viewport-lib 0.1.0

3D viewport rendering library
Documentation
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
// OIT (order-independent transparency) mesh shader — McGuire & Bavoil weighted blended.
//
// Identical to mesh.wgsl except for the fragment output: instead of writing a
// single RGBA color to the HDR target, this shader writes to two targets:
//   @location(0) accum  — Rgba16Float accumulation buffer
//   @location(1) reveal — R8Unorm   reveal (transmittance) buffer
//
// The weighted-blended OIT formula is applied after computing the fully-lit
// color (same Blinn-Phong / Cook-Torrance path as mesh.wgsl).
//
// Group 0: Camera uniform, shadow atlas, lights, clip planes, shadow info (unchanged).
// Group 1: Object uniform, albedo texture, sampler, normal map, AO map, LUT, scalar buffer.

struct Camera {
    view_proj: mat4x4<f32>,
    eye_pos: vec3<f32>,
    _pad: f32,
};

struct SingleLight {
    light_view_proj: mat4x4<f32>,
    pos_or_dir: vec3<f32>,
    light_type: u32,
    color: vec3<f32>,
    intensity: f32,
    range: f32,
    inner_angle: f32,
    outer_angle: f32,
    spot_direction: vec3<f32>,
    _pad: vec2<f32>,
};

struct Lights {
    count: u32,
    shadow_bias: f32,
    shadows_enabled: u32,
    _pad: u32,
    sky_color: vec3<f32>,
    hemisphere_intensity: f32,
    ground_color: vec3<f32>,
    _pad2: f32,
    lights: array<SingleLight, 8>,
};

struct ClipPlanes {
    planes: array<vec4<f32>, 6>,
    count: u32,
    _pad0: u32,
    viewport_width: f32,
    viewport_height: f32,
};

struct ShadowAtlas {
    cascade_vp: array<mat4x4<f32>, 4>,
    cascade_splits: vec4<f32>,
    cascade_count: u32,
    atlas_size: f32,
    shadow_filter: u32,
    pcss_light_radius: f32,
    atlas_rects: array<vec4<f32>, 8>,
};

struct Object {
    model: mat4x4<f32>,
    color: vec4<f32>,
    selected: u32,
    wireframe: u32,
    ambient: f32,
    diffuse: f32,
    specular: f32,
    shininess: f32,
    has_texture: u32,
    use_pbr: u32,
    metallic: f32,
    roughness: f32,
    has_normal_map: u32,
    has_ao_map: u32,
    has_attribute: u32,
    scalar_min: f32,
    scalar_max: f32,
    _pad_scalar: u32,
    nan_color: vec4<f32>,    // offset 144
    use_nan_color: u32,      // offset 160
    _pad_nan0: u32,
    _pad_nan1: u32,
    _pad_nan2: u32,
};

struct ClipVolumeUB {
    volume_type: u32,
    _pad0: u32, _pad1: u32, _pad2: u32,
    plane_normal: vec3<f32>,
    plane_dist: f32,
    box_center: vec3<f32>,
    _padB0: f32,
    box_half_extents: vec3<f32>,
    _padB1: f32,
    box_col0: vec3<f32>,
    _padB2: f32,
    box_col1: vec3<f32>,
    _padB3: f32,
    box_col2: vec3<f32>,
    _padB4: f32,
    sphere_center: vec3<f32>,
    sphere_radius: f32,
};

@group(0) @binding(0) var<uniform> camera: Camera;
@group(0) @binding(1) var shadow_map: texture_depth_2d;
@group(0) @binding(2) var shadow_sampler: sampler_comparison;
@group(0) @binding(3) var<uniform> lights_uniform: Lights;
@group(0) @binding(4) var<uniform> clip_planes: ClipPlanes;
@group(0) @binding(5) var<uniform> shadow_atlas: ShadowAtlas;
@group(0) @binding(6) var<uniform> clip_volume: ClipVolumeUB;

