836 lines
26 KiB
JavaScript
836 lines
26 KiB
JavaScript
import { HalfFloatType, Vector2, RenderTarget, RendererUtils, QuadMesh, NodeMaterial, TempNode, NodeUpdateType, Matrix4, DepthTexture } from 'three/webgpu';
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import { add, exp, float, If, Fn, max, texture, uniform, uv, vec2, vec4, luminance, convertToTexture, passTexture, velocity, getViewPosition, viewZToPerspectiveDepth, struct, ivec2, mix, property, outputStruct } from 'three/tsl';
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const _quadMesh = /*@__PURE__*/ new QuadMesh();
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const _size = /*@__PURE__*/ new Vector2();
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let _rendererState;
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/**
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* A special node that performs Temporal Anti-Aliasing Upscaling (TAAU).
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*
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* Like TRAA, the node accumulates jittered samples over multiple frames and
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* reprojects history with motion vectors. Unlike TRAA, the input buffers
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* (beauty, depth, velocity) are expected to be rendered at a lower resolution
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* than the renderer's drawing buffer — typically by lowering the upstream
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* pass's resolution via {@link PassNode#setResolutionScale} — and the resolve
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* pass reconstructs an output-resolution image using a 9-tap Blackman-Harris
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* filter (Gaussian approximation) over the jittered input samples. The result
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* is an alternative to FSR2/3 that does anti-aliasing and upscaling in a
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* single pass.
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*
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* References:
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* - Karis, "High Quality Temporal Supersampling", SIGGRAPH 2014, {@link https://advances.realtimerendering.com/s2014/}
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* - Riley/Arcila, FidelityFX Super Resolution 2, GDC 2022, {@link https://gpuopen.com/download/GDC_FidelityFX_Super_Resolution_2_0.pdf}
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*
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* Note: MSAA must be disabled when TAAU is in use.
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*
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* @augments TempNode
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* @three_import import { taau } from 'three/addons/tsl/display/TAAUNode.js';
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*/
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class TAAUNode extends TempNode {
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static get type() {
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return 'TAAUNode';
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}
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/**
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* Constructs a new TAAU node.
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*
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* @param {TextureNode} beautyNode - The texture node that represents the input of the effect.
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* @param {TextureNode} depthNode - A node that represents the scene's depth.
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* @param {TextureNode} velocityNode - A node that represents the scene's velocity.
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* @param {Camera} camera - The camera the scene is rendered with.
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*/
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constructor( beautyNode, depthNode, velocityNode, camera ) {
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super( 'vec4' );
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/**
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* This flag can be used for type testing.
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*
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* @type {boolean}
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* @readonly
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* @default true
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*/
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this.isTAAUNode = true;
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/**
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* The `updateBeforeType` is set to `NodeUpdateType.FRAME` since the node renders
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* its effect once per frame in `updateBefore()`.
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*
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* @type {string}
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* @default 'frame'
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*/
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this.updateBeforeType = NodeUpdateType.FRAME;
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/**
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* The texture node that represents the input of the effect.
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*
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* @type {TextureNode}
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*/
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this.beautyNode = beautyNode;
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/**
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* A node that represents the scene's depth.
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*
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* @type {TextureNode}
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*/
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this.depthNode = depthNode;
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/**
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* A node that represents the scene's velocity.
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*
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* @type {TextureNode}
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*/
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this.velocityNode = velocityNode;
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/**
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* The camera the scene is rendered with.
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*
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* @type {Camera}
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*/
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this.camera = camera;
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/**
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* When the difference between the current and previous depth goes above this threshold,
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* the history is considered invalid.
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*
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* @type {number}
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* @default 0.0005
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*/
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this.depthThreshold = 0.0005;
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/**
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* The depth difference within the 3×3 neighborhood to consider a pixel as an edge.
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*
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* @type {number}
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* @default 0.001
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*/
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this.edgeDepthDiff = 0.001;
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/**
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* The history becomes invalid as the pixel length of the velocity approaches this value.
