reze-engine 0.50.6 → 0.50.8

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Files changed (84) hide show
  1. package/dist/_dbg-loader.mjs +1100 -0
  2. package/dist/engine.d.ts +71 -0
  3. package/dist/engine.d.ts.map +1 -1
  4. package/dist/engine.js +114 -1
  5. package/dist/graph/slots.d.ts.map +1 -1
  6. package/dist/graph/slots.js +35 -4
  7. package/dist/index.d.ts +1 -1
  8. package/dist/index.d.ts.map +1 -1
  9. package/dist/physics-debug.d.ts +30 -0
  10. package/dist/physics-debug.d.ts.map +1 -0
  11. package/dist/physics-debug.js +526 -0
  12. package/dist/shaders/cast-api.d.ts +1 -1
  13. package/dist/shaders/cast-api.d.ts.map +1 -1
  14. package/dist/shaders/cast-api.js +11 -0
  15. package/dist/shaders/materials/body.d.ts +2 -0
  16. package/dist/shaders/materials/body.d.ts.map +1 -0
  17. package/dist/shaders/materials/body.js +95 -0
  18. package/dist/shaders/materials/cloth_rough.d.ts +2 -0
  19. package/dist/shaders/materials/cloth_rough.d.ts.map +1 -0
  20. package/dist/shaders/materials/cloth_rough.js +69 -0
  21. package/dist/shaders/materials/cloth_smooth.d.ts +2 -0
  22. package/dist/shaders/materials/cloth_smooth.d.ts.map +1 -0
  23. package/dist/shaders/materials/cloth_smooth.js +61 -0
  24. package/dist/shaders/materials/common.d.ts +20 -0
  25. package/dist/shaders/materials/common.d.ts.map +1 -1
  26. package/dist/shaders/materials/common.js +85 -1
  27. package/dist/shaders/materials/default.d.ts +2 -0
  28. package/dist/shaders/materials/default.d.ts.map +1 -0
  29. package/dist/shaders/materials/default.js +43 -0
  30. package/dist/shaders/materials/eye.d.ts +2 -0
  31. package/dist/shaders/materials/eye.d.ts.map +1 -0
  32. package/dist/shaders/materials/eye.js +60 -0
  33. package/dist/shaders/materials/face.d.ts +2 -0
  34. package/dist/shaders/materials/face.d.ts.map +1 -0
  35. package/dist/shaders/materials/face.js +95 -0
  36. package/dist/shaders/materials/hair.d.ts +2 -0
  37. package/dist/shaders/materials/hair.d.ts.map +1 -0
  38. package/dist/shaders/materials/hair.js +90 -0
  39. package/dist/shaders/materials/metal.d.ts +2 -0
  40. package/dist/shaders/materials/metal.d.ts.map +1 -0
  41. package/dist/shaders/materials/metal.js +77 -0
  42. package/dist/shaders/materials/mmd_classic.d.ts +2 -0
  43. package/dist/shaders/materials/mmd_classic.d.ts.map +1 -0
  44. package/dist/shaders/materials/mmd_classic.js +66 -0
  45. package/dist/shaders/materials/stockings.d.ts +2 -0
  46. package/dist/shaders/materials/stockings.d.ts.map +1 -0
  47. package/dist/shaders/materials/stockings.js +122 -0
  48. package/dist/shaders/passes/composite.d.ts +1 -1
  49. package/dist/shaders/passes/composite.d.ts.map +1 -1
  50. package/dist/shaders/passes/depth-prepass.d.ts.map +1 -1
  51. package/dist/shaders/passes/depth-prepass.js +21 -0
  52. package/dist/shaders/passes/physics-debug.d.ts +2 -0
  53. package/dist/shaders/passes/physics-debug.d.ts.map +1 -0
  54. package/dist/shaders/passes/physics-debug.js +69 -0
  55. package/dist/shaders/passes/shadow.d.ts +1 -1
  56. package/dist/shaders/passes/shadow.d.ts.map +1 -1
  57. package/dist/shaders/passes/shadow.js +19 -1
  58. package/dist/vmd-writer.d.ts +11 -6
  59. package/dist/vmd-writer.d.ts.map +1 -1
  60. package/dist/vmd-writer.js +35 -17
  61. package/package.json +1 -1
  62. package/src/engine.ts +139 -1
  63. package/src/graph/slots.ts +37 -4
  64. package/src/index.ts +1 -0
  65. package/src/shaders/cast-api.ts +11 -0
  66. package/src/shaders/materials/common.ts +86 -1
  67. package/src/shaders/passes/depth-prepass.ts +21 -0
  68. package/src/shaders/passes/shadow.ts +20 -1
  69. package/src/vmd-writer.ts +36 -16
  70. package/dist/physics/autofit.d.ts +0 -147
  71. package/dist/physics/autofit.d.ts.map +0 -1
  72. package/dist/physics/autofit.js +0 -501
  73. package/dist/shaders/passes/field-blit.d.ts +0 -26
  74. package/dist/shaders/passes/field-blit.d.ts.map +0 -1
  75. package/dist/shaders/passes/field-blit.js +0 -65
  76. package/dist/shaders/passes/ground-noise.d.ts +0 -7
  77. package/dist/shaders/passes/ground-noise.d.ts.map +0 -1
  78. package/dist/shaders/passes/ground-noise.js +0 -88
  79. package/dist/shaders/passes/sim.d.ts +0 -34
  80. package/dist/shaders/passes/sim.d.ts.map +0 -1
  81. package/dist/shaders/passes/sim.js +0 -169
  82. package/dist/shaders/score-api.d.ts +0 -10
  83. package/dist/shaders/score-api.d.ts.map +0 -1
  84. package/dist/shaders/score-api.js +0 -114
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1
+ export declare const METAL_SHADER_WGSL = "\n\n\n\n// Baked 64\u00D764 rgba8unorm combined BRDF LUT \u2014 created once at engine init by dfg_lut.ts.\n// .rg = split-sum DFG (Karis: tint = f0\u00B7x + f90\u00B7y) \u2192 F_brdf_*_scatter\n// .ba = Heitz 2016 LTC magnitude (ltc_mag_ggx) \u2192 ltc_brdf_scale_from_lut\n// Paired with group(0) binding(2) diffuseSampler (linear filter). Sample once per\n// fragment via brdf_lut_sample() \u2014 callers feed .rg and the whole vec4 into the\n// helpers below, halving LUT taps on the default Principled path.\n@group(0) @binding(9) var brdfLut: texture_2d<f32>;\n\n// \u2500\u2500\u2500 RGB \u2194 HSV \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn rgb_to_hsv(rgb: vec3f) -> vec3f {\n let c_max = max(rgb.r, max(rgb.g, rgb.b));\n let c_min = min(rgb.r, min(rgb.g, rgb.b));\n let delta = c_max - c_min;\n\n var h = 0.0;\n if (delta > 1e-6) {\n if (c_max == rgb.r) {\n h = (rgb.g - rgb.b) / delta;\n if (h < 0.0) { h += 6.0; }\n } else if (c_max == rgb.g) {\n h = 2.0 + (rgb.b - rgb.r) / delta;\n } else {\n h = 4.0 + (rgb.r - rgb.g) / delta;\n }\n h /= 6.0;\n }\n let s = select(0.0, delta / c_max, c_max > 1e-6);\n return vec3f(h, s, c_max);\n}\n\nfn hsv_to_rgb(hsv: vec3f) -> vec3f {\n let h = hsv.x;\n let s = hsv.y;\n let v = hsv.z;\n if (s < 1e-6) { return vec3f(v); }\n\n let hh = fract(h) * 6.0;\n let sector = u32(hh);\n let f = hh - f32(sector);\n let p = v * (1.0 - s);\n let q = v * (1.0 - s * f);\n let t = v * (1.0 - s * (1.0 - f));\n\n switch (sector) {\n case 0u: { return vec3f(v, t, p); }\n case 1u: { return vec3f(q, v, p); }\n case 2u: { return vec3f(p, v, t); }\n case 3u: { return vec3f(p, q, v); }\n case 4u: { return vec3f(t, p, v); }\n default: { return vec3f(v, p, q); }\n }\n}\n\n// \u2500\u2500\u2500 HUE_SAT node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn hue_sat(hue: f32, saturation: f32, value: f32, fac: f32, color: vec3f) -> vec3f {\n var hsv = rgb_to_hsv(color);\n hsv.x = fract(hsv.x + hue - 0.5);\n hsv.y = clamp(hsv.y * saturation, 0.0, 1.0);\n hsv.z *= value;\n return mix(color, hsv_to_rgb(hsv), fac);\n}\n\n// hue_sat specialization for hue=0.5 (identity hue shift \u2014 fract(h + 0.5 - 0.5) = h).\n// Branchless equivalent that skips the rgb_to_hsv \u2192 hsv_to_rgb roundtrip: WebKit's\n// Metal backend serializes the 3-way if chain in rgb_to_hsv and the 6-way switch in\n// hsv_to_rgb, where this form compiles to linear SIMD ops + a single select.\nfn hue_sat_id(saturation: f32, value: f32, fac: f32, color: vec3f) -> vec3f {\n let m = max(max(color.r, color.g), color.b);\n let n = min(min(color.r, color.g), color.b);\n // Unclamped (sat*old_s \u2264 1): reproj = mix(vec3f(m), color, saturation).\n // Clamped (saturated to 1): reproj = (color - n) * m / (m - n).\n let range = max(m - n, 1e-6);\n let unclamped = mix(vec3f(m), color, saturation);\n let clamped = (color - vec3f(n)) * m / range;\n let needs_clamp = (m - n) * saturation >= m;\n let reproj = select(unclamped, clamped, needs_clamp);\n return mix(color, reproj * value, fac);\n}\n\n// \u2500\u2500\u2500 BRIGHTCONTRAST node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn bright_contrast(color: vec3f, bright: f32, contrast: f32) -> vec3f {\n let a = 1.0 + contrast;\n let b = bright - contrast * 0.5;\n return max(vec3f(0.0), color * a + vec3f(b));\n}\n\n// \u2500\u2500\u2500 INVERT node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn invert(fac: f32, color: vec3f) -> vec3f {\n return mix(color, vec3f(1.0) - color, fac);\n}\n\nfn invert_f(fac: f32, val: f32) -> f32 {\n return mix(val, 1.0 - val, fac);\n}\n\n// \u2500\u2500\u2500 Color ramp (VALTORGB) \u2014 2-stop variants \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// All 7 presets use exclusively 2-stop ramps.\n\nfn ramp_constant(f: f32, p0: f32, c0: vec4f, p1: f32, c1: vec4f) -> vec4f {\n return select(c0, c1, f >= p1);\n}\n\n// CONSTANT ramp with screen-space edge AA \u2014 kills sparkle where fwidth(f) straddles a hard step (NPR terminator)\nfn ramp_constant_edge_aa(f: f32, edge: f32, c0: vec4f, c1: vec4f) -> vec4f {\n let w = max(fwidth(f) * 1.75, 6e-6);\n let t = smoothstep(edge - w, edge + w, f);\n return mix(c0, c1, t);\n}\n\nfn ramp_linear(f: f32, p0: f32, c0: vec4f, p1: f32, c1: vec4f) -> vec4f {\n let t = saturate((f - p0) / max(p1 - p0, 1e-6));\n return mix(c0, c1, t);\n}\n\nfn ramp_cardinal(f: f32, p0: f32, c0: vec4f, p1: f32, c1: vec4f) -> vec4f {\n // cardinal spline with 2 stops degrades to smoothstep\n let t = saturate((f - p0) / max(p1 - p0, 1e-6));\n let ss = t * t * (3.0 - 2.0 * t);\n return mix(c0, c1, ss);\n}\n\n// \u2500\u2500\u2500 MATH node operations \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn math_add(a: f32, b: f32) -> f32 { return a + b; }\nfn math_multiply(a: f32, b: f32) -> f32 { return a * b; }\nfn math_power(a: f32, b: f32) -> f32 { return pow(max(a, 0.0), b); }\nfn math_greater_than(a: f32, b: f32) -> f32 { return select(0.0, 1.0, a > b); }\n\n// Blender's implicit Color \u2192 Float socket conversion uses BT.601 grayscale\n// (rgb_to_grayscale in blenkernel/intern/node.cc). When a material graph plugs a\n// Color output into a Math node's Value input, this is the scalar it actually sees.\nfn color_to_value(c: vec3f) -> f32 {\n return 0.299 * c.r + 0.587 * c.g + 0.114 * c.b;\n}\n\n// \u2500\u2500\u2500 MIX node (blend_type variants) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn mix_blend(fac: f32, a: vec3f, b: vec3f) -> vec3f {\n return mix(a, b, fac);\n}\n\nfn mix_overlay(fac: f32, a: vec3f, b: vec3f) -> vec3f {\n let lo = 2.0 * a * b;\n let hi = vec3f(1.0) - 2.0 * (vec3f(1.0) - a) * (vec3f(1.0) - b);\n let overlay = select(hi, lo, a < vec3f(0.5));\n return mix(a, overlay, fac);\n}\n\nfn mix_multiply(fac: f32, a: vec3f, b: vec3f) -> vec3f {\n return mix(a, a * b, fac);\n}\n\nfn mix_lighten(fac: f32, a: vec3f, b: vec3f) -> vec3f {\n return mix(a, max(a, b), fac);\n}\n\n// Blender Mix (Color) blend LINEAR_LIGHT: result = mix(A, A + 2*B - 1, Fac)\nfn mix_linear_light(fac: f32, a: vec3f, b: vec3f) -> vec3f {\n return mix(a, a + 2.0 * b - vec3f(1.0), fac);\n}\n\n// Luminance for Shader\u2192RGB scalar gates (linear RGB, Rec.709 weights)\nfn luminance_rec709_linear(c: vec3f) -> f32 {\n return dot(max(c, vec3f(0.0)), vec3f(0.2126, 0.7152, 0.0722));\n}\n\n// \u2500\u2500\u2500 FRESNEL node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Schlick approximation matching Blender's Fresnel node\n\nfn fresnel(ior: f32, n: vec3f, v: vec3f) -> f32 {\n let r = (ior - 1.0) / (ior + 1.0);\n let f0 = r * r;\n let cos_theta = clamp(dot(n, v), 0.0, 1.0);\n let m = 1.0 - cos_theta;\n let m2 = m * m;\n let m5 = m2 * m2 * m;\n return f0 + (1.0 - f0) * m5;\n}\n\n// \u2500\u2500\u2500 LAYER_WEIGHT node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn layer_weight_fresnel(blend: f32, n: vec3f, v: vec3f) -> f32 {\n let eta = max(1.0 - blend, 1e-4);\n let r = (1.0 - eta) / (1.0 + eta);\n let f0 = r * r;\n let cos_theta = clamp(abs(dot(n, v)), 0.0, 1.0);\n let m = 1.0 - cos_theta;\n let m2 = m * m;\n let m5 = m2 * m2 * m;\n return f0 + (1.0 - f0) * m5;\n}\n\nfn layer_weight_facing(blend: f32, n: vec3f, v: vec3f) -> f32 {\n var facing = abs(dot(n, v));\n let b = clamp(blend, 0.0, 0.99999);\n if (b != 0.5) {\n let exponent = select(2.0 * b, 0.5 / (1.0 - b), b >= 0.5);\n facing = pow(facing, exponent);\n }\n return 1.0 - facing;\n}\n\n// \u2500\u2500\u2500 SHADER_TO_RGB (white DiffuseBSDF) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Eevee captures lit diffuse: (albedo/\u03C0)*sun*N\u00B7L*shadow + ambient (linear). Albedo=1.\n// Matches default.ts direct term scale so VALTORGB thresholds from Blender JSON stay valid.\n\nfn shader_to_rgb_diffuse(n: vec3f, l: vec3f, sun_rgb: vec3f, ambient_rgb: vec3f, shadow: f32) -> f32 {\n const PI_S: f32 = 3.141592653589793;\n let ndotl = max(dot(n, l), 0.0);\n let rgb = sun_rgb * (ndotl * shadow / PI_S) + ambient_rgb;\n return luminance_rec709_linear(rgb);\n}\n\n// \u2500\u2500\u2500 BUMP node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Screen-space bump from a scalar height field. Needs dFdx/dFdy which\n// WGSL provides as dpdx/dpdy.\n\nfn bump(strength: f32, height: f32, normal: vec3f, world_pos: vec3f) -> vec3f {\n let dhdx = dpdx(height);\n let dhdy = dpdy(height);\n let dpdx_pos = dpdx(world_pos);\n let dpdy_pos = dpdy(world_pos);\n let perturbed = normalize(normal) - strength * (dhdx * normalize(cross(dpdy_pos, normal)) + dhdy * normalize(cross(normal, dpdx_pos)));\n return normalize(perturbed);\n}\n\n// LH engine + WebGPU fragment Y: flip dhdy contribution so height peaks read as outward bumps vs Blender reference\nfn bump_lh(strength: f32, height: f32, normal: vec3f, world_pos: vec3f) -> vec3f {\n let dhdx = dpdx(height);\n let dhdy = dpdy(height);\n let dpdx_pos = dpdx(world_pos);\n let dpdy_pos = dpdy(world_pos);\n let perturbed = normalize(normal) - strength * (dhdx * normalize(cross(dpdy_pos, normal)) - dhdy * normalize(cross(normal, dpdx_pos)));\n return normalize(perturbed);\n}\n\n// \u2500\u2500\u2500 NOISE texture (Perlin-style) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Simplified gradient noise matching Blender's default noise output.\n\n// PCG-style integer hash. Replaces the classic 'fract(sin(q) * LARGE)' trick because\n// WebKit's Metal backend compiles 'sin' to a full transcendental op (slow), while\n// Safari's Apple-GPU scalar ALU handles int muls/xors near free. Inputs arrive as\n// integer-valued floats (floor(p) + unit offsets) from _noise3, so vec3i cast is exact.\nfn _hash33(p: vec3f) -> vec3f {\n var h = vec3u(vec3i(p) + vec3i(32768));\n h = h * vec3u(1664525u, 1013904223u, 2654435761u);\n h = (h.yzx ^ h) * vec3u(2246822519u, 3266489917u, 668265263u);\n h = h ^ (h >> vec3u(16u));\n // Mask to 24 bits \u2014 above that f32 loses precision on the u32\u2192f32 convert.\n let hm = h & vec3u(16777215u);\n return vec3f(hm) * (2.0 / 16777216.0) - 1.0;\n}\n\nfn _noise3(p: vec3f) -> f32 {\n let i = floor(p);\n let f = fract(p);\n let u = f * f * (3.0 - 2.0 * f);\n\n return mix(\n mix(\n mix(dot(_hash33(i + vec3f(0,0,0)), f - vec3f(0,0,0)),\n dot(_hash33(i + vec3f(1,0,0)), f - vec3f(1,0,0)), u.x),\n mix(dot(_hash33(i + vec3f(0,1,0)), f - vec3f(0,1,0)),\n dot(_hash33(i + vec3f(1,1,0)), f - vec3f(1,1,0)), u.x), u.y),\n mix(\n mix(dot(_hash33(i + vec3f(0,0,1)), f - vec3f(0,0,1)),\n dot(_hash33(i + vec3f(1,0,1)), f - vec3f(1,0,1)), u.x),\n mix(dot(_hash33(i + vec3f(0,1,1)), f - vec3f(0,1,1)),\n dot(_hash33(i + vec3f(1,1,1)), f - vec3f(1,1,1)), u.x), u.y),\n u.z);\n}\n\nfn tex_noise(p: vec3f, scale: f32, detail: f32, roughness: f32, distortion: f32) -> f32 {\n var q = p;\n if (abs(distortion) > 1e-6) {\n let w = _noise3(p * scale * 1.37 + vec3f(2.31, 5.17, 8.09));\n q = p + (w * 2.0 - 1.0) * distortion;\n }\n let coords = q * scale;\n var value = 0.0;\n var amplitude = 1.0;\n var frequency = 1.0;\n var total_amp = 0.0;\n let octaves = i32(clamp(detail, 0.0, 15.0)) + 1;\n for (var i = 0; i < octaves; i++) {\n value += amplitude * _noise3(coords * frequency);\n total_amp += amplitude;\n amplitude *= roughness;\n frequency *= 2.0;\n }\n return value / max(total_amp, 1e-6) * 0.5 + 0.5;\n}\n\n// tex_noise specialization: detail=2.0 (3 octaves), roughness=0.5, distortion=0.