@tinypoly/gpu-renderer 0.2.2 → 0.2.4
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +1 -0
- package/dist/environment.d.ts.map +1 -1
- package/dist/environment.js +16 -3
- package/dist/environment.js.map +1 -1
- package/dist/lensPass.d.ts +2 -0
- package/dist/lensPass.d.ts.map +1 -1
- package/dist/lensPass.js +3 -1
- package/dist/lensPass.js.map +1 -1
- package/dist/settings.d.ts +6 -0
- package/dist/settings.d.ts.map +1 -1
- package/dist/settings.js +1 -1
- package/dist/settings.js.map +1 -1
- package/dist/wgsl/lens.wgsl.d.ts +1 -1
- package/dist/wgsl/lens.wgsl.d.ts.map +1 -1
- package/dist/wgsl/lens.wgsl.js +12 -0
- package/dist/wgsl/lens.wgsl.js.map +1 -1
- package/package.json +1 -1
- package/src/environment.ts +19 -2
- package/src/lensPass.ts +5 -1
- package/src/settings.ts +7 -1
- package/src/wgsl/lens.wgsl.ts +12 -0
package/README.md
CHANGED
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@@ -199,6 +199,7 @@ Groups only this renderer reads, all on by default except the physical exposure,
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| `lens.distortion` | `0` | Radial distortion of the camera rays: positive is barrel, negative pincushion. |
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| `camera.whiteBalance` | `6500` | Kelvin the camera takes as white; `6500` is neutral, lower cools the image. |
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| `camera.autoExposure` | `false` | Meters the image as a camera in automatic does, the mean of the logarithms of its luminance weighed towards the centre, and exposes it to middle grey: a window or the sky cannot darken the room. Takes the place of `exposure`. |
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| `camera.darkAdaptation` | `0` | How much of a dark scene's darkness the automatic exposure keeps, `0` to `1`. Below an average about three stops under middle grey, it keeps that share of the missing stops, so a night lit by a few lamps stays a night. `0` exposes every scene alike. |
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| `camera.exposureCompensation` | `0` | Stops over the metered exposure. |
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| `camera.physicalExposure` | `false` | Exposes from `iso`, `shutterSpeed` and `depthOfField.aperture`, with `exposure` as compensation. |
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| `camera.iso`, `camera.shutterSpeed` | `100`, `1/125` | Seconds for the shutter. |
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"environment.d.ts","sourceRoot":"","sources":["../src/environment.ts"],"names":[],"mappings":"AACA,OAAO,KAAK,EAAE,iBAAiB,EAAE,iBAAiB,EAAE,MAAM,eAAe,CAAC;AAE1E;;;;;;;;GAQG;AACH,MAAM,WAAW,iBAAiB;IAChC,gEAAgE;IAChE,OAAO,EAAE,iBAAiB,CAAC;IAC3B,8GAA8G;IAC9G,YAAY,EAAE,YAAY,CAAC;IAC3B,KAAK,EAAE,MAAM,CAAC;IACd,MAAM,EAAE,MAAM,CAAC;IACf,yGAAyG;IACzG,KAAK,EAAE,MAAM,CAAC;CACf;AAsFD;;;GAGG;AACH,wBAAgB,uBAAuB,CAAC,IAAI,EAAE,YAAY,EAAE,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM;;;SAuCxF;
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{"version":3,"file":"environment.d.ts","sourceRoot":"","sources":["../src/environment.ts"],"names":[],"mappings":"AACA,OAAO,KAAK,EAAE,iBAAiB,EAAE,iBAAiB,EAAE,MAAM,eAAe,CAAC;AAE1E;;;;;;;;GAQG;AACH,MAAM,WAAW,iBAAiB;IAChC,gEAAgE;IAChE,OAAO,EAAE,iBAAiB,CAAC;IAC3B,8GAA8G;IAC9G,YAAY,EAAE,YAAY,CAAC;IAC3B,KAAK,EAAE,MAAM,CAAC;IACd,MAAM,EAAE,MAAM,CAAC;IACf,yGAAyG;IACzG,KAAK,EAAE,MAAM,CAAC;CACf;AAsFD;;;GAGG;AACH,wBAAgB,uBAAuB,CAAC,IAAI,EAAE,YAAY,EAAE,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM;;;SAuCxF;AAkBD;;;GAGG;AACH,wBAAsB,eAAe,CAAC,WAAW,EAAE,iBAAiB,GAAG,OAAO,CAAC,iBAAiB,GAAG,IAAI,CAAC,CAqBvG;AAED;;;GAGG;AACH,wBAAgB,oBAAoB,CAClC,IAAI,EAAE,YAAY,EAAE,WAAW,EAAE,MAAM,EAAE,YAAY,EAAE,MAAM,EAAE,EAAE,SAAgB,GAAG,iBAAiB,GAAG,IAAI,CAiD7G"}
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package/dist/environment.js
CHANGED
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@@ -99,6 +99,19 @@ export function environmentDistribution(grid, width, height) {
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distribution.set(values, height + width * height);
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return { distribution, total };
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}
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/**
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* The distribution of an image with no light in it. Its total is zero, which the shader reads as nothing to sample;
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* the rows and columns are uniform only so that the buffer keeps its layout.
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*/
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function darkDistribution(width, height) {
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const distribution = new Float32Array(height + width * height * 2);
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for (let y = 0; y < height; y++) {
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distribution[y] = (y + 1) / height;
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for (let x = 0; x < width; x++)
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distribution[height + y * width + x] = (x + 1) / width;
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}
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return { distribution, total: 0 };
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}
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/**
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* Loads an equirectangular image and builds everything the shader needs from it. Returns null for an environment that
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* is not an image, or one whose file could not be read, which leaves the renderer on its gradient.
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@@ -145,9 +158,9 @@ export function environmentFromImage(data, sourceWidth, sourceHeight, id = "envi
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})();
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const gridWidth = Math.min(GRID_WIDTH, width);
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const gridHeight = Math.min(GRID_HEIGHT, height);
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-
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-
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-
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// A black image is still an environment: a night sky lights nothing, and it must not give way to the default one.
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const built = environmentDistribution(reduce(scaled, width, height, gridWidth, gridHeight), gridWidth, gridHeight)
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?? darkDistribution(gridWidth, gridHeight);
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const texture = {
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id,
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width,
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package/dist/environment.js.map
CHANGED
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@@ -1 +1 @@
