reze-engine 0.42.3 → 0.50.0

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Files changed (140) hide show
  1. package/README.md +40 -410
  2. package/dist/camera.d.ts +3 -0
  3. package/dist/camera.d.ts.map +1 -1
  4. package/dist/camera.js +33 -8
  5. package/dist/engine.d.ts +924 -29
  6. package/dist/engine.d.ts.map +1 -1
  7. package/dist/engine.js +4043 -278
  8. package/dist/graph/registry.d.ts +2 -2
  9. package/dist/graph/registry.d.ts.map +1 -1
  10. package/dist/graph/registry.js +1 -1
  11. package/dist/graph/slots.d.ts +0 -1
  12. package/dist/graph/slots.d.ts.map +1 -1
  13. package/dist/graph/slots.js +37 -9
  14. package/dist/hdr.d.ts +18 -0
  15. package/dist/hdr.d.ts.map +1 -0
  16. package/dist/hdr.js +162 -0
  17. package/dist/ibl.d.ts +19 -0
  18. package/dist/ibl.d.ts.map +1 -0
  19. package/dist/ibl.js +113 -0
  20. package/dist/ik-solver.d.ts +2 -1
  21. package/dist/ik-solver.d.ts.map +1 -1
  22. package/dist/index.d.ts +5 -1
  23. package/dist/index.d.ts.map +1 -1
  24. package/dist/index.js +10 -0
  25. package/dist/math.d.ts +20 -1
  26. package/dist/math.d.ts.map +1 -1
  27. package/dist/math.js +23 -16
  28. package/dist/midi-loader.d.ts +10 -0
  29. package/dist/midi-loader.d.ts.map +1 -0
  30. package/dist/midi-loader.js +247 -0
  31. package/dist/model.d.ts +2 -13
  32. package/dist/model.d.ts.map +1 -1
  33. package/dist/model.js +29 -0
  34. package/dist/param-track.d.ts +48 -0
  35. package/dist/param-track.d.ts.map +1 -0
  36. package/dist/param-track.js +80 -0
  37. package/dist/physics/types.d.ts.map +1 -1
  38. package/dist/physics/types.js +3 -0
  39. package/dist/reflection.d.ts +27 -0
  40. package/dist/reflection.d.ts.map +1 -0
  41. package/dist/reflection.js +93 -0
  42. package/dist/shaders/anchor-table.d.ts +56 -0
  43. package/dist/shaders/anchor-table.d.ts.map +1 -0
  44. package/dist/shaders/anchor-table.js +128 -0
  45. package/dist/shaders/audio-api.d.ts +3 -0
  46. package/dist/shaders/audio-api.d.ts.map +1 -0
  47. package/dist/shaders/audio-api.js +81 -0
  48. package/dist/shaders/cast-api.d.ts +2 -0
  49. package/dist/shaders/cast-api.d.ts.map +1 -0
  50. package/dist/shaders/cast-api.js +121 -0
  51. package/dist/shaders/cast-layout.d.ts +21 -0
  52. package/dist/shaders/cast-layout.d.ts.map +1 -0
  53. package/dist/shaders/cast-layout.js +20 -0
  54. package/dist/shaders/lights.d.ts +79 -0
  55. package/dist/shaders/lights.d.ts.map +1 -0
  56. package/dist/shaders/lights.js +269 -0
  57. package/dist/shaders/lyrics-api.d.ts +39 -0
  58. package/dist/shaders/lyrics-api.d.ts.map +1 -0
  59. package/dist/shaders/lyrics-api.js +187 -0
  60. package/dist/shaders/materials/common.d.ts +2 -4
  61. package/dist/shaders/materials/common.d.ts.map +1 -1
  62. package/dist/shaders/materials/common.js +87 -35
  63. package/dist/shaders/midi-api.d.ts +10 -0
  64. package/dist/shaders/midi-api.d.ts.map +1 -0
  65. package/dist/shaders/midi-api.js +114 -0
  66. package/dist/shaders/passes/composite.d.ts +31 -15
  67. package/dist/shaders/passes/composite.d.ts.map +1 -1
  68. package/dist/shaders/passes/composite.js +225 -135
  69. package/dist/shaders/passes/cull.d.ts +2 -0
  70. package/dist/shaders/passes/cull.d.ts.map +1 -0
  71. package/dist/shaders/passes/cull.js +138 -0
  72. package/dist/shaders/passes/field-blit.d.ts +26 -0
  73. package/dist/shaders/passes/field-blit.d.ts.map +1 -0
  74. package/dist/shaders/passes/field-blit.js +65 -0
  75. package/dist/shaders/passes/grid.d.ts +31 -0
  76. package/dist/shaders/passes/grid.d.ts.map +1 -0
  77. package/dist/shaders/passes/grid.js +169 -0
  78. package/dist/shaders/passes/ground.d.ts +13 -1
  79. package/dist/shaders/passes/ground.d.ts.map +1 -1
  80. package/dist/shaders/passes/ground.js +170 -25
  81. package/dist/shaders/passes/hosted-api.d.ts +57 -0
  82. package/dist/shaders/passes/hosted-api.d.ts.map +1 -0
  83. package/dist/shaders/passes/hosted-api.js +166 -0
  84. package/dist/shaders/passes/id-debug.d.ts +28 -0
  85. package/dist/shaders/passes/id-debug.d.ts.map +1 -0
  86. package/dist/shaders/passes/id-debug.js +74 -0
  87. package/dist/shaders/passes/particles.d.ts +66 -0
  88. package/dist/shaders/passes/particles.d.ts.map +1 -0
  89. package/dist/shaders/passes/particles.js +279 -0
  90. package/dist/shaders/passes/scene-contract.d.ts +128 -0
  91. package/dist/shaders/passes/scene-contract.d.ts.map +1 -0
  92. package/dist/shaders/passes/scene-contract.js +207 -0
  93. package/dist/shaders/passes/sim.d.ts +34 -0
  94. package/dist/shaders/passes/sim.d.ts.map +1 -0
  95. package/dist/shaders/passes/sim.js +169 -0
  96. package/dist/shaders/passes/trails.d.ts +59 -0
  97. package/dist/shaders/passes/trails.d.ts.map +1 -0
  98. package/dist/shaders/passes/trails.js +340 -0
  99. package/dist/shaders/score-api.d.ts +10 -0
  100. package/dist/shaders/score-api.d.ts.map +1 -0
  101. package/dist/shaders/score-api.js +114 -0
  102. package/dist/shadow-cascades.d.ts +45 -0
  103. package/dist/shadow-cascades.d.ts.map +1 -0
