@zephyr3d/scene 0.9.21 → 0.9.23
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/dist/animation/joint_dynamics/collision.js +1 -7
- package/dist/animation/joint_dynamics/collision.js.map +1 -1
- package/dist/animation/joint_dynamics/constraints.js +2 -17
- package/dist/animation/joint_dynamics/constraints.js.map +1 -1
- package/dist/animation/joint_dynamics/controller.js +2 -20
- package/dist/animation/joint_dynamics/controller.js.map +1 -1
- package/dist/animation/joint_dynamics/joint_dynamics_system.js +1 -3
- package/dist/animation/joint_dynamics/joint_dynamics_system.js.map +1 -1
- package/dist/animation/joint_dynamics/solver.js +14 -60
- package/dist/animation/joint_dynamics/solver.js.map +1 -1
- package/dist/animation/joint_dynamics/types.js +3 -3
- package/dist/animation/joint_dynamics/types.js.map +1 -1
- package/dist/app/app.js +23 -0
- package/dist/app/app.js.map +1 -1
- package/dist/app/scriptregistry.js +16 -53
- package/dist/app/scriptregistry.js.map +1 -1
- package/dist/asset/assetmanager.js +2 -0
- package/dist/asset/assetmanager.js.map +1 -1
- package/dist/asset/model.js +22 -0
- package/dist/asset/model.js.map +1 -1
- package/dist/blitter/bilateralblur.js +3 -1
- package/dist/blitter/bilateralblur.js.map +1 -1
- package/dist/blitter/blitter.js +3 -3
- package/dist/blitter/blitter.js.map +1 -1
- package/dist/camera/camera.js +398 -45
- package/dist/camera/camera.js.map +1 -1
- package/dist/camera/perspectivecamera.js +69 -2
- package/dist/camera/perspectivecamera.js.map +1 -1
- package/dist/index.d.ts +9100 -8712
- package/dist/index.js +9 -1
- package/dist/index.js.map +1 -1
- package/dist/material/blinn.js +1 -1
- package/dist/material/blinn.js.map +1 -1
- package/dist/material/lambert.js +3 -3
- package/dist/material/lambert.js.map +1 -1
- package/dist/material/material.js +8 -5
- package/dist/material/material.js.map +1 -1
- package/dist/material/meshmaterial.js +17 -10
- package/dist/material/meshmaterial.js.map +1 -1
- package/dist/material/mixins/lightmodel/blinnphong.js +1 -1
- package/dist/material/mixins/lightmodel/blinnphong.js.map +1 -1
- package/dist/material/mixins/lightmodel/lambert.js +1 -1
- package/dist/material/mixins/lightmodel/lambert.js.map +1 -1
- package/dist/material/mixins/lightmodel/pbrblueprintmixin.js +21 -6
- package/dist/material/mixins/lightmodel/pbrblueprintmixin.js.map +1 -1
- package/dist/material/mixins/lightmodel/pbrmetallicroughness.js +1 -1
- package/dist/material/mixins/lightmodel/pbrmetallicroughness.js.map +1 -1
- package/dist/material/mixins/lightmodel/pbrspecularglossness.js +1 -1
- package/dist/material/mixins/lightmodel/pbrspecularglossness.js.map +1 -1
- package/dist/material/mixins/lit.js +33 -11
- package/dist/material/mixins/lit.js.map +1 -1
- package/dist/material/mixins/pbr/brdf.js +44 -12
- package/dist/material/mixins/pbr/brdf.js.map +1 -1
- package/dist/material/mixins/pbr/common.js +149 -14
- package/dist/material/mixins/pbr/common.js.map +1 -1
- package/dist/material/mtoon.js +7 -4
- package/dist/material/mtoon.js.map +1 -1
- package/dist/material/pbrblueprint.js +5 -1
- package/dist/material/pbrblueprint.js.map +1 -1
- package/dist/material/pbrmr.js +1 -1
- package/dist/material/pbrmr.js.map +1 -1
- package/dist/material/pbrsg.js +1 -1
- package/dist/material/pbrsg.js.map +1 -1
- package/dist/material/shader/helper.js +186 -11
- package/dist/material/shader/helper.js.map +1 -1
- package/dist/material/skin.js +2 -2
- package/dist/material/skin.js.map +1 -1
- package/dist/material/terrain-cm.js +5 -5
- package/dist/material/terrain-cm.js.map +1 -1
- package/dist/material/water.js +6 -4
- package/dist/material/water.js.map +1 -1
- package/dist/posteffect/bloom.js +54 -4
- package/dist/posteffect/bloom.js.map +1 -1
- package/dist/posteffect/compositor.js +41 -0
- package/dist/posteffect/compositor.js.map +1 -1
- package/dist/posteffect/posteffect.js +51 -0
- package/dist/posteffect/posteffect.js.map +1 -1
- package/dist/posteffect/sao.js +7 -6
- package/dist/posteffect/sao.js.map +1 -1
- package/dist/posteffect/skinsss.js +3 -3
- package/dist/posteffect/skinsss.js.map +1 -1
- package/dist/posteffect/ssgi.js +1196 -0
- package/dist/posteffect/ssgi.js.map +1 -0
- package/dist/posteffect/ssr.js +83 -45
- package/dist/posteffect/ssr.js.map +1 -1
- package/dist/posteffect/sss.js +137 -49
- package/dist/posteffect/sss.js.map +1 -1
- package/dist/posteffect/taa.js +5 -4
- package/dist/posteffect/taa.js.map +1 -1
- package/dist/posteffect/tonemap.js +15 -3
- package/dist/posteffect/tonemap.js.map +1 -1
- package/dist/render/abuffer_oit.js +2 -2
- package/dist/render/abuffer_oit.js.map +1 -1
- package/dist/render/cluster_light.js +12 -6
- package/dist/render/cluster_light.js.map +1 -1
- package/dist/render/drawable_mixin.js +8 -5
- package/dist/render/drawable_mixin.js.map +1 -1
- package/dist/render/dualdepthpeeling_oit.js +10 -5
- package/dist/render/dualdepthpeeling_oit.js.map +1 -1
- package/dist/render/envlight.js +298 -5
- package/dist/render/envlight.js.map +1 -1
- package/dist/render/gpu_picking.js +7 -5
- package/dist/render/gpu_picking.js.map +1 -1
- package/dist/render/hzb.js +28 -19
- package/dist/render/hzb.js.map +1 -1
- package/dist/render/lightpass.js +18 -4
- package/dist/render/lightpass.js.map +1 -1
- package/dist/render/render_queue.js +37 -4
- package/dist/render/render_queue.js.map +1 -1
- package/dist/render/renderer.js +8 -3
- package/dist/render/renderer.js.map +1 -1
- package/dist/render/rendergraph/blackboard.js +20 -48
- package/dist/render/rendergraph/blackboard.js.map +1 -1
- package/dist/render/rendergraph/device_pool_allocator.js +18 -58
- package/dist/render/rendergraph/device_pool_allocator.js.map +1 -1
- package/dist/render/rendergraph/executor.js +89 -115
- package/dist/render/rendergraph/executor.js.map +1 -1
- package/dist/render/rendergraph/forward_plus_builder.js +1003 -715
- package/dist/render/rendergraph/forward_plus_builder.js.map +1 -1
- package/dist/render/rendergraph/frame_graph_context.js +41 -0
- package/dist/render/rendergraph/frame_graph_context.js.map +1 -0
- package/dist/render/rendergraph/frame_resource_requirements.js +14 -0
- package/dist/render/rendergraph/frame_resource_requirements.js.map +1 -0
- package/dist/render/rendergraph/history_resource_manager.js +74 -140
- package/dist/render/rendergraph/history_resource_manager.js.map +1 -1
- package/dist/render/rendergraph/history_resources.js +7 -5
- package/dist/render/rendergraph/history_resources.js.map +1 -1
- package/dist/render/rendergraph/render_context.js +19 -0
- package/dist/render/rendergraph/render_context.js.map +1 -0
- package/dist/render/rendergraph/render_pipeline.js +315 -0
- package/dist/render/rendergraph/render_pipeline.js.map +1 -0
- package/dist/render/rendergraph/rendergraph.js +158 -141
- package/dist/render/rendergraph/rendergraph.js.map +1 -1
- package/dist/render/rendergraph/scene_render_context.js +267 -0
- package/dist/render/rendergraph/scene_render_context.js.map +1 -0
- package/dist/render/rendergraph/texture_affinity_cache.js +19 -0
- package/dist/render/rendergraph/texture_affinity_cache.js.map +1 -0
- package/dist/render/rendergraph/types.js +19 -31
- package/dist/render/rendergraph/types.js.map +1 -1
- package/dist/render/renderpass.js +3 -3
- package/dist/render/renderpass.js.map +1 -1
- package/dist/render/shadow_mask_pass.js +10 -6
- package/dist/render/shadow_mask_pass.js.map +1 -1
- package/dist/render/sky.js +197 -35
- package/dist/render/sky.js.map +1 -1
- package/dist/render/weightedblended_oit.js +4 -3
- package/dist/render/weightedblended_oit.js.map +1 -1
- package/dist/scene/basesprite.js +2 -0
- package/dist/scene/basesprite.js.map +1 -1
- package/dist/scene/batchgroup.js +10 -0
- package/dist/scene/batchgroup.js.map +1 -1
- package/dist/scene/environment.js +61 -2
- package/dist/scene/environment.js.map +1 -1
- package/dist/scene/light.js +178 -10
- package/dist/scene/light.js.map +1 -1
- package/dist/scene/meshdrawable.js +89 -2
- package/dist/scene/meshdrawable.js.map +1 -1
- package/dist/scene/msdftext.js +2 -0
- package/dist/scene/msdftext.js.map +1 -1
- package/dist/scene/msdftextsprite.js +2 -0
- package/dist/scene/msdftextsprite.js.map +1 -1
- package/dist/scene/particlesys.js +2 -0
- package/dist/scene/particlesys.js.map +1 -1
- package/dist/scene/scene.js +34 -1
- package/dist/scene/scene.js.map +1 -1
- package/dist/scene/terrain-cm/grass.js +2 -1
- package/dist/scene/terrain-cm/grass.js.map +1 -1
- package/dist/scene/terrain-cm/terrain-cm.js +2 -0
- package/dist/scene/terrain-cm/terrain-cm.js.map +1 -1
- package/dist/scene/water.js +2 -0
- package/dist/scene/water.js.map +1 -1
- package/dist/shaders/atmosphere.js +5 -4
- package/dist/shaders/atmosphere.js.map +1 -1
- package/dist/shaders/fog.js +10 -3
- package/dist/shaders/fog.js.map +1 -1
- package/dist/shaders/shadow.js +96 -29
- package/dist/shaders/shadow.js.map +1 -1
- package/dist/shaders/ssgi.js +63 -0
- package/dist/shaders/ssgi.js.map +1 -0
- package/dist/shaders/ssgi_reprojection.js +118 -0
- package/dist/shaders/ssgi_reprojection.js.map +1 -0
- package/dist/shaders/ssr.js +322 -154
- package/dist/shaders/ssr.js.map +1 -1
- package/dist/shadow/esm.js +13 -8
- package/dist/shadow/esm.js.map +1 -1
- package/dist/shadow/pcf_opt.js +15 -12
- package/dist/shadow/pcf_opt.js.map +1 -1
- package/dist/shadow/pcf_pd.js +15 -12
- package/dist/shadow/pcf_pd.js.map +1 -1
- package/dist/shadow/pcss.js +17 -11
- package/dist/shadow/pcss.js.map +1 -1
- package/dist/shadow/shadow_impl.js +20 -2
- package/dist/shadow/shadow_impl.js.map +1 -1
- package/dist/shadow/shadowmapper.js +10 -3
- package/dist/shadow/shadowmapper.js.map +1 -1
- package/dist/shadow/ssm.js +16 -13
- package/dist/shadow/ssm.js.map +1 -1
- package/dist/shadow/vsm.js +10 -8
- package/dist/shadow/vsm.js.map +1 -1
- package/dist/utility/physical.js +74 -0
- package/dist/utility/physical.js.map +1 -0
- package/dist/utility/rendermipmap.js +2 -2
- package/dist/utility/rendermipmap.js.map +1 -1
- package/dist/utility/serialization/manager.js +3 -1
- package/dist/utility/serialization/manager.js.map +1 -1
- package/dist/utility/serialization/scene/animation.js +3 -1
- package/dist/utility/serialization/scene/animation.js.map +1 -1
- package/dist/utility/serialization/scene/batch.js +3 -1
