@tinypoly/gpu-renderer 0.1.0 → 0.2.0

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Files changed (99) hide show
  1. package/ARCHITECTURE.md +31 -3
  2. package/README.md +13 -4
  3. package/dist/denoise.d.ts +10 -1
  4. package/dist/denoise.d.ts.map +1 -1
  5. package/dist/denoise.js +4 -0
  6. package/dist/denoise.js.map +1 -1
  7. package/dist/device.d.ts.map +1 -1
  8. package/dist/device.js +8 -0
  9. package/dist/device.js.map +1 -1
  10. package/dist/frameLayout.d.ts.map +1 -1
  11. package/dist/frameLayout.js +6 -1
  12. package/dist/frameLayout.js.map +1 -1
  13. package/dist/imageResolve.d.ts +2 -1
  14. package/dist/imageResolve.d.ts.map +1 -1
  15. package/dist/imageResolve.js +1 -0
  16. package/dist/imageResolve.js.map +1 -1
  17. package/dist/index.d.ts +2 -1
  18. package/dist/index.d.ts.map +1 -1
  19. package/dist/index.js +1 -0
  20. package/dist/index.js.map +1 -1
  21. package/dist/lensPass.d.ts +4 -0
  22. package/dist/lensPass.d.ts.map +1 -1
  23. package/dist/lensPass.js +14 -1
  24. package/dist/lensPass.js.map +1 -1
  25. package/dist/lightTree.d.ts +10 -3
  26. package/dist/lightTree.d.ts.map +1 -1
  27. package/dist/lightTree.js +56 -17
  28. package/dist/lightTree.js.map +1 -1
  29. package/dist/lights.d.ts +20 -0
  30. package/dist/lights.d.ts.map +1 -1
  31. package/dist/lights.js +48 -1
  32. package/dist/lights.js.map +1 -1
  33. package/dist/oidnPass.d.ts +48 -0
  34. package/dist/oidnPass.d.ts.map +1 -0
  35. package/dist/oidnPass.js +255 -0
  36. package/dist/oidnPass.js.map +1 -0
  37. package/dist/pathTracePass.d.ts +2 -2
  38. package/dist/pathTracePass.d.ts.map +1 -1
  39. package/dist/pathTracePass.js +9 -9
  40. package/dist/pathTracePass.js.map +1 -1
  41. package/dist/presentPass.d.ts +2 -0
  42. package/dist/presentPass.d.ts.map +1 -1
  43. package/dist/presentPass.js +1 -0
  44. package/dist/presentPass.js.map +1 -1
  45. package/dist/renderer.d.ts +20 -0
  46. package/dist/renderer.d.ts.map +1 -1
  47. package/dist/renderer.js +138 -19
  48. package/dist/renderer.js.map +1 -1
  49. package/dist/sceneUpload.d.ts +5 -0
  50. package/dist/sceneUpload.d.ts.map +1 -1
  51. package/dist/sceneUpload.js +4 -0
  52. package/dist/sceneUpload.js.map +1 -1
  53. package/dist/settings.d.ts +29 -1
  54. package/dist/settings.d.ts.map +1 -1
  55. package/dist/settings.js +15 -6
  56. package/dist/settings.js.map +1 -1
  57. package/dist/wgsl/lens.wgsl.d.ts +1 -1
  58. package/dist/wgsl/lens.wgsl.d.ts.map +1 -1
  59. package/dist/wgsl/lens.wgsl.js +110 -17
  60. package/dist/wgsl/lens.wgsl.js.map +1 -1
  61. package/dist/wgsl/lights.wgsl.d.ts +1 -1
  62. package/dist/wgsl/lights.wgsl.d.ts.map +1 -1
  63. package/dist/wgsl/lights.wgsl.js +197 -33
  64. package/dist/wgsl/lights.wgsl.js.map +1 -1
  65. package/dist/wgsl/pathTrace.wgsl.d.ts +1 -1
  66. package/dist/wgsl/pathTrace.wgsl.d.ts.map +1 -1
  67. package/dist/wgsl/pathTrace.wgsl.js +173 -131
  68. package/dist/wgsl/pathTrace.wgsl.js.map +1 -1
  69. package/dist/wgsl/present.wgsl.d.ts +1 -1
  70. package/dist/wgsl/present.wgsl.d.ts.map +1 -1
  71. package/dist/wgsl/present.wgsl.js +11 -1
  72. package/dist/wgsl/present.wgsl.js.map +1 -1
  73. package/dist/wgsl/random.wgsl.d.ts +1 -1
  74. package/dist/wgsl/random.wgsl.d.ts.map +1 -1
  75. package/dist/wgsl/random.wgsl.js +28 -0
  76. package/dist/wgsl/random.wgsl.js.map +1 -1
  77. package/package.json +4 -2
  78. package/src/denoise.ts +15 -1
  79. package/src/device.ts +9 -0
  80. package/src/frameLayout.ts +6 -1
  81. package/src/imageResolve.ts +2 -0
  82. package/src/index.ts +2 -1
  83. package/src/lensPass.ts +17 -1
  84. package/src/lightTree.ts +67 -21
  85. package/src/lights.ts +65 -1
  86. package/src/oidnPass.ts +284 -0
  87. package/src/oidnWebgpu.d.ts +5 -0
  88. package/src/pathTracePass.ts +11 -9
  89. package/src/presentPass.ts +3 -0
  90. package/src/renderer.ts +161 -20
  91. package/src/sceneUpload.ts +9 -0
  92. package/src/settings.ts +40 -6
  93. package/src/wgsl/lens.wgsl.ts +110 -17
  94. package/src/wgsl/lights.wgsl.ts +197 -33
  95. package/src/wgsl/pathTrace.wgsl.ts +173 -131
  96. package/src/wgsl/present.wgsl.ts +11 -1
  97. package/src/wgsl/random.wgsl.ts +28 -0
  98. package/weights/LICENSE.txt +202 -0
  99. package/weights/rt_hdr_alb_nrm.tza +0 -0
@@ -55,6 +55,7 @@ fn lightByProbability(u: f32) -> Light {
55
55
  const TREE_NODE_WORDS: u32 = 16u;
56
56
  const TREE_LEAF: u32 = 0x80000000u;
57
57
  const TREE_ROOT_PARENT: u32 = 0xffffffffu;
58
+ const TREE_ENTRY_WORDS: u32 = 4u;
58
59
  const NO_LIGHT: u32 = 0xffffffffu;
59
60
 
60
61
  /**
@@ -63,55 +64,74 @@ const NO_LIGHT: u32 = 0xffffffffu;
63
64
  * angle the node's box takes from the point (Conty Estevez and Kulla's importance). A point inside the box rules
64
65
  * nothing out. A zero normal is a receiver that takes light from everywhere, such as a point in a volume.
65
66
  */
66
- fn lightNodeImportance(node: u32, position: vec3<f32>, normal: vec3<f32>) -> f32 {
67
- let at = frame.lightTree + node * TREE_NODE_WORDS;
67
+ fn lightNodeImportance(tree: u32, node: u32, position: vec3<f32>, normal: vec3<f32>) -> f32 {
68
+ let at = tree + node * TREE_NODE_WORDS;
68
69
  let low = extraVec4(at);
69
70
  let high = extraVec4(at + 4u);
70
- let cone = extraVec4(at + 8u);
71
71
 
72
72
  if (low.w <= 0.0) {
73
73
  return 0.0;
74
74
  }
75
75
 
76
76
  let centre = (low.xyz + high.xyz) * 0.5;
77
- let radius = length(high.xyz - low.xyz) * 0.5;
77
+ let radius2 = dot(high.xyz - low.xyz, high.xyz - low.xyz) * 0.25;
78
78
  let offset = position - centre;
79
79
  let distance2 = dot(offset, offset);
80
80
 
81
- if (distance2 <= radius * radius) {
82
- return low.w / max(radius * radius, 1e-12);
81
+ if (distance2 <= radius2) {
82
+ return low.w / max(radius2, 1e-12);
83
83
  }
84
84
 
85
- let distance = sqrt(distance2);
86
- let spread = asin(clamp(radius / distance, 0.0, 1.0));
85
+ let away = offset * inverseSqrt(distance2);
86
+ // The angle the box takes from the point, as its sine and cosine: the angles below are widened by it without a
87
+ // single inverse trigonometric function, by the sum and difference formulas.
88
+ let sinU2 = radius2 / distance2;
89
+ let cosU = sqrt(1.0 - sinU2);
90
+ let sinU = sqrt(sinU2);
87
91
  var orientation = 1.0;
88
92
 
89
93
  // A cone of minus one is the whole sphere: such lights shine towards every point alike.
90
94
  if (high.w > -1.0) {
91
- let theta = acos(clamp(dot(cone.xyz, offset / distance), -1.0, 1.0));
92
- let past = max(0.0, theta - acos(high.w) - spread);
93
-
94
- orientation = select(0.0, cos(past), past <= acos(clamp(cone.w, -1.0, 1.0)));
95
+ let cone = extraVec4(at + 8u);
96
+ let cosO = high.w;
97
+ let sinO = sqrt(max(0.0, 1.0 - cosO * cosO));
98
+ // The cone widened by the box: cos and sin of theta_o + theta_u, the whole sphere once that passes pi.
99
+ let cosWide = cosO * cosU - sinO * sinU;
100
+ let sinWide = sinO * cosU + cosO * sinU;
101
+ let cosTheta = dot(cone.xyz, away);
102
+
103
+ // cos(max(0, theta - theta_o - theta_u)), which is one while the point lies within the widened cone.
104
+ if (sinWide >= 0.0 && cosTheta < cosWide) {
105
+ let sinTheta = sqrt(max(0.0, 1.0 - cosTheta * cosTheta));
106
+ let cosPast = cosTheta * cosWide + sinTheta * sinWide;
107
+
108
+ orientation = select(0.0, cosPast, cosPast >= cone.w);
109
+ }
95
110
  }
96
111
 
97
112
  var facing = 1.0;
98
113
 
99
114
  if (any(normal != vec3<f32>(0.0))) {
100
- let past = max(0.0, acos(clamp(dot(normal, -offset / distance), -1.0, 1.0)) - spread);
115
+ let cosN = -dot(normal, away);
116
+
117
+ // cos(max(0, theta_n - theta_u)), and nothing once that reaches a right angle.
118
+ if (cosN < cosU) {
119
+ let sinN = sqrt(max(0.0, 1.0 - cosN * cosN));
101
120
 
102
- facing = select(0.0, cos(past), past < 0.5 * PI);
121
+ facing = max(0.0, cosN * cosU + sinN * sinU);
122
+ }
103
123
  }
104
124
 
105
125
  return low.w * orientation * facing / distance2;
106
126
  }
107
127
 
108
- /** The chance of stepping from a node of the tree to each of its children, from this point. */
109
- fn lightChildOdds(left: u32, right: u32, position: vec3<f32>, normal: vec3<f32>) -> vec2<f32> {
128
+ /** The chance of stepping from a node of a tree (the lights' or the windows') to each of its children, from here. */
129
+ fn lightChildOdds(tree: u32, left: u32, right: u32, position: vec3<f32>, normal: vec3<f32>) -> vec2<f32> {
110
130
  var importance = vec2<f32>(0.0);
111
131
 
112
132
  // One loop over the two children, so the importance is written into the kernel once per walk.
113
133
  for (var k = 0u; k < 2u; k = k + 1u) {
114
- importance[k] = lightNodeImportance(select(right, left, k == 0u), position, normal);
134
+ importance[k] = lightNodeImportance(tree, select(right, left, k == 0u), position, normal);
115
135
  }
116
136
 
117
137
  let total = importance.x + importance.y;
@@ -119,26 +139,41 @@ fn lightChildOdds(left: u32, right: u32, position: vec3<f32>, normal: vec3<f32>)
119
139
  return select(importance / total, vec2<f32>(0.0), total <= 0.0);
120
140
  }
121
141
 
122
- /** A light picked down the tree by importance from this point, with the chance of picking it; NO_LIGHT for none. */
123
- fn sampleLightTree(position: vec3<f32>, normal: vec3<f32>, u: f32, pdf: ptr<function, f32>,
142
+ /**
143
+ * An entry picked down a tree by importance from this point, with the chance of picking it; NO_LIGHT for none. The
144
+ * tree is the lights' or the windows', given by where its nodes and its leaves' list start.
145
+ */
146
+ fn sampleLightTree(tree: u32, list: u32, position: vec3<f32>, normal: vec3<f32>, u: f32, pdf: ptr<function, f32>,
124
147
  density: ptr<function, f32>) -> u32 {
125
148
  var node = 0u;
126
149
  var chance = 1.0;
127
150
  var x = u;
128
151
 
129
152
  for (var depth = 0u; depth < 64u; depth = depth + 1u) {
130
- let at = frame.lightTree + node * TREE_NODE_WORDS;
153
+ let at = tree + node * TREE_NODE_WORDS;
131
154
  let first = textures[at + 12u];
132
155
 
156
+ // A leaf lists its lights, too close together to tell apart from here: one is picked by its share of the power.
133
157
  if ((first & TREE_LEAF) != 0u) {
134
- *pdf = chance;
135
- *density = extraFloat(at + 13u);
158
+ let start = list + (first & ~TREE_LEAF) * TREE_ENTRY_WORDS;
159
+ let count = textures[at + 13u];
160
+ var slot = start + (count - 1u) * TREE_ENTRY_WORDS;
161
+
162
+ for (var j = 0u; j + 1u < count; j = j + 1u) {
163
+ if (x < extraFloat(start + j * TREE_ENTRY_WORDS + 3u)) {
164
+ slot = start + j * TREE_ENTRY_WORDS;
165
+ break;
166
+ }
167
+ }
136
168
 
137
- return first & ~TREE_LEAF;
169
+ *pdf = chance * extraFloat(slot + 1u);
170
+ *density = extraFloat(slot + 2u);
171
+
172
+ return textures[slot];
138
173
  }
139
174
 
140
175
  let second = textures[at + 13u];
141
- let odds = lightChildOdds(first, second, position, normal);
176
+ let odds = lightChildOdds(tree, first, second, position, normal);
142
177
 
143
178
  if (odds.x + odds.y <= 0.0) {
144
179
  return NO_LIGHT;
@@ -162,8 +197,10 @@ fn sampleLightTree(position: vec3<f32>, normal: vec3<f32>, u: f32, pdf: ptr<func
162
197
 
163
198
  /** The chance the tree would have picked the local light at this index from this point, walked up from its leaf. */
164
199
  fn lightTreePdf(index: u32, position: vec3<f32>, normal: vec3<f32>) -> f32 {
165
- var node = textures[frame.lightLeaves + index];
166
- var chance = extraFloat(frame.lightTree + node * TREE_NODE_WORDS + 13u);
200
+ var node = textures[frame.lightLeaves + index * 2u];
201
+ let slot = frame.lightList + textures[frame.lightLeaves + index * 2u + 1u] * TREE_ENTRY_WORDS;
202
+ // Its share within its leaf, and the area density of a point on it.
203
+ var chance = extraFloat(slot + 1u) * extraFloat(slot + 2u);
167
204
 
168
205
  for (var depth = 0u; depth < 64u; depth = depth + 1u) {
169
206
  let parent = textures[frame.lightTree + node * TREE_NODE_WORDS + 14u];
@@ -174,7 +211,7 @@ fn lightTreePdf(index: u32, position: vec3<f32>, normal: vec3<f32>) -> f32 {
174
211
 
175
212
  let at = frame.lightTree + parent * TREE_NODE_WORDS;
176
213
  let first = textures[at + 12u];
177
- let odds = lightChildOdds(first, textures[at + 13u], position, normal);
214
+ let odds = lightChildOdds(frame.lightTree, first, textures[at + 13u], position, normal);
178
215
 
179
216
  chance = chance * select(odds.y, odds.x, node == first);
180
217
  node = parent;
@@ -218,6 +255,119 @@ fn lightPdfOfTriangle(triangle: u32, position: vec3<f32>, normal: vec3<f32>) ->
218
255
  return 0.0;
219
256
  }
220
257
 
