@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
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number;\n magFilter?: number;\n wrapS?: number;\n wrapT?: number;\n flipY?: boolean;\n flipYArray?: boolean[];\n useMipmap?: boolean;\n premultiplyAlpha?: boolean;\n sRGB?: boolean;\n}\n\nfunction isPixelSource(source: unknown): source is TexturePixelSource {\n return !!source && typeof source === 'object' && 'data' in source;\n}\n\nexport class Texture2D {\n private _source?: TextureSource | TextureImageSource[];\n width = 1;\n height = 1;\n // Keep the shared texture container constructible in DOM-free WebGPU hosts.\n target: number = constants.TEXTURE_2D;\n protected _options: TextureOptions;\n protected _texture?: WebGLTexture;\n protected _dirty = true;\n protected _allocated = false;\n\n constructor(options: TextureOptions = {}) {\n this._options = options;\n this.source = options.source;\n this.width = options.width || 1;\n this.height = options.height || 1;\n }\n\n get storageType() {return this._options.type ?? constants.UNSIGNED_BYTE;}\n get isByteEncoded() { return (this._options.type ?? constants.UNSIGNED_BYTE) === constants.UNSIGNED_BYTE; }\n\n /** Allocated 2D render-target payload, excluding driver/FBO overhead. */\n getMemoryBytes() {\n if (!this._allocated) return 0;\n const bytes = this._options.type === constants.FLOAT ? 4 :\n this._options.type === constants.HALF_FLOAT ? 2 : 1;\n return this.width * this.height * 4 * bytes;\n }\n\n get source(): any {\n return this._source;\n }\n\n set source(value: any) {\n if (this._source !== value) {\n this._source = value;\n this._dirty = true;\n this._allocated = false;\n }\n }\n\n dirty() {\n this._dirty = true;\n }\n\n resize(width: number, height: number) {\n if (this.width !== width || this.height !== height) {\n this.width = width;\n this.height = height;\n this._dirty = true;\n this._allocated = false;\n }\n }\n\n ensureStorage(\n gl: WebGL2RenderingContext,\n width: number,\n height: number,\n options: TextureOptions = this._options\n ) {\n const storageChanged = (this._options.type ?? constants.UNSIGNED_BYTE) !== (options.type ?? this._options.type ?? constants.UNSIGNED_BYTE) ||\n this._options.sRGB !== (options.sRGB ?? this._options.sRGB);\n this._options = { ...this._options, ...options };\n if (storageChanged) {this._dirty = true; this._allocated = false;}\n this.resize(Math.max(1, width), Math.max(1, height));\n this._ensureTexture(gl);\n if (!this._allocated || this._dirty) {\n this._bindAndConfigure(gl);\n const { internalFormat, format, type } = this._format(gl);\n gl.texImage2D(\n gl.TEXTURE_2D,\n 0,\n internalFormat,\n this.width,\n this.height,\n 0,\n format,\n type,\n null\n );\n this._allocated = true;\n this._dirty = false;\n }\n return this;\n }\n\n bind(gl: WebGL2RenderingContext, unit: number) {\n this._ensureTexture(gl);\n gl.activeTexture(gl.TEXTURE0 + unit);\n this._bindAndConfigure(gl);\n if (this._dirty || !this._allocated) {\n this._upload(gl);\n }\n }\n\n /** Copies a byte range into a data texture's CPU image and uploads its covering rows. 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format, type } = this._format(gl, channels);\n gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, this._options.flipY ? 1 : 0);\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, this._options.premultiplyAlpha ? 1 : 0);\n gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, first, source.width, end - first, format, type,\n source.data.subarray(first * source.width * channels, end * source.width * channels));\n }\n\n getWebGLTexture(gl: WebGL2RenderingContext) {\n this._ensureTexture(gl);\n return this._texture!;\n }\n\n dispose(gl: WebGL2RenderingContext) {\n if (this._texture) gl.deleteTexture(this._texture);\n this._texture = undefined; this._allocated = false; this._dirty = true;\n }\n\n protected _ensureTexture(gl: WebGL2RenderingContext) {\n if (!this._texture) {\n this._texture = gl.createTexture()!;\n this._dirty = true;\n this._allocated = false;\n }\n }\n\n protected _bindAndConfigure(gl: WebGL2RenderingContext) {\n gl.bindTexture(gl.TEXTURE_2D, this._texture!);\n gl.texParameteri(\n gl.TEXTURE_2D,\n 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{\n const source = this.source;\n const channels =\n source && isPixelSource(source)\n ? source.data.byteLength / source.data.BYTES_PER_ELEMENT / (source.width * source.height)\n : 4;\n const { internalFormat, format, type } = this._format(gl, channels);\n gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, this._options.flipY ? 1 : 0);\n gl.pixelStorei(\n gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL,\n this._options.premultiplyAlpha ? 1 : 0\n );\n if (source && isPixelSource(source)) {\n this.width = source.width;\n this.height = source.height;\n gl.texImage2D(\n gl.TEXTURE_2D,\n 0,\n internalFormat,\n source.width,\n source.height,\n 0,\n format,\n type,\n source.data\n );\n } else if (source && !Array.isArray(source)) {\n this.width = source.width;\n this.height = source.height;\n gl.texImage2D(\n gl.TEXTURE_2D,\n 0,\n internalFormat,\n format,\n type,\n source\n );\n } else {\n gl.texImage2D(\n gl.TEXTURE_2D,\n 0,\n internalFormat,\n this.width,\n this.height,\n 0,\n format,\n type,\n null\n );\n }\n if (this._options.useMipmap) gl.generateMipmap(gl.TEXTURE_2D);\n this._dirty = false;\n this._allocated = true;\n }\n}\n\nexport class Texture2DArray extends Texture2D {\n target: number = constants.TEXTURE_2D_ARRAY;\n\n get flipYArray() {\n return this._options.flipYArray || [];\n }\n\n protected _bindAndConfigure(gl: WebGL2RenderingContext) {\n gl.bindTexture(gl.TEXTURE_2D_ARRAY, this._texture!);\n gl.texParameteri(\n gl.TEXTURE_2D_ARRAY,\n gl.TEXTURE_MIN_FILTER,\n this._options.minFilter || gl.LINEAR\n );\n gl.texParameteri(\n gl.TEXTURE_2D_ARRAY,\n gl.TEXTURE_MAG_FILTER,\n this._options.magFilter || gl.LINEAR\n );\n gl.texParameteri(\n gl.TEXTURE_2D_ARRAY,\n gl.TEXTURE_WRAP_S,\n this._options.wrapS || gl.CLAMP_TO_EDGE\n );\n gl.texParameteri(\n gl.TEXTURE_2D_ARRAY,\n gl.TEXTURE_WRAP_T,\n this._options.wrapT || gl.CLAMP_TO_EDGE\n );\n }\n\n protected _upload(gl: WebGL2RenderingContext) {\n const sources = (this.source || []) as TextureImageSource[];\n const depth = Math.max(1, sources.length);\n const maxTextureSize = gl.getParameter(gl.MAX_TEXTURE_SIZE);\n const maxTextureArrayLayers = gl.getParameter(gl.MAX_ARRAY_TEXTURE_LAYERS);\n if (\n this.width > maxTextureSize ||\n this.height > maxTextureSize ||\n depth > maxTextureArrayLayers\n ) {\n throw new Error(\n `Texture array ${this.width}x${this.height}x${depth} exceeds WebGL limits ${maxTextureSize}x${maxTextureSize}x${maxTextureArrayLayers}.`\n );\n }\n const type = this.storageType;\n const internalFormat = type === gl.HALF_FLOAT ? gl.RGBA16F\n : type === gl.FLOAT ? gl.RGBA32F\n : this._options.sRGB ? gl.SRGB8_ALPHA8 : gl.RGBA8;\n // Attribute allocation errors to this upload rather than an unrelated\n // earlier WebGL call whose error flag was never consumed.\n while (gl.getError() !== gl.NO_ERROR) {\n // Drain the context error queue.\n }\n gl.texImage3D(\n gl.TEXTURE_2D_ARRAY,\n 0,\n internalFormat,\n this.width,\n this.height,\n depth,\n 0,\n gl.RGBA,\n type,\n null\n );\n const allocationError = gl.getError();\n if (allocationError !== gl.NO_ERROR) {\n throw new Error(\n `WebGL could not allocate texture array ${this.width}x${this.height}x${depth} (error 0x${allocationError.toString(16)}).`\n );\n }\n sources.forEach((source, index) => {\n gl.pixelStorei(\n gl.UNPACK_FLIP_Y_WEBGL,\n (this._options.flipYArray?.[index] ?? this._options.flipY) ? 1 : 0\n );\n // Material maps use straight alpha. Do not inherit a premultiplication\n // state from a texture uploaded earlier on the same WebGL context.\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 0);\n gl.texSubImage3D(\n gl.TEXTURE_2D_ARRAY,\n 0,\n 0,\n 0,\n index,\n source.width,\n source.height,\n 1,\n gl.RGBA,\n type,\n isPixelSource(source) ? source.data : source\n );\n const uploadError = gl.getError();\n if (uploadError !== gl.NO_ERROR) {\n throw new Error(`WebGL could not upload texture array layer ${index} (error 0x${uploadError.toString(16)}).`);\n }\n });\n this._dirty = false;\n this._allocated = true;\n }\n\n bind(gl: WebGL2RenderingContext, unit: number) {\n this._ensureTexture(gl);\n gl.activeTexture(gl.TEXTURE0 + unit);\n this._bindAndConfigure(gl);\n if (this._dirty || !this._allocated) this._upload(gl);\n }\n}\n\n/** Compiled GLSL program plus its current bind-group-like values. */\nexport class WebGLProgramBindings {\n readonly shader: FragmentShader;\n readonly uniforms: Record<string, ShaderUniform>;\n readonly defines: Record<string, ShaderDefineValue>;\n private _programs = new Map<string, WebGLProgram>();\n\n constructor(shader: FragmentShader) {\n this.shader = shader;\n this.uniforms = Object.fromEntries(\n Object.entries(shader.uniforms).map(([name, uniform]) => [\n name,\n { ...uniform, value: cloneValue(uniform.value) }\n ])\n );\n this.defines = { ...shader.defines };\n }\n\n set(name: string, value: unknown) {\n if (value === undefined || !this.uniforms[name]) return false;\n const changed = this.uniforms[name].value !== value;\n this.uniforms[name].value = value;\n return changed;\n }\n\n setUniforms(values: Record<string, unknown>) {\n Object.entries(values).forEach(([name, value]) => this.set(name, value));\n }\n\n get(name: string): any {\n return this.uniforms[name]?.value;\n }\n\n setDefine(name: string, value: ShaderDefineValue) {\n this.defines[name] = value;\n }\n\n deleteDefine(name: string) {\n delete this.defines[name];\n }\n\n getProgram(renderer: WebGLDevice) {\n const textureDefines: Record<string, null> = {};\n for (const [name, uniform] of Object.entries(this.uniforms)) {\n if (isSampler(uniform.type) && uniform.value) {\n textureDefines[`${name.toUpperCase()}_ENABLED`] = null;\n }\n }\n const defines = { ...this.defines, ...textureDefines };\n const key = JSON.stringify(defines);\n let program = this._programs.get(key);\n if (!program) {\n program = renderer.createProgram(this.shader, defines);\n this._programs.set(key, program);\n }\n return program;\n }\n\n bind(renderer: WebGLDevice) {\n const gl = renderer.gl;\n const program = this.getProgram(renderer);\n gl.useProgram(program);\n let textureUnit = 0;\n for (const [name, uniform] of Object.entries(this.uniforms)) {\n const location = gl.getUniformLocation(program, name);\n if (location === null) continue;\n const value = uniform.value;\n if (isSampler(uniform.type)) {\n const texture = value as Texture2D | undefined;\n (texture || renderer.emptyTexture).bind(gl, textureUnit);\n gl.uniform1i(location, textureUnit++);\n } else {\n setUniform(gl, location, uniform, value);\n }\n }\n }\n}\n\nfunction cloneValue(value: unknown): any {\n return Array.isArray(value) ? value.slice() : value;\n}\n\nfunction isSampler(type: string) {\n return type.includes('sampler');\n}\n\nfunction flatten(value: any): number[] | Float32Array {\n if (!value) return [];\n if (ArrayBuffer.isView(value)) return