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1
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-
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+
{"version":3,"file":"environment.js","sourceRoot":"","sources":["../src/environment.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,SAAS,EAAE,MAAM,yCAAyC,CAAC;AAuBpE,8GAA8G;AAC9G,MAAM,UAAU,GAAG,GAAG,CAAC;AACvB,MAAM,WAAW,GAAG,GAAG,CAAC;AAExB,yHAAyH;AACzH,MAAM,SAAS,GAAG,IAAI,CAAC;AAEvB,MAAM,SAAS,GAAG,CAAC,CAAS,EAAE,CAAS,EAAE,CAAS,EAAE,EAAE,CAAC,MAAM,GAAG,CAAC,GAAG,MAAM,GAAG,CAAC,GAAG,MAAM,GAAG,CAAC,CAAC;AAE5F,uGAAuG;AACvG,SAAS,MAAM,CAAC,MAAoB,EAAE,WAAmB,EAAE,YAAoB,EAAE,KAAa,EAAE,MAAc;IAC5G,MAAM,MAAM,GAAG,IAAI,YAAY,CAAC,KAAK,GAAG,MAAM,GAAG,CAAC,CAAC,CAAC;IACpD,MAAM,MAAM,GAAG,WAAW,GAAG,KAAK,EAAE,MAAM,GAAG,YAAY,GAAG,MAAM,CAAC;IAEnE,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;QAChC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,EAAE,CAAC,EAAE,EAAE,CAAC;YAC/B,MAAM,EAAE,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,GAAG,MAAM,CAAC,EAAE,EAAE,GAAG,IAAI,CAAC,GAAG,CAAC,EAAE,GAAG,CAAC,EAAE,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC;YACtF,MAAM,EAAE,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,GAAG,MAAM,CAAC,EAAE,EAAE,GAAG,IAAI,CAAC,GAAG,CAAC,EAAE,GAAG,CAAC,EAAE,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC;YACtF,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,CAAC;YAE/B,KAAK,IAAI,EAAE,GAAG,EAAE,EAAE,EAAE,GAAG,IAAI,CAAC,GAAG,CAAC,YAAY,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC;gBACxD,KAAK,IAAI,EAAE,GAAG,EAAE,EAAE,EAAE,GAAG,IAAI,CAAC,GAAG,CAAC,WAAW,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC;oBACvD,MAAM,EAAE,GAAG,CAAC,EAAE,GAAG,WAAW,GAAG,EAAE,CAAC,GAAG,CAAC,CAAC;oBAEvC,CAAC,IAAI,MAAM,CAAC,EAAE,CAAC,CAAC;oBAChB,CAAC,IAAI,MAAM,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC;oBACpB,CAAC,IAAI,MAAM,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC;oBACpB,CAAC,EAAE,CAAC;gBACN,CAAC;YACH,CAAC;YAED,MAAM,EAAE,GAAG,CAAC,CAAC,GAAG,KAAK,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC;YAC/B,MAAM,MAAM,GAAG,CAAC,IAAI,CAAC,CAAC;YAEtB,MAAM,CAAC,EAAE,CAAC,GAAG,CAAC,GAAG,MAAM,CAAC;YACxB,MAAM,CAAC,EAAE,GAAG,CAAC,CAAC,GAAG,CAAC,GAAG,MAAM,CAAC;YAC5B,MAAM,CAAC,EAAE,GAAG,CAAC,CAAC,GAAG,CAAC,GAAG,MAAM,CAAC;QAC9B,CAAC;IACH,CAAC;IAED,OAAO,MAAM,CAAC;AAChB,CAAC;AAED,yGAAyG;AACzG,MAAM,KAAK,GAAG,IAAI,CAAC;AAEnB;;;;;GAKG;AACH,SAAS,OAAO,CAAC,IAAkB,EAAE,KAAa,EAAE,MAAc;IAChE,MAAM,GAAG,GAAG,IAAI,YAAY,CAAC,KAAK,GAAG,MAAM,CAAC,CAAC;IAC7C,MAAM,MAAM,GAAG,IAAI,YAAY,CAAC,KAAK,GAAG,MAAM,CAAC,CAAC;IAChD,IAAI,GAAG,GAAG,CAAC,CAAC;IAEZ,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,KAAK,GAAG,MAAM,EAAE,KAAK,EAAE,EAAE,CAAC;QACpD,GAAG,CAAC,KAAK,CAAC,GAAG,SAAS,CAAC,IAAI,CAAC,KAAK,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,KAAK,GAAG,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,KAAK,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;QAClF,GAAG,IAAI,GAAG,CAAC,KAAK,CAAC,CAAC;IACpB,CAAC;IAED,MAAM,KAAK,GAAG,GAAG,GAAG,CAAC,KAAK,GAAG,MAAM,CAAC,GAAG,KAAK,CAAC;IAE7C,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;QAChC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,EAAE,CAAC,EAAE,EAAE,CAAC;YAC/B,IAAI,IAAI,GAAG,CAAC,CAAC;YAEb,KAAK,IAAI,EAAE,GAAG,CAAC,CAAC,EAAE,EAAE,IAAI,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC;gBAChC,MAAM,GAAG,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC,GAAG,EAAE,EAAE,CAAC,CAAC,EAAE,MAAM,GAAG,CAAC,CAAC,CAAC;gBAEtD,KAAK,IAAI,EAAE,GAAG,CAAC,CAAC,EAAE,EAAE,IAAI,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC;oBAChC,iFAAiF;oBACjF,IAAI,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,EAAE,GAAG,CAAC,GAAG,GAAG,KAAK,GAAG,CAAC,CAAC,GAAG,EAAE,GAAG,KAAK,CAAC,GAAG,KAAK,CAAC,CAAC,CAAC;gBACrE,CAAC;YACH,CAAC;YAED,MAAM,CAAC,CAAC,GAAG,KAAK,GAAG,CAAC,CAAC,GAAG,IAAI,GAAG,KAAK,CAAC;QACvC,CAAC;IACH,CAAC;IAED,OAAO,MAAM,CAAC;AAChB,CAAC;AAED;;;GAGG;AACH,MAAM,UAAU,uBAAuB,CAAC,IAAkB,EAAE,KAAa,EAAE,MAAc;IACvF,MAAM,IAAI,GAAG,IAAI,YAAY,CAAC,MAAM,CAAC,CAAC;IACtC,MAAM,OAAO,GAAG,IAAI,YAAY,CAAC,KAAK,GAAG,MAAM,CAAC,CAAC;IACjD,MAAM,MAAM,GAAG,OAAO,CAAC,IAAI,EAAE,KAAK,EAAE,MAAM,CAAC,CAAC;IAC5C,IAAI,KAAK,GAAG,CAAC,CAAC;IAEd,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;QAChC,MAAM,IAAI,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC,GAAG,MAAM,GAAG,IAAI,CAAC,EAAE,CAAC,CAAC;QACpD,IAAI,GAAG,GAAG,CAAC,CAAC;QAEZ,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,EAAE,CAAC,EAAE,EAAE,CAAC;YAC/B,MAAM,KAAK,GAAG,CAAC,GAAG,KAAK,GAAG,CAAC,CAAC;YAE5B,GAAG,IAAI,MAAM,CAAC,KAAK,CAAC,GAAG,IAAI,CAAC;YAC5B,OAAO,CAAC,KAAK,CAAC,GAAG,GAAG,CAAC;QACvB,CAAC;QAED,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,EAAE,CAAC,EAAE,EAAE,CAAC;YAC/B,MAAM,KAAK,GAAG,CAAC,GAAG,KAAK,GAAG,CAAC,CAAC;YAE5B,uGAAuG;YACvG,OAAO,CAAC,KAAK,CAAC,GAAG,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC,OAAO,CAAC,KAAK,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,KAAK,CAAC;QACpE,CAAC;QAED,KAAK,IAAI,GAAG,CAAC;QACb,IAAI,CAAC,CAAC,CAAC,GAAG,KAAK,CAAC;IAClB,CAAC;IAED,IAAI,CAAC,CAAC,KAAK,GAAG,CAAC,CAAC;QAAE,OAAO,IAAI,CAAC;IAE9B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,EAAE,CAAC,EAAE;QAAE,IAAI,CAAC,CAAC,CAAC,IAAI,KAAK,CAAC;IAElD,MAAM,YAAY,GAAG,IAAI,YAAY,CAAC,MAAM,GAAG,KAAK,GAAG,MAAM,GAAG,CAAC,CAAC,CAAC;IAEnE,YAAY,CAAC,GAAG,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC;IAC1B,YAAY,CAAC,GAAG,CAAC,OAAO,EAAE,MAAM,CAAC,CAAC;IAClC,YAAY,CAAC,GAAG,CAAC,MAAM,EAAE,MAAM,GAAG,KAAK,GAAG,MAAM,CAAC,CAAC;IAElD,OAAO,EAAE,YAAY,EAAE,KAAK,EAAE,CAAC;AACjC,CAAC;AAED;;;GAGG;AACH,SAAS,gBAAgB,CAAC,KAAa,EAAE,MAAc;IACrD,MAAM,YAAY,GAAG,IAAI,YAAY,CAAC,MAAM,GAAG,KAAK,GAAG,MAAM,GAAG,CAAC,CAAC,CAAC;IAEnE,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;QAChC,YAAY,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC;QAEnC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,EAAE,CAAC,EAAE;YAAE,YAAY,CAAC,MAAM,GAAG,CAAC,GAAG,KAAK,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,KAAK,CAAC;IACzF,CAAC;IAED,OAAO,EAAE,YAAY,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC;AACpC,CAAC;AAED;;;GAGG;AACH,MAAM,CAAC,KAAK,UAAU,eAAe,CAAC,WAA8B;IAClE,IAAI,WAAW,CAAC,IAAI,KAAK,MAAM,IAAI,CAAC,WAAW,CAAC,GAAG;QAAE,OAAO,IAAI,CAAC;IAEjE,MAAM,MAAM,GAAG,MAAM,IAAI,OAAO,CAA+D,OAAO,CAAC,EAAE;QACvG,IAAI,SAAS,EAAE;aACZ,WAAW,CAAC,IAAa,CAAC;aAC1B,IAAI,CACH,WAAW,CAAC,GAAG,EACf,OAAO,CAAC,EAAE;YACR,MAAM,KAAK,GAAG,OAAO,CAAC,KAA0E,CAAC;YAEjG,OAAO,CAAC,KAAK,EAAE,IAAI,YAAY,YAAY,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC;YAC5D,OAAO,CAAC,OAAO,EAAE,CAAC;QACpB,CAAC,EACD,SAAS,EACT,GAAG,EAAE,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC;IAC3B,CAAC,CAAC,CAAC;IAEH,IAAI,CAAC,MAAM,IAAI,MAAM,CAAC,KAAK,GAAG,CAAC,IAAI,MAAM,CAAC,MAAM,GAAG,CAAC;QAAE,OAAO,IAAI,CAAC;IAElE,OAAO,oBAAoB,CAAC,MAAM,CAAC,IAAI,EAAE,MAAM,CAAC,KAAK,EAAE,MAAM,CAAC,MAAM,CAAC,CAAC;AACxE,CAAC;AAED;;;GAGG;AACH,MAAM,UAAU,oBAAoB,CAClC,IAAkB,EAAE,WAAmB,EAAE,YAAoB,EAAE,EAAE,GAAG,aAAa;IACjF,MAAM,MAAM,GAAG,EAAE,IAAI,EAAE,KAAK,EAAE,WAAW,EAAE,MAAM,EAAE,YAAY,EAAE,CAAC;IAElE,IAAI,MAAM,CAAC,KAAK,GAAG,CAAC,IAAI,MAAM,CAAC,MAAM,GAAG,CAAC,IAAI,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC,KAAK,GAAG,MAAM,CAAC,MAAM,GAAG,CAAC;QAAE,OAAO,IAAI,CAAC;IAEzG,gHAAgH;IAChH,MAAM,KAAK,GAAG,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