258
+ /** Share of the sky's samples aimed through the windows, from a point inside a room. */
259
+ const PORTAL_SHARE: f32 = 0.5;
260
+
261
+ /**
262
+ * How often the sky is aimed at through the windows from this point: from inside a room, where something stands above
263
+ * it, half the time; outside never, where the open sky is better found by its brightness. A function of the point alone,
264
+ * so the heuristic can ask it again when a bounce ray escapes.
265
+ */
266
+ fn portalChance(position: vec3<f32>) -> f32 {
267
+ if (!PORTALS || frame.portalCount == 0u) {
268
+ return 0.0;
269
+ }
270
+
271
+ return select(0.0, PORTAL_SHARE, traceAny(position, vec3<f32>(0.0, 1.0, 0.0), 1e30) != NO_HIT);
272
+ }
273
+
274
+ /** Window subtrees a ray's walk through the windows' tree keeps waiting. */
275
+ const PORTAL_STACK: u32 = 32u;
276
+
277
+ /**
278
+ * The solid angle density with which aiming through the windows produces this direction: over every window triangle
279
+ * it crosses, the chance the tree picks that window from here times the area density of a point on it, over the area
280
+ * it shows from here. The ray walks the tree as it would a hierarchy, by the nodes' boxes, carrying the chance of
281
+ * reaching each node, so the windows it misses cost a box test and the ones it crosses no walk back up.
282
+ */
283
+ fn portalPdf(position: vec3<f32>, direction: vec3<f32>) -> f32 {
284
+ var nodes: array<u32, PORTAL_STACK>;
285
+ var chances: array<f32, PORTAL_STACK>;
286
+ var top = 1u;
287
+ let inverse = 1.0 / direction;
288
+ var pdf = 0.0;
289
+
290
+ nodes[0] = 0u;
291
+ chances[0] = 1.0;
292
+
293
+ loop {
294
+ if (top == 0u) {
295
+ break;
296
+ }
297
+
298
+ top = top - 1u;
299
+
300
+ let node = nodes[top];
301
+ let chance = chances[top];
302
+ let at = frame.portals + node * TREE_NODE_WORDS;
303
+
304
+ if (enterBox(extraVec4(at).xyz, extraVec4(at + 4u).xyz, position, inverse, 1e30) >= 1e30) {
305
+ continue;
306
+ }
307
+
308
+ let first = textures[at + 12u];
309
+ let second = textures[at + 13u];
310
+
311
+ if ((first & TREE_LEAF) != 0u) {
312
+ let start = frame.portalList + (first & ~TREE_LEAF) * TREE_ENTRY_WORDS;
313
+
314
+ for (var j = 0u; j < second; j = j + 1u) {
315
+ let slot = start + j * TREE_ENTRY_WORDS;
316
+ let triangle = textures[slot];
317
+ let t = intersectTriangle(leafOf(triangle), position, direction).x;
318
+
319
+ if (t > 0.0) {
320
+ let cosine = abs(dot(triangleNormal(triangle), direction));
321
+
322
+ pdf = pdf + chance * extraFloat(slot + 1u) * extraFloat(slot + 2u) * t * t / max(cosine, 1e-6);
323
+ }
324
+ }
325
+
326
+ continue;
327
+ }
328
+
329
+ let odds = lightChildOdds(frame.portals, first, second, position, vec3<f32>(0.0));
330
+
331
+ for (var k = 0u; k < 2u; k = k + 1u) {
332
+ if (odds[k] > 0.0 && top < PORTAL_STACK) {
333
+ nodes[top] = select(second, first, k == 0u);
334
+ chances[top] = chance * odds[k];
335
+ top = top + 1u;
336
+ }
337
+ }
338
+ }
339
+
340
+ return pdf;
341
+ }
342
+
343
+ /** A direction through a point on a window the tree picks from here, or none from a point on the window itself. */
344
+ fn samplePortal(position: vec3<f32>, u: vec2<f32>) -> vec3<f32> {
345
+ var chance = 0.0;
346
+ var density = 0.0;
347
+ let triangle = sampleLightTree(frame.portals, frame.portalList, position, vec3<f32>(0.0), u.x, &chance, &density);
348
+
349
+ if (triangle == NO_LIGHT) {
350
+ return vec3<f32>(0.0);
351
+ }
352
+
353
+ // The tree spent the sample walking down; a fresh one places the point, which the pick does not depend on.
354
+ let point = trianglePointAt(triangle, triangleBarycentric(vec2<f32>(fract(u.x * 4096.0), u.y)));
355
+ let offset = point - position;
356
+
357
+ return select(vec3<f32>(0.0), normalize(offset), dot(offset, offset) > 1e-12);
358
+ }
359
+
360
+ /** The density of the sky's sampling from this point for this direction: by brightness, through windows, or both. */
361
+ fn skyPdf(position: vec3<f32>, direction: vec3<f32>, share: f32) -> f32 {
362
+ var pdf = (1.0 - share) * environmentPdf(direction);
363
+
364
+ if (share > 0.0) {
365
+ pdf = pdf + share * portalPdf(position, direction);
366
+ }
367
+
368
+ return pdf;
369
+ }
370
+
221
371
  /** The power heuristic: how much of a contribution the strategy that produced it keeps, against the other one. */
222
372
  fn misWeight(pdf: f32, other: f32) -> f32 {
223
373
  let a = pdf * pdf;
@@ -273,7 +423,7 @@ fn sampleLight(position: vec3<f32>, normal: vec3<f32>, pick: f32, u: vec2<f32>)
273
423
  if (frame.lightTree != 0u && pick < frame.localLightPick) {
274
424
  var chance = 0.0;
275
425
  var density = 1.0;
276
- let index = sampleLightTree(position, normal, pick / frame.localLightPick, &chance, &density);
426
+ let index = sampleLightTree(frame.lightTree, frame.lightList, position, normal, pick / frame.localLightPick, &chance, &density);
277
427
 
278
428
  if (index == NO_LIGHT || chance <= 0.0) {
279
429
  return noLight();
@@ -322,17 +472,31 @@ fn sampleLightEntry(light: Light, pdf: f32, position: vec3<f32>, u: vec2<f32>) -
322
472
  sample.misPdf = 0.0;
323
473
 
324
474
  if (light.kind == LIGHT_ENVIRONMENT) {
325
- let drawn = sampleEnvironmentDirection(u);
475
+ // From inside a room, part of the time through a window: daylight comes in there or not at all.
476
+ let share = portalChance(position);
477
+ var direction = vec3<f32>(0.0);
478
+
479
+ if (u.x < share) {
480
+ direction = samplePortal(position, vec2<f32>(u.x / share, u.y));
481
+ } else {
482
+ let drawn = sampleEnvironmentDirection(vec2<f32>(min((u.x - share) / (1.0 - share), 0.99999994), u.y));
483
+
484
+ if (drawn.pdf > 0.0) {
485
+ direction = drawn.direction;
486
+ }
487
+ }
488
+
489
+ let mixed = skyPdf(position, direction, share);
326
490
 
327
- if (drawn.pdf <= 0.0) {
491
+ if (all(direction == vec3<f32>(0.0)) || mixed <= 0.0) {
328
492
  return noLight();
329
493
  }
330
494
 
331
- let density = pdf * drawn.pdf;
495
+ let density = pdf * mixed;
332
496
 
333
- sample.direction = drawn.direction;
497
+ sample.direction = direction;
334
498
  sample.distance = 1e30;
335
- sample.value = environmentRadiance(drawn.direction) / density;
499
+ sample.value = environmentRadiance(direction) / density;
336
500
  // A bounce ray that escapes finds the same light, so the two strategies share it.
337
501
  sample.misPdf = density;
338
502
 
