ugly-game 0.7.7 → 0.7.9

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@@ -1,3 +1,25 @@
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+ /**
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+ * Per-world surface + motion parameters.
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+ *
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+ * `windAmp` should come from the world's AIR DENSITY: an airless world's flora is perfectly, eerily
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+ * still, which is both physically correct and an instant read on where you are. `hueShift` and
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+ * `saturation` carry the star-spectrum grade, so one planet's forest is waxy blue-green and the
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+ * next is dry and rust-coloured from identical meshes.
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+ */
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+ export interface PropWorld {
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+ windDir: [number, number];
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+ /** 0 disables sway entirely (and the vertex path early-outs). */
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+ windAmp: number;
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+ /** 0 disables the procedural grain. Larger = finer detail. */
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+ grainScale: number;
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+ grainDepth: number;
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+ roughness: number;
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+ /** bioluminescence — flat emissive added on dark worlds */
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+ emissive: number;
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+ hueShift: number;
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+ saturation: number;
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+ valueLift: number;
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+ }
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  export interface PropMesh {
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  positions: Float32Array;
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  normals: Float32Array;
@@ -24,6 +46,17 @@ export declare class GpuPropsRenderer {
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  private shadowBG;
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  private lastSV;
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  private lastSS;
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+ /** Per-world look + motion. Defaults are inert: no sway, no grain, no grade. */
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+ private world;
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+ private phase;
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+ /**
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+ * Set the per-world look and motion. This is the whole point of the procedural surface: the same
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+ * geometry and the same shader render a different planet's flora by moving a handful of numbers —
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+ * no per-model textures to author, download, or keep coherent.
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+ */
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+ setWorld(w: Partial<PropWorld>): void;
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+ /** Advance the wind phase. Pass the frame delta; sway is skipped entirely when windAmp is 0. */
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+ tick(dt: number): void;
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  constructor(device: GPUDevice, format: GPUTextureFormat);
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  setModels(meshes: PropMesh[]): void;
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  /** Group instances by model and upload per-model transform buffers. */
@@ -4,16 +4,37 @@
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  // terrain. Runs in a load pass after the terrain so props depth-test against the surface.
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  // ─────────────────────────────────────────────────────────────────────────────
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  const SHADER = /* wgsl */ `
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- struct U { mvp: mat4x4<f32>, lightVP: mat4x4<f32>, sun: vec4<f32>, sunCol: vec4<f32>, amb: vec4<f32>, cam: vec4<f32>, fog: vec4<f32>, up: vec4<f32> };
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+ // wind = (dirX, dirZ, amplitude, phase) — sway, amplitude scaled by the world's air density
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+ // surf = (grainScale, grainDepth, roughness, emissive)
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+ // grade = (hueShift, saturation, valueLift, unused)
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+ struct U { mvp: mat4x4<f32>, lightVP: mat4x4<f32>, sun: vec4<f32>, sunCol: vec4<f32>, amb: vec4<f32>, cam: vec4<f32>, fog: vec4<f32>, up: vec4<f32>, wind: vec4<f32>, surf: vec4<f32>, grade: vec4<f32> };
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  @group(0) @binding(0) var<uniform> u: U;
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  @group(0) @binding(1) var<storage,read> models: array<mat4x4<f32>>;
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  @group(1) @binding(0) var shadowMap: texture_depth_2d; // the SAME sun shadow map the terrain cubes sample
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  @group(1) @binding(1) var shadowSamp: sampler_comparison;
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- struct VO { @builtin(position) pos: vec4<f32>, @location(0) world: vec3<f32>, @location(1) n: vec3<f32>, @location(2) c: vec3<f32> };
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+ struct VO { @builtin(position) pos: vec4<f32>, @location(0) world: vec3<f32>, @location(1) n: vec3<f32>, @location(2) c: vec3<f32>, @location(3) l: vec3<f32> };
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+ // WIND SWAY. Displacement is weighted by height above the instance's own anchor, so a trunk stays
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+ // planted while the canopy moves, and the phase is offset by world position so a grove never sways
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+ // in unison. Amplitude comes from the world's air density: an airless world is perfectly, eerily
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+ // still — physically right, and a strong signal of where you are.
