
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let mode = viewU[6].y;
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if (mode > 1.5) { return agxTransform(c); }
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if (mode > 0.5) { return vec3f(srgb_encode(c.r), srgb_encode(c.g), srgb_encode(c.b)); }
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return vec3f(filmic(c.r), filmic(c.g), filmic(c.b));
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}
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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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/** 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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/** 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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*
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let sceneStraight = scenePm.rgb / max(sceneAlpha, 1e-6);
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let exposed = sceneStraight * exp2(viewU[0].x);
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var disp = max(tm, vec3f(0.0));
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var disp = max(viewTransform(exposed), vec3f(0.0));
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// Grade the SCENE only, before the display gamma. Deliberately not applied to
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// the background: it keeps a picked background color exactly as picked, and —
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// load-bearing — leaves green-screen mode's key color unshifted so chroma
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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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218
|
-
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|
219
|
-
|
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220
|
-
|
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221
|
-
|
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222
|
-
|
|
297
|
+
// This pixel's world-space view ray, rebuilt from the camera basis — what the
|
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298
|
+
// equirect samples by, and what both effect mounts navigate by. The dome sits
|
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299
|
+
// at infinity (no parallax): PhotoDome-style, display-only. Hoisted out of the
|
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300
|
+
// branch below because the foreground mount is past the end of it; it is pure
|
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301
|
+
// arithmetic on uniforms, which every backend sinks into whatever reads it.
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302
|
+
let ndc = vec2f(fragCoord.x / fullSz.x * 2.0 - 1.0, 1.0 - fragCoord.y / fullSz.y * 2.0);
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303
|
+
let dir = normalize(viewU[5].xyz + ndc.x * viewU[3].w * viewU[3].xyz + ndc.y * viewU[4].w * viewU[4].xyz);
|
|
304
|
+
if (BACKGROUND_COND) {
|
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223
305
|
if (bg.w > 1.5) {
|
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224
306
|
// LH world (+Z forward): longitude = atan2(x, z), Babylon-PhotoDome convention.
|
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225
307
|
let su = 0.5 + atan2(dir.x, dir.z) * 0.15915494309; // 1/(2π)
|
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226
308
|
let sv = 0.5 - asin(clamp(dir.y, -1.0, 1.0)) * 0.31830988618; // 1/π
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227
309
|
bgPm = textureSampleLevel(bgEquirect, bloomSamp, vec2f(su, sv), 0.0).rgb;
|
|
228
310
|
}
|
|
229
|
-
|
|
311
|
+
BACKGROUND_CALL
|
|
230
312
|
}
|
|
231
|
-
|
|
313
|
+
// The frame, premultiplied: scene over background. A var, not the return
|
|
314
|
+
// expression, because the foreground mount composites onto it.
|
|
315
|
+
var outRgb = disp * sceneAlpha + bgPm * (1.0 - sceneAlpha);
|
|
316
|
+
var outA = sceneAlpha + bgA * (1.0 - sceneAlpha);
|
|
317
|
+
FOREGROUND_CALL
|
|
318
|
+
return vec4f(outRgb, outA);
|
|
232
319
|
}
|
|
233
320
|
`;
|
|
234
|
-
// Base variant: no effect installed, the flag is never set — the ray block only
|
|
235
|
-
// runs for the equirect, and there is nothing to add. (`dir` may go unused when
|
|
236
|
-
// this compiles with mode<2 shaders; WGSL is fine with an unused let.)
|
|
237
|
-
const NO_EFFECT_CALL = `_ = dir;`;
|
|
238
321
|
// uv flipped to bottom-left origin (shadertoy convention); clamped so a stray
|
|
239
322
|
// effect can't push negatives/NaN into the premultiplied composite. Standard
|
|
240
|
-
// OVER onto the base layer.
|
|
241
|
-
|
|
242
|
-
|
|
243
|
-
|
|
244
|
-
|
|
245
|
-
|
|
246
|
-
|
|
247
|
-
|
|
323
|
+
// OVER onto the base layer. No `if` around it: the pipeline is rebuilt per
|
|
324
|
+
// effect, so this text only exists in variants whose WGSL defines background().
|
|
325
|
+
const BACKGROUND_CALL = /* wgsl */ `
|
|
326
|
+
let bgUv = vec2f(fragCoord.x / fullSz.x, 1.0 - fragCoord.y / fullSz.y);
|
|
327
|
+
let bgFx = clamp(background(dir, bgUv, viewU[6].x), vec4f(0.0), vec4f(1.0));
|
|
328
|
+
bgPm = bgFx.rgb * bgFx.a + bgPm * (1.0 - bgFx.a);
|
|
329
|
+
bgA = bgFx.a + bgA * (1.0 - bgFx.a);
|
|
330
|
+
`;
|
|
331
|
+
// Same OVER, one layer later — onto the finished frame rather than onto the
|
|
332
|
+
// base. Ungated by design: a foreground runs at every pixel, including the ones
|
|
333
|
+
// the model covers, because covering them is the point.
