@meimu/mutracer 0.2.0 → 0.3.0
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/README.md +3 -0
- package/dist/assets/bvh.worker.js +1 -1
- package/dist/mutracer.umd.js +8949 -7915
- package/docs/api.md +42 -21
- package/docs/caustics.md +80 -0
- package/docs/materials.md +5 -4
- package/docs/progressive-rendering.md +50 -9
- package/docs/technical/continuous-spectrum.md +93 -0
- package/docs/updates.md +3 -1
- package/docs/viewer-checklist.md +65 -0
- package/docs/viewer.md +7 -5
- package/lib/Display.js +1 -1
- package/lib/Display.js.map +1 -1
- package/lib/Engine.d.ts +2 -0
- package/lib/Engine.js +47 -12
- package/lib/Engine.js.map +1 -1
- package/lib/Render.d.ts +61 -13
- package/lib/Render.js +169 -19
- package/lib/Render.js.map +1 -1
- package/lib/RenderLoop.d.ts +7 -3
- package/lib/RenderLoop.js +68 -44
- package/lib/RenderLoop.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/GPUTraceQueue.d.ts +2 -1
- package/lib/renderer/GPUTraceQueue.js +3 -1
- package/lib/renderer/GPUTraceQueue.js.map +1 -1
- package/lib/renderer/RenderingPipeline.d.ts +4 -0
- package/lib/renderer/RenderingPipeline.js.map +1 -1
- package/lib/renderer/WGPUCausticLightPass.d.ts +48 -0
- package/lib/renderer/WGPUCausticLightPass.js +217 -0
- package/lib/renderer/WGPUCausticLightPass.js.map +1 -0
- package/lib/renderer/WGPUEnvMapDistribution.js +18 -18
- package/lib/renderer/WGPUFullQuadPass.js +3 -3
- package/lib/renderer/WGPUPhotonMap.d.ts +37 -0
- package/lib/renderer/WGPUPhotonMap.js +191 -0
- package/lib/renderer/WGPUPhotonMap.js.map +1 -0
- package/lib/renderer/WGPURayTraceOutput.d.ts +13 -1
- package/lib/renderer/WGPURayTraceOutput.js +122 -28
- package/lib/renderer/WGPURayTraceOutput.js.map +1 -1
- package/lib/renderer/WGPURayTracePass.d.ts +48 -17
- package/lib/renderer/WGPURayTracePass.js +538 -340
- package/lib/renderer/WGPURayTracePass.js.map +1 -1
- package/lib/renderer/WGPURenderingPipeline.js +83 -47
- package/lib/renderer/WGPURenderingPipeline.js.map +1 -1
- package/lib/renderer/WebGLFullQuadPass.d.ts +2 -1
- package/lib/renderer/WebGLFullQuadPass.js +4 -0
- package/lib/renderer/WebGLFullQuadPass.js.map +1 -1
- package/lib/renderer/WebGLJNLMDenoiser.js +66 -66
- package/lib/renderer/WebGLRayTraceOutputPass.js +4 -4
- package/lib/renderer/WebGLRayTracePass.d.ts +6 -1
- package/lib/renderer/WebGLRayTracePass.js +43 -6
- package/lib/renderer/WebGLRayTracePass.js.map +1 -1
- package/lib/renderer/WebGLRenderingPipeline.js +10 -14
- package/lib/renderer/WebGLRenderingPipeline.js.map +1 -1
- package/lib/renderer/WebGLSkyBaker.js +60 -60
- package/lib/renderer/accumulationTarget.d.ts +2 -1
- package/lib/renderer/accumulationTarget.js.map +1 -1
- package/lib/renderer/causticDiagnostics.d.ts +31 -0
- package/lib/renderer/causticDiagnostics.js +5 -0
- package/lib/renderer/causticDiagnostics.js.map +1 -0
- package/lib/renderer/causticEmission.d.ts +10 -0
- package/lib/renderer/causticEmission.js +40 -0
- package/lib/renderer/causticEmission.js.map +1 -0
- package/lib/renderer/causticUniform.d.ts +12 -0
- package/lib/renderer/causticUniform.js +22 -0
- package/lib/renderer/causticUniform.js.map +1 -0
- package/lib/renderer/caustics.d.ts +16 -0
- package/lib/renderer/caustics.js +93 -0
- package/lib/renderer/caustics.js.map +1 -0
- package/lib/renderer/glsl/aovDisplay.frag.js +5 -5
- package/lib/renderer/glsl/aovReflectance.glsl.js +53 -53
- package/lib/renderer/glsl/aovReflectanceSamples.glsl.js +1 -1
- package/lib/renderer/glsl/aovTrace.frag.js +33 -33
- package/lib/renderer/glsl/chunks/cameraRay.glsl.js +9 -9
- package/lib/renderer/glsl/chunks/emissiveLight.glsl.d.ts +2 -0
- package/lib/renderer/glsl/chunks/emissiveLight.glsl.js +35 -0
- package/lib/renderer/glsl/chunks/emissiveLight.glsl.js.map +1 -0
- package/lib/renderer/glsl/chunks/envMap.glsl.js +73 -73
- package/lib/renderer/glsl/chunks/intersect.glsl.js +426 -428
- package/lib/renderer/glsl/chunks/intersect.glsl.js.map +1 -1
- package/lib/renderer/glsl/chunks/materialBuffer.glsl.d.ts +1 -0
- package/lib/renderer/glsl/chunks/materialBuffer.glsl.js +156 -153
- package/lib/renderer/glsl/chunks/materialBuffer.glsl.js.map +1 -1
- package/lib/renderer/glsl/chunks/openPbrBsdf.glsl.js +771 -771
- package/lib/renderer/glsl/chunks/rand.glsl.js +3 -3
- package/lib/renderer/glsl/chunks/random.glsl.js +6 -6
- package/lib/renderer/glsl/chunks/rayTraceCore.glsl.d.ts +1 -0
- package/lib/renderer/glsl/chunks/rayTraceCore.glsl.js +68 -63
- package/lib/renderer/glsl/chunks/rayTraceCore.glsl.js.map +1 -1
- package/lib/renderer/glsl/chunks/sampleLight.glsl.js +94 -76
- package/lib/renderer/glsl/chunks/sampleLight.glsl.js.map +1 -1
- package/lib/renderer/glsl/chunks/sampleMaterial.glsl.d.ts +1 -0
- package/lib/renderer/glsl/chunks/sampleMaterial.glsl.js +140 -117
- package/lib/renderer/glsl/chunks/sampleMaterial.glsl.js.map +1 -1
- package/lib/renderer/glsl/chunks/sampleShadowCatcher.glsl.js +14 -14
- package/lib/renderer/glsl/chunks/sampling.glsl.js +89 -92
- package/lib/renderer/glsl/chunks/sampling.glsl.js.map +1 -1
- package/lib/renderer/glsl/chunks/sobol.glsl.js +79 -79
- 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 +2 -2
- package/lib/renderer/glsl/normalizeRayTraceOutput.frag.js +10 -10
- package/lib/renderer/glsl/rayTrace.frag.d.ts +1 -1
- package/lib/renderer/glsl/rayTrace.frag.js +260 -237
- package/lib/renderer/glsl/rayTrace.frag.js.map +1 -1
- package/lib/renderer/glsl/shadowCatcher.frag.js +26 -26
- package/lib/renderer/glsl/shadowCatcher.frag.js.map +1 -1
- package/lib/renderer/glsl/webglPipeline.frag.js +59 -59
- package/lib/renderer/lightSampling.d.ts +3 -2
- package/lib/renderer/lightSampling.js +14 -8
- package/lib/renderer/lightSampling.js.map +1 -1
- package/lib/renderer/progressiveScheduler.js +4 -3
- package/lib/renderer/progressiveScheduler.js.map +1 -1
- package/lib/renderer/renderPipeline.d.ts +1 -0
- package/lib/renderer/renderPipeline.js.map +1 -1
- package/lib/renderer/researchTransport.d.ts +31 -0
- package/lib/renderer/researchTransport.js +5 -0
- package/lib/renderer/researchTransport.js.map +1 -0
- package/lib/renderer/sceneLayoutSchema.d.ts +1 -0
- package/lib/renderer/sceneLayoutSchema.js +2 -2
- package/lib/renderer/sceneLayoutSchema.js.map +1 -1
- package/lib/renderer/scratchSampling.js +6 -6
- package/lib/renderer/spectrum.d.ts +21 -0
- package/lib/renderer/spectrum.js +154 -0
- package/lib/renderer/spectrum.js.map +1 -0
- package/lib/renderer/webglLightSampling.d.ts +39 -0
- package/lib/renderer/webglLightSampling.js +15 -0
- package/lib/renderer/webglLightSampling.js.map +1 -0
- package/lib/renderer/wgpuBindlessSource.js +3 -3
- package/lib/renderer/wgpuShaderSource.d.ts +7 -0
- package/lib/renderer/wgpuShaderSource.js +2 -0
- package/lib/renderer/wgpuShaderSource.js.map +1 -1
- package/lib/renderer/wgsl/aovDisplay.wgsl.js +9 -9
- package/lib/renderer/wgsl/aovReflectance.wgsl.js +55 -55
- package/lib/renderer/wgsl/aovReflectanceSamples.wgsl.js +1 -1
- package/lib/renderer/wgsl/aovResolve.wgsl.js +2 -2
- package/lib/renderer/wgsl/aovSnapshot.wgsl.js +1 -1
- package/lib/renderer/wgsl/aovTrace.wgsl.js +33 -33
- package/lib/renderer/wgsl/bloom.wgsl.js +18 -18
- package/lib/renderer/wgsl/causticLight.compute.d.ts +6 -0
- package/lib/renderer/wgsl/causticLight.compute.js +537 -0
- package/lib/renderer/wgsl/causticLight.compute.js.map +1 -0
- package/lib/renderer/wgsl/chunks/background.wgsl.d.ts +2 -0
- package/lib/renderer/wgsl/chunks/background.wgsl.js +102 -0
- package/lib/renderer/wgsl/chunks/background.wgsl.js.map +1 -0
- package/lib/renderer/wgsl/chunks/causticAdjoint.wgsl.d.ts +2 -0
- package/lib/renderer/wgsl/chunks/causticAdjoint.wgsl.js +12 -0
- package/lib/renderer/wgsl/chunks/causticAdjoint.wgsl.js.map +1 -0
- package/lib/renderer/wgsl/chunks/causticAtomic.wgsl.d.ts +2 -0
- package/lib/renderer/wgsl/chunks/causticAtomic.wgsl.js +16 -0
- package/lib/renderer/wgsl/chunks/causticAtomic.wgsl.js.map +1 -0
- package/lib/renderer/wgsl/chunks/caustics.wgsl.d.ts +1 -0
- package/lib/renderer/wgsl/chunks/caustics.wgsl.js +62 -0
- package/lib/renderer/wgsl/chunks/caustics.wgsl.js.map +1 -0
- package/lib/renderer/wgsl/chunks/common.wgsl.js +4 -4
- package/lib/renderer/wgsl/chunks/envMap.wgsl.js +37 -37
- package/lib/renderer/wgsl/chunks/intersect.wgsl.js +598 -592
- package/lib/renderer/wgsl/chunks/intersect.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/chunks/intersectionAlpha.wgsl.js +14 -14
- package/lib/renderer/wgsl/chunks/materialBuffer.wgsl.d.ts +2 -1
- package/lib/renderer/wgsl/chunks/materialBuffer.wgsl.js +75 -73
- package/lib/renderer/wgsl/chunks/materialBuffer.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/chunks/openPbrBsdf.wgsl.js +794 -794
- package/lib/renderer/wgsl/chunks/pdm_displacement.wgsl.js +139 -139
- package/lib/renderer/wgsl/chunks/rand.wgsl.js +3 -3
- package/lib/renderer/wgsl/chunks/rayTraceCore.wgsl.d.ts +2 -1
- package/lib/renderer/wgsl/chunks/rayTraceCore.wgsl.js +35 -25
- package/lib/renderer/wgsl/chunks/rayTraceCore.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/chunks/sampleLight.wgsl.d.ts +1 -1
- package/lib/renderer/wgsl/chunks/sampleLight.wgsl.js +142 -138
- package/lib/renderer/wgsl/chunks/sampleLight.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/chunks/sampleMaterial.wgsl.d.ts +1 -1
- package/lib/renderer/wgsl/chunks/sampleMaterial.wgsl.js +204 -187
- package/lib/renderer/wgsl/chunks/sampleMaterial.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/chunks/sampleShadowCatcher.wgsl.d.ts +1 -1
- package/lib/renderer/wgsl/chunks/sampleShadowCatcher.wgsl.js +11 -11
- package/lib/renderer/wgsl/chunks/sampleShadowCatcher.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/chunks/sampling.wgsl.d.ts +1 -1
- package/lib/renderer/wgsl/chunks/sampling.wgsl.js +89 -93
- package/lib/renderer/wgsl/chunks/sampling.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/chunks/sobol.wgsl.js +83 -83
- package/lib/renderer/wgsl/chunks/uvProjection.wgsl.js +11 -11
- package/lib/renderer/wgsl/compose.frag.wgsl.js +98 -98
- package/lib/renderer/wgsl/customDenoise.wgsl.js +10 -10
- package/lib/renderer/wgsl/depthQuery.wgsl.js +2 -2
- package/lib/renderer/wgsl/jnlm.compute.js +74 -74
- package/lib/renderer/wgsl/offlineAdaptive.compute.js +25 -25
- package/lib/renderer/wgsl/oidnAuxiliary.wgsl.js +3 -3
- package/lib/renderer/wgsl/photonMap.compute.d.ts +29 -0
- package/lib/renderer/wgsl/photonMap.compute.js +352 -0
- package/lib/renderer/wgsl/photonMap.compute.js.map +1 -0
- package/lib/renderer/wgsl/proceduralSky.compute.js +64 -64
- package/lib/renderer/wgsl/rayTrace.compute.d.ts +9 -1
- package/lib/renderer/wgsl/rayTrace.compute.js +448 -522
- package/lib/renderer/wgsl/rayTrace.compute.js.map +1 -1
- package/lib/scene/MaterialState.d.ts +2 -2
