@meimu/mutracer 0.1.3 → 0.1.4

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (118) hide show
  1. package/dist/assets/bvh.worker.js +1 -1
  2. package/dist/mutracer.umd.js +4114 -4015
  3. package/docs/api.md +11 -9
  4. package/docs/threejs.md +30 -4
  5. package/lib/Engine.js +18 -1
  6. package/lib/Engine.js.map +1 -1
  7. package/lib/main.d.ts +1 -1
  8. package/lib/main.js.map +1 -1
  9. package/lib/oidn.d.ts +1 -1
  10. package/lib/oidnBundledWeights.cdn.d.ts +2 -2
  11. package/lib/renderer/MaterialTable.d.ts +1 -0
  12. package/lib/renderer/MaterialTable.js +10 -4
  13. package/lib/renderer/MaterialTable.js.map +1 -1
  14. package/lib/renderer/WGPUBloomPass.js +18 -18
  15. package/lib/renderer/WGPUFullQuadPass.js +6 -6
  16. package/lib/renderer/WGPUJNLMDenoiser.js +69 -69
  17. package/lib/renderer/WGPURayTraceOutput.js +14 -14
  18. package/lib/renderer/WGPURayTracePass.d.ts +2 -0
  19. package/lib/renderer/WGPURayTracePass.js +12 -6
  20. package/lib/renderer/WGPURayTracePass.js.map +1 -1
  21. package/lib/renderer/WGPURenderingPipeline.js +15 -15
  22. package/lib/renderer/WebGLJNLMDenoiser.js +69 -69
  23. package/lib/renderer/WebGLRayTraceOutputPass.js +4 -4
  24. package/lib/renderer/WebGLRayTracePass.d.ts +1 -0
  25. package/lib/renderer/WebGLRayTracePass.js +7 -1
  26. package/lib/renderer/WebGLRayTracePass.js.map +1 -1
  27. package/lib/renderer/envMapCreation.d.ts +5 -1
  28. package/lib/renderer/envMapCreation.js +42 -5
  29. package/lib/renderer/envMapCreation.js.map +1 -1
  30. package/lib/renderer/geometryUpdates.js +1 -1
  31. package/lib/renderer/geometryUpdates.js.map +1 -1
  32. package/lib/renderer/glsl/chunks/cameraRay.glsl.js +12 -12
  33. package/lib/renderer/glsl/chunks/envMap.glsl.js +66 -54
  34. package/lib/renderer/glsl/chunks/envMap.glsl.js.map +1 -1
  35. package/lib/renderer/glsl/chunks/intersect.glsl.js +316 -310
  36. package/lib/renderer/glsl/chunks/intersect.glsl.js.map +1 -1
  37. package/lib/renderer/glsl/chunks/materialBuffer.glsl.js +151 -119
  38. package/lib/renderer/glsl/chunks/materialBuffer.glsl.js.map +1 -1
  39. package/lib/renderer/glsl/chunks/openPbrBsdf.glsl.js +414 -414
  40. package/lib/renderer/glsl/chunks/rand.glsl.js +3 -3
  41. package/lib/renderer/glsl/chunks/random.glsl.js +3 -3
  42. package/lib/renderer/glsl/chunks/rayTraceCore.glsl.js +40 -39
  43. package/lib/renderer/glsl/chunks/rayTraceCore.glsl.js.map +1 -1
  44. package/lib/renderer/glsl/chunks/sampleLight.glsl.js +69 -69
  45. package/lib/renderer/glsl/chunks/sampleMaterial.glsl.js +78 -78
  46. package/lib/renderer/glsl/chunks/sampleShadowCatcher.glsl.js +12 -12
  47. package/lib/renderer/glsl/chunks/sampling.glsl.js +75 -75
  48. package/lib/renderer/glsl/chunks/sobol.glsl.js +61 -61
  49. package/lib/renderer/glsl/chunks/textureLinear.glsl.js +5 -5
  50. package/lib/renderer/glsl/chunks/uvProjection.glsl.js +11 -11
  51. package/lib/renderer/glsl/depthQuery.frag.js +5 -5
  52. package/lib/renderer/glsl/depthQuery.frag.js.map +1 -1
  53. package/lib/renderer/glsl/normalizeRayTraceOutput.frag.js +8 -8
  54. package/lib/renderer/glsl/rayTrace.frag.js +133 -133
  55. package/lib/renderer/glsl/rayTrace.frag.js.map +1 -1
  56. package/lib/renderer/glsl/shadowCatcher.frag.js +9 -9
  57. package/lib/renderer/glsl/shadowCatcher.frag.js.map +1 -1
  58. package/lib/renderer/glsl/webglPipeline.frag.js +52 -52
  59. package/lib/renderer/lightsUtil.js +6 -4
  60. package/lib/renderer/lightsUtil.js.map +1 -1
  61. package/lib/renderer/materialChanges.js +1 -1
  62. package/lib/renderer/materialChanges.js.map +1 -1