fn clip_volume_test(p: vec3<f32>) -> bool {
    if clip_volume.volume_type == 0u { return true; }
    if clip_volume.volume_type == 1u {
        return dot(p, clip_volume.plane_normal) + clip_volume.plane_dist >= 0.0;
    }
    if clip_volume.volume_type == 2u {
        let d = p - clip_volume.box_center;
        let local = vec3<f32>(
            dot(d, clip_volume.box_col0),
            dot(d, clip_volume.box_col1),
            dot(d, clip_volume.box_col2),
        );
        return abs(local.x) <= clip_volume.box_half_extents.x
            && abs(local.y) <= clip_volume.box_half_extents.y
            && abs(local.z) <= clip_volume.box_half_extents.z;
    }
    let ds = p - clip_volume.sphere_center;
    return dot(ds, ds) <= clip_volume.sphere_radius * clip_volume.sphere_radius;
}
@group(1) @binding(0) var<uniform> object: Object;
@group(1) @binding(1) var obj_texture: texture_2d<f32>;
@group(1) @binding(2) var obj_sampler: sampler;
@group(1) @binding(3) var normal_map: texture_2d<f32>;
@group(1) @binding(4) var ao_map: texture_2d<f32>;
@group(1) @binding(5) var lut_texture: texture_2d<f32>;
@group(1) @binding(6) var<storage, read> scalar_buffer: array<f32>;

struct VertexIn {
    @location(0) position: vec3<f32>,
    @location(1) normal:   vec3<f32>,
    @location(2) color:    vec4<f32>,
    @location(3) uv:       vec2<f32>,
    @location(4) tangent:  vec4<f32>,
    @builtin(vertex_index) vertex_index: u32,
};

struct VertexOut {
    @builtin(position) clip_pos: vec4<f32>,
    @location(0) color:          vec4<f32>,
    @location(1) world_normal:   vec3<f32>,
    @location(2) world_pos:      vec3<f32>,
    @location(3) uv:             vec2<f32>,
    @location(4) world_tangent:  vec4<f32>,
    @location(5) scalar_val:     f32,
    @location(6) is_nan_scalar:  f32,
};

struct OitOut {
    @location(0) accum:  vec4<f32>,
    @location(1) reveal: f32,
};

@vertex
fn vs_main(in: VertexIn) -> VertexOut {
    var out: VertexOut;
    let world_pos = object.model * vec4<f32>(in.position, 1.0);
    out.clip_pos = camera.view_proj * world_pos;
    out.color = in.color;
    out.world_pos = world_pos.xyz;
    let model3 = mat3x3<f32>(
        object.model[0].xyz,
        object.model[1].xyz,
        object.model[2].xyz,
    );
    out.world_normal = normalize(model3 * in.normal);
    out.world_tangent = vec4<f32>(normalize(model3 * in.tangent.xyz), in.tangent.w);
    out.uv = in.uv;
    let buf_len = arrayLength(&scalar_buffer);
    let idx = in.vertex_index;
    let has_attr = object.has_attribute != 0u && buf_len > 0u;
    let safe_idx = min(idx, select(0u, buf_len - 1u, buf_len > 0u));
    let raw_scalar = scalar_buffer[safe_idx];
    out.scalar_val = select(0.0, raw_scalar, has_attr);
    let sv_bits = bitcast<u32>(raw_scalar);
    let sv_is_nan = has_attr && (sv_bits & 0x7F800000u) == 0x7F800000u && (sv_bits & 0x007FFFFFu) != 0u;
    out.is_nan_scalar = select(0.0, 1.0, sv_is_nan);
    return out;
}

