vireuikit 0.2.0 → 0.3.0
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/README.md +22 -10
- package/dist/{chunk-BV5P6MF7.js → chunk-2AFVQ65S.js} +164 -16
- package/dist/chunk-2AFVQ65S.js.map +1 -0
- package/dist/{dynamics-DelasYER.d.cts → dynamics-7Bq3LLds.d.cts} +13 -1
- package/dist/{dynamics-DelasYER.d.ts → dynamics-7Bq3LLds.d.ts} +13 -1
- package/dist/index.cjs +143 -13
- package/dist/index.cjs.map +1 -1
- package/dist/index.d.cts +2 -2
- package/dist/index.d.ts +2 -2
- package/dist/index.js +1 -1
- package/dist/web/index.cjs +293 -138
- package/dist/web/index.cjs.map +1 -1
- package/dist/web/index.d.cts +1 -1
- package/dist/web/index.d.ts +1 -1
- package/dist/web/index.js +14 -7
- package/dist/web/index.js.map +1 -1
- package/package.json +1 -1
- package/dist/chunk-BV5P6MF7.js.map +0 -1
package/dist/index.cjs
CHANGED
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@@ -285,6 +285,7 @@ var MEDIUM_DEFAULTS = {
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condensationFloor: 0.12,
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evaporationRate: 0.2,
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condensateSettleSpeed: 8,
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+
condensateSettleWiggle: 0.4,
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condensateSpreadRate: 0.08,
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condensateTint: 0.2,
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condensateGain: 5,
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@@ -484,6 +485,71 @@ float2 vgCurlVelocity(float2 p, float phase) {
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float py0 = vgPotential(p - float2(0.0, e), phase);
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return float2(py1 - py0, -(px1 - px0)) / (2.0 * e);
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}
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+
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489
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// vgPotential above is periodic in TIME only: the simulation domain is a torus (gl.REPEAT), but
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490
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// the lattice itself never wraps in x/y, so velocity jumps at the domain seam and dye on either
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491
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// side of it is transported differently \u2014 a straight seam, made worse wherever something re-reads
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// the field at a different scale (the far depth plane's tile boundary). vgValueNoise3Seamless
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// wraps ALL THREE lattice axes: xyPeriod/zPeriod fold BOTH neighbors of a cell into their own
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// period before hashing, so the field is EXACTLY the same one period over, in space exactly as it
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// already was in time.
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//
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// The period has to be an integer number of lattice cells, or the wrap would jump instead of
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// closing seamlessly (the same requirement MEDIUM_TIME_OCTAVES/mediumOctavePeriod enforces for
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// time) \u2014 but unlike time, the spatial period depends on the GRID SIZE, which this shader has no
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// notion of. So xyPeriod travels together with a per-octave spatial frequency the CPU computes to
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// make gridSize * frequency land on that exact integer (see computeMediumSpatialPeriods below);
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// both arrive together as one uniform per octave (u_spatialN.xy = frequency, .zw = period),
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// recomputed by web/medium.ts whenever the grid resizes.
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float vgValueNoise3Seamless(float3 p, float2 xyPeriod, float zPeriod) {
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float3 i = floor(p);
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float3 f = fract(p);
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float3 u = f * f * (3.0 - 2.0 * f);
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float x0 = mod(i.x, xyPeriod.x);
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float x1 = mod(i.x + 1.0, xyPeriod.x);
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510
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float y0 = mod(i.y, xyPeriod.y);
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float y1 = mod(i.y + 1.0, xyPeriod.y);
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float z0 = mod(i.z, zPeriod);
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float z1 = mod(i.z + 1.0, zPeriod);
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float n000 = vgHash31(float3(x0, y0, z0));
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float n100 = vgHash31(float3(x1, y0, z0));
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float n010 = vgHash31(float3(x0, y1, z0));
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float n110 = vgHash31(float3(x1, y1, z0));
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float n001 = vgHash31(float3(x0, y0, z1));
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float n101 = vgHash31(float3(x1, y0, z1));
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float n011 = vgHash31(float3(x0, y1, z1));
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float n111 = vgHash31(float3(x1, y1, z1));
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float nx00 = mix(n000, n100, u.x);
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float nx10 = mix(n010, n110, u.x);
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float nx01 = mix(n001, n101, u.x);
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float nx11 = mix(n011, n111, u.x);
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float nxy0 = mix(nx00, nx10, u.y);
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float nxy1 = mix(nx01, nx11, u.y);
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return mix(nxy0, nxy1, u.z) * 2.0 - 1.0;
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}
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// Same four-octave fbm as vgPotential, but every octave reads the seamless lattice above at its
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// OWN (frequency, period) pair \u2014 sN.xy replaces that octave's compile-time \`scale\` constant (it
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// has to be a uniform now: the adjustment depends on the live grid size), sN.zw is the matching
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// integer period. \`p\` is still curlFreq-scaled exactly as vgPotential's caller scales it \u2014 only
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// the per-octave multiplier changed from a constant to a grid-dependent uniform, so the finite
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// difference in vgCurlVelocitySeamless below needs no epsilon change of its own.
