@meimu/mutracer 0.1.4 → 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 +1425 -1421
- package/docs/api.md +2 -1
- package/docs/materials.md +17 -26
- package/docs/threejs.md +5 -5
- package/docs/viewer.md +36 -3
- package/lib/oidn.d.ts +1 -1
- package/lib/oidnBundledWeights.cdn.d.ts +2 -2
- package/lib/renderer/WGPUFullQuadPass.js +3 -3
- package/lib/renderer/WGPUJNLMDenoiser.js +35 -35
- package/lib/renderer/WGPURayTraceOutput.js +4 -4
- package/lib/renderer/WGPURayTracePass.js +5 -3
- package/lib/renderer/WGPURayTracePass.js.map +1 -1
- package/lib/renderer/WGPURenderingPipeline.js +7 -7
- package/lib/renderer/WebGLJNLMDenoiser.js +36 -36
- package/lib/renderer/WebGLRayTracePass.js +1 -0
- package/lib/renderer/WebGLRayTracePass.js.map +1 -1
- package/lib/renderer/glsl/chunks/cameraRay.glsl.js +8 -8
- package/lib/renderer/glsl/chunks/envMap.glsl.js +26 -26
- package/lib/renderer/glsl/chunks/intersect.glsl.js +141 -139
- package/lib/renderer/glsl/chunks/intersect.glsl.js.map +1 -1
- package/lib/renderer/glsl/chunks/materialBuffer.glsl.js +56 -55
- package/lib/renderer/glsl/chunks/materialBuffer.glsl.js.map +1 -1
- package/lib/renderer/glsl/chunks/openPbrBsdf.glsl.js +144 -144
- package/lib/renderer/glsl/chunks/openPbrBsdf.glsl.js.map +1 -1
- package/lib/renderer/glsl/chunks/random.glsl.js +1 -1
- package/lib/renderer/glsl/chunks/rayTraceCore.glsl.js +14 -14
- package/lib/renderer/glsl/chunks/rayTraceCore.glsl.js.map +1 -1
- package/lib/renderer/glsl/chunks/sampleLight.glsl.js +19 -19
- package/lib/renderer/glsl/chunks/sampleMaterial.glsl.js +46 -46
- package/lib/renderer/glsl/chunks/sampleMaterial.glsl.js.map +1 -1
- package/lib/renderer/glsl/chunks/sampleShadowCatcher.glsl.js +6 -6
- package/lib/renderer/glsl/chunks/sampling.glsl.js +33 -33
- package/lib/renderer/glsl/chunks/sobol.glsl.js +7 -7
- package/lib/renderer/glsl/chunks/uvProjection.glsl.js +1 -1
- package/lib/renderer/glsl/depthQuery.frag.js +2 -2
- package/lib/renderer/glsl/rayTrace.frag.js +67 -67
- package/lib/renderer/glsl/shadowCatcher.frag.js +3 -3
- package/lib/renderer/glsl/webglPipeline.frag.js +26 -26
- package/lib/renderer/scratchSampling.js +16 -16
- package/lib/renderer/wgsl/chunks/envMap.wgsl.js +14 -14
- package/lib/renderer/wgsl/chunks/intersect.wgsl.js +178 -178
- package/lib/renderer/wgsl/chunks/intersect.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/chunks/intersectionAlpha.wgsl.js +3 -3
- package/lib/renderer/wgsl/chunks/materialBuffer.wgsl.js +24 -23
- package/lib/renderer/wgsl/chunks/materialBuffer.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/chunks/openPbrBsdf.wgsl.js +160 -160
- package/lib/renderer/wgsl/chunks/pdm_displacement.wgsl.js +12 -12
- package/lib/renderer/wgsl/chunks/rayTraceCore.wgsl.js +5 -5
- package/lib/renderer/wgsl/chunks/sampleLight.wgsl.js +44 -44
- package/lib/renderer/wgsl/chunks/sampleMaterial.wgsl.js +69 -69
- package/lib/renderer/wgsl/chunks/sampleShadowCatcher.wgsl.js +3 -3
- package/lib/renderer/wgsl/chunks/sampling.wgsl.js +33 -33
- package/lib/renderer/wgsl/chunks/sobol.wgsl.js +7 -7
- package/lib/renderer/wgsl/chunks/uvProjection.wgsl.js +1 -1
- package/lib/renderer/wgsl/compose.frag.wgsl.js +54 -54
- package/lib/renderer/wgsl/customDenoise.wgsl.js +6 -6
- package/lib/renderer/wgsl/depthQuery.wgsl.js +2 -2
- package/lib/renderer/wgsl/offlineAdaptive.compute.js +5 -5
- package/lib/renderer/wgsl/rayTrace.compute.js +103 -103
- 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/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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@@ -93,7 +93,7 @@ ${envMap.main}
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${samplingGlsl}
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${openPbrBsdfGlsl}
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float
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float mv;
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float bf;
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${sampleLightGlsl}
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@@ -178,9 +178,9 @@ outAux.isBlank = bg.a < 0.01;
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}
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else {
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Ray cam = hC(v_Texcoord + sa());
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bool
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bool mL = dot(cam.d, aa.ray.d) > 0.0;
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if (transmissiveOutputAlphaMin < 1.0) {
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if (
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if (mL) {
