reze-engine 0.62.1 → 0.64.0

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Files changed (83) hide show
  1. package/dist/engine.d.ts +95 -57
  2. package/dist/engine.d.ts.map +1 -1
  3. package/dist/engine.js +466 -162
  4. package/dist/graph/compile.d.ts.map +1 -1
  5. package/dist/graph/compile.js +4 -1
  6. package/dist/graph/registry.d.ts +3 -0
  7. package/dist/graph/registry.d.ts.map +1 -1
  8. package/dist/graph/registry.js +133 -0
  9. package/dist/graph/schema.d.ts +12 -0
  10. package/dist/graph/schema.d.ts.map +1 -1
  11. package/dist/graph/slots.d.ts.map +1 -1
  12. package/dist/graph/slots.js +11 -20
  13. package/dist/index.d.ts +9 -1
  14. package/dist/index.d.ts.map +1 -1
  15. package/dist/index.js +1 -1
  16. package/dist/shaders/lights.d.ts +3 -2
  17. package/dist/shaders/lights.d.ts.map +1 -1
  18. package/dist/shaders/lights.js +16 -3
  19. package/dist/shaders/materials/common.d.ts.map +1 -1
  20. package/dist/shaders/materials/common.js +63 -56
  21. package/dist/shaders/materials/nodes.d.ts +1 -1
  22. package/dist/shaders/materials/nodes.d.ts.map +1 -1
  23. package/dist/shaders/materials/nodes.js +210 -0
  24. package/dist/shaders/passes/composite.d.ts.map +1 -1
  25. package/dist/shaders/passes/composite.js +13 -1
  26. package/dist/shaders/passes/cull.d.ts +1 -1
  27. package/dist/shaders/passes/cull.d.ts.map +1 -1
  28. package/dist/shaders/passes/cull.js +7 -3
  29. package/dist/shaders/passes/ground.d.ts.map +1 -1
  30. package/dist/shaders/passes/ground.js +32 -55
  31. package/dist/shaders/passes/particles.d.ts +11 -1
  32. package/dist/shaders/passes/particles.d.ts.map +1 -1
  33. package/dist/shaders/passes/particles.js +9 -4
  34. package/dist/shaders/scene-light-api.d.ts +18 -10
  35. package/dist/shaders/scene-light-api.d.ts.map +1 -1
  36. package/dist/shaders/scene-light-api.js +58 -46
  37. package/dist/shadow-cascades.d.ts +47 -20
  38. package/dist/shadow-cascades.d.ts.map +1 -1
  39. package/dist/shadow-cascades.js +36 -13
  40. package/dist/unity/character.d.ts +59 -0
  41. package/dist/unity/character.d.ts.map +1 -0
  42. package/dist/unity/character.js +120 -0
  43. package/dist/unity/globals.d.ts +93 -0
  44. package/dist/unity/globals.d.ts.map +1 -0
  45. package/dist/unity/globals.js +340 -0
  46. package/dist/unity/host.d.ts +137 -0
  47. package/dist/unity/host.d.ts.map +1 -0
  48. package/dist/unity/host.js +489 -0
  49. package/dist/unity/looks.d.ts +88 -0
  50. package/dist/unity/looks.d.ts.map +1 -0
  51. package/dist/unity/looks.js +295 -0
  52. package/dist/unity/skin.d.ts +9 -0
  53. package/dist/unity/skin.d.ts.map +1 -0
  54. package/dist/unity/skin.js +117 -0
  55. package/dist/unity/stage.d.ts +148 -0
  56. package/dist/unity/stage.d.ts.map +1 -0
  57. package/dist/unity/stage.js +375 -0
  58. package/dist/unity/state.d.ts +22 -0
  59. package/dist/unity/state.d.ts.map +1 -0
  60. package/dist/unity/state.js +170 -0
  61. package/package.json +1 -1
  62. package/src/engine.ts +504 -176
  63. package/src/graph/compile.ts +3 -1
  64. package/src/graph/registry.ts +142 -0
  65. package/src/graph/schema.ts +9 -0
  66. package/src/graph/slots.ts +11 -20
  67. package/src/index.ts +11 -0
  68. package/src/shaders/lights.ts +16 -3
  69. package/src/shaders/materials/common.ts +63 -57
  70. package/src/shaders/materials/nodes.ts +210 -0
  71. package/src/shaders/passes/composite.ts +13 -1
  72. package/src/shaders/passes/cull.ts +7 -3
  73. package/src/shaders/passes/ground.ts +32 -55
  74. package/src/shaders/passes/particles.ts +19 -5
  75. package/src/shaders/scene-light-api.ts +59 -46
  76. package/src/shadow-cascades.ts +61 -32
  77. package/src/unity/character.ts +169 -0
  78. package/src/unity/globals.ts +443 -0
  79. package/src/unity/host.ts +587 -0
  80. package/src/unity/looks.ts +372 -0
  81. package/src/unity/skin.ts +128 -0
  82. package/src/unity/stage.ts +568 -0
  83. package/src/unity/state.ts +172 -0
@@ -348,6 +348,215 @@ fn rzWorldSpecularLod(dir: vec3f, roughness: f32, unity: f32) -> vec3f {
348
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  return textureSampleLevel(worldEnvTexture, diffuseSampler, vec2f(u, v), lod).rgb * light.ambientColor.w;
349
349
  }
350
350
 
351
+ // ── Aether Gazer's character shading, step by step ──
352
+ // From the decompiled ForwardBase pass of SimPipeline/Character/Debug. Its
353
+ // spaces are the game's: a view space looking down -Z (Unity's camera space),
354
+ // which the engine's +Z-forward view is turned into by negating z.
