reze-engine 0.55.15 → 0.56.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/camera.d.ts +12 -0
- package/dist/camera.d.ts.map +1 -1
- package/dist/camera.js +20 -3
- package/dist/engine.d.ts +210 -5
- package/dist/engine.d.ts.map +1 -1
- package/dist/engine.js +1013 -104
- package/dist/model.d.ts +12 -2
- package/dist/model.d.ts.map +1 -1
- package/dist/model.js +47 -4
- package/dist/overlay.d.ts +0 -5
- package/dist/overlay.d.ts.map +1 -1
- package/dist/overlay.js +0 -5
- package/dist/reflection.d.ts +17 -4
- package/dist/reflection.d.ts.map +1 -1
- package/dist/reflection.js +93 -38
- package/dist/shaders/cast-api.d.ts +1 -1
- package/dist/shaders/cast-api.d.ts.map +1 -1
- package/dist/shaders/cast-api.js +7 -6
- package/dist/shaders/directives.d.ts +15 -0
- package/dist/shaders/directives.d.ts.map +1 -1
- package/dist/shaders/directives.js +5 -0
- package/dist/shaders/passes/composite.d.ts +1 -1
- package/dist/shaders/passes/composite.d.ts.map +1 -1
- package/dist/shaders/passes/ground.d.ts.map +1 -1
- package/dist/shaders/passes/ground.js +42 -6
- package/dist/shaders/passes/mirror.d.ts +32 -0
- package/dist/shaders/passes/mirror.d.ts.map +1 -0
- package/dist/shaders/passes/mirror.js +284 -0
- package/dist/shaders/passes/scene-contract.d.ts +6 -0
- package/dist/shaders/passes/scene-contract.d.ts.map +1 -1
- package/dist/shaders/passes/scene-contract.js +8 -0
- package/package.json +1 -1
- package/src/camera.ts +21 -4
- package/src/engine.ts +1081 -108
- package/src/model.ts +46 -4
- package/src/overlay.ts +0 -5
- package/src/reflection.ts +103 -37
- package/src/shaders/cast-api.ts +7 -6
- package/src/shaders/directives.ts +20 -0
- package/src/shaders/passes/ground.ts +42 -6
- package/src/shaders/passes/mirror.ts +289 -0
- package/src/shaders/passes/scene-contract.ts +14 -0
package/dist/model.d.ts
CHANGED
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@@ -400,8 +400,18 @@ export declare class Model {
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400
400
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*/
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401
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setEyeTracking(options: EyeTrackingOptions | null): void;
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402
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hasEyeTracking(): boolean;
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403
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-
/**
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404
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-
*
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403
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+
/**
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404
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* Where she looks: a unit direction in model space, or null for a model
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405
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* without eye bones. See RzSubject.gaze.
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406
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*
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407
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* Exact while the eyes are on something (setEyeTracking). Otherwise the
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408
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* motion's own eye turn UNDONE THROUGH THE RANGE MAP: an eye bone turns a
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409
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* fraction of the way toward what it looks at — on an anime face a few
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410
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* degrees of bone read as a long look, which is why the map exists — and
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411
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* this gives back the whole of it, so a beam or a light can go where the
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412
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* eye visibly looks rather than down the bone's axis. The inverse of the
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413
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* map the eyes would be under, both eyes averaged.
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414
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*/
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getGaze(): Vec3 | null;
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/** Where the eyes look, in MODEL space. Set each frame before update();
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407
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* null leaves them to the motion until a target is set again. */
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package/dist/model.d.ts.map
CHANGED
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@@ -1 +1 @@
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1