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+ fn sway(local: vec3<f32>, world: vec3<f32>, up: vec3<f32>, scale: f32) -> vec3<f32> {
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+ if (u.wind.z <= 0.0001) { return world; }
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+ let h = max(dot(local, vec3(0.0, 1.0, 0.0)), 0.0); // model +Y is local up (see placeMat)
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+ let stiff = pow(min(h * 0.22, 1.0), 1.6); // stiff at the base, loose at the tip
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+ let ph = u.wind.w + dot(world.xz, vec2(0.13, 0.17));
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+ let a = u.wind.z * stiff * scale;
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+ let d = a * (sin(ph) + 0.35 * sin(ph * 2.7 + h));
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+ var wd = vec3(u.wind.x, 0.0, u.wind.y);
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+ wd = normalize(wd - up * dot(wd, up)); // project into the local tangent plane
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+ return world + wd * d;
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+ }
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  @vertex fn vs(@location(0) p: vec3<f32>, @location(1) nrm: vec3<f32>, @location(2) col: vec3<f32>, @builtin(instance_index) ii: u32) -> VO {
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  let m = models[ii];
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- let world = (m * vec4(p, 1.0)).xyz;
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- var o: VO; o.pos = u.mvp * vec4(world, 1.0); o.world = world; o.n = (m * vec4(nrm, 0.0)).xyz; o.c = col; return o;
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+ var world = (m * vec4(p, 1.0)).xyz;
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+ let upv = normalize((m * vec4(0.0, 1.0, 0.0, 0.0)).xyz);
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+ let sc = length(m[0].xyz);
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+ world = sway(p, world, upv, sc);
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+ var o: VO; o.pos = u.mvp * vec4(world, 1.0); o.world = world; o.n = (m * vec4(nrm, 0.0)).xyz; o.c = col; o.l = p; return o;
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  }
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  // same fixed directional FILL as the terrain cubes (gpuShadow.fixedFill) so plants/rocks read the same 3D shape,
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  // day or night, under one shared light. up.w > 0.5 signals a valid local-up was supplied (else fall back to flat).
@@ -40,22 +61,84 @@ fn shadowFactor(world: vec3<f32>, ndl: f32) -> f32 {
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  }
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  return s / 9.0;
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  }
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+ // ── PROCEDURAL SURFACE ───────────────────────────────────────────────────────
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+ // Detail is generated in the shader rather than sampled from a texture. Three reasons, all of them
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+ // load-bearing for a procedurally-populated universe: generated meshes have unreliable UVs (so
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+ // tri-planar, which needs none); there are no maps to download (the asset budget is already tight);
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+ // and the SAME code yields a different surface per planet by shifting a handful of parameters, which
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+ // is exactly what an infinite universe needs. Cohesion survives because every organism resolves
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+ // through one shared parameter set, not a per-model texture.
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+ fn hash3(p: vec3<f32>) -> f32 {
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+ return fract(sin(dot(p, vec3(127.1, 311.7, 74.7))) * 43758.5453);
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+ }
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+ fn vnoise(p: vec3<f32>) -> f32 {
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+ let i = floor(p); let f = fract(p);
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+ let w = f * f * (3.0 - 2.0 * f);
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+ let n000 = hash3(i); let n100 = hash3(i + vec3(1.0, 0.0, 0.0));
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+ let n010 = hash3(i + vec3(0.0, 1.0, 0.0)); let n110 = hash3(i + vec3(1.0, 1.0, 0.0));
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+ let n001 = hash3(i + vec3(0.0, 0.0, 1.0)); let n101 = hash3(i + vec3(1.0, 0.0, 1.0));
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+ let n011 = hash3(i + vec3(0.0, 1.0, 1.0)); let n111 = hash3(i + vec3(1.0, 1.0, 1.0));
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+ return mix(mix(mix(n000, n100, w.x), mix(n010, n110, w.x), w.y),
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+ mix(mix(n001, n101, w.x), mix(n011, n111, w.x), w.y), w.z);
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+ }
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+ /** Tri-planar fbm — no UVs required, which matters because generated meshes rarely have usable ones. */
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+ fn triplanar(p: vec3<f32>, n: vec3<f32>, scale: f32) -> f32 {
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+ let q = p * scale;
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+ let w = abs(normalize(n));
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+ let wn = w / max(w.x + w.y + w.z, 0.0001);
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+ var v = vnoise(vec3(q.y, q.z, 0.0)) * wn.x
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+ + vnoise(vec3(q.x, q.z, 1.7)) * wn.y
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+ + vnoise(vec3(q.x, q.y, 3.3)) * wn.z;
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+ v = v * 0.65 + 0.35 * vnoise(q * 2.7 + 11.0); // a second octave for fine break-up
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+ return v;
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+ }
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+ fn hsvShift(c: vec3<f32>, hue: f32, sat: f32, val: f32) -> vec3<f32> {
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+ let k = vec3(0.57735, 0.57735, 0.57735); // rotate about the grey axis
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+ let cosA = cos(hue); let sinA = sin(hue);
