@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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The discrete light-selection PMF is excluded\n // and represented by the candidate's unbiased contribution weight instead.\n risTarget: f32,\n lightSelectionPmf: f32,\n valid: bool,\n}\n\nfn finishDirectLight(\n si: ptr<function, SurfaceInteraction>,\n ma: OpenPbrResolvedMaterial,\n path: ptr<function, Path>,\n ffnormal: vec3f,\n isSurface: bool,\n lightSample: LightSampleRec,\n f: vec3f,\n scatteringPdf: f32,\n shadowWork: ptr<function, ShadowRayWork>\n) -> bool {\n (*shadowWork).valid = false;\n (*shadowWork).lightSelectionPmf = 0.0;\n (*shadowWork).risTarget = 0.0;\n var Li = lightSample.emission;\n\n let lightDir = lightSample.direction;\n let viewDir = -(*path).ray.d;\n let lightPdf = lightSample.pdf;\n let lightSelectionPmf = lightSample.selectionPmf;\n // Keep direct-light culling consistent with the two-sided BSDF evaluation.\n // The raw imported normal can point away from the camera on interior walls.\n ${hasCoatNormals ? /* wgsl */ `var cosThetaL = dot(ffnormal, lightDir);\n if (isSurface && ma.coatNormalEnabled) { cosThetaL = dot(ma.geometricNormal, lightDir); }` : 'let cosThetaL = dot(ffnormal, lightDir);'}\n\n if ((lightPdf <= 0.0) | (lightSelectionPmf <= 0.0) |\n (max(max(Li.x, Li.y), Li.z) <= 0.0)) {\n return false;\n }\n\n if ((scatteringPdf <= 0.0) | (max(max(f.x, f.y), f.z) <= 0.0)) {\n return false;\n }\n\n var lightRay: Ray;\n var shadowOrigin = (*si).position + EPS * lightDir;\n if (isSurface) {\n shadowOrigin = offsetSurfaceRay((*si).position, (*si).faceNormal, lightDir);\n let shadowTerminatorCutoff = 0.1;\n var normalLight = dot((*si).normal, lightDir);\n${hasCoatNormals ? /* wgsl */ ` if (ma.coatNormalEnabled) { normalLight = dot((*si).faceNormal, lightDir); }` : ''}\n let geometricNormal = select(\n (*si).faceNormal,\n -(*si).faceNormal,\n normalLight < 0.0\n );\n normalLight = abs(normalLight);\n let geometricLight = dot(geometricNormal, lightDir);\n let offsetAmount = select(\n clamp(1.0 - geometricLight / shadowTerminatorCutoff, 0.0, 1.0),\n clamp(\n 2.0 - (geometricLight + normalLight) / shadowTerminatorCutoff,\n 0.0,\n 1.0\n ),\n normalLight < shadowTerminatorCutoff\n );\n shadowOrigin += (*si).shadowOffset * offsetAmount;\n }\n // Falcor offsets sampled emissive positions along the light normal, then\n // derives the visibility ray from that offset endpoint. Without the target\n // offset, our any-hit traversal sees the sampled light triangle itself and\n // rejects virtually every emissive NEE sample as occluded.\n var visibilityDirection = lightDir;\n var visibilityDistance = lightSample.dist - EPS;\n if (lightSample.sourceType == 1u) {\n let lightEndpoint =\n (*si).position + lightSample.direction * lightSample.dist;\n let offsetLightEndpoint = lightEndpoint + EPS * lightSample.normal;\n let toOffsetLight = offsetLightEndpoint - shadowOrigin;\n visibilityDistance = length(toOffsetLight);\n visibilityDirection = normalize(toOffsetLight);\n }\n initRay(&lightRay, shadowOrigin, visibilityDirection);\n\n // The continuation of a surface transmission sees the displayed background.\n // Evaluate that same endpoint for the environment proposal, so both MIS\n // strategies estimate the same radiance even for a separate/grounded skybox.\n if (isSurface & (cosThetaL < 0.0) & (lightSample.sourceType == 0u)) {\n let background = sampleSceneBackground(lightRay);\n Li = background.rgb * background.a;\n }\n if (SPECTRAL) {\n Li = sampling_spectral_rgb_filter(Li, (*si).wavelength);\n }\n\n // A directional source is a delta distribution and cannot be reached by\n // the BSDF-sampling strategy, so its light-sampled contribution has weight 1.\n let misWeight = select(\n neeMISWeight(lightPdf, scatteringPdf),\n 1.0,\n lightSample.isDelta\n );\n if (misWeight > 0.0) {\n let unweightedContribution = Li * f / lightPdf * (*path).beta;\n (*shadowWork).risTarget = max(\n dot(max(unweightedContribution * lightSelectionPmf, vec3f(0.0)), luminance),\n 0.0\n );\n (*shadowWork).ray = lightRay;\n (*shadowWork).maxDistance = visibilityDistance;\n (*shadowWork).triangleIndex = (*si).triangleIndex;\n (*shadowWork).contribution = misWeight * unweightedContribution;\n (*shadowWork).lightSelectionPmf = lightSelectionPmf;\n (*shadowWork).valid = true;\n return true;\n }\n return false;\n}\n\nstruct ScatteringWork {\n direction: vec3f,\n response: vec3f,\n pdf: f32,\n transmission: bool,\n}\n\nfn sampleScattering(\n si: ptr<function, SurfaceInteraction>,\n ma: OpenPbrResolvedMaterial,\n prepared: OpenPbrPreparedBsdf,\n path: ptr<function, Path>,\n ffnormal: vec3f,\n isSurface: bool\n) -> ScatteringWork {\n let candidateCount = neeCandidateCount();\n var selected: ShadowRayWork;\n selected.valid = false;\n var selectedTarget = 0.0;\n var scalarWeightSum = 0.0;\n var result: ScatteringWork;\n // The final iteration samples the continuation after NEE and its shadow ray.\n // Both proposals use one BSDF evaluation call site, avoiding a second inlined\n // optical graph. Keep all random draws and visibility queries in their\n // original order, including the short-circuit reservoir replacement draw.\n for (var event = 0u; event <= candidateCount; event++) {\n let continuation = event == candidateCount;\n var lightSample: LightSampleRec;\n var lightDir: vec3f;\n var scatteringPdf = 0.0;\n var response = vec3f(0.0);\n var discrete = false;\n if (continuation) {\n var candidateUCW = 1.0;\n var valid = selected.valid;\n if (candidateCount > 1u) {\n valid = valid & (selectedTarget > 0.0);\n if (valid) {\n candidateUCW = selected.lightSelectionPmf * scalarWeightSum /\n (f32(candidateCount) * selectedTarget);\n }\n }\n if (valid && !intersectSceneShadow(selected.ray, selected.maxDistance, selected.triangleIndex)) {\n (*path).li += selected.contribution * candidateUCW;\n }\n if (!isSurface) {\n result.direction = sampling_henyey_greenstein(-(*path).ray.d,\n (*si).mediumAnisotropy, sample2D(bounceDim(PHASE_DIRECTION)));\n result.pdf = sampling_henyey_greenstein_phase(\n dot(result.direction, -(*path).ray.d), (*si).mediumAnisotropy);\n return result;\n }\n let matRnd = vec3f(sample2D(bounceDim(BSDF_DIRECTION)), sample1D(bounceDim(BSDF_LOBE)));\n discrete = !prepared.material.thinWalled &\n (abs(prepared.material.relativeIor - 1.0) <= 1e-6) &\n (prepared.probabilities[OPENPBR_LOBE_TRANSMISSION] >= 1.0 - 1e-6);\n if (discrete) {\n lightDir = openpbr_to_world(prepared.basis, -prepared.viewLocal);\n response = openpbr_transmission_tint(prepared.material) * openpbr_coat_base_scale(prepared,\n ${hasCoatNormals ? 'select(-prepared.viewLocal.z, dot(prepared.coatBasis.normal, lightDir), prepared.material.coatNormalEnabled)' : '-prepared.viewLocal.z'});\n scatteringPdf = 1.0;\n result.transmission = true;\n } else {\n var roughness = 1.0; var specular = false; var diffuse = true;\n var lobe = u32(OPENPBR_LOBE_DIFFUSE);\n // Use locals rather than member pointers for Naga's SPIR-V writer.\n var transmission = false;\n if (!openpbr_sample_direction(prepared, matRnd, &lightDir, &transmission,\n &roughness, &specular, &diffuse, &lobe)) { return result; }\n result.transmission = transmission;\n }\n } else {\n let lightRnd = vec3f(sample2D(lightDim(event, 1u)), sample1D(lightDim(event, 0u)));\n sampleLightForNEECandidate((*si).position, lightRnd, event, candidateCount, &lightSample);\n lightDir = lightSample.direction;\n if ((lightSample.pdf <= 0.0) | (lightSample.selectionPmf <= 0.0) |\n (max(max(lightSample.emission.x, lightSample.emission.y), lightSample.emission.z) <= 0.0)) { continue; }\n ${hasCoatNormals ? /* wgsl */ `var cosThetaL = dot(ffnormal, lightDir);\n if (isSurface & ma.coatNormalEnabled) { cosThetaL = dot(ma.geometricNormal, lightDir); }` : /* wgsl */ `let cosThetaL = dot(ffnormal, lightDir);`}\n if (isSurface & (cosThetaL <= 0.0) & (ma.transmissionWeight <= 0.0) & (ma.subsurfaceWeight <= 0.0)) { continue; }\n }\n if (!discrete) {\n if (isSurface) {\n response = openpbr_eval_prepared(prepared, lightDir, &scatteringPdf);\n } else {\n scatteringPdf = sampling_henyey_greenstein_phase(\n dot(-(*path).ray.d, lightDir), (*si).mediumAnisotropy);\n response = vec3f(scatteringPdf);\n }\n }\n if (continuation) {\n result.direction = lightDir; result.response = response; result.pdf = scatteringPdf;\n return result;\n }\n var candidate: ShadowRayWork;\n let candidateValid = finishDirectLight(si, ma, path, ffnormal, isSurface,\n lightSample, response, scatteringPdf, &candidate);\n if (!candidateValid) { continue; }\n if (candidateCount == 1u) {\n selected = candidate;\n continue;\n }\n let scalarWeight = candidate.risTarget / max(candidate.lightSelectionPmf, 1e-20);\n if (!