reze-engine 0.54.7 → 0.54.8

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@@ -0,0 +1,280 @@
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+ import { EFFECT_SUBJECTS } from "../cast-layout"
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+
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+ // How far is this pixel from the cast? — the primitive behind every silhouette
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+ // look, computed once and read by anyone.
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+ //
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+ // AN EFFECT CANNOT ANSWER THIS ITSELF, and that is the whole reason this pass
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+ // exists. Distance to the nearest drawn pixel is not a function of the pixel;
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+ // it is a function of every pixel around it. A shader with one pass can only go
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+ // looking, and searching a disc costs O(radius^2) per pixel — measured on the
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+ // first sticker-outline effect, a 9 pixel border cost 64 id samples on every
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+ // background pixel and a 16 pixel one cost 96 to 128. The look everybody wants
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+ // next is a wide one, and that is the direction the cost runs away in.
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+ //
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+ // A JUMP FLOOD costs log2(resolution) passes and answers for ANY distance. It
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+ // is the same 37 million reads at 1080p whether the effect wants a 4 pixel
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+ // border or a 400 pixel aura, and it is shared: two effects reading it pay for
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+ // it once.
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+ //
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+ // NO CAP ON THE DISTANCE. A partial flood — stopping early to save a pass —
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+ // would silently limit how far an effect could reach, and the engine has no
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+ // business deciding that. The author writes the falloff and pays for the width
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+ // they asked for in their own arithmetic, not in ours.
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+ //
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+ // FULL RESOLUTION, after trying not to be.
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+ //
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+ // Half res was tried twice and rejected on sight both times, and the reason is
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+ // worth recording because the arithmetic looked fine. A half-res distance field
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+ // really does place the edge to within a pixel — measured against an exact
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+ // transform, 0.22 px mean and 0.68 px at the 99th percentile. What that average
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+ // hides is that the error is not noise: it VARIES along the silhouette, so the
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+ // border breathes in and out by a fraction of a pixel as the edge turns, and an
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+ // edge that wobbles reads as jagged no matter how smoothly it is feathered.
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+ // Seeding at the sub-texel centroid rather than the texel centre halved it
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+ // (0.83 to 0.28 px mean on a curve) and it was still visible.
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+ //
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+ // So the field is the size of the frame and the seeds are exact. What that costs
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+ // at 1080p is about 224 million texture reads a frame, against 47 million at
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+ // half — real, and the honest price of an edge that does not crawl. It is still
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+ // the same cost whatever width an effect asks for, which is the whole point: the
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+ // per-pixel search this replaced cost 64 reads a pixel for a 9 px border and
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+ // four times that for an 18 px one.
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+
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+ /** Whether any of this effect's source reads the field, and so whether the
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+ * engine should spend the passes building it. Nothing else turns it on. */
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+ export function castDistanceUsed(wgsl: string): boolean {
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+ return /\brzCastDistance\s*\(/.test(wgsl)
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+ }
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+
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+ /** Seed and ping-pong target: the nearest seed's texel coordinate, or (-1,-1).
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+ * 32-bit because these are coordinates — a half would quantise them at 2048
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+ * and put the seam of that error straight through a 4K frame. */
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+ export const CAST_SEED_FORMAT: GPUTextureFormat = "rg32float"
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+ /** The resolved distance, in FIELD texels. Sampled bilinearly, so it is filtered
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+ * rather than loaded, and r32float is not filterable everywhere — r16float is,
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+ * and half a texel of precision on a distance is nothing. */
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+ export const CAST_DIST_FORMAT: GPUTextureFormat = "r16float"
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+
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+ /** Per-pixel MSAA coverage of the cast, written beside the seeds and read by the
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+ * resolve to place the edge inside the seed pixel. */
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+ export const CAST_COVERAGE_FORMAT: GPUTextureFormat = "r8unorm"
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+
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+ /** The field is the size of the frame. See the note above for what half cost. */
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+ export const CAST_FIELD_DIV = 1
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+
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+ const FULLSCREEN_VS = /* wgsl */ `
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+ struct VSOut { @builtin(position) pos: vec4f };
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+
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+ @vertex
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+ fn vs(@builtin(vertex_index) i: u32) -> VSOut {
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+ // One oversized triangle rather than two: no seam down the diagonal, and the
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+ // rasteriser does not have to think about a shared edge.
