@meimu/mutracer 0.0.0-stage → 0.1.1

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 +240 -2
  13. package/THIRD_PARTY_NOTICES.md +160 -0
  14. package/dist/assets/bvh.worker.js +1 -0
  15. package/dist/mutracer.umd.js +14360 -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 +160 -0
  24. package/docs/sampling.md +40 -0
  25. package/docs/threejs.md +274 -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 +123 -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 +265 -0
  35. package/lib/Render.js +742 -0
  36. package/lib/Render.js.map +1 -0
  37. package/lib/RenderLoop.d.ts +79 -0
  38. package/lib/RenderLoop.js +236 -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 +1448 -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 +126 -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 +623 -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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  343. package/lib/renderer/texturesFromMaterials.d.ts +6 -0
  344. package/lib/renderer/texturesFromMaterials.js +37 -0
  345. package/lib/renderer/texturesFromMaterials.js.map +1 -0
  346. package/lib/renderer/util.d.ts +17 -0
  347. package/lib/renderer/util.js +56 -0
  348. package/lib/renderer/util.js.map +1 -0
  349. package/lib/renderer/webgl.d.ts +131 -0
  350. package/lib/renderer/webgl.js +586 -0
  351. package/lib/renderer/webgl.js.map +1 -0
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  355. package/lib/renderer/wgsl/chunks/common.wgsl.d.ts +2 -0
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  360. package/lib/renderer/wgsl/chunks/envMap.wgsl.js.map +1 -0
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  363. package/lib/renderer/wgsl/chunks/intersect.wgsl.js.map +1 -0
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  533. package/oidn/weights/README.md +43 -0
  534. package/oidn/weights/rt_hdr_alb_nrm.tza +0 -0
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  536. package/package.json +124 -4
@@ -0,0 +1,1091 @@
1
+ import { mapAlphaUsageConstants } from '../../materialConstants.js';
2
+ // Portions adapted from ray-tracing-renderer@0.10.15
3
+ // (https://github.com/hoverinc/ray-tracing-renderer).
4
+ // Copyright (c) 2019 HOVER, MIT license; see LICENSES/RayTracingRenderer-MIT.txt.
5
+ import { INSTANCE_VEC4_STRIDE } from '../../bvhAccel.js';
6
+ import { createShaderMixin, glsl, Shader } from '../../shader.js';
7
+ function getBVHTraverseCode(handleHitCode, skipTriangleCode = '', initialTMax = 'RAY_MAX_DISTANCE') {
8
+ const intersectTriangles = glsl `
9
+ ivec3 vertexOffset = ivec3(floatBitsToInt(bv(cf * ${INSTANCE_VEC4_STRIDE}).y));
10
+ for (int k = 0; k < bh; k++) {
11
+ int triangleIndex = primitiveOffset + k;
12
+ ${skipTriangleCode}
13
+ vec4 r3 = dp(triangleIndex);
14
+ ivec3 index = floatBitsToInt(r3.xyz) + vertexOffset;
15
+ fu tri = fu(
16
+ kw(positionBuffer, index.x, vertexColumns).xyz,
17
+ kw(positionBuffer, index.y, vertexColumns).xyz,
18
+ kw(positionBuffer, index.z, vertexColumns).xyz
19
+ );
20
+ eB hit = fI(o, d, tri, ey, gJ, tMax);
21
+
22
+ if (hit.t > 0.0) {
23
+ tMax = hit.t;
24
+ vec3 e1 = tri.p1 - tri.p0;
25
+ vec3 e2 = tri.p2 - tri.p0;
26
+ vec3 faceNormal = normalize(cross(e1, e2));
27
+ int kb = int(ae(
28
+ floatBitsToInt(bv(cf * ${INSTANCE_VEC4_STRIDE}).z)
29
+ ).x);
30
+ bool iH = fetchMatData(
31
+ kb * MAT_DATA_SIZE + MAT_ROW_ALPHA
32
+ ).z > 0.5;
33
+ if (!doubleSided && !iH && dot(faceNormal, d) > 0.0) {
34
+ continue;
35
+ }
36
+
37
+ ${handleHitCode}
38
+ }
39
+ }
40
+ `;
41
+ return glsl `
42
+ ivec2 stack[STACK_SIZE];
43
+ int top = -1;
44
+ int sB = -1;
45
+ float tMax = ${initialTMax};
46
+
47
+ vec3 o = ray.o;
48
+ vec3 d = ray.d;
49
+
50
+ bool qP = false;
51
+ vec3 hy;
52
+ vec3 aB;
53
+ ivec3 hs;
54
+
55
+ fu lm;
56
+
57
+
58
+ top = 0;
59
+ stack[0] = ivec2(0, -1);
60
+
61
+ int wd = 0;
62
+ while(top >= 0 && wd < 5000) {
63
+ wd++;
64
+ ivec2 node = stack[top--];
65
+
66
+ int cf = node.y;
67
+
68
+ if (cf != sB) {
69
+ if (cf < 0) {
70
+ o = ray.o;
71
+ d = ray.d;
72
+ }
73
+ else {
74
+ mat4 w2l = mat4(
75
+ bv(cf * ${INSTANCE_VEC4_STRIDE} + 1),
76
+ bv(cf * ${INSTANCE_VEC4_STRIDE} + 2),
77
+ bv(cf * ${INSTANCE_VEC4_STRIDE} + 3),
78
+ bv(cf * ${INSTANCE_VEC4_STRIDE} + 4)
79
+ );
80
+ o = (w2l * vec4(ray.o, 1.0)).xyz;
81
+ d = (w2l * vec4(ray.d, 0.0)).xyz;
82
+ }
83
+ ey = maxDimension(abs(d));
84
+ gJ = mg(d, ey);
