@meimu/mutracer 0.1.2 → 0.1.3

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Files changed (68) hide show
  1. package/dist/assets/bvh.worker.js +1 -1
  2. package/dist/mutracer.umd.js +3429 -3390
  3. package/lib/oidn.d.ts +1 -1
  4. package/lib/oidnBundledWeights.cdn.d.ts +2 -2
  5. package/lib/renderer/WGPUBloomPass.js +18 -18
  6. package/lib/renderer/WGPUFullQuadPass.js +3 -3
  7. package/lib/renderer/WGPUJNLMDenoiser.js +62 -62
  8. package/lib/renderer/WGPURayTraceOutput.js +14 -12
  9. package/lib/renderer/WGPURayTraceOutput.js.map +1 -1
  10. package/lib/renderer/WGPURayTracePass.js +1 -1
  11. package/lib/renderer/WGPURayTracePass.js.map +1 -1
  12. package/lib/renderer/WGPURenderingPipeline.js +20 -18
  13. package/lib/renderer/WGPURenderingPipeline.js.map +1 -1
  14. package/lib/renderer/WebGLJNLMDenoiser.js +61 -61
  15. package/lib/renderer/WebGLRayTraceOutputPass.js +4 -4
  16. package/lib/renderer/glsl/chunks/cameraRay.glsl.js +9 -9
  17. package/lib/renderer/glsl/chunks/envMap.glsl.js +45 -45
  18. package/lib/renderer/glsl/chunks/intersect.glsl.js +262 -262
  19. package/lib/renderer/glsl/chunks/materialBuffer.glsl.js +111 -111
  20. package/lib/renderer/glsl/chunks/openPbrBsdf.glsl.js +436 -436
  21. package/lib/renderer/glsl/chunks/rand.glsl.js +3 -3
  22. package/lib/renderer/glsl/chunks/random.glsl.js +3 -3
  23. package/lib/renderer/glsl/chunks/rayTraceCore.glsl.js +32 -32
  24. package/lib/renderer/glsl/chunks/sampleLight.glsl.js +54 -54
  25. package/lib/renderer/glsl/chunks/sampleMaterial.glsl.js +71 -71
  26. package/lib/renderer/glsl/chunks/sampleShadowCatcher.glsl.js +12 -12
  27. package/lib/renderer/glsl/chunks/sampling.glsl.js +64 -64
  28. package/lib/renderer/glsl/chunks/sobol.glsl.js +49 -49
  29. package/lib/renderer/glsl/chunks/textureLinear.glsl.js +5 -5
  30. package/lib/renderer/glsl/chunks/uvProjection.glsl.js +5 -5
  31. package/lib/renderer/glsl/depthQuery.frag.js +2 -2
  32. package/lib/renderer/glsl/normalizeRayTraceOutput.frag.js +8 -8
  33. package/lib/renderer/glsl/rayTrace.frag.js +128 -128
  34. package/lib/renderer/glsl/shadowCatcher.frag.js +12 -12
  35. package/lib/renderer/glsl/webglPipeline.frag.js +49 -49
  36. package/lib/renderer/lightsUtil.js +1 -1
  37. package/lib/renderer/lightsUtil.js.map +1 -1
  38. package/lib/renderer/scratchSampling.js +6 -6
  39. package/lib/renderer/wgsl/chunks/common.wgsl.js +4 -4
  40. package/lib/renderer/wgsl/chunks/envMap.wgsl.js +29 -29
  41. package/lib/renderer/wgsl/chunks/intersect.wgsl.js +368 -368
  42. package/lib/renderer/wgsl/chunks/intersectionAlpha.wgsl.js +5 -5
  43. package/lib/renderer/wgsl/chunks/materialBuffer.wgsl.js +51 -51
  44. package/lib/renderer/wgsl/chunks/openPbrBsdf.wgsl.js +453 -453
  45. package/lib/renderer/wgsl/chunks/pdm_displacement.wgsl.js +116 -116
  46. package/lib/renderer/wgsl/chunks/rand.wgsl.js +3 -3
  47. package/lib/renderer/wgsl/chunks/rayTraceCore.wgsl.js +13 -13
  48. package/lib/renderer/wgsl/chunks/sampleLight.wgsl.js +94 -94
  49. package/lib/renderer/wgsl/chunks/sampleMaterial.wgsl.js +119 -119
  50. package/lib/renderer/wgsl/chunks/sampleShadowCatcher.wgsl.js +5 -5
  51. package/lib/renderer/wgsl/chunks/sampling.wgsl.js +62 -62
  52. package/lib/renderer/wgsl/chunks/shadowCatcherAccumulation.wgsl.d.ts +3 -3
  53. package/lib/renderer/wgsl/chunks/shadowCatcherAccumulation.wgsl.js +2 -2
  54. package/lib/renderer/wgsl/chunks/shadowCatcherAccumulation.wgsl.js.map +1 -1
  55. package/lib/renderer/wgsl/chunks/sobol.wgsl.js +53 -53
  56. package/lib/renderer/wgsl/chunks/uvProjection.wgsl.js +5 -5
  57. package/lib/renderer/wgsl/compose.frag.wgsl.d.ts +2 -2
  58. package/lib/renderer/wgsl/compose.frag.wgsl.js +120 -92
  59. package/lib/renderer/wgsl/compose.frag.wgsl.js.map +1 -1
  60. package/lib/renderer/wgsl/customDenoise.wgsl.js +10 -10
  61. package/lib/renderer/wgsl/depthQuery.wgsl.js +3 -3
  62. package/lib/renderer/wgsl/offlineAdaptive.compute.js +26 -26
  63. package/lib/renderer/wgsl/rayTrace.compute.js +220 -211
  64. package/lib/renderer/wgsl/rayTrace.compute.js.map +1 -1
  65. package/lib/version.d.ts +1 -1
  66. package/lib/version.js +1 -1
  67. package/lib/version.js.map +1 -1
  68. package/package.json +5 -4
@@ -1 +1 @@
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see LICENSES/RayTracingRenderer-MIT.txt.\n\nimport commonWgsl from './chunks/common.wgsl.js';\nimport { WGPU_SCENE_FEATURE_BITS } from '../WGPUSceneFeatures.js';\nimport rayTraceCoreWgsl from './chunks/rayTraceCore.wgsl.js';\nimport { createMaterialBufferWgsl } from './chunks/materialBuffer.wgsl.js';\nimport createIntersectionWgsl from './chunks/intersect.wgsl.js';\nimport randomWgsl from './chunks/random.wgsl.js';\nimport randWgsl from './chunks/rand.wgsl.js';\nimport { createSampleMaterialWgsl } from './chunks/sampleMaterial.wgsl.js';\nimport sampleLightWgsl from './chunks/sampleLight.wgsl.js';\nimport { createOpenPbrBsdfWgsl } from './chunks/openPbrBsdf.wgsl.js';\nimport samplingWgsl from './chunks/sampling.wgsl.js';\nimport sampleShadowCatcherWgsl from './chunks/sampleShadowCatcher.wgsl.js';\nimport envMapWgsl from './chunks/envMap.wgsl.js';\nimport uvProjectionWgsl from './chunks/uvProjection.wgsl.js';\nexport const WORKGROUP_SIZE = 8;\n\nexport interface RayTraceShaderOptions {\n hasDisplacement: boolean;\n /** Include direction frames only when used, preserving the legacy shader arithmetic otherwise. */\n hasAnisotropyDirections?: boolean;\n /** Include independent coat normals only when a material uses that slot. */\n hasCoatNormals?: boolean;\n /** Split glTF BLEND primary hits deterministically instead of stochastically. */\n hasAlpha?: boolean;\n /** Any scene material uses alpha mask or blend. */\n hasSceneAlpha?: boolean;\n /** Bit mask of the BLAS layouts present in the scene (bvh2, bvh4, bvh-gpu, cwbvh). */\n blasLayoutMask?: number;\n}\n\n/** Generates the WebGPU megakernel path tracing compute shader. */\nexport default function rayTraceCompute({\n hasDisplacement,\n hasAnisotropyDirections = false,\n hasCoatNormals = false,\n hasAlpha = true,\n hasSceneAlpha = true,\n blasLayoutMask = 1\n}: RayTraceShaderOptions) {\n hasAnisotropyDirections ||= hasCoatNormals;\n const deterministicPrimaryAlpha = hasAlpha;\n const source = /* wgsl */ `\n\n${commonWgsl}\n\n${rayTraceCoreWgsl({ hasSceneAlpha, hasAnisotropyDirections, hasCoatNormals })}\n\n${uvProjectionWgsl}\n\n${createMaterialBufferWgsl({ hasSceneAlpha, hasAnisotropyDirections, hasCoatNormals })}\n\n${createIntersectionWgsl({ hasDisplacement, blasLayoutMask, hasAnisotropyDirections, hasCoatNormals })}\n${randWgsl}\n${randomWgsl}\n${envMapWgsl}\n\n${samplingWgsl}\n${createOpenPbrBsdfWgsl(hasAnisotropyDirections, hasCoatNormals)}\n${sampleLightWgsl}\n\n// Index of the path vertex currently being shaded.\nvar<private> bounceIndex: u32 = 0u;\n\n// Number of light candidates resampled for each NEE estimate. Interactive\n// preview caps the budget at two.\nfn neeCandidateCount() -> u32 {\n return u32(max(rtUniform.directLightCandidates, 1));\n}\n\n// Hash-based random number used to select among light candidates. It is\n// independent of the path sample stream so the candidate count does not\n// change the dimensions consumed by later bounces.\nfn lightCandidateRandom(salt: u32) -> f32 {\n // Reservoir replacement needs the full [0, 1) interval: sample1D's EPS\n // remapping makes small positive replacement probabilities unreachable.\n // Preserve the legacy sequential RNG draw in the random sampling mode so\n // subsequent path samples retain their stream; selection uses the hash.\n if (SAMPLING_PATTERN == 2) { _ = rand(); }\n let pixelID = samplingPixel.x + samplingPixel.y * u32(rtUniform.outputSize.x);\n let key = sampleSeed(sampleSeed(pixelID, pixelSampleIndex), rtUniform.sequenceSeed);\n let dimension = sampleSeed(samplingBounce, salt) ^ 0xa511e9b3u;\n return f32(sampleHash(key ^ dimension) >> 8u) * (1.0 / 16777216.0);\n}\n\n// MIS weight of a light-sampled contribution. With several resampled\n// candidates the NEE technique is drawn neeCandidateCount() times.\nfn neeMISWeight(lightPdf: f32, scatteringPdf: f32) -> f32 {\n let candidateCount = neeCandidateCount();\n if (candidateCount <= 1u) {\n return sampling_power_heuristic(lightPdf, scatteringPdf);\n }\n let weightedLightPdf = f32(candidateCount) * lightPdf;\n return weightedLightPdf /\n max(weightedLightPdf + scatteringPdf, 1e-20);\n}\n\n// MIS weight of a BSDF-sampled ray that hits a light.\nfn bsdfMISWeight(scatteringPdf: f32, lightPdf: f32) -> f32 {\n let candidateCount = neeCandidateCount();\n if (candidateCount <= 1u) {\n return sampling_power_heuristic(scatteringPdf, lightPdf);\n }\n let weightedLightPdf = f32(candidateCount) * lightPdf;\n return scatteringPdf /\n max(scatteringPdf + weightedLightPdf, 1e-20);\n}\n\n${createSampleMaterialWgsl(hasAnisotropyDirections, hasCoatNormals)}\n${sampleShadowCatcherWgsl}\n\n// Output\n@group(3) @binding(0) var<storage, read_write> outColor: array<vec4f>;\n@group(3) @binding(1) var<storage, read_write> outNormal: array<vec4f>;\n@group(3) @binding(2) var<storage, read_write> outAlbedo: array<vec4f>;\n\n${shadowCatcherAccumulationWGSL}\n@group(3) @binding(3) var<storage, read_write> outShadowCatcher: array<ShadowCatcherAccumulation>;\n\n\nfn accumulateNormalOrVariance(\n pixelIndex: u32,\n radiance: vec3f,\n normal: vec3f\n) {\n if (rtUniform.varianceMoments != 0) {\n let value = dot(radiance, luminance);\n outNormal[pixelIndex] += vec4f(value * value, 0.0, 0.0, 1.0);\n }\n else {\n outNormal[pixelIndex] += vec4f(normal, 1.0);\n }\n}\n\n// Moments of the per-sample value the built-in denoiser compares, used to\n// estimate the variance of each pixel's mean.