reze-engine 0.64.0 → 0.65.0

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Files changed (56) hide show
  1. package/dist/engine.d.ts +146 -54
  2. package/dist/engine.d.ts.map +1 -1
  3. package/dist/engine.js +734 -582
  4. package/dist/graph/slots.d.ts.map +1 -1
  5. package/dist/graph/slots.js +7 -1
  6. package/dist/index.d.ts +1 -1
  7. package/dist/index.d.ts.map +1 -1
  8. package/dist/model.d.ts +10 -1
  9. package/dist/model.d.ts.map +1 -1
  10. package/dist/model.js +15 -1
  11. package/dist/outline-normals.d.ts +12 -0
  12. package/dist/outline-normals.d.ts.map +1 -0
  13. package/dist/outline-normals.js +100 -0
  14. package/dist/pmx-loader.d.ts +3 -0
  15. package/dist/pmx-loader.d.ts.map +1 -1
  16. package/dist/pmx-loader.js +7 -2
  17. package/dist/shaders/materials/common.d.ts.map +1 -1
  18. package/dist/shaders/materials/common.js +4 -2
  19. package/dist/shaders/passes/bloom.d.ts +4 -3
  20. package/dist/shaders/passes/bloom.d.ts.map +1 -1
  21. package/dist/shaders/passes/bloom.js +58 -87
  22. package/dist/shaders/passes/composite.d.ts.map +1 -1
  23. package/dist/shaders/passes/composite.js +118 -72
  24. package/dist/shaders/passes/mirror.d.ts +18 -12
  25. package/dist/shaders/passes/mirror.d.ts.map +1 -1
  26. package/dist/shaders/passes/mirror.js +59 -13
  27. package/dist/shaders/passes/outline.d.ts.map +1 -1
  28. package/dist/shaders/passes/outline.js +71 -14
  29. package/dist/unity/host.d.ts +15 -0
  30. package/dist/unity/host.d.ts.map +1 -1
  31. package/dist/unity/host.js +103 -63
  32. package/dist/unity/looks.d.ts +5 -0
  33. package/dist/unity/looks.d.ts.map +1 -1
  34. package/dist/unity/looks.js +19 -2
  35. package/dist/unity/skin.d.ts.map +1 -1
  36. package/dist/unity/skin.js +5 -2
  37. package/dist/unity/stage.d.ts +7 -0
  38. package/dist/unity/stage.d.ts.map +1 -1
  39. package/dist/unity/stage.js +37 -2
  40. package/package.json +1 -1
  41. package/src/engine.ts +1042 -798
  42. package/src/graph/slots.ts +7 -1
  43. package/src/index.ts +1 -0
  44. package/src/model.ts +18 -1
  45. package/src/outline-normals.ts +110 -0
  46. package/src/pmx-loader.ts +8 -2
  47. package/src/shaders/materials/common.ts +4 -2
  48. package/src/shaders/passes/bloom.ts +59 -87
  49. package/src/shaders/passes/composite.ts +118 -72
  50. package/src/shaders/passes/mirror.ts +60 -13
  51. package/src/shaders/passes/outline.ts +71 -14
  52. package/src/unity/host.ts +57 -14
  53. package/src/unity/looks.ts +21 -2
  54. package/src/unity/skin.ts +5 -2
  55. package/src/unity/stage.ts +38 -2
  56. package/src/shaders/agx-lut.ts +0 -30
@@ -1 +1 @@
1
- {"version":3,"file":"slots.d.ts","sourceRoot":"","sources":["../../src/graph/slots.ts"],"names":[],"mappings":"AAYA,OAAO,KAAK,EAAE,SAAS,EAAE,WAAW,EAAE,UAAU,EAAE,MAAM,gBAAgB,CAAA;AAoNxE;;;;GAIG;AACH,wBAAgB,cAAc,CAC5B,WAAW,EAAE,WAAW,EACxB,SAAS,EAAE,SAAS,EACpB,MAAM,EAAE,MAAM,EACd,oBAAoB,EAAE,OAAO,EAC7B,UAAU,UAAQ,EAClB,KAAK,GAAE,UAAmB,EAC1B,UAAU,UAAO,GAChB,MAAM,CAgBR"}
1
+ {"version":3,"file":"slots.d.ts","sourceRoot":"","sources":["../../src/graph/slots.ts"],"names":[],"mappings":"AAYA,OAAO,KAAK,EAAE,SAAS,EAAE,WAAW,EAAE,UAAU,EAAE,MAAM,gBAAgB,CAAA;AA0NxE;;;;GAIG;AACH,wBAAgB,cAAc,CAC5B,WAAW,EAAE,WAAW,EACxB,SAAS,EAAE,SAAS,EACpB,MAAM,EAAE,MAAM,EACd,oBAAoB,EAAE,OAAO,EAC7B,UAAU,UAAQ,EAClB,KAAK,GAAE,UAAmB,EAC1B,UAAU,UAAO,GAChB,MAAM,CAgBR"}
@@ -177,7 +177,13 @@ function epilogue(renderClass, alphaMode, hasOpacity, blend, takesLight) {
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  // painted sheet — is Blender's Emission shader, which no lamp reaches; adding
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  // the lamps to it turned X340's floor shadow, a white-RGB picture at a soft
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  // alpha, into a glowing disc under the spot above it.
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- const LIT = takesLight ? ` + rzLightsDiffuseOnce(input.worldPos, n) * albedo` : "";
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+ //
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+ // The model's fill (Engine.setModelFill) rides here too, as brightness: the
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+ // surface colour times the fill, on every pixel of her alike. In the graph's
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+ // ambient an NPR ramp would read it as LIGHT — sliding it would move her
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+ // shadows, and under a hard step flip whole regions at once. After the graph
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+ // it lifts her evenly and leaves every shadow where it is.
