opal-js_wrap-three 0.1.1 → 0.1.2

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Files changed (503) hide show
  1. checksums.yaml +4 -4
  2. data/CHANGELOG.md +6 -0
  3. data/Gemfile.lock +4 -4
  4. data/lib/opal/js_wrap/three/version.rb +1 -1
  5. data/lib-opal/js_wrap/three/WebGL.js +102 -0
  6. data/lib-opal/js_wrap/three/animation/AnimationClipCreator.js +116 -0
  7. data/lib-opal/js_wrap/three/animation/CCDIKSolver.js +436 -0
  8. data/lib-opal/js_wrap/three/animation/MMDAnimationHelper.js +941 -0
  9. data/lib-opal/js_wrap/three/animation/MMDPhysics.js +1183 -0
  10. data/lib-opal/js_wrap/three/cameras/CinematicCamera.js +204 -0
  11. data/lib-opal/js_wrap/three/controls/ArcballControls.js +2649 -0
  12. data/lib-opal/js_wrap/three/controls/DragControls.js +234 -0
  13. data/lib-opal/js_wrap/three/controls/FirstPersonControls.js +301 -0
  14. data/lib-opal/js_wrap/three/controls/FlyControls.js +357 -0
  15. data/lib-opal/js_wrap/three/controls/OrbitControls.js +908 -0
  16. data/lib-opal/js_wrap/three/controls/PointerLockControls.js +173 -0
  17. data/lib-opal/js_wrap/three/controls/TrackballControls.js +666 -0
  18. data/lib-opal/js_wrap/three/controls/TransformControls.js +1210 -0
  19. data/lib-opal/js_wrap/three/controls/experimental/CameraControls.js +860 -0
  20. data/lib-opal/js_wrap/three/csm/CSM.js +346 -0
  21. data/lib-opal/js_wrap/three/csm/CSMFrustum.js +123 -0
  22. data/lib-opal/js_wrap/three/csm/CSMHelper.js +197 -0
  23. data/lib-opal/js_wrap/three/csm/CSMShader.js +29 -0
  24. data/lib-opal/js_wrap/three/curves/CurveExtras.js +544 -0
  25. data/lib-opal/js_wrap/three/curves/NURBSCurve.js +122 -0
  26. data/lib-opal/js_wrap/three/curves/NURBSSurface.js +78 -0
  27. data/lib-opal/js_wrap/three/curves/NURBSUtils.js +413 -0
  28. data/lib-opal/js_wrap/three/deprecated/Geometry.js +1373 -0
  29. data/lib-opal/js_wrap/three/effects/AnaglyphEffect.js +113 -0
  30. data/lib-opal/js_wrap/three/effects/AsciiEffect.js +267 -0
  31. data/lib-opal/js_wrap/three/effects/OutlineEffect.js +400 -0
  32. data/lib-opal/js_wrap/three/effects/ParallaxBarrierEffect.js +90 -0
  33. data/lib-opal/js_wrap/three/effects/PeppersGhostEffect.js +160 -0
  34. data/lib-opal/js_wrap/three/effects/StereoEffect.js +63 -0
  35. data/lib-opal/js_wrap/three/environments/DebugEnvironment.js +107 -0
  36. data/lib-opal/js_wrap/three/environments/RoomEnvironment.js +166 -0
  37. data/lib-opal/js_wrap/three/exporters/ColladaExporter.js +442 -0
  38. data/lib-opal/js_wrap/three/exporters/DRACOExporter.js +205 -0
  39. data/lib-opal/js_wrap/three/exporters/GLTFExporter.js +2042 -0
  40. data/lib-opal/js_wrap/three/exporters/MMDExporter.js +189 -0
  41. data/lib-opal/js_wrap/three/exporters/OBJExporter.js +241 -0
  42. data/lib-opal/js_wrap/three/exporters/PLYExporter.js +370 -0
  43. data/lib-opal/js_wrap/three/exporters/STLExporter.js +186 -0
  44. data/lib-opal/js_wrap/three/exporters/USDZExporter.js +402 -0
  45. data/lib-opal/js_wrap/three/geometries/BoxLineGeometry.js +106 -0
  46. data/lib-opal/js_wrap/three/geometries/ConvexGeometry.js +88 -0
  47. data/lib-opal/js_wrap/three/geometries/DecalGeometry.js +302 -0
  48. data/lib-opal/js_wrap/three/geometries/LightningStrike.js +817 -0
  49. data/lib-opal/js_wrap/three/geometries/ParametricGeometries.js +280 -0
  50. data/lib-opal/js_wrap/three/geometries/ParametricGeometry.js +146 -0
  51. data/lib-opal/js_wrap/three/geometries/RoundedBoxGeometry.js +183 -0
  52. data/lib-opal/js_wrap/three/geometries/TeapotGeometry.js +352 -0
  53. data/lib-opal/js_wrap/three/geometries/TextGeometry.js +76 -0
  54. data/lib-opal/js_wrap/three/helpers/LightProbeHelper.js +95 -0
  55. data/lib-opal/js_wrap/three/helpers/PositionalAudioHelper.js +138 -0
  56. data/lib-opal/js_wrap/three/helpers/RectAreaLightHelper.js +115 -0
