three-gpu-pathtracer 0.0.7 → 0.0.9

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Files changed (51) hide show
  1. package/LICENSE +21 -21
  2. package/README.md +886 -815
  3. package/build/index.module.js +6374 -5613
  4. package/build/index.module.js.map +1 -1
  5. package/build/index.umd.cjs +6377 -5615
  6. package/build/index.umd.cjs.map +1 -1
  7. package/package.json +69 -68
  8. package/src/core/DynamicPathTracingSceneGenerator.js +119 -119
  9. package/src/core/MaterialReducer.js +256 -256
  10. package/src/core/PathTracingRenderer.js +275 -270
  11. package/src/core/PathTracingSceneGenerator.js +1 -1
  12. package/src/index.js +39 -35
  13. package/src/materials/AlphaDisplayMaterial.js +48 -48
  14. package/src/materials/AmbientOcclusionMaterial.js +199 -197
  15. package/src/materials/BlendMaterial.js +67 -67
  16. package/src/materials/DenoiseMaterial.js +142 -142
  17. package/src/materials/GraphMaterial.js +243 -243
  18. package/src/materials/LambertPathTracingMaterial.js +285 -285
  19. package/src/materials/MaterialBase.js +56 -56
  20. package/src/materials/PhysicalPathTracingMaterial.js +982 -970
  21. package/src/objects/EquirectCamera.js +13 -13
  22. package/src/objects/PhysicalCamera.js +28 -28
  23. package/src/objects/PhysicalSpotLight.js +14 -14
  24. package/src/objects/ShapedAreaLight.js +12 -12
  25. package/src/shader/shaderEnvMapSampling.js +58 -59
  26. package/src/shader/shaderGGXFunctions.js +100 -100
  27. package/src/shader/shaderIridescenceFunctions.js +130 -130
  28. package/src/shader/shaderLayerTexelFetchFunctions.js +25 -0
  29. package/src/shader/shaderLightSampling.js +229 -231
  30. package/src/shader/shaderMaterialSampling.js +498 -542
  31. package/src/shader/shaderRandFunctions.js +57 -0
  32. package/src/shader/shaderSheenFunctions.js +98 -98
  33. package/src/shader/shaderSobolSampling.js +256 -0
  34. package/src/shader/shaderStructs.js +325 -321
  35. package/src/shader/shaderUtils.js +361 -364
  36. package/src/textures/GradientEquirectTexture.js +35 -0
  37. package/src/textures/ProceduralEquirectTexture.js +75 -0
  38. package/src/uniforms/AttributesTextureArray.js +35 -0
  39. package/src/uniforms/EquirectHdrInfoUniform.js +259 -259
  40. package/src/uniforms/FloatAttributeTextureArray.js +169 -0
  41. package/src/uniforms/IESProfilesTexture.js +100 -100
  42. package/src/uniforms/LightsInfoUniformStruct.js +207 -162
  43. package/src/uniforms/MaterialsTexture.js +426 -426
  44. package/src/uniforms/PhysicalCameraUniform.js +36 -36
  45. package/src/uniforms/RenderTarget2DArray.js +97 -93
  46. package/src/uniforms/utils.js +30 -0
  47. package/src/utils/BlurredEnvMapGenerator.js +116 -113
  48. package/src/utils/IESLoader.js +325 -325
  49. package/src/utils/SobolNumberMapGenerator.js +80 -0
