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227 lines
6.5 KiB
227 lines
6.5 KiB
6 months ago
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import {
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Matrix4,
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Vector2,
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Vector3,
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} from 'three';
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/**
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* References:
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* https://openaccess.thecvf.com/content/WACV2021/papers/Khademi_Self-Supervised_Poisson-Gaussian_Denoising_WACV_2021_paper.pdf
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* https://arxiv.org/pdf/2206.01856.pdf
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*/
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const PoissonDenoiseShader = {
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name: 'PoissonDenoiseShader',
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defines: {
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'SAMPLES': 16,
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'SAMPLE_VECTORS': generatePdSamplePointInitializer( 16, 2, 1 ),
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'NORMAL_VECTOR_TYPE': 1,
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'DEPTH_VALUE_SOURCE': 0,
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},
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uniforms: {
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'tDiffuse': { value: null },
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'tNormal': { value: null },
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'tDepth': { value: null },
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'tNoise': { value: null },
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'resolution': { value: new Vector2() },
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'cameraProjectionMatrixInverse': { value: new Matrix4() },
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'lumaPhi': { value: 5. },
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'depthPhi': { value: 5. },
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'normalPhi': { value: 5. },
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'radius': { value: 4. },
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'index': { value: 0 }
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},
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vertexShader: /* glsl */`
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}`,
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fragmentShader: /* glsl */`
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varying vec2 vUv;
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uniform sampler2D tDiffuse;
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uniform sampler2D tNormal;
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uniform sampler2D tDepth;
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uniform sampler2D tNoise;
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uniform vec2 resolution;
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uniform mat4 cameraProjectionMatrixInverse;
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uniform float lumaPhi;
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uniform float depthPhi;
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uniform float normalPhi;
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uniform float radius;
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uniform int index;
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#include <common>
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#include <packing>
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#ifndef SAMPLE_LUMINANCE
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#define SAMPLE_LUMINANCE dot(vec3(0.2125, 0.7154, 0.0721), a)
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#endif
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#ifndef FRAGMENT_OUTPUT
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#define FRAGMENT_OUTPUT vec4(denoised, 1.)
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#endif
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float getLuminance(const in vec3 a) {
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return SAMPLE_LUMINANCE;
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}
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const vec3 poissonDisk[SAMPLES] = SAMPLE_VECTORS;
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vec3 getViewPosition(const in vec2 screenPosition, const in float depth) {
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vec4 clipSpacePosition = vec4(vec3(screenPosition, depth) * 2.0 - 1.0, 1.0);
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vec4 viewSpacePosition = cameraProjectionMatrixInverse * clipSpacePosition;
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return viewSpacePosition.xyz / viewSpacePosition.w;
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}
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float getDepth(const vec2 uv) {
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#if DEPTH_VALUE_SOURCE == 1
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return textureLod(tDepth, uv.xy, 0.0).a;
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#else
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return textureLod(tDepth, uv.xy, 0.0).r;
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#endif
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}
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float fetchDepth(const ivec2 uv) {
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#if DEPTH_VALUE_SOURCE == 1
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return texelFetch(tDepth, uv.xy, 0).a;
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#else
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return texelFetch(tDepth, uv.xy, 0).r;
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#endif
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}
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vec3 computeNormalFromDepth(const vec2 uv) {
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vec2 size = vec2(textureSize(tDepth, 0));
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ivec2 p = ivec2(uv * size);
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float c0 = fetchDepth(p);
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float l2 = fetchDepth(p - ivec2(2, 0));
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float l1 = fetchDepth(p - ivec2(1, 0));
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float r1 = fetchDepth(p + ivec2(1, 0));
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float r2 = fetchDepth(p + ivec2(2, 0));
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float b2 = fetchDepth(p - ivec2(0, 2));
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float b1 = fetchDepth(p - ivec2(0, 1));
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float t1 = fetchDepth(p + ivec2(0, 1));
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float t2 = fetchDepth(p + ivec2(0, 2));