  57. data/lib-opal/js_wrap/three/helpers/VertexNormalsHelper.js +131 -0
  58. data/lib-opal/js_wrap/three/helpers/VertexTangentsHelper.js +118 -0
  59. data/lib-opal/js_wrap/three/interactive/HTMLMesh.js +307 -0
  60. data/lib-opal/js_wrap/three/interactive/InteractiveGroup.js +138 -0
  61. data/lib-opal/js_wrap/three/interactive/SelectionBox.js +264 -0
  62. data/lib-opal/js_wrap/three/interactive/SelectionHelper.js +88 -0
  63. data/lib-opal/js_wrap/three/libs/OimoPhysics/OimoPhysics.js +46059 -0
  64. data/lib-opal/js_wrap/three/libs/OimoPhysics/index.js +92 -0
  65. data/lib-opal/js_wrap/three/libs/chevrotain.module.min.js +6947 -0
  66. data/lib-opal/js_wrap/three/libs/ecsy.module.js +1999 -0
  67. data/lib-opal/js_wrap/three/libs/fflate.module.js +3002 -0
  68. data/lib-opal/js_wrap/three/libs/flow.module.js +3033 -0
  69. data/lib-opal/js_wrap/three/libs/ktx-parse.module.js +392 -0
  70. data/lib-opal/js_wrap/three/libs/lil-gui.module.min.js +821 -0
  71. data/lib-opal/js_wrap/three/libs/meshopt_decoder.module.js +136 -0
  72. data/lib-opal/js_wrap/three/libs/mmdparser.module.js +11022 -0
  73. data/lib-opal/js_wrap/three/libs/motion-controllers.module.js +589 -0
  74. data/lib-opal/js_wrap/three/libs/opentype.module.min.js +6132 -0
  75. data/lib-opal/js_wrap/three/libs/potpack.module.js +171 -0
  76. data/lib-opal/js_wrap/three/libs/rhino3dm/rhino3dm.js +6781 -0
  77. data/lib-opal/js_wrap/three/libs/rhino3dm/rhino3dm.module.js +6783 -0
  78. data/lib-opal/js_wrap/three/libs/stats.module.js +139 -0
  79. data/lib-opal/js_wrap/three/libs/tween.module.min.js +349 -0
  80. data/lib-opal/js_wrap/three/lights/LightProbeGenerator.js +233 -0
  81. data/lib-opal/js_wrap/three/lights/RectAreaLightUniformsLib.js +75 -0
  82. data/lib-opal/js_wrap/three/lines/Line2.js +66 -0
  83. data/lib-opal/js_wrap/three/lines/LineGeometry.js +122 -0
  84. data/lib-opal/js_wrap/three/lines/LineMaterial.js +227 -0
  85. data/lib-opal/js_wrap/three/lines/LineSegments2.js +312 -0
  86. data/lib-opal/js_wrap/three/lines/LineSegmentsGeometry.js +238 -0
  87. data/lib-opal/js_wrap/three/lines/Wireframe.js +98 -0
  88. data/lib-opal/js_wrap/three/lines/WireframeGeometry2.js +65 -0
  89. data/lib-opal/js_wrap/three/loaders/3DMLoader.js +1230 -0
  90. data/lib-opal/js_wrap/three/loaders/3MFLoader.js +1123 -0
  91. data/lib-opal/js_wrap/three/loaders/AMFLoader.js +445 -0
  92. data/lib-opal/js_wrap/three/loaders/BVHLoader.js +365 -0
  93. data/lib-opal/js_wrap/three/loaders/BasisTextureLoader.js +692 -0
  94. data/lib-opal/js_wrap/three/loaders/ColladaLoader.js +3046 -0
  95. data/lib-opal/js_wrap/three/loaders/DDSLoader.js +264 -0
  96. data/lib-opal/js_wrap/three/loaders/DRACOLoader.js +531 -0
  97. data/lib-opal/js_wrap/three/loaders/EXRLoader.js +1834 -0
  98. data/lib-opal/js_wrap/three/loaders/FBXLoader.js +3125 -0
  99. data/lib-opal/js_wrap/three/loaders/FontLoader.js +201 -0
  100. data/lib-opal/js_wrap/three/loaders/GCodeLoader.js +248 -0
  101. data/lib-opal/js_wrap/three/loaders/GLTFLoader.js +3334 -0
  102. data/lib-opal/js_wrap/three/loaders/HDRCubeTextureLoader.js +144 -0
  103. data/lib-opal/js_wrap/three/loaders/IFCLoader.js +2395 -0
  104. data/lib-opal/js_wrap/three/loaders/KMZLoader.js +142 -0
  105. data/lib-opal/js_wrap/three/loaders/KTX2Loader.js +535 -0
  106. data/lib-opal/js_wrap/three/loaders/KTXLoader.js +202 -0
  107. data/lib-opal/js_wrap/three/loaders/LDrawLoader.js +1737 -0
  108. data/lib-opal/js_wrap/three/loaders/LUT3dlLoader.js +163 -0
  109. data/lib-opal/js_wrap/three/loaders/LUTCubeLoader.js +171 -0
  110. data/lib-opal/js_wrap/three/loaders/LWOLoader.js +831 -0
  111. data/lib-opal/js_wrap/three/loaders/LogLuvLoader.js +713 -0
  112. data/lib-opal/js_wrap/three/loaders/LottieLoader.js +103 -0
  113. data/lib-opal/js_wrap/three/loaders/MD2Loader.js +258 -0
