reze-engine 0.64.0 → 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.
- package/dist/engine.d.ts +146 -54
- package/dist/engine.d.ts.map +1 -1
- package/dist/engine.js +734 -582
- package/dist/graph/slots.d.ts.map +1 -1
- package/dist/graph/slots.js +7 -1
- package/dist/index.d.ts +1 -1
- package/dist/index.d.ts.map +1 -1
- package/dist/model.d.ts +10 -1
- package/dist/model.d.ts.map +1 -1
- package/dist/model.js +15 -1
- package/dist/outline-normals.d.ts +12 -0
- package/dist/outline-normals.d.ts.map +1 -0
- package/dist/outline-normals.js +100 -0
- package/dist/pmx-loader.d.ts +3 -0
- package/dist/pmx-loader.d.ts.map +1 -1
- package/dist/pmx-loader.js +7 -2
- package/dist/shaders/materials/common.d.ts.map +1 -1
- package/dist/shaders/materials/common.js +4 -2
- package/dist/shaders/passes/bloom.d.ts +4 -3
- package/dist/shaders/passes/bloom.d.ts.map +1 -1
- package/dist/shaders/passes/bloom.js +58 -87
- package/dist/shaders/passes/composite.d.ts.map +1 -1
- package/dist/shaders/passes/composite.js +118 -72
- package/dist/shaders/passes/mirror.d.ts +18 -12
- package/dist/shaders/passes/mirror.d.ts.map +1 -1
- package/dist/shaders/passes/mirror.js +59 -13
- package/dist/shaders/passes/outline.d.ts.map +1 -1
- package/dist/shaders/passes/outline.js +71 -14
- package/dist/unity/host.d.ts +15 -0
- package/dist/unity/host.d.ts.map +1 -1
- package/dist/unity/host.js +103 -63
- package/dist/unity/looks.d.ts +5 -0
- package/dist/unity/looks.d.ts.map +1 -1
- package/dist/unity/looks.js +19 -2
- package/dist/unity/skin.d.ts.map +1 -1
- package/dist/unity/skin.js +5 -2
- package/dist/unity/stage.d.ts +7 -0
- package/dist/unity/stage.d.ts.map +1 -1
- package/dist/unity/stage.js +37 -2
- package/package.json +1 -1
- package/src/engine.ts +1042 -798
- package/src/graph/slots.ts +7 -1
- package/src/index.ts +1 -0
- package/src/model.ts +18 -1
- package/src/outline-normals.ts +110 -0
- package/src/pmx-loader.ts +8 -2
- package/src/shaders/materials/common.ts +4 -2
- package/src/shaders/passes/bloom.ts +59 -87
- package/src/shaders/passes/composite.ts +118 -72
- package/src/shaders/passes/mirror.ts +60 -13
- package/src/shaders/passes/outline.ts +71 -14
- package/src/unity/host.ts +57 -14
- package/src/unity/looks.ts +21 -2
- package/src/unity/skin.ts +5 -2
- package/src/unity/stage.ts +38 -2
- package/src/shaders/agx-lut.ts +0 -30
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//
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//
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//
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//
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// Bloom — Aether Gazer's own chain (AGSimPostFX.Bloom, URP-style): a soft-knee
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// prefilter to half size, a separable Gaussian down to a few pixels, then back
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// up level by level, each blend leaning toward the coarser level by `scatter`.
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// The composite adds the result × tint × intensity before the view transform.
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const FULLSCREEN_VS = /* wgsl */ `
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@vertex fn vs(@builtin(vertex_index) vi: u32) -> @builtin(position) vec4f {
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let x = f32((vi & 1u) << 2u) - 1.0;
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@@ -9,112 +9,83 @@ const FULLSCREEN_VS = /* wgsl */ `
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return vec4f(x, y, 0.0, 1.0);
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}
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`;
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// Full-res HDR → half-res.
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// Full-res HDR → half-res. The game takes ONE bilinear sample at the half-res
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// pixel's centre, which is the 2×2 box of the block under it; here the four
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// texels are loaded so each can be un-premultiplied (the scene target is
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// premultiplied; its alpha lives in the aux target's .g) and gated by the bloom
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// mask (.r) first.
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export const BLOOM_PREFILTER_SHADER_WGSL = `${FULLSCREEN_VS}
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@group(0) @binding(0) var hdrTex: texture_2d<f32>;
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@group(0) @binding(1) var<uniform>
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@group(0) @binding(1) var<uniform> params: vec4<f32>; // threshold, knee, clamp, scatter
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@group(0) @binding(2) var maskTex: texture_2d<f32>;
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fn
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return dot(max(c, vec3f(0.0)), vec3f(0.2126, 0.7152, 0.0722));
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}
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fn fetch(c: vec2<i32>, clampV: f32) -> vec3f {
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fn fetch(c: vec2<i32>) -> vec3f {
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let d = vec2<i32>(textureDimensions(hdrTex));
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let cc = clamp(c, vec2<i32>(0), d - vec2<i32>(1));
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let s = textureLoad(hdrTex, cc, 0);
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// hdrTex is rg11b10ufloat (no alpha channel). Alpha lives in maskTex.g, written
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// alongside the bloom mask in .r by the scene pass. Scene uses src-alpha blend
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// with clear alpha 0 → hdr rgb is premultiplied; divide by the aux alpha to
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// recover straight color before the Karis luminance weighting.
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let aux = textureLoad(maskTex, cc, 0);
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let rgb = max(s.rgb / max(aux.g, 1e-6), vec3f(0.0));
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let masked = rgb * mask;
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// Blender clamps each tap BEFORE Karis average (eevee_bloom: color = min(clampIntensity, color)).
