reze-engine 0.41.1 → 0.41.3

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@@ -0,0 +1,193 @@
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+ // PSD → RGBA8, from the merged composite.
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+ //
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+ // MMD texture packs are often shipped as the artist's working files, so a
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+ // material's texture path points at a .psd that no browser will decode. The
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+ // layers are none of our business — Photoshop writes a flattened composite of
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+ // the whole document at the end of the file, which is exactly the image the
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+ // artist saw, so that is what this reads.
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+ //
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+ // (A file saved with "Maximize Compatibility" off has no useful composite. There
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+ // is nothing to be done about that here beyond failing clearly: reconstructing it
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+ // would mean compositing every layer, blend mode and clipping group — a Photoshop,
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+ // not a texture loader.)
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+
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+ import type { DecodedImage } from "./tga-loader"
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+
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+ const MAGIC = 0x38425053 // "8BPS", big-endian — PSD is big-endian throughout
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+
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+ const enum ColorMode {
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+ Bitmap = 0,
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+ Grayscale = 1,
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+ Indexed = 2,
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+ RGB = 3,
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+ CMYK = 4,
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+ Multichannel = 7,
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+ Duotone = 8,
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+ Lab = 9,
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+ }
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+
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+ const MODE_NAMES: Record<number, string> = {
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+ [ColorMode.Bitmap]: "bitmap",
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+ [ColorMode.CMYK]: "CMYK",
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+ [ColorMode.Multichannel]: "multichannel",
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+ [ColorMode.Lab]: "Lab",
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+ }
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+
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+ /** True when these bytes are a PSD/PSB, by magic rather than by file extension. */
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+ export function isPsd(buffer: ArrayBuffer): boolean {
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+ return buffer.byteLength >= 26 && new DataView(buffer).getUint32(0, false) === MAGIC
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+ }
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+
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+ /**
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+ * PackBits, one row at a time.
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+ *
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+ * `end` bounds the row rather than the buffer: the row-length table says how many
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+ * compressed bytes this row occupies, and trusting the control bytes past that
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+ * would let one malformed row eat the next one's data.
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+ */
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+ function unpackBits(src: Uint8Array, start: number, end: number, dst: Uint8Array, at: number, limit: number): number {
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+ let i = start
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+ let o = at
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+ while (i < end && o < limit) {
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+ const n = (src[i++] << 24) >> 24 // to signed
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+ if (n >= 0) {
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+ const count = Math.min(n + 1, limit - o, end - i)
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+ for (let k = 0; k < count; k++) dst[o++] = src[i++]
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+ } else if (n !== -128) {
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+ // -128 is a no-op by the spec, not a run of 129.
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+ const count = Math.min(1 - n, limit - o)
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+ const b = src[i++]
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+ for (let k = 0; k < count; k++) dst[o++] = b
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+ }
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+ }
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+ return o
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+ }
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+
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+ /**
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+ * Decode a PSD's composite to RGBA8.
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+ *
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+ * RGB, grayscale, indexed and duotone at 8 or 16 bits per channel, raw or RLE —
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+ * which is every texture that has actually turned up. CMYK and Lab throw: they
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+ * need a colour conversion that would be guesswork without a profile, and a
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+ * silently wrong-coloured texture is worse than a missing one.
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+ */
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+ export function decodePsd(buffer: ArrayBuffer): DecodedImage {
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+ const v = new DataView(buffer)
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+ if (buffer.byteLength < 26 || v.getUint32(0, false) !== MAGIC) throw new Error("not a PSD")
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+
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+ const version = v.getUint16(4, false) // 1 = PSD, 2 = PSB
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+ if (version !== 1 && version !== 2) throw new Error(`PSD unsupported version ${version}`)
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+ const channels = v.getUint16(12, false)
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+ const height = v.getUint32(14, false)
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+ const width = v.getUint32(18, false)
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+ const depth = v.getUint16(22, false)
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+ const mode = v.getUint16(24, false)
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+
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+ if (width <= 0 || height <= 0) throw new Error(`PSD bad dimensions ${width}x${height}`)
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+ if (depth !== 8 && depth !== 16) throw new Error(`PSD unsupported bit depth ${depth}`)
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+ if (mode in MODE_NAMES) throw new Error(`PSD unsupported colour mode: ${MODE_NAMES[mode]}`)
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+
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+ // Three variable-length sections stand between the header and the pixels. Only
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+ // the indexed palette is worth reading; the rest is skipped by its length.
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+ let p = 26
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+ const colorDataLen = v.getUint32(p, false)
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+ const colorData = p + 4
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+ p = colorData + colorDataLen
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+ p += 4 + v.getUint32(p, false) // image resources
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+ // PSB states this length in 8 bytes. Only the low word can matter — the high
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+ // one would mean a layer section larger than 4GB.
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+ if (version === 2) {
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+ p += 8 + v.getUint32(p + 4, false)
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+ } else {
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+ p += 4 + v.getUint32(p, false)
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+ }
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+ if (p + 2 > buffer.byteLength) throw new Error("PSD truncated before the composite")
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+
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+ const compression = v.getUint16(p, false)
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+ p += 2
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+
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+ // Only the channels that carry colour, plus one alpha. A PSD can hold spot and
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+ // mask channels past those; they are stored after, so ignoring them is a matter
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+ // of not reading that far.