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aa.alpha = max(aa.alpha, bg.a);
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} else {
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aa.alpha = 1.0;
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@@ -188,7 +188,7 @@ aa.alpha = 1.0;
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}
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#if !defined(USE_ENVMAP)
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if (
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if (mL) {
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aa.li = aa.beta * aG(aa.scatteringPdf, 1.0) * bg.rgb;
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}
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#endif
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@@ -214,7 +214,7 @@ cH = true;
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}
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}
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if (!cH) {
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-
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mb(si, mat, aa);
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}
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else {
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aa.ray.o = si.position + aa.ray.d * EPS;
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@@ -245,8 +245,8 @@ si.albedoSampled = true;
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#ifdef USE_RR
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if (depth >= RR_MAX && !cH) {
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float
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float q = max(0.0, 1.0 -
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float oy = max(max(aa.beta.x, aa.beta.y), aa.beta.z);
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float q = max(0.0, 1.0 - oy);
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if (dz(cw(RUSSIAN_ROULETTE)) < q) {
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@@ -272,7 +272,7 @@ si.isTransparency = mat.transmissionWeight > 0.001 || mat.subsurfaceWeight > 0.0
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if (dispersionWavelengths == 1 && si.hit && mat.transmissionWeight > 0.001 && mat.transmissionDispersionScale > 0.001) {
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bf =
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bf = mv;
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}
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if (mat.transmissionWeight > 0.001 && bf > 0.0) {
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mat.specularIor = eN(
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@@ -294,9 +294,9 @@ LightSampleRec lightSample;
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for (int i = 0; i < NUM_LIGHTS; i++) {
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Light light = qx(i);
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float d =
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bool
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if (d != INF && !(
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float d = my(aa.ray, light, lightSample);
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bool mC = si.hit && d > distance(si.position, aa.ray.o);
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if (d != INF && !(mC && hy)) {
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lightSample.pdf *= light.selectionPmf;
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float fa = aG(aa.scatteringPdf, lightSample.pdf);
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lightSample.emission = ai(lightSample.emission, bf);
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@@ -347,15 +347,15 @@ depth++;
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vec2 kz(float radius, float xi) {
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float x = 0.25;
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for (int
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for (int nG = 0; nG < 10; nG++) {
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float x2 = x * x;
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float x3 = x2 * x;
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float kP = 1.0 - x;
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float value = 10.0 * x2 - 20.0 * x3 + 15.0 * x2 * x2 -
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4.0 * x2 * x3 - xi;
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float
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if (abs(value) < 1e-6 ||