- package/lib/scene/MaterialState.js +2 -2
- package/lib/scene/MaterialState.js.map +1 -1
- package/lib/settings/render.d.ts +11 -0
- package/lib/settings/render.js +1 -0
- package/lib/settings/render.js.map +1 -1
- package/lib/util/fromTHREE.js +2 -2
- 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/llms.txt +2 -1
- package/package.json +3 -3
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see LICENSES/RayTracingRenderer-MIT.txt.\n\nimport commonGlsl from './chunks/common.glsl.js';\nimport rayTraceCore from './chunks/rayTraceCore.glsl.js';\nimport textureLinear from './chunks/textureLinear.glsl.js';\nimport materialBufferGlsl from './chunks/materialBuffer.glsl.js';\nimport intersect from './chunks/intersect.glsl.js';\nimport randGlsl from './chunks/rand.glsl.js';\nimport random from './chunks/random.glsl.js';\nimport envMap from './chunks/envMap.glsl.js';\nimport sampleMaterialGlsl from './chunks/sampleMaterial.glsl.js';\nimport sampleLightGlsl from './chunks/sampleLight.glsl.js';\nimport { FragmentShader, glsl, Shader } from '../shader.js';\nimport openPbrBsdfGlsl from './chunks/openPbrBsdf.glsl.js';\nimport samplingGlsl from './chunks/sampling.glsl.js';\nimport { isIntelMac } from '../util.js';\nimport uvProjectionGlsl from './chunks/uvProjection.glsl.js';\n\nconst doubleTransmissionCheckCode = glsl`\n#if defined(HAS_TRANSMISSION) || defined(HAS_ALPHA)\n if (!si.isTransparency && BOUNCES < 16 && depth * 2 > BOUNCES) {\n path.abort = true;\n return;\n }\n#endif\n`;\n\n// bounce fix on intel mac\n// The intel mac only have one bounce if the loop is not unrolled\n// But windows will have extremely slow shader compilation if the loop is unrolled\n// So here the code are injected separately.\nconst bounceCodeOnIntelMac = glsl`\n// Mark loop can be unrolled\nfor(int _idx_ = 0; _idx_ < BOUNCES; _idx_++) {{\n if (path.abort) {\n return vec4(path.li, path.alpha);\n }\n bounce(path, depth, si, mat, outAux);\n}}\n`;\nconst bounceCodeOnOther = glsl`\nbool isOpaque = !si.isTransparency;\nint activeBounceLimit = min(BOUNCES, bounceLimit);\nfor(int idx = 0; idx < min(BOUNCES * 3, ${MAX_PATH_EVENTS}); idx++) {\n if (isOpaque && idx > activeBounceLimit) {\n path.abort = true;\n }\n if (path.abort) {\n return vec4(path.li, path.alpha);\n }\n bounce(path, depth, si, mat, outAux);\n}\n`;\n\nexport default function createRayTraceFragmentShader() {\n const intelMac = isIntelMac();\n return new FragmentShader({\n name: 'rayTraceFrag',\n outputs: ['color', 'albedo', 'normal', 'moments'],\n defines: {\n BOUNCES: 2\n },\n uniforms: {\n cameraApertureRadius: Shader.uniform('float', 0),\n cameraFocusDistance: Shader.uniform('float', 10),\n\n viewProjectionInv: Shader.uniform('mat4'),\n viewInv: Shader.uniform('mat4'),\n transmissiveOutputAlphaMin: Shader.uniform('float'),\n openPbrEnergyLut: Shader.uniform('sampler2D'),\n\n viewportSize: Shader.uniform('vec2'),\n\n wavelength: Shader.uniform('float', 0),\n bevelEnabled: Shader.uniform('bool', true),\n dispersionWavelengths: Shader.uniform('int', 3),\n bounceLimit: Shader.uniform('int', 8)\n },\n includes: [rayTraceCore, materialBufferGlsl, intersect, random, envMap],\n main: glsl`\n${commonGlsl}\n\n${randGlsl}\n${random.main}\n\n${textureLinear}\n\n${rayTraceCore.main}\n\n${uvProjectionGlsl}\n\n${materialBufferGlsl.main}\n${intersect.main}\n${envMap.main}\n\n${samplingGlsl}\n${openPbrBsdfGlsl}\n\nfloat heroWavelength;\nfloat pathWavelength;\n\n${sampleLightGlsl}\n${sampleMaterialGlsl}\n\n${cameraRayGlsl}\nstruct RayTraceAuxiliary {\n // Denoising guides and auxiliary pixel classification.\n vec3 albedo;\n vec3 normal;\n bool isBlank;\n // The primary ray hit a shadow catcher, whose sample the catcher pass owns.\n bool isShadowCatcher;\n};\n\nvoid bounce(inout Path path, inout int depth, inout SurfaceInteraction si, inout OpenPbrResolvedMaterial mat, inout RayTraceAuxiliary outAux) {\n samplingBounce = uint(max(depth, 0));\n // The bounce will be doubled on the transmission material.\n // For other materials. We will quite early\n // TODO It is only used on Mac with AMD card. If I enabled it on windows.\n // It will cause shader compilation too slow.\n${intelMac ? doubleTransmissionCheckCode : ''}\n\n bool isShadowCatcher = mat.materialType == SHADOW_CATCHER;\n if (isShadowCatcher) {\n if (path.fromEye) {\n // Match the composed shadow with neutral receiver guides, while keeping\n // background coverage and radiance independent of the invisible ground.\n outAux.albedo = vec3(1.0);\n outAux.normal = dot(si.normal, path.ray.d) > 0.0 ? -si.normal : si.normal;\n si.hit = false;\n outAux.isShadowCatcher = true;\n }\n else {\n // The catcher belongs only to the shadow-mask pass. Keep its default\n // white material out of glossy and transmission reflections.\n#ifdef USE_ENVMAP\n if (path.isNextRefraction) {\n // The invisible catcher can sit between a transmitted camera ray and\n // the grounded skybox. Use the displayed background here instead of\n // terminating early with the raw lighting environment.\n vec4 bg = sampleBackgroundFromRay(path.ray.o, path.ray.d);\n bg.rgb = sampling_spectral_rgb_filter(bg.rgb, pathWavelength);\n float backgroundMisWeight = path.scatteringIsDelta ? 1.0\n : sampling_power_heuristic(path.scatteringPdf,\n envMapPdf(environmentUv(path.ray.d)) * envLightSelectionPmf);\n path.li += backgroundMisWeight * path.beta * bg.rgb * bg.a;\n path.alpha = max(path.alpha, bg.a);\n }\n else {\n vec2 envUv = environmentUv(path.ray.d);\n vec3 emission = textureLinear(envMap, envUv).rgb;\n emission = sampling_spectral_rgb_filter(emission, pathWavelength);\n path.li += path.beta * emission *\n sampling_power_heuristic(\n path.scatteringPdf,\n envMapPdf(envUv) * envLightSelectionPmf\n );\n }\n#else\n vec4 bg = sampleBackgroundFromRay(path.ray.o, path.ray.d);\n bg.rgb = sampling_spectral_rgb_filter(bg.rgb, pathWavelength);\n path.li += path.beta * bg.rgb * bg.a;\n#endif\n path.abort = true;\n return;\n }\n }\n\n if (!si.hit) {\n // Sample from background if first ray not hit anything.\n vec4 bg = sampleBackgroundFromRay(path.ray.o, path.ray.d);\n // Dispersion renders one additive pass per RGB wavelength. Background\n // radiance has to be split in the same way as lights and emissive\n // surfaces, otherwise the full skybox is accumulated three times.\n bg.rgb = sampling_spectral_rgb_filter(bg.rgb, pathWavelength);\n if (path.fromEye) {\n path.li = bg.rgb * bg.a;\n path.alpha = bg.a;\n // Only treat as blank pixels when the background is transparent\n outAux.isBlank = bg.a < 0.01;\n }\n else {\n Ray cam = initCameraRay(v_Texcoord + pixelJitter());\n bool towardsCam = dot(cam.d, path.ray.d) > 0.0;\n if (transmissiveOutputAlphaMin < 1.0) {\n if (towardsCam) {\n path.alpha = max(path.alpha, bg.a);\n } else {\n path.alpha = 1.0;\n }\n }\n#if !defined(USE_ENVMAP)\n // TODO treat background as a light source\n if (towardsCam) {\n path.li = path.beta * sampling_power_heuristic(path.scatteringPdf, 1.0) * bg.rgb;\n }\n#endif\n }\n path.abort = true;\n return;\n }\n\n bool sampleIgnored = false;\n if ((mat.materialType == STANDARD || mat.materialType == UNLIT)) {\n if (transmissiveOutputAlphaMin < 1.0) {\n // TODO increase the alpha when there are more bounces.\n float alpha = max(1.0 - mat.transmissionWeight, 1.0 - pow(1.0 - transmissiveOutputAlphaMin, float(depth)));\n path.alpha = max(alpha, path.alpha);\n }\n float alpha = mat.alpha;\n if (alpha < 1.0) {\n // Alpha is sampled as stochastic coverage. An accepted surface branch\n // must use full radiance weight; multiplying by alpha again is biased.\n path.alpha = max(path.alpha, alpha);\n if (hashedSample(3u) > alpha) {\n sampleIgnored = true;\n }\n }\n if (!sampleIgnored) {\n SampleMaterial(si, mat, path);\n }\n else {\n path.ray.o = si.position + path.ray.d * EPS;\n }\n }\n\n if (!si.albedoSampled && !sampleIgnored) {\n // Select denoising guides.\n if ((mat.materialType == STANDARD || mat.materialType == UNLIT) &&\n !(mat.transmissionWeight > 0.5 ||\n (mat.specularRoughness <= 0.02 && mat.baseMetalness > 0.98))) {\n // Alpha-blended decals can be skipped stochastically. In that case keep\n // looking for the first useful rough-surface guide behind the decal,\n // even though it is reached after depth zero.\n outAux.albedo = mat.baseColor;\n outAux.normal = dot(si.normal, si.position - vec3(viewInv[3])) > 0.0\n ? -si.normal\n : si.normal;\n si.albedoSampled = true;\n }\n if (depth > 4) {\n si.albedoSampled = true;\n }\n }\n\n\n // Russian Roulette sampling\n#ifdef USE_RR\n if (depth >= RR_MAX && !sampleIgnored) {\n // Max-component survival (pbrt-v4) avoids over-amplifying saturated paths.\n float maxComponent = max(max(path.beta.x, path.beta.y), path.beta.z);\n float q = max(0.0, 1.0 - maxComponent);\n if (sample1D(bounceDim(RUSSIAN_ROULETTE)) < q) {\n // TODO we force use alpha 1.0 here.\n // To avoid the glass pixels is transparent even if it's on an opaque object.\n path.alpha = 1.0;\n path.abort = true;\n }\n else {\n path.beta /= 1.0 - q;\n }\n }\n#endif\n\n if (path.abort) {\n return;\n }\n\n // Next ray hit\n intersectScene(path.ray, si, true);\n getMaterial(mat, si.materialIndex, si.uv, si.uv1, si.instanceIndex, si.vertexColor);\n si.isTransparency = mat.transmissionWeight > 0.001 || mat.subsurfaceWeight > 0.001 || mat.alpha < 0.999;\n\n // Dynamic preview only becomes spectral when the primary visible surface\n // actually disperses transmitted light. Direct background and ordinary\n // opaque materials stay full RGB and therefore remain noise-free.\n if (dispersionWavelengths == 1 && si.hit && mat.transmissionWeight > 0.001 && mat.transmissionDispersionScale > 0.001) {\n pathWavelength = heroWavelength;\n }\n if (mat.transmissionWeight > 0.001 && pathWavelength > 0.0) {\n mat.specularIor = sampling_cauchy_ior(\n pathWavelength,\n mat.specularIor,\n mat.transmissionDispersionScale,\n mat.dispersionAbbeNumber\n );\n }\n\n if (sampleIgnored) {\n return;\n }\n\n bool isAlphaOccluded = hashedSample(3u) < mat.alpha;\n#ifdef NUM_LIGHTS\n // Use light if hit the light\n LightSampleRec lightSample;\n for (int i = 0; i < NUM_LIGHTS; i++) {\n // Fetch light Data\n Light light = fetchLight(i);\n float d = intersectLight(path.ray, light, lightSample);\n bool occluded = si.hit && d > distance(si.position, path.ray.o);\n if (d != INF && !(occluded && isAlphaOccluded)) {\n lightSample.pdf *= light.selectionPmf;\n float misWeight = sampling_power_heuristic(path.scatteringPdf, lightSample.pdf);\n lightSample.emission = sampling_spectral_rgb_filter(lightSample.emission, pathWavelength);\n path.li += misWeight * path.beta * lightSample.emission;\n // TODO set alpha to 1.0 will cause some sharp edges\n path.alpha = 1.0;\n path.abort = true;\n }\n }\n#endif\n\n#ifdef USE_ENVMAP\n if (!