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+ let rot = c * cosA + cross(k, c) * sinA + k * dot(k, c) * (1.0 - cosA);
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+ let g = dot(rot, vec3(0.299, 0.587, 0.114));
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+ return clamp(mix(vec3(g, g, g), rot, sat) * val, vec3(0.0), vec3(4.0));
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+ }
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  @fragment fn fs(i: VO) -> @location(0) vec4<f32> {
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  let N = normalize(i.n);
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  let ff = select(1.0, 0.5 + 0.85 * fixedFill(N, u.up.xyz), u.up.w > 0.5); // fixed fill (fall back to flat amb if no up)
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  let d = clamp(dot(N, -normalize(u.sun.xyz)), 0.0, 1.0);
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  let sh = mix(1.0, shadowFactor(i.world, d), u.sun.w); // u.sun.w = shadow-receive enable (0 ⇒ off, byte-identical for demo)
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- let lit = i.c * (u.amb.xyz * ff + d * u.sunCol.xyz * sh);
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+ // procedural grain modulates the role colour; the per-world grade then re-tints the whole planet
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+ var base = i.c;
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+ if (u.surf.x > 0.0) {
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+ let grain = triplanar(i.l, N, u.surf.x);
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+ base = base * (1.0 - u.surf.y * 0.5 + u.surf.y * grain);
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+ }
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+ base = hsvShift(base, u.grade.x, max(u.grade.y, 0.0), max(u.grade.z, 0.0));
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+ let spec = u.surf.z;
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+ let lit = base * (u.amb.xyz * ff + d * u.sunCol.xyz * sh * (1.0 + spec * 0.6))
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+ + base * u.surf.w; // emissive — bioluminescence on dark worlds
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  let dist = length(i.world - u.cam.xyz);
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  let f = clamp(1.0 - exp(-dist * u.fog.w), 0.0, 1.0);
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  return vec4(mix(lit, u.fog.xyz, f), 1.0);
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  }`;
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  // Depth-only occluder pass: instanced prop depth from the sun's ortho view (so trees/rocks cast shadows).
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+ // Depth-only occluder. It MUST apply the identical sway, or the shadows stay put while the leaves
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+ // move — a very visible detachment.
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  const OCCLUDER = /* wgsl */ `
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- @group(0) @binding(0) var<uniform> lightVP: mat4x4<f32>;
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+ struct OU { lightVP: mat4x4<f32>, wind: vec4<f32> };
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+ @group(0) @binding(0) var<uniform> o: OU;
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  @group(0) @binding(1) var<storage,read> models: array<mat4x4<f32>>;
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  @vertex fn vs(@location(0) p: vec3<f32>, @builtin(instance_index) ii: u32) -> @builtin(position) vec4<f32> {
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- return lightVP * (models[ii] * vec4(p, 1.0));
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+ let m = models[ii];
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+ var world = (m * vec4(p, 1.0)).xyz;
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+ if (o.wind.z > 0.0001) {
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+ let upv = normalize((m * vec4(0.0, 1.0, 0.0, 0.0)).xyz);
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+ let h = max(p.y, 0.0);
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+ let stiff = pow(min(h * 0.22, 1.0), 1.6);
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+ let ph = o.wind.w + dot(world.xz, vec2(0.13, 0.17));
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+ let a = o.wind.z * stiff * length(m[0].xyz);
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+ var wd = vec3(o.wind.x, 0.0, o.wind.y);
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+ wd = normalize(wd - upv * dot(wd, upv));
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+ world = world + wd * (a * (sin(ph) + 0.35 * sin(ph * 2.7 + h)));
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+ }
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+ return o.lightVP * vec4(world, 1.0);
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  }`;
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  export class GpuPropsRenderer {
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  device;
@@ -75,6 +158,32 @@ export class GpuPropsRenderer {
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  shadowBG = null;
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  lastSV = null;
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  lastSS = null;
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+ /** Per-world look + motion. Defaults are inert: no sway, no grain, no grade. */
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+ world = {
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+ windDir: [1, 0],
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+ windAmp: 0,
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+ grainScale: 0,
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+ grainDepth: 0,
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+ roughness: 0,
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+ emissive: 0,
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+ hueShift: 0,
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+ saturation: 1,
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+ valueLift: 1,
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+ };
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+ phase = 0;
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+ /**
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+ * Set the per-world look and motion. This is the whole point of the procedural surface: the same
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+ * geometry and the same shader render a different planet's flora by moving a handful of numbers —
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+ * no per-model textures to author, download, or keep coherent.