355
+
356
+ /** CharacterEffect's key light, in sim_TowardMatrix's frame: the camera's
357
+ * backward direction flattened to the ground (d), up, and up × d. The
358
+ * direction points toward the light. */
359
+ fn ag_key_light(inclination: f32, azimuth: f32) -> vec3f {
360
+ let f = vec3f(camera.view[0].z, camera.view[1].z, camera.view[2].z);
361
+ let flat = vec3f(-f.x, 0.0, -f.z);
362
+ let len = length(flat);
363
+ let d = select(vec3f(0.0, 0.0, 1.0), flat / max(len, 1e-5), len > 1e-5);
364
+ let incl = radians(inclination);
365
+ let az = radians(-azimuth);
366
+ let c = cos(incl);
367
+ let k = vec3f(sin(az) * -c, sin(incl), cos(az) * c);
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+ return normalize(vec3f(d.z, 0.0, -d.x) * k.x + vec3f(0.0, 1.0, 0.0) * k.y + d * k.z);
369
+ }
370
+
371
+ /** u on the shadow ramp: N·L, darkened by the mask's occlusion
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+ * (1 - min((1 - ao) * scale, 1)), and min'd with the sun's cast shadow. */
373
+ fn ag_shade_term(n: vec3f, l: vec3f, ao: f32, aoScale: f32, receive: f32, wp: vec3f) -> f32 {
374
+ let ndl = max(dot(n, l), 0.0);
375
+ var t = (1.0 - min((1.0 - ao) * aoScale, 1.0)) * ndl;
376
+ if (receive > 0.5) { t = min(t, rzSunOcclusion(wp, n)); }
377
+ return t;
378
+ }
379
+
380
+ /** A ramp image's uv, kept off the image's edge texels so a repeating sampler
381
+ * does not blend the far end in. The row is Unity's v, which runs up from the
382
+ * image's bottom row; the image is uploaded top row first. */
383
+ fn ag_ramp_uv(value: f32, row: f32) -> vec3f {
384
+ return vec3f(clamp(value, 0.002, 0.998), clamp(1.0 - row, 0.002, 0.998), 0.0);
385
+ }
386
+
387
+ /** The view-space reflection, as the game builds it: the view ray mirrored on
388
+ * the normal, into camera space, halved and pushed half a unit toward the
389
+ * eye, normalised. xy*0.5+0.5 is the sphere image's uv (xyz here, z unused),
390
+ * and z how much it faces the eye (w). */
391
+ fn ag_view_reflection(n: vec3f, v: vec3f) -> vec4f {
392
+ let r = reflect(-v, n);
393
+ let rv = vec3f(
394
+ camera.view[0].x * r.x + camera.view[1].x * r.y + camera.view[2].x * r.z,
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+ camera.view[0].y * r.x + camera.view[1].y * r.y + camera.view[2].y * r.z,
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+ -(camera.view[0].z * r.x + camera.view[1].z * r.y + camera.view[2].z * r.z),
397
+ );
398
+ let m = normalize(rv * 0.5 + vec3f(0.0, 0.0, 0.5));
399
+ // A sphere image is addressed as Unity reads it, v up: flipped for the
400
+ // top-row-first upload.
401
+ return vec4f(m.x * 0.5 + 0.5, 0.5 - m.y * 0.5, 0.0, m.z);
402
+ }
403
+
404
+ /** The matcap's lift: max(mask * (matcap * strength - 1) + 1, 1). */
405
+ fn ag_matcap(color: vec3f, matcap: vec3f, strength: f32, mask: f32) -> vec3f {
406
+ return color * max(mask * (matcap * strength - vec3f(1.0)) + vec3f(1.0), vec3f(1.0));
407
+ }
408
+
409
+ /** The rim: smoothstep'd to the silhouette by facing, limited to the two rim
410
+ * directions (CharacterEffect: (cos a·s, sin a·s, z), a = azimuth·π,
411
+ * s = sqrt(1 - z²)), laid on as a colour dodge: min(max(c, 2), c / (1 - 2·rim)). */
412
+ fn ag_rim(color: vec3f, facing: f32, uvw: vec3f, rimColor: vec3f, threshold: f32, fade: f32, range: f32,
413
+ inclination: f32, azimuth1: f32, azimuth2: f32, mask: f32) -> vec3f {
414
+ let m = vec3f(uvw.x * 2.0 - 1.0, 1.0 - uvw.y * 2.0, facing);
415
+ let t = saturate((facing - (threshold + fade)) / (threshold - (threshold + fade)));
416
+ let edge = t * t * (3.0 - 2.0 * t);
417
+ let s = sqrt(max(1.0 - inclination * inclination, 0.0));
418
+ let a1 = azimuth1 * 3.1415927;
419
+ let a2 = azimuth2 * 3.1415927;
420
+ let d1 = vec3f(cos(a1) * s, sin(a1) * s, inclination);
421
+ let d2 = vec3f(cos(a2) * s, sin(a2) * s, inclination);
422
+ let along = saturate(max(dot(m, d1), dot(m, d2)) + range);
423
+ let rim = min(edge, along) * rimColor;
424
+ let f = min(rim * mask * 2.0, vec3f(0.99));
425
+ return min(max(color, vec3f(2.0)), color / (vec3f(1.0) - f));
426
+ }
427
+
428
+ /** The fill: inner to outer by pow(1 - facing², softness + 2), laid over by
429
+ * its amount. */
430
+ fn ag_fill(color: vec3f, facing: f32, inner: vec3f, outer: vec3f, amount: f32, softness: f32) -> vec3f {
431
+ let k = pow(max(1.0 - facing * facing, 0.0), softness + 2.0);
432
+ return mix(color, mix(inner, outer, k), amount);
433
+ }
434
+
435
+ // ── Aether Gazer's PBR character shading (SimPipeline/Character/PBR/Uber) ──
436
+ // The ForwardBase pass of the game's current character shader, decompiled and
437
+ // written back out step by step. Its ramp image carries the whole tone of the
438
+ // look in rows: the diffuse ramp in the row the material picks, the specular
439
+ // ramp at 0.95, the environment's floor at 0.85.
440
+
441
+ /** A ramp image on a group slot, read at a computed coordinate — mip 0 only,
442
+ * as the game reads it, and so legal wherever the shading branches. */
443
+ fn _ag_ramp(slot: u32, uv: vec2f) -> vec4f {
444
+ // Unity's v runs up from the bottom row; the image is uploaded top row first.
445
+ let c = clamp(vec2f(uv.x, 1.0 - uv.y), vec2f(0.002), vec2f(0.998));
446
+ switch slot {
447
+ case 1u: { return textureSampleLevel(groupTexture1, diffuseSampler, c, 0.0); }
448
+ case 2u: { return textureSampleLevel(groupTexture2, diffuseSampler, c, 0.0); }
449
+ case 3u: { return textureSampleLevel(groupTexture3, diffuseSampler, c, 0.0); }
450
+ default: { return textureSampleLevel(groupTexture0, diffuseSampler, c, 0.0); }
451
+ }
452
+ }
453
+
454
+ /**
455
+ * The whole lighting of one Uber material under the character's key light:
456
+ * diffuse = base·(1−metal) · ramp(min(shadow, occlusion·N·L), row)
457
+ * specular = GGX through the ramp's 0.95 row, × F0, plus the rim, × the
458
+ * shade term
459
+ * ambient = the object's SH at n × diffuse
460
+ * reflection = the scene's environment along the reflected view, at a
461
+ * roughness mip, × the mobile environment-BRDF fit
462
+ * (F0·A + ramp(N·L·B, 0.85))
463
+ * Lamps and fog are the engine's, laid on after.