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return select(masked, min(masked, vec3f(clampV)), clampV > 0.0);
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return max(textureLoad(hdrTex, cc, 0).rgb / max(aux.g, 1e-6), vec3f(0.0)) * aux.r;
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}
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@fragment fn fs(@builtin(position) p: vec4f) -> @location(0) vec4f {
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let
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let
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let
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let
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let
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let
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let wb = 1.0 / (1.0 + luminance(b));
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let wc = 1.0 / (1.0 + luminance(c));
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let wd = 1.0 / (1.0 + luminance(d));
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let avg = (a * wa + b * wb + c * wc + d * wd) / max(wa + wb + wc + wd, 1e-6);
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// EEVEE quadratic threshold (brightness = max-channel, then soft-knee curve).
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let bright = max(avg.r, max(avg.g, avg.b));
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let soft = clamp(bright - prefilter.x + prefilter.y, 0.0, 2.0 * prefilter.y);
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let q = (soft * soft) / (4.0 * max(prefilter.y, 1e-4) + 1e-6);
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let contrib = max(q, bright - prefilter.x) / max(bright, 1e-4);
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return vec4f(max(avg * contrib, vec3f(0.0)), 1.0);
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let base = vec2<i32>(p.xy - vec2f(0.5)) * 2;
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let avg = (fetch(base) + fetch(base + vec2<i32>(1, 0)) + fetch(base + vec2<i32>(0, 1)) + fetch(base + vec2<i32>(1, 1))) * 0.25;
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let c = min(avg, vec3f(params.z));
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// URP's quadratic soft knee on the brightest channel.
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let bright = max(c.r, max(c.g, c.b));
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let knee = params.y;
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let soft = clamp(bright - params.x + knee, 0.0, 2.0 * knee);
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let curve = soft * soft / (4.0 * knee + 1e-4);
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return vec4f(c * (max(curve, bright - params.x) / max(bright, 1e-4)), 1.0);
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}
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`;
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//
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// Horizontal 9-tap Gaussian (σ ≈ 2 at the destination's scale), its taps two
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// SOURCE texels apart: the destination is half the source, so this both halves
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// and blurs. Each tap lands on a texel boundary, so bilinear averages pairs.
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export const BLOOM_BLUR_H_SHADER_WGSL = `${FULLSCREEN_VS}
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@group(0) @binding(0) var srcTex: texture_2d<f32>;
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@group(0) @binding(1) var srcSamp: sampler;
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fn
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@fragment fn fs(@builtin(position) p: vec4f) -> @location(0) vec4f {
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let srcDims = vec2f(textureDimensions(srcTex));
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let dstDims = max(floor(srcDims * 0.5), vec2f(1.0));
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let uv = p.xy / dstDims;
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let dx = vec2f(2.0 / srcDims.x, 0.0);
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var w = array<f32, 5>(0.22702703, 0.19459459, 0.12162162, 0.05405405, 0.01621622);
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var o = textureSampleLevel(srcTex, srcSamp, uv, 0.0).rgb * w[0];
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for (var i = 1; i < 5; i++) {
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let off = dx * f32(i);
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o += (textureSampleLevel(srcTex, srcSamp, uv - off, 0.0).rgb + textureSampleLevel(srcTex, srcSamp, uv + off, 0.0).rgb) * w[i];
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}
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return vec4f(o, 1.0);
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}
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`;
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// Vertical pass at the same size: the same 9-tap Gaussian as five bilinear taps.
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export const BLOOM_BLUR_V_SHADER_WGSL = `${FULLSCREEN_VS}
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@group(0) @binding(0) var srcTex: texture_2d<f32>;
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@group(0) @binding(1) var srcSamp: sampler;
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@fragment fn fs(@builtin(position) p: vec4f) -> @location(0) vec4f {
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let
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let
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let
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let C = samp(uv, t * vec2f( 2.0, -2.0));
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let D = samp(uv, t * vec2f(-1.0, -1.0));
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let E = samp(uv, t * vec2f( 1.0, -1.0));
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let F = samp(uv, t * vec2f(-2.0, 0.0));
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let G = samp(uv, t * vec2f( 0.0, 0.0));
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let H = samp(uv, t * vec2f( 2.0, 0.0));
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let I = samp(uv, t * vec2f(-1.0, 1.0));
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let J = samp(uv, t * vec2f( 1.0, 1.0));
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let K = samp(uv, t * vec2f(-2.0, 2.0));
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let L = samp(uv, t * vec2f( 0.0, 2.0));
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let M = samp(uv, t * vec2f( 2.0, 2.0));
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var o = (D + E + I + J) * (0.5 / 4.0);
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o = o + (A + B + G + F) * (0.125 / 4.0);
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o = o + (B + C + H + G) * (0.125 / 4.0);
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o = o + (F + G + L + K) * (0.125 / 4.0);
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o = o + (G + H + M + L) * (0.125 / 4.0);
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let dims = vec2f(textureDimensions(srcTex));
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let uv = p.xy / dims;
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let near = vec2f(0.0, 1.3846154 / dims.y);
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let far = vec2f(0.0, 3.2307692 / dims.y);
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var o = textureSampleLevel(srcTex, srcSamp, uv, 0.0).rgb * 0.22702703;
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o += (textureSampleLevel(srcTex, srcSamp, uv - near, 0.0).rgb + textureSampleLevel(srcTex, srcSamp, uv + near, 0.0).rgb) * 0.31621623;
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o += (textureSampleLevel(srcTex, srcSamp, uv - far, 0.0).rgb + textureSampleLevel(srcTex, srcSamp, uv + far, 0.0).rgb) * 0.07027027;
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return vec4f(o, 1.0);
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}
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`;
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// One level up: this level's blur leaned toward the coarser one by scatter.