  104. package/dist/shadow-cascades.js +70 -0
  105. package/dist/vmd-loader.d.ts +3 -2
  106. package/dist/vmd-loader.d.ts.map +1 -1
  107. package/package.json +1 -1
  108. package/src/camera.ts +31 -8
  109. package/src/engine.ts +4535 -296
  110. package/src/graph/registry.ts +2 -2
  111. package/src/graph/slots.ts +37 -9
  112. package/src/hdr.ts +156 -0
  113. package/src/ibl.ts +115 -0
  114. package/src/ik-solver.ts +1 -1
  115. package/src/index.ts +12 -0
  116. package/src/math.ts +23 -17
  117. package/src/midi-loader.ts +246 -0
  118. package/src/model.ts +31 -3
  119. package/src/param-track.ts +83 -0
  120. package/src/physics/types.ts +4 -1
  121. package/src/reflection.ts +94 -0
  122. package/src/shaders/anchor-table.ts +147 -0
  123. package/src/shaders/audio-api.ts +82 -0
  124. package/src/shaders/cast-api.ts +123 -0
  125. package/src/shaders/cast-layout.ts +20 -0
  126. package/src/shaders/lights.ts +280 -0
  127. package/src/shaders/lyrics-api.ts +202 -0
  128. package/src/shaders/materials/common.ts +89 -35
  129. package/src/shaders/midi-api.ts +116 -0
  130. package/src/shaders/passes/composite.ts +244 -136
  131. package/src/shaders/passes/cull.ts +139 -0
  132. package/src/shaders/passes/grid.ts +178 -0
  133. package/src/shaders/passes/ground.ts +172 -25
  134. package/src/shaders/passes/hosted-api.ts +171 -0
  135. package/src/shaders/passes/id-debug.ts +75 -0
  136. package/src/shaders/passes/particles.ts +340 -0
  137. package/src/shaders/passes/scene-contract.ts +266 -0
  138. package/src/shaders/passes/trails.ts +390 -0
  139. package/src/shadow-cascades.ts +97 -0
  140. package/src/vmd-loader.ts +2 -2
@@ -1,3 +1,11 @@
1
+ import { RZ_LIGHT_STRUCT_WGSL } from "../lights";
2
+ import { anchorAliasWgsl } from "../anchor-table";
3
+ import { CAST_API } from "../cast-api";
4
+ import { clockApi, EFFECT_MATH_API, PARTICLE_STRUCT_WGSL, trailSlotsApi, viewportApi } from "./hosted-api";
5
+ import { audioApi } from "../audio-api";
6
+ import { lyricsApi, lyricsTextApi } from "../lyrics-api";
7
+ import { midiApi } from "../midi-api";
8
+ import { gridReadApi } from "./grid";
1
9
  // Composite: HDR scene + bloom pyramid → Filmic tone map → gamma → swapchain.
2
10
  // Bloom tint/intensity applied at combine (EEVEE treats them as combine-stage params, not prefilter).
3
11
  //
@@ -69,20 +77,9 @@ export function parseEffectAnchors(wgsl, max) {
69
77
  .map((m) => ({ bone: m[1], trail: m[2] !== undefined }))
70
78
  .slice(0, max);
71
79
  }
72
- /**
73
- * The caps the cast buffer is built to, shared by the shader below and by the
74
- * engine that fills it. Interpolated into the WGSL rather than written twice:
75
- * the layout arithmetic on both sides has to agree exactly, and two literals
76
- * that must match are two literals that eventually will not.
77
- *
78
- * All three are MINIMUMS. Raising one breaks nothing, because effects read
79
- * through accessors and loop to the count functions; lowering one does.
80
- */
81
- export const EFFECT_SUBJECTS = 4;
82
- export const EFFECT_ANCHORS = 8;
83
- export const EFFECT_TRAIL_SAMPLES = 128;
84
- /** vec4 slot where the trails begin — after the subjects and the anchors. */
85
- export const EFFECT_TRAIL_BASE = EFFECT_SUBJECTS * 3 + EFFECT_ANCHORS * EFFECT_SUBJECTS * 3;
80
+ // The cast's caps live in cast-layout.ts — re-exported here because half the
81
+ // engine imports them from this file and the constants did not move in meaning.
82
+ export { EFFECT_ANCHORS, EFFECT_SUBJECTS, EFFECT_TRAIL_BASE, EFFECT_TRAIL_SAMPLES } from "../cast-layout";
86
83
  const COMPOSITE_HEAD = /* wgsl */ `
87
84
  // Pipeline-override constant: the engine creates two composite pipelines, one
88
85
  // with APPLY_GAMMA=false (gamma=1 fast path) and one with APPLY_GAMMA=true.
@@ -148,13 +145,39 @@ override APPLY_GAMMA: bool = true;
148
145
  // vec4 slots: [0 .. 11] four subjects, three each (root+valid, hip, bounds);
149
146
  // then MAX_ANCHORS × four subjects, three each (pos+valid, vel, fwd).
150
147
  @group(0) @binding(11) var<storage, read> _rzCast: array<vec4f>;
148
+ // The FIELD LAYER: the user's background/foreground mounts, rendered at half
149
+ // resolution in their own pass (see buildFieldShader) and sampled here. Field
150
+ // effects are glows, fog, shafts, gradients — low-frequency by nature — and
151
+ // running them per quarter-pixel was the single largest per-frame cost an
152
+ // effect could add. Bilinear upsampling is invisible at that frequency.
153
+ // The field layer, ONE PAIR PER RESOLUTION. 15/16 are full res, 20/21 half.
154
+ // An effect draws into the pair it declared, so a starfield that upsamples
155
+ // perfectly no longer pays full-resolution pixels because a neighbour needed
156
+ // crisp edges. Both pairs are read every frame and combined full-over-half
157
+ // below; a pair NO effect draws into is bound to a 1x1 transparent texture
158
+ // instead of a target, so nothing has to clear a full-res pair to hand this
159
+ // shader the transparent black it would then read.
