viewport-lib 0.19.0

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
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
// 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 colour 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
// colour (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,
    forward: vec3<f32>,
    _pad1: f32,
    inv_view_proj: mat4x4<f32>,
};

// Shared light struct definitions and `lights_storage` binding 13 of group 0.
// #include "scene_lighting.wgsl"

// Per-vertex deformation hook contract.
// #include "deform.wgsl"

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>,
    colour: 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,
    receive_shadows: u32,
    nan_colour: vec4<f32>,                  // offset 144
    use_nan_colour: u32,                    // offset 160
    use_matcap: u32,                       // offset 164
    matcap_blendable: u32,                 // offset 168
    unlit: u32,                            // offset 172
    use_face_colour: u32,                   // offset 176
    uv_vis_mode: u32,                      // offset 180 : 0=off 1=checker 2=grid 3=localcheck 4=localrad
    uv_vis_scale: f32,                     // offset 184 : tile frequency multiplier
    backface_policy: u32,                  // offset 188 : 0=Cull 1=Identical 2=DiffColour 3=Tint 4..7=Pattern
    backface_colour: vec4<f32>,             // offset 192
    has_warp: u32,                         // offset 208
    warp_scale: f32,                       // offset 212
    _pad_warp0: u32,                       // offset 216
    _pad_warp1: u32,                       // offset 220
    emissive: vec3<f32>,                   // offset 224
    use_flat: u32,                         // offset 236 : 1 = recover N from screen-space derivatives of world_pos
    alpha_mode: u32,                       // offset 240 : 0=Opaque 1=Mask 2=Blend
    alpha_cutoff: f32,                     // offset 244
    has_metallic_roughness_tex: u32,       // offset 248
    has_emissive_tex: u32,                 // offset 252
    uv_transform: vec4<f32>,               // offset 256 : (offset.xy, scale.xy)
    deform_flags: u32,                     // offset 272 : bit i set when deformer slot i is active for this draw
    _pad_after_deform: u32,                // offset 276 : pad to align next vec2 to 8 bytes
    ao_range: vec2<f32>,                   // offset 280 : (min, max) remap of AO map R sample
    metallic_range: vec2<f32>,             // offset 288 : (min, max) remap of MR texture B channel
    roughness_range: vec2<f32>,            // offset 296 : (min, max) remap of MR texture G channel
};

struct ClipVolumeEntry {
    volume_type: u32,
    _pad_a: u32,
    _pad_b: u32,
    _pad_c: u32,
    center: vec3<f32>,
    radius: f32,
    half_extents: vec3<f32>,
    _pad1: f32,
    col0: vec3<f32>,
    _pad2: f32,
    col1: vec3<f32>,
    _pad3: f32,
    col2: vec3<f32>,
    _pad4: f32,
}

struct ClipVolumeUB {
    count: u32,
    _pad_a: u32,
    _pad_b: u32,
    _pad_c: u32,
    volumes: array<ClipVolumeEntry, 4>,
};

@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;
@group(0) @binding(7) var ibl_irradiance: texture_2d<f32>;
@group(0) @binding(8) var ibl_prefiltered: texture_2d<f32>;
@group(0) @binding(9) var ibl_brdf_lut: texture_2d<f32>;
@group(0) @binding(10) var ibl_sampler: sampler;
@group(0) @binding(11) var ibl_skybox: texture_2d<f32>;
@group(0) @binding(12) var<storage, read_write> debug_frag_buf: array<vec4<f32>>;

// #include "clip_volume_test.wgsl"
@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>;
@group(1) @binding(8) var<storage, read> face_colour_buffer: array<vec4<f32>>;
@group(1) @binding(9) var<storage, read> warp_buffer: array<f32>;
@group(1) @binding(10) var lut_sampler: sampler;
@group(1) @binding(11) var metallic_roughness_tex: texture_2d<f32>;
@group(1) @binding(12) var emissive_tex: texture_2d<f32>;

struct VertexIn {
    @location(0) position: vec3<f32>,
    @location(1) normal:   vec3<f32>,
    @location(2) colour:    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) colour:          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,
    @location(7) face_colour:     vec4<f32>,
};

