gizmo-renderer 0.1.7

A custom ECS and physics engine aimed for realistic simulations.
Documentation
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// Deferred lighting pass — fullscreen triangle.
// Reads G-buffers, reconstructs surface data, computes PBR + CSM shadows → HDR output.

struct LightData {
    position:  vec4<f32>,
    color:     vec4<f32>,
    direction: vec4<f32>,
    params:    vec4<f32>,
};

struct SceneUniforms {
    view_proj:       mat4x4<f32>,
    camera_pos:      vec4<f32>,
    sun_direction:   vec4<f32>,
    sun_color:       vec4<f32>,
    lights:          array<LightData, 10>,
    light_view_proj: array<mat4x4<f32>, 4>,
    cascade_splits:  vec4<f32>,
    camera_forward:  vec4<f32>,
    cascade_params:  vec4<f32>,
    num_lights: u32,
    exposure: f32,
    _pre_align_pad: vec2<u32>,
    _align_pad: vec3<u32>,
    environment_blend_t: f32,
    environment_preset: u32,
    point_shadows_enabled: u32,
    environment_preset_2: u32,
    shading_mode: u32,
};

@group(0) @binding(0) var<uniform> scene: SceneUniforms;

@group(1) @binding(0) var t_shadow: texture_depth_2d_array;
@group(1) @binding(1) var s_shadow: sampler_comparison;
@group(1) @binding(2) var t_point_shadow: texture_depth_cube;

@group(2) @binding(0) var t_albedo_metallic:  texture_2d<f32>;
@group(2) @binding(1) var t_normal_roughness: texture_2d<f32>;
@group(2) @binding(2) var t_world_position:   texture_2d<f32>;
@group(2) @binding(3) var s_gbuf: sampler;
@group(2) @binding(4) var t_world_tangent:    texture_2d<f32>;

// Fullscreen triangle — no vertex buffer needed.
@vertex
fn vs_main(@builtin(vertex_index) vi: u32) -> @builtin(position) vec4<f32> {
    var pos = array<vec2<f32>, 3>(
        vec2<f32>(-1.0, -1.0),
        vec2<f32>( 3.0, -1.0),
        vec2<f32>(-1.0,  3.0),
    );
    return vec4<f32>(pos[vi], 0.0, 1.0);
}

fn select_cascade(view_depth: f32) -> u32 {
    if (view_depth < scene.cascade_splits.x) { return 0u; }
    if (view_depth < scene.cascade_splits.y) { return 1u; }
    if (view_depth < scene.cascade_splits.z) { return 2u; }
    return 3u;
}

// Analytical Environment BRDF (2D LUT approximation by Lazarov)
fn approximate_env_brdf(NdV: f32, roughness: f32) -> vec2<f32> {
    let c0 = vec4<f32>(-1.0, -0.0275, -0.572, 0.022);
    let c1 = vec4<f32>(1.0, 0.0425, 1.04, -0.04);
    let r = roughness * c0 + c1;
    let a004 = min(r.x * r.x, exp2(-9.28 * NdV)) * r.x + r.y;
    return vec2<f32>(-1.04, 1.04) * a004 + r.zw;
}

fn get_single_preset_environment(preset: u32, dir: vec3<f32>, roughness: f32, sun_dot: f32, zenith: f32, horizon_blend: f32) -> vec3<f32> {
    // Preset 0: Sunset Gold
    if (preset == 0u) {
        let sky_color = mix(vec3<f32>(0.05, 0.02, 0.08), vec3<f32>(0.1, 0.05, 0.15), max(zenith, 0.0));
        let horizon_color = vec3<f32>(0.9, 0.35, 0.1);
        let base_sky = mix(horizon_color, sky_color, pow(max(zenith, 0.0), 0.5));
        
        let sun_power = mix(4096.0, 16.0, roughness);
        let sun_glow = pow(sun_dot, sun_power) * vec3<f32>(20.0, 12.0, 3.0) * mix(1.0, 0.1, roughness);
        
        let rim_dir = normalize(vec3<f32>(-0.8, 0.3, -0.5));
        let rim_dot = max(dot(dir, rim_dir), 0.0);
        let rim_glow = pow(rim_dot, mix(256.0, 8.0, roughness)) * vec3<f32>(0.2, 0.3, 0.6) * mix(1.0, 0.15, roughness);
        
        let ground_color = vec3<f32>(0.12, 0.05, 0.03);
        
        let sky_val = base_sky * 0.5 + sun_glow * 0.4 + rim_glow;
        let ground_val = mix(ground_color, horizon_color * 0.3, pow(1.0 + clamp(zenith, -1.0, 0.0), 4.0)) + sun_glow * 0.1;
        return mix(ground_val, sky_val, horizon_blend);
    }
    