// ---------------------------------------------------------------------------
// 32-sample Poisson disk (shadow sampling — identical to mesh.wgsl)
// ---------------------------------------------------------------------------
const POISSON_DISK: array<vec2<f32>, 32> = array<vec2<f32>, 32>(
    vec2<f32>(-0.94201624, -0.39906216), vec2<f32>( 0.94558609, -0.76890725),
    vec2<f32>(-0.09418410, -0.92938870), vec2<f32>( 0.34495938,  0.29387760),
    vec2<f32>(-0.91588581,  0.45771432), vec2<f32>(-0.81544232, -0.87912464),
    vec2<f32>(-0.38277543,  0.27676845), vec2<f32>( 0.97484398,  0.75648379),
    vec2<f32>( 0.44323325, -0.97511554), vec2<f32>( 0.53742981, -0.47373420),
    vec2<f32>(-0.26496911, -0.41893023), vec2<f32>( 0.79197514,  0.19090188),
    vec2<f32>(-0.24188840,  0.99706507), vec2<f32>(-0.81409955,  0.91437590),
    vec2<f32>( 0.19984126,  0.78641367), vec2<f32>( 0.14383161, -0.14100790),
    vec2<f32>(-0.44451570,  0.67055830), vec2<f32>( 0.70509040, -0.15854630),
    vec2<f32>( 0.07130650, -0.64599580), vec2<f32>( 0.39881030,  0.55789810),
    vec2<f32>(-0.60554040, -0.34964830), vec2<f32>( 0.85095100,  0.47178830),
    vec2<f32>(-0.47994860,  0.08443340), vec2<f32>(-0.12494190, -0.76098760),
    vec2<f32>( 0.64839320,  0.74738240), vec2<f32>(-0.96815740, -0.12345680),
    vec2<f32>( 0.27682050, -0.80927180), vec2<f32>(-0.73016460,  0.18344200),
    vec2<f32>( 0.54754660,  0.06234570), vec2<f32>(-0.30967360, -0.61021430),
    vec2<f32>(-0.57774330,  0.80459740), vec2<f32>( 0.18238670, -0.37596540),
);

fn sample_shadow_csm(world_pos: vec3<f32>, eye_pos: vec3<f32>, surface_normal: vec3<f32>) -> f32 {
    let dist = distance(eye_pos, world_pos);
    var cascade_idx = 0u;
    for (var i = 0u; i < shadow_atlas.cascade_count; i++) {
        if dist > shadow_atlas.cascade_splits[i] {
            cascade_idx = i + 1u;
        }
    }
    cascade_idx = min(cascade_idx, shadow_atlas.cascade_count - 1u);
    let light_clip = shadow_atlas.cascade_vp[cascade_idx] * vec4<f32>(world_pos, 1.0);
    let ndc = light_clip.xyz / light_clip.w;
    let tile_uv = vec2<f32>(ndc.x * 0.5 + 0.5, -ndc.y * 0.5 + 0.5);
    if tile_uv.x < 0.0 || tile_uv.x > 1.0 || tile_uv.y < 0.0 || tile_uv.y > 1.0 ||
       ndc.z < 0.0 || ndc.z > 1.0 {
        return 1.0;
    }
    let rect = shadow_atlas.atlas_rects[cascade_idx];
    let atlas_uv = vec2<f32>(
        mix(rect.x, rect.z, tile_uv.x),
        mix(rect.y, rect.w, tile_uv.y),
    );
    let texel_size = 1.0 / shadow_atlas.atlas_size;
    let offset_clip = shadow_atlas.cascade_vp[cascade_idx] * vec4<f32>(world_pos + surface_normal * 0.002, 1.0);
    let biased_depth = (offset_clip.xyz / offset_clip.w).z - lights_uniform.shadow_bias;
    let noise = fract(52.9829189 * fract(dot(world_pos.xz, vec2<f32>(0.06711056, 0.00583715))));
    let rot = noise * 6.28318530;
    let sin_r = sin(rot);
    let cos_r = cos(rot);
    if shadow_atlas.shadow_filter == 1u {
        let search_radius = shadow_atlas.pcss_light_radius * 16.0 * texel_size;
        var blocker_sum = 0.0;
        var blocker_count = 0.0;
        for (var i = 0u; i < 16u; i++) {
            let d = POISSON_DISK[i];
            let rd = vec2<f32>(d.x * cos_r - d.y * sin_r, d.x * sin_r + d.y * cos_r);
            let sample_uv = atlas_uv + rd * search_radius;
            let clamped_uv = clamp(sample_uv, rect.xy, rect.zw);
            let sample_depth = textureSampleCompare(shadow_map, shadow_sampler, clamped_uv, biased_depth);
            if sample_depth < 1.0 {
                let coords = vec2<i32>(clamped_uv * shadow_atlas.atlas_size);
                let raw_depth = textureLoad(shadow_map, coords, 0);
                blocker_sum += raw_depth;
                blocker_count += 1.0;
            }
        }
        if blocker_count < 1.0 { return 1.0; }
        let avg_blocker = blocker_sum / blocker_count;
        let penumbra_width = shadow_atlas.pcss_light_radius * (biased_depth - avg_blocker) / max(avg_blocker, 0.001);
        let filter_radius = max(penumbra_width * 16.0 * texel_size, texel_size);
        var shadow = 0.0;
        for (var i = 0u; i < 32u; i++) {
            let d = POISSON_DISK[i];
            let rd = vec2<f32>(d.x * cos_r - d.y * sin_r, d.x * sin_r + d.y * cos_r);
            let sample_uv = atlas_uv + rd * filter_radius;
            let clamped_uv = clamp(sample_uv, rect.xy, rect.zw);
            shadow += textureSampleCompare(shadow_map, shadow_sampler, clamped_uv, biased_depth);
        }
        return shadow / 32.0;
    } else {
        let pcf_radius = 4.0 * texel_size;
        var shadow = 0.0;
        for (var i = 0u; i < 32u; i++) {
            let d = POISSON_DISK[i];
            let rd = vec2<f32>(d.x * cos_r - d.y * sin_r, d.x * sin_r + d.y * cos_r);
            let sample_uv = atlas_uv + rd * pcf_radius;
            let clamped_uv = clamp(sample_uv, rect.xy, rect.zw);
            shadow += textureSampleCompare(shadow_map, shadow_sampler, clamped_uv, biased_depth);
        }
        return shadow / 32.0;
    }
}