\nfn accumulateDenoiseMoments(pixelIndex: u32, value: f32) {\n outShadowCatcher[pixelIndex].moments += vec4f(value, value * value, 0.0, 0.0);\n}\n\n\nstruct RayTraceAuxiliary {\n // Denoising guides and auxiliary pixel classification.\n albedo: vec3f,\n isShadowCatcher: bool,\n normal: vec3f,\n isBlank: bool,\n}\n\nfn groundedSurfaceDistance(point: vec3f, height: f32, radius: f32) -> f32 {\n let pointLength = length(point);\n if (pointLength < 0.00001) {\n return -radius;\n }\n\n let originalY = radius * point.y / pointLength;\n let transitionY = -1.5 * height;\n var surfaceRadius: f32;\n if (originalY >= 0.0) {\n surfaceRadius = radius;\n }\n else if (originalY < transitionY) {\n surfaceRadius = -height * pointLength / point.y;\n }\n else {\n let factor = 1.0\n - originalY * originalY / (3.0 * transitionY * transitionY);\n surfaceRadius = radius * factor;\n }\n return pointLength - surfaceRadius;\n}\n\nfn groundedBackgroundDirection(origin: vec3f, direction: vec3f) -> vec3f {\n if (!USE_GROUNDED_BACKGROUND) {\n return direction;\n }\n let params = rtUniform.groundedBackgroundParams;\n let rayDirection = normalize(direction);\n let center = vec3f(\n rtUniform.groundedBackgroundCenter.x,\n params.z + params.x,\n rtUniform.groundedBackgroundCenter.y\n );\n let localOrigin = origin - center;\n let projectedOrigin = dot(localOrigin, rayDirection);\n let discriminant = projectedOrigin * projectedOrigin\n - dot(localOrigin, localOrigin) + params.y * params.y;\n if (\n discriminant <= 0.0\n || groundedSurfaceDistance(localOrigin, params.x, params.y) > 0.0\n ) {\n return direction;\n }\n\n var farDistance = -projectedOrigin + sqrt(discriminant);\n if (farDistance <= 0.0) {\n return direction;\n }\n\n let sphereHit = localOrigin + rayDirection * farDistance;\n if (sphereHit.y >= 0.0) {\n return normalize(sphereHit);\n }\n\n if (rayDirection.y < -0.00001 && params.y > 1.5 * params.x) {\n let groundDistance = (-params.x - localOrigin.y) / rayDirection.y;\n let groundHit = localOrigin + rayDirection * groundDistance;\n let groundRadius = (2.0 / 3.0)\n * sqrt(params.y * params.y - 2.25 * params.x * params.x);\n if (groundDistance > 0.0 && length(groundHit.xz) <= groundRadius) {\n return normalize(groundHit);\n }\n }\n\n var nearDistance = 0.0;\n for (var i = 0; i < 14; i++) {\n let middleDistance = (nearDistance + farDistance) * 0.5;\n let middlePoint = localOrigin + rayDirection * middleDistance;\n if (groundedSurfaceDistance(middlePoint, params.x, params.y) > 0.0) {\n farDistance = middleDistance;\n }\n else {\n nearDistance = middleDistance;\n }\n }\n let hit = localOrigin + rayDirection * ((nearDistance + farDistance) * 0.5);\n return normalize(hit);\n}\n\nfn sampleSceneBackground(ray: Ray) -> vec4f {\n var bg = vec4f(0.0);\n if (USE_BACKGROUND_MAP) {\n let backgroundDirection = groundedBackgroundDirection(ray.o, ray.d);\n bg = textureLinear(backgroundMap, cartesianToEquirect(backgroundDirection));\n }\n else if (USE_BACKGROUND) {\n bg = rtUniform.backgroundColor;\n }\n else if (USE_ENVMAP) {\n bg = textureLinear(envMap, cartesianToEquirect(ray.d));\n }\n return bg;\n}\n\nfn sampleSpectralSceneBackground(ray: Ray, wavelength: f32) -> vec4f {\n let bg = sampleSceneBackground(ray);\n if (SPECTRAL) {\n return vec4f(sampling_spectral_rgb_filter(bg.rgb, wavelength), bg.a);\n }\n return bg;\n}\n\nfn bounce(uv: vec2f, path: ptr<function, Path>, depth: ptr<function, i32>, si: ptr<function, SurfaceInteraction>, ma: ptr<function, OpenPbrResolvedMaterial>, outAux: ptr<function, RayTraceAuxiliary>) {\n samplingBounce = u32(max(*depth, 0));\n let matType = (*ma).materialType;\n let isShadowCatcher = matType == SHADOW_CATCHER;\n if (isShadowCatcher) {\n if ((*path).fromEye) {\n (*si).hit = false;\n }\n else {\n // The catcher only contributes to the separate shadow mask. Secondary\n // rays must see the environment behind it instead of its default white\n // material, otherwise it appears in reflections.\n if (USE_ENVMAP) {\n if ((*path).isNextRefraction) {\n // A camera-visible transmitted ray can hit the invisible catcher\n // before the grounded skybox. Preserve the displayed projection.\n let bg = sampleSpectralSceneBackground(\n (*path).ray,\n (*si).wavelength\n );\n let backgroundMisWeight = select(bsdfMISWeight((*path).scatteringPdf,\n envMapPdf(cartesianToEquirect((*path).ray.d)) * rtUniform.envLightPmf),\n 1.0, (*path).scatteringIsDelta);\n (*path).li += backgroundMisWeight * (*path).beta * bg.rgb * bg.a;\n (*path).alpha = max((*path).alpha, bg.a);\n }\n else {\n let envUv = cartesianToEquirect((*path).ray.d);\n var emission = textureLinear(envMap, envUv).rgb;\n if (SPECTRAL) {\n emission = sampling_spectral_rgb_filter(emission, (*si).wavelength);\n }\n (*path).li += (*path).beta * emission *\n bsdfMISWeight((*path).scatteringPdf, envMapPdf(envUv));\n }\n }\n else {\n let bg = sampleSpectralSceneBackground(\n (*path).ray,\n (*si).wavelength\n );\n (*path).li += (*path).beta * bg.rgb * bg.a;\n }\n (*path).abort = true;\n return;\n }\n }\n if (!(*si).hit) {\n // The spectral integrator traces red, green, and blue paths separately.\n // Split background radiance by wavelength as well so the three paths\n // reconstruct the skybox instead of adding three full RGB copies.\n let bg = sampleSpectralSceneBackground(\n (*path).ray,\n (*si).wavelength\n );\n if ((*path).fromEye) {\n // Sample from background if first ray not hit anything.\n (*path).li = (*path).beta * bg.rgb * bg.a;\n (*path).alpha = bg.a;\n // Only treat as blank pixels when the background is transparent\n (*outAux).isBlank = bg.a < 0.001 ||\n (USE_BACKGROUND && !USE_BACKGROUND_MAP);\n }\n else {\n let cam = initCameraRay(uv);\n let towardsCam = dot(cam.d, (*path).ray.d) > 0.0;\n if (rtUniform.transmissiveOutputAlphaMin < 1.0) {\n if (towardsCam) {\n (*path).alpha = max((*path).alpha, bg.a);\n } else {\n (*path).alpha = 1.0;\n }\n }\n if (!USE_ENVMAP) {\n // A display background is not an illumination environment, but a\n // visible secondary ray (e.g. through glass) still resolves it.\n if (towardsCam) {\n // This is a terminal BSDF-hit contribution, not a replacement for\n // NEE accumulated at earlier vertices on the same path.\n (*path).li += (*path).beta *\n bsdfMISWeight((*path).scatteringPdf, 1.0) * bg.rgb;\n }\n }\n }\n (*path).abort = true;\n return;\n }\n\n var sampleIgnored = false;\n if ((matType == STANDARD || matType == UNLIT)) {\n let alpha = clamp((*ma).alpha, 0.0, 1.0);\n \n if (alpha < 1.0) {\n // Alpha is stochastic coverage. Keep accepted surface radiance at full\n // weight instead of multiplying it by alpha a second time.\n if (alpha <= 0.0 || hashedSample(3u) > alpha) {\n sampleIgnored = true;\n }\n }\n if (!sampleIgnored && rtUniform.transmissiveOutputAlphaMin < 1.0) {\n // A selected stochastic coverage sample is fully covered. Ignored\n // samples leave output alpha untouched and continue to the back layer.\n let outputAlpha = max(1.0 - (*ma).transmissionWeight, 1.0 - pow(1.0 - rtUniform.transmissiveOutputAlphaMin, f32(*depth)));\n (*path).alpha = max(outputAlpha, (*path).alpha);\n }\n if (!sampleIgnored) {\n bounceIndex = u32(max(*depth, 0));\n SampleMaterial(si, ma, path);\n }\n else {\n // Alpha-null traversal does not consume the receiver event. The first\n // accepted surface behind it is still the receiver for NEE/AOVs.\n (*path).ray.o = (*si).position + (*path).ray.d * EPS;\n }\n }\n\n if (!(*si).albedoSampled && !sampleIgnored) {\n // Select denoising guides.\n if ((matType == STANDARD || matType == UNLIT)) {\n if (!((*ma).transmissionWeight > 0.5 ||\n ((*ma).specularRoughness <= 0.02 && (*ma).baseMetalness > 0.98))) {\n (*outAux).albedo = (*ma).baseColor;\n (*outAux).normal = select(\n (*si).normal,\n -(*si).normal,\n dot(\n (*si).normal,\n (*si).position - cameraUniform.viewInv[3].xyz\n ) > 0.0\n );\n (*si).albedoSampled = true;\n }\n // TODO pick albedo and normal on the surface if ray is too deep and can't hit any rough or opaque surfaces.\n if (*depth > 4) {\n (*si).albedoSampled = true;\n }\n }\n }\n\n // Russian roulette with throughput compensation.\n if (USE_RR) {\n if (*depth >= RR_MAX && !sampleIgnored) {\n let rouletteBeta = (*path).beta;\n // Max-component survival (pbrt-v4) avoids over-amplifying saturated paths.\n let maxComponent = max(max(rouletteBeta.x, rouletteBeta.y), rouletteBeta.z);\n let q: f32 = max(0.0, 1.0 - maxComponent);\n if (sample1D(bounceDim(RUSSIAN_ROULETTE)) < q) {\n // TODO we force use alpha 1.0 here.\n // To avoid the glass pixels is transparent even if it's on an opaque object.