@meimu/mutracer 0.1.1 → 0.1.3

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 (95) hide show
  1. package/dist/assets/bvh.worker.js +1 -1
  2. package/dist/mutracer.umd.js +3525 -3484
  3. package/docs/materials.md +27 -7
  4. package/docs/threejs.md +13 -2
  5. package/docs/viewer.md +53 -0
  6. package/lib/oidn.d.ts +1 -1
  7. package/lib/oidnBundledWeights.cdn.d.ts +2 -2
  8. package/lib/renderer/MaterialTable.d.ts +1 -0
  9. package/lib/renderer/MaterialTable.js +2 -1
  10. package/lib/renderer/MaterialTable.js.map +1 -1
  11. package/lib/renderer/WGPUBloomPass.js +18 -18
  12. package/lib/renderer/WGPUFullQuadPass.js +3 -3
  13. package/lib/renderer/WGPUJNLMDenoiser.js +62 -62
  14. package/lib/renderer/WGPURayTraceOutput.js +14 -12
  15. package/lib/renderer/WGPURayTraceOutput.js.map +1 -1
  16. package/lib/renderer/WGPURayTracePass.js +2 -2
  17. package/lib/renderer/WGPURayTracePass.js.map +1 -1
  18. package/lib/renderer/WGPURenderingPipeline.js +20 -18
  19. package/lib/renderer/WGPURenderingPipeline.js.map +1 -1
  20. package/lib/renderer/WebGLJNLMDenoiser.js +61 -61
  21. package/lib/renderer/WebGLRayTraceOutputPass.js +4 -4
  22. package/lib/renderer/WebGLRayTracePass.js +3 -1
  23. package/lib/renderer/WebGLRayTracePass.js.map +1 -1
  24. package/lib/renderer/glsl/chunks/cameraRay.glsl.js +9 -9
  25. package/lib/renderer/glsl/chunks/envMap.glsl.js +45 -45
  26. package/lib/renderer/glsl/chunks/intersect.glsl.js +262 -262
  27. package/lib/renderer/glsl/chunks/materialBuffer.glsl.js +111 -111
  28. package/lib/renderer/glsl/chunks/openPbrBsdf.glsl.js +436 -436
  29. package/lib/renderer/glsl/chunks/rand.glsl.js +3 -3
  30. package/lib/renderer/glsl/chunks/random.glsl.js +3 -3
  31. package/lib/renderer/glsl/chunks/rayTraceCore.glsl.js +32 -32
  32. package/lib/renderer/glsl/chunks/sampleLight.glsl.js +54 -54
  33. package/lib/renderer/glsl/chunks/sampleMaterial.glsl.js +71 -71
  34. package/lib/renderer/glsl/chunks/sampleShadowCatcher.glsl.js +12 -12
  35. package/lib/renderer/glsl/chunks/sampling.glsl.js +64 -64
  36. package/lib/renderer/glsl/chunks/sobol.glsl.js +49 -49
  37. package/lib/renderer/glsl/chunks/textureLinear.glsl.js +5 -5
  38. package/lib/renderer/glsl/chunks/uvProjection.glsl.js +5 -5
  39. package/lib/renderer/glsl/depthQuery.frag.js +2 -2
  40. package/lib/renderer/glsl/normalizeRayTraceOutput.frag.js +8 -8
  41. package/lib/renderer/glsl/rayTrace.frag.js +128 -128
  42. package/lib/renderer/glsl/shadowCatcher.frag.js +12 -12
  43. package/lib/renderer/glsl/webglPipeline.frag.js +49 -49
  44. package/lib/renderer/lightsUtil.js +1 -1
  45. package/lib/renderer/lightsUtil.js.map +1 -1
  46. package/lib/renderer/materialComparison.generated.js +5 -0
  47. package/lib/renderer/materialComparison.generated.js.map +1 -1
  48. package/lib/renderer/materialLayout.js +2 -1
  49. package/lib/renderer/materialLayout.js.map +1 -1
  50. package/lib/renderer/prepareMeshBVH.d.ts +4 -2
  51. package/lib/renderer/prepareMeshBVH.js +44 -20
  52. package/lib/renderer/prepareMeshBVH.js.map +1 -1
  53. package/lib/renderer/scratchSampling.js +6 -6
  54. package/lib/renderer/wgsl/chunks/common.wgsl.js +4 -4
  55. package/lib/renderer/wgsl/chunks/envMap.wgsl.js +29 -29
  56. package/lib/renderer/wgsl/chunks/intersect.wgsl.js +376 -379
  57. package/lib/renderer/wgsl/chunks/intersect.wgsl.js.map +1 -1
  58. package/lib/renderer/wgsl/chunks/intersectionAlpha.wgsl.js +5 -5
  59. package/lib/renderer/wgsl/chunks/materialBuffer.wgsl.js +51 -51
  60. package/lib/renderer/wgsl/chunks/openPbrBsdf.wgsl.js +453 -453
  61. package/lib/renderer/wgsl/chunks/pdm_displacement.wgsl.d.ts +1 -1
  62. package/lib/renderer/wgsl/chunks/pdm_displacement.wgsl.js +122 -117
  63. package/lib/renderer/wgsl/chunks/pdm_displacement.wgsl.js.map +1 -1
  64. package/lib/renderer/wgsl/chunks/rand.wgsl.js +3 -3
  65. package/lib/renderer/wgsl/chunks/rayTraceCore.wgsl.js +13 -13
  66. package/lib/renderer/wgsl/chunks/sampleLight.wgsl.js +94 -94
  67. package/lib/renderer/wgsl/chunks/sampleMaterial.wgsl.js +119 -119
  68. package/lib/renderer/wgsl/chunks/sampleShadowCatcher.wgsl.js +5 -5
  69. package/lib/renderer/wgsl/chunks/sampling.wgsl.js +62 -62
  70. package/lib/renderer/wgsl/chunks/shadowCatcherAccumulation.wgsl.d.ts +3 -3
  71. package/lib/renderer/wgsl/chunks/shadowCatcherAccumulation.wgsl.js +2 -2
  72. package/lib/renderer/wgsl/chunks/shadowCatcherAccumulation.wgsl.js.map +1 -1
  73. package/lib/renderer/wgsl/chunks/sobol.wgsl.js +53 -53
  74. package/lib/renderer/wgsl/chunks/uvProjection.wgsl.js +5 -5
  75. package/lib/renderer/wgsl/compose.frag.wgsl.d.ts +2 -2
  76. package/lib/renderer/wgsl/compose.frag.wgsl.js +120 -92
  77. package/lib/renderer/wgsl/compose.frag.wgsl.js.map +1 -1
  78. package/lib/renderer/wgsl/customDenoise.wgsl.js +10 -10
  79. package/lib/renderer/wgsl/depthQuery.wgsl.js +3 -3
  80. package/lib/renderer/wgsl/offlineAdaptive.compute.js +26 -26
  81. package/lib/renderer/wgsl/rayTrace.compute.js +220 -211
  82. package/lib/renderer/wgsl/rayTrace.compute.js.map +1 -1
  83. package/lib/scene/OpenPBRMaterial.d.ts +4 -2
  84. package/lib/scene/OpenPBRMaterial.js +4 -2
  85. package/lib/scene/OpenPBRMaterial.js.map +1 -1
  86. package/lib/scene/openPbrSchema.d.ts +7 -2
  87. package/lib/scene/openPbrSchema.js +2 -1
  88. package/lib/scene/openPbrSchema.js.map +1 -1
  89. package/lib/util/fromTHREE.d.ts +1 -0
  90. package/lib/util/fromTHREE.js +24 -6
  91. package/lib/util/fromTHREE.js.map +1 -1
  92. package/lib/version.d.ts +1 -1
  93. package/lib/version.js +1 -1
  94. package/lib/version.js.map +1 -1
  95. package/package.json +5 -4
@@ -4,28 +4,28 @@ export default /*wgsl*/ `
4
4
 