    // Preset 1: Studio Neutral
    if (preset == 1u) {
        let sky_color = vec3<f32>(0.1, 0.12, 0.15);
        let horizon_color = vec3<f32>(0.4, 0.42, 0.45);
        let base_sky = mix(horizon_color, sky_color, max(zenith, 0.0));
        
        let key_dir = normalize(vec3<f32>(0.6, 0.8, 0.5));
        let key_dot = max(dot(dir, key_dir), 0.0);
        let key_glow = pow(key_dot, mix(1024.0, 12.0, roughness)) * vec3<f32>(6.0, 5.8, 5.5) * mix(1.0, 0.2, roughness);
        
        let fill_dir = normalize(vec3<f32>(-0.8, 0.2, -0.6));
        let fill_dot = max(dot(dir, fill_dir), 0.0);
        let fill_glow = pow(fill_dot, mix(512.0, 8.0, roughness)) * vec3<f32>(1.5, 1.8, 2.5) * mix(1.0, 0.15, roughness);
        
        let rim_dir = normalize(vec3<f32>(0.0, 0.1, -1.0));
        let rim_dot = max(dot(dir, rim_dir), 0.0);
        let rim_glow = pow(rim_dot, mix(2048.0, 16.0, roughness)) * vec3<f32>(3.0, 2.5, 1.8) * mix(1.0, 0.2, roughness);
        
        let ground_color = vec3<f32>(0.03, 0.03, 0.035);
        
        let sky_val = base_sky * 0.3 + key_glow * 0.4 + fill_glow * 0.2 + rim_glow * 0.3;
        let ground_val = mix(ground_color, horizon_color * 0.15, pow(1.0 + clamp(zenith, -1.0, 0.0), 4.0)) + key_glow * 0.1;
        return mix(ground_val, sky_val, horizon_blend);
    }
    
    // Preset 2: Midnight Neon
    if (preset == 2u) {
        let sky_color = vec3<f32>(0.005, 0.005, 0.02);
        let horizon_color = vec3<f32>(0.01, 0.01, 0.03);
        let base_sky = mix(horizon_color, sky_color, max(zenith, 0.0));
        
        let neon1_dir = normalize(vec3<f32>(0.7, 0.2, 0.5));
        let neon1_dot = max(dot(dir, neon1_dir), 0.0);
        let neon1_glow = pow(neon1_dot, mix(2048.0, 8.0, roughness)) * vec3<f32>(18.0, 0.0, 12.0) * mix(1.0, 0.15, roughness);
        
        let neon2_dir = normalize(vec3<f32>(-0.7, 0.3, -0.5));
        let neon2_dot = max(dot(dir, neon2_dir), 0.0);
        let neon2_glow = pow(neon2_dot, mix(1024.0, 6.0, roughness)) * vec3<f32>(0.0, 14.0, 18.0) * mix(1.0, 0.12, roughness);
        
        let top_dir = vec3<f32>(0.0, 1.0, 0.0);
        let top_glow = pow(max(dot(dir, top_dir), 0.0), 3.0) * vec3<f32>(0.4, 0.0, 0.8);
        
        let ground_color = vec3<f32>(0.005, 0.005, 0.008);
        
        let sky_val = base_sky * 0.2 + neon1_glow + neon2_glow + top_glow * 0.15;
        let ground_val = mix(ground_color, horizon_color * 0.2, pow(1.0 + clamp(zenith, -1.0, 0.0), 4.0)) + (neon1_glow + neon2_glow) * 0.05;
        return mix(ground_val, sky_val, horizon_blend);
    }
    
    // Default Preset 3: Classic Daylight
    let sky_color = mix(vec3<f32>(0.5, 0.65, 1.0), vec3<f32>(0.05, 0.2, 0.6), max(zenith, 0.0));
    let base_sky = sky_color;
    
    let sun_power = mix(2048.0, 16.0, roughness);
    let sun_glow = pow(sun_dot, sun_power) * vec3<f32>(15.0, 12.0, 8.0) * mix(1.0, 0.2, roughness);
    
    let sun_dir = normalize(-scene.sun_direction.xyz);
    let horizon_glow = pow(1.0 - max(zenith, 0.0), 4.0) * vec3<f32>(1.0, 0.6, 0.3) * max(dot(dir, sun_dir) * 0.5 + 0.5, 0.0);
    
    let ground_color = vec3<f32>(0.05, 0.05, 0.05);
    
    let sky_val = base_sky * 0.8 + sun_glow * 0.05 + horizon_glow;
    let ground_val = mix(ground_color, horizon_glow * 0.2, pow(1.0 + clamp(zenith, -1.0, 0.0), 4.0)) + sun_glow * 0.1;
    return mix(ground_val, sky_val, horizon_blend);
}