,KAAK,EAAE,SAAS,CAAC,CAAC;IAChD,MAAM,MAAM,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,MAAM,GAAG,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;IAE/E,MAAM,MAAM,GAAG,KAAK,KAAK,MAAM,CAAC,KAAK;QACnC,CAAC,CAAC,MAAM,CAAC,IAAI;QACb,CAAC,CAAC,CAAC,GAAG,EAAE;YACN,MAAM,OAAO,GAAG,MAAM,CAAC,MAAM,CAAC,IAAI,EAAE,MAAM,CAAC,KAAK,EAAE,MAAM,CAAC,MAAM,EAAE,KAAK,EAAE,MAAM,CAAC,CAAC;YAChF,MAAM,IAAI,GAAG,IAAI,YAAY,CAAC,KAAK,GAAG,MAAM,GAAG,CAAC,CAAC,CAAC;YAElD,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,KAAK,GAAG,MAAM,EAAE,KAAK,EAAE,EAAE,CAAC;gBACpD,IAAI,CAAC,KAAK,GAAG,CAAC,CAAC,GAAG,OAAO,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC;gBACrC,IAAI,CAAC,KAAK,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,OAAO,CAAC,KAAK,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;gBAC7C,IAAI,CAAC,KAAK,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,OAAO,CAAC,KAAK,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;gBAC7C,IAAI,CAAC,KAAK,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC;YAC1B,CAAC;YAED,OAAO,IAAI,CAAC;QACd,CAAC,CAAC,EAAE,CAAC;IAEP,MAAM,SAAS,GAAG,IAAI,CAAC,GAAG,CAAC,UAAU,EAAE,KAAK,CAAC,CAAC;IAC9C,MAAM,UAAU,GAAG,IAAI,CAAC,GAAG,CAAC,WAAW,EAAE,MAAM,CAAC,CAAC;IAEjD,kHAAkH;IAClH,MAAM,KAAK,GAAG,uBAAuB,CAAC,MAAM,CAAC,MAAM,EAAE,KAAK,EAAE,MAAM,EAAE,SAAS,EAAE,UAAU,CAAC,EAAE,SAAS,EAAE,UAAU,CAAC;WAC7G,gBAAgB,CAAC,SAAS,EAAE,UAAU,CAAC,CAAC;IAE7C,MAAM,OAAO,GAAsB;QACjC,EAAE;QACF,KAAK;QACL,MAAM;QACN,IAAI,EAAE,MAAM;QACZ,mEAAmE;QACnE,UAAU,EAAE,aAAa;QACzB,uDAAuD;QACvD,KAAK,EAAE,IAAI;QACX,KAAK,EAAE,IAAI;QACX,MAAM,EAAE,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC;QACnC,KAAK,EAAE,KAAK;QACZ,OAAO,EAAE,CAAC;QACV,OAAO,EAAE,KAAK;KACf,CAAC;IAEF,OAAO,EAAE,OAAO,EAAE,YAAY,EAAE,KAAK,CAAC,YAAY,EAAE,KAAK,EAAE,SAAS,EAAE,MAAM,EAAE,UAAU,EAAE,KAAK,EAAE,KAAK,CAAC,KAAK,EAAE,CAAC;AACjH,CAAC"}
|
package/dist/lensPass.d.ts
CHANGED
|
@@ -15,6 +15,8 @@ export interface LensEffects {
|
|
|
15
15
|
whiteBalance: number[] | null;
|
|
16
16
|
/** Whether the image is metered and exposed to middle grey before the display transform. */
|
|
17
17
|
autoExposure: boolean;
|
|
18
|
+
/** The share of a dark scene's darkness the meter keeps, `0` to `1`. */
|
|
19
|
+
darkAdaptation: number;
|
|
18
20
|
}
|
|
19
21
|
/** The lens effects these settings ask for, or `null` when they ask for none and the pass can be skipped. */
|
|
20
22
|
export declare function lensEffects(settings: GpuRenderSettings): LensEffects | null;
|
package/dist/lensPass.d.ts.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"lensPass.d.ts","sourceRoot":"","sources":["../src/lensPass.ts"],"names":[],"mappings":"AACA,OAAO,EAA6C,KAAK,iBAAiB,EAAE,MAAM,eAAe,CAAC;AAclG,uFAAuF;AACvF,MAAM,WAAW,WAAW;IAC1B,0EAA0E;IAC1E,KAAK,EAAE,MAAM,CAAC;IACd,MAAM,EAAE,MAAM,CAAC;IACf,UAAU,EAAE,MAAM,CAAC;IACnB,sEAAsE;IACtE,KAAK,EAAE,MAAM,CAAC;IACd,+GAA+G;IAC/G,IAAI,EAAE,MAAM,CAAC;IACb,WAAW,EAAE,MAAM,CAAC;IACpB,UAAU,EAAE,MAAM,CAAC;IACnB,+EAA+E;IAC/E,YAAY,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC;IAC9B,4FAA4F;IAC5F,YAAY,EAAE,OAAO,CAAC;
|
|
1
|
+
{"version":3,"file":"lensPass.d.ts","sourceRoot":"","sources":["../src/lensPass.ts"],"names":[],"mappings":"AACA,OAAO,EAA6C,KAAK,iBAAiB,EAAE,MAAM,eAAe,CAAC;AAclG,uFAAuF;AACvF,MAAM,WAAW,WAAW;IAC1B,0EAA0E;IAC1E,KAAK,EAAE,MAAM,CAAC;IACd,MAAM,EAAE,MAAM,CAAC;IACf,UAAU,EAAE,MAAM,CAAC;IACnB,sEAAsE;IACtE,KAAK,EAAE,MAAM,CAAC;IACd,+GAA+G;IAC/G,IAAI,EAAE,MAAM,CAAC;IACb,WAAW,EAAE,MAAM,CAAC;IACpB,UAAU,EAAE,MAAM,CAAC;IACnB,+EAA+E;IAC/E,YAAY,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC;IAC9B,4FAA4F;IAC5F,YAAY,EAAE,OAAO,CAAC;IACtB,wEAAwE;IACxE,cAAc,EAAE,MAAM,CAAC;CACxB;AAED,6GAA6G;AAC7G,wBAAgB,WAAW,CAAC,QAAQ,EAAE,iBAAiB,GAAG,WAAW,GAAG,IAAI,CAyB3E;AAED,UAAU,KAAK;IACb,KAAK,EAAE,MAAM,CAAC;IACd,MAAM,EAAE,MAAM,CAAC;IACf,mCAAmC;IACnC,MAAM,EAAE,MAAM,CAAC;CAChB;AAED,yGAAyG;AACzG,wBAAgB,aAAa,CAAC,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,GAAG,KAAK,EAAE,CAepE;AAOD;;;GAGG;AACH,qBAAa,QAAQ;IAiBP,OAAO,CAAC,QAAQ,CAAC,MAAM;IAhBnC,OAAO,CAAC,QAAQ,CAAC,MAAM,CAAqB;IAC5C,OAAO,CAAC,QAAQ,CAAC,UAAU,CAAqB;IAChD,OAAO,CAAC,QAAQ,CAAC,QAAQ,CAAqB;IAC9C,OAAO,CAAC,QAAQ,CAAC,SAAS,CAAqB;IAC/C,OAAO,CAAC,QAAQ,CAAC,OAAO,CAAqB;IAC7C,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAqB;IAC3C,OAAO,CAAC,QAAQ,CAAC,OAAO,CAAY;IACpC,0GAA0G;IAC1G,OAAO,CAAC,QAAQ,CAAC,QAAQ,CAAmB;IAC5C,OAAO,CAAC,QAAQ,CAAC,MAAM,CAAkC;IACzD,OAAO,CAAC,IAAI,CAA0B;IACtC,OAAO,CAAC,EAAE,CAA0B;IACpC,OAAO,CAAC,MAAM,CAA0B;IACxC,OAAO,CAAC,QAAQ,CAA0B;IAC1C,OAAO,CAAC,IAAI,CAAM;gBAEW,MAAM,EAAE,SAAS;IA6B9C,kFAAkF;IAClF,IAAI,MAAM,IAAI,SAAS,GAAG,IAAI,CAE7B;IAED,OAAO,CAAC,MAAM;IAwBd,OAAO,CAAC,OAAO;IAUf;;;OAGG;IACH,MAAM,CAAC,OAAO,EAAE,iBAAiB,EAAE,YAAY,EAAE,SAAS,EAAE,QAAQ,EAAE,SAAS,GAAG,IAAI,EAAE,KAAK,EAAE,MAAM,EACnG,MAAM,EAAE,MAAM,EAAE,OAAO,EAAE,WAAW,GAAG,SAAS;IAqHlD,OAAO,CAAC,cAAc;IAQtB,OAAO;CAMR"}
|
package/dist/lensPass.js
CHANGED
|
@@ -1,7 +1,7 @@
|
|
|
1
1
|
import { createShaderModule } from "./shaderModule.js";
|
|
2
2
|
import { NEUTRAL_WHITE_BALANCE, whiteBalanceMatrix } from "./settings.js";
|
|
3
3
|
import { LENS_WGSL } from "./wgsl/lens.wgsl.js";
|
|
4
|
-
const UNIFORM_BYTES =
|
|
4
|
+
const UNIFORM_BYTES = 160;
|
|
5
5
|
const WORKGROUP = 8;
|
|
6
6
|
/** Halving stops once a level would be smaller than this on its short side, or after this many levels. */
|
|
7
7
|
const SMALLEST_LEVEL = 4;
|
|
@@ -30,6 +30,7 @@ export function lensEffects(settings) {
|
|
|
30
30
|
glareAngle: (Number(glare.rotation) || 0) * Math.PI / 180,
|
|
31
31
|
whiteBalance: neutral ? null : whiteBalanceMatrix(camera.whiteBalance),
|
|
32
32
|
autoExposure,
|
|
33
|
+
darkAdaptation: Math.min(1, Math.max(0, Number(camera.darkAdaptation) || 0)),
|
|
33
34
|
};
|
|
34
35
|
}
|
|
35
36
|
/** Halved levels of the image, the largest first, until one would be too small to be worth filtering. */
|
|
@@ -157,6 +158,7 @@ export class LensPass {
|
|
|
157
158
|
integers[33] = streak.height;
|
|
158
159
|
floats[34] = effects.glareAngle;
|
|
159
160
|
floats[35] = effects.autoExposure ? 1 : 0;
|
|
161
|
+
floats[36] = effects.darkAdaptation;
|
|
160
162
|
for (let row = 0; row < 3; row++)
|
|
161
163
|
for (let column = 0; column < 3; column++)
|
|
162
164
|
floats[20 + row * 4 + column] = white[row * 3 + column];
|
package/dist/lensPass.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
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|
|
1
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+
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|
package/dist/settings.d.ts
CHANGED
|
@@ -83,6 +83,12 @@ export interface GpuRenderSettings extends Omit<RenderSettings, "globalIlluminat
|
|
|
83
83
|
autoExposure: boolean;
|
|
84
84
|
/** Stops added to the metered exposure: positive brightens, as on a camera's dial. */
|
|
85
85
|
exposureCompensation: number;
|
|
86
|
+
/**
|
|
87
|
+
* How much of a dark scene's darkness the automatic exposure keeps, `0` to `1`. The meter brings any image to
|
|
88
|
+
* middle grey, so a night lit by a few lamps comes out as dusk; below a dim average this keeps that share of the
|
|
89
|
+
* missing stops, as the eye does at night. `0` exposes every scene alike; `1` brightens nothing below that average.