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

@vertex
fn vs_main(in: VertexIn) -> VertexOut {
    var out: VertexOut;
    var local_pos = in.position;
    if object.has_warp != 0u {
        let wi = in.vertex_index * 3u;
        let warp_len = arrayLength(&warp_buffer);
        if wi + 2u < warp_len {
            local_pos += vec3<f32>(warp_buffer[wi], warp_buffer[wi + 1u], warp_buffer[wi + 2u]) * object.warp_scale;
        }
    }
    var dv = DeformVertex(local_pos, in.normal, in.vertex_index);
    let dctx = DeformContext(object.model, object.model[3].xyz, 0.0, object.deform_flags, 0u);
    dv = viewport_deform_object_space(dv, dctx);
    let model3 = mat3x3<f32>(
        object.model[0].xyz,
        object.model[1].xyz,
        object.model[2].xyz,
    );
    let world_pos4 = object.model * vec4<f32>(dv.position, 1.0);
    dv.position = world_pos4.xyz;
    dv.normal = normalize(model3 * dv.normal);
    dv = viewport_deform_world_space(dv, dctx);
    let world_pos = vec4<f32>(dv.position, 1.0);
    out.clip_pos = camera.view_proj * world_pos;
    out.colour = in.colour;
    out.world_pos = world_pos.xyz;
    out.world_normal = dv.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);
    let fc_len = arrayLength(&face_colour_buffer);
    let fc_idx = min(idx, select(0u, fc_len - 1u, fc_len > 0u));
    out.face_colour = select(
        vec4<f32>(1.0),
        face_colour_buffer[fc_idx],
        object.use_face_colour != 0u && fc_len > 0u,
    );
    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),
);

struct ShadowSample {
    factor: f32,
    cascade_idx: u32,
    atlas_uv: vec2<f32>,
    tile_uv: vec2<f32>,
    biased_depth: f32,
    surface_depth: f32,
    normal_bias_world: f32,
}

fn sample_shadow_csm(
    world_pos: vec3<f32>,
    eye_pos: vec3<f32>,
    surface_normal: vec3<f32>,
    light_dir: vec3<f32>,
) -> ShadowSample {
    let dist = dot(world_pos - eye_pos, camera.forward);
    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);

    // Remap before range check so atlas_uv is always filled in the returned struct.
    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 n_dot_l = dot(surface_normal, light_dir);
    let offset_sign = select(-1.0, 1.0, n_dot_l >= 0.0);
    // World-space texel size of this cascade.
    let vp = shadow_atlas.cascade_vp[cascade_idx];
    let vp_row0 = vec3<f32>(vp[0][0], vp[1][0], vp[2][0]);
    let vp_row1 = vec3<f32>(vp[0][1], vp[1][1], vp[2][1]);
    let vp_row2 = vec3<f32>(vp[0][2], vp[1][2], vp[2][2]);
    let texel_world = 2.0 / (length(vp_row0) * shadow_atlas.atlas_size * (rect.z - rect.x));
    // Branch on primary-light type. See mesh.wgsl for rationale.
    let primary_light_type = lights_storage[0].light_type;
    var offset_world: vec3<f32>;
    var normal_bias: f32;
    if primary_light_type == 0u {
        // See mesh.wgsl for the n_dot_l scaling and two-sided rationale.
        let bias_floor_cull = 0.001;
        let bias_floor_two_sided = 0.0001;
        if object.backface_policy != 0u {
            normal_bias = bias_floor_two_sided;
        } else {
            normal_bias = mix(texel_world * 1.5, bias_floor_cull, clamp(abs(n_dot_l), 0.0, 1.0));
        }
        offset_world = world_pos - light_dir * normal_bias;
    } else {
        normal_bias = texel_world * mix(1.5, 0.0, clamp(abs(n_dot_l), 0.0, 1.0));
        offset_world = world_pos + surface_normal * (offset_sign * normal_bias);
    }
    let offset_clip = shadow_atlas.cascade_vp[cascade_idx] * vec4<f32>(offset_world, 1.0);
    let biased_depth = (offset_clip.xyz / offset_clip.w).z - lights_uniform.shadow_bias;
    let surface_depth = ndc.z;

    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 ShadowSample(1.0, cascade_idx, atlas_uv, tile_uv, biased_depth, surface_depth, normal_bias);
    }