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x = clamp(x - value /
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float mj = 20.0 * x * kP * kP * kP;
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if (abs(value) < 1e-6 || mj == 0.0) break;
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x = clamp(x - value / mj, 0.0, 1.0);
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}
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float jo = x * radius;
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return vec2(
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@@ -364,14 +364,14 @@ sqrt(max(radius * radius - jo * jo, 0.0))
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);
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}
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float iT(float radius, float
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if (
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float
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return
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float iT(float radius, float gx) {
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if (gx >= radius) return 0.0;
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float og = radius - gx;
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return og * og * og;
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}
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vec3
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vec3 mt(ad source, float radius) {
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vec3 geometricNormal = source.faceNormal;
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if (dot(geometricNormal, source.vertexNormal) < 0.0) geometricNormal = -geometricNormal;
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vec3 tangent;
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@@ -380,43 +380,43 @@ aL(geometricNormal, tangent, bitangent);
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vec3 iF = vec3(0.0);
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for (int ig = 0; ig < BEVEL_SAMPLES; ig++) {
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vec2 ph =
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vec2 ph = fp(CAMERA_BEVEL_BASE + uint(ig));
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float cA = ph.x;
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float
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float oF = ph.y;
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vec3 dj = geometricNormal;
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vec3
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vec3 fI = tangent;
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vec3 ek = bitangent;
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float
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float gf = 0.5;
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float hY = 0.25;
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float
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float gH = 0.25;
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if (cA < 0.5) {
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cA *= 2.0;
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}
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else if (cA < 0.75) {
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vec3
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dj =
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vec3 mJ = dj;
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dj = fI;
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fI = mJ;
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gf = 0.25;
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hY = 0.5;
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cA = (cA - 0.5) * 4.0;
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}
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else {
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vec3
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vec3 mJ = dj;
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dj = ek;
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ek =
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ek = mJ;
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gf = 0.25;
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gH = 0.5;
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}
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vec2
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vec2 gV = kz(radius, oF);