464
+ */
465
+ fn ag_uber(slot: u32, base: vec3f, metallic: f32, roughness: f32, occlusion: f32, n: vec3f, l: vec3f,
466
+ row: f32, receive: f32, rimMask: f32, rimMid: f32, rimWidth: f32, rimTint: vec3f,
467
+ rimIntensity: f32, rimAlbedo: f32, rimInLight: f32, emissive: vec3f, reflection: f32,
468
+ shade: f32, face: f32, wp: vec3f, v: vec3f) -> vec3f {
469
+ let diffuse = base * (1.0 - metallic);
470
+ let f0 = mix(vec3f(0.04), base, metallic);
471
+ let pr = clamp(roughness, 0.0, 1.0);
472
+ let r = max(pr * pr, 0.0078125);
473
+ let a2 = r * r;
474
+ let h = normalize(v + l);
475
+ let ndl = saturate(dot(n, l));
476
+ let ndv = saturate(dot(v, n));
477
+ let ndh = saturate(dot(n, h));
478
+ let vdh = saturate(dot(v, h));
479
+ let ldh = saturate(dot(l, h));
480
+
481
+ // where on the ramp: N·L under occlusion, and the sun's cast shadow
482
+ var shadow = 1.0;
483
+ if (receive > 0.5) { shadow = rzSunOcclusion(wp, n); }
484
+ // A face replaces N·L with its SDF shade; anything else reads N·L.
485
+ let u = min(shadow, occlusion * select(ndl, shade, shade >= 0.0));
486
+ let ramp = _ag_ramp(slot, vec2f(u, row)).rgb;
487
+
488
+ // GGX, as the pass writes it, then through the ramp's specular row
489
+ let dd = ndh * ndh * (a2 - 1.0) + 1.0;
490
+ let D = select(a2 / (dd * dd), 1.0, dd * dd == a2);
491
+ let vis = min(0.5 / (ndl * (ndv * (1.0 - r) + r) + ndv * (ndl * (1.0 - r) + r)), 1.0);
492
+ let vis2 = min(0.5 / (ldh * (vdh * (1.0 - r) + r) + vdh * (ldh * (1.0 - r) + r)), 1.0);
493
+ let x = saturate(D * vis * a2 / vis2);
494
+ let specRamp = _ag_ramp(slot, vec2f(x, 0.95)).rgb;
495
+ let spec = clamp(vis * specRamp * min(1.0 / a2, 2048.0), vec3f(0.0), vec3f(10.0));
496
+
497
+ // the rim: toward the silhouette on the lit side, tinted toward the albedo
498
+ let lit = select(0.0, 1.0, u > 0.001);
499
+ let t = saturate(((ndl * 0.25 + 0.75) * (1.0 - ndv) * lit - (rimMid - rimWidth)) / max(2.0 * rimWidth, 1e-4));
500
+ let edge = t * t * (3.0 - 2.0 * t);
501
+ let tint = min(rimTint * rimIntensity * mix(vec3f(1.0), base, rimAlbedo) * 2.0 * rimMask, vec3f(0.99));
502
+ let rim = tint * edge * (1.0 + rimInLight * (u - 1.0));
503
+
504
+ // A face (FACE_MODE) takes no GGX: its light is the ramp, the rim and its
505
+ // optional SDF highlight (off unless _FaceSpecular).
506
+ let isFace = face > 0.5;
507
+ let direct = (select(spec * f0, vec3f(0.0), isFace) + rim) * u + diffuse * ramp;
508
+
509
+ // the environment, with the game's fit of the split-sum
510
+ let a004 = min((1.0 - pr) * (1.0 - pr), exp2(-9.28 * ndv)) * (1.0 - pr) + (0.0425 - 0.0275 * pr);
511
+ let A = -a004 * 1.04 + (1.04 - 0.572 * pr);
512
+ let ns = saturate(dot(n, mix(reflect(-l, n), h, 0.8)));
513
+ let B = _ag_ramp(slot, vec2f(ns * (a004 * 1.04 + (0.022 * pr - 0.04)), 0.85)).r;
514
+ let env = rzWorldSpecularLod(reflect(-v, n), pr, 1.0) * reflection;
515
+
516
+ // ... and the environment at a flat 0.0157 rather than through the BRDF fit.
517
+ let envTerm = select((f0 * A + B) * env, env * 0.0157, isFace);
518
+ return emissive + rzObjectAmbient(n) * diffuse + envTerm + direct;
519
+ }
520
+
521
+
522
+ /**
523
+ * The face's shade from its SDF image (Uber FACE_MODE, _SDFType 0), in place of
524
+ * N·L: the key light taken into the face's frame and flattened, the field read
525
+ * at the uv and at its mirror, the side the light is on choosing which, both
526
+ * compared against the light's front-to-back angle with _BlendSmoothness, then
527
+ * softened by how level the light is and a half-Lambert. The face frame is the
528
+ * head bone's, turned to the game's convention (x to the face's right, z out of
529
+ * it). An SDF is painted in the face's uvs, so it belongs to models that share
530
+ * the game's face layout; a white slot reads as a face lit evenly until the
531
+ * light goes behind it.
