shaders 3.2.474 → 4.0.0
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/LICENSE +21 -142
- package/README.md +192 -19
- package/dist/cli.js +2 -2
- package/dist/core/{AngularBlur-g4-fDx1N.js → AngularBlur-BEBs-lRR.js} +2 -3
- package/dist/core/{Arc-B4VGPOtO.js → Arc-D-WnjM7T.js} +1 -3
- package/dist/core/{Ascii-DxiduEzP.js → Ascii-BGPIwMc3.js} +2 -5
- package/dist/core/{Aurora-FgWLcSkh.js → Aurora-DqJBPdMQ.js} +2 -11
- package/dist/core/{BarShift-BukEd3jr.js → BarShift-BcCOweUh.js} +2 -3
- package/dist/core/{BarnDoors-BC0LM0aD.js → BarnDoors-B9B-AmCV.js} +2 -3
- package/dist/core/{Beam-CxAXVlAf.js → Beam-QG_9OS8I.js} +2 -3
- package/dist/core/{Bend-BfVVIo2C.js → Bend-Cy9VAowL.js} +1 -2
- package/dist/core/{Blob-D_IbcUCc.js → Blob-C3txJeW0.js} +2 -10
- package/dist/core/{BlockDissolve-C9nsgIz9.js → BlockDissolve-C1SFUys7.js} +2 -3
- package/dist/core/{BlockNoise-BgwbD0rx.js → BlockNoise-Cm3y8hce.js} +2 -4
- package/dist/core/{BlueNoise-BdwOaq4G.js → BlueNoise-BCLObOMm.js} +2 -4
- package/dist/core/{Blur-ceuv7ZTm.js → Blur-Dg29SnXd.js} +1 -2
- package/dist/core/{Boids-DEHsYo46.js → Boids-rsGsPN5h.js} +2 -5
- package/dist/core/{BokehBlur-C8xJ0xA8.js → BokehBlur-rFSFEnb0.js} +3 -4
- package/dist/core/{BrickPattern-C-6QFzp6.js → BrickPattern-DqN6JKEN.js} +2 -3
- package/dist/core/{BrightnessContrast-CMUaNvo0.js → BrightnessContrast-J9fCSBiC.js} +1 -3
- package/dist/core/{BrushedMetal-CQsu_96R.js → BrushedMetal-74wSZKjG.js} +3 -8
- package/dist/core/{Bulge-CgO7_0fe.js → Bulge-BIk0oq8j.js} +1 -2
- package/dist/core/{CRTScreen-DNqe2klB.js → CRTScreen-hEH-JNRd.js} +2 -3
- package/dist/core/{CarbonFiber-D0vgwlrV.js → CarbonFiber-CZdUDvRU.js} +4 -8
- package/dist/core/{Chalkboard-CDUJz_Ae.js → Chalkboard-CClJHqvs.js} +2 -3
- package/dist/core/{ChannelBlur-Z8ZvN6W3.js → ChannelBlur-BEuEwQOC.js} +1 -2
- package/dist/core/{CheckerWipe-DXm9kDaS.js → CheckerWipe-KuAWj2qg.js} +2 -3
- package/dist/core/{Checkerboard-DZAABNKo.js → Checkerboard-Rq9ze1W3.js} +2 -3
- package/dist/core/{Chevron-Dn1iHSiS.js → Chevron-C1j6X2Ye.js} +2 -3
- package/dist/core/{ChromaFlow-lnaJ4o1Y.js → ChromaFlow-BgsCUYIl.js} +2 -5
- package/dist/core/{ChromaticAberration-CGOQe4Pp.js → ChromaticAberration-2_4tjQ0u.js} +2 -4
- package/dist/core/{Chrome-DPAmErfN.js → Chrome-Be3z6C5i.js} +5 -11
- package/dist/core/{Circle-DVPhvXdr.js → Circle-e_qQI3tU.js} +1 -3
- package/dist/core/{ColorWheel-DXkVOQl2.js → ColorWheel-s5ep1H7d.js} +2 -3
- package/dist/core/{CompressionArtifacts-CEw9gfTu.js → CompressionArtifacts-OE9U9Qrq.js} +1 -3
- package/dist/core/{ConcentricSpin-GtNEq1T1.js → ConcentricSpin-CLE_5yCJ.js} +1 -2
- package/dist/core/{ConicGradient-DYPNJAOg.js → ConicGradient-Cji2SgVO.js} +2 -4
- package/dist/core/{ContourLines-DEmEepvT.js → ContourLines-wpPK00cF.js} +2 -3
- package/dist/core/{CornerPin-CJJeGyVf.js → CornerPin-gYU0Uf2m.js} +2 -3
- package/dist/core/{Crescent-C7yy9-xf.js → Crescent-viNc7Unp.js} +1 -2
- package/dist/core/{Cross-DyYrdTVw.js → Cross-DyQSsw_k.js} +1 -2
- package/dist/core/{Crystal-DQJd5oAd.js → Crystal-Vjj8azWg.js} +4 -9
- package/dist/core/{CurlNoise-Bjc6hhjR.js → CurlNoise-C7PHjDht.js} +2 -4
- package/dist/core/{CursorRipples-C1PNyYcB.js → CursorRipples-BzPPNkA3.js} +3 -39
- package/dist/core/{CursorTrail-C6v97bId.js → CursorTrail-cBj0AuQA.js} +2 -4
- package/dist/core/{DataMosh-AX4kIi4R.js → DataMosh-5Yr9TyVx.js} +1 -3
- package/dist/core/{DiamondGradient-Bj6mUxOy.js → DiamondGradient-DZM7HwF5.js} +2 -4
- package/dist/core/{DiamondWipe-BNSkpUn9.js → DiamondWipe-CqeT7lCt.js} +2 -3
- package/dist/core/{DiffuseBlur-C7l-5Dw3.js → DiffuseBlur-Y5hSDTZF.js} +2 -3
- package/dist/core/{DisplacementMap-DGpLSlxs.js → DisplacementMap-FobRx5Ie.js} +2 -3
- package/dist/core/{Dither-C9KDpqgP.js → Dither-50rqHpt9.js} +2 -3
- package/dist/core/{DotGrid-CkAtf-j_.js → DotGrid-B6AGLUbR.js} +3 -4
- package/dist/core/{DropShadow-BxI_a7dC.js → DropShadow-CEPpgatB.js} +2 -3
- package/dist/core/{Duotone-CrJ0P0SL.js → Duotone-D76Kp7Pb.js} +2 -3
- package/dist/core/{Ellipse-C2Tie_19.js → Ellipse-BGod1LeG.js} +1 -2
- package/dist/core/{Emboss-BjOlYydL.js → Emboss-DMNFb_ww.js} +3 -6
- package/dist/core/{Engraving-RpxXPqQq.js → Engraving-Dj7bCATQ.js} +2 -3
- package/dist/core/{ErosionNoise-D0qefxhq.js → ErosionNoise-4O68wJQZ.js} +2 -4
- package/dist/core/{Exposure-B7W7AVbY.js → Exposure-h-vapOpj.js} +1 -3
- package/dist/core/{FallingLines-Cxhmtqf4.js → FallingLines-Dzop_89k.js} +2 -3
- package/dist/core/{FilmGrain-CghUJIeK.js → FilmGrain-Bs8PCfdf.js} +1 -3
- package/dist/core/{FilmStock-DmOaROtC.js → FilmStock-DBjVo6rL.js} +1 -4
- package/dist/core/{Flip-BuOdbWjK.js → Flip-CfrS4KfZ.js} +2 -3
- package/dist/core/{FloatingParticles-BfFlt06Y.js → FloatingParticles-D1R2tD2J.js} +2 -5
- package/dist/core/{FlowField-A2njOtGx.js → FlowField-Slirm5AI.js} +2 -3
- package/dist/core/{Flower-CwdJOVR1.js → Flower-Ddlut7QZ.js} +1 -2
- package/dist/core/{FlowingGradient-D3BG2FW9.js → FlowingGradient-CwIgTtbj.js} +2 -7
- package/dist/core/{FlutedGlass-BWlTrLF-.js → FlutedGlass-CMMy2GJ5.js} +2 -4
- package/dist/core/{Fog-CpmIyRtJ.js → Fog-DjjUkcTZ.js} +2 -4
- package/dist/core/{Form3D-D-eUD4_k.js → Form3D-DQDOHWpC.js} +2 -4
- package/dist/core/{FractalNoise-DsESU8cP.js → FractalNoise-BjI3IOIj.js} +2 -4
- package/dist/core/{Frost-B1s1W_Qm.js → Frost-CK12HnL1.js} +4 -9
- package/dist/core/{GaborNoise-D3U1iz9E.js → GaborNoise-DKEIvvRJ.js} +3 -5
- package/dist/core/{Glass-O5o5OxlN.js → Glass-CzcOVD5Y.js} +3 -8
- package/dist/core/{GlassTiles-BxdT6Ee8.js → GlassTiles-gjhc563g.js} +1 -2
- package/dist/core/{Glitch-DQeLaNdU.js → Glitch-C_XAWltC.js} +1 -2
- package/dist/core/{Glow-DksG7wdu.js → Glow-CrYCanBI.js} +1 -3
- package/dist/core/{Godrays-D2Pzd9K9.js → Godrays-BBTMOVLP.js} +2 -3
- package/dist/core/{Goo-BL_ifIPI.js → Goo-Brhjk8aS.js} +3 -8
- package/dist/core/{GradientMap-B-5yUYjX.js → GradientMap-C5325QWw.js} +2 -4
- package/dist/core/{Grayscale-g7jQsxgi.js → Grayscale-dPjs-wvf.js} +1 -2
- package/dist/core/{Grid-DAglpJFP.js → Grid-UjEd3O76.js} +3 -4
- package/dist/core/{GridDistortion-CNlIESbs.js → GridDistortion-vVgYya1U.js} +1 -5
- package/dist/core/{Group-CeOfFv2K.js → Group-KVdmAi5g.js} +1 -1
- package/dist/core/{HTMLInCanvas-BgwCnbYn.js → HTMLInCanvas-CKr2u76R.js} +1 -2
- package/dist/core/{Halftone-DCiP4EDq.js → Halftone-pRV3TRUW.js} +4 -5
- package/dist/core/{Heart-CQhtzwFu.js → Heart-CX7MvvHZ.js} +1 -2
- package/dist/core/{Heatmap-e-lF_uZu.js → Heatmap-Dn6qyd2e.js} +3 -8
- package/dist/core/{HexGrid-BY_BPH8J.js → HexGrid-BIfYhkfV.js} +3 -4
- package/dist/core/{Hologram-BA_LJPm0.js → Hologram-ou27baPQ.js} +4 -8