(si.hit && isAlphaOccluded)) {\n if (path.isNextRefraction) {\n // Camera-visible transmission must use the displayed background. The\n // raw environment remains the lighting source for non-transmission rays.\n vec4 bg = sampleBackgroundFromRay(path.ray.o, path.ray.d);\n bg.rgb = sampling_spectral_rgb_filter(bg.rgb, pathWavelength);\n float backgroundMisWeight = path.scatteringIsDelta ? 1.0\n : sampling_power_heuristic(path.scatteringPdf,\n envMapPdf(environmentUv(path.ray.d)) * envLightSelectionPmf);\n path.li += backgroundMisWeight * path.beta * bg.rgb * bg.a;\n path.alpha = max(path.alpha, bg.a);\n path.abort = true;\n return;\n }\n vec2 uv = environmentUv(path.ray.d);\n vec3 emission = textureLinear(envMap, uv).rgb;\n float misWeight = sampling_power_heuristic(\n path.scatteringPdf,\n envMapPdf(uv) * envLightSelectionPmf\n );\n emission = sampling_spectral_rgb_filter(emission, pathWavelength);\n path.li += path.beta * emission * misWeight;\n\n // TODO force the min alpha to be 1 when showing envmap as background\n #if !defined(USE_BACKGROUND)\n path.alpha = 1.0;\n #endif\n path.abort = true;\n return;\n }\n#endif\n\n depth++;\n}\n\n\nvec2 bevelCubicSample(float radius, float xi) {\n float x = 0.25;\n for (int iteration = 0; iteration < 10; iteration++) {\n float x2 = x * x;\n float x3 = x2 * x;\n float oneMinusX = 1.0 - x;\n float value = 10.0 * x2 - 20.0 * x3 + 15.0 * x2 * x2 -\n 4.0 * x2 * x3 - xi;\n float derivative = 20.0 * x * oneMinusX * oneMinusX * oneMinusX;\n if (abs(value) < 1e-6 || derivative == 0.0) break;\n x = clamp(x - value / derivative, 0.0, 1.0);\n }\n float diskRadius = x * radius;\n return vec2(\n diskRadius,\n sqrt(max(radius * radius - diskRadius * diskRadius, 0.0))\n );\n}\n\nfloat bevelCubicPdf(float radius, float distanceToSource) {\n if (distanceToSource >= radius) return 0.0;\n float falloff = radius - distanceToSource;\n return falloff * falloff * falloff;\n}\n\n// Shader bevel. Usage: docs/materials.md (Renderer extensions)\nvec3 getBevelNormal(SurfaceInteraction source, float radius) {\n vec3 geometricNormal = source.faceNormal;\n if (dot(geometricNormal, source.vertexNormal) < 0.0) geometricNormal = -geometricNormal;\n vec3 tangent;\n vec3 bitangent;\n sampling_orthonormal_basis(geometricNormal, tangent, bitangent);\n vec3 normalSum = vec3(0.0);\n\n for (int sampleIndex = 0; sampleIndex < BEVEL_SAMPLES; sampleIndex++) {\n vec2 bevelRnd = sample2D(CAMERA_BEVEL_BASE + uint(sampleIndex));\n float axisSample = bevelRnd.x;\n float radialSample = bevelRnd.y;\n vec3 diskNormal = geometricNormal;\n vec3 diskTangent = tangent;\n vec3 diskBitangent = bitangent;\n float pickPdfNormal = 0.5;\n float pickPdfTangent = 0.25;\n float pickPdfBitangent = 0.25;\n if (axisSample < 0.5) {\n axisSample *= 2.0;\n }\n else if (axisSample < 0.75) {\n vec3 swapAxis = diskNormal;\n diskNormal = diskTangent;\n diskTangent = swapAxis;\n pickPdfNormal = 0.25;\n pickPdfTangent = 0.5;\n axisSample = (axisSample - 0.5) * 4.0;\n }\n else {\n vec3 swapAxis = diskNormal;\n diskNormal = diskBitangent;\n diskBitangent = swapAxis;\n pickPdfNormal = 0.25;\n pickPdfBitangent = 0.5;\n axisSample = (axisSample - 0.75) * 4.0;\n }\n\n vec2 diskSample = bevelCubicSample(radius, radialSample);\n float phi = TWOPI * axisSample;\n vec3 diskOffset = diskSample.x *\n (cos(phi) * diskTangent + sin(phi) * diskBitangent);\n Ray ray;\n initRay(\n ray,\n source.position + diskNormal * diskSample.y + diskOffset,\n -diskNormal\n );\n SurfaceInteraction hit;\n intersectSceneBevel(\n ray,\n hit,\n source.instanceIndex,\n max(2.0 * diskSample.y, EPS)\n );\n if (!hit.hit) continue;\n\n float pdfNormal = pickPdfNormal * abs(dot(diskNormal, hit.faceNormal));\n float pdfTangent = pickPdfTangent * abs(dot(diskTangent, hit.faceNormal));\n float pdfBitangent = pickPdfBitangent * abs(dot(diskBitangent, hit.faceNormal));\n float weight = pdfNormal / max(\n pdfNormal * pdfNormal + pdfTangent * pdfTangent +\n pdfBitangent * pdfBitangent,\n 1e-8\n );\n weight *= bevelCubicPdf(radius, distance(hit.position, source.position)) /\n max(bevelCubicPdf(radius, diskSample.x), 1e-8);\n normalSum += weight * hit.vertexNormal;\n }\n\n if (dot(normalSum, normalSum) <= 1e-12) return source.normal;\n vec3 bevelVertexNormal = normalize(normalSum);\n vec3 result = source.normal + bevelVertexNormal - source.vertexNormal;\n return dot(result, result) > 1e-12 ? normalize(result) : source.normal;\n}\n\nvec4 integrateOnePathSample(SurfaceInteraction si, Ray ray, OpenPbrResolvedMaterial mat, inout RayTraceAuxiliary outAux) {\n Path path;\n path.ray = ray;\n path.li = vec3(0);\n path.alpha = transmissiveOutputAlphaMin < 1.0 ? 0.0 : 1.0;\n path.beta = vec3(1.0);\n path.fromEye = true;\n path.scatteringPdf = 0.0;\n path.scatteringIsDelta = false;\n path.isNextRefraction = false;\n path.abort = false;\n int depth = 0;\n${intelMac ? bounceCodeOnIntelMac : bounceCodeOnOther}\n return vec4(path.li, path.alpha);\n}\n\nvec4 integrateOnePath(SurfaceInteraction si, Ray ray, OpenPbrResolvedMaterial mat, inout RayTraceAuxiliary outAux) {\n float coverage = clamp(mat.alpha, 0.0, 1.0);\n if (!si.hit || (mat.materialType != STANDARD && mat.materialType != UNLIT) || coverage >= 1.0) {\n return integrateOnePathSample(si, ray, mat, outAux);\n }\n\n // glTF BLEND is source-over opacity, not a physical glass boundary. Split\n // the primary ray so reflected radiance is attenuated by alpha every sample\n // while the complementary branch continues straight to the scene behind it.\n // Secondary alpha hits remain stochastic to avoid exponential path growth.\n Ray backRay = ray;\n backRay.o = si.position + ray.d * (EPS * 0.02);\n SurfaceInteraction backSi = si;\n backSi.albedoSampled = false;\n intersectScene(backRay, backSi, false);\n OpenPbrResolvedMaterial backMat;\n getMaterial(backMat, backSi.materialIndex, backSi.uv, backSi.uv1, backSi.instanceIndex, backSi.vertexColor);\n RayTraceAuxiliary backAux = outAux;\n if (backSi.hit && (backMat.materialType == STANDARD || backMat.materialType == UNLIT)) {\n backAux.albedo = backMat.transmissionWeight > 0.5\n ? vec3(1.0)\n : backMat.baseColor;\n backAux.normal = dot(\n backSi.normal,\n backSi.position - vec3(viewInv[3])\n ) > 0.0\n ? -backSi.normal\n : backSi.normal;\n backSi.albedoSampled = backMat.transmissionWeight > 0.5;\n }\n vec4 back = integrateOnePathSample(backSi, backRay, backMat, backAux);\n if (coverage <= 0.0) {\n outAux = backAux;\n return back;\n }\n\n SurfaceInteraction frontSi = si;\n OpenPbrResolvedMaterial frontMat = mat;\n frontMat.alpha = 1.0;\n RayTraceAuxiliary frontAux = outAux;\n vec4 front = integrateOnePathSample(frontSi, ray, frontMat, frontAux);\n outAux.albedo = mix(backAux.albedo, frontAux.albedo, coverage);\n vec3 blendedNormal = mix(backAux.normal, frontAux.normal, coverage);\n outAux.normal = dot(blendedNormal, blendedNormal) > 1e-12\n ? normalize(blendedNormal)\n : vec3(0.0);\n outAux.isBlank = backAux.isBlank && frontAux.isBlank;\n return mix(back, front, coverage);\n}\n\n// Path tracing integrator as described in\n// http://www.pbr-book.org/3ed-2018/Light_Transport_I_Surface_Reflection/Path_Tracing.html#\nvec4 integrator(Ray ray, out RayTraceAuxiliary outAux) {\n\n SurfaceInteraction si;\n OpenPbrResolvedMaterial mat;\n\n si.albedoSampled = false;\n#ifdef HAS_MEDIUM\n si.mediumType = 0;\n si.mediumExtinction = vec3(0.0);\n si.mediumScattering = vec3(0.0);\n si.mediumAnisotropy = 0.0;\n#endif\n\n intersectScene(ray, si, false);\n getMaterial(mat, si.materialIndex, si.uv, si.uv1, si.instanceIndex, si.vertexColor);\n si.isTransparency = mat.transmissionWeight > 0.001 || mat.subsurfaceWeight > 0.001 || mat.alpha < 0.999;\n\n#ifdef HAS_BEVEL\n if (bevelEnabled && mat.bevel > 0.0) {\n si.normal = getBevelNormal(si, mat.bevel);\n }\n#endif\n\n // Keep a clean first-hit fallback for denoising. Glass retains this stable\n // guide; other delta paths may replace it at their first non-delta hit.\n if (si.hit && (mat.materialType == STANDARD || mat.materialType == UNLIT)) {\n outAux.albedo = mat.transmissionWeight > 0.5 ? vec3(1.0) : mat.baseColor;\n outAux.normal = dot(si.normal, si.position - vec3(viewInv[3])) > 0.0\n ? -si.normal\n : si.normal;\n // A refracted/reflected continuation is stochastic and therefore not a\n // clean OIDN feature. Keep the stable primary glass guide instead.\n si.albedoSampled = mat.transmissionWeight > 0.5;\n }\n\n if (mat.transmissionDispersionScale > 0.001) {\n mat.specularIor = sampling_cauchy_ior(\n pathWavelength,\n mat.specularIor,\n mat.transmissionDispersionScale,\n mat.dispersionAbbeNumber\n );\n }\n return integrateOnePath(si, ray, mat, outAux);\n}\n\nvoid main() {\n\n initRandom();\n rng_initialize(v_Texcoord * viewportSize, int(uint(sampleCount) ^ sampleHash(uint(sequenceSeed))));\n\n\n pathWavelength = dispersionWavelengths == 1 ? 0.0 : wavelength;\n heroWavelength = wavelength;\n if (dispersionWavelengths == 1 && wavelength > 0.0) {\n float channel = floor(sample1D(CAMERA_WAVELENGTH) * 3.0);\n heroWavelength = channel < 1.0 ? 650.0 : channel < 2.0 ? 510.0 : 475.0;\n }\n\n // Thin lens model with depth-of-field\n // http://www.pbr-book.org/3ed-2018/Camera_Models/Projective_Camera_Models.html#TheThinLensModelandDepthofField\n Ray cam = primaryCameraRay();\n\n RayTraceAuxiliary outAux;\n outAux.albedo = vec3(0.0);\n outAux.normal = vec3(0.0);\n outAux.isBlank = false;\n outAux.isShadowCatcher = false;\n\n vec4 liAndAlpha = integrator(cam, outAux);\n\n // Clamp at Integration Level to reduce fireflies.\n // TODO Path level configuration?\n#ifdef CLAMPING\n float clamping = float(CLAMPING);\n liAndAlpha.rgb = clamp(liAndAlpha.rgb, -clamping, clamping);\n#endif\n\n // Each sample will be accumulated three times.\n if (pathWavelength > 0.0) {\n // RGB will be normalized using accumated hit in out_albedo.a\n liAndAlpha.rgb *= 3.0;\n if (dispersionWavelengths != 1) {\n // Full spectral samples use three additive passes. Preview only submits\n // one hero wavelength, so its alpha must not be divided.\n liAndAlpha.a /= 3.0;\n }\n }\n if (!(liAndAlpha.x < INF && liAndAlpha.x > -EPS)) {\n liAndAlpha = vec4(0, 0, 0, 1);\n }\n\n out_color = liAndAlpha;\n out_albedo = vec4(outAux.albedo, outAux.isBlank ? 0.0 : 1.0);\n out_normal = vec4(outAux.normal, 1.0);\n // Moments and count of the built-in denoiser's guide value. The catcher\n // pass accumulates its own samples (see shadowCatcher.frag).\n float guideValue = dot(liAndAlpha.rgb, vec3(0.2126, 0.7152, 0.0722));\n out_moments = outAux.isShadowCatcher\n ? vec4(0.0)\n : vec4(guideValue, guideValue * guideValue, 1.0, 0.0);\n\n}`\n });\n}\n"]}