  114. data/lib-opal/js_wrap/three/loaders/MDDLoader.js +116 -0
  115. data/lib-opal/js_wrap/three/loaders/MMDLoader.js +1687 -0
  116. data/lib-opal/js_wrap/three/loaders/MTLLoader.js +465 -0
  117. data/lib-opal/js_wrap/three/loaders/NRRDLoader.js +554 -0
  118. data/lib-opal/js_wrap/three/loaders/NodeMaterialLoader.js +248 -0
  119. data/lib-opal/js_wrap/three/loaders/OBJLoader.js +673 -0
  120. data/lib-opal/js_wrap/three/loaders/PCDLoader.js +322 -0
  121. data/lib-opal/js_wrap/three/loaders/PDBLoader.js +318 -0
  122. data/lib-opal/js_wrap/three/loaders/PLYLoader.js +489 -0
  123. data/lib-opal/js_wrap/three/loaders/PRWMLoader.js +247 -0
  124. data/lib-opal/js_wrap/three/loaders/PVRLoader.js +240 -0
  125. data/lib-opal/js_wrap/three/loaders/RGBELoader.js +462 -0
  126. data/lib-opal/js_wrap/three/loaders/RGBMLoader.js +1169 -0
  127. data/lib-opal/js_wrap/three/loaders/STLLoader.js +345 -0
  128. data/lib-opal/js_wrap/three/loaders/SVGLoader.js +2162 -0
  129. data/lib-opal/js_wrap/three/loaders/TDSLoader.js +982 -0
  130. data/lib-opal/js_wrap/three/loaders/TGALoader.js +444 -0
  131. data/lib-opal/js_wrap/three/loaders/TTFLoader.js +210 -0
  132. data/lib-opal/js_wrap/three/loaders/TiltLoader.js +391 -0
  133. data/lib-opal/js_wrap/three/loaders/VOXLoader.js +272 -0
  134. data/lib-opal/js_wrap/three/loaders/VRMLLoader.js +2685 -0
  135. data/lib-opal/js_wrap/three/loaders/VRMLoader.js +103 -0
  136. data/lib-opal/js_wrap/three/loaders/VTKLoader.js +894 -0
  137. data/lib-opal/js_wrap/three/loaders/XYZLoader.js +136 -0
  138. data/lib-opal/js_wrap/three/loaders/ifc/web-ifc-api.js +60504 -0
  139. data/lib-opal/js_wrap/three/loaders/lwo/IFFParser.js +931 -0
  140. data/lib-opal/js_wrap/three/loaders/lwo/LWO2Parser.js +450 -0
  141. data/lib-opal/js_wrap/three/loaders/lwo/LWO3Parser.js +406 -0
  142. data/lib-opal/js_wrap/three/math/Capsule.js +133 -0
  143. data/lib-opal/js_wrap/three/math/ColorConverter.js +104 -0
  144. data/lib-opal/js_wrap/three/math/ConvexHull.js +924 -0
  145. data/lib-opal/js_wrap/three/math/ImprovedNoise.js +86 -0
  146. data/lib-opal/js_wrap/three/math/Lut.js +170 -0
  147. data/lib-opal/js_wrap/three/math/MeshSurfaceSampler.js +187 -0
  148. data/lib-opal/js_wrap/three/math/OBB.js +345 -0
  149. data/lib-opal/js_wrap/three/math/Octree.js +409 -0
  150. data/lib-opal/js_wrap/three/math/SimplexNoise.js +425 -0
  151. data/lib-opal/js_wrap/three/misc/ConvexObjectBreaker.js +447 -0
  152. data/lib-opal/js_wrap/three/misc/GPUComputationRenderer.js +322 -0
  153. data/lib-opal/js_wrap/three/misc/Gyroscope.js +94 -0
  154. data/lib-opal/js_wrap/three/misc/MD2Character.js +225 -0
  155. data/lib-opal/js_wrap/three/misc/MD2CharacterComplex.js +424 -0
  156. data/lib-opal/js_wrap/three/misc/MorphAnimMesh.js +109 -0
  157. data/lib-opal/js_wrap/three/misc/MorphBlendMesh.js +283 -0
  158. data/lib-opal/js_wrap/three/misc/ProgressiveLightMap.js +324 -0
  159. data/lib-opal/js_wrap/three/misc/RollerCoaster.js +489 -0
  160. data/lib-opal/js_wrap/three/misc/TubePainter.js +158 -0
  161. data/lib-opal/js_wrap/three/misc/Volume.js +427 -0
  162. data/lib-opal/js_wrap/three/misc/VolumeSlice.js +210 -0
  163. data/lib-opal/js_wrap/three/modifiers/CurveModifier.js +291 -0
  164. data/lib-opal/js_wrap/three/modifiers/EdgeSplitModifier.js +308 -0
  165. data/lib-opal/js_wrap/three/modifiers/SimplifyModifier.js +435 -0
  166. data/lib-opal/js_wrap/three/modifiers/TessellateModifier.js +264 -0
  167. data/lib-opal/js_wrap/three/node-editor/NodeEditor.js +402 -0
  168. data/lib-opal/js_wrap/three/node-editor/accessors/NormalEditor.js +80 -0
  169. data/lib-opal/js_wrap/three/node-editor/accessors/PositionEditor.js +80 -0
  170. data/lib-opal/js_wrap/three/node-editor/accessors/UVEditor.js +71 -0