- package/dist/utility/serialization/scene/batch.js.map +1 -1
- package/dist/utility/serialization/scene/camera.js +598 -2
- package/dist/utility/serialization/scene/camera.js.map +1 -1
- package/dist/utility/serialization/scene/light.js +180 -9
- package/dist/utility/serialization/scene/light.js.map +1 -1
- package/dist/utility/serialization/scene/material.js +43 -3
- package/dist/utility/serialization/scene/material.js.map +1 -1
- package/dist/utility/serialization/scene/mesh.js +3 -1
- package/dist/utility/serialization/scene/mesh.js.map +1 -1
- package/dist/utility/serialization/scene/node.js +3 -1
- package/dist/utility/serialization/scene/node.js.map +1 -1
- package/dist/utility/serialization/scene/particle.js +3 -1
- package/dist/utility/serialization/scene/particle.js.map +1 -1
- package/dist/utility/serialization/scene/primitive.js +2 -0
- package/dist/utility/serialization/scene/primitive.js.map +1 -1
- package/dist/utility/serialization/scene/scene.js +70 -0
- package/dist/utility/serialization/scene/scene.js.map +1 -1
- package/dist/utility/serialization/scene/sprite.js +3 -1
- package/dist/utility/serialization/scene/sprite.js.map +1 -1
- package/dist/utility/serialization/scene/terrain.js +3 -1
- package/dist/utility/serialization/scene/terrain.js.map +1 -1
- package/dist/utility/serialization/scene/text.js +3 -0
- package/dist/utility/serialization/scene/text.js.map +1 -1
- package/dist/utility/serialization/scene/water.js +3 -1
- package/dist/utility/serialization/scene/water.js.map +1 -1
- package/dist/values.js +2 -3
- package/dist/values.js.map +1 -1
- package/package.json +3 -3
- package/dist/animation/joint_dynamics/convex_collider.js +0 -320
- package/dist/animation/joint_dynamics/convex_collider.js.map +0 -1
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/**
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* Animated interleaved-gradient-noise pair used to decorrelate SSGI rays.
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*
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* Produces two low-discrepancy random numbers in [0, 1) for a given fragment,
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* advanced per sample/frame through golden-ratio sequences so the temporal
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* resolve pass converges the Monte-Carlo estimate.
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*
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* @param scope - The shader scope
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* @param fragCoord - Fragment coordinate in pixels
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* @param seed - Sequence index (frameIndex * sampleCount + sampleIndex)
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* @returns A vec2 of pseudo random numbers in [0, 1)
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*
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* @internal
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*/ function SSGI_rand2(scope, fragCoord, seed) {
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const pb = scope.$builder;
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pb.func('SSGI_ign', [
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pb.vec2('p')
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], function() {
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this.$return(pb.fract(pb.mul(52.9829189, pb.fract(pb.add(pb.mul(0.06711056, this.p.x), pb.mul(0.00583715, this.p.y))))));
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});
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pb.func('SSGI_rand2', [
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pb.vec2('fragCoord'),
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pb.float('seed')
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], function() {
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this.$l.n1 = this.SSGI_ign(this.fragCoord);
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this.$l.n2 = this.SSGI_ign(pb.add(this.fragCoord, pb.vec2(5.588238, 5.588238)));
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// Golden-ratio (and its square) sequences advance the pair every sample
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this.$return(pb.fract(pb.add(pb.vec2(this.n1, this.n2), pb.mul(pb.vec2(0.61803398875, 0.38196601125), this.seed))));
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});
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return scope.SSGI_rand2(fragCoord, seed);
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}
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/**
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* Cosine-weighted hemisphere sampling around a normal.
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*
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* With cosine-weighted sampling the Monte-Carlo estimator of the rendering
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* equation's diffuse term reduces to the plain average of the sampled
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* radiances, so the SSGI trace pass can simply accumulate hit colors.
