three-realtime-rt 0.3.0

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+ import * as THREE from "three";
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+
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+ const fullscreenVert = /* glsl */ `
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+ out vec2 vUv;
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+ void main() {
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+ vUv = uv;
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+ gl_Position = vec4(position.xy, 0.0, 1.0);
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+ }
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+ `;
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+
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+ const atrousFrag = /* glsl */ `
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+ precision highp float;
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+
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+ layout(location = 0) out vec4 outColor;
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+
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+ in vec2 vUv;
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+
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+ uniform sampler2D uIrradiance; // rgb = irradiance, a = history count
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+ uniform sampler2D uGWorldPos; // full-res guides
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+ uniform sampler2D uGNormalMetal;
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+ uniform vec2 uTexelSize; // of the irradiance target
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+ uniform float uStep; // à-trous step: 1, 2, 4, ...
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+ uniform vec3 uCameraPos;
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+ uniform float uEps;
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+ uniform float uLumSigma;
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+
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+ float luminance(vec3 c) {
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+ return dot(c, vec3(0.299, 0.587, 0.114));
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+ }
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+
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+ void main() {
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+ vec4 center = texture(uIrradiance, vUv);
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+ vec4 wp = texture(uGWorldPos, vUv);
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+ if (wp.w < 0.5) {
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+ outColor = center;
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+ return;
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+ }
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+ vec3 P = wp.xyz;
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+ vec4 nm = texture(uGNormalMetal, vUv);
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+ vec3 N = normalize(nm.xyz);
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+ // Specular surfaces (mirror metals, glass) carry traced reflections whose
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+ // detail is NOT in the G-buffer guides — filtering would smear them, and
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+ // their signal is nearly deterministic anyway. Scale the filter down as the
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+ // surface gets more mirror-like.
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+ float matW = nm.w;
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+ float specAmount = matW >= 2.0 ? clamp(matW - 2.0, 0.0, 1.0) : matW;
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+ float specKeep = specAmount * (1.0 - clamp(wp.w - 1.0, 0.0, 1.0));
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+
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+ // Fewer accumulated samples -> noisier pixel -> wider luminance tolerance.
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+ // A converged pixel (high count) is barely touched, preserving detail.
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+ float count = max(center.a, 1.0);
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+ float sigmaL = uLumSigma * clamp(8.0 / sqrt(count), 0.75, 8.0);
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+
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+ float distToCam = distance(P, uCameraPos);
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+ float planeTol = 0.01 * distToCam + 20.0 * uEps;
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+
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+ // Despeckle (first iteration, short history only): a freshly disoccluded
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+ // pixel can carry one huge sample that the center-weighted filter would
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+ // preserve as a bright "rain drop" at silhouettes. Such a pixel has no
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+ // business being brighter than its entire neighbourhood — clamp its
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+ // luminance to the brightest neighbour. Converged pixels are exempt, so
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+ // real small highlights survive.
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+ if (uStep < 1.5 && count < 8.0) {
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+ float maxL = 0.0;
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+ float found = 0.0;
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+ for (int dy = -1; dy <= 1; dy++) {
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+ for (int dx = -1; dx <= 1; dx++) {
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+ if (dx == 0 && dy == 0) continue;
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+ vec2 tuv = vUv + vec2(float(dx), float(dy)) * uTexelSize;
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+ if (tuv.x < 0.0 || tuv.x > 1.0 || tuv.y < 0.0 || tuv.y > 1.0) continue;
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+ if (texture(uGWorldPos, tuv).w < 0.5) continue;
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+ maxL = max(maxL, luminance(texture(uIrradiance, tuv).rgb));
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+ found = 1.0;
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+ }
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+ }
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+ float cap = maxL * 1.25 + 1e-4;
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+ float l = luminance(center.rgb);
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+ if (found > 0.5 && l > cap) center.rgb *= cap / l;
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+ }
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+
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+ float lumC = luminance(center.rgb);
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+
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+ // 3x3 B-spline-ish kernel, edge-avoiding weights.