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float vgPotentialSeamless(float2 p, float phase, float4 s0, float4 s1, float4 s2, float4 s3) {
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float v = vgValueNoise3Seamless(float3(p * s0.xy, phase * ${VG_OCT0.rate} + ${VG_OCT0.offset}), s0.zw, ${VG_OCT0.period}) * 0.5;
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v += vgValueNoise3Seamless(float3(p * s1.xy, phase * ${VG_OCT1.rate} + ${VG_OCT1.offset}), s1.zw, ${VG_OCT1.period}) * 0.25;
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540
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v += vgValueNoise3Seamless(float3(p * s2.xy, phase * ${VG_OCT2.rate} + ${VG_OCT2.offset}), s2.zw, ${VG_OCT2.period}) * 0.125;
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float macro = vgValueNoise3Seamless(float3(p * s3.xy, phase * ${VG_OCT3.rate} + ${VG_OCT3.offset}), s3.zw, ${VG_OCT3.period});
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return v * (0.7 + 0.3 * macro);
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}
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+
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float2 vgCurlVelocitySeamless(float2 p, float phase, float4 s0, float4 s1, float4 s2, float4 s3) {
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float e = 0.6;
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float px1 = vgPotentialSeamless(p + float2(e, 0.0), phase, s0, s1, s2, s3);
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float px0 = vgPotentialSeamless(p - float2(e, 0.0), phase, s0, s1, s2, s3);
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float py1 = vgPotentialSeamless(p + float2(0.0, e), phase, s0, s1, s2, s3);
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float py0 = vgPotentialSeamless(p - float2(0.0, e), phase, s0, s1, s2, s3);
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return float2(py1 - py0, -(px1 - px0)) / (2.0 * e);
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}
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`;
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// src/medium/seed-shader.ts
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@@ -527,15 +593,25 @@ uniform float u_phase;
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uniform float u_curlFreq;
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uniform float u_advectSpeed;
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uniform float u_turbulence;
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// One float4 per MEDIUM_TIME_OCTAVES entry: xy is that octave's seamless spatial frequency, zw its
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// matching integer lattice period \u2014 both grid-size-dependent, so they can't be compile-time
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// constants (see vgPotentialSeamless/computeMediumSpatialPeriods in noise.ts). Recomputed by
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// web/medium.ts's bindVelocityUniforms every frame from the live grid dimensions.
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uniform float4 u_spatial0;
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uniform float4 u_spatial1;
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uniform float4 u_spatial2;
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uniform float4 u_spatial3;
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${VG_CURL_NOISE}
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`;
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var MEDIUM_ADVECT_VELOCITY = `
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-
float2
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float2 curl = vgCurlVelocitySeamless(xy * u_curlFreq, u_phase, u_spatial0, u_spatial1, u_spatial2, u_spatial3);
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float2 vel = curl * u_advectSpeed * u_turbulence;
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`;
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var MEDIUM_ADVECT_VELOCITY_SETTLE = `
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${MEDIUM_ADVECT_VELOCITY}
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vel.y += u_settleSpeed;
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vel.x += curl.x * u_advectSpeed * u_settleWiggle;
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`;
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var MEDIUM_ADVECT_VELOCITY_VAPOR = `
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${MEDIUM_ADVECT_VELOCITY}
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@@ -554,6 +630,7 @@ ${MEDIUM_ADVECT_VELOCITY_VAPOR}
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var MEDIUM_CONDENSATE_FORWARD_SHADER = `
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${MEDIUM_ADVECT_UNIFORMS}
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uniform float u_settleSpeed;
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uniform float u_settleWiggle;
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half4 main(float2 xy) {
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${MEDIUM_ADVECT_VELOCITY_SETTLE}
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@@ -593,6 +670,7 @@ ${MEDIUM_MACCORMACK_CORRECT}
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var MEDIUM_CONDENSATE_CORRECT_SHADER = `
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${MEDIUM_ADVECT_UNIFORMS}
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uniform float u_settleSpeed;
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uniform float u_settleWiggle;
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uniform shader u_forward;
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half4 main(float2 xy) {
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@@ -692,6 +770,39 @@ ${MEDIUM_ADVECT_VELOCITY}
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`;
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// src/medium/composite-shader.ts
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var VG_CUBIC_WEIGHTS = `
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float4 vgCubicWeights(float v) {
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float4 n = float4(1.0, 2.0, 3.0, 4.0) - v;
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float4 s = n * n * n;
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float x = s.x;
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float y = s.y - 4.0 * s.x;
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float z = s.z - 4.0 * s.y + 6.0 * s.x;
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float w = 6.0 - x - y - z;
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return float4(x, y, z, w) * (1.0 / 6.0);
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}
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`;
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function vgBicubicSampler(fnName, textureName) {
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return `
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half4 ${fnName}(float2 px) {
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float2 shifted = px - 0.5;
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float2 fxy = fract(shifted);