|
|
90
|
+
*/
|
|
91
|
+
darkAdaptation: number;
|
|
86
92
|
iso: number;
|
|
87
93
|
/** Seconds. */
|
|
88
94
|
shutterSpeed: number;
|
package/dist/settings.d.ts.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
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|
|
1
|
+
{"version":3,"file":"settings.d.ts","sourceRoot":"","sources":["../src/settings.ts"],"names":[],"mappings":"AAAA,OAAO,EAA0C,KAAK,cAAc,EAAE,MAAM,eAAe,CAAC;AAE5F;;;;GAIG;AACH,MAAM,WAAW,iBAAkB,SAAQ,IAAI,CAAC,cAAc,EAAE,oBAAoB,CAAC;IACnF,kBAAkB,EAAE,cAAc,CAAC,oBAAoB,CAAC,GAAG;QACzD;;;WAGG;QACH,eAAe,EAAE,OAAO,CAAC;QACzB,uGAAuG;QACvG,aAAa,EAAE,MAAM,CAAC;QACtB;;;;WAIG;QACH,SAAS,EAAE,OAAO,CAAC;QACnB;;;;WAIG;QACH,OAAO,EAAE,OAAO,CAAC;KAClB,CAAC;IACF;;;OAGG;IACH,KAAK,EAAE;QACL,OAAO,EAAE,OAAO,CAAC;QACjB,yFAAyF;QACzF,SAAS,EAAE,MAAM,CAAC;QAClB,uFAAuF;QACvF,MAAM,EAAE,MAAM,CAAC;KAChB,CAAC;IACF;;;;OAIG;IACH,KAAK,EAAE;QACL,OAAO,EAAE,OAAO,CAAC;QACjB,oDAAoD;QACpD,SAAS,EAAE,MAAM,CAAC;QAClB,2CAA2C;QAC3C,MAAM,EAAE,MAAM,CAAC;QACf,uEAAuE;QACvE,MAAM,EAAE,MAAM,CAAC;QACf,yCAAyC;QACzC,QAAQ,EAAE,MAAM,CAAC;KAClB,CAAC;IACF,iEAAiE;IACjE,IAAI,EAAE;QACJ;;;WAGG;QACH,mBAAmB,EAAE,MAAM,CAAC;QAC5B,+GAA+G;QAC/G,UAAU,EAAE,MAAM,CAAC;KACpB,CAAC;IACF,sDAAsD;IACtD,MAAM,EAAE;QACN;;;WAGG;QACH,QAAQ,EAAE,MAAM,CAAC;QACjB;;;WAGG;QACH,gBAAgB,EAAE,OAAO,CAAC;QAC1B;;;;WAIG;QACH,YAAY,EAAE,OAAO,CAAC;QACtB,sFAAsF;QACtF,oBAAoB,EAAE,MAAM,CAAC;QAC7B;;;;WAIG;QACH,cAAc,EAAE,MAAM,CAAC;QACvB,GAAG,EAAE,MAAM,CAAC;QACZ,eAAe;QACf,YAAY,EAAE,MAAM,CAAC;QACrB;;;WAGG;QACH,YAAY,EAAE,MAAM,CAAC;KACtB,CAAC;IACF,kGAAkG;IAClG,UAAU,EAAE;QACV,iHAAiH;QACjH,OAAO,EAAE,OAAO,CAAC;QACjB;;;;WAIG;QACH,KAAK,EAAE,MAAM,CAAC;KACf,CAAC;IACF;;;OAGG;IACH,UAAU,EAAE;QACV,OAAO,EAAE,OAAO,CAAC;QACjB;;;WAGG;QACH,UAAU,EAAE,MAAM,CAAC;QACnB,kHAAkH;QAClH,IAAI,EAAE,MAAM,CAAC;QACb,oGAAoG;QACpG,KAAK,EAAE,MAAM,CAAC;KACf,CAAC;IACF,qGAAqG;IACrG,KAAK,EAAE;QACL,OAAO,EAAE,OAAO,CAAC;KAClB,CAAC;IACF,gGAAgG;IAChG,OAAO,EAAE;QACP,yGAAyG;QACzG,OAAO,EAAE,OAAO,CAAC;KAClB,CAAC;CACH;AAED,0GAA0G;AAC1G,MAAM,MAAM,sBAAsB,GAAG;KAClC,CAAC,IAAI,MAAM,iBAAiB,CAAC,CAAC,EAAE,iBAAiB,CAAC,CAAC,CAAC,SAAS,MAAM,GAChE,OAAO,CAAC,iBAAiB,CAAC,CAAC,CAAC,CAAC,GAC7B,iBAAiB,CAAC,CAAC,CAAC;CACzB,CAAC;AAEF;;;;GAIG;AACH,eAAO,MAAM,2BAA2B,EAAE,QAAQ,CAAC,iBAAiB,CAqBd,CAAC;AAEvD,6GAA6G;AAC7G,wBAAgB,gBAAgB,CAAC,IAAI,EAAE,iBAAiB,EAAE,KAAK,GAAE,sBAA2B,GAAG,iBAAiB,CAE/G;AAED;;;GAGG;AACH,wBAAgB,gBAAgB,CAAC,QAAQ,EAAE,MAAM,EAAE,YAAY,EAAE,MAAM,EAAE,GAAG,EAAE,MAAM,GAAG,MAAM,CAK5F;AAED;;;GAGG;AACH,wBAAgB,iBAAiB,CAAC,QAAQ,EAAE,iBAAiB,GAAG,MAAM,CASrE;AAmBD,KAAK,MAAM,GAAG,MAAM,EAAE,CAAC;AAsCvB,4FAA4F;AAC5F,eAAO,MAAM,qBAAqB,OAAO,CAAC;AAE1C;;;;GAIG;AACH,wBAAgB,kBAAkB,CAAC,MAAM,EAAE,MAAM,GAAG,MAAM,CAKzD"}
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package/dist/settings.js
CHANGED
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@@ -14,7 +14,7 @@ export const DEFAULT_GPU_RENDER_SETTINGS = Object.freeze(mergeGpuSettings({
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glare: { enabled: true, intensity: 0.06, blades: 6, length: 0.25, rotation: 15 },
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lens: { chromaticAberration: 0.05, distortion: 0 },
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camera: {
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-
contrast: 1, physicalExposure: false, autoExposure: false, exposureCompensation: 0, iso: 100,
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contrast: 1, physicalExposure: false, autoExposure: false, exposureCompensation: 0, darkAdaptation: 0, iso: 100,
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shutterSpeed: 1 / 125, whiteBalance: 6500,
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},
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subsurface: { enabled: true, depth: 2 },
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package/dist/settings.js.map
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@@ -1 +1 @@
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1
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-
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1
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+
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package/dist/wgsl/lens.wgsl.d.ts
CHANGED
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@@ -13,5 +13,5 @@
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13
13
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* texel takes the light of the texels behind it along every ray's direction, fading with the distance, with weights
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* that again sum to one.
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15
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*/
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16
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-
export declare const LENS_WGSL = "\nstruct Lens {\n resolution: vec2<u32>,\n // Whether the colour comes from the denoiser's output rather than straight from the accumulation.\n denoised: u32,\n // Upsampling only: the level read from sits in the downsampled pyramid (the smallest one) instead of the folded one.\n fromDown: u32,\n sourceSize: vec2<u32>,\n // Where the level read from starts in its pyramid; a size of the full resolution reads the image itself.\n sourceOffset: u32,\n // The first downsample reads the image itself, and averages its taps by luminance against fireflies.\n fromImage: u32,\n targetSize: vec2<u32>,\n targetOffset: u32,\n // Where the largest level of the folded pyramid starts, which the composite reads the halo from.\n haloOffset: u32,\n haloSize: vec2<u32>,\n // How much of the light the halo takes, and how much each level takes from the one below it.\n intensity: f32,\n radius: f32,\n // How far red and blue move apart at the corners, as a share of the distance from the centre.\n aberration: f32,\n // How much of the light the aperture's rays take, how many there are, and how far they reach in streak texels.\n glare: f32,\n rays: u32,\n glareLength: f32,\n // The white balance, a linear sRGB matrix, row by row.\n white0: vec4<f32>,\n white1: vec4<f32>,\n white2: vec4<f32>,\n // The size of the level the rays are gathered at, and the angle of the first ray, in radians.\n streakSize: vec2<u32>,\n glareAngle: f32,\n // Whether the camera meters the image and exposes it to middle grey, which the meter pass works out.\n autoExposure: f32,\n};\n\nconst PI: f32 = 3.14159265358979;\n\n/** Taps along each of the aperture's rays. */\nconst STREAK_TAPS: i32 = 24;\n\n@group(0) @binding(0) var<uniform> lens: Lens;\n@group(0) @binding(1) var<storage, read> accumulation: array<vec4<f32>>;\n@group(0) @binding(2) var<storage, read> denoised: array<vec4<f32>>;\n@group(0) @binding(3) var<storage, read_write> down: array<vec4<f32>>;\n@group(0) @binding(4) var<storage, read_write> up: array<vec4<f32>>;\n@group(0) @binding(5) var<storage, read_write> graded: array<vec4<f32>>;\n@group(0) @binding(6) var<storage, read_write> streaked: array<vec4<f32>>;\n// What the camera's meter read: the exposure that brings the image's average to middle grey, in x.\n@group(0) @binding(7) var<storage, read_write> metered: array<vec4<f32>>;\n\n/** What a light meter calibrates to: an average scene reflects about eighteen percent. */\nconst MIDDLE_GREY: f32 = 0.18;\nconst METER_GRID: vec2<u32> = vec2<u32>(64u, 36u);\nconst METER_THREADS: u32 = 256u;\n\n/**\n * How far above middle grey the meter lets the bright end of the image land: three stops, where AgX still shows\n * detail, three and a half under where it reaches white.\n */\nconst HIGHLIGHT_CEILING: f32 = 8.0;\n/** The share of the metered points that counts as the bright end: the light through a window, not a lamp's own pixels. */\nconst HIGHLIGHT_SHARE: f32 = 0.03;\n/** Half stops of luminance, from 2^-16 to 2^16, which the bright end is found in. */\nconst METER_BINS: u32 = 64u;\n\nvar<workgroup> meterSums: array<vec2<f32>, 256>;\nvar<workgroup> meterHistogram: array<atomic<u32>, 64>;\n\n/**\n * The camera's meter: the image's average luminance over a grid of points, taken as the mean of the logarithms so that\n * a bright window or a patch of sky cannot darken everything else, weighed towards the centre as a camera's\n * centre-weighted metering is. What no path has reached yet, or is black, does not count. One workgroup reads the\n * grid and sums it in shared memory.\n *\n * Then it guards the highlights, as a camera's matrix metering does: the average alone takes a dim attic with a shaft\n * of sun in it to middle grey and burns the shaft out, where a photographer keeps the room dim. The brightest few\n * percent of the points, found in a histogram of half stops, may land no more than {@link HIGHLIGHT_CEILING} times\n * brighter; an even scene, whose bright end is close to its average, is left as the average says.