  63. package/lib/renderer/materialComparison.generated.js +36 -18
  64. package/lib/renderer/materialComparison.generated.js.map +1 -1
  65. package/lib/renderer/prepareMeshBVH.js +2 -2
  66. package/lib/renderer/prepareMeshBVH.js.map +1 -1
  67. package/lib/renderer/sceneChangeDetector.js +4 -1
  68. package/lib/renderer/sceneChangeDetector.js.map +1 -1
  69. package/lib/renderer/sceneLightChanges.js +3 -2
  70. package/lib/renderer/sceneLightChanges.js.map +1 -1
  71. package/lib/renderer/scratchSampling.js +18 -18
  72. package/lib/renderer/wgsl/chunks/common.wgsl.js +4 -4
  73. package/lib/renderer/wgsl/chunks/envMap.wgsl.d.ts +1 -1
  74. package/lib/renderer/wgsl/chunks/envMap.wgsl.js +39 -31
  75. package/lib/renderer/wgsl/chunks/envMap.wgsl.js.map +1 -1
  76. package/lib/renderer/wgsl/chunks/intersect.wgsl.js +475 -469
  77. package/lib/renderer/wgsl/chunks/intersect.wgsl.js.map +1 -1
  78. package/lib/renderer/wgsl/chunks/intersectionAlpha.wgsl.js +8 -8
  79. package/lib/renderer/wgsl/chunks/materialBuffer.wgsl.js +93 -59
  80. package/lib/renderer/wgsl/chunks/materialBuffer.wgsl.js.map +1 -1
  81. package/lib/renderer/wgsl/chunks/openPbrBsdf.wgsl.js +469 -469
  82. package/lib/renderer/wgsl/chunks/pdm_displacement.wgsl.d.ts +1 -1
  83. package/lib/renderer/wgsl/chunks/pdm_displacement.wgsl.js +117 -120
  84. package/lib/renderer/wgsl/chunks/pdm_displacement.wgsl.js.map +1 -1
  85. package/lib/renderer/wgsl/chunks/rand.wgsl.js +3 -3
  86. package/lib/renderer/wgsl/chunks/rayTraceCore.wgsl.js +25 -22
  87. package/lib/renderer/wgsl/chunks/rayTraceCore.wgsl.js.map +1 -1
  88. package/lib/renderer/wgsl/chunks/sampleLight.wgsl.js +127 -127
  89. package/lib/renderer/wgsl/chunks/sampleMaterial.wgsl.js +136 -136
  90. package/lib/renderer/wgsl/chunks/sampleShadowCatcher.wgsl.js +6 -6
  91. package/lib/renderer/wgsl/chunks/sampling.wgsl.js +73 -73
  92. package/lib/renderer/wgsl/chunks/sobol.wgsl.js +62 -62
  93. package/lib/renderer/wgsl/chunks/uvProjection.wgsl.js +11 -11
  94. package/lib/renderer/wgsl/compose.frag.wgsl.js +105 -105
  95. package/lib/renderer/wgsl/customDenoise.wgsl.js +10 -10
  96. package/lib/renderer/wgsl/depthQuery.wgsl.d.ts +1 -1
  97. package/lib/renderer/wgsl/depthQuery.wgsl.js +5 -5
  98. package/lib/renderer/wgsl/depthQuery.wgsl.js.map +1 -1
  99. package/lib/renderer/wgsl/offlineAdaptive.compute.js +28 -28
  100. package/lib/renderer/wgsl/rayTrace.compute.js +251 -248
  101. package/lib/renderer/wgsl/rayTrace.compute.js.map +1 -1
  102. package/lib/scene/EnvironmentLight.d.ts +9 -3
  103. package/lib/scene/EnvironmentLight.js +9 -2
  104. package/lib/scene/EnvironmentLight.js.map +1 -1
  105. package/lib/scene/Scene.d.ts +4 -0
  106. package/lib/scene/Scene.js.map +1 -1
  107. package/lib/scene/SpotLight.d.ts +2 -2
  108. package/lib/scene/SpotLight.js +1 -1
  109. package/lib/scene/SpotLight.js.map +1 -1
  110. package/lib/scene/Texture.d.ts +17 -6
  111. package/lib/scene/Texture.js +13 -4
  112. package/lib/scene/Texture.js.map +1 -1
  113. package/lib/util/fromTHREE.js +151 -29
  114. package/lib/util/fromTHREE.js.map +1 -1
  115. package/lib/version.d.ts +1 -1
  116. package/lib/version.js +1 -1
  117. package/lib/version.js.map +1 -1
  118. package/package.json +1 -1
@@ -40,30 +40,30 @@ encoded / 12.92,
40
40
  encoded <= vec3f(0.04045)
41
41
  );
42
42
  var result = linear;
43
- let jc = textureLoad(in_rawAlbedo, vec2i(globalId.xy), 0).a;
43
+ let jg = textureLoad(in_rawAlbedo, vec2i(globalId.xy), 0).a;
44
44
  if (preserveSurfaceTexture != 0u) {
45
45
 