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float phi = TWOPI * cA;
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vec3 qv =
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(cos(phi) *
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vec3 qv = gV.x *
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(cos(phi) * fI + sin(phi) * ek);
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Ray ray;
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iC(
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ray,
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source.position + dj *
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source.position + dj * gV.y + qv,
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-dj
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ad hit;
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ray,
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hit,
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source.instanceIndex,
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max(2.0 *
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max(2.0 * gV.y, EPS)
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);
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if (!hit.hit) continue;
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float kQ =
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float kb =
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float kQ = gf * abs(dot(dj, hit.faceNormal));
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float mF = hY * abs(dot(fI, hit.faceNormal));
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float kb = gH * abs(dot(ek, hit.faceNormal));
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float weight = kQ / max(
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kQ * kQ +
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kQ * kQ + mF * mF +
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kb * kb,
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1e-8
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);
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weight *= iT(radius, distance(hit.position, source.position)) /
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max(iT(radius,
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max(iT(radius, gV.x), 1e-8);
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iF += weight * hit.vertexNormal;
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}
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Ray
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Ray nX = ray;
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nX.o = si.position + ray.d * (EPS * 0.02);
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ad dE = si;
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dE.albedoSampled = false;
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cZ(
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J
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eX(
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RayTraceAuxiliary
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if (dE.hit && (
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cZ(nX, dE, false);
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J nW;
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eX(nW, dE.materialIndex, dE.uv, dE.uv1, dE.instanceIndex, dE.vertexColor);
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RayTraceAuxiliary gn = outAux;
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if (dE.hit && (nW.materialType == STANDARD || nW.materialType == UNLIT)) {
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gn.albedo = nW.transmissionWeight > 0.5
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? vec3(1.0)
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:
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: nW.baseColor;
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gn.normal = dot(
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dE.normal,
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dE.position - vec3(viewInv[3])
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? -dE.normal
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dE.albedoSampled =
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dE.albedoSampled = nW.transmissionWeight > 0.5;
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}
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vec4 back = bw(dE,
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vec4 back = bw(dE, nX, nW, gn);
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if (coverage <= 0.0) {