value as Float32Array;\n return Array.isArray(value) ? value.flat(Infinity) : [value];\n}\n\nfunction setUniform(\n gl: WebGL2RenderingContext,\n location: WebGLUniformLocation,\n uniform: ShaderUniform,\n value: any\n) {\n if (value === undefined || value === null) return;\n const data = flatten(value);\n if (uniform.array) {\n if (uniform.type === 'int') gl.uniform1iv(location, data as number[]);\n else if (uniform.type === 'vec2') gl.uniform2fv(location, data as number[]);\n else if (uniform.type === 'vec3') gl.uniform3fv(location, data as number[]);\n else if (uniform.type === 'vec4') gl.uniform4fv(location, data as number[]);\n else gl.uniform1fv(location, data as number[]);\n return;\n }\n switch (uniform.type) {\n case 'bool':\n case 'int':\n gl.uniform1i(location, Number(value));\n break;\n case 'float':\n gl.uniform1f(location, Number(value));\n break;\n case 'vec2':\n gl.uniform2fv(location, data as number[]);\n break;\n case 'vec3':\n gl.uniform3fv(location, data as number[]);\n break;\n case 'vec4':\n gl.uniform4fv(location, data as number[]);\n break;\n case 'ivec2':\n gl.uniform2iv(location, data as number[]);\n break;\n case 'ivec3':\n gl.uniform3iv(location, data as number[]);\n break;\n case 'ivec4':\n gl.uniform4iv(location, data as number[]);\n break;\n case 'mat3':\n gl.uniformMatrix3fv(location, false, data as number[]);\n break;\n case 'mat4':\n gl.uniformMatrix4fv(location, false, data as number[]);\n break;\n }\n}\n\nconst fullscreenVertex = /* glsl */ `#version 300 es\nprecision highp float;\nout vec2 v_Texcoord;\nvoid main() {\n vec2 p = vec2(float((gl_VertexID << 1) & 2), float(gl_VertexID & 2));\n v_Texcoord = p;\n gl_Position = vec4(p * 2.0 - 1.0, 0.0, 1.0);\n}`;\n\nfunction composeFragment(\n shader: FragmentShader,\n defines: Record<string, ShaderDefineValue>\n) {\n const defineCode = Object.entries(defines)\n .filter(([, value]) => value !== false && value !== undefined)\n .map(([name, value]) =>\n value === null || value === true ? `#define ${name}` : `#define ${name} ${value}`\n )\n .join('\\n');\n const uniformCode = Object.entries(shader.uniforms)\n .map(([name, uniform]) => {\n const guarded = uniform.array && isNaN(Number(uniform.len));\n const declaration = `uniform ${uniform.type} ${name}${\n uniform.array ? `[${uniform.len}]` : ''\n };`;\n return guarded\n ? `#ifdef ${uniform.len}\\n${declaration}\\n#endif`\n : declaration;\n })\n .join('\\n');\n const outputCode = shader.outputs\n .map((name, index) => `layout(location=${index}) out highp vec4 out_${name};`)\n .join('\\n');\n return /* glsl */ `#version 300 es\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\nprecision highp sampler2DArray;\n${defineCode}\n${outputCode}\n${uniformCode}\nin vec2 v_Texcoord;\n${shader.functions.map((fn) => fn()).join('\\n')}\n${shader.main}`;\n}\n\nexport interface RendererOptions extends WebGLContextAttributes {\n canvas: HTMLCanvasElement | OffscreenCanvas;\n pixelRatio?: number;\n parallelShaderCompile?: boolean;\n}\n\nexport class WebGLDevice {\n readonly canvas: HTMLCanvasElement | OffscreenCanvas;\n readonly gl: WebGL2RenderingContext;\n readonly emptyTexture = new Texture2D();\n private _viewport: [number, number, number, number] = [0, 0, 1, 1];\n private _viewportStack: Array<[number, number, number, number]> = [];\n private _programs = new Set<WebGLProgram>();\n private _parallel?: KHR_parallel_shader_compile;\n private _compilationStart = 0;\n private _compilationRecords: {\n program: WebGLProgram; label: string; bytes: number; lines: number; fingerprint: string;\n startedAt: number; completedAt?: number; generationMs: number; creationMs: number;\n }[] = [];\n\n constructor(options: RendererOptions) {\n this.canvas = options.canvas;\n const gl = options.canvas.getContext('webgl2', options);\n if (!gl) throw new Error('WebGL 2.0 is required');\n this.gl = gl;\n gl.getExtension('EXT_color_buffer_float');\n gl.getExtension('OES_texture_float_linear');\n this._parallel = options.parallelShaderCompile\n ? gl.getExtension('KHR_parallel_shader_compile') || undefined\n : undefined;\n this.resize(this.canvas.width, this.canvas.height);\n }\n\n createProgram(\n shader: FragmentShader,\n defines: Record<string, ShaderDefineValue>\n ) {\n const gl = this.gl;\n const startedAt = performance.now();\n if (!this._compilationRecords.length) this._compilationStart = startedAt;\n const fragment = composeFragment(shader, defines);\n const generationMs = performance.now() - startedAt;\n const source = fullscreenVertex + fragment;\n let hash = 2166136261;\n for (let i = 0; i < source.length; i++) hash = Math.imul(hash ^ source.charCodeAt(i), 16777619);\n const creationStart = performance.now();\n const program = gl.createProgram()!;\n const compile = (type: number, source: string) => {\n const result = gl.createShader(type)!;\n gl.shaderSource(result, source);\n gl.compileShader(result);\n if (!gl.getShaderParameter(result, gl.COMPILE_STATUS)) {\n const message = gl.getShaderInfoLog(result);\n gl.deleteShader(result);\n throw new Error(`${shader.name || 'WebGL shader'}: ${message}\\n${source}`);\n }\n gl.attachShader(program, result);\n gl.deleteShader(result);\n };\n compile(gl.VERTEX_SHADER, fullscreenVertex);\n compile(gl.FRAGMENT_SHADER, fragment);\n gl.linkProgram(program);\n if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {\n throw new Error(\n `${shader.name || 'WebGL program'}: ${gl.getProgramInfoLog(program)}`\n );\n }\n this._programs.add(program);\n this._compilationRecords.push({program, label: shader.name || 'WebGL program',\n bytes: new TextEncoder().encode(source).byteLength, lines: source.split('\\n').length,\n fingerprint: (hash >>> 0).toString(16).padStart(8, '0'), startedAt,\n generationMs, creationMs: performance.now() - creationStart,\n completedAt: this._parallel ? undefined : performance.now()});\n return program;\n }\n\n /** Cumulative program compilation measurements used by preparation progress. */\n getShaderCompilationDiagnostics(): ShaderCompilationDiagnostics {\n const now = performance.now(), records = this._compilationRecords;\n for (const record of records) {\n if (record.completedAt === undefined && (!this._parallel || this.gl.getProgramParameter(record.program, this._parallel.COMPLETION_STATUS_KHR))) record.completedAt = now;\n }\n const completed = records.filter(record => record.completedAt !== undefined);\n const duration = completed.length === records.length && records.length > 0\n ? Math.max(...completed.map(record => record.completedAt!)) - this._compilationStart : undefined;\n const concurrency = records.flatMap(record => [\n {time: record.startedAt, change: 1},\n ...(record.completedAt === undefined ? [] : [{time: record.completedAt, change: -1}])\n ]).sort((a,b) => a.time - b.time || a.change - b.change);\n let active = 0, peak = 0;\n for (const event of concurrency) { active += event.change; peak = Math.max(peak, active); }\n return {\n status: completed.length === records.length ? 'ready' : 'compiling',\n sourceBytes: records.reduce((sum, record) => sum + record.bytes, 0),\n sourceLines: records.reduce((sum, record) => sum + record.lines, 0),\n pipelineCount: records.length, completedPipelineCount: completed.length,\n sourceGenerationTimeMs: records.reduce((sum, record) => sum + record.generationMs, 0),\n moduleCreationTimeMs: records.reduce((sum, record) => sum + record.creationMs, 0),\n modules: records.map(record => ({label: record.label, sourceBytes: record.bytes, sourceLines: record.lines, sourceFingerprint: record.fingerprint})),\n pipelines: records.map(record => ({label: record.label, entryPoint: 'main', firstFrameRequired: true,\n status: record.completedAt === undefined ? 'compiling' : 'ready',\n startedAtMs: record.startedAt - this._compilationStart,\n endedAtMs: record.completedAt === undefined ? undefined : record.completedAt - this._compilationStart,\n durationMs: record.completedAt === undefined ? undefined : record.completedAt - record.startedAt})),\n maximumConcurrentPipelineCount: this._parallel ? records.length : Math.min(records.length, 1),\n peakConcurrentPipelineCount: peak,\n pipelineCompilationTimeMs: duration, totalTimeMs: duration\n };\n }\n\n isAllProgramCompiled() {\n if (!this._parallel) return true;\n for (const program of this._programs) {\n if (!this.gl.getProgramParameter(program, this._parallel.COMPLETION_STATUS_KHR)) {\n return false;\n }\n }\n return true;\n }\n\n resize(width: number, height: number) {\n this.canvas.width = width;\n this.canvas.height = height;\n this.setViewport(0, 0, width, height);\n }\n\n getWidth() {\n return this.canvas.width;\n }\n getHeight() {\n return this.canvas.height;\n }\n saveViewport() {\n this._viewportStack.push([...this._viewport]);\n }\n restoreViewport() {\n const viewport = this._viewportStack.pop();\n if (viewport) this.setViewport(...viewport);\n }\n setViewport(x: number, y: number, width: number, height: number) {\n this._viewport = [x, y, width, height];\n this.gl.viewport(x, y, width, height);\n }\n\n dispose() {\n this._programs.forEach((program) => this.gl.deleteProgram(program));\n this._programs.clear();\n this._compilationRecords = [];\n this.emptyTexture.dispose(this.gl);\n }\n}\n\nexport class FrameBuffer {\n private _frameBuffer?: WebGLFramebuffer;\n private _attachments: Texture2D[] = [];\n attach(texture: Texture2D) {\n this._attachments = [texture];\n }\n bind(renderer: WebGLDevice, textures?: Texture2D[], target: number = renderer.gl.FRAMEBUFFER) {\n const gl = renderer.gl;\n const previousCount = this._attachments.length;\n if (textures) this._attachments = textures;\n textures = this._attachments;\n this._frameBuffer ||= gl.createFramebuffer()!;\n gl.bindFramebuffer(target, this._frameBuffer);\n for (let index = textures.length; index < previousCount; index++) gl.framebufferTexture2D(target, gl.COLOR_ATTACHMENT0 + index, gl.TEXTURE_2D, null, 0);\n textures.forEach((texture, index) => {\n texture.bind(gl, 0);\n gl.framebufferTexture2D(\n target,\n gl.COLOR_ATTACHMENT0 + index,\n gl.TEXTURE_2D,\n texture.getWebGLTexture(gl),\n 0\n );\n });\n if (target !== gl.READ_FRAMEBUFFER) gl.drawBuffers(textures.map((_, index) => gl.COLOR_ATTACHMENT0 + index));\n }\n dispose(renderer: WebGLDevice) {\n if (this._frameBuffer) renderer.gl.deleteFramebuffer(this._frameBuffer);\n this._frameBuffer = undefined;\n }\n}\n"]}
@@ -0,0 +1,4 @@
1
+ import { FragmentShader } from './shader.js';
2
+ export declare const blendCompositeFragment: FragmentShader<Record<string, import("./shader.js").ShaderDefineValue>, Record<string, import("./shader.js").ShaderUniform<unknown>>>;
3
+ export declare const downsampleCompositeFragment: FragmentShader<Record<string, import("./shader.js").ShaderDefineValue>, Record<string, import("./shader.js").ShaderUniform<unknown>>>;
4
+ export declare const gaussianBlurCompositeFragment: FragmentShader<Record<string, import("./shader.js").ShaderDefineValue>, Record<string, import("./shader.js").ShaderUniform<unknown>>>;
@@ -0,0 +1,41 @@
1
+ import { FragmentShader, glsl, Shader } from './shader.js';
