@meimu/mutracer 0.2.0 → 0.3.1
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/CHANGELOG.md +222 -0
- package/LICENSES/FidelityFX-FSR.txt +19 -0
- package/LICENSES/pbrt-v4-Apache-2.0.txt +202 -0
- package/README.md +3 -0
- package/THIRD_PARTY_NOTICES.md +18 -4
- package/dist/assets/bvh.worker.js +1 -1
- package/dist/mutracer.umd.js +9328 -7614
- package/docs/api.md +83 -35
- package/docs/caustics.md +80 -0
- package/docs/materials.md +9 -6
- package/docs/performance.md +7 -0
- package/docs/post-processing.md +62 -9
- package/docs/progressive-rendering.md +53 -9
- package/docs/sampling.md +4 -0
- package/docs/technical/acceleration.md +52 -0
- package/docs/technical/aovs.md +79 -0
- package/docs/technical/caustics.md +109 -0
- package/docs/technical/continuous-spectrum.md +122 -0
- package/docs/technical/display-upscale.md +82 -0
- package/docs/technical/openpbr.md +99 -0
- package/docs/technical/pbrt-import.md +168 -0
- package/docs/technical/tiling.md +74 -0
- package/docs/technical/webgl.md +53 -0
- package/docs/updates.md +3 -1
- package/docs/viewer-checklist.md +65 -0
- package/docs/viewer.md +18 -6
- package/lib/Display.d.ts +19 -5
- package/lib/Display.js +10 -7
- package/lib/Display.js.map +1 -1
- package/lib/Engine.d.ts +4 -1
- package/lib/Engine.js +77 -14
- package/lib/Engine.js.map +1 -1
- package/lib/Render.d.ts +81 -24
- package/lib/Render.js +201 -26
- 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 +4 -2
- package/lib/main.js +1 -0
- package/lib/main.js.map +1 -1
- package/lib/oidn.d.ts +1 -1
- package/lib/renderer/AovPrimitiveCache.js +39 -8
- package/lib/renderer/AovPrimitiveCache.js.map +1 -1
- package/lib/renderer/DisplayPostProcess.d.ts +8 -3
- package/lib/renderer/DisplayPostProcess.js +51 -18
- package/lib/renderer/DisplayPostProcess.js.map +1 -1
- 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/MaterialData.js +7 -2
- package/lib/renderer/MaterialData.js.map +1 -1
- package/lib/renderer/RenderingPipeline.d.ts +11 -1
- package/lib/renderer/RenderingPipeline.js.map +1 -1
- package/lib/renderer/TileRender.d.ts +2 -2
- package/lib/renderer/TileRender.js +128 -7
- package/lib/renderer/TileRender.js.map +1 -1
- package/lib/renderer/WGPUAov.d.ts +6 -1
- package/lib/renderer/WGPUAov.js +108 -14
- package/lib/renderer/WGPUAov.js.map +1 -1
- package/lib/renderer/WGPUCanvasSurface.js +12 -1
- package/lib/renderer/WGPUCanvasSurface.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 +19 -19
- 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 +65 -21
- package/lib/renderer/WGPURayTracePass.js +730 -409
- package/lib/renderer/WGPURayTracePass.js.map +1 -1
- package/lib/renderer/WGPURenderingPipeline.js +110 -68
- package/lib/renderer/WGPURenderingPipeline.js.map +1 -1
- package/lib/renderer/WebGLAov.js +3 -3
- package/lib/renderer/WebGLAov.js.map +1 -1
- package/lib/renderer/WebGLFullQuadPass.d.ts +2 -1
- package/lib/renderer/WebGLFullQuadPass.js +10 -0
- package/lib/renderer/WebGLFullQuadPass.js.map +1 -1
- package/lib/renderer/WebGLJNLMDenoiser.js +66 -66
- package/lib/renderer/WebGLJNLMDenoiser.js.map +1 -1
- package/lib/renderer/WebGLRayTraceOutputPass.js +4 -4
- package/lib/renderer/WebGLRayTracePass.d.ts +20 -11
- package/lib/renderer/WebGLRayTracePass.js +157 -116
- package/lib/renderer/WebGLRayTracePass.js.map +1 -1
- package/lib/renderer/WebGLRenderingPipeline.js +17 -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/aov.d.ts +13 -1
- package/lib/renderer/aov.js +21 -2
- package/lib/renderer/aov.js.map +1 -1
- package/lib/renderer/aovDisplay.js +2 -2
- package/lib/renderer/aovDisplay.js.map +1 -1
- package/lib/renderer/binnedSahBvh.d.ts +2 -1
- package/lib/renderer/binnedSahBvh.js +24 -17
- package/lib/renderer/binnedSahBvh.js.map +1 -1
- package/lib/renderer/bvhAccel.d.ts +3 -1
- package/lib/renderer/bvhAccel.js +36 -6
- package/lib/renderer/bvhAccel.js.map +1 -1
- package/lib/renderer/cameraUniform.d.ts +1 -1
- package/lib/renderer/cameraUniform.js +6 -2
- package/lib/renderer/cameraUniform.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/compactVertices.d.ts +14 -0
- package/lib/renderer/compactVertices.js +124 -0
- package/lib/renderer/compactVertices.js.map +1 -0
- package/lib/renderer/easu.d.ts +11 -0
- package/lib/renderer/easu.js +156 -0
- package/lib/renderer/easu.js.map +1 -0
- package/lib/renderer/geometryUpdateState.d.ts +1 -0
- package/lib/renderer/geometryUpdateState.js.map +1 -1
- package/lib/renderer/geometryUpdates.js +3 -2
- package/lib/renderer/geometryUpdates.js.map +1 -1
- 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 +45 -37
- package/lib/renderer/glsl/aovTrace.frag.js.map +1 -1
- package/lib/renderer/glsl/chunks/cameraProjection.glsl.d.ts +2 -0
- package/lib/renderer/glsl/chunks/cameraProjection.glsl.js +16 -0
- package/lib/renderer/glsl/chunks/cameraProjection.glsl.js.map +1 -0
- package/lib/renderer/glsl/chunks/cameraRay.glsl.d.ts +1 -1
- package/lib/renderer/glsl/chunks/cameraRay.glsl.js +9 -16
- package/lib/renderer/glsl/chunks/cameraRay.glsl.js.map +1 -1
- 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 +478 -465
- 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 +70 -63
- package/lib/renderer/glsl/chunks/rayTraceCore.glsl.js.map +1 -1
- package/lib/renderer/glsl/chunks/sampleLight.glsl.js +89 -75
- 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 +160 -118
- 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 +88 -91
- 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/spectralPrefix.glsl.d.ts +6 -0
- package/lib/renderer/glsl/chunks/spectralPrefix.glsl.js +47 -0
- package/lib/renderer/glsl/chunks/spectralPrefix.glsl.js.map +1 -0
- 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 +13 -7
- package/lib/renderer/glsl/depthQuery.frag.js.map +1 -1
- 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 +338 -252
- package/lib/renderer/glsl/rayTrace.frag.js.map +1 -1
- package/lib/renderer/glsl/shadowCatcher.frag.js +27 -26
- package/lib/renderer/glsl/shadowCatcher.frag.js.map +1 -1
- package/lib/renderer/glsl/webglPipeline.frag.js +59 -59
- package/lib/renderer/gpuMemory.js +1 -1
- package/lib/renderer/gpuMemory.js.map +1 -1
- 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/openPbrEnergyLut.d.ts +2 -1
- package/lib/renderer/openPbrEnergyLut.js +18 -1
- package/lib/renderer/openPbrEnergyLut.js.map +1 -1
- package/lib/renderer/pathLimits.d.ts +5 -4
- package/lib/renderer/pathLimits.js +6 -5
- package/lib/renderer/pathLimits.js.map +1 -1
- package/lib/renderer/prepareMeshBVH.d.ts +2 -0
- package/lib/renderer/prepareMeshBVH.js +5 -3
- package/lib/renderer/prepareMeshBVH.js.map +1 -1
- package/lib/renderer/progressiveScheduler.js +5 -4
- package/lib/renderer/progressiveScheduler.js.map +1 -1
- package/lib/renderer/renderPipeline.d.ts +5 -0
- package/lib/renderer/renderPipeline.js +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/sceneAssembly.d.ts +1 -1
- package/lib/renderer/sceneAssembly.js +4 -3
- package/lib/renderer/sceneAssembly.js.map +1 -1
- package/lib/renderer/sceneChangeDetector.d.ts +1 -1
- package/lib/renderer/sceneChangeDetector.js +3 -1
- package/lib/renderer/sceneChangeDetector.js.map +1 -1
- package/lib/renderer/sceneLayoutSchema.d.ts +2 -0
- package/lib/renderer/sceneLayoutSchema.js +3 -3
- package/lib/renderer/sceneLayoutSchema.js.map +1 -1
- package/lib/renderer/scenePreparation.d.ts +3 -2
- package/lib/renderer/scenePreparation.js +18 -2
- package/lib/renderer/scenePreparation.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/staticBvhPreparation.d.ts +9 -0
- package/lib/renderer/staticBvhPreparation.js +8 -2
- package/lib/renderer/staticBvhPreparation.js.map +1 -1
- package/lib/renderer/surfaceHit.d.ts +10 -0
- package/lib/renderer/surfaceHit.js +22 -0
- package/lib/renderer/surfaceHit.js.map +1 -0
- package/lib/renderer/tangentRequirements.d.ts +2 -0
- package/lib/renderer/tangentRequirements.js +7 -0
- package/lib/renderer/tangentRequirements.js.map +1 -0
- package/lib/renderer/textureAtlas.d.ts +4 -0
- package/lib/renderer/textureAtlas.js +48 -2
- package/lib/renderer/textureAtlas.js.map +1 -1
- package/lib/renderer/webgl.js +4 -0
- package/lib/renderer/webgl.js.map +1 -1
- 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/webglVertexAttributes.d.ts +17 -0
- package/lib/renderer/webglVertexAttributes.js +44 -0
- package/lib/renderer/webglVertexAttributes.js.map +1 -0
- package/lib/renderer/wgpuBindlessSource.js +3 -3
- package/lib/renderer/wgpuMaterialConstants.js +4 -3
- package/lib/renderer/wgpuMaterialConstants.js.map +1 -1
- package/lib/renderer/wgpuSceneUniform.js +2 -2
- package/lib/renderer/wgpuSceneUniform.js.map +1 -1
- package/lib/renderer/wgpuShaderSource.d.ts +22 -0
- package/lib/renderer/wgpuShaderSource.js +3 -1
- package/lib/renderer/wgpuShaderSource.js.map +1 -1
- package/lib/renderer/wgsl/aovCompact.wgsl.d.ts +4 -0
- package/lib/renderer/wgsl/aovCompact.wgsl.js +26 -0
- package/lib/renderer/wgsl/aovCompact.wgsl.js.map +1 -0
- 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.d.ts +4 -0
- package/lib/renderer/wgsl/aovResolve.wgsl.js +21 -2
- package/lib/renderer/wgsl/aovResolve.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/aovSnapshot.wgsl.js +2 -2
- package/lib/renderer/wgsl/aovSnapshot.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/aovTrace.wgsl.js +33 -33
- package/lib/renderer/wgsl/aovTraceDisplay.wgsl.d.ts +2 -0
- package/lib/renderer/wgsl/aovTraceDisplay.wgsl.js +56 -0
- package/lib/renderer/wgsl/aovTraceDisplay.wgsl.js.map +1 -0
- 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 +539 -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.d.ts +6 -2
- package/lib/renderer/wgsl/chunks/intersect.wgsl.js +634 -620
- package/lib/renderer/wgsl/chunks/intersect.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/chunks/intersectionAlpha.wgsl.d.ts +1 -1
- package/lib/renderer/wgsl/chunks/intersectionAlpha.wgsl.js +23 -21
- package/lib/renderer/wgsl/chunks/intersectionAlpha.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/chunks/materialBuffer.wgsl.d.ts +3 -1
- package/lib/renderer/wgsl/chunks/materialBuffer.wgsl.js +77 -74
- package/lib/renderer/wgsl/chunks/materialBuffer.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/chunks/openPbrBsdf.wgsl.js +795 -795
- 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 +5 -1
- package/lib/renderer/wgsl/chunks/rayTraceCore.wgsl.js +45 -29
- 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 +228 -189
- 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 +88 -92
- 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/spectralPrefix.wgsl.d.ts +6 -0
- package/lib/renderer/wgsl/chunks/spectralPrefix.wgsl.js +66 -0
- package/lib/renderer/wgsl/chunks/spectralPrefix.wgsl.js.map +1 -0
- package/lib/renderer/wgsl/chunks/uvProjection.wgsl.js +11 -11
- package/lib/renderer/wgsl/chunks/vertexAttributes.wgsl.d.ts +2 -0
- package/lib/renderer/wgsl/chunks/vertexAttributes.wgsl.js +61 -0
- package/lib/renderer/wgsl/chunks/vertexAttributes.wgsl.js.map +1 -0
- package/lib/renderer/wgsl/compose.frag.wgsl.d.ts +2 -0
