reze-engine 0.50.9 → 0.50.11

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
@@ -1 +1 @@
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- {"version":3,"file":"slots.d.ts","sourceRoot":"","sources":["../../src/graph/slots.ts"],"names":[],"mappings":"AAYA,OAAO,KAAK,EAAE,SAAS,EAAE,WAAW,EAAE,MAAM,gBAAgB,CAAA;AA4K5D;;;;GAIG;AACH,wBAAgB,cAAc,CAC5B,WAAW,EAAE,WAAW,EACxB,SAAS,EAAE,SAAS,EACpB,MAAM,EAAE,MAAM,EACd,oBAAoB,EAAE,OAAO,GAC5B,MAAM,CAgBR"}
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+ {"version":3,"file":"slots.d.ts","sourceRoot":"","sources":["../../src/graph/slots.ts"],"names":[],"mappings":"AAYA,OAAO,KAAK,EAAE,SAAS,EAAE,WAAW,EAAE,MAAM,gBAAgB,CAAA;AAkL5D;;;;GAIG;AACH,wBAAgB,cAAc,CAC5B,WAAW,EAAE,WAAW,EACxB,SAAS,EAAE,SAAS,EACpB,MAAM,EAAE,MAAM,EACd,oBAAoB,EAAE,OAAO,GAC5B,MAAM,CAgBR"}
@@ -105,7 +105,13 @@ ${discard}
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  if (material.dissolve < 0.9995) {
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  let rz_t = rz_dissolve_threshold(input.restPos);
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  if (rz_t > material.dissolve) { discard; }
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- rz_burn = smoothstep(material.dissolve - RZ_DISSOLVE_EDGE, material.dissolve, rz_t);
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+ // Put OUT as the last of her goes. Near zero the front is wider than what
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+ // is left of the surface, so every surviving fragment sits inside it and
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+ // the final scraps are pure glow — a body that ends as a handful of white
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+ // specks rather than as a body. The taper costs nothing while she is mostly
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+ // there, because it is already 1 by a fifth of the way in.
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+ rz_burn = smoothstep(material.dissolve - RZ_DISSOLVE_EDGE, material.dissolve, rz_t)
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+ * smoothstep(0.0, 0.22, material.dissolve);
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  }
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  var n = safe_normal(input.normal);
@@ -19,6 +19,6 @@ export declare function commonFsOutWgsl(): string;
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  * clumps of a few millimetres rather than as single-pixel snow, which at any
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  * distance is just a fade.
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  */
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- export declare const DISSOLVE_WGSL = "\n/** Flake size, in object-space units \u2014 MMD's are roughly centimetres. */\nconst RZ_DISSOLVE_GRAIN: f32 = 0.55;\n/** How wide the glowing front is, in threshold units. */\nconst RZ_DISSOLVE_EDGE: f32 = 0.16;\n/** What the front burns with. Emission, added after lighting and after the\n * graph \u2014 a colour that ramps or takes a shadow reads as paint, not as heat.\n * Above 1 on purpose: it is meant to reach the bloom pyramid. */\nconst RZ_BURN_COLOR: vec3f = vec3f(0.55, 1.85, 2.60);\n\nfn rz_dissolve_hash(p: vec3f) -> f32 {\n let q = fract(p * 0.3183099 + vec3f(0.1, 0.2, 0.3));\n let r = q * 17.0 * (q + 34.0);\n return fract(r.x * r.y * r.z);\n}\n\n/** Value noise over that hash \u2014 smooth within a flake, uncorrelated between. */\nfn rz_dissolve_field(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 c000 = rz_dissolve_hash(i);\n let c100 = rz_dissolve_hash(i + vec3f(1.0, 0.0, 0.0));\n let c010 = rz_dissolve_hash(i + vec3f(0.0, 1.0, 0.0));\n let c110 = rz_dissolve_hash(i + vec3f(1.0, 1.0, 0.0));\n let c001 = rz_dissolve_hash(i + vec3f(0.0, 0.0, 1.0));\n let c101 = rz_dissolve_hash(i + vec3f(1.0, 0.0, 1.0));\n let c011 = rz_dissolve_hash(i + vec3f(0.0, 1.0, 1.0));\n let c111 = rz_dissolve_hash(i + vec3f(1.0, 1.0, 1.0));\n let x00 = mix(c000, c100, u.x);\n let x10 = mix(c010, c110, u.x);\n let x01 = mix(c001, c101, u.x);\n let x11 = mix(c011, c111, u.x);\n return mix(mix(x00, x10, u.y), mix(x01, x11, u.y), u.z);\n}\n\n/**\n * The threshold this fragment is measured against.\n *\n * NOISE ALONE, so the whole body comes apart at once \u2014 a hand, a shoulder and\n * an ankle all thinning together rather than a line travelling up her. It was\n * tilted by height at first, on the argument that a sweep reads as something\n * happening TO her; what it actually reads as is a wipe, and a wipe has a\n * direction, an edge and a speed the rest of the effect knows nothing about.\n * Everywhere at once is also the honest match for what leaves: the motes are\n * shed from every limb in the same breath.\n *\n * The value noise is what keeps it from being a fade. Flakes go in clumps a few\n * millimetres across, in an order that is fixed to the surface, so the same\n * piece of sleeve goes at the same moment every time she leaves.\n */\nfn rz_dissolve_threshold(restPos: vec3f) -> f32 {\n return clamp(rz_dissolve_field(restPos / RZ_DISSOLVE_GRAIN), 0.0, 1.0);\n}\n";
