@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.
Files changed (211) hide show
  1. package/README.md +3 -0
  2. package/dist/assets/bvh.worker.js +1 -1
  3. package/dist/mutracer.umd.js +8949 -7915
  4. package/docs/api.md +42 -21
  5. package/docs/caustics.md +80 -0
  6. package/docs/materials.md +5 -4
  7. package/docs/progressive-rendering.md +50 -9
  8. package/docs/technical/continuous-spectrum.md +93 -0
  9. package/docs/updates.md +3 -1
  10. package/docs/viewer-checklist.md +65 -0
  11. package/docs/viewer.md +7 -5
  12. package/lib/Display.js +1 -1
  13. package/lib/Display.js.map +1 -1
  14. package/lib/Engine.d.ts +2 -0
  15. package/lib/Engine.js +47 -12
  16. package/lib/Engine.js.map +1 -1
  17. package/lib/Render.d.ts +61 -13
  18. package/lib/Render.js +169 -19
  19. package/lib/Render.js.map +1 -1
  20. package/lib/RenderLoop.d.ts +7 -3
  21. package/lib/RenderLoop.js +68 -44
  22. package/lib/RenderLoop.js.map +1 -1
  23. package/lib/main.d.ts +1 -1
  24. package/lib/main.js.map +1 -1
  25. package/lib/oidn.d.ts +1 -1
  26. package/lib/oidnBundledWeights.cdn.d.ts +2 -2
  27. package/lib/renderer/GPUTraceQueue.d.ts +2 -1
  28. package/lib/renderer/GPUTraceQueue.js +3 -1
  29. package/lib/renderer/GPUTraceQueue.js.map +1 -1
  30. package/lib/renderer/RenderingPipeline.d.ts +4 -0
  31. package/lib/renderer/RenderingPipeline.js.map +1 -1
  32. package/lib/renderer/WGPUCausticLightPass.d.ts +48 -0
  33. package/lib/renderer/WGPUCausticLightPass.js +217 -0
  34. package/lib/renderer/WGPUCausticLightPass.js.map +1 -0
  35. package/lib/renderer/WGPUEnvMapDistribution.js +18 -18
  36. package/lib/renderer/WGPUFullQuadPass.js +3 -3
  37. package/lib/renderer/WGPUPhotonMap.d.ts +37 -0
  38. package/lib/renderer/WGPUPhotonMap.js +191 -0
  39. package/lib/renderer/WGPUPhotonMap.js.map +1 -0
  40. package/lib/renderer/WGPURayTraceOutput.d.ts +13 -1
  41. package/lib/renderer/WGPURayTraceOutput.js +122 -28
  42. package/lib/renderer/WGPURayTraceOutput.js.map +1 -1
  43. package/lib/renderer/WGPURayTracePass.d.ts +48 -17
  44. package/lib/renderer/WGPURayTracePass.js +538 -340
  45. package/lib/renderer/WGPURayTracePass.js.map +1 -1
  46. package/lib/renderer/WGPURenderingPipeline.js +83 -47
  47. package/lib/renderer/WGPURenderingPipeline.js.map +1 -1
  48. package/lib/renderer/WebGLFullQuadPass.d.ts +2 -1
  49. package/lib/renderer/WebGLFullQuadPass.js +4 -0
  50. package/lib/renderer/WebGLFullQuadPass.js.map +1 -1
  51. package/lib/renderer/WebGLJNLMDenoiser.js +66 -66
  52. package/lib/renderer/WebGLRayTraceOutputPass.js +4 -4
  53. package/lib/renderer/WebGLRayTracePass.d.ts +6 -1
  54. package/lib/renderer/WebGLRayTracePass.js +43 -6
  55. package/lib/renderer/WebGLRayTracePass.js.map +1 -1
  56. package/lib/renderer/WebGLRenderingPipeline.js +10 -14
  57. package/lib/renderer/WebGLRenderingPipeline.js.map +1 -1
  58. package/lib/renderer/WebGLSkyBaker.js +60 -60
  59. package/lib/renderer/accumulationTarget.d.ts +2 -1
  60. package/lib/renderer/accumulationTarget.js.map +1 -1
  61. package/lib/renderer/causticDiagnostics.d.ts +31 -0
  62. package/lib/renderer/causticDiagnostics.js +5 -0
  63. package/lib/renderer/causticDiagnostics.js.map +1 -0
  64. package/lib/renderer/causticEmission.d.ts +10 -0
  65. package/lib/renderer/causticEmission.js +40 -0
  66. package/lib/renderer/causticEmission.js.map +1 -0
  67. package/lib/renderer/causticUniform.d.ts +12 -0
  68. package/lib/renderer/causticUniform.js +22 -0
  69. package/lib/renderer/causticUniform.js.map +1 -0
  70. package/lib/renderer/caustics.d.ts +16 -0
  71. package/lib/renderer/caustics.js +93 -0
  72. package/lib/renderer/caustics.js.map +1 -0
  73. package/lib/renderer/glsl/aovDisplay.frag.js +5 -5
  74. package/lib/renderer/glsl/aovReflectance.glsl.js +53 -53
  75. package/lib/renderer/glsl/aovReflectanceSamples.glsl.js +1 -1
  76. package/lib/renderer/glsl/aovTrace.frag.js +33 -33
  77. package/lib/renderer/glsl/chunks/cameraRay.glsl.js +9 -9
  78. package/lib/renderer/glsl/chunks/emissiveLight.glsl.d.ts +2 -0
  79. package/lib/renderer/glsl/chunks/emissiveLight.glsl.js +35 -0
  80. package/lib/renderer/glsl/chunks/emissiveLight.glsl.js.map +1 -0
  81. package/lib/renderer/glsl/chunks/envMap.glsl.js +73 -73
