rayzee 5.7.0 → 5.8.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/rayzee.es.js +2296 -2299
- package/dist/rayzee.es.js.map +1 -1
- package/dist/rayzee.umd.js +4 -4
- package/dist/rayzee.umd.js.map +1 -1
- package/package.json +1 -1
- package/src/EngineDefaults.js +3 -3
- package/src/PathTracerApp.js +15 -11
- package/src/RenderSettings.js +10 -8
- package/src/Stages/Compositor.js +101 -0
- package/src/Stages/EdgeFilter.js +89 -69
- package/src/Stages/NormalDepth.js +37 -20
- package/src/managers/DenoisingManager.js +8 -18
- package/src/Stages/Display.js +0 -120
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@@ -95,6 +95,14 @@ export class NormalDepth extends RenderStage {
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this._bvhStorageNode = null;
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this._matStorageNode = null;
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// Last-seen attribute identities. PathTracer replaces these in-place
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// across model load / BVH rebuild; the compute's bind group is locked
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// to whatever buffer was bound at pipeline compile time, so we rebuild
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// when any of them swaps to a new object.
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this._lastTriAttr = null;
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this._lastBvhAttr = null;
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this._lastMatAttr = null;
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// Compute node — built once when storage buffers are ready
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this._computeNode = null;
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this._computeBuilt = false;
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@@ -138,50 +146,59 @@ export class NormalDepth extends RenderStage {
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const pt = this.pathTracer;
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if ( ! pt ) return false;
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-
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const matStorageAttr = pt.materialData.materialStorageAttr;
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// Detect attribute identity swap (PathTracer.setTriangleData /
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// setBVHData replace the attribute object on growth). The compute
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// node's bind group is locked to the buffer bound at compile time —
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// updating the storage node's .value alone leaves the GPU binding
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// pointing at the now-discarded buffer, so every traversal misses.
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const triSwapped = pt.triangleStorageAttr && pt.triangleStorageAttr !== this._lastTriAttr;
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const bvhSwapped = pt.bvhStorageAttr && pt.bvhStorageAttr !== this._lastBvhAttr;
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const matSwapped = matStorageAttr && matStorageAttr !== this._lastMatAttr;
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if ( triSwapped || bvhSwapped || matSwapped ) {
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// Drop compute + storage nodes so they get rebuilt against the
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// current buffers. Cheap: this only happens on model load.
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this._computeNode?.dispose?.();
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this._computeNode = null;
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this._computeBuilt = false;
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this._triStorageNode = null;
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this._bvhStorageNode = null;
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this._matStorageNode = null;
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this._dirty = true;
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}
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if ( pt.triangleStorageAttr && ! this._triStorageNode ) {
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this._triStorageNode = storage(
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pt.triangleStorageAttr, 'vec4', pt.triangleStorageAttr.count
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).toReadOnly();
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-
} else if ( pt.triangleStorageAttr && this._triStorageNode ) {
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-
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// Data changed (new model loaded) — update in-place
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this._triStorageNode.value = pt.triangleStorageAttr;
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this._triStorageNode.bufferCount = pt.triangleStorageAttr.count;
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-
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}
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// BVH storage
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if ( pt.bvhStorageAttr && ! this._bvhStorageNode ) {
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this._bvhStorageNode = storage(
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pt.bvhStorageAttr, 'vec4', pt.bvhStorageAttr.count
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).toReadOnly();
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} else if ( pt.bvhStorageAttr && this._bvhStorageNode ) {
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-
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this._bvhStorageNode.value = pt.bvhStorageAttr;
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this._bvhStorageNode.bufferCount = pt.bvhStorageAttr.count;
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-
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}
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// Material storage
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const matStorageAttr = pt.materialData.materialStorageAttr;
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if ( matStorageAttr && ! this._matStorageNode ) {
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this._matStorageNode = storage(
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matStorageAttr, 'vec4', matStorageAttr.count
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).toReadOnly();
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} else if ( matStorageAttr && this._matStorageNode ) {
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-
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this._matStorageNode.value = matStorageAttr;
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this._matStorageNode.bufferCount = matStorageAttr.count;
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-
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}
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this._lastTriAttr = pt.triangleStorageAttr || this._lastTriAttr;
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this._lastBvhAttr = pt.bvhStorageAttr || this._lastBvhAttr;
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this._lastMatAttr = matStorageAttr || this._lastMatAttr;
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return !! ( this._triStorageNode && this._bvhStorageNode && this._matStorageNode );
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}
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@@ -41,7 +41,7 @@ export class DenoisingManager extends EventDispatcher {
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this.pipeline = pipeline;
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// Stage references — only used internally for orchestration
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this._stages = stages; // { pathTracer, asvgf, variance, bilateralFilter, adaptiveSampling, edgeFilter, ssrc, autoExposure,
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this._stages = stages; // { pathTracer, asvgf, variance, bilateralFilter, adaptiveSampling, edgeFilter, ssrc, autoExposure, compositor }
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this._getExposure = getExposure;
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this._getSaturation = getSaturation;
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@@ -295,9 +295,8 @@ export class DenoisingManager extends EventDispatcher {
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}
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/**
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* Enables/disables auto-exposure with proper exposure stacking management.
