rayzee 5.7.1 → 5.8.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/rayzee.es.js +1293 -1290
- package/dist/rayzee.es.js.map +1 -1
- package/dist/rayzee.umd.js +6 -3
- package/dist/rayzee.umd.js.map +1 -1
- package/package.json +1 -1
- package/src/EngineDefaults.js +3 -3
- package/src/Stages/BilateralFilter.js +4 -1
- package/src/Stages/EdgeFilter.js +89 -69
package/package.json
CHANGED
package/src/EngineDefaults.js
CHANGED
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@@ -90,8 +90,8 @@ export const ENGINE_DEFAULTS = {
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directionalLightPosition: [ 1, 1, 1 ],
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directionalLightAngle: 0.0,
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-
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-
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+
filterStrength: 0.75,
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strengthDecaySpeed: 0.05,
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edgeThreshold: 1.0,
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enableOIDN: false,
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@@ -115,7 +115,7 @@ export const ENGINE_DEFAULTS = {
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debugVisScale: 100,
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// Denoising strategy
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-
denoiserStrategy: '
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denoiserStrategy: 'none',
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enableASVGF: false,
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asvgfTemporalAlpha: 0.1,
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@@ -24,7 +24,10 @@ const bilateralWeight = /*@__PURE__*/ wgslFn( `
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) -> f32 {
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let lumW = exp( -abs( centerLum - sLum ) * phiLum );
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-
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// clamp dot to [0,1] not just max(., 0): miss-ray normals decode to
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// non-unit (-1,-1,-1) with dot=3, which would saturate pow to +inf
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// and poison output via inf*0 = NaN. See project_tsl_pitfalls memory.
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let normW = pow( clamp( dot( centerNormal, sNormal ), 0.0, 1.0 ), phiNorm );
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let depW = exp( -abs( centerDepth - sDepth ) / max( phiDep, 0.001 ) );
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let maxDiff = max( max( abs( centerColor.x - sColor.x ),
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abs( centerColor.y - sColor.y ) ),
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package/src/Stages/EdgeFilter.js
CHANGED
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@@ -1,27 +1,24 @@
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-
import { Fn,
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-
If, dot, max, abs, mix,
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import { Fn, vec4, float, int, uint, ivec2, uvec2, uniform,
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If, dot, max, abs, mix, pow, step,
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textureLoad, textureStore, localId, workgroupId } from 'three/tsl';
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import { RenderTarget, TextureNode, StorageTexture } from 'three/webgpu';
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import { HalfFloatType, RGBAFormat, NearestFilter, Box2, Vector2 } 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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* WebGPU Edge-Aware Filtering Stage (Compute Shader)
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* WebGPU Edge-Aware Filtering Stage (Compute Shader).
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*
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*
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*
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*
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* Geometry-guided bilateral filter (8-dir × 2-dist kernel). Edge weights
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* combine luminance, surface normal, and ray distance — see Dammertz 2010
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* "Edge-Avoiding À-Trous" for the structure. Strength decays over iterations
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* so the filter is strongest on early frames and fades as accumulation
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* converges. Single-pass; no temporal reuse.
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*
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*
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*
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*
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*
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* - Firefly reduction for high-luminance outliers
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*
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* Execution: PER_CYCLE
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*
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* Textures published: edgeFiltering:output
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* Textures read: asvgf:output (fallback: pathtracer:color)
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* Reads: pathtracer:color (or asvgf:output / bilateralFiltering:output)
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* and pathtracer:normalDepth
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* Publishes: edgeFiltering:output
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* Mode: PER_CYCLE
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*/
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export class EdgeFilter extends RenderStage {
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@@ -34,25 +31,25 @@ export class EdgeFilter extends RenderStage {
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this.renderer = renderer;
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//
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-
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-
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// filterStrength: 0 = passthrough, 1 = fully filtered.
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// strengthDecaySpeed: per-iteration falloff toward passthrough.
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// edgeThreshold: luminance σ. phiNormal: dot(n,n) exponent. phiDepth: depth σ.
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this.filterStrength = uniform( options.filterStrength ?? 0.75 );
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this.strengthDecaySpeed = uniform( options.strengthDecaySpeed ?? 0.05 );
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this.edgeThreshold = uniform( options.edgeThreshold ?? 1.0 );
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this.phiNormal = uniform( options.phiNormal ?? 128.0 );
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this.phiDepth = uniform( options.phiDepth ?? 1.0 );
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this.iterationCount = uniform( 0.0 );
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this.resW = uniform( options.width || 1 );
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this.resH = uniform( options.height || 1 );
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// Internal counter
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this._iterations = 0;
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// Input texture node
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this._inputTexNode = new TextureNode();
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this._ndTexNode = new TextureNode();
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//
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//
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// Kept as a defensive pattern: bug #32969 (setSize bind-group staleness)
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// was fixed in r184 (PR #33028), but #33061 (TSL compute pipeline
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// re-compile returns zeros) is still open.