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+ */
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+ setWorld(w) {
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+ this.world = { ...this.world, ...w };
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+ }
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+ /** Advance the wind phase. Pass the frame delta; sway is skipped entirely when windAmp is 0. */
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+ tick(dt) {
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+ if (this.world.windAmp > 0)
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+ this.phase += dt * (0.8 + this.world.windAmp * 2.4);
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+ }
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  constructor(device, format) {
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  this.device = device;
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  const sm = device.createShaderModule({ code: SHADER });
@@ -127,11 +236,11 @@ export class GpuPropsRenderer {
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  },
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  });
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  this.uBuf = device.createBuffer({
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- size: 128 + 16 * 6, // 2× mat4 (mvp + lightVP) + 6× vec4
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+ size: 128 + 16 * 9, // 2× mat4 (mvp + lightVP) + 9× vec4 (…, wind, surf, grade)
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  usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
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  });
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  this.lightBuf = device.createBuffer({
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- size: 64,
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+ size: 64 + 16, // lightVP + wind (the occluder sways identically or shadows detach)
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  usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
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  });
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  const dummy = device.createTexture({
@@ -213,7 +322,15 @@ export class GpuPropsRenderer {
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  }
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  /** Occluder pass: draw all instanced props' depth into the shared shadow map from the sun's ortho view. */
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  shadowPass(pass, lightVP) {
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- this.device.queue.writeBuffer(this.lightBuf, 0, lightVP);
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+ const ob = new Float32Array(20);
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+ ob.set(lightVP, 0);
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+ ob.set([
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+ this.world.windDir[0],
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+ this.world.windDir[1],
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+ this.world.windAmp,
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+ this.phase,
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+ ], 16);
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+ this.device.queue.writeBuffer(this.lightBuf, 0, ob);
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  pass.setPipeline(this.occPipe);
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  for (let m = 0; m < this.models.length; m++) {
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  const bg = this.occBGs[m], mdl = this.models[m];
@@ -230,7 +347,7 @@ export class GpuPropsRenderer {
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  // in the same shadow. Omit all three (the demo path) → no shadowing, byte-identical to before.
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  lightVP, shadowView, shadowSamp) {
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  const receive = !!(lightVP && shadowView && shadowSamp);
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- const u = new Float32Array(56);
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+ const u = new Float32Array(68);
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  u.set(camVP, 0);
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  u.set(lightVP ?? IDENTITY4, 16); // lightVP (identity when not receiving — result is gated off by sun.w)
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  u.set([sunDir[0], sunDir[1], sunDir[2], receive ? 1 : 0], 32); // sun.w = shadow-receive enable
@@ -240,6 +357,12 @@ export class GpuPropsRenderer {
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  u.set([fog[0], fog[1], fog[2], fogDensity], 48);
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  if (up)
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  u.set([up[0], up[1], up[2], 1], 52); // up.w=1 → enable the fixed directional fill (matches the terrain)
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+ // wind / surface / grade — all default to OFF, so a caller that never calls setWorld() renders
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+ // byte-identically to before this feature existed.
