reze-engine 0.63.0 → 0.65.0

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.
Files changed (106) hide show
  1. package/dist/engine.d.ts +226 -96
  2. package/dist/engine.d.ts.map +1 -1
  3. package/dist/engine.js +1187 -732
  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 +15 -18
  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/model.d.ts +10 -1
  17. package/dist/model.d.ts.map +1 -1
  18. package/dist/model.js +15 -1
  19. package/dist/outline-normals.d.ts +12 -0
  20. package/dist/outline-normals.d.ts.map +1 -0
  21. package/dist/outline-normals.js +100 -0
  22. package/dist/pmx-loader.d.ts +3 -0
  23. package/dist/pmx-loader.d.ts.map +1 -1
  24. package/dist/pmx-loader.js +7 -2
  25. package/dist/shaders/lights.d.ts +3 -2
  26. package/dist/shaders/lights.d.ts.map +1 -1
  27. package/dist/shaders/lights.js +16 -3
  28. package/dist/shaders/materials/common.d.ts.map +1 -1
  29. package/dist/shaders/materials/common.js +65 -56
  30. package/dist/shaders/materials/nodes.d.ts +1 -1
  31. package/dist/shaders/materials/nodes.d.ts.map +1 -1
  32. package/dist/shaders/materials/nodes.js +210 -0
  33. package/dist/shaders/passes/bloom.d.ts +4 -3
  34. package/dist/shaders/passes/bloom.d.ts.map +1 -1
  35. package/dist/shaders/passes/bloom.js +58 -87
  36. package/dist/shaders/passes/composite.d.ts.map +1 -1
  37. package/dist/shaders/passes/composite.js +122 -64
  38. package/dist/shaders/passes/cull.d.ts +1 -1
  39. package/dist/shaders/passes/cull.d.ts.map +1 -1
  40. package/dist/shaders/passes/cull.js +7 -3
  41. package/dist/shaders/passes/ground.d.ts.map +1 -1
  42. package/dist/shaders/passes/ground.js +32 -55
  43. package/dist/shaders/passes/mirror.d.ts +18 -12
  44. package/dist/shaders/passes/mirror.d.ts.map +1 -1
  45. package/dist/shaders/passes/mirror.js +59 -13
  46. package/dist/shaders/passes/outline.d.ts.map +1 -1
  47. package/dist/shaders/passes/outline.js +71 -14
  48. package/dist/shaders/passes/particles.d.ts +1 -1
  49. package/dist/shaders/passes/particles.js +1 -1
  50. package/dist/shaders/scene-light-api.d.ts +18 -10
  51. package/dist/shaders/scene-light-api.d.ts.map +1 -1
  52. package/dist/shaders/scene-light-api.js +58 -46
  53. package/dist/shadow-cascades.d.ts +47 -20
  54. package/dist/shadow-cascades.d.ts.map +1 -1
  55. package/dist/shadow-cascades.js +36 -13
  56. package/dist/unity/character.d.ts +59 -0
  57. package/dist/unity/character.d.ts.map +1 -0
  58. package/dist/unity/character.js +120 -0
  59. package/dist/unity/globals.d.ts +93 -0
  60. package/dist/unity/globals.d.ts.map +1 -0
  61. package/dist/unity/globals.js +340 -0
  62. package/dist/unity/host.d.ts +152 -0
  63. package/dist/unity/host.d.ts.map +1 -0
  64. package/dist/unity/host.js +529 -0
  65. package/dist/unity/looks.d.ts +93 -0
  66. package/dist/unity/looks.d.ts.map +1 -0
  67. package/dist/unity/looks.js +312 -0
  68. package/dist/unity/skin.d.ts +9 -0
  69. package/dist/unity/skin.d.ts.map +1 -0
  70. package/dist/unity/skin.js +120 -0
  71. package/dist/unity/stage.d.ts +155 -0
  72. package/dist/unity/stage.d.ts.map +1 -0
  73. package/dist/unity/stage.js +410 -0
  74. package/dist/unity/state.d.ts +22 -0
  75. package/dist/unity/state.d.ts.map +1 -0
  76. package/dist/unity/state.js +170 -0
  77. package/package.json +1 -1
  78. package/src/engine.ts +1535 -964
  79. package/src/graph/compile.ts +3 -1
  80. package/src/graph/registry.ts +142 -0
  81. package/src/graph/schema.ts +9 -0
  82. package/src/graph/slots.ts +15 -18
  83. package/src/index.ts +12 -0
  84. package/src/model.ts +18 -1
  85. package/src/outline-normals.ts +110 -0
  86. package/src/pmx-loader.ts +8 -2
  87. package/src/shaders/lights.ts +16 -3
  88. package/src/shaders/materials/common.ts +65 -57
  89. package/src/shaders/materials/nodes.ts +210 -0
  90. package/src/shaders/passes/bloom.ts +59 -87
  91. package/src/shaders/passes/composite.ts +122 -64
  92. package/src/shaders/passes/cull.ts +7 -3
  93. package/src/shaders/passes/ground.ts +32 -55
  94. package/src/shaders/passes/mirror.ts +60 -13
  95. package/src/shaders/passes/outline.ts +71 -14
  96. package/src/shaders/passes/particles.ts +1 -1
  97. package/src/shaders/scene-light-api.ts +59 -46
  98. package/src/shadow-cascades.ts +61 -32
  99. package/src/unity/character.ts +169 -0
  100. package/src/unity/globals.ts +443 -0
  101. package/src/unity/host.ts +630 -0
  102. package/src/unity/looks.ts +391 -0
  103. package/src/unity/skin.ts +131 -0
  104. package/src/unity/stage.ts +604 -0
  105. package/src/unity/state.ts +172 -0
  106. package/src/shaders/agx-lut.ts +0 -30
@@ -13,7 +13,7 @@ import { castDistanceApi, CAST_FIELD_DIV } from "./cast-distance"
13
13
  import { lyricsApi, lyricsTextApi } from "../lyrics-api"
14
14
  import { midiApi } from "../midi-api"
15
15
  import { gridReadApi } from "./grid"
16
- // Composite: HDR scene + bloom pyramid → Filmic tone map → gamma → swapchain.
16
+ // Composite: HDR scene + bloom → view transform (soft / neutral / aces / none) → gamma → swapchain.
17
17
  // Bloom tint/intensity applied at combine (EEVEE treats them as combine-stage params, not prefilter).
18
18
  //
19
19
  // The shader is a TEMPLATE: buildCompositeShader() emits either the base pass or
@@ -138,14 +138,6 @@ override APPLY_GAMMA: bool = true;
138
138
  // re-premultiply the tonemapped color for output so the premultiplied canvas
139
139
  // alphaMode composites the WebGPU surface over the page background correctly.
140
140
  @group(0) @binding(4) var maskTex: texture_2d<f32>;
141
- // Filmic tone curve baked to a WIDTH×1 r16float LUT (bakeFilmicLut on the CPU side).
142
- // Domain: log2(linear) mapped to [0,13]. Replaces the old array<f32,14> that was indexed
143
- // by a runtime u32 (a Metal-backend smell — dynamic local-array indexing lowers to a
144
- // per-invocation copy/switch) and interpolated piecewise-linearly (C0, so segment slope
145
- // discontinuities showed as Mach bands in smooth skin/shadow gradients). The LUT is a
146
- // monotone-cubic (Fritsch–Carlson) fit through the same 14 anchors — same values, C1
147
- // continuity kills the banding — sampled with hardware linear filtering.
148
- @group(0) @binding(5) var filmicLut: texture_2d<f32>;
149
141
  // viewU[0] = (exposure, invGamma, grain amount, grain seed); viewU[1] = (tint.rgb, intensity)
150
142
  // viewU[2] = (background.rgb, mode) — display-space sRGB, composited UNDER the
151
143
  // scene post-tonemap. BASE-layer mode: 0 transparent (DOM shows),
@@ -177,9 +169,6 @@ override APPLY_GAMMA: bool = true;
177
169
  // track the camera radius. Cleared depth (1.0) inverts to the far
178
170
  // plane, so empty sky reads as maximally defocused background.
179
171
  @group(0) @binding(9) var<uniform> dofU: array<vec4<f32>, 3>;
180
- // Blender's AgX, as the 57³ lookup it ships as rather than a reconstruction of
181
- // it. Sampled in the log-encoded E-Gamut space the cube expects — see agxTransform.
182
- @group(0) @binding(10) var agxLut: texture_3d<f32>;
183
172
  // The scene's own colour grade, as a cube — see _rzStageGrade. sRGB-encoded
184
173
  // storage, so what a sample returns is already linear.
185
174
  @group(0) @binding(12) var stageGradeLut: texture_3d<f32>;
@@ -215,8 +204,6 @@ override APPLY_GAMMA: bool = true;
215
204
  fn rzFieldMerge(top: vec4f, bot: vec4f) -> vec4f {
216
205
  return vec4f(top.rgb + bot.rgb * (1.0 - top.a), top.a + bot.a * (1.0 - top.a));
217
206
  }
218
- // Must match FILMIC_LUT_WIDTH in engine.ts (bakeFilmicLut).
219
- const FILMIC_LUT_W: f32 = 256.0;
220
207
 
