reze-engine 0.42.3 → 0.43.0

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.
@@ -1 +1 @@
1
- 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1
+ 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package/dist/model.js CHANGED
@@ -1930,6 +1930,35 @@ export class Model {
1930
1930
  // frame's pose goes on — taking it off afterwards is what froze every
1931
1931
  // morph-touched bone at its first posed frame.
1932
1932
  this.undoBoneMorphs();
1933
+ // Clear last frame's IK result off the chain links, so a solve starts from
1934
+ // the animation instead of from itself.
1935
+ //
1936
+ // solveIK bakes its output into localRotations, and applyPoseFromClip only
1937
+ // writes bones the clip actually KEYS. A motion that keys 足IK but not the
1938
+ // knees — which is most of them — therefore fed each frame's solve the
1939
+ // previous frame's solved knee: θₙ = g(θₙ₋₁), where MMD computes
1940
+ // θₙ = g(rest) afresh every frame. Near the two-bone chain's collinear
1941
+ // singularity that map is expansive, and the knee falls into a period-2
1942
+ // limit cycle: the foot stays pinned by IK while the thigh and calf whip
1943
+ // around it, frame after frame. Rigs with a generous knee pre-bend and a
1944
+ // tight extension limit never reach the singular zone, which is why this
1945
+ // read as a model-specific bug rather than an engine one.
1946
+ //
1947
+ // Links only, and only when a pose source is about to run: a blanket reset
1948
+ // would wipe bones the host posed by hand through localRotations, and a
1949
+ // suspended clip means the current pose IS the authority.
1950
+ if (!this.clipApplySuspended) {
1951
+ const solvers = this.runtimeSkeleton.ikSolvers;
1952
+ if (solvers) {
1953
+ const rots = this.runtimeSkeleton.localRotations;
1954
+ for (const solver of solvers) {
1955
+ if (this.ikDisabled.has(solver.ikBoneIndex))
1956
+ continue;
1957
+ for (const link of solver.links)
1958
+ rots[link.boneIndex].setIdentity();
1959
+ }
1960
+ }
1961
+ }
1933
1962
  if (!this.clipApplySuspended) {
1934
1963
  if (this.oneShot !== null) {
1935
1964
  this.applyOneShot(deltaTime);
@@ -0,0 +1,3 @@
1
+ /** The rzAudio* accessors, with the buffer declared at the given binding. */
2
+ export declare function audioApi(group: number, binding: number): string;
3
+ //# sourceMappingURL=audio-api.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"audio-api.d.ts","sourceRoot":"","sources":["../../src/shaders/audio-api.ts"],"names":[],"mappings":"AAgBA,6EAA6E;AAC7E,wBAAgB,QAAQ,CAAC,KAAK,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,GAAG,MAAM,CAgE/D"}
@@ -0,0 +1,81 @@
1
+ // The audio data interface, as WGSL — shared verbatim by every effect module.
2
+ //
3
+ // The buffer is PRECOMPUTED for the whole track and sampled by time, never fed
4
+ // live from an AnalyserNode. That is not an optimisation: an export steps the
5
+ // engine frame by frame instead of playing in real time, so a live analyser
6
+ // would return silence during a render and every audio-reactive effect would
7
+ // quietly vanish from the exported video — the same class of bug the scene
8
+ // clock exists to prevent. Layout: an 8-float header [frames, bands,
9
+ // secondsPerFrame, audioTime, playing, 3 spare] then per frame
10
+ // [level, onset, band0..bandN-1]. audioTime and playing are rewritten every frame by
11
+ // whoever owns playback — the editor's audio clock, the viewer's, or the export
12
+ // loop — so "now" is always the clock that is actually running.
13
+ //
14
+ // Every module binds the SAME buffer, so a spawn rule in a particle effect and
15
+ // a bar in a background read identical numbers for the same instant.