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+ const colourChannels = mode === ColorMode.RGB ? 3 : 1
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+ const hasAlpha = channels > colourChannels
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+ const used = colourChannels + (hasAlpha ? 1 : 0)
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+ if (channels < colourChannels) throw new Error(`PSD has ${channels} channel(s), expected ${colourChannels}`)
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+
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+ const bytesPerSample = depth === 16 ? 2 : 1
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+ const planeSamples = width * height
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+ const planeBytes = planeSamples * bytesPerSample
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+ const planes = new Uint8Array(used * planeBytes)
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+
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+ if (compression === 0) {
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+ const need = used * planeBytes
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+ if (p + need > buffer.byteLength) throw new Error("PSD truncated composite")
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+ planes.set(new Uint8Array(buffer, p, need))
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+ } else if (compression === 1) {
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+ // A table of per-row compressed lengths for EVERY channel comes first,
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+ // including the channels being skipped — so the table is read in full even
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+ // though only the first `used` channels' rows are decoded.
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+ const countBytes = version === 2 ? 4 : 2
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+ const tableBytes = channels * height * countBytes
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+ if (p + tableBytes > buffer.byteLength) throw new Error("PSD truncated row table")
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+ const rowLengths = new Uint32Array(channels * height)
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+ for (let i = 0; i < rowLengths.length; i++) {
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+ rowLengths[i] = countBytes === 2 ? v.getUint16(p + i * 2, false) : v.getUint32(p + i * 4, false)
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+ }
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+ const src = new Uint8Array(buffer)
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+ let at = p + tableBytes
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+ for (let c = 0; c < channels; c++) {
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+ for (let y = 0; y < height; y++) {
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+ const len = rowLengths[c * height + y]
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+ if (at + len > buffer.byteLength) throw new Error("PSD truncated composite")
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+ if (c < used) {
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+ const rowStart = c * planeBytes + y * width * bytesPerSample
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+ unpackBits(src, at, at + len, planes, rowStart, rowStart + width * bytesPerSample)
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+ }
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+ at += len
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+ }
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+ }
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+ } else {
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+ // 2 and 3 are the Zip codes. They appear on layer data, effectively never on
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+ // the composite, and inflating would mean shipping a decompressor.
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+ throw new Error(`PSD unsupported compression ${compression}`)
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+ }
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+
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+ // 16-bit samples are big-endian; the high byte is the 8-bit value.
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+ const sample = (plane: number, i: number): number =>
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+ depth === 16 ? planes[plane * planeBytes + i * 2] : planes[plane * planeBytes + i]
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+
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+ const rgba = new Uint8Array(planeSamples * 4)
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+
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+ if (mode === ColorMode.Indexed) {
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+ // The palette is the colour mode data: 256 reds, then 256 greens, then blues.
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+ if (colorDataLen < 768) throw new Error("PSD indexed image has no palette")
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+ const pal = new Uint8Array(buffer, colorData, 768)
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+ for (let i = 0; i < planeSamples; i++) {
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+ const idx = sample(0, i)
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+ rgba[i * 4] = pal[idx]
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+ rgba[i * 4 + 1] = pal[256 + idx]
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+ rgba[i * 4 + 2] = pal[512 + idx]
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+ rgba[i * 4 + 3] = hasAlpha ? sample(1, i) : 255
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+ }
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+ return { rgba, width, height }
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+ }
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+
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+ for (let i = 0; i < planeSamples; i++) {
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+ if (mode === ColorMode.RGB) {
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+ rgba[i * 4] = sample(0, i)
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+ rgba[i * 4 + 1] = sample(1, i)
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+ rgba[i * 4 + 2] = sample(2, i)
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+ } else {
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+ // Grayscale and duotone: one plane across all three. Duotone's ink colours
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+ // live in the colour mode data, and the spec's own advice is to treat the
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+ // data as grayscale — which is what every other reader does.
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+ const g = sample(0, i)
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+ rgba[i * 4] = g
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+ rgba[i * 4 + 1] = g
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+ rgba[i * 4 + 2] = g
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+ }
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+ rgba[i * 4 + 3] = hasAlpha ? sample(colourChannels, i) : 255
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+ }
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+ return { rgba, width, height }
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+ }
@@ -60,7 +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>, 11>;
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+ @group(0) @binding(3) var<uniform> viewU: array<vec4<f32>, 15>;
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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
@@ -208,6 +208,24 @@ 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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+ /** How many characters are in the scene, up to four. */
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+ fn bgSubjectCount() -> i32 { return i32(viewU[10].w); }
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+
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+ /**
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+ * Where a character is standing, in world space.
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+ *
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+ * An effect that wants to RESPOND to the cast — ripples under the feet, a glow
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+ * that follows someone, dust kicked up where they are — needs to know where
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+ * they are, and the ray and the depth cannot tell it: they describe the pixel,
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+ * not the scene. This is the model's root, which for a PMX is between the feet
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+ * on the floor, so it is already the contact point a ripple wants.
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+ *
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+ * Clamped rather than bounds-checked: an effect looping past the count reads the
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+ * last subject instead of sampling whatever follows the array, which is a wrong
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+ * ripple rather than an undefined one.
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+ */
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+ fn bgSubjectPos(i: i32) -> vec3f { return viewU[11 + clamp(i, 0, 3)].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: