@meimu/mutracer 0.1.3 → 0.1.5
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 +4155 -4052
- package/docs/api.md +13 -10
- package/docs/materials.md +17 -26
- package/docs/threejs.md +35 -9
- package/docs/viewer.md +36 -3
- package/lib/Engine.js +18 -1
- package/lib/Engine.js.map +1 -1
- package/lib/main.d.ts +1 -1
- package/lib/main.js.map +1 -1
- package/lib/oidn.d.ts +1 -1
- package/lib/oidnBundledWeights.cdn.d.ts +2 -2
- package/lib/renderer/MaterialTable.d.ts +1 -0
- package/lib/renderer/MaterialTable.js +10 -4
- package/lib/renderer/MaterialTable.js.map +1 -1
- package/lib/renderer/WGPUBloomPass.js +18 -18
- package/lib/renderer/WGPUFullQuadPass.js +6 -6
- package/lib/renderer/WGPUJNLMDenoiser.js +69 -69
- package/lib/renderer/WGPURayTraceOutput.js +14 -14
- package/lib/renderer/WGPURayTracePass.d.ts +2 -0
- package/lib/renderer/WGPURayTracePass.js +17 -9
- package/lib/renderer/WGPURayTracePass.js.map +1 -1
- package/lib/renderer/WGPURenderingPipeline.js +15 -15
- package/lib/renderer/WebGLJNLMDenoiser.js +69 -69
- package/lib/renderer/WebGLRayTraceOutputPass.js +4 -4
- package/lib/renderer/WebGLRayTracePass.d.ts +1 -0
- package/lib/renderer/WebGLRayTracePass.js +8 -1
- package/lib/renderer/WebGLRayTracePass.js.map +1 -1
- package/lib/renderer/envMapCreation.d.ts +5 -1
- package/lib/renderer/envMapCreation.js +42 -5
- package/lib/renderer/envMapCreation.js.map +1 -1
- package/lib/renderer/geometryUpdates.js +1 -1
- package/lib/renderer/geometryUpdates.js.map +1 -1
- package/lib/renderer/glsl/chunks/cameraRay.glsl.js +12 -12
- package/lib/renderer/glsl/chunks/envMap.glsl.js +66 -54
- package/lib/renderer/glsl/chunks/envMap.glsl.js.map +1 -1
- package/lib/renderer/glsl/chunks/intersect.glsl.js +323 -315
- package/lib/renderer/glsl/chunks/intersect.glsl.js.map +1 -1
- package/lib/renderer/glsl/chunks/materialBuffer.glsl.js +154 -121
- package/lib/renderer/glsl/chunks/materialBuffer.glsl.js.map +1 -1
- package/lib/renderer/glsl/chunks/openPbrBsdf.glsl.js +434 -434
- package/lib/renderer/glsl/chunks/openPbrBsdf.glsl.js.map +1 -1
- 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 +42 -41
- package/lib/renderer/glsl/chunks/rayTraceCore.glsl.js.map +1 -1
- package/lib/renderer/glsl/chunks/sampleLight.glsl.js +69 -69
- package/lib/renderer/glsl/chunks/sampleMaterial.glsl.js +84 -84
- package/lib/renderer/glsl/chunks/sampleMaterial.glsl.js.map +1 -1
- package/lib/renderer/glsl/chunks/sampleShadowCatcher.glsl.js +12 -12
- package/lib/renderer/glsl/chunks/sampling.glsl.js +75 -75
- package/lib/renderer/glsl/chunks/sobol.glsl.js +61 -61
- package/lib/renderer/glsl/chunks/textureLinear.glsl.js +5 -5
- package/lib/renderer/glsl/chunks/uvProjection.glsl.js +11 -11
- package/lib/renderer/glsl/depthQuery.frag.js +5 -5
- package/lib/renderer/glsl/depthQuery.frag.js.map +1 -1
- package/lib/renderer/glsl/normalizeRayTraceOutput.frag.js +8 -8
- package/lib/renderer/glsl/rayTrace.frag.js +133 -133
- package/lib/renderer/glsl/rayTrace.frag.js.map +1 -1
- package/lib/renderer/glsl/shadowCatcher.frag.js +9 -9
- package/lib/renderer/glsl/shadowCatcher.frag.js.map +1 -1
- package/lib/renderer/glsl/webglPipeline.frag.js +52 -52
- package/lib/renderer/lightsUtil.js +6 -4
- package/lib/renderer/lightsUtil.js.map +1 -1
- package/lib/renderer/materialChanges.js +1 -1
- package/lib/renderer/materialChanges.js.map +1 -1
- package/lib/renderer/materialComparison.generated.js +36 -18
- package/lib/renderer/materialComparison.generated.js.map +1 -1
- package/lib/renderer/prepareMeshBVH.js +2 -2
- package/lib/renderer/prepareMeshBVH.js.map +1 -1
- package/lib/renderer/sceneChangeDetector.js +4 -1
- package/lib/renderer/sceneChangeDetector.js.map +1 -1
- package/lib/renderer/sceneLightChanges.js +3 -2
- package/lib/renderer/sceneLightChanges.js.map +1 -1
- package/lib/renderer/scratchSampling.js +18 -18
- package/lib/renderer/wgsl/chunks/common.wgsl.js +4 -4
- package/lib/renderer/wgsl/chunks/envMap.wgsl.d.ts +1 -1
- package/lib/renderer/wgsl/chunks/envMap.wgsl.js +39 -31
- package/lib/renderer/wgsl/chunks/envMap.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/chunks/intersect.wgsl.js +476 -470
- package/lib/renderer/wgsl/chunks/intersect.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/chunks/intersectionAlpha.wgsl.js +8 -8
- package/lib/renderer/wgsl/chunks/materialBuffer.wgsl.js +95 -60
- package/lib/renderer/wgsl/chunks/materialBuffer.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/chunks/openPbrBsdf.wgsl.js +469 -469
- package/lib/renderer/wgsl/chunks/pdm_displacement.wgsl.d.ts +1 -1
- package/lib/renderer/wgsl/chunks/pdm_displacement.wgsl.js +117 -120
- package/lib/renderer/wgsl/chunks/pdm_displacement.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/chunks/rand.wgsl.js +3 -3
- package/lib/renderer/wgsl/chunks/rayTraceCore.wgsl.js +25 -22
- package/lib/renderer/wgsl/chunks/rayTraceCore.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/chunks/sampleLight.wgsl.js +127 -127
- package/lib/renderer/wgsl/chunks/sampleMaterial.wgsl.js +136 -136
- package/lib/renderer/wgsl/chunks/sampleShadowCatcher.wgsl.js +6 -6
- package/lib/renderer/wgsl/chunks/sampling.wgsl.js +73 -73
- package/lib/renderer/wgsl/chunks/sobol.wgsl.js +62 -62
- package/lib/renderer/wgsl/chunks/uvProjection.wgsl.js +11 -11
- package/lib/renderer/wgsl/compose.frag.wgsl.js +105 -105
- package/lib/renderer/wgsl/customDenoise.wgsl.js +10 -10
- package/lib/renderer/wgsl/depthQuery.wgsl.d.ts +1 -1
- package/lib/renderer/wgsl/depthQuery.wgsl.js +5 -5
- package/lib/renderer/wgsl/depthQuery.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/offlineAdaptive.compute.js +28 -28
- package/lib/renderer/wgsl/rayTrace.compute.js +251 -248
- package/lib/renderer/wgsl/rayTrace.compute.js.map +1 -1
- package/lib/scene/EnvironmentLight.d.ts +9 -3
- package/lib/scene/EnvironmentLight.js +9 -2
- package/lib/scene/EnvironmentLight.js.map +1 -1
- package/lib/scene/OpenPBRMaterial.d.ts +1 -1
- package/lib/scene/OpenPBRMaterial.js +1 -1
- package/lib/scene/OpenPBRMaterial.js.map +1 -1
- package/lib/scene/Scene.d.ts +4 -0
- package/lib/scene/Scene.js.map +1 -1
- package/lib/scene/SpotLight.d.ts +2 -2
- package/lib/scene/SpotLight.js +1 -1
- package/lib/scene/SpotLight.js.map +1 -1
- package/lib/scene/Texture.d.ts +17 -6
- package/lib/scene/Texture.js +13 -4
- package/lib/scene/Texture.js.map +1 -1
- package/lib/util/fromTHREE.js +151 -29
- package/lib/util/fromTHREE.js.map +1 -1
- package/lib/version.d.ts +1 -1
- package/lib/version.js +1 -1
- package/lib/version.js.map +1 -1
- package/package.json +1 -1
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@@ -40,30 +40,30 @@ encoded / 12.92,
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encoded <= vec3f(0.04045)
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);
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var result = linear;
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let
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let jg = textureLoad(in_rawAlbedo, vec2i(globalId.xy), 0).a;
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if (preserveSurfaceTexture != 0u) {
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let
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let center = textureLoad(in_rawNormal,
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let fQ = vec2i(globalId.xy);
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let center = textureLoad(in_rawNormal, fQ, 0);
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let n = normalize(center.rgb * 2.0 - 1.0 + vec3f(1e-8));
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var
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var nf = 0.0;
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for (var y = -1; y <= 1; y++) {
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for (var x = -1; x <= 1; x++) {
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let
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clamp(
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let nn = normalize(
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max(1.0 - dot(n, nn), abs(center.a -
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let tV = textureLoad(in_rawNormal,
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clamp(fQ + vec2i(x, y), vec2i(0), imageSize - 1), 0);
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let nn = normalize(tV.rgb * 2.0 - 1.0 + vec3f(1e-8));
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nf = max(nf,
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max(1.0 - dot(n, nn), abs(center.a - tV.a)));
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}
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}
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let
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let raw = clamp(textureLoad(in_rawAlbedo,
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let un = smoothstep(0.02, 0.1, nf);
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let raw = clamp(textureLoad(in_rawAlbedo, fQ, 0).rgb,
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vec3f(0.0), vec3f(1.0));
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result = mix(raw, linear,
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result = mix(raw, linear, un);
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}
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out_albedo[index] = vec4f(result,
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out_albedo[index] = vec4f(result, jg);
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`;
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export const oidnNormalSanitizeMain = /* wgsl */ `
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if (globalId.x >= u32(imageSize.x) || globalId.y >= u32(imageSize.y)) { return; }
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oidnNormalSanitizePass.setOutputParams({ normal: { channels: 4 } });
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const outputPass = scratch.get('outputPass', () => new WGPUFullQuadPass('output', device, {
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fsMain: /* wgsl */ `
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let
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let vM = min(
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vec2i(uv2 * vec2f(colorTexRegion())),
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vec2i(colorTexRegion()) - vec2i(1)
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);
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var color = load_colorTex(
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var color = load_colorTex(vM, 0);
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color = vec4(color.rgb * color.a, color.a);
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output.color = color;
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`,
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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 lu = 0.0;
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float jc = 0.0;
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float mY = 0.0;
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float iX = 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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mY += value.x;
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iX += value.x * value.x;
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if (value.y >= 0.0) {
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lu += value.y;
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jc += 1.0;
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}
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}
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}
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float variance;
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variance =
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variance = lu / jc;
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} else {
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float
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variance = max(
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float lt = mY / 9.0;
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variance = max(iX / 9.0 - lt * lt, 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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ivec2 imageSize;
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vec2
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vec2 nH(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 rL(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 lw(ivec2 q, vec4 bs, vec3 gT) {
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vec4 albedo = load_albedoTex(q, 0);
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vec3 pf = max((albedo.rgb + bs.rgb) * 0.5, vec3(${JNLM_ALBEDO_FLOOR}));
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vec3 ld = (albedo.rgb - bs.rgb) / pf;
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float iU = albedo.a - bs.a;
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vec3 lp = load_normalTex(q, 0).rgb - gT;
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return max(
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dot(
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dot(
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dot(ld, ld) * INV_ALBEDO_BANDWIDTH2
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+ iU * iU * INV_COVERAGE_BANDWIDTH2,
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dot(lp, lp) * INV_NORMAL_BANDWIDTH2
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);
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}
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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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vec3
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vec4 fD = load_normalTex(p, 0);
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vec3 gT = fD.rgb;
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if (fD.a <= 0.0 && load_shadowCatcherTex(p, 0).r <= 0.0) {
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vec4 c = rL(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(nH(p), 0.0, 1.0);
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}
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vec2 lf[PATCH_SIZE];
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vec3 gW = max(bs.rgb, vec3(${JNLM_ALBEDO_FLOOR}));
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vec3 mp = vec3(0.0);
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vec3 gy = vec3(0.0);
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vec3 hs = vec3(0.0);
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float ps = 0.0;
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float gA = 0.0;
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float nU = 0.0;
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float kM = 0.0;
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float features =
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float features = lw(q, bs, gT);
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float fY = 0.0;
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for (int dy = -PATCH_RADIUS; dy <= PATCH_RADIUS; dy++) {
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183
183
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for (int dx = -PATCH_RADIUS; dx <= PATCH_RADIUS; dx++) {
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-
vec2 a =
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185
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-
vec2 b =
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-
float
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-
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+
vec2 a = lf[k];
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+
vec2 b = nH(q + ivec2(dx, dy) * dilation);
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186
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+
float qU = a.x - b.x;
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+
fY += (qU * qU
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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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}
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}
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-
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+
fY /= float(PATCH_SIZE);
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195
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-
float weight = exp(-max(max(
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196
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-
vec2 g =
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+
float weight = exp(-max(max(fY, 0.0), features));
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+
vec2 g = nH(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) / gW;
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+
vec4 value = rL(q);
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sum += value * weight;
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-
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-
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-
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-
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205
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-
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206
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-
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-
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+
mp += a * weight;
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+
gy += a * a * weight;
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+
hs += a * value.rgb * weight;
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+
ps += g.x * weight;
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+
gA += g.y * weight * weight;
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206
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+
nU += weight;
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+
kM = max(kM, weight);
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208
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}
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}
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210
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211
211
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212
212
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213
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-
vec4 center =
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-
vec2
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215
|
-
float
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216
|
-
float totalWeight =
|
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217
|
-
vec4 mean = (sum + center *
|
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213
|
+
vec4 center = rL(p);
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214
|
+
vec2 le = nH(p);
|
|
215
|
+
float dG = max(kM, CENTER_WEIGHT_MIN);
|
|
216
|
+
float totalWeight = nU + dG;
|
|
217
|
+
vec4 mean = (sum + center * dG) / totalWeight;
|
|
218
218
|
|
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219
219
|
|
|
220
|
-
vec3 ez =
|
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221
|
-
vec3
|
|
222
|
-
vec3
|
|
220
|
+
vec3 ez = mp / totalWeight;
|
|
221
|
+
vec3 lA = max(gy / totalWeight - ez * ez, vec3(0.0));
|
|
222
|
+
vec3 qu = hs / totalWeight - ez * mean.rgb;
|
|
223
223
|
|
|
224
224
|
|
|
225
225
|
|
|
226
|
-
vec3
|
|
227
|
-
vec3
|
|
228
|
-
vec3
|
|
229
|
-
vec3
|
|
230
|
-
vec4 filtered = vec4(max(
|
|
226
|
+
vec3 qE = bs.rgb + ez * gW;
|
|
227
|
+
vec3 oz = mean.rgb * gW / max(qE, vec3(${JNLM_ALBEDO_FLOOR}));
|
|
228
|
+
vec3 vB = clamp(qu / (lA + vec3(${JNLM_ALBEDO_REGULARIZATION})), vec3(0.0), oz);
|
|
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
|
-
(
|
|
238
|
-
(
|
|
237
|
+
(ps + le.x * dG) / totalWeight,
|
|
238
|
+
(gA + 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
|
|
46
|
-
float
|
|
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 *
|
|
49
|
-
/ (
|
|
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;
|
|
@@ -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;
|
|
@@ -483,6 +485,7 @@ class WebGLRayTracePass {
|
|
|
483
485
|
STACK_SIZE,
|
|
484
486
|
USE_VERTEX_COLOR: mergedGeometry.color != null,
|
|
485
487
|
USE_TANGENT: mergedGeometry.tangent != null,
|
|
488
|
+
USE_COAT_NORMAL_FRAMES: materials.some(m => m.coatWeight > 0 && (!!m.normalMap || !!m.coatNormalMap)),
|
|
486
489
|
HAS_TRANSMISSION: this._hasTransmission,
|
|
487
490
|
HAS_GLTF_ANISOTROPY: materials.some(m => m.specularAnisotropyModel === 'gltf' && m.specularAnisotropy > 0),
|
|
488
491
|
HAS_BEVEL,
|
|
@@ -633,6 +636,9 @@ class WebGLRayTracePass {
|
|
|
633
636
|
light.type === 'RectLight');
|
|
634
637
|
const numAnalyticLights = analyticLights.length;
|
|
635
638
|
const envImage = this._sceneEnvironment.update(lights);
|
|
639
|
+
const rotation = environmentRotation(lights);
|
|
640
|
+
const rotation3 = [rotation[0], rotation[1], rotation[2], rotation[4], rotation[5], rotation[6], rotation[8], rotation[9], rotation[10]];
|
|
641
|
+
this._tracePasses.forEach(pass => pass.setUniform('environmentRotation', rotation3));
|
|
636
642
|
const envWeight = estimateEnvironmentPower(envImage);
|
|
637
643
|
const analyticWeights = analyticLights.map(estimateAnalyticLightPower);
|
|
638
644
|
const totalWeight = envWeight + analyticWeights.reduce((sum, weight) => sum + weight, 0);
|
|
@@ -778,6 +784,7 @@ class WebGLRayTracePass {
|
|
|
778
784
|
pass.setUniform('iesProfileColumns', this._iesProfileColumns);
|
|
779
785
|
pass.setUniform('groundedBackgroundParams', this._groundedBackgroundParams);
|
|
780
786
|
pass.setUniform('groundedBackgroundCenter', this._groundedBackgroundCenter);
|
|
787
|
+
pass.setUniform('backgroundMapTransform', this._backgroundMapTransform);
|
|
781
788
|
pass.setDefines({
|
|
782
789
|
// Double bounce fix on intel mac
|
|
783
790
|
// Limit the bounce to avoid long compilation time.
|