  82. package/lib/renderer/glsl/chunks/intersect.glsl.js +426 -428
  83. package/lib/renderer/glsl/chunks/intersect.glsl.js.map +1 -1
  84. package/lib/renderer/glsl/chunks/materialBuffer.glsl.d.ts +1 -0
  85. package/lib/renderer/glsl/chunks/materialBuffer.glsl.js +156 -153
  86. package/lib/renderer/glsl/chunks/materialBuffer.glsl.js.map +1 -1
  87. package/lib/renderer/glsl/chunks/openPbrBsdf.glsl.js +771 -771
  88. package/lib/renderer/glsl/chunks/rand.glsl.js +3 -3
  89. package/lib/renderer/glsl/chunks/random.glsl.js +6 -6
  90. package/lib/renderer/glsl/chunks/rayTraceCore.glsl.d.ts +1 -0
  91. package/lib/renderer/glsl/chunks/rayTraceCore.glsl.js +68 -63
  92. package/lib/renderer/glsl/chunks/rayTraceCore.glsl.js.map +1 -1
  93. package/lib/renderer/glsl/chunks/sampleLight.glsl.js +94 -76
  94. package/lib/renderer/glsl/chunks/sampleLight.glsl.js.map +1 -1
  95. package/lib/renderer/glsl/chunks/sampleMaterial.glsl.d.ts +1 -0
  96. package/lib/renderer/glsl/chunks/sampleMaterial.glsl.js +140 -117
  97. package/lib/renderer/glsl/chunks/sampleMaterial.glsl.js.map +1 -1
  98. package/lib/renderer/glsl/chunks/sampleShadowCatcher.glsl.js +14 -14
  99. package/lib/renderer/glsl/chunks/sampling.glsl.js +89 -92
  100. package/lib/renderer/glsl/chunks/sampling.glsl.js.map +1 -1
  101. package/lib/renderer/glsl/chunks/sobol.glsl.js +79 -79
  102. package/lib/renderer/glsl/chunks/textureLinear.glsl.js +5 -5
  103. package/lib/renderer/glsl/chunks/uvProjection.glsl.js +11 -11
  104. package/lib/renderer/glsl/depthQuery.frag.js +2 -2
  105. package/lib/renderer/glsl/normalizeRayTraceOutput.frag.js +10 -10
  106. package/lib/renderer/glsl/rayTrace.frag.d.ts +1 -1
  107. package/lib/renderer/glsl/rayTrace.frag.js +260 -237
  108. package/lib/renderer/glsl/rayTrace.frag.js.map +1 -1
  109. package/lib/renderer/glsl/shadowCatcher.frag.js +26 -26
  110. package/lib/renderer/glsl/shadowCatcher.frag.js.map +1 -1
  111. package/lib/renderer/glsl/webglPipeline.frag.js +59 -59
  112. package/lib/renderer/lightSampling.d.ts +3 -2
  113. package/lib/renderer/lightSampling.js +14 -8
  114. package/lib/renderer/lightSampling.js.map +1 -1
  115. package/lib/renderer/progressiveScheduler.js +4 -3
  116. package/lib/renderer/progressiveScheduler.js.map +1 -1
  117. package/lib/renderer/renderPipeline.d.ts +1 -0
  118. package/lib/renderer/renderPipeline.js.map +1 -1
  119. package/lib/renderer/researchTransport.d.ts +31 -0
  120. package/lib/renderer/researchTransport.js +5 -0
  121. package/lib/renderer/researchTransport.js.map +1 -0
  122. package/lib/renderer/sceneLayoutSchema.d.ts +1 -0
  123. package/lib/renderer/sceneLayoutSchema.js +2 -2
  124. package/lib/renderer/sceneLayoutSchema.js.map +1 -1
  125. package/lib/renderer/scratchSampling.js +6 -6
  126. package/lib/renderer/spectrum.d.ts +21 -0
  127. package/lib/renderer/spectrum.js +154 -0
  128. package/lib/renderer/spectrum.js.map +1 -0
  129. package/lib/renderer/webglLightSampling.d.ts +39 -0
  130. package/lib/renderer/webglLightSampling.js +15 -0
  131. package/lib/renderer/webglLightSampling.js.map +1 -0
  132. package/lib/renderer/wgpuBindlessSource.js +3 -3
  133. package/lib/renderer/wgpuShaderSource.d.ts +7 -0
  134. package/lib/renderer/wgpuShaderSource.js +2 -0
  135. package/lib/renderer/wgpuShaderSource.js.map +1 -1
  136. package/lib/renderer/wgsl/aovDisplay.wgsl.js +9 -9
  137. package/lib/renderer/wgsl/aovReflectance.wgsl.js +55 -55
  138. package/lib/renderer/wgsl/aovReflectanceSamples.wgsl.js +1 -1
  139. package/lib/renderer/wgsl/aovResolve.wgsl.js +2 -2
  140. package/lib/renderer/wgsl/aovSnapshot.wgsl.js +1 -1
  141. package/lib/renderer/wgsl/aovTrace.wgsl.js +33 -33
  142. package/lib/renderer/wgsl/bloom.wgsl.js +18 -18
  143. package/lib/renderer/wgsl/causticLight.compute.d.ts +6 -0
  144. package/lib/renderer/wgsl/causticLight.compute.js +537 -0
  145. package/lib/renderer/wgsl/causticLight.compute.js.map +1 -0
  146. package/lib/renderer/wgsl/chunks/background.wgsl.d.ts +2 -0
  147. package/lib/renderer/wgsl/chunks/background.wgsl.js +102 -0
  148. package/lib/renderer/wgsl/chunks/background.wgsl.js.map +1 -0
  149. package/lib/renderer/wgsl/chunks/causticAdjoint.wgsl.d.ts +2 -0
  150. package/lib/renderer/wgsl/chunks/causticAdjoint.wgsl.js +12 -0