160
+ @group(0) @binding(15) var fieldBgTex: texture_2d<f32>;
161
+ @group(0) @binding(16) var fieldFgTex: texture_2d<f32>;
162
+ @group(0) @binding(20) var fieldBgHalfTex: texture_2d<f32>;
163
+ @group(0) @binding(21) var fieldFgHalfTex: texture_2d<f32>;
151
164
 
165
+ /** Two field layers into one, premultiplied OVER, top in front. A resolution
166
+ * boundary is a layer boundary: within a pair, effects blend in document
167
+ * order; across pairs, full res wins. (No backticks in here — this string is
168
+ * a TS template literal and one ends it mid-shader.) */
169
+ fn rzFieldMerge(top: vec4f, bot: vec4f) -> vec4f {
170
+ return vec4f(top.rgb + bot.rgb * (1.0 - top.a), top.a + bot.a * (1.0 - top.a));
171
+ }
152
172
  // Must match FILMIC_LUT_WIDTH in engine.ts (bakeFilmicLut).
153
173
  const FILMIC_LUT_W: f32 = 256.0;
154
174
 
155
175
  fn linearDepth(coord: vec2<i32>) -> f32 {
156
176
  let z = textureLoad(depthTex, coord, 0);
157
- // projA > 1 for every valid z in [0,1], so the divisor never crosses zero.
177
+ // projA and projB are m[10] and m[14] of whatever projection the camera built,
178
+ // so this one line inverts both conventions. Non-reversed puts projA just above
179
+ // 1; reversed puts it slightly below 0. Either way (z - projA) keeps its sign
180
+ // across the whole of z in [0,1], so the divisor never crosses zero.
158
181
  return clamp(dofU[2].y / (z - dofU[2].x), 0.05, 100000.0);
159
182
  }
160
183
 
@@ -242,7 +265,21 @@ fn viewTransform(c: vec3f) -> vec3f {
242
265
  if (mode > 0.5) { return vec3f(srgb_encode(c.r), srgb_encode(c.g), srgb_encode(c.b)); }
243
266
  return vec3f(filmic(c.r), filmic(c.g), filmic(c.b));
244
267
  }
245
-
268
+ `;
269
+ /**
270
+ * The scene half of the effect API — camera, projection, cast, trails.
271
+ *
272
+ * Split out of COMPOSITE_HEAD so the SIM pass can have it too. One effect file
273
+ * is spliced into every module it has a mount in, so a file with both a grid and
274
+ * a foreground compiles its foreground inside the grid shader, where every
275
+ * rzCameraPos() in it has to resolve. Sharing the block is better than stubbing
276
+ * it twice, and it means a kernel can legitimately ask where a bone is — which
277
+ * is exactly what a wake wants.
278
+ *
279
+ * Depends on `viewU` and `_rzCast` being declared by the including module, and
280
+ * on nothing else: no textures, no samplers.
281
+ */
282
+ export const EFFECT_SCENE_API = /* wgsl */ `
246
283
  // ── The effect API ────────────────────────────────────────────────────────────
247
284
  //
248
285
  // Named rz*, for the engine. The prefix earns its place twice: user code is
@@ -288,104 +325,22 @@ fn rzProject(p: vec3f) -> vec3f {
288
325
  return vec3f(ndc * 0.5 + 0.5, z);
289
326
  }
290
327
 
291
- /** A character, as much of one as a shader needs. */
292
- struct RzSubject {
293
- /** On the FLOOR, under the body — where a ring or a magic circle belongs. */
294
- root: vec3f,
295
- /** At the hips, the middle of the body — where an aura belongs. */
296
- center: vec3f,
297
- /** Bounding sphere: xyz centre, w radius. Deliberately generous — cull with it. */
298
- bounds: vec4f,
299
- /** False past the end of the cast, and every field is then zero. */
300
- valid: bool,
301
- }
302
-
303
- /** One bone an effect asked for, by name, at the top of its own source. */
304
- struct RzAnchor {
305
- pos: vec3f,
306
- /** World units per second, from the previous frame. Direction for a trail,
307
- * magnitude for anything that should react to how hard someone is moving. */
308
- vel: vec3f,
309
- /** The bone's forward axis — which way a foot points, where a head looks. */
310
- fwd: vec3f,
311
- /** False when this rig has no such bone. Check it: the alternative is drawing
312
- * a hand effect at the world origin on every model that spells it differently. */
313
- valid: bool,
314
- }
315
-
316
- const RZ_MAX_ANCHORS: i32 = ${EFFECT_ANCHORS};
317
-
318
- /**
319
- * Character i. Loop to rzSubjectCount(), never to a constant — the caps here are
320
- * MINIMUMS and are free to grow, which is only true while nobody hardcodes them.
321
- */
322
- fn rzSubject(i: i32) -> RzSubject {
323
- var s: RzSubject;
324
- s.valid = i >= 0 && i < rzSubjectCount();
325
- if (!s.valid) { return s; }
326
- let b = i * 3;
327
- s.root = _rzCast[b].xyz;
328
- s.center = _rzCast[b + 1].xyz;
329
- s.bounds = _rzCast[b + 2];
330
- return s;
331
- }
328
+ fn rzCamPos() -> vec3f { return rzCameraPos(); }
329
+ fn rzCameraRight() -> vec3f { return viewU[3].xyz; }
330
+ fn rzCameraUp() -> vec3f { return viewU[4].xyz; }
331
+ fn rzCameraForward() -> vec3f { return viewU[5].xyz; }
332
332
 
333
- /**
334
- * The slot-th bone this effect declared, on character subject.
335
- *
336
- * Slots are the order of the declarations at the top of your source:
337
- *
338
- * // @anchor 左手首
339
- * // @anchor 頭
340
- *
341
- * gives you slot 0 and slot 1. Any bone name the model has works; valid is
342
- * false when it does not have it, which is the normal case across rigs that
343
- * spell things differently.
344
- */
345
- fn rzAnchor(subject: i32, slot: i32) -> RzAnchor {
346
- var a: RzAnchor;
347
- a.valid = false;
348
- if (subject < 0 || subject >= rzSubjectCount() || slot < 0 || slot >= RZ_MAX_ANCHORS) { return a; }
349
- let b = ${EFFECT_SUBJECTS * 3} + (slot * ${EFFECT_SUBJECTS} + subject) * 3;
350
- a.valid = _rzCast[b].w > 0.5;
351
- a.pos = _rzCast[b].xyz;
352
- a.vel = _rzCast[b + 1].xyz;
353
- a.fwd = _rzCast[b + 2].xyz;
354
- return a;
355
- }
333
+ // The cast — subjects, anchors, trails — is CAST_API, shared verbatim with the
334
+ // particle and trail modules. It used to be written out here, a second time, and
335
+ // the two copies had drifted: this one had rzAnchor and that one did not.