// Procedural HDR Environment Presets with interpolation and smooth blending
fn get_procedural_environment(dir: vec3<f32>, roughness: f32) -> vec3<f32> {
    let zenith = dir.y;
    let sun_dir = normalize(-scene.sun_direction.xyz);
    let sun_dot = max(dot(dir, sun_dir), 0.0);
    
    // Smooth transition factor at the horizon (zenith = 0.0)
    let horizon_blend = smoothstep(0.0, 1.0, clamp(zenith * 10.0 + 0.5, 0.0, 1.0));
    
    let color1 = get_single_preset_environment(scene.environment_preset, dir, roughness, sun_dot, zenith, horizon_blend);
    
    if (scene.environment_blend_t > 0.001) {
        let color2 = get_single_preset_environment(scene.environment_preset_2, dir, roughness, sun_dot, zenith, horizon_blend);
        return mix(color1, color2, scene.environment_blend_t);
    }
    
    return color1;
}

fn inverse_mat4(m: mat4x4<f32>) -> mat4x4<f32> {
    let n11 = m[0][0]; let n12 = m[1][0]; let n13 = m[2][0]; let n14 = m[3][0];
    let n21 = m[0][1]; let n22 = m[1][1]; let n23 = m[2][1]; let n24 = m[3][1];
    let n31 = m[0][2]; let n32 = m[1][2]; let n33 = m[2][2]; let n34 = m[3][2];
    let n41 = m[0][3]; let n42 = m[1][3]; let n43 = m[2][3]; let n44 = m[3][3];

    let t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44;
    let t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44;
    let t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44;
    let t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;

    let det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;

    if (abs(det) < 1e-6) {
        return mat4x4<f32>(
            vec4<f32>(1.0, 0.0, 0.0, 0.0),
            vec4<f32>(0.0, 1.0, 0.0, 0.0),
            vec4<f32>(0.0, 0.0, 1.0, 0.0),
            vec4<f32>(0.0, 0.0, 0.0, 1.0)
        );
    }

    let idet = 1.0 / det;

    let t21 = n24 * n33 * n41 - n24 * n31 * n42 - n23 * n34 * n41 + n21 * n34 * n42 + n23 * n31 * n44 - n21 * n33 * n44;
    let t22 = n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n42 - n11 * n34 * n42 - n13 * n31 * n44 + n11 * n33 * n44;
    let t23 = n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n42 + n11 * n24 * n42 + n13 * n21 * n44 - n11 * n23 * n44;
    let t24 = n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34;

    let t31 = n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44;
    let t32 = n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44;
    let t33 = n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44;
    let t34 = n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34;

    let t41 = n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43;
    let t42 = n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43;
    let t43 = n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43;
    let t44 = n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33;

    return mat4x4<f32>(
        vec4<f32>(t11 * idet, t21 * idet, t31 * idet, t41 * idet),
        vec4<f32>(t12 * idet, t22 * idet, t32 * idet, t42 * idet),
        vec4<f32>(t13 * idet, t23 * idet, t33 * idet, t43 * idet),
        vec4<f32>(t14 * idet, t24 * idet, t34 * idet, t44 * idet)
    );
}

fn D_GGX(NoH: f32, roughness: f32) -> f32 {
    let a = roughness * roughness;
    let a2 = a * a;
    let denom = NoH * NoH * (a2 - 1.0) + 1.0;
    return a2 / (3.1415926535 * denom * denom);
}

fn V_SmithJointGGX(NoV: f32, NoL: f32, roughness: f32) -> f32 {
    let a = roughness * roughness;
    let a2 = a * a;
    let lambdaV = NoL * sqrt(NoV * NoV * (1.0 - a2) + a2);
    let lambdaL = NoV * sqrt(NoL * NoL * (1.0 - a2) + a2);
    return 0.5 / max(lambdaV + lambdaL, 0.0001);
}

fn F_Schlick(VoH: f32, f0: vec3<f32>) -> vec3<f32> {
    return f0 + (vec3<f32>(1.0) - f0) * pow(clamp(1.0 - VoH, 0.0, 1.0), 5.0);
}