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+ const LIT = takesLight ? ` + (rzLightsDiffuseOnce(input.worldPos, n) + objectLight.fill.rgb) * albedo` : "";
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  const ALBEDO = ` let albedo = tex_color;
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  `;
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  // The dissolve's burning edge, ADDED after the graph and after the lights —
package/dist/index.d.ts CHANGED
@@ -1,4 +1,4 @@
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- export { Engine, DEFAULT_BLOOM_OPTIONS, DEFAULT_DEPTH_OF_FIELD_OPTIONS, DEFAULT_VIEW_TRANSFORM, DEFAULT_COLOR_GRADING, type ColorGradingOptions, type StageGradeLut, type SceneFog, type StageCastShadow, type SceneFogLayer, type EngineStats, type EngineOptions, type BloomOptions, type DepthOfFieldOptions, type ViewTransformOptions, type LoadModelFromFilesOptions, type MaterialPreset, type MaterialPresetMap, type ModelTransform, type SceneLight, RENDERING_LAYER_DEFAULT, RENDERING_LAYER_CHARACTER, type ModelAttachment, type GizmoDragEvent, type GizmoDragCallback, type GizmoDragKind, type DissolveCycle, type EffectParamValue, type EffectResult, type CullDiagnostics, type MidiNote, } from "./engine";
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+ export { Engine, DEFAULT_BLOOM_OPTIONS, DEFAULT_DEPTH_OF_FIELD_OPTIONS, DEFAULT_VIEW_TRANSFORM, DEFAULT_COLOR_GRADING, type ColorGradingOptions, type StageGradeLut, type SceneFog, type StageCastShadow, type SceneFogLayer, type EngineStats, type EngineOptions, type BloomOptions, type DepthOfFieldOptions, type ViewTransformOptions, type ViewTransformName, type LoadModelFromFilesOptions, type MaterialPreset, type MaterialPresetMap, type ModelTransform, type SceneLight, RENDERING_LAYER_DEFAULT, RENDERING_LAYER_CHARACTER, type ModelAttachment, type GizmoDragEvent, type GizmoDragCallback, type GizmoDragKind, type DissolveCycle, type EffectParamValue, type EffectResult, type CullDiagnostics, type MidiNote, } from "./engine";
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  export { parsePmxFolderInput, pmxFileAtRelativePath, type PmxFolderInputResult } from "./folder-upload";
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  export { parseMidi } from "./midi-loader";
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  export { parseHDR, type HdrImage } from "./hdr";
@@ -1 +1 @@
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1
+ {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AAAA,OAAO,EACL,MAAM,EACN,qBAAqB,EACrB,8BAA8B,EAC9B,sBAAsB,EACtB,qBAAqB,EACrB,KAAK,mBAAmB,EACxB,KAAK,aAAa,EAClB,KAAK,QAAQ,EACb,KAAK,eAAe,EACpB,KAAK,aAAa,EAClB,KAAK,WAAW,EAChB,KAAK,aAAa,EAClB,KAAK,YAAY,EACjB,KAAK,mBAAmB,EACxB,KAAK,oBAAoB,EACzB,KAAK,iBAAiB,EACtB,KAAK,yBAAyB,EAC9B,KAAK,cAAc,EACnB,KAAK,iBAAiB,EACtB,KAAK,cAAc,EACnB,KAAK,UAAU,EACf,uBAAuB,EACvB,yBAAyB,EACzB,KAAK,eAAe,EACpB,KAAK,cAAc,EACnB,KAAK,iBAAiB,EACtB,KAAK,aAAa,EAClB,KAAK,aAAa,EAClB,KAAK,gBAAgB,EACrB,KAAK,YAAY,EACjB,KAAK,eAAe,EACpB,KAAK,QAAQ,GACd,MAAM,UAAU,CAAA;AACjB,OAAO,EAAE,mBAAmB,EAAE,qBAAqB,EAAE,KAAK,oBAAoB,EAAE,MAAM,iBAAiB,CAAA;AACvG,OAAO,EAAE,SAAS,EAAE,MAAM,eAAe,CAAA;AAIzC,OAAO,EAAE,QAAQ,EAAE,KAAK,QAAQ,EAAE,MAAM,OAAO,CAAA;AAE/C,OAAO,EAAE,iBAAiB,EAAE,iBAAiB,EAAE,QAAQ,EAAE,KAAK,SAAS,EAAE,KAAK,SAAS,EAAE,MAAM,sBAAsB,CAAA;AAIrH,OAAO,EAAE,gBAAgB,EAAE,KAAK,QAAQ,EAAE,KAAK,UAAU,EAAE,MAAM,eAAe,CAAA;AAIhF,OAAO,EACL,YAAY,EACZ,UAAU,EACV,WAAW,EACX,YAAY,EACZ,KAAK,YAAY,EACjB,KAAK,WAAW,EAChB,KAAK,QAAQ,GACd,MAAM,mBAAmB,CAAA;AAG1B,OAAO,EAAE,cAAc,EAAE,KAAK,cAAc,EAAE,MAAM,eAAe,CAAA;AACnE,OAAO,EACL,YAAY,EACZ,aAAa,EACb,gBAAgB,EAChB,KAAK,cAAc,EACnB,KAAK,aAAa,EAClB,KAAK,SAAS,GACf,MAAM,iBAAiB,CAAA;AACxB,YAAY,EACV,WAAW,EACX,SAAS,EACT,SAAS,EACT,YAAY,EACZ,WAAW,EACX,UAAU,GACX,MAAM,gBAAgB,CAAA;AACvB,OAAO,EAAE,aAAa,EAAE,KAAK,QAAQ,EAAE,KAAK,KAAK,EAAE,MAAM,kBAAkB,CAAA;AAC3E,OAAO,EAAE,cAAc,EAAE,KAAK,WAAW,EAAE,KAAK,SAAS,EAAE,KAAK,UAAU,EAAE,KAAK,eAAe,EAAE,MAAM,sBAAsB,CAAA;AAC9H,YAAY,EACV,UAAU,EACV,UAAU,EACV,gBAAgB,EAChB,eAAe,EACf,sBAAsB,EACtB,qBAAqB,GACtB,MAAM,qBAAqB,CAAA;AAC5B,OAAO,EAAE,UAAU,EAAE,MAAM,sBAAsB,CAAA;AACjD,OAAO,EAAE,aAAa,EAAE,MAAM,yBAAyB,CAAA;AACvD,OAAO,EAAE,kBAAkB,EAAE,MAAM,8BAA8B,CAAA;AACjE,OAAO,EAAE,iBAAiB,EAAE,MAAM,6BAA6B,CAAA;AAC/D,OAAO,EAAE,WAAW,EAAE,MAAM,uBAAuB,CAAA;AACnD,OAAO,EAAE,UAAU,EAAE,MAAM,sBAAsB,CAAA;AACjD,OAAO,EAAE,eAAe,EAAE,MAAM,2BAA2B,CAAA;AAC3D,OAAO,EAAE,SAAS,EAAE,MAAM,qBAAqB,CAAA;AAC/C,OAAO,EAAE,UAAU,EAAE,MAAM,sBAAsB,CAAA;AACjD,OAAO,EAAE,WAAW,EAAE,MAAM,uBAAuB,CAAA;AAInD,OAAO,EACL,eAAe,EACf,eAAe,EACf,cAAc,EACd,cAAc,EACd,KAAK,gBAAgB,EACrB,KAAK,eAAe,GACrB,MAAM,sBAAsB,CAAA;AAC7B,OAAO,EACL,KAAK,EACL,uBAAuB,EACvB,kBAAkB,EAClB,KAAK,aAAa,EAClB,KAAK,iBAAiB,EACtB,KAAK,KAAK,EACV,KAAK,QAAQ,EACb,KAAK,eAAe,EACpB,KAAK,mBAAmB,EACxB,KAAK,aAAa,GACnB,MAAM,SAAS,CAAA;AAChB,OAAO,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,SAAS,EAAE,KAAK,UAAU,EAAE,MAAM,QAAQ,CAAA;AACrE,YAAY,EACV,aAAa,EACb,oBAAoB,EACpB,iBAAiB,EACjB,UAAU,EACV,YAAY,EACZ,UAAU,EACV,aAAa,EACb,iBAAiB,EACjB,YAAY,GACb,MAAM,aAAa,CAAA;AACpB,OAAO,EACL,oBAAoB,EACpB,KAAK,eAAe,EACpB,KAAK,iBAAiB,EACtB,KAAK,cAAc,EACnB,KAAK,eAAe,EACpB,KAAK,aAAa,EAClB,KAAK,gBAAgB,EACrB,KAAK,aAAa,GACnB,MAAM,cAAc,CAAA;AACrB,OAAO,EAAE,qBAAqB,EAAE,KAAK,YAAY,EAAE,KAAK,iBAAiB,EAAE,KAAK,mBAAmB,EAAE,MAAM,iBAAiB,CAAA;AAC5H,OAAO,EACL,GAAG,EACH,iBAAiB,EACjB,wBAAwB,EACxB,mCAAmC,GACpC,MAAM,aAAa,CAAA;AACpB,OAAO,EAAE,SAAS,EAAE,4BAA4B,EAAE,KAAK,cAAc,EAAE,KAAK,OAAO,EAAE,MAAM,cAAc,CAAA;AACzG,OAAO,EAAE,SAAS,EAAE,KAAK,iBAAiB,EAAE,MAAM,cAAc,CAAA;AAChE,OAAO,EAAE,SAAS,EAAE,MAAM,cAAc,CAAA;AAGxC,OAAO,EACL,eAAe,EACf,gBAAgB,EAChB,KAAK,WAAW,EAChB,KAAK,UAAU,EACf,KAAK,WAAW,EAChB,KAAK,SAAS,EACd,KAAK,aAAa,EAClB,KAAK,WAAW,EAChB,KAAK,OAAO,EACZ,KAAK,SAAS,EACd,KAAK,QAAQ,EACb,KAAK,cAAc,EACnB,KAAK,eAAe,EACpB,KAAK,YAAY,EACjB,KAAK,QAAQ,GACd,MAAM,gBAAgB,CAAA;AACvB,OAAO,EAAE,eAAe,EAAE,KAAK,UAAU,EAAE,MAAM,oBAAoB,CAAA;AACrE,OAAO,EAAE,WAAW,EAAE,MAAM,WAAW,CAAA;AACvC,YAAY,EAAE,WAAW,EAAE,MAAM,iBAAiB,CAAA;AAClD,OAAO,EAAE,cAAc,EAAE,aAAa,EAAE,KAAK,SAAS,EAAE,KAAK,KAAK,EAAE,MAAM,iBAAiB,CAAA;AAI3F,OAAO,EACL,WAAW,EACX,mBAAmB,EACnB,gBAAgB,EAChB,YAAY,EACZ,kBAAkB,EAClB,WAAW,EACX,oBAAoB,EACpB,cAAc,EACd,uBAAuB,EACvB,qBAAqB,EACrB,oBAAoB,EACpB,yBAAyB,EACzB,qBAAqB,EACrB,oBAAoB,EACpB,aAAa,EACb,KAAK,gBAAgB,EACrB,KAAK,YAAY,EACjB,KAAK,eAAe,EACpB,KAAK,kBAAkB,EACvB,KAAK,SAAS,EACd,KAAK,uBAAuB,EAC5B,KAAK,cAAc,EACnB,KAAK,mBAAmB,EACxB,KAAK,IAAI,EACT,KAAK,SAAS,GACf,MAAM,WAAW,CAAA;AAElB;;;;;;;;;;;GAWG;AACH,OAAO,EAAE,eAAe,EAAE,oBAAoB,EAAE,MAAM,6BAA6B,CAAA;AACnF,YAAY,EAAE,kBAAkB,EAAE,MAAM,SAAS,CAAA;AAEjD;;;;GAIG;AACH,YAAY,EAAE,kBAAkB,EAAE,iBAAiB,EAAE,MAAM,eAAe,CAAA;AAC1E,YAAY,EAAE,UAAU,EAAE,kBAAkB,EAAE,aAAa,EAAE,MAAM,eAAe,CAAA;AAClF,YAAY,EAAE,YAAY,EAAE,gBAAgB,EAAE,MAAM,cAAc,CAAA"}
package/dist/model.d.ts CHANGED
@@ -284,7 +284,7 @@ export declare class Model {
284
284
  private assetBasePath;
285
285
  /** Called by Engine when registering the model; enables loadVmd to resolve relative paths for folder uploads. */
286
286
  setAssetContext(reader: AssetReader, basePath: string): void;
287
- constructor(vertexData: Float32Array<ArrayBuffer>, indexData: Uint32Array<ArrayBuffer>, textures: Texture[], materials: Material[], skeleton: Skeleton, skinning: Skinning, morphing: Morphing, rigidbodies?: Rigidbody[], joints?: Joint[], loadWarnings?: string[]);
287
+ constructor(vertexData: Float32Array<ArrayBuffer>, indexData: Uint32Array<ArrayBuffer>, textures: Texture[], materials: Material[], skeleton: Skeleton, skinning: Skinning, morphing: Morphing, rigidbodies?: Rigidbody[], joints?: Joint[], loadWarnings?: string[], edgeScales?: Float32Array | null);
288
288
  /** 軸制限 bones and their normalised axes — see applyFixedAxes. */
289
289
  private fixedAxisBones;
290
290
  private initializeRuntimeSkeleton;
@@ -341,6 +341,15 @@ export declare class Model {
341
341
  getSupportedMorphIndices(): number[];
342
342
  private updateTweens;
343
343
  getVertices(): Float32Array<ArrayBuffer>;
344
+ /** PMX per-vertex edge scale, when the source had one. */
345
+ private edgeScales;
346
+ private outlineVertices;
347
+ /**
348
+ * The outline hull's own vertex stream: per vertex, the smoothed rest-pose
349
+ * normal (xyz) and the PMX edge scale (w). See outline-normals.ts. Built on
350
+ * first ask — only models with an edge-flagged material ever ask.
351
+ */
352
+ getOutlineVertices(): Float32Array<ArrayBuffer>;
344
353
  getTextures(): Texture[];
345
354
  getMaterials(): Material[];
346
355
  getIndices(): Uint32Array<ArrayBuffer>;
@@ -1 +1 @@
1
- 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package/dist/model.js CHANGED
@@ -2,6 +2,7 @@ import { Mat4, Quat, Vec3, easeInOut, scratchMat4Values, scratchQuat } from "./m
2
2
  import { Engine } from "./engine";
3
3
  import { joinAssetPath } from "./asset-reader";
4
4
  import { IKSolverSystem } from "./ik-solver";
5
+ import { buildOutlineVertices } from "./outline-normals";
5
6
  import { VMDLoader } from "./vmd-loader";
6
7
  import { VMDWriter } from "./vmd-writer";
7
8
  import { AnimationState, FPS, interpolateControlPoints, retiredMorphs, rawInterpolationToBoneInterpolation, } from "./animation";
@@ -123,7 +124,7 @@ export class Model {
123
124
  this.assetReader = reader;
124
125
  this.assetBasePath = basePath;
125
126
  }
126
- constructor(vertexData, indexData, textures, materials, skeleton, skinning, morphing, rigidbodies = [], joints = [], loadWarnings = []) {
127
+ constructor(vertexData, indexData, textures, materials, skeleton, skinning, morphing, rigidbodies = [], joints = [], loadWarnings = [], edgeScales = null) {
127
128
  this._name = "";
128
129
  this.morphPrevMinVert = -1; // vertices touched by last applyMorphs (reset to base this pass)
129
130
  this.morphPrevMaxVert = -1;
@@ -229,6 +230,9 @@ export class Model {
229
230
  this.assetBasePath = "";
230
231
  /** 軸制限 bones and their normalised axes — see applyFixedAxes. */
231
232
  this.fixedAxisBones = [];
233
+ /** PMX per-vertex edge scale, when the source had one. */
234
+ this.edgeScales = null;
235
+ this.outlineVertices = null;
232
236
  // When true, update() skips applyPoseFromClip, so whatever was last written to
233
237
  // localRotations / localTranslations persists across frames. Used by gizmo drag
234
238
  // and other direct-manipulation flows to prevent the currently-shown clip from
@@ -266,6 +270,7 @@ export class Model {
266
270
  this.ikDisabled = new Set();
267
271
  // Cached set to track which bones are being computed in current IK pass (to avoid infinite recursion)
268
272
  this.ikComputedSet = new Set();
273
+ this.edgeScales = edgeScales;
269
274
  // Store base vertex data (original positions before morphing)
270
275
  this.baseVertexData = new Float32Array(vertexData);
271
276
  this.vertexData = vertexData;
@@ -671,6 +676,15 @@ export class Model {
671
676
  getVertices() {
672
677
  return this.vertexData;
673
678
  }
679
+ /**
680
+ * The outline hull's own vertex stream: per vertex, the smoothed rest-pose
681
+ * normal (xyz) and the PMX edge scale (w). See outline-normals.ts. Built on
682
+ * first ask — only models with an edge-flagged material ever ask.