221
208
  fn linearDepth(coord: vec2<i32>) -> f32 {
222
209
  let z = textureLoad(depthTex, coord, 0);
@@ -249,67 +236,138 @@ fn sceneSample(coord: vec2<i32>, fullSzI: vec2<i32>, fullSz: vec2f) -> vec4f {
249
236
  return vec4f((sHdr + sBloom) * sAlpha, sAlpha);
250
237
  }
251
238
 
252
- fn filmic(x: f32) -> f32 {
253
- // Reference checkpoints (Blender 3.6 Filmic MHC, sobotka/filmic-blender
254
- // look_medium-high-contrast.spi1d): linear 0.18 → ~0.395, linear 1.0 → ~0.83.
255
- // NOTE: version-pinned to Blender 3.6 — 4.x defaults to AgX, not Filmic.
256
- let t = clamp(log2(max(x, 1e-10)) + 10.0, 0.0, 13.0);
257
- // Map t∈[0,13] to the texel-center of baked sample j = t·(W-1)/13.
258
- let u = (t * (FILMIC_LUT_W - 1.0) / 13.0 + 0.5) / FILMIC_LUT_W;
259
- // textureSampleLevel (explicit LOD, no derivatives) is legal in non-uniform flow.
260
- return textureSampleLevel(filmicLut, bloomSamp, vec2f(u, 0.5), 0.0).r;
261
- }
262
-
263
- /** The sRGB display encoding — Blender's "Standard" view transform, which is what
264
- * NPR work uses: no film curve at all, so the colours a graph computes are the
265
- * colours that land. Not a 2.2 power law; sRGB has a linear toe. */
239
+ /** The sRGB display encoding — "none": no tone curve at all, so the colours a
240
+ * graph computes are the colours that land. Not a 2.2 power law; sRGB has a
241
+ * linear toe. Every transform below ends in it. */
266
242
  fn srgb_encode(x: f32) -> f32 {
267
243
  let c = max(x, 0.0);
268
244
  return select(1.055 * pow(c, 1.0 / 2.4) - 0.055, c * 12.92, c <= 0.0031308);
269
245
  }
270
246
 