fn compute_direct_lighting(
    N: vec3<f32>, 
    V: vec3<f32>, 
    L: vec3<f32>, 
    albedo: vec3<f32>, 
    roughness: f32, 
    metallic: f32, 
    f0: vec3<f32>, 
    light_color: vec3<f32>, 
    intensity: f32, 
    atten: f32
) -> vec3<f32> {
    let H = normalize(V + L);
    let NoL = max(dot(N, L), 0.0);
    let NoV = max(dot(N, V), 0.001);
    let NoH = max(dot(N, H), 0.0);
    let VoH = max(dot(V, H), 0.0);

    if (NoL <= 0.0) {
        return vec3<f32>(0.0);
    }

    let D = D_GGX(NoH, roughness);
    let Vis = V_SmithJointGGX(NoV, NoL, roughness);
    let F = F_Schlick(VoH, f0);

    let kS = F;
    let kD = (vec3<f32>(1.0) - kS) * (1.0 - metallic);

    let diffuse = kD * albedo * NoL;
    let specular = D * Vis * F * NoL;

    return (diffuse + specular) * light_color * intensity * atten;
}

fn D_GGX_anisotropic(ToH: f32, BoH: f32, NoH: f32, roughness_t: f32, roughness_b: f32) -> f32 {
    let at = roughness_t * roughness_t;
    let ab = roughness_b * roughness_b;
    let a2 = at * ab;
    let denom = (ToH * ToH) / at + (BoH * BoH) / ab + NoH * NoH;
    return 1.0 / (3.1415926535 * a2 * denom * denom);
}

fn V_SmithJointGGX_anisotropic(ToV: f32, BoV: f32, NoV: f32, ToL: f32, BoL: f32, NoL: f32, roughness_t: f32, roughness_b: f32) -> f32 {
    let at = roughness_t * roughness_t;
    let ab = roughness_b * roughness_b;
    let lambdaV = NoL * length(vec3<f32>(at * ToV, ab * BoV, NoV));
    let lambdaL = NoV * length(vec3<f32>(at * ToL, ab * BoL, NoL));
    return 0.5 / max(lambdaV + lambdaL, 0.0001);
}

fn compute_direct_lighting_anisotropic(
    N: vec3<f32>, 
    V: vec3<f32>, 
    L: vec3<f32>, 
    T: vec3<f32>,
    B: vec3<f32>,
    albedo: vec3<f32>, 
    roughness: f32, 
    metallic: f32, 
    anisotropy: f32,
    f0: vec3<f32>, 
    light_color: vec3<f32>, 
    intensity: f32, 
    atten: f32
) -> vec3<f32> {
    let H = normalize(V + L);
    let NoL = max(dot(N, L), 0.0);
    let NoV = max(dot(N, V), 0.001);
    let NoH = max(dot(N, H), 0.0);
    let VoH = max(dot(V, H), 0.0);

    if (NoL <= 0.0) {
        return vec3<f32>(0.0);
    }

    let roughness_t = max(roughness * (1.0 + anisotropy), 0.001);
    let roughness_b = max(roughness * (1.0 - anisotropy), 0.001);

    let ToH = dot(T, H);
    let BoH = dot(B, H);
    let ToV = dot(T, V);
    let BoV = dot(B, V);
    let ToL = dot(T, L);
    let BoL = dot(B, L);

    let D = D_GGX_anisotropic(ToH, BoH, NoH, roughness_t, roughness_b);
    let Vis = V_SmithJointGGX_anisotropic(ToV, BoV, NoV, ToL, BoL, NoL, roughness_t, roughness_b);
    let F = F_Schlick(VoH, f0);

    let kS = F;
    let kD = (vec3<f32>(1.0) - kS) * (1.0 - metallic);

    let diffuse = kD * albedo * NoL;
    let specular = D * Vis * F * NoL;

    return (diffuse + specular) * light_color * intensity * atten;
}

fn compute_clear_coat(
    N: vec3<f32>, V: vec3<f32>, L: vec3<f32>, 
    light_color: vec3<f32>, intensity: f32, visibility: f32
) -> vec3<f32> {
    let H = normalize(V + L);
    let NoH = max(dot(N, H), 0.0);
    let VoH = max(dot(V, H), 0.0);
    let NoL = max(dot(N, L), 0.0);
    let NoV = max(dot(N, V), 0.001);