(scalarWeight > 0.0) | (scalarWeight != scalarWeight)) { continue; }\n scalarWeightSum += scalarWeight;\n if (!selected.valid ||\n lightCandidateRandom(event) * scalarWeightSum <= scalarWeight) {\n selected = candidate;\n selectedTarget = candidate.risTarget;\n }\n }\n return result;\n}\n\nfn emissiveHitMisWeight(\n si: ptr<function, SurfaceInteraction>,\n path: ptr<function, Path>\n) -> f32 {\n if ((*path).fromEye | (rtUniform.lightWeightTotal <= 0.0) |\n (i32(materialsBuffer[(*si).materialIndex].matType) == UNLIT)) {\n return 1.0;\n }\n let samplingLuminance = dot(\n materialsBuffer[(*si).materialIndex].emission,\n luminance\n );\n let cosLight = dot((*si).faceNormal, -(*path).ray.d);\n if ((samplingLuminance <= 0.0) | (cosLight <= 0.0)) {\n return 1.0;\n }\n let hitDistance = distance((*si).position, (*path).ray.o);\n let lightPdf = samplingLuminance / rtUniform.lightWeightTotal *\n hitDistance * hitDistance / max(cosLight, 1e-8);\n return bsdfMISWeight((*path).scatteringPdf, lightPdf);\n}\n\n${hasCoatNormals ? /* wgsl */ `\n// Keep each shading frame in the geometric/view hemisphere. This correction\n// does not replace the face normal used for topology or ray offsets.\nfn coat_frame_normal(input: vec3f, face: vec3f, view: vec3f) -> vec3f {\n let front = dot(face, view) >= 0.0;\n let ffFace = select(-face, face, front);\n let ffInput = select(-input, input, front);\n if ((dot(input, face) <= 0.0) | (dot(ffInput, view) <= 1e-6)) { return ffFace; }\n return ffInput;\n}\n` : ''}\nfn SampleMaterial(\n si: ptr<function, SurfaceInteraction>,\n ma: ptr<function, OpenPbrResolvedMaterial>,\n path: ptr<function, Path>\n) {\n${hasCoatNormals ? /* wgsl */ `\n let originalFace = (*si).faceNormal;\n let originalNormal = (*si).normal;\n` : ''}\n var ndv1: f32 = -dot((*si).faceNormal, (*path).ray.d);\n var ndv2: f32 = -dot((*si).normal, (*path).ray.d);\n if ((((*ma).transmissionWeight > 0.0) | ((*ma).subsurfaceWeight > 0.0)) & (*ma).thinWalled) {\n // Always treat thin material as entering medium\n if (ndv1 < 0.0) {\n (*si).faceNormal = -(*si).faceNormal;\n ndv1 = -ndv1;\n }\n if (ndv2 < 0.0) {\n (*si).normal = -(*si).normal;\n ndv2 = -ndv2;\n }\n }\n // In same edge cases normal is not torwards the camera while we can still see the face.\n // We need to choose faceNormal in this case.\n var useFaceN: bool = (ndv1 >= 0.0) & (ndv2 < 0.0);\n var ndv: f32 = select(ndv2, ndv1, useFaceN);\n var N: vec3f = select((*si).normal, (*si).faceNormal, useFaceN);\n\n (*ma).inside = (ndv <= 0.0) & !(*ma).thinWalled;\n // In or out\n (*ma).relativeIor = select((*ma).specularIor, (1.0 / (*ma).specularIor), ndv > 0.0);\n var ffnormal = select(-N, N, ndv >= 0.0);\n${hasCoatNormals ? /* wgsl */ `\n if ((*ma).coatNormalEnabled) {\n let view = -(*path).ray.d;\n let geometricView = dot(originalFace, view);\n (*ma).geometricNormal = select(-originalFace, originalFace, geometricView >= 0.0);\n ffnormal = coat_frame_normal(originalNormal, originalFace, view);\n (*ma).coatNormal = coat_frame_normal((*si).coatNormal, originalFace, view);\n (*ma).inside = (geometricView <= 0.0) & !(*ma).thinWalled;\n (*ma).relativeIor = select((*ma).specularIor, 1.0 / (*ma).specularIor, (geometricView > 0.0) | (*ma).thinWalled);\n }\n` : ''}\n\n (*path).scatteringIsDelta = false;\n var mediumSampled = false;\n var crossedBoundary = false;\n let mediumType = (*si).mediumType;\n\n var scatteringPdf: f32;\n var scatterDir: vec3f;\n\n if (HAS_MEDIUM) {\n let d = distance((*si).position, (*path).ray.o);\n let segmentOrigin = (*path).ray.o;\n let extinction = (*si).mediumExtinction;\n let scattering = min((*si).mediumScattering, extinction);\n let majorant = max(max(extinction.x, extinction.y), extinction.z);\n if ((mediumType > 0) & (majorant > 0.0)) {\n // Sample one RGB extinction channel and divide by the mixture PDF. This\n // avoids high-variance majorant weights for channel-dependent SSS radii.\n let mediumChannel = min(i32(sample1D(bounceDim(MEDIUM_CHANNEL)) * 3.0), 2);\n let channelExtinction = extinction[mediumChannel];\n let scatterDist = select(\n d,\n min(-log(max(sample1D(bounceDim(MEDIUM_DISTANCE)), 1e-7)) / channelExtinction, d),\n channelExtinction > 0.0\n );\n mediumSampled = scatterDist < d;\n let transmittance = exp(-extinction * scatterDist);\n let density = select(\n transmittance,\n extinction * transmittance,\n mediumSampled\n );\n let mediumPdf = max((density.x + density.y + density.z) / 3.0, 1e-8);\n if (mediumSampled) {\n (*path).beta *= transmittance * scattering / mediumPdf;\n // Move from the start of the segment, not from its end surface.\n (*path).ray.o = segmentOrigin + scatterDist * (*path).ray.d;\n (*si).position = (*path).ray.o;\n }\n else {\n (*path).beta *= transmittance / mediumPdf;\n }\n }\n }\n\n if (!mediumSampled) {\n (*path).li += emissiveHitMisWeight(si, path) * (*ma).emission * (*path).beta;\n }\n if ((*ma).materialType == UNLIT) {\n (*path).abort = true;\n return;\n }\n // Surface and medium events share the light estimator. Emission is added\n // before NEE, then the continuation direction is sampled.\n var prepared: OpenPbrPreparedBsdf;\n if (!mediumSampled) {\n${hasAnisotropyDirections ? /* wgsl */ `\n (*ma).directionTangent = (*si).directionTangent;\n (*ma).directionBitangent = (*si).directionBitangent;\n (*ma).geometryTangent = (*si).geometryTangent;\n (*ma).geometryBitangent = (*si).geometryBitangent;\n` : /* wgsl */ ``}\n prepared = openpbr_prepare((*si).tangent, *ma, -(*path).ray.d, ffnormal);\n }\n let scattered = sampleScattering(si, *ma, prepared, path, ffnormal, !mediumSampled);\n scatterDir = scattered.direction;\n scatteringPdf = scattered.pdf;\n if (!mediumSampled) {\n let f = scattered.response;\n let isNextRefraction = scattered.transmission;\n // A rejected microfacet proposal (including failed refraction), or a\n // material with no scattering lobes, has no continuation. Keep emission\n // and NEE already accumulated at this vertex, but never trace a default\n // direction with the incoming throughput: that invents extra light paths.\n if (!(scatteringPdf > 0.0) |\n !all(f == f) | !all(abs(f) < vec3f(3.402823e38)) |\n (dot(scatterDir, scatterDir) < 0.5)) {\n (*path).scatteringPdf = 0.0;\n (*path).abort = true;\n return;\n }\n // Exactly index-matched solid transmission is a discrete null boundary;\n // environment NEE has no competing density for that event.\n (*path).scatteringIsDelta = !prepared.material.thinWalled &\n (abs(prepared.material.relativeIor - 1.0) <= 1e-6) &\n (prepared.probabilities[OPENPBR_LOBE_TRANSMISSION] >= 1.0 - 1e-6);\n (*path).beta *= f / scatteringPdf;\n\n crossedBoundary = isNextRefraction & !(*ma).thinWalled;\n (*path).isNextRefraction = isNextRefraction;\n // TODO prefer the opaque surface when transmission surface and opaque surface are overlapped.\n // Or the ray go out from transmission material will miss the opque surface.\n (*path).ray.o = (*si).position + EPS * scatterDir;\n${hasCoatNormals ? /* wgsl */ `\n if ((*ma).coatNormalEnabled) { (*path).ray.o = (*si).position + EPS * select(-originalFace, originalFace, dot(originalFace, scatterDir) >= 0.0); }\n` : ''}\n }\n (*path).scatteringPdf = scatteringPdf;\n (*path).ray.d = scatterDir;\n if (mediumSampled) {\n (*path).isNextRefraction = false;\n }\n\n (*path).fromEye = false;\n\n if (HAS_MEDIUM) {\n // Reflections stay in the current medium. Enter or leave only after the\n // BSDF actually sampled transmission through a medium boundary.\n if (!mediumSampled & crossedBoundary & ((*ma).mediumType > 0)) {\n if (ndv1 >= 0.0) {\n (*si).mediumType = (*ma).mediumType;\n (*si).mediumExtinction = (*ma).mediumExtinction;\n (*si).mediumScattering = (*ma).mediumScattering;\n (*si).mediumAnisotropy = (*ma).mediumAnisotropy;\n }\n else {\n (*si).mediumType = 0;\n (*si).mediumExtinction = vec3f(0.0);\n (*si).mediumScattering = vec3f(0.0);\n (*si).mediumAnisotropy = 0.0;\n }\n }\n }\n}\n`;\n\n}\n\nexport default createSampleMaterialWgsl();\n"]}