683
+ */
684
+ getOutlineVertices() {
685
+ this.outlineVertices ?? (this.outlineVertices = buildOutlineVertices(this.baseVertexData, VERTEX_STRIDE, this.indexData, this.edgeScales ?? undefined));
686
+ return this.outlineVertices;
687
+ }
674
688
  getTextures() {
675
689
  return this.textures;
676
690
  }
@@ -0,0 +1,12 @@
1
+ /** Positions closer than this (model units) are one position. */
2
+ export declare const OUTLINE_WELD_EPSILON = 0.0001;
3
+ /**
4
+ * Smoothed outline normals, packed with the PMX per-vertex edge scale:
5
+ * xyz = unit direction, w = edge scale — four floats per vertex.
6
+ *
7
+ * @param vertexData interleaved [pos3, normal3, uv2] per vertex
8
+ * @param indices triangle list
9
+ * @param edgeScales per-vertex PMX edge scale, or omitted for 1
10
+ */
11
+ export declare function buildOutlineVertices(vertexData: ArrayLike<number>, stride: number, indices: ArrayLike<number>, edgeScales?: ArrayLike<number>): Float32Array<ArrayBuffer>;
12
+ //# sourceMappingURL=outline-normals.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"outline-normals.d.ts","sourceRoot":"","sources":["../src/outline-normals.ts"],"names":[],"mappings":"AAmBA,iEAAiE;AACjE,eAAO,MAAM,oBAAoB,SAAO,CAAA;AAExC;;;;;;;GAOG;AACH,wBAAgB,oBAAoB,CAClC,UAAU,EAAE,SAAS,CAAC,MAAM,CAAC,EAC7B,MAAM,EAAE,MAAM,EACd,OAAO,EAAE,SAAS,CAAC,MAAM,CAAC,EAC1B,UAAU,CAAC,EAAE,SAAS,CAAC,MAAM,CAAC,GAC7B,YAAY,CAAC,WAAW,CAAC,CA+D3B"}
@@ -0,0 +1,100 @@
1
+ // The inverted hull's own push direction, one per vertex, built once at load.
2
+ //
3
+ // The hull is the model pushed out along a normal. Pushed along the MESH's
4
+ // normals it tears wherever the mesh carries two vertices at one position —
5
+ // every hard edge and every UV seam — because the two copies go two ways and
6
+ // the gap between them shows the body through the line: the jaw, the finger
7
+ // joints, the parting in the hair. Aether Gazer bakes a smoothed normal into
8
+ // vertex colour for exactly this (Character/Debug.shader, pass "Outline"); a
9
+ // PMX has nowhere to carry one, so it is computed here instead: the normals of
10
+ // every vertex at one position, averaged, so the copies agree and the hull
11
+ // stays closed.
12
+ //
13
+ // Each vertex's vote is weighted by the corner angles it owns, which is what
14
+ // makes a hard corner come out as the corner's true bisector rather than
15
+ // leaning toward whichever side happened to be cut into more triangles.
16
+ //
17
+ // Rest pose only, as the game's is: a morph moves the positions and leaves this
18
+ // alone, and skinning turns it exactly as it turns the normal.
19
+ /** Positions closer than this (model units) are one position. */
20
+ export const OUTLINE_WELD_EPSILON = 1e-4;
21
+ /**
22
+ * Smoothed outline normals, packed with the PMX per-vertex edge scale:
23
+ * xyz = unit direction, w = edge scale — four floats per vertex.
24
+ *
25
+ * @param vertexData interleaved [pos3, normal3, uv2] per vertex
26
+ * @param indices triangle list
27
+ * @param edgeScales per-vertex PMX edge scale, or omitted for 1
28
+ */
29
+ export function buildOutlineVertices(vertexData, stride, indices, edgeScales) {
30
+ const n = Math.floor(vertexData.length / stride);
31
+ const out = new Float32Array(n * 4);
32
+ // Corner angles each vertex owns. A vertex no triangle uses keeps a token
33
+ // weight, so it still has a direction of its own.
34
+ const weight = new Float32Array(n).fill(1e-6);
35
+ for (let t = 0; t + 2 < indices.length; t += 3) {
36
+ const a = indices[t], b = indices[t + 1], c = indices[t + 2];
37
+ if (a >= n || b >= n || c >= n)
38
+ continue;
39
+ weight[a] += cornerAngle(vertexData, stride, a, b, c);
40
+ weight[b] += cornerAngle(vertexData, stride, b, c, a);
41
+ weight[c] += cornerAngle(vertexData, stride, c, a, b);
42
+ }
43
+ // Weld by quantized position.
44
+ const inv = 1 / OUTLINE_WELD_EPSILON;
45
+ const group = new Int32Array(n);
46
+ const ids = new Map();
47
+ let groups = 0;
48
+ for (let i = 0; i < n; i++) {
49
+ const o = i * stride;
50
+ const key = `${Math.round(vertexData[o] * inv)},${Math.round(vertexData[o + 1] * inv)},${Math.round(vertexData[o + 2] * inv)}`;
51
+ let g = ids.get(key);
52
+ if (g === undefined) {
53
+ g = groups++;
54
+ ids.set(key, g);
55
+ }
56
+ group[i] = g;
57
+ }
58
+ const sum = new Float32Array(groups * 3);
59
+ for (let i = 0; i < n; i++) {
60
+ const o = i * stride;
61
+ const w = weight[i];
62
+ const g = group[i] * 3;
63
+ sum[g] += vertexData[o + 3] * w;
64
+ sum[g + 1] += vertexData[o + 4] * w;
65
+ sum[g + 2] += vertexData[o + 5] * w;
66
+ }
67
+ for (let i = 0; i < n; i++) {
68
+ const o = i * stride;
69
+ const nx = vertexData[o + 3], ny = vertexData[o + 4], nz = vertexData[o + 5];
70
+ const g = group[i] * 3;
71
+ let x = sum[g], y = sum[g + 1], z = sum[g + 2];
72
+ const len = Math.hypot(x, y, z);
73
+ // Two sheets back to back at one position (a double-sided skirt, a shell
74
+ // and its lining) cancel to nothing, or to a direction pointing INTO one of
75
+ // them. Either way the welded answer is wrong for this vertex, and its own
76
+ // normal is the honest one.