2
+ export const blendCompositeFragment = new FragmentShader({
3
+ name: 'blend',
4
+ uniforms: {
5
+ colorTex1: Shader.uniform('sampler2D'),
6
+ colorTex2: Shader.uniform('sampler2D'),
7
+ weight1: Shader.uniform('float', 0.5),
8
+ weight2: Shader.uniform('float', 0.5)
9
+ },
10
+ main: glsl `void main() {
11
+ out_color = sample_colorTex1(v_Texcoord) * weight1
12
+ + sample_colorTex2(v_Texcoord) * weight2;
13
+ }`
14
+ });
15
+ export const downsampleCompositeFragment = new FragmentShader({
16
+ name: 'downsample',
17
+ uniforms: { colorTex: Shader.uniform('sampler2D') },
18
+ main: glsl `void main() {
19
+ vec2 d = 1.0 / vec2(colorTexRegion());
20
+ out_color = (sample_colorTex(v_Texcoord + d * vec2(-0.5, -0.5))
21
+ + sample_colorTex(v_Texcoord + d * vec2(0.5, -0.5))
22
+ + sample_colorTex(v_Texcoord + d * vec2(-0.5, 0.5))
23
+ + sample_colorTex(v_Texcoord + d * vec2(0.5, 0.5))) * 0.25;
24
+ }`
25
+ });
26
+ export const gaussianBlurCompositeFragment = new FragmentShader({
27
+ name: 'gaussianBlur',
28
+ uniforms: {
29
+ colorTex: Shader.uniform('sampler2D'),
30
+ blurDir: Shader.uniform('int', 0),
31
+ blurSize: Shader.uniform('float', 1)
32
+ },
33
+ main: glsl `void main() {
34
+ vec2 size = vec2(colorTexRegion());
35
+ vec2 d = (blurDir == 0 ? vec2(1.0, 0.0) : vec2(0.0, 1.0)) * blurSize / size;
36
+ out_color = sample_colorTex(v_Texcoord) * 0.227027
37
+ + (sample_colorTex(v_Texcoord + d * 1.384615) + sample_colorTex(v_Texcoord - d * 1.384615)) * 0.316216
38
+ + (sample_colorTex(v_Texcoord + d * 3.230769) + sample_colorTex(v_Texcoord - d * 3.230769)) * 0.070270;
39
+ }`
40
+ });
41
+ //# sourceMappingURL=webglShaders.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"webglShaders.js","sourceRoot":"","sources":["../../src/renderer/webglShaders.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,cAAc,EAAE,IAAI,EAAE,MAAM,EAAE,MAAM,aAAa,CAAC;AAE3D,MAAM,CAAC,MAAM,sBAAsB,GAAG,IAAI,cAAc,CAAC;IACvD,IAAI,EAAE,OAAO;IACb,QAAQ,EAAE;QACR,SAAS,EAAE,MAAM,CAAC,OAAO,CAAC,WAAW,CAAC;QACtC,SAAS,EAAE,MAAM,CAAC,OAAO,CAAC,WAAW,CAAC;QACtC,OAAO,EAAE,MAAM,CAAC,OAAO,CAAC,OAAO,EAAE,GAAG,CAAC;QACrC,OAAO,EAAE,MAAM,CAAC,OAAO,CAAC,OAAO,EAAE,GAAG,CAAC;KACtC;IACD,IAAI,EAAE,IAAI,CAAA;;;EAGR;CACH,CAAC,CAAC;AAEH,MAAM,CAAC,MAAM,2BAA2B,GAAG,IAAI,cAAc,CAAC;IAC5D,IAAI,EAAE,YAAY;IAClB,QAAQ,EAAE,EAAE,QAAQ,EAAE,MAAM,CAAC,OAAO,CAAC,WAAW,CAAC,EAAE;IACnD,IAAI,EAAE,IAAI,CAAA;;;;;;EAMR;CACH,CAAC,CAAC;AAEH,MAAM,CAAC,MAAM,6BAA6B,GAAG,IAAI,cAAc,CAAC;IAC9D,IAAI,EAAE,cAAc;IACpB,QAAQ,EAAE;QACR,QAAQ,EAAE,MAAM,CAAC,OAAO,CAAC,WAAW,CAAC;QACrC,OAAO,EAAE,MAAM,CAAC,OAAO,CAAC,KAAK,EAAE,CAAC,CAAC;QACjC,QAAQ,EAAE,MAAM,CAAC,OAAO,CAAC,OAAO,EAAE,CAAC,CAAC;KACrC;IACD,IAAI,EAAE,IAAI,CAAA;;;;;;EAMR;CACH,CAAC,CAAC","sourcesContent":["import { FragmentShader, glsl, Shader } from './shader.js';\n\nexport const blendCompositeFragment = new FragmentShader({\n name: 'blend',\n uniforms: {\n colorTex1: Shader.uniform('sampler2D'),\n colorTex2: Shader.uniform('sampler2D'),\n weight1: Shader.uniform('float', 0.5),\n weight2: Shader.uniform('float', 0.5)\n },\n main: glsl`void main() {\n out_color = sample_colorTex1(v_Texcoord) * weight1\n + sample_colorTex2(v_Texcoord) * weight2;\n }`\n});\n\nexport const downsampleCompositeFragment = new FragmentShader({\n name: 'downsample',\n uniforms: { colorTex: Shader.uniform('sampler2D') },\n main: glsl`void main() {\n vec2 d = 1.0 / vec2(colorTexRegion());\n out_color = (sample_colorTex(v_Texcoord + d * vec2(-0.5, -0.5))\n + sample_colorTex(v_Texcoord + d * vec2(0.5, -0.5))\n + sample_colorTex(v_Texcoord + d * vec2(-0.5, 0.5))\n + sample_colorTex(v_Texcoord + d * vec2(0.5, 0.5))) * 0.25;\n }`\n});\n\nexport const gaussianBlurCompositeFragment = new FragmentShader({\n name: 'gaussianBlur',\n uniforms: {\n colorTex: Shader.uniform('sampler2D'),\n blurDir: Shader.uniform('int', 0),\n blurSize: Shader.uniform('float', 1)\n },\n main: glsl`void main() {\n vec2 size = vec2(colorTexRegion());\n vec2 d = (blurDir == 0 ? vec2(1.0, 0.0) : vec2(0.0, 1.0)) * blurSize / size;\n out_color = sample_colorTex(v_Texcoord) * 0.227027\n + (sample_colorTex(v_Texcoord + d * 1.384615) + sample_colorTex(v_Texcoord - d * 1.384615)) * 0.316216\n + (sample_colorTex(v_Texcoord + d * 3.230769) + sample_colorTex(v_Texcoord - d * 3.230769)) * 0.070270;\n }`\n});\n"]}
@@ -0,0 +1,2 @@
1
+ declare const _default: "\n\nconst PI = 3.14159265359;\nconst TWOPI = 6.28318530718;\nconst INVPI = 0.31830988618;\nconst INVPI2 = 0.10132118364;\nconst EPS = 0.0005;\nconst INV4PI = 0.07957747154594766;\nconst INF = 1.0e+38;\nconst ROUGHNESS_MIN = 0.001;\n\n// Ray Tracing Gems, Wachter/Binder: move along the geometric normal by\n// representable floats rather than stepping along the ray across a corner.\nfn offsetSurfaceRay(position: vec3f, geometricNormal: vec3f, direction: vec3f) -> vec3f {\n let normal = select(-geometricNormal, geometricNormal, dot(geometricNormal, direction) >= 0.0);\n let integerOffset = vec3i(256.0 * normal);\n let bits = bitcast<vec3i>(position);\n let shifted = bitcast<vec3f>(bits + select(integerOffset, -integerOffset, position < vec3f(0.0)));\n return select(shifted, position + normal / 65536.0, abs(position) < vec3f(1.0 / 32.0));\n}\n\n";
2
+ export default _default;
@@ -0,0 +1,23 @@
1
+ export default /* wgsl */ `
2
+
3
+ const PI = 3.14159265359;
4
+ const TWOPI = 6.28318530718;
5
+ const INVPI = 0.31830988618;
6
+ const INVPI2 = 0.10132118364;
7
+ const EPS = 0.0005;
8
+ const INV4PI = 0.07957747154594766;
9
+ const INF = 1.0e+38;
10
+ const ROUGHNESS_MIN = 0.001;
11
