@meimu/mutracer 0.0.0-stage → 0.1.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (536) hide show
  1. package/LICENSE +21 -0
  2. package/LICENSES/Apache-2.0.txt +202 -0
  3. package/LICENSES/GLSL-PathTracer-MIT.txt +21 -0
  4. package/LICENSES/GlMatrix-MIT.txt +19 -0
  5. package/LICENSES/KinoBloom-MIT.txt +21 -0
  6. package/LICENSES/OIDNWeb-MIT.txt +21 -0
  7. package/LICENSES/Octicons-MIT.txt +21 -0
  8. package/LICENSES/RayTracingRenderer-MIT.txt +21 -0
  9. package/LICENSES/TinyBVH-MIT.txt +21 -0
  10. package/LICENSES/WebGPUUtils-MIT.txt +21 -0
  11. package/LICENSES/ZetaRay-MIT.txt +21 -0
  12. package/README.md +195 -2
  13. package/THIRD_PARTY_NOTICES.md +160 -0
  14. package/dist/assets/bvh.worker.js +1 -0
  15. package/dist/mutracer.umd.js +14352 -0
  16. package/docs/api.md +394 -0
  17. package/docs/bvh.md +141 -0
  18. package/docs/denoising.md +301 -0
  19. package/docs/getting-started.md +308 -0
  20. package/docs/materials.md +281 -0
  21. package/docs/performance.md +85 -0
  22. package/docs/post-processing.md +87 -0
  23. package/docs/progressive-rendering.md +144 -0
  24. package/docs/sampling.md +40 -0
  25. package/docs/threejs.md +273 -0
  26. package/docs/todo.md +61 -0
  27. package/docs/updates.md +208 -0
  28. package/lib/Display.d.ts +72 -0
  29. package/lib/Display.js +121 -0
  30. package/lib/Display.js.map +1 -0
  31. package/lib/Engine.d.ts +161 -0
  32. package/lib/Engine.js +681 -0
  33. package/lib/Engine.js.map +1 -0
  34. package/lib/Render.d.ts +256 -0
  35. package/lib/Render.js +671 -0
  36. package/lib/Render.js.map +1 -0
  37. package/lib/RenderLoop.d.ts +76 -0
  38. package/lib/RenderLoop.js +204 -0
  39. package/lib/RenderLoop.js.map +1 -0
  40. package/lib/Sync.d.ts +19 -0
  41. package/lib/Sync.js +19 -0
  42. package/lib/Sync.js.map +1 -0
  43. package/lib/constants.d.ts +2 -0
  44. package/lib/constants.js +3 -0
  45. package/lib/constants.js.map +1 -0
  46. package/lib/main.d.ts +56 -0
  47. package/lib/main.js +43 -0
  48. package/lib/main.js.map +1 -0
  49. package/lib/math.d.ts +23 -0
  50. package/lib/math.js +56 -0
  51. package/lib/math.js.map +1 -0
  52. package/lib/oidn.d.ts +45 -0
  53. package/lib/oidn.js +42 -0
  54. package/lib/oidn.js.map +1 -0
  55. package/lib/oidnBundledWeights.cdn.d.ts +2 -0
  56. package/lib/oidnBundledWeights.cdn.js +5 -0
  57. package/lib/oidnBundledWeights.cdn.js.map +1 -0
  58. package/lib/oidnBundledWeights.d.ts +2 -0
  59. package/lib/oidnBundledWeights.js +4 -0
  60. package/lib/oidnBundledWeights.js.map +1 -0
  61. package/lib/renderer/DisplayPostProcess.d.ts +14 -0
  62. package/lib/renderer/DisplayPostProcess.js +41 -0
  63. package/lib/renderer/DisplayPostProcess.js.map +1 -0
  64. package/lib/renderer/MaterialTable.d.ts +119 -0
  65. package/lib/renderer/MaterialTable.js +550 -0
  66. package/lib/renderer/MaterialTable.js.map +1 -0
  67. package/lib/renderer/OfflineAdaptiveSampling.d.ts +47 -0
  68. package/lib/renderer/OfflineAdaptiveSampling.js +36 -0
  69. package/lib/renderer/OfflineAdaptiveSampling.js.map +1 -0
  70. package/lib/renderer/RenderingPipeline.d.ts +232 -0
  71. package/lib/renderer/RenderingPipeline.js +18 -0
  72. package/lib/renderer/RenderingPipeline.js.map +1 -0
  73. package/lib/renderer/ScratchPool.d.ts +13 -0
  74. package/lib/renderer/ScratchPool.js +21 -0
  75. package/lib/renderer/ScratchPool.js.map +1 -0
  76. package/lib/renderer/TileRender.d.ts +44 -0
  77. package/lib/renderer/TileRender.js +283 -0
  78. package/lib/renderer/TileRender.js.map +1 -0
  79. package/lib/renderer/WGPUBloomPass.d.ts +17 -0
  80. package/lib/renderer/WGPUBloomPass.js +243 -0
  81. package/lib/renderer/WGPUBloomPass.js.map +1 -0
  82. package/lib/renderer/WGPUCanvasSurface.d.ts +21 -0
  83. package/lib/renderer/WGPUCanvasSurface.js +48 -0
  84. package/lib/renderer/WGPUCanvasSurface.js.map +1 -0
  85. package/lib/renderer/WGPUComputePass.d.ts +73 -0
  86. package/lib/renderer/WGPUComputePass.js +317 -0
  87. package/lib/renderer/WGPUComputePass.js.map +1 -0
  88. package/lib/renderer/WGPUFullQuadPass.d.ts +73 -0
  89. package/lib/renderer/WGPUFullQuadPass.js +389 -0
  90. package/lib/renderer/WGPUFullQuadPass.js.map +1 -0
  91. package/lib/renderer/WGPUHDRPeakMeter.d.ts +19 -0
  92. package/lib/renderer/WGPUHDRPeakMeter.js +112 -0
  93. package/lib/renderer/WGPUHDRPeakMeter.js.map +1 -0
  94. package/lib/renderer/WGPUJNLMDenoiser.d.ts +61 -0
  95. package/lib/renderer/WGPUJNLMDenoiser.js +412 -0
  96. package/lib/renderer/WGPUJNLMDenoiser.js.map +1 -0
  97. package/lib/renderer/WGPURayTraceOutput.d.ts +44 -0
  98. package/lib/renderer/WGPURayTraceOutput.js +368 -0
  99. package/lib/renderer/WGPURayTraceOutput.js.map +1 -0
  100. package/lib/renderer/WGPURayTracePass.d.ts +284 -0
  101. package/lib/renderer/WGPURayTracePass.js +2323 -0
  102. package/lib/renderer/WGPURayTracePass.js.map +1 -0
  103. package/lib/renderer/WGPURenderingPipeline.d.ts +9 -0
  104. package/lib/renderer/WGPURenderingPipeline.js +1446 -0
  105. package/lib/renderer/WGPURenderingPipeline.js.map +1 -0
  106. package/lib/renderer/WGPUSceneFeatures.d.ts +3 -0
  107. package/lib/renderer/WGPUSceneFeatures.js +20 -0
  108. package/lib/renderer/WGPUSceneFeatures.js.map +1 -0
  109. package/lib/renderer/WGPUScratchBuffer.d.ts +9 -0
  110. package/lib/renderer/WGPUScratchBuffer.js +21 -0
  111. package/lib/renderer/WGPUScratchBuffer.js.map +1 -0
  112. package/lib/renderer/WGPUScratchTexture.d.ts +10 -0
  113. package/lib/renderer/WGPUScratchTexture.js +27 -0
  114. package/lib/renderer/WGPUScratchTexture.js.map +1 -0
  115. package/lib/renderer/WGPUShaderCache.d.ts +26 -0
  116. package/lib/renderer/WGPUShaderCache.js +103 -0
  117. package/lib/renderer/WGPUShaderCache.js.map +1 -0
  118. package/lib/renderer/WebGLBloomPass.d.ts +18 -0
  119. package/lib/renderer/WebGLBloomPass.js +113 -0
  120. package/lib/renderer/WebGLBloomPass.js.map +1 -0
  121. package/lib/renderer/WebGLFullQuadPass.d.ts +65 -0
  122. package/lib/renderer/WebGLFullQuadPass.js +208 -0
  123. package/lib/renderer/WebGLFullQuadPass.js.map +1 -0
  124. package/lib/renderer/WebGLJNLMDenoiser.d.ts +32 -0
  125. package/lib/renderer/WebGLJNLMDenoiser.js +328 -0
  126. package/lib/renderer/WebGLJNLMDenoiser.js.map +1 -0
  127. package/lib/renderer/WebGLRayTraceOutputPass.d.ts +20 -0
  128. package/lib/renderer/WebGLRayTraceOutputPass.js +106 -0
  129. package/lib/renderer/WebGLRayTraceOutputPass.js.map +1 -0
  130. package/lib/renderer/WebGLRayTracePass.d.ts +142 -0
  131. package/lib/renderer/WebGLRayTracePass.js +845 -0
  132. package/lib/renderer/WebGLRayTracePass.js.map +1 -0
  133. package/lib/renderer/WebGLReadback.d.ts +4 -0
  134. package/lib/renderer/WebGLReadback.js +75 -0
  135. package/lib/renderer/WebGLReadback.js.map +1 -0
  136. package/lib/renderer/WebGLRenderingPipeline.d.ts +4 -0