5
5
 
6
6
  fn aQ(view: vec3f, alpha: vec2f, samplePoint: vec2f) -> vec3f {
7
- let qY = vec3f(alpha, 1.0);
8
- let ge = normalize(qY * view);
9
- let tU = min(ge.z, 1.0);
10
- let qD = 1.0 + tU;
11
- let qT = (1.0 - samplePoint.y) * qD;
12
- let rE = samplePoint.y * qD;
13
- let st = qT + (1.0 - tU);
14
- let fi = sqrt(max(0.0, st * rE));
7
+ let rc = vec3f(alpha, 1.0);
8
+ let gf = normalize(rc * view);
9
+ let ua = min(gf.z, 1.0);
10
+ let qH = 1.0 + ua;
11
+ let qX = (1.0 - samplePoint.y) * qH;
12
+ let rJ = samplePoint.y * qH;
13
+ let sA = qX + (1.0 - ua);
14
+ let fi = sqrt(max(0.0, sA * rJ));
15
15
  let br = TWOPI * samplePoint.x;
16
- let lt = vec3f(
17
- ge.x + fi * cos(br),
18
- ge.y + fi * sin(br),
19
- qT
16
+ let lw = vec3f(
17
+ gf.x + fi * cos(br),
18
+ gf.y + fi * sin(br),
19
+ qX
20
20
  );
21
- return normalize(qY * lt);
21
+ return normalize(rc * lw);
22
22
  }
23
23
 
24
- fn gE(oa: vec3f, alpha: vec2f) -> f32 {
24
+ fn gG(od: vec3f, alpha: vec2f) -> f32 {
25
25
  let hm = vec3f(
26
- oa.x / alpha.x,
27
- oa.y / alpha.y,
28
- oa.z
26
+ od.x / alpha.x,
27
+ od.y / alpha.y,
28
+ od.z
29
29
  );
30
30
  let ap = dot(hm, hm);
31
31
  return 1.0 / (
@@ -38,10 +38,10 @@ let eE = abs(direction.z);
38
38
  if (eE <= 1e-8) {
39
39
  return 0.0;
40
40
  }
41
- let hZ = alpha * direction.xy;
42
- let lu = dot(hZ, hZ)
41
+ let hY = alpha * direction.xy;
42
+ let lA = dot(hY, hY)
43
43
  / (eE * eE);
44
- return 2.0 / (1.0 + sqrt(1.0 + lu));
44
+ return 2.0 / (1.0 + sqrt(1.0 + lA));
45
45
  }
46
46
 
47
47
  fn aE(au: f32) -> f32 {
@@ -49,25 +49,25 @@ let dg = clamp(1.0 - au, 0.0, 1.0);
49
49
  return pow(dg, 5.0);
50
50
  }
51
51
 
52
- fn ct(L: f32, cJ: f32) -> f32 {
52
+ fn cu(L: f32, cJ: f32) -> f32 {
53
53
  let iu = clamp(abs(L), 0.0, 1.0);
54
- let kc = cJ * cJ
54
+ let ke = cJ * cJ
55
55
  * max(0.0, 1.0 - iu * iu);
56
- if (kc >= 1.0) {
56
+ if (ke >= 1.0) {
57
57
  return 1.0;
58
58
  }
59
59
 
60
- let lH = sqrt(max(0.0, 1.0 - kc));
61
- let ba = (iu - cJ * lH)
62
- / max(iu + cJ * lH, 1e-8);
63
- let pr = (cJ * iu - lH)
64
- / max(cJ * iu + lH, 1e-8);
60
+ let lK = sqrt(max(0.0, 1.0 - ke));
61
+ let ba = (iu - cJ * lK)
62
+ / max(iu + cJ * lK, 1e-8);
63
+ let pw = (cJ * iu - lK)
64
+ / max(cJ * iu + lK, 1e-8);
65
65
  return 0.5 * (
66
- ba * ba + pr * pr
66
+ ba * ba + pw * pw
67
67
  );
68
68
  }
69
69
 
70
- fn gc(samplePoint: vec2f) -> vec2f {
70
+ fn gd(samplePoint: vec2f) -> vec2f {
71
71
  let offset = 2.0 * samplePoint - vec2f(1.0);
72
72
  if (offset.x == 0.0 && offset.y == 0.0) {
73
73
  return vec2f(0.0);
@@ -87,39 +87,39 @@ return radius * vec2f(cos(angle), sin(angle));
87
87
  }
88
88
 
89
89
  fn bi(samplePoint: vec2f) -> vec3f {
90
- let kv = gc(samplePoint);
90
+ let kx = gd(samplePoint);
91
91
  return vec3f(
92
- kv,
93
- sqrt(max(0.0, 1.0 - dot(kv, kv)))
92
+ kx,
93
+ sqrt(max(0.0, 1.0 - dot(kx, kx)))
94
94
  );
95
95
  }
96
96
 
97
- fn aF(pe: f32, nA: f32) -> f32 {
98
- let scale = max(pe, nA);
97
+ fn aG(pi: f32, nD: f32) -> f32 {
98
+ let scale = max(pi, nD);
99
99
  if (scale <= 0.0) {
100
100
  return 0.0;
101
101
  }
102
- let normalized = vec2f(pe, nA) / scale;
103
- let oD = normalized * normalized;
104
- return oD.x / (oD.x + oD.y);
102
+ let normalized = vec2f(pi, nD) / scale;
103
+ let oG = normalized * normalized;
104
+ return oG.x / (oG.x + oG.y);
105
105
  }
106
106
 
