opal-js_wrap-three 0.1.1 → 0.1.2
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- checksums.yaml +4 -4
- data/CHANGELOG.md +6 -0
- data/Gemfile.lock +4 -4
- data/lib/opal/js_wrap/three/version.rb +1 -1
- data/lib-opal/js_wrap/three/WebGL.js +102 -0
- data/lib-opal/js_wrap/three/animation/AnimationClipCreator.js +116 -0
- data/lib-opal/js_wrap/three/animation/CCDIKSolver.js +436 -0
- data/lib-opal/js_wrap/three/animation/MMDAnimationHelper.js +941 -0
- data/lib-opal/js_wrap/three/animation/MMDPhysics.js +1183 -0
- data/lib-opal/js_wrap/three/cameras/CinematicCamera.js +204 -0
- data/lib-opal/js_wrap/three/controls/ArcballControls.js +2649 -0
- data/lib-opal/js_wrap/three/controls/DragControls.js +234 -0
- data/lib-opal/js_wrap/three/controls/FirstPersonControls.js +301 -0
- data/lib-opal/js_wrap/three/controls/FlyControls.js +357 -0
- data/lib-opal/js_wrap/three/controls/OrbitControls.js +908 -0
- data/lib-opal/js_wrap/three/controls/PointerLockControls.js +173 -0
- data/lib-opal/js_wrap/three/controls/TrackballControls.js +666 -0
- data/lib-opal/js_wrap/three/controls/TransformControls.js +1210 -0
- data/lib-opal/js_wrap/three/controls/experimental/CameraControls.js +860 -0
- data/lib-opal/js_wrap/three/csm/CSM.js +346 -0
- data/lib-opal/js_wrap/three/csm/CSMFrustum.js +123 -0
- data/lib-opal/js_wrap/three/csm/CSMHelper.js +197 -0
- data/lib-opal/js_wrap/three/csm/CSMShader.js +29 -0
- data/lib-opal/js_wrap/three/curves/CurveExtras.js +544 -0
- data/lib-opal/js_wrap/three/curves/NURBSCurve.js +122 -0
- data/lib-opal/js_wrap/three/curves/NURBSSurface.js +78 -0
- data/lib-opal/js_wrap/three/curves/NURBSUtils.js +413 -0
- data/lib-opal/js_wrap/three/deprecated/Geometry.js +1373 -0
- data/lib-opal/js_wrap/three/effects/AnaglyphEffect.js +113 -0
- data/lib-opal/js_wrap/three/effects/AsciiEffect.js +267 -0
- data/lib-opal/js_wrap/three/effects/OutlineEffect.js +400 -0
- data/lib-opal/js_wrap/three/effects/ParallaxBarrierEffect.js +90 -0
- data/lib-opal/js_wrap/three/effects/PeppersGhostEffect.js +160 -0
- data/lib-opal/js_wrap/three/effects/StereoEffect.js +63 -0
- data/lib-opal/js_wrap/three/environments/DebugEnvironment.js +107 -0
- data/lib-opal/js_wrap/three/environments/RoomEnvironment.js +166 -0
- data/lib-opal/js_wrap/three/exporters/ColladaExporter.js +442 -0
- data/lib-opal/js_wrap/three/exporters/DRACOExporter.js +205 -0
- data/lib-opal/js_wrap/three/exporters/GLTFExporter.js +2042 -0
- data/lib-opal/js_wrap/three/exporters/MMDExporter.js +189 -0
- data/lib-opal/js_wrap/three/exporters/OBJExporter.js +241 -0
- data/lib-opal/js_wrap/three/exporters/PLYExporter.js +370 -0
- data/lib-opal/js_wrap/three/exporters/STLExporter.js +186 -0
- data/lib-opal/js_wrap/three/exporters/USDZExporter.js +402 -0
- data/lib-opal/js_wrap/three/geometries/BoxLineGeometry.js +106 -0
- data/lib-opal/js_wrap/three/geometries/ConvexGeometry.js +88 -0
- data/lib-opal/js_wrap/three/geometries/DecalGeometry.js +302 -0
- data/lib-opal/js_wrap/three/geometries/LightningStrike.js +817 -0
- data/lib-opal/js_wrap/three/geometries/ParametricGeometries.js +280 -0
- data/lib-opal/js_wrap/three/geometries/ParametricGeometry.js +146 -0
- data/lib-opal/js_wrap/three/geometries/RoundedBoxGeometry.js +183 -0
- data/lib-opal/js_wrap/three/geometries/TeapotGeometry.js +352 -0
- data/lib-opal/js_wrap/three/geometries/TextGeometry.js +76 -0
- data/lib-opal/js_wrap/three/helpers/LightProbeHelper.js +95 -0
- data/lib-opal/js_wrap/three/helpers/PositionalAudioHelper.js +138 -0
- data/lib-opal/js_wrap/three/helpers/RectAreaLightHelper.js +115 -0
- data/lib-opal/js_wrap/three/helpers/VertexNormalsHelper.js +131 -0
- data/lib-opal/js_wrap/three/helpers/VertexTangentsHelper.js +118 -0
- data/lib-opal/js_wrap/three/interactive/HTMLMesh.js +307 -0
- data/lib-opal/js_wrap/three/interactive/InteractiveGroup.js +138 -0
- data/lib-opal/js_wrap/three/interactive/SelectionBox.js +264 -0
- data/lib-opal/js_wrap/three/interactive/SelectionHelper.js +88 -0
- data/lib-opal/js_wrap/three/libs/OimoPhysics/OimoPhysics.js +46059 -0
- data/lib-opal/js_wrap/three/libs/OimoPhysics/index.js +92 -0
- data/lib-opal/js_wrap/three/libs/chevrotain.module.min.js +6947 -0
- data/lib-opal/js_wrap/three/libs/ecsy.module.js +1999 -0
- data/lib-opal/js_wrap/three/libs/fflate.module.js +3002 -0
- data/lib-opal/js_wrap/three/libs/flow.module.js +3033 -0
- data/lib-opal/js_wrap/three/libs/ktx-parse.module.js +392 -0
- data/lib-opal/js_wrap/three/libs/lil-gui.module.min.js +821 -0
- data/lib-opal/js_wrap/three/libs/meshopt_decoder.module.js +136 -0
- data/lib-opal/js_wrap/three/libs/mmdparser.module.js +11022 -0
- data/lib-opal/js_wrap/three/libs/motion-controllers.module.js +589 -0
- data/lib-opal/js_wrap/three/libs/opentype.module.min.js +6132 -0
- data/lib-opal/js_wrap/three/libs/potpack.module.js +171 -0
- data/lib-opal/js_wrap/three/libs/rhino3dm/rhino3dm.js +6781 -0
- data/lib-opal/js_wrap/three/libs/rhino3dm/rhino3dm.module.js +6783 -0
- data/lib-opal/js_wrap/three/libs/stats.module.js +139 -0
- data/lib-opal/js_wrap/three/libs/tween.module.min.js +349 -0
- data/lib-opal/js_wrap/three/lights/LightProbeGenerator.js +233 -0
- data/lib-opal/js_wrap/three/lights/RectAreaLightUniformsLib.js +75 -0
- data/lib-opal/js_wrap/three/lines/Line2.js +66 -0
- data/lib-opal/js_wrap/three/lines/LineGeometry.js +122 -0
- data/lib-opal/js_wrap/three/lines/LineMaterial.js +227 -0
- data/lib-opal/js_wrap/three/lines/LineSegments2.js +312 -0
- data/lib-opal/js_wrap/three/lines/LineSegmentsGeometry.js +238 -0
- data/lib-opal/js_wrap/three/lines/Wireframe.js +98 -0
- data/lib-opal/js_wrap/three/lines/WireframeGeometry2.js +65 -0
- data/lib-opal/js_wrap/three/loaders/3DMLoader.js +1230 -0
- data/lib-opal/js_wrap/three/loaders/3MFLoader.js +1123 -0
- data/lib-opal/js_wrap/three/loaders/AMFLoader.js +445 -0
- data/lib-opal/js_wrap/three/loaders/BVHLoader.js +365 -0
- data/lib-opal/js_wrap/three/loaders/BasisTextureLoader.js +692 -0
- data/lib-opal/js_wrap/three/loaders/ColladaLoader.js +3046 -0
- data/lib-opal/js_wrap/three/loaders/DDSLoader.js +264 -0
- data/lib-opal/js_wrap/three/loaders/DRACOLoader.js +531 -0
- data/lib-opal/js_wrap/three/loaders/EXRLoader.js +1834 -0
- data/lib-opal/js_wrap/three/loaders/FBXLoader.js +3125 -0
- data/lib-opal/js_wrap/three/loaders/FontLoader.js +201 -0
- data/lib-opal/js_wrap/three/loaders/GCodeLoader.js +248 -0
- data/lib-opal/js_wrap/three/loaders/GLTFLoader.js +3334 -0
- data/lib-opal/js_wrap/three/loaders/HDRCubeTextureLoader.js +144 -0
- data/lib-opal/js_wrap/three/loaders/IFCLoader.js +2395 -0
- data/lib-opal/js_wrap/three/loaders/KMZLoader.js +142 -0
- data/lib-opal/js_wrap/three/loaders/KTX2Loader.js +535 -0
- data/lib-opal/js_wrap/three/loaders/KTXLoader.js +202 -0
- data/lib-opal/js_wrap/three/loaders/LDrawLoader.js +1737 -0
- data/lib-opal/js_wrap/three/loaders/LUT3dlLoader.js +163 -0
- data/lib-opal/js_wrap/three/loaders/LUTCubeLoader.js +171 -0
- data/lib-opal/js_wrap/three/loaders/LWOLoader.js +831 -0
- data/lib-opal/js_wrap/three/loaders/LogLuvLoader.js +713 -0
- data/lib-opal/js_wrap/three/loaders/LottieLoader.js +103 -0
- data/lib-opal/js_wrap/three/loaders/MD2Loader.js +258 -0
- data/lib-opal/js_wrap/three/loaders/MDDLoader.js +116 -0
- data/lib-opal/js_wrap/three/loaders/MMDLoader.js +1687 -0
- data/lib-opal/js_wrap/three/loaders/MTLLoader.js +465 -0
- data/lib-opal/js_wrap/three/loaders/NRRDLoader.js +554 -0
- data/lib-opal/js_wrap/three/loaders/NodeMaterialLoader.js +248 -0
- data/lib-opal/js_wrap/three/loaders/OBJLoader.js +673 -0
- data/lib-opal/js_wrap/three/loaders/PCDLoader.js +322 -0
- data/lib-opal/js_wrap/three/loaders/PDBLoader.js +318 -0
- data/lib-opal/js_wrap/three/loaders/PLYLoader.js +489 -0
- data/lib-opal/js_wrap/three/loaders/PRWMLoader.js +247 -0
- data/lib-opal/js_wrap/three/loaders/PVRLoader.js +240 -0
- data/lib-opal/js_wrap/three/loaders/RGBELoader.js +462 -0
- data/lib-opal/js_wrap/three/loaders/RGBMLoader.js +1169 -0
- data/lib-opal/js_wrap/three/loaders/STLLoader.js +345 -0
- data/lib-opal/js_wrap/three/loaders/SVGLoader.js +2162 -0
- data/lib-opal/js_wrap/three/loaders/TDSLoader.js +982 -0
- data/lib-opal/js_wrap/three/loaders/TGALoader.js +444 -0
- data/lib-opal/js_wrap/three/loaders/TTFLoader.js +210 -0
- data/lib-opal/js_wrap/three/loaders/TiltLoader.js +391 -0
- data/lib-opal/js_wrap/three/loaders/VOXLoader.js +272 -0
- data/lib-opal/js_wrap/three/loaders/VRMLLoader.js +2685 -0
- data/lib-opal/js_wrap/three/loaders/VRMLoader.js +103 -0
- data/lib-opal/js_wrap/three/loaders/VTKLoader.js +894 -0
- data/lib-opal/js_wrap/three/loaders/XYZLoader.js +136 -0