    let D = D_GGX(NoH, 0.08); // Lacquer gloss roughness of 0.08
    let V_term = V_SmithJointGGX(NoV, NoL, 0.08);
    let F = 0.04 + (1.0 - 0.04) * pow(1.0 - VoH, 5.0);

    return vec3<f32>(D * V_term * F) * light_color * intensity * visibility * NoL;
}

fn search_blockers(
    shadow_uv: vec2<f32>, receiver_depth: f32, ci: u32, texel: f32
) -> vec2<f32> {
    var num_blockers = 0.0;
    var sum_depth = 0.0;

    let search_radius = 2; 
    let step = texel * 1.5;

    for (var x = -search_radius; x <= search_radius; x++) {
        for (var y = -search_radius; y <= search_radius; y++) {
            let offset = vec2<f32>(f32(x), f32(y)) * step;
            let sample_depth = textureSampleLevel(t_shadow, s_gbuf, shadow_uv + offset, ci, 0.0);
            
            if (sample_depth < receiver_depth) {
                num_blockers += 1.0;
                sum_depth += sample_depth;
            }
        }
    }

    return vec2<f32>(num_blockers, sum_depth);
}

fn filter_pcss(
    shadow_uv: vec2<f32>, receiver_depth: f32, ci: u32, bias: f32, texel: f32
) -> f32 {
    let blockers = search_blockers(shadow_uv, receiver_depth, ci, texel);
    let num_blockers = blockers.x;
    
    if (num_blockers < 0.5) {
        return 1.0;
    }

    let avg_blocker_depth = blockers.y / num_blockers;

    // (receiver - blocker) / blocker * light_size
    let light_size = 0.015;
    let penumbra = (receiver_depth - avg_blocker_depth) / max(avg_blocker_depth, 0.0001) * light_size;

    let filter_radius = clamp(penumbra, texel * 1.0, texel * 10.0);

    var shadow_sum = 0.0;
    let grid_size = 2;
    let step = filter_radius / 2.0;

    for (var x = -grid_size; x <= grid_size; x++) {
        for (var y = -grid_size; y <= grid_size; y++) {
            let offset = vec2<f32>(f32(x), f32(y)) * step;
            shadow_sum += textureSampleCompare(t_shadow, s_shadow, shadow_uv + offset, ci, receiver_depth - bias);
        }
    }

    return shadow_sum / 25.0;
}

fn compute_height_fog(world_pos: vec3<f32>, camera_pos: vec3<f32>) -> vec4<f32> {
    let view_vec = world_pos - camera_pos;
    let dist = length(view_vec);
    let view_dir = view_vec / max(dist, 0.0001);

    var fog_color = vec3<f32>(0.5, 0.6, 0.7); // default Daylight
    var fog_density = 0.015;
    var fog_height_falloff = 0.05;
    var fog_base_height = -5.0; // base height of fog plane

    if (scene.environment_preset == 0u) {
        // Sunset Gold
        fog_color = vec3<f32>(0.85, 0.38, 0.15);
        fog_density = 0.025;
        fog_height_falloff = 0.08;
    } else if (scene.environment_preset == 1u) {
        // Studio Neutral
        fog_color = vec3<f32>(0.2, 0.22, 0.25);
        fog_density = 0.008;
        fog_height_falloff = 0.04;
    } else if (scene.environment_preset == 2u) {
        // Midnight Neon
        fog_color = vec3<f32>(0.12, 0.02, 0.25);
        fog_density = 0.035;
        fog_height_falloff = 0.12;
    }

    // Blend fog color if we are interpolating presets!
    if (scene.environment_blend_t > 0.001) {
        var fog_color_2 = vec3<f32>(0.5, 0.6, 0.7);
        var fog_density_2 = 0.015;
        var fog_height_falloff_2 = 0.05;

        if (scene.environment_preset_2 == 0u) {
            fog_color_2 = vec3<f32>(0.85, 0.38, 0.15);
            fog_density_2 = 0.025;
            fog_height_falloff_2 = 0.08;
        } else if (scene.environment_preset_2 == 1u) {
            fog_color_2 = vec3<f32>(0.2, 0.22, 0.25);
            fog_density_2 = 0.008;
            fog_height_falloff_2 = 0.04;
        } else if (scene.environment_preset_2 == 2u) {
            fog_color_2 = vec3<f32>(0.12, 0.02, 0.25);
            fog_density_2 = 0.035;
            fog_height_falloff_2 = 0.12;
        }
        fog_color = mix(fog_color, fog_color_2, scene.environment_blend_t);
        fog_density = mix(fog_density, fog_density_2, scene.environment_blend_t);
        fog_height_falloff = mix(fog_height_falloff, fog_height_falloff_2, scene.environment_blend_t);
    }