- package/lib/renderer/wgsl/compose.frag.wgsl.js +100 -98
- package/lib/renderer/wgsl/compose.frag.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/customDenoise.wgsl.js +10 -10
- package/lib/renderer/wgsl/depthQuery.wgsl.d.ts +1 -1
- package/lib/renderer/wgsl/depthQuery.wgsl.js +12 -3
- package/lib/renderer/wgsl/depthQuery.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/easu.wgsl.d.ts +2 -0
- package/lib/renderer/wgsl/easu.wgsl.js +80 -0
- package/lib/renderer/wgsl/easu.wgsl.js.map +1 -0
- package/lib/renderer/wgsl/easuDetail.wgsl.d.ts +21 -0
- package/lib/renderer/wgsl/easuDetail.wgsl.js +230 -0
- package/lib/renderer/wgsl/easuDetail.wgsl.js.map +1 -0
- package/lib/renderer/wgsl/jnlm.compute.js +74 -74
- package/lib/renderer/wgsl/jnlm.compute.js.map +1 -1
- package/lib/renderer/wgsl/offlineAdaptive.compute.js +26 -26
- 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 +23 -1
- package/lib/renderer/wgsl/rayTrace.compute.js +531 -543
- 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/scene/Scene.js.map +1 -1
- package/lib/settings/render.d.ts +22 -0
- package/lib/settings/render.js +2 -0
- package/lib/settings/render.js.map +1 -1
- package/lib/util/fromTHREE.js +23 -16
- 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 +7 -4
- package/lib/oidnBundledWeights.cdn.d.ts +0 -2
- package/lib/oidnBundledWeights.cdn.js +0 -5
- package/lib/oidnBundledWeights.cdn.js.map +0 -1
- package/lib/renderer/bvh.worker.d.ts +0 -1
- package/lib/renderer/bvh.worker.js +0 -16
- package/lib/renderer/bvh.worker.js.map +0 -1
- package/lib/renderer/bvhWorkerBuild.d.ts +0 -13
- package/lib/renderer/bvhWorkerBuild.js +0 -17
- package/lib/renderer/bvhWorkerBuild.js.map +0 -1
- package/lib/renderer/lightCore.d.ts +0 -12
- package/lib/renderer/lightCore.js +0 -13
- package/lib/renderer/lightCore.js.map +0 -1
- package/lib/renderer/materialCore.d.ts +0 -8
- package/lib/renderer/materialCore.js +0 -9
- package/lib/renderer/materialCore.js.map +0 -1
- package/lib/scene/PixelTexture.d.ts +0 -6
- package/lib/scene/PixelTexture.js +0 -10
- package/lib/scene/PixelTexture.js.map +0 -1
- package/lib/util/studioLighting.d.ts +0 -18
- package/lib/util/studioLighting.js +0 -36
- package/lib/util/studioLighting.js.map +0 -1
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@@ -1 +1 @@
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{matrixStorage, copyNumericStorage} from '../math/storage.js';\nimport { getGeometryBvh, setGeometryBvh } from './geometryBvh.js';\nimport { writeMaterialIndices } from './materialIndices.js';\nimport { isDeformationUpdate } from '../scene/geometryChanges.js';\nimport type Geometry from '../scene/Geometry.js';\nimport { Attribute } from '../scene/Geometry.js';\nimport { attributeValue, type AttributeData } from '../scene/attributeData.js';\nimport { hasGeneratedVertexTangents } from '../util/geometry.js';\nimport { buildBLAS, refitBLAS, type FlattendBVH } from './bvhAccel.js';\nimport type { GeometryUpdateState, GeometryUpdateMesh, GeometryUpdateRegion, GeometryUpdateBinding } from './geometryUpdateState.js';\nimport {computeGeometryBounds, getBvhBounds } from './geometryBvhBounds.js';\n\ntype Prepared = GeometryUpdateState;\ntype BindingIndices<M extends GeometryUpdateMesh> = {source: Map<Geometry, GeometryUpdateBinding<M>[]>; prepared: Map<Geometry, GeometryUpdateBinding<M>[]>};\nconst vertexAttributes = ['position', 'normal', 'uv', 'uv1', 'color', 'tangent', 'materialIndex'] as const;\n// Box only the identity: widening a generic preparation record for a native\n// WeakMap key can otherwise make a copy instead of retaining the caller's key.\nconst bindingIndices = new WeakMap<object, BindingIndices<GeometryUpdateMesh>>();\nfunction indices<M extends GeometryUpdateMesh>(prepared: GeometryUpdateState<M>) {\n // The prepared object's identity owns its binding type; entries are never\n // shared between preparations with different mesh types.\n let maps = bindingIndices.get(prepared) as BindingIndices<M> | undefined;\n if (!maps) {\n maps = { source: new Map(), prepared: new Map() };\n for (const binding of prepared.instanceBindings) {\n for (const [map, geometry] of [[maps.source, binding.mesh.geometry], [maps.prepared, binding.geometry]] as const) {\n let bindings = map.get(geometry);\n if (!bindings) map.set(geometry, bindings = []);\n bindings.push(binding);\n }\n }\n bindingIndices.set(prepared, maps);\n }\n return maps;\n}\n\n/** Displaced geometry must be prepared as a whole. */\nexport function canUpdateGeometries<M extends GeometryUpdateMesh>(prepared: GeometryUpdateState<M>, geometries: readonly Geometry[]) {\n return geometries.every(geometry => {\n const bindings = indices(prepared).source.get(geometry) ?? 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[]) {\n const bounds = options.softwareBvhs === false ? computeGeometryBounds(geometry) : getBvhBounds(geometry);\n // Keep shared bound arrays: native generic-record values read from a Map\n // can be copies, so replacing their tuple does not update the owner view.\n copyNumericStorage(binding.bvhBounds[0], matrixStorage(bounds[0]));\n copyNumericStorage(binding.bvhBounds[1], matrixStorage(bounds[1]));\n meshes.add(binding.mesh);\n }\n }\n if (i < prepared.blases.length) offset += prepared.blases[i].bvh.buffer.byteLength;\n });\n for (const source of changed) prepared.geometryStates.set(source, { topologyVersion: source.topologyVersion,\n indices: source.indices.array, indexCount: source.indexArray.length });\n return { vertices, blases, meshes, resized, relocated };\n}\n\nfunction writeIndex(geometry: Geometry, index: number, value: number) {\n const array = geometry.indexArray;\n array[index] = value;\n}\n\nfunction packAttribute<T extends AttributeData>(attribute: Attribute<T> | undefined,\n output: Float32Array, stride: number, offset: number, first: number, count: number, outputFirst = first) {\n if (!attribute) return;\n const array = attribute.array, size = attribute.itemSize;\n let destination = outputFirst * stride + offset, source = first * size;\n if (size === 1) {\n for (let i = 0; i < count; i++, destination += stride, source += size) {\n output[destination] = attributeValue(array, source);\n }\n return;\n }\n if (size === 2) {\n for (let i = 0; i < count; i++, destination += stride, source += size) {\n output[destination] = attributeValue(array, source);\n output[destination + 1] = attributeValue(array, source + 1);\n }\n return;\n }\n if (size === 3) {\n for (let i = 0; i < count; i++, destination += stride, source += size) {\n output[destination] = attributeValue(array, source);\n output[destination + 1] = attributeValue(array, source + 1);\n output[destination + 2] = attributeValue(array, source + 2);\n }\n return;\n }\n if (size === 4) {\n for (let i = 0; i < count; i++, destination += stride, source += size) {\n output[destination] = attributeValue(array, source);\n output[destination + 1] = attributeValue(array, source + 1);\n output[destination + 2] = attributeValue(array, source + 2);\n output[destination + 3] = attributeValue(array, source + 3);\n }\n return;\n }\n for (let i = 0; i < count; i++, destination += stride, source += size) {\n for (let c = 0; c < size; c++) output[destination + c] = attributeValue(array, source + c);\n }\n}\n\n/** Packs the same interleaved vertex layout for full and partial GPU uploads. */\nexport function packVertexAttributes(geometry: Geometry, output: Float32Array, stride: number,\n offsets: readonly number[], first: number, count: number, includeMaterialIndex = true, deformationOnly = false, outputFirst = first) {\n packAttribute(geometry.position, output, stride, offsets[0], first, count, outputFirst);\n packAttribute(geometry.normal, output, stride, offsets[1], first, count, outputFirst);\n if (!deformationOnly) {\n packAttribute(geometry.uv, output, stride, offsets[2], first, count, outputFirst);\n packAttribute(geometry.uv1, output, stride, offsets[3], first, count, outputFirst);\n packAttribute(geometry.color, output, stride, offsets[4], first, count, outputFirst);\n }\n packAttribute(geometry.tangent, output, stride, offsets[5], first, count, outputFirst);\n if (includeMaterialIndex) packAttribute(geometry.materialIndex, output, stride, offsets[6], first, count, outputFirst);\n}\n"]}
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{matrixStorage, copyNumericStorage} from '../math/storage.js';\nimport { getGeometryBvh, setGeometryBvh } from './geometryBvh.js';\nimport { writeMaterialIndices } from './materialIndices.js';\nimport { isDeformationUpdate } from '../scene/geometryChanges.js';\nimport type Geometry from '../scene/Geometry.js';\nimport { Attribute } from '../scene/Geometry.js';\nimport { attributeValue, type AttributeData } from '../scene/attributeData.js';\nimport { hasGeneratedVertexTangents } from '../util/geometry.js';\nimport { buildBLAS, refitBLAS, type FlattendBVH } from './bvhAccel.js';\nimport type { GeometryUpdateState, GeometryUpdateMesh, GeometryUpdateRegion, GeometryUpdateBinding } from './geometryUpdateState.js';\nimport {computeGeometryBounds, getBvhBounds } from './geometryBvhBounds.js';\n\ntype Prepared = GeometryUpdateState;\ntype BindingIndices<M extends GeometryUpdateMesh> = {source: Map<Geometry, GeometryUpdateBinding<M>[]>; prepared: Map<Geometry, GeometryUpdateBinding<M>[]>};\nconst vertexAttributes = ['position', 'normal', 'uv', 'uv1', 'color', 'tangent', 'materialIndex'] as const;\n// Box only the identity: widening a generic preparation record for a native\n// WeakMap key can otherwise make a copy instead of retaining the caller's key.\nconst bindingIndices = new WeakMap<object, BindingIndices<GeometryUpdateMesh>>();\nfunction indices<M extends GeometryUpdateMesh>(prepared: GeometryUpdateState<M>) {\n // The prepared object's identity owns its binding type; entries are never\n // shared between preparations with different mesh types.\n let maps = bindingIndices.get(prepared) as BindingIndices<M> | undefined;\n if (!maps) {\n maps = { source: new Map(), prepared: new Map() };\n for (const binding of prepared.instanceBindings) {\n for (const [map, geometry] of [[maps.source, binding.mesh.geometry], [maps.prepared, binding.geometry]] as const) {\n let bindings = map.get(geometry);\n if (!bindings) map.set(geometry, bindings = []);\n bindings.push(binding);\n }\n }\n bindingIndices.set(prepared, maps);\n }\n return maps;\n}\n\n/** Displaced geometry must be prepared as a whole. */\nexport function canUpdateGeometries<M extends GeometryUpdateMesh>(prepared: GeometryUpdateState<M>, geometries: readonly Geometry[]) {\n return geometries.every(geometry => {\n const bindings = indices(prepared).source.get(geometry) ?? [];\n return bindings.length > 0 && bindings.every(b => !b.mesh.materials.some(m => m.displacementMap) &&\n b.geometry.position.array === geometry.position.array);\n });\n}\n\n/** Rewrites only a geometry's existing region, preserving global material indices. */\nfunction copyRegion(source: Geometry, merged: Geometry, region: GeometryUpdateRegion, topologyChanged: boolean, deformationOnly: boolean) {\n const { vertexOffset, indexOffset, materialIndices } = region;\n const count = source.vertexCount;\n for (const name of vertexAttributes) {\n if (name === 'materialIndex' || deformationOnly && name !