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+ var p = array<vec2f, 3>(vec2f(-1.0, -3.0), vec2f(-1.0, 1.0), vec2f(3.0, 1.0));
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+ var o: VSOut;
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+ o.pos = vec4f(p[i], 0.0, 1.0);
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+ return o;
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+ }
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+ `
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+
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+ /**
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+ * Pass 1 — plant a seed on every pixel the CAST drew.
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+ *
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+ * The ground, a stage and a media plane all write ids exactly as she does, so
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+ * seeding "anything drawn" would grow a border around the floor: a rectangle
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+ * round the frame rather than a sticker. Only the subject ids seed.
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+ */
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+ export function buildCastSeedShader(samples: number): string {
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+ return (
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+ /* wgsl */ `
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+ const RZ_SUBJECTS: i32 = ${EFFECT_SUBJECTS};
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+
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+ const RZ_ID_SAMPLES: i32 = ${samples};
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+
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+ @group(0) @binding(0) var _rzIdTex: texture_multisampled_2d<u32>;
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+ @group(0) @binding(1) var<storage, read> _rzCast: array<vec4f>;
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+
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+ // The two cast accessors this pass needs, spelled out rather than pulled in.
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+ // CAST_API brings subjects, trails, anchors and their aliases with it, and a
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+ // seed pass wants none of that — it asks one question about one id.
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+ fn rzSubjectCount() -> i32 {
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+ var n = 0;
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+ for (var i = 0; i < RZ_SUBJECTS; i++) {
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+ if (_rzCast[i * 3 + 2].w > 0.0) { n = i + 1; }
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+ }
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+ return n;
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+ }
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+ fn rzSubjectId(i: i32) -> u32 {
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+ if (i < 0 || i >= rzSubjectCount()) { return 0u; }
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+ return u32(_rzCast[i * 3 + 1].w);
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+ }
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+
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+ ${FULLSCREEN_VS}
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+
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+ struct SeedOut {
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+ /** Where the nearest cast pixel is, for the flood to carry. */
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+ @location(0) seed: vec2f,
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+ /** How much of this pixel she covers, 0..1, for the resolve to place the edge
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+ * inside it. */
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+ @location(1) coverage: f32,
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+ }
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+
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+ @fragment
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+ fn fs(@builtin(position) pos: vec4f) -> SeedOut {
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+ // COVERAGE, NOT A YES OR NO — this is the whole reason the border used to sit
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+ // badly against her.
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+ //
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+ // The scene draws at 4x MSAA and the frame you see is resolved, so her edge is
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+ // smooth. The id attachment is deliberately NOT resolved (an averaged id
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+ // belongs to nothing), so reading sample 0 gives a hard, binary, aliased
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+ // silhouette — a different edge from the one she is drawn with. A border grown
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+ // off that can never sit flush against her: it traces the staircase while she
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+ // has none.
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+ //
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+ // Counting the samples recovers what MSAA already knew. Four samples give five
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+ // levels of coverage, the resolve turns that into a sub-pixel zero crossing,
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+ // and the border meets her where she actually ends.
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+ let dim = vec2<i32>(textureDimensions(_rzIdTex));
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+ let p = clamp(vec2<i32>(pos.xy), vec2<i32>(0), dim - vec2<i32>(1));
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+ let n = rzSubjectCount();
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+ var covered = 0.0;
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+ for (var sample = 0; sample < RZ_ID_SAMPLES; sample++) {
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+ let o = textureLoad(_rzIdTex, p, sample).y;
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+ if (o == 0u) { continue; }
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+ for (var i = 0; i < n; i++) {
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+ if (o == rzSubjectId(i)) { covered += 1.0; break; }
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+ }
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+ }
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+ var out: SeedOut;
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+ out.coverage = covered / f32(RZ_ID_SAMPLES);
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+ // Anything she touches at all seeds, including a pixel she barely clips: a
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+ // sliver is where the sub-pixel edge lives, and dropping it would put the
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+ // staircase straight back.