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*
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* @param scope - The shader scope
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* @param normal - Unit normal the hemisphere is oriented around
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* @param rand - Two random numbers in [0, 1)
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* @returns A unit direction inside the hemisphere
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*
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* @internal
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*/ function SSGI_cosineSampleHemisphere(scope, normal, rand) {
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const pb = scope.$builder;
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pb.func('SSGI_cosineSampleHemisphere', [
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pb.vec3('n'),
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pb.vec2('u')
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], function() {
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this.$l.up = this.$choice(pb.lessThan(pb.abs(this.n.z), 0.999), pb.vec3(0, 0, 1), pb.vec3(1, 0, 0));
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this.$l.tangent = pb.normalize(pb.cross(this.up, this.n));
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this.$l.bitangent = pb.cross(this.n, this.tangent);
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this.$l.r = pb.sqrt(this.u.x);
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this.$l.phi = pb.mul(this.u.y, Math.PI * 2);
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this.$l.dir = pb.add(pb.mul(this.tangent, pb.mul(this.r, pb.cos(this.phi))), pb.mul(this.bitangent, pb.mul(this.r, pb.sin(this.phi))), pb.mul(this.n, pb.sqrt(pb.max(0, pb.sub(1, this.u.x)))));
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this.$return(pb.normalize(this.dir));
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});
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return scope.SSGI_cosineSampleHemisphere(normal, rand);
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}
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export { SSGI_cosineSampleHemisphere, SSGI_rand2 };
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//# sourceMappingURL=ssgi.js.map
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{"version":3,"file":"ssgi.js","sources":["../../src/shaders/ssgi.ts"],"sourcesContent":["import type { PBInsideFunctionScope, PBShaderExp } from '@zephyr3d/device';\n\n/**\n * Animated interleaved-gradient-noise pair used to decorrelate SSGI rays.\n *\n * Produces two low-discrepancy random numbers in [0, 1) for a given fragment,\n * advanced per sample/frame through golden-ratio sequences so the temporal\n * resolve pass converges the Monte-Carlo estimate.\n *\n * @param scope - The shader scope\n * @param fragCoord - Fragment coordinate in pixels\n * @param seed - Sequence index (frameIndex * sampleCount + sampleIndex)\n * @returns A vec2 of pseudo random numbers in [0, 1)\n *\n * @internal\n */\nexport function SSGI_rand2(scope: PBInsideFunctionScope, fragCoord: PBShaderExp, seed: PBShaderExp) {\n const pb = scope.$builder;\n pb.func('SSGI_ign', [pb.vec2('p')], function () {\n this.$return(\n pb.fract(\n pb.mul(52.9829189, pb.fract(pb.add(pb.mul(0.06711056, this.p.x), pb.mul(0.00583715, this.p.y))))\n )\n );\n });\n pb.func('SSGI_rand2', [pb.vec2('fragCoord'), pb.float('seed')], function () {\n this.$l.n1 = this.SSGI_ign(this.fragCoord);\n this.$l.n2 = this.SSGI_ign(pb.add(this.fragCoord, pb.vec2(5.588238, 5.588238)));\n // Golden-ratio (and its square) sequences advance the pair every sample\n this.$return(\n pb.fract(pb.add(pb.vec2(this.n1, this.n2), pb.mul(pb.vec2(0.61803398875, 0.38196601125), this.seed)))\n );\n });\n return scope.SSGI_rand2(fragCoord, seed);\n}\n\n/**\n * Cosine-weighted hemisphere sampling around a normal.\n *\n * With cosine-weighted sampling the Monte-Carlo estimator of the rendering\n * equation's diffuse term reduces to the plain average of the sampled\n * radiances, so the SSGI trace pass can simply accumulate hit colors.\n *\n * @param scope - The shader scope\n * @param normal - Unit normal the hemisphere is oriented around\n * @param rand - Two random numbers in [0, 1)\n * @returns A unit direction inside the hemisphere\n *\n * @internal\n */\nexport function SSGI_cosineSampleHemisphere(\n scope: PBInsideFunctionScope,\n normal: PBShaderExp,\n rand: PBShaderExp\n) {\n const pb = scope.$builder;\n pb.func('SSGI_cosineSampleHemisphere', [pb.vec3('n'), pb.vec2('u')], function () {\n this.$l.up = this.$choice(pb.lessThan(pb.abs(this.n.z), 0.999), pb.vec3(0, 0, 1), pb.vec3(1, 0, 0));\n this.$l.tangent = pb.normalize(pb.cross(this.up, this.n));\n this.$l.bitangent = pb.cross(this.n, this.tangent);\n this.$l.r = pb.sqrt(this.u.x);\n this.$l.phi = pb.mul(this.u.y, Math.PI * 2);\n this.$l.dir = pb.add(\n pb.mul(this.tangent, pb.mul(this.r, pb.cos(this.phi))),\n pb.mul(this.bitangent, pb.mul(this.r, pb.sin(this.phi))),\n pb.mul(this.n, pb.sqrt(pb.max(0, pb.sub(1, this.u.x))))\n );\n this.