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+ export declare const DISSOLVE_WGSL = "\n/** Clump size, in object-space units \u2014 MMD's are roughly centimetres. */\nconst RZ_DISSOLVE_GRAIN: f32 = 0.42;\n/** How much the clumps pull a fragment off its own grit value \u2014 the whole of\n * the LOOK, and none of the rate. See rz_dissolve_threshold. */\nconst RZ_DISSOLVE_CLUMP: f32 = 0.6;\n/** Grit cell, as a fraction of a clump. See rz_dissolve_threshold: this is what\n * keeps a material SMALLER than a clump from having one threshold for all of\n * it, and it has to be smaller than the SMALLEST material a model carries \u2014\n * an eye highlight, a button, a buckle \u2014 not merely small. Two and a half\n * millimetres on a normal model, which is under all of them. */\nconst RZ_DISSOLVE_GRIT: f32 = 0.06;\n/** How wide the glowing front is, in threshold units. Thin: the front is a\n * rim, and a wide one lights whole limbs at once. */\nconst RZ_DISSOLVE_EDGE: f32 = 0.11;\n/** What the front burns with. Emission, added after lighting and after the\n * graph \u2014 a colour that ramps or takes a shadow reads as paint, not as heat.\n * Above 1 on purpose: it is meant to reach the bloom pyramid. Blue-violet,\n * the same light the motes leaving her are drawn and lit with. */\nconst RZ_BURN_COLOR: vec3f = vec3f(0.45, 0.62, 2.40);\n\nfn rz_dissolve_hash(p: vec3f) -> f32 {\n // INTEGER, for exactly the reason _hash33 in nodes.ts is, and its comment\n // says it: above 24 bits an f32 loses the low ones. The float hash this\n // replaces multiplied three terms into the hundreds of millions and took\n // fract() of the product \u2014 which past 2^24 is not noise, it is a quantised\n // staircase, and wherever that staircase landed on zero the threshold was\n // zero. A surface whose threshold is zero never crosses it: it stays behind\n // while the rest of her leaves, and it sits inside the burning front the\n // whole time she is gone. Those were the white pieces that would not go.\n //\n // Floored first, unlike _hash33: vec3i() truncates toward zero, so -0.5 and\n // +0.5 are the same cell, and half this model is at negative x.\n var h = vec3u(vec3i(floor(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 return f32((h.x ^ h.y ^ h.z) & 16777215u) * (1.0 / 16777216.0);\n}\n\n/** Value noise over that hash \u2014 smooth within a flake, uncorrelated between. */\nfn rz_dissolve_field(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 c000 = rz_dissolve_hash(i);\n let c100 = rz_dissolve_hash(i + vec3f(1.0, 0.0, 0.0));\n let c010 = rz_dissolve_hash(i + vec3f(0.0, 1.0, 0.0));\n let c110 = rz_dissolve_hash(i + vec3f(1.0, 1.0, 0.0));\n let c001 = rz_dissolve_hash(i + vec3f(0.0, 0.0, 1.0));\n let c101 = rz_dissolve_hash(i + vec3f(1.0, 0.0, 1.0));\n let c011 = rz_dissolve_hash(i + vec3f(0.0, 1.0, 1.0));\n let c111 = rz_dissolve_hash(i + vec3f(1.0, 1.0, 1.0));\n let x00 = mix(c000, c100, u.x);\n let x10 = mix(c010, c110, u.x);\n let x01 = mix(c001, c101, u.x);\n let x11 = mix(c011, c111, u.x);\n return mix(mix(x00, x10, u.y), mix(x01, x11, u.y), u.z);\n}\n\n/**\n * The threshold this fragment is measured against.\n *\n * NOISE ALONE, so the whole body comes apart at once \u2014 a hand, a shoulder and\n * an ankle all thinning together rather than a line travelling up her. It was\n * tilted by height at first, on the argument that a sweep reads as something\n * happening TO her; what it actually reads as is a wipe, and a wipe has a\n * direction, an edge and a speed the rest of the effect knows nothing about.\n * Everywhere at once is also the honest match for what leaves: the motes are\n * shed from every limb in the same breath.\n *\n * TWO SCALES. Clumps alone meant every fragment of a material SMALLER than one\n * cell shared a single threshold: an eye highlight, a brow, a button, a hair\n * clip. All of it sat inside the glowing front at once, so the piece flashed\n * white as a whole and then popped \u2014 the two things a disintegration must never\n * do. The grit is a per-cell hash at a fraction of the clump, so a part a few\n * millimetres across still comes apart in pieces.\n *\n * THE GRIT IS THE BASE, though, and the clumps only push a fragment off it.\n * That ordering is what makes the dissolve smooth, and it is not obvious: the\n * two used to be WEIGHTED AND ADDED, and a sum is not uniformly distributed\n * however uniform each half is. It piles up in the middle, so most of the\n * surface had a threshold near a half \u2014 all of it went as the dissolve swept\n * through the middle, and what remained was the thin tail near zero. That tail\n * was the second stage everyone could see: a body that mostly vanished, then a\n * scatter of glowing scraps, then nothing.\n *\n * WRAPPED, not added. Offsetting a uniform value and taking fract() leaves it\n * EXACTLY uniform, where scaling a sum back into range only flattens the middle\n * \u2014 measured over four hundred thousand samples, the sum removed 12% of her per\n * step at the halfway mark and 0.1% at each end (a 110x swing), the scaled sum\n * still swung 89x, and the wrap is flat: 5.0% per step from the first flake to\n * the last, a ratio of 1.0.\n *\n * That flatness IS the smoothness. An uneven rate is what produced the two\n * stages you could see \u2014 a body that mostly vanished at once, then a scatter of\n * scraps that took as long again to follow.\n *\n * The clumping survives the wrap: neighbouring fragments share a clump value,\n * so the offset moves them together. What wraps past 1 comes back at 0 and goes\n * at the other end instead, which costs a little speckle in a region and buys\n * an even rate everywhere.\n */\nfn rz_dissolve_threshold(restPos: vec3f) -> f32 {\n let grit = rz_dissolve_hash(floor(restPos / (RZ_DISSOLVE_GRAIN * RZ_DISSOLVE_GRIT)));\n let clump = rz_dissolve_field(restPos / RZ_DISSOLVE_GRAIN) - 0.5;\n return fract(grit + clump * RZ_DISSOLVE_CLUMP);\n}\n";