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The discrete light-selection PMF is excluded\n // and represented by the candidate's unbiased contribution weight instead.\n risTarget: f32,\n lightSelectionPmf: f32,\n valid: bool,\n}\n\nfn finishDirectLight(\n si: ptr<function, SurfaceInteraction>,\n ma: OpenPbrResolvedMaterial,\n path: ptr<function, Path>,\n ffnormal: vec3f,\n isSurface: bool,\n lightSample: LightSampleRec,\n f: vec3f,\n scatteringPdf: f32,\n shadowWork: ptr<function, ShadowRayWork>\n) -> bool {\n (*shadowWork).valid = false;\n (*shadowWork).lightSelectionPmf = 0.0;\n (*shadowWork).risTarget = 0.0;\n var Li = lightSample.emission;\n\n let lightDir = lightSample.direction;${caustics ? /* wgsl */ `\n if(isSurface&&isCausticSpecular(ma)){\n var connection=*path;\n causticAdvance(&connection,ma,dot(ffnormal,lightDir)<0.0,true);\n if(causticHitOwned(connection,lightSample.sourceType!=0u,true)){return false;}\n }` : ''}\n let viewDir = -(*path).ray.d;\n let lightPdf = lightSample.pdf;\n let lightSelectionPmf = lightSample.selectionPmf;\n // Keep direct-light culling consistent with the two-sided BSDF evaluation.\n // The raw imported normal can point away from the camera on interior walls.\n ${hasCoatNormals ? /* wgsl */ `var cosThetaL = dot(ffnormal, lightDir);\n if (isSurface && ma.coatNormalEnabled) { cosThetaL = dot(ma.geometricNormal, lightDir); }` : 'let cosThetaL = dot(ffnormal, lightDir);'}\n\n if ((lightPdf <= 0.0) | (lightSelectionPmf <= 0.0) |\n (max(max(Li.x, Li.y), Li.z) <= 0.0)) {\n return false;\n }\n\n if ((scatteringPdf <= 0.0) | (max(max(f.x, f.y), f.z) <= 0.0)) {\n return false;\n }\n\n var lightRay: Ray;\n var shadowOrigin = (*si).position + EPS * lightDir;\n if (isSurface) {\n shadowOrigin = offsetSurfaceRay((*si).position, (*si).faceNormal, lightDir);\n let shadowTerminatorCutoff = 0.1;\n var normalLight = dot((*si).normal, lightDir);\n${hasCoatNormals ? /* wgsl */ ` if (ma.coatNormalEnabled) { normalLight = dot((*si).faceNormal, lightDir); }` : ''}\n let geometricNormal = select(\n (*si).faceNormal,\n -(*si).faceNormal,\n normalLight < 0.0\n );\n normalLight = abs(normalLight);\n let geometricLight = dot(geometricNormal, lightDir);\n let offsetAmount = select(\n clamp(1.0 - geometricLight / shadowTerminatorCutoff, 0.0, 1.0),\n clamp(\n 2.0 - (geometricLight + normalLight) / shadowTerminatorCutoff,\n 0.0,\n 1.0\n ),\n normalLight < shadowTerminatorCutoff\n );\n shadowOrigin += (*si).shadowOffset * offsetAmount;\n }\n // Falcor offsets sampled emissive positions along the light normal, then\n // derives the visibility ray from that offset endpoint. Without the target\n // offset, our any-hit traversal sees the sampled light triangle itself and\n // rejects virtually every emissive NEE sample as occluded.\n var visibilityDirection = lightDir;\n var visibilityDistance = lightSample.dist - EPS;\n if (lightSample.sourceType == 1u) {\n let lightEndpoint =\n (*si).position + lightSample.direction * lightSample.dist;\n let offsetLightEndpoint = lightEndpoint + EPS * lightSample.normal;\n let toOffsetLight = offsetLightEndpoint - shadowOrigin;\n visibilityDistance = length(toOffsetLight);\n visibilityDirection = normalize(toOffsetLight);\n }\n initRay(&lightRay, shadowOrigin, visibilityDirection);\n\n // The continuation of a surface transmission sees the displayed background.\n // Evaluate that same endpoint for the environment proposal, so both MIS\n // strategies estimate the same radiance even for a separate/grounded skybox.\n if (isSurface & (cosThetaL < 0.0) & (lightSample.sourceType == 0u)) {\n let background = sampleSceneBackground(lightRay);\n Li = background.rgb * background.a;\n }\n if (SPECTRAL) {\n Li = sampling_spectral_rgb_filter(Li, (*si).spectralChannel);\n }\n\n // A directional source is a delta distribution and cannot be reached by\n // the BSDF-sampling strategy, so its light-sampled contribution has weight 1.\n let misWeight = select(\n neeMISWeight(lightPdf, scatteringPdf),\n 1.0,\n lightSample.isDelta\n );\n if (misWeight > 0.0) {\n let unweightedContribution = Li * f / lightPdf * (*path).beta;\n (*shadowWork).risTarget = max(\n dot(max(unweightedContribution * lightSelectionPmf, vec3f(0.0)), luminance),\n 0.0\n );\n (*shadowWork).ray = lightRay;\n (*shadowWork).maxDistance = visibilityDistance;\n (*shadowWork).triangleIndex = (*si).triangleIndex;\n (*shadowWork).contribution = misWeight * unweightedContribution;\n (*shadowWork).lightSelectionPmf = lightSelectionPmf;\n (*shadowWork).valid = true;\n return true;\n }\n return false;\n}\n\nstruct ScatteringWork {\n direction: vec3f,\n response: vec3f,\n pdf: f32,\n transmission: bool,\n}\n\nfn sampleScattering(\n si: ptr<function, SurfaceInteraction>,\n ma: OpenPbrResolvedMaterial,\n prepared: OpenPbrPreparedBsdf,\n path: ptr<function, Path>,\n ffnormal: vec3f,\n isSurface: bool\n) -> ScatteringWork {\n let candidateCount = neeCandidateCount();\n var selected: ShadowRayWork;\n selected.valid = false;\n var selectedTarget = 0.0;\n var scalarWeightSum = 0.0;\n var result: ScatteringWork;\n // The final iteration samples the continuation after NEE and its shadow ray.\n // Both proposals use one BSDF evaluation call site, avoiding a second inlined\n // optical graph. Keep all random draws and visibility queries in their\n // original order, including the short-circuit reservoir replacement draw.\n for (var event = 0u; event <= candidateCount; event++) {\n let continuation = event == candidateCount;\n var lightSample: LightSampleRec;\n var lightDir: vec3f;\n var scatteringPdf = 0.0;\n var response = vec3f(0.0);\n var discrete = false;\n if (continuation) {\n var candidateUCW = 1.0;\n var valid = selected.valid;\n if (candidateCount > 1u) {\n valid = valid & (selectedTarget > 0.0);\n if (valid) {\n candidateUCW = selected.lightSelectionPmf * scalarWeightSum /\n (f32(candidateCount) * selectedTarget);\n }\n }\n if (valid && !intersectSceneShadow(selected.ray, selected.maxDistance, selected.triangleIndex, (*si).instanceIndex)) {\n${caustics?` var connection=*path;\n if(isSurface&&isCausticSpecular(ma)){causticAdvance(&connection,ma,dot(ffnormal,selected.ray.d)<0.0,true);}\n connection.beta=vec3f(1.0);causticHotRecord(connection,selected.contribution*candidateUCW,0u);\n`:''} (*path).li += selected.contribution * candidateUCW;\n }\n if (!isSurface) {\n result.direction = sampling_henyey_greenstein(-(*path).ray.d,\n (*si).mediumAnisotropy, sample2D(bounceDim(PHASE_DIRECTION)));\n result.pdf = sampling_henyey_greenstein_phase(\n dot(result.direction, -(*path).ray.d), (*si).mediumAnisotropy);\n return result;\n }\n let matRnd = vec3f(sample2D(bounceDim(BSDF_DIRECTION)), sample1D(bounceDim(BSDF_LOBE)));\n discrete = !prepared.material.thinWalled &\n (abs(prepared.material.relativeIor - 1.0) <= 1e-6) &\n (prepared.probabilities[OPENPBR_LOBE_TRANSMISSION] >= 1.0 - 1e-6);\n if (discrete) {\n lightDir = openpbr_to_world(prepared.basis, -prepared.viewLocal);\n response = openpbr_transmission_tint(prepared.material) * openpbr_coat_base_scale(prepared,\n ${hasCoatNormals ? 'select(-prepared.viewLocal.z, dot(prepared.coatBasis.normal, lightDir), prepared.material.coatNormalEnabled)' : '-prepared.viewLocal.z'});\n scatteringPdf = 1.0;\n result.transmission = true;\n } else {\n var roughness = 1.0; var specular = false; var diffuse = true;\n var lobe = u32(OPENPBR_LOBE_DIFFUSE);\n // Use locals rather than member pointers for Naga's SPIR-V writer.\n var transmission = false;\n if (!openpbr_sample_direction(prepared, matRnd, &lightDir, &transmission,\n &roughness, &specular, &diffuse, &lobe)) { return result; }\n result.transmission = transmission;\n }\n } else {\n let lightRnd = vec3f(sample2D(lightDim(event, 1u)), sample1D(lightDim(event, 0u)));\n sampleLightForNEECandidate((*si).position, lightRnd, event, candidateCount, &lightSample);\n lightDir = lightSample.direction;\n if ((lightSample.pdf <= 0.0) | (lightSample.selectionPmf <= 0.0) |\n (max(max(lightSample.emission.x, lightSample.emission.y), lightSample.emission.z) <= 0.0)) { continue; }\n ${hasCoatNormals ? /* wgsl */ `var cosThetaL = dot(ffnormal, lightDir);\n if (isSurface & ma.coatNormalEnabled) { cosThetaL = dot(ma.geometricNormal, lightDir); }` : /* wgsl */ `let cosThetaL = dot(ffnormal, lightDir);`}\n if (isSurface & (cosThetaL <= 0.0) & (ma.transmissionWeight <= 0.0) & (ma.subsurfaceWeight <= 0.0)) { continue; }\n }\n if (!discrete) {\n if (isSurface) {\n response = openpbr_eval_prepared(prepared, lightDir, &scatteringPdf);\n } else {\n scatteringPdf = sampling_henyey_greenstein_phase(\n dot(-(*path).ray.d, lightDir), (*si).mediumAnisotropy);\n response = vec3f(scatteringPdf);\n }\n }\n if (continuation) {\n result.direction = lightDir; result.response = response; result.pdf = scatteringPdf;\n return result;\n }\n var candidate: ShadowRayWork;\n let candidateValid = finishDirectLight(si, ma, path, ffnormal, isSurface,\n lightSample, response, scatteringPdf, &candidate);\n if (!candidateValid) { continue; }\n if (candidateCount == 1u) {\n selected = candidate;\n continue;\n }\n let scalarWeight = candidate.risTarget / max(candidate.lightSelectionPmf, 1e-20);\n if (!(scalarWeight > 0.0) | (scalarWeight != scalarWeight)) { continue; }\n scalarWeightSum += scalarWeight;\n if (!selected.valid ||\n lightCandidateRandom(event) * scalarWeightSum <= scalarWeight) {\n selected = candidate;\n selectedTarget = candidate.risTarget;\n }\n }\n return result;\n}\n\nfn emissiveHitMisWeight(\n si: ptr<function, SurfaceInteraction>,\n path: ptr<function, Path>\n) -> f32 {${caustics ? /* wgsl */ `\n if (causticHitOwned(*path, true, true)) { return 0.0; }` : ''}\n // Secondary traversal accepts back faces for transmission; a one-sided\n // emitter still radiates only into its front hemisphere.\n let cosLight = dot((*si).faceNormal, -(*path).ray.d);\n if (cosLight <= 0.0 && materialsBuffer[(*si).materialIndex].doubleSided < 0.5) { return 0.0; }\n if ((*path).fromEye | (rtUniform.lightWeightTotal <= 0.0) |\n (i32(materialsBuffer[(*si).materialIndex].matType) == UNLIT)) {\n return 1.0;\n }\n let samplingLuminance = dot(\n materialsBuffer[(*si).materialIndex].emission,\n luminance\n );\n if ((samplingLuminance <= 0.0) | (cosLight <= 0.0)) {\n return 1.0;\n }\n let hitDistance = distance((*si).position, (*path).ray.o);\n let lightPdf = samplingLuminance / rtUniform.lightWeightTotal *\n hitDistance * hitDistance / max(cosLight, 1e-8);\n return bsdfMISWeight((*path).scatteringPdf, lightPdf);\n}\n\n${hasCoatNormals ? /* wgsl */ `\n// Keep each shading frame in the geometric/view hemisphere. This correction\n// does not replace the face normal used for topology or ray offsets.\nfn coat_frame_normal(input: vec3f, face: vec3f, view: vec3f) -> vec3f {\n let front = dot(face, view) >= 0.0;\n let ffFace = select(-face, face, front);\n let ffInput = select(-input, input, front);\n if ((dot(input, face) <= 0.0) | (dot(ffInput, view) <= 1e-6)) { return ffFace; }\n return ffInput;\n}\n` : ''}\nfn SampleMaterial(\n si: ptr<function, SurfaceInteraction>,\n ma: ptr<function, OpenPbrResolvedMaterial>,\n path: ptr<function, Path>\n) {\n${hasCoatNormals ? /* wgsl */ `\n let originalFace = (*si).faceNormal;\n let originalNormal = (*si).normal;\n` : ''}\n var ndv1: f32 = -dot((*si).faceNormal, (*path).ray.d);\n var ndv2: f32 = -dot((*si).normal, (*path).ray.d);\n if ((((*ma).transmissionWeight > 0.0) | ((*ma).subsurfaceWeight > 0.0)) & (*ma).thinWalled) {\n // Always treat thin material as entering medium\n if (ndv1 < 0.0) {\n (*si).faceNormal = -(*si).faceNormal;\n ndv1 = -ndv1;\n }\n if (ndv2 < 0.0) {\n (*si).normal = -(*si).normal;\n ndv2 = -ndv2;\n }\n }\n // In same edge cases normal is not torwards the camera while we can still see the face.\n // We need to choose faceNormal in this case.\n var useFaceN: bool = (ndv1 >= 0.0) & (ndv2 < 0.0);\n var ndv: f32 = select(ndv2, ndv1, useFaceN);\n var N: vec3f = select((*si).normal, (*si).faceNormal, useFaceN);\n\n (*ma).inside = (ndv <= 0.0) & !(*ma).thinWalled;\n // In or out\n (*ma).relativeIor = select((*ma).specularIor, (1.0 / (*ma).specularIor), ndv > 0.0);\n var ffnormal = select(-N, N, ndv >= 0.0);\n${hasCoatNormals ? /* wgsl */ `\n if ((*ma).coatNormalEnabled) {\n let view = -(*path).ray.d;\n let geometricView = dot(originalFace, view);\n (*ma).geometricNormal = select(-originalFace, originalFace, geometricView >= 0.0);\n ffnormal = coat_frame_normal(originalNormal, originalFace, view);\n (*ma).coatNormal = coat_frame_normal((*si).coatNormal, originalFace, view);\n (*ma).inside = (geometricView <= 0.0) & !(*ma).thinWalled;\n (*ma).relativeIor = select((*ma).specularIor, 1.0 / (*ma).specularIor, (geometricView > 0.0) | (*ma).thinWalled);\n }\n` : ''}\n\n (*path).scatteringIsDelta = false;\n var mediumSampled = false;\n var crossedBoundary = false;\n let mediumType = (*si).mediumType;\n\n var scatteringPdf: f32;\n var scatterDir: vec3f;\n\n if (HAS_MEDIUM) {\n let d = distance((*si).position, (*path).ray.o);\n let segmentOrigin = (*path).ray.o;\n let extinction = (*si).mediumExtinction;\n let scattering = min((*si).mediumScattering, extinction);\n let majorant = max(max(extinction.x, extinction.y), extinction.z);\n if ((mediumType > 0) & (majorant > 0.0)) {\n // Sample one RGB extinction channel and divide by the mixture PDF. This\n // avoids high-variance majorant weights for channel-dependent SSS radii.\n let mediumChannel = min(i32(sample1D(bounceDim(MEDIUM_CHANNEL)) * 3.0), 2);\n let channelExtinction = extinction[mediumChannel];\n let scatterDist = select(\n d,\n min(-log(max(sample1D(bounceDim(MEDIUM_DISTANCE)), 1e-7)) / channelExtinction, d),\n channelExtinction > 0.0\n );\n mediumSampled = scatterDist < d;\n let transmittance = exp(-extinction * scatterDist);\n let density = select(\n transmittance,\n extinction * transmittance,\n mediumSampled\n );\n let mediumPdf = max((density.x + density.y + density.z) / 3.0, 1e-8);\n if (mediumSampled) {\n (*path).beta *= transmittance * scattering / mediumPdf;\n // Move from the start of the segment, not from its end surface.\n (*path).ray.o = segmentOrigin + scatterDist * (*path).ray.d;\n (*si).position = (*path).ray.o;\n }\n else {\n (*path).beta *= transmittance / mediumPdf;\n }\n }\n }\n\n if (!mediumSampled) {\n${caustics?` let emissionWeight=emissiveHitMisWeight(si,path);\n causticHotRecord(*path,emissionWeight*(*ma).emission,1u);causticEmitterRecord(*si,*path,emissionWeight,(*ma).emission);\n (*path).li+=emissionWeight*(*ma).emission*(*path).beta;`:' (*path).li += emissiveHitMisWeight(si, path) * (*ma).emission * (*path).beta;'}\n }\n if ((*ma).materialType == UNLIT) {\n (*path).abort = true;\n return;\n }\n // Surface and medium events share the light estimator. Emission is added\n // before NEE, then the continuation direction is sampled.\n var prepared: OpenPbrPreparedBsdf;\n if (!mediumSampled) {\n${hasAnisotropyDirections ? /* wgsl */ `\n (*ma).directionTangent = (*si).directionTangent;\n (*ma).directionBitangent = (*si).directionBitangent;\n (*ma).geometryTangent = (*si).geometryTangent;\n (*ma).geometryBitangent = (*si).geometryBitangent;\n` : /* wgsl */ ``}\n prepared = openpbr_prepare((*si).tangent, *ma, -(*path).ray.d, ffnormal);\n }\n${researchContribution}${photonMapping?/* wgsl */ ` if(!mediumSampled){let value=(*path).beta*photonContribution(*si,prepared,(*path).fromEye,!(*path).causticHasReceiver);causticEstimateRecord(value,1u);(*path).li+=value;}\n` : ''} let scattered = sampleScattering(si, *ma, prepared, path, ffnormal, !mediumSampled);\n scatterDir = scattered.direction;\n scatteringPdf = scattered.pdf;\n if (!mediumSampled) {\n let f = scattered.response;\n let isNextRefraction = scattered.transmission;\n // A rejected microfacet proposal (including failed refraction), or a\n // material with no scattering lobes, has no continuation. Keep emission\n // and NEE already accumulated at this vertex, but never trace a default\n // direction with the incoming throughput: that invents extra light paths.\n if (!(scatteringPdf > 0.0) |\n !all(f == f) | !all(abs(f) < vec3f(3.402823e38)) |\n (dot(scatterDir, scatterDir) < 0.5)) {\n (*path).scatteringPdf = 0.0;\n (*path).abort = true;\n return;\n }\n // Exactly index-matched solid transmission is a discrete null boundary;\n // environment NEE has no competing density for that event.\n (*path).scatteringIsDelta = !prepared.material.thinWalled &\n (abs(prepared.material.relativeIor - 1.0) <= 1e-6) &\n (prepared.probabilities[OPENPBR_LOBE_TRANSMISSION] >= 1.0 - 1e-6);\n${caustics ? /* wgsl */ ` causticAdvance(path, *ma, isNextRefraction, true);\n` : ''} (*path).beta *= f / scatteringPdf;\n\n crossedBoundary = isNextRefraction & !(*ma).thinWalled;\n (*path).isNextRefraction = isNextRefraction;\n // TODO prefer the opaque surface when transmission surface and opaque surface are overlapped.\n // Or the ray go out from transmission material will miss the opque surface.\n (*path).ray.o = (*si).position + EPS * scatterDir;\n${hasCoatNormals ? /* wgsl */ `\n if ((*ma).coatNormalEnabled) { (*path).ray.o = (*si).position + EPS * select(-originalFace, originalFace, dot(originalFace, scatterDir) >= 0.0); }\n` : ''}\n }\n (*path).scatteringPdf = scatteringPdf;\n (*path).ray.d = scatterDir;\n if (mediumSampled) {${caustics ? /* wgsl */ `\n causticAdvance(path, *ma, false, false);` : ''}\n (*path).isNextRefraction = false;\n }\n\n (*path).fromEye = false;\n\n if (HAS_MEDIUM) {\n // Reflections stay in the current medium. Enter or leave only after the\n // BSDF actually sampled transmission through a medium boundary.\n if (!mediumSampled & crossedBoundary & ((*ma).mediumType > 0)) {\n if (ndv1 >= 0.0) {\n (*si).mediumType = (*ma).mediumType;\n (*si).mediumExtinction = (*ma).mediumExtinction;\n (*si).mediumScattering = (*ma).mediumScattering;\n (*si).mediumAnisotropy = (*ma).mediumAnisotropy;\n }\n else {\n (*si).mediumType = 0;\n (*si).mediumExtinction = vec3f(0.0);\n (*si).mediumScattering = vec3f(0.0);\n (*si).mediumAnisotropy = 0.0;\n }\n }\n }\n}\n`;\n\n}\n\nexport default createSampleMaterialWgsl();\n"]}
