@gnsx/three 0.185.11 → 0.185.12

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@@ -1,5 +1,5 @@
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  import { DataTexture, RenderTarget, RepeatWrapping, Vector2, Vector3, TempNode, QuadMesh, NodeMaterial, RendererUtils, RedFormat } from '@gnsx/three/webgpu';
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- import { reference, logarithmicDepthToViewZ, viewZToPerspectiveDepth, getNormalFromDepth, getScreenPosition, getViewPosition, nodeObject, Fn, float, NodeUpdateType, uv, uniform, Loop, vec2, vec3, vec4, int, dot, max, pow, abs, If, textureSize, sin, cos, PI, texture, passTexture, mat3, add, normalize, mul, cross, div, mix, acos, clamp } from '@gnsx/three/tsl';
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+ import { reference, logarithmicDepthToViewZ, viewZToPerspectiveDepth, getNormalFromDepth, getScreenPosition, getViewPosition, nodeObject, Fn, float, NodeUpdateType, uv, uniform, Loop, vec2, vec3, vec4, int, dot, max, min, pow, abs, If, textureSize, sin, cos, PI, texture, passTexture, mat3, add, normalize, mul, cross, div, mix, acos, clamp } from '@gnsx/three/tsl';
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  const _quadMesh = /*@__PURE__*/ new QuadMesh();
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  const _size = /*@__PURE__*/ new Vector2();
@@ -70,6 +70,18 @@ class GTAONode extends TempNode {
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  */
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  this.normalNode = normalNode;
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+ // WITH_GENESYS
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+ /**
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+ * Optional node that marks pixels where GTAO should run. This is sampled only
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+ * for the center pixel, allowing neighbor depth taps to use the raw depth
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+ * texture without repeating an auxiliary validity texture fetch.
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+ *
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+ * @type {?Node<float>}
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+ * @default null
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+ */
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+ this.validityNode = null;
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+ // !WITH_GENESYS
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+
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  /**
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  * The resolution scale. By default the effect is rendered in full resolution
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  * for best quality but a value of `0.5` should be sufficient for most scenes.
@@ -106,6 +118,18 @@ class GTAONode extends TempNode {
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  */
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  this.radius = uniform( 0.25 );
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+ // WITH_GENESYS
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+ /**
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+ * Maximum screen-space radius in pixels. Clamps the projected world-space
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+ * radius when the camera is close to surfaces so sample UVs stay local and
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+ * avoid texture-cache thrashing (Activision GTAO guidance).
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+ *
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+ * @type {UniformNode<float>}
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+ * @default 64
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+ */
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+ this.maxScreenRadius = uniform( 64 );
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+ // !WITH_GENESYS
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+
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  /**
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  * The resolution of the effect. Can be scaled via
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  * `resolutionScale`.
@@ -343,12 +367,30 @@ class GTAONode extends TempNode {
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  const depth = sampleDepth( uvNode ).toVar();
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+ // WITH_GENESYS
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+ if ( this.validityNode !== null ) {
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+
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+ this.validityNode.sample( uvNode ).lessThan( 0.5 ).discard();
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+
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+ }
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+ // !WITH_GENESYS
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+
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  depth.greaterThanEqual( 1.0 ).discard();
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  const viewPosition = getViewPosition( uvNode, depth, this._cameraProjectionMatrixInverse ).toVar();
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  const viewNormal = sampleNormal( uvNode ).toVar();
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- const radiusToUse = this.radius;
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+ // WITH_GENESYS
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+ // Clamp world radius so its screen footprint never exceeds maxScreenRadius
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+ // pixels. Without this, near-camera surfaces project a huge UV stride and
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+ // the depth/normal taps thrash the texture cache.
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+ const probeScreen = getScreenPosition( viewPosition.add( vec3( this.radius, 0.0, 0.0 ) ), this._cameraProjectionMatrix );
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+ const centerScreen = getScreenPosition( viewPosition, this._cameraProjectionMatrix );
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+ const screenRadiusPx = abs( probeScreen.x.sub( centerScreen.x ) ).mul( this.resolution.x );
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+ const radiusScale = min( float( 1.0 ), this.maxScreenRadius.div( max( screenRadiusPx, float( 1e-4 ) ) ) );
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+ const radiusToUse = this.radius.mul( radiusScale );
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+ // !WITH_GENESYS
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+ // const radiusToUse = this.radius;
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  const noiseResolution = textureSize( this._noiseNode, 0 );
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  let noiseUv = vec2( uvNode.x, uvNode.y.oneMinus() );
@@ -360,8 +402,16 @@ class GTAONode extends TempNode {
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  const bitangent = vec3( tangent.y.mul( - 1.0 ), tangent.x, 0.0 );
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  const kernelMatrix = mat3( tangent, bitangent, vec3( 0.0, 0.0, 1.0 ) );
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- const DIRECTIONS = this.samples.lessThan( 30 ).select( 3, 5 ).toVar();
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- const STEPS = add( this.samples, DIRECTIONS.sub( 1 ) ).div( DIRECTIONS ).toVar();
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+ // WITH_GENESYS
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+ // A clamped radius covers less screen space, so proportionally reduce the
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+ // sample budget as well. Keeping all samples only changes tap locality and
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+ // does not address the near-camera shader cost.
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+ const samplesToUse = min( this.samples, max( float( 6 ), this.samples.mul( radiusScale ) ) ).toVar();
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+ const DIRECTIONS = samplesToUse.lessThan( 30 ).select( 3, 5 ).toVar();
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+ const STEPS = add( samplesToUse, DIRECTIONS.sub( 1 ) ).div( DIRECTIONS ).toVar();
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+ // !WITH_GENESYS
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+ // const DIRECTIONS = this.samples.lessThan( 30 ).select( 3, 5 ).toVar();
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+ // const STEPS = add( this.samples, DIRECTIONS.sub( 1 ) ).div( DIRECTIONS ).toVar();
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  const ao = float( 0 ).toVar();
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package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@gnsx/three",
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- "version": "0.185.11",
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+ "version": "0.185.12",
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  "description": "JavaScript 3D library",
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  "type": "module",
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  "main": "./build/three.cjs",