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export const BLOOM_UPSAMPLE_SHADER_WGSL = `${FULLSCREEN_VS}
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@group(0) @binding(0) var
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@group(0) @binding(1) var
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@group(0) @binding(0) var highTex: texture_2d<f32>; // down[i]
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@group(0) @binding(1) var lowTex: texture_2d<f32>; // coarser: down[i+1] at the top, up[i+1] after
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@group(0) @binding(2) var srcSamp: sampler;
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@group(0) @binding(3) var<uniform>
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@group(0) @binding(3) var<uniform> params: vec4<f32>; // threshold, knee, clamp, scatter
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@fragment fn fs(@builtin(position) p: vec4f) -> @location(0) vec4f {
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let
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let
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let
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var o = textureSampleLevel(srcTex, srcSamp, uv + t * vec2f(-1.0, -1.0), 0.0).rgb * 1.0;
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o = o + textureSampleLevel(srcTex, srcSamp, uv + t * vec2f( 0.0, -1.0), 0.0).rgb * 2.0;
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o = o + textureSampleLevel(srcTex, srcSamp, uv + t * vec2f( 1.0, -1.0), 0.0).rgb * 1.0;
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o = o + textureSampleLevel(srcTex, srcSamp, uv + t * vec2f(-1.0, 0.0), 0.0).rgb * 2.0;
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o = o + textureSampleLevel(srcTex, srcSamp, uv + t * vec2f( 0.0, 0.0), 0.0).rgb * 4.0;
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o = o + textureSampleLevel(srcTex, srcSamp, uv + t * vec2f( 1.0, 0.0), 0.0).rgb * 2.0;
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o = o + textureSampleLevel(srcTex, srcSamp, uv + t * vec2f(-1.0, 1.0), 0.0).rgb * 1.0;
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o = o + textureSampleLevel(srcTex, srcSamp, uv + t * vec2f( 0.0, 1.0), 0.0).rgb * 2.0;
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o = o + textureSampleLevel(srcTex, srcSamp, uv + t * vec2f( 1.0, 1.0), 0.0).rgb * 1.0;
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o = o * (1.0 / 16.0);
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let base = textureSampleLevel(baseTex, srcSamp, uv, 0.0).rgb;
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return vec4f(o + base, 1.0);
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let uv = p.xy / vec2f(textureDimensions(highTex));
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let high = textureSampleLevel(highTex, srcSamp, uv, 0.0).rgb;
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let low = textureSampleLevel(lowTex, srcSamp, uv, 0.0).rgb;
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return vec4f(mix(high, low, params.w), 1.0);
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}
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`;
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{"version":3,"file":"composite.d.ts","sourceRoot":"","sources":["../../../src/shaders/passes/composite.ts"],"names":[],"mappings":"AA8BA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;+BAgC+B;AAC/B;;;;;;;;;;;;;;;;;;GAkBG;AACH,wBAAgB,kBAAkB,CAAC,IAAI,EAAE,MAAM,EAAE,GAAG,EAAE,MAAM,GAAG;IAAE,IAAI,EAAE,MAAM,CAAC;IAAC,KAAK,EAAE,OAAO,CAAA;CAAE,EAAE,CAIhG;AAID,OAAO,EAAE,cAAc,EAAE,eAAe,EAAE,iBAAiB,EAAE,oBAAoB,EAAE,MAAM,gBAAgB,CAAA;AAEzG,KAAK,qBAAqB,GAAG;IAC3B,gFAAgF;IAChF,IAAI,EAAE,MAAM,CAAA;IACZ,kFAAkF;IAClF,UAAU,EAAE,MAAM,CAAA;IAClB,4DAA4D;IAC5D,aAAa,EAAE,OAAO,CAAA;IACtB,oEAAoE;IACpE,aAAa,EAAE,OAAO,CAAA;IACtB;6DACyD;IACzD,MAAM,CAAC,EAAE,OAAO,CAAA;IAChB,gFAAgF;IAChF,aAAa,CAAC,EAAE,OAAO,CAAA;IACvB,gEAAgE;IAChE,QAAQ,EAAE,MAAM,CAAA;IAChB;mFAC+E;IAC/E,GAAG,CAAC,EAAE,OAAO,CAAA;IACb;;;yEAGqE;IACrE,UAAU,EAAE,MAAM,CAAA;IAClB;;8EAE0E;IAC1E,KAAK,CAAC,EAAE,MAAM,EAAE,CAAA;CACjB,CAAA;
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{"version":3,"file":"composite.d.ts","sourceRoot":"","sources":["../../../src/shaders/passes/composite.ts"],"names":[],"mappings":"AA8BA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;+BAgC+B;AAC/B;;;;;;;;;;;;;;;;;;GAkBG;AACH,wBAAgB,kBAAkB,CAAC,IAAI,EAAE,MAAM,EAAE,GAAG,EAAE,MAAM,GAAG;IAAE,IAAI,EAAE,MAAM,CAAC;IAAC,KAAK,EAAE,OAAO,CAAA;CAAE,EAAE,CAIhG;AAID,OAAO,EAAE,cAAc,EAAE,eAAe,EAAE,iBAAiB,EAAE,oBAAoB,EAAE,MAAM,gBAAgB,CAAA;AAEzG,KAAK,qBAAqB,GAAG;IAC3B,gFAAgF;IAChF,IAAI,EAAE,MAAM,CAAA;IACZ,kFAAkF;IAClF,UAAU,EAAE,MAAM,CAAA;IAClB,4DAA4D;IAC5D,aAAa,EAAE,OAAO,CAAA;IACtB,oEAAoE;IACpE,aAAa,EAAE,OAAO,CAAA;IACtB;6DACyD;IACzD,MAAM,CAAC,EAAE,OAAO,CAAA;IAChB,gFAAgF;IAChF,aAAa,CAAC,EAAE,OAAO,CAAA;IACvB,gEAAgE;IAChE,QAAQ,EAAE,MAAM,CAAA;IAChB;mFAC+E;IAC/E,GAAG,CAAC,EAAE,OAAO,CAAA;IACb;;;yEAGqE;IACrE,UAAU,EAAE,MAAM,CAAA;IAClB;;8EAE0E;IAC1E,KAAK,CAAC,EAAE,MAAM,EAAE,CAAA;CACjB,CAAA;AAwRD;;;;;;;;;;;;GAYG;AACH,eAAO,MAAM,gBAAgB,ivfAuI5B,CAAA;AA8MD,wBAAgB,oBAAoB,CAAC,MAAM,CAAC,EAAE,qBAAqB,GAAG,IAAI,GAAG,MAAM,CAclF;AAED;;;;;;;;GAQG;AACH,wBAAgB,gBAAgB,CAAC,MAAM,EAAE,qBAAqB,GAAG,MAAM,CA2GtE;AAED,iFAAiF;AACjF,eAAO,MAAM,qBAAqB,QAA6B,CAAA"}
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@@ -12,7 +12,7 @@ import { castDistanceApi, CAST_FIELD_DIV } from "./cast-distance";
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import { lyricsApi, lyricsTextApi } from "../lyrics-api";