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-
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1
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,CAAC,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,aAAa,GAAG,IAAI;IAIjD,aAAa,IAAI,IAAI;IAWrB,cAAc,IAAI,IAAI;IAStB,OAAO,CAAC,IAAI,EAAE,MAAM,GAAG,aAAa,GAAG,IAAI;IAI3C;;;;;;;;;;;8EAW0E;IAC1E,iBAAiB,CAAC,IAAI,EAAE,MAAM,EAAE,IAAI,CAAC,EAAE;QAAE,CAAC,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,CAAC,EAAE,MAAM,CAAA;KAAE,GAAG,iBAAiB,GAAG,IAAI;IAgC5F,mEAAmE;IACnE,OAAO,CAAC,MAAM,CAAC,WAAW;IAU1B;;;;;;;;;OASG;IACH,SAAS,CAAC,IAAI,EAAE,MAAM,EAAE,OAAO,CAAC,EAAE;QAAE,MAAM,CAAC,EAAE,iBAAiB,CAAA;KAAE,GAAG,WAAW;IAM9E,IAAI,IAAI,IAAI;IACZ,IAAI,CAAC,IAAI,EAAE,MAAM,GAAG,OAAO;IAC3B,IAAI,CAAC,IAAI,EAAE,MAAM,EAAE,OAAO,CAAC,EAAE,oBAAoB,GAAG,OAAO;IAgB3D,IAAI,CAAC,IAAI,EAAE,MAAM,GAAG,IAAI;IASxB;;;;2DAIuD;IACvD,YAAY,CAAC,OAAO,EAAE,UAAU,EAAE,GAAG,IAAI;IAMzC,cAAc,IAAI,IAAI;IAItB;;;iFAG6E;IAC7E,WAAW,CAAC,IAAI,EAAE,MAAM,EAAE,OAAO,CAAC,EAAE;QAAE,MAAM,CAAC,EAAE,MAAM,CAAC;QAAC,OAAO,CAAC,EAAE,MAAM,CAAC;QAAC,KAAK,CAAC,EAAE,MAAM,IAAI,CAAA;KAAE,GAAG,OAAO;IAWvG,+EAA+E;IAC/E,aAAa,CAAC,OAAO,SAAM,GAAG,IAAI;IAUlC,4CAA4C;IAC5C,UAAU,IAAI,MAAM,GAAG,IAAI;IAI3B;;;;mDAI+C;IAC/C,YAAY,CAAC,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,EAAE,QAAQ,EAAE,CAAC,CAAC,EAAE,aAAa,KAAK,IAAI,EAAE,OAAO,CAAC,EAAE;QAAE,SAAS,CAAC,EAAE,MAAM,CAAA;KAAE,GAAG,MAAM,IAAI;IAc5H,OAAO,CAAC,cAAc;IAYtB;yEACqE;IACrE,OAAO,CAAC,gBAAgB;IAWxB;;;mFAG+E;IAC/E,WAAW,CAAC,IAAI,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,EAAE,OAAO,CAAC,EAAE;QAAE,IAAI,CAAC,EAAE,OAAO,CAAA;KAAE,GAAG,OAAO;IAoBjF,KAAK,IAAI,IAAI;IAIb,IAAI,IAAI,IAAI;IAOZ;;uEAEmE;IACnE,cAAc,IAAI,IAAI;IAQtB,IAAI,CAAC,OAAO,EAAE,MAAM,GAAG,IAAI;IAM3B,oBAAoB,IAAI,iBAAiB;IAazC,OAAO,CAAC,MAAM,CAAC,UAAU;IAWzB,OAAO,CAAC,iBAAiB;IAczB;;;;;;OAMG;IACH,OAAO,CAAC,UAAU,CAAoB;IAEtC;8EAC0E;IAC1E,OAAO,CAAC,eAAe;IAevB;;;;8BAI0B;IAC1B,OAAO,CAAC,mBAAmB;IA2C3B,8FAA8F;IAC9F,OAAO,CAAC,gBAAgB;IAkBxB;;;;;;;;;;;;;;;;;OAiBG;IACH,OAAO,CAAC,cAAc;IAetB,OAAO,CAAC,iBAAiB;IAiCzB;;;;yEAIqE;IACrE,OAAO,CAAC,gBAAgB;IAuIxB;sFACkF;IAClF,OAAO,CAAC,YAAY;IAmDpB;;2EAEuE;IACvE,OAAO,CAAC,cAAc;IA0CtB;;;;;;;;;OASG;IACH,MAAM,IAAI,OAAO;IAiBjB,qDAAqD;IACrD,OAAO,CAAC,eAAe;IAQvB,MAAM,CAAC,SAAS,EAAE,MAAM,EAAE,SAAS,UAAO,GAAG,OAAO;IAwGpD,OAAO,CAAC,aAAa;IAyCrB,OAAO,CAAC,aAAa,CAAyB;IAI9C,OAAO,CAAC,4BAA4B;IA4HpC;;;;;;;;;;;;;;;;;OAiBG;IACH,qBAAqB,CAAC,WAAW,EAAE,MAAM,EAAE,GAAG,IAAI;IAkDlD;kFAC8E;IAC9E,oBAAoB,IAAI,MAAM,EAAE;IAIhC;;;;;;;;;;;;;;;OAeG;IACH,kBAAkB,IAAI,IAAI;IA4C1B,oBAAoB,CAAC,MAAM,CAAC,EAAE,UAAU,GAAG,IAAI;CA0GhD"}
|
package/dist/model.js
CHANGED
|
@@ -810,12 +810,55 @@ export class Model {
|
|
|
810
810
|
hasEyeTracking() {
|
|
811
811
|
return this.eyeTracking !== null;
|
|
812
812
|
}
|
|
813
|
-
/**
|
|
814
|
-
*
|
|
813
|
+
/**
|
|
814
|
+
* Where she looks: a unit direction in model space, or null for a model
|
|
815
|
+
* without eye bones. See RzSubject.gaze.
|
|
816
|
+
*
|
|
817
|
+
* Exact while the eyes are on something (setEyeTracking). Otherwise the
|
|
818
|
+
* motion's own eye turn UNDONE THROUGH THE RANGE MAP: an eye bone turns a
|
|
819
|
+
* fraction of the way toward what it looks at — on an anime face a few
|
|
820
|
+
* degrees of bone read as a long look, which is why the map exists — and
|
|
821
|
+
* this gives back the whole of it, so a beam or a light can go where the
|
|
822
|
+
* eye visibly looks rather than down the bone's axis. The inverse of the
|
|
823
|
+
* map the eyes would be under, both eyes averaged.
|
|
824
|
+
*/
|
|
815
825
|
getGaze() {
|
|
816
|
-
if (this.eyeTracking
|
|
826
|
+
if (this.eyeTracking !== null && this.gazeDirSet)
|
|
827
|
+
return new Vec3(this.gazeDir.x, this.gazeDir.y, this.gazeDir.z);
|
|
828
|
+
const ni = this.runtimeSkeleton.nameIndex;
|
|
829
|
+
const head = ni["頭"];
|
|
830
|
+
const left = ni["左目"];
|
|
831
|
+
const right = ni["右目"];
|
|
832
|
+
if (head === undefined || left === undefined || right === undefined)
|
|
817
833
|
return null;
|
|
818
|
-
|
|
834
|
+
const worldMats = this.runtimeSkeleton.worldMatrices;
|
|
835
|
+
const hm = worldMats[head].values;
|
|
836
|
+
const hx = _eyeHx.setXYZ(hm[0], hm[1], hm[2]).normalizeInPlace();
|
|
837
|
+
const hy = _eyeHy.setXYZ(hm[4], hm[5], hm[6]).normalizeInPlace();
|
|
838
|
+
const hz = _eyeHz.setXYZ(hm[8], hm[9], hm[10]).normalizeInPlace();
|
|
839
|
+
const range = this.eyeTracking?.range ?? 20;
|
|
840
|
+
const deg = 180 / Math.PI;
|
|
841
|
+
let yaw = 0;
|
|
842
|
+
let pitch = 0;
|
|
843
|
+
for (let e = 0; e < 2; e++) {
|
|
844
|
+
const em = worldMats[e === 0 ? left : right].values;
|
|
845
|
+
// The eye looks down its local -Z: the third column, negated.
|
|
846
|
+
const ax = _eyeDir.setXYZ(-em[8], -em[9], -em[10]).normalizeInPlace();
|
|
847
|
+
const lx = ax.x * hx.x + ax.y * hx.y + ax.z * hx.z;
|
|
848
|
+
const ly = ax.x * hy.x + ax.y * hy.y + ax.z * hy.z;
|
|
849
|
+
const lz = -(ax.x * hz.x + ax.y * hz.y + ax.z * hz.z);
|
|
850
|
+
const y = Math.atan2(lx, lz) * deg;
|
|
851
|
+
const p = Math.asin(Math.max(-1, Math.min(1, ly))) * deg;
|
|
852
|
+
// rangeMap ran 75° onto `range` and 45° onto its fractions; this runs back.