107
- fn aK(
107
+ fn aL(
108
108
  normal: vec3f,
109
109
  tangent: ptr<function, vec3f>,
110
110
  bitangent: ptr<function, vec3f>
111
111
  ) {
112
- let ig = select(-1.0, 1.0, normal.z >= 0.0);
113
- let dW = -1.0 / (ig + normal.z);
112
+ let ie = select(-1.0, 1.0, normal.z >= 0.0);
113
+ let dW = -1.0 / (ie + normal.z);
114
114
  let xy = normal.x * normal.y * dW;
115
115
  *tangent = vec3f(
116
- 1.0 + ig * normal.x * normal.x * dW,
117
- ig * xy,
118
- -ig * normal.x
116
+ 1.0 + ie * normal.x * normal.x * dW,
117
+ ie * xy,
118
+ -ie * normal.x
119
119
  );
120
120
  *bitangent = vec3f(
121
121
  xy,
122
- ig + normal.y * normal.y * dW,
122
+ ie + normal.y * normal.y * dW,
123
123
  -normal.y
124
124
  );
125
125
  }
@@ -139,30 +139,30 @@ return vec3f(0.0, 0.0, rgb.b);
139
139
 
140
140
  fn eK(
141
141
  wavelength: f32,
142
- ha: f32,
142
+ hb: f32,
143
143
  hk: f32,
144
- qg: f32
144
+ qk: f32
145
145
  ) -> f32 {
146
146
  if (wavelength == 0.0 || hk <= 0.0) {
147
- return ha;
147
+ return hb;
148
148
  }
149
149
 
150
150
  let FRAUNHOFER_C = 656.3;
151
151
  let FRAUNHOFER_D = 587.6;
152
152
  let FRAUNHOFER_F = 486.1;
153
- let jI = 1.0 / (
153
+ let jK = 1.0 / (
154
154
  1.0 / (FRAUNHOFER_F * FRAUNHOFER_F)
155
155
  - 1.0 / (FRAUNHOFER_C * FRAUNHOFER_C)
156
156
  );
157
- let mQ = max(qg / hk, 1e-6);
158
- let qE = (ha - 1.0) * jI / mQ;
159
- let sY = ha
160
- - qE / (FRAUNHOFER_D * FRAUNHOFER_D);
161
- return sY + qE / (wavelength * wavelength);
157
+ let mT = max(qk / hk, 1e-6);
158
+ let qI = (hb - 1.0) * jK / mT;
159
+ let td = hb
160
+ - qI / (FRAUNHOFER_D * FRAUNHOFER_D);
161
+ return td + qI / (wavelength * wavelength);
162
162
  }
163
163
 
164
164
  fn fl(
165
- gt: vec3f,
165
+ gu: vec3f,
166
166
  anisotropy: f32,
167
167
  samplePoint: vec2f
168
168
  ) -> vec3f {
@@ -171,21 +171,21 @@ if (abs(anisotropy) < 0.001) {
171
171
  au = 1.0 - 2.0 * samplePoint.y;
172
172
  }
173
173
  else {
174
- let iU = (1.0 - anisotropy * anisotropy)
174
+ let iV = (1.0 - anisotropy * anisotropy)
175
175
  / (1.0 + anisotropy - 2.0 * anisotropy * samplePoint.y);
176
176
  au = (
177
- iU * iU - 1.0 - anisotropy * anisotropy
177
+ iV * iV - 1.0 - anisotropy * anisotropy
178
178
  ) / (2.0 * anisotropy);
179
179
  }
180
180
 
181
- let tR = sqrt(max(0.0, 1.0 - au * au));
181
+ let tW = sqrt(max(0.0, 1.0 - au * au));
182
182
  let br = TWOPI * samplePoint.x;
183
183
  var tangent: vec3f;
184
184
  var bitangent: vec3f;
185
- aK(gt, &tangent, &bitangent);
186
- return tangent * (tR * cos(br))
187
- + bitangent * (tR * sin(br))
188
- + gt * au;
185
+ aL(gu, &tangent, &bitangent);
186
+ return tangent * (tW * cos(br))
187
+ + bitangent * (tW * sin(br))
188
+ + gu * au;
189
189
  }
190
190
 
191
191
  fn bD(au: f32, anisotropy: f32) -> f32 {
@@ -1,8 +1,8 @@
1
1
  /**
2
2
  * Per-pixel auxiliary accumulation: the shadow-catcher mask, its premultiplied
3
- * primary background contribution, and luminance moments for the built-in
4
- * denoiser's variance estimate.
3
+ * primary background contribution (including opaque flat primary misses), and
4
+ * luminance moments for the built-in denoiser's variance estimate.
5
5
  */
6
6
  export declare const SHADOW_CATCHER_ACCUMULATION_BYTES = 48;
7
- declare const _default: "\nstruct ShadowCatcherAccumulation {\n // Primary catcher coverage, background alpha, background hits, shadow opacity.\n mask: vec4f,\n background: vec4f,\n // Sum of the denoising guide value and of its square (x, y).\n moments: vec4f,\n}\n";
7
+ declare const _default: "\nstruct ShadowCatcherAccumulation {\n // Catcher coverage, separated background alpha, catcher background hits, shadow opacity.\n mask: vec4f,\n background: vec4f,\n // Sum of the denoising guide value and of its square (x, y).\n moments: vec4f,\n}\n";
8
8
  export default _default;
@@ -1,7 +1,7 @@
1
1
  /**
2
2
  * Per-pixel auxiliary accumulation: the shadow-catcher mask, its premultiplied
3
- * primary background contribution, and luminance moments for the built-in
4
- * denoiser's variance estimate.
3
+ * primary background contribution (including opaque flat primary misses), and
4
+ * luminance moments for the built-in denoiser's variance estimate.
5
5
  */
6
6
  export const SHADOW_CATCHER_ACCUMULATION_BYTES = 48;
7
7
  export default /* wgsl */ `
@@ -1 +1 @@
1
- {"version":3,"file":"shadowCatcherAccumulation.wgsl.js","sourceRoot":"","sources":["../../../../src/renderer/wgsl/chunks/shadowCatcherAccumulation.wgsl.ts"],"names":[],"mappings":"AAAA;;;;GAIG;AACH,MAAM,CAAC,MAAM,iCAAiC,GAAG,EAAE,CAAC;AAEpD,eAAe,UAAU,CAAC;;;;;;;;CAQzB,CAAC","sourcesContent":["/**\n * Per-pixel auxiliary accumulation: the shadow-catcher mask, its premultiplied\n * primary background contribution, and luminance moments for the built-in\n * denoiser's variance estimate.\n */\nexport const SHADOW_CATCHER_ACCUMULATION_BYTES = 48;\n\nexport default /* wgsl */ `\nstruct ShadowCatcherAccumulation {\n // Primary catcher coverage, background alpha, background hits, shadow opacity.\n mask: vec4f,\n background: vec4f,\n // Sum of the denoising guide value and of its square (x, y).\n moments: vec4f,\n}\n`;\n"]}
1
+ {"version":3,"file":"shadowCatcherAccumulation.wgsl.js","sourceRoot":"","sources":["../../../../src/renderer/wgsl/chunks/shadowCatcherAccumulation.wgsl.ts"],"names":[],"mappings":"AAAA;;;;GAIG;AACH,MAAM,CAAC,MAAM,iCAAiC,GAAG,EAAE,CAAC;AAEpD,eAAe,UAAU,CAAC;;;;;;;;CAQzB,CAAC","sourcesContent":["/**\n * Per-pixel auxiliary accumulation: the shadow-catcher mask, its premultiplied\n * primary background contribution (including opaque flat primary misses), and\n * luminance moments for the built-in denoiser's variance estimate.\n */\nexport const SHADOW_CATCHER_ACCUMULATION_BYTES = 48;\n\nexport default /* wgsl */ `\nstruct ShadowCatcherAccumulation {\n // Catcher coverage, separated background alpha, catcher background hits, shadow opacity.\n mask: vec4f,\n background: vec4f,\n // Sum of the denoising guide value and of its square (x, y).\n moments: vec4f,\n}\n`;\n"]}
@@ -18,10 +18,10 @@ const BOUNCE_STRIDE = 64u;
18
18
 