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*
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* @type {number}
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* @default 128
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*/
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this.maxVelocityLength = 128;
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/**
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* Baseline weight applied to the current frame in the resolve. Lower
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* values produce smoother results with longer accumulation but slower
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* convergence on disoccluded regions; the motion factor is added on
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* top, so fast-moving pixels still respond quickly.
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*
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* @type {number}
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* @default 0.025
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*/
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this.currentFrameWeight = 0.025;
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/**
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* The jitter index selects the current camera offset value.
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*
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* @private
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* @type {number}
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* @default 0
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*/
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this._jitterIndex = 0;
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/**
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* A uniform node holding the current jitter offset in input-pixel
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* units. The shader needs this to know where each input sample was
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* actually rendered when computing per-tap reconstruction weights.
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*
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* @private
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* @type {UniformNode<vec2>}
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*/
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this._jitterOffset = uniform( new Vector2() );
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/**
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* The render target that represents the history of frame data.
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* Sized to the renderer's drawing buffer (the output resolution).
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*
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* @private
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* @type {?RenderTarget}
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*/
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this._historyRenderTarget = new RenderTarget( 1, 1, { depthBuffer: false, type: HalfFloatType, count: 2 } );
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this._historyRenderTarget.textures[ 0 ].name = 'TAAUNode.history.color';
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this._historyRenderTarget.textures[ 1 ].name = 'TAAUNode.history.lock';
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/**
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* The render target for the resolve. Sized to the renderer's drawing
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* buffer (the output resolution).
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*
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* @private
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* @type {?RenderTarget}
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*/
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this._resolveRenderTarget = new RenderTarget( 1, 1, { depthBuffer: false, type: HalfFloatType } );
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this._resolveRenderTarget.texture.name = 'TAAUNode.resolve';
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/**
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* Render target whose depth attachment holds the previous frame's
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* depth buffer. The depth texture must be owned by a render target
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* so that `copyTextureToTexture` can copy into it on the WebGL
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* backend, which uses a framebuffer blit and therefore needs the
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* destination depth texture to be attached to a framebuffer. This
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* render target is sized independently of the history target so it
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* can match the (lower-resolution) input depth texture.
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*
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* @private
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* @type {RenderTarget}
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*/
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this._previousDepthRenderTarget = new RenderTarget( 1, 1, { depthBuffer: false, depthTexture: new DepthTexture() } );
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this._previousDepthRenderTarget.depthTexture.name = 'TAAUNode.previousDepth';
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/**
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* Material used for the resolve step.
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*
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* @private
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* @type {NodeMaterial}
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*/
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this._resolveMaterial = new NodeMaterial();
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this._resolveMaterial.name = 'TAAU.resolve';
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/**
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* Material used to seed the history render target on resize. It
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* performs a bilinear upscale of the current beauty buffer into the
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* output-sized history target so that the first frames after a
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* resize do not fade in from black.
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*
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* @private
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* @type {NodeMaterial}
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*/
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this._seedMaterial = new NodeMaterial();
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this._seedMaterial.name = 'TAAU.seed';
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/**
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* The result of the effect is represented as a separate texture node.
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*
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* @private
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* @type {PassTextureNode}
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*/
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this._textureNode = passTexture( this, this._resolveRenderTarget.texture );
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/**
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* Used to save the original/unjittered projection matrix.
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*
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* @private
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* @type {Matrix4}
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*/
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this._originalProjectionMatrix = new Matrix4();
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/**
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* A uniform node holding the camera's near and far.
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*
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* @private
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* @type {UniformNode<vec2>}
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*/
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this._cameraNearFar = uniform( new Vector2() );
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/**
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* A uniform node holding the camera world matrix.
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*
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* @private
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* @type {UniformNode<mat4>}
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*/
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this._cameraWorldMatrix = uniform( new Matrix4() );
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/**
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* A uniform node holding the camera world matrix inverse.
