three-realtime-rt 0.3.0 → 0.3.2

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@@ -1,228 +1,228 @@
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- import * as THREE from "three";
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-
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- const gbufferVert = /* glsl */ `
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- out vec3 vWorldPos;
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- out vec3 vWorldNormal;
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- out vec2 vUvCoord;
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-
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- uniform mat3 uNormalMatrixWorld;
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-
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- void main() {
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- vec4 wp = modelMatrix * vec4(position, 1.0);
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- vWorldPos = wp.xyz;
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- vWorldNormal = normalize(uNormalMatrixWorld * normal);
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- vUvCoord = uv;
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- gl_Position = projectionMatrix * viewMatrix * wp;
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- }
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- `;
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-
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- const gbufferFrag = /* glsl */ `
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- precision highp float;
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-
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- layout(location = 0) out vec4 gAlbedoRough;
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- layout(location = 1) out vec4 gNormalMetal;
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- layout(location = 2) out vec4 gWorldPos;
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- layout(location = 3) out vec4 gEmissive;
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-
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- in vec3 vWorldPos;
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- in vec3 vWorldNormal;
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- in vec2 vUvCoord;
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-
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- uniform vec3 uColor;
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- uniform float uRoughness;
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- uniform float uMetalness;
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- uniform float uTransmission;
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- uniform vec3 uEmissive;
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- uniform sampler2D uMap;
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- uniform bool uHasMap;
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- uniform sampler2D uEmissiveMap;
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- uniform bool uHasEmissiveMap;
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-
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- void main() {
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- vec3 albedo = uColor;
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- if (uHasMap) {
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- albedo *= texture(uMap, vUvCoord).rgb;
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- }
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- vec3 emissive = uEmissive;
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- if (uHasEmissiveMap) {
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- emissive *= texture(uEmissiveMap, vUvCoord).rgb;
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- }
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- vec3 n = normalize(vWorldNormal) * (gl_FrontFacing ? 1.0 : -1.0);
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- gAlbedoRough = vec4(albedo, uRoughness);
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- // .w is a packed material word: >= 2 means transmissive glass (w - 2 =
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- // transmission amount), else it is plain metalness. Lets the lighting pass
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- // read specular/glass properties without an extra G-buffer sampler (it
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- // already sits at the WebGL2 16-sampler minimum).
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- gNormalMetal = vec4(n, uTransmission > 0.0 ? 2.0 + uTransmission : uMetalness);
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- // .w packs the valid flag AND roughness: 0 = background, 1 + roughness
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- // otherwise. Every consumer only tests w < 0.5, so this stays compatible.
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- gWorldPos = vec4(vWorldPos, 1.0 + uRoughness);
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- gEmissive = vec4(emissive, 1.0);
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- }
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- `;
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-
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- /**
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- * Rasterizes the scene into a 4-target G-buffer (all RGBA32F):
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- * [0] albedo.rgb + roughness [1] worldNormal.xyz + metalness
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- * [2] worldPos.xyz + validFlag [3] emissive.rgb
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- *
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- * Uses a per-mesh material swap (cached) so each mesh's Standard/Basic/Lambert/Phong
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- * material properties flow into the buffer without touching user materials.
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- */
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- export class GBufferPass {
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- constructor(width, height, { mixedPrecision = true } = {}) {
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- // Mixed fp16/fp32 attachments are legal WebGL2 but some implementations
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- // (notably Apple's Metal backend) may reject the framebuffer — the caller
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- // probes support and passes the verdict here.
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- this._mixedPrecision = mixedPrecision;
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- // Two G-buffers, ping-ponged each frame: the previous frame's worldPos +
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- // normals are needed to validate reprojected history (stage 2).
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- this._targets = [
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- this._makeTarget(width, height),
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- this._makeTarget(width, height),
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- ];
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- this._current = 0;
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-
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- this._materialCache = new WeakMap(); // mesh -> gbuffer ShaderMaterial
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- this._swapped = []; // [mesh, originalMaterial] pairs during render
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- this._normalMat3 = new THREE.Matrix3();
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- }
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-
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- _makeTarget(width, height) {
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- const t = new THREE.WebGLMultipleRenderTargets(width, height, 4, {
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- minFilter: THREE.NearestFilter,
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- magFilter: THREE.NearestFilter,
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- type: THREE.FloatType,
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- depthBuffer: true,
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- });
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- for (const tex of t.texture) tex.generateMipmaps = false;
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- // Mixed precision: only world position (reprojection + plane-distance
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- // tests) needs fp32. Albedo/normal/emissive are fine in fp16, which halves
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- // G-buffer bandwidth on 3 of the 4 targets — a large win on mobile GPUs.