$return(pb.normalize(this.dir));\n });\n return scope.SSGI_cosineSampleHemisphere(normal, rand);\n}\n"],"names":["SSGI_rand2","scope","fragCoord","seed","pb","$builder","func","vec2","$return","fract","mul","add","p","x","y","float","$l","n1","SSGI_ign","n2","SSGI_cosineSampleHemisphere","normal","rand","vec3","up","$choice","lessThan","abs","n","z","tangent","normalize","cross","bitangent","r","sqrt","u","phi","Math","PI","dir","cos","sin","max","sub"],"mappings":"AAEA;;;;;;;;;;;;;AAaC,IACM,SAASA,UAAAA,CAAWC,KAA4B,EAAEC,SAAsB,EAAEC,IAAiB,EAAA;IAChG,MAAMC,EAAAA,GAAKH,MAAMI,QAAQ;IACzBD,EAAGE,CAAAA,IAAI,CAAC,UAAY,EAAA;AAACF,QAAAA,EAAAA,CAAGG,IAAI,CAAC,GAAA;KAAK,EAAE,WAAA;AAClC,QAAA,IAAI,CAACC,OAAO,CACVJ,EAAAA,CAAGK,KAAK,CACNL,EAAAA,CAAGM,GAAG,CAAC,YAAYN,EAAGK,CAAAA,KAAK,CAACL,EAAAA,CAAGO,GAAG,CAACP,EAAAA,CAAGM,GAAG,CAAC,UAAY,EAAA,IAAI,CAACE,CAAC,CAACC,CAAC,CAAA,EAAGT,EAAGM,CAAAA,GAAG,CAAC,UAAY,EAAA,IAAI,CAACE,CAAC,CAACE,CAAC,CAAA,CAAA,CAAA,CAAA,CAAA,CAAA;AAGlG,KAAA,CAAA;IACAV,EAAGE,CAAAA,IAAI,CAAC,YAAc,EAAA;AAACF,QAAAA,EAAAA,CAAGG,IAAI,CAAC,WAAA,CAAA;AAAcH,QAAAA,EAAAA,CAAGW,KAAK,CAAC,MAAA;KAAQ,EAAE,WAAA;QAC9D,IAAI,CAACC,EAAE,CAACC,EAAE,GAAG,IAAI,CAACC,QAAQ,CAAC,IAAI,CAAChB,SAAS,CAAA;AACzC,QAAA,IAAI,CAACc,EAAE,CAACG,EAAE,GAAG,IAAI,CAACD,QAAQ,CAACd,GAAGO,GAAG,CAAC,IAAI,CAACT,SAAS,EAAEE,EAAGG,CAAAA,IAAI,CAAC,QAAU,EAAA,QAAA,CAAA,CAAA,CAAA;;AAEpE,QAAA,IAAI,CAACC,OAAO,CACVJ,EAAAA,CAAGK,KAAK,CAACL,EAAGO,CAAAA,GAAG,CAACP,EAAAA,CAAGG,IAAI,CAAC,IAAI,CAACU,EAAE,EAAE,IAAI,CAACE,EAAE,CAAGf,EAAAA,EAAAA,CAAGM,GAAG,CAACN,EAAGG,CAAAA,IAAI,CAAC,aAAA,EAAe,aAAgB,CAAA,EAAA,IAAI,CAACJ,IAAI,CAAA,CAAA,CAAA,CAAA;AAEtG,KAAA,CAAA;IACA,OAAOF,KAAAA,CAAMD,UAAU,CAACE,SAAWC,EAAAA,IAAAA,CAAAA;AACrC;AAEA;;;;;;;;;;;;;AAaC,IACM,SAASiB,2BAAAA,CACdnB,KAA4B,EAC5BoB,MAAmB,EACnBC,IAAiB,EAAA;IAEjB,MAAMlB,EAAAA,GAAKH,MAAMI,QAAQ;IACzBD,EAAGE,CAAAA,IAAI,CAAC,6BAA+B,EAAA;AAACF,QAAAA,EAAAA,CAAGmB,IAAI,CAAC,GAAA,CAAA;AAAMnB,QAAAA,EAAAA,CAAGG,IAAI,CAAC,GAAA;KAAK,EAAE,WAAA;AACnE,QAAA,IAAI,CAACS,EAAE,CAACQ,EAAE,GAAG,IAAI,CAACC,OAAO,CAACrB,EAAGsB,CAAAA,QAAQ,CAACtB,EAAAA,CAAGuB,GAAG,CAAC,IAAI,CAACC,CAAC,CAACC,CAAC,CAAG,EAAA,KAAA,CAAA,EAAQzB,GAAGmB,IAAI,CAAC,CAAG,EAAA,CAAA,EAAG,CAAInB,CAAAA,EAAAA,EAAAA,CAAGmB,IAAI,CAAC,GAAG,CAAG,EAAA,CAAA,CAAA,CAAA;AAChG,QAAA,IAAI,CAACP,EAAE,CAACc,OAAO,GAAG1B,GAAG2B,SAAS,CAAC3B,EAAG4B,CAAAA,KAAK,CAAC,IAAI,CAACR,EAAE,EAAE,IAAI,CAACI,CAAC,CAAA,CAAA;AACvD,QAAA,IAAI,CAACZ,EAAE,CAACiB,SAAS,GAAG7B,EAAG4B,CAAAA,KAAK,CAAC,IAAI,CAACJ,CAAC,EAAE,IAAI,CAACE,OAAO,CAAA;AACjD,QAAA,IAAI,CAACd,EAAE,CAACkB,CAAC,GAAG9B,EAAAA,CAAG+B,IAAI,CAAC,IAAI,CAACC,CAAC,CAACvB,CAAC,CAAA;AAC5B,QAAA,IAAI,CAACG,EAAE,CAACqB,GAAG,GAAGjC,GAAGM,GAAG,CAAC,IAAI,CAAC0B,CAAC,CAACtB,CAAC,EAAEwB,IAAAA,CAAKC,EAAE,GAAG,CAAA,CAAA;AACzC,QAAA,IAAI,CAACvB,EAAE,CAACwB,GAAG,GAAGpC,EAAGO,CAAAA,GAAG,CAClBP,EAAAA,CAAGM,GAAG,CAAC,IAAI,CAACoB,OAAO,EAAE1B,EAAGM,CAAAA,GAAG,CAAC,IAAI,CAACwB,CAAC,EAAE9B,EAAAA,CAAGqC,GAAG,CAAC,IAAI,CAACJ,GAAG,KACnDjC,EAAGM,CAAAA,GAAG,CAAC,IAAI,CAACuB,SAAS,EAAE7B,EAAGM,CAAAA,GAAG,CAAC,IAAI,CAACwB,CAAC,EAAE9B,EAAGsC,CAAAA,GAAG,CAAC,IAAI,CAACL,GAAG,CAAA,CAAA,CAAA,EACrDjC,EAAGM,CAAAA,GAAG,CAAC,IAAI,CAACkB,CAAC,EAAExB,EAAG+B,CAAAA,IAAI,CAAC/B,EAAAA,CAAGuC,GAAG,CAAC,CAAA,EAAGvC,EAAGwC,CAAAA,GAAG,CAAC,CAAG,EAAA,IAAI,CAACR,CAAC,CAACvB,CAAC,CAAA,CAAA,CAAA,CAAA,CAAA;QAErD,IAAI,CAACL,OAAO,CAACJ,EAAAA,CAAG2B,SAAS,CAAC,IAAI,CAACS,GAAG,CAAA,CAAA;AACpC,KAAA,CAAA;IACA,OAAOvC,KAAAA,CAAMmB,2BAA2B,CAACC,MAAQC,EAAAA,IAAAA,CAAAA;AACnD;;;;"}
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import { Matrix4x4 } from '@zephyr3d/base';
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/**
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* Shared helpers for validating SSGI temporal history across frames.
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*
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* SSGI stores the surface depth of a frame as that frame's view-space Z (the
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* distance along the camera forward axis, in world units). Comparing such a
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* value against the *current* frame's view-space Z is only meaningful while the
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* camera is still: rotating the camera turns the forward axis, so a static world
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* point changes its view-space Z by roughly
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*
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* dz ~ dTheta * viewZ * tan(halfFovX) * |ndc.x|
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*
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* which is zero at the screen center and grows with both depth and screen
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* eccentricity. At a plain mouse-look rate that already exceeds any reasonable
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* absolute tolerance for distant off-center pixels, so history gets rejected in
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* screen-edge bands even though it is perfectly valid. Every consumer therefore
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* has to convert the current depth into the *previous* frame's view space before
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* comparing.