532
+ */
533
+ fn ag_face_sdf(slot: u32, uv: vec2f, l: vec3f, n: vec3f, smoothness: f32, invert: f32) -> f32 {
534
+ let hb = skinMats[u32(max(material.headBoneIndex, 0.0))];
535
+ let fx = -normalize(hb[0].xyz);
536
+ let fy = normalize(hb[1].xyz);
537
+ let fz = -normalize(hb[2].xyz);
538
+ let lf = normalize(vec3f(dot(l, fx), dot(l, fy), dot(l, fz)));
539
+ let fl = lf.xz * inverseSqrt(max(dot(lf.xz, lf.xz), 1.1754944e-38));
540
+ let u0 = mix(uv.x, 1.0 - uv.x, invert);
541
+ let s1 = _ag_ramp(slot, vec2f(u0, 1.0 - uv.y));
542
+ let s2 = _ag_ramp(slot, vec2f(1.0 - u0, 1.0 - uv.y));
543
+ let left = fl.x < 0.0;
544
+ let a = select(s2.x, s1.x, left);
545
+ let b = select(s1.x, s2.x, left);
546
+ let flag = select(0.0, 1.0, s1.w > 0.5);
547
+ let k = max(smoothness, 0.001);
548
+ let th = fl.y * -0.5 + 0.5;
549
+ let w = 1.0 - th;
550
+ var m1 = max(saturate((a - th) / k + 0.5), saturate((b - w - 1.0) / k + 0.5));
551
+ m1 = min(m1, min(saturate((2.0 - a - w) / k + 0.5), saturate((2.0 - b - w) / k + 0.5)));
552
+ var m2 = max(saturate((b - th - 1.0) / k + 0.5), saturate((a - w) / k + 0.5));
553
+ m2 = min(m2, min(saturate((a + w) / k + 0.5), saturate((b + w) / k + 0.5)));
554
+ var r = flag * (m1 - m2) + m2;
555
+ r *= (1.0 - abs(lf.z)) * 0.5 + 0.5;
556
+ r *= saturate(dot(n, l)) * 0.5 + 0.5;
557
+ return r;
558
+ }
559
+
351
560
  fn group_tex0(uv: vec2f) -> vec4f { return textureSample(groupTexture0, diffuseSampler, uv); }
352
561
  fn group_tex1(uv: vec2f) -> vec4f { return textureSample(groupTexture1, diffuseSampler, uv); }
353
562
  fn group_tex2(uv: vec2f) -> vec4f { return textureSample(groupTexture2, diffuseSampler, uv); }
@@ -1056,6 +1265,7 @@ struct _RzLampPair { d: vec3f, s: vec3f };
1056
1265
 
1057
1266
  fn _rzLampOne(i: u32, p: vec3f, n: vec3f, v: vec3f, ndv: f32, roughness: f32, unity: f32) -> _RzLampPair {
1058
1267
  var out = _RzLampPair(vec3f(0.0), vec3f(0.0));
1268
+ if (!_rzLightReaches(i)) { return out; }
1059
1269
  let pr = _rzLightVec(i, 0u);
1060
1270
  let d = pr.xyz - p;
1061
1271
  let dist = length(d);
@@ -302,11 +302,23 @@ fn agxTransform(c: vec3f) -> vec3f {
302
302
  return vec3f(srgb_encode(linear.r), srgb_encode(linear.g), srgb_encode(linear.b));
303
303
  }
304
304
 
305
- /** Which display transform, chosen per frame at viewU[6].y (0 filmic, 1 standard, 2 agx).
305
+ /**
306
+ * Aether Gazer's own curve, from its final pass (Hidden/SimPipeline/Final,
307
+ * decompiled): (1 - e^(-exposure x))^contrast, at the 2.5 and 1.4 its scenes
308
+ * set, into a linear target the swapchain then encodes. The game's ACES branch
309
+ * is off in every scene measured.
310
+ */
311
+ fn agTransform(c: vec3f) -> vec3f {
312
+ let t = pow(max(vec3f(1.0) - exp(-2.5 * max(c, vec3f(0.0))), vec3f(0.0)), vec3f(1.4));
313
+ return vec3f(srgb_encode(t.r), srgb_encode(t.g), srgb_encode(t.b));
314
+ }
315
+
316
+ /** Which display transform, chosen per frame at viewU[6].y (0 filmic, 1 standard, 2 agx, 3 aether-gazer).
306
317
  * A uniform branch rather than a pipeline variant: switching is rare, and both
307
318
  * arms are cheap enough that specialising the pipeline would buy nothing. */
308
319
  fn viewTransform(c: vec3f) -> vec3f {
309
320
  let mode = viewU[6].y;
321
+ if (mode > 2.5) { return agTransform(c); }
310
322
  if (mode > 1.5) { return agxTransform(c); }
311
323
  if (mode > 0.5) { return vec3f(srgb_encode(c.r), srgb_encode(c.g), srgb_encode(c.b)); }
312
324
  return vec3f(filmic(c.r), filmic(c.g), filmic(c.b));
@@ -130,10 +130,14 @@ fn cs(@builtin(global_invocation_id) gid: vec3<u32>) {
130
130
  // a hidden material is not culled, it is switched off, and answering "is this
131
131
  // gone because of culling?" requires the two to stay separable.
132
132
  let off = frusta.counts.y == 0u;
133
- let shown = hidden[i] == 0u;
133
+ // hidden: bit 0 switched off; bit 1 drawn by the native-material host
134
+ // (unity/host.ts) rather than by its graph — no camera or mirror draw here,
135
+ // and still its shadow, which the engine's pass casts for every material.
136
+ let shown = (hidden[i] & 1u) == 0u;
137
+ let graph = (hidden[i] & 2u) == 0u;
134
138
  let castsShadow = (dm.flags & DRAW_CASTS_SHADOW) != 0u;
135
- cameraArgs[i * 5u + 1u] = select(0u, 1u, (inCamera || off) && shown);
139
+ cameraArgs[i * 5u + 1u] = select(0u, 1u, (inCamera || off) && shown && graph);
136
140
  shadowArgs[i * 5u + 1u] = select(0u, 1u, ((inLight && castsShadow) || off) && shown);
137
- mirrorArgs[i * 5u + 1u] = select(0u, 1u, (inMirror || off) && shown);
141
+ mirrorArgs[i * 5u + 1u] = select(0u, 1u, (inMirror || off) && shown && graph);
138
142
  }
139
143
  `
@@ -1,6 +1,7 @@
1
1
  import { sceneFsOutWgsl, sceneIdWriteWgsl } from "./scene-contract"
2
2
  import { lightsApi } from "../lights"
3
- import { SHADOW_CASCADES } from "../../shadow-cascades"
3
+ import { SHADOW_ATLAS_SIZE, SHADOW_CASCADES } from "../../shadow-cascades"
4
+ import { SHADOW_MARGIN } from "../scene-light-api"
4
5
  import { WORLD_AMBIENT_WGSL } from "../lights"
5
6
 
6
7
  // Ground shadow-catcher: receives directional shadow, grid lines, frosted noise,
@@ -36,6 +37,9 @@ const SOFT_MAX_SPREAD = 14
36
37
  * normalised, so there is no `/ 9.0` left at the call site.
37
38
  */
38
39
  function pcfWgsl(map: string, uv: string, texel: string, z: string, acc: string, pad: string, soft: boolean): string {
40
+ // Every tap stays inside the cascade's own tile (tileLo..tileHi, in scope at
41
+ // the call): the soft disk reaches further than the selection margin, and a
42
+ // tap in the neighbouring tile compares against another cascade's depths.
39
43
  const golden = 2.39996323
40
44
  // ONE BRANCH IS COMPILED, NOT BOTH.
41
45
  //
@@ -58,7 +62,7 @@ function pcfWgsl(map: string, uv: string, texel: string, z: string, acc: string,
58
62
  ` for (var x = -1; x <= 1; x++) {`,
59
63
  // ...Level, not the implicit-derivative form: identical on a single-mip
60
64
  // shadow map, and legal inside a branch.
