three-gpu-pathtracer 0.0.12 → 0.0.13

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.
Files changed (53) hide show
  1. package/LICENSE +21 -21
  2. package/README.md +961 -886
  3. package/build/index.module.js +6850 -6481
  4. package/build/index.module.js.map +1 -1
  5. package/build/index.umd.cjs +6845 -6475
  6. package/build/index.umd.cjs.map +1 -1
  7. package/package.json +73 -72
  8. package/src/core/DynamicPathTracingSceneGenerator.js +119 -119
  9. package/src/core/MaterialReducer.js +256 -256
  10. package/src/core/PathTracingRenderer.js +346 -275
  11. package/src/core/PathTracingSceneGenerator.js +69 -69
  12. package/src/core/QuiltPathTracingRenderer.js +223 -0
  13. package/src/index.js +40 -39
  14. package/src/materials/AlphaDisplayMaterial.js +48 -48
  15. package/src/materials/AmbientOcclusionMaterial.js +199 -199
  16. package/src/materials/BlendMaterial.js +67 -67
  17. package/src/materials/DenoiseMaterial.js +142 -142
  18. package/src/materials/GraphMaterial.js +243 -243
  19. package/src/materials/LambertPathTracingMaterial.js +285 -285
  20. package/src/materials/MaterialBase.js +56 -56
  21. package/src/materials/PhysicalPathTracingMaterial.js +1013 -982
  22. package/src/objects/EquirectCamera.js +13 -13
  23. package/src/objects/PhysicalCamera.js +28 -28
  24. package/src/objects/PhysicalSpotLight.js +14 -14
  25. package/src/objects/ShapedAreaLight.js +12 -12
  26. package/src/shader/shaderEnvMapSampling.js +58 -58
  27. package/src/shader/shaderGGXFunctions.js +100 -100
  28. package/src/shader/shaderIridescenceFunctions.js +135 -130
  29. package/src/shader/shaderLayerTexelFetchFunctions.js +25 -25
  30. package/src/shader/shaderLightSampling.js +229 -229
  31. package/src/shader/shaderMaterialSampling.js +510 -506
  32. package/src/shader/shaderRandFunctions.js +57 -57
  33. package/src/shader/shaderSheenFunctions.js +98 -98
  34. package/src/shader/shaderSobolSampling.js +256 -256
  35. package/src/shader/shaderStructs.js +327 -325
  36. package/src/shader/shaderUtils.js +377 -361
  37. package/src/textures/GradientEquirectTexture.js +35 -35
  38. package/src/textures/ProceduralEquirectTexture.js +75 -75
  39. package/src/uniforms/AttributesTextureArray.js +35 -35
  40. package/src/uniforms/EquirectHdrInfoUniform.js +273 -259
  41. package/src/uniforms/FloatAttributeTextureArray.js +169 -169
  42. package/src/uniforms/IESProfilesTexture.js +100 -100
  43. package/src/uniforms/LightsInfoUniformStruct.js +212 -207
  44. package/src/uniforms/MaterialsTexture.js +426 -426
  45. package/src/uniforms/PhysicalCameraUniform.js +36 -36
  46. package/src/uniforms/RenderTarget2DArray.js +97 -97
  47. package/src/uniforms/utils.js +30 -30
  48. package/src/utils/BlurredEnvMapGenerator.js +116 -116
  49. package/src/utils/GeometryPreparationUtils.js +214 -214
  50. package/src/utils/IESLoader.js +325 -325
  51. package/src/utils/SobolNumberMapGenerator.js +80 -80
  52. package/src/utils/UVUnwrapper.js +101 -101
  53. package/src/workers/PathTracingSceneWorker.js +42 -42
@@ -1,142 +1,142 @@
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- import { NoBlending } from 'three';
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- import { MaterialBase } from './MaterialBase.js';
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-
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- export class DenoiseMaterial extends MaterialBase {
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-
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- constructor( parameters ) {
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-
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- super( {
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-
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- blending: NoBlending,
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-
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- transparent: false,
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-
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- depthWrite: false,
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-
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- depthTest: false,
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-
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- defines: {
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-
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- USE_SLIDER: 0,
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-
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- },
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-
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- uniforms: {
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-
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- sigma: { value: 5.0 },
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- threshold: { value: 0.03 },
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- kSigma: { value: 1.0 },
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-
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- map: { value: null },
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-
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- },
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-
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- vertexShader: /* glsl */`
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-
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- varying vec2 vUv;
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-
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- void main() {
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-
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- vUv = uv;
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- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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-
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- }
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-
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- `,
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-
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- fragmentShader: /* glsl */`
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-
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- //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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- // Copyright (c) 2018-2019 Michele Morrone
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- // All rights reserved.
