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+import { DataTexture, RedFormat, RGFormat, RGBAFormat, UnsignedByteType, RepeatWrapping, TempNode } from 'three/webgpu';
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+import { texture, screenCoordinate, frameId, fract, float, vec2, vec4, mod } from 'three/tsl';
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+
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+/**
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+ * @module BlueNoise
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+ * @three_import import { blueNoise } from 'three/addons/tsl/math/BlueNoise.js';
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+ */
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+
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+// Per-channel increments from the R1/R2/R4 quasirandom sequences (Roberts 2018, "The Unreasonable
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+// Effectiveness of Quasirandom Sequences"). Each channel advances by its own irrational step so
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+// the channels stay jointly well distributed over time.
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+const R1 = [ 0.6180339887498949 ];
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+const R2 = [ 0.7548776662466927, 0.5698402909980532 ];
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+const R4 = [ 0.8566748838545029, 0.7338918566271260, 0.6287067210378086, 0.5385972572236101 ];
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+
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+/**
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+ * Generates tileable blue-noise dither arrays via Ulichney's void-and-cluster method.
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+ *
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+ * The algorithm builds a per-pixel rank in `[0, size² − 1]` that, when interpreted as a
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+ * threshold map, has a flat spectrum at low frequencies (no clustering) and concentrated
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+ * energy at high frequencies — the defining property of blue noise.
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+ *
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+ * ```js
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+ * const generator = new BlueNoiseGenerator();
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+ * generator.size = 64;
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+ * const { data, maxValue } = generator.generate();
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+ * ```
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+ *
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+ * Reference: [Robert Ulichney, "The void-and-cluster method for dither array generation" (1993)](http://cv.ulichney.com/papers/1993-void-cluster.pdf).
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+ */
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+class BlueNoiseGenerator {
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+
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+ /**
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+ * Constructs a new blue-noise generator with default parameters.
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+ */
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+ constructor() {
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+
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+ /**
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+ * Output dimension. The generated dither array is `size × size` and tiles seamlessly.
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+ *
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+ * @type {number}
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+ * @default 64
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+ */
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+ this.size = 64;
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+
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+ /**
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+ * Standard deviation (in pixels) of the Gaussian energy filter used to score
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+ * voids and clusters. Smaller σ → higher-frequency / sharper blue noise; larger
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+ * σ → smoother. Ulichney recommends `1.5`.
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+ *
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+ * @type {number}
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+ * @default 1.5
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+ */
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+ this.sigma = 1.5;
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+
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+ /**
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+ * Fraction of pixels seeded as 1s in the initial random pattern. The
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+ * void-and-cluster step equilibrates this into the Initial Binary Pattern (IBP).
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+ *
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+ * @type {number}
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+ * @default 0.1
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+ */
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+ this.majorityPointsRatio = 0.1;
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+
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+ /**
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+ * Seed for the internal LCG, for reproducible output.
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+ *
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+ * @type {number}
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+ * @default 1
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+ */
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+ this.seed = 1;
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+
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+ }
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+
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+ /**
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+ * Run the void-and-cluster algorithm.
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+ *
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+ * @return {{ data: Uint32Array, maxValue: number }} `data` holds per-pixel ranks
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+ * in row-major order; `maxValue` is `size² − 1` (the highest rank).
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+ */
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+ generate() {
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+
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+ const size = this.size;
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+ const total = size * size;
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+ const sigma = this.sigma;
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+ const sigma2 = sigma * sigma;
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+
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+ // Toroidal Gaussian filter, truncated to ±5σ (or ±size/2, whichever is smaller).
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+ // Beyond ~5σ the weight is < 4e-6 and contributes nothing measurable.
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+ const halfSize = ( size / 2 ) | 0;
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+ const cutoff = Math.min( halfSize, Math.ceil( sigma * 5 ) );
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+ const filterSize = cutoff * 2 + 1;
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+ const weights = new Float32Array( filterSize * filterSize );
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+ for ( let dy = - cutoff; dy <= cutoff; dy ++ ) {
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+
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+ for ( let dx = - cutoff; dx <= cutoff; dx ++ ) {
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+
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+ weights[ ( dy + cutoff ) * filterSize + ( dx + cutoff ) ] = Math.exp( - ( dx * dx + dy * dy ) / ( 2 * sigma2 ) );
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+
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+ }
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+
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+ }
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+
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+ // Working state.