19
19
  var<private> bc: vec2u;
20
20
  var<private> bd: u32;
21
- var<private> cE: u32 = 0u;
21
+ var<private> cF: u32 = 0u;
22
22
  var<private> em: u32 = 0u;
23
- fn eg(ki: u32) -> u32 {
24
- var x = ki;
23
+ fn eg(kk: u32) -> u32 {
24
+ var x = kk;
25
25
  x ^= x >> 16u; x *= 0x7feb352du;
26
26
  x ^= x >> 15u; x *= 0x846ca68bu;
27
27
  return x ^ (x >> 16u);
@@ -29,28 +29,28 @@ return x ^ (x >> 16u);
29
29
  fn aq(a: u32, b: u32) -> u32 {
30
30
  return eg(a ^ eg(b + 0x9e3779b9u));
31
31
  }
32
- fn iA(ki: u32, ie: u32) -> u32 {
33
- var x = ki + ie;
32
+ fn iA(kk: u32, ic: u32) -> u32 {
33
+ var x = kk + ic;
34
34
  x ^= x * 0x6c50b47cu; x ^= x * 0xb82f1e52u;
35
35
  x ^= x * 0xc7afe638u; x ^= x * 0x8d22f6e6u;
36
36
  return x;
37
37
  }
38
- fn sv(x: u32, ie: u32) -> u32 {
39
- return reverseBits(iA(reverseBits(x), ie));
38
+ fn sC(x: u32, ic: u32) -> u32 {
39
+ return reverseBits(iA(reverseBits(x), ic));
40
40
  }
41
41
 
42
- fn qX(ki: u32) -> u32 {
43
- var r = reverseBits(ki);
42
+ fn rb(kk: u32) -> u32 {
43
+ var r = reverseBits(kk);
44
44
  ${sobolD1Steps.map(([shift, mask]) => `r ^= (r << ${shift}u) & 0x${mask.toString(16)}u;`).join("\n ")}
45
45
  return r;
46
46
  }
47
- fn vC(index: u32, ie: u32) -> vec2f {
48
- let i = sv(index, aq(ie, 0u));
49
- let x = reverseBits(iA(i, aq(ie, 1u)));
50
- let y = sv(qX(i), aq(ie, 2u));
47
+ fn vI(index: u32, ic: u32) -> vec2f {
48
+ let i = sC(index, aq(ic, 0u));
49
+ let x = reverseBits(iA(i, aq(ic, 1u)));
50
+ let y = sC(rb(i), aq(ic, 2u));
51
51
  return vec2f(f32(x >> 8u), f32(y >> 8u)) * (1.0 / 16777216.0);
52
52
  }
53
- fn tj(p: vec2u) -> u32 {
53
+ fn tp(p: vec2u) -> u32 {
54
54
  var v = p & vec2u(255u);
55
55
  v = (v | (v << vec2u(4u))) & vec2u(0x0f0fu);
56
56
  v = (v | (v << vec2u(2u))) & vec2u(0x3333u);
@@ -58,42 +58,42 @@ v = (v | (v << vec2u(1u))) & vec2u(0x5555u);
58
58
  return v.x | (v.y << 1u);
59
59
  }
60
60
  ${zSobolPackedPermutations.map((v, i) => `const Z_PERM_${i} = ${v}u;`).join("\n")}
61
- fn kk(tm: u32) -> u32 {
62
- let group = tm >> 2u;
61
+ fn km(tu: u32) -> u32 {
62
+ let group = tu >> 2u;
63
63
  var word = Z_PERM_5;
64
64
  ${[0, 1, 2, 3, 4].map(i => `word = select(word, Z_PERM_${i}, group == ${i}u);`).join("\n ")}
65
- return (word >> ((tm & 3u) * 8u)) & 255u;
65
+ return (word >> ((tu & 3u) * 8u)) & 255u;
66
66
  }
67
- fn pK(kB: u32, dim: u32, logSPP: u32) -> u32 {
67
+ fn pO(kE: u32, dim: u32, logSPP: u32) -> u32 {
68
68
  let odd = logSPP & 1u;
69
- let tZ = 8u + ((logSPP + 1u) >> 1u);
69
+ let uf = 8u + ((logSPP + 1u) >> 1u);
70
70
  var result = 0u;
71
- for (var digit = i32(tZ) - 1; digit >= i32(odd); digit--) {
71
+ for (var digit = i32(uf) - 1; digit >= i32(odd); digit--) {
72
72
  let shift = 2u*u32(digit) - odd;
73
73
 
74
- var sd = 0u;
75
- if (shift < 30u) { sd = kB >> (shift + 2u); }
76
- let tm = (eg(sd ^ (0x55555555u * dim)) >> 24u) % 24u;
77
- let d = (kB >> shift) & 3u;
78
- result |= ((kk(tm) >> (2u*d)) & 3u) << shift;
74
+ var sj = 0u;
75
+ if (shift < 30u) { sj = kE >> (shift + 2u); }
76
+ let tu = (eg(sj ^ (0x55555555u * dim)) >> 24u) % 24u;
77
+ let d = (kE >> shift) & 3u;
78
+ result |= ((km(tu) >> (2u*d)) & 3u) << shift;
79
79
  }
80
80
  if (odd != 0u) {
81
- result |= (kB & 1u) ^ (eg((kB >> 1u) ^ (0x55555555u * dim)) & 1u);
81
+ result |= (kE & 1u) ^ (eg((kE >> 1u) ^ (0x55555555u * dim)) & 1u);
82
82
  }
83
83
  return result;
84
84
  }
85
85
 
86
86
 
87
87
 
88
- fn cv(slot: u32) -> u32 {
89
- return CAMERA_BEVEL_BASE + u32(BEVEL_SAMPLES) + cE * BOUNCE_STRIDE + slot;
88
+ fn cw(slot: u32) -> u32 {
89
+ return CAMERA_BEVEL_BASE + u32(BEVEL_SAMPLES) + cF * BOUNCE_STRIDE + slot;
90
90
  }
91
- fn qR(candidate: u32, slot: u32) -> u32 {
91
+ fn qV(candidate: u32, slot: u32) -> u32 {
92
92
  if (candidate == 0u) {
93
- if (slot == 2u) { return cv(8u); }
94
- return cv(slot);
93
+ if (slot == 2u) { return cw(8u); }
94
+ return cw(slot);
95
95
  }
96
- return cv(9u + (candidate - 1u) * 3u + slot);
96
+ return cw(9u + (candidate - 1u) * 3u + slot);
97
97
  }
98
98
 
