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pf/webgpu-
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rc/1.69.2
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fd7baedcdc | ||
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69fe9f6596 | ||
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712f1edc1e |
@@ -31,7 +31,7 @@ repositories {
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}
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dependencies {
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implementation 'com.google.android.filament:filament-android:1.69.1'
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implementation 'com.google.android.filament:filament-android:1.69.2'
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}
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```
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@@ -51,7 +51,7 @@ Here are all the libraries available in the group `com.google.android.filament`:
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iOS projects can use CocoaPods to install the latest release:
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```shell
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pod 'Filament', '~> 1.69.1'
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pod 'Filament', '~> 1.69.2'
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```
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## Documentation
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@@ -1,5 +1,5 @@
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GROUP=com.google.android.filament
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VERSION_NAME=1.69.1
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VERSION_NAME=1.69.2
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POM_DESCRIPTION=Real-time physically based rendering engine for Android.
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@@ -155,10 +155,11 @@ VkFormat getVkFormat(TextureFormat format) {
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case TextureFormat::RGBA16UI: return VK_FORMAT_R16G16B16A16_UINT;
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case TextureFormat::RGBA16I: return VK_FORMAT_R16G16B16A16_SINT;
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// 96-bits per element.
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case TextureFormat::RGB32F: return VK_FORMAT_R32G32B32_SFLOAT;
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case TextureFormat::RGB32UI: return VK_FORMAT_R32G32B32_UINT;
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case TextureFormat::RGB32I: return VK_FORMAT_R32G32B32_SINT;
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// 96-bits per element. In practice, very few GPU vendors support these. So, we simply
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// always reshape them into 128-bit formats.
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case TextureFormat::RGB32F: return VK_FORMAT_R32G32B32A32_SFLOAT;
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case TextureFormat::RGB32UI: return VK_FORMAT_R32G32B32A32_UINT;
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case TextureFormat::RGB32I: return VK_FORMAT_R32G32B32A32_SINT;
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// 128-bits per element.
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case TextureFormat::RGBA32F: return VK_FORMAT_R32G32B32A32_SFLOAT;
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@@ -21,6 +21,8 @@
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#include <math/vec3.h>
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#include <math/scalar.h>
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#include <cmath>
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namespace filament {
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using namespace math;
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@@ -320,10 +322,10 @@ public:
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const float weightToe = 1.0f - weightLinear;
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// Shoulder mapping for highlights.
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const float shoulder = mKa + mKb * std::expf(x * mKc);
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const float shoulder = mKa + mKb * expf(x * mKc);
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if (x < mLinearSection * mPeakIntensity) {
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const float toeMapped = mMidPoint * std::powf(x / mMidPoint, mToeStrength);
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const float toeMapped = mMidPoint * powf(x / mMidPoint, mToeStrength);
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return weightToe * toeMapped + weightLinear * x;
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}
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return shoulder;
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@@ -345,7 +347,7 @@ public:
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// Pre-compute constants for the shoulder region.
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const float k = (mLinearSection - 1.0f) / (mAlpha - 1.0f);
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mKa = mPeakIntensity * mLinearSection + mPeakIntensity * k;
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mKb = -mPeakIntensity * k * std::expf(mLinearSection / k);
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mKb = -mPeakIntensity * k * expf(mLinearSection / k);
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mKc = -1.0f / (k * mPeakIntensity);
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}
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@@ -1,12 +1,12 @@
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Pod::Spec.new do |spec|
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spec.name = "Filament"
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spec.version = "1.69.1"
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spec.version = "1.69.2"
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spec.license = { :type => "Apache 2.0", :file => "LICENSE" }
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spec.homepage = "https://google.github.io/filament"
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spec.authors = "Google LLC."
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spec.summary = "Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS, and WASM/WebGL."
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spec.platform = :ios, "11.0"
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spec.source = { :http => "https://github.com/google/filament/releases/download/v1.69.1/filament-v1.69.1-ios.tgz" }
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spec.source = { :http => "https://github.com/google/filament/releases/download/v1.69.2/filament-v1.69.2-ios.tgz" }
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spec.libraries = 'c++'
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@@ -1,6 +1,6 @@
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{
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"name": "filament",
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"version": "1.69.1",
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"version": "1.69.2",
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"description": "Real-time physically based rendering engine",
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"main": "filament.js",
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"module": "filament.js",
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