46
46
 
47
47
 
48
- let fM = vec2i(globalId.xy);
49
- let center = textureLoad(in_rawNormal, fM, 0);
48
+ let fP = vec2i(globalId.xy);
49
+ let center = textureLoad(in_rawNormal, fP, 0);
50
50
  let n = normalize(center.rgb * 2.0 - 1.0 + vec3f(1e-8));
51
- var mS = 0.0;
51
+ var ng = 0.0;
52
52
  for (var y = -1; y <= 1; y++) {
53
53
  for (var x = -1; x <= 1; x++) {
54
- let tO = textureLoad(in_rawNormal,
55
- clamp(fM + vec2i(x, y), vec2i(0), imageSize - 1), 0);
56
- let nn = normalize(tO.rgb * 2.0 - 1.0 + vec3f(1e-8));
57
- mS = max(mS,
58
- max(1.0 - dot(n, nn), abs(center.a - tO.a)));
54
+ let tV = textureLoad(in_rawNormal,
55
+ clamp(fP + vec2i(x, y), vec2i(0), imageSize - 1), 0);
56
+ let nn = normalize(tV.rgb * 2.0 - 1.0 + vec3f(1e-8));
57
+ ng = max(ng,
58
+ max(1.0 - dot(n, nn), abs(center.a - tV.a)));
59
59
  }
60
60
  }
61
- let ug = smoothstep(0.02, 0.1, mS);
62
- let raw = clamp(textureLoad(in_rawAlbedo, fM, 0).rgb,
61
+ let un = smoothstep(0.02, 0.1, ng);
62
+ let raw = clamp(textureLoad(in_rawAlbedo, fP, 0).rgb,
63
63
  vec3f(0.0), vec3f(1.0));
64
- result = mix(raw, linear, ug);
64
+ result = mix(raw, linear, un);
65
65
  }
66
- out_albedo[index] = vec4f(result, jc);
66
+ out_albedo[index] = vec4f(result, jg);
67
67
  `;
68
68
  export const oidnNormalSanitizeMain = /* wgsl */ `
69
69
  if (globalId.x >= u32(imageSize.x) || globalId.y >= u32(imageSize.y)) { return; }
@@ -375,11 +375,11 @@ output.color = color;
375
375
  oidnNormalSanitizePass.setOutputParams({ normal: { channels: 4 } });
376
376
  const outputPass = scratch.get('outputPass', () => new WGPUFullQuadPass('output', device, {
377
377
  fsMain: /* wgsl */ `
378
- let vF = min(
378
+ let vM = min(
379
379
  vec2i(uv2 * vec2f(colorTexRegion())),
380
380
  vec2i(colorTexRegion()) - vec2i(1)
381
381
  );
382
- var color = load_colorTex(vF, 0);
382
+ var color = load_colorTex(vM, 0);
383
383
  color = vec4(color.rgb * color.a, color.a);
384
384
  output.color = color;
385
385
  `,
@@ -45,27 +45,27 @@ void main() {
45
45
  ivec2 p = ivec2(gl_FragCoord.xy);
46
46
  ivec2 size = rawGuideTexRegion();
47
47
  vec2 center = load_rawGuideTex(p, 0).xy;
48
- float lk = 0.0;
49
- float iY = 0.0;
50
- float mO = 0.0;
51
- float iS = 0.0;
48
+ float lu = 0.0;
49
+ float jc = 0.0;
50
+ float mZ = 0.0;
51
+ float iX = 0.0;
52
52
  for (int dy = -1; dy <= 1; dy++) {
53
53
  for (int dx = -1; dx <= 1; dx++) {
54
54
  vec2 value = load_rawGuideTex(clamp(p + ivec2(dx, dy), ivec2(0), size - 1), 0).xy;
55
- mO += value.x;
56
- iS += value.x * value.x;
55
+ mZ += value.x;
56
+ iX += value.x * value.x;
57
57
  if (value.y >= 0.0) {
58
- lk += value.y;
59
- iY += 1.0;
58
+ lu += value.y;
59
+ jc += 1.0;
60
60
  }
61
61
  }
62
62
  }
63
63
  float variance;
64
64
  if (center.y >= 0.0) {
65
- variance = lk / iY;
65
+ variance = lu / jc;
66
66
  } else {
67
- float lj = mO / 9.0;
68
- variance = max(iS / 9.0 - lj * lj, 0.0) * 9.0 / 8.0;
67
+ float lt = mZ / 9.0;
68
+ variance = max(iX / 9.0 - lt * lt, 0.0) * 9.0 / 8.0;
69
69
  }
70
70
  out_guide = vec4(center.x, variance, 0.0, 1.0);
71
71
  }`
@@ -105,29 +105,29 @@ const filterFragment = new FragmentShader({
105
105
 