    // Volumetric analytical scattering (height-decay fog integration)
    let cam_y = camera_pos.y - fog_base_height;
    let dir_y = view_dir.y;

    var fog_amount = 0.0;
    if (abs(dir_y) < 0.0001) {
        fog_amount = fog_density * exp(-fog_height_falloff * cam_y) * dist;
    } else {
        let falloff_dir_y = fog_height_falloff * dir_y;
        fog_amount = (fog_density * exp(-fog_height_falloff * cam_y) * (1.0 - exp(-falloff_dir_y * dist))) / falloff_dir_y;
    }

    let fog_factor = 1.0 - clamp(exp(-fog_amount), 0.0, 1.0);
    return vec4<f32>(fog_color, fog_factor);
}

@fragment
fn fs_main(@builtin(position) frag_coord: vec4<f32>) -> @location(0) vec4<f32> {
    let uv = frag_coord.xy;
    let iuv = vec2<i32>(i32(uv.x), i32(uv.y));

    let albedo_metallic  = textureLoad(t_albedo_metallic,  iuv, 0);
    let normal_roughness = textureLoad(t_normal_roughness, iuv, 0);
    let pos_sample       = textureLoad(t_world_position,   iuv, 0);
    let tangent_sample   = textureLoad(t_world_tangent,    iuv, 0);

    let size = textureDimensions(t_albedo_metallic);
    let screen_uv = uv / vec2<f32>(size);
    let ndc = vec2<f32>(screen_uv.x * 2.0 - 1.0, 1.0 - screen_uv.y * 2.0);
    let inv_vp = inverse_mat4(scene.view_proj);
    let clip_pos = vec4<f32>(ndc, 0.0, 1.0);
    let world_pos_from_ray = inv_vp * clip_pos;
    let view_dir = normalize(world_pos_from_ray.xyz / world_pos_from_ray.w - scene.camera_pos.xyz);
    let sun_dir = normalize(-scene.sun_direction.xyz);

    // Unwritten pixels (skipped geometry, unlit objects) — render clean dark grey background (Bevy parity)
    if (pos_sample.w < 0.5) { 
        return vec4<f32>(0.05, 0.05, 0.05, 1.0);
    }

    let albedo    = albedo_metallic.rgb;
    let metallic  = albedo_metallic.a;
    let N         = normalize(normal_roughness.xyz);
    let roughness = normal_roughness.a;
    let world_pos = pos_sample.xyz;

    let min_roughness = max(roughness, 0.05);
    let f0            = mix(vec3<f32>(0.04), albedo, metallic);

    var raw_tangent = tangent_sample.xyz;
    if (length(raw_tangent) < 0.001) {
        if (abs(N.x) > 0.9) {
            raw_tangent = cross(vec3<f32>(0.0, 1.0, 0.0), N);
        } else {
            raw_tangent = cross(vec3<f32>(1.0, 0.0, 0.0), N);
        }
    }
    let T = normalize(raw_tangent);
    let bitangent_sign = sign(tangent_sample.w);
    let clear_coat = clamp((abs(tangent_sample.w) - 0.01) / 0.99, 0.0, 1.0);

    let B = normalize(cross(N, T) * bitangent_sign);

    let w_val = pos_sample.w;
    let subsurface = floor(w_val) / 100.0;
    let anisotropy = clamp((w_val - floor(w_val) - 0.5) / 0.49, 0.0, 1.0);

    // --- Physically Based IBL (Procedural HDR Environment Maps) ---
    let V = normalize(scene.camera_pos.xyz - world_pos);
    let NdV = max(dot(N, V), 0.001);
    
    // 1. Diffuse IBL (Irradiance)
    let ambient_base = vec3<f32>(0.02, 0.02, 0.025);
    let irradiance = get_procedural_environment(N, 1.0) + ambient_base;
    var ambient = albedo * irradiance * (1.0 - metallic);
    if (subsurface > 0.0) {
        let sss_color = vec3<f32>(0.96, 0.28, 0.15);
        ambient += ambient * subsurface * sss_color * 0.45;
    }
    