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+ const w = this.world;
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+ u.set([w.windDir[0], w.windDir[1], w.windAmp, this.phase], 56);
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+ u.set([w.grainScale, w.grainDepth, w.roughness, w.emissive], 60);
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+ u.set([w.hueShift, w.saturation, w.valueLift, 0], 64);
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  this.device.queue.writeBuffer(this.uBuf, 0, u);
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  // group 1: the shadow map + comparison sampler (dummy when not receiving). Rebuild only when the view changes.
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  const sv = shadowView ?? this.dummyShadowView, ss = shadowSamp ?? this.dummyShadowSamp;
@@ -47,10 +47,13 @@ export declare class GpuShadowRenderer {
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  private tileRectBuf;
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  private useAtlas;
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  private alphaPipe;
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+ private alphaBGL;
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  private overlayBuf;
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  private overlayBG;
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+ private overlayCap;
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  private overlayScratch;
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  private overlayCount;
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+ private overlayDeferred;
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  private cullPipe;
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  private cullBGL;
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  private cap;
@@ -96,8 +99,19 @@ export declare class GpuShadowRenderer {
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  /** Dynamic scene: pre-allocate for `cap` instances; call updateInstances() each frame. */
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  setCapacity(cap: number): void;
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  updateInstances(instances: CubeInstance[]): void;
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- /** Translucent overlay cubes drawn over the opaque scene each frame; `emissive` carries per-cube alpha. */
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- updateOverlay(instances: CubeInstance[]): void;
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+ /** Translucent overlay cubes drawn over the opaque scene; `emissive` carries per-cube alpha (0..1). The buffer
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+ * GROWS to fit (no hard cap). Pass `eye` to SORT the cubes back-to-front (farthest first) so overlapping
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+ * translucent cubes blend in the correct order — required for anything denser than the place ghost. By default
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+ * the cubes draw at the end of frame(); call deferOverlay(true) + overlayPass() to draw them after your own
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+ * transparent passes (e.g. water) so those don't paint over them. */
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+ updateOverlay(instances: CubeInstance[], eye?: [number, number, number]): void;
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+ /** Defer the translucent overlay out of frame() so the caller draws it via overlayPass() AFTER its own
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+ * transparent geometry (e.g. water). Otherwise those later passes paint over the overlay. */
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+ deferOverlay(on: boolean): void;
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+ /** Draw the translucent overlay in its own pass over `colorView`, depth-tested (read-only) against `depthView`
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+ * — same pipeline as the in-frame draw, just callable after other transparent passes. Pairs with
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+ * deferOverlay(true). No-op if the overlay is empty. */
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+ overlayPass(enc: GPUCommandEncoder, colorView: GPUTextureView, depthView: GPUTextureView): void;
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  /** Write a frustum's cull uniform: 6 planes + count + this frustum's VP + occlusion params (occ on the camera pass). */
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  private writeCull;
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  /** The sun shadow-map depth view + its comparison sampler + texel size. Feed these into GpuPropsRenderer/
package/dist/gpuShadow.js CHANGED
@@ -91,10 +91,12 @@ fn hsv(hh: f32) -> vec3<f32> {
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  // OCCLUSION CULLING (Hi-Z). After the frustum test, an in-frustum cube is ALSO dropped if it's fully hidden behind
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  // nearer geometry. `hiz` is a coarse MAX-depth buffer (each texel = the farthest visible NDC depth over its block)
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  // built from the PREVIOUS frame's depth. A cube is occluded iff its nearest corner is behind the farthest occluder
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- // across its whole screen footprint. Using last frame's depth + a coarse buffer makes this HOLE-FREE by
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- // construction: a newly-disoccluded area has far/cleared depth so nothing there is culledthe worst case is
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- // under-culling for one frame, never a false cull. occ.x toggles it (camera pass only; the shadow pass never
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- // occludes an off-screen occluder still casts a shadow into view). occ.yz = hiz dims, occ.w = pixels/texel.