\n// WebKit can't unroll tex_noise's for-loop because 'octaves' is a runtime value;\n// this variant is fully unrolled with constants folded (total_amp = 1.75).\nfn tex_noise_d2(p: vec3f, scale: f32) -> f32 {\n let c = p * scale;\n let v = _noise3(c) + 0.5 * _noise3(c * 2.0) + 0.25 * _noise3(c * 4.0);\n return v * (1.0 / 1.75) * 0.5 + 0.5;\n}\n\n// \u2500\u2500\u2500 TEX_GRADIENT (linear) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Used by Stockings preset. Maps the input vector's X to a 0\u20131 gradient.\n\nfn tex_gradient_linear(uv: vec3f) -> f32 {\n return clamp(uv.x, 0.0, 1.0);\n}\n\n// \u2500\u2500\u2500 TEX_VORONOI \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// 3D F1 voronoi. _f1 returns Distance; _color returns per-cell hash color\n// (matches Blender voronoi.cc: outColor = hash_int3_to_float3(cell + targetOffset)).\n\nfn tex_voronoi_f1(p: vec3f, scale: f32) -> f32 {\n let coords = p * scale;\n let i = floor(coords);\n let f = fract(coords);\n var min_dist = 1e10;\n for (var z = -1; z <= 1; z++) {\n for (var y = -1; y <= 1; y++) {\n for (var x = -1; x <= 1; x++) {\n let neighbor = vec3f(f32(x), f32(y), f32(z));\n let point = _hash33(i + neighbor) * 0.5 + 0.5;\n let diff = neighbor + point - f;\n min_dist = min(min_dist, dot(diff, diff));\n }\n }\n }\n return sqrt(min_dist);\n}\n\n// The per-cell jitter hash IS the Color output in Blender \u2014 reuse the same hash\n// tap for jitter + color instead of computing two.\nfn tex_voronoi_color(p: vec3f, scale: f32) -> vec3f {\n let coords = p * scale;\n let i = floor(coords);\n let f = fract(coords);\n var min_dist = 1e10;\n var min_hash = vec3f(0.5);\n for (var z = -1; z <= 1; z++) {\n for (var y = -1; y <= 1; y++) {\n for (var x = -1; x <= 1; x++) {\n let neighbor = vec3f(f32(x), f32(y), f32(z));\n let h = _hash33(i + neighbor) * 0.5 + 0.5;\n let diff = neighbor + h - f;\n let d = dot(diff, diff);\n if (d < min_dist) {\n min_dist = d;\n min_hash = h;\n }\n }\n }\n }\n return min_hash;\n}\n\n// \u2500\u2500\u2500 SEPXYZ node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn separate_xyz(v: vec3f) -> vec3f { return v; }\n\n// \u2500\u2500\u2500 VECT_MATH (cross product) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn vect_math_cross(a: vec3f, b: vec3f) -> vec3f { return cross(a, b); }\n\n// \u2500\u2500\u2500 MAPPING node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Point-type mapping: scale, rotate (euler XYZ), translate.\n\nfn mapping_point(v: vec3f, loc: vec3f, rot: vec3f, scl: vec3f) -> vec3f {\n var p = v * scl;\n // simplified: skip rotation when all angles are zero (common case)\n if (abs(rot.x) + abs(rot.y) + abs(rot.z) > 1e-6) {\n let cx = cos(rot.x); let sx = sin(rot.x);\n let cy = cos(rot.y); let sy = sin(rot.y);\n let cz = cos(rot.z); let sz = sin(rot.z);\n let rx = vec3f(p.x, cx*p.y - sx*p.z, sx*p.y + cx*p.z);\n let ry = vec3f(cy*rx.x + sy*rx.z, rx.y, -sy*rx.x + cy*rx.z);\n p = vec3f(cz*ry.x - sz*ry.y, sz*ry.x + cz*ry.y, ry.z);\n }\n return p + loc;\n}\n\n// \u2500\u2500\u2500 NORMAL_MAP node (tangent-space) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Applies a tangent-space normal map. Requires TBN from vertex stage.\n\nfn normal_map(strength: f32, map_color: vec3f, normal: vec3f, tangent: vec3f, bitangent: vec3f) -> vec3f {\n let ts = map_color * 2.0 - 1.0;\n let perturbed = normalize(tangent * ts.x + bitangent * ts.y + normal * ts.z);\n return normalize(mix(normal, perturbed, strength));\n}\n\n// \u2500\u2500\u2500 EEVEE Principled BSDF primitives \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Ports from Blender 3.6 source/blender/draw/engines/eevee/shaders/\n// bsdf_common_lib.glsl + gpu_shader_material_principled.glsl.\n// Usage pattern (see material shaders): direct spec = bsdf_ggx \u00D7 sun \u00D7 shadow\n// (NL baked in, no F yet); ambient spec = probe_radiance; tint both with\n// reflection_color = F_brdf_multi_scatter(f0, f90, split_sum) AFTER summing.\n\nconst EEVEE_PI: f32 = 3.141592653589793;\n\n// Fused analytic GGX specular (direct lights). Returns BRDF \u00D7 NL.\n// 4\u00B7NL\u00B7NV is cancelled via G1_Smith reciprocal form \u2014 see bsdf_common_lib.glsl:115.\n// Caller passes NL, NV (already computed for diffuse + brdf_lut_sample) so WebKit\n// can reuse them instead of recomputing dot products across the function boundary.\nfn bsdf_ggx(N: vec3f, L: vec3f, V: vec3f, NL_in: f32, NV_in: f32, roughness: f32) -> f32 {\n let a = max(roughness, 1e-4);\n let a2 = a * a;\n let H = normalize(L + V);\n let NH = max(dot(N, H), 1e-8);\n let NL = max(NL_in, 1e-8);\n let NV = max(NV_in, 1e-8);\n // G1_Smith_GGX_opti reciprocal form \u2014 denominator piece only.\n let G1L = NL + sqrt(NL * (NL - NL * a2) + a2);\n let G1V = NV + sqrt(NV * (NV - NV * a2) + a2);\n let G = G1L * G1V;\n // D_ggx_opti = pi * denom\u00B2 \u2014 reciprocal D \u00D7 a\u00B2.\n let tmp = (NH * a2 - NH) * NH + 1.0;\n let D_opti = EEVEE_PI * tmp * tmp;\n return NL * a2 / (D_opti * G);\n}\n\n// Split-sum DFG LUT \u2014 Karis 2013 curve fit stand-in for the 64\u00D764 baked LUT.\n// Returns (lut.x, lut.y) in Blender convention: tint = f0\u00B7lut.x + f90\u00B7lut.y.\nfn brdf_lut_approx(NV: f32, roughness: f32) -> vec2f {\n let c0 = vec4f(-1.0, -0.0275, -0.572, 0.022);\n let c1 = vec4f(1.0, 0.0425, 1.04, -0.04);\n let r = roughness * c0 + c1;\n let a004 = min(r.x * r.x, exp2(-9.28 * NV)) * r.x + r.y;\n return vec2f(-1.04, 1.04) * a004 + r.zw;\n}\n\n// Baked combined BRDF LUT \u2014 exact port of Blender bsdf_lut_frag.glsl packed with\n// ltc_mag_ggx from eevee_lut.c. Single sample returns DFG (.rg) and LTC mag (.ba).\n// Addressed as Blender's common_utiltex_lib.glsl:lut_coords:\n// coords = (roughness, sqrt(1 - NV)), then half-texel bias for filtering.\n// Requires group(0) binding(9) brdfLut + binding(2) diffuseSampler in the host shader.\nfn brdf_lut_sample(NV: f32, roughness: f32) -> vec4f {\n let LUT_SIZE: f32 = 64.0;\n var uv = vec2f(saturate(roughness), sqrt(saturate(1.0 - NV)));\n uv = uv * ((LUT_SIZE - 1.0) / LUT_SIZE) + 0.5 / LUT_SIZE;\n return textureSampleLevel(brdfLut, diffuseSampler, uv, 0.0);\n}\n\nfn F_brdf_single_scatter(f0: vec3f, f90: vec3f, lut: vec2f) -> vec3f {\n return lut.y * f90 + lut.x * f0;\n}\n\n// Fdez-Ag\u00FCera 2019 multi-scatter compensation (EEVEE do_multiscatter=1).\nfn F_brdf_multi_scatter(f0: vec3f, f90: vec3f, lut: vec2f) -> vec3f {\n let FssEss = lut.y * f90 + lut.x * f0;\n let Ess = lut.x + lut.y;\n let Ems = 1.0 - Ess;\n let Favg = f0 + (1.0 - f0) / 21.0;\n let Fms = FssEss * Favg / (1.0 - (1.0 - Ess) * Favg);\n return FssEss + Fms * Ems;\n}\n\n// EEVEE direct-specular energy compensation factor \u2014 closure_eval_glossy_lib.glsl:79-81:\n// ltc_brdf_scale = (ltc.x + ltc.y) / (split_sum.x + split_sum.y)\n// Blender evaluates direct lights via LTC (Heitz 2016) but indirect via split-sum;\n// direct radiance is rescaled so total-energy matches the split-sum LUT.\n// Takes a pre-sampled vec4f from brdf_lut_sample() to share the fetch with\n// F_brdf_multi_scatter on the same fragment.\nfn ltc_brdf_scale_from_lut(lut: vec4f) -> f32 {\n return (lut.z + lut.w) / max(lut.x + lut.y, 1e-6);\n}\n\n// Luminance-normalized hue extraction \u2014 Blender tint_from_color (isolates hue+sat).\nfn tint_from_color(color: vec3f) -> vec3f {\n let lum = dot(color, vec3f(0.3, 0.6, 0.1));\n return select(vec3f(1.0), color / lum, lum > 0.0);\n}\n\n// \u2500\u2500\u2500 Principled sheen (gpu_shader_material_principled.glsl:8-14) \u2500\u2500\u2500\u2500\n// Empirical NV-only curve that approximates grazing retroreflection on cloth/velvet.\n// Scales the sheen layer's diffuse contribution; no sheen call site has sheen=0\n// shortcut because the multiplier is tiny at normal view angles anyway.\nfn principled_sheen(NV: f32) -> f32 {\n let f = 1.0 - NV;\n return f * f * f * 0.077 + f * 0.01 + 0.00026;\n}\n\n// \u2500\u2500\u2500 Principled BSDF eval \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Shared EEVEE Principled path used by every material in the engine \u2014 metallic,\n// dielectric, and sheen variants all fold into these ~15 lines via the struct\n// fields. NPR materials still compute a separate toon/rim/warm stack on top and\n// mix(npr_stack, eval_principled(...), fac); see body.ts / face.ts / etc.\n//\n// Field conventions:\n// base \u2014 diffuse albedo. Mixed into f0 only when metallic > 0.\n// metallic \u2014 0 = dielectric (f0 from specular), 1 = pure metal (f0 = base).\n// specular \u2014 Principled Specular input (0.5 default \u2192 f0 = 0.04). sqrt for f90.\n// roughness \u2014 GGX roughness; drives BRDF LUT coord + bsdf_ggx.\n// spec_clamp \u2014 EEVEE Light Clamp equivalent. Caps firefly spec from noise-bumped\n// NDF aliasing (Blender hides this via TAA which we don't have).\n// Pass 1e30 (effectively disabled) for materials that don't bump.\n// sheen \u2014 0 disables. Scales the sheen diffuse add; cloth/stockings use ~0.7.\n// sheen_tint \u2014 0 = white sheen, 1 = fully tinted by base. Multiplied by sheen,\n// so value is don't-care when sheen=0.\nstruct PrincipledIn {\n base: vec3f,\n metallic: f32,\n specular: f32,\n roughness: f32,\n spec_clamp: f32,\n sheen: f32,\n sheen_tint: f32,\n};\n\nfn eval_principled(\n p: PrincipledIn,\n N: vec3f, L: vec3f, V: vec3f,\n sun_rgb: vec3f, amb_rgb: vec3f, shadow: f32\n) -> vec3f {\n let NL = max(dot(N, L), 0.0);\n let NV = max(dot(N, V), 1e-4);\n\n // f0/f90 per gpu_shader_material_principled.glsl. specular_tint=0 is assumed\n // (all presets in this engine use the default white dielectric tint).\n let dielectric_f0 = vec3f(0.08 * p.specular);\n let f0 = mix(dielectric_f0, p.base, p.metallic);\n let f90 = mix(f0, vec3f(1.0), sqrt(p.specular));\n\n // Single LUT tap feeds both F_brdf_multi_scatter (split-sum DFG) and\n // ltc_brdf_scale_from_lut (LTC mag in .ba). See nodes.ts brdf_lut_sample.\n let lut = brdf_lut_sample(NV, p.roughness);\n let reflection_color = F_brdf_multi_scatter(f0, f90, lut.xy);\n\n // Direct glossy \u2014 bsdf_ggx already includes NL; no F applied here (tinted after\n // accum with reflection_color). ltc_brdf_scale rescales direct to match the\n // split-sum indirect path, matching EEVEE closure_eval_glossy_lib behavior.\n let spec_direct_raw = bsdf_ggx(N, L, V, NL, NV, p.roughness)\n * sun_rgb * shadow * ltc_brdf_scale_from_lut(lut);\n let spec_direct = min(spec_direct_raw, vec3f(p.spec_clamp));\n let spec_indirect = amb_rgb;\n let spec_radiance = (spec_direct + spec_indirect) * reflection_color;\n\n // Sheen add \u2014 when p.sheen=0 the whole term collapses, leaving diffuse_color=base.\n let base_tint = tint_from_color(p.base);\n let sheen_color = mix(vec3f(1.0), base_tint, p.sheen_tint);\n let diffuse_color = p.base + p.sheen * sheen_color * principled_sheen(NV);\n\n // diffuse_weight = (1-metallic). Indirect diffuse uses amb (L_w) with no \u03C0 factor\n // (probe_evaluate_world_diff returns SH-projected radiance, not cosine-convolved).\n let diffuse_weight = 1.0 - p.metallic;\n let diffuse_radiance = diffuse_color * (sun_rgb * NL * shadow / EEVEE_PI + amb_rgb) * diffuse_weight;\n\n return diffuse_radiance + spec_radiance;\n}\n\n\n\n\nstruct CameraUniforms {\n view: mat4x4f,\n projection: mat4x4f,\n viewPos: vec3f,\n _padding: f32,\n};\n\nstruct Light {\n direction: vec4f,\n color: vec4f,\n};\n\nstruct LightUniforms {\n ambientColor: vec4f,\n lights: array<Light, 4>,\n};\n\n// Per-material uniforms. Every material binds this layout even if it ignores fields;\n// the engine keeps one bind group layout across all material pipelines. The PMX\n// classic-material fields (ambient/specular/toon/sphere) are consumed by the\n// mmd_classic preset; NPR presets ignore them.\nstruct MaterialUniforms {\n diffuseColor: vec3f, // PMX diffuse rgb (mmd_classic); reserved for others\n alpha: f32, // 0 \u2192 discard; <1 \u2192 transparent draw call\n ambient: vec3f, // PMX ambient rgb\n shininess: f32, // PMX specular power\n specular: vec3f, // PMX specular rgb\n sphereMode: f32, // 0 none \u00B7 1 multiply (sph) \u00B7 2 add (spa)\n // Skeleton index of the \u982D (head) bone, or -1. Lets the eye shader gate\n // the post-alpha-eye stencil by camera-vs-face hemisphere.\n headBoneIndex: f32,\n _pad0: f32,\n _pad1: f32,\n _pad2: f32,\n};\n\nstruct VertexOutput {\n @builtin(position) position: vec4f,\n @location(0) normal: vec3f,\n @location(1) uv: vec2f,\n @location(2) worldPos: vec3f,\n // Bind-pose object-space position (the raw pre-skin vertex attribute). Procedural\n // textures (noise bump, sparkle, Generated-coord gradients) key off this instead of\n // worldPos so the pattern rides with the surface \u2014 otherwise the mesh swims through a\n // world-static noise field under any skinning deformation or root (\u30BB\u30F3\u30BF\u30FC) motion.\n // At rest skinMats are identity so restPos == worldPos, which is why existing noise-\n // scale constants stay valid without retuning.\n @location(3) restPos: vec3f,\n};\n\nstruct LightVP { viewProj: mat4x4f, };\n\n@group(0) @binding(0) var<uniform> camera: CameraUniforms;\n@group(0) @binding(1) var<uniform> light: LightUniforms;\n@group(0) @binding(2) var diffuseSampler: sampler;\n@group(0) @binding(3) var shadowMap: texture_depth_2d;\n@group(0) @binding(4) var shadowSampler: sampler_comparison;\n@group(0) @binding(5) var<uniform> lightVP: LightVP;\n// binding(9) brdfLut is declared inside NODES_WGSL (nodes.ts).\n@group(1) @binding(0) var<storage, read> skinMats: array<mat4x4f>;\n@group(2) @binding(0) var diffuseTexture: texture_2d<f32>;\n@group(2) @binding(1) var<uniform> material: MaterialUniforms;\n// mmd_classic inputs; other presets leave them unread (fallback 1\u00D71 whites).\n@group(2) @binding(2) var toonTexture: texture_2d<f32>;\n@group(2) @binding(3) var sphereTexture: texture_2d<f32>;\n\n// Four-bone blended normals can cancel to ~zero on physics-driven parts\n// (opposing bone rotations at 50/50 weights) \u2014 normalize(0) is 0/0 = NaN,\n// which poisons the whole shading stack and flashes through bloom. Fall\n// back to up for degenerate normals instead.