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*
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* @internal
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*/ /**
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* Relative share of the compared depth added to the absolute tolerance. 2% keeps
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* a 10m surface within 0.2m, comfortably above rgba16f depth quantization while
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* still separating surfaces that a bounce should not share.
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* @internal
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*/ const SSGI_DEPTH_TOLERANCE_SLOPE = 0.02;
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/**
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* `prevVP * inverse(currentVP)`: maps a current-frame clip position onto the
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* previous frame's clip space, where `w` is the previous view-space Z.
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*
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* The current half uses the jittered inverse VP because every consumer
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* reconstructs from a depth buffer that was rasterized with jitter applied.
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* Jitter only shifts clip x/y, so pairing it with the unjittered `prevVPMatrix`
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* still produces the correct `w`.
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*
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* Falls back to the current VP before any previous transform exists, which
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* degenerates into comparing the current depth against itself - harmless,
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* because the history textures are empty on that frame anyway.
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*
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* @param ctx - Current draw context
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* @returns The reprojection matrix
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* @internal
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*/ function ssgiCurrentToPrevClipMatrix(ctx) {
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const camera = ctx.camera;
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const prevVP = camera.prevVPMatrix ?? camera.viewProjectionMatrix;
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return Matrix4x4.multiply(prevVP, camera.jitteredInvVPMatrix);
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}
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/**
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* Converts the current frame's linear depth at `uv` into the view-space Z it
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* would have had in the previous frame, so it can be compared against the depth
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* stored in the SSGI surface history.
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*
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* `currentToPrevClipMatrix` must be `prevViewProjection * inverse(currentViewProjection)`,
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* mapping a current-frame clip position onto the previous frame's clip space. In
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* a perspective projection the resulting `w` is exactly the previous view-space
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* Z in world units, which is the quantity the surface pass wrote.
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*
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* @param scope - Current shader scope
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* @param currentToPrevClipMatrix - `prevVP * invCurrentVP`, as a mat4
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* @param uv - Screen uv of the pixel being validated
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* @param linearDepth - Normalized linear depth (viewZ / far) at `uv`
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* @param nearFar - Camera near and far planes
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* @returns Previous-frame view-space Z, in world units
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* @internal
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*/ function ssgiPreviousViewDepth(scope, currentToPrevClipMatrix, uv, linearDepth, nearFar) {
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const pb = scope.$builder;
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const funcName = 'Z_ssgiPreviousViewDepth';
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pb.func(funcName, [
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pb.mat4('toPrevClip'),
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pb.vec2('uv'),
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pb.float('linearDepth'),
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pb.vec2('nearFar')
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], function() {
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// Invert the perspective depth mapping. `linearDepth` is the normalized
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// viewZ / far that the depth prepass stored, so the non-linear depth is
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// (near / linearDepth - far) / (near - far) - identical to the
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// reconstruction in SSGI_getPosition. Operating on the normalized value
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// directly matters: converting to world-unit viewZ first and reusing the
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// same expression silently drops a factor of `far`, which pins every
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// pixel at the far plane and rejects all history.
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this.$l.safeLinearDepth = pb.max(this.linearDepth, 1e-6);
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this.$l.ndcZ = pb.div(pb.sub(pb.div(this.nearFar.x, this.safeLinearDepth), this.nearFar.y), pb.sub(this.nearFar.x, this.nearFar.y));
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this.$l.clipPos = pb.vec4(pb.sub(pb.mul(this.uv, 2), pb.vec2(1)), pb.sub(pb.mul(pb.clamp(this.ndcZ, 0, 1), 2), 1), 1);
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// clipPos is already normalized (w = 1 after the NDC divide), so the
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// reprojected w is directly the previous view-space Z.
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this.$return(pb.mul(this.toPrevClip, this.clipPos).w);
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});
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return scope[funcName](currentToPrevClipMatrix, uv, linearDepth, nearFar);
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}
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/**
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* Depth tolerance for a history comparison at a given depth.
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*
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* A single absolute tolerance cannot serve the whole depth range: it is far too
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* loose next to the camera, where a few centimetres separate distinct surfaces,
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* and too tight in the distance, where depth precision and residual reprojection
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* error both scale with viewZ. Scaling the floor by depth keeps the test at a
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* roughly constant relative strictness.