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// Pre-allocate StorageTexture at max — defensive against three.js #33061
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// (TSL compute pipeline re-compile returns zeros after resize).
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const MAX_STORAGE_SIZE = 2048;
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const w = options.width || 1;
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const h = options.height || 1;
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@@ -63,10 +60,8 @@ export class EdgeFilter extends RenderStage {
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this._outputStorageTex.minFilter = NearestFilter;
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this._outputStorageTex.magFilter = NearestFilter;
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// Reusable Box2 for srcRegion in copyTextureToTexture
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this._srcRegion = new Box2( new Vector2( 0, 0 ), new Vector2( 0, 0 ) );
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// Output RenderTarget (readable copy for downstream stages)
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this.outputTarget = new RenderTarget( w, h, {
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type: HalfFloatType,
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format: RGBAFormat,
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@@ -76,7 +71,6 @@ export class EdgeFilter extends RenderStage {
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stencilBuffer: false
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} );
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// Dispatch dimensions
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this._dispatchX = Math.ceil( w / 16 );
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this._dispatchY = Math.ceil( h / 16 );
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@@ -87,10 +81,13 @@ export class EdgeFilter extends RenderStage {
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_buildCompute() {
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const inputTex = this._inputTexNode;
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const ndTex = this._ndTexNode;
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const outputStorageTex = this._outputStorageTex;
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const
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const
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const filterStrength = this.filterStrength;
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const decaySpeed = this.strengthDecaySpeed;
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const threshold = this.edgeThreshold;
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const phiNormal = this.phiNormal;
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const phiDepth = this.phiDepth;
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const iterCount = this.iterationCount;
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const resW = this.resW;
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const resH = this.resH;
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@@ -104,41 +101,64 @@ export class EdgeFilter extends RenderStage {
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If( gx.lessThan( int( resW ) ).and( gy.lessThan( int( resH ) ) ), () => {
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const
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const
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const coord = ivec2( gx, gy );
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const center = textureLoad( inputTex, coord ).xyz;
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const centerLum = dot( center, REC709_LUMINANCE_COEFFICIENTS );
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//
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// NormalDepth writes (0,0,0, 1e6) for miss rays. Decoded normal
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// (-1,-1,-1) is non-unit and explodes pow(dot, phi); use the depth
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// sentinel as a 0/1 hit flag and zero out cross-kind weights.
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const MISS_THRESHOLD = 1e5;
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const centerND = textureLoad( ndTex, coord );
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const centerNormal = centerND.xyz.mul( 2.0 ).sub( 1.0 );
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const centerDepth = centerND.w;
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const centerIsHit = step( float( MISS_THRESHOLD ), centerDepth ).oneMinus();
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const effectiveStrength = filterStrength.sub( iterCount.mul( decaySpeed ) ).clamp( 0.0, 1.0 );
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// Sample 8-direction cross pattern for edge-aware filtering
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// 8 directions x 2 distances + centre
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const colorSum = center.toVar();
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const weightSum = float( 1.0 ).toVar();
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// Directions: right, up, left, down, and diagonals
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const dirs = [
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[ 1, 0 ], [ 0, 1 ], [ - 1, 0 ], [ 0, - 1 ],
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[ 1, 1 ], [ - 1, 1 ], [ - 1, - 1 ], [ 1, - 1 ],
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];
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// Sample along each direction at distances 1, 2
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for ( const [ dx, dy ] of dirs ) {
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for ( const dist of [ 1, 2 ] ) {
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const sx = gx.add( dx * dist ).clamp( int( 0 ), int( resW ).sub( 1 ) );
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const sy = gy.add( dy * dist ).clamp( int( 0 ), int( resH ).sub( 1 ) );
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const
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const sCoord = ivec2( sx, sy );
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const sColor = textureLoad( inputTex, sCoord ).xyz;
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const sLum = dot( sColor, REC709_LUMINANCE_COEFFICIENTS );
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const sND = textureLoad( ndTex, sCoord );
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const sNormal = sND.xyz.mul( 2.0 ).sub( 1.0 );
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const sDepth = sND.w;
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const sampleIsHit = step( float( MISS_THRESHOLD ), sDepth ).oneMinus();
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const lumW = abs( centerLum.sub( sLum ) ).div( max( threshold, float( 0.001 ) ) ).negate().exp();
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const bothHit = centerIsHit.mul( sampleIsHit );
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const bothMiss = centerIsHit.oneMinus().mul( sampleIsHit.oneMinus() );
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const sameKind = bothHit.add( bothMiss );
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//
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-
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-
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// Clamp dot to [0,1] before pow — miss-ray normals decode to
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// non-unit (-1,-1,-1) with dot=3, which would saturate pow(.,phi)
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// to +inf and poison downstream via inf*0 = NaN.