106
106
  ivec2 imageSize;
107
107
 
108
- vec2 nt(ivec2 p) {
108
+ vec2 nI(ivec2 p) {
109
109
  return load_guideTex(clamp(p, ivec2(0), imageSize - 1), 0).xy;
110
110
  }
111
111
 
112
112
 
113
- vec4 rD(ivec2 p) {
113
+ vec4 rL(ivec2 p) {
114
114
  vec4 c = load_colorTex(p, 0);
115
115
  if (decodeInput) c.rgb = pow(max(c.rgb, 0.0), vec3(2.2));
116
116
  return vec4(c.rgb * c.a, c.a);
117
117
  }
118
118
 
119
- float ln(ivec2 q, vec4 bs, vec3 gO) {
119
+ float lA(ivec2 q, vec4 bs, vec3 gS) {
120
120
  vec4 albedo = load_albedoTex(q, 0);
121
121
 
122
122
 
123
- vec3 oW = max((albedo.rgb + bs.rgb) * 0.5, vec3(${JNLM_ALBEDO_FLOOR}));
124
- vec3 kU = (albedo.rgb - bs.rgb) / oW;
125
- float iP = albedo.a - bs.a;
126
- vec3 le = load_normalTex(q, 0).rgb - gO;
123
+ vec3 pf = max((albedo.rgb + bs.rgb) * 0.5, vec3(${JNLM_ALBEDO_FLOOR}));
124
+ vec3 ld = (albedo.rgb - bs.rgb) / pf;
125
+ float iU = albedo.a - bs.a;
126
+ vec3 lp = load_normalTex(q, 0).rgb - gS;
127
127
  return max(
128
- dot(kU, kU) * INV_ALBEDO_BANDWIDTH2
129
- + iP * iP * INV_COVERAGE_BANDWIDTH2,
130
- dot(le, le) * INV_NORMAL_BANDWIDTH2
128
+ dot(ld, ld) * INV_ALBEDO_BANDWIDTH2
129
+ + iU * iU * INV_COVERAGE_BANDWIDTH2,
130
+ dot(lp, lp) * INV_NORMAL_BANDWIDTH2
131
131
  );
132
132
  }
133
133
 
@@ -135,38 +135,38 @@ void main() {
135
135
  imageSize = guideTexRegion();
136
136
  ivec2 p = ivec2(gl_FragCoord.xy);
137
137
  vec4 bs = load_albedoTex(p, 0);
138
- vec4 fw = load_normalTex(p, 0);
139
- vec3 gO = fw.rgb;
138
+ vec4 fC = load_normalTex(p, 0);
139
+ vec3 gS = fC.rgb;
140
140
 