  50. package/src/utils/UVUnwrapper.js +101 -101
  51. package/src/workers/PathTracingSceneWorker.js +42 -42
@@ -0,0 +1,57 @@
1
+ export const shaderRandFunctions = /* glsl */`
2
+
3
+ // https://www.shadertoy.com/view/wltcRS
4
+ uvec4 WHITE_NOISE_SEED;
5
+
6
+ void rng_initialize( vec2 p, int frame ) {
7
+
8
+ // white noise seed
9
+ WHITE_NOISE_SEED = uvec4( p, uint( frame ), uint( p.x ) + uint( p.y ) );
10
+
11
+ }
12
+
13
+ // https://www.pcg-random.org/
14
+ void pcg4d( inout uvec4 v ) {
15
+
16
+ v = v * 1664525u + 1013904223u;
17
+ v.x += v.y * v.w;
18
+ v.y += v.z * v.x;
19
+ v.z += v.x * v.y;
20
+ v.w += v.y * v.z;
21
+ v = v ^ ( v >> 16u );
22
+ v.x += v.y*v.w;
23
+ v.y += v.z*v.x;
24
+ v.z += v.x*v.y;
25
+ v.w += v.y*v.z;
26
+
27
+ }
28
+
29
+ // returns [ 0, 1 ]
30
+ float rand() {
31
+
32
+ pcg4d( WHITE_NOISE_SEED );
33
+ return float( WHITE_NOISE_SEED.x ) / float( 0xffffffffu );
34
+
35
+ }
36
+
37
+ vec2 rand2() {
38
+
39
+ pcg4d( WHITE_NOISE_SEED );
40
+ return vec2( WHITE_NOISE_SEED.xy ) / float(0xffffffffu);
41
+
42
+ }
43
+
44
+ vec3 rand3() {
45
+
46
+ pcg4d( WHITE_NOISE_SEED );
47
+ return vec3( WHITE_NOISE_SEED.xyz ) / float( 0xffffffffu );
48
+
49
+ }
50
+
51
+ vec4 rand4() {
52
+
53
+ pcg4d( WHITE_NOISE_SEED );
54
+ return vec4( WHITE_NOISE_SEED ) / float( 0xffffffffu );
55
+
56
+ }
57
+ `;
@@ -1,98 +1,98 @@
1
- export const shaderSheenFunctions = /* glsl */`
2
-
3
- // See equation (2) in http://www.aconty.com/pdf/s2017_pbs_imageworks_sheen.pdf
4
- float velvetD( float cosThetaH, float roughness ) {
5
-
6
- float alpha = max( roughness, 0.07 );
7
- alpha = alpha * alpha;
8
-
9
- float invAlpha = 1.0 / alpha;
10
-
11
- float sqrCosThetaH = cosThetaH * cosThetaH;
12
- float sinThetaH = max( 1.0 - sqrCosThetaH, 0.001 );
13
-
14
- return ( 2.0 + invAlpha ) * pow( sinThetaH, 0.5 * invAlpha ) / ( 2.0 * PI );
15
-
16
- }
17
-
18
- float velvetParamsInterpolate( int i, float oneMinusAlphaSquared ) {
19
-
20
- const float p0[5] = float[5]( 25.3245, 3.32435, 0.16801, -1.27393, -4.85967 );
21
- const float p1[5] = float[5]( 21.5473, 3.82987, 0.19823, -1.97760, -4.32054 );
22
-
23
- return mix( p1[i], p0[i], oneMinusAlphaSquared );
24
-
25
- }
26
-
27
- float velvetL( float x, float alpha ) {
28
-
29
- float oneMinusAlpha = 1.0 - alpha;
30
- float oneMinusAlphaSquared = oneMinusAlpha * oneMinusAlpha;
31
-
32
- float a = velvetParamsInterpolate( 0, oneMinusAlphaSquared );
33
- float b = velvetParamsInterpolate( 1, oneMinusAlphaSquared );
34
- float c = velvetParamsInterpolate( 2, oneMinusAlphaSquared );
35
- float d = velvetParamsInterpolate( 3, oneMinusAlphaSquared );
36
- float e = velvetParamsInterpolate( 4, oneMinusAlphaSquared );
37
-
38
- return a / ( 1.0 + b * pow( abs( x ), c ) ) + d * x + e;
39
-
40
- }
41
-
42