|
|
334
|
+
const FOREGROUND_CALL = /* wgsl */ `
|
|
335
|
+
let fgUv = vec2f(fragCoord.x / fullSz.x, 1.0 - fragCoord.y / fullSz.y);
|
|
336
|
+
// The scene's own depth, so the effect can tell what is in front of it: a
|
|
337
|
+
// petal compares its distance against this and lets the model take the pixel,
|
|
338
|
+
// and fog's alpha is nothing but a function of it. Pixels the scene never drew
|
|
339
|
+
// read the far plane, so distance fog closes over the backdrop too.
|
|
340
|
+
let fgFx = clamp(foreground(dir, fgUv, viewU[6].x, linearDepth(coord)), vec4f(0.0), vec4f(1.0));
|
|
341
|
+
outRgb = fgFx.rgb * fgFx.a + outRgb * (1.0 - fgFx.a);
|
|
342
|
+
outA = fgFx.a + outA * (1.0 - fgFx.a);
|
|
248
343
|
`;
|
|
249
344
|
// Derivative builtins are illegal in non-uniform control flow (WGSL uniformity
|
|
250
345
|
// analysis rejects the pipeline), so the coverage gate below can only wrap
|
|
251
346
|
// effect code that doesn't use them. Checked textually at build time.
|
|
252
347
|
const USES_DERIVATIVES = /\b(?:fwidth|dpdx|dpdy)(?:Fine|Coarse)?\s*\(/;
|
|
253
|
-
/**
|
|
254
|
-
*
|
|
255
|
-
*
|
|
256
|
-
*
|
|
257
|
-
*
|
|
258
|
-
*
|
|
259
|
-
|
|
260
|
-
|
|
348
|
+
/** The condition on the background block (equirect sample + background effect).
|
|
349
|
+
*
|
|
350
|
+
* Two jobs. It skips the block behind pixels the model fully covers — the
|
|
351
|
+
* composite multiplies the result by (1 - alpha) = 0 there anyway, and on a
|
|
352
|
+
* full-screen effect that's a third or more of the frame (the cost Safari feels
|
|
353
|
+
* most). And with no background effect compiled in, it also skips the block
|
|
354
|
+
* entirely unless the equirect needs it.
|
|
355
|
+
*
|
|
356
|
+
* The equirect uses explicit-LOD sampling, which is always legal in non-uniform
|
|
357
|
+
* flow; only derivative-using effects must keep uniform control flow and forgo
|
|
358
|
+
* the coverage half. The test is textual over the whole file, so a foreground
|
|
359
|
+
* that uses fwidth costs the background its gate — conservative, and only ever
|
|
360
|
+
* in the direction of correctness. (The foreground mount itself sits in uniform
|
|
361
|
+
* flow, so derivatives are always legal there.) */
|
|
362
|
+
function backgroundCondition(effect) {
|
|
261
363
|
// sceneAlpha, not alpha: the bokeh gather spreads coverage, so a pixel the
|
|
262
364
|
// sharp scene fully covered can end up needing background behind its blur.
|
|
263
|
-
|
|
365
|
+
const coverage = "sceneAlpha < 0.999";
|
|
366
|
+
if (!effect?.hasBackground)
|
|
367
|
+
return `bg.w > 1.5 && ${coverage}`;
|
|
368
|
+
return USES_DERIVATIVES.test(effect.wgsl) ? "true" : coverage;
|
|
264
369
|
}
|
|
265
370
|
export function buildCompositeShader(effect) {
|
|
371
|
+
const body = COMPOSITE_BODY.replace("BACKGROUND_COND", backgroundCondition(effect))
|
|
372
|
+
.replace("BACKGROUND_CALL", effect?.hasBackground ? BACKGROUND_CALL.trim() : "")
|
|
373
|
+
.replace("FOREGROUND_CALL", effect?.hasForeground ? FOREGROUND_CALL.trim() : "");
|
|
266
374
|
if (!effect)
|
|
267
|
-
return
|
|
268
|
-
COMPOSITE_BODY.replace("BG_EFFECT_CALL", NO_EFFECT_CALL).replace("COVERAGE_GATE", coverageGate(null)));
|
|
375
|
+
return COMPOSITE_HEAD + body;
|
|
269
376
|
return (COMPOSITE_HEAD +
|
|
270
|
-
"\n// ── user
|
|
377
|
+
"\n// ── user effect (setEffect) ──\n" +
|
|
271
378
|
effect.paramsDecl +
|
|
272
379
|
"\n" +
|
|
273
380
|
effect.wgsl +
|
|
274
381
|
"\n" +
|
|
275
|
-
|
|
382
|
+
body);
|
|
276
383
|
}
|
|
277
384
|
/** Kept for compatibility with existing imports (the base, no-effect shader). */
|
|
278
385
|
export const COMPOSITE_SHADER_WGSL = buildCompositeShader(null);
|