- data/lib-opal/js_wrap/three/loaders/ifc/web-ifc-api.js +60504 -0
- data/lib-opal/js_wrap/three/loaders/lwo/IFFParser.js +931 -0
- data/lib-opal/js_wrap/three/loaders/lwo/LWO2Parser.js +450 -0
- data/lib-opal/js_wrap/three/loaders/lwo/LWO3Parser.js +406 -0
- data/lib-opal/js_wrap/three/math/Capsule.js +133 -0
- data/lib-opal/js_wrap/three/math/ColorConverter.js +104 -0
- data/lib-opal/js_wrap/three/math/ConvexHull.js +924 -0
- data/lib-opal/js_wrap/three/math/ImprovedNoise.js +86 -0
- data/lib-opal/js_wrap/three/math/Lut.js +170 -0
- data/lib-opal/js_wrap/three/math/MeshSurfaceSampler.js +187 -0
- data/lib-opal/js_wrap/three/math/OBB.js +345 -0
- data/lib-opal/js_wrap/three/math/Octree.js +409 -0
- data/lib-opal/js_wrap/three/math/SimplexNoise.js +425 -0
- data/lib-opal/js_wrap/three/misc/ConvexObjectBreaker.js +447 -0
- data/lib-opal/js_wrap/three/misc/GPUComputationRenderer.js +322 -0
- data/lib-opal/js_wrap/three/misc/Gyroscope.js +94 -0
- data/lib-opal/js_wrap/three/misc/MD2Character.js +225 -0
- data/lib-opal/js_wrap/three/misc/MD2CharacterComplex.js +424 -0
- data/lib-opal/js_wrap/three/misc/MorphAnimMesh.js +109 -0
- data/lib-opal/js_wrap/three/misc/MorphBlendMesh.js +283 -0
- data/lib-opal/js_wrap/three/misc/ProgressiveLightMap.js +324 -0
- data/lib-opal/js_wrap/three/misc/RollerCoaster.js +489 -0
- data/lib-opal/js_wrap/three/misc/TubePainter.js +158 -0
- data/lib-opal/js_wrap/three/misc/Volume.js +427 -0
- data/lib-opal/js_wrap/three/misc/VolumeSlice.js +210 -0
- data/lib-opal/js_wrap/three/modifiers/CurveModifier.js +291 -0
- data/lib-opal/js_wrap/three/modifiers/EdgeSplitModifier.js +308 -0
- data/lib-opal/js_wrap/three/modifiers/SimplifyModifier.js +435 -0
- data/lib-opal/js_wrap/three/modifiers/TessellateModifier.js +264 -0
- data/lib-opal/js_wrap/three/node-editor/NodeEditor.js +402 -0
- data/lib-opal/js_wrap/three/node-editor/accessors/NormalEditor.js +80 -0
- data/lib-opal/js_wrap/three/node-editor/accessors/PositionEditor.js +80 -0
- data/lib-opal/js_wrap/three/node-editor/accessors/UVEditor.js +71 -0
- data/lib-opal/js_wrap/three/node-editor/display/BlendEditor.js +78 -0
- data/lib-opal/js_wrap/three/node-editor/inputs/ColorEditor.js +111 -0
- data/lib-opal/js_wrap/three/node-editor/inputs/FloatEditor.js +69 -0
- data/lib-opal/js_wrap/three/node-editor/inputs/SliderEditor.js +97 -0
- data/lib-opal/js_wrap/three/node-editor/inputs/Vector2Editor.js +73 -0
- data/lib-opal/js_wrap/three/node-editor/inputs/Vector3Editor.js +75 -0
- data/lib-opal/js_wrap/three/node-editor/inputs/Vector4Editor.js +77 -0
- data/lib-opal/js_wrap/three/node-editor/materials/StandardMaterialEditor.js +121 -0
- data/lib-opal/js_wrap/three/node-editor/math/DotEditor.js +76 -0
- data/lib-opal/js_wrap/three/node-editor/math/InvertEditor.js +80 -0
- data/lib-opal/js_wrap/three/node-editor/math/LimiterEditor.js +85 -0
- data/lib-opal/js_wrap/three/node-editor/math/NormalizeEditor.js +69 -0
- data/lib-opal/js_wrap/three/node-editor/math/OperatorEditor.js +91 -0
- data/lib-opal/js_wrap/three/node-editor/math/PowerEditor.js +73 -0
- data/lib-opal/js_wrap/three/node-editor/math/TrigonometryEditor.js +83 -0
- data/lib-opal/js_wrap/three/node-editor/procedural/CheckerEditor.js +69 -0
- data/lib-opal/js_wrap/three/node-editor/utils/OscillatorEditor.js +87 -0
- data/lib-opal/js_wrap/three/node-editor/utils/TimerEditor.js +89 -0
- data/lib-opal/js_wrap/three/nodes/Nodes.js +481 -0
- data/lib-opal/js_wrap/three/nodes/accessors/CameraNode.js +222 -0
- data/lib-opal/js_wrap/three/nodes/accessors/ColorsNode.js +99 -0
- data/lib-opal/js_wrap/three/nodes/accessors/LightNode.js +100 -0
- data/lib-opal/js_wrap/three/nodes/accessors/NormalNode.js +152 -0
- data/lib-opal/js_wrap/three/nodes/accessors/PositionNode.js +163 -0
- data/lib-opal/js_wrap/three/nodes/accessors/ReflectNode.js +161 -0
- data/lib-opal/js_wrap/three/nodes/accessors/ResolutionNode.js +99 -0
- data/lib-opal/js_wrap/three/nodes/accessors/ScreenUVNode.js +101 -0
- data/lib-opal/js_wrap/three/nodes/accessors/UVNode.js +105 -0
- data/lib-opal/js_wrap/three/nodes/core/AttributeNode.js +106 -0
- data/lib-opal/js_wrap/three/nodes/core/ConstNode.js +149 -0
- data/lib-opal/js_wrap/three/nodes/core/ExpressionNode.js +57 -0
- data/lib-opal/js_wrap/three/nodes/core/FunctionCallNode.js +138 -0
- data/lib-opal/js_wrap/three/nodes/core/FunctionNode.js +259 -0
- data/lib-opal/js_wrap/three/nodes/core/InputNode.js +124 -0
- data/lib-opal/js_wrap/three/nodes/core/Node.js +193 -0
- data/lib-opal/js_wrap/three/nodes/core/NodeBuilder.js +782 -0
- data/lib-opal/js_wrap/three/nodes/core/NodeFrame.js +69 -0
- data/lib-opal/js_wrap/three/nodes/core/NodeLib.js +56 -0
- data/lib-opal/js_wrap/three/nodes/core/NodeUniform.js +53 -0
- data/lib-opal/js_wrap/three/nodes/core/NodeUtils.js +60 -0
- data/lib-opal/js_wrap/three/nodes/core/StructNode.js +131 -0
- data/lib-opal/js_wrap/three/nodes/core/TempNode.js +160 -0
- data/lib-opal/js_wrap/three/nodes/core/VarNode.js +105 -0
- data/lib-opal/js_wrap/three/nodes/effects/BlurNode.js +160 -0
- data/lib-opal/js_wrap/three/nodes/effects/ColorAdjustmentNode.js +139 -0
- data/lib-opal/js_wrap/three/nodes/effects/LuminanceNode.js +106 -0
- data/lib-opal/js_wrap/three/nodes/inputs/BoolNode.js +95 -0
- data/lib-opal/js_wrap/three/nodes/inputs/ColorNode.js +99 -0
- data/lib-opal/js_wrap/three/nodes/inputs/CubeTextureNode.js +136 -0
- data/lib-opal/js_wrap/three/nodes/inputs/FloatNode.js +95 -0
- data/lib-opal/js_wrap/three/nodes/inputs/IntNode.js +95 -0
- data/lib-opal/js_wrap/three/nodes/inputs/Matrix3Node.js +102 -0
- data/lib-opal/js_wrap/three/nodes/inputs/Matrix4Node.js +102 -0
- data/lib-opal/js_wrap/three/nodes/inputs/PropertyNode.js +85 -0
- data/lib-opal/js_wrap/three/nodes/inputs/RTTNode.js +164 -0
- data/lib-opal/js_wrap/three/nodes/inputs/ReflectorNode.js +111 -0
- data/lib-opal/js_wrap/three/nodes/inputs/ScreenNode.js +69 -0
- data/lib-opal/js_wrap/three/nodes/inputs/TextureNode.js +140 -0
- data/lib-opal/js_wrap/three/nodes/inputs/Vector2Node.js +98 -0
- data/lib-opal/js_wrap/three/nodes/inputs/Vector3Node.js +99 -0
- data/lib-opal/js_wrap/three/nodes/inputs/Vector4Node.js +100 -0
- data/lib-opal/js_wrap/three/nodes/materials/BasicNodeMaterial.js +63 -0
- data/lib-opal/js_wrap/three/nodes/materials/MeshStandardNodeMaterial.js +63 -0
- data/lib-opal/js_wrap/three/nodes/materials/NodeMaterial.js +202 -0
- data/lib-opal/js_wrap/three/nodes/materials/PhongNodeMaterial.js +63 -0
- data/lib-opal/js_wrap/three/nodes/materials/SpriteNodeMaterial.js +63 -0
- data/lib-opal/js_wrap/three/nodes/materials/StandardNodeMaterial.js +63 -0
- data/lib-opal/js_wrap/three/nodes/materials/nodes/BasicNode.js +146 -0
- data/lib-opal/js_wrap/three/nodes/materials/nodes/MeshStandardNode.js +133 -0
- data/lib-opal/js_wrap/three/nodes/materials/nodes/PhongNode.js +273 -0
- data/lib-opal/js_wrap/three/nodes/materials/nodes/RawNode.js +101 -0
- data/lib-opal/js_wrap/three/nodes/materials/nodes/SpriteNode.js +176 -0
- data/lib-opal/js_wrap/three/nodes/materials/nodes/StandardNode.js +397 -0
- data/lib-opal/js_wrap/three/nodes/math/CondNode.js +151 -0
- data/lib-opal/js_wrap/three/nodes/math/MathNode.js +266 -0
- data/lib-opal/js_wrap/three/nodes/math/OperatorNode.js +120 -0
- data/lib-opal/js_wrap/three/nodes/misc/BumpMapNode.js +139 -0
- data/lib-opal/js_wrap/three/nodes/misc/NormalMapNode.js +122 -0
- data/lib-opal/js_wrap/three/nodes/misc/TextureCubeNode.js +107 -0
- data/lib-opal/js_wrap/three/nodes/misc/TextureCubeUVNode.js +191 -0
- data/lib-opal/js_wrap/three/nodes/postprocessing/NodePass.js +117 -0
- data/lib-opal/js_wrap/three/nodes/postprocessing/NodePostProcessing.js +128 -0
- data/lib-opal/js_wrap/three/nodes/procedural/CheckerNode.js +104 -0
- data/lib-opal/js_wrap/three/nodes/procedural/Fractal3DNode.js +121 -0
- data/lib-opal/js_wrap/three/nodes/procedural/Noise2DNode.js +115 -0
- data/lib-opal/js_wrap/three/nodes/procedural/Noise3DNode.js +112 -0
- data/lib-opal/js_wrap/three/nodes/utils/BypassNode.js +115 -0
- data/lib-opal/js_wrap/three/nodes/utils/ColorSpaceNode.js +214 -0
- data/lib-opal/js_wrap/three/nodes/utils/JoinNode.js +138 -0
- data/lib-opal/js_wrap/three/nodes/utils/MaxMIPLevelNode.js +88 -0
- data/lib-opal/js_wrap/three/nodes/utils/RemapNode.js +117 -0
- data/lib-opal/js_wrap/three/nodes/utils/SpecularMIPLevelNode.js +121 -0
- data/lib-opal/js_wrap/three/nodes/utils/SubSlotNode.js +112 -0
- data/lib-opal/js_wrap/three/nodes/utils/SwitchNode.js +129 -0
- data/lib-opal/js_wrap/three/nodes/utils/TimerNode.js +126 -0