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- if (this._mixedPrecision) {
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- t.texture[0].type = THREE.HalfFloatType; // albedo + roughness
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- t.texture[1].type = THREE.HalfFloatType; // normal + packed material word
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- t.texture[3].type = THREE.HalfFloatType; // emissive
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- }
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- return t;
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- }
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-
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- get target() {
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- return this._targets[this._current];
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- }
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- get _prev() {
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- return this._targets[1 - this._current];
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- }
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-
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- get albedoRough() {
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- return this.target.texture[0];
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- }
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- get normalMetal() {
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- return this.target.texture[1];
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- }
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- get worldPos() {
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- return this.target.texture[2];
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- }
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- get emissive() {
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- return this.target.texture[3];
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- }
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- get prevNormalMetal() {
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- return this._prev.texture[1];
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- }
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- get prevWorldPos() {
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- return this._prev.texture[2];
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- }
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-
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- setSize(width, height) {
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- for (const t of this._targets) t.setSize(width, height);
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- }
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-
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- _gbufferMaterialFor(mesh) {
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- let material = this._materialCache.get(mesh);
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- if (!material) {
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- material = new THREE.ShaderMaterial({
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- glslVersion: THREE.GLSL3,
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- vertexShader: gbufferVert,
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- fragmentShader: gbufferFrag,
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- uniforms: {
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- uNormalMatrixWorld: { value: new THREE.Matrix3() },
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- uColor: { value: new THREE.Color(1, 1, 1) },
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- uRoughness: { value: 1.0 },
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- uMetalness: { value: 0.0 },
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- uTransmission: { value: 0.0 },
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- uEmissive: { value: new THREE.Color(0, 0, 0) },
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- uMap: { value: null },
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- uHasMap: { value: false },
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- uEmissiveMap: { value: null },
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- uHasEmissiveMap: { value: false },
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- },
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- side: THREE.FrontSide,
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- });
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- this._materialCache.set(mesh, material);
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- }
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-
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- // Sync properties from the user's material every frame (cheap).
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- const src = Array.isArray(mesh.material) ? mesh.material[0] : mesh.material;
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- const u = material.uniforms;
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- if (src.color) u.uColor.value.copy(src.color);
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- u.uRoughness.value = src.roughness ?? 1.0;
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- u.uMetalness.value = src.metalness ?? 0.0;
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- u.uTransmission.value = src.transmission ?? 0.0; // MeshPhysicalMaterial
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-
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- if (src.emissive) {
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- u.uEmissive.value
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- .copy(src.emissive)
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- .multiplyScalar(src.emissiveIntensity ?? 1);
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- }
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- u.uMap.value = src.map ?? null;
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- u.uHasMap.value = !!src.map;
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- u.uEmissiveMap.value = src.emissiveMap ?? null;
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- u.uHasEmissiveMap.value = !!src.emissiveMap;
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- u.uNormalMatrixWorld.value.getNormalMatrix(mesh.matrixWorld);
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- material.side = src.side ?? THREE.FrontSide;
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- return material;
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- }
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-
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- render(renderer, scene, camera) {
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- // Ping-pong: what was "current" becomes "previous".
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- this._current = 1 - this._current;
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-
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- // Swap in G-buffer materials.
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- this._swapped.length = 0;
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- scene.traverse((obj) => {
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- if (obj.isMesh && obj.geometry && obj.visible) {
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- // The G-buffer has no alpha blending — a nearly invisible surface
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- // (glass display case, ghost meshes) would write itself opaque over
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- // everything behind it. Hide it from the raster pass instead.
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- const m = Array.isArray(obj.material) ? obj.material[0] : obj.material;
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- if (m.transparent && (m.opacity ?? 1) < 0.5) {
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- obj.visible = false;
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- this._swapped.push([obj, null]); // restore visibility after render
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- return;
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- }
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- this._swapped.push([obj, obj.material]);
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- obj.material = this._gbufferMaterialFor(obj);
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- }
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- });
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-
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- const prevBackground = scene.background;
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- scene.background = null; // background writes nothing; worldPos.w stays 0
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-
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- renderer.setRenderTarget(this.target);
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- renderer.setClearColor(0x000000, 0);
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- renderer.clear(true, true, false);
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- renderer.render(scene, camera);
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- renderer.setRenderTarget(null);
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-
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- scene.background = prevBackground;
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- for (const [mesh, mat] of this._swapped) {
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- if (mat === null) mesh.visible = true; // was hidden, not material-swapped
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- else mesh.material = mat;
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- }
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- this._swapped.length = 0;
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- }
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-
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- dispose() {
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- for (const t of this._targets) t.dispose();
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- }
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- }
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+ import * as THREE from "three";
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+
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+ const gbufferVert = /* glsl */ `
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+ out vec3 vWorldPos;
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+ out vec3 vWorldNormal;
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+ out vec2 vUvCoord;
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+
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+ uniform mat3 uNormalMatrixWorld;
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+
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+ void main() {
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+ vec4 wp = modelMatrix * vec4(position, 1.0);
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+ vWorldPos = wp.xyz;
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+ vWorldNormal = normalize(uNormalMatrixWorld * normal);
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+ vUvCoord = uv;
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+ gl_Position = projectionMatrix * viewMatrix * wp;
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+ }
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+ `;
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+
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+ const gbufferFrag = /* glsl */ `
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+ precision highp float;
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+
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+ layout(location = 0) out vec4 gAlbedoRough;
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+ layout(location = 1) out vec4 gNormalMetal;
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+ layout(location = 2) out vec4 gWorldPos;
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+ layout(location = 3) out vec4 gEmissive;
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+
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+ in vec3 vWorldPos;
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+ in vec3 vWorldNormal;
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+ in vec2 vUvCoord;
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+
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+ uniform vec3 uColor;
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+ uniform float uRoughness;
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+ uniform float uMetalness;
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+ uniform float uTransmission;
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+ uniform vec3 uEmissive;
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+ uniform sampler2D uMap;
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+ uniform bool uHasMap;
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+ uniform sampler2D uEmissiveMap;
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+ uniform bool uHasEmissiveMap;
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+
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+ void main() {
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+ vec3 albedo = uColor;
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+ if (uHasMap) {
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+ albedo *= texture(uMap, vUvCoord).rgb;
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+ }
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+ vec3 emissive = uEmissive;
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+ if (uHasEmissiveMap) {
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+ emissive *= texture(uEmissiveMap, vUvCoord).rgb;
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+ }
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+ vec3 n = normalize(vWorldNormal) * (gl_FrontFacing ? 1.0 : -1.0);
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+ gAlbedoRough = vec4(albedo, uRoughness);
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+ // .w is a packed material word: >= 2 means transmissive glass (w - 2 =
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+ // transmission amount), else it is plain metalness. Lets the lighting pass
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+ // read specular/glass properties without an extra G-buffer sampler (it
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+ // already sits at the WebGL2 16-sampler minimum).
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+ gNormalMetal = vec4(n, uTransmission > 0.0 ? 2.0 + uTransmission : uMetalness);
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+ // .w packs the valid flag AND roughness: 0 = background, 1 + roughness
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+ // otherwise. Every consumer only tests w < 0.5, so this stays compatible.
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+ gWorldPos = vec4(vWorldPos, 1.0 + uRoughness);
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+ gEmissive = vec4(emissive, 1.0);
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+ }
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+ `;
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+
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+ /**
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+ * Rasterizes the scene into a 4-target G-buffer (all RGBA32F):
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+ * [0] albedo.rgb + roughness [1] worldNormal.xyz + metalness
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+ * [2] worldPos.xyz + validFlag [3] emissive.rgb
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+ *
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+ * Uses a per-mesh material swap (cached) so each mesh's Standard/Basic/Lambert/Phong
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+ * material properties flow into the buffer without touching user materials.
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+ */
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+ export class GBufferPass {
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+ constructor(width, height, { mixedPrecision = true } = {}) {
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+ // Mixed fp16/fp32 attachments are legal WebGL2 but some implementations
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+ // (notably Apple's Metal backend) may reject the framebuffer — the caller
76
+ // probes support and passes the verdict here.
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+ this._mixedPrecision = mixedPrecision;
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+ // Two G-buffers, ping-ponged each frame: the previous frame's worldPos +
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+ // normals are needed to validate reprojected history (stage 2).
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+ this._targets = [
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+ this._makeTarget(width, height),
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+ this._makeTarget(width, height),
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+ ];
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+ this._current = 0;
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+
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+ this._materialCache = new WeakMap(); // mesh -> gbuffer ShaderMaterial
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+ this._swapped = []; // [mesh, originalMaterial] pairs during render
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+ this._normalMat3 = new THREE.Matrix3();
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+ }
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+
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+ _makeTarget(width, height) {
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+ const t = new THREE.WebGLMultipleRenderTargets(width, height, 4, {
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+ minFilter: THREE.NearestFilter,
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+ magFilter: THREE.NearestFilter,
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+ type: THREE.FloatType,
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+ depthBuffer: true,
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+ });
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+ for (const tex of t.texture) tex.generateMipmaps = false;
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+ // Mixed precision: only world position (reprojection + plane-distance
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+ // tests) needs fp32. Albedo/normal/emissive are fine in fp16, which halves
101
+ // G-buffer bandwidth on 3 of the 4 targets — a large win on mobile GPUs.
