three-realtime-rt 0.4.2 → 0.6.0

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@@ -0,0 +1,946 @@
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+ import * as THREE from "three";
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+ import { shaderStructs, shaderIntersectFunction } from "three-mesh-bvh";
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+ import { MAX_LIGHTS } from "./SceneCompiler.js";
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+ import { SKY_GLSL } from "./sky.glsl.js";
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+ import { BVH_ANY_HIT_GLSL } from "./bvhAnyHit.glsl.js";
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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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+ // ReSTIR GI (EXPERIMENTAL) — temporal-only reservoir reuse of the 1-bounce GI
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+ // path. This standalone pass owns its OWN sampler budget (the lighting pass is
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+ // already AT the WebGL2 16-sampler minimum and cannot take another), and shades
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+ // GI-bounce hits IDENTICALLY to RTLightingPass.traceRadiance so the mean equals
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+ // the inline path. See the estimator derivation in main() below.
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+ //
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+ // The GI-hit shading below is duplicated (not shared via include) from
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+ // RTLightingPass ON PURPOSE: the inline path must stay byte-identical when
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+ // restirGI is off, so RTLightingPass is left completely untouched. The specular
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+ // (gWantSpec) accumulation is dropped here — GI bounces never contribute to the
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+ // primary-surface highlight buffer — but every quantity that affects the
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+ // RETURNED radiance is copied faithfully (RNG scheme, cosine sampling, two-level
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+ // BVH trace, one-light NEE incl. emissive importance sampling + the near-emitter
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+ // firefly clamp, sky/env on a miss).
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+ const giFrag = /* glsl */ `
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+ precision highp float;
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+ precision highp isampler2D;
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+ precision highp usampler2D;
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+
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+ ${shaderStructs}
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+ ${shaderIntersectFunction}
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+ ${BVH_ANY_HIT_GLSL}
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+ ${SKY_GLSL}
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+
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+ #define MAX_LIGHTS ${MAX_LIGHTS}
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+ #define PI 3.14159265358979
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+
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+ // MRT: [0] reservoir hit position + packed(M, oct-normal) (fp32),
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+ // [1] reservoir radiance + W,
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+ // [2] resolved demodulated GI irradiance (consumed by the denoise add).
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+ layout(location = 0) out vec4 outResPos;
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+ layout(location = 1) out vec4 outResRad;
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+ layout(location = 2) out vec4 outGI;
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+
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+ in vec2 vUv;
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+
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+ // Two-level BVH + per-vertex attribute textures (normal.xyz + materialIndex.w),
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+ // exactly as RTLightingPass binds them. 8 samplers (4 per BVH struct) + 2 attr.
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+ uniform BVH bvhStatic;
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+ uniform BVH bvhDynamic;
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+ uniform bool uHasDynamic;
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+ uniform sampler2D uAttrStatic;
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+ uniform sampler2D uAttrDynamic;
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+ uniform sampler2D uMaterialsTex; // materials + emissive NEE tris + blue noise + power CDF
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+
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+ uniform sampler2D uGWorldPos;
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+ uniform sampler2D uGNormalMetal;
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+
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+ // Temporal reuse: reproject through last frame's G-buffer (plane-distance
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+ // validation, same as the lighting pass) and pull last frame's reservoir.
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+ uniform sampler2D uPrevGWorldPos;
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+ uniform sampler2D uPrevResPos; // history attachment 0: hitPos.xyz + M
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+ uniform sampler2D uPrevResRad; // history attachment 1: radiance.rgb + W
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+ uniform mat4 uPrevViewProj;
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+
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+ uniform vec4 uLightPosType[MAX_LIGHTS];
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+ uniform vec4 uLightColorRadius[MAX_LIGHTS];
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+ uniform vec4 uLightDirCone[MAX_LIGHTS];
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+ uniform int uLightCount;
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+ uniform int uEmissiveCount;
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+ uniform bool uEmissiveCDF;
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+
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+ uniform vec3 uCameraPos;
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+ uniform float uFrame;
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+ uniform float uEps;
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+ uniform float uFireflyClamp;
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+ uniform float uMCap; // temporal M-cap (staleness limit)
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+ uniform int uSpatialTaps; // spatial reuse taps after the temporal merge (0 = v1)
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+ uniform int uValidateInterval; // reservoir-sample validation period (0 = off, e.g. 8)
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+
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+ // Validation tuning (see the reservoir-sample-validation block in main()).
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+ // VAL_NEE_SAMPLES: NEE samples averaged when RE-SHADING the stored hit. A single
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+ // NEE sample is black whenever its random light point is occluded (~30% of the
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+ // time even for a fully-lit hit), so a 1-sample re-shade cannot tell "light off"
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+ // from "unlucky shadow ray"; averaging a few de-noises the kill decision. Costs
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+ // a few extra SHADOW rays on only the ~1/uValidateInterval validating pixels (no
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+ // extra bounce rays -- the single candidate trace is reused).
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+ // VAL_DARK_FRAC: kill the reservoir when the (multi-sampled) re-shaded target
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+ // falls below this fraction of the stored one. Kept LOW so the kill fires on a
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+ // real collapse to near-black (a switched-off light drives it to ~0), not on
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+ // residual shadow noise -- false kills reset pixels to low confidence, where the
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+ // pre-existing anti-firefly clamp tightens and would darken bright GI.
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+ #define VAL_NEE_SAMPLES 8
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+ #define VAL_DARK_FRAC 0.02
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+
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+ uniform vec3 uEnvColor;
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+ uniform float uEnvIntensity;
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+ uniform bool uSkyEnabled;
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+ uniform vec3 uSunDir;
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+ uniform vec3 uSunColor;
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+ uniform vec3 uSkyZenith;
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+ uniform vec3 uSkyHorizon;
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+ uniform float uSkyIntensity;
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+
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+ // ---------- RNG (identical scheme to RTLightingPass) ----------
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+ uint gSeed;
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+ int gBnDim;
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+ vec4 gBlueNoise;
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+ uint pcgHash(uint s) {
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+ uint state = s * 747796405u + 2891336453u;
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+ uint word = ((state >> ((state >> 28u) + 4u)) ^ state) * 277803737u;
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+ return (word >> 22u) ^ word;
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+ }
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+ float rand() {
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+ if (gBnDim < 4) {
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+ float v = gBlueNoise[gBnDim];
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+ gBnDim++;
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+ return v;
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+ }
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+ gSeed = pcgHash(gSeed);
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+ return float(gSeed) * (1.0 / 4294967296.0);
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+ }
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+ vec2 rand2() { return vec2(rand(), rand()); }
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+
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+ vec4 fetchBlueNoise() {
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+ ivec2 p = ivec2(gl_FragCoord.xy) & 63;
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+ vec4 bn = texelFetch(uMaterialsTex, ivec2(p.x, 2 + p.y), 0);
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+ vec4 shift = fract(float(uFrame) * vec4(0.6180340, 0.7548777, 0.5698403, 0.8191725));
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+ return fract(bn + shift);
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+ }
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+
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+ float luminance(vec3 c) { return dot(c, vec3(0.299, 0.587, 0.114)); }
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+
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+ // ---------- reservoir .w bit-packing: M (8 bit) + oct-normal (12+12 bit) ------
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+ // The RGBA32F reservoir-position attachment is at the pass's hard 16-sampler
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+ // ceiling, so the reconnection normal n_s (needed by the spatial Jacobian) is
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+ // bit-packed into the SAME .w channel that holds M. fp32 + NEAREST round-trips
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+ // the bits exactly. Layout: (uint(M)&0xFF)<<24 | octX12<<12 | octY12. M caps at
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+ // 255 (clamped on write). 12 bits/axis is ample for a cosine-weighted normal.