  137. package/lib/renderer/WebGLRenderingPipeline.js +510 -0
  138. package/lib/renderer/WebGLRenderingPipeline.js.map +1 -0
  139. package/lib/renderer/WebGLScratchCopy.d.ts +10 -0
  140. package/lib/renderer/WebGLScratchCopy.js +27 -0
  141. package/lib/renderer/WebGLScratchCopy.js.map +1 -0
  142. package/lib/renderer/accumulationTarget.d.ts +26 -0
  143. package/lib/renderer/accumulationTarget.js +2 -0
  144. package/lib/renderer/accumulationTarget.js.map +1 -0
  145. package/lib/renderer/binnedSahBvh.d.ts +31 -0
  146. package/lib/renderer/binnedSahBvh.js +263 -0
  147. package/lib/renderer/binnedSahBvh.js.map +1 -0
  148. package/lib/renderer/bvh.worker.d.ts +1 -0
  149. package/lib/renderer/bvh.worker.js +16 -0
  150. package/lib/renderer/bvh.worker.js.map +1 -0
  151. package/lib/renderer/bvhAccel.d.ts +81 -0
  152. package/lib/renderer/bvhAccel.js +621 -0
  153. package/lib/renderer/bvhAccel.js.map +1 -0
  154. package/lib/renderer/bvhWorkerBuild.d.ts +12 -0
  155. package/lib/renderer/bvhWorkerBuild.js +17 -0
  156. package/lib/renderer/bvhWorkerBuild.js.map +1 -0
  157. package/lib/renderer/bvhWorkerClient.d.ts +57 -0
  158. package/lib/renderer/bvhWorkerClient.js +166 -0
  159. package/lib/renderer/bvhWorkerClient.js.map +1 -0
  160. package/lib/renderer/cameraLens.d.ts +5 -0
  161. package/lib/renderer/cameraLens.js +15 -0
  162. package/lib/renderer/cameraLens.js.map +1 -0
  163. package/lib/renderer/cameraSnapshot.d.ts +3 -0
  164. package/lib/renderer/cameraSnapshot.js +7 -0
  165. package/lib/renderer/cameraSnapshot.js.map +1 -0
  166. package/lib/renderer/committedScene.d.ts +13 -0
  167. package/lib/renderer/committedScene.js +121 -0
  168. package/lib/renderer/committedScene.js.map +1 -0
  169. package/lib/renderer/dataTextureUtil.d.ts +32 -0
  170. package/lib/renderer/dataTextureUtil.js +46 -0
  171. package/lib/renderer/dataTextureUtil.js.map +1 -0
  172. package/lib/renderer/denoiser.d.ts +65 -0
  173. package/lib/renderer/denoiser.js +2 -0
  174. package/lib/renderer/denoiser.js.map +1 -0
  175. package/lib/renderer/depthQuery.d.ts +14 -0
  176. package/lib/renderer/depthQuery.js +14 -0
  177. package/lib/renderer/depthQuery.js.map +1 -0
  178. package/lib/renderer/deviceRequirements.d.ts +23 -0
  179. package/lib/renderer/deviceRequirements.js +50 -0
  180. package/lib/renderer/deviceRequirements.js.map +1 -0
  181. package/lib/renderer/envMapCreation.d.ts +10 -0
  182. package/lib/renderer/envMapCreation.js +96 -0
  183. package/lib/renderer/envMapCreation.js.map +1 -0
  184. package/lib/renderer/envMapDistribution.d.ts +9 -0
  185. package/lib/renderer/envMapDistribution.js +107 -0
  186. package/lib/renderer/envMapDistribution.js.map +1 -0
  187. package/lib/renderer/float16.d.ts +1 -0
  188. package/lib/renderer/float16.js +19 -0
  189. package/lib/renderer/float16.js.map +1 -0
  190. package/lib/renderer/geometryBvh.d.ts +11 -0
  191. package/lib/renderer/geometryBvh.js +24 -0
  192. package/lib/renderer/geometryBvh.js.map +1 -0
  193. package/lib/renderer/geometryUpdates.d.ts +28 -0
  194. package/lib/renderer/geometryUpdates.js +131 -0
  195. package/lib/renderer/geometryUpdates.js.map +1 -0
  196. package/lib/renderer/glsl/chunks/cameraRay.glsl.d.ts +2 -0
  197. package/lib/renderer/glsl/chunks/cameraRay.glsl.js +37 -0
  198. package/lib/renderer/glsl/chunks/cameraRay.glsl.js.map +1 -0
  199. package/lib/renderer/glsl/chunks/common.glsl.d.ts +2 -0
  200. package/lib/renderer/glsl/chunks/common.glsl.js +17 -0
  201. package/lib/renderer/glsl/chunks/common.glsl.js.map +1 -0
  202. package/lib/renderer/glsl/chunks/envMap.glsl.d.ts +2 -0
  203. package/lib/renderer/glsl/chunks/envMap.glsl.js +192 -0
  204. package/lib/renderer/glsl/chunks/envMap.glsl.js.map +1 -0
  205. package/lib/renderer/glsl/chunks/intersect.glsl.d.ts +2 -0
  206. package/lib/renderer/glsl/chunks/intersect.glsl.js +1091 -0
  207. package/lib/renderer/glsl/chunks/intersect.glsl.js.map +1 -0
  208. package/lib/renderer/glsl/chunks/materialBuffer.glsl.d.ts +2 -0
  209. package/lib/renderer/glsl/chunks/materialBuffer.glsl.js +371 -0
  210. package/lib/renderer/glsl/chunks/materialBuffer.glsl.js.map +1 -0
  211. package/lib/renderer/glsl/chunks/openPbrBsdf.glsl.d.ts +2 -0
  212. package/lib/renderer/glsl/chunks/openPbrBsdf.glsl.js +1767 -0
  213. package/lib/renderer/glsl/chunks/openPbrBsdf.glsl.js.map +1 -0
  214. package/lib/renderer/glsl/chunks/rand.glsl.d.ts +2 -0
  215. package/lib/renderer/glsl/chunks/rand.glsl.js +26 -0
  216. package/lib/renderer/glsl/chunks/rand.glsl.js.map +1 -0
  217. package/lib/renderer/glsl/chunks/random.glsl.d.ts +2 -0
  218. package/lib/renderer/glsl/chunks/random.glsl.js +27 -0
  219. package/lib/renderer/glsl/chunks/random.glsl.js.map +1 -0
  220. package/lib/renderer/glsl/chunks/rayTraceCore.glsl.d.ts +2 -0
  221. package/lib/renderer/glsl/chunks/rayTraceCore.glsl.js +287 -0
  222. package/lib/renderer/glsl/chunks/rayTraceCore.glsl.js.map +1 -0
  223. package/lib/renderer/glsl/chunks/sampleLight.glsl.d.ts +2 -0
  224. package/lib/renderer/glsl/chunks/sampleLight.glsl.js +254 -0
  225. package/lib/renderer/glsl/chunks/sampleLight.glsl.js.map +1 -0
  226. package/lib/renderer/glsl/chunks/sampleMaterial.glsl.d.ts +2 -0
  227. package/lib/renderer/glsl/chunks/sampleMaterial.glsl.js +279 -0
  228. package/lib/renderer/glsl/chunks/sampleMaterial.glsl.js.map +1 -0
  229. package/lib/renderer/glsl/chunks/sampleShadowCatcher.glsl.d.ts +2 -0
  230. package/lib/renderer/glsl/chunks/sampleShadowCatcher.glsl.js +48 -0
  231. package/lib/renderer/glsl/chunks/sampleShadowCatcher.glsl.js.map +1 -0
  232. package/lib/renderer/glsl/chunks/sampling.glsl.d.ts +2 -0
  233. package/lib/renderer/glsl/chunks/sampling.glsl.js +194 -0
  234. package/lib/renderer/glsl/chunks/sampling.glsl.js.map +1 -0
  235. package/lib/renderer/glsl/chunks/sobol.glsl.d.ts +2 -0
  236. package/lib/renderer/glsl/chunks/sobol.glsl.js +170 -0
  237. package/lib/renderer/glsl/chunks/sobol.glsl.js.map +1 -0
  238. package/lib/renderer/glsl/chunks/textureLinear.glsl.d.ts +2 -0
  239. package/lib/renderer/glsl/chunks/textureLinear.glsl.js +27 -0
  240. package/lib/renderer/glsl/chunks/textureLinear.glsl.js.map +1 -0
  241. package/lib/renderer/glsl/chunks/uvProjection.glsl.d.ts +2 -0
  242. package/lib/renderer/glsl/chunks/uvProjection.glsl.js +72 -0
  243. package/lib/renderer/glsl/chunks/uvProjection.glsl.js.map +1 -0
  244. package/lib/renderer/glsl/depthQuery.frag.d.ts +3 -0
  245. package/lib/renderer/glsl/depthQuery.frag.js +55 -0
  246. package/lib/renderer/glsl/depthQuery.frag.js.map +1 -0
  247. package/lib/renderer/glsl/normalizeRayTraceOutput.frag.d.ts +6 -0
  248. package/lib/renderer/glsl/normalizeRayTraceOutput.frag.js +46 -0
  249. package/lib/renderer/glsl/normalizeRayTraceOutput.frag.js.map +1 -0
  250. package/lib/renderer/glsl/rayTrace.frag.d.ts +2 -0