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- //
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- // https://michelemorrone.eu - https://BrutPitt.com
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- //
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- // me@michelemorrone.eu - brutpitt@gmail.com
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- // twitter: @BrutPitt - github: BrutPitt
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- //
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- // https://github.com/BrutPitt/glslSmartDeNoise/
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- //
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- // This software is distributed under the terms of the BSD 2-Clause license
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- //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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-
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- uniform sampler2D map;
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-
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- uniform float sigma;
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- uniform float threshold;
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- uniform float kSigma;
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-
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- varying vec2 vUv;
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-
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- #define INV_SQRT_OF_2PI 0.39894228040143267793994605993439
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- #define INV_PI 0.31830988618379067153776752674503
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-
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- // Parameters:
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- // sampler2D tex - sampler image / texture
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- // vec2 uv - actual fragment coord
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- // float sigma > 0 - sigma Standard Deviation
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- // float kSigma >= 0 - sigma coefficient
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- // kSigma * sigma --> radius of the circular kernel
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- // float threshold - edge sharpening threshold
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- vec4 smartDeNoise( sampler2D tex, vec2 uv, float sigma, float kSigma, float threshold ) {
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-
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- float radius = round( kSigma * sigma );
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- float radQ = radius * radius;
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-
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- float invSigmaQx2 = 0.5 / ( sigma * sigma );
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- float invSigmaQx2PI = INV_PI * invSigmaQx2;
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-
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- float invThresholdSqx2 = 0.5 / ( threshold * threshold );
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- float invThresholdSqrt2PI = INV_SQRT_OF_2PI / threshold;
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-
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- vec4 centrPx = texture2D( tex, uv );
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- centrPx.rgb *= centrPx.a;
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-
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- float zBuff = 0.0;
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- vec4 aBuff = vec4( 0.0 );
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- vec2 size = vec2( textureSize( tex, 0 ) );
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-
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- vec2 d;
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- for ( d.x = - radius; d.x <= radius; d.x ++ ) {
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-
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- float pt = sqrt( radQ - d.x * d.x );
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-
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- for ( d.y = - pt; d.y <= pt; d.y ++ ) {
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-
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- float blurFactor = exp( - dot( d, d ) * invSigmaQx2 ) * invSigmaQx2PI;
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-
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- vec4 walkPx = texture2D( tex, uv + d / size );
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- walkPx.rgb *= walkPx.a;
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-
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- vec4 dC = walkPx - centrPx;
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- float deltaFactor = exp( - dot( dC.rgba, dC.rgba ) * invThresholdSqx2 ) * invThresholdSqrt2PI * blurFactor;
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-
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- zBuff += deltaFactor;
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- aBuff += deltaFactor * walkPx;
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-
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- }
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-
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- }
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-
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- return aBuff / zBuff;
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-
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- }
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-
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- void main() {
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-
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- gl_FragColor = smartDeNoise( map, vec2( vUv.x, vUv.y ), sigma, kSigma, threshold );
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- #include <tonemapping_fragment>
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- #include <encodings_fragment>
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- #include <premultiplied_alpha_fragment>
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-
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- }
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-
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- `
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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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-
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- }
1
+ import { NoBlending } from 'three';
2
+ import { MaterialBase } from './MaterialBase.js';
3
+
4
+ export class DenoiseMaterial extends MaterialBase {
5
+
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+ constructor( parameters ) {
7
+
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+ super( {
9
+
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+ blending: NoBlending,
11
+
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+ transparent: false,
13
+
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+ depthWrite: false,
15
+
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+ depthTest: false,
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+
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+ defines: {
19
+
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+ USE_SLIDER: 0,
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+
22
+ },
23
+
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+ uniforms: {
25
+
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+ sigma: { value: 5.0 },
27
+ threshold: { value: 0.03 },
28
+ kSigma: { value: 1.0 },
29
+
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+ map: { value: null },
31
+
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+ },
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+
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+ vertexShader: /* glsl */`
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+
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+ varying vec2 vUv;
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+
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+ void main() {
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+
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+ vUv = uv;
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+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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+
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+ }
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+
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+ `,
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+
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+ fragmentShader: /* glsl */`
48
+
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+ //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
50
+ // Copyright (c) 2018-2019 Michele Morrone
51
+ // All rights reserved.