- data/lib-opal/js_wrap/three/nodes/utils/UVTransformNode.js +104 -0
- data/lib-opal/js_wrap/three/nodes/utils/VelocityNode.js +181 -0
- data/lib-opal/js_wrap/three/objects/Lensflare.js +285 -0
- data/lib-opal/js_wrap/three/objects/LightningStorm.js +238 -0
- data/lib-opal/js_wrap/three/objects/MarchingCubes.js +667 -0
- data/lib-opal/js_wrap/three/objects/Reflector.js +205 -0
- data/lib-opal/js_wrap/three/objects/ReflectorForSSRPass.js +288 -0
- data/lib-opal/js_wrap/three/objects/ReflectorRTT.js +63 -0
- data/lib-opal/js_wrap/three/objects/Refractor.js +243 -0
- data/lib-opal/js_wrap/three/objects/ShadowMesh.js +100 -0
- data/lib-opal/js_wrap/three/objects/Sky.js +107 -0
- data/lib-opal/js_wrap/three/objects/Water.js +246 -0
- data/lib-opal/js_wrap/three/objects/Water2.js +238 -0
- data/lib-opal/js_wrap/three/offscreen/jank.js +51 -0
- data/lib-opal/js_wrap/three/offscreen/offscreen.js +24 -0
- data/lib-opal/js_wrap/three/offscreen/scene.js +99 -0
- data/lib-opal/js_wrap/three/physics/AmmoPhysics.js +266 -0
- data/lib-opal/js_wrap/three/physics/OimoPhysics.js +214 -0
- data/lib-opal/js_wrap/three/postprocessing/AdaptiveToneMappingPass.js +307 -0
- data/lib-opal/js_wrap/three/postprocessing/AfterimagePass.js +116 -0
- data/lib-opal/js_wrap/three/postprocessing/BloomPass.js +132 -0
- data/lib-opal/js_wrap/three/postprocessing/BokehPass.js +143 -0
- data/lib-opal/js_wrap/three/postprocessing/ClearPass.js +85 -0
- data/lib-opal/js_wrap/three/postprocessing/CubeTexturePass.js +104 -0
- data/lib-opal/js_wrap/three/postprocessing/DotScreenPass.js +90 -0
- data/lib-opal/js_wrap/three/postprocessing/EffectComposer.js +272 -0
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fragmentShader:
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"\n\n\t\tuniform float opacity;\n\n\t\tuniform sampler2D tDiffuse;\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvec4 base = texture2D( tDiffuse, vUv );\n\n\t\t\tvec3 lumCoeff = vec3( 0.25, 0.65, 0.1 );\n\t\t\tfloat lum = dot( lumCoeff, base.rgb );\n\t\t\tvec3 blend = vec3( lum );\n\n\t\t\tfloat L = min( 1.0, max( 0.0, 10.0 * ( lum - 0.45 ) ) );\n\n\t\t\tvec3 result1 = 2.0 * base.rgb * blend;\n\t\t\tvec3 result2 = 1.0 - 2.0 * ( 1.0 - blend ) * ( 1.0 - base.rgb );\n\n\t\t\tvec3 newColor = mix( result1, result2, L );\n\n\t\t\tfloat A2 = opacity * base.a;\n\t\t\tvec3 mixRGB = A2 * newColor.rgb;\n\t\t\tmixRGB += ( ( 1.0 - A2 ) * base.rgb );\n\n\t\t\tgl_FragColor = vec4( mixRGB, base.a );\n\n\t\t}"
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'mixRatio': {
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value: 0.5
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},
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'opacity': {
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value: 1.0
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}
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},
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vertexShader:
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/* glsl */
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"\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvUv = uv;\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n\t\t}",
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fragmentShader:
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/* glsl */
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"\n\n\t\tuniform float opacity;\n\t\tuniform float mixRatio;\n\n\t\tuniform sampler2D tDiffuse1;\n\t\tuniform sampler2D tDiffuse2;\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvec4 texel1 = texture2D( tDiffuse1, vUv );\n\t\t\tvec4 texel2 = texture2D( tDiffuse2, vUv );\n\t\t\tgl_FragColor = opacity * mix( texel1, texel2, mixRatio );\n\n\t\t}"
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};
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_exports.BlendShader = BlendShader;
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});
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factory(exports);
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} else {
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exports: {}
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};
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factory(mod.exports);
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global.BokehShader = mod.exports;
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}
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})(typeof globalThis !== "undefined" ? globalThis : typeof self !== "undefined" ? self : this, function (_exports) {
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value: true
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_exports.BokehShader = void 0;
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/**
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* Depth-of-field shader with bokeh
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* ported from GLSL shader by Martins Upitis
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* http://artmartinsh.blogspot.com/2010/02/glsl-lens-blur-filter-with-bokeh.html
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*/
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var BokehShader = {
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defines: {
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'DEPTH_PACKING': 1,
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'PERSPECTIVE_CAMERA': 1
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},
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uniforms: {
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'tColor': {
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value: null
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},
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'tDepth': {
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value: null
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},
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'focus': {
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value: 1.0
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},
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'aspect': {
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value: 1.0
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},
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'aperture': {
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value: 0.025
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},
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'maxblur': {
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value: 0.01
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},
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'nearClip': {
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value: 1.0
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},
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'farClip': {
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value: 1000.0
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}
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},
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vertexShader:
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/* glsl */
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"\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvUv = uv;\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n\t\t}",
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fragmentShader:
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/* glsl */
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"\n\n\t\t#include <common>\n\n\t\tvarying vec2 vUv;\n\n\t\tuniform sampler2D tColor;\n\t\tuniform sampler2D tDepth;\n\n\t\tuniform float maxblur; // max blur amount\n\t\tuniform float aperture; // aperture - bigger values for shallower depth of field\n\n\t\tuniform float nearClip;\n\t\tuniform float farClip;\n\n\t\tuniform float focus;\n\t\tuniform float aspect;\n\n\t\t#include <packing>\n\n\t\tfloat getDepth( const in vec2 screenPosition ) {\n\t\t\t#if DEPTH_PACKING == 1\n\t\t\treturn unpackRGBAToDepth( texture2D( tDepth, screenPosition ) );\n\t\t\t#else\n\t\t\treturn texture2D( tDepth, screenPosition ).x;\n\t\t\t#endif\n\t\t}\n\n\t\tfloat getViewZ( const in float depth ) {\n\t\t\t#if PERSPECTIVE_CAMERA == 1\n\t\t\treturn perspectiveDepthToViewZ( depth, nearClip, farClip );\n\t\t\t#else\n\t\t\treturn orthographicDepthToViewZ( depth, nearClip, farClip );\n\t\t\t#endif\n\t\t}\n\n\n\t\tvoid main() {\n\n\t\t\tvec2 aspectcorrect = vec2( 1.0, aspect );\n\n\t\t\tfloat viewZ = getViewZ( getDepth( vUv ) );\n\n\t\t\tfloat factor = ( focus + viewZ ); // viewZ is <= 0, so this is a difference equation\n\n\t\t\tvec2 dofblur = vec2 ( clamp( factor * aperture, -maxblur, maxblur ) );\n\n\t\t\tvec2 dofblur9 = dofblur * 0.9;\n\t\t\tvec2 dofblur7 = dofblur * 0.7;\n\t\t\tvec2 dofblur4 = dofblur * 0.4;\n\n\t\t\tvec4 col = vec4( 0.0 );\n\n\t\t\tcol += texture2D( tColor, vUv.xy );\n\t\t\tcol += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur );\n\t\t\tcol += texture2D( tColor, vUv.xy + ( vec2( 0.15, 0.37 ) * aspectcorrect ) * dofblur );\n\t\t\tcol += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur );\n\t\t\tcol += texture2D( tColor, vUv.xy + ( vec2( -0.37, 0.15 ) * aspectcorrect ) * dofblur );\n\t\t\tcol += texture2D( tColor, vUv.xy + ( vec2( 0.40, 0.0 ) * aspectcorrect ) * dofblur );\n\t\t\tcol += texture2D( tColor, vUv.xy + ( vec2( 0.37, -0.15 ) * aspectcorrect ) * dofblur );\n\t\t\tcol += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur );\n\t\t\tcol += texture2D( tColor, vUv.xy + ( vec2( -0.15, -0.37 ) * aspectcorrect ) * dofblur );\n\t\t\tcol += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur );\n\t\t\tcol += texture2D( tColor, vUv.xy + ( vec2( -0.15, 0.37 ) * aspectcorrect ) * dofblur );\n\t\t\tcol += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur );\n\t\t\tcol += texture2D( tColor, vUv.xy + ( vec2( 0.37, 0.15 ) * aspectcorrect ) * dofblur );\n\t\t\tcol += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur );\n\t\t\tcol += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur );\n\t\t\tcol += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur );\n\t\t\tcol += texture2D( tColor, vUv.xy + ( vec2( 0.15, -0.37 ) * aspectcorrect ) * dofblur );\n\n\t\t\tcol += texture2D( tColor, vUv.xy + ( vec2( 0.15, 0.37 ) * aspectcorrect ) * dofblur9 );\n\t\t\tcol += texture2D( tColor, vUv.xy + ( vec2( -0.37, 0.15 ) * aspectcorrect ) * dofblur9 );\n\t\t\tcol += texture2D( tColor, vUv.xy + ( vec2( 0.37, -0.15 ) * aspectcorrect ) * dofblur9 );\n\t\t\tcol += texture2D( tColor, vUv.xy + ( vec2( -0.15, -0.37 ) * aspectcorrect ) * dofblur9 );\n\t\t\tcol += texture2D( tColor, vUv.xy + ( vec2( -0.15, 0.37 ) * aspectcorrect ) * dofblur9 );\n\t\t\tcol += texture2D( tColor, vUv.xy + ( vec2( 0.37, 0.15 ) * aspectcorrect ) * dofblur9 );\n\t\t\tcol += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur9 );\n\t\t\tcol += texture2D( tColor, vUv.xy + ( vec2( 0.15, -0.37 ) * aspectcorrect ) * dofblur9 );\n\n\t\t\tcol += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur7 );\n\t\t\tcol += texture2D( tColor, vUv.xy + ( vec2( 0.40, 0.0 ) * aspectcorrect ) * dofblur7 );\n\t\t\tcol += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur7 );\n\t\t\tcol += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur7 );\n\t\t\tcol += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur7 );\n\t\t\tcol += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur7 );\n\t\t\tcol += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur7 );\n\t\t\tcol += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur7 );\n\n\t\t\tcol += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur4 );\n\t\t\tcol += texture2D( tColor, vUv.xy + ( vec2( 0.4, 0.0 ) * aspectcorrect ) * dofblur4 );\n\t\t\tcol += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur4 );\n\t\t\tcol += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur4 );\n\t\t\tcol += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur4 );\n\t\t\tcol += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur4 );\n\t\t\tcol += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur4 );\n\t\t\tcol += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur4 );\n\n\t\t\tgl_FragColor = col / 41.0;\n\t\t\tgl_FragColor.a = 1.0;\n\n\t\t}"
|
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};
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_exports.BokehShader = BokehShader;
|
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});
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(function (global, factory) {
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if (typeof define === "function" && define.amd) {
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define(["exports", "three"], factory);
|
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} else if (typeof exports !== "undefined") {
|
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factory(exports, require("three"));
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} else {
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var mod = {
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exports: {}
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};
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factory(mod.exports, global.three);
|
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+
global.BokehShader2 = mod.exports;
|
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}
|
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})(typeof globalThis !== "undefined" ? globalThis : typeof self !== "undefined" ? self : this, function (_exports, _three) {
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"use strict";
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Object.defineProperty(_exports, "__esModule", {
|
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value: true
|
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});
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_exports.BokehShader = _exports.BokehDepthShader = void 0;
|
20
|
+
|
21
|
+
/**
|
22
|
+
* Depth-of-field shader with bokeh
|
23
|
+
* ported from GLSL shader by Martins Upitis
|
24
|
+
* http://blenderartists.org/forum/showthread.php?237488-GLSL-depth-of-field-with-bokeh-v2-4-(update)
|
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+
*
|
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|
+
* Requires #define RINGS and SAMPLES integers
|
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|
+
*/
|
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+
var BokehShader = {
|
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+
uniforms: {
|
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+
'textureWidth': {
|
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value: 1.0
|
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},
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'textureHeight': {
|
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value: 1.0
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},
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'focalDepth': {
|
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value: 1.0
|
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},
|
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'focalLength': {
|
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value: 24.0
|
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},
|
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'fstop': {
|
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value: 0.9
|
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},
|
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'tColor': {
|
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value: null
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},
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'tDepth': {
|
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value: null
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},
|
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'maxblur': {
|
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value: 1.0
|
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},
|
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'showFocus': {
|
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value: 0
|
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},
|
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'manualdof': {
|
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value: 0
|
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},
|
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+
'vignetting': {
|
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value: 0
|
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},
|
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'depthblur': {
|
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value: 0
|
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},
|
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'threshold': {
|
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value: 0.5
|