- package/dist/core/{Holographic-CX8OG-Wa.js → Holographic-CiHdBSMg.js} +3 -7
- package/dist/core/{HueShift-BnwOshrg.js → HueShift-CG7pcXfg.js} +1 -3
- package/dist/core/{ImageTexture-Cd6vH2Z0.js → ImageTexture-BiZuU58C.js} +1 -2
- package/dist/core/{InkFlow-B7F9i3Kd.js → InkFlow-D9_L7opB.js} +9 -12
- package/dist/core/{Invert-6Q5kX8vd.js → Invert-CHEaiQZO.js} +1 -2
- package/dist/core/{IrisWipe-Cl5yYdEi.js → IrisWipe-x22vOQHm.js} +2 -3
- package/dist/core/Irradiance-7yq2K87_.js +389 -0
- package/dist/core/{IsometricCubes-BhK9MhCy.js → IsometricCubes-CkPGWr7M.js} +2 -3
- package/dist/core/{Kaleidoscope-D4X5N_qk.js → Kaleidoscope-CEC5m1Ww.js} +1 -2
- package/dist/core/{KeyFrames-Dv1vFfMa.js → KeyFrames-BMGEZsAZ.js} +2 -3
- package/dist/core/{LensDistortion-BqVp5WBS.js → LensDistortion-DKo8PiO5.js} +2 -3
- package/dist/core/{LensFlare-z0k68uJ1.js → LensFlare-DMS-NUtK.js} +2 -3
- package/dist/core/LightEdge-DxmnCRls.js +315 -0
- package/dist/core/{LightLeak-BgFq4bLG.js → LightLeak-yoEsZtYg.js} +2 -4
- package/dist/core/{Line--Ur3CJp1.js → Line-D17XDUjO.js} +2 -3
- package/dist/core/{LinearBlur-BkHF6lVm.js → LinearBlur-CiyjPTUH.js} +2 -3
- package/dist/core/{LinearGradient-DIdq_fiw.js → LinearGradient-DfjKG70q.js} +2 -4
- package/dist/core/{LinearWipe-DuCB9oV_.js → LinearWipe-D9CtBg6S.js} +2 -3
- package/dist/core/{LiquidMetal-B2Cz80Ka.js → LiquidMetal-8EG6DwV6.js} +3 -8
- package/dist/core/{Liquify-CvPn1ze-.js → Liquify-BySXF1OB.js} +1 -4
- package/dist/core/{MagneticFilings-BOgYrPhz.js → MagneticFilings-DNESH3Zs.js} +2 -5
- package/dist/core/{Marble-c2QGDXxB.js → Marble-C9WvdxrP.js} +2 -7
- package/dist/core/{MeshGradient-DMsza5tg.js → MeshGradient-d9--RXOU.js} +2 -10
- package/dist/core/{Mirror-Ck8qk1Km.js → Mirror-1V2FF2kD.js} +1 -2
- package/dist/core/{MultiPointGradient-DwO6snxn.js → MultiPointGradient-cRA9ytgL.js} +2 -3
- package/dist/core/{Nebula-3a9pYBDC.js → Nebula-BRV-q74y.js} +7 -90
- package/dist/core/{Neon-Cf95sJ7W.js → Neon-4PemK9Rj.js} +3 -6
- package/dist/core/{NoiseDissolve-DgvzEFOD.js → NoiseDissolve-B7LgD46G.js} +2 -3
- package/dist/core/{ObjectTracker-IopW8Jvf.js → ObjectTracker-CdzDxhpy.js} +3 -4
- package/dist/core/{Obsidian-BL_0ordp.js → Obsidian-2J1eX9kT.js} +9 -15
- package/dist/core/{PagePeel-BeAr_n0U.js → PagePeel-D-ziraOm.js} +1 -2
- package/dist/core/{Paper-BDEsyIPI.js → Paper-BxzCLyzB.js} +1 -2
- package/dist/core/{Parallelogram-Duj-0MLr.js → Parallelogram-D4OflTwn.js} +1 -2
- package/dist/core/{ParticleField-gk7JuNx4.js → ParticleField-tWNicEDO.js} +1 -4
- package/dist/core/{ParticleFlow-BzWOl7Hm.js → ParticleFlow-BiEYFyWR.js} +2 -6
- package/dist/core/{Particles-DYAtR6jZ.js → Particles-B7W4yWgo.js} +3 -7
- package/dist/core/{PerlinNoise-BHQ318g4.js → PerlinNoise-C-irUxp9.js} +3 -5
- package/dist/core/{Perspective-xBfd9BSE.js → Perspective-DlnAW-pe.js} +2 -3
- package/dist/core/{PixelSort-Bx9sUnGm.js → PixelSort-BBOTYuOE.js} +1 -4
- package/dist/core/{PixelThrow-0nJiGsmZ.js → PixelThrow-DCJb9Lxd.js} +2 -4
- package/dist/core/{Pixelate-CvCzoA0h.js → Pixelate-CZdwB--K.js} +1 -2
- package/dist/core/{Plasma-Be1yxNcP.js → Plasma-CTOQJeqy.js} +2 -4
- package/dist/core/{Plastic-Bom1oFFR.js → Plastic-DvyH9x-4.js} +3 -8
- package/dist/core/{PolarCoordinates-BGwTZ6NO.js → PolarCoordinates-XhdDAOD0.js} +1 -2
- package/dist/core/{Polygon-Byw5C7Qy.js → Polygon-CLohB-Ly.js} +2 -4
- package/dist/core/{Posterize-BHOstvyj.js → Posterize-BAQfnvmK.js} +1 -2
- package/dist/core/{Prism-pNsLhW8w.js → Prism-DJVCVAXX.js} +4 -8
- package/dist/core/{ProgressiveBlur-CR1IbvKQ.js → ProgressiveBlur-Dirva1on.js} +2 -3
- package/dist/core/{RadialGradient-BFOrMAK1.js → RadialGradient-DuSKR8Ds.js} +2 -4
- package/dist/core/{RadialWipe-BYnlbrNm.js → RadialWipe-n8tON7x2.js} +2 -3
- package/dist/core/{RandomBars-B7erRRHx.js → RandomBars-BYouiIgQ.js} +2 -3
- package/dist/core/{ReactionDiffusion-BnY40jHs.js → ReactionDiffusion-CHDd3y2q.js} +2 -5
- package/dist/core/{RectangularCoordinates-D9-3PQAz.js → RectangularCoordinates-CYFfCawa.js} +1 -2
- package/dist/core/{ReflectivePlane-BI-LIR2c.js → ReflectivePlane-DFTl5U9q.js} +2 -3
- package/dist/core/Repeater-CnbzXuAe.js +473 -0
- package/dist/core/{Ring-CvvtJYAf.js → Ring-CGkHVSVd.js} +1 -2
- package/dist/core/{RippleWipe-kAzZWsjR.js → RippleWipe-DLjPzY6u.js} +2 -3
- package/dist/core/{Ripples-BFLep1r1.js → Ripples-C2tITU62.js} +2 -3
- package/dist/core/{RoundedRect-DirNijIY.js → RoundedRect-sfNTUaCY.js} +1 -2
- package/dist/core/{Saturation-CfkRhJpe.js → Saturation-BRkifYWj.js} +1 -3
- package/dist/core/{Scratches-Dchfw1_5.js → Scratches-D87O5C2K.js} +2 -4
- package/dist/core/{Sharpness-DZzAnlsl.js → Sharpness-BGv613Zw.js} +1 -3
- package/dist/core/Shatter-DuyCFU1f.js +328 -0
- package/dist/core/{SimplexNoise-CmV42gYT.js → SimplexNoise-CQJvmqd-.js} +2 -4
- package/dist/core/{SineWave-TqnpIKO4.js → SineWave-BfOgSGMP.js} +2 -3
- package/dist/core/{SliceWipe-Dz8vj6bi.js → SliceWipe-CD_D99sl.js} +1 -2
- package/dist/core/{Smoke-B1TnZnG6.js → Smoke-BDQYKRP1.js} +2 -4
- package/dist/core/{SmokeFill-C8gSZ22X.js → SmokeFill-CPnzQtQv.js} +3 -8
- package/dist/core/{SmokeFlow-dd5uLztm.js → SmokeFlow-BkPMjZq8.js} +2 -4
- package/dist/core/{Solarize-CIQa9pKw.js → Solarize-DSiS32QS.js} +1 -3
- package/dist/core/{SolidColor-DuoQVKGk.js → SolidColor-DEKpgy1c.js} +2 -3
- package/dist/core/Sparkle-BZur6gPW.js +178 -0
- package/dist/core/{Spherize-FWwWEUyE.js → Spherize-D9Yg4n6O.js} +2 -3
- package/dist/core/{Spiral-DI1eG0E3.js → Spiral-BCacfEpT.js} +2 -3
- package/dist/core/{Star-DT-hnlIJ.js → Star-Dnw1ihk7.js} +1 -2
- package/dist/core/{Stone-oW35zD22.js → Stone-Cje-_vAg.js} +1 -3
- package/dist/core/{Strands-asB3fUr9.js → Strands-CFRxS1G_.js} +2 -4
- package/dist/core/{Stretch-Cm_B4WGY.js → Stretch-DXVhfIqO.js} +1 -2
- package/dist/core/{Stripes-BnJiniJY.js → Stripes-CCADWwyq.js} +2 -3
- package/dist/core/{StudioBackground-DwSO5KNV.js → StudioBackground-BlzYNAsu.js} +2 -6
- package/dist/core/{SunBurst-BL-BryZO.js → SunBurst-CmWbI18r.js} +2 -3
- package/dist/core/{Surface3D-DSvh7Zof.js → Surface3D-Dmh98-0V.js} +2 -6
- package/dist/core/{Swirl-BVPy039a.js → Swirl-CzI1qSVc.js} +2 -4
- package/dist/core/{Teardrop-CR1UqYaF.js → Teardrop-D24uulL0.js} +1 -2
- package/dist/core/{Text-fP5temat.js → Text-CrZKvBw6.js} +2 -6
- package/dist/core/{ThinFilm-CTQeVw7E.js → ThinFilm-D7R2dt1O.js} +11 -14
- package/dist/core/{TiltShift-BvYpYELk.js → TiltShift-AMMDZBvf.js} +2 -3
- package/dist/core/{TimeTrail-DqdYuHn7.js → TimeTrail-BCYDP2ep.js} +4 -8
- package/dist/core/{Tint-BXJMHYvg.js → Tint-DHb5wBN5.js} +2 -3
- package/dist/core/{Trapezoid--AgyKOWQ.js → Trapezoid-CL5Fxvq7.js} +1 -2