- // See equation (3) in http://www.aconty.com/pdf/s2017_pbs_imageworks_sheen.pdf
43
- float velvetLambda( float cosTheta, float alpha ) {
44
-
45
- return abs( cosTheta ) < 0.5 ? exp( velvetL( cosTheta, alpha ) ) : exp( 2.0 * velvetL( 0.5, alpha ) - velvetL( 1.0 - cosTheta, alpha ) );
46
-
47
- }
48
-
49
- // See Section 3, Shadowing Term, in http://www.aconty.com/pdf/s2017_pbs_imageworks_sheen.pdf
50
- float velvetG( float cosThetaO, float cosThetaI, float roughness ) {
51
-
52
- float alpha = max( roughness, 0.07 );
53
- alpha = alpha * alpha;
54
-
55
- return 1.0 / ( 1.0 + velvetLambda( cosThetaO, alpha ) + velvetLambda( cosThetaI, alpha ) );
56
-
57
- }
58
-
59
- float directionalAlbedoSheen( float cosTheta, float alpha ) {
60
-
61
- cosTheta = saturate( cosTheta );
62
-
63
- float c = 1.0 - cosTheta;
64
- float c3 = c * c * c;
65
-
66
- return 0.65584461 * c3 + 1.0 / ( 4.16526551 + exp( -7.97291361 * sqrt( alpha ) + 6.33516894 ) );
67
-
68
- }
69
-
70
- float sheenAlbedoScaling( vec3 wo, vec3 wi, SurfaceRec surf ) {
71
-
72
- float alpha = max( surf.sheenRoughness, 0.07 );
73
- alpha = alpha * alpha;
74
-
75
- float maxSheenColor = max( max( surf.sheenColor.r, surf.sheenColor.g ), surf.sheenColor.b );
76
-
77
- float eWo = directionalAlbedoSheen( saturateCos( wo.z ), alpha );
78
- float eWi = directionalAlbedoSheen( saturateCos( wi.z ), alpha );
79
-
80
- return min( 1.0 - maxSheenColor * eWo, 1.0 - maxSheenColor * eWi );
81
-
82
- }
83
-
84
- // See Section 5, Layering, in http://www.aconty.com/pdf/s2017_pbs_imageworks_sheen.pdf
85
- float sheenAlbedoScaling( vec3 wo, SurfaceRec surf ) {
86
-
87
- float alpha = max( surf.sheenRoughness, 0.07 );
88
- alpha = alpha * alpha;
89
-
90
- float maxSheenColor = max( max( surf.sheenColor.r, surf.sheenColor.g ), surf.sheenColor.b );
91
-
92
- float eWo = directionalAlbedoSheen( saturateCos( wo.z ), alpha );
93
-
94
- return 1.0 - maxSheenColor * eWo;
95
-
96
- }
97
-
98
- `;
1
+ export const shaderSheenFunctions = /* glsl */`
2
+
3
+ // See equation (2) in http://www.aconty.com/pdf/s2017_pbs_imageworks_sheen.pdf
4
+ float velvetD( float cosThetaH, float roughness ) {
5
+
6
+ float alpha = max( roughness, 0.07 );
7
+ alpha = alpha * alpha;
8
+
9
+ float invAlpha = 1.0 / alpha;
10
+
11
+ float sqrCosThetaH = cosThetaH * cosThetaH;
12
+ float sinThetaH = max( 1.0 - sqrCosThetaH, 0.001 );
13
+
14
+ return ( 2.0 + invAlpha ) * pow( sinThetaH, 0.5 * invAlpha ) / ( 2.0 * PI );
15
+
16
+ }
17
+
18
+ float velvetParamsInterpolate( int i, float oneMinusAlphaSquared ) {
19
+
20
+ const float p0[5] = float[5]( 25.3245, 3.32435, 0.16801, -1.27393, -4.85967 );
21
+ const float p1[5] = float[5]( 21.5473, 3.82987, 0.19823, -1.97760, -4.32054 );
22
+
23
+ return mix( p1[i], p0[i], oneMinusAlphaSquared );
24
+
25
+ }
26
+
27
+ float velvetL( float x, float alpha ) {
28
+
29
+ float oneMinusAlpha = 1.0 - alpha;
30
+ float oneMinusAlphaSquared = oneMinusAlpha * oneMinusAlpha;
31
+
32
+ float a = velvetParamsInterpolate( 0, oneMinusAlphaSquared );
33
+ float b = velvetParamsInterpolate( 1, oneMinusAlphaSquared );
34
+ float c = velvetParamsInterpolate( 2, oneMinusAlphaSquared );
35
+ float d = velvetParamsInterpolate( 3, oneMinusAlphaSquared );
36
+ float e = velvetParamsInterpolate( 4, oneMinusAlphaSquared );
37
+
38
+ return a / ( 1.0 + b * pow( abs( x ), c ) ) + d * x + e;
39
+
40
+ }
41
+
42
+ // See equation (3) in http://www.aconty.com/pdf/s2017_pbs_imageworks_sheen.pdf
43
+ float velvetLambda( float cosTheta, float alpha ) {
44
+
45
+ return abs( cosTheta ) < 0.5 ? exp( velvetL( cosTheta, alpha ) ) : exp( 2.0 * velvetL( 0.5, alpha ) - velvetL( 1.0 - cosTheta, alpha ) );
46
+
47
+ }
48
+
49
+ // See Section 3, Shadowing Term, in http://www.aconty.com/pdf/s2017_pbs_imageworks_sheen.pdf
50
+ float velvetG( float cosThetaO, float cosThetaI, float roughness ) {
51
+
52
+ float alpha = max( roughness, 0.07 );
53
+ alpha = alpha * alpha;
54
+
55
+ return 1.0 / ( 1.0 + velvetLambda( cosThetaO, alpha ) + velvetLambda( cosThetaI, alpha ) );
56
+
57
+ }
58
+
59
+ float directionalAlbedoSheen( float cosTheta, float alpha ) {
60
+
61
+ cosTheta = saturate( cosTheta );
62
+
63
+ float c = 1.0 - cosTheta;
64
+ float c3 = c * c * c;
65
+
66
+ return 0.65584461 * c3 + 1.0 / ( 4.16526551 + exp( -7.97291361 * sqrt( alpha ) + 6.33516894 ) );
67
+
68
+ }
69
+
70
+ float sheenAlbedoScaling( vec3 wo, vec3 wi, SurfaceRec surf ) {
71
+
72
+ float alpha = max( surf.sheenRoughness, 0.07 );
73
+ alpha = alpha * alpha;
74
+
75
+ float maxSheenColor = max( max( surf.sheenColor.r, surf.sheenColor.g ), surf.sheenColor.b );
76
+
77
+ float eWo = directionalAlbedoSheen( saturateCos( wo.z ), alpha );
78
+ float eWi = directionalAlbedoSheen( saturateCos( wi.z ), alpha );
79
+
80
+ return min( 1.0 - maxSheenColor * eWo, 1.0 - maxSheenColor * eWi );
81
+
82
+ }
83
+
84
+ // See Section 5, Layering, in http://www.aconty.com/pdf/s2017_pbs_imageworks_sheen.pdf
85
+ float sheenAlbedoScaling( vec3 wo, SurfaceRec surf ) {
86
+
87
+ float alpha = max( surf.sheenRoughness, 0.07 );
88
+ alpha = alpha * alpha;
89
+
90
+ float maxSheenColor = max( max( surf.sheenColor.r, surf.sheenColor.g ), surf.sheenColor.b );
91
+
92
+ float eWo = directionalAlbedoSheen( saturateCos( wo.z ), alpha );
93
+
94
+ return 1.0 - maxSheenColor * eWo;
95
+
96
+ }
97
+
98
+ `;
@@ -0,0 +1,256 @@
1
+ // References
2
+ // - https://jcgt.org/published/0009/04/01/
3
+ // - Code from https://www.shadertoy.com/view/WtGyDm
4
+
5
+ // functions to generate multi-dimensions variables of the same functions
6
+ // to support 1, 2, 3, and 4 dimensional sobol sampling.
