333 lines
9.5 KiB
JavaScript
333 lines
9.5 KiB
JavaScript
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import { DataTexture, RepeatWrapping, Vector2, Vector3, TempNode } from 'three/webgpu';
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import { texture, getNormalFromDepth, getViewPosition, convertToTexture, nodeObject, Fn, float, NodeUpdateType, uv, uniform, Loop, luminance, vec2, vec3, vec4, uniformArray, int, dot, max, pow, abs, If, textureSize, sin, cos, mat2, PI, property } from 'three/tsl';
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import { SimplexNoise } from '../../math/SimplexNoise.js';
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/**
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* Post processing node for denoising data like raw screen-space ambient occlusion output.
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* Denoise can noticeably improve the quality of ambient occlusion but also add quite some
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* overhead to the post processing setup. It's best to make its usage optional (e.g. via
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* graphic settings).
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*
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* Reference: {@link https://openaccess.thecvf.com/content/WACV2021/papers/Khademi_Self-Supervised_Poisson-Gaussian_Denoising_WACV_2021_paper.pdf}.
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*
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* @augments TempNode
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* @three_import import { denoise } from 'three/addons/tsl/display/DenoiseNode.js';
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*/
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class DenoiseNode extends TempNode {
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static get type() {
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return 'DenoiseNode';
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}
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/**
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* Constructs a new denoise node.
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*
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* @param {TextureNode} textureNode - The texture node that represents the input of the effect (e.g. AO).
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* @param {Node<float>} depthNode - A node that represents the scene's depth.
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* @param {?Node<vec3>} normalNode - A node that represents the scene's normals.
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* @param {Camera} camera - The camera the scene is rendered with.
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*/
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constructor( textureNode, depthNode, normalNode, camera ) {
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super( 'vec4' );
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/**
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* The texture node that represents the input of the effect (e.g. AO).
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*
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* @type {TextureNode}
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*/
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this.textureNode = textureNode;
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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 {Node<float>}
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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 normals. If no normals are passed to the
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* constructor (because MRT is not available), normals can be automatically
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* reconstructed from depth values in the shader.
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*
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* @type {?Node<vec3>}
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*/
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this.normalNode = normalNode;
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/**
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* The node represents the internal noise texture.
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*
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* @type {TextureNode}
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*/
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this.noiseNode = texture( generateDefaultNoise() );
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/**
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* The luma Phi value.
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*
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* @type {UniformNode<float>}
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*/
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this.lumaPhi = uniform( 5 );
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/**
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* The depth Phi value.
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*
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* @type {UniformNode<float>}
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*/
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this.depthPhi = uniform( 5 );
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/**
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* The normal Phi value.
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*
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* @type {UniformNode<float>}
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*/
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this.normalPhi = uniform( 5 );
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/**
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* The radius.
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*
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* @type {UniformNode<float>}
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*/
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this.radius = uniform( 5 );
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/**
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* The index.
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*
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* @type {UniformNode<float>}
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*/
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this.index = uniform( 0 );
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/**
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* The `updateBeforeType` is set to `NodeUpdateType.FRAME` since the node updates
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* its internal uniforms 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 resolution of the effect.
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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._resolution = uniform( new Vector2() );
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/**
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* An array of sample vectors.
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*
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* @private
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* @type {UniformArrayNode<vec3>}
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*/
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this._sampleVectors = uniformArray( generateDenoiseSamples( 16, 2, 1 ) );
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/**
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* Represents the inverse projection matrix of the scene's camera.
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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( camera.projectionMatrixInverse );
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}
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/**
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* This method is used to update internal uniforms 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() {
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const map = this.textureNode.value;
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this._resolution.value.set( map.image.width, map.image.height );
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}
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/**
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* This method is used to setup the effect's TSL code.
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*
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* @param {NodeBuilder} builder - The current node builder.