  251. package/lib/renderer/glsl/rayTrace.frag.js +619 -0
  252. package/lib/renderer/glsl/rayTrace.frag.js.map +1 -0
  253. package/lib/renderer/glsl/shadowCatcher.frag.d.ts +3 -0
  254. package/lib/renderer/glsl/shadowCatcher.frag.js +119 -0
  255. package/lib/renderer/glsl/shadowCatcher.frag.js.map +1 -0
  256. package/lib/renderer/glsl/webglPipeline.frag.d.ts +4 -0
  257. package/lib/renderer/glsl/webglPipeline.frag.js +208 -0
  258. package/lib/renderer/glsl/webglPipeline.frag.js.map +1 -0
  259. package/lib/renderer/gpuMemory.d.ts +2 -0
  260. package/lib/renderer/gpuMemory.js +10 -0
  261. package/lib/renderer/gpuMemory.js.map +1 -0
  262. package/lib/renderer/halton.d.ts +1 -0
  263. package/lib/renderer/halton.js +15 -0
  264. package/lib/renderer/halton.js.map +1 -0
  265. package/lib/renderer/jnlm.d.ts +85 -0
  266. package/lib/renderer/jnlm.js +87 -0
  267. package/lib/renderer/jnlm.js.map +1 -0
  268. package/lib/renderer/lightSampling.d.ts +75 -0
  269. package/lib/renderer/lightSampling.js +305 -0
  270. package/lib/renderer/lightSampling.js.map +1 -0
  271. package/lib/renderer/lightsUtil.d.ts +26 -0
  272. package/lib/renderer/lightsUtil.js +154 -0
  273. package/lib/renderer/lightsUtil.js.map +1 -0
  274. package/lib/renderer/materialChanges.d.ts +13 -0
  275. package/lib/renderer/materialChanges.js +59 -0
  276. package/lib/renderer/materialChanges.js.map +1 -0
  277. package/lib/renderer/materialComparison.generated.d.ts +5 -0
  278. package/lib/renderer/materialComparison.generated.js +655 -0
  279. package/lib/renderer/materialComparison.generated.js.map +1 -0
  280. package/lib/renderer/materialConstants.d.ts +6 -0
  281. package/lib/renderer/materialConstants.js +3 -0
  282. package/lib/renderer/materialConstants.js.map +1 -0
  283. package/lib/renderer/materialEmission.d.ts +9 -0
  284. package/lib/renderer/materialEmission.js +21 -0
  285. package/lib/renderer/materialEmission.js.map +1 -0
  286. package/lib/renderer/materialIndices.d.ts +7 -0
  287. package/lib/renderer/materialIndices.js +34 -0
  288. package/lib/renderer/materialIndices.js.map +1 -0
  289. package/lib/renderer/materialLayout.d.ts +102 -0
  290. package/lib/renderer/materialLayout.js +189 -0
  291. package/lib/renderer/materialLayout.js.map +1 -0
  292. package/lib/renderer/materialTextureSlots.d.ts +537 -0
  293. package/lib/renderer/materialTextureSlots.js +219 -0
  294. package/lib/renderer/materialTextureSlots.js.map +1 -0
  295. package/lib/renderer/mergeMeshesToGeometry.d.ts +8 -0
  296. package/lib/renderer/mergeMeshesToGeometry.js +236 -0
  297. package/lib/renderer/mergeMeshesToGeometry.js.map +1 -0
  298. package/lib/renderer/meshInstances.d.ts +23 -0
  299. package/lib/renderer/meshInstances.js +66 -0
  300. package/lib/renderer/meshInstances.js.map +1 -0
  301. package/lib/renderer/meshMembership.d.ts +10 -0
  302. package/lib/renderer/meshMembership.js +72 -0
  303. package/lib/renderer/meshMembership.js.map +1 -0
  304. package/lib/renderer/oidnNetwork.d.ts +20 -0
  305. package/lib/renderer/oidnNetwork.js +123 -0
  306. package/lib/renderer/oidnNetwork.js.map +1 -0
  307. package/lib/renderer/openPbrEnergyLut.d.ts +32 -0
  308. package/lib/renderer/openPbrEnergyLut.js +965 -0
  309. package/lib/renderer/openPbrEnergyLut.js.map +1 -0
  310. package/lib/renderer/pathLimits.d.ts +4 -0
  311. package/lib/renderer/pathLimits.js +7 -0
  312. package/lib/renderer/pathLimits.js.map +1 -0
  313. package/lib/renderer/prepareMeshBVH.d.ts +110 -0
  314. package/lib/renderer/prepareMeshBVH.js +857 -0
  315. package/lib/renderer/prepareMeshBVH.js.map +1 -0
  316. package/lib/renderer/progressiveScheduler.d.ts +11 -0
  317. package/lib/renderer/progressiveScheduler.js +19 -0
  318. package/lib/renderer/progressiveScheduler.js.map +1 -0
  319. package/lib/renderer/renderPipeline.d.ts +57 -0
  320. package/lib/renderer/renderPipeline.js +49 -0
  321. package/lib/renderer/renderPipeline.js.map +1 -0
  322. package/lib/renderer/sampling.d.ts +10 -0
  323. package/lib/renderer/sampling.js +28 -0
  324. package/lib/renderer/sampling.js.map +1 -0
  325. package/lib/renderer/sceneChangeDetector.d.ts +29 -0
  326. package/lib/renderer/sceneChangeDetector.js +232 -0
  327. package/lib/renderer/sceneChangeDetector.js.map +1 -0
  328. package/lib/renderer/sceneLightChanges.d.ts +14 -0
  329. package/lib/renderer/sceneLightChanges.js +34 -0
  330. package/lib/renderer/sceneLightChanges.js.map +1 -0
  331. package/lib/renderer/scratchSampling.d.ts +3 -0
  332. package/lib/renderer/scratchSampling.js +39 -0
  333. package/lib/renderer/scratchSampling.js.map +1 -0
  334. package/lib/renderer/shader.d.ts +37 -0
  335. package/lib/renderer/shader.js +41 -0
  336. package/lib/renderer/shader.js.map +1 -0
  337. package/lib/renderer/staticBvhPreparation.d.ts +24 -0
  338. package/lib/renderer/staticBvhPreparation.js +116 -0
  339. package/lib/renderer/staticBvhPreparation.js.map +1 -0
  340. package/lib/renderer/textureRegion.d.ts +8 -0
  341. package/lib/renderer/textureRegion.js +9 -0
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  536. package/package.json +124 -4
@@ -0,0 +1,619 @@
1
+ import { MAX_PATH_EVENTS } from '../pathLimits.js';
2
+ import cameraRayGlsl from './chunks/cameraRay.glsl.js';
3
+ // Portions adapted from ray-tracing-renderer@0.10.15
4
+ // (https://github.com/hoverinc/ray-tracing-renderer).
5
+ // Copyright (c) 2019 HOVER, MIT license; see LICENSES/RayTracingRenderer-MIT.txt.
6
+ import commonGlsl from './chunks/common.glsl.js';
7
+ import rayTraceCore from './chunks/rayTraceCore.glsl.js';
8
+ import textureLinear from './chunks/textureLinear.glsl.js';
9
+ import materialBufferGlsl from './chunks/materialBuffer.glsl.js';
10
+ import intersect from './chunks/intersect.glsl.js';
11
+ import randGlsl from './chunks/rand.glsl.js';
12
+ import random from './chunks/random.glsl.js';
13
+ import envMap from './chunks/envMap.glsl.js';
14
+ import sampleMaterialGlsl from './chunks/sampleMaterial.glsl.js';
15
+ import sampleLightGlsl from './chunks/sampleLight.glsl.js';
16
+ import { FragmentShader, glsl, Shader } from '../shader.js';
17
+ import openPbrBsdfGlsl from './chunks/openPbrBsdf.glsl.js';
18
+ import samplingGlsl from './chunks/sampling.glsl.js';
19
+ import { isIntelMac } from '../util.js';
20
+ import uvProjectionGlsl from './chunks/uvProjection.glsl.js';
21
+ const doubleTransmissionCheckCode = glsl `
22
+ #if defined(HAS_TRANSMISSION) || defined(HAS_ALPHA)
23
+ if (!si.isTransparency && BOUNCES < 16 && depth * 2 > BOUNCES) {
24
+ aa.abort = true;
25
+ return;
26
+ }
27
+ #endif
28
+ `;
29
+ // bounce fix on intel mac
30
+ // The intel mac only have one bounce if the loop is not unrolled
31
+ // But windows will have extremely slow shader compilation if the loop is unrolled
32
+ // So here the code are injected separately.