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declare const _default: "\n\n// A one-sample binary shadow test leaves scattered fully dark pixels far\n// from the occluder at low sample counts. Averaging a few light samples per\n// primary hit costs only shadow rays and lets the mask settle much sooner.\nconst SHADOW_CATCHER_LIGHT_SAMPLES = 4u;\n\n// Returns the occluded and the total count of light samples that reach the\n// visible side of this hit. The shadow opacity is the ratio of their sums over\n// all samples; samples that carry no light, such as those from below the\n// receiver, do not dilute it. Weighting by Le * cos / pdf instead is unbiased\n// but noisier, because the environment CDF dilates bright texels.\nfn sampleShadowCatcher(si: SurfaceInteraction, bounce: i32, path: ptr<function, Path>) -> vec2f {\n let viewDir = -(*path).ray.d;\n var counts = vec2f(0.0);\n\n // The catcher table holds only the environment and analytic lights, as in\n // WebGL 2: emissive meshes are scene objects, not light in the plate.\n if (rtUniform.shadowCatcherChoiceCount > 0) {\n for (var candidate = 0u; candidate < SHADOW_CATCHER_LIGHT_SAMPLES; candidate++) {\n var lightSample: LightSampleRec;\n let lightRnd = vec3f(sample2D(lightDim(candidate, 1u)), sample1D(lightDim(candidate, 0u)));\n sampleLightChoiceTable(\n si.position,\n lightRnd,\n rtUniform.shadowCatcherChoiceOffset,\n rtUniform.shadowCatcherChoiceCount,\n 1.0,\n &lightSample\n );\n let lightDir = lightSample.direction;\n let cosThetaL = dot(si.normal, lightDir);\n let orientation = dot(si.normal, viewDir) * cosThetaL;\n if (lightSample.pdf > 0.0 && orientation >= 0.0) {\n if (dot(lightSample.emission, luminance) * abs(cosThetaL) > 0.0) {\n var ray: Ray;\n initRay(&ray, si.position + EPS * lightDir, lightDir);\n let occluded = intersectSceneShadow(ray, lightSample.dist - EPS, si.triangleIndex);\n counts += vec2f(select(0.0, 1.0, occluded), 1.0);\n }\n }\n }\n }\n (*path).fromEye = false;\n return counts;\n}\n";
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declare const _default: "\n\n// A one-sample binary shadow test leaves scattered fully dark pixels far\n// from the occluder at low sample counts. Averaging a few light samples per\n// primary hit costs only shadow rays and lets the mask settle much sooner.\nconst SHADOW_CATCHER_LIGHT_SAMPLES = 4u;\n\n// Returns the occluded and the total count of light samples that reach the\n// visible side of this hit. The shadow opacity is the ratio of their sums over\n// all samples; samples that carry no light, such as those from below the\n// receiver, do not dilute it. Weighting by Le * cos / pdf instead is unbiased\n// but noisier, because the environment CDF dilates bright texels.\nfn sampleShadowCatcher(si: SurfaceInteraction, bounce: i32, path: ptr<function, Path>) -> vec2f {\n let viewDir = -(*path).ray.d;\n var counts = vec2f(0.0);\n\n // The catcher table holds only the environment and analytic lights, as in\n // WebGL 2: emissive meshes are scene objects, not light in the plate.\n if (rtUniform.shadowCatcherChoiceCount > 0) {\n for (var candidate = 0u; candidate < SHADOW_CATCHER_LIGHT_SAMPLES; candidate++) {\n var lightSample: LightSampleRec;\n let lightRnd = vec3f(sample2D(lightDim(candidate, 1u)), sample1D(lightDim(candidate, 0u)));\n sampleLightChoiceTable(\n si.position,\n lightRnd,\n rtUniform.shadowCatcherChoiceOffset,\n rtUniform.shadowCatcherChoiceCount,\n 1.0,\n &lightSample\n );\n let lightDir = lightSample.direction;\n let cosThetaL = dot(si.normal, lightDir);\n let orientation = dot(si.normal, viewDir) * cosThetaL;\n if (lightSample.pdf > 0.0 && orientation >= 0.0) {\n if (dot(lightSample.emission, luminance) * abs(cosThetaL) > 0.0) {\n var ray: Ray;\n initRay(&ray, si.position + EPS * lightDir, lightDir);\n let occluded = intersectSceneShadow(ray, lightSample.dist - EPS, si.triangleIndex,si.instanceIndex);\n counts += vec2f(select(0.0, 1.0, occluded), 1.0);\n }\n }\n }\n }\n (*path).fromEye = false;\n return counts;\n}\n";
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fn sampleShadowCatcher(si: SurfaceInteraction, bounce: i32, path: ptr<function, Path>) -> vec2f {
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{"version":3,"file":"sampleShadowCatcher.wgsl.js","sourceRoot":"","sources":["../../../../src/renderer/wgsl/chunks/sampleShadowCatcher.wgsl.ts"],"names":[],"mappings":"AAAA,qDAAqD;AACrD,sDAAsD;AACtD,kFAAkF;AAElF,2EAA2E;AAC3E,iIAAiI;AAEjI,eAAe,QAAQ,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8CvB,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\n// Estimate the direct lighting integral using multiple importance sampling\n// http://www.pbr-book.org/3ed-2018/Light_Transport_I_Surface_Reflection/Direct_Lighting.html#EstimatingtheDirectLightingIntegral\n\nexport default /*wgsl*/ `\n\n// A one-sample binary shadow test leaves scattered fully dark pixels far\n// from the occluder at low sample counts. Averaging a few light samples per\n// primary hit costs only shadow rays and lets the mask settle much sooner.\nconst SHADOW_CATCHER_LIGHT_SAMPLES = 4u;\n\n// Returns the occluded and the total count of light samples that reach the\n// visible side of this hit. The shadow opacity is the ratio of their sums over\n// all samples; samples that carry no light, such as those from below the\n// receiver, do not dilute it. Weighting by Le * cos / pdf instead is unbiased\n// but noisier, because the environment CDF dilates bright texels.\nfn sampleShadowCatcher(si: SurfaceInteraction, bounce: i32, path: ptr<function, Path>) -> vec2f {\n let viewDir = -(*path).ray.d;\n var counts = vec2f(0.0);\n\n // The catcher table holds only the environment and analytic lights, as in\n // WebGL 2: emissive meshes are scene objects, not light in the plate.\n if (rtUniform.shadowCatcherChoiceCount > 0) {\n for (var candidate = 0u; candidate < SHADOW_CATCHER_LIGHT_SAMPLES; candidate++) {\n var lightSample: LightSampleRec;\n let lightRnd = vec3f(sample2D(lightDim(candidate, 1u)), sample1D(lightDim(candidate, 0u)));\n sampleLightChoiceTable(\n si.position,\n lightRnd,\n rtUniform.shadowCatcherChoiceOffset,\n rtUniform.shadowCatcherChoiceCount,\n 1.0,\n &lightSample\n );\n let lightDir = lightSample.direction;\n let cosThetaL = dot(si.normal, lightDir);\n let orientation = dot(si.normal, viewDir) * cosThetaL;\n if (lightSample.pdf > 0.0 && orientation >= 0.0) {\n if (dot(lightSample.emission, luminance) * abs(cosThetaL) > 0.0) {\n var ray: Ray;\n initRay(&ray, si.position + EPS * lightDir, lightDir);\n let occluded = intersectSceneShadow(ray, lightSample.dist - EPS, si.triangleIndex);\n counts += vec2f(select(0.0, 1.0, occluded), 1.0);\n }\n }\n }\n }\n (*path).fromEye = false;\n return counts;\n}\n`;\n"]}
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{"version":3,"file":"sampleShadowCatcher.wgsl.js","sourceRoot":"","sources":["../../../../src/renderer/wgsl/chunks/sampleShadowCatcher.wgsl.ts"],"names":[],"mappings":"AAAA,qDAAqD;AACrD,sDAAsD;AACtD,kFAAkF;AAElF,2EAA2E;AAC3E,iIAAiI;AAEjI,eAAe,QAAQ,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8CvB,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\n// Estimate the direct lighting integral using multiple importance sampling\n// http://www.pbr-book.org/3ed-2018/Light_Transport_I_Surface_Reflection/Direct_Lighting.html#EstimatingtheDirectLightingIntegral\n\nexport default /*wgsl*/ `\n\n// A one-sample binary shadow test leaves scattered fully dark pixels far\n// from the occluder at low sample counts. Averaging a few light samples per\n// primary hit costs only shadow rays and lets the mask settle much sooner.\nconst SHADOW_CATCHER_LIGHT_SAMPLES = 4u;\n\n// Returns the occluded and the total count of light samples that reach the\n// visible side of this hit. The shadow opacity is the ratio of their sums over\n// all samples; samples that carry no light, such as those from below the\n// receiver, do not dilute it. Weighting by Le * cos / pdf instead is unbiased\n// but noisier, because the environment CDF dilates bright texels.\nfn sampleShadowCatcher(si: SurfaceInteraction, bounce: i32, path: ptr<function, Path>) -> vec2f {\n let viewDir = -(*path).ray.d;\n var counts = vec2f(0.0);\n\n // The catcher table holds only the environment and analytic lights, as in\n // WebGL 2: emissive meshes are scene objects, not light in the plate.\n if (rtUniform.shadowCatcherChoiceCount > 0) {\n for (var candidate = 0u; candidate < SHADOW_CATCHER_LIGHT_SAMPLES; candidate++) {\n var lightSample: LightSampleRec;\n let lightRnd = vec3f(sample2D(lightDim(candidate, 1u)), sample1D(lightDim(candidate, 0u)));\n sampleLightChoiceTable(\n si.position,\n lightRnd,\n rtUniform.shadowCatcherChoiceOffset,\n rtUniform.shadowCatcherChoiceCount,\n 1.0,\n &lightSample\n );\n let lightDir = lightSample.direction;\n let cosThetaL = dot(si.normal, lightDir);\n let orientation = dot(si.normal, viewDir) * cosThetaL;\n if (lightSample.pdf > 0.0 && orientation >= 0.0) {\n if (dot(lightSample.emission, luminance) * abs(cosThetaL) > 0.0) {\n var ray: Ray;\n initRay(&ray, si.position + EPS * lightDir, lightDir);\n let occluded = intersectSceneShadow(ray, lightSample.dist - EPS, si.triangleIndex,si.instanceIndex);\n counts += vec2f(select(0.0, 1.0, occluded), 1.0);\n }\n }\n }\n }\n (*path).fromEye = false;\n return counts;\n}\n`;\n"]}