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import { midiApi } from "../midi-api";
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import { gridReadApi } from "./grid";
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// Composite: HDR scene + bloom
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// Composite: HDR scene + bloom → view transform (soft / neutral / aces / none) → gamma → swapchain.
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// Bloom tint/intensity applied at combine (EEVEE treats them as combine-stage params, not prefilter).
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//
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// The shader is a TEMPLATE: buildCompositeShader() emits either the base pass or
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@@ -104,14 +104,6 @@ override APPLY_GAMMA: bool = true;
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// re-premultiply the tonemapped color for output so the premultiplied canvas
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// alphaMode composites the WebGPU surface over the page background correctly.
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@group(0) @binding(4) var maskTex: texture_2d<f32>;
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// Filmic tone curve baked to a WIDTH×1 r16float LUT (bakeFilmicLut on the CPU side).
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// Domain: log2(linear) mapped to [0,13]. Replaces the old array<f32,14> that was indexed
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// by a runtime u32 (a Metal-backend smell — dynamic local-array indexing lowers to a
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// per-invocation copy/switch) and interpolated piecewise-linearly (C0, so segment slope
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// discontinuities showed as Mach bands in smooth skin/shadow gradients). The LUT is a
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// monotone-cubic (Fritsch–Carlson) fit through the same 14 anchors — same values, C1
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// continuity kills the banding — sampled with hardware linear filtering.
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@group(0) @binding(5) var filmicLut: texture_2d<f32>;
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// viewU[0] = (exposure, invGamma, grain amount, grain seed); viewU[1] = (tint.rgb, intensity)
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// viewU[2] = (background.rgb, mode) — display-space sRGB, composited UNDER the
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// scene post-tonemap. BASE-layer mode: 0 transparent (DOM shows),
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@@ -143,9 +135,6 @@ override APPLY_GAMMA: bool = true;
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// track the camera radius. Cleared depth (1.0) inverts to the far
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// plane, so empty sky reads as maximally defocused background.
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@group(0) @binding(9) var<uniform> dofU: array<vec4<f32>, 3>;
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// Blender's AgX, as the 57³ lookup it ships as rather than a reconstruction of
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// it. Sampled in the log-encoded E-Gamut space the cube expects — see agxTransform.
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@group(0) @binding(10) var agxLut: texture_3d<f32>;
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// The scene's own colour grade, as a cube — see _rzStageGrade. sRGB-encoded
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// storage, so what a sample returns is already linear.
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@group(0) @binding(12) var stageGradeLut: texture_3d<f32>;
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@@ -181,8 +170,6 @@ override APPLY_GAMMA: bool = true;
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fn rzFieldMerge(top: vec4f, bot: vec4f) -> vec4f {
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return vec4f(top.rgb + bot.rgb * (1.0 - top.a), top.a + bot.a * (1.0 - top.a));
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}
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// Must match FILMIC_LUT_WIDTH in engine.ts (bakeFilmicLut).
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const FILMIC_LUT_W: f32 = 256.0;
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fn linearDepth(coord: vec2<i32>) -> f32 {
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let z = textureLoad(depthTex, coord, 0);
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@@ -215,79 +202,138 @@ fn sceneSample(coord: vec2<i32>, fullSzI: vec2<i32>, fullSz: vec2f) -> vec4f {
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return vec4f((sHdr + sBloom) * sAlpha, sAlpha);
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}
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// NOTE: version-pinned to Blender 3.6 — 4.x defaults to AgX, not Filmic.
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let t = clamp(log2(max(x, 1e-10)) + 10.0, 0.0, 13.0);
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// Map t∈[0,13] to the texel-center of baked sample j = t·(W-1)/13.
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let u = (t * (FILMIC_LUT_W - 1.0) / 13.0 + 0.5) / FILMIC_LUT_W;
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// textureSampleLevel (explicit LOD, no derivatives) is legal in non-uniform flow.