77
+ if (len < 1e-6 || x * nx + y * ny + z * nz <= 0) {
78
+ x = nx;
79
+ y = ny;
80
+ z = nz;
81
+ }
82
+ const l = Math.hypot(x, y, z) || 1;
83
+ out[i * 4] = x / l;
84
+ out[i * 4 + 1] = y / l;
85
+ out[i * 4 + 2] = z / l;
86
+ out[i * 4 + 3] = edgeScales ? edgeScales[i] : 1;
87
+ }
88
+ return out;
89
+ }
90
+ /** The angle at vertex `a` of triangle (a, b, c), in radians. */
91
+ function cornerAngle(v, stride, a, b, c) {
92
+ const oa = a * stride, ob = b * stride, oc = c * stride;
93
+ const ux = v[ob] - v[oa], uy = v[ob + 1] - v[oa + 1], uz = v[ob + 2] - v[oa + 2];
94
+ const wx = v[oc] - v[oa], wy = v[oc + 1] - v[oa + 1], wz = v[oc + 2] - v[oa + 2];
95
+ const lu = Math.hypot(ux, uy, uz), lw = Math.hypot(wx, wy, wz);
96
+ if (lu < 1e-12 || lw < 1e-12)
97
+ return 0;
98
+ const cos = (ux * wx + uy * wy + uz * wz) / (lu * lw);
99
+ return Math.acos(Math.max(-1, Math.min(1, cos)));
100
+ }
@@ -18,6 +18,9 @@ export declare class PmxLoader {
18
18
  private inverseBindMatrices;
19
19
  private joints0;
20
20
  private weights0;
21
+ /** PMX per-vertex edge scale — the outline's width multiplier, as the
22
+ * game's outline takes vertex colour alpha. */
23
+ private edgeScales;
21
24
  private morphs;
22
25
  private vertexCount;
23
26
  private rigidbodies;
@@ -1 +1 @@
1
- {"version":3,"file":"pmx-loader.d.ts","sourceRoot":"","sources":["../src/pmx-loader.ts"],"names":[],"mappings":"AAAA,OAAO,EACL,KAAK,EAcN,MAAM,SAAS,CAAA;AAGhB,OAAO,EAA0B,KAAK,WAAW,EAAE,MAAM,gBAAgB,CAAA;AAEzE,qBAAa,SAAS;IACpB,OAAO,CAAC,IAAI,CAAU;IACtB,OAAO,CAAC,MAAM,CAAI;IAClB,OAAO,CAAC,OAAO,CAAc;IAC7B,OAAO,CAAC,QAAQ,CAAI;IACpB,OAAO,CAAC,mBAAmB,CAAI;IAC/B,OAAO,CAAC,eAAe,CAAI;IAC3B,OAAO,CAAC,gBAAgB,CAAI;IAC5B,OAAO,CAAC,iBAAiB,CAAI;IAC7B,OAAO,CAAC,aAAa,CAAI;IACzB,OAAO,CAAC,cAAc,CAAI;IAC1B,OAAO,CAAC,kBAAkB,CAAI;IAC9B,OAAO,CAAC,QAAQ,CAAgB;IAChC,OAAO,CAAC,SAAS,CAAiB;IAClC,OAAO,CAAC,KAAK,CAAa;IAC1B,OAAO,CAAC,mBAAmB,CAA4B;IACvD,OAAO,CAAC,OAAO,CAA2B;IAC1C,OAAO,CAAC,QAAQ,CAA0B;IAC1C,OAAO,CAAC,MAAM,CAAc;IAC5B,OAAO,CAAC,WAAW,CAAY;IAC/B,OAAO,CAAC,WAAW,CAAkB;IACrC,OAAO,CAAC,MAAM,CAAc;IAC5B,OAAO,CAAC,QAAQ,CAAe;IAE/B,OAAO;IAQP,OAAO,CAAC,IAAI;WAMC,IAAI,CAAC,GAAG,EAAE,MAAM,GAAG,OAAO,CAAC,KAAK,CAAC;IAI9C,MAAM,CAAC,cAAc,CAAC,MAAM,EAAE,WAAW,GAAG,KAAK;WAIpC,cAAc,CAAC,MAAM,EAAE,WAAW,EAAE,cAAc,EAAE,MAAM,GAAG,OAAO,CAAC,KAAK,CAAC;IAKxF,OAAO,CAAC,KAAK;IAiBb,OAAO,CAAC,WAAW;IAwDnB,OAAO,CAAC,aAAa;IA0GrB,OAAO,CAAC,YAAY;IAWpB,OAAO,CAAC,aAAa;IAkBrB,OAAO,CAAC,cAAc;IAsEtB,OAAO,CAAC,UAAU;IAkLlB,OAAO,CAAC,WAAW;IAgMnB,OAAO,CAAC,iBAAiB;IAgDzB,OAAO,CAAC,gBAAgB;IA+FxB,OAAO,CAAC,WAAW;IAmGnB,OAAO,CAAC,kBAAkB;IAmC1B,OAAO,CAAC,OAAO;IAkJf,OAAO,CAAC,QAAQ;IAOhB,OAAO,CAAC,SAAS;IAUjB,OAAO,CAAC,cAAc;IAWtB,OAAO,CAAC,iBAAiB;IAczB,OAAO,CAAC,QAAQ;IAShB,OAAO,CAAC,UAAU;IASlB,OAAO,CAAC,SAAS;IAQjB,OAAO,CAAC,OAAO;IAwBf,OAAO,CAAC,QAAQ;CAIjB"}
1
+ {"version":3,"file":"pmx-loader.d.ts","sourceRoot":"","sources":["../src/pmx-loader.ts"],"names":[],"mappings":"AAAA,OAAO,EACL,KAAK,EAcN,MAAM,SAAS,CAAA;AAGhB,OAAO,EAA0B,KAAK,WAAW,EAAE,MAAM,gBAAgB,CAAA;AAEzE,qBAAa,SAAS;IACpB,OAAO,CAAC,IAAI,CAAU;IACtB,OAAO,CAAC,MAAM,CAAI;IAClB,OAAO,CAAC,OAAO,CAAc;IAC7B,OAAO,CAAC,QAAQ,CAAI;IACpB,OAAO,CAAC,mBAAmB,CAAI;IAC/B,OAAO,CAAC,eAAe,CAAI;IAC3B,OAAO,CAAC,gBAAgB,CAAI;IAC5B,OAAO,CAAC,iBAAiB,CAAI;IAC7B,OAAO,CAAC,aAAa,CAAI;IACzB,OAAO,CAAC,cAAc,CAAI;IAC1B,OAAO,CAAC,kBAAkB,CAAI;IAC9B,OAAO,CAAC,QAAQ,CAAgB;IAChC,OAAO,CAAC,SAAS,CAAiB;IAClC,OAAO,CAAC,KAAK,CAAa;IAC1B,OAAO,CAAC,mBAAmB,CAA4B;IACvD,OAAO,CAAC,OAAO,CAA2B;IAC1C,OAAO,CAAC,QAAQ,CAA0B;IAC1C;oDACgD;IAChD,OAAO,CAAC,UAAU,CAA4B;IAC9C,OAAO,CAAC,MAAM,CAAc;IAC5B,OAAO,CAAC,WAAW,CAAY;IAC/B,OAAO,CAAC,WAAW,CAAkB;IACrC,OAAO,CAAC,MAAM,CAAc;IAC5B,OAAO,CAAC,QAAQ,CAAe;IAE/B,OAAO;IAQP,OAAO,CAAC,IAAI;WAMC,IAAI,CAAC,GAAG,EAAE,MAAM,GAAG,OAAO,CAAC,KAAK,CAAC;IAI9C,MAAM,CAAC,cAAc,CAAC,MAAM,EAAE,WAAW,GAAG,KAAK;WAIpC,cAAc,CAAC,MAAM,EAAE,WAAW,EAAE,cAAc,EAAE,MAAM,GAAG,OAAO,CAAC,KAAK,CAAC;IAKxF,OAAO,CAAC,KAAK;IAiBb,OAAO,CAAC,WAAW;IAwDnB,OAAO,CAAC,aAAa;IA4GrB,OAAO,CAAC,YAAY;IAWpB,OAAO,CAAC,aAAa;IAkBrB,OAAO,CAAC,cAAc;IAsEtB,OAAO,CAAC,UAAU;IAkLlB,OAAO,CAAC,WAAW;IAgMnB,OAAO,CAAC,iBAAiB;IAgDzB,OAAO,CAAC,gBAAgB;IA+FxB,OAAO,CAAC,WAAW;IAmGnB,OAAO,CAAC,kBAAkB;IAmC1B,OAAO,CAAC,OAAO;IAmJf,OAAO,CAAC,QAAQ;IAOhB,OAAO,CAAC,SAAS;IAUjB,OAAO,CAAC,cAAc;IAWtB,OAAO,CAAC,iBAAiB;IAczB,OAAO,CAAC,QAAQ;IAShB,OAAO,CAAC,UAAU;IASlB,OAAO,CAAC,SAAS;IAQjB,OAAO,CAAC,OAAO;IAwBf,OAAO,CAAC,QAAQ;CAIjB"}
@@ -19,6 +19,9 @@ export class PmxLoader {
19
19
  this.inverseBindMatrices = null;
20
20
  this.joints0 = null;
21
21
  this.weights0 = null;
22
+ /** PMX per-vertex edge scale — the outline's width multiplier, as the
23
+ * game's outline takes vertex colour alpha. */
24
+ this.edgeScales = null;
22
25
  this.morphs = [];
23
26
  this.vertexCount = 0;
24
27
  this.rigidbodies = [];
@@ -117,6 +120,7 @@ export class PmxLoader {
117
120
  // Prepare skinning arrays (4 influences per vertex)
118
121
  const joints = new Uint16Array(count * 4);
119
122
  const weights = new Uint8Array(count * 4); // UNORM8, will be normalized to 255
123
+ const edgeScales = new Float32Array(count);
120
124
  for (let i = 0; i < count; i++) {
121
125
  const px = this.getFloat32();
122
126
  const py = this.getFloat32();
@@ -207,10 +211,11 @@ export class PmxLoader {
207
211
  else {
208
212
  throw new Error(`Invalid bone weight type: ${type}`);
209
213
  }
210
- this.offset += 4; // edge scale
214
+ edgeScales[i] = this.getFloat32();
211
215
  }
212
216
  this.joints0 = joints;
213
217
  this.weights0 = weights;
218
+ this.edgeScales = edgeScales;
214
219
  return { positions, normals, uvs };
215
220
  }
216
221
  // (removed) skipBoneWeight – replaced by inline parsing
@@ -1024,7 +1029,7 @@ export class PmxLoader {
1024
1029
  const morphing = {
1025
1030
  morphs: this.morphs,
1026
1031
  };
1027
- return new Model(vertexData, indexData, this.textures, this.materials, skeleton, skinning, morphing, this.rigidbodies, this.joints, this.warnings);
1032
+ return new Model(vertexData, indexData, this.textures, this.materials, skeleton, skinning, morphing, this.rigidbodies, this.joints, this.warnings, this.edgeScales);
1028
1033
  }
1029
1034
  getUint8() {
1030
1035
  if (this.offset >= this.view.buffer.byteLength) {
@@ -1 +1 @@
1
- {"version":3,"file":"common.d.ts","sourceRoot":"","sources":["../../../src/shaders/materials/common.ts"],"names":[],"mappings":"AA4BA,eAAO,MAAM,oBAAoB,QA4NhC,CAAC;AAkHF,wBAAgB,eAAe,IAAI,MAAM,CAExC;AAGD;;;;;;;;;;;;;;;;;;GAkBG;AACH,eAAO,MAAM,aAAa,orMAgHzB,CAAA;AAQD,eAAO,MAAM,4BAA4B,QACkF,CAAA"}
1
+ {"version":3,"file":"common.d.ts","sourceRoot":"","sources":["../../../src/shaders/materials/common.ts"],"names":[],"mappings":"AA4BA,eAAO,MAAM,oBAAoB,QA8NhC,CAAC;AAkHF,wBAAgB,eAAe,IAAI,MAAM,CAExC;AAGD;;;;;;;;;;;;;;;;;;GAkBG;AACH,eAAO,MAAM,aAAa,orMAgHzB,CAAA;AAQD,eAAO,MAAM,4BAA4B,QACkF,CAAA"}
@@ -192,8 +192,10 @@ fn _rzCastShadow(wp: vec3f) -> f32 {
192
192
  // layers, as the game lights them;
193
193
  // ambient.x 1 while it has an ambient of its own (Engine.setModelAmbient),
194
194
  // 0 for the world's;
195
- // sh that ambient's irradiance, folded as the world's (ibl.ts).
196
- struct ObjectLight { layers: vec4u, ambient: vec4f, sh: array<vec4f, 9> }
195
+ // sh that ambient's irradiance, folded as the world's (ibl.ts);
196
+ // fill.rgb its fill (Engine.setModelFill), added after its graph times its
197
+ // surface colour — zero for a model that has none.