33
+ const bounceCodeOnIntelMac = glsl `
34
+
35
+ for(int vH = 0; vH < BOUNCES; vH++) {{
36
+ if (aa.abort) {
37
+ return vec4(aa.li, aa.alpha);
38
+ }
39
+ bounce(aa, depth, si, mat, outAux);
40
+ }}
41
+ `;
42
+ const bounceCodeOnOther = glsl `
43
+ bool uR = !si.isTransparency;
44
+ int qB = min(BOUNCES, bounceLimit);
45
+ for(int idx = 0; idx < min(BOUNCES * 3, ${MAX_PATH_EVENTS}); idx++) {
46
+ if (uR && idx > qB) {
47
+ aa.abort = true;
48
+ }
49
+ if (aa.abort) {
50
+ return vec4(aa.li, aa.alpha);
51
+ }
52
+ bounce(aa, depth, si, mat, outAux);
53
+ }
54
+ `;
55
+ export default function createRayTraceFragmentShader() {
56
+ const intelMac = isIntelMac();
57
+ return new FragmentShader({
58
+ name: 'rayTraceFrag',
59
+ outputs: ['color', 'albedo', 'normal', 'moments'],
60
+ defines: {
61
+ BOUNCES: 2
62
+ },
63
+ uniforms: {
64
+ cameraApertureRadius: Shader.uniform('float', 0),
65
+ cameraFocusDistance: Shader.uniform('float', 10),
66
+ viewProjectionInv: Shader.uniform('mat4'),
67
+ viewInv: Shader.uniform('mat4'),
68
+ transmissiveOutputAlphaMin: Shader.uniform('float'),
69
+ openPbrEnergyLut: Shader.uniform('sampler2D'),
70
+ viewportSize: Shader.uniform('vec2'),
71
+ wavelength: Shader.uniform('float', 0),
72
+ bevelEnabled: Shader.uniform('bool', true),
73
+ dispersionWavelengths: Shader.uniform('int', 3),
74
+ bounceLimit: Shader.uniform('int', 8)
75
+ },
76
+ includes: [rayTraceCore, materialBufferGlsl, intersect, random, envMap],
77
+ main: glsl `
78
+ ${commonGlsl}
79
+
80
+ ${randGlsl}
81
+ ${random.main}
82
+
83
+ ${textureLinear}
84
+
85
+ ${rayTraceCore.main}
86
+
87
+ ${uvProjectionGlsl}
88
+
89
+ ${materialBufferGlsl.main}
90
+ ${intersect.main}
91
+ ${envMap.main}
92
+
93
+ ${samplingGlsl}
94
+ ${openPbrBsdfGlsl}
95
+
96
+ float mh;
97
+ float bf;
98
+
99
+ ${sampleLightGlsl}
100
+ ${sampleMaterialGlsl}
101
+
102
+ ${cameraRayGlsl}
103
+ struct RayTraceAuxiliary {
104
+
105
+ vec3 albedo;
106
+ vec3 normal;
107
+ bool isBlank;
108
+
109
+ bool isShadowCatcher;
110
+ };
111
+
112
+ void bounce(inout Path aa, inout int depth, inout ad si, inout J mat, inout RayTraceAuxiliary outAux) {
113
+ cE = uint(max(depth, 0));
114
+
115
+
116
+
117
+
118
+ ${intelMac ? doubleTransmissionCheckCode : ''}
119
+
120
+ bool isShadowCatcher = mat.materialType == SHADOW_CATCHER;
121
+ if (isShadowCatcher) {
122
+ if (aa.fromEye) {
123
+ si.hit = false;
124
+ outAux.isShadowCatcher = true;
125
+ }
126
+ else {
127
+
128
+
129
+ #ifdef USE_ENVMAP
130
+ if (aa.isNextRefraction) {
131
+
132
+
133
+
134
+ vec4 bg = cw(aa.ray.o, aa.ray.d);
135
+ bg.rgb = ai(bg.rgb, bf);
136
+ float cT = aa.scatteringIsDelta ? 1.0
137
+ : aF(aa.scatteringPdf,
138
+ iv(aS(aa.ray.d)) * envLightSelectionPmf);
139
+ aa.li += cT * aa.beta * bg.rgb * bg.a;
140
+ aa.alpha = max(aa.alpha, bg.a);
141
+ }
142
+ else {
143
+ vec2 tE = aS(aa.ray.d);
144
+ vec3 emission = textureLinear(envMap, tE).rgb;
145
+ emission = ai(emission, bf);
146
+ aa.li += aa.beta * emission *
147
+ aF(
148
+ aa.scatteringPdf,
149
+ iv(tE) * envLightSelectionPmf
150
+ );
151
+ }
152
+ #else
153
+ vec4 bg = cw(aa.ray.o, aa.ray.d);
154
+ bg.rgb = ai(bg.rgb, bf);
155
+ aa.li += aa.beta * bg.rgb * bg.a;
156
+ #endif
157
+ aa.abort = true;
158
+ return;
159
+ }
160
+ }
161
+
162
+ if (!si.hit) {
163
+
164
+ vec4 bg = cw(aa.ray.o, aa.ray.d);
165
+
166
+
167
+
168
+ bg.rgb = ai(bg.rgb, bf);
169
+ if (aa.fromEye) {
170
+ aa.li = bg.rgb * bg.a;
171
+ aa.alpha = bg.a;
172
+
173
+ outAux.isBlank = bg.a < 0.01;
174
+ }
175
+ else {
176
+ Ray cam = hz(v_Texcoord + rN());
177
+ bool mz = dot(cam.d, aa.ray.d) > 0.0;
178
+ if (transmissiveOutputAlphaMin < 1.0) {
179
+ if (mz) {
180
+ aa.alpha = max(aa.alpha, bg.a);
181
+ } else {
182
+ aa.alpha = 1.0;
183
+ }
184
+ }
185
+ #if !defined(USE_ENVMAP)
186
+
187
+ if (mz) {
188
+ aa.li = aa.beta * aF(aa.scatteringPdf, 1.0) * bg.rgb;
189
+ }
190
+ #endif
191
+ }
192
+ aa.abort = true;
193
+ return;
194
+ }
195
+
196
+ bool cG = false;
197
+ if ((mat.materialType == STANDARD || mat.materialType == UNLIT)) {
198
+ if (transmissiveOutputAlphaMin < 1.0) {
199
+
200
+ float alpha = max(1.0 - mat.transmissionWeight, 1.0 - pow(1.0 - transmissiveOutputAlphaMin, float(depth)));
201
+ aa.alpha = max(alpha, aa.alpha);
202
+ }
203
+ float alpha = mat.alpha;
204
+ if (alpha < 1.0) {
205
+
206
+
207
+ aa.alpha = max(aa.alpha, alpha);
208
+ if (eo(3u) > alpha) {
209
+ cG = true;
210
+ }
211
+ }
212
+ if (!cG) {
213
+ lO(si, mat, aa);
214
+ }
215
+ else {
216
+ aa.ray.o = si.position + aa.ray.d * EPS;
217
+ }
218
+ }
219
+
220
+ if (!si.albedoSampled && !cG) {
221
+
222
+ if ((mat.materialType == STANDARD || mat.materialType == UNLIT) &&
223
+ !(mat.transmissionWeight > 0.5 ||
224
+ (mat.specularRoughness <= 0.02 && mat.baseMetalness > 0.98))) {
225
+
226
+
227
+
228
+ outAux.albedo = mat.baseColor;
229
+ outAux.normal = dot(si.normal, si.position - vec3(viewInv[3])) > 0.0
230
+ ? -si.normal
231
+ : si.normal;
232
+ si.albedoSampled = true;
233
+ }
234
+ if (depth > 4) {
235
+ si.albedoSampled = true;
236
+ }
237
+ }
238
+
239
+
240
+
241
+ #ifdef USE_RR
242
+ if (depth >= RR_MAX && !cG) {
243
+
244
+ float oj = max(max(aa.beta.x, aa.beta.y), aa.beta.z);
245
+ float q = max(0.0, 1.0 - oj);
246
+ if (dz(cv(RUSSIAN_ROULETTE)) < q) {
247
+
248
+
249
+ aa.alpha = 1.0;
250
+ aa.abort = true;
251
+ }
252
+ else {
253
+ aa.beta /= 1.0 - q;
254
+ }
255
+ }
256
+ #endif
257
+
258
+ if (aa.abort) {
259
+ return;
260
+ }
261
+
262
+
263
+ cY(aa.ray, si, true);
264
+ eT(mat, si.materialIndex, si.uv, si.uv1, si.instanceIndex);
265
+ si.isTransparency = mat.transmissionWeight > 0.001 || mat.subsurfaceWeight > 0.001 || mat.alpha < 0.999;
266
+
267
+
268
+
269
+
270
+ if (dispersionWavelengths == 1 && si.hit && mat.transmissionWeight > 0.001 && mat.transmissionDispersionScale > 0.001) {
271
+ bf = mh;
272
+ }
273
+ if (mat.transmissionWeight > 0.001 && bf > 0.0) {
274
+ mat.specularIor = eK(
275
+ bf,
276
+ mat.specularIor,
277
+ mat.transmissionDispersionScale,
278
+ mat.dispersionAbbeNumber
279
+ );
280
+ }
281
+
282
+ if (cG) {
283
+ return;
284
+ }
285
+
286
+ bool hu = eo(3u) < mat.alpha;
287
+ #ifdef NUM_LIGHTS
288
+
289
+ LightSampleRec lightSample;
290
+ for (int i = 0; i < NUM_LIGHTS; i++) {
291
+
292
+ Light light = ql(i);
293
+ float d = mk(aa.ray, light, lightSample);
294
+ bool mp = si.hit && d > distance(si.position, aa.ray.o);
295
+ if (d != INF && !(mp && hu)) {
296
+ lightSample.pdf *= light.selectionPmf;
297
+ float eW = aF(aa.scatteringPdf, lightSample.pdf);
298
+ lightSample.emission = ai(lightSample.emission, bf);
299
+ aa.li += eW * aa.beta * lightSample.emission;
300
+
301
+ aa.alpha = 1.0;
302
+ aa.abort = true;
303
+ }
304
+ }
305
+ #endif
306
+
307
+ #ifdef USE_ENVMAP
308
+ if (!(si.hit && hu)) {
309
+ if (aa.isNextRefraction) {
310
+
311
+
312
+ vec4 bg = cw(aa.ray.o, aa.ray.d);
313
+ bg.rgb = ai(bg.rgb, bf);
314
+ float cT = aa.scatteringIsDelta ? 1.0
315
+ : aF(aa.scatteringPdf,
316
+ iv(aS(aa.ray.d)) * envLightSelectionPmf);
317
+ aa.li += cT * aa.beta * bg.rgb * bg.a;
318
+ aa.alpha = max(aa.alpha, bg.a);
319
+ aa.abort = true;
320
+ return;
321
+ }
322
+ vec2 uv = aS(aa.ray.d);