\nfn safe_normal(nIn: vec3f) -> vec3f {\n let l2 = dot(nIn, nIn);\n if (l2 < 1e-12) { return vec3f(0.0, 1.0, 0.0); }\n return nIn * inverseSqrt(l2);\n}\n\n\n\nfn sampleShadow(worldPos: vec3f, n: vec3f) -> f32 {\n if (dot(n, -light.lights[0].direction.xyz) <= 0.0) { return 0.0; }\n let biasedPos = worldPos + n * 0.08;\n let lclip = lightVP.viewProj * vec4f(biasedPos, 1.0);\n let ndc = lclip.xyz / max(lclip.w, 1e-6);\n let suv = vec2f(ndc.x * 0.5 + 0.5, 0.5 - ndc.y * 0.5);\n let cmpZ = ndc.z - 0.001;\n let ts = 1.0 / 2048.0;\n let s00 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, -ts), cmpZ);\n let s10 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(0.0, -ts), cmpZ);\n let s20 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, -ts), cmpZ);\n let s01 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, 0.0), cmpZ);\n let s11 = textureSampleCompareLevel(shadowMap, shadowSampler, suv, cmpZ);\n let s21 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, 0.0), cmpZ);\n let s02 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, ts), cmpZ);\n let s12 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(0.0, ts), cmpZ);\n let s22 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, ts), cmpZ);\n return (s00 + s10 + s20 + s01 + s11 + s21 + s02 + s12 + s22) * (1.0 / 9.0);\n}\n\n\n\n@vertex fn vs(\n @location(0) position: vec3f,\n @location(1) normal: vec3f,\n @location(2) uv: vec2f,\n @location(3) joints0: vec4<u32>,\n @location(4) weights0: vec4<f32>\n) -> VertexOutput {\n var output: VertexOutput;\n let pos4 = vec4f(position, 1.0);\n let weightSum = weights0.x + weights0.y + weights0.z + weights0.w;\n let invWeightSum = select(1.0, 1.0 / weightSum, weightSum > 0.0001);\n let nw = select(vec4f(1.0, 0.0, 0.0, 0.0), weights0 * invWeightSum, weightSum > 0.0001);\n var skinnedPos = vec4f(0.0);\n var skinnedNrm = vec3f(0.0);\n for (var i = 0u; i < 4u; i++) {\n let m = skinMats[joints0[i]];\n let w = nw[i];\n skinnedPos += (m * pos4) * w;\n skinnedNrm += (mat3x3f(m[0].xyz, m[1].xyz, m[2].xyz) * normal) * w;\n }\n output.position = camera.projection * camera.view * vec4f(skinnedPos.xyz, 1.0);\n output.normal = skinnedNrm;\n output.uv = uv;\n output.worldPos = skinnedPos.xyz;\n output.restPos = position;\n return output;\n}\n\n\n\nstruct FSOut {\n @location(0) color: vec4f,\n @location(1) mask: vec4f,\n};\n\n\n\nconst METAL_SPECULAR: f32 = 1.0;\nconst METAL_METALLIC: f32 = 1.0;\nconst METAL_ROUGHNESS: f32 = 0.3;\nconst METAL_TOON_EDGE: f32 = 0.2966;\nconst METAL_MIX04_MUL: f32 = 0.5;\nconst METAL_EMIT_STR: f32 = 8.100000381469727;\nconst METAL_MIX_SHADER_FAC: f32 = 0.6967;\nconst METAL_VORONOI_SCALE: f32 = 4.3;\n\n@fragment fn fs(input: VertexOutput) -> FSOut {\n let n = safe_normal(input.normal);\n let v = normalize(camera.viewPos - input.worldPos);\n let l = -light.lights[0].direction.xyz;\n let sun = light.lights[0].color.xyz * light.lights[0].color.w;\n let amb = light.ambientColor.xyz;\n let shadow = sampleShadow(input.worldPos, n);\n\n let tex_s = textureSample(diffuseTexture, diffuseSampler, input.uv);\n let tex_rgb = tex_s.rgb;\n let out_alpha = material.alpha * tex_s.a;\n if (out_alpha < 0.001) { discard; }\n\n // \u2550\u2550\u2550 NPR STACK \u2550\u2550\u2550\n let tex_tint = hue_sat_id(1.0, 0.800000011920929, 1.0, tex_rgb);\n let lum_shade = shader_to_rgb_diffuse(n, l, sun, amb, shadow);\n let ramp008 = ramp_constant_edge_aa(lum_shade, METAL_TOON_EDGE, vec4f(0,0,0,1), vec4f(1,1,1,1));\n let mix04_fac = math_multiply(ramp008.r, METAL_MIX04_MUL);\n\n let dark_tex = hue_sat_id(1.0, 0.19999998807907104, 1.0, tex_tint);\n let mix04 = mix_blend(mix04_fac, dark_tex, tex_tint);\n\n let hue004 = hue_sat_id(1.0, 2.0, 1.0, mix04);\n let npr_rgb = mix_overlay(1.0, mix04, hue004);\n let npr_emission = npr_rgb * METAL_EMIT_STR;\n\n // \u2550\u2550\u2550 PRINCIPLED BSDF (metallic=1, voronoi-driven base) \u2550\u2550\u2550\n // Reflection-coord Voronoi produces the metallic sparkle variation.\n // VALTORGB takes Color \u2192 Fac via Blender's BT.601 implicit color_to_value.\n let refl_dir = reflect(-v, n);\n let voro_input = cross(refl_dir, vec3f(0.0, 1.0, 0.0));\n let voro_rgb = tex_voronoi_color(voro_input, METAL_VORONOI_SCALE);\n let voro_scalar = color_to_value(voro_rgb);\n let voro_ramp = ramp_linear(voro_scalar, 0.0, vec4f(0,0,0,1), 1.0, vec4f(1,1,1,1)).r;\n let hue006 = hue_sat_id(1.5, 1.2999999523162842, 1.0, tex_tint);\n let albedo = mix_blend(voro_ramp, vec3f(voro_ramp), hue006);\n\n // metallic=1 collapses f0 = mix(dielectric, albedo, 1) = albedo; diffuse_weight = 0.\n let principled = eval_principled(\n PrincipledIn(albedo, METAL_METALLIC, METAL_SPECULAR, METAL_ROUGHNESS, 1e30, 0.0, 0.0),\n n, l, v, sun, amb, shadow\n );\n\n let final_color = mix(npr_emission, principled, METAL_MIX_SHADER_FAC);\n\n var out: FSOut;\n out.color = vec4f(final_color, out_alpha);\n out.mask = vec4f(1.0, 1.0, 0.0, out.color.a);\n return out;\n}\n\n";
2
+ //# sourceMappingURL=metal.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"metal.d.ts","sourceRoot":"","sources":["../../../src/shaders/materials/metal.ts"],"names":[],"mappings":"AAaA,eAAO,MAAM,iBAAiB,8ilCAiE7B,CAAA"}
@@ -0,0 +1,77 @@
1
+ // M_Metal — Metallic Principled (Metallic=1.0, Specular=1.0, Roughness=0.3) with a
2
+ // reflection-coord Voronoi pattern driving base color for metallic sparkle, plus an
3
+ // NPR toon/overlay emission stack mixed at MixShader Fac=0.6967.
4
+ //
5
+ // Graph's base color chain: 纹理坐标.Reflection → 矢量运算.007(CROSS, Vec2=(0,1,0)) →
6
+ // 沃罗诺伊纹理(F1, Color out) → 颜色渐变(linear) → 混合.005. The dumper did not capture
7
+ // the VectorMath op — CROSS is assumed based on the hardcoded (0,1,0) Vector_001
8
+ // constant (MULTIPLY would zero X/Z producing 1D bands; CROSS produces horizontal ring
9
+ // patterns consistent with metallic anisotropy).
10
+ import { NODES_WGSL } from "./nodes";
11
+ import { COMMON_MATERIAL_PRELUDE_WGSL } from "./common";
12
+ export const METAL_SHADER_WGSL = /* wgsl */ `
13
+
14
+ ${NODES_WGSL}
15
+ ${COMMON_MATERIAL_PRELUDE_WGSL}
16
+
17
+ const METAL_SPECULAR: f32 = 1.0;
18
+ const METAL_METALLIC: f32 = 1.0;
19
+ const METAL_ROUGHNESS: f32 = 0.3;
20
+ const METAL_TOON_EDGE: f32 = 0.2966;
21
+ const METAL_MIX04_MUL: f32 = 0.5;
22
+ const METAL_EMIT_STR: f32 = 8.100000381469727;
23
+ const METAL_MIX_SHADER_FAC: f32 = 0.6967;
24
+ const METAL_VORONOI_SCALE: f32 = 4.3;
25
+
26
+ @fragment fn fs(input: VertexOutput) -> FSOut {
27
+ let n = safe_normal(input.normal);
28
+ let v = normalize(camera.viewPos - input.worldPos);
29
+ let l = -light.lights[0].direction.xyz;
30
+ let sun = light.lights[0].color.xyz * light.lights[0].color.w;
31
+ let amb = light.ambientColor.xyz;
32
+ let shadow = sampleShadow(input.worldPos, n);
33
+
34
+ let tex_s = textureSample(diffuseTexture, diffuseSampler, input.uv);
35
+ let tex_rgb = tex_s.rgb;
36
+ let out_alpha = material.alpha * tex_s.a;
37
+ if (out_alpha < 0.001) { discard; }
38
+
39
+ // ═══ NPR STACK ═══
40
+ let tex_tint = hue_sat_id(1.0, 0.800000011920929, 1.0, tex_rgb);
41
+ let lum_shade = shader_to_rgb_diffuse(n, l, sun, amb, shadow);
42
+ let ramp008 = ramp_constant_edge_aa(lum_shade, METAL_TOON_EDGE, vec4f(0,0,0,1), vec4f(1,1,1,1));
43
+ let mix04_fac = math_multiply(ramp008.r, METAL_MIX04_MUL);
44
+
45
+ let dark_tex = hue_sat_id(1.0, 0.19999998807907104, 1.0, tex_tint);
46
+ let mix04 = mix_blend(mix04_fac, dark_tex, tex_tint);
47
+
48
+ let hue004 = hue_sat_id(1.0, 2.0, 1.0, mix04);
49
+ let npr_rgb = mix_overlay(1.0, mix04, hue004);
50
+ let npr_emission = npr_rgb * METAL_EMIT_STR;
51
+
52
+ // ═══ PRINCIPLED BSDF (metallic=1, voronoi-driven base) ═══
53
+ // Reflection-coord Voronoi produces the metallic sparkle variation.
54
+ // VALTORGB takes Color → Fac via Blender's BT.601 implicit color_to_value.
55
+ let refl_dir = reflect(-v, n);
56
+ let voro_input = cross(refl_dir, vec3f(0.0, 1.0, 0.0));
57
+ let voro_rgb = tex_voronoi_color(voro_input, METAL_VORONOI_SCALE);
58
+ let voro_scalar = color_to_value(voro_rgb);
59
+ let voro_ramp = ramp_linear(voro_scalar, 0.0, vec4f(0,0,0,1), 1.0, vec4f(1,1,1,1)).r;
60
+ let hue006 = hue_sat_id(1.5, 1.2999999523162842, 1.0, tex_tint);
61
+ let albedo = mix_blend(voro_ramp, vec3f(voro_ramp), hue006);
62
+
63
+ // metallic=1 collapses f0 = mix(dielectric, albedo, 1) = albedo; diffuse_weight = 0.
64
+ let principled = eval_principled(
65
+ PrincipledIn(albedo, METAL_METALLIC, METAL_SPECULAR, METAL_ROUGHNESS, 1e30, 0.0, 0.0),
66
+ n, l, v, sun, amb, shadow
67
+ );
68
+
69
+ let final_color = mix(npr_emission, principled, METAL_MIX_SHADER_FAC);
70
+
71
+ var out: FSOut;
72
+ out.color = vec4f(final_color, out_alpha);
73
+ out.mask = vec4f(1.0, 1.0, 0.0, out.color.a);
74
+ return out;
75
+ }
76
+
77
+ `;
@@ -0,0 +1,2 @@
1
+ export declare const MMD_CLASSIC_SHADER_WGSL = "\n\n\n\nstruct CameraUniforms {\n view: mat4x4f,\n projection: mat4x4f,\n viewPos: vec3f,\n _padding: f32,\n};\n\nstruct Light {\n direction: vec4f,\n color: vec4f,\n};\n\nstruct LightUniforms {\n ambientColor: vec4f,\n lights: array<Light, 4>,\n};\n\n// Per-material uniforms. Every material binds this layout even if it ignores fields;\n// the engine keeps one bind group layout across all material pipelines. The PMX\n// classic-material fields (ambient/specular/toon/sphere) are consumed by the\n// mmd_classic preset; NPR presets ignore them.\nstruct MaterialUniforms {\n diffuseColor: vec3f, // PMX diffuse rgb (mmd_classic); reserved for others\n alpha: f32, // 0 \u2192 discard; <1 \u2192 transparent draw call\n ambient: vec3f, // PMX ambient rgb\n shininess: f32, // PMX specular power\n specular: vec3f, // PMX specular rgb\n sphereMode: f32, // 0 none \u00B7 1 multiply (sph) \u00B7 2 add (spa)\n // Skeleton index of the \u982D (head) bone, or -1. Lets the eye shader gate\n // the post-alpha-eye stencil by camera-vs-face hemisphere.\n headBoneIndex: f32,\n _pad0: f32,\n _pad1: f32,\n _pad2: f32,\n};\n\nstruct VertexOutput {\n @builtin(position) position: vec4f,\n @location(0) normal: vec3f,\n @location(1) uv: vec2f,\n @location(2) worldPos: vec3f,\n // Bind-pose object-space position (the raw pre-skin vertex attribute). Procedural\n // textures (noise bump, sparkle, Generated-coord gradients) key off this instead of\n // worldPos so the pattern rides with the surface \u2014 otherwise the mesh swims through a\n // world-static noise field under any skinning deformation or root (\u30BB\u30F3\u30BF\u30FC) motion.\n // At rest skinMats are identity so restPos == worldPos, which is why existing noise-\n // scale constants stay valid without retuning.\n @location(3) restPos: vec3f,\n};\n\nstruct LightVP { viewProj: mat4x4f, };\n\n@group(0) @binding(0) var<uniform> camera: CameraUniforms;\n@group(0) @binding(1) var<uniform> light: LightUniforms;\n@group(0) @binding(2) var diffuseSampler: sampler;\n@group(0) @binding(3) var shadowMap: texture_depth_2d;\n@group(0) @binding(4) var shadowSampler: sampler_comparison;\n@group(0) @binding(5) var<uniform> lightVP: LightVP;\n// binding(9) brdfLut is declared inside NODES_WGSL (nodes.ts).\n@group(1) @binding(0) var<storage, read> skinMats: array<mat4x4f>;\n@group(2) @binding(0) var diffuseTexture: texture_2d<f32>;\n@group(2) @binding(1) var<uniform> material: MaterialUniforms;\n// mmd_classic inputs; other presets leave them unread (fallback 1\u00D71 whites).\n@group(2) @binding(2) var toonTexture: texture_2d<f32>;\n@group(2) @binding(3) var sphereTexture: texture_2d<f32>;\n\n// Four-bone blended normals can cancel to ~zero on physics-driven parts\n// (opposing bone rotations at 50/50 weights) \u2014 normalize(0) is 0/0 = NaN,\n// which poisons the whole shading stack and flashes through bloom. Fall\n// back to up for degenerate normals instead.\nfn safe_normal(nIn: vec3f) -> vec3f {\n let l2 = dot(nIn, nIn);\n if (l2 < 1e-12) { return vec3f(0.0, 1.0, 0.0); }\n return nIn * inverseSqrt(l2);\n}\n\n\n\nfn sampleShadow(worldPos: vec3f, n: vec3f) -> f32 {\n if (dot(n, -light.lights[0].direction.xyz) <= 0.0) { return 0.0; }\n let biasedPos = worldPos + n * 0.08;\n let lclip = lightVP.viewProj * vec4f(biasedPos, 1.0);\n let ndc = lclip.xyz / max(lclip.w, 1e-6);\n let suv = vec2f(ndc.x * 0.5 + 0.5, 0.5 - ndc.y * 0.5);\n let cmpZ = ndc.z - 0.001;\n let ts = 1.0 / 2048.0;\n let s00 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, -ts), cmpZ);\n let s10 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(0.0, -ts), cmpZ);\n let s20 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, -ts), cmpZ);\n let s01 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, 0.0), cmpZ);\n let s11 = textureSampleCompareLevel(shadowMap, shadowSampler, suv, cmpZ);\n let s21 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, 0.0), cmpZ);\n let s02 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, ts), cmpZ);\n let s12 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(0.0, ts), cmpZ);\n let s22 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, ts), cmpZ);\n return (s00 + s10 + s20 + s01 + s11 + s21 + s02 + s12 + s22) * (1.0 / 9.0);\n}\n\n\n\n@vertex fn vs(\n @location(0) position: vec3f,\n @location(1) normal: vec3f,\n @location(2) uv: vec2f,\n @location(3) joints0: vec4<u32>,\n @location(4) weights0: vec4<f32>\n) -> VertexOutput {\n var output: VertexOutput;\n let pos4 = vec4f(position, 1.0);\n let weightSum = weights0.x + weights0.y + weights0.z + weights0.w;\n let invWeightSum = select(1.0, 1.0 / weightSum, weightSum > 0.0001);\n let nw = select(vec4f(1.0, 0.0, 0.0, 0.0), weights0 * invWeightSum, weightSum > 0.0001);\n var skinnedPos = vec4f(0.0);\n var skinnedNrm = vec3f(0.0);\n for (var i = 0u; i < 4u; i++) {\n let m = skinMats[joints0[i]];\n let w = nw[i];\n skinnedPos += (m * pos4) * w;\n skinnedNrm += (mat3x3f(m[0].xyz, m[1].xyz, m[2].xyz) * normal) * w;\n }\n output.position = camera.projection * camera.view * vec4f(skinnedPos.xyz, 1.0);\n output.normal = skinnedNrm;\n output.uv = uv;\n output.worldPos = skinnedPos.xyz;\n output.restPos = position;\n return output;\n}\n\n\n\nstruct FSOut {\n @location(0) color: vec4f,\n @location(1) mask: vec4f,\n};\n\n\n\n@fragment fn fs(input: VertexOutput) -> FSOut {\n let tex_s = textureSample(diffuseTexture, diffuseSampler, input.uv);\n // MMD alpha semantics: material alpha \u00D7 texture alpha.\n let alpha = material.alpha * tex_s.a;\n if (alpha < 0.001) { discard; }\n\n let n = safe_normal(input.normal);\n let v = normalize(camera.viewPos - input.worldPos);\n let l = -light.lights[0].direction.xyz;\n let sun = light.lights[0].color.xyz * light.lights[0].color.w;\n let amb = light.ambientColor.xyz;\n let shadow = sampleShadow(input.worldPos, n);\n\n // Sphere-map UV from the view-space normal \u2014 sampled up front to keep the\n // texture reads in uniform control flow.\n let vn = normalize((camera.view * vec4f(n, 0.0)).xyz);\n let sph_uv = vec2f(vn.x * 0.5 + 0.5, 0.5 - vn.y * 0.5);\n let sphere_rgb = textureSample(sphereTexture, diffuseSampler, sph_uv).rgb;\n\n // Toon ramp: v runs light (0) \u2192 shadow (1); the ramp texture carries the\n // terminator shape and shadow tint. Self-shadow pushes toward the shadow\n // end by attenuating N\u00B7L. Sampled up front for the same uniformity reason.\n let ndl = dot(n, l) * shadow;\n let toon_v = clamp(0.5 - 0.5 * ndl, 0.0, 1.0);\n let toon_rgb = textureSample(toonTexture, diffuseSampler, vec2f(0.5, toon_v)).rgb;\n\n // MMD base: saturate(ambient + diffuse \u00D7 light color), modulated by texture.\n // The engine's ambient light scales the material-ambient floor so scene\n // lighting still has authority over overall exposure.\n let base = clamp(material.ambient * max(amb, vec3f(0.35)) + material.diffuseColor * sun, vec3f(0.0), vec3f(1.0));\n var color = base * tex_s.rgb * toon_rgb;\n\n // Sphere map: 1 = sph (multiply), 2 = spa (add). Mode 3 (sub-texture) and\n // 0 fall through unchanged.\n if (material.sphereMode == 1.0) {\n color *= sphere_rgb;\n } else if (material.sphereMode == 2.0) {\n color += sphere_rgb;\n }\n\n // Blinn-Phong specular with PMX shininess. shininess 0 disables (many\n // rigs author 0 to mean \"no highlight\").\n if (material.shininess > 0.0) {\n let h = normalize(l + v);\n let spec = pow(max(dot(n, h), 0.0), max(material.shininess, 1.0));\n color += material.specular * sun * (spec * shadow);\n }\n\n var out: FSOut;\n out.color = vec4f(color, alpha);\n out.mask = vec4f(1.0, 1.0, 0.0, out.color.a);\n return out;\n}\n\n";
2
+ //# sourceMappingURL=mmd_classic.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"mmd_classic.d.ts","sourceRoot":"","sources":["../../../src/shaders/materials/mmd_classic.ts"],"names":[],"mappings":"AASA,eAAO,MAAM,uBAAuB,gvPA0DnC,CAAA"}
@@ -0,0 +1,66 @@
1
+ // M_MMDClassic — authentic MMD/MikuMikuDance fixed-pipeline material. Uses the
2
+ // PMX material data every model author actually tuned: ambient + diffuse×light
3
+ // base, toon-ramp shading (ramp carries the terminator, NOT an N·L multiply),
4
+ // sphere map (sph multiply / spa add), and Blinn-Phong specular with the PMX
5
+ // shininess. This is the universal fallback for materials no preset map or
6
+ // name heuristic covers — it renders what the author saw in MMD/PMXEditor.
