@meimu/mutracer 0.1.2 → 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 +3429 -3390
- package/lib/oidn.d.ts +1 -1
- package/lib/oidnBundledWeights.cdn.d.ts +2 -2
- 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 +1 -1
- 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/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/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 +368 -368
- 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.js +116 -116
- 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/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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@@ -136,37 +136,37 @@ imageSize = guideTexRegion();
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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
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vec3
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vec3
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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
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float
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float
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float
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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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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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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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k++;
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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) /
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vec4 value =
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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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gt += a * a * weight;
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hn += a * value.rgb * weight;
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pk += g.x * weight;
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gv += g.y * weight * weight;
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nK += weight;
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kD = max(kD, weight);
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}
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vec4 center =
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vec2
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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 =
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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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vec3 rgb = filtered.a > 1e-6
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? filtered.rgb / max(filtered.a, 1e-6)
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: center.rgb / max(center.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, filtered.a);
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out_guide = vec4(
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(
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(
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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 qa = max(sample_normalTex(v_Texcoord).a, 1.0) / sampleCount;
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float iQ = max(hit - mask.b * qa, 0.0);
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out_foreground = vec4(
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(light.rgb - background.rgb *
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/ (
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/ (iQ > 0.0 ? iQ : sampleCount),
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clamp((light.a - background.a) / sampleCount, 0.0, 1.0)
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out_catcherBackground = background / sampleCount;
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// Copyright (c) 2019 HOVER, MIT license; see LICENSES/RayTracingRenderer-MIT.txt.
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// Shared primary-ray construction keeps beauty and catcher coverage aligned.
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export default /* glsl */ `
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Ray
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Ray hy(vec2 fD) {
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vec4 origin = viewProjectionInv * vec4(fD * 2.0 - 1.0, -1.0, 1.0);
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vec4 target = viewProjectionInv * vec4(fD * 2.0 - 1.0, 1.0, 1.0);
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Ray cam;
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@@ -12,7 +12,7 @@ iw(cam, origin.xyz / origin.w, normalize(target.xyz * origin.w - origin.xyz * ta
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return cam;
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}
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-
vec2
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+
vec2 oC(vec2 p) {
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p = 2.0 * p - 1.0;
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bool greater = abs(p.x) > abs(p.y);
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float r = greater ? p.x : p.y;
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@@ -20,16 +20,16 @@ float theta = greater ? 0.25 * PI * p.y / p.x : PI * (0.5 - 0.25 * p.x / p.y);
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return r * vec2(cos(theta), sin(theta));
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}
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Ray
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-
Ray cam =
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+
Ray nC() {
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+
Ray cam = hy(v_Texcoord + rS());
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if (cameraApertureRadius > 0.0) {
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vec3 eye = viewInv[3].xyz;
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vec3
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vec3
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vec2
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vec3 origin = vec3(viewInv * vec4(
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-
iw(cam, origin, normalize(
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+
vec3 nY = -normalize(viewInv[2].xyz);
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vec3 qq = eye + cam.d * (cameraFocusDistance / dot(cam.d, nY));
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vec2 rC = cameraApertureRadius * oC(fk(CAMERA_LENS));
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vec3 origin = vec3(viewInv * vec4(rC, 0.0, 1.0));
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iw(cam, origin, normalize(qq - origin));
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}
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return cam;
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}
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@@ -13,13 +13,13 @@ export default createShaderMixin({
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groundedBackgroundCenter: Shader.uniform('vec2')
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},
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main: glsl `
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-
vec2 aS(vec3
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-
float phi = mod(atan(-
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-
float theta = acos(
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+
vec2 aS(vec3 gc) {
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+
float phi = mod(atan(-gc.z, -gc.x), TWOPI);
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+
float theta = acos(gc.y);
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return vec2(phi * 0.5 * INVPI, theta * INVPI);
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}
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float
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+
float qt(float u, out int vOffset, out float pdf) {
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ivec2 size = textureSize(envMap, 0);
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int left = 0;
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@@ -45,7 +45,7 @@ pdf = s0.y;
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return (float(vOffset) + (u - s0.x) / (s1.x - s0.x)) / float(size.y);
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}
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float
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+
float qs(float u, int vOffset, out float pdf) {
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ivec2 size = textureSize(envMap, 0);
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int left = 0;
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@@ -59,36 +59,36 @@ left = mid + 1;
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right = mid;
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}
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}
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int
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+
int oJ = left - 1;
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-
vec2 s0 = texelFetch(envMapDistribution, ivec2(1 +
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-
vec2 s1 = texelFetch(envMapDistribution, ivec2(1 +
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+
vec2 s0 = texelFetch(envMapDistribution, ivec2(1 + oJ, vOffset), 0).xy;
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+
vec2 s1 = texelFetch(envMapDistribution, ivec2(1 + oJ + 1, vOffset), 0).xy;
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pdf = s0.y;
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70
70
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71
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-
return (float(