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+ vec3 sum = center.rgb * 4.0;
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+ float wsum = 4.0;
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+ for (int dy = -1; dy <= 1; dy++) {
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+ for (int dx = -1; dx <= 1; dx++) {
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+ if (dx == 0 && dy == 0) continue;
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+ vec2 tuv = vUv + vec2(float(dx), float(dy)) * uStep * uTexelSize;
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+ if (tuv.x < 0.0 || tuv.x > 1.0 || tuv.y < 0.0 || tuv.y > 1.0) continue;
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+
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+ vec4 g = texture(uGWorldPos, tuv);
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+ if (g.w < 0.5) continue;
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+ vec4 s = texture(uIrradiance, tuv);
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+ vec3 Nt = normalize(texture(uGNormalMetal, tuv).xyz);
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+
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+ float k = (dx == 0 || dy == 0) ? 2.0 : 1.0;
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+ float wN = pow(max(dot(N, Nt), 0.0), 32.0);
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+ float wZ = exp(-abs(dot(g.xyz - P, N)) / planeTol);
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+ // Tighten the luminance gate as the à-trous step widens: a shadow on a
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+ // flat floor has no geometric edge to protect it, so at high iteration
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+ // counts the wide passes would average it away ("floating" objects with
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+ // no contact shadow). Wide steps only get to blend near-equal luminance.
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+ float wL = exp(-abs(luminance(s.rgb) - lumC) / (sigmaL * inversesqrt(uStep)));
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+ float w = k * wN * wZ * wL * (1.0 - specKeep);
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+ sum += s.rgb * w;
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+ wsum += w;
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+ }
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+ }
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+ outColor = vec4(sum / wsum, center.a);
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+ }
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+ `;
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+
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+ /**
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+ * Edge-avoiding à-trous wavelet filter (SVGF-lite) on the demodulated
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+ * irradiance buffer, guided by the full-res G-buffer (plane distance +
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+ * normals) and modulated by per-pixel history count: freshly disoccluded
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+ * pixels get blurred hard, converged pixels stay crisp.
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+ */
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+ export class DenoisePass {
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+ constructor(width, height) {
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+ this.targetA = this._makeTarget(width, height);
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+ this.targetB = this._makeTarget(width, height);
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+
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+ this.material = new THREE.ShaderMaterial({
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+ glslVersion: THREE.GLSL3,
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+ vertexShader: fullscreenVert,
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+ fragmentShader: atrousFrag,
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+ uniforms: {
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+ uIrradiance: { value: null },
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+ uGWorldPos: { value: null },
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+ uGNormalMetal: { value: null },
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+ uTexelSize: { value: new THREE.Vector2() },
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+ uStep: { value: 1 },
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+ uCameraPos: { value: new THREE.Vector3() },
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+ uEps: { value: 1e-3 },
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+ uLumSigma: { value: 0.25 },
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+ },
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+ depthTest: false,
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+ depthWrite: false,
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+ });
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+
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+ this.scene = new THREE.Scene();
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+ this.camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1);
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+ this.quad = new THREE.Mesh(new THREE.PlaneGeometry(2, 2), this.material);
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+ this.quad.frustumCulled = false;
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+ this.scene.add(this.quad);
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+
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+ this._width = width;
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+ this._height = height;
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+ }
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+
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+ _makeTarget(width, height) {
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+ const t = new THREE.WebGLRenderTarget(width, height, {
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+ minFilter: THREE.LinearFilter,
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+ magFilter: THREE.LinearFilter,
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+ format: THREE.RGBAFormat,
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+ type: THREE.HalfFloatType,
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+ depthBuffer: false,
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+ stencilBuffer: false,
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+ });
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+ t.texture.generateMipmaps = false;
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+ return t;
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+ }
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+
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+ setSize(width, height) {
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+ this._width = width;
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+ this._height = height;
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+ this.targetA.setSize(width, height);
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+ this.targetB.setSize(width, height);
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+ }
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+
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+ /** Runs `iterations` à-trous passes; returns the final filtered texture. */
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+ render(renderer, inputTexture, gbuffer, cameraPos, eps, iterations = 3) {
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+ const u = this.material.uniforms;
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+ u.uGWorldPos.value = gbuffer.worldPos;
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+ u.uGNormalMetal.value = gbuffer.normalMetal;
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+ u.uTexelSize.value.set(1 / this._width, 1 / this._height);
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+ u.uCameraPos.value.copy(cameraPos);
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+ u.uEps.value = eps;
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+
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+ let read = inputTexture;
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+ let write = this.targetA;
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+ for (let i = 0; i < iterations; i++) {
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+ u.uIrradiance.value = read;
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+ u.uStep.value = 1 << i;
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+ renderer.setRenderTarget(write);
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+ renderer.render(this.scene, this.camera);
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+ read = write.texture;
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+ write = write === this.targetA ? this.targetB : this.targetA;
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+ }
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+ renderer.setRenderTarget(null);
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+ return read;
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+ }
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+
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+ dispose() {
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+ this.targetA.dispose();
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+ this.targetB.dispose();
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+ this.material.dispose();
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+ this.quad.geometry.dispose();
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+ }
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+ }
@@ -0,0 +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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+ }