== 'position' && name !== 'normal' && name !== 'tangent') continue;\n const target = merged[name]; if (!target) continue;\n const attribute = name === 'uv1' ? source.uv1 ?? source.uv : source[name];\n const offset = vertexOffset * target.itemSize;\n if (attribute && attribute.itemSize !== target.itemSize) {\n for (let v = 0; v < count; v++) for (let c = 0; c < target.itemSize; c++) {\n target.array[offset + v * target.itemSize + c] = c < attribute.itemSize ? attribute.array[v * attribute.itemSize + c] : name === 'tangent' && !hasGeneratedVertexTangents(source) ? 2 : 0;\n }\n }\n else if (attribute) target.array.set(attribute.array, offset);\n else target.array.fill(name === 'color' ? 1 : 0, offset, offset + count * target.itemSize);\n }\n if (!topologyChanged) return;\n writeMaterialIndices(source, materialIndices, merged.materialIndex!.array, vertexOffset);\n const indices = source.indexArray;\n for (let i = 0; i < indices.length; i++) writeIndex(merged, indexOffset + i, indices[i] + vertexOffset);\n}\n\n/** Constant-time topology detection; markUpdated also covers in-place index edits. */\nexport function geometryTopologyChanged(prepared: {geometryStates: Prepared['geometryStates']} | undefined, source: Geometry) {\n const state = prepared?.geometryStates.get(source);\n return !!state && (state.topologyVersion !== source.topologyVersion ||\n state.indices !== source.indices.array || state.indexCount !== source.indexArray.length);\n}\n\nexport interface GeometryUpdateOptions {\n softwareBvhs?: boolean;\n displacement?: Map<Geometry, {scale: number; ranges: Float32Array}>;\n}\n\n/** Refits/rebuilds changed BLASes and refreshes all shared instances' cached bounds. */\nexport function updatePreparedGeometries<M extends GeometryUpdateMesh>(prepared: GeometryUpdateState<M>, changed: ReadonlySet<Geometry>, options: GeometryUpdateOptions = {}) {\n const vertices: { first: number; count: number; topologyChanged: boolean; deformationOnly: boolean }[] = [];\n const blases: { blas: FlattendBVH; offset: number }[] = [];\n const meshes = new Set<M>();\n let resized = false, relocated = false, offset = 0;\n const updated = new Map<Geometry, FlattendBVH>();\n prepared.geometries.forEach((geometry, i) => {\n const source = indices(prepared).prepared.get(geometry)?.[0].mesh.geometry ?? geometry;\n const previous = i < prepared.blases.length ? prepared.blases[i].bvh : undefined;\n if (changed.has(source)) {\n const region = prepared.geometryRegions.get(geometry)!;\n const topologyChanged = geometryTopologyChanged(prepared, source);\n const deformationOnly = !topologyChanged && isDeformationUpdate(source);\n if (options.softwareBvhs !== false) {\n const displacement = options.displacement?.get(geometry);\n const key = displacement ? geometry : source;\n let bvh = updated.get(key);\n if (!bvh) {\n bvh = displacement ? getGeometryBvh(geometry) ?? getGeometryBvh(source) : getGeometryBvh(source);\n const detail = displacement ? {normal: source.normal.array,\n scale: displacement.scale, ranges: displacement.ranges} : undefined;\n if (topologyChanged || !bvh || source.dynamic && bvh.builder !== 'builtin' || !refitBLAS(bvh, source, detail)) {\n bvh = buildBLAS(source, displacement?.scale, displacement?.ranges);\n }\n setGeometryBvh(source, bvh); updated.set(key, bvh);\n }\n setGeometryBvh(geometry, bvh);\n prepared.blases[i].bvh = bvh;\n resized ||= previous?.buffer.byteLength !== bvh.buffer.byteLength;\n relocated ||= previous?.buffer.byteLength !== bvh.buffer.byteLength || previous?.layout !== bvh.layout;\n blases.push({blas: bvh, offset});\n }\n geometry.version = source.version;\n if (prepared.mergedAttributes !== false) copyRegion(source, prepared.geometry, region, topologyChanged, deformationOnly);\n const count = source.vertexCount, previousVertices = vertices[vertices.length - 1];\n if (prepared.mergedAttributes !== false && previousVertices && previousVertices.first + previousVertices.count === region.vertexOffset && previousVertices.topologyChanged === topologyChanged && previousVertices.deformationOnly === deformationOnly) previousVertices.count += count;\n else vertices.push({first: region.vertexOffset, count, topologyChanged, deformationOnly});\n for (const binding of indices(prepared).prepared.get(geometry) ?? []) {\n const bounds = options.softwareBvhs === false ? computeGeometryBounds(geometry) : getBvhBounds(geometry);\n // Keep shared bound arrays: native generic-record values read from a Map\n // can be copies, so replacing their tuple does not update the owner view.\n copyNumericStorage(binding.bvhBounds[0], matrixStorage(bounds[0]));\n copyNumericStorage(binding.bvhBounds[1], matrixStorage(bounds[1]));\n meshes.add(binding.mesh);\n }\n }\n if (i < prepared.blases.length) offset += prepared.blases[i].bvh.buffer.byteLength;\n });\n for (const source of changed) prepared.geometryStates.set(source, { topologyVersion: source.topologyVersion,\n indices: source.indices.array, indexCount: source.indexArray.length });\n return { vertices, blases, meshes, resized, relocated };\n}\n\nfunction writeIndex(geometry: Geometry, index: number, value: number) {\n const array = geometry.indexArray;\n array[index] = value;\n}\n\nfunction packAttribute<T extends AttributeData>(attribute: Attribute<T> | undefined,\n output: Float32Array, stride: number, offset: number, first: number, count: number, outputFirst = first) {\n if (!attribute) return;\n const array = attribute.array, size = attribute.itemSize;\n let destination = outputFirst * stride + offset, source = first * size;\n if (size === 1) {\n for (let i = 0; i < count; i++, destination += stride, source += size) {\n output[destination] = attributeValue(array, source);\n }\n return;\n }\n if (size === 2) {\n for (let i = 0; i < count; i++, destination += stride, source += size) {\n output[destination] = attributeValue(array, source);\n output[destination + 1] = attributeValue(array, source + 1);\n }\n return;\n }\n if (size === 3) {\n for (let i = 0; i < count; i++, destination += stride, source += size) {\n output[destination] = attributeValue(array, source);\n output[destination + 1] = attributeValue(array, source + 1);\n output[destination + 2] = attributeValue(array, source + 2);\n }\n return;\n }\n if (size === 4) {\n for (let i = 0; i < count; i++, destination += stride, source += size) {\n output[destination] = attributeValue(array, source);\n output[destination + 1] = attributeValue(array, source + 1);\n output[destination + 2] = attributeValue(array, source + 2);\n output[destination + 3] = attributeValue(array, source + 3);\n }\n return;\n }\n for (let i = 0; i < count; i++, destination += stride, source += size) {\n for (let c = 0; c < size; c++) output[destination + c] = attributeValue(array, source + c);\n }\n}\n\n/** Packs the same interleaved vertex layout for full and partial GPU uploads. */\nexport function packVertexAttributes(geometry: Geometry, output: Float32Array, stride: number,\n offsets: readonly number[], first: number, count: number, includeMaterialIndex = true, deformationOnly = false, outputFirst = first) {\n packAttribute(geometry.position, output, stride, offsets[0], first, count, outputFirst);\n packAttribute(geometry.normal, output, stride, offsets[1], first, count, outputFirst);\n if (!deformationOnly) {\n packAttribute(geometry.uv, output, stride, offsets[2], first, count, outputFirst);\n packAttribute(geometry.uv1, output, stride, offsets[3], first, count, outputFirst);\n packAttribute(geometry.color, output, stride, offsets[4], first, count, outputFirst);\n }\n packAttribute(geometry.tangent, output, stride, offsets[5], first, count, outputFirst);\n if (includeMaterialIndex) packAttribute(geometry.materialIndex, output, stride, offsets[6], first, count, outputFirst);\n}\n"]}
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@@ -9,7 +9,7 @@ export default new FragmentShader({
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mapping: Shader.uniform('vec4'), idComponent: Shader.uniform('int')
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},
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main: /* glsl */ `
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uint
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uint xo(uint v) {
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v = (v ^ (v >> 16u)) * 0x7feb352du;
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v = (v ^ (v >> 15u)) * 0x846ca68bu;
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return v ^ (v >> 16u);
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@@ -36,16 +36,16 @@ color = srgb(clamp(r.xyz / max(r.w, 1.0), 0.0, 1.0));
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} else if (kind == 5) {
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uvec4 ids = texelFetch(identity, p, 0);
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alpha = ids.x == 0xffffffffu ? 0.0 : 1.0;
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uint h =
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uint h = xo(ids[idComponent]);
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color = .2 + .8 * vec3(float(h & 255u), float((h >> 8u) & 255u),
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float((h >> 16u) & 255u)) / 255.0;
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} else {
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vec4 m = texelFetch(motion, p, 0);
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alpha = m.w == 3.0 ? 1.0 : 0.0;
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float
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if (
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+
float gT = length(m.xy), hue = 0.0;
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if (gT > 0.0) hue = fract(atan(m.y, m.x) / 6.28318530718 + 1.0);
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vec3 v = abs(fract(vec3(hue) + vec3(0.0, 2.0 / 3.0, 1.0 / 3.0)) * 6.0 - 3.0);
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color = clamp(v - 1.0, 0.0, 1.0) * clamp(
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color = clamp(v - 1.0, 0.0, 1.0) * clamp(gT / mapping.w, 0.0, 1.0);
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}
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if (alpha <= 0.0) color = vec3(0.0);
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out_color = vec4(color, clamp(alpha, 0.0, 1.0));
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@@ -1,82 +1,82 @@
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import proposals from './aovReflectanceSamples.glsl.js';
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// GLSL mirror of the shared 256-proposal, fused OpenPBR reflection quadrature.