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},
|
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'gain': {
|
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value: 2.0
|
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},
|
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'bias': {
|
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value: 0.5
|
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+
},
|
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|
+
'fringe': {
|
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|
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value: 0.7
|
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|
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},
|
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+
'znear': {
|
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+
value: 0.1
|
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+
},
|
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|
+
'zfar': {
|
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|
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value: 100
|
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+
},
|
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|
+
'noise': {
|
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|
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value: 1
|
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},
|
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|
+
'dithering': {
|
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|
+
value: 0.0001
|
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|
+
},
|
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|
+
'pentagon': {
|
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|
+
value: 0
|
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|
+
},
|
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|
+
'shaderFocus': {
|
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|
+
value: 1
|
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|
+
},
|
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|
+
'focusCoords': {
|
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|
+
value: new _three.Vector2()
|
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|
+
}
|
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+
},
|
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vertexShader:
|
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|
+
/* glsl */
|
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|
+
"\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvUv = uv;\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n\t\t}",
|
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+
fragmentShader:
|
104
|
+
/* glsl */
|
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|
+
"\n\n\t\t#include <common>\n\n\t\tvarying vec2 vUv;\n\n\t\tuniform sampler2D tColor;\n\t\tuniform sampler2D tDepth;\n\t\tuniform float textureWidth;\n\t\tuniform float textureHeight;\n\n\t\tuniform float focalDepth; //focal distance value in meters, but you may use autofocus option below\n\t\tuniform float focalLength; //focal length in mm\n\t\tuniform float fstop; //f-stop value\n\t\tuniform bool showFocus; //show debug focus point and focal range (red = focal point, green = focal range)\n\n\t\t/*\n\t\tmake sure that these two values are the same for your camera, otherwise distances will be wrong.\n\t\t*/\n\n\t\tuniform float znear; // camera clipping start\n\t\tuniform float zfar; // camera clipping end\n\n\t\t//------------------------------------------\n\t\t//user variables\n\n\t\tconst int samples = SAMPLES; //samples on the first ring\n\t\tconst int rings = RINGS; //ring count\n\n\t\tconst int maxringsamples = rings * samples;\n\n\t\tuniform bool manualdof; // manual dof calculation\n\t\tfloat ndofstart = 1.0; // near dof blur start\n\t\tfloat ndofdist = 2.0; // near dof blur falloff distance\n\t\tfloat fdofstart = 1.0; // far dof blur start\n\t\tfloat fdofdist = 3.0; // far dof blur falloff distance\n\n\t\tfloat CoC = 0.03; //circle of confusion size in mm (35mm film = 0.03mm)\n\n\t\tuniform bool vignetting; // use optical lens vignetting\n\n\t\tfloat vignout = 1.3; // vignetting outer border\n\t\tfloat vignin = 0.0; // vignetting inner border\n\t\tfloat vignfade = 22.0; // f-stops till vignete fades\n\n\t\tuniform bool shaderFocus;\n\t\t// disable if you use external focalDepth value\n\n\t\tuniform vec2 focusCoords;\n\t\t// autofocus point on screen (0.0,0.0 - left lower corner, 1.0,1.0 - upper right)\n\t\t// if center of screen use vec2(0.5, 0.5);\n\n\t\tuniform float maxblur;\n\t\t//clamp value of max blur (0.0 = no blur, 1.0 default)\n\n\t\tuniform float threshold; // highlight threshold;\n\t\tuniform float gain; // highlight gain;\n\n\t\tuniform float bias; // bokeh edge bias\n\t\tuniform float fringe; // bokeh chromatic aberration / fringing\n\n\t\tuniform bool noise; //use noise instead of pattern for sample dithering\n\n\t\tuniform float dithering;\n\n\t\tuniform bool depthblur; // blur the depth buffer\n\t\tfloat dbsize = 1.25; // depth blur size\n\n\t\t/*\n\t\tnext part is experimental\n\t\tnot looking good with small sample and ring count\n\t\tlooks okay starting from samples = 4, rings = 4\n\t\t*/\n\n\t\tuniform bool pentagon; //use pentagon as bokeh shape?\n\t\tfloat feather = 0.4; //pentagon shape feather\n\n\t\t//------------------------------------------\n\n\t\tfloat penta(vec2 coords) {\n\t\t\t//pentagonal shape\n\t\t\tfloat scale = float(rings) - 1.3;\n\t\t\tvec4 HS0 = vec4( 1.0, 0.0, 0.0, 1.0);\n\t\t\tvec4 HS1 = vec4( 0.309016994, 0.951056516, 0.0, 1.0);\n\t\t\tvec4 HS2 = vec4(-0.809016994, 0.587785252, 0.0, 1.0);\n\t\t\tvec4 HS3 = vec4(-0.809016994,-0.587785252, 0.0, 1.0);\n\t\t\tvec4 HS4 = vec4( 0.309016994,-0.951056516, 0.0, 1.0);\n\t\t\tvec4 HS5 = vec4( 0.0 ,0.0 , 1.0, 1.0);\n\n\t\t\tvec4 one = vec4( 1.0 );\n\n\t\t\tvec4 P = vec4((coords),vec2(scale, scale));\n\n\t\t\tvec4 dist = vec4(0.0);\n\t\t\tfloat inorout = -4.0;\n\n\t\t\tdist.x = dot( P, HS0 );\n\t\t\tdist.y = dot( P, HS1 );\n\t\t\tdist.z = dot( P, HS2 );\n\t\t\tdist.w = dot( P, HS3 );\n\n\t\t\tdist = smoothstep( -feather, feather, dist );\n\n\t\t\tinorout += dot( dist, one );\n\n\t\t\tdist.x = dot( P, HS4 );\n\t\t\tdist.y = HS5.w - abs( P.z );\n\n\t\t\tdist = smoothstep( -feather, feather, dist );\n\t\t\tinorout += dist.x;\n\n\t\t\treturn clamp( inorout, 0.0, 1.0 );\n\t\t}\n\n\t\tfloat bdepth(vec2 coords) {\n\t\t\t// Depth buffer blur\n\t\t\tfloat d = 0.0;\n\t\t\tfloat kernel[9];\n\t\t\tvec2 offset[9];\n\n\t\t\tvec2 wh = vec2(1.0/textureWidth,1.0/textureHeight) * dbsize;\n\n\t\t\toffset[0] = vec2(-wh.x,-wh.y);\n\t\t\toffset[1] = vec2( 0.0, -wh.y);\n\t\t\toffset[2] = vec2( wh.x -wh.y);\n\n\t\t\toffset[3] = vec2(-wh.x, 0.0);\n\t\t\toffset[4] = vec2( 0.0, 0.0);\n\t\t\toffset[5] = vec2( wh.x, 0.0);\n\n\t\t\toffset[6] = vec2(-wh.x, wh.y);\n\t\t\toffset[7] = vec2( 0.0, wh.y);\n\t\t\toffset[8] = vec2( wh.x, wh.y);\n\n\t\t\tkernel[0] = 1.0/16.0; kernel[1] = 2.0/16.0; kernel[2] = 1.0/16.0;\n\t\t\tkernel[3] = 2.0/16.0; kernel[4] = 4.0/16.0; kernel[5] = 2.0/16.0;\n\t\t\tkernel[6] = 1.0/16.0; kernel[7] = 2.0/16.0; kernel[8] = 1.0/16.0;\n\n\n\t\t\tfor( int i=0; i<9; i++ ) {\n\t\t\t\tfloat tmp = texture2D(tDepth, coords + offset[i]).r;\n\t\t\t\td += tmp * kernel[i];\n\t\t\t}\n\n\t\t\treturn d;\n\t\t}\n\n\n\t\tvec3 color(vec2 coords,float blur) {\n\t\t\t//processing the sample\n\n\t\t\tvec3 col = vec3(0.0);\n\t\t\tvec2 texel = vec2(1.0/textureWidth,1.0/textureHeight);\n\n\t\t\tcol.r = texture2D(tColor,coords + vec2(0.0,1.0)*texel*fringe*blur).r;\n\t\t\tcol.g = texture2D(tColor,coords + vec2(-0.866,-0.5)*texel*fringe*blur).g;\n\t\t\tcol.b = texture2D(tColor,coords + vec2(0.866,-0.5)*texel*fringe*blur).b;\n\n\t\t\tvec3 lumcoeff = vec3(0.299,0.587,0.114);\n\t\t\tfloat lum = dot(col.rgb, lumcoeff);\n\t\t\tfloat thresh = max((lum-threshold)*gain, 0.0);\n\t\t\treturn col+mix(vec3(0.0),col,thresh*blur);\n\t\t}\n\n\t\tvec3 debugFocus(vec3 col, float blur, float depth) {\n\t\t\tfloat edge = 0.002*depth; //distance based edge smoothing\n\t\t\tfloat m = clamp(smoothstep(0.0,edge,blur),0.0,1.0);\n\t\t\tfloat e = clamp(smoothstep(1.0-edge,1.0,blur),0.0,1.0);\n\n\t\t\tcol = mix(col,vec3(1.0,0.5,0.0),(1.0-m)*0.6);\n\t\t\tcol = mix(col,vec3(0.0,0.5,1.0),((1.0-e)-(1.0-m))*0.2);\n\n\t\t\treturn col;\n\t\t}\n\n\t\tfloat linearize(float depth) {\n\t\t\treturn -zfar * znear / (depth * (zfar - znear) - zfar);\n\t\t}\n\n\t\tfloat vignette() {\n\t\t\tfloat dist = distance(vUv.xy, vec2(0.5,0.5));\n\t\t\tdist = smoothstep(vignout+(fstop/vignfade), vignin+(fstop/vignfade), dist);\n\t\t\treturn clamp(dist,0.0,1.0);\n\t\t}\n\n\t\tfloat gather(float i, float j, int ringsamples, inout vec3 col, float w, float h, float blur) {\n\t\t\tfloat rings2 = float(rings);\n\t\t\tfloat step = PI*2.0 / float(ringsamples);\n\t\t\tfloat pw = cos(j*step)*i;\n\t\t\tfloat ph = sin(j*step)*i;\n\t\t\tfloat p = 1.0;\n\t\t\tif (pentagon) {\n\t\t\t\tp = penta(vec2(pw,ph));\n\t\t\t}\n\t\t\tcol += color(vUv.xy + vec2(pw*w,ph*h), blur) * mix(1.0, i/rings2, bias) * p;\n\t\t\treturn 1.0 * mix(1.0, i /rings2, bias) * p;\n\t\t}\n\n\t\tvoid main() {\n\t\t\t//scene depth calculation\n\n\t\t\tfloat depth = linearize(texture2D(tDepth,vUv.xy).x);\n\n\t\t\t// Blur depth?\n\t\t\tif ( depthblur ) {\n\t\t\t\tdepth = linearize(bdepth(vUv.xy));\n\t\t\t}\n\n\t\t\t//focal plane calculation\n\n\t\t\tfloat fDepth = focalDepth;\n\n\t\t\tif (shaderFocus) {\n\n\t\t\t\tfDepth = linearize(texture2D(tDepth,focusCoords).x);\n\n\t\t\t}\n\n\t\t\t// dof blur factor calculation\n\n\t\t\tfloat blur = 0.0;\n\n\t\t\tif (manualdof) {\n\t\t\t\tfloat a = depth-fDepth; // Focal plane\n\t\t\t\tfloat b = (a-fdofstart)/fdofdist; // Far DoF\n\t\t\t\tfloat c = (-a-ndofstart)/ndofdist; // Near Dof\n\t\t\t\tblur = (a>0.0) ? b : c;\n\t\t\t} else {\n\t\t\t\tfloat f = focalLength; // focal length in mm\n\t\t\t\tfloat d = fDepth*1000.0; // focal plane in mm\n\t\t\t\tfloat o = depth*1000.0; // depth in mm\n\n\t\t\t\tfloat a = (o*f)/(o-f);\n\t\t\t\tfloat b = (d*f)/(d-f);\n\t\t\t\tfloat c = (d-f)/(d*fstop*CoC);\n\n\t\t\t\tblur = abs(a-b)*c;\n\t\t\t}\n\n\t\t\tblur = clamp(blur,0.0,1.0);\n\n\t\t\t// calculation of pattern for dithering\n\n\t\t\tvec2 noise = vec2(rand(vUv.xy), rand( vUv.xy + vec2( 0.4, 0.6 ) ) )*dithering*blur;\n\n\t\t\t// getting blur x and y step factor\n\n\t\t\tfloat w = (1.0/textureWidth)*blur*maxblur+noise.x;\n\t\t\tfloat h = (1.0/textureHeight)*blur*maxblur+noise.y;\n\n\t\t\t// calculation of final color\n\n\t\t\tvec3 col = vec3(0.0);\n\n\t\t\tif(blur < 0.05) {\n\t\t\t\t//some optimization thingy\n\t\t\t\tcol = texture2D(tColor, vUv.xy).rgb;\n\t\t\t} else {\n\t\t\t\tcol = texture2D(tColor, vUv.xy).rgb;\n\t\t\t\tfloat s = 1.0;\n\t\t\t\tint ringsamples;\n\n\t\t\t\tfor (int i = 1; i <= rings; i++) {\n\t\t\t\t\t/*unboxstart*/\n\t\t\t\t\tringsamples = i * samples;\n\n\t\t\t\t\tfor (int j = 0 ; j < maxringsamples ; j++) {\n\t\t\t\t\t\tif (j >= ringsamples) break;\n\t\t\t\t\t\ts += gather(float(i), float(j), ringsamples, col, w, h, blur);\n\t\t\t\t\t}\n\t\t\t\t\t/*unboxend*/\n\t\t\t\t}\n\n\t\t\t\tcol /= s; //divide by sample count\n\t\t\t}\n\n\t\t\tif (showFocus) {\n\t\t\t\tcol = debugFocus(col, blur, depth);\n\t\t\t}\n\n\t\t\tif (vignetting) {\n\t\t\t\tcol *= vignette();\n\t\t\t}\n\n\t\t\tgl_FragColor.rgb = col;\n\t\t\tgl_FragColor.a = 1.0;\n\t\t}"
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};
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_exports.BokehShader = BokehShader;
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var BokehDepthShader = {
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uniforms: {
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'mNear': {
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value: 1.0
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},
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'mFar': {
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value: 1000.0
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}
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},
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vertexShader:
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/* glsl */
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"\n\n\t\tvarying float vViewZDepth;\n\n\t\tvoid main() {\n\n\t\t\t#include <begin_vertex>\n\t\t\t#include <project_vertex>\n\n\t\t\tvViewZDepth = - mvPosition.z;\n\n\t\t}",
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fragmentShader:
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/* glsl */
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"\n\n\t\tuniform float mNear;\n\t\tuniform float mFar;\n\n\t\tvarying float vViewZDepth;\n\n\t\tvoid main() {\n\n\t\t\tfloat color = 1.0 - smoothstep( mNear, mFar, vViewZDepth );\n\t\t\tgl_FragColor = vec4( vec3( color ), 1.0 );\n\n\t\t}"
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};
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_exports.BokehDepthShader = BokehDepthShader;
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});
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factory(mod.exports);
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global.BrightnessContrastShader = mod.exports;
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}
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/**
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* Brightness and contrast adjustment
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* https://github.com/evanw/glfx.js
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* brightness: -1 to 1 (-1 is solid black, 0 is no change, and 1 is solid white)
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* contrast: -1 to 1 (-1 is solid gray, 0 is no change, and 1 is maximum contrast)
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*/
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var BrightnessContrastShader = {
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uniforms: {
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'tDiffuse': {
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value: null
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},
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'brightness': {
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value: 0
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},
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'contrast': {
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value: 0
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}
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},
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vertexShader:
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/* glsl */
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"\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvUv = uv;\n\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n\t\t}",
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fragmentShader:
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/* glsl */
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"\n\n\t\tuniform sampler2D tDiffuse;\n\t\tuniform float brightness;\n\t\tuniform float contrast;\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tgl_FragColor = texture2D( tDiffuse, vUv );\n\n\t\t\tgl_FragColor.rgb += brightness;\n\n\t\t\tif (contrast > 0.0) {\n\t\t\t\tgl_FragColor.rgb = (gl_FragColor.rgb - 0.5) / (1.0 - contrast) + 0.5;\n\t\t\t} else {\n\t\t\t\tgl_FragColor.rgb = (gl_FragColor.rgb - 0.5) * (1.0 + contrast) + 0.5;\n\t\t\t}\n\n\t\t}"
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};
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_exports.BrightnessContrastShader = BrightnessContrastShader;
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});
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define(["exports", "three"], factory);
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factory(exports, require("three"));
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factory(mod.exports, global.three);
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global.ColorCorrectionShader = mod.exports;
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}
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})(typeof globalThis !== "undefined" ? globalThis : typeof self !== "undefined" ? self : this, function (_exports, _three) {
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value: true
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_exports.ColorCorrectionShader = void 0;
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/**
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* Color correction
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*/
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var ColorCorrectionShader = {
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uniforms: {
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'tDiffuse': {
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value: null
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},
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'powRGB': {