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* @param {boolean} enabled
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* @param {number} manualExposure -
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* @param {number} manualExposure - Restored to renderer.toneMappingExposure when disabling.
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*/
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setAutoExposureEnabled( enabled, manualExposure ) {
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@@ -306,19 +305,10 @@ export class DenoisingManager extends EventDispatcher {
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s.autoExposure.enabled = enabled;
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// Neutralize Display manual exposure to avoid stacking
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s.display?.setExposure( 1.0 );
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-
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} else {
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// AutoExposure overwrites renderer.toneMappingExposure each frame; restore manual on disable.
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if ( ! enabled && this.renderer ) {
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if ( s.display && this.renderer ) {
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this.renderer.toneMappingExposure = 1.0;
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}
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this.renderer.toneMappingExposure = manualExposure;
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}
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@@ -417,10 +407,10 @@ export class DenoisingManager extends EventDispatcher {
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} else {
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// Re-render
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if ( this.upscaler?.enabled && this._stages.
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// Re-render compositor stage so WebGPU canvas has valid content
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if ( this.upscaler?.enabled && this._stages.compositor && context ) {
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this._stages.
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this._stages.compositor.render( context );
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}
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package/src/Stages/Display.js
DELETED
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@@ -1,120 +0,0 @@
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import { vec4, vec3, uv, uniform, select, dot, mix } from 'three/tsl';
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import { MeshBasicNodeMaterial, QuadMesh, TextureNode } from 'three/webgpu';
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import { NoBlending } from 'three';
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import { RenderStage, StageExecutionMode } from '../Pipeline/RenderStage.js';
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import { REC709_LUMINANCE_COEFFICIENTS } from '../TSL/Common.js';
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/**
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* Display — Terminal pipeline stage for WebGPU.
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*
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* Reads the final colour texture from the pipeline context (using a
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* priority fallback chain), applies exposure, and renders to screen.
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*
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* When new post-processing stages are added between PathTracer and
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* Display, the fallback chain automatically picks up the latest output
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* without any wiring changes.
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*/
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export class Display extends RenderStage {
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constructor( renderer, options = {} ) {
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super( 'Display', {
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...options,
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executionMode: StageExecutionMode.ALWAYS
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} );
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this.renderer = renderer;
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// Exposure uniform — linear multiplier (consistent with auto-exposure)
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this.exposure = uniform( options.exposure ?? 1.0 );
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// Pre-tonemapping saturation — compensates for ACES/AgX desaturation (1.0 = neutral)
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this.saturation = uniform( options.saturation ?? 1.0 );
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// Transparent background toggle
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this._transparentBackground = uniform( 0, 'int' );
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// Updatable texture node — swap .value each frame, no shader recompile
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this._displayTexNode = new TextureNode();
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const texSample = this._displayTexNode.sample( uv() );
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// Build material once (TSL compiles on first render)
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const exposed = texSample.xyz.mul( this.exposure );
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// Saturation adjustment (before tonemapping): mix between luminance and color
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const luma = dot( exposed, REC709_LUMINANCE_COEFFICIENTS );
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let displayShader = mix( vec3( luma ), exposed, this.saturation );
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// Alpha: pass through source alpha when transparent, otherwise 1.0
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const outputAlpha = select( this._transparentBackground, texSample.w, 1.0 );
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this.displayMaterial = new MeshBasicNodeMaterial();
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this.displayMaterial.colorNode = vec4( displayShader, outputAlpha );
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this.displayMaterial.blending = NoBlending;
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this.displayMaterial.toneMapped = true;
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this.displayQuad = new QuadMesh( this.displayMaterial );
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}
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/**
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* Resolve the best available output texture from the pipeline context.
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* Later stages in the chain take priority; pathtracer:color is the
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* baseline fallback that is always present.
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*/
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_resolveDisplayTexture( context ) {
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return context.getTexture( 'bloom:output' )
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|| context.getTexture( 'edgeFiltering:output' )
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|| context.getTexture( 'asvgf:output' )
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|| context.getTexture( 'ssrc:output' )
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|| context.getTexture( 'pathtracer:color' );
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}
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render( context ) {
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if ( ! this.enabled ) return;
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const displayTexture = this._resolveDisplayTexture( context );
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if ( ! displayTexture ) return;
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// Swap texture reference (no shader recompilation)
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this._displayTexNode.value = displayTexture;
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// Render to screen
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this.renderer.setRenderTarget( null );
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this.displayQuad.render( this.renderer );
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}
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setExposure( value ) {
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this.exposure.value = value;
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}
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setSaturation( value ) {
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this.saturation.value = value;
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}
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setTransparentBackground( enabled ) {
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this._transparentBackground.value = enabled ? 1 : 0;
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}
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dispose() {
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this._displayTexNode?.dispose();
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this.displayMaterial?.dispose();
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// QuadMesh extends Mesh — no dispose method; material already disposed.
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this.displayQuad = null;
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}
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}
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