198
+ struct ObjectLight { layers: vec4u, ambient: vec4f, sh: array<vec4f, 9>, fill: vec4f }
197
199
  @group(1) @binding(1) var<uniform> objectLight: ObjectLight;
198
200
 
199
201
  /** The light arriving at a surface of this object facing n: its own ambient
@@ -1,4 +1,5 @@
1
- export declare const BLOOM_BLIT_SHADER_WGSL = "\n@vertex fn vs(@builtin(vertex_index) vi: u32) -> @builtin(position) vec4f {\n let x = f32((vi & 1u) << 2u) - 1.0;\n let y = f32((vi & 2u) << 1u) - 1.0;\n return vec4f(x, y, 0.0, 1.0);\n}\n\n@group(0) @binding(0) var hdrTex: texture_2d<f32>;\n@group(0) @binding(1) var<uniform> prefilter: vec4<f32>; // threshold, knee, clamp, _unused\n@group(0) @binding(2) var maskTex: texture_2d<f32>;\n\nfn luminance(c: vec3f) -> f32 {\n return dot(max(c, vec3f(0.0)), vec3f(0.2126, 0.7152, 0.0722));\n}\nfn fetch(c: vec2<i32>, clampV: f32) -> vec3f {\n let d = vec2<i32>(textureDimensions(hdrTex));\n let cc = clamp(c, vec2<i32>(0), d - vec2<i32>(1));\n let s = textureLoad(hdrTex, cc, 0);\n // hdrTex is rg11b10ufloat (no alpha channel). Alpha lives in maskTex.g, written\n // alongside the bloom mask in .r by the scene pass. Scene uses src-alpha blend\n // with clear alpha 0 \u2192 hdr rgb is premultiplied; divide by the aux alpha to\n // recover straight color before the Karis luminance weighting.\n let aux = textureLoad(maskTex, cc, 0);\n let mask = aux.r;\n let rgb = max(s.rgb / max(aux.g, 1e-6), vec3f(0.0));\n let masked = rgb * mask;\n // Blender clamps each tap BEFORE Karis average (eevee_bloom: color = min(clampIntensity, color)).\n return select(masked, min(masked, vec3f(clampV)), clampV > 0.0);\n}\n\n@fragment fn fs(@builtin(position) p: vec4f) -> @location(0) vec4f {\n let dst = vec2<i32>(p.xy - vec2f(0.5));\n let base = dst * 2;\n let clampV = prefilter.z;\n let a = fetch(base + vec2<i32>(0, 0), clampV);\n let b = fetch(base + vec2<i32>(1, 0), clampV);\n let c = fetch(base + vec2<i32>(0, 1), clampV);\n let d = fetch(base + vec2<i32>(1, 1), clampV);\n // Karis partial average: weight each tap by 1/(1+luma) \u2014 suppresses fireflies.\n let wa = 1.0 / (1.0 + luminance(a));\n let wb = 1.0 / (1.0 + luminance(b));\n let wc = 1.0 / (1.0 + luminance(c));\n let wd = 1.0 / (1.0 + luminance(d));\n let avg = (a * wa + b * wb + c * wc + d * wd) / max(wa + wb + wc + wd, 1e-6);\n // EEVEE quadratic threshold (brightness = max-channel, then soft-knee curve).\n let bright = max(avg.r, max(avg.g, avg.b));\n let soft = clamp(bright - prefilter.x + prefilter.y, 0.0, 2.0 * prefilter.y);\n let q = (soft * soft) / (4.0 * max(prefilter.y, 1e-4) + 1e-6);\n let contrib = max(q, bright - prefilter.x) / max(bright, 1e-4);\n return vec4f(max(avg * contrib, vec3f(0.0)), 1.0);\n}\n";
2
- export declare const BLOOM_DOWNSAMPLE_SHADER_WGSL = "\n@vertex fn vs(@builtin(vertex_index) vi: u32) -> @builtin(position) vec4f {\n let x = f32((vi & 1u) << 2u) - 1.0;\n let y = f32((vi & 2u) << 1u) - 1.0;\n return vec4f(x, y, 0.0, 1.0);\n}\n\n@group(0) @binding(0) var srcTex: texture_2d<f32>;\n@group(0) @binding(1) var srcSamp: sampler;\n\nfn samp(uv: vec2f, off: vec2f) -> vec3f {\n return textureSampleLevel(srcTex, srcSamp, uv + off, 0.0).rgb;\n}\n\n@fragment fn fs(@builtin(position) p: vec4f) -> @location(0) vec4f {\n let srcDims = vec2f(textureDimensions(srcTex));\n let t = 1.0 / srcDims;\n // fragCoord.xy reports pixel centers (e.g. 0.5,0.5 for first pixel) \u2014 divide by dst dims directly.\n let dstDims = srcDims * 0.5;\n let uv = p.xy / max(dstDims, vec2f(1.0));\n let A = samp(uv, t * vec2f(-2.0, -2.0));\n let B = samp(uv, t * vec2f( 0.0, -2.0));\n let C = samp(uv, t * vec2f( 2.0, -2.0));\n let D = samp(uv, t * vec2f(-1.0, -1.0));\n let E = samp(uv, t * vec2f( 1.0, -1.0));\n let F = samp(uv, t * vec2f(-2.0, 0.0));\n let G = samp(uv, t * vec2f( 0.0, 0.0));\n let H = samp(uv, t * vec2f( 2.0, 0.0));\n let I = samp(uv, t * vec2f(-1.0, 1.0));\n let J = samp(uv, t * vec2f( 1.0, 1.0));\n let K = samp(uv, t * vec2f(-2.0, 2.0));\n let L = samp(uv, t * vec2f( 0.0, 2.0));\n let M = samp(uv, t * vec2f( 2.0, 2.0));\n var o = (D + E + I + J) * (0.5 / 4.0);\n o = o + (A + B + G + F) * (0.125 / 4.0);\n o = o + (B + C + H + G) * (0.125 / 4.0);\n o = o + (F + G + L + K) * (0.125 / 4.0);\n o = o + (G + H + M + L) * (0.125 / 4.0);\n return vec4f(o, 1.0);\n}\n";
3
- export declare const BLOOM_UPSAMPLE_SHADER_WGSL = "\n@vertex fn vs(@builtin(vertex_index) vi: u32) -> @builtin(position) vec4f {\n let x = f32((vi & 1u) << 2u) - 1.0;\n let y = f32((vi & 2u) << 1u) - 1.0;\n return vec4f(x, y, 0.0, 1.0);\n}\n\n@group(0) @binding(0) var srcTex: texture_2d<f32>; // coarser accumulator\n@group(0) @binding(1) var baseTex: texture_2d<f32>; // matching downsample mip\n@group(0) @binding(2) var srcSamp: sampler;\n@group(0) @binding(3) var<uniform> upU: vec4<f32>; // sampleScale, _, _, _\n\n@fragment fn fs(@builtin(position) p: vec4f) -> @location(0) vec4f {\n let srcDims = vec2f(textureDimensions(srcTex));\n let baseDims = vec2f(textureDimensions(baseTex));\n let uv = p.xy / max(baseDims, vec2f(1.0));\n let t = upU.x / srcDims;\n var o = textureSampleLevel(srcTex, srcSamp, uv + t * vec2f(-1.0, -1.0), 0.0).rgb * 1.0;\n o = o + textureSampleLevel(srcTex, srcSamp, uv + t * vec2f( 0.0, -1.0), 0.0).rgb * 2.0;\n o = o + textureSampleLevel(srcTex, srcSamp, uv + t * vec2f( 1.0, -1.0), 0.0).rgb * 1.0;\n o = o + textureSampleLevel(srcTex, srcSamp, uv + t * vec2f(-1.0, 0.0), 0.0).rgb * 2.0;\n o = o + textureSampleLevel(srcTex, srcSamp, uv + t * vec2f( 0.0, 0.0), 0.0).rgb * 4.0;\n o = o + textureSampleLevel(srcTex, srcSamp, uv + t * vec2f( 1.0, 0.0), 0.0).rgb * 2.0;\n o = o + textureSampleLevel(srcTex, srcSamp, uv + t * vec2f(-1.0, 1.0), 0.0).rgb * 1.0;\n o = o + textureSampleLevel(srcTex, srcSamp, uv + t * vec2f( 0.0, 1.0), 0.0).rgb * 2.0;\n o = o + textureSampleLevel(srcTex, srcSamp, uv + t * vec2f( 1.0, 1.0), 0.0).rgb * 1.0;\n o = o * (1.0 / 16.0);\n let base = textureSampleLevel(baseTex, srcSamp, uv, 0.0).rgb;\n return vec4f(o + base, 1.0);\n}\n";