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value: new _three.Vector3(2, 2, 2)
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},
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'mulRGB': {
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value: new _three.Vector3(1, 1, 1)
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},
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'addRGB': {
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value: new _three.Vector3(0, 0, 0)
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}
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},
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vertexShader:
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/* glsl */
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"\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvUv = uv;\n\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n\t\t}",
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fragmentShader:
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/* glsl */
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"\n\n\t\tuniform sampler2D tDiffuse;\n\t\tuniform vec3 powRGB;\n\t\tuniform vec3 mulRGB;\n\t\tuniform vec3 addRGB;\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tgl_FragColor = texture2D( tDiffuse, vUv );\n\t\t\tgl_FragColor.rgb = mulRGB * pow( ( gl_FragColor.rgb + addRGB ), powRGB );\n\n\t\t}"
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};
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_exports.ColorCorrectionShader = ColorCorrectionShader;
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});
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define(["exports", "three"], factory);
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} else if (typeof exports !== "undefined") {
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factory(exports, require("three"));
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} else {
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exports: {}
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};
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factory(mod.exports, global.three);
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global.ColorifyShader = mod.exports;
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}
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_exports.ColorifyShader = void 0;
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/**
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* Colorify shader
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*/
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var ColorifyShader = {
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uniforms: {
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'tDiffuse': {
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value: null
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},
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'color': {
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value: new _three.Color(0xffffff)
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}
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},
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vertexShader:
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/* glsl */
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"\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvUv = uv;\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n\t\t}",
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fragmentShader:
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/* glsl */
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"\n\n\t\tuniform vec3 color;\n\t\tuniform sampler2D tDiffuse;\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvec4 texel = texture2D( tDiffuse, vUv );\n\n\t\t\tvec3 luma = vec3( 0.299, 0.587, 0.114 );\n\t\t\tfloat v = dot( texel.xyz, luma );\n\n\t\t\tgl_FragColor = vec4( v * color, texel.w );\n\n\t\t}"
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};
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_exports.ColorifyShader = ColorifyShader;
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});
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@@ -0,0 +1,75 @@
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(function (global, factory) {
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if (typeof define === "function" && define.amd) {
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define(["exports", "three"], factory);
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} else if (typeof exports !== "undefined") {
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factory(exports, require("three"));
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} else {
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var mod = {
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exports: {}
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};
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factory(mod.exports, global.three);
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global.ConvolutionShader = mod.exports;
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}
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})(typeof globalThis !== "undefined" ? globalThis : typeof self !== "undefined" ? self : this, function (_exports, _three) {
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"use strict";
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Object.defineProperty(_exports, "__esModule", {
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value: true
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});
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_exports.ConvolutionShader = void 0;
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/**
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* Convolution shader
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* ported from o3d sample to WebGL / GLSL
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* http://o3d.googlecode.com/svn/trunk/samples/convolution.html
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*/
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var ConvolutionShader = {
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defines: {
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'KERNEL_SIZE_FLOAT': '25.0',
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'KERNEL_SIZE_INT': '25'
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},
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uniforms: {
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'tDiffuse': {
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value: null
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},
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'uImageIncrement': {
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value: new _three.Vector2(0.001953125, 0.0)
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},
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'cKernel': {
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value: []
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}
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},
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vertexShader:
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/* glsl */
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"\n\n\t\tuniform vec2 uImageIncrement;\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvUv = uv - ( ( KERNEL_SIZE_FLOAT - 1.0 ) / 2.0 ) * uImageIncrement;\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n\t\t}",
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fragmentShader:
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/* glsl */
|
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"\n\n\t\tuniform float cKernel[ KERNEL_SIZE_INT ];\n\n\t\tuniform sampler2D tDiffuse;\n\t\tuniform vec2 uImageIncrement;\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvec2 imageCoord = vUv;\n\t\t\tvec4 sum = vec4( 0.0, 0.0, 0.0, 0.0 );\n\n\t\t\tfor( int i = 0; i < KERNEL_SIZE_INT; i ++ ) {\n\n\t\t\t\tsum += texture2D( tDiffuse, imageCoord ) * cKernel[ i ];\n\t\t\t\timageCoord += uImageIncrement;\n\n\t\t\t}\n\n\t\t\tgl_FragColor = sum;\n\n\t\t}",
|
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+
buildKernel: function buildKernel(sigma) {
|
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+
// We lop off the sqrt(2 * pi) * sigma term, since we're going to normalize anyway.