@@ -1 +1 @@
1
- {"version":3,"file":"lights.wgsl.js","sourceRoot":"","sources":["../../src/wgsl/lights.wgsl.ts"],"names":[],"mappings":"AAAA;;;;;;;GAOG;AACH,MAAM,CAAC,MAAM,WAAW,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqlBrC,CAAC"}
1
+ {"version":3,"file":"lights.wgsl.js","sourceRoot":"","sources":["../../src/wgsl/lights.wgsl.ts"],"names":[],"mappings":"AAAA;;;;;;;GAOG;AACH,MAAM,CAAC,MAAM,WAAW,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAyvBrC,CAAC"}
@@ -10,5 +10,5 @@
10
10
  * reflection: culled faces, the background, Three's fog, a light map's baked light and the coverage a transparent
11
11
  * background turns into alpha. Transmission keeps a path on that line, as Three's transmission shows what is behind.
12
12
  */
13
- export declare const PATH_TRACE_WGSL = "\n/** Light from an ambient or hemisphere light, which this renderer turns into an equally bright surrounding. */\nfn ambientRadiance(direction: vec3<f32>) -> vec3<f32> {\n let latitude = clamp(dot(direction, frame.ambientAxis.xyz) * 0.5 + 0.5, 0.0, 1.0);\n\n return mix(frame.ambientGround.rgb, frame.ambientSky.rgb, latitude) + probeRadiance(direction);\n}\n\n/**\n * A LightProbe's light. Three's coefficients are radiance projected on the SH3 basis, which its shader convolves with\n * the cosine to get irradiance; evaluated directly they are the surrounding that delivers exactly that irradiance.\n */\nfn probeRadiance(d: vec3<f32>) -> vec3<f32> {\n let radiance = frame.probe0.rgb * 0.282095\n + frame.probe1.rgb * (0.488603 * d.y)\n + frame.probe2.rgb * (0.488603 * d.z)\n + frame.probe3.rgb * (0.488603 * d.x)\n + frame.probe4.rgb * (1.092548 * d.x * d.y)\n + frame.probe5.rgb * (1.092548 * d.y * d.z)\n + frame.probe6.rgb * (0.315392 * (3.0 * d.z * d.z - 1.0))\n + frame.probe7.rgb * (1.092548 * d.x * d.z)\n + frame.probe8.rgb * (0.546274 * (d.x * d.x - d.y * d.y));\n\n return max(radiance, vec3<f32>(0.0));\n}\n\n/** What the camera sees where nothing is in the way, as the background setting says. */\nfn backgroundRadiance(direction: vec3<f32>) -> vec3<f32> {\n if (frame.background.w == 1.0) {\n return frame.background.rgb;\n }\n\n // A procedural sky paints the background without the strength it lights with, and its foreground over it.\n if (frame.skyProgram != NO_PROGRAM || frame.skyIntensity > 0.0) {\n if (frame.skyBackground == 0u) {\n return vec3<f32>(0.0);\n }\n\n if (frame.skyProgram != NO_PROGRAM) {\n var input: ShaderInput;\n input.data = frame.skyData;\n input.direction = direction;\n input.diffuseColor = vec4<f32>(1.0);\n\n return runProgram(frame.skyProgram, input).color.rgb;\n }\n\n return environmentRadiance(direction) / frame.skyIntensity;\n }\n\n return environmentRadiance(direction);\n}\n\n/**\n * How much of the sky a bounce ray that escaped keeps. Direct sampling aims at the bright parts of an image too, so the\n * two share it; when direct sampling took all of it, as it does from a toon surface, the bounce keeps none.\n */\nfn escapeWeight(direction: vec3<f32>, bsdfPdf: f32, lightsOwnDirect: bool) -> f32 {\n if (frame.environmentPick <= 0.0) {\n return 1.0;\n }\n\n if (lightsOwnDirect) {\n return 0.0;\n }\n\n if (bsdfPdf <= 0.0) {\n return 1.0;\n }\n\n return misWeight(bsdfPdf, frame.environmentPick * environmentPdf(direction));\n}\n\n/** Scales a contribution down to the luminance ceiling, which trades a little bias for the fireflies it removes. */\nfn clampIndirect(contribution: vec3<f32>) -> vec3<f32> {\n let luminance = luminanceOf(contribution);\n\n if (frame.clampIndirect <= 0.0 || luminance <= frame.clampIndirect) {\n return contribution;\n }\n\n return contribution * (frame.clampIndirect / luminance);\n}\n\n/**\n * How much of the emission a bounce ray found the renderer keeps. Direct sampling had its own chance at this triangle,\n * and the heuristic splits the two so neither counts it twice.\n */\nfn emissionWeight(hit: Hit, direction: vec3<f32>, bsdfPdf: f32, lightsOwnDirect: bool, scatteredAt: vec3<f32>,\n normal: vec3<f32>) -> f32 {\n if (frame.areaLightCount == 0u) {\n return 1.0;\n }\n\n // From the vertex the bounce left, which is where direct sampling would have picked it from.\n let areaPdf = lightPdfOfTriangle(hit.triangle, scatteredAt, normal);\n\n if (areaPdf <= 0.0) {\n return 1.0;\n }\n\n if (lightsOwnDirect) {\n return 0.0;\n }\n\n if (bsdfPdf <= 0.0) {\n return 1.0;\n }\n\n let cosLight = max(abs(dot(triangleNormal(hit.triangle), direction)), 1e-6);\n\n return misWeight(bsdfPdf, areaPdf * hit.distance * hit.distance / cosLight);\n}\n\n/**\n * The normal the light tree weighs lights by, or none where light from behind the surface counts too: a point in a\n * volume, a toon ramp read all round, a clearcoat that may face what its base turns from, and transmission.\n */\nfn treeNormal(surface: Surface) -> vec3<f32> {\n if (surface.kind == KIND_VOLUME || surface.kind == KIND_TOON || surface.clearcoat > 0.0 || surface.transmission > 0.0) {\n return vec3<f32>(0.0);\n }\n\n return surface.normal;\n}\n\n/** One shadow ray from the surface towards a light, weighted against the chance the bounce would have found it too. */\nfn directLight(\n surface: Surface,\n position: vec3<f32>,\n view: vec3<f32>,\n pick: f32,\n u: vec2<f32>,\n rng: ptr<function, PathSampler>,\n diffusePart: ptr<function, vec3<f32>>,\n medium: f32) -> vec3<f32> {\n *diffusePart = vec3<f32>(0.0);\n\n let chosen = sampleLight(position, treeNormal(surface), pick, u);\n\n if (!chosen.valid) {\n return vec3<f32>(0.0);\n }\n\n // A material with its own environment map sees that map in place of the scene's surroundings.\n if (chosen.kind == LIGHT_ENVIRONMENT && surface.envMap != NO_TEXTURE) {\n return vec3<f32>(0.0);\n }\n\n let reflected = evaluateBsdf(surface, view, chosen.direction);\n\n if (all(reflected.value <= vec3<f32>(0.0))) {\n return vec3<f32>(0.0);\n }\n\n let toon = surface.kind == KIND_TOON;\n // Three's shadow map leaves a toon mesh's own far side unshadowed; tracing through the mesh would not.\n let skip = select(NO_MATERIAL, surface.material, toon && dot(surface.normal, chosen.direction) < 0.1);\n let through = lightTransmittance(position, chosen, rng, skip, medium);\n\n if (all(through <= vec3<f32>(0.0))) {\n return vec3<f32>(0.0);\n }\n\n // A light that no bounce ray could have found keeps its whole contribution; an emissive triangle shares it. A toon\n // surface takes all of its direct light this way, because its bounce is not the lobe that lit it.\n let weight = select(1.0, misWeight(chosen.misPdf, reflected.pdf), chosen.misPdf > 0.0 && reflected.pdf > 0.0 && !toon);\n\n let light = chosen.value * through * weight;\n\n // The share of it the diffuse lobe reflects, which the denoiser filters apart from the specular one.\n *diffusePart = min(diffuseValue(surface, view, chosen.direction), reflected.value) * light;\n\n return reflected.value * light;\n}\n\n/** Three's fog factor at a view depth: linear between near and far, or exponential squared. */\nfn fogFactor(depth: f32, kind: f32) -> f32 {\n if (kind == 2.0) {\n let density = frame.fogParams.z;\n\n return clamp(1.0 - exp(-density * density * depth * depth), 0.0, 1.0);\n }\n\n return smoothstep(frame.fogParams.x, frame.fogParams.y, depth);\n}\n\n/** The colour the diffuse signal is divided by at this surface; white where the surface shows what it emits. */\nfn diffuseGuide(surface: Surface) -> vec3<f32> {\n if ((surface.flags & MATERIAL_LIT) == 0u) {\n return vec3<f32>(1.0);\n }\n\n return surface.albedo * (1.0 - surface.metalness) * (1.0 - clamp(surface.transmission, 0.0, 1.0));\n}\n\n/**\n * How often a vertex on a material that scatters inside takes the walk into it instead of its surface lobes: by the\n * share of the light each accounts for, as lobeWeights chooses between lobes. Never all of the time, so the specular\n * layer on top stays reachable.\n */\nfn subsurfaceChance(surface: Surface, view: vec3<f32>) -> f32 {\n if (surface.subsurface <= 0.0 || (surface.flags & MATERIAL_PBR) == 0u) {\n return 0.0;\n }\n\n let diffuse = luminanceOf(surface.albedo * (1.0 - surface.metalness)) * coatTransmittance(surface, view);\n let inside = diffuse * surface.subsurface;\n let outside = diffuse * (1.0 - surface.subsurface) + luminanceOf(specularAlbedo(surface, view)) + 0.02;\n\n return clamp(inside / max(inside + outside, 1e-6), 0.0, 0.95);\n}\n\n/**\n * The single scattering albedo that gives this multiple scattering albedo in a semi-infinite medium: van de Hulst's\n * relation, inverted as Cycles inverts it for its random walk. What the material's colour says it reflects in all\n * is what light keeps at each scattering inside it.\n */\nfn subsurfaceAlbedo(albedo: vec3<f32>) -> vec3<f32> {\n let a = clamp(albedo, vec3<f32>(0.0), vec3<f32>(0.999));\n let s = 4.09712 + 4.20863 * a - sqrt(9.59217 + 41.6808 * a + 17.7126 * a * a);\n\n return vec3<f32>(1.0) - s * s;\n}\n\n/**\n * How far the walk goes before it next scatters, drawn for one colour picked in proportion to what the path still\n * carries of it. choice keeps those odds, which the next step weighs its distance by over all three colours, so each\n * colour keeps its own mean free path and the estimate stays exact (spectral MIS, as Cycles' random walk does it).\n */\nfn walkDistance(throughput: vec3<f32>, sigma: vec3<f32>, u: vec2<f32>, choice: ptr<function, vec3<f32>>) -> f32 {\n let weights = max(throughput, vec3<f32>(0.0));\n let total = weights.x + weights.y + weights.z;\n let odds = select(vec3<f32>(1.0 / 3.0), weights / total, total > 0.0);\n let chosen = select(select(sigma.z, sigma.y, u.x < odds.x + odds.y), sigma.x, u.x < odds.x);\n\n *choice = odds;\n\n return -log(max(1.0 - u.y, 1e-12)) / chosen;\n}\n\n/**\n * Where a walk leaves the material: a white Lambert surface facing out, as Cycles leaves its random walk. The colour\n * was taken inside, scattering by scattering, so nothing tints the light again on the way out.\n */\nfn subsurfaceExit(m: u32, triangle: u32, bary: vec2<f32>, direction: vec3<f32>) -> Surface {\n var surface: Surface;\n // Turned to face against the reversed ray: outwards, the side the walk is leaving through.\n let out = interpolatedNormal(m, triangle, bary, -direction);\n\n surface.normal = out;\n surface.facing = out;\n surface.albedo = vec3<f32>(1.0);\n surface.flags = MATERIAL_LIT;\n surface.kind = KIND_LAMBERT;\n surface.opacity = 1.0;\n surface.alpha = 1.0;\n surface.blending = BLEND_NORMAL;\n surface.material = m;\n surface.roughness = 1.0;\n surface.ior = 1.5;\n surface.specularF90 = 1.0;\n surface.envMap = NO_TEXTURE;\n surface.envMapIntensity = 1.0;\n surface.gradientMap = NO_TEXTURE;\n\n return surface;\n}\n\n/** A point inside a volume where the light scatters: the medium's phase function in place of a surface's lobes. */\nfn volumePoint(direction: vec3<f32>, albedo: vec3<f32>, anisotropy: f32) -> Surface {\n var surface: Surface;\n\n surface.normal = -direction;\n surface.facing = -direction;\n surface.albedo = albedo;\n surface.flags = MATERIAL_LIT;\n surface.kind = KIND_VOLUME;\n surface.anisotropy = anisotropy;\n surface.opacity = 1.0;\n surface.alpha = 1.0;\n surface.blending = BLEND_NORMAL;\n surface.material = NO_MATERIAL;\n surface.roughness = 1.0;\n surface.ior = 1.0;\n surface.specularF90 = 1.0;\n surface.envMap = NO_TEXTURE;\n surface.envMapIntensity = 1.0;\n surface.gradientMap = NO_TEXTURE;\n\n return surface;\n}\n\n/**\n * The shading normal with the edges near it rounded, as Cycles' bevel node rounds them, by one probe a sample. A\n * point is drawn on a disk of the bevel radius around the shaded point, across an axis picked along the normal half\n * the time and along each tangent a quarter; a short ray along that axis through it finds the surface of the same\n * material there, and that surface's normal turns this one by as much as it differs from the normal here. Over the\n * samples a pixel takes, the normal blends from one face to the next within the radius of every edge, so a box reads\n * as a machined one. A probe that finds nothing, or a normal turned away from the view, leaves the normal as it was.\n */\nfn bevelNormal(m: u32, point: vec3<f32>, surface: Surface, view: vec3<f32>, radius: f32, u: vec2<f32>,\n v: vec2<f32>) -> vec3<f32> {\n let basis = orthonormalBasis(surface.facing);\n var axis = basis[2];\n var first = basis[0];\n var second = basis[1];\n\n if (v.x >= 0.5) {\n axis = select(basis[1], basis[0], v.x < 0.75);\n first = select(basis[2], basis[1], v.x < 0.75);\n second = select(basis[0], basis[2], v.x < 0.75);\n }\n\n let reach = radius * sqrt(u.x);\n let angle = 2.0 * PI * u.y;\n let across = point + first * (reach * cos(angle)) + second * (reach * sin(angle));\n // Along the axis one way or the other at random, from the far edge of the radius across it.\n let way = select(-1.0, 1.0, v.y < 0.5);\n let hit = traceScene(across - axis * (radius * way), axis * way, 2.0 * radius);\n\n if (hit.triangle == NO_HIT || materialIndexOf(hit.triangle) != m) {\n return surface.normal;\n }\n\n // The authored normal there, turned the way this side's own is: the facing normal is the authored one, or its reverse.\n let there = authoredNormal(hit.triangle, vec2<f32>(hit.u, hit.v)) * select(-1.0, 1.0, surface.front);\n let turned = normalize(surface.normal + there - surface.facing);\n\n return select(surface.normal, turned, dot(turned, view) > 0.0 && all(turned == turned));\n}\n\nstruct PathResult {\n radiance: vec3<f32>,\n alpha: f32,\n // How far along the camera ray the first surface it stopped at is, or 1e30 when it stopped at none.\n depth: f32,\n // The denoiser's two signals: what of the radiance came through the first surface's diffuse lobe (and what the camera\n // sees directly), the rest being specular, and what guides each at that surface.\n diffuse: vec3<f32>,\n diffuseAlbedo: vec3<f32>,\n specularAlbedo: vec3<f32>,\n normal: vec3<f32>,\n // Along the camera ray to the first surface, its roughness, and how far the specular continuation went from it.\n guideDistance: f32,\n roughness: f32,\n specularDistance: f32,\n // How much of the first surface scatters light inside, which the denoiser relaxes its tests over.\n subsurface: f32,\n};\n\n/** How many surfaces a path may pass through without scattering (cutouts, culled faces, glass) before it gives up. */\nconst MAX_STEPS: u32 = 64u;\n\n/** Scatterings one walk inside a material may take; the roulette ends most walks well before. */\nconst MAX_WALK: u32 = 128u;\n\nfn traceRadiance(\n rayOrigin: vec3<f32>, rayDirection: vec3<f32>, rayLength: f32, rng: ptr<function, PathSampler>) -> PathResult {\n var radiance = vec3<f32>(0.0);\n var throughput = vec3<f32>(1.0);\n var origin = rayOrigin;\n var direction = rayDirection;\n var limit = rayLength;\n // Solid angle density of the current direction; zero for the camera ray, which no light sampling competes with.\n var bsdfPdf = 0.0;\n // What the volume the ray is travelling through absorbs per unit of distance; zero outside any.\n var absorption = vec3<f32>(0.0);\n // Still on the camera's own line of sight, which transmission keeps a path on.\n var primary = true;\n // Still the camera ray itself, in a straight line: only this one is culled and clipped by the far plane.\n var straight = true;\n var alpha = 0.0;\n var bounce = 0u;\n // The vertex the path last scattered at took all of its direct light by sampling lights: a toon surface.\n var lightsOwnDirect = false;\n // Where the path last scattered and the normal the light tree weighed lights by there, for the heuristic's other half.\n var lastPosition = rayOrigin;\n var lastNormal = vec3<f32>(0.0);\n // That vertex's own environment map, which a ray escaping from it sees instead of the scene's.\n var escapeMap = NO_TEXTURE;\n var escapeIntensity = 1.0;\n // Which colour a dispersive path carries, once a dispersive volume has split it; all three before that.\n var channel = vec3<f32>(1.0);\n // Three's fog, laid over everything the camera sees through the first surface.\n var fogged = false;\n var fogAmount = 0.0;\n var fogStart = vec3<f32>(0.0);\n var fogThroughput = vec3<f32>(0.0);\n // The air between the camera and the first surface it sees: aerial perspective.\n var hazed = false;\n var hazeDistance = 0.0;\n var hazeStart = vec3<f32>(0.0);\n var hazeThroughput = vec3<f32>(0.0);\n var hazeDirection = vec3<f32>(0.0);\n // A built-in material's hooks after <opaque_fragment> edit the colour the camera sees of it, which is everything the\n // path gathers from that surface on.\n var afterMaterial = NO_MATERIAL;\n var afterTriangle = 0u;\n var afterBary = vec2<f32>(0.0);\n var afterDirection = vec3<f32>(0.0);\n var afterAlbedo = vec4<f32>(0.0);\n var afterStart = vec3<f32>(0.0);\n var afterThroughput = vec3<f32>(0.0);\n var depth = 1e30;\n // The denoiser's guides, taken at the first surface the camera ray stops at.\n var guided = false;\n var diffuseAlbedo = vec3<f32>(1.0);\n var specularAlbedoGuide = vec3<f32>(1.0);\n var guideNormal = vec3<f32>(0.0);\n var guideDistance = 1e6;\n var guideRoughness = 1.0;\n var guideSubsurface = 0.0;\n // Where the path first scattered, which decides which of the two signals the rest of it feeds.