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  export declare const COMMON_MATERIAL_PRELUDE_WGSL: string;
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  //# sourceMappingURL=common.d.ts.map
@@ -1 +1 @@
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- {"version":3,"file":"common.d.ts","sourceRoot":"","sources":["../../../src/shaders/materials/common.ts"],"names":[],"mappings":"AA2BA,eAAO,MAAM,oBAAoB,QAuHhC,CAAC;AAgIF,wBAAgB,eAAe,IAAI,MAAM,CAExC;AAGD;;;;;;;;;;;;;;;;;;GAkBG;AACH,eAAO,MAAM,aAAa,+6EAsDzB,CAAA;AAQD,eAAO,MAAM,4BAA4B,QAC0D,CAAA"}
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+ {"version":3,"file":"common.d.ts","sourceRoot":"","sources":["../../../src/shaders/materials/common.ts"],"names":[],"mappings":"AA2BA,eAAO,MAAM,oBAAoB,QAuHhC,CAAC;AAgIF,wBAAgB,eAAe,IAAI,MAAM,CAExC;AAGD;;;;;;;;;;;;;;;;;;GAkBG;AACH,eAAO,MAAM,aAAa,k8LA4GzB,CAAA;AAQD,eAAO,MAAM,4BAA4B,QAC0D,CAAA"}
@@ -286,19 +286,43 @@ export function commonFsOutWgsl() {
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  * distance is just a fade.
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  */
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  export const DISSOLVE_WGSL = /* wgsl */ `
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- /** Flake size, in object-space units — MMD's are roughly centimetres. */
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- const RZ_DISSOLVE_GRAIN: f32 = 0.55;
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- /** How wide the glowing front is, in threshold units. */
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- const RZ_DISSOLVE_EDGE: f32 = 0.16;
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+ /** Clump size, in object-space units — MMD's are roughly centimetres. */
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+ const RZ_DISSOLVE_GRAIN: f32 = 0.42;
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+ /** How much the clumps pull a fragment off its own grit value — the whole of
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+ * the LOOK, and none of the rate. See rz_dissolve_threshold. */
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+ const RZ_DISSOLVE_CLUMP: f32 = 0.6;
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+ /** Grit cell, as a fraction of a clump. See rz_dissolve_threshold: this is what
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+ * keeps a material SMALLER than a clump from having one threshold for all of
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+ * it, and it has to be smaller than the SMALLEST material a model carries —
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+ * an eye highlight, a button, a buckle — not merely small. Two and a half
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+ * millimetres on a normal model, which is under all of them. */
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+ const RZ_DISSOLVE_GRIT: f32 = 0.06;
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+ /** How wide the glowing front is, in threshold units. Thin: the front is a
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+ * rim, and a wide one lights whole limbs at once. */
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+ const RZ_DISSOLVE_EDGE: f32 = 0.11;
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  /** What the front burns with. Emission, added after lighting and after the
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  * graph — a colour that ramps or takes a shadow reads as paint, not as heat.
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- * Above 1 on purpose: it is meant to reach the bloom pyramid. */
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- const RZ_BURN_COLOR: vec3f = vec3f(0.55, 1.85, 2.60);
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+ * Above 1 on purpose: it is meant to reach the bloom pyramid. Blue-violet,
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+ * the same light the motes leaving her are drawn and lit with. */
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+ const RZ_BURN_COLOR: vec3f = vec3f(0.45, 0.62, 2.40);
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  fn rz_dissolve_hash(p: vec3f) -> f32 {
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- let q = fract(p * 0.3183099 + vec3f(0.1, 0.2, 0.3));
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- let r = q * 17.0 * (q + 34.0);
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- return fract(r.x * r.y * r.z);
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+ // INTEGER, for exactly the reason _hash33 in nodes.ts is, and its comment
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+ // says it: above 24 bits an f32 loses the low ones. The float hash this
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+ // replaces multiplied three terms into the hundreds of millions and took
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+ // fract() of the product — which past 2^24 is not noise, it is a quantised
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+ // staircase, and wherever that staircase landed on zero the threshold was
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+ // zero. A surface whose threshold is zero never crosses it: it stays behind
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+ // while the rest of her leaves, and it sits inside the burning front the
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+ // whole time she is gone. Those were the white pieces that would not go.