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float dl = abs((2.0 * l1 - l2) - c0);
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float dr = abs((2.0 * r1 - r2) - c0);
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float db = abs((2.0 * b1 - b2) - c0);
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float dt = abs((2.0 * t1 - t2) - c0);
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vec3 ce = getViewPosition(uv, c0).xyz;
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vec3 dpdx = (dl < dr) ? ce - getViewPosition((uv - vec2(1.0 / size.x, 0.0)), l1).xyz
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: -ce + getViewPosition((uv + vec2(1.0 / size.x, 0.0)), r1).xyz;
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vec3 dpdy = (db < dt) ? ce - getViewPosition((uv - vec2(0.0, 1.0 / size.y)), b1).xyz
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: -ce + getViewPosition((uv + vec2(0.0, 1.0 / size.y)), t1).xyz;
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return normalize(cross(dpdx, dpdy));
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}
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vec3 getViewNormal(const vec2 uv) {
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#if NORMAL_VECTOR_TYPE == 2
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return normalize(textureLod(tNormal, uv, 0.).rgb);
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#elif NORMAL_VECTOR_TYPE == 1
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return unpackRGBToNormal(textureLod(tNormal, uv, 0.).rgb);
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#else
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return computeNormalFromDepth(uv);
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#endif
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}
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void denoiseSample(in vec3 center, in vec3 viewNormal, in vec3 viewPos, in vec2 sampleUv, inout vec3 denoised, inout float totalWeight) {
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vec4 sampleTexel = textureLod(tDiffuse, sampleUv, 0.0);
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float sampleDepth = getDepth(sampleUv);
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vec3 sampleNormal = getViewNormal(sampleUv);
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vec3 neighborColor = sampleTexel.rgb;
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vec3 viewPosSample = getViewPosition(sampleUv, sampleDepth);
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float normalDiff = dot(viewNormal, sampleNormal);
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float normalSimilarity = pow(max(normalDiff, 0.), normalPhi);
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float lumaDiff = abs(getLuminance(neighborColor) - getLuminance(center));
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float lumaSimilarity = max(1.0 - lumaDiff / lumaPhi, 0.0);
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float depthDiff = abs(dot(viewPos - viewPosSample, viewNormal));
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float depthSimilarity = max(1. - depthDiff / depthPhi, 0.);
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float w = lumaSimilarity * depthSimilarity * normalSimilarity;
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denoised += w * neighborColor;
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totalWeight += w;
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}
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void main() {
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float depth = getDepth(vUv.xy);
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vec3 viewNormal = getViewNormal(vUv);
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if (depth == 1. || dot(viewNormal, viewNormal) == 0.) {
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discard;
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return;
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}
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vec4 texel = textureLod(tDiffuse, vUv, 0.0);
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vec3 center = texel.rgb;
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vec3 viewPos = getViewPosition(vUv, depth);
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vec2 noiseResolution = vec2(textureSize(tNoise, 0));
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vec2 noiseUv = vUv * resolution / noiseResolution;
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vec4 noiseTexel = textureLod(tNoise, noiseUv, 0.0);
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vec2 noiseVec = vec2(sin(noiseTexel[index % 4] * 2. * PI), cos(noiseTexel[index % 4] * 2. * PI));
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mat2 rotationMatrix = mat2(noiseVec.x, -noiseVec.y, noiseVec.x, noiseVec.y);
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float totalWeight = 1.0;
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vec3 denoised = texel.rgb;
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for (int i = 0; i < SAMPLES; i++) {
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vec3 sampleDir = poissonDisk[i];
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vec2 offset = rotationMatrix * (sampleDir.xy * (1. + sampleDir.z * (radius - 1.)) / resolution);
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vec2 sampleUv = vUv + offset;
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denoiseSample(center, viewNormal, viewPos, sampleUv, denoised, totalWeight);
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}
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if (totalWeight > 0.) {
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denoised /= totalWeight;
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}
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gl_FragColor = FRAGMENT_OUTPUT;
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}`
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};
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function generatePdSamplePointInitializer( samples, rings, radiusExponent ) {
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const poissonDisk = generateDenoiseSamples(
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samples,
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rings,
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radiusExponent,
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);
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let glslCode = 'vec3[SAMPLES](';
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for ( let i = 0; i < samples; i ++ ) {
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const sample = poissonDisk[ i ];
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glslCode += `vec3(${sample.x}, ${sample.y}, ${sample.z})${( i < samples - 1 ) ? ',' : ')'}`;
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}
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return glslCode;
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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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export { generatePdSamplePointInitializer, PoissonDenoiseShader };
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