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+ // across its whole screen footprint. Because the depth is one frame STALE, a cube reprojects a few pixels under
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+ // camera motion and can be tested against near depth from where an occluder used to be a false cull that blinks
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+ // the cube out for a frame. To absorb that, the footprint query is DILATED by 2 Hi-Z texels (see below); MAX over
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+ // the larger region only ever raises the occluder distance, so it strictly keeps more cubes and never hides real
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+ // geometry. occ.x toggles it (camera pass only; the shadow pass never occludes — an off-screen occluder still
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+ // casts a shadow into view). occ.yz = hiz dims, occ.w = pixels/texel.
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  const CULL_WGSL = /* wgsl */ `
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  struct Inst { pos: vec4<f32>, scl: vec4<f32>, rot: vec4<f32>, aux: vec4<f32> };
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  struct Args { vc: u32, ic: atomic<u32>, fv: u32, fi: u32 };
@@ -145,9 +147,18 @@ fn cull(@builtin(global_invocation_id) gid: vec3<u32>) {
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  let t1 = vec2<i32>(floor(clamp(mx, vec2<f32>(0.0), vec2<f32>(1.0)) * dim));
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  // only query a bounded footprint; a huge on-screen box just isn't occlusion-tested (kept)
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  if (t1.x - t0.x <= 8 && t1.y - t0.y <= 8) {
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+ // DILATE the query by 2 Hi-Z texels. hiz is LAST frame's depth; under camera motion a cube reprojects by
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+ // a few source pixels between frames, so a cube sitting at an occluder's silhouette gets tested against
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+ // stale NEAR depth from where the occluder used to be and is wrongly culled — it blinks out for a frame
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+ // (worst on thin/sparse geometry, but a one-frame hole in dense terrain too). Taking MAX over a dilated
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+ // footprint is strictly MORE conservative (it can only raise farOccluder ⇒ only ever KEEP more cubes), so it
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+ // never hides real geometry; it just leaves a couple of deeply-hidden cubes unculled. 2×8px of slack.
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+ let lim = vec2<i32>(i32(cc.occ.y) - 1, i32(cc.occ.z) - 1);
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+ let q0 = max(t0 - vec2<i32>(2, 2), vec2<i32>(0, 0));
158
+ let q1 = min(t1 + vec2<i32>(2, 2), lim);
148
159
  var farOccluder = 0.0; // MAX over the footprint of the coarse max-depth
149
- for (var y = t0.y; y <= t1.y; y++) {
150
- for (var x = t0.x; x <= t1.x; x++) {
160
+ for (var y = q0.y; y <= q1.y; y++) {
161
+ for (var x = q0.x; x <= q1.x; x++) {
151
162
  farOccluder = max(farOccluder, textureLoad(hiz, vec2<i32>(x, y), 0).r);
152
163
  }
153
164
  }
@@ -341,10 +352,13 @@ export class GpuShadowRenderer {
341
352
  tileRectBuf;
342
353
  useAtlas = 0;
343
354
  alphaPipe;
355
+ alphaBGL; // kept so the overlay buffer can grow and rebind on demand
344
356
  overlayBuf;
345
357
  overlayBG;
358
+ overlayCap = OVERLAY_CAP; // grows to fit — the overlay is no longer hard-capped
346
359
  overlayScratch = new Float32Array(OVERLAY_CAP * INST_F);
347
360
  overlayCount = 0;
361
+ overlayDeferred = false; // when true, frame() does NOT draw the overlay — the caller draws it via overlayPass()
348
362
  // GPU-driven culling: one compute pipeline; per-frustum (camera + light) indirect args + compacted visible lists.