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*
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* @private
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* @type {UniformNode<mat4>}
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*/
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this._cameraWorldMatrixInverse = uniform( new Matrix4() );
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/**
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* A uniform node holding the camera projection matrix inverse.
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*
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* @private
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* @type {UniformNode<mat4>}
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*/
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this._cameraProjectionMatrixInverse = uniform( new Matrix4() );
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/**
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* A uniform node holding the previous frame's view matrix.
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*
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* @private
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* @type {UniformNode<mat4>}
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*/
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this._previousCameraWorldMatrix = uniform( new Matrix4() );
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/**
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* A uniform node holding the previous frame's projection matrix inverse.
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*
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* @private
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* @type {UniformNode<mat4>}
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*/
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this._previousCameraProjectionMatrixInverse = uniform( new Matrix4() );
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/**
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* A texture node for the previous depth buffer.
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*
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* @private
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* @type {TextureNode}
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*/
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this._previousDepthNode = texture( this._previousDepthRenderTarget.depthTexture );
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/**
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* Sync the post processing stack with the TAAU node.
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*
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* @private
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* @type {boolean}
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*/
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this._needsPostProcessingSync = false;
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}
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/**
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* Returns the result of the effect as a texture node.
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*
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* @return {PassTextureNode} A texture node that represents the result of the effect.
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*/
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getTextureNode() {
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return this._textureNode;
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}
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/**
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* Sets the output size of the effect (history and resolve targets). The
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* previous-depth texture is sized independently in `updateBefore()` to
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* track the scene's current depth texture.
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*
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* @param {number} outputWidth - The output width (drawing buffer width).
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* @param {number} outputHeight - The output height (drawing buffer height).
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*/
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setSize( outputWidth, outputHeight ) {
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this._historyRenderTarget.setSize( outputWidth, outputHeight );
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this._resolveRenderTarget.setSize( outputWidth, outputHeight );
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}
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/**
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* Defines the TAAU's current jitter as a view offset to the scene's
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* camera. The jitter is shrunk to one *output* pixel (rather than one
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* input pixel) so that the halton sequence gradually fills the output
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* sub-pixel grid over multiple frames.
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*
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* @param {number} inputWidth - The width of the input buffers the camera renders into.
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* @param {number} inputHeight - The height of the input buffers the camera renders into.
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*/
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setViewOffset( inputWidth, inputHeight ) {
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// save original/unjittered projection matrix for velocity pass
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this.camera.updateProjectionMatrix();
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this._originalProjectionMatrix.copy( this.camera.projectionMatrix );
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velocity.setProjectionMatrix( this._originalProjectionMatrix );
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// The jitter range must span one output pixel (not one input pixel),
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// so we shrink the input-pixel-unit offset by the ratio of input to
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// output resolution.
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const haltonOffset = _haltonOffsets[ this._jitterIndex ];
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const jitterX = ( haltonOffset[ 0 ] - 0.5 );
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const jitterY = ( haltonOffset[ 1 ] - 0.5 );
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this._jitterOffset.value.set( jitterX, jitterY );
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this.camera.setViewOffset(
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inputWidth, inputHeight,
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jitterX, jitterY,
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inputWidth, inputHeight
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);
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}
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/**
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* Clears the view offset from the scene's camera.
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*/
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clearViewOffset() {
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this.camera.clearViewOffset();
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velocity.setProjectionMatrix( null );
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// update jitter index
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this._jitterIndex ++;
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this._jitterIndex = this._jitterIndex % ( _haltonOffsets.length - 1 );
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}
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/**
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* This method is used to render the effect once per frame.
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*
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* @param {NodeFrame} frame - The current node frame.
