Add dithering
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1 changed files with 42 additions and 4 deletions
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@ -51,6 +51,7 @@ export class RendererImplementation implements Renderer {
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private _canvasSize: vec2;
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private blendFactor!: number;
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private canvasResizeObserver!: ResizeObserver;
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private frameIndex = 0;
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private applyRuntimeSettings: {
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[key in keyof RuntimeSettings]: (value: any) => void;
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@ -247,6 +248,18 @@ export class RendererImplementation implements Renderer {
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distanceNdcPixelSize: 2 / Math.max(...this.distanceFieldFrameBuffer.getSize()),
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shadingNdcPixelSize: 2 / Math.max(...this.lightingFrameBuffer.getSize()),
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// The motion-blur blend multiplies the lights pass' output by
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// blendFactor before it reaches the 8-bit canvas, which would attenuate
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// the anti-banding dither below the quantization step it has to mask.
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// Pre-scale the dither to arrive at full strength after blending; the
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// clamp keeps extreme motion-blur values from injecting visible grain.
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ditherStrength: lightsSizeChanged ? 1 : 1 / Math.max(this.blendFactor, 0.125),
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// Scroll the dither pattern every frame (golden-ratio offset), so the
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// motion-blur blend averages independently dithered frames instead of
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// freezing into a banded fixed point.
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ditherSeed: (this.frameIndex = (this.frameIndex + 1) & 63) * 5.588238,
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};
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this.distancePass.render(this.uniformsProvider.getUniforms(common), [
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