349
363
  cullPipe;
350
364
  cullBGL;
@@ -473,7 +487,7 @@ export class GpuShadowRenderer {
473
487
  });
474
488
  // translucent overlay: alpha-blended, depth-tested but not depth-writing (drawn after opaque)
475
489
  const alphaMod = device.createShaderModule({ code: ALPHA_WGSL });
476
- const alphaBGL = device.createBindGroupLayout({
490
+ const alphaBGL = (this.alphaBGL = device.createBindGroupLayout({
477
491
  entries: [
478
492
  {
479
493
  binding: 0,
@@ -486,7 +500,7 @@ export class GpuShadowRenderer {
486
500
  buffer: { type: 'read-only-storage' },
487
501
  },
488
502
  ],
489
- });
503
+ }));
490
504
  this.alphaPipe = device.createRenderPipeline({
491
505
  layout: device.createPipelineLayout({ bindGroupLayouts: [alphaBGL] }),
492
506
  vertex: { module: alphaMod, entryPoint: 'vs' },
@@ -791,14 +805,67 @@ export class GpuShadowRenderer {
791
805
  this.device.queue.writeBuffer(this.instBuf, 0, this.scratch, 0, n * INST_F);
792
806
  this.count = n;
793
807
  }
794
- /** Translucent overlay cubes drawn over the opaque scene each frame; `emissive` carries per-cube alpha. */
795
- updateOverlay(instances) {
796
- const n = Math.min(instances.length, OVERLAY_CAP);
797
- this.fill(this.overlayScratch, instances, n);
808
+ /** Translucent overlay cubes drawn over the opaque scene; `emissive` carries per-cube alpha (0..1). The buffer
809
+ * GROWS to fit (no hard cap). Pass `eye` to SORT the cubes back-to-front (farthest first) so overlapping
810
+ * translucent cubes blend in the correct order — required for anything denser than the place ghost. By default
811
+ * the cubes draw at the end of frame(); call deferOverlay(true) + overlayPass() to draw them after your own
812
+ * transparent passes (e.g. water) so those don't paint over them. */
813
+ updateOverlay(instances, eye) {
814
+ let list = instances;
815
+ if (eye && instances.length > 1) {
816
+ // back-to-front: a nearer translucent cube must blend OVER a farther one, so draw the farthest first
817
+ list = instances
818
+ .map((c) => ({
819
+ c,
820
+ d: (c.x - eye[0]) * (c.x - eye[0]) +
821
+ (c.y - eye[1]) * (c.y - eye[1]) +
822
+ (c.z - eye[2]) * (c.z - eye[2]),
823
+ }))
824
+ .sort((a, b) => b.d - a.d)
825
+ .map((o) => o.c);
826
+ }
827
+ const n = list.length;
828
+ if (n > this.overlayCap) {
829
+ this.overlayCap = Math.ceil(n * 1.5);
830
+ this.overlayScratch = new Float32Array(this.overlayCap * INST_F);
831
+ this.overlayBuf.destroy();
832
+ this.overlayBuf = this.device.createBuffer({
833
+ size: this.overlayScratch.byteLength,
834
+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
835
+ });
836
+ this.overlayBG = this.device.createBindGroup({
837
+ layout: this.alphaBGL,
838
+ entries: [
839
+ { binding: 0, resource: { buffer: this.camBuf } },
840
+ { binding: 1, resource: { buffer: this.overlayBuf } },
841
+ ],
842
+ });
843
+ }
844
+ this.fill(this.overlayScratch, list, n);
798
845
  if (n > 0)
799
846
  this.device.queue.writeBuffer(this.overlayBuf, 0, this.overlayScratch, 0, n * INST_F);
800
847
  this.overlayCount = n;
801
848
  }
849
+ /** Defer the translucent overlay out of frame() so the caller draws it via overlayPass() AFTER its own
850
+ * transparent geometry (e.g. water). Otherwise those later passes paint over the overlay. */
851
+ deferOverlay(on) {
852
+ this.overlayDeferred = on;
853
+ }
854
+ /** Draw the translucent overlay in its own pass over `colorView`, depth-tested (read-only) against `depthView`
855
+ * — same pipeline as the in-frame draw, just callable after other transparent passes. Pairs with
856
+ * deferOverlay(true). No-op if the overlay is empty. */
857
+ overlayPass(enc, colorView, depthView) {
858
+ if (this.overlayCount === 0)
859
+ return;
860
+ const mp = enc.beginRenderPass({
861
+ colorAttachments: [{ view: colorView, loadOp: 'load', storeOp: 'store' }],
862
+ depthStencilAttachment: { view: depthView, depthReadOnly: true },
863
+ });
864
+ mp.setPipeline(this.alphaPipe);
865
+ mp.setBindGroup(0, this.overlayBG);
866
+ mp.draw(36, this.overlayCount);
867
+ mp.end();
868
+ }
802
869
  /** Write a frustum's cull uniform: 6 planes + count + this frustum's VP + occlusion params (occ on the camera pass). */
803
870
  writeCull(buf, vp, occlude) {
804
871
  const planes = frustumPlanes(vp);
@@ -914,11 +981,11 @@ export class GpuShadowRenderer {
914
981
  mp.setPipeline(this.mainPipe);
915
982
  mp.setBindGroup(0, this.mainBG);
916
983
  mp.drawIndirect(this.camArgs, 0);
917
- if (this.overlayCount > 0) {
984
+ if (!this.overlayDeferred && this.overlayCount > 0) {
918
985
  mp.setPipeline(this.alphaPipe);
919
986
  mp.setBindGroup(0, this.overlayBG);
920
987
  mp.draw(36, this.overlayCount);
921
- } // translucent overlay last (uncapped, no cull)
988
+ } // translucent overlay last (no cull) — unless deferred to overlayPass() (drawn after the caller's water etc.)