+
12
+
13
+
14
+ fn rD(position: vec3f, geometricNormal: vec3f, direction: vec3f) -> vec3f {
15
+ let normal = select(-geometricNormal, geometricNormal, dot(geometricNormal, direction) >= 0.0);
16
+ let pY = vec3i(256.0 * normal);
17
+ let bits = bitcast<vec3i>(position);
18
+ let vB = bitcast<vec3f>(bits + select(pY, -pY, position < vec3f(0.0)));
19
+ return select(vB, position + normal / 65536.0, abs(position) < vec3f(1.0 / 32.0));
20
+ }
21
+
22
+ `;
23
+ //# sourceMappingURL=common.wgsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"common.wgsl.js","sourceRoot":"","sources":["../../../../src/renderer/wgsl/chunks/common.wgsl.ts"],"names":[],"mappings":"AAAA,eAAe,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;CAqBzB,CAAC","sourcesContent":["export default /* wgsl */ `\n\nconst PI = 3.14159265359;\nconst TWOPI = 6.28318530718;\nconst INVPI = 0.31830988618;\nconst INVPI2 = 0.10132118364;\nconst EPS = 0.0005;\nconst INV4PI = 0.07957747154594766;\nconst INF = 1.0e+38;\nconst ROUGHNESS_MIN = 0.001;\n\n// Ray Tracing Gems, Wachter/Binder: move along the geometric normal by\n// representable floats rather than stepping along the ray across a corner.\nfn offsetSurfaceRay(position: vec3f, geometricNormal: vec3f, direction: vec3f) -> vec3f {\n let normal = select(-geometricNormal, geometricNormal, dot(geometricNormal, direction) >= 0.0);\n let integerOffset = vec3i(256.0 * normal);\n let bits = bitcast<vec3i>(position);\n let shifted = bitcast<vec3f>(bits + select(integerOffset, -integerOffset, position < vec3f(0.0)));\n return select(shifted, position + normal / 65536.0, abs(position) < vec3f(1.0 / 32.0));\n}\n\n`;\n"]}
@@ -0,0 +1,2 @@
1
+ declare const _default: "\n\nfn textureLinear(tex: texture_2d<f32>, _uv: vec2f) -> vec4f {\n // #ifdef OES_texture_float_linear\n // return texture(map, uv);\n // #else\n let size = vec2f(textureDimensions(tex, 0));\n\n let uv2f = _uv * size - vec2f(0.5);\n let uvFloor = floor(uv2f);\n let f = fract(uv2f);\n let uv2i = vec2i(uvFloor);\n let maximum = vec2i(size) - vec2i(1);\n\n // TODO use textureGather\n let s1 = textureLoad(tex, clamp(uv2i + vec2i(0, 0), vec2i(0), maximum), 0);\n let s2 = textureLoad(tex, clamp(uv2i + vec2i(1, 0), vec2i(0), maximum), 0);\n let s3 = textureLoad(tex, clamp(uv2i + vec2i(0, 1), vec2i(0), maximum), 0);\n let s4 = textureLoad(tex, clamp(uv2i + vec2i(1, 1), vec2i(0), maximum), 0);\n\n return mix(mix(s1, s2, f.x), mix(s3, s4, f.x), f.y);\n // #endif\n}\n\nfn cartesianToEquirect(pointOnSphere: vec3f) -> vec2f {\n var phi = atan2(-pointOnSphere.z, -pointOnSphere.x);\n if (phi < 0.0) {\n phi += TWOPI;\n }\n let theta = acos(pointOnSphere.y);\n return vec2f(phi * 0.5 * INVPI, theta * INVPI);\n}\n\nfn getEnvmapV(u: f32, vOffset: ptr<function, i32>, pdf: ptr<function, vec2f>) -> f32 {\n let size = vec2i(textureDimensions(envMap, 0));\n\n var left = 0;\n var right = size.y + 1; // cdf length is the length of the env map + 1\n while (left < right) {\n let mid = (left + right) >> 1;\n let s = textureLoad(envMapDistribution, vec2i(0, mid), 0).x;\n if (s <= u) {\n left = mid + 1;\n } else {\n right = mid;\n }\n }\n *vOffset = left - 1;\n\n // x channel is cumulative distribution of env map luminance\n // y channel is partial probability density of env map luminance\n let s0 = textureLoad(envMapDistribution, vec2i(0, *vOffset), 0).xy;\n let s1 = textureLoad(envMapDistribution, vec2i(0, *vOffset + 1), 0).xy;\n\n (*pdf).y = s0.y;\n\n return (f32(*vOffset) + (u - s0.x) / (s1.x - s0.x)) / f32(size.y);\n}\n\nfn getEnvmapU(u: f32, vOffset: i32, pdf: ptr<function, vec2f>) -> f32 {\n let size = vec2i(textureDimensions(envMap, 0));\n\n var left = 0;\n var right = size.x + 1; // cdf length is the length of the env map + 1\n while (left < right) {\n let mid = (left + right) >> 1;\n let s = textureLoad(envMapDistribution, vec2i(1 + mid, vOffset), 0).x;\n if (s <= u) {\n left = mid + 1;\n } else {\n right = mid;\n }\n }\n let uOffset = left - 1;\n\n // x channel is cumulative distribution of env map luminance\n // y channel is partial probability density of env map luminance\n let s0 = textureLoad(envMapDistribution, vec2i(1 + uOffset, vOffset), 0).xy;\n let s1 = textureLoad(envMapDistribution, vec2i(1 + uOffset + 1, vOffset), 0).xy;\n\n (*pdf).x = s0.y;\n\n return (f32(uOffset) + (u - s0.x) / (s1.x - s0.x)) / f32(size.x);\n}\n\n// Perform two binary searches to find light direction.\nfn sampleEnvmap(random: vec2f, uv: ptr<function, vec2f>, pdf: ptr<function, f32>) -> vec3f {\n var partialPdf: vec2f;\n var vOffset: i32;\n\n (*uv).y = getEnvmapV(random.x, &vOffset, &partialPdf);\n (*uv).x = getEnvmapU(random.y, vOffset, &partialPdf);\n\n let phi = (*uv).x * TWOPI;\n let theta = (*uv).y * PI;\n let cosTheta = cos(theta);\n let sinTheta = sin(theta);\n let cosPhi = cos(phi);\n let sinPhi = sin(phi);\n\n let dir = vec3f(-sinTheta * cosPhi, cosTheta, -sinTheta * sinPhi);\n\n *pdf = partialPdf.x * partialPdf.y * INVPI2 / (2.0 * sinTheta);\n\n return dir;\n}\n\nfn envMapPdf(_uv: vec2f) -> f32 {\n let size = vec2f(textureDimensions(envMap, 0));\n\n let sinTheta = sin(_uv.y * PI);\n\n let _uv2 = vec2i(_uv * size);\n\n let partialX = textureLoad(envMapDistribution, vec2i(1 + _uv2.x, _uv2.y), 0).y;\n let partialY = textureLoad(envMapDistribution, vec2i(0, _uv2.y), 0).y;\n\n return partialX * partialY * INVPI2 / (2.0 * sinTheta);\n}\n\n\n";
2
+ export default _default;
@@ -0,0 +1,128 @@
1
+ // Portions adapted from ray-tracing-renderer@0.10.15
2
+ // (https://github.com/hoverinc/ray-tracing-renderer).