  151. package/lib/renderer/wgsl/chunks/causticAdjoint.wgsl.js.map +1 -0
  152. package/lib/renderer/wgsl/chunks/causticAtomic.wgsl.d.ts +2 -0
  153. package/lib/renderer/wgsl/chunks/causticAtomic.wgsl.js +16 -0
  154. package/lib/renderer/wgsl/chunks/causticAtomic.wgsl.js.map +1 -0
  155. package/lib/renderer/wgsl/chunks/caustics.wgsl.d.ts +1 -0
  156. package/lib/renderer/wgsl/chunks/caustics.wgsl.js +62 -0
  157. package/lib/renderer/wgsl/chunks/caustics.wgsl.js.map +1 -0
  158. package/lib/renderer/wgsl/chunks/common.wgsl.js +4 -4
  159. package/lib/renderer/wgsl/chunks/envMap.wgsl.js +37 -37
  160. package/lib/renderer/wgsl/chunks/intersect.wgsl.js +598 -592
  161. package/lib/renderer/wgsl/chunks/intersect.wgsl.js.map +1 -1
  162. package/lib/renderer/wgsl/chunks/intersectionAlpha.wgsl.js +14 -14
  163. package/lib/renderer/wgsl/chunks/materialBuffer.wgsl.d.ts +2 -1
  164. package/lib/renderer/wgsl/chunks/materialBuffer.wgsl.js +75 -73
  165. package/lib/renderer/wgsl/chunks/materialBuffer.wgsl.js.map +1 -1
  166. package/lib/renderer/wgsl/chunks/openPbrBsdf.wgsl.js +794 -794
  167. package/lib/renderer/wgsl/chunks/pdm_displacement.wgsl.js +139 -139
  168. package/lib/renderer/wgsl/chunks/rand.wgsl.js +3 -3
  169. package/lib/renderer/wgsl/chunks/rayTraceCore.wgsl.d.ts +2 -1
  170. package/lib/renderer/wgsl/chunks/rayTraceCore.wgsl.js +35 -25
  171. package/lib/renderer/wgsl/chunks/rayTraceCore.wgsl.js.map +1 -1
  172. package/lib/renderer/wgsl/chunks/sampleLight.wgsl.d.ts +1 -1
  173. package/lib/renderer/wgsl/chunks/sampleLight.wgsl.js +142 -138
  174. package/lib/renderer/wgsl/chunks/sampleLight.wgsl.js.map +1 -1
  175. package/lib/renderer/wgsl/chunks/sampleMaterial.wgsl.d.ts +1 -1
  176. package/lib/renderer/wgsl/chunks/sampleMaterial.wgsl.js +204 -187
  177. package/lib/renderer/wgsl/chunks/sampleMaterial.wgsl.js.map +1 -1
  178. package/lib/renderer/wgsl/chunks/sampleShadowCatcher.wgsl.d.ts +1 -1
  179. package/lib/renderer/wgsl/chunks/sampleShadowCatcher.wgsl.js +11 -11
  180. package/lib/renderer/wgsl/chunks/sampleShadowCatcher.wgsl.js.map +1 -1
  181. package/lib/renderer/wgsl/chunks/sampling.wgsl.d.ts +1 -1
  182. package/lib/renderer/wgsl/chunks/sampling.wgsl.js +89 -93
  183. package/lib/renderer/wgsl/chunks/sampling.wgsl.js.map +1 -1
  184. package/lib/renderer/wgsl/chunks/sobol.wgsl.js +83 -83
  185. package/lib/renderer/wgsl/chunks/uvProjection.wgsl.js +11 -11
  186. package/lib/renderer/wgsl/compose.frag.wgsl.js +98 -98
  187. package/lib/renderer/wgsl/customDenoise.wgsl.js +10 -10
  188. package/lib/renderer/wgsl/depthQuery.wgsl.js +2 -2
  189. package/lib/renderer/wgsl/jnlm.compute.js +74 -74
  190. package/lib/renderer/wgsl/offlineAdaptive.compute.js +25 -25
  191. package/lib/renderer/wgsl/oidnAuxiliary.wgsl.js +3 -3
  192. package/lib/renderer/wgsl/photonMap.compute.d.ts +29 -0
  193. package/lib/renderer/wgsl/photonMap.compute.js +352 -0
  194. package/lib/renderer/wgsl/photonMap.compute.js.map +1 -0
  195. package/lib/renderer/wgsl/proceduralSky.compute.js +64 -64
  196. package/lib/renderer/wgsl/rayTrace.compute.d.ts +9 -1
  197. package/lib/renderer/wgsl/rayTrace.compute.js +448 -522
  198. package/lib/renderer/wgsl/rayTrace.compute.js.map +1 -1
  199. package/lib/scene/MaterialState.d.ts +2 -2
  200. package/lib/scene/MaterialState.js +2 -2
  201. package/lib/scene/MaterialState.js.map +1 -1
  202. package/lib/settings/render.d.ts +11 -0
  203. package/lib/settings/render.js +1 -0
  204. package/lib/settings/render.js.map +1 -1
  205. package/lib/util/fromTHREE.js +2 -2
  206. package/lib/util/fromTHREE.js.map +1 -1
  207. package/lib/version.d.ts +1 -1
  208. package/lib/version.js +1 -1
  209. package/lib/version.js.map +1 -1
  210. package/llms.txt +2 -1
  211. package/package.json +3 -3
@@ -1 +1 @@
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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"]}
@@ -23,7 +23,7 @@ export default new FragmentShader({
23
23
  },
24
24
  uniforms: {
25
25
  dispersionWavelengths: Shader.uniform('int', 3),
26
- wavelength: Shader.uniform('float', 0),
26
+ spectralChannel: Shader.uniform('int', 0),
27
27
  viewportSize: Shader.uniform('vec2'),
28
28
  viewProjectionInv: Shader.uniform('mat4'),
29
29
  viewInv: Shader.uniform('mat4'),
@@ -52,21 +52,21 @@ ${cameraRayGlsl}
52
52
 