\n */\n@compute @workgroup_size(256, 1, 1)\nfn meter(@builtin(local_invocation_index) thread: u32) {\n var sum = vec2<f32>(0.0);\n let count = METER_GRID.x * METER_GRID.y;\n\n if (thread < METER_BINS) {\n atomicStore(&meterHistogram[thread], 0u);\n }\n\n workgroupBarrier();\n\n for (var k = thread; k < count; k = k + METER_THREADS) {\n let cell = vec2<f32>(f32(k % METER_GRID.x), f32(k / METER_GRID.x)) + 0.5;\n let uv = cell / vec2<f32>(METER_GRID);\n let luminance = dot(imageTexel(i32(uv.x * f32(lens.resolution.x)), i32(uv.y * f32(lens.resolution.y))),\n vec3<f32>(0.2126, 0.7152, 0.0722));\n let away = (uv - 0.5) * 2.0;\n let weight = select(0.0, 1.0 - 0.6 * min(dot(away, away) * 0.5, 1.0), luminance > 0.0);\n\n sum = sum + vec2<f32>(log(max(luminance, 1e-6)) * weight, weight);\n\n if (luminance > 0.0) {\n let bin = u32(clamp((log2(luminance) + 16.0) * 2.0, 0.0, f32(METER_BINS - 1u)));\n\n atomicAdd(&meterHistogram[bin], 1u);\n }\n }\n\n meterSums[thread] = sum;\n workgroupBarrier();\n\n for (var stride = METER_THREADS / 2u; stride > 0u; stride = stride / 2u) {\n if (thread < stride) {\n meterSums[thread] = meterSums[thread] + meterSums[thread + stride];\n }\n\n workgroupBarrier();\n }\n\n if (thread == 0u) {\n let total = meterSums[0];\n let average = select(MIDDLE_GREY, exp(total.x / max(total.y, 1e-6)), total.y > 0.0);\n var exposure = MIDDLE_GREY / average;\n\n // From the top down, the first half stop by which the bright share is reached; its upper edge is that end.\n var points = 0u;\n\n for (var bin = 0u; bin < METER_BINS; bin = bin + 1u) {\n points = points + atomicLoad(&meterHistogram[bin]);\n }\n\n var above = 0u;\n var bright = 0.0;\n\n for (var bin = i32(METER_BINS) - 1; bin >= 0 && points > 0u; bin = bin - 1) {\n above = above + atomicLoad(&meterHistogram[u32(bin)]);\n\n if (f32(above) >= HIGHLIGHT_SHARE * f32(points)) {\n bright = exp2(f32(bin + 1) * 0.5 - 16.0);\n break;\n }\n }\n\n if (bright > 0.0) {\n exposure = min(exposure, HIGHLIGHT_CEILING * MIDDLE_GREY / bright);\n }\n\n metered[0] = vec4<f32>(clamp(exposure, 1e-4, 1e4), average, bright, 0.0);\n }\n}\n\n/** The image's own texel: its mean so far, or nothing where no path has landed yet. */\nfn imageTexel(x: i32, y: i32) -> vec3<f32> {\n let size = vec2<i32>(lens.resolution);\n let index = u32(clamp(y, 0, size.y - 1) * size.x + clamp(x, 0, size.x - 1));\n\n if (lens.denoised != 0u) {\n return denoised[index].rgb;\n }\n\n let stored = accumulation[index];\n\n return select(stored.rgb / stored.w, vec3<f32>(0.0), stored.w <= 0.0);\n}\n\nfn downTexel(offset: u32, size: vec2<u32>, x: i32, y: i32) -> vec3<f32> {\n let s = vec2<i32>(size);\n\n return down[offset + u32(clamp(y, 0, s.y - 1) * s.x + clamp(x, 0, s.x - 1))].rgb;\n}\n\nfn upTexel(offset: u32, size: vec2<u32>, x: i32, y: i32) -> vec3<f32> {\n let s = vec2<i32>(size);\n\n return up[offset + u32(clamp(y, 0, s.y - 1) * s.x + clamp(x, 0, s.x - 1))].rgb;\n}\n\n/** Bilinear weights and the texel below and left of a point given in texels, edges clamped. */\nfn bilinearAt(position: vec2<f32>) -> vec4<f32> {\n let p = position - 0.5;\n let base = floor(p);\n\n return vec4<f32>(base, p - base);\n}\n\nfn imageBilinear(position: vec2<f32>) -> vec3<f32> {\n let b = bilinearAt(position);\n let x = i32(b.x);\n let y = i32(b.y);\n\n return mix(\n mix(imageTexel(x, y), imageTexel(x + 1, y), b.z),\n mix(imageTexel(x, y + 1), imageTexel(x + 1, y + 1), b.z), b.w);\n}\n\nfn downBilinear(offset: u32, size: vec2<u32>, position: vec2<f32>) -> vec3<f32> {\n let b = bilinearAt(position);\n let x = i32(b.x);\n let y = i32(b.y);\n\n return mix(\n mix(downTexel(offset, size, x, y), downTexel(offset, size, x + 1, y), b.z),\n mix(downTexel(offset, size, x, y + 1), downTexel(offset, size, x + 1, y + 1), b.z), b.w);\n}\n\nfn upBilinear(offset: u32, size: vec2<u32>, position: vec2<f32>) -> vec3<f32> {\n let b = bilinearAt(position);\n let x = i32(b.x);\n let y = i32(b.y);\n\n return mix(\n mix(upTexel(offset, size, x, y), upTexel(offset, size, x + 1, y), b.z),\n mix(upTexel(offset, size, x, y + 1), upTexel(offset, size, x + 1, y + 1), b.z), b.w);\n}\n\n/** The level being filtered, read bilinearly at a point given in its own texels. */\nfn sourceAt(position: vec2<f32>) -> vec3<f32> {\n if (lens.fromImage != 0u) {\n return imageBilinear(position);\n }\n\n return downBilinear(lens.sourceOffset, lens.sourceSize, position);\n}\n\nfn luminance(color: vec3<f32>) -> f32 {\n return dot(color, vec3<f32>(0.2126, 0.7152, 0.0722));\n}\n\n/** Karis' average: a group of taps weighed by one over one plus its luminance, so a lone firefly cannot flare. */\nfn karis(sum: vec3<f32>) -> vec4<f32> {\n let weight = 1.0 / (1.0 + luminance(sum));\n\n return vec4<f32>(sum * weight, weight);\n}\n\n/** One level of the pyramid from the one above it: Jimenez's 13 taps, four overlapping boxes and a centre one. */\n@compute @workgroup_size(8, 8, 1)\nfn downsample(@builtin(global_invocation_id) id: vec3<u32>) {\n if (id.x >= lens.targetSize.x || id.y >= lens.targetSize.y) {\n return;\n }\n\n let scale = vec2<f32>(lens.sourceSize) / vec2<f32>(lens.targetSize);\n let centre = (vec2<f32>(id.xy) + 0.5) * scale;\n let a = sourceAt(centre + vec2<f32>(-2.0, -2.0));\n let b = sourceAt(centre + vec2<f32>(0.0, -2.0));\n let c = sourceAt(centre + vec2<f32>(2.0, -2.0));\n let d = sourceAt(centre + vec2<f32>(-2.0, 0.0));\n let e = sourceAt(centre);\n let f = sourceAt(centre + vec2<f32>(2.0, 0.0));\n let g = sourceAt(centre + vec2<f32>(-2.0, 2.0));\n let h = sourceAt(centre + vec2<f32>(0.0, 2.0));\n let i = sourceAt(centre + vec2<f32>(2.0, 2.0));\n let j = sourceAt(centre + vec2<f32>(-1.0, -1.0));\n let k = sourceAt(centre + vec2<f32>(1.0, -1.0));\n let l = sourceAt(centre + vec2<f32>(-1.0, 1.0));\n let m = sourceAt(centre + vec2<f32>(1.0, 1.0));\n var result: vec3<f32>;\n\n if (lens.fromImage != 0u) {\n let groups = karis((j + k + l + m) * 0.25) * 0.5\n + karis((a + b + d + e) * 0.25) * 0.125\n + karis((b + c + e + f) * 0.25) * 0.125\n + karis((d + e + g + h) * 0.25) * 0.125\n + karis((e + f + h + i) * 0.25) * 0.125;\n\n result = groups.rgb / max(groups.w, 1e-6);\n } else {\n result = e * 0.125 + (a + c + g + i) * 0.03125 + (b + d + f + h) * 0.0625 + (j + k + l + m) * 0.125;\n }\n\n down[lens.targetOffset + id.y * lens.targetSize.x + id.x] = vec4<f32>(max(result, vec3<f32>(0.0)), 1.0);\n}\n\n/** A 3 x 3 tent over the smaller level, read at a point given in its texels. */\nfn tent(position: vec2<f32>) -> vec3<f32> {\n var sum = vec3<f32>(0.0);\n\n for (var dy = -1; dy <= 1; dy = dy + 1) {\n for (var dx = -1; dx <= 1; dx = dx + 1) {\n let weight = f32((2 - abs(dx)) * (2 - abs(dy))) / 16.0;\n let at = position + vec2<f32>(f32(dx), f32(dy));\n\n if (lens.fromDown != 0u) {\n sum = sum + downBilinear(lens.sourceOffset, lens.sourceSize, at) * weight;\n } else {\n sum = sum + upBilinear(lens.sourceOffset, lens.sourceSize, at) * weight;\n }\n }\n }\n\n return sum;\n}\n\n/** One level folded back: its own light, mixed by the radius with the wider spread of every level below it. */\n@compute @workgroup_size(8, 8, 1)\nfn upsample(@builtin(global_invocation_id) id: vec3<u32>) {\n if (id.x >= lens.targetSize.x || id.y >= lens.targetSize.y) {\n return;\n }\n\n let scale = vec2<f32>(lens.sourceSize) / vec2<f32>(lens.targetSize);\n let wider = tent((vec2<f32>(id.xy) + 0.5) * scale);\n let index = lens.targetOffset + id.y * lens.targetSize.x + id.x;\n\n up[index] = vec4<f32>(mix(down[index].rgb, wider, lens.radius), 1.0);\n}\n\n/** The aperture's rays at one texel of the streak level: the light behind it along each ray, fading with distance. */\n@compute @workgroup_size(8, 8, 1)\nfn streaks(@builtin(global_invocation_id) id: vec3<u32>) {\n if (id.x >= lens.targetSize.x || id.y >= lens.targetSize.y) {\n return;\n }\n\n let centre = vec2<f32>(id.xy) + 0.5;\n var sum = vec3<f32>(0.0);\n var total = 0.0;\n\n for (var r = 0u; r < lens.rays; r = r + 1u) {\n let angle = lens.glareAngle + f32(r) * 2.0 * PI / f32(lens.rays);\n let along = vec2<f32>(cos(angle), sin(angle));\n\n for (var j = 1; j <= STREAK_TAPS; j = j + 1) {\n let t = f32(j) / f32(STREAK_TAPS);\n let weight = exp(-4.0 * t);\n\n sum = sum + downBilinear(lens.sourceOffset, lens.sourceSize, centre - along * (t * lens.glareLength)) * weight;\n total = total + weight;\n }\n }\n\n streaked[id.y * lens.targetSize.x + id.x] = vec4<f32>(sum / max(total, 1e-6), 1.0);\n}\n\nfn streakTexel(x: i32, y: i32) -> vec3<f32> {\n let s = vec2<i32>(lens.streakSize);\n\n return streaked[u32(clamp(y, 0, s.y - 1) * s.x + clamp(x, 0, s.x - 1))].rgb;\n}\n\nfn streakBilinear(position: vec2<f32>) -> vec3<f32> {\n let b = bilinearAt(position);\n let x = i32(b.x);\n let y = i32(b.y);\n\n return mix(mix(streakTexel(x, y), streakTexel(x + 1, y), b.z), mix(streakTexel(x, y + 1), streakTexel(x + 1, y + 1), b.z), b.w);\n}\n\n/** The image as the lens delivers it: fringed towards the corners, with its halo, balanced for the camera's white. */\n@compute @workgroup_size(8, 8, 1)\nfn composite(@builtin(global_invocation_id) id: vec3<u32>) {\n if (id.x >= lens.resolution.x || id.y >= lens.resolution.y) {\n return;\n }\n\n let size = vec2<f32>(lens.resolution);\n let position = vec2<f32>(id.xy) + 0.5;\n var color = imageTexel(i32(id.x), i32(id.y));\n\n // Lateral chromatic aberration: each colour is magnified a little differently, red outwards and blue inwards,\n // in proportion to the distance from the centre, which is how a lens's dispersion moves them.\n if (lens.aberration > 0.0) {\n let centre = size * 0.5;\n let away = position - centre;\n let red = imageBilinear(centre + away * (1.0 - lens.aberration));\n let blue = imageBilinear(centre + away * (1.0 + lens.aberration));\n\n color = vec3<f32>(red.r, color.g, blue.b);\n }\n\n if (lens.intensity > 0.0) {\n // The largest folded level is already a tent over the levels below it, so one bilinear read of it is smooth.\n let halo = upBilinear(lens.haloOffset, lens.haloSize, position * vec2<f32>(lens.haloSize) / size);\n\n color = mix(color, halo, lens.intensity);\n }\n\n if (lens.glare > 0.0) {\n color = mix(color, streakBilinear(position * vec2<f32>(lens.streakSize) / size), lens.glare);\n }\n\n if (lens.autoExposure > 0.0) {\n color = color * metered[0].x;\n }\n\n let balanced = vec3<f32>(dot(lens.white0.xyz, color), dot(lens.white1.xyz, color), dot(lens.white2.xyz, color));\n\n graded[id.y * lens.resolution.x + id.x] = vec4<f32>(max(balanced, vec3<f32>(0.0)), 1.0);\n}\n";