// ---------------------------------------------------------------------------
// PBR BRDF helpers (Cook-Torrance) — identical to mesh.wgsl
// ---------------------------------------------------------------------------
fn D_GGX(NdotH: f32, roughness: f32) -> f32 {
    let a = roughness * roughness;
    let a2 = a * a;
    let denom = NdotH * NdotH * (a2 - 1.0) + 1.0;
    return a2 / (3.14159265 * denom * denom);
}
fn G1_Smith(NdotV: f32, roughness: f32) -> f32 {
    let r = roughness + 1.0;
    let k = (r * r) / 8.0;
    return NdotV / (NdotV * (1.0 - k) + k);
}
fn G_Smith(NdotV: f32, NdotL: f32, roughness: f32) -> f32 {
    return G1_Smith(NdotV, roughness) * G1_Smith(NdotL, roughness);
}
fn F_Schlick(cos_theta: f32, F0: vec3<f32>) -> vec3<f32> {
    return F0 + (vec3<f32>(1.0) - F0) * pow(clamp(1.0 - cos_theta, 0.0, 1.0), 5.0);
}
fn pbr_light_contrib(
    N: vec3<f32>, V: vec3<f32>, L: vec3<f32>, radiance: vec3<f32>,
    base_color: vec3<f32>, metallic: f32, roughness: f32, F0: vec3<f32>,
) -> vec3<f32> {
    let H = normalize(L + V);
    let NdotL = max(dot(N, L), 0.0);
    if NdotL <= 0.0 { return vec3<f32>(0.0); }
    let NdotV = max(dot(N, V), 0.001);
    let NdotH = max(dot(N, H), 0.0);
    let HdotV = max(dot(H, V), 0.0);
    let D = D_GGX(NdotH, roughness);
    let G = G_Smith(NdotV, NdotL, roughness);
    let F = F_Schlick(HdotV, F0);
    let kS = F;
    let kD = (vec3<f32>(1.0) - kS) * (1.0 - metallic);
    let specular = (D * G * F) / (4.0 * NdotV * NdotL + 0.001);
    return (kD * base_color / 3.14159265 + specular) * radiance * NdotL;
}