336
+ ${CAST_API}
356
337
 
357
- const RZ_TRAIL_SAMPLES: i32 = ${EFFECT_TRAIL_SAMPLES};
338
+ // The hashes, the noise and rzFalloff — EFFECT_MATH_API, the same text the
339
+ // particle and trail modules get. The field module used to be missing most of
340
+ // it, so a helper an author wrote for one mount failed to compile in another
341
+ // for no reason visible in the file.
342
+ ${EFFECT_MATH_API}${PARTICLE_STRUCT_WGSL}
358
343
 
359
- /**
360
- * How many path samples this anchor has. Zero unless it was declared with
361
- * trail, and it climbs from zero as the trail fills after the effect loads.
362
- *
363
- * Loop to THIS, never to RZ_TRAIL_SAMPLES: the cap is a minimum and is free to
364
- * grow, which stays true only while nobody hardcodes it.
365
- */
366
- fn rzTrailCount(subject: i32, slot: i32) -> i32 {
367
- if (subject < 0 || subject >= rzSubjectCount() || slot < 0 || slot >= RZ_MAX_ANCHORS) { return 0; }
368
- return i32(_rzCast[${EFFECT_SUBJECTS * 3} + (slot * ${EFFECT_SUBJECTS} + subject) * 3 + 2].w);
369
- }
370
-
371
- /**
372
- * Sample i of an anchor's path: xyz where it was, w how many seconds ago.
373
- *
374
- * i = 0 is NOW and they run backwards in time, so a ribbon is drawn by walking i
375
- * upward and fading on .w. Sampled at a fixed rate on the SCENE clock, not the
376
- * display's — so the path is identical in the editor, in an export, and in a
377
- * re-export, and its spacing does not change with framerate.
378
- *
379
- * This is what a hand trail wants instead of position and velocity. One position
380
- * and one velocity is a straight segment that jitters, because a velocity is a
381
- * difference between two frames; a path is what actually happened.
382
- */
383
- fn rzTrail(subject: i32, slot: i32, i: i32) -> vec4f {
384
- let n = rzTrailCount(subject, slot);
385
- if (i < 0 || i >= n) { return vec4f(0.0); }
386
- let base = ${EFFECT_TRAIL_BASE} + (slot * ${EFFECT_SUBJECTS} + subject) * RZ_TRAIL_SAMPLES;
387
- return _rzCast[base + i];
388
- }
389
344
 
390
345
  fn bgResolution() -> vec2f { return rzResolution(); }
391
346
  fn bgCameraPos() -> vec3f { return rzCameraPos(); }
@@ -432,6 +387,7 @@ fn rzWorldPos(ray: vec3f, depth: f32) -> vec3f {
432
387
  }
433
388
 
434
389
  fn bgWorldPos(ray: vec3f, depth: f32) -> vec3f { return rzWorldPos(ray, depth); }
390
+ ${RZ_LIGHT_STRUCT_WGSL}
435
391
 
436
392
  /** Color grading, applied to the tonemapped SCENE (not the background — see the
437
393
  * call site). The core is ASC CDL, the film-industry interchange standard:
@@ -555,6 +511,19 @@ const COMPOSITE_BODY = /* wgsl */ `
555
511
  let su = 0.5 + atan2(dir.x, dir.z) * 0.15915494309; // 1/(2π)
556
512
  let sv = 0.5 - asin(clamp(dir.y, -1.0, 1.0)) * 0.31830988618; // 1/π
557
513
  bgPm = textureSampleLevel(bgEquirect, bloomSamp, vec2f(su, sv), 0.0).rgb;
514
+ if (bg.w > 2.5) {
515
+ // Mode 3: the texels are scene-linear RADIANCE, not display wallpaper.
516
+ // Same exposure, same view transform, same user gamma as the scene —
517
+ // one film for everything in frame, which is what makes a sun roll off
518
+ // like a sun instead of clipping at texture white. bg.x carries the
519
+ // world STRENGTH (the colour slot is dead in equirect modes). The
520
+ // scene's grade stays scene-only, the documented rule above.
521
+ var sky = max(viewTransform(bgPm * bg.x * viewU[0].x), vec3f(0.0));
522
+ if (APPLY_GAMMA) {
523
+ sky = pow(sky, vec3f(viewU[0].y));
524
+ }
525
+ bgPm = sky;
526
+ }
558
527
  }
559
528
  BACKGROUND_CALL
560
529
  }
@@ -562,6 +531,11 @@ const COMPOSITE_BODY = /* wgsl */ `
562
531
  // expression, because the foreground mount composites onto it.
563
532
  var outRgb = disp * sceneAlpha + bgPm * (1.0 - sceneAlpha);
564
533
  var outA = sceneAlpha + bgA * (1.0 - sceneAlpha);
534
+ // Ribbons are NOT read here any more: they draw inside the scene pass, so
535
+ // they are already in disp — tone mapped, and bloomed, which they never
536
+ // were while this line existed. Sampling them here as well would draw them
537
+ // twice, and the layer nothing clears would go stale the moment an effect
538
+ // was removed.
565
539
  FOREGROUND_CALL
566
540
  return vec4f(outRgb, outA);
567
541
  }
@@ -571,28 +545,29 @@ const COMPOSITE_BODY = /* wgsl */ `
571
545
  // OVER onto the base layer. No `if` around it: the pipeline is rebuilt per
572
546
  // effect, so this text only exists in variants whose WGSL defines background().
573
547
  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));
576
- bgPm = bgFx.rgb * bgFx.a + bgPm * (1.0 - bgFx.a);
548
+ // The field layer is PREMULTIPLIED: N effects blend into it in document
549
+ // order, and premultiplied is the only form in which repeated OVER composes
550
+ // associatively — straight alpha would need the divide back out on every
551
+ // draw. So rgb is already scaled by its own alpha and must not be again.
552
+ // With one effect drawing over a cleared target this is identical to the
553
+ // straight form it replaced.
554
+ let bgFx = rzFieldMerge(
555
+ clamp(textureSampleLevel(fieldBgTex, bloomSamp, fragCoord.xy / fullSz, 0.0), vec4f(0.0), vec4f(1.0)),
556
+ clamp(textureSampleLevel(fieldBgHalfTex, bloomSamp, fragCoord.xy / fullSz, 0.0), vec4f(0.0), vec4f(1.0)));
557
+ bgPm = bgFx.rgb + bgPm * (1.0 - bgFx.a);
577
558
  bgA = bgFx.a + bgA * (1.0 - bgFx.a);
578
559
  `;
579
560
  // Same OVER, one layer later — onto the finished frame rather than onto the
580
561
  // base. Ungated by design: a foreground runs at every pixel, including the ones
581
562
  // the model covers, because covering them is the point.