  171. data/lib-opal/js_wrap/three/node-editor/display/BlendEditor.js +78 -0
  172. data/lib-opal/js_wrap/three/node-editor/inputs/ColorEditor.js +111 -0
  173. data/lib-opal/js_wrap/three/node-editor/inputs/FloatEditor.js +69 -0
  174. data/lib-opal/js_wrap/three/node-editor/inputs/SliderEditor.js +97 -0
  175. data/lib-opal/js_wrap/three/node-editor/inputs/Vector2Editor.js +73 -0
  176. data/lib-opal/js_wrap/three/node-editor/inputs/Vector3Editor.js +75 -0
  177. data/lib-opal/js_wrap/three/node-editor/inputs/Vector4Editor.js +77 -0
  178. data/lib-opal/js_wrap/three/node-editor/materials/StandardMaterialEditor.js +121 -0
  179. data/lib-opal/js_wrap/three/node-editor/math/DotEditor.js +76 -0
  180. data/lib-opal/js_wrap/three/node-editor/math/InvertEditor.js +80 -0
  181. data/lib-opal/js_wrap/three/node-editor/math/LimiterEditor.js +85 -0
  182. data/lib-opal/js_wrap/three/node-editor/math/NormalizeEditor.js +69 -0
  183. data/lib-opal/js_wrap/three/node-editor/math/OperatorEditor.js +91 -0
  184. data/lib-opal/js_wrap/three/node-editor/math/PowerEditor.js +73 -0
  185. data/lib-opal/js_wrap/three/node-editor/math/TrigonometryEditor.js +83 -0
  186. data/lib-opal/js_wrap/three/node-editor/procedural/CheckerEditor.js +69 -0
  187. data/lib-opal/js_wrap/three/node-editor/utils/OscillatorEditor.js +87 -0
  188. data/lib-opal/js_wrap/three/node-editor/utils/TimerEditor.js +89 -0
  189. data/lib-opal/js_wrap/three/nodes/Nodes.js +481 -0
  190. data/lib-opal/js_wrap/three/nodes/accessors/CameraNode.js +222 -0
  191. data/lib-opal/js_wrap/three/nodes/accessors/ColorsNode.js +99 -0
  192. data/lib-opal/js_wrap/three/nodes/accessors/LightNode.js +100 -0
  193. data/lib-opal/js_wrap/three/nodes/accessors/NormalNode.js +152 -0
  194. data/lib-opal/js_wrap/three/nodes/accessors/PositionNode.js +163 -0
  195. data/lib-opal/js_wrap/three/nodes/accessors/ReflectNode.js +161 -0
  196. data/lib-opal/js_wrap/three/nodes/accessors/ResolutionNode.js +99 -0
  197. data/lib-opal/js_wrap/three/nodes/accessors/ScreenUVNode.js +101 -0
  198. data/lib-opal/js_wrap/three/nodes/accessors/UVNode.js +105 -0
  199. data/lib-opal/js_wrap/three/nodes/core/AttributeNode.js +106 -0
  200. data/lib-opal/js_wrap/three/nodes/core/ConstNode.js +149 -0
  201. data/lib-opal/js_wrap/three/nodes/core/ExpressionNode.js +57 -0
  202. data/lib-opal/js_wrap/three/nodes/core/FunctionCallNode.js +138 -0
  203. data/lib-opal/js_wrap/three/nodes/core/FunctionNode.js +259 -0
  204. data/lib-opal/js_wrap/three/nodes/core/InputNode.js +124 -0
  205. data/lib-opal/js_wrap/three/nodes/core/Node.js +193 -0
  206. data/lib-opal/js_wrap/three/nodes/core/NodeBuilder.js +782 -0
  207. data/lib-opal/js_wrap/three/nodes/core/NodeFrame.js +69 -0
  208. data/lib-opal/js_wrap/three/nodes/core/NodeLib.js +56 -0
  209. data/lib-opal/js_wrap/three/nodes/core/NodeUniform.js +53 -0
  210. data/lib-opal/js_wrap/three/nodes/core/NodeUtils.js +60 -0
  211. data/lib-opal/js_wrap/three/nodes/core/StructNode.js +131 -0
  212. data/lib-opal/js_wrap/three/nodes/core/TempNode.js +160 -0
  213. data/lib-opal/js_wrap/three/nodes/core/VarNode.js +105 -0
  214. data/lib-opal/js_wrap/three/nodes/effects/BlurNode.js +160 -0
  215. data/lib-opal/js_wrap/three/nodes/effects/ColorAdjustmentNode.js +139 -0
  216. data/lib-opal/js_wrap/three/nodes/effects/LuminanceNode.js +106 -0
  217. data/lib-opal/js_wrap/three/nodes/inputs/BoolNode.js +95 -0
  218. data/lib-opal/js_wrap/three/nodes/inputs/ColorNode.js +99 -0
  219. data/lib-opal/js_wrap/three/nodes/inputs/CubeTextureNode.js +136 -0
  220. data/lib-opal/js_wrap/three/nodes/inputs/FloatNode.js +95 -0
  221. data/lib-opal/js_wrap/three/nodes/inputs/IntNode.js +95 -0
  222. data/lib-opal/js_wrap/three/nodes/inputs/Matrix3Node.js +102 -0
  223. data/lib-opal/js_wrap/three/nodes/inputs/Matrix4Node.js +102 -0