// ---------------------------------------------------------------------------
// OIT fragment shader — writes to accum + reveal targets.
// ---------------------------------------------------------------------------
@fragment
fn fs_oit_main(in: VertexOut) -> OitOut {
    // Section view clipping.
    for (var i = 0u; i < clip_planes.count; i++) {
        let plane = clip_planes.planes[i];
        if dot(in.world_pos, plane.xyz) + plane.w < 0.0 {
            discard;
        }
    }
    if !clip_volume_test(in.world_pos) { discard; }

    // Sample texture if one is assigned.
    var tex_color = vec4<f32>(1.0);
    if object.has_texture == 1u {
        tex_color = textureSample(obj_texture, obj_sampler, in.uv);
    }
    let obj_color = vec4<f32>(
        object.color.rgb * in.color.rgb * tex_color.rgb,
        object.color.a   * in.color.a   * tex_color.a,
    );
    var base_color = obj_color.rgb;

    // Scalar attribute colour override.
    if object.has_attribute != 0u {
        if in.is_nan_scalar > 0.5 {
            if object.use_nan_color == 0u {
                discard;
            }
            let alpha = object.nan_color.a;
            let z = in.clip_pos.z;
            let w = alpha * max(1e-2, min(3e3, 10.0 / (1e-5 + pow(z / 5.0, 2.0) + pow(z / 200.0, 6.0))));
            var nan_out: OitOut;
            nan_out.accum  = vec4<f32>(object.nan_color.rgb * alpha * w, alpha * w);
            nan_out.reveal = alpha;
            return nan_out;
        }
        let raw = in.scalar_val;
        let range = object.scalar_max - object.scalar_min;
        let t = clamp(
            select(0.0, (raw - object.scalar_min) / range, range > 0.0001),
            0.0, 1.0,
        );
        base_color = textureSampleLevel(lut_texture, obj_sampler, vec2<f32>(t, 0.5), 0.0).rgb;
    }

    // Shading normal.
    var N: vec3<f32>;
    if object.has_normal_map != 0u {
        let nm_sample = textureSample(normal_map, obj_sampler, in.uv).rgb;
        let ts_normal = normalize(nm_sample * 2.0 - vec3<f32>(1.0));
        let T = normalize(in.world_tangent.xyz);
        let Ng = normalize(in.world_normal);
        let T_orth = normalize(T - dot(T, Ng) * Ng);
        let B = cross(Ng, T_orth) * in.world_tangent.w;
        let TBN = mat3x3<f32>(T_orth, B, Ng);
        N = normalize(TBN * ts_normal);
    } else {
        N = normalize(in.world_normal);
    }

    var ao_factor = 1.0;
    if object.has_ao_map != 0u {
        ao_factor = textureSample(ao_map, obj_sampler, in.uv).r;
    }

    let V = normalize(camera.eye_pos - in.world_pos);
    let tint = vec4<f32>(1.0);

    var final_rgb: vec3<f32>;