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*/
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updateBefore( frame ) {
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const { renderer } = frame;
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// store previous frame matrices before updating current ones
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this._previousCameraWorldMatrix.value.copy( this._cameraWorldMatrix.value );
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this._previousCameraProjectionMatrixInverse.value.copy( this._cameraProjectionMatrixInverse.value );
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// update camera matrices uniforms
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this._cameraNearFar.value.set( this.camera.near, this.camera.far );
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this._cameraWorldMatrix.value.copy( this.camera.matrixWorld );
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this._cameraWorldMatrixInverse.value.copy( this.camera.matrixWorldInverse );
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this._cameraProjectionMatrixInverse.value.copy( this.camera.projectionMatrixInverse );
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// extract input dimensions from the beauty buffer and output
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// dimensions from the renderer's drawing buffer
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const beautyRenderTarget = ( this.beautyNode.isRTTNode ) ? this.beautyNode.renderTarget : this.beautyNode.passNode.renderTarget;
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const inputWidth = beautyRenderTarget.texture.width;
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const inputHeight = beautyRenderTarget.texture.height;
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const drawingBufferSize = renderer.getDrawingBufferSize( _size );
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const outputWidth = drawingBufferSize.width;
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const outputHeight = drawingBufferSize.height;
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//
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_rendererState = RendererUtils.resetRendererState( renderer, _rendererState );
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//
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const needsRestart =
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this._historyRenderTarget.width !== outputWidth ||
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this._historyRenderTarget.height !== outputHeight;
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this.setSize( outputWidth, outputHeight );
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// every time the dimensions change we need fresh history data
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if ( needsRestart === true ) {
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// make sure render targets are initialized after the resize which triggers a dispose()
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renderer.initRenderTarget( this._historyRenderTarget );
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renderer.initRenderTarget( this._resolveRenderTarget );
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// Seed the history with a bilinear upscale of the current beauty
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// buffer. Without this the first frames after a resize fade in
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// from black because the history target was cleared. The seed
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// material is a quad pass that samples beauty at output UVs, so
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// it produces an output-sized image regardless of the input size.
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renderer.setRenderTarget( this._historyRenderTarget );
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_quadMesh.material = this._seedMaterial;
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_quadMesh.name = 'TAAU.seed';
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_quadMesh.render( renderer );
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renderer.setRenderTarget( null );
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}
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// must run after needsRestart so it does not affect the seed reset
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if ( this._needsPostProcessingSync === true ) {
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this.setViewOffset( inputWidth, inputHeight );
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this._needsPostProcessingSync = false;
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}
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// resolve
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renderer.setRenderTarget( this._resolveRenderTarget );
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_quadMesh.material = this._resolveMaterial;
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_quadMesh.name = 'TAAU';
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_quadMesh.render( renderer );
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renderer.setRenderTarget( null );
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// update history
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renderer.copyTextureToTexture( this._resolveRenderTarget.texture, this._historyRenderTarget.texture );
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// Copy the current scene depth into the previous-depth texture. We
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// keep the destination size locked to the source's actual dimensions
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// so that any one-frame timing mismatch between the scene pass's depth
|
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// attachment and the beauty render target's bookkeeping cannot
|
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// produce a copy with mismatched extents (which WebGPU rejects for
|
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// depth/stencil formats).
|
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const currentDepth = this.depthNode.value;
|
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const srcW = currentDepth.image !== null && currentDepth.image !== undefined ? currentDepth.image.width : 0;
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const srcH = currentDepth.image !== null && currentDepth.image !== undefined ? currentDepth.image.height : 0;
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if ( srcW > 0 && srcH > 0 ) {
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if ( this._previousDepthRenderTarget.width !== srcW || this._previousDepthRenderTarget.height !== srcH ) {
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this._previousDepthRenderTarget.setSize( srcW, srcH );
|
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renderer.initRenderTarget( this._previousDepthRenderTarget );
|
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}
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const dstDepth = this._previousDepthRenderTarget.depthTexture;
|
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renderer.copyTextureToTexture( currentDepth, dstDepth );
|
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this._previousDepthNode.value = dstDepth;
|
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}
|
||
|
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// restore
|
||
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RendererUtils.restoreRendererState( renderer, _rendererState );
|
||
|
||
}
|
||
|
||
/**
|
||
* This method is used to setup the effect's render targets and TSL code.