7
+ import { COMMON_MATERIAL_PRELUDE_WGSL } from "./common";
8
+ export const MMD_CLASSIC_SHADER_WGSL = /* wgsl */ `
9
+
10
+ ${COMMON_MATERIAL_PRELUDE_WGSL}
11
+
12
+ @fragment fn fs(input: VertexOutput) -> FSOut {
13
+ let tex_s = textureSample(diffuseTexture, diffuseSampler, input.uv);
14
+ // MMD alpha semantics: material alpha × texture alpha.
15
+ let alpha = material.alpha * tex_s.a;
16
+ if (alpha < 0.001) { discard; }
17
+
18
+ let n = safe_normal(input.normal);
19
+ let v = normalize(camera.viewPos - input.worldPos);
20
+ let l = -light.lights[0].direction.xyz;
21
+ let sun = light.lights[0].color.xyz * light.lights[0].color.w;
22
+ let amb = light.ambientColor.xyz;
23
+ let shadow = sampleShadow(input.worldPos, n);
24
+
25
+ // Sphere-map UV from the view-space normal — sampled up front to keep the
26
+ // texture reads in uniform control flow.
27
+ let vn = normalize((camera.view * vec4f(n, 0.0)).xyz);
28
+ let sph_uv = vec2f(vn.x * 0.5 + 0.5, 0.5 - vn.y * 0.5);
29
+ let sphere_rgb = textureSample(sphereTexture, diffuseSampler, sph_uv).rgb;
30
+
31
+ // Toon ramp: v runs light (0) → shadow (1); the ramp texture carries the
32
+ // terminator shape and shadow tint. Self-shadow pushes toward the shadow
33
+ // end by attenuating N·L. Sampled up front for the same uniformity reason.
34
+ let ndl = dot(n, l) * shadow;
35
+ let toon_v = clamp(0.5 - 0.5 * ndl, 0.0, 1.0);
36
+ let toon_rgb = textureSample(toonTexture, diffuseSampler, vec2f(0.5, toon_v)).rgb;
37
+
38
+ // MMD base: saturate(ambient + diffuse × light color), modulated by texture.
39
+ // The engine's ambient light scales the material-ambient floor so scene
40
+ // lighting still has authority over overall exposure.
41
+ let base = clamp(material.ambient * max(amb, vec3f(0.35)) + material.diffuseColor * sun, vec3f(0.0), vec3f(1.0));
42
+ var color = base * tex_s.rgb * toon_rgb;
43
+
44
+ // Sphere map: 1 = sph (multiply), 2 = spa (add). Mode 3 (sub-texture) and
45
+ // 0 fall through unchanged.
46
+ if (material.sphereMode == 1.0) {
47
+ color *= sphere_rgb;
48
+ } else if (material.sphereMode == 2.0) {
49
+ color += sphere_rgb;
50
+ }
51
+
52
+ // Blinn-Phong specular with PMX shininess. shininess 0 disables (many
53
+ // rigs author 0 to mean "no highlight").
54
+ if (material.shininess > 0.0) {
55
+ let h = normalize(l + v);
56
+ let spec = pow(max(dot(n, h), 0.0), max(material.shininess, 1.0));
57
+ color += material.specular * sun * (spec * shadow);
58
+ }
59
+
60
+ var out: FSOut;
61
+ out.color = vec4f(color, alpha);
62
+ out.mask = vec4f(1.0, 1.0, 0.0, out.color.a);
63
+ return out;
64
+ }
65
+
66
+ `;
@@ -0,0 +1,2 @@
1
+ export declare const STOCKINGS_SHADER_WGSL = "\n\n\n\n// Baked 64\u00D764 rgba8unorm combined BRDF LUT \u2014 created once at engine init by dfg_lut.ts.\n// .rg = split-sum DFG (Karis: tint = f0\u00B7x + f90\u00B7y) \u2192 F_brdf_*_scatter\n// .ba = Heitz 2016 LTC magnitude (ltc_mag_ggx) \u2192 ltc_brdf_scale_from_lut\n// Paired with group(0) binding(2) diffuseSampler (linear filter). Sample once per\n// fragment via brdf_lut_sample() \u2014 callers feed .rg and the whole vec4 into the\n// helpers below, halving LUT taps on the default Principled path.\n@group(0) @binding(9) var brdfLut: texture_2d<f32>;\n\n// \u2500\u2500\u2500 RGB \u2194 HSV \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn rgb_to_hsv(rgb: vec3f) -> vec3f {\n let c_max = max(rgb.r, max(rgb.g, rgb.b));\n let c_min = min(rgb.r, min(rgb.g, rgb.b));\n let delta = c_max - c_min;\n\n var h = 0.0;\n if (delta > 1e-6) {\n if (c_max == rgb.r) {\n h = (rgb.g - rgb.b) / delta;\n if (h < 0.0) { h += 6.0; }\n } else if (c_max == rgb.g) {\n h = 2.0 + (rgb.b - rgb.r) / delta;\n } else {\n h = 4.0 + (rgb.r - rgb.g) / delta;\n }\n h /= 6.0;\n }\n let s = select(0.0, delta / c_max, c_max > 1e-6);\n return vec3f(h, s, c_max);\n}\n\nfn hsv_to_rgb(hsv: vec3f) -> vec3f {\n let h = hsv.x;\n let s = hsv.y;\n let v = hsv.z;\n if (s < 1e-6) { return vec3f(v); }\n\n let hh = fract(h) * 6.0;\n let sector = u32(hh);\n let f = hh - f32(sector);\n let p = v * (1.0 - s);\n let q = v * (1.0 - s * f);\n let t = v * (1.0 - s * (1.0 - f));\n\n switch (sector) {\n case 0u: { return vec3f(v, t, p); }\n case 1u: { return vec3f(q, v, p); }\n case 2u: { return vec3f(p, v, t); }\n case 3u: { return vec3f(p, q, v); }\n case 4u: { return vec3f(t, p, v); }\n default: { return vec3f(v, p, q); }\n }\n}\n\n// \u2500\u2500\u2500 HUE_SAT node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn hue_sat(hue: f32, saturation: f32, value: f32, fac: f32, color: vec3f) -> vec3f {\n var hsv = rgb_to_hsv(color);\n hsv.x = fract(hsv.x + hue - 0.5);\n hsv.y = clamp(hsv.y * saturation, 0.0, 1.0);\n hsv.z *= value;\n return mix(color, hsv_to_rgb(hsv), fac);\n}\n\n// hue_sat specialization for hue=0.5 (identity hue shift \u2014 fract(h + 0.5 - 0.5) = h).\n// Branchless equivalent that skips the rgb_to_hsv \u2192 hsv_to_rgb roundtrip: WebKit's\n// Metal backend serializes the 3-way if chain in rgb_to_hsv and the 6-way switch in\n// hsv_to_rgb, where this form compiles to linear SIMD ops + a single select.\nfn hue_sat_id(saturation: f32, value: f32, fac: f32, color: vec3f) -> vec3f {\n let m = max(max(color.r, color.g), color.b);\n let n = min(min(color.r, color.g), color.b);\n // Unclamped (sat*old_s \u2264 1): reproj = mix(vec3f(m), color, saturation).\n // Clamped (saturated to 1): reproj = (color - n) * m / (m - n).\n let range = max(m - n, 1e-6);\n let unclamped = mix(vec3f(m), color, saturation);\n let clamped = (color - vec3f(n)) * m / range;\n let needs_clamp = (m - n) * saturation >= m;\n let reproj = select(unclamped, clamped, needs_clamp);\n return mix(color, reproj * value, fac);\n}\n\n// \u2500\u2500\u2500 BRIGHTCONTRAST node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn bright_contrast(color: vec3f, bright: f32, contrast: f32) -> vec3f {\n let a = 1.0 + contrast;\n let b = bright - contrast * 0.5;\n return max(vec3f(0.0), color * a + vec3f(b));\n}\n\n// \u2500\u2500\u2500 INVERT node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn invert(fac: f32, color: vec3f) -> vec3f {\n return mix(color, vec3f(1.0) - color, fac);\n}\n\nfn invert_f(fac: f32, val: f32) -> f32 {\n return mix(val, 1.0 - val, fac);\n}\n\n// \u2500\u2500\u2500 Color ramp (VALTORGB) \u2014 2-stop variants \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// All 7 presets use exclusively 2-stop ramps.\n\nfn ramp_constant(f: f32, p0: f32, c0: vec4f, p1: f32, c1: vec4f) -> vec4f {\n return select(c0, c1, f >= p1);\n}\n\n// CONSTANT ramp with screen-space edge AA \u2014 kills sparkle where fwidth(f) straddles a hard step (NPR terminator)\nfn ramp_constant_edge_aa(f: f32, edge: f32, c0: vec4f, c1: vec4f) -> vec4f {\n let w = max(fwidth(f) * 1.75, 6e-6);\n let t = smoothstep(edge - w, edge + w, f);\n return mix(c0, c1, t);\n}\n\nfn ramp_linear(f: f32, p0: f32, c0: vec4f, p1: f32, c1: vec4f) -> vec4f {\n let t = saturate((f - p0) / max(p1 - p0, 1e-6));\n return mix(c0, c1, t);\n}\n\nfn ramp_cardinal(f: f32, p0: f32, c0: vec4f, p1: f32, c1: vec4f) -> vec4f {\n // cardinal spline with 2 stops degrades to smoothstep\n let t = saturate((f - p0) / max(p1 - p0, 1e-6));\n let ss = t * t * (3.0 - 2.0 * t);\n return mix(c0, c1, ss);\n}\n\n// \u2500\u2500\u2500 MATH node operations \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn math_add(a: f32, b: f32) -> f32 { return a + b; }\nfn math_multiply(a: f32, b: f32) -> f32 { return a * b; }\nfn math_power(a: f32, b: f32) -> f32 { return pow(max(a, 0.0), b); }\nfn math_greater_than(a: f32, b: f32) -> f32 { return select(0.0, 1.0, a > b); }\n\n// Blender's implicit Color \u2192 Float socket conversion uses BT.601 grayscale\n// (rgb_to_grayscale in blenkernel/intern/node.cc). When a material graph plugs a\n// Color output into a Math node's Value input, this is the scalar it actually sees.\nfn color_to_value(c: vec3f) -> f32 {\n return 0.299 * c.r + 0.587 * c.g + 0.114 * c.b;\n}\n\n// \u2500\u2500\u2500 MIX node (blend_type variants) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn mix_blend(fac: f32, a: vec3f, b: vec3f) -> vec3f {\n return mix(a, b, fac);\n}\n\nfn mix_overlay(fac: f32, a: vec3f, b: vec3f) -> vec3f {\n let lo = 2.0 * a * b;\n let hi = vec3f(1.0) - 2.0 * (vec3f(1.0) - a) * (vec3f(1.0) - b);\n let overlay = select(hi, lo, a < vec3f(0.5));\n return mix(a, overlay, fac);\n}\n\nfn mix_multiply(fac: f32, a: vec3f, b: vec3f) -> vec3f {\n return mix(a, a * b, fac);\n}\n\nfn mix_lighten(fac: f32, a: vec3f, b: vec3f) -> vec3f {\n return mix(a, max(a, b), fac);\n}\n\n// Blender Mix (Color) blend LINEAR_LIGHT: result = mix(A, A + 2*B - 1, Fac)\nfn mix_linear_light(fac: f32, a: vec3f, b: vec3f) -> vec3f {\n return mix(a, a + 2.0 * b - vec3f(1.0), fac);\n}\n\n// Luminance for Shader\u2192RGB scalar gates (linear RGB, Rec.709 weights)\nfn luminance_rec709_linear(c: vec3f) -> f32 {\n return dot(max(c, vec3f(0.0)), vec3f(0.2126, 0.7152, 0.0722));\n}\n\n// \u2500\u2500\u2500 FRESNEL node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Schlick approximation matching Blender's Fresnel node\n\nfn fresnel(ior: f32, n: vec3f, v: vec3f) -> f32 {\n let r = (ior - 1.0) / (ior + 1.0);\n let f0 = r * r;\n let cos_theta = clamp(dot(n, v), 0.0, 1.0);\n let m = 1.0 - cos_theta;\n let m2 = m * m;\n let m5 = m2 * m2 * m;\n return f0 + (1.0 - f0) * m5;\n}\n\n// \u2500\u2500\u2500 LAYER_WEIGHT node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn layer_weight_fresnel(blend: f32, n: vec3f, v: vec3f) -> f32 {\n let eta = max(1.0 - blend, 1e-4);\n let r = (1.0 - eta) / (1.0 + eta);\n let f0 = r * r;\n let cos_theta = clamp(abs(dot(n, v)), 0.0, 1.0);\n let m = 1.0 - cos_theta;\n let m2 = m * m;\n let m5 = m2 * m2 * m;\n return f0 + (1.0 - f0) * m5;\n}\n\nfn layer_weight_facing(blend: f32, n: vec3f, v: vec3f) -> f32 {\n var facing = abs(dot(n, v));\n let b = clamp(blend, 0.0, 0.99999);\n if (b != 0.5) {\n let exponent = select(2.0 * b, 0.5 / (1.0 - b), b >= 0.5);\n facing = pow(facing, exponent);\n }\n return 1.0 - facing;\n}\n\n// \u2500\u2500\u2500 SHADER_TO_RGB (white DiffuseBSDF) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Eevee captures lit diffuse: (albedo/\u03C0)*sun*N\u00B7L*shadow + ambient (linear). Albedo=1.\n// Matches default.ts direct term scale so VALTORGB thresholds from Blender JSON stay valid.\n\nfn shader_to_rgb_diffuse(n: vec3f, l: vec3f, sun_rgb: vec3f, ambient_rgb: vec3f, shadow: f32) -> f32 {\n const PI_S: f32 = 3.141592653589793;\n let ndotl = max(dot(n, l), 0.0);\n let rgb = sun_rgb * (ndotl * shadow / PI_S) + ambient_rgb;\n return luminance_rec709_linear(rgb);\n}\n\n// \u2500\u2500\u2500 BUMP node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Screen-space bump from a scalar height field. Needs dFdx/dFdy which\n// WGSL provides as dpdx/dpdy.\n\nfn bump(strength: f32, height: f32, normal: vec3f, world_pos: vec3f) -> vec3f {\n let dhdx = dpdx(height);\n let dhdy = dpdy(height);\n let dpdx_pos = dpdx(world_pos);\n let dpdy_pos = dpdy(world_pos);\n let perturbed = normalize(normal) - strength * (dhdx * normalize(cross(dpdy_pos, normal)) + dhdy * normalize(cross(normal, dpdx_pos)));\n return normalize(perturbed);\n}\n\n// LH engine + WebGPU fragment Y: flip dhdy contribution so height peaks read as outward bumps vs Blender reference\nfn bump_lh(strength: f32, height: f32, normal: vec3f, world_pos: vec3f) -> vec3f {\n let dhdx = dpdx(height);\n let dhdy = dpdy(height);\n let dpdx_pos = dpdx(world_pos);\n let dpdy_pos = dpdy(world_pos);\n let perturbed = normalize(normal) - strength * (dhdx * normalize(cross(dpdy_pos, normal)) - dhdy * normalize(cross(normal, dpdx_pos)));\n return normalize(perturbed);\n}\n\n// \u2500\u2500\u2500 NOISE texture (Perlin-style) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Simplified gradient noise matching Blender's default noise output.\n\n// PCG-style integer hash. Replaces the classic 'fract(sin(q) * LARGE)' trick because\n// WebKit's Metal backend compiles 'sin' to a full transcendental op (slow), while\n// Safari's Apple-GPU scalar ALU handles int muls/xors near free. Inputs arrive as\n// integer-valued floats (floor(p) + unit offsets) from _noise3, so vec3i cast is exact.\nfn _hash33(p: vec3f) -> vec3f {\n var h = vec3u(vec3i(p) + vec3i(32768));\n h = h * vec3u(1664525u, 1013904223u, 2654435761u);\n h = (h.yzx ^ h) * vec3u(2246822519u, 3266489917u, 668265263u);\n h = h ^ (h >> vec3u(16u));\n // Mask to 24 bits \u2014 above that f32 loses precision on the u32\u2192f32 convert.\n let hm = h & vec3u(16777215u);\n return vec3f(hm) * (2.0 / 16777216.0) - 1.0;\n}\n\nfn _noise3(p: vec3f) -> f32 {\n let i = floor(p);\n let f = fract(p);\n let u = f * f * (3.0 - 2.0 * f);\n\n return mix(\n mix(\n mix(dot(_hash33(i + vec3f(0,0,0)), f - vec3f(0,0,0)),\n dot(_hash33(i + vec3f(1,0,0)), f - vec3f(1,0,0)), u.x),\n mix(dot(_hash33(i + vec3f(0,1,0)), f - vec3f(0,1,0)),\n dot(_hash33(i + vec3f(1,1,0)), f - vec3f(1,1,0)), u.x), u.y),\n mix(\n mix(dot(_hash33(i + vec3f(0,0,1)), f - vec3f(0,0,1)),\n dot(_hash33(i + vec3f(1,0,1)), f - vec3f(1,0,1)), u.x),\n mix(dot(_hash33(i + vec3f(0,1,1)), f - vec3f(0,1,1)),\n dot(_hash33(i + vec3f(1,1,1)), f - vec3f(1,1,1)), u.x), u.y),\n u.z);\n}\n\nfn tex_noise(p: vec3f, scale: f32, detail: f32, roughness: f32, distortion: f32) -> f32 {\n var q = p;\n if (abs(distortion) > 1e-6) {\n let w = _noise3(p * scale * 1.37 + vec3f(2.31, 5.17, 8.09));\n q = p + (w * 2.0 - 1.0) * distortion;\n }\n let coords = q * scale;\n var value = 0.0;\n var amplitude = 1.0;\n var frequency = 1.0;\n var total_amp = 0.0;\n let octaves = i32(clamp(detail, 0.0, 15.0)) + 1;\n for (var i = 0; i < octaves; i++) {\n value += amplitude * _noise3(coords * frequency);\n total_amp += amplitude;\n amplitude *= roughness;\n frequency *= 2.0;\n }\n return value / max(total_amp, 1e-6) * 0.5 + 0.5;\n}\n\n// tex_noise specialization: detail=2.0 (3 octaves), roughness=0.5, distortion=0.