\n var split = false;\n var splitBase = vec3<f32>(0.0);\n var splitDirect = vec3<f32>(0.0);\n var splitDirectDiffuse = vec3<f32>(0.0);\n var splitDiffuse = true;\n var waitingForSpecular = false;\n var specularDistance = 1e6;\n // Inside a material that scatters light, between two scatterings: its extinction and single scattering albedo per\n // colour, its anisotropy, the odds each colour had when the current step's distance was drawn, and the steps so far.\n var inMedium = false;\n var sigma = vec3<f32>(0.0);\n var walkAlbedo = vec3<f32>(0.0);\n var walkG = 0.0;\n var walkOdds = vec3<f32>(0.0);\n var walkSteps = 0u;\n // Inside a volume: its density per unit of distance, what it keeps at each scattering and its anisotropy. A camera\n // inside one starts there.\n var inVolume = false;\n var volumeDensity = 0.0;\n var volumeAlbedo = vec3<f32>(0.0);\n var volumeG = 0.0;\n\n if (VOLUMES && frame.cameraVolume != NO_MATERIAL && frame.volumesEnabled != 0u) {\n inVolume = true;\n volumeDensity = materials[frame.cameraVolume].volume.w;\n volumeAlbedo = materials[frame.cameraVolume].volume.rgb;\n volumeG = materials[frame.cameraVolume].volumeAnisotropy;\n }\n\n for (var step = 0u; step < MAX_STEPS + MAX_WALK; step = step + 1u) {\n let hit = traceScene(origin, direction, limit);\n\n // Every vertex draws the same dimensions in the same order, whatever the path then does with them.\n let coverage = sample2D(rng);\n let pick = sample2D(rng);\n let lightSample = sample2D(rng);\n let lobe = sample2D(rng);\n let bounceSample = sample2D(rng);\n var mediumSample = vec2<f32>(0.0);\n var bevelSample = vec4<f32>(0.0);\n\n if (VOLUMES) {\n mediumSample = sample2D(rng);\n }\n\n if (BEVEL) {\n bevelSample = vec4<f32>(sample2D(rng), sample2D(rng));\n }\n\n // The walk left the material here, and the surface below is its way out rather than what the material shows.\n var exiting = false;\n\n if (SUBSURFACE_WALK && inMedium) {\n if (hit.triangle == NO_HIT) {\n // Nothing within the drawn distance: the light scatters there, keeping each colour's share of the medium.\n let travelled = exp(-sigma * limit);\n let density = dot(walkOdds, sigma * travelled);\n\n throughput = throughput * sigma * walkAlbedo * travelled / max(density, 1e-20);\n walkSteps = walkSteps + 1u;\n\n let survival = max3(throughput);\n\n if (walkSteps >= MAX_WALK || survival <= 0.0) {\n break;\n }\n\n if (survival < 0.2) {\n if (coverage.x > survival) {\n break;\n }\n\n throughput = throughput / survival;\n }\n\n origin = origin + direction * limit;\n direction = sampleHenyeyGreenstein(direction, walkG, lobe);\n limit = walkDistance(throughput, sigma, pick, &walkOdds);\n continue;\n }\n\n // The walk reached the surface before scattering again: the chance of travelling that far, per colour.\n let travelled = exp(-sigma * hit.distance);\n\n throughput = throughput * travelled / max(dot(walkOdds, travelled), 1e-20);\n inMedium = false;\n exiting = true;\n }\n\n // Inside a volume, the medium may stop the ray before whatever it hit. The distance is drawn now that the segment's\n // length is known, which a homogeneous medium allows; one grey density makes the weight of either outcome one.\n var scatterAt = -1.0;\n\n if (VOLUMES && inVolume && !exiting) {\n let free = -log(max(1.0 - mediumSample.x, 1e-12)) / max(volumeDensity, 1e-12);\n\n if (free < select(hit.distance, limit, hit.triangle == NO_HIT)) {\n scatterAt = free;\n }\n }\n\n let scattering = scatterAt >= 0.0;\n\n // The specular continuation's first hit: how far the reflection the denoiser filters actually is.\n if (waitingForSpecular) {\n specularDistance = select(min(hit.distance, 1e6), 1e6, hit.triangle == NO_HIT);\n waitingForSpecular = false;\n }\n\n if (hit.triangle == NO_HIT && !scattering) {\n if (primary) {\n // A transparent background leaves the pixel empty, which its alpha says.\n if (frame.background.w != 2.0) {\n alpha = 1.0;\n radiance = radiance + throughput * backgroundRadiance(direction);\n }\n } else {\n var sky = ambientRadiance(direction);\n\n if (escapeMap != NO_TEXTURE) {\n sky = sky + sampleEquirect(escapeMap, direction).rgb * escapeIntensity;\n } else {\n sky = sky + environmentRadiance(direction) * escapeWeight(direction, bsdfPdf, lightsOwnDirect);\n }\n\n let contribution = throughput * sky;\n\n radiance = radiance + select(contribution, clampIndirect(contribution), bounce > 1u);\n }\n\n break;\n }\n\n let travel = select(hit.distance, scatterAt, scattering);\n\n throughput = throughput * exp(-absorption * travel);\n\n let bary = vec2<f32>(hit.u, hit.v);\n let point = origin + direction * travel;\n var m = 0u;\n\n if (!scattering) {\n m = materialIndexOf(hit.triangle);\n }\n\n var surface: Surface;\n\n if (SUBSURFACE_WALK && exiting) {\n surface = subsurfaceExit(m, hit.triangle, bary, direction);\n // Seen from outside, along its normal: the side the light leaves through.\n direction = -surface.normal;\n } else if (VOLUMES && scattering) {\n surface = volumePoint(direction, volumeAlbedo, volumeG);\n } else {\n\n // A volume's boundary is not a surface: the ray goes in or out, and the medium is what it meets.\n if (VOLUMES && (materials[m].flags & MATERIAL_VOLUME) != 0u) {\n if (dot(authoredNormal(hit.triangle, bary), direction) < 0.0) {\n if (frame.volumesEnabled != 0u) {\n inVolume = true;\n volumeDensity = materials[m].volume.w;\n volumeAlbedo = materials[m].volume.rgb;\n volumeG = materials[m].volumeAnisotropy;\n }\n } else {\n inVolume = false;\n }\n\n origin = point + direction * RAY_EPSILON;\n limit = select(1e30, limit - hit.distance, straight);\n continue;\n }\n\n // Three culls the side a material does not draw. Only the camera's rays are culled: a mesh still casts shadows and\n // holds light in from both sides.\n // A planar capture drops what lies behind its plane, for the camera's own ray.\n let clipped = any(frame.clipPlane != vec4<f32>(0.0)) && dot(frame.clipPlane.xyz, point) + frame.clipPlane.w < 0.0;\n\n if (straight && (clipped || isCulled(m, hit.triangle, direction))) {\n origin = point + direction * RAY_EPSILON;\n limit = limit - hit.distance;\n continue;\n }\n\n if (isClipped(m, point)\n || ((materials[m].flags & MATERIAL_WIREFRAME) != 0u && !onWireframe(hit.triangle, point))) {\n origin = point + direction * RAY_EPSILON;\n limit = select(1e30, limit - hit.distance, straight);\n continue;\n }\n\n let base = sampleMap(materials[m].map, hit.triangle, bary);\n\n // A cutout lets the ray through before anything else about the surface is read: the normal map, the other maps and\n // the lobes would only be thrown away. The draw and the comparison are the ones made below, so nothing changes.\n if (coverageFirst(m)) {\n let opacity = coverageOf(m, materialAlphaFrom(m, hit.triangle, bary, base));\n\n if (opacity < 1.0 && coverage.x >= opacity) {\n origin = point + direction * RAY_EPSILON;\n limit = select(1e30, limit - hit.distance, straight);\n continue;\n }\n }\n\n surface = resolveSurfaceFrom(hit.triangle, bary, direction, base);\n\n if (BEVEL && frame.bevelEnabled != 0u && materials[m].bevel > 0.0) {\n surface.normal = bevelNormal(m, point, surface, -direction, materials[m].bevel, bevelSample.xy, bevelSample.zw);\n }\n }\n\n // Blending other than normal: the surface adds its light to, or filters, whatever is behind it, and the path goes on.\n if (surface.blending == BLEND_ADDITIVE || surface.blending == BLEND_MULTIPLY || surface.blending == BLEND_SUBTRACTIVE) {\n // Three blends these with the fragment's alpha whether or not the material is transparent.\n let strength = surface.opacity * clamp(surface.alpha, 0.0, 1.0);\n let color = select(surface.albedo, surface.emissive, (surface.flags & MATERIAL_LIT) == 0u);\n\n if (surface.blending == BLEND_ADDITIVE) {\n var added = surface.emissive;\n\n if ((surface.flags & MATERIAL_LIT) != 0u) {\n var unused: vec3<f32>;\n added = added + directLight(surface, point + surface.normal * RAY_EPSILON, -direction, pick.x, lightSample, rng,\n &unused, select(0.0, volumeDensity, inVolume));\n }\n\n radiance = radiance + throughput * added * strength;\n } else if (surface.blending == BLEND_MULTIPLY) {\n throughput = throughput * mix(vec3<f32>(1.0), color, strength);\n } else {\n throughput = throughput * (vec3<f32>(1.0) - color * strength);\n }\n\n origin = point + direction * RAY_EPSILON;\n limit = select(1e30, limit - hit.distance, straight);\n continue;\n }\n\n // A surface that only partly covers its triangle lets the ray straight through the rest of the time. The direction\n // does not change, so the density that found it still stands and the next hit is weighted against the same one.\n if (surface.opacity < 1.0 && coverage.x >= surface.opacity) {\n origin = point + direction * RAY_EPSILON;\n limit = select(1e30, limit - hit.distance, straight);\n continue;\n }\n\n // Three's ShadowMaterial shows its colour only where a light is blocked, and nothing elsewhere.\n if (surface.kind == KIND_SHADOW) {\n let shadow = shadowMaskAt(point + surface.facing * RAY_EPSILON, rng);\n\n if (coverage.y >= shadow * clamp(materials[m].color.w, 0.0, 1.0)) {\n origin = point + direction * RAY_EPSILON;\n limit = select(1e30, limit - hit.distance, straight);\n continue;\n }\n\n if (primary) {\n alpha = 1.0;\n }\n\n radiance = radiance + throughput * surface.albedo;\n break;\n }\n\n if (straight && depth >= 1e30) {\n depth = length(point - rayOrigin);\n }\n\n if (straight && !guided) {\n guided = true;\n diffuseAlbedo = diffuseGuide(surface);\n specularAlbedoGuide = select(specularAlbedo(surface, -direction), vec3<f32>(1.0), (surface.flags & MATERIAL_LIT) == 0u);\n guideNormal = surface.normal;\n guideDistance = length(point - rayOrigin);\n guideRoughness = surface.roughness;\n guideSubsurface = select(0.0, surface.subsurface, SUBSURFACE_WALK);\n\n if (surface.kind == KIND_PHONG) {\n // Phong's exponent as the roughness of the GGX lobe that is about as wide.\n guideRoughness = pow(2.0 / (surface.shininess + 2.0), 0.25);\n }\n }\n\n if (primary) {\n alpha = 1.0;\n\n if (!scattering && !fogged && afterMaterial == NO_MATERIAL && materials[m].afterProgram != NO_PROGRAM) {\n afterMaterial = m;\n afterTriangle = hit.triangle;\n afterBary = bary;\n afterDirection = direction;\n afterAlbedo = vec4<f32>(surface.albedo, surface.alpha);\n afterStart = radiance;\n afterThroughput = throughput;\n }\n\n if (!fogged) {\n let everySurface = frame.fogParams.w > 0.0;\n let kind = frame.fogColor.w;\n\n if (everySurface || (kind > 0.0 && (surface.flags & MATERIAL_FOG) != 0u)) {\n let depth = -(frame.worldToCamera * vec4<f32>(point, 1.0)).z;\n\n fogged = true;\n fogAmount = fogFactor(depth, select(kind, 1.0, everySurface));\n fogStart = radiance;\n fogThroughput = throughput;\n }\n }\n\n if (!hazed && frame.atmosphereColor.w > 0.0) {\n hazed = true;\n // From the eye, where the camera ray only starts on the near plane; an orthographic view has no eye.\n hazeDistance = length(point - select(frame.cameraToWorld[3].xyz, rayOrigin, frame.cameraKind == 1u));\n hazeStart = radiance;\n hazeThroughput = throughput;\n hazeDirection = direction;\n }\n\n radiance = radiance + throughput * surface.lightMap;\n }\n\n if (any(surface.emissive > vec3<f32>(0.0))) {\n let contribution = throughput * surface.emissive * emissionWeight(hit, direction, bsdfPdf, lightsOwnDirect, lastPosition, lastNormal);\n\n // Seen by the camera or one bounce away this is direct light and stays exact; deeper it may be clamped.\n radiance = radiance + select(contribution, clampIndirect(contribution), bounce > 1u);\n }\n\n // Three does not light a basic, points, line or sprite material, so nothing carries on from one.\n if ((surface.flags & MATERIAL_LIT) == 0u || bounce >= frame.bounces) {\n break;\n }\n\n // Lambert and Phong blend their own environment map over the lit colour, which here is a share of the path.\n if (surface.legacyAmount > 0.0) {\n let amount = surface.legacyAmount;\n\n if (surface.combine == 1u) {\n radiance = radiance + throughput * surface.legacyEnv * amount;\n throughput = throughput * (1.0 - amount);\n } else if (surface.combine == 2u) {\n radiance = radiance + throughput * surface.legacyEnv * amount;\n } else {\n throughput = throughput * mix(vec3<f32>(1.0), surface.legacyEnv, amount);\n }\n }\n\n let view = -direction;\n var next = direction;\n var nextOrigin = point + direction * RAY_EPSILON;\n\n // Transmission replaces part of the diffuse layer, so that share of the time the surface is a dielectric instead.\n // Choosing it in proportion to its weight leaves both halves unweighted, and only the opaque half aims at a light.\n if (surface.transmission > 0.0 && lobe.y < surface.transmission) {\n var ior = surface.ior;\n\n // Three's dispersion: each colour refracts with its own index, spread around the material's. The path picks one\n // colour the first time it enters such a volume and carries only that one from then on.\n if (surface.dispersion > 0.0 && surface.thickness > 0.0) {\n if (all(channel == vec3<f32>(1.0))) {\n let which = min(u32(coverage.y * 3.0), 2u);\n\n channel = vec3<f32>(select(0.0, 1.0, which == 0u), select(0.0, 1.0, which == 1u), select(0.0, 1.0, which == 2u));\n throughput = throughput * channel * 3.0;\n }\n\n let spread = (ior - 1.0) * 0.025 * surface.dispersion;\n\n ior = dot(channel, vec3<f32>(ior - spread, ior, ior + spread));\n }\n\n let crossing = sampleDielectric(surface, view, ior, lobe.y / surface.transmission, bounceSample);\n\n if (!crossing.valid) {\n break;\n }\n\n // Bending or reflecting off glass is the specular signal.\n if (!split && !crossing.straight) {\n split = true;\n splitBase = radiance;\n splitDiffuse = false;\n waitingForSpecular = true;\n }\n\n throughput = throughput * crossing.weight;\n\n // Straight through a thin wall the direction stands, and with it the density that will weigh the next hit.\n if (!crossing.straight) {\n straight = false;\n next = crossing.direction;\n nextOrigin = point + surface.normal * select(RAY_EPSILON, -RAY_EPSILON, crossing.crossed);\n // A direction no light sampling could have produced: whatever the path finds next keeps its whole value.\n bsdfPdf = 0.0;\n lightsOwnDirect = false;\n escapeMap = surface.envMap;\n escapeIntensity = surface.envMapIntensity;\n\n if (crossing.crossed) {\n absorption = select(vec3<f32>(0.0), surface.absorption, surface.front);\n } else {\n primary = false;\n }\n }\n\n if (!primary) {\n bounce = bounce + 1u;\n }\n } else {\n // Light that enters the material: a random walk inside it from here, in place of the share of the diffuse\n // layer that scatters inside. Chosen by chance, so neither branch is weighted against the other.\n var chance = 0.0;\n\n if (SUBSURFACE_WALK) {\n chance = subsurfaceChance(surface, view);\n }\n\n if (SUBSURFACE_WALK && lobe.x < chance) {\n let medium = materials[surface.material].subsurface;\n\n throughput = throughput\n * ((1.0 - surface.metalness) * surface.subsurface * coatTransmittance(surface, view) / chance);\n sigma = vec3<f32>(1.0) / max(medium.rgb, vec3<f32>(1e-6));\n walkAlbedo = subsurfaceAlbedo(surface.albedo);\n walkG = materials[surface.material].subsurfaceAnisotropy;\n walkSteps = 0u;\n\n // Light that scattered inside is diffuse light, which is the signal it feeds.\n if (!split) {\n split = true;\n splitBase = radiance;\n splitDiffuse = true;\n }\n\n inMedium = true;\n primary = false;\n straight = false;\n bsdfPdf = 0.0;\n lightsOwnDirect = false;\n escapeMap = NO_TEXTURE;\n bounce = bounce + 1u;\n direction = cosineDirection(-surface.facing, bounceSample);\n origin = point - surface.facing * RAY_EPSILON;\n limit = walkDistance(throughput, sigma, pick, &walkOdds);\n continue;\n }\n\n throughput = throughput / (1.0 - chance);\n\n let position = point + surface.normal * RAY_EPSILON;\n var directDiffuse: vec3<f32>;\n let direct = throughput * directLight(surface, position, view, pick.x, lightSample, rng, &directDiffuse,\n select(0.0, volumeDensity, inVolume));\n let added = select(direct, clampIndirect(direct), bounce > 0u);\n let before = radiance;\n\n radiance = radiance + added;\n\n let scattered = sampleBsdf(surface, view, (lobe.x - chance) / (1.0 - chance), bounceSample);\n\n // The first scatter splits the path: its direct light by lobe, and everything after it by the lobe it chose.\n if (!split) {\n split = true;\n splitBase = before;\n splitDirect = added;\n splitDirectDiffuse = throughput * directDiffuse * select(1.0, luminanceOf(added) / max(luminanceOf(direct), 1e-20),\n bounce > 0u);\n splitDiffuse = !scattered.valid || scattered.diffuse;\n waitingForSpecular = scattered.valid && !scattered.diffuse;\n }\n\n if (!scattered.valid) {\n break;\n }\n\n throughput = throughput * scattered.weight;\n bsdfPdf = scattered.pdf;\n lastPosition = position;\n lastNormal = treeNormal(surface);\n lightsOwnDirect = surface.kind == KIND_TOON;\n escapeMap = surface.envMap;\n escapeIntensity = surface.envMapIntensity;\n next = scattered.direction;\n nextOrigin = position;\n primary = false;\n straight = false;\n bounce = bounce + 1u;\n }\n\n // A path that carries almost nothing is ended by chance rather than by a cut, which keeps the estimate unbiased.\n let survival = max(throughput.r, max(throughput.g, throughput.b));\n\n if (survival <= 0.0) {\n break;\n }\n\n if (survival < frame.rouletteThreshold && bounce >= frame.rouletteStart) {\n if (pick.y > survival) {\n break;\n }\n\n throughput = throughput / survival;\n }\n\n origin = nextOrigin;\n limit = select(1e30, limit - hit.distance, straight);\n direction = next;\n }\n\n // The diffuse signal: everything before the first scatter, its diffuse direct light, and the rest if the diffuse lobe\n // carried the path on. A path that never scattered is all diffuse, which is what the camera sees directly.\n var diffuse = radiance;\n\n if (split) {\n let after = radiance - splitBase - splitDirect;\n diffuse = splitBase + splitDirectDiffuse + select(vec3<f32>(0.0), after, splitDiffuse);\n }\n\n if (afterMaterial != NO_MATERIAL && all(afterThroughput > vec3<f32>(0.0))) {\n var input = shaderInputAt(afterMaterial, afterTriangle, afterBary, afterDirection);\n input.data = materials[afterMaterial].afterData;\n input.diffuseColor = afterAlbedo;\n input.fragColor = vec4<f32>((radiance - afterStart) / afterThroughput, 1.0);\n\n let edited = runProgram(materials[afterMaterial].afterProgram, input);\n\n radiance = afterStart + afterThroughput * edited.color.rgb;\n // A hook rewrites the colour as a whole: there is no split left to keep.\n diffuse = radiance;\n }\n\n // Three lays its fog after the hooks, over what they made of the surface.\n if (fogged) {\n let fog = frame.fogColor.rgb * fogThroughput * fogAmount;\n\n radiance = fogStart + (radiance - fogStart) * (1.0 - fogAmount) + fog;\n // What came before the fogged surface is diffuse, so the fog's own colour joins that signal.\n diffuse = fogStart + (diffuse - fogStart) * (1.0 - fogAmount) + fog;\n }\n\n // The air takes its share of what lies behind it and adds the light it scatters towards the camera; the background,\n // which already is the sky, is left as it is.\n if (hazed) {\n let through = exp(-frame.atmosphereExtinction.rgb * hazeDistance);\n // The sun lights the air by the phase function of what fills it: Rayleigh's for clean air, a forward lobe for haze\n // (Henyey-Greenstein at 0.76), which is what makes the air glow towards the sun.\n let turn = dot(hazeDirection, frame.atmosphereSun.xyz);\n let phase = mix(3.0 / (16.0 * PI) * (1.0 + turn * turn), henyeyGreenstein(turn, 0.76), frame.atmosphereExtinction.w);\n let air = frame.atmosphereColor.rgb + frame.atmosphereSunColor.rgb * phase;\n let glow = air * hazeThroughput * (vec3<f32>(1.0) - through);\n\n radiance = hazeStart + (radiance - hazeStart) * through + glow;\n diffuse = hazeStart + (diffuse - hazeStart) * through + glow;\n }\n\n var result: PathResult;\n result.radiance = radiance;\n result.alpha = alpha;\n result.depth = depth;\n result.diffuse = diffuse;\n result.diffuseAlbedo = diffuseAlbedo;\n result.specularAlbedo = specularAlbedoGuide;\n result.normal = guideNormal;\n result.guideDistance = guideDistance;\n result.roughness = guideRoughness;\n result.specularDistance = specularDistance;\n result.subsurface = guideSubsurface;\n\n return result;\n}\n\n/** A point on the lens: a disk, or Three-free polygon bokeh shaped as the CPU renderer shapes it. */\nfn lensPoint(u: vec2<f32>) -> vec2<f32> {\n var radius = sqrt(u.x) * frame.lens.x;\n let angle = u.y * 2.0 * PI;\n let blades = frame.lens.z;\n\n if (blades >= 3.0) {\n let wedge = 2.0 * PI / blades;\n radius = radius * cos(PI / blades) / cos((angle - floor(angle / wedge) * wedge) - PI / blades);\n }\n\n return vec2<f32>(cos(angle), sin(angle)) * radius;\n}\n\n/**\n * Where a sample's camera ray starts, which way it points and how far it may go, for any camera: the ray is cast through\n * the inverse of the camera's own projection, from the near plane to the far one, which clip it as Three clips a\n * fragment. A lens moves the origin across its aperture and aims at the point in focus.\n */\nfn cameraRay(pixel: vec2<u32>, jitter: vec2<f32>, lens: vec2<f32>) -> array<vec4<f32>, 2> {\n let uv = (vec2<f32>(pixel) + jitter) / vec2<f32>(frame.resolution);\n var ndc = vec2<f32>(uv.x * 2.0 - 1.0, 1.0 - uv.y * 2.0);\n\n // A lens's radial distortion: the pixel sees the scene at a radius scaled by the square of its own, which is one at\n // the corners. Positive reaches further out at the edges (barrel), negative less far (pincushion).\n if (frame.lensDistortion != 0.0) {\n let aspect = f32(frame.resolution.x) / f32(frame.resolution.y);\n let radius2 = (ndc.x * ndc.x * aspect * aspect + ndc.y * ndc.y) / (aspect * aspect + 1.0);\n\n ndc = ndc * (1.0 + frame.lensDistortion * radius2);\n }\n\n let ray = ndcRay(ndc);\n\n if (frame.lens.x <= 0.0 || frame.cameraKind == 1u) {\n return ray;\n }\n\n let position = frame.cameraToWorld[3].xyz;\n let forward = -normalize(frame.cameraToWorld[2].xyz);\n let focus = position + ray[1].xyz * (frame.lens.y / max(dot(ray[1].xyz, forward), 1e-6));\n let offset = lensPoint(lens);\n let origin = position + normalize(frame.cameraToWorld[0].xyz) * offset.x + normalize(frame.cameraToWorld[1].xyz) * offset.y;\n\n return array<vec4<f32>, 2>(vec4<f32>(origin, 0.0), vec4<f32>(normalize(focus - origin), 1e30));\n}\n\n/** The window depth GL would store for the first surface the camera ray stopped at: one where it stopped at none. */\nfn windowDepth(point: vec3<f32>, distance: f32) -> f32 {\n if (distance >= 1e30) {\n return 1.0;\n }\n\n let clip = frame.projection * (frame.worldToCamera * vec4<f32>(point, 1.0));\n\n return clamp(clip.z / clip.w * 0.5 + 0.5, 0.0, 1.0);\n}\n\n/** smoothstep as the CPU renderer writes it, which also holds when the two edges meet. */\nfn edge(low: f32, high: f32, value: f32) -> f32 {\n let t = select(select(0.0, 1.0, value >= high), clamp((value - low) / (high - low), 0.0, 1.0), high > low);\n\n return t * t * (3.0 - 2.0 * t);\n}\n\n/** How much of what lies at this point the fog lets through to the camera. */\nfn fogVisibility(point: vec3<f32>) -> f32 {\n let everySurface = frame.fogParams.w > 0.0;\n let kind = frame.fogColor.w;\n\n if (!everySurface && kind <= 0.0) {\n return 1.0;\n }\n\n let depth = -(frame.worldToCamera * vec4<f32>(point, 1.0)).z;\n\n return 1.0 - fogFactor(depth, select(kind, 1.0, everySurface));\n}\n\n/** The most volumetric lights one view ray marches through. */\nconst MAX_VOLUMETRIC: u32 = 8u;\n\n/**\n * Steps of one march. The CPU renderer marches 64 once per pixel; here every path marches, a few hundred times a\n * pixel, each at its own random offset, so a few steps a path add up to a finer integral than 64 once, at a fraction of\n * the shadow rays.\n */\nconst MARCH_STEPS: u32 = 8u;\n\n/**\n * The CPU renderer's volumetric lights (volumetricLight.js): one march across the union of every light's\n * reach along the view ray, Henyey-Greenstein scattering towards the camera, a shadow ray for a spot light that casts\n * one, and the same compression of the sum before it is added over the image.\n */\nfn volumetricGlow(origin: vec3<f32>, direction: vec3<f32>, distance: f32, jitter: f32) -> vec3<f32> {\n let count = min(frame.volumetricCount, MAX_VOLUMETRIC);\n let far = min(distance, 40.0);\n var tStart = far;\n var tEnd = 0.0;\n\n for (var k = 0u; k < count; k = k + 1u) {\n let at = frame.volumetricData + k * 20u;\n let position = extraVec4(at).xyz;\n let spot = extraFloat(at + 3u) > 0.5;\n let axis = extraVec4(at + 4u).xyz;\n let radius = extraFloat(at + 7u);\n let outer = extraFloat(at + 15u);\n let delta = origin - position;\n let b = dot(delta, direction);\n let disc = b * b - dot(delta, delta) + radius * radius;\n\n if (disc <= 0.0) {\n continue;\n }\n\n let start = max(0.0, -b - sqrt(disc));\n let end = min(far, -b + sqrt(disc));\n\n if (end <= start) {\n continue;\n }\n\n var cuts = array<f32, 4>(start, end, end, end);\n var cutCount = 2u;\n let cone = cos(outer);\n\n if (spot) {\n let ar = dot(axis, direction);\n let ac = dot(axis, delta);\n let cos2 = cone * cone;\n let qa = ar * ar - cos2;\n let qb = ar * ac - dot(direction, delta) * cos2;\n let qc = ac * ac - dot(delta, delta) * cos2;\n let discriminant = qb * qb - qa * qc;\n var roots = array<f32, 2>(-1.0, -1.0);\n\n if (abs(qa) < 1e-8) {\n if (abs(qb) > 1e-8) {\n roots[0] = -qc / (2.0 * qb);\n }\n } else if (discriminant >= 0.0) {\n roots[0] = (-qb - sqrt(discriminant)) / qa;\n roots[1] = (-qb + sqrt(discriminant)) / qa;\n }\n\n for (var r = 0u; r < 2u; r = r + 1u) {\n if (roots[r] > start && roots[r] < end) {\n cuts[cutCount] = roots[r];\n cutCount = cutCount + 1u;\n }\n }\n\n // Sort the few cuts in place.\n for (var i = 1u; i < cutCount; i = i + 1u) {\n var j = i;\n\n loop {\n if (j == 0u || cuts[j - 1u] <= cuts[j]) {\n break;\n }\n\n let swap = cuts[j];\n cuts[j] = cuts[j - 1u];\n cuts[j - 1u] = swap;\n j = j - 1u;\n }\n }\n }\n\n for (var segment = 1u; segment < cutCount; segment = segment + 1u) {\n let lo = cuts[segment - 1u];\n let hi = cuts[segment];\n\n if (spot && dot(normalize(delta + direction * ((lo + hi) * 0.5)), axis) < cone) {\n continue;\n }\n\n tStart = min(tStart, lo);\n tEnd = max(tEnd, hi);\n }\n }\n\n if (tEnd <= tStart) {\n return vec3<f32>(0.0);\n }\n\n let step = (tEnd - tStart) / f32(MARCH_STEPS);\n var transmittance: array<f32, 8>;\n\n for (var k = 0u; k < count; k = k + 1u) {\n transmittance[k] = exp(-extraFloat(frame.volumetricData + k * 20u + 11u) * tStart);\n }\n\n var result = vec3<f32>(0.0);\n\n for (var i = 0u; i < MARCH_STEPS; i = i + 1u) {\n let t = tStart + (f32(i) + jitter) * step;\n let p = origin + direction * t;\n let fogged = fogVisibility(p);\n\n if (fogged <= 0.0001) {\n break;\n }\n\n var lit = false;\n\n for (var k = 0u; k < count; k = k + 1u) {\n if (transmittance[k] <= 0.003) {\n continue;\n }\n\n lit = true;\n\n let at = frame.volumetricData + k * 20u;\n let position = extraVec4(at).xyz;\n let spot = extraFloat(at + 3u) > 0.5;\n let axis = extraVec4(at + 4u).xyz;\n let color = extraVec4(at + 8u).rgb;\n let density = extraFloat(at + 11u);\n let angle = extraFloat(at + 12u);\n let penumbra = extraFloat(at + 13u);\n let range = extraFloat(at + 14u);\n let outer = extraFloat(at + 15u);\n let spread = extraFloat(at + 16u);\n let anisotropy = extraFloat(at + 17u);\n let casts = extraFloat(at + 18u) > 0.5;\n let toLight = position - p;\n let dist = length(toLight);\n let toward = toLight / max(dist, 1e-20);\n var attenuation = exp(-dist / (select(10.0, range, range > 0.0) * 0.3));\n\n if (range > 0.0) {\n attenuation = attenuation * (1.0 - edge(range * 0.8, range, dist));\n }\n\n if (spot) {\n let along = -dot(toward, axis);\n let inner = cos(angle * (1.0 - penumbra));\n let core = edge(cos(angle), inner, along);\n let scattered = spread * pow(edge(cos(outer), inner, along), 2.0);\n\n attenuation = attenuation * select(core, max(core, scattered), spread > 0.0);\n }\n\n if (attenuation <= 0.0001) {\n continue;\n }\n\n // Shadowing follows Three's volumetric lights, which only have shadow maps for spots.\n if (spot && casts && frame.shadowsEnabled != 0u && traceAny(p, toward, dist * (1.0 - 1e-3)) != NO_HIT) {\n continue;\n }\n\n let cosine = dot(toward, direction);\n let g = anisotropy;\n let phase = select((1.0 - g * g) / pow(1.0 + g * g - 2.0 * g * cosine, 1.5), 1.0, g == 0.0);\n\n // The air between the camera and this point, exactly: a long step evaluated at its start would overstate it.\n result = result + color * (attenuation * density * step * exp(-density * t) * fogged * phase * 1.5);\n }\n\n if (!lit) {\n break;\n }\n\n for (var k = 0u; k < count; k = k + 1u) {\n transmittance[k] = transmittance[k] * exp(-extraFloat(frame.volumetricData + k * 20u + 11u) * step);\n }\n }\n\n return result / (vec3<f32>(1.0) + result);\n}\n\n/**\n * How far a pixel's estimate may still be from its mean: the standard error of its luminance, over the square root of\n * the luminance, which is roughly how visible that error is once the image is encoded for display.\n */\nfn pixelError(pixel: vec2<u32>) -> f32 {\n let index = pixel.y * frame.resolution.x + pixel.x;\n let sum = accumulation[index];\n\n if (sum.w < 2.0) {\n return 1e30;\n }\n\n let squares = accumulation[frame.pixelCount + index];\n let diffuse = accumulation[4u * frame.pixelCount + index].rgb;\n\n // Each of the denoiser's signals has its own variance; the pixel has converged when both have.\n return max(\n channelError(luminanceOf(diffuse) / sum.w, squares.z / sum.w, sum.w),\n channelError(luminanceOf(sum.rgb - diffuse) / sum.w, squares.w / sum.w, sum.w));\n}\n\nfn channelError(mean: f32, square: f32, samples: f32) -> f32 {\n let variance = max(square - mean * mean, 0.0);\n\n return sqrt(variance / samples) / sqrt(max(mean, 0.0) + 1e-3);\n}\n\n/**\n * Whether a pixel has converged, judged over its neighbourhood: a rare bright path lands in one pixel, and a pixel\n * judged alone would stop where its neighbours had not yet seen one and leave that area too dark.\n */\nfn converged(pixel: vec2<u32>) -> bool {\n for (var dy = -1; dy <= 1; dy = dy + 1) {\n for (var dx = -1; dx <= 1; dx = dx + 1) {\n let x = clamp(i32(pixel.x) + dx, 0, i32(frame.resolution.x) - 1);\n let y = clamp(i32(pixel.y) + dy, 0, i32(frame.resolution.y) - 1);\n\n if (pixelError(vec2<u32>(u32(x), u32(y))) > frame.adaptiveThreshold) {\n return false;\n }\n }\n }\n\n return true;\n}\n\n@compute @workgroup_size(8, 8, 1)\nfn main(@builtin(global_invocation_id) id: vec3<u32>) {\n if (id.x >= frame.bandSize.x || id.y >= frame.bandSize.y) {\n return;\n }\n\n let pixel = frame.bandOrigin + id.xy;\n\n if (pixel.x >= frame.resolution.x || pixel.y >= frame.resolution.y) {\n return;\n }\n\n let index = pixel.y * frame.resolution.x + pixel.x;\n\n // Adaptive sampling: a pixel whose neighbourhood has converged takes no more samples, which leaves the pass to\n // the pixels that still need them.\n if (frame.adaptiveMin > 0u && accumulation[index].w >= f32(frame.adaptiveMin) && converged(pixel)) {\n return;\n }\n\n var radiance = vec3<f32>(0.0);\n var alpha = 0.0;\n var depthSum = 0.0;\n var diffuseSquares = 0.0;\n var specularSquares = 0.0;\n var diffuseSum = vec3<f32>(0.0);\n var diffuseAlbedoSum = vec3<f32>(0.0);\n var specularAlbedoSum = vec3<f32>(0.0);\n var normalSum = vec3<f32>(0.0);\n var distanceSum = 0.0;\n var roughnessSum = 0.0;\n var specularDistanceSum = 0.0;\n var subsurfaceSum = 0.0;\n\n for (var s = 0u; s < frame.sampleCount; s = s + 1u) {\n var rng = makeSampler(pixel, frame.sampleIndex + s);\n let jitter = sample2D(&rng);\n let lens = sample2D(&rng);\n let ray = cameraRay(pixel, jitter, lens);\n let result = traceRadiance(ray[0].xyz, ray[1].xyz, ray[1].w, &rng);\n var sampleAlpha = result.alpha;\n\n var sampled = result.radiance;\n var sampledDiffuse = result.diffuse;\n\n if (frame.volumetricCount > 0u) {\n let glow = volumetricGlow(ray[0].xyz, ray[1].xyz, result.depth, sample2D(&rng).x);\n\n // As the CPU renderer composites it: added over the image, and raising the coverage just enough to hold it.\n sampled = sampled + glow;\n sampledDiffuse = sampledDiffuse + glow;\n sampleAlpha = max(sampleAlpha, max3(glow));\n }\n\n let sampledSpecular = sampled - sampledDiffuse;\n\n radiance = radiance + sampled;\n diffuseSum = diffuseSum + sampledDiffuse;\n diffuseSquares = diffuseSquares + luminanceOf(sampledDiffuse) * luminanceOf(sampledDiffuse);\n specularSquares = specularSquares + luminanceOf(sampledSpecular) * luminanceOf(sampledSpecular);\n diffuseAlbedoSum = diffuseAlbedoSum + result.diffuseAlbedo;\n specularAlbedoSum = specularAlbedoSum + result.specularAlbedo;\n normalSum = normalSum + result.normal;\n distanceSum = distanceSum + result.guideDistance;\n roughnessSum = roughnessSum + result.roughness;\n specularDistanceSum = specularDistanceSum + result.specularDistance;\n subsurfaceSum = subsurfaceSum + result.subsurface;\n\n alpha = alpha + sampleAlpha;\n depthSum = depthSum + windowDepth(ray[0].xyz + ray[1].xyz * min(result.depth, 1e20), result.depth);\n }\n\n let coverage = accumulation[frame.pixelCount + index];\n accumulation[index] = accumulation[index] + vec4<f32>(radiance, f32(frame.sampleCount));\n accumulation[frame.pixelCount + index] = vec4<f32>(\n coverage.x + alpha, coverage.y + depthSum, coverage.z + diffuseSquares, coverage.w + specularSquares);\n // The denoiser's signals and guides, summed like the radiance so they average over the pixel's samples.\n let pc = frame.pixelCount;\n accumulation[2u * pc + index] = accumulation[2u * pc + index] + vec4<f32>(diffuseAlbedoSum, roughnessSum);\n accumulation[3u * pc + index] = accumulation[3u * pc + index] + vec4<f32>(normalSum, distanceSum);\n accumulation[4u * pc + index] = accumulation[4u * pc + index] + vec4<f32>(diffuseSum, specularDistanceSum);\n accumulation[5u * pc + index] = accumulation[5u * pc + index] + vec4<f32>(specularAlbedoSum, subsurfaceSum);\n // This row still has work: every pixel that traced writes the same value, so the race is harmless.\n accumulation[6u * pc + pixel.y] = vec4<f32>(1.0);\n}\n";
13