\n (*path).alpha = 1.0;\n (*path).abort = true;\n }\n else {\n (*path).beta /= 1.0 - q;\n }\n }\n }\n if ((*path).abort) {\n return;\n }\n\n intersectScene((*path).ray, si, *depth, true, (*path).isNextRefraction);\n getMaterial(ma, (*si).materialIndex, (*si).uv, (*si).uv1, (*si).instanceIndex);\n\n if (SPECTRAL) {\n // Is glass\n if ((*ma).transmissionWeight > 0.001) {\n (*ma).specularIor = sampling_cauchy_ior(\n (*si).wavelength,\n (*ma).specularIor,\n (*ma).transmissionDispersionScale,\n (*ma).dispersionAbbeNumber\n );\n }\n }\n\n if (sampleIgnored) {\n return;\n }\n\n // Use light if hit the light\n var lightSample: LightSampleRec;\n let isAlphaOccluded = hashedSample(3u) < (*ma).alpha;\n for (var i = 0; i < rtUniform.lightsCount; i++) {\n // Fetch light Data\n let light: Light = analyticLights[i];\n let d = intersectLight((*path).ray, light, &lightSample);\n lightSample.pdf *= light.selectionPmf;\n let occluded = (*si).hit && d > distance((*si).position, (*path).ray.o);\n if (d != INF && !(occluded && isAlphaOccluded)) {\n let misWeight = bsdfMISWeight((*path).scatteringPdf, lightSample.pdf);\n if (SPECTRAL) {\n lightSample.emission = sampling_spectral_rgb_filter(lightSample.emission, (*si).wavelength);\n }\n (*path).li += misWeight * (*path).beta * lightSample.emission;\n (*path).alpha = 1.0;\n (*path).abort = true;\n }\n }\n\n if (USE_ENVMAP) {\n if (!((*si).hit && isAlphaOccluded)) {\n if ((*path).isNextRefraction) {\n // Camera-visible transmission follows the displayed background,\n // including grounded projection. Other rays use the raw environment\n // map as the physically sampled lighting source.\n let bg = sampleSpectralSceneBackground(\n (*path).ray,\n (*si).wavelength\n );\n let backgroundMisWeight = select(bsdfMISWeight((*path).scatteringPdf,\n envMapPdf(cartesianToEquirect((*path).ray.d)) * rtUniform.envLightPmf),\n 1.0, (*path).scatteringIsDelta);\n (*path).li += backgroundMisWeight * (*path).beta * bg.rgb * bg.a;\n (*path).alpha = max((*path).alpha, bg.a);\n (*path).abort = true;\n return;\n }\n let _uv = cartesianToEquirect((*path).ray.d);\n var emission = textureLinear(envMap, _uv).rgb;\n let misWeight = bsdfMISWeight(\n (*path).scatteringPdf,\n envMapPdf(_uv) * rtUniform.envLightPmf\n );\n if (SPECTRAL) {\n emission = sampling_spectral_rgb_filter(emission, (*si).wavelength);\n }\n // TODO force the min alpha to be 1 when showing envmap as background\n if (!USE_BACKGROUND) {\n (*path).alpha = 1.0;\n }\n (*path).li += (*path).beta * emission * misWeight;\n (*path).abort = true;\n }\n }\n\n *depth = *depth + 1;\n}\n\nfn initCameraRay(coord: vec2f) -> Ray {\n let origin = cameraUniform.viewProjectionInv * vec4f(coord * 2.0 - 1.0, -1.0, 1.0);\n let center = cameraUniform.viewProjectionInv * vec4f(coord * 2.0 - 1.0, 1.0, 1.0);\n var cam: Ray;\n initRay(&cam, origin.xyz / origin.w, normalize(center.xyz * origin.w - origin.xyz * center.w));\n\n return cam;\n}\n\n\nfn bevelCubicSample(radius: f32, xi: f32) -> vec2f {\n var x = 0.25;\n for (var iteration = 0; iteration < 10; iteration++) {\n let x2 = x * x;\n let x3 = x2 * x;\n let oneMinusX = 1.0 - x;\n let value = 10.0 * x2 - 20.0 * x3 + 15.0 * x2 * x2 -\n 4.0 * x2 * x3 - xi;\n let derivative = 20.0 * x * oneMinusX * oneMinusX * oneMinusX;\n if (abs(value) < 1e-6 || derivative == 0.0) { break; }\n x = clamp(x - value / derivative, 0.0, 1.0);\n }\n let diskRadius = x * radius;\n return vec2f(diskRadius, sqrt(max(radius * radius - diskRadius * diskRadius, 0.0)));\n}\n\nfn bevelCubicPdf(radius: f32, distanceToSource: f32) -> f32 {\n if (distanceToSource >= radius) { return 0.0; }\n let falloff = radius - distanceToSource;\n return falloff * falloff * falloff;\n}\n\n// Shader bevel. Usage: docs/materials.md (Renderer extensions)\nfn getBevelNormal(source: SurfaceInteraction, radius: f32) -> vec3f {\n var geometricNormal = source.faceNormal;\n if (dot(geometricNormal, source.vertexNormal) < 0.0) {\n geometricNormal = -geometricNormal;\n }\n var tangent: vec3f;\n var bitangent: vec3f;\n sampling_orthonormal_basis(geometricNormal, &tangent, &bitangent);\n var normalSum = vec3f(0.0);\n\n for (var sampleIndex = 0; sampleIndex < BEVEL_SAMPLES; sampleIndex++) {\n let bevelRnd = sample2D(CAMERA_BEVEL_BASE + u32(sampleIndex));\n var axisSample = bevelRnd.x;\n let radialSample = bevelRnd.y;\n var diskNormal = geometricNormal;\n var diskTangent = tangent;\n var diskBitangent = bitangent;\n var pickPdfNormal = 0.5;\n var pickPdfTangent = 0.25;\n var pickPdfBitangent = 0.25;\n if (axisSample < 0.5) {\n axisSample *= 2.0;\n }\n else if (axisSample < 0.75) {\n let swapAxis = diskNormal;\n diskNormal = diskTangent;\n diskTangent = swapAxis;\n pickPdfNormal = 0.25;\n pickPdfTangent = 0.5;\n axisSample = (axisSample - 0.5) * 4.0;\n }\n else {\n let swapAxis = diskNormal;\n diskNormal = diskBitangent;\n diskBitangent = swapAxis;\n pickPdfNormal = 0.25;\n pickPdfBitangent = 0.5;\n axisSample = (axisSample - 0.75) * 4.0;\n }\n\n let diskSample = bevelCubicSample(radius, radialSample);\n let phi = TWOPI * axisSample;\n let diskOffset = diskSample.x *\n (cos(phi) * diskTangent + sin(phi) * diskBitangent);\n var ray: Ray;\n initRay(\n &ray,\n source.position + diskNormal * diskSample.y + diskOffset,\n -diskNormal\n );\n var hit: SurfaceInteraction;\n intersectSceneBevel(\n ray,\n &hit,\n source.instanceIndex,\n max(2.0 * diskSample.y, EPS)\n );\n if (!hit.hit) { continue; }\n\n let pdfNormal = pickPdfNormal * abs(dot(diskNormal, hit.faceNormal));\n let pdfTangent = pickPdfTangent * abs(dot(diskTangent, hit.faceNormal));\n let pdfBitangent = pickPdfBitangent * abs(dot(diskBitangent, hit.faceNormal));\n var weight = pdfNormal / max(\n pdfNormal * pdfNormal + pdfTangent * pdfTangent +\n pdfBitangent * pdfBitangent,\n 1e-8\n );\n weight *= bevelCubicPdf(radius, distance(hit.position, source.position)) /\n max(bevelCubicPdf(radius, diskSample.x), 1e-8);\n normalSum += weight * hit.vertexNormal;\n }\n\n if (dot(normalSum, normalSum) <= 1e-12) { return source.normal; }\n let bevelVertexNormal = normalize(normalSum);\n let result = source.normal + bevelVertexNormal - source.vertexNormal;\n if (dot(result, result) > 1e-12) { return normalize(result); }\n return source.normal;\n}\n\nfn integrateOnePathSample(uv: vec2f, si: ptr<function, SurfaceInteraction>, ray: Ray, ma: ptr<function, OpenPbrResolvedMaterial>, outAux: ptr<function, RayTraceAuxiliary>) -> vec4f {\n var path: Path;\n path.ray = ray;\n path.li = vec3f(0.0);\n path.alpha = select(1.0, 0.0, rtUniform.transmissiveOutputAlphaMin < 1.0);\n path.beta = vec3f(1.0);\n path.fromEye = true;\n path.scatteringPdf = 0.0;\n path.scatteringIsDelta = false;\n path.isNextRefraction = false;\n path.abort = false;\n\n let isNotTransparent = (*ma).transmissionWeight < 0.001 && (*ma).subsurfaceWeight < 0.001 && (*ma).alpha > 0.99;\n let bounceLimit = max(rtUniform.bounces, 0);\n var depth = 0;\n // Transparent paths may take up to three times the configured bounces.\n for (var idx: i32 = 0; idx < min(bounceLimit * 3, ${MAX_PATH_EVENTS}); idx = idx + 1) {\n if (isNotTransparent && idx > bounceLimit) {\n path.abort = true;\n }\n if (path.abort) {\n break;\n }\n bounce(uv, &path, &depth, si, ma, outAux);\n }\n\n return vec4f(path.li, path.alpha);\n}\n\nfn integrateOnePath(uv: vec2f, si: ptr<function, SurfaceInteraction>, ray: Ray, ma: ptr<function, OpenPbrResolvedMaterial>, outAux: ptr<function, RayTraceAuxiliary>) -> vec4f {\n ${deterministicPrimaryAlpha ? /* wgsl */ `let coverage = clamp((*ma).alpha, 0.0, 1.0);\n if (!(*si).hit || ((*ma).materialType != STANDARD && (*ma).materialType != UNLIT) || coverage >= 1.0) {\n return integrateOnePathSample(uv, si, ray, ma, outAux);\n }\n\n // glTF BLEND is source-over opacity, not a physical glass boundary. Split\n // the primary ray so reflected radiance is attenuated by alpha every sample\n // while the complementary branch continues straight to the scene behind it.\n // Secondary alpha hits remain stochastic to avoid exponential path growth.\n var backRay = ray;\n backRay.o = (*si).position + ray.d * (EPS * 0.02);\n var backSi = *si;\n backSi.albedoSampled = false;\n intersectScene(backRay, &backSi, 0, false, false);\n var backMa: OpenPbrResolvedMaterial;\n getMaterial(&backMa, backSi.materialIndex, backSi.uv, backSi.uv1, backSi.instanceIndex);\n var backAux = *outAux;\n if (backSi.hit && backMa.materialType == STANDARD) {\n backAux.albedo = select(\n backMa.baseColor,\n vec3f(1.0),\n backMa.transmissionWeight > 0.5\n );\n backAux.normal = select(\n backSi.normal,\n -backSi.normal,\n dot(\n backSi.normal,\n backSi.position - cameraUniform.viewInv[3].xyz\n ) > 0.0\n );\n backSi.albedoSampled = backMa.transmissionWeight > 0.5;\n }\n let back = integrateOnePathSample(\n uv, &backSi, backRay, &backMa, &backAux\n );\n if (coverage <= 0.0) {\n *outAux = backAux;\n return back;\n }\n\n var frontSi = *si;\n var frontMa = *ma;\n frontMa.alpha = 1.0;\n var frontAux = *outAux;\n let front = integrateOnePathSample(\n uv, &frontSi, ray, &frontMa, &frontAux\n );\n (*outAux).albedo = mix(backAux.albedo, frontAux.albedo, coverage);\n let blendedNormal = mix(backAux.normal, frontAux.normal, coverage);\n (*outAux).normal = select(\n vec3f(0.0),\n normalize(blendedNormal),\n dot(blendedNormal, blendedNormal) > 1e-12\n );\n (*outAux).isBlank = backAux.isBlank && frontAux.isBlank;\n (*outAux).isShadowCatcher = backAux.isShadowCatcher && frontAux.isShadowCatcher;\n return mix(back, front, coverage);` : /* wgsl */ `return integrateOnePathSample(uv, si, ray, ma, outAux);`}\n}\n\n// Path tracing integrator as described in\n// http://www.pbr-book.org/3ed-2018/Light_Transport_I_Surface_Reflection/Path_Tracing.html#\nfn integrator(uv: vec2f, ray: Ray, outAux: ptr<function, RayTraceAuxiliary>) -> vec4f {\n var si: SurfaceInteraction;\n var ma: OpenPbrResolvedMaterial;\n si.albedoSampled = false;\n si.mediumType = 0;\n si.mediumExtinction = vec3f(0.0);\n si.mediumScattering = vec3f(0.0);\n si.mediumAnisotropy = 0.0;\n si.barycentrics = vec2f(0.0);\n\n // TODO not put tMax in ray. So we don't need to use pointer of ray here.