\n// WebKit can't unroll tex_noise's for-loop because 'octaves' is a runtime value;\n// this variant is fully unrolled with constants folded (total_amp = 1.75).\nfn tex_noise_d2(p: vec3f, scale: f32) -> f32 {\n let c = p * scale;\n let v = _noise3(c) + 0.5 * _noise3(c * 2.0) + 0.25 * _noise3(c * 4.0);\n return v * (1.0 / 1.75) * 0.5 + 0.5;\n}\n\n// \u2500\u2500\u2500 TEX_GRADIENT (linear) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Used by Stockings preset. Maps the input vector's X to a 0\u20131 gradient.\n\nfn tex_gradient_linear(uv: vec3f) -> f32 {\n return clamp(uv.x, 0.0, 1.0);\n}\n\n// \u2500\u2500\u2500 TEX_VORONOI \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// 3D F1 voronoi. _f1 returns Distance; _color returns per-cell hash color\n// (matches Blender voronoi.cc: outColor = hash_int3_to_float3(cell + targetOffset)).\n\nfn tex_voronoi_f1(p: vec3f, scale: f32) -> f32 {\n let coords = p * scale;\n let i = floor(coords);\n let f = fract(coords);\n var min_dist = 1e10;\n for (var z = -1; z <= 1; z++) {\n for (var y = -1; y <= 1; y++) {\n for (var x = -1; x <= 1; x++) {\n let neighbor = vec3f(f32(x), f32(y), f32(z));\n let point = _hash33(i + neighbor) * 0.5 + 0.5;\n let diff = neighbor + point - f;\n min_dist = min(min_dist, dot(diff, diff));\n }\n }\n }\n return sqrt(min_dist);\n}\n\n// The per-cell jitter hash IS the Color output in Blender \u2014 reuse the same hash\n// tap for jitter + color instead of computing two.\nfn tex_voronoi_color(p: vec3f, scale: f32) -> vec3f {\n let coords = p * scale;\n let i = floor(coords);\n let f = fract(coords);\n var min_dist = 1e10;\n var min_hash = vec3f(0.5);\n for (var z = -1; z <= 1; z++) {\n for (var y = -1; y <= 1; y++) {\n for (var x = -1; x <= 1; x++) {\n let neighbor = vec3f(f32(x), f32(y), f32(z));\n let h = _hash33(i + neighbor) * 0.5 + 0.5;\n let diff = neighbor + h - f;\n let d = dot(diff, diff);\n if (d < min_dist) {\n min_dist = d;\n min_hash = h;\n }\n }\n }\n }\n return min_hash;\n}\n\n// \u2500\u2500\u2500 SEPXYZ node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn separate_xyz(v: vec3f) -> vec3f { return v; }\n\n// \u2500\u2500\u2500 VECT_MATH (cross product) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfn vect_math_cross(a: vec3f, b: vec3f) -> vec3f { return cross(a, b); }\n\n// \u2500\u2500\u2500 MAPPING node \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Point-type mapping: scale, rotate (euler XYZ), translate.\n\nfn mapping_point(v: vec3f, loc: vec3f, rot: vec3f, scl: vec3f) -> vec3f {\n var p = v * scl;\n // simplified: skip rotation when all angles are zero (common case)\n if (abs(rot.x) + abs(rot.y) + abs(rot.z) > 1e-6) {\n let cx = cos(rot.x); let sx = sin(rot.x);\n let cy = cos(rot.y); let sy = sin(rot.y);\n let cz = cos(rot.z); let sz = sin(rot.z);\n let rx = vec3f(p.x, cx*p.y - sx*p.z, sx*p.y + cx*p.z);\n let ry = vec3f(cy*rx.x + sy*rx.z, rx.y, -sy*rx.x + cy*rx.z);\n p = vec3f(cz*ry.x - sz*ry.y, sz*ry.x + cz*ry.y, ry.z);\n }\n return p + loc;\n}\n\n// \u2500\u2500\u2500 NORMAL_MAP node (tangent-space) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Applies a tangent-space normal map. Requires TBN from vertex stage.\n\nfn normal_map(strength: f32, map_color: vec3f, normal: vec3f, tangent: vec3f, bitangent: vec3f) -> vec3f {\n let ts = map_color * 2.0 - 1.0;\n let perturbed = normalize(tangent * ts.x + bitangent * ts.y + normal * ts.z);\n return normalize(mix(normal, perturbed, strength));\n}\n\n// \u2500\u2500\u2500 EEVEE Principled BSDF primitives \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Ports from Blender 3.6 source/blender/draw/engines/eevee/shaders/\n// bsdf_common_lib.glsl + gpu_shader_material_principled.glsl.\n// Usage pattern (see material shaders): direct spec = bsdf_ggx \u00D7 sun \u00D7 shadow\n// (NL baked in, no F yet); ambient spec = probe_radiance; tint both with\n// reflection_color = F_brdf_multi_scatter(f0, f90, split_sum) AFTER summing.\n\nconst EEVEE_PI: f32 = 3.141592653589793;\n\n// Fused analytic GGX specular (direct lights). Returns BRDF \u00D7 NL.\n// 4\u00B7NL\u00B7NV is cancelled via G1_Smith reciprocal form \u2014 see bsdf_common_lib.glsl:115.\n// Caller passes NL, NV (already computed for diffuse + brdf_lut_sample) so WebKit\n// can reuse them instead of recomputing dot products across the function boundary.\nfn bsdf_ggx(N: vec3f, L: vec3f, V: vec3f, NL_in: f32, NV_in: f32, roughness: f32) -> f32 {\n let a = max(roughness, 1e-4);\n let a2 = a * a;\n let H = normalize(L + V);\n let NH = max(dot(N, H), 1e-8);\n let NL = max(NL_in, 1e-8);\n let NV = max(NV_in, 1e-8);\n // G1_Smith_GGX_opti reciprocal form \u2014 denominator piece only.\n let G1L = NL + sqrt(NL * (NL - NL * a2) + a2);\n let G1V = NV + sqrt(NV * (NV - NV * a2) + a2);\n let G = G1L * G1V;\n // D_ggx_opti = pi * denom\u00B2 \u2014 reciprocal D \u00D7 a\u00B2.\n let tmp = (NH * a2 - NH) * NH + 1.0;\n let D_opti = EEVEE_PI * tmp * tmp;\n return NL * a2 / (D_opti * G);\n}\n\n// Split-sum DFG LUT \u2014 Karis 2013 curve fit stand-in for the 64\u00D764 baked LUT.\n// Returns (lut.x, lut.y) in Blender convention: tint = f0\u00B7lut.x + f90\u00B7lut.y.\nfn brdf_lut_approx(NV: f32, roughness: f32) -> vec2f {\n let c0 = vec4f(-1.0, -0.0275, -0.572, 0.022);\n let c1 = vec4f(1.0, 0.0425, 1.04, -0.04);\n let r = roughness * c0 + c1;\n let a004 = min(r.x * r.x, exp2(-9.28 * NV)) * r.x + r.y;\n return vec2f(-1.04, 1.04) * a004 + r.zw;\n}\n\n// Baked combined BRDF LUT \u2014 exact port of Blender bsdf_lut_frag.glsl packed with\n// ltc_mag_ggx from eevee_lut.c. Single sample returns DFG (.rg) and LTC mag (.ba).\n// Addressed as Blender's common_utiltex_lib.glsl:lut_coords:\n// coords = (roughness, sqrt(1 - NV)), then half-texel bias for filtering.\n// Requires group(0) binding(9) brdfLut + binding(2) diffuseSampler in the host shader.\nfn brdf_lut_sample(NV: f32, roughness: f32) -> vec4f {\n let LUT_SIZE: f32 = 64.0;\n var uv = vec2f(saturate(roughness), sqrt(saturate(1.0 - NV)));\n uv = uv * ((LUT_SIZE - 1.0) / LUT_SIZE) + 0.5 / LUT_SIZE;\n return textureSampleLevel(brdfLut, diffuseSampler, uv, 0.0);\n}\n\nfn F_brdf_single_scatter(f0: vec3f, f90: vec3f, lut: vec2f) -> vec3f {\n return lut.y * f90 + lut.x * f0;\n}\n\n// Fdez-Ag\u00FCera 2019 multi-scatter compensation (EEVEE do_multiscatter=1).\nfn F_brdf_multi_scatter(f0: vec3f, f90: vec3f, lut: vec2f) -> vec3f {\n let FssEss = lut.y * f90 + lut.x * f0;\n let Ess = lut.x + lut.y;\n let Ems = 1.0 - Ess;\n let Favg = f0 + (1.0 - f0) / 21.0;\n let Fms = FssEss * Favg / (1.0 - (1.0 - Ess) * Favg);\n return FssEss + Fms * Ems;\n}\n\n// EEVEE direct-specular energy compensation factor \u2014 closure_eval_glossy_lib.glsl:79-81:\n// ltc_brdf_scale = (ltc.x + ltc.y) / (split_sum.x + split_sum.y)\n// Blender evaluates direct lights via LTC (Heitz 2016) but indirect via split-sum;\n// direct radiance is rescaled so total-energy matches the split-sum LUT.\n// Takes a pre-sampled vec4f from brdf_lut_sample() to share the fetch with\n// F_brdf_multi_scatter on the same fragment.\nfn ltc_brdf_scale_from_lut(lut: vec4f) -> f32 {\n return (lut.z + lut.w) / max(lut.x + lut.y, 1e-6);\n}\n\n// Luminance-normalized hue extraction \u2014 Blender tint_from_color (isolates hue+sat).\nfn tint_from_color(color: vec3f) -> vec3f {\n let lum = dot(color, vec3f(0.3, 0.6, 0.1));\n return select(vec3f(1.0), color / lum, lum > 0.0);\n}\n\n// \u2500\u2500\u2500 Principled sheen (gpu_shader_material_principled.glsl:8-14) \u2500\u2500\u2500\u2500\n// Empirical NV-only curve that approximates grazing retroreflection on cloth/velvet.\n// Scales the sheen layer's diffuse contribution; no sheen call site has sheen=0\n// shortcut because the multiplier is tiny at normal view angles anyway.\nfn principled_sheen(NV: f32) -> f32 {\n let f = 1.0 - NV;\n return f * f * f * 0.077 + f * 0.01 + 0.00026;\n}\n\n// \u2500\u2500\u2500 Principled BSDF eval \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n// Shared EEVEE Principled path used by every material in the engine \u2014 metallic,\n// dielectric, and sheen variants all fold into these ~15 lines via the struct\n// fields. NPR materials still compute a separate toon/rim/warm stack on top and\n// mix(npr_stack, eval_principled(...), fac); see body.ts / face.ts / etc.\n//\n// Field conventions:\n// base \u2014 diffuse albedo. Mixed into f0 only when metallic > 0.\n// metallic \u2014 0 = dielectric (f0 from specular), 1 = pure metal (f0 = base).\n// specular \u2014 Principled Specular input (0.5 default \u2192 f0 = 0.04). sqrt for f90.\n// roughness \u2014 GGX roughness; drives BRDF LUT coord + bsdf_ggx.\n// spec_clamp \u2014 EEVEE Light Clamp equivalent. Caps firefly spec from noise-bumped\n// NDF aliasing (Blender hides this via TAA which we don't have).\n// Pass 1e30 (effectively disabled) for materials that don't bump.\n// sheen \u2014 0 disables. Scales the sheen diffuse add; cloth/stockings use ~0.7.\n// sheen_tint \u2014 0 = white sheen, 1 = fully tinted by base. Multiplied by sheen,\n// so value is don't-care when sheen=0.\nstruct PrincipledIn {\n base: vec3f,\n metallic: f32,\n specular: f32,\n roughness: f32,\n spec_clamp: f32,\n sheen: f32,\n sheen_tint: f32,\n};\n\nfn eval_principled(\n p: PrincipledIn,\n N: vec3f, L: vec3f, V: vec3f,\n sun_rgb: vec3f, amb_rgb: vec3f, shadow: f32\n) -> vec3f {\n let NL = max(dot(N, L), 0.0);\n let NV = max(dot(N, V), 1e-4);\n\n // f0/f90 per gpu_shader_material_principled.glsl. specular_tint=0 is assumed\n // (all presets in this engine use the default white dielectric tint).\n let dielectric_f0 = vec3f(0.08 * p.specular);\n let f0 = mix(dielectric_f0, p.base, p.metallic);\n let f90 = mix(f0, vec3f(1.0), sqrt(p.specular));\n\n // Single LUT tap feeds both F_brdf_multi_scatter (split-sum DFG) and\n // ltc_brdf_scale_from_lut (LTC mag in .ba). See nodes.ts brdf_lut_sample.\n let lut = brdf_lut_sample(NV, p.roughness);\n let reflection_color = F_brdf_multi_scatter(f0, f90, lut.xy);\n\n // Direct glossy \u2014 bsdf_ggx already includes NL; no F applied here (tinted after\n // accum with reflection_color). ltc_brdf_scale rescales direct to match the\n // split-sum indirect path, matching EEVEE closure_eval_glossy_lib behavior.\n let spec_direct_raw = bsdf_ggx(N, L, V, NL, NV, p.roughness)\n * sun_rgb * shadow * ltc_brdf_scale_from_lut(lut);\n let spec_direct = min(spec_direct_raw, vec3f(p.spec_clamp));\n let spec_indirect = amb_rgb;\n let spec_radiance = (spec_direct + spec_indirect) * reflection_color;\n\n // Sheen add \u2014 when p.sheen=0 the whole term collapses, leaving diffuse_color=base.\n let base_tint = tint_from_color(p.base);\n let sheen_color = mix(vec3f(1.0), base_tint, p.sheen_tint);\n let diffuse_color = p.base + p.sheen * sheen_color * principled_sheen(NV);\n\n // diffuse_weight = (1-metallic). Indirect diffuse uses amb (L_w) with no \u03C0 factor\n // (probe_evaluate_world_diff returns SH-projected radiance, not cosine-convolved).\n let diffuse_weight = 1.0 - p.metallic;\n let diffuse_radiance = diffuse_color * (sun_rgb * NL * shadow / EEVEE_PI + amb_rgb) * diffuse_weight;\n\n return diffuse_radiance + spec_radiance;\n}\n\n\n\n\nstruct CameraUniforms {\n view: mat4x4f,\n projection: mat4x4f,\n viewPos: vec3f,\n _padding: f32,\n};\n\nstruct Light {\n direction: vec4f,\n color: vec4f,\n};\n\nstruct LightUniforms {\n ambientColor: vec4f,\n lights: array<Light, 4>,\n};\n\n// Per-material uniforms. Every material binds this layout even if it ignores fields;\n// the engine keeps one bind group layout across all material pipelines. The PMX\n// classic-material fields (ambient/specular/toon/sphere) are consumed by the\n// mmd_classic preset; NPR presets ignore them.\nstruct MaterialUniforms {\n diffuseColor: vec3f, // PMX diffuse rgb (mmd_classic); reserved for others\n alpha: f32, // 0 \u2192 discard; <1 \u2192 transparent draw call\n ambient: vec3f, // PMX ambient rgb\n shininess: f32, // PMX specular power\n specular: vec3f, // PMX specular rgb\n sphereMode: f32, // 0 none \u00B7 1 multiply (sph) \u00B7 2 add (spa)\n // Skeleton index of the \u982D (head) bone, or -1. Lets the eye shader gate\n // the post-alpha-eye stencil by camera-vs-face hemisphere.\n headBoneIndex: f32,\n _pad0: f32,\n _pad1: f32,\n _pad2: f32,\n};\n\nstruct VertexOutput {\n @builtin(position) position: vec4f,\n @location(0) normal: vec3f,\n @location(1) uv: vec2f,\n @location(2) worldPos: vec3f,\n // Bind-pose object-space position (the raw pre-skin vertex attribute). Procedural\n // textures (noise bump, sparkle, Generated-coord gradients) key off this instead of\n // worldPos so the pattern rides with the surface \u2014 otherwise the mesh swims through a\n // world-static noise field under any skinning deformation or root (\u30BB\u30F3\u30BF\u30FC) motion.\n // At rest skinMats are identity so restPos == worldPos, which is why existing noise-\n // scale constants stay valid without retuning.\n @location(3) restPos: vec3f,\n};\n\nstruct LightVP { viewProj: mat4x4f, };\n\n@group(0) @binding(0) var<uniform> camera: CameraUniforms;\n@group(0) @binding(1) var<uniform> light: LightUniforms;\n@group(0) @binding(2) var diffuseSampler: sampler;\n@group(0) @binding(3) var shadowMap: texture_depth_2d;\n@group(0) @binding(4) var shadowSampler: sampler_comparison;\n@group(0) @binding(5) var<uniform> lightVP: LightVP;\n// binding(9) brdfLut is declared inside NODES_WGSL (nodes.ts).\n@group(1) @binding(0) var<storage, read> skinMats: array<mat4x4f>;\n@group(2) @binding(0) var diffuseTexture: texture_2d<f32>;\n@group(2) @binding(1) var<uniform> material: MaterialUniforms;\n// mmd_classic inputs; other presets leave them unread (fallback 1\u00D71 whites).\n@group(2) @binding(2) var toonTexture: texture_2d<f32>;\n@group(2) @binding(3) var sphereTexture: texture_2d<f32>;\n\n// Four-bone blended normals can cancel to ~zero on physics-driven parts\n// (opposing bone rotations at 50/50 weights) \u2014 normalize(0) is 0/0 = NaN,\n// which poisons the whole shading stack and flashes through bloom. Fall\n// back to up for degenerate normals instead.