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see LICENSES/RayTracingRenderer-MIT.txt.\n\nimport commonGlsl from './chunks/common.glsl.js';\nimport {createRayTraceCoreGlsl} from './chunks/rayTraceCore.glsl.js';\nimport textureLinear from './chunks/textureLinear.glsl.js';\nimport {createMaterialBufferGlsl} from './chunks/materialBuffer.glsl.js';\nimport intersect from './chunks/intersect.glsl.js';\nimport randGlsl from './chunks/rand.glsl.js';\nimport random from './chunks/random.glsl.js';\nimport envMap from './chunks/envMap.glsl.js';\nimport {createSampleMaterialGlsl} from './chunks/sampleMaterial.glsl.js';\nimport sampleLightGlsl from './chunks/sampleLight.glsl.js';\nimport { FragmentShader, glsl, Shader } from '../shader.js';\nimport openPbrBsdfGlsl from './chunks/openPbrBsdf.glsl.js';\nimport samplingGlsl from './chunks/sampling.glsl.js';\nimport {spectrumGlsl} from '../spectrum.js';\nimport { isIntelMac } from '../util.js';\nimport uvProjectionGlsl from './chunks/uvProjection.glsl.js';\n\nconst doubleTransmissionCheckCode = glsl`\n#if defined(HAS_TRANSMISSION) || defined(HAS_ALPHA)\n if (!si.isTransparency && BOUNCES < 16 && depth * 2 > BOUNCES) {\n path.abort = true;\n return;\n }\n#endif\n`;\n\n// bounce fix on intel mac\n// The intel mac only have one bounce if the loop is not unrolled\n// But windows will have extremely slow shader compilation if the loop is unrolled\n// So here the code are injected separately.\nconst bounceCodeOnIntelMac = glsl`\n// Mark loop can be unrolled\nfor(int _idx_ = 0; _idx_ < BOUNCES; _idx_++) {{\n if (path.abort) {\n return vec4(path.li, path.alpha);\n }\n bounce(path, depth, si, mat, outAux);\n}}\n`;\nconst bounceCodeOnOther = glsl`\nbool isOpaque = !si.isTransparency;\nint activeBounceLimit = min(BOUNCES, bounceLimit);\nfor(int idx = 0; idx < min(BOUNCES * 3, ${MAX_PATH_EVENTS}); idx++) {\n if (isOpaque && idx > activeBounceLimit) {\n path.abort = true;\n }\n if (path.abort) {\n return vec4(path.li, path.alpha);\n }\n bounce(path, depth, si, mat, outAux);\n}\n`;\n\nexport default function createRayTraceFragmentShader(...options: unknown[]) {\n const research = researchTransport()?.fragment(options);\n const enabled = research?.enabled ?? false;\n const fragments = research?.fragments;\n const materialBufferGlsl = createMaterialBufferGlsl(fragments);\n const rayTraceCore = createRayTraceCoreGlsl(fragments);\n const sampleMaterialGlsl = createSampleMaterialGlsl(fragments);\n const intelMac = isIntelMac();\n return new FragmentShader({\n name: 'rayTraceFrag',\n outputs: ['color', 'albedo', 'normal', 'moments'],\n defines: {\n BOUNCES: 2\n },\n uniforms: {\n emissiveLightData: Shader.uniform('sampler2D'), emissiveLightColumns: Shader.uniform('int'),\n emissiveChoiceOffset: Shader.uniform('int'), emissiveChoiceCount: Shader.uniform('int'), emissivePmfOffset: Shader.uniform('int'),\n emissiveWeightTotal: Shader.uniform('float',0),\n cameraApertureRadius: Shader.uniform('float', 0),\n cameraFocusDistance: Shader.uniform('float', 10),\n\n viewProjectionInv: Shader.uniform('mat4'),\n viewInv: Shader.uniform('mat4'),\n transmissiveOutputAlphaMin: Shader.uniform('float'),\n openPbrEnergyLut: Shader.uniform('sampler2D'),\n\n viewportSize: Shader.uniform('vec2'),\n\n spectralChannel: Shader.uniform('int', 0),\n bevelEnabled: Shader.uniform('bool', true),\n dispersionWavelengths: Shader.uniform('int', 3),\n bounceLimit: Shader.uniform('int', 8)\n },\n includes: [rayTraceCore, materialBufferGlsl, intersect, random, envMap, ...(research?.mixin ? [research.mixin] : [])],\n main: glsl`\n${commonGlsl}\n\n${randGlsl}\n${random.main}\n\n${textureLinear}\n\n${rayTraceCore.main}\n\n${uvProjectionGlsl}\n\n${materialBufferGlsl.main}\n${intersect.main}\n${envMap.main}\n\n${samplingGlsl}\n${spectrumGlsl}\n${openPbrBsdfGlsl}\n\nfloat heroWavelength;\nfloat pathWavelength;\nint heroChannel;\nint pathChannel;\n\n${sampleLightGlsl}\n${research?.declarations ?? ''}${sampleMaterialGlsl}\n\n${cameraRayGlsl}\nstruct RayTraceAuxiliary {\n // Denoising guides and auxiliary pixel classification.\n vec3 albedo;\n vec3 normal;\n bool isBlank;\n // The primary ray hit a shadow catcher, whose sample the catcher pass owns.\n bool isShadowCatcher;\n};\n\nvoid bounce(inout Path path, inout int depth, inout SurfaceInteraction si, inout OpenPbrResolvedMaterial mat, inout RayTraceAuxiliary outAux) {\n samplingBounce = uint(max(depth, 0));\n // The bounce will be doubled on the transmission material.\n // For other materials. We will quite early\n // TODO It is only used on Mac with AMD card. If I enabled it on windows.\n // It will cause shader compilation too slow.\n${intelMac ? doubleTransmissionCheckCode : ''}\n\n bool isShadowCatcher = mat.materialType == SHADOW_CATCHER;\n if (isShadowCatcher) {\n if (path.fromEye) {\n // Match the composed shadow with neutral receiver guides, while keeping\n // background coverage and radiance independent of the invisible ground.\n outAux.albedo = vec3(1.0);\n outAux.normal = dot(si.normal, path.ray.d) > 0.0 ? -si.normal : si.normal;\n si.hit = false;\n outAux.isShadowCatcher = true;\n }\n else {\n // The catcher belongs only to the shadow-mask pass. Keep its default\n // white material out of glossy and transmission reflections.\n#ifdef USE_ENVMAP\n if (path.isNextRefraction) {\n // The invisible catcher can sit between a transmitted camera ray and\n // the grounded skybox. Use the displayed background here instead of\n // terminating early with the raw lighting environment.\n vec4 bg = sampleBackgroundFromRay(path.ray.o, path.ray.d);\n bg.rgb = sampling_spectral_rgb_filter(bg.rgb, pathChannel);\n float backgroundMisWeight = path.scatteringIsDelta ? 1.0\n : sampling_power_heuristic(path.scatteringPdf,\n envMapPdf(environmentUv(path.ray.d)) * envLightSelectionPmf);\n path.li += backgroundMisWeight * path.beta * bg.rgb * bg.a;\n path.alpha = max(path.alpha, bg.a);\n }\n else {\n vec2 envUv = environmentUv(path.ray.d);\n vec3 emission = textureLinear(envMap, envUv).rgb;\n emission = sampling_spectral_rgb_filter(emission, pathChannel);\n path.li += path.beta * emission *\n sampling_power_heuristic(\n path.scatteringPdf,\n envMapPdf(envUv) * envLightSelectionPmf\n );\n }\n#else\n vec4 bg = sampleBackgroundFromRay(path.ray.o, path.ray.d);\n bg.rgb = sampling_spectral_rgb_filter(bg.rgb, pathChannel);\n path.li += path.beta * bg.rgb * bg.a;\n#endif\n path.abort = true;\n return;\n }\n }\n\n if (!si.hit) {\n // Sample from background if first ray not hit anything.\n vec4 bg = sampleBackgroundFromRay(path.ray.o, path.ray.d);\n // Dispersion renders one additive pass per RGB wavelength. Background\n // radiance has to be split in the same way as lights and emissive\n // surfaces, otherwise the full skybox is accumulated three times.\n bg.rgb = sampling_spectral_rgb_filter(bg.rgb, pathChannel);\n if (path.fromEye) {\n path.li = bg.rgb * bg.a;\n path.alpha = bg.a;\n // Only treat as blank pixels when the background is transparent\n outAux.isBlank = bg.a < 0.01;\n }\n else {\n Ray cam = initCameraRay(v_Texcoord + pixelJitter());\n bool towardsCam = dot(cam.d, path.ray.d) > 0.0;\n if (transmissiveOutputAlphaMin < 1.0) {\n if (towardsCam) {\n path.alpha = max(path.alpha, bg.a);\n } else {\n path.alpha = 1.0;\n }\n }\n#if !defined(USE_ENVMAP)\n // TODO treat background as a light source\n if (towardsCam) {\n path.li += path.beta * sampling_power_heuristic(path.scatteringPdf, 1.0) * bg.rgb;\n }\n#endif\n }\n path.abort = true;\n return;\n }\n\n bool sampleIgnored = false;\n if ((mat.materialType == STANDARD || mat.materialType == UNLIT)) {\n if (transmissiveOutputAlphaMin < 1.0) {\n // TODO increase the alpha when there are more bounces.\n float alpha = max(1.0 - mat.transmissionWeight, 1.0 - pow(1.0 - transmissiveOutputAlphaMin, float(depth)));\n path.alpha = max(alpha, path.alpha);\n }\n float alpha = mat.alpha;\n if (alpha < 1.0) {\n // Alpha is sampled as stochastic coverage. An accepted surface branch\n // must use full radiance weight; multiplying by alpha again is biased.\n path.alpha = max(path.alpha, alpha);\n if (hashedSample(3u) > alpha) {\n sampleIgnored = true;\n }\n }\n if (!sampleIgnored) {\n SampleMaterial(si, mat, path);\n }\n else {\n path.ray.o = si.position + path.ray.d * EPS;\n }\n }\n\n if (!si.albedoSampled && !sampleIgnored) {\n // Select denoising guides.\n if ((mat.materialType == STANDARD || mat.materialType == UNLIT) &&\n !(mat.transmissionWeight > 0.5 ||\n (mat.specularRoughness <= 0.02 && mat.baseMetalness > 0.98))) {\n // Alpha-blended decals can be skipped stochastically. In that case keep\n // looking for the first useful rough-surface guide behind the decal,\n // even though it is reached after depth zero.\n outAux.albedo = mat.baseColor;\n outAux.normal = dot(si.normal, si.position - vec3(viewInv[3])) > 0.0\n ? -si.normal\n : si.normal;\n si.albedoSampled = true;\n }\n if (depth > 4) {\n si.albedoSampled = true;\n }\n }\n\n\n // Russian Roulette sampling\n#ifdef USE_RR\n if (depth >= RR_MAX && !sampleIgnored) {\n // Max-component survival (pbrt-v4) avoids over-amplifying saturated paths.\n float maxComponent = max(max(path.beta.x, path.beta.y), path.beta.z);\n float q = max(0.0, 1.0 - maxComponent);\n if (sample1D(bounceDim(RUSSIAN_ROULETTE)) < q) {\n // TODO we force use alpha 1.0 here.\n // To avoid the glass pixels is transparent even if it's on an opaque object.\n path.alpha = 1.0;\n path.abort = true;\n }\n else {\n path.beta /= 1.0 - q;\n }\n }\n#endif\n\n if (path.abort) {\n return;\n }\n\n // Next ray hit\n intersectScene(path.ray, si, true);\n getMaterial(mat, si.materialIndex, si.uv, si.uv1, si.instanceIndex, si.vertexColor);\n si.isTransparency = mat.transmissionWeight > 0.001 || mat.subsurfaceWeight > 0.001 || mat.alpha < 0.999;\n\n // Dynamic preview only becomes spectral when the primary visible surface\n // actually disperses transmitted light. Direct background and ordinary\n // opaque materials stay full RGB and therefore remain noise-free.\n if (dispersionWavelengths == 1 && si.hit && mat.transmissionWeight > 0.001 && mat.transmissionDispersionScale > 0.001) {\n pathWavelength = heroWavelength;\n pathChannel = heroChannel;\n }\n if (mat.transmissionWeight > 0.001 && pathWavelength > 0.0) {\n mat.specularIor = sampling_cauchy_ior(\n pathWavelength,\n mat.specularIor,\n mat.transmissionDispersionScale,\n mat.dispersionAbbeNumber\n );\n }\n\n if (sampleIgnored) {\n return;\n }\n\n bool isAlphaOccluded = hashedSample(3u) < mat.alpha;\n#ifdef NUM_LIGHTS\n // Use light if hit the light\n LightSampleRec lightSample;\n for (int i = 0; i < NUM_LIGHTS; i++) {\n // Fetch light Data\n Light light = fetchLight(i);\n float d = intersectLight(path.ray, light, lightSample);\n bool occluded = si.hit && d > distance(si.position, path.ray.o);\n if (d != INF && !