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float2 base = shifted - fxy;
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float4 xw = vgCubicWeights(fxy.x);
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float4 yw = vgCubicWeights(fxy.y);
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float2 sx = float2(xw.x + xw.y, xw.z + xw.w);
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float2 sy = float2(yw.x + yw.y, yw.z + yw.w);
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float2 offsetX = float2(base.x - 0.5 + xw.y / sx.x, base.x + 1.5 + xw.w / sx.y);
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float2 offsetY = float2(base.y - 0.5 + yw.y / sy.x, base.y + 1.5 + yw.w / sy.y);
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half4 s00 = ${textureName}.eval(float2(offsetX.x, offsetY.x));
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half4 s10 = ${textureName}.eval(float2(offsetX.y, offsetY.x));
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half4 s01 = ${textureName}.eval(float2(offsetX.x, offsetY.y));
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half4 s11 = ${textureName}.eval(float2(offsetX.y, offsetY.y));
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float wx = sx.x / (sx.x + sx.y);
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float wy = sy.x / (sy.x + sy.y);
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return mix(mix(s11, s01, wx), mix(s10, s00, wx), wy);
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}
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`;
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}
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var MEDIUM_COMPOSITE_SHADER = `
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uniform shader u_vapor;
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uniform shader u_condensate;
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@@ -713,25 +824,44 @@ uniform float u_gravityBoost;
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uniform float u_gravityBoostStart;
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${VG_OKLAB_TO_SRGB}
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${VG_CUBIC_WEIGHTS}
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${vgBicubicSampler("vgBicubicVapor", "u_vapor")}
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${vgBicubicSampler("vgBicubicCondensate", "u_condensate")}
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half4 main(float2 xy) {
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float2 baseSrc = xy * u_dyeScale;
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-
// Near plane \u2014
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-
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half4
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// Near plane \u2014 the calibrated look lives here. Bicubic (see the file header) on vapor and
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// condensate; track stays a plain bilinear read.
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half4 vapor = vgBicubicVapor(baseSrc);
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half4 condensate = vgBicubicCondensate(baseSrc);
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half4 track = u_track.eval(baseSrc);
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// Far plane \u2014 the identical field, scaled and offset (see the file header).
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//
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//
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// Far plane \u2014 the identical field, scaled and offset (see the file header). An 8-tap ring, not
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// the near plane's \xB1x/\xB1y box: axis-aligned taps read the SAME column/row on both sides of any
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// residual axis-aligned structure (a seam, a resize artifact), which is exactly how a straight
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// line gets doubled into four parallel copies instead of softened away \u2014 measured directly via
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// check-medium.mjs's isotropy gate (see its report). The ring is rotated a half-step (22.5\xB0) off
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// the axes so no tap direction ever coincides with a grid row or column. Radius stays in the same
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// far-plane texture-space unit as before (u_farBlurRadius, grid-px) \u2014 only the tap PATTERN
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// changed, not what it measures in.
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float2 farSrc = baseSrc * u_farScale + u_farOffset;
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float2
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float2
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-
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float2 ring0 = float2( 0.9238795, 0.3826834) * u_farBlurRadius;
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float2 ring1 = float2( 0.3826834, 0.9238795) * u_farBlurRadius;
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float2 ring2 = float2(-0.3826834, 0.9238795) * u_farBlurRadius;
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float2 ring3 = float2(-0.9238795, 0.3826834) * u_farBlurRadius;
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float2 ring4 = float2(-0.9238795, -0.3826834) * u_farBlurRadius;
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float2 ring5 = float2(-0.3826834, -0.9238795) * u_farBlurRadius;
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float2 ring6 = float2( 0.3826834, -0.9238795) * u_farBlurRadius;
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float2 ring7 = float2( 0.9238795, -0.3826834) * u_farBlurRadius;
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half4 vaporFar = (u_vapor.eval(farSrc + ring0) + u_vapor.eval(farSrc + ring1) +
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u_vapor.eval(farSrc + ring2) + u_vapor.eval(farSrc + ring3) +
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u_vapor.eval(farSrc + ring4) + u_vapor.eval(farSrc + ring5) +
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u_vapor.eval(farSrc + ring6) + u_vapor.eval(farSrc + ring7)) * half4(0.125);
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half4 condensateFar = (u_condensate.eval(farSrc + ring0) + u_condensate.eval(farSrc + ring1) +
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u_condensate.eval(farSrc + ring2) + u_condensate.eval(farSrc + ring3) +
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u_condensate.eval(farSrc + ring4) + u_condensate.eval(farSrc + ring5) +
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u_condensate.eval(farSrc + ring6) + u_condensate.eval(farSrc + ring7)) * half4(0.125);
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// Gravity's "denser layer at the bottom of the chamber" \u2014 a compositing-only boost (see
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// MEDIUM_DEFAULTS.gravityBottomBoost): it scales how density already in the conserved buffers is
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