582
563
  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));
589
- outRgb = fgFx.rgb * fgFx.a + outRgb * (1.0 - fgFx.a);
564
+ // Premultiplied, as the background layer above — same reason.
565
+ let fgFx = rzFieldMerge(
566
+ clamp(textureSampleLevel(fieldFgTex, bloomSamp, fragCoord.xy / fullSz, 0.0), vec4f(0.0), vec4f(1.0)),
567
+ clamp(textureSampleLevel(fieldFgHalfTex, bloomSamp, fragCoord.xy / fullSz, 0.0), vec4f(0.0), vec4f(1.0)));
568
+ outRgb = fgFx.rgb + outRgb * (1.0 - fgFx.a);
590
569
  outA = fgFx.a + outA * (1.0 - fgFx.a);
591
570
  `;
592
- // Derivative builtins are illegal in non-uniform control flow (WGSL uniformity
593
- // analysis rejects the pipeline), so the coverage gate below can only wrap
594
- // effect code that doesn't use them. Checked textually at build time.
595
- const USES_DERIVATIVES = /\b(?:fwidth|dpdx|dpdy)(?:Fine|Coarse)?\s*\(/;
596
571
  /** The condition on the background block (equirect sample + background effect).
597
572
  *
598
573
  * Two jobs. It skips the block behind pixels the model fully covers — the
@@ -601,33 +576,148 @@ const USES_DERIVATIVES = /\b(?:fwidth|dpdx|dpdy)(?:Fine|Coarse)?\s*\(/;
601
576
  * most). And with no background effect compiled in, it also skips the block
602
577
  * entirely unless the equirect needs it.
603
578
  *
604
- * The equirect uses explicit-LOD sampling, which is always legal in non-uniform
605
- * flow; only derivative-using effects must keep uniform control flow and forgo
606
- * the coverage half. The test is textual over the whole file, so a foreground
607
- * that uses fwidth costs the background its gate — conservative, and only ever
608
- * in the direction of correctness. (The foreground mount itself sits in uniform
609
- * flow, so derivatives are always legal there.) */
579
+ * Everything the gate wraps is an explicit-LOD sample or a texture read, both
580
+ * always legal in non-uniform flow. It used to also wrap the user's code, which
581
+ * meant an effect using a derivative builtin had to forfeit the gate; that
582
+ * carve-out went with the field pass, and the last of it is below. */
610
583
  function backgroundCondition(effect) {
611
584
  // sceneAlpha, not alpha: the bokeh gather spreads coverage, so a pixel the
612
585
  // sharp scene fully covered can end up needing background behind its blur.
586
+ // (The old derivative carve-out is gone with the inline user code: the field
587
+ // pass runs the whole quad, which is uniform control flow by construction.)
613
588
  const coverage = "sceneAlpha < 0.999";
614
589
  if (!effect?.hasBackground)
615
590
  return `bg.w > 1.5 && ${coverage}`;
616
- return USES_DERIVATIVES.test(effect.wgsl) ? "true" : coverage;
591
+ return coverage;
617
592
  }
618
593
  export function buildCompositeShader(effect) {
619
594
  const body = COMPOSITE_BODY.replace("BACKGROUND_COND", backgroundCondition(effect))
620
595
  .replace("BACKGROUND_CALL", effect?.hasBackground ? BACKGROUND_CALL.trim() : "")
621
596
  .replace("FOREGROUND_CALL", effect?.hasForeground ? FOREGROUND_CALL.trim() : "");
622
- if (!effect)
623
- return COMPOSITE_HEAD + body;
597
+ // The composite is STATIC either way now: the user's code compiles in the
598
+ // field module alone, and the composite only decides whether to sample it.
599
+ return COMPOSITE_HEAD +
600
+ EFFECT_SCENE_API + anchorAliasWgsl(effect?.alias ?? []) + audioApi(0, 13) + midiApi(0, 19) + lyricsApi(0, 24) + body;
601
+ }
602
+ /**
603
+ * The field pass: the user's background/foreground mounts at half resolution,
604
+ * into two rgba16f targets the composite bilinearly upsamples.
605
+ *
606
+ * The fragment reconstructs the FULL-resolution pixel it stands in for and runs
607
+ * the original derivation verbatim — same ndc, same ray, same uv, same depth
608
+ * read — so an effect cannot tell it moved; it is simply asked half as often
609
+ * in each direction.
610
+ */
611
+ /**
612
+ * Reading the scene's id attachment from a field effect — the consumer the MRT
613
+ * work exists for.
614
+ *
615
+ * A field effect covers the whole screen and has no idea what it is drawing
616
+ * over. These make it addressable: mask a glow to one character, dissolve one
617
+ * material, outline the thing someone selected. Without them the id buffer is
618
+ * written every frame and read by nobody.
619
+ *
620
+ * MULTISAMPLED AND UNRESOLVED, so it is read the way it is written —
621
+ * textureLoad of sample 0, the same rule linearDepth already follows. An
622
+ * averaged id belongs to nothing.
623
+ *
624
+ * When ids are OFF the buffer does not exist, so the accessors are still
625
+ * DECLARED and answer 0 — the reserved nothing. An effect that masks by id then
626
+ * masks nothing at all, which is a scene that renders rather than a shader that
627
+ * will not compile.
628
+ */
629
+ function idApi(on, group, binding) {
630
+ if (!on) {
631
+ return /* wgsl */ `
632
+ fn rzObjectAt(uv: vec2f) -> u32 { return 0u; }
633
+ fn rzMaterialAt(uv: vec2f) -> u32 { return 0u; }
634
+ `;
635
+ }
636
+ return /* wgsl */ `
637
+ @group(${group}) @binding(${binding}) var _rzIdTex: texture_multisampled_2d<u32>;
638
+
639
+ /** Which OBJECT drew this pixel — compare against rzSubjectId(i). 0 = nothing. */
640
+ fn rzObjectAt(uv: vec2f) -> u32 {
641
+ let sz = vec2f(textureDimensions(_rzIdTex));
642
+ let p = vec2<i32>(clamp(uv, vec2f(0.0), vec2f(1.0)) * sz);
643
+ return textureLoad(_rzIdTex, clamp(p, vec2<i32>(0), vec2<i32>(sz) - vec2<i32>(1)), 0).y;
644
+ }
645
+
646
+ /** Which MATERIAL drew it, within that object. 0 = nothing. */
647
+ fn rzMaterialAt(uv: vec2f) -> u32 {
648
+ let sz = vec2f(textureDimensions(_rzIdTex));
649
+ let p = vec2<i32>(clamp(uv, vec2f(0.0), vec2f(1.0)) * sz);
650
+ return textureLoad(_rzIdTex, clamp(p, vec2<i32>(0), vec2<i32>(sz) - vec2<i32>(1)), 0).x;
651
+ }
652
+ `;
653
+ }
654
+ export function buildFieldShader(effect) {
655
+ const bgLine = effect.hasBackground
656
+ ? "out.bg = clamp(background(dir, uv, _rzFieldClock.x), vec4f(0.0), vec4f(1.0));"
657
+ : "";
658
+ const fgLine = effect.hasForeground
659
+ ? "out.fg = clamp(foreground(dir, uv, _rzFieldClock.x, linearDepth(vec2<i32>(min(fx, fullSz - 1.0)))), vec4f(0.0), vec4f(1.0));"
660
+ : "";
624
661
  return (COMPOSITE_HEAD +
662
+ EFFECT_SCENE_API +
663
+ anchorAliasWgsl(effect.alias ?? []) +
664
+ audioApi(0, 13) +
665
+ midiApi(0, 19) +
666
+ lyricsApi(0, 24) +
667
+ // The words themselves — the atlas rides the grid's sampler, which is
668
+ // declared just below and resolves module-wide.