  224. data/lib-opal/js_wrap/three/nodes/inputs/PropertyNode.js +85 -0
  225. data/lib-opal/js_wrap/three/nodes/inputs/RTTNode.js +164 -0
  226. data/lib-opal/js_wrap/three/nodes/inputs/ReflectorNode.js +111 -0
  227. data/lib-opal/js_wrap/three/nodes/inputs/ScreenNode.js +69 -0
  228. data/lib-opal/js_wrap/three/nodes/inputs/TextureNode.js +140 -0
  229. data/lib-opal/js_wrap/three/nodes/inputs/Vector2Node.js +98 -0
  230. data/lib-opal/js_wrap/three/nodes/inputs/Vector3Node.js +99 -0
  231. data/lib-opal/js_wrap/three/nodes/inputs/Vector4Node.js +100 -0
  232. data/lib-opal/js_wrap/three/nodes/materials/BasicNodeMaterial.js +63 -0
  233. data/lib-opal/js_wrap/three/nodes/materials/MeshStandardNodeMaterial.js +63 -0
  234. data/lib-opal/js_wrap/three/nodes/materials/NodeMaterial.js +202 -0
  235. data/lib-opal/js_wrap/three/nodes/materials/PhongNodeMaterial.js +63 -0
  236. data/lib-opal/js_wrap/three/nodes/materials/SpriteNodeMaterial.js +63 -0
  237. data/lib-opal/js_wrap/three/nodes/materials/StandardNodeMaterial.js +63 -0
  238. data/lib-opal/js_wrap/three/nodes/materials/nodes/BasicNode.js +146 -0
  239. data/lib-opal/js_wrap/three/nodes/materials/nodes/MeshStandardNode.js +133 -0
  240. data/lib-opal/js_wrap/three/nodes/materials/nodes/PhongNode.js +273 -0
  241. data/lib-opal/js_wrap/three/nodes/materials/nodes/RawNode.js +101 -0
  242. data/lib-opal/js_wrap/three/nodes/materials/nodes/SpriteNode.js +176 -0
  243. data/lib-opal/js_wrap/three/nodes/materials/nodes/StandardNode.js +397 -0
  244. data/lib-opal/js_wrap/three/nodes/math/CondNode.js +151 -0
  245. data/lib-opal/js_wrap/three/nodes/math/MathNode.js +266 -0
  246. data/lib-opal/js_wrap/three/nodes/math/OperatorNode.js +120 -0
  247. data/lib-opal/js_wrap/three/nodes/misc/BumpMapNode.js +139 -0
  248. data/lib-opal/js_wrap/three/nodes/misc/NormalMapNode.js +122 -0
  249. data/lib-opal/js_wrap/three/nodes/misc/TextureCubeNode.js +107 -0
  250. data/lib-opal/js_wrap/three/nodes/misc/TextureCubeUVNode.js +191 -0
  251. data/lib-opal/js_wrap/three/nodes/postprocessing/NodePass.js +117 -0
  252. data/lib-opal/js_wrap/three/nodes/postprocessing/NodePostProcessing.js +128 -0
  253. data/lib-opal/js_wrap/three/nodes/procedural/CheckerNode.js +104 -0
  254. data/lib-opal/js_wrap/three/nodes/procedural/Fractal3DNode.js +121 -0
  255. data/lib-opal/js_wrap/three/nodes/procedural/Noise2DNode.js +115 -0
  256. data/lib-opal/js_wrap/three/nodes/procedural/Noise3DNode.js +112 -0
  257. data/lib-opal/js_wrap/three/nodes/utils/BypassNode.js +115 -0
  258. data/lib-opal/js_wrap/three/nodes/utils/ColorSpaceNode.js +214 -0
  259. data/lib-opal/js_wrap/three/nodes/utils/JoinNode.js +138 -0
  260. data/lib-opal/js_wrap/three/nodes/utils/MaxMIPLevelNode.js +88 -0
  261. data/lib-opal/js_wrap/three/nodes/utils/RemapNode.js +117 -0
  262. data/lib-opal/js_wrap/three/nodes/utils/SpecularMIPLevelNode.js +121 -0
  263. data/lib-opal/js_wrap/three/nodes/utils/SubSlotNode.js +112 -0
  264. data/lib-opal/js_wrap/three/nodes/utils/SwitchNode.js +129 -0
  265. data/lib-opal/js_wrap/three/nodes/utils/TimerNode.js +126 -0
  266. data/lib-opal/js_wrap/three/nodes/utils/UVTransformNode.js +104 -0
  267. data/lib-opal/js_wrap/three/nodes/utils/VelocityNode.js +181 -0
  268. data/lib-opal/js_wrap/three/objects/Lensflare.js +285 -0
  269. data/lib-opal/js_wrap/three/objects/LightningStorm.js +238 -0
  270. data/lib-opal/js_wrap/three/objects/MarchingCubes.js +667 -0
  271. data/lib-opal/js_wrap/three/objects/Reflector.js +205 -0
  272. data/lib-opal/js_wrap/three/objects/ReflectorForSSRPass.js +288 -0
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1
+ (function (global, factory) {
2
+ if (typeof define === "function" && define.amd) {
3
+ define(["exports"], factory);
4
+ } else if (typeof exports !== "undefined") {
5
+ factory(exports);