323
+ vec3 emission = textureLinear(envMap, uv).rgb;
324
+ float eW = aF(
325
+ aa.scatteringPdf,
326
+ iv(uv) * envLightSelectionPmf
327
+ );
328
+ emission = ai(emission, bf);
329
+ aa.li += aa.beta * emission * eW;
330
+
331
+
332
+ #if !defined(USE_BACKGROUND)
333
+ aa.alpha = 1.0;
334
+ #endif
335
+ aa.abort = true;
336
+ return;
337
+ }
338
+ #endif
339
+
340
+ depth++;
341
+ }
342
+
343
+
344
+ vec2 kn(float radius, float xi) {
345
+ float x = 0.25;
346
+ for (int np = 0; np < 10; np++) {
347
+ float x2 = x * x;
348
+ float x3 = x2 * x;
349
+ float kD = 1.0 - x;
350
+ float value = 10.0 * x2 - 20.0 * x3 + 15.0 * x2 * x2 -
351
+ 4.0 * x2 * x3 - xi;
352
+ float lV = 20.0 * x * kD * kD * kD;
353
+ if (abs(value) < 1e-6 || lV == 0.0) break;
354
+ x = clamp(x - value / lV, 0.0, 1.0);
355
+ }
356
+ float jh = x * radius;
357
+ return vec2(
358
+ jh,
359
+ sqrt(max(radius * radius - jh * jh, 0.0))
360
+ );
361
+ }
362
+
363
+ float iN(float radius, float gr) {
364
+ if (gr >= radius) return 0.0;
365
+ float nS = radius - gr;
366
+ return nS * nS * nS;
367
+ }
368
+
369
+
370
+ vec3 mf(ad source, float radius) {
371
+ vec3 geometricNormal = source.faceNormal;
372
+ if (dot(geometricNormal, source.vertexNormal) < 0.0) geometricNormal = -geometricNormal;
373
+ vec3 tangent;
374
+ vec3 bitangent;
375
+ aK(geometricNormal, tangent, bitangent);
376
+ vec3 iB = vec3(0.0);
377
+
378
+ for (int ib = 0; ib < BEVEL_SAMPLES; ib++) {
379
+ vec2 oU = fk(CAMERA_BEVEL_BASE + uint(ib));
380
+ float cz = oU.x;
381
+ float ou = oU.y;
382
+ vec3 di = geometricNormal;
383
+ vec3 fE = tangent;
384
+ vec3 ek = bitangent;
385
+ float fZ = 0.5;
386
+ float hV = 0.25;
387
+ float gy = 0.25;
388
+ if (cz < 0.5) {
389
+ cz *= 2.0;
390
+ }
391
+ else if (cz < 0.75) {
392
+ vec3 mx = di;
393
+ di = fE;
394
+ fE = mx;
395
+ fZ = 0.25;
396
+ hV = 0.5;
397
+ cz = (cz - 0.5) * 4.0;
398
+ }
399
+ else {
400
+ vec3 mx = di;
401
+ di = ek;
402
+ ek = mx;
403
+ fZ = 0.25;
404
+ gy = 0.5;
405
+ cz = (cz - 0.75) * 4.0;
406
+ }
407
+
408
+ vec2 gO = kn(radius, ou);
409
+ float phi = TWOPI * cz;
410
+ vec3 qj = gO.x *
411
+ (cos(phi) * fE + sin(phi) * ek);
412
+ Ray ray;
413
+ iw(
414
+ ray,
415
+ source.position + di * gO.y + qj,
416
+ -di
417
+ );
418
+ ad hit;
419
+ iG(
420
+ ray,
421
+ hit,
422
+ source.instanceIndex,
423
+ max(2.0 * gO.y, EPS)
424
+ );
425
+ if (!hit.hit) continue;
426
+
427
+ float kE = fZ * abs(dot(di, hit.faceNormal));
428
+ float mt = hV * abs(dot(fE, hit.faceNormal));
429
+ float jS = gy * abs(dot(ek, hit.faceNormal));
430
+ float weight = kE / max(
431
+ kE * kE + mt * mt +
432
+ jS * jS,
433
+ 1e-8
434
+ );
435
+ weight *= iN(radius, distance(hit.position, source.position)) /
436
+ max(iN(radius, gO.x), 1e-8);
437
+ iB += weight * hit.vertexNormal;
438
+ }
439
+
440
+ if (dot(iB, iB) <= 1e-12) return source.normal;
441
+ vec3 jA = normalize(iB);
442
+ vec3 result = source.normal + jA - source.vertexNormal;
443
+ return dot(result, result) > 1e-12 ? normalize(result) : source.normal;
444
+ }
445
+
446
+ vec4 bw(ad si, Ray ray, J mat, inout RayTraceAuxiliary outAux) {
447
+ Path aa;
448
+ aa.ray = ray;
449
+ aa.li = vec3(0);
450
+ aa.alpha = transmissiveOutputAlphaMin < 1.0 ? 0.0 : 1.0;
451
+ aa.beta = vec3(1.0);
452
+ aa.fromEye = true;
453
+ aa.scatteringPdf = 0.0;
454
+ aa.scatteringIsDelta = false;
455
+ aa.isNextRefraction = false;
456
+ aa.abort = false;
457
+ int depth = 0;
458
+ ${intelMac ? bounceCodeOnIntelMac : bounceCodeOnOther}
459
+ return vec4(aa.li, aa.alpha);
460
+ }
461
+
462
+ vec4 iz(ad si, Ray ray, J mat, inout RayTraceAuxiliary outAux) {
463
+ float coverage = clamp(mat.alpha, 0.0, 1.0);
464
+ if (!si.hit || (mat.materialType != STANDARD && mat.materialType != UNLIT) || coverage >= 1.0) {
465
+ return bw(si, ray, mat, outAux);
466
+ }
467
+
468
+
469
+
470
+
471
+
472
+ Ray nK = ray;
473
+ nK.o = si.position + ray.d * (EPS * 0.02);
474
+ ad dU = si;
475
+ dU.albedoSampled = false;
476
+ cY(nK, dU, false);
477
+ J nJ;
478
+ eT(nJ, dU.materialIndex, dU.uv, dU.uv1, dU.instanceIndex);
479
+ RayTraceAuxiliary gg = outAux;
480
+ if (dU.hit && (nJ.materialType == STANDARD || nJ.materialType == UNLIT)) {
481
+ gg.albedo = nJ.transmissionWeight > 0.5
482
+ ? vec3(1.0)
483
+ : nJ.baseColor;
484
+ gg.normal = dot(
485
+ dU.normal,
486
+ dU.position - vec3(viewInv[3])
487
+ ) > 0.0
488
+ ? -dU.normal
489
+ : dU.normal;
490
+ dU.albedoSampled = nJ.transmissionWeight > 0.5;
491
+ }
492
+ vec4 back = bw(dU, nK, nJ, gg);
493
+ if (coverage <= 0.0) {
494
+ outAux = gg;
495
+ return back;
496
+ }
497
+
498
+ ad te = si;
499
+ J tF = mat;
500
+ tF.alpha = 1.0;
501
+ RayTraceAuxiliary iQ = outAux;
502
+ vec4 qL = bw(te, ray, tF, iQ);
503
+ outAux.albedo = mix(gg.albedo, iQ.albedo, coverage);
504
+ vec3 fR = mix(gg.normal, iQ.normal, coverage);
505
+ outAux.normal = dot(fR, fR) > 1e-12
506
+ ? normalize(fR)
507
+ : vec3(0.0);
508
+ outAux.isBlank = gg.isBlank && iQ.isBlank;
509
+ return mix(back, qL, coverage);
510
+ }
511
+
512
+
513
+
514
+ vec4 mj(Ray ray, out RayTraceAuxiliary outAux) {
515
+
516
+ ad si;
517
+ J mat;
518
+
519
+ si.albedoSampled = false;
520
+ #ifdef HAS_MEDIUM
521
+ si.mediumType = 0;
522
+ si.mediumExtinction = vec3(0.0);
523
+ si.mediumScattering = vec3(0.0);
524
+ si.mediumAnisotropy = 0.0;
525
+ #endif
526
+
527
+ cY(ray, si, false);
528
+ eT(mat, si.materialIndex, si.uv, si.uv1, si.instanceIndex);
529
+ si.isTransparency = mat.transmissionWeight > 0.001 || mat.subsurfaceWeight > 0.001 || mat.alpha < 0.999;
530
+
531
+ #ifdef HAS_BEVEL
532
+ if (bevelEnabled && mat.bevel > 0.0) {
533
+ si.normal = mf(si, mat.bevel);
534
+ }
535
+ #endif
536
+
537
+
538
+
539
+ if (si.hit && (mat.materialType == STANDARD || mat.materialType == UNLIT)) {
540
+ outAux.albedo = mat.transmissionWeight > 0.5 ? vec3(1.0) : mat.baseColor;
541
+ outAux.normal = dot(si.normal, si.position - vec3(viewInv[3])) > 0.0
542
+ ? -si.normal
543
+ : si.normal;
544
+
545
+
546
+ si.albedoSampled = mat.transmissionWeight > 0.5;
547
+ }
548
+
549
+ if (mat.transmissionDispersionScale > 0.001) {
550
+ mat.specularIor = eK(
551
+ bf,
552
+ mat.specularIor,
553
+ mat.transmissionDispersionScale,
554
+ mat.dispersionAbbeNumber
555
+ );
556
+ }
557
+ return iz(si, ray, mat, outAux);
558
+ }
559
+
560
+ void main() {
561
+
562
+ se();
563
+ jY(v_Texcoord * viewportSize, int(uint(sampleCount) ^ eg(uint(sequenceSeed))));
564
+
565
+
566
+ bf = dispersionWavelengths == 1 ? 0.0 : wavelength;
567
+ mh = wavelength;
568
+ if (dispersionWavelengths == 1 && wavelength > 0.0) {
569
+ float channel = floor(dz(CAMERA_WAVELENGTH) * 3.0);
570
+ mh = channel < 1.0 ? 650.0 : channel < 2.0 ? 510.0 : 475.0;
571
+ }
572
+
573
+
574
+
575
+ Ray cam = nv();
576
+
577
+ RayTraceAuxiliary outAux;
578
+ outAux.albedo = vec3(0.0);
579
+ outAux.normal = vec3(0.0);
580
+ outAux.isBlank = false;
581
+ outAux.isShadowCatcher = false;
582
+
583
+ vec4 aN = mj(cam, outAux);
584
+
585
+
586
+
587
+ #ifdef CLAMPING
588
+ float clamping = float(CLAMPING);
589
+ aN.rgb = clamp(aN.rgb, -clamping, clamping);
590
+ #endif
591
+
592
+
593
+ if (bf > 0.0) {
594
+
595
+ aN.rgb *= 3.0;
596
+ if (dispersionWavelengths != 1) {