|
|
853
|
+
yaw += Math.max(-75, Math.min(75, (y * 75) / range)) * 0.5;
|
|
854
|
+
pitch += (p > 0 ? Math.min(45, (p * 45) / (0.22 * range)) : Math.max(-45, (p * 45) / (0.3 * range))) * 0.5;
|
|
855
|
+
}
|
|
856
|
+
const ry = yaw / deg;
|
|
857
|
+
const rp = pitch / deg;
|
|
858
|
+
const x = Math.sin(ry) * Math.cos(rp);
|
|
859
|
+
const y = Math.sin(rp);
|
|
860
|
+
const z = -Math.cos(ry) * Math.cos(rp);
|
|
861
|
+
return new Vec3(hx.x * x + hy.x * y + hz.x * z, hx.y * x + hy.y * y + hz.y * z, hx.z * x + hy.z * y + hz.z * z).normalizeInPlace();
|
|
819
862
|
}
|
|
820
863
|
/** Where the eyes look, in MODEL space. Set each frame before update();
|
|
821
864
|
* null leaves them to the motion until a target is set again. */
|
package/dist/overlay.d.ts
CHANGED
|
@@ -120,11 +120,6 @@ export declare const OVERLAY_STYLE: {
|
|
|
120
120
|
readonly jointSize: 0.006;
|
|
121
121
|
/** Stroke for the material borders drawn over the mesh wireframe. */
|
|
122
122
|
readonly seamStrokePx: 3;
|
|
123
|
-
/** Stroke for the material under the pointer — the same self-occluding reveal
|
|
124
|
-
* a pick draws, layered over the section-wide view rather than replacing it,
|
|
125
|
-
* and heavier than either a pick's own edges or a seam so it still pops out
|
|
126
|
-
* of a view that already has two other things drawn in it. */
|
|
127
|
-
readonly hoverStrokePx: 4;
|
|
128
123
|
/** How strongly the triangulation draws under those borders.
|
|
129
124
|
*
|
|
130
125
|
* Both at full strength is one undifferentiated field of yellow — forty
|
package/dist/overlay.d.ts.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"overlay.d.ts","sourceRoot":"","sources":["../src/overlay.ts"],"names":[],"mappings":"AAeA,OAAO,KAAK,EAAE,KAAK,EAAE,MAAM,SAAS,CAAA;AACpC,OAAO,KAAK,EAAE,WAAW,EAAE,MAAM,WAAW,CAAA;AAE5C,MAAM,MAAM,IAAI,GAAG,SAAS,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAA;AAC5D,MAAM,MAAM,SAAS,GAAG,SAAS,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAA;AAEzD,kFAAkF;AAClF,MAAM,MAAM,YAAY,GACpB,MAAM,GACN,YAAY,GACZ,MAAM,GACN,QAAQ,GACR,KAAK,GACL,MAAM,GACN,QAAQ,GACR,KAAK,GACL,SAAS,GACT,aAAa,GACb,UAAU,GACV,cAAc,CAAA;AAElB,eAAO,MAAM,cAAc,EAAE,SAAS,YAAY,EAajD,CAAA;AAED;;;;GAIG;AACH,MAAM,WAAW,gBAAgB;IAC/B,KAAK,EAAE,YAAY,CAAA;IACnB,4CAA4C;IAC5C,QAAQ,EAAE,SAAS,CAAA;IACnB,yDAAyD;IACzD,QAAQ,CAAC,EAAE,SAAS,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAA;IACpD,qFAAqF;IACrF,KAAK,CAAC,EAAE,SAAS,CAAA;IACjB;kCAC8B;IAC9B,MAAM,CAAC,EAAE,MAAM,CAAA;IACf,6BAA6B;IAC7B,KAAK,EAAE,IAAI,CAAA;IACX;yFACqF;IACrF,SAAS,CAAC,EAAE,MAAM,CAAA;CACnB;AAED;;kEAEkE;AAClE,eAAO,MAAM,oBAAoB,EAAE,WAAW,CAAC,YAAY,CAIzD,CAAA;AAEF,yDAAyD;AACzD,eAAO,MAAM,uBAAuB,KAAK,CAAA;AACzC,8EAA8E;AAC9E,eAAO,MAAM,qBAAqB,KAAK,CAAA;AAevC,MAAM,WAAW,eAAe;IAC9B,QAAQ,EAAE,YAAY,CAAC,WAAW,CAAC,CAAA;IACnC,8DAA8D;IAC9D,MAAM,EAAE,MAAM,CAAC,YAAY,EAAE;QAAE,KAAK,EAAE,MAAM,CAAC;QAAC,KAAK,EAAE,MAAM,CAAA;KAAE,CAAC,CAAA;CAC/D;AAED,+EAA+E;AAC/E,wBAAgB,kBAAkB,IAAI,eAAe,CAyPpD;AAED,8EAA8E;AAC9E,wBAAgB,oBAAoB,CAAC,CAAC,EAAE,gBAAgB,EAAE,GAAG,EAAE,YAAY,EAAE,MAAM,EAAE,MAAM,GAAG,IAAI,CAmBjG;AAKD;;;;;;GAMG;AACH,wBAAgB,mBAAmB,CAAC,KAAK,EAAE,KAAK,EAAE,GAAG,CAAC,EAAE,YAAY,GAAG,YAAY,CAoBlF;AAyBD;;;;;;wEAMwE;AACxE,MAAM,MAAM,SAAS,GAAG,OAAO,GAAG,IAAI,GAAG,SAAS,GAAG,UAAU,CAAA;AAE/D;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2BG;AACH;;;;;;GAMG;AACH,eAAO,MAAM,aAAa;IACxB,8EAA8E;;IAE9E;uEACmE;;IAEnE,2EAA2E;;IAG3E;0EACsE;;IAEtE,gFAAgF;;IAEhF,mEAAmE;;;IAGnE,yEAAyE;;IAEzE,sEAAsE;;IAGtE,qEAAqE;;IAErE
|
|
1
|
+