99
99
 
@@ -102,41 +102,41 @@ var<private> hi: u32;
102
102
  var<private> fv: bool = false;
103
103
  var<private> df: bool = false;
104
104
  var<private> dE: u32;
105
- var<private> gp: u32;
105
+ var<private> gq: u32;
106
106
  var<private> eN: vec2f;
107
107
  fn dw(dim: u32) {
108
108
 
109
- let jU = bc.x + bc.y * u32(rtUniform.outputSize.x);
110
- let key = vec4u(dim, bd, jU, rtUniform.sequenceSeed);
109
+ let jW = bc.x + bc.y * u32(rtUniform.outputSize.x);
110
+ let key = vec4u(dim, bd, jW, rtUniform.sequenceSeed);
111
111
  if (fv && all(hh == key) && hi == rtUniform.zSobolLogSPP) { return; }
112
112
  hh = key; hi = rtUniform.zSobolLogSPP;
113
113
  fv = true; df = false;
114
- var ie = aq(aq(jU, dim), rtUniform.sequenceSeed);
114
+ var ic = aq(aq(jW, dim), rtUniform.sequenceSeed);
115
115
  var index = bd;
116
116
  if (SAMPLING_PATTERN == 1) {
117
117
  var logSPP = rtUniform.zSobolLogSPP;
118
118
  if (index == 0u) { logSPP = 0u; }
119
119
  else { index -= 1u; }
120
120
 
121
- var iV = index >> logSPP;
121
+ var iW = index >> logSPP;
122
122
  let mask = (1u << logSPP) - 1u;
123
- let kB = (tj(bc) << logSPP) | (index & mask);
124
- index = pK(kB, dim, logSPP);
123
+ let kE = (tp(bc) << logSPP) | (index & mask);
124
+ index = pO(kE, dim, logSPP);
125
125
  let tile = bc >> vec2u(8u);
126
- ie = aq(aq(dim, rtUniform.sequenceSeed), aq(tile.x, tile.y));
126
+ ic = aq(aq(dim, rtUniform.sequenceSeed), aq(tile.x, tile.y));
127
127
 
128
- if (bd != 0u) { iV += 1u; }
129
- ie = aq(ie, iV);
128
+ if (bd != 0u) { iW += 1u; }
129
+ ic = aq(ic, iW);
130
130
  }
131
- dE = sv(index, aq(ie, 0u));
132
- gp = ie;
133
- let x = reverseBits(iA(dE, aq(ie, 1u)));
131
+ dE = sC(index, aq(ic, 0u));
132
+ gq = ic;
133
+ let x = reverseBits(iA(dE, aq(ic, 1u)));
134
134
  eN.x = f32(x >> 8u) * (1.0 / 16777216.0);
135
135
  }
136
- fn kG(dim: u32) -> vec2f {
136
+ fn kJ(dim: u32) -> vec2f {
137
137
  dw(dim);
138
138
  if (!df) {
139
- let y = sv(qX(dE), aq(gp, 2u));
139
+ let y = sC(rb(dE), aq(gq, 2u));
140
140
  eN.y = f32(y >> 8u) * (1.0 / 16777216.0);
141
141
  df = true;
142
142
  }
@@ -152,18 +152,18 @@ if (SAMPLING_PATTERN == 2) {
152
152
  let x = dz(dim); let y = dz(dim);
153
153
  return vec2f(x,y);
154
154
  }
155
- return kG(dim);
155
+ return kJ(dim);
156
156
  }
157
157
 
158
158
  fn eo(slot: u32) -> f32 {
159
- let dim = aq(aq(cE, slot), em) | 0x80000000u;
159
+ let dim = aq(aq(cF, slot), em) | 0x80000000u;
160
160
  em += 1u;
161
161
  if (SAMPLING_PATTERN == 2) { return EPS + (1.0 - 2.0*EPS)*rand(); }
162
162
 
163
- let jU = bc.x + bc.y * u32(rtUniform.outputSize.x);
164
- let ie = aq(aq(jU, dim), rtUniform.sequenceSeed);
165
- let i = sv(bd, aq(ie, 0u));
166
- let x = reverseBits(iA(i, aq(ie, 1u)));
163
+ let jW = bc.x + bc.y * u32(rtUniform.outputSize.x);
164
+ let ic = aq(aq(jW, dim), rtUniform.sequenceSeed);
165
+ let i = sC(bd, aq(ic, 0u));
166
+ let x = reverseBits(iA(i, aq(ic, 1u)));
167
167
  return EPS + (1.0 - 2.0*EPS) * (f32(x >> 8u) * (1.0 / 16777216.0));
168
168
  }
169
169
  `;
@@ -7,7 +7,7 @@ let theta = atan2(n.x, n.z) / (2.0 * PI) + 0.5;
7
7
  let phi = acos(n.y) / PI;
8
8
  return vec2f(theta, 1.0 - phi);
9
9
  }
10
- fn iL(pos: vec3f, normal: vec3f) -> vec2f {
10
+ fn iM(pos: vec3f, normal: vec3f) -> vec2f {
11
11
  let dm = abs(normal);
12
12
  var uv = vec2f(0.0);
13
13
  if (dm.x > dm.y && dm.x > dm.z) {
@@ -23,18 +23,18 @@ return uv;
23
23
 
24
24
 
25
25
 
26
- fn hA(pos: vec3f, normal: vec3f) -> vec2f {
26
+ fn hz(pos: vec3f, normal: vec3f) -> vec2f {
27
27
  let theta = atan2(pos.z, pos.x) / (2.0 * PI) + 0.5;
28
28
  return vec2f(theta, pos.y);
29
29
  }
30
30
 