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outAux =
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outAux = gn;
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return back;
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}
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@@ -504,18 +504,18 @@ J tR = mat;
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tR.alpha = 1.0;
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RayTraceAuxiliary iW = outAux;
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vec4 qY = bw(tu, ray, tR, iW);
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outAux.albedo = mix(
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vec3
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outAux.normal = dot(
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? normalize(
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outAux.albedo = mix(gn.albedo, iW.albedo, coverage);
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vec3 fW = mix(gn.normal, iW.normal, coverage);
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outAux.normal = dot(fW, fW) > 1e-12
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? normalize(fW)
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: vec3(0.0);
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outAux.isBlank =
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outAux.isBlank = gn.isBlank && iW.isBlank;
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return mix(back, qY, coverage);
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}
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vec4
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vec4 mx(Ray ray, out RayTraceAuxiliary outAux) {
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ad si;
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J mat;
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@@ -534,7 +534,7 @@ si.isTransparency = mat.transmissionWeight > 0.001 || mat.subsurfaceWeight > 0.0
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#ifdef HAS_BEVEL
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if (bevelEnabled && mat.bevel > 0.0) {
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-
si.normal =
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537
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+
si.normal = mt(si, mat.bevel);
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}
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#endif
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@@ -568,15 +568,15 @@ kh(v_Texcoord * viewportSize, int(uint(sampleCount) ^ eg(uint(sequenceSeed))));
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568
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569
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570
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bf = dispersionWavelengths == 1 ? 0.0 : wavelength;
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-
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+
mv = wavelength;
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if (dispersionWavelengths == 1 && wavelength > 0.0) {
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float channel = floor(dz(CAMERA_WAVELENGTH) * 3.0);
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-
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+
mv = channel < 1.0 ? 650.0 : channel < 2.0 ? 510.0 : 475.0;
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}
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579
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-
Ray cam =
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579
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+
Ray cam = nM();
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580
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581
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RayTraceAuxiliary outAux;
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582
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outAux.albedo = vec3(0.0);
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@@ -584,7 +584,7 @@ outAux.normal = vec3(0.0);
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outAux.isBlank = false;
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outAux.isShadowCatcher = false;
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-
vec4 aF =
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+
vec4 aF = mx(cam, outAux);
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@@ -52,7 +52,7 @@ ${cameraRayGlsl}
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52
52
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53