{"version":3,"file":"overlay.d.ts","sourceRoot":"","sources":["../src/overlay.ts"],"names":[],"mappings":"AAeA,OAAO,KAAK,EAAE,KAAK,EAAE,MAAM,SAAS,CAAA;AACpC,OAAO,KAAK,EAAE,WAAW,EAAE,MAAM,WAAW,CAAA;AAE5C,MAAM,MAAM,IAAI,GAAG,SAAS,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAA;AAC5D,MAAM,MAAM,SAAS,GAAG,SAAS,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAA;AAEzD,kFAAkF;AAClF,MAAM,MAAM,YAAY,GACpB,MAAM,GACN,YAAY,GACZ,MAAM,GACN,QAAQ,GACR,KAAK,GACL,MAAM,GACN,QAAQ,GACR,KAAK,GACL,SAAS,GACT,aAAa,GACb,UAAU,GACV,cAAc,CAAA;AAElB,eAAO,MAAM,cAAc,EAAE,SAAS,YAAY,EAajD,CAAA;AAED;;;;GAIG;AACH,MAAM,WAAW,gBAAgB;IAC/B,KAAK,EAAE,YAAY,CAAA;IACnB,4CAA4C;IAC5C,QAAQ,EAAE,SAAS,CAAA;IACnB,yDAAyD;IACzD,QAAQ,CAAC,EAAE,SAAS,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAA;IACpD,qFAAqF;IACrF,KAAK,CAAC,EAAE,SAAS,CAAA;IACjB;kCAC8B;IAC9B,MAAM,CAAC,EAAE,MAAM,CAAA;IACf,6BAA6B;IAC7B,KAAK,EAAE,IAAI,CAAA;IACX;yFACqF;IACrF,SAAS,CAAC,EAAE,MAAM,CAAA;CACnB;AAED;;kEAEkE;AAClE,eAAO,MAAM,oBAAoB,EAAE,WAAW,CAAC,YAAY,CAIzD,CAAA;AAEF,yDAAyD;AACzD,eAAO,MAAM,uBAAuB,KAAK,CAAA;AACzC,8EAA8E;AAC9E,eAAO,MAAM,qBAAqB,KAAK,CAAA;AAevC,MAAM,WAAW,eAAe;IAC9B,QAAQ,EAAE,YAAY,CAAC,WAAW,CAAC,CAAA;IACnC,8DAA8D;IAC9D,MAAM,EAAE,MAAM,CAAC,YAAY,EAAE;QAAE,KAAK,EAAE,MAAM,CAAC;QAAC,KAAK,EAAE,MAAM,CAAA;KAAE,CAAC,CAAA;CAC/D;AAED,+EAA+E;AAC/E,wBAAgB,kBAAkB,IAAI,eAAe,CAyPpD;AAED,8EAA8E;AAC9E,wBAAgB,oBAAoB,CAAC,CAAC,EAAE,gBAAgB,EAAE,GAAG,EAAE,YAAY,EAAE,MAAM,EAAE,MAAM,GAAG,IAAI,CAmBjG;AAKD;;;;;;GAMG;AACH,wBAAgB,mBAAmB,CAAC,KAAK,EAAE,KAAK,EAAE,GAAG,CAAC,EAAE,YAAY,GAAG,YAAY,CAoBlF;AAyBD;;;;;;wEAMwE;AACxE,MAAM,MAAM,SAAS,GAAG,OAAO,GAAG,IAAI,GAAG,SAAS,GAAG,UAAU,CAAA;AAE/D;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2BG;AACH;;;;;;GAMG;AACH,eAAO,MAAM,aAAa;IACxB,8EAA8E;;IAE9E;uEACmE;;IAEnE,2EAA2E;;IAG3E;0EACsE;;IAEtE,gFAAgF;;IAEhF,mEAAmE;;;IAGnE,yEAAyE;;IAEzE,sEAAsE;;IAGtE,qEAAqE;;IAErE;;;;;iEAK6D;;CAErD,CAAA;AAEV,eAAO,MAAM,oBAAoB,EAAE,MAAM,CAAC,SAAS,EAAE,IAAI,CAmBxD,CAAA;AAED,MAAM,WAAW,kBAAkB;IACjC,uDAAuD;IACvD,QAAQ,CAAC,EAAE,MAAM,GAAG,IAAI,CAAA;IACxB,gDAAgD;IAChD,OAAO,CAAC,EAAE,SAAS,MAAM,EAAE,CAAA;CAC5B;AAED;;;;;;;;GAQG;AACH,wBAAgB,WAAW,CAAC,KAAK,EAAE,KAAK,EAAE,OAAO,GAAE,kBAAuB,GAAG,gBAAgB,EAAE,CAmJ9F;AAKD,MAAM,MAAM,cAAc,GAAG,QAAQ,GAAG,SAAS,GAAG,UAAU,CAAA;AAE9D;;4BAE4B;AAC5B,eAAO,MAAM,yBAAyB,EAAE,MAAM,CAAC,cAAc,EAAE,IAAI,CAIlE,CAAA;AAED,mFAAmF;AACnF,eAAO,MAAM,qBAAqB;WACG,IAAI;UACH,IAAI;cACF,IAAI;CAC3C,CAAA;AAED;yDACyD;AAKzD,eAAO,MAAM,oBAAoB,EAAE,IAA4B,CAAA;AAE/D,MAAM,WAAW,uBAAuB;IACtC,uDAAuD;IACvD,QAAQ,CAAC,EAAE,MAAM,GAAG,IAAI,CAAA;IACxB,gDAAgD;IAChD,OAAO,CAAC,EAAE,SAAS,MAAM,EAAE,CAAA;CAC5B;AAED;;;;;;GAMG;AACH,wBAAgB,gBAAgB,CAC9B,KAAK,EAAE,KAAK,EACZ,OAAO,EAAE,WAAW,GAAG,IAAI,EAC3B,OAAO,GAAE,uBAA4B,GACpC,gBAAgB,EAAE,CAyDpB;AAKD,MAAM,WAAW,mBAAmB;IAClC,wDAAwD;IACxD,QAAQ,CAAC,EAAE,MAAM,GAAG,IAAI,CAAA;IACxB,4EAA4E;IAC5E,KAAK,CAAC,EAAE,OAAO,CAAA;IACf,iDAAiD;IACjD,OAAO,CAAC,EAAE,SAAS,MAAM,EAAE,CAAA;CAC5B;AAED;;;;;;;GAOG;AACH,wBAAgB,YAAY,CAC1B,KAAK,EAAE,KAAK,EACZ,OAAO,EAAE,WAAW,GAAG,IAAI,EAC3B,OAAO,GAAE,mBAAwB,GAChC,gBAAgB,EAAE,CA0EpB;AAED,8EAA8E;AAC9E,wBAAgB,WAAW,CAAC,CAAC,EAAE,SAAS,EAAE,CAAC,EAAE,SAAS,EAAE,KAAK,EAAE,IAAI,EAAE,MAAM,UAAQ,GAAG,gBAAgB,GAAG,IAAI,CAe5G"}
|
package/dist/overlay.js
CHANGED
|
@@ -405,11 +405,6 @@ export const OVERLAY_STYLE = {
|
|
|
405
405
|
jointSize: 0.006,
|
|
406
406
|
/** Stroke for the material borders drawn over the mesh wireframe. */
|
|
407
407
|
seamStrokePx: 3,
|
|
408
|
-
/** Stroke for the material under the pointer — the same self-occluding reveal
|
|
409
|
-
* a pick draws, layered over the section-wide view rather than replacing it,
|
|
410
|
-
* and heavier than either a pick's own edges or a seam so it still pops out
|
|
411
|
-
* of a view that already has two other things drawn in it. */
|
|
412
|
-
hoverStrokePx: 4,
|
|
413
408
|
/** How strongly the triangulation draws under those borders.