7
+ function generateSobolFunctionVariants( dim = 1 ) {
8
+
9
+ let type = 'uint';
10
+ if ( dim > 1 ) {
11
+
12
+ type = 'uvec' + dim;
13
+
14
+ }
15
+
16
+ return /* glsl */`
17
+ ${ type } sobolReverseBits( ${ type } x ) {
18
+
19
+ x = ( ( ( x & 0xaaaaaaaau ) >> 1 ) | ( ( x & 0x55555555u ) << 1 ) );
20
+ x = ( ( ( x & 0xccccccccu ) >> 2 ) | ( ( x & 0x33333333u ) << 2 ) );
21
+ x = ( ( ( x & 0xf0f0f0f0u ) >> 4 ) | ( ( x & 0x0f0f0f0fu ) << 4 ) );
22
+ x = ( ( ( x & 0xff00ff00u ) >> 8 ) | ( ( x & 0x00ff00ffu ) << 8 ) );
23
+ return ( ( x >> 16 ) | ( x << 16 ) );
24
+
25
+ }
26
+
27
+ ${ type } sobolHashCombine( uint seed, ${ type } v ) {
28
+
29
+ return seed ^ ( v + ${ type }( ( seed << 6 ) + ( seed >> 2 ) ) );
30
+
31
+ }
32
+
33
+ ${ type } sobolLaineKarrasPermutation( ${ type } x, ${ type } seed ) {
34
+
35
+ x += seed;
36
+ x ^= x * 0x6c50b47cu;
37
+ x ^= x * 0xb82f1e52u;
38
+ x ^= x * 0xc7afe638u;
39
+ x ^= x * 0x8d22f6e6u;
40
+ return x;
41
+
42
+ }
43
+
44
+ ${ type } nestedUniformScrambleBase2( ${ type } x, ${ type } seed ) {
45
+
46
+ x = sobolLaineKarrasPermutation( x, seed );
47
+ x = sobolReverseBits( x );
48
+ return x;
49
+
50
+ }
51
+ `;
52
+
53
+ }
54
+
55
+ function generateSobolSampleFunctions( dim = 1 ) {
56
+
57
+ let utype = 'uint';
58
+ let vtype = 'float';
59
+ let num = '';
60
+ let components = '.r';
61
+ let combineValues = '1u';
62
+ if ( dim > 1 ) {
63
+
64
+ utype = 'uvec' + dim;
65
+ vtype = 'vec' + dim;
66
+ num = dim + '';
67
+ if ( dim === 2 ) {
68
+
69
+ components = '.rg';
70
+ combineValues = 'uvec2( 1u, 2u )';
71
+
72
+ } else if ( dim === 3 ) {
73
+
74
+ components = '.rgb';
75
+ combineValues = 'uvec3( 1u, 2u, 3u )';
76
+
77
+ } else {
78
+
79
+ components = '';
80
+ combineValues = 'uvec4( 1u, 2u, 3u, 4u )';
81
+
82
+ }
83
+
84
+ }
85
+
86
+ return /* glsl */`
87
+
88
+ ${ vtype } sobol${ num }( int effect ) {
89
+
90
+ uint seed = sobolGetSeed( sobolBounceIndex, uint( effect ) );
91
+ uint index = sobolPathIndex;
92
+
93
+ uint shuffle_seed = sobolHashCombine( seed, 0u );
94
+ uint shuffled_index = nestedUniformScrambleBase2( sobolReverseBits( index ), shuffle_seed );
95
+ ${ vtype } sobol_pt = sobolGetTexturePoint( shuffled_index )${ components };
96
+ ${ utype } result = ${ utype }( sobol_pt * 16777216.0 );
97
+
98
+ ${ utype } seed2 = sobolHashCombine( seed, ${ combineValues } );
99
+ result = nestedUniformScrambleBase2( result, seed2 );
100
+
101