    if object.use_pbr != 0u {
        let metallic  = clamp(object.metallic,  0.0, 1.0);
        let roughness = max(object.roughness, 0.04);
        let F0 = mix(vec3<f32>(0.04), base_color, metallic);
        var Lo = vec3<f32>(0.0);
        for (var i = 0u; i < lights_uniform.count; i++) {
            let l = lights_uniform.lights[i];
            var L: vec3<f32>;
            var radiance: vec3<f32>;
            if l.light_type == 0u {
                L = normalize(l.pos_or_dir);
                radiance = l.color * l.intensity;
            } else if l.light_type == 1u {
                let to_light = l.pos_or_dir - in.world_pos;
                let dist = length(to_light);
                L = to_light / max(dist, 0.0001);
                let falloff = clamp(1.0 - dist / l.range, 0.0, 1.0);
                radiance = l.color * l.intensity * falloff * falloff;
            } else {
                let to_light = l.pos_or_dir - in.world_pos;
                let dist = length(to_light);
                L = to_light / max(dist, 0.0001);
                let dist_falloff = clamp(1.0 - dist / l.range, 0.0, 1.0);
                let spot_dir = normalize(l.spot_direction);
                let cos_angle = dot(-L, spot_dir);
                let cos_outer = cos(l.outer_angle);
                let cos_inner = cos(l.inner_angle);
                let cone_att = clamp(
                    (cos_angle - cos_outer) / max(cos_inner - cos_outer, 0.0001),
                    0.0, 1.0,
                );
                radiance = l.color * l.intensity * dist_falloff * dist_falloff * cone_att;
            }
            // Transparent surfaces do not cast/receive shadows (no CSM sampling).
            Lo += pbr_light_contrib(N, V, L, radiance, base_color, metallic, roughness, F0);
        }
        let hemi_t = clamp(in.world_normal.y * 0.5 + 0.5, 0.0, 1.0);
        let hemi_color = mix(lights_uniform.ground_color, lights_uniform.sky_color, hemi_t);
        let ambient_scale = vec3<f32>(object.ambient) + hemi_color * lights_uniform.hemisphere_intensity;
        let ambient = ambient_scale * (base_color * (1.0 - metallic) + F0 * metallic) * ao_factor;
        final_rgb = clamp((Lo + ambient) * tint.rgb, vec3<f32>(0.0), vec3<f32>(1.0));
    } else {
        var total_color_contrib = vec3<f32>(0.0);
        for (var i = 0u; i < lights_uniform.count; i++) {
            let l = lights_uniform.lights[i];
            var light_dir: vec3<f32>;
            var attenuation = 1.0;
            if l.light_type == 0u {
                light_dir = normalize(l.pos_or_dir);
            } else if l.light_type == 1u {
                let to_light = l.pos_or_dir - in.world_pos;
                let dist = length(to_light);
                light_dir = to_light / max(dist, 0.0001);
                let falloff = clamp(1.0 - dist / l.range, 0.0, 1.0);
                attenuation = falloff * falloff;
            } else {
                let to_light = l.pos_or_dir - in.world_pos;
                let dist = length(to_light);
                light_dir = to_light / max(dist, 0.0001);
                let dist_falloff = clamp(1.0 - dist / l.range, 0.0, 1.0);
                let spot_dir = normalize(l.spot_direction);
                let cos_angle = dot(-light_dir, spot_dir);
                let cos_outer = cos(l.outer_angle);
                let cos_inner = cos(l.inner_angle);
                let cone_att = clamp(
                    (cos_angle - cos_outer) / max(cos_inner - cos_outer, 0.0001),
                    0.0, 1.0,
                );
                attenuation = dist_falloff * dist_falloff * cone_att;
            }
            // Transparent surfaces do not participate in shadow evaluation.
            let H = normalize(light_dir + V);
            let n_dot_l = max(dot(N, light_dir), 0.0);
            let n_dot_h = max(dot(N, H), 0.0);
            let diffuse_contrib  = object.diffuse  * n_dot_l * l.intensity * attenuation;
            let specular_contrib = object.specular * pow(n_dot_h, object.shininess)
                                 * l.intensity * attenuation;
            total_color_contrib += (diffuse_contrib + specular_contrib) * l.color;
        }
        let ambient_contrib = object.ambient;
        let hemi_t = clamp(in.world_normal.y * 0.5 + 0.5, 0.0, 1.0);
        let hemi_color = mix(lights_uniform.ground_color, lights_uniform.sky_color, hemi_t);
        let hemi_ambient = hemi_color * lights_uniform.hemisphere_intensity;
        let lit_rgb = base_color * (ambient_contrib + hemi_ambient) * ao_factor
                    + base_color * total_color_contrib;
        final_rgb = clamp(lit_rgb * tint.rgb, vec3<f32>(0.0), vec3<f32>(1.0));
    }

    // ---------------------------------------------------------------------------
    // McGuire & Bavoil weighted blended OIT output.
    // ---------------------------------------------------------------------------
    let alpha = obj_color.a;
    let z = in.clip_pos.z;  // NDC depth 0..1
    let w = alpha * max(1e-2, min(3e3, 10.0 / (1e-5 + pow(z / 5.0, 2.0) + pow(z / 200.0, 6.0))));

    var out: OitOut;
    out.accum  = vec4<f32>(final_rgb * alpha * w, alpha * w);
    out.reveal = alpha;
    return out;
}