53
53
 
54
54
 
55
- vec4 iu(inout Ray ray, out vec4 background, out vec2 shadowCounts) {
55
+ vec4 hR(inout Ray ray, out vec4 background, out vec2 shadowCounts) {
56
56
  background = vec4(0.0);
57
57
  shadowCounts = vec2(0.0);
58
- Path aa;
59
- aa.ray = ray;
60
- aa.li = vec3(0);
61
- aa.alpha = 1.0;
62
- aa.beta = vec3(1.0);
63
- aa.fromEye = true;
64
- aa.scatteringPdf = 0.0;
65
- aa.abort = false;
58
+ Path path;
59
+ path.ray = ray;
60
+ path.li = vec3(0);
61
+ path.alpha = 1.0;
62
+ path.beta = vec3(1.0);
63
+ path.fromEye = true;
64
+ path.scatteringPdf = 0.0;
65
+ path.abort = false;
66
66
 
67
67
  SurfaceInteraction si;
68
68
 
69
- intersectScene(aa.ray, si, false);
69
+ intersectScene(path.ray, si, false);
70
70
  if (!si.hit) {
71
71
 
72
72
 
@@ -75,48 +75,48 @@ return vec4(0.0, 0.0, 0.0, 1.0);
75
75
  }
76
76
 
77
77
  OpenPbrResolvedMaterial mat;
78
- dg(mat, si.materialIndex, si.uv, si.uv1, si.instanceIndex, si.vertexColor);
78
+ getMaterial(mat, si.materialIndex, si.uv, si.uv1, si.instanceIndex, si.vertexColor);
79
79
  if (mat.materialType != SHADOW_CATCHER) {
80
80
 