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54
54
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-
vec4
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55
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+
vec4 mx(inout Ray ray, out vec4 background) {
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background = vec4(0.0);
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Path aa;
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aa.ray = ray;
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@@ -94,9 +94,9 @@ su();
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kh(v_Texcoord * viewportSize, int(uint(sampleCount) ^ eg(uint(sequenceSeed))));
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if (dispersionWavelengths == 1 && wavelength > 0.0) { dz(CAMERA_WAVELENGTH); }
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-
Ray cam =
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+
Ray cam = nM();
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vec4 background;
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vec4 aF =
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+
vec4 aF = mx(cam, background);
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if (!(aF.x < INF && aF.x > -EPS)) {
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aF = vec4(0, 0, 0, 1);
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@@ -59,7 +59,7 @@ color = max(vec3(0.0), color - 0.004);
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return pow((color * (6.2 * color + 0.5)) /
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(color * (6.2 * color + 1.7) + 0.06), vec3(2.2));
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}
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vec3
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62
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+
vec3 oI(vec3 value) {
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63
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vec3 kO = value * (value + 0.0245786) - 0.000090537;
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64
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|
vec3 ap = value * (0.983729 * value + 0.4329510) + 0.238081;
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return kO / ap;
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@@ -70,13 +70,13 @@ vec3(0.59719, 0.07600, 0.02840),
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70
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vec3(0.35458, 0.90834, 0.13383),
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vec3(0.04823, 0.01566, 0.83777)
|
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72
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);
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73
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-
const mat3
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73
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+
const mat3 oD = mat3(
|
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74
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vec3(1.60475, -0.10208, -0.00327),
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75
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vec3(-0.53108, 1.10813, -0.07276),
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vec3(-0.07367, -0.00605, 1.07602)
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77
77
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);
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78
78
|
color = pw * (color / 0.6);
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79
|
-
return clamp(
|
|
79
|
+
return clamp(oD * oI(color), 0.0, 1.0);
|
|
80
80
|
}
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81
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const mat3 LINEAR_REC2020_TO_LINEAR_SRGB = mat3(
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82
82
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vec3(1.6605, -0.1246, -0.0182),
|
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@@ -88,27 +88,27 @@ vec3(0.6274, 0.0691, 0.0164),
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88
88
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vec3(0.3293, 0.9195, 0.0880),
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vec3(0.0433, 0.0113, 0.8956)
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);
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-
vec3
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92
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-
vec3
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93
|
-
vec3 qK =
|