|
|
414
409
|
*
|
|
415
410
|
* Both at full strength is one undifferentiated field of yellow — forty
|
package/dist/reflection.d.ts
CHANGED
|
@@ -7,11 +7,24 @@
|
|
|
7
7
|
*/
|
|
8
8
|
export declare const REFLECTION_DEBUG_WGSL = "\n@group(0) @binding(0) var t: texture_2d<f32>;\n@group(0) @binding(1) var s: sampler;\n\nstruct VSOut { @builtin(position) pos: vec4f, @location(0) uv: vec2f, };\n\n@vertex fn vs(@builtin(vertex_index) i: u32) -> VSOut {\n var out: VSOut;\n let x = f32(i32(i / 2u) * 4 - 1);\n let y = f32(i32(i % 2u) * 4 - 1);\n out.pos = vec4f(x, y, 0.0, 1.0);\n out.uv = vec2f(x * 0.5 + 0.5, 0.5 - y * 0.5);\n return out;\n}\n\n@fragment fn fs(in: VSOut) -> @location(0) vec4f {\n let c = textureSample(t, s, in.uv).rgb;\n return vec4f(sqrt(c / (vec3f(1.0) + c)), 1.0);\n}\n";
|
|
9
9
|
/**
|
|
10
|
-
*
|
|
10
|
+
* A plane as the mirror wants it: 4 numbers, (nx, ny, nz, d), surface at
|
|
11
|
+
* n·p + d = 0.
|
|
11
12
|
*
|
|
12
|
-
*
|
|
13
|
+
* Written into a caller-owned array rather than returned, because the engine
|
|
14
|
+
* holds one per mirror and rebuilds it whenever the mirror moves — which is
|
|
15
|
+
* every frame a gizmo is being dragged.
|
|
16
|
+
*
|
|
17
|
+
* `n` is normalized here rather than trusted: it arrives from a rotated quad's
|
|
18
|
+
* basis, and a scale baked into that basis would otherwise scale `d` against
|
|
19
|
+
* it and put the plane somewhere else entirely.
|
|
20
|
+
*/
|
|
21
|
+
export declare function planeFromPointNormal(px: number, py: number, pz: number, nx: number, ny: number, nz: number, out: Float32Array): Float32Array;
|
|
22
|
+
/**
|
|
23
|
+
* The Householder reflection about (n, d), column-major.
|
|
24
|
+
*
|
|
25
|
+
* p' = p - 2 (n·p + d) n
|
|
13
26
|
*/
|
|
14
|
-
export declare function
|
|
27
|
+
export declare function reflectionAboutPlane(plane: ArrayLike<number>, out?: Float32Array): Float32Array;
|
|
15
28
|
/**
|
|
16
29
|
* Fill a camera-uniform block for the mirror pass from the live one.
|
|
17
30
|
*
|
|
@@ -23,5 +36,5 @@ export declare function reflectionAboutY(h: number): Float32Array;
|
|
|
23
36
|
* view' = view × R (column-vector convention, matching `projection * view *
|
|
24
37
|
* pos` in the vertex shaders); projection unchanged; eye reflected.
|
|
25
38
|
*/
|
|
26
|
-
export declare function buildMirrorCamera(camera: Float32Array,
|
|
39
|
+
export declare function buildMirrorCamera(camera: Float32Array, plane: ArrayLike<number>, out: Float32Array): Float32Array;
|
|
27
40
|
//# sourceMappingURL=reflection.d.ts.map
|
package/dist/reflection.d.ts.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"reflection.d.ts","sourceRoot":"","sources":["../src/reflection.ts"],"names":[],"mappings":"
|
|
1
|
+
{"version":3,"file":"reflection.d.ts","sourceRoot":"","sources":["../src/reflection.ts"],"names":[],"mappings":"AAiCA;;;;;;GAMG;AACH,eAAO,MAAM,qBAAqB,8jBAmBjC,CAAA;AAED;;;;;;;;;;;GAWG;AACH,wBAAgB,oBAAoB,CAClC,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAClC,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAClC,GAAG,EAAE,YAAY,GAChB,YAAY,CAWd;AAED;;;;GAIG;AACH,wBAAgB,oBAAoB,CAAC,KAAK,EAAE,SAAS,CAAC,MAAM,CAAC,EAAE,GAAG,CAAC,EAAE,YAAY,GAAG,YAAY,CAoB/F;AAOD;;;;;;;;;;GAUG;AACH,wBAAgB,iBAAiB,CAC/B,MAAM,EAAE,YAAY,EACpB,KAAK,EAAE,SAAS,CAAC,MAAM,CAAC,EACxB,GAAG,EAAE,YAAY,GAChB,YAAY,CAsBd"}
|
package/dist/reflection.js
CHANGED
|
@@ -2,18 +2,34 @@
|
|
|
2
2
|
// shadow-cascades precedent.
|
|
3
3
|
//
|
|
4
4
|
// A planar reflection is not a second camera aimed by hand; it is the SAME
|
|
5
|
-
// camera with the world reflected about the
|
|
5
|
+
// camera with the world reflected about the mirror's plane. Fold the reflection
|
|
6
6
|
// into the view matrix and everything downstream is untouched: world positions
|
|
7
7
|
// stay TRUE world positions, so sun, shadows and positional lights evaluate at
|
|
8
8
|
// the unmirrored point — which is exactly what a mirror shows, an object lit
|
|
9
9
|
// as it is, seen from a mirrored eye. The only other value that must mirror is
|
|
10
10
|
// the eye itself, because specular reads the view direction from it.
|
|
11
11
|
//
|
|
12
|
-
//
|
|
13
|
-
//
|
|
14
|
-
//
|
|
15
|
-
//
|
|
16
|
-
//
|
|
12
|
+
// The plane is carried as (n, d) with n a UNIT normal and the surface at
|
|
13
|
+
// n·p + d = 0 — general from the start, because a mirror standing on the floor
|
|
14
|
+
// is the ordinary case and a floor is only the one plane that happens to be
|
|
15
|
+
// horizontal. The ground is (0, 1, 0, 0).
|
|
16
|
+
//
|
|
17
|
+
// WINDING: a reflection has determinant -1, so triangle orientation flips, and
|
|
18
|
+
// any pipeline that culls a face culls the WRONG one in the mirror pass.
|
|
19
|
+
//
|
|
20
|
+
// This note used to claim every scene-pass pipeline culls "none". That was
|
|
21
|
+
// never true, and each exception cost a round of "the mirror looks broken":
|
|
22
|
+
//
|
|
23
|
+
// ground culls "back" -> the floor vanished whole, and with it the grid
|
|
24
|
+
// and the received shadow, since the shadow is a
|
|
25
|
+
// layer of the ground shader
|
|
26
|
+
// outline culls "back" -> no ink line on the reflection at all
|
|
27
|
+
// eye culls "front" -> the back of the eyeball kept, its front discarded
|
|
28
|
+
//
|
|
29
|
+
// All three now build a mirror twin with the cull answered (the ground goes to
|
|
30
|
+
// "none", the outline to "front", the eye to "back"). Anything ADDED to the
|
|
31
|
+
// scene pass with a cullMode must do the same — grep cullMode in engine.ts,
|
|
32
|
+
// which is the whole list.