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export declare const LENS_WGSL = "\nstruct Lens {\n resolution: vec2<u32>,\n // Whether the colour comes from the denoiser's output rather than straight from the accumulation.\n denoised: u32,\n // Upsampling only: the level read from sits in the downsampled pyramid (the smallest one) instead of the folded one.\n fromDown: u32,\n sourceSize: vec2<u32>,\n // Where the level read from starts in its pyramid; a size of the full resolution reads the image itself.\n sourceOffset: u32,\n // The first downsample reads the image itself, and averages its taps by luminance against fireflies.\n fromImage: u32,\n targetSize: vec2<u32>,\n targetOffset: u32,\n // Where the largest level of the folded pyramid starts, which the composite reads the halo from.\n haloOffset: u32,\n haloSize: vec2<u32>,\n // How much of the light the halo takes, and how much each level takes from the one below it.\n intensity: f32,\n radius: f32,\n // How far red and blue move apart at the corners, as a share of the distance from the centre.\n aberration: f32,\n // How much of the light the aperture's rays take, how many there are, and how far they reach in streak texels.\n glare: f32,\n rays: u32,\n glareLength: f32,\n // The white balance, a linear sRGB matrix, row by row.\n white0: vec4<f32>,\n white1: vec4<f32>,\n white2: vec4<f32>,\n // The size of the level the rays are gathered at, and the angle of the first ray, in radians.\n streakSize: vec2<u32>,\n glareAngle: f32,\n // Whether the camera meters the image and exposes it to middle grey, which the meter pass works out.\n autoExposure: f32,\n // The share of a dark scene's darkness the meter keeps.\n darkAdaptation: f32,\n};\n\nconst PI: f32 = 3.14159265358979;\n\n/** Taps along each of the aperture's rays. */\nconst STREAK_TAPS: i32 = 24;\n\n@group(0) @binding(0) var<uniform> lens: Lens;\n@group(0) @binding(1) var<storage, read> accumulation: array<vec4<f32>>;\n@group(0) @binding(2) var<storage, read> denoised: array<vec4<f32>>;\n@group(0) @binding(3) var<storage, read_write> down: array<vec4<f32>>;\n@group(0) @binding(4) var<storage, read_write> up: array<vec4<f32>>;\n@group(0) @binding(5) var<storage, read_write> graded: array<vec4<f32>>;\n@group(0) @binding(6) var<storage, read_write> streaked: array<vec4<f32>>;\n// What the camera's meter read: the exposure that brings the image's average to middle grey, in x.\n@group(0) @binding(7) var<storage, read_write> metered: array<vec4<f32>>;\n\n/** What a light meter calibrates to: an average scene reflects about eighteen percent. */\nconst MIDDLE_GREY: f32 = 0.18;\nconst METER_GRID: vec2<u32> = vec2<u32>(64u, 36u);\nconst METER_THREADS: u32 = 256u;\n\n/**\n * How far above middle grey the meter lets the bright end of the image land: three stops, where AgX still shows\n * detail, three and a half under where it reaches white.\n */\nconst HIGHLIGHT_CEILING: f32 = 8.0;\n/** The share of the metered points that counts as the bright end: the light through a window, not a lamp's own pixels. */\nconst HIGHLIGHT_SHARE: f32 = 0.03;\n/**\n * The average below which a scene counts as dark: about three stops under middle grey, a room lit by a window on a\n * grey day. Above it the meter exposes fully; below it, only for the stops the dark adaptation lets go.\n */\nconst DIM_AVERAGE: f32 = 0.02;\n/** Half stops of luminance, from 2^-16 to 2^16, which the bright end is found in. */\nconst METER_BINS: u32 = 64u;\n\nvar<workgroup> meterSums: array<vec2<f32>, 256>;\nvar<workgroup> meterHistogram: array<atomic<u32>, 64>;\n\n/**\n * The camera's meter: the image's average luminance over a grid of points, taken as the mean of the logarithms so that\n * a bright window or a patch of sky cannot darken everything else, weighed towards the centre as a camera's\n * centre-weighted metering is. What no path has reached yet, or is black, does not count. One workgroup reads the\n * grid and sums it in shared memory.\n *\n * Then it guards the highlights, as a camera's matrix metering does: the average alone takes a dim attic with a shaft\n * of sun in it to middle grey and burns the shaft out, where a photographer keeps the room dim. The brightest few\n * percent of the points, found in a histogram of half stops, may land no more than {@link HIGHLIGHT_CEILING} times\n * brighter; an even scene, whose bright end is close to its average, is left as the average says.\n */\n@compute @workgroup_size(256, 1, 1)\nfn meter(@builtin(local_invocation_index) thread: u32) {\n var sum = vec2<f32>(0.0);\n let count = METER_GRID.x * METER_GRID.y;\n\n if (thread < METER_BINS) {\n atomicStore(&meterHistogram[thread], 0u);\n }\n\n workgroupBarrier();\n\n for (var k = thread; k < count; k = k + METER_THREADS) {\n let cell = vec2<f32>(f32(k % METER_GRID.x), f32(k / METER_GRID.x)) + 0.5;\n let uv = cell / vec2<f32>(METER_GRID);\n let luminance = dot(imageTexel(i32(uv.x * f32(lens.resolution.x)), i32(uv.y * f32(lens.resolution.y))),\n vec3<f32>(0.2126, 0.7152, 0.0722));\n let away = (uv - 0.5) * 2.0;\n let weight = select(0.0, 1.0 - 0.6 * min(dot(away, away) * 0.5, 1.0), luminance > 0.0);\n\n sum = sum + vec2<f32>(log(max(luminance, 1e-6)) * weight, weight);\n\n if (luminance > 0.0) {\n let bin = u32(clamp((log2(luminance) + 16.0) * 2.0, 0.0, f32(METER_BINS - 1u)));\n\n atomicAdd(&meterHistogram[bin], 1u);\n }\n }\n\n meterSums[thread] = sum;\n workgroupBarrier();\n\n for (var stride = METER_THREADS / 2u; stride > 0u; stride = stride / 2u) {\n if (thread < stride) {\n meterSums[thread] = meterSums[thread] + meterSums[thread + stride];\n }\n\n workgroupBarrier();\n }\n\n if (thread == 0u) {\n let total = meterSums[0];\n let average = select(MIDDLE_GREY, exp(total.x / max(total.y, 1e-6)), total.y > 0.0);\n var exposure = MIDDLE_GREY / average;\n\n // A dark scene keeps a share of its missing stops: a night stays a night instead of turning into dusk.\n if (average < DIM_AVERAGE) {\n exposure = exposure * pow(average / DIM_AVERAGE, lens.darkAdaptation);\n }\n\n // From the top down, the first half stop by which the bright share is reached; its upper edge is that end.\n var points = 0u;\n\n for (var bin = 0u; bin < METER_BINS; bin = bin + 1u) {\n points = points + atomicLoad(&meterHistogram[bin]);\n }\n\n var above = 0u;\n var bright = 0.0;\n\n for (var bin = i32(METER_BINS) - 1; bin >= 0 && points > 0u; bin = bin - 1) {\n above = above + atomicLoad(&meterHistogram[u32(bin)]);\n\n if (f32(above) >= HIGHLIGHT_SHARE * f32(points)) {\n bright = exp2(f32(bin + 1) * 0.5 - 16.0);\n break;\n }\n }\n\n if (bright > 0.0) {\n exposure = min(exposure, HIGHLIGHT_CEILING * MIDDLE_GREY / bright);\n }\n\n metered[0] = vec4<f32>(clamp(exposure, 1e-4, 1e4), average, bright, 0.0);\n }\n}\n\n/** The image's own texel: its mean so far, or nothing where no path has landed yet. */\nfn imageTexel(x: i32, y: i32) -> vec3<f32> {\n let size = vec2<i32>(lens.resolution);\n let index = u32(clamp(y, 0, size.y - 1) * size.x + clamp(x, 0, size.x - 1));\n\n if (lens.denoised != 0u) {\n return denoised[index].rgb;\n }\n\n let stored = accumulation[index];\n\n return select(stored.rgb / stored.w, vec3<f32>(0.0), stored.w <= 0.0);\n}\n\nfn downTexel(offset: u32, size: vec2<u32>, x: i32, y: i32) -> vec3<f32> {\n let s = vec2<i32>(size);\n\n return down[offset + u32(clamp(y, 0, s.y - 1) * s.x + clamp(x, 0, s.x - 1))].rgb;\n}\n\nfn upTexel(offset: u32, size: vec2<u32>, x: i32, y: i32) -> vec3<f32> {\n let s = vec2<i32>(size);\n\n return up[offset + u32(clamp(y, 0, s.y - 1) * s.x + clamp(x, 0, s.x - 1))].rgb;\n}\n\n/** Bilinear weights and the texel below and left of a point given in texels, edges clamped. */\nfn bilinearAt(position: vec2<f32>) -> vec4<f32> {\n let p = position - 0.5;\n let base = floor(p);\n\n return vec4<f32>(base, p - base);\n}\n\nfn imageBilinear(position: vec2<f32>) -> vec3<f32> {\n let b = bilinearAt(position);\n let x = i32(b.x);\n let y = i32(b.y);\n\n return mix(\n mix(imageTexel(x, y), imageTexel(x + 1, y), b.z),\n mix(imageTexel(x, y + 1), imageTexel(x + 1, y + 1), b.z), b.w);\n}\n\nfn downBilinear(offset: u32, size: vec2<u32>, position: vec2<f32>) -> vec3<f32> {\n let b = bilinearAt(position);\n let x = i32(b.x);\n let y = i32(b.y);\n\n return mix(\n mix(downTexel(offset, size, x, y), downTexel(offset, size, x + 1, y), b.z),\n mix(downTexel(offset, size, x, y + 1), downTexel(offset, size, x + 1, y + 1), b.z), b.w);\n}\n\nfn upBilinear(offset: u32, size: vec2<u32>, position: vec2<f32>) -> vec3<f32> {\n let b = bilinearAt(position);\n let x = i32(b.x);\n let y = i32(b.y);\n\n return mix(\n mix(upTexel(offset, size, x, y), upTexel(offset, size, x + 1, y), b.z),\n