81
81
 
82
82
  return vec4(0.0, 0.0, 0.0, 1.0);
83
83
  }
84
84
 
85
- vec4 bg = cG(ray.o, ray.d);
85
+ vec4 bg = cn(ray.o, ray.d);
86
86
  background = vec4(bg.rgb * bg.a, bg.a);
87
- if (!aa.abort) {
88
- shadowCounts = sampleShadowCatcher(si, 0, aa);
87
+ if (!path.abort) {
88
+ shadowCounts = sampleShadowCatcher(si, 0, path);
89
89
  }
90
90
  return vec4(1.0, bg.a, bg.a >= 0.01 ? 1.0 : 0.0, 0.0);
91
91
  }
92
92
 
93
93
  void main() {
94
- rG();
95
- gW(v_Texcoord * viewportSize, int(uint(sampleCount) ^ dG(uint(sequenceSeed))));
94
+ rA();
95
+ fi(v_Texcoord * viewportSize, int(uint(sampleCount) ^ cB(uint(sequenceSeed))));
96
96
 
97
- if (dispersionWavelengths == 1 && wavelength > 0.0) { dp(CAMERA_WAVELENGTH); }
98
- Ray cam = oG();
97
+ if (spectralChannel > 0) { sample1D(CAMERA_WAVELENGTH); }
98
+ Ray cam = ow();
99
99
  vec4 background;
100
100
  vec2 shadowCounts;
101
- vec4 aW = iu(cam, background, shadowCounts);
101
+ vec4 liAndAlpha = hR(cam, background, shadowCounts);
102
102
 
103
- if (!(aW.x < INF && aW.x > -EPS)) {
104
- aW = vec4(0.0);
103
+ if (!(liAndAlpha.x < INF && liAndAlpha.x > -EPS)) {
104
+ liAndAlpha = vec4(0.0);
105
105
  shadowCounts = vec2(0.0);
106
106
  }
107
107
 
108
108
 
109
109
 
110
- out_shadowCatcher = vec4(aW.rgb, shadowCounts.x);
110
+ out_shadowCatcher = vec4(liAndAlpha.rgb, shadowCounts.x);
111
111
  out_catcherBackground = background;
112
112
 
113
113
 
114
114
  float visibility = 1.0 - (shadowCounts.y > 0.0 ? shadowCounts.x / shadowCounts.y : 0.0);
115
- float jP = visibility * (background.a >= 0.01
115
+ float jw = visibility * (background.a >= 0.01
116
116
  ? dot(background.rgb / background.a, vec3(0.2126, 0.7152, 0.0722))
117
117
  : 1.0);
118
- out_catcherMoments = aW.r > 0.0
119
- ? vec4(jP, jP * jP, 1.0, shadowCounts.y)
118
+ out_catcherMoments = liAndAlpha.r > 0.0
119
+ ? vec4(jw, jw * jw, 1.0, shadowCounts.y)
120
120
  : vec4(0.0);
121
121
 
