@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.
- package/dist/assets/bvh.worker.js +1 -1
- package/dist/mutracer.umd.js +3525 -3484
- package/docs/materials.md +27 -7
- package/docs/threejs.md +13 -2
- package/docs/viewer.md +53 -0
- package/lib/oidn.d.ts +1 -1
- package/lib/oidnBundledWeights.cdn.d.ts +2 -2
- package/lib/renderer/MaterialTable.d.ts +1 -0
- package/lib/renderer/MaterialTable.js +2 -1
- package/lib/renderer/MaterialTable.js.map +1 -1
- package/lib/renderer/WGPUBloomPass.js +18 -18
- package/lib/renderer/WGPUFullQuadPass.js +3 -3
- package/lib/renderer/WGPUJNLMDenoiser.js +62 -62
- package/lib/renderer/WGPURayTraceOutput.js +14 -12
- package/lib/renderer/WGPURayTraceOutput.js.map +1 -1
- package/lib/renderer/WGPURayTracePass.js +2 -2
- package/lib/renderer/WGPURayTracePass.js.map +1 -1
- package/lib/renderer/WGPURenderingPipeline.js +20 -18
- package/lib/renderer/WGPURenderingPipeline.js.map +1 -1
- package/lib/renderer/WebGLJNLMDenoiser.js +61 -61
- package/lib/renderer/WebGLRayTraceOutputPass.js +4 -4
- package/lib/renderer/WebGLRayTracePass.js +3 -1
- package/lib/renderer/WebGLRayTracePass.js.map +1 -1
- package/lib/renderer/glsl/chunks/cameraRay.glsl.js +9 -9
- package/lib/renderer/glsl/chunks/envMap.glsl.js +45 -45
- package/lib/renderer/glsl/chunks/intersect.glsl.js +262 -262
- package/lib/renderer/glsl/chunks/materialBuffer.glsl.js +111 -111
- package/lib/renderer/glsl/chunks/openPbrBsdf.glsl.js +436 -436
- package/lib/renderer/glsl/chunks/rand.glsl.js +3 -3
- package/lib/renderer/glsl/chunks/random.glsl.js +3 -3
- package/lib/renderer/glsl/chunks/rayTraceCore.glsl.js +32 -32
- package/lib/renderer/glsl/chunks/sampleLight.glsl.js +54 -54
- package/lib/renderer/glsl/chunks/sampleMaterial.glsl.js +71 -71
- package/lib/renderer/glsl/chunks/sampleShadowCatcher.glsl.js +12 -12
- package/lib/renderer/glsl/chunks/sampling.glsl.js +64 -64
- package/lib/renderer/glsl/chunks/sobol.glsl.js +49 -49
- package/lib/renderer/glsl/chunks/textureLinear.glsl.js +5 -5
- package/lib/renderer/glsl/chunks/uvProjection.glsl.js +5 -5
- package/lib/renderer/glsl/depthQuery.frag.js +2 -2
- package/lib/renderer/glsl/normalizeRayTraceOutput.frag.js +8 -8
- package/lib/renderer/glsl/rayTrace.frag.js +128 -128
- package/lib/renderer/glsl/shadowCatcher.frag.js +12 -12
- package/lib/renderer/glsl/webglPipeline.frag.js +49 -49
- package/lib/renderer/lightsUtil.js +1 -1
- package/lib/renderer/lightsUtil.js.map +1 -1
- package/lib/renderer/materialComparison.generated.js +5 -0
- package/lib/renderer/materialComparison.generated.js.map +1 -1
- package/lib/renderer/materialLayout.js +2 -1
- package/lib/renderer/materialLayout.js.map +1 -1
- package/lib/renderer/prepareMeshBVH.d.ts +4 -2
- package/lib/renderer/prepareMeshBVH.js +44 -20
- package/lib/renderer/prepareMeshBVH.js.map +1 -1
- package/lib/renderer/scratchSampling.js +6 -6
- package/lib/renderer/wgsl/chunks/common.wgsl.js +4 -4
- package/lib/renderer/wgsl/chunks/envMap.wgsl.js +29 -29
- package/lib/renderer/wgsl/chunks/intersect.wgsl.js +376 -379
- package/lib/renderer/wgsl/chunks/intersect.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/chunks/intersectionAlpha.wgsl.js +5 -5
- package/lib/renderer/wgsl/chunks/materialBuffer.wgsl.js +51 -51
- package/lib/renderer/wgsl/chunks/openPbrBsdf.wgsl.js +453 -453
- package/lib/renderer/wgsl/chunks/pdm_displacement.wgsl.d.ts +1 -1
- package/lib/renderer/wgsl/chunks/pdm_displacement.wgsl.js +122 -117
- package/lib/renderer/wgsl/chunks/pdm_displacement.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/chunks/rand.wgsl.js +3 -3
- package/lib/renderer/wgsl/chunks/rayTraceCore.wgsl.js +13 -13
- package/lib/renderer/wgsl/chunks/sampleLight.wgsl.js +94 -94
- package/lib/renderer/wgsl/chunks/sampleMaterial.wgsl.js +119 -119
- package/lib/renderer/wgsl/chunks/sampleShadowCatcher.wgsl.js +5 -5
- package/lib/renderer/wgsl/chunks/sampling.wgsl.js +62 -62
- package/lib/renderer/wgsl/chunks/shadowCatcherAccumulation.wgsl.d.ts +3 -3
- package/lib/renderer/wgsl/chunks/shadowCatcherAccumulation.wgsl.js +2 -2
- package/lib/renderer/wgsl/chunks/shadowCatcherAccumulation.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/chunks/sobol.wgsl.js +53 -53
- package/lib/renderer/wgsl/chunks/uvProjection.wgsl.js +5 -5
- package/lib/renderer/wgsl/compose.frag.wgsl.d.ts +2 -2
- package/lib/renderer/wgsl/compose.frag.wgsl.js +120 -92
- package/lib/renderer/wgsl/compose.frag.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/customDenoise.wgsl.js +10 -10
- package/lib/renderer/wgsl/depthQuery.wgsl.js +3 -3
- package/lib/renderer/wgsl/offlineAdaptive.compute.js +26 -26
- package/lib/renderer/wgsl/rayTrace.compute.js +220 -211
- package/lib/renderer/wgsl/rayTrace.compute.js.map +1 -1