16
+ /** The rzAudio* accessors, with the buffer declared at the given binding. */
17
+ export function audioApi(group, binding) {
18
+ return /* wgsl */ `
19
+ @group(${group}) @binding(${binding}) var<storage, read> _rzAudio: array<f32>;
20
+
21
+ /** Frames of analysis available; 0 when the scene has no audio. */
22
+ fn rzAudioFrames() -> i32 { return i32(_rzAudio[0]); }
23
+ /** 1 while the track is actually PLAYING, 0 paused or absent — so an effect can
24
+ * go calm instead of oscillating over a frozen spectrum. */
25
+ fn rzAudioPlaying() -> f32 { return select(0.0, _rzAudio[4], i32(_rzAudio[0]) > 0); }
26
+ /** Where the track is NOW, in seconds — the clock rzAudioLevelAt offsets hang
27
+ * from. An effect that detects an onset k seconds back can anchor a ring to
28
+ * the ABSOLUTE moment of the hit and age it continuously. */
29
+ fn rzAudioTime() -> f32 { return _rzAudio[3]; }
30
+ /** Bands per frame — log-spaced, bass first. */
31
+ fn rzAudioBandCount() -> i32 { return i32(_rzAudio[1]); }
32
+
33
+ fn _rzAudioFrameAt(offset: f32) -> i32 {
34
+ let frames = i32(_rzAudio[0]);
35
+ let t = _rzAudio[3] + offset;
36
+ return clamp(i32(t / max(_rzAudio[2], 1e-5)), 0, frames - 1);
37
+ }
38
+
39
+ /**
40
+ * Loudness at now + offset seconds, 0..1.
41
+ *
42
+ * The offset is what makes a WAVEFORM drawable: a column at x samples the
43
+ * envelope at (x - 0.5) * window seconds, and the playhead is the centre of the
44
+ * screen by construction. Offsets past either end clamp to the track's edges.
45
+ */
46
+ fn rzAudioLevelAt(offset: f32) -> f32 {
47
+ let frames = i32(_rzAudio[0]);
48
+ if (frames <= 0) { return 0.0; }
49
+ let bands = i32(_rzAudio[1]);
50
+ return _rzAudio[8 + _rzAudioFrameAt(offset) * (bands + 2)];
51
+ }
52
+
53
+ /**
54
+ * The KICK track: how hard the bass is rising at now + offset, 0..1 —
55
+ * precomputed, so a beat-triggered effect is one comparison instead of a
56
+ * per-pixel history scan. Scan a short window of NEGATIVE offsets to find
57
+ * recent hits and age things from them (quantise the hit to the analysis grid
58
+ * so ages stay continuous).
59
+ */
60
+ fn rzAudioOnsetAt(offset: f32) -> f32 {
61
+ let frames = i32(_rzAudio[0]);
62
+ if (frames <= 0) { return 0.0; }
63
+ let bands = i32(_rzAudio[1]);
64
+ return _rzAudio[8 + _rzAudioFrameAt(offset) * (bands + 2) + 1];
65
+ }
66
+ fn rzAudioOnset() -> f32 { return rzAudioOnsetAt(0.0); }
67
+ /** Loudness now, 0..1. */
68
+ fn rzAudioLevel() -> f32 { return rzAudioLevelAt(0.0); }
69
+
70
+ /** Band i at now + offset seconds, 0..1. Band 0 is the deepest bass. */
71
+ fn rzAudioBandAt(i: i32, offset: f32) -> f32 {
72
+ let frames = i32(_rzAudio[0]);
73
+ if (frames <= 0) { return 0.0; }
74
+ let bands = i32(_rzAudio[1]);
75
+ if (i < 0 || i >= bands) { return 0.0; }
76
+ return _rzAudio[8 + _rzAudioFrameAt(offset) * (bands + 2) + 2 + i];
77
+ }
78
+ /** Band i now — the visualiser call. */
79
+ fn rzAudioBand(i: i32) -> f32 { return rzAudioBandAt(i, 0.0); }
80
+ `;
81
+ }
@@ -79,6 +79,16 @@ export type CompositeEffectSource = {
79
79
  hasForeground: boolean;
80
80
  };
81
81
  export declare function buildCompositeShader(effect?: CompositeEffectSource | null): string;
82
+ /**
83
+ * The field pass: the user's background/foreground mounts at half resolution,
84
+ * into two rgba16f targets the composite bilinearly upsamples.