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return textureSampleLevel(filmicLut, bloomSamp, vec2f(u, 0.5), 0.0).r;
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}
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/** The sRGB display encoding — Blender's "Standard" view transform, which is what
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* NPR work uses: no film curve at all, so the colours a graph computes are the
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* colours that land. Not a 2.2 power law; sRGB has a linear toe. */
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/** The sRGB display encoding — "none": no tone curve at all, so the colours a
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* graph computes are the colours that land. Not a 2.2 power law; sRGB has a
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* linear toe. Every transform below ends in it. */
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fn srgb_encode(x: f32) -> f32 {
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let c = max(x, 0.0);
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return select(1.055 * pow(c, 1.0 / 2.4) - 0.055, c * 12.92, c <= 0.0031308);
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}
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/**
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*
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*
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*
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*
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* → the 57³ cube
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* → Rec.1886 (pure γ2.4) decoded, then re-encoded as sRGB for the swapchain
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*
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* The last step is not pedantry: Rec.1886 is a pure power law and sRGB has a
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* linear toe, so skipping it lifts the darkest few code values.
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*
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* Blender interpolates the cube tetrahedrally and a GPU sampler is trilinear.
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* The difference is small and confined to saturated gradients; if it ever shows,
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* tetrahedral is a dozen lines here.
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* "soft" — Aether Gazer's own curve, from its final pass
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* (Hidden/SimPipeline/Final, decompiled): (1 - e^(-exposure x))^contrast, at the
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* 2.5 and 1.4 its scenes set, into a linear target the swapchain then encodes.
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* The game's ACES branch is off in every scene measured.
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*/
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fn
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let
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// The cube's domain: an unlit pixel would take log2 to -inf, so floor it at
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// the bottom stop rather than sampling outside the LUT.
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let t = clamp((log2(max(e, vec3f(1e-10))) + vec3f(12.47393)) / 25.0, vec3f(0.0), vec3f(1.0));
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// Half-texel inset, so the end stops are the cube's own values and not a blend
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// with the clamp-to-edge border.
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let n = 57.0;
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let uvw = t * ((n - 1.0) / n) + (0.5 / n);
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let formed = textureSampleLevel(agxLut, bloomSamp, uvw, 0.0).rgb;
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let linear = pow(max(formed, vec3f(0.0)), vec3f(2.4));
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return vec3f(srgb_encode(linear.r), srgb_encode(linear.g), srgb_encode(linear.b));
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fn softTransform(c: vec3f) -> vec3f {
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let t = pow(max(vec3f(1.0) - exp(-2.5 * max(c, vec3f(0.0))), vec3f(0.0)), vec3f(1.4));
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return vec3f(srgb_encode(t.r), srgb_encode(t.g), srgb_encode(t.b));
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}
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fn _rzSrgbEncode3(c: vec3f) -> vec3f {
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return vec3f(srgb_encode(c.r), srgb_encode(c.g), srgb_encode(c.b));
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}
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/**
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*
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*
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* "neutral" — Unity URP's Neutral tonemapper as the Khronos PBR Neutral
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* operator, to the published formula: below the start of compression colour
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* passes through (less a small toe offset); above it the peak rolls off toward
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* 1 and desaturates in proportion to how much it lost.
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fn
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let
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fn neutralTransform(color: vec3f) -> vec3f {
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let startCompression = 0.8 - 0.04;
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let desaturation = 0.15;
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var c = max(color, vec3f(0.0));
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let x = min(c.r, min(c.g, c.b));
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let offset = select(0.04, x - 6.25 * x * x, x < 0.08);
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c = c - vec3f(offset);
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let peak = max(c.r, max(c.g, c.b));
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if (peak >= startCompression) {
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let d = 1.0 - startCompression;
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let newPeak = 1.0 - d * d / (peak + d - startCompression);
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c = c * (newPeak / peak);
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let g = 1.0 - 1.0 / (desaturation * (peak - newPeak) + 1.0);
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c = mix(c, vec3f(newPeak), g);
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}
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return _rzSrgbEncode3(clamp(c, vec3f(0.0), vec3f(1.0)));
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}
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// "aces" — Unity URP's ACES: unity_to_ACES then AcesTonemap, both from the Core
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// RP's Color.hlsl (the branch URP compiles, not full ACES): the RRT's glow and
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// red modifier and global desaturation, the luminance fit of RRT +
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// ODT.Academy.RGBmonitor_100nits_dim, the dim-surround gamma, the ODT
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// desaturation, then AP1 → XYZ → D60→D65 → Rec.709, saturated as URP's
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// ApplyTonemap does. HLSL's row-major matrices are written as rows here.
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fn _rzRows(r0: vec3f, r1: vec3f, r2: vec3f, v: vec3f) -> vec3f {
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return vec3f(dot(r0, v), dot(r1, v), dot(r2, v));
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}
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fn _rzAp1ToXyz(v: vec3f) -> vec3f {
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return _rzRows(vec3f(0.6624541811, 0.1340042065, 0.1561876870),
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vec3f(0.2722287168, 0.6740817658, 0.0536895174),
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vec3f(-0.0055746495, 0.0040607335, 1.0103391003), v);
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}
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fn _rzAp1Luma(v: vec3f) -> f32 {
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return dot(v, vec3f(0.272229, 0.674082, 0.0536895));
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}
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fn acesTransform(color: vec3f) -> vec3f {
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// unity_to_ACES: linear sRGB → AP0.
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var aces = _rzRows(vec3f(0.4397010, 0.3829780, 0.1773350),
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vec3f(0.0897923, 0.8134230, 0.0967616),
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vec3f(0.0175440, 0.1115440, 0.8707040), max(color, vec3f(0.0)));
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// Glow module.