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+ } else {
7
+ var mod = {
8
+ exports: {}
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+ };
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+ factory(mod.exports);
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+ global.BleachBypassShader = mod.exports;
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+ }
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+ })(typeof globalThis !== "undefined" ? globalThis : typeof self !== "undefined" ? self : this, function (_exports) {
14
+ "use strict";
15
+
16
+ Object.defineProperty(_exports, "__esModule", {
17
+ value: true
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+ });
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+ _exports.BleachBypassShader = void 0;
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+
21
+ /**
22
+ * Bleach bypass shader [http://en.wikipedia.org/wiki/Bleach_bypass]
23
+ * - based on Nvidia example
24
+ * http://developer.download.nvidia.com/shaderlibrary/webpages/shader_library.html#post_bleach_bypass
25
+ */
26
+ var BleachBypassShader = {
27
+ uniforms: {
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+ 'tDiffuse': {
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+ value: null
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+ },
31
+ '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}",
38
+ fragmentShader:
39
+ /* glsl */
40
+ "\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}"
41
+ };
42
+ _exports.BleachBypassShader = BleachBypassShader;
43
+ });
@@ -0,0 +1,47 @@
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.BlendShader = 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.BlendShader = void 0;
20
+
21
+ /**
22
+ * Blend two textures
23
+ */
24
+ var BlendShader = {
25
+ uniforms: {
26
+ 'tDiffuse1': {
27
+ value: null
28
+ },
29
+ 'tDiffuse2': {
30
+ value: null
31
+ },
32
+ 'mixRatio': {
33
+ value: 0.5
34
+ },
35
+ 'opacity': {
36
+ value: 1.0
37
+ }
38
+ },
39
+ vertexShader:
40
+ /* glsl */
41
+ "\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}",
42
+ fragmentShader:
43
+ /* glsl */
44
+ "\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}"
45
+ };
46
+ _exports.BlendShader = BlendShader;
47
+ });
@@ -0,0 +1,65 @@
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.BokehShader = 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.BokehShader = void 0;
20
+
21
+ /**
22
+ * Depth-of-field shader with bokeh
23
+ * ported from GLSL shader by Martins Upitis
24
+ * http://artmartinsh.blogspot.com/2010/02/glsl-lens-blur-filter-with-bokeh.html
25
+ */
26
+ var BokehShader = {
27
+ defines: {
28
+ 'DEPTH_PACKING': 1,
29
+ 'PERSPECTIVE_CAMERA': 1
30
+ },
31
+ uniforms: {
32
+ 'tColor': {
33
+ value: null
34
+ },
35
+ 'tDepth': {
36
+ value: null
37
+ },
38
+ 'focus': {
39
+ value: 1.0
40
+ },
41
+ 'aspect': {
42
+ value: 1.0
43
+ },
44
+ 'aperture': {
45
+ value: 0.025
46
+ },
47
+ 'maxblur': {
48
+ value: 0.01
49
+ },
50
+ 'nearClip': {
51
+ value: 1.0
52
+ },
53
+ 'farClip': {
54
+ value: 1000.0
55
+ }
56
+ },
57
+ vertexShader:
58
+ /* glsl */
59
+ "\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}",
60
+ fragmentShader:
61
+ /* glsl */
62
+ "\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}"
63
+ };
64
+ _exports.BokehShader = BokehShader;
65
+ });
@@ -0,0 +1,125 @@
1
+ (function (global, factory) {
2
+ if (typeof define === "function" && define.amd) {
3
+ define(["exports", "three"], factory);
4
+ } else if (typeof exports !== "undefined") {
5
+ factory(exports, require("three"));
6
+ } else {
7
+ var mod = {
8
+ exports: {}
9
+ };
10
+ factory(mod.exports, global.three);
11
+ global.BokehShader2 = mod.exports;
12
+ }
13
+ })(typeof globalThis !== "undefined" ? globalThis : typeof self !== "undefined" ? self : this, function (_exports, _three) {