85
+ sB = cf;
86
+ }
87
+
88
+ int bo = cf < 0 ? 0 : blasOffset;
89
+ uint fG = cf < 0 ? 0u : floatBitsToUint(bv(cf * ${INSTANCE_VEC4_STRIDE}).x);
90
+ int gL = int(fG >> 30u);
91
+ int eS = int(fG & 0x3fffffffu);
92
+ int bh = 0;
93
+ int primitiveOffset = 0;
94
+
95
+ if (gL == 3) {
96
+ uint hT = uint(node.x);
97
+ if ((hT & 0x80000000u) != 0u) {
98
+ bh = int((hT >> 23u) & 0xffu);
99
+ primitiveOffset = bo + eS + int(hT & 0x007fffffu);
100
+ }
101
+ else {
102
+ int i = node.x + bo;
103
+ vec4 jr = dp(i);
104
+ vec4 fC = dp(i + 1);
105
+ vec4 mH = dp(i + 2);
106
+ vec4 mI = dp(i + 3);
107
+ vec4 mJ = dp(i + 4);
108
+ uint header = floatBitsToUint(jr.w);
109
+ int rq = int(header << 24u) >> 24;
110
+ int rr = int((header >> 8u) << 24u) >> 24;
111
+ int rs = int((header >> 16u) << 24u) >> 24;
112
+ vec3 hG = vec3(
113
+ uintBitsToFloat(uint(rq + 127) << 23u),
114
+ uintBitsToFloat(uint(rr + 127) << 23u),
115
+ uintBitsToFloat(uint(rs + 127) << 23u)
116
+ );
117
+ uint childBase = floatBitsToUint(fC.x);
118
+ uint oE = floatBitsToUint(fC.y);
119
+ uint internalMask = header >> 24u;
120
+ uint uf = (d.x < 0.0 ? 4u : 0u) |
121
+ (d.y < 0.0 ? 2u : 0u) |
122
+ (d.z < 0.0 ? 1u : 0u);
123
+ uint gA[12] = uint[12](
124
+ floatBitsToUint(mH.x), floatBitsToUint(mH.y),
125
+ floatBitsToUint(mH.z), floatBitsToUint(mH.w),
126
+ floatBitsToUint(mI.x), floatBitsToUint(mI.y),
127
+ floatBitsToUint(mI.z), floatBitsToUint(mI.w),
128
+ floatBitsToUint(mJ.x), floatBitsToUint(mJ.y),
129
+ floatBitsToUint(mJ.z), floatBitsToUint(mJ.w)
130
+ );
131
+
132
+ for (int order = 7; order >= 0; order--) {
133
+ uint slot = uint(order) ^ uf;
134
+ uint sn = slot >= 4u
135
+ ? floatBitsToUint(fC.w)
136
+ : floatBitsToUint(fC.z);
137
+ uint meta = (sn >> ((slot & 3u) * 8u)) & 0xffu;
138
+ if (meta == 0u) continue;
139
+ uint lL = (slot & 3u) * 8u;
140
+ uint kJ = slot >> 2u;
141
+ vec3 tq = vec3(
142
+ float((gA[kJ] >> lL) & 0xffu),
143
+ float((gA[2u + kJ] >> lL) & 0xffu),
144
+ float((gA[4u + kJ] >> lL) & 0xffu)
145
+ );
146
+ vec3 tp = vec3(
147
+ float((gA[6u + kJ] >> lL) & 0xffu),
148
+ float((gA[8u + kJ] >> lL) & 0xffu),
149
+ float((gA[10u + kJ] >> lL) & 0xffu)
150
+ );
151
+ vec3 uI = jr.xyz + tq * hG;
152
+ vec3 uH = jr.xyz + tp * hG;
153
+ if (cM(o, d, uI, uH, tMax) <= 0.0) continue;
154
+ uint ju = meta & 0x1fu;
155
+ if (ju >= 24u) {
156
+ uint mY = internalMask & ((1u << slot) - 1u);
157
+ uint sL = childBase + qG(mY);
158
+ stack[++top] = ivec2(
159
+ eS + int(sL * 5u), cf
160
+ );
161
+ }
162
+ else {
163
+ uint triangleCount = qG(meta >> 5u);
164
+ uint rF = oE + ju;
165
+ uint uS = 0x80000000u |
166
+ (triangleCount << 23u) |
167
+ (rF & 0x007fffffu);
168
+ stack[++top] = ivec2(int(uS), cf);
169
+ }
170
+ }
171
+ }
172
+ }
173
+ else if (gL == 2) {
174
+ int i = node.x + bo;
175
+ vec4 uK = dp(i);
176
+ vec4 uL = dp(i + 1);
177
+ vec4 uM = dp(i + 2);
178
+ vec4 uN = dp(i + 3);
179
+ bh = int(floatBitsToUint(uM.w));
180
+ if (bh > 0) {
181
+ primitiveOffset = bo + eS + int(floatBitsToUint(uN.w));
182
+ }
183
+ else {
184
+ int left = eS + int(floatBitsToUint(uK.w) * 4u);
185
+ int right = eS + int(floatBitsToUint(uL.w) * 4u);
186
+ float d0 = cM(o, d, uK.xyz, uL.xyz, tMax);
187
+ float d1 = cM(o, d, uM.xyz, uN.xyz, tMax);
188
+ if (d0 > d1) {
189
+ if (d0 > 0.0) stack[++top] = ivec2(left, cf);
190
+ if (d1 > 0.0) stack[++top] = ivec2(right, cf);
191
+ }
192
+ else {
193
+ if (d1 > 0.0) stack[++top] = ivec2(right, cf);
194
+ if (d0 > 0.0) stack[++top] = ivec2(left, cf);
195
+ }
196
+ }
197
+ }
198
+ else if (gL == 1) {
199
+ uint hT = uint(node.x);
200
+ if ((hT & 0x80000000u) != 0u) {
201
+ bh = int((hT >> 23u) & 0xffu);
202
+ primitiveOffset = bo + eS + int(hT & 0x007fffffu);
203
+ }
204
+ else {
205
+ int i = node.x + bo;
206
+ vec4 tV = dp(i);
207
+ vec4 ra = dp(i + 1);
208
+ vec4 rb = dp(i + 2);
209
+ vec4 rc = dp(i + 3);
210
+ vec3 nodeMin = tV.xyz;
211
+ vec3 ec = vec3(tV.w, ra.x, ra.y);
212
+ uint lS[4] = uint[4](
213
+ floatBitsToUint(ra.z), floatBitsToUint(ra.w),
214
+ floatBitsToUint(rb.x), floatBitsToUint(rb.y)
215
+ );
216
+ vec4 rj = eY(floatBitsToUint(rb.z));
217
+ vec4 rk = eY(floatBitsToUint(rb.w));
218
+ vec4 rl = eY(floatBitsToUint(rc.x));
219
+ vec4 rf = eY(floatBitsToUint(rc.y));
220
+ vec4 rh = eY(floatBitsToUint(rc.z));
221
+ vec4 ri = eY(floatBitsToUint(rc.w));
222
+ vec3 gv = eX(d);
223
+ vec3 bJ = eV(gv, o);
224