3
+ // Copyright (c) 2019 HOVER, MIT license; see LICENSES/RayTracingRenderer-MIT.txt.
4
+ // Sample the environment map using a cumulative distribution function as described in
5
+ // http://www.pbr-book.org/3ed-2018/Light_Transport_I_Surface_Reflection/Sampling_Light_Sources.html#InfiniteAreaLights
6
+ export default /* wgsl */ `
7
+
8
+ fn textureLinear(tex: texture_2d<f32>, _uv: vec2f) -> vec4f {
9
+
10
+
11
+
12
+ let size = vec2f(textureDimensions(tex, 0));
13
+
14
+ let ww = _uv * size - vec2f(0.5);
15
+ let vG = floor(ww);
16
+ let f = fract(ww);
17
+ let vF = vec2i(vG);
18
+ let maximum = vec2i(size) - vec2i(1);
19
+
20
+
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+ let s1 = textureLoad(tex, clamp(vF + vec2i(0, 0), vec2i(0), maximum), 0);
22
+ let s2 = textureLoad(tex, clamp(vF + vec2i(1, 0), vec2i(0), maximum), 0);
23
+ let s3 = textureLoad(tex, clamp(vF + vec2i(0, 1), vec2i(0), maximum), 0);
24
+ let s4 = textureLoad(tex, clamp(vF + vec2i(1, 1), vec2i(0), maximum), 0);
25
+
26
+ return mix(mix(s1, s2, f.x), mix(s3, s4, f.x), f.y);
27
+
28
+ }
29
+
30
+ fn aS(gb: vec3f) -> vec2f {
31
+ var phi = atan2(-gb.z, -gb.x);
32
+ if (phi < 0.0) {
33
+ phi += TWOPI;
34
+ }
35
+ let theta = acos(gb.y);
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+ return vec2f(phi * 0.5 * INVPI, theta * INVPI);
37
+ }
38
+
39
+ fn qp(u: f32, vOffset: ptr<function, i32>, pdf: ptr<function, vec2f>) -> f32 {
40
+ let size = vec2i(textureDimensions(envMap, 0));
41
+
42
+ var left = 0;
43
+ var right = size.y + 1;
44
+ while (left < right) {
45
+ let mid = (left + right) >> 1;
46
+ let s = textureLoad(envMapDistribution, vec2i(0, mid), 0).x;
47
+ if (s <= u) {
48
+ left = mid + 1;
49
+ } else {
50
+ right = mid;
51
+ }
52
+ }
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+ *vOffset = left - 1;
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+
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+
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+
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+ let s0 = textureLoad(envMapDistribution, vec2i(0, *vOffset), 0).xy;
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+ let s1 = textureLoad(envMapDistribution, vec2i(0, *vOffset + 1), 0).xy;
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+
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+ (*pdf).y = s0.y;
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+
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+ return (f32(*vOffset) + (u - s0.x) / (s1.x - s0.x)) / f32(size.y);
63
+ }
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+
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+ fn qo(u: f32, vOffset: i32, pdf: ptr<function, vec2f>) -> f32 {
66
+ let size = vec2i(textureDimensions(envMap, 0));
67
+
68
+ var left = 0;
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+ var right = size.x + 1;
70
+ while (left < right) {
71
+ let mid = (left + right) >> 1;
72
+ let s = textureLoad(envMapDistribution, vec2i(1 + mid, vOffset), 0).x;
73
+ if (s <= u) {
74
+ left = mid + 1;
75
+ } else {
76
+ right = mid;
77
+ }
78
+ }
79
+ let oG = left - 1;
80
+
81
+
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+
83
+ let s0 = textureLoad(envMapDistribution, vec2i(1 + oG, vOffset), 0).xy;
84
+ let s1 = textureLoad(envMapDistribution, vec2i(1 + oG + 1, vOffset), 0).xy;
85
+
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+ (*pdf).x = s0.y;
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+
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+ return (f32(oG) + (u - s0.x) / (s1.x - s0.x)) / f32(size.x);
89
+ }
90
+
91
+
92
+ fn oA(random: vec2f, uv: ptr<function, vec2f>, pdf: ptr<function, f32>) -> vec3f {
93
+ var gY: vec2f;
94
+ var vOffset: i32;
95
+
96
+ (*uv).y = qp(random.x, &vOffset, &gY);
97
+ (*uv).x = qo(random.y, vOffset, &gY);
98
+
99
+ let phi = (*uv).x * TWOPI;
100
+ let theta = (*uv).y * PI;
101
+ let cc = cos(theta);
102
+ let sinTheta = sin(theta);
103
+ let tY = cos(phi);
104
+ let ug = sin(phi);
105
+
106
+ let dir = vec3f(-sinTheta * tY, cc, -sinTheta * ug);
107
+
108
+ *pdf = gY.x * gY.y * INVPI2 / (2.0 * sinTheta);
109
+
110
+ return dir;
111
+ }
112
+
113
+ fn iv(_uv: vec2f) -> f32 {
114
+ let size = vec2f(textureDimensions(envMap, 0));
115
+
116
+ let sinTheta = sin(_uv.y * PI);
117
+
118
+ let vK = vec2i(_uv * size);
119
+
120
+ let sw = textureLoad(envMapDistribution, vec2i(1 + vK.x, vK.y), 0).y;
121
+ let sz = textureLoad(envMapDistribution, vec2i(0, vK.y), 0).y;
122
+
123
+ return sw * sz * INVPI2 / (2.0 * sinTheta);
124
+ }
125
+
126
+
127
+ `;
128
