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Gonzalez","email":"matiasngf@hotmail.com"},"license":"MIT","homepage":"https://vgpu.sh","keywords":["webgpu","graphics","rendering","wgsl","shader","utilities"],"repository":{"url":"git+https://github.com/vercel-labs/vgpu.git","type":"git","directory":"packages/wgsl-std"},"description":"Pure WGSL utility snippets for vgpu shaders.","maintainers":[{"name":"matiasgf","email":"matiasngf@hotmail.com"}],"readme":"# @vgpu/wgsl-std\n\nPure WGSL utility snippets for use with `@vgpu/wgsl` import resolution.\n\nThis package intentionally ships raw `.wgsl` modules instead of JavaScript wrappers or a macro/include system. Import the explicit utility area you need:\n\n```wgsl\nimport { saturate, remap, safeNormalize3, rotate2d } from \"@vgpu/wgsl-std/math\";\nimport { srgbToLinear3, linearToSrgb3, luminance, applyExposure } from \"@vgpu/wgsl-std/color\";\nimport { vogelDisk, hammersley2d } from \"@vgpu/wgsl-std/sampling\";\nimport { pi, tau, goldenAngle } from \"@vgpu/wgsl-std/constants\";\n```\n\nThere is no root WGSL export. Subpath exports resolve to physical WGSL files:\n\n- `@vgpu/wgsl-std/math` -> `src/math/index.wgsl`\n- `@vgpu/wgsl-std/color` -> `src/color/index.wgsl`\n- `@vgpu/wgsl-std/sampling` -> `src/sampling/index.wgsl`\n- `@vgpu/wgsl-std/constants` -> `src/constants/index.wgsl`\n- `@vgpu/wgsl-std/hash` -> `src/hash/index.wgsl`\n- `@vgpu/wgsl-std/noise` -> `src/noise/index.wgsl` (Voronoi/cellular noise only)\n- `@vgpu/wgsl-std/noise/perlin` -> `src/noise/perlin/index.wgsl` (Perlin gradient noise + fBM)\n- `@vgpu/wgsl-std/noise/simplex` -> `src/noise/simplex/index.wgsl` (simplex gradient noise + fBM)\n- `@vgpu/wgsl-std/fullscreen` -> `src/fullscreen/index.wgsl`\n- `@vgpu/wgsl-std/light` -> `src/light/index.wgsl`\n\n`@vgpu/wgsl-std/noise` stays Voronoi-only for backward compatibility; it does not re-export Perlin or simplex. Import `@vgpu/wgsl-std/noise/perlin` or `@vgpu/wgsl-std/noise/simplex` directly for smooth gradient noise — `import { perlin2d } from \"@vgpu/wgsl-std/noise\"` does not work, each family is its own subpath so importing one never pulls the other's WGSL into your bundle.\n\nWGSL snippets in this package must stay pure declaration modules: functions, constants, structs, and aliases only. They must not introduce hidden bindings, resource variables, overrides, or entry points.\n\n## Constants\n\n`@vgpu/wgsl-std/constants` includes common math constants as plain WGSL `const` declarations:\n\n- `pi: f32`: π.\n- `tau: f32`: 2π.\n- `halfPi: f32`: π / 2.\n- `quarterPi: f32`: π / 4.\n- `invPi: f32`: 1 / π.\n- `invTau: f32`: 1 / 2π.\n- `goldenRatio: f32`: φ.\n- `goldenAngle: f32`: golden angle in radians.\n\nThe constants module is intentionally small so importing it does not add much WGSL text. `resolveShader()` also performs conservative declaration-level dead-code elimination, so unused declarations from larger WGSL utility modules are pruned from shaders with entry points before minification. `goldenAngle` remains available from `@vgpu/wgsl-std/sampling` for sampling-only shaders.\n\nSee `src/constants/index.docs.md` for examples and precision notes.\n\n## Math utilities\n\n`@vgpu/wgsl-std/math` includes scalar range helpers and vector safety helpers:\n\n- `saturate(value: f32) -> f32`: clamp to `[0.0, 1.0]`.\n- `clamp01(value: f32) -> f32`: alias for `saturate`.\n- `inverseLerp(rangeStart: f32, rangeEnd: f32, value: f32) -> f32`: unclamped inverse lerp; returns `0.0` when `rangeStart == rangeEnd`.\n- `remap(inMin: f32, inMax: f32, outMin: f32, outMax: f32, value: f32) -> f32`: unclamped range remap; returns `outMin` when the input range is zero-length.\n- `safeNormalize2/3/4(value, fallback)`: normalize non-zero vectors and return `fallback` for zero-length vectors. WGSL has no user-defined generic overloads, so dimensions are explicit in v1.\n- `rotate2d(value: vec2f, radians: f32) -> vec2f`: counter-clockwise 2D rotation by radians.\n\nSee `src/math/index.docs.md` for examples and edge-case notes.\n\n## Color utilities\n\n`@vgpu/wgsl-std/color` includes non-PBR color helpers:\n\n- `srgbToLinear(value: f32) -> f32`: standard IEC/sRGB decode transfer for one channel.