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+ vec2 signNotZero(vec2 v) {
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+ return vec2(v.x >= 0.0 ? 1.0 : -1.0, v.y >= 0.0 ? 1.0 : -1.0);
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+ }
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+ void octEncode12(vec3 n, out uint ox, out uint oy) {
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+ n /= (abs(n.x) + abs(n.y) + abs(n.z));
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+ vec2 e = n.z >= 0.0 ? n.xy : (1.0 - abs(n.yx)) * signNotZero(n.xy);
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+ vec2 u = clamp(e * 0.5 + 0.5, 0.0, 1.0);
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+ ox = uint(u.x * 4095.0 + 0.5) & 0xFFFu;
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+ oy = uint(u.y * 4095.0 + 0.5) & 0xFFFu;
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+ }
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+ vec3 octDecode12(uint ox, uint oy) {
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+ vec2 e = vec2(float(ox), float(oy)) / 4095.0 * 2.0 - 1.0;
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+ vec3 v = vec3(e.xy, 1.0 - abs(e.x) - abs(e.y));
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+ if (v.z < 0.0) v.xy = (1.0 - abs(v.yx)) * signNotZero(v.xy);
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+ return normalize(v);
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+ }
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+ // Pack M (clamped to [0,126]) + hit normal into a single fp32 word.
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+ // M's ceiling is 126, NOT 255: bits 30..23 of the packed word are the float's
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+ // exponent field, and if they are ever all-ones (M lower bits all 1 AND
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+ // octX >= 2048) the word is a NaN/Inf bit pattern — some GPUs CANONICALIZE
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+ // NaNs on texture write, silently destroying the payload. M <= 126 keeps at
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+ // least one exponent bit zero, so the pattern is unrepresentable by
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+ // construction. (126 is far above any practical restirGIMCap.)
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+ float packMN(float M, vec3 n) {
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+ uint ox, oy;
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+ octEncode12(n, ox, oy);
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+ uint mi = uint(clamp(M, 0.0, 126.0)) & 0xFFu;
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+ return uintBitsToFloat((mi << 24) | (ox << 12) | oy);
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+ }
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+ void unpackMN(float w, out float M, out vec3 n) {
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+ uint packed = floatBitsToUint(w);
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+ M = float((packed >> 24) & 0xFFu);
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+ n = octDecode12((packed >> 12) & 0xFFFu, packed & 0xFFFu);
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+ }
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+
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+ void orthoBasis(vec3 n, out vec3 t, out vec3 b) {
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+ float s = n.z >= 0.0 ? 1.0 : -1.0;
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+ float a = -1.0 / (s + n.z);
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+ float m = n.x * n.y * a;
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+ t = vec3(1.0 + s * n.x * n.x * a, s * m, -s * n.x);
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+ b = vec3(m, s + n.y * n.y * a, -n.y);
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+ }
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+ vec3 cosineSampleHemisphere(vec3 n, vec2 u) {
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+ float a = 2.0 * PI * u.x;
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+ float r = sqrt(u.y);
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+ vec3 t, b;
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+ orthoBasis(n, t, b);
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+ return normalize(t * (r * cos(a)) + b * (r * sin(a)) + n * sqrt(max(0.0, 1.0 - u.y)));
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+ }
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+ vec3 randUnitVector() {
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+ vec2 u = rand2();
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+ float z = u.x * 2.0 - 1.0;
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+ float a = u.y * 2.0 * PI;
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+ float r = sqrt(max(0.0, 1.0 - z * z));
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+ return vec3(r * cos(a), r * sin(a), z);
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+ }
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+
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+ // ---------- two-level BVH helpers (copied verbatim) ----------
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+ bool traceBoth(vec3 ro, vec3 rd, out uvec4 fi, out vec3 bary, out float dist, out bool isDyn) {
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+ uvec4 fiS; vec3 fnS; vec3 bcS; float sideS; float distS;
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+ bool hitS = bvhIntersectFirstHit(bvhStatic, ro, rd, fiS, fnS, bcS, sideS, distS);
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+ uvec4 fiD; vec3 fnD; vec3 bcD; float sideD; float distD;
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+ bool hitD = uHasDynamic && bvhIntersectFirstHit(bvhDynamic, ro, rd, fiD, fnD, bcD, sideD, distD);
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+ if (hitS && (!hitD || distS <= distD)) { fi = fiS; bary = bcS; dist = distS; isDyn = false; return true; }
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+ if (hitD) { fi = fiD; bary = bcD; dist = distD; isDyn = true; return true; }
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+ return false;
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+ }
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+ bool occluded(vec3 ro, vec3 rd, float maxDist) {
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+ if (bvhIntersectAnyHit(bvhStatic, ro, rd, maxDist - 2.0 * uEps)) return true;
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+ if (uHasDynamic && bvhIntersectAnyHit(bvhDynamic, ro, rd, maxDist - 2.0 * uEps)) return true;
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+ return false;
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+ }
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+
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+ void fetchMaterial(float matIndex, out vec3 albedo, out float roughness,
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+ out vec3 emissive, out float metalness) {
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+ int mi = int(round(matIndex)) * 2;
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+ vec4 t0 = texelFetch(uMaterialsTex, ivec2(mi, 0), 0);
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+ vec4 t1 = texelFetch(uMaterialsTex, ivec2(mi + 1, 0), 0);
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+ albedo = t0.rgb;
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+ roughness = t0.a;
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+ emissive = t1.rgb;
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+ metalness = t1.a;
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+ }
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+
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+ // ---------- one-light NEE at a GI-bounce hit (specular dropped) ----------
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+ float spotFalloff(int i, vec3 lightToP) {
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+ vec4 posType = uLightPosType[i];
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+ if (posType.w < 1.5) return 1.0;
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+ vec4 dc = uLightDirCone[i];
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+ return smoothstep(dc.w, posType.w - 2.0, dot(dc.xyz, lightToP));
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+ }
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+
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+ vec3 lightContribution(int i, vec3 P, vec3 N) {
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+ vec4 posType = uLightPosType[i];
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+ vec4 colRad = uLightColorRadius[i];
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+ vec3 L;
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+ float dist2 = 1.0;
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+ float maxDist = 1e7;
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+ float cone = 1.0;
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+ if (posType.w < 0.5 || posType.w >= 1.5) {
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+ vec3 lp = posType.xyz + randUnitVector() * colRad.w;
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+ vec3 d = lp - P;
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+ float dl = length(d);
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+ if (dl < 1e-5) return vec3(0.0);
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+ L = d / dl;
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+ dist2 = dl * dl;
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+ maxDist = dl;
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+ cone = spotFalloff(i, -L);
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+ if (cone <= 0.0) return vec3(0.0);
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+ } else {
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+ L = normalize(-posType.xyz + randUnitVector() * colRad.w);
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+ dist2 = 1.0;