+ export declare const PATH_TRACE_WGSL = "\n/** Light from an ambient or hemisphere light, which this renderer turns into an equally bright surrounding. */\nfn ambientRadiance(direction: vec3<f32>) -> vec3<f32> {\n let latitude = clamp(dot(direction, frame.ambientAxis.xyz) * 0.5 + 0.5, 0.0, 1.0);\n\n return mix(frame.ambientGround.rgb, frame.ambientSky.rgb, latitude) + probeRadiance(direction);\n}\n\n/**\n * A LightProbe's light. Three's coefficients are radiance projected on the SH3 basis, which its shader convolves with\n * the cosine to get irradiance; evaluated directly they are the surrounding that delivers exactly that irradiance.\n */\nfn probeRadiance(d: vec3<f32>) -> vec3<f32> {\n let radiance = frame.probe0.rgb * 0.282095\n + frame.probe1.rgb * (0.488603 * d.y)\n + frame.probe2.rgb * (0.488603 * d.z)\n + frame.probe3.rgb * (0.488603 * d.x)\n + frame.probe4.rgb * (1.092548 * d.x * d.y)\n + frame.probe5.rgb * (1.092548 * d.y * d.z)\n + frame.probe6.rgb * (0.315392 * (3.0 * d.z * d.z - 1.0))\n + frame.probe7.rgb * (1.092548 * d.x * d.z)\n + frame.probe8.rgb * (0.546274 * (d.x * d.x - d.y * d.y));\n\n return max(radiance, vec3<f32>(0.0));\n}\n\n/** What the camera sees where nothing is in the way, as the background setting says. */\nfn backgroundRadiance(direction: vec3<f32>) -> vec3<f32> {\n if (frame.background.w == 1.0) {\n return frame.background.rgb;\n }\n\n // A procedural sky paints the background with the strength it lights with, and its foreground over it. The CPU\n // renderer leaves that strength out of what the camera sees, which a renderer exposing for the light cannot: the sky\n // that lights a wall five times brighter than itself would show as a dark band behind it.\n if (frame.skyProgram != NO_PROGRAM || frame.skyIntensity > 0.0) {\n if (frame.skyBackground == 0u) {\n return vec3<f32>(0.0);\n }\n\n if (frame.skyProgram != NO_PROGRAM) {\n var input: ShaderInput;\n input.data = frame.skyData;\n input.direction = direction;\n input.diffuseColor = vec4<f32>(1.0);\n\n return runProgram(frame.skyProgram, input).color.rgb * frame.skyIntensity;\n }\n\n return environmentRadiance(direction);\n }\n\n return environmentRadiance(direction);\n}\n\n/**\n * How much of the sky a bounce ray that escaped keeps. Direct sampling aims at the bright parts of an image too, so the\n * two share it; when direct sampling took all of it, as it does from a toon surface, the bounce keeps none.\n */\nfn escapeWeight(direction: vec3<f32>, bsdfPdf: f32, lightsOwnDirect: bool, scatteredAt: vec3<f32>) -> f32 {\n if (frame.environmentPick <= 0.0) {\n return 1.0;\n }\n\n if (lightsOwnDirect) {\n return 0.0;\n }\n\n if (bsdfPdf <= 0.0) {\n return 1.0;\n }\n\n // The sky was aimed at from the vertex the bounce left, through its windows as well when that vertex is inside.\n return misWeight(bsdfPdf, frame.environmentPick * skyPdf(scatteredAt, direction, portalChance(scatteredAt)));\n}\n\n/** Scales a contribution down to the luminance ceiling, which trades a little bias for the fireflies it removes. */\nfn clampIndirect(contribution: vec3<f32>) -> vec3<f32> {\n let luminance = luminanceOf(contribution);\n\n if (frame.clampIndirect <= 0.0 || luminance <= frame.clampIndirect) {\n return contribution;\n }\n\n return contribution * (frame.clampIndirect / luminance);\n}\n\n/**\n * How much of the emission a bounce ray found the renderer keeps. Direct sampling had its own chance at this triangle,\n * and the heuristic splits the two so neither counts it twice.\n */\nfn emissionWeight(hit: Hit, direction: vec3<f32>, bsdfPdf: f32, lightsOwnDirect: bool, scatteredAt: vec3<f32>,\n normal: vec3<f32>) -> f32 {\n if (frame.areaLightCount == 0u) {\n return 1.0;\n }\n\n // From the vertex the bounce left, which is where direct sampling would have picked it from.\n let areaPdf = lightPdfOfTriangle(hit.triangle, scatteredAt, normal);\n\n if (areaPdf <= 0.0) {\n return 1.0;\n }\n\n if (lightsOwnDirect) {\n return 0.0;\n }\n\n if (bsdfPdf <= 0.0) {\n return 1.0;\n }\n\n let cosLight = max(abs(dot(triangleNormal(hit.triangle), direction)), 1e-6);\n\n return misWeight(bsdfPdf, areaPdf * hit.distance * hit.distance / cosLight);\n}\n\n/**\n * The normal the light tree weighs lights by, or none where light from behind the surface counts too: a point in a\n * volume, a toon ramp read all round, a clearcoat that may face what its base turns from, and transmission.\n */\nfn treeNormal(surface: Surface) -> vec3<f32> {\n if (surface.kind == KIND_VOLUME || surface.kind == KIND_TOON || surface.clearcoat > 0.0 || surface.transmission > 0.0) {\n return vec3<f32>(0.0);\n }\n\n return surface.normal;\n}\n\n/** One shadow ray from the surface towards a light, weighted against the chance the bounce would have found it too. */\nfn directLight(\n surface: Surface,\n position: vec3<f32>,\n view: vec3<f32>,\n pick: f32,\n u: vec2<f32>,\n rng: ptr<function, PathSampler>,\n diffusePart: ptr<function, vec3<f32>>,\n medium: f32) -> vec3<f32> {\n *diffusePart = vec3<f32>(0.0);\n\n let chosen = sampleLight(position, treeNormal(surface), pick, u);\n\n if (!chosen.valid) {\n return vec3<f32>(0.0);\n }\n\n // A material with its own environment map sees that map in place of the scene's surroundings.\n if (chosen.kind == LIGHT_ENVIRONMENT && surface.envMap != NO_TEXTURE) {\n return vec3<f32>(0.0);\n }\n\n let reflected = evaluateBsdf(surface, view, chosen.direction);\n\n if (all(reflected.value <= vec3<f32>(0.0))) {\n return vec3<f32>(0.0);\n }\n\n let toon = surface.kind == KIND_TOON;\n // Three's shadow map leaves a toon mesh's own far side unshadowed; tracing through the mesh would not.\n let skip = select(NO_MATERIAL, surface.material, toon && dot(surface.normal, chosen.direction) < 0.1);\n let through = lightTransmittance(position, chosen, rng, skip, medium);\n\n if (all(through <= vec3<f32>(0.0))) {\n return vec3<f32>(0.0);\n }\n\n // A light that no bounce ray could have found keeps its whole contribution; an emissive triangle shares it. A toon\n // surface takes all of its direct light this way, because its bounce is not the lobe that lit it.\n let weight = select(1.0, misWeight(chosen.misPdf, reflected.pdf), chosen.misPdf > 0.0 && reflected.pdf > 0.0 && !toon);\n\n let light = chosen.value * through * weight;\n\n // The share of it the diffuse lobe reflects, which the denoiser filters apart from the specular one.\n *diffusePart = min(diffuseValue(surface, view, chosen.direction), reflected.value) * light;\n\n return reflected.value * light;\n}\n\n/** Three's fog factor at a view depth: linear between near and far, or exponential squared. */\nfn fogFactor(depth: f32, kind: f32) -> f32 {\n if (kind == 2.0) {\n let density = frame.fogParams.z;\n\n return clamp(1.0 - exp(-density * density * depth * depth), 0.0, 1.0);\n }\n\n return smoothstep(frame.fogParams.x, frame.fogParams.y, depth);\n}\n\n/** The colour the diffuse signal is divided by at this surface; white where the surface shows what it emits. */\nfn diffuseGuide(surface: Surface) -> vec3<f32> {\n if ((surface.flags & MATERIAL_LIT) == 0u) {\n return vec3<f32>(1.0);\n }\n\n return surface.albedo * (1.0 - surface.metalness) * (1.0 - clamp(surface.transmission, 0.0, 1.0));\n}\n\n/**\n * How often a vertex on a material that scatters inside takes the walk into it instead of its surface lobes: by the\n * share of the light each accounts for, as lobeWeights chooses between lobes. Never all of the time, so the specular\n * layer on top stays reachable.\n */\nfn subsurfaceChance(surface: Surface, view: vec3<f32>) -> f32 {\n if (surface.subsurface <= 0.0 || (surface.flags & MATERIAL_PBR) == 0u) {\n return 0.0;\n }\n\n let diffuse = luminanceOf(surface.albedo * (1.0 - surface.metalness)) * coatTransmittance(surface, view);\n let inside = diffuse * surface.subsurface;\n let outside = diffuse * (1.0 - surface.subsurface) + luminanceOf(specularAlbedo(surface, view)) + 0.02;\n\n return clamp(inside / max(inside + outside, 1e-6), 0.0, 0.95);\n}\n\n/**\n * The single scattering albedo that gives this multiple scattering albedo in a semi-infinite medium: van de Hulst's\n * relation, inverted as Cycles inverts it for its random walk. What the material's colour says it reflects in all\n * is what light keeps at each scattering inside it.\n */\nfn subsurfaceAlbedo(albedo: vec3<f32>) -> vec3<f32> {\n let a = clamp(albedo, vec3<f32>(0.0), vec3<f32>(0.999));\n let s = 4.09712 + 4.20863 * a - sqrt(9.59217 + 41.6808 * a + 17.7126 * a * a);\n\n return vec3<f32>(1.0) - s * s;\n}\n\n/**\n * How far the walk goes before it next scatters, drawn for one colour picked in proportion to what the path still\n * carries of it. choice keeps those odds, which the next step weighs its distance by over all three colours, so each\n * colour keeps its own mean free path and the estimate stays exact (spectral MIS, as Cycles' random walk does it).\n */\nfn walkDistance(throughput: vec3<f32>, sigma: vec3<f32>, u: vec2<f32>, choice: ptr<function, vec3<f32>>) -> f32 {\n let weights = max(throughput, vec3<f32>(0.0));\n let total = weights.x + weights.y + weights.z;\n let odds = select(vec3<f32>(1.0 / 3.0), weights / total, total > 0.0);\n let chosen = select(select(sigma.z, sigma.y, u.x < odds.x + odds.y), sigma.x, u.x < odds.x);\n\n *choice = odds;\n\n return -log(max(1.0 - u.y, 1e-12)) / chosen;\n}\n\n/**\n * Where a walk leaves the material: a white Lambert surface facing out, as Cycles leaves its random walk. The colour\n * was taken inside, scattering by scattering, so nothing tints the light again on the way out.\n */\nfn subsurfaceExit(m: u32, triangle: u32, bary: vec2<f32>, direction: vec3<f32>) -> Surface {\n var surface: Surface;\n // Turned to face against the reversed ray: outwards, the side the walk is leaving through.\n let out = interpolatedNormal(m, triangle, bary, -direction);\n\n surface.normal = out;\n surface.facing = out;\n surface.albedo = vec3<f32>(1.0);\n surface.flags = MATERIAL_LIT;\n surface.kind = KIND_LAMBERT;\n surface.opacity = 1.0;\n surface.alpha = 1.0;\n surface.blending = BLEND_NORMAL;\n surface.material = m;\n surface.roughness = 1.0;\n surface.ior = 1.5;\n surface.specularF90 = 1.0;\n surface.envMap = NO_TEXTURE;\n surface.envMapIntensity = 1.0;\n surface.gradientMap = NO_TEXTURE;\n\n return surface;\n}\n\n/** A point inside a volume where the light scatters: the medium's phase function in place of a surface's lobes. */\nfn volumePoint(direction: vec3<f32>, albedo: vec3<f32>, anisotropy: f32) -> Surface {\n var surface: Surface;\n\n surface.normal = -direction;\n surface.facing = -direction;\n surface.albedo = albedo;\n surface.flags = MATERIAL_LIT;\n surface.kind = KIND_VOLUME;\n surface.anisotropy = anisotropy;\n surface.opacity = 1.0;\n surface.alpha = 1.0;\n surface.blending = BLEND_NORMAL;\n surface.material = NO_MATERIAL;\n surface.roughness = 1.0;\n surface.ior = 1.0;\n surface.specularF90 = 1.0;\n surface.envMap = NO_TEXTURE;\n surface.envMapIntensity = 1.0;\n surface.gradientMap = NO_TEXTURE;\n\n return surface;\n}\n\n/**\n * The shading normal with the edges near it rounded, as Cycles' bevel node rounds them, by one probe a sample. A\n * point is drawn on a disk of the bevel radius around the shaded point, across an axis picked along the normal half\n * the time and along each tangent a quarter; a short ray along that axis through it finds the surface of the same\n * material there, and that surface's normal turns this one by as much as it differs from the normal here. Over the\n * samples a pixel takes, the normal blends from one face to the next within the radius of every edge, so a box reads\n * as a machined one. A probe that finds nothing, or a normal turned away from the view, leaves the normal as it was.\n */\nfn bevelNormal(m: u32, point: vec3<f32>, surface: Surface, view: vec3<f32>, radius: f32, u: vec2<f32>,\n v: vec2<f32>) -> vec3<f32> {\n let basis = orthonormalBasis(surface.facing);\n var axis = basis[2];\n var first = basis[0];\n var second = basis[1];\n\n if (v.x >= 0.5) {\n axis = select(basis[1], basis[0], v.x < 0.75);\n first = select(basis[2], basis[1], v.x < 0.75);\n second = select(basis[0], basis[2], v.x < 0.75);\n }\n\n let reach = radius * sqrt(u.x);\n let angle = 2.0 * PI * u.y;\n let across = point + first * (reach * cos(angle)) + second * (reach * sin(angle));\n // Along the axis one way or the other at random, from the far edge of the radius across it.\n let way = select(-1.0, 1.0, v.y < 0.5);\n let hit = traceScene(across - axis * (radius * way), axis * way, 2.0 * radius);\n\n if (hit.triangle == NO_HIT || materialIndexOf(hit.triangle) != m) {\n return surface.normal;\n }\n\n // The authored normal there, turned the way this side's own is: the facing normal is the authored one, or its reverse.\n let there = authoredNormal(hit.triangle, vec2<f32>(hit.u, hit.v)) * select(-1.0, 1.0, surface.front);\n let turned = normalize(surface.normal + there - surface.facing);\n\n return select(surface.normal, turned, dot(turned, view) > 0.0 && all(turned == turned));\n}\n\nstruct PathResult {\n radiance: vec3<f32>,\n alpha: f32,\n // How far along the camera ray the first surface it stopped at is, or 1e30 when it stopped at none.\n depth: f32,\n // The denoiser's two signals: what of the radiance came through the first surface's diffuse lobe (and what the camera\n // sees directly), the rest being specular, and what guides each at that surface.\n diffuse: vec3<f32>,\n diffuseAlbedo: vec3<f32>,\n specularAlbedo: vec3<f32>,\n normal: vec3<f32>,\n // Along the camera ray to the first surface, its roughness, and how far the specular continuation went from it.\n guideDistance: f32,\n roughness: f32,\n specularDistance: f32,\n // How much of the first surface scatters light inside, which the denoiser relaxes its tests over.\n subsurface: f32,\n};\n\n/** How many surfaces a path may pass through without scattering (cutouts, culled faces, glass) before it gives up. */\nconst MAX_STEPS: u32 = 64u;\n\n/** Scatterings one walk inside a material may take; the roulette ends most walks well before. */\nconst MAX_WALK: u32 = 128u;\n\nfn traceRadiance(\n rayOrigin: vec3<f32>, rayDirection: vec3<f32>, rayLength: f32, rng: ptr<function, PathSampler>) -> PathResult {\n var radiance = vec3<f32>(0.0);\n var throughput = vec3<f32>(1.0);\n var origin = rayOrigin;\n var direction = rayDirection;\n var limit = rayLength;\n // Solid angle density of the current direction; zero for the camera ray, which no light sampling competes with.\n var bsdfPdf = 0.0;\n // What the volume the ray is travelling through absorbs per unit of distance; zero outside any.\n var absorption = vec3<f32>(0.0);\n // Still on the camera's own line of sight, which transmission keeps a path on.\n var primary = true;\n // Still the camera ray itself, in a straight line: only this one is culled and clipped by the far plane.\n var straight = true;\n var alpha = 0.0;\n var bounce = 0u;\n // The vertex the path last scattered at took all of its direct light by sampling lights: a toon surface.\n var lightsOwnDirect = false;\n // Where the path last scattered and the normal the light tree weighed lights by there, for the heuristic's other half.\n var lastPosition = rayOrigin;\n var lastNormal = vec3<f32>(0.0);\n // That vertex's own environment map, which a ray escaping from it sees instead of the scene's.\n var escapeMap = NO_TEXTURE;\n var escapeIntensity = 1.0;\n // Which colour a dispersive path carries, once a dispersive volume has split it; all three before that.\n var channel = vec3<f32>(1.0);\n // Three's fog, laid over everything the camera sees through the first surface.\n var fogged = false;\n var fogAmount = 0.0;\n var fogStart = vec3<f32>(0.0);\n var fogThroughput = vec3<f32>(0.0);\n // The air between the camera and the first surface it sees: aerial perspective.\n var hazed = false;\n var hazeDistance = 0.0;\n var hazeStart = vec3<f32>(0.0);\n var hazeThroughput = vec3<f32>(0.0);\n var hazeDirection = vec3<f32>(0.0);\n // A built-in material's hooks after <opaque_fragment> edit the colour the camera sees of it, which is everything the\n // path gathers from that surface on.\n var afterMaterial = NO_MATERIAL;\n var afterTriangle = 0u;\n var afterBary = vec2<f32>(0.0);\n var afterDirection = vec3<f32>(0.0);\n var afterAlbedo = vec4<f32>(0.0);\n var afterStart = vec3<f32>(0.0);\n var afterThroughput = vec3<f32>(0.0);\n var depth = 1e30;\n // The denoiser's guides, taken at the first surface the camera ray stops at.\n var guided = false;\n var diffuseAlbedo = vec3<f32>(1.0);\n var specularAlbedoGuide = vec3<f32>(1.0);\n var guideNormal = vec3<f32>(0.0);\n var guideDistance = 1e6;\n var guideRoughness = 1.0;\n var guideSubsurface = 0.0;\n // Where the path first scattered, which decides which of the two signals the rest of it feeds.\n var split = false;\n var splitBase = vec3<f32>(0.0);\n var splitDirect = vec3<f32>(0.0);\n var splitDirectDiffuse = vec3<f32>(0.0);\n var splitDiffuse = true;\n var waitingForSpecular = false;\n var specularDistance = 1e6;\n // Inside a material that scatters light, between two scatterings: its extinction and single scattering albedo per\n // colour, its anisotropy, the odds each colour had when the current step's distance was drawn, and the steps so far.\n var inMedium = false;\n var sigma = vec3<f32>(0.0);\n var walkAlbedo = vec3<f32>(0.0);\n var walkG = 0.0;\n var walkOdds = vec3<f32>(0.0);\n var walkSteps = 0u;\n // Inside a volume: its density per unit of distance, what it keeps at each scattering and its anisotropy. A camera\n // inside one starts there.\n var inVolume = false;\n var volumeDensity = 0.0;\n var volumeAlbedo = vec3<f32>(0.0);\n var volumeG = 0.0;\n\n if (VOLUMES && frame.cameraVolume != NO_MATERIAL && frame.volumesEnabled != 0u) {\n inVolume = true;\n volumeDensity = materials[frame.cameraVolume].volume.w;\n volumeAlbedo = materials[frame.cameraVolume].volume.rgb;\n volumeG = materials[frame.cameraVolume].volumeAnisotropy;\n }\n\n for (var step = 0u; step < MAX_STEPS + MAX_WALK; step = step + 1u) {\n let hit = traceScene(origin, direction, limit);\n\n // A step of the walk inside a material that ends in the medium: the light scatters there, keeping each colour's\n // share of it. It needs three numbers, which a plain hash gives for a fraction of what the sequence costs.