61
- ` ${acc} += textureSampleCompareLevel(${map}, shadowSampler, ${uv} + vec2f(f32(x), f32(y)) * st, ${z});`,
65
+ ` ${acc} += textureSampleCompareLevel(${map}, shadowSampler, clamp(${uv} + vec2f(f32(x), f32(y)) * st, tileLo, tileHi), ${z});`,
62
66
  ` }`,
63
67
  `}`,
64
68
  `${acc} *= ${1 / 9};`,
@@ -71,7 +75,7 @@ function pcfWgsl(map: string, uv: string, texel: string, z: string, acc: string,
71
75
  // keeps successive taps from lining up into spokes.
72
76
  ` let r = sqrt((fs + 0.5) * ${1 / SOFT_TAPS});`,
73
77
  ` let a = fs * ${golden} + rot;`,
74
- ` ${acc} += textureSampleCompareLevel(${map}, shadowSampler, ${uv} + vec2f(cos(a), sin(a)) * (r * radius), ${z});`,
78
+ ` ${acc} += textureSampleCompareLevel(${map}, shadowSampler, clamp(${uv} + vec2f(cos(a), sin(a)) * (r * radius), tileLo, tileHi), ${z});`,
75
79
  `}`,
76
80
  `${acc} *= ${1 / SOFT_TAPS};`,
77
81
  ]
@@ -89,12 +93,10 @@ struct Light { direction: vec4f, color: vec4f, };
89
93
  struct LightUniforms { ambientColor: vec4f, lights: array<Light, 4>, sh: array<vec4f, 9>, };
90
94
  struct GroundShadowMat {
91
95
  diffuseColor: vec3f, fadeStart: f32,
92
- fadeEnd: f32, shadowStrength: f32, pcfTexel: f32, gridSpacing: f32,
96
+ fadeEnd: f32, shadowStrength: f32, _pad6: f32, gridSpacing: f32,
93
97
  gridLineWidth: f32, gridLineOpacity: f32, noiseStrength: f32, opacity: f32,
94
98
  gridLineColor: vec3f, mirror: f32,
95
- // farCascade: 1 while a stage is loaded, 0 otherwise. See the branch below —
96
- // with no stage the far map is never drawn into, so its taps are known.
97
- mirrorBlur: f32, farCascade: f32, shadowSoftness: f32, groundY: f32,
99
+ mirrorBlur: f32, _pad17: f32, shadowSoftness: f32, groundY: f32,
98
100
  // Every shadow caster in one sphere, refreshed per frame. w = radius; 0 means
99
101
  // nothing casts, negative means "do not use this" (a rigid caster has no
100
102
  // sphere, so a scene with a stage keeps the taps). See rzShadowPossible.
@@ -105,12 +107,11 @@ struct GroundShadowMat {
105
107
  struct LightVP { viewProj: array<mat4x4f, ${SHADOW_CASCADES.length}>, };
106
108
  @group(0) @binding(0) var<uniform> camera: CameraUniforms;
107
109
  @group(0) @binding(1) var<uniform> light: LightUniforms;
108
- @group(0) @binding(2) var shadowMap: texture_depth_2d;
110
+ // The sun's shadow atlas — see shadow-cascades.ts.
111
+ @group(0) @binding(2) var shadowAtlas: texture_depth_2d;
109
112
  @group(0) @binding(3) var shadowSampler: sampler_comparison;
110
113
  @group(0) @binding(4) var<uniform> material: GroundShadowMat;
111
114
  @group(0) @binding(5) var<uniform> lightVP: LightVP;
112
- // The far cascade's map, binding 7 as in the materials' layout.
113
- @group(0) @binding(7) var shadowMapFar: texture_depth_2d;
114
115
  // The floor mirror (step 7D): the reflection target, the camera that rendered
115
116
  // it, and an ordinary sampler — the two shadow bindings above are comparison.
116
117
  // params = (projA, projB, _, _) — the depth-linearisation pair of the SHARED
@@ -144,7 +145,7 @@ struct MirrorVP { viewProj: mat4x4f, params: vec4f, };
144
145
  struct MirrorClip { plane: vec4f, on: f32, _p0: f32, _p1: f32, _p2: f32, };
145
146
  @group(0) @binding(14) var<uniform> clip: MirrorClip;
146
147
  ${WORLD_AMBIENT_WGSL}
147
- ${lightsApi(0, 6)}
148
+ ${lightsApi(0, 6, "1u")}
148
149
 
149
150
  struct VO { @builtin(position) position: vec4f, @location(0) worldPos: vec3f, @location(1) normal: vec3f, };
150
151
  @vertex fn vs(@location(0) position: vec3f, @location(1) normal: vec3f, @location(2) uv: vec2f) -> VO {
@@ -178,21 +179,6 @@ ${sceneFsOutWgsl()}@fragment fn fs(i: VO) -> FSOut {
178
179
  return out;
179
180
  }
180
181
 
181
- // Outside a cascade's frustum there IS no shadow information — the clamped
182
- // border samples compare against unrelated depths and read "shadowed",
183
- // darkening the whole far plane with a visible band at the frustum edge
184
- // (masked by the opaque surface normally, glaring in green-screen mode where
185
- // only the shadow-catcher term renders). So each cascade fades out near its
186
- // border — the near one INTO the far one's answer, the far one into lit.
187
- let l0 = lightVP.viewProj[0] * vec4f(i.worldPos, 1.0);
188
- let ndc = l0.xyz / max(l0.w, 1e-6);
189
- let inZ = select(0.0, 1.0, ndc.z > 0.0 && ndc.z < 1.0);
190
- let frustum = (1.0 - smoothstep(0.88, 0.96, abs(ndc.x))) * (1.0 - smoothstep(0.88, 0.96, abs(ndc.y))) * inZ;
191
- let l1 = lightVP.viewProj[1] * vec4f(i.worldPos, 1.0);
192
- let ndc1 = l1.xyz / max(l1.w, 1e-6);
193
- let inZ1 = select(0.0, 1.0, ndc1.z > 0.0 && ndc1.z < 1.0);
194
- let frustum1 = (1.0 - smoothstep(0.88, 0.96, abs(ndc1.x))) * (1.0 - smoothstep(0.88, 0.96, abs(ndc1.y))) * inZ1;
195
-
196
182
  // THE cost of this shader, measured: a full-screen ground ran 25 shadow
197
183
  // comparisons per pixel, and each one is hardware-bilinear, so ~100 depth
198
184
  // samples per pixel. Gutting the rest of the shader changed nothing; cutting
@@ -201,11 +187,9 @@ ${sceneFsOutWgsl()}@fragment fn fs(i: VO) -> FSOut {
201
187
  // 3x3 at two-texel spacing covers the same +/-2 texel penumbra the 5x5 at
202
188
  // one-texel spacing did — that kernel was oversampled, its taps overlapping
203
189
  // almost entirely once the comparison sampler's own 2x2 filter is counted.