669
+ lyricsTextApi(0, 25, "_rzGridSamp") +
670
+ // The persistent grid, always bound — a 1×1 of zeroes when the effect has
671
+ // none, so rzGrid() is a function that always exists rather than one an
672
+ // author has to know whether they are allowed to call.
673
+ gridReadApi(0, 17, 18, effect.gridSize) +
674
+ clockApi("_rzFieldClock.x", "0.0") +
675
+ viewportApi("viewU[6].w") +
676
+ trailSlotsApi(effect.trailCount) +
677
+ idApi(effect.ids === true, 0, 23) +
625
678
  "\n// ── user effect (setEffect) ──\n" +
626
679
  effect.paramsDecl +
627
680
  "\n" +
628
681
  effect.wgsl +
629
682
  "\n" +
630
- body);
683
+ /* wgsl */ `
684
+ @group(0) @binding(14) var<uniform> fieldU: vec4f;
685
+ /**
686
+ * THIS EFFECT'S OWN clock, seconds since it was installed.
687
+ *
688
+ * Per effect, and that is the whole point of it existing. The time argument
689
+ * used to come from viewU[6].x, which is measured from the FIRST installed
690
+ * effect's epoch — so every later effect started mid-stream, and an effect
691
+ * whose lightEmit read its own epoch disagreed with its own background()
692
+ * about what time it was. One buffer per effect, one answer.
693
+ */
694
+ @group(0) @binding(22) var<uniform> _rzFieldClock: vec4f;
695
+
696
+ @vertex fn fieldVs(@builtin(vertex_index) vi: u32) -> @builtin(position) vec4f {
697
+ let x = f32((vi & 1u) << 2u) - 1.0;
698
+ let y = f32((vi & 2u) << 1u) - 1.0;
699
+ return vec4f(x, y, 0.0, 1.0);
700
+ }
701
+
702
+ struct FieldOut {
703
+ @location(0) bg: vec4f,
704
+ @location(1) fg: vec4f,
705
+ }
706
+
707
+ @fragment fn fieldFs(@builtin(position) fragCoord: vec4f) -> FieldOut {
708
+ let fullSz = fieldU.zw;
709
+ let fx = fragCoord.xy * (fullSz / max(fieldU.xy, vec2f(1.0)));
710
+ let ndc = vec2f(fx.x / fullSz.x * 2.0 - 1.0, 1.0 - fx.y / fullSz.y * 2.0);
711
+ let dir = normalize(viewU[5].xyz + ndc.x * viewU[3].w * viewU[3].xyz + ndc.y * viewU[4].w * viewU[4].xyz);
712
+ let uv = vec2f(fx.x / fullSz.x, 1.0 - fx.y / fullSz.y);
713
+ var out: FieldOut;
714
+ out.bg = vec4f(0.0);
715
+ out.fg = vec4f(0.0);
716
+ ${bgLine}
717
+ ${fgLine}
718
+ return out;
719
+ }
720
+ `);
631
721
  }
632
722
  /** Kept for compatibility with existing imports (the base, no-effect shader). */
633
723
  export const COMPOSITE_SHADER_WGSL = buildCompositeShader(null);
@@ -0,0 +1,2 @@
1
+ export declare const CULL_COMPUTE_WGSL = "\nstruct DrawMeta {\n lo: vec3f, // model-space AABB min \u2014 read only for RIGID models\n model: u32, // index into models[]\n hi: vec3f, // model-space AABB max\n flags: u32, // bit0 = casts shadow\n};\n\nstruct ModelRec {\n xform: mat4x4f, // model space -> world; meaningful only when RIGID\n sphere: vec4f, // world-space centre.xyz + radius.w; meaningful when SKINNED\n flags: u32, // bit0 = visible, bit1 = rigid\n pad0: u32,\n pad1: u32,\n pad2: u32,\n};\n\n// Camera planes at 0..5, light planes at 6..11, mirror planes at 12..17.\n// counts.x = draw count, counts.y = 0 to pass everything (setCullEnabled).\nstruct Frusta {\n planes: array<vec4f, 18>,\n counts: vec4u,\n};\n\n@group(0) @binding(0) var<storage, read> metas: array<DrawMeta>;\n@group(0) @binding(1) var<storage, read> models: array<ModelRec>;\n@group(0) @binding(2) var<uniform> frusta: Frusta;\n@group(0) @binding(3) var<storage, read_write> cameraArgs: array<u32>;\n@group(0) @binding(4) var<storage, read_write> shadowArgs: array<u32>;\n// 1 = the user hid this material, or a material morph drove its alpha to zero.\n// Here rather than in the encode loop because a render bundle bakes its draw\n// list: a face VMD rewrites the morph-hidden set every frame, so a bundle that\n// invalidated on it would re-record every frame and cost more than it saves.\n@group(0) @binding(5) var<storage, read> hidden: array<u32>;\n@group(0) @binding(6) var<storage, read_write> mirrorArgs: array<u32>;\n\nconst DRAW_CASTS_SHADOW: u32 = 1u;\nconst MODEL_VISIBLE: u32 = 1u;\nconst MODEL_RIGID: u32 = 2u;\n\n// Signed distance of the AABB's most-positive corner: the centre distance plus\n// the extent projected onto |n|. Negative means every corner is behind the\n// plane, which is the only case that can reject.\nfn aabbVisible(base: u32, c: vec3f, e: vec3f) -> bool {\n for (var i = 0u; i < 6u; i = i + 1u) {\n let p = frusta.planes[base + i];\n if (dot(p.xyz, c) + p.w + dot(e, abs(p.xyz)) < 0.0) { return false; }\n }\n return true;\n}\n\nfn sphereVisible(base: u32, s: vec4f) -> bool {\n for (var i = 0u; i < 6u; i = i + 1u) {\n let p = frusta.planes[base + i];\n if (dot(p.xyz, s.xyz) + p.w + s.w < 0.0) { return false; }\n }\n return true;\n}\n\n@compute @workgroup_size(64)\nfn cs(@builtin(global_invocation_id) gid: vec3<u32>) {\n let i = gid.x;\n if (i >= frusta.counts.x) { return; }\n\n // Named dm, not meta: \"meta\" is a WGSL reserved word (reserved for future use,\n // so it parses nowhere). No backticks anywhere in this string either \u2014 it is a\n // template literal, and one would end the shader mid-comment.