14
+ "use strict";
15
+
16
+ Object.defineProperty(_exports, "__esModule", {
17
+ value: true
18
+ });
19
+ _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)
25
+ *
26
+ * Requires #define RINGS and SAMPLES integers
27
+ */
28
+ var BokehShader = {
29
+ uniforms: {
30
+ 'textureWidth': {
31
+ value: 1.0
32
+ },
33
+ 'textureHeight': {
34
+ value: 1.0
35
+ },
36
+ 'focalDepth': {
37
+ value: 1.0
38
+ },
39
+ 'focalLength': {
40
+ value: 24.0
41
+ },
42
+ 'fstop': {
43
+ value: 0.9
44
+ },
45
+ 'tColor': {
46
+ value: null
47
+ },
48
+ 'tDepth': {
49
+ value: null
50
+ },
51
+ 'maxblur': {
52
+ value: 1.0
53
+ },
54
+ 'showFocus': {
55
+ value: 0
56
+ },
57
+ 'manualdof': {
58
+ value: 0
59
+ },
60
+ 'vignetting': {
61
+ value: 0
62
+ },
63
+ 'depthblur': {
64
+ value: 0
65
+ },
66
+ 'threshold': {
67
+ value: 0.5
68
+ },
69
+ 'gain': {
70
+ value: 2.0
71
+ },
72
+ 'bias': {
73
+ value: 0.5
74
+ },
75
+ 'fringe': {
76
+ value: 0.7
77
+ },
78
+ 'znear': {
79
+ value: 0.1
80
+ },
81
+ 'zfar': {
82
+ value: 100
83
+ },
84
+ 'noise': {
85
+ value: 1
86
+ },
87
+ 'dithering': {
88
+ value: 0.0001
89
+ },
90
+ 'pentagon': {
91
+ value: 0
92
+ },
93
+ 'shaderFocus': {
94
+ value: 1
95
+ },
96
+ 'focusCoords': {
97
+ value: new _three.Vector2()
98
+ }
99
+ },
100
+ vertexShader:
101
+ /* glsl */
102
+ "\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}",
103
+ fragmentShader:
104
+ /* glsl */
105
+ "\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}"
106
+ };
107
+ _exports.BokehShader = BokehShader;
108
+ var BokehDepthShader = {
109
+ uniforms: {
110
+ 'mNear': {
111
+ value: 1.0
112
+ },
113
+ 'mFar': {
114
+ value: 1000.0
115
+ }
116
+ },
117
+ vertexShader:
118
+ /* glsl */
119
+ "\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}",
120
+ fragmentShader:
121
+ /* glsl */
122
+ "\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}"
123
+ };
124
+ _exports.BokehDepthShader = BokehDepthShader;
125
+ });
@@ -0,0 +1,47 @@
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.BrightnessContrastShader = 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.BrightnessContrastShader = void 0;
20
+
21
+ /**
22
+ * Brightness and contrast adjustment
23
+ * https://github.com/evanw/glfx.js
24
+ * brightness: -1 to 1 (-1 is solid black, 0 is no change, and 1 is solid white)
25
+ * contrast: -1 to 1 (-1 is solid gray, 0 is no change, and 1 is maximum contrast)
26
+ */
27
+ var BrightnessContrastShader = {
28
+ uniforms: {
29
+ 'tDiffuse': {
30
+ value: null
31
+ },
32
+ 'brightness': {
33
+ value: 0
34
+ },
35
+ 'contrast': {
36
+ value: 0
37
+ }
38
+ },
39
+ vertexShader:
40
+ /* glsl */
41
+ "\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}",
42
+ fragmentShader:
43
+ /* glsl */
44
+ "\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}"
45
+ };
46
+ _exports.BrightnessContrastShader = BrightnessContrastShader;
47
+ });
@@ -0,0 +1,47 @@
1
+ (function (global, factory) {
2
+ if (typeof define === "function" && define.amd) {
3
+ define(["exports", "three"], factory);
4
+ } else if (typeof exports !== "undefined") {
5
+ factory(exports, require("three"));
6
+ } else {
7
+ var mod = {
8
+ exports: {}
9
+ };
10
+ factory(mod.exports, global.three);
11
+ global.ColorCorrectionShader = mod.exports;
12
+ }
13
+ })(typeof globalThis !== "undefined" ? globalThis : typeof self !== "undefined" ? self : this, function (_exports, _three) {
14
+ "use strict";
15
+
16
+ Object.defineProperty(_exports, "__esModule", {
17
+ value: true
18
+ });
19
+ _exports.ColorCorrectionShader = void 0;
20
+
21
+ /**
22
+ * Color correction
23
+ */
24
+ var ColorCorrectionShader = {
25
+ uniforms: {
26
+ 'tDiffuse': {
27
+ value: null
28
+ },
29
+ 'powRGB': {
30
+ value: new _three.Vector3(2, 2, 2)
31
+ },
32
+ 'mulRGB': {
33
+ value: new _three.Vector3(1, 1, 1)