\nfn safe_normal(nIn: vec3f) -> vec3f {\n let l2 = dot(nIn, nIn);\n if (l2 < 1e-12) { return vec3f(0.0, 1.0, 0.0); }\n return nIn * inverseSqrt(l2);\n}\n\n\n\nfn sampleShadow(worldPos: vec3f, n: vec3f) -> f32 {\n if (dot(n, -light.lights[0].direction.xyz) <= 0.0) { return 0.0; }\n let biasedPos = worldPos + n * 0.08;\n let lclip = lightVP.viewProj * vec4f(biasedPos, 1.0);\n let ndc = lclip.xyz / max(lclip.w, 1e-6);\n let suv = vec2f(ndc.x * 0.5 + 0.5, 0.5 - ndc.y * 0.5);\n let cmpZ = ndc.z - 0.001;\n let ts = 1.0 / 2048.0;\n let s00 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, -ts), cmpZ);\n let s10 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(0.0, -ts), cmpZ);\n let s20 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, -ts), cmpZ);\n let s01 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, 0.0), cmpZ);\n let s11 = textureSampleCompareLevel(shadowMap, shadowSampler, suv, cmpZ);\n let s21 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, 0.0), cmpZ);\n let s02 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, ts), cmpZ);\n let s12 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(0.0, ts), cmpZ);\n let s22 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, ts), cmpZ);\n return (s00 + s10 + s20 + s01 + s11 + s21 + s02 + s12 + s22) * (1.0 / 9.0);\n}\n\n\n\n@vertex fn vs(\n @location(0) position: vec3f,\n @location(1) normal: vec3f,\n @location(2) uv: vec2f,\n @location(3) joints0: vec4<u32>,\n @location(4) weights0: vec4<f32>\n) -> VertexOutput {\n var output: VertexOutput;\n let pos4 = vec4f(position, 1.0);\n let weightSum = weights0.x + weights0.y + weights0.z + weights0.w;\n let invWeightSum = select(1.0, 1.0 / weightSum, weightSum > 0.0001);\n let nw = select(vec4f(1.0, 0.0, 0.0, 0.0), weights0 * invWeightSum, weightSum > 0.0001);\n var skinnedPos = vec4f(0.0);\n var skinnedNrm = vec3f(0.0);\n for (var i = 0u; i < 4u; i++) {\n let m = skinMats[joints0[i]];\n let w = nw[i];\n skinnedPos += (m * pos4) * w;\n skinnedNrm += (mat3x3f(m[0].xyz, m[1].xyz, m[2].xyz) * normal) * w;\n }\n output.position = camera.projection * camera.view * vec4f(skinnedPos.xyz, 1.0);\n output.normal = skinnedNrm;\n output.uv = uv;\n output.worldPos = skinnedPos.xyz;\n output.restPos = position;\n return output;\n}\n\n\n\nstruct FSOut {\n @location(0) color: vec4f,\n @location(1) mask: vec4f,\n};\n\n\n\n// Principled params from dump (Alpha=0.95 intentionally dropped \u2014 see hash note below).\nconst STOCK_METALLIC: f32 = 0.1;\nconst STOCK_SPECULAR: f32 = 1.0;\nconst STOCK_ROUGHNESS: f32 = 0.5;\nconst STOCK_SHEEN: f32 = 0.7017999887466431;\nconst STOCK_SHEEN_TINT: f32 = 0.5;\n// NPR mask ramps\nconst STOCK_RAMP002_P1: f32 = 0.9565; // EASE [0\u2192black, 0.9565\u2192white]\nconst STOCK_RAMPFACE_P1: f32 = 0.5435; // EASE [0\u2192black, 0.5435\u2192white]\nconst STOCK_LW_BLEND: f32 = 0.4; // Layer Weight Blend\n\n// Wyman & McGuire \"Hashed Alpha Testing\" (2017) \u2014 object-space hash with derivative-aware\n// pixel-scale selection, matches Blender EEVEE prepass_frag.glsl::hashed_alpha_threshold.\n// Key property: dither pattern is stable in object space (doesn't swim) and stays at\n// one-pixel frequency regardless of view distance, which makes it tolerable without TAA.\n// The hash grid is fed the bind-pose restPos (not worldPos), so the dots stay pinned to\n// the fabric even under root (\u30BB\u30F3\u30BF\u30FC) motion \u2014 worldPos would crawl across the surface.\n// Since MMD skinning is rigid, length(dpdx(restPos)) == length(dpdx(worldPos)), so the\n// pixel-scale selection is unaffected by the space change.\n// Grid samples reuse the PCG _hash33 from nodes.ts (integer-lattice inputs, Metal-friendly)\n// instead of a fract(sin()) hash \u2014 sin compiles to a slow transcendental on Apple's Metal\n// backend and this runs per-fragment on every stockings pixel.\nfn _hash3d_wm(a: vec3f) -> f32 {\n return _hash33(a).x * 0.5 + 0.5;\n}\nfn hashed_alpha_threshold(co: vec3f) -> f32 {\n let alphaHashScale: f32 = 1.0;\n let max_deriv = max(length(dpdx(co)), length(dpdy(co)));\n let pix_scale = 1.0 / max(alphaHashScale * max_deriv, 1e-6);\n let pix_scale_log = log2(pix_scale);\n let px_lo = exp2(floor(pix_scale_log));\n let px_hi = exp2(ceil(pix_scale_log));\n let a_lo = _hash3d_wm(floor(px_lo * co));\n let a_hi = _hash3d_wm(floor(px_hi * co));\n let fac = fract(pix_scale_log);\n let x = mix(a_lo, a_hi, fac);\n // CDF remap so discard-probability = (1 - alpha) uniformly across scale transitions\n let a = min(fac, 1.0 - fac);\n let one_a = 1.0 - a;\n let denom = 1.0 / max(2.0 * a * one_a, 1e-6);\n let one_x = 1.0 - x;\n let case_lo = (x * x) * denom;\n let case_mid = (x - 0.5 * a) / max(one_a, 1e-6);\n let case_hi = 1.0 - (one_x * one_x) * denom;\n var threshold = select(case_hi, select(case_lo, case_mid, x >= a), x < one_a);\n return clamp(threshold, 1e-6, 1.0);\n}\n\n// Smoothstep-based EASE ramp (Blender VALTORGB EASE) \u2014 2 stops, saturate+smoothstep between\nfn ramp_ease_s(f: f32, p0: f32, p1: f32) -> f32 {\n let t = saturate((f - p0) / max(p1 - p0, 1e-6));\n return t * t * (3.0 - 2.0 * t);\n}\n\n@fragment fn fs(input: VertexOutput) -> FSOut {\n let n = safe_normal(input.normal);\n let v = normalize(camera.viewPos - input.worldPos);\n let l = -light.lights[0].direction.xyz;\n let sun = light.lights[0].color.xyz * light.lights[0].color.w;\n let amb = light.ambientColor.xyz;\n let shadow = sampleShadow(input.worldPos, n);\n\n let tex_s = textureSample(diffuseTexture, diffuseSampler, input.uv);\n let tex_rgb = tex_s.rgb;\n // Alpha HASHED (Blender EEVEE \"Hashed\" blend mode) per preset author's note \u2014 self-overlap\n // on the stockings produces sort cracks under alpha blend. Wyman-style object-space hash +\n // depth-write is sort-independent. NOTE: Principled.Alpha=0.95 from the dump is DROPPED;\n // it relies on TAA to smooth the 5%-everywhere dither, and without TAA it shows as a\n // pervasive dot pattern. Hash now gates only on texture/material alpha.\n let combined_alpha = material.alpha * tex_s.a;\n if (combined_alpha < hashed_alpha_threshold(input.restPos)) { discard; }\n\n // \u2550\u2550\u2550 NPR MASK \u2550\u2550\u2550 TEX_COORD.Generated \u2192 Mapping(Rot=0,\u03C0/2,\u03C0/2, Loc=(1,1,1)) \u2192 Gradient.\n // The Blender mapping reduces to gradient.x = 1 - input.y (rot swaps axes, loc offsets).\n // We approximate Generated with UV since Y-up PMX has no object bbox in pipeline state.\n let gen_coord = vec3f(input.uv, 0.0);\n let mapped = mapping_point(gen_coord, vec3f(1.0), vec3f(0.0, 1.5708, 1.5708), vec3f(1.0));\n let gradient = tex_gradient_linear(mapped);\n\n // Ramp.001 LINEAR [0\u2192black, 0.5\u2192white, 1.0\u2192black] \u2014 triangular peak at 0.5\n let ramp001 = 1.0 - abs(2.0 * gradient - 1.0);\n let ramp002 = ramp_ease_s(ramp001, 0.0, STOCK_RAMP002_P1);\n\n let facing = layer_weight_facing(STOCK_LW_BLEND, n, v);\n let ramp_face = ramp_ease_s(facing, 0.0, STOCK_RAMPFACE_P1);\n\n // Mix.001: MIX blend Fac=0.5, A=white, B=ramp_face\n let mix001 = mix(1.0, ramp_face, 0.5);\n // Mix: LIGHTEN blend Fac=0.5, A=mix001, B=ramp002\n let lighten = max(mix001, ramp002);\n let mask = mix(mix001, lighten, 0.5);\n\n // \u2550\u2550\u2550 EMISSION SHADER \u2550\u2550\u2550 Hue=0.5 (identity), Sat=1.0, Val=5.0 (5\u00D7 brightness), Fac=1.\n let emission = hue_sat_id(1.0, 5.0, 1.0, tex_rgb);\n\n // \u2550\u2550\u2550 PRINCIPLED BSDF with sheen \u2550\u2550\u2550 metallic=0.1, sheen=0.7, sheen_tint=0.5.\n let principled = eval_principled(\n PrincipledIn(tex_rgb, STOCK_METALLIC, STOCK_SPECULAR, STOCK_ROUGHNESS, 1e30, STOCK_SHEEN, STOCK_SHEEN_TINT),\n n, l, v, sun, amb, shadow\n );\n\n // MIX SHADER: Shader=Emission, Shader_001=Principled, Fac=mask\n let final_color = mix(emission, principled, mask);\n\n var out: FSOut;\n out.color = vec4f(final_color, 1.0);\n out.mask = vec4f(1.0, 1.0, 0.0, out.color.a);\n return out;\n}\n\n";
2
+ //# sourceMappingURL=stockings.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"stockings.d.ts","sourceRoot":"","sources":["../../../src/shaders/materials/stockings.ts"],"names":[],"mappings":"AAQA,eAAO,MAAM,qBAAqB,g/qCAmHjC,CAAA"}
@@ -0,0 +1,122 @@
1
+ // M_Stockings — 仿深空之眼渲染预设v1.0_by_小绿毛猫 "M_Stockings". A bbox-gradient ×
2
+ // facing-rim mask drives a Mix Shader between an HSV-boosted emission and a sheen
3
+ // Principled BSDF. Wyman hashed-alpha testing replaces the graph's Alpha=0.95 (which
4
+ // would require TAA to hide the dither dots across every pixel).
5
+ import { NODES_WGSL } from "./nodes";
6
+ import { COMMON_MATERIAL_PRELUDE_WGSL } from "./common";
7
+ export const STOCKINGS_SHADER_WGSL = /* wgsl */ `
8
+
9
+ ${NODES_WGSL}
10
+ ${COMMON_MATERIAL_PRELUDE_WGSL}
11
+
12
+ // Principled params from dump (Alpha=0.95 intentionally dropped — see hash note below).
13
+ const STOCK_METALLIC: f32 = 0.1;
14
+ const STOCK_SPECULAR: f32 = 1.0;
15
+ const STOCK_ROUGHNESS: f32 = 0.5;
16
+ const STOCK_SHEEN: f32 = 0.7017999887466431;
17
+ const STOCK_SHEEN_TINT: f32 = 0.5;
18
+ // NPR mask ramps
19
+ const STOCK_RAMP002_P1: f32 = 0.9565; // EASE [0→black, 0.9565→white]
20
+ const STOCK_RAMPFACE_P1: f32 = 0.5435; // EASE [0→black, 0.5435→white]
21
+ const STOCK_LW_BLEND: f32 = 0.4; // Layer Weight Blend
22
+
23
+ // Wyman & McGuire "Hashed Alpha Testing" (2017) — object-space hash with derivative-aware
24
+ // pixel-scale selection, matches Blender EEVEE prepass_frag.glsl::hashed_alpha_threshold.
25
+ // Key property: dither pattern is stable in object space (doesn't swim) and stays at
26
+ // one-pixel frequency regardless of view distance, which makes it tolerable without TAA.
27
+ // The hash grid is fed the bind-pose restPos (not worldPos), so the dots stay pinned to
28
+ // the fabric even under root (センター) motion — worldPos would crawl across the surface.
29
+ // Since MMD skinning is rigid, length(dpdx(restPos)) == length(dpdx(worldPos)), so the
30
+ // pixel-scale selection is unaffected by the space change.
31
+ // Grid samples reuse the PCG _hash33 from nodes.ts (integer-lattice inputs, Metal-friendly)
32
+ // instead of a fract(sin()) hash — sin compiles to a slow transcendental on Apple's Metal
33
+ // backend and this runs per-fragment on every stockings pixel.
34
+ fn _hash3d_wm(a: vec3f) -> f32 {
35
+ return _hash33(a).x * 0.5 + 0.5;
36
+ }
37
+ fn hashed_alpha_threshold(co: vec3f) -> f32 {
38
+ let alphaHashScale: f32 = 1.0;
39
+ let max_deriv = max(length(dpdx(co)), length(dpdy(co)));
40
+ let pix_scale = 1.0 / max(alphaHashScale * max_deriv, 1e-6);
41
+ let pix_scale_log = log2(pix_scale);
42
+ let px_lo = exp2(floor(pix_scale_log));
43
+ let px_hi = exp2(ceil(pix_scale_log));
44
+ let a_lo = _hash3d_wm(floor(px_lo * co));
45
+ let a_hi = _hash3d_wm(floor(px_hi * co));
46
+ let fac = fract(pix_scale_log);
47
+ let x = mix(a_lo, a_hi, fac);
48
+ // CDF remap so discard-probability = (1 - alpha) uniformly across scale transitions
49
+ let a = min(fac, 1.0 - fac);
50
+ let one_a = 1.0 - a;
51
+ let denom = 1.0 / max(2.0 * a * one_a, 1e-6);
52
+ let one_x = 1.0 - x;
53
+ let case_lo = (x * x) * denom;
54
+ let case_mid = (x - 0.5 * a) / max(one_a, 1e-6);
55
+ let case_hi = 1.0 - (one_x * one_x) * denom;
56
+ var threshold = select(case_hi, select(case_lo, case_mid, x >= a), x < one_a);
57
+ return clamp(threshold, 1e-6, 1.0);
58
+ }
59
+
60
+ // Smoothstep-based EASE ramp (Blender VALTORGB EASE) — 2 stops, saturate+smoothstep between
61
+ fn ramp_ease_s(f: f32, p0: f32, p1: f32) -> f32 {
62
+ let t = saturate((f - p0) / max(p1 - p0, 1e-6));
63
+ return t * t * (3.0 - 2.0 * t);
64
+ }
65
+
66
+ @fragment fn fs(input: VertexOutput) -> FSOut {
67
+ let n = safe_normal(input.normal);
68
+ let v = normalize(camera.viewPos - input.worldPos);
69
+ let l = -light.lights[0].direction.xyz;
70
+ let sun = light.lights[0].color.xyz * light.lights[0].color.w;
71
+ let amb = light.ambientColor.xyz;
72
+ let shadow = sampleShadow(input.worldPos, n);
73
+
74
+ let tex_s = textureSample(diffuseTexture, diffuseSampler, input.uv);
75
+ let tex_rgb = tex_s.rgb;
76
+ // Alpha HASHED (Blender EEVEE "Hashed" blend mode) per preset author's note — self-overlap
77
+ // on the stockings produces sort cracks under alpha blend. Wyman-style object-space hash +
78
+ // depth-write is sort-independent. NOTE: Principled.Alpha=0.95 from the dump is DROPPED;
79
+ // it relies on TAA to smooth the 5%-everywhere dither, and without TAA it shows as a
80
+ // pervasive dot pattern. Hash now gates only on texture/material alpha.
81
+ let combined_alpha = material.alpha * tex_s.a;
82
+ if (combined_alpha < hashed_alpha_threshold(input.restPos)) { discard; }
83
+
84
+ // ═══ NPR MASK ═══ TEX_COORD.Generated → Mapping(Rot=0,π/2,π/2, Loc=(1,1,1)) → Gradient.
85
+ // The Blender mapping reduces to gradient.x = 1 - input.y (rot swaps axes, loc offsets).
86
+ // We approximate Generated with UV since Y-up PMX has no object bbox in pipeline state.
87
+ let gen_coord = vec3f(input.uv, 0.0);
88
+ let mapped = mapping_point(gen_coord, vec3f(1.0), vec3f(0.0, 1.5708, 1.5708), vec3f(1.0));
89
+ let gradient = tex_gradient_linear(mapped);
90
+
91
+ // Ramp.001 LINEAR [0→black, 0.5→white, 1.0→black] — triangular peak at 0.5
92
+ let ramp001 = 1.0 - abs(2.0 * gradient - 1.0);
93
+ let ramp002 = ramp_ease_s(ramp001, 0.0, STOCK_RAMP002_P1);
94
+
95
+ let facing = layer_weight_facing(STOCK_LW_BLEND, n, v);
96
+ let ramp_face = ramp_ease_s(facing, 0.0, STOCK_RAMPFACE_P1);
97
+
98
+ // Mix.001: MIX blend Fac=0.5, A=white, B=ramp_face
99
+ let mix001 = mix(1.0, ramp_face, 0.5);
100
+ // Mix: LIGHTEN blend Fac=0.5, A=mix001, B=ramp002
101
+ let lighten = max(mix001, ramp002);
102
+ let mask = mix(mix001, lighten, 0.5);
103
+
104
+ // ═══ EMISSION SHADER ═══ Hue=0.5 (identity), Sat=1.0, Val=5.0 (5× brightness), Fac=1.
