three-gpu-pathtracer 0.0.22 → 0.0.24

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package/README.md CHANGED
@@ -14,6 +14,8 @@ _More features and capabilities in progress!_
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  # Examples
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+ [GLB Drag and Drop Viewer](https://gkjohnson.github.io/three-gpu-pathtracer/example/bundle/viewer.html)
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  **Setup**
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  [Basic glTF Setup Example](https://gkjohnson.github.io/three-gpu-pathtracer/example/bundle/basic.html)
@@ -26,7 +28,7 @@ _More features and capabilities in progress!_
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  [Lego Models](https://gkjohnson.github.io/three-gpu-pathtracer/example/bundle/lego.html)
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- [Interior Scene](https://gkjohnson.github.io/three-gpu-pathtracer/example/bundle/interior.html)
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+ [Interior Scene w/ Equirect Rendering](https://gkjohnson.github.io/three-gpu-pathtracer/example/bundle/interior.html)
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  [Depth of Field](https://gkjohnson.github.io/three-gpu-pathtracer/example/bundle/depthOfField.html)
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@@ -107,7 +109,7 @@ import { BlurredEnvMapGenerator } from 'three-gpu-pathtracer';
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  // ...
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- const envMap = await new RGBELoader().setDataType( THREE.FloatType ).loadAsync( envMapUrl );
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+ const envMap = await new HDRLoader().setDataType( THREE.FloatType ).loadAsync( envMapUrl );
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  const generator = new BlurredEnvMapGenerator( renderer );
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  const blurredEnvMap = generator.generate( envMap, 0.35 );
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@@ -133,10 +135,10 @@ bounces = 10 : Number
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  Max number of lights bounces to trace.
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- ### .filteredGlossyFactor
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+ ### .filterGlossyFactor
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  ```js
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- filteredGlossyFactor = 0 : Number
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+ filterGlossyFactor = 0 : Number
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  ```
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  Factor for alleviating bright pixels from rays that hit diffuse surfaces then specular surfaces. Setting this higher alleviates fireflies but will remove some specular caustics.