597
+
598
+
599
+ aN.a /= 3.0;
600
+ }
601
+ }
602
+ if (!(aN.x < INF && aN.x > -EPS)) {
603
+ aN = vec4(0, 0, 0, 1);
604
+ }
605
+
606
+ out_color = aN;
607
+ out_albedo = vec4(outAux.albedo, outAux.isBlank ? 0.0 : 1.0);
608
+ out_normal = vec4(outAux.normal, 1.0);
609
+
610
+
611
+ float jj = dot(aN.rgb, vec3(0.2126, 0.7152, 0.0722));
612
+ out_moments = outAux.isShadowCatcher
613
+ ? vec4(0.0)
614
+ : vec4(jj, jj * jj, 1.0, 0.0);
615
+
616
+ }`
617
+ });
618
+ }
619
+ //# sourceMappingURL=rayTrace.frag.js.map
@@ -0,0 +1 @@
1
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see LICENSES/RayTracingRenderer-MIT.txt.\n\nimport commonGlsl from './chunks/common.glsl.js';\nimport rayTraceCore from './chunks/rayTraceCore.glsl.js';\nimport textureLinear from './chunks/textureLinear.glsl.js';\nimport materialBufferGlsl from './chunks/materialBuffer.glsl.js';\nimport intersect from './chunks/intersect.glsl.js';\nimport randGlsl from './chunks/rand.glsl.js';\nimport random from './chunks/random.glsl.js';\nimport envMap from './chunks/envMap.glsl.js';\nimport sampleMaterialGlsl from './chunks/sampleMaterial.glsl.js';\nimport sampleLightGlsl from './chunks/sampleLight.glsl.js';\nimport { FragmentShader, glsl, Shader } from '../shader.js';\nimport openPbrBsdfGlsl from './chunks/openPbrBsdf.glsl.js';\nimport samplingGlsl from './chunks/sampling.glsl.js';\nimport { isIntelMac } from '../util.js';\nimport uvProjectionGlsl from './chunks/uvProjection.glsl.js';\n\nconst doubleTransmissionCheckCode = glsl`\n#if defined(HAS_TRANSMISSION) || defined(HAS_ALPHA)\n if (!si.isTransparency && BOUNCES < 16 && depth * 2 > BOUNCES) {\n path.abort = true;\n return;\n }\n#endif\n`;\n\n// bounce fix on intel mac\n// The intel mac only have one bounce if the loop is not unrolled\n// But windows will have extremely slow shader compilation if the loop is unrolled\n// So here the code are injected separately.\nconst bounceCodeOnIntelMac = glsl`\n// Mark loop can be unrolled\nfor(int _idx_ = 0; _idx_ < BOUNCES; _idx_++) {{\n if (path.abort) {\n return vec4(path.li, path.alpha);\n }\n bounce(path, depth, si, mat, outAux);\n}}\n`;\nconst bounceCodeOnOther = glsl`\nbool isOpaque = !si.isTransparency;\nint activeBounceLimit = min(BOUNCES, bounceLimit);\nfor(int idx = 0; idx < min(BOUNCES * 3, ${MAX_PATH_EVENTS}); idx++) {\n if (isOpaque && idx > activeBounceLimit) {\n path.abort = true;\n }\n if (path.abort) {\n return vec4(path.li, path.alpha);\n }\n bounce(path, depth, si, mat, outAux);\n}\n`;\n\nexport default function createRayTraceFragmentShader() {\n const intelMac = isIntelMac();\n return new FragmentShader({\n name: 'rayTraceFrag',\n outputs: ['color', 'albedo', 'normal', 'moments'],\n defines: {\n BOUNCES: 2\n },\n uniforms: {\n cameraApertureRadius: Shader.uniform('float', 0),\n cameraFocusDistance: Shader.uniform('float', 10),\n\n viewProjectionInv: Shader.uniform('mat4'),\n viewInv: Shader.uniform('mat4'),\n transmissiveOutputAlphaMin: Shader.uniform('float'),\n openPbrEnergyLut: Shader.uniform('sampler2D'),\n\n viewportSize: Shader.uniform('vec2'),\n\n wavelength: Shader.uniform('float', 0),\n bevelEnabled: Shader.uniform('bool', true),\n dispersionWavelengths: Shader.uniform('int', 3),\n bounceLimit: Shader.uniform('int', 8)\n },\n includes: [rayTraceCore, materialBufferGlsl, intersect, random, envMap],\n main: glsl`\n${commonGlsl}\n\n${randGlsl}\n${random.main}\n\n${textureLinear}\n\n${rayTraceCore.main}\n\n${uvProjectionGlsl}\n\n${materialBufferGlsl.main}\n${intersect.main}\n${envMap.main}\n\n${samplingGlsl}\n${openPbrBsdfGlsl}\n\nfloat heroWavelength;\nfloat pathWavelength;\n\n${sampleLightGlsl}\n${sampleMaterialGlsl}\n\n${cameraRayGlsl}\nstruct RayTraceAuxiliary {\n // Denoising guides and auxiliary pixel classification.\n vec3 albedo;\n vec3 normal;\n bool isBlank;\n // The primary ray hit a shadow catcher, whose sample the catcher pass owns.\n bool isShadowCatcher;\n};\n\nvoid bounce(inout Path path, inout int depth, inout SurfaceInteraction si, inout OpenPbrResolvedMaterial mat, inout RayTraceAuxiliary outAux) {\n samplingBounce = uint(max(depth, 0));\n // The bounce will be doubled on the transmission material.\n // For other materials. We will quite early\n // TODO It is only used on Mac with AMD card. If I enabled it on windows.\n // It will cause shader compilation too slow.\n${intelMac ? doubleTransmissionCheckCode : ''}\n\n bool isShadowCatcher = mat.materialType == SHADOW_CATCHER;\n if (isShadowCatcher) {\n if (path.fromEye) {\n si.hit = false;\n outAux.isShadowCatcher = true;\n }\n else {\n // The catcher belongs only to the shadow-mask pass. Keep its default\n // white material out of glossy and transmission reflections.\n#ifdef USE_ENVMAP\n if (path.isNextRefraction) {\n // The invisible catcher can sit between a transmitted camera ray and\n // the grounded skybox. Use the displayed background here instead of\n // terminating early with the raw lighting environment.\n vec4 bg = sampleBackgroundFromRay(path.ray.o, path.ray.d);\n bg.rgb = sampling_spectral_rgb_filter(bg.rgb, pathWavelength);\n float backgroundMisWeight = path.scatteringIsDelta ? 1.0\n : sampling_power_heuristic(path.scatteringPdf,\n envMapPdf(cartesianToEquirect(path.ray.d)) * envLightSelectionPmf);\n path.li += backgroundMisWeight * path.beta * bg.rgb * bg.a;\n path.alpha = max(path.alpha, bg.a);\n }\n else {\n vec2 envUv = cartesianToEquirect(path.ray.d);\n vec3 emission = textureLinear(envMap, envUv).rgb;\n emission = sampling_spectral_rgb_filter(emission, pathWavelength);\n path.li += path.beta * emission *\n sampling_power_heuristic(\n path.scatteringPdf,\n envMapPdf(envUv) * envLightSelectionPmf\n );\n }\n#else\n vec4 bg = sampleBackgroundFromRay(path.ray.o, path.ray.d);\n bg.rgb = sampling_spectral_rgb_filter(bg.rgb, pathWavelength);\n path.li += path.beta * bg.rgb * bg.a;\n#endif\n path.abort = true;\n return;\n }\n }\n\n if (!si.hit) {\n // Sample from background if first ray not hit anything.\n vec4 bg = sampleBackgroundFromRay(path.ray.o, path.ray.d);\n // Dispersion renders one additive pass per RGB wavelength. Background\n // radiance has to be split in the same way as lights and emissive\n // surfaces, otherwise the full skybox is accumulated three times.\n bg.rgb = sampling_spectral_rgb_filter(bg.rgb, pathWavelength);\n if (path.fromEye) {\n path.li = bg.rgb * bg.a;\n path.alpha = bg.a;\n // Only treat as blank pixels when the background is transparent\n outAux.isBlank = bg.a < 0.01;\n }\n else {\n Ray cam = initCameraRay(v_Texcoord + pixelJitter());\n bool towardsCam = dot(cam.d, path.ray.d) > 0.0;\n if (transmissiveOutputAlphaMin < 1.0) {\n if (towardsCam) {\n path.alpha = max(path.alpha, bg.a);\n } else {\n path.alpha = 1.0;\n }\n }\n#if !defined(USE_ENVMAP)\n // TODO treat background as a light source\n if (towardsCam) {\n path.li = path.beta * sampling_power_heuristic(path.scatteringPdf, 1.0) * bg.rgb;\n }\n#endif\n }\n path.abort = true;\n return;\n }\n\n bool sampleIgnored = false;\n if ((mat.materialType == STANDARD || mat.materialType == UNLIT)) {\n if (transmissiveOutputAlphaMin < 1.0) {\n // TODO increase the alpha when there are more bounces.