204
- // Nine taps instead of twenty-five for the same blur radius.
190
+ // Nine taps instead of twenty-five for the same blur radius, and one
191
+ // cascade's worth per pixel: the first that holds it.
205
192
  //
206
- // The far cascade's taps run ONLY where the near one is fading or absent
207
- // (frustum < 1), so a pixel in the near core costs exactly what it did with
208
- // one cascade — and that core is where the camera usually looks.
209
193
  // Can anything cast a shadow ONTO this point at all?
210
194
  //
211
195
  // The ground is vastly larger than what stands on it, and the answer for most
@@ -261,33 +245,26 @@ ${
261
245
  let rot = ign * 6.28318530718;`
262
246
  : ""
263
247
  }
264
- // The far cascade's taps, skipped entirely when nothing ever drew into it.
265
- //
266
- // This branch is the expensive one on a wide floor: it runs wherever the NEAR
267
- // cascade does not reach, and the near cascade is a 64-unit box around the
268
- // camera target, so a floor receding to the horizon takes it almost
269
- // everywhere. Nine comparison taps, per pixel, on the largest draw in the
270
- // frame — against a map that is cleared unless a stage is in the scene.
271
- //
272
- // Cleared depth compares as "no occluder", so the skipped path leaves vis at
273
- // 1.0, which is exactly what the taps returned. Free, not cheaper.
274
- if (material.farCascade > 0.0 && frustum < 1.0 && frustum1 > 0.0) {
275
- let suv1 = vec2f(ndc1.x * 0.5 + 0.5, 0.5 - ndc1.y * 0.5);
276
- let suv1_c = clamp(suv1, vec2f(0.02), vec2f(0.98));
277
- let compareZ1 = ndc1.z - 0.0035;
278
- var acc1 = 0.0;
279
- ${pcfWgsl("shadowMapFar", "suv1_c", `${1 / SHADOW_CASCADES[SHADOW_CASCADES.length - 1].mapSize}`, "compareZ1", "acc1", " ", soft)}
280
- vis = mix(1.0, acc1, frustum1);
281
- }
282
- if (frustum > 0.0) {
283
- let suv = vec2f(ndc.x * 0.5 + 0.5, 0.5 - ndc.y * 0.5);
284
- let suv_c = clamp(suv, vec2f(0.02), vec2f(0.98));
248
+ // The first cascade whose box holds the point, as the materials pick it.
249
+ // Outside a cascade's box there IS no shadow information — the clamped
250
+ // border samples compare against unrelated depths and read "shadowed",
251
+ // darkening the far floor with a band at the edge — so the outermost one
252
+ // fades into lit near its border. Inner cascades hand over to the next.
253
+ let n = ${SHADOW_CASCADES.length}u;
254
+ for (var ci = 0u; ci < n; ci++) {
255
+ let lc = lightVP.viewProj[ci] * vec4f(i.worldPos, 1.0);
256
+ let ndc = lc.xyz / max(lc.w, 1e-6);
257
+ if (!(all(abs(ndc.xy) < vec2f(${SHADOW_MARGIN})) && ndc.z > 0.0 && ndc.z < 1.0)) { continue; }
258
+ let frustum = select(1.0, (1.0 - smoothstep(0.88, 0.96, abs(ndc.x))) * (1.0 - smoothstep(0.88, 0.96, abs(ndc.y))), ci == n - 1u);
259
+ let tile = vec2f(f32(ci % 2u), f32(ci / 2u)) * ${SHADOW_CASCADES[0].mapSize / SHADOW_ATLAS_SIZE};
260
+ let tileLo = tile + vec2f(${0.5 / SHADOW_ATLAS_SIZE});
261
+ let tileHi = tile + vec2f(${(SHADOW_CASCADES[0].mapSize - 0.5) / SHADOW_ATLAS_SIZE});
262
+ let suv = tile + vec2f(ndc.x * 0.5 + 0.5, 0.5 - ndc.y * 0.5) * ${SHADOW_CASCADES[0].mapSize / SHADOW_ATLAS_SIZE};
285
263
  let compareZ = ndc.z - 0.0035;
286
264
  var acc = 0.0;
287
- ${pcfWgsl("shadowMap", "suv_c", "material.pcfTexel", "compareZ", "acc", " ", soft)}
288
- // The base is whatever the far cascade decided, so the near border blends
289
- // cascade to cascade rather than snapping to lit mid-floor.
290
- vis = mix(vis, acc, frustum);
265
+ ${pcfWgsl("shadowAtlas", "suv", `${1 / SHADOW_ATLAS_SIZE}`, "compareZ", "acc", " ", soft)}
266
+ vis = mix(1.0, acc, frustum);
267
+ break;
291
268
  }
292
269
  }
293
270
 
@@ -102,6 +102,15 @@ type ParticleSource = {
102
102
  * where every stacked fragment is otherwise shaded in full; the prepass is
103
103
  * the shape of that rejection, done by hand and cheaply. */
104
104
  cover: boolean
105
+ /** The effect defines `particleOrient(p: Particle, id: u32) -> mat3x3f`: the
106
+ * quad lies along its first two columns (right, up) instead of facing the
107
+ * camera. A card that belongs to a surface — a raindrop's glow on a window,
108
+ * a sheet of water standing in its fall — is flat on that surface and turns
109
+ * with it, not with the eye: Unity's Local and World render alignments. The
110
+ * particle's rotation still turns the corners within that plane, and a
111
+ * stretched particle stretches along its velocity projected into it. `id`
112
+ * is the particle's slot, so the axes can come from its emitter. */
113
+ orient?: boolean
105
114
  /** The effect defines `particleCount() -> u32`: how many of the pool are
106
115
  * live this frame, as a function of its dials. The step is dispatched and
107
116
  * the quads drawn for that many slots and no more, through indirect
@@ -121,7 +130,7 @@ type ParticleSource = {
121
130
  textures?: number
122
131
  }
123
132
 
124
- /** Where the shading stage's five scene-light bindings start — see scene-light-api.ts. */
133