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+ //
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+ // Floored first, unlike _hash33: vec3i() truncates toward zero, so -0.5 and
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+ // +0.5 are the same cell, and half this model is at negative x.
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+ var h = vec3u(vec3i(floor(p)) + vec3i(32768));
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+ h = h * vec3u(1664525u, 1013904223u, 2654435761u);
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+ h = (h.yzx ^ h) * vec3u(2246822519u, 3266489917u, 668265263u);
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+ h = h ^ (h >> vec3u(16u));
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+ return f32((h.x ^ h.y ^ h.z) & 16777215u) * (1.0 / 16777216.0);
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  }
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  /** Value noise over that hash — smooth within a flake, uncorrelated between. */
@@ -332,12 +356,42 @@ fn rz_dissolve_field(p: vec3f) -> f32 {
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  * Everywhere at once is also the honest match for what leaves: the motes are
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  * shed from every limb in the same breath.
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  *
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- * The value noise is what keeps it from being a fade. Flakes go in clumps a few
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- * millimetres across, in an order that is fixed to the surface, so the same
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- * piece of sleeve goes at the same moment every time she leaves.
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+ * TWO SCALES. Clumps alone meant every fragment of a material SMALLER than one
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+ * cell shared a single threshold: an eye highlight, a brow, a button, a hair
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+ * clip. All of it sat inside the glowing front at once, so the piece flashed
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+ * white as a whole and then popped — the two things a disintegration must never
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+ * do. The grit is a per-cell hash at a fraction of the clump, so a part a few
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+ * millimetres across still comes apart in pieces.
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+ *
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+ * THE GRIT IS THE BASE, though, and the clumps only push a fragment off it.
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+ * That ordering is what makes the dissolve smooth, and it is not obvious: the
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+ * two used to be WEIGHTED AND ADDED, and a sum is not uniformly distributed
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+ * however uniform each half is. It piles up in the middle, so most of the
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+ * surface had a threshold near a half — all of it went as the dissolve swept
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+ * through the middle, and what remained was the thin tail near zero. That tail
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+ * was the second stage everyone could see: a body that mostly vanished, then a
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+ * scatter of glowing scraps, then nothing.
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+ *
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+ * WRAPPED, not added. Offsetting a uniform value and taking fract() leaves it
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+ * EXACTLY uniform, where scaling a sum back into range only flattens the middle
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+ * — measured over four hundred thousand samples, the sum removed 12% of her per
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+ * step at the halfway mark and 0.1% at each end (a 110x swing), the scaled sum
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+ * still swung 89x, and the wrap is flat: 5.0% per step from the first flake to
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+ * the last, a ratio of 1.0.
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+ *
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+ * That flatness IS the smoothness. An uneven rate is what produced the two
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+ * stages you could see — a body that mostly vanished at once, then a scatter of
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+ * scraps that took as long again to follow.
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+ *
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+ * The clumping survives the wrap: neighbouring fragments share a clump value,
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+ * so the offset moves them together. What wraps past 1 comes back at 0 and goes
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+ * at the other end instead, which costs a little speckle in a region and buys
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+ * an even rate everywhere.
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  */