    // 2. Specular IBL (Pre-filtered Environment Map with Anisotropic Stretch)
    var R = reflect(-V, N);
    if (anisotropy > 0.0) {
        let anisotropy_stretch = anisotropy * (1.0 - roughness);
        let anisotropic_direction = cross(cross(N, T), N);
        R = normalize(mix(R, anisotropic_direction, anisotropy_stretch));
    }
    let R_rough = normalize(mix(R, N, roughness)); 
    let specular_env = get_procedural_environment(R_rough, roughness);
    
    // 3. Environment BRDF (Lazarov Analytical Split-Sum LUT approximation)
    let env_brdf_lut = approximate_env_brdf(NdV, roughness);
    var specular_ibl = specular_env * (f0 * env_brdf_lut.x + env_brdf_lut.y);

    // --- 4. Clear Coat Specular & Attenuation IBL ---
    if (clear_coat > 0.0) {
        let F_env = 0.04 + (1.0 - 0.04) * pow(1.0 - NdV, 5.0);
        let coat_atten_env = 1.0 - clear_coat * F_env;

        ambient = ambient * coat_atten_env;
        specular_ibl = specular_ibl * coat_atten_env;

        let R_coat = normalize(mix(reflect(-V, N), N, 0.08));
        let specular_env_coat = get_procedural_environment(R_coat, 0.08);
        let env_brdf_lut_coat = approximate_env_brdf(NdV, 0.08);
        let specular_ibl_coat = specular_env_coat * (0.04 * env_brdf_lut_coat.x + env_brdf_lut_coat.y);

        specular_ibl += specular_ibl_coat * clear_coat;
    }

    // --- CSM Shadow ---
    var shadow_visibility = 1.0;
    if (scene.sun_direction.w > 0.5) {
        let view_depth = dot(world_pos - scene.camera_pos.xyz, scene.camera_forward.xyz);
        let ci         = select_cascade(view_depth);
        
        let offset_pos = world_pos + N * 0.015;
        let light_clip = scene.light_view_proj[ci] * vec4<f32>(offset_pos, 1.0);
        
        let light_ndc  = light_clip.xyz / light_clip.w;
        let shadow_uv  = vec2<f32>(light_ndc.x * 0.5 + 0.5, light_ndc.y * -0.5 + 0.5);

        if (shadow_uv.x >= 0.0 && shadow_uv.x <= 1.0 &&
            shadow_uv.y >= 0.0 && shadow_uv.y <= 1.0 && light_ndc.z <= 1.0) {
            let slope  = 1.0 - max(dot(N, normalize(-scene.sun_direction.xyz)), 0.0);
            var bias   = max(0.0002 * slope, 0.00003);
            if (N.y > 0.99) {
                bias = max(bias, 0.005);
            }
            let texel  = scene.cascade_params.y;
            shadow_visibility = filter_pcss(shadow_uv, light_ndc.z, ci, bias, texel);
        }
    }

    var total_lighting = vec3<f32>(0.0);

    // --- Directional Sun ---
    if (scene.sun_direction.w > 0.5) {
        let L = normalize(-scene.sun_direction.xyz);
        var sun_light = vec3<f32>(0.0);
        if (anisotropy > 0.0) {
            sun_light = compute_direct_lighting_anisotropic(
                N, V, L, T, B, albedo, min_roughness, metallic, anisotropy, f0,
                scene.sun_color.rgb, scene.sun_color.w, shadow_visibility
            );
        } else {
            sun_light = compute_direct_lighting(
                N, V, L, albedo, min_roughness, metallic, f0,
                scene.sun_color.rgb, scene.sun_color.w, shadow_visibility
            );
        }

        if (clear_coat > 0.0) {
            let H = normalize(V + L);
            let VoH = max(dot(V, H), 0.0);
            let F_c = 0.04 + (1.0 - 0.04) * pow(1.0 - VoH, 5.0);
            let coat_atten = 1.0 - clear_coat * F_c;

            let coat_spec = compute_clear_coat(N, V, L, scene.sun_color.rgb, scene.sun_color.w, shadow_visibility);
            sun_light = sun_light * coat_atten + coat_spec * clear_coat;
        }

        if (subsurface > 0.0) {
            let sss_wrap = 0.35;
            let sss_ndl = max((dot(N, L) + sss_wrap) / (1.0 + sss_wrap), 0.0);
            let sss_power = 8.0;
            let sss_scale = 0.65;
            let sss_trans = pow(max(dot(-V, L), 0.0), sss_power) * sss_scale * (1.0 - metallic);
            
            let sss_color = vec3<f32>(0.96, 0.28, 0.15);
            let sss_contrib = (sss_ndl * 0.12 + sss_trans) * subsurface * sss_color;
            