271
247
  /**
272
- * AgX, the chain config.ocio states for "AgX Base Rec.1886" on an sRGB display:
273
- *
274
- * scene-linear Rec.709 → 3x3 into FilmLight E-Gamut
275
- * → log2 across 25 stops, [-12.47393, +12.5261] → 0..1
276
- * → the 57³ cube
277
- * → Rec.1886 (pure γ2.4) decoded, then re-encoded as sRGB for the swapchain
278
- *
279
- * The last step is not pedantry: Rec.1886 is a pure power law and sRGB has a
280
- * linear toe, so skipping it lifts the darkest few code values.
281
- *
282
- * Blender interpolates the cube tetrahedrally and a GPU sampler is trilinear.
283
- * The difference is small and confined to saturated gradients; if it ever shows,
284
- * tetrahedral is a dozen lines here.
248
+ * "soft" — Aether Gazer's own curve, from its final pass
249
+ * (Hidden/SimPipeline/Final, decompiled): (1 - e^(-exposure x))^contrast, at the
250
+ * 2.5 and 1.4 its scenes set, into a linear target the swapchain then encodes.
251
+ * The game's ACES branch is off in every scene measured.
252
+ */
253
+ fn softTransform(c: vec3f) -> vec3f {
254
+ let t = pow(max(vec3f(1.0) - exp(-2.5 * max(c, vec3f(0.0))), vec3f(0.0)), vec3f(1.4));
255
+ return vec3f(srgb_encode(t.r), srgb_encode(t.g), srgb_encode(t.b));
256
+ }
257
+
258
+ fn _rzSrgbEncode3(c: vec3f) -> vec3f {
259
+ return vec3f(srgb_encode(c.r), srgb_encode(c.g), srgb_encode(c.b));
260
+ }
261
+
262
+ /**
263
+ * "neutral" — Unity URP's Neutral tonemapper as the Khronos PBR Neutral
264
+ * operator, to the published formula: below the start of compression colour
265
+ * passes through (less a small toe offset); above it the peak rolls off toward
266
+ * 1 and desaturates in proportion to how much it lost.
285
267
  */
286
- fn agxTransform(c: vec3f) -> vec3f {
287
- let m = mat3x3<f32>(
288
- vec3f(0.55937113, 0.07622071, 0.06552670),
289
- vec3f(0.30478326, 0.78797183, 0.16454675),
290
- vec3f(0.13584556, 0.13580748, 0.76992653),
291
- );
292
- let e = m * max(c, vec3f(0.0));
293
- // The cube's domain: an unlit pixel would take log2 to -inf, so floor it at
294
- // the bottom stop rather than sampling outside the LUT.
295
- let t = clamp((log2(max(e, vec3f(1e-10))) + vec3f(12.47393)) / 25.0, vec3f(0.0), vec3f(1.0));
296
- // Half-texel inset, so the end stops are the cube's own values and not a blend
297
- // with the clamp-to-edge border.
298
- let n = 57.0;
299
- let uvw = t * ((n - 1.0) / n) + (0.5 / n);
300
- let formed = textureSampleLevel(agxLut, bloomSamp, uvw, 0.0).rgb;
301
- let linear = pow(max(formed, vec3f(0.0)), vec3f(2.4));
302
- return vec3f(srgb_encode(linear.r), srgb_encode(linear.g), srgb_encode(linear.b));
268
+ fn neutralTransform(color: vec3f) -> vec3f {
269
+ let startCompression = 0.8 - 0.04;
270
+ let desaturation = 0.15;
271
+ var c = max(color, vec3f(0.0));
272
+ let x = min(c.r, min(c.g, c.b));
273
+ let offset = select(0.04, x - 6.25 * x * x, x < 0.08);
274
+ c = c - vec3f(offset);
275
+ let peak = max(c.r, max(c.g, c.b));
276
+ if (peak >= startCompression) {
277
+ let d = 1.0 - startCompression;
278
+ let newPeak = 1.0 - d * d / (peak + d - startCompression);
279
+ c = c * (newPeak / peak);
280
+ let g = 1.0 - 1.0 / (desaturation * (peak - newPeak) + 1.0);
281
+ c = mix(c, vec3f(newPeak), g);
282
+ }
283
+ return _rzSrgbEncode3(clamp(c, vec3f(0.0), vec3f(1.0)));
284
+ }
285
+
286
+ // "aces" — Unity URP's ACES: unity_to_ACES then AcesTonemap, both from the Core
287
+ // RP's Color.hlsl (the branch URP compiles, not full ACES): the RRT's glow and
288
+ // red modifier and global desaturation, the luminance fit of RRT +
289
+ // ODT.Academy.RGBmonitor_100nits_dim, the dim-surround gamma, the ODT
290
+ // desaturation, then AP1 → XYZ → D60→D65 → Rec.709, saturated as URP's
291
+ // ApplyTonemap does. HLSL's row-major matrices are written as rows here.