85
+ *
86
+ * The fragment reconstructs the FULL-resolution pixel it stands in for and runs
87
+ * the original derivation verbatim — same ndc, same ray, same uv, same depth
88
+ * read — so an effect cannot tell it moved; it is simply asked half as often
89
+ * in each direction.
90
+ */
91
+ export declare function buildFieldShader(effect: CompositeEffectSource): string;
82
92
  /** Kept for compatibility with existing imports (the base, no-effect shader). */
83
93
  export declare const COMPOSITE_SHADER_WGSL: string;
84
94
  //# sourceMappingURL=composite.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"composite.d.ts","sourceRoot":"","sources":["../../../src/shaders/passes/composite.ts"],"names":[],"mappings":"AAeA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;+BAgC+B;AAC/B;;;;;;;;;;;;;;;;;;GAkBG;AACH,wBAAgB,kBAAkB,CAAC,IAAI,EAAE,MAAM,EAAE,GAAG,EAAE,MAAM,GAAG;IAAE,IAAI,EAAE,MAAM,CAAC;IAAC,KAAK,EAAE,OAAO,CAAA;CAAE,EAAE,CAIhG;AAED;;;;;;;;GAQG;AACH,eAAO,MAAM,eAAe,IAAI,CAAA;AAChC,eAAO,MAAM,cAAc,IAAI,CAAA;AAC/B,eAAO,MAAM,oBAAoB,MAAM,CAAA;AACvC,6EAA6E;AAC7E,eAAO,MAAM,iBAAiB,QAA6D,CAAA;AAE3F,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;AA2hBD,wBAAgB,oBAAoB,CAAC,MAAM,CAAC,EAAE,qBAAqB,GAAG,IAAI,GAAG,MAAM,CAclF;AAED,iFAAiF;AACjF,eAAO,MAAM,qBAAqB,QAA6B,CAAA"}
1
+ {"version":3,"file":"composite.d.ts","sourceRoot":"","sources":["../../../src/shaders/passes/composite.ts"],"names":[],"mappings":"AAgBA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;+BAgC+B;AAC/B;;;;;;;;;;;;;;;;;;GAkBG;AACH,wBAAgB,kBAAkB,CAAC,IAAI,EAAE,MAAM,EAAE,GAAG,EAAE,MAAM,GAAG;IAAE,IAAI,EAAE,MAAM,CAAC;IAAC,KAAK,EAAE,OAAO,CAAA;CAAE,EAAE,CAIhG;AAED;;;;;;;;GAQG;AACH,eAAO,MAAM,eAAe,IAAI,CAAA;AAChC,eAAO,MAAM,cAAc,IAAI,CAAA;AAC/B,eAAO,MAAM,oBAAoB,MAAM,CAAA;AACvC,6EAA6E;AAC7E,eAAO,MAAM,iBAAiB,QAA6D,CAAA;AAE3F,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;AA2iBD,wBAAgB,oBAAoB,CAAC,MAAM,CAAC,EAAE,qBAAqB,GAAG,IAAI,GAAG,MAAM,CAOlF;AAED;;;;;;;;GAQG;AACH,wBAAgB,gBAAgB,CAAC,MAAM,EAAE,qBAAqB,GAAG,MAAM,CA4CtE;AAED,iFAAiF;AACjF,eAAO,MAAM,qBAAqB,QAA6B,CAAA"}
@@ -1,3 +1,4 @@
1
+ import { audioApi } from "../audio-api";
1
2
  // Composite: HDR scene + bloom pyramid → Filmic tone map → gamma → swapchain.
2
3
  // Bloom tint/intensity applied at combine (EEVEE treats them as combine-stage params, not prefilter).
3
4
  //
@@ -148,6 +149,16 @@ override APPLY_GAMMA: bool = true;
148
149
  // vec4 slots: [0 .. 11] four subjects, three each (root+valid, hip, bounds);
149
150
  // then MAX_ANCHORS × four subjects, three each (pos+valid, vel, fwd).
150
151
  @group(0) @binding(11) var<storage, read> _rzCast: array<vec4f>;
152
+ // The FIELD LAYER: the user's background/foreground mounts, rendered at half
153
+ // resolution in their own pass (see buildFieldShader) and sampled here. Field
154
+ // effects are glows, fog, shafts, gradients — low-frequency by nature — and
155
+ // running them per quarter-pixel was the single largest per-frame cost an
156
+ // effect could add. Bilinear upsampling is invisible at that frequency.