+ /** Where the shading stage's four scene-light bindings start — see scene-light-api.ts. */
125
134
  export const PARTICLE_LIGHT_BINDING = 10
126
135
  /** The effect's named points (`#points`), in both stages — see points-api.ts. */
127
136
  export const PARTICLE_POINTS_BINDING = 15
@@ -196,8 +205,9 @@ fn rzCamPos() -> vec3f { return cam.camPos; }
196
205
  /** Does the source define the particle contract? All three are required
197
206
  * together; `cover` is optional and only means anything to a cutout, and
198
207
  * `count` is optional and bounds the frame's work — see particleCount. */
199
- export function particleEntryPoints(wgsl: string): { init: boolean; step: boolean; shade: boolean; cover: boolean; count: boolean } {
208
+ export function particleEntryPoints(wgsl: string): { init: boolean; step: boolean; shade: boolean; cover: boolean; count: boolean; orient: boolean } {
200
209
  return {
210
+ orient: /\bfn\s+particleOrient\s*\(/.test(wgsl),
201
211
  init: /\bfn\s+particleInit\s*\(/.test(wgsl),
202
212
  step: /\bfn\s+particleStep\s*\(/.test(wgsl),
203
213
  shade: /\bfn\s+particleShade\s*\(/.test(wgsl),
@@ -372,9 +382,13 @@ fn vs(@builtin(vertex_index) vi: u32, @builtin(instance_index) ii: u32) -> VSOut
372
382
  out.clip = vec4f(0.0, 0.0, -2.0, 1.0);
373
383
  return out;
374
384
  }
375
- let right = vec3f(cam.view[0][0], cam.view[1][0], cam.view[2][0]);
376
- let up = vec3f(cam.view[0][1], cam.view[1][1], cam.view[2][1]);
377
- let s = sin(p.rot);
385
+ var right = vec3f(cam.view[0][0], cam.view[1][0], cam.view[2][0]);
386
+ var up = vec3f(cam.view[0][1], cam.view[1][1], cam.view[2][1]);
387
+ ${src.orient ? ` // the author's own plane (particleOrient): a card on a surface, not facing the eye
388
+ let o = particleOrient(p, ii);
389
+ right = o[0];
390
+ up = o[1];
391
+ ` : ""} let s = sin(p.rot);
378
392
  let k = cos(p.rot);
379
393
  var r = vec2f(c.x * k - c.y * s, c.x * s + c.y * k);
380
394
  // Stretched along the direction of travel ON SCREEN — which is not the world
@@ -1,4 +1,4 @@
1
- import { SHADOW_CASCADES } from "../shadow-cascades"
1
+ import { SHADOW_ATLAS_SIZE, SHADOW_CASCADES } from "../shadow-cascades"
2
2
  // The scene's own light, as an effect author sees it: the sun's shadow and the
3
3
  // world's ambient.
4
4
  //
@@ -51,31 +51,61 @@ fn rzWorldAmbientAvg() -> vec3f {
51
51
  `
52
52
 
53
53
  /**
54
- * 3×3 PCF over one cascade's map, for a point already in that cascade's NDC.
54
+ * The sun's shadow atlas, as every reader looks it up: `<p>Locate(q)` finds
55
+ * world point q in the first cascade whose box holds it and answers
56
+ * (atlas uv, depth, cascade) — cascade -1 outside them all — and `<p>Taps(a)`
57
+ * is the 3×3 PCF at that place.
55
58
  *
56
- * Shared with the materials, so an effect's shadow and her own shadow soften
57
- * alike. The sampler is linear-filtered, which makes each tap a 2×2 bilinear
58
- * compare. Unrolled — Safari's Metal backend doesn't unroll nested shadow
59
- * loops reliably. The body expects `ndc` in scope and returns.
59
+ * ONE implementation for the materials, the ground and effects, so a blade of
60
+ * grass and her own skin go dark at the same edge. `vp` names the cascades'
61
+ * view-projection array in the module that includes it.
62
+ *
63
+ * The box test keeps a margin (SHADOW_MARGIN of the tile's half-width) so the
64
+ * whole filter stays inside the tile: a tap that crossed into the neighbouring
65
+ * tile would compare against another cascade's depths. The sampler is linear,
66
+ * so each tap is itself a 2×2 compare. Unrolled — Safari's Metal backend
67
+ * doesn't unroll nested shadow loops reliably.
60
68
  */
61
- export const pcf9 = (map: string, ts: string, sampler = "shadowSampler") => /* wgsl */ `
62
- let suv = vec2f(ndc.x * 0.5 + 0.5, 0.5 - ndc.y * 0.5);
63
- let cmpZ = ndc.z - 0.001;
64
- let ts = ${ts};
65
- let s00 = textureSampleCompareLevel(${map}, ${sampler}, suv + vec2f(-ts, -ts), cmpZ);
66
- let s10 = textureSampleCompareLevel(${map}, ${sampler}, suv + vec2f(0.0, -ts), cmpZ);
67
- let s20 = textureSampleCompareLevel(${map}, ${sampler}, suv + vec2f( ts, -ts), cmpZ);
68
- let s01 = textureSampleCompareLevel(${map}, ${sampler}, suv + vec2f(-ts, 0.0), cmpZ);
69
- let s11 = textureSampleCompareLevel(${map}, ${sampler}, suv, cmpZ);
70
- let s21 = textureSampleCompareLevel(${map}, ${sampler}, suv + vec2f( ts, 0.0), cmpZ);
71
- let s02 = textureSampleCompareLevel(${map}, ${sampler}, suv + vec2f(-ts, ts), cmpZ);
72
- let s12 = textureSampleCompareLevel(${map}, ${sampler}, suv + vec2f(0.0, ts), cmpZ);
73
- let s22 = textureSampleCompareLevel(${map}, ${sampler}, suv + vec2f( ts, ts), cmpZ);
69
+ export const SHADOW_MARGIN = 0.98
70
+
71
+ export const sunShadowWgsl = (p: string, map: string, sampler: string, vp: string) => {
72
+ const n = SHADOW_CASCADES.length
73
+ const tiles = SHADOW_CASCADES.map((c) => `vec2f(${c.origin[0] / SHADOW_ATLAS_SIZE}, ${c.origin[1] / SHADOW_ATLAS_SIZE})`).join(", ")
74