            sun_light += sss_contrib * scene.sun_color.rgb * scene.sun_color.w * shadow_visibility;
        }

        total_lighting += sun_light;
    }

    // --- Dynamic Lights ---
    for (var i = 0u; i < scene.num_lights; i++) {
        let light      = scene.lights[i];
        let light_type = u32(light.params.y);
        let intensity  = light.position.w;
        var L: vec3<f32>;
        var atten: f32 = 1.0;

        if (light_type == 2u) {
            L = normalize(-light.direction.xyz);
        } else {
            let to_light = light.position.xyz - world_pos;
            let dist     = length(to_light);
            let radius   = max(light.color.a, 0.001);
            L = normalize(to_light);
            let d_over_r = dist / radius;
            atten = clamp(1.0 - d_over_r * d_over_r * d_over_r * d_over_r, 0.0, 1.0);
            atten = (atten * atten) / (dist * dist + 0.01);

            if (light_type == 1u) {
                let spot_dir = normalize(light.direction.xyz);
                let cos_a    = dot(-L, spot_dir);
                let inner    = light.direction.w;
                let outer    = light.params.x;
                let eps      = max(inner - outer, 0.001);
                let sf       = clamp((cos_a - outer) / eps, 0.0, 1.0);
                atten *= sf * sf;
            } else if (light_type == 0u) {
                // Point Light Shadow (optional)
                if (scene.point_shadows_enabled > 0u) {
                    let dir_from_light = world_pos - light.position.xyz;
                    let abs_dir = abs(dir_from_light);
                    let z_near = 0.1;
                    let z_far  = 100.0;
                    let z_val  = max(abs_dir.x, max(abs_dir.y, abs_dir.z));
                    let clip_z = (z_far * (z_val - z_near)) / (z_val * (z_far - z_near));
                    
                    let slope = 1.0 - max(dot(N, normalize(dir_from_light)), 0.0);
                    var bias = max(0.0005 * slope, 0.00005);
                    if (N.y > 0.99) {
                        bias = max(bias, 0.01);
                    }
                    let shadow_vis = textureSampleCompare(t_point_shadow, s_shadow, dir_from_light, clip_z - bias);
                    atten *= shadow_vis;
                }
            }
        }

        var light_color_contrib = vec3<f32>(0.0);
        if (anisotropy > 0.0) {
            light_color_contrib = compute_direct_lighting_anisotropic(
                N, V, L, T, B, albedo, min_roughness, metallic, anisotropy, f0,
                light.color.rgb, intensity, atten
            );
        } else {
            light_color_contrib = compute_direct_lighting(
                N, V, L, albedo, min_roughness, metallic, f0,
                light.color.rgb, intensity, atten
            );
        }

        if (clear_coat > 0.0) {
            let H = normalize(V + L);
            let VoH = max(dot(V, H), 0.0);
            let F_c = 0.04 + (1.0 - 0.04) * pow(1.0 - VoH, 5.0);
            let coat_atten = 1.0 - clear_coat * F_c;

            let coat_spec = compute_clear_coat(N, V, L, light.color.rgb, intensity, atten);
            light_color_contrib = light_color_contrib * coat_atten + coat_spec * clear_coat;
        }

        total_lighting += light_color_contrib;
    }

    var final_color = ambient + total_lighting + specular_ibl;
    final_color *= scene.exposure;

    // Apply volumetric analytical height fog
    let fog = compute_height_fog(world_pos, scene.camera_pos.xyz);
    final_color = mix(final_color, fog.rgb, fog.a);

    // Shading Mode overrides
    if (scene.shading_mode == 1u) {
        // Normals
        return vec4<f32>(N * 0.5 + 0.5, 1.0);
    } else if (scene.shading_mode == 2u) {
        // Albedo
        return vec4<f32>(albedo, 1.0);
    } else if (scene.shading_mode == 3u) {
        // Roughness/Metallic
        return vec4<f32>(roughness, metallic, 0.0, 1.0);
    } else if (scene.shading_mode == 4u) {
        // Shadows debug
        return vec4<f32>(vec3<f32>(shadow_visibility), 1.0);
    } else if (scene.shading_mode == 5u) {
        // Tangents View
        return vec4<f32>(T * 0.5 + 0.5, 1.0);
    } else if (scene.shading_mode == 6u) {
        // Clear Coat View
        return vec4<f32>(vec3<f32>(clear_coat), 1.0);
    }

    return vec4<f32>(final_color, 1.0);
}