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+ // -1 is the empty marker, and every step below tests for it before believing
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+ // a candidate.
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+ out.seed = select(vec2f(-1.0, -1.0), pos.xy, covered > 0.0);
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+ return out;
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+ }
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+ `
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+ )
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+ }
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+
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+ /**
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+ * Pass 2 — one jump-flood step, run once per halving of the stride.
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+ *
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+ * Each texel asks its eight neighbours at the current stride what seed THEY
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+ * know about, and keeps whichever is nearest to itself. Starting at half the
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+ * field's width and halving to one, a seed reaches every texel that is nearer
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+ * to it than to any other — which is the definition of the field.
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+ */
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+ export function buildCastStepShader(): string {
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+ return /* wgsl */ `
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+ @group(0) @binding(0) var _rzPrev: texture_2d<f32>;
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+ @group(0) @binding(1) var<uniform> _rzStep: vec4f; // (stride, _, _, _)
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+
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+ ${FULLSCREEN_VS}
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+
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+ @fragment
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+ fn fs(@builtin(position) pos: vec4f) -> @location(0) vec2f {
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+ let me = pos.xy;
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+ let dim = vec2<i32>(textureDimensions(_rzPrev));
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+ let stride = i32(_rzStep.x);
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+ var best = textureLoad(_rzPrev, vec2<i32>(me), 0).xy;
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+ // Squared throughout: the comparison is the only thing that matters and a
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+ // square root per candidate is nine of them per texel per pass.
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+ var bestD = select(1.0e30, dot(best - me, best - me), best.x >= 0.0);
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+ for (var dy = -1; dy <= 1; dy++) {
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+ for (var dx = -1; dx <= 1; dx++) {
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+ let p = clamp(vec2<i32>(me) + vec2<i32>(dx, dy) * stride, vec2<i32>(0), dim - vec2<i32>(1));
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+ let c = textureLoad(_rzPrev, p, 0).xy;
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+ if (c.x < 0.0) { continue; }
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+ let d = dot(c - me, c - me);
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+ if (d < bestD) { bestD = d; best = c; }
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+ }
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+ }
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+ return best;
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+ }
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+ `
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+ }
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+
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+ /**
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+ * Pass 3 — turn the seed coordinates into a distance.
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+ *
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+ * Its own pass because the READ is bilinear. Interpolating coordinates across
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+ * the boundary between two seeds averages two unrelated points and lands the
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+ * result on neither; interpolating the DISTANCE is the smooth, honest thing,
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+ * and it is what makes a half-res field cut a full-res edge.
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+ */
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+ export function buildCastResolveShader(): string {
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+ return /* wgsl */ `
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+ @group(0) @binding(0) var _rzSeed: texture_2d<f32>;
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+ @group(0) @binding(1) var _rzCoverage: texture_2d<f32>;
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+
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+ ${FULLSCREEN_VS}
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+
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+ @fragment
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+ fn fs(@builtin(position) pos: vec4f) -> @location(0) f32 {
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+ let s = textureLoad(_rzSeed, vec2<i32>(pos.xy), 0).xy;
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+ // No cast on screen at all: everything is unreachably far from her, which is
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+ // the answer that makes an effect draw nothing rather than everything.
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+ if (s.x < 0.0) { return 1.0e30; }
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+ let c = textureLoad(_rzCoverage, vec2<i32>(s), 0).x;
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+ // SIGNED, WITH THE ZERO CROSSING INSIDE THE SEED PIXEL.
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+ //
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+ // A fully covered seed means her true edge runs about half a pixel outside its
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+ // centre, so the distance to the EDGE is half a pixel less than the distance to
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+ // the centre. A half-covered seed has the edge through its centre and wants no
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+ // correction. A barely covered one has the edge nearly a half-pixel further in.
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+ // All three are (c - 0.5).
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+ //
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+ // It also makes the field NEGATIVE inside her, and that is what lets an effect
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+ // fade where it meets her rather than stopping dead on a texel boundary — the
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+ // difference between a border that is attached and one that is merely nearby.