- package/dist/core/{TriangularGrid-CmDApxz9.js → TriangularGrid-Bp-SJS-H.js} +2 -3
- package/dist/core/{Tritone-DCd_IRp7.js → Tritone-C0nx7OdC.js} +2 -3
- package/dist/core/{Truchet-g1_jcoZ4.js → Truchet-DCetyDaq.js} +2 -3
- package/dist/core/{Twirl-JY-PXDS2.js → Twirl-D_mv9KEi.js} +1 -2
- package/dist/core/{VHS-ZWR6D4Da.js → VHS-Cp9aDjti.js} +2 -3
- package/dist/core/{VenetianBlinds-B7laTyPO.js → VenetianBlinds-DUyvaT5w.js} +2 -3
- package/dist/core/{Vesica-BTNW2p5u.js → Vesica-BpzrTPTA.js} +1 -2
- package/dist/core/{Vibrance-DmhtRT2D.js → Vibrance-DW3J-pvW.js} +1 -3
- package/dist/core/{VideoTexture-DK3EaAHY.js → VideoTexture-zoKsSrex.js} +1 -2
- package/dist/core/{Vignette-hyFfUS20.js → Vignette-KKbP3qdZ.js} +2 -5
- package/dist/core/{Voronoi-DhexPwNM.js → Voronoi-Bp2-U6lm.js} +2 -5
- package/dist/core/Voxels-B3e3LHH5.js +469 -0
- package/dist/core/{Water-BsBnXYYB.js → Water-CoYwvqKx.js} +7 -12
- package/dist/core/{Watercolor-C1HipGGO.js → Watercolor-DUNjSIN1.js} +2 -4
- package/dist/core/{WaveDistortion-VXyHFcJ3.js → WaveDistortion-Dp8ws0z1.js} +1 -2
- package/dist/core/{Waveform-CSP_4nZF.js → Waveform-DDBLB6zu.js} +2 -9
- package/dist/core/{WaveletNoise-CQqAufyv.js → WaveletNoise-CpBkzfRT.js} +2 -4
- package/dist/core/{Weave-DwX8T4_Q.js → Weave-cWkvSEAy.js} +2 -3
- package/dist/core/{WebcamTexture-B4SLwIP1.js → WebcamTexture-D484SXSE.js} +1 -2
- package/dist/core/{Wool-qg-z_TFC.js → Wool-C9L7O9fD.js} +1 -3
- package/dist/core/{WorleyNoise-CjVw20Fl.js → WorleyNoise-B5j5lDQZ.js} +2 -3
- package/dist/core/{ZoomBlur-Lm_pVpMf.js → ZoomBlur-bPC1dBu2.js} +2 -3
- package/dist/core/customShaders.d.ts +71 -0
- package/dist/core/customShaders.d.ts.map +1 -0
- package/dist/core/docs-manifest.json +29177 -0
- package/dist/core/gpu/composer.d.ts +2 -0
- package/dist/core/gpu/composer.d.ts.map +1 -1
- package/dist/core/gpu/contract.d.ts +17 -2
- package/dist/core/gpu/contract.d.ts.map +1 -1
- package/dist/core/gpu/frame.d.ts +5 -2
- package/dist/core/gpu/frame.d.ts.map +1 -1
- package/dist/core/gpu/index.d.ts.map +1 -1
- package/dist/core/gpu/kit/aa.d.ts +1 -1
- package/dist/core/gpu/kit/agents.d.ts +1 -1
- package/dist/core/gpu/kit/blur.d.ts +4 -4
- package/dist/core/gpu/kit/cells.d.ts +3 -3
- package/dist/core/gpu/kit/cellular.d.ts +1 -1
- package/dist/core/gpu/kit/colorOps.d.ts +6 -6
- package/dist/core/gpu/kit/effects/glass.d.ts +2 -2
- package/dist/core/gpu/kit/effects/thinFilm.d.ts +4 -4
- package/dist/core/gpu/kit/fields.d.ts.map +1 -1
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{"version":3,"file":"patterns.d.ts","sourceRoot":"","sources":["../../../src/std/paint/patterns.ts"],"names":[],"mappings":"AAAA
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{"version":3,"file":"patterns.d.ts","sourceRoot":"","sources":["../../../src/std/paint/patterns.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;GAWG;AASH,OAAO,KAAK,EAAC,IAAI,EAAE,iBAAiB,EAAE,eAAe,EAAC,MAAM,oBAAoB,CAAA;AAGhF,OAAO,KAAK,EAAC,eAAe,EAAC,MAAM,+BAA+B,CAAA;AAClE,OAAO,KAAK,EAAC,YAAY,EAAC,MAAM,UAAU,CAAA;AAE1C,OAAO,KAAK,EAAC,OAAO,EAAC,MAAM,WAAW,CAAA;AAKtC;;;GAGG;AACH,MAAM,MAAM,YAAY,GAAG,CAAC,MAAM,EAAE,iBAAiB,KAAK,IAAI,CAAA;AAE9D,gFAAgF;AAChF,MAAM,MAAM,SAAS,GAAG,OAAO,GAAG,YAAY,CAAA;AA2B9C;;;;;;;GAOG;AACH,MAAM,MAAM,mBAAmB,GAAG,UAAU,GAAG,WAAW,GAAG,OAAO,CAAA;AAQpE;;;;;;;;;;;;;;GAcG;AACH,wBAAgB,SAAS,CAAC,KAAK,EAAE;IAAC,KAAK,EAAE,OAAO,CAAC;IAAC,QAAQ,EAAE,OAAO,CAAC;IAAC,UAAU,EAAE,mBAAmB,CAAA;CAAC,GAAG,YAAY,CAQnH;AAED;;;;;;;;;;;GAWG;AACH,wBAAgB,IAAI,CAAC,KAAK,EAAE,SAAS,EAAE,MAAM,EAAE,SAAS,GAAG,YAAY,CAKtE;AAED;;;;;;;;;;;;;GAaG;AACH,wBAAgB,UAAU,CAAC,MAAM,EAAE;IAAC,IAAI,EAAE,SAAS,CAAC;IAAC,MAAM,EAAE,SAAS,CAAC;IAAC,IAAI,EAAE,SAAS,CAAC;IAAC,KAAK,CAAC,EAAE,OAAO,CAAA;CAAC,GAAG,YAAY,CAMvH;AAED;;;;;;;;;;;;;;GAcG;AACH,wBAAgB,uBAAuB,CAAC,KAAK,EAAE;IAC3C,KAAK,EAAE,OAAO,CAAA;IACd,QAAQ,CAAC,EAAE,OAAO,CAAA;IAClB,KAAK,EAAE,MAAM,EAAE,CAAA;CAClB,GAAG,eAAe,CAelB;AAED;;;;;;;;;;;;;;;;;;;GAmBG;AACH,wBAAgB,YAAY,CAAC,KAAK,EAAE,IAAI,EAAE,IAAI,EAAE,cAAc,GAAG,cAAc,CAG9E;AAED;;;;;;;;;;;;;;;;GAgBG;AACH,wBAAgB,aAAa,CAAC,KAAK,EAAE,IAAI,EAAE,IAAI,EAAE,cAAc,GAAG,cAAc,EAAE,CAMjF;AAED,oDAAoD;AACpD,MAAM,WAAW,cAAc;IAC3B,QAAQ,EAAE,IAAI,GAAG,MAAM,CAAA;IACvB,MAAM,EAAE,IAAI,GAAG,MAAM,CAAA;IACrB,IAAI,EAAE,IAAI,GAAG,MAAM,CAAA;CACtB;AAED,gHAAgH;AAChH,MAAM,WAAW,cAAc;IAC3B,KAAK,EAAE,IAAI,CAAA;IACX,MAAM,EAAE,IAAI,CAAA;IACZ,MAAM,EAAE,IAAI,CAAA;CACf;AAaD;;;;;;;;;;;;GAYG;AACH,wBAAgB,SAAS,CAAC,KAAK,EAAE,SAAS,EAAE,KAAK,EAAE,SAAS,GAAG,YAAY,CAK1E;AAED;;;;;;;;GAQG;AACH,wBAAgB,OAAO,CAAC,KAAK,EAAE,SAAS,GAAG,YAAY,CAEtD;AAED;;;;;;;;;;GAUG;AACH,wBAAgB,KAAK,CAAC,KAAK,EAAE,SAAS,GAAG,YAAY,CAEpD;AAED;;;;;;;;;GASG;AACH,wBAAgB,KAAK,CAAC,CAAC,EAAE,SAAS,EAAE,CAAC,EAAE,SAAS,GAAG,YAAY,CAE9D;AAED;;;;;;;;;;;GAWG;AACH,wBAAgB,KAAK,CAAC,IAAI,EAAE,SAAS,EAAE,EAAE,EAAE,SAAS,EAAE,MAAM,EAAE,SAAS,GAAG,YAAY,CAErF;AAED;;;;;;;;GAQG;AACH,wBAAgB,MAAM,CAAC,GAAG,EAAE,SAAS,GAAG,YAAY,CAEnD;AAID;;;;;;;;;;;;GAYG;AACH,wBAAgB,YAAY,CAAC,KAAK,EAAE;IAAC,KAAK,EAAE,OAAO,CAAC;IAAC,QAAQ,EAAE,OAAO,CAAA;CAAC,GAAG,YAAY,CASrF;AAED;;;;;;;;;;;;;GAaG;AACH,wBAAgB,WAAW,CAAC,KAAK,EAAE;IAC/B,KAAK,EAAE,OAAO,CAAA;IACd,OAAO,EAAE,OAAO,CAAA;IAChB,OAAO,EAAE,OAAO,CAAA;IAChB,QAAQ,EAAE,OAAO,CAAA;IACjB,MAAM,EAAE,OAAO,CAAA;CAClB,GAAG,YAAY,CAiBf;AAED;;;;;;;;;;;;;GAaG;AACH,wBAAgB,WAAW,CAAC,KAAK,EAAE;IAC/B,KAAK,EAAE,OAAO,CAAA;IACd,KAAK,EAAE,OAAO,CAAA;IACd,OAAO,EAAE,OAAO,CAAA;IAChB,QAAQ,EAAE,OAAO,CAAA;IACjB,MAAM,EAAE,OAAO,CAAA;CAClB,GAAG,YAAY,CAef;AAED;;;;;;;;;;;;;;GAcG;AACH,wBAAgB,SAAS,CAAC,KAAK,EAAE;IAC7B,MAAM,EAAE,OAAO,CAAA;IACf,SAAS,EAAE,OAAO,CAAA;IAClB,SAAS,EAAE,OAAO,CAAA;IAClB,QAAQ,EAAE,OAAO,CAAA;IACjB,KAAK,EAAE,OAAO,CAAA;CACjB,GAAG,YAAY,CAiBf;AAED;;;;;;;;;;;;;;;;;;GAkBG;AACH,wBAAgB,cAAc,CAAC,KAAK,EAAE;IAClC,KAAK,EAAE,OAAO,CAAA;IACd,OAAO,EAAE,OAAO,CAAA;IAChB,aAAa,EAAE,OAAO,CAAA;IACtB,WAAW,EAAE,OAAO,CAAA;IACpB,WAAW,EAAE,OAAO,CAAA;IACpB,QAAQ,EAAE,OAAO,CAAA;IACjB,OAAO,EAAE,OAAO,CAAA;CACnB,GAAG;IAAC,IAAI,EAAE,YAAY,CAAC;IAAC,IAAI,EAAE,YAAY,CAAA;CAAC,CAmB3C;AAED;;;;;;;;;;;;;;;GAeG;AACH,wBAAgB,UAAU,CAAC,KAAK,EAAE;IAC9B,OAAO,EAAE,OAAO,CAAA;IAChB,OAAO,EAAE,OAAO,CAAA;IAChB,MAAM,EAAE,OAAO,CAAA;IACf,aAAa,EAAE,OAAO,CAAA;IACtB,OAAO,EAAE,OAAO,CAAA;CACnB,GAAG,YAAY,CAkBf;AAED;;;;;;;;;;;;;;;GAeG;AACH,wBAAgB,SAAS,CAAC,KAAK,EAAE;IAC7B,KAAK,EAAE,YAAY,CAAA;IACnB,SAAS,EAAE,OAAO,CAAA;IAClB,QAAQ,EAAE,OAAO,CAAA;IACjB,SAAS,EAAE,OAAO,CAAA;CACrB,GAAG;IAAC,KAAK,EAAE,YAAY,CAAC;IAAC,KAAK,EAAE,YAAY,CAAA;CAAC,CAO7C;AAED;;;;;;;;;;;;;GAaG;AACH,wBAAgB,QAAQ,CAAC,KAAK,EAAE;IAC5B,KAAK,EAAE,YAAY,CAAA;IACnB,SAAS,EAAE,OAAO,CAAA;IAClB,QAAQ,EAAE,OAAO,CAAA;IACjB,SAAS,EAAE,OAAO,CAAA;CACrB,GAAG;IAAC,KAAK,EAAE,YAAY,CAAC;IAAC,KAAK,EAAE,YAAY,CAAA;CAAC,CAO7C;AAED;;;;;;;;;;;;;;GAcG;AACH,wBAAgB,aAAa,CAAC,KAAK,EAAE;IACjC,KAAK,EAAE,YAAY,CAAA;IACnB,SAAS,EAAE,OAAO,CAAA;IAClB,QAAQ,EAAE,OAAO,CAAA;IACjB,SAAS,EAAE,OAAO,CAAA;IAClB,aAAa,EAAE,OAAO,CAAA;CACzB,GAAG;IAAC,KAAK,EAAE,YAAY,CAAC;IAAC,KAAK,EAAE,YAAY,CAAA;CAAC,CAY7C;AAED;;;;;;;;;;;;;;;;;;GAkBG;AACH,wBAAgB,YAAY,CAAC,KAAK,EAAE;IAChC,MAAM,EAAE,OAAO,CAAA;IACf,MAAM,EAAE,OAAO,CAAA;IACf,MAAM,EAAE,OAAO,CAAA;IACf,QAAQ,EAAE,OAAO,CAAA;IACjB,SAAS,EAAE,OAAO,CAAA;IAClB,QAAQ,EAAE,OAAO,CAAA;IACjB,MAAM,EAAE,OAAO,CAAA;IACf,aAAa,EAAE,OAAO,CAAA;IACtB,IAAI,EAAE,OAAO,CAAA;CAChB,GAAG;IAAC,MAAM,EAAE,YAAY,CAAC;IAAC,KAAK,EAAE,YAAY,CAAA;CAAC,CAsB9C;AAED;;;;;;;;;;;;;GAaG;AACH,wBAAgB,WAAW,CAAC,KAAK,EAAE;IAC/B,KAAK,EAAE,YAAY,CAAA;IACnB,SAAS,EAAE,OAAO,CAAA;IAClB,QAAQ,EAAE,OAAO,CAAA;IACjB,IAAI,EAAE,OAAO,CAAA;CAChB,GAAG,YAAY,CAMf;AAED;;;;;;;;;;;;GAYG;AACH,wBAAgB,YAAY,CAAC,KAAK,EAAE;IAChC,KAAK,EAAE,YAAY,CAAA;IACnB,GAAG,EAAE,OAAO,CAAA;IACZ,8CAA8C;IAC9C,MAAM,EAAE,CAAC,OAAO,EAAE,OAAO,CAAC,CAAA;CAC7B,GAAG,YAAY,CAUf;AAED;;;;;;;;;;;;;;;GAeG;AACH,wBAAgB,YAAY,CAAC,KAAK,EAAE;IAChC,KAAK,EAAE,YAAY,CAAA;IACnB,SAAS,EAAE,OAAO,CAAA;IAClB,QAAQ,EAAE,OAAO,CAAA;CACpB,GAAG;IAAC,MAAM,EAAE,YAAY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@@ -1,55 +1,87 @@
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1
1
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import { Expr, GpuComputeNode, GpuFragmentParams } from '../../gpu/contract';
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2
2
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3
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+
/** What `gatherIrradiance` needs. */
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3
4
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export interface GatherSpec {
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4
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-
/** The pixel, in the field's coordinates
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5
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+
/** The pixel, as a 2D point in the shape field's coordinates. */
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origin: Expr;
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-
/**
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7
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+
/** The shape as a signed distance: given a point, how far it is from the edge (negative inside). */
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field: (at: Expr) => Expr;
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-
/**
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9
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+
/** How many directions to look in. 16 is nearly noise-free. Fixed when the shader compiles. */
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cones: number;
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-
/**
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11
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+
/** The most steps each direction may take toward the shape. */
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12
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steps: number;
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12
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-
/**
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13
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+
/** The distance beyond which light no longer counts, in field units. */
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reach: Expr | number;
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-
/** Where
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15
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+
/** Where each direction starts looking. The pixel's own distance to the shape is the natural start. */
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16
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start: Expr | number;
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16
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-
/**
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17
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+
/** How close counts as touching the edge, about one device pixel in field units. */
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18
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surfaceEps: Expr | number;
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18
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-
/**
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19
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+
/** A per-pixel 0–1 value that turns the fan of directions so its structure becomes fine grain. */
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20
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jitter: Expr | number;
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20
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-
/**
|
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21
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+
/** How bright the edge is where a direction touches it, as a single number. */
|
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21
22
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emission: (hit: {
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point: Expr;
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normal: Expr;
|
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24
25
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distance: Expr;
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coverage: Expr;
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}) => Expr;
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27
|
-
/**
|
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28
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+
/** Values from outside that `emission` also uses. List them here or they are out of scope. */
|
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28
29
|
deps?: Expr[];
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30
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hint?: string;
|
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30
31
|
}
|
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31
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-
/**
|
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32
|
+
/**
|
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33
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+
* The light arriving at a pixel from a glowing shape edge, with the shape's body blocking it.