31
- fn gz(fh: i32, pos: vec3f, normal: vec3f) -> vec2f {
31
+ fn gC(fh: i32, pos: vec3f, normal: vec3f) -> vec2f {
32
32
  if (fh == ${uvProjectionConstants.triplanar}) {
33
- return iL(pos, normal);
33
+ return iM(pos, normal);
34
34
  } else if (fh == ${uvProjectionConstants.spherical}) {
35
35
  return sphericalProjection(pos);
36
36
  } else if (fh == ${uvProjectionConstants.cylindrical}) {
37
- return hA(pos, normal);
37
+ return hz(pos, normal);
38
38
  }
39
39
  return vec2f(0.0);
40
40
  }
@@ -1,5 +1,5 @@
1
1
  export declare const linearToSrgbDefine = "\nfn linearToSrgb(color: vec3f) -> vec3f {\n let linear = max(color, vec3f(0.0));\n let low = linear * 12.92;\n let high = 1.055 * pow(linear, vec3f(1.0 / 2.4)) - 0.055;\n return select(high, low, linear <= vec3f(0.0031308));\n}\n";
2
2
  export declare const composeDefine = "\n\nfn linearToneMapping(color: vec3f) -> vec3f {\n return clamp(color, vec3f(0.0), vec3f(1.0));\n}\nfn reinhardToneMapping(color: vec3f) -> vec3f {\n return clamp(color / (vec3f(1.0) + color), vec3f(0.0), vec3f(1.0));\n}\nfn cineonToneMapping(inputColor: vec3f) -> vec3f {\n let color = max(vec3f(0.0), inputColor - 0.004);\n return pow((color * (6.2 * color + 0.5)) /\n (color * (6.2 * color + 1.7) + 0.06), vec3f(2.2));\n}\nfn rrtAndOdtFit(value: vec3f) -> vec3f {\n let numerator = value * (value + 0.0245786) - 0.000090537;\n let denominator = value * (0.983729 * value + 0.4329510) + 0.238081;\n return numerator / denominator;\n}\nfn acesToneMapping(inputColor: vec3f) -> vec3f {\n let inputMatrix = mat3x3f(\n vec3f(0.59719, 0.07600, 0.02840),\n vec3f(0.35458, 0.90834, 0.13383),\n vec3f(0.04823, 0.01566, 0.83777)\n );\n let outputMatrix = mat3x3f(\n vec3f(1.60475, -0.10208, -0.00327),\n vec3f(-0.53108, 1.10813, -0.07276),\n vec3f(-0.07367, -0.00605, 1.07602)\n );\n let color = inputMatrix * (inputColor / 0.6);\n return clamp(outputMatrix * rrtAndOdtFit(color), vec3f(0.0), vec3f(1.0));\n}\nfn agxDefaultContrastApprox(value: vec3f) -> vec3f {\n let value2 = value * value;\n let value4 = value2 * value2;\n return 15.5 * value4 * value2 - 40.14 * value4 * value\n + 31.96 * value4 - 6.868 * value2 * value\n + 0.4298 * value2 + 0.1191 * value - 0.00232;\n}\nfn agxToneMapping(inputColor: vec3f) -> vec3f {\n let linearRec2020ToLinearSrgb = mat3x3f(\n vec3f(1.6605, -0.1246, -0.0182),\n vec3f(-0.5876, 1.1329, -0.1006),\n vec3f(-0.0728, -0.0083, 1.1187)\n );\n let linearSrgbToLinearRec2020 = mat3x3f(\n vec3f(0.6274, 0.0691, 0.0164),\n vec3f(0.3293, 0.9195, 0.0880),\n vec3f(0.0433, 0.0113, 0.8956)\n );\n let insetMatrix = mat3x3f(\n vec3f(0.856627153315983, 0.137318972929847, 0.11189821299995),\n vec3f(0.0951212405381588, 0.761241990602591, 0.0767994186031903),\n vec3f(0.0482516061458583, 0.101439036467562, 0.811302368396859)\n );\n let outsetMatrix = mat3x3f(\n vec3f(1.1271005818144368, -0.1413297634984383, -0.14132976349843826),\n vec3f(-0.11060664309660323, 1.157823702216272, -0.11060664309660294),\n vec3f(-0.016493938717834573, -0.016493938717834257, 1.2519364065950405)\n );\n var color = insetMatrix * (linearSrgbToLinearRec2020 * inputColor);\n color = clamp((log2(max(color, vec3f(1e-10))) + 12.47393) / 16.5, vec3f(0.0), vec3f(1.0));\n color = outsetMatrix * agxDefaultContrastApprox(color);\n color = pow(max(color, vec3f(0.0)), vec3f(2.2));\n return clamp(linearRec2020ToLinearSrgb * color, vec3f(0.0), vec3f(1.0));\n}\nfn applyToneMapping(color: vec3f) -> vec3f {\n let toneMappingMode = i32(toneMappingParams.x);\n if (toneMappingMode == 1) { return acesToneMapping(color); }\n if (toneMappingMode == 2) { return cineonToneMapping(color); }\n if (toneMappingMode == 3) { return reinhardToneMapping(color); }\n if (toneMappingMode == 4) { return linearToneMapping(color); }\n return agxToneMapping(color);\n}\n\nfn linearToSrgb(color: vec3f) -> vec3f {\n let linear = max(color, vec3f(0.0));\n let low = linear * 12.92;\n let high = 1.055 * pow(linear, vec3f(1.0 / 2.4)) - 0.055;\n return select(high, low, linear <= vec3f(0.0031308));\n}\n\nfn gradeColor(inputColor: vec3f) -> vec3f {\n let contrast = colorGradingParams.x;\n let saturation = colorGradingParams.y;\n let temperature = colorGradingParams.z;\n let tint = colorGradingParams.w;\n let balance = vec3f(\n 1.0 + temperature * 0.16 + tint * 0.04,\n 1.0 - tint * 0.12,\n 1.0 - temperature * 0.16 + tint * 0.04\n );\n var color = max(inputColor * balance, vec3f(0.0));\n color = max((color - 0.18) * contrast + 0.18, vec3f(0.0));\n let luminance = dot(color, vec3f(0.2126, 0.7152, 0.0722));\n return max(mix(vec3f(luminance), color, saturation), vec3f(0.0));\n}\n";
3
- export declare const composeMain = "\n\nvar finalColor = load_colorTex(uv, 0);\nvar bloomTexel = vec4(0.0);\nif (bloomIntensity > 0.0) {\n bloomTexel = load_bloomTex(uv, 0) * bloomIntensity;\n finalColor = vec4f(finalColor.rgb + bloomTexel.rgb, finalColor.a);\n}\n\nvar gradedColor = gradeColor(finalColor.rgb * exposure);\nlet vignetteEdge = smoothstep(0.2, 0.72, distance(vec2f(uv) / vec2f(colorTexRegion()), vec2f(0.5)));\ngradedColor *= 1.0 - toneMappingParams.y * vignetteEdge;\nlet hdrOutput = hdrOutputEnabled > 0.5;\nif (!hdrOutput) {\n gradedColor = applyToneMapping(gradedColor);\n}\nlet encodedDisplay = select(\n pow(max(gradedColor, vec3f(0.0)), vec3f(1.0 / 2.2)),\n linearToSrgb(gradedColor),\n hdrOutput\n);\nvar displayColor = encodedDisplay;\nif (flatBackgroundColor.a > 0.5) {\n let surfaceCoverage = clamp(\n load_flatBackgroundMaskTex(uv, 