157
+ @group(0) @binding(15) var fieldBgTex: texture_2d<f32>;
158
+ @group(0) @binding(16) var fieldFgTex: texture_2d<f32>;
159
+ // Geometry ribbons, max-blended in their own layer (trails.ts). Composited in
160
+ // display space below, where the fullscreen ribbon effects always ran.
161
+ @group(0) @binding(12) var trailTex: texture_2d<f32>;
151
162
 
152
163
  // Must match FILMIC_LUT_WIDTH in engine.ts (bakeFilmicLut).
153
164
  const FILMIC_LUT_W: f32 = 256.0;
@@ -288,6 +299,11 @@ fn rzProject(p: vec3f) -> vec3f {
288
299
  return vec3f(ndc * 0.5 + 0.5, z);
289
300
  }
290
301
 
302
+ fn rzCamPos() -> vec3f { return rzCameraPos(); }
303
+ fn rzCameraRight() -> vec3f { return viewU[3].xyz; }
304
+ fn rzCameraUp() -> vec3f { return viewU[4].xyz; }
305
+ fn rzCameraForward() -> vec3f { return viewU[5].xyz; }
306
+
291
307
  /** A character, as much of one as a shader needs. */
292
308
  struct RzSubject {
293
309
  /** On the FLOOR, under the body — where a ring or a magic circle belongs. */
@@ -562,6 +578,11 @@ const COMPOSITE_BODY = /* wgsl */ `
562
578
  // expression, because the foreground mount composites onto it.
563
579
  var outRgb = disp * sceneAlpha + bgPm * (1.0 - sceneAlpha);
564
580
  var outA = sceneAlpha + bgA * (1.0 - sceneAlpha);
581
+ // The trail layer, straight-alpha over the tone-mapped frame — the author's
582
+ // colours verbatim, never through AgX.
583
+ let trailFx = textureLoad(trailTex, vec2i(fragCoord.xy), 0);
584
+ outRgb = trailFx.rgb * trailFx.a + outRgb * (1.0 - trailFx.a);
585
+ outA = trailFx.a + outA * (1.0 - trailFx.a);
565
586
  FOREGROUND_CALL
566
587
  return vec4f(outRgb, outA);
567
588
  }
@@ -571,8 +592,7 @@ const COMPOSITE_BODY = /* wgsl */ `
571
592
  // OVER onto the base layer. No `if` around it: the pipeline is rebuilt per
572
593
  // effect, so this text only exists in variants whose WGSL defines background().
573
594
  const BACKGROUND_CALL = /* wgsl */ `
574
- let bgUv = vec2f(fragCoord.x / fullSz.x, 1.0 - fragCoord.y / fullSz.y);
575
- let bgFx = clamp(background(dir, bgUv, viewU[6].x), vec4f(0.0), vec4f(1.0));
595
+ let bgFx = clamp(textureSampleLevel(fieldBgTex, bloomSamp, fragCoord.xy / fullSz, 0.0), vec4f(0.0), vec4f(1.0));
576
596
  bgPm = bgFx.rgb * bgFx.a + bgPm * (1.0 - bgFx.a);
577
597
  bgA = bgFx.a + bgA * (1.0 - bgFx.a);
578
598
  `;
@@ -580,12 +600,7 @@ const BACKGROUND_CALL = /* wgsl */ `
580
600
  // base. Ungated by design: a foreground runs at every pixel, including the ones
581
601
  // the model covers, because covering them is the point.
582
602
  const FOREGROUND_CALL = /* wgsl */ `
583
- let fgUv = vec2f(fragCoord.x / fullSz.x, 1.0 - fragCoord.y / fullSz.y);
584
- // The scene's own depth, so the effect can tell what is in front of it: a
585
- // petal compares its distance against this and lets the model take the pixel,
586
- // and fog's alpha is nothing but a function of it. Pixels the scene never drew
587
- // read the far plane, so distance fog closes over the backdrop too.