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export default proposals + /* glsl */ `
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4
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-
void aovReflectance(
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+
void aovReflectance(OpenPbrPreparedBsdf prepared, bool rV, bool lp, out vec3 diffuse, out vec3 specular) {
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diffuse=vec3(0.0); specular=vec3(0.0);
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vec3 view = prepared.viewLocal;
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if (view.z <= 1e-6) { return; }
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OpenPbrResolvedMaterial material = prepared.material;
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vec2 alpha = vec2(material.alphaX, material.alphaY);
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float
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float
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float
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float mG = aD(view, alpha);
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float jw = prepared.weights[OPENPBR_LOBE_DIFFUSE];
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float fZ = prepared.weights[OPENPBR_LOBE_METAL];
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float specularWeight = prepared.weights[OPENPBR_LOBE_SPECULAR];
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float
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if (
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float dY = 1.0;
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if (lp && prepared.dielectricMsProbability > 0.0) {
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dY = max(aZ(prepared.refractionEtaTOverEtaI, prepared.specularAlpha), 1e-12);
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}
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vec3
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float
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float
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vec3 cf = normalize(vec3(alpha, 1.0) * view);
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float rU = min(cf.z, 1.0);
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float ku = 1.0 + rU;
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uint count = 256u;
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for (uint i = 0u; i < uint(NO_UNROLL(256)); i++) {
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uint
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vec2 u = vec2((float(
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fract(float(reverseBits(
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vec4
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uint pair = i / 2u;
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vec2 u = vec2((float(pair) + 0.5) / float(count / 2u),
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fract(float(reverseBits(pair)) * 2.3283064365386963e-10 + 0.37));
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vec4 proposal = ht[pair];
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bool
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vec3 light = vec3(
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if (
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+
bool hP = prepared.specularAlpha < 0.001;
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vec3 light = vec3(proposal.xy, sqrt(max(0.0, 1.0 - dot(proposal.xy, proposal.xy))));
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if (hP) { light = aM(u); }
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if ((i & 1u) != 0u) {
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float
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float
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vec3
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if (
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-
light = reflect(-view,
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+
float kM = (1.0 - u.y) * ku;
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+
float dw = sqrt(max(0.0, (kM + (1.0 - rU)) * (u.y * ku)));
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+
vec3 aa = normalize(vec3(alpha, 1.0) * vec3(cf.xy + dw * proposal.zw, kM));
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+
if (hP) { aa = aA(view, alpha, u); }
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+
light = reflect(-view, aa);
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}
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if (light.z <= 0.0) { continue; }
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vec3
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float
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-
float pdf = 0.5 * (light.z * INVPI +
|
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+
vec3 aa = normalize(view + light);
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+
float specularPdf = mG * sampling_ggx_ndf(aa, alpha) / (4.0 * view.z);
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float pdf = 0.5 * (light.z * INVPI + specularPdf);
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vec3
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if (
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-
float scale = abs(
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-
if (
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-
float compensation = prepared.diffuseSpecularEnergyCompensation *
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prepared.specularEtaTOverEtaI, prepared.specularAlpha, abs(
|
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float
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diffuse +=
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-
view,
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+
vec3 au = openpbr_to_local(prepared.basis, openpbr_to_world(prepared.basis, light));
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46
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+
if (au.z <= 0.0) { continue; }
|
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47
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+
float scale = abs(au.z) / (pdf * float(count));
|
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48
|
+
if (rV && jw > 0.0) {
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49
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+
float compensation = prepared.diffuseSpecularEnergyCompensation * ar(
|
|
50
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+
prepared.specularEtaTOverEtaI, prepared.specularAlpha, abs(au.z));
|
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+
float unusedPdf = 0.0;
|
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+
diffuse += jw * bB(material, prepared.diffuseColor,
|
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+
view, au, compensation, unusedPdf) * scale;
|
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54
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}
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if (
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-
vec3
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float
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vec3
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|
+
if (lp) {
|
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+
vec3 evaluatedHalf = normalize(view + au);
|
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57
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+
float viewHalf = abs(dot(view, evaluatedHalf));
|
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58
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+
vec3 fresnel = vec3(0.0);
|
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59
59
|
if (specularWeight > 0.0) {
|
|
60
|
-
vec3 dielectric = vec3(
|
|
61
|
-
if (material.thinWalled) { dielectric =
|
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62
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-
|
|
60
|
+
vec3 dielectric = vec3(ae(viewHalf, material.relativeIor));
|
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61
|
+
if (material.thinWalled) { dielectric = aq(dielectric, material.transmissionWeight); }
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+
fresnel += specularWeight * material.specularColor * dielectric;
|
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}
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-
if (
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-
|
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+
if (fZ > 0.0) {
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+
fresnel += fZ * material.specularWeight * openpbr_metal_fresnel(viewHalf,
|
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66
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material.baseWeight * material.baseColor, material.specularColor);
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}
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float
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-
*
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-
vec3 reflection =
|
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|
-
if (
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-
float
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-
reflection +=
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+
float sT = sampling_ggx_ndf(evaluatedHalf, alpha) * mG
|
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+
* aD(au, alpha) / (4.0 * max(au.z * view.z, 1e-8));
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+
vec3 reflection = fresnel * sT;
|
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+
if (fZ > 0.0 && prepared.metalMsFactor > 0.0) {
|
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72
|
+
float cA = min(prepared.metalMsFactor * aR(prepared.specularAlpha, au.z), 1.0 / max(au.z, 1e-8));
|
|
73
|
+
reflection += fZ * prepared.metalMsScale * cA * INVPI;
|
|
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74
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}
|
|
75
75
|
if (prepared.dielectricMsProbability > 0.0) {
|
|
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|
-
float
|
|
77
|
-
prepared.refractionEtaTOverEtaI, prepared.specularAlpha, abs(
|
|
78
|
-
float
|
|
79
|
-
reflection += prepared.dielectricMsReflectionScale *
|
|
76
|
+
float pX = prepared.dielectricMsViewLoss * aV(
|
|
77
|
+
prepared.refractionEtaTOverEtaI, prepared.specularAlpha, abs(au.z)) / dY;
|
|
78
|
+
float cA = min(pX * prepared.dielectricMsReflectionRatio, 1.0 / abs(au.z));
|
|
79
|
+
reflection += prepared.dielectricMsReflectionScale * cA * INVPI;
|
|
80
80
|
}
|
|
81
81
|
specular += reflection * scale;
|
|
82
82
|
}
|
|
@@ -1,7 +1,7 @@
|
|
|
1
1
|
// Generated by scripts/generate-aov-reflectance-samples.mjs; do not edit.
|
|
2
2
|
// xy: concentric cosine disk; zw: spherical-cap azimuth cosine/sine.
|
|
3
3
|
export default /* glsl */ `
|
|
4
|
-
const vec4
|
|
4
|
+
const vec4 ht[128] = vec4[128](
|
|
5
5
|
vec4(-0.971247852, -0.202764958, 0.999698818, 0.0245412290),
|
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6
6
|
vec4(-0.808660269, 0.547487736, 0.997290432, 0.0735645667),
|
|
7
7
|
vec4(-0.942509234, 0.187289074, 0.992479563, 0.122410677),
|
|
@@ -11,19 +11,17 @@ import random from './chunks/random.glsl.js';
|
|
|
11
11
|
import cameraRay from './chunks/cameraRay.glsl.js';
|
|
12
12
|
import rand from './chunks/rand.glsl.js';
|
|
13
13
|
const surface = /* glsl */ `
|
|
14
|
-
uint
|
|
15
|
-
vec3
|
|
16
|
-
mat4
|
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|
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Ray
|
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18
|
-
|
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19
|
-
vec4 target = viewProjectionInv*vec4(uv*2.0-1.0,1.0,1.0);
|
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20
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-
Ray ray; gC(ray, origin.xyz/origin.w, normalize(target.xyz*origin.w-origin.xyz*target.w)); return ray;
|
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14
|
+
uint kp(int index) { ivec2 size = textureSize(aovScene,0); uvec4 v = texelFetch(aovScene, ivec2((index/4)%size.x, (index/4)/size.x),0); return v[index%4]; }
|
|
15
|
+
vec3 iV(int offset){return vec3(uintBitsToFloat(kp(offset)),uintBitsToFloat(kp(offset+1)),uintBitsToFloat(kp(offset+2)));}
|
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16
|
+
mat4 lC(int offset) { mat4 m; for (int i=0;i<4;i++) for(int j=0;j<4;j++) m[i][j]=uintBitsToFloat(kp(offset+i*4+j)); return m; }
|
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17
|
+
Ray zl(vec2 uv) {
|
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18
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+
return cV(uv);
|
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21
19
|
}
|
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22
|
-
bool
|
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23
|
-
Ray ray=
|
|
20
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+
bool jS(Ray zB, out SurfaceInteraction si, out OpenPbrResolvedMaterial material) {
|
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21
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+
Ray ray=zB; si.triangleIndex=-1;
|
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24
22
|
for(int layer=0;layer<32;layer++) {
|
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25
23
|
intersectScene(ray,si,false); if(!si.hit) return false;
|
|
26
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-
|
|
24
|
+
getMaterial(material,si.materialIndex,si.uv,si.uv1,si.instanceIndex,si.vertexColor);
|
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27
25
|
if(material.materialType!=SHADOW_CATCHER && material.alpha>=0.5) return true;
|
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28
26
|
ray.o=si.position+ray.d*(EPS*0.02);
|
|
29
27
|
}
|
|
@@ -35,7 +33,7 @@ export function aovTraceFragment(center) {
|
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35
33
|
outputs: center ? ['id', 'motion'] : ['geometry', 'position', 'diffuse', 'specular'],
|
|
36
34
|
outputTypes: center ? { id: 'uvec4' } : {}, defines: { DEPTH_QUERY_MODE: true },
|
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37
35
|
includes: [core, materials, intersect, random],
|
|
38
|
-
uniforms: { viewProjectionInv: Shader.uniform('mat4'), viewInv: Shader.uniform('mat4'),
|
|
36
|
+
uniforms: { viewProjectionInv: Shader.uniform('mat4'), projectionInv: Shader.uniform('mat4'), viewInv: Shader.uniform('mat4'),
|
|
39
37
|
cameraApertureRadius: Shader.uniform('float', 0), cameraFocusDistance: Shader.uniform('float', 10),
|
|
40
38
|
viewportSize: Shader.uniform('vec2'), aovScene: Shader.uniform('usampler2D'),
|
|
41
39
|
previousId: Shader.uniform('usampler2D'), previousMotion: Shader.uniform('sampler2D'),
|
|
@@ -57,60 +55,70 @@ ${surface}
|
|
|
57
55
|
void main() {
|
|
58
56
|
${center ? /* glsl */ `
|
|
59
57
|
out_id=uvec4(0xffffffffu); out_motion=vec4(0.0);
|
|
60
|
-
Ray ray=
|
|
58
|
+
Ray ray=zl((floor(gl_FragCoord.xy)+0.5)/viewportSize);
|
|
61
59
|
SurfaceInteraction si; OpenPbrResolvedMaterial material;
|
|
62
|
-
if(!
|
|
60
|
+
if(!jS(ray,si,material)) return;
|
|
63
61
|
int offset=52+si.instanceIndex*24;
|
|
64
|
-
out_id=uvec4(
|
|
65
|
-
out_motion.z=dot(si.position-
|
|
66
|
-
if(
|
|
67
|
-
vec4
|
|
68
|
-
vec4
|
|
69
|
-
if(
|
|
70
|
-
vec3
|
|
71
|
-
if(any(lessThan(
|
|
72
|
-
uvec4 identity=texelFetch(previousId,ivec2(
|
|
73
|
-
if(any(notEqual(identity.xy,out_id.xy))||abs(
|
|
74
|
-
out_motion=vec4((
|
|
62
|
+
out_id=uvec4(kp(offset),kp(offset+1),kp(int(kp(16))+si.materialIndex),kp(int(kp(17))+si.triangleIndex));
|
|
63
|
+
out_motion.z=dot(si.position-iV(36),iV(40));
|
|
64
|
+
if(kp(offset+2)==0u)return;
|
|
65
|
+
vec4 rF=lC(offset+4)*vec4(si.position,1.0);
|
|
66
|
+
vec4 qp=lC(0)*rF;
|
|
67
|
+
if(qp.w<=0.0)return;
|
|
68
|
+
vec3 vJ=qp.xyz/qp.w;vec2 iF=(vJ.xy*0.5+0.5)*viewportSize;
|
|
69
|
+
if(any(lessThan(iF,vec2(0.0)))||any(greaterThanEqual(iF,viewportSize))||abs(vJ.z)>1.0)return;
|
|
70
|
+
uvec4 identity=texelFetch(previousId,ivec2(iF),0);float rE=texelFetch(previousMotion,ivec2(iF),0).z;
|
|
71
|
+
if(any(notEqual(identity.xy,out_id.xy))||abs(rE-dot(rF.xyz-iV(44),iV(48)))>max(1e-4,abs(rE)*1e-3))return;
|
|
72
|
+
out_motion=vec4((iF-gl_FragCoord.xy)*vec2(1.0,-1.0),out_motion.z,3.0);
|
|
75
73
|
` : /* glsl */ `
|
|
76
74
|
ivec2 coord=ivec2(gl_FragCoord.xy);
|
|
77
75
|
out_geometry=aovSample==0 ? vec4(0.0) : texelFetch(previousGeometry,coord,0);
|
|
78
76
|
out_position=aovSample==0 ? vec4(0.0) : texelFetch(previousPosition,coord,0);
|
|
79
77
|
out_diffuse=aovSample==0 ? vec4(0.0) : texelFetch(previousDiffuse,coord,0);
|
|
80
78
|
out_specular=aovSample==0 ? vec4(0.0) : texelFetch(previousSpecular,coord,0);
|
|
81
|
-
|
|
82
|
-
|
|
83
|
-
Ray ray=
|
|
79
|
+
sP(); aJ=uvec2(floor(gl_FragCoord.xy));
|
|
80
|
+
fA(floor(gl_FragCoord.xy),int(aC ^ cD(uint(sequenceSeed))));
|
|
81
|
+
Ray ray=zl((floor(gl_FragCoord.xy)+sample2D(CAMERA_PIXEL))/viewportSize);
|
|
84
82
|
if(cameraApertureRadius>0.0) {
|
|
85
83
|
vec3 eye=viewInv[3].xyz, forward=-normalize(viewInv[2].xyz);
|
|
86
|
-
vec3
|
|
87
|
-
vec2
|
|
88
|
-
vec3 origin=(viewInv*vec4(
|
|
89
|
-
|
|
84
|
+
vec3 jY=eye+ray.d*(cameraFocusDistance/dot(ray.d,forward));
|
|
85
|
+
vec2 wJ=cameraApertureRadius*kX(sample2D(CAMERA_LENS));
|
|
86
|
+
vec3 origin=(viewInv*vec4(wJ,0.0,1.0)).xyz;
|
|
87
|
+
initRay(ray,origin,normalize(jY-origin));
|
|
90
88
|
}
|
|
91
89
|
SurfaceInteraction si; OpenPbrResolvedMaterial material;
|
|
92
|
-
if(!
|
|
90
|
+
if(!jS(ray,si,material)) return;
|
|
93
91
|
float depth=max(dot(si.position-viewInv[3].xyz,-normalize(viewInv[2].xyz)),0.0);
|
|
94
92
|
bool unsupported=material.materialType!=STANDARD || material.alpha<1.0 || material.coatWeight>0.0 || material.fuzzWeight>0.0 || material.specularAnisotropy>0.0 || material.subsurfaceWeight>0.0 || dot(material.mediumScattering,material.mediumScattering)>0.0 || material.bevel>0.0 || material.thinFilmWeight>0.0 || material.transmissionDispersionScale>0.0;
|
|
95
93
|
out_geometry+=vec4(depth,material.specularRoughness,material.baseMetalness,unsupported?1.0:0.0);
|
|
96
94
|
#ifdef AOV_REFLECTANCE
|
|
97
95
|
if((aovMask&24)!=0 && !unsupported){
|
|
98
|
-
vec3 normal=si.normal,face=si.faceNormal;float cosine=-dot(normal,ray.d),
|
|
96
|
+
vec3 normal=si.normal,face=si.faceNormal;float cosine=-dot(normal,ray.d),fk=-dot(face,ray.d);
|
|
99
97
|
if(material.thinWalled&&(material.transmissionWeight>0.0||material.subsurfaceWeight>0.0)){
|
|
100
|
-
if(cosine<0.0){normal=-normal;cosine=-cosine;}if(
|
|
98
|
+
if(cosine<0.0){normal=-normal;cosine=-cosine;}if(fk<0.0){face=-face;fk=-fk;}
|
|
101
99
|
}
|
|
102
|
-
if(
|
|
100
|
+
if(fk>=0.0&&cosine<0.0){normal=face;cosine=fk;}
|
|
103
101
|
if(cosine<0.0)normal=-normal;
|
|
104
102
|
material.inside=cosine<=0.0&&!material.thinWalled;material.relativeIor=cosine>0.0?1.0/material.specularIor:material.specularIor;
|
|
105
103
|
vec3 tangent=vec3(0.0);
|
|
106
104
|
#ifdef USE_TANGENT
|
|
107
105
|
tangent=si.tangent;
|
|
108
106
|
#endif
|
|
109
|
-
|
|
107
|
+