0).a,\n 0.0,\n 1.0\n );\n let flatBackgroundDisplay = linearToSrgb(max(flatBackgroundColor.rgb, vec3f(0.0)));\n displayColor = mix(flatBackgroundDisplay, encodedDisplay, surfaceCoverage);\n if (bloomIntensity > 0.0) {\n var unbloomedColor = gradeColor(\n max(finalColor.rgb - bloomTexel.rgb, vec3f(0.0))\n * exposure\n );\n unbloomedColor *= 1.0 - toneMappingParams.y * vignetteEdge;\n if (!hdrOutput) {\n unbloomedColor = applyToneMapping(unbloomedColor);\n }\n let encodedUnbloomed = select(\n pow(max(unbloomedColor, vec3f(0.0)), vec3f(1.0 / 2.2)),\n linearToSrgb(unbloomedColor),\n hdrOutput\n );\n displayColor += max(encodedDisplay - encodedUnbloomed, vec3f(0.0))\n * (1.0 - surfaceCoverage);\n }\n}\nfinalColor = vec4f(displayColor, finalColor.a);\nif (bloomIntensity > 0.0) {\n finalColor.a = max(finalColor.a, min(dot(bloomTexel.rgb, vec3f(0.2125, 0.7154, 0.0721)), 1.0));\n}\n\nif (shadowCatcherEnabled > 0.5) {\n let shadowCatcher = load_shadowCatcherTex(uv, 0);\n let coverage = clamp(shadowCatcher.r, 0.0, 1.0);\n let opacity = max(clamp(shadowCatcher.a / max(coverage, 0.000001), 0.0, 1.0) - (1.0 - shadowCatcherAlpha), 0.0);\n if (coverage > 0.0) {\n let foreground = load_foregroundTex(uv, 0);\n let background = load_catcherBackgroundTex(uv, 0);\n var foregroundColor = gradeColor((foreground.rgb + bloomTexel.rgb) * exposure);\n var backgroundColor = gradeColor((background.rgb / max(background.a, 0.000001) + bloomTexel.rgb) * exposure);\n foregroundColor *= 1.0 - toneMappingParams.y * vignetteEdge;\n backgroundColor *= 1.0 - toneMappingParams.y * vignetteEdge;\n if (!hdrOutput) {\n foregroundColor = applyToneMapping(foregroundColor);\n backgroundColor = applyToneMapping(backgroundColor);\n }\n foregroundColor = select(pow(max(foregroundColor, vec3f(0.0)), vec3f(1.0 / 2.2)), linearToSrgb(foregroundColor), hdrOutput);\n backgroundColor = select(pow(max(backgroundColor, vec3f(0.0)), vec3f(1.0 / 2.2)), linearToSrgb(backgroundColor), hdrOutput);\n if (flatBackgroundColor.a > 0.5) {\n var unbloomedBackground = gradeColor(background.rgb / max(background.a, 0.000001) * exposure);\n unbloomedBackground *= 1.0 - toneMappingParams.y * vignetteEdge;\n if (!hdrOutput) { unbloomedBackground = applyToneMapping(unbloomedBackground); }\n let encodedUnbloomedBackground = select(pow(max(unbloomedBackground, vec3f(0.0)), vec3f(1.0 / 2.2)), linearToSrgb(unbloomedBackground), hdrOutput);\n let bloomSpill = select(vec3f(0.0), max(backgroundColor - encodedUnbloomedBackground, vec3f(0.0)), bloomIntensity > 0.0);\n backgroundColor = linearToSrgb(max(flatBackgroundColor.rgb, vec3f(0.0))) + bloomSpill;\n }\n // Foreground and catcher are disjoint primary samples, not overlapping\n // alpha layers. Shadow only the catcher background before averaging.\n let shadowAlpha = coverage * opacity;\n let bloomAlpha = clamp(dot(bloomTexel.rgb, vec3f(0.2125, 0.7154, 0.0721)), 0.0, 1.0);\n let foregroundAlpha = max(foreground.a, bloomAlpha * (1.0 - coverage));\n let backgroundAlpha = max(background.a, bloomAlpha * coverage);\n let alpha = foregroundAlpha + backgroundAlpha * (1.0 - opacity) + shadowAlpha;\n let premultiplied = foregroundColor * foregroundAlpha\n + backgroundColor * backgroundAlpha * (1.0 - opacity)\n + shadowCatcherColor * shadowAlpha;\n finalColor = vec4f(premultiplied / max(alpha, 0.000001), alpha);\n }\n}\n\noutput.color = finalColor;\n\n// output.color = load_bloomTex(uv, 0) * bloomIntensity;\n";
4
- export declare const compositeDenoiseOutputMain = "\nlet encoded = max(finalColor.rgb, vec3f(0.0));\nlet displayLinear = select(\n pow(encoded, vec3f(2.2)),\n select(pow((encoded + 0.055) / 1.055, vec3f(2.4)), encoded / 12.92,\n encoded <= vec3f(0.04045)),\n hdrOutput\n);\noutput.denoiseColor = vec4f(displayLinear, finalColor.a);\n";
3
+ export declare const composeMain = "\n\nvar finalColor = load_colorTex(uv, 0);\nvar bloomTexel = vec4(0.0);\nif (bloomIntensity > 0.0) {\n bloomTexel = load_bloomTex(uv, 0) * bloomIntensity;\n finalColor = vec4f(finalColor.rgb + bloomTexel.rgb, finalColor.a);\n}\n\nvar gradedColor = gradeColor(finalColor.rgb * exposure);\nlet vignetteEdge = smoothstep(0.2, 0.72, distance(vec2f(uv) / vec2f(colorTexRegion()), vec2f(0.5)));\ngradedColor *= 1.0 - toneMappingParams.y * vignetteEdge;\nlet hdrOutput = hdrOutputEnabled > 0.5;\nif (!hdrOutput) {\n gradedColor = applyToneMapping(gradedColor);\n}\nlet encodedDisplay = select(\n pow(max(gradedColor, vec3f(0.0)), vec3f(1.0 / 2.2)),\n linearToSrgb(gradedColor),\n hdrOutput\n);\nvar displayColor = encodedDisplay;\nif (flatBackgroundColor.a > 0.5) {\n let surfaceCoverage = clamp(\n load_flatBackgroundMaskTex(uv, 0).a,\n 0.0,\n 1.0\n );\n let flatBackgroundDisplay = linearToSrgb(max(flatBackgroundColor.rgb, vec3f(0.0)));\n displayColor = mix(flatBackgroundDisplay, encodedDisplay, surfaceCoverage);\n if (bloomIntensity > 0.0) {\n var unbloomedColor = gradeColor(\n max(finalColor.rgb - bloomTexel.rgb, vec3f(0.0))\n * exposure\n );\n unbloomedColor *= 1.0 - toneMappingParams.y * vignetteEdge;\n if (!hdrOutput) {\n unbloomedColor = applyToneMapping(unbloomedColor);\n }\n let encodedUnbloomed = select(\n pow(max(unbloomedColor, vec3f(0.0)), vec3f(1.0 / 2.2)),\n linearToSrgb(unbloomedColor),\n hdrOutput\n );\n displayColor += max(encodedDisplay - encodedUnbloomed, vec3f(0.0))\n * (1.0 - surfaceCoverage);\n }\n}\nfinalColor = vec4f(displayColor, finalColor.a);\nif (bloomIntensity > 0.0) {\n finalColor.a = max(finalColor.a, min(dot(bloomTexel.rgb, vec3f(0.2125, 0.7154, 0.0721)), 1.0));\n}\n\nif (shadowCatcherEnabled > 0.5) {\n let shadowCatcher = load_shadowCatcherTex(uv, 0);\n let coverage = clamp(shadowCatcher.r, 0.0, 1.0);\n let opacity = max(clamp(shadowCatcher.a / max(coverage, 0.000001), 0.0, 1.0) - (1.0 - shadowCatcherAlpha), 0.0);\n if (coverage > 0.0 || flatBackgroundColor.a > 0.5) {\n let foreground = load_foregroundTex(uv, 0);\n let background = load_catcherBackgroundTex(uv, 0);\n // An opaque flat backdrop also owns primary misses outside the receiver.