52
+ //
53
+ // https://michelemorrone.eu - https://BrutPitt.com
54
+ //
55
+ // me@michelemorrone.eu - brutpitt@gmail.com
56
+ // twitter: @BrutPitt - github: BrutPitt
57
+ //
58
+ // https://github.com/BrutPitt/glslSmartDeNoise/
59
+ //
60
+ // This software is distributed under the terms of the BSD 2-Clause license
61
+ //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
62
+
63
+ uniform sampler2D map;
64
+
65
+ uniform float sigma;
66
+ uniform float threshold;
67
+ uniform float kSigma;
68
+
69
+ varying vec2 vUv;
70
+
71
+ #define INV_SQRT_OF_2PI 0.39894228040143267793994605993439
72
+ #define INV_PI 0.31830988618379067153776752674503
73
+
74
+ // Parameters:
75
+ // sampler2D tex - sampler image / texture
76
+ // vec2 uv - actual fragment coord
77
+ // float sigma > 0 - sigma Standard Deviation
78
+ // float kSigma >= 0 - sigma coefficient
79
+ // kSigma * sigma --> radius of the circular kernel
80
+ // float threshold - edge sharpening threshold
81
+ vec4 smartDeNoise( sampler2D tex, vec2 uv, float sigma, float kSigma, float threshold ) {
82
+
83
+ float radius = round( kSigma * sigma );
84
+ float radQ = radius * radius;
85
+
86
+ float invSigmaQx2 = 0.5 / ( sigma * sigma );
87
+ float invSigmaQx2PI = INV_PI * invSigmaQx2;
88
+
89
+ float invThresholdSqx2 = 0.5 / ( threshold * threshold );
90
+ float invThresholdSqrt2PI = INV_SQRT_OF_2PI / threshold;
91
+
92
+ vec4 centrPx = texture2D( tex, uv );
93
+ centrPx.rgb *= centrPx.a;
94
+
95
+ float zBuff = 0.0;
96
+ vec4 aBuff = vec4( 0.0 );
97
+ vec2 size = vec2( textureSize( tex, 0 ) );
98
+
99
+ vec2 d;
100
+ for ( d.x = - radius; d.x <= radius; d.x ++ ) {
101
+
102
+ float pt = sqrt( radQ - d.x * d.x );
103
+
104
+ for ( d.y = - pt; d.y <= pt; d.y ++ ) {
105
+
106
+ float blurFactor = exp( - dot( d, d ) * invSigmaQx2 ) * invSigmaQx2PI;
107
+
108
+ vec4 walkPx = texture2D( tex, uv + d / size );
109
+ walkPx.rgb *= walkPx.a;
110
+
111
+ vec4 dC = walkPx - centrPx;
112
+ float deltaFactor = exp( - dot( dC.rgba, dC.rgba ) * invThresholdSqx2 ) * invThresholdSqrt2PI * blurFactor;
113
+
114
+ zBuff += deltaFactor;
115
+ aBuff += deltaFactor * walkPx;
116
+
117
+ }
118
+
119
+ }
120
+
121
+ return aBuff / zBuff;
122
+
123
+ }
124
+
125
+ void main() {
126
+
127
+ gl_FragColor = smartDeNoise( map, vec2( vUv.x, vUv.y ), sigma, kSigma, threshold );
128
+ #include <tonemapping_fragment>
129
+ #include <encodings_fragment>
130
+ #include <premultiplied_alpha_fragment>
131
+
132
+ }
133
+
134
+ `
135
+
136
+ } );
137
+
138
+ this.setValues( parameters );
139
+
140
+ }
141
+
142
+ }