\n if (SUBSURFACE_WALK && inMedium && hit.triangle == NO_HIT) {\n let travelled = exp(-sigma * limit);\n let density = dot(walkOdds, sigma * travelled);\n // A new direction, the next distance (a colour and how far), and the roulette's chance.\n let turn = hashSample2D(rng);\n let next = hashSample2D(rng);\n let chance = hashSample2D(rng).x;\n\n throughput = throughput * sigma * walkAlbedo * travelled / max(density, 1e-20);\n walkSteps = walkSteps + 1u;\n\n let survival = max3(throughput);\n\n if (walkSteps >= MAX_WALK || survival <= 0.0) {\n break;\n }\n\n if (survival < 0.2) {\n if (chance > survival) {\n break;\n }\n\n throughput = throughput / survival;\n }\n\n origin = origin + direction * limit;\n direction = sampleHenyeyGreenstein(direction, walkG, turn);\n limit = walkDistance(throughput, sigma, next, &walkOdds);\n continue;\n }\n\n // Every vertex draws the same dimensions in the same order, whatever the path then does with them: from the\n // sequence for the first vertices, from a hash past SEQUENCE_DEPTH bounces.\n let deep = bounce >= SEQUENCE_DEPTH;\n let coverage = pathSample2D(rng, deep);\n let pick = pathSample2D(rng, deep);\n let lightSample = pathSample2D(rng, deep);\n let lobe = pathSample2D(rng, deep);\n let bounceSample = pathSample2D(rng, deep);\n var mediumSample = vec2<f32>(0.0);\n\n if (VOLUMES) {\n mediumSample = pathSample2D(rng, deep);\n }\n\n // The walk left the material here, and the surface below is its way out rather than what the material shows.\n var exiting = false;\n\n if (SUBSURFACE_WALK && inMedium) {\n // The walk reached the surface before scattering again: the chance of travelling that far, per colour.\n let travelled = exp(-sigma * hit.distance);\n\n throughput = throughput * travelled / max(dot(walkOdds, travelled), 1e-20);\n inMedium = false;\n exiting = true;\n }\n\n // Inside a volume, the medium may stop the ray before whatever it hit. The distance is drawn now that the segment's\n // length is known, which a homogeneous medium allows; one grey density makes the weight of either outcome one.\n var scatterAt = -1.0;\n\n if (VOLUMES && inVolume && !exiting) {\n let free = -log(max(1.0 - mediumSample.x, 1e-12)) / max(volumeDensity, 1e-12);\n\n if (free < select(hit.distance, limit, hit.triangle == NO_HIT)) {\n scatterAt = free;\n }\n }\n\n let scattering = scatterAt >= 0.0;\n\n // The specular continuation's first hit: how far the reflection the denoiser filters actually is.\n if (waitingForSpecular) {\n specularDistance = select(min(hit.distance, 1e6), 1e6, hit.triangle == NO_HIT);\n waitingForSpecular = false;\n }\n\n if (hit.triangle == NO_HIT && !scattering) {\n if (primary) {\n // A transparent background leaves the pixel empty, which its alpha says.\n if (frame.background.w != 2.0) {\n alpha = 1.0;\n radiance = radiance + throughput * backgroundRadiance(direction);\n }\n } else {\n var sky = ambientRadiance(direction);\n\n if (escapeMap != NO_TEXTURE) {\n sky = sky + sampleEquirect(escapeMap, direction).rgb * escapeIntensity;\n } else {\n sky = sky + environmentRadiance(direction) * escapeWeight(direction, bsdfPdf, lightsOwnDirect, lastPosition);\n }\n\n let contribution = throughput * sky;\n\n radiance = radiance + select(contribution, clampIndirect(contribution), bounce > 1u);\n }\n\n break;\n }\n\n let travel = select(hit.distance, scatterAt, scattering);\n\n throughput = throughput * exp(-absorption * travel);\n\n let bary = vec2<f32>(hit.u, hit.v);\n let point = origin + direction * travel;\n var m = 0u;\n\n if (!scattering) {\n m = materialIndexOf(hit.triangle);\n }\n\n var surface: Surface;\n\n if (SUBSURFACE_WALK && exiting) {\n surface = subsurfaceExit(m, hit.triangle, bary, direction);\n // Seen from outside, along its normal: the side the light leaves through.\n direction = -surface.normal;\n } else if (VOLUMES && scattering) {\n surface = volumePoint(direction, volumeAlbedo, volumeG);\n } else {\n\n // A volume's boundary is not a surface: the ray goes in or out, and the medium is what it meets.\n if (VOLUMES && (materials[m].flags & MATERIAL_VOLUME) != 0u) {\n if (dot(authoredNormal(hit.triangle, bary), direction) < 0.0) {\n if (frame.volumesEnabled != 0u) {\n inVolume = true;\n volumeDensity = materials[m].volume.w;\n volumeAlbedo = materials[m].volume.rgb;\n volumeG = materials[m].volumeAnisotropy;\n }\n } else {\n inVolume = false;\n }\n\n origin = point + direction * RAY_EPSILON;\n limit = select(1e30, limit - hit.distance, straight);\n continue;\n }\n\n // Three culls the side a material does not draw. Only the camera's rays are culled: a mesh still casts shadows and\n // holds light in from both sides.\n // A planar capture drops what lies behind its plane, for the camera's own ray.\n let clipped = any(frame.clipPlane != vec4<f32>(0.0)) && dot(frame.clipPlane.xyz, point) + frame.clipPlane.w < 0.0;\n\n if (straight && (clipped || isCulled(m, hit.triangle, direction))) {\n origin = point + direction * RAY_EPSILON;\n limit = limit - hit.distance;\n continue;\n }\n\n if (isClipped(m, point)\n || ((materials[m].flags & MATERIAL_WIREFRAME) != 0u && !onWireframe(hit.triangle, point))) {\n origin = point + direction * RAY_EPSILON;\n limit = select(1e30, limit - hit.distance, straight);\n continue;\n }\n\n let base = sampleMap(materials[m].map, hit.triangle, bary);\n\n // A cutout lets the ray through before anything else about the surface is read: the normal map, the other maps and\n // the lobes would only be thrown away. The draw and the comparison are the ones made below, so nothing changes.\n if (coverageFirst(m)) {\n let opacity = coverageOf(m, materialAlphaFrom(m, hit.triangle, bary, base));\n\n if (opacity < 1.0 && coverage.x >= opacity) {\n origin = point + direction * RAY_EPSILON;\n limit = select(1e30, limit - hit.distance, straight);\n continue;\n }\n }\n\n surface = resolveSurfaceFrom(hit.triangle, bary, direction, base);\n\n // Deep in the path, light reflects off a material that scatters inside as off a diffuse one of the same colour.\n if (SUBSURFACE_WALK && bounce >= frame.subsurfaceDepth) {\n surface.subsurface = 0.0;\n }\n\n if (BEVEL && frame.bevelEnabled != 0u && materials[m].bevel > 0.0) {\n let disk = hashSample2D(rng);\n let axis = hashSample2D(rng);\n\n surface.normal = bevelNormal(m, point, surface, -direction, materials[m].bevel, disk, axis);\n }\n }\n\n // Blending other than normal: the surface adds its light to, or filters, whatever is behind it, and the path goes on.\n if (surface.blending == BLEND_ADDITIVE || surface.blending == BLEND_MULTIPLY || surface.blending == BLEND_SUBTRACTIVE) {\n // Three blends these with the fragment's alpha whether or not the material is transparent.\n let strength = surface.opacity * clamp(surface.alpha, 0.0, 1.0);\n let color = select(surface.albedo, surface.emissive, (surface.flags & MATERIAL_LIT) == 0u);\n\n if (surface.blending == BLEND_ADDITIVE) {\n var added = surface.emissive;\n\n if ((surface.flags & MATERIAL_LIT) != 0u) {\n var unused: vec3<f32>;\n added = added + directLight(surface, point + surface.normal * RAY_EPSILON, -direction, pick.x, lightSample, rng,\n &unused, select(0.0, volumeDensity, inVolume));\n }\n\n radiance = radiance + throughput * added * strength;\n } else if (surface.blending == BLEND_MULTIPLY) {\n throughput = throughput * mix(vec3<f32>(1.0), color, strength);\n } else {\n throughput = throughput * (vec3<f32>(1.0) - color * strength);\n }\n\n origin = point + direction * RAY_EPSILON;\n limit = select(1e30, limit - hit.distance, straight);\n continue;\n }\n\n // A surface that only partly covers its triangle lets the ray straight through the rest of the time. The direction\n // does not change, so the density that found it still stands and the next hit is weighted against the same one.\n if (surface.opacity < 1.0 && coverage.x >= surface.opacity) {\n origin = point + direction * RAY_EPSILON;\n limit = select(1e30, limit - hit.distance, straight);\n continue;\n }\n\n // Three's ShadowMaterial shows its colour only where a light is blocked, and nothing elsewhere.\n if (surface.kind == KIND_SHADOW) {\n let shadow = shadowMaskAt(point + surface.facing * RAY_EPSILON, rng);\n\n if (coverage.y >= shadow * clamp(materials[m].color.w, 0.0, 1.0)) {\n origin = point + direction * RAY_EPSILON;\n limit = select(1e30, limit - hit.distance, straight);\n continue;\n }\n\n if (primary) {\n alpha = 1.0;\n }\n\n radiance = radiance + throughput * surface.albedo;\n break;\n }\n\n if (straight && depth >= 1e30) {\n depth = length(point - rayOrigin);\n }\n\n // A window the camera ray goes straight through is not what the camera sees: what lies behind it is, so the\n // denoiser takes its guides there, and the air its distance. Glass has next to no diffuse colour and one flat\n // normal, which would leave everything seen through it unfiltered. The window's own guides stand until then, for\n // the paths that reflect off it instead.\n let window = surface.transmission > 0.0 && surface.thickness <= 0.0;\n\n if (straight && !guided) {\n guided = !window;\n diffuseAlbedo = diffuseGuide(surface);\n specularAlbedoGuide = select(specularAlbedo(surface, -direction), vec3<f32>(1.0), (surface.flags & MATERIAL_LIT) == 0u);\n guideNormal = surface.normal;\n guideDistance = length(point - rayOrigin);\n guideRoughness = surface.roughness;\n guideSubsurface = select(0.0, surface.subsurface, SUBSURFACE_WALK);\n\n if (surface.kind == KIND_PHONG) {\n // Phong's exponent as the roughness of the GGX lobe that is about as wide.\n guideRoughness = pow(2.0 / (surface.shininess + 2.0), 0.25);\n }\n }\n\n if (primary) {\n alpha = 1.0;\n\n if (!scattering && !fogged && afterMaterial == NO_MATERIAL && materials[m].afterProgram != NO_PROGRAM) {\n afterMaterial = m;\n afterTriangle = hit.triangle;\n afterBary = bary;\n afterDirection = direction;\n afterAlbedo = vec4<f32>(surface.albedo, surface.alpha);\n afterStart = radiance;\n afterThroughput = throughput;\n }\n\n if (!fogged) {\n let everySurface = frame.fogParams.w > 0.0;\n let kind = frame.fogColor.w;\n\n if (everySurface || (kind > 0.0 && (surface.flags & MATERIAL_FOG) != 0u)) {\n let depth = -(frame.worldToCamera * vec4<f32>(point, 1.0)).z;\n\n fogged = true;\n fogAmount = fogFactor(depth, select(kind, 1.0, everySurface));\n fogStart = radiance;\n fogThroughput = throughput;\n }\n }\n\n if (!hazed && !window && frame.atmosphereColor.w > 0.0) {\n hazed = true;\n // From the eye, where the camera ray only starts on the near plane; an orthographic view has no eye.\n hazeDistance = length(point - select(frame.cameraToWorld[3].xyz, rayOrigin, frame.cameraKind == 1u));\n hazeStart = radiance;\n hazeThroughput = throughput;\n hazeDirection = direction;\n }\n\n radiance = radiance + throughput * surface.lightMap;\n }\n\n if (any(surface.emissive > vec3<f32>(0.0))) {\n let contribution = throughput * surface.emissive * emissionWeight(hit, direction, bsdfPdf, lightsOwnDirect, lastPosition, lastNormal);\n\n // Seen by the camera or one bounce away this is direct light and stays exact; deeper it may be clamped.\n radiance = radiance + select(contribution, clampIndirect(contribution), bounce > 1u);\n }\n\n // Three does not light a basic, points, line or sprite material, so nothing carries on from one.\n // Past the last bounce a path still crosses a window straight on, which scatters nothing, to find the sky behind\n // it: cut there, the daylight a room gets through its glazing would go missing from every last bounce.\n let spent = bounce >= frame.bounces;\n\n if ((surface.flags & MATERIAL_LIT) == 0u || (spent && !window)) {\n break;\n }\n\n // Lambert and Phong blend their own environment map over the lit colour, which here is a share of the path.\n if (surface.legacyAmount > 0.0) {\n let amount = surface.legacyAmount;\n\n if (surface.combine == 1u) {\n radiance = radiance + throughput * surface.legacyEnv * amount;\n throughput = throughput * (1.0 - amount);\n } else if (surface.combine == 2u) {\n radiance = radiance + throughput * surface.legacyEnv * amount;\n } else {\n throughput = throughput * mix(vec3<f32>(1.0), surface.legacyEnv, amount);\n }\n }\n\n let view = -direction;\n var next = direction;\n var nextOrigin = point + direction * RAY_EPSILON;\n\n // Transmission replaces part of the diffuse layer, so that share of the time the surface is a dielectric instead.\n // Choosing it in proportion to its weight leaves both halves unweighted. The opaque half aims at a light; on a\n // window that lets only part of the light through, it does so on every path, weighed by its share, rather than on\n // the paths that chose it: a sunlit pane seen against a dim room would otherwise be lit on one path in five and\n // dark on the rest, which is the grain glass shows.\n let dielectric = surface.transmission > 0.0 && lobe.y < surface.transmission;\n let windowLight = window && !spent && surface.transmission < 1.0 && surface.subsurface <= 0.0;\n\n if (!dielectric || windowLight) {\n var chance = 0.0;\n\n if (!dielectric) {\n // Light that enters the material: a random walk inside it from here, in place of the share of the diffuse\n // layer that scatters inside. Chosen by chance, so neither branch is weighted against the other.\n // The window's opaque share is a surface like any other, which a spent path stops at.\n if (spent) {\n break;\n }\n\n if (SUBSURFACE_WALK) {\n chance = subsurfaceChance(surface, view);\n }\n\n if (SUBSURFACE_WALK && lobe.x < chance) {\n let medium = materials[surface.material].subsurface;\n\n throughput = throughput\n * ((1.0 - surface.metalness) * surface.subsurface * coatTransmittance(surface, view) / chance);\n sigma = vec3<f32>(1.0) / max(medium.rgb, vec3<f32>(1e-6));\n walkAlbedo = subsurfaceAlbedo(surface.albedo);\n walkG = materials[surface.material].subsurfaceAnisotropy;\n walkSteps = 0u;\n\n // Light that scattered inside is diffuse light, which is the signal it feeds.\n if (!split) {\n split = true;\n splitBase = radiance;\n splitDiffuse = true;\n }\n\n inMedium = true;\n primary = false;\n straight = false;\n bsdfPdf = 0.0;\n lightsOwnDirect = false;\n escapeMap = NO_TEXTURE;\n bounce = bounce + 1u;\n direction = cosineDirection(-surface.facing, bounceSample);\n origin = point - surface.facing * RAY_EPSILON;\n limit = walkDistance(throughput, sigma, pick, &walkOdds);\n continue;\n }\n\n throughput = throughput / (1.0 - chance);\n }\n\n let position = point + surface.normal * RAY_EPSILON;\n var directDiffuse: vec3<f32>;\n let lit = select(throughput, throughput * (1.0 - surface.transmission), windowLight);\n let direct = lit * directLight(surface, position, view, pick.x, lightSample, rng, &directDiffuse,\n select(0.0, volumeDensity, inVolume));\n let added = select(direct, clampIndirect(direct), bounce > 0u);\n let before = radiance;\n\n radiance = radiance + added;\n\n if (!dielectric) {\n let scattered = sampleBsdf(surface, view, (lobe.x - chance) / (1.0 - chance), bounceSample);\n\n // The first scatter splits the path: its direct light by lobe, and everything after it by the lobe it chose.\n if (!split) {\n split = true;\n splitBase = before;\n splitDirect = added;\n splitDirectDiffuse = lit * directDiffuse * select(1.0, luminanceOf(added) / max(luminanceOf(direct), 1e-20),\n bounce > 0u);\n splitDiffuse = !scattered.valid || scattered.diffuse;\n waitingForSpecular = scattered.valid && !scattered.diffuse;\n }\n\n if (!scattered.valid) {\n break;\n }\n\n throughput = throughput * scattered.weight;\n bsdfPdf = scattered.pdf;\n lastPosition = position;\n lastNormal = treeNormal(surface);\n lightsOwnDirect = surface.kind == KIND_TOON;\n escapeMap = surface.envMap;\n escapeIntensity = surface.envMapIntensity;\n next = scattered.direction;\n nextOrigin = position;\n primary = false;\n straight = false;\n bounce = bounce + 1u;\n }\n }\n\n if (dielectric) {\n var ior = surface.ior;\n\n // Three's dispersion: each colour refracts with its own index, spread around the material's. The path picks one\n // colour the first time it enters such a volume and carries only that one from then on.\n if (surface.dispersion > 0.0 && surface.thickness > 0.0) {\n if (all(channel == vec3<f32>(1.0))) {\n let which = min(u32(coverage.y * 3.0), 2u);\n\n channel = vec3<f32>(select(0.0, 1.0, which == 0u), select(0.0, 1.0, which == 1u), select(0.0, 1.0, which == 2u));\n throughput = throughput * channel * 3.0;\n }\n\n let spread = (ior - 1.0) * 0.025 * surface.dispersion;\n\n ior = dot(channel, vec3<f32>(ior - spread, ior, ior + spread));\n }\n\n let crossing = sampleDielectric(surface, view, ior, lobe.y / surface.transmission, bounceSample);\n\n // A reflection off the glass is a scattering, which a spent path no longer has.\n if (!crossing.valid || (spent && !crossing.straight)) {\n break;\n }\n\n // Bending or reflecting off glass is the specular signal.\n if (!split && !crossing.straight) {\n split = true;\n splitBase = radiance;\n splitDiffuse = false;\n waitingForSpecular = true;\n }\n\n throughput = throughput * crossing.weight;\n\n // Straight through a thin wall the direction stands, and with it the density that will weigh the next hit.\n if (!crossing.straight) {\n straight = false;\n next = crossing.direction;\n nextOrigin = point + surface.normal * select(RAY_EPSILON, -RAY_EPSILON, crossing.crossed);\n // A direction no light sampling could have produced: whatever the path finds next keeps its whole value.