(occluded && isAlphaOccluded)) {\n lightSample.pdf *= light.selectionPmf;\n float misWeight = sampling_power_heuristic(path.scatteringPdf, lightSample.pdf);\n lightSample.emission = sampling_spectral_rgb_filter(lightSample.emission, pathChannel);\n ${enabled ? 'if (!causticHitOwned(path)) { ' : ''}path.li += misWeight * path.beta * lightSample.emission;${enabled ? ' }' : ''}\n // TODO set alpha to 1.0 will cause some sharp edges\n path.alpha = 1.0;\n path.abort = true;\n }\n }\n#endif\n\n#ifdef USE_ENVMAP\n if (!(si.hit && isAlphaOccluded)) {\n if (path.isNextRefraction) {\n // Camera-visible transmission must use the displayed background. The\n // raw environment remains the lighting source for non-transmission rays.\n vec4 bg = sampleBackgroundFromRay(path.ray.o, path.ray.d);\n bg.rgb = sampling_spectral_rgb_filter(bg.rgb, pathChannel);\n float backgroundMisWeight = path.scatteringIsDelta ? 1.0\n : sampling_power_heuristic(path.scatteringPdf,\n envMapPdf(environmentUv(path.ray.d)) * envLightSelectionPmf);\n path.li += backgroundMisWeight * path.beta * bg.rgb * bg.a;\n path.alpha = max(path.alpha, bg.a);\n path.abort = true;\n return;\n }\n vec2 uv = environmentUv(path.ray.d);\n vec3 emission = textureLinear(envMap, uv).rgb;\n float misWeight = sampling_power_heuristic(\n path.scatteringPdf,\n envMapPdf(uv) * envLightSelectionPmf\n );\n emission = sampling_spectral_rgb_filter(emission, pathChannel);\n path.li += path.beta * emission * misWeight;\n\n // TODO force the min alpha to be 1 when showing envmap as background\n #if !defined(USE_BACKGROUND)\n path.alpha = 1.0;\n #endif\n path.abort = true;\n return;\n }\n#endif\n\n depth++;\n}\n\n\nvec2 bevelCubicSample(float radius, float xi) {\n float x = 0.25;\n for (int iteration = 0; iteration < 10; iteration++) {\n float x2 = x * x;\n float x3 = x2 * x;\n float oneMinusX = 1.0 - x;\n float value = 10.0 * x2 - 20.0 * x3 + 15.0 * x2 * x2 -\n 4.0 * x2 * x3 - xi;\n float derivative = 20.0 * x * oneMinusX * oneMinusX * oneMinusX;\n if (abs(value) < 1e-6 || derivative == 0.0) break;\n x = clamp(x - value / derivative, 0.0, 1.0);\n }\n float diskRadius = x * radius;\n return vec2(\n diskRadius,\n sqrt(max(radius * radius - diskRadius * diskRadius, 0.0))\n );\n}\n\nfloat bevelCubicPdf(float radius, float distanceToSource) {\n if (distanceToSource >= radius) return 0.0;\n float falloff = radius - distanceToSource;\n return falloff * falloff * falloff;\n}\n\n// Shader bevel. Usage: docs/materials.md (Renderer extensions)\nvec3 getBevelNormal(SurfaceInteraction source, float radius) {\n vec3 geometricNormal = source.faceNormal;\n if (dot(geometricNormal, source.vertexNormal) < 0.0) geometricNormal = -geometricNormal;\n vec3 tangent;\n vec3 bitangent;\n sampling_orthonormal_basis(geometricNormal, tangent, bitangent);\n vec3 normalSum = vec3(0.0);\n\n for (int sampleIndex = 0; sampleIndex < BEVEL_SAMPLES; sampleIndex++) {\n vec2 bevelRnd = sample2D(CAMERA_BEVEL_BASE + uint(sampleIndex));\n float axisSample = bevelRnd.x;\n float radialSample = bevelRnd.y;\n vec3 diskNormal = geometricNormal;\n vec3 diskTangent = tangent;\n vec3 diskBitangent = bitangent;\n float pickPdfNormal = 0.5;\n float pickPdfTangent = 0.25;\n float pickPdfBitangent = 0.25;\n if (axisSample < 0.5) {\n axisSample *= 2.0;\n }\n else if (axisSample < 0.75) {\n vec3 swapAxis = diskNormal;\n diskNormal = diskTangent;\n diskTangent = swapAxis;\n pickPdfNormal = 0.25;\n pickPdfTangent = 0.5;\n axisSample = (axisSample - 0.5) * 4.0;\n }\n else {\n vec3 swapAxis = diskNormal;\n diskNormal = diskBitangent;\n diskBitangent = swapAxis;\n pickPdfNormal = 0.25;\n pickPdfBitangent = 0.5;\n axisSample = (axisSample - 0.75) * 4.0;\n }\n\n vec2 diskSample = bevelCubicSample(radius, radialSample);\n float phi = TWOPI * axisSample;\n vec3 diskOffset = diskSample.x *\n (cos(phi) * diskTangent + sin(phi) * diskBitangent);\n Ray ray;\n initRay(\n ray,\n source.position + diskNormal * diskSample.y + diskOffset,\n -diskNormal\n );\n SurfaceInteraction hit;\n intersectSceneBevel(\n ray,\n hit,\n source.instanceIndex,\n max(2.0 * diskSample.y, EPS)\n );\n if (!hit.hit) continue;\n\n float pdfNormal = pickPdfNormal * abs(dot(diskNormal, hit.faceNormal));\n float pdfTangent = pickPdfTangent * abs(dot(diskTangent, hit.faceNormal));\n float pdfBitangent = pickPdfBitangent * abs(dot(diskBitangent, hit.faceNormal));\n float weight = pdfNormal / max(\n pdfNormal * pdfNormal + pdfTangent * pdfTangent +\n pdfBitangent * pdfBitangent,\n 1e-8\n );\n weight *= bevelCubicPdf(radius, distance(hit.position, source.position)) /\n max(bevelCubicPdf(radius, diskSample.x), 1e-8);\n normalSum += weight * hit.vertexNormal;\n }\n\n if (dot(normalSum, normalSum) <= 1e-12) return source.normal;\n vec3 bevelVertexNormal = normalize(normalSum);\n vec3 result = source.normal + bevelVertexNormal - source.vertexNormal;\n return dot(result, result) > 1e-12 ? normalize(result) : source.normal;\n}\n\nvec4 integrateOnePathSample(SurfaceInteraction si, Ray ray, OpenPbrResolvedMaterial mat, inout RayTraceAuxiliary outAux) {\n Path path;\n path.ray = ray;\n path.li = vec3(0);\n path.alpha = transmissiveOutputAlphaMin < 1.0 ? 0.0 : 1.0;\n path.beta = vec3(1.0);\n path.fromEye = true;${enabled ? /* glsl */ `\n path.causticK = 0; path.causticSingleT = false;\n path.causticReceiverPrimary = false; path.causticHasReceiver = false; path.causticMneeReceiver=false;` : ''}\n path.scatteringPdf = 0.0;\n path.scatteringIsDelta = false;\n path.isNextRefraction = false;\n path.abort = false;\n int depth = 0;\n${intelMac ? bounceCodeOnIntelMac : bounceCodeOnOther}\n return vec4(path.li, path.alpha);\n}\n\nvec4 integrateOnePath(SurfaceInteraction si, Ray ray, OpenPbrResolvedMaterial mat, inout RayTraceAuxiliary outAux) {\n float coverage = clamp(mat.alpha, 0.0, 1.0);\n if (!si.hit || (mat.materialType != STANDARD && mat.materialType != UNLIT) || coverage >= 1.0) {\n return integrateOnePathSample(si, ray, mat, outAux);\n }\n\n // glTF BLEND is source-over opacity, not a physical glass boundary. Split\n // the primary ray so reflected radiance is attenuated by alpha every sample\n // while the complementary branch continues straight to the scene behind it.\n // Secondary alpha hits remain stochastic to avoid exponential path growth.\n Ray backRay = ray;\n backRay.o = si.position + ray.d * (EPS * 0.02);\n SurfaceInteraction backSi = si;\n backSi.albedoSampled = false;\n intersectScene(backRay, backSi, false);\n OpenPbrResolvedMaterial backMat;\n getMaterial(backMat, backSi.materialIndex, backSi.uv, backSi.uv1, backSi.instanceIndex, backSi.vertexColor);\n RayTraceAuxiliary backAux = outAux;\n if (backSi.hit && (backMat.materialType == STANDARD || backMat.materialType == UNLIT)) {\n backAux.albedo = backMat.transmissionWeight > 0.5\n ? vec3(1.0)\n : backMat.baseColor;\n backAux.normal = dot(\n backSi.normal,\n backSi.position - vec3(viewInv[3])\n ) > 0.0\n ? -backSi.normal\n : backSi.normal;\n backSi.albedoSampled = backMat.transmissionWeight > 0.5;\n }\n vec4 back = integrateOnePathSample(backSi, backRay, backMat, backAux);\n if (coverage <= 0.0) {\n outAux = backAux;\n return back;\n }\n\n SurfaceInteraction frontSi = si;\n OpenPbrResolvedMaterial frontMat = mat;\n frontMat.alpha = 1.0;\n RayTraceAuxiliary frontAux = outAux;\n vec4 front = integrateOnePathSample(frontSi, ray, frontMat, frontAux);\n outAux.albedo = mix(backAux.albedo, frontAux.albedo, coverage);\n vec3 blendedNormal = mix(backAux.normal, frontAux.normal, coverage);\n outAux.normal = dot(blendedNormal, blendedNormal) > 1e-12\n ? normalize(blendedNormal)\n : vec3(0.0);\n outAux.isBlank = backAux.isBlank && frontAux.isBlank;\n return mix(back, front, coverage);\n}\n\n// Path tracing integrator as described in\n// http://www.pbr-book.org/3ed-2018/Light_Transport_I_Surface_Reflection/Path_Tracing.html#\nvec4 integrator(Ray ray, out RayTraceAuxiliary outAux) {\n\n SurfaceInteraction si;\n OpenPbrResolvedMaterial mat;\n\n si.albedoSampled = false;\n#ifdef HAS_MEDIUM\n si.mediumType = 0;\n si.mediumExtinction = vec3(0.0);\n si.mediumScattering = vec3(0.0);\n si.mediumAnisotropy = 0.0;\n#endif\n\n intersectScene(ray, si, false);\n getMaterial(mat, si.materialIndex, si.uv, si.uv1, si.instanceIndex, si.vertexColor);\n si.isTransparency = mat.transmissionWeight > 0.001 || mat.subsurfaceWeight > 0.001 || mat.alpha < 0.999;\n\n#ifdef HAS_BEVEL\n if (bevelEnabled && mat.bevel > 0.0) {\n si.normal = getBevelNormal(si, mat.bevel);\n }\n#endif\n\n // Keep a clean first-hit fallback for denoising. Glass retains this stable\n // guide; other delta paths may replace it at their first non-delta hit.\n if (si.hit && (mat.materialType == STANDARD || mat.materialType == UNLIT)) {\n outAux.albedo = mat.transmissionWeight > 0.5 ? vec3(1.0) : mat.baseColor;\n outAux.normal = dot(si.normal, si.position - vec3(viewInv[3])) > 0.0\n ? -si.normal\n : si.normal;\n // A refracted/reflected continuation is stochastic and therefore not a\n // clean OIDN feature. Keep the stable primary glass guide instead.\n si.albedoSampled = mat.transmissionWeight > 0.5;\n }\n\n if (mat.transmissionDispersionScale > 0.001) {\n mat.specularIor = sampling_cauchy_ior(\n pathWavelength,\n mat.specularIor,\n mat.transmissionDispersionScale,\n mat.dispersionAbbeNumber\n );\n }\n return integrateOnePath(si, ray, mat, outAux);\n}\n\nvoid main() {\n\n${fragments?.debugInit ?? ''} initRandom();\n rng_initialize(v_Texcoord * viewportSize, int(uint(sampleCount) ^ sampleHash(uint(sequenceSeed))));\n\n\n pathWavelength = 0.0;\n pathChannel = 0;\n if (spectralChannel > 0) {\n float wavelengthSample = sample1D(CAMERA_WAVELENGTH);\n if (dispersionWavelengths == 1) {\n heroChannel = min(int(wavelengthSample * 3.0), 2) + 1;\n heroWavelength = spectrumCameraWavelength(heroChannel - 1, fract(wavelengthSample * 3.0));\n } else {\n pathChannel = spectralChannel;\n pathWavelength = spectrumCameraWavelength(spectralChannel - 1, wavelengthSample);\n }\n }\n\n // Thin lens model with depth-of-field\n // http://www.pbr-book.org/3ed-2018/Camera_Models/Projective_Camera_Models.html#TheThinLensModelandDepthofField\n Ray cam = primaryCameraRay();\n\n RayTraceAuxiliary outAux;\n outAux.albedo = vec3(0.0);\n outAux.normal = vec3(0.0);\n outAux.isBlank = false;\n outAux.isShadowCatcher = false;\n\n vec4 liAndAlpha = integrator(cam, outAux);\n\n // Clamp at Integration Level to reduce fireflies.\n // TODO Path level configuration?\n#ifdef CLAMPING\n float clamping = float(CLAMPING);\n liAndAlpha.rgb = clamp(liAndAlpha.rgb, -clamping, clamping);\n#endif\n\n // Each sample will be accumulated three times.\n if (pathWavelength > 0.0) {\n // RGB will be normalized using accumated hit in out_albedo.a\n liAndAlpha.rgb *= 3.0;\n if (dispersionWavelengths != 1) {\n // Full spectral samples use three additive passes. Preview only submits\n // one hero wavelength, so its alpha must not be divided.\n liAndAlpha.a /= 3.0;\n }\n }\n if (!(liAndAlpha.x < INF && liAndAlpha.x > -EPS)) {\n liAndAlpha = vec4(0, 0, 0, 1);\n }\n\n out_color = ${research?.debugOutput || 'liAndAlpha'};\n out_albedo = vec4(outAux.albedo, outAux.isBlank ? 0.0 : 1.0);\n out_normal = vec4(outAux.normal, 1.0);\n // Moments and count of the built-in denoiser's guide value. The catcher\n // pass accumulates its own samples (see shadowCatcher.frag).\n float guideValue = dot(liAndAlpha.rgb, vec3(0.2126, 0.7152, 0.0722));\n out_moments = outAux.isShadowCatcher\n ? vec4(0.0)\n : vec4(guideValue, guideValue * guideValue, 1.0, 0.0);\n\n}`\n });\n}\n"]}