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+ }
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+ float NdotL = dot(N, L);
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+ if (NdotL <= 0.0) return vec3(0.0);
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+ if (occluded(P + N * uEps, L, maxDist)) return vec3(0.0);
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+ return colRad.rgb * (cone / dist2) * NdotL;
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+ }
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+
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+ vec3 sampleOneLight(vec3 P, vec3 N) {
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+ if (uLightCount == 0) return vec3(0.0);
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+ int i = min(int(rand() * float(uLightCount)), uLightCount - 1);
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+ return lightContribution(i, P, N) * float(uLightCount);
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+ }
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+
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+ vec3 sampleEmissiveTri(vec3 P, vec3 N) {
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+ if (uEmissiveCount == 0) return vec3(0.0);
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+ int idx;
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+ float invProb;
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+ if (uEmissiveCDF) {
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+ float u = rand();
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+ int lo = 0;
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+ int hi = uEmissiveCount - 1;
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+ for (int s = 0; s < 8; s++) {
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+ if (lo >= hi) break;
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+ int mid = (lo + hi) >> 1;
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+ if (u > texelFetch(uMaterialsTex, ivec2(mid, 66), 0).x) lo = mid + 1;
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+ else hi = mid;
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+ }
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+ idx = lo;
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+ invProb = 1.0 / max(texelFetch(uMaterialsTex, ivec2(idx, 66), 0).y, 1e-8);
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+ } else {
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+ idx = min(int(rand() * float(uEmissiveCount)), uEmissiveCount - 1);
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+ invProb = float(uEmissiveCount);
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+ }
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+ int i = idx * 4;
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+ vec4 t0 = texelFetch(uMaterialsTex, ivec2(i, 1), 0);
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+ vec4 t1 = texelFetch(uMaterialsTex, ivec2(i + 1, 1), 0);
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+ vec4 t2 = texelFetch(uMaterialsTex, ivec2(i + 2, 1), 0);
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+ vec4 t3 = texelFetch(uMaterialsTex, ivec2(i + 3, 1), 0);
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+ vec2 u = rand2();
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+ if (u.x + u.y > 1.0) u = 1.0 - u;
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+ vec3 lp = t0.xyz + t1.xyz * u.x + t2.xyz * u.y;
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+ vec3 d = lp - P;
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+ float d2 = dot(d, d);
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+ float dist = sqrt(d2);
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+ if (dist < 1e-4) return vec3(0.0);
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+ vec3 wi = d / dist;
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+ float cosS = dot(N, wi);
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+ float cosL = abs(dot(t3.xyz, wi));
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+ if (cosS <= 0.0 || cosL < 1e-4) return vec3(0.0);
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+ if (occluded(P + N * uEps, wi, dist)) return vec3(0.0);
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+ vec3 e = vec3(t1.w, t2.w, t3.w) * (cosS * cosL * invProb * t0.w / max(d2, 1e-6));
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+ float eLum = dot(e, vec3(0.299, 0.587, 0.114));
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+ float eCap = uFireflyClamp * 2.0;
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+ if (eLum > eCap) e *= eCap / eLum;
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+ return e;
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+ }
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+
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+ vec3 sampleOneAny(vec3 P, vec3 N) {
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+ bool hasL = uLightCount > 0;
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+ bool hasE = uEmissiveCount > 0;
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+ if (hasL && hasE) {
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+ return rand() < 0.5
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+ ? sampleOneLight(P, N) * 2.0
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+ : sampleEmissiveTri(P, N) * 2.0;
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+ }
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+ if (hasL) return sampleOneLight(P, N);
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+ if (hasE) return sampleEmissiveTri(P, N);
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+ return vec3(0.0);
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+ }
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+
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+ // Incoming radiance along rd for a DIFFUSE GI bounce (specular=false in the
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+ // inline path), plus the world-space hit position so temporal reuse can
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+ // recompute the geometry term at the reprojected (same) surface. On a miss the
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+ // "hit" is a far point along the ray, so the reused direction is recoverable.
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+ // nLight = number of averaged NEE samples at the bounce hit. The fresh candidate
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+ // passes 1 (byte-identical to the inline path). The reservoir-sample VALIDATION
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+ // passes a small number > 1: a single NEE sample is black whenever its random
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+ // light point is occluded, which happens ~30% of the time even for a fully-lit
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+ // hit, so a 1-sample re-shade cannot reliably tell "light switched off" from
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+ // "unlucky shadow sample". Averaging a few NEE samples de-noises pHatNew enough to
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+ // make the validation kill decision robust, at the cost of a few extra shadow rays
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+ // on only the ~1/uValidateInterval validating pixels (no extra BOUNCE rays).
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+ vec3 traceRadianceGI(vec3 ro, vec3 rd, int nLight, out vec3 hitPos, out vec3 hitNormal) {
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+ uvec4 fi; vec3 bary; float dist; bool isDyn;
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+ if (!traceBoth(ro, rd, fi, bary, dist, isDyn)) {
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+ hitPos = ro + rd * 1.0e4;
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+ // Sky "hit" has no surface; face the normal back along the ray so a
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+ // neighbour reconnecting to this point sees a sane, positive cosPhi.
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+ hitNormal = -rd;
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+ return uSkyEnabled
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+ ? skyColor(rd, uSunDir, uSunColor, uSkyZenith, uSkyHorizon, uSkyIntensity)
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+ : uEnvColor * uEnvIntensity;
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+ }
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+ vec4 attr = isDyn
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+ ? textureSampleBarycoord(uAttrDynamic, bary, fi.xyz)
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+ : textureSampleBarycoord(uAttrStatic, bary, fi.xyz);
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+ vec3 hAlbedo; float hRough; vec3 hEmissive; float hMetal;
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+ fetchMaterial(attr.w, hAlbedo, hRough, hEmissive, hMetal);
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+ vec3 hN = normalize(attr.xyz);
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+ if (dot(hN, rd) > 0.0) hN = -hN;
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+ vec3 hP = ro + rd * dist;
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+ hitPos = hP;
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+ hitNormal = hN;
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+ vec3 Ld = vec3(0.0);
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+ for (int s = 0; s < 8; s++) {
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+ if (s >= nLight) break;
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+ Ld += sampleOneAny(hP + hN * uEps, hN);
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+ }
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+ Ld /= float(max(nLight, 1));
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+ // Diffuse GI drops NEE-listed (static) emitter emission so it isn't double
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+ // counted (same rule as RTLightingPass.traceRadiance with specular=false).
