Builtin Library
- ..
- README.md594 B
- bindings.yaml370 B
- shader.wgsl4.0 KB
README.md
lightmap_blur
Edge-aware à-trous denoise pass over the indirect half of a lightmap
bake. Dispatched by the lightmap module between the bake and the
read-back: four 3x3 passes with doubling tap stride ping-pong the
indirect texels through a scratch buffer, smoothing Monte-Carlo
variance over a wide world-space radius. Per-tap weights from the
bake's position and normal buffers keep the smoothing on the local
surface — taps across a UV chart seam or on different geometry weigh
~zero. The direct half never passes through this kernel, so baked
shadow edges keep their full sharpness.