141
141
 
142
- if (fw.a <= 0.0 && load_shadowCatcherTex(p, 0).r <= 0.0) {
143
- vec4 c = rD(p);
142
+ if (fC.a <= 0.0 && load_shadowCatcherTex(p, 0).r <= 0.0) {
143
+ vec4 c = rL(p);
144
144
  vec3 rgb = c.rgb / max(c.a, 1e-6);
145
145
  if (encodeOutput) rgb = pow(max(rgb, 0.0), vec3(1.0 / 2.2));
146
146
  out_color = vec4(rgb, c.a);
147
- out_guide = vec4(nt(p), 0.0, 1.0);
147
+ out_guide = vec4(nI(p), 0.0, 1.0);
148
148
  return;
149
149
  }
150
150
 
151
- vec2 kW[PATCH_SIZE];
151
+ vec2 lf[PATCH_SIZE];
152
152
  int k = 0;
153
153
  for (int dy = -PATCH_RADIUS; dy <= PATCH_RADIUS; dy++) {
154
154
  for (int dx = -PATCH_RADIUS; dx <= PATCH_RADIUS; dx++) {
155
- kW[k] = nt(p + ivec2(dx, dy) * dilation);
155
+ lf[k] = nI(p + ivec2(dx, dy) * dilation);
156
156
  k++;
157
157
  }
158
158
  }
159
159
  float k2 = colorSensitivity * colorSensitivity;
160
160
 
161
161
  vec4 sum = vec4(0.0);
162
- vec3 gR = max(bs.rgb, vec3(${JNLM_ALBEDO_FLOOR}));
163
- vec3 mf = vec3(0.0);
164
- vec3 gt = vec3(0.0);
165
- vec3 hn = vec3(0.0);
166
- float pk = 0.0;
167
- float gv = 0.0;
168
- float nK = 0.0;
169
- float kD = 0.0;
162
+ vec3 gV = max(bs.rgb, vec3(${JNLM_ALBEDO_FLOOR}));
163
+ vec3 mq = vec3(0.0);
164
+ vec3 gx = vec3(0.0);
165
+ vec3 hs = vec3(0.0);
166
+ float ps = 0.0;
167
+ float gz = 0.0;
168
+ float nV = 0.0;
169
+ float kM = 0.0;
170
170
  for (int sy = -SEARCH_RADIUS; sy <= SEARCH_RADIUS; sy++) {
171
171
  for (int sx = -SEARCH_RADIUS; sx <= SEARCH_RADIUS; sx++) {
172
172
  ivec2 q = p + ivec2(sx, sy) * dilation;
@@ -174,68 +174,68 @@ if (
174
174
  (sx == 0 && sy == 0) ||
175
175
  q.x < 0 || q.y < 0 || q.x >= imageSize.x || q.y >= imageSize.y
176
176
  ) continue;
177
- float features = ln(q, bs, gO);
177
+ float features = lA(q, bs, gS);
178
178
  if (features > 16.0) continue;
179
179
 
180
- float fT = 0.0;
180
+ float fX = 0.0;
181
181
  k = 0;
182
182
  for (int dy = -PATCH_RADIUS; dy <= PATCH_RADIUS; dy++) {
183
183
  for (int dx = -PATCH_RADIUS; dx <= PATCH_RADIUS; dx++) {
184
- vec2 a = kW[k];
185
- vec2 b = nt(q + ivec2(dx, dy) * dilation);
186
- float qL = a.x - b.x;
187
- fT += (qL * qL
184
+ vec2 a = lf[k];
185
+ vec2 b = nI(q + ivec2(dx, dy) * dilation);
186
+ float qU = a.x - b.x;
187
+ fX += (qU * qU
188
188
  - VARIANCE_CANCELLATION * (a.y + min(a.y, b.y)))
189
189
  / (1e-10 + k2 * (a.y + b.y));
190
190
  k++;
191
191
  }
192
192
  }
193
- fT /= float(PATCH_SIZE);
193
+ fX /= float(PATCH_SIZE);
194
194
 