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+ vec3 hLe = (uEmissiveCount > 0 && !isDyn) ? vec3(0.0) : hEmissive;
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+ return hLe + hAlbedo * Ld * (1.0 / PI);
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+ }
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+
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+ void main() {
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+ vec4 wp = texture(uGWorldPos, vUv);
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+ if (wp.w < 0.5) {
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+ outResPos = vec4(0.0);
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+ outResRad = vec4(0.0);
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+ outGI = vec4(0.0);
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+ return;
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+ }
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+ vec3 P = wp.xyz;
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+ vec3 N = normalize(texture(uGNormalMetal, vUv).xyz);
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+
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+ ivec2 px = ivec2(gl_FragCoord.xy);
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+ gSeed = uint(px.x) * 1471u + uint(px.y) * 8951u + uint(uFrame) * 23833u;
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+ gSeed = pcgHash(gSeed);
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+ gBlueNoise = fetchBlueNoise();
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+ gBnDim = 0;
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+
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+ // ===================== ESTIMATOR DERIVATION =====================
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+ // The inline path stores, per pixel, the DEMODULATED indirect irradiance
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+ // I = (1/PI) * integral_hemisphere L_i(w) (N.w) dw
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+ // as a single cosine-sampled sample: indirect = traceRadiance(cosine ray),
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+ // because with the cosine pdf p(w) = cos/PI the estimate L_i(w)/p * (cos/PI)
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+ // collapses to L_i(w). We reproduce the SAME quantity I via RIS.
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+ //
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+ // - Candidate sample: a hemisphere direction w (cosine-sampled), carrying
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+ // the incoming radiance L_i(w) = traceRadianceGI(w) and its hit position.
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+ // - Target function: p_hat(w) = luminance( L_i(w) * cos(theta) ).
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+ // - Source pdf: p(w) = cos(theta)/PI (cosine).
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+ // - RIS candidate weight: w_i = p_hat / p = PI * luminance(L_i) (cos cancels).
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+ // - Reservoir picks y ~ p_hat; unbiased contribution weight
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+ // W = wSum / (M * p_hat(y)).
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+ // - Final estimate of I (integrand F(w) = L_i(w) cos(theta) / PI):
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+ // <I> = F(y) * W = L_i(y) * cos(theta_y) / PI * W.
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+ //
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+ // Sanity (M=1, no history): W = w_1 / p_hat(y) = PI*lum(L)/(lum(L)*cos) =
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+ // PI/cos, so <I> = L_i * cos/PI * PI/cos = L_i(y) — EXACTLY the inline
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+ // single-sample estimate. Forcing uMCap=1 with a cleared history therefore
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+ // makes this pass statistically identical to the legacy GI path.
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+ //
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+ // The reservoir is the GI temporal integrator; its output is ADDED at the
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+ // denoise stage, DOWNSTREAM of the lighting pass's own temporal accumulation,
412
+ // so this GI never re-enters (and double-counts through) that history.
413
+ // ================================================================
414
+
415
+ // Reprojected UV of this pixel's primary point into the previous frame; shared
416
+ // by the reservoir-sample validation, the temporal merge and the spatial taps.
417
+ vec4 clip = uPrevViewProj * vec4(P, 1.0);
418
+ vec2 prevUv = (clip.xy / clip.w) * 0.5 + 0.5;
419
+ bool haveReproj = clip.w > 0.0 &&
420
+ prevUv.x >= 0.0 && prevUv.x <= 1.0 && prevUv.y >= 0.0 && prevUv.y <= 1.0;
421
+ // Plane-distance tolerance the temporal validation and the spatial taps share.
422
+ float tol = 0.005 * distance(P, uCameraPos) + 20.0 * uEps;
423
+
424
+ // --- fetch this pixel's TEMPORAL-history reservoir ONCE. Both the reservoir-
425
+ // sample validation (below) and the temporal merge read it. Texture reads
426
+ // only, so this consumes no RNG: the fresh-candidate random stream stays
427
+ // aligned with the validation-off path (uValidateInterval==0 is byte-identical
428
+ // to before this feature). ---
429
+ bool histValid = false;
430
+ float Mprev = 0.0;
431
+ float Wprev = 0.0;
432
+ vec3 radPrev = vec3(0.0);
433
+ vec3 hitPrev = vec3(0.0);
434
+ vec3 nPrev = N;
435
+ if (haveReproj) {
436
+ vec4 pPos = texture(uPrevGWorldPos, prevUv);
437
+ if (pPos.w > 0.5 && abs(dot(P - pPos.xyz, N)) < tol) {
438
+ vec4 hp = texture(uPrevResPos, prevUv); // hitPos.xyz + packed(M, n_s)
439
+ vec4 hr = texture(uPrevResRad, prevUv); // radiance.rgb + W
440
+ unpackMN(hp.w, Mprev, nPrev);
441
+ Wprev = hr.w;
442
+ if (Mprev > 0.0 && Wprev > 0.0) {
443
+ histValid = true;
444
+ radPrev = hr.rgb;
445
+ hitPrev = hp.xyz;
446
+ }
447
+ }
448
+ }
449
+
450
+ // --- RESERVOIR-SAMPLE VALIDATION (the fix for stale bounce light). On a
451
+ // rotating 1-in-uValidateInterval subset of pixels — selected by a per-pixel
452
+ // hash added to uFrame so the validating set is decorrelated in space AND
453
+ // changes every frame — spend this frame's ONE candidate ray re-tracing the
454
+ // STORED reservoir hit instead of a fresh cosine bounce. This costs ZERO extra
455
+ // rays (it REPLACES the fresh candidate on those pixels) and is what stops a
456
+ // switched-off light from haunting the reservoir: the stale bright sample gets
457
+ // re-shaded (now dark) or, if its geometry moved, dropped. Direction selection
458
+ // happens HERE, before the single trace below, so the trace call site is shared. ---
459
+ uint pixHash = pcgHash(uint(px.x) * 2654435761u + uint(px.y) * 40503u + 1u);
460
+ bool validateFrame = uValidateInterval > 0 &&
461
+ ((uint(uFrame) + pixHash) % uint(uValidateInterval)) == 0u;
462
+
463
+ vec3 wi;
464
+ bool doValidate = false;
465
+ float expectDist = 0.0;
466
+ if (validateFrame && histValid) {
467
+ vec3 dpv = hitPrev - P;
468
+ expectDist = length(dpv);
469
+ if (expectDist > 1e-5) {
470
+ wi = dpv / expectDist; // aim the candidate AT the stored hit
471
+ doValidate = true;
472
+ }
473
+ }
474
+ if (!doValidate) {
475
+ wi = cosineSampleHemisphere(N, rand2()); // fresh cosine-hemisphere GI bounce
476
+ }
477
+
478
+ // --- the SINGLE candidate trace. Validation reuses this exact call site (no
479
+ // second trace is added to the shader); the trace already shades the hit. ---
480
+ vec3 hitPos;
481
+ vec3 hitNormal;
482
+ int nLight = doValidate ? VAL_NEE_SAMPLES : 1;
483
+ vec3 rad = traceRadianceGI(P + N * uEps, wi, nLight, hitPos, hitNormal);
484
+ // Match the inline firefly clamp, which is applied to indirect (= L_i) so
485
+ // the biased mean of the two paths agrees.