\n intersectScene(ray, &si, 0, false, false);\n getMaterial(&ma, si.materialIndex, si.uv, si.uv1, si.instanceIndex);\n\n if (ma.materialType == SHADOW_CATCHER) {\n (*outAux).isShadowCatcher = true;\n // The composed denoising input includes this receiver's shadow. Supply\n // neutral reflectance and its shading normal, independent of visibility.\n (*outAux).albedo = vec3f(1.0);\n (*outAux).normal = select(si.normal, -si.normal, dot(si.normal, ray.d) > 0.0);\n var path: Path;\n path.ray = ray;\n path.fromEye = true;\n sampleShadowCatcher(si, 0, &path);\n // RGB stores primary catcher coverage independently from the stochastic\n // visibility in alpha. Composition uses this raw coverage to clip any\n // shadow-mask denoising bleed at model silhouettes.\n return vec4f(vec3f(1.0), path.alpha);\n }\n else {\n if (HAS_BEVEL && rtUniform.bevel != 0) {\n if (ma.bevel > 0.0) {\n si.normal = getBevelNormal(si, ma.bevel);\n }\n }\n\n // Store a clean first-hit fallback. Glass retains this stable guide;\n // other delta paths may replace it at their first non-delta hit.\n if (si.hit && (ma.materialType == STANDARD || ma.materialType == UNLIT)) {\n (*outAux).albedo = select(ma.baseColor, vec3f(1.0), ma.transmissionWeight > 0.5);\n (*outAux).normal = select(\n si.normal,\n -si.normal,\n dot(si.normal, si.position - cameraUniform.viewInv[3].xyz) > 0.0\n );\n\n // Do not replace a glass guide with a randomly selected downstream\n // refraction/reflection hit; OIDN auxiliary features must stay clean.\n si.albedoSampled = ma.transmissionWeight > 0.5;\n }\n\n (*outAux).isShadowCatcher = false;\n\n if (SPECTRAL) {\n // Keep one source-level integrateOnePath call for both interactive\n // preview and offline RGB splitting. A runtime loop bound prevents the\n // WGSL compiler from cloning the full path graph three times while the\n // uniform still selects the exact existing preview/offline behavior.\n let rgbWaveLengths = array<f32, 3>(650.0, 510.0, 475.0);\n var colAccum = vec3f(0.0);\n var alpha = 0.0;\n var accumulatedGuideAlbedo = vec3f(0.0);\n var accumulatedGuideNormal = vec3f(0.0);\n var allBlank = true;\n var si2 = si;\n var ma2 = ma;\n let wavelengthRngState = s0;\n let wavelengthHashedCounter = hashedCounter;\n let singleWavelength = rtUniform.dispersionWavelengths == 1;\n let dispersivePrimary = si.hit &&\n ma.transmissionWeight > 0.001 &&\n ma.transmissionDispersionScale > 0.001;\n let wavelengthCount = select(3, 1, singleWavelength);\n var heroWavelengthIndex = 0;\n if (singleWavelength && dispersivePrimary) {\n // Stochastic hero wavelength: one RGB channel per pixel keeps the\n // preview spectral at one-third of the full three-path cost.\n heroWavelengthIndex = min(i32(floor(sample1D(CAMERA_WAVELENGTH) * 3.0)), 2);\n }\n for (var i = 0; i < wavelengthCount; i++) {\n // Common random numbers keep Monte Carlo error correlated between\n // RGB wavelengths. This removes much of the colored variance that\n // otherwise turns into dirty chromatic patches after OIDN.\n if (!singleWavelength) {\n s0 = wavelengthRngState;\n hashedCounter = wavelengthHashedCounter;\n samplingBounce = 0u;\n }\n si.wavelength = 0.0;\n if (!singleWavelength || dispersivePrimary) {\n si.wavelength = rgbWaveLengths[select(i, heroWavelengthIndex, singleWavelength)];\n ma.specularIor = sampling_cauchy_ior(\n si.wavelength,\n ma.specularIor,\n ma.transmissionDispersionScale,\n ma.dispersionAbbeNumber\n );\n }\n var wavelengthAux: RayTraceAuxiliary;\n if (singleWavelength) {\n wavelengthAux = *outAux;\n } else {\n wavelengthAux.albedo = (*outAux).albedo;\n wavelengthAux.normal = (*outAux).normal;\n wavelengthAux.isBlank = false;\n wavelengthAux.isShadowCatcher = false;\n }\n let res = integrateOnePath(uv, &si, ray, &ma, &wavelengthAux);\n if (singleWavelength) {\n *outAux = wavelengthAux;\n let scale = select(1.0, 3.0, dispersivePrimary);\n return vec4f(res.rgb * scale, res.a);\n }\n colAccum += res.rgb;\n alpha = max(alpha, res.a);\n accumulatedGuideAlbedo += wavelengthAux.albedo;\n accumulatedGuideNormal += wavelengthAux.normal;\n allBlank = allBlank && wavelengthAux.isBlank;\n si = si2;\n ma = ma2;\n }\n (*outAux).albedo = accumulatedGuideAlbedo / 3.0;\n (*outAux).normal = accumulatedGuideNormal / 3.0;\n (*outAux).isBlank = allBlank;\n return vec4f(colAccum, alpha);\n }\n else {\n return integrateOnePath(uv, &si, ray, &ma, outAux);\n }\n }\n}\n\nfn sampleCircle(ip: vec2f) -> vec2f {\n let p = 2.0 * ip - 1.0;\n let greater = abs(p.x) > abs(p.y);\n let r = select(p.y, p.x, greater);\n let theta = select(PI * (0.5 - 0.25 * p.x / p.y), 0.25 * PI * p.y / p.x, greater);\n return r * vec2f(cos(theta), sin(theta));\n}\n\n\n@compute @workgroup_size(${WORKGROUP_SIZE}, ${WORKGROUP_SIZE}, 1)\nfn main(@builtin(global_invocation_id) globalId: vec3u) {\n let outputSize = rtUniform.outputSize;\n let scaleOffset = rtUniform.scaleOffset;\n var jitter = rtUniform.jitter;\n // TODO if outputSize is not multiple of 8?\n let coord = globalId.xy * vec2u(scaleOffset.xy) + vec2u(scaleOffset.zw);\n if (coord.x >= u32(outputSize.x) || coord.y >= u32(outputSize.y)) {\n return;\n }\n let idx = coord.x + coord.y * u32(outputSize.x);\n\n if (\n rtUniform.adaptiveSampling != 0 &&\n outNormal[idx].a >= textureLoad(\n adaptiveSampleTargets,\n vec2i(coord),\n 0\n ).r\n ) {\n return;\n }\n\n // Match WebGL's rasterized v_Texcoord, whose sample is at the center of\n // each pixel. Keeping the same origin is material relevant: a half-pixel\n // shift moves a narrow metal highlight across several pixels.\n let uv = (vec2<f32>(f32(coord.x), f32(coord.y)) + vec2f(0.5)) / outputSize;\n\n samplingPixel = coord;\n pixelSampleIndex = u32(outNormal[idx].a) + rtUniform.sampleSequenceOffset;\n samplingBounce = 0u; hashedCounter = 0u;\n if (SAMPLING_PATTERN == 0 || SAMPLING_PATTERN == 1) {\n jitter = (sample2D(CAMERA_PIXEL) - 0.5) / outputSize;\n }\n rng_initialize(coord, i32(pixelSampleIndex ^ sampleHash(rtUniform.sequenceSeed)));\n var cam = initCameraRay(uv + jitter);\n\n if (cameraUniform.apertureRadius > 0.0) {\n // Thin lens: the focus plane is perpendicular to the view direction.\n let eye = cameraUniform.viewInv[3].xyz;\n let forward = -normalize(cameraUniform.viewInv[2].xyz);\n let focusPoint = eye + cam.d * (cameraUniform.focusDistance / dot(cam.d, forward));\n let lensPoint = cameraUniform.apertureRadius * sampleCircle(sample2D(CAMERA_LENS));\n let origin = (cameraUniform.viewInv * vec4f(lensPoint, 0.0, 1.0)).xyz;\n let dir = normalize(focusPoint - origin);\n initRay(&cam, origin, dir);\n }\n\n var outAux: RayTraceAuxiliary;\n outAux.albedo = vec3f(0.0);\n outAux.normal = vec3f(0.0);\n outAux.isBlank = false;\n outAux.isShadowCatcher = false;\n var liAndAlpha = integrator(uv + jitter, cam, &outAux);\n\n // Clamp at Integration Level to reduce fireflies.\n // TODO Path level configuration?\n if (rtUniform.clamping > 0.0) {\n let clamping = rtUniform.clamping;\n liAndAlpha = vec4(clamp(liAndAlpha.rgb, -vec3f(clamping), vec3f(clamping)), liAndAlpha.a);\n }\n if (!(liAndAlpha.x < INF && liAndAlpha.x > -EPS)) {\n liAndAlpha = vec4f(0.0, 0.0, 0.0, 1.0);\n }\n\n if (outAux.isShadowCatcher) {\n // The catcher is invisible, so the main color at this pixel must still\n // contain whatever the camera ray would have seen behind it.\n let backgroundSample = sampleSceneBackground(cam);\n let backgroundHit = select(0.0, 1.0, backgroundSample.a >= 0.01);\n let backgroundPremultiplied = vec4f(backgroundSample.rgb * backgroundSample.a, backgroundSample.a);\n // Keep the background contribution separate from geometry at silhouettes.\n // mask: catcher coverage, background alpha, background hits, shadow opacity.\n outShadowCatcher[idx].mask += vec4f(1.0, backgroundSample.a, backgroundHit, liAndAlpha.a);\n outShadowCatcher[idx].background += backgroundPremultiplied;\n outColor[idx] += backgroundPremultiplied;\n outAlbedo[idx] += vec4f(outAux.albedo, backgroundHit);\n accumulateNormalOrVariance(idx, backgroundSample.rgb, outAux.normal);\n // The composed catcher is the background darkened by the shadow. Over a\n // transparent background the shadow is only its opacity.\n let visibility = 1.0 - liAndAlpha.a;\n accumulateDenoiseMoments(idx, visibility * select(\n 1.0, dot(backgroundSample.rgb, luminance), backgroundSample.a >= 0.01\n ));\n }\n else {\n outColor[idx] += liAndAlpha;\n outAlbedo[idx] += vec4f(outAux.albedo, select(1.0, 0.0, outAux.isBlank));\n accumulateNormalOrVariance(idx, liAndAlpha.rgb, outAux.normal);\n accumulateDenoiseMoments(idx, dot(liAndAlpha.rgb, luminance));\n }\n}\n`;\n // The query entry point shares the exact BVH and material implementation.\n // It has no effect on the beauty entry point or its bindings.\n // Gate optional material layers on scene-level feature flags so drivers can\n // skip the unused BSDF lobes.\n let specializedSource = source + depthQueryWGSL;\n const backgroundBits: Record<string, number> = {\n USE_BACKGROUND: 1,\n USE_BACKGROUND_MAP: 2,\n USE_GROUNDED_BACKGROUND: 4\n };\n specializedSource = specializedSource.replace(\n /\\b(?:USE_BACKGROUND|USE_BACKGROUND_MAP|USE_GROUNDED_BACKGROUND)\\b/g,\n (name) => `((rtUniform.backgroundFlags & ${backgroundBits[name]}) != 0)`\n );\n specializedSource = specializedSource.replace(\n new RegExp(`\\\\b(?:${Object.keys(WGPU_SCENE_FEATURE_BITS).join('|')})\\\\b`, 'g'),\n name => `((rtUniform.sceneFeatureFlags & ${WGPU_SCENE_FEATURE_BITS[name]}u) != 0u)`\n );\n return specializedSource;\n}\n"]}