\n let dm = metas[i];\n let m = models[dm.model];\n let visible = (m.flags & MODEL_VISIBLE) != 0u;\n\n var inCamera = false;\n var inLight = false;\n var inMirror = false;\n if (visible) {\n if ((m.flags & MODEL_RIGID) != 0u) {\n let c = (dm.lo + dm.hi) * 0.5;\n let e = (dm.hi - dm.lo) * 0.5;\n let wc = (m.xform * vec4f(c, 1.0)).xyz;\n // Extent of the transformed box: the abs of the linear part applied to the\n // half-extent. Exact for the axis-aligned case, conservative for a rotation.\n let a = mat3x3f(abs(m.xform[0].xyz), abs(m.xform[1].xyz), abs(m.xform[2].xyz));\n let we = a * e;\n inCamera = aabbVisible(0u, wc, we);\n inLight = aabbVisible(6u, wc, we);\n inMirror = aabbVisible(12u, wc, we);\n } else {\n inCamera = sphereVisible(0u, m.sphere);\n inLight = sphereVisible(6u, m.sphere);\n inMirror = sphereVisible(12u, m.sphere);\n }\n }\n\n // Culling off (setCullEnabled) passes everything, so a scene can be A/B'd\n // against its own unculled self without rebuilding anything. The pass still\n // runs, so the diagnostics keep reporting. It bypasses the FRUSTUM only \u2014\n // a hidden material is not culled, it is switched off, and answering \"is this\n // gone because of culling?\" requires the two to stay separable.\n let off = frusta.counts.y == 0u;\n let shown = hidden[i] == 0u;\n let castsShadow = (dm.flags & DRAW_CASTS_SHADOW) != 0u;\n cameraArgs[i * 5u + 1u] = select(0u, 1u, (inCamera || off) && shown);\n shadowArgs[i * 5u + 1u] = select(0u, 1u, ((inLight && castsShadow) || off) && shown);\n mirrorArgs[i * 5u + 1u] = select(0u, 1u, (inMirror || off) && shown);\n}\n";
2
+ //# sourceMappingURL=cull.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"cull.d.ts","sourceRoot":"","sources":["../../../src/shaders/passes/cull.ts"],"names":[],"mappings":"AAiCA,eAAO,MAAM,iBAAiB,uwIAyG7B,CAAA"}
@@ -0,0 +1,138 @@
1
+ // GPU frustum cull writing indirect draw arguments.
2
+ //
3
+ // One dispatch covers every material draw in the scene and writes THREE
4
+ // argument buffers — the camera pass, the shadow pass and the mirror pass —
5
+ // because they differ only in which frustum they test against, and splitting
6
+ // them into separate dispatches would read the same metadata each time. See
7
+ // docs/frame-graph.md.
8
+ //
9
+ // The MIRROR frustum is the camera frustum reflected about the floor plane: an
10
+ // object is visible in the mirror exactly when its reflection is visible to
11
+ // the camera, i.e. when the object itself lies in the reflected frustum. The
12
+ // camera args would be WRONG for it — a close-up of the floor shows a dancer's
13
+ // reflection while the dancer herself is out of frame. When no reflection is
14
+ // active the CPU writes the camera planes into the mirror slots, so the args
15
+ // stay sane for bundles that never execute.
16
+ //
17
+ // The compute writes ONLY `instanceCount` (word 1 of each 5-word record). The
18
+ // other four words — indexCount, firstIndex, baseVertex, firstInstance — are
19
+ // seeded by the CPU when the draw list changes, which is the same moment the
20
+ // metadata buffer is uploaded. Nothing about them varies per frame, so shipping
21
+ // them through the compute would be a per-frame write in exchange for nothing.
22
+ //
23
+ // Two bound kinds, because a skinned mesh has no usable model-space bounds:
24
+ // RIGID — every bone of the model shares one skin matrix (a stage, or a
25
+ // character still in its bind pose), so each material's load-time
26
+ // model-space AABB is valid and gets transformed by that matrix.
27
+ // This is what makes a 200-material stage worth culling at all.
28
+ // SKINNED — animation invalidates per-material bounds, so the whole model is
29
+ // one world-space sphere derived from its posed bone positions.
30
+ //
31
+ // Planes are NORMALIZED on the CPU. The AABB test would tolerate unnormalized
32
+ // planes (distance and extent scale together), the sphere test would not.
33
+ export const CULL_COMPUTE_WGSL = /* wgsl */ `
34
+ struct DrawMeta {
35
+ lo: vec3f, // model-space AABB min — read only for RIGID models
36
+ model: u32, // index into models[]
37
+ hi: vec3f, // model-space AABB max
38
+ flags: u32, // bit0 = casts shadow
39
+ };
40
+
41
+ struct ModelRec {
42
+ xform: mat4x4f, // model space -> world; meaningful only when RIGID
43
+ sphere: vec4f, // world-space centre.xyz + radius.w; meaningful when SKINNED
44
+ flags: u32, // bit0 = visible, bit1 = rigid
45
+ pad0: u32,
46
+ pad1: u32,
47
+ pad2: u32,
48
+ };
49
+
50
+ // Camera planes at 0..5, light planes at 6..11, mirror planes at 12..17.
51
+ // counts.x = draw count, counts.y = 0 to pass everything (setCullEnabled).