+ vec4 tx0 = (nodeMin.x + rj * ec.x - o.x) * gv.x;
225
+ vec4 tx1 = (nodeMin.x + rf * ec.x - o.x) * gv.x;
226
+ vec4 ty0 = (nodeMin.y + rk * ec.y - o.y) * gv.y;
227
+ vec4 ty1 = (nodeMin.y + rh * ec.y - o.y) * gv.y;
228
+ vec4 tz0 = (nodeMin.z + rl * ec.z - o.z) * gv.z;
229
+ vec4 tz1 = (nodeMin.z + ri * ec.z - o.z) * gv.z;
230
+ vec4 my = max(max((min(tx0, tx1) - vec4(bJ.x)), (min(ty0, ty1) - vec4(bJ.y))), (min(tz0, tz1) - vec4(bJ.z)));
231
+ vec4 rH = min(min((max(tx0, tx1) + vec4(bJ.x)), (max(ty0, ty1) + vec4(bJ.y))), (max(tz0, tz1) + vec4(bJ.z)));
232
+ vec4 distance = mix(rH, my, greaterThan(my, vec4(0.0)));
233
+ distance = mix(distance, vec4(-1.0), greaterThan(my, min(rH, vec4(tMax))));
234
+ float fa[4] = float[4](distance.x, distance.y, distance.z, distance.w);
235
+
236
+
237
+ for (int order = 0; order < 4; order++) {
238
+ float dX = -1.0;
239
+ int el = -1;
240
+ for (int child = 0; child < 4; child++) {
241
+ if (lS[child] != 0u && fa[child] > dX) {
242
+ dX = fa[child];
243
+ el = child;
244
+ }
245
+ }
246
+ if (el >= 0 && dX > 0.0) {
247
+ uint ni = lS[el];
248
+ int jB = int(ni);
249
+ if ((ni & 0x80000000u) == 0u) {
250
+ jB += eS;
251
+ }
252
+ stack[++top] = ivec2(jB, cf);
253
+ fa[el] = -1.0;
254
+ }
255
+ }
256
+ }
257
+ }
258
+ else {
259
+ int i = node.x + bo;
260
+ vec4 r1 = dp(i);
261
+ int bb = floatBitsToInt(r1.w);
262
+
263
+ if (bb >= 0) {
264
+ int left = node.x + 2;
265
+ int right = bb + eS;
266
+
267
+ float d0 = cM(o, d, dp(left + bo).xyz, dp(left + 1 + bo).xyz, tMax);
268
+ float d1 = cM(o, d, dp(right + bo).xyz, dp(right + 1 + bo).xyz, tMax);
269
+ if (d0 > d1) {
270
+ if (d0 > 0.0) {
271
+ stack[++top] = ivec2(left, cf);
272
+ }
273
+ if (d1 > 0.0) {
274
+ stack[++top] = ivec2(right, cf);
275
+ }
276
+ }
277
+ else {
278
+ if (d1 > 0.0) {
279
+ stack[++top] = ivec2(right, cf);
280
+ }
281
+ if (d0 > 0.0) {
282
+ stack[++top] = ivec2(left, cf);
283
+ }
284
+ }
285
+ }
286
+ else {
287
+ if (cf < 0) {
288
+ for (int k = 0; k < -bb; k++) {
289
+ vec4 r3 = dp(i + 2 + k);
290
+ stack[++top] = ivec2(floatBitsToInt(r3.y), floatBitsToInt(r3.x));
291
+ }
292
+ }
293
+ else {
294
+ bh = -bb;
295
+ primitiveOffset = i + 2;
296
+ }
297
+ }
298
+ }
299
+ if (bh > 0) {
300
+ ${intersectTriangles}
301
+ }
302
+ }
303
+ `;
304
+ }
305
+ export default createShaderMixin({
306
+ uniforms: {
307
+ positionBuffer: Shader.uniform('sampler2D'),
308
+ normalBuffer: Shader.uniform('sampler2D'),
309
+ tangentBuffer: Shader.uniform('sampler2D'),
310
+ uvBuffer: Shader.uniform('sampler2D'),
311
+ uv1Buffer: Shader.uniform('sampler2D'),
312
+ colorBuffer: Shader.uniform('sampler2D'),
313
+ materialIndexBuffer: Shader.uniform('sampler2D'),
314
+ bvhBuffer: Shader.uniform('sampler2D'),
315
+ instancesBuffer: Shader.uniform('sampler2D'),
316
+ bvhColumns: Shader.uniform('int', 1),
317
+ vertexColumns: Shader.uniform('int', 1),
318
+ instancesColumns: Shader.uniform('int', 1),
319
+ blasOffset: Shader.uniform('int'),
320
+ isEmptyScene: Shader.uniform('bool')
321
+ },
322
+ main: glsl `
323
+
324
+ struct fu {
325
+ vec3 p0;
326
+ vec3 p1;
327
+ vec3 p2;
328
+ };
329
+ #ifdef NUM_LIGHTS
330
+ float ht(float rad, vec3 pos, Ray r) {
331
+ vec3 op = pos - r.o;
332
+ float eps = 0.001;
333
+ float b = dot(op, r.d);
334
+ float det = b * b - dot(op, op) + rad * rad;
335
+ if (det < 0.0)
336
+ return INF;
337
+
338
+ det = sqrt(det);
339
+ float t1 = b - det;
340
+ if (t1 > eps)
341
+ return t1;
342
+
343
+ float t2 = b + det;
344
+ if (t2 > eps)
345
+ return t2;
346
+
347
+ return INF;
348
+ }
349
+
350
+ float mR(vec3 pos, vec3 u, vec3 v, vec3 n, Ray r) {
351
+ float dt = dot(r.d, n);
352
+ float t = (dot(n, pos) - dot(n, r.o)) / dt;
353
+
354
+ if (t > EPS) {
355
+ vec3 p = r.o + r.d * t;
356
+ vec3 vi = p - pos;
357
+ float a1 = dot(u / dot(u, u), vi);
358
+ if (a1 >= 0.0 && a1 <= 1.0) {
359
+ float a2 = dot(v / dot(v, v), vi);
360
+ if (a2 >= 0.0 && a2 <= 1.0) {
361
+ return t;
362
+ }
363
+ }
364
+ }
365
+
366
+ return INF;
367
+ }
368
+
369
+ float mk(Ray r, Light light, out LightSampleRec lightSample) {
370
+
371
+
372
+
373
+ float d = INF;
374
+ vec3 u = light.u;
375
+ vec3 v = light.v;
376
+ int type = int(light.type);
377
+
378
+ #ifdef HAS_RECT_LIGHTS
379
+ if (type == RECT_LIGHT) {
380
+
381
+ vec3 pos = light.position-u*0.5-v*0.5;
382
+ vec3 normal = normalize(cross(u, v));
383
+ if (dot(normal, r.d) > 0.)