    // Receiver-plane depth bias: tilt the comparison reference for each filter
    // tap to follow the receiver surface's depth gradient in light space. With
    // a flat reference, taps on the up-slope side of a tilted receiver read as
    // lit whenever the depth margin to the caster is thin (e.g. objects
    // resting on a surface), producing speckled self-shadowing. The ortho
    // light map is affine (ndc = A * world + b), so the plane normal in NDC is
    // m_i = dot(row_i(A), n) / |row_i(A)|^2.
    let n_ndc = vec3<f32>(
        dot(vp_row0, surface_normal) / dot(vp_row0, vp_row0),
        dot(vp_row1, surface_normal) / dot(vp_row1, vp_row1),
        dot(vp_row2, surface_normal) / dot(vp_row2, vp_row2),
    );
    let nz_sign = select(-1.0, 1.0, n_ndc.z >= 0.0);
    let nz = nz_sign * max(abs(n_ndc.z), 1e-4);
    // Depth change per atlas-UV step. Tile V runs opposite to NDC Y, which
    // flips the sign of the Y term.
    // Gate receiver-plane bias to directional lights only; see mesh.wgsl.
    let rp_gate = select(0.0, 1.0, primary_light_type == 0u);
    let depth_grad = vec2<f32>(
        -n_ndc.x / nz * 2.0 / (rect.z - rect.x),
        n_ndc.y / nz * 2.0 / (rect.w - rect.y),
    ) * rp_gate;

    let texel_size = 1.0 / shadow_atlas.atlas_size;
    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 coords = vec2<i32>(clamped_uv * shadow_atlas.atlas_size);
            let raw_depth = textureLoad(shadow_map, coords, 0);
            if raw_depth < surface_depth {
                blocker_sum += raw_depth;
                blocker_count += 1.0;
            }
        }
        if blocker_count < 1.0 {
            return ShadowSample(1.0, cascade_idx, atlas_uv, tile_uv, biased_depth, surface_depth, normal_bias);
        }
        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);
            let tap_depth = biased_depth
                + clamp(dot(depth_grad, clamped_uv - atlas_uv), -0.005, 0.005);
            shadow += textureSampleCompare(shadow_map, shadow_sampler, clamped_uv, tap_depth);
        }
        return ShadowSample(shadow / 32.0, cascade_idx, atlas_uv, tile_uv, biased_depth, surface_depth, normal_bias);
    } else {
        let pcf_radius = select(4.0, 1.5, primary_light_type == 0u) * 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);
            let tap_depth = biased_depth
                + clamp(dot(depth_grad, clamped_uv - atlas_uv), -0.005, 0.005);
            shadow += textureSampleCompare(shadow_map, shadow_sampler, clamped_uv, tap_depth);
        }
        return ShadowSample(shadow / 32.0, cascade_idx, atlas_uv, tile_uv, biased_depth, surface_depth, normal_bias);
    }
}

// ---------------------------------------------------------------------------
// 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);
}
// IBL helpers : canonical source: mesh.wgsl
// Keep in sync with: mesh.wgsl, mesh_instanced.wgsl, mesh_instanced_oit.wgsl
const IBL_PI: f32 = 3.14159265;
fn dir_to_equirect_uv(dir: vec3<f32>, rotation: f32) -> vec2<f32> {
    let s = sin(rotation); let c = cos(rotation);
    let d = vec3<f32>(c * dir.x - s * dir.y, s * dir.x + c * dir.y, dir.z);
    return vec2<f32>(0.5 + atan2(d.y, d.x) / (2.0 * IBL_PI), 0.5 - asin(clamp(d.z, -1.0, 1.0)) / IBL_PI);
}
fn sample_ibl_irradiance(N: vec3<f32>, rotation: f32) -> vec3<f32> {
    return textureSampleLevel(ibl_irradiance, ibl_sampler, dir_to_equirect_uv(N, rotation), 0.0).rgb;
}
fn sample_ibl_prefiltered(R: vec3<f32>, roughness: f32, rotation: f32) -> vec3<f32> {
    return textureSampleLevel(ibl_prefiltered, ibl_sampler, dir_to_equirect_uv(R, rotation), roughness * 4.0).rgb;
}
fn sample_brdf_lut(NdotV: f32, roughness: f32) -> vec2<f32> {
    return textureSampleLevel(ibl_brdf_lut, ibl_sampler, vec2<f32>(NdotV, roughness), 0.0).rg;
}
fn F_Schlick_roughness(cos_theta: f32, F0: vec3<f32>, roughness: f32) -> vec3<f32> {
    return F0 + (max(vec3<f32>(1.0 - roughness), F0) - F0) * pow(clamp(1.0 - cos_theta, 0.0, 1.0), 5.0);
}
struct IblContrib {
    diffuse: vec3<f32>,
    specular: vec3<f32>,
}