|
|
17
33
|
/**
|
|
18
34
|
* The debug view: the reflection target drawn over the finished frame — the
|
|
19
35
|
* only way to SEE whether the mirror pass is right before anything consumes
|
|
@@ -42,19 +58,59 @@ struct VSOut { @builtin(position) pos: vec4f, @location(0) uv: vec2f, };
|
|
|
42
58
|
}
|
|
43
59
|
`;
|
|
44
60
|
/**
|
|
45
|
-
*
|
|
61
|
+
* A plane as the mirror wants it: 4 numbers, (nx, ny, nz, d), surface at
|
|
62
|
+
* n·p + d = 0.
|
|
63
|
+
*
|
|
64
|
+
* Written into a caller-owned array rather than returned, because the engine
|
|
65
|
+
* holds one per mirror and rebuilds it whenever the mirror moves — which is
|
|
66
|
+
* every frame a gizmo is being dragged.
|
|
67
|
+
*
|
|
68
|
+
* `n` is normalized here rather than trusted: it arrives from a rotated quad's
|
|
69
|
+
* basis, and a scale baked into that basis would otherwise scale `d` against
|
|
70
|
+
* it and put the plane somewhere else entirely.
|
|
71
|
+
*/
|
|
72
|
+
export function planeFromPointNormal(px, py, pz, nx, ny, nz, out) {
|
|
73
|
+
const len = Math.hypot(nx, ny, nz) || 1;
|
|
74
|
+
const x = nx / len;
|
|
75
|
+
const y = ny / len;
|
|
76
|
+
const z = nz / len;
|
|
77
|
+
out[0] = x;
|
|
78
|
+
out[1] = y;
|
|
79
|
+
out[2] = z;
|
|
80
|
+
// d places the plane through the point: n·p + d = 0.
|
|
81
|
+
out[3] = -(x * px + y * py + z * pz);
|
|
82
|
+
return out;
|
|
83
|
+
}
|
|
84
|
+
/**
|
|
85
|
+
* The Householder reflection about (n, d), column-major.
|
|
46
86
|
*
|
|
47
|
-
* p' =
|
|
87
|
+
* p' = p - 2 (n·p + d) n
|
|
48
88
|
*/
|
|
49
|
-
export function
|
|
50
|
-
|
|
51
|
-
|
|
52
|
-
|
|
53
|
-
|
|
54
|
-
|
|
55
|
-
|
|
56
|
-
]
|
|
89
|
+
export function reflectionAboutPlane(plane, out) {
|
|
90
|
+
const nx = plane[0], ny = plane[1], nz = plane[2], d = plane[3];
|
|
91
|
+
const m = out ?? new Float32Array(16);
|
|
92
|
+
m[0] = 1 - 2 * nx * nx;
|
|
93
|
+
m[1] = -2 * ny * nx;
|
|
94
|
+
m[2] = -2 * nz * nx;
|
|
95
|
+
m[3] = 0;
|
|
96
|
+
m[4] = -2 * nx * ny;
|
|
97
|
+
m[5] = 1 - 2 * ny * ny;
|
|
98
|
+
m[6] = -2 * nz * ny;
|
|
99
|
+
m[7] = 0;
|
|
100
|
+
m[8] = -2 * nx * nz;
|
|
101
|
+
m[9] = -2 * ny * nz;
|
|
102
|
+
m[10] = 1 - 2 * nz * nz;
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m[11] = 0;
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m[12] = -2 * d * nx;
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m[13] = -2 * d * ny;
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m[14] = -2 * d * nz;
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m[15] = 1;
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return m;
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}
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/** Scratch for the product below — this module is called once per mirror per
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* nothing. */
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const R = new Float32Array(16);
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@@ -66,28 +122,27 @@ export function reflectionAboutY(h) {
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* view' = view × R (column-vector convention, matching `projection * view *
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* pos` in the vertex shaders); projection unchanged; eye reflected.
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*/
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export function buildMirrorCamera(camera,
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out[5] = -v[5];
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out[6] = -v[6];
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out[7] = -v[7];
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out[12] = v[12] + 2 * h * v[4];
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out[13] = v[13] + 2 * h * v[5];
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out[14] = v[14] + 2 * h * v[6];
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out[15] = v[15] + 2 * h * v[7];
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export function buildMirrorCamera(camera, plane, out) {
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reflectionAboutPlane(plane, R);
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// view × R, column-major: out.col_j = Σ_k view.col_k · R[j*4 + k].
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for (let j = 0; j < 4; j++) {
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const b0 = R[j * 4 + 0], b1 = R[j * 4 + 1], b2 = R[j * 4 + 2], b3 = R[j * 4 + 3];
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for (let r = 0; r < 4; r++) {
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out[j * 4 + r] =
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camera[0 + r] * b0 + camera[4 + r] * b1 + camera[8 + r] * b2 + camera[12 + r] * b3;
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}
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}
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out[i] =
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out[i] = camera[i];
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// The eye through the same reflection, so specular reads the mirrored view
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// direction. Written from the plane directly rather than through R: it is one
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// dot product, and going via the matrix would round-trip it through nine
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// multiplies to reach the same number.
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const nx = plane[0], ny = plane[1], nz = plane[2], d = plane[3];
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const t = 2 * (nx * camera[32] + ny * camera[33] + nz * camera[34] + d);
|
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out[32] = camera[32] - t * nx;
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out[33] = camera[33] - t * ny;
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out[34] = camera[34] - t * nz;
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out[35] = camera[35];
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return out;
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}
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@@ -1,2 +1,2 @@
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1
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-
export declare const CAST_API = "\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 /**\n * Where she
|
|
1
|
+
export declare const CAST_API = "\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 /**\n * Where she LOOKS: a unit direction from between the eyes, in world space.\n * Exact while her eyes are on something (Engine.setEyeTracking); otherwise\n * the motion's own eye turn undone through the range map \u2014 an eye bone\n * turns a fraction of the way toward what it looks at, and this gives back\n * the whole of it. An effect that should go where the look goes \u2014 a beam,\n * a light \u2014 takes this rather than an eye bone's axis, and it holds in\n * either mode. Zero, with looking false, only for a model without eyes.\n */\n gaze: vec3f,\n looking: bool,\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 * 4;\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 s.gaze = _rzCast[b + 3].xyz;\n s.looking = _rzCast[b + 3].w > 0.5;\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 = 16 + (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[16 + (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 = 208 + (_rzSlot(slot) * 4 + subject) * RZ_TRAIL_SAMPLES;\n return _rzCast[base + i];\n}\n";
|
|
2
2
|
//# sourceMappingURL=cast-api.d.ts.map
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"cast-api.d.ts","sourceRoot":"","sources":["../../src/shaders/cast-api.ts"],"names":[],"mappings":"AA+BA,eAAO,MAAM,QAAQ,
|
|
1
|
+
{"version":3,"file":"cast-api.d.ts","sourceRoot":"","sources":["../../src/shaders/cast-api.ts"],"names":[],"mappings":"AA+BA,eAAO,MAAM,QAAQ,4iJAmHpB,CAAA"}
|
package/dist/shaders/cast-api.js
CHANGED
|
@@ -54,12 +54,13 @@ struct RzSubject {
|
|
|
54
54
|
*/
|
|
55
55
|
dissolve: f32,
|
|
56
56
|
/**
|
|
57
|
-
* Where she
|
|
58
|
-
*
|
|
59
|
-
*
|
|
60
|
-
*
|
|
61
|
-
*
|
|
62
|
-
*
|
|
57
|
+
* Where she LOOKS: a unit direction from between the eyes, in world space.