486
+ float rl = luminance(rad);
487
+ if (rl > uFireflyClamp) rad *= uFireflyClamp / rl;
488
+
489
+ float cosT = max(dot(N, wi), 0.0);
490
+
491
+ float wSum;
492
+ float M;
493
+ vec3 selRad;
494
+ vec3 selPos;
495
+ vec3 selNormal; // n_s of the selected sample (packed into .w)
496
+ bool killStore = false; // validation flags the STORED reservoir for reset
497
+
498
+ if (doValidate) {
499
+ // On a validation pixel there is NO fresh exploration candidate this frame
500
+ // (the ray was spent re-tracing the stored hit); the reservoir for THIS frame
501
+ // is the temporal history alone (the merge below re-adds it, histValid stays
502
+ // true so a valid pixel keeps showing its GI — no dropout, no darkening).
503
+ // Documented ~1/uValidateInterval exploration reduction (12.5% at interval 8).
504
+ wSum = 0.0;
505
+ M = 0.0;
506
+ selRad = vec3(0.0);
507
+ selPos = P + N;
508
+ selNormal = N;
509
+
510
+ // Validation is KILL-only, and the kill hits only the STORED reservoir (next
511
+ // frame), NOT this frame's displayed estimate. Re-shade the stored hit and, if
512
+ // it is stale, mark the stored reservoir for reset so this pixel's fresh
513
+ // candidate takes over next frame and the estimate tracks the current lighting.
514
+ // Two staleness signals:
515
+ // (1) GEOMETRY changed — the re-traced hit distance no longer matches the
516
+ // stored one (a nearer occluder appeared, geometry moved, or the ray
517
+ // missed; a miss puts hitPos far down the ray, so it trips this too).
518
+ // (2) the target WENT DARK — the re-shaded radiance collapsed below a small
519
+ // fraction (VAL_DARK_FRAC) of the stored one (a light switched off). This
520
+ // is THE fix for stale bounce light.
521
+ // Why kill-only, and why store-deferred: the reservoir stores a RIS-selected
522
+ // sample whose radiance is BRIGHT-biased with a compensating small W
523
+ // (gi_luminance = selRad*selCos/PI*W = wSum/(M*PI), so W is a purely geometric
524
+ // 1/pdf term). Overwriting that bright radiance with a single average re-shade
525
+ // sample, or rescaling W by the noisy luminance ratio, provably DARKENS the
526
+ // mean (bright-selected pHatOld in the denominator) — the originally-specified
527
+ // "refresh radiance + W *= clamp(pHatOld/pHatNew, 0.25, 4)" path was measured
528
+ // to darken static GI ~25% at interval 8, so it is NOT used. Killing (dropping
529
+ // the stale term so fresh candidates rebuild) is unbiased; deferring the kill
530
+ // to the STORE keeps the displayed frame equal to validation-off, so even a
531
+ // false kill from single-sample noise costs a little variance, not brightness.
532
+ float valTol = max(0.02 * expectDist, 4.0 * uEps);
533
+ float hitDist = length(hitPos - P);
534
+ bool geomChanged = abs(hitDist - expectDist) > valTol;
535
+ float pHatOld = luminance(radPrev) * cosT; // stored target at this pixel
536
+ float pHatNew = luminance(rad) * cosT; // re-shaded target (current light)
537
+ bool wentDark = pHatNew < VAL_DARK_FRAC * pHatOld;
538
+ // KILL (drop the stale temporal term so this pixel's fresh candidates rebuild
539
+ // from the current scene) on geometry change OR a collapse to near-black; leave
540
+ // a still-valid sample UNTOUCHED so a static scene does not drift. A switched-
541
+ // off light drives pHatNew -> 0 and trips wentDark. The kill only marks the
542
+ // STORE (killStore); the displayed frame still uses the merged history.
543
+ killStore = geomChanged || wentDark;
544
+ } else {
545
+ // --- normal fresh candidate: one cosine-hemisphere GI bounce, shaded inline.
546
+ float pHatFresh = luminance(rad) * cosT;
547
+ // w = p_hat / p_source = p_hat / (cos/PI). cosT cancels; guard cosT==0.
548
+ float wFresh = cosT > 0.0 ? pHatFresh * PI / cosT : 0.0;
549
+ wSum = wFresh;
550
+ M = 1.0;
551
+ selRad = rad;
552
+ selPos = hitPos;
553
+ selNormal = hitNormal;
554
+ }
555
+
556
+ // --- temporal reuse: merge the (possibly radiance-refreshed, or killed)
557
+ // history. When the validation above KILLED the sample, histValid is false and
558
+ // the merge is skipped -> the reservoir stays empty this frame. ---
559
+ // emaPrevGi: last frame's resolved GI, RECONSTRUCTED from the previous
560
+ // reservoir (all inputs already bound — no extra sampler). Reservoirs persist
561
+ // WHICH sample matters, not a variance average: near emitters many samples
562
+ // are legitimately bright and the per-frame selection churn reads as
563
+ // flickering fireflies (the inline GI path hid the same variance inside the
564
+ // lighting pass's deep EMA). The resolve below blends against this
565
+ // reconstruction to restore that smoothing.
566
+ vec3 emaPrevGi = vec3(0.0);
567
+ bool emaPrevOk = false;
568
+ if (histValid) {
569
+ // Re-evaluate the target at the CURRENT surface (reconnect at the stored hit
570
+ // point). Same world point P (validated), so no Jacobian.
571
+ vec3 dp = hitPrev - P;
572
+ float dl = length(dp);
573
+ float cosPrev = dl > 1e-5 ? max(dot(N, dp / dl), 0.0) : 0.0;
574
+ float pHatPrev = luminance(radPrev) * cosPrev;
575
+ float Mc = min(Mprev, uMCap);
576
+ // Combine reservoirs: w = p_hat_current(sample) * W_prev * M_prev.
577
+ float w = pHatPrev * Wprev * Mc;
578
+ wSum += w;
579
+ M += Mc;
580
+ if (w > 0.0 && rand() * wSum < w) {
581
+ selRad = radPrev;
582
+ selPos = hitPrev;
583
+ selNormal = nPrev;
584
+ }
585
+ // Reconstruct last frame's resolve from this same sample (same W cap
586
+ // and clamp as the live resolve, for a like-for-like EMA partner).
587
+ vec3 pg = radPrev * (cosPrev / PI) * min(Wprev, 32.0);
588
+ float pgl = luminance(pg);
589
+ if (pgl > uFireflyClamp) pg *= uFireflyClamp / pgl;
590
+ if (!any(isnan(pg)) && !any(isinf(pg))) {
591
+ emaPrevGi = pg;
592
+ emaPrevOk = true;
593
+ }
594
+ }
595
+
596
+ // Snapshot the TEMPORAL-only reservoir. This — not the spatially-merged one — is
597
+ // what gets STORED as history, exactly as v1 did. Spatial reuse below is terminal
598
+ // (it only sharpens THIS frame's resolved GI output); it is deliberately NOT fed
599
+ // back into the stored reservoir. The reconnection shift carries a small target
600
+ // -function bias, and the high default M-cap's temporal feedback would amplify it
601
+ // by ~1/(1-M/(M+1)) ≈ (M+1)x, so storing the merged reservoir makes the GI drift
602
+ // frame-over-frame (dark in grazing views, blown out in steep ones). Keeping the
603
+ // history temporal-only — the pattern the shipped direct-light ReSTIR uses, where
604
+ // "history feeds back from the TEMPORAL stage only" — keeps it stable and
605
+ // unbiased while still delivering the per-frame spatial variance reduction into
606
+ // the denoiser. taps==0 leaves selRad/M/wSum untouched, so this is a no-op there.