fn ibl_ambient(N: vec3<f32>, V: vec3<f32>, base_colour: vec3<f32>, metallic: f32,
               roughness: f32, F0: vec3<f32>, ao: f32, intensity: f32, rotation: f32) -> IblContrib {
    let NdotV = max(dot(N, V), 0.001);
    let F = F_Schlick_roughness(NdotV, F0, roughness);
    let kD = (vec3<f32>(1.0) - F) * (1.0 - metallic);
    let irradiance = sample_ibl_irradiance(N, rotation);
    let R = reflect(-V, N);
    let prefiltered = sample_ibl_prefiltered(R, roughness, rotation);
    let brdf = sample_brdf_lut(NdotV, roughness);
    let diffuse_ibl = kD * irradiance * base_colour * ao * intensity;
    let specular_ibl = prefiltered * (F * brdf.x + brdf.y) * ao * intensity;
    return IblContrib(diffuse_ibl, specular_ibl);
}

fn pbr_light_contrib(
    N: vec3<f32>, V: vec3<f32>, L: vec3<f32>, radiance: vec3<f32>,
    base_colour: 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_colour / 3.14159265 + specular) * radiance * NdotL;
}

// UV parameterization visualization : procedural RGB colour from UV coordinates.
// Matches the implementation in mesh.wgsl exactly.
fn param_vis_colour(uv: vec2<f32>, mode: u32, scale: f32) -> vec3<f32> {
    let col_a      = vec3<f32>(0.85, 0.85, 0.85);
    let col_b      = vec3<f32>(0.2,  0.2,  0.2);
    let line_col   = vec3<f32>(0.1,  0.1,  0.1);
    let bg_col     = vec3<f32>(0.85, 0.85, 0.85);
    let line_width = 0.05f;
    let su = uv.x * scale;
    let sv = uv.y * scale;
    if mode == 1u {
        let p = (i32(floor(su)) + i32(floor(sv))) & 1;
        return select(col_a, col_b, p != 0);
    } else if mode == 2u {
        let on_line = fract(su) < line_width || fract(sv) < line_width;
        return select(bg_col, line_col, on_line);
    } else if mode == 3u {
        let d      = uv - vec2<f32>(0.5);
        let r      = length(d) * scale * 2.0;
        let theta  = atan2(d.y, d.x);
        let ring   = i32(floor(r)) & 1;
        let sector = i32(floor(theta * 4.0 / 3.14159265 + 8.0)) & 1;
        return select(col_a, col_b, (ring ^ sector) != 0);
    } else {
        let r = length(uv - vec2<f32>(0.5)) * scale * 2.0;
        return select(col_a, col_b, (i32(floor(r)) & 1) != 0);
    }
}

// ---------------------------------------------------------------------------
// OIT fragment shader : writes to accum + reveal targets.
// ---------------------------------------------------------------------------
@fragment
fn fs_oit_main(in: VertexOut, @builtin(front_facing) is_front: bool) -> 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_colour = vec4<f32>(1.0);
    if object.has_texture == 1u {
        tex_colour = textureSample(obj_texture, obj_sampler, in.uv);
    }
    let obj_colour = vec4<f32>(
        object.colour.rgb * in.colour.rgb * tex_colour.rgb,
        object.colour.a   * in.colour.a   * tex_colour.a,
    );

    // Alpha MASK: discard fragments whose alpha is below the cutoff.
    if object.alpha_mode == 1u && obj_colour.a < object.alpha_cutoff {
        discard;
    }

    var base_colour = obj_colour.rgb;

    // Per-face RGBA colour: use directly, bypassing all lighting and colourmap logic.
    if object.use_face_colour != 0u {
        var fc = in.face_colour;
        if object.selected != 0u {
            fc = mix(fc, vec4<f32>(1.0, 0.55, 0.1, 1.0), 0.35);
        }
        let alpha = fc.a * object.colour.a;
        let w = alpha * max(1e-2, min(3e3, 0.03 / (1e-5 + pow(abs(in.clip_pos.z / in.clip_pos.w), 4.0))));
        var oit_out: OitOut;
        oit_out.accum  = vec4<f32>(fc.rgb * alpha, alpha) * w;
        oit_out.reveal = alpha;
        return oit_out;
    }