105
+ let emission = hue_sat_id(1.0, 5.0, 1.0, tex_rgb);
106
+
107
+ // ═══ PRINCIPLED BSDF with sheen ═══ metallic=0.1, sheen=0.7, sheen_tint=0.5.
108
+ let principled = eval_principled(
109
+ PrincipledIn(tex_rgb, STOCK_METALLIC, STOCK_SPECULAR, STOCK_ROUGHNESS, 1e30, STOCK_SHEEN, STOCK_SHEEN_TINT),
110
+ n, l, v, sun, amb, shadow
111
+ );
112
+
113
+ // MIX SHADER: Shader=Emission, Shader_001=Principled, Fac=mask
114
+ let final_color = mix(emission, principled, mask);
115
+
116
+ var out: FSOut;
117
+ out.color = vec4f(final_color, 1.0);
118
+ out.mask = vec4f(1.0, 1.0, 0.0, out.color.a);
119
+ return out;
120
+ }
121
+
122
+ `;
@@ -92,7 +92,7 @@ type CompositeEffectSource = {
92
92
  * Depends on `viewU` and `_rzCast` being declared by the including module, and
93
93
  * on nothing else: no textures, no samplers.
94
94
  */
95
- export declare const EFFECT_SCENE_API = "\n// \u2500\u2500 The effect API \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n//\n// Named rz*, for the engine. The prefix earns its place twice: user code is\n// concatenated into THIS module, so an unprefixed rzAnchor() would collide with\n// exactly the helper an author would write, and the old bg* prefix stopped being\n// true in 0.41.0 when effects gained a mount over the finished frame.\n//\n// The bg* names below are permanent aliases, not a deprecation with an end date.\n// A published link is immutable, so a scene pinned to a bg* effect has to keep\n// compiling forever. They are one-line and inlined; no new function gets one.\n\n/** Canvas size in pixels \u2014 for aspect correction. */\nfn rzResolution() -> vec2f { return viewU[6].zw; }\n\n/** The camera's world position. */\nfn rzCameraPos() -> vec3f { return viewU[10].xyz; }\n\n/** How many characters are in the scene, up to four. */\nfn rzSubjectCount() -> i32 { return i32(viewU[10].w); }\n\n/**\n * A world point as the camera sees it: xy the uv it lands on, z its distance\n * along the VIEW AXIS in metres.\n *\n * The exact inverse of the ray this pass builds per pixel, so it is the cheap way\n * to work with anything anchored in the world. Marching a curve or a trail in 3D\n * costs a distance evaluation per sample per pixel; projecting its points once\n * and measuring in 2D costs a subtraction, which is the difference between a\n * ribbon that runs at 4K and one that does not.\n *\n * z is directly comparable to the depth handed to foreground(), so occlusion is\n * a single test: draw where your z is nearer than the scene's. It is returned\n * SIGNED and unclamped \u2014 behind the camera is negative, and worth rejecting\n * before you use the uv, which is meaningless there.\n */\nfn rzProject(p: vec3f) -> vec3f {\n let d = p - viewU[10].xyz;\n let z = dot(d, viewU[5].xyz);\n // Guard only the divide. z itself is returned as it is, so the caller can see\n // the sign; clamping it here would put points behind the lens on the horizon.\n let inv = 1.0 / select(z, 1e-4, z < 1e-4);\n let ndc = vec2f(dot(d, viewU[3].xyz) * inv / viewU[3].w, dot(d, viewU[4].xyz) * inv / viewU[4].w);\n return vec3f(ndc * 0.5 + 0.5, z);\n}\n\nfn rzCamPos() -> vec3f { return rzCameraPos(); }\nfn rzCameraRight() -> vec3f { return viewU[3].xyz; }\nfn rzCameraUp() -> vec3f { return viewU[4].xyz; }\nfn rzCameraForward() -> vec3f { return viewU[5].xyz; }\n\n// The cast \u2014 subjects, anchors, trails \u2014 is CAST_API, shared verbatim with the\n// particle and trail modules. It used to be written out here, a second time, and\n// the two copies had drifted: this one had rzAnchor and that one did not.\n\nconst RZ_SUBJECTS: i32 = 4;\nconst RZ_SAMPLES: i32 = 128;\n/** The anchor ADDRESS SPACE \u2014 how many an effect may declare, not how many it\n * did. RZ_TRAIL_SLOTS is the per-effect number and is not this one; the two\n * being one number was the old trail bug. */\nconst RZ_MAX_ANCHORS: i32 = 16;\nconst RZ_TRAIL_SAMPLES: i32 = 128;\n\nstruct RzSubject {\n /** On the FLOOR, under the body \u2014 where a ring or a magic circle belongs. */\n root: vec3f,\n /** At the hips, the middle of the body \u2014 where an aura belongs. */\n center: vec3f,\n /** Bounding sphere: xyz centre, w radius. Deliberately generous \u2014 cull with it. */\n bounds: vec4f,\n /** False past the end of the cast, and every field is then zero. */\n valid: bool,\n}\n\nstruct RzAnchor {\n pos: vec3f,\n /** World units per second, from the previous frame. Direction for a trail,\n * magnitude for anything that should react to how hard someone is moving. */\n vel: vec3f,\n /** The bone's forward axis \u2014 which way a foot points, where a head looks. */\n fwd: vec3f,\n /** False when this rig has no such bone. Check it: the alternative is drawing\n * a hand effect at the world origin on every model that spells it differently. */\n valid: bool,\n}\n\n/** Which model this is, stable across a scene \u2014 for per-subject variation. */\nfn rzSubjectId(i: i32) -> u32 {\n if (i < 0 || i >= rzSubjectCount()) { return 0u; }\n return u32(_rzCast[i * 3 + 1].w);\n}\n\nfn rzSubject(i: i32) -> RzSubject {\n var s: RzSubject;\n s.valid = i >= 0 && i < rzSubjectCount();\n if (!s.valid) { return s; }\n let b = i * 3;\n s.root = _rzCast[b].xyz;\n s.center = _rzCast[b + 1].xyz;\n s.bounds = _rzCast[b + 2];\n return s;\n}\n\n/**\n * Where a named bone is, this frame.\n *\n * The slot is the author's own: the Nth @anchor in their file, in the order\n * they wrote them. _rzSlot turns that into the scene's address, which is what\n * keeps two effects that both anchor to a wrist from reading each other's.\n */\nfn rzAnchor(subject: i32, slot: i32) -> RzAnchor {\n var a: RzAnchor;\n a.valid = false;\n let g = _rzSlot(slot);\n if (subject < 0 || subject >= rzSubjectCount() || g < 0 || g >= RZ_MAX_ANCHORS) { return a; }\n let b = 12 + (g * 4 + subject) * 3;\n a.valid = _rzCast[b].w > 0.5;\n a.pos = _rzCast[b].xyz;\n a.vel = _rzCast[b + 1].xyz;\n a.fwd = _rzCast[b + 2].xyz;\n return a;\n}\n\n/**\n * How many samples of a path are recorded \u2014 0 for an anchor that asked for no\n * trail, and for one that has not moved yet.\n *\n * Bounded by the anchor cap, NOT by how many anchors asked for a trail. Those\n * are different index spaces: storage is addressed by anchor slot, so an\n * untrailed @anchor followed by a trailed one put the trail at index 1 with a\n * bound of 1 and rzTrail returned zero \u2014 a ribbon that silently did not draw.\n */\nfn rzTrailCount(subject: i32, slot: i32) -> i32 {\n let g = _rzSlot(slot);\n if (subject < 0 || subject >= rzSubjectCount() || g < 0 || g >= RZ_MAX_ANCHORS) { return 0; }\n return i32(_rzCast[12 + (g * 4 + subject) * 3 + 2].w);\n}\n\n/** Sample i of a path: xyz where it was, w how many seconds ago. i = 0 is now. */\nfn rzTrail(subject: i32, slot: i32, i: i32) -> vec4f {\n let n = rzTrailCount(subject, slot);\n if (i < 0 || i >= n) { return vec4f(0.0); }\n let base = 204 + (_rzSlot(slot) * 4 + subject) * RZ_TRAIL_SAMPLES;\n return _rzCast[base + i];\n}\n\n\n// The hashes, the noise and rzFalloff \u2014 EFFECT_MATH_API, the same text the\n// particle and trail modules get. The field module used to be missing most of\n// it, so a helper an author wrote for one mount failed to compile in another\n// for no reason visible in the file.\n\nfn rzHash11(x: f32) -> f32 {\n var p = fract(x * 0.1031);\n p = p * (p + 33.33);\n return fract(p * (p + p));\n}\nfn rzHash21(p: vec2f) -> f32 {\n var p3 = fract(vec3f(p.x, p.y, p.x) * 0.1031);\n p3 = p3 + dot(p3, p3.yzx + 33.33);\n return fract((p3.x + p3.y) * p3.z);\n}\n/** Three independent randoms from one seed \u2014 the usual need when spawning. */\nfn rzHash13(x: f32) -> vec3f {\n return vec3f(rzHash11(x), rzHash11(x + 17.13), rzHash11(x + 41.71));\n}\n/**\n * Compact-support falloff: 1 at the centre, exactly 0 at r, smooth between.\n *\n * It reaches exactly zero rather than merely getting small, because a glow that\n * never quite ends has to be culled somewhere, and culling it wherever it looks\n * close enough is what put a visible hard edge on the first halo effect.\n */\nfn rzFalloff(d: f32, r: f32) -> f32 {\n let x = clamp(d / max(r, 1e-6), 0.0, 1.0);\n let f = 1.0 - x;\n return f * f * f;\n}\nfn rzHash31(p: vec3f) -> f32 {\n var p3 = fract(p * 0.1031);\n p3 = p3 + dot(p3, p3.zyx + 31.32);\n return fract((p3.x + p3.y) * p3.z);\n}\nfn rzValueNoise(p: vec3f) -> f32 {\n let i = floor(p);\n let f = fract(p);\n let u = f * f * (3.0 - 2.0 * f);\n let n000 = rzHash31(i);\n let n100 = rzHash31(i + vec3f(1.0, 0.0, 0.0));\n let n010 = rzHash31(i + vec3f(0.0, 1.0, 0.0));\n let n110 = rzHash31(i + vec3f(1.0, 1.0, 0.0));\n let n001 = rzHash31(i + vec3f(0.0, 0.0, 1.0));\n let n101 = rzHash31(i + vec3f(1.0, 0.0, 1.0));\n let n011 = rzHash31(i + vec3f(0.0, 1.0, 1.0));\n let n111 = rzHash31(i + vec3f(1.0, 1.0, 1.0));\n let x00 = mix(n000, n100, u.x);\n let x10 = mix(n010, n110, u.x);\n let x01 = mix(n001, n101, u.x);\n let x11 = mix(n011, n111, u.x);\n return mix(mix(x00, x10, u.y), mix(x01, x11, u.y), u.z);\n}\n/** Divergence-free flow \u2014 the field a wisp of smoke follows without a solver. */\nfn rzCurlNoise(p: vec3f) -> vec3f {\n let e = 0.1;\n let dx = vec3f(e, 0.0, 0.0);\n let dy = vec3f(0.0, e, 0.0);\n let dz = vec3f(0.0, 0.0, e);\n let x0 = rzValueNoise(p - dx); let x1 = rzValueNoise(p + dx);\n let y0 = rzValueNoise(p - dy); let y1 = rzValueNoise(p + dy);\n let z0 = rzValueNoise(p - dz); let z1 = rzValueNoise(p + dz);\n return normalize(vec3f((y1 - y0) - (z1 - z0), (z1 - z0) - (x1 - x0), (x1 - x0) - (y1 - y0)) + vec3f(1e-6));\n}\n\nstruct Particle {\n pos: vec3f,\n age: f32,\n vel: vec3f,\n life: f32,\n size: f32,\n rot: f32,\n seed: f32,\n // Aspect along the direction of travel. 1 or less is a square billboard; a\n // raindrop is 10 or 20. Zero-initialised, so an effect that never sets it gets\n // the square it expects.\n stretch: f32,\n}\n\n\n\nfn bgResolution() -> vec2f { return rzResolution(); }\nfn bgCameraPos() -> vec3f { return rzCameraPos(); }\nfn bgSubjectCount() -> i32 { return rzSubjectCount(); }\n\n/**\n * Where a character IS, in world space \u2014 at the hips, not on the floor.\n *\n * An effect that wants to RESPOND to the cast \u2014 a glow that follows someone,\n * dust kicked up where they are \u2014 needs to know where they are, and the ray and\n * the depth cannot tell it: they describe the pixel, not the scene.\n *\n * The value is model.position + \u30BB\u30F3\u30BF\u30FC + \u5168\u3066\u306E\u89AA. \u30BB\u30F3\u30BF\u30FC sits at hip\n * height on every standard MMD rig, so this is a point in the middle of the\n * body. It is NOT the contact point: a ripple drawn here appears at the waist.\n * Ground effects want the .xz of this and their own floor height, which is what\n * the effects that shipped against it already do.\n *\n * The comment here used to claim it was \"between the feet on the floor\", which\n * is where that habit came from. Left as it is regardless of the name: a\n * published link is immutable, so every shared scene pinning an effect that\n * reads this depends on it meaning exactly what it has always meant.\n *\n * Clamped rather than bounds-checked: an effect looping past the count reads the\n * last subject instead of sampling whatever follows the array, which is a wrong\n * ripple rather than an undefined one.\n */\nfn rzSubjectHip(i: i32) -> vec3f { return viewU[11 + clamp(i, 0, 3)].xyz; }\n\nfn bgSubjectPos(i: i32) -> vec3f { return rzSubjectHip(i); }\n\n/** Where in the WORLD the scene drew this pixel \u2014 the depth handed to\n * foreground() turned into a place. Without it an effect can only think in\n * distances from the lens, which is no use to anything that belongs somewhere:\n * fog lying on the ground has to know where the ground is.\n *\n * depth measures along the VIEW AXIS, not along the ray, so it is divided by\n * the ray's projection onto camera-forward before being walked out. At the far\n * plane (nothing drawn) this lands a very long way off, which is what a sky\n * should do to anything reading it. */\nfn rzWorldPos(ray: vec3f, depth: f32) -> vec3f {\n let axis = max(dot(normalize(ray), viewU[5].xyz), 1e-4);\n return rzCameraPos() + normalize(ray) * (depth / axis);\n}\n\nfn bgWorldPos(ray: vec3f, depth: f32) -> vec3f { return rzWorldPos(ray, depth); }\n\n/** What an effect returns for one of its lights. */\nstruct RzLight {\n pos: vec3f,\n color: vec3f,\n intensity: f32,\n radius: f32,\n}\n\n\n/** Color grading, applied to the tonemapped SCENE (not the background \u2014 see the\n * call site). The core is ASC CDL, the film-industry interchange standard:\n *\n * out = (in \u00B7 slope + offset) ^ power then saturation (SOP \u2192 SAT)\n *\n * Using the real standard rather than invented controls means a look authored\n * here maps onto any grading tool. slope/offset/power are derived on the CPU\n * from the UI's shadow/midtone/highlight colors (see setColorGrading), so the\n * per-pixel cost is one mul-add, one pow, one lerp. */\nfn grade(c: vec3f) -> vec3f {\n var x = pow(max(c * viewU[9].xyz + viewU[7].xyz, vec3f(0.0)), viewU[8].xyz);\n // Contrast pivots on 0.5 \u2014 display-referred midpoint, since we grade post-Filmic.\n x = (x - vec3f(0.5)) * viewU[7].w + vec3f(0.5);\n // Rec.709 luma, matching the ASC SAT node.\n let luma = dot(x, vec3f(0.2126, 0.7152, 0.0722));\n return max(mix(vec3f(luma), x, viewU[8].w), vec3f(0.0));\n}\n";
95