OpenPbrPreparedBsdf prepared=bX(tangent,material,-ray.d,normal);
|
|
110
108
|
vec3 diffuse,specular;aovReflectance(prepared,(aovMask&8)!=0,(aovMask&16)!=0,diffuse,specular);
|
|
111
|
-
|
|
109
|
+
if((aovMask&8)!=0)out_diffuse+=vec4(diffuse,1.0);
|
|
110
|
+
if((aovMask&16)!=0)out_specular+=vec4(specular,1.0);
|
|
112
111
|
}
|
|
113
112
|
#endif
|
|
113
|
+
|
|
114
|
+
if((aovMask&384)!=0 && material.materialType==STANDARD && material.alpha>=1.0 && material.transmissionWeight<=0.0 && dot(material.mediumScattering,material.mediumScattering)<=0.0){
|
|
115
|
+
float metal=clamp(material.baseMetalness,0.0,1.0);
|
|
116
|
+
vec3 base=material.baseWeight*material.baseColor;
|
|
117
|
+
vec3 layer=mix(vec3(1.0),material.coatColor,clamp(material.coatWeight,0.0,1.0));
|
|
118
|
+
float f=(material.specularIor-1.0)/(material.specularIor+1.0);
|
|
119
|
+
if((aovMask&128)!=0)out_diffuse+=vec4(layer*base*(1.0-metal),1.0);
|
|
120
|
+
if((aovMask&256)!=0)out_specular+=vec4(layer*(metal*base+(1.0-metal)*material.specularWeight*material.specularColor*f*f),1.0);
|
|
121
|
+
}
|
|
114
122
|
out_position+=vec4(si.position,1.0);
|
|
115
123
|
`}
|
|
116
124
|
}
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"aovTrace.frag.js","sourceRoot":"","sources":["../../../src/renderer/glsl/aovTrace.frag.ts"],"names":[],"mappings":"AAAA,OAAO,IAAI,MAAM,8BAA8B,CAAC;AAChD,OAAO,QAAQ,MAAM,2BAA2B,CAAC;AACjD,OAAO,WAAW,MAAM,0BAA0B,CAAC;AACnD,OAAO,EAAC,cAAc,EAAE,MAAM,EAAC,MAAM,cAAc,CAAC;AACpD,OAAO,MAAM,MAAM,yBAAyB,CAAC;AAC7C,OAAO,IAAI,MAAM,+BAA+B,CAAC;AACjD,OAAO,SAAS,MAAM,iCAAiC,CAAC;AACxD,OAAO,SAAS,MAAM,4BAA4B,CAAC;AACnD,OAAO,YAAY,MAAM,+BAA+B,CAAC;AACzD,OAAO,MAAM,MAAM,yBAAyB,CAAC;AAC7C,OAAO,SAAS,MAAM,4BAA4B,CAAC;AACnD,OAAO,IAAI,MAAM,uBAAuB,CAAC;AACzC,MAAM,OAAO,GAAG,UAAU,CAAC
|
|
1
|
+
{"version":3,"file":"aovTrace.frag.js","sourceRoot":"","sources":["../../../src/renderer/glsl/aovTrace.frag.ts"],"names":[],"mappings":"AAAA,OAAO,IAAI,MAAM,8BAA8B,CAAC;AAChD,OAAO,QAAQ,MAAM,2BAA2B,CAAC;AACjD,OAAO,WAAW,MAAM,0BAA0B,CAAC;AACnD,OAAO,EAAC,cAAc,EAAE,MAAM,EAAC,MAAM,cAAc,CAAC;AACpD,OAAO,MAAM,MAAM,yBAAyB,CAAC;AAC7C,OAAO,IAAI,MAAM,+BAA+B,CAAC;AACjD,OAAO,SAAS,MAAM,iCAAiC,CAAC;AACxD,OAAO,SAAS,MAAM,4BAA4B,CAAC;AACnD,OAAO,YAAY,MAAM,+BAA+B,CAAC;AACzD,OAAO,MAAM,MAAM,yBAAyB,CAAC;AAC7C,OAAO,SAAS,MAAM,4BAA4B,CAAC;AACnD,OAAO,IAAI,MAAM,uBAAuB,CAAC;AACzC,MAAM,OAAO,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;CAiB1B,CAAC;AACF,MAAM,UAAU,gBAAgB,CAAC,MAAe;IAC9C,MAAM,MAAM,GAAG,IAAI,cAAc,CAAC,EAAC,IAAI,EAAE,MAAM,CAAC,CAAC,CAAC,YAAY,CAAC,CAAC,CAAC,kBAAkB;QACjF,OAAO,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC,IAAI,EAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,CAAC,UAAU,EAAC,UAAU,EAAC,SAAS,EAAC,UAAU,CAAC;QAChF,WAAW,EAAE,MAAM,CAAC,CAAC,CAAC,EAAC,EAAE,EAAE,OAAO,EAAC,CAAC,CAAC,CAAC,EAAE,EAAE,OAAO,EAAE,EAAC,gBAAgB,EAAE,IAAI,EAAC;QAC3E,QAAQ,EAAE,CAAC,IAAI,EAAC,SAAS,EAAC,SAAS,EAAC,MAAM,CAAC;QAC3C,QAAQ,EAAE,EAAC,iBAAiB,EAAE,MAAM,CAAC,OAAO,CAAC,MAAM,CAAC,EAAE,aAAa,EAAE,MAAM,CAAC,OAAO,CAAC,MAAM,CAAC,EAAE,OAAO,EAAE,MAAM,CAAC,OAAO,CAAC,MAAM,CAAC;YAC1H,oBAAoB,EAAE,MAAM,CAAC,OAAO,CAAC,OAAO,EAAC,CAAC,CAAC,EAAE,mBAAmB,EAAE,MAAM,CAAC,OAAO,CAAC,OAAO,EAAC,EAAE,CAAC;YAChG,YAAY,EAAE,MAAM,CAAC,OAAO,CAAC,MAAM,CAAC,EAAE,QAAQ,EAAE,MAAM,CAAC,OAAO,CAAC,YAAY,CAAC;YAC5E,UAAU,EAAE,MAAM,CAAC,OAAO,CAAC,YAAY,CAAC,EAAE,cAAc,EAAE,MAAM,CAAC,OAAO,CAAC,WAAW,CAAC;YACrF,gBAAgB,EAAE,MAAM,CAAC,OAAO,CAAC,WAAW,CAAC,EAAE,gBAAgB,EAAE,MAAM,CAAC,OAAO,CAAC,WAAW,CAAC;YAC5F,eAAe,EAAE,MAAM,CAAC,OAAO,CAAC,WAAW,CAAC,EAAE,gBAAgB,EAAE,MAAM,CAAC,OAAO,CAAC,WAAW,CAAC;YAC3F,gBAAgB,EAAE,MAAM,CAAC,OAAO,CAAC,WAAW,CAAC,EAAE,OAAO,EAAE,MAAM,CAAC,OAAO,CAAC,KAAK,EAAC,CAAC,CAAC;YAC/E,SAAS,EAAE,MAAM,CAAC,OAAO,CAAC,KAAK,EAAC,CAAC,CAAC,EAAC;QACrC,IAAI,EAAE,UAAU,CAAC;EACnB,MAAM;EACN,IAAI;EACJ,MAAM,CAAC,IAAI;EACX,IAAI,CAAC,IAAI;EACT,YAAY;EACZ,SAAS,CAAC,IAAI;EACd,SAAS,CAAC,IAAI;EACd,SAAS;EACT,MAAM,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,QAAQ,GAAC,IAAI,GAAC,WAAW;EACvC,OAAO;;EAEL,MAAM,CAAC,CAAC,CAAC,UAAU,CAAC;;;;;;;;;;;;;;;;;CAiBrB,CAAC,CAAC,CAAC,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAkDd;;CAEF,EAAC,CAAC,CAAC;IACF,MAAM,CAAC,eAAe,GAAG,IAAI,CAAC;IAC9B,OAAO,MAAM,CAAC;AAChB,CAAC","sourcesContent":["import bsdf from './chunks/openPbrBsdf.glsl.js';\nimport sampling from './chunks/sampling.glsl.js';\nimport reflectance from './aovReflectance.glsl.js';\nimport {FragmentShader, Shader} from '../shader.js';\nimport common from './chunks/common.glsl.js';\nimport core from './chunks/rayTraceCore.glsl.js';\nimport materials from './chunks/materialBuffer.glsl.js';\nimport intersect from './chunks/intersect.glsl.js';\nimport uvProjection from './chunks/uvProjection.glsl.js';\nimport random from './chunks/random.glsl.js';\nimport cameraRay from './chunks/cameraRay.glsl.js';\nimport rand from './chunks/rand.glsl.js';\nconst surface = /* glsl */ `\nuint aovWord(int index) { ivec2 size = textureSize(aovScene,0); uvec4 v = texelFetch(aovScene, ivec2((index/4)%size.x, (index/4)/size.x),0); return v[index%4]; }\nvec3 aovVector(int offset){return vec3(uintBitsToFloat(aovWord(offset)),uintBitsToFloat(aovWord(offset+1)),uintBitsToFloat(aovWord(offset+2)));}\nmat4 aovMatrix(int offset) { mat4 m; for (int i=0;i<4;i++) for(int j=0;j<4;j++) m[i][j]=uintBitsToFloat(aovWord(offset+i*4+j)); return m; }\nRay aovRay(vec2 uv) {\n return initCameraRay(uv);\n}\nbool aovSurface(Ray inputRay, out SurfaceInteraction si, out OpenPbrResolvedMaterial material) {\n Ray ray=inputRay; si.triangleIndex=-1;\n for(int layer=0;layer<32;layer++) {\n intersectScene(ray,si,false); if(!si.hit) return false;\n getMaterial(material,si.materialIndex,si.uv,si.uv1,si.instanceIndex,si.vertexColor);\n if(material.materialType!=SHADOW_CATCHER && material.alpha>=0.5) return true;\n ray.o=si.position+ray.d*(EPS*0.02);\n }\n return false;\n}\n`;\nexport function aovTraceFragment(center: boolean) {\n const shader = new FragmentShader({name: center ? 'AOV center' : 'AOV accumulation',\n outputs: center ? ['id','motion'] : ['geometry','position','diffuse','specular'],\n outputTypes: center ? {id: 'uvec4'} : {}, defines: {DEPTH_QUERY_MODE: true},\n includes: [core,materials,intersect,random],\n uniforms: {viewProjectionInv: Shader.uniform('mat4'), projectionInv: Shader.uniform('mat4'), viewInv: Shader.uniform('mat4'),\n cameraApertureRadius: Shader.uniform('float',0), cameraFocusDistance: Shader.uniform('float',10),\n viewportSize: Shader.uniform('vec2'), aovScene: Shader.uniform('usampler2D'),\n previousId: Shader.uniform('usampler2D'), previousMotion: Shader.uniform('sampler2D'),\n previousGeometry: Shader.uniform('sampler2D'), previousPosition: Shader.uniform('sampler2D'),\n previousDiffuse: Shader.uniform('sampler2D'), previousSpecular: Shader.uniform('sampler2D'),\n openPbrEnergyLut: Shader.uniform('sampler2D'), aovMask: Shader.uniform('int',0),\n aovSample: Shader.uniform('int',0)},\n main: /* glsl */ `\n${common}\n${rand}\n${random.main}\n${core.main}\n${uvProjection}\n${materials.main}\n${intersect.main}\n${cameraRay}\n${center ? '' : sampling+bsdf+reflectance}\n${surface}\nvoid main() {\n ${center ? /* glsl */ `\n out_id=uvec4(0xffffffffu); out_motion=vec4(0.0);\n Ray ray=aovRay((floor(gl_FragCoord.xy)+0.5)/viewportSize);\n SurfaceInteraction si; OpenPbrResolvedMaterial material;\n if(!aovSurface(ray,si,material)) return;\n int offset=52+si.instanceIndex*24;\n out_id=uvec4(aovWord(offset),aovWord(offset+1),aovWord(int(aovWord(16))+si.materialIndex),aovWord(int(aovWord(17))+si.triangleIndex));\n out_motion.z=dot(si.position-aovVector(36),aovVector(40));\n if(aovWord(offset+2)==0u)return;\n vec4 oldWorld=aovMatrix(offset+4)*vec4(si.position,1.0);\n vec4 oldClip=aovMatrix(0)*oldWorld;\n if(oldClip.w<=0.0)return;\n vec3 oldNdc=oldClip.xyz/oldClip.w;vec2 oldPixel=(oldNdc.xy*0.5+0.5)*viewportSize;\n if(any(lessThan(oldPixel,vec2(0.0)))||any(greaterThanEqual(oldPixel,viewportSize))||abs(oldNdc.z)>1.0)return;\n uvec4 identity=texelFetch(previousId,ivec2(oldPixel),0);float oldDepth=texelFetch(previousMotion,ivec2(oldPixel),0).z;\n if(any(notEqual(identity.xy,out_id.xy))||abs(oldDepth-dot(oldWorld.xyz-aovVector(44),aovVector(48)))>max(1e-4,abs(oldDepth)*1e-3))return;\n out_motion=vec4((oldPixel-gl_FragCoord.xy)*vec2(1.0,-1.0),out_motion.z,3.0);\n ` : /* glsl */ `\n ivec2 coord=ivec2(gl_FragCoord.xy);\n out_geometry=aovSample==0 ? vec4(0.0) : texelFetch(previousGeometry,coord,0);\n out_position=aovSample==0 ? vec4(0.0) : texelFetch(previousPosition,coord,0);\n out_diffuse=aovSample==0 ? vec4(0.0) : texelFetch(previousDiffuse,coord,0);\n out_specular=aovSample==0 ? vec4(0.0) : texelFetch(previousSpecular,coord,0);\n initRandom(); samplingPixel=uvec2(floor(gl_FragCoord.xy));\n rng_initialize(floor(gl_FragCoord.xy),int(pixelSampleIndex ^ sampleHash(uint(sequenceSeed))));\n Ray ray=aovRay((floor(gl_FragCoord.xy)+sample2D(CAMERA_PIXEL))/viewportSize);\n if(cameraApertureRadius>0.0) {\n vec3 eye=viewInv[3].xyz, forward=-normalize(viewInv[2].xyz);\n vec3 focusPoint=eye+ray.d*(cameraFocusDistance/dot(ray.d,forward));\n vec2 lens=cameraApertureRadius*sampleCircle(sample2D(CAMERA_LENS));\n vec3 origin=(viewInv*vec4(lens,0.0,1.0)).xyz;\n initRay(ray,origin,normalize(focusPoint-origin));\n }\n SurfaceInteraction si; OpenPbrResolvedMaterial material;\n if(!aovSurface(ray,si,material)) return;\n float depth=max(dot(si.position-viewInv[3].xyz,-normalize(viewInv[2].xyz)),0.0);\n bool unsupported=material.materialType!