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  fn rz_dissolve_threshold(restPos: vec3f) -> f32 {
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- return clamp(rz_dissolve_field(restPos / RZ_DISSOLVE_GRAIN), 0.0, 1.0);
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+ let grit = rz_dissolve_hash(floor(restPos / (RZ_DISSOLVE_GRAIN * RZ_DISSOLVE_GRIT)));
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+ let clump = rz_dissolve_field(restPos / RZ_DISSOLVE_GRAIN) - 0.5;
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+ return fract(grit + clump * RZ_DISSOLVE_CLUMP);
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  }
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  `;
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  // ─── Convenience: full shared prelude ───────────────────────────────
@@ -1,2 +1,2 @@
1
- export declare const SHADOW_DEPTH_SHADER_WGSL = "\n\n/** Flake size, in object-space units \u2014 MMD's are roughly centimetres. */\nconst RZ_DISSOLVE_GRAIN: f32 = 0.55;\n/** How wide the glowing front is, in threshold units. */\nconst RZ_DISSOLVE_EDGE: f32 = 0.16;\n/** What the front burns with. Emission, added after lighting and after the\n * graph \u2014 a colour that ramps or takes a shadow reads as paint, not as heat.\n * Above 1 on purpose: it is meant to reach the bloom pyramid. */\nconst RZ_BURN_COLOR: vec3f = vec3f(0.55, 1.85, 2.60);\n\nfn rz_dissolve_hash(p: vec3f) -> f32 {\n let q = fract(p * 0.3183099 + vec3f(0.1, 0.2, 0.3));\n let r = q * 17.0 * (q + 34.0);\n return fract(r.x * r.y * r.z);\n}\n\n/** Value noise over that hash \u2014 smooth within a flake, uncorrelated between. */\nfn rz_dissolve_field(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 c000 = rz_dissolve_hash(i);\n let c100 = rz_dissolve_hash(i + vec3f(1.0, 0.0, 0.0));\n let c010 = rz_dissolve_hash(i + vec3f(0.0, 1.0, 0.0));\n let c110 = rz_dissolve_hash(i + vec3f(1.0, 1.0, 0.0));\n let c001 = rz_dissolve_hash(i + vec3f(0.0, 0.0, 1.0));\n let c101 = rz_dissolve_hash(i + vec3f(1.0, 0.0, 1.0));\n let c011 = rz_dissolve_hash(i + vec3f(0.0, 1.0, 1.0));\n let c111 = rz_dissolve_hash(i + vec3f(1.0, 1.0, 1.0));\n let x00 = mix(c000, c100, u.x);\n let x10 = mix(c010, c110, u.x);\n let x01 = mix(c001, c101, u.x);\n let x11 = mix(c011, c111, u.x);\n return mix(mix(x00, x10, u.y), mix(x01, x11, u.y), u.z);\n}\n\n/**\n * The threshold this fragment is measured against.\n *\n * NOISE ALONE, so the whole body comes apart at once \u2014 a hand, a shoulder and\n * an ankle all thinning together rather than a line travelling up her. It was\n * tilted by height at first, on the argument that a sweep reads as something\n * happening TO her; what it actually reads as is a wipe, and a wipe has a\n * direction, an edge and a speed the rest of the effect knows nothing about.\n * Everywhere at once is also the honest match for what leaves: the motes are\n * shed from every limb in the same breath.\n *\n * The value noise is what keeps it from being a fade. Flakes go in clumps a few\n * millimetres across, in an order that is fixed to the surface, so the same\n * piece of sleeve goes at the same moment every time she leaves.\n */\nfn rz_dissolve_threshold(restPos: vec3f) -> f32 {\n return clamp(rz_dissolve_field(restPos / RZ_DISSOLVE_GRAIN), 0.0, 1.0);\n}\n\nstruct LightVP { viewProj: mat4x4f, };\n@group(0) @binding(0) var<uniform> lp: LightVP;\n@group(0) @binding(1) var<storage, read> skinMats: array<mat4x4f>;\n@group(0) @binding(2) var texSampler: sampler;\n@group(1) @binding(0) var diffuseTexture: texture_2d<f32>;\n// The head of the material block and the one field at its tail \u2014 the same\n// reach the depth prepass takes, and for the same reason: a shadow cast by a\n// body that is no longer drawn is the tell that the vanishing is a trick.\nstruct MaterialDiffuse {\n diffuse: vec4f,\n _skip0: vec4f,\n _skip1: vec4f,\n _skip2: vec3f,\n dissolve: f32,\n};\n@group(1) @binding(1) var<uniform> material: MaterialDiffuse;\n\nstruct VSOut {\n @builtin(position) position: vec4f,\n @location(0) uv: vec2f,\n /** Bind-pose position, for the dissolve test \u2014 object space, as everywhere. */\n @location(1) restPos: vec3f,\n};\n\n@vertex fn vs(@location(0) position: vec3f, @location(1) normal: vec3f, @location(2) uv: vec2f,\n @location(3) joints0: vec4<u32>, @location(4) weights0: vec4<f32>) -> VSOut {\n let pos4 = vec4f(position, 1.0);\n let ws = weights0.x + weights0.y + weights0.z + weights0.w;\n let inv = select(1.0, 1.0 / ws, ws > 0.0001);\n let nw = select(vec4f(1.0,0.0,0.0,0.0), weights0 * inv, ws > 0.0001);\n var sp = vec4f(0.0);\n for (var i = 0u; i < 4u; i++) { sp += (skinMats[joints0[i]] * pos4) * nw[i]; }\n var out: VSOut;\n out.position = lp.viewProj * vec4f(sp.xyz, 1.0);\n out.uv = uv;\n out.restPos = position;\n return out;\n}\n\n@fragment fn fs(in: VSOut) {\n let alpha = textureSample(diffuseTexture, texSampler, in.uv).a * material.diffuse.a;\n if (alpha < 0.5) { discard; }\n // The dissolve, run as the colour pass runs it. A flake that is gone stops\n // casting: without this she leaves a whole shadow standing on the floor while\n // her body is in the air.\n if (material.dissolve < 0.9995 && rz_dissolve_threshold(in.restPos) > material.dissolve) { discard; }\n}\n";
1