- package/lib/scene/OpenPBRMaterial.d.ts +4 -2
- package/lib/scene/OpenPBRMaterial.js +4 -2
- package/lib/scene/OpenPBRMaterial.js.map +1 -1
- package/lib/scene/openPbrSchema.d.ts +7 -2
- package/lib/scene/openPbrSchema.js +2 -1
- package/lib/scene/openPbrSchema.js.map +1 -1
- package/lib/util/fromTHREE.d.ts +1 -0
- package/lib/util/fromTHREE.js +24 -6
- package/lib/util/fromTHREE.js.map +1 -1
- package/lib/version.d.ts +1 -1
- package/lib/version.js +1 -1
- package/lib/version.js.map +1 -1
- package/package.json +5 -4
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@@ -45,27 +45,27 @@ void main() {
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ivec2 p = ivec2(gl_FragCoord.xy);
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ivec2 size = rawGuideTexRegion();
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vec2 center = load_rawGuideTex(p, 0).xy;
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float
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float
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float
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float
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float lk = 0.0;
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float iY = 0.0;
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float mO = 0.0;
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float iS = 0.0;
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for (int dy = -1; dy <= 1; dy++) {
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for (int dx = -1; dx <= 1; dx++) {
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vec2 value = load_rawGuideTex(clamp(p + ivec2(dx, dy), ivec2(0), size - 1), 0).xy;
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-
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-
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mO += value.x;
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iS += value.x * value.x;
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if (value.y >= 0.0) {
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lk += value.y;
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iY += 1.0;
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}
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}
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}
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float variance;
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if (center.y >= 0.0) {
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variance =
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variance = lk / iY;
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} else {
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float
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variance = max(
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float lj = mO / 9.0;
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variance = max(iS / 9.0 - lj * lj, 0.0) * 9.0 / 8.0;
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}
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out_guide = vec4(center.x, variance, 0.0, 1.0);
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}`
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@@ -105,29 +105,29 @@ const filterFragment = new FragmentShader({
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ivec2 imageSize;
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vec2
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vec2 nt(ivec2 p) {
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return load_guideTex(clamp(p, ivec2(0), imageSize - 1), 0).xy;
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}
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vec4
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vec4 rD(ivec2 p) {
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vec4 c = load_colorTex(p, 0);
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if (decodeInput) c.rgb = pow(max(c.rgb, 0.0), vec3(2.2));
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return vec4(c.rgb * c.a, c.a);
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}
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float
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float ln(ivec2 q, vec4 bs, vec3 gO) {
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vec4 albedo = load_albedoTex(q, 0);
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vec3
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vec3
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float
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vec3
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vec3 oW = max((albedo.rgb + bs.rgb) * 0.5, vec3(${JNLM_ALBEDO_FLOOR}));