607
+ vec3 selRadT = selRad; vec3 selPosT = selPos; vec3 selNormalT = selNormal;
608
+ float wSumT = wSum; float MT = M;
609
+
610
+ // --- spatial reuse (v2): fused spatiotemporal, streamed RIS over K taps of the
611
+ // PREVIOUS frame's reservoir textures around the reprojected UV. Each adopted
612
+ // neighbour sample S = (hit x_s, hit normal n_s, radiance L_s) is reweighted by
613
+ // the reconnection Jacobian |J| = (cosPhi_q/cosPhi_r)*(d_r^2/d_q^2). x_q is this
614
+ // pixel's primary point; x_r is the NEIGHBOUR's primary point read from the
615
+ // previous frame's gWorldPos. A final visibility ray (below) prevents leaks. ---
616
+ if (haveReproj && uSpatialTaps > 0) {
617
+ vec2 texel = 1.0 / vec2(textureSize(uPrevResPos, 0));
618
+ for (int k = 0; k < 4; k++) {
619
+ if (k >= uSpatialTaps) break;
620
+ // Offset: radius uniform in [4, 20] lighting-res pixels, angle from RNG,
621
+ // decorrelated per frame (gSeed carries uFrame; blue noise is frame-shifted).
622
+ float ang = rand() * 2.0 * PI;
623
+ float rad_px = mix(4.0, 20.0, rand());
624
+ vec2 nUv = prevUv + vec2(cos(ang), sin(ang)) * rad_px * texel;
625
+ // (a) neighbour uv in [0,1].
626
+ if (nUv.x < 0.0 || nUv.x > 1.0 || nUv.y < 0.0 || nUv.y > 1.0) continue;
627
+ // (b) plane-distance validation of the neighbour's PREVIOUS primary point
628
+ // against q's plane (same tolerance as the temporal validation).
629
+ vec4 nPrimary = texture(uPrevGWorldPos, nUv); // x_r + validFlag
630
+ if (nPrimary.w < 0.5 || abs(dot(P - nPrimary.xyz, N)) >= tol) continue;
631
+ vec4 nhp = texture(uPrevResPos, nUv); // x_s + packed(M_r, n_s)
632
+ vec4 nhr = texture(uPrevResRad, nUv); // L_s + W_r
633
+ float Mr; vec3 nS;
634
+ unpackMN(nhp.w, Mr, nS);
635
+ float Wr = nhr.w;
636
+ // (c) skip reservoirs with M == 0 or W <= 0.
637
+ if (Mr <= 0.0 || Wr <= 0.0) continue;
638
+ vec3 xS = nhp.xyz;
639
+ vec3 Ls = nhr.rgb;
640
+ vec3 xR = nPrimary.xyz;
641
+
642
+ // Reconnection Jacobian for q adopting the neighbour's sample.
643
+ float dq = length(xS - P);
644
+ float dr = length(xS - xR);
645
+ if (dq < 1e-5 || dr < 1e-5) continue;
646
+ float cosPhiQ = max(dot(nS, normalize(P - xS)), 1e-4);
647
+ float cosPhiR = max(dot(nS, normalize(xR - xS)), 1e-4);
648
+ float J = (cosPhiQ / cosPhiR) * (dr * dr) / (dq * dq);
649
+ J = clamp(J, 0.1, 10.0); // grazing-angle firefly guard
650
+
651
+ // Target function at q (same shape the pass already uses).
652
+ float cosQ = max(dot(N, normalize(xS - P)), 0.0);
653
+ float pHatQ = luminance(Ls) * cosQ;
654
+ // Invalid-shift reject: if the neighbour's hit x_s lies below q's shading
655
+ // hemisphere (cosQ == 0) or carries no radiance, the reconnected target is
656
+ // zero — the shift could never have produced this sample at q, so it must
657
+ // NOT add confidence weight. Skipping the whole tap (not just its w) keeps
658
+ // the M normalization honest; adding Mc here while w == 0 would inflate M
659
+ // without wSum and systematically darken the GI. (The temporal path never
660
+ // trips this — same surface point, always a valid, non-zero target.)
661
+ if (pHatQ <= 0.0) continue;
662
+ float Mc = min(Mr, uMCap);
663
+ float w = pHatQ * J * Wr * Mc;
664
+ wSum += w;
665
+ M += Mc;
666
+ if (w > 0.0 && rand() * wSum < w) {
667
+ selRad = Ls;
668
+ selPos = xS;
669
+ selNormal = nS;
670
+ }
671
+ }
672
+ }
673
+
674
+ // --- finalize OUTPUT: recompute p_hat(selected) at this surface from the
675
+ // SPATIALLY-merged reservoir, form W, resolve the GI for this frame. ---
676
+ vec3 sd = selPos - P;
677
+ float sl = length(sd);
678
+ float selCos = sl > 1e-5 ? max(dot(N, sd / sl), 0.0) : 0.0;
679
+ float pHatSel = luminance(selRad) * selCos;
680
+ float W = (M > 0.0 && pHatSel > 0.0) ? wSum / (M * pHatSel) : 0.0;
681
+
682
+ // --- final visibility (mandatory): ONE any-hit occlusion ray from x_q toward
683
+ // x_s. If the reconnection point is blocked, drop THIS FRAME's OUTPUT estimate
684
+ // (Wout=0) — this is what stops reused samples leaking light through walls.
685
+ // occluded() already trims 2*eps off maxDist to avoid self-intersecting the far
686
+ // surface. The STORED reservoir keeps the un-occluded W: the sample is real and
687
+ // may be visible to a neighbour, so each pixel re-tests visibility from its own
688
+ // position. Storing the zeroed W instead would bleed energy out of the reservoir
689
+ // over frames (spatial samples fail visibility more often than temporal ones,
690
+ // and the zero would propagate to neighbours), darkening the GI. ---
691
+ // Gated on uSpatialTaps > 0: the temporal-only path reuses at the SAME surface
692
+ // point, whose sample is visible by construction, so v1 (taps==0) needs no
693
+ // occlusion ray and stays byte-identical. Spatial reconnections to a neighbour's
694
+ // hit point are the ones that can pierce a wall, so they get the visibility test.
695
+ float Wout = W;
696
+ if (uSpatialTaps > 0 && Wout > 0.0 && sl > 1e-5) {
697
+ if (occluded(P + N * uEps, sd / sl, sl)) Wout = 0.0;
698
+ }
699
+ // W cap: W ~ pi/cos for the cosine source pdf, so values beyond ~32 mean the
700
+ // recomputed p_hat(selected) collapsed this frame (grazing cos after a camera
701
+ // or normal change) while wSum still carries past-frame magnitudes — the
702
+ // classic reservoir firefly. The inline GI path hid the same spikes inside
703
+ // its deep temporal EMA; this resolve has no EMA downstream, so the spike
704
+ // would live on screen for a whole frame (visibly on Metal/iOS). Capping W
705
+ // trusts reconnection angles down to cos ~ 0.1 and slightly darkens grazing
706
+ // GI beyond that — the standard ReSTIR trade.