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+ return length(s - pos.xy) - (c - 0.5);
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+ }
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+ `
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+ }
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+
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+ /**
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+ * `rzCastDistance(uv)`, for the effects that read it.
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+ *
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+ * ALWAYS COMPILED IN, even when the pass is not running — it then samples a 1x1
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+ * holding a very large number, so an effect keyed on it draws nothing instead of
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+ * failing to compile. Same rule the grid's accessor follows, and the id
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+ * accessors before it: an author should never have to guard a name.
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+ */
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+ export function castDistanceApi(group: number, tex: number, samp: number, scale: number): string {
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+ return /* wgsl */ `
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+ @group(${group}) @binding(${tex}) var _rzCastDistTex: texture_2d<f32>;
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+ @group(${group}) @binding(${samp}) var _rzCastDistSamp: sampler;
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+
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+ /**
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+ * Distance from this point to the nearest pixel the CAST drew, in SCREEN pixels.
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+ *
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+ * ZERO ON HER, positive outside, and the crossing is sub-pixel — it comes from
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+ * MSAA coverage, so it lands on the same edge she is drawn with rather than on
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+ * the staircase a single sample sees. Fade an effect across zero and it attaches
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+ * to her cleanly.
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+ *
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+ * IT IS NOT AN INTERIOR DEPTH. Every pixel she covers is a seed, so the nearest
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+ * seed to a pixel deep inside her is itself: the answer there is 0, not "far
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+ * in". What the coverage buys is half a pixel of sub-pixel placement at the
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+ * boundary, which is exactly enough to anti-alias against her and no more — so
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+ * the value inside her runs to -0.5 and no further. An effect that wants to
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+ * reach INTO her wants a second flood seeded on the background, which this pass
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+ * does not build. Guard on d >= 0 and fade across it.
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+ *
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+ * There is no ceiling. A pixel on the far side of the frame gets the real
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+ * number. The ground, a stage and a media plane are not the cast and do not
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+ * seed it.
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+ *
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+ * Screen pixels whatever the field's own resolution is, so an author writes the
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+ * width they mean and never has to know how this is built. uv is the effect's
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+ * own convention, origin bottom-left; the flip to texture rows happens here.
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+ */
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+ fn rzCastDistance(uv: vec2f) -> f32 {
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+ let flipped = vec2f(clamp(uv.x, 0.0, 1.0), 1.0 - clamp(uv.y, 0.0, 1.0));
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+ let d = textureSampleLevel(_rzCastDistTex, _rzCastDistSamp, flipped, 0.0).x;
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+ return d * ${scale > 0 ? scale : 1}.0;
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+ }
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+ `
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+ }
@@ -5,6 +5,7 @@ import { clockApi, EFFECT_MATH_API, PARTICLE_STRUCT_WGSL, trailSlotsApi, viewpor
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  import { EFFECT_ANCHORS, EFFECT_SUBJECTS, EFFECT_TRAIL_BASE, EFFECT_TRAIL_SAMPLES } from "../cast-layout"
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  import { audioApi } from "../audio-api"
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  import { idApi } from "../id-api"
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+ import { castDistanceApi, CAST_FIELD_DIV } from "./cast-distance"
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  import { lyricsApi, lyricsTextApi } from "../lyrics-api"
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  import { midiApi } from "../midi-api"
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  import { gridReadApi } from "./grid"
@@ -669,6 +670,10 @@ export function buildFieldShader(effect: CompositeEffectSource): string {
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  viewportApi("viewU[6].w") +
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  trailSlotsApi(effect.trailCount) +
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  idApi(effect.ids === true, 0, 23) +
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+ // Distance to the cast, in SCREEN pixels: the field is half-res, so a field
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+ // texel is CAST_FIELD_DIV of them and the accessor scales on the way out.
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+ // An author writes the width they mean and never learns how it is built.
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+ castDistanceApi(0, 26, 18, CAST_FIELD_DIV) +
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  "\n// ── user effect (setEffect) ──\n" +
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  effect.paramsDecl +
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  "\n" +