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vec3 kU = (albedo.rgb - bs.rgb) / oW;
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float iP = albedo.a - bs.a;
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vec3 le = load_normalTex(q, 0).rgb - gO;
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return max(
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dot(
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+
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dot(
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dot(kU, kU) * INV_ALBEDO_BANDWIDTH2
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+ iP * iP * INV_COVERAGE_BANDWIDTH2,
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dot(le, le) * INV_NORMAL_BANDWIDTH2
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);
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}
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ivec2 p = ivec2(gl_FragCoord.xy);
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vec4 bs = load_albedoTex(p, 0);
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vec4 fw = load_normalTex(p, 0);
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vec3
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vec3 gO = fw.rgb;
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if (fw.a <= 0.0 && load_shadowCatcherTex(p, 0).r <= 0.0) {
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vec4 c =
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vec4 c = rD(p);
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vec3 rgb = c.rgb / max(c.a, 1e-6);
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if (encodeOutput) rgb = pow(max(rgb, 0.0), vec3(1.0 / 2.2));
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out_color = vec4(rgb, c.a);
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out_guide = vec4(
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out_guide = vec4(nt(p), 0.0, 1.0);
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return;
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}
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vec2
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vec2 kW[PATCH_SIZE];
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int k = 0;
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for (int dy = -PATCH_RADIUS; dy <= PATCH_RADIUS; dy++) {
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for (int dx = -PATCH_RADIUS; dx <= PATCH_RADIUS; dx++) {
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kW[k] = nt(p + ivec2(dx, dy) * dilation);
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k++;
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}
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}
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float k2 = colorSensitivity * colorSensitivity;
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vec4 sum = vec4(0.0);
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vec3 gR = max(bs.rgb, vec3(${JNLM_ALBEDO_FLOOR}));
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vec3 mf = vec3(0.0);
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vec3 gt = vec3(0.0);
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vec3 hn = vec3(0.0);
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float pk = 0.0;
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float gv = 0.0;
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float nK = 0.0;
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float kD = 0.0;
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for (int sy = -SEARCH_RADIUS; sy <= SEARCH_RADIUS; sy++) {
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for (int sx = -SEARCH_RADIUS; sx <= SEARCH_RADIUS; sx++) {
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ivec2 q = p + ivec2(sx, sy) * dilation;
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(sx == 0 && sy == 0) ||
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q.x < 0 || q.y < 0 || q.x >= imageSize.x || q.y >= imageSize.y
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) continue;
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float features =
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float features = ln(q, bs, gO);
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if (features > 16.0) continue;
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float fT = 0.0;
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k = 0;
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vec2 a =
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vec2 b =
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float