707
+ Wout = min(Wout, 32.0);
708
+
709
+ vec3 gi = selRad * (selCos / PI) * Wout; // demodulated indirect irradiance
710
+ // Confidence-weighted firefly clamp: a young reservoir (M small — fresh
711
+ // pixels under camera motion, where the resolve EMA has no partner yet) is
712
+ // one raw sample, and at the full clamp it reads as motion sparkle. Tighten
713
+ // the cap for low-M pixels and relax it to the inline-path clamp as
714
+ // confidence grows; converged pixels are untouched. Trades a few frames of
715
+ // slightly dim GI on freshly revealed surfaces for a steady image in motion.
716
+ float conf = clamp(M / uMCap, 0.0, 1.0);
717
+ float cap = uFireflyClamp * mix(0.3, 1.0, conf);
718
+ float gil = luminance(gi);
719
+ if (gil > cap) gi *= cap / gil;
720
+ if (any(isnan(gi)) || any(isinf(gi))) gi = vec3(0.0);
721
+ // Resolve EMA (see the emaPrevGi note above): ~5-frame effective average.
722
+ // Cuts selection-churn flicker near emitters ~5x for ~5 frames of lag.
723
+ if (emaPrevOk) gi = mix(emaPrevGi, gi, 0.15);
724
+
725
+ // --- STORE the TEMPORAL-only reservoir as history (see snapshot note above).
726
+ // Resolve its own W from the temporal-merged wSum/M so the stored W is valid for
727
+ // next frame's temporal AND spatial reuse. For taps==0 this is exactly the v1
728
+ // reservoir. A NaN sample is scrubbed so it can't poison the history. ---
729
+ vec3 sdT = selPosT - P;
730
+ float slT = length(sdT);
731
+ float selCosT = slT > 1e-5 ? max(dot(N, sdT / slT), 0.0) : 0.0;
732
+ float pHatSelT = luminance(selRadT) * selCosT;
733
+ float WT = (MT > 0.0 && pHatSelT > 0.0) ? wSumT / (MT * pHatSelT) : 0.0;
734
+ if (any(isnan(selRadT)) || any(isinf(selRadT))) { selRadT = vec3(0.0); WT = 0.0; }
735
+
736
+ // Validation store policy. The DISPLAYED gi above always used the merged history
737
+ // (no dropout). The STORED reservoir, however, must be handled so validation
738
+ // does not shift the temporal fixed point:
739
+ // - KEEP (valid sample): pass the previous reservoir through UNCHANGED. A
740
+ // validation frame carries no fresh candidate, so RE-DERIVING and re-storing
741
+ // the merged reservoir (M -> min(Mprev,cap), W recomputed) perturbs the
742
+ // recursion and was measured to darken the static estimate ~13-16%. Writing
743
+ // back the exact (hitPrev, radPrev, Wprev, Mprev) leaves the fixed point
744
+ // identical to validation-off, so a static scene does not drift.
745
+ // - KILL (stale sample): reset to empty so next frame's fresh cosine candidate
746
+ // rebuilds and the estimate tracks the current lighting.
747
+ if (doValidate) {
748
+ if (killStore) {
749
+ selPosT = P + N; selRadT = vec3(0.0); selNormalT = N; MT = 0.0; WT = 0.0;
750
+ } else {
751
+ // KEEP: write the previous reservoir back verbatim (hitPrev, radPrev, nPrev,
752
+ // Mprev, Wprev). A validation frame adds no fresh candidate, so re-deriving
753
+ // and re-storing the merged reservoir (M -> min(Mprev,cap), W recomputed)
754
+ // perturbs the temporal recursion and was measured to darken the static
755
+ // estimate ~13-16%; a verbatim write-back keeps the fixed point identical to
756
+ // validation-off.
757
+ selPosT = hitPrev; selRadT = radPrev; selNormalT = nPrev; MT = Mprev; WT = Wprev;
758
+ }
759
+ }
760
+
761
+ outResPos = vec4(selPosT, packMN(MT, selNormalT));
762
+ outResRad = vec4(selRadT, WT);
763
+ outGI = vec4(gi, 1.0);
764
+ }
765
+ `;
766
+
767
+ /**
768
+ * EXPERIMENTAL ReSTIR GI (v2, fused spatiotemporal). Per-pixel reservoirs reuse
769
+ * the 1-bounce GI sample across frames at the reprojected same-surface point,
770
+ * then take K spatial taps (`restirGISpatialTaps`, default 2; 0 = exact v1
771
+ * temporal-only behaviour) of the previous frame's reservoirs around that UV.
772
+ * Runs at lighting resolution with its OWN sampler budget (16: 8 BVH + 2 attr +
773
+ * 1 scene-data + gWorldPos + gNormalMetal + prevGWorldPos + 2 reservoir history),
774
+ * independent of the lighting pass. render() returns a resolved, demodulated GI
775
+ * irradiance texture whose mean matches the inline GI path (see main()).
776
+ *
777
+ * Spatial reuse applies the reconnection solid-angle->area Jacobian per adopted
778
+ * neighbour and a final visibility ray at the reconnection point (anti-leak); the
779
+ * hit normal n_s it needs is bit-packed into the reservoir-position .w alongside
780
+ * M (the pass is at the 16-sampler ceiling and can add none). Taps are gated by
781
+ * uv bounds, a plane-distance check of the neighbour's previous primary point,
782
+ * and a non-empty reservoir, so it stays unbiased and does not leak.
783
+ *
784
+ * `restirGIValidate` (default 8, 0 = off) adds reservoir-sample validation: a
785
+ * rotating 1-in-N subset of pixels re-aims its single candidate ray AT the stored
786
+ * reservoir hit (instead of a fresh cosine bounce) and re-shades it; the reservoir
787
+ * is KILLED (so fresh candidates rebuild) when the geometry moved or the re-shaded
788
+ * target collapsed to near-black (a light switched off), and left untouched
789
+ * otherwise, with the kill deferred to the store so a valid pixel never drops out.
790
+ * It reuses the existing candidate trace (no extra bounce rays, no extra samplers)
791
+ * and is the fix for stale bounce light: a switched-off light stops haunting the
792
+ * reservoir instead of fading slowly. 0 is byte-identical to the pre-feature path.