+ return SOBOL_FACTOR * ${ vtype }( result >> 8 );
102
+
103
+ }
104
+ `;
105
+
106
+ }
107
+
108
+ export const shaderSobolCommon = /* glsl */`
109
+
110
+ // Utils
111
+ const float SOBOL_FACTOR = 1.0 / 16777216.0;
112
+ const uint SOBOL_MAX_POINTS = 256u * 256u;
113
+
114
+ ${ generateSobolFunctionVariants( 1 ) }
115
+ ${ generateSobolFunctionVariants( 2 ) }
116
+ ${ generateSobolFunctionVariants( 3 ) }
117
+ ${ generateSobolFunctionVariants( 4 ) }
118
+
119
+ uint sobolHash( uint x ) {
120
+
121
+ // finalizer from murmurhash3
122
+ x ^= x >> 16;
123
+ x *= 0x85ebca6bu;
124
+ x ^= x >> 13;
125
+ x *= 0xc2b2ae35u;
126
+ x ^= x >> 16;
127
+ return x;
128
+
129
+ }
130
+
131
+ `;
132
+
133
+ export const shaderSobolGeneration = /* glsl */`
134
+
135
+ const uint SOBOL_DIRECTIONS_1[ 32 ] = uint[ 32 ](
136
+ 0x80000000u, 0xc0000000u, 0xa0000000u, 0xf0000000u,
137
+ 0x88000000u, 0xcc000000u, 0xaa000000u, 0xff000000u,
138
+ 0x80800000u, 0xc0c00000u, 0xa0a00000u, 0xf0f00000u,
139
+ 0x88880000u, 0xcccc0000u, 0xaaaa0000u, 0xffff0000u,
140
+ 0x80008000u, 0xc000c000u, 0xa000a000u, 0xf000f000u,
141
+ 0x88008800u, 0xcc00cc00u, 0xaa00aa00u, 0xff00ff00u,
142
+ 0x80808080u, 0xc0c0c0c0u, 0xa0a0a0a0u, 0xf0f0f0f0u,
143
+ 0x88888888u, 0xccccccccu, 0xaaaaaaaau, 0xffffffffu
144
+ );
145
+
146
+ const uint SOBOL_DIRECTIONS_2[ 32 ] = uint[ 32 ](
147
+ 0x80000000u, 0xc0000000u, 0x60000000u, 0x90000000u,
148
+ 0xe8000000u, 0x5c000000u, 0x8e000000u, 0xc5000000u,
149
+ 0x68800000u, 0x9cc00000u, 0xee600000u, 0x55900000u,
150
+ 0x80680000u, 0xc09c0000u, 0x60ee0000u, 0x90550000u,
151
+ 0xe8808000u, 0x5cc0c000u, 0x8e606000u, 0xc5909000u,
152
+ 0x6868e800u, 0x9c9c5c00u, 0xeeee8e00u, 0x5555c500u,
153
+ 0x8000e880u, 0xc0005cc0u, 0x60008e60u, 0x9000c590u,
154
+ 0xe8006868u, 0x5c009c9cu, 0x8e00eeeeu, 0xc5005555u
155
+ );
156
+
157
+ const uint SOBOL_DIRECTIONS_3[ 32 ] = uint[ 32 ](
158
+ 0x80000000u, 0xc0000000u, 0x20000000u, 0x50000000u,
159
+ 0xf8000000u, 0x74000000u, 0xa2000000u, 0x93000000u,
160
+ 0xd8800000u, 0x25400000u, 0x59e00000u, 0xe6d00000u,
161
+ 0x78080000u, 0xb40c0000u, 0x82020000u, 0xc3050000u,
162
+ 0x208f8000u, 0x51474000u, 0xfbea2000u, 0x75d93000u,
163
+ 0xa0858800u, 0x914e5400u, 0xdbe79e00u, 0x25db6d00u,
164
+ 0x58800080u, 0xe54000c0u, 0x79e00020u, 0xb6d00050u,
165
+ 0x800800f8u, 0xc00c0074u, 0x200200a2u, 0x50050093u
166
+ );
167
+
168
+ const uint SOBOL_DIRECTIONS_4[ 32 ] = uint[ 32 ](
169
+ 0x80000000u, 0x40000000u, 0x20000000u, 0xb0000000u,
170