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let mi = min(aces.r, min(aces.g, aces.b));
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let ma = max(aces.r, max(aces.g, aces.b));
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let saturation = (max(ma, 1e-4) - max(mi, 1e-4)) / max(ma, 1e-2);
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let k = max(aces.b * (aces.b - aces.g) + aces.g * (aces.g - aces.r) + aces.r * (aces.r - aces.b), 0.0);
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let ycIn = (aces.b + aces.g + aces.r + 1.75 * sqrt(k)) / 3.0;
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let sx = (saturation - 0.4) / 0.2;
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let st = max(1.0 - abs(sx / 2.0), 0.0);
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let s = (1.0 + select(-1.0, 1.0, sx >= 0.0) * (1.0 - st * st)) / 2.0;
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let glowGain = 0.05 * s;
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+
let glowMid = 0.08;
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285
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+
var glow = glowGain * (glowMid / max(ycIn, 1e-6) - 0.5);
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+
if (ycIn <= 2.0 / 3.0 * glowMid) { glow = glowGain; }
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+
if (ycIn >= 2.0 * glowMid) { glow = 0.0; }
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+
aces = aces * (1.0 + glow);
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+
// Red modifier.
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+
var hue = 0.0;
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291
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+
if (!(aces.r == aces.g && aces.g == aces.b)) {
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+
hue = degrees(atan2(sqrt(3.0) * (aces.g - aces.b), 2.0 * aces.r - aces.g - aces.b));
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293
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+
}
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294
|
+
if (hue < 0.0) { hue = hue + 360.0; }
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295
|
+
var centered = hue;
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296
|
+
if (centered < -180.0) { centered = centered + 360.0; } else if (centered > 180.0) { centered = centered - 360.0; }
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297
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+
var hueWeight = smoothstep(0.0, 1.0, 1.0 - abs(2.0 * centered / 135.0));
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298
|
+
hueWeight = hueWeight * hueWeight;
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299
|
+
aces.r = aces.r + hueWeight * saturation * (0.03 - aces.r) * (1.0 - 0.82);
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300
|
+
// AP0 → AP1 (ACEScg), then the RRT's global desaturation.
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301
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+
var cg = max(_rzRows(vec3f(1.4514393161, -0.2365107469, -0.2149285693),
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|
302
|
+
vec3f(-0.0765537734, 1.1762296998, -0.0996759264),
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303
|
+
vec3f(0.0083161484, -0.0060324498, 0.9977163014), aces), vec3f(0.0));
|
|
304
|
+
cg = mix(vec3f(_rzAp1Luma(cg)), cg, vec3f(0.96));
|
|
305
|
+
// The luminance fit of RRT + ODT.Academy.RGBmonitor_100nits_dim.
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|
306
|
+
let post = (cg * (2.785085 * cg + 0.107772)) / (cg * (2.936045 * cg + 0.887122) + 0.806889);
|
|
307
|
+
// Dark → dim surround: Y^0.9811, in xyY.
|
|
308
|
+
var xyz = _rzAp1ToXyz(post);
|
|
309
|
+
let div = max(xyz.x + xyz.y + xyz.z, 1e-4);
|
|
310
|
+
let xyY = vec3f(xyz.x / div, xyz.y / div, pow(clamp(xyz.y, 0.0, 65504.0), 0.9811));
|
|
311
|
+
let m = xyY.z / max(xyY.y, 1e-4);
|
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312
|
+
xyz = vec3f(xyY.x * m, xyY.z, (1.0 - xyY.x - xyY.y) * m);
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313
|
+
var lin = _rzRows(vec3f(1.6410233797, -0.3248032942, -0.2364246952),
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+
vec3f(-0.6636628587, 1.6153315917, 0.0167563477),
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315
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+
vec3f(0.0117218943, -0.0082844420, 0.9883948585), xyz);
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316
|
+
// The ODT's desaturation, then to the display's primaries.
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317
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+
lin = mix(vec3f(_rzAp1Luma(lin)), lin, vec3f(0.93));
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318
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+
xyz = _rzRows(vec3f(0.98722400, -0.00611327, 0.0159533),
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319
|
+
vec3f(-0.00759836, 1.00186000, 0.0053302),
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320
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+
vec3f(0.00307257, -0.00509595, 1.0816800), _rzAp1ToXyz(lin));
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321
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let rec709 = _rzRows(vec3f(3.2409699419, -1.5373831776, -0.4986107603),
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vec3f(-0.9692436363, 1.8759675015, 0.0415550574),
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vec3f(0.0556300797, -0.2039769589, 1.0569715142), xyz);
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fn _rzSrgbDecode(x: f32) -> f32 {
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@@ -1,6 +1,24 @@
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1
1
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/** Bytes in MirrorMat below: mat4x4f + three 16-byte rows. */
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2
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export declare const MIRROR_MAT_BYTES: number;
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export declare function mirrorShaderWgsl(): string;
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/**
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* Downsample for the reflection's COLOUR chain, one pass per mip level: the
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* Jimenez/COD 13-tap dual box — five weighted 2x2 averages, which rejects the
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7
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* nyquist ringing a plain box would leave in a blurred reflection.
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*/
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export declare const MIRROR_DOWNSAMPLE_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";
|
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/**
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* Downsample for the reflection's COVERAGE chain.
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*
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* Colour and coverage are a premultiplied PAIR, and a blur has to move them
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* together. Blurring colour alone drags it toward zero wherever it spreads into
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* the empty part of the reflection, while a coverage still sampled sharp says
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* "fully covered" — so the reflection simply got darker as the dial came up.
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*
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* One bilinear tap at the destination texel centre averages the source's 2x2
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* exactly, which is the box filter this wants and the cheapest way to write it.