922
989
  mp.end();
923
990
  // Rebuild the coarse Hi-Z from the depth just written → next frame's cull uses it.
924
991
  if (occlusion) {
@@ -12,6 +12,17 @@
12
12
  // • touch: one finger = cursor (tap = place edge); two fingers = pan + pinch-zoom + twist.
13
13
  // ─────────────────────────────────────────────────────────────────────────────
14
14
  import { emptyFrame } from './resolve';
15
+ // setPointerCapture throws InvalidStateError when a pointer-lock request is still in-flight or the pointerId is no
16
+ // longer active. A failed capture only means an off-canvas drag won't keep tracking — never fatal — so swallow it
17
+ // rather than let it bubble as an "Uncaught InvalidStateError".
18
+ function safeCapture(el, pointerId) {
19
+ try {
20
+ el.setPointerCapture(pointerId);
21
+ }
22
+ catch {
23
+ /* pointer inactive or lock pending — capture simply doesn't apply this gesture */
24
+ }
25
+ }
15
26
  export class BrowserRawBackend {
16
27
  keysDown = new Set();
17
28
  edges = new Set();
@@ -121,7 +132,7 @@ export class BrowserRawBackend {
121
132
  this.touches.set(e.pointerId, { x: e.clientX, y: e.clientY, moved: 0 });
122
133
  this.gPrev = this.touches.size === 2 ? this.gesture() : null;
123
134
  if (!document.pointerLockElement)
124
- el.setPointerCapture(e.pointerId); // track gestures that leave the canvas
135
+ safeCapture(el, e.pointerId); // track gestures that leave the canvas
125
136
  }
126
137
  else {
127
138
  if (!this.pointerButtons.has(e.button))
@@ -130,8 +141,11 @@ export class BrowserRawBackend {
130
141
  // Pointer LOCK and pointer CAPTURE are mutually-exclusive ways to route pointer input. Calling capture
131
142
  // while lock is engaged/pending throws InvalidStateError (Firefox then never locks → no mouselook;
132
143
  // Chrome logs it on every click while locked). So when the game wants mouselook use ONLY pointer lock;
133
- // otherwise capture so a drag keeps tracking off-canvas. `document.pointerLockElement` is the guard that
134
- // makes capture valid by construction no try/catch needed.
144
+ // otherwise capture so a drag keeps tracking off-canvas. `document.pointerLockElement` narrows the window,
145
+ // but it's NOT sufficient: a click landing while a requestPointerLock() is still PENDING (lockElement is
146
+ // null but the browser has a lock in-flight), or on a pointerId the UA no longer considers active, still
147
+ // throws InvalidStateError — which surfaced as an "Uncaught InvalidStateError" in prod. `safeCapture`
148
+ // swallows it (a failed capture just means a drag won't track past the canvas edge — harmless).
135
149
  if (this.pointerLock) {
136
150
  if (!document.pointerLockElement)
137
151
  void Promise.resolve(el.requestPointerLock()).catch(() => {
@@ -139,7 +153,7 @@ export class BrowserRawBackend {
139
153
  });
140
154
  }
141
155
  else if (!document.pointerLockElement) {
142
- el.setPointerCapture(e.pointerId);
156
+ safeCapture(el, e.pointerId);
143
157
  }
144
158
  }
145
159
  });
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "ugly-game",
3
- "version": "0.7.7",
3
+ "version": "0.7.9",
4
4
  "type": "module",
5
5
  "exports": {
6
6
  ".": {