1
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see LICENSES/RayTracingRenderer-MIT.txt.\n\nimport commonWgsl from './chunks/common.wgsl.js';\nimport { WGPU_SCENE_FEATURE_BITS } from '../WGPUSceneFeatures.js';\nimport rayTraceCoreWgsl from './chunks/rayTraceCore.wgsl.js';\nimport { createMaterialBufferWgsl } from './chunks/materialBuffer.wgsl.js';\nimport createIntersectionWgsl from './chunks/intersect.wgsl.js';\nimport randomWgsl from './chunks/random.wgsl.js';\nimport randWgsl from './chunks/rand.wgsl.js';\nimport { createSampleMaterialWgsl } from './chunks/sampleMaterial.wgsl.js';\nimport sampleLightWgsl from './chunks/sampleLight.wgsl.js';\nimport { createOpenPbrBsdfWgsl } from './chunks/openPbrBsdf.wgsl.js';\nimport samplingWgsl from './chunks/sampling.wgsl.js';\nimport sampleShadowCatcherWgsl from './chunks/sampleShadowCatcher.wgsl.js';\nimport envMapWgsl from './chunks/envMap.wgsl.js';\nimport uvProjectionWgsl from './chunks/uvProjection.wgsl.js';\nexport const WORKGROUP_SIZE = 8;\n\nexport interface RayTraceShaderOptions {\n hasDisplacement: boolean;\n /** Include direction frames only when used, preserving the legacy shader arithmetic otherwise. */\n hasAnisotropyDirections?: boolean;\n /** Include independent coat normals only when a material uses that slot. */\n hasCoatNormals?: boolean;\n /** Split glTF BLEND primary hits deterministically instead of stochastically. */\n hasAlpha?: boolean;\n /** Any scene material uses alpha mask or blend. */\n hasSceneAlpha?: boolean;\n /** Bit mask of the BLAS layouts present in the scene (bvh2, bvh4, bvh-gpu, cwbvh). */\n blasLayoutMask?: number;\n}\n\n/** Generates the WebGPU megakernel path tracing compute shader. */\nexport default function rayTraceCompute({\n hasDisplacement,\n hasAnisotropyDirections = false,\n hasCoatNormals = false,\n hasAlpha = true,\n hasSceneAlpha = true,\n blasLayoutMask = 1\n}: RayTraceShaderOptions) {\n hasAnisotropyDirections ||= hasCoatNormals;\n const deterministicPrimaryAlpha = hasAlpha;\n const source = /* wgsl */ `\n\n${commonWgsl}\n\n${rayTraceCoreWgsl({ hasSceneAlpha, hasAnisotropyDirections, hasCoatNormals })}\n\n${uvProjectionWgsl}\n\n${createMaterialBufferWgsl({ hasSceneAlpha, hasAnisotropyDirections, hasCoatNormals })}\n\n${createIntersectionWgsl({ hasDisplacement, blasLayoutMask, hasAnisotropyDirections, hasCoatNormals })}\n${randWgsl}\n${randomWgsl}\n${envMapWgsl}\n\n${samplingWgsl}\n${createOpenPbrBsdfWgsl(hasAnisotropyDirections, hasCoatNormals)}\n${sampleLightWgsl}\n\n// Index of the path vertex currently being shaded.\nvar<private> bounceIndex: u32 = 0u;\n\n// Number of light candidates resampled for each NEE estimate. Interactive\n// preview caps the budget at two.\nfn neeCandidateCount() -> u32 {\n return u32(max(rtUniform.directLightCandidates, 1));\n}\n\n// Hash-based random number used to select among light candidates. It is\n// independent of the path sample stream so the candidate count does not\n// change the dimensions consumed by later bounces.\nfn lightCandidateRandom(salt: u32) -> f32 {\n // Reservoir replacement needs the full [0, 1) interval: sample1D's EPS\n // remapping makes small positive replacement probabilities unreachable.\n // Preserve the legacy sequential RNG draw in the random sampling mode so\n // subsequent path samples retain their stream; selection uses the hash.\n if (SAMPLING_PATTERN == 2) { _ = rand(); }\n let pixelID = samplingPixel.x + samplingPixel.y * u32(rtUniform.outputSize.x);\n let key = sampleSeed(sampleSeed(pixelID, pixelSampleIndex), rtUniform.sequenceSeed);\n let dimension = sampleSeed(samplingBounce, salt) ^ 0xa511e9b3u;\n return f32(sampleHash(key ^ dimension) >> 8u) * (1.0 / 16777216.0);\n}\n\n// MIS weight of a light-sampled contribution. With several resampled\n// candidates the NEE technique is drawn neeCandidateCount() times.\nfn neeMISWeight(lightPdf: f32, scatteringPdf: f32) -> f32 {\n let candidateCount = neeCandidateCount();\n if (candidateCount <= 1u) {\n return sampling_power_heuristic(lightPdf, scatteringPdf);\n }\n let weightedLightPdf = f32(candidateCount) * lightPdf;\n return weightedLightPdf /\n max(weightedLightPdf + scatteringPdf, 1e-20);\n}\n\n// MIS weight of a BSDF-sampled ray that hits a light.\nfn bsdfMISWeight(scatteringPdf: f32, lightPdf: f32) -> f32 {\n let candidateCount = neeCandidateCount();\n if (candidateCount <= 1u) {\n return sampling_power_heuristic(scatteringPdf, lightPdf);\n }\n let weightedLightPdf = f32(candidateCount) * lightPdf;\n return scatteringPdf /\n max(scatteringPdf + weightedLightPdf, 1e-20);\n}\n\n${createSampleMaterialWgsl(hasAnisotropyDirections, hasCoatNormals)}\n${sampleShadowCatcherWgsl}\n\n// Output\n@group(3) @binding(0) var<storage, read_write> outColor: array<vec4f>;\n@group(3) @binding(1) var<storage, read_write> outNormal: array<vec4f>;\n@group(3) @binding(2) var<storage, read_write> outAlbedo: array<vec4f>;\n\n${shadowCatcherAccumulationWGSL}\n@group(3) @binding(3) var<storage, read_write> outShadowCatcher: array<ShadowCatcherAccumulation>;\n\n\nfn accumulateNormalOrVariance(\n pixelIndex: u32,\n radiance: vec3f,\n normal: vec3f\n) {\n if (rtUniform.varianceMoments != 0) {\n let value = dot(radiance, luminance);\n outNormal[pixelIndex] += vec4f(value * value, 0.0, 0.0, 1.0);\n }\n else {\n outNormal[pixelIndex] += vec4f(normal, 1.0);\n }\n}\n\n// Moments of the per-sample value the built-in denoiser compares, used to\n// estimate the variance of each pixel's mean.\nfn accumulateDenoiseMoments(pixelIndex: u32, value: f32) {\n outShadowCatcher[pixelIndex].moments += vec4f(value, value * value, 0.0, 0.0);\n}\n\n\nstruct RayTraceAuxiliary {\n // Denoising guides and auxiliary pixel classification.\n albedo: vec3f,\n isShadowCatcher: bool,\n normal: vec3f,\n isBlank: bool,\n}\n\nfn groundedSurfaceDistance(point: vec3f, height: f32, radius: f32) -> f32 {\n let pointLength = length(point);\n if (pointLength < 0.00001) {\n return -radius;\n }\n\n let originalY = radius * point.y / pointLength;\n let transitionY = -1.5 * height;\n var surfaceRadius: f32;\n if (originalY >= 0.0) {\n surfaceRadius = radius;\n }\n else if (originalY < transitionY) {\n surfaceRadius = -height * pointLength / point.y;\n }\n else {\n let factor = 1.0\n - originalY * originalY / (3.0 * transitionY * transitionY);\n surfaceRadius = radius * factor;\n }\n return pointLength - surfaceRadius;\n}\n\nfn groundedBackgroundDirection(origin: vec3f, direction: vec3f) -> vec3f {\n if (!USE_GROUNDED_BACKGROUND) {\n return direction;\n }\n let params = rtUniform.groundedBackgroundParams;\n let rayDirection = normalize(direction);\n let center = vec3f(\n rtUniform.groundedBackgroundCenter.x,\n params.z + params.x,\n rtUniform.groundedBackgroundCenter.y\n );\n let localOrigin = origin - center;\n let projectedOrigin = dot(localOrigin, rayDirection);\n let discriminant = projectedOrigin * projectedOrigin\n - dot(localOrigin, localOrigin) + params.y * params.y;\n if (\n discriminant <= 0.0\n || groundedSurfaceDistance(localOrigin, params.x, params.y) > 0.0\n ) {\n return direction;\n }\n\n var farDistance = -projectedOrigin + sqrt(discriminant);\n if (farDistance <= 0.0) {\n return direction;\n }\n\n let sphereHit = localOrigin + rayDirection * farDistance;\n if (sphereHit.y >= 0.0) {\n return normalize(sphereHit);\n }\n\n if (rayDirection.y < -0.00001 && params.y > 1.5 * params.x) {\n let groundDistance = (-params.x - localOrigin.y) / rayDirection.y;\n let groundHit = localOrigin + rayDirection * groundDistance;\n let groundRadius = (2.0 / 3.0)\n * sqrt(params.y * params.y - 2.25 * params.x * params.x);\n if (groundDistance > 0.0 && length(groundHit.xz) <= groundRadius) {\n return normalize(groundHit);\n }\n }\n\n var nearDistance = 0.0;\n for (var i = 0; i < 14; i++) {\n let middleDistance = (nearDistance + farDistance) * 0.5;\n let middlePoint = localOrigin + rayDirection * middleDistance;\n if (groundedSurfaceDistance(middlePoint, params.x, params.y) > 0.0) {\n farDistance = middleDistance;\n }\n else {\n nearDistance = middleDistance;\n }\n }\n let hit = localOrigin + rayDirection * ((nearDistance + farDistance) * 0.5);\n return normalize(hit);\n}\n\nfn sampleSceneBackground(ray: Ray) -> vec4f {\n var bg = vec4f(0.0);\n if (USE_BACKGROUND_MAP) {\n let backgroundDirection = groundedBackgroundDirection(ray.o, ray.d);\n bg = textureLinear(backgroundMap, cartesianToEquirect(backgroundDirection));\n }\n else if (USE_BACKGROUND) {\n bg = rtUniform.backgroundColor;\n }\n else if (USE_ENVMAP) {\n bg = textureLinear(envMap, cartesianToEquirect(ray.d));\n }\n return bg;\n}\n\nfn sampleSpectralSceneBackground(ray: Ray, wavelength: f32) -> vec4f {\n let bg = sampleSceneBackground(ray);\n if (SPECTRAL) {\n return vec4f(sampling_spectral_rgb_filter(bg.rgb, wavelength), bg.a);\n }\n return bg;\n}\n\nfn bounce(uv: vec2f, path: ptr<function, Path>, depth: ptr<function, i32>, si: ptr<function, SurfaceInteraction>, ma: ptr<function, OpenPbrResolvedMaterial>, outAux: ptr<function, RayTraceAuxiliary>) {\n samplingBounce = u32(max(*depth, 0));\n let matType = (*ma).materialType;\n let isShadowCatcher = matType == SHADOW_CATCHER;\n if (isShadowCatcher) {\n if ((*path).fromEye) {\n (*si).hit = false;\n }\n else {\n // The catcher only contributes to the separate shadow mask. Secondary\n // rays must see the environment behind it instead of its default white\n // material, otherwise it appears in reflections.