384
+ return INF;
385
+
386
+ d = mR(pos, u, v, normal, r);
387
+ if (d < 0.) {
388
+ d = INF;
389
+ }
390
+ else {
391
+ float cc = dot(-r.d, normal);
392
+ float spread = light.spread;
393
+ if (cc >= cos(spread * PI / 2.0)) {
394
+ lightSample.pdf = (d * d) / (light.area * cc);
395
+ lightSample.emission = light.emission;
396
+ }
397
+ }
398
+ }
399
+ #endif
400
+ #ifdef HAS_SPHERE_LIGHTS
401
+ if (type == SPHERE_LIGHT) {
402
+ if (light.radius <= 0.0) {
403
+ vec3 kf = light.position - r.o;
404
+ float projection = dot(kf, r.d);
405
+ vec3 ba = kf - projection * r.d;
406
+ if (projection <= EPS || dot(ba, ba) > 1e-8) return INF;
407
+ d = projection;
408
+ lightSample.direction = r.d;
409
+ lightSample.normal = -r.d;
410
+ lightSample.dist = d;
411
+ lightSample.pdf = 1.0;
412
+ lightSample.isDelta = true;
413
+ } else {
414
+ d = ht(light.radius, light.position, r);
415
+ lightSample.isDelta = false;
416
+ }
417
+ if (d < 0.) {
418
+ d = INF;
419
+ }
420
+ else {
421
+ float aj = distance(r.o, light.position);
422
+ float cosThetaMax = aj <= light.radius
423
+ ? -1.0
424
+ : sqrt(max(0.0, 1.0 - light.radius * light.radius / (aj * aj)));
425
+ if (light.radius > 0.0) {
426
+ lightSample.pdf = aj <= light.radius
427
+ ? INV4PI
428
+ : 1.0 / max(TWOPI * (1.0 - cosThetaMax), 1e-8);
429
+ }
430
+ lightSample.emission = light.radius <= 0.0
431
+ ? light.emission / max(d * d, 1e-8)
432
+ : light.emission;
433
+ }
434
+ }
435
+ #endif
436
+ #ifdef HAS_SPOT_LIGHTS
437
+ if (type == SPOT_LIGHT) {
438
+ if (light.radius <= 0.0) {
439
+ vec3 kf = light.position - r.o;
440
+ float projection = dot(kf, r.d);
441
+ vec3 ba = kf - projection * r.d;
442
+ if (projection <= EPS || dot(ba, ba) > 1e-8) return INF;
443
+ d = projection;
444
+ lightSample.direction = r.d;
445
+ lightSample.normal = -r.d;
446
+ lightSample.dist = d;
447
+ lightSample.pdf = 1.0;
448
+ lightSample.isDelta = true;
449
+ } else {
450
+ d = ht(light.radius, light.position, r);
451
+ lightSample.isDelta = false;
452
+ }
453
+ if (d != INF) {
454
+ vec3 uQ = r.o + d * r.d;
455
+ float mo = bL(light, normalize(r.o - uQ));
456
+ if (mo <= 0.0) return INF;
457
+ float aj = distance(r.o, light.position);
458
+ float cosThetaMax = aj <= light.radius
459
+ ? -1.0
460
+ : sqrt(max(0.0, 1.0 - light.radius * light.radius / (aj * aj)));
461
+ if (light.radius > 0.0) {
462
+ lightSample.pdf = aj <= light.radius
463
+ ? INV4PI
464
+ : 1.0 / max(TWOPI * (1.0 - cosThetaMax), 1e-8);
465
+ }
466
+ lightSample.emission = light.emission * mo * (light.radius <= 0.0
467
+ ? 1.0 / max(d * d, 1e-8)
468
+ : 1.0);
469
+ }
470
+ }
471
+ #endif
472
+
473
+ return d;
474
+ }
475
+ #endif
476
+
477
+ int fj(ivec4 m0, ivec4 m1, ivec4 m2, vec3 eZ) {
478
+ vec2 m00 = ae(m0.x);
479
+ vec2 m01 = ae(m0.y);
480
+ vec2 m02 = ae(m0.z);
481
+ vec2 m10 = ae(m1.x);
482
+ vec2 m11 = ae(m1.y);
483
+ vec2 m12 = ae(m1.z);
484
+ vec2 m20 = ae(m2.x);
485
+ vec2 m21 = ae(m2.y);
486
+ vec2 m22 = ae(m2.z);
487
+ float w00 = m00.y * eZ.x;
488
+ float w01 = m01.y * eZ.x;
489
+ float w02 = m02.y * eZ.x;
490
+ float w10 = m10.y * eZ.y;
491
+ float w11 = m11.y * eZ.y;
492
+ float w12 = m12.y * eZ.y;
493
+ float w20 = m20.y * eZ.z;
494
+ float w21 = m21.y * eZ.z;
495
+ float w22 = m22.y * eZ.z;
496
+
497
+ float he = w00 + w01 + w02 + w10 + w11 + w12 + w20 + w21 + w22;
498
+
499
+ w00 = w00 / he;
500
+ w01 = w01 / he + w00;
501
+ w02 = w02 / he + w01;
502
+ w10 = w10 / he + w02;
503
+ w11 = w11 / he + w10;
504
+ w12 = w12 / he + w11;
505
+ w20 = w20 / he + w12;
506
+ w21 = w21 / he + w20;
507
+ w22 = w22 / he + w21;
508
+
509
+ float rand = eo(0u);
510
+ float mS;
511
+ if (rand < w00) {
512
+ mS = m00.x;
513
+ } else if (rand < w01) {
514
+ mS = m01.x;
515
+ } else if (rand < w02) {
516
+ mS = m02.x;
517
+ } else if (rand < w10) {
518
+ mS = m10.x;
519
+ } else if (rand < w11) {
520
+ mS = m11.x;
521
+ } else if (rand < w12) {
522
+ mS = m12.x;
523
+ } else if (rand < w20) {
524
+ mS = m20.x;
525
+ } else if (rand < w21) {
526
+ mS = m21.x;
527
+ } else {
528
+ mS = m22.x;
529
+ }
530
+ return int(mS);
531
+ }
532
+
533
+
534
+ vec4 bv(int i);
535
+
536
+
537
+ mat2x3 eD(vec3 normal, vec3 dp1, vec3 dp2, vec2 nP, vec2 nQ, vec4 aU) {
538
+ float determinant = nP.x * nQ.y - nP.y * nQ.x;
539
+ vec3 t = aU.xyz;
540
+ vec3 b = vec3(0.0);
541
+
542
+ float qq = abs(aU.w) > 1.5 ? 0.0 : aU.w;
543
+ if (abs(determinant) > 1e-12) {
544