292
+ fn _rzRows(r0: vec3f, r1: vec3f, r2: vec3f, v: vec3f) -> vec3f {
293
+ return vec3f(dot(r0, v), dot(r1, v), dot(r2, v));
294
+ }
295
+ fn _rzAp1ToXyz(v: vec3f) -> vec3f {
296
+ return _rzRows(vec3f(0.6624541811, 0.1340042065, 0.1561876870),
297
+ vec3f(0.2722287168, 0.6740817658, 0.0536895174),
298
+ vec3f(-0.0055746495, 0.0040607335, 1.0103391003), v);
299
+ }
300
+ fn _rzAp1Luma(v: vec3f) -> f32 {
301
+ return dot(v, vec3f(0.272229, 0.674082, 0.0536895));
302
+ }
303
+ fn acesTransform(color: vec3f) -> vec3f {
304
+ // unity_to_ACES: linear sRGB → AP0.
305
+ var aces = _rzRows(vec3f(0.4397010, 0.3829780, 0.1773350),
306
+ vec3f(0.0897923, 0.8134230, 0.0967616),
307
+ vec3f(0.0175440, 0.1115440, 0.8707040), max(color, vec3f(0.0)));
308
+ // Glow module.
309
+ let mi = min(aces.r, min(aces.g, aces.b));
310
+ let ma = max(aces.r, max(aces.g, aces.b));
311
+ let saturation = (max(ma, 1e-4) - max(mi, 1e-4)) / max(ma, 1e-2);
312
+ let k = max(aces.b * (aces.b - aces.g) + aces.g * (aces.g - aces.r) + aces.r * (aces.r - aces.b), 0.0);
313
+ let ycIn = (aces.b + aces.g + aces.r + 1.75 * sqrt(k)) / 3.0;
314
+ let sx = (saturation - 0.4) / 0.2;
315
+ let st = max(1.0 - abs(sx / 2.0), 0.0);
316
+ let s = (1.0 + select(-1.0, 1.0, sx >= 0.0) * (1.0 - st * st)) / 2.0;
317
+ let glowGain = 0.05 * s;
318
+ let glowMid = 0.08;
319
+ var glow = glowGain * (glowMid / max(ycIn, 1e-6) - 0.5);
320
+ if (ycIn <= 2.0 / 3.0 * glowMid) { glow = glowGain; }
321
+ if (ycIn >= 2.0 * glowMid) { glow = 0.0; }
322
+ aces = aces * (1.0 + glow);
323
+ // Red modifier.
324
+ var hue = 0.0;
325
+ if (!(aces.r == aces.g && aces.g == aces.b)) {
326
+ hue = degrees(atan2(sqrt(3.0) * (aces.g - aces.b), 2.0 * aces.r - aces.g - aces.b));
327
+ }
328
+ if (hue < 0.0) { hue = hue + 360.0; }
329
+ var centered = hue;
330
+ if (centered < -180.0) { centered = centered + 360.0; } else if (centered > 180.0) { centered = centered - 360.0; }
331
+ var hueWeight = smoothstep(0.0, 1.0, 1.0 - abs(2.0 * centered / 135.0));
332
+ hueWeight = hueWeight * hueWeight;
333
+ aces.r = aces.r + hueWeight * saturation * (0.03 - aces.r) * (1.0 - 0.82);
334
+ // AP0 → AP1 (ACEScg), then the RRT's global desaturation.
335
+ var cg = max(_rzRows(vec3f(1.4514393161, -0.2365107469, -0.2149285693),
336
+ vec3f(-0.0765537734, 1.1762296998, -0.0996759264),
337
+ vec3f(0.0083161484, -0.0060324498, 0.9977163014), aces), vec3f(0.0));
338
+ cg = mix(vec3f(_rzAp1Luma(cg)), cg, vec3f(0.96));
339
+ // The luminance fit of RRT + ODT.Academy.RGBmonitor_100nits_dim.
340
+ let post = (cg * (2.785085 * cg + 0.107772)) / (cg * (2.936045 * cg + 0.887122) + 0.806889);
341
+ // Dark → dim surround: Y^0.9811, in xyY.
342
+ var xyz = _rzAp1ToXyz(post);
343
+ let div = max(xyz.x + xyz.y + xyz.z, 1e-4);
344
+ let xyY = vec3f(xyz.x / div, xyz.y / div, pow(clamp(xyz.y, 0.0, 65504.0), 0.9811));
345
+ let m = xyY.z / max(xyY.y, 1e-4);
346
+ xyz = vec3f(xyY.x * m, xyY.z, (1.0 - xyY.x - xyY.y) * m);
347
+ var lin = _rzRows(vec3f(1.6410233797, -0.3248032942, -0.2364246952),
348
+ vec3f(-0.6636628587, 1.6153315917, 0.0167563477),
349
+ vec3f(0.0117218943, -0.0082844420, 0.9883948585), xyz);
350
+ // The ODT's desaturation, then to the display's primaries.
351
+ lin = mix(vec3f(_rzAp1Luma(lin)), lin, vec3f(0.93));
352
+ xyz = _rzRows(vec3f(0.98722400, -0.00611327, 0.0159533),
353
+ vec3f(-0.00759836, 1.00186000, 0.0053302),
354
+ vec3f(0.00307257, -0.00509595, 1.0816800), _rzAp1ToXyz(lin));
355
+ let rec709 = _rzRows(vec3f(3.2409699419, -1.5373831776, -0.4986107603),
356
+ vec3f(-0.9692436363, 1.8759675015, 0.0415550574),
357
+ vec3f(0.0556300797, -0.2039769589, 1.0569715142), xyz);
358
+ return _rzSrgbEncode3(clamp(rec709, vec3f(0.0), vec3f(1.0)));
303
359
  }
304
360
 