|
||
*
|
||
* @param {NodeBuilder} builder - The current node builder.
|
||
* @return {PassTextureNode}
|
||
*/
|
||
setup( builder ) {
|
||
|
||
const renderPipeline = builder.context.renderPipeline;
|
||
|
||
if ( renderPipeline ) {
|
||
|
||
this._needsPostProcessingSync = true;
|
||
|
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renderPipeline.context.onBeforeRenderPipeline = () => {
|
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const beautyRenderTarget = ( this.beautyNode.isRTTNode ) ? this.beautyNode.renderTarget : this.beautyNode.passNode.renderTarget;
|
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const inputWidth = beautyRenderTarget.texture.width;
|
||
const inputHeight = beautyRenderTarget.texture.height;
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this.setViewOffset( inputWidth, inputHeight );
|
||
|
||
};
|
||
|
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renderPipeline.context.onAfterRenderPipeline = () => {
|
||
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this.clearViewOffset();
|
||
|
||
};
|
||
|
||
}
|
||
|
||
const currentDepthStruct = struct( {
|
||
|
||
closestDepth: 'float',
|
||
closestPositionTexel: 'vec2',
|
||
farthestDepth: 'float',
|
||
|
||
} );
|
||
|
||
// Samples 3×3 neighborhood pixels and returns the closest and farthest depths.
|
||
const sampleCurrentDepth = Fn( ( [ positionTexel ] ) => {
|
||
|
||
const closestDepth = float( 2 ).toVar();
|
||
const closestPositionTexel = vec2( 0 ).toVar();
|
||
const farthestDepth = float( - 1 ).toVar();
|
||
|
||
for ( let x = - 1; x <= 1; ++ x ) {
|
||
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for ( let y = - 1; y <= 1; ++ y ) {
|
||
|
||
const neighbor = positionTexel.add( vec2( x, y ) ).toVar();
|
||
const depth = this.depthNode.load( neighbor ).r.toVar();
|
||
|
||
If( depth.lessThan( closestDepth ), () => {
|
||
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||
closestDepth.assign( depth );
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||
closestPositionTexel.assign( neighbor );
|
||
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||
} );
|
||
|
||
If( depth.greaterThan( farthestDepth ), () => {
|
||
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||
farthestDepth.assign( depth );
|
||
|
||
} );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
return currentDepthStruct( closestDepth, closestPositionTexel, farthestDepth );
|
||
|
||
} );
|
||
|
||
// Samples a previous depth and reproject it using the current camera matrices.
|
||
const samplePreviousDepth = ( uv ) => {
|
||
|
||
const depth = this._previousDepthNode.sample( uv ).r;
|
||
const positionView = getViewPosition( uv, depth, this._previousCameraProjectionMatrixInverse );
|
||
const positionWorld = this._previousCameraWorldMatrix.mul( vec4( positionView, 1 ) ).xyz;
|
||
const viewZ = this._cameraWorldMatrixInverse.mul( vec4( positionWorld, 1 ) ).z;
|
||
return viewZToPerspectiveDepth( viewZ, this._cameraNearFar.x, this._cameraNearFar.y );
|
||
|
||
};
|
||
|
||
// Optimized version of AABB clipping.