122
122
  }`
@@ -1 +1 @@
1
- {"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,UAAU,EAAE,MAAM,CAAC,OAAO,CAAC,OAAO,EAAE,CAAC,CAAC;QACtC,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 wavelength: Shader.uniform('float', 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 hero-wavelength previews.\n if (dispersionWavelengths == 1 && wavelength > 0.0) { 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"]}
1
+ {"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"]}
@@ -7,22 +7,22 @@ export const brightFragment = new FragmentShader({
7
7
  scale: Shader.uniform('float', 1)
8
8
  },
9
9
  main: glsl `
10
- const vec3 wE = vec3(0.2125, 0.7154, 0.0721);
11
- vec4 tS(vec4 a, vec4 b, vec4 c) {
10
+ const vec3 xc = vec3(0.2125, 0.7154, 0.0721);
11
+ vec4 tV(vec4 a, vec4 b, vec4 c) {
12
12
  return a + b + c - min(min(a, b), c) - max(max(a, b), c);
13
13
  }
14
14
  void main() {
15
15
  vec2 d = 1.0 / vec2(colorTexRegion());
16
- vec4 dk = sample_colorTex(v_Texcoord);
16
+ vec4 cR = sample_colorTex(v_Texcoord);
17
17
  vec4 s1 = sample_colorTex(v_Texcoord - vec2(d.x, 0.0));
18
18
  vec4 s2 = sample_colorTex(v_Texcoord + vec2(d.x, 0.0));
19
19
  vec4 s3 = sample_colorTex(v_Texcoord - vec2(0.0, d.y));
20
20
  vec4 s4 = sample_colorTex(v_Texcoord + vec2(0.0, d.y));
21
- dk = tS(tS(dk, s1, s2), s3, s4);
22
- float lum = dot(dk.rgb, wE);
23
- out_color = lum > threshold && dk.a > 0.0
24
- ? vec4(dk.rgb * scale, dk.a)
25
- : vec4(0.0, 0.0, 0.0, dk.a);
21
+ cR = tV(tV(cR, s1, s2), s3, s4);
22
+ float lum = dot(cR.rgb, xc);
23
+ out_color = lum > threshold && cR.a > 0.0
24
+ ? vec4(cR.rgb * scale, cR.a)
25
+ : vec4(0.0, 0.0, 0.0, cR.a);
26
26
  }`
27
27
  });
28
28
  export const composeFragment = new FragmentShader({
@@ -48,29 +48,29 @@ export const composeFragment = new FragmentShader({
48
48
  sRGBOutput: Shader.uniform('bool', 1)
49
49
  },
50
50
  main: glsl `
51
- vec3 od(vec3 color) {
51
+ vec3 nT(vec3 color) {
52
52
  color = max(color, 0.0);
53
53
  return mix(1.055 * pow(color, vec3(1.0 / 2.4)) - 0.055,
54
54
  color * 12.92, lessThanEqual(color, vec3(0.0031308)));
55
55
  }
56
- vec3 ky(vec3 color) {
56
+ vec3 kb(vec3 color) {
57
57
  return clamp(color, 0.0, 1.0);
58
58
  }
59
- vec3 jf(vec3 color) {
59
+ vec3 iN(vec3 color) {
60
60
  return clamp(color / (vec3(1.0) + color), 0.0, 1.0);
61
61
  }
62
- vec3 kj(vec3 color) {
62
+ vec3 jP(vec3 color) {
63
63
  color = max(vec3(0.0), color - 0.004);
64
64
  return pow((color * (6.2 * color + 0.5)) /
65
65
  (color * (6.2 * color + 1.7) + 0.06), vec3(2.2));
66
66
  }
67
- vec3 pH(vec3 value) {
68
- vec3 lv = value * (value + 0.0245786) - 0.000090537;
69
- vec3 aq = value * (0.983729 * value + 0.4329510) + 0.238081;
70
- return lv / aq;
67
+ vec3 pm(vec3 value) {
68
+ vec3 iF = value * (value + 0.0245786) - 0.000090537;
69
+ vec3 ah = value * (0.983729 * value + 0.4329510) + 0.238081;
70
+ return iF / ah;
71
71
  }
72
- vec3 mh(vec3 color) {
73
- const mat3 qs = mat3(
72
+ vec3 lO(vec3 color) {
73
+ const mat3 qk = mat3(
74
74
  vec3(0.59719, 0.07600, 0.02840),
75
75
  vec3(0.35458, 0.90834, 0.13383),
76
76
  vec3(0.04823, 0.01566, 0.83777)
@@ -80,8 +80,8 @@ vec3(1.60475, -0.10208, -0.00327),
80
80
  vec3(-0.53108, 1.10813, -0.07276),
81
81
  vec3(-0.07367, -0.00605, 1.07602)
82
82
  );
83
- color = qs * (color / 0.6);
84
- return clamp(outputMatrix * pH(color), 0.0, 1.0);
83
+ color = qk * (color / 0.6);
84
+ return clamp(outputMatrix * pm(color), 0.0, 1.0);
85
85
  }
86
86
  const mat3 LINEAR_REC2020_TO_LINEAR_SRGB = mat3(
87
87
  vec3(1.6605, -0.1246, -0.0182),
@@ -93,44 +93,44 @@ vec3(0.6274, 0.0691, 0.0164),
93
93
  vec3(0.3293, 0.9195, 0.0880),
94
94
  vec3(0.0433, 0.0113, 0.8956)
95
95
  );
96
- vec3 gh(vec3 value) {
97
- vec3 nM = value * value;
98
- vec3 rR = nM * nM;
99
- return 15.5 * rR * nM - 40.14 * rR * value
100
- + 31.96 * rR - 6.868 * nM * value
101
- + 0.4298 * nM + 0.1191 * value - 0.00232;
102
- }
103
- vec3 mM(vec3 color) {
104
- const mat3 qu = mat3(
96
+ vec3 fT(vec3 value) {
97
+ vec3 nB = value * value;
98
+ vec3 rO = nB * nB;
99
+ return 15.5 * rO * nB - 40.14 * rO * value
100
+ + 31.96 * rO - 6.868 * nB * value
101
+ + 0.4298 * nB + 0.1191 * value - 0.00232;
102
+ }
103
+ vec3 my(vec3 color) {
104
+ const mat3 qm = mat3(
105
105
  vec3(0.856627153315983, 0.137318972929847, 0.11189821299995),
106
106
  vec3(0.0951212405381588, 0.761241990602591, 0.0767994186031903),
107
107
  vec3(0.0482516061458583, 0.101439036467562, 0.811302368396859)
108
108
  );
109
- const mat3 pt = mat3(
109
+ const mat3 ph = mat3(
110
110
  vec3(1.1271005818144368, -0.1413297634984383, -0.14132976349843826),
111
111
  vec3(-0.11060664309660323, 1.157823702216272, -0.11060664309660294),
112
112
  vec3(-0.016493938717834573, -0.016493938717834257, 1.2519364065950405)
113
113
  );
114
- color = qu * (LINEAR_SRGB_TO_LINEAR_REC2020 * color);
114
+ color = qm * (LINEAR_SRGB_TO_LINEAR_REC2020 * color);
115
115
  color = clamp((log2(max(color, 1e-10)) + 12.47393) / 16.5, 0.0, 1.0);
116
- color = pt * gh(color);
116
+ color = ph * fT(color);
117
117
  color = pow(max(color, 0.0), vec3(2.2));
118
118
  return clamp(LINEAR_REC2020_TO_LINEAR_SRGB * color, 0.0, 1.0);
119
119
  }
120
- vec3 cp(vec3 color) {
121
- if (toneMappingMode == 1) return mh(color);
122
- if (toneMappingMode == 2) return kj(color);
123
- if (toneMappingMode == 3) return jf(color);
124
- if (toneMappingMode == 4) return ky(color);
125
- return mM(color);
120
+ vec3 bZ(vec3 color) {
121
+ if (toneMappingMode == 1) return lO(color);
122
+ if (toneMappingMode == 2) return jP(color);
123
+ if (toneMappingMode == 3) return iN(color);
124
+ if (toneMappingMode == 4) return kb(color);
125
+ return my(color);
126
126
  }
127
- vec3 gq(vec3 color) {
128
- vec3 uH = vec3(
127
+ vec3 ga(vec3 color) {
128
+ vec3 uL = vec3(
129
129
  1.0 + temperature * 0.16 + tint * 0.04,
130
130
  1.0 - tint * 0.12,
131
131
  1.0 - temperature * 0.16 + tint * 0.04
132
132
  );
133
- color = max(color * uH, 0.0);
133
+ color = max(color * uL, 0.0);
134
134
  color = max((color - 0.18) * contrast + 0.18, 0.0);
135
135
  float luminance = dot(color, vec3(0.2126, 0.7152, 0.0722));
136
136
  return max(mix(vec3(luminance), color, saturation), 0.0);
@@ -146,12 +146,12 @@ return;
146
146
  vec4 color = sample_colorTex(uv);
147
147
  vec4 bloom = sample_bloomTex(uv) * bloomIntensity;
148
148
  color.rgb += bloom.rgb;
149
- color.rgb = gq(color.rgb * exposure);
149
+ color.rgb = ga(color.rgb * exposure);
150
150
  if (sRGBOutput) {
151
151
  float edge = smoothstep(0.2, 0.72, distance(uv, vec2(0.5)));
152
152
  color.rgb *= 1.0 - vignette * edge;
153
- color.rgb = cp(color.rgb);
154
- color.rgb = od(color.rgb);
153
+ color.rgb = bZ(color.rgb);
154
+ color.rgb = nT(color.rgb);
155
155
  }
156
156
  color.a = max(color.a, min(dot(bloom.rgb, vec3(0.2125, 0.7154, 0.0721)), 1.0));
157
157
 