34
+ },
35
+ 'addRGB': {
36
+ value: new _three.Vector3(0, 0, 0)
37
+ }
38
+ },
39
+ vertexShader:
40
+ /* glsl */
41
+ "\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}",
42
+ fragmentShader:
43
+ /* glsl */
44
+ "\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}"
45
+ };
46
+ _exports.ColorCorrectionShader = ColorCorrectionShader;
47
+ });
@@ -0,0 +1,41 @@
1
+ (function (global, factory) {
2
+ if (typeof define === "function" && define.amd) {
3
+ define(["exports", "three"], factory);
4
+ } else if (typeof exports !== "undefined") {
5
+ factory(exports, require("three"));
6
+ } else {
7
+ var mod = {
8
+ exports: {}
9
+ };
10
+ factory(mod.exports, global.three);
11
+ global.ColorifyShader = mod.exports;
12
+ }
13
+ })(typeof globalThis !== "undefined" ? globalThis : typeof self !== "undefined" ? self : this, function (_exports, _three) {
14
+ "use strict";
15
+
16
+ Object.defineProperty(_exports, "__esModule", {
17
+ value: true
18
+ });
19
+ _exports.ColorifyShader = void 0;
20
+
21
+ /**
22
+ * Colorify shader
23
+ */
24
+ var ColorifyShader = {
25
+ uniforms: {
26
+ 'tDiffuse': {
27
+ value: null
28
+ },
29
+ 'color': {
30
+ value: new _three.Color(0xffffff)
31
+ }
32
+ },
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 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}"
39
+ };
40
+ _exports.ColorifyShader = ColorifyShader;
41
+ });
@@ -0,0 +1,75 @@
1
+ (function (global, factory) {
2
+ if (typeof define === "function" && define.amd) {
3
+ define(["exports", "three"], factory);
4
+ } else if (typeof exports !== "undefined") {
5
+ factory(exports, require("three"));
6
+ } else {
7
+ var mod = {
8
+ exports: {}
9
+ };
10
+ factory(mod.exports, global.three);
11
+ global.ConvolutionShader = mod.exports;
12
+ }
13
+ })(typeof globalThis !== "undefined" ? globalThis : typeof self !== "undefined" ? self : this, function (_exports, _three) {
14
+ "use strict";
15
+
16
+ Object.defineProperty(_exports, "__esModule", {
17
+ value: true
18
+ });
19
+ _exports.ConvolutionShader = void 0;
20
+
21
+ /**
22
+ * Convolution shader
23
+ * ported from o3d sample to WebGL / GLSL
24
+ * http://o3d.googlecode.com/svn/trunk/samples/convolution.html
25
+ */
26
+ var ConvolutionShader = {
27
+ defines: {
28
+ 'KERNEL_SIZE_FLOAT': '25.0',
29
+ 'KERNEL_SIZE_INT': '25'
30
+ },
31
+ uniforms: {
32
+ 'tDiffuse': {
33
+ value: null
34
+ },
35
+ 'uImageIncrement': {
36
+ value: new _three.Vector2(0.001953125, 0.0)
37
+ },
38
+ 'cKernel': {
39
+ value: []
40
+ }
41
+ },
42
+ vertexShader:
43
+ /* glsl */
44
+ "\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}",
45
+ fragmentShader:
46
+ /* glsl */
47
+ "\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}",
48
+ buildKernel: function buildKernel(sigma) {
49
+ // We lop off the sqrt(2 * pi) * sigma term, since we're going to normalize anyway.
50
+ var kMaxKernelSize = 25;
51
+ var kernelSize = 2 * Math.ceil(sigma * 3.0) + 1;
52
+ if (kernelSize > kMaxKernelSize) kernelSize = kMaxKernelSize;
53
+ var halfWidth = (kernelSize - 1) * 0.5;
54
+ var values = new Array(kernelSize);
55
+ var sum = 0.0;
56
+
57
+ for (var i = 0; i < kernelSize; ++i) {
58
+ values[i] = gauss(i - halfWidth, sigma);
59
+ sum += values[i];
60
+ } // normalize the kernel
61
+
62
+
63
+ for (var _i = 0; _i < kernelSize; ++_i) {
64
+ values[_i] /= sum;
65
+ }
66
+
67
+ return values;
68
+ }
69
+ };
70
+ _exports.ConvolutionShader = ConvolutionShader;
71
+
72
+ function gauss(x, sigma) {
73
+ return Math.exp(-(x * x) / (2.0 * sigma * sigma));
74
+ }
75
+ });
@@ -0,0 +1,41 @@
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.CopyShader = 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.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
+ }
32
+ },
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
+ });