\n if (USE_ENVMAP) {\n if ((*path).isNextRefraction) {\n // A camera-visible transmitted ray can hit the invisible catcher\n // before the grounded skybox. Preserve the displayed projection.\n let bg = sampleSpectralSceneBackground(\n (*path).ray,\n (*si).wavelength\n );\n let backgroundMisWeight = select(bsdfMISWeight((*path).scatteringPdf,\n envMapPdf(cartesianToEquirect((*path).ray.d)) * rtUniform.envLightPmf),\n 1.0, (*path).scatteringIsDelta);\n (*path).li += backgroundMisWeight * (*path).beta * bg.rgb * bg.a;\n (*path).alpha = max((*path).alpha, bg.a);\n }\n else {\n let envUv = cartesianToEquirect((*path).ray.d);\n var emission = textureLinear(envMap, envUv).rgb;\n if (SPECTRAL) {\n emission = sampling_spectral_rgb_filter(emission, (*si).wavelength);\n }\n (*path).li += (*path).beta * emission *\n bsdfMISWeight((*path).scatteringPdf, envMapPdf(envUv));\n }\n }\n else {\n let bg = sampleSpectralSceneBackground(\n (*path).ray,\n (*si).wavelength\n );\n (*path).li += (*path).beta * bg.rgb * bg.a;\n }\n (*path).abort = true;\n return;\n }\n }\n if (!(*si).hit) {\n // The spectral integrator traces red, green, and blue paths separately.\n // Split background radiance by wavelength as well so the three paths\n // reconstruct the skybox instead of adding three full RGB copies.\n let bg = sampleSpectralSceneBackground(\n (*path).ray,\n (*si).wavelength\n );\n if ((*path).fromEye) {\n // Sample from background if first ray not hit anything.\n (*path).li = (*path).beta * bg.rgb * bg.a;\n (*path).alpha = bg.a;\n // Only treat as blank pixels when the background is transparent\n (*outAux).isBlank = bg.a < 0.001 ||\n (USE_BACKGROUND && !USE_BACKGROUND_MAP);\n }\n else {\n let cam = initCameraRay(uv);\n let towardsCam = dot(cam.d, (*path).ray.d) > 0.0;\n if (rtUniform.transmissiveOutputAlphaMin < 1.0) {\n if (towardsCam) {\n (*path).alpha = max((*path).alpha, bg.a);\n } else {\n (*path).alpha = 1.0;\n }\n }\n if (!USE_ENVMAP) {\n // A display background is not an illumination environment, but a\n // visible secondary ray (e.g. through glass) still resolves it.\n if (towardsCam) {\n // This is a terminal BSDF-hit contribution, not a replacement for\n // NEE accumulated at earlier vertices on the same path.\n (*path).li += (*path).beta *\n bsdfMISWeight((*path).scatteringPdf, 1.0) * bg.rgb;\n }\n }\n }\n (*path).abort = true;\n return;\n }\n\n var sampleIgnored = false;\n if ((matType == STANDARD || matType == UNLIT)) {\n let alpha = clamp((*ma).alpha, 0.0, 1.0);\n \n if (alpha < 1.0) {\n // Alpha is stochastic coverage. Keep accepted surface radiance at full\n // weight instead of multiplying it by alpha a second time.\n if (alpha <= 0.0 || hashedSample(3u) > alpha) {\n sampleIgnored = true;\n }\n }\n if (!sampleIgnored && rtUniform.transmissiveOutputAlphaMin < 1.0) {\n // A selected stochastic coverage sample is fully covered. Ignored\n // samples leave output alpha untouched and continue to the back layer.\n let outputAlpha = max(1.0 - (*ma).transmissionWeight, 1.0 - pow(1.0 - rtUniform.transmissiveOutputAlphaMin, f32(*depth)));\n (*path).alpha = max(outputAlpha, (*path).alpha);\n }\n if (!sampleIgnored) {\n bounceIndex = u32(max(*depth, 0));\n SampleMaterial(si, ma, path);\n }\n else {\n // Alpha-null traversal does not consume the receiver event. The first\n // accepted surface behind it is still the receiver for NEE/AOVs.\n (*path).ray.o = (*si).position + (*path).ray.d * EPS;\n }\n }\n\n if (!(*si).albedoSampled && !sampleIgnored) {\n // Select denoising guides.\n if ((matType == STANDARD || matType == UNLIT)) {\n if (!((*ma).transmissionWeight > 0.5 ||\n ((*ma).specularRoughness <= 0.02 && (*ma).baseMetalness > 0.98))) {\n (*outAux).albedo = (*ma).baseColor;\n (*outAux).normal = select(\n (*si).normal,\n -(*si).normal,\n dot(\n (*si).normal,\n (*si).position - cameraUniform.viewInv[3].xyz\n ) > 0.0\n );\n (*si).albedoSampled = true;\n }\n // TODO pick albedo and normal on the surface if ray is too deep and can't hit any rough or opaque surfaces.\n if (*depth > 4) {\n (*si).albedoSampled = true;\n }\n }\n }\n\n // Russian roulette with throughput compensation.\n if (USE_RR) {\n if (*depth >= RR_MAX && !sampleIgnored) {\n let rouletteBeta = (*path).beta;\n // Max-component survival (pbrt-v4) avoids over-amplifying saturated paths.\n let maxComponent = max(max(rouletteBeta.x, rouletteBeta.y), rouletteBeta.z);\n let q: f32 = max(0.0, 1.0 - maxComponent);\n if (sample1D(bounceDim(RUSSIAN_ROULETTE)) < q) {\n // TODO we force use alpha 1.0 here.\n // To avoid the glass pixels is transparent even if it's on an opaque object.\n (*path).alpha = 1.0;\n (*path).abort = true;\n }\n else {\n (*path).beta /= 1.0 - q;\n }\n }\n }\n if ((*path).abort) {\n return;\n }\n\n intersectScene((*path).ray, si, *depth, true, (*path).isNextRefraction);\n getMaterial(ma, (*si).materialIndex, (*si).uv, (*si).uv1, (*si).instanceIndex);\n\n if (SPECTRAL) {\n // Is glass\n if ((*ma).transmissionWeight > 0.001) {\n (*ma).specularIor = sampling_cauchy_ior(\n (*si).wavelength,\n (*ma).specularIor,\n (*ma).transmissionDispersionScale,\n (*ma).dispersionAbbeNumber\n );\n }\n }\n\n if (sampleIgnored) {\n return;\n }\n\n // Use light if hit the light\n var lightSample: LightSampleRec;\n let isAlphaOccluded = hashedSample(3u) < (*ma).alpha;\n for (var i = 0; i < rtUniform.lightsCount; i++) {\n // Fetch light Data\n let light: Light = analyticLights[i];\n let d = intersectLight((*path).ray, light, &lightSample);\n lightSample.pdf *= light.selectionPmf;\n let occluded = (*si).hit && d > distance((*si).position, (*path).ray.o);\n if (d != INF && !(occluded && isAlphaOccluded)) {\n let misWeight = bsdfMISWeight((*path).scatteringPdf, lightSample.pdf);\n if (SPECTRAL) {\n lightSample.emission = sampling_spectral_rgb_filter(lightSample.emission, (*si).wavelength);\n }\n (*path).li += misWeight * (*path).beta * lightSample.emission;\n (*path).alpha = 1.0;\n (*path).abort = true;\n }\n }\n\n if (USE_ENVMAP) {\n if (!((*si).hit && isAlphaOccluded)) {\n if ((*path).isNextRefraction) {\n // Camera-visible transmission follows the displayed background,\n // including grounded projection. Other rays use the raw environment\n // map as the physically sampled lighting source.\n let bg = sampleSpectralSceneBackground(\n (*path).ray,\n (*si).wavelength\n );\n let backgroundMisWeight = select(bsdfMISWeight((*path).scatteringPdf,\n envMapPdf(cartesianToEquirect((*path).ray.d)) * rtUniform.envLightPmf),\n 1.0, (*path).scatteringIsDelta);\n (*path).li += backgroundMisWeight * (*path).beta * bg.rgb * bg.a;\n (*path).alpha = max((*path).alpha, bg.a);\n (*path).abort = true;\n return;\n }\n let _uv = cartesianToEquirect((*path).ray.d);\n var emission = textureLinear(envMap, _uv).rgb;\n let misWeight = bsdfMISWeight(\n (*path).scatteringPdf,\n envMapPdf(_uv) * rtUniform.envLightPmf\n );\n if (SPECTRAL) {\n emission = sampling_spectral_rgb_filter(emission, (*si).wavelength);\n }\n // TODO force the min alpha to be 1 when showing envmap as background\n if (!USE_BACKGROUND) {\n (*path).alpha = 1.0;\n }\n (*path).li += (*path).beta * emission * misWeight;\n (*path).abort = true;\n }\n }\n\n *depth = *depth + 1;\n}\n\nfn initCameraRay(coord: vec2f) -> Ray {\n let origin = cameraUniform.viewProjectionInv * vec4f(coord * 2.0 - 1.0, -1.0, 1.0);\n let center = cameraUniform.viewProjectionInv * vec4f(coord * 2.0 - 1.0, 1.0, 1.0);\n var cam: Ray;\n initRay(&cam, origin.xyz / origin.w, normalize(center.xyz * origin.w - origin.xyz * center.w));\n\n return cam;\n}\n\n\nfn bevelCubicSample(radius: f32, xi: f32) -> vec2f {\n var x = 0.25;\n for (var iteration = 0; iteration < 10; iteration++) {\n let x2 = x * x;\n let x3 = x2 * x;\n let oneMinusX = 1.0 - x;\n let value = 10.0 * x2 - 20.0 * x3 + 15.0 * x2 * x2 -\n 4.0 * x2 * x3 - xi;\n let derivative = 20.0 * x * oneMinusX * oneMinusX * oneMinusX;\n if (abs(value) < 1e-6 || derivative == 0.0) { break; }\n x = clamp(x - value / derivative, 0.0, 1.0);\n }\n let diskRadius = x * radius;\n return vec2f(diskRadius, sqrt(max(radius * radius - diskRadius * diskRadius, 0.0)));\n}\n\nfn bevelCubicPdf(radius: f32, distanceToSource: f32) -> f32 {\n if (distanceToSource >= radius) { return 0.0; }\n let falloff = radius - distanceToSource;\n return falloff * falloff * falloff;\n}\n\n// Shader bevel. Usage: docs/materials.md (Renderer extensions)\nfn getBevelNormal(source: SurfaceInteraction, radius: f32) -> vec3f {\n var geometricNormal = source.faceNormal;\n if (dot(geometricNormal, source.vertexNormal) < 0.0) {\n geometricNormal = -geometricNormal;\n }\n var tangent: vec3f;\n var bitangent: vec3f;\n sampling_orthonormal_basis(geometricNormal, &tangent, &bitangent);\n