\n bsdfPdf = 0.0;\n lightsOwnDirect = false;\n escapeMap = surface.envMap;\n escapeIntensity = surface.envMapIntensity;\n\n if (crossing.crossed) {\n absorption = select(vec3<f32>(0.0), surface.absorption, surface.front);\n } else {\n primary = false;\n }\n }\n\n if (!primary) {\n bounce = bounce + 1u;\n }\n }\n\n // A path that carries almost nothing is ended by chance rather than by a cut, which keeps the estimate unbiased.\n let survival = max(throughput.r, max(throughput.g, throughput.b));\n\n if (survival <= 0.0) {\n break;\n }\n\n if (survival < frame.rouletteThreshold && bounce >= frame.rouletteStart) {\n if (pick.y > survival) {\n break;\n }\n\n throughput = throughput / survival;\n }\n\n origin = nextOrigin;\n limit = select(1e30, limit - hit.distance, straight);\n direction = next;\n }\n\n // The diffuse signal: everything before the first scatter, its diffuse direct light, and the rest if the diffuse lobe\n // carried the path on. A path that never scattered is all diffuse, which is what the camera sees directly.\n var diffuse = radiance;\n\n if (split) {\n let after = radiance - splitBase - splitDirect;\n diffuse = splitBase + splitDirectDiffuse + select(vec3<f32>(0.0), after, splitDiffuse);\n }\n\n if (afterMaterial != NO_MATERIAL && all(afterThroughput > vec3<f32>(0.0))) {\n var input = shaderInputAt(afterMaterial, afterTriangle, afterBary, afterDirection);\n input.data = materials[afterMaterial].afterData;\n input.diffuseColor = afterAlbedo;\n input.fragColor = vec4<f32>((radiance - afterStart) / afterThroughput, 1.0);\n\n let edited = runProgram(materials[afterMaterial].afterProgram, input);\n\n radiance = afterStart + afterThroughput * edited.color.rgb;\n // A hook rewrites the colour as a whole: there is no split left to keep.\n diffuse = radiance;\n }\n\n // Three lays its fog after the hooks, over what they made of the surface.\n if (fogged) {\n let fog = frame.fogColor.rgb * fogThroughput * fogAmount;\n\n radiance = fogStart + (radiance - fogStart) * (1.0 - fogAmount) + fog;\n // What came before the fogged surface is diffuse, so the fog's own colour joins that signal.\n diffuse = fogStart + (diffuse - fogStart) * (1.0 - fogAmount) + fog;\n }\n\n // The air takes its share of what lies behind it and adds the light it scatters towards the camera; the background,\n // which already is the sky, is left as it is.\n if (hazed) {\n let through = exp(-frame.atmosphereExtinction.rgb * hazeDistance);\n // The sun lights the air by the phase function of what fills it: Rayleigh's for clean air, a forward lobe for haze\n // (Henyey-Greenstein at 0.76), which is what makes the air glow towards the sun.\n let turn = dot(hazeDirection, frame.atmosphereSun.xyz);\n let phase = mix(3.0 / (16.0 * PI) * (1.0 + turn * turn), henyeyGreenstein(turn, 0.76), frame.atmosphereExtinction.w);\n let air = frame.atmosphereColor.rgb + frame.atmosphereSunColor.rgb * phase;\n let glow = air * hazeThroughput * (vec3<f32>(1.0) - through);\n\n radiance = hazeStart + (radiance - hazeStart) * through + glow;\n diffuse = hazeStart + (diffuse - hazeStart) * through + glow;\n }\n\n var result: PathResult;\n result.radiance = radiance;\n result.alpha = alpha;\n result.depth = depth;\n result.diffuse = diffuse;\n result.diffuseAlbedo = diffuseAlbedo;\n result.specularAlbedo = specularAlbedoGuide;\n result.normal = guideNormal;\n result.guideDistance = guideDistance;\n result.roughness = guideRoughness;\n result.specularDistance = specularDistance;\n result.subsurface = guideSubsurface;\n\n return result;\n}\n\n/** A point on the lens: a disk, or Three-free polygon bokeh shaped as the CPU renderer shapes it. */\nfn lensPoint(u: vec2<f32>) -> vec2<f32> {\n var radius = sqrt(u.x) * frame.lens.x;\n let angle = u.y * 2.0 * PI;\n let blades = frame.lens.z;\n\n if (blades >= 3.0) {\n let wedge = 2.0 * PI / blades;\n radius = radius * cos(PI / blades) / cos((angle - floor(angle / wedge) * wedge) - PI / blades);\n }\n\n return vec2<f32>(cos(angle), sin(angle)) * radius;\n}\n\n/**\n * Where a sample's camera ray starts, which way it points and how far it may go, for any camera: the ray is cast through\n * the inverse of the camera's own projection, from the near plane to the far one, which clip it as Three clips a\n * fragment. A lens moves the origin across its aperture and aims at the point in focus.\n */\nfn cameraRay(pixel: vec2<u32>, jitter: vec2<f32>, lens: vec2<f32>) -> array<vec4<f32>, 2> {\n let uv = (vec2<f32>(pixel) + jitter) / vec2<f32>(frame.resolution);\n var ndc = vec2<f32>(uv.x * 2.0 - 1.0, 1.0 - uv.y * 2.0);\n\n // A lens's radial distortion: the pixel sees the scene at a radius scaled by the square of its own, which is one at\n // the corners. Positive reaches further out at the edges (barrel), negative less far (pincushion).\n if (frame.lensDistortion != 0.0) {\n let aspect = f32(frame.resolution.x) / f32(frame.resolution.y);\n let radius2 = (ndc.x * ndc.x * aspect * aspect + ndc.y * ndc.y) / (aspect * aspect + 1.0);\n\n ndc = ndc * (1.0 + frame.lensDistortion * radius2);\n }\n\n let ray = ndcRay(ndc);\n\n if (frame.lens.x <= 0.0 || frame.cameraKind == 1u) {\n return ray;\n }\n\n let position = frame.cameraToWorld[3].xyz;\n let forward = -normalize(frame.cameraToWorld[2].xyz);\n let focus = position + ray[1].xyz * (frame.lens.y / max(dot(ray[1].xyz, forward), 1e-6));\n let offset = lensPoint(lens);\n let origin = position + normalize(frame.cameraToWorld[0].xyz) * offset.x + normalize(frame.cameraToWorld[1].xyz) * offset.y;\n\n return array<vec4<f32>, 2>(vec4<f32>(origin, 0.0), vec4<f32>(normalize(focus - origin), 1e30));\n}\n\n/** The window depth GL would store for the first surface the camera ray stopped at: one where it stopped at none. */\nfn windowDepth(point: vec3<f32>, distance: f32) -> f32 {\n if (distance >= 1e30) {\n return 1.0;\n }\n\n let clip = frame.projection * (frame.worldToCamera * vec4<f32>(point, 1.0));\n\n return clamp(clip.z / clip.w * 0.5 + 0.5, 0.0, 1.0);\n}\n\n/** smoothstep as the CPU renderer writes it, which also holds when the two edges meet. */\nfn edge(low: f32, high: f32, value: f32) -> f32 {\n let t = select(select(0.0, 1.0, value >= high), clamp((value - low) / (high - low), 0.0, 1.0), high > low);\n\n return t * t * (3.0 - 2.0 * t);\n}\n\n/** How much of what lies at this point the fog lets through to the camera. */\nfn fogVisibility(point: vec3<f32>) -> f32 {\n let everySurface = frame.fogParams.w > 0.0;\n let kind = frame.fogColor.w;\n\n if (!everySurface && kind <= 0.0) {\n return 1.0;\n }\n\n let depth = -(frame.worldToCamera * vec4<f32>(point, 1.0)).z;\n\n return 1.0 - fogFactor(depth, select(kind, 1.0, everySurface));\n}\n\n/** The most volumetric lights one view ray marches through. */\nconst MAX_VOLUMETRIC: u32 = 8u;\n\n/**\n * Steps of one march. The CPU renderer marches 64 once per pixel; here every path marches, a few hundred times a\n * pixel, each at its own random offset, so a few steps a path add up to a finer integral than 64 once, at a fraction of\n * the shadow rays.\n */\nconst MARCH_STEPS: u32 = 8u;\n\n/**\n * The CPU renderer's volumetric lights (volumetricLight.js): one march across the union of every light's\n * reach along the view ray, Henyey-Greenstein scattering towards the camera, a shadow ray for a spot light that casts\n * one, and the same compression of the sum before it is added over the image.\n */\nfn volumetricGlow(origin: vec3<f32>, direction: vec3<f32>, distance: f32, jitter: f32) -> vec3<f32> {\n let count = min(frame.volumetricCount, MAX_VOLUMETRIC);\n let far = min(distance, 40.0);\n var tStart = far;\n var tEnd = 0.0;\n\n for (var k = 0u; k < count; k = k + 1u) {\n let at = frame.volumetricData + k * 20u;\n let position = extraVec4(at).xyz;\n let spot = extraFloat(at + 3u) > 0.5;\n let axis = extraVec4(at + 4u).xyz;\n let radius = extraFloat(at + 7u);\n let outer = extraFloat(at + 15u);\n let delta = origin - position;\n let b = dot(delta, direction);\n let disc = b * b - dot(delta, delta) + radius * radius;\n\n if (disc <= 0.0) {\n continue;\n }\n\n let start = max(0.0, -b - sqrt(disc));\n let end = min(far, -b + sqrt(disc));\n\n if (end <= start) {\n continue;\n }\n\n var cuts = array<f32, 4>(start, end, end, end);\n var cutCount = 2u;\n let cone = cos(outer);\n\n if (spot) {\n let ar = dot(axis, direction);\n let ac = dot(axis, delta);\n let cos2 = cone * cone;\n let qa = ar * ar - cos2;\n let qb = ar * ac - dot(direction, delta) * cos2;\n let qc = ac * ac - dot(delta, delta) * cos2;\n let discriminant = qb * qb - qa * qc;\n var roots = array<f32, 2>(-1.0, -1.0);\n\n if (abs(qa) < 1e-8) {\n if (abs(qb) > 1e-8) {\n roots[0] = -qc / (2.0 * qb);\n }\n } else if (discriminant >= 0.0) {\n roots[0] = (-qb - sqrt(discriminant)) / qa;\n roots[1] = (-qb + sqrt(discriminant)) / qa;\n }\n\n for (var r = 0u; r < 2u; r = r + 1u) {\n if (roots[r] > start && roots[r] < end) {\n cuts[cutCount] = roots[r];\n cutCount = cutCount + 1u;\n }\n }\n\n // Sort the few cuts in place.\n for (var i = 1u; i < cutCount; i = i + 1u) {\n var j = i;\n\n loop {\n if (j == 0u || cuts[j - 1u] <= cuts[j]) {\n break;\n }\n\n let swap = cuts[j];\n cuts[j] = cuts[j - 1u];\n cuts[j - 1u] = swap;\n j = j - 1u;\n }\n }\n }\n\n for (var segment = 1u; segment < cutCount; segment = segment + 1u) {\n let lo = cuts[segment - 1u];\n let hi = cuts[segment];\n\n if (spot && dot(normalize(delta + direction * ((lo + hi) * 0.5)), axis) < cone) {\n continue;\n }\n\n tStart = min(tStart, lo);\n tEnd = max(tEnd, hi);\n }\n }\n\n if (tEnd <= tStart) {\n return vec3<f32>(0.0);\n }\n\n let step = (tEnd - tStart) / f32(MARCH_STEPS);\n var transmittance: array<f32, 8>;\n\n for (var k = 0u; k < count; k = k + 1u) {\n transmittance[k] = exp(-extraFloat(frame.volumetricData + k * 20u + 11u) * tStart);\n }\n\n var result = vec3<f32>(0.0);\n\n for (var i = 0u; i < MARCH_STEPS; i = i + 1u) {\n let t = tStart + (f32(i) + jitter) * step;\n let p = origin + direction * t;\n let fogged = fogVisibility(p);\n\n if (fogged <= 0.0001) {\n break;\n }\n\n var lit = false;\n\n for (var k = 0u; k < count; k = k + 1u) {\n if (transmittance[k] <= 0.003) {\n continue;\n }\n\n lit = true;\n\n let at = frame.volumetricData + k * 20u;\n let position = extraVec4(at).xyz;\n let spot = extraFloat(at + 3u) > 0.5;\n let axis = extraVec4(at + 4u).xyz;\n let color = extraVec4(at + 8u).rgb;\n let density = extraFloat(at + 11u);\n let angle = extraFloat(at + 12u);\n let penumbra = extraFloat(at + 13u);\n let range = extraFloat(at + 14u);\n let outer = extraFloat(at + 15u);\n let spread = extraFloat(at + 16u);\n let anisotropy = extraFloat(at + 17u);\n let casts = extraFloat(at + 18u) > 0.5;\n let toLight = position - p;\n let dist = length(toLight);\n let toward = toLight / max(dist, 1e-20);\n var attenuation = exp(-dist / (select(10.0, range, range > 0.0) * 0.3));\n\n if (range > 0.0) {\n attenuation = attenuation * (1.0 - edge(range * 0.8, range, dist));\n }\n\n if (spot) {\n let along = -dot(toward, axis);\n let inner = cos(angle * (1.0 - penumbra));\n let core = edge(cos(angle), inner, along);\n let scattered = spread * pow(edge(cos(outer), inner, along), 2.0);\n\n attenuation = attenuation * select(core, max(core, scattered), spread > 0.0);\n }\n\n if (attenuation <= 0.0001) {\n continue;\n }\n\n // Shadowing follows Three's volumetric lights, which only have shadow maps for spots.\n if (spot && casts && frame.shadowsEnabled != 0u && traceAny(p, toward, dist * (1.0 - 1e-3)) != NO_HIT) {\n continue;\n }\n\n let cosine = dot(toward, direction);\n let g = anisotropy;\n let phase = select((1.0 - g * g) / pow(1.0 + g * g - 2.0 * g * cosine, 1.5), 1.0, g == 0.0);\n\n // The air between the camera and this point, exactly: a long step evaluated at its start would overstate it.\n result = result + color * (attenuation * density * step * exp(-density * t) * fogged * phase * 1.5);\n }\n\n if (!lit) {\n break;\n }\n\n for (var k = 0u; k < count; k = k + 1u) {\n transmittance[k] = transmittance[k] * exp(-extraFloat(frame.volumetricData + k * 20u + 11u) * step);\n }\n }\n\n return result / (vec3<f32>(1.0) + result);\n}\n\n/**\n * How far a pixel's estimate may still be from its mean: the standard error of its luminance, over the square root of\n * the luminance, which is roughly how visible that error is once the image is encoded for display.\n */\nfn pixelError(pixel: vec2<u32>) -> f32 {\n let index = pixel.y * frame.resolution.x + pixel.x;\n let sum = accumulation[index];\n\n if (sum.w < 2.0) {\n return 1e30;\n }\n\n let squares = accumulation[frame.pixelCount + index];\n let diffuse = accumulation[4u * frame.pixelCount + index].rgb;\n\n // Each of the denoiser's signals has its own variance; the pixel has converged when both have.\n return max(\n channelError(luminanceOf(diffuse) / sum.w, squares.z / sum.w, sum.w),\n channelError(luminanceOf(sum.rgb - diffuse) / sum.w, squares.w / sum.w, sum.w));\n}\n\nfn channelError(mean: f32, square: f32, samples: f32) -> f32 {\n let variance = max(square - mean * mean, 0.0);\n\n return sqrt(variance / samples) / sqrt(max(mean, 0.0) + 1e-3);\n}\n\n/**\n * Whether a pixel has converged, judged over its neighbourhood: a rare bright path lands in one pixel, and a pixel\n * judged alone would stop where its neighbours had not yet seen one and leave that area too dark.\n */\nfn converged(pixel: vec2<u32>) -> bool {\n for (var dy = -1; dy <= 1; dy = dy + 1) {\n for (var dx = -1; dx <= 1; dx = dx + 1) {\n let x = clamp(i32(pixel.x) + dx, 0, i32(frame.resolution.x) - 1);\n let y = clamp(i32(pixel.y) + dy, 0, i32(frame.resolution.y) - 1);\n\n if (pixelError(vec2<u32>(u32(x), u32(y))) > frame.adaptiveThreshold) {\n return false;\n }\n }\n }\n\n return true;\n}\n\n@compute @workgroup_size(8, 8, 1)\nfn main(@builtin(global_invocation_id) id: vec3<u32>) {\n if (id.x >= frame.bandSize.x || id.y >= frame.bandSize.y) {\n return;\n }\n\n let pixel = frame.bandOrigin + id.xy;\n\n if (pixel.x >= frame.resolution.x || pixel.y >= frame.resolution.y) {\n return;\n }\n\n let index = pixel.y * frame.resolution.x + pixel.x;\n\n // Adaptive sampling: a pixel whose neighbourhood has converged takes no more samples, which leaves the pass to\n // the pixels that still need them.\n if (frame.adaptiveMin > 0u && accumulation[index].w >= f32(frame.adaptiveMin) && converged(pixel)) {\n return;\n }\n\n var radiance = vec3<f32>(0.0);\n var alpha = 0.0;\n var depthSum = 0.0;\n var diffuseSquares = 0.0;\n var specularSquares = 0.0;\n var diffuseSum = vec3<f32>(0.0);\n var diffuseAlbedoSum = vec3<f32>(0.0);\n var specularAlbedoSum = vec3<f32>(0.0);\n var normalSum = vec3<f32>(0.0);\n var distanceSum = 0.0;\n var roughnessSum = 0.0;\n var specularDistanceSum = 0.0;\n var subsurfaceSum = 0.0;\n\n for (var s = 0u; s < frame.sampleCount; s = s + 1u) {\n var rng = makeSampler(pixel, frame.sampleIndex + s);\n let jitter = sample2D(&rng);\n let lens = sample2D(&rng);\n let ray = cameraRay(pixel, jitter, lens);\n let result = traceRadiance(ray[0].xyz, ray[1].xyz, ray[1].w, &rng);\n var sampleAlpha = result.alpha;\n\n var sampled = result.radiance;\n var sampledDiffuse = result.diffuse;\n\n if (frame.volumetricCount > 0u) {\n let glow = volumetricGlow(ray[0].xyz, ray[1].xyz, result.depth, sample2D(&rng).x);\n\n // As the CPU renderer composites it: added over the image, and raising the coverage just enough to hold it.\n sampled = sampled + glow;\n sampledDiffuse = sampledDiffuse + glow;\n sampleAlpha = max(sampleAlpha, max3(glow));\n }\n\n let sampledSpecular = sampled - sampledDiffuse;\n\n radiance = radiance + sampled;\n diffuseSum = diffuseSum + sampledDiffuse;\n diffuseSquares = diffuseSquares + luminanceOf(sampledDiffuse) * luminanceOf(sampledDiffuse);\n specularSquares = specularSquares + luminanceOf(sampledSpecular) * luminanceOf(sampledSpecular);\n diffuseAlbedoSum = diffuseAlbedoSum + result.diffuseAlbedo;\n specularAlbedoSum = specularAlbedoSum + result.specularAlbedo;\n normalSum = normalSum + result.normal;\n distanceSum = distanceSum + result.guideDistance;\n roughnessSum = roughnessSum + result.roughness;\n specularDistanceSum = specularDistanceSum + result.specularDistance;\n subsurfaceSum = subsurfaceSum + result.subsurface;\n\n alpha = alpha + sampleAlpha;\n depthSum = depthSum + windowDepth(ray[0].xyz + ray[1].xyz * min(result.depth, 1e20), result.depth);\n }\n\n let coverage = accumulation[frame.pixelCount + index];\n accumulation[index] = accumulation[index] + vec4<f32>(radiance, f32(frame.sampleCount));\n accumulation[frame.pixelCount + index] = vec4<f32>(\n coverage.x + alpha, coverage.y + depthSum, coverage.z + diffuseSquares, coverage.w + specularSquares);\n // The denoiser's signals and guides, summed like the radiance so they average over the pixel's samples.\n let pc = frame.pixelCount;\n accumulation[2u * pc + index] = accumulation[2u * pc + index] + vec4<f32>(diffuseAlbedoSum, roughnessSum);\n accumulation[3u * pc + index] = accumulation[3u * pc + index] + vec4<f32>(normalSum, distanceSum);\n accumulation[4u * pc + index] = accumulation[4u * pc + index] + vec4<f32>(diffuseSum, specularDistanceSum);\n accumulation[5u * pc + index] = accumulation[5u * pc + index] + vec4<f32>(specularAlbedoSum, subsurfaceSum);\n // This row still has work: every pixel that traced writes the same value, so the race is harmless.\n accumulation[6u * pc + pixel.y] = vec4<f32>(1.0);\n}\n";
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