588
- let fgFx = clamp(foreground(dir, fgUv, viewU[6].x, linearDepth(coord)), vec4f(0.0), vec4f(1.0));
603
+ let fgFx = clamp(textureSampleLevel(fieldFgTex, bloomSamp, fragCoord.xy / fullSz, 0.0), vec4f(0.0), vec4f(1.0));
589
604
  outRgb = fgFx.rgb * fgFx.a + outRgb * (1.0 - fgFx.a);
590
605
  outA = fgFx.a + outA * (1.0 - fgFx.a);
591
606
  `;
@@ -610,24 +625,72 @@ const USES_DERIVATIVES = /\b(?:fwidth|dpdx|dpdy)(?:Fine|Coarse)?\s*\(/;
610
625
  function backgroundCondition(effect) {
611
626
  // sceneAlpha, not alpha: the bokeh gather spreads coverage, so a pixel the
612
627
  // sharp scene fully covered can end up needing background behind its blur.
628
+ // (The old derivative carve-out is gone with the inline user code: the field
629
+ // pass runs the whole quad, which is uniform control flow by construction.)
613
630
  const coverage = "sceneAlpha < 0.999";
614
631
  if (!effect?.hasBackground)
615
632
  return `bg.w > 1.5 && ${coverage}`;
616
- return USES_DERIVATIVES.test(effect.wgsl) ? "true" : coverage;
633
+ return coverage;
617
634
  }
618
635
  export function buildCompositeShader(effect) {
619
636
  const body = COMPOSITE_BODY.replace("BACKGROUND_COND", backgroundCondition(effect))
620
637
  .replace("BACKGROUND_CALL", effect?.hasBackground ? BACKGROUND_CALL.trim() : "")
621
638
  .replace("FOREGROUND_CALL", effect?.hasForeground ? FOREGROUND_CALL.trim() : "");
622
- if (!effect)
623
- return COMPOSITE_HEAD + body;
639
+ // The composite is STATIC either way now: the user's code compiles in the
640
+ // field module alone, and the composite only decides whether to sample it.
641
+ return COMPOSITE_HEAD + audioApi(0, 13) + body;
642
+ }
643
+ /**
644
+ * The field pass: the user's background/foreground mounts at half resolution,
645
+ * into two rgba16f targets the composite bilinearly upsamples.
646
+ *
647
+ * The fragment reconstructs the FULL-resolution pixel it stands in for and runs
648
+ * the original derivation verbatim — same ndc, same ray, same uv, same depth
649
+ * read — so an effect cannot tell it moved; it is simply asked half as often
650
+ * in each direction.
651
+ */
652
+ export function buildFieldShader(effect) {
653
+ const bgLine = effect.hasBackground
654
+ ? "out.bg = clamp(background(dir, uv, viewU[6].x), vec4f(0.0), vec4f(1.0));"
655
+ : "";
656
+ const fgLine = effect.hasForeground
657
+ ? "out.fg = clamp(foreground(dir, uv, viewU[6].x, linearDepth(vec2<i32>(min(fx, fullSz - 1.0)))), vec4f(0.0), vec4f(1.0));"
658
+ : "";
624
659
  return (COMPOSITE_HEAD +
660
+ audioApi(0, 13) +
625
661
  "\n// ── user effect (setEffect) ──\n" +
626
662
  effect.paramsDecl +
627
663
  "\n" +
628
664
  effect.wgsl +
629
665
  "\n" +
630
- body);
666
+ /* wgsl */ `
667
+ @group(0) @binding(14) var<uniform> fieldU: vec4f;
668
+
669
+ @vertex fn fieldVs(@builtin(vertex_index) vi: u32) -> @builtin(position) vec4f {
670
+ let x = f32((vi & 1u) << 2u) - 1.0;
671
+ let y = f32((vi & 2u) << 1u) - 1.0;
672
+ return vec4f(x, y, 0.0, 1.0);
673
+ }
674
+
675
+ struct FieldOut {
676
+ @location(0) bg: vec4f,
677
+ @location(1) fg: vec4f,
678
+ }
679
+
680
+ @fragment fn fieldFs(@builtin(position) fragCoord: vec4f) -> FieldOut {
681
+ let fullSz = fieldU.zw;
682
+ let fx = fragCoord.xy * (fullSz / max(fieldU.xy, vec2f(1.0)));
683
+ let ndc = vec2f(fx.x / fullSz.x * 2.0 - 1.0, 1.0 - fx.y / fullSz.y * 2.0);
684
+ let dir = normalize(viewU[5].xyz + ndc.x * viewU[3].w * viewU[3].xyz + ndc.y * viewU[4].w * viewU[4].xyz);