mix(upTexel(offset, size, x, y + 1), upTexel(offset, size, x + 1, y + 1), b.z), b.w);\n}\n\n/** The level being filtered, read bilinearly at a point given in its own texels. */\nfn sourceAt(position: vec2<f32>) -> vec3<f32> {\n if (lens.fromImage != 0u) {\n return imageBilinear(position);\n }\n\n return downBilinear(lens.sourceOffset, lens.sourceSize, position);\n}\n\nfn luminance(color: vec3<f32>) -> f32 {\n return dot(color, vec3<f32>(0.2126, 0.7152, 0.0722));\n}\n\n/** Karis' average: a group of taps weighed by one over one plus its luminance, so a lone firefly cannot flare. */\nfn karis(sum: vec3<f32>) -> vec4<f32> {\n let weight = 1.0 / (1.0 + luminance(sum));\n\n return vec4<f32>(sum * weight, weight);\n}\n\n/** One level of the pyramid from the one above it: Jimenez's 13 taps, four overlapping boxes and a centre one. */\n@compute @workgroup_size(8, 8, 1)\nfn downsample(@builtin(global_invocation_id) id: vec3<u32>) {\n if (id.x >= lens.targetSize.x || id.y >= lens.targetSize.y) {\n return;\n }\n\n let scale = vec2<f32>(lens.sourceSize) / vec2<f32>(lens.targetSize);\n let centre = (vec2<f32>(id.xy) + 0.5) * scale;\n let a = sourceAt(centre + vec2<f32>(-2.0, -2.0));\n let b = sourceAt(centre + vec2<f32>(0.0, -2.0));\n let c = sourceAt(centre + vec2<f32>(2.0, -2.0));\n let d = sourceAt(centre + vec2<f32>(-2.0, 0.0));\n let e = sourceAt(centre);\n let f = sourceAt(centre + vec2<f32>(2.0, 0.0));\n let g = sourceAt(centre + vec2<f32>(-2.0, 2.0));\n let h = sourceAt(centre + vec2<f32>(0.0, 2.0));\n let i = sourceAt(centre + vec2<f32>(2.0, 2.0));\n let j = sourceAt(centre + vec2<f32>(-1.0, -1.0));\n let k = sourceAt(centre + vec2<f32>(1.0, -1.0));\n let l = sourceAt(centre + vec2<f32>(-1.0, 1.0));\n let m = sourceAt(centre + vec2<f32>(1.0, 1.0));\n var result: vec3<f32>;\n\n if (lens.fromImage != 0u) {\n let groups = karis((j + k + l + m) * 0.25) * 0.5\n + karis((a + b + d + e) * 0.25) * 0.125\n + karis((b + c + e + f) * 0.25) * 0.125\n + karis((d + e + g + h) * 0.25) * 0.125\n + karis((e + f + h + i) * 0.25) * 0.125;\n\n result = groups.rgb / max(groups.w, 1e-6);\n } else {\n result = e * 0.125 + (a + c + g + i) * 0.03125 + (b + d + f + h) * 0.0625 + (j + k + l + m) * 0.125;\n }\n\n down[lens.targetOffset + id.y * lens.targetSize.x + id.x] = vec4<f32>(max(result, vec3<f32>(0.0)), 1.0);\n}\n\n/** A 3 x 3 tent over the smaller level, read at a point given in its texels. */\nfn tent(position: vec2<f32>) -> vec3<f32> {\n var sum = vec3<f32>(0.0);\n\n for (var dy = -1; dy <= 1; dy = dy + 1) {\n for (var dx = -1; dx <= 1; dx = dx + 1) {\n let weight = f32((2 - abs(dx)) * (2 - abs(dy))) / 16.0;\n let at = position + vec2<f32>(f32(dx), f32(dy));\n\n if (lens.fromDown != 0u) {\n sum = sum + downBilinear(lens.sourceOffset, lens.sourceSize, at) * weight;\n } else {\n sum = sum + upBilinear(lens.sourceOffset, lens.sourceSize, at) * weight;\n }\n }\n }\n\n return sum;\n}\n\n/** One level folded back: its own light, mixed by the radius with the wider spread of every level below it. */\n@compute @workgroup_size(8, 8, 1)\nfn upsample(@builtin(global_invocation_id) id: vec3<u32>) {\n if (id.x >= lens.targetSize.x || id.y >= lens.targetSize.y) {\n return;\n }\n\n let scale = vec2<f32>(lens.sourceSize) / vec2<f32>(lens.targetSize);\n let wider = tent((vec2<f32>(id.xy) + 0.5) * scale);\n let index = lens.targetOffset + id.y * lens.targetSize.x + id.x;\n\n up[index] = vec4<f32>(mix(down[index].rgb, wider, lens.radius), 1.0);\n}\n\n/** The aperture's rays at one texel of the streak level: the light behind it along each ray, fading with distance. */\n@compute @workgroup_size(8, 8, 1)\nfn streaks(@builtin(global_invocation_id) id: vec3<u32>) {\n if (id.x >= lens.targetSize.x || id.y >= lens.targetSize.y) {\n return;\n }\n\n let centre = vec2<f32>(id.xy) + 0.5;\n var sum = vec3<f32>(0.0);\n var total = 0.0;\n\n for (var r = 0u; r < lens.rays; r = r + 1u) {\n let angle = lens.glareAngle + f32(r) * 2.0 * PI / f32(lens.rays);\n let along = vec2<f32>(cos(angle), sin(angle));\n\n for (var j = 1; j <= STREAK_TAPS; j = j + 1) {\n let t = f32(j) / f32(STREAK_TAPS);\n let weight = exp(-4.0 * t);\n\n sum = sum + downBilinear(lens.sourceOffset, lens.sourceSize, centre - along * (t * lens.glareLength)) * weight;\n total = total + weight;\n }\n }\n\n streaked[id.y * lens.targetSize.x + id.x] = vec4<f32>(sum / max(total, 1e-6), 1.0);\n}\n\nfn streakTexel(x: i32, y: i32) -> vec3<f32> {\n let s = vec2<i32>(lens.streakSize);\n\n return streaked[u32(clamp(y, 0, s.y - 1) * s.x + clamp(x, 0, s.x - 1))].rgb;\n}\n\nfn streakBilinear(position: vec2<f32>) -> vec3<f32> {\n let b = bilinearAt(position);\n let x = i32(b.x);\n let y = i32(b.y);\n\n return mix(mix(streakTexel(x, y), streakTexel(x + 1, y), b.z), mix(streakTexel(x, y + 1), streakTexel(x + 1, y + 1), b.z), b.w);\n}\n\n/** The image as the lens delivers it: fringed towards the corners, with its halo, balanced for the camera's white. */\n@compute @workgroup_size(8, 8, 1)\nfn composite(@builtin(global_invocation_id) id: vec3<u32>) {\n if (id.x >= lens.resolution.x || id.y >= lens.resolution.y) {\n return;\n }\n\n let size = vec2<f32>(lens.resolution);\n let position = vec2<f32>(id.xy) + 0.5;\n var color = imageTexel(i32(id.x), i32(id.y));\n\n // Lateral chromatic aberration: each colour is magnified a little differently, red outwards and blue inwards,\n // in proportion to the distance from the centre, which is how a lens's dispersion moves them.\n if (lens.aberration > 0.0) {\n let centre = size * 0.5;\n let away = position - centre;\n let red = imageBilinear(centre + away * (1.0 - lens.aberration));\n let blue = imageBilinear(centre + away * (1.0 + lens.aberration));\n\n color = vec3<f32>(red.r, color.g, blue.b);\n }\n\n if (lens.intensity > 0.0) {\n // The largest folded level is already a tent over the levels below it, so one bilinear read of it is smooth.\n let halo = upBilinear(lens.haloOffset, lens.haloSize, position * vec2<f32>(lens.haloSize) / size);\n\n color = mix(color, halo, lens.intensity);\n }\n\n if (lens.glare > 0.0) {\n color = mix(color, streakBilinear(position * vec2<f32>(lens.streakSize) / size), lens.glare);\n }\n\n if (lens.autoExposure > 0.0) {\n color = color * metered[0].x;\n }\n\n let balanced = vec3<f32>(dot(lens.white0.xyz, color), dot(lens.white1.xyz, color), dot(lens.white2.xyz, color));\n\n graded[id.y * lens.resolution.x + id.x] = vec4<f32>(max(balanced, vec3<f32>(0.0)), 1.0);\n}\n";
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//# sourceMappingURL=lens.wgsl.d.ts.map
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"lens.wgsl.d.ts","sourceRoot":"","sources":["../../src/wgsl/lens.wgsl.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;GAcG;AACH,eAAO,MAAM,SAAS,
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1
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+
{"version":3,"file":"lens.wgsl.d.ts","sourceRoot":"","sources":["../../src/wgsl/lens.wgsl.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;GAcG;AACH,eAAO,MAAM,SAAS,mpeAmZrB,CAAC"}
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package/dist/wgsl/lens.wgsl.js
CHANGED
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@@ -48,6 +48,8 @@ struct Lens {
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48
48
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glareAngle: f32,
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49
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// Whether the camera meters the image and exposes it to middle grey, which the meter pass works out.
|
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50
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autoExposure: f32,
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51
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+
// The share of a dark scene's darkness the meter keeps.
|
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52
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+
darkAdaptation: f32,
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51
53
|
};
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52
54
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53
55
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const PI: f32 = 3.14159265358979;
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@@ -77,6 +79,11 @@ const METER_THREADS: u32 = 256u;
|
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77
79
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const HIGHLIGHT_CEILING: f32 = 8.0;
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78
80
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/** The share of the metered points that counts as the bright end: the light through a window, not a lamp's own pixels. */
|
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79
81
|
const HIGHLIGHT_SHARE: f32 = 0.03;
|
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82
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+
/**
|
|
83
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+
* The average below which a scene counts as dark: about three stops under middle grey, a room lit by a window on a
|
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84
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+
* grey day. Above it the meter exposes fully; below it, only for the stops the dark adaptation lets go.