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fT += (
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vec2 a = kW[k];
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vec2 b = nt(q + ivec2(dx, dy) * dilation);
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float qL = a.x - b.x;
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fT += (qL * qL
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- VARIANCE_CANCELLATION * (a.y + min(a.y, b.y)))
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/ (1e-10 + k2 * (a.y + b.y));
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fT /= float(PATCH_SIZE);
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float weight = exp(-max(max(fT, 0.0), features));
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vec2 g =
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vec2 g = nt(q);
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vec3 a = (load_albedoTex(q, 0).rgb - bs.rgb) / gR;
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vec4 value = rD(q);
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sum += value * weight;
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mf += a * weight;
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pk += g.x * weight;
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kD = max(kD, weight);
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vec4 center =
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float dF = max(
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float totalWeight =
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vec4 center = rD(p);
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vec2 kV = nt(p);
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float dF = max(kD, CENTER_WEIGHT_MIN);
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float totalWeight = nK + dF;
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vec4 mean = (sum + center * dF) / totalWeight;
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vec3 ez = mf / totalWeight;
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vec3 lo = max(gt / totalWeight - ez * ez, vec3(0.0));
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vec3 qm = hn / totalWeight - ez * mean.rgb;
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vec4 filtered = vec4(max(
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vec3 qw = bs.rgb + ez * gR;
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vec3 oq = mean.rgb * gR / max(qw, vec3(${JNLM_ALBEDO_FLOOR}));
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vec3 vs = clamp(qm / (lo + vec3(${JNLM_ALBEDO_REGULARIZATION})), vec3(0.0), oq);
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vec3 rs = mean.rgb - vs * ez;
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vec4 filtered = vec4(max(rs, vec3(0.0)), max(mean.a, 0.0));
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if (encodeOutput) rgb = pow(max(rgb, 0.0), vec3(1.0 / 2.2));
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out_color = vec4(rgb, filtered.a);
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out_guide = vec4(
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(pk + kV.x * dF) / totalWeight,
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(gv + kV.y * dF * dF)
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/ (totalWeight * totalWeight),
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vec4 background = sample_catcherBackgroundTex(v_Texcoord);
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float hit = sample_albedoTex(v_Texcoord).a;
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float
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|
46
|
-
float
|
|
45
|
+
float qa = max(sample_normalTex(v_Texcoord).a, 1.0) / sampleCount;
|
|
46
|
+
float iQ = max(hit - mask.b * qa, 0.0);
|
|
47
47
|
out_foreground = vec4(
|
|
48
|
-
(light.rgb - background.rgb *
|
|
49
|
-
/ (
|
|
48
|
+
(light.rgb - background.rgb * qa)
|
|
49
|
+
/ (iQ > 0.0 ? iQ : sampleCount),
|
|
50
50
|
clamp((light.a - background.a) / sampleCount, 0.0, 1.0)
|
|
51
51
|
);
|
|
52
52
|
out_catcherBackground = background / sampleCount;
|
|
@@ -397,7 +397,9 @@ class WebGLRayTracePass {
|
|
|
397
397
|
_updateMeshData() {
|
|
398
398
|
this._pendingGeometryUpdates.clear();
|
|
399
399
|
this._needsUpdateMeshData = false;
|
|
400
|
-
|
|
400
|
+
// GLSL intersects the original triangles, so its BVH must bound those
|
|
401
|
+
// triangles rather than WebGPU's displaced height prisms.
|
|
402
|
+
const res = updateMeshInstances(this._meshes, { displacement: false });
|
|
401
403
|
this._preparedMeshData = res;
|
|
402
404
|
this._membershipCache.capture(res);
|
|
403
405
|
this._pendingMembershipData = undefined;
|