    // Scalar attribute colour override.
    if object.has_attribute != 0u {
        if in.is_nan_scalar > 0.5 {
            if object.use_nan_colour == 0u {
                discard;
            }
            let alpha = object.nan_colour.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_colour.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_colour = textureSampleLevel(lut_texture, lut_sampler, vec2<f32>(t, 0.5), 0.0).rgb;
    }

    // Unlit: skip all lighting, return raw colour directly through OIT.
    if object.unlit != 0u {
        let alpha = obj_colour.a;
        let w = alpha * max(1e-2, min(3e3, 0.03 / (1e-5 + pow(abs(in.clip_pos.z / in.clip_pos.w), 4.0))));
        var oit_out: OitOut;
        oit_out.accum  = vec4<f32>(base_colour * alpha, alpha) * w;
        oit_out.reveal = alpha;
        return oit_out;
    }

    // UV parameterization visualization: procedural pattern replaces all lighting.
    if object.uv_vis_mode != 0u {
        let vis   = param_vis_colour(in.uv, object.uv_vis_mode, object.uv_vis_scale);
        let alpha = obj_colour.a;
        let w = alpha * max(1e-2, min(3e3, 0.03 / (1e-5 + pow(abs(in.clip_pos.z / in.clip_pos.w), 4.0))));
        var oit_out: OitOut;
        oit_out.accum  = vec4<f32>(vis * alpha, alpha) * w;
        oit_out.reveal = alpha;
        return oit_out;
    }

    // Shading normal. `use_flat` recovers a per-fragment geometric normal
    // from screen-space derivatives of world position and takes precedence
    // over the normal-map path.
    var N: vec3<f32>;
    if object.use_flat != 0u {
        let dpx = dpdx(in.world_pos);
        let dpy = dpdy(in.world_pos);
        var Nf = normalize(cross(dpx, dpy));
        if dot(Nf, in.world_normal) < 0.0 { Nf = -Nf; }
        N = Nf;
    } else 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);
    }

    // Back-face policy handling: flip normal and optionally override colour for back faces.
    // 0=Cull, 1=Identical, 2=DifferentColour, 3=Tint, 4=Checker, 5=Hatching, 6=Crosshatch, 7=Stripes.
    if !is_front && object.backface_policy >= 2u {
        N = -N;
        if object.backface_policy == 2u {
            base_colour = object.backface_colour.rgb;
        } else if object.backface_policy == 3u {
            base_colour = base_colour * (1.0 - object.backface_colour.r);
        } else {
            let pattern_colour = object.backface_colour.rgb;
            let pattern_type = object.backface_policy - 4u;
            let wp = in.world_pos * object.backface_colour.w;
            var use_pattern = false;
            if pattern_type == 0u {
                // Checker: alternating squares in world XZ.
                let p = (i32(floor(wp.x)) + i32(floor(wp.z))) & 1;
                use_pattern = p != 0;
            } else if pattern_type == 1u {
                // Hatching: diagonal lines at 45 degrees.
                use_pattern = fract((wp.x + wp.z) * 0.5) < 0.4;
            } else if pattern_type == 2u {
                // Crosshatch: two sets of diagonal lines.
                use_pattern = fract((wp.x + wp.z) * 0.5) < 0.3 || fract((wp.x - wp.z) * 0.5) < 0.3;
            } else {
                // Stripes: horizontal lines in world Z.
                use_pattern = fract(wp.z * 0.5) < 0.4;
            }
            base_colour = select(base_colour, pattern_colour, use_pattern);
        }
    }

    // AO factor from AO map. Per-material `ao_range` remaps the raw sample
    // before it drives shading; identity `(0, 1)` is a no-op.
    var ao_factor = 1.0;
    if object.has_ao_map != 0u {
        let raw_ao = textureSample(ao_map, obj_sampler, in.uv).r;
        ao_factor = mix(object.ao_range.x, object.ao_range.y, raw_ao);
    }