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+ const binaryPattern = new Uint8Array( total );
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+ const energy = new Float32Array( total );
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+
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+ // Linear-congruential PRNG, seeded for reproducibility.
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+ let rngState = ( this.seed | 0 ) || 1;
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+ const random = () => {
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+
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+ rngState = ( Math.imul( rngState, 1664525 ) + 1013904223 ) | 0;
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+ return ( rngState >>> 0 ) / 0x100000000;
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+
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+ };
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+
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+ // Place `targetOnes` 1s at random positions via Fisher–Yates.
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+ const targetOnes = Math.max( 1, Math.floor( total * this.majorityPointsRatio ) );
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+ const shuffled = new Int32Array( total );
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+ for ( let i = 0; i < total; i ++ ) shuffled[ i ] = i;
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+ for ( let i = total - 1; i > 0; i -- ) {
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+
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+ const j = Math.floor( random() * ( i + 1 ) );
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+ const tmp = shuffled[ i ];
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+ shuffled[ i ] = shuffled[ j ];
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+ shuffled[ j ] = tmp;
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+
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+ }
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+
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+ for ( let i = 0; i < targetOnes; i ++ ) {
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+
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+ binaryPattern[ shuffled[ i ] ] = 1;
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+
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+ }
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+
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+ // Add or remove a 1 at (x, y), splatting the Gaussian into the energy buffer.
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+ const splatEnergy = ( x, y, sign ) => {
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+
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+ for ( let dy = - cutoff; dy <= cutoff; dy ++ ) {
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+
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+ const sy = ( ( y + dy ) % size + size ) % size;
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+ const wRow = ( dy + cutoff ) * filterSize;
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+ const eRow = sy * size;
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+ for ( let dx = - cutoff; dx <= cutoff; dx ++ ) {
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+
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+ const sx = ( ( x + dx ) % size + size ) % size;
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+ energy[ eRow + sx ] += sign * weights[ wRow + ( dx + cutoff ) ];
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+
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+ }
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+
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+ }
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+
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+ };
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+
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+ // Tightest cluster: 1-pixel with the highest filter response.
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+ const findTightestCluster = () => {
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+
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+ let maxE = - Infinity;
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+ let idx = - 1;
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+ for ( let i = 0; i < total; i ++ ) {
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+
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+ if ( binaryPattern[ i ] === 1 && energy[ i ] > maxE ) {
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+
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+ maxE = energy[ i ];
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+ idx = i;
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+
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+ }
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+
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+ }
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+
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+ return idx;
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+
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+ };
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+
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+ // Largest void: 0-pixel with the lowest filter response.
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+ const findLargestVoid = () => {
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+
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+ let minE = Infinity;
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+ let idx = - 1;
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+ for ( let i = 0; i < total; i ++ ) {
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+
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+ if ( binaryPattern[ i ] === 0 && energy[ i ] < minE ) {
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+
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+ minE = energy[ i ];
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+ idx = i;
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+
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+ }
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+
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+ }
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+
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+ return idx;
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+
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+ };
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+
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+ // Initial energy from the random seed pattern.
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+ for ( let i = 0; i < total; i ++ ) {
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+
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+ if ( binaryPattern[ i ] === 1 ) splatEnergy( i % size, ( i / size ) | 0, + 1 );
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+
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+ }
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+
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+ // Step 1: Equilibrate to the Initial Binary Pattern (IBP). Repeatedly move the
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+ // tightest cluster's 1 into the largest void; converges when the same pixel is
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+ // chosen on both sides.
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+ while ( true ) {
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+
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+ const clusterIdx = findTightestCluster();
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+ binaryPattern[ clusterIdx ] = 0;
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+ splatEnergy( clusterIdx % size, ( clusterIdx / size ) | 0, - 1 );
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+
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+ const voidIdx = findLargestVoid();
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+ binaryPattern[ voidIdx ] = 1;
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+ splatEnergy( voidIdx % size, ( voidIdx / size ) | 0, + 1 );
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+
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+ if ( clusterIdx === voidIdx ) break;
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+
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+ }
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+
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+ // Snapshot the IBP — we'll restore it before the forward pass.