@@ -159,32 +159,32 @@ if (shadowCatcherEnabled > 0.5) {
159
159
  float coverage = clamp(shadow.r, 0.0, 1.0);
160
160
 
161
161
 
162
- float gf = clamp(
162
+ float fR = clamp(
163
163
  (1.0 - shadow.a) / max(coverage, 0.000001), 0.0, 1.0
164
164
  );
165
- gf = max(gf - (1.0 - shadowCatcherAlpha), 0.0);
165
+ fR = max(fR - (1.0 - shadowCatcherAlpha), 0.0);
166
166
  if (coverage > 0.0) {
167
167
  vec4 foreground = sample_foregroundTex(uv);
168
168
  vec4 background = sample_catcherBackgroundTex(uv);
169
- vec3 foregroundColor = gq((foreground.rgb + bloom.rgb) * exposure);
170
- vec3 backgroundColor = gq((background.rgb / max(background.a, 0.000001) + bloom.rgb) * exposure);
169
+ vec3 foregroundColor = ga((foreground.rgb + bloom.rgb) * exposure);
170
+ vec3 backgroundColor = ga((background.rgb / max(background.a, 0.000001) + bloom.rgb) * exposure);
171
171
  if (sRGBOutput) {
172
172
  float edge = smoothstep(0.2, 0.72, distance(uv, vec2(0.5)));
173
173
  foregroundColor *= 1.0 - vignette * edge;
174
174
  backgroundColor *= 1.0 - vignette * edge;
175
- foregroundColor = od(cp(foregroundColor));
176
- backgroundColor = od(cp(backgroundColor));
175
+ foregroundColor = nT(bZ(foregroundColor));
176
+ backgroundColor = nT(bZ(backgroundColor));
177
177
  }
178
178
 