+ vec3 dt = (dp1 * nQ.y - dp2 * nP.y) / determinant;
545
+ vec3 db = (dp2 * nP.x - dp1 * nQ.x) / determinant;
546
+ if (dot(t, t) < 1e-8) { t = dt; }
547
+ if (qq == 0.0) { qq = (dot(cross(normal, dt), db) < 0.0 ? -1.0 : 1.0); }
548
+ }
549
+ t -= normal * dot(normal, t);
550
+ if (dot(t, t) < 1e-8) {
551
+ float ig = (normal.z >= 0.0 ? 1.0 : -1.0);
552
+ float dW = -1.0 / (ig + normal.z);
553
+ float xy = normal.x * normal.y * dW;
554
+ t = vec3(1.0 + ig * normal.x * normal.x * dW, ig * xy, -ig * normal.x);
555
+ b = vec3(xy, ig + normal.y * normal.y * dW, -normal.y);
556
+ }
557
+ else { t = normalize(t); b = normalize(cross(normal, t)); }
558
+ return mat2x3(t, b * (qq < 0.0 ? -1.0 : 1.0));
559
+ }
560
+
561
+ void hp(inout ad si, fu tri, vec3 barycentric, ivec3 index) {
562
+ si.hit = true;
563
+ si.position = barycentric.x * tri.p0 + barycentric.y * tri.p1 + barycentric.z * tri.p2;
564
+ ivec2 i0 = gK(index.x, vertexColumns);
565
+ ivec2 i1 = gK(index.y, vertexColumns);
566
+ ivec2 i2 = gK(index.z, vertexColumns);
567
+
568
+ vec3 n0 = texelFetch(normalBuffer, i0, 0).xyz;
569
+ vec3 n1 = texelFetch(normalBuffer, i1, 0).xyz;
570
+ vec3 n2 = texelFetch(normalBuffer, i2, 0).xyz;
571
+ vec3 normal = normalize(barycentric.x * n0 + barycentric.y * n1 + barycentric.z * n2);
572
+ si.vertexNormal = normal;
573
+
574
+
575
+
576
+
577
+
578
+ vec3 geometricNormal = normalize(cross(tri.p1 - tri.p0, tri.p2 - tri.p0));
579
+ vec3 kd = barycentric.x * n0 + barycentric.y * n1 + barycentric.z * n2;
580
+ float a = dot(n2 - n0, tri.p0 - tri.p2);
581
+ float b = dot(n2 - n1, tri.p1 - tri.p2);
582
+ float c = dot(n1 - n0, tri.p1 - tri.p0);
583
+ float h = a * barycentric.x * (barycentric.x - 1.0)
584
+ + (a + b + c) * barycentric.x * barycentric.y
585
+ + b * barycentric.y * (barycentric.y - 1.0);
586
+ if (dot(kd, geometricNormal) > 0.0) {
587
+ float h0 = max(max(dot(tri.p1 - tri.p0, n0), dot(tri.p2 - tri.p0, n0)), 0.0);
588
+ float h1 = max(max(dot(tri.p0 - tri.p1, n1), dot(tri.p2 - tri.p1, n1)), 0.0);
589
+ float h2 = max(max(dot(tri.p0 - tri.p2, n2), dot(tri.p1 - tri.p2, n2)), 0.0);
590
+ h0 = max(dot(tri.p0 - si.position, n0) + h0, 0.0);
591
+ h1 = max(dot(tri.p1 - si.position, n1) + h1, 0.0);
592
+ h2 = max(dot(tri.p2 - si.position, n2) + h2, 0.0);
593
+ h = max(min(min(h0, h1), h2), h * 0.5);
594
+ }
595
+ else {
596
+ float h0 = max(max(dot(tri.p0 - tri.p1, n0), dot(tri.p0 - tri.p2, n0)), 0.0);
597
+ float h1 = max(max(dot(tri.p1 - tri.p0, n1), dot(tri.p1 - tri.p2, n1)), 0.0);
598
+ float h2 = max(max(dot(tri.p2 - tri.p0, n2), dot(tri.p2 - tri.p1, n2)), 0.0);
599
+ h0 = max(dot(si.position - tri.p0, n0) + h0, 0.0);
600
+ h1 = max(dot(si.position - tri.p1, n1) + h1, 0.0);
601
+ h2 = max(dot(si.position - tri.p2, n2) + h2, 0.0);
602
+ h = min(-min(min(h0, h1), h2), h * 0.5);
603
+ }
604
+ si.shadowOffset = kd * h;
605
+
606
+
607
+ ivec4 m0 = ivec4(texelFetch(materialIndexBuffer, i0, 0));
608
+ ivec4 m1 = ivec4(texelFetch(materialIndexBuffer, i1, 0));
609
+ ivec4 m2 = ivec4(texelFetch(materialIndexBuffer, i2, 0));
610
+
611
+ if (m0.x > 0 || m1.x > 0 || m2.x > 0) {
612
+ si.materialIndex = fj(m0, m1, m2, barycentric);
613
+ }
614
+
615
+ vec2 uv0 = texelFetch(uvBuffer, i0, 0).xy;
616
+ vec2 uv1 = texelFetch(uvBuffer, i1, 0).xy;
617
+ vec2 uv2 = texelFetch(uvBuffer, i2, 0).xy;
618
+ #if defined(NUM_DIFFUSE_MAPS) || defined(NUM_NORMAL_MAPS) || defined(NUM_METALLIC_ROUGHNESS_MAPS) || defined(NUM_ROUGHNESS_MAPS) || defined(NUM_METALNESS_MAPS) || defined(NUM_EMISSIVE_MAPS) || defined(NUM_THIN_FILM_MAPS) || defined(NUM_ANISOTROPY_MAPS) || defined(NUM_COAT_NORMAL_MAPS)
619
+ vec2 uv = barycentric.x * uv0 + barycentric.y * uv1 + barycentric.z * uv2;
620
+ vec2 secondaryUv0 = texelFetch(uv1Buffer, i0, 0).xy;
621
+ vec2 secondaryUv1 = texelFetch(uv1Buffer, i1, 0).xy;
622
+ vec2 secondaryUv2 = texelFetch(uv1Buffer, i2, 0).xy;
623
+ vec2 cX = barycentric.x * secondaryUv0
624
+ + barycentric.y * secondaryUv1
625
+ + barycentric.z * secondaryUv2;
626
+
627
+ vec4 lw = fetchMatData(si.materialIndex * MAT_DATA_SIZE + MAT_ROW_UV);
628
+ int uvProjection = int(lw.r);
629
+ if (uvProjection > 0) {
630
+ uv = gz(uvProjection, si.position, normal, lw.zw);
631
+ cX = uv;
632
+ } else {
633
+ uv *= lw.zw;
634
+ cX *= lw.zw;
635
+ }
636
+ #else
637
+ vec2 uv = vec2(0.0);
638
+ vec2 cX = vec2(0.0);
639
+ #endif
640
+
641
+ #ifdef NUM_COAT_NORMAL_MAPS
642
+ si.coatNormal = normal;
643