|
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34
|
+
*
|
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35
|
+
* Looks out from the pixel in `cones` directions, finds where each touches the shape, and
|
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36
|
+
* averages the `emission` there. Edges facing away or hidden behind the body contribute
|
|
37
|
+
* nothing. Returns one number: the brightness at this pixel. It runs per pixel per frame, so
|
|
38
|
+
* prefer `irradianceField` unless the light must be live.
|
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39
|
+
*
|
|
40
|
+
* @example
|
|
41
|
+
* ```ts
|
|
42
|
+
* const light = gatherIrradiance({origin: frame.sdfUV!, field: far.at, cones: 16, steps: 24, reach: 3, start: far.sdf, surfaceEps: px, jitter: hash, emission: ({normal}) => math.max(math.dot(normal, lightDir), 0), deps: [lightDir]})
|
|
43
|
+
* ```
|
|
44
|
+
* @tip Any value computed outside `emission` and read inside it must be listed in `deps`.
|
|
45
|
+
* @see irradianceField, shadowVisibility
|
|
46
|
+
*/
|
|
32
47
|
export declare function gatherIrradiance(spec: GatherSpec): Expr;
|
|
48
|
+
/** What `shadowVisibility` needs. */
|
|
33
49
|
export interface ShadowSpec {
|
|
34
|
-
/** The lit
|
|
50
|
+
/** The point being lit, moved a couple of pixels off the shape's edge along its normal. */
|
|
35
51
|
from: Expr;
|
|
36
|
-
/**
|
|
52
|
+
/** Where the light is, in the same coordinates. */
|
|
37
53
|
toward: Expr;
|
|
54
|
+
/** The shape as a signed distance: given a point, how far it is from the edge (negative inside). */
|
|
38
55
|
field: (at: Expr) => Expr;
|
|
56
|
+
/** The most steps the ray may take. 12 is typical. */
|
|
39
57
|
steps: number;
|
|
58
|
+
/** How close counts as hitting the shape, about one device pixel in field units. */
|
|
40
59
|
surfaceEps: Expr | number;
|
|
41
|
-
/**
|
|
60
|
+
/** How wide the soft edge of the shadow is, 0–1. 0 is a hard shadow. */
|
|
42
61
|
softness?: Expr | number;
|
|
43
62
|
hint?: string;
|
|
44
63
|
}
|
|
45
|
-
/**
|
|
64
|
+
/**
|
|
65
|
+
* How much of a light reaches a point, 1 when nothing is in the way and 0 when the shape blocks it.
|
|
66
|
+
*
|
|
67
|
+
* Casts a ray from `from` toward the light and stops at the shape. Values between 0 and 1
|
|
68
|
+
* are the soft edge of the shadow, wider with `softness`. Multiply a light's contribution by
|
|
69
|
+
* it.
|
|
70
|
+
*
|
|
71
|
+
* @example
|
|
72
|
+
* ```ts
|
|
73
|
+
* const lit = math.mul(strength, shadowVisibility({from: math.add(edge.point, math.mul(edge.normal, math.mul(px, 2))), toward: light.uv, field: far.at, steps: 12, surfaceEps: px, softness: u.shadowSoftness}))
|
|
74
|
+
* ```
|
|
75
|
+
* @tip Start `from` two pixels off the edge along its normal or the point shadows itself.
|
|
76
|
+
* @see gatherIrradiance, irradianceField
|
|
77
|
+
*/
|
|
46
78
|
export declare function shadowVisibility(spec: ShadowSpec): Expr;
|
|
79
|
+
/** What `irradianceField` needs. Every string is the name of one of your props. */
|
|
47
80
|
export interface IrradianceFieldSpec {
|
|
48
81
|
/**
|
|
49
|
-
*
|
|
50
|
-
*
|
|
51
|
-
*
|
|
52
|
-
* the scene is still — then the node idles.
|
|
82
|
+
* How many rays each texel casts per frame: `burst` on the first frame after something
|
|
83
|
+
* changes, `motion` while changes keep coming, then `refine` for each of `refineFrames`
|
|
84
|
+
* frames once the scene is still. After that nothing runs until the next change.
|
|
53
85
|
*/
|
|
54
86
|
rays: {
|
|
55
87
|
burst: number;
|
|
@@ -57,15 +89,15 @@ export interface IrradianceFieldSpec {
|
|
|
57
89
|
refine: number;
|
|
58
90
|
refineFrames: number;
|
|
59
91
|
};
|
|
60
|
-
/**
|
|
92
|
+
/** The most steps a ray may take toward the shape (default 32). */
|
|
61
93
|
steps?: number;
|
|
62
|
-
/**
|
|
94
|
+
/** The most steps a shadow ray may take. 0 turns shadows off entirely (default 12). */
|
|
63
95
|
shadowSteps?: number;
|
|
64
|
-
/**
|
|
96
|
+
/** The size of the square light texture, in texels per side. 512 is plenty; it is a smooth field. */
|
|
65
97
|
resolution: number;
|
|
66
98
|
/**
|
|
67
|
-
*
|
|
68
|
-
*
|
|
99
|
+
* Your list prop of lights (made with `listPropConfig`) and the names of its item fields: a
|
|
100
|
+
* `position`, a `color` and a `number` for intensity. A light's position may be driven by the mouse.
|
|
69
101
|
*/
|
|
70
102
|
lights: {
|
|
71
103
|
prop: string;
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@@ -73,19 +105,33 @@ export interface IrradianceFieldSpec {
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color: string;
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intensity: string;
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};
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/**
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/** The prop holding how far from the shape light is gathered, relative to the shape. */
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reach: string;
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/** The prop holding how far light wraps around edges facing away from it, 0–1. */
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wrap: string;
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/** The prop holding each light's range: the distance at which it falls to half strength. */
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lightRange: string;
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/** The prop holding the shadow's soft-edge width, 0–1. */
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shadowSoftness: string;
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/**
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/** The name the texture is published under for other compute passes (default 'irradianceTexture'). */
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outputKey?: string;
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namePrefix?: string;
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}
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/**
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* The
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*
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*
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* The light spilling from a shape's edges, gathered once into a texture and read per pixel.
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*
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* Returns two halves. Put `compute` on your definition's `compute:` field. In your material,
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* call `sample(params)` for the rgb light at the pixel. It returns `undefined` when there is no
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* GPU to gather on, so write `sample(params) ?? splat3(0)`. It reads your standard shape props
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* (`center`, `scale`, `rotation`, `shape`, `shapeSdfUrl`, `shapeType`) plus the props named in
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* the spec. The texture only re-gathers when a light or the shape changes.
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*
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* @example
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* ```ts
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* const spill = irradianceField(GATHER).sample(params) ?? math.splat3(0)
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* ```
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* @tip Build the spec once as a constant and use it for both `compute:` and `sample`.