305
- /** Which display transform, chosen per frame at viewU[6].y (0 filmic, 1 standard, 2 agx).
306
- * A uniform branch rather than a pipeline variant: switching is rare, and both
307
- * arms are cheap enough that specialising the pipeline would buy nothing. */
361
+ /** Which display transform, chosen per frame at viewU[6].y (0 soft, 1 none,
362
+ * 2 neutral, 3 aces). A uniform branch rather than a pipeline variant: switching
363
+ * is rare, and every arm is cheap enough that specialising the pipeline would
364
+ * buy nothing. */
308
365
  fn viewTransform(c: vec3f) -> vec3f {
309
366
  let mode = viewU[6].y;
310
- if (mode > 1.5) { return agxTransform(c); }
311
- if (mode > 0.5) { return vec3f(srgb_encode(c.r), srgb_encode(c.g), srgb_encode(c.b)); }
312
- return vec3f(filmic(c.r), filmic(c.g), filmic(c.b));
367
+ if (mode > 2.5) { return acesTransform(c); }
368
+ if (mode > 1.5) { return neutralTransform(c); }
369
+ if (mode > 0.5) { return _rzSrgbEncode3(c); }
370
+ return softTransform(c);
313
371
  }
314
372
 
315
373
  fn _rzSrgbDecode(x: f32) -> f32 {
@@ -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
 
@@ -218,20 +218,52 @@ ${sceneIdPadWgsl("out")}
218
218
  }
219
219
 
220
220
  /**
221
- * The mirror in the SHADOW pass — the frame throwing shade on the floor.
222
- *
223
- * Its own shader because the mirror has no vertex buffer and no skeleton: the
224
- * quad is six generated vertices and the model matrix is the whole of it, while
225
- * the ordinary shadow shader is built for skinned geometry with an alpha test.
226
- *
227
- * Depth only, no fragment stage. The pane is opaque across its whole rectangle
228
- * — glass included, because this glass is not see-through — so there is nothing
229
- * to alpha-test and nothing to colour.
230
- *
231
- * The cascade index arrives in its own tiny uniform rather than as a dynamic
232
- * offset: the cascade matrices sit 64 bytes apart in one array, and a dynamic
233
- * uniform offset has to be 256-aligned.
221
+ * Downsample for the reflection's COLOUR chain, one pass per mip level: the
222
+ * Jimenez/COD 13-tap dual box — five weighted 2x2 averages, which rejects the
223
+ * nyquist ringing a plain box would leave in a blurred reflection.
234
224
  */
225
+ export const MIRROR_DOWNSAMPLE_WGSL = /* wgsl */ `
226
+ @vertex fn vs(@builtin(vertex_index) vi: u32) -> @builtin(position) vec4f {
227
+ let x = f32((vi & 1u) << 2u) - 1.0;
228
+ let y = f32((vi & 2u) << 1u) - 1.0;
229
+ return vec4f(x, y, 0.0, 1.0);
230
+ }
231
+
232
+ @group(0) @binding(0) var srcTex: texture_2d<f32>;
233
+ @group(0) @binding(1) var srcSamp: sampler;
234
+
235
+ fn samp(uv: vec2f, off: vec2f) -> vec3f {
236
+ return textureSampleLevel(srcTex, srcSamp, uv + off, 0.0).rgb;
237
+ }
238
+
239
+ @fragment fn fs(@builtin(position) p: vec4f) -> @location(0) vec4f {
240
+ let srcDims = vec2f(textureDimensions(srcTex));
241
+ let t = 1.0 / srcDims;
242
+ // fragCoord.xy reports pixel centers (e.g. 0.5,0.5 for first pixel) — divide by dst dims directly.
243
+ let dstDims = srcDims * 0.5;
244
+ let uv = p.xy / max(dstDims, vec2f(1.0));
245
+ let A = samp(uv, t * vec2f(-2.0, -2.0));
246
+ let B = samp(uv, t * vec2f( 0.0, -2.0));
247
+ let C = samp(uv, t * vec2f( 2.0, -2.0));
248
+ let D = samp(uv, t * vec2f(-1.0, -1.0));
249
+ let E = samp(uv, t * vec2f( 1.0, -1.0));
250
+ let F = samp(uv, t * vec2f(-2.0, 0.0));
251
+ let G = samp(uv, t * vec2f( 0.0, 0.0));
252
+ let H = samp(uv, t * vec2f( 2.0, 0.0));
253
+ let I = samp(uv, t * vec2f(-1.0, 1.0));
254
+ let J = samp(uv, t * vec2f( 1.0, 1.0));
255
+ let K = samp(uv, t * vec2f(-2.0, 2.0));
256
+ let L = samp(uv, t * vec2f( 0.0, 2.0));
257
+ let M = samp(uv, t * vec2f( 2.0, 2.0));
258
+ var o = (D + E + I + J) * (0.5 / 4.0);
259
+ o = o + (A + B + G + F) * (0.125 / 4.0);
260
+ o = o + (B + C + H + G) * (0.125 / 4.0);
261
+ o = o + (F + G + L + K) * (0.125 / 4.0);
262
+ o = o + (G + H + M + L) * (0.125 / 4.0);
263
+ return vec4f(o, 1.0);
264
+ }
265
+ `
266
+
235
267
  /**
236
268
  * Downsample for the reflection's COVERAGE chain.
237
269
  *
@@ -263,6 +295,21 @@ struct VSOut { @builtin(position) pos: vec4f, @location(0) uv: vec2f, };
263
295
  }
264
296
  `
265
297
 