+ float lj = fetchMatData(si.materialIndex * MAT_DATA_SIZE + MAT_ROW_LAYER_MAPS).z;
644
+ #endif
645
+ vec4 directionMaterial = fetchMatData(si.materialIndex * MAT_DATA_SIZE + MAT_ROW_DIRECTION_NORMAL);
646
+ float sZ = fetchMatData(si.materialIndex * MAT_DATA_SIZE + MAT_ROW_FILM_TEXTURE).x;
647
+ if (directionMaterial.x >= 0.0 || directionMaterial.y != 0.0 || sZ != 0.0
648
+ #ifdef NUM_COAT_NORMAL_MAPS
649
+ || lj >= 0.0
650
+ #endif
651
+ ) {
652
+ vec3 dp1 = tri.p0 - tri.p2;
653
+ vec3 dp2 = tri.p1 - tri.p2;
654
+ vec4 aU = vec4(0.0);
655
+ #ifdef USE_TANGENT
656
+ aU = barycentric.x * texelFetch(tangentBuffer, i0, 0)
657
+ + barycentric.y * texelFetch(tangentBuffer, i1, 0)
658
+ + barycentric.z * texelFetch(tangentBuffer, i2, 0);
659
+ #endif
660
+ mat2x3 eP = eD(normal, dp1, dp2, uv0-uv2, uv1-uv2, aU);
661
+ si.geometryTangent = eP[0];
662
+ si.geometryBitangent = eP[1];
663
+ mat2x3 fU = eP;
664
+ #ifdef NUM_ANISOTROPY_MAPS
665
+ if (directionMaterial.x >= 0.0 && mapUvChannel[int(directionMaterial.x)] > 0.5) {
666
+ vec2 a = texelFetch(uv1Buffer, i0, 0).xy;
667
+ vec2 b = texelFetch(uv1Buffer, i1, 0).xy;
668
+ vec2 c = texelFetch(uv1Buffer, i2, 0).xy;
669
+ fU = eD(normal, dp1, dp2, a-c, b-c, (aU.w == 0.0 ? vec4(0.0) : aU));
670
+ }
671
+ #endif
672
+ si.directionTangent = fU[0];
673
+ si.directionBitangent = fU[1];
674
+ #ifdef NUM_COAT_NORMAL_MAPS
675
+ if (lj >= 0.0) {
676
+ int kq = int(lj);
677
+ mat2x3 lT = eP;
678
+ if (mapUvChannel[kq] > 0.5) {
679
+ vec2 a = texelFetch(uv1Buffer, i0, 0).xy;
680
+ vec2 b = texelFetch(uv1Buffer, i1, 0).xy;
681
+ vec2 c = texelFetch(uv1Buffer, i2, 0).xy;
682
+ lT = eD(normal, dp1, dp2, a-c, b-c,
683
+ aU.w == 0.0 ? vec4(0.0) : aU);
684
+ }
685
+ vec3 decoded = sampleMap(kq, getMapUvSet(kq, uv, cX)).rgb * 2.0 - 1.0;
686
+ vec3 mapped = lT[0] * decoded.x * directionMaterial.z
687
+ + lT[1] * decoded.y * directionMaterial.w + normal * decoded.z;
688
+ if (dot(mapped, mapped) > 1e-12) { si.coatNormal = normalize(mapped); }
689
+ }
690
+ #endif
691
+ }
692
+
693
+ si.uv = uv;
694
+ si.uv1 = cX;
695
+
696
+ #ifdef USE_TANGENT
697
+ vec3 t0 = texelFetch(tangentBuffer, i0, 0).xyz;
698
+ vec3 t1 = texelFetch(tangentBuffer, i1, 0).xyz;
699
+ vec3 t2 = texelFetch(tangentBuffer, i2, 0).xyz;
700
+ si.tangent = normalize(barycentric.x * t0 + barycentric.y * t1 + barycentric.z * t2);
701
+ #endif
702
+ #if defined(NUM_NORMAL_MAPS)
703
+ vec3 dp1 = tri.p0 - tri.p2;
704
+ vec3 dp2 = tri.p1 - tri.p2;
705
+ vec2 nP = uv0 - uv2;
706
+ vec2 nQ = uv1 - uv2;
707
+ si.normal = nY(
708
+ si.materialIndex, uv, normal, dp1, dp2, nP, nQ
709
+ );
710
+ #else
711
+ si.normal = normal;
712
+ #endif
713
+ }
714
+
715
+ struct eB {
716
+ float t;
717
+ vec3 barycentric;
718
+ };
719
+
720
+ vec4 dp(int i) {
721
+ return kw(bvhBuffer, i, bvhColumns);
722
+ }
723
+
724
+ vec4 bv(int i) {
725
+ return kw(instancesBuffer, i, instancesColumns);
726
+ }
727
+
728
+
729
+
730
+ uint qG(uint value) {
731
+ value -= (value >> 1u) & 0x55555555u;
732
+ value = (value & 0x33333333u) + ((value >> 2u) & 0x33333333u);
733
+ value = (value + (value >> 4u)) & 0x0f0f0f0fu;
734
+ return (value * 0x01010101u) >> 24u;
735
+ }
736
+
737
+ vec4 eY(uint lI) {
738
+ return vec4(
739
+ float(lI & 0xffu),
740
+ float((lI >> 8u) & 0xffu),
741
+ float((lI >> 16u) & 0xffu),
742
+ float(lI >> 24u)
743
+ ) / 255.0;
744
+ }
745
+
746
+
747
+
748
+
749
+ eB fI(vec3 o, vec3 d, fu tri, int ey, vec3 gJ, float tMax) {
750
+ eB ti;
751
+
752
+
753
+ vec3 p0t = tri.p0 - o;
754
+ vec3 p1t = tri.p1 - o;
755
+ vec3 p2t = tri.p2 - o;
756
+
757
+
758
+ if (ey == 0) {
759
+ p0t = p0t.yzx;
760
+ p1t = p1t.yzx;
761
+ p2t = p2t.yzx;
762
+ } else if (ey == 1) {
763
+ p0t = p0t.zxy;
764
+ p1t = p1t.zxy;
765
+ p2t = p2t.zxy;
766
+ }
767
+
768
+
769
+ p0t.xy += gJ.xy * p0t.z;
770
+ p1t.xy += gJ.xy * p1t.z;
771
+ p2t.xy += gJ.xy * p2t.z;
772
+
773
+
774
+ vec3 e = vec3(
775
+ p1t.x * p2t.y - p1t.y * p2t.x,
776
+ p2t.x * p0t.y - p2t.y * p0t.x,
777
+ p0t.x * p1t.y - p0t.y * p1t.x
778
+ );
779
+
780
+ #ifdef DEPTH_QUERY_MODE
781
+ vec3 ro = abs(vec3(p1t.x * p2t.y, p2t.x * p0t.y, p0t.x * p1t.y))
782
+ + abs(vec3(p1t.y * p2t.x, p2t.y * p0t.x, p0t.y * p1t.x));
783
+ e = mix(e, vec3(0.0), lessThanEqual(abs(e), ro * 1e-6));
784
+ #endif
785
+
786
+
787
+ if (any(lessThan(e, vec3(0))) && any(greaterThan(e, vec3(0)))) {
788
+ return ti;
789
+ }
790
+
791
+ float det = e.x + e.y + e.z;
792
+ #ifdef DEPTH_QUERY_MODE