var normalSum = vec3f(0.0);\n\n for (var sampleIndex = 0; sampleIndex < BEVEL_SAMPLES; sampleIndex++) {\n let bevelRnd = sample2D(CAMERA_BEVEL_BASE + u32(sampleIndex));\n var axisSample = bevelRnd.x;\n let radialSample = bevelRnd.y;\n var diskNormal = geometricNormal;\n var diskTangent = tangent;\n var diskBitangent = bitangent;\n var pickPdfNormal = 0.5;\n var pickPdfTangent = 0.25;\n var pickPdfBitangent = 0.25;\n if (axisSample < 0.5) {\n axisSample *= 2.0;\n }\n else if (axisSample < 0.75) {\n let swapAxis = diskNormal;\n diskNormal = diskTangent;\n diskTangent = swapAxis;\n pickPdfNormal = 0.25;\n pickPdfTangent = 0.5;\n axisSample = (axisSample - 0.5) * 4.0;\n }\n else {\n let swapAxis = diskNormal;\n diskNormal = diskBitangent;\n diskBitangent = swapAxis;\n pickPdfNormal = 0.25;\n pickPdfBitangent = 0.5;\n axisSample = (axisSample - 0.75) * 4.0;\n }\n\n let diskSample = bevelCubicSample(radius, radialSample);\n let phi = TWOPI * axisSample;\n let diskOffset = diskSample.x *\n (cos(phi) * diskTangent + sin(phi) * diskBitangent);\n var ray: Ray;\n initRay(\n &ray,\n source.position + diskNormal * diskSample.y + diskOffset,\n -diskNormal\n );\n var hit: SurfaceInteraction;\n intersectSceneBevel(\n ray,\n &hit,\n source.instanceIndex,\n max(2.0 * diskSample.y, EPS)\n );\n if (!hit.hit) { continue; }\n\n let pdfNormal = pickPdfNormal * abs(dot(diskNormal, hit.faceNormal));\n let pdfTangent = pickPdfTangent * abs(dot(diskTangent, hit.faceNormal));\n let pdfBitangent = pickPdfBitangent * abs(dot(diskBitangent, hit.faceNormal));\n var weight = pdfNormal / max(\n pdfNormal * pdfNormal + pdfTangent * pdfTangent +\n pdfBitangent * pdfBitangent,\n 1e-8\n );\n weight *= bevelCubicPdf(radius, distance(hit.position, source.position)) /\n max(bevelCubicPdf(radius, diskSample.x), 1e-8);\n normalSum += weight * hit.vertexNormal;\n }\n\n if (dot(normalSum, normalSum) <= 1e-12) { return source.normal; }\n let bevelVertexNormal = normalize(normalSum);\n let result = source.normal + bevelVertexNormal - source.vertexNormal;\n if (dot(result, result) > 1e-12) { return normalize(result); }\n return source.normal;\n}\n\nfn integrateOnePathSample(uv: vec2f, si: ptr<function, SurfaceInteraction>, ray: Ray, ma: ptr<function, OpenPbrResolvedMaterial>, outAux: ptr<function, RayTraceAuxiliary>) -> vec4f {\n var path: Path;\n path.ray = ray;\n path.li = vec3f(0.0);\n path.alpha = select(1.0, 0.0, rtUniform.transmissiveOutputAlphaMin < 1.0);\n path.beta = vec3f(1.0);\n path.fromEye = true;\n path.scatteringPdf = 0.0;\n path.scatteringIsDelta = false;\n path.isNextRefraction = false;\n path.abort = false;\n\n let isNotTransparent = (*ma).transmissionWeight < 0.001 && (*ma).subsurfaceWeight < 0.001 && (*ma).alpha > 0.99;\n let bounceLimit = max(rtUniform.bounces, 0);\n var depth = 0;\n // Transparent paths may take up to three times the configured bounces.\n for (var idx: i32 = 0; idx < min(bounceLimit * 3, ${MAX_PATH_EVENTS}); idx = idx + 1) {\n if (isNotTransparent && idx > bounceLimit) {\n path.abort = true;\n }\n if (path.abort) {\n break;\n }\n bounce(uv, &path, &depth, si, ma, outAux);\n }\n\n return vec4f(path.li, path.alpha);\n}\n\nfn integrateOnePath(uv: vec2f, si: ptr<function, SurfaceInteraction>, ray: Ray, ma: ptr<function, OpenPbrResolvedMaterial>, outAux: ptr<function, RayTraceAuxiliary>) -> vec4f {\n ${deterministicPrimaryAlpha ? /* wgsl */ `let coverage = clamp((*ma).alpha, 0.0, 1.0);\n if (!(*si).hit || ((*ma).materialType != STANDARD && (*ma).materialType != UNLIT) || coverage >= 1.0) {\n return integrateOnePathSample(uv, si, ray, ma, outAux);\n }\n\n // glTF BLEND is source-over opacity, not a physical glass boundary. Split\n // the primary ray so reflected radiance is attenuated by alpha every sample\n // while the complementary branch continues straight to the scene behind it.\n // Secondary alpha hits remain stochastic to avoid exponential path growth.\n var backRay = ray;\n backRay.o = (*si).position + ray.d * (EPS * 0.02);\n var backSi = *si;\n backSi.albedoSampled = false;\n intersectScene(backRay, &backSi, 0, false, false);\n var backMa: OpenPbrResolvedMaterial;\n getMaterial(&backMa, backSi.materialIndex, backSi.uv, backSi.uv1, backSi.instanceIndex);\n var backAux = *outAux;\n if (backSi.hit && backMa.materialType == STANDARD) {\n backAux.albedo = select(\n backMa.baseColor,\n vec3f(1.0),\n backMa.transmissionWeight > 0.5\n );\n backAux.normal = select(\n backSi.normal,\n -backSi.normal,\n dot(\n backSi.normal,\n backSi.position - cameraUniform.viewInv[3].xyz\n ) > 0.0\n );\n backSi.albedoSampled = backMa.transmissionWeight > 0.5;\n }\n let back = integrateOnePathSample(\n uv, &backSi, backRay, &backMa, &backAux\n );\n if (coverage <= 0.0) {\n *outAux = backAux;\n return back;\n }\n\n var frontSi = *si;\n var frontMa = *ma;\n frontMa.alpha = 1.0;\n var frontAux = *outAux;\n let front = integrateOnePathSample(\n uv, &frontSi, ray, &frontMa, &frontAux\n );\n (*outAux).albedo = mix(backAux.albedo, frontAux.albedo, coverage);\n let blendedNormal = mix(backAux.normal, frontAux.normal, coverage);\n (*outAux).normal = select(\n vec3f(0.0),\n normalize(blendedNormal),\n dot(blendedNormal, blendedNormal) > 1e-12\n );\n (*outAux).isBlank = backAux.isBlank && frontAux.isBlank;\n (*outAux).isShadowCatcher = backAux.isShadowCatcher && frontAux.isShadowCatcher;\n return mix(back, front, coverage);` : /* wgsl */ `return integrateOnePathSample(uv, si, ray, ma, outAux);`}\n}\n\n// Path tracing integrator as described in\n// http://www.pbr-book.org/3ed-2018/Light_Transport_I_Surface_Reflection/Path_Tracing.html#\nfn integrator(uv: vec2f, ray: Ray, outAux: ptr<function, RayTraceAuxiliary>) -> vec4f {\n var si: SurfaceInteraction;\n var ma: OpenPbrResolvedMaterial;\n si.albedoSampled = false;\n si.mediumType = 0;\n si.mediumExtinction = vec3f(0.0);\n si.mediumScattering = vec3f(0.0);\n si.mediumAnisotropy = 0.0;\n si.barycentrics = vec2f(0.0);\n\n // TODO not put tMax in ray. So we don't need to use pointer of ray here.\n intersectScene(ray, &si, 0, false, false);\n getMaterial(&ma, si.materialIndex, si.uv, si.uv1, si.instanceIndex);\n\n if (si.hit && ma.materialType == SHADOW_CATCHER) {\n (*outAux).isShadowCatcher = true;\n // The composed denoising input includes this receiver's shadow. Supply\n // neutral reflectance and its shading normal, independent of visibility.\n (*outAux).albedo = vec3f(1.0);\n (*outAux).normal = select(si.normal, -si.normal, dot(si.normal, ray.d) > 0.0);\n var path: Path;\n path.ray = ray;\n path.fromEye = true;\n sampleShadowCatcher(si, 0, &path);\n // RGB stores primary catcher coverage independently from the stochastic\n // visibility in alpha. Composition uses this raw coverage to clip any\n // shadow-mask denoising bleed at model silhouettes.\n return vec4f(vec3f(1.0), path.alpha);\n }\n else {\n if (HAS_BEVEL && rtUniform.bevel != 0) {\n if (ma.bevel > 0.0) {\n si.normal = getBevelNormal(si, ma.bevel);\n }\n }\n\n // Store a clean first-hit fallback. Glass retains this stable guide;\n // other delta paths may replace it at their first non-delta hit.\n if (si.hit && (ma.materialType == STANDARD || ma.materialType == UNLIT)) {\n (*outAux).albedo = select(ma.baseColor, vec3f(1.0), ma.transmissionWeight > 0.5);\n (*outAux).normal = select(\n si.normal,\n -si.normal,\n dot(si.normal, si.position - cameraUniform.viewInv[3].xyz) > 0.0\n );\n\n // Do not replace a glass guide with a randomly selected downstream\n // refraction/reflection hit; OIDN auxiliary features must stay clean.\n si.albedoSampled = ma.transmissionWeight > 0.5;\n }\n\n (*outAux).isShadowCatcher = false;\n\n if (SPECTRAL) {\n // Keep one source-level integrateOnePath call for both interactive\n // preview and offline RGB splitting. A runtime loop bound prevents the\n // WGSL compiler from cloning the full path graph three times while the\n // uniform still selects the exact existing preview/offline behavior.\n let rgbWaveLengths = array<f32, 3>(650.0, 510.0, 475.0);\n var colAccum = vec3f(0.0);\n var alpha = 0.0;\n var accumulatedGuideAlbedo = vec3f(0.0);\n var accumulatedGuideNormal = vec3f(0.0);\n var allBlank = true;\n var si2 = si;\n var ma2 = ma;\n let wavelengthRngState = s0;\n let wavelengthHashedCounter = hashedCounter;\n let singleWavelength = rtUniform.dispersionWavelengths == 1;\n let dispersivePrimary = si.hit &&\n ma.transmissionWeight > 0.001 &&\n ma.transmissionDispersionScale > 0.001;\n let wavelengthCount = select(3, 1, singleWavelength);\n var heroWavelengthIndex = 0;\n if (singleWavelength && dispersivePrimary) {\n // Stochastic hero wavelength: one RGB channel per pixel keeps the\n // preview spectral at one-third of the full three-path cost.\n heroWavelengthIndex = min(i32(floor(sample1D(CAMERA_WAVELENGTH) * 3.0)), 2);\n }\n for (var i = 0; i < wavelengthCount; i++) {\n // Common random numbers keep Monte Carlo error correlated between\n // RGB wavelengths. This removes much of the colored variance that\n // otherwise turns into dirty chromatic patches after OIDN.