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+ const ibpBinary = binaryPattern.slice();
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+ const ibpEnergy = energy.slice();
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+
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+ const ranks = new Uint32Array( total );
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+
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+ // Phase 1: Reverse-rank the ones in the IBP. Repeatedly remove the tightest
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+ // cluster, assigning ranks `targetOnes − 1` down to `0`.
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+ for ( let rank = targetOnes - 1; rank >= 0; rank -- ) {
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+
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+ const idx = findTightestCluster();
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+ ranks[ idx ] = rank;
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+ binaryPattern[ idx ] = 0;
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+ splatEnergy( idx % size, ( idx / size ) | 0, - 1 );
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+
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+ }
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+
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+ // Restore IBP.
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+ binaryPattern.set( ibpBinary );
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+ energy.set( ibpEnergy );
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+
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+ // Phase 2 + 3: Forward-rank the zeros. Repeatedly fill the largest void,
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+ // assigning ranks `targetOnes` up to `total − 1`. The same operation works
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+ // past the 50 % mark — picking the 0-pixel with the smallest filter response
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+ // is equivalent to picking the tightest cluster on the inverted pattern.
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+ for ( let rank = targetOnes; rank < total; rank ++ ) {
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+
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+ const idx = findLargestVoid();
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+ ranks[ idx ] = rank;
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+ binaryPattern[ idx ] = 1;
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+ splatEnergy( idx % size, ( idx / size ) | 0, + 1 );
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+
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+ }
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+
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+ return { data: ranks, maxValue: total - 1 };
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+
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+ }
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+
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+}
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+
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+/**
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+ * Generates a blue-noise DataTexture.
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+ *
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+ * Returns an 8-bit texture with repeat wrapping and nearest filtering, suitable for
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+ * sampling in shaders as a tileable noise source. Each channel is an independent
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+ * blue-noise pattern, generated with a distinct seed so consumers can read
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+ * decorrelated values from a single texture fetch.
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+ *
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+ * Generation runs on the CPU (roughly 50 ms per channel at `64`) and the cost grows
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+ * with the fourth power of `size`, so prefer small textures — a tileable `64` is
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+ * plenty for screen-space jitter.
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+ *
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+ * @param {number} [size=64] - Texture dimension in pixels (the noise is square).
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+ * @param {number} [channels=1] - Number of independent noise channels. Must be `1`
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+ * (RedFormat), `2` (RGFormat), or `4` (RGBAFormat). Generation cost scales linearly.
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+ * @return {DataTexture} The generated blue-noise texture.
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+ */
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+export function generateBlueNoiseTexture( size = 64, channels = 1 ) {
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+
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+ if ( channels !== 1 && channels !== 2 && channels !== 4 ) {
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+
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+ throw new Error( 'generateBlueNoiseTexture: channels must be 1, 2, or 4.' );
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+
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+ }
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+
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+ const format = channels === 1 ? RedFormat : channels === 2 ? RGFormat : RGBAFormat;
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+
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+ const generator = new BlueNoiseGenerator();
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+ generator.size = size;
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+
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+ const pixels = new Uint8Array( size * size * channels );
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+
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+ // Each channel is regenerated with a distinct seed for an independent pattern.
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+ for ( let c = 0; c < channels; c ++ ) {
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+
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+ generator.seed = c + 1;
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+ const { data, maxValue } = generator.generate();
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+
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+ for ( let i = 0, l = data.length; i < l; i ++ ) {
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+
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+ pixels[ i * channels + c ] = ( data[ i ] / maxValue ) * 255;
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+
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+ }
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+
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+ }
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+
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+ const texture = new DataTexture( pixels, size, size, format, UnsignedByteType );
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+ texture.wrapS = RepeatWrapping;
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+ texture.wrapT = RepeatWrapping;
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+ texture.needsUpdate = true;
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+
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+ return texture;
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+
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+}
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+
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+/**
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+ * A node that supplies per-pixel blue-noise values for screen-space sampling jitter.
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+ *
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+ * The node lazily generates its own tileable blue-noise texture (see
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+ * {@link generateBlueNoiseTexture}) and point-samples it at the fragment's screen
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+ * coordinate. When `animated` is enabled, the values are scrolled along a per-channel
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+ * quasirandom (R-sequence) increment each frame: every frame keeps the spatial
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+ * blue-noise distribution while each pixel follows a low-discrepancy temporal
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+ * sequence — ideal input jitter for effects resolved by temporal accumulation
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+ * (e.g. `TRAANode`).