+ export declare const SHADOW_DEPTH_SHADER_WGSL = "\n\n/** Clump size, in object-space units \u2014 MMD's are roughly centimetres. */\nconst RZ_DISSOLVE_GRAIN: f32 = 0.42;\n/** How much the clumps pull a fragment off its own grit value \u2014 the whole of\n * the LOOK, and none of the rate. See rz_dissolve_threshold. */\nconst RZ_DISSOLVE_CLUMP: f32 = 0.6;\n/** Grit cell, as a fraction of a clump. See rz_dissolve_threshold: this is what\n * keeps a material SMALLER than a clump from having one threshold for all of\n * it, and it has to be smaller than the SMALLEST material a model carries \u2014\n * an eye highlight, a button, a buckle \u2014 not merely small. Two and a half\n * millimetres on a normal model, which is under all of them. */\nconst RZ_DISSOLVE_GRIT: f32 = 0.06;\n/** How wide the glowing front is, in threshold units. Thin: the front is a\n * rim, and a wide one lights whole limbs at once. */\nconst RZ_DISSOLVE_EDGE: f32 = 0.11;\n/** What the front burns with. Emission, added after lighting and after the\n * graph \u2014 a colour that ramps or takes a shadow reads as paint, not as heat.\n * Above 1 on purpose: it is meant to reach the bloom pyramid. Blue-violet,\n * the same light the motes leaving her are drawn and lit with. */\nconst RZ_BURN_COLOR: vec3f = vec3f(0.45, 0.62, 2.40);\n\nfn rz_dissolve_hash(p: vec3f) -> f32 {\n // INTEGER, for exactly the reason _hash33 in nodes.ts is, and its comment\n // says it: above 24 bits an f32 loses the low ones. The float hash this\n // replaces multiplied three terms into the hundreds of millions and took\n // fract() of the product \u2014 which past 2^24 is not noise, it is a quantised\n // staircase, and wherever that staircase landed on zero the threshold was\n // zero. A surface whose threshold is zero never crosses it: it stays behind\n // while the rest of her leaves, and it sits inside the burning front the\n // whole time she is gone. Those were the white pieces that would not go.\n //\n // Floored first, unlike _hash33: vec3i() truncates toward zero, so -0.5 and\n // +0.5 are the same cell, and half this model is at negative x.\n var h = vec3u(vec3i(floor(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 return f32((h.x ^ h.y ^ h.z) & 16777215u) * (1.0 / 16777216.0);\n}\n\n/** Value noise over that hash \u2014 smooth within a flake, uncorrelated between. */\nfn rz_dissolve_field(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 c000 = rz_dissolve_hash(i);\n let c100 = rz_dissolve_hash(i + vec3f(1.0, 0.0, 0.0));\n let c010 = rz_dissolve_hash(i + vec3f(0.0, 1.0, 0.0));\n let c110 = rz_dissolve_hash(i + vec3f(1.0, 1.0, 0.0));\n let c001 = rz_dissolve_hash(i + vec3f(0.0, 0.0, 1.0));\n let c101 = rz_dissolve_hash(i + vec3f(1.0, 0.0, 1.0));\n let c011 = rz_dissolve_hash(i + vec3f(0.0, 1.0, 1.0));\n let c111 = rz_dissolve_hash(i + vec3f(1.0, 1.0, 1.0));\n let x00 = mix(c000, c100, u.x);\n let x10 = mix(c010, c110, u.x);\n let x01 = mix(c001, c101, u.x);\n let x11 = mix(c011, c111, u.x);\n return mix(mix(x00, x10, u.y), mix(x01, x11, u.y), u.z);\n}\n\n/**\n * The threshold this fragment is measured against.\n *\n * NOISE ALONE, so the whole body comes apart at once \u2014 a hand, a shoulder and\n * an ankle all thinning together rather than a line travelling up her. It was\n * tilted by height at first, on the argument that a sweep reads as something\n * happening TO her; what it actually reads as is a wipe, and a wipe has a\n * direction, an edge and a speed the rest of the effect knows nothing about.\n * Everywhere at once is also the honest match for what leaves: the motes are\n * shed from every limb in the same breath.\n *\n * TWO SCALES. Clumps alone meant every fragment of a material SMALLER than one\n * cell shared a single threshold: an eye highlight, a brow, a button, a hair\n * clip. All of it sat inside the glowing front at once, so the piece flashed\n * white as a whole and then popped \u2014 the two things a disintegration must never\n * do. The grit is a per-cell hash at a fraction of the clump, so a part a few\n * millimetres across still comes apart in pieces.\n *\n * THE GRIT IS THE BASE, though, and the clumps only push a fragment off it.\n * That ordering is what makes the dissolve smooth, and it is not obvious: the\n * two used to be WEIGHTED AND ADDED, and a sum is not uniformly distributed\n * however uniform each half is. It piles up in the middle, so most of the\n * surface had a threshold near a half \u2014 all of it went as the dissolve swept\n * through the middle, and what remained was the thin tail near zero. That tail\n * was the second stage everyone could see: a body that mostly vanished, then a\n * scatter of glowing scraps, then nothing.\n *\n * WRAPPED, not added. Offsetting a uniform value and taking fract() leaves it\n * EXACTLY uniform, where scaling a sum back into range only flattens the middle\n * \u2014 measured over four hundred thousand samples, the sum removed 12% of her per\n * step at the halfway mark and 0.1% at each end (a 110x swing), the scaled sum\n * still swung 89x, and the wrap is flat: 5.0% per step from the first flake to\n * the last, a ratio of 1.0.\n *\n * That flatness IS the smoothness. An uneven rate is what produced the two\n * stages you could see \u2014 a body that mostly vanished at once, then a scatter of\n * scraps that took as long again to follow.\n *\n * The clumping survives the wrap: neighbouring fragments share a clump value,\n * so the offset moves them together. What wraps past 1 comes back at 0 and goes\n * at the other end instead, which costs a little speckle in a region and buys\n * an even rate everywhere.