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{"version":3,"file":"shadowCatcher.frag.js","sourceRoot":"","sources":["../../../src/renderer/glsl/shadowCatcher.frag.ts"],"names":[],"mappings":"AAAA,qDAAqD;AACrD,sDAAsD;AACtD,kFAAkF;AAElF,OAAO,aAAa,MAAM,4BAA4B,CAAC;AACvD,OAAO,MAAM,MAAM,yBAAyB,CAAC;AAC7C,OAAO,YAAY,MAAM,+BAA+B,CAAC;AACzD,OAAO,aAAa,MAAM,gCAAgC,CAAC;AAC3D,OAAO,kBAAkB,MAAM,iCAAiC,CAAC;AACjE,OAAO,SAAS,MAAM,4BAA4B,CAAC;AACnD,OAAO,QAAQ,MAAM,uBAAuB,CAAC;AAC7C,OAAO,MAAM,MAAM,yBAAyB,CAAC;AAC7C,OAAO,MAAM,MAAM,yBAAyB,CAAC;AAC7C,OAAO,mBAAmB,MAAM,sCAAsC,CAAC;AACvE,OAAO,WAAW,MAAM,8BAA8B,CAAC;AACvD,OAAO,EAAE,cAAc,EAAE,IAAI,EAAE,MAAM,EAAE,MAAM,cAAc,CAAC;AAC5D,OAAO,YAAY,MAAM,2BAA2B,CAAC;AACrD,OAAO,gBAAgB,MAAM,+BAA+B,CAAC;AAE7D,eAAe,IAAI,cAAc,CAAC;IAChC,IAAI,EAAE,eAAe;IACrB,OAAO,EAAE,CAAC,eAAe,EAAE,mBAAmB,EAAE,gBAAgB,CAAC;IACjE,OAAO,EAAE;QACP,OAAO,EAAE,CAAC;KACX;IACD,QAAQ,EAAE;QACR,qBAAqB,EAAE,MAAM,CAAC,OAAO,CAAC,KAAK,EAAE,CAAC,CAAC;QAC/C,
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+
{"version":3,"file":"shadowCatcher.frag.js","sourceRoot":"","sources":["../../../src/renderer/glsl/shadowCatcher.frag.ts"],"names":[],"mappings":"AAAA,qDAAqD;AACrD,sDAAsD;AACtD,kFAAkF;AAElF,OAAO,aAAa,MAAM,4BAA4B,CAAC;AACvD,OAAO,MAAM,MAAM,yBAAyB,CAAC;AAC7C,OAAO,YAAY,MAAM,+BAA+B,CAAC;AACzD,OAAO,aAAa,MAAM,gCAAgC,CAAC;AAC3D,OAAO,kBAAkB,MAAM,iCAAiC,CAAC;AACjE,OAAO,SAAS,MAAM,4BAA4B,CAAC;AACnD,OAAO,QAAQ,MAAM,uBAAuB,CAAC;AAC7C,OAAO,MAAM,MAAM,yBAAyB,CAAC;AAC7C,OAAO,MAAM,MAAM,yBAAyB,CAAC;AAC7C,OAAO,mBAAmB,MAAM,sCAAsC,CAAC;AACvE,OAAO,WAAW,MAAM,8BAA8B,CAAC;AACvD,OAAO,EAAE,cAAc,EAAE,IAAI,EAAE,MAAM,EAAE,MAAM,cAAc,CAAC;AAC5D,OAAO,YAAY,MAAM,2BAA2B,CAAC;AACrD,OAAO,gBAAgB,MAAM,+BAA+B,CAAC;AAE7D,eAAe,IAAI,cAAc,CAAC;IAChC,IAAI,EAAE,eAAe;IACrB,OAAO,EAAE,CAAC,eAAe,EAAE,mBAAmB,EAAE,gBAAgB,CAAC;IACjE,OAAO,EAAE;QACP,OAAO,EAAE,CAAC;KACX;IACD,QAAQ,EAAE;QACR,qBAAqB,EAAE,MAAM,CAAC,OAAO,CAAC,KAAK,EAAE,CAAC,CAAC;QAC/C,eAAe,EAAE,MAAM,CAAC,OAAO,CAAC,KAAK,EAAE,CAAC,CAAC;QACzC,YAAY,EAAE,MAAM,CAAC,OAAO,CAAC,MAAM,CAAC;QACpC,iBAAiB,EAAE,MAAM,CAAC,OAAO,CAAC,MAAM,CAAC;QACzC,OAAO,EAAE,MAAM,CAAC,OAAO,CAAC,MAAM,CAAC;QAC/B,oBAAoB,EAAE,MAAM,CAAC,OAAO,CAAC,OAAO,EAAE,CAAC,CAAC;QAChD,mBAAmB,EAAE,MAAM,CAAC,OAAO,CAAC,OAAO,EAAE,EAAE,CAAC;KACjD;IACD,QAAQ,EAAE,CAAC,YAAY,EAAE,kBAAkB,EAAE,SAAS,EAAE,MAAM,EAAE,MAAM,CAAC;IACvE,IAAI,EAAE,IAAI,CAAA;EACV,MAAM;EACN,QAAQ;EACR,MAAM,CAAC,IAAI;;EAEX,aAAa;;EAEb,YAAY,CAAC,IAAI;EACjB,gBAAgB;;EAEhB,kBAAkB,CAAC,IAAI;EACvB,SAAS,CAAC,IAAI;EACd,MAAM,CAAC,IAAI;;EAEX,YAAY;EACZ,WAAW;EACX,mBAAmB;EACnB,aAAa;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAuEb;CACD,CAAC,CAAC","sourcesContent":["// Portions adapted from ray-tracing-renderer@0.10.15\n// (https://github.com/hoverinc/ray-tracing-renderer).\n// Copyright (c) 2019 HOVER, MIT license; see LICENSES/RayTracingRenderer-MIT.txt.\n\nimport cameraRayGlsl from './chunks/cameraRay.glsl.js';\nimport common from './chunks/common.glsl.js';\nimport rayTraceCore from './chunks/rayTraceCore.glsl.js';\nimport textureLinear from './chunks/textureLinear.glsl.js';\nimport materialBufferGlsl from './chunks/materialBuffer.glsl.js';\nimport intersect from './chunks/intersect.glsl.js';\nimport randGlsl from './chunks/rand.glsl.js';\nimport random from './chunks/random.glsl.js';\nimport envMap from './chunks/envMap.glsl.js';\nimport sampleShadowCatcher from './chunks/sampleShadowCatcher.glsl.js';\nimport sampleLight from './chunks/sampleLight.glsl.js';\nimport { FragmentShader, glsl, Shader } from '../shader.js';\nimport samplingGlsl from './chunks/sampling.glsl.js';\nimport uvProjectionGlsl from './chunks/uvProjection.glsl.js';\n\nexport default new FragmentShader({\n name: 'shadowCatcher',\n outputs: ['shadowCatcher', 'catcherBackground', 'catcherMoments'],\n defines: {\n BOUNCES: 2\n },\n uniforms: {\n dispersionWavelengths: Shader.uniform('int', 3),\n spectralChannel: Shader.uniform('int', 0),\n viewportSize: Shader.uniform('vec2'),\n viewProjectionInv: Shader.uniform('mat4'),\n viewInv: Shader.uniform('mat4'),\n cameraApertureRadius: Shader.uniform('float', 0),\n cameraFocusDistance: Shader.uniform('float', 10)\n },\n includes: [rayTraceCore, materialBufferGlsl, intersect, random, envMap],\n main: glsl`\n${common}\n${randGlsl}\n${random.main}\n\n${textureLinear}\n\n${rayTraceCore.main}\n${uvProjectionGlsl}\n\n${materialBufferGlsl.main}\n${intersect.main}\n${envMap.main}\n\n${samplingGlsl}\n${sampleLight}\n${sampleShadowCatcher}\n${cameraRayGlsl}\n\n// Path tracing integrator as described in\n// http://www.pbr-book.org/3ed-2018/Light_Transport_I_Surface_Reflection/Path_Tracing.html#\nvec4 integrator(inout Ray ray, out vec4 background, out vec2 shadowCounts) {\n background = vec4(0.0);\n shadowCounts = vec2(0.0);\n Path path;\n path.ray = ray;\n path.li = vec3(0);\n path.alpha = 1.0;\n path.beta = vec3(1.0);\n path.fromEye = true;\n path.scatteringPdf = 0.0;\n path.abort = false;\n\n SurfaceInteraction si;\n\n intersectScene(path.ray, si, false);\n if (!si.hit) {\n // Red stores catcher coverage. Keep it zero for pixels where the primary\n // ray did not hit the catcher so denoised shadows cannot bleed onto the\n // model silhouette during composition.\n return vec4(0.0, 0.0, 0.0, 1.0);\n }\n\n OpenPbrResolvedMaterial mat;\n getMaterial(mat, si.materialIndex, si.uv, si.uv1, si.instanceIndex, si.vertexColor);\n if (mat.materialType != SHADOW_CATCHER) {\n // The main path tracer already renders regular geometry. Only evaluate\n // shadow opacity when the primary ray actually hits the catcher.\n return vec4(0.0, 0.0, 0.0, 1.0);\n }\n\n vec4 bg = sampleBackgroundFromRay(ray.o, ray.d);\n background = vec4(bg.rgb * bg.a, bg.a);\n if (!path.abort) {\n shadowCounts = sampleShadowCatcher(si, 0, path);\n }\n return vec4(1.0, bg.a, bg.a >= 0.01 ? 1.0 : 0.0, 0.0);\n}\n\nvoid main() {\n initRandom();\n rng_initialize(v_Texcoord * viewportSize, int(uint(sampleCount) ^ sampleHash(uint(sequenceSeed))));\n // Match the beauty pass's random stream in spectral renders.\n if (spectralChannel > 0) { sample1D(CAMERA_WAVELENGTH); }\n Ray cam = primaryCameraRay();\n vec4 background;\n vec2 shadowCounts;\n vec4 liAndAlpha = integrator(cam, background, shadowCounts);\n\n if (!(liAndAlpha.x < INF && liAndAlpha.x > -EPS)) {\n liAndAlpha = vec4(0.0);\n shadowCounts = vec2(0.0);\n }\n\n // Alpha and the moments' w sum the occluded and total light sample counts;\n // the output pass resolves their ratio into shadow visibility.\n out_shadowCatcher = vec4(liAndAlpha.rgb, shadowCounts.x);\n out_catcherBackground = background;\n // The composed catcher is the background darkened by the shadow. Over a\n // transparent background the shadow is only its opacity.\n float visibility = 1.0 - (shadowCounts.y > 0.0 ? shadowCounts.x / shadowCounts.y : 0.0);\n float guideValue = visibility * (background.a >= 0.01\n ? dot(background.rgb / background.a, vec3(0.2126, 0.7152, 0.0722))\n : 1.0);\n out_catcherMoments = liAndAlpha.r > 0.0\n ? vec4(guideValue, guideValue * guideValue, 1.0, shadowCounts.y)\n : vec4(0.0);\n\n}`\n});\n"]}
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@@ -7,22 +7,22 @@ export const brightFragment = new FragmentShader({
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scale: Shader.uniform('float', 1)
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},
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main: glsl `
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const vec3
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vec4
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const vec3 xc = vec3(0.2125, 0.7154, 0.0721);
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+
vec4 tV(vec4 a, vec4 b, vec4 c) {
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return a + b + c - min(min(a, b), c) - max(max(a, b), c);
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}
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void main() {
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vec2 d = 1.0 / vec2(colorTexRegion());
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vec4
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vec4 cR = sample_colorTex(v_Texcoord);
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vec4 s1 = sample_colorTex(v_Texcoord - vec2(d.x, 0.0));
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vec4 s2 = sample_colorTex(v_Texcoord + vec2(d.x, 0.0));
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vec4 s3 = sample_colorTex(v_Texcoord - vec2(0.0, d.y));
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vec4 s4 = sample_colorTex(v_Texcoord + vec2(0.0, d.y));
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float lum = dot(
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out_color = lum > threshold &&
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? vec4(
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: vec4(0.0, 0.0, 0.0,
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cR = tV(tV(cR, s1, s2), s3, s4);
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float lum = dot(cR.rgb, xc);
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out_color = lum > threshold && cR.a > 0.0
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? vec4(cR.rgb * scale, cR.a)
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: vec4(0.0, 0.0, 0.0, cR.a);
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}`
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});
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export const composeFragment = new FragmentShader({
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@@ -48,29 +48,29 @@ export const composeFragment = new FragmentShader({
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sRGBOutput: Shader.uniform('bool', 1)
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},
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main: glsl `
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vec3
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vec3 nT(vec3 color) {
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color = max(color, 0.0);