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*
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* @param scope - Current shader scope
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* @param baseTolerance - Configured absolute tolerance, in world units
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* @param viewDepth - View-space Z the comparison happens at, in world units
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* @returns Effective tolerance, in world units
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* @internal
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*/ function ssgiDepthTolerance(scope, baseTolerance, viewDepth) {
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const pb = scope.$builder;
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const funcName = 'Z_ssgiDepthTolerance';
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pb.func(funcName, [
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pb.float('baseTolerance'),
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pb.float('viewDepth')
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], function() {
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this.$return(pb.max(pb.max(this.baseTolerance, 1e-4), pb.mul(pb.abs(this.viewDepth), SSGI_DEPTH_TOLERANCE_SLOPE)));
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});
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return scope[funcName](baseTolerance, viewDepth);
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}
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export { SSGI_DEPTH_TOLERANCE_SLOPE, ssgiCurrentToPrevClipMatrix, ssgiDepthTolerance, ssgiPreviousViewDepth };
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//# sourceMappingURL=ssgi_reprojection.js.map
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{"version":3,"file":"ssgi_reprojection.js","sources":["../../src/shaders/ssgi_reprojection.ts"],"sourcesContent":["import { Matrix4x4 } from '@zephyr3d/base';\nimport type { PBInsideFunctionScope, PBShaderExp } from '@zephyr3d/device';\nimport type { DrawContext } from '../render/drawable';\n\n/**\n * Shared helpers for validating SSGI temporal history across frames.\n *\n * SSGI stores the surface depth of a frame as that frame's view-space Z (the\n * distance along the camera forward axis, in world units). Comparing such a\n * value against the *current* frame's view-space Z is only meaningful while the\n * camera is still: rotating the camera turns the forward axis, so a static world\n * point changes its view-space Z by roughly\n *\n * dz ~ dTheta * viewZ * tan(halfFovX) * |ndc.x|\n *\n * which is zero at the screen center and grows with both depth and screen\n * eccentricity. At a plain mouse-look rate that already exceeds any reasonable\n * absolute tolerance for distant off-center pixels, so history gets rejected in\n * screen-edge bands even though it is perfectly valid. Every consumer therefore\n * has to convert the current depth into the *previous* frame's view space before\n * comparing.\n *\n * @internal\n */\n\n/**\n * Relative share of the compared depth added to the absolute tolerance. 2% keeps\n * a 10m surface within 0.2m, comfortably above rgba16f depth quantization while\n * still separating surfaces that a bounce should not share.\n * @internal\n */\nexport const SSGI_DEPTH_TOLERANCE_SLOPE = 0.02;\n\n/**\n * `prevVP * inverse(currentVP)`: maps a current-frame clip position onto the\n * previous frame's clip space, where `w` is the previous view-space Z.\n *\n * The current half uses the jittered inverse VP because every consumer\n * reconstructs from a depth buffer that was rasterized with jitter applied.\n * Jitter only shifts clip x/y, so pairing it with the unjittered `prevVPMatrix`\n * still produces the correct `w`.\n *\n * Falls back to the current VP before any previous transform exists, which\n * degenerates into comparing the current depth against itself - harmless,\n * because the history textures are empty on that frame anyway.\n *\n * @param ctx - Current draw context\n * @returns The reprojection matrix\n * @internal\n */\nexport function ssgiCurrentToPrevClipMatrix(ctx: DrawContext): Matrix4x4 {\n const camera = ctx.camera;\n const prevVP = camera.prevVPMatrix ?? camera.viewProjectionMatrix;\n return Matrix4x4.multiply(prevVP, camera.jitteredInvVPMatrix);\n}\n\n/**\n * Converts the current frame's linear depth at `uv` into the view-space Z it\n * would have had in the previous frame, so it can be compared against the depth\n * stored in the SSGI surface history.\n *\n * `currentToPrevClipMatrix` must be `prevViewProjection * inverse(currentViewProjection)`,\n * mapping a current-frame clip position onto the previous frame's clip space. In\n * a perspective projection the resulting `w` is exactly the previous view-space\n * Z in world units, which is the quantity the surface pass wrote.\n *\n * @param scope - Current shader scope\n * @param currentToPrevClipMatrix - `prevVP * invCurrentVP`, as a mat4\n * @param uv - Screen uv of the pixel being validated\n * @param linearDepth - Normalized linear depth (viewZ / far) at `uv`\n * @param nearFar - Camera near and far planes\n * @returns Previous-frame view-space Z, in world units\n * @internal\n */\nexport function ssgiPreviousViewDepth(\n scope: PBInsideFunctionScope,\n currentToPrevClipMatrix: PBShaderExp,\n uv: PBShaderExp,\n linearDepth: PBShaderExp,\n nearFar: PBShaderExp\n): PBShaderExp {\n const pb = scope.