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declare const _default: "\n// The GGX distribution and spherical-cap VNDF sampler are adapted from\n// adobe/openpbr-bsdf, Copyright 2026 Adobe, Apache-2.0. Other routines are\n// project implementations of their stated analytic distributions.\n\nfn sampling_ggx_visible_normal(view: vec3f, alpha: vec2f, samplePoint: vec2f) -> vec3f {\n let stretch = vec3f(alpha, 1.0);\n let sphericalView = normalize(stretch * view);\n let viewZ = min(sphericalView.z, 1.0);\n let capSpan = 1.0 + viewZ;\n let normalZ = (1.0 - samplePoint.y) * capSpan;\n let oneMinusZ = samplePoint.y * capSpan;\n let onePlusZ = normalZ + (1.0 - viewZ);\n let radial = sqrt(max(0.0, onePlusZ * oneMinusZ));\n let azimuth = TWOPI * samplePoint.x;\n let sphericalNormal = vec3f(\n sphericalView.x + radial * cos(azimuth),\n sphericalView.y + radial * sin(azimuth),\n normalZ\n );\n return normalize(stretch * sphericalNormal);\n}\n\nfn sampling_ggx_ndf(halfway: vec3f, alpha: vec2f) -> f32 {\n let ellipsoidNormal = vec3f(\n halfway.x / alpha.x,\n halfway.y / alpha.y,\n halfway.z\n );\n let denominator = dot(ellipsoidNormal, ellipsoidNormal);\n return 1.0 / (\n PI * alpha.x * alpha.y * denominator * denominator\n );\n}\n\nfn sampling_ggx_smith_g1(direction: vec3f, alpha: vec2f) -> f32 {\n let normalComponent = abs(direction.z);\n if (normalComponent <= 1e-8) {\n return 0.0;\n }\n let roughDirection = alpha * direction.xy;\n let tanThetaSquared = dot(roughDirection, roughDirection)\n / (normalComponent * normalComponent);\n return 2.0 / (1.0 + sqrt(1.0 + tanThetaSquared));\n}\n\nfn sampling_schlick_fifth_power(cosine: f32) -> f32 {\n let complement = clamp(1.0 - cosine, 0.0, 1.0);\n return pow(complement, 5.0);\n}\n\nfn sampling_dielectric_fresnel(incidentCosine: f32, etaIOverEtaT: f32) -> f32 {\n let cosineI = clamp(abs(incidentCosine), 0.0, 1.0);\n let sineTSquared = etaIOverEtaT * etaIOverEtaT\n * max(0.0, 1.0 - cosineI * cosineI);\n if (sineTSquared >= 1.0) {\n return 1.0;\n }\n\n let cosineT = sqrt(max(0.0, 1.0 - sineTSquared));\n let perpendicular = (cosineI - etaIOverEtaT * cosineT)\n / max(cosineI + etaIOverEtaT * cosineT, 1e-8);\n let parallel = (etaIOverEtaT * cosineI - cosineT)\n / max(etaIOverEtaT * cosineI + cosineT, 1e-8);\n return 0.5 * (\n perpendicular * perpendicular + parallel * parallel\n );\n}\n\nfn sampling_concentric_disk(samplePoint: vec2f) -> vec2f {\n let offset = 2.0 * samplePoint - vec2f(1.0);\n if (offset.x == 0.0 && offset.y == 0.0) {\n return vec2f(0.0);\n }\n\n var radius: f32;\n var angle: f32;\n if (abs(offset.x) > abs(offset.y)) {\n radius = offset.x;\n angle = 0.25 * PI * (offset.y / offset.x);\n }\n else {\n radius = offset.y;\n angle = 0.5 * PI - 0.25 * PI * (offset.x / offset.y);\n }\n return radius * vec2f(cos(angle), sin(angle));\n}\n\nfn sampling_cosine_hemisphere(samplePoint: vec2f) -> vec3f {\n let diskPoint = sampling_concentric_disk(samplePoint);\n return vec3f(\n diskPoint,\n sqrt(max(0.0, 1.0 - dot(diskPoint, diskPoint)))\n );\n}\n\nfn sampling_power_heuristic(firstPdf: f32, secondPdf: f32) -> f32 {\n let scale = max(firstPdf, secondPdf);\n if (scale <= 0.0) {\n return 0.0;\n }\n let normalized = vec2f(firstPdf, secondPdf) / scale;\n let squared = normalized * normalized;\n return squared.x / (squared.x + squared.y);\n}\n\nfn sampling_orthonormal_basis(\n normal: vec3f,\n tangent: ptr<function, vec3f>,\n bitangent: ptr<function, vec3f>\n) {\n let signZ = select(-1.0, 1.0, normal.z >= 0.0);\n let factor = -1.0 / (signZ + normal.z);\n let xy = normal.x * normal.y * factor;\n *tangent = vec3f(\n 1.0 + signZ * normal.x * normal.x * factor,\n signZ * xy,\n -signZ * normal.x\n );\n *bitangent = vec3f(\n xy,\n signZ + normal.y * normal.y * factor,\n -normal.y\n );\n}\n\nfn sampling_spectral_rgb_filter(rgb: vec3f,
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declare const _default: "\n// The GGX distribution and spherical-cap VNDF sampler are adapted from\n// adobe/openpbr-bsdf, Copyright 2026 Adobe, Apache-2.0. Other routines are\n// project implementations of their stated analytic distributions.\n\nfn sampling_ggx_visible_normal(view: vec3f, alpha: vec2f, samplePoint: vec2f) -> vec3f {\n let stretch = vec3f(alpha, 1.0);\n let sphericalView = normalize(stretch * view);\n let viewZ = min(sphericalView.z, 1.0);\n let capSpan = 1.0 + viewZ;\n let normalZ = (1.0 - samplePoint.y) * capSpan;\n let oneMinusZ = samplePoint.y * capSpan;\n let onePlusZ = normalZ + (1.0 - viewZ);\n let radial = sqrt(max(0.0, onePlusZ * oneMinusZ));\n let azimuth = TWOPI * samplePoint.x;\n let sphericalNormal = vec3f(\n sphericalView.x + radial * cos(azimuth),\n sphericalView.y + radial * sin(azimuth),\n normalZ\n );\n return normalize(stretch * sphericalNormal);\n}\n\nfn sampling_ggx_ndf(halfway: vec3f, alpha: vec2f) -> f32 {\n let ellipsoidNormal = vec3f(\n halfway.x / alpha.x,\n halfway.y / alpha.y,\n halfway.z\n );\n let denominator = dot(ellipsoidNormal, ellipsoidNormal);\n return 1.0 / (\n PI * alpha.x * alpha.y * denominator * denominator\n );\n}\n\nfn sampling_ggx_smith_g1(direction: vec3f, alpha: vec2f) -> f32 {\n let normalComponent = abs(direction.z);\n if (normalComponent <= 1e-8) {\n return 0.0;\n }\n let roughDirection = alpha * direction.xy;\n let tanThetaSquared = dot(roughDirection, roughDirection)\n / (normalComponent * normalComponent);\n return 2.0 / (1.0 + sqrt(1.0 + tanThetaSquared));\n}\n\nfn sampling_schlick_fifth_power(cosine: f32) -> f32 {\n let complement = clamp(1.0 - cosine, 0.0, 1.0);\n return pow(complement, 5.0);\n}\n\nfn sampling_dielectric_fresnel(incidentCosine: f32, etaIOverEtaT: f32) -> f32 {\n let cosineI = clamp(abs(incidentCosine), 0.0, 1.0);\n let sineTSquared = etaIOverEtaT * etaIOverEtaT\n * max(0.0, 1.0 - cosineI * cosineI);\n if (sineTSquared >= 1.0) {\n return 1.0;\n }\n\n let cosineT = sqrt(max(0.0, 1.0 - sineTSquared));\n let perpendicular = (cosineI - etaIOverEtaT * cosineT)\n / max(cosineI + etaIOverEtaT * cosineT, 1e-8);\n let parallel = (etaIOverEtaT * cosineI - cosineT)\n / max(etaIOverEtaT * cosineI + cosineT, 1e-8);\n return 0.5 * (\n perpendicular * perpendicular + parallel * parallel\n );\n}\n\nfn sampling_concentric_disk(samplePoint: vec2f) -> vec2f {\n let offset = 2.0 * samplePoint - vec2f(1.0);\n if (offset.x == 0.0 && offset.y == 0.0) {\n return vec2f(0.0);\n }\n\n var radius: f32;\n var angle: f32;\n if (abs(offset.x) > abs(offset.y)) {\n radius = offset.x;\n angle = 0.25 * PI * (offset.y / offset.x);\n }\n else {\n radius = offset.y;\n angle = 0.5 * PI - 0.25 * PI * (offset.x / offset.y);\n }\n return radius * vec2f(cos(angle), sin(angle));\n}\n\nfn sampling_cosine_hemisphere(samplePoint: vec2f) -> vec3f {\n let diskPoint = sampling_concentric_disk(samplePoint);\n return vec3f(\n diskPoint,\n sqrt(max(0.0, 1.0 - dot(diskPoint, diskPoint)))\n );\n}\n\nfn sampling_power_heuristic(firstPdf: f32, secondPdf: f32) -> f32 {\n let scale = max(firstPdf, secondPdf);\n if (scale <= 0.0) {\n return 0.0;\n }\n let normalized = vec2f(firstPdf, secondPdf) / scale;\n let squared = normalized * normalized;\n return squared.x / (squared.x + squared.y);\n}\n\nfn sampling_orthonormal_basis(\n normal: vec3f,\n tangent: ptr<function, vec3f>,\n bitangent: ptr<function, vec3f>\n) {\n let signZ = select(-1.0, 1.0, normal.z >= 0.0);\n let factor = -1.0 / (signZ + normal.z);\n let xy = normal.x * normal.y * factor;\n *tangent = vec3f(\n 1.0 + signZ * normal.x * normal.x * factor,\n signZ * xy,\n -signZ * normal.x\n );\n *bitangent = vec3f(\n xy,\n signZ + normal.y * normal.y * factor,\n -normal.y\n );\n}\n\nfn sampling_spectral_rgb_filter(rgb: vec3f, channel: i32) -> vec3f {\n if (channel == 0) {\n return rgb;\n }\n var filtered = vec3f(0.0);\n filtered[channel - 1] = rgb[channel - 1];\n return filtered;\n}\n\nfn sampling_cauchy_ior(\n wavelength: f32,\n referenceIor: f32,\n dispersionScale: f32,\n abbeNumber: f32\n) -> f32 {\n if (wavelength == 0.0 || dispersionScale <= 0.0) {\n return referenceIor;\n }\n\n let FRAUNHOFER_C = 656.3;\n let FRAUNHOFER_D = 587.6;\n let FRAUNHOFER_F = 486.1;\n let inverseDifference = 1.0 / (\n 1.0 / (FRAUNHOFER_F * FRAUNHOFER_F)\n - 1.0 / (FRAUNHOFER_C * FRAUNHOFER_C)\n );\n let effectiveAbbe = max(abbeNumber / dispersionScale, 1e-6);\n let cauchyB = (referenceIor - 1.0) * inverseDifference / effectiveAbbe;\n let cauchyA = referenceIor\n - cauchyB / (FRAUNHOFER_D * FRAUNHOFER_D);\n return cauchyA + cauchyB / (wavelength * wavelength);\n}\n\nfn sampling_henyey_greenstein(\n forwardDirection: vec3f,\n anisotropy: f32,\n samplePoint: vec2f\n) -> vec3f {\n var cosine: f32;\n if (abs(anisotropy) < 0.001) {\n cosine = 1.0 - 2.0 * samplePoint.y;\n }\n else {\n let ratio = (1.0 - anisotropy * anisotropy)\n / (1.0 + anisotropy - 2.0 * anisotropy * samplePoint.y);\n cosine = (\n ratio * ratio - 1.0 - anisotropy * anisotropy\n ) / (2.0 * anisotropy);\n }\n\n let sine = sqrt(max(0.0, 1.0 - cosine * cosine));\n let azimuth = TWOPI * samplePoint.x;\n var tangent: vec3f;\n var bitangent: vec3f;\n sampling_orthonormal_basis(forwardDirection, &tangent, &bitangent);\n return tangent * (sine * cos(azimuth))\n + bitangent * (sine * sin(azimuth))\n + forwardDirection * cosine;\n}\n\nfn sampling_henyey_greenstein_phase(cosine: f32, anisotropy: f32) -> f32 {\n let denominator = 1.0 + anisotropy * anisotropy\n + 2.0 * anisotropy * cosine;\n return INV4PI * (1.0 - anisotropy * anisotropy)\n / (denominator * sqrt(denominator));\n}\n";
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let
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+
fn aM(samplePoint: vec2f) -> vec3f {
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let kS = gi(samplePoint);
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91
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return vec3f(
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92
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-
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93
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-
sqrt(max(0.0, 1.0 - dot(
|
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+
kS,
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93
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+
sqrt(max(0.0, 1.0 - dot(kS, kS)))
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);
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}
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-
fn
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let scale = max(
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97
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fn aF(firstPdf: f32, secondPdf: f32) -> f32 {
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98
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let scale = max(firstPdf, secondPdf);
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99
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if (scale <= 0.0) {
|
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return 0.0;
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}
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let normalized = vec2f(
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let
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return
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let normalized = vec2f(firstPdf, secondPdf) / scale;
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let pq = normalized * normalized;
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return pq.x / (pq.x + pq.y);
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}
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fn
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fn sampling_orthonormal_basis(
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normal: vec3f,
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tangent: ptr<function, vec3f>,
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110
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bitangent: ptr<function, vec3f>
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) {
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112
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-
let
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113
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-
let
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-
let xy = normal.x * normal.y *
|
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112
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let ik = select(-1.0, 1.0, normal.z >= 0.0);
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113
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let cv = -1.0 / (ik + normal.z);
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let xy = normal.x * normal.y * cv;
|
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*tangent = vec3f(
|
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-
1.0 +
|
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-
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118
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-
-
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1.0 + ik * normal.x * normal.x * cv,
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+
ik * xy,
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-ik * normal.x
|
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119
119
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);
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*bitangent = vec3f(
|
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xy,
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122
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-
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+
ik + normal.y * normal.y * cv,
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-normal.y
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);
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}
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127
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-
fn
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128
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-
if (
|
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127
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+
fn sampling_spectral_rgb_filter(rgb: vec3f, channel: i32) -> vec3f {
|
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if (channel == 0) {
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return rgb;
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}
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-
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-
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-
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if (wavelength > 500.0) {
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return vec3f(0.0, rgb.g, 0.0);
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}
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-
return vec3f(0.0, 0.0, rgb.b);
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var filtered = vec3f(0.0);
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filtered[channel - 1] = rgb[channel - 1];
|
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return filtered;
|
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134
|
}
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135
|
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-
fn
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136
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+
fn sampling_cauchy_ior(
|
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141
137
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wavelength: f32,
|
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142
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-
|
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143
|
-
|
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144
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-
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138
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+
ha: f32,
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hk: f32,