\n- `srgbToLinear3(color: vec3f) -> vec3f`: decode RGB channels from sRGB to linear light.\n- `srgbToLinear4(color: vec4f) -> vec4f`: decode RGB channels and preserve alpha.\n- `linearToSrgb(value: f32) -> f32`: standard IEC/sRGB encode transfer for one channel.\n- `linearToSrgb3(color: vec3f) -> vec3f`: encode RGB channels from linear light to sRGB.\n- `linearToSrgb4(color: vec4f) -> vec4f`: encode RGB channels and preserve alpha.\n- `luminance(color: vec3f) -> f32`: relative luminance using Rec.709/sRGB coefficients `(0.2126, 0.7152, 0.0722)`. Pass linear-light color.\n- `applyExposure(color: vec3f, exposure: f32) -> vec3f`: multiply by `exp2(exposure)`, where exposure is measured in stops/EV.\n\nWGSL has no user-defined generics, so vector transfer helpers use `3`/`4` suffixes while scalar transfer helpers keep the base names. Color transfer helpers expect normal `[0.0, 1.0]` color-channel inputs but do not clamp; clamp explicitly with `@vgpu/wgsl-std/math` when desired. The transfer and luminance formulas are mathematically standard and useful for physically meaningful conversions, but they may not match artistic/tuned approximations in an existing shader without deliberate visual review. The color module intentionally defers PBR helpers and tonemappers (ACES/Hable/Filament/Reinhard) so applications choose their own display transform.\n\nSee `src/color/index.docs.md` for formulas, examples, and performance notes.\n\n## Sampling utilities\n\n`@vgpu/wgsl-std/sampling` includes deterministic sampling helpers for unit-disk kernels and low-discrepancy 2D point sets:\n\n- `goldenAngle: f32`: golden angle in radians, rounded to WGSL `f32` precision (`2.3999631`).\n- `vogelDisk(index: u32, count: u32, phi: f32) -> vec2f`: Vogel spiral sample in the unit disk for `index < count`; `phi` rotates the pattern in radians. Returns `vec2f(0.0)` when `count == 0u` to avoid division by zero.\n- `radicalInverseVdc(bits: u32) -> f32`: standard base-2 Van der Corput radical inverse via deterministic bit reversal, clamped to the largest `f32` below `1.0` for high reversed-bit values whose WGSL `f32` product would otherwise round to `1.0`.\n- `hammersley2d(index: u32, count: u32) -> vec2f`: Hammersley point `(index / count, radicalInverseVdc(index))`; returns `vec2f(0.0)` when `count == 0u`.\n\nBefore, shader code often repeats the sampling math manually:\n\n```wgsl\nfn localVogelDisk(index: u32, count: u32, phi: f32) -> vec2f {\n  if (count == 0u) {\n    return vec2f(0.0);\n  }\n  let angle = f32(index) * 2.3999631 + phi;\n  let radius = sqrt((f32(index) + 0.5) / f32(count));\n  return vec2f(cos(angle), sin(angle)) * radius;\n}\n```\n\nWith the utility module, import the helper explicitly:\n\n```wgsl\nimport { vogelDisk } from \"@vgpu/wgsl-std/sampling\";\n\nfn localVogelDisk(index: u32, count: u32, phi: f32) -> vec2f {\n  return vogelDisk(index, count, phi);\n}\n```\n\nPerformance note: `vogelDisk` uses `sqrt`, `cos`, and `sin`; precompute fixed kernels if they are reused heavily. `hammersley2d`/`radicalInverseVdc` are stateless integer/float math and are not random-number generators.\n\nProvenance: Vogel disk sampling is an original WGSL transcription of Vogel's 1979 published golden-angle phyllotaxis model. Van der Corput and Hammersley samples are standard low-discrepancy sequence formulas implemented here with original WGSL bit operations; they are deliberate reviewed additions beyond the original minimal `vogelDisk` requirement to satisfy the updated user preference for fewer deferrals while staying provenance-clean. `concentricDisk` is deferred for separate API review of disk-mapping conventions and edge behavior. Perlin (`@vgpu/wgsl-std/noise/perlin`) and simplex (`@vgpu/wgsl-std/noise/simplex`) gradient noise, each with amplitude-normalized fBM, have since shipped as their own table-free, integer-hash-based subpaths (see each module's `index.docs.md`); value noise plus shader-magic hash/random snippets remain deferred for separate API and provenance review.\n\nSee `src/sampling/index.docs.md` for examples, input ranges, and edge-case notes.\n","readmeFilename":"README.md"}