685
+ let uv = vec2f(fx.x / fullSz.x, 1.0 - fx.y / fullSz.y);
686
+ var out: FieldOut;
687
+ out.bg = vec4f(0.0);
688
+ out.fg = vec4f(0.0);
689
+ ${bgLine}
690
+ ${fgLine}
691
+ return out;
692
+ }
693
+ `);
631
694
  }
632
695
  /** Kept for compatibility with existing imports (the base, no-effect shader). */
633
696
  export const COMPOSITE_SHADER_WGSL = buildCompositeShader(null);
@@ -0,0 +1,58 @@
1
+ /** Where the cast/trail history sits in the shared storage buffer. */
2
+ export type CastLayout = {
3
+ subjects: number;
4
+ samples: number;
5
+ base: number;
6
+ trailBase: number;
7
+ slots: number;
8
+ };
9
+ /** How the author's quads combine with the scene. */
10
+ export type ParticleBlend = "alpha" | "additive";
11
+ export type ParticleSource = {
12
+ /** The author's WGSL verbatim. */
13
+ wgsl: string;
14
+ /** Simultaneous particles. Fixed at install; the pool recycles rather than grows. */
15
+ count: number;
16
+ blend: ParticleBlend;
17
+ /** Feed the bloom pyramid. Off by default — rain should not glow. */
18
+ bloom: boolean;
19
+ };
20
+ /** Bytes per particle. Explicitly padded — see the struct below. */
21
+ export declare const PARTICLE_STRIDE = 48;
22
+ /** `// @particles 4096` — how many live at once. */
23
+ export declare function parseParticleCount(wgsl: string, max: number): number;
24
+ /** `// @bloom` — opt in to the bloom pyramid. Sparks want it; rain does not. */
25
+ export declare function parseParticleBloom(wgsl: string): boolean;
26
+ /** `// @blend additive` — default is straight alpha. */
27
+ export declare function parseParticleBlend(wgsl: string): ParticleBlend;
28
+ /** Does the source define the particle contract? All three are required together. */
29
+ export declare function particleEntryPoints(wgsl: string): {
30
+ init: boolean;
31
+ step: boolean;
32
+ shade: boolean;
33
+ };
34
+ /**
35
+ * Spawn, age, recycle.
36
+ *
37
+ * One kernel for both birth and update, because a dead slot and a new particle
38
+ * are the same write — a pool that recycles has no allocation and therefore no
39
+ * spawn-rate bookkeeping to get wrong. The cost is that lifetimes are staggered
40
+ * only by whatever the author randomises in `particleInit`, which for rain and
41
+ * snow is exactly right, and for a burst is what the age offset is for.
42
+ */
43
+ export declare function buildParticleComputeShader(src: ParticleSource, cast: CastLayout): string;
44
+ /**
45
+ * One camera-facing quad per live particle.
46
+ *
47
+ * Six vertices, no index or vertex buffer: the corners are derived from
48
+ * `vertex_index` and the particle is read from storage by `instance_index`, so a
49
+ * draw is `draw(6, count)` and there is nothing to upload per frame. The billboard
50
+ * basis comes from the VIEW matrix's rows rather than from a look-at, which keeps
51
+ * the quad square on screen no matter where the camera rolls.
52
+ *
53
+ * A dead particle collapses to a degenerate quad instead of being culled on the
54
+ * CPU — the alternative is a compacted draw list, which costs a prefix sum and a
55
+ * readback every frame to save vertices the rasteriser was going to reject anyway.
56
+ */
57
+ export declare function buildParticleRenderShader(src: ParticleSource, cast: CastLayout): string;
58
+ //# sourceMappingURL=particles.d.ts.map
@@ -0,0 +1 @@
1
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