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+ if (this._mixedPrecision) {
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+ t.texture[0].type = THREE.HalfFloatType; // albedo + roughness
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+ t.texture[1].type = THREE.HalfFloatType; // normal + packed material word
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+ t.texture[3].type = THREE.HalfFloatType; // emissive
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+ }
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+ return t;
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+ }
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+
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+ get target() {
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+ return this._targets[this._current];
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+ }
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+ get _prev() {
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+ return this._targets[1 - this._current];
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+ }
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+
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+ get albedoRough() {
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+ return this.target.texture[0];
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+ }
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+ get normalMetal() {
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+ return this.target.texture[1];
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+ }
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+ get worldPos() {
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+ return this.target.texture[2];
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+ }
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+ get emissive() {
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+ return this.target.texture[3];
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+ }
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+ get prevNormalMetal() {
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+ return this._prev.texture[1];
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+ }
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+ get prevWorldPos() {
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+ return this._prev.texture[2];
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+ }
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+
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+ setSize(width, height) {
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+ for (const t of this._targets) t.setSize(width, height);
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+ }
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+
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+ _gbufferMaterialFor(mesh) {
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+ let material = this._materialCache.get(mesh);
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+ if (!material) {
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+ material = new THREE.ShaderMaterial({
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+ glslVersion: THREE.GLSL3,
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+ vertexShader: gbufferVert,
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+ fragmentShader: gbufferFrag,
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+ uniforms: {
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+ uNormalMatrixWorld: { value: new THREE.Matrix3() },
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+ uColor: { value: new THREE.Color(1, 1, 1) },
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+ uRoughness: { value: 1.0 },
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+ uMetalness: { value: 0.0 },
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+ uTransmission: { value: 0.0 },
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+ uEmissive: { value: new THREE.Color(0, 0, 0) },
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+ uMap: { value: null },
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+ uHasMap: { value: false },
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+ uEmissiveMap: { value: null },
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+ uHasEmissiveMap: { value: false },
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+ },
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+ side: THREE.FrontSide,
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+ });
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+ this._materialCache.set(mesh, material);
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+ }
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+
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+ // Sync properties from the user's material every frame (cheap).
165
+ const src = Array.isArray(mesh.material) ? mesh.material[0] : mesh.material;
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+ const u = material.uniforms;
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+ if (src.color) u.uColor.value.copy(src.color);
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+ u.uRoughness.value = src.roughness ?? 1.0;
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+ u.uMetalness.value = src.metalness ?? 0.0;
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+ u.uTransmission.value = src.transmission ?? 0.0; // MeshPhysicalMaterial
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+
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+ if (src.emissive) {
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+ u.uEmissive.value
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+ .copy(src.emissive)
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+ .multiplyScalar(src.emissiveIntensity ?? 1);
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+ }
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+ u.uMap.value = src.map ?? null;
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+ u.uHasMap.value = !!src.map;
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+ u.uEmissiveMap.value = src.emissiveMap ?? null;
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+ u.uHasEmissiveMap.value = !!src.emissiveMap;
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+ u.uNormalMatrixWorld.value.getNormalMatrix(mesh.matrixWorld);
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+ material.side = src.side ?? THREE.FrontSide;
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+ return material;
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+ }
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+
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+ render(renderer, scene, camera) {
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+ // Ping-pong: what was "current" becomes "previous".
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+ this._current = 1 - this._current;
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+
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+ // Swap in G-buffer materials.
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+ this._swapped.length = 0;
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+ scene.traverse((obj) => {
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+ if (obj.isMesh && obj.geometry && obj.visible) {
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+ // The G-buffer has no alpha blending — a nearly invisible surface
195
+ // (glass display case, ghost meshes) would write itself opaque over
196
+ // everything behind it. Hide it from the raster pass instead.
197
+ const m = Array.isArray(obj.material) ? obj.material[0] : obj.material;
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+ if (m.transparent && (m.opacity ?? 1) < 0.5) {
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+ obj.visible = false;
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+ this._swapped.push([obj, null]); // restore visibility after render
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+ return;
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+ }
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+ this._swapped.push([obj, obj.material]);
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+ obj.material = this._gbufferMaterialFor(obj);
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+ }
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+ });
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+
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+ const prevBackground = scene.background;
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+ scene.background = null; // background writes nothing; worldPos.w stays 0
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+
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+ renderer.setRenderTarget(this.target);
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+ renderer.setClearColor(0x000000, 0);
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+ renderer.clear(true, true, false);
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+ renderer.render(scene, camera);
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+ renderer.setRenderTarget(null);
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+
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+ scene.background = prevBackground;
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+ for (const [mesh, mat] of this._swapped) {
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+ if (mat === null) mesh.visible = true; // was hidden, not material-swapped
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+ else mesh.material = mat;
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+ }
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+ this._swapped.length = 0;
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+ }
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+
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+ dispose() {
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+ for (const t of this._targets) t.dispose();
227
+ }
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+ }