\n float alpha = max(1.0 - mat.transmissionWeight, 1.0 - pow(1.0 - transmissiveOutputAlphaMin, float(depth)));\n path.alpha = max(alpha, path.alpha);\n }\n float alpha = mat.alpha;\n if (alpha < 1.0) {\n // Alpha is sampled as stochastic coverage. An accepted surface branch\n // must use full radiance weight; multiplying by alpha again is biased.\n path.alpha = max(path.alpha, alpha);\n if (hashedSample(3u) > alpha) {\n sampleIgnored = true;\n }\n }\n if (!sampleIgnored) {\n SampleMaterial(si, mat, path);\n }\n else {\n path.ray.o = si.position + path.ray.d * EPS;\n }\n }\n\n if (!si.albedoSampled && !sampleIgnored) {\n // Select denoising guides.\n if ((mat.materialType == STANDARD || mat.materialType == UNLIT) &&\n !(mat.transmissionWeight > 0.5 ||\n (mat.specularRoughness <= 0.02 && mat.baseMetalness > 0.98))) {\n // Alpha-blended decals can be skipped stochastically. In that case keep\n // looking for the first useful rough-surface guide behind the decal,\n // even though it is reached after depth zero.\n outAux.albedo = mat.baseColor;\n outAux.normal = dot(si.normal, si.position - vec3(viewInv[3])) > 0.0\n ? -si.normal\n : si.normal;\n si.albedoSampled = true;\n }\n if (depth > 4) {\n si.albedoSampled = true;\n }\n }\n\n\n // Russian Roulette sampling\n#ifdef USE_RR\n if (depth >= RR_MAX && !sampleIgnored) {\n // Max-component survival (pbrt-v4) avoids over-amplifying saturated paths.\n float maxComponent = max(max(path.beta.x, path.beta.y), path.beta.z);\n float q = max(0.0, 1.0 - maxComponent);\n if (sample1D(bounceDim(RUSSIAN_ROULETTE)) < q) {\n // TODO we force use alpha 1.0 here.\n // To avoid the glass pixels is transparent even if it's on an opaque object.\n path.alpha = 1.0;\n path.abort = true;\n }\n else {\n path.beta /= 1.0 - q;\n }\n }\n#endif\n\n if (path.abort) {\n return;\n }\n\n // Next ray hit\n intersectScene(path.ray, si, true);\n getMaterial(mat, si.materialIndex, si.uv, si.uv1, si.instanceIndex);\n si.isTransparency = mat.transmissionWeight > 0.001 || mat.subsurfaceWeight > 0.001 || mat.alpha < 0.999;\n\n // Dynamic preview only becomes spectral when the primary visible surface\n // actually disperses transmitted light. Direct background and ordinary\n // opaque materials stay full RGB and therefore remain noise-free.\n if (dispersionWavelengths == 1 && si.hit && mat.transmissionWeight > 0.001 && mat.transmissionDispersionScale > 0.001) {\n pathWavelength = heroWavelength;\n }\n if (mat.transmissionWeight > 0.001 && pathWavelength > 0.0) {\n mat.specularIor = sampling_cauchy_ior(\n pathWavelength,\n mat.specularIor,\n mat.transmissionDispersionScale,\n mat.dispersionAbbeNumber\n );\n }\n\n if (sampleIgnored) {\n return;\n }\n\n bool isAlphaOccluded = hashedSample(3u) < mat.alpha;\n#ifdef NUM_LIGHTS\n // Use light if hit the light\n LightSampleRec lightSample;\n for (int i = 0; i < NUM_LIGHTS; i++) {\n // Fetch light Data\n Light light = fetchLight(i);\n float d = intersectLight(path.ray, light, lightSample);\n bool occluded = si.hit && d > distance(si.position, path.ray.o);\n if (d != INF && !(occluded && isAlphaOccluded)) {\n lightSample.pdf *= light.selectionPmf;\n float misWeight = sampling_power_heuristic(path.scatteringPdf, lightSample.pdf);\n lightSample.emission = sampling_spectral_rgb_filter(lightSample.emission, pathWavelength);\n path.li += misWeight * path.beta * lightSample.emission;\n // TODO set alpha to 1.0 will cause some sharp edges\n path.alpha = 1.0;\n path.abort = true;\n }\n }\n#endif\n\n#ifdef USE_ENVMAP\n if (!(si.hit && isAlphaOccluded)) {\n if (path.isNextRefraction) {\n // Camera-visible transmission must use the displayed background. The\n // raw environment remains the lighting source for non-transmission rays.\n vec4 bg = sampleBackgroundFromRay(path.ray.o, path.ray.d);\n bg.rgb = sampling_spectral_rgb_filter(bg.rgb, pathWavelength);\n float backgroundMisWeight = path.scatteringIsDelta ? 1.0\n : sampling_power_heuristic(path.scatteringPdf,\n envMapPdf(cartesianToEquirect(path.ray.d)) * envLightSelectionPmf);\n path.li += backgroundMisWeight * path.beta * bg.rgb * bg.a;\n path.alpha = max(path.alpha, bg.a);\n path.abort = true;\n return;\n }\n vec2 uv = cartesianToEquirect(path.ray.d);\n vec3 emission = textureLinear(envMap, uv).rgb;\n float misWeight = sampling_power_heuristic(\n path.scatteringPdf,\n envMapPdf(uv) * envLightSelectionPmf\n );\n emission = sampling_spectral_rgb_filter(emission, pathWavelength);\n path.li += path.beta * emission * misWeight;\n\n // TODO force the min alpha to be 1 when showing envmap as background\n #if !defined(USE_BACKGROUND)\n path.alpha = 1.0;\n #endif\n path.abort = true;\n return;\n }\n#endif\n\n depth++;\n}\n\n\nvec2 bevelCubicSample(float radius, float xi) {\n float x = 0.25;\n for (int iteration = 0; iteration < 10; iteration++) {\n float x2 = x * x;\n float x3 = x2 * x;\n float oneMinusX = 1.0 - x;\n float value = 10.0 * x2 - 20.0 * x3 + 15.0 * x2 * x2 -\n 4.0 * x2 * x3 - xi;\n float derivative = 20.0 * x * oneMinusX * oneMinusX * oneMinusX;\n if (abs(value) < 1e-6 || derivative == 0.0) break;\n x = clamp(x - value / derivative, 0.0, 1.0);\n }\n float diskRadius = x * radius;\n return vec2(\n diskRadius,\n sqrt(max(radius * radius - diskRadius * diskRadius, 0.0))\n );\n}\n\nfloat bevelCubicPdf(float radius, float distanceToSource) {\n if (distanceToSource >= radius) return 0.0;\n float falloff = radius - distanceToSource;\n return falloff * falloff * falloff;\n}\n\n// Shader bevel. Usage: docs/materials.md (Renderer extensions)\nvec3 getBevelNormal(SurfaceInteraction source, float radius) {\n vec3 geometricNormal = source.faceNormal;\n if (dot(geometricNormal, source.vertexNormal) < 0.0) geometricNormal = -geometricNormal;\n vec3 tangent;\n vec3 bitangent;\n sampling_orthonormal_basis(geometricNormal, tangent, bitangent);\n vec3 normalSum = vec3(0.0);\n\n for (int sampleIndex = 0; sampleIndex < BEVEL_SAMPLES; sampleIndex++) {\n vec2 bevelRnd = sample2D(CAMERA_BEVEL_BASE + uint(sampleIndex));\n float axisSample = bevelRnd.x;\n float radialSample = bevelRnd.y;\n vec3 diskNormal = geometricNormal;\n vec3 diskTangent = tangent;\n vec3 diskBitangent = bitangent;\n float pickPdfNormal = 0.5;\n float pickPdfTangent = 0.25;\n float pickPdfBitangent = 0.25;\n if (axisSample < 0.5) {\n axisSample *= 2.0;\n }\n else if (axisSample < 0.75) {\n vec3 swapAxis = diskNormal;\n diskNormal = diskTangent;\n diskTangent = swapAxis;\n pickPdfNormal = 0.25;\n pickPdfTangent = 0.5;\n axisSample = (axisSample - 0.5) * 4.0;\n }\n else {\n vec3 swapAxis = diskNormal;\n diskNormal = diskBitangent;\n diskBitangent = swapAxis;\n pickPdfNormal = 0.25;\n pickPdfBitangent = 0.5;\n axisSample = (axisSample - 0.75) * 4.0;\n }\n\n vec2 diskSample = bevelCubicSample(radius, radialSample);\n float phi = TWOPI * axisSample;\n vec3 diskOffset = diskSample.x *\n (cos(phi) * diskTangent + sin(phi) * diskBitangent);\n Ray ray;\n initRay(\n ray,\n source.position + diskNormal * diskSample.y + diskOffset,\n -diskNormal\n );\n SurfaceInteraction hit;\n intersectSceneBevel(\n ray,\n hit,\n source.instanceIndex,\n max(2.0 * diskSample.y, EPS)\n );\n if (!hit.hit) continue;\n\n float pdfNormal = pickPdfNormal * abs(dot(diskNormal, hit.faceNormal));\n float pdfTangent = pickPdfTangent * abs(dot(diskTangent, hit.faceNormal));\n float pdfBitangent = pickPdfBitangent * abs(dot(diskBitangent, hit.faceNormal));\n float weight = pdfNormal / max(\n pdfNormal * pdfNormal + pdfTangent * pdfTangent +\n pdfBitangent * pdfBitangent,\n 1e-8\n );\n weight *= bevelCubicPdf(radius, distance(hit.position, source.position)) /\n max(bevelCubicPdf(radius, diskSample.x), 1e-8);\n normalSum += weight * hit.vertexNormal;\n }\n\n if (dot(normalSum, normalSum) <= 1e-12) return source.normal;\n vec3 bevelVertexNormal = normalize(normalSum);\n vec3 result = source.normal + bevelVertexNormal - source.vertexNormal;\n return dot(result, result) > 1e-12 ? normalize(result) : source.normal;\n}\n\nvec4 integrateOnePathSample(SurfaceInteraction si, Ray ray, OpenPbrResolvedMaterial mat, inout RayTraceAuxiliary outAux) {\n Path path;\n path.ray = ray;\n path.li = vec3(0);\n path.alpha = transmissiveOutputAlphaMin < 1.0 ? 