|
||
// Reference: https://github.com/playdeadgames/temporal
|
||
const clipAABB = Fn( ( [ currentColor, historyColor, minColor, maxColor ] ) => {
|
||
|
||
const pClip = maxColor.rgb.add( minColor.rgb ).mul( 0.5 );
|
||
const eClip = maxColor.rgb.sub( minColor.rgb ).mul( 0.5 ).add( 1e-7 );
|
||
const vClip = historyColor.sub( vec4( pClip, currentColor.a ) );
|
||
const vUnit = vClip.xyz.div( eClip );
|
||
const absUnit = vUnit.abs();
|
||
const maxUnit = max( absUnit.x, absUnit.y, absUnit.z );
|
||
return maxUnit.greaterThan( 1 ).select(
|
||
vec4( pClip, currentColor.a ).add( vClip.div( maxUnit ) ),
|
||
historyColor
|
||
);
|
||
|
||
} ).setLayout( {
|
||
name: 'clipAABB',
|
||
type: 'vec4',
|
||
inputs: [
|
||
{ name: 'currentColor', type: 'vec4' },
|
||
{ name: 'historyColor', type: 'vec4' },
|
||
{ name: 'minColor', type: 'vec4' },
|
||
{ name: 'maxColor', type: 'vec4' }
|
||
]
|
||
} );
|
||
|
||
// Flicker reduction based on luminance weighing.
|
||
const flickerReduction = Fn( ( [ currentColor, historyColor, currentWeight ] ) => {
|
||
|
||
const historyWeight = currentWeight.oneMinus();
|
||
const compressedCurrent = currentColor.mul( float( 1 ).div( ( max( currentColor.r, currentColor.g, currentColor.b ).add( 1 ) ) ) );
|
||
const compressedHistory = historyColor.mul( float( 1 ).div( ( max( historyColor.r, historyColor.g, historyColor.b ).add( 1 ) ) ) );
|
||
|
||
const luminanceCurrent = luminance( compressedCurrent.rgb );
|
||
const luminanceHistory = luminance( compressedHistory.rgb );
|
||
|
||
currentWeight.mulAssign( float( 1 ).div( luminanceCurrent.add( 1 ) ) );
|
||
historyWeight.mulAssign( float( 1 ).div( luminanceHistory.add( 1 ) ) );
|
||
|
||
return add( currentColor.mul( currentWeight ), historyColor.mul( historyWeight ) ).div( max( currentWeight.add( historyWeight ), 0.00001 ) ).toVar();
|
||
|
||
} );
|
||
|
||
const historyNode = texture( this._historyRenderTarget.textures[ 0 ] );
|
||
const lockNode = texture( this._historyRenderTarget.textures[ 1 ] );
|
||
|
||
// --- TAAU resolve ---
|
||
//
|
||
// For each output pixel, we map its position into input-pixel space,
|
||
// find the closest jittered input sample, and reconstruct the current
|
||
// color as a weighted sum of the 3×3 neighborhood around that sample.
|
||
// Each tap's weight is a Gaussian approximation of a Blackman-Harris
|
||
// window evaluated at the distance between the tap's (jittered)
|
||
// sample center and the output pixel center. The same neighborhood
|
||
// also supplies the moments used for variance clipping of the
|
||
// reprojected history, so no second neighborhood read is needed.
|
||
|
||
const colorOutput = property( 'vec4' );
|
||
const lockOutput = property( 'vec4' );
|
||
|
||
const outputNode = outputStruct( colorOutput, lockOutput );
|
||
|
||
const resolve = Fn( () => {
|
||
|
||
const uvNode = uv();
|
||
const inputSize = this.beautyNode.size(); // ivec2
|
||
const inputSizeF = vec2( inputSize );
|
||
|
||
// output pixel center in input-pixel coordinates
|
||
|
||
const pIn = uvNode.mul( inputSizeF );
|
||
|
||
// the input sample at integer texel (m, n) was rendered at world
|
||
// position (m + 0.5 + jitter). Solving for the closest tap gives:
|
||
|
||
const closestTapF = pIn.sub( vec2( 0.5 ).add( this._jitterOffset ) ).round();
|
||
const closestTap = ivec2( closestTapF );
|
||
|
||
// depth dilation around the closest input tap
|
||
|
||
const currentDepth = sampleCurrentDepth( closestTapF );
|
||
const closestDepth = currentDepth.get( 'closestDepth' );
|
||
const closestPositionTexel = currentDepth.get( 'closestPositionTexel' );
|
||
const farthestDepth = currentDepth.get( 'farthestDepth' );
|
||
|
||
// reproject using the velocity sampled at the dilated depth tap
|
||
|
||
const offsetUV = this.velocityNode.load( closestPositionTexel ).xy.mul( vec2( 0.5, - 0.5 ) );
|
||
const historyUV = uvNode.sub( offsetUV );
|
||
const previousDepth = samplePreviousDepth( historyUV );
|
||
|
||
// history validity
|
||
|
||
const isValidUV = historyUV.greaterThanEqual( 0 ).all().and( historyUV.lessThanEqual( 1 ).all() );
|
||
const isEdge = farthestDepth.sub( closestDepth ).greaterThan( this.edgeDepthDiff );
|
||
const isDisocclusion = closestDepth.sub( previousDepth ).greaterThan( this.depthThreshold );
|
||
const hasValidHistory = isValidUV.and( isEdge.or( isDisocclusion.not() ) );
|
||
|
||
// 9-tap Blackman-Harris (Gaussian approximation) reconstruction
|
||
// of the current frame color, plus moment accumulation for the
|
||
// variance clip of the history.