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* @return {ShaderCallNodeInternal}
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*/
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setup( /* builder */ ) {
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const uvNode = uv();
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const sampleTexture = ( uv ) => this.textureNode.sample( uv );
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const sampleDepth = ( uv ) => this.depthNode.sample( uv ).x;
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const sampleNormal = ( uv ) => ( this.normalNode !== null ) ? this.normalNode.sample( uv ).rgb.normalize() : getNormalFromDepth( uv, this.depthNode.value, this._cameraProjectionMatrixInverse );
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const sampleNoise = ( uv ) => this.noiseNode.sample( uv );
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const denoiseSample = Fn( ( [ center, viewNormal, viewPosition, sampleUv ] ) => {
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const texel = sampleTexture( sampleUv ).toVar();
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const depth = sampleDepth( sampleUv ).toVar();
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const normal = sampleNormal( sampleUv ).toVar();
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const neighborColor = texel.rgb;
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const viewPos = getViewPosition( sampleUv, depth, this._cameraProjectionMatrixInverse ).toVar();
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const normalDiff = dot( viewNormal, normal ).toVar();
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const normalSimilarity = pow( max( normalDiff, 0 ), this.normalPhi ).toVar();
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const lumaDiff = abs( luminance( neighborColor ).sub( luminance( center ) ) ).toVar();
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const lumaSimilarity = max( float( 1.0 ).sub( lumaDiff.div( this.lumaPhi ) ), 0 ).toVar();
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const depthDiff = abs( dot( viewPosition.sub( viewPos ), viewNormal ) ).toVar();
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const depthSimilarity = max( float( 1.0 ).sub( depthDiff.div( this.depthPhi ) ), 0 );
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const w = lumaSimilarity.mul( depthSimilarity ).mul( normalSimilarity );
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return vec4( neighborColor.mul( w ), w );
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} );
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const denoise = Fn( ( [ uvNode ] ) => {
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const depth = sampleDepth( uvNode ).toVar();
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const viewNormal = sampleNormal( uvNode ).toVar();
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const texel = sampleTexture( uvNode ).toVar();
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const result = property( 'vec4' );
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If( depth.greaterThanEqual( 1.0 ).or( dot( viewNormal, viewNormal ).equal( 0.0 ) ), () => {
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result.assign( texel );
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} ).Else( () => {
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const center = vec3( texel.rgb );
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const viewPosition = getViewPosition( uvNode, depth, this._cameraProjectionMatrixInverse ).toConst();
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const noiseResolution = textureSize( this.noiseNode, 0 );
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let noiseUv = vec2( uvNode.x, uvNode.y.oneMinus() );
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noiseUv = noiseUv.mul( this._resolution.div( noiseResolution ) );
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const noiseTexel = sampleNoise( noiseUv ).toVar();
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const x = sin( noiseTexel.element( this.index.mod( 4 ).mul( 2 ).mul( PI ) ) );
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const y = cos( noiseTexel.element( this.index.mod( 4 ).mul( 2 ).mul( PI ) ) );
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const noiseVec = vec2( x, y );
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const rotationMatrix = mat2( noiseVec.x, noiseVec.y.negate(), noiseVec.x, noiseVec.y );
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const totalWeight = float( 1.0 ).toVar();
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const denoised = vec3( texel.rgb ).toVar();
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Loop( { start: int( 0 ), end: int( 16 ), type: 'int', condition: '<' }, ( { i } ) => {
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const sampleDir = this._sampleVectors.element( i );
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const offset = rotationMatrix.mul( sampleDir.xy.mul( float( 1.0 ).add( sampleDir.z.mul( this.radius.sub( 1 ) ) ) ) ).div( this._resolution );
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const sampleUv = uvNode.add( offset );
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const sampleResult = denoiseSample( center, viewNormal, viewPosition, sampleUv );
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denoised.addAssign( sampleResult.xyz );
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totalWeight.addAssign( sampleResult.w );
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} );
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If( totalWeight.greaterThan( float( 0 ) ), () => {
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denoised.divAssign( totalWeight );
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} );
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result.assign( vec4( denoised, texel.a ) );
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} );
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return result;
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}/*, { uv: 'vec2', return: 'vec4' }*/ );
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const output = Fn( () => {
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return denoise( uvNode );
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} );
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const outputNode = output();
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return outputNode;
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}
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}
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export default DenoiseNode;
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/**
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* Generates denoise samples based on the given parameters.
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*
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* @param {number} numSamples - The number of samples.
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* @param {number} numRings - The number of rings.
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* @param {number} radiusExponent - The radius exponent.
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* @return {Array<Vector3>} The denoise samples.
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*/
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function generateDenoiseSamples( numSamples, numRings, radiusExponent ) {
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const samples = [];
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for ( let i = 0; i < numSamples; i ++ ) {
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const angle = 2 * Math.PI * numRings * i / numSamples;
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const radius = Math.pow( i / ( numSamples - 1 ), radiusExponent );
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samples.push( new Vector3( Math.cos( angle ), Math.sin( angle ), radius ) );
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}
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return samples;
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}
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/**
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* Generates a default noise texture for the given size.
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*
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* @param {number} [size=64] - The texture size.
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* @return {DataTexture} The generated noise texture.
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*/
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function generateDefaultNoise( size = 64 ) {
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const simplex = new SimplexNoise();
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const arraySize = size * size * 4;
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const data = new Uint8Array( arraySize );
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for ( let i = 0; i < size; i ++ ) {
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for ( let j = 0; j < size; j ++ ) {
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const x = i;
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const y = j;
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data[ ( i * size + j ) * 4 ] = ( simplex.noise( x, y ) * 0.5 + 0.5 ) * 255;
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data[ ( i * size + j ) * 4 + 1 ] = ( simplex.noise( x + size, y ) * 0.5 + 0.5 ) * 255;
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data[ ( i * size + j ) * 4 + 2 ] = ( simplex.noise( x, y + size ) * 0.5 + 0.5 ) * 255;
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data[ ( i * size + j ) * 4 + 3 ] = ( simplex.noise( x + size, y + size ) * 0.5 + 0.5 ) * 255;
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}
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}
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const noiseTexture = new DataTexture( data, size, size );
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noiseTexture.wrapS = RepeatWrapping;
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noiseTexture.wrapT = RepeatWrapping;
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noiseTexture.needsUpdate = true;
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return noiseTexture;
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}
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/**
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* TSL function for creating a denoise effect.
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*
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* @tsl
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* @function
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* @param {Node} node - The node that represents the input of the effect (e.g. AO).
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* @param {Node<float>} depthNode - A node that represents the scene's depth.
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* @param {?Node<vec3>} normalNode - A node that represents the scene's normals.
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* @param {Camera} camera - The camera the scene is rendered with.
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* @returns {DenoiseNode}
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*/
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export const denoise = ( node, depthNode, normalNode, camera ) => nodeObject( new DenoiseNode( convertToTexture( node ), nodeObject( depthNode ), nodeObject( normalNode ), camera ) );
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