0.0 : 1.0;\n path.beta = vec3(1.0);\n path.fromEye = true;\n path.scatteringPdf = 0.0;\n path.scatteringIsDelta = false;\n path.isNextRefraction = false;\n path.abort = false;\n int depth = 0;\n${intelMac ? bounceCodeOnIntelMac : bounceCodeOnOther}\n return vec4(path.li, path.alpha);\n}\n\nvec4 integrateOnePath(SurfaceInteraction si, Ray ray, OpenPbrResolvedMaterial mat, inout RayTraceAuxiliary outAux) {\n float coverage = clamp(mat.alpha, 0.0, 1.0);\n if (!si.hit || (mat.materialType != STANDARD && mat.materialType != UNLIT) || coverage >= 1.0) {\n return integrateOnePathSample(si, ray, mat, outAux);\n }\n\n // glTF BLEND is source-over opacity, not a physical glass boundary. Split\n // the primary ray so reflected radiance is attenuated by alpha every sample\n // while the complementary branch continues straight to the scene behind it.\n // Secondary alpha hits remain stochastic to avoid exponential path growth.\n Ray backRay = ray;\n backRay.o = si.position + ray.d * (EPS * 0.02);\n SurfaceInteraction backSi = si;\n backSi.albedoSampled = false;\n intersectScene(backRay, backSi, false);\n OpenPbrResolvedMaterial backMat;\n getMaterial(backMat, backSi.materialIndex, backSi.uv, backSi.uv1, backSi.instanceIndex);\n RayTraceAuxiliary backAux = outAux;\n if (backSi.hit && (backMat.materialType == STANDARD || backMat.materialType == UNLIT)) {\n backAux.albedo = backMat.transmissionWeight > 0.5\n ? vec3(1.0)\n : backMat.baseColor;\n backAux.normal = dot(\n backSi.normal,\n backSi.position - vec3(viewInv[3])\n ) > 0.0\n ? -backSi.normal\n : backSi.normal;\n backSi.albedoSampled = backMat.transmissionWeight > 0.5;\n }\n vec4 back = integrateOnePathSample(backSi, backRay, backMat, backAux);\n if (coverage <= 0.0) {\n outAux = backAux;\n return back;\n }\n\n SurfaceInteraction frontSi = si;\n OpenPbrResolvedMaterial frontMat = mat;\n frontMat.alpha = 1.0;\n RayTraceAuxiliary frontAux = outAux;\n vec4 front = integrateOnePathSample(frontSi, ray, frontMat, frontAux);\n outAux.albedo = mix(backAux.albedo, frontAux.albedo, coverage);\n vec3 blendedNormal = mix(backAux.normal, frontAux.normal, coverage);\n outAux.normal = dot(blendedNormal, blendedNormal) > 1e-12\n ? normalize(blendedNormal)\n : vec3(0.0);\n outAux.isBlank = backAux.isBlank && frontAux.isBlank;\n return mix(back, front, coverage);\n}\n\n// Path tracing integrator as described in\n// http://www.pbr-book.org/3ed-2018/Light_Transport_I_Surface_Reflection/Path_Tracing.html#\nvec4 integrator(Ray ray, out RayTraceAuxiliary outAux) {\n\n SurfaceInteraction si;\n OpenPbrResolvedMaterial mat;\n\n si.albedoSampled = false;\n#ifdef HAS_MEDIUM\n si.mediumType = 0;\n si.mediumExtinction = vec3(0.0);\n si.mediumScattering = vec3(0.0);\n si.mediumAnisotropy = 0.0;\n#endif\n\n intersectScene(ray, si, false);\n getMaterial(mat, si.materialIndex, si.uv, si.uv1, si.instanceIndex);\n si.isTransparency = mat.transmissionWeight > 0.001 || mat.subsurfaceWeight > 0.001 || mat.alpha < 0.999;\n\n#ifdef HAS_BEVEL\n if (bevelEnabled && mat.bevel > 0.0) {\n si.normal = getBevelNormal(si, mat.bevel);\n }\n#endif\n\n // Keep a clean first-hit fallback for denoising. Glass retains this stable\n // guide; other delta paths may replace it at their first non-delta hit.\n if (si.hit && (mat.materialType == STANDARD || mat.materialType == UNLIT)) {\n outAux.albedo = mat.transmissionWeight > 0.5 ? vec3(1.0) : mat.baseColor;\n outAux.normal = dot(si.normal, si.position - vec3(viewInv[3])) > 0.0\n ? -si.normal\n : si.normal;\n // A refracted/reflected continuation is stochastic and therefore not a\n // clean OIDN feature. Keep the stable primary glass guide instead.\n si.albedoSampled = mat.transmissionWeight > 0.5;\n }\n\n if (mat.transmissionDispersionScale > 0.001) {\n mat.specularIor = sampling_cauchy_ior(\n pathWavelength,\n mat.specularIor,\n mat.transmissionDispersionScale,\n mat.dispersionAbbeNumber\n );\n }\n return integrateOnePath(si, ray, mat, outAux);\n}\n\nvoid main() {\n\n initRandom();\n rng_initialize(v_Texcoord * viewportSize, int(uint(sampleCount) ^ sampleHash(uint(sequenceSeed))));\n\n\n pathWavelength = dispersionWavelengths == 1 ? 0.0 : wavelength;\n heroWavelength = wavelength;\n if (dispersionWavelengths == 1 && wavelength > 0.0) {\n float channel = floor(sample1D(CAMERA_WAVELENGTH) * 3.0);\n heroWavelength = channel < 1.0 ? 650.0 : channel < 2.0 ? 510.0 : 475.0;\n }\n\n // Thin lens model with depth-of-field\n // http://www.pbr-book.org/3ed-2018/Camera_Models/Projective_Camera_Models.html#TheThinLensModelandDepthofField\n Ray cam = primaryCameraRay();\n\n RayTraceAuxiliary outAux;\n outAux.albedo = vec3(0.0);\n outAux.normal = vec3(0.0);\n outAux.isBlank = false;\n outAux.isShadowCatcher = false;\n\n vec4 liAndAlpha = integrator(cam, outAux);\n\n // Clamp at Integration Level to reduce fireflies.\n // TODO Path level configuration?\n#ifdef CLAMPING\n float clamping = float(CLAMPING);\n liAndAlpha.rgb = clamp(liAndAlpha.rgb, -clamping, clamping);\n#endif\n\n // Each sample will be accumulated three times.\n if (pathWavelength > 0.0) {\n // RGB will be normalized using accumated hit in out_albedo.a\n liAndAlpha.rgb *= 3.0;\n if (dispersionWavelengths != 1) {\n // Full spectral samples use three additive passes. Preview only submits\n // one hero wavelength, so its alpha must not be divided.\n liAndAlpha.a /= 3.0;\n }\n }\n if (!(liAndAlpha.x < INF && liAndAlpha.x > -EPS)) {\n liAndAlpha = vec4(0, 0, 0, 1);\n }\n\n out_color = liAndAlpha;\n out_albedo = vec4(outAux.albedo, outAux.isBlank ? 0.0 : 1.0);\n out_normal = vec4(outAux.normal, 1.0);\n // Moments and count of the built-in denoiser's guide value. The catcher\n // pass accumulates its own samples (see shadowCatcher.frag).\n float guideValue = dot(liAndAlpha.rgb, vec3(0.2126, 0.7152, 0.0722));\n out_moments = outAux.isShadowCatcher\n ? vec4(0.0)\n : vec4(guideValue, guideValue * guideValue, 1.0, 0.0);\n\n}`\n });\n}\n"]}
@@ -0,0 +1,3 @@
1
+ import { FragmentShader } from '../shader.js';
2
+ declare const _default: FragmentShader<Record<string, import("../shader.js").ShaderDefineValue>, Record<string, import("../shader.js").ShaderUniform<unknown>>>;
3
+ export default _default;