\n // Its alpha contains catcher coverage plus miss coverage; only the catcher\n // fraction receives shadow. These weights come from the accumulation,\n // independently of the quantized denoising/albedo guide.\n let flatMissCoverage = select(0.0, clamp(background.a - coverage, 0.0, 1.0 - coverage), flatBackgroundColor.a > 0.5);\n var foregroundColor = gradeColor((foreground.rgb + bloomTexel.rgb) * exposure);\n var backgroundColor = gradeColor((background.rgb / max(background.a, 0.000001) + bloomTexel.rgb) * exposure);\n foregroundColor *= 1.0 - toneMappingParams.y * vignetteEdge;\n backgroundColor *= 1.0 - toneMappingParams.y * vignetteEdge;\n if (!hdrOutput) {\n foregroundColor = applyToneMapping(foregroundColor);\n backgroundColor = applyToneMapping(backgroundColor);\n }\n foregroundColor = select(pow(max(foregroundColor, vec3f(0.0)), vec3f(1.0 / 2.2)), linearToSrgb(foregroundColor), hdrOutput);\n backgroundColor = select(pow(max(backgroundColor, vec3f(0.0)), vec3f(1.0 / 2.2)), linearToSrgb(backgroundColor), hdrOutput);\n if (flatBackgroundColor.a > 0.5) {\n var unbloomedBackground = gradeColor(background.rgb / max(background.a, 0.000001) * exposure);\n unbloomedBackground *= 1.0 - toneMappingParams.y * vignetteEdge;\n if (!hdrOutput) { unbloomedBackground = applyToneMapping(unbloomedBackground); }\n let encodedUnbloomedBackground = select(pow(max(unbloomedBackground, vec3f(0.0)), vec3f(1.0 / 2.2)), linearToSrgb(unbloomedBackground), hdrOutput);\n let bloomSpill = select(vec3f(0.0), max(backgroundColor - encodedUnbloomedBackground, vec3f(0.0)), bloomIntensity > 0.0);\n backgroundColor = linearToSrgb(max(flatBackgroundColor.rgb, vec3f(0.0))) + bloomSpill;\n }\n // Foreground and catcher are disjoint primary samples, not overlapping\n // alpha layers. Shadow only the catcher background before averaging.\n let shadowAlpha = coverage * opacity;\n let bloomAlpha = clamp(dot(bloomTexel.rgb, vec3f(0.2125, 0.7154, 0.0721)), 0.0, 1.0);\n let foregroundAlpha = max(foreground.a, bloomAlpha * (1.0 - coverage - flatMissCoverage));\n let backgroundAlpha = max(background.a, bloomAlpha * coverage);\n let visibleBackgroundAlpha = (backgroundAlpha - flatMissCoverage) * (1.0 - opacity) + flatMissCoverage;\n let alpha = foregroundAlpha + visibleBackgroundAlpha + shadowAlpha;\n let premultiplied = foregroundColor * foregroundAlpha\n + backgroundColor * visibleBackgroundAlpha\n + shadowCatcherColor * shadowAlpha;\n finalColor = vec4f(premultiplied / max(alpha, 0.000001), alpha);\n }\n}\n\noutput.color = finalColor;\n\n// output.color = load_bloomTex(uv, 0) * bloomIntensity;\n";
4
+ export declare const compositeDenoiseOutputMain = "\nlet encoded = max(finalColor.rgb, vec3f(0.0));\nlet displayLinear = select(\n pow(encoded, vec3f(2.2)),\n select(pow((encoded + 0.055) / 1.055, vec3f(2.4)), encoded / 12.92,\n encoded <= vec3f(0.04045)),\n hdrOutput\n);\noutput.denoiseColor = vec4f(displayLinear, finalColor.a);\n\n// The receiver is invisible: its visible texture is the displayed background,\n// not the neutral reflectance used for its lighting estimate. Match the beauty\n// reconstruction filter, including mixed foreground/receiver primary samples.\n// Exclude the stochastic shadow and bloom so neither is preserved as texture.\nlet rawAlbedo = load_flatBackgroundMaskTex(uv, 0);\nvar compositeAlbedo = rawAlbedo.rgb;\nif (shadowCatcherEnabled > 0.5 && flatBackgroundColor.a < 0.5) {\n let coverage = clamp(load_shadowCatcherTex(uv, 0).r, 0.0, 1.0);\n let background = load_catcherBackgroundTex(uv, 0);\n if (coverage > 0.0 && background.a > 0.0) {\n var backgroundAlbedo = gradeColor(background.rgb / background.a * exposure);\n backgroundAlbedo *= 1.0 - toneMappingParams.y * vignetteEdge;\n if (!hdrOutput) { backgroundAlbedo = applyToneMapping(backgroundAlbedo); }\n // Background alpha already includes primary catcher coverage. Retain the\n // neutral receiver for its transparent part, without counting coverage twice\n // or adding the stochastic shadow opacity to the texture guide.\n let backgroundWeight = clamp(background.a, 0.0, coverage);\n compositeAlbedo += backgroundWeight * (clamp(backgroundAlbedo, vec3f(0.0), vec3f(1.0)) - vec3f(1.0));\n }\n}\noutput.denoiseAlbedo = vec4f(clamp(compositeAlbedo, vec3f(0.0), vec3f(1.0)), rawAlbedo.a);\n";
5
5
  export declare const compositeDenoiseDisplayMain = "\nlet denoised = load_colorTex(uv, 0);\n// Keep the original primary coverage, including transparency. OIDN only\n// filters RGB; filtering coverage separately reintroduces silhouette seams.\n// The built-in filter weights color and coverage together and may replace it.\nlet alpha = select(load_composedTex(uv, 0).a, clamp(denoised.a, 0.0, 1.0), denoisedAlpha > 0.5);\nlet linear = max(denoised.rgb, vec3f(0.0));\nlet encoded = select(pow(linear, vec3f(1.0 / 2.2)), linearToSrgb(linear), hdrOutputEnabled > 0.5);\noutput.color = vec4f(select(vec3f(0.0), encoded, alpha > 0.0), alpha);\n";