=STANDARD || material.alpha<1.0 || material.coatWeight>0.0 || material.fuzzWeight>0.0 || material.specularAnisotropy>0.0 || material.subsurfaceWeight>0.0 || dot(material.mediumScattering,material.mediumScattering)>0.0 || material.bevel>0.0 || material.thinFilmWeight>0.0 || material.transmissionDispersionScale>0.0;\n out_geometry+=vec4(depth,material.specularRoughness,material.baseMetalness,unsupported?1.0:0.0);\n #ifdef AOV_REFLECTANCE\n if((aovMask&24)!=0 && !unsupported){\n vec3 normal=si.normal,face=si.faceNormal;float cosine=-dot(normal,ray.d),faceCosine=-dot(face,ray.d);\n if(material.thinWalled&&(material.transmissionWeight>0.0||material.subsurfaceWeight>0.0)){\n if(cosine<0.0){normal=-normal;cosine=-cosine;}if(faceCosine<0.0){face=-face;faceCosine=-faceCosine;}\n }\n if(faceCosine>=0.0&&cosine<0.0){normal=face;cosine=faceCosine;}\n if(cosine<0.0)normal=-normal;\n material.inside=cosine<=0.0&&!material.thinWalled;material.relativeIor=cosine>0.0?1.0/material.specularIor:material.specularIor;\n vec3 tangent=vec3(0.0);\n#ifdef USE_TANGENT\n tangent=si.tangent;\n#endif\n OpenPbrPreparedBsdf prepared=openpbr_prepare(tangent,material,-ray.d,normal);\n vec3 diffuse,specular;aovReflectance(prepared,(aovMask&8)!=0,(aovMask&16)!=0,diffuse,specular);\n if((aovMask&8)!=0)out_diffuse+=vec4(diffuse,1.0);\n if((aovMask&16)!=0)out_specular+=vec4(specular,1.0);\n }\n #endif\n // Resolved texture colors (diffuseColor/specularColor), matching WGSL.\n if((aovMask&384)!=0 && material.materialType==STANDARD && material.alpha>=1.0 && material.transmissionWeight<=0.0 && dot(material.mediumScattering,material.mediumScattering)<=0.0){\n float metal=clamp(material.baseMetalness,0.0,1.0);\n vec3 base=material.baseWeight*material.baseColor;\n vec3 layer=mix(vec3(1.0),material.coatColor,clamp(material.coatWeight,0.0,1.0));\n float f=(material.specularIor-1.0)/(material.specularIor+1.0);\n if((aovMask&128)!=0)out_diffuse+=vec4(layer*base*(1.0-metal),1.0);\n if((aovMask&256)!=0)out_specular+=vec4(layer*(metal*base+(1.0-metal)*material.specularWeight*material.specularColor*f*f),1.0);\n }\n out_position+=vec4(si.position,1.0);\n `}\n}\n`});\n shader.parallelCompile = true;\n return shader;\n}\n"]}
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@@ -0,0 +1,2 @@
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1
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+
declare const _default: "\nRay initCameraRay(vec2 coord) {\n vec4 origin = projectionInv * vec4(coord * 2.0 - 1.0, -1.0, 1.0);\n vec4 center = projectionInv * vec4(coord * 2.0 - 1.0, 1.0, 1.0);\n vec3 direction = center.xyz * origin.w - origin.xyz * center.w;\n Ray cam;\n initRay(cam, (viewInv * vec4(origin.xyz / origin.w, 1.0)).xyz,\n normalize((viewInv * vec4(direction, 0.0)).xyz));\n return cam;\n}\n";
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export default _default;
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@@ -0,0 +1,16 @@
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1
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// Portions adapted from ray-tracing-renderer@0.10.15
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2
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// (https://github.com/hoverinc/ray-tracing-renderer).
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3
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// Copyright (c) 2019 HOVER, MIT license; see LICENSES/RayTracingRenderer-MIT.txt.
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// Keep unprojection in camera space to avoid cancellation from world translation.
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export default /* glsl */ `
|
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6
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Ray cV(vec2 coord) {
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7
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vec4 origin = projectionInv * vec4(coord * 2.0 - 1.0, -1.0, 1.0);
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8
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vec4 center = projectionInv * vec4(coord * 2.0 - 1.0, 1.0, 1.0);
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vec3 direction = center.xyz * origin.w - origin.xyz * center.w;
|
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Ray cam;
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11
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initRay(cam, (viewInv * vec4(origin.xyz / origin.w, 1.0)).xyz,
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normalize((viewInv * vec4(direction, 0.0)).xyz));
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return cam;
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}
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`;
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//# sourceMappingURL=cameraProjection.glsl.js.map
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@@ -0,0 +1 @@
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1
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{"version":3,"file":"cameraProjection.glsl.js","sourceRoot":"","sources":["../../../../src/renderer/glsl/chunks/cameraProjection.glsl.ts"],"names":[],"mappings":"AAAA,qDAAqD;AACrD,sDAAsD;AACtD,kFAAkF;AAElF,kFAAkF;AAClF,eAAe,UAAU,CAAC;;;;;;;;;;CAUzB,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// Keep unprojection in camera space to avoid cancellation from world translation.\nexport default /* glsl */ `\nRay initCameraRay(vec2 coord) {\n vec4 origin = projectionInv * vec4(coord * 2.0 - 1.0, -1.0, 1.0);\n vec4 center = projectionInv * vec4(coord * 2.0 - 1.0, 1.0, 1.0);\n vec3 direction = center.xyz * origin.w - origin.xyz * center.w;\n Ray cam;\n initRay(cam, (viewInv * vec4(origin.xyz / origin.w, 1.0)).xyz,\n normalize((viewInv * vec4(direction, 0.0)).xyz));\n return cam;\n}\n`;\n"]}
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@@ -1,2 +1,2 @@
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1
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-
declare const _default:
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1
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declare const _default: string;
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2
2
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export default _default;
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@@ -1,18 +1,11 @@
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1
1
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// Portions adapted from ray-tracing-renderer@0.10.15
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2
2
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// (https://github.com/hoverinc/ray-tracing-renderer).
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3
3
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// Copyright (c) 2019 HOVER, MIT license; see LICENSES/RayTracingRenderer-MIT.txt.
|
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4
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+
import cameraProjection from './cameraProjection.glsl.js';
|
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4
5
|
// Shared primary-ray construction keeps beauty and catcher coverage aligned.