298
+ /**
299
+ * The mirror in the SHADOW pass — the frame throwing shade on the floor.
300
+ *
301
+ * Its own shader because the mirror has no vertex buffer and no skeleton: the
302
+ * quad is six generated vertices and the model matrix is the whole of it, while
303
+ * the ordinary shadow shader is built for skinned geometry with an alpha test.
304
+ *
305
+ * Depth only, no fragment stage. The pane is opaque across its whole rectangle
306
+ * — glass included, because this glass is not see-through — so there is nothing
307
+ * to alpha-test and nothing to colour.
308
+ *
309
+ * The cascade index arrives in its own tiny uniform rather than as a dynamic
310
+ * offset: the cascade matrices sit 64 bytes apart in one array, and a dynamic
311
+ * uniform offset has to be 256-aligned.
312
+ */
266
313
  export function mirrorShadowWgsl(cascades: number): string {
267
314
  return /* wgsl */ `
268
315
  struct LightVP { viewProj: array<mat4x4f, ${cascades}>, };
@@ -73,14 +73,39 @@ struct VertexOutput {
73
73
  /** The triangle's own threshold, flat — see the material VertexOutput. The
74
74
  * hull traces the body's faces, so it has to lose the same ones. */
75
75
  @location(2) @interpolate(flat) faceT: f32,
76
+ /** How much of a pixel-wide line this one really is (1 = all of it): a line
77
+ * held at the minimum width fades by what it was short. */
78
+ @location(3) coverage: f32,
76
79
  };
77
80
 
81
+ /**
82
+ * Half the frame height (engine units, at the subject) below which a line keeps
83
+ * its constant screen width; wider than that it thins as a world-size line.
84
+ * 12.5 = a frame 25 units tall — a full figure (an MMD model is ~20) with
85
+ * room around her.
86
+ *
87
+ * Not the game's own break (w = 1 game unit = 8 engine units). The game's
88
+ * near width is ~3× MMD's 2·edgeSize px; its world-size line comes down to
89
+ * MMD's width only at a full-figure framing, so that is where the break goes:
90
+ * close-ups and full figures keep today's width, and past that the game's rule
91
+ * holds — NDC offset ∝ 1/w, scaled by the zoom as its projection._m11 scales
92
+ * it. At the game's 8 the demo's own camera (33 units) drew a quarter of
93
+ * today's width, which put every line on the faded minimum.
94
+ */
95
+ const RZ_OUTLINE_FULL_FIGURE = 12.5;
96
+ /** The thinnest a line is drawn, in pixels at 1080p (and never under this many
97
+ * device pixels). A line due to be thinner is drawn this wide and faded by
98
+ * the shortfall, so far lines thin out without aliasing into dashes. */
99
+ const RZ_OUTLINE_MIN_PX = 1.5;
100
+
78
101
  @vertex fn vs(
79
102
  @location(0) position: vec3f,
80
103
  @location(1) normal: vec3f,
81
104
  @location(2) uv: vec2f,
82
105
  @location(3) joints0: vec4<u32>,
83
- @location(4) weights0: vec4<f32>
106
+ @location(4) weights0: vec4<f32>,
107
+ /** xyz: the smoothed rest normal (outline-normals.ts), w: PMX edge scale. */
108
+ @location(5) outlineNormal: vec4f
84
109
  ) -> VertexOutput {
85
110
  var output: VertexOutput;
86
111
  let pos4 = vec4f(position, 1.0);
@@ -97,30 +122,58 @@ struct VertexOutput {
97
122
  let m = skinMats[j];
98
123
  skinnedPos += (m * pos4) * w;
99
124
  let r3 = mat3x3f(m[0].xyz, m[1].xyz, m[2].xyz);
100
- skinnedNrm += (r3 * normal) * w;
125
+ skinnedNrm += (r3 * outlineNormal.xyz) * w;
101
126
  }
102
127
  let worldPos = skinnedPos.xyz;
103
128
  let worldNormal = normalize(skinnedNrm);
104
129
 
105
130
  let clipPos = camera.projection * camera.view * vec4f(worldPos, 1.0);
106
131
 
107
- // babylon-mmd: screenNormal = normalize((view * worldNormal).xy)
132
+ // The push direction is the view-space normal's XY, NOT renormalized — the
133
+ // game's: full length at the silhouette, where the normal lies across the
134
+ // view, and shrinking on surfaces turned toward the camera, so creases
135
+ // facing her draw finer than the rim. Skinned exactly as the colour pass
136
+ // skins the normal, from the smoothed rest normal, so every vertex sharing a
137
+ // position pushes the same way and the hull stays closed over hard edges
138
+ // and UV seams.
108
139
  let viewNormal = (camera.view * vec4f(worldNormal, 0.0)).xyz;
109
- let snLen = length(viewNormal.xy);
110
- let screenNormal = select(vec2f(0.0, 0.0), viewNormal.xy / snLen, snLen > 1e-5);
111
140
 