793
+ */
794
+ export class GIReservoirPass {
795
+ constructor(width, height) {
796
+ this.targetA = this._makeTarget(width, height);
797
+ this.targetB = this._makeTarget(width, height);
798
+
799
+ this.material = new THREE.ShaderMaterial({
800
+ glslVersion: THREE.GLSL3,
801
+ vertexShader: fullscreenVert,
802
+ fragmentShader: giFrag,
803
+ uniforms: {
804
+ bvhStatic: { value: null },
805
+ bvhDynamic: { value: null },
806
+ uHasDynamic: { value: false },
807
+ uAttrStatic: { value: null },
808
+ uAttrDynamic: { value: null },
809
+ uMaterialsTex: { value: null },
810
+ uGWorldPos: { value: null },
811
+ uGNormalMetal: { value: null },
812
+ uPrevGWorldPos: { value: null },
813
+ uPrevResPos: { value: null },
814
+ uPrevResRad: { value: null },
815
+ uPrevViewProj: { value: new THREE.Matrix4() },
816
+ uLightPosType: { value: [] },
817
+ uLightColorRadius: { value: [] },
818
+ uLightDirCone: { value: [] },
819
+ uLightCount: { value: 0 },
820
+ uEmissiveCount: { value: 0 },
821
+ uEmissiveCDF: { value: true },
822
+ uCameraPos: { value: new THREE.Vector3() },
823
+ uFrame: { value: 0 },
824
+ uEps: { value: 1e-3 },
825
+ uFireflyClamp: { value: 4.0 },
826
+ uMCap: { value: 20 },
827
+ uSpatialTaps: { value: 2 },
828
+ uValidateInterval: { value: 8 },
829
+ uEnvColor: { value: new THREE.Color(0.03, 0.04, 0.06) },
830
+ uEnvIntensity: { value: 1.0 },
831
+ uSkyEnabled: { value: false },
832
+ uSunDir: { value: new THREE.Vector3(0.4, 0.8, 0.45).normalize() },
833
+ uSunColor: { value: new THREE.Color(1.0, 0.9, 0.75) },
834
+ uSkyZenith: { value: new THREE.Color(0.18, 0.34, 0.62) },
835
+ uSkyHorizon: { value: new THREE.Color(0.7, 0.8, 0.9) },
836
+ uSkyIntensity: { value: 1.0 },
837
+ },
838
+ depthTest: false,
839
+ depthWrite: false,
840
+ });
841
+
842
+ this.scene = new THREE.Scene();
843
+ this.camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1);
844
+ this.quad = new THREE.Mesh(new THREE.PlaneGeometry(2, 2), this.material);
845
+ this.quad.frustumCulled = false;
846
+ this.scene.add(this.quad);
847
+ }
848
+
849
+ _makeTarget(width, height) {
850
+ // Three fp32 attachments, NearestFilter: the reservoir stores a hit POSITION
851
+ // (needs fp32) + M + radiance + W, which must never be interpolated. All fp32
852
+ // (rather than a mixed fp32/fp16 layout) sidesteps drivers that reject mixed
853
+ // MRT precision; the resolved GI (attachment 2) is read 1:1 by the denoise.
854
+ const t = new THREE.WebGLMultipleRenderTargets(width, height, 3, {
855
+ minFilter: THREE.NearestFilter,
856
+ magFilter: THREE.NearestFilter,
857
+ format: THREE.RGBAFormat,
858
+ type: THREE.FloatType,
859
+ depthBuffer: false,
860
+ stencilBuffer: false,
861
+ });
862
+ for (const tex of t.texture) tex.generateMipmaps = false;
863
+ return t;
864
+ }
865
+
866
+ setCompiledScene(compiled) {
867
+ const u = this.material.uniforms;
868
+ u.bvhStatic.value = compiled.staticBvhUniform;
869
+ u.bvhDynamic.value = compiled.dynamicBvhUniform;
870
+ u.uHasDynamic.value = compiled.hasDynamic;
871
+ u.uAttrStatic.value = compiled.staticAttrTex;
872
+ u.uAttrDynamic.value = compiled.dynamicAttrTex;
873
+ u.uMaterialsTex.value = compiled.materialsTex;
874
+ u.uLightPosType.value = compiled.lightPosType;
875
+ u.uLightColorRadius.value = compiled.lightColorRadius;
876
+ u.uLightDirCone.value = compiled.lightDirCone;
877
+ u.uLightCount.value = compiled.lightCount;
878
+ u.uEmissiveCount.value = compiled.emissiveTriCount;
879
+ }
880
+
881
+ /** Emissive candidates follow the emissiveNEE toggle (set per frame). */
882
+ setEmissiveCount(count) {
883
+ this.material.uniforms.uEmissiveCount.value = count;
884
+ }
885
+
886
+ clearHistory(renderer) {
887
+ const prev = renderer.getRenderTarget();
888
+ renderer.setClearColor(0x000000, 0);
889
+ for (const t of [this.targetA, this.targetB]) {
890
+ renderer.setRenderTarget(t);
891
+ renderer.clear(true, false, false);
892
+ }
893
+ renderer.setRenderTarget(prev);
894
+ }
895
+
896
+ setSize(width, height) {
897
+ this.targetA.setSize(width, height);
898
+ this.targetB.setSize(width, height);
899
+ }
900
+
901
+ /**
902
+ * Renders into targetA (reading targetB as reservoir history), swaps, and
903
+ * returns the resolved GI irradiance texture (attachment 2). `params` carries
904
+ * the per-frame lighting state (sky/env, firefly clamp, emissive CDF, M-cap).
905
+ */
906
+ render(renderer, gbuffer, prevViewProj, cameraPos, frame, eps, params) {
907
+ const u = this.material.uniforms;
908
+ u.uGWorldPos.value = gbuffer.worldPos;
909
+ u.uGNormalMetal.value = gbuffer.normalMetal;
910
+ u.uPrevGWorldPos.value = gbuffer.prevWorldPos;
911
+ u.uPrevResPos.value = this.targetB.texture[0];
912
+ u.uPrevResRad.value = this.targetB.texture[1];
913
+ u.uPrevViewProj.value.copy(prevViewProj);
914
+ u.uCameraPos.value.copy(cameraPos);
915
+ u.uFrame.value = frame;
916
+ u.uEps.value = eps;
917
+ u.uFireflyClamp.value = params.fireflyClamp;
918
+ u.uMCap.value = params.mCap;
919
+ u.uSpatialTaps.value = params.spatialTaps;
920
+ u.uValidateInterval.value = params.validateInterval;
921
+ u.uEmissiveCDF.value = params.emissiveCDF;
922
+ u.uEnvColor.value.copy(params.envColor);
923
+ u.uEnvIntensity.value = params.envIntensity;
924
+ u.uSkyEnabled.value = params.skyEnabled;
925
+ u.uSunDir.value.copy(params.sunDir);
926
+ u.uSunColor.value.copy(params.sunColor);
927
+ u.uSkyZenith.value.copy(params.skyZenith);
928
+ u.uSkyHorizon.value.copy(params.skyHorizon);
929
+ u.uSkyIntensity.value = params.skyIntensity;
930
+
931
+ renderer.setRenderTarget(this.targetA);
932
+ renderer.render(this.scene, this.camera);
933
+ renderer.setRenderTarget(null);
934
+
935
+ const out = this.targetA;
936
+ [this.targetA, this.targetB] = [this.targetB, this.targetA];
937
+ return out.texture[2];
938
+ }
939
+
940
+ dispose() {
941
+ this.targetA.dispose();
942
+ this.targetB.dispose();
943
+ this.material.dispose();
944
+ this.quad.geometry.dispose();
945
+ }
946
+ }