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94
|
-
return 15.5 * qK *
|
|
95
|
-
+ 31.96 * qK - 6.868 *
|
|
96
|
-
+ 0.4298 *
|
|
91
|
+
vec3 fU(vec3 value) {
|
|
92
|
+
vec3 mN = value * value;
|
|
93
|
+
vec3 qK = mN * mN;
|
|
94
|
+
return 15.5 * qK * mN - 40.14 * qK * value
|
|
95
|
+
+ 31.96 * qK - 6.868 * mN * value
|
|
96
|
+
+ 0.4298 * mN + 0.1191 * value - 0.00232;
|
|
97
97
|
}
|
|
98
|
-
vec3
|
|
98
|
+
vec3 mc(vec3 color) {
|
|
99
99
|
const mat3 pH = mat3(
|
|
100
100
|
vec3(0.856627153315983, 0.137318972929847, 0.11189821299995),
|
|
101
101
|
vec3(0.0951212405381588, 0.761241990602591, 0.0767994186031903),
|
|
102
102
|
vec3(0.0482516061458583, 0.101439036467562, 0.811302368396859)
|
|
103
103
|
);
|
|
104
|
-
const mat3
|
|
104
|
+
const mat3 oE = mat3(
|
|
105
105
|
vec3(1.1271005818144368, -0.1413297634984383, -0.14132976349843826),
|
|
106
106
|
vec3(-0.11060664309660323, 1.157823702216272, -0.11060664309660294),
|
|
107
107
|
vec3(-0.016493938717834573, -0.016493938717834257, 1.2519364065950405)
|
|
108
108
|
);
|
|
109
109
|
color = pH * (LINEAR_SRGB_TO_LINEAR_REC2020 * color);
|
|
110
110
|
color = clamp((log2(max(color, 1e-10)) + 12.47393) / 16.5, 0.0, 1.0);
|
|
111
|
-
color =
|
|
111
|
+
color = oE * fU(color);
|
|
112
112
|
color = pow(max(color, 0.0), vec3(2.2));
|
|
113
113
|
return clamp(LINEAR_REC2020_TO_LINEAR_SRGB * color, 0.0, 1.0);
|
|
114
114
|
}
|
|
@@ -117,9 +117,9 @@ if (toneMappingMode == 1) return lv(color);
|
|
|
117
117
|
if (toneMappingMode == 2) return jJ(color);
|
|
118
118
|
if (toneMappingMode == 3) return iP(color);
|
|
119
119
|
if (toneMappingMode == 4) return jU(color);
|
|
120
|
-
return
|
|
120
|
+
return mc(color);
|
|
121
121
|
}
|
|
122
|
-
vec3
|
|
122
|
+
vec3 gc(vec3 color) {
|
|
123
123
|
vec3 tj = vec3(
|
|
124
124
|
1.0 + temperature * 0.16 + tint * 0.04,
|
|
125
125
|
1.0 - tint * 0.12,
|
|
@@ -141,7 +141,7 @@ return;
|
|
|
141
141
|
vec4 color = sample_colorTex(uv);
|
|
142
142
|
vec4 bloom = sample_bloomTex(uv) * bloomIntensity;
|
|
143
143
|
color.rgb += bloom.rgb;
|
|
144
|
-
color.rgb =
|
|
144
|
+
color.rgb = gc(color.rgb * exposure);
|
|
145
145
|
if (sRGBOutput) {
|
|
146
146
|
float edge = smoothstep(0.2, 0.72, distance(uv, vec2(0.5)));
|
|
147
147
|
color.rgb *= 1.0 - vignette * edge;
|
|
@@ -154,15 +154,15 @@ if (shadowCatcherEnabled > 0.5) {
|
|
|
154
154
|
float coverage = clamp(shadow.r, 0.0, 1.0);
|
|
155
155
|
|
|
156
156
|
|
|
157
|
-
float
|
|
157
|
+
float fS = clamp(
|
|
158
158
|
(1.0 - shadow.a) / max(coverage, 0.000001), 0.0, 1.0
|
|
159
159
|
);
|
|
160
|
-
|
|
160
|
+
fS = max(fS - (1.0 - shadowCatcherAlpha), 0.0);
|
|
161
161
|
if (coverage > 0.0) {
|
|
162
162
|
vec4 foreground = sample_foregroundTex(uv);
|
|
163
163
|
vec4 background = sample_catcherBackgroundTex(uv);
|
|
164
|
-
vec3 bK =
|
|
165
|
-
vec3 backgroundColor =
|
|
164
|
+
vec3 bK = gc((foreground.rgb + bloom.rgb) * exposure);
|
|
165
|
+
vec3 backgroundColor = gc((background.rgb / max(background.a, 0.000001) + bloom.rgb) * exposure);
|
|
166
166
|
if (sRGBOutput) {
|
|
167
167
|
float edge = smoothstep(0.2, 0.72, distance(uv, vec2(0.5)));
|
|
168
168
|
bK *= 1.0 - vignette * edge;
|
|
@@ -171,15 +171,15 @@ bK = pow(max(cl(bK), 0.0), vec3(1.0 / 2.2));
|
|
|
171
171
|
backgroundColor = pow(max(cl(backgroundColor), 0.0), vec3(1.0 / 2.2));
|
|
172
172
|
}
|
|
173
173
|
|
|
174
|
-
float opacity =
|
|
175
|
-
|
|
176
|
-
float
|
|
177
|
-
float hv = max(foreground.a,
|
|
178
|
-
float jd = max(background.a,
|
|
179
|
-
float alpha = hv + jd * (1.0 - opacity) +
|
|
174
|
+
float opacity = fS;
|
|
175
|
+
fS *= coverage;
|
|
176
|
+
float mf = clamp(dot(bloom.rgb, vec3(0.2125, 0.7154, 0.0721)), 0.0, 1.0);
|
|
177
|
+
float hv = max(foreground.a, mf * (1.0 - coverage));
|
|
178
|
+
float jd = max(background.a, mf * coverage);
|
|
179
|
+
float alpha = hv + jd * (1.0 - opacity) + fS;
|
|
180
180
|
vec3 premultiplied = bK * hv
|
|
181
181
|
+ backgroundColor * jd * (1.0 - opacity)
|
|
182
|
-
+ shadowCatcherColor *
|
|
182
|
+
+ shadowCatcherColor * fS;
|
|
183
183
|
color = vec4(premultiplied / max(alpha, 0.000001), alpha);
|
|
184
184
|
}
|
|
185
185
|
}
|
|
@@ -4,18 +4,18 @@ export function scratchWGSLFunctions(textures, samplers, scratch = false) {
|
|
|
4
4
|
fn ${name}Region() -> vec2u {
|
|
5
5
|
return ${scratch ? `imageRegions[${index}].xy` : `textureDimensions(${name})`};
|
|
6
6
|
}
|
|
7
|
-
fn load_${name}(
|
|
8
|
-
${scratch ? `if (any(
|
|
9
|
-
return textureLoad(${name},
|
|
7
|
+
fn load_${name}(fQ: vec2i, level: i32) -> vec4f {
|
|
8
|
+
${scratch ? `if (any(fQ < vec2i(0)) || any(fQ >= vec2i(${name}Region()))) { return vec4f(0.0); }` : ''}