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85
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+
*/
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|
86
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+
const DIM_AVERAGE: f32 = 0.02;
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80
87
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/** Half stops of luminance, from 2^-16 to 2^16, which the bright end is found in. */
|
|
81
88
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const METER_BINS: u32 = 64u;
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82
89
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|
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@@ -138,6 +145,11 @@ fn meter(@builtin(local_invocation_index) thread: u32) {
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138
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let average = select(MIDDLE_GREY, exp(total.x / max(total.y, 1e-6)), total.y > 0.0);
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|
var exposure = MIDDLE_GREY / average;
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140
147
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148
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+
// A dark scene keeps a share of its missing stops: a night stays a night instead of turning into dusk.
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149
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+
if (average < DIM_AVERAGE) {
|
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150
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+
exposure = exposure * pow(average / DIM_AVERAGE, lens.darkAdaptation);
|
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+
}
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+
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153
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// From the top down, the first half stop by which the bright share is reached; its upper edge is that end.
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var points = 0u;
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"lens.wgsl.js","sourceRoot":"","sources":["../../src/wgsl/lens.wgsl.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;GAcG;AACH,MAAM,CAAC,MAAM,SAAS,GAAG,UAAU,CAAC
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1
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+
{"version":3,"file":"lens.wgsl.js","sourceRoot":"","sources":["../../src/wgsl/lens.wgsl.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;GAcG;AACH,MAAM,CAAC,MAAM,SAAS,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAmZnC,CAAC"}
|
package/package.json
CHANGED
package/src/environment.ts
CHANGED
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@@ -150,6 +150,22 @@ export function environmentDistribution(grid: Float32Array, width: number, heigh
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150
150
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return { distribution, total };
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151
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}
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152
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/**
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* The distribution of an image with no light in it. Its total is zero, which the shader reads as nothing to sample;
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+
* the rows and columns are uniform only so that the buffer keeps its layout.
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+
*/
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+
function darkDistribution(width: number, height: number) {
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+
const distribution = new Float32Array(height + width * height * 2);
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+
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+
for (let y = 0; y < height; y++) {
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161
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+
distribution[y] = (y + 1) / height;
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+
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163
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+
for (let x = 0; x < width; x++) distribution[height + y * width + x] = (x + 1) / width;
|
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+
}
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+
|
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+
return { distribution, total: 0 };
|
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+
}
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+
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/**
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* Loads an equirectangular image and builds everything the shader needs from it. Returns null for an environment that
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171
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* is not an image, or one whose file could not be read, which leaves the renderer on its gradient.
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@@ -209,9 +225,10 @@ export function environmentFromImage(
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225
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226
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const gridWidth = Math.min(GRID_WIDTH, width);
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227
|
const gridHeight = Math.min(GRID_HEIGHT, height);
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-
const built = environmentDistribution(reduce(scaled, width, height, gridWidth, gridHeight), gridWidth, gridHeight);
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|
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// A black image is still an environment: a night sky lights nothing, and it must not give way to the default one.
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|
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|
+
const built = environmentDistribution(reduce(scaled, width, height, gridWidth, gridHeight), gridWidth, gridHeight)
|
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?? darkDistribution(gridWidth, gridHeight);
|
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232
|
|
|
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|
const texture: SerializedTexture = {
|
|
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234
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id,
|
package/src/lensPass.ts
CHANGED
|
@@ -2,7 +2,7 @@ import { createShaderModule } from "./shaderModule.js";
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|
|
2
2
|
import { NEUTRAL_WHITE_BALANCE, whiteBalanceMatrix, type GpuRenderSettings } from "./settings.js";
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|
3
3
|
import { LENS_WGSL } from "./wgsl/lens.wgsl.js";
|
|
4
4
|
|
|
5
|
-
const UNIFORM_BYTES =
|
|
5
|
+
const UNIFORM_BYTES = 160;
|
|
6
6
|
|
|
7
7
|
const WORKGROUP = 8;
|
|
8
8
|
|
|
@@ -29,6 +29,8 @@ export interface LensEffects {
|
|
|
29
29
|
whiteBalance: number[] | null;
|
|
30
30
|
/** Whether the image is metered and exposed to middle grey before the display transform. */
|
|
31
31
|
autoExposure: boolean;
|
|
32
|
+
/** The share of a dark scene's darkness the meter keeps, `0` to `1`. */
|
|
33
|
+
darkAdaptation: number;
|
|
32
34
|
}
|
|
33
35
|
|
|
34
36
|
/** The lens effects these settings ask for, or `null` when they ask for none and the pass can be skipped. */
|
|
@@ -55,6 +57,7 @@ export function lensEffects(settings: GpuRenderSettings): LensEffects | null {
|
|
|
55
57
|
glareAngle: (Number(glare.rotation) || 0) * Math.PI / 180,
|
|
56
58
|
whiteBalance: neutral ? null : whiteBalanceMatrix(camera.whiteBalance),
|
|
57
59
|
autoExposure,
|
|
60
|
+
darkAdaptation: Math.min(1, Math.max(0, Number(camera.darkAdaptation) || 0)),
|
|
58
61
|
};
|
|
59
62
|
}
|
|
60
63
|
|
|
@@ -212,6 +215,7 @@ export class LensPass {
|
|
|
212
215
|
integers[33] = streak.height;
|
|
213
216
|
floats[34] = effects.glareAngle;
|
|
214
217
|
floats[35] = effects.autoExposure ? 1 : 0;
|
|
218
|
+
floats[36] = effects.darkAdaptation;
|
|
215
219
|
for (let row = 0; row < 3; row++) for (let column = 0; column < 3; column++)
|
|
216
220
|
floats[20 + row * 4 + column] = white[row * 3 + column];
|
|
217
221
|
fill();
|
package/src/settings.ts
CHANGED
|
@@ -84,6 +84,12 @@ export interface GpuRenderSettings extends Omit<RenderSettings, "globalIlluminat
|
|
|
84
84
|
autoExposure: boolean;
|
|
85
85
|
/** Stops added to the metered exposure: positive brightens, as on a camera's dial. */
|
|
86
86
|
exposureCompensation: number;
|
|
87
|
+
/**
|
|
88
|
+
* How much of a dark scene's darkness the automatic exposure keeps, `0` to `1`. The meter brings any image to
|
|
89
|
+
* middle grey, so a night lit by a few lamps comes out as dusk; below a dim average this keeps that share of the
|
|
90
|
+
* missing stops, as the eye does at night. `0` exposes every scene alike; `1` brightens nothing below that average.
|
|
91
|
+
*/
|
|
92
|
+
darkAdaptation: number;
|
|
87
93
|
iso: number;
|
|
88
94
|
/** Seconds. */
|
|
89
95
|
shutterSpeed: number;
|
|
@@ -154,7 +160,7 @@ export const DEFAULT_GPU_RENDER_SETTINGS: Readonly<GpuRenderSettings> = Object.f
|
|
|
154
160
|
glare: { enabled: true, intensity: 0.06, blades: 6, length: 0.25, rotation: 15 },
|
|
155
161
|
lens: { chromaticAberration: 0.05, distortion: 0 },
|
|
156
162
|
camera: {
|
|
157
|
-
contrast: 1, physicalExposure: false, autoExposure: false, exposureCompensation: 0, iso: 100,
|
|
163
|
+
contrast: 1, physicalExposure: false, autoExposure: false, exposureCompensation: 0, darkAdaptation: 0, iso: 100,
|
|
158
164
|
shutterSpeed: 1 / 125, whiteBalance: 6500,
|
|
159
165
|
},
|
|
160
166
|
subsurface: { enabled: true, depth: 2 },
|
package/src/wgsl/lens.wgsl.ts
CHANGED
|
@@ -48,6 +48,8 @@ struct Lens {
|
|
|
48
48
|
glareAngle: f32,
|
|
49
49
|
// Whether the camera meters the image and exposes it to middle grey, which the meter pass works out.
|
|
50
50
|
autoExposure: f32,
|
|
51
|
+
// The share of a dark scene's darkness the meter keeps.
|
|
52
|
+
darkAdaptation: f32,
|
|
51
53
|
};
|
|
52
54
|
|
|
53
55
|
const PI: f32 = 3.14159265358979;
|
|
@@ -77,6 +79,11 @@ const METER_THREADS: u32 = 256u;
|
|
|
77
79
|
const HIGHLIGHT_CEILING: f32 = 8.0;
|
|
78
80
|
/** The share of the metered points that counts as the bright end: the light through a window, not a lamp's own pixels. */
|
|
79
81
|
const HIGHLIGHT_SHARE: f32 = 0.03;
|
|
82
|
+
/**
|
|
83
|
+
* The average below which a scene counts as dark: about three stops under middle grey, a room lit by a window on a
|
|
84
|
+
* grey day. Above it the meter exposes fully; below it, only for the stops the dark adaptation lets go.
|
|
85
|
+
*/
|
|
86
|
+
const DIM_AVERAGE: f32 = 0.02;
|
|
80
87
|
/** Half stops of luminance, from 2^-16 to 2^16, which the bright end is found in. */
|
|
81
88
|
const METER_BINS: u32 = 64u;
|
|
82
89
|
|
|
@@ -138,6 +145,11 @@ fn meter(@builtin(local_invocation_index) thread: u32) {
|
|
|
138
145
|
let average = select(MIDDLE_GREY, exp(total.x / max(total.y, 1e-6)), total.y > 0.0);
|
|
139
146
|
var exposure = MIDDLE_GREY / average;
|
|
140
147
|
|
|
148
|
+
// A dark scene keeps a share of its missing stops: a night stays a night instead of turning into dusk.
|
|
149
|
+
if (average < DIM_AVERAGE) {
|
|
150
|
+
exposure = exposure * pow(average / DIM_AVERAGE, lens.darkAdaptation);
|
|
151
|
+
}
|
|
152
|
+
|
|
141
153
|
// From the top down, the first half stop by which the bright share is reached; its upper edge is that end.
|
|
142
154
|
var points = 0u;
|
|
143
155
|
|