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5
6
|
export default /* glsl */ `
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6
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-
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-
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8
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-
vec4 target = viewProjectionInv * vec4(coord * 2.0 - 1.0, 1.0, 1.0);
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-
Ray cam;
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-
gC(cam, origin.xyz / origin.w, normalize(target.xyz * origin.w - origin.xyz * target.w));
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-
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return cam;
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-
}
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14
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-
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15
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-
vec2 kN(vec2 p) {
|
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7
|
+
${cameraProjection}
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8
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+
vec2 kX(vec2 p) {
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16
9
|
p = 2.0 * p - 1.0;
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17
10
|
bool greater = abs(p.x) > abs(p.y);
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18
11
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float r = greater ? p.x : p.y;
|
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@@ -20,16 +13,16 @@ float theta = greater ? 0.25 * PI * p.y / p.x : PI * (0.5 - 0.25 * p.x / p.y);
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20
13
|
return r * vec2(cos(theta), sin(theta));
|
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21
14
|
}
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15
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23
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-
Ray
|
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24
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-
Ray cam =
|
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16
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+
Ray pq() {
|
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17
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+
Ray cam = cV(v_Texcoord + uH());
|
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25
18
|
if (cameraApertureRadius > 0.0) {
|
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26
19
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27
20
|
vec3 eye = viewInv[3].xyz;
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28
21
|
vec3 forward = -normalize(viewInv[2].xyz);
|
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29
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-
vec3
|
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30
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-
vec2
|
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31
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-
vec3 origin = vec3(viewInv * vec4(
|
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32
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-
|
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22
|
+
vec3 jY = eye + cam.d * (cameraFocusDistance / dot(cam.d, forward));
|
|
23
|
+
vec2 uh = cameraApertureRadius * kX(sample2D(CAMERA_LENS));
|
|
24
|
+
vec3 origin = vec3(viewInv * vec4(uh, 0.0, 1.0));
|
|
25
|
+
initRay(cam, origin, normalize(jY - origin));
|
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33
26
|
}
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34
27
|
return cam;
|
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35
28
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}
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@@ -1 +1 @@
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|
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1
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-
{"version":3,"file":"cameraRay.glsl.js","sourceRoot":"","sources":["../../../../src/renderer/glsl/chunks/cameraRay.glsl.ts"],"names":[],"mappings":"AAAA,qDAAqD;AACrD,sDAAsD;AACtD,kFAAkF;AAElF,6EAA6E;AAC7E,eAAe,UAAU,CAAC
|
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1
|
+
{"version":3,"file":"cameraRay.glsl.js","sourceRoot":"","sources":["../../../../src/renderer/glsl/chunks/cameraRay.glsl.ts"],"names":[],"mappings":"AAAA,qDAAqD;AACrD,sDAAsD;AACtD,kFAAkF;AAElF,OAAO,gBAAgB,MAAM,4BAA4B,CAAC;AAE1D,6EAA6E;AAC7E,eAAe,UAAU,CAAC;EACxB,gBAAgB;;;;;;;;;;;;;;;;;;;;;;CAsBjB,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 cameraProjection from './cameraProjection.glsl.js';\n\n// Shared primary-ray construction keeps beauty and catcher coverage aligned.\nexport default /* glsl */ `\n${cameraProjection}\nvec2 sampleCircle(vec2 p) {\n p = 2.0 * p - 1.0;\n bool greater = abs(p.x) > abs(p.y);\n float r = greater ? p.x : p.y;\n float theta = greater ? 0.25 * PI * p.y / p.x : PI * (0.5 - 0.25 * p.x / p.y);\n return r * vec2(cos(theta), sin(theta));\n}\n\nRay primaryCameraRay() {\n Ray cam = initCameraRay(v_Texcoord + pixelJitter());\n if (cameraApertureRadius > 0.0) {\n // Thin lens: the focus plane is perpendicular to the view direction.\n vec3 eye = viewInv[3].xyz;\n vec3 forward = -normalize(viewInv[2].xyz);\n vec3 focusPoint = eye + cam.d * (cameraFocusDistance / dot(cam.d, forward));\n vec2 lensPoint = cameraApertureRadius * sampleCircle(sample2D(CAMERA_LENS));\n vec3 origin = vec3(viewInv * vec4(lensPoint, 0.0, 1.0));\n initRay(cam, origin, normalize(focusPoint - origin));\n }\n return cam;\n}\n`;\n"]}
|
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@@ -0,0 +1,2 @@
|
|
|
1
|
+
declare const _default: "\nvec4 emissiveTexel(int i) { return fetchData(emissiveLightData,i,emissiveLightColumns); }\nvoid sampleEmissiveSceneLight(vec3 x, vec3 rnd, inout LightSampleRec ls) {\n ls.pdf=0.0;ls.isDelta=false;ls.sourceType=0;ls.sourceIndex=-1;\n if(emissiveChoiceCount<=0) return;\n float scaled=rnd.z*float(emissiveChoiceCount);int column=min(int(scaled),emissiveChoiceCount-1);\n vec4 first=emissiveTexel(emissiveChoiceOffset+column);\n int chosen=fract(scaled)<first.x?column:floatBitsToInt(first.y);\n vec4 choice=emissiveTexel(emissiveChoiceOffset+chosen);int kind=floatBitsToInt(choice.z),index=floatBitsToInt(choice.w);\n float pmf=emissiveTexel(emissivePmfOffset+chosen).x;\n if(kind==1) {\n#ifdef USE_ENVMAP\n sampleEnvLight(rnd.xy,ls);ls.pdf*=pmf;\n#endif\n } else if(kind==2) {\n#ifdef NUM_LIGHTS\n Light light=fetchLight(index);\n \n ls.sourceType=2;ls.sourceIndex=index;\n sampleAnalyticLight(light,x,rnd.xy,ls);ls.pdf*=pmf;\n#endif\n } else if(kind==3) {\n vec4 a=emissiveTexel(index*6),b=emissiveTexel(index*6+1),c=emissiveTexel(index*6+2);\n vec4 d=emissiveTexel(index*6+3),e=emissiveTexel(index*6+4),f=emissiveTexel(index*6+5);\n float u=sqrt(rnd.x);vec3 bary=vec3(1.0-u,u*(1.0-rnd.y),u*rnd.y);\n vec3 p=a.xyz*bary.x+b.xyz*bary.y+c.xyz*bary.z;\n ls.normal=normalize(cross(b.xyz-a.xyz,c.xyz-a.xyz));ls.direction=normalize(p-x);ls.dist=distance(x,p);\n float cosine=dot(ls.normal,-ls.direction);if(cosine<=0.0) return;\n OpenPbrResolvedMaterial m;\n getMaterial(m,int(c.w),bary.x*d.xy+bary.y*d.zw+bary.z*e.xy,bary.x*e.zw+bary.y*f.xy+bary.z*f.zw,0,vec3(1.0));\n ls.emission=m.emission;ls.pdf=pmf*ls.dist*ls.dist/max(b.w*cosine,1e-8);ls.sourceType=1;ls.sourceIndex=index;\n }\n}\n";
|
|
2
|
+
export default _default;
|
|
@@ -0,0 +1,35 @@
|
|
|
1
|
+
export default /* glsl */ `
|
|
2
|
+
vec4 ep(int i) { return fetchData(emissiveLightData,i,emissiveLightColumns); }
|
|
3
|
+
void pc(vec3 x, vec3 rnd, inout LightSampleRec ls) {
|
|
4
|
+
ls.pdf=0.0;ls.isDelta=false;ls.sourceType=0;ls.sourceIndex=-1;
|
|
5
|
+
if(emissiveChoiceCount<=0) return;
|
|
6
|
+
float scaled=rnd.z*float(emissiveChoiceCount);int column=min(int(scaled),emissiveChoiceCount-1);
|
|
7
|
+
vec4 first=ep(emissiveChoiceOffset+column);
|
|
8
|
+
int chosen=fract(scaled)<first.x?column:floatBitsToInt(first.y);
|
|
9
|
+
vec4 choice=ep(emissiveChoiceOffset+chosen);int kind=floatBitsToInt(choice.z),index=floatBitsToInt(choice.w);
|
|
10
|
+
float pmf=ep(emissivePmfOffset+chosen).x;
|
|
11
|
+
if(kind==1) {
|
|
12
|
+
#ifdef USE_ENVMAP
|
|
13
|
+
iM(rnd.xy,ls);ls.pdf*=pmf;
|
|
14
|
+
#endif
|
|
15
|
+
} else if(kind==2) {
|
|
16
|
+
#ifdef NUM_LIGHTS
|
|
17
|
+
Light light=fetchLight(index);
|
|
18
|
+
|
|
19
|
+
ls.sourceType=2;ls.sourceIndex=index;
|
|
20
|
+
sampleAnalyticLight(light,x,rnd.xy,ls);ls.pdf*=pmf;
|
|
21
|
+
#endif
|
|
22
|
+
} else if(kind==3) {
|
|
23
|
+
vec4 a=ep(index*6),b=ep(index*6+1),c=ep(index*6+2);
|
|
24
|
+
vec4 d=ep(index*6+3),e=ep(index*6+4),f=ep(index*6+5);
|
|
25
|
+
float u=sqrt(rnd.x);vec3 bary=vec3(1.0-u,u*(1.0-rnd.y),u*rnd.y);
|
|
26
|
+
vec3 p=a.xyz*bary.x+b.xyz*bary.y+c.xyz*bary.z;
|
|
27
|
+
ls.normal=normalize(cross(b.xyz-a.xyz,c.xyz-a.xyz));ls.direction=normalize(p-x);ls.dist=distance(x,p);
|
|
28
|
+
float cosine=dot(ls.normal,-ls.direction);if(cosine<=0.0) return;
|
|
29
|
+
OpenPbrResolvedMaterial m;
|
|
30
|
+
getMaterial(m,int(c.w),bary.x*d.xy+bary.y*d.zw+bary.z*e.xy,bary.x*e.zw+bary.y*f.xy+bary.z*f.zw,0,vec3(1.0));
|
|
31
|
+
ls.emission=m.emission;ls.pdf=pmf*ls.dist*ls.dist/max(b.w*cosine,1e-8);ls.sourceType=1;ls.sourceIndex=index;
|
|
32
|
+
}
|
|
33
|
+
}
|
|
34
|
+
`;
|
|
35
|
+
//# sourceMappingURL=emissiveLight.glsl.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
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+
{"version":3,"file":"emissiveLight.glsl.js","sourceRoot":"","sources":["../../../../src/renderer/glsl/chunks/emissiveLight.glsl.ts"],"names":[],"mappings":"AAAA,eAAe,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAiCzB,CAAC","sourcesContent":["export default /* glsl */ `\nvec4 emissiveTexel(int i) { return fetchData(emissiveLightData,i,emissiveLightColumns); }\nvoid sampleEmissiveSceneLight(vec3 x, vec3 rnd, inout LightSampleRec ls) {\n ls.pdf=0.0;ls.isDelta=false;ls.sourceType=0;ls.sourceIndex=-1;\n if(emissiveChoiceCount<=0) return;\n float scaled=rnd.z*float(emissiveChoiceCount);int column=min(int(scaled),emissiveChoiceCount-1);\n vec4 first=emissiveTexel(emissiveChoiceOffset+column);\n int chosen=fract(scaled)<first.x?column:floatBitsToInt(first.y);\n vec4 choice=emissiveTexel(emissiveChoiceOffset+chosen);int kind=floatBitsToInt(choice.z),index=floatBitsToInt(choice.w);\n float pmf=emissiveTexel(emissivePmfOffset+chosen).x;\n if(kind==1) {\n#ifdef USE_ENVMAP\n sampleEnvLight(rnd.xy,ls);ls.pdf*=pmf;\n#endif\n } else if(kind==2) {\n#ifdef NUM_LIGHTS\n Light light=fetchLight(index);\n \n ls.sourceType=2;ls.sourceIndex=index;\n sampleAnalyticLight(light,x,rnd.xy,ls);ls.pdf*=pmf;\n#endif\n } else if(kind==3) {\n vec4 a=emissiveTexel(index*6),b=emissiveTexel(index*6+1),c=emissiveTexel(index*6+2);\n vec4 d=emissiveTexel(index*6+3),e=emissiveTexel(index*6+4),f=emissiveTexel(index*6+5);\n float u=sqrt(rnd.x);vec3 bary=vec3(1.0-u,u*(1.0-rnd.y),u*rnd.y);\n vec3 p=a.xyz*bary.x+b.xyz*bary.y+c.xyz*bary.z;\n ls.normal=normalize(cross(b.xyz-a.xyz,c.xyz-a.xyz));ls.direction=normalize(p-x);ls.dist=distance(x,p);\n float cosine=dot(ls.normal,-ls.direction);if(cosine<=0.0) return;\n OpenPbrResolvedMaterial m;\n getMaterial(m,int(c.w),bary.x*d.xy+bary.y*d.zw+bary.z*e.xy,bary.x*e.zw+bary.y*f.xy+bary.z*f.zw,0,vec3(1.0));\n ls.emission=m.emission;ls.pdf=pmf*ls.dist*ls.dist/max(b.w*cosine,1e-8);ls.sourceType=1;ls.sourceIndex=index;\n }\n}\n`;\n"]}
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