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*/
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export declare const MIRROR_MASK_DOWNSAMPLE_WGSL = "\n@group(0) @binding(0) var src: texture_2d<f32>;\n@group(0) @binding(1) var samp: sampler;\n\nstruct VSOut { @builtin(position) pos: vec4f, @location(0) uv: vec2f, };\n\n@vertex fn vs(@builtin(vertex_index) i: u32) -> VSOut {\n var out: VSOut;\n let x = f32(i32(i / 2u) * 4 - 1);\n let y = f32(i32(i % 2u) * 4 - 1);\n out.pos = vec4f(x, y, 0.0, 1.0);\n out.uv = vec2f(x * 0.5 + 0.5, 0.5 - y * 0.5);\n return out;\n}\n\n@fragment fn fs(in: VSOut) -> @location(0) vec4f {\n return textureSampleLevel(src, samp, in.uv, 0.0);\n}\n";
|
|
4
22
|
/**
|
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5
23
|
* The mirror in the SHADOW pass — the frame throwing shade on the floor.
|
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6
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*
|
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@@ -16,17 +34,5 @@ export declare function mirrorShaderWgsl(): string;
|
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16
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* offset: the cascade matrices sit 64 bytes apart in one array, and a dynamic
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35
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* uniform offset has to be 256-aligned.
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*/
|
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/**
|
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20
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* Downsample for the reflection's COVERAGE chain.
|
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21
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-
*
|
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22
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-
* Colour and coverage are a premultiplied PAIR, and a blur has to move them
|
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23
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-
* together. Blurring colour alone drags it toward zero wherever it spreads into
|
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24
|
-
* the empty part of the reflection, while a coverage still sampled sharp says
|
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25
|
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* "fully covered" — so the reflection simply got darker as the dial came up.
|
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-
*
|
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27
|
-
* One bilinear tap at the destination texel centre averages the source's 2x2
|
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28
|
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* exactly, which is the box filter this wants and the cheapest way to write it.
|
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|
-
*/
|
|
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|
-
export declare const MIRROR_MASK_DOWNSAMPLE_WGSL = "\n@group(0) @binding(0) var src: texture_2d<f32>;\n@group(0) @binding(1) var samp: sampler;\n\nstruct VSOut { @builtin(position) pos: vec4f, @location(0) uv: vec2f, };\n\n@vertex fn vs(@builtin(vertex_index) i: u32) -> VSOut {\n var out: VSOut;\n let x = f32(i32(i / 2u) * 4 - 1);\n let y = f32(i32(i % 2u) * 4 - 1);\n out.pos = vec4f(x, y, 0.0, 1.0);\n out.uv = vec2f(x * 0.5 + 0.5, 0.5 - y * 0.5);\n return out;\n}\n\n@fragment fn fs(in: VSOut) -> @location(0) vec4f {\n return textureSampleLevel(src, samp, in.uv, 0.0);\n}\n";
|
|
31
37
|
export declare function mirrorShadowWgsl(cascades: number): string;
|
|
32
38
|
//# sourceMappingURL=mirror.d.ts.map
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"mirror.d.ts","sourceRoot":"","sources":["../../../src/shaders/passes/mirror.ts"],"names":[],"mappings":"AAqBA,8DAA8D;AAC9D,eAAO,MAAM,gBAAgB,QAAc,CAAA;AAE3C,wBAAgB,gBAAgB,IAAI,MAAM,CAiMzC;AAED
|
|
1
|
+
{"version":3,"file":"mirror.d.ts","sourceRoot":"","sources":["../../../src/shaders/passes/mirror.ts"],"names":[],"mappings":"AAqBA,8DAA8D;AAC9D,eAAO,MAAM,gBAAgB,QAAc,CAAA;AAE3C,wBAAgB,gBAAgB,IAAI,MAAM,CAiMzC;AAED;;;;GAIG;AACH,eAAO,MAAM,sBAAsB,2hDAwClC,CAAA;AAED;;;;;;;;;;GAUG;AACH,eAAO,MAAM,2BAA2B,2hBAkBvC,CAAA;AAED;;;;;;;;;;;;;;GAcG;AACH,wBAAgB,gBAAgB,CAAC,QAAQ,EAAE,MAAM,GAAG,MAAM,CAuBzD"}
|
|
@@ -214,20 +214,51 @@ ${sceneIdPadWgsl("out")}
|
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|
`;
|
|
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|
}
|
|
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|
/**
|
|
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|
-
*
|
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218
|
-
*
|
|
219
|
-
*
|
|
220
|
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* quad is six generated vertices and the model matrix is the whole of it, while
|
|
221
|
-
* the ordinary shadow shader is built for skinned geometry with an alpha test.
|
|
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|
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*
|
|
223
|
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* Depth only, no fragment stage. The pane is opaque across its whole rectangle
|
|
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|
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* — glass included, because this glass is not see-through — so there is nothing
|
|
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|
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* to alpha-test and nothing to colour.
|
|
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|
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*
|
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|
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* The cascade index arrives in its own tiny uniform rather than as a dynamic
|
|
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|
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* offset: the cascade matrices sit 64 bytes apart in one array, and a dynamic
|
|
229
|
-
* uniform offset has to be 256-aligned.
|
|
217
|
+
* Downsample for the reflection's COLOUR chain, one pass per mip level: the
|
|
218
|
+
* Jimenez/COD 13-tap dual box — five weighted 2x2 averages, which rejects the
|
|
219
|
+
* nyquist ringing a plain box would leave in a blurred reflection.