112
141
  // Reference-height normalization (babylon-mmd ships this variant commented
113
- // out as \`renderHeight = 1080\`): thickness is a constant FRACTION of the
114
- // frame — 2·edgeSize px at 1080p — so retina DPR and 4K export don't thin
115
- // the rims to sub-pixel. Width follows the projection aspect.
142
+ // out as \`renderHeight = 1080\`): the near width is a constant FRACTION of
143
+ // the frame — 2·edgeSize px at 1080p — so retina DPR and 4K export don't
144
+ // thin the rims to sub-pixel. Width follows the projection aspect.
116
145
  // projection[1][1]/projection[0][0] = width/height for a symmetric frustum.
117
146
  let aspect = camera.projection[1][1] / camera.projection[0][0];
118
- let viewport = vec2f(1080.0 * aspect, 1080.0);
147
+ let refViewport = vec2f(1080.0 * aspect, 1080.0);
148
+ let deviceViewport = vec2f(camera.viewportHeight * aspect, camera.viewportHeight);
149
+
150
+ // The game's width (Character/Debug.shader, pass "Outline"): the clip offset
151
+ // is the near offset × min(w, break depth). Up close the ×w cancels the
152
+ // perspective divide — constant screen width; past the break it stops
153
+ // growing, so the NDC offset falls as 1/w like a line of fixed world width.
154
+ // The break is the depth at which the frame is a full figure tall, so a
155
+ // zoomed lens moves it out (see RZ_OUTLINE_FULL_FIGURE). Under an
156
+ // orthographic camera w is 1 and the same min() makes the line world-size
157
+ // once the frame is taller than a figure. The PMX per-vertex edge scale
158
+ // multiplies it all, as vertex colour alpha does in the game.
159
+ let w = max(clipPos.w, 1e-4);
160
+ let breakDepth = RZ_OUTLINE_FULL_FIGURE * camera.projection[1][1];
161
+ let nearNdc = viewNormal.xy * (material.edgeSize * outlineNormal.w * 4.0 / refViewport);
162
+ var ndc = nearNdc * (min(w, breakDepth) / w);
119
163
 
120
- // NDC offset = edgeSize · 4/viewport, ×w so the perspective divide cancels:
121
- // constant screen thickness at any distance (babylon-mmd parity).
122
- let offset = screenNormal * (material.edgeSize * 4.0 / viewport) * clipPos.w;
123
- output.position = vec4f(clipPos.xy + offset, clipPos.z, clipPos.w);
164
+ // Antialiased minimum (the game's _OutlineAntialias): held at the minimum
165
+ // width and faded by the shortfall, never thinner. The game fades by
166
+ // sqrt(coverage.x · coverage.y), per axis; for one width that is the ratio
167
+ // itself.
168
+ let px = length(ndc * deviceViewport * 0.5);
169
+ let minPx = RZ_OUTLINE_MIN_PX * max(1.0, camera.viewportHeight / 1080.0);
170
+ var coverage = 1.0;
171
+ if (px < minPx) {
172
+ coverage = px / minPx;
173
+ ndc = select(vec2f(0.0), ndc * (minPx / px), px > 1e-6);
174
+ }
175
+ output.coverage = coverage;
176
+ output.position = vec4f(clipPos.xy + ndc * w, clipPos.z, clipPos.w);
124
177
  output.uv = uv;
125
178
  output.restPos = position;
126
179
  output.faceT = rz_dissolve_threshold(position);
@@ -155,7 +208,11 @@ ${sceneFsOutWgsl({ name: "FSOut", aux: "mask" })}
155
208
  discard;
156
209
  }
157
210
  var out: FSOut;
158
- out.color = vec4f(material.edgeColor.rgb, material.edgeColor.a * texA);
211
+ // Blended, not alpha-to-coverage: this pass already blends (the texture
212
+ // alpha above), it is drawn right after the surface it traces so what lies
213
+ // under a faded line is already there, and 4× MSAA would quantize a fade to
214
+ // four steps.
215
+ out.color = vec4f(material.edgeColor.rgb, material.edgeColor.a * texA * input.coverage);
159
216
  out.mask = vec4f(1.0, 1.0, 0.0, out.color.a);
160
217
  ${sceneIdPadWgsl("out")} return out;
161
218
  }
@@ -130,7 +130,7 @@ type ParticleSource = {
130
130
  textures?: number
131
131
  }
132
132
 
133
- /** 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. */
134
134
  export const PARTICLE_LIGHT_BINDING = 10
135
135
  /** The effect's named points (`#points`), in both stages — see points-api.ts. */
136
136
  export const PARTICLE_POINTS_BINDING = 15