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* @see gatherIrradiance, shadowVisibility
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*/
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export declare function irradianceField(spec: IrradianceFieldSpec): {
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compute: GpuComputeNode;
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"radiance.d.ts","sourceRoot":"","sources":["../../../src/std/paint/radiance.ts"],"names":[],"mappings":"
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{"version":3,"file":"radiance.d.ts","sourceRoot":"","sources":["../../../src/std/paint/radiance.ts"],"names":[],"mappings":"AAgCA,OAAO,EAAC,IAAI,EAAC,MAAM,oBAAoB,CAAA;AAsBvC,qCAAqC;AACrC,MAAM,WAAW,UAAU;IACvB,iEAAiE;IACjE,MAAM,EAAE,IAAI,CAAA;IACZ,oGAAoG;IACpG,KAAK,EAAE,CAAC,EAAE,EAAE,IAAI,KAAK,IAAI,CAAA;IACzB,+FAA+F;IAC/F,KAAK,EAAE,MAAM,CAAA;IACb,+DAA+D;IAC/D,KAAK,EAAE,MAAM,CAAA;IACb,wEAAwE;IACxE,KAAK,EAAE,IAAI,GAAG,MAAM,CAAA;IACpB,uGAAuG;IACvG,KAAK,EAAE,IAAI,GAAG,MAAM,CAAA;IACpB,oFAAoF;IACpF,UAAU,EAAE,IAAI,GAAG,MAAM,CAAA;IACzB,kGAAkG;IAClG,MAAM,EAAE,IAAI,GAAG,MAAM,CAAA;IACrB,+EAA+E;IAC/E,QAAQ,EAAE,CAAC,GAAG,EAAE;QAAC,KAAK,EAAE,IAAI,CAAC;QAAC,MAAM,EAAE,IAAI,CAAC;QAAC,QAAQ,EAAE,IAAI,CAAC;QAAC,QAAQ,EAAE,IAAI,CAAA;KAAC,KAAK,IAAI,CAAA;IACpF,8FAA8F;IAC9F,IAAI,CAAC,EAAE,IAAI,EAAE,CAAA;IACb,IAAI,CAAC,EAAE,MAAM,CAAA;CAChB;AAED;;;;;;;;;;;;;;GAcG;AACH,wBAAgB,gBAAgB,CAAC,IAAI,EAAE,UAAU,GAAG,IAAI,CAgFvD;AAED,qCAAqC;AACrC,MAAM,WAAW,UAAU;IACvB,2FAA2F;IAC3F,IAAI,EAAE,IAAI,CAAA;IACV,mDAAmD;IACnD,MAAM,EAAE,IAAI,CAAA;IACZ,oGAAoG;IACpG,KAAK,EAAE,CAAC,EAAE,EAAE,IAAI,KAAK,IAAI,CAAA;IACzB,sDAAsD;IACtD,KAAK,EAAE,MAAM,CAAA;IACb,oFAAoF;IACpF,UAAU,EAAE,IAAI,GAAG,MAAM,CAAA;IACzB,wEAAwE;IACxE,QAAQ,CAAC,EAAE,IAAI,GAAG,MAAM,CAAA;IACxB,IAAI,CAAC,EAAE,MAAM,CAAA;CAChB;AAED;;;;;;;;;;;;;GAaG;AACH,wBAAgB,gBAAgB,CAAC,IAAI,EAAE,UAAU,GAAG,IAAI,CA+CvD;AAeD,OAAO,KAAK,EAAC,cAAc,EAAE,iBAAiB,EAAa,MAAM,oBAAoB,CAAA;AAyDrF,mFAAmF;AACnF,MAAM,WAAW,mBAAmB;IAChC;;;;OAIG;IACH,IAAI,EAAE;QAAC,KAAK,EAAE,MAAM,CAAC;QAAC,MAAM,EAAE,MAAM,CAAC;QAAC,MAAM,EAAE,MAAM,CAAC;QAAC,YAAY,EAAE,MAAM,CAAA;KAAC,CAAA;IAC3E,mEAAmE;IACnE,KAAK,CAAC,EAAE,MAAM,CAAA;IACd,uFAAuF;IACvF,WAAW,CAAC,EAAE,MAAM,CAAA;IACpB,qGAAqG;IACrG,UAAU,EAAE,MAAM,CAAA;IAClB;;;OAGG;IACH,MAAM,EAAE;QAAC,IAAI,EAAE,MAAM,CAAC;QAAC,QAAQ,EAAE,MAAM,CAAC;QAAC,KAAK,EAAE,MAAM,CAAC;QAAC,SAAS,EAAE,MAAM,CAAA;KAAC,CAAA;IAC1E,wFAAwF;IACxF,KAAK,EAAE,MAAM,CAAA;IACb,kFAAkF;IAClF,IAAI,EAAE,MAAM,CAAA;IACZ,4FAA4F;IAC5F,UAAU,EAAE,MAAM,CAAA;IAClB,0DAA0D;IAC1D,cAAc,EAAE,MAAM,CAAA;IACtB,sGAAsG;IACtG,SAAS,CAAC,EAAE,MAAM,CAAA;IAClB,UAAU,CAAC,EAAE,MAAM,CAAA;CACtB;AAED;;;;;;;;;;;;;;;GAeG;AACH,wBAAgB,eAAe,CAAC,IAAI,EAAE,mBAAmB,GAAG;IACxD,OAAO,EAAE,cAAc,CAAA;IACvB,MAAM,EAAE,CAAC,MAAM,EAAE,iBAAiB,KAAK,IAAI,GAAG,SAAS,CAAA;CAC1D,CA6MA"}
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@@ -1,22 +1,34 @@
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1
1
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import { Expr } from '../../gpu/contract';
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2
2
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import { SurfaceFrame, SurfaceField } from './materials';
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3
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4
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+
/** The line of sight through a shape's interior, from `interiorRay`. */
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export interface InteriorRay {
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-
/**
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+
/** The depth at which the ray enters the shape. 0 for flat shapes. */
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7
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entry: Expr;
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7
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-
/**
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+
/** How far the ray travels inside the shape, roughly 0–1. */
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9
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length: Expr;
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-
/** The
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+
/** The position inside the shape at depth `z` along the ray. */
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at(z: Expr): {
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x: Expr;
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y: Expr;
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|
};
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}
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/**
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-
* The
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-
*
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-
*
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-
*
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+
* The line of sight through a shape: where it enters, how far it travels inside, and where it is at any depth.
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+
*
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19
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+
* Pass the material's `field` and `frame`, the point the ray enters at (`origin`, usually the
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+
* shape's centred placement coordinates) and optionally the `view` ray. `shear` (default 1)
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+
* sets how far deeper samples slide sideways along the view, which is what makes an interior
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22
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+
* read as deep rather than flat. `lengthScale` stretches or shortens the travel. On a 3D shape
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+
* `length` is the real chord through it. On a flat shape it stands in for depth, growing
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24
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+
* toward the middle of the shape.
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+
*
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26
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+
* @example
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+
* ```ts
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+
* const ray = interiorRay(field, frame, {origin: interior, view, shear: 0.55})
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+
* ```
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|
+
* @tip Refract `origin` through the shell first (`shellRefract`) and the interior bends at the glass walls.
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+
* @see volumeMarch, parallaxPlane, turbulentMedium
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20
32
|
*/
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21
33
|
export declare function interiorRay(field: SurfaceField, frame: SurfaceFrame, opts: {
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34
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origin: {
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@@ -28,9 +40,19 @@ export declare function interiorRay(field: SurfaceField, frame: SurfaceFrame, op
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lengthScale?: number;
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41
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}): InteriorRay;
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42
|
/**
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-
* A
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-
*
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-
*
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43
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+
* A flat layer at a fixed depth inside the shape, like scenery seen through a window.
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+
*
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45
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+
* `depth` is a fraction of the ray's length: 0 at the entry, 1 at the far side, beyond 1 for a
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46
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+
* backdrop behind the shape. Give it a `pan` (the `rotationSensor` of the frame) and the layer
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+
* slides as the shape rotates, `panRate` times as far. Deeper layers with higher rates give
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+
* the parallax of real depth. Returns the position to sample content at, plus its depth `z`.
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+
*
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50
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+
* @example
|
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51
|
+
* ```ts
|
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52
|
+
* const far = parallaxPlane(ray, {depth: 1.1, pan: rotationSensor(frame), panRate: 1.3, hint: 'far'})
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53
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+
* ```
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+
* @tip Two planes at different depths and rates are enough to sell a starfield.
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|
+
* @see interiorRay, volumeMarch
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56
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*/
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35
57
|
export declare function parallaxPlane(ray: InteriorRay, opts: {
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depth: number;
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@@ -46,10 +68,20 @@ export declare function parallaxPlane(ray: InteriorRay, opts: {
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68
|
z: Expr;
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47
69
|
};
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70
|
/**
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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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71
|
+
* A billowing cloud density at a point inside the shape.