+ const scale = SHADOW_CASCADES[0].mapSize / SHADOW_ATLAS_SIZE
75
+ return /* wgsl */ `
76
+ const ${p}Tiles = array<vec2f, ${n}>(${tiles});
77
+
78
+ fn ${p}Locate(q: vec3f) -> vec4f {
79
+ for (var i = 0u; i < ${n}u; i++) {
80
+ let c = ${vp}[i] * vec4f(q, 1.0);
81
+ let ndc = c.xyz / max(c.w, 1e-6);
82
+ if (all(abs(ndc.xy) < vec2f(${SHADOW_MARGIN})) && ndc.z > 0.0 && ndc.z < 1.0) {
83
+ let uv = ${p}Tiles[i] + vec2f(ndc.x * 0.5 + 0.5, 0.5 - ndc.y * 0.5) * ${scale};
84
+ return vec4f(uv, ndc.z, f32(i));
85
+ }
86
+ }
87
+ return vec4f(0.0, 0.0, 0.0, -1.0);
88
+ }
89
+
90
+ fn ${p}Taps(a: vec4f) -> f32 {
91
+ let cmpZ = a.z - 0.001;
92
+ let ts = ${1 / SHADOW_ATLAS_SIZE};
93
+ let s00 = textureSampleCompareLevel(${map}, ${sampler}, a.xy + vec2f(-ts, -ts), cmpZ);
94
+ let s10 = textureSampleCompareLevel(${map}, ${sampler}, a.xy + vec2f(0.0, -ts), cmpZ);
95
+ let s20 = textureSampleCompareLevel(${map}, ${sampler}, a.xy + vec2f( ts, -ts), cmpZ);
96
+ let s01 = textureSampleCompareLevel(${map}, ${sampler}, a.xy + vec2f(-ts, 0.0), cmpZ);
97
+ let s11 = textureSampleCompareLevel(${map}, ${sampler}, a.xy, cmpZ);
98
+ let s21 = textureSampleCompareLevel(${map}, ${sampler}, a.xy + vec2f( ts, 0.0), cmpZ);
99
+ let s02 = textureSampleCompareLevel(${map}, ${sampler}, a.xy + vec2f(-ts, ts), cmpZ);
100
+ let s12 = textureSampleCompareLevel(${map}, ${sampler}, a.xy + vec2f(0.0, ts), cmpZ);
101
+ let s22 = textureSampleCompareLevel(${map}, ${sampler}, a.xy + vec2f( ts, ts), cmpZ);
74
102
  return (s00 + s10 + s20 + s01 + s11 + s21 + s02 + s12 + s22) * (1.0 / 9.0);
103
+ }
75
104
  `
105
+ }
76
106
 
77
107
  /** Bindings the real accessors take, from `binding` upward. */
78
- export const SCENE_LIGHT_API_BINDINGS = 5
108
+ export const SCENE_LIGHT_API_BINDINGS = 4
79
109
 
80
110
  /**
81
111
  * `rzShadow(p)`: how much of the sun reaches world point `p` — 1 lit, 0 in a
@@ -84,12 +114,11 @@ export const SCENE_LIGHT_API_BINDINGS = 5
84
114
  * `rzWorldAmbient(n)`: the world's light arriving at a surface facing `n` —
85
115
  * the materials' own ambient, so an effect's shade can match hers.
86
116
  *
87
- * With `on`, declares five bindings from `binding`:
117
+ * With `on`, declares four bindings from `binding`:
88
118
  * +0 the light uniform (ambient, the sun — direction, and in .w the shadow
89
119
  * switch — and the HDRI's irradiance)
90
120
  * +1 the cascade view-projections, then the caster sphere
91
- * +2 the near cascade's map +3 the far cascade's map
92
- * +4 the comparison sampler
121
+ * +2 the sun's shadow atlas +3 the comparison sampler
93
122
  *
94
123
  * It takes a POINT and no normal. The materials' sampleShadow also rejects a
95
124
  * surface facing away from the sun, which is right for skin and wrong for a
@@ -114,17 +143,9 @@ struct _RzSceneLightU { ambientColor: vec4f, lights: array<_RzSceneLight, 4>, sh
114
143
  struct _RzShadowBlock { viewProj: array<mat4x4f, ${n}>, casters: vec4f, }
115
144
  @group(${group}) @binding(${binding}) var<uniform> _rzLight: _RzSceneLightU;
116
145
  @group(${group}) @binding(${binding + 1}) var<uniform> _rzShadowVP: _RzShadowBlock;
117
- @group(${group}) @binding(${binding + 2}) var _rzShadowNear: texture_depth_2d;
118
- @group(${group}) @binding(${binding + 3}) var _rzShadowFar: texture_depth_2d;
119
- @group(${group}) @binding(${binding + 4}) var _rzShadowCmp: sampler_comparison;
120
-
121
- fn _rzShadowNearTaps(ndc: vec3f) -> f32 {
122
- ${pcf9("_rzShadowNear", `1.0 / ${SHADOW_CASCADES[0].mapSize}.0`, "_rzShadowCmp")}
123
- }
124
-
125
- fn _rzShadowFarTaps(ndc: vec3f) -> f32 {
126
- ${pcf9("_rzShadowFar", `1.0 / ${SHADOW_CASCADES[n - 1].mapSize}.0`, "_rzShadowCmp")}
127
- }
146
+ @group(${group}) @binding(${binding + 2}) var _rzShadowAtlas: texture_depth_2d;
147
+ @group(${group}) @binding(${binding + 3}) var _rzShadowCmp: sampler_comparison;
148
+ ${sunShadowWgsl("_rzSun", "_rzShadowAtlas", "_rzShadowCmp", "_rzShadowVP.viewProj")}
128
149
 
129
150
  fn rzShadow(p: vec3f) -> f32 {
130
151
  // The scene's one shadow switch, on the sun — see sampleShadow.
@@ -142,18 +163,10 @@ fn rzShadow(p: vec3f) -> f32 {
142
163
  let perp = length(toCaster - toSun * along);
143
164
  if (along <= -cs.w || perp > cs.w) { return 1.0; }
144
165
  }
145
- let q = p + toSun * 0.08;
146
- let c0 = _rzShadowVP.viewProj[0] * vec4f(q, 1.0);
147
- let n0 = c0.xyz / max(c0.w, 1e-6);
148
- if (all(abs(n0.xy) < vec2f(0.98)) && n0.z > 0.0 && n0.z < 1.0) {
149
- return mix(1.0, _rzShadowNearTaps(n0), castAmt);
150
- }
151
- let c1 = _rzShadowVP.viewProj[${n - 1}] * vec4f(q, 1.0);
152
- let n1 = c1.xyz / max(c1.w, 1e-6);
153
- if (all(abs(n1.xy) < vec2f(0.98)) && n1.z > 0.0 && n1.z < 1.0) {
154
- return mix(1.0, _rzShadowFarTaps(n1), castAmt);
155
- }
156
- return 1.0;
166
+ let a = _rzSunLocate(p + toSun * 0.08);
167
+ // Outside every cascade there is no occlusion information: lit.
168
+ if (a.w < 0.0) { return 1.0; }
169
+ return mix(1.0, _rzSunTaps(a), castAmt);
157
170
  }
158
171
  ${worldAmbientWgsl("_rzLight")}`
159
172
  }