|
|
230
220
|
*/
|
|
221
|
+
export const MIRROR_DOWNSAMPLE_WGSL = /* wgsl */ `
|
|
222
|
+
@vertex fn vs(@builtin(vertex_index) vi: u32) -> @builtin(position) vec4f {
|
|
223
|
+
let x = f32((vi & 1u) << 2u) - 1.0;
|
|
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|
+
let y = f32((vi & 2u) << 1u) - 1.0;
|
|
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|
+
return vec4f(x, y, 0.0, 1.0);
|
|
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|
+
}
|
|
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|
+
|
|
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|
+
@group(0) @binding(0) var srcTex: texture_2d<f32>;
|
|
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|
+
@group(0) @binding(1) var srcSamp: sampler;
|
|
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|
+
|
|
231
|
+
fn samp(uv: vec2f, off: vec2f) -> vec3f {
|
|
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|
+
return textureSampleLevel(srcTex, srcSamp, uv + off, 0.0).rgb;
|
|
233
|
+
}
|
|
234
|
+
|
|
235
|
+
@fragment fn fs(@builtin(position) p: vec4f) -> @location(0) vec4f {
|
|
236
|
+
let srcDims = vec2f(textureDimensions(srcTex));
|
|
237
|
+
let t = 1.0 / srcDims;
|
|
238
|
+
// fragCoord.xy reports pixel centers (e.g. 0.5,0.5 for first pixel) — divide by dst dims directly.
|
|
239
|
+
let dstDims = srcDims * 0.5;
|
|
240
|
+
let uv = p.xy / max(dstDims, vec2f(1.0));
|
|
241
|
+
let A = samp(uv, t * vec2f(-2.0, -2.0));
|
|
242
|
+
let B = samp(uv, t * vec2f( 0.0, -2.0));
|
|
243
|
+
let C = samp(uv, t * vec2f( 2.0, -2.0));
|
|
244
|
+
let D = samp(uv, t * vec2f(-1.0, -1.0));
|
|
245
|
+
let E = samp(uv, t * vec2f( 1.0, -1.0));
|
|
246
|
+
let F = samp(uv, t * vec2f(-2.0, 0.0));
|
|
247
|
+
let G = samp(uv, t * vec2f( 0.0, 0.0));
|
|
248
|
+
let H = samp(uv, t * vec2f( 2.0, 0.0));
|
|
249
|
+
let I = samp(uv, t * vec2f(-1.0, 1.0));
|
|
250
|
+
let J = samp(uv, t * vec2f( 1.0, 1.0));
|
|
251
|
+
let K = samp(uv, t * vec2f(-2.0, 2.0));
|
|
252
|
+
let L = samp(uv, t * vec2f( 0.0, 2.0));
|
|
253
|
+
let M = samp(uv, t * vec2f( 2.0, 2.0));
|
|
254
|
+
var o = (D + E + I + J) * (0.5 / 4.0);
|
|
255
|
+
o = o + (A + B + G + F) * (0.125 / 4.0);
|
|
256
|
+
o = o + (B + C + H + G) * (0.125 / 4.0);
|
|
257
|
+
o = o + (F + G + L + K) * (0.125 / 4.0);
|
|
258
|
+
o = o + (G + H + M + L) * (0.125 / 4.0);
|
|
259
|
+
return vec4f(o, 1.0);
|
|
260
|
+
}
|
|
261
|
+
`;
|
|
231
262
|
/**
|
|
232
263
|
* Downsample for the reflection's COVERAGE chain.
|
|
233
264
|
*
|
|
@@ -258,6 +289,21 @@ struct VSOut { @builtin(position) pos: vec4f, @location(0) uv: vec2f, };
|
|
|
258
289
|
return textureSampleLevel(src, samp, in.uv, 0.0);
|
|
259
290
|
}
|
|
260
291
|
`;
|
|
292
|
+
/**
|
|
293
|
+
* The mirror in the SHADOW pass — the frame throwing shade on the floor.
|
|
294
|
+
*
|
|
295
|
+
* Its own shader because the mirror has no vertex buffer and no skeleton: the
|
|
296
|
+
* quad is six generated vertices and the model matrix is the whole of it, while
|
|
297
|
+
* the ordinary shadow shader is built for skinned geometry with an alpha test.
|
|
298
|
+
*
|
|
299
|
+
* Depth only, no fragment stage. The pane is opaque across its whole rectangle
|
|
300
|
+
* — glass included, because this glass is not see-through — so there is nothing
|
|
301
|
+
* to alpha-test and nothing to colour.
|
|
302
|
+
*
|
|
303
|
+
* The cascade index arrives in its own tiny uniform rather than as a dynamic
|
|
304
|
+
* offset: the cascade matrices sit 64 bytes apart in one array, and a dynamic
|
|
305
|
+
* uniform offset has to be 256-aligned.
|
|
306
|
+
*/
|
|
261
307
|
export function mirrorShadowWgsl(cascades) {
|
|
262
308
|
return /* wgsl */ `
|
|
263
309
|
struct LightVP { viewProj: array<mat4x4f, ${cascades}>, };
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"outline.d.ts","sourceRoot":"","sources":["../../../src/shaders/passes/outline.ts"],"names":[],"mappings":"AAqBA;;;;;;GAMG;AACH,eAAO,MAAM,0BAA0B,KAAK,CAAA;AAE5C,wBAAgB,iBAAiB,IAAI,MAAM,
|
|
1
|
+
{"version":3,"file":"outline.d.ts","sourceRoot":"","sources":["../../../src/shaders/passes/outline.ts"],"names":[],"mappings":"AAqBA;;;;;;GAMG;AACH,eAAO,MAAM,0BAA0B,KAAK,CAAA;AAE5C,wBAAgB,iBAAiB,IAAI,MAAM,CA6L1C"}
|