|
|
9
|
+
return textureLoad(${name}, fQ, level);
|
|
10
10
|
}
|
|
11
11
|
${samplers.map(sampler => /* wgsl */ `
|
|
12
|
-
fn sample_${name}_${sampler}(
|
|
12
|
+
fn sample_${name}_${sampler}(fH: vec2f) -> vec4f {
|
|
13
13
|
${scratch ? /* wgsl */ `
|
|
14
14
|
let kc = textureDimensions(${name});
|
|
15
|
-
if (all(kc == ${name}Region())) { return textureSampleLevel(${name}, ${sampler},
|
|
16
|
-
let
|
|
17
|
-
return textureSampleLevel(${name}, ${sampler},
|
|
18
|
-
: `return textureSample(${name}, ${sampler},
|
|
15
|
+
if (all(kc == ${name}Region())) { return textureSampleLevel(${name}, ${sampler}, fH, 0.0); }
|
|
16
|
+
let fQ = clamp(fH * vec2f(${name}Region()), vec2f(0.5), vec2f(${name}Region()) - vec2f(0.5));
|
|
17
|
+
return textureSampleLevel(${name}, ${sampler}, fQ / vec2f(kc), 0.0);`
|
|
18
|
+
: `return textureSample(${name}, ${sampler}, fH);`}
|
|
19
19
|
}`).join('')}`).join('');
|
|
20
20
|
}
|
|
21
21
|
export function scratchGLSLFunctions(textures, scratch = false) {
|
|
@@ -23,17 +23,17 @@ export function scratchGLSLFunctions(textures, scratch = false) {
|
|
|
23
23
|
ivec2 ${name}Region() {
|
|
24
24
|
return ${scratch ? `${name}RegionSize` : `textureSize(${name}, 0)`};
|
|
25
25
|
}
|
|
26
|
-
vec4 load_${name}(ivec2
|
|
27
|
-
${scratch ? `if (any(lessThan(
|
|
28
|
-
return texelFetch(${name},
|
|
26
|
+
vec4 load_${name}(ivec2 fQ, int level) {
|
|
27
|
+
${scratch ? `if (any(lessThan(fQ, ivec2(0))) || any(greaterThanEqual(fQ, ${name}Region()))) return vec4(0.0);` : ''}
|
|
28
|
+
return texelFetch(${name}, fQ, level);
|
|
29
29
|
}
|
|
30
|
-
vec4 sample_${name}(vec2
|
|
30
|
+
vec4 sample_${name}(vec2 fH) {
|
|
31
31
|
${scratch ? /* glsl */ `
|
|
32
32
|
ivec2 kc = textureSize(${name}, 0);
|
|
33
|
-
if (all(equal(kc, ${name}Region()))) return texture(${name},
|
|
34
|
-
vec2
|
|
35
|
-
return texture(${name},
|
|
36
|
-
: `return texture(${name},
|
|
33
|
+
if (all(equal(kc, ${name}Region()))) return texture(${name}, fH);
|
|
34
|
+
vec2 fQ = clamp(fH * vec2(${name}Region()), vec2(0.5), vec2(${name}Region()) - vec2(0.5));
|
|
35
|
+
return texture(${name}, fQ / vec2(kc));`
|
|
36
|
+
: `return texture(${name}, fH);`}
|
|
37
37
|
}`).join('');
|
|
38
38
|
}
|
|
39
39
|
//# sourceMappingURL=scratchSampling.js.map
|
|
@@ -27,12 +27,12 @@ return mix(mix(s1, s2, f.x), mix(s3, s4, f.x), f.y);
|
|
|
27
27
|
|
|
28
28
|
}
|
|
29
29
|
|
|
30
|
-
fn eL(
|
|
31
|
-
var phi = atan2(-
|
|
30
|
+
fn eL(gh: vec3f) -> vec2f {
|
|
31
|
+
var phi = atan2(-gh.z, -gh.x);
|
|
32
32
|
if (phi < 0.0) {
|
|
33
33
|
phi += TWOPI;
|
|
34
34
|
}
|
|
35
|
-
let theta = acos(clamp(
|
|
35
|
+
let theta = acos(clamp(gh.y, -1.0, 1.0));
|
|
36
36
|
return vec2f(phi * 0.5 * INVPI, theta * INVPI);
|
|
37
37
|
}
|
|
38
38
|
|
|
@@ -40,8 +40,8 @@ fn jN() -> mat3x3f {
|
|
|
40
40
|
return mat3x3f(rtUniform.environmentRotation[0].xyz, rtUniform.environmentRotation[1].xyz, rtUniform.environmentRotation[2].xyz);
|
|
41
41
|
}
|
|
42
42
|
|
|
43
|
-
fn cY(
|
|
44
|
-
return eL(transpose(jN()) *
|
|
43
|
+
fn cY(mP: vec3f) -> vec2f {
|
|
44
|
+
return eL(transpose(jN()) * mP);
|
|
45
45
|
}
|
|
46
46
|
|
|
47
47
|
fn qB(u: f32, vOffset: ptr<function, i32>, pdf: ptr<function, vec2f>) -> f32 {
|
|
@@ -84,25 +84,25 @@ left = mid + 1;
|
|
|
84
84
|
right = mid;
|
|
85
85
|
}
|
|
86
86
|
}
|
|
87
|
-
let
|
|
87
|
+
let oR = left - 1;
|
|
88
88
|
|
|
89
89
|
|
|
90
90
|
|
|
91
|
-
let s0 = textureLoad(envMapDistribution, vec2i(1 +
|
|
92
|
-
let s1 = textureLoad(envMapDistribution, vec2i(1 +
|
|
91
|
+
let s0 = textureLoad(envMapDistribution, vec2i(1 + oR, vOffset), 0).xy;
|
|
92
|
+
let s1 = textureLoad(envMapDistribution, vec2i(1 + oR + 1, vOffset), 0).xy;
|
|
93
93
|
|
|
94
94
|
(*pdf).x = s0.y;
|
|
95
95
|
|
|
96
|
-
return (f32(
|
|
96
|
+
return (f32(oR) + (u - s0.x) / (s1.x - s0.x)) / f32(size.x);
|
|
97
97
|
}
|
|
98
98
|
|
|
99
99
|
|
|
100
|
-
fn
|
|
101
|
-
var
|
|
100
|
+
fn oL(random: vec2f, uv: ptr<function, vec2f>, pdf: ptr<function, f32>) -> vec3f {
|
|
101
|
+
var he: vec2f;
|
|
102
102
|
var vOffset: i32;
|
|
103
103
|
|
|
104
|
-
(*uv).y = qB(random.x, &vOffset, &
|
|
105
|
-
(*uv).x = qA(random.y, vOffset, &
|
|
104
|
+
(*uv).y = qB(random.x, &vOffset, &he);
|
|
105
|
+
(*uv).x = qA(random.y, vOffset, &he);
|
|
106
106
|
|
|
107
107
|
let phi = (*uv).x * TWOPI;
|
|
108
108
|
let theta = (*uv).y * PI;
|
|
@@ -113,7 +113,7 @@ let uw = sin(phi);
|
|
|
113
113
|
|
|
114
114
|
let dir = vec3f(-sinTheta * ul, cc, -sinTheta * uw);
|
|
115
115
|
|
|
116
|
-
*pdf =
|
|
116
|
+
*pdf = he.x * he.y * INVPI2 / (2.0 * sinTheta);
|
|
117
117
|
|
|
118
118
|
return jN() * dir;
|
|
119
119
|
}
|