+ 0xf8000000u, 0xdc000000u, 0x7a000000u, 0x9d000000u,
171
+ 0x5a800000u, 0x2fc00000u, 0xa1600000u, 0xf0b00000u,
172
+ 0xda880000u, 0x6fc40000u, 0x81620000u, 0x40bb0000u,
173
+ 0x22878000u, 0xb3c9c000u, 0xfb65a000u, 0xddb2d000u,
174
+ 0x78022800u, 0x9c0b3c00u, 0x5a0fb600u, 0x2d0ddb00u,
175
+ 0xa2878080u, 0xf3c9c040u, 0xdb65a020u, 0x6db2d0b0u,
176
+ 0x800228f8u, 0x400b3cdcu, 0x200fb67au, 0xb00ddb9du
177
+ );
178
+
179
+ uint getMaskedSobol( uint index, uint directions[ 32 ] ) {
180
+
181
+ uint X = 0u;
182
+ for ( int bit = 0; bit < 32; bit ++ ) {
183
+
184
+ uint mask = ( index >> bit ) & 1u;
185
+ X ^= mask * directions[ bit ];
186
+
187
+ }
188
+ return X;
189
+
190
+ }
191
+
192
+ vec4 generateSobolPoint( uint index ) {
193
+
194
+ if ( index >= SOBOL_MAX_POINTS ) {
195
+
196
+ return vec4( 0.0 );
197
+
198
+ }
199
+
200
+ // NOTEL this sobol "direction" is also available but we can't write out 5 components
201
+ // uint x = index & 0x00ffffffu;
202
+ uint x = sobolReverseBits( getMaskedSobol( index, SOBOL_DIRECTIONS_1 ) ) & 0x00ffffffu;
203
+ uint y = sobolReverseBits( getMaskedSobol( index, SOBOL_DIRECTIONS_2 ) ) & 0x00ffffffu;
204
+ uint z = sobolReverseBits( getMaskedSobol( index, SOBOL_DIRECTIONS_3 ) ) & 0x00ffffffu;
205
+ uint w = sobolReverseBits( getMaskedSobol( index, SOBOL_DIRECTIONS_4 ) ) & 0x00ffffffu;
206
+
207
+ return vec4( x, y, z, w ) * SOBOL_FACTOR;
208
+
209
+ }
210
+
211
+ `;
212
+
213
+ export const shaderSobolSampling = /* glsl */`
214
+
215
+ // Seeds
216
+ uniform sampler2D sobolTexture;
217
+ uint sobolPixelIndex;
218
+ uint sobolPathIndex;
219
+ uint sobolBounceIndex;
220
+
221
+ uint sobolGetSeed( uint bounce, uint effect ) {
222
+
223
+ return sobolHash(
224
+ sobolHashCombine(
225
+ sobolHashCombine(
226
+ sobolHash( bounce ),
227
+ sobolPixelIndex
228
+ ),
229
+ effect
230
+ )
231
+ );
232
+
233
+ }
234
+
235
+ vec4 sobolGetTexturePoint( uint index ) {
236
+
237
+ if ( index >= SOBOL_MAX_POINTS ) {
238
+
239
+ index = index % SOBOL_MAX_POINTS;
240
+
241
+ }
242
+
243
+ uvec2 dim = uvec2( textureSize( sobolTexture, 0 ).xy );
244
+ uint y = index / dim.x;
245
+ uint x = index - y * dim.x;
246
+ vec2 uv = vec2( x, y ) / vec2( dim );
247
+ return texture( sobolTexture, uv );
248
+
249
+ }
250
+
251
+ ${ generateSobolSampleFunctions( 1 ) }
252
+ ${ generateSobolSampleFunctions( 2 ) }
253
+ ${ generateSobolSampleFunctions( 3 ) }
254
+ ${ generateSobolSampleFunctions( 4 ) }
255
+
256
+ `;