195
- float weight = exp(-max(max(fT, 0.0), features));
196
- vec2 g = nt(q);
195
+ float weight = exp(-max(max(fX, 0.0), features));
196
+ vec2 g = nI(q);
197
197
 
198
- vec3 a = (load_albedoTex(q, 0).rgb - bs.rgb) / gR;
199
- vec4 value = rD(q);
198
+ vec3 a = (load_albedoTex(q, 0).rgb - bs.rgb) / gV;
199
+ vec4 value = rL(q);
200
200
  sum += value * weight;
201
- mf += a * weight;
202
- gt += a * a * weight;
203
- hn += a * value.rgb * weight;
204
- pk += g.x * weight;
205
- gv += g.y * weight * weight;
206
- nK += weight;
207
- kD = max(kD, weight);
201
+ mq += a * weight;
202
+ gx += a * a * weight;
203
+ hs += a * value.rgb * weight;
204
+ ps += g.x * weight;
205
+ gz += g.y * weight * weight;
206
+ nV += weight;
207
+ kM = max(kM, weight);
208
208
  }
209
209
  }
210
210
 
211
211
 
212
212
 
213
- vec4 center = rD(p);
214
- vec2 kV = nt(p);
215
- float dF = max(kD, CENTER_WEIGHT_MIN);
216
- float totalWeight = nK + dF;
217
- vec4 mean = (sum + center * dF) / totalWeight;
213
+ vec4 center = rL(p);
214
+ vec2 le = nI(p);
215
+ float dG = max(kM, CENTER_WEIGHT_MIN);
216
+ float totalWeight = nV + dG;
217
+ vec4 mean = (sum + center * dG) / totalWeight;
218
218
 
219
219
 
220
- vec3 ez = mf / totalWeight;
221
- vec3 lo = max(gt / totalWeight - ez * ez, vec3(0.0));
222
- vec3 qm = hn / totalWeight - ez * mean.rgb;
220
+ vec3 ez = mq / totalWeight;
221
+ vec3 lB = max(gx / totalWeight - ez * ez, vec3(0.0));
222
+ vec3 qu = hs / totalWeight - ez * mean.rgb;
223
223
 
224
224
 
225
225
 
226
- vec3 qw = bs.rgb + ez * gR;
227
- vec3 oq = mean.rgb * gR / max(qw, vec3(${JNLM_ALBEDO_FLOOR}));
228
- vec3 vs = clamp(qm / (lo + vec3(${JNLM_ALBEDO_REGULARIZATION})), vec3(0.0), oq);
229
- vec3 rs = mean.rgb - vs * ez;
230
- vec4 filtered = vec4(max(rs, vec3(0.0)), max(mean.a, 0.0));
226
+ vec3 qE = bs.rgb + ez * gV;
227
+ vec3 oA = mean.rgb * gV / max(qE, vec3(${JNLM_ALBEDO_FLOOR}));
228
+ vec3 vB = clamp(qu / (lB + vec3(${JNLM_ALBEDO_REGULARIZATION})), vec3(0.0), oA);
229
+ vec3 rD = mean.rgb - vB * ez;
230
+ vec4 filtered = vec4(max(rD, vec3(0.0)), max(mean.a, 0.0));
231
231
  vec3 rgb = filtered.a > 1e-6
232
232
  ? filtered.rgb / max(filtered.a, 1e-6)
233
233
  : center.rgb / max(center.a, 1e-6);
234
234
  if (encodeOutput) rgb = pow(max(rgb, 0.0), vec3(1.0 / 2.2));
235
235
  out_color = vec4(rgb, filtered.a);
236
236
  out_guide = vec4(
237
- (pk + kV.x * dF) / totalWeight,
238
- (gv + kV.y * dF * dF)
237
+ (ps + le.x * dG) / totalWeight,
238
+ (gz + le.y * dG * dG)
239
239
  / (totalWeight * totalWeight),
240
240
  0.0,
241
241
  1.0
@@ -42,11 +42,11 @@ vec4 mask = sample_shadowCatcherTex(v_Texcoord);
42
42
  vec4 background = sample_catcherBackgroundTex(v_Texcoord);
43
43
  float hit = sample_albedoTex(v_Texcoord).a;
44
44
 