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return mix(1.055 * pow(color, vec3(1.0 / 2.4)) - 0.055,
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color * 12.92, lessThanEqual(color, vec3(0.0031308)));
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}
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vec3
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vec3 kb(vec3 color) {
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return clamp(color, 0.0, 1.0);
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}
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vec3
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vec3 iN(vec3 color) {
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return clamp(color / (vec3(1.0) + color), 0.0, 1.0);
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}
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vec3
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vec3 jP(vec3 color) {
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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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vec3
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vec3
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return
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vec3 pm(vec3 value) {
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vec3 iF = value * (value + 0.0245786) - 0.000090537;
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vec3 ah = value * (0.983729 * value + 0.4329510) + 0.238081;
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return iF / ah;
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}
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vec3
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const mat3
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vec3 lO(vec3 color) {
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const mat3 qk = mat3(
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vec3(0.59719, 0.07600, 0.02840),
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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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@@ -80,8 +80,8 @@ vec3(1.60475, -0.10208, -0.00327),
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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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);
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color =
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return clamp(outputMatrix *
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color = qk * (color / 0.6);
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+
return clamp(outputMatrix * pm(color), 0.0, 1.0);
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}
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const mat3 LINEAR_REC2020_TO_LINEAR_SRGB = mat3(
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vec3(1.6605, -0.1246, -0.0182),
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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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vec3
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vec3
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return 15.5 *
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+ 31.96 *
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+ 0.4298 *
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}
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vec3
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const mat3
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vec3 fT(vec3 value) {
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vec3 nB = value * value;
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vec3 rO = nB * nB;
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return 15.5 * rO * nB - 40.14 * rO * value
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+ 31.96 * rO - 6.868 * nB * value
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+ 0.4298 * nB + 0.1191 * value - 0.00232;
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+
}
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vec3 my(vec3 color) {
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const mat3 qm = mat3(
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vec3(0.856627153315983, 0.137318972929847, 0.11189821299995),
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vec3(0.0951212405381588, 0.761241990602591, 0.0767994186031903),
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vec3(0.0482516061458583, 0.101439036467562, 0.811302368396859)
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);
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const mat3
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const mat3 ph = mat3(
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vec3(1.1271005818144368, -0.1413297634984383, -0.14132976349843826),
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vec3(-0.11060664309660323, 1.157823702216272, -0.11060664309660294),
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vec3(-0.016493938717834573, -0.016493938717834257, 1.2519364065950405)
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);
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color =
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+
color = qm * (LINEAR_SRGB_TO_LINEAR_REC2020 * color);
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color = clamp((log2(max(color, 1e-10)) + 12.47393) / 16.5, 0.0, 1.0);
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-
color =
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+
color = ph * fT(color);
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color = pow(max(color, 0.0), vec3(2.2));
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return clamp(LINEAR_REC2020_TO_LINEAR_SRGB * color, 0.0, 1.0);
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}
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vec3
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-
if (toneMappingMode == 1) return
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-
if (toneMappingMode == 2) return
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-
if (toneMappingMode == 3) return
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if (toneMappingMode == 4) return
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-
return
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120
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+
vec3 bZ(vec3 color) {
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+
if (toneMappingMode == 1) return lO(color);
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+
if (toneMappingMode == 2) return jP(color);
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+
if (toneMappingMode == 3) return iN(color);
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+
if (toneMappingMode == 4) return kb(color);
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+
return my(color);
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}
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vec3
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128
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vec3
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+
vec3 ga(vec3 color) {
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+
vec3 uL = vec3(
|
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129
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1.0 + temperature * 0.16 + tint * 0.04,
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1.0 - tint * 0.12,
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1.0 - temperature * 0.16 + tint * 0.04
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);
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-
color = max(color *
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|
+
color = max(color * uL, 0.0);
|
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color = max((color - 0.18) * contrast + 0.18, 0.0);
|
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float luminance = dot(color, vec3(0.2126, 0.7152, 0.0722));
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return max(mix(vec3(luminance), color, saturation), 0.0);
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@@ -146,12 +146,12 @@ return;
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vec4 color = sample_colorTex(uv);
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vec4 bloom = sample_bloomTex(uv) * bloomIntensity;
|
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|
color.rgb += bloom.rgb;
|
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|
-
color.rgb =
|
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149
|
+
color.rgb = ga(color.rgb * exposure);
|
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150
|
if (sRGBOutput) {
|
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151
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float edge = smoothstep(0.2, 0.72, distance(uv, vec2(0.5)));
|
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152
|
color.rgb *= 1.0 - vignette * edge;
|
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|
-
color.rgb =
|
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|
-
color.rgb =
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|
+
color.rgb = bZ(color.rgb);
|
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|
+
color.rgb = nT(color.rgb);
|
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|
}
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|
color.a = max(color.a, min(dot(bloom.rgb, vec3(0.2125, 0.7154, 0.0721)), 1.0));
|
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157
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@@ -159,32 +159,32 @@ if (shadowCatcherEnabled > 0.5) {
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float coverage = clamp(shadow.r, 0.0, 1.0);
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|
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float
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+
float fR = clamp(
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163
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(1.0 - shadow.a) / max(coverage, 0.000001), 0.0, 1.0
|
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164
|
);
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|
-
|
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|
+
fR = max(fR - (1.0 - shadowCatcherAlpha), 0.0);
|
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166
|
if (coverage > 0.0) {
|
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|
vec4 foreground = sample_foregroundTex(uv);
|
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|
vec4 background = sample_catcherBackgroundTex(uv);
|