793
+ if (det == 0.0) return ti;
794
+ #endif
795
+
796
+ p0t.z *= gJ.z;
797
+ p1t.z *= gJ.z;
798
+ p2t.z *= gJ.z;
799
+ float qZ = (e.x * p0t.z + e.y * p1t.z + e.z * p2t.z);
800
+
801
+
802
+ if (abs(qZ) > abs(tMax * det)) {
803
+ return ti;
804
+ }
805
+
806
+ float sg = 1. / det;
807
+ ti.t = qZ * sg;
808
+ ti.barycentric = e * sg;
809
+
810
+ return ti;
811
+ }
812
+
813
+ struct Box {
814
+ vec3 min;
815
+ vec3 max;
816
+ };
817
+
818
+
819
+ vec3 eX(vec3 d) {
820
+ #ifdef DEPTH_QUERY_MODE
821
+ vec3 ap = mix(d, mix(vec3(1e-20), vec3(-1e-20), lessThan(d, vec3(0.0))), lessThan(abs(d), vec3(1e-20)));
822
+ return 1.0 / ap;
823
+ #else
824
+ return 1.0 / d;
825
+ #endif
826
+ }
827
+
828
+ vec3 eV(vec3 gv, vec3 o) {
829
+ #ifdef DEPTH_QUERY_MODE
830
+ return abs(gv) * max(vec3(1.0), abs(o)) * 1e-6;
831
+ #else
832
+ return vec3(0.0);
833
+ #endif
834
+ }
835
+
836
+
837
+
838
+ float cM(vec3 o, vec3 d, vec3 vw, vec3 vu, float tMax) {
839
+ #ifdef DEPTH_QUERY_MODE
840
+ vec3 gv = eX(d);
841
+ vec3 uD = (vw - o) * gv;
842
+ vec3 uE = (vu - o) * gv;
843
+ vec3 bJ = eV(gv, o);
844
+ #else
845
+ vec3 uD = (vw - o) / d;
846
+ vec3 uE = (vu - o) / d;
847
+ vec3 bJ = vec3(0.0);
848
+ #endif
849
+ vec3 my = min(uD, uE) - bJ;
850
+ vec3 rH = max(uD, uE) + bJ;
851
+ float t0 = max(my.x, max(my.y, my.z));
852
+ float t1 = min(rH.x, min(rH.y, rH.z));
853
+
854
+ return (t0 > t1 || t0 > tMax) ? -1.0 : (t0 > 0.0 ? t0 : t1);
855
+ }
856
+
857
+ int maxDimension(vec3 v) {
858
+ return v.x > v.y ? (v.x > v.z ? 0 : 2) : (v.y > v.z ? 1 : 2);
859
+ }
860
+
861
+ vec3 mg(vec3 d, int ey) {
862
+
863
+
864
+ if (ey == 0) {
865
+ return vec3(-d.y, -d.z, 1.0) / d.x;
866
+ } else if (ey == 1) {
867
+ return vec3(-d.z, -d.x, 1.0) / d.y;
868
+ } else {
869
+ return vec3(-d.x, -d.y, 1.0) / d.z;
870
+ }
871
+ }
872
+
873
+
874
+ void cY(in Ray ray, inout ad si, bool doubleSided) {
875
+ si.hit = false;
876
+
877
+ if (isEmptyScene) {
878
+ return;
879
+ }
880
+
881
+ int ey = maxDimension(abs(ray.d));
882
+ vec3 gJ = mg(ray.d, ey);
883
+ int ao;
884
+
885
+ ${getBVHTraverseCode(glsl `
886
+ si.triangleIndex = triangleIndex;
887
+ lm = tri;
888
+ hy = faceNormal;
889
+ aB = hit.barycentric;
890
+ hs = index;
891
+ qP = true;
892
+ ao = cf;
893
+ `)}
894
+
895
+ if (qP) {
896
+ si.instanceIndex = ao;
897
+ si.materialIndex = int(ae(floatBitsToInt(bv(ao * ${INSTANCE_VEC4_STRIDE}).z)).x);
898
+
899
+ hp(si, lm, aB, hs);
900
+ mat4 l2w = mat4(
901
+ bv(ao * ${INSTANCE_VEC4_STRIDE} + 5),
902
+ bv(ao * ${INSTANCE_VEC4_STRIDE} + 6),
903
+ bv(ao * ${INSTANCE_VEC4_STRIDE} + 7),
904
+ bv(ao * ${INSTANCE_VEC4_STRIDE} + 8)
905
+ );
906
+ mat4 w2l = mat4(
907
+ bv(ao * ${INSTANCE_VEC4_STRIDE} + 1),
908
+ bv(ao * ${INSTANCE_VEC4_STRIDE} + 2),
909
+ bv(ao * ${INSTANCE_VEC4_STRIDE} + 3),
910
+ bv(ao * ${INSTANCE_VEC4_STRIDE} + 4)
911
+ );
912
+ mat3 aD = transpose(mat3(w2l));
913
+ si.faceNormal = normalize(aD * hy);
914
+ si.vertexNormal = normalize(aD * si.vertexNormal);
915
+ si.normal = normalize(aD * si.normal);
916
+ #ifdef NUM_COAT_NORMAL_MAPS
917
+ si.coatNormal = normalize(aD * si.coatNormal);
918
+ #endif
919
+ #ifdef USE_TANGENT
920
+ if (dot(si.tangent, si.tangent) > 0.0) {
921
+ si.tangent = normalize(mat3(l2w) * si.tangent);
922
+ }
923
+ #endif
924
+ si.shadowOffset = (l2w * vec4(si.shadowOffset, 0.0)).xyz;
925
+ si.directionTangent = mat3(l2w) * si.directionTangent;
926
+ si.directionBitangent = mat3(l2w) * si.directionBitangent;
927
+ si.geometryTangent = mat3(l2w) * si.geometryTangent;
928
+ si.geometryBitangent = mat3(l2w) * si.geometryBitangent;
929
+ si.position = (l2w * vec4(si.position, 1.0)).xyz;
930
+ }
931
+ }
932
+
933
+
934
+ void iG(in Ray ray, inout ad si, int instanceIndex, float maxDistance) {
935
+ si.hit = false;
936
+
937
+ if (isEmptyScene) {
938
+ return;
939
+ }
940
+
941
+ bool doubleSided = true;
942
+ int ey = maxDimension(abs(ray.d));
943
+ vec3 gJ = mg(ray.d, ey);
944
+ int ao;
945
+
946
+ ${getBVHTraverseCode(glsl `
947
+ si.triangleIndex = triangleIndex;
948
+ lm = tri;
949
+ hy = faceNormal;
950
+ aB = hit.barycentric;
951
+ hs = index;
952
+ qP = true;
953
+ ao = cf;
954
+ `, glsl `
955
+ if (cf != instanceIndex) {
956
+ continue;
957
+ }
958
+ `, 'maxDistance')}
959
+
960
+ if (qP) {
961
+ si.instanceIndex = ao;
962
+ si.materialIndex = int(ae(floatBitsToInt(bv(ao * ${INSTANCE_VEC4_STRIDE}).z)).x);
963
+ hp(si, lm, aB, hs);
964
+ mat4 l2w = mat4(