1
+ export declare const BLOOM_PREFILTER_SHADER_WGSL = "\n@vertex fn vs(@builtin(vertex_index) vi: u32) -> @builtin(position) vec4f {\n let x = f32((vi & 1u) << 2u) - 1.0;\n let y = f32((vi & 2u) << 1u) - 1.0;\n return vec4f(x, y, 0.0, 1.0);\n}\n\n@group(0) @binding(0) var hdrTex: texture_2d<f32>;\n@group(0) @binding(1) var<uniform> params: vec4<f32>; // threshold, knee, clamp, scatter\n@group(0) @binding(2) var maskTex: texture_2d<f32>;\n\nfn fetch(c: vec2<i32>) -> vec3f {\n let d = vec2<i32>(textureDimensions(hdrTex));\n let cc = clamp(c, vec2<i32>(0), d - vec2<i32>(1));\n let aux = textureLoad(maskTex, cc, 0);\n return max(textureLoad(hdrTex, cc, 0).rgb / max(aux.g, 1e-6), vec3f(0.0)) * aux.r;\n}\n\n@fragment fn fs(@builtin(position) p: vec4f) -> @location(0) vec4f {\n let base = vec2<i32>(p.xy - vec2f(0.5)) * 2;\n let avg = (fetch(base) + fetch(base + vec2<i32>(1, 0)) + fetch(base + vec2<i32>(0, 1)) + fetch(base + vec2<i32>(1, 1))) * 0.25;\n let c = min(avg, vec3f(params.z));\n // URP's quadratic soft knee on the brightest channel.\n let bright = max(c.r, max(c.g, c.b));\n let knee = params.y;\n let soft = clamp(bright - params.x + knee, 0.0, 2.0 * knee);\n let curve = soft * soft / (4.0 * knee + 1e-4);\n return vec4f(c * (max(curve, bright - params.x) / max(bright, 1e-4)), 1.0);\n}\n";
2
+ export declare const BLOOM_BLUR_H_SHADER_WGSL = "\n@vertex fn vs(@builtin(vertex_index) vi: u32) -> @builtin(position) vec4f {\n let x = f32((vi & 1u) << 2u) - 1.0;\n let y = f32((vi & 2u) << 1u) - 1.0;\n return vec4f(x, y, 0.0, 1.0);\n}\n\n@group(0) @binding(0) var srcTex: texture_2d<f32>;\n@group(0) @binding(1) var srcSamp: sampler;\n\n@fragment fn fs(@builtin(position) p: vec4f) -> @location(0) vec4f {\n let srcDims = vec2f(textureDimensions(srcTex));\n let dstDims = max(floor(srcDims * 0.5), vec2f(1.0));\n let uv = p.xy / dstDims;\n let dx = vec2f(2.0 / srcDims.x, 0.0);\n var w = array<f32, 5>(0.22702703, 0.19459459, 0.12162162, 0.05405405, 0.01621622);\n var o = textureSampleLevel(srcTex, srcSamp, uv, 0.0).rgb * w[0];\n for (var i = 1; i < 5; i++) {\n let off = dx * f32(i);\n o += (textureSampleLevel(srcTex, srcSamp, uv - off, 0.0).rgb + textureSampleLevel(srcTex, srcSamp, uv + off, 0.0).rgb) * w[i];\n }\n return vec4f(o, 1.0);\n}\n";
3
+ export declare const BLOOM_BLUR_V_SHADER_WGSL = "\n@vertex fn vs(@builtin(vertex_index) vi: u32) -> @builtin(position) vec4f {\n let x = f32((vi & 1u) << 2u) - 1.0;\n let y = f32((vi & 2u) << 1u) - 1.0;\n return vec4f(x, y, 0.0, 1.0);\n}\n\n@group(0) @binding(0) var srcTex: texture_2d<f32>;\n@group(0) @binding(1) var srcSamp: sampler;\n\n@fragment fn fs(@builtin(position) p: vec4f) -> @location(0) vec4f {\n let dims = vec2f(textureDimensions(srcTex));\n let uv = p.xy / dims;\n let near = vec2f(0.0, 1.3846154 / dims.y);\n let far = vec2f(0.0, 3.2307692 / dims.y);\n var o = textureSampleLevel(srcTex, srcSamp, uv, 0.0).rgb * 0.22702703;\n o += (textureSampleLevel(srcTex, srcSamp, uv - near, 0.0).rgb + textureSampleLevel(srcTex, srcSamp, uv + near, 0.0).rgb) * 0.31621623;\n o += (textureSampleLevel(srcTex, srcSamp, uv - far, 0.0).rgb + textureSampleLevel(srcTex, srcSamp, uv + far, 0.0).rgb) * 0.07027027;\n return vec4f(o, 1.0);\n}\n";
4
+ export declare const BLOOM_UPSAMPLE_SHADER_WGSL = "\n@vertex fn vs(@builtin(vertex_index) vi: u32) -> @builtin(position) vec4f {\n let x = f32((vi & 1u) << 2u) - 1.0;\n let y = f32((vi & 2u) << 1u) - 1.0;\n return vec4f(x, y, 0.0, 1.0);\n}\n\n@group(0) @binding(0) var highTex: texture_2d<f32>; // down[i]\n@group(0) @binding(1) var lowTex: texture_2d<f32>; // coarser: down[i+1] at the top, up[i+1] after\n@group(0) @binding(2) var srcSamp: sampler;\n@group(0) @binding(3) var<uniform> params: vec4<f32>; // threshold, knee, clamp, scatter\n\n@fragment fn fs(@builtin(position) p: vec4f) -> @location(0) vec4f {\n let uv = p.xy / vec2f(textureDimensions(highTex));\n let high = textureSampleLevel(highTex, srcSamp, uv, 0.0).rgb;\n let low = textureSampleLevel(lowTex, srcSamp, uv, 0.0).rgb;\n return vec4f(mix(high, low, params.w), 1.0);\n}\n";
4
5
  //# sourceMappingURL=bloom.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"bloom.d.ts","sourceRoot":"","sources":["../../../src/shaders/passes/bloom.ts"],"names":[],"mappings":"AAcA,eAAO,MAAM,sBAAsB,23EA6ClC,CAAA;AAGD,eAAO,MAAM,4BAA4B,2hDAkCxC,CAAA;AAGD,eAAO,MAAM,0BAA0B,2oDAwBtC,CAAA"}
1
+ {"version":3,"file":"bloom.d.ts","sourceRoot":"","sources":["../../../src/shaders/passes/bloom.ts"],"names":[],"mappings":"AAkBA,eAAO,MAAM,2BAA2B,0vCAuBvC,CAAA;AAKD,eAAO,MAAM,wBAAwB,65BAiBpC,CAAA;AAGD,eAAO,MAAM,wBAAwB,64BAcpC,CAAA;AAGD,eAAO,MAAM,0BAA0B,uyBAYtC,CAAA"}