three-gpu-pathtracer 0.0.1 → 0.0.4
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/LICENSE +21 -21
- package/README.md +678 -386
- package/build/index.module.js +3166 -1690
- package/build/index.module.js.map +1 -1
- package/build/index.umd.cjs +3176 -1692
- package/build/index.umd.cjs.map +1 -1
- package/package.json +60 -57
- package/src/core/DynamicPathTracingSceneGenerator.js +106 -0
- package/src/core/MaterialReducer.js +256 -256
- package/src/core/PathTracingRenderer.js +125 -28
- package/src/core/PathTracingSceneGenerator.js +52 -46
- package/src/core/PhysicalCamera.js +28 -0
- package/src/index.js +25 -21
- package/src/materials/AlphaDisplayMaterial.js +48 -0
- package/src/materials/AmbientOcclusionMaterial.js +197 -197
- package/src/materials/BlendMaterial.js +67 -0
- package/src/materials/LambertPathTracingMaterial.js +285 -285
- package/src/materials/MaterialBase.js +56 -56
- package/src/materials/PhysicalPathTracingMaterial.js +684 -370
- package/src/shader/shaderEnvMapSampling.js +67 -0
- package/src/shader/shaderGGXFunctions.js +108 -107
- package/src/shader/shaderMaterialSampling.js +345 -333
- package/src/shader/shaderStructs.js +131 -30
- package/src/shader/shaderUtils.js +246 -140
- package/src/uniforms/EquirectHdrInfoUniform.js +263 -0
- package/src/uniforms/MaterialsTexture.js +251 -0
- package/src/uniforms/PhysicalCameraUniform.js +36 -0
- package/src/uniforms/RenderTarget2DArray.js +93 -80
- package/src/utils/BlurredEnvMapGenerator.js +113 -0
- package/src/utils/GeometryPreparationUtils.js +194 -172
- package/src/utils/UVUnwrapper.js +101 -101
- package/src/workers/PathTracingSceneWorker.js +40 -0
- package/src/uniforms/EquirectPdfUniform.js +0 -132
- package/src/uniforms/MaterialStructArrayUniform.js +0 -18
- package/src/uniforms/MaterialStructUniform.js +0 -94
- package/src/viewers/PathTracingViewer.js +0 -259
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import { TangentSpaceNormalMap, Vector2 } from 'three';
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import { MaterialBase } from './MaterialBase.js';
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import { MeshBVHUniformStruct, shaderStructs, shaderIntersectFunction } from 'three-mesh-bvh';
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import { shaderMaterialStructs } from '../shader/shaderStructs.js';
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import { shaderUtils } from '../shader/shaderUtils.js';
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export class AmbientOcclusionMaterial extends MaterialBase {
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get normalMap() {
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return this.uniforms.normalMap.value;
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}
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set normalMap( v ) {
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this.uniforms.normalMap.value = v;
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this.setDefine( 'USE_NORMALMAP', v ? null : '' );
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}
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get normalMapType() {
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return TangentSpaceNormalMap;
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}
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set normalMapType( v ) {
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if ( v !== TangentSpaceNormalMap ) {
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throw new Error( 'AmbientOcclusionMaterial: Only tangent space normal map are supported' );
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}
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}
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constructor( parameters ) {
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super( {
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defines: {
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SAMPLES: 10,
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},
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uniforms: {
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bvh: { value: new MeshBVHUniformStruct() },
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radius: { value: 1.0 },
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seed: { value: 0 },
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normalMap: { value: null },
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normalScale: { value: new Vector2( 1, 1 ) },
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},
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vertexShader: /* glsl */`
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varying vec3 vNorm;
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varying vec3 vPos;
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#if defined(USE_NORMALMAP) && defined(USE_TANGENT)
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varying vec2 vUv;
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varying vec4 vTan;
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#endif
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void main() {
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vec4 mvPosition = vec4( position, 1.0 );
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mvPosition = modelViewMatrix * mvPosition;
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gl_Position = projectionMatrix * mvPosition;
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mat3 modelNormalMatrix = transpose( inverse( mat3( modelMatrix ) ) );
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vNorm = normalize( modelNormalMatrix * normal );
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vPos = ( modelMatrix * vec4( position, 1.0 ) ).xyz;
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#if defined(USE_NORMALMAP) && defined(USE_TANGENT)
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vUv = uv;
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vTan = tangent;
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#endif
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}
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`,
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fragmentShader: /* glsl */`
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#define RAY_OFFSET 1e-5
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precision highp isampler2D;
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precision highp usampler2D;
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precision highp sampler2DArray;
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#include <common>
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#include <cube_uv_reflection_fragment>
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${ shaderStructs }
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${ shaderIntersectFunction }
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${ shaderMaterialStructs }
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${ shaderUtils }
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uniform BVH bvh;
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uniform int seed;
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uniform float radius;
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varying vec3 vNorm;
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varying vec3 vPos;
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#if defined(USE_NORMALMAP) && defined(USE_TANGENT)
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uniform sampler2D normalMap;
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uniform vec2 normalScale;
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varying vec2 vUv;
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varying vec4 vTan;
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#endif
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void main() {
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rng_initialize( gl_FragCoord.xy, seed );
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// compute the flat face surface normal
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vec3 fdx = vec3( dFdx( vPos.x ), dFdx( vPos.y ), dFdx( vPos.z ) );
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vec3 fdy = vec3( dFdy( vPos.x ), dFdy( vPos.y ), dFdy( vPos.z ) );
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vec3 faceNormal = normalize( cross( fdx, fdy ) );
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// find the max component to scale the offset to account for floating point error
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vec3 absPoint = abs( vPos );
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float maxPoint = max( absPoint.x, max( absPoint.y, absPoint.z ) );
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vec3 normal = vNorm;
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#if defined(USE_NORMALMAP) && defined(USE_TANGENT)
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// some provided tangents can be malformed (0, 0, 0) causing the normal to be degenerate
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// resulting in NaNs and slow path tracing.
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if ( length( vTan.xyz ) > 0.0 ) {
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vec2 uv = vUv;
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vec3 tangent = normalize( vTan.xyz );
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vec3 bitangent = normalize( cross( normal, tangent ) * vTan.w );
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mat3 vTBN = mat3( tangent, bitangent, normal );
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vec3 texNormal = texture2D( normalMap, uv ).xyz * 2.0 - 1.0;
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texNormal.xy *= normalScale;
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normal = vTBN * texNormal;
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}
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#endif
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normal *= gl_FrontFacing ? 1.0 : - 1.0;
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vec3 rayOrigin = vPos + faceNormal * ( maxPoint + 1.0 ) * RAY_OFFSET;
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float accumulated = 0.0;
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for ( int i = 0; i < SAMPLES; i ++ ) {
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// sample the cosine weighted hemisphere and discard the sample if it's below
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// the geometric surface
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vec3 rayDirection = getHemisphereSample( normalize( normal ), rand4().xy );
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// check if we hit the mesh and its within the specified radius
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float side = 1.0;
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float dist = 0.0;
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vec3 barycoord = vec3( 0.0 );
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vec3 outNormal = vec3( 0.0 );
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uvec4 faceIndices = uvec4( 0u );
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// if the ray is above the geometry surface, and it doesn't hit another surface within the specified radius then
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// we consider it lit
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if (
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dot( rayDirection, faceNormal ) > 0.0 &&
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(
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! bvhIntersectFirstHit( bvh, rayOrigin, rayDirection, faceIndices, outNormal, barycoord, side, dist ) ||
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dist > radius
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)
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) {
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accumulated += 1.0;
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}
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}
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gl_FragColor.rgb = vec3( accumulated / float( SAMPLES ) );
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gl_FragColor.a = 1.0;
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}
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`
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} );
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this.setValues( parameters );
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}
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}
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import { TangentSpaceNormalMap, Vector2 } from 'three';
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import { MaterialBase } from './MaterialBase.js';
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import { MeshBVHUniformStruct, shaderStructs, shaderIntersectFunction } from 'three-mesh-bvh';
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import { shaderMaterialStructs } from '../shader/shaderStructs.js';
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import { shaderUtils } from '../shader/shaderUtils.js';
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export class AmbientOcclusionMaterial extends MaterialBase {
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get normalMap() {
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return this.uniforms.normalMap.value;
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}
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set normalMap( v ) {
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this.uniforms.normalMap.value = v;
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this.setDefine( 'USE_NORMALMAP', v ? null : '' );
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}
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get normalMapType() {
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return TangentSpaceNormalMap;
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}
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set normalMapType( v ) {
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if ( v !== TangentSpaceNormalMap ) {
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throw new Error( 'AmbientOcclusionMaterial: Only tangent space normal map are supported' );
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}
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}
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constructor( parameters ) {
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super( {
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defines: {
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SAMPLES: 10,
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},
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uniforms: {
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bvh: { value: new MeshBVHUniformStruct() },
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radius: { value: 1.0 },
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seed: { value: 0 },
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normalMap: { value: null },
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normalScale: { value: new Vector2( 1, 1 ) },
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},
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vertexShader: /* glsl */`
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varying vec3 vNorm;
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varying vec3 vPos;
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#if defined(USE_NORMALMAP) && defined(USE_TANGENT)
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varying vec2 vUv;
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varying vec4 vTan;
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#endif
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void main() {
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vec4 mvPosition = vec4( position, 1.0 );
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mvPosition = modelViewMatrix * mvPosition;
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gl_Position = projectionMatrix * mvPosition;
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mat3 modelNormalMatrix = transpose( inverse( mat3( modelMatrix ) ) );
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vNorm = normalize( modelNormalMatrix * normal );
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vPos = ( modelMatrix * vec4( position, 1.0 ) ).xyz;
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#if defined(USE_NORMALMAP) && defined(USE_TANGENT)
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vUv = uv;
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vTan = tangent;
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#endif
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}
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`,
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fragmentShader: /* glsl */`
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#define RAY_OFFSET 1e-5
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precision highp isampler2D;
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precision highp usampler2D;
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precision highp sampler2DArray;
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#include <common>
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#include <cube_uv_reflection_fragment>
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${ shaderStructs }
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${ shaderIntersectFunction }
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${ shaderMaterialStructs }
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${ shaderUtils }
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uniform BVH bvh;
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uniform int seed;
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uniform float radius;
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varying vec3 vNorm;
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varying vec3 vPos;
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#if defined(USE_NORMALMAP) && defined(USE_TANGENT)
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uniform sampler2D normalMap;
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uniform vec2 normalScale;
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varying vec2 vUv;
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varying vec4 vTan;
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#endif
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void main() {
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rng_initialize( gl_FragCoord.xy, seed );
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// compute the flat face surface normal
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vec3 fdx = vec3( dFdx( vPos.x ), dFdx( vPos.y ), dFdx( vPos.z ) );
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vec3 fdy = vec3( dFdy( vPos.x ), dFdy( vPos.y ), dFdy( vPos.z ) );
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vec3 faceNormal = normalize( cross( fdx, fdy ) );
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// find the max component to scale the offset to account for floating point error
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vec3 absPoint = abs( vPos );
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float maxPoint = max( absPoint.x, max( absPoint.y, absPoint.z ) );
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vec3 normal = vNorm;
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131
|
+
|
|
132
|
+
#if defined(USE_NORMALMAP) && defined(USE_TANGENT)
|
|
133
|
+
|
|
134
|
+
// some provided tangents can be malformed (0, 0, 0) causing the normal to be degenerate
|
|
135
|
+
// resulting in NaNs and slow path tracing.
|
|
136
|
+
if ( length( vTan.xyz ) > 0.0 ) {
|
|
137
|
+
|
|
138
|
+
vec2 uv = vUv;
|
|
139
|
+
vec3 tangent = normalize( vTan.xyz );
|
|
140
|
+
vec3 bitangent = normalize( cross( normal, tangent ) * vTan.w );
|
|
141
|
+
mat3 vTBN = mat3( tangent, bitangent, normal );
|
|
142
|
+
|
|
143
|
+
vec3 texNormal = texture2D( normalMap, uv ).xyz * 2.0 - 1.0;
|
|
144
|
+
texNormal.xy *= normalScale;
|
|
145
|
+
normal = vTBN * texNormal;
|
|
146
|
+
|
|
147
|
+
}
|
|
148
|
+
|
|
149
|
+
#endif
|
|
150
|
+
|
|
151
|
+
normal *= gl_FrontFacing ? 1.0 : - 1.0;
|
|
152
|
+
|
|
153
|
+
vec3 rayOrigin = vPos + faceNormal * ( maxPoint + 1.0 ) * RAY_OFFSET;
|
|
154
|
+
float accumulated = 0.0;
|
|
155
|
+
for ( int i = 0; i < SAMPLES; i ++ ) {
|
|
156
|
+
|
|
157
|
+
// sample the cosine weighted hemisphere and discard the sample if it's below
|
|
158
|
+
// the geometric surface
|
|
159
|
+
vec3 rayDirection = getHemisphereSample( normalize( normal ), rand4().xy );
|
|
160
|
+
|
|
161
|
+
// check if we hit the mesh and its within the specified radius
|
|
162
|
+
float side = 1.0;
|
|
163
|
+
float dist = 0.0;
|
|
164
|
+
vec3 barycoord = vec3( 0.0 );
|
|
165
|
+
vec3 outNormal = vec3( 0.0 );
|
|
166
|
+
uvec4 faceIndices = uvec4( 0u );
|
|
167
|
+
|
|
168
|
+
// if the ray is above the geometry surface, and it doesn't hit another surface within the specified radius then
|
|
169
|
+
// we consider it lit
|
|
170
|
+
if (
|
|
171
|
+
dot( rayDirection, faceNormal ) > 0.0 &&
|
|
172
|
+
(
|
|
173
|
+
! bvhIntersectFirstHit( bvh, rayOrigin, rayDirection, faceIndices, outNormal, barycoord, side, dist ) ||
|
|
174
|
+
dist > radius
|
|
175
|
+
)
|
|
176
|
+
) {
|
|
177
|
+
|
|
178
|
+
accumulated += 1.0;
|
|
179
|
+
|
|
180
|
+
}
|
|
181
|
+
|
|
182
|
+
}
|
|
183
|
+
|
|
184
|
+
gl_FragColor.rgb = vec3( accumulated / float( SAMPLES ) );
|
|
185
|
+
gl_FragColor.a = 1.0;
|
|
186
|
+
|
|
187
|
+
}
|
|
188
|
+
|
|
189
|
+
`
|
|
190
|
+
|
|
191
|
+
} );
|
|
192
|
+
|
|
193
|
+
this.setValues( parameters );
|
|
194
|
+
|
|
195
|
+
}
|
|
196
|
+
|
|
197
|
+
}
|
|
@@ -0,0 +1,67 @@
|
|
|
1
|
+
import { NoBlending } from 'three';
|
|
2
|
+
import { MaterialBase } from './MaterialBase.js';
|
|
3
|
+
|
|
4
|
+
export class BlendMaterial extends MaterialBase {
|
|
5
|
+
|
|
6
|
+
constructor( parameters ) {
|
|
7
|
+
|
|
8
|
+
super( {
|
|
9
|
+
|
|
10
|
+
blending: NoBlending,
|
|
11
|
+
|
|
12
|
+
uniforms: {
|
|
13
|
+
|
|
14
|
+
target1: { value: null },
|
|
15
|
+
target2: { value: null },
|
|
16
|
+
opacity: { value: 1.0 },
|
|
17
|
+
|
|
18
|
+
},
|
|
19
|
+
|
|
20
|
+
vertexShader: /* glsl */`
|
|
21
|
+
|
|
22
|
+
varying vec2 vUv;
|
|
23
|
+
|
|
24
|
+
void main() {
|
|
25
|
+
|
|
26
|
+
vUv = uv;
|
|
27
|
+
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
|
28
|
+
|
|
29
|
+
}`,
|
|
30
|
+
|
|
31
|
+
fragmentShader: /* glsl */`
|
|
32
|
+
|
|
33
|
+
uniform float opacity;
|
|
34
|
+
|
|
35
|
+
uniform sampler2D target1;
|
|
36
|
+
uniform sampler2D target2;
|
|
37
|
+
|
|
38
|
+
varying vec2 vUv;
|
|
39
|
+
|
|
40
|
+
void main() {
|
|
41
|
+
|
|
42
|
+
vec4 color1 = texture2D( target1, vUv );
|
|
43
|
+
vec4 color2 = texture2D( target2, vUv );
|
|
44
|
+
|
|
45
|
+
float invOpacity = 1.0 - opacity;
|
|
46
|
+
float totalAlpha = color1.a * invOpacity + color2.a * opacity;
|
|
47
|
+
|
|
48
|
+
if ( color1.a != 0.0 || color2.a != 0.0 ) {
|
|
49
|
+
|
|
50
|
+
gl_FragColor.rgb = color1.rgb * ( invOpacity * color1.a / totalAlpha ) + color2.rgb * ( opacity * color2.a / totalAlpha );
|
|
51
|
+
gl_FragColor.a = totalAlpha;
|
|
52
|
+
|
|
53
|
+
} else {
|
|
54
|
+
|
|
55
|
+
gl_FragColor = vec4( 0.0 );
|
|
56
|
+
|
|
57
|
+
}
|
|
58
|
+
|
|
59
|
+
}`
|
|
60
|
+
|
|
61
|
+
} );
|
|
62
|
+
|
|
63
|
+
this.setValues( parameters );
|
|
64
|
+
|
|
65
|
+
}
|
|
66
|
+
|
|
67
|
+
}
|