|
|
58
|
+
* Exact while her eyes are on something (Engine.setEyeTracking); otherwise
|
|
59
|
+
* the motion's own eye turn undone through the range map — an eye bone
|
|
60
|
+
* turns a fraction of the way toward what it looks at, and this gives back
|
|
61
|
+
* the whole of it. An effect that should go where the look goes — a beam,
|
|
62
|
+
* a light — takes this rather than an eye bone's axis, and it holds in
|
|
63
|
+
* either mode. Zero, with looking false, only for a model without eyes.
|
|
63
64
|
*/
|
|
64
65
|
gaze: vec3f,
|
|
65
66
|
looking: bool,
|
|
@@ -27,6 +27,21 @@ export type EffectDirectives = {
|
|
|
27
27
|
bloom: boolean;
|
|
28
28
|
/** This effect takes the cast apart — the host reads the timing. */
|
|
29
29
|
dissolve: boolean;
|
|
30
|
+
/**
|
|
31
|
+
* This effect IS a mirror: a plane in the scene showing a true reflection of
|
|
32
|
+
* it, folded and re-rendered by the engine.
|
|
33
|
+
*
|
|
34
|
+
* A mount with no shader, and the second of them — `#lights` was the first.
|
|
35
|
+
* The reasoning is identical: a planar reflection re-renders every model from
|
|
36
|
+
* a folded camera, which is a PASS, and no mount is a pass. So the effect
|
|
37
|
+
* declares the mirror and the engine reflects, exactly as a lighting rig
|
|
38
|
+
* declares lamps and the engine shades.
|
|
39
|
+
*
|
|
40
|
+
* The plane comes from the effect's own `#param` dials, by name — see the
|
|
41
|
+
* engine's MIRROR_DIALS. That is what makes it an effect rather than a switch:
|
|
42
|
+
* it publishes, forks, schedules and fades like every other one.
|
|
43
|
+
*/
|
|
44
|
+
mirror: boolean;
|
|
30
45
|
/**
|
|
31
46
|
* How long ONE firing of this effect lasts, in seconds. 0 = undeclared.
|
|
32
47
|
*
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"directives.d.ts","sourceRoot":"","sources":["../../src/shaders/directives.ts"],"names":[],"mappings":"AA8BA,oEAAoE;AACpE,MAAM,MAAM,eAAe,GAAG;IAC5B,IAAI,EAAE,MAAM,CAAA;IACZ,IAAI,EAAE,OAAO,GAAG,OAAO,GAAG,MAAM,CAAA;IAChC,+EAA+E;IAC/E,KAAK,EAAE,MAAM,GAAG,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,GAAG,MAAM,CAAA;IACjD,yDAAyD;IACzD,GAAG,CAAC,EAAE,MAAM,CAAA;IACZ,GAAG,CAAC,EAAE,MAAM,CAAA;CACb,CAAA;AAED,MAAM,MAAM,gBAAgB,GAAG;IAC7B,6EAA6E;IAC7E,OAAO,EAAE;QAAE,IAAI,EAAE,MAAM,CAAC;QAAC,KAAK,EAAE,OAAO,CAAA;KAAE,EAAE,CAAA;IAC3C,MAAM,EAAE,eAAe,EAAE,CAAA;IACzB,0EAA0E;IAC1E,UAAU,EAAE,CAAC,GAAG,CAAC,CAAA;IACjB,8DAA8D;IAC9D,aAAa,EAAE,OAAO,CAAA;IACtB,wEAAwE;IACxE,aAAa,EAAE,OAAO,GAAG,UAAU,CAAA;IACnC,SAAS,EAAE,MAAM,CAAA;IACjB,MAAM,EAAE,MAAM,CAAA;IACd,IAAI,EAAE,MAAM,CAAA;IACZ,KAAK,EAAE,OAAO,CAAA;IACd,oEAAoE;IACpE,QAAQ,EAAE,OAAO,CAAA;IACjB;;;;;;;;;;;;;OAaG;IACH,QAAQ,EAAE,MAAM,CAAA;CACjB,CAAA;
|
|
1
|
+
{"version":3,"file":"directives.d.ts","sourceRoot":"","sources":["../../src/shaders/directives.ts"],"names":[],"mappings":"AA8BA,oEAAoE;AACpE,MAAM,MAAM,eAAe,GAAG;IAC5B,IAAI,EAAE,MAAM,CAAA;IACZ,IAAI,EAAE,OAAO,GAAG,OAAO,GAAG,MAAM,CAAA;IAChC,+EAA+E;IAC/E,KAAK,EAAE,MAAM,GAAG,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,GAAG,MAAM,CAAA;IACjD,yDAAyD;IACzD,GAAG,CAAC,EAAE,MAAM,CAAA;IACZ,GAAG,CAAC,EAAE,MAAM,CAAA;CACb,CAAA;AAED,MAAM,MAAM,gBAAgB,GAAG;IAC7B,6EAA6E;IAC7E,OAAO,EAAE;QAAE,IAAI,EAAE,MAAM,CAAC;QAAC,KAAK,EAAE,OAAO,CAAA;KAAE,EAAE,CAAA;IAC3C,MAAM,EAAE,eAAe,EAAE,CAAA;IACzB,0EAA0E;IAC1E,UAAU,EAAE,CAAC,GAAG,CAAC,CAAA;IACjB,8DAA8D;IAC9D,aAAa,EAAE,OAAO,CAAA;IACtB,wEAAwE;IACxE,aAAa,EAAE,OAAO,GAAG,UAAU,CAAA;IACnC,SAAS,EAAE,MAAM,CAAA;IACjB,MAAM,EAAE,MAAM,CAAA;IACd,IAAI,EAAE,MAAM,CAAA;IACZ,KAAK,EAAE,OAAO,CAAA;IACd,oEAAoE;IACpE,QAAQ,EAAE,OAAO,CAAA;IACjB;;;;;;;;;;;;;OAaG;IACH,MAAM,EAAE,OAAO,CAAA;IACf;;;;;;;;;;;;;OAaG;IACH,QAAQ,EAAE,MAAM,CAAA;CACjB,CAAA;AAkBD;;;+BAG+B;AAC/B,eAAO,MAAM,cAAc,QAAmC,CAAA;AAG9D;;;;;;GAMG;AACH,eAAO,MAAM,cAAc,QAA8B,CAAA;AAmBzD,MAAM,MAAM,eAAe,GAAG;IAAE,UAAU,EAAE,gBAAgB,CAAC;IAAC,MAAM,EAAE,MAAM,EAAE,CAAA;CAAE,CAAA;AAEhF,2EAA2E;AAC3E,wBAAgB,eAAe,CAAC,IAAI,EAAE,MAAM,GAAG,eAAe,CAyJ7D;AAED;;;;;;GAMG;AACH,wBAAgB,eAAe,CAAC,IAAI,EAAE,MAAM,GAAG,MAAM,CAKpD"}
|
|
@@ -39,6 +39,7 @@ const SPEC = {
|
|
|
39
39
|
grid: 1,
|
|
40
40
|
bloom: 0,
|
|
41
41
|
dissolve: 0,
|
|
42
|
+
mirror: 0,
|
|
42
43
|
duration: 1,
|
|
43
44
|
};
|
|
44
45
|
/** A line that declares something, and what it declares. Exported because an
|
|
@@ -88,6 +89,7 @@ export function parseDirectives(wgsl) {
|
|
|
88
89
|
grid: 0,
|
|
89
90
|
bloom: false,
|
|
90
91
|
dissolve: false,
|
|
92
|
+
mirror: false,
|
|
91
93
|
duration: 0,
|
|
92
94
|
};
|
|
93
95
|
const errors = [];
|
|
@@ -183,6 +185,9 @@ export function parseDirectives(wgsl) {
|
|
|
183
185
|
case "dissolve":
|
|
184
186
|
d.dissolve = true;
|
|
185
187
|
return;
|
|
188
|
+
case "mirror":
|
|
189
|
+
d.mirror = true;