179
- float opacity = gf;
180
- gf *= coverage;
181
- float mR = clamp(dot(bloom.rgb, vec3(0.2125, 0.7154, 0.0721)), 0.0, 1.0);
182
- float hJ = max(foreground.a, mR * (1.0 - coverage));
183
- float jz = max(background.a, mR * coverage);
184
- float alpha = hJ + jz * (1.0 - opacity) + gf;
185
- vec3 premultiplied = foregroundColor * hJ
186
- + backgroundColor * jz * (1.0 - opacity)
187
- + shadowCatcherColor * gf;
179
+ float opacity = fR;
180
+ fR *= coverage;
181
+ float mD = clamp(dot(bloom.rgb, vec3(0.2125, 0.7154, 0.0721)), 0.0, 1.0);
182
+ float hq = max(foreground.a, mD * (1.0 - coverage));
183
+ float jf = max(background.a, mD * coverage);
184
+ float alpha = hq + jf * (1.0 - opacity) + fR;
185
+ vec3 premultiplied = foregroundColor * hq
186
+ + backgroundColor * jf * (1.0 - opacity)
187
+ + shadowCatcherColor * fR;
188
188
  color = vec4(premultiplied / max(alpha, 0.000001), alpha);
189
189
  }
190
190
  }
@@ -68,11 +68,12 @@ export declare function buildLightAliasTable(inputs: LightChoiceInput[] | LightC
68
68
  * share the main table.
69
69
  */
70
70
  export declare function buildShadowCatcherLightAliasTable(choices: LightChoiceBuffer, scratch?: LightChoiceBuffer): LightSamplingDistribution | undefined;
71
- export declare function collectEmissiveTriangles(bindings: EmissiveMeshBinding[], materials: OpenPBRMaterial[]): EmissiveTriangle[];
71
+ export declare function collectEmissiveTriangles(bindings: EmissiveMeshBinding[], materials: OpenPBRMaterial[], samplingWeight?: (material: OpenPBRMaterial) => number): EmissiveTriangle[];
72
72
  export declare function packEmissiveTriangles(triangles: EmissiveTriangle[], data?: Float32Array): Float32Array<ArrayBufferLike>;
73
73
  /** Caches world-space vertices per mesh, independently of emission strength. */
74
74
  export declare class EmissiveTriangleCache {
75
- constructor();
75
+ private readonly samplingWeight?;
76
+ constructor(samplingWeight?: ((material: OpenPBRMaterial) => number) | undefined);
76
77
  private _triangles;
77
78
  collect(bindings: EmissiveMeshBinding[], materials: OpenPBRMaterial[]): EmissiveTriangle[];
78
79
  }
@@ -46,8 +46,10 @@ export function estimateAnalyticLightPower(light) {
46
46
  export function sphereSolidAnglePdf(distanceToCenter, radius) {
47
47
  if (distanceToCenter <= radius)
48
48
  return 1 / (4 * Math.PI);
49
- const cosThetaMax = Math.sqrt(Math.max(0, 1 - radius * radius / (distanceToCenter * distanceToCenter)));
50
- return 1 / Math.max(2 * Math.PI * (1 - cosThetaMax), 1e-8);
49
+ const sinThetaMaxSquared = Math.min(1, radius * radius / (distanceToCenter * distanceToCenter));
50
+ const cosThetaMax = Math.sqrt(Math.max(0, 1 - sinThetaMaxSquared));
51
+ const oneMinusCosThetaMax = sinThetaMaxSquared / (1 + cosThetaMax);
52
+ return 1 / Math.max(2 * Math.PI * oneMinusCosThetaMax, 1e-8);
51
53
  }
52
54
  /** Packs unique 128² peak-normalized IES profiles four scalar samples per texel. */
53
55
  export function packIESProfiles(lights, firstTexel = 0) {
@@ -190,7 +192,7 @@ function dominantLocalMaterial(geometry, indices, triangleOffset, materialCount)
190
192
  // Public triangles have the same raw material index on all three corners.
191
193
  return localMaterialIndex(geometry, indices[triangleOffset], materialCount);
192
194
  }
193
- export function collectEmissiveTriangles(bindings, materials) {
195
+ export function collectEmissiveTriangles(bindings, materials, samplingWeight) {
194
196
  const triangles = [];
195
197
  const local = [vec3.create(), vec3.create(), vec3.create()];
196
198
  const world = [vec3.create(), vec3.create(), vec3.create()];
@@ -204,7 +206,7 @@ export function collectEmissiveTriangles(bindings, materials) {
204
206
  for (let local = 0; local < Math.max(1, materialIndices.length); local++) {
205
207
  const material = materials[materialIndices[local] ?? materialIndices[0] ?? 0];
206
208
  samplingLuminances.push(!material || material.shadowCatcher || material.unlit
207
- ? 0 : colorLuminance(materialEmission(material)));
209
+ ? 0 : (samplingWeight ? samplingWeight(material) : colorLuminance(materialEmission(material))));
208
210
  }
209
211
  const matrix = new Float64Array(16), parent = matrixStorage(mesh.transform);
210
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
- constructor() { emissiveBindings.set(this, new WeakMap()); }
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)