965
+ bv(ao * ${INSTANCE_VEC4_STRIDE} + 5),
966
+ bv(ao * ${INSTANCE_VEC4_STRIDE} + 6),
967
+ bv(ao * ${INSTANCE_VEC4_STRIDE} + 7),
968
+ bv(ao * ${INSTANCE_VEC4_STRIDE} + 8)
969
+ );
970
+ mat4 w2l = mat4(
971
+ bv(ao * ${INSTANCE_VEC4_STRIDE} + 1),
972
+ bv(ao * ${INSTANCE_VEC4_STRIDE} + 2),
973
+ bv(ao * ${INSTANCE_VEC4_STRIDE} + 3),
974
+ bv(ao * ${INSTANCE_VEC4_STRIDE} + 4)
975
+ );
976
+ mat3 aD = transpose(mat3(w2l));
977
+ si.faceNormal = normalize(aD * hy);
978
+ si.vertexNormal = normalize(aD * si.vertexNormal);
979
+ si.normal = normalize(aD * si.normal);
980
+ #ifdef NUM_COAT_NORMAL_MAPS
981
+ si.coatNormal = normalize(aD * si.coatNormal);
982
+ #endif
983
+ #ifdef USE_TANGENT
984
+ if (dot(si.tangent, si.tangent) > 0.0) {
985
+ si.tangent = normalize(mat3(l2w) * si.tangent);
986
+ }
987
+ #endif
988
+ si.shadowOffset = (l2w * vec4(si.shadowOffset, 0.0)).xyz;
989
+ si.directionTangent = mat3(l2w) * si.directionTangent;
990
+ si.directionBitangent = mat3(l2w) * si.directionBitangent;
991
+ si.geometryTangent = mat3(l2w) * si.geometryTangent;
992
+ si.geometryBitangent = mat3(l2w) * si.geometryBitangent;
993
+ si.position = (l2w * vec4(si.position, 1.0)).xyz;
994
+ }
995
+ }
996
+
997
+ bool ex(in Ray ray, float lightDistance, int jE) {
998
+
999
+ if (isEmptyScene) {
1000
+ return false;
1001
+ }
1002
+
1003
+ bool doubleSided = true;
1004
+ int ey = maxDimension(abs(ray.d));
1005
+ vec3 gJ = mg(ray.d, ey);
1006
+
1007
+ ${getBVHTraverseCode(glsl `
1008
+
1009
+
1010
+ bool jl = true;
1011
+ vec3 barycentric = hit.barycentric;
1012
+ vec3 position = barycentric.x * tri.p0 + barycentric.y * tri.p1 + barycentric.z * tri.p2;
1013
+
1014
+ if (jl) {
1015
+ #ifdef HAS_ALPHA
1016
+ int materialIndex = int(ae(floatBitsToInt(bv(cf * ${INSTANCE_VEC4_STRIDE}).z)).x);
1017
+ ivec2 i0 = gK(index.x, vertexColumns);
1018
+ ivec2 i1 = gK(index.y, vertexColumns);
1019
+ ivec2 i2 = gK(index.z, vertexColumns);
1020
+ ivec4 m0 = ivec4(texelFetch(materialIndexBuffer, i0, 0));
1021
+ ivec4 m1 = ivec4(texelFetch(materialIndexBuffer, i1, 0));
1022
+ ivec4 m2 = ivec4(texelFetch(materialIndexBuffer, i2, 0));
1023
+
1024
+ if (m0.x > 0 || m1.x > 0 || m2.x > 0) {
1025
+ materialIndex = fj(m0, m1, m2, barycentric);
1026
+ }
1027
+
1028
+ int ii = materialIndex * MAT_DATA_SIZE;
1029
+ int mapAlphaUsage = int(fetchMatData(ii + MAT_ROW_MISC).a);
1030
+ float alpha = fetchMatData(ii + MAT_ROW_ALPHA_FILM).r;
1031
+ #ifdef NUM_DIFFUSE_MAPS
1032
+ if (mapAlphaUsage == ${mapAlphaUsageConstants.alpha + ''}) {
1033
+ int diffuseMapIndex = int(fetchMatData(ii + MAT_ROW_METALLIC_MAPS).z);
1034
+ if (diffuseMapIndex >= 0) {
1035
+ vec2 uv0 = texelFetch(uvBuffer, i0, 0).xy;
1036
+ vec2 uv1 = texelFetch(uvBuffer, i1, 0).xy;
1037
+ vec2 uv2 = texelFetch(uvBuffer, i2, 0).xy;
1038
+ vec2 uv = barycentric.x * uv0 + barycentric.y * uv1 + barycentric.z * uv2;
1039
+ vec4 lw = fetchMatData(ii + MAT_ROW_UV);
1040
+ int uvProjection = int(lw.r);
1041
+ if (uvProjection > 0) {
1042
+ uv = gz(uvProjection, position, hy, lw.zw);
1043
+ } else {
1044
+ uv *= lw.zw;
1045
+ }
1046
+
1047
+ alpha *= sampleMap(diffuseMapIndex, uv).a;
1048
+ }
1049
+ }
1050
+ #endif
1051
+ #ifdef NUM_ALPHA_MAPS
1052
+ int alphaMapIndex = int(fetchMatData(ii + MAT_ROW_STANDALONE_MAPS).z);
1053
+ if (alphaMapIndex >= 0) {
1054
+ vec2 uv0 = texelFetch(uvBuffer, i0, 0).xy;
1055
+ vec2 uv1 = texelFetch(uvBuffer, i1, 0).xy;
1056
+ vec2 uv2 = texelFetch(uvBuffer, i2, 0).xy;
1057
+ vec2 uv = barycentric.x * uv0 + barycentric.y * uv1 + barycentric.z * uv2;
1058
+ vec4 lw = fetchMatData(ii + MAT_ROW_UV);
1059
+ int uvProjection = int(lw.r);
1060
+ if (uvProjection > 0) {
1061
+ uv = gz(uvProjection, position, hy, lw.zw);
1062
+ } else {
1063
+ uv *= lw.zw;
1064
+ }
1065
+ alpha *= sampleMap(alphaMapIndex, uv).g;
1066
+ }
1067
+ #endif
1068
+ float alphaCutoff = fetchMatData(ii + MAT_ROW_STANDALONE_MAPS).a;
1069
+ alpha = ld(
1070
+ alpha, int(fetchMatData(ii + MAT_ROW_ALPHA).w), alphaCutoff
1071
+ );
1072
+ if (eo(0u) > alpha) {
1073
+
1074
+ tMax = min(max(lightDistance, 0.0), RAY_MAX_DISTANCE);
1075
+ jl = false;
1076
+ }
1077
+ #endif
1078
+ }
1079
+ if (jl) {
1080
+ return true;
1081
+ }
1082
+ `, glsl `
1083
+ if (triangleIndex == jE) {
1084
+ continue;
1085
+ }
1086
+ `, 'min(max(lightDistance, 0.0), RAY_MAX_DISTANCE)')}
1087
+ return false;
1088
+ }
1089
+ `
1090
+ });
1091
+ //# sourceMappingURL=intersect.glsl.js.map