\n */\nfn rz_dissolve_threshold(restPos: vec3f) -> f32 {\n let grit = rz_dissolve_hash(floor(restPos / (RZ_DISSOLVE_GRAIN * RZ_DISSOLVE_GRIT)));\n let clump = rz_dissolve_field(restPos / RZ_DISSOLVE_GRAIN) - 0.5;\n return fract(grit + clump * RZ_DISSOLVE_CLUMP);\n}\n\nstruct LightVP { viewProj: mat4x4f, };\n@group(0) @binding(0) var<uniform> lp: LightVP;\n@group(0) @binding(1) var<storage, read> skinMats: array<mat4x4f>;\n@group(0) @binding(2) var texSampler: sampler;\n@group(1) @binding(0) var diffuseTexture: texture_2d<f32>;\n// The head of the material block and the one field at its tail \u2014 the same\n// reach the depth prepass takes, and for the same reason: a shadow cast by a\n// body that is no longer drawn is the tell that the vanishing is a trick.\nstruct MaterialDiffuse {\n diffuse: vec4f,\n _skip0: vec4f,\n _skip1: vec4f,\n _skip2: vec3f,\n dissolve: f32,\n};\n@group(1) @binding(1) var<uniform> material: MaterialDiffuse;\n\nstruct VSOut {\n @builtin(position) position: vec4f,\n @location(0) uv: vec2f,\n /** Bind-pose position, for the dissolve test \u2014 object space, as everywhere. */\n @location(1) restPos: vec3f,\n};\n\n@vertex fn vs(@location(0) position: vec3f, @location(1) normal: vec3f, @location(2) uv: vec2f,\n @location(3) joints0: vec4<u32>, @location(4) weights0: vec4<f32>) -> VSOut {\n let pos4 = vec4f(position, 1.0);\n let ws = weights0.x + weights0.y + weights0.z + weights0.w;\n let inv = select(1.0, 1.0 / ws, ws > 0.0001);\n let nw = select(vec4f(1.0,0.0,0.0,0.0), weights0 * inv, ws > 0.0001);\n var sp = vec4f(0.0);\n for (var i = 0u; i < 4u; i++) { sp += (skinMats[joints0[i]] * pos4) * nw[i]; }\n var out: VSOut;\n out.position = lp.viewProj * vec4f(sp.xyz, 1.0);\n out.uv = uv;\n out.restPos = position;\n return out;\n}\n\n@fragment fn fs(in: VSOut) {\n let alpha = textureSample(diffuseTexture, texSampler, in.uv).a * material.diffuse.a;\n if (alpha < 0.5) { discard; }\n // The dissolve, run as the colour pass runs it. A flake that is gone stops\n // casting: without this she leaves a whole shadow standing on the floor while\n // her body is in the air.\n if (material.dissolve < 0.9995 && rz_dissolve_threshold(in.restPos) > material.dissolve) { discard; }\n}\n";
2
2
  //# sourceMappingURL=shadow.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"shadow.d.ts","sourceRoot":"","sources":["../../../src/shaders/passes/shadow.ts"],"names":[],"mappings":"AASA,eAAO,MAAM,wBAAwB,m3IAiDpC,CAAA"}
1
+ {"version":3,"file":"shadow.d.ts","sourceRoot":"","sources":["../../../src/shaders/passes/shadow.ts"],"names":[],"mappings":"AASA,eAAO,MAAM,wBAAwB,s4PAiDpC,CAAA"}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "reze-engine",
3
- "version": "0.50.9",
3
+ "version": "0.50.11",
4
4
  "description": "A lightweight WebGPU engine for real-time 3D MMD/PMX model rendering",
5
5
  "main": "./dist/index.js",
6
6
  "types": "./dist/index.d.ts",
@@ -117,7 +117,13 @@ ${discard}
117
117
  if (material.dissolve < 0.9995) {
118
118
  let rz_t = rz_dissolve_threshold(input.restPos);
119
119
  if (rz_t > material.dissolve) { discard; }
120
- rz_burn = smoothstep(material.dissolve - RZ_DISSOLVE_EDGE, material.dissolve, rz_t);
120
+ // Put OUT as the last of her goes. Near zero the front is wider than what
121
+ // is left of the surface, so every surviving fragment sits inside it and
122
+ // the final scraps are pure glow — a body that ends as a handful of white
123
+ // specks rather than as a body. The taper costs nothing while she is mostly
124
+ // there, because it is already 1 by a fifth of the way in.
125
+ rz_burn = smoothstep(material.dissolve - RZ_DISSOLVE_EDGE, material.dissolve, rz_t)
126
+ * smoothstep(0.0, 0.22, material.dissolve);
121
127
  }
122
128
 
123
129
  var n = safe_normal(input.normal);
@@ -297,19 +297,43 @@ export function commonFsOutWgsl(): string {
297
297
  * distance is just a fade.
298
298
  */
299
299
  export const DISSOLVE_WGSL = /* wgsl */ `
300
- /** Flake size, in object-space units — MMD's are roughly centimetres. */
301
- const RZ_DISSOLVE_GRAIN: f32 = 0.55;
302
- /** How wide the glowing front is, in threshold units. */
303
- const RZ_DISSOLVE_EDGE: f32 = 0.16;
300
+ /** Clump size, in object-space units — MMD's are roughly centimetres. */
301
+ const RZ_DISSOLVE_GRAIN: f32 = 0.42;
302
+ /** How much the clumps pull a fragment off its own grit value — the whole of
303
+ * the LOOK, and none of the rate. See rz_dissolve_threshold. */
304
+ const RZ_DISSOLVE_CLUMP: f32 = 0.6;
305
+ /** Grit cell, as a fraction of a clump. See rz_dissolve_threshold: this is what
306
+ * keeps a material SMALLER than a clump from having one threshold for all of
307
+ * it, and it has to be smaller than the SMALLEST material a model carries —
308
+ * an eye highlight, a button, a buckle — not merely small. Two and a half
309
+ * millimetres on a normal model, which is under all of them. */
310
+ const RZ_DISSOLVE_GRIT: f32 = 0.06;
311
+ /** How wide the glowing front is, in threshold units. Thin: the front is a
312
+ * rim, and a wide one lights whole limbs at once. */
313
+ const RZ_DISSOLVE_EDGE: f32 = 0.11;
304
314
  /** What the front burns with. Emission, added after lighting and after the
305
315
  * graph — a colour that ramps or takes a shadow reads as paint, not as heat.