|
||
|
||
const sumColor = vec4( 0 ).toVar();
|
||
const sumWeight = float( 0 ).toVar();
|
||
const moment1 = vec4( 0 ).toVar();
|
||
const moment2 = vec4( 0 ).toVar();
|
||
|
||
const offsets = [
|
||
[ - 1, - 1 ], [ 0, - 1 ], [ 1, - 1 ],
|
||
[ - 1, 0 ], [ 0, 0 ], [ 1, 0 ],
|
||
[ - 1, 1 ], [ 0, 1 ], [ 1, 1 ]
|
||
];
|
||
|
||
for ( const [ x, y ] of offsets ) {
|
||
|
||
const tap = closestTap.add( ivec2( x, y ) );
|
||
const tapCenter = vec2( tap ).add( vec2( 0.5 ).add( this._jitterOffset ) );
|
||
const delta = pIn.sub( tapCenter );
|
||
const d2 = delta.dot( delta );
|
||
const w = exp( d2.mul( - 2.29 ) );
|
||
|
||
// Use max() to prevent NaN values from propagating.
|
||
const c = this.beautyNode.load( tap ).max( 0 );
|
||
|
||
sumColor.addAssign( c.mul( w ) );
|
||
sumWeight.addAssign( w );
|
||
|
||
moment1.addAssign( c );
|
||
moment2.addAssign( c.pow2() );
|
||
|
||
}
|
||
|
||
const currentColor = sumColor.div( sumWeight.max( 1e-5 ) );
|
||
|
||
// variance clipping using the moments we just gathered
|
||
|
||
const N = float( offsets.length );
|
||
const mean = moment1.div( N );
|
||
const motionFactor = uvNode.sub( historyUV ).mul( inputSizeF ).length().div( this.maxVelocityLength ).saturate();
|
||
const varianceGamma = mix( 0.5, 1, motionFactor.oneMinus().pow2() );
|
||
const variance = moment2.div( N ).sub( mean.pow2() ).max( 0 ).sqrt().mul( varianceGamma );
|
||
const minColor = mean.sub( variance );
|
||
const maxColor = mean.add( variance );
|
||
|
||
const historyColor = historyNode.sample( historyUV );
|
||
const clippedHistoryColor = clipAABB( mean.clamp( minColor, maxColor ), historyColor, minColor, maxColor );
|
||
|
||
// Current weight. Under TAAU a single input frame covers less of
|
||
// the output grid, so the baseline current weight is lower than
|
||
// in standard TRAA to give the accumulator more frames to fill
|
||
// in sub-pixel detail. Motion still biases toward the current
|
||
// frame to keep disoccluded and fast-moving pixels responsive.