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

    var last_shadow_sample = ShadowSample(1.0, 0u, vec2<f32>(0.0), vec2<f32>(0.0), 0.0, 0.0, 0.0);
    var final_rgb: vec3<f32>;

    var dbg_direct_lum   = 0.0;
    var dbg_ambient_lum  = 0.0;
    var dbg_ibl_diff_lum = 0.0;
    var dbg_ibl_spec_lum = 0.0;
    var dbg_emissive_lum = 0.0;
    var dbg_roughness    = 0.5;
    var dbg_metallic     = 0.0;
    let lum_weights = vec3<f32>(0.2126, 0.7152, 0.0722);

    if object.use_pbr != 0u {
        var metallic  = clamp(object.metallic,  0.0, 1.0);
        var roughness = max(object.roughness, 0.04);
        if object.has_metallic_roughness_tex != 0u {
            // glTF ORM texture: G=roughness factor, B=metallic factor. Per-material
            // `metallic_range` / `roughness_range` remap the raw samples before the
            // scalar factor; identity `(0, 1)` is a no-op.
            let mr = textureSample(metallic_roughness_tex, obj_sampler, in.uv);
            let m_remapped = mix(object.metallic_range.x, object.metallic_range.y, mr.b);
            let r_remapped = mix(object.roughness_range.x, object.roughness_range.y, mr.g);
            metallic  = clamp(m_remapped * metallic,  0.0, 1.0);
            roughness = max(r_remapped * roughness, 0.04);
        }
        let F0 = mix(vec3<f32>(0.04), base_colour, metallic);
        var Lo = vec3<f32>(0.0);
        for (var i = 0u; i < lights_uniform.count; i++) {
            let l = lights_storage[i];
            var L: vec3<f32>;
            var radiance: vec3<f32>;
            if l.light_type == 0u {
                L = normalize(l.pos_or_dir);
                radiance = l.colour * 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.colour * 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.colour * 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_colour, metallic, roughness, F0);
        }
        dbg_direct_lum = dot(Lo, lum_weights);
        dbg_roughness  = roughness;
        dbg_metallic   = metallic;
        var ambient: vec3<f32>;
        if lights_uniform.ibl_enabled != 0u {
            let ibl = ibl_ambient(N, V, base_colour, metallic, roughness, F0,
                                  ao_factor, lights_uniform.ibl_intensity,
                                  lights_uniform.ibl_rotation);
            ambient = ibl.diffuse + ibl.specular;
            dbg_ibl_diff_lum = dot(ibl.diffuse, lum_weights);
            dbg_ibl_spec_lum = dot(ibl.specular, lum_weights);
            dbg_ambient_lum  = dbg_ibl_diff_lum + dbg_ibl_spec_lum;
        } else {
            let hemi_t = clamp(in.world_normal.z * 0.5 + 0.5, 0.0, 1.0);
            let hemi_colour = mix(lights_uniform.ground_colour, lights_uniform.sky_colour, hemi_t);
            let ambient_scale = vec3<f32>(object.ambient) + hemi_colour * lights_uniform.hemisphere_intensity;
            ambient = ambient_scale * (base_colour * (1.0 - metallic) + F0 * metallic) * ao_factor;
            dbg_ambient_lum = dot(ambient, lum_weights);
        }
        final_rgb = clamp((Lo + ambient) * tint.rgb, vec3<f32>(0.0), vec3<f32>(1.0));
    } else {
        var total_colour_contrib = vec3<f32>(0.0);
        for (var i = 0u; i < lights_uniform.count; i++) {
            let l = lights_storage[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_colour_contrib += (diffuse_contrib + specular_contrib) * l.colour;
        }
        let ambient_contrib = object.ambient;
        let hemi_t = clamp(in.world_normal.z * 0.5 + 0.5, 0.0, 1.0);
        let hemi_colour = mix(lights_uniform.ground_colour, lights_uniform.sky_colour, hemi_t);
        let hemi_ambient = hemi_colour * lights_uniform.hemisphere_intensity;
        let direct_rgb = base_colour * total_colour_contrib;
        dbg_direct_lum  = dot(direct_rgb, lum_weights);
        let hemi_rgb = base_colour * (ambient_contrib + hemi_ambient) * ao_factor;
        dbg_ambient_lum = dot(hemi_rgb, lum_weights);
        let lit_rgb = hemi_rgb + direct_rgb;
        final_rgb = clamp(lit_rgb * tint.rgb, vec3<f32>(0.0), vec3<f32>(1.0));
    }

    // Emissive term: added after lighting so it can push HDR values above 1.0.
    var emissive = object.emissive;
    if object.has_emissive_tex != 0u {
        emissive = emissive * textureSample(emissive_tex, obj_sampler, in.uv).rgb;
    }
    final_rgb += emissive;
    dbg_emissive_lum = dot(emissive, lum_weights);

    // #include "debug_vis.wgsl"

    // ---------------------------------------------------------------------------
    // McGuire & Bavoil weighted blended OIT output.
    // ---------------------------------------------------------------------------
    let alpha = obj_colour.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;
}