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72
|
+
*
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73
|
+
* `frequency` sets how many cloud cells fit across the shape. `drift` is a time value that
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74
|
+
* moves the clouds. `seed` moves to a different part of the cloud so two instances differ.
|
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75
|
+
* `billow` (0–1) folds the clouds over themselves for a cumulus look. `density` is signed,
|
|
76
|
+
* roughly −1 to 1: threshold it with `smoothstep` to make clouds with clear gaps. `mid` and
|
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77
|
+
* `fine` are two finer layers of the same cloud, free to use for dust bands or wisps.
|
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|
+
*
|
|
79
|
+
* @example
|
|
80
|
+
* ```ts
|
|
81
|
+
* const gas = turbulentMedium({x: pos.x, y: pos.y, z}, {frequency: math.mul(u.gasScale, 3), drift: t, billow: math.float(0.4)})
|
|
82
|
+
* ```
|
|
83
|
+
* @tip Inside a `volumeMarch`, pass the step number as `hint` so each step gets its own values.
|
|
84
|
+
* @see volumeMarch, interiorRay
|
|
53
85
|
*/
|
|
54
86
|
export declare function turbulentMedium(p: {
|
|
55
87
|
x: Expr;
|
|
@@ -66,32 +98,41 @@ export declare function turbulentMedium(p: {
|
|
|
66
98
|
mid: Expr;
|
|
67
99
|
fine: Expr;
|
|
68
100
|
};
|
|
101
|
+
/** One sample along a `volumeMarch`, handed to its callback. */
|
|
69
102
|
export interface VolumeMarchStep {
|
|
70
|
-
/**
|
|
103
|
+
/** The step number, 0 first. A plain number, handy for naming per-step values. */
|
|
71
104
|
i: number;
|
|
72
|
-
/**
|
|
105
|
+
/** How far along the ray this step sits, 0–1. A plain number. */
|
|
73
106
|
t: number;
|
|
74
|
-
/**
|
|
107
|
+
/** The depth of this sample along the ray, to pass to `ray.at`. */
|
|
75
108
|
z: Expr;
|
|
76
109
|
}
|
|
77
110
|
/**
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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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111
|
+
* Walk a ray through the medium front to back, adding up what glows and what dims.
|
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|
+
*
|
|
113
|
+
* `steps` is how many samples to take (4–8 is typical; it is fixed when the shader compiles).
|
|
114
|
+
* `entry` and `length` come from `interiorRay`. For each step your callback returns `emit`, the
|
|
115
|
+
* rgb light this sample gives off, and `absorb`, the rgb amount it blocks. Absorption is per
|
|
116
|
+
* channel, so a medium can dim blue more than red. Returns the accumulated `color` and the
|
|
117
|
+
* `transmittance` left at the far side: multiply anything behind the medium by it. `jitter`
|
|
118
|
+
* is a small per-pixel offset along the ray, as a fraction of its length (a hash times
|
|
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|
+
* `1 / steps` works), that trades banding for fine grain. `emissionGain` scales every
|
|
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|
+
* sample's glow; use `k / steps` so brightness does not change with the step count.
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121
|
*
|
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85
|
-
*
|
|
86
|
-
*
|
|
122
|
+
* @example
|
|
123
|
+
* ```ts
|
|
124
|
+
* const march = volumeMarch({steps: 6, entry: ray.entry, length: ray.length, jitter}, ({z, i}) => ({emit: math.mul(rgb, dens), absorb: math.splat3(math.mul(dens, u.density))}))
|
|
125
|
+
* ```
|
|
126
|
+
* @tip Fewer steps plus `jitter` beats more steps: the noise becomes grain instead of bands.
|
|
127
|
+
* @see interiorRay, turbulentMedium, parallaxPlane
|
|
87
128
|
*/
|
|
88
129
|
export declare function volumeMarch(opts: {
|
|
89
130
|
steps: number;
|
|
90
131
|
entry: Expr;
|
|
91
132
|
length: Expr;
|
|
92
|
-
/**
|
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|
+
/** A per-pixel offset added to each step's position along the ray, as a fraction of the ray. */
|
|
93
134
|
jitter?: Expr;
|
|
94
|
-
/**
|
|
135
|
+
/** A multiplier on every sample's `emit`. */
|
|
95
136
|
emissionGain?: Expr;
|
|
96
137
|
hint?: string;
|
|
97
138
|
}, sample: (step: VolumeMarchStep) => {
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"volume.d.ts","sourceRoot":"","sources":["../../../src/std/paint/volume.ts"],"names":[],"mappings":"AAAA
|
|
1
|
+
{"version":3,"file":"volume.d.ts","sourceRoot":"","sources":["../../../src/std/paint/volume.ts"],"names":[],"mappings":"AAAA;;;;;;;;;GASG;AAKH,OAAO,KAAK,EAAC,IAAI,EAAC,MAAM,oBAAoB,CAAA;AAG5C,OAAO,KAAK,EAAC,YAAY,EAAE,YAAY,EAAC,MAAM,aAAa,CAAA;AAG3D,wEAAwE;AACxE,MAAM,WAAW,WAAW;IACxB,sEAAsE;IACtE,KAAK,EAAE,IAAI,CAAA;IACX,6DAA6D;IAC7D,MAAM,EAAE,IAAI,CAAA;IACZ,gEAAgE;IAChE,EAAE,CAAC,CAAC,EAAE,IAAI,GAAG;QAAC,CAAC,EAAE,IAAI,CAAC;QAAC,CAAC,EAAE,IAAI,CAAA;KAAC,CAAA;CAClC;AAED;;;;;;;;;;;;;;;;GAgBG;AACH,wBAAgB,WAAW,CACvB,KAAK,EAAE,YAAY,EACnB,KAAK,EAAE,YAAY,EACnB,IAAI,EAAE;IAAC,MAAM,EAAE;QAAC,CAAC,EAAE,IAAI,CAAC;QAAC,CAAC,EAAE,IAAI,CAAA;KAAC,CAAC;IAAC,IAAI,CAAC,EAAE,IAAI,CAAC;IAAC,KAAK,CAAC,EAAE,MAAM,CAAC;IAAC,WAAW,CAAC,EAAE,MAAM,CAAA;CAAC,GACtF,WAAW,CAyBb;AAED;;;;;;;;;;;;;;GAcG;AACH,wBAAgB,aAAa,CACzB,GAAG,EAAE,WAAW,EAChB,IAAI,EAAE;IAAC,KAAK,EAAE,MAAM,CAAC;IAAC,GAAG,CAAC,EAAE;QAAC,CAAC,EAAE,IAAI,CAAC;QAAC,CAAC,EAAE,IAAI,CAAA;KAAC,CAAC;IAAC,OAAO,CAAC,EAAE,MAAM,CAAC;IAAC,IAAI,CAAC,EAAE,MAAM,CAAA;CAAC,GACjF;IAAC,CAAC,EAAE,IAAI,CAAC;IAAC,CAAC,EAAE,IAAI,CAAC;IAAC,CAAC,EAAE,IAAI,CAAA;CAAC,CAY7B;AAED;;;;;;;;;;;;;;;GAeG;AACH,wBAAgB,eAAe,CAC3B,CAAC,EAAE;IAAC,CAAC,EAAE,IAAI,CAAC;IAAC,CAAC,EAAE,IAAI,CAAC;IAAC,CAAC,EAAE,IAAI,CAAA;CAAC,EAC9B,IAAI,EAAE;IAAC,SAAS,EAAE,IAAI,CAAC;IAAC,KAAK,CAAC,EAAE,IAAI,CAAC;IAAC,IAAI,CAAC,EAAE,IAAI,CAAC;IAAC,MAAM,CAAC,EAAE,IAAI,CAAC;IAAC,IAAI,CAAC,EAAE,MAAM,CAAA;CAAC,GACjF;IAAC,OAAO,EAAE,IAAI,CAAC;IAAC,GAAG,EAAE,IAAI,CAAC;IAAC,IAAI,EAAE,IAAI,CAAA;CAAC,CAiCxC;AAED,gEAAgE;AAChE,MAAM,WAAW,eAAe;IAC5B,kFAAkF;IAClF,CAAC,EAAE,MAAM,CAAA;IACT,iEAAiE;IACjE,CAAC,EAAE,MAAM,CAAA;IACT,mEAAmE;IACnE,CAAC,EAAE,IAAI,CAAA;CACV;AAED;;;;;;;;;;;;;;;;;;GAkBG;AACH,wBAAgB,WAAW,CACvB,IAAI,EAAE;IACF,KAAK,EAAE,MAAM,CAAA;IACb,KAAK,EAAE,IAAI,CAAA;IACX,MAAM,EAAE,IAAI,CAAA;IACZ,gGAAgG;IAChG,MAAM,CAAC,EAAE,IAAI,CAAA;IACb,6CAA6C;IAC7C,YAAY,CAAC,EAAE,IAAI,CAAA;IACnB,IAAI,CAAC,EAAE,MAAM,CAAA;CAChB,EACD,MAAM,EAAE,CAAC,IAAI,EAAE,eAAe,KAAK;IAAC,IAAI,EAAE,IAAI,CAAC;IAAC,MAAM,EAAE,IAAI,CAAA;CAAC,GAC9D;IAAC,KAAK,EAAE,IAAI,CAAC;IAAC,aAAa,EAAE,IAAI,CAAA;CAAC,CAmBpC"}
|
|
@@ -3,63 +3,83 @@ import { voxels as voxelKit } from '../../gpu/kit/index';
|
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|
3
3
|
import { PropRef } from '../values';
|
|
4
4
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import { ShapedSurfaceEffect, SurfaceFrame, SurfaceField } from './materials';
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/** What each block is: `'cube'`, `'sphere'` or `'rounded'` (a cube with rounded corners). */
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export type VoxelStyle = voxelKit.VoxelStyle;
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/** Where the grid sits: `'shape'` turns with the shape like a built model, `'view'` stays fixed to the canvas. */
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export type VoxelGridSpace = voxelKit.VoxelGridSpace;
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/** What `voxelSurface` needs. Every field but `surface` is a prop ref, `p('name')`. */
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export interface VoxelSurfaceSpec {
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/**
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/** The block style, `'cube' | 'sphere' | 'rounded'`. Mark the prop `compileTime: true`. */
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style: PropRef;
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/** Where the grid sits, `'shape' | 'view'`. Mark the prop `compileTime: true`. */
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gridSpace: PropRef;
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/** The edge length of one block, relative to the shape. 0.035 is about a tenth of the default sphere. */
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voxelSize: PropRef;
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/** How eagerly cells along the surface fill in, −0.5 to 0.5. Negative carves the model thinner, positive puffs it out. */
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fill: PropRef;
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/** The size of each block inside its cell, 0.3–1. 1 touches its neighbours, less opens gaps. */
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voxelScale: PropRef;
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/** Corner rounding as a fraction of the block size, 0–1. A hairline chamfer on cubes, the corner radius of rounded cubes. */
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bevel: PropRef;
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/**
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/** The soft-edge width of cast shadows, 0–1. 0 is razor sharp. */
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shadowSoftness: PropRef;
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/** Optional camera tilt
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/** Optional camera tilt, in degrees. */
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pitch?: PropRef;
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/** Optional camera turn, in degrees. */
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yaw?: PropRef;
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/** Optional turntable
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* spin}`); one unit of speed = one turn per ten seconds. */