|
||
|
||
const currentLuma = luminance( currentColor.rgb );
|
||
const meanLuma = luminance( mean.rgb ).toConst();
|
||
const thinFeature = currentLuma.sub( meanLuma ).abs().div( meanLuma ).smoothstep( 0, 0.2 );
|
||
|
||
// Gate the lock by a two-sided depth change check. The
|
||
// existing `isDisocclusion` is one-sided (only fires when
|
||
// the scene moves farther), but new geometry appearing
|
||
// closer also makes the history stale.
|
||
const isDepthChanged = closestDepth.sub( previousDepth ).abs().greaterThan( this.depthThreshold );
|
||
const canLock = isValidUV.and( isDepthChanged.not() );
|
||
const gatedThinFeature = canLock.select( thinFeature, float( 0 ) );
|
||
|
||
const decay = isDisocclusion.select( 0, 0.5 );
|
||
const lock = max( gatedThinFeature, lockNode.r.mul( decay ) ).saturate();
|
||
const lockedHistoryColor = mix( clippedHistoryColor, historyColor, lock );
|
||
|
||
const currentWeight = float( this.currentFrameWeight ).toVar();
|
||
currentWeight.assign( hasValidHistory.select( currentWeight.add( motionFactor ).saturate(), 1 ) );
|
||
|
||
const output = flickerReduction( currentColor, lockedHistoryColor, currentWeight );
|
||
|
||
colorOutput.assign( output );
|
||
lockOutput.assign( lock );
|
||
|
||
return vec4( 0 ); // temporary solution until TSL does not complain anymore
|
||
|
||
} );
|
||
|
||
// materials
|
||
|
||
this._resolveMaterial.colorNode = resolve();
|
||
this._resolveMaterial.outputNode = outputNode;
|
||
|
||
this._seedMaterial.colorNode = Fn( () => {
|
||
|
||
colorOutput.assign( this.beautyNode.sample( uv() ) );
|
||
lockOutput.assign( 0 );
|
||
|
||
return vec4( 0 );
|
||
|
||
} )();
|
||
|
||
this._seedMaterial.outputNode = outputNode;
|
||
|
||
return this._textureNode;
|
||
|
||
}
|
||
|
||
/**
|
||
* Frees internal resources. This method should be called
|
||
* when the effect is no longer required.
|
||
*/
|
||
dispose() {
|
||
|
||
this._historyRenderTarget.dispose();
|
||
this._resolveRenderTarget.dispose();
|
||
this._previousDepthRenderTarget.dispose();
|
||
|
||
this._resolveMaterial.dispose();
|
||
this._seedMaterial.dispose();
|
||
|
||
}
|
||
|
||
}
|
||
|
||
export default TAAUNode;
|
||
|
||
function _halton( index, base ) {
|
||
|
||
let fraction = 1;
|
||
let result = 0;
|
||
while ( index > 0 ) {
|
||
|
||
fraction /= base;
|
||
result += fraction * ( index % base );
|
||
index = Math.floor( index / base );
|
||
|
||
}
|
||
|
||
return result;
|
||
|
||
}
|
||
|
||
const _haltonOffsets = /*@__PURE__*/ Array.from(
|
||
{ length: 32 },
|
||
( _, index ) => [ _halton( index + 1, 2 ), _halton( index + 1, 3 ) ]
|
||
);
|
||
|
||
/**
|
||
* TSL function for creating a TAAU node for Temporal Anti-Aliasing Upscaling.
|
||
*
|
||
* @tsl
|
||
* @function
|
||
* @param {TextureNode} beautyNode - The texture node that represents the input of the effect.
|
||
* @param {TextureNode} depthNode - A node that represents the scene's depth.
|
||
* @param {TextureNode} velocityNode - A node that represents the scene's velocity.
|
||
* @param {Camera} camera - The camera the scene is rendered with.
|
||
* @returns {TAAUNode}
|
||
*/
|
||
export const taau = ( beautyNode, depthNode, velocityNode, camera ) => new TAAUNode( convertToTexture( beautyNode ), depthNode, velocityNode, camera );
|