|
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140
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+
rm: f32
|
|
145
141
|
) -> f32 {
|
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146
|
-
if (wavelength == 0.0 ||
|
|
147
|
-
return
|
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142
|
+
if (wavelength == 0.0 || hk <= 0.0) {
|
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143
|
+
return ha;
|
|
148
144
|
}
|
|
149
145
|
|
|
150
146
|
let FRAUNHOFER_C = 656.3;
|
|
151
147
|
let FRAUNHOFER_D = 587.6;
|
|
152
148
|
let FRAUNHOFER_F = 486.1;
|
|
153
|
-
let
|
|
149
|
+
let jX = 1.0 / (
|
|
154
150
|
1.0 / (FRAUNHOFER_F * FRAUNHOFER_F)
|
|
155
151
|
- 1.0 / (FRAUNHOFER_C * FRAUNHOFER_C)
|
|
156
152
|
);
|
|
157
|
-
let
|
|
158
|
-
let
|
|
159
|
-
let
|
|
160
|
-
-
|
|
161
|
-
return
|
|
153
|
+
let nU = max(rm / hk, 1e-6);
|
|
154
|
+
let rR = (ha - 1.0) * jX / nU;
|
|
155
|
+
let uO = ha
|
|
156
|
+
- rR / (FRAUNHOFER_D * FRAUNHOFER_D);
|
|
157
|
+
return uO + rR / (wavelength * wavelength);
|
|
162
158
|
}
|
|
163
159
|
|
|
164
|
-
fn
|
|
165
|
-
|
|
160
|
+
fn fj(
|
|
161
|
+
gw: vec3f,
|
|
166
162
|
anisotropy: f32,
|
|
167
163
|
samplePoint: vec2f
|
|
168
164
|
) -> vec3f {
|
|
@@ -171,28 +167,28 @@ if (abs(anisotropy) < 0.001) {
|
|
|
171
167
|
cosine = 1.0 - 2.0 * samplePoint.y;
|
|
172
168
|
}
|
|
173
169
|
else {
|
|
174
|
-
let
|
|
170
|
+
let iZ = (1.0 - anisotropy * anisotropy)
|
|
175
171
|
/ (1.0 + anisotropy - 2.0 * anisotropy * samplePoint.y);
|
|
176
172
|
cosine = (
|
|
177
|
-
|
|
173
|
+
iZ * iZ - 1.0 - anisotropy * anisotropy
|
|
178
174
|
) / (2.0 * anisotropy);
|
|
179
175
|
}
|
|
180
176
|
|
|
181
|
-
let
|
|
177
|
+
let uC = sqrt(max(0.0, 1.0 - cosine * cosine));
|
|
182
178
|
let azimuth = TWOPI * samplePoint.x;
|
|
183
179
|
var tangent: vec3f;
|
|
184
180
|
var bitangent: vec3f;
|
|
185
|
-
|
|
186
|
-
return tangent * (
|
|
187
|
-
+ bitangent * (
|
|
188
|
-
+
|
|
181
|
+
sampling_orthonormal_basis(gw, &tangent, &bitangent);
|
|
182
|
+
return tangent * (uC * cos(azimuth))
|
|
183
|
+
+ bitangent * (uC * sin(azimuth))
|
|
184
|
+
+ gw * cosine;
|
|
189
185
|
}
|
|
190
186
|
|
|
191
|
-
fn
|
|
192
|
-
let
|
|
187
|
+
fn bB(cosine: f32, anisotropy: f32) -> f32 {
|
|
188
|
+
let ah = 1.0 + anisotropy * anisotropy
|
|
193
189
|
+ 2.0 * anisotropy * cosine;
|
|
194
190
|
return INV4PI * (1.0 - anisotropy * anisotropy)
|
|
195
|
-
/ (
|
|
191
|
+
/ (ah * sqrt(ah));
|
|
196
192
|
}
|
|
197
193
|
`;
|
|
198
194
|
//# sourceMappingURL=sampling.wgsl.js.map
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"sampling.wgsl.js","sourceRoot":"","sources":["../../../../src/renderer/wgsl/chunks/sampling.wgsl.ts"],"names":[],"mappings":"AAAA,eAAe,QAAQ,CAAC
|
|
1
|
+
{"version":3,"file":"sampling.wgsl.js","sourceRoot":"","sources":["../../../../src/renderer/wgsl/chunks/sampling.wgsl.ts"],"names":[],"mappings":"AAAA,eAAe,QAAQ,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAgMvB,CAAC","sourcesContent":["export default /*wgsl*/ `\n// The GGX distribution and spherical-cap VNDF sampler are adapted from\n// adobe/openpbr-bsdf, Copyright 2026 Adobe, Apache-2.0. Other routines are\n// project implementations of their stated analytic distributions.\n\nfn sampling_ggx_visible_normal(view: vec3f, alpha: vec2f, samplePoint: vec2f) -> vec3f {\n let stretch = vec3f(alpha, 1.0);\n let sphericalView = normalize(stretch * view);\n let viewZ = min(sphericalView.z, 1.0);\n let capSpan = 1.0 + viewZ;\n let normalZ = (1.0 - samplePoint.y) * capSpan;\n let oneMinusZ = samplePoint.y * capSpan;\n let onePlusZ = normalZ + (1.0 - viewZ);\n let radial = sqrt(max(0.0, onePlusZ * oneMinusZ));\n let azimuth = TWOPI * samplePoint.x;\n let sphericalNormal = vec3f(\n sphericalView.x + radial * cos(azimuth),\n sphericalView.y + radial * sin(azimuth),\n normalZ\n );\n return normalize(stretch * sphericalNormal);\n}\n\nfn sampling_ggx_ndf(halfway: vec3f, alpha: vec2f) -> f32 {\n let ellipsoidNormal = vec3f(\n halfway.x / alpha.x,\n halfway.y / alpha.y,\n halfway.z\n );\n let denominator = dot(ellipsoidNormal, ellipsoidNormal);\n return 1.0 / (\n PI * alpha.x * alpha.y * denominator * denominator\n );\n}\n\nfn sampling_ggx_smith_g1(direction: vec3f, alpha: vec2f) -> f32 {\n let normalComponent = abs(direction.z);\n if (normalComponent <= 1e-8) {\n return 0.0;\n }\n let roughDirection = alpha * direction.xy;\n let tanThetaSquared = dot(roughDirection, roughDirection)\n / (normalComponent * normalComponent);\n return 2.0 / (1.0 + sqrt(1.0 + tanThetaSquared));\n}\n\nfn sampling_schlick_fifth_power(cosine: f32) -> f32 {\n let complement = clamp(1.0 - cosine, 0.0, 1.0);\n return pow(complement, 5.0);\n}\n\nfn sampling_dielectric_fresnel(incidentCosine: f32, etaIOverEtaT: f32) -> f32 {\n let cosineI = clamp(abs(incidentCosine), 0.0, 1.0);\n let sineTSquared = etaIOverEtaT * etaIOverEtaT\n * max(0.0, 1.0 - cosineI * cosineI);\n if (sineTSquared >= 1.0) {\n return 1.0;\n }\n\n let cosineT = sqrt(max(0.0, 1.0 - sineTSquared));\n let perpendicular = (cosineI - etaIOverEtaT * cosineT)\n / max(cosineI + etaIOverEtaT * cosineT, 1e-8);\n let parallel = (etaIOverEtaT * cosineI - cosineT)\n / max(etaIOverEtaT * cosineI + cosineT, 1e-8);\n return 0.5 * (\n perpendicular * perpendicular + parallel * parallel\n );\n}\n\nfn sampling_concentric_disk(samplePoint: vec2f) -> vec2f {\n let offset = 2.0 * samplePoint - vec2f(1.0);\n if (offset.x == 0.0 && offset.y == 0.0) {\n return vec2f(0.0);\n }\n\n var radius: f32;\n var angle: f32;\n if (abs(offset.x) > abs(offset.y)) {\n radius = offset.x;\n angle = 0.25 * PI * (offset.y / offset.x);\n }\n else {\n radius = offset.y;\n angle = 0.5 * PI - 0.25 * PI * (offset.x / offset.y);\n }\n return radius * vec2f(cos(angle), sin(angle));\n}\n\nfn sampling_cosine_hemisphere(samplePoint: vec2f) -> vec3f {\n let diskPoint = sampling_concentric_disk(samplePoint);\n return vec3f(\n diskPoint,\n sqrt(max(0.0, 1.0 - dot(diskPoint, diskPoint)))\n );\n}\n\nfn sampling_power_heuristic(firstPdf: f32, secondPdf: f32) -> f32 {\n let scale = max(firstPdf, secondPdf);\n if (scale <= 0.0) {\n return 0.0;\n }\n let normalized = vec2f(firstPdf, secondPdf) / scale;\n let squared = normalized * normalized;\n return squared.x / (squared.x + squared.y);\n}\n\nfn sampling_orthonormal_basis(\n normal: vec3f,\n tangent: ptr<function, vec3f>,\n bitangent: ptr<function, vec3f>\n) {\n let signZ = select(-1.0, 1.0, normal.z >= 0.0);\n let factor = -1.0 / (signZ + normal.z);\n let xy = normal.x * normal.y * factor;\n *tangent = vec3f(\n 1.0 + signZ * normal.x * normal.x * factor,\n signZ * xy,\n -signZ * normal.x\n );\n *bitangent = vec3f(\n xy,\n signZ + normal.y * normal.y * factor,\n -normal.y\n );\n}\n\nfn sampling_spectral_rgb_filter(rgb: vec3f, channel: i32) -> vec3f {\n if (channel == 0) {\n return rgb;\n }\n var filtered = vec3f(0.0);\n filtered[channel - 1] = rgb[channel - 1];\n return filtered;\n}\n\nfn sampling_cauchy_ior(\n wavelength: f32,\n referenceIor: f32,\n dispersionScale: f32,\n abbeNumber: f32\n) -> f32 {\n if (wavelength == 0.0 || dispersionScale <= 0.0) {\n return referenceIor;\n }\n\n let FRAUNHOFER_C = 656.3;\n let FRAUNHOFER_D = 587.6;\n let FRAUNHOFER_F = 486.1;\n let inverseDifference = 1.0 / (\n 1.0 / (FRAUNHOFER_F * FRAUNHOFER_F)\n - 1.0 / (FRAUNHOFER_C * FRAUNHOFER_C)\n );\n let effectiveAbbe = max(abbeNumber / dispersionScale, 1e-6);\n let cauchyB = (referenceIor - 1.0) * inverseDifference / effectiveAbbe;\n let cauchyA = referenceIor\n - cauchyB / (FRAUNHOFER_D * FRAUNHOFER_D);\n return cauchyA + cauchyB / (wavelength * wavelength);\n}\n\nfn sampling_henyey_greenstein(\n forwardDirection: vec3f,\n anisotropy: f32,\n samplePoint: vec2f\n) -> vec3f {\n var cosine: f32;\n if (abs(anisotropy) < 0.001) {\n cosine = 1.0 - 2.0 * samplePoint.y;\n }\n else {\n let ratio = (1.0 - anisotropy * anisotropy)\n / (1.0 + anisotropy - 2.0 * anisotropy * samplePoint.y);\n cosine = (\n ratio * ratio - 1.0 - anisotropy * anisotropy\n ) / (2.0 * anisotropy);\n }\n\n let sine = sqrt(max(0.0, 1.0 - cosine * cosine));\n let azimuth = TWOPI * samplePoint.x;\n var tangent: vec3f;\n var bitangent: vec3f;\n sampling_orthonormal_basis(forwardDirection, &tangent, &bitangent);\n return tangent * (sine * cos(azimuth))\n + bitangent * (sine * sin(azimuth))\n + forwardDirection * cosine;\n}\n\nfn sampling_henyey_greenstein_phase(cosine: f32, anisotropy: f32) -> f32 {\n let denominator = 1.0 + anisotropy * anisotropy\n + 2.0 * anisotropy * cosine;\n return INV4PI * (1.0 - anisotropy * anisotropy)\n / (denominator * sqrt(denominator));\n}\n`;\n"]}
|