+ export declare const EFFECT_SCENE_API = "\n// \u2500\u2500 The effect API \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n//\n// Named rz*, for the engine. The prefix earns its place twice: user code is\n// concatenated into THIS module, so an unprefixed rzAnchor() would collide with\n// exactly the helper an author would write, and the old bg* prefix stopped being\n// true in 0.41.0 when effects gained a mount over the finished frame.\n//\n// The bg* names below are permanent aliases, not a deprecation with an end date.\n// A published link is immutable, so a scene pinned to a bg* effect has to keep\n// compiling forever. They are one-line and inlined; no new function gets one.\n\n/** Canvas size in pixels \u2014 for aspect correction. */\nfn rzResolution() -> vec2f { return viewU[6].zw; }\n\n/** The camera's world position. */\nfn rzCameraPos() -> vec3f { return viewU[10].xyz; }\n\n/** How many characters are in the scene, up to four. */\nfn rzSubjectCount() -> i32 { return i32(viewU[10].w); }\n\n/**\n * A world point as the camera sees it: xy the uv it lands on, z its distance\n * along the VIEW AXIS in metres.\n *\n * The exact inverse of the ray this pass builds per pixel, so it is the cheap way\n * to work with anything anchored in the world. Marching a curve or a trail in 3D\n * costs a distance evaluation per sample per pixel; projecting its points once\n * and measuring in 2D costs a subtraction, which is the difference between a\n * ribbon that runs at 4K and one that does not.\n *\n * z is directly comparable to the depth handed to foreground(), so occlusion is\n * a single test: draw where your z is nearer than the scene's. It is returned\n * SIGNED and unclamped \u2014 behind the camera is negative, and worth rejecting\n * before you use the uv, which is meaningless there.\n */\nfn rzProject(p: vec3f) -> vec3f {\n let d = p - viewU[10].xyz;\n let z = dot(d, viewU[5].xyz);\n // Guard only the divide. z itself is returned as it is, so the caller can see\n // the sign; clamping it here would put points behind the lens on the horizon.\n let inv = 1.0 / select(z, 1e-4, z < 1e-4);\n let ndc = vec2f(dot(d, viewU[3].xyz) * inv / viewU[3].w, dot(d, viewU[4].xyz) * inv / viewU[4].w);\n return vec3f(ndc * 0.5 + 0.5, z);\n}\n\nfn rzCamPos() -> vec3f { return rzCameraPos(); }\nfn rzCameraRight() -> vec3f { return viewU[3].xyz; }\nfn rzCameraUp() -> vec3f { return viewU[4].xyz; }\nfn rzCameraForward() -> vec3f { return viewU[5].xyz; }\n\n// The cast \u2014 subjects, anchors, trails \u2014 is CAST_API, shared verbatim with the\n// particle and trail modules. It used to be written out here, a second time, and\n// the two copies had drifted: this one had rzAnchor and that one did not.\n\nconst RZ_SUBJECTS: i32 = 4;\nconst RZ_SAMPLES: i32 = 128;\n/** The anchor ADDRESS SPACE \u2014 how many an effect may declare, not how many it\n * did. RZ_TRAIL_SLOTS is the per-effect number and is not this one; the two\n * being one number was the old trail bug. */\nconst RZ_MAX_ANCHORS: i32 = 16;\nconst RZ_TRAIL_SAMPLES: i32 = 128;\n\nstruct RzSubject {\n /** On the FLOOR, under the body \u2014 where a ring or a magic circle belongs. */\n root: vec3f,\n /** At the hips, the middle of the body \u2014 where an aura belongs. */\n center: vec3f,\n /** Bounding sphere: xyz centre, w radius. Deliberately generous \u2014 cull with it. */\n bounds: vec4f,\n /**\n * How much of this character is still THERE: 1 whole, 0 gone.\n *\n * What setModelDissolve last set on them, which the material pass has already\n * acted on by the time an effect runs \u2014 so an effect drawing what LEAVES a\n * dissolving body (sparks, ash, a ghost) reads the same number the body was\n * taken apart with, rather than keeping a clock of its own and hoping the two\n * agree. 1 on a scene that never dissolves anybody.\n */\n dissolve: f32,\n /** False past the end of the cast, and every field is then zero. */\n valid: bool,\n}\n\nstruct RzAnchor {\n pos: vec3f,\n /** World units per second, from the previous frame. Direction for a trail,\n * magnitude for anything that should react to how hard someone is moving. */\n vel: vec3f,\n /** The bone's forward axis \u2014 which way a foot points, where a head looks. */\n fwd: vec3f,\n /** False when this rig has no such bone. Check it: the alternative is drawing\n * a hand effect at the world origin on every model that spells it differently. */\n valid: bool,\n}\n\n/** Which model this is, stable across a scene \u2014 for per-subject variation. */\nfn rzSubjectId(i: i32) -> u32 {\n if (i < 0 || i >= rzSubjectCount()) { return 0u; }\n return u32(_rzCast[i * 3 + 1].w);\n}\n\nfn rzSubject(i: i32) -> RzSubject {\n var s: RzSubject;\n s.valid = i >= 0 && i < rzSubjectCount();\n if (!s.valid) { return s; }\n let b = i * 3;\n s.root = _rzCast[b].xyz;\n s.dissolve = _rzCast[b].w;\n s.center = _rzCast[b + 1].xyz;\n s.bounds = _rzCast[b + 2];\n return s;\n}\n\n/**\n * Where a named bone is, this frame.\n *\n * The slot is the author's own: the Nth @anchor in their file, in the order\n * they wrote them. _rzSlot turns that into the scene's address, which is what\n * keeps two effects that both anchor to a wrist from reading each other's.\n */\nfn rzAnchor(subject: i32, slot: i32) -> RzAnchor {\n var a: RzAnchor;\n a.valid = false;\n let g = _rzSlot(slot);\n if (subject < 0 || subject >= rzSubjectCount() || g < 0 || g >= RZ_MAX_ANCHORS) { return a; }\n let b = 12 + (g * 4 + subject) * 3;\n a.valid = _rzCast[b].w > 0.5;\n a.pos = _rzCast[b].xyz;\n a.vel = _rzCast[b + 1].xyz;\n a.fwd = _rzCast[b + 2].xyz;\n return a;\n}\n\n/**\n * How many samples of a path are recorded \u2014 0 for an anchor that asked for no\n * trail, and for one that has not moved yet.\n *\n * Bounded by the anchor cap, NOT by how many anchors asked for a trail. Those\n * are different index spaces: storage is addressed by anchor slot, so an\n * untrailed @anchor followed by a trailed one put the trail at index 1 with a\n * bound of 1 and rzTrail returned zero \u2014 a ribbon that silently did not draw.\n */\nfn rzTrailCount(subject: i32, slot: i32) -> i32 {\n let g = _rzSlot(slot);\n if (subject < 0 || subject >= rzSubjectCount() || g < 0 || g >= RZ_MAX_ANCHORS) { return 0; }\n return i32(_rzCast[12 + (g * 4 + subject) * 3 + 2].w);\n}\n\n/** Sample i of a path: xyz where it was, w how many seconds ago. i = 0 is now. */\nfn rzTrail(subject: i32, slot: i32, i: i32) -> vec4f {\n let n = rzTrailCount(subject, slot);\n if (i < 0 || i >= n) { return vec4f(0.0); }\n let base = 204 + (_rzSlot(slot) * 4 + subject) * RZ_TRAIL_SAMPLES;\n return _rzCast[base + i];\n}\n\n\n// The hashes, the noise and rzFalloff \u2014 EFFECT_MATH_API, the same text the\n// particle and trail modules get. The field module used to be missing most of\n// it, so a helper an author wrote for one mount failed to compile in another\n// for no reason visible in the file.\n\nfn rzHash11(x: f32) -> f32 {\n var p = fract(x * 0.1031);\n p = p * (p + 33.33);\n return fract(p * (p + p));\n}\nfn rzHash21(p: vec2f) -> f32 {\n var p3 = fract(vec3f(p.x, p.y, p.x) * 0.1031);\n p3 = p3 + dot(p3, p3.yzx + 33.33);\n return fract((p3.x + p3.y) * p3.z);\n}\n/** Three independent randoms from one seed \u2014 the usual need when spawning. */\nfn rzHash13(x: f32) -> vec3f {\n return vec3f(rzHash11(x), rzHash11(x + 17.13), rzHash11(x + 41.71));\n}\n/**\n * Compact-support falloff: 1 at the centre, exactly 0 at r, smooth between.\n *\n * It reaches exactly zero rather than merely getting small, because a glow that\n * never quite ends has to be culled somewhere, and culling it wherever it looks\n * close enough is what put a visible hard edge on the first halo effect.\n */\nfn rzFalloff(d: f32, r: f32) -> f32 {\n let x = clamp(d / max(r, 1e-6), 0.0, 1.0);\n let f = 1.0 - x;\n return f * f * f;\n}\nfn rzHash31(p: vec3f) -> f32 {\n var p3 = fract(p * 0.1031);\n p3 = p3 + dot(p3, p3.zyx + 31.32);\n return fract((p3.x + p3.y) * p3.z);\n}\nfn rzValueNoise(p: vec3f) -> f32 {\n let i = floor(p);\n let f = fract(p);\n let u = f * f * (3.0 - 2.0 * f);\n let n000 = rzHash31(i);\n let n100 = rzHash31(i + vec3f(1.0, 0.0, 0.0));\n let n010 = rzHash31(i + vec3f(0.0, 1.0, 0.0));\n let n110 = rzHash31(i + vec3f(1.0, 1.0, 0.0));\n let n001 = rzHash31(i + vec3f(0.0, 0.0, 1.0));\n let n101 = rzHash31(i + vec3f(1.0, 0.0, 1.0));\n let n011 = rzHash31(i + vec3f(0.0, 1.0, 1.0));\n let n111 = rzHash31(i + vec3f(1.0, 1.0, 1.0));\n let x00 = mix(n000, n100, u.x);\n let x10 = mix(n010, n110, u.x);\n let x01 = mix(n001, n101, u.x);\n let x11 = mix(n011, n111, u.x);\n return mix(mix(x00, x10, u.y), mix(x01, x11, u.y), u.z);\n}\n/** Divergence-free flow \u2014 the field a wisp of smoke follows without a solver. */\nfn rzCurlNoise(p: vec3f) -> vec3f {\n let e = 0.1;\n let dx = vec3f(e, 0.0, 0.0);\n let dy = vec3f(0.0, e, 0.0);\n let dz = vec3f(0.0, 0.0, e);\n let x0 = rzValueNoise(p - dx); let x1 = rzValueNoise(p + dx);\n let y0 = rzValueNoise(p - dy); let y1 = rzValueNoise(p + dy);\n let z0 = rzValueNoise(p - dz); let z1 = rzValueNoise(p + dz);\n return normalize(vec3f((y1 - y0) - (z1 - z0), (z1 - z0) - (x1 - x0), (x1 - x0) - (y1 - y0)) + vec3f(1e-6));\n}\n\nstruct Particle {\n pos: vec3f,\n age: f32,\n vel: vec3f,\n life: f32,\n size: f32,\n rot: f32,\n seed: f32,\n // Aspect along the direction of travel. 1 or less is a square billboard; a\n // raindrop is 10 or 20. Zero-initialised, so an effect that never sets it gets\n // the square it expects.\n stretch: f32,\n}\n\n\n\nfn bgResolution() -> vec2f { return rzResolution(); }\nfn bgCameraPos() -> vec3f { return rzCameraPos(); }\nfn bgSubjectCount() -> i32 { return rzSubjectCount(); }\n\n/**\n * Where a character IS, in world space \u2014 at the hips, not on the floor.\n *\n * An effect that wants to RESPOND to the cast \u2014 a glow that follows someone,\n * dust kicked up where they are \u2014 needs to know where they are, and the ray and\n * the depth cannot tell it: they describe the pixel, not the scene.\n *\n * The value is model.position + \u30BB\u30F3\u30BF\u30FC + \u5168\u3066\u306E\u89AA. \u30BB\u30F3\u30BF\u30FC sits at hip\n * height on every standard MMD rig, so this is a point in the middle of the\n * body. It is NOT the contact point: a ripple drawn here appears at the waist.\n * Ground effects want the .xz of this and their own floor height, which is what\n * the effects that shipped against it already do.\n *\n * The comment here used to claim it was \"between the feet on the floor\", which\n * is where that habit came from. Left as it is regardless of the name: a\n * published link is immutable, so every shared scene pinning an effect that\n * reads this depends on it meaning exactly what it has always meant.\n *\n * Clamped rather than bounds-checked: an effect looping past the count reads the\n * last subject instead of sampling whatever follows the array, which is a wrong\n * ripple rather than an undefined one.\n */\nfn rzSubjectHip(i: i32) -> vec3f { return viewU[11 + clamp(i, 0, 3)].xyz; }\n\nfn bgSubjectPos(i: i32) -> vec3f { return rzSubjectHip(i); }\n\n/** Where in the WORLD the scene drew this pixel \u2014 the depth handed to\n * foreground() turned into a place. Without it an effect can only think in\n * distances from the lens, which is no use to anything that belongs somewhere:\n * fog lying on the ground has to know where the ground is.\n *\n * depth measures along the VIEW AXIS, not along the ray, so it is divided by\n * the ray's projection onto camera-forward before being walked out. At the far\n * plane (nothing drawn) this lands a very long way off, which is what a sky\n * should do to anything reading it. */\nfn rzWorldPos(ray: vec3f, depth: f32) -> vec3f {\n let axis = max(dot(normalize(ray), viewU[5].xyz), 1e-4);\n return rzCameraPos() + normalize(ray) * (depth / axis);\n}\n\nfn bgWorldPos(ray: vec3f, depth: f32) -> vec3f { return rzWorldPos(ray, depth); }\n\n/** What an effect returns for one of its lights. */\nstruct RzLight {\n pos: vec3f,\n color: vec3f,\n intensity: f32,\n radius: f32,\n}\n\n\n/** Color grading, applied to the tonemapped SCENE (not the background \u2014 see the\n * call site). The core is ASC CDL, the film-industry interchange standard:\n *\n * out = (in \u00B7 slope + offset) ^ power then saturation (SOP \u2192 SAT)\n *\n * Using the real standard rather than invented controls means a look authored\n * here maps onto any grading tool. slope/offset/power are derived on the CPU\n * from the UI's shadow/midtone/highlight colors (see setColorGrading), so the\n * per-pixel cost is one mul-add, one pow, one lerp. */\nfn grade(c: vec3f) -> vec3f {\n var x = pow(max(c * viewU[9].xyz + viewU[7].xyz, vec3f(0.0)), viewU[8].xyz);\n // Contrast pivots on 0.5 \u2014 display-referred midpoint, since we grade post-Filmic.\n x = (x - vec3f(0.5)) * viewU[7].w + vec3f(0.5);\n // Rec.709 luma, matching the ASC SAT node.\n let luma = dot(x, vec3f(0.2126, 0.7152, 0.0722));\n return max(mix(vec3f(luma), x, viewU[8].w), vec3f(0.0));\n}\n";
96
96
  export declare function buildCompositeShader(effect?: CompositeEffectSource | null): string;
97
97
  export declare function buildFieldShader(effect: CompositeEffectSource): string;
98
98
  /** Kept for compatibility with existing imports (the base, no-effect shader). */
@@ -1 +1 @@
1
- {"version":3,"file":"composite.d.ts","sourceRoot":"","sources":["../../../src/shaders/passes/composite.ts"],"names":[],"mappings":"AAwBA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;+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;AAID,OAAO,EAAE,cAAc,EAAE,eAAe,EAAE,iBAAiB,EAAE,oBAAoB,EAAE,MAAM,gBAAgB,CAAA;AAEzG,KAAK,qBAAqB,GAAG;IAC3B,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;IACtB,mEAAmE;IACnE,QAAQ,EAAE,MAAM,CAAA;IAChB;mFAC+E;IAC/E,GAAG,CAAC,EAAE,OAAO,CAAA;IACb;;;yEAGqE;IACrE,UAAU,EAAE,MAAM,CAAA;IAClB;;8EAE0E;IAC1E,KAAK,CAAC,EAAE,MAAM,EAAE,CAAA;CACjB,CAAA;AA6LD;;;;;;;;;;;;GAYG;AACH,eAAO,MAAM,gBAAgB,mqZA+H5B,CAAA;AA4LD,wBAAgB,oBAAoB,CAAC,MAAM,CAAC,EAAE,qBAAqB,GAAG,IAAI,GAAG,MAAM,CAQlF;AAuDD,wBAAgB,gBAAgB,CAAC,MAAM,EAAE,qBAAqB,GAAG,MAAM,CAqEtE;AAED,iFAAiF;AACjF,eAAO,MAAM,qBAAqB,QAA6B,CAAA"}
1
+ {"version":3,"file":"composite.d.ts","sourceRoot":"","sources":["../../../src/shaders/passes/composite.ts"],"names":[],"mappings":"AAwBA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;+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;AAID,OAAO,EAAE,cAAc,EAAE,eAAe,EAAE,iBAAiB,EAAE,oBAAoB,EAAE,MAAM,gBAAgB,CAAA;AAEzG,KAAK,qBAAqB,GAAG;IAC3B,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;IACtB,mEAAmE;IACnE,QAAQ,EAAE,MAAM,CAAA;IAChB;mFAC+E;IAC/E,GAAG,CAAC,EAAE,OAAO,CAAA;IACb;;;yEAGqE;IACrE,UAAU,EAAE,MAAM,CAAA;IAClB;;8EAE0E;IAC1E,KAAK,CAAC,EAAE,MAAM,EAAE,CAAA;CACjB,CAAA;AA6LD;;;;;;;;;;;;GAYG;AACH,eAAO,MAAM,gBAAgB,yqaA+H5B,CAAA;AA4LD,wBAAgB,oBAAoB,CAAC,MAAM,CAAC,EAAE,qBAAqB,GAAG,IAAI,GAAG,MAAM,CAQlF;AAuDD,wBAAgB,gBAAgB,CAAC,MAAM,EAAE,qBAAqB,GAAG,MAAM,CAqEtE;AAED,iFAAiF;AACjF,eAAO,MAAM,qBAAqB,QAA6B,CAAA"}
@@ -1 +1 @@
1
- {"version":3,"file":"depth-prepass.d.ts","sourceRoot":"","sources":["../../../src/shaders/passes/depth-prepass.ts"],"names":[],"mappings":"AA+BA,wBAAgB,2BAA2B,IAAI,MAAM,CAkEpD"}
1
+ {"version":3,"file":"depth-prepass.d.ts","sourceRoot":"","sources":["../../../src/shaders/passes/depth-prepass.ts"],"names":[],"mappings":"AAgCA,wBAAgB,2BAA2B,IAAI,MAAM,CAsFpD"}
@@ -26,13 +26,24 @@
26
26
  // one: the fragment outputs below depend on whether the device carries the id
27
27
  // attachment, and that answer does not exist at import time. The constant could
28
28
  // not have taken the outputs at all, which is most of why it did not have them.
29
+ import { DISSOLVE_WGSL } from "../materials/common";
29
30
  import { sceneFsOutWgsl, sceneIdPadWgsl } from "./scene-contract";
30
31
  export function transparentDepthPrepassWgsl() {
31
32
  return /* wgsl */ `
33
+ ${DISSOLVE_WGSL}
32
34
  struct CameraUniforms { view: mat4x4f, projection: mat4x4f, viewPos: vec3f, _p: f32, };
35
+ // The head of the material block, plus the one field at its tail. The middle is
36
+ // skipped rather than named: this pass shades nothing, and every field it
37
+ // declares is a field that must stay in step with the real struct for no gain.
38
+ // The padding is explicit so the offsets are checkable by eye — vec4 at 16 and
39
+ // 32, vec3 at 48, and dissolve last at 60.
33
40
  struct MaterialUniforms {
34
41
  diffuseColor: vec3f,
35
42
  alpha: f32,
43
+ _skip0: vec4f,
44
+ _skip1: vec4f,
45
+ _skip2: vec3f,
46
+ dissolve: f32,
36
47
  };
37
48
 
38
49
  @group(0) @binding(0) var<uniform> camera: CameraUniforms;
@@ -46,6 +57,9 @@ struct VSOut {
46
57
  // must land on exactly the depths this wrote.
47
58
  @builtin(position) @invariant position: vec4f,
48
59
  @location(0) uv: vec2f,
60
+ // The bind-pose position, carried for one reason: the dissolve test below has
61
+ // to be the SAME test the colour pass runs, and that one is in object space.
62
+ @location(1) restPos: vec3f,
49
63
  };
50
64
 
51
65
  @vertex fn vs(
@@ -66,6 +80,7 @@ struct VSOut {
66
80
  var o: VSOut;
67
81
  o.position = camera.projection * camera.view * vec4f(skinned.xyz, 1.0);
68
82
  o.uv = uv;
83
+ o.restPos = position;
69
84
  return o;
70
85
  }
71
86
 
@@ -87,6 +102,12 @@ override CUTOFF: f32 = 0.5;
87
102
  @fragment fn fs(in: VSOut) -> PrepassOut {
88
103
  let a = material.alpha * textureSample(diffuseTexture, diffuseSampler, in.uv).a;
89
104
  if (a < CUTOFF) { discard; }
105
+ // The dissolve, run identically to the colour pass — shared code, not a
106
+ // second copy of the same idea. A prepass that kept claiming depth for flakes
107
+ // the colour pass throws away would punch holes that occlude the floor behind
108
+ // her: you would see sky through her, which is the failure this line exists
109
+ // to prevent.
110
+ if (material.dissolve < 0.9995 && rz_dissolve_threshold(in.restPos) > material.dissolve) { discard; }
90
111
  var out: PrepassOut;
91
112
  out.color = vec4f(0.0);
92
113
  out.mask = vec4f(0.0);