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+ *
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+ * ```js
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+ * const giPass = ssgi( scenePassColor, scenePassDepth, sceneNormal, camera );
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+ * giPass.noiseNode = blueNoise( 2 );
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+ * ```
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+ *
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+ * @augments TempNode
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+ */
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+class BlueNoiseNode extends TempNode {
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+
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+ static get type() {
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+
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+ return 'BlueNoiseNode';
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+
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+ }
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+
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+ /**
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+ * Constructs a new blue-noise node.
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+ *
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+ * @param {number} [channels=1] - Number of decorrelated noise channels. Must be `1`
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+ * (float output), `2` (vec2) or `4` (vec4).
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+ * @param {number} [size=64] - The edge length of the internal noise texture.
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+ */
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+ constructor( channels = 1, size = 64 ) {
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+
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+ super( channels === 1 ? 'float' : channels === 2 ? 'vec2' : 'vec4' );
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+
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+ /**
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+ * Number of decorrelated noise channels.
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+ *
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+ * @type {number}
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+ * @default 1
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+ */
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+ this.channels = channels;
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+
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+ /**
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+ * The edge length of the internal noise texture.
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+ *
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+ * @type {number}
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+ * @default 64
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+ */
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+ this.size = size;
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+
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+ /**
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+ * Whether the noise is decorrelated over time for temporal accumulation. When
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+ * `false`, the pattern is static — use this when no temporal filtering is in
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+ * place, otherwise the noise would visibly crawl.
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+ *
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+ * @type {boolean}
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+ * @default true
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+ */
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+ this.animated = true;
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+
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+ /**
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+ * The lazily generated blue-noise texture.
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+ *
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+ * @private
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+ * @type {?DataTexture}
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+ */
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+ this._texture = null;
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+
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+ }
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+
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+ /**
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+ * This method is used to set up the node's TSL code.
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+ *
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+ * @return {Node} The per-pixel noise value.
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+ */
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+ setup() {
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+
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+ if ( this._texture === null ) {
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+
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+ this._texture = generateBlueNoiseTexture( this.size, this.channels );
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+
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+ }
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+
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+ const noise = texture( this._texture, screenCoordinate.div( this.size ) );
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+
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+ let value = ( this.channels === 1 ) ? noise.r : ( this.channels === 2 ) ? noise.rg : noise;
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+
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+ if ( this.animated === true ) {
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+
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+ const steps = ( this.channels === 1 ) ? float( R1[ 0 ] ) : ( this.channels === 2 ) ? vec2( ...R2 ) : vec4( ...R4 );
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+
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+ // The frame index is bounded to keep the scroll term well within float precision.
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+ // The wrap is just another quasirandom offset, so it is seamless under accumulation.
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+
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+ const frame = float( mod( frameId, 4096 ) );
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+
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+ value = fract( value.add( frame.mul( steps ) ) );
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+
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+ }
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+
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+ return value;
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+
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+ }
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+
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+ /**
|
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|
+ * Frees internal resources. This method should be called
|
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|
+ * when the node is no longer required.
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|
|
+ */
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|
+ dispose() {
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+
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+ super.dispose();
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|
+
|
|
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+ if ( this._texture !== null ) this._texture.dispose();
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|
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+
|
|
|
+ }
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+
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|
+}
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|
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+
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|
|
+export default BlueNoiseNode;
|
|
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+
|
|
|
+/**
|
|
|
+ * TSL function for creating a blue-noise node.
|
|
|
+ *
|
|
|
+ * @tsl
|
|
|
+ * @function
|
|
|
+ * @param {number} [channels=1] - Number of decorrelated noise channels. Must be `1`
|
|
|
+ * (float output), `2` (vec2) or `4` (vec4).
|
|
|
+ * @param {number} [size=64] - The edge length of the internal noise texture.
|
|
|
+ * @returns {BlueNoiseNode}
|
|
|
+ */
|
|
|
+export const blueNoise = ( channels, size ) => new BlueNoiseNode( channels, size );
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|
|
+
|
|
|
+export { BlueNoiseGenerator, BlueNoiseNode };
|