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/** Optional turntable speed. Declare `animatedTime: {speed: 'spin'}` too. A speed of 1 is one turn every ten seconds. */
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spin?: PropRef;
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/**
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* map too (`getCpuValue` resolves them); a texture MAP driver only reaches the fragment
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* lighting, the shadow direction then stays at the prop's static value. */
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/** The direction the key light comes from, in degrees around the canvas. Shadows fall away from it. */
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lightAngle: PropRef;
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/** How high the key light sits above the canvas, in degrees. Low for long shadows, high for flat top light. */
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lightElevation: PropRef;
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/**
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/** The thickness given to flat shapes so they become a slab of blocks, relative to the shape. 3D shapes ignore it. */
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depth: PropRef;
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/**
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* visibility and coverage itself from the analytic hits, so only `.rgb` is consumed. */
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/** Your material: the color of one block. Return `vec4(rgb, vox.coverage)`. */
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surface: (vox: VoxelFrame, frame: SurfaceFrame, params: GpuFragmentParams) => Expr;
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}
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/**
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/** One block, as `voxelSurface` hands it to your `surface`. */
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export interface VoxelFrame {
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/** The
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/** The shape field basics: `sdf`, `pxH` (one pixel in uv) and `aspect`. */
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field: SurfaceField;
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/** 1
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/** 1 when this is a real block, 0 for an empty slot. Return it as your alpha. */
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coverage: Expr;
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/**
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/** The block's unit normal at this pixel. x right, y down, z negative toward the viewer. */
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normal: Expr;
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/**
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/** How open the block's surroundings are, 1 in the open and lower in creases. Multiply ambient light by it. */
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ao: Expr;
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-
/**
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* Shared across the pixel's candidates (evaluated at the nearest hit). */
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/** How much shadow other blocks cast here, 0 in the light and 1 fully shadowed. */
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shadow: Expr;
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/**
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/** The block's grid position as three whole numbers in a vec3. */
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cell: Expr;
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/**
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/** A random 0–1 number that stays the same for this block every frame. Use it for per-block color variation. */
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cellHash: Expr;
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/**
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/** How high the block sits, 0 at the bottom of the model and 1 at the top. */
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heightT: Expr;
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/**
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/** How deep the block sits, 0 nearest the viewer and 1 farthest. */
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depthT: Expr;
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/**
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/** How far this pixel is from the centre of its face toward the edge, 0–1. Seams live near 1. */
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edge: Expr;
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-
/** The
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/** The view ray into the scene, in the same convention as `normal`. */
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view: Expr;
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-
/**
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/** The block style in force, known when the shader compiles. */
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style: VoxelStyle;
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}
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-
/**
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/**
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* Rebuild the shape from blocks and shade each block with your `surface`.
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*
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* Returns `{extraFields, compute, gpu}` to spread into a shape-effect definition. Your props
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* must include the standard shape props (`center`, `scale`, `rotation`, `shape`, `shapeSdfUrl`,
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* `shapeType`), a `shadows` amount (0–1) and everything the spec names. Your `surface` gets a
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74
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* `VoxelFrame` per block and returns `vec4(rgb, vox.coverage)`. Geometry props re-build the
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* model when they change. Color and light props never do.
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*
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* @example
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* ```ts
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* ...voxelSurface({style: p('voxelShape'), gridSpace: p('gridSpace'), voxelSize: p('voxelSize'), fill: p('fill'), voxelScale: p('voxelScale'), bevel: p('bevel'), shadowSoftness: p('shadowSoftness'), lightAngle: p('lightAngle'), lightElevation: p('lightElevation'), depth: p('depth'), surface: (vox, frame, params) => math.vec4(shade(vox), vox.coverage)})
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* ```
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* @tip Light with `materials.lambert(vox.normal, L, {wrap: 0.12})` times `1 − vox.shadow · shadows` and the blocks read as solid.
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* @see shapedSurface, lambert
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*/
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export declare function voxelSurface(spec: VoxelSurfaceSpec): ShapedSurfaceEffect;
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//# sourceMappingURL=voxels.d.ts.map
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@@ -1 +1 @@
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1
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{"version":3,"file":"voxels.d.ts","sourceRoot":"","sources":["../../../src/std/paint/voxels.ts"],"names":[],"mappings":"AAAA
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1
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{"version":3,"file":"voxels.d.ts","sourceRoot":"","sources":["../../../src/std/paint/voxels.ts"],"names":[],"mappings":"AAAA;;;;;;;;;GASG;AAkBH,OAAO,KAAK,EAAC,IAAI,EAAE,iBAAiB,EAA6B,MAAM,oBAAoB,CAAA;AAE3F,OAAO,EAAQ,MAAM,IAAI,QAAQ,EAAC,MAAM,qBAAqB,CAAA;AAC7D,OAAO,KAAK,EAAC,OAAO,EAAC,MAAM,WAAW,CAAA;AAEtC,OAAO,EAEH,KAAK,mBAAmB,EAAE,KAAK,YAAY,EAAE,KAAK,YAAY,EACjE,MAAM,aAAa,CAAA;AAKpB,6FAA6F;AAC7F,MAAM,MAAM,UAAU,GAAG,QAAQ,CAAC,UAAU,CAAA;AAC5C,kHAAkH;AAClH,MAAM,MAAM,cAAc,GAAG,QAAQ,CAAC,cAAc,CAAA;AASpD,uFAAuF;AACvF,MAAM,WAAW,gBAAgB;IAC7B,2FAA2F;IAC3F,KAAK,EAAE,OAAO,CAAA;IACd,kFAAkF;IAClF,SAAS,EAAE,OAAO,CAAA;IAClB,yGAAyG;IACzG,SAAS,EAAE,OAAO,CAAA;IAClB,0HAA0H;IAC1H,IAAI,EAAE,OAAO,CAAA;IACb,gGAAgG;IAChG,UAAU,EAAE,OAAO,CAAA;IACnB,6HAA6H;IAC7H,KAAK,EAAE,OAAO,CAAA;IACd,kEAAkE;IAClE,cAAc,EAAE,OAAO,CAAA;IACvB,wCAAwC;IACxC,KAAK,CAAC,EAAE,OAAO,CAAA;IACf,wCAAwC;IACxC,GAAG,CAAC,EAAE,OAAO,CAAA;IACb,yHAAyH;IACzH,IAAI,CAAC,EAAE,OAAO,CAAA;IACd,uGAAuG;IACvG,UAAU,EAAE,OAAO,CAAA;IACnB,+GAA+G;IAC/G,cAAc,EAAE,OAAO,CAAA;IACvB,sHAAsH;IACtH,KAAK,EAAE,OAAO,CAAA;IACd,+EAA+E;IAC/E,OAAO,EAAE,CAAC,GAAG,EAAE,UAAU,EAAE,KAAK,EAAE,YAAY,EAAE,MAAM,EAAE,iBAAiB,KAAK,IAAI,CAAA;CACrF;AAQD,+DAA+D;AAC/D,MAAM,WAAW,UAAU;IACvB,2EAA2E;IAC3E,KAAK,EAAE,YAAY,CAAA;IACnB,iFAAiF;IACjF,QAAQ,EAAE,IAAI,CAAA;IACd,4FAA4F;IAC5F,MAAM,EAAE,IAAI,CAAA;IACZ,+GAA+G;IAC/G,EAAE,EAAE,IAAI,CAAA;IACR,mFAAmF;IACnF,MAAM,EAAE,IAAI,CAAA;IACZ,kEAAkE;IAClE,IAAI,EAAE,IAAI,CAAA;IACV,gHAAgH;IAChH,QAAQ,EAAE,IAAI,CAAA;IACd,8EAA8E;IAC9E,OAAO,EAAE,IAAI,CAAA;IACb,oEAAoE;IACpE,MAAM,EAAE,IAAI,CAAA;IACZ,iGAAiG;IACjG,IAAI,EAAE,IAAI,CAAA;IACV,uEAAuE;IACvE,IAAI,EAAE,IAAI,CAAA;IACV,gEAAgE;IAChE,KAAK,EAAE,UAAU,CAAA;CACpB;AASD;;;;;;;;;;;;;;;GAeG;AACH,wBAAgB,YAAY,CAAC,IAAI,EAAE,gBAAgB,GAAG,mBAAmB,CA0NxE"}
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