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playcanvas

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PlayCanvas WebGL game engine

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var bilateralDeNoisePS = "\n// bilateral filter, based on https://www.shadertoy.com/view/4dfGDH# and\n// http://people.csail.mit.edu/sparis/bf_course/course_notes.pdf\n\n// A bilateral filter is a non-linear, edge-preserving, and noise-reducing smoothing filter for images.\n// It replaces the intensity of each pixel with a weighted average of intensity values from nearby pixels.\n// This weight can be based on a Gaussian distribution. Crucially, the weights depend not only on\n// Euclidean distance of pixels, but also on the radiometric differences (e.g., range differences, such\n// as color intensity, depth distance, etc.). This preserves sharp edges.\n\nfloat normpdf3(in vec3 v, in float sigma) {\n return 0.39894 * exp(-0.5 * dot(v, v) / (sigma * sigma)) / sigma;\n}\n\nvec3 decodeRGBM(vec4 rgbm) {\n vec3 color = (8.0 * rgbm.a) * rgbm.rgb;\n return color * color;\n}\n\nfloat saturate(float x) {\n return clamp(x, 0.0, 1.0);\n}\n\nvec4 encodeRGBM(vec3 color) { // modified RGBM\n vec4 encoded;\n encoded.rgb = pow(color.rgb, vec3(0.5));\n encoded.rgb *= 1.0 / 8.0;\n\n encoded.a = saturate( max( max( encoded.r, encoded.g ), max( encoded.b, 1.0 / 255.0 ) ) );\n encoded.a = ceil(encoded.a * 255.0) / 255.0;\n\n encoded.rgb /= encoded.a;\n return encoded;\n}\n\nvec3 decode(vec4 pixel) {\n #if HDR\n return pixel.rgb;\n #else\n return decodeRGBM(pixel);\n #endif\n}\n\nbool isUsed(vec4 pixel) {\n #if HDR\n return any(greaterThan(pixel.rgb, vec3(0.0)));\n #else\n return pixel.a > 0.0;\n #endif\n}\n\n// filter size\n#define MSIZE 15\n\nvarying vec2 vUv0;\nuniform sampler2D source;\nuniform vec2 pixelOffset;\nuniform vec2 sigmas;\nuniform float bZnorm;\nuniform float kernel[MSIZE];\n\nvoid main(void) {\n \n vec4 pixel = texture2DLod(source, vUv0, 0.0);\n\n // lightmap specific optimization - skip pixels that were not baked\n // this also allows dilate filter that work on the output of this to work correctly, as it depends on .a being zero\n // to dilate, which the following blur filter would otherwise modify\n if (!isUsed(pixel)) {\n gl_FragColor = pixel;\n return ;\n }\n\n // range sigma - controls blurriness based on a pixel distance\n float sigma = sigmas.x;\n\n // domain sigma - controls blurriness based on a pixel similarity (to preserve edges)\n float bSigma = sigmas.y;\n\n vec3 pixelHdr = decode(pixel);\n vec3 accumulatedHdr = vec3(0.0);\n float accumulatedFactor = 0.000001; // avoid division by zero\n\n // read out the texels\n const int kSize = (MSIZE-1)/2;\n for (int i = -kSize; i <= kSize; ++i) {\n for (int j = -kSize; j <= kSize; ++j) {\n \n // sample the pixel with offset\n vec2 coord = vUv0 + vec2(float(i), float(j)) * pixelOffset;\n vec4 pix = texture2DLod(source, coord, 0.0);\n\n // lightmap - only use baked pixels\n if (isUsed(pix)) {\n vec3 hdr = decode(pix);\n\n // bilateral factors\n float factor = kernel[kSize + j] * kernel[kSize + i];\n factor *= normpdf3(hdr - pixelHdr, bSigma) * bZnorm;\n\n // accumulate\n accumulatedHdr += factor * hdr;\n accumulatedFactor += factor;\n }\n }\n }\n\n vec3 finalHDR = accumulatedHdr / accumulatedFactor;\n\n #if HDR\n gl_FragColor = vec4(finalHDR, 1.0);\n #else\n gl_FragColor = encodeRGBM(finalHDR);\n #endif\n}\n"; export { bilateralDeNoisePS as default };