45
- float qa = max(sample_normalTex(v_Texcoord).a, 1.0) / sampleCount;
46
- float iQ = max(hit - mask.b * qa, 0.0);
45
+ float qi = max(sample_normalTex(v_Texcoord).a, 1.0) / sampleCount;
46
+ float iV = max(hit - mask.b * qi, 0.0);
47
47
  out_foreground = vec4(
48
- (light.rgb - background.rgb * qa)
49
- / (iQ > 0.0 ? iQ : sampleCount),
48
+ (light.rgb - background.rgb * qi)
49
+ / (iV > 0.0 ? iV : sampleCount),
50
50
  clamp((light.a - background.a) / sampleCount, 0.0, 1.0)
51
51
  );
52
52
  out_catcherBackground = background / sampleCount;
@@ -49,6 +49,7 @@ declare class WebGLRayTracePass {
49
49
  private _hasBackground;
50
50
  private _groundedBackgroundParams;
51
51
  private _groundedBackgroundCenter;
52
+ private _backgroundMapTransform;
52
53
  private _bounces;
53
54
  private _bevelSamples;
54
55
  private _clamping?;
@@ -18,7 +18,7 @@ import { constants, Texture2D as WebGLTexture2D } from './webgl.js';
18
18
  import { WebGLFullQuadPass } from './WebGLFullQuadPass.js';
19
19
  import { mat4 } from '../math.js';
20
20
  import { buildBLAS, buildTLAS, concatBLASBuffers, refitBLAS, refitTLAS, mergeRefitRanges } from './bvhAccel.js';
21
- import { generateBackgroundMapFromSceneBackground } from './envMapCreation.js';
21
+ import { generateBackgroundMapFromSceneBackground, environmentRotation, backgroundMapTransform } from './envMapCreation.js';
22
22
  import { envMapDistribution, environmentMapSourcesMatch } from './envMapDistribution.js';
23
23
  import createRayTraceFragmentShader from './glsl/rayTrace.frag.js';
24
24
  import shadowCatcherFrag from './glsl/shadowCatcher.frag.js';
@@ -105,6 +105,7 @@ class WebGLRayTracePass {
105
105
  _hasBackground = false;
106
106
  _groundedBackgroundParams = new Float32Array([0, 0, 0, 0]);
107
107
  _groundedBackgroundCenter = new Float32Array([0, 0]);
108
+ _backgroundMapTransform = backgroundMapTransform();
108
109
  _bounces = 2;
109
110
  _bevelSamples = DEFAULT_BEVEL_SAMPLES;
110
111
  _clamping;
@@ -237,6 +238,7 @@ class WebGLRayTracePass {
237
238
  this._hasEnvMap = !!envImage;
238
239
  }
239
240
  setBackground(background) {
241
+ this._backgroundMapTransform.set(backgroundMapTransform(background));
240
242
  const backgroundImage = background && generateBackgroundMapFromSceneBackground(background);
241
243
  if (backgroundImage) {
242
244
  this._backgroundTex.source = backgroundImage;
@@ -633,6 +635,9 @@ class WebGLRayTracePass {
633
635
  light.type === 'RectLight');
634
636
  const numAnalyticLights = analyticLights.length;
635
637
  const envImage = this._sceneEnvironment.update(lights);
638
+ const rotation = environmentRotation(lights);
639
+ const rotation3 = [rotation[0], rotation[1], rotation[2], rotation[4], rotation[5], rotation[6], rotation[8], rotation[9], rotation[10]];
640
+ this._tracePasses.forEach(pass => pass.setUniform('environmentRotation', rotation3));
636
641
  const envWeight = estimateEnvironmentPower(envImage);
637
642
  const analyticWeights = analyticLights.map(estimateAnalyticLightPower);
638
643
  const totalWeight = envWeight + analyticWeights.reduce((sum, weight) => sum + weight, 0);
@@ -778,6 +783,7 @@ class WebGLRayTracePass {
778
783
  pass.setUniform('iesProfileColumns', this._iesProfileColumns);
779
784
  pass.setUniform('groundedBackgroundParams', this._groundedBackgroundParams);
780
785
  pass.setUniform('groundedBackgroundCenter', this._groundedBackgroundCenter);
786
+ pass.setUniform('backgroundMapTransform', this._backgroundMapTransform);
781
787
  pass.setDefines({
782
788
  // Double bounce fix on intel mac
783
789
  // Limit the bounce to avoid long compilation time.