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|
-
vec3 foregroundColor =
|
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170
|
-
vec3 backgroundColor =
|
|
169
|
+
vec3 foregroundColor = ga((foreground.rgb + bloom.rgb) * exposure);
|
|
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|
+
vec3 backgroundColor = ga((background.rgb / max(background.a, 0.000001) + bloom.rgb) * exposure);
|
|
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|
if (sRGBOutput) {
|
|
172
172
|
float edge = smoothstep(0.2, 0.72, distance(uv, vec2(0.5)));
|
|
173
173
|
foregroundColor *= 1.0 - vignette * edge;
|
|
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174
|
backgroundColor *= 1.0 - vignette * edge;
|
|
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|
-
foregroundColor =
|
|
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|
-
backgroundColor =
|
|
175
|
+
foregroundColor = nT(bZ(foregroundColor));
|
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|
+
backgroundColor = nT(bZ(backgroundColor));
|
|
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177
|
}
|
|
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|
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|
-
float opacity =
|
|
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|
-
|
|
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|
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float
|
|
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|
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float
|
|
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|
-
float
|
|
184
|
-
float alpha =
|
|
185
|
-
vec3 premultiplied = foregroundColor *
|
|
186
|
-
+ backgroundColor *
|
|
187
|
-
+ shadowCatcherColor *
|
|
179
|
+
float opacity = fR;
|
|
180
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+
fR *= coverage;
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float mD = clamp(dot(bloom.rgb, vec3(0.2125, 0.7154, 0.0721)), 0.0, 1.0);
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float hq = max(foreground.a, mD * (1.0 - coverage));
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float jf = max(background.a, mD * coverage);
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float alpha = hq + jf * (1.0 - opacity) + fR;
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vec3 premultiplied = foregroundColor * hq
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+ backgroundColor * jf * (1.0 - opacity)
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+ shadowCatcherColor * fR;
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color = vec4(premultiplied / max(alpha, 0.000001), alpha);
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}
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}
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@@ -68,11 +68,12 @@ export declare function buildLightAliasTable(inputs: LightChoiceInput[] | LightC
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* share the main table.
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*/
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export declare function buildShadowCatcherLightAliasTable(choices: LightChoiceBuffer, scratch?: LightChoiceBuffer): LightSamplingDistribution | undefined;
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-
export declare function collectEmissiveTriangles(bindings: EmissiveMeshBinding[], materials: OpenPBRMaterial[]): EmissiveTriangle[];
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+
export declare function collectEmissiveTriangles(bindings: EmissiveMeshBinding[], materials: OpenPBRMaterial[], samplingWeight?: (material: OpenPBRMaterial) => number): EmissiveTriangle[];
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export declare function packEmissiveTriangles(triangles: EmissiveTriangle[], data?: Float32Array): Float32Array<ArrayBufferLike>;
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/** Caches world-space vertices per mesh, independently of emission strength. */
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export declare class EmissiveTriangleCache {
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-
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+
private readonly samplingWeight?;
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+
constructor(samplingWeight?: ((material: OpenPBRMaterial) => number) | undefined);
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private _triangles;
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collect(bindings: EmissiveMeshBinding[], materials: OpenPBRMaterial[]): EmissiveTriangle[];
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}
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@@ -46,8 +46,10 @@ export function estimateAnalyticLightPower(light) {
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export function sphereSolidAnglePdf(distanceToCenter, radius) {
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47
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if (distanceToCenter <= radius)
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return 1 / (4 * Math.PI);
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-
const
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|
-
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49
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+
const sinThetaMaxSquared = Math.min(1, radius * radius / (distanceToCenter * distanceToCenter));
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50
|
+
const cosThetaMax = Math.sqrt(Math.max(0, 1 - sinThetaMaxSquared));
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51
|
+
const oneMinusCosThetaMax = sinThetaMaxSquared / (1 + cosThetaMax);
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|
52
|
+
return 1 / Math.max(2 * Math.PI * oneMinusCosThetaMax, 1e-8);
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|
51
53
|
}
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52
54
|
/** Packs unique 128² peak-normalized IES profiles four scalar samples per texel. */
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|
53
55
|
export function packIESProfiles(lights, firstTexel = 0) {
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@@ -190,7 +192,7 @@ function dominantLocalMaterial(geometry, indices, triangleOffset, materialCount)
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190
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|
// Public triangles have the same raw material index on all three corners.
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|
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|
return localMaterialIndex(geometry, indices[triangleOffset], materialCount);
|
|
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194
|
}
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|
193
|
-
export function collectEmissiveTriangles(bindings, materials) {
|
|
195
|
+
export function collectEmissiveTriangles(bindings, materials, samplingWeight) {
|
|
194
196
|
const triangles = [];
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|
195
197
|
const local = [vec3.create(), vec3.create(), vec3.create()];
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|
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|
const world = [vec3.create(), vec3.create(), vec3.create()];
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|
@@ -204,7 +206,7 @@ export function collectEmissiveTriangles(bindings, materials) {
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|
|
204
206
|
for (let local = 0; local < Math.max(1, materialIndices.length); local++) {
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|
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207
|
const material = materials[materialIndices[local] ?? materialIndices[0] ?? 0];
|
|
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208
|
samplingLuminances.push(!material || material.shadowCatcher || material.unlit
|
|
207
|
-
? 0 : colorLuminance(materialEmission(material)));
|
|
209
|
+
? 0 : (samplingWeight ? samplingWeight(material) : colorLuminance(materialEmission(material))));
|
|
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210
|
}
|
|
209
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|
const matrix = new Float64Array(16), parent = matrixStorage(mesh.transform);
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|
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212
|
for (let instance = 0; instance < meshInstanceCount(mesh); instance++) {
|
|
@@ -300,7 +302,11 @@ export function packEmissiveTriangles(triangles, data = new Float32Array(Math.ma
|
|
|
300
302
|
const emissiveBindings = new WeakMap();
|
|
301
303
|
/** Caches world-space vertices per mesh, independently of emission strength. */
|
|
302
304
|
export class EmissiveTriangleCache {
|
|
303
|
-
|
|
305
|
+
samplingWeight;
|
|
306
|
+
constructor(samplingWeight) {
|
|
307
|
+
this.samplingWeight = samplingWeight;
|
|
308
|
+
emissiveBindings.set(this, new WeakMap());
|
|
309
|
+
}
|
|
304
310
|
_triangles = [];
|
|
305
311
|
collect(bindings, materials) {
|
|
306
312
|
const cachedBindings = emissiveBindings.get(this);
|
|
@@ -309,7 +315,7 @@ export class EmissiveTriangleCache {
|
|
|
309
315
|
const { mesh, geometry, materialIndices } = binding;
|
|
310
316
|
const isActive = (index) => {
|
|
311
317
|
const m = materials[index];
|
|
312
|
-
return !!m && !m.unlit && !m.shadowCatcher && colorLuminance(materialEmission(m)) > 1e-8;
|
|
318
|
+
return !!m && !m.unlit && !m.shadowCatcher && (this.samplingWeight ? this.samplingWeight(m) : colorLuminance(materialEmission(m))) > 1e-8;
|
|
313
319
|
};
|
|
314
320
|
const instanceVersion = mesh.instanceData?.transformsVersion ?? 0;
|
|
315
321
|
const instanceCount = meshInstanceCount(mesh);
|
|
@@ -320,13 +326,13 @@ export class EmissiveTriangleCache {
|
|
|
320
326
|
meshMatrixChanged(mesh, cached.matrix)) {
|
|
321
327
|
cached = { geometry, version: geometry.version, instanceVersion, instanceCount, instanceTransforms, matrix: copyMeshMatrix(mesh),
|
|
322
328
|
indices: materialIndices.slice(), activity: materialIndices.map(isActive),
|
|
323
|
-
triangles: collectEmissiveTriangles([binding], materials) };
|
|
329
|
+
triangles: collectEmissiveTriangles([binding], materials, this.samplingWeight) };
|
|
324
330
|
cachedBindings.set(mesh, cached);
|
|
325
331
|
}
|
|
326
332
|
else {
|
|
327
333
|
for (const triangle of cached.triangles) {
|
|
328
334
|
const m = materials[triangle.materialIndex];
|
|
329
|
-
triangle.samplingLuminance = colorLuminance(materialEmission(m));
|
|
335
|
+
triangle.samplingLuminance = this.samplingWeight ? this.samplingWeight(m) : colorLuminance(materialEmission(m));
|
|
330
336
|
}
|
|
331
337
|
}
|
|
332
338
|
for (const triangle of cached.triangles)
|