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+
return (float(oJ) + (u - s0.x) / (s1.x - s0.x)) / float(size.x);
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}
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-
vec3
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|
76
|
-
vec2
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|
75
|
+
vec3 oD(vec2 random, out vec2 uv, out float pdf) {
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76
|
+
vec2 gZ;
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77
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|
int vOffset;
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78
78
|
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|
79
|
-
uv.y =
|
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80
|
-
uv.x =
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79
|
+
uv.y = qt(random.x, vOffset, gZ.y);
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|
80
|
+
uv.x = qs(random.y, vOffset, gZ.x);
|
|
81
81
|
|
|
82
82
|
float phi = uv.x * TWOPI;
|
|
83
83
|
float theta = uv.y * PI;
|
|
84
84
|
float cc = cos(theta);
|
|
85
85
|
float sinTheta = sin(theta);
|
|
86
|
-
float
|
|
87
|
-
float
|
|
86
|
+
float ue = cos(phi);
|
|
87
|
+
float um = sin(phi);
|
|
88
88
|
|
|
89
|
-
vec3 dir = vec3(-sinTheta *
|
|
89
|
+
vec3 dir = vec3(-sinTheta * ue, cc, -sinTheta * um);
|
|
90
90
|
|
|
91
|
-
pdf =
|
|
91
|
+
pdf = gZ.x * gZ.y * INVPI2 / (2.0 * sinTheta);
|
|
92
92
|
|
|
93
93
|
return dir;
|
|
94
94
|
}
|
|
@@ -100,28 +100,28 @@ float sinTheta = sin(uv.y * PI);
|
|
|
100
100
|
|
|
101
101
|
uv *= size;
|
|
102
102
|
|
|
103
|
-
float
|
|
104
|
-
float
|
|
103
|
+
float sD = texelFetch(envMapDistribution, ivec2(1.0 + uv.x, uv.y), 0).y;
|
|
104
|
+
float sE = texelFetch(envMapDistribution, ivec2(0, uv.y), 0).y;
|
|
105
105
|
|
|
106
|
-
return
|
|
106
|
+
return sD * sE * INVPI2 / (2.0 * sinTheta);
|
|
107
107
|
}
|
|
108
108
|
|
|
109
|
-
float dq(vec3
|
|
110
|
-
float fN = length(
|
|
109
|
+
float dq(vec3 sF, float height, float radius) {
|
|
110
|
+
float fN = length(sF);
|
|
111
111
|
if (fN < 0.00001) {
|
|
112
112
|
return -radius;
|
|
113
113
|
}
|
|
114
114
|
|
|
115
|
-
float iC = radius *
|
|
116
|
-
float
|
|
115
|
+
float iC = radius * sF.y / fN;
|
|
116
|
+
float ij = -1.5 * height;
|
|
117
117
|
float ev;
|
|
118
118
|
if (iC >= 0.0) {
|
|
119
119
|
ev = radius;
|
|
120
|
-
} else if (iC <
|
|
121
|
-
ev = -height * fN /
|
|
120
|
+
} else if (iC < ij) {
|
|
121
|
+
ev = -height * fN / sF.y;
|
|
122
122
|
} else {
|
|
123
123
|
float dW = 1.0
|
|
124
|
-
- iC * iC / (3.0 *
|
|
124
|
+
- iC * iC / (3.0 * ij * ij);
|
|
125
125
|
ev = radius * dW;
|
|
126
126
|
}
|
|
127
127
|
return fN - ev;
|
|
@@ -131,11 +131,11 @@ vec3 eQ(vec3 origin, vec3 d) {
|
|
|
131
131
|
#ifdef USE_GROUNDED_BACKGROUND
|
|
132
132
|
float height = groundedBackgroundParams.x;
|
|
133
133
|
float radius = groundedBackgroundParams.y;
|
|
134
|
-
float
|
|
134
|
+
float vG = groundedBackgroundParams.z;
|
|
135
135
|
vec3 bY = normalize(d);
|
|
136
136
|
vec3 bB = origin - vec3(
|
|
137
137
|
groundedBackgroundCenter.x,
|
|
138
|
-
|
|
138
|
+
vG + height,
|
|
139
139
|
groundedBackgroundCenter.y
|
|
140
140
|
);
|
|
141
141
|
|
|
@@ -145,37 +145,37 @@ float eI = dot(bB, bY);
|
|
|
145
145
|
float ej = eI * eI
|
|
146
146
|
- dot(bB, bB) + radius * radius;
|
|
147
147
|
if (ej > 0.0) {
|
|
148
|
-
float
|
|
148
|
+
float cC = -eI + sqrt(ej);
|
|
149
149
|
if (
|
|
150
|
-
|
|
150
|
+
cC > 0.0
|
|
151
151
|
&& dq(bB, height, radius) <= 0.0
|
|
152
152
|
) {
|
|
153
|
-
vec3
|
|
154
|
-
if (
|
|
155
|
-
return normalize(
|
|
153
|
+
vec3 nE = bB + bY * cC;
|
|
154
|
+
if (nE.y >= 0.0) {
|
|
155
|
+
return normalize(nE);
|
|
156
156
|
}
|
|
157
157
|
|
|
158
158
|
if (bY.y < -0.00001 && radius > 1.5 * height) {
|
|
159
|
-
float
|
|
160
|
-
vec3
|
|
161
|
-
float
|
|
159
|
+
float hP = (-height - bB.y) / bY.y;
|
|
160
|
+
vec3 nq = bB + bY * hP;
|
|
161
|
+
float oc = (2.0 / 3.0)
|
|
162
162
|
* sqrt(radius * radius - 2.25 * height * height);
|
|
163
|
-
if (
|
|
164
|
-
return normalize(
|
|
163
|
+
if (hP > 0.0 && length(nq.xz) <= oc) {
|
|
164
|
+
return normalize(nq);
|
|
165
165
|
}
|
|
166
166
|
}
|
|
167
167
|
|
|
168
168
|
float cN = 0.0;
|
|
169
169
|
for (int i = 0; i < 14; i++) {
|
|
170
|
-
float fe = (cN +
|
|
171
|
-
vec3
|
|
172
|
-
if (dq(
|
|
173
|
-
|
|
170
|
+
float fe = (cN + cC) * 0.5;
|
|
171
|
+
vec3 pt = bB + bY * fe;
|
|
172
|
+
if (dq(pt, height, radius) > 0.0) {
|
|
173
|
+
cC = fe;
|
|
174
174
|
} else {
|
|
175
175
|
cN = fe;
|
|
176
176
|
}
|
|
177
177
|
}
|
|
178
|
-
vec3 hit = bB + bY * ((cN +
|
|
178
|
+
vec3 hit = bB + bY * ((cN + cC) * 0.5);
|
|
179
179
|
return normalize(hit);
|
|
180
180
|
}
|
|
181
181
|
}
|
|
@@ -183,7 +183,7 @@ return normalize(hit);
|
|
|
183
183
|
return d;
|
|
184
184
|
}
|
|
185
185
|
|
|
186
|
-
vec4
|
|
186
|
+
vec4 cx(vec3 origin, vec3 d) {
|
|
187
187
|
d = eQ(origin, d);
|
|
188
188
|
vec2 uv = aS(d);
|
|
189
189
|
return textureLinear(backgroundMap, uv);
|