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const cosTheta = dot( centerNormal, sNormal ).clamp( 0.0, 1.0 );
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const normW = pow( cosTheta, phiNormal );
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const depW = abs( centerDepth.sub( sDepth ) ).div( max( phiDepth, float( 0.001 ) ) ).negate().exp();
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// Geometric weights only meaningful for hit-vs-hit pairs.
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const geomW = mix( float( 1.0 ), normW.mul( depW ), bothHit );
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// Distance falloff
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const distWeight = float( 1.0 ).div( float( dist ).add( 0.5 ) );
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const w = lumW.mul( geomW ).mul( sameKind ).mul( distWeight );
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const w = edgeWeight.mul( distWeight );
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colorSum.addAssign( sColor.mul( w ) );
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weightSum.addAssign( w );
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}
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const filtered = colorSum.div( max( weightSum, float( 0.0001 ) ) );
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const finalColor = mix( center, filtered, effectiveStrength );
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//
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const
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// Firefly suppression for very high luminance
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const finalLum = dot( finalColor, vec3( 0.2126, 0.7152, 0.0722 ) );
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// Firefly clamp on output luminance.
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const finalLum = dot( finalColor, REC709_LUMINANCE_COEFFICIENTS );
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const clampedColor = finalColor.toVar();
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If( finalLum.greaterThan( 10.0 ), () => {
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if ( ! this.enabled ) return;
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// Resolve input with fallback chain
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const inputTex = context.getTexture( 'asvgf:output' )
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|| context.getTexture( 'bilateralFiltering:output' )
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|| context.getTexture( 'pathtracer:color' );
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const ndTex = context.getTexture( 'pathtracer:normalDepth' );
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// Without the G-buffer there's no edge guidance — pass input through
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// rather than producing a uniform blur.
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if ( ! inputTex || ! ndTex ) {
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if ( inputTex ) context.setTexture( 'edgeFiltering:output', inputTex );
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return;
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}
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const interactionMode = context.getState( 'interactionMode' );
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if ( interactionMode ) {
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if ( context.getState( 'interactionMode' ) ) {
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context.setTexture( 'edgeFiltering:output', inputTex );
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return;
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}
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// Auto-size
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const img = inputTex.image;
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if ( img && img.width > 0 && img.height > 0 ) {
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}
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// Update input texture
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this._inputTexNode.value = inputTex;
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this._ndTexNode.value = ndTex;
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// Update iteration count for progressive sharpening
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this._iterations ++;
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this.iterationCount.value = this._iterations;
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// Dispatch compute
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this.renderer.compute( this._computeNode );
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// Copy
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//
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// Copy out of the over-allocated StorageTexture into the right-sized
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// RenderTarget; downstream stages can sample the latter.
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this._srcRegion.min.set( 0, 0 );
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this._srcRegion.max.set( this.outputTarget.width, this.outputTarget.height );
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this.renderer.copyTextureToTexture( this._outputStorageTex, this.outputTarget.texture, this._srcRegion );
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// Publish RenderTarget texture (NOT StorageTexture)
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context.setTexture( 'edgeFiltering:output', this.outputTarget.texture );
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}
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@@ -240,9 +260,11 @@ export class EdgeFilter extends RenderStage {
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updateUniforms( params ) {
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if ( ! params ) return;
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if ( params.
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if ( params.
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if ( params.filterStrength !== undefined ) this.filterStrength.value = params.filterStrength;
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if ( params.strengthDecaySpeed !== undefined ) this.strengthDecaySpeed.value = params.strengthDecaySpeed;
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if ( params.edgeThreshold !== undefined ) this.edgeThreshold.value = params.edgeThreshold;
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if ( params.phiNormal !== undefined ) this.phiNormal.value = params.phiNormal;
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if ( params.phiDepth !== undefined ) this.phiDepth.value = params.phiDepth;
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}
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@@ -255,15 +277,12 @@ export class EdgeFilter extends RenderStage {
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setSize( width, height ) {
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//
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// (see constructor note: pre-allocation is a defensive pattern, retained
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// after r184 fixed #32969, because #33061 is still open.)
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// StorageTexture stays at its max allocation (see constructor).
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this.outputTarget.setSize( width, height );
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this.outputTarget.texture.needsUpdate = true;
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this.resW.value = width;
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this.resH.value = height;
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// Update dispatch dimensions
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this._dispatchX = Math.ceil( width / 16 );
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this._dispatchY = Math.ceil( height / 16 );
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this._computeNode.dispatchSize = [ this._dispatchX, this._dispatchY, 1 ];
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@@ -276,6 +295,7 @@ export class EdgeFilter extends RenderStage {
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this._outputStorageTex?.dispose();
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this.outputTarget?.dispose();
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this._inputTexNode?.dispose();
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this._ndTexNode?.dispose();
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}
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