|
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+
var kMaxKernelSize = 25;
|
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+
var kernelSize = 2 * Math.ceil(sigma * 3.0) + 1;
|
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|
+
if (kernelSize > kMaxKernelSize) kernelSize = kMaxKernelSize;
|
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|
+
var halfWidth = (kernelSize - 1) * 0.5;
|
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|
+
var values = new Array(kernelSize);
|
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|
+
var sum = 0.0;
|
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|
+
|
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|
+
for (var i = 0; i < kernelSize; ++i) {
|
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|
+
values[i] = gauss(i - halfWidth, sigma);
|
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|
+
sum += values[i];
|
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+
} // normalize the kernel
|
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+
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+
|
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+
for (var _i = 0; _i < kernelSize; ++_i) {
|
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+
values[_i] /= sum;
|
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|
+
}
|
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|
+
|
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|
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return values;
|
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|
+
}
|
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|
+
};
|
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|
+
_exports.ConvolutionShader = ConvolutionShader;
|
71
|
+
|
72
|
+
function gauss(x, sigma) {
|
73
|
+
return Math.exp(-(x * x) / (2.0 * sigma * sigma));
|
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|
+
}
|
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|
+
});
|
@@ -0,0 +1,41 @@
|
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1
|
+
(function (global, factory) {
|
2
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+
if (typeof define === "function" && define.amd) {
|
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+
define(["exports"], factory);
|
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|
+
} else if (typeof exports !== "undefined") {
|
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+
factory(exports);
|
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|
+
} else {
|
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|
+
var mod = {
|
8
|
+
exports: {}
|
9
|
+
};
|
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|
+
factory(mod.exports);
|
11
|
+
global.CopyShader = mod.exports;
|
12
|
+
}
|
13
|
+
})(typeof globalThis !== "undefined" ? globalThis : typeof self !== "undefined" ? self : this, function (_exports) {
|
14
|
+
"use strict";
|
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|
+
|
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|
+
Object.defineProperty(_exports, "__esModule", {
|
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+
value: true
|
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|
+
});
|
19
|
+
_exports.CopyShader = void 0;
|
20
|
+
|
21
|
+
/**
|
22
|
+
* Full-screen textured quad shader
|
23
|
+
*/
|
24
|
+
var CopyShader = {
|
25
|
+
uniforms: {
|
26
|
+
'tDiffuse': {
|
27
|
+
value: null
|
28
|
+
},
|
29
|
+
'opacity': {
|
30
|
+
value: 1.0
|
31
|
+
}
|
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|
+
},
|
33
|
+
vertexShader:
|
34
|
+
/* glsl */
|
35
|
+
"\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvUv = uv;\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n\t\t}",
|
36
|
+
fragmentShader:
|
37
|
+
/* glsl */
|
38
|
+
"\n\n\t\tuniform float opacity;\n\n\t\tuniform sampler2D tDiffuse;\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvec4 texel = texture2D( tDiffuse, vUv );\n\t\t\tgl_FragColor = opacity * texel;\n\n\t\t}"
|
39
|
+
};
|
40
|
+
_exports.CopyShader = CopyShader;
|
41
|
+
});
|
@@ -0,0 +1,49 @@
|
|
1
|
+
(function (global, factory) {
|
2
|
+
if (typeof define === "function" && define.amd) {
|
3
|
+
define(["exports"], factory);
|
4
|
+
} else if (typeof exports !== "undefined") {
|
5
|
+
factory(exports);
|
6
|
+
} else {
|
7
|
+
var mod = {
|
8
|
+
exports: {}
|
9
|
+
};
|
10
|
+
factory(mod.exports);
|
11
|
+
global.DOFMipMapShader = mod.exports;
|
12
|
+
}
|
13
|
+
})(typeof globalThis !== "undefined" ? globalThis : typeof self !== "undefined" ? self : this, function (_exports) {
|
14
|
+
"use strict";
|
15
|
+
|
16
|
+
Object.defineProperty(_exports, "__esModule", {
|
17
|
+
value: true
|
18
|
+
});
|
19
|
+
_exports.DOFMipMapShader = void 0;
|
20
|
+
|
21
|
+
/**
|
22
|
+
* Depth-of-field shader using mipmaps
|
23
|
+
* - from Matt Handley @applmak
|
24
|
+
* - requires power-of-2 sized render target with enabled mipmaps
|
25
|
+
*/
|
26
|
+
var DOFMipMapShader = {
|
27
|
+
uniforms: {
|
28
|
+
'tColor': {
|
29
|
+
value: null
|
30
|
+
},
|
31
|
+
'tDepth': {
|
32
|
+
value: null
|
33
|
+
},
|
34
|
+
'focus': {
|
35
|
+
value: 1.0
|
36
|
+
},
|
37
|
+
'maxblur': {
|
38
|
+
value: 1.0
|
39
|
+
}
|
40
|
+
},
|
41
|
+
vertexShader:
|
42
|
+
/* glsl */
|
43
|
+
"\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvUv = uv;\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n\t\t}",
|
44
|
+
fragmentShader:
|
45
|
+
/* glsl */
|
46
|
+
"\n\n\t\tuniform float focus;\n\t\tuniform float maxblur;\n\n\t\tuniform sampler2D tColor;\n\t\tuniform sampler2D tDepth;\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvec4 depth = texture2D( tDepth, vUv );\n\n\t\t\tfloat factor = depth.x - focus;\n\n\t\t\tvec4 col = texture2D( tColor, vUv, 2.0 * maxblur * abs( focus - depth.x ) );\n\n\t\t\tgl_FragColor = col;\n\t\t\tgl_FragColor.a = 1.0;\n\n\t\t}"
|
47
|
+
};
|
48
|
+
_exports.DOFMipMapShader = DOFMipMapShader;
|
49
|
+
});
|