\n if (!singleWavelength) {\n s0 = wavelengthRngState;\n hashedCounter = wavelengthHashedCounter;\n samplingBounce = 0u;\n }\n si.wavelength = 0.0;\n if (!singleWavelength || dispersivePrimary) {\n si.wavelength = rgbWaveLengths[select(i, heroWavelengthIndex, singleWavelength)];\n ma.specularIor = sampling_cauchy_ior(\n si.wavelength,\n ma.specularIor,\n ma.transmissionDispersionScale,\n ma.dispersionAbbeNumber\n );\n }\n var wavelengthAux: RayTraceAuxiliary;\n if (singleWavelength) {\n wavelengthAux = *outAux;\n } else {\n wavelengthAux.albedo = (*outAux).albedo;\n wavelengthAux.normal = (*outAux).normal;\n wavelengthAux.isBlank = false;\n wavelengthAux.isShadowCatcher = false;\n }\n let res = integrateOnePath(uv, &si, ray, &ma, &wavelengthAux);\n if (singleWavelength) {\n *outAux = wavelengthAux;\n let scale = select(1.0, 3.0, dispersivePrimary);\n return vec4f(res.rgb * scale, res.a);\n }\n colAccum += res.rgb;\n alpha = max(alpha, res.a);\n accumulatedGuideAlbedo += wavelengthAux.albedo;\n accumulatedGuideNormal += wavelengthAux.normal;\n allBlank = allBlank && wavelengthAux.isBlank;\n si = si2;\n ma = ma2;\n }\n (*outAux).albedo = accumulatedGuideAlbedo / 3.0;\n (*outAux).normal = accumulatedGuideNormal / 3.0;\n (*outAux).isBlank = allBlank;\n return vec4f(colAccum, alpha);\n }\n else {\n return integrateOnePath(uv, &si, ray, &ma, outAux);\n }\n }\n}\n\nfn sampleCircle(ip: vec2f) -> vec2f {\n let p = 2.0 * ip - 1.0;\n let greater = abs(p.x) > abs(p.y);\n let r = select(p.y, p.x, greater);\n let theta = select(PI * (0.5 - 0.25 * p.x / p.y), 0.25 * PI * p.y / p.x, greater);\n return r * vec2f(cos(theta), sin(theta));\n}\n\n\n@compute @workgroup_size(${WORKGROUP_SIZE}, ${WORKGROUP_SIZE}, 1)\nfn main(@builtin(global_invocation_id) globalId: vec3u) {\n let outputSize = rtUniform.outputSize;\n let scaleOffset = rtUniform.scaleOffset;\n var jitter = rtUniform.jitter;\n // TODO if outputSize is not multiple of 8?\n let coord = globalId.xy * vec2u(scaleOffset.xy) + vec2u(scaleOffset.zw);\n if (coord.x >= u32(outputSize.x) || coord.y >= u32(outputSize.y)) {\n return;\n }\n let idx = coord.x + coord.y * u32(outputSize.x);\n\n if (\n rtUniform.adaptiveSampling != 0 &&\n outNormal[idx].a >= textureLoad(\n adaptiveSampleTargets,\n vec2i(coord),\n 0\n ).r\n ) {\n return;\n }\n\n // Match WebGL's rasterized v_Texcoord, whose sample is at the center of\n // each pixel. Keeping the same origin is material relevant: a half-pixel\n // shift moves a narrow metal highlight across several pixels.\n let uv = (vec2<f32>(f32(coord.x), f32(coord.y)) + vec2f(0.5)) / outputSize;\n\n samplingPixel = coord;\n pixelSampleIndex = u32(outNormal[idx].a) + rtUniform.sampleSequenceOffset;\n samplingBounce = 0u; hashedCounter = 0u;\n if (SAMPLING_PATTERN == 0 || SAMPLING_PATTERN == 1) {\n jitter = (sample2D(CAMERA_PIXEL) - 0.5) / outputSize;\n }\n rng_initialize(coord, i32(pixelSampleIndex ^ sampleHash(rtUniform.sequenceSeed)));\n var cam = initCameraRay(uv + jitter);\n\n if (cameraUniform.apertureRadius > 0.0) {\n // Thin lens: the focus plane is perpendicular to the view direction.\n let eye = cameraUniform.viewInv[3].xyz;\n let forward = -normalize(cameraUniform.viewInv[2].xyz);\n let focusPoint = eye + cam.d * (cameraUniform.focusDistance / dot(cam.d, forward));\n let lensPoint = cameraUniform.apertureRadius * sampleCircle(sample2D(CAMERA_LENS));\n let origin = (cameraUniform.viewInv * vec4f(lensPoint, 0.0, 1.0)).xyz;\n let dir = normalize(focusPoint - origin);\n initRay(&cam, origin, dir);\n }\n\n var outAux: RayTraceAuxiliary;\n outAux.albedo = vec3f(0.0);\n outAux.normal = vec3f(0.0);\n outAux.isBlank = false;\n outAux.isShadowCatcher = false;\n var liAndAlpha = integrator(uv + jitter, cam, &outAux);\n\n // Clamp at Integration Level to reduce fireflies.\n // TODO Path level configuration?\n if (rtUniform.clamping > 0.0) {\n let clamping = rtUniform.clamping;\n liAndAlpha = vec4(clamp(liAndAlpha.rgb, -vec3f(clamping), vec3f(clamping)), liAndAlpha.a);\n }\n if (!(liAndAlpha.x < INF && liAndAlpha.x > -EPS)) {\n liAndAlpha = vec4f(0.0, 0.0, 0.0, 1.0);\n }\n\n if (outAux.isShadowCatcher) {\n // The catcher is invisible, so the main color at this pixel must still\n // contain whatever the camera ray would have seen behind it.\n let backgroundSample = sampleSceneBackground(cam);\n let backgroundHit = select(0.0, 1.0, backgroundSample.a >= 0.01);\n let backgroundPremultiplied = vec4f(backgroundSample.rgb * backgroundSample.a, backgroundSample.a);\n // Keep the background contribution separate from geometry at silhouettes.\n // mask: catcher coverage, background alpha, background hits, shadow opacity.\n outShadowCatcher[idx].mask += vec4f(1.0, backgroundSample.a, backgroundHit, liAndAlpha.a);\n outShadowCatcher[idx].background += backgroundPremultiplied;\n outColor[idx] += backgroundPremultiplied;\n outAlbedo[idx] += vec4f(outAux.albedo, backgroundHit);\n accumulateNormalOrVariance(idx, backgroundSample.rgb, outAux.normal);\n // The composed catcher is the background darkened by the shadow. Over a\n // transparent background the shadow is only its opacity.\n let visibility = 1.0 - liAndAlpha.a;\n accumulateDenoiseMoments(idx, visibility * select(\n 1.0, dot(backgroundSample.rgb, luminance), backgroundSample.a >= 0.01\n ));\n }\n else {\n if (HAS_SHADOW_CATCHER && outAux.isBlank && USE_BACKGROUND && !USE_BACKGROUND_MAP && rtUniform.backgroundColor.a >= 0.99999) {\n // A primary miss sees the same opaque display backdrop as a catcher\n // hit, but must never receive its shadow. Keep that radiance and alpha\n // out of the geometry layer before hit-count normalization/tone mapping.\n // Red/blue still count only actual catcher hits; green counts all\n // background alpha removed from the foreground during normalization.\n outShadowCatcher[idx].background += liAndAlpha;\n outShadowCatcher[idx].mask.g += liAndAlpha.a;\n }\n outColor[idx] += liAndAlpha;\n outAlbedo[idx] += vec4f(outAux.albedo, select(1.0, 0.0, outAux.isBlank));\n accumulateNormalOrVariance(idx, liAndAlpha.rgb, outAux.normal);\n accumulateDenoiseMoments(idx, dot(liAndAlpha.rgb, luminance));\n }\n}\n`;\n // The query entry point shares the exact BVH and material implementation.\n // It has no effect on the beauty entry point or its bindings.\n // Gate optional material layers on scene-level feature flags so drivers can\n // skip the unused BSDF lobes.\n let specializedSource = source + depthQueryWGSL;\n const backgroundBits: Record<string, number> = {\n USE_BACKGROUND: 1,\n USE_BACKGROUND_MAP: 2,\n USE_GROUNDED_BACKGROUND: 4\n };\n specializedSource = specializedSource.replace(\n /\\b(?:USE_BACKGROUND|USE_BACKGROUND_MAP|USE_GROUNDED_BACKGROUND)\\b/g,\n (name) => `((rtUniform.backgroundFlags & ${backgroundBits[name]}) != 0)`\n );\n specializedSource = specializedSource.replace(\n new RegExp(`\\\\b(?:${Object.keys(WGPU_SCENE_FEATURE_BITS).join('|')})\\\\b`, 'g'),\n name => `((rtUniform.sceneFeatureFlags & ${WGPU_SCENE_FEATURE_BITS[name]}u) != 0u)`\n );\n return specializedSource;\n}\n"]}
package/lib/version.d.ts CHANGED
@@ -1,2 +1,2 @@
1
1
  /** Library version. Kept in sync with package.json by a unit test. */
2
- export declare const VERSION = "0.1.2";
2
+ export declare const VERSION = "0.1.3";
package/lib/version.js CHANGED
@@ -1,3 +1,3 @@
1
1
  /** Library version. Kept in sync with package.json by a unit test. */
2
- export const VERSION = '0.1.2';
2
+ export const VERSION = '0.1.3';
3
3
  //# sourceMappingURL=version.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"version.js","sourceRoot":"","sources":["../src/version.ts"],"names":[],"mappings":"AAAA,sEAAsE;AACtE,MAAM,CAAC,MAAM,OAAO,GAAG,OAAO,CAAC","sourcesContent":["/** Library version. Kept in sync with package.json by a unit test. */\nexport const VERSION = '0.1.2';\n"]}
1
+ {"version":3,"file":"version.js","sourceRoot":"","sources":["../src/version.ts"],"names":[],"mappings":"AAAA,sEAAsE;AACtE,MAAM,CAAC,MAAM,OAAO,GAAG,OAAO,CAAC","sourcesContent":["/** Library version. Kept in sync with package.json by a unit test. */\nexport const VERSION = '0.1.3';\n"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@meimu/mutracer",
3
- "version": "0.1.2",
3
+ "version": "0.1.3",
4
4
  "description": "MuTracer: a physically based WebGPU path tracer with WebGL 2 fallback, OpenPBR materials, TinyBVH and OIDN denoising.",
5
5
  "keywords": [
6
6
  "path tracing",
@@ -89,10 +89,9 @@
89
89
  "check:material-comparison": "node scripts/generate-material-comparison.mjs --check"
90
90
  },
91
91
  "dependencies": {
92
+ "@webgpu/types": "^0.1.40",
92
93
  "gl-matrix": "^3.4.4",
93
- "oidn-web": "^0.5.0",
94
- "webgpu-utils": "^1.9.3",
95
- "@webgpu/types": "^0.1.40"
94
+ "oidn-web": "^0.5.0"
96
95
  },
97
96
  "peerDependencies": {
98
97
  "@types/three": ">=0.150.0",
@@ -112,6 +111,7 @@
112
111
  "@types/react-dom": "^18.3.7",
113
112
  "@types/three": "^0.185.4",
114
113
  "@vitejs/plugin-react": "^4.7.0",
114
+ "fflate": "^0.8.3",
115
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  "lucide-react": "^1.54.0",
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  "react": "^18.3.1",
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  "react-aria-components": "^1.22.0",
@@ -120,6 +120,7 @@
120
120
  "typescript": "^5.8.2",
121
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  "vite": "^4.1.2",
122
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  "vitest": "^1.6.1",
123
+ "webgpu-utils": "^1.11.0",
123
124
  "wrangler": "^4.54.0",
124
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  "zustand": "^5.0.15"
125
126
  }