+ //# sourceMappingURL=envMap.wgsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"envMap.wgsl.js","sourceRoot":"","sources":["../../../../src/renderer/wgsl/chunks/envMap.wgsl.ts"],"names":[],"mappings":"AAAA,qDAAqD;AACrD,sDAAsD;AACtD,kFAAkF;AAElF,sFAAsF;AACtF,uHAAuH;AAEvH,eAAe,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAyHzB,CAAC","sourcesContent":["// Portions adapted from ray-tracing-renderer@0.10.15\n// (https://github.com/hoverinc/ray-tracing-renderer).\n// Copyright (c) 2019 HOVER, MIT license; see LICENSES/RayTracingRenderer-MIT.txt.\n\n// Sample the environment map using a cumulative distribution function as described in\n// http://www.pbr-book.org/3ed-2018/Light_Transport_I_Surface_Reflection/Sampling_Light_Sources.html#InfiniteAreaLights\n\nexport default /* wgsl */ `\n\nfn textureLinear(tex: texture_2d<f32>, _uv: vec2f) -> vec4f {\n // #ifdef OES_texture_float_linear\n // return texture(map, uv);\n // #else\n let size = vec2f(textureDimensions(tex, 0));\n\n let uv2f = _uv * size - vec2f(0.5);\n let uvFloor = floor(uv2f);\n let f = fract(uv2f);\n let uv2i = vec2i(uvFloor);\n let maximum = vec2i(size) - vec2i(1);\n\n // TODO use textureGather\n let s1 = textureLoad(tex, clamp(uv2i + vec2i(0, 0), vec2i(0), maximum), 0);\n let s2 = textureLoad(tex, clamp(uv2i + vec2i(1, 0), vec2i(0), maximum), 0);\n let s3 = textureLoad(tex, clamp(uv2i + vec2i(0, 1), vec2i(0), maximum), 0);\n let s4 = textureLoad(tex, clamp(uv2i + vec2i(1, 1), vec2i(0), maximum), 0);\n\n return mix(mix(s1, s2, f.x), mix(s3, s4, f.x), f.y);\n // #endif\n}\n\nfn cartesianToEquirect(pointOnSphere: vec3f) -> vec2f {\n var phi = atan2(-pointOnSphere.z, -pointOnSphere.x);\n if (phi < 0.0) {\n phi += TWOPI;\n }\n let theta = acos(pointOnSphere.y);\n return vec2f(phi * 0.5 * INVPI, theta * INVPI);\n}\n\nfn getEnvmapV(u: f32, vOffset: ptr<function, i32>, pdf: ptr<function, vec2f>) -> f32 {\n let size = vec2i(textureDimensions(envMap, 0));\n\n var left = 0;\n var right = size.y + 1; // cdf length is the length of the env map + 1\n while (left < right) {\n let mid = (left + right) >> 1;\n let s = textureLoad(envMapDistribution, vec2i(0, mid), 0).x;\n if (s <= u) {\n left = mid + 1;\n } else {\n right = mid;\n }\n }\n *vOffset = left - 1;\n\n // x channel is cumulative distribution of env map luminance\n // y channel is partial probability density of env map luminance\n let s0 = textureLoad(envMapDistribution, vec2i(0, *vOffset), 0).xy;\n let s1 = textureLoad(envMapDistribution, vec2i(0, *vOffset + 1), 0).xy;\n\n (*pdf).y = s0.y;\n\n return (f32(*vOffset) + (u - s0.x) / (s1.x - s0.x)) / f32(size.y);\n}\n\nfn getEnvmapU(u: f32, vOffset: i32, pdf: ptr<function, vec2f>) -> f32 {\n let size = vec2i(textureDimensions(envMap, 0));\n\n var left = 0;\n var right = size.x + 1; // cdf length is the length of the env map + 1\n while (left < right) {\n let mid = (left + right) >> 1;\n let s = textureLoad(envMapDistribution, vec2i(1 + mid, vOffset), 0).x;\n if (s <= u) {\n left = mid + 1;\n } else {\n right = mid;\n }\n }\n let uOffset = left - 1;\n\n // x channel is cumulative distribution of env map luminance\n // y channel is partial probability density of env map luminance\n let s0 = textureLoad(envMapDistribution, vec2i(1 + uOffset, vOffset), 0).xy;\n let s1 = textureLoad(envMapDistribution, vec2i(1 + uOffset + 1, vOffset), 0).xy;\n\n (*pdf).x = s0.y;\n\n return (f32(uOffset) + (u - s0.x) / (s1.x - s0.x)) / f32(size.x);\n}\n\n// Perform two binary searches to find light direction.\nfn sampleEnvmap(random: vec2f, uv: ptr<function, vec2f>, pdf: ptr<function, f32>) -> vec3f {\n var partialPdf: vec2f;\n var vOffset: i32;\n\n (*uv).y = getEnvmapV(random.x, &vOffset, &partialPdf);\n (*uv).x = getEnvmapU(random.y, vOffset, &partialPdf);\n\n let phi = (*uv).x * TWOPI;\n let theta = (*uv).y * PI;\n let cosTheta = cos(theta);\n let sinTheta = sin(theta);\n let cosPhi = cos(phi);\n let sinPhi = sin(phi);\n\n let dir = vec3f(-sinTheta * cosPhi, cosTheta, -sinTheta * sinPhi);\n\n *pdf = partialPdf.x * partialPdf.y * INVPI2 / (2.0 * sinTheta);\n\n return dir;\n}\n\nfn envMapPdf(_uv: vec2f) -> f32 {\n let size = vec2f(textureDimensions(envMap, 0));\n\n let sinTheta = sin(_uv.y * PI);\n\n let _uv2 = vec2i(_uv * size);\n\n let partialX = textureLoad(envMapDistribution, vec2i(1 + _uv2.x, _uv2.y), 0).y;\n let partialY = textureLoad(envMapDistribution, vec2i(0, _uv2.y), 0).y;\n\n return partialX * partialY * INVPI2 / (2.0 * sinTheta);\n}\n\n\n`;\n"]}
@@ -0,0 +1,6 @@
1
+ export default function getIntersectCode({ hasDisplacement, hasAnisotropyDirections, hasCoatNormals, blasLayoutMask }: {
2
+ hasDisplacement: boolean;
3
+ hasAnisotropyDirections?: boolean;
4
+ hasCoatNormals?: boolean;
5
+ blasLayoutMask?: number;
6
+ }): string;