$builder;\n const funcName = 'Z_ssgiPreviousViewDepth';\n pb.func(\n funcName,\n [pb.mat4('toPrevClip'), pb.vec2('uv'), pb.float('linearDepth'), pb.vec2('nearFar')],\n function () {\n // Invert the perspective depth mapping. `linearDepth` is the normalized\n // viewZ / far that the depth prepass stored, so the non-linear depth is\n // (near / linearDepth - far) / (near - far) - identical to the\n // reconstruction in SSGI_getPosition. Operating on the normalized value\n // directly matters: converting to world-unit viewZ first and reusing the\n // same expression silently drops a factor of `far`, which pins every\n // pixel at the far plane and rejects all history.\n this.$l.safeLinearDepth = pb.max(this.linearDepth, 1e-6);\n this.$l.ndcZ = pb.div(\n pb.sub(pb.div(this.nearFar.x, this.safeLinearDepth), this.nearFar.y),\n pb.sub(this.nearFar.x, this.nearFar.y)\n );\n this.$l.clipPos = pb.vec4(\n pb.sub(pb.mul(this.uv, 2), pb.vec2(1)),\n pb.sub(pb.mul(pb.clamp(this.ndcZ, 0, 1), 2), 1),\n 1\n );\n // clipPos is already normalized (w = 1 after the NDC divide), so the\n // reprojected w is directly the previous view-space Z.\n this.$return(pb.mul(this.toPrevClip, this.clipPos).w);\n }\n );\n return scope[funcName](currentToPrevClipMatrix, uv, linearDepth, nearFar) as PBShaderExp;\n}\n\n/**\n * Depth tolerance for a history comparison at a given depth.\n *\n * A single absolute tolerance cannot serve the whole depth range: it is far too\n * loose next to the camera, where a few centimetres separate distinct surfaces,\n * and too tight in the distance, where depth precision and residual reprojection\n * error both scale with viewZ. Scaling the floor by depth keeps the test at a\n * roughly constant relative strictness.\n *\n * @param scope - Current shader scope\n * @param baseTolerance - Configured absolute tolerance, in world units\n * @param viewDepth - View-space Z the comparison happens at, in world units\n * @returns Effective tolerance, in world units\n * @internal\n */\nexport function ssgiDepthTolerance(\n scope: PBInsideFunctionScope,\n baseTolerance: PBShaderExp,\n viewDepth: PBShaderExp\n): PBShaderExp {\n const pb = scope.$builder;\n const funcName = 'Z_ssgiDepthTolerance';\n pb.func(funcName, [pb.float('baseTolerance'), pb.float('viewDepth')], function () {\n this.$return(\n pb.max(pb.max(this.baseTolerance, 1e-4), pb.mul(pb.abs(this.viewDepth), SSGI_DEPTH_TOLERANCE_SLOPE))\n );\n });\n return scope[funcName](baseTolerance, viewDepth) as PBShaderExp;\n}\n"],"names":["SSGI_DEPTH_TOLERANCE_SLOPE","ssgiCurrentToPrevClipMatrix","ctx","camera","prevVP","prevVPMatrix","viewProjectionMatrix","Matrix4x4","multiply","jitteredInvVPMatrix","ssgiPreviousViewDepth","scope","currentToPrevClipMatrix","uv","linearDepth","nearFar","pb","$builder","funcName","func","mat4","vec2","float","$l","safeLinearDepth","max","ndcZ","div","sub","x","y","clipPos","vec4","mul","clamp","$return","toPrevClip","w","ssgiDepthTolerance","baseTolerance","viewDepth","abs"],"mappings":";;AAIA;;;;;;;;;;;;;;;;;;;;;;;;IA2BaA,MAAAA,0BAAAA,GAA6B;AAE1C;;;;;;;;;;;;;;;;IAiBO,SAASC,2BAAAA,CAA4BC,GAAgB,EAAA;IAC1D,MAAMC,MAAAA,GAASD,IAAIC,MAAM;AACzB,IAAA,MAAMC,MAASD,GAAAA,MAAAA,CAAOE,YAAY,IAAIF,OAAOG,oBAAoB;AACjE,IAAA,OAAOC,SAAUC,CAAAA,QAAQ,CAACJ,MAAAA,EAAQD,OAAOM,mBAAmB,CAAA;AAC9D;AAEA;;;;;;;;;;;;;;;;;IAkBO,SAASC,qBAAAA,CACdC,KAA4B,EAC5BC,uBAAoC,EACpCC,EAAe,EACfC,WAAwB,EACxBC,OAAoB,EAAA;IAEpB,MAAMC,EAAAA,GAAKL,MAAMM,QAAQ;AACzB,IAAA,MAAMC,QAAW,GAAA,yBAAA;IACjBF,EAAGG,CAAAA,IAAI,CACLD,QACA,EAAA;AAACF,QAAAA,EAAAA,CAAGI,IAAI,CAAC,YAAA,CAAA;AAAeJ,QAAAA,EAAAA,CAAGK,IAAI,CAAC,IAAA,CAAA;AAAOL,QAAAA,EAAAA,CAAGM,KAAK,CAAC,aAAA,CAAA;AAAgBN,QAAAA,EAAAA,CAAGK,IAAI,CAAC,SAAA;KAAW,EACnF,WAAA;;;;;;;;QAQE,IAAI,CAACE,EAAE,CAACC,eAAe,GAAGR,EAAGS,CAAAA,GAAG,CAAC,IAAI,CAACX,WAAW,EAAE,IAAA,CAAA;AACnD,QAAA,IAAI,CAACS,EAAE,CAACG,IAAI,GAAGV,EAAAA,CAAGW,GAAG,CACnBX,EAAAA,CAAGY,GAAG,CAACZ,EAAAA,CAAGW,GAAG,CAAC,IAAI,CAACZ,OAAO,CAACc,CAAC,EAAE,IAAI,CAACL,eAAe,CAAA,EAAG,IAAI,CAACT,OAAO,CAACe,CAAC,CAAA,EACnEd,GAAGY,GAAG,CAAC,IAAI,CAACb,OAAO,CAACc,CAAC,EAAE,IAAI,CAACd,OAAO,CAACe,CAAC,CAAA,CAAA;AAEvC,QAAA,IAAI,CAACP,EAAE,CAACQ,OAAO,GAAGf,GAAGgB,IAAI,CACvBhB,EAAGY,CAAAA,GAAG,CAACZ,EAAGiB,CAAAA,GAAG,CAAC,IAAI,CAACpB,EAAE,EAAE,CAAA,CAAA,EAAIG,EAAGK,CAAAA,IAAI,CAAC,CACnCL,CAAAA,CAAAA,EAAAA,EAAAA,CAAGY,GAAG,CAACZ,EAAAA,CAAGiB,GAAG,CAACjB,EAAAA,CAAGkB,KAAK,CAAC,IAAI,CAACR,IAAI,EAAE,CAAG,EAAA,CAAA,CAAA,EAAI,IAAI,CAC7C,CAAA,EAAA,CAAA,CAAA;;;AAIF,QAAA,IAAI,CAACS,OAAO,CAACnB,EAAAA,CAAGiB,GAAG,CAAC,IAAI,CAACG,UAAU,EAAE,IAAI,CAACL,OAAO,EAAEM,CAAC,CAAA;AACtD,KAAA,CAAA;AAEF,IAAA,OAAO1B,KAAK,CAACO,QAAAA,CAAS,CAACN,uBAAAA,EAAyBC,IAAIC,WAAaC,EAAAA,OAAAA,CAAAA;AACnE;AAEA;;;;;;;;;;;;;;AAcC,IACM,SAASuB,kBAAAA,CACd3B,KAA4B,EAC5B4B,aAA0B,EAC1BC,SAAsB,EAAA;IAEtB,MAAMxB,EAAAA,GAAKL,MAAMM,QAAQ;AACzB,IAAA,MAAMC,QAAW,GAAA,sBAAA;IACjBF,EAAGG,CAAAA,IAAI,CAACD,QAAU,EAAA;AAACF,QAAAA,EAAAA,CAAGM,KAAK,CAAC,eAAA,CAAA;AAAkBN,QAAAA,EAAAA,CAAGM,KAAK,CAAC,WAAA;KAAa,EAAE,WAAA;QACpE,IAAI,CAACa,OAAO,CACVnB,EAAAA,CAAGS,GAAG,CAACT,EAAAA,CAAGS,GAAG,CAAC,IAAI,CAACc,aAAa,EAAE,IAAA,CAAA,EAAOvB,EAAGiB,CAAAA,GAAG,CAACjB,EAAAA,CAAGyB,GAAG,CAAC,IAAI,CAACD,SAAS,CAAGxC,EAAAA,0BAAAA,CAAAA,CAAAA,CAAAA;AAE5E,KAAA,CAAA;AACA,IAAA,OAAOW,KAAK,CAACO,QAAS,CAAA,CAACqB,aAAeC,EAAAA,SAAAA,CAAAA;AACxC;;;;"}
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