|
|
190
|
+
return;
|
|
186
191
|
case "duration": {
|
|
187
192
|
// SECONDS, like every other time a directive states (see #dissolve).
|
|
188
193
|
// The document above works in frames and converts once; an author
|
|
@@ -97,7 +97,7 @@ type CompositeEffectSource = {
|
|
|
97
97
|
* Depends on `viewU` and `_rzCast` being declared by the including module, and
|
|
98
98
|
* on nothing else: no textures, no samplers.
|
|
99
99
|
*/
|
|
100
|
-
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 /**\n * Where she is LOOKING, when her eyes are on something (Engine.setEyeTracking):\n * a unit direction from between the eyes toward it, in world space. The eyes\n * themselves turn only part of the way there by design, so an effect that\n * should go where the gaze goes \u2014 a beam, a light \u2014 takes this rather than\n * an eye bone's axis. Zero, with looking false, while the eyes are the\n * motion's own.\n */\n gaze: vec3f,\n looking: bool,\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 * 4;\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 s.gaze = _rzCast[b + 3].xyz;\n s.looking = _rzCast[b + 3].w > 0.5;\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 = 16 + (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[16 + (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 = 208 + (_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";
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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 /**\n * Where she LOOKS: a unit direction from between the eyes, in world space.\n * Exact while her eyes are on something (Engine.setEyeTracking); otherwise\n * the motion's own eye turn undone through the range map \u2014 an eye bone\n * turns a fraction of the way toward what it looks at, and this gives back\n * the whole of it. An effect that should go where the look goes \u2014 a beam,\n * a light \u2014 takes this rather than an eye bone's axis, and it holds in\n * either mode. Zero, with looking false, only for a model without eyes.\n */\n gaze: vec3f,\n looking: bool,\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 * 4;\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 s.gaze = _rzCast[b + 3].xyz;\n s.looking = _rzCast[b + 3].w > 0.5;\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 = 16 + (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[16 + (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 = 208 + (_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";
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export declare function buildCompositeShader(effect?: CompositeEffectSource | null): string;
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* The field pass: the user's background/foreground mounts at half resolution,
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{"version":3,"file":"composite.d.ts","sourceRoot":"","sources":["../../../src/shaders/passes/composite.ts"],"names":[],"mappings":"AA2BA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;+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;6DACyD;IACzD,MAAM,CAAC,EAAE,OAAO,CAAA;IAChB,gFAAgF;IAChF,aAAa,CAAC,EAAE,OAAO,CAAA;IACvB,gEAAgE;IAChE,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;AA8LD;;;;;;;;;;;;GAYG;AACH,eAAO,MAAM,gBAAgB,
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{"version":3,"file":"composite.d.ts","sourceRoot":"","sources":["../../../src/shaders/passes/composite.ts"],"names":[],"mappings":"AA2BA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;+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;6DACyD;IACzD,MAAM,CAAC,EAAE,OAAO,CAAA;IAChB,gFAAgF;IAChF,aAAa,CAAC,EAAE,OAAO,CAAA;IACvB,gEAAgE;IAChE,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;AA8LD;;;;;;;;;;;;GAYG;AACH,eAAO,MAAM,gBAAgB,40bA+H5B,CAAA;AA8MD,wBAAgB,oBAAoB,CAAC,MAAM,CAAC,EAAE,qBAAqB,GAAG,IAAI,GAAG,MAAM,CAQlF;AAED;;;;;;;;GAQG;AACH,wBAAgB,gBAAgB,CAAC,MAAM,EAAE,qBAAqB,GAAG,MAAM,CAqGtE;AAED,iFAAiF;AACjF,eAAO,MAAM,qBAAqB,QAA6B,CAAA"}
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{"version":3,"file":"ground.d.ts","sourceRoot":"","sources":["../../../src/shaders/passes/ground.ts"],"names":[],"mappings":"AAgFA;;;GAGG;AACH,wBAAgB,gBAAgB,CAAC,IAAI,UAAQ,GAAG,MAAM,
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{"version":3,"file":"ground.d.ts","sourceRoot":"","sources":["../../../src/shaders/passes/ground.ts"],"names":[],"mappings":"AAgFA;;;GAGG;AACH,wBAAgB,gBAAgB,CAAC,IAAI,UAAQ,GAAG,MAAM,CAmWrD;AAED;;;;;;;;;GASG;AACH,eAAO,MAAM,kBAAkB,QAAS,CAAA;AACxC,eAAO,MAAM,gBAAgB,QAAS,CAAA;AAEtC;;;oEAGoE;AACpE,eAAO,MAAM,iBAAiB,OAAO,CAAA;AAErC;;;;;;;;;GASG;AACH,eAAO,MAAM,sBAAsB,+oCAiClC,CAAA"}
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