move zones to separate layers todo: fix hardcoded 2 and zone floor
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@@ -28,7 +28,7 @@ const createWallGradientMaterial = (zoneColor: string) => {
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colorNode: baseColor,
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opacityNode: finalOpacity,
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side: DoubleSide,
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depthWrite: false,
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depthWrite: true,
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depthTest: false,
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userData: {
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uOpacity: opacity,
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@@ -244,7 +244,7 @@ export const ZoneRenderer = ({ node }: { node: ZoneNode }) => {
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</mesh>
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{/* Wall borders with gradient */}
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<mesh geometry={wallGeometry} material={wallMaterial} name="walls" />
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<mesh geometry={wallGeometry} material={wallMaterial} name="walls" layers={2} />
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</group>
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)
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}
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@@ -84,7 +84,7 @@ const Viewer: React.FC<ViewerProps> = ({ children, selectionManager = 'default'
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}}
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camera={{ position: [50, 50, 50], fov: 50 }}
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>
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<AnimatedBackground isDark={theme === 'dark'} />
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{/* <AnimatedBackground isDark={theme === 'dark'} /> */}
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<GroundOccluder />
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<ViewerCamera />
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@@ -1,6 +1,6 @@
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import { useFrame, useThree } from '@react-three/fiber'
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import { useEffect, useRef, useState } from 'react'
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import { Color, UnsignedByteType } from 'three'
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import { Color, Layers, UnsignedByteType } from 'three'
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import { outline } from 'three/addons/tsl/display/OutlineNode.js'
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import { ssgi } from 'three/addons/tsl/display/SSGINode.js'
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import { traa } from 'three/addons/tsl/display/TRAANode.js'
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@@ -9,6 +9,8 @@ import {
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colorToDirection,
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diffuseColor,
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directionToColor,
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float,
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mix,
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mrt,
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normalView,
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oscSine,
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@@ -40,12 +42,24 @@ export const SSGI_PARAMS = {
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useTemporalFiltering: true,
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}
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const DARK_BG = '#1f2433'
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const LIGHT_BG = '#ffffff'
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const PostProcessingPasses = () => {
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const { gl: renderer, scene, camera } = useThree()
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const renderPipelineRef = useRef<RenderPipeline | null>(null)
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const hasPipelineErrorRef = useRef(false)
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const [isInitialized, setIsInitialized] = useState(false)
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const theme = useViewer((s) => s.theme)
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// Background color uniform — updated every frame via lerp, read by the TSL pipeline.
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// Initialised from the current theme so there's no flash on first render.
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const initBg = theme === 'dark' ? DARK_BG : LIGHT_BG
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const bgUniform = useRef(uniform(new Color(initBg)))
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const bgCurrent = useRef(new Color(initBg))
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const bgTarget = useRef(new Color())
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useEffect(() => {
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let mounted = true
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@@ -111,6 +125,18 @@ const PostProcessingPasses = () => {
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return colorToDirection(scenePassNormal.sample(uv))
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})
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// camera.layers.disable(0)
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// camera.layers.disable(1)
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// camera.layers.enable(2) // Enable layer 2 for zone rendering
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const zonePass = pass(scene, camera)
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// camera.layers.enable(0) // Disable layer 2 for main scene rendering
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// camera.layers.enable(1) // Disable layer 2 for main scene rendering
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// camera.layers.disable(2) // Disable layer 2 for main scene rendering
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const layers: Layers = new Layers()
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layers.enable(2) // Enable layer 2 for zone rendering
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layers.disable(0)
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zonePass.setLayers(layers)
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// SSGI Pass (cast to PerspectiveCamera for SSGI)
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const giPass = ssgi(scenePassColor, scenePassDepth, sceneNormal, camera as any)
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@@ -130,10 +156,17 @@ const PostProcessingPasses = () => {
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const gi = giPass.rgb
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const ao = giPass.a
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// Background detection via alpha: renderer clears with alpha=0 (setClearAlpha(0) in useFrame),
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// so background pixels have scenePassColor.a=0 while geometry pixels have output.a=1.
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// WebGPU only applies clearColorValue to MRT attachment 0 (output), so scenePassColor.a
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// is the reliable geometry mask — no normals, no flicker.
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const hasGeometry = scenePassColor.a
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const contentAlpha = hasGeometry.max(zonePass.a)
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// Composite: scene * AO + diffuse * GI
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const compositePass = vec4(
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add(scenePassColor.rgb.mul(ao), scenePassDiffuse.rgb.mul(gi)),
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scenePassColor.a,
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add(scenePassColor.rgb.mul(ao), add(zonePass.rgb, scenePassDiffuse.rgb.mul(gi))),
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contentAlpha,
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)
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function generateSelectedOutlinePass() {
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@@ -194,7 +227,17 @@ const PostProcessingPasses = () => {
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: vec4(add(scenePassColor.rgb, selectedOutlinePass.add(hoverOutlinePass)), scenePassColor.a)
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// TRAA (Temporal Reprojection Anti-Aliasing) - applied AFTER combining everything
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const finalOutput = traa(compositeWithOutlines, scenePassDepth, scenePassVelocity, camera)
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const traaOutput = traa(compositeWithOutlines, scenePassDepth, scenePassVelocity, camera)
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// For zone-over-background pixels, scenePassDepth=1.0 (no scene geometry) causes TRAA
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// to output black. Use hasGeometry to blend: geometry pixels use traaRgb, all others
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// (zones over background, pure background) use compositePass.rgb directly.
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const traaRgb = (traaOutput as any).rgb
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const colorSource = mix(compositePass.rgb, traaRgb, hasGeometry)
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const finalOutput = vec4(
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mix(bgUniform.current, colorSource, contentAlpha),
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float(1),
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)
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const renderPipeline = new RenderPipeline(renderer as unknown as WebGPURenderer)
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renderPipeline.outputNode = finalOutput
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@@ -219,12 +262,20 @@ const PostProcessingPasses = () => {
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}
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}, [renderer, scene, camera, isInitialized])
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useFrame(() => {
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useFrame((_, delta) => {
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// Animate background colour toward the current theme target (same lerp as AnimatedBackground)
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bgTarget.current.set(theme === 'dark' ? DARK_BG : LIGHT_BG)
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bgCurrent.current.lerp(bgTarget.current, Math.min(delta, 0.1) * 4)
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bgUniform.current.value.copy(bgCurrent.current)
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if (hasPipelineErrorRef.current || !renderPipelineRef.current) {
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return
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}
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try {
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// Clear alpha=0 so background pixels in the output MRT attachment (index 0) get a=0,
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// making scenePassColor.a a reliable geometry mask (geometry pixels write a=1 via output node).
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;(renderer as any).setClearAlpha(0)
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renderPipelineRef.current.render()
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} catch (error) {
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hasPipelineErrorRef.current = true
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