52
+ struct Frusta {
53
+ planes: array<vec4f, 18>,
54
+ counts: vec4u,
55
+ };
56
+
57
+ @group(0) @binding(0) var<storage, read> metas: array<DrawMeta>;
58
+ @group(0) @binding(1) var<storage, read> models: array<ModelRec>;
59
+ @group(0) @binding(2) var<uniform> frusta: Frusta;
60
+ @group(0) @binding(3) var<storage, read_write> cameraArgs: array<u32>;
61
+ @group(0) @binding(4) var<storage, read_write> shadowArgs: array<u32>;
62
+ // 1 = the user hid this material, or a material morph drove its alpha to zero.
63
+ // Here rather than in the encode loop because a render bundle bakes its draw
64
+ // list: a face VMD rewrites the morph-hidden set every frame, so a bundle that
65
+ // invalidated on it would re-record every frame and cost more than it saves.
66
+ @group(0) @binding(5) var<storage, read> hidden: array<u32>;
67
+ @group(0) @binding(6) var<storage, read_write> mirrorArgs: array<u32>;
68
+
69
+ const DRAW_CASTS_SHADOW: u32 = 1u;
70
+ const MODEL_VISIBLE: u32 = 1u;
71
+ const MODEL_RIGID: u32 = 2u;
72
+
73
+ // Signed distance of the AABB's most-positive corner: the centre distance plus
74
+ // the extent projected onto |n|. Negative means every corner is behind the
75
+ // plane, which is the only case that can reject.
76
+ fn aabbVisible(base: u32, c: vec3f, e: vec3f) -> bool {
77
+ for (var i = 0u; i < 6u; i = i + 1u) {
78
+ let p = frusta.planes[base + i];
79
+ if (dot(p.xyz, c) + p.w + dot(e, abs(p.xyz)) < 0.0) { return false; }
80
+ }
81
+ return true;
82
+ }
83
+
84
+ fn sphereVisible(base: u32, s: vec4f) -> bool {
85
+ for (var i = 0u; i < 6u; i = i + 1u) {
86
+ let p = frusta.planes[base + i];
87
+ if (dot(p.xyz, s.xyz) + p.w + s.w < 0.0) { return false; }
88
+ }
89
+ return true;
90
+ }
91
+
92
+ @compute @workgroup_size(64)
93
+ fn cs(@builtin(global_invocation_id) gid: vec3<u32>) {
94
+ let i = gid.x;
95
+ if (i >= frusta.counts.x) { return; }
96
+
97
+ // Named dm, not meta: "meta" is a WGSL reserved word (reserved for future use,
98
+ // so it parses nowhere). No backticks anywhere in this string either — it is a
99
+ // template literal, and one would end the shader mid-comment.
100
+ let dm = metas[i];
101
+ let m = models[dm.model];
102
+ let visible = (m.flags & MODEL_VISIBLE) != 0u;
103
+
104
+ var inCamera = false;
105
+ var inLight = false;
106
+ var inMirror = false;
107
+ if (visible) {
108
+ if ((m.flags & MODEL_RIGID) != 0u) {
109
+ let c = (dm.lo + dm.hi) * 0.5;
110
+ let e = (dm.hi - dm.lo) * 0.5;
111
+ let wc = (m.xform * vec4f(c, 1.0)).xyz;
112
+ // Extent of the transformed box: the abs of the linear part applied to the
113
+ // half-extent. Exact for the axis-aligned case, conservative for a rotation.
114
+ let a = mat3x3f(abs(m.xform[0].xyz), abs(m.xform[1].xyz), abs(m.xform[2].xyz));
115
+ let we = a * e;
116
+ inCamera = aabbVisible(0u, wc, we);
117
+ inLight = aabbVisible(6u, wc, we);
118
+ inMirror = aabbVisible(12u, wc, we);
119
+ } else {
120
+ inCamera = sphereVisible(0u, m.sphere);
121
+ inLight = sphereVisible(6u, m.sphere);
122
+ inMirror = sphereVisible(12u, m.sphere);
123
+ }
124
+ }
125
+
126
+ // Culling off (setCullEnabled) passes everything, so a scene can be A/B'd
127
+ // against its own unculled self without rebuilding anything. The pass still
128
+ // runs, so the diagnostics keep reporting. It bypasses the FRUSTUM only —
129
+ // a hidden material is not culled, it is switched off, and answering "is this
130
+ // gone because of culling?" requires the two to stay separable.
131
+ let off = frusta.counts.y == 0u;
132
+ let shown = hidden[i] == 0u;
133
+ let castsShadow = (dm.flags & DRAW_CASTS_SHADOW) != 0u;
134
+ cameraArgs[i * 5u + 1u] = select(0u, 1u, (inCamera || off) && shown);
135
+ shadowArgs[i * 5u + 1u] = select(0u, 1u, ((inLight && castsShadow) || off) && shown);
136
+ mirrorArgs[i * 5u + 1u] = select(0u, 1u, (inMirror || off) && shown);
137
+ }
138
+ `;
@@ -0,0 +1,26 @@
1
+ /**
2
+ * The field layer, drawn INTO the scene.
3
+ *
4
+ * Field effects render into their own targets at their own resolution — that
5
+ * part was always right. What was wrong was where the result landed: the
6
+ * composite sampled it AFTER tone mapping, which is why a field effect could
7
+ * never bloom, could never light anything, and tone mapped differently from the
8
+ * particle and ribbon mounts drawing the same kind of glow.
9
+ *
10
+ * Two draws inside the scene pass — background before any geometry, foreground
11
+ * after all of it — so the bloom pyramid sees field effects and one tone map
12
+ * covers the whole frame.
13
+ *
14
+ * NO DEPTH, neither written nor tested. A foreground is handed the scene's
15
+ * depth as a parameter and does its own occlusion; testing it here would
16
+ * occlude it a second time, and a background has nothing to test against.
17
+ *
18
+ * COVERAGE IS CLAMPED HERE. Additive field effects SUM their coverage into the
19
+ * layer (see FIELD_LAYER_BLEND_ADDITIVE), which is what stops the composite's
20
+ * unpremultiply from dividing colour by nothing — but N additive effects can
21
+ * sum past 1, and the layer is rgba16float so nothing stopped it on the way in.
22
+ * A coverage above 1 would darken what the layer is drawn over by more than
23
+ * fully covering it.
24
+ */
25
+ export declare function fieldBlitShaderWgsl(): string;
26
+ //# sourceMappingURL=field-blit.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"field-blit.d.ts","sourceRoot":"","sources":["../../../src/shaders/passes/field-blit.ts"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;;;;;;;;;GAuBG;AACH,wBAAgB,mBAAmB,IAAI,MAAM,CAuC5C"}