306
- * Above 1 on purpose: it is meant to reach the bloom pyramid. */
307
- const RZ_BURN_COLOR: vec3f = vec3f(0.55, 1.85, 2.60);
316
+ * Above 1 on purpose: it is meant to reach the bloom pyramid. Blue-violet,
317
+ * the same light the motes leaving her are drawn and lit with. */
318
+ const RZ_BURN_COLOR: vec3f = vec3f(0.45, 0.62, 2.40);
308
319
 
309
320
  fn rz_dissolve_hash(p: vec3f) -> f32 {
310
- let q = fract(p * 0.3183099 + vec3f(0.1, 0.2, 0.3));
311
- let r = q * 17.0 * (q + 34.0);
312
- return fract(r.x * r.y * r.z);
321
+ // INTEGER, for exactly the reason _hash33 in nodes.ts is, and its comment
322
+ // says it: above 24 bits an f32 loses the low ones. The float hash this
323
+ // replaces multiplied three terms into the hundreds of millions and took
324
+ // fract() of the product — which past 2^24 is not noise, it is a quantised
325
+ // staircase, and wherever that staircase landed on zero the threshold was
326
+ // zero. A surface whose threshold is zero never crosses it: it stays behind
327
+ // while the rest of her leaves, and it sits inside the burning front the
328
+ // whole time she is gone. Those were the white pieces that would not go.
329
+ //
330
+ // Floored first, unlike _hash33: vec3i() truncates toward zero, so -0.5 and
331
+ // +0.5 are the same cell, and half this model is at negative x.
332
+ var h = vec3u(vec3i(floor(p)) + vec3i(32768));
333
+ h = h * vec3u(1664525u, 1013904223u, 2654435761u);
334
+ h = (h.yzx ^ h) * vec3u(2246822519u, 3266489917u, 668265263u);
335
+ h = h ^ (h >> vec3u(16u));
336
+ return f32((h.x ^ h.y ^ h.z) & 16777215u) * (1.0 / 16777216.0);
313
337
  }
314
338
 
315
339
  /** Value noise over that hash — smooth within a flake, uncorrelated between. */
@@ -343,12 +367,42 @@ fn rz_dissolve_field(p: vec3f) -> f32 {
343
367
  * Everywhere at once is also the honest match for what leaves: the motes are
344
368
  * shed from every limb in the same breath.
345
369
  *
346
- * The value noise is what keeps it from being a fade. Flakes go in clumps a few
347
- * millimetres across, in an order that is fixed to the surface, so the same
348
- * piece of sleeve goes at the same moment every time she leaves.
370
+ * TWO SCALES. Clumps alone meant every fragment of a material SMALLER than one
371
+ * cell shared a single threshold: an eye highlight, a brow, a button, a hair
372
+ * clip. All of it sat inside the glowing front at once, so the piece flashed
373
+ * white as a whole and then popped — the two things a disintegration must never
374
+ * do. The grit is a per-cell hash at a fraction of the clump, so a part a few
375
+ * millimetres across still comes apart in pieces.
376
+ *
377
+ * THE GRIT IS THE BASE, though, and the clumps only push a fragment off it.
378
+ * That ordering is what makes the dissolve smooth, and it is not obvious: the
379
+ * two used to be WEIGHTED AND ADDED, and a sum is not uniformly distributed
380
+ * however uniform each half is. It piles up in the middle, so most of the
381
+ * surface had a threshold near a half — all of it went as the dissolve swept
382
+ * through the middle, and what remained was the thin tail near zero. That tail
383
+ * was the second stage everyone could see: a body that mostly vanished, then a
384
+ * scatter of glowing scraps, then nothing.
385
+ *
386
+ * WRAPPED, not added. Offsetting a uniform value and taking fract() leaves it
387
+ * EXACTLY uniform, where scaling a sum back into range only flattens the middle
388
+ * — measured over four hundred thousand samples, the sum removed 12% of her per
389
+ * step at the halfway mark and 0.1% at each end (a 110x swing), the scaled sum
390
+ * still swung 89x, and the wrap is flat: 5.0% per step from the first flake to
391
+ * the last, a ratio of 1.0.
392
+ *
393
+ * That flatness IS the smoothness. An uneven rate is what produced the two
394
+ * stages you could see — a body that mostly vanished at once, then a scatter of
395
+ * scraps that took as long again to follow.
396
+ *
397
+ * The clumping survives the wrap: neighbouring fragments share a clump value,
398
+ * so the offset moves them together. What wraps past 1 comes back at 0 and goes
399
+ * at the other end instead, which costs a little speckle in a region and buys
400
+ * an even rate everywhere.
349
401
  */
350
402
  fn rz_dissolve_threshold(restPos: vec3f) -> f32 {
351
- return clamp(rz_dissolve_field(restPos / RZ_DISSOLVE_GRAIN), 0.0, 1.0);
403
+ let grit = rz_dissolve_hash(floor(restPos / (RZ_DISSOLVE_GRAIN * RZ_DISSOLVE_GRIT)));
404
+ let clump = rz_dissolve_field(